TEXT: 1
  Y
  ou can never have too many monster options. 
  It’s a truism of running a campaign. Not only 
  do you want to keep your players guessing and 
  keep creating new challenges for them, but you also 
  very likely want a broad range of thematic choices 
  from which to draw. It’s not enough to have just a 
  few CR 5 choices. Instead, these gamers want a few 
  CR choices for every type, theme, and role a monster 
  might play. After all, if you are running a campaign 
  built around the rise of the goblinoids, you need lots 
  of different goblins to populate your adventures. The 
  more monsters to choose from, the better!
  But sometimes you have the right monster for an 
  adventure, and it has the exact look, the perfect theme, 
  and the tailored feel, but you can’t use it because the CR 
  is wrong. Even if a manticore is exactly the guardian 
  you wanted for the Lore Vault of the City of Refuge, 
  if you’re running a CR 9 adventure, a CR 5 manticore 
  won’t work. You do have options, of course. You could 
  run an encounter with 4 manticores, but too much of a 
  good thing can become monotonous and make a fight 
  drag. You can advance the 6 HD manticore to CR 10 by 
  taking on about 8 HD, but that’s a complicated process 
  that involves adding new ability score increases, feats, 
  skill points, and possibly a size increase. If you plan 
  for characters to face the same manticore (or its kin) 
  several times, the effort might be worth it, but not for 
  a single encounter.
  Or, you can just tack on the “mighty” simple 
  template, which takes less than a minute.
  Simple templates are designed to require a 
  minimum of rewriting of a creature’s stat block. In 
  essence they are all designed to work like the quick 
  rules of the monster advancement templates presented 
  in the Bestiary. In a few cases this might lead to creature 
  statistics not matching exactly what they would be if 
  the same monster was built from scratch. For example, 
  
  2
  the sample missing creature, the missing lynx, is 
  a magical beast, but its statistics are still largely 
  those of a creature of the animal type. Although 
  this is an inconsistency in numbers, it has no 
  effect on how the creature plays within the 
  game, and the extra work required to convert 
  d8 Hit Dice to d10s isn’t the best use of a GM’s 
  time. Although the type of a creature can have a 
  real impact on play (interacting with a ranger’s 
  favored enemies, bane weapons, and similar 
  game rules), and its hit point total is important, 
  the size of its Hit Dice doesn’t actually matter.
  Presented within this product are six simple 
  templates that can give GMs options to boost 
  the CR of the monsters they need, create new 
  threats their players aren’t expecting, and 
  multiply the usefulness of the hundreds of 
  monsters already at their fingertips. Having a 
  two-headed template doesn’t replace the ettin, 
  but it does allow for two-headed dragons, twin-
  skulled canines, and even freakish multicranial 
  golems. The simplicity of the templates keeps 
  them from being a chore to add, and they allow 
  a GM to create new foes almost on the fly.
  The TemplaTes
  The very simplicity of these templates can 
  sometimes raise questions, such as what counts 
  as a head-based special attack (for the two-
  headed template) or exactly what creatures add 
