TEXT:  
  XRP 3004  
  Monster Geographica: Forest 
   
   
  Expeditious Retreat Press
  Monster Geographica
  Forest
  Expeditious Retreat Press
  200 monsters from the woodlands, compiled
   from over 20 different sources, including 110 classic
  3.0 monsters updated for a 3.5 game.
  Requires the use of the Dungeons & 
  Dragons, Third Edition Core Books, 
  published by Wizards of the Coast, Inc.
  
  Monster Selection and Design: Joseph Browning, and Suzi Yee
   Conversion and Editing: Kevin Baase, Eric Jansing,
  Joseph Browning, and Suzi Yee
  Art: Ravindra Rana
  Monster
  Geographica:
  Forest
  Expeditious Retreat Press
  
  2
  Alphabetical Listing of Monsters
  Amankar.............................................. 77
  Amberjuron....................................... 177
  Ambush Lizard.................................... 32
  Amphi ................................................. 33
  Animated Willow.............................. 155
  Arachnolypse .................................... 194
  Arborachnid ...................................... 178
  Arboreal Nemesis.............................. 138
  Arborgeist ......................................... 186
  Arcanabbit........................................... 18
  Arcannibal........................................... 94
  Asherake ............................................. 54
  Assassin Caterpillar ............................ 15
  Autumnal Mourner.............................. 34
  Autumnal Raptor................................. 55
  Banderlog............................................ 56
  Belaben ............................................. 126
  Belabra................................................ 56
  Bloodfrog Swarm.............................. 162
  Bloodshackle Hag............................. 195
  Bloodsuckle....................................... 112
  Bloodwalker........................................ 95
  Bonethief............................................. 35
  Bracken Corpse................................... 36
  Brainholder ....................................... 181
  Brilla ................................................... 57
  Brownie............................................... 19
  Buckawn ............................................. 37
  Canopy Kraken ................................. 196
  Carnivary Swarm ................................ 58
  Carrion Moth....................................... 96
  Carvet.................................................. 11
  Cataclysmal....................................... 127
  Celenian .............................................. 20
  Chiao................................................... 21
  Chiropteraki ........................................ 58
  Cotyledon............................................ 78
  Cropping Squid, Female ................... 201
  Cropping Squid, Male....................... 114
  Crown Coiler....................................... 59
  Crystal Reflector ............................... 115
  Daiken Swarm..................................... 22
  Dark Woodsman.................................. 22
  Da Fong Queen ................................... 96
  Da Fong Worker.................................. 98
  Deadwood ......................................... 187
  Deathpool.......................................... 128
  Decay Dingo ....................................... 79
  Dimian................................................. 60
  Doomhag........................................... 200
  Droprazor Spider............................... 129
  Droprazor Spider Queen ................... 156
  Ebant ................................................. 188
  Ebon Spider....................................... 178
  Elderwitch......................................... 164
  Eloko................................................... 38
  Eri...................................................... 172
  Faust.................................................. 100
  Fierling.............................................. 140
  Fire Sprite............................................ 38
  Flail Snail............................................ 61
  Flood Brute ....................................... 141
  Forest God......................................... 142
  Forest Scamp....................................... 39
  Fox Maiden......................................... 80
  Garkain.............................................. 101
  Gelid Beetle, Greater ........................ 157
  Gelid Beetle, Lesser............................ 62
  Ghost of the Hunt................................ 63
  Ghoulfruit Tree.................................. 165
  Giant Blister Beetle............................. 24
  Giant Saw-Toothed Beetle .................. 64
  Ginit .................................................... 81
  Glaistig................................................ 25
  Gorilla Bear......................................... 82
  Gouzom Tree..................................... 199
  Greenfeeder......................................... 65
  Grig Swarm....................................... 116
  Grimstalker ....................................... 102
  Grisl................................................... 103
  Grovenger ......................................... 166
  Hangman Tree................................... 117
  Hearth Horror.................................... 130
  Helix Moth........................................ 167
  Hell Moth.......................................... 118
  Hollow Dead..................................... 104
  Horned Man ...................................... 143
  Humbaba (Forest Guardian) ............. 202
  Hunter Bush ........................................ 82
  Hydranoid ......................................... 144
  Impaler Beetle..................................... 16
  Iron Willow....................................... 168
  Itnala ................................................... 26
  Jaculi ................................................... 16
  Jupiter Bloodsucker ............................ 66
  Kanershee............................................ 83
  Kei-ehri ............................................. 132
  Kingmaker Swan................................. 67
  
  3
  Kitsune.............................................. 145
  Korred ................................................. 84
  Langsuyar.......................................... 105
  Leaf Trapper........................................ 68
  Leechvine Tree.................................... 85
  Leshy................................................. 146
  Lostling ............................................. 180
  Lull Blossom....................................... 17
  Lupiscupine......................................... 27
  Lure Tree........................................... 147
  Maakantu........................................... 182
  Mabrawn ............................................. 28
  Magpine .............................................. 69
  Makesh................................................ 29
  Mandragora......................................... 12
  Mantaggot ........................................... 86
  Mantrid................................................ 40
  Maraneanette....................................... 70
  Masker............................................... 148
  Mawtree ............................................ 118
  Mihstu ............................................... 119
  Molt Naga ......................................... 158
  Mulilo................................................ 149
  Ndalawo............................................ 133
  Nightbeast ......................................... 120
  Nightling ............................................. 40
  Noble Stag........................................... 87
  Noctuar.............................................. 159
  Nucklavee ......................................... 160
  Oakman............................................... 71
  Onnen.................................................. 42
  Owdi.................................................. 183
  Pardilla................................................ 42
  Paretiophage...................................... 121
  Phlogiston ........................................... 72
  Polar.................................................. 134
  Pongossus.......................................... 190
  Pontianak............................................. 43
  Porgolursa ......................................... 135
  Poukai ................................................. 88
  Prismatic Archon............................... 106
  Quickling............................................. 73
  Resin Golem...................................... 169
  Restless Pyre..................................... 162
  Ronus .................................................. 44
  Royal Stag......................................... 150
  Russet Mold ...................................... 122
  Ryven .................................................. 45
  Saamilri............................................. 107
  Savage Unicorn................................. 136
  Scarlet Spider........................................ 7
  Scythe Tree.......................................122
  Sepia Snake....................................... 170
  Sharpscale Flyer.................................. 13
  Shenhab............................................. 151
  Shenhab Cemetery Sentinel.............. 184
  Shock Beetle ....................................... 46
  Simian Reptilian.................................... 8
  Skyviper.............................................. 47
  Sleeping Willow................................ 171
  Slicing Diver ...................................... 30
  Slime Mold ......................................... 74
  Slumbermist Spider............................. 89
  Smoke Beetle Swarm.......................... 18
  Splinterking....................................... 185
  Squealer............................................. 152
  Steelhound......................................... 108
  Stinging Woodfly .................................. 6
  Stranglebark........................................ 90
  Thaye Tase ........................................ 174
  Thicket Golem .................................. 153
  Thornclaw ............................................. 9
  Thorny................................................. 48
  Tiger General .................................... 190
  Timber Dryad...................................... 91
  Treelost Dryad................................... 109
  Treetara ............................................... 30
  Tree Devil ........................................... 31
  Tri-Flower Frond................................. 49
  Troblin................................................. 50
  Tulgorth............................................. 110
  Ubi....................................................... 75
  Ulatra................................................. 197
  Unfamiliar......................................... 192
  Uragh Dhu......................................... 123
  Vampire Rose...................................... 76
  Vapor Wasp ......................................... 92
  Vegepygmy Chief.............................. 124
  Vegepygmy Guard .............................. 52
  Verdant Guardian .............................. 137
  Volley Flower...................................... 14
  Vore .................................................... 53
  Vyala ..................................................111
  Wailing Willow ................................. 125
  White-Haired Ghost.......................... 172
  Witch Tree......................................... 175
  Wodewose......................................... 154
  Wood Giant ....................................... 112
  Wretchling........................................... 10
  Xenarthroth ......................................... 93
  Ziz ..................................................... 176
  Zotuv................................................. 138
  
  4
  Monsters By Type
   
  Aberration: Pardilla (2), Belabra (3), 
  Greenfeeder (3), Amankar (4), Mantaggot 
  (4), Stranglebark (4), Bloodwalker (5), 
  Carrion Moth (5), Hell Moth (6), Molt Naga 
  (9), Nucklavee (9)
   
  (Air): Mihstu (6), Cataclysmal (7)
   
  Animal: Simian Reptilian (1/4), Carvet 
  (1/3), Sharpscale Flyer (1/3), Lupiscupine 
  (1), Treetara (1), Skyviper (2), Vore (2), Brilla 
  (3), Carnivary Swarm (3), Chiropteraki (3), 
  Crown Coiler (3), Xenarthroth (4), Saamilri 
  (5), Porgolursa (7), Bloodfrog Swarm (10), 
  Pongossus (14)
   
  (Aquatic): Canopy Kraken (16)
   
  (Archon): Prismatic Archon (5)
   
  (Chaotic): Dark Woodsman (1)
   
  (Cold): Arborgeist (14), Doomhag (18)
   
  Construct: Thicket Golem (8), Restless 
  Pyre (9), Iron Willow (10), Resin Golem (10)
   
  Dragon: Maakantu (13)
   
  Elemental: Mihstu (6), Cataclysmal (7)
   
  (Extraplanar): Dark Woodsman (1), 
  Prismatic Archon (5), Mihstu (6), Cataclysmal 
  (7), Unfamiliar (14), Doomhag (18)
   
  (Evil): Dark Woodsman (1), Arcannibal 
  (5), 
  Hydranoid 
  (8), 
  Unfamiliar 
  (14), 
  Doomhag (18)
   
  Fey: Thornclaw (1/4), Brownie (1), 
  Glaistig (1), Itnala (1), Buckawn (2), 
  Eloko (3), Fire Sprite (2), Forest Scamp 
  (2), Mantrid (2), Onnen (2), Oakman (3), 
  Quickling (3), Ubi (3), Ginit (4), Korred (4), 
  Grimstalker (5), Treelost Dryad (5), Grig 
  Swarm (6), Fierling (8), Horned Man (8), 
  Leshy (8), Wodewose (8), Elderwitch (10)
   
  (Fire): Fire Sprite (2), Fierling (8)
   
  Giant: Wood Giant (5), Splinterking 
  (13), Humbaba (24)
   
  (Goblinoid): Faust (5)
   
  (Good): Prismatic Archon (5)
   
  Hazard: Russet Mold (6)
   
  Humanoid: Mabrawn (1), Makesh (1), 
  Nightling (2), Faust (5)
   
  (Incorporeal): Autumnal Mourner (2), 
  Ghost of the Hunt (3), Hearth Horror (7), 
  Ndalawo (7), Lostling (12), Arborgeist (14)
   
  (Lawful): 
  Prismatic 
  Archon 
  (5), 
  Doomhag (18)
   
  Magical Beast: Jaculi (1/2), Arcanabbit 
  (1), Slicing Diver (1), Tree Devil (1), 
  Ambush Lizard (2), Bonethief (2), Ronus (2), 
  Autumnal Raptor (3), Banderlog (3), Dimian 
  (3), Gelid Beetle, Lesser (3), Kingmaker 
  Swan (3), Maraneanette (3), Decay Dingo 
  (4), Fox Maiden (4), Gorilla Bear (4), 
  Kanershee (4), Noble Stag (4), Poukai (4), 
  Vapor Wasp (4), Steelhound (5), Vyala (5), 
  Cropping Squid, Male (6), Crystal Reflector 
  (6), Nightbeast (6), Belaben (7), Kei-ehri 
  (7), Polar (7), Savage Unicorn (7), Kitsune 
  (8), Masker (8), Royal Stag (8), Shenhab 
  (8), Squealer (8), Gelid Beetle, Greater (9), 
  Noctuar (9), Sepia Snake (10), Eri (11), Ziz 
  (11), Amberjuron (12), Ebon Spider (12), 
  Owdi (13), Canopy Kraken (16)
   
  Monstrous Humanoid: Celenian (1), 
  Chiao (1), Amphi (2), Ryven (2), Troblin (2), 
  Asherake (3), Da Fong Queen (5), Da Fong 
  Worker (5), Paretiophage (6), Zotuv (7), 
  Tiger General (14), Bloodshackle Hag (15), 
  Ulatra (16)
   
  (Native): 
  Arcannibal 
  (5), 
  Verdant 
  Guardian (7), Forest God (8), Hydranoid (8)
   
  Ooze: Slime Mold (3)
   
  Outsider: 
  Dark 
  Woodsman 
  (1), 
  Arcannibal (5), Prismatic Archon (5), Verdant 
  Guardian (7), Forest God (8), Hydranoid (8), 
  Unfamiliar (14), Doomhag (18)
   
  Plant: 
  Stinging 
  Woodfly 
  (1/8), 
  Mandragora (1/3), Volley Flower (1/3), 
  Lull Blossom (1/2), Thorny (2), Tri-Flower 
  Frond (2), Vegepygmy Guard (2), Jupiter 
  Bloodsucker (3), Leaf Trapper (3), Magpine 
  (3), Phlogiston (3), Vampire Rose (3), 
  Cotyledon (4), Hunter Bush (4), Leechvine 
  Tree (4), Timber Dryad (4), Tulgorth (5), 
  Bloodsuckle (6), Hangman Tree (6), Mawtree 
  (6), Scythe Tree (6), Vegepygmy Chief (6), 
  Wailing Willow (6), Deathpool (7), Arboreal 
  Nemesis (8), Flood Brute (8), Lure Tree (8), 
  Animated Willow (9), Ghoulfruit Tree (10), 
  Grovenger (10), Sleeping Willow (10), Witch 
  Tree (11), Brainholder (13), Deadwood (14), 
  Ebant (14), Gouzom Tree (17)
   
  (Shapechanger): Dimian (3), Magpine 
  (3), Fox Maiden (4), Wood Giant (5), Kitsune 
  (8), Noctuar (9)
  
  5
  Introduction
  Flora and Fauna
   
  Animals: Asp Viper (161), Clikkit (104), Double Bug (11), Drunken Sloth (37), Flying Gulper 
  (135), Fright Owl (113), Glass Frog (81), Gorak (52), Marsupial Frog (66), Shade Slug (61), Speckled 
  Frog (93), Terror Wasp (193)
   
  Formations: Canopy (7), Petrified Forest (15)
   
  Plants: Bamboon (55), Bearberry (95), Caron (44), Coffin Mushroom (155), Corpse Lily (12), 
  Gravewart and Gravebane (198), Green Breath (51), Juniper and oil (89), King’s Rose (131), Last Chance 
  Vine (126), Lumin (125), Regys Flower (149), Spriggan Tree (114), Vampire Mushroom (64), Tokkan (76)
   
  Valuables: Allspice (48), Cacao (35), Cloves (48), Coffee (116), Mace (49), Manioc (62), Nutmeg 
  (49), Pepper (74), Sugarglue (107), Vanilla (13)
   
  Welcome to Monster Geographica: Forest, a compilation of 200 creatures found in the woodlands.
   
  Monster Geographica books compile 200 monsters found in specific terrains, collected from over 
  20 different sources into one inexpensive resource. In each Monster Geographica book, a portion of the 
  monsters are from 3.0 sources and updated for a 3.5 game. Arranged by increasing challenge rating with 
  an alphabetical table of contents and creature listing by type, Monster Geographica books are easy to use 
  from many different approaches.
   
  Need a CR7 monster? All CR7 monsters are next to each other with challenge rating markers 
  on the upper corner of each page. Need a CR4 magical beast? Monsters By Type list all monsters by 
  type and subtype in ascending challenge rating and list each monster’s CR in parenthesis. Due to its 
  unique organization, Monster Geographica books are ideal monster supplements for random encounters, 
  adventure building, and campaign design.
   
  Scattered throughout the book are Flora and Fauna sections which contain information appropriate to 
  the terrain type. Although some are not strictly flora nor fauna, they help flesh out the setting for players and 
  game masters alike. Above is an index of the Flora and Fauna with their page numbers in parenthesis.
   
  Monster Geographica: Forest is the third book in the Monster Geographica Line. Like its 
  predecessors, Monster Geographica: Underground and Monster Geographica: Marsh & Aquatic, we have 
  maintained our no-internal art policy that allows us to offer customers 200 monsters for $20.
   
  For those customers who are interested in visual aids, we are pleased to present Fiery Dragon 
  Productions’ Counter Collection: Savage Jungles and Wild Woodlands, which contains counters for all 
  200 monsters found in Monster Geographica: Forest along with other creatures of the woodlands.
   
  A now a moment for reflection after finishing the third book. After combing through hundreds 
  of monsters, we come to a full appreciation: each Monster Geographica book has its flavor and offers 
  something distinctly different. MG: Underground collects the creatures that exist despite the scarcity of 
  resources. MG: Marsh & Aquatic collects the creatures that (to borrow a Toadies lyric) “come from the 
  water,” which comes with its own set of parameters, survival mechanisms, predation methods, and well, 
  ickiness. What we like most about Monster Geographica: Forest is that it collects creatures that exist in 
  the best of resources, and they still try to eat you. So enjoy nature’s bounty and get to killing.
  Good Gaming,
  Suzi and Joe
  Expeditious Retreat Press
   
  (Swarm): Smoke Beetle Swarm (1/2), 
  Daiken Swarm (1), Carnivary Swarm (3), 
  Grig Swarm (6), Bloodfrog Swarm (10)
   
  Undead: 
  Autumnal 
  Mourner 
  (2), 
  Bracken Corpse (2), Pontianak (2), Ghost 
  of the Hunt (3), Grisl (5), Hollow Dead (5), 
  Langsuyar (5), Uragh Dhu (6), Hearth Horror 
  (7), Ndalawo (7), White-Haired Ghost (10), 
  Thaye Tase (11), Lostling (12), Shenhab 
  Cemetery Sentinel (13), Arborgeist (14)
   
  Vermin: Scarlet Spider (1/4), 
  Wretchling (1/4), Assassin Caterpillar 
  (1/2), Impaler Beetle (1/2), Smoke Beetle 
  Swarm(1/2), Daiken Swarm (1), Giant Blister 
  Beetle (1), Shock Beetle (2), Flail Snail (3), 
  Giant Saw-Toothed Beetle (3), Slumbermist 
  Spider (4), Droprazor Spider (7), Mulilo (8), 
  Droprazor Spider Queen (9), Helix Moth 
  (10), Arborachnid (12), Arachnolypse (15)
  
  6
   
  The stinging woodfly is a tiny creature that 
  appears to be an insect made from twigs and 
  leaves. This moth-like plant spends most of its 
  life as a stationary weed, quietly growing in a 
  sunny patch like any other weed. Upon reaching 
  adulthood, usually around the middle of summer, 
  the woodfly drops its flower and detaches itself 
  from its stem. After a period of rest in which it 
  grows a single, sharp thorn, it begins stealthily 
  searching the woods for an animal.
   
  A typical stinging woodfly is about 6 inches 
  long and weighs less than a pound.
  Combat
   
  Once the stinging woodfly locates an animal 
  or humanoid, it attempts to quietly attach itself to 
  the creature. It then carefully locates a suitable 
  point to sting the animal with its thorn attack. If 
  the woodfly is discovered or threatened, it usually 
  tries to flee to a safe distance and hide until it can 
  return unnoticed.
   
  Burrowing Thorn (Ex): If the woodfly 
  hits with its sting attack, its thorn detaches and 
  begins burrowing into the flesh of the target. The 
  targeted creature can attempt a DC 14 Fortitude 
  save to reject the thorn. Failure results in 1 point 
  of permanent Constitution drain. During the next 
  Stinging Woodfly
  Diminutive Plant
  Hit Dice: 1/4d8 (1 hp)
  Initiative: +7
  Speed: 5 ft. (1 square), fly 15 ft. (perfect)
  Armor Class: 21 (+4  size, +7 Dex), touch 
  21, flat-footed 14
  Base Attack/Grapple:+ 0/-17
  Attack: Sting -1 melee (1 plus burrowing 
  thorn)
  Full Attack: Sting -1 melee (1 plus 
  burrowing thorn)
  Space/Reach: 1 ft./0 ft.
  Special Attacks: Burrowing thorn
  Special Qualities: Blindsight 100 ft., 
  camouflage, plant traits, scent
  Saves: Fort +2, Ref +7, Will -4
  Abilities: Str 1, Dex 25, Con 10, Int 2, Wis 
  2, Cha 18
  Skills: Hide +21, Jump -17, Listen +1, 
  Move Silently +9
  Feats: Ability Focus (burrowing thorn), 
  StealthyB
  Environment: Any forests
  Organization: Solitary, or swarm (2-6)
  Challenge Rating: 1/8
  Treasure: None
  Alignment: Always neutral
  Advancement: 1/2-3/4 HD (Diminutive); 
  1-2 HD (Tiny)
  Level Adjustment: –
  seven days the wound will swell into a spherical 
  bump, and after fourteen days, this bump becomes 
  hard and woody like a walnut. After two months, 
  the woody cyst splits open and expels hundreds of 
  soft, wispy seeds. The save DC is Constitution-
  based and includes a +2 racial bonus and a +2 
  bonus from its Ability Focus feat.
   
  The bump is quite ugly, and if it is in a visible 
  location on the body (face, hand, etc) the creature 
  incurs a -1 penalty on Charisma-based skill checks. 
  A remove disease spell cast within 24 hours will 
  kill the thorn and prevent the bump from forming. 
  Otherwise the bump and eventually the woody 
  cyst will still form, requiring physical removal 
  with a DC 17 Heal check to cure the infestation. 
  Removing the bump or cyst causes 1d4 points of 
  nonlethal damage that cannot be healed magically.
   
  Once a woodfly releases its thorn, it dies 
  instantly.
   
  Blindsight (Ex): The stinging woodfly has 
  no visual organs, but can ascertain all targets 
  within 100 feet using odors and heat detection. 
  As a side effect, the woodfly is attracted to small 
  flames, such as candles, torches, campfires, etc.
   
  Camouflage (Ex): When the stinging 
  woodfly is at rest, it gains a +8 circumstance bonus 
  to Hide checks.
  1/8
  
  7
   
  Scarlet spiders are deadly, aggressive black 
  spiders about 3 inches long. Their legs are long, 
  thin, and covered in a thin layer of dark hair, and 
  their body is solid black with horizontal bands 
  of scarlet ringing it. Scarlet spiders are not web-
  spinning spiders.
  Combat
   
  Scarlet spiders hide in backpacks, bedrolls, 
  chests, boxes, or the like. When a living creature 
  touches or moves near a scarlet spider, it attacks 
  using its sharp mandibles to bite its prey. Scarlet 
  spiders often attack prey by swarming the target. 
  Because of their size, the entire colony or swarm 
  of scarlet spiders can effectively attack the same 
  opponent.
   
  Disease (Ex): Red ache—bite, Fortitude DC 
  15, incubation period 1d3 days, damage 1d6 Str. 
  The save DC is Constitution-based.
   
  Tissue Damage (Ex): Bite; the victim suffers 
  a -4 penalty to any action taken when using that 
  body part. For example, a victim bitten on the hand 
  Scarlet Spider
  Fine Vermin
  Hit Dice: 1/4d8 (l hp)
  Initiative: +2 
  Speed: 10 ft. (2 squares), climb 10 ft.
  Armor Class: 20 (+8 size, +2 Dex), touch 
  20, flat-footed 18
  Base Attack/Grapple: +0/-21
  Attack: Bite +10 melee (ld2-5 and disease 
  and tissue damage)
  Full Attack: Bite +10 melee (ld2-5 and 
  disease and tissue damage)
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Disease, tissue damage
  Special Qualities: Darkvision 60ft., vermin 
  traits
  Saves: Fort +2, Ref +2, Will +0
  Abilities: Str 1, Dex 15, Con 10, Int –, Wis 
  10, Cha 2
  Skills: Climb +6, Hide +22, Jump -17, Spot 
  +4
  Feats: Weapon FinesseB
  Environment: Temperate and warm lands 
  and underground
  Organization: Colony (8-16) or swarm 
  (20-40)
  Challenge Rating: 1/4
  Treasure: None
  Alignment: Always neutral
  Advancement: –
  Level Adjustment: –
  or arm suffers a -4 penalty to attack rolls, Climb 
  checks, Disable Device checks, and so forth. If 
  bitten on the foot or leg, the penalty applies to 
  checks such as Balance and Jump. Tissue damage 
  can be healed by making a successful DC 15 Heal 
  check within 24 hours of the initial bite. After that 
  time, tissue damage can only be healed through 
  magical means (such as restoration, greater 
  restoration, and so on). Cumulative bites do not 
  result in cumulative penalties if they occur on the 
  same body part. Penalties from two or more bites 
  to different body parts (or opposing body parts, 
  such as right hand and left hand) do stack. For 
  example, a victim bitten on each leg would suffer 
  a -8 penalty on all checks and rolls that require 
  the victim to use his legs (Balance checks, Jump 
  checks, and so forth).
   
  Skills: Scarlet spiders have a +4 racial bonus 
  on Hide and Spot checks. A scarlet spider has a 
  +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened.
  Flora and Fauna
   
  Canopy: The treetop section of the rainforest. Over 50% of the biomass in the rain forest is found in 
  the canopy. The trees in the canopy do not touch or overlap but fit together like puzzle pieces. They shut 
  out sunlight for the forest below and lock in the moisture and heat below the canopy. They also act as an 
  effective wind block, keeping the air in forest floor humid, hot, and still.
  1/4
  
  8
   
  Simian reptilians, or “simis” as they are 
  affectionately called by those that domesticate 
  them, are a kind of lizard, even though they look like 
  scale-covered monkeys. They are about the size of a 
  large cat, with smooth scales that change hue with 
  their mood and surroundings. They have prehensile 
  tails and hooked claws that aid in climbing. Simian 
  reptilians eat mostly fruits and insects.
   
  Humanoids that keep these creatures as 
  pets describe them as cute and lovable, terms 
  not usually associated with reptiles. Simian 
  reptilians are affectionate and loyal, traits more 
  often associated with cats and dogs. Stealthy and 
  acrobatic, they make great animal companions for 
  rangers. They are also very curious, and are quick 
  learners, with some even capable of learning sign 
  language. All of these traits make them highly 
  desirable pets, companions, and familiars.
   
  In the wild, they live in small tribes in jungles 
  and other warm forests, spending their days looking 
  for fruits and insects or resting in the branches of 
  trees. Unlike many reptiles, they are very protective 
  of their young and raise them after hatching.
   
  An average simian reptilian is about 3 feet 
  long and weighs 8 pounds.
   
  A simian reptilian can be acquired as a 
  familiar by an arcane spellcaster as soon as he is able 
  to summon a familiar. It confers no special benefits 
  other than the usual benefits of having a familiar.
  Simian Reptilian
  Tiny Animal
  Hit Dice: 1/2d8 (2 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 30 ft.
  Armor Class: 15 (+2 size, +2 Dex, +1 
  natural), touch 14, flat-footed 13
  Base Attack/Grapple: +0/-11
  Attack: Bite +4 melee (1d3-3)
  Full Attack: Bite +4 melee (1d3-3)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: —
  Special Qualities: Low-light vision
  Saves: Fort +2, Ref +4, Will +1
  Abilities: Str 4, Dex 15, Con 10, lnt 2, Wis 
  13, Cha 7
  Skills: Balance +7, Climb +10, Escape 
  Artist +4, Hide +12*, Jump +4, Listen +2, 
  Move Silently +7, Spot +2
  Feats: Alertness, Weapon FinesseB
  Environment: Warm forests
  Organization: Tribe (6-20)
  Challenge Rating: 1/4
  Treasure: None
  Alignment: Always neutral
  Advancement Range: 1-2 HD (Tiny)
  Level Adjustment: — (Improved Familiar)
  Combat
   
  Simian reptilians are not strong fighters 
  and avoid combat whenever possible. When 
  threatened, they attempt to use their stealth 
  and climbing abilities to make a quick escape. 
  However, when among a large simian reptilian 
  tribe or accompanied by a humanoid master, or 
  if their young are threatened, simian reptilians can 
  show remarkable courage and determination.
   
  A common trick among tame simian 
  reptilians is to cling to attackers’ faces, blinding 
  them while the simian reptilian’s master attacks or 
  its tribe escapes. To do this, a simian reptilian must 
  make a successful grapple check; if it establishes a 
  hold, all targets of its victim are considered to have 
  concealment until the grapple is broken.
   
  Skills: A simian reptilian has a +2 racial 
  bonus on Hide, Jump, and Escape Artist checks, 
  a +4 racial bonus on Balance and Move Silently 
  checks, and a +8 racial bonus on Climb checks. 
  They can always choose to take 10 on Climb 
  checks, even if rushed or threatened. They use 
  their Dexterity modifier instead of their Strength 
  modifier for Climb and Jump checks.
   
  *In natural surroundings, simian reptilians 
  have a +8 racial bonus on Hide checks due to their 
  ability to change color.
  1/4
  
  9
  Thornclaw
  Tiny Fey
  Hit Dice: 1/2d6 (1 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fly 40 ft. (good) (8 
  squares)
  Armor Class: 19 (+2 size, +4 Dex, +3 
  natural), touch 16, flat-footed 15
  Base Attack/Grapple: +0/-11
  Attack: Claw +6 melee (1d4-3 plus venom)
  Full Attack: 2 claws +6 melee (1d4-3 plus 
  venom)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: Venom
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell resistance 16
  Saves: Fort +0, Ref +6, Will +5
  Abilities: Str 5, Dex 18, Con 11, Int 10, Wis 
  17, Cha 14
  Skills: Bluff +3, Craft (alchemy) +1, 
  Disable Device +1, Escape Artist +6, Hide 
  +12*, Listen +5, Move Silently +4*, Search 
  +2, Spot +5, Survival +4
  Feats: Weapon Finesse
  Environment: Warm forest
  Organization: Solitary, gang (2-4), band 
  (6-11)
  Challenge Rating: 1/4
  Treasure: No coins; standard goods; 
  standard items
  Alignment: Always neutral evil
  Advancement: 1-3 HD (Tiny)
  Level Adjustment: +0
   
  In the world’s oldest, deepest, darkest jungles 
  live the thornclaws, malevolent cousins of the 
  sprites. Thornclaws delight in causing mayhem, 
  not the harmless mischief commonly associated 
  with their benign cousins. They enjoy luring 
  travelers into their cruel traps and tormenting and 
  terrifying their prey before shredding them with 
  their sharp talons.
   
  Thornclaws resemble tiny elves and stand no 
  more than a foot tall with slender, deer-like horns 
  atop their heads. Their torsos are hardened like a 
  beetle’s shell, splitting down the back to reveal 
  two membranous wings when in flight. Their tiny 
  arms end in wickedly long claws that secrete foul 
  venom. Thornclaws speak Sylvan and Common.
  Combat
   
  Thornclaws hate a fair fight, so they tip the 
  scales in their favor as much as possible. To this 
  end, they swarm a single opponent, paralyzing foes 
  one at a time before going back and attacking their 
  already frozen adversaries. There are few deaths 
  worse than being paralyzed, flayed, and eaten 
  alive by a swarm of thornclaws. When given time 
  to prepare an ambush, thornclaw bands construct 
  devious traps to ensnare travelers, waiting until 
  their victims fall prey to their snares before 
  swooping in to engage in melee.
   
  Venom (Ex): Creatures hit by a thornclaw’s 
  claw attack must succeed on a DC 12 Fortitude 
  save or be paralyzed for 1d6+1 minutes by the 
  thornclaw’s venom. Instead of making multiple 
  saves, a creature struck by two or more thornclaws 
  in one round must make a single Fortitude save, 
  with the DC increasing by +1 per additional 
  thornclaw that hits. The save DC is Constitution-
  based and includes a +2 racial bonus. Creatures 
  immune to poison are immune to this effect.
   
  Skills: Thornclaws have a +2 racial bonus 
  on Spot, Search and Listen checks. *Thornclaws 
  gain a +8 racial bonus on Hide and Move Silently 
  checks when in wilderness locations.
  Habitat/Society
   
  Thornclaws are social creatures, reveling in 
  their kin’s company. They hate solitude and do not 
  feel truly comfortable unless surrounded by three 
  or four others of their kind. Despite their need for 
  company, thornclaws never establish friendships, 
  as they prefer cruelty to kindness and change 
  instead of stability. Thornclaw society undergoes 
  constant turmoil, as tribes rarely remain in the 
  same place for more than a few weeks. They resent 
  authority even within their own tribe. As a result, 
  each thornclaw governs himself. Thornclaws hate 
  outsiders, believing their only lot in life is as foils 
  for their traps and torture —and as good meals.
  Campaign
   
  A group of sprites arrives in town, bringing 
  their own sense of fun and entertainment with 
  them, but things are not all they seem. The sprites’ 
  arrival coincides with the disappearance of several 
  children. However, the events are directly related 
  because the visiting sprites are really thornclaws.
   
  Travelers journeying along a once-safe 
  jungle path have died or vanished at an alarming 
  rate within recent months, ever since the local 
  wild elf clan disappeared. A band of troublesome 
  thornclaws has moved in to the area, and they 
  regularly prey on travelers. But are they also 
  responsible for the elves’ disappearance?
  1/4
  
  10
  Wretchling
  Fine Vermin
  Hit Dice: 1/4d8 (1 hp)
  Initiative: +1
  Speed: 10 ft. (2 squares), climb 10 ft.
  Armor Class: 19 (+8 size, +1 Dex), touch 
  19, flat-footed 18
  Base Attack/Grapple: +0/-1
  Attack: Bite +3 melee (1d2-5)
  Full Attack: Bite +3 melee (1d2-5)
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Implant eggs, improved 
  grab
  Special Qualities: Darkvision 60 ft., vermin 
  traits
  Skills: Climb +3, Hide +17, Jump -17
  Feats:–
  Saves: Fort +2, Ref +1, Will +0
  Abilities: Str 1, Dex 12, Con 10, Int —, Wis 
  10, Cha 2
  Environment: Warm forests
  Organization: Swarm (9-16)
  Challenge Rating: 1/4
  Treasure: None
  Alignment: Always neutral
  Advancement:—
  Level Adjustment: —
  Wretchlings do not attempt to implant their eggs 
  in creatures who appear sick, nor do they implant 
  eggs in creatures already acting as incubators.
   
  Improved Grab (Ex): To use this ability, a 
  wretchling must hit a Large or smaller opponent 
  with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. Wretchlings have a +20 
  racial bonus on grapple checks, which is already 
  included in the statistics block.
   
  Implant Eggs (Ex): A wretchling can try to 
  force itself into the mouth of a grabbed opponent 
  by making a grapple check. If the wretchling 
  is successful, it lays its eggs in its opponent’s 
  throat. The wretchling then dies, and its opponent 
  is infected with wretchling flu–Fortitude DC 10, 
  incubation period 1d3 days, damage 1d3 Dexterity, 
  1d3 Constitution, and 1d3 Wisdom. The save DC 
  is Constitution-based.
   
  Wretchling flu requires three, not two, 
  successful saves in a row to recover from. The 
  implanted eggs die if the incubating creature 
  recovers from or is cured of the disease. 
  Otherwise, the eggs hatch after 2d6 days, and 
  the incubator takes 4d4 points of damage as the 
  dozens of newborn wretchlings escape from the 
  incubator’s mouth. If the incubator survives, it 
  is no longer infected with wretchling flu. The 
  newborn wretchlings cannot attack, and have no 
  significant statistics.
   
  Skills: A wretchling has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
   
  Wretchlings are hard-shelled vermin that lay 
  their eggs in other creatures’ throats. Wretchlings 
  average between 3 and 6 inches long, and each is 
  protected by a black carapace covered with dozens 
  of yellow-tipped spines. A wretchling scuttles 
  about on scores of pincers, and its eyes are tiny 
  and green.
   
  Wretchlings are sexless, and each carries 
  a host of dormant eggs beneath its spines. A 
  wretchling takes about three months to reach 
  maturity, during which time it lives off leaves and 
  grass. Once fully-grown, wretchlings swarm larger 
  creatures, using them as incubators for their eggs.
   
  Each wretchling attempts to force itself down 
  a creature’s throat; once there, the wretchling 
  extends its spines and implants hundreds of eggs 
  in the surrounding tissue before dying. Over the 
  following weeks, the incubating creature becomes 
  ill, exhibiting symptoms of high fever, blurred 
  vision, and sleeplessness. When the eggs hatch, the 
  newborn wretchlings’ activities cause the incubator 
  to gag and vomit, allowing the wretchlings to 
  escape. Between the wretchlings’ frantic scrabbling 
  and the sharp spines on their shells, the incubator 
  usually suffers fatal internal injuries.
  Combat
   
  When wretchlings swarm, they split up into 
  groups of three or four each to attack individual 
  creatures. While any given wretchling is unlikely 
  to reach an opponent’s mouth, only one needs to. 
  1/4
  
  11
   
  The carvet, often referred to as the thieving 
  magpie, is a swift bird about a foot tall. It is 
  typically black in color, although plumage may 
  vary. It is extremely fond of gems and treasure 
  and likes to line its nest with curious baubles of 
  all sorts. The carvet possesses a long, curved, 
  razor-sharp beak which it uses to cut and pry open 
  tents and packs, allowing access to the valuables 
  inside. Once it finds something it likes, it snatches 
  it and flies back to its nest, typically located high 
  up in tall trees or cliffs. A carvet can carry objects 
  up to a pound in weight. If its nest can be found 
  and reached, the finder is certain to gain a tidy 
  collection of assorted treasures.
   
