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  Bonus Bestiary
  ®
  TM
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  Below is an incomplete listing of 
  the 300+ monsters compatible 
  with the Pathfinder Roleplaying 
  Game appearing in this preview 
  and in the Pathfinder Bestiary, 
  releasing September 2009.
  Aasimar
  Aboleth
  Allip
  Angel, Astral Deva
  Angel, Planetar
  Angel, Solar
  Animated Object
  Ankheg
  Ant
  Antlion, Giant
  Ape
  Archon, Hound
  Archon, Lantern
  Archon, Trumpet
  Ascomoid
  Assassin Vine
  Axe Beak
  Azata, Bralani
  Azata, Ghaele
  Azata, Lillend
  Barghest
  Basidirond
  Basilisk
  Bat
  Bear
  Bebilith
  Beetle
  Behir
  Black Pudding
  Boar
  Boggard
  Bugbear
  Bulette
  Caryatid Column
  Cat
  Cave Fisher
  Centaur
  Centipede
  Chimera
  Choker
  Chuul
  Cloaker
  Cockatrice
  Couatl
  Crab
  Crocodile
  Cyclops
  Dark Creeper
  Dark Stalker
  Darkmantle
  Demon, Babau
  Demon, Balor
  Demon, Dretch
  Demon, Glabrezu
  Demon, Hezrou
  Demon, Marilith
  Demon, Nabasu
  Demon, Nalfeshnee
  Demon, Quasit
  Demon, Retriever
  Demon, Shadow
  Demon, Succubus
  Demon, Vrock
  Derro
  Devil, Barbed
  Devil, Bearded
  Devil, Bone
  Devil, Erinyes
  Devil, Horned
  Devil, Ice
  Devil, Imp
  Devil, Lemure
  Devil, Pit Fiend
  Devourer
  Dinosaur
  Dog
  Dolphin
  Doppleganger
  Dragon, Black
  Dragon, Blue
  Dragon, Brass
  Dragon, Bronze
  Dragon, Copper
  Dragon, Gold
  Dragon, Green
  Dragon, Red
  Dragon, Silver
  Dragon, White
  Dragon Turtle
  Dragonne
  Drider
  Drow
  Dryad
  Duergar
  Eagle, Giant
  Eel
  Elemental, Air
  Elemental, Earth
  Elemental, Fire
  Elemental, Water
  Elephant
  Ettercap
  Ettin
  Faerie Dragon
  Flytrap, Giant
  Frog
  Froghemoth
  Gargoyle
  Gelatinous Cube
  Genie, Djinni
  Genie, Efreeti
  Genie, Janni
  Genie, Marid
  Genie, Shaitan
  Ghoul
  Ghost
  Giant, Cloud
  Giant, Fire
  Giant, Frost
  Giant, Hill
  Giant, Stone
  Giant, Storm
  Gibbering Mouther
  Girallon
  Gnoll
  Goblin
  Goblin Dog
  Golem, Clay
  Golem, Flesh
  Golem, Ice
  Golem, Iron
  Golem, Stone
  Golem, Wood
  Gorgon
  Gray Ooze
  Griffon
  Half-Celestial
  Half-Dragon
  Half-Fiend
  Hag, Annis
  Hag, Green
  Hag, Night
  Hag, Sea
  Harpy
  Hell Hound
  Herd Animal
  Hobgoblin
  Homunculus
  Horse 
  Huecuva
  Hydra
  Hyena
  Intellect Devourer
  Invisible Stalker
  Iron Cobra
  Kobold
  Kraken
  Kyton
  Lamia
  Lammasu
  Leech
  Lich
  Linnorm
  Lion
  Lizard 
  Lizardfolk
  Lycanthrope
  Manticore
  Mantis, Giant
  Medusa
  Mephits
  Merfolk
  Mimic
  Minotaur
  Mite
  Mohrg
  Monkey
  Morlock
  Mummy
  Naga, Dark
  Naga, Guardian
  Naga, Spirit
  Naga, Water
  Neothelid
  Nightmare
  Nymph
  Ochre Jelly
  Octopus
  Ogre
  Oni, Ogre Mage
  Orc
  Otyugh
  Owlbear
  Pegasus
  Phase Spider
  Phoenix
  Pseudodragon
  Purple Worm
  Rakshasa
  Raptor
  Rat
  Raven
  Remorhaz
  Rhinoceros
  Roc
  Roper
  Rust Monster
  Sahuagin
  Salamander
  Satyr
  Scorpion, Giant
  Sea Serpent
  Shadow
  Shadow Mastiff
  Shambling Mound
  Shark
  Shocker Lizard
  Shoggoth
  Skeleton
  Skum
  Slug, Giant
  Snake
  Spectre
  Sphinx
  Spider
  Sprite, Nixie
  Sprite, Pixie
  Squid
  Stirge
  Svirfneblin
  Tarrasque
  Tengu
  Tiefling
  Tiger
  Treant
  Troglodyte
  Troll
  Unicorn
  Vampire
  Vampiric Mist
  Vargouille
  Vegepygmy
  Violet Fungus
  Wasp
  Wight
  Will-o’-Wisp
  Wolf
  Wolverine
  Worg
  Wraith
  Wyvern
  Xill
  Xorn
  Yellow Musk Creeper
  Yeth Hound
  Yeti
  Zombie
  Pathfinder Bestiary Preview
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  Paizo Publishing, LLC
  2700 Richards Road Suite 201
  Bellevue, WA 98005
  paizo.com
  Bonus Bestiary
  Pathfinder Roleplaying Game Sourcebook
  TABLE OF CONTENTS
  Using the Bestiary 
  2
  Allip 
  4
  Ant Lion 
  5
  Ascomoid 
  6
  Axe Beak 
  7
  Caryatid Column 
  8
  Dragon, Faerie 
  9
  Dragonne 
  10
  Hag, Annis 
  11
  Huecuva 
  12
  Lammasu 
  13
  Naga, Water 
  14
  Nixie 
  15
  Shadow Mastiff 
  16
  CREDITS
  Authors: Jason Bulmahn and F. Wesley Schneider
  Cover Artist: Tyler Walpole
  Interior Artists: Nicholas Cloister, Kev Crossley, 
  Concept Art House, and Ben Wootten
  Editor-in-Chief: James Jacobs
  Managing Editor: F. Wesley Schneider
  Editing and Development: Christopher Carey,
  Sean K Reynolds, and James L. Sutter
  Editorial Interns: David Eitelbach and Hank Woon
  Art Director: Sarah E. Robinson
  Graphic Design Assistance: Drew Pocza
  Senior Art Director: James Davis
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeff Alvarez
  Corporate Accountant: Dave Erickson
  Director of Sales: Pierce Watters
  Sales Manager: Christopher Self
  Technical Director: Vic Wertz
  Events Manager: Joshua J. Frost
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, locations, characters, artwork, and trade dress.
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open 
  Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Roleplaying Game: Bonus Bestiary is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the 
  Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Chronicles and Pathfinder Roleplaying Game are trademarks of Paizo Publishing, 
  LLC. © 2009 Paizo Publishing.
  Printed in China.
  Special Thanks: 
  The Paizo Customer Service and Warehouse Teams
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  2
  USING THE BESTIary
  This book features monsters for use in the Pathfinder 
  Roleplaying Game, due out in August 2009. While they are 
  compatible with monsters from the 3.5 rules set, we’ve made a 
  number of changes to make running monsters easier. Many 
  of these changes are “behind the scenes” and involve skills, 
  feats, and attack bonuses, but some of them are a bit more 
  obvious, as in the case of combat maneuvers.
