TEXT: Monsters Unleashed
  Volume 5
  
  Monsters Unleashed 
  Volume 5
  Table of Contents
  Asnae 
   
   
   
  3
     Master of Illusion 
   
  4
     Alluring Voices  
   
  4
     Baleful Illusion  
   
  4
     Eerie Forest  
   
   
  5
  Gnarl 
   
   
   
  5
  Ith’n Ya’Roo 
   
   
  6
     Reinforce Armaments 
  8
  Mezadevs  
   
   
  8
  Striga 
   
   
   
  10
  Patrons for This Issue
  (Who are Awesome)
  Kyle Bentley
  Kenneth Axel Carlsson
  Sam Hing
  Tom Baumbach
  Who to Blame
  Writers: Mark Gedak, Stefen 
  Styrsky
  Additional Text: Perry Fehr
  Editors: Stefen Styrsky, Perry Fehr
  Cover: Rick Hershey, Standard 
  Stock with additional material by 
  Gary Dupuis
  Monster Art: Gary Dupuis
  Layout By: Mark Gedak
  Published By: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying 
  Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not 
  endorse this product.
  
  ASNAE
  Penetrating red eyes study you from the thick canopy 
  of the forest. To the left from where its body should 
  be you see the swish of a long tail.
  ASNAE (CR 6; 2,400 XP)
  NG Small magical beast (good)
  Init +9; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  DEFENSE
  AC 18, touch 16, flat-footed 13
  (+5 Dex, +2 natural, +1 size)  
  hp 68 (8d10+24)
  Fort +9, Ref +11, Will +6 
  OFFENSE
  Speed 50 ft.; shadowrunning
  Melee 2 claws +14 (1d3-1 plus curse of uncertainty), 
  tail slap +9 (1d4-1)
  Special Attacks hypnotic gaze 
  Spell-Like Abilities (CL 8th; concentration +10) 
     3/day – blur, eerie forest (DC 17), invisibility, 
  phantasmal killer (DC 18), shadow conjuration (DC  
  18), wandering star motes (DC 18)
     At-will – alluring voices (DC 16), baleful illusion 
  (DC 16), minor image (DC 16), misdirection (DC 16), 
  ventriloquism
  STATISTICS
  Str 8, Dex 20, Con 17, Int 16, Wis 18, Cha 15
  Base Atk +8; CMB +6; CMD 21 (25 vs. trip)
  Feats Improved Initiative, Master of Illusion, Skill 
  Focus (Bluff), Weapon Finesse
  Skills Acrobatics +16, Bluff +13, Climb +10, 
  Knowledge (local) +11, Perception +15, Stealth +17; 
  Racial Modifiers +8 Stealth
  Languages Common, Elven, Gnome
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Curse of Uncertainty (Su) The claws of the 
  asnae carry a supernatural curse (Fortitude 
  DC 16 negates) that inflicts the target with 
  a -4 penalty to all saves vs. illusions and 
  enchantments. The save DC is Charisma-based.
  Hypnotic Gaze (Su) Hypnotism (8 HD or less), 20 
  feet; Will DC 16 negates. The save DC is Charisma-
  based.
  Real Illusions (Su) The illusions created by an 
  asnae never have the mind-affecting descriptor 
  which allows them to target mindless creatures. 
  Additionally, all illusions gain a +2 racial bonus to 
  their save DC. 
  Shadowrunning (Sp): By stepping into the shadows, 
  the asnae comes close to the Plane of Shadow and 
  can travel up to 1 mile. This power can be used three 
  times a day, and the asnae often use it to flee a lost 
  battle.
     The asnae can choose to take as many as two 
  friends with it. These creatures must be small, tiny or 
  diminutive. This ability can only be performed once 
  per day.
  The sight of two red eyes in the shadows often 
  frightens the most heavily armored of fighters, 
  especially if it appears that the eyes, and perhaps 
  a mischievous grin, do not seem to be attached to 
  anything!  That a nearby gnome will walk into those 
  shadows, wink, and disappear from view along 
  with those eyes bodes not an ill end of that gnome, 
  for she has met with a friend to that race, and a 
  fellow enthusiast 
  of illusion, the 
  elusive asnae.  
     The asnae is 
  a small, highly 
  intelligent 
  magical beast 
  which looks 
  