  Carvet beaks are also highly prized by tailors 
  and leather workers for their use as effective 
  cutting tools. They are also frequently used in 
  the manufacture of magical daggers by certain 
  barbarian tribes.
   
  A carvet can be acquired as a familiar by an 
  arcane spellcaster as soon as he is able to summon 
  a familiar. It confers no special benefits other than 
  the usual benefits of having a familiar.
  Carvet
  Diminutive Animal
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +5
  Speed: 10 ft. (2 squares), fly 40 ft. (average) 
  Armor Class: 19 (+4 size, +5 Dex), touch 
  19, flat-footed 14 
  Base Attack/Grapple: +0/-15
  Attack: Bite +1 melee (1d4-3)
  Full Attack: Bite +1 melee (1d4-3)
  Space/Reach: 1 ft./0 ft.
  Special Attacks: Pry
  Special Qualities: Low-light vision
  Saves: Fort +3, Ref +7, Will +1
  Abilities: Str 4, Dex 21, Con 12, Int 2, Wis 
  12, Cha 4
  Skills: Hide +17, Jump -15, Listen +3, 
  Move Silently +10, Sleight of Hand +10, 
  Spot +9 
  Feats: Alertness
  Environment: Temperate forests
  Organization: Solitary, pair, or flock (4-16)
  Challenge Rating: 1/3
  Treasure: Double standard
  Alignment: Always neutral
  Advancement: 2-3 HD (Diminutive)
  Level Adjustment: –
  Combat
   
  The carvet is not well suited for combat and 
  avoids it if at all possible. If attacked, a carvet 
  simply flies away. Carvets gain courage as they 
  increase in numbers, however. Large groups of 
  carvets have been known to attack individuals, 
  especially those that attempt to take away their 
  prizes.
   
  Pry (Ex): A carvet’s beak is extremely sharp, 
  enough to allow it to cut through cloth, leather, and 
  plant material as easily as through paper. Carvets 
  ignore the natural hardness of these materials (but 
  not extra hardness gained through enhancement 
  bonuses or other magic).
   
  Skills: A carvet has a +4 racial bonus on 
  Move Silently, Sleight of Hand, and Spot checks. 
  Training a Carvet
   
  Master thieves are known to train and keep 
  these birds to aid them in their nefarious activities. 
  Rearing an infant carvet requires a DC 16 Handle 
  Animal check. Maturation for a carvet takes three 
  months.
  Flora and Fauna
   
  Double Bug: The double bug is a brown beetle with a single horn. It spends most of its time on 
  fallen trees, eating furrows into the wood. It has a very unique defense mechanism. When any creature 
  of diminutive or larger size comes within five feet of the double bug, it makes a mirror image of itself to 
  distract any potential predators. It can only create one image, but that is often enough. Double bugs are 
  magically dependent insects that need magic, wood, water, and air to survive. They are common in boreal 
  forests, and less so in deciduous forests.
  1/3
  
  12
   
  The mandragora is a small carnivorous and 
  vaguely humanoid-looking plant that loves the 
  taste of humanoid flesh (particularly human flesh). 
  It is mottled green and brown in color. Thick green 
  mucus oozes constantly from its roots. Its lower 
  roots are splayed and resemble humanoid feet and 
  legs. Its upper roots are long and tentacle-like and 
  give the appearance of humanoid arms. Its “head” 
  is a mass of hard growth-covered lumps. If the 
  mandragora goes more than three days without 
  devouring flesh, it burrows into the ground and 
  attaches to local tree roots, from which it draws its 
  sustenance until living prey can be found.
   
  A mandragora stands about 2 feet tall and 
  weighs about 10 pounds. A mandragora does not 
  speak or understand any languages.
  Mandragora
  Tiny Plant
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), burrow 20 ft.
  Armor Class: 15 (+2 size, +3 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +0/-8
  Attack: Tentacle slap +2 melee (1d4)
  Full Attack: 2 tentacle slaps +2 melee (1d4)
  Space/Reach: 2 1/2 ft./0 ft. (5 ft. with 
  tentacles)
  Special Attacks: Constrict 1d4, improved grab
  Special Qualities: Light sensitivity, low-
  light vision, plant traits, resistance to fire 20, 
  spell resistance 15, tremorsense 120 ft.
  Saves: Fort +3, Ref +0, Will +0
  Abilities: Str 11, Dex 11, Con 13, Int 8, Wis 
  10, Cha 9
  Skills: Hide +12, Listen +2, Spot +2
  Feats: Alertness
  Environment: Temperate and warm forests 
  and marshes
  Organization: Solitary or colony (3-18)
  Challenge Rating: 1/3
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 2-3 HD (Tiny)
  Level Adjustment: –
  Combat
   
  The mandragora attacks its opponent by 
  lashing and striking with its upper root-tentacles. 
  It attempts to grab its prey and strangle it. Slain 
  creatures are covered in a thick layer of mucus and 
  slime and devoured at the mandragora’s leisure.
   
  Constrict (Ex): On a successful grapple 
  check, a mandragora deals 1d4 points of damage. 
  Because it is grabbed by the neck, a creature in 
  the mandragora’s grasp cannot speak or cast spells 
  with verbal components.
   
  Improved Grab (Ex): To use this ability, 
  a mandragora must hit a Medium or smaller 
  opponent with a tentacle attack. It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict.
   
  Light Sensitivity (Ex): Mandragoras are 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.
  Flora and Fauna
   
  Corpse Lily: With a massive flower often weighing in excess of 15 pounds and immense petals 
  measuring at least three feet in length, the corpse lily is considered the jungle’s largest flower. Despite 
  this prestigious honor, its macabre name and malodorous properties interest amateur naturalists far more 
  than its size. The corpse lily derives its grisly name from the fetid stench of death that emanates from its 
  gigantic flower. Intended to attract certain species of flies that serve as pollinators, the potent odor also 
  attracts the unwanted attention of creatures that feed upon the jungle’s plentiful carrion sources, such as 
  ghouls and other scavengers. There is a 10% chance that the lily’s fetid stench attracts a nearby hungry, 
  carrion-eating creature. Because of its large dimensions, horrid smell, and proliferation; locating a corpse 
  lily presents no difficulties.
  1/3
  
  13
   
  The sharpscale flyer is a sleek flying lizard, 
  almost 4 feet long from its snout to the end of its 
  thin, rudder like tail. It is covered in hard, glossy 
  scales that range from a lustrous greenish-black to 
  an iridescent emerald hue. Sharp flanges and hooks 
  grow from the center of each scale, providing the 
  animal with a powerful natural defense against 
  predators as well as an effective weapon in killing 
  its prey.
   
  Sharpscale flyers are a breed of arboreal 
  lizards that share as much in common with birds of 
  prey as other reptiles. Sharpscale flyers typically 
  hunt small forest-dwelling mammals, but they 
  aren’t afraid to attack much larger creatures, 
  especially when hunting as a clutch. A sharpscale 
  flyer is about 4 feet long from nose to tail and 
  weighs around 5 pounds.
  Combat
   
  Whether hunting or defending its nest, a 
  sharpscale flyer attacks its victim by flying high 
  Sharpscale Flyer
  Tiny Animal
  Hit Dice: 2d8-4 (5 hp)
  Initiative:  +4
  Speed: 10 ft. (2 squares), fly 60 ft. (good)
  Armor Class: 18 (+2 size, +4 Dex, +2 
  natural), touch 16, flat-footed 14
  Base Attack/Grapple: +1/-10
  Attack: Bite +7 melee (1d4-3)
  Full Attack: Bite +7 melee (1d4-3) and 2 
  claws +2 melee (1d6-3)
  Space/Reach: 2 1/2 ft/0 ft.
  Special Attacks: Flying rake 2d4-3
  Special Qualities: Low-light vision, scale 
  hooks
  Saves: Fort +1, Ref +7, Will +0
  Abilities: Str 5, Dex 19, Con 6, Int 2, Wis 
  10, Cha 6
  Skills: Balance +6, Climb +6, Hide +12*, 
  Jump -15, Listen +1, Move Silently +11, 
  Spot +1
  Feats: Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary, pair, clutch (3-9), or 
  colony (10-20)
  Challenge Rating: 1/3
  Advancement: 3-4 HD (Tiny)
  Level Adjustment: —
  into the air, folding its wings tightly against its 
  body and diving at its prey like an arrow, using its 
  sharp-edged scales to tear opponents as it slashes 
  past them.
   
  Flyby Rake (Ex): When flying, a sharpscale 
  flyer uses the sharp hooks and ridges of its body 
  as a special rake attack (attack bonus +7 melee, 
  damage 2d4-4), attacking as if it had the Flyby 
  Attack feat.
   
  Scale Hooks (Ex): Whenever a sharpscale 
  flyer is grappled, its opponent takes 1d2 points of 
  slashing damage each round from its sharp hooks.
   
  Skills: Sharpscale flyers have a +2 racial 
  bonus on Balance and Climb checks, and a +4 
  racial bonus on Move Silently checks. They 
  may use their Dexterity modifier instead of their 
  Strength modifier for Climb checks. *Sharpscale 
  flyers receive a +6 racial bonus on Hide checks in 
  forested or overgrown areas.
  Flora and Fauna
   
  Vanilla: Vanilla is a creeper plant that climbs up tropical trees (casuarina or vacoas) and flourishes 
  in the heat and damp shade. The fruits appear a month after pollination and are left to ripen, a process that 
  takes seven or eight months. The fruits look like oversized green beans when they are harvested. After 
  harvesting they are blanched in 125°F water for three minutes to halt vegetative reproduction. They’re 
  then left to sweat in wool-padded crates for twelve hours or so. After tanking they’re dried alternatively on 
  racks and in an oven for a week before being placed in the sun a few hours a day for an additional week. 
  The pods are then closeted away in greaseproof paper lined crates for eight months. Especially valuable 
  vanilla is left in the crates for an additional two years, in which time it is frosted with tiny white crystals 
  of pure vanillin. Vanilla is pollinated by a limited number of species, and when removed from its natural 
  environment, it must be hand pollinated or it will not produce pods. Climate/Terrain: Warm wet forests. 
  Value: 13gp/lbs.
  1/3
  
  14
   
  A volley flower is a bulbous plant with 
  beautiful, blue and yellow flowers with a trumpet-
  shaped central crown. Within the blossom are 
  several bright yellow stamens, from which it fires 
  its deadly volley.
   
  Volley flowers typically grow in small 
  patches of up to a dozen flowers, or in fields of 
  two dozen or more. These plants are annuals, but 
  rumors abound of a much larger perennial variety. 
  Volley flowers grow to heights of 2 to 3 feet tall, 
  with exceptional specimens topping 5 feet.
  Combat
   
  A volley flower is camouflaged exceptionally 
  well, lifting its bloom and revealing its bright 
  colors and its darts when it senses the approach of 
  a potential host creature. If it senses two targets, the 
  plant fires one dart at each; it fires three darts only 
  if it has three or more targets. It always spreads 
  its darts out among as many targets as possible 
  during a battle, trying to hit every available target 
  at least once. A volley flower typically has 12 darts 
  available for each of its Hit Dice; once these are 
  expended, it is defenseless until a day has passed, 
  during which time it grows 1d4 new darts. The 
  plant continues to attack until all of its darts have 
  been used.
   
  If any creature is struck by a dart from 
  each of at least two different volley flowers, that 
  creature becomes a possible host for pollination 
  (see below).
  Volley Flower
  Small Plant
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +2
  Speed: 0 ft. (immobile)
  Armor Class: 13 (+1 size, +2 Dex), touch 
  13, flat-footed 11
  Base Attack/Grapple: +0/-7
  Attack: Dart +3 ranged (1d4-3 and 
  pollination)
  Full Attack: 3 darts +3 ranged (1d4-3 and 
  pollination)
  Space/Reach: 5 ft./0 ft.
  Special Attacks: Pollination
  Special Qualities: Blindsight 30 ft., 
  camouflage, low-light vision, plant traits
  Saves: Fort +3, Ref +2, Will -4
  Abilities: Str 4, Dex 15, Con 12, Int –, Wis 
  2, Cha 1
  Skills: —
  Feats: Point Blank ShotB
  Environment: Temperate or warm forests
  Organization: Pair, patch (3-12), or field 
  (13-24)
  Challenge Rating: 1/3
  Treasure: Standard
  Alignment: Always neutral
  Advancement Range: 2-3 HD (Small)
  Level Adjustment: —
   
  Pollination (Ex): The pollen of a flower’s 
  dart isn’t poisonous by itself, but if the pollen 
  from two separate volley flower plants enters the 
  bloodstream of a creature, the resulting reaction 
  as pollination occurs is highly toxic. Every time 
  a creature is struck by a new flower plant after 
  the first dart, it must make a Fortitude save (DC 
  11, +1 per dart after the second). If the save fails, 
  the creature becomes a host for volley flower seed 
  pods. After just 1 hour, the infected creature is 
  sickened—waxing feverish, sweating profusely, 
  and experiencing severe stomach cramps. Each 
  hour thereafter, the infected creature must make 
  another Fortitude save (DC as above) or take 1 
  point of Constitution damage; this continues until 
  the pollination is halted or the character dies. One 
  day after death, the infected creature’s stomach 
  ruptures, and 1d4+1 young volley flowers begin 
  to grow out of its abdomen. The pollination can 
  be slowed by delay poison and halted by a blight 
  spell or similar magic, or by neutralize poison or 
  similar effects. Creatures immune to poison are 
  also immune to volley flower pollination. The save 
  DC is Constitution-based.
   
  Camouflage (Ex): Volley flowers blend into 
  their surroundings extremely well; those searching 
  for an unrevealed volley flower must make a DC 
  20 Knowledge (nature) check or a DC 20 Search 
  check to find it. It becomes more easily visible 
  when it raises its blossom to shoot its darts. Anyone 
  looking for a volley flower on the same round that 
  it fires can see it with a DC 14 Spot check.
  1/3
  
  15
   
  Assassin caterpillars appear to be normal 
  caterpillars gorging before winter arrives, except 
  that their spiky hairs are laced with a defensive 
  poison. Assassin caterpillars are typically green and 
  yellow with red tipped spikes bearing their poison.
  Combat
   
  The assassin caterpillar’s spines produce a 
  very powerful hemotoxin. A burning pain is felt by 
  the victim at the site of contact with the spines, and 
  as damage is dealt, large bruises appear on the body. 
  Eventually the victim dies from internal bleeding.
   
  Poison (Ex): Contact, Fortitude DC 14, 
  initial damage 1 Con drain, secondary damage 
  internal bleeding (see below). The save DC is 
  Constitution-based and includes a +4 racial bonus.
   
  If a victim takes secondary damage from 
  this poison, it begins to lose hit points at the rate 
  of 2 points per hour. Once the poison’s secondary 
  damage takes effect, the only way to stop the 
  Assassin Caterpillar
  Fine Vermin
  Hit Dice: 1/4d8 (1 hp)
  Initiative: -4
  Speed: 5 ft. (1 square)
  Armor Class: 14 (+8 size, -4 Dex), touch 
  14, flat-footed 14
  Base Attack/Grapple: +0/-21
  Attack: –
  Full Attack: –
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., vermin 
  traits
  Saves: Fort +2, Ref -4, Will +0
  Abilities: Str 1, Dex 3, Con 10, Int —, Wis 
  10, Cha 5
  Skills: Hide +12, Move Silently +4
  Feats: —
  Environment: Temperate land
  Organization: Cluster (2-10), infestation 
  (11-20), or horde (21-30) 
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: Special (see below)
  Level Adjustment: —
  damage is to take antivenom made from the assassin 
  caterpillars’ poison, or successfully cast neutralize 
  poison or heal. Casting delay poison merely 
  prolongs the attack, and after the spell’s duration 
  is over, the poison continues as before. Casting any 
  cure spells or aid, or taking any cure potions will 
  restore lost hit points, but the victim continues to 
  take damage. Antivenom can be made by anyone 
  with the Craft (alchemy) skill (DC 25) but requires 
  the poison from ten assassin caterpillars.
   
  Skills: The assassin caterpillar has a +8 
  racial bonus on Move Silently checks. 
   
  Advancement: After feeding for two to three 
  months, the caterpillar builds a chrysalis around 
  itself. Eight months later the metamorphosed 
  caterpillar emerges as a completely innocuous 
  butterfly with large yellow and black wings with 
  bright orange spots. The new butterflies mate 
  and lay eggs that develop into larvae and become 
  assassin caterpillars within two months.
  Flora and Fauna
   
  Petrified forests: Wood turned into stone. In order for this process to take place, dead trees are 
  usually swept away by water and collected in areas that are covered with thick deposits of mud, sand, and 
  ash from nearby volcanoes. Over time silica permeates the dead trees on a cellular level. The minerals 
  either take on the shape of the cells, creating a copy of the tree or the silica replaces the wood cells, creating 
  an inert replica of the tree. The trees are quartz or crystallized into semiprecious quartz, such as agate, 
  jasper, onyx, carnelian, or amethyst. The petrified logs are covered by sediment that eventually becomes 
  sandstone and shale, both relatively soft rocks. Erosion and upheaval exposes the petrified wood.
  1/2
  
  16
   
  The impaler beetle derives its name from the 
  sharp, pointed growth on its head which it uses to 
  spear foes. Its carapace is gray, with an intricate 
  pattern of black markings which seem to dance 
  about. Some scholars believe that these patterns 
  can be read, and that they may reveal ancient lore.
   
  Impaler beetles are aggressive hunters. Their 
  sizes range from 2-3 feet long and 12-15 pounds.
  Combat
   
  An impaler beetle is a ferocious fighter, never 
  giving up until either it or its opponent is dead. The 
  insect usually charges into combat attempting to 
  gore its opponent with its massive horn. If the 
  Impaler Beetle
  Small Vermin
  Hit Dice: 1d8+2 (6hp)
  Initiative: +0
  Speed: 20 ft. (4 squares), climb 15 ft., fly 30 ft. 
  (poor)
  Armor Class: 14 (+1 size, +3 natural), touch 11, 
  flat-footed 14
  Base Attack/Grapple: +0/-3
  Attack: Gore +2 melee (1d4+1) or bite +2 melee 
  (1d3+1 plus poison)
  Full Attack: Gore +2 melee (1d4+1) and bite -3 
  melee (1d3 plus poison)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Distraction, poison
  Special Qualities: Darkvision 60 ft, vermin traits
  Saves: Fort +4, Ref +0, Will +0
  Abilities: Str 13, Dex 10, Con 14, lnt –, Wis 11, 
  Cha 2
  Skills: Climb +9, Jump -5
  Feats: —
  Environment: Temperate or warm forests
  Organization: Solitary, pair, or cluster (3-5)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement Range: 2-3 HD (Small)
  Level Adjustment: —
  enemy still stands after the initial attack, then it 
  falls back to its secondary tactic, trying to poison 
  the opponent with its bite.
   
  Distraction (Ex): An impaler beetle’s 
  intricate carapace pattern has a strangely hypnotic 
  effect on animals and humanoids. Any such 
  creature suffers a -1 penalty on attack rolls while 
  fighting the insect. This is a mind-affecting ability.
   
  Poison (Ex): Bite, Fortitude DC 12, initial 
  and secondary damage 1d3 Strength. The save DC 
  is Constitution-based.
   
  Skills: An impaler beetle has a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened.
   
  The jaculi is a 10-foot long serpent that makes 
  its home in dark forests or in natural cavern deep 
  underground. The jaculi, though not aggressive, is 
  very territorial and defends its territory with great 
  skill. A jaculi can grow to a length of 15 feet. Its 
  head is squat, flat, and encircled with a mane-like 
  ridge of sharp bones. Its natural coloration is a 
  deep green fading to dark brown near the tail. Its 
  underbelly is light gray.
  Jaculi
  Large Magical Beast
  Hit Dice: 1d10 (5 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), climb 20 ft.
  Armor Class: 14 (-1 size, +3 Dex, +2 natural), 
  touch 12, flat-footed 11
  Base Attack/Grapple: +1/+6
  Attack: Bite +3 melee (1d6+1)
  Full Attack: Bite +3 melee (1d6+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Leap
  Special Qualities: Chameleon, darkvision 60 ft., 
  low-light vision
  Saves: Fort +2, Ref +5, Will +1
  Abilities: Str 12, Dex 17, Con 11, Int 2, Wis 12, 
  Cha 2
  Skills: Balance +11, Climb +11, Hide +3, Jump 
  +3, Listen +7, Spot +7
  Feats: Weapon Finesse
  Environment: Temperate forests and 
  underground
  Organization: Swarm (6-13)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Large)
  Level Adjustment: –
  Combat
   
  Jaculi lie in wait for their prey and then leap 
  to the attack and bite.
   
  Leap (Ex): A jaculi can leap from any high 
  point higher than its opponent to a distance of 40 
  feet and attack at its full attack bonus in the same 
  round. It does not need to make a Jump check.
   
  Chameleon (Ex): A jaculi has the ability 
  to alter its coloration to blend in better with its 
  1/2
  
  17
  Balance and Climb checks. A jaculi can 
  always choose to take 10 on a Climb check, 
  even if rushed or threatened. A jaculi uses either its 
  Strength modifier or Dexterity modifier for Climb 
  checks, whichever is higher.
   
  The lull blossom has colorful, large blossoms 
  atop a central stalk with large leaves. It lures victims 
  close enough to be enveloped by its fronds. Heavily-
  armored prey is sometimes ignored due to the lull 
  blossom’s inability to digest non-organic material. A 
  lull blossom, when closed into a bulb, is about 6 feet 
  tall and 5 feet in diameter. The entire plant weighs 
  about 100 pounds.
  Combat
   
  The lull blossom attracts curious animals and 
  unmonitored children with its bright, shining colors 
  and by emitting a delightful display of iridescent gas 
  from an orifice directly in its center. The gas dances 
  and weaves on air currents churned by a cluster of 
  vibration-sensitive fronds. The gas is intoxicating 
  and induces sleep, and the same substance coats the 
  inside of the lull blossom’s leaves and fronds as a 
  sticky resin.
   
  When a hapless victim is lured in and lulled, 
  the plant’s fronds reach out to claim their meal. Once 
  prey has been drawn into the center of the plant, the 
  lull blossom’s leaves close up and lock together in 
  a prickly egg-shaped bulb; this process takes 3 full 
  rounds. Inside, resin dissolves the prey’s skin, flesh, 
  and bone, which are all absorbed. Waste material 
  fills an underground bladder in the root system, and 
  that bladder creates more gas to attract future meals. 
  A lull blossom is sated for a month on a meal the size 
  of a large dog, but it can devour a human adult given 
  enough time.
   
  Envelop (Ex): Only Medium or smaller 
  creatures may be enveloped. Any creature and any 
  non-metal items trapped within the plant’s bulb 
  take 1 point of acid damage every 5 minutes. An 
  enveloped creature wakened by this damage may 
  attempt a Strength check (DC 12+1 per subsequent 
  Lull Blossom
  Medium Plant
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +0
  Speed: 0 ft. (immobile)
  Armor Class: 10 (-5 Dex, +5 natural), touch 5, 
  flat-footed 10
  Base Attack/Grapple: —
  Attack: —
  Full Attack: —
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Envelop, intoxicating lure, 
  soporific gas
  Special Qualities: Damage reduction 2/—, 
  flammable, immobile, low-light vision, plant traits
  Saves: Fort +4, Ref –, Will +0
  Abilities: Str 10, Dex –, Con 13, lnt –, Wis 10, 
  Cha 1
  Skills: —
  Feats: —
  Environment: Warm forests
  Organization: None
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: None
  Advancement: 3-6 HD (Medium)
  Level Adjustment: —
  check) each round to escape the lull blossom. An 
  enveloped creature may also cut its way out from 
  inside using a Small or Tiny edged weapon to inflict 
  at least 5 points of damage to the lull blossom. Half 
  of any damage inflicted on the plant from outside 
  while it holds a victim is instead inflicted on the 
  victim inside. A slain victim is digested over the 
  course of the next 2 to 10 days, depending on its 
  size. The check DC is Constitution-based.
   
  Intoxicating Lure (Ex): All living, non-
  plant creatures within 50 feet of the lull blossom 
  that see the plant must make a DC 12 Will save or 
  move immediately toward the plant. This is a mind-
  affecting attack with a duration of 1d6 x 10 minutes. 
  Once an affected creature reaches the lull blossom, it 
  sits down as close to the plant as possible. The save 
  DC is Constitution-based.
   
  Soporific Gas (Ex): Any living, non-plant 
  creature within 10 feet of a lull blossom for more 
  than 3 rounds must make a DC 12 Fortitude save 
  each round or fall unconscious for 2d6 hours. 
  Creatures knocked out this way can only be 
  awakened before that time by an attack that deals 
  at least 1 point of damage. Sleeping victims are 
  enveloped by the lull blossom over the next 3 
  rounds. The save DC is Constitution-based.
   
  Flammable (Ex): Lull blossoms suffer double 
  damage from fire-based attacks, due to the flammable 
  gas that they produce. A lull blossom that takes fire 
  damage once it has closed around prey must make a 
  Fortitude save (DC 10 + the amount of fire damage 
  dealt) or explode; this explosion invariably kills the 
  plant, but also deals 2d6 points of fire damage to any 
  enclosed prey and to all creatures within 10 feet of 
  the lull blossom (DC 12 Reflex half). The save DC 
  is Constitution-based.
  surroundings. It does this as a standard action and 
  gains a +12 bonus on Hide checks when using this 
  ability to blend with its surroundings.
   
  Skills: A jaculi has a +4 racial bonus on Hide, 
  Listen, and Spot checks and a +8 racial bonus on 
  1/2
  
  18
   
  Smoke beetles are oversized vermin drawn 
  to heat. They typically lead a solitary life, except 
  when there is a heat source calling them. In areas 
  of infestation, something as small as a campfire 
  can induce a swarm of smoke beetles. Smoke 
  beetles are also attracted to magical fire, so long as 
  it produces heat.
  Combat
   
  Blindsight (Ex): Smoke beetles can perceive 
  the heat radiated by living creatures out to 60 feet. 
  Beyond this distance, the beetles can only tell the 
  basic direction of large sources of heat, such as the 
  bonfires or forest fires to which they are drawn.
  Smoke Beetle Swarm
  Tiny Vermin (Swarm)
  Hit Dice: 1d8 (4 hp)
  Initiative: +0
  Speed: 5 ft. (1 square), climb 10 ft. (2 
  squares), fly 30 ft. (good) (6 squares)
  Armor Class: 13 (+2 size, +1 natural), 
  touch 12, flat-footed 13
  Base Attack/Grapple: +0/—
  Attack: Swarm (1d6 plus poison)
  Full Attack: Swarm (1d6 plus poison)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction, poison
  Special Qualities: Blindsight 60 ft., 
  darkvision 60 ft., half damage from slashing 
  and piercing, resistance to fire 20, swarm 
  traits, vermin traits
  Saves: Fort +2, Ref +0, Will -2
  Abilities: Str 2, Dex 11, Con 10, Int —, Wis 
  6, Cha 4
  Skills: Climb +4, Hide +8, Jump -16, Spot 
  -2*
  Feats: —
  Environment: Any forest
  Organization: Solitary or infestation (2-4 
  swarms)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  Level Adjustment: —
   
  Distraction (Ex): Any living creature that 
  begins its turn with a swarm in its space must 
  succeed on a DC 12 Fortitude save or be nauseated 
  for 1 round.  The save DC is Constitution-based.
   
  Poison (Ex): Injury, Fortitude DC 12, initial 
  and secondary damage 1d2 Dex. The save DC is 
  Constitution-based.
   
  Skills: A smoke beetle swarm has a +8 racial 
  bonus on Climb checks. A smoke beetle swarm can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened. *A smoke beetle swarm has 
  a +10 racial bonus on Spot checks to notice fires at 
  a distance of up to 10 miles.
  Arcanabbit
  Tiny Magical Beast
  Hit Dice: 1d10 (5 hp)
  Initiative: +6
  Speed: 50 ft. (10 squares)
  Armor Class: 14 (+2 size, +2 Dex), touch 
  14, flat-footed 12
  Base Attack/Grapple: +1/-11
  Attack: Bite +5 melee (1d3-4)
  Full Attack: Bite +5 melee (1d3-4)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: Antimagic cone
  Special Qualities: Damage reduction 
  5/silver, darkvision 60 ft., detect magic, 
  low-light vision
  Saves: Fort +2, Ref +4, Will +1
  Abilities: Str 3, Dex 15, Con 10, Int 4, Wis 
  13, Cha 9
  Skills: Hide +10, Jump +4, Listen +2, Move 
  Silently +4, Spot +2
  Feats: Improved Initiative B, Weapon 
  Finesse
  Environment: Any forest
  Organization: Solitary, pair, or family 
  (3-10)
  Challenge Rating: 1
  Treasure: None
  Alignment: Usually neutral
  Advancement: 2-3 HD (Tiny)
  Level Adjustment: —
  1/2
  
  19
   
  Arcanabbits are rabbits that have evolved 
  a powerful survival mechanism from living in a 
  magical forest: antimagic. Arcanabbits are jittery, 
  flighty creatures that dash away at the slightest 
  sound. However, when real danger presents 
  itself, they can be surprisingly cunning and hard 
  to catch (much less kill). Mages often try to 
  catch arcanabbits for familiars, but given that an 
  arcanabbit can easily defeat their magic, very few 
  have been successful.
   
  Arcanabbits have silver fur that is almost 
  mirror-like. They also have only one eye, which 
  is a solid gold-colored orb. Other than that, they 
  appear to be normal rabbits. Arcanabbits do not 
  speak a language, but they seem to be able to 
  communicate with each other fluently.
  Combat
   
  Arcanabbits will avoid direct combat at all 
  costs, running and hiding and leading pursuers into 
  traps or dangerous areas. When faced with magic, 
  they will use their antimagic cone often.
   
  Antimagic 
  Cone 
  (Su): 
  An 
  arcanabbit can project a 30-foot cone of 
  antimagic from its eye. This functions just like 
  antimagic field (caster level 13th). All magical and 
  supernatural powers and effects within the cone 
  are suppressed. The arcanabbit can use this power 
  up to 10 minutes total each day and can split this 
  up among more than one use.
   
  Detect Magic (Sp): An arcanabbit senses 
  magic within 60 feet as a continuous effect as the 
  spell detect magic.
  Black Arcanabbits
   
  One in every 100 arcanabbits is born with 
  jet black fur and a jet black eye. These have an 
  intelligence of 5 and are often leaders of other 
  arcanabbits. A black arcanabbit does not have the 
  ability to create an antimagic cone, but rather can 
  fire a disintegrate ray from its eye once per day. 
  This power has a range of 40 ft., a save DC of 17, 
  and functions as the disintegrate spell (CL 15th).
   
  A brownie is a timid, quiet fey creature that 
  prefers to live only among its own kind. Most 
  brownies dwell in pastoral areas untouched by 
  civilization, such as deep forests and wild lands far 
  from other creatures.
   
  Brownies are rarely over 18 inches tall, and 
  weigh about three pounds. They have a greenish 
  cast to their skin. Their hair is always some earth 
  tone such as brown, gray, or tawny. Most brownies 
  prefer green or otherwise brightly colored clothing. 
  Brownies speak Common, Sylvan, and Halfling.
   
  They may be distant relatives of pixies and 
  halflings, but this has never been proven.
  Brownie
  Tiny Fey
  Hit Dice: l/2d6 (l hp)
  Initiative: +8
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+2 size, +4 Dex, +l 
  natural), touch 16, flat-footed 13
  Base Attack/Grapple: +0/-10
  Attack: Short sword +6 melee (ld4-2/19-20)
  Full Attack: Short sword +6 melee (ld4-
  2/19-20)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Low-light vision, spell 
  resistance 16
  Saves: Fort +0, Ref +6,Will +4
  Abilities: Str 7, Dex 18, Con 11, Int 14, Wis 
  14, Cha 16
  Skills: Bluff +7, Craft (any one) +6, Escape 
  Artist +8, Hide +16*, Jump -6, Listen +8, 
  Move Silently +8, Sense Motive +6, Spot +8
  Feats: DodgeB, Improved InitiativeB, 
  Weapon Finesse
  Environment: Temperate and warm forests
  Organization: Gang (2-4) or band (5-12)
  Challenge Rating: 1
  Treasure: No coins; 50% goods; 50% items
  Alignment: Always lawful good
  Advancement: l-3 HD (Tiny)
  Level Adjustment: +3
  Combat
   
  Brownies avoid combat unless forced. 
  If unable to employ their spell-like abilities, 
  brownies attack with tiny short swords.
   
  Spell-Like Abilities: 1/day— confusion (DC 
  17), continual flame, dancing lights, dimension 
  door (DC 17), magic circle against evil (DC 16), 
  mirror image, and ventriloquism (DC 14). Caster 
  level 7th. The save DCs are Charisma-based.  
   
  Skills: Brownies have a +2 racial bonus 
  on Listen and Spot checks. *They also receive 
  a +5 racial bonus to Hide checks made in forest 
  environments.
  1
  
  20
   
  Celenians are a breed of wolf-like humanoids 
  that live in the forested regions away from other 
  humanoids. Celenians have dark brown fur and 
  stand 6-7 feet tall. Besides hunting for food, 
  celenians search the forest for evil creatures, 
  ridden their forest of such monsters.
  Combat
   
  Skills: A celenian has a +4 racial bonus on 
  Hide, Listen, Move Silently, and Spot checks. The 
  skill modifiers given in the statistics block include 
  a –3 armor check penalty for wearing hide armor.
  *A celenian has a +4 racial bonus on Survival 
  checks when tracking by scent.
  Celenians as Characters
   
  A celenian’s favored class is ranger, and 
  most of their alphas follow this profession. Those 
  celenians who have a high Wisdom often become 
  tribal shamans (clerics) and worship Canidae.
  Canidae, Mistress of the Hunt
  Alignment: Neutral
  Domains: Animal, Protection, Strength, and Travel
  Typical Worshipers: Celenians, good-aligned 
  lycanthropes, rangers, and shamans
   
  Canidae is the divine embodiment of all that it 
  means to be a wolf: solidarity, brotherhood, loyalty, 
  strength, and the thrill of the hunt. Worshipers of 
  Canidae do not revel in the blood and violence 
  of the hunt, but rather in teamwork, community, 
  and the nobility of their prey. Hence, her favored 
  weapon is the natural bite. Canidae’s symbol is the 
  full moon with an eye carved into the face.
  Celenian
  Medium Monstrous Humanoid
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +1
  Speed: 30 ft. in hide armor (6 squares); base 
  speed 40 ft.
  Armor Class: 15 (+1 Dex, +1 natural, +3 
  hide armor), touch 11, flat-footed 14
  Base Attack/Grapple: +2/+4
  Attack: Battleaxe +4 melee (1d8+2/x3) or 
  javelin +3 ranged (1d6+2) or bite + 4 melee 
  (1d6+3)
  Full Attack: Battleaxe +4 melee (1d8+2/x3) 
  or javelin +3 ranged (1d6+2) or bite + 4 
  melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +1, Ref +4, Will +3
  Abilities: Str 15, Dex 12, Con 12, Int 9, Wis 
  11, Cha 10
  Skills: Hide +4, Jump +6, Listen +5, Move 
  Silently +4, Spot +4, Survival +0*
  Feats: Alertness B, Track
  Environment: Any forest
  Organization: Solitary, pair, gang (3-10), 
  or pack (20-160 plus 50% noncombatants 
  plus one 4th- to 6th-level clan alpha per 20 
  adults)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic good
  Advancement: By character class
  Level Adjustment: +0
   
  “Celenian” means “those of the moon;” they 
  consider the moon to be Canidae’s eye, watching 
  over the pack. A common misconception is that 
  celenians howl at the moon. The truth is that 
  celenians howl during their monthly religious 
  ceremonies. These ceremonies take place when 
  the moon is at its fullest and Canidae’s eye is fully 
  open. Consequently, when the moon is new, it is 
  an omen of bad luck since she cannot see or watch 
  over the pack.
  The Hunt Domain
   
  This domain focuses on the honorable 
  pursuit and tracking of prey and the relationships 
  between hunter and hunted over great distances.
   
  Granted Power: By selecting an animal, 
  humanoid, monstrous humanoid or magical beast 
  as the subject of your hunt, you may use the 
  Track feat to pursue that one creature. You must 
  select a specific, individual creature by sight or 
  by name. Each day you have the option to select 
  a new subject or to continue pursuing the previous 
  day’s subject, even if you haven’t seen it  since. 
  You enjoy a +8 bonus to Survival checks to pursue 
  your chosen target.
  Hunt Domain Spells
  1. Pass Without Trace
  2. Tree Shape
  3. Snare
  4. Control Plants
  5. Freedom of Movement 
  6. Tree Stride
  7. Control Weather
  8. Discern Location
  9. Sympathy
  1
  
  21
   
  Chiao are intelligent, bipedal creatures with 
  the body structure of a human and the face of a 
  tiger. Their bodies are often striped like tigers, 
  and those few born without stripes are teased and 
  ridiculed among the chiao. Chiao are territorial 
  tribal people that live in the jungles. They value 
  strength, hunting, and martial pursuits, following 
  the Tiger General (page 191) in his conquests.
  Combat
   
  The chiao are masters of jungle warfare. 
  They excel at hit and run tactics, emerging from 
  the jungle without warning and then melting away 
  after bloodying their opponents. Since jungle 
  conditions are so claustrophobic, chiao favor 
  short-ranged missile weapons like javelins. They 
  let loose a rain of these and then close with their 
  tiger claws.
  Chiao
  Medium Humanoid (Chiao)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+2 Dex, +2 hide armor), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +1/+3
  Attack: Tiger claw +3 melee (1d4+2/x3) or 
  javelin +3 ranged (1d6+2)
  Full Attack: Tiger claw +1 melee (1d4+2/
  x3) and tiger claw +1 melee (1d4+1/x3) or 
  javelin +3 ranged (1d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison use
  Special Qualities: Low-light vision, 
  weapon familiarity
  Saves: Fort +1, Ref +5, Will +0
  Abilities: Str 14, Dex 15, Con 12, Int 9, Wis 
  10, Cha 11
  Skills: Hide +4*, Listen +2, Move Silently 
  +5, Spot +2
  Feats: Two-Weapon Fighting
  Environment: Warm forest
  Organization: Solitary, pair, gang (2-5), 
  band (10-100 plus 25% noncombatants 
  plus 1 2nd-level barbarian champion per 
  20 adults and 1 ranger leader of 4th- to 
  6th-level), or tribe (20-200 plus 25% 
  noncombatants plus 1 3rd level barbarian 
  champion per 20 adults, 1 3rd- to 5th-level 
  adept, 1 ranger leader of 5th- to 8th-level, 
  and 2-5 tigers)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +1
   
  Poison Use (Ex): Chiao typically carry 
  3d4 doses of Large monstrous scorpion venom, 
  applying it to their javelins. Chiao are not at risk of 
  poisoning themselves when handling poison.
   