  Combat Maneuver Bonus: This is the bonus used by 
  a creature when it attempts to make a combat maneuver 
  against another creature. Combat maneuvers include bull 
  rush, disarm, grapple, overrun, sunder, and trip. While 
  disarm, sunder, and trip can be used as part of an attack 
  action (replacing an attack), bull rush, grapple, and overrun 
  are made as part of a move action or, in the case of grapple, as 
  a separate standard action. This check is made against a DC 
  equal to the target’s combat maneuver defense. 
  A creature’s CMB is equal to its base attack bonus + its 
  Strength modifier + a special size modifier. Creatures with the 
  Agile Maneuvers feat and creatures of size Tiny and smaller 
  use their Dexterity bonus instead of their Strength bonus. A 
  combat maneuver is an attack and gains all of the benefits (and 
  penalties) a creature might gain on attack rolls from spells, 
  feats, magic items, and conditional modifiers.
  Size 
  CMB Modifier
  Fine 
  –8
  Diminutive 
  –4
  Tiny 
  –2
  Small 
  –1
  Medium 
  +0
  Large 
  +1
  Huge 
  +2
  Gargantuan 
  +4
  Colossal 
  +8
  Combat Maneuver Defense: This is the DC to make 
  a successful combat maneuver against the creature. A 
  creature’s CMD is equal to 10 + its Strength modifier + its 
  Dexterity modifier + its base attack bonus + the special size 
  modifier. In addition, a creature can add any bonuses that 
  would normally apply to its Armor Class, except for armor, 
  natural armor, shield, and size bonuses.
  Disease: Disease entries begin by listing the attack that 
  transmits them. Next is the DC to resist contracting the 
  disease. This is the same DC used to avoid its effects once 
  it has been contracted, and the level check DC to remove 
  the disease through spells such as remove disease. Frequency 
  describes its initial onset time followed by the frequency of 
  damage once the onset period is over. The effect describes 
  what happens when a character fails his saving throw against 
  the disease. Cure explains how an infected creature can 
  recover from the disease without external aid.
  Poison: Poisons are formatted in the same manner as 
  diseases, but they typically have a much shorter frequency. If 
  the frequency has a value in parentheses after it, that indicates 
  the number of times the poison attempts to do damage before 
  it runs its course and stops affecting the character. Unlike a 
  disease, multiple applications of a poison can affect the same 
  creature multiple times, requiring multiple saves.
  Universal Monster Rules
  Many monsters have similar abilities. These rules have been 
  codified into a group of universal monster rules which can 
  be easily referenced during play. Creatures with rare or 
  unique abilities have those abilities detailed as part of their 
  description. Several of the creatures in this preview have the 
  following universal monster rules, but these represent only a 
  few of the total number of universal monster rules. Further 
  abilities, including several noted but not thoroughly described 
  on the following pages, are detailed in the Pathfinder Bestiary, 
  available September 2009. While the monsters herein are not 
  included in the Pathfinder Bestiary, you can download them 
  anytime, for free, at paizo.com.
  Construct Traits (Ex): Constructs are immune to 
  death effects, disease, mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  necromancy effects, paralysis, poison, sleep, stunning, and 
  any effect that requires a Fortitude save (unless the effect 
  also works on objects, or is harmless). Constructs are not 
  subject to nonlethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. Constructs are not at 
  risk of death from massive damage.
  Format: construct traits; Location: immunities.
  Grab (Ex): If a creature with this special attack hits with 
  the indicated attack (usually a claw or bite attack), it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. Unless 
  otherwise noted, grab works only against opponents at least 
  one size category smaller than the creature. The grabbing 
  creature has the option to conduct the grapple normally, or 
  simply use the part of its body it used in the grab to hold the 
  opponent. If it chooses to do the latter, it takes a –20 penalty 
  on its CMB check to make and maintain the grapple, but 
  does not gain the grappled condition itself. A successful 
  hold does not deal any extra damage unless the creature 
  also has the constrict special attack. If the creature does not 
  constrict, each successful grapple check it makes during 
  successive rounds automatically deals the damage indicated 
  for the attack that established the hold. Otherwise, it deals 
  constriction damage as well (the amount is given in the 
  creature’s descriptive text).
  Creatures with the grab special attack receive a +4 bonus 
  on combat maneuver checks made to start and maintain 
  a grapple.
  Format: grab; Location: individual attacks.
  Using the Bestiary
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  Introduction
  3
  Plant Traits (Ex): Plants are immune to all mind-
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects), paralysis, poison, polymorph, 
  sleep, and stun.
  Format: plant traits; Location: immunities.
  Pounce (Ex): When a creature with this special attack 
  makes a charge, it can make a full attack (including rake 
  attacks if the creature also has the rake ability).
  Format: pounce; Location: special attacks.
  Rake (Ex): A creature with this special attack gains extra 
  natural attacks under certain conditions, typically when 
  it grapples its foe. In addition to the options available 
  to all grapplers, a monster with the rake ability gains 
  two additional claw attacks that it can use only against a 
  grappled foe. The bonus and damage caused by these attacks 
  is included in the creature’s description. A monster with the 
  rake ability must begin its turn grappling to use its rake—it 
  can’t begin a grapple and rake in the same turn.
  Format: rake (2 claws +8, 1d4+2); Location: special attacks.
  Trample (Ex): As a full-round action, a creature with the 
  trample ability can attempt to overrun any creature that is 
  at least one size category smaller than itself. This works just 
  like the combat maneuver, but the trampling creature does 
  not need to make a check, and rather merely has to move 
  over opponents in its path. Targets of a trample take an 
  amount of damage equal to the trampling creature’s slam 
  damage plus 1-1/2 times its Strength modifier. Targets of 
  a trample can make an attack of opportunity, but at a –4 
  penalty. If targets forgo an attack of opportunity, they can 
  attempt to avoid the trampling creature and receive a Reflex 
  save to take half damage. The save DC against a creature’s 
  trample attack is 10 + 1/2 creature’s HD + creature’s Strength 
  modifier (the exact DC is given in the creature’s descriptive 
  text). A trampling creature can only deal trampling damage 
  to each target once per round, no matter how many times its 
  movement takes it over a target creature.
  Format: trample (2d6+9, DC 20); Location: special attacks.
  Trip (Ex): A creature with the trip special attack can attempt 
  to trip its opponent as a free action without provoking an 
  attack of opportunity if it hits with the specified attack. If 
  the attempt fails, the creature is not tripped in return.
  Format: trip (bite); Location: individual attacks.
  Undead Traits (Ex): Undead are immune to disease, 
  death effects, mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects), paralysis, poison, 
  sleep, stunning, and any effect that requires a Fortitude 
  save (unless the effect also works on objects or is harmless). 
  Undead are not subject to ability drain, energy drain, or 
  nonlethal damage. Undead are immune to damage to 
  their physical ability scores (Strength, Dexterity, and 
  Constitution), as well as to fatigue and exhaustion effects. 
  Undead are not at risk of death from massive damage.
  Format: undead traits; Location: immunities.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1.  Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
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  identified as Open Game Content by the Contributor, and means any work covered 
  by this License, including translations and derivative works under copyright law, 
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  or the associated products contributed to the Open Game License by the Contributor 
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  translate and otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement.
  2.  The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open Game Content that you Use. 
  No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3.  Offer and Acceptance: By Using the Open Game Content You indicate Your ac-
  ceptance of the terms of this License.
  4.  Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5.  Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original cre-
  ation and/or You have sufficient rights to grant the rights conveyed by this License.
  6.  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
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  the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
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  7.  Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
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  Trademark in conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the  owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game  Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
  8.  Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
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  sions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any 
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  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
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  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  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 Roleplaying Game: Bonus Bestiary, Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Tome of Horrors, Revised Edition. Copyright 2005, Necromancer Games, Inc.; Authors: Scott 
  Greene, Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
  male, Travis Hawvermale, Patrick Lawinger, Bill Webb; Based on original content from TSR.