  a diamond blade to their attacks, and which 
  use it exclusively (for the diamond creature 
  template). Questions like this don’t have hard-
  and-fast answers. Indeed, they shouldn’t try to 
  have rules for every possible situation, or the 
  templates would become so complex as to lose 
  the descriptor of “simple.” GMs should feel free 
  to answer any such question with the answer 
  that best fits their needs and is easiest to 
  apply. It doesn’t matter if different answers 
  produce creatures of slightly different power 
  levels—the CR system is a rough tool to 
  measure appropriate challenges, rather than 
  a fine scale of exact numbers. The templates 
  will produce challenges “close enough” 
  to the projected CR no matter what corner 
  cases the GM has to solve, which is “close 
  enough” to place such foes in an adventure 
  and figure out the treasure and experience 
  players get for defeating it.
  DiamonD
  CR +2
  A diamond creature is made of living 
  diamond, making it an incredibly tough 
  foe able to shrug off attacks and soak a 
  tremendous amount of damage. Most 
  diamond creatures are denizens of the 
  deepest sections of the elemental plane of 
  earth, or special mystic guardians created 
  by the gods to protect special sites and holy 
  places.
  Diamond Armor (Su): The diamond 
  creature’s body is hard as diamond. This 
  gives the diamond creature a bonus to 
  natural armor equal to its Constitution or 
  Charisma bonus (whichever is higher), and 
  10 temporary hit points per Hit Die. The 
  temporary hit points are restored at dawn 
  each day, but cannot otherwise be healed.
  Diamond Blade (Su): The creature can 
  grow a long, sharp blade from its diamond 
  body. This acts as a keen scimitar of speed with 
  which the creature is proficient, of the same 
  size as the base creature, which cannot be 
  disarmed or sundered. The diamond blade 
  gains a +1 enhancement bonus for every 5 
  Hit Dice of the base creature, to a maximum 
  of a +5 bonus. If the base creature’s Dexterity 
  bonus is greater than its Strength bonus, it 
  also gains Weapon Finesse as a bonus feat (if 
  it doesn’t already have it).
  Notes: When calculating the diamond 
  creature’s diamond blade attack, take 
  its base attack bonus, add its Strength or 
  Dexterity bonus (whichever is higher), 
  and the weapon’s enhancement bonus (if 
  any). When making a full attack routine, 
  remember to allow the diamond creature 
  two attacks with the diamond blade at its 
  Dungeon-a-Day 
  TemplaTes
  Four of the templates presented here 
  (diamond, eternal, ghul, and missing) are 
  variants of templates that first appeared at 
  DungeonADay.com, a website created by 
  Monte Cook and now run by Super Genius 
  Games, that presents a new dungeon room 
  every weekday. The dungeon rooms are all part 
  of a vast mega-dungeon, known as Dragon’s 
  Delve, that runs from 1st level to (eventually) 
  20th. As of this writing (January 2011) the 
  dungeon runs from 1st to 15th level, and it 
  provides hundreds of encounters subscribers 
  can use as part of a massive dungeon-stomp 
  campaign, or take as inspiration for new 
  encounters in their existing games. In addition 
  to new templates, DungeonADay.com often 
  presents new magic items, spells, monsters, 
  and traps. It is an excellent resource for fans 
  of Pathfinder looking for new material for their 
  own games.
  