  Poison (Ex): Injury, Fortitude DC 14, initial 
  damage and secondary damage 1d4 Con. The save 
  DC is Constitution-based.
   
  Weapon Familiarity: Chiao treat tiger claws 
  as martial weapons, rather than exotic weapons.
   
  Skills: Chiao have a +2 racial bonus on Hide 
  and Move Silently checks. *In areas of tall grass or 
  heavy undergrowth, the Hide bonus improves to +4.
   
  Tiger Claws: Also known as bagh nakh, 
  the chiao favor these nasty paired weapons. Users 
  grasp a metal crossbar, from which several curved 
  blades protrude. A tiger claw is a light exotic 
  weapon that deals 1d4 (Medium) of piercing 
  damage on a hit with a critical range of x3. Cost: 4 
  gp (one pair of claws). Weight: 1 lb.
  1
  
  22
   
  Daiken are moth-like insects with harder 
  shells and long gossamer wings that intermittently 
  surge blue with electricity. Attracted by psionic 
  power and crystals, daiken attack en swarm, using 
  their long tails to deliver their electric shock.
  Combat
   
  Daikens fly into battle as swarms, lashing 
  their opponents with their tails and attempting to 
  release their electrical jolts as often as possible. 
  Their psychic static effect makes it nearly 
  impossible for most psions to fight them.
   
  Distraction (Ex): Any living creature 
  that beings its turn with a daiken swarm in its 
  space must succeed on a DC 11 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution-based.
  Daiken Swarm
  Tiny Vermin (Swarm)
  Hit Dice: 2d8 (9 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares), fly 50 ft. (good) (10 
  squares)
  Armor Class: 20 (+2 size, +3 Dex, +5 
  natural), touch 15, flat-footed 17
  Base Attack/Grapple: +1/—
  Attack: Swarm (1d6 plus 1d8 electricity)
  Full Attack: Swarm (1d6 plus 1d8 electricity) 
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction, electrical charge, 
  electrical jolt 
  Special Qualities: Darkvision 60 ft., half 
  damage from slashing and piercing, psychic 
  static, resistance to electricity 10, swarm traits, 
  vermin traits 
  Saves: Fort +3, Ref +3, Will +2
  Abilities: Str 2, Dex 17, Con 11, Int —, Wis 
  14, Cha 2
  Skills: Hide +11, Jump -16
  Feats: —
  Environment: Any forest and marsh
  Organization: Swarm, cloud (3-7 swarms), or 
  plague (11-20 swarms)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  Level Adjustment: —
   
  Electrical Charge (Su): A daiken swarm can 
  use the energy current ability at will (electricity 
  only; deals 2d6 points of electricity damage; save 
  DC 8; effective manifester level 1st). It need not 
  concentrate to use this ability. The save DC is 
  Charisma-based and includes the +2 bonus for the 
  electricity energy type.
   
  Electrical Jolt (Ex): A daiken swarm deals 
  1d8 points of electricity damage on a swarm 
  attack.
   
  Psychic Static (Su): Any psionic character 
  with power points must spend 1 extra power point 
  to manifest any psionic ability if a daiken swarm 
  is within 100 feet at the time. For each additional 
  daiken swarm within 100 feet, 1 additional power 
  point is required.
  Dark Woodsman
  Medium Outsider (Chaotic, Extraplanar, Evil)
  Hit Dice: 1d8+2 (6 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+4 natural), touch 10, 
  flat-footed 14
  Base Attack/Grapple: +1/+3
  Attack: Claw +3 melee (1d4+2) or greataxe 
  +3 melee (1d12+3/x3)
  Full Attack: 2 claws +3 melee (1d4+2) or 
  greataxe +3 melee (1d12+3/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Animate trees, draw 
  strength
  Special Qualities: Darkvision 60 ft., 
  damage reduction 5/magic and slashing or 
  piecing, draw lifeforce, tree bond, tree gate
  Saves: Fort +4, Ref +2, Will+4
  Abilities: Str 14, Dex 11, Con 15, Int 10, 
  Wis 14, Cha 10
  Skills: Balance +4, Climb +6, Disguise +4, 
  Hide +4*, Jump +6, Move Silently +4*, 
  Search +4, Survival +6
  Feats: Track
  Environment: Any evil-aligned plane
  Organization: Solitary, pair, gang (3-5), or 
  tribe (6-12)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +2
  1
  
  23
   
  Dark woodsmen are long-lived, stocky 
  beings of humanoid shape that are locked in an 
  ancient power struggle with their own kind. A dark 
  woodsman has thick, bark-like skin with a deep 
  brown or black hue. Most dark woodsmen have 
  deep green eyes, while a few have red or obsidian 
  eyes. Eye coloration distinguishes the race’s 
  warring factions, acting as a dividing force among 
  these creatures. In all other aspects, the dark 
  woodsman vaguely resembles a wooden carving 
  of a human, elf, or other Medium humanoid. The 
  average dark woodsman is approximately six feet 
  tall and weighs about four hundred pounds.
   
  Extraplanar in origin, these massive beings 
  reside in virgin forests, forming a bond with the 
  land. Dark woodsmen are drawn to secluded 
  areas where the barriers between the planes are 
  weakest. These mysterious creatures adopt these 
  locales as their own, forming a mystical bond with 
  the environment. The dark woodsman protects 
  the trees from invaders until the forest matures, 
  allowing the dark woodsmen to draw strength 
  and lifeforce from it. Eventually, once the forest 
  grows old enough, the dark woodsmen transport 
  the protected area of forest to another plane, where 
  they use the trees as an animated army in their 
  endless struggle against their own kin.
   
  Dark woodsmen speak Sylvan, and those 
  with bonus languages due to high Intelligence also 
  speak Common.
  Combat
   
  Dark woodsmen zealously guard their forest, 
  deeming any intelligent creature that enters into 
  their area as an invader. Creatures failing to heed 
  their warnings are met with lethal force derived from 
  the power that the dark woodsman can draw from 
  bonded trees. Dark woodsmen rely predominantly 
  on their prowess with an axe in combat, seeking 
  to keep their tree wards unharmed. However, if an 
  invader is considered to be a sufficient threat, a dark 
  woodsman employs its ability to animate trees to 
  end the fight more quickly.
   
  A dark woodsman’s natural weapons, as well 
  as any weapons it wields, are treated as chaotic-
  aligned, evil-aligned, and magic weapons for the 
  purpose of overcoming damage reduction.
   
  Animate Trees (Su): A dark woodsman can 
  animate trees from its bonded area within 60 feet 
  at will, controlling at one time one tree for every 
  four Hit Dice it has. It takes 1 full round for a 
  normal tree to uproot itself. Thereafter it moves 
  at a speed of 10 feet and fights as a treant in all 
  respects. Animated trees lose their ability to move 
  if the dark woodsman that animated them 
  is incapacitated or moves out of range. The 
  ability is otherwise similar to liveoak (caster level 
  12th). Animated trees have the same vulnerability 
  to fire that a treant has.
   
  Draw Strength (Su): As a full round action, 
  a dark woodsman can touch a tree in its bonded 
  area to draw strength from it. This grants the dark 
  woodsman a +2 enhancement bonus to Strength 
  for 1 hour. This bonus can be increased to a 
  maximum of +10 by drawing strength from up to 
  five different trees. A dark woodsman cannot draw 
  strength from a tree if he has drawn strength or 
  lifeforce from the tree within the past day nor can 
  he draw strength from an animated tree.
   
  Draw Lifeforce (Su): As a full round action, 
  a dark woodsman can touch a tree in its bonded 
  area to draw life from it. Doing so heals the dark 
  woodsman 1d6 hit points. If the dark woodsman is 
  already at full hit points, he gains any additional hit 
  points as temporary hit points. A dark woodsman 
  cannot gain more than five temporary hit points in 
  this manner, and all temporary hit points last for 1 
  hour. A dark woodsman cannot draw lifeforce from 
  a tree if he has drawn strength or lifeforce from the 
  tree within the past day, nor can he draw lifeforce 
  from an animated tree.
   
  Tree Bond (Ex): Once a dark woodsman has 
  been in his bonded area for 2d6 months, he forms 
  a bond with the surrounding trees. A bonded area 
  typically consists of 5d10 trees. This bond allows 
  the dark woodsman to use its animate trees, draw 
  strength, draw lifeforce, and tree gate abilities.
   
  Tree Gate (Su): A dark woodsman can cause 
  two bonded trees within 20 feet of each other to 
  grow towards each other until their upper branches 
  form an entwined archway. This archway process 
  takes 10d10 years to complete. Once the archway 
  is in place, the dark woodsman can create a 20-
  foot diameter extra-dimensional portal within the 
  archway by spending a full round action touching 
  the tree. The portal remains open as long as the 
  dark woodsman continues to touch the tree and for 
  1d3 additional rounds after the contact has been 
  broken. Once per day, the dark woodsman may 
  call one or more other dark woodsmen through the 
  portal. However, the total HD of the summoned 
  dark woodsmen cannot exceed that of the dark 
  woodsman opening the portal. Otherwise, once 
  opened, any creature may travel through the portal 
  as the gate spell.
   
  Skills: *Dark woodsmen have a +10 
  competence bonus to Move Silently and Hide 
  checks made while within their protected area.
  1
  
  24
   
  Giant beetles are normally aggressive, larger 
  versions of their smaller sized counterparts. Giant 
  blister beetles are nocturnal scavengers found in 
  forests or underground. They are non-aggressive 
  creatures, but they have voracious appetites. If 
  food is scarce, they will attack just about anything 
  that comes close to them. Their favored meal, 
  however, is bees; both giant and normal. Their 
  immunity to poison aids grants them protection 
  from the deadly sting of giant bees (normal bees 
  cannot penetrate their carapace). A cluster of 
  beetles waits near an area frequented by bees and 
  then spring to attack when a bee lands on a flower 
  or plant. Another favored meal is grasshoppers. 
  Blister beetles ambush these large insects and drag 
  the prey back to their lair.
   
  Giant blister beetles reproduce and mature 
  rapidly. The female deposits a group of 2d4 eggs 
  in a hole in the nest. The male then sprays the eggs 
  with its blister spray. Within three days the eggs 
  burst open with an audible pop and out swarm the 
  young blister beetles, reaching maturity in about 
  three weeks.
   
  A giant blister beetle usually measures about 
  3 feet in length and weighs about 100 pounds.
  Giant Blister Beetle
  Small Vermin
  Hit Dice: 2d8+2 (11 hp)
  Initiative:  +0
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+1 size, +5 natural), 
  touch 11, flat-footed 16
  Base Attack/Grapple: +1/-3
  Attack: Bite +2 melee (1d6)
  Full Attack: Bite +2 melee (1d6)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Blister spray
  Special Qualities: Darkvision 60 ft., 
  immunity to poison, tremorsense 60 ft., 
  vermin traits
  Saves: Fort +4, Ref +0, Will +0
  Abilities: Str 11, Dex 10, Con 12, lnt— 
  ,Wis 10, Cha 7
  Skills: Hide +4*
  Feats: —
  Environment: Warm forests
  Organization: Solitary, cluster (2-5), or 
  click (4-9)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-6 HD (Small)
  Level Adjustment: —
  Combat
   
  When attacked, a blister beetle releases a foul 
  stream of black oily liquid that irritates the skin 
  of any living creature it hits. Afterwards, it moves 
  to combat and strikes with its mandibles. Giant 
  beetles fight to the death.
   
  Blister Spray (Ex): Once every 4 rounds as 
  a standard action, a blister beetle can shoot a jet 
  of inky black liquid in a 20-foot line. A creature 
  within the area must succeed on a DC 12 Reflex 
  save to avoid the spray. On a failed save, the 
  target takes 1d3 points of acid damage and a -2 
  conditional modifier on attack rolls and ability 
  and skill checks for the next 1 minute (10 rounds) 
  from painful blisters and welts that quickly appear 
  on exposed skin. A DC 10 Heal check or any cure 
  spell heals the blisters and negates the penalties. 
  The save DC is Constitution-based.
   
  Tremorsense (Ex): Giant beetles can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground.
   
  Skills: *Blister beetles have a +4 racial 
  bonus on Hide checks when in their natural 
  surroundings.
  1
  
  25
   
  The glaistig is a flighty fey of the forest. She 
  looks like a normal woman, except more beautiful 
  than any woman ever seen. With almond skin, 
  tawny hair, and azure eyes, the glaistig personifies 
  feminine beauty as she dances with her long 
  slender limbs. But deep into her pools of blue is a 
  mischievous grin of a child at play.
  Combat
   
  A glaistig only uses her benevolent spell-like 
  abilities to aid children, the elderly, and animals.
   
  A glaistig, with her winsome smile and 
  honey-sweet looks, is hard to ignore. When she 
  chooses a partner and he passes up the chance 
  to dance with her, she may force him with but a 
  glance. A target that she charms with her gaze will 
  treat the glaistig with all the affection of a youthful 
  crush. Usually, the glaistig chooses to charm only 
  one individual, but if a small group is about and 
  the glaistig is feeling lucky, she might try to charm 
  them all and lead them in a merry reel.
   
  All of the vulnerabilities caused by a 
  glaistig’s impure spirit are folklore that bards 
  might be able to recall with a Bardic Knowledge 
  check against a DC of 20.
   
  Addictive Presence (Su): Any character 
  that dances with a glaistig will find it increasingly 
  harder to resist her in the future. Such an individual 
  suffers a -2 penalty to Will saves against her 
  charming gaze. This penalty is cumulative; every 
  dance increases the penalty by -2. This penalty 
  also applies to the save made to overcome 
  negative levels gained due to her withering dance.
  Glaistig
  Medium Fey
  Hit Dice: 2d6+4 (11 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+4 Dex), touch 14, flat-
  footed 10
  Base Attack/Grapple: +1/+1
  Attack: Dagger +1 melee (1d4/19-20) or 
  sling +5 ranged (1d4)
  Full Attack: Dagger +1 melee (1d4/19-20) 
  or sling +5 ranged (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Addictive presence, 
  charming gaze, death curse, spell-like 
  abilities, withering dance
  Special Qualities: Damage reduction 5/cold 
  iron, impure spirit, love of music, low-light 
  vision
  Saves: Fort +2, Ref +7, Will +8
  Abilities: Str 10, Dex 18, Con 14, Int 13, 
  Wis 16, Cha 20
  Skills: Balance +9, Bluff +10, 
  Concentration +6, Diplomacy +12, Disguise 
  +5 (+7 acting), Handle Animal +8, Hide +9, 
  Intimidate +7, Listen +10, Perform (dance) 
  +18, Spot +5
  Feats: Alertness, Iron Will B
  Environment: Any land
  Organization: Solitary or covey (1-3)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: –
   
  Charming Gaze (Su): Charm monster as the 
  spell, 30 feet, caster level 7th, Will DC 16 negates. 
  The save DC is Charisma-based. A glaistig’s 
  charming gaze only affects male humanoids, or 
  other mortal creatures that find women physically 
  attractive in some way. Despite not being a sonic 
  effect, a bard’s countersong ability is effective 
  against this gaze attack, although any penalties 
  from the glaistig’s addictive presence still apply.
   
  Death Curse (Su): If a glaistig is slain 
  by force of arms, the creature that inflicted the 
  killing blow must succeed on DC 16 a Will save 
  or suffer the effects of a bestow curse spell, 
  uttered by the glaistig as she dies and turns into 
  morning mist. Such a death curse often takes 
  the form of a -6 decrease to the slayer’s highest 
  ability score. The save DC is Charisma-based.
   
  Spell-Like Abilities: At will—alter self, 
  crushing despair (DC 19), detect thoughts (DC 
  17), suggestion (DC 18); 3/day—cure serious 
  wounds, mending, neutralize poison, purify food 
  and water, remove disease. Caster level 10th. The 
  save DCs are Charisma-based.
   
  Withering Dance (Su): A character that 
  dances with a glaistig finds his life slipping away 
  from him. After dancing a complete dance with a 
  glaistig (usually 2d6 minutes), the glaistig’s dance 
  partner gains 1 negative level due to energy drain. 
  A character with negative levels at least equal to 
  his current level, or drained below 1st level, is 
  instantly slain and will rise the next night as a 
  wight. If the dancer can somehow be removed 
  from the dance before it ends, he will not suffer the 
  1
  
  26
  negative levels, although he will become 
  violent and attempt to rejoin the glaistig 
  if he was the victim of her Charming Gaze ability. 
  The DC is 16 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. 
  A glaistig gains 5 temporary hit points for each 
  negative level it bestows.
   
  Impure Spirit (Ex): A glaistig is a wild, 
  strange thing, vulnerable to the gods of civilization. 
  A glaistig can be turned and even destroyed by a 
  cleric, as if she was an undead creature. A glaistig 
  also cannot enter holy ground. The glaistig is only 
  seen at night, and true daylight (not the spell) 
  instantly slays her. A glaistig can use none of her 
  special abilities on a person who wears a blessed 
  iron ring on each finger.
   
  Love of Music (Ex): A glaistig’s greatest 
  vulnerability is to bards, and she is easily 
  enraptured by a musical performance. A glaistig 
  suffers a -2 morale penalty to Will saves against 
  any sort of bardic music ability, as well as any 
  mind-affecting magic cast by bards. 
   
  Any character with the Perform skill may 
  attempt to use music to lure a dancing glaistig away 
  from her victim for an hour. A glaistig is entitled to 
  a Will save (DC is equal to the character’s Perform 
  check result) to resist and can make another save at 
  the end of each hour, so long as the music plays. At 
  the end of each hour, the performer must succeed 
  on a Fortitude save (DC 10 + 1 per hour played) 
  to keep playing. This continues until the performer 
  fails his Fortitude save, or the glaistig succeeds at 
  her Will save, or the glaistig dances until morning 
  and is slain by daylight.
   
  Skills: A glaistig has a +3 racial bonus on 
  Handle Animal checks and a +10 racial bonus on 
  Perform (dance) checks.
   
  Itnala, also known as earth dryads, are 
  playful fey that pass from underground and forest 
  with impunity. When first encountered, they are 
  exceedingly beautiful with pale skin, black hair, and 
  mischievous green eyes. But behind such illusionary 
  beauty lies evil intent. Earth dryads lure victims 
  toward their gems and subsume them in a stony grave. 
  Earth dryads speak Common, Sylvan, and Terran.
  Combat
   
  There are tales of Itnala who have taken a fancy 
  to particular victims, choosing to keep them alive 
  beneath the surface of the earth in subterranean caverns 
  so long as they continue pleasing their captors.
   
  Spell-Like Abilities: At will–dimension door; 
  3/day–charm person (duration 4 hours) (DC 15). 
  Caster level 4th. The save DC is Charisma-based.
   
  Subsume (Su): On a successful grapple 
  check, an earth dryad may attempt to subsume a foe. 
  An earth dryad must succeed at four consecutive pin 
  Itnala
  Medium Fey 
  Hit Dice: 2d6 (7 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), burrow 20 ft. (4 
  squares)
  Armor Class: 14 (+1 Dex, +3 natural), touch 
  11, flat-footed 13
  Base Attack/Grapple: +1/+4
  Attack: Claw +4 melee (1d4+3)
  Full Attack: 2 claws +4 melee (1d4+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities, subsume, 
  touch of sleep
  Special Qualities: Burrow, gem step, low-light 
  vision, symbiosis, unnatural beauty
  Saves: Fort +0, Ref +4, Will +5
  Abilities: Str 16, Dex 12, Con 11, Int 14, Wis 
  14, Cha 18
  Skills: Appraise +5, Craft (gemcutting) +5, 
  Diplomacy +6, Escape Artist +5, Hide +5, 
  Listen +8, Move Silently +5, Search +6, Sense 
  Motive +7, Spot +6, Survival +7
  Feats: Alertness, Improved InitiativeB
  Environment: Any land and underground
  Organization: Solitary or swarm (5-9)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: 3-4 HD (Medium)
  Level Adjustment: –
  attempts; if multiple earth dryads are grappling a 
  single opponent, they need only four successful pin 
  attempts collectively. Helpless foes are automatically 
  pinned. On the fourth successful pin attempt, the 
  earth dryad begins to draw the character magically 
  beneath the surface of the earth, to entomb him 
  there. An earth dryad may burrow at normal speed 
  as a free action while grappling an opponent and is 
  not considered grappling even while maintaining 
  the grapple with the subsumed victim as a standard 
  action. Victims moved through the earth this way are 
  at risk of suffocation.
   
  The lead earth dryad will typically continue 
  moving the character towards her gem, which 
  may be as far as 300 yards away. Each round, an 
  unwilling target must succeed on a DC 15 Fortitude 
  save to keep from being moved by the earth dryad 
  that round. The save DC is Charisma-based.
   
  Touch of Sleep (Sp): Three times per day, an 
  earth dryad may touch a single creature to put it to 
  1
  
  27
  sleep, as the spell (caster level 4th, DC 15), using a 
  melee touch attack. The save DC is Charisma-based.
   
  Burrow (Ex): An earth dryad can glide through 
  stone, dirt, or almost any sort of earth except metal as 
  easily as a fish swims through water. Its burrowing 
  leaves behind no tunnel or hole, nor does it create 
  any ripple or other sign of its presence. A move earth 
  spell cast on an area containing a burrowing earth 
  dryad flings the earth dryad back 30 feet, stunning 
  the creature for 1 round unless it succeeds on a DC 15 
  Fortitude save.
   
  Gem Step (Su): An earth dryad can step 
  inside any gem to reach her own gem. This ability 
  is equivalent to a spell cast by a 7th-level caster.
   
  Symbiosis (Su): Each earth dryad is mystically 
  bound to a single precious gem and must never stray 
  more than 300 yards from it. Any who do 
  become ill and die within 4d6 hours. If the 
  gem is removed from the earth and not returned, the 
  dryad is similarly affected. An earth dryad’s gem 
  does not radiate magic.
   
  Unnatural Beauty (Su): An earth dryad has 
  a permanent illusion of incredibly unnatural beauty, 
  granting it a +12 enhancement bonus to Charisma 
  (without this bonus, most itnala have a Charisma of 
  6). If a creature has reason to believe the earth dryad 
  is not what it seems or once the earth dryad attacks, 
  the creature can make a successful DC 15 Will save 
  to ignore the enhancement bonus and see the itnala 
  for what it really is.
   
  Skills: Italna have access to the artisan’s tools 
  required for Craft checks.
   
  The lupiscupine is a breed of wolf that bears 
  the quills of a porcupine. When nervous, frightened, 
  or threatened, its quills rise like the hackles of a 
  dog. It can use these quills both offensively and 
  defensively. In all other respects, a lupiscupine 
  behaves like a wolf. A typical lupiscupine is 5 feet 
  long and stands 3 feet tall at the shoulder. It weighs 
  275 pounds.
  Combat
   
  Lupiscupines engage foes in much the same 
  way as their wolf counterparts. A pack will circle an 
  enemy and attack in small groups from all directions 
  simultaneously, then retreat to the safety of the circle.
   
  Although lupiscupines can discharge their 
  quills at multiple targets, they normally use this 
  ability when trying to dissuade a dangerous foe 
  from attacking or when attempting to flee from 
  combat. Normally, one or two pack members 
  will shake off their quills to provide cover for 
  the other lupiscupines as they make their escape. 
  During particularly lean hunting seasons, however, 
  lupiscupines have been known to use their quill 
  bursts in attempts to take down prey.
  Lupiscupine
  Medium Animal
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 15 (+2 Dex, +3 natural), touch 
  12, flat-footed 13
  Base Attack/Grapple: +1/+3
  Attack: Bite +3 melee (1d6+3)
  Full Attack: Bite +3 melee (1d6+3)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Quill burst, quills, trip
  Special Qualities: Low-light vision, scent
  Saves: Fort +5, Ref +5, Will +1
  Abilities: Str 15, Dex 14, Con 15, Int 2, Wis 
  12, Cha 5
  Skills: Hide +3, Jump +10, Listen +4, Move 
  Silently +4, Spot +4, Survival +1*
  Feats: Alertness, TrackB
  Environment: Any forests
  Organization: Solitary, pair, or pack (4-13)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement Range: 3-6 HD (Large)
  Level Adjustment: —
   
  Quill Burst (Ex): Once per week, a 
  lupiscupine may vigorously shake its body as a 
  standard action, causing a number of its quills to fly 
  off in all directions. The lupiscupine may make 1d4 
  ranged attack rolls (+3 attack bonus, roll each quill 
  separately) against all creatures within 15 feet.
   
  Quills (Ex): A lupiscupine is covered in long 
  quills like those of an enormous porcupine. If a 
  lupiscupine successfully trips or grapples a target, 
  the target takes 1d4 points of piercing damage from 
  its quills. Any creature striking the lupiscupine with 
  natural weapons or unarmed attacks also takes 1d4 
  points of damage.
   
  Trip (Ex): A lupiscupine that hits with a bite 
  attack can attempt to trip its opponent (+2 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. The 
  target of a lupiscupine’s trip attack also takes quill 
  damage. If the trip attempt fails, the target cannot 
  react to trip the lupiscupine.
   
  Skills: *Lupiscupines have a +4 racial bonus 
  on Survival checks when tracking by scent.
  1
  
  28
   
  Mabrawn are tall four-armed humanoids, 
  obviously of feline descent. Male mabrawn stand 
  almost 7 feet tall, and have short sturdy horns on top 
  of their heads. Female mabrawn are smaller and more 
  dexterous, typically preferring ranged weapons over 
  the short swords of their brothers. The coloration of 
  mabrawn varies wildly, like that of cats, and has no 
  social bearing in their culture. Mabrawn still retain 
  some of the traits of their ancestors, such as the strong 
  claws and sharp teeth that many warriors still prefer to 
  wield during battle.
   
  The race of the mabrawn is an ancient and 
  distinguished one. In ages lost, the mabrawn were as 
  numerous as humans, and commanded vast empires. 
  As the mabrawn society evolved, they became more 
  spiritual and introspective, and their territories were 
  soon overrun by a variety of other races. Many 
  assumed the mabrawn to be extinct entirely, and 
  they were soon forgotten. The mabrawn, however, 
  had retreated back deep into the forests to their 
  sacred places and far from being dead, were living 
  in a sort of golden age. Separated from the rest of the 
  world, the mabrawn achieved peace, prosperity, self-
  sufficiency, and happiness. Their scholars thrived, 
  and their culture achieved new heights of learning, 
  beauty, and wisdom. Of course, as the mabrawn did 
  so well, their numbers increased, and soon they were 
  unable to hide themselves away. The mabrawn are 
  now in a new stage of expansion, trying to carve a 
  place for themselves in a crowded world.
   
  Mabrawn speak their own language. Many 
  mabrawn also speak Common, or Elven.
   
  The mabrawn warrior presented here had the 
  following ability scores before racial adjustments: 
  Str 11, Dex 12, Con 13, Int 10, Wis 9, Cha 8.
  Mabrawn
  Mabrawn, 1st-Level Warrior
  Medium Humanoid (Mabrawn)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+3 Dex, +2 natural), touch 
  13, flat-footed 12
  Base Attack/Grapple: +1/+2
  Attack: Short sword +2 melee (1d6+1/19-
  20) or claw +2 melee (1d4+1) or longbow +4 
  ranged (1d8/x3)
  Full Attack: Short sword +0 melee (1d6+1/19-
  20) and 3 short swords +0 melee (1d6/19-20) 
  and bite -3 melee (1d6) or 4 claws +2 melee 
  (1d4+1) and bite -3 melee (1d6); or longbow 
  +4 ranged (1d8/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attack: –
  Special Qualities: Low-light vision
  Saves: Fort +3, Ref +5, Will +1
  Abilities: Str 13, Dex 16, Con 13, Int 10, Wis 
  13, Cha 8
  Skills: Listen +3, Spot +3
  Feats: Multiweapon Fighting B, Run
  Environment: Temperate forests
  Organization: Solitary, pair, patrol (3-6 
  plus 1 3rd-level leader), troop (11-18 plus 2 
  3rd-level sergeants, 1 3rd-level priest, and 1 
  5th-level lieutenant), or colony (21-120 plus 
  50% noncombatants, plus 1 3rd-level sergeant 
  per 5 adults, 1 3rd-level priest per 20 adults, 5 
  5th-level lieutenants, 2 7th-level captains, and 
  1 9th-level priest) 
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: By character class
  Level Adjustment: +3
  Combat
   
  Mabrawn patrols commonly team warriors 
  with archers and spellcasters. The archers and 
  spellcasters provide cover and ranged support for 
  the warriors, who attack ferociously with all four 
  of their arms at once. In case of emergency, archers 
  carry melee weapons and enter the fray if needed.
  Mabrawn as Characters
   
  Mabrawn have an affinity for the wilderness, 
  and their favored class is ranger. Mabrawn druids are 
  also common, and clerics somewhat rarer. Mabrawn 
  with a more lawful bent often follow the path of the 
  monk, while more chaotic mabrawn gain levels as 
  rogues. Mabrawn adventurers are common in this 
  time, as many mabrawn are fascinated with the 
  outside world and eager for exploration. Mabrawns 
  are generally well-regarded by other good races, 
  and are likely to encounter more an attitude of 
  wonder and interest than hostility. As their lands and 
  influence grow, however, this may change.
   
  Mabrawn characters possess the following 
  racial traits.
  — +2 Strength, +4 Dexterity, +4 Wisdom.
  — Medium size.
  — A mabrawn’s base land speed is 30 feet.
  — Low-light vision.
  — Racial Skills: Mabrawn characters gain skills 
  according to their character class.
  — Racial Feats: Mabrawn characters receive the 
  Multiweapon Fighting feat as a bonus feat.
  — +2 natural armor bonus.
  — Natural Weapons: 4 claws (1d4) and bite (1d6).
  — Favored Class: Ranger.
  — Level adjustment +3.
  1
  
  29
   
  Thousands of years ago, a coalition of evil 
  deities created the makesh to replace elves as the 
  woodland’s controllers. Although believed to have 
  perished centuries earlier, the makesh somehow 
  survived. Their size and build most closely resemble 
  that of a human, but they only possess one eye, no 
  nose, and a third arm. Both male and female makesh 
  share the same light green skin and very thin brown 
  hair. Their eye coloration varies, depending on the 
  magical function employed at the time. Despite the 
  absence of a nose, the makesh can smell; olfactory 
  glands embedded in its long, forked tongue allow it 
  to do so. The creature’s arm extends from the back 
  of the neck to a maximum length of 3 1/2 feet. The 
  snake-like appendage is thin, but just as strong as 
  its other arms, and it can be used just as quickly and 
  capably, except that it cannot manipulate small items 
  because it lacks fingers. When not in use, the arm 
  remains coiled around the makesh’s long neck.
   
  In general, these humanoids are agile and 
  sinewy. Makesh wear conservative, drab clothing 
  and are never encountered unarmed. Makesh speak 
  Common and Elven, as well as their own language.
  Combat
   
  Makesh 
  always 
  initiate 
  combat 
  unless 
  outnumbered. They prefer to hurl javelins before 
  wading directly into combat with their signature 
  weapon, the flail. They often ambush their foes from 
  the trees, where they use their third arm to hang from 
  a branch and use a free arm to throw javelins.
   
  Spellcasters use this same technique to gain 
  a clear line of sight without hindering casting by 
  provoking attacks of opportunity. Coordinated 
  assaults do not fare well, as the makesh’s sense of 
  self-preservation is high. For example, a complex 
  plan that depends on each makesh playing a vital 
  role falls apart because individuals retreat when 
  severely threatened.
  Makesh
  Medium Humanoid (Makesh)
  Hit Dice: 2d8 (9 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+1 Dex, +3 studded 
  leather), touch 11, flat-footed 13
  Base Attack/Grapple: +1/+1
  Attack: Flail +1 melee (1d8) or javelin +2 
  ranged (1d6)
  Full Attack: Flail +1 melee (1d8) or javelin +2 
  ranged (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., detect magic
  Saves: Fort +0, Ref +4, Will +0
  Abilities: Str 10, Dex 13, Con 10, Int 12, Wis 
  10, Cha 8
  Skills: Climb +3, Hide +3, Listen +3, Move 
  Silently +2, Spot +3, Survival +2
  Feats: Alertness
  Environment: Temperate forest
  Organization: Solitary, pair, bunch (3-5) or 
  knot (5-20)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +1
   
  Detect Magic (Su): In addition to its 
  darkvision, a makesh can detect magic in a 60-foot 
  area at will. Using this ability is a free action and 
  causes the makesh’s eye color to change from its 
  normal brown to a light blue.
   
  Skills: A makesh’s third arm gives it a +2 
  racial bonus on Climb checks. The skill modifiers 
  given in the statistics block include a –1 armor check 
  penalty for wearing studded leather.
  Habitat/Society
   
  Makesh society is poorly organized. They 
  congregate in small treetop villages of no more 
  than 50 individuals created primarily for protection 
  rather than the need for companionship. Makesh 
  villages are purposely located deep in the woods, 
  affording them the privacy and protection that they 
  cherish most. The smartest member usually leads the 
  community, but occasionally the strongest one does.
   
  The unique powers and qualities of wooded 
  areas were something that the evil gods did not 
  want the elven race to unilaterally dominate. Soon 
  after the elves’ creation, this vile cadre fashioned 
  the makesh to oppose them. Unfortunately, the rush 
  to bring the race to fruition caused its downfall. 
  Inherently self-serving, the makesh fight amongst 
  themselves as often as against the elves. Before 
  the arrival of humans, the elves nearly eradicated 
  the makesh after a long, protracted war. Today, 
  the makesh remain hidden, nursing a deep-seeded 
  hatred of the elves, while carefully and quietly 
  spreading their numbers through the forest and 
  its surroundings. Makesh leaders recognize the 
  untapped power non-forest dwellers possess, and 
  some makesh venture beyond their secluded villages 
  in search of an ultimate weapon to destroy elves 
  once and for all.
   
  Favored classes include rogue and wizard, 
  with the community leader often possessing several 
  levels of one or both.
  1
  
  30
   
  Slicing divers are amongst the deadliest threats 
  of the jungle. Reaching four feet in length and with a 
  wingspan that reaches 10 feet, they roost in the mid-
  height branches of trees, relying on their green and 
  brown plumage to keep them hidden from predators. 
  The diver’s most notable trait is the sharp, sword-like 
  beak. Sharpened to a deadly edge, it makes a lethal 
  weapon that slices the bird’s prey to pieces. When 
  attacking in flocks, slicing divers can overwhelm and 
  slay even a heavily armored warrior.
   
  Slicing divers usually travel in small flocks. 
  Despite the danger they pose to travelers, they only 
  rarely attack other creatures. Divers use their beaks 
  to chop open vines, trees, and other plants most 
  of the time, cutting them into small, easily eaten 
  portions. When startled or threatened, however, 
  a flock of slicing divers can become aggressive, 
  swarming upon a target with their deadly beaks.
  Combat
   
  Slicing divers react aggressively to any attack, 
  whether real or perceived. A woodsman chopping 
  down a tree could disturb a nest and incite an attack, 
  as could a wizard who carelessly looses a fireball or 
  Slicing Diver 
  Small Magical Beast
  Hit Dice: 1d10+1 (6 hp)
  Initiative: +5
  Speed: 10 ft. (2 squares), fly 60 ft. (average) (12 
  squares)
  Armor Class: 18 (+1 size, +5 Dex, +2 natural), 
  touch 16, flat-footed 13
  Base Attack/Grapple: +1/-5
  Attack: Beak +0 melee (1d8-2)
  Full Attack: Beak +0 melee (1d8-2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Flock of razors, slicing dive
  Special Qualities: Darkvision 60 ft., low-light 
  vision, razor beak
  Saves: Fort +3, Ref +7, Will +0
  Abilities: Str 6, Dex 20, Con 12, Int 4, Wis 10, 
  Cha 8
  Skills: Hide +9, Spot +4
  Feats: Flyby Attack
  Environment: Warm forest
  Organization: Solitary or flock (4-24)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: —
  lightning bolt near a flock. In battle divers descend 
  upon a target with frightening speed, swooping by 
  to slice with their beaks. They make extensive use 
  of their razors and slicing dive abilities, swooping 
  past their opponents in great waves to overwhelm 
  and slay them.
   
