@0    = ~Shapechange: Natural Form~

@1    = ~Shapechange: Natural Form
This ability causes the character to return to his or her natural shape and ends the polymorph effect.
~
@2    = ~Shapechange: Cat~

@3    = ~Shapechange: Cat

Strength: 10
Dexterity: 18

Base Armor Class: 8
Number of Attacks: 1
Attack Damage: 1d3 (slashing)
Enchantment: nonmagical

Special Abilities:
+25% to pickpocketing, hide in shadows, and move silently
~
@4    = ~Shapechange: Werebadger~

@5    = ~Shapechange: Werebadger

Strength: 17
Dexterity: 16

Base Armor Class: 4
Number of Attacks: 1.5
Attack Damage: 1d6+1 (crushing)
THAC0: +1
Enchantment: +1

Special Abilities:
30% cold resistance
35% slashing, crushing, piercing, missile damage resistance
~
@6    = ~Shapechange: Grizzly Bear~

@7    = ~Shapechange: Grizzly Bear

Strength: 18/90
Dexterity: 12

Base Armor Class: 4
Number of Attacks: 2
Attack Damage: 1d10 (slashing)
THAC0: +1
Enchantment: +1

Special Abilities:
25% cold resistance
Terrifying Roar: Fear for 2 rounds on a failed save vs. spell
~
@8    = ~Shapechange: Phase Spider~

@9    = ~Shapechange: Phase Spider

Strength: 14
Dexterity: 18

Base Armor Class: 3
Number of Attacks: 2
Attack Damage: 1d6 (piercing), 1 poison damage per 2 seconds for 5 rounds (save vs. death negates)
THAC0: +1
Enchantment: +1

Special Abilities:
Immunity to web effects
Phase Jump
~
@10    = ~Shapechange: Bombardier Beetle~

@11    = ~Shapechange: Bombardier Beetle

Strength: 16
Dexterity: 9

Base Armor Class: 1
Number of Attacks: 1
Attack Damage: 1d8+2 (piercing), 1d6 acid damage and stun for 3 seconds (save vs. death negates)
Enchantment: +1

Special Abilities:
Bombardier Beetle Acid: 3d4 acid damage, deafness for 7 rounds on a failed save vs. death, stun for 5 rounds on a failed save vs. spell
~
@12    = ~Shapechange: Orog Shaman~

@13    = ~Shapechange: Orog Shaman

Strength: 18/75
Dexterity: 10

Base Armor Class: 3
Number of Attacks: 1.5
Attack Damage: 1d10 (crushing)
Enchantment: +2

Special Abilities:
Bless
Hold Person
Remove Paralysis
Defensive Harmony
Neutralize Poison
~
@14    = ~Shapechange: Red Half-Dragon~

@15    = ~Shapechange: Red Half-Dragon

Strength: 18/100
Dexterity: 15

Base Armor Class: 2
Number of Attacks: 2
Attack Damage: 1d12+2 (slashing), 2d4 fire damage (save vs. breath for half)
THAC0: +2
Enchantment: +2

Special Abilities:
75% Fire Resistance
Fire Breath: 4d6 fire damage
~
@16    = ~Shapechange: Umber Hulk~

@17    = ~Shapechange: Umber Hulk

Strength: 20
Dexterity: 10

Base Armor Class: 2
Number of Attacks: 2
Attack Damage: 2d8 (crushing)
Enchantment: +2

Special Abilities:
Immunity to confusion
Confusing Gaze: confused for 5 rounds on a failed save vs. spell
~
@18    = ~Shapechange: Clay Golem~

@19    = ~Shapechange: Clay Golem

Strength: 18/100
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 1.5
Attack Damage: 1d12 (crushing)
Enchantment: +2

Special Abilities:
75% magic resistance
40% slashing, piercing, and missile resistance
Immunity to poison and disease
~
@20    = ~Shapechange: Beholder~

@21    = ~Shapechange: Beholder

Strength: 20
Dexterity: 10
Enchantment: +7

Base Armor Class: 0
Number of Attacks: 3
Attack Damage: Fires random beholder rays
THAC0: +20

Special Abilities:
Free Action
Beholder Rays: Cause Serious Wounds, Lightning Bolt, Hold Person, Domination, Fear, Paralyze, Flesh to Stone, Disintegrate, Death Ray
~
@22    = ~Shapechange: Glabrezu~

@23    = ~Shapechange: Glabrezu

Strength: 20
Dexterity: 16

Base Armor Class: -4
Number of Attacks: 2.5
Attack Damage: 2d8 (crushing)
Enchantment: +3

Special Abilities:
40% magic resistance
Immunity to fear, charm, confusion, poison, disease, sleep, stun, and nonmagical weapons
~
@24    = ~Shapechange: Young Green Dragon~