  Bonus Bestiary
  Using the Bestiary
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  4
  allIp
  A malignant cloud of shadows boils through the air, forming 
  skeletal maws that babble and scream. Claws made of 
  darkness surge from its ever-changing form, reaching out 
  toward the living.
  Allip 
  CR 3 (800 xP)
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +7
  Aura babble (60 ft., DC 15)
  DEfENSE
  AC 14, touch 14, flat-footed 13; (+3 deflection, +1 Dex)
  hp 30 (4d8+12)
  fort +4, Ref +4, Will +4
  Defensive Abilities incorporeal, channel resistance +2; 
  Immune undead traits
  OffENSE
  Spd fly 30 ft. (perfect)
  Melee incorporeal touch +4 (1d4 Wisdom damage)
  Special Attacks touch of insanity
  STATISTICS
  Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
  Base Atk +3; CMB +3; CMD 17
  feats Improved Initiative, Lightning Reflexes
  Skills Fly +16, Intimidate +10, Perception +7, Stealth +8
  Languages Common
  SQ madness
  ECOLOGY
  Environment any
  Organization solitary, pair, or haunt (4–6)
  Treasure Value 800 gp
  SPECIAL ABILITIES
  Babble (Su) An allip constantly mutters and whines to itself, 
  creating a hypnotic effect. All sane creatures within 60 
  feet of the allip must succeed on a DC 15 Will save or be 
  fascinated for 2d4 rounds. While a target is fascinated, the 
  allip can approach without breaking the effect, but an attack 
  by the allip breaks the effect. This is a sonic, mind-affecting 
  compulsion effect. Creatures that successfully save cannot 
  be affected by the same allip’s babble for 24 hours. The save 
  DC is Charisma-based.
  Madness (Su) Anyone targeting an allip with thought 
  detection, mind control, or telepathic ability makes direct 
  contact with its tortured mind and takes 1d4 points of 
  Wisdom damage.
  Touch of Insanity (Su) The touch of an allip deals 1d4 points of 
  Wisdom damage. A successful critical hit causes 1d4 points 
  of Wisdom damage and 1 point of Wisdom drain (instead 
  of double Wisdom damage). On each successful attack, an 
  allip gains 5 temporary hit points. 
  Those who fall prey to madness and take their own 
  lives sometimes find themselves lost on the paths to the 
  afterlife, trapped in a state between life and death. These 
  unfortunates, known as allips, suffer from the violent and 
  incurable insanity they faced in life and take out their 
  terror, confusion, and rage upon the living. They reach out 
  to those they encounter—possibly in wrath, but also perhaps 
  oblivious to their own destructive nature—bringing violent 
  ends to mortal lives and spreading the psychoses that led to 
  their own untimely deaths.
  In combat, allips relentlessly attack the nearest living 
  creature, relying on their babble to close in before attacking 
  with their touch of insanity. Many seem to be driven to 
  states of ferocity upon witnessing the terror living creatures 
  exhibit when facing their spectral forms, or when faced with 
  the intangibility of their incorporeal states. Targets reduced 
  to 0 Wisdom by an allip’s touch become catatonic, frequently 
  starving to death and becoming allips themselves. Some 
  allips seek to harm those that played a part in causing 
  their madness: cruel caretakers, harsh masters, or violent 
  spouses. When faced with those who they believe wronged 
  them, allips ignore all other targets until their tormentors 
  have been drained into a vacant stupor. Unfortunately, as 
  these tormented souls soon find, such vengeance does not 
  put allips to rest, but simply serves to further fuel their 
  madness as they find themselves trapped in a world now no 
  longer even holding the  satisfaction of vengeance.
  Allip
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  aNT lIoN, GIaNT
  This gigantic armored creature looks like an ant with an 
  oversized abdomen. A set of long, hooked mandibles protrudes 
  from the front of its broad, flat head.
  Ant Lion, Giant 
  CR 5 (1,600 xP)
  N Large vermin
  Init +0; Senses darkvision, tremorsense 60 ft.; Perception +0
  DEfENSE
  AC 19, touch 9, flat-footed 19; (+10 natural, –1 size)
  hp 60 (8d8+24)
  fort +9, Ref +2, Will +2
  Immune mind-affecting effects
  OffENSE
  Spd 30 ft., burrow 10 ft.
  Melee bite +10 (2d8+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks sand trap
  STATISTICS
  Str 20, Dex 11, Con 17, Int —, Wis 11, Cha 10
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  ECOLOGY
  Environment warm deserts
  Organization solitary or nest (2–4)
  Treasure Value 1,550 gp
  SPECIAL ABILITIES
  Sand Trap (Ex) A giant ant lion can create a 60-foot-diameter 
  trap in any sand or soft earth surface (see below). Creating a 
  sand trap takes 1 hour. A giant ant lion can make an attack of 
  opportunity against any creature that falls to the bottom of 
  its sand trap. These creatures can move across sand traps at 
  their normal speed and are immune to these traps effects.
  A frightening menace for those traveling through the desert, 
  giant ant lions prey upon nearly anything smaller than them. 
  They create giant sand traps for lairs, which 
  resemble little more than broad 
  depressions in the sand. Anyone 
  that steps into such a depression 
  must act fast or quickly slide 
  down to the bottom, where one of 
  these ravenous insectile predators 
  typically lies in wait. 
  Ant Lion Sand Trap 
  CR —
  Type mechanical; Perception DC 15; Disable 
  Device —
  EffECTS
  Trigger location; Reset manual
  Effect 20-ft.-deep, 60-ft.-diameter sand trap 
  (creatures slide to the bottom and take no damage); 
  DC 15 Reflex avoids; climbing out of the sand 
  trap requires a DC 20 Climb check.
  aNT lIoN, MaTUrE  
  (GIaNT lacEwING)
  This spindly insect is borne aloft on four delicate wings, despite 
  its gigantic size. These wings create a low hum as the creature 
  darts about, its large mandibles snapping hungrily.
  Giant Lacewing 
   
  CR 6 (2,400 xP)
  N Huge vermin
  Init +3; Senses darkvision; Perception +0
  DEfENSE
  AC 19, touch 11, flat-footed 16; (+3 Dex, +8 natural, –2 size)
  hp 85 (10d8+40)
  fort +11, Ref +6, Will +3
  Immune mind-affecting effects
  OffENSE
  Spd 30 ft., fly 60 ft. (good)
  Melee bite +12 (2d8+10)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 24, Dex 16, Con 19, Int —, Wis 11, Cha 10
  Base Atk +7; CMB +16; CMD 29
  Skills Fly +5
  ECOLOGY
  Environment warm deserts
  Organization solitary or cloud (2–12)
  Treasure Value none
  Perils of the desert depths, giant ant lions construct traps 
  from the shifting sands, precarious pits from which panicked 
  creatures have little hope of escaping. These ferocious beasts 
  lurk at the base of these pits, half buried and patiently 
  awaiting unwary prey. Giant ant lions are the larval form 
  of giant lacewings, carnivorous flying insects that are 
  commonly mistaken for dragonflies. When a giant ant lion 
  reaches maturity, it creates a cocoon of sand and dirt around 
  itself, emerging 1 month later as a giant lacewing. Upon 
  mating and producing more giant ant lions, 
  these deadly insects linger to help 
  feed their young, coaxing food into 
  their offsprings’ traps. 
  Bonus Bestiary
  Ant Lion
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  aScoMoId
  What appears to be an enormous puffball begins to move on its 
  own, rolling along at a frantic pace. Constant streams of spores 
  leak from countless openings in the fungal flesh, leaving a haze 
  in the air.