  Flock of Razors (Ex): A slicing diver that aids 
  another attacking bird may automatically grant a +1 
  bonus to either its attack roll or AC without having 
  to make an attack roll. It may also use its slicing dive 
  ability when performing this action. A slicing diver 
  can choose to use the aid another action normally, 
  but still needs to make an attack roll if it does so.
   
  Slicing Dive (Ex): When using the Flyby 
  Attack feat to attack, a slicing diver provokes no 
  attack of opportunity when moving out of the 
  target’s threatened area.
   
  Razor Beak (Ex): The slicing diver’s sharp, 
  edged beak allows it to easily evade grappling 
  attempts and most nets and other snares. Any 
  character grappling a diver suffers automatic beak 
  damage each round it grapples the bird. The diver 
  deals the same damage to nets and similar snares 
  trapping it.
  Treetara
  Small Animal
  Hit Dice: 2d8 (9 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), climb 20 ft
  Armor Class: 16 (+1 size, +3 Dex, +2 natural), 
  touch 14, flat-footed 13
  Base Attack/Grapple: +1/-4
  Attack: Bite +5 melee (1d6-1)
  Full Attack: Bite +5 melee (1d6-1) and 2 claws 
  +0 melee (1d3-1)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Pounce, rake 1d3-1
  Special Qualities: All-around vision, burst of 
  speed, low-light vision, razor spines
  Saves: Fort +3, Ref +6, Will +1
  Abilities: Str 9, Dex 16, Con 11, Int 1, Wis 12, 
  Cha 10
  Skills: Balance +11, Climb +11, Hide +13*, Jump 
  -7, Listen +2, Spot +7
  Feats: Spring AttackB, Weapon Finesse
  Environment: Warm forests and marshes
  Organization: Solitary, pair, or pack (3-8)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Always neutral
  Advancement Range: 3-4 HD (Small); 5-6 HD 
  (Medium)
  Level Adjustment: —
  1
  
  31
   
  Treataras are predatory, arboreal lizards that 
  stalk rainforests, jungles, and marshes. Along 
  their sallow bodies are bony spurs. Their unusual 
  body structure and coloration grant them amazing 
  camouflage in trees and underbrush.
   
  A treatara is about 3 feet long and weighs 
  around 16 pounds.
  Combat
   
  Thanks to its remarkable camouflage, the 
  treatara usually surprises its prey. It is rarely 
  surprised itself, given its wide-spaced eyes. Even if 
  an enemy spots the creature, the treatara’s capability 
  for short bursts of speed allows it to close the 
  distance before its prey can react. After leaping onto 
  its target, the creature bites and claws rapidly and 
  then leaps away, only to attack again an instant later. 
  Treataras sometimes hunt in packs, allowing them 
  to bring down prey far larger than themselves.
   
  Pounce (Ex): If a treatara charges a foe, it 
  can make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +0 melee, damage 
  1d3-1.
   
  All-Around Vision (Ex): A treatara 
  has widely spaced eyes that rotate 
  independently, allowing it to see in all directions at 
  once. Because of this ability, it cannot be flanked.
   
  Burst of Speed (Ex): Once every six hours, 
  a treatara can move at fives times its normal speed 
  (100 feet) when it makes a charge.
   
  Razor Spines (Ex): A creature that attacks 
  a treatara with natural or unarmed attacks takes 
  1d3 points of piercing damage from the lizard’s 
  wickedly sharp spines. The treatara may also use 
  these spines to deal damage with a successful 
  grapple check.
   
  Skills: Treataras have a +4 racial bonus 
  on Hide and Spot checks and a +8 racial bonus 
  on Balance and Climb checks. They can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened. They use their Dexterity modifier 
  instead of their Strength modifier for Climb checks. 
  * When remaining still among forest growth, a 
  treatara has a +12 racial bonus on Hide checks.
   
  Tree devils are arboreal hunters that stalk 
  heavily forested areas. Their mottled black-brown 
  fur is patched green with the algae. The tree devil’s 
  long arms are reminiscent of primates, while their 
  razor sharp teeth and long snout are more akin to 
  canines.
  Combat
   
  Tree devils are patient hunters, waiting for an 
  isolated victim. The initial attack of a tree devil, 
  typically a swing down from the trees at its victim, 
  is treated as a charge, with the target usually caught 
  flat-footed and completely surprised.
  Tree Devil
  Medium Magical Beast
  Hit Dice: 2d10+2 (13 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), climb 30 ft. (6 squares)
  Armor Class: 14 (+2 Dex, +2 natural), touch 12, 
  flat-footed 12
  Base Attack/Grapple: +2/+3
  Attack: Bite +3 melee (1d6+1) or claw +3 melee 
  (1d4+1)
  Full Attack: Bite +3 melee (1d6+1) or 2 claws +3 
  melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., improved 
  grab, low-light vision
  Saves: Fort +4, Ref +5, Will +3
  Abilities: Str 12, Dex 15, Con 13, Int 2, Wis 16, 
  Cha 10
  Skills: Climb +9, Hide +4*, Jump -5, Move 
  Silently +4, Tumble +6, Survival +4
  Feats: Stealthy
  Environment: Temperate forest
  Organization: Solitary, pair, or family (1-2 and 
  1d4 offspring)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Medium); 5-6 HD 
  (Large)
  Level Adjustment: —
   
  Improved Grab (Ex): To use this ability, a 
  tree devil must hit a Medium or smaller opponent 
  with a claw attack. It can then attempt to start a 
  grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold.
   
  Skills: Tree devils have a +8 racial bonus 
  on Climb checks. A tree devil can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. *The coloration of a tree devil’s fur 
  gives it a +4 racial bonus on Hide checks made in 
  its native forest. 
  1
  
  32
   
  The ambush lizard is a nocturnal hunter, 
  preferring prey smaller than itself. It is not afraid to 
  attack larger creatures, however. Its mimicry ability 
  allows it to draw unsuspecting prey within range 
  of its long tongue. The natural coloration of an 
  ambush lizard is light brown or green with purple 
  stripes. However, its chameleon-like scales allow it 
  to change color to blend in with its surroundings.
   
  An ambush lizard is about 6 feet tall at the 
  shoulders, 20 feet long from the head to tail, and 
  weighs around 1,000 pounds.
  Combat
   
  The preferred tactic of an ambush lizard is 
  to track a potential meal for long periods of time, 
  listening to noises that the ambush lizard can 
  then imitate. Then it finds a suitable hiding spot 
  and waits, while imitating these noises in hopes 
  of luring prey. If the ambush lizard succeeds in 
  capturing prey, it climbs or runs to a safe spot to 
  finish digesting its meal. If it fails to get a victim 
  into its mouth, the ambush lizard resorts to attacks 
  with its razor-sharp claws and teeth.
   
  Improved Grab (Ex): To use this ability, the 
  ambush lizard must hit a creature of up to Small 
  size with its tongue attack. If it gets a hold it may 
  make another grapple check as a free action to draw 
  its prey into its mouth. Prey successfully drawn in 
  takes automatic bite damage each round, and the 
  ambush lizard can attempt to swallow its prey.
   
  Swallow Whole (Ex): An ambush lizard can 
  try to swallow a Small or smaller opponent it has 
  bitten by making a successful grapple check. The 
  Ambush Lizard
  Large Magical Beast
  Hit Dice: 3d10+3 (19 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), climb 20 ft.
  Armor Class: 14 (-1 size, +1 Dex, +4 
  natural), touch 10, flat-footed 13
  Base Attack/Grapple: +3/+7
  Attack: Bite +2 melee (1d8) or tongue +3 
  ranged touch (1d4 nonlethal)
  Full Attack: Bite +2 melee (1d8) and 2 
  claws -3 melee (1d6) or tongue +3 ranged 
  touch (1d4 nonlethal)
  Space/Reach: 10 ft./5 ft. (up to 15 ft. with 
  tongue)
  Special Attacks: Improved grab, swallow 
  whole
  Special Qualities: Darkvision 60 ft., low-
  light vision, mimicry, scent
  Saves: Fort +4, Ref +4, Will +1
  Abilities: Str 10, Dex 13, Con 12, lnt 6, Wis 
  10, Cha 11
  Skills: Bluff +2*, Climb +9, Hide +10*, 
  Listen +10, Move Silently +11
  Feats: Combat Reflexes, Stealthy
  Environment: Temperate and warm forests
  Organization: Solitary or pair
  Challenge Rating: 2
  Treasure: None
  Alignment: Usually neutral
  Advancement: 4-9 HD (Large)
  Level Adjustment: —
  swallowed creature takes 1d8 points of crushing 
  damage and 1d4 points of acid damage per round 
  from the ambush lizard’s gizzard. A swallowed 
  creature can climb out of the gizzard with a 
  successful grapple check. This returns it to the 
  ambush lizard’s mouth, where another successful 
  grapple check is required for it to get free. A 
  swallowed creature can also cut its way out by 
  using a light slashing weapon to deal 10 points of 
  damage to the gizzard (AC 12). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out.
   
  The ambush lizard’s gizzard can hold two 
  Small, four Tiny, eight Diminutive or sixteen Fine 
  opponents.
   
  Mimicry (Ex): The ambush lizard can 
  imitate any noise or speech it has heard within 
  the past week. A successful Listen check opposed 
  to the ambush lizard’s Bluff check is required to 
  detect the ruse.
   
  Skills: Ambush Lizards have a +8 racial 
  bonus on Listen and Move Silently checks. A 
  ambush lizard has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. They may 
  use their Dexterity modifier instead of Strength for 
  Climb checks. Due to their chameleon-like ability 
  to blend into their surroundings, ambush lizards 
  receive a +10 racial bonus on Hide checks.
   
  *When imitating sounds or voices with their 
  mimicry ability, they receive a +10 racial bonus on 
  Bluff checks.
  2
  
  33
   
  Amphi are an intelligent race of poisonous 
  tree frog that came down from the branches. They 
  are brightly colored with different patterning on 
  their bodies depending on tribe. Amphi speak 
  a language of their own and some understand 
  Common; however, due to their specialized tongue 
  and throat structure, they are unable to produce 
  the sounds required by most languages. Amphi 
  characters favor the barbarian class.
  Combat
   
  The amphibian eyes of the amphi allow 
  them to lie submerged beneath water and lash 
  out with their tongues at targets on land with no 
  penalty, but opponents trying to hit them do so at 
  a disadvantage, reflected in a one-half cover bonus 
  to the amphi.
   
  An opponent can attack an amphi’s tongue 
  with a sunder attempt as if it were a weapon. 
  An amphi’s tongue has 4 hit points. If an amphi 
  is currently grappling a target with the tongue 
  when a sunder attempt is made, it cannot use the 
  tongue to make its attack of opportunity against 
  the opponent making the sunder attempt. Severing 
  an amphi’s tongue deals 4 points of damage to the 
  creature. The creature’s tongue does not grow back 
  naturally, but can be restored with a spell such as 
  heal or regenerate.
  Amphi
  Medium Monstrous Humanoid
  Hit Dice: 3d8 (13 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 30 ft. (6 
  squares), swim 20 ft. (4 squares)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +3/+4
  Attack: Tongue +4 melee (1d4+1) or javelin 
  +5 ranged (1d6+1 plus poison)
  Full Attack: Tongue +4 melee (1d4+1) or 
  javelin +5 ranged (1d6+1 plus poison)
  Space/Reach: 5 ft/5 ft. (10 ft. with tongue)
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., leap
  Saves: Fort +1, Ref +5, Will +3
  Abilities: Str 12, Dex 14, Con 11, Int 8, Wis 
  10, Cha 11
  Skills: Climb +11, Hide +2*, Jump +13, 
  Move Silently +6, Spot +3, Swim +11, 
  Survival +3
  Feats: Ability Focus (poison), Athletic
  Environment: Warm forest and marsh
  Organization: Solitary, pair, gang (2-4), 
  war party (10-12), or pod (40-60 plus l0% 
  noncombatants plus 1 adept or sorcerer of 
  5th to 7th level)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +1
   
  An amphi’s flesh continuously oozes a toxin 
  that reacts to humanoid and animal flesh. It causes 
  stiffening of the muscles and reduced motor skills 
  upon contact, as when the amphi is hit with an 
  unarmed attack. As a move-equivalent action, 
  an amphi can coat a weapon with this poison, 
  which will be potent for two strikes: the poison 
  functions normally for the first strike, and at –2 
  DC for the second (DC 11). Although immune to 
  the secretions themselves, amphi never coat their 
  barbed tongues with the poison.
   
  Leap 
  (Ex): 
  An 
  amphi 
  can 
  make 
  standing long jumps and high jumps as if they 
  were running long jumps and high jumps.
   
  Poison (Ex): Contact, Fortitude DC 13, 
  initial damage and secondary damage 1d4 Dex. 
  The save DC is Constitution-based.
   
  Skills: An amphi has a +12 racial bonus 
  on Jump checks and a +8 racial bonus on Climb 
  checks. An amphi can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
   
  An amphi has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims 
  in a straight line.
   
  * An amphi has a +8 racial bonus on Hide 
  checks when in forests, jungles, or swamps.
  2
  
  34
   
  As the lingering spirits of the neglected 
  dead, autumnal mourners appear during the gray 
  mists of autumn. Deprived of a proper funeral, 
  burial, or even commemoration, they now mourn 
  the summer’s annual passing and the subsequent 
  death of the trees’ falling leaves. They appear as 
  they did in life, except for their pale, gray skin and 
  the reddish-brown veils covering their faces. They 
  float solemnly amidst the tumbling leaves, quietly 
  singing melancholy dirges on their journey.
   
  Autumnal mourners are disquieting but 
  not especially dangerous in early autumn. They 
  silently rise from the mists and accompany 
  travelers venturing through the woods, somberly 
  following them for several hours. However, when 
  autumn yields to winter, the mourners grow more 
  obsessed with death. Commemorating the passing 
  of dying leaves no longer satisfies their restless 
  nature. When the first snows cover the land, the 
  autumnal mourners transform into bloodthirsty 
  angels of vengeance. Once again, they rise from 
  the mists alongside travelers, but savagely attack 
  them instead, rending their flesh to shreds with 
  their icy hands.
   
  While the potential for autumnal mourners 
  exists in every land, only the forest and woods’ 
  seasonal changes, as experienced by their 
  deciduous plant life, generate their creation. 
  Autumnal mourners speak Common.
  Combat
   
  When fighting, the autumnal mourners sing 
  sorrowful dirges but make no other sound. Their 
  veiled, cold hands bite through skin as deeply 
  as the cruelest autumn winds. The mourners 
  always materialize and fight in pairs, flanking or 
  surrounding their victims.
  Autumnal Mourner
  Medium Undead (Incorporeal)
  Hit Dice: 2d12 (13 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 12 (+2 deflection), touch 12, 
  flat-footed 12
  Base Attack/Grapple: +1/—
  Attack: Incorporeal touch +1 melee (1d4 
  plus 1d6 cold)
  Full Attack: Incorporeal touch +1 melee 
  (1d4 plus 1d6 cold)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Icy touch, mournful dirge
  Special Qualities: Darkvision 60 ft., falling 
  shield, incorporeal traits, undead traits
  Saves: Fort +0, Ref +0, Will +5
  Abilities: Str —, Dex 11, Con —, Int 7, Wis 
  15, Cha 15
  Skills: Hide +2, Listen +4, Knowledge 
  (religion) +3, Perform (sing) +4, Spot +5
  Feats: Alertness
  Environment: Temperate forest
  Organization: Solitary, pair, or procession 
  (3-10)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Any
  Advancement: By character class
  Level Adjustment: —
   
  Icy Touch (Su): A successful incorporeal 
  touch attack by a mourner deals 1d6 points of cold 
  damage in addition to the damage from the attack 
  itself.
   
  Mournful Dirge (Su): The sorrowful hymns 
  of the mourners sap the will of anyone hearing 
  them. Creatures within a 150 feet must succeed on 
  a DC 13 Will save or suffer a –1 morale penalty to 
  all attack rolls and a –2 morale penalty on all Will 
  saves against fear effects so long as they are within 
  range of the song. This is a sonic, mind-affecting 
  attack, and is opposable by a bard’s countersong. 
  The save DC is Charisma-based.
   
  Falling Shield (Su): Acutely attuned to the 
  ebb of life in the woods, mourners can cause trees 
  to shed their leaves. As a standard action, a mourner 
  surrounded by trees can trigger a flurry of falling 
  leaves, granting it concealment for one round.
  Campaign
   
  The party encounters an autumnal mourner 
  that resembles a childhood companion, causing 
  them to realize that his neglected corpse must lie 
  unburied somewhere in the area. To give their 
  former friend the rest he deserves, the party must 
  search for the body and perform a proper burial.
   
  Autumnal Mourners instinctively know 
  the correct ceremonies to bury corpses from any 
  culture. Searching for clues regarding the identity 
  of a group of enemies, the party silently watches as 
  an autumnal mourner performs the proper burial 
  ritual on their enemies’ dead.
  2
  
  35
   
  The bonethief is a pack-hunting, bipedal 
  reptilian that stalks the deepest parts of the jungle. 
  Their maws are packed with needle-like razors, 
  while their claws are sharp talons that slice through 
  flesh with ease. Their black, brown, and greenish 
  complexion help bonethieves blend into the jungle. 
  While bonetheives are not too bright, they are just 
  intelligent enough to work together for the kill. 
  Bonethieves speak Draconic.
  Combat
   
  Bone Theft (Su): When a bonethief scores 
  a successful critical hit with any of its natural 
  attacks, it can magically absorb a bone from one of 
  the victim’s arms or legs (determined randomly). 
  The victim must succeed on a DC 13 Fortitude 
  save or lose the bone, rendering that limb useless. 
  The save DC is Constitution-based. The loss 
  of a bone is permanent, but it can be restored 
  with a regenerate spell. The victim suffers a - 4 
  circumstance penalty to his effective Strength and 
  Dexterity scores in appropriate situations, such as 
  combat. His movement is reduced by 75% if a leg 
  is affected. If an arm is affected, the victim faces 
  Bonethief
  Large Magical Beast
  Hit Dice: 2d10+4 (15 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares), climb 20 ft. (4 
  squares)
  Armor Class: 9 (-1 size), touch 9, flat-
  footed 9
  Base Attack/Grapple: +2/+9
  Attack: Bite +4 melee (1d8+3)
  Full Attack: Bite +4 melee (1d8+3) and 2 
  claws +2 melee (1d6+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Bone theft, trip
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +5, Ref +3, Will +2
  Abilities: Str 16, Dex 10, Con 14, Int 6, Wis 
  14, Cha 10
  Skills: Climb +11, Hide +5, Jump +7, Listen 
  +6, Move Silently +6, Survival +2*
  Feats: Multiattack
  Environment: Warm and temperate forest
  Organization: Solitary, pair, or pack (6-11)
  Challenge Rating: 2
  Treasure: 1/10 coins; 50% goods; 50% 
  items
  Alignment: Always neutral evil
  Advancement: 3-4 HD (Large), 5-6 HD 
  (Huge)
  Level Adjustment: —
  a 50% spell failure chance for any spell with a 
  somatic component.
   
  For each bone a bonethief steals, its natural 
  armor increases by +1 for 24 hours, the stolen bone 
  material forming a bony plating and spurs on the 
  bonethief’s body. This change occurs 1d4 rounds 
  after the attack and cannot raise the bonethief’s 
  natural armor bonus over +5. A creature that loses 
  a bone from this attack cannot be affected again for 
  24 hours.
   
  Trip (Ex): A bonethief that hits with its bite 
  attack can attempt to trip its opponent (+7 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  bonethief.
   
  Skills: A bonethief has a +4 racial bonus on 
  Listen and Move Silently checks, a +6 racial bonus 
  on Hide checks, and a +8 racial bonus on Climb 
  checks. A bonethief can always choose to take 10 
  on Climb checks, even if rushed or threatened.
   
  *A bonethief has a +4 racial bonus on 
  Survival checks when tracking by scent.
  Flora and Fauna
   
  Cacao: A 40-foot tall evergreen tree, cacao is valuable for its seeds, which are roasted and 
  pulverized to make chocolate and cocoa. The seeds contain much fat and the mildly stimulating alkaloid, 
  theobromine. Cocoa is obtained by removing most of the fat, called cocoa butter, and chocolate results 
  when most of the fat is retained. The Inca used cacao seeds as a currency. Climate/Terrain: Warm, wet 
  forest. Value: 10gp/lbs.
  2
  
  36
   
  Bracken 
  corpses 
  are 
  the 
  reanimated 
  remains of murder victims hidden or dumped 
  in the wilderness by their killer. Whether their 
  creation results from arcane power or the whim 
  of a vengeful deity, bracken corpses are fearsome 
  shambling abominations. Their bodies are badly 
  decayed, with large clumps of wet leaves sticking 
  to them and tendrils of undergrowth tangled 
  among the locks of their remaining hair. While 
  they possess no more intelligence than the average 
  skeleton or zombie, bracken corpses speak at least 
  one language. While they constantly repeat their 
  murderer’s name, they rarely say anything else.
   
  Bracken corpses speak Common.
  Combat
   
  Although bracken corpses usually act like 
  other mindless undead in combat, they instinctively 
  attack their murderer and his associates in 
  preference to all other combatants. Of course, 
  their recollection fades over time, prompting them 
  to mistakenly single out creatures resembling the 
  objects of their hatred and vengeance. Consumed 
  with rage, they haphazardly pummel their foe with 
  a pair of skeletal fists.
   
  Disease (Ex): Slimy doom—slam, Fortitude 
  DC 14, incubation period 1 day, damage 1d4 Con. 
  Each day after the first, on a failed save, an afflicted 
  creature must immediately succeed on another DC 
  12 Fortitude save or take 1 point of Constitution 
  drain. The save DC is Charisma-based.
   
  Fear Aura (Su): An aura of vengeful evil 
  enshrouds all bracken corpses, emitting a potent 
  fear aura in a 30-foot radius. If a bracken corpse’s 
  killer and his relatives are in this area, they must 
  succeed on a DC 12 Will save or be shaken for 
  as long as they remain in the bracken corpse’s 
  Bracken Corpse
  Medium Undead
  Hit Dice: 3d12 (19 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+1 Dex, +3 natural), 
  touch 11, flat-footed 13
  Base Attack/Grapple: +1/+3
  Attack: Slam +3 melee (1d6+2 plus disease)
  Full Attack: 2 slams +3 melee (1d6+2 plus 
  disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disease, fear aura
  Special Qualities: Darkvision 60 ft., death’s 
  tongue, resistance to fire 5, undead traits
  Saves: Fort +1, Ref +2, Will +4
  Abilities: Str 15, Dex 12, Con —, Int —, 
  Wis 12, Cha 13
  Skills: —
  Feats: —
  Environment: Temperate forest
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 4-6 HD (Medium), 7-9 HD 
  (Large)
  Level Adjustment: —
  presence. The aura does not affect anyone but 
  the aforementioned individuals. The save DC is 
  Charisma-based.
   
  Death’s Tongue (Su): Once per round, as 
  a free action, a bracken corpse will truthfully 
  answer any one question about its killer. The 
  bracken corpse’s knowledge is not limited to the 
  information that it knew while alive. During its 
  metamorphosis into a bracken corpse, the dark 
  powers of vengeance provided the bracken corpse 
  with every detail surrounding its death. Despite 
  its extensive knowledge, it answers all questions 
  with “yes,” “no,” “maybe,” never,” “irrelevant,” or 
  some other one-word answer.
  Habitat/Society
   
  As unintelligent undead, bracken corpses 
  possess no real society. They are usually loners, 
  shambling through the dark woods in a largely futile 
  search for their killer. On very rare occasions, the 
  victims of a mass murderer arise as bracken corpses 
  all searching for the same killer. Despite their lack 
  of sentience, the coordination of their activities 
  seems to indicate a least a spark of intellect.
   
  The party discovers a bracken corpse 
  shambling 
  through 
  the 
  woods, 
  apparently 
  searching for something. As they listen to the 
  creature walk past them, they suddenly realize that 
  it endlessly repeats their current employer’s name.
   
  A former foe killed in the woods and left to 
  rot comes back to haunt the party in the form of a 
  bracken corpse.
  Campaign
  2
  
  37
   
  Buckawns are somehow related to brownies, 
  but they are nowhere near as kind-hearted. A 
  buckawn will avoid encounters with creatures 
  other than their own kind, including other fey. 
  Buckawns enjoy playing tricks on unsuspecting 
  travelers who enter their domain, however.
   
  An average buckawn is 2 feet tall and 
  weighs  3 pounds, with swarthy skin and dark 
  hair. The eyes of a buckawn are green or brown, 
  and buckawns tend to dress in earth tones to match 
  their environment.
   
  Buckawns speak Common and Sylvan.
  Buckawn
  Small Fey
  Hit Dice: 1d6 (3 hp)
  Initiative: +8
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+l size, +4 Dex, +2 
  natural), touch 15, flat-footed 13
  Base Attack/Grapple: +0/-4
  Attack: Dagger +1 melee (1d4/19-20) or 
  dart +4 ranged (1d4)
  Full Attack: Dagger +1 melee (1d4/19-20) 
  or dart +4 ranged (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison use, spell-like 
  abilities
  Special Qualities: Low-light vision, scent, 
  spell resistance 12
  Saves: Fort +0, Ref +6, Will +3
  Abilities: Str 11, Dex 18, Con 11, Int 12, 
  Wis 13, Cha 16
  Skills: Bluff +7, Escape Artist +8, Hide +14, 
  Jump +0, Listen +8, Move Silently +10, 
  Sense Motive +5, Spot +7
  Feats: Alertness, Improved InitiativeB
  Environment: Temperate forests
  Organization: Gang (2-4), band (6-11), or 
  tribe (12-20)
  Challenge Rating: 2
  Treasure: No coins; no goods; 50% items
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: +5
  Combat
   
  Buckawns favor daggers and darts in combat. 
  They readily use poisoned blades when confronted 
  with a tough opponent or one for whom they do not 
  particularly care.
   
  Poison Use: Buckawns are trained in the use 
  of poison and never risk accidentally poisoning 
  themselves when applying poison to a blade. They 
  favor deathblade poison.
   
  Spell-Like Abilities: At will–dancing lights, 
  disguise self, entangle (DC 14), invisibility (self 
  only), pass without trace, summon swarm. Caster 
  level 6th.  The save DCs are Charisma-based.
   
  Skills: Buckawns have a +2 racial bonus on 
  Hide, Listen, Move Silently, and Spot checks.
   
  Drunken Sloth: The drunken sloth is a relatively small arboreal mammal that lairs in the forest’s 
  shrub and small tree layer. With a vaguely simian body and cranial structure well suited for a lifestyle 
  above the forest floor, the drunken sloth hangs from the branches in a motionless state for hours at a 
  time, concealing itself from predators. Distinguishing it from other arboreal animals requires a Survival 
  check (DC 14). It clings to the thick branches with its sharp, curved claws, revealing flaps of sagging skin 
  thinly covered by a loose mat of debris-filled, filthy brown fur. As evening falls, the animal stirs, leaves 
  its perch, and searches the nearby area for fruits, berries, and leaves. Even when active, the drunken sloth 
  moves slowly, only covering a few hundred feet per hour. Infrequent forest visitors mistakenly assume 
  the animal’s distinctive name originated from its lethargic attitude and movements, but this is incorrect. 
  Its name actually arose from its ability to endure cold weather. While the sloth’s coat inadequately 
  insulates it from winter’s frigid temperatures, the animal’s liver and pancreas secrete copious amounts 
  of bile containing a naturally produced form of alcohol. The viscous substance courses through the 
  sloth’s bloodstream, almost pickling it alive. In response to the alcohol in its system, the sloth’s body’s 
  biological processes practically come to a standstill, preserving heat and oxygen within its cells and 
  lowering its need for food and water. The drunken sloth spends most of the winter in this semi-catatonic 
  state. Unfortunately for the sloth, its bile is effective in treating wounds, disease, and neutralizing poison. 
  Obviously, sloth bile is only available during the winter, and one animal yields 1d4 doses of the bile.
  Flora and Fauna
  2
  
  38
   
  The eloko (eh-LOH-koh) is a faerie that 
  superficially resembles a dwarf. Eloko average 4 
  feet in height and weigh about 100 pounds. They 
  are dark-skinned, covered with long hair, and 
  dressed in clothing made of leaves. Their eyes are 
  small but keen, and their mouths are impossibly 
  wide, large, and filled with sharp teeth. Eloko live 
  in hollow trees in the depths of the rain forest.
   
  An eloko is completely carnivorous, eating 
  any creature it can catch. Its favorite food is 
  humanoid flesh.
   
  While most eloko are lone hunters, they 
  sometimes band together to improve their chances. 
  Each carries its own bell, and the eloko’s favored 
  class is rogue.
   
  Eloko speak Sylvan.
  Eloko
  Medium Fey
  Hit Dice: 1d6+7 (10 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12
  Base Attack/Grapple: +0/+2
  Attack: Bite +2 melee (1d6+2) or club +2 
  melee (1d6+2)
  Full Attack: Bite +2 melee (1d6+2) and club 
  –3 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Magic bell
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell resistance 11
  Saves: Fort + 4, Ref +4, Will +3
  Abilities: Str 15, Dex 14, Con 18, Int 15, Wis 
  13, Cha 7
  Skills: Bluff +2, Climb +6, Hide +6, Jump +2, 
  Listen +5, Move Silently +6, Search +3, Spot 
  +5, Tumble +6, Survival +5
  Feats: RunB, Toughness, TrackB
  Environment: Warm forest
  Organization: Solitary or band (2-5)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +2
  Combat
   
  Eloko prefer to attack with surprise, 
  pacifying creatures with their Magic Bells and 
  then rushing to attack armed with wooden clubs 
  and their pointed teeth. Eloko don’t like opponents 
  that fight back and usually retreat if outnumbered. 
   
  Magic Bell (Sp): When an eloko’s bell is 
  rung, all creatures within 30 feet must succeed on 
  a DC 14 Will save or be affected as if by a charm 
  person spell. An eloko’s bell is a magical focus for 
  the power of that eloko; it will not function for any 
  other creature, even another eloko. A creature that 
  successfully saves cannot be affected again by the 
  same eloko’s bell for 24 hours. This is a sonic, 
  mind-affecting effect. The save DC is Charisma-
  based and includes a +6 racial bonus.
   
  Skills: An eloko has a +2 racial bonus on 
  Climb, Jump, and Tumble checks.
  Fire Sprite
  Tiny Fey (Fire)
  Hit Dice: 1d6+1 (4 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fly 60 ft. (good) (12 
  squares)
  Armor Class: 19 (+2 size, +4 Dex, +3 
  natural), touch 16, flat-footed 15
  Base Attack/Grapple: +0/-11
  Attack: Short sword +6 melee (1d3-3 plus 1d4 
  fire) or ember bolt +6 ranged (2d4 fire)
  Full Attack: Short sword +6 melee (1d3-3 plus 
  1d4 fire) or ember bolt +6 ranged (2d4 fire)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: Controlled burning, spell-like 
  abilities
  Special Qualities: Immunity to fire, low-light 
  vision, vulnerability to cold
  Saves: Fort +1, Ref +6, Will +4
  Abilities: Str 5, Dex 18, Con 13, Int 17, Wis 
  14, Cha 14
  Skills: Bluff +6, Craft (alchemy) +7, Escape 
  Artist +8, Hide +16, Listen +8, Move Silently 
  +8, Search +7, Sense Motive +6, Spot +8
  Feats: Alertness B, Weapon Finesse
  Environment: Temperate and warm forest
  Organization: Solitary, gang (2-4), band 
  (6-11), squad (15-20 plus 1-3 small fire 
  elementals), or tribe (20-80)
  Challenge Rating: 2
  Treasure: No coins; 50% goods; 50% items
  Alignment: Always neutral
  Advancement: 2-3 HD (Tiny)
  Level Adjustment: –
  2
  
  39
   
  The fire sprite is a small and surprisingly 
  serious about being charged with protecting fey 
  forests from fire (and sometimes lack of fire). 
  They patrol wooded areas regularly, putting out 
  any small fires they find and clearing excess dry 
  brush that could easily be set alight. Sometimes a 
  fire sprite will “scold” travelers and adventurers 
  who are not careful with their campfire or fire 
  magic, putting ash in their food and causing 
  their fire to burn erratically during the night. 
  On rare occasions, fire sprites will gather into a 
  squad to perform carefully regulated “controlled 
  burning,” which burns away overgrown brush and 
  undergrowth to keep the forest healthy.
   
  Fire sprites resemble tiny gnomes, with ash-
  gray skin, fiery red hair, and small insectoid wings. 
  They stand about 1 foot tall.
  Combat
   
  Fire sprites attack viciously in melee, 
  but prefer to throw flaming embers and use their 
  spell-like abilities from a distance.
   
  Controlled Burning (Su): Ten or more 
  fire sprites working together may start a fire over 
  which they have complete control. The sprites 
  determine how fast and how far the fire spreads, 
  what it burns, how long it lasts, etc.
   
  Spell-Like Abilities: At will–quench (DC 
  16); 3/day–create water, flare (DC 13), produce 
  flame, protection from energy (DC 16), pyrotechnics 
  (DC 15); 1/day–fire seeds (DC 19). Caster level 9th. 
  The save DCs are Charisma-based.
   
  The forest scamp is a malevolent forest spirit 
  that uses its wilderness mastery to lead travelers 
  to their dooms. They prefer to remain hidden, 
  tormenting their victims from a safe distance.
   
  Some common deceptions the scamp utilizes 
  are a fearsome face in a nearby tree, a giggling 
  nymph beckoning travelers into a fast-moving 
  river, a fine deer or other game to draw hunters into 
  the lair of a dangerous beast, and a terrifying plant 
  creature formed from fallen leaves and branches to 
  scare travelers off a path.
   
  A typical forest scamp stands only about a 
  foot tall and weighs barely a pound. Forest scamps 
  speak Sylvan.
  Combat
   
  The forest scamp does not engage in combat 
  directly. It uses its supernatural powers of illusion 
  to trick the unwary to their deaths instead.
  Forest Scamp
  Tiny Fey
  Hit Dice: 5d6+20 (37 hp)
  Initiative: +0
  Speed: Fly 100 ft. (perfect)
  Armor Class: 18 (+2 size, +6 natural), touch 
  12, flat-footed 18
  Base Attack/Grapple: —
  Attack: —
  Full Attack: —
  Space/Reach: 2 1/2 ft/0 ft.
  Special Attacks: Wilderness mastery
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell resistance 12, wild 
  empathy 
  Saves: Fort +5, Ref +4, Will +4
  Abilities: Str 10, Dex 10, Con 18, Int 16, Wis 
  10, Cha 18
  Skills: Bluff +6, Diplomacy +4, Disguise +0 
  (+2 acting), Handle Animal +3, Heal +2, Hide 
  +16*, Intimidate +2, Knowledge (nature) 
  +11, Listen +6, Move Silently +7, Search +9, 
  Sense Motive +6, Spot +6, Survival +8 (+10 
  following tracks or in aboveground natural 
  environments)
  Feats: Alertness, Self-Sufficient
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 6-10 HD (Tiny); 11-15 HD 
  (Small)
  Level Adjustment: —
   
  Wilderness Mastery (Su): The forest 
  scamp’s affinity with the forest is so strong that it 
  can create powerful and subtle illusions to confuse 
  and deceive travelers. A forest scamp can affect up 
  to 10 targets at once, and victims must each make 
  a successful DC 16 Will save or be tricked into 
  seeing what the scamp wants him to see. These 
  illusions are treated as the minor image spell. The 
  save DC is Charisma-based
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  a forest scamp has a +6 racial bonus on the check.
   
  Skills: *Forest scamps receive a +8 racial 
  modifier to Hide checks when in forested areas.
  2
  
  40
   
  The mantrid is the fey equivalent of a praying 
  mantis. It has an insect-like abdomen, antennae, 
  wings, and stinger. Unlike insects, the mantrid has 
  a humanoid torso and face and the ability to speak 
  and cast spells. They enjoy music and dancing, and 
  nighttime wanderers of the forest catch glimpses of 
  their glowing abdomens and the lull of their beating 
  wings. A mantrid speaks Elven, Sylvan, and the 
  language of druids.
  Combat
   
  Being tricksters and pranksters, mantrid 
  usually avoid direct combat by either flying away 
  or hiding from danger. When forced to fight, they 
  fly around the weakest looking target, repeatedly 
  stinging them until they are dominated, using the 
  newly acquired pawn to create a distraction while 
  they escape. Mantrids enjoy luring a PC away from 
  his adventuring party then dropping darkness on 
  him, charming him, and sending him back to the 
  party under the mantrid’s control.
  Mantrid
  Fine Fey
  Hit Dice: 1d6 (3 hp)
  Initiative: +6
  Speed: 5 ft. (1 square), fly 40 ft. (good). (8 
  squares)
  Armor Class: +24 (+8 size, +6 Dex), touch 24, 
  flat-footed 18
  Base Attack/Grapple: +0/-20
  Attack: Stinger +14 melee (1d6-4)
  Full Attack: Stinger +14 melee (1d6-4)
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Spell-like abilities, stinger
  Special Qualities: Glow, keen sight, low-light 
  vision, quickness, spell resistance 18
  Saves: Fort +0, Ref +8, Will +2
  Abilities: Str 3, Dex 22, Con 11, Int 14, Wis 10, 
  Cha 13
  Skills: Bluff+5, Craft (any one) +6, Escape Artist 
  +10, Hide +22, Listen +4, Move Silently +10, 
  Search +6, Sense Motive +4, Spot +4
  Feats: Dodge, Weapon Finesse B
  Environment: Temperate and warm forest
  Organization: Gang (2-4), flock (6-11), or band 
  (20-80)
  Challenge Rating: 2
  Treasure: No coins; 50% goods; 50% items
  Alignment: Usually neutral evil 
  Advancement: 2-3 HD (Fine)
  Level Adjustment: +2
   
  Spell-like Abilities: 3/day–darkness, detect 
  thoughts (DC 13), entangle (12), permanent 
  image (DC 17), scare (13), seeming (DC 16), 
  summon swarm. Caster level 7th. The save DCs are 
  Charisma-based.
   