  somewhat like a cat, though it is much more.  The 
  fur of this creature is often an odd color, such as 
  purple, with contrasting stripes, though when in 
  shadow either its fur or stripes seem to become 
  transparent...  They have a long, tough tail, and their 
  signature red eyes have a pleasing appearance- to 
  most beings.
     Gnomes and asnae have always been kindred 
  spirits, due to their inter-dimensional nature and 
  their interests in illusion magic; good-aligned 
  communities of gnomes will be sure to have asnae 
  close by.  A favorite activity of gnomish spell-casters 
  is to cast reduce person and ride on an asnae’s back.
     The asnae realize they are not particularly 
  dangerous in combat, so they focus on fighting with 
  magic and trickery, taunting their enemies from the 
  shadows, or up in a nearby tree.  If the situation 
  looks grim, asnae will not hesitate to flee into the 
  shadows, taking their closest friends with them. 
  Knowledge 
  (arcana) DC
  Lore
  16
  Asnae are mischievous creatures 
  with some connection to the 
  plane of shadow.
  21
  The scratch of an asnae renders 
  its victim more susceptible to 
  illusions and enchantments.
  26
  Asnae will sometimes teach 
  others how to use illusions to fool 
  the mindless.
  31
  Asnae form loose partnerships 
  with gnomish community 
  leaders. A prosperous and well-
  protected gnome community 
  always has the assistance of an 
  asnae patron.
  MASTER OF ILLUSION (GENERAL)
  Your ability to make realistic illusions knows no equal.
  Prerequisite: Ability to cast 3rd level illusion spells or 
  spell-like abilities. 
  Benefit: Your illusion spells are particularly detailed 
  and complete. Viewers do not receive the +4 
  bonus to disbelieve the illusion, when someone 
  demonstrates to them that the illusion is not real.
  Normal: When someone reveals the illusion is not 
  real other viewers gain a +4 bonus to their saving 
  throw.
  ALLURING VOICES
  School illusion (figment) [mind-affecting]; Level druid 
  2, rook 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level (D)
  Saving Throw Will disbelief; Spell Resistance yes
  This spell creates phantasmal voices that call out for 
  the target to follow them. The sounds can be heard 
  by all within 30 ft. of the target, but the spell only 
  directly affects the target. The target is compelled to 
  follow the voices, unless he makes a successful Will 
  save. If the target’s life is in danger, meaning that 
  an enemy attacks him, he can suppress the urge to 
  follow the voices and engage in combat instead. If his 
  allies are in danger, he must make a second Will save, 
  as the phantasmal voices try to convince him that 
  they will be okay. If he succeeds at this second save, 
  the spell ends. Furthermore, while influenced by 
  this spell, the target takes a -4 penalty to Perception 
  checks.
     The caster directs the voices each round, using a 
  swift action. They can move outside the range of the 
  spell, 30 ft. each round. This spell cannot affect a 
  deafened creature.
  BALEFUL ILLUSION
  School illusion (phantasm) [fear, mind-affecting]; 
  Level rook 2, sorcerer/wizard 2, witch 2
  Casting Time 1 round
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will disbelief; Spell Resistance yes
  The target is struck with fear and believes that a 
  superior foe is attacking him relentlessly. If the target 
  fails his Will save, he can only defend himself, which 
  means that for the duration of this spell, the target 
  takes the total defense action.
     Every round, the target gets a new saving throw 
  with a +1 bonus, until either the spell ends or he is 
  successful.
  