  Ascomoid 
   
  CR 5 (1,600 xP)
  N Large plant
  Init +1; Senses tremorsense 60 ft.; Perception +0
  DEfENSE
  AC 17, touch 10, flat-footed 16; (+1 Dex, +7 natural, –1 size)
  hp 52 (7d8+21)
  fort +8, Ref +3, Will +2
  DR 10/piercing; Immune plant traits; Resist electricity 10, fire 10
  OffENSE
  Spd 40 ft.
  Melee slam +8 (2d8+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks spores, trample (2d8+6, DC 17)
  STATISTICS
  Str 18, Dex 13, Con 17, Int —, Wis 11, Cha 1
  Base Atk +5; CMB +10 (+12 overrrun); CMD 21 (cannot be 
  tripped)
  feats Improved OverrunB
  ECOLOGY
  Environment underground
  Organization solitary or cluster (2–8)
  Treasure Value none
  SPECIAL ABILITIES
  Spores (Ex) Once per round, as a free action, an ascomoid 
  can release a jet of deadly spores in a 30-foot line. Upon 
  impacting a solid surface, such as a wall or creature, the 
  jet billows out into a cloud of spores that fills a 10-foot-
  radius area. This cloud lasts for 1 round before dispersing. 
  Any creature in the cloud inhales ascomoid poison (save 
  Fort DC 16, frequency 1 round [7], effect 1 Con damage, 
  cure 1 save). Even if the save succeeds, creatures inside the 
  cloud are nauseated as long as they remain in the cloud. 
  Ascomoids are immune to ascomoid spores. The save DC is 
  Constitution-based.
  Oversized fungi, ascomoids are frequently mistaken for 
  giant puffballs until they begin to move, rolling toward 
  any living prey that they sense. Once they have crushed the 
  life out of a creature, they quickly move on, leaving their 
  spores behind to grow new ascomoids, using the dead flesh 
  as a fertilizer. Ascomoids can grow to be up to 10 feet wide, 
  but they rarely weigh more than 400 pounds.
  Ascomoids prefer dark, moist environments. While 
  they do not require light to grow, they need a relatively 
  constant source of water to roll through and absorb. They 
  do not keep traditional lairs, but often wander the same 
  areas over and over, littering these routes with the bones 
  of past victims. 
  Although typically solitary creatures, ascomoids dwelling 
  in areas of ample moisture with generous sources of food—
  or frequent unwitting passersby—sometimes form deadly 
  clusters. Such colonies of these giant fungi often lurk in 
  large caverns among other pallid vegetation. Given their 
  ability to detect vibrations, the slightest quake or potential 
  footfall sets them rolling, turning their cavernous lair into 
  a churning meat grinder. Bounding about violently, groups 
  of ascomoids sometimes take hours to settle back down, 
  unable to distinguish between the movements of prey and 
  the tumbling of their own kind. In some cases, ascomoids 
  have been known to lair at the top of steep rises, crushing 
  climbers as they roll in terrible fungal avalanches.
  Those crushed by an ascomoid or who fall victim to its 
  spores face a revolting end, their bodies becoming hosts 
  to quick-growing colonies of rampant fungi. Immature 
  ascomoid mold sprouts quickly, typically appearing 
  within 24 hours. After 48 hours, such victims become 
  so overgrown with this furry brown-green mold that 
  they can no longer be restored to life by raise dead, their 
  bodies too vitally pervaded and thoroughly consumed 
  by the swiftly spreading mold. Within a month, a new 
  ascomoid forms.
  Ascomoid
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  axE BEak
  This stout bird stands upon two long, muscular legs, each ending 
  in a large, curved talon. A pair of undersized wings sprouts from 
  amid its broad body feathers, as does a powerful neck ending in 
  an avian head armed with a grisly serrated beak.
  Axe Beak 
   
  CR 2 (600 xP)
  N Large animal
  Init +3; Senses low-light vision; Perception +9
  DEfENSE
  AC 14, touch 12, flat-footed 11; (+3 Dex, +2 natural, –1 size)
  hp 22 (3d8+9)
  fort +6, Ref +6, Will +1
  OffENSE
  Spd 50 ft.
  Melee bite +6 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sudden charge
  STATISTICS
  Str 18, Dex 17, Con 16, Int 2, Wis 11, Cha 10
  Base Atk +2; CMB +7; CMD 20
  feats Skill Focus (Perception), Run
  Skills Perception +9
  ECOLOGY
  Environment temperate plains
  Organization solitary, pair, or flock (3–6)
  Treasure Value 550 gp (shiny objects)
  SPECIAL ABILITIES
  Sudden Charge (Ex) When making a charge 
  attack, an axe beak makes a single bite attack. 
  If successful, it may also attempt to trip its 
  opponent as a free action without provoking 
  an attack of opportunity. If the attempt fails, 
  the axe beak is not tripped in return.
  Keen-witted and powerful avian predators, 
  axe beaks compete with wolves and hunting 
  cats for prey upon vast, open steppes and prairies. 
  Feared for their boldness and territorial natures, these 
  giant birds are also known to be eminently tameable, 
  proving useful guardians, hunters, and even steeds when 
  kept well fed.
  Axe beaks are relatively social creatures, forming small 
  groups in which both males and females hunt together. They 
  nest in immense mounds made of sticks, branches, leaves, 
  and whatever else they can scavenge (including the bones 
  and equipment of previous meals), with each nest used by 
  a large group of axe beaks. Females typically lay clutches 
  of 1d4+1 eggs once per year, which the parents take turns 
  keeping warm for 2 months. At the end of this period, the 
  axe beaks break hatchlings out of their shells. These 
  young are fed by their parents for 2 more months 
  before they begin hunting on their own.
  Mature axe beaks stand 7 feet tall and weigh as 
  much as 500 pounds. Most live to be up to 50 years old. 
  Numerous species of axe beaks exist, their colors and 
  general build varying wildly from region to region. Dull 
  brown and gray breeds are most common, but bright 
  yellow, blue, black, and more exotic plumages have also 
  been documented.
  Training an Axe Beak
  An axe beak requires training before it will bear a rider.
  Taming an axe beak requires 6 weeks of work and a DC 25 
  Handle Animal check, after which it can be taught tricks 
  as normal. Riding an axe beak requires an exotic saddle. 
  Axe beak eggs are worth 1,000 gp apiece on the open 
  market, while young are worth 1,500 gp each. 
  Carrying Capacity: A light load for an axe beak is up 
  to 200 pounds; a medium load, 201–400 pounds; and a 
  heavy load, 401–600 pounds.
  Axe Beak Companions
  Axe beak animal companions progress as follows:
  Starting Statistics: Size Medium; Speed 50 ft.; Attack 
  bite (1d6 + 1-1/2 Str); Ability Scores Str 10, Dex 19, Con 12, 
  Int 2, Wis 11, Cha 10; Special Qualities low-light vision.
  4th Level Advancement: Size Large; AC +2 natural; 
  Attack bite (1d8 + 1-1/2 Str); Ability Scores Str +8, Dex –2, 
  Con +4; Special Attacks sudden charge. 
  Bonus Bestiary
  Axe Beak
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  caryaTId colUMN
  With its feet planted firmly together, this marble statue of a 
  female warrior rises up to support the ceiling. In its slender 
  hands it holds the pommel of a stone sword, the point resting 
  lightly between its feet. 
  Caryatid Column 
   
  CR 3 (800 xP)
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfENSE
  AC 14, touch 9, flat-footed 14; (–1 Dex, +5 natural)
  hp 36 (3d10+20)
  fort +1, Ref +0, Will +1
  Defensive Abilities shatter weapons; DR 5/—; Immune 
  construct traits, magic
  OffENSE
  Spd 20 ft.