  Stinger (Ex): Any humanoid hit by a 
  mantrid’s stinger must succeed on a DC 11 Will save 
  or be affected as if by a charm person spell (caster 
  level 9th). The save DC is Charisma-based.
   
  Glow (Ex): Mantrids can cause their 
  abdomens to glow at will with an eerie green light. 
  This light sheds bright illumination in a 5-foot radius 
  and shadowy illumination in a 10-foot radius.
   
  Keen Sight (Ex): A mantrid’s antennae grant 
  it blindsense out to 60 feet. A mantrid can also 
  attempt to detect ethereal creatures on a DC 15 Spot 
  check.
   
  Quickness (Su): A mantrid’s reactions are 
  supernaturally quick, granting it an extra move 
  action during its turn each round.
  Nightling 
  Medium Humanoid (Nightling) 
  Hit Dice: 3d8+9 (22 hp) 
  Initiative: +1 
  Speed: 30 ft. (6 squares) 
  Armor Class: 16 (+1 Dex, +3 natural, +2 leather 
  armor), touch 11, flat-footed 15 
  Base Attack/Grapple: +2/+6 
  Attack: Greatsword +6 melee (2d6+6/19-20) or 
  spear +3 ranged (1d8+4/x3) 
  Full Attack: Greatsword +6 melee (2d6+6/19-20) 
  or spear +3 ranged (1d8+4/x3) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spell-like abilities 
  Special Qualities: Darkvision 60 ft., light 
  sensitivity
  Saves: Fort +6, Ref +2, Will +1
  Abilities: Str 19, Dex 12, Con 17, Int 12, Wis 11, 
  Cha 12 
  Skills: Climb +8, Listen +5, Ride +5, Spot +5
  Feats: Mounted Combat, Power Attack 
  Environment: Temperate forests 
  Organization: Solitary, raiding party (5-12 plus 
  1 5th-level sergeant), or platoon (10-60 plus 2-5% 
  mounted and 1-50% noncombatants, 1 5th-level 
  sergeant per 10 soldiers, 2 7th-level sorcerers, and 
  1 10th-level captain)
  Challenge Rating: 2 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +1 
  2
  
  41
   
  Nightlings are a race of nocturnal, formerly 
  subterranean humanoids said to have been driven 
  above ground long ago by some unknown event. 
  They stand about 6-1/2 feet tall, weigh over 200 
  pounds, and have dark green leathery skin and a 
  prominent jaw. Though possibly distantly related 
  to orcs, they are a distinct race and have their own 
  language and culture. Nightlings dislike daylight and 
  usually live in deep forests or anywhere else they can 
  find shelter from the sun. At night they come out to 
  raid neighboring areas for food and goods. Although 
  occasionally encountered underground, nightlings do 
  not make their homes there and are very superstitious 
  about going too deep into the earth.
   
  Nightlings are very strong and prefer to use 
  massive, heavy weapons that do large amounts of 
  damage. Nightlings build shelters for themselves 
  and sometimes craft weapons and armor, but do 
  little else that would be considered labor, preferring 
  to survive off the efforts of others. Nightlings even 
  prefer that others do the walking for them and 
  are frequently encountered mounted on steeds. 
  Nightlings speak their own language and Common.
  Combat
   
  Nightlings are used to being the aggressors. 
  Their battles usually take place at night and on 
  someone else’s turf. If encountered during the 
  day, the typical nightling response is to run away. 
  Nightlings are not at all cowardly, but they choose 
  their battles carefully. Nightlings typically attack to 
  obtain food or to collect goods. They are well known 
  for attacking caravans, and nightling strongholds 
  are usually placed in dense forests not far from 
  major crossroads and cities. Nightling strongholds 
  are difficult to attack, as they have no permanent 
  structures or possessions. If attacked en masse, a 
  nightling colony simply scatters into the woods 
  and regroups later. Therefore, most encounters with 
  nightlings are in the form of ambushes.
   
  Nightlings normally initiate combat by using 
  their darkness spell-like abilities to extinguish their 
  opponents’ light sources. Any enemies still able to 
  see are then targeted by cause fear. Then, the mounted 
  portion of the nightling forces swarm in, with the other 
  half casting spears to cover their comrades. Once melee 
  begins, the second body of the nightlings rushes in to 
  join the fray. As a rule of thumb, if half of the nightling 
  forces are killed and it is not entirely clear that they are 
  going to win the battle, the nightling platoon retreats 
  back into the forest.
   
  Spell-Like Abilities: 2/day—cause fear (DC 
  12), darkness. Caster level equal to nightling’s 
  character level (usually 3rd). The save DC is 
  Charisma-based.
   
  Light Sensitivity (Ex): Nightlings are dazzled 
  in bright sunlight or within the radius of a daylight 
  spell.
  Nightling Society 
   
  Nightling society is centered around the belief 
  in their right to benefit from the labors of other races. 
  Nightlings do not grow or prepare their own food, 
  nor do they manufacture their own goods (except for 
  occasional weapons and armor). Nor do nightlings 
  have jobs, other than as thieves and bandits. They do 
  not build houses or towns, although they assemble 
  hasty shelters if necessary. Nightlings do not even 
  own slaves, as the responsibility of feeding and 
  looking after them is too much like labor in their 
  eyes. Everything they own is stolen from other races 
  in raids.
   
  Nightlings that leave their societies to try 
  to make it on the outside are rare. Those that do 
  usually either try to make their own way as a rogue 
  or hire themselves out as mercenary barbarians or 
  fighters. The occasional nightling has a deeper than 
  usual talent for magic and progresses as a sorcerer. 
  Wizards are unheard of, as the amount of labor 
  involved in learning their magic is too much for 
  a nightling. Clerics are also unlikely, as nightling 
  priests have no affinity for combat or adventuring. 
  Nightling characters are not likely to be treated well 
  by other races.
   
  Nightling characters possess the following 
  racial traits.
  — +8 Strength, +2 Dexterity, +6 Constitution, +2 
  Intelligence, +2 Charisma.
  — Medium size.
  — A nightling’s base land speed is 30 feet.
  — Darkvision out to 60 feet.
  — Racial Hit Dice: A nightling begins with three 
  levels of humanoid, which provide 3d8 Hit Dice, 
  a base attack bonus of +2, and base saving throw 
  bonuses of Fort +3, Ref +1, and Will +1.
  — Racial Skills: Nightlings’ humanoid levels give 
  them skill points equal to 6 x (2 + Int modifier, 
  minimum 1). Their class skills are Climb, Listen, 
  Ride, and Spot.
  — Racial Feats: Nightlings’ humanoid levels give 
  them two feats.
  — Weapon and Armor Proficiency: A nightling is 
  automatically proficient with the greatsword, all 
  simple weapons, light armor, and shields.
  — +3 natural armor bonus.
  — Special Attacks (see above): Spell-like abilities.
  — Special Qualities (see above): Light sensitivity.
  — Automatic Languages: Nightling and Common. 
  Bonus Languages: Gnoll, Goblin, Orc, and 
  Undercommon.
  — Favored Class: Fighter. 
  — Level adjustment +1.
  Nightlings as Characters
  2
  
  42
   
  Onnen are fey spirits linked to ash trees. They 
  stand about three feet tall and appear as a humanoid-
  shaped bundle of ash, sticks, and leaves. A sharp, 
  prominent nose protrudes from their thin, gray 
  faces, and their small black eyes and ears resemble 
  the ash tree’s small black buds. They always appear 
  as males with weathered, wrinkled skin.
   
  Onnen naturally dwell on the Ethereal Plane, 
  but make their homes within great ash trees when 
  guarding the surrounding woodland. Onnen share a 
  symbiotic link with a particular ash tree, identical 
  to the relationship between a dryad and her oak 
  tree. On the Material Plane, they usually remain 
  concealed unless defending their tree, although they 
  sometimes emerge from hiding to help a druid or 
  ranger if that character aids in the defense of their 
  home. Onnen speak Sylvan.
  Combat
   
  Onnen attack opponents with their clawed, 
  ligneous hands when threatened. They use their 
  ethereal jaunt ability to appear behind their 
  opponents to catch them flat-footed. After striking 
  Onnen
  Small Fey
  Hit Dice: 1d6+2 (5 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), climb 20 ft. (4 squares)
  Armor Class: 17 (+1 size, +4 Dex, +2 natural), 
  touch 15, flat-footed 13
  Base Attack/Grapple: +0/-4
  Attack: Claw +5 melee (1d3)
  Full Attack: 2 claws +5 melee (1d3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Damage reduction 5/cold iron, 
  ethereal jaunt, fast healing 2, low-light vision, 
  spell resistance 16, tree dependent
  Saves: Fort +2, Ref +6, Will +4
  Abilities: Str 10, Dex 19, Con 14, Int 6, Wis 15, 
  Cha 12
  Skills: Climb +8, Heal +4, Hide +12*, Listen +4, 
  Move Silently +8, Spot +6
  Feats: Weapon Finesse
  Environment: Temperate forest
  Organization: Solitary
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: —
  their surprised adversary, they return to the Ethereal 
  Plane, only to reappear for another attack at an 
  opportune time.
   
  Spell-Like 
  Abilities: 
  At 
  will—entangle 
  (DC 12), speak with plants; 1/day—plant growth 
  (overgrowth only). Caster level 15th. Save DCs are 
  Charisma-based.
   
  Ethereal Jaunt (Su): An onnen can shift 
  from the Ethereal Plane to the Material Plane as a 
  free action, and shift back again as a move action 
  (or during a move action). The ability is otherwise 
  identical to ethereal jaunt (caster level 15th).
   
  Tree Dependent (Su): Each onnen is 
  mystically bound to a single, great ash tree and must 
  never stray more than 300 yards from it. Any who do 
  become ill and die within 4d6 hours. An onnen’s ash 
  does not radiate magic.
   
  Skills: Onnen have a +8 racial bonus on Climb 
  checks. An onnen can always choose to take 10 on 
  Climb checks, even if rushed or threatened. *Onnen 
  have a +8 racial bonus on Hide checks when in a 
  forested or wooded area during the summer.
  Pardilla
  Large Aberration
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 30 ft. (6 squares)
  Armor Class: 14 (-1 size, +2 Dex, +3 natural), 
  touch 11, flat-footed 12
  Base Attack/Grapple: +3/+12
  Attack: Claw +7 melee (1d6+5)
  Full Attack: 2 claws +7 melee (1d6+5) and bite 
  +2 melee (2d6+2)
  Face/Reach: 10 ft./10 ft.
  Special Attacks: Maul, rake 2d4+2
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +3, Ref +3, Will +5
  Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, 
  Cha 7
  Skills: Balance +4, Climb +13, Hide +3, Jump 
  +5, Listen +4, Move Silently +4, Spot +4
  Feats: Alertness, Stealthy
  Environment: Warm forest
  Organization: Solitary or band (2-8)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-12 HD (Large)
  Level Adjustment: —
  2
  
  43
   
  Pardillas are fierce hunters of the steaming 
  jungle. Pardillas are an amalgam of an ape and 
  a panther. They have the body of a great cat 
  while maintain the stance and attack style of an 
  ape. Their apish brute force coincides with their 
  stalking predator skills.
  Combat 
   
  When a pardilla can get above a large 
  creature, it can drop down upon its back and 
  attack, not only with its jaws and forelimbs but 
  with its clawed, heavily muscled hind limbs as 
  well. The pardilla favors this tactic when attacking 
  large prey such as rhinos, hippos, wild or domestic 
  cattle, etc. Given a larger opponent, such as an 
  elephant, two or more pardillas can employ this 
  attack at the same time.
   
  Maul (Ex): If a pardilla charges a 
  foe of at least Large size from above, it can 
  make a full attack, including (two rake attacks). 
  If an opponent is Huge or larger, more than one 
  pardilla can maul it at the same time.
   
  Rake (Ex): Attack bonus +7 melee, damage 
  2d4+2.
   
  Skills: Pardillas have a +8 racial bonus on 
  Climb checks. A pardilla can always choose to take 
  10 on Climb checks, even if rushed or threatened.
   
  Pontianaks are corporeal undead, giving life to 
  the children slain by langsuyars (page 105) or those 
  born dead. Pontianaks look like perverse owls, using 
  their beaks to gash and their talons to rend flesh.
  Combat
   
  A pontianak usually announces itself through 
  ghost sound baby cries in the darkness, luring the 
  curious to their untimely deaths. Such creatures 
  are not above toying with their prey, however, and 
  often alter their aural illusions to confuse listeners, 
  increasing volume as a victim gets further away or 
  becoming quieter as he or she approaches.
   
  Chilling Scream (Su): A pontianak can 
  let loose a chilling keening, channeling its rage 
  and suffering into a powerful and confounding 
  Pontianak
  Tiny Undead
  Hit Dice: 2d12 (13 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares), fly 40 ft. (average) (8 
  squares)
  Armor Class: 14 (+2 size, +2 Dex), touch 14, 
  flat-footed 12
  Base Attack/Grapple: +1/-8
  Attack: Talon +5 melee (1d3-1) or bite +5 melee 
  (1d3-1)
  Full Attack: 2 talons +5 melee (1d3-1) or bite +5 
  melee (1d3-1)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: Chilling scream, rend 1d6, 
  spell-like abilities
  Special Qualities: +2 turn resistance, darkvision 
  60 ft., scent, undead traits
  Saves: Fort +0, Ref +2, Will +3
  Abilities: Str 9, Dex 14, Con —, Int 12, Wis 11, 
  Cha 14
  Skills: Bluff +4, Escape Artist +4, Hide +11, 
  Intimidate +4, Listen +2, Move Silently +4, Spot 
  +2, Tumble +4
  Feats: Improved Initiative, Weapon Finesse B
  Environment: Any land and underground
  Organization: Clutch (2-5) or group (2-5 plus 1 
  langsuyar)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 3-6 HD (Tiny)
  Level Adjustment: —
  sonic attack. When a pontianak screams, all living 
  creatures within a 20-foot spread must succeed on a 
  DC 13 Will save or be affected by confusion, as the 
  spell (caster level 7th). The effect lasts 7 rounds. A 
  creature that successfully saves against this attack 
  cannot be affected by the same pontianak’s chilling 
  scream for 24 hours. The save DC is Charisma-based.
   
  Rend (Ex): If a pontianak hits with both 
  talon attacks, it latches onto the opponent’s 
  body and tears the flesh. This automatically 
  deals an additional 1d6 points of damage.
   
  Spell-Like Abilities: At will–disguise self 
  (DC 13), expeditious retreat, ghost sound (DC 12), 
  ventriloquism (DC 13); 1/day–invisibility. Caster 
  level 4th. The save DCs are Charisma-based.
  2
  
  44
   
  A ronus looks like a falcon-headed wolf with 
  a razor-sharp silver beak. When the sound of a 
  falcon’s shriek and a wolf’s howl mixed together 
  pierce the night air, chances are good that a solitary 
  or pack of ronus are nearby and just about to strike. 
  Turning and running only incites the pack for they 
  know that no normal creature can outrun them 
  (without the aid of magic).
   
  Ronus always hunt in large packs. A solitary 
  encounter with a ronus is almost unheard of. In 
  such events, the creature encountered is most 
  certainly injured, sick, or old. Such a creature 
  will not attack, unless provoked and only fights to 
  defend itself.
   
  Ronus live by hunting and are carnivorous 
  monsters. They will eat just about anything from 
  mice to rabbits to goblins to ogres–anything they 
  can catch and kill. Prey is attacked quickly and 
  dispersed as quickly as possible before it has a 
  chance to get its bearings and mount an attack 
  against the ronus pack. Kills are eaten where 
  they fall. The pack ravenously devours most of 
  the meat, but do not pick the bones clean. Area 
  scavengers appreciate this and some actually 
  follow a ronus pack waiting for its chance to eat.
  Ronus
  Medium Magical Beast
  Hit Dice: 3d10+6 (22 hp)
  Initiative: +4
  Speed: 60 ft. (12 squares)
  Armor Class: 17 (+4 Dex, +3 natural), 
  touch 14, flat-footed 13
  Base Attack/Grapple: +3/+6
  Attack: Bite +7 melee (1d6+4)
  Full Attack: Bite +7 melee (ld6+4)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +5, Ref +7, Will +3
  Abilities: Str 16, Dex 18, Con 15, lnt 4, Wis 
  14, Cha 6
  Skills: Hide +5, Jump +16, Listen +6, Move 
  Silently +9, Spot +9
  Feats: Alertness, Weapon Focus (bite)
  Environment: Temperate forests
  Organization: Pack (4-9) or lair (6-11)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-9 HD (Medium)
  Level Adjustment: —
   
  Ronus packs build their lairs in hard to find 
  areas and often use leaves, fallen trees, and broken 
  tree limbs to camouflage the lair. Ronus are social 
  creatures and a lair typically contains 1-4 packs. If 
  young are present, there will be 2d4 of them; they 
  are noncombatants.
   
  A ronus grows about 6 feet long and weighs 
  350 pounds.
  Combat
   
  Ronus are fast and use their quickness to their 
  advantage when hunting. They often sight their 
  prey from a great distance and rely on their closing 
  speed to catch it before it notices the ronus and has a 
  chance to flee. Prey that tries to escape is run down; 
  very few creatures can outrun a hungry ronus.
   
  These creatures also use “flush” tactics to 
  force prey into a trap. For example, a pack may 
  chase their prey for a short distance before most 
  of the pack seems to break off and give up. One or 
  two continue pursuit, forcing the prey to turn this 
  way or that way; in essence, forcing the prey to go 
  the way the ronus want it to go. Prey that fall for 
  this tactic often finds itself face-to-face with the 
  rest of the ronus pack.
   
  Skills: A ronus has a +4 racial bonus on 
  Move Silently and Spot checks.
  Flora and Fauna
   
  Caron: The thick, oversized broad leaves of this 15-foot-high deciduous, woody shrub provide 
  an abundant food source for the forest’s herbivores. In addition, the edible but bland- tasting leaves also 
  retain moisture, allowing a character to eat the leaves in lieu of drinking water from another natural 
  source. Identifying the plant and its unusual property requires a Knowledge (Nature) or Survival check 
  (DC 15). The leaves collected from one shrub contain the equivalent of 3d4 daily rations of water.
  2
  
  45
   
  The ryven is badger-headed humanoid with 
  brownish-gray fur with lighter coloration on the 
  chest and abdomen. Its well-muscled arms and 
  legs end in sharpened claws with elongated nails. A 
  long stripe of white fur runs from its nose, across its 
  head, and down its back. The stripe terminates near 
  its short, bushy tail. Known as badger-folk by those 
  of other races, they are a battle-hardened race, 
  warring mostly with elves or centaurs, and many 
  ryvens carry the scars of such battles with pride.
   
  Ryvens are 5 or 6 feet tall and weigh about 
  450 pounds. Females tend to be slightly shorter 
  and lighter. Ryvens have no language of their own, 
  so most speak Common.
  Combat
   
  Ryven prefer to battle with their natural 
  weapons, relying on their claws and fangs to 
  down their foes. Some carry weapons, usually 
  short swords, daggers, and light crossbows. More 
  insidious ryven sometimes coat their weapons or 
  crossbow bolts with death adder poison.
   
  Ryvens prefer to attack from surprise. Often, 
  a ryven burrows underneath an unsuspecting foe 
  and emerges from the ground in a blast of rock 
  and dirt, catching the opponent by surprise. It then 
  tears into its opponent with teeth and claws.
   
  Rage (Ex): A ryven that takes damage in 
  combat flies into a berserk rage on its next turn, 
  fighting madly until it or its opponent is dead. It 
  gains Strength +4, Constitution +4, and -2 AC. A 
  ryven cannot end its rage voluntarily, but can attempt 
  a DC 20 Will save each round to regain control.
   
  Skills: Ryvens have a +4 racial bonus on 
  Escape Artist checks.
  Ryven
  Medium Monstrous Humanoid
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+3 Dex, +1 natural), touch 13, 
  flat-footed 11
  Base Attack/Grapple: +3/+5
  Attack: Claw +6 melee (ld4+2) or short sword +6 
  melee (ld6+2/l9-20) or light crossbow +6 ranged 
  (1d8/l9-20, range 80 ft.)
  Full Attack: 2 claws +6 melee (ld4+2) and 
  bite +1 melee (1d6+1) or short sword +6 melee 
  (ld6+2/l9-20) or light crossbow +6 ranged (1d8/
  l9-20, range 80 ft.)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Rage
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +4, Ref +6, Will +4
  Abilities: Str 14, Dex 17, Con 17, lnt 6, Wis 12, 
  Cha 10
  Skills: Escape Artist +9, Listen +5, Spot +5
  Feats: Alertness, Track B, Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary, pair, gang (2-5), raiding 
  party (4-7 plus 1 leader of 3rd-4th level), or 
  tribe (10-20 plus 50% noncombatants plus two 
  3rd-level sergeants, one 5th-level lieutenant, one 
  4th-level shaman, 1 leader of 5th-8th level, and 
  3-4 dire badgers)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually neutral (evil tendencies)
  Advancement: By character class
  Level Adjustment: +2
   
  Ryven are tribal folk and build large burrows 
  and tunnels that travel deep into the ground. Leaders 
  are always the strongest and largest of a tribe. Tribes 
  rarely number more than 20 creatures, so it is not 
  uncommon to find more than one tribe sharing the 
  same burrow.
   
  Entrances and exits to a ryven burrow are well 
  camouflaged, and aech burrow consists of many 
  interlocking passageways and chambers. Temples are 
  considered highly sacred places to a ryven tribe and 
  are always well-protected and guarded. Most ryven 
  tribes keep company with badgers or dire badgers.
   
  Ryven characters have these racial traits.
  —   Strength +4, Dexterity +6, Constitution +6, 
  Intelligence -4, Wisdom +2.
  —   Base speed is 30 feet.
  —   Darkvision to a range of 60 feet.
  —   Low-light vision.
  —   Scent.
  —   +1 natural armor bonus.
  —   Racial Hit Dice: A ryven begins with three levels 
  of monstrous humanoid, which provides 3d8 HD, a 
  base attack bonus of +3, and base save bonuses of 
  Fort +1, Ref +3, and Will +3.
  —   Racial Skills: A ryven’s monstrous humanoid 
  levels give it skill points equal to 6 x (2 + Int 
  modifier, minimum 1). Its class skills are Escape 
  Artist, Listen, and Spot. Ryvens have a +4 racial 
  bonus on Escape Artist checks. 
  —   Racial Feats: A ryven’s monstrous humanoid 
  class levels give it two feats. Ryvens gain Track as 
  a bonus feat. 
  —   Special Qualities (see above): Rage. 
  — 
  Automatic 
  Languages: 
  Common. 
  Bonus 
  Languages: Elven, Goblin, Sylvan, Orc.
  —   Favored Class: Rogue. 
  —   Level Adjustment +2
  Ryven Society
  2
  
  46
   
  The shock beetle is a small yet rather 
  dangerous beast. It is a 3 foot long multicolored 
  beetle with a wide row of feelers descending 
  from its mouth. It stands about 2 feet high. Shock 
  beetles are aggressive and predatory, having few 
  natural enemies.
   
  Their main feature of note is the sizable 
  electrical charge that builds up within them. 
  This charge functions as both an offensive and 
  defensive weapon, affecting enemies that touch 
  them as well as those bitten by the beetle. Though 
  difficult to work with, they are highly prized by 
  alchemists and mages as a supply of electrical 
  power for their experiments. Also, for some 
  unknown reason, paretiophages (page 151) seem 
  to enjoy their company as pets and watchdogs.
  Combat 
   
  Shock beetles are lazy hunters. They like to 
  hide themselves in cracks or around blind corners 
  and then lie in wait for prey. When a suitable 
  creature approaches, they jump out to attack. If 
  a beetle has not been noticed by the time prey 
  approaches within 10 feet of its hiding place, it 
  surprises its prey with a leap attack.
   
  Once in normal combat, the beetle attacks 
  with its bite. If its bite attack hits, the victim 
  suffers additional shock damage.
   
  Leap (Ex): If a shock beetle jumps as part of 
  its move action, it can try to overrun an opponent 
  without provoking an attack of opportunity. In 
  Shock Beetle
  Small Vermin 
  Hit Dice: 4d8+4 (22 hp) 
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+1 size, +2 Dex, +5 
  natural), touch 13, flat-footed 16 
  Base Attack/Grapple: +3/+0
  Attack: Bite +5 melee (1d4+1 plus shock) 
  Full Attack: Bite +5 melee (1d4+1 plus 
  shock) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Leap, shock (1d8+4)
  Special Qualities: Darkvision 60 ft., 
  immunity to electricity, vermin traits 
  Saves: Fort +5, Ref +3, Will -1
  Abilities: Str 13, Dex 14, Con 12, Int —, 
  Wis 6, Cha 5 
  Skills: Hide +6, Jump +9
  Feats: –
  Environment: Temperate forests
  Organization: Solitary or nest (3-8)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 5-8 HD (Small); 9-12 HD 
  (Medium)
  Level Adjustment: –
  addition, the target of the overrun cannot choose 
  to avoid the beetle, and the beetle gains a +4 bonus 
  on its Strength check to knock down the opponent. 
  Even if the beetle fails to knock down its opponent, 
  it can still deliver its shock if the opponent is 
  wearing metal armor.
   
  Shock (Ex): Once per round, if the beetle 
  comes into contact with conductive metal, it 
  discharges a powerful electrical shock, inflicting 
  1d8+4 points of electricity damage. The shock 
  can be released when the beetle is struck by a 
  metal weapon or when the beetle attacks a creature 
  wearing metal armor or a metal shield with its bite 
  attack. Even if the beetle misses its opponent, 
  it can still release the shock (but not deal bite 
  damage) if the bite attack is sufficient to succeed 
  as a touch attack.
   
  It takes the beetle 1 round to build up a new 
  charge. Once it discharges, it is relatively safe to 
  strike at the beetle until it recharges. The largest 
  examples of these beetles (10-12 HD) do not take 
  any time to recharge and can shock creatures any 
  number of times during a round. The damage 
  inflicted increases by 1 for each additional Hit Die 
  the beetle possesses beyond 4 (to a maximum of 
  1d8+12 at 12 HD).
   
  Skills: The shock beetle has a +8 racial 
  bonus on Jump checks due to the strength of its 
  hind legs. It does not double its Jump DC if it does 
  not get a running start.
  2
  
  47
   
  A skyviper is an airborne serpent that inhabits 
  warm forests. A skyviper has wide, brightly-
  colored, bat-like wings and attacks with small, 
  needle-sharp teeth. Like most snakes, skyvipers 
  are deaf, but can sense vibrations with a special 
  sensory organ. Unlike most snakes, skyvipers have 
  incredibly keen eyesight. Skyvipers are graceful 
  flyers, but are slow and clumsy on the ground. 
  Skyvipers average about 4-5 feet long and weigh 
  20-25 pounds. They have a wingspan of 6 feet.
  Combat
   
  When attacking alone, a skyviper swoops 
  down through the cover of the jungle trees, moving 
  to pick off a lone or separated target by knocking 
  it down with its wing blast and then using its 
  poisonous bite. The skyviper then attacks using 
  Flyby Attack until its prey is helpless and finally 
  moves in to finish the creature off.
   
  Skyvipers normally do not attack groups of 
  creatures or prey larger than themselves unless 
  traveling in a flight; even then, they will only attack 
  creatures up to one size larger than themselves and 
  only if they outnumber their foes.
   
  Skyvipers are deaf and automatically fail all 
  Listen checks.
  Skyviper
  Small Animal
  Hit Dice: 3d8 (13 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares), climb 10 ft, fly 40 
  ft. (average)
  Armor Class: 15 (+1 size, +3 Dex, +1 
  natural), touch 14, flat-footed 12
  Base Attack/Grapple: +2/-2
  Attack: Bite +6 melee (1d4 plus poison)
  Full Attack: Bite +6 melee (1d4 plus 
  poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, wing blast
  Special Qualities: Immunity to sonic, keen 
  sight, low-light vision, scent
  Saves: Fort +3, Ref +6, Will +2
  Abilities: Str 11, Dex 16, Con 11, Int 2, Wis 
  13, Cha 7
  Skills: Balance +12, Climb +12, Hide +13, 
  Jump -12, Search +1, Spot +10
  Feats: Flyby Attack, Weapon Finesse
  Environment: Warm forests
  Organization: Solitary, pair, or flight (3-6)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-5 HD (Small); 6-9 HD 
  (Medium)
  Level Adjustment: —
   
  Poison (Ex): Bite, Fortitude DC 11; initial 
  and secondary damage 1d4 Strength. The save DC 
  is Constitution-based.
   
  Wing Blast (Ex): As a standard action, 
  a skyviper can slap its wings together quickly 
  around the head of a creature no more than one 
  size larger than itself, creating a remarkably loud 
  noise and possibly stunning its prey. The affected 
  creature must make a successful DC 11 Reflex 
  save or be stunned for 1 round and knocked prone. 
  If the creature fails this save, it must then make 
  a DC 11 Fortitude save or be deafened for 2d4 
  rounds. The save DCs are Constitution-based.
   
  Creatures with no discernible head or no 
  sense of hearing cannot be affected by this ability.
   
  Keen Sight (Ex): A skyviper ignores 
  figments and glamers. Its vision in low-light 
  conditions is three times as effective as that of a 
  human, so if a human can see 20 feet in low light, 
  the skyviper can see 60 feet.
   
  Skills: Skyvipers have a +4 racial bonus on 
  Hide and Search checks and a +8 racial bonus on 
  Balance, Climb, and Spot checks. They can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened. They use their Dexterity modifier 
  instead of their Strength modifier for Climb checks.
  2
  
  48
   
  Thornies are the pets and companions of 
  the vegepygmies (page 48 and 124). They are 
  rarely encountered outside of a vegepygmy tribe 
  or hunting party. Vegepygmies often use them to 
  hunt prey. A thorny resembles a human-sized dog 
  composed of wood and leaves and other vegetable 
  matter. Its entire body is covered with small, 
  thorny spikes.
   
  Thornies reproduce by planting egg-like seeds 
  (that the female lays) in the ground. Three to six 
  months later, a small tree sprouts, buds, and from 
  these buds are born the thornies. An average thorny 
  tree is capable of producing ld6+4 thornies. The tree 
  dies once it buds and the thornies “hatch.”
  Combat
   
  A thorny attacks with its bite, and if an 
  opponent moves close enough, it attacks with its 
  thorns.
  Thorny
  Medium Plant
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +3/+5
  Attack: Bite +5 melee (1d6+2)
  Full Attack: Bite +5 melee (1d6+2) and 1d3 
  thorns +0 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Thorns, trip
  Special Qualities: Low light vision, plant 
  traits
  Saves: Fort +6, Ref +3, Will +2
  Abilities: Str 14, Dex 15, Con 14, Int 2, Wis 
  12, Cha 6
  Skills: Hide +10*, Jump +10, Listen +9, 
  Move Silently +9, Spot +9
  Feats: Alertness, Stealthy
  Environment: Warm forest and 
  underground
  Organization: Solitary or pack (3-8)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-9 HD (Medium); 10-12 
  HD (Large)
  Level Adjustment: –
   
  Thorns (Ex): A thorny’s body is covered 
  with sharp wooden thorns. When biting, a thorny 
  thrashes about, striking with 1d3 thorns. An 
  opponent hit by a thorny’s thorn attack must make 
  a DC 14 Reflex save or have the thorn break off 
  in his or her flesh. A lodged thorn imposes a -1 
  circumstance penalty to attacks, saves, and checks. 
  Removing the thorn deals 1d6 additional points of 
  damage. The save DC is Constitution-based.
   
  Trip (Ex): A thorny that hits with a bite attack 
  can attempt to trip the opponent (+2 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the thorny.
   
  Skills: Thornies have a +4 racial bonus to 
  Hide, Listen, Move Silently, and Spot checks. 
  *The Hide bonus improves to +12 bonus in 
  marshes or forested areas.
   
  Allspice: Allspice is a short, smooth barked tree with impressive foliage. Little white flowers show 
  from among the leaves and the tips of branches hang with bunches of green berries resembling peas. 
  These fruit are picked, placed in a bag to sweat a few days and then sun-dried on broad platforms for 
  five to ten days. Allspice is impossible to transplant from its native region, so it is a very valuable spice. 
  Climate Terrain: Warm wet mountainous forests. Value: 8gp/lbs.
   
  Cloves: Cloves are the buds of a tall (40 ft.) tree. The buds are picked just as they begin to turn pink 
  and then they are dried for three days. The buds then turn into hard li�le nails familiar throughout the 
  world. Clove oil has strong antiseptic powers. It is an anti-bacterial, an anti-fungal, and an analgesic. It 
  is commonly used to treat toothaches and makes its way into smoking tobacco to add a rich flavor and a 
  tingly feeling. Clove trees can be transplanted, but it is very difficult. Climate/Terrain: Warm wet forests. 
  Value: 15gp/lbs.
  Flora and Fauna
  2
  
  49
   
  The tri-flower frond appears as a plant about 
  5 feet tall with deep green stalks. Three trumpet-
  shaped flowers of yellow, red, and orange top 
  the stalks. A typical tri-flower frond weighs 20 
  pounds.
  Combat
   
  Tri-flower fronds attack by firing the tendrils 
  from the orange flower. If they reduce a foe to 
  Intelligence 0, their yellow blooms bend over and 
  drip deadly acid on the unconscious victim.
   
  Acid (Ex): A tri-flower frond can drip acidic 
  enzymes from its yellow flower on a helpless 
  opponent. This deals 1d6 points of acid damage 
  per round the acid contacts a victim.
   
  Fluid Drain (Ex): A tri-flower frond can 
  inject a tendril into a helpless victim and drain 
  its body fluids, dealing 1d6 points of damage per 
  round. An unconscious victim does not wake up 
  when attacked in this manner.
  Tri-Flower Frond
  Medium Plant
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 11 (+1 natural), touch 10, 
  flat-footed 11
  Base Attack/Grapple: +1/+3
  Attack: Tendril +3 melee (1d4 Intelligence)
  Full Attack: 5 tendrils +3 melee (1d4 
  Intelligence)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Acid 1d6, fluid drain 1d6, 
  Intelligence damage
  Special Qualities: Blindsight 30 ft., 
  camouflage, plant traits
  Saves: Fort +5, Ref +0, Will +1
  Abilities: Str 14, Dex 10, Con 14, Int –, Wis 
  13, Cha 9
  Skills: –
  Feats: –
  Environment: Warm forests
  Organization: Solitary, patch (2-5), or 
  cluster (6-11)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 (Medium); 5-6 HD 
  (Large)
  Level Adjustment: –
   
  Intelligence Damage (Su): A creature hit 
  with a tendril must succeed on a DC 13 Fortitude 
  save or take 1d4 points of Intelligence damage. 
  Those whose Intelligence is reduced to 0 by the 
  tri-flower frond fall into an unconscious, coma-
  like state until at least 1 point of Intelligence is 
  restored. The save DC is Constitution-based.
   
  Blindsight (Ex): Tri-flower fronds have no 
  visual organs but can ascertain all foes within 30 
  feet using sound, scent, and vibration.
   
  Camouflage (Ex): Since a tri-flower frond 
  looks like a normal plant when at rest, it takes a 
  DC 20 Spot check to notice it before it attacks.
   
  Anyone with ranks in Survival or Knowledge 
  (nature) can use one of those skills instead of Spot 
  to notice the plant. Dwarves can use stonecunning 
  to notice the subterranean version.
   
  Mace: Mace is a deep red membrane that cradles the stone in the middle of a nutmeg fruit. Within 
  the stone lies the nut that is the nutmeg spice. Mace covers the stone in a netlike formation. Mace is 
  carefully cut from the stone and sun-dried for several days until it changes color from the deep red into an 
  orangey brown. It is then used whole or ground. Mace tastes similar to nutmeg, but is more pungent and 
  doesn’t stain foods as much as the brown nutmeg. Climate/Terrain: Warm wet forests. Value: 12gp/lbs.
   
  Nutmeg: Nutmeg trees stand thirty of forty feet high, have dense green foliage with tints of gold, 
  and bear flowers and fruits throughout the year. The fruits are about the size of a small apple and turn from 
  green to ivory yellow. When ripe, the fruit split in two to reveal its treasure. The stone of the fruit contains 
  the nut and around the stone is the deep red aril more commonly known as the spice mace. Within the 
  stone is the nutmeg proper. Enterprising cultures soak the nuts in limewater before exporting them, thus 
  ensuring they cannot germinate and threaten a very lucrative trade. Climate/Terrain: Warm wet forests. 
  Value: 11gp/lbs.
  Flora and Fauna
  2
  
  50
   
  A troblin is a twisted creature, born of the 
  union of a troll and a goblin. Due to the horrid side 
  effects of their diminished regenerative abilities, 
  the overall appearance of a troblin is difficult to 
  quantify. No two troblins look exactly alike. One 
  troblin may be covered in tough scars that have 
  thickened its skin, while another may have two 
  forearms sprouting from the elbow of one arm. 
  Other troblins may have two arms on one side, or 
  two feet on one
   
  Troblin bands build their lairs in forested areas 
  away from more civilized lands. They are hunter-
  gatherers and use the land as a means of survival, 
  hunting deer, elk, moose, and other game animals.
   