  3
  full attack bonus, due to the weapon’s speed 
  special ability. If this is strictly superior to 
  the base creature’s existing attacks, simply 
  remove them.
  DiamonD SpiDer
  A clear, crystal spider the size of a man crawls 
  silently forward, one of its front limbs ending in a 
  wicked, curved blade.
  Diamond Spider                        CR 3
  Diamond creature 
  XP 800
  N Medium vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 
  ft.; Perception +4
  Defense
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 
  natural)
  hp 16 (3d8+3) plus 30 temporary hp
  Fort +4, Ref +4, Will +1
  Immune mind-affecting effects
   
  Offense
  Speed 30 ft., climb 30 ft.
  Melee diamond blade +5/+5 (1d8, 15–20) or bite 
  +2 (1d6 plus poison)
  Statistics
  Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
  Skills Acrobatics +11, Climb +16, Perception 
  +4 (+8 in webs), Stealth +7 (+11 in webs); Racial 
  Modifiers +4 Perception, +4 Stealth (+8 in webs), 
  +16 Climb
  Ecology
  Environment any
  Organization solitary, pair, or colony (3–8)
  Treasure incidental
  Special Abilities
  Poison (Ex) Bite—injury; saving throw Fort DC 
  14; frequency 1/round for 4 rounds; effect 1d2 
  Strength damage; cure 1 saving throw.
  Hunting spiders gain a +8 racial modifier on 
  Acrobatics checks. All giant spiders have a +2 
  racial bonus on poison saving throw DCs.
  EtERnal
  CR +2
  The eternal template creates a creature 
  that, for the most part, cannot be killed. 
  It cannot even be killed for a while, the 
  way ghosts and liches can. It is, in a 
  word, eternal. The CR adjustment 
  listed is an approximation of 
  what additional resources a 
  group is likely to use up when 
  dealing with a foe that has little 
  regard for its own well-being, 
  and is likely to return at least 
  once before characters realize 
  what they are dealing with and 
  go to plan B.
  Unlike most of the options 
  presented in this product, the eternal 
  template should not be used just to increase 
  the CR of a foe to make it appropriate for 
  an adventure of a higher level. Instead, this 
  template is presented as a tool to facilitate certain 
  kinds of storylines in ongoing campaigns.  To 
  reinforce how campaign-specific the use of 
  this template should be, no sample monster 
  is presented. Instead, the following advice on 
  how to employ eternal creatures is offered as an 
  extended guideline for GMs
  If a GM needs a foe that is nearly immortal, 
  he can use the eternal template, coupled with 
  a specific weakness that overcomes it. Such 
  a weakness might be a special material (oak 
  wood, jade, onyx, silk, or gold all make fine 
  choices), essentially turning the entire template 
  into a form of super damage reduction. Or the 
  weakness might be conceptual (only a foe that 
  knows the creature’s secret true name can slay 
  it, or it can be killed only on a holy day of the 
  religion it once worshiped). Mythology is full of 
  creatures with such weaknesses, and the eternal 
  template is a perfect way to represent some of 
  the old “indestructible” monsters of yore. In 
  any case, a Knowledge check that exceeds the 
  normal monster lore DC by 10, or one coupled 
  with research in a major library, should reveal 
  an eternal creature’s weakness.
  Eternal creatures that really can’t be killed 
  should be limited in other ways. An eternal 
  giant might be the guardian of a holy valley 
  and be unable to leave it. An eternal dragon 
  might sleep for all but one day every year. An 
  eternal goblin might lack the personal power 
  to be more than an annoyance. The GM should 
  think about how the players are expected to 
  overcome the eternal creature (if it is a foe), and 
  why it hasn’t taken over the world.
  