  EERIE FOREST
  School illusion (glamer) [fear, mind-affecting]; Level 
  druid 3, ranger 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Target a 60 ft.-radius area of forest
  Duration 10 min./level (D)
  Saving Throw Will negates; Spell Resistance no 
  With this spell, the caster temporarily enchants a 
  small area of forest so that those walking in it gets 
  an eerie feeling that unnerves them. The trees seem 
  to move and branches seem to grab them. The 
  caster can designate one creature per caster level 
  as safe from this spell, but everyone else in the area 
  must make a Will save or become shaken for the 
  duration of the spell. Creatures of less than 2 HD are 
  not shaken, but frightened instead. Once a creature 
  leaves the eerie forest, the fear effect ends 1d4 
  rounds later.
     Eerie forest can be made permanent with the 
  permanency spell.
  GNARL 
  Bone protrusions and hardened plates cover the body 
  of this inhuman monster. Its skeletal face leers down 
  at you seconds before you are snatched into the air.
  GNARL (CR 7; 3,200 XP)
  NE Large monstrous humanoid
  Init +8; Senses darkvision 60 ft; Perception +13
  DEFENSE
  AC 22, touch 14, flat-footed 17
  (+4 Dex, +1 dodge, +8 natural, -1 size)
  hp 105 (10d10+50)
  Fort +8, Ref +11, Will +7
  DR 5/piercing
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee 2 claws +16 (1d6+7 plus grab), bite +16 
  (1d8+7) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks dislocate
  STATISTICS
  Str 24, Dex 18, Con 20, Int 8, Wis 11, Cha 6
  Base Atk +10; CMB +18 (+22 grapple); CMD 33 
  Feats Dodge, Improved Initiative, Mobility, Throw 
  Anything, Wind Stance
  Skills Climb +15, Intimidate +11, Perception +13, 
  Stealth +13
  Languages Undercommon
  ECOLOGY 
  Environment any mountains or underground
  Organization solitary or hunting party (2-5)
  Treasure standard
  SPECIAL ATTACKS
  Dislocate (Ex) When the gnarl would normally deal 
  double damage from a critical hit with its claws it can 
  chose instead to dislocate the opponent’s limb and 
  deal normal damage plus 1d4 points of Str.
  No Purchase (Ex) When grappling an opponent, 
  the opponent is denied their Strength bonus 
  for the purpose of breaking the grapple. 
  Additionally, the gnarl can move at full speed 
  while grappling and carrying a Medium or smaller 
  creature.
  Travelers that wish to traverse trails through the 
  mountains often have to pay more than the standard 
  rate, due to the secretive presence of the dastardly 
  beast known as the gnarl.  About the size of a 
  large horse, a gnarl has thick, scaly skin and a bony 
  exoskeleton that gives it a skeletal appearance.  
  
  Gnarls inhabit terrain dominated by cliffs, caves, 
  and ledges, as their favorite method of obtaining 
  food is to nest above a mountain trail and ambush 
  passers-by, grabbing lightly armored creatures with 
  their long, scaly arms, and retreating to their shallow 
  cave lairs for a quick meal.  Thus, paths that pass 
  through their territory have a bad reputation and are 
  notorious for disappearances and grisly encounters.  
  Local folklore features bed-tales of the gnarl lurking 
  in the shadows in villages, snatching babies and 
  naughty children who won’t go to sleep.
     A gnarl prefers to enter combat with the element 
  of surprise, and rarely has the stomach for a stand-
  up fight in which it is outnumbered, as they typically 
  hunt alone.  Ledges and cliffs provide excellent 
  attack points for the beast, as it knows instinctively 
  that two-leggers cannot climb as well as most of its 
  prospective meals can.  Even against cautious prey, 
  an opportunistic gnarl has been known to attack 
  caravan scouts and carry them away, retreating 
  against superior numbers.     A gnarl’s first attack is 
  to strike with both claws, lifting prey to its mouth.  
  Their arms are 12 feet long, on average, which makes 
  it difficult for other defenders to get at the gnarl 
  and help their friend in distress.  These ‘eat and run’ 
  tactics serve the gnarl race well.
     The society of the gnarl, such as it is, is cruel and 
  primitive, as gnarls see other races only as food, 
  and their family groups permit only members that 
  provide food for the cave-hold.  These families are 
  led by the strongest female, who directs the males to 
  hunt and retrieve prey, casting out females as they 
  reach maturity.  It is these females, who wander, 
  searching for a new cave-hold that give rise to the 
  stories of baby-snatching in the villages.  Wandering 
  gnarl may also find shelter and a food source in 
  dungeons, using any terrain within to the same 
  advantage of their home in the mountainous cliffs.
     Though gnarl do not practice magic of any kind, 
  they do believe in symbolic magic, and gnarl lairs are 
  often decorated with crude art, depicting the hunt, 
  done in blood or charcoal.  By drawing pictures of 
  themselves catching their prey, they hope to make 
  the scene a reality.  Explorers who examine these 
  cave-drawings and infer the conclusion of man’s 
  ancestors may get a big surprise when the artist 
  comes home.
  Knowledge 
  (nature) DC 
  Lore
  17
  Gnarls are said to be able to tear the 
  arm off an adult man.
  22
  The hardened skin of the gnarl turn 
  aside slashing blades and pounding 
  hammers.
  27
  Gnarls strike quickly, picking up 
  weak targets and fleeing into the 
  darkness with them.
  32
  Gnarls do not practice magic of 
  either a divine or arcane nature.
   