@25    = ~Shapechange: Young Green Dragon

Strength: 22
Dexterity: 16

Base Armor Class: -5
Number of Attacks: 2.5
Attack Damage: 1d12+4 (slashing), 2d4 poison damage (save vs. death negates)
THAC0: +4
Enchantment: +4

Special Abilities:
50% magic resistance
15% slashing, crushing, piercing, and missile damage resistance
Immunity to hold, paralysis, stun, grease, web, entangle, poison, backstab, wing buffet, nonmagical missiles
~
@26    = ~Shapechange: Frost Giant~

@27    = ~Shapechange: Frost Giant

Strength: 21
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 3
Attack Damage: 1d20+5 (slashing), unconsciousness for 6 seconds (save vs. death negates)
THAC0: +5
Enchantment: +4

Special Abilities:
80% cold resistance
10% slashing, crushing, piercing, and missile damage resistance
Double maximum HP
Immunity to hold, paralysis, stun, grease, web, entangle, wing buffet, backstab
~
@28    = ~Shapechange: Demilich~

@29    = ~Shapechange: Demilich

Strength: 12
Dexterity: 10

Base Armor Class: 0
Number of Attacks: 3
Attack Damage: 4d6 (magic damage), save vs. death at -2 for half damage; Maze for 6 seconds, save vs. spell at -4 negates (50% chance of bypassing magic resistance)
THAC0: +10
Enchantment: +7

Special Abilities:
75% magic resistance
50% fire, cold, electricity, acid, magical fire, and magical cold resistance
30% slashing, crushing, piercing, and missile damage resistance
Immunity to fear, charm, confusion, hold, paralysis, stun, level drain, berserk, petrification, Finger of Death, fatigue, sleep, poison, and disease
Immunity to level 1-5 spells
~
@30    = ~Terrifying Roar~

@31    = ~While in bear form, the Shapechanger may attempt to frighten enemies with a powerful roar. All enemies must save vs. spell or run in terror for 2 rounds.
~
@32    = ~Phase Jump~

@33    = ~While in phase spider form, the Shapechanger can briefly shift into the Astral Plane and back, allowing him or her to teleport to any location within range.
~
@34    = ~Bombardier Beetle Acid~

@35    = ~While in bombardier beetle form, the Shapechanger can create a cloud of corrosive fog, dealing 3d4 acid damage. Victims who fail a save vs. death are deafened for 7 rounds, suffering a 50% spell failure penalty, and those who fail a save vs. spell are also stunned for 5 rounds.
~
@36    = ~Neutralize Poison~

@37    = ~Neutralize Poison
(Necromancy)

Range: Touch 
Duration: Instant 
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None 

This spell removes all toxins from the body, both natural and magical in nature. When this spell is cast upon a poisoned individual, it immediately neutralizes any poison and restores 10 lost Hit Points. This spell will also cure any diseases that the target might be suffering from, as well as blindness and deafness.
~
@38    = ~Defensive Harmony~

@39    = ~Defensive Harmony
(Enchantment/Charm)

Range: 0
Duration: 6 rounds
Casting Time: 1
Area of Effect: 15-ft. radius
Saving Throw: None

Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination on their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster, but affects all allies within a 15-ft. radius. Those affected can move outside of this area after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his or her Armor Class. This lasts for 6 rounds or until dispelled.
~
@40    = ~Remove Paralysis~

@41    = ~Remove Paralysis
(Abjuration)

Range: 150 ft.
Duration: Permanent 
Casting Time: 6 
Area of Effect: 15-ft. radius
Saving Throw: None 

By the use of this spell, the caster can free all allied creatures within the area from the effects of any paralyzation or related magic (such as a ghoul's touch or a Hold spell).
~
@42    = ~Hold Person~

@43    = ~Hold Person
(Enchantment/Charm)

Range: 35 ft.
Duration: 1 turn
Casting Time: 5 
Area of Effect: 1 creature and any enemy within 4 ft.
Saving Throw: Neg. 

This spell holds one or more humans, demihumans, or humanoid creatures rigidly immobile and in place for one turn. This includes: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level Fighter could be held, while an ogre could not. The effect is centered on the victim selected by the caster. Every enemy within 4 ft. of the target is also affected. Those who succeed on their Saving Throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them even though they are helpless to change them. Time passes at a normal rate for the targets and hence being held does not stop any worsening of their condition due to wounds, disease, or poison.
~
@44    = ~Bless~

@45    = ~Bless
(Conjuration/Summoning)

Range: 40 ft.
Duration: 6 rounds
Casting Time: 9
Area of Effect: 15-ft. radius
Saving Throw: None

Upon uttering the Bless spell, the caster raises the morale of friendly creatures by +1. Furthermore, it raises their attack and damage rolls by +1. The caster determines at what range (up to 40 ft.) the spell will be cast. At the instant the spell is completed, it affects all creatures in a 15-ft. radius centered on the point selected by the caster (thus, affected creatures leaving the area are still subject to the spell's effects; those entering the area after the casting is completed are not).
~
@46    = ~Fire Breath~