  4
  Of course being indestructible is a far cry from 
  being immune to defeat. Unless it can teleport, 
  an eternal creature can be grappled, buried alive, 
  thrown into an indestructible prison, or banished 
  to another plane of reality. Requiring players to 
  use one of these methods to overcome an eternal 
  foe is a particularly harsh encounter, but it might 
  be reasonable for a well-equipped, savvy group 
  of characters.
  Eternal (Su): An eternal creature cannot 
  be permanently killed or destroyed. If killed, 
  turned into an undead, polymorphed, petrified, 
  burned, or otherwise destroyed, it returns to life 
  and normal well-being 2d6 minutes later (even if 
  disintegrated), gaining benefits similar to a true 
  resurrection coupled with a heal. If the location of 
  its body has become hazardous enough to kill it 
  instantly, when the immortal creature returns to 
  life it teleports to the closest safe space. Eternal 
  creatures do not age, eat, sleep, or need to 
  breathe, and they are immune to magic versions 
  of those effects.
  The downside of being immortal is an 
  inability to grow and change. The eternal 
  creature never gains any levels or Hit Dice. The 
  effects of being eternal cannot be overcome with 
  even a wish spell. Unless the eternal creature has 
  a special weakness (see above), only the direct 
  intervention of a deity can overcome the eternal 
  status.
  Ghul
  CR +2
  Related to (and possibly the origin of) lesser 
  creatures such as ghouls and ghasts, ghuls are a 
  powerful form of undead caused by starvation 
  after turning to cannibalism and grave robbing. 
  They are driven by an endless hunger for the 
  flesh of the living, but otherwise maintain 
  a semblance of civilization. In appearance 
  ghuls are faintly blue-skinned, with pale 
  dead eyes and long, lean frames. The thin-
  lipped mouth of a ghul is ragged and scabbed, 
  with a deep crimson stain affecting the skin 
  around it, and jagged, yellow teeth within it.
  Undead: With the exception of losing 
  their Constitution score (see Lifelike, below), 
  ghul have all the traits and immunities of 
  undead.
  Lifelike (Su): Though undead, ghul’s 
  bodies continue to go through the motions 
  of life—it breathes, eats, and even rests in a 
  form that appears to be sleeping. This makes 
  it more difficult to determine a ghul is truly 
  undead (+5 to all Knowledge check DCs to 
  determine information about a ghul). It also 
  allows a ghul to maintain a Constitution 
  score, unlike most undead, adding its 
  Constitution bonus to Hit Dice, Fortitude 
  saving throws, skill checks, and the DC of 
  innate attacks. Their apparent vitality is a 
  necromantic illusion, however, and ghuls are 
  as immune to biological weaknesses as any 
  undead.
  Exhalation of Death (Su): Ghuls carry 
  the stench of the grave within their rotting 
  bodies, and they can bring forth a powerful 
  breath attack as a standard action. This breath 
  weapon attack fills a 60-foot cone. Living 
  creatures within the area must succeed 
  on a Fortitude saving throw (DC 10 + 1/2 
  ghul’s total HD + ghul’s Con modifier) or be 
  nauseated for 1d6+4 rounds and sickened for 
  1d6+4 minutes. A creature that successfully 
  saves cannot be affected again by any ghul’s 
  exhalation of death for 24 hours. A neutralize 
  poison spell removes the effect from a sickened 
  creature. Creatures with immunity to poison 
  are unaffected, and creatures resistant to 
  poison receive their normal bonus on their 
  saving throws.
  A creature killed while under the effects 
  of an exhalation of death becomes a ghast (if 
  humanoid) or zombie (if not humanoid) if it 
  had 5 or fewer Hit Dice, and a ghul if it had 
  6 or more. It rises in undeath 1d6 hours after 
  being slain. A remove curse, neutralize poison, 
  or similar spell cast on its body during this 
  incubation period might prevent the corpse 
  from becoming undead. The caster of such 
  a spell must make a caster level check (DC 
  10 + HD of ghul that affected the target with 
  exhalation of death), and on a successful 
  check the corpse does not become an undead.
  Paralysis (Ex): Any creature hit by a 
  ghul’s melee attack (even if the ghul is 
  using a weapon) is exposed to a paralysis 
  effect. This special attack renders the victim 
  immobile. Paralyzed creatures cannot move, 
  speak, or take any physical actions. The 
  creature is rooted to the spot, frozen and 
  helpless. Paralysis works on the body, and 
  a target can resist it with a Fortitude saving 
  throw (DC 10 + 1/2 ghul’s total HD + ghul’s 
  Con modifier). On a failed saving throw, the 
  target is paralyzed for 1d4+1 rounds. Unlike 
  hold person and similar effects, a paralysis 
  effect does not allow a new saving throw 
  each round. A winged creature flying in the 
  air at the time that it is paralyzed cannot flap 
  its wings and it falls. A swimmer can’t swim 
  and might drown.
  Notes: The ghul can be applied to 
  any corporeal creature that isn’t already 
  undead (or lifeless, such as many golems). 
  The lifelike property makes them excellent 
  
  5
  for situations where an undead is trying to 
  conceal its nature, and the fact you don’t 
  have to replace Constitution modifiers with 
  Charisma modifiers in the stat block makes 
  it much faster to create than a vampire or 
  similar undead.
  Draghul
  The long, lean neck of the emaciated, pale blue 
  dragon’s body uncurls to reveal a head dominated by 
  a pair of glairing, milky eyes and rows of teeth jutting 
  forth from bright crimson gums.
  Draghul                                    CR 12
  Adult white dragon ghul creature 
  XP 19,200
  CE Large undead (cold)
  Init +5; Senses dragon senses, snow vision; 
  Perception +22
  Aura cold (5 ft., 1d6 cold damage), frightful 
  presence (180 ft., DC 17)
  Defense
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 
  natural, –1 size)
  hp 149 (13d12+65)
  Fort +13, Ref +9, Will +10
  DR 5/magic; Immune cold, paralysis, sleep, 
  undead traits; SR 21
  Weaknesses vulnerability to fire
   