  Purple Duck Note: Regular customers of Purple Duck 
  Games may recognize the art for the gnarl and the 
  ith’n ya’roo from our new line called Fehr’s Ethnology. 
  Perry has been creating new races for us based on 
  existing art. Any resemblance between his races and 
  the monsters in this book are purely coincidental.
  ITH’N YA’ROO
  Humanoid in shape, they are typically crouched like 
  apes, with heavy white fur, large fangs and claws, 
  gnarled horns and bearish features.
  ITH’N YA’ROO (CR 5; 1,600 XP)
  LE Large monstrous humanoid
  Init +1; Senses darkvision 60 ft., scent; Perception 
  +13
  DEFENSE
  AC 18, touch 10, flat-footed 18
  (+1 Dex, +8 natural, -1 size) 
  hp 66 (7d10+28)
  Fort +6, Ref +6, Will +8
  Resist cold 10
  OFFENSE
  Speed 40 ft.
  Melee reinforced bone greataxe +12/+7 (3d6+9/x3) 
  or 2 claws +12 (1d6+6)
  Ranged reinforced bone javelin +7 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks berserker rage
  Spell-Like Abilities (CL 7th, concentration +8)
  At-will – magic weapon, reinforce armaments
  STATISTICS
  Str 22, Dex 12, Con 19, Int 11, Wis 16, Cha 13
  Base Atk +7; CMB +14 (+16 sunder); CMD 25 (27 vs. 
  sunder; 29 vs. bull rush, drag) 
  