  Melee mwk longsword +8 (1d8+6/19–20)
  STATISTICS
  Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +7; CMD 16 (cannot be disarmed)
  SQ statue
  Gear masterwork longsword
  ECOLOGY
  Environment any
  Organization solitary, pair, or colonnade (6–11)
  Treasure Value 500 gp
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A caryatid column is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted below. A transmute rock to mud 
  spell deals 1d6 points of damage per caster level to a caryatid 
  column, with no saving throw. Transmute mud to rock, on the 
  other hand, heals any lost hit points. A stone to flesh spell 
  does not actually change the column’s structure but negates 
  its damage reduction and immunity to magic for 1 full round.
  Shatter Weapons (Ex) Whenever a character strikes a caryatid 
  column with a weapon (magical or nonmagical), the weapon 
  takes 3d6 points of damage. Apply the weapon’s hardness 
  normally. Weapons that take any amount of damage in 
  excess of their hardness gain the broken quality.
  Statue (Ex) A caryatid column can stand perfectly still, 
  emulating a statue (usually one that is holding up the 
  ceiling, like a carved column). An observer must succeed 
  on a DC 20 Perception check to notice the caryatid 
  column is alive.
  Caryatid columns are the lesser cousins of true golems, 
  created by spellcasters to guard objects or areas. Unlike 
  true golems, caryatid columns cannot be made into shield 
  guardians, but are often used in greater numbers due to 
  their inexpensive creation cost. Each caryatid column is 
  programmed to guard an object or area when created, 
  and once set this command cannot be changed. They 
  are often given specific parameters concerning whom to 
  ignore and whom to attack, but since they have no special 
  form of detection, such restrictions can be overcome with 
  disguises if the parameters are known.
  A caryatid column stands 7 feet tall and weighs 1,500 
  pounds. They are always equipped with a masterwork 
  weapon that appears to be made out of stone as long as the 
  caryatid column remains in statue form. The weapon can 
  be recovered after a caryatid column has been defeated.
  Construction
  A caryatid column’s body is carved from a single 
  2,000-pound block of stone, such as granite or marble. 
  The stone must be of exceptional quality, and costs 2,000 
  gp. Assembling the body requires a DC 15 Craft (sculpting) 
  check or a DC 15 Craft (stonemasonry) check.
  CL 9th; Craft Construct, polymorph, lesser geas, shatter, 
  caster must be at least 9th level; Price 12,000 gp; Cost 
  7,000 gp.
  Caryatid Column
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  draGoN, FaErIE
  A pair of brightly colored butterfly wings sprouts from the back 
  of this miniature dragon. A mischievous smile plays across its 
  fanged snout as it flutters about with incredible grace.
  faerie Dragon 
   
  CR 2 (600 xP)
  CG Tiny dragon
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
  DEfENSE
  AC 17, touch 15, flat-footed 14; (+3 Dex, +2 natural, +2 size)
  hp 22 (3d12+3)
  fort +4, Ref +6, Will +5
  Immune paralysis, sleep; SR 14
  OffENSE
  Spd 10 ft., fly 60 ft. (perfect), swim 30 ft.
  Melee bite +4 (1d3–1)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12)
  Spell-Like Abilities (CL 3rd)
  3/daygreater invisibility (self only)
  Sorcerer Spells Known (CL 3rd)
  1st (6/day)—grease (DC 14), silent image, sleep (DC 14)
  0 (at will)—dancing lights, flare (DC 13), ghost sound, mage 
  hand, open/close
  STATISTICS
  Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
  Base Atk +3; CMB +8; CMD 17
  feats Acrobatic, Dodge
  Skills Acrobatics +8, Bluff +9, Diplomacy +9, Fly +19, 
  Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use 
  Magic Device +9
  Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
  ECOLOGY
  Environment temperate and warm forest
  Organization solitary or clan (2–8)
  Treasure Value 550 gp
  SPECIAL ABILITIES
  Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, 
  DC 12 Fortitude negates. Affected creatures are staggered, 
  sickened, and immune to fear effects for the duration of the 
  euphoria. A faerie dragon can use this breath weapon once 
  every 1d4 rounds. The save DC is Constitution-based.
  Related to the pseudodragon, faerie dragons are whimsical, 
  playful pranksters that spend most of their time engaged in 
  some sort of trick or joke. Although most are spontaneous, 
  some faerie dragons have been known to spend months 
  or even years in preparation of one truly spectacular 
  joke. Travelers making their way through lands known 
  to be inhabited by these good-natured—but sometimes 
  annoying—tricksters are advised to keep up their guard lest 
  they face all manner of creative annoyances (horses painted 
  with berry juice, ants placed inside bedrolls, and clothing 
  decorating high branches as a few examples).
  Unlike true dragons, faerie dragons do not grow 
  larger with age, but their scales do change color, 
  starting with red and moving through the rainbow 
  to reach dark violet at old age. Faerie dragons grow 
  in power as spellcasters as they age (typically gaining 
  levels in sorcerer), learning more powerful spells to 
  complement their innate abilities. The spells of faerie 
  dragons tend to focus on tools that can be used to create 
  or enhance pranks, and illusion and enchantment spells 
  are particularly popular. 
  Faerie dragons avoid combat unless there is no other 
  option or their small treetop communities are threatened. 
  If forced, faerie dragons attempt to confound their enemies 
  rather than kill them, using their spells and breath weapon 
  to weaken and scatter foes before fleeing.
  Faerie Dragons as Familiars
  Although difficult to control, a faerie dragon can make for 
  a powerful familiar. Spellcasters wishing to take a faerie 
  dragon as a familiar must take the Improved Familiar feat 
  and have an alignment within one step of chaotic good. The 
  character must have an arcane spellcaster level of at least 7th 
  before taking a faerie dragon as a familiar.
  Bonus Bestiary
  Dragon, Faerie
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  draGoNNE
  This creature has the features of a lion but the wings and scales 
  of a dragon. Its wild mane is brass in color, matching the scales 
  that run down its flank.
  Dragonne 
   
  CR 7 (3,200 xP)
  N Large magical beast
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEfENSE
  AC 19, touch 11, flat-footed 17; (+2 Dex, +8 natural, –1 size)
  hp 76 (9d10+27)
  fort +9, Ref +8, Will +4
  OffENSE
  Spd 40 ft., fly 30 ft. (poor)
  Melee bite +12 (2d6+4), 2 claws +12 (2d4+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, roar
  STATISTICS
  Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12
  Base Atk +9; CMB +14; CMD 26
  feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved 
  Initiative, Power Attack
  Skills Fly +4, Perception +12; +4 racial bonus on Perception
  Languages Draconic
  ECOLOGY
  Environment temperate deserts
  Organization solitary, pair, or pride 
  (5–10)
  Treasure Value 2,600 gp
  SPECIAL ABILITIES
  Roar (Su) A dragonne can unleash a devastating 
  roar every 1d4 rounds as a standard action. All creatures 
  except dragonnes within 120 feet must succeed on a DC 
  17 Fortitude save or become fatigued. Those within 
  30 feet who fail their saves are also deafened for 
  2d4 rounds. This is a sonic effect. The save DC is 
  Constitution-based.
  Possessing the fierce instincts of a lion 
  and the cunning of a dragon, the dragonne 
  is a skilled predator. Although many rightly 
  fear these ferocious hunters, few dragonnes 
  are blatantly evil, most simply proving highly 
  territorial and ignoring those who do not approach their 
  lairs or hunting grounds. Those that draw too 
  close are typically met by the resident dragonne’s 
  fearsome roar. Should this not serve as warning 
  enough, a dragonne’s attacks turn more lethal. 
  Those who attempt to settle in a dragonne’s area 
  find themselves harassed constantly until they decide to 
  leave or the dragonne is slain.