  Offense
  Speed 30 ft., burrow 30 ft., fly 200 ft. (poor), 
  swim 60 ft.
  Melee bite +20 (2d6+10/19–20 plus paralysis), 
  2 claws +19 (1d8+7 plus paralysis), 2 wings +14 
  (1d6+3 plus paralysis), tail slap +14 (1d8+10 plus 
  paralysis)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 
  21, 12d4 cold), exhalation of death (60-ft. cone, 
  DC 21), paralysis (DC 21)
  Spell-Like Abilities (CL 13th)
  At will—fog cloud, gust of wind
  Spells Known (CL 1st)
  1st (4/day)—mage armor, shield
  0-level (at will)—dancing lights, detect magic, 
  ray of frost, mending
  Statistics
  Str 25, Dex 12, Con 21, Int 12, Wis 15, Cha 12
  Base Atk +13; CMB +21; CMD 32 (36 vs. trip)
  Feats Alertness, Flyby Attack, Improved Critical 
  (bite), Improved Initiative, Power Attack, Vital 
  Strike, Weapon Focus (bite)
  Skills Fly +11, Intimidate +17, Knowledge 
  (arcana) +17, Perception +22, Spellcraft +17, 
  Stealth +13, Swim +31
  Languages Common, Draconic
  SQ icewalking, ice shape
  miGhty
  CR +5
  A mighty creature is a stronger, more 
  powerful version of a typical example of its 
  kind. The mighty template is a great way 
  to create pack leaders, chieftains, warlords, 
  and feared albino oddities of great size and 
  speed that terrorize countrysides and trade 
  routes. In many ways the mighty template 
  is a step up from the “advanced” template 
  found in the Bestiary.
  Mighty: A mighty creature gains +10 
  bonus hit points per Hit Die (minimum 
  +50), +5 dodge bonus to AC, +5 bonus to 
  initiative, all saving throws, damage, ability 
  checks, and skill checks. It also gains a +30-
  foot bonus to its speed (to a maximum of 
  double), +10 to all attack rolls and CMB, 
  and +15 to CMD. The saving throw DC for 
  any ability or spell of a mighty creature is 
  increased by 7.
  Damage Reduction (Ex): A mighty creature 
  shrugs off a part of the mundane damage it 
  takes. It gains DR 1/— for every three full Hit 
  Dice it possesses. This overlaps (does not stack 
  with) any other DR the base creature might 
  have.
  Immunities: A mighty creature is immune 
  to mind-affecting abilities, sleep, and paralysis.
  Spell Resistance: A mighty creature ignores 
  a percentage of the spells that would affect a 
  lesser creature. It might have a mystic ability 
  
  6
  to negate such magic, or the spell resistance 
  might represent a “super saving throw”—the 
  mighty creature’s ability to shrug off damage, 
  focus past enchantments, and dodge spells with 
  breathtaking speed. The mighty creature’s SR is 
  equal to the base creature’s CR +12.
  mighty CyClopS
  A single huge eye stares from the forehead of this twelve-
  foot-tall giant. Above this sole orb, a curved horn grows 
  from the creature’s massive brow. Two shaggy, oxlike legs 
  that end in huge black hooves support its heavy frame.
  Mighty Cyclops                           CR 10
  Mighty creature 
  XP 9,600
  NE Large humanoid (giant)
  Init +4; Senses low-light vision; Perception +11
  Defense
  AC 24, touch 13, flat-footed 24 (+4 armor, –1 Dex, +7 
  natural, –1 size, +5 dodge)
  hp 165 (10d8+20+100)
  Fort +14, Ref +7, Will +9
  DR 3/—; Defensive Abilities ferocity; Immune 
  mind-affecting, paralysis, sleep; SR 17
   