  Feats Cleave, Great Cleave, Improved Sunder, Power 
  Attack
  Skills Acrobatics +1 (+5 balance, +5 jump), Intimidate 
  +11, Perception +13, Sense Motive +10, Survival +13; 
  Racial Modifiers +4 Acrobactics check to balance
  Languages Ith’n Ya’roo
  ECOLOGY
  Environment cold hills or mountains
  Organization solitary, hunters (2-5), tribe (4-16 plus 
  1, 3rd-level oracle and 1, 5th-level ranger)
  Treasure standard
  SPECIAL ABILITIES
  Berserker Rage (Ex) Ith’n ya’roo as a free action can 
  enter a berserker rage for 14 rounds per day. During 
  this rage, the Ith’n ya’roo gain a +4 morale bonus 
  to Strength and Constitution, as well as a +2 more 
  bonus to Will saves. Any attacks made with natural or 
  manufactured weapons deal an additional 1d8 points 
  of cold damage. The ith’n ya’roo suffers a -2 penalty 
  to Armor Class.
  Firm Grip (Ex) Ith’n ya’roo have 
  spent so much time traversing 
  ice and treacherous terrain 
  that it no longer feels slippery 
  or unsteady under their feet. 
  They gain a +4 racial bonus on 
  Acrobatics checks concerning 
  balance as well as a +4 racial 
  bonus to resist bull rush and 
  drag attempts.
  The ith’n ya’roo are a proud 
  and barbaric arctic race. Fully 
  upright, most ith’n ya’roo would stand 
  about 9 feet tall, however their posture 
  lowers them almost 2 feet. Their weapons 
  are always carved out of the remains of their 
  fallen enemies. This is a matter of pride to the 
  ith’n ya’roo, and they use no other weaponry, 
  except their claws. Ith’n ya’roo are savage and  
  temperamental, not trusting outsiders or foreign 
  ideas. 
     Despite their xenophobia, the ith’n ya’roo 
  have a passion for two products not of 
  their own make: red wine and gold. 
  They trade with other races for these 
  two precious commodities, but only 
  with select individuals. Typically the 
  ith’n ya’roo trade carved bone or ivory 
  items, although some tribes have been known to 
  trade glacier beast hides and horns. 
     Ith’n ya’roo have their own language, although it 
  does not have a written form, and they rarely learn 
  another race’s language unless they deem the entire 
  race intelligent.
     Ith’n ya’roo society is shamanic, tribal, and 
  nomadic. They live in villages of mobile tents, which 
  they cart across the arctic landscape, following the 
  path of food through the seasons. Due to the lack of 
  trees in their lands, all of their belongings, including 
  their homes, are made from either bone or hide.
     Ith’n ya’roo villages are led by a council of elders, 
  who decide the laws and the judgments, and 
  command the movement of the village. The four 
  eldest ith’n ya’roo in the village as well as the eldest 
  shaman are the only ones eligible to sit on the 
  council. Each village is considered a separate nation 
  and has its own laws and customs. Villages often 
  clash over prime hunting territories, especially in 
  times of shortages.
     
  Ith’n ya’roo have 
  unusual 
  ideas 
  about 
  
  what constitutes intelligence in other races. 
  Generally, ith’n ya’roo believe all other beings are 
  animals, and should be treated as such. Certain 
  foreign individuals may prove themselves intelligent 
  to the ith’n ya’roo, but this has no bearing on how 
  the ith’n ya’roo treat other members of the race. 
  Typically, anyone who can provide the ith’n ya’roo 
  with gold or wine and who can prove themselves in 
  battle is treated as intelligent, and is considered a 
  potential trading partner.
     Ith’n ya’roo youth must prove themselves in the 
  hunt. Often large bands of ith’n ya’roo wait at a 
  distance and watch as a young warrior attacks alone. 
  Survivors are considered of age, and are entitled to 
  take a mate. The most revered and honored prey of 
  the ith’n ya’roo is the terrible glacier beast. Glacier 
  beasts are never faced alone. Anyone helping to 
  defeat one of these monsters is highly elevated in 
  status, and can marry multiple mates.
     Ith’n ya’roo are excellent craftsmen of bone, and 
  often create beautiful objects of art, sometimes on 
  a large scale. The shamans of a village are typically 
  the most skilled carvers, and these works of art are 
  commonly used in their religious rites. The most 
  powerful shamans are able to enchant bone items 
  with magical properties, sometimes trading them for 
  enormous shipments of wine and gold. Ith’n ya’roo 
  religion involves ritualistic worship of animal gods as 
  well as of the land itself. Other magic and religions 
  are viewed as evil, and are destroyed whenever 
  encountered. 
  Knowledge 
  (nature) DC 
  Lore
  15
  Arctic beastmen waste nothing from 
  the prey they kill.
  20
  Arctic beastmen are not immune to 
  cold nor do they fear fire.
  25
  Upon reaching maturity, an arctic 
  beastman must slay a glacier beast to 
  be considered valuable to the tribe.
  30
  It is said that the most revered 
  artifact possessed by the Ith’n Ya’roo 
  is a legbone from the God of the 
  Hunt’s elk.
  REINFORCE ARMAMENTS
  School transmutation; Level cleric 1, magus 1, 
  sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S, M/DF (a metal pin)
  Range touch
  Target one armor suit or weapon touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless, object); 
  Spell Resistance yes (harmless, object)
  You reinforce a weapon or armor suit to give it a 
  temporarily upgrade or mitigate the fragile quality. 
  A suit of armor or weapon touched that has the 
  fragile quality is not considered to have the fragile 
  quality for the spell’s duration. Normal armor suits 
  or weapons subjected to this spell instead gain the 
  masterwork quality for the spell’s duration and 
  their hardness is doubled. If this spell is cast on 
  masterwork or magical armor or weapons, their 
  hardness is doubled for the duration of the spell.
  MEZADEVS
  You see a horned humanoid dressed in a tattered, 
  hooded dark green robe. The bloody carcass of a goat 
  hangs from the creature’s left claw. It waits in the 
  middle of the forest road, almost daring you to enter 
  its domain.
  MEZADEV (CR 11; XP 12,800)
  LE Medium fey
  Init +8; Senses forest sight 100 ft., low-light vision; 
  Perception +33
  DEFENSE
  AC 25, touch 15, flat-footed 20 
  (+4 Dex, +1 dodge, +10 natural)
  hp 153 (18d6+90)
  Fort +10; Ref +15; Will +15 
  DR 10/cold iron or magic; Immune disease, poison; 
  Resist acid 10, cold 10, electricity 10; SR 22
  OFFENSE
  Speed 40 ft., fly 40 ft. (poor)
  Melee gore +15 (2d6+5), 2 claws +15 (1d8+5)
  Special Attacks bag of allies, powerful charge (+17, 
  2d6+7)
  Spell-like Abilities (CL 18th, concentration +22):
     At will—darkness, dominate animal (DC 17), 
  entangle (DC 16), hold animal (DC 16), plant growth, 
  summon nature’s ally III
  