  In combat, a dragonne prefers to attack foes one at a 
  time, using its ability to fly to get into an advantageous 
  position. These intimidating predators spend the 
  majority of their time on the ground, even in combat, 
  since their wings prove somewhat ungainly.
  Dragonnes as Mounts
  A character with the Leadership feat can take a dragonne 
  as a mount using the animal companion rules. Such 
  characters must have an effective druid level of 10th. 
  A character with a dragonne mount counts as 4 levels 
  lower when determining the abilities and statistics of the 
  dragonne (meaning that the character’s effective druid 
  level is 6th for determining abilities when the dragonne 
  is first acquired). Taking a dragonne in this way counts as 
  the character’s cohort. 
  Dragonne Companions
  Dragonne animal companions progress as follows:
  Starting Statistics: Size Large; Speed 40 ft., fly 30 ft. 
  (poor); AC +7 natural; Attack bite (2d6), 2 claws (2d4); 
  Ability Scores Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12; 
  Special Attacks pounce; Special Qualities darkvision 60 
  ft., low-light vision, scent.
  10th-Level Advancement: Ability Scores Str +2, Con +2; 
  Special Attacks roar. 
  Dragonne
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  HaG, aNNIS
  With limbs like gnarled branches and skin like a toad’s, 
  this repulsive, hunchbacked crone towers two heads taller than 
  any normal human. Her skin the color of a violent bruise, the 
  hideous witch gasps wretchedly, revealing a maw of jagged black 
  teeth as she clicks together long nails that look like pitted steel.
  Annis Hag 
   
  CR 6 (2,400 xP)
  CE Large monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEfENSE
  AC 20, touch 10, flat-footed 19; (+1 Dex, +10 natural, –1 size)
  hp 66 (7d10+28)
  fort +8, Ref +6, Will +6
  DR 2/bludgeoning; SR 17
  OffENSE
  Spd 40 ft.
  Melee bite +13 (1d6+7), 2 claws +13 (1d6+7 and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 2d6+10)
  Spell-Like Abilities (CL 7th)
  3/day—alter self, fog cloud
  STATISTICS
  Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10
  Base Atk +7; CMB +15; CMD 26
  feats Alertness, Blind-Fight, Great Fortitude, Intimidating 
  Prowess
  Skills Bluff +7, Diplomacy +7, Intimidate +17, Perception +13, 
  Stealth +7
  Languages Common, Giant
  ECOLOGY
  Environment cold marshes
  Organization solitary or covey (3 hags of any kind plus 1–8 
  ogres and 1–4 evil giants)
  Treasure Value 2,000 gp
  Also known as black hags or iron hags, annis hags 
  are the largest and most physically intimidating 
  of their foul brood. Known for their leathery, wart-
  covered skin that varies from shades of deep blue to 
  black and claws like rusty blades, annis hags forgo much 
  of the cunning and deceptiveness of their kind, reveling 
  in the more visceral evils of torture and slaughter. The 
  typical annis hag stands just over 8 feet tall and weighs 
  upward of 300 pounds.
  Dwelling in dark caves, tangled hollows, and cursed 
  ruins deep within swamps or moors, annis hags stalk 
  forth by night to sow fear and hunt the unwary. Although 
  possessed of cunning minds, annis prove more decadent 
  than most other hags, frequently indulging in their 
  taste for living flesh and the music of pleading screams. 
  Cloaking themselves in illusions or dense mists, 
  they lure unsuspecting prey close before revealing 
  their monstrous natural forms. Most hunting 
  annis disguise themselves as beautiful fey, lost 
  maidens, or wounded animals to attract sympathetic 
  souls. They find the flesh of children, young animals, 
  and the pure of heart particularly pleasing, both for the 
  tenderness of such meals and for the sorrow such murders 
  spread. After such meals, annis delight in stripping the 
  skin from their victims and often garb themselves in the 
  grisly trophies.
  Like most hags, annis sometimes join coveys of their 
  repulsive sisters, though many prove resistant to such 
  cooperation. Favoring brutal ambushes and direct 
  trickeries to the more complicated deceptions of their 
  brethren, they usually join such groups only if physically 
  forced, in return for some treasure, or for matters of 
  revenge. They prove most resistant to joining coveys 
  already including other annis, though groups of related 
  annis—typically horrible triplets—are not unknown. See 
  the Pathfinder Bestiary for more details on hag coveys.
  Bonus Bestiary
  Hag, Annis
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  HUEcUva
  Rotting vestments hang across the withered flesh of this walking 
  corpse. Its mouth hangs open in a silent scream and its eyes glow 
  with an unholy light.
  Huecuva 
  CR 2 (600 xP)
  CE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +5
  Aura faithless (30 ft.)
  DEfENSE
  AC 17, touch 12, flat-footed 15; (+2 Dex, +5 natural)
  hp 16 (3d8+3)
  fort +2, Ref +3, Will +4
  DR 5/magic or silver; Immune undead traits
  OffENSE
  Spd 30 ft.
  Melee 2 claws +4 (1d6+1 plus disease)
  Spell-Like Abilities (CL 3rd)
  3/daydisguise self
  STATISTICS
  Str 13, Dex 14, Con —, Int 4, Wis 12, Cha 12
  Base Atk +2; CMB +3; CMD 14
  feats Improved Initiative, Weapon Focus (claw)
  Skills Perception +5, Stealth +7
  ECOLOGY
  Environment any
  Organization solitary, pair, or cloister (5–10)
  Treasure Value 550 gp
  SPECIAL ABILITIES
  Disease (Ex) Claw, save Fort DC 12, frequency 1d3 days/1 
  day, effect 1d3 Dex damage and 1d3 Con damage, cure 2 
  consecutive saves. The save DC is Charisma-based.
  faithless (Su) The huecuva and all undead creatures within 30 
  feet receive a +2 profane bonus on Will saves made to resist 
  channeled energy and any effects based off that ability. This 
  bonus stacks with channel resistance.
  Huecuvas are the risen corpses of heretical clerics who 
  blasphemed and renounced their deities before meeting 
  death. In unlife, they hate and seek to destroy those  pious 
  souls who keep their vows. Although easily mistaken 
  for zombies or even skeletons, huecuvas have a 
  spark of intelligence that makes them cunning 
  and deceptive foes. Often huecuvas use disguise self 
  to appear as non-threatening figures, so as to get 
  close to their enemies before lashing out. 
  Most huecuvas remember little of their former 
  lives except for the blasphemy that led them to their 
  cursed fates. They often find themselves drawn to 
  the ruins of old temples, where they rage against 
  or seek hopeless absolution from the deities 
  who so afflicted them. Huecuvas sometimes work in 
  concert with other undead creatures that share the same 
  area. Powerful undead, such as liches or vampires, might 
  recruit huecuvas to help protect them from clerics.
  Creating a Huecuva
  Most huecuvas arise when a god rejects a heretic priest’s 
  soul, forcing the slain to rise as horrible undead, but this is 
  not the only way a huecuva can come into being. A huecuva 
  can be created using create undead. The caster must be at 
  least 11th level and the spell normally uses the body of an 
  evil cleric. The spell can be used to create a huecuva using 
  the body of a good cleric, but this requires a DC 20 caster 
  level check. Creating a huecuva in this way is considered 
  to be one of the most heinous things that can be done to a 
  cleric that has passed away. The faithless aura of huecuvas 
  created from the bodies of good clerics in this way grants a 
  +4 profane bonus on Will saves to resist channeled energy 
  and any effects based off that ability.
  Huecuva
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  laMMaSU
  This majestic creature has the body of a lion, the wings of  
  an eagle, and the face of a wise human man. Shining ornaments 
  adorn its noble features and its eyes sparkle with flecks of gold.