  Offense
  Speed 60 ft.
  Melee greataxe +21/+16 (3d6+12/x3)
  Ranged heavy crossbow +15 (2d8+5/19–20)
  Space 10 ft.; Reach 10 ft.
  Statistics
  Str 21, Dex 8, Con 15, Int 10, Wis 13, Cha 8
  Base Atk +17; CMB +23; CMD 37
  Feats 
  Alertness, 
  Cleave, 
  Great 
  Cleave, 
  Improved Bull Rush, Power Attack
  Skills Intimidate +14, Perception +16, Profession 
  (soothsayer) +15 Sense Motive +10, Survival +11; 
  Racial Modifiers +8 Perception
  Languages Common, Cyclops, Giant
  SQ flash of insight
  Ecology
  Environment any temperate or tropical
  Organization solitary
  Treasure standard (hide armor, Large greataxe, 
  Large heavy crossbow, other treasure)
  Special Abilities
  Flash of Insight (Su) Once per day as an 
  immediate action, a cyclops can peer into an 
  occluded visual spectrum of possible futures, 
  gaining insight that allows it to select the 
  exact result of one die roll before the 
  roll is made. This effect can alter 
  an action taken by the 
  cyclops only, and it 
  cannot be applied to 
  the rolls of others.
  missinG
  CR +3
  The missing template can be added to any 
  corporeal creature to represent a creature 
  with innate displacement and invisibility 
  abilities. Such creatures might be the result 
  of arcane experimentation by mad wizards, 
  represent a new type of magical creature, 
  or be the result of a mystic accident when 
  creatures are exposed to powerful planar 
  energies.
  Type: If the creature is an animal, 
  it becomes a magical beast. If it is a 
  humanoid, it becomes a monstrous 
  humanoid. Do not change the base 
  creature’s statistics to represent the new 
  type. All other creatures retain the type 
  of the base creature.
  Displacement 
  (Su): 
  Even 
  when 
  visible, the missing creature appears to be 
  about 2 feet away from its true location. 
  The creature benefits from a 50% miss 
  chance as if it had total concealment. 
  However, unlike actual total concealment, 
  displacement does not prevent enemies from 
  targeting the creature normally. True seeing 
  reveals the creature’s location accurately. 
  Evasion (Ex): A missing creature can 
  avoid even magical and unusual attacks 
  with great agility. If it makes a successful 
  Reflex saving throw against an attack 
  that normally deals half damage on a 
  successful save, it instead takes no damage. 
  A helpless missing creature does not gain 
  the benefit of evasion. 
  
  7
  Invisibility (Su): Whenever the creature 
  does not attack for 1 full round, it becomes 
  invisible (as the spell) as a free action. In 
  addition to becoming visible if it attacks, 
  the missing creature becomes visible if it 
  takes hit point damage. If made visible by 
  this second method, the missing creature 
  becomes invisible again at the beginning of 
  its next turn (though it might immediately 
  become visible by attacking on that turn).
  Shadowed (Su): A missing creature 
  gains a bonus to Stealth checks equal to its 
  Hit Dice, and it can make Stealth checks 
  even when observed or in normal or bright 
  light.
  miSSing lynx
  A mighty growl issues from the air, but the great cat 
  making it remains elusive—no more than a shadow 
  at the edge of your vision.
  Missing Lynx                         CR 5
  Leopard missing creature 
  XP 1,600
  N Medium magical beast
  Init +4; Senses low-light vision, scent; Per +5
  Defense
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 
  natural)
  hp 19 (3d8+6)
  Fort +5, Ref +7, Will +2
  Defensive Abilities displacement, evasion, 
  invisibility
   
  Offense
  Speed 30 ft., climb 20 ft.
  Melee bite +6 (1d6+3 plus grab), 2 claws +6 
  (1d3+3)
  Special Attacks pounce, rake (2 claws +6, 1d3+3)
  Statistics
  Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 
  vs. trip)
  Feats Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +8, Climb +11, Perception 
  +5, Stealth +14 (+18 in undergrowth); Racial 
  Modifiers +4 on Stealth in undergrowth, +3 to 
  all Stealth.
  SQ Shadowed
  Ecology
  Environment any forest
  Organization solitary or pair
  Treasure none
  two-hEaDED
  CR +1 oR +2, sEE bElow
  A two-headed creature is one skull up on a 
  one-headed version of the same thing. It might 
  be a freak of nature (possibly showing signs of 
  deformity), a superior individual marked by 
  the gods (often showing unusual coloring or 
  marks upon it), or an example of a separate, if 
  related, species (as ettins are to ogres and hill 
  giants).
  Two-headed creatures gain a bit more 
  offensive power, but aren’t any harder to kill 
  than their monocranial cousins. Thus most 
  are +1 CR, though those with breath weapons 
  or gaze attacks (anything for which the Two 
  Heads are Better ability applies) become +2 CR 
  due to the increased danger.
  Double Bite (Ex): If the base creature has a 
  bite attack, it now has two bite attacks.
  Improved Multiple Attacks (Ex): Because 
  the two-headed creature has two brains, it can 
  easily control multiple attacks without penalty. 
  Two-headed creatures never take penalties 
  to attack or damage from making multiple 
  attacks. As a standard action, the creature can 
  make two attacks. If these two attacks are the 
  same primary attack (two bites, two weapon 
  attacks, two claws) they both add {{$ts}}1 1/2 
  the creatures Strength bonus to damage.
  Two Heads are Better: A two-headed 
  creature with a special attack based on the head 
  (usually a breath weapon or gaze attack) has 
  two special options. First, it can use just one 
  head to make one of those attacks that normally 
  requires a standard action as a swift action. 
  Alternatively, it can use both heads for the 
  attack, taking a standard action, and increasing 
  