     3/day—blight (DC 18), command plants (DC 18), 
  contagion (DC 18), spike stones (DC 19) wall of thorns
     1/day—animate plants, control plants (DC 22), 
  control weather, shambler, summon nature’s ally IX 
  (elder earth elemental only)
  STATISTICS
  Str 21, Dex 19, Con 18, Int 15, Wis 19, Cha 19
  Base Atk +9; CMB +14; CMD 29
  Feats Alertness, Combat Casting, Dodge, Improved 
  Bull Rush, Improved Initiative, Spell Focus 
  (transmutation), Toughness, Weapon Focus (claw), 
  Weapon Focus (gore)
  Skills Acrobatics +25, Climb +26, Fly +2, Knowledge 
  (geography) +23, Knowledge (nature) +31, Perception 
  +33, Stealth +29 (+37 in forests), Survival +33, Swim 
  +26; Racial Modifiers +8 Knowledge (nature), +4 
  Perception, +4 Stealth, (+8 in forests), +8 Survival
  Languages Common, Sylvan
  SQ trackless step, woodland stride
  ECOLOGY
  Environment cold or temperate forests
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Bag of Allies (Su) A mezadev carries a 
  leather sack from which it can draw an 
  animal ally. The ally serves the mezadev 
  to the best it is able. Using this ability is a 
  swift action and the ally summoned is chosen 
  from the list of creatures on the list of those 
  summoned using summon nature’s ally V. 
  The bag becomes useless if no longer in a 
  mezadev’s possession.
  Forest Sight (Ex) The mezadev’s innate 
  connection to the wooded realm grants it 
  blindsight out to a range of 100 ft. whenever it 
  is in a forested area.
  The forests of the world are continually taken for 
  granted by the beings that use them, and, indeed, 
  by the beings that abuse them.  Whole domains of 
  green have been wiped out by the constant urge 
  to expand, to build, and to clear the skies for the 
  contemplation of cold progress.  Treants shepherd 
  the trees as best they can, fairies play tricks and keep 
  superstitious woodsmen away, forest elves create 
  ecological treetop domains- and still, the trees fall.  
      Sometimes these forests are domains of spirits 
  of nature that demand total control and dominion, 
  uncaring for the niceties of society and civilization, 
  only seeing the need for blood sacrifice to fuel the 
  natural order of things.  Sometimes, in these dark 
  and primordial forests, when a tree falls, something 
  does hear- the mezadevs.  Mezadevs embody this 
  irresistible power of nature and the dark woods, 
  power gone beyond balance into the realm of 
  domination, of aggression, of pacts made in blood 
  with dire consequences and prices to pay.  Mezadevs 
  have supernatural power over every living 
  thing in their 
  territory, 
  from 
  bushes 
  and roots 
  to wild 
  beasts.  
  Those 
  