  In general, troblins stand 5 feet tall, with 
  crooked noses, long arms and legs, and large 
  flapping feet. A troblin shares in the characteristics 
  of both its parents, resembling a very tall goblin 
  with troll-like facial features. Its skin is blotched 
  in shades of green, grey, and dull yellow. Its eyes 
  range from pale red to ochre color. Troblins dress 
  in drab-colored clothing and furs made from the 
  hides of animals. Troblins speak Goblin or Troll.
  Combat
   
  Troblins are a disorganized lot and rarely 
  engage in any sort of formal tactics or strategy. 
  When a troblin war band encounters opponents, they 
  simply attack with as much strength and ferocity as 
  they can muster. Troblins are even more craven and 
  cowardly than goblins, and a lone troblin usually 
  runs from any combat in which it is outnumbered.
   
  Mutation (Ex): The regenerative ability of 
  a troblin does not function as well as those of its 
  trollish parent. Sometimes when an injured troblin 
  regenerates, its body warps in an inexplicable 
  Troblin
  Medium Monstrous Humanoid
  Hit Dice: 3d8+6+3 (22 hp)
  Initiative:  +1
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+1 Dex, +2 natural), 
  touch 11, fiat-footed 12
  Base Attack/Grapple: +3/+6
  Attack: Claw +6 melee (ld4+3) or club +6 
  melee (1d6+3)
  Full Attack: 2 claws +6 melee (ld4+3) and 
  bite +1 melee (1d6+1) or club +6 melee 
  (1d6+3) and bite +1 melee (ld6+3)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., 
  mutation, regeneration 2
  Saves: Fort +5, Ref +4, Will +3
  Abilities: Str 16, Dex 12, Con 15, Int 8, Wis 
  11, Cha 7
  Skills: Hide +3, Move Silently +3, Spot +2
  Feats: Great Fortitude, Toughness
  Environment: Temperate forests
  Organization: Solitary, war band (2-5 plus 
  1 leader of 3rd level) or encampment (11-20 
  plus 3 leaders of 2nd-3rd level plus 1 chief 
  of 4th level or higher)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +3
  fashion. A severed arm may regrow as two arms, 
  or a scar may grow to cover the troblin’s entire 
  body in thick skin. Further, if a troblin suffers a 
  critical hit in melee, it has a 25% chance of gaining 
  a mutation once it is fully healed. See below for 
  random mutations.
   
  Regeneration (Su): Fire and acid deal 
  normal damage to a troblin. If a troblin loses a 
  limb or body part, the lost portion regrows in 3d6 
  minutes. The creature can reattach the severed 
  member instantly by holding it to the stump.
  Troblin Society
   
  Troblins have no real society to speak of. 
  They congregate in loosely-organized bands lead 
  by a single strong chieftain, but they are nomadic 
  and never remain in one place for very long. 
  The life of a troblin is short and brutal, and only 
  the strongest and meanest survive to adulthood. 
  Troblin children that misbehave or speak out 
  against the current tribe chieftain are usually 
  thrown into cooking fires and eaten by its betters. 
  Any troblin that has become so deformed and 
  twisted by multiple regenerative mishaps that it is 
  no longer of any use to the tribe generally receive 
  the same fate.
   
  The leadership of a troblin tribe is determined 
  by might alone, so combat prowess and strength 
  are required of any troblin that would dare call 
  itself chief.
  Troblins as Characters
   
  The favored class of a troblin is barbarian. 
  Troblin clerics have access to the Chaos and Evil 
  domains, but clerics are rare in this outcast and 
  wretched race. Most troblin spellcasters are adepts.
  2
  
  51
   
  Troblin characters have these racial traits:
  —    Strength +6, Dexterity +2, Constitution +4, 
  Intelligence -2, Charisma -4.
  —    A troblin’s land speed is 30 feet.
  —    Darkvision 60 feet.
  —    Racial Hit Dice: A troblin begins with three 
  levels of monstrous humanoid, which provides 
  3d8 HD, a base attack bonus of +3, and base save 
  bonuses of Fort +1, Ref +3, and Will +3.
  —    Racial Skills: A troblin’s monstrous humanoid 
  levels give it skill points equal to 6 x (2 + Int 
  modifier, minimum 1). Its class skills are Hide, 
  Move Silently, and Spot.
  —    Racial Feats: A troblin’s monstrous humanoid 
  levels give it two feats.
  —    +2 natural armor bonus.
  —    Special Qualities (see above): 
  Mutation, regeneration 2.
  —    Automatic languages Troll or Goblin. 
  Bonus Languages: Common, Gnoll, Giant, Orc.
  —    Favored Class: Barbarian.
  —    Level Adjustment +3.
  Troblin Mutations
   
  Each troblin has the potential to possess 1d2 
  random mutations brought about by its bizarre 
  regeneration. Roll 1d20 on the below table for 
  each mutation.
   
  Superior Two-Weapon Fighting (Ex): 
  Troblins with two heads automatically gain this 
  ability. Because each of its two heads controls an 
  arm, a troblin does not take a penalty on attack or 
  damage rolls for attacking with two weapons.
  1D20
  Mutation
  1-2
  Dual forearm; claw damage increased by one die type (claw damage 1d6+3), and it 
  gains the benefits of wielding a two-handed weapon with that arm.
  3-4
  Dual foreleg; +2 racial bonus to Balance checks, +2 racial bonus on ability checks 
  made to resist being bull rushed or tripped when standing on solid ground.
  5-6
  Massive scarring; natural armor bonus increases by +1.
  7
  Multiple muscles; +2 Strength.
  8
  Shortened tendons; +2 Dexterity.
  9
  Redundant vital organs; +2 Constitution
  10
  Third leg; +4 racial bonus to Balance checks, +4 racial bonus on ability checks made to 
  resist being bull rushed or tripped when standing on solid ground, +10 to Speed.
  11
  Two arms on one side; gains an additional claw attack when making a full attack and 
  gains the benefits of wielding a two-handed weapon with that arm.
  12
  Two heads; Gains Superior Two-Weapon Fighting ability (see below) and a +2 racial 
  bonus on Listen, Spot, and Search checks.
  13-20
  No mutation.
   
  Green Breath: Distantly related to the willow tree, green breath is a ten-foot-tall, deciduous shrub 
  with green, hourglass-shaped leaves and bright white flowers that ripen into an odd-looking fruit shaped 
  like a plum and covered by an outer layer resembling a tuft of grayish-black fur. Despite the fruit’s 
  unattractive, hairy coating, this bright red fruit laced with white streaks possesses a soft, spongy texture 
  and tastes like a combination of maple syrup and red grapes. Some humanoids ferment an extremely 
  strong wine from the green breath fruit; however, its primary significance to adventurers lies in its 
  relationship to the forest’s undisputed masters, green dragons. Determining this fact and identifying the 
  plant requires a Knowledge (Nature) or Survival check (DC 20). Usually a carnivore, the cruel green 
  dragon prefers the flesh of humanoids, especially elves, however when faced with a shortage of meat, the 
  green dragon resorts to eating shrubs and small trees. The green breath shrub is undeniably its favorite 
  plant meal. Because of its appetite for the plant, green dragons often lairs near a cluster of the elusive 
  shrubs, or on rare occasions, they actually plant some of the shrub’s seedlings in fertile soil near its lair. 
  As a result, whenever a character encounters a green breath shrub, there is a 10% chance that a green 
  dragon lairs somewhere within a 3d6xl00-foot radius of the plant. With the exception of only the bravest 
  adventurers, the sighting and recognition of a green breath plant incites abject terror in most.
  Flora and Fauna
  2
  
  52
   
  When a living creature is slain by russet 
  mold (page 122), it rises as a vegepygmy guard. 
  Vegepygmies are roughly humanoid, green-
  skinned creatures with muscular arms that end 
  in thorn-like claws. Leafy tendrils protrude from 
  their shoulders, mid-section, arms, and legs. Their 
  head sports two large, bulbous yellow eyes, a wide 
  mouth, inset nose, and a topknot of dark brown 
  leaves, though no ears are evident. Vegepygmies 
  are low-intelligence plants that make their home 
  deep in the forests or underground away from most 
  settled areas. They are hunters and scavengers, and 
  carnivorous, preying on living creatures weaker 
  than themselves. Although their head shows no 
  ears, it is well-known they can hear.
   
  A vegepygmy guard ranges from 2 feet 
  to 4-1/2 feet tall and weighs 30-75 pounds. 
  Vegepygmy Guard
  Small Plant
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+1 size, +2 Dex, +4  
  natural), touch 13, flat-footed 15
  Base Attack/Grapple: +2/-1
  Attack: Claw +4 melee (1d4+1) or 
  longspear +5 melee (1d6+1/x3)
  Full Attack: 2 claws +4 melee (1d4+1) or 
  longspear +5 melee (1d6+1/x3)
  Space/Reach: 5 ft./5 ft. (10 ft. with 
  longspear)
  Special Attacks: –
  Special Qualities: Immunity to electricity, 
  immunity to piercing weapons, low-light 
  vision, plant traits
  Saves: Fort +4, Ref +3, Will +2
  Abilities: Str 12, Dex 14, Con 13, Int 10, 
  Wis 12, Cha 11
  Skills: Hide +13*, Listen +8, Move Silently 
  +9, Spot +8, Survival +5
  Feats: Alertness B, Track, Weapon Focus 
  (longspear)
  Environment: Warm forests and 
  underground
  Organization: Gang (4-9), band (10-100 
  and 1chief per 50 guards), warband (10-24 
  with 1-4 thornies), or tribe (30-300 plus 1 
  chief per 50 guards, 10-24 thornies, and 1-4 
  patches of russet mold)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 4-6 HD (Small)
  Level Adjustment: +5
  Vegepygmies do not speak, but communicate 
  with others of their kind by thumping their chest 
  or rapping their spears on rocks, earth, or some 
  other solid surface. It is not known if or how they 
  communicate with other creatures.
  Combat
   
  Vegepygmies attack using either their claws 
  or weapons, usually a longspear or club. They 
  prefer a direct frontal assault as opposed to an 
  ambush or sneak attack.
   
  Immunity to Piercing Weapons (Ex): 
  Vegepygmies take no damage from piercing 
  weapons.
   
  Skills: Vegepygmies receive a +4 racial 
  bonus to Hide, Listen, Move Silently, and Spot 
  checks. *They receive a +12 bonus to Hide checks 
  when in a swampy or forested areas.
  Flora and Fauna
   
  Gorak: This relative of the goat is one of the few relatively large herbivores found in the woods. 
  Although largely domesticated and living within the confines of human settlements, wild goraks still roam 
  the landscape, devouring practically anything from evergreen needles to wild berries. The gorak’s body 
  looks similar to a goat’s, but its thick, shaggy coat proves its common ancestry with sheep. Gorak wool 
  grows faster than sheep’s wool, and it is also less coarse. In addition to its valuable wool, goraks also 
  produce sweet milk, which humanoids drink or use in making cheese. Instead of relying on cows for milk 
  and sheep for wool, the economical gorak provides both commodities for the price of one animal.
  2
  
  53
   
  The vore is an arboreal, slothlike carnivore 
  with black-striped red fur. Unlike other sloths, 
  the vore is quite quick and dexterous, able to 
  move through dense vegetation as easily as over 
  clear land. The vore spends its entire life in the 
  trees, never once touching its feet to the ground. 
  It survives by preying on creatures trying to push 
  their way through thick brush. A vore has thick 
  reddish fur with black stripes, four nimble legs 
  with opposable thumbs, and a long prehensile 
  tail. If necessary, a vore can hang from its tail and 
  attack creatures below.
   
  A typical vore is about 4-1/2 feet long and 
  weighs around 65 pounds.
   
  Due to its unique ability to move through 
  places where nothing else can go, a vore make 
  an excellent familiar or animal companion. Druid 
  characters may be able to befriend vores and use 
  them as scouts. A vore can be taken as a familiar by 
  an arcane spellcaster of at least 7th level with the 
  Improved Familiar feat. A vore grants its master a 
  +3 bonus on Climb checks.
  Combat
   
  The vore likes to attack creatures moving 
  through thick brush or on narrow forest or jungle 
  trails. It does not enter melee directly, but uses its 
  passthrough attack to move back and forth past 
  its victim, remaining protected by the forest. It 
  keeps this up, attacking with one bite each time it 
  passes through, until it finishes off its victim. The 
  Vore 
  Medium Animal 
  Hit Dice: 4d8+8 (26 hp) 
  Initiative: +5 
  Speed: 20 ft. (4 squares), climb 20 ft. 
  Armor Class: 19 (+5 Dex, +4 natural), 
  touch 15, flat-footed 14 
  Base Attack/Grapple: +3/+6 
  Attack: Bite +6 melee (1d6+3) 
  Full Attack: Bite +6 melee (1d6+3) and 2 
  claws +1 melee (1d4+1) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Passthrough attack
  Special Qualities: Low-light vision, 
  plantwalk 
  Saves: Fort +6, Ref +9, Will +1
  Abilities: Str 16, Dex 21, Con 14, Int 2, Wis 
  11, Cha 6 
  Skills: Balance +7, Climb +13, Escape 
  Artist +7, Jump -3, Listen +4, Move Silently 
  +7, Spot +5 
  Feats: Alertness, Agile 
  Environment: Warm forests 
  Organization: Solitary, pair, or family (3-7) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large) 
  Level Adjustment: –
  vore times its attack differently on each pass so as 
  to confuse its prey. If it waits long enough, each 
  pass may function as a separate encounter with a 
  separate initiative check. If the vore drops to under 
  10 hit points, it retreats back into the jungle.
   
  If it cannot pass by its victim without touching 
  the ground, the vore hangs by its tail from a tree to 
  maraud its victims with its claws and bite attack.
   
  Passthrough Attack (Ex): While brachiating 
  or otherwise traveling along vegetation, a vore is 
  treated as having the Spring Attack feat. In general, 
  a gap in vegetation of more than 10 feet prevents 
  the vore from using this ability.
   
  Plantwalk (Ex): Due to its lifestyle, a vore 
  can move across plant material as easily as it 
  can walk across clear ground. A vore may move 
  through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar 
  terrain) at its normal speed without taking damage 
  or suffering any other impairment. Additionally, it 
  can use plantwalk to move at its land speed along 
  tree limbs. In areas where trees are more than 10 
  feet apart, the vore cannot plantwalk. The vore 
  can also ignore magical plant growth, such as an 
  entangle spell or a wall of thorns.
   
  Skills: Vores have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. A vore 
  uses its Dexterity modifier instead of its Strength 
  modifier for Climb checks.
  2
  
  54
   
  The feared asherake (both singular and 
  plural) are a loathsome race of flying tiger-like 
  humanoids. They are intelligent and organized, 
  and their society is hierarchical and highly 
  advanced. The origin of the asherake is not clear. 
  Some say that they hail from a far off plane, while 
  others claim they evolved in distant jungles from 
  hungry beasts. Whatever the explanation, the 
  asherake are here to stay, although not for good.
   
  Asherake stand about 7 feet tall, are covered 
  with thick fur, and have wings that spread out 10 
  feet in either direction. A typical specimen weighs 
  around 250 pounds. Asherake speak their own 
  language and a smattering of Common.
  Combat 
   
  Asherake are typically raiders, their floating 
  ships attacking a town and carrying off its 
  inhabitants. Asherake always begin combat by 
  dropping a few dozen slaves onto the town in an 
  attempt to demoralize the defenders. These slaves 
  are dropped from a great height for maximum 
  effect. This same tactic is used if the asherake are 
  attacking a military unit, except that the dropped 
  slaves are used as missile weapons to flatten the 
  opposing troops. Falling bodies inflict 1d6 damage 
  for every 20 feet they fall. Typically asherake 
  drop the slaves from 200 feet, for 10d6 points of 
  damage. Asherake also make frequent Intimidate 
  checks to demoralize opponents.
   
  After the bombardment, the asherake swoop 
  down and attempt to carry off slaves using their 
  flying grapple ability. If melee is necessary or if the 
  asherake fight with flying opponents, they prefer 
  bastard swords to their natural weapons.
  Asherake 
  Large Monstrous Humanoid 
  Hit Dice: 6d8+12 (39 hp) 
  Initiative: +8
  Speed: 30 ft. (6 squares), fly 70 ft. (average) 
  Armor Class: 18 (-1 size, +4 Dex, +3 natural, 
  +2 leather armor), touch 13, flat-footed 14 
  Base Attack/Grapple: +6/+13 
  Attack: Masterwork bastard sword +9 melee 
  (1d10+4/19-20) or claw +8 melee (1d6+3) 
  Full Attack: Masterwork bastard sword +9/+4 
  melee (1d10+4/19-20) and bite +6 melee 
  (1d8+1) or 2 claws +8 melee (1d6+3) and bite 
  +6 melee (1d8+1) 
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Flying grapple
  Special Qualities: Darkvision 60 ft., scent 
  Saves: Fort +4, Ref +9, Will +5 
  Abilities: Str 16, Dex 19, Con 14, Int 12, Wis 
  11, Cha 13 
  Skills: Hide +6, Intimidate +7, Listen +6, 
  Move Silently +6, Search +4, Spot +4 
  Feats: Flyby Attack, Improved Initiative, 
  Multiattack 
  Environment: Warm forests 
  Organization: Solitary, patrol (4-9), or crew 
  (20-80 plus 20-160 noncombatant humanoid 
  slaves, 3 5th-level lieutenants, two 7th-level 
  sorcerers, and 1 11th-level cleric as captain) 
  Challenge Rating: 3
  Treasure: Standard 
  Alignment: Usually lawful evil 
  Advancement: By character class 
  Level Adjustment: +3 
   
  If higher-level asherake are present, they 
  direct troops and relay orders from the captain, 
  who usually remains on the ship, using his magic 
  to immobilize and bind captured opponents. 
  Asherake sorcerers also remain with their ship, 
  casting fireball or stinking cloud spells from 
  portholes at the town or troops below.
   
  Flying Grapple (Ex): If a flying asherake 
  hits a Medium or smaller opponent with both 
  claws, the asherake can start a grapple as a free 
  action without provoking an attack of opportunity 
  or making a touch attack. An asherake who gets a 
  hold usually flies off with the victim, preferably 
  to be added to the ranks of asherake slaves or 
  dropped from a height.
  Asherake Society
   
  The foundation of asherake culture is the 
  principle that all other races are inferior and 
  subservient to them. Their colonies spread like 
  plagues over the land, and they overrun and 
  enslave anyone in their path. The one exception 
  to the slave labor rule is weapon crafting. The 
  asherake never let any slave touch a weapon upon 
  penalty of death. Asherake are quite proud of their 
  weaponsmiths, and the weapons they create are of 
  masterwork quality.
   
  Asherake make their homes in huge black 
  flying ships, kept aloft by some arcane magic. 
  These blasted hulks with tattered sails and rank 
  upon rank of black oars are filled with snarling 
  asherake, who attack land-based populations and 
  carry them off to a life of bitter servitude. No one 
  has ever gone into the center of their lands and 
  returned, but it is rumored that they are ruled from 
  a mountain kingdom by a mad sorcerer-emperor.
  3
  
  55
   
  The autumnal raptor is a legendary avian that 
  dwells in temperate forests. The raptor gains its 
  name from its coloration, which matches the color 
  of the leaves in autumn.
   
  Like the legendary phoenix, these birds rise 
  again after death. They live about a decade and then 
  pass on, leaving behind a single egg which hatches 
  at the next sunset. Unlike the phoenix of legend, 
  these birds do not rise again if slain in battle.
   
  An autumnal raptor is about 5 feet long from 
  beak to tail, weighs around 20 pounds, and has a 
  wingspan of around 8 feet.
   
  An autumnal raptor does not speak, but 
  understands Sylvan.
  Combat
   
  An autumnal raptor fights only when all 
  other options are exhausted and then mostly by 
  attempting to scare its opponents off.
   
  Shriek (Ex): When an autumnal raptor 
  releases its piercing shriek, all creatures within 
  30 feet must succeed on a DC 19 Will save or 
  become frightened for 5d6 rounds. This is a sonic 
  Autumnal Raptor
  Small Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +5
  Speed: 10 ft. (2 squares), fly 60 ft. (good)
  Armor Class: 20 (+1 size, +5 Dex, +4 
  natural), touch 16, flat-footed 20
  Base Attack/Grapple: +6/+4
  Attack: Talon +12 melee (1d6+2)
  Full Attack: 2 talons +12 melee (1d6+2) 
  and bite +7 melee (1d6+1)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Shriek
  Special Qualities: Darkvision 60 ft, 
  immunity to electricity and poison, low-light 
  vision, one with nature, uncanny dodge
  Saves: Fort +7, Ref +10, Will +6
  Abilities: Str 14, Dex 21, Con 15, lnt 11, 
  Wis 18, Cha 22
  Skills: Hide +13*, Jump -10, Listen +13, 
  Search +10, Spot +20, Survival +7
  Feats: Alertness, Dodge, Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always chaotic good
  Advancement Range: 7-12 HD (Small); 
  13-18 HD (Medium)
  Level Adjustment: +2 (cohort)
  mind-affecting fear effect. Whether or not the save 
  is successful, an affected creature is immune to the 
  same autumnal raptor’s shriek for 24 hours. The 
  save DC is Charisma-based. Creatures with more 
  HD than the raptor are immune to this ability.
   
  One with Nature (Ex): Autumnal raptors 
  are not hampered by high winds or by magical 
  spells or affects that simulate such conditions, such 
  as gust of wind. They are also unaffected by natural 
  ranges of extreme heat or cold (as if protected by 
  endure elements).
   
  Uncanny Dodge (Ex): An autumnal raptor 
  can react to danger before its senses would 
  normally allow it to do so. It retains its Dexterity 
  bonus to AC even if it is caught flat-footed or 
  struck by an invisible attacker. However, it still 
  loses its Dexterity bonus to AC if immobilized.
   
  Skills: Autumnal raptors have a +4 racial 
  bonus on Listen checks and a +8 racial bonus on 
  Search and Spot checks. *In forested or overgrown 
  terrain during the autumn months, an autumnal 
  raptor has a +6 racial bonus on Hide checks.
  Flora and Fauna
   
  Bamboon: This magical, high-quality bamboo is treasured by many cultures. If allowed to grow to 
  full size, it achieves an impressive width and girth. Any object made from bamboon is treated as a natural 
  masterwork item. The only disadvantage of bamboon is that the growing plant is a voracious magiovore. 
  If a stand of more than five bamboon plants occurs within a 10ft. area, that area is effectively a null 
  magic zone. Bamboon can out compete regular bamboo, but it often kills itself off through its magical 
  greediness. Some cultures carefully tend to their bamboon, using it as defensive measures in permanent 
  defensive structures. Bamboon is a magically dependent plant that needs magic, air, water, soil, and 
  sunlight to survive. Bamboon is a tropical plant that grows anywhere bamboo can be found.
  3
  
  56
   
  Belabras are large, jellyfish-like omnivores with 
  a black cap and a dozen long gray tentacles that dwell 
  in deep forests and thick undergrowth. Belabras float 
  in the air, sustaining themselves on a diet of plants, 
  berries, and rodents. Particularly hungry belabras will 
  attack larger creatures (such as humanoids).
   
  Belabras (called “tanglers” by some) resemble 
  jellyfish about 5 feet in diameter, with twelve long 
  tentacles dangling from its cap. Four small, thin 
  eyestalks protrude from its cap and grant the belabra 
  a wide range of vision. Its cap is black or gray in color 
  and its tentacles are gray; its eyestalks are likewise 
  gray in color. Its eyes have no pupils. A small, bird-
  like beak is hidden among its array of tentacles. A 
  typical specimen weighs about 75 pounds. Belabras 
  do not speak or understand any language.
  Combat
   
  The belabra attacks by slamming into its 
  opponents with its hard, chitinous shell or by lashing 
  with its tentacles. Grabbed opponents are pulled in 
  and bitten.
  Belabra
  Medium Aberration
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +2
  Speed: 5 ft. (1 square), fly 20 ft. (poor)
  Armor Class: 18 (+2 Dex, +6 natural), touch 12, 
  flat-footed 16
  Base Attack/Grapple: +3/+5
  Attack: Slam +5 melee (2d4+2) or tentacle +5 
  melee (ld2+2) 
  Full Attack: Slam +5 melee (2d4+2) or 12 
  tentacles +5 melee (ld2+2) and bite +0 melee 
  (2d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Acidic blood, improved grab, 
  tentacle-barbs
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +2, Ref +3, Will +5
  Abilities: Str 14, Dex 15, Con 13, Int 7, Wis 12, 
  Cha 11
  Skills: Jump -10, Listen +9, Move Silently +6, 
  Search +1, Spot +9
  Feats: Alertness, Hover
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment:  –
   
  Acidic Blood (Ex): A successful hit on a 
  belabra with a slashing or piercing weapon releases 
  the creature’s highly acidic blood. All creatures 
  within a 10-foot spread must succeed on a DC 13 
  Reflex save or be sprayed with the acidic blood. On 
  a failed save, a creature is blinded for ld6+2 rounds. 
  The save DC is Constitution-based.
   
  Improved Grab (Ex): To use this ability, a 
  belabra must hit a Medium or smaller opponent 
  with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can make a bite attack.
   
  Tentacle-Barbs (Ex): A grappled creature 
  automatically takes ld4+2 points of damage from 
  the tentacle-barbs each time it attempts to break free 
  and fails.
   
  Skills: A belabra has a +4 racial bonus on 
  Listen, Move Silently, and Spot checks.
  Banderlog
  Medium Magical Beast
  Hit Dice: 4d10+4 (26 hp)
  Initiative: +2
  Speed: 40 ft (8 squares), climb 30 ft.
  Armor Class: 14 (+2 Dex, +2 natural), touch 12, 
  flat-footed 12
  Base Attack/Grapple: +4/+6
  Attack: Bite +6 melee (1d6+2) or coconut +6 
  ranged (1d4+2)
  Full Attack: Bite +6 melee (1d6+2) or coconut 
  +6 ranged (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: –
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +5, Ref +6, Will +2
  Abilities: Str 15, Dex 14, Con 12, Int 8, Wis 12, 
  Cha 6
  Skills: Climb +14, Jump +6, Listen +6, Spot +6
  Feats: Alertness, Skill Focus (Climb)
  Environment: Warm forests
  Organization: Gang (2-5) or pack (6-24 plus 1-2 
  6 HD leaders)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium)
  Level Adjustment: –
  3
  
  57
   
  The banderlog is an intelligent baboon-like 
  primate that makes its home in warm forests and 
  jungles. Though it appears as a larger version of 
  the common baboon, it does not keep company 
  with or associate with normal baboons. Banderlogs’ 
  intelligence allows them to form small tribal 
  communities for protection and companionship. The 
  leader of such a community is usually the largest and 
  strongest banderlog of the tribe. It is not uncommon 
  to find more than one tribe in the same area. 
  Banderlogs generally co-exist quite well with other 
  banderlog tribes, though if food becomes scarce, 
  they attempt to drive off all other tribes in the area.
   
  Banderlogs sustain themselves on a diet of 
  fruits and nuts, with coconuts being their favorite 
  food. Although omnivorous, they rarely eat 
  meat of any sort. The typical banderlog stands 
  just over 4-feet tall and weighs about 100 pounds. 
  Banderlogs communicate with each other through a 
  series of grunts, squeaks, and hand signals.
  Combat
   
  Banderlogs are non-aggressive unless they are 
  threatened. They prefer to attack opponents from a 
  distance using small rocks or coconuts to hit their 
  foes. Should they be engaged in melee, they attack 
  using a vicious bite.
   
  Skills: A banderlog has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
   
  The brilla is an apelike creature standing 
  over ten feet tall. Its body a sinewy mass of muscle 
  covered with thick black fur. Its arms end in bear-
  like paws with thick claws, and its mouth is lined 
  with serrated teeth. The brilla is rumored to be a 
  distant relative of both apes and bears, and their 
  physiology seems to support this theory. Although 
  omnivorous, brillas prefer fresh meat and are 
  aggressive hunters when hungry. Both males and 
  females are extremely territorial, rarely sharing their 
  territory with anything larger than a small family 
  group. Many live a completely solitary existence.
   
  Despite their great bulk, brillas are excellent 
  climbers and enjoy spending time high up in trees. 
  Brillas use their keen sense of smell to detect 
  approaching prey by scents carried on the wind, which 
  they can better ascertain at these heights. Once they 
  smell prey upwind, they quickly descend and track it 
  to its source, attacking quickly and mercilessly.
  Brilla
  Large Animal
  Hit Dice: 6d8 +12 (39 hp)
  Initiative: +6
  Speed: 30 ft (6 squares), climb 30 ft.
  Armor Class: 14 (-1 size, +2 Dex, +3 natural), 
  touch 11, flat-footed 12
  Base Attack/Grapple: +4/+15
  Attack: Claw +10 melee (2d6+7)
  Full Attack: 2 claws +10 melee (2d6+7) and bite 
  +5 melee (2d6+3)
  Space/Reach: 10 ft/10 ft
  Special Attacks: —
  Special Qualities: Low-light vision, scent
  Saves: Fort +7, Ref +9, Will +3
  Abilities: Str 25, Dex 15, Con 14, Int 2, Wis 12, 
  Cha 8
  Skills: Climb +16, Listen +4, Spot +5, Survival +6*
  Feats: Alertness, Improved Initiative, Lightning 
  Reflexes
  Environment: Warm forests
  Organization: Solitary or family (6-12)
  Challenge Rating: 3
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
   
  The brilla’s greatest enemies are humanoids. 
  As more forests are cleared to accommodate 
  growing agricultural societies, the goarzael territory 
  is constantly threatened. Additionally, brilla fur is 
  highly prized for clothing, so hunters are paid well 
  for each brilla pelt they acquire.
   
  A brilla stands over 10 feet tall and weighs at 
  least 1,000 pounds.
  Combat
   
  Brillas have bear-like paws with sharp claws 
  that pulse through flesh. Their mouths of full of 
  serrated teeth, perfect for stripping flesh off the 
  bone. Their tactics are rarely more complex than 
  charging into combat with tooth and claw.
   
  Skills: Brillas have a +8 racial bonus on Climb 
  checks, and can always choose to take 10 on a Climb 
  check, even if rushed or threatened. *Brillas also 
  receive a +4 racial bonus on Survival checks when 
  tracking by scent.
  3
  
  58
   
  Carnivaries are tiny carnivorous birds with 
  wickedly-sharp, hooked beaks. Its plumage varies 
  in coloration from bright yellow to emerald to 
  sapphire. Black stripes often cover their eyes and 
  the tips of their wings.
   
  A carnivary is 5 to 6 inches long and weighs 
  only 1/8 of a pound.
  Combat
   
  A lone carnivary never fights unless it is 
  trapped. Even then it is capable of doing little more 
  than giving a vicious scratch to a grown human. 
  Parents of young carnivaries will fly away rather 
  than defend their eggs if isolated from the flock.
  Carnivary Swarm
  Fine Animal (Swarm)
  Hit Dice: 7d8-7 (24 hp)
  Initiative: +3
  Speed: 5 ft. (1 square), fly 60 ft. (good)
  Armor Class: 21 (+8 size, +3 Dex), touch 21, 
  flat-footed 18
  Base Attack/Grapple: +5/–
  Attack: Swarm (2d6)
  Full Attack: Swarm (2d6)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction
  Special Qualities: lmmunity to weapon 
  damage, low-light vision, swarm traits
  Saves: Fort +4, Ref +8, Will +3
  Abilities: Str 1, Dex 17, Con 9, lnt 1, Wis 12, 
  Cha 5
  Skills: Hide +19, Jump -17, Listen +8, Spot 
  +14
  Feats: Alertness, Dodge, Mobility
  Environment: Warm forests or marshes
  Organization: Solitary, flight (2-4 swarms), or 
  congregation (5-16 swarms)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement Range: —
  Level Adjustment: —
   
  Carnivaries in numbers, on the other hand, 
  do not hesitate to attack almost any creature, 
  whether or not it is alone. Once all suitable prey 
  in sight is dead, the Carnivaries settle down to 
  feast on the corpses until the bones are completely 
  picked clean.
   
  A carnivary swarm deals 2d6 points of 
  damage to any creature whose space it occupies at 
  the end of its move.
   
  Distraction (Ex): Any creature that begins 
  its turn with a carnivary swarm in its space must 
  succeed at a DC 12 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
   
  Skills: A carnivary swarm has a +6 racial 
  bonus on Spot checks.
   
  The chiropteraki is a large predator found 
  deep in jungles and tropical forests. Its charcoal 
  coloring and papery wings give the chiropteraki a 
  bat-like appearance, while its hind claws have the 
  dexterity of primates. It uses these hind claws in 
  combat while grabbing victims in its wings.
   
  Chiropteraki prefer to hunt at dusk, using 
  their low-light vision and natural coloration to their 
  advantage. Unlike bats, chiropteraki are primarily 
  Chiropteraki
  Large Animal
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +4
  Speed: 30 ft (6 squares), fly 60 ft (average)
  Armor Class: 23 (-1 size, +4 Dex, +10 
  natural), touch 13, flat-footed 19
  Base Attack/Grapple: +3/+13
  Attack: Claw +8 melee (1d6+6)
  Full Attack: 2 claws +8 melee (1d6+6) and 
  bite +3 melee (1d8+3)
  Space/Reach: 10 ft/10 ft
  Special Attacks: Improved grab, rake
  Special Qualities: Low-light vision, scent
  Saves: Fort +6, Ref +8, Will +2
  Abilities: Str 22, Dex 18, Con 14, Int 2, Wis 
  12, Cha 13
  Skills: Balance +16, Climb +17, Hide +0, 
  Listen +3, Move Silently +5, Spot +3
  Feats: Alertness, Flyby Attack
  Environment: Warm forests
  Organization: Solitary or brood (2-6)
  Challenge Rating: 3
  Advancement: 5-12 HD (Large)
  Level Adjustment: —
  carnivores and will only become omnivorous if prey 
  becomes scarce. When not hunting, chiropteraki 
  rest in the treetops, hanging upside down from 
  branches by their hindlegs. Small jungle humanoids 
  sometimes train chiropteraki as mounts, and larger 
  creatures may train them for hunting.
   
  A typical chiropteraki is about 8 feet long with 
  a wingspan of 16 feet. It weighs about 200 pounds.
  3
  
  59
   
  Improved Grab (Ex): To use this 
  ability, the chiropteraki must hit with a claw 
  attack. It can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
   
  Rake (Ex): When a chiropteraki gets a firm 
  hold on its opponent, it can make two claw attacks 
  (+8 melee) with its hind legs for 1d6+3 damage 
  each.
   
  Skills: Chiropteraki have a +8 racial bonus 
  on Balance and Climb checks.
   
  The crown coiler is a large serpent that lurks 
  high in trees. It combines the deadliest aspects of 
  both constrictors and vipers. Its scales are mottled 
  green and brown. A typical crown coiler is around 
  12 feet long and weighs close to 1,000 pounds.
  Combat
   
  Crown coilers lurk in the trees above game 
  trails or pathways. When a lone creature walks 
  underneath, the snake strikes. Uncoiling from 
  the canopy, it lashes downward to bite the victim, 
  injecting its paralytic poison. If the victim is 
  paralyzed, the coiler pulls its meal up to the canopy 
  to eat in peace. It rarely attacks prey of size Large 
  or larger, as this generally forces the coiler to crawl 
  down to the ground to consume its meal. Crown 
  coilers sometimes stalk a group of people through 
  the canopy for hours, waiting for stragglers to 
  separate from the group.
   
  A crown coiler can sometimes be frightened 
  away from combat by a bright light or an open 
  flame, especially if part of the forest canopy has 
  been ignited. However, a mated pair of crown 
  coilers will usually fight to the death.
   
  A crown coiler will typically focus on a single 
  target until it is paralyzed and then move on to 
  another if outnumbered. If attacked while feeding, 
  Crown Coiler
  Large Animal
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares), climb 30 ft.
  Armor Class: 16 (-1 size, +3 Dex, +4 natural), 
  touch 12, flat-footed 13
  Base Attack/Grapple: +3/+11
  Attack: Bite +6 melee (1d6+6 plus poison)
  Full Attack: Bite +6 melee (1d6+6 plus 
  poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Constrict ld6+6, improved 
  grab, poison
  Special Qualities: Low-light vision, scent
  Saves: Fort +7, Ref +7, Will +2
  Abilities: Str 18, Dex 16, Con 16, lnt 1, Wis 
  12, Cha 2
  Skills: Balance +11, Climb +13, Hide +5*, 
  Listen +9, Spot +9
  Feats: Alertness, Improved Initiative
  Environment: Warm forests
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always neutral
  Advancement Range: 5-8 HD (Large); 9-15 
  HD (Huge)
  Level Adjustment: —
  its initial response is to flee with its meal, carrying 
  a paralyzed meal, held in its jaws, away through the 
  canopy if a reasonable escape route is present.
   
  A crown coiler can lift and carry a creature 
  weighing up to 200 pounds without being 
  hampered; 201-400 pounds constitutes a medium 
  load, and 401-600 pounds heavy.
   
  Constrict (Ex): On a successful grapple 
  check, a crown coiler deals ld6+6 points of damage.
   