  Lammasu 
  CR 8 (4,800 xP)
  LG Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
  Aura magic circle against evil (20 ft.)
  DEfENSE
  AC 20, touch 10, flat-footed 19; (+1 Dex, +10 natural, –1 size)
  hp 85 (9d10+36)
  fort +10, Ref +9, Will +8
  OffENSE
  Spd 30 ft., fly 60 ft. (average)
  Melee 2 claws +14 (1d6+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +14, 1d6+6), spells
  Spell-Like Abilities (CL 9th)
  2/daygreater invisibility
  1/daydimension door
  Cleric Spells Prepared (CL 7th; +9 ranged touch)
  4th—holy smite (DC 17)
  3rd—cure serious wounds, prayer, searing light
  2nd—bear’s endurance, lesser restoration, resist energy,  
  shield other 
  1st—bless, cure light wounds (2, DC 14), detect evil, divine favor
  0 (at will)—detect magic, detect poison, guidance, stabilize
  STATISTICS
  Str 23, Dex 12, Con 19, Int 16, Wis 17, 
   Cha 14
  Base Atk +9; CMB +16; CMD 27
  feats Blind-Fight, Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack
  Skills Diplomacy +11, Fly +11, Knowledge (arcana) +12, 
  Perception +15, Sense Motive +12
  Languages Celestial, Common
  ECOLOGY
  Environment temperate deserts
  Organization solitary
  Treasure Value 3,350 gp
  SPECIAL ABILITIES
  Spells (Sp) A lammasu can cast spells as a 7th-level cleric.
  Lammasus are protectors of the weak and ever-vigilant 
  champions against evil. These noble creatures dwell 
  in crumbling desert ruins or other remote areas, 
  where they tirelessly fight against the forces of 
  darkness, hoping to defend those they consider 
  lesser races from the evils that often lurk in 
  such places. Although most of these winged 
  sentinels prove wise and knowledgeable about 
  those who would seek to do evil in their lands, 
  many races find lammasus arrogant, dismissive, 
  and backhandedly insulting, taking umbrage at their 
  superior attitudes and affectations. Such reactions 
  confuse and sometimes insult these highly honorable 
  creatures, who seek only to do good and aid those weaker 
  than themselves. Lammasus who witness members 
  of other races actively combating evil typically prove 
  more sensitive and address such allies as equals. Should 
  good-aligned creatures prove their skill and overcome 
  any differences of attitude they might have with one of 
  these majestic beings, they find a true and noble ally 
  and an invaluable resource for those hoping to defeat 
  evil. Lammasus are quite fatherly to those who join 
  their cause, bringing a lifetime of experience to any 
  struggle. This often makes them stern, but those who 
  know lammasus find them to be extremely caring about 
  those they protect. A lammasu eagerly lays down its own 
  life to protect those in peril if such a sacrifice might win 
  the day. Most lammasus are 8 feet in length and weigh 
  approximately 600 pounds.
  In combat, lammasus come prepared if the situation 
  allows, casting a number of protective spells. Once the 
  fight begins, lammasus prefer to rip apart evil foes with 
  their claws, charging into the fray so that they can rake as 
  well. Lammasus will not retreat from a fight against evil 
  as long as there remains a chance of victory. They are brave 
  but not foolish, and do not lightly throw their lives away if 
  the odds are obviously against them.
  Bonus Bestiary
  Lammasu
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  NaGa, waTEr
  Slender spines and brightly colored frills stretch back from the 
  human-like face of this massive water snake. Every motion of 
  the serpent’s long form sets its brightly patterned scales and 
  glistening fins to flashing like gems in the surf. 
  Water Naga 
   
  CR 7 (xP 3,200)
  N Large aberration
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEfENSE
  AC 20, touch 15, flat-footed 14; (+6 Dex, +5 natural, –1 size)
  hp 76 (8d8+40)
  fort +7, Ref +10, Will +9
  OffENSE
  Spd 30 ft., swim 50 ft.
  Melee bite +8 (2d6+4 plus poison)
  Space 10 ft.; Reach 5 ft.
  Sorcerer Spells Known (CL 7th; +11 ranged touch)
  3rd (5/day)—protection from energy, suggestion (DC 16)
  2nd (7/day)—acid arrow, invisibility, mirror image
  1st (7/day)—expeditious retreat, magic missile, obscuring mist, 
  shield, true strike
  0 (at will)—acid splash, daze, detect magic, light, mage hand, 
  open/close, read magic
  STATISTICS
  Str 16, Dex 23, Con 20, Int 10, Wis 17, Cha 16
  Base Atk +6; CMB +10; CMD 26 (cannot be tripped)
  feats Combat Casting, Eschew MaterialsB, Lightning Reflexes, 
  Skill Focus (Perception), Skill Focus (Stealth)
  Skills Bluff +7, Knowledge (local) +7, Perception +17, Spellcraft 
  +11, Stealth +12, Swim +18
  Languages Aquan, Common
  ECOLOGY
  Environment temperate aquatic
  Organization solitary, pair, or nest (3–4)
  Treasure Value 2,600 gp
  SPECIAL ABILITIES
  Poison (Ex) Bite, level 7, save Fort DC 19, frequency 1 round 
  (10), effect 1 Con damage, cure 1 save.
  Spells (Sp) A water naga can cast spells as a 7th-level sorcerer.
  Shimmering in all the colors of the tropical ocean, a 
  water naga’s natural brilliance belies its deadliness. 
  Although doubtlessly intelligent, these nagas bear 
  more in common with normal snakes than most of 
  their kind, preferring to be left to their own devices 
  and lashing out at any creature that would disturb 
  them. Water nagas measure 10 feet long and weigh 
  250 pounds.
  Where many nagas claim particular lairs as their 
  homes, water nagas typically have a number of retreats, 
  migrating from one to the next with the seasons. 
  Preferring warmer waters, these nagas keep summer 
  and winter lairs, with several favored shelters in 
  between, making a circuit of familiar rivers and coasts 
  at predictable times throughout the year. Fiercely 
  territorial when it comes to their lairs, water nagas 
  typically attack any who intrude upon their sanctuaries, 
  only bothering to question interlopers once such 
  creatures have been weakened by poison, if at all.
  As their yearly treks make many water nagas especially 
  well traveled, those who live near the serpents’ lairs—
  usually lizardfolk, fey, and human tribes—often court 
  the snake creatures’ good graces with offerings of rich 
  local delicacies, hoping to learn of nearby lands and 
  pass on their own stories to distant neighbors. Enjoying 
  flattery, exciting tales, and the adoration of those they see 
  as lesser creatures, most water nagas take pride in their 
  roles as travelers. However, while rarely malicious, they 
  quickly grow bored of repetitive, mundane anecdotes 
  and often embellish the stories they’ve heard with their 
  own fictions—caring little for the repercussions such 
  misleading tales might cause for their listeners. The 
  congeniality of some water nagas does not extend to the 
  entire race, however, and many unwary souls, even those 
  with the best intentions, might face these serpentine 
  creatures’ deadly kiss.
  Naga, Water
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  Nixie
  15
  NIxIE
  As it gracefully swims through the water, it becomes clear that 
  this small, green-skinned creature has webbed hands and feet. 
  Its hair is the color of seaweed, and small pearls and shells are 
  wrapped within.
  Nixie 
  CR 1 (400 xP)
  N Small fey (aquatic)
  Init +3; Senses low-light vision; Perception +6
  DEfENSE
  AC 14, touch 14, flat-footed 11; (+3 Dex, +1 size)
  hp 9 (2d6+2)
  fort +1, Ref +6, Will +4
  DR 5/cold iron; SR 12
  OffENSE
  Spd 20 ft., swim 30 ft.
