Anthropophagi CR 6

XP 2,400
CE Large monstrous humanoid
Init +7; Senses Scent 30 ft.; Perception -2


AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
hp 72 (8d10+32)
Fort +6; Ref +9; Will +4
DR 5/silver; Immune charm, mind affecting effect; Resist acid 10


Speed 20 ft., climb 15 ft.
Melee 2 claws +14 (1d8+6 plus +18 grab +1d6 acid), bite +13 (1d8+6 +1d6 acid)
Space 10 ft.; Reach 10 ft. (15 ft. with claws)
Special Attacks pounce, grab


Before Combat The Anthropophagi stalks the party, cleaning its claws and awaiting the perfect instance to pounce the thinnest looking party member.

During Combat The Anthropophagi attacks anybody using magic first, or who has the least muscle mass seeing them as naturally weak and vulnerable. If there is nobody fitting this description, the Anthropophagi attacks anyone threatening them. The Anthropophagi attacks anyone with a torch first and foremost, aiming to put the torch out.

Morale Anthropophagi flee if they are reduced to under half health to alert its allies. If there are no allies within the cave, and the Anthropophagi has no place to run, they fight to the death.


Str 22, Dex 16, Con 18, Int 5, Wis 7, Cha 4
Base Atk +8; CMB +14 (+18 if grapple); CMD 28
Feats Improved Natural Attack, Improved Initiative, Weapon Focus (Claw), Improved Natural Armor
Skills Acrobatics +7, Stealth +10 (+4 while in caves)
Languages Common (illiterate)
SQ pounce, grab, acidic claws (DC 18), dark shape


Acidic Claws (Ex)

Lethal claws dipped in the Anthropophagi’s natural acid. These deal an additional 1d6 of acid damage and require a DC 18 Fortitude save or the target takes 1d3 points of Charisma damage as their face melts from the acid. The save DC is Constitution based.

Dark Shape (Ex)

While residing within caves, the Anthropophagi gains a +4 bonus to Stealth checks and can hide in plain sight in caves, appearing as a shadow on the wall. If there is a light with a brightness of at least dim light, the Anthropophagi can be spotted but has Partial Concealment.


Environment caves, dungeons, caverns
Organization solitary, pair, pack (3-8), or formation (9-12)
Treasure 1d4 vials of Anthropophagi acid (Acid deals 1d3 Charisma damage to enemies who fail a DC 18 Fortitude save)

Dwelling deep within dark caves and spending most of their time feeding off of animals or the unlucky traveler on the road nearby, Anthropophagi do not leave their homes typically unless it is absolutely necessary. The two necessities which cause Anthropophagi to leave their home involves a great famine, or a village being built nearby their cave, meaning a large food storage nearby.

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