  Improved Grab (Ex): To use this ability, a 
  crown coiler must hit with its bite attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Poison (Ex): Bite, Fortitude DC 15; initial 
  damage 1d6 Strength, secondary damage paralyzed 
  for 2d6 hours. The save DC is Constitution-based.
   
  Skills: Crown coilers have a +4 racial bonus 
  on Hide, Listen, and Spot checks, and a +8 racial 
  bonus on Balance and Climb checks. They can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened. *In tall grass or underbrush, 
  a crown coiler has a +8 racial bonus on Hide 
  checks; if it is in the canopy of a tree, it has a +16 
  racial bonus on Hide checks.
  Combat
   
  When a chiropteraki spots prey, it will 
  follow silently until an opportune moment, then 
  drop down from above, attempting to catch an 
  opponent with one of its wing-claws. If the prey is 
  small enough, the chiropteraki will attempt to fly 
  off with it and finish it at its leisure. Against larger 
  prey, it attempts to use its rake attacks. If injured, 
  the chiropteraki will fly away and then return to 
  deliver repeated flyby attacks in hopes of bringing 
  down its prey. If this proves fruitless, it will leave 
  and search for easier prey.
  3
  
  60
   
  Dimians are noctural monkey-like creatures 
  with ties to the shadows. They are territorial 
  creatures, and their territories often cover many 
  miles. They live either alone or in small tribes, and 
  do not interact with other dimians.
   
  A dimian’s fur is grayish-black, but it 
  constantly changes its grayish hue to match its 
  environment, making it difficult to spot in the 
  jungle canopy it calls home. Dimians are incredibly 
  fast and can scurry and scramble from tree to tree 
  with alarming agility. Because of their impressive 
  stealth and nimbleness, rogues, shadowdancers, and 
  creatures of shadow treasure them as pets.
   
  A typical dimian stands about 2-1/2 feet tall 
  and weighs around 15 pounds. Dimians do not speak 
  or understand any languages.
  Combat
   
  When any creature that might be a threat enters 
  its territory, a dimian will attack fiercely. A dimian 
  does not deliver warnings before attacking as most 
  territorial creatures do, but observes quietly to gauge 
  the intruder’s capabilities. If the foe is apparently too 
  powerful, the dimian shadows the intruder, perhaps 
  attacking if and when it is sleeping or injured.
   
  Otherwise, it uses its powers of stealth to 
  sneak into position for a surprise attack. Once it 
  has wounded its opponent, the dimian will flee into 
  the shadows and wait for another chance to strike. 
  This continues until the intruder is dead or flees and 
  can go on for days, for a lone dimian’s territory can 
  cover as much as 30 square miles.
   
  Sneak Attack (Ex): A dimian can make a 
  sneak attack like a rogue, dealing an extra 1d6 points 
  of damage whenever a foe is denied its Dexterity 
  bonus, or when the dimian is flanking.
   
  Alternate Form (Su): A dimian can assume 
  other forms at will as a standard action. This ability 
  functions similarly to a polymorph spell cast upon 
  itself (caster level 8th), except that the monkey 
  Dimian
  Small Magical Beast (Shapechanger)
  Hit Dice: 3d10+6 (22 hp)
  Initiative: +8
  Speed: 60 ft. (12 squares), climb 50 ft., swim 30 
  ft.
  Armor Class: 17 (+1 size, +4 Dex, +2 natural), 
  touch 15, flat-footed 13
  Base Attack/Grapple: +3/-2
  Attack: Bite +8 melee (1d4-1)
  Full Attack: Bite +8 melee (1d4-1) and 2 claws 
  +3 melee (1d3-1)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Sneak attack +1d6
  Special Qualities: Alternate form, blindsense 30 
  ft., darkvision 60 ft., hide in plain sight, low-light 
  vision, shadowform
  Saves: Fort +5, Ref +7, Will +2
  Abilities: Str 8, Dex 19, Con 15, Int 5, Wis 12, 
  Cha 6
  Skills: Balance +12, Climb +12, Hide +12*, 
  Jump +24, Listen +4, Move Silently +7, Spot +4, 
  Survival +2, Swim +7 
  Feats: Alertness, Improved Initiative B, Weapon 
  Finesse
  Environment: Warm forests
  Organization: Solitary or tribe (3-4)
  Challenge Rating: 3
  Treasure: None
  Alignment: Usually chaotic neutral
  Advancement: 4-9 HD (Small)
  Level Adjustment: +4 (cohort)
  always retains its grey fur (and thus its bonuses 
  on Hide checks), does not regain lost hit points 
  for changing form, and can assume only the form 
  of Small animals or magical beasts. A dimian in an 
  alternate form loses its shadowform ability.
   
  Hide in Plain Sight (Su): A dimian can use 
  the Hide skill even while being observed. As long 
  as it is within 10 feet of some sort of shadow, a 
  dimian can hide itself from view in the open without 
  anything to actually hide behind. It cannot, however, 
  hide in its own shadow.
   
  Shadowform (Su): Twice per night, a dimian 
  can change itself into pure shadow until it chooses 
  to return to physical form. This grants it a +10 bonus 
  on Hide checks and the incorporeal subtype. While 
  in shadow form, a dimian has the ability to travel 
  between shadows as if by means of a dimension 
  door spell. The limitation is that the magical 
  transport must begin and end in an area with at least 
  some shadow. A dimian can jump up to 80 feet each 
  day in this way; this may be a single jump of 80 feet 
  or multiple jumps totaling 80 feet. The dimian must 
  return to physical form to attack. This power can be 
  used only between sunset and sunrise.
   
  Skills: Dimians have a +4 racial bonus on Hide 
  checks and a +8 racial bonus on Balance, Climb, 
  and Jump checks. They can always choose to take 
  10 on Climb checks, even if rushed or threatened. 
  A dimian uses its Dexterity modifier instead of its 
  Strength modifier for Climb and Jump checks.
   
  A dimian has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims 
  in a straight line.
   
  *In darkened or shadowy conditions (such 
  as under a jungle canopy), a dimian gains a+8 
  circumstance bonus on Hide checks.
  3
  
  61
   
  The flail snail appears as an 8-foot tall 
  version of a normal snail, but in place of its head 
  are four 5-foot long tentacles that end in mace-like 
  balls of hardened bone. Its shell is striped in red, 
  blue, yellow, and green, while its flesh is grayish 
  blue. The shell of a dead flail snail can be sold 
  on the open market for 3,000-5,000 gp. A typical 
  flail snail weighs 1,200 pounds. Flail snails do not 
  speak or understand any language.
  Combat
   
  A flail snail attacks by smashing its prey with 
  its mace-like tentacles. It attacks until either it or 
  its opponents are dead.
   
  Blindsight (Ex): Flail snails can ascertain all 
  foes by vibration within 60 feet.
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds flail snails for 1 round. On subsequent 
  rounds, they are dazzled while operating in bright 
  light.
  Flail Snail
  Large Vermin
  Hit Dice: 4d8+8 (26 hp)
  Initiative: -l
  Speed: 10 ft. (2 squares)
  Armor Class: 18 (-l size, -l Dex, +10 
  natural), touch 8, flat-footed 18
  Base Attack/Grapple: +3/+9
  Attack: Tentacle slam +4 melee (1d8+2)
  Full Attack: 4 tentacle slams +4 melee 
  (1d8+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: –
  Special Qualities: Blindsight 60 ft, 
  immunity to fire and poison, light blindness, 
  vermin traits, warp magic
  Saves: Fort +6, Ref +0, Will +l
  Abilities: Str 15, Dex 8, Con 14, Int 5, Wis 
  10, Cha 2
  Skills: Hide +4, Jump -10, Listen +2, Move 
  Silently +1, Spot +2
  Feats: Alertness, Stealthy
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None (shell is worth 3,000-5,000 
  gp)
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: –
  1d10
  Result
  1-2
  Spell misfires; caster disoriented for 
  1d4 rounds and must make a DC 10 
  Concentration check to cast any spell 
  while disoriented.
  3-4
  Spell misfires; creature nearest the flail 
  snail is affected as if the spell had been 
  cast on him.
  5-7
  Spell functions normally.
  8-9
  Spell fails; nothing happens.
  10
  Spell rebounds on caster (as spell 
  turning).
   
  Warp Magic (Su): Each time a spell is 
  cast on or at a flail snail, it produces a random 
  effect. Only spells that directly affect a flail snail 
  are warped. Area spells are not affected by this 
  ability. Roll a d10 and consult the table below to 
  determine random effects.
  Flora and Fauna
   
  Shade Slug: Preferring darkness, these three inch long, dark-hued slugs dwell in virtual seclusion 
  beneath rocks, homes, and dense shrubs. Few pay the slimy creature any attention, but ingesting the live, 
  foul-tasting, mollusk bestows low-light vision for two hours. Successfully ingesting the slug requires a 
  will save (DC 10) and a fortitude save (DC 10); otherwise the ingester spits it out or vomits. Correctly 
  identifying the shade slug requires a knowledge (nature) check of DC 15. Shade slugs are not magically 
  dependent mollusks (but without magic they grant no low-light vision) that require air, water, and food to 
  survive. They are found only in tropical and temperate forests.
  3
  
  62
   
  Gelid beetles are a stark white beetle with 
  silvery—black legs and dull silver mandibles. 
  Their carapace is white mottled silver, their wing 
  covers are dull crimson, and their two sets of 
  silvery-black eyes are equally spaced on its head.
   
  Gelid beetles spend most of their time 
  hunting, surfacing from their lairs at night to prey 
  on giant or smaller insects. During the daylight 
  hours, gelid beetles like to congregate with others 
  of their kind in warm spots where the sunlight 
  breaks through the trees.
   
  Gelid beetles make their lairs in hollowed 
  logs and dead trees. During mating season, the 
  female digs a small underground chamber in a 
  well-secluded place and lays 1d4+1 silvery-white 
  eggs. These eggs hatch in about 2 weeks producing 
  olive-yellow larvae. The larvae spends their time 
  feeding and growing (and occasionally molting) 
  before passing into the pupa stage after nearly 3 
  weeks. The pupa sheds its skin for the last time after 
  8 to 10 days and emerges as an adult gelid beetle.
   
  A lesser gelid beetle measures 5 feet long and 
  weighs 200 pounds.
  Gelid Beetle, Lesser
  Medium Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+7 natural), touch 10, 
  flat-footed 17
  Base Attack/Grapple:  +4/+6
  Attack: Bite +6 melee (1d4+3 plus 1d4 
  cold)
  Full Attack: Bite +6 melee (1d4+3 plus 1d4 
  cold)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Cold, cold spray
  Special Qualities: Darkvision 60 ft., 
  immunity to cold
  Saves: Fort +6, Ref +4, Will +1
  Abilities: Str 15, Dex 10, Con 14, lnt 1, Wis 
  10, Cha 9
  Skills: Hide +0*, Listen +5, Spot +6
  Feats: Alertness, Power Attack
  Environment: Cold forests
  Organization: Cluster (2-5) or colony 
  (6-11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
  Combat
   
  A lesser gelid beetle begins combat with its 
  cold spray. It then charges into combat biting its 
  opponents. Though not intelligent, these creatures 
  often employ hit-and-run tactics, especially when 
  attacking as a group.
   
  Cold Spray (Ex): Once per day, a lesser gelid 
  beetle can release a spray in a 10-foot cone that 
  deals 2d4 points of cold damage; affected creatures 
  that succeed on a DC 14 Fortitude save take half 
  damage. The save DC is Constitution-based.
   
  Cold (Ex): A lesser gelid beetle’s body 
  generates cold that deals an extra 1d4 points of 
  cold damage every time it succeeds on a bite 
  attack. Creatures attacking a gelid beetle unarmed 
  or with natural weapons take this same cold 
  damage each time one of their attacks hits.
   
  Skills: *Due to their coloration and affinity to 
  attack from ambush, gelid beetles have a +8 racial 
  bonus on Hide checks in their native environment.
  Flora and Fauna
   
  Manioc: Manioc is also known as cassava or tapioca. It is a plant whose starchy roots are prepared 
  much like potatoes. They can be toxic uncooked, and they are often grated and squeezed to extract the 
  potentially poisonous sap. They are then dried and made into a meal much like flour. Manioc can also 
  be fermented to create alcoholic beverages. Manioc is a very useful staple crop that requires at least 8 
  months of warm weather to grow. Climate/Terrain: Warm grasslands (savanna) and Warm Forests. Value: 
  1cp/2lbs.
  3
  
  63
   
  Unless a hunting party takes a druid with it to 
  perform sacred rites on game it has killed, a ghost 
  of the hunt may arise from any Survival checks 
  made to hunt in the wild.
   
  The ghost rises at sunset on the first day of 
  the full moon after its death. It hunts only at night, 
  vanishing at sunrise. Its horrific appearance is so 
  potent it will frighten off the ghost itself should 
  it gaze upon its own visage. For this reason, it 
  will not track its prey across open water (ponds, 
  streams, seas) or when the moon is bright (half 
  moon or brighter). The ghost relents in these cases, 
  but only temporarily. During the dark of the new 
  moon, the ghost will cross even large bodies of 
  water to find its prey.
   
  Similarly, if the ghost is turned by a cleric 
  (it cannot be rebuked or commanded), it flees into 
  the darkness. Still, it will return the following and 
  subsequent nights until it is killed, it kills those 
  who desecrated it, or the full moon, or whichever 
  comes first.
   
  The ghost hunts its quarry until the dawn 
  of the final night of the full moon cycle. Apart 
  from terrifying its quarry as it pursues them, this 
  is the only time it actually attacks. If it fails to kill 
  its prey before dawn of the next day, it vanishes 
  in the rays of first light, never to be seen again. 
  Legends surrounding these ghosts mention groups 
  of revenants that failed to slay their desecraters and 
  the howls and ghostly forms of the Thwarted Pack 
  who roam the forests still.
  Ghost of the Hunt
  Medium Undead (Incorporeal)
  Hit Dice: 3d12 (19 hp)
  Initiative: +2
  Speed: Fly 30 ft. (good) (6 squares)
  Armor Class: 13 (+2 Dex, +1 natural), 
  touch 12, flat-footed 11
  Base Attack/Grapple: +1/—
  Attack: —
  Full Attack: —
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Horrific appearance, 
  paralyzing howl, trumpet of doom
  Special Qualities: Darkvision 60 ft., 
  incorporeal traits, reflection susceptible, 
  undead traits
  Saves: Fort +1, Ref +3, Will +4
  Abilities: Str —, Dex 14, Con —, Int 4, Wis 
  12, Cha 15
  Skills: Listen +3, Survival +5
  Feats: Ability Focus (horrific appearance), 
  Track
  Environment: Any forest
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: —
  Combat
   
  Horrific Appearance (Su): Any living 
  creature within 60 feet that views a ghost of 
  the hunt must succeed on a DC 15 Will save or 
  become panicked for 2d4 rounds and take 2 points 
  of Wisdom damage. A creature that successfully 
  saves against this effect cannot be affected by the 
  same ghost’s horrific appearance for 24 hours. The 
  save DC is Charisma-based and includes +2 from 
  Ability Focus.
   
  Paralyzing Howl (Su): During the full 
  moon, a ghost of the hunt can emit a terrifying 
  howl as a standard action. All living creatures 
  that inflicted harm upon the ghost in life or ate 
  from its carcass within a 30-foot spread must 
  succeed on a DC 13 Will save or be affected as 
  by a hold person spell (caster level 5 + the ghost’s 
  HD). This is a sonic mind-affecting fear effect. A 
  creature that successfully saves against the howl 
  cannot be affected by the same ghost’s howl 
  for 24 hours. The save DC is Charisma-based.
   
  Trumpet of Doom (Su): Once per day, a 
  ghost of the hunt can trumpet a final, mournful 
  lamentation to bring death to those that slew it. All 
  living creatures within 150 feet must succeed on 
  a DC 13 Fortitude save or die from fright. This is 
  a sonic mind-affecting fear and death effect. The 
  save DC is Charisma-based.
   
  Reflection Susceptible (Ex): A ghost of the 
  hunt is susceptible to its own horrifying reflection, 
  and avoids crossing still water or approaching 
  similar reflective surfaces. When a ghost of the 
  hunt encounters its own reflection, it must succeed 
  on a DC 15 Reflex save or flee and go to ground 
  until the following night.
  3
  
  64
   
  Giant saw-toothed or serrated beetles are 
  deadly predators that hide in their burrows and 
  ambush creatures that come too close. They make 
  their homes in deep burrows on the forest floor 
  and usually cover the opening with sticks, leaves, 
  branches, and whatever else they can find. It takes 
  a successful DC 20 Spot check to notice a giant 
  saw-toothed beetle’s hidden burrow.
   
  The most noticeable feature of the giant 
  saw-toothed beetle is its oversized mandibles, 
  jagged and serrated. The beetle’s wing covers and 
  carapace are silvery-green and have a dull sheen. 
  Its legs are long and marked with spiraling bands 
  of green and black.
   
  These beetles form colonies of about ten 
  creatures. They are highly aggressive creatures 
  and actively seek sources of meat. Their usual diet 
  consists of small forest animals such as rabbits, 
  deer, or moles. They are even known to devour 
  their own when food is short or when a member of 
  the colony becomes sick or weak.
  Giant Saw-Toothed Beetle
  Medium Vermin
  Hit Dice: 5d8+10 (32 hp)
  Initiative:  +0
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+8 natural), touch 10, 
  flat-footed 18
  Base Attack/Grapple: +3/+5
  Attack: Bite +5 melee (2d6+3)
  Full Attack: Bite +5 melee (2d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits
  Saves: Fort +6, Ref +1, Will +1
  Abilities: Str 15, Dex 11, Con 14, lnt —, 
  Wis 10, Cha 6
  Skills: —
  Feats: —
  Environment: Temperate forests
  Organization: Cluster (2-5) or colony 
  (6-11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Medium); 11-15 
  HD (Large)
  Level Adjustment: —
   
  A giant saw-toothed beetle usually measures 
  about 5 feet in length and weighs about 900 
  pounds.
  Combat
   
  Giant saw-toothed beetles wait for their prey 
  to come close to their burrow. Hiding at the edge 
  of the burrow, the beetle sits motionless until its 
  target is within range. It then charges out, grabs 
  its target with its serrated mandibles and clamps 
  down, holding on until the prey dies. Giant saw-
  toothed beetles fight to the death.
   
  Improved Grab (Ex): To use this ability, a 
  giant saw-toothed beetle must hit an opponent up 
  to one size larger with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold.
   
  Tremorsense (Ex): Giant beetles can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground.
  Flora and Fauna
   
  Vampire Mushrooms: Despite the implications of the fungi’s foreboding moniker, vampire 
  mushrooms earned their name because they release a viscous red liquid when heated rather than from any 
  association with vampires. The mushroom grows near the roots of large evergreen shrubs. It is dark gray 
  and stands a few inches high, with a cap measuring three inches in diameter. Best harvested in the late 
  autumn and early winter, vampire mushrooms taste like rare beef, making them a popular meat substitute 
  in households unable to afford livestock. Unfortunately, the vampire mushroom appears practically 
  identical to its closely related cousin, the coffin mushroom. Distinguishing the difference between the two 
  requires a Knowledge (Nature) or Survival check (DC 20).
  3
  
  65
   
  During battle, blood feeds the living earth, 
  and the trees hungrily devour the red rain. A soldier 
  returning to the same battlefield a year later often 
  discovers that verdant greenery cloaks the land. 
  Roots twine around the bones and shattered armor 
  of the dead, and ten thousand flowers now stand 
  where a thousand warriors fell.
   
  Sometimes, though, this bounty proves 
  insufficient for the land. The living earth develops 
  a taste for blood and hungers for more sustenance. 
  Greenfeeders arise from this thirst, the scent of 
  blood, and the desire for nourishing gore. Roughly 
  humanoid, they are composed of fallen branches, 
  bone shards, and scattered battlefield debris. Ivy 
  and vines form their sinewy connective tissues, 
  and red-stained roots form their hearts.
   
  A greenfeeder’s limbs end in rusty blades 
  plucked from the ground. Combat draws them, 
  and they rush in to ensure that those who bleed do 
  so generously and often. Once they complete their 
  horrific mission, they sink back into the reddish 
  mud, waiting for the next unfortunate victim to 
  venture into the forest.
  Combat
   
  Bloodshed summons greenfeeders from the 
  forest’s floor. While in the forest, there is a base 
  1 % chance per five points of damage inflicted 
  in a single attack that a greenfeeder arises. For 
  example, if a fighter cuts a hobgoblin in two by 
  inflicting 20 points of damage, there is a 4% chance 
  that a greenfeeder appears. Greenfeeders arise 
  within 1d4 miles of the bloodshed, but the chance 
  of an appearance should be modified up or down, 
  depending on the state of the forest. The healthier a 
  forest is, the less need there is for greenfeeders.
  Greenfeeder
  Large Aberration
  Hit Dice: 4d8+16 (34 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (-1 size, +1 Dex, +5 
  natural), touch 10, flat-footed 14
  Base Attack/Grapple: +3/+13
  Attack: Blade +8 melee (1d8+6 plus 
  bleeding wound)
  Full Attack: 2 blades +8 melee (1d8+6 plus 
  bleeding wound)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Bleeding wound
  Special Qualities: Darkvision 60 ft., scent
  Saves: Fort +5, Ref +2, Will +4
  Abilities: Str 22, Dex 13, Con 18, Int 4, Wis 
  10, Cha 3
  Skills: Hide -3*, Listen +2, Move Silently 
  +3*, Spot +2, Survival +1*
  Feats: Dodge, Track
  Environment: Temperate forest
  Organization: Solitary or hunting pack 
  (2-7)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic neutral 
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: +3
   
  Greenfeeders are not smart enough to use 
  anything but simple tactics. They only desire to 
  spill as much blood as possible on the forest floor. 
  They do possess enough wit to ambush opponents 
  or flee from ones they cannot injure, but mostly 
  they just charge into melee and start slicing. 
  Greenfeeders only target living creatures, ignoring 
  constructs, undead or bloodless outsiders. They 
  also ignore poisonous or unwholesome monsters 
  like dragons or giant insects. Greenfeeders target 
  the most injured combatant in a melee first. 
  They draw no distinction between sides — an 
  adventuring party attacked by bandits might see 
  a wounded bandit hacked to pieces in one round 
  and then watch in horror as the feeders turn on the 
  surprised party members.
   
  Bleeding 
  Wound 
  (Ex): 
  The 
  damage 
  a greenfeeder deals with its blades causes a 
  persistent wound. An injured creature loses 1 
  additional hit point each round. Multiple wounds 
  result in cumulative hit point loss from bleeding. 
  The continuing hit point loss can be stopped by a 
  successful DC 15 Heal check (per wound), a cure 
  spell, or a heal spell. A successful Heal check 
  automatically stops the continuing hit point loss as 
  well as restoring hit points.
   
  Skills: *Greenfeeders have a +10 competence 
  bonus on any Survival checks made when tracking 
  an injured creature by scent. They also have a +4 
  racial bonus on all Hide and Move Silently checks 
  made while in a forest.
  3
  
  66
   
  The jupiter bloodsucker, or vampire plant, 
  is a small, seemingly ordinary plant. Four large 
  dark green and serrated leaves top the brown, 
  red-veined roots. A creature looking closely at 
  the roots may notice that the stems are transparent 
  and that blood seems to course through them (Spot 
  check DC 15 to notice). On the bottom of each leaf 
  are many small, sharp thorns. These are used to 
  attach to a victim and drain its blood.
   
  A jupiter bloodsucker is between 5 and 7 feet 
  in diameter. It weighs about 55 pounds.
  Combat
   
  The jupiter bloodsucker attacks with its 
  leaves in combat, attempting to grapple and pin a 
  foe. A grabbed opponent is drained of blood by the 
  thorny leaves. At the same time, one leaf covers 
  the victim’s face, attempting to smother it.
   
  Blood Drain (Ex): A jupiter bloodsucker 
  drains blood, dealing 1 point of Constitution 
  damage per leaf attached. If reduced to Constitution 
  0, the victim has been completely drained of blood 
  and dies.
  Jupiter Bloodsucker
  Medium Plant
  Hit Dice: 3d8+6 (19 hp)
  Initiative: -3
  Speed: 5 ft. (1 square)
  Armor Class: 15 (-3 Dex, +8 natural), 
  touch 7, flat-footed 15
  Base Attack/Grapple: +2/+3
  Attack: Slam +3 melee (1d6+1 plus blood 
  drain)
  Full Attack: Slam +3 melee (1d6+1 plus 
  blood drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blood drain, improved 
  grab, smother
  Special Qualities: Blindsight 30 ft., plant 
  traits, vulnerability to fire
  Saves: Fort +5, Ref -2, Will +1
  Abilities: Str 12, Dex 5, Con 15, Int –, Wis 
  10, Cha 10
  Skills: Jump -11
  Feats: –
  Environment: Any land
  Organization: Bed (1-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: –
   
  Improved Grab (Ex): To use this ability, a 
  jupiter bloodsucker must hit a Medium or smaller 
  creature with its slam attack. It can attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and attaches a leaf to its 
  opponent and can drain blood.
   
  If a jupiter bloodsucker begins its turn with 
  at least one leaf attached, it can try to attach its 
  remaining leaves with a single grapple check. 
  The opponent can escape with a single successful 
  grapple check or Escape Artist check, but the 
  jupiter bloodsucker gets a +2 circumstance bonus 
  for every leaf that was attached at the beginning of 
  the opponent’s turn.
   
  Smother (Ex): With a successful grapple 
  check, a jupiter bloodsucker can cover the mouth 
  and nose of its opponent. The character begins 
  suffocating.
   
  Blindsight (Ex): Jupiter bloodsuckers have 
  no visual organs but can ascertain all foes within 
  30 feet using sound, scent, and vibration.
  Flora and Fauna
   
  Marsupial frogs: Frogs that carry their eggs in a sac, located on the female’s back. The female lays 
  the eggs, the male fertilizes them and places them into the female’s sac. After four weeks, the eggs hatch 
  and up to thirty froglets emerge from the sac. Female pygmy marsupial frogs carry their fertilized eggs in 
  a sac under the skin, giving the appearance of boils across the back. When the eggs hatch, frogs emerged 
  from busted boils.
  3
  
  67
   
  The majestic bird resembles a swan of 
  tremendous size, standing almost as tall as a 
  human. Its feathers are the purest white, almost 
  seeming to glow with an inner light.
   
  The Kingmaker Swan was created by a deity 
  of goodness and mercy to create heroic leaders in 
  times of need. Legends tell of the appearance of 
  the Swan when kings have fallen, and kingdoms 
  are in disarray. Upon its appearance, the Swan 
  allowed a person to touch it, who then went on to 
  become a wise and benevolent leader, rebuilding 
  the fallen kingdom and enjoying a prosperous 
  reign. Legends also tell of wicked men who tried 
  to capture the Swan, in hopes of touching it and 
  stealing its gift and becoming powerful leaders. 
  However, none ever succeeded, for the Swan has 
  always eluded capture.
   
  While only one Kingmaker Swan is known 
  to exist, it is possible that there are others, created 
  by the same deity or by another of similar ideals.
   
  The Kingmaker Swan stands 6 feet tall and 
  weighs close to 100 pounds. The Kingmaker Swan 
  does not speak, but understands Celestial and 
  Common.
  Kingmaker Swan
  Medium Magical Beast
  Hit Dice: 6d10+6 (39 hp)
  Initiative: +5
  Speed: 10 ft. (2 squares), fly 100 ft. (poor), 
  swim 15 ft.
  Armor Class: 20 (+6 natural, +4 
  deflection), touch 14, flat-footed 20
  Base Attack/Grapple: +6/+4
  Attack: Bite +4 melee (1d4-2)
  Full Attack: Bite +4 melee (1d4-2) and 2 
  wing slams –1 melee (1d6-2)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: —
  Special Qualities: Damage reduction 15/—, 
  darkvision 60 ft., low-light vision, spell 
  resistance 30, swan’s blessing
  Saves: Fort +6, Ref +8, Will +8
  Abilities: Str 7, Dex 13, Con 13, lnt 18, Wis 
  18, Cha 18
  Skills: Diplomacy +6, Jump -14, Listen 
  +15, Sense Motive +13, Spot +15, Swim +8, 
  Survival +11
  Feats: Alertness, Dodge, Improved 
  Initiative B, Iron Will B, Lightning Reflexes 
  B, Mobility
  Environment: Any land
  Organization: Solitary (unique)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always lawful good
  Advancement: 7+ HD (Medium)
  Level Adjustment: —
  Combat
   
  The Kingmaker Swan never fights, not even 
  in self-defense. If anyone should seek to attack it, 
  it simply flies off beyond harm to the best of its 
  ability and great intelligence. It does the same to 
  almost all who would try to touch it, except for 
  those destined to lead kingdoms with an even and 
  fair hand.
   
  Swan’s Blessing (Sp): The Kingmaker 
  Swan may willingly allow a person to touch it; 
  whoever does so is blessed as a result. The blessed 
  individual gains 2 points of Wisdom permanently, 
  and she is thereafter capable of taking the 
  Leadership feat even if she does not meet the usual 
  level requirement for that feat. An individual can 
  benefit from this ability once.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  the Kingmaker Swan has a +4 racial bonus on the 
  check.
   
  Skills: The Kingmaker Swan has a +8 racial 
  bonus on any Swim check to perform some special 
  action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  3
  
  68
   
  Leaf trappers are instinctual, immobile 
  hunters. Growing in forests, typically near water, 
  their camouflage allows them to blend in with their 
  surroundings and wait for a meal to wander by.
   
  Leaf trappers’ vines slam and grab victims 
  and position them on top of their leaves. Leaf 
  trappers feed through their leaves, which secret 
  digestive juices when in contact with flesh.
  Combat
   
  An opponent can attack a leaf trapper’s vines 
  with a sunder attempt as if they were weapons. A 
  leaf trapper’s vines have 10 hit points each. If a 
  leaf trapper is currently grappling a target with the 
  vine that is being attacked, it usually uses another 
  limb to make its attack of opportunity against the 
  opponent making the sunder attempt. Severing one 
  of a leaf trapper’s vines deals 5 points of damage to 
  the creature. A leaf trapper usually withdraws from 
  combat if it loses 4 vines. The creature regrows 
  severed vines in 2d4+2 months.
   
  Feed (Ex): A leap trapper can feed on a 
  grappled creature by holding it on one of its leaves. 
  For every two consecutive rounds that a creature 
  remains held over a leaf, it suffers 1d4+1 points of 
  Constitution damage from the plant’s enzymes. A 
  Leaf Trapper
  Large Plant
  Hit Dice: 6d8+24 (51 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 14 (-1 size, +5 natural), touch 
  9, flat-footed 14
  Base Attack/Grapple: +4/+13
  Attack: Slam +8 melee (1d8+5)
  Full Attack: 1d6+4 slams +8 melee (1d8+5)
  Space/Reach: 10 ft./10 ft. (30 ft. with vine 
  slam)
  Special Attacks: Constrict 1d8+5, feed, 
  improved grab, leaf crush
  Special Qualities: Blindsight 100 ft., plant 
  traits
  Saves: Fort +9, Ref +2, Will +2
  Abilities: Str 20, Dex 10, Con 18, Int —, 
  Wis 10, Cha 8
  Skills: Hide +2*
  Feats: —
  Environment: Warm forest and 
  underground
  Organization: Solitary
  Challenge Rating: 3
  Treasure: 10% coins; 50% goods; 50% 
  items
  Alignment: Always neutral 
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
  body that remains in the leaf past death becomes so 
  deteriorated and mutilated that it cannot be raised 
  by the spell raise dead, and requires a resurrection, 
  miracle, or wish spell to be brought back to life.
   
  Constrict (Ex): A leaf trapper deals 
  automatic slam damage with a successful grapple 
  check.
   
  Improved Grab (Ex): To use this ability, a 
  leaf trapper must hit with a slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict and feed on the target.
   
  Leaf Crush (Ex): If a Medium or smaller 
  creature steps on or is dragged upon one of a leaf 
  trapper’s hidden leaves, the leaf trapper may use 
  its Improved Grab ability on that creature as a free 
  action (no slam attack required).
   
  Skills: A leaf trapper can alter its coloration 
  and patterns, granting it a +6 racial bonus on 
  Hide checks. A successful Knowledge (nature) 
  or Survival check may be used in place of a Spot 
  check to find a leaf trapper.
   
  *A leaf trapper has a +6 circumstance bonus 
  on Hide checks when among other plants.
  3
  
  69
   
  Magpines are always male and appear 
  similar to treants but may likely be related to 
  dryads, as well. While some sages think the 
  magpine is a treant/dryad hybrid, most scholars 
  believe powerful magic likely spawned the race. 
  While treants perceive themselves as “guardians 
  of the trees,” magpines view themselves as the 
  dashing swashbucklers of the forests and woods. 
  Although not as stodgy and condescending as 
  treants, magpines share their hatred of evil beings 
  and civilization’s wanton destruction of the forest.
   
  In their natural state, magpines stand 
  approximately 15 feet tall and appear as slender, 
  young pine, aspen, ash, or even olive trees. Their 
  coarse bark ranges in color from blackish-brown 
  to light shades of gray, while their needles or 
  leaves, depending on the tree’s species, vary from 
  deep green to grayish-green. Bright trinkets of 
  silver, glass, and other light-catching materials 
  adorn their branches. Their love of these baubles 
  accounts for the magpine’s name. Magpines speak 
  Common, Sylvan, and Treant.
  Combat
   
  Haughty and brash, magpines do not patiently 
  observe opponents or seek diplomatic solutions; 
  instead, they rashly emerge from the forest and 
  audaciously challenge foes. Extremely whimsical 
  and prone to mood swings, bored magpines 
  often assume humanoid form to pursue mischief 
  or beautiful maidens. Despite their eccentric 
  personalities, magpines immediately attack fire-
  wielding creatures without provocation.
  Magpine
  Large Plant (Shapechanger)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares)
  Armor Class: 23 (-1 size, +3 Dex, +11 
  natural), touch 12, flat-footed 20
  Base Attack/Grapple: +3/+12
  Attack: Slam +7 (1d8+5) melee or (in 
  humanoid form) rapier +8 melee (1d8+5/18-
  20)
  Full Attack: 2 slams +7 (1d8+5) melee 
  or (in humanoid form) rapier +8 melee 
  (1d8+5/18-20)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Sap, spell-like abilities
  Special Qualities: Alternate form, 
  darkvision 60 ft., low-light vision, plant 
  traits, vulnerability to fire
  Saves: Fort +7, Ref +4, Will +3
  Abilities: Str 21, Dex 17, Con 17, Int 13, 
  Wis 15, Cha 15
  Skills: Bluff +7*, Diplomacy +4, Disguise 
  +2 (+4 acting), Hide +7*, Intimidate +4, 
  Knowledge (local) +5, Listen +6, Spot +6
  Feats: Improved Initiative, Weapon Focus 
  (rapier)
  Environment: Any forest
  Organization: Solitary or crew (2-4)
  Challenge Rating: 3
  Treasure: 50% coins; double goods; no 
  items
  Alignment: Always chaotic good
  Advancement: 5-8 HD (Large), 9-12 HD 
  (Huge)
  Level Adjustment: —
   
  Sap (Ex): The extremely sticky sap of a 
  magpine makes it dangerous to attack one with 
  a piercing or slashing weapon. Any attack with a 
  piercing or slashing melee weapon provokes an 
  attack of opportunity from the magpine. If it uses 
  that attack for a disarm attempt, the magpine does 
  not provoke an attack of opportunity.
   
  Spell-Like Abilities: At will–speak with 
  plants; 1/day–charm person (DC 13), invisibility. 
  Caster level 4th. The save DCs are Charisma-based.
   
  Alternate Form (Su): A magpine can assume 
  other forms at will as a standard action. This ability 
  functions as a polymorph spell cast on itself (caster 
  level 4th), except that a magpine does not regain 
  hit points for changing form, and any individual 
  magpine can assume only Large or Medium 
  humanoid forms. When in humanoid form, a 
  magpine wears a courtier’s outfit, and the magpine’s 
  hair retains the color of its needles or leaves. A 
  magpine in humanoid form loses its sap ability.
   
  Skills: *A magpine has a +2 racial bonus 
  on Bluff checks used to seduce other creatures. A 
  magpine also benefits from a +16 racial bonus on 
  Hide checks made in forested areas.
  Habitat/Society
   
  Individual magpines enjoy friendly and 
  cordial relations with most other sylvan creatures. 
  During their travels, they frequently visit the local 
  sprites and dryads, or they sink their root-like feet 
  into nymphs’ ponds, or while away their evenings 
  singing, carousing, and dancing with satyrs. 
  Because of their affiliation with numerous woodland 
  creatures, magpines know a lot of gossip.
  3
  
  70
   
  A maraneanette is an arachnoid predator that 
  makes its lair in trees. More intelligent than a typical 
  spider, a maraneanette uses the bodies of its kills to 
  attract more prey. Once it kills a victim, it drains 
  all fluid from the body and dangles it from webs, 
  moving it while using its ventriloquism ability to 
  simulate a creature in distress. When aid arrives, the 
  maraneanette goes for the kill.
   
  Maraneanettes are decent trackers, and once 
  one has envenomed potential prey, it (and other 
  maraneanettes) can hone in on the pheromones in 
  the toxin to hunt it down. Maraneanettes tend to lair 
  in strong-smelling trees, whether musky or fragrant, 
  to help mask the odors of the results of its predation, 
  to prevent giving away its ruse.
   