  Melee short sword +5 (1d4–2/19–20)
  Ranged light crossbow +5 (1d6/19–20)
  Spell-Like Abilities (CL 12th)
  3/day—charm person (DC 15)
  1/day—water breathing
  STATISTICS
  Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 18
  Base Atk +1; CMB –2; CMD 11
  feats Weapon Finesse
  Skills Bluff +9, Craft (any one) +5, Escape Artist +8, Handle 
  Animal +6, Perception +6, Perform (sing) +8, Sense Motive 
  +5, Stealth +12, Swim +10
  Languages Aquan, Sylvan
  SQ amphibious, wild empathy (+12)
  Gear light crossbow with 20 bolts, short sword
  ECOLOGY
  Environment temperate aquatic
  Organization gang (2–4), band (6–11), tribe (20–80)
  Treasure Value 200 gp (pearls and shells)
  SPECIAL ABILITIES
  Wild Empathy (Ex) This ability functions just like the 
  druid ability of the same name. Nixies receive a +6 
  racial bonus on wild empathy checks.
  Nixies serve as playful guardians of ponds, rivers, 
  lakes, and springs. They prefer dwelling in idyllic 
  places, protecting them from the depredations of 
  predators and careless humanoids. While this often 
  involves confusing enemies and driving them away, 
  nixies are not afraid of spilling blood to protect their 
  homes—though they prefer not to resort to such ends 
  unless completely necessary. Nixies are 4 feet tall and 
  rarely weigh more than 45 pounds.
  Nixies avoid combat if possible, using charm person 
  to lead humanoids away from their lairs. In some 
  circumstances, they use this ability to enslave people to 
  act as protectors or help with a task that is simply too big 
  for the nixies to deal with. They even cast water breathing 
  on such creatures to allow them to help with tasks below 
  the surface.
  Nixies are reclusive and prefer to keep their presence 
  hidden. They make lairs underwater, even forming small 
  communities if their numbers are great enough. Legends 
  speak of a secret nixie kingdom at the bottom of a great 
  lake, but no one has yet confirmed its location.  
  Nixies in Mythology
  The nixie (also known as neck or nix) of English and German 
  mythology is not nearly as benevolent as those presented 
  here. In their traditional folktales they are often depicted 
  as beautiful creatures that lure people into the water to 
  drown. These more malevolent nixies could change shape, 
  becoming any number of aquatic forms. To replicate these 
  stories of more sinister nixies, add the following abilities to 
  the standard nixie. A nixie with these abilities is CR 2.
  Lure (Su) This ability functions just like a harpy’s 
  captivating song. A DC 15 Will save negates this effect. 
  The save DC is Charisma-based.
  Shapeshift (Su) A nixie can change shape to become 
  any Small or Medium aquatic creature as if using beast 
  shape I. A nixie can maintain this form indefinitely and 
  can return to its normal shape as a free action. Caster 
  level 5th.
  Bonus Bestiary
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  16
  SHadow MaSTIFF
  Although shaped like a dog, this muscular creature has a coat 
  that drinks up the light, drawing shadows in around it. Its 
  maw is full of sharp teeth, and a wisp of shadow drips from its 
  writhing tongue.
  Shadow Mastiff 
   
  CR 5 (1,600 xP)
  NE Medium outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  DEfENSE
  AC 17, touch 12, flat-footed 15; (+2 Dex, +5 natural)
  hp 51 (6d10+18)
  fort +8, Ref +7, Will +5
  Defensive Abilities shadow blend
  OffENSE
  Spd 50 ft.
  Melee bite +10 (1d6+6 plus trip)
  Special Attacks bay
  STATISTICS
  Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 22
  feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10
  Languages Common (cannot speak)
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (5–8)
  Treasure Value none
  SPECIAL ABILITIES
  Bay (Su) When a shadow mastiff howls or barks, all creatures 
  except evil outsiders within a 300-foot spread must succeed 
  on a DC 16 Will save or become panicked for 2d4 rounds. 
  This is a sonic, mind-affecting fear effect. A creature that 
  successfully saves cannot be affected by the same mastiff’s 
  bay for 24 hours. The save DC is Charisma-based and 
  includes a +2 racial bonus.
  Shadow Blend (Su) In any condition of illumination other than 
  full daylight, a shadow mastiff disappears into the shadows, 
  giving it total concealment. Artificial illumination, even a 
  light or continual flame spell, does not negate this ability. A 
  daylight spell, however, does. A shadow mastiff can suspend 
  or resume this ability as a free action.
  Tireless hunters, stealthy trackers, and deadly predators, 
  shadow mastiffs stalk the dark corners of the outer 
  planes, preying upon all beings that stray from the 
  light. These beasts bear little in common with actual 
  canines aside from their general forms, their bodies 
  being the evolution of countless centuries hunting the 
  most merciless wildernesses of the Outer Planes and the 
  Plane of Shadow. On the Material Plane, they prefer to 
  travel in shadow, moving soundlessly and unseen to find 
  prey, hunting in vicious sport just as often as in hunger. 
  Shadow mastiffs stand over 4 feet tall, with most weighing 
  nearly 300 pounds.
  In combat, shadow mastiffs prefer to fight in shadows, 
  shying from areas of bright light unless faced with no 
  other choice and using their bay to cause their enemies to 
  flee from well-lit areas. Shadow mastiffs prefer to hunt in 
  groups, using pack tactics to lure prey into traps and to 
  draw away sources of light. They do not make lairs, and 
  are usually not found with any sort of treasure, unless it 
  is on the body of a recently slain victim. 
  Summoning a Shadow Mastiff
  A shadow mastiff can be summoned using summon 
  monster VI, although it is more frequently called with 
  lesser planar ally or lesser planar binding. A shadow mastiff 
  receives a +4 circumstance bonus on its Charisma check 
  to refuse service if it is summoned into an area of bright 
  illumination. The caster receives a +2 bonus on his 
  Charisma check to demand service if the task is one that 
  involves hunting and slaying a specific creature.
  Shadow Mastiff
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  50,000 BETA PLAYTEST DOWNLOADS AND COUNTING
  THE BIGGEST RPG EVENT OF THE YEAR
  PAIZO.COM/PATHFINDER
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game is a 
  trademark of Paizo Publishing, LLC. ©2009 Paizo Publishing, LLC.
  ®
  ™
  CORE RULEBOOK RELEASES 8/13/09
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  Unleash the Beasts!
  Get your first look at the upcoming Pathfinder Roleplaying Game 
  and the Pathfinder Bestiary right here, with more than a dozen 
  menacing monsters. Showcasing the new rules and flexibility of the 
  Pathfinder Roleplaying Game, this collection of creatures draws 
  from more than 30 years of gaming history and includes:
  ◆ 
  Deadly beasts and familiar allies, such as allips, caryatid 
  columns, faerie dragons, huecuvas, shadow mastiffs, and more! 
  ◆ 
  New rules for monstrous companions, arcane creations, sinister 
  traps, variant creatures, and other options for use with both 3.5 
  and the Pathfinder Roleplaying Game.
  ◆ 
  Explanations of never-before-seen rules being included in the 
  Pathfinder Roleplaying Game.
  ◆  A preview of nearly every monster to be included in 
  the upcoming Pathfinder Bestiary.
  ◆ 
  Reimaginings of some of the most iconic 
  creatures in gaming, vibrantly illustrated by 
  some of the best artists in fantasy.
  Add a taste of the Pathfinder Roleplaying Game to 
  your campaign today with this official manual of 
  Pathfinder monstrosities!
  paizo.com/pathfinder
  ®
  
SOURCE: textdata/thevault/Pathfinder/Bonus Bestiary.pdf