  crossing the mezadevs must be prepared to 
  fight against an entire evil forest geared to their 
  destruction.  
     The appearance of a mezadevs evokes the Old 
  Gods forgotten by man; a tall, rangy humanoid with 
  rough brown skin and the horns of stag.  Its eyes are 
  those of a beast as well, glowing with an unearthly 
  red light.  Negotiation with a mezadevs is difficult, as 
  it brooks no opposition to its dominion, and has the 
  divine power, especially in the area of summoning, to 
  back it up.
     Rather than entering combat personally, a 
  mezadevs prefers to use its magical abilities to cause 
  nature itself to attack and destroy its opponents. It 
  also enjoys many offensive magical abilities, which it 
  can directly use in combat before having to resort to 
  melee.
  Knowledge 
  (nature) DC 
  Lore
  21
  Mezadevs are territorial creatures 
  who do not take kindly to the 
  intrusion of outsiders.
  26
  Mezadevs carry a magical bag filled 
  with terrible allies like cyclopes , 
  ettins, dire lions and manticores.
  31
  Though seemingly earthbound, a 
  mezadev threatened with death can 
  take to the air to escape opponents.
  36
  Sonic and fire attacks have full effect 
  on the mezadev if they can slip past 
  its spell resistance.
  STRIGA
  As the illusion of beauty falls away, the true 
  monstrous visage of this creature takes shape. Still 
  clearly female, large devilish wings extend from her 
  back which her hands and claw end in sharp talons. 
  STRIGA (CR 3; 800 XP)
  LE Medium outsider (evil, extraplanar, lawful)
  Init +3 [Dex]; Senses darkvision 60 ft., trueseeing; 
  Perception +13
  Aura truthspeaker (20 ft. radius)
  DEFENSES
  AC 16, touch 14, flat-footed 12
  (+3 Dex, +1 dodge, +2 natural)
  hp 37 (5d10+10) 
  Fort +3, Ref +7, Will +5
  DR 5/good or silver; Immune fire, poison; Resist acid 
  10, cold 10; SR 14
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +8 (1d6+3 plus poison)
  Spell-Like Abilities (CL 5th; concentration +8)
     constant – true seeing
     3/day – invisibility (self only)
     1/day – expeditious retreat, knock 
  STATISTICS
  Str 16, Dex 17, Con 14, Int 11, Wis 12, Cha 17
  Base Atk +5; CMB +8; CMD 22
  Feats Deceitful, Dodge, Skill Focus (Stealth)  
  Skills Bluff +13, Diplomacy +11, Disguise +13, 
  Perception +9, Sense Motive +9, Stealth +14
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ change shape (alter self, Small or Medium 
  humanoid)
  ECOLOGY 
  Environment any (Hell)
  Organization solitary or conspiracy (2-5)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Injury; save Fort DC 14; frequency 1/
  round for 6 rounds; effect 1d2 Str damage; cure 1 
  save
  Truth Speaker (Su) Striga can emanate an aura of 
  truthfulness that acts as a zone of truth as a free 
  action. Creatures within this zone are not aware of it 
  nor do they receive a save or spell resistance against 
  its effects. Striga are not, themselves affected by this 
  zone.
  The Lords of Hell are gluttons for information, as they 
  know that knowledge is power.  At the same time, 
  the Hierarchy of Hell often makes for untrustworthy 
  spies, as those underlings that obtain information for 
  the Infernal Bureaucracy may simply use it for their 
  own ends.  To circumvent this situation, certain of 
  the Lords utilize the striga, (plural strigae) a magically 
  tortured and altered mortal woman, as an agent 
  among mortals on the Material Plane.
     These beings are recruited from the various mortal 
  cults that seek the Power Infernal, and rarely is 
  the call refused.  The process, administered by a 
  summoned infernal practitioner, drives the subject 
  insane and suicidal about half of the time, but those 
  that survive find their bodies and senses altered. 
  