@47    = ~While in half-dragon form, the Shapechanger can breathe a gout of flame up to 30 ft. long, inflicting 4d6 points of fire damage on all creatures caught within the 140-degree cone. There is no saving throw.
~
@48    = ~Confusing Gaze~

@49    = ~While in umber hulk form, the Shapechanger can deliver a confusing gaze to his or her opponents. Any enemy that fails a save vs. spell will suffer confusion for 5 rounds.
~
@50    = ~Power Word, Stun~

@51    = ~Power Word, Stun
(Conjuration/Summoning)

Range: Visual range of the caster 
Duration: Special
Casting Time: 1 
Area of Effect: 1 creature 
Saving Throw: None

When a Power Word, Stun spell is uttered, any creature of the caster's choice within visual range is stunned for the duration depending on its current Hit Points: 
 1 to 29 Hit Points: Stunned for 4d4 rounds; 
 30 to 59 Hit Points: Stunned for 2d4 rounds; 
 60 to 89 Hit Points: Stunned for 1d4 rounds; 
 90 or more Hit Points: unaffected.
Note that if a creature is weakened so that its Hit Points are below its usual maximum, the current number of Hit Points is used to determine this spell's effects.
~
@52    = ~Green Dragon Breath~

@53    = ~While in green dragon form, the Shapechanger may suffocate his or her foes with a cloud of poisonous fog, dealing 6d10 poison damage upon impact and an additional 2 poison damage per second for 2 rounds afterwards. A successful save vs. breath weapons will negate the lingering damage and cut the impact damage in half.
~
@54    = ~Resist Magic~

@55    = ~Resist Magic
This ability allows the Shapechanger to temporarily alter their anatomy to fight off the effects of malevolent magic. For 10 rounds, the user's Magic Resistance is increased by 40%, on top of any resistance the Shapechanger already possesses.
~
@56    = ~Whirlwind Attack~

@57    = ~Whirlwind Attack
This ability allows the Shapechanger to unleash a flurry of super-fast blows, doubling the user's attacks per round for the next 2 rounds. This ability cannot increase the attack rate of a Shapechanger in beholder or demilich form.
~
@58    = ~Hardiness~

@59    = ~Hardiness
This ability allows the Shapechanger to tough his or her skin, doubling the user's resistance to slashing, crushing, piercing, and missile damage for 5 rounds. Thus, the user's clay golem form will grant 80% resistance to slashing, piercing, and missile damage, but no resistance to crushing damage.
~
@60    = ~Evasion~

@61    = ~Evasion
This ability allows the Shapechanger to lighten his or her body and dramatically increase their movement speed. For the next 5 rounds, the Shapechanger gains a +5 bonus to AC, saving throws, and movement rate.
~
@62    = ~Simulacrum~

@63    = ~With incredible effort, the Shapechanger may split his or her body into two, creating a semi-illusory double for 5 rounds. The simulacrum is created at 60% of the caster's level and possesses all of the abilities that the caster would have at that level, but the simulacrum is nevertheless an illusion and can be dispelled using divination magic.
~
@64    = ~Stoneskin~

@65    = ~This ability allows the Shapechanger to temporarily transmute his or her skin into thin sheets of stone, similar to the Stoneskin spell. For the next 10 rounds, the skins will absorb the impact of 5 physical attacks before the skins dissipate.
~
@66    = ~True Seeing~

@67    = ~This ability allows the Shapechanger to transmute his or her eyes such that they can perceive invisible creatures, similar to the True Seeing spell. When this spell is cast, an area roughly 120 ft. in radius around the caster will be affected. Instantly and once each round for 1 turn after this spell is cast, all hostile Illusion/Phantasm spells in the area of effect will be dispelled. The spells that are affected by this are Reflected Image, Invisibility, Mirror Image, Non-Detection, Improved Invisibility, Shadow Door, Mislead, Project Image, and Simulacrum. The area of effect is roughly a 120-ft. radius around the caster. The target's Magic Resistance, if any, does not come into effect with this spell. This spell only affects enemies; thus, it is unable to dispel the invisibility from a party member. Finally, the spell also protects the caster from magical blindness for 1 turn after it is cast.
~
@68    = ~Polymorph Other~

@69    = ~Extensive experience with shaping one's own body allows the Shapechanger to attempt to force another being into transforming its own. This ability allows the Shapechanger to temporarily transform a single enemy into a squirrel for 5 rounds, cutting its maximum HP in half and rendering it nearly helpless. This ability bypasses magic resistance and spell protections, and can even affect creatures normally immune to polymorph effects, such as devils and demons. Only a saving throw vs. polymorph at -2 can avoid the effect.
~