  8
  any attack roll or saving throw DC of the special 
  attack by +2. If these attacks cannot normally be 
  made every round, the delay before they can be 
  used again is halved.
  Bonus Feats: Two-headed creatures get 
  Alertness and Combat Reflexes as bonus feats.
  two-heaDeD winter worg
  This bear-sized wolf has two heads with slavering jaws, 
  white fur, and a rime of frost around its muzzle. Its eyes 
  are pale blue, almost white in color.
  Two-Headed Winter Worg   CR 7
  Wolf two-headed creature 
  XP 3,200
  NE Large magical beast (cold)
  Init +5; Senses darkvision 60 ft., low-light vision, 
  scent; Perception +13
  Defense
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, 
  –1 size)
  hp 57 (6d10+24)
  Fort +9, Ref +6, Will +3
  Immune cold
  Weaknesses vulnerability to fire
   
  Offense
  Speed 30 ft.
  Melee bite +10/+10 (1d8+7 plus 1d6 cold and trip)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (every 1d2 rounds: 
  standard action, 15-ft. cone, 6d6 cold damage, 
  Reflex half DC 19; or swift action, 15-ft. cone, 6d6 
  cold damage, Reflex half DC 17)
  Statistics
  Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10
  Base Atk +6; CMB +12; CMD 23 (27 vs. trip)
  Feats Alertness (B), Combat Reflexes (B), Improved 
  Initiative, Run, Skill Focus (Perception)
  Skills Perception +13, Sense Motive +3, Stealth 
  +4 (+10 in snow), Survival +5; Racial Modifiers +2 
  Perception, +2 Stealth (+8 in snow), +2 Survival
  Languages Common, Giant
  Ecology
  Environment cold forests and plains
  Organization solitary, pair, or pack (6–11)
  Treasure standard
  Winter wolves are larger, smarter, more 
  ferocious variants of worgs with white fur and a 
  deadly breath weapon.
  A typical winter wolf is 8 feet long, stands 
  4-1/2 feet tall at the shoulder, and weighs about 
  450 pounds. Winter wolves often ally themselves 
  with frost giants, hill giants, and other large 
  humanoids, serving entire tribes of giants as 
  both scouts and guards.
  VaRiants: multi-hEaDED
  The same ideas that make the two-headed 
  template can be expanded for three-headed, 
  four-headed, even eight-headed monsters. The 
  CR does go up, though not as dramatically (an 
  additional +1 CR for 3–4 headed, +2 for 5–7 
  heads, +3 CR for 8–12 heads). Add bite attacks, 
  racial bonuses to Perception, and bonuses to 
  head-based special attacks and to saving throw 
  DCs equal to the additional heads you bolt on to 
  the base creature.
  
  9
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  System Reference Document. Copyright 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 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
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  The Genius Guide To: Simple Monster Templates. Copyright 2011, Super Genius Games. Author: 
  Owen K.C. Stephens
  We err on The siDe of aWesome!
  CreDiTs
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Proofreader:
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  Cover Art:
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  Interior Art:
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  Illustrations, Nathan Winborn, and OWC
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