  Scalped and blinded, with black-feathered wings, the 
  strigae see the world in a new way, with an implanted 
  magic construct for an eye, in the back of their skull.  
  This eye gives a striga true seeing, whispered in awe 
  among cultists as able to see truly into the heart of 
  all mortals.
     Strigae serve as mission-oriented spies for various 
  Hellish leaders, and in that capacity also belong 
  to and lead cells of cultists, or small groups of 
  commandos, acting as their eyes and ears.  As they 
  have extensive powers of disguise and deception, 
  they are well suited for their purpose, and woe 
  betide those who let slip traitorous thoughts around 
  them, even on the smoking plains of the Nine Hells. 
  Knowledge 
  (planes) DC 
  Lore
  8
  Strigae love to sow dissent among 
  friends with her truth speaking 
  power.
  13
  Though they possess many of the 
  resistances and immunities of devils, 
  the strigae are not true devils. 
  18
  Strigae may not enter a building 
  protected by an incantation bowl.
  23
  Strigae will often kill and replace 
  single women in settlements to more 
  easily blend in.
  OPEN GAME LICENSE VERSION 1.0A 
  THE FOLLOWING TEXT IS THE PROPE 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 material including derivative works and 
  translations (including into other computer languages), potation, modifica-
  tion, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, trans-
  formed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or 
  audio representations; names and descriptions of charac-
  ters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, envi-
  ronments, creatures, equipment, magical or supernatural 
  abili-
  ties or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 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 icense 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 
  acceptance 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 creation 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 
  Game Content You are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute. 
  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, in-
  dependent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Con-
  tent except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Iden-
  tity 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. 
  9. Updating the License: Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any authorized ver-
  sion of this License to copy, modify and distribute any Open Game Content origi-
  nally distributed under any version of this License. 
  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 
  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  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 terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it en-
  forceable.
  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. 
  Minions v3.5 Copyright 2003, Bastion Press, Inc.
  Eldritch Secrets (c) 2010 HEADLESS HYDRA GAMES.
  Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas
  Monsters Of Illusion Copyright 2005, Reality Deviant Publications.; Author 
  Kenneth Carlsson
  Open game content from The Quintessential Barbarian II: Advanced Tactics 
  copyright 2004, Mongoose Publishing Ltd.
  Open game content from The Quintessential Bard copyright 2003, Mongoose 
  Publishing Ltd.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, 
  and Russ Taylor.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights re-
  served. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple 
  Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, 
  Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill 
  Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jona-
  thon Thompson, Thomas Boxall.
  Monster Update, Copyright 2011-2012, Mark Gedak and Stefen Styrsky; 
  Published by Purple Duck Games.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  CONTACT INFORMATION
  Email: gedakm@gmail.com
  Company Blog: http://purpleduckgames.blogspot.
  com
  Grand OGL Wiki: http://grandwiki.wikidot.com
  Facebook: PurpleDuck Mark
  G+: Purple Duck Games or Grand OGL Wiki
  Our products are available at Paizo.com, Rpgnow.com 
  and on the Grand OGL Wiki. Thank you for supporting 
  us.
  WRITING FOR THE DUCKS
  If you are an aspiring roleplaying game writer and 
  you are interested in writing for Purple Duck Games, 
  please drop me an email at gedakm@gmail.com. We 
  are always looking for more writers to help expand 
  our catalogue.
     Please include a short sample of your writing and a 
  description of what you would like to write for us.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Monsters Unleashed - Vol 5.pdf