  A typical phase maraneanette’s body is 6 feet 
  long. It weighs about 400 pounds. Maraneanettes 
  cannot speak but can simulate sounds with its 
  ventriloquism ability (see below).
  Combat
   
  Maraneanettes wait for their prey to close and 
  then flick spines from ambush. They flee from tough 
  fights and never enter melee if they can help it.
   
  Young maraneanettes range from 1 HD 
  (Tiny) to 2 or 3 HD (Small); they do not have the 
  adult maraneanette’s ability to fire spines or the 
  ventriloquism ability.
   
  Poison (Ex): Bite or spine, Fortitude DC 13; 
  initial damage 1d4 Constitution; secondary damage 
  1d4 Constitution and paralyzed for 1d10 minutes. 
  Maraneanette poison also causes affected creatures 
  to exude a pheromone that makes it easily tracked 
  by maraneanettes (see Skills entry, below). The save 
  DC is Constitution-based.
   
  Spines (Ex): By arching its abdomen in an 
  odd posture, a maraneanette can launch two spines 
  as a standard action (make a separate attack roll 
  for each spine). This attack has a range of 40 feet 
  with no range increment. The spines may be aimed 
  independently, but the targets must be within 30 feet 
  Maraneanette
  Medium Magical Beast
  Hit Dice: 4d10+4 (26 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares), climb 20 ft.
  Armor Class: 15 (+3 Dex, +2 natural), touch 13, 
  flat-footed 12
  Base Attack/Grapple: +4/+6
  Attack: Bite +6 melee (1d6+2 plus poison) or 2 
  spines +7 ranged (1d2 plus poison)
  Full Attack: Bite +6 melee (1d6+2 plus poison) 
  or 2 spines +7 ranged (1d2 plus poison)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Poison, spines
  Special Qualities: Blindsense 30 ft., darkvision 60 
  ft., low-light vision, puppetry, ventriloquism, web
  Saves: Fort +5, Ref +7, Will +3
  Abilities: Str 14, Dex 17, Con 12, Int 6, Wis 15, 
  Cha 9
  Skills: Balance +11, Bluff +1*, Climb +11, Hide 
  +15, Move Silently +4*, Spot +6, Survival +2*
  Feats: Improved Initiative, Point Blank Shot, 
  TrackB
  Environment: Warm forests
  Organization: Solitary or brood (1-2 adults and 
  2-4 young)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-13 HD 
  (Large)
  Level Adjustment: —
  of each other. The maraneanette can launch only 12 
  spines in any 24-hour period.
   
  Puppetry (Ex): Using its web-bound puppets, 
  a maraneanette can attempt to fool an observer 
  into thinking they he is looking at a living being. 
  Observers can make an opposed Spot check against 
  the spider’s Bluff check to see through this ruse, 
  with the usual modifiers for distance (-1 per 10 feet) 
  on the Spot check.
   
  Ventriloquism 
  (Ex): 
  A 
  maraneanette 
  can make a Bluff check to simulate any simple 
  nonverbal sound of a creature it has encountered, 
  and it can make these sounds appear to come from 
  any location within 20 feet of itself. Thus, it can fool 
  prey into thinking that its corpse-puppet is a softly 
  moaning wounded man or a dying deer, for instance. 
  Any creature hearing these sounds may make a 
  Sense Motive check to determine that they are not in 
  fact what they seem.
   
  Web (Ex): Maraneanettes often wait in their 
  webs or in trees, then lower themselves silently on 
  silk strands and leap onto prey passing beneath. 
  A single strand is strong enough to support the 
  maraneanette and one creature of the same size. A 
  maraneanette can move across its own web at its 
  climb speed and can pinpoint the location of any 
  creature touching its web.
   
  Skills: Maraneanettes have a +2 racial bonus 
  on Spot checks, a +8 racial bonus on Balance and 
  Climb checks, and, due to their natural camouflage, 
  a +10 racial bonus on Hide checks. They can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened, and they use their Dexterity modifier 
  instead of their Strength modifier for Climb checks.
   
  *When using their puppetry or ventriloquism 
  ability, maraneanettes have a +10 racial bonus on 
  Bluff checks. When moving in their webs, they have 
  a +8 bonus on Move Silently checks. When tracking 
  prey wounded by maraneanette poison, a maraneanette 
  has a +4 racial bonus on Survival checks.
  3
  
  71
   
  Oakmen are small fey that are said to be the 
  spirits of oak trees. An oakman is roughly size 
  of a dwarf with brownish-green skin. Its hair and 
  eyes are green, and its nose is slightly bulbous. 
  Oakmen are foul-tempered curmudgeons, gruff and 
  cantankerous. They are usually seen sitting up on a 
  thick branch in an oak tree calling down insults and 
  crude comments to those who pass by. Some say that 
  the grumpy old oakmen are the male versions of the 
  beautiful dryads, which would certainly explain why 
  dryads would rather take human mates.
   
  Oakmen are generally content to sit in their 
  trees and watch the world go by, venturing out only 
  if their forest is threatened. They also enjoy creeping 
  out of the forest to trick some fool human into eating 
  magical cakes made from moss and mushrooms just 
  to see what will happen to him.
   
  A typical oakman is about 4 feet tall and weighs 
  around 150 pounds. Oakmen speak Sylvan. Some 
  speak and understand Common, though they rarely 
  communicate with any creature in this tongue.
  Combat
   
  Oakmin are scrappy and prone to combat 
  despite their small size. They willingly fight if they 
  must, but, like most fey, prefer to use magic rather 
  than melee.
   
  Shillelagh (Su): Any oaken club or staff 
  wielded by an oakman automatically gains the 
  benefits of the shillelagh spell (caster level 5th). 
  This benefit is already included in the statistics block 
  above and only functions for an oakman.
   
  Moss (Ex): Using its unique knowledge of 
  plants and herbal mixtures, an oakman can concoct 
  unusual cakes from tree moss. A typical oakman 
  has 1d6 moss cakes of random type on his person. 
  These moss cakes have a variety of effects and must 
  be eaten by the target creature to take effect. Saves 
  (where applicable) have a DC of 15. The save DC is 
  Charisma-based and include a +2 racial bonus.
   
  Ability Score Damage: The victim takes 
  1d6 points of damage to a random ability score 
  Oakman
  Small Fey
  Hit Dice: 3d6+6 (16 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), climb 30 ft.
  Armor Class: 18 (+1 size, +2 Dex, +5 natural), 
  touch 13, flat-footed 16
  Base Attack/Grapple: +1/-2
  Attack: +1 club +4 melee (1d8+2)
  Full Attack: +1 club +4 melee (1d8+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Shillelagh
  Special Qualities: Damage reduction 5/cold iron, 
  low-light vision, moss, tree dependent, tree stride
  Saves: Fort +3, Ref +4, Will +5
  Abilities: Str 12, Dex 12, Con 14, Int 10, Wis l4, 
  Cha 14
  Skills: Climb +15, Hide +11, Jump -5, Move 
  Silently +7, Knowledge (nature) +6, Knowledge 
  (herbalism) +9, Spot +8, Survival +2 (+4 in 
  aboveground natural environments)
  Feats: Skill Focus (Knowledge [herbalism]), 
  Weapon Focus (club)
  Environment: Temperate forests
  Organization: Solitary or troupe (2-12)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 4-9 HD (Small)
  Level Adjustment: +3
  (determined when the moss cake is created). One 
  day after eating the moss cake, if the victim doesn’t 
  receive a restoration spell, it must make another 
  successful save or one point of ability damage is 
  actually permanent drain.
   
  Coloration: This moss cake is quite harmless 
  when eaten and does nothing more than cause the 
  victim’s skin to become spotted. The spots can be of 
  just about any color, though most tend to be brown, 
  red, or blue. The spots last for 1 hour before fading.
   
  Healing: This moss cake heals the target as by 
  a heal spell (caster level 5th).
   
  Lethargy: The victim becomes sluggish if it 
  fails a Fortitude save. The effects last for 30 minutes. 
  While affected, the victim moves at one-half its 
  normal speed and takes a -2 circumstance penalty to 
  AC and on attack rolls, checks, and saves.
   
  Pain: Eating this moss cake wracks the victim 
  with pain for 1d4 hours if it fails a Fortitude save. 
  During this time, the victim takes a -2 circumstance 
  penalty on attack rolls, weapon damage rolls, and 
  ability and skill checks.
   
  Poison: Eating this moss cake poisons the 
  victim (ingestion, Fortitude DC 15 negates, initial 
  damage 1d6 Constitution, secondary damage 2d6 
  Constitution).
   
  Sleep: This moss cake puts the victim to sleep 
  for 1 hour (as the sleep spell) if it fails a Will save.
   
  Tree Dependent (Su): Each oakman is 
  mystically bound to a single enormous oak tree 
  and must never stray more than 1 mile from it. Any 
  who do become ill and die within 4d6 hours. An 
  oakman’s oak does not radiate magic.
   
  Tree Stride (Su): At will, an oakman can 
  create an effect identical to that of the tree stride 
  spell (caster level 5th). Oakmen can only travel 
  through oak trees.
   
  Skills: Oakmen have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened.
  3
  
  72
   
  The phlogiston bush (known as a fire shrub 
  by some sages) is an immobile plant found only 
  in temperate regions. They look like a simple 
  bush with silvery-green leaves and dark twisted 
  branches and a slight scent of cinnamon. They 
  gain nourishment from the fluids and organs of 
  living creatures, particularly the bones and muscle 
  tissue. Being plants, they do gain sustenance from 
  sunlight and the soil, so they can go long periods 
  of time (reportedly up to two weeks or so) without 
  eating, but given the chance, a phlogiston flower 
  catches and kills any living creature that wanders 
  too close to it. These plants generate a pleasing 
  odor noticeable to a range of about 30 feet. They 
  use this odor to lure semi-intelligent creatures 
  (such as ordinary animals) into range where they 
  use their tendrils and fire bolts.
   
  These plants rely on living creatures to 
  spread. When not looking for a meal, a phlogiston 
  bush releases a small blast of seedlings in a 5-foot 
  cone directly in front of it. A creature in the area is 
  unlikely to notice (DC 20 Wisdom check) that tiny 
  seeds of silvery-green hue are clinging to its body. 
  After 1d4 hours, the seedlings drop off and take 
  root, blooming into a new phlogiston flower in just 
  under 2 months.
  Combat
   
  In combat, a phlogiston bush grabs its prey 
  or releases a fire bolt at an opponent. Grabbed 
  prey is held until it escapes, dies, or the plant is 
  Phlogiston
  Medium Plant
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +1
  Speed: 0 ft. (immobile)
  Armor Class: 16 (+1 Dex, +5 natural), 
  touch 11, flat-footed 15
  Base Attack/Grapple: +3/+6
  Attack: Tendril +6 melee (1d6+3)
  Full Attack: 4 tendrils +6 melee (1d6+3)
  Space/Reach: 5 ft/5 ft. (10 ft. with tendril)
  Special Attacks: Constrict ld6+3, fire bolt, 
  improved grab
  Special Qualities: Blindsight 60 ft., death 
  throes, resistance to fire 10, plant traits
  Saves: Fort +6, Ref +2, Will +2
  Abilities: Str 17, Dex 13, Con 14, lnt —, 
  Wis 12, Cha 2
  Skills: –
  Feats: –
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
  killed. Creatures slain by a phlogiston flower are 
  entwined in its tendrils and slowly digested over 
  the next 6 to 8 hours. Being mindless, a phlogiston 
  flower fights until either it or its prey is slain.
   
  Constrict (Ex): On a successful grapple 
  check, a phlogiston bush deals automatic tendril 
  damage.
   
  Fire Bolt (Ex): Once every ld4 rounds, a 
  phlogiston bush can release a tiny bolt of fire at a 
  single opponent within 40 feet as a ranged touch 
  attack (+4 attack bonus, no range increment). 
  The bolt deals 2d6 points of fire damage to a 
  creature struck. The opponent can attempt a DC 14 
  Reflex save to halve the damage. The save DC is 
  Constitution-based.
   
  Improved Grab (Ex): To use this ability, a 
  phlogiston bush must hit with a tendril attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If 
  it wins the grapple check, the phlogiston bush 
  establishes a hold and can constrict.
   
  Blindsight (Ex): Phlogiston bushes have no 
  visual organs but can ascertain all foes within 60 
  feet through sound and vibrations.
   
  Death Throes (Ex): If a phlogiston bush 
  is reduced to 0 or less hit points, it explodes in 
  a concussive blast of fire that deals 4d6 points of 
  fire damage to all creatures in a 10-foot radius. A 
  successful DC 14 Reflex save halves the damage. 
  The save DC is Constitution-based.
  3
  
  73
   
  Believed to be the offspring of an elf and a 
  brownie, the quickling is an evil faerie creature 
  that hates all other races (especially the other fey 
  races). How they came to be evil and malign is still 
  a mystery, but legend speaks of the first quicklings 
  as being great sorcerers. Elven scholars believe 
  these quickling sorcerers unleashed some spark 
  of the arcane that was never meant to be found by 
  mortal creatures.
   
  Quicklings resemble small elves with 
  large ears that rise to points above their heads. 
  A quickling’s skin is pale blue to blue-white and 
  its hair is silver or white. They prefer clothes of 
  bright and boisterous colors; reds, yellows, silvers, 
  blacks, and blues are among their favorites. 
  Quicklings never wear armor. They speak 
  Common and Sylvan.
   
  A quickling is about 3 feet tall and weighs 
  about 25 poiunds.
  Combat
   
  No creature can match the natural speed and 
  agility of a quickling (unless assisted by magic). 
  They know this and use their great speed to the 
  utmost advantage in combat. Quicklings rush an 
  opponent, stab it with their tiny daggers, and  retreat 
  out of melee range before their victim can react.
  Quickling
  Small Fey
  Hit Dice: 1d6+2 (5 hp)
  Initiative: +8 
  Speed: 240 ft. (48 squares)
  Armor Class: 20 (+1 size, +8 Dex, +1 
  dodge), touch 20, flat-footed 11
  Base Attack/Grapple: +0/-5
  Attack: Dagger +10 melee (1d3-1/19-20)
  Full Attack: Dagger +10/+10 melee (1d3-
  1/19-20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Haste, special daggers, 
  spell-like abilities
  Special Qualities: Greater invisibility, low-
  light vision
  Saves: Fort +2, Ref +11, Will +4
  Abilities: Str 8, Dex 27, Con 14, Int 15, Wis 
  15, Cha 14
  Skills: Bluff +6, Concentration +6, Craft 
  (any one) +3, Escape Artist +12, Hide +16, 
  Jump +83, Listen +4, Move Silently +12, 
  Sense Motive +5, Spot +4, Survival +6
  Feats: Spring Attack B, Weapon Finesse
  Environment: Temperate forests
  Organization: Gang (2-4) or band (6-11)
  Challenge Rating: 3
  Treasure: No coins; 50% goods; 50% items
  Alignment: Usually chaotic evil
  Advancement: 2-3 HD (Small)
  Level Adjustment: +3
   
  Haste (Ex): A quickling is affected by a 
  permanent haste spell. This allows the quickling 
  to make one extra attack with any weapon it is 
  holding when making a full attack action at its 
  full base attack bonus.  It also gains a +1 bonus on 
  attack rolls and a +1 dodge bonus to AC and Reflex 
  saves (already figured into the statistics above). The 
  quickling loses the dodge bonus any time it would 
  lose its Dexterity bonus to AC. This is an inherent 
  ability and cannot be dispelled or negated.
   
  Special Daggers (Ex): Quicklings sometimes 
  employ special daggers that, in addition to dealing 
  normal weapon damage, can put a creature to sleep.
   
  Sleep: Any opponent struck by this dagger, 
  regardless of Hit Dice, must succeed on a DC 14 
  Fortitude save or be affected as though by a sleep 
  spell. The save DC is Charisma-based and includes 
  a +2 racial bonus.
   
  Spell-Like Abilities: 1/day – dancing 
  lights, daze (DC 12), levitate, shatter (DC 14), 
  ventriloquism (DC 13). Caster level 6th. The save 
  DCs are Charisma-based.
   
  Greater Invisibility (Su): A quickling 
  remains invisible even when it attacks. This ability 
  is constant, but the quickling can suppress or 
  resume it as a free action.
   
  Wild Empathy (Ex): This ability works like 
  the druid’s wild empathy class feature, except that 
  a quickling has a +6 racial bonus on the check.
  3
  
  74
   
  This creature looks like a sentient, undulating 
  mass of plant matter, rife with mushrooms, molds, 
  and other funguses.
   
  Slime molds are found in forests, swamps, 
  and underground–any place natural fungi and 
  mold grows. It gains nutrients from the existing 
  funguses around it, but prefers a diet of warm 
  blood. Therefore, it simply waits for some intrepid 
  adventurer to wander to close to it.
   
  Something in the creature’s protoplasmic 
  substance causes mushrooms, molds, mosses, and 
  other fungal plants to take root and grow on its 
  surface in a symbiotic relationship.
   
  A typical slime mold measures 10 feet across 
  and weighs around 1,500 pounds.
  Combat
   
  A slime mold attacks from surprise anytime 
  it senses a living creature within 10 feet of it. It 
  lashes out with a pseudopod and then attempts to 
  wrap its body around the victim. The slime mold 
  relies on its natural ability to appear as a patch of 
  mushrooms to foil potential prey.
  Slime Mold
  Large Ooze
  Hit Dice: 4d10+20 (42 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 8 (-1 size, -1 Dex), touch 8, 
  flat-footed 8
  Base Attack/Grapple: +3/+8
  Attack: Slam +3 melee (1d8+1 plus fungal 
  rot)
  Full Attack: Slam +3 melee (1d8+1 plus 
  fungal rot)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Engulf, fungal rot
  Special Qualities: Blindsight 60 ft., 
  camouflage, immunity to fire, ooze traits
  Saves: Fort +6, Ref +0, Will -4
  Abilities: Str 13, Dex 8, Con 21, lnt —, Wis 
  1, Cha 1
  Skills: Jump -5
  Feats: —
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
   
  Fungal Rot (Ex): Slime molds inflict an 
  opponent with fungal rot if they hit with a slam 
  attack. Fungal rot causes a darkening of the skin 
  and small patches of fungus and mold to sprout at 
  random locations on the victim’s body.
   
  Fungal 
  Rot–slam, 
  Fortitude 
  DC 
  17, 
  incubation period 1 day, damage 1d3 Con and 1d3 
  Str. The save DC is Constitution-based.
   
  Engulf (Ex): A slime mold can wrap a creature 
  of up to one size smaller in its body as a standard 
  action. The slime mold attempts a grapple that does 
  not provoke an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and deals slam 
  damage each round the hold is maintained.
   
  Attacks that hit an engulfing slime mold deal 
  half of the damage to the monster and half to the 
  trapped victim.
   
  Camouflage (Ex): A slime mold looks like a 
  normal patch of fungus when at rest. It takes a DC 
  20 Spot check to notice it before it attacks. Anyone 
  with ranks in Survival or Knowledge (nature) can 
  use one of those skills instead of Spot to notice the 
  ooze. Dwarves can use stonecunning to notice the 
  subterranean version.
  Flora and Fauna
   
  Pepper: Pepper grows in long, thick bunches on a creeper. Pepper naturally grows on trees like 
  coconut, palms, jackfruit or other trees occasionally sport a pepper creeper, and their sparse canopies 
  allows the sun to filter down and ripen the little bunches of pepper fruit. The peppercorns are detached by 
  hand when still green and not quite ripe. The bunches are then put out to dry for several days until they 
  shrivel and adopt the familiar puckers and dark color. Pepper is a spice used throughout history and is 
  traded far and wide. Climate/Terrain: Warm wet forests. Value: 2gp/lbs.
  3
  
  75
   
  Considered the inventors and tinkerers of 
  the fey, ubi are diminutive, brilliant, entrancing 
  tricksters. While they are master smiths in every 
  sense of the word, most ubi would rather spend 
  their days springing intricately devised practical 
  jokes on others than toiling away at the forge or 
  the workbench. It is only when their services are 
  needed to protect or preserve the race that the ubi 
  put away their playful demeanors and fully focus 
  on the task at hand.
   
  Ubi are similar in appearance to halflings, 
  only they have oval, cherubic faces, perfectly round 
  ears, large ambient eyes, no nose whatsoever, and a 
  mouth that seems designed for smiling, laughing, 
  and giggling. A bushy shock of bouncy hair, 
  usually dark in color, frames this angelic face 
  in thick, curly locks. Ubi have slighter frames 
  than most halflings, but they have large feet and 
  hands (that are highly dexterous and stunningly 
  efficient at manipulating tools). Ubi also sport a 
  pair of dark, amber-colored wings that are vaguely 
  triangular in shape but veined and translucent, 
  much like a dragonfly’s. These creatures favor 
  tight, often revealing clothing and have a penchant 
  for gloves and brightly colored scarves.
   
  Ubi speak Sylvan and Common, though they 
  rarely converse in the latter.
  Combat
   
  When pressed into combat, ubi typically use 
  their spell-like abilities to avoid and distract as 
  much as possible. If these tactics are foiled, the ubi 
  Ubi
  Small Fey
  Hit Dice: 2d6+4 (11 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fly 60 ft. (good) 
  (12 squares)
  Armor Class: 16 (+1 size, +4 Dex, +1 
  natural), touch 15, flat-footed 12
  Base Attack/Grapple: +1/-3
  Attack: Dagger +2 melee (1d3/19-20) or 
  hand crossbow +6 ranged (1d3/19-20) 
  Full Attack: Dagger +2 melee (1d3/19-20) 
  or hand crossbow +6 ranged (1d3/19-20) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell resistance 16
  Saves: Fort +2, Ref +7, Will +4
  Abilities: Str 10, Dex 18, Con 14, Int 17, 
  Wis 12, Cha 14
  Skills: Bluff +6, Craft (any one, with Skill 
  Focus) +8, Craft (any one) +5, Disable 
  Device +7, Escape Artist +9, Hide +9, 
  Listen +5, Move Silently +8, Open Lock 
  +8, Search +8, Sense Motive +5, Spot +4, 
  Survival +1 (+3 following tracks), Use 
  Magical Device +5
  Feats: Skill Focus (any one Craft)
  Environment: Temperate forest
  Organization: Gang (2-4), band (6-11), or 
  tribe (20-80)
  Challenge Rating: 3
  Treasure: No coins; 50% goods; standard 
  items
  Alignment: Always good (any)
  Advancement: By character class
  Level Adjustment: +2
  can pose quite a problem to unprepared characters. 
  Countless centuries of experience in playing 
  practical jokes come in handy, and the ubi typically 
  carry at least one unique magical item of their own 
  crafting at all times. These items are usually quite 
  spectacular, if not outright deadly when applied.
   
  Spell-Like abilities: 3/day—dispel magic, 
  illusory wall, invisibility (self only), mending, rope 
  trick, and shrink item. Caster level 5th.
   
  Favored class: The ubi’s favored class is 
  wizard, with a strong emphasis on item creation 
  feats and spells.
  Campaign
   
  Unlike many of their fey brethren, ubi are 
  not secretive or standoffish in any way. Often 
  small wilderness towns or more rarely even larger 
  towns bordering the ubis’ woodland homes, find 
  themselves in contact (and more) with the playful 
  inventors. Some ubi communities even engage 
  in socially intensive acts, such as governmental 
  activities and trade, with other races. As a result, 
  ubi are relatively simple to introduce into a 
  mainstream campaign, as the two adventure hooks 
  below illustrate.
   
  A small town finds itself in the middle of an 
  ubi “joke war.” Usually, ubi jokes are harmless, but 
  occasionally they escalate to destructive proportions. 
  When things reach this stage, winning becomes a 
  matter of honor. Finding themselves beset on all 
  sides, the town’s leadership hires the characters to 
  settle the dispute between the feisty fey.
  3
  
  76
   
  Vampire roses look like normal white rose 
  bushes and are often mistaken for such. The typical 
  vampire rose bush stands about 3 feet tall and has 
  many branches.
  Combat
   
  The vampire rose stands motionless until 
  its prey moves within range; once in range, the 
  vampire rose strikes with a thorny stalk. Opponents 
  are grabbed and drained of blood. When fully sated 
  with blood, the vampire rose’s petals flush red.
   
  Blood Drain (Ex): A vampire rose can 
  suck blood from a living victim with its thorns 
  by making a successful grapple check. If it gets 
  a hold, it drains blood, dealing 1d4 points of 
  Constitution damage each round. 
  Vampire Rose
  Small Plant
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +0
  Speed: 5 ft. (1 square)
  Armor Class: 15 (+1 size, +4 natural), 
  touch 11, flat-footed 15
  Base Attack/Grapple: +3/+1
  Attack: Stalk +6 melee (ld4+2)
  Full Attack: Stalk +6 melee (ld4+2)
  Space/Reach: 5 ft./5 ft. (10 ft. with stalk)
  Special Attacks: Blood drain, improved 
  grab
  Special Qualities: Blindsight 30 ft., 
  camouflage, plant traits
  Saves: Fort +7, Ref +1, Will +2
  Abilities: Str 14, Dex 10, Con 16, Int –,Wis 
  13, Cha 8
  Skills: Hide +4, Jump -10
  Feats: –
  Environment: Temperate and warm forests 
  and underground
  Organization: Solitary or patch (2-4)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-9 HD (Small); 10-12 HD 
  (Medium)
  Level Adjustment: –
   
  Improved Grab (Ex): To use this ability, 
  a vampire rose must hit with its stalk attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can drain blood. 
   
  Blindsight (Ex): Vampire roses have no 
  visual organs but can ascertain all foes within 30 
  feet using sound, scent, and vibration.
   
  Camouflage (Ex): Since a vampire rose 
  looks like a normal plant when at rest, it takes a DC 
  20 Spot check to notice it before it attacks. Anyone 
  with ranks in Survival or Knowledge (nature) 
  can use those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version.
   
  Tokkan: Completely alien in appearance, the bizarre plant vaguely resembles an animal trap 
  concealed beneath the layer of debris covering the forest floor. The tips of its round set of jaws barely 
  protrude above the ground, while its roots remain firmly entrenched deep beneath the soil. Spotting the 
  hidden tokkan requires a Survival or a Spot check (DC 24). When the unsuspecting victim steps on 
  the plant, the jaws instantaneously contract, tightly snapping shut. Avoiding its jaws at the last moment 
  requires a Reflex save (DC 15); otherwise, the plant tears the flesh, dealing 1d6 points of damage, and 
  feeds on the dripping blood. This damage to the leg slows movement speed by 1d10 feet until the hit 
  points from the plant injury are recovered. The tokkan maintains its vise-like grip as it feasts, rooting the 
  victim to the spot. A Strength check (DC 15) or 1d4 points of fire damage extricates the victim from its 
  bite, but physical attacks prove ineffective against it. Because of its exceptional rarity, only a Knowledge 
  (Nature) check (DC 25) identifies the seemingly extraterrestrial plant.
  Flora and Fauna
  3
  
  77
  Amankar
  Small Aberration
  Hit Dice: 4d8 (18 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares), climb 20 ft. (4 
  squares)
  Armor Class: 19 (+1 size, +3 Dex, +5 
  natural), touch 14, flat-footed 16
  Base Attack/Grapple: +3/-2
  Attack: Lash +3 melee (1d3-1)
  Full Attack: 6 lashes +3 melee (1d3-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Acid barbs, improved 
  grab, psi-like abilities
  Special Qualities: All-around vision, 
  brachiation, darkvision 60 ft.
  Saves: Fort +1, Ref +4, Will +6
  Abilities: Str 8, Dex 17, Con 11, Int 6, Wis 
  15, Cha 8
  Skills: Climb +8*, Concentration +2, Heal 
  +4, Hide +7, Move Silently +4, Search +2, 
  Spot +6, Survival +3 
  Feats: Combat Reflexes, Improved Initiative
  Environment: Warm forest
  Organization: Solitary or pack (7-12)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 5-8 HD (Small); 9-12 HD 
  (Medium)
  Level Adjustment: —
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.
   
  Psi-Like Abilities: At will–burst, chameleon, 
  elfsight, inflict pain (3 targets*, DC 13), mindlink 
  (4 unwilling targets, DC 10*); 3/day–body 
  adjustment (heals 2d12 damage*), 1/day–recall 
  agony (3d6 damage, DC 12). Manifester level 8th. 
  The save DCs are Charisma-based.
   
  *Includes augmentations for the amankar’s 
  manifester level.
   
  All-Around Vision (Ex): An amankar’s eyes 
  allow it to see in all directions at once, giving it a 
  +4 racial bonus on Spot and Search checks, and it 
  can’t be flanked.
   
  Brachiation (Ex): An amankar is at home 
  in the trees and gets along as well there as most 
  humans do on the ground. *An amankar has a +10 
  racial bonus on Climb checks while in a forest and 
  is able to swing from branches and vines at its 
  normal Climb speed.
   
  Skills: Amankars have a +8 racial bonus on 
  Climb checks. An amankar can always choose to take 
  10 on Climb checks, even if rushed or threatened.
   
  Amankar are stalking killers among the 
  jungle’s canopy. These arboreal hunters have 8 
  two-foot long tentacles ending in barbs, two of 
  which anchor the amankar to the trees while the 
  remaining six tentacles grapple its prey. Amankars 
  also use their tentacles to move amongst the trees, 
  much like monkeys.
  Combat
   
  An amankar prefers to attack from hiding 
  and use its acidic tentacles to capture its prey. 
  Should it feel pressed, it simply flees – swinging 
  away to safety using vines and branches.
   
  Acid Barbs (Ex): Barbs cover the last 
  6 inches of each of an amankar’s 2-foot-long 
  tentacles. As a free action, the monster can cause 
  acid to flow from these barbs. Any opponent struck 
  by an amankar’s lash attack while the acid flow is 
  active takes 1d6 points of acid damage in addition 
  to the regular damage the attack deals. The amankar 
  can stop the acid flow at will as a free action.
   
  Improved Grab (Ex): To use this ability, an 
  amankar must hit an opponent no more than one 
  size category larger than itself with two lash attacks. 
  4
  
  78
   
  Before treants become the ancient, wise and 
  mighty protectors of the forests, they must first 
  be a fresh green sapling, still learning about their 
  place in the forest. The cotyledon is a young treant, 
  still full of youth and vigor, curious about the ways 
  of the world and the other races. As the treant is 
  sturdy, the cotyledon is supple. As the treant is 
  thoughtful and wise, the cotyledon is impetuous 
  and silly. As treants prefer quiet solitude and 
  serenity, cotyledons crave intelligent conversation 
  and new experiences.
   
  Normally, the treants rarely muster any 
  sufferance for their rambunctious offspring. 
  Likewise, the comparatively active cotyledons have 
  little patience waiting for their sires to mumble out 
  some stale nut of ancient wisdom. The cotyledon’s 
  favored way of gaining wisdom is from traveling 
  and meeting with friendly individuals, usually 
  good-aligned elves, druids, rangers, fey, and other 
  respectful types. They are always honored guests 
  for wood elven communities, and spend a good 
  deal of the time with them.
   
  Cotyledon rarely leave their forests, but 
  when they do venture forth, they remain as close to 
  the tree line as possible. Cotyledons speak Treant.
  Combat
   
  Although they are shy around strangers, they 
  are not timid. Unlike the treant, which prefers to 
  assess a situation, a cotyledon can be quick to 
  temper. If the cotyledon feels that the forest, a 
  friend, or its own well being to be threatened, it 
  won’t hesitate to attack.
  Cotyledon
  Small Plant
  Hit Dice: 4d8+16 (34 hp)
  Initiative: +1
  Speed: 10 ft. (2 squares)
  Armor Class: 17 (+1 size, +1 Dex, +5 
  natural) touch 12, flat-footed 16
  Base Attack/Grapple: +3/+3
  Attack: Slam +8 melee (1d6+6)
  Full Attack: Slam +8 melee (1d6+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Animate saplings, lash 
  3d6+4
  Special Qualities: Low-light vision, plant 
  traits, regeneration 3, soil dependence, 
  vulnerability to fire
  Saves: Fort +8, Ref +2, Will +3
  Abilities: Str 18, Dex 12, Con 19, Int 10, 
  Wis 10, Cha 12
  Skills: Diplomacy +3, Hide +5*, Jump -8, 
  Knowledge (nature) +5, Listen +3, Move 
  Silently +5, Search +3, Spot +3, Survival +3
  Feats: Alertness, Iron Will
  Environment: Any forests
  Organization: Solitary, pair, or stand (3-5)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: 5-7 HD (Medium)
  Level Adjustment: +5
   
  Animate Saplings (Sp): A cotyledon can 
  animate saplings or shrubs within 80 feet of itself 
  at will, controlling up to two at a time. It takes 1 
  full round for a normal sapling to uproot itself. 
  Thereafter it moves at a speed of 5 feet and fights 
  as a cotyledon in all respects. Animated saplings 
  lose their ability to move if the cotyledon that 
  animated them is incapacitated or moves out of 
  range. The ability is otherwise similar to liveoak 
  (caster level 6th). Animated saplings have the 
  same vulnerability to fire that a cotyledon has, but 
  do not have the regeneratation special quality.
   
  Lash (Ex): As a standard action, a cotyledon 
  can wildly whip its many supple branches against an 
  opponent, causing dozens of stinging cuts and welts. 
  This deals 3d6+4 points of damage, half of which is 
  slashing damage and half of which is bludgeoning 
  damage. A successful DC 16 Reflex save halves the 
  damage. The save DC is Strength-based.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a cotyledon. This functions 
  normally in forest environments, but is reduced to 
  regeneration 1 in fertile non-forest areas (swamps, 
  plains, etc), and does not function at all while in 
  nonfertile areas (such as desert). If a cotyledon 
  loses a limb or chunk of wood, the lost portion 
  regrows in 1d4 hours.
   
  Soil Dependence (Ex): A cotyledon does not 
  need to sleep or eat, but it must spend at least six 
  hours per day rooted in soil. If not, the cotyledon 
  becomes fatigued. This condition is removed once 
  it spends at least six hours rooted in soil
   
  Skills: A cotyledon has a +5 racial bonus on 
  Knowledge (nature) checks. *Cotyledons have a +16 
  racial bonus on Hide checks made in forested areas.
  4
  
  79
   
  The decay dingo is a distant relative of the 
  hyena with course grey fur and a black stripe down 
  its back. Like their cousins, they are cunning pack 
  hunters. However, they eat nothing but carrion and 
  tirelessly hunt corporeal undead.
   
  Because of their diet, decay dingos are both 
  a bane and a boon to necromancers. Their keen 
  scent for dead flesh allows them to track down fresh 
  corpses for necromantic creations, but they can prove 
  difficult to keep away from these same creations.
   
  A typical decay dingo is about 5 feet long and 
  weighs about 150 pounds.
  Combat
   
  Decay dingos are crafty hunters, usually 
  employing tactics similar to those of hyena packs. 
  Against more powerful opponents they are cautious 
  (but fearless), rushing in and biting, then retreating 
  to allow their necrotic bites to take their toll.
   
  Necrotic Bite (Su): Decay dingo saliva have 
  acidic and necromantic properties that break down 
  rotting flesh so that the dingos can more easily 
  digest their fetid diet. A decay dingo’s bite deals 
  1d6 points of acid damage to undead or dead flesh.
  Decay Dingo
  Medium Magical Beast
  Hit Dice: 5d10+15 (42 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares)
  Armor Class: 17 (+3 Dex, +4 natural), 
  touch 13, flat-footed 14
  Base Attack/Grapple: +5/+7
  Attack: Bite +7 melee (ld8+3 plus necrotic 
  bite)
  Full Attack: Bite +7 melee (1d8+3 plus 
  necrotic bite)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Necrotic bite, trip
  Special Qualities: Damage reduction 
  5/magic, darkvision 60 ft., immunities, low-
  light vision, scent
  Saves: Fort +7, Ref +7, Will +1
  Abilities: Str 14, Dex 17, Con 17, Int 3, Wis 
  10, Cha 6
  Skills: Listen +4, Hide +5*, Jump +10, Spot 
  +4, Survival +2*
  Feats: Alertness, Combat Reflexes
  Environment: Any land
  Organization: Solitary, pair, or pack (3-15)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement Range: 6-10 HD (Medium); 
  11-15 HD (Large)
  Level Adjustment: +3 (cohort)
   
  However, this enzyme is also harmful to 
  living tissue: Bites from a decay dingo do not heal 
  naturally and must be cured with magic. Further, 
  living creatures bitten may also contract a magical 
  rotting disease known as hound’s breath.
   
  Hound’s breath–bite, Fortitude DC 15, 
  incubation period 1 day, damage 1d3 Con. The 
  save DC is Constitution-based.
   
  Trip (Ex): A decay dingo that hits with its 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the decay dingo.
   
  Immunities (Ex): Decay dingos are immune 
  to disease, fear, paralysis, ability damage, and 
  ability or energy drain.
   
  Skills: 
  *Due 
  to 
  their 
  grayish-brown 
  coloration, decay dingos have a +4 racial bonus on 
  Hide checks in barren landscapes or ruins. When 
  tracking by scent, they have a +4 racial bonus on 
  Survival checks.
  4
  
  80
   
  A mysterious creature of myth and legend, 
  the fox maiden is a sly defender of her brethren 
  against the onslaught of civilization and humanity. 
  No ordinary animal, the maiden appears in times 
  of trouble to walk amongst men and champion the 
  will of the fox. She is patient and clever, willing to 
  infiltrate and remain in human society for years at 
  a time in order to achieve her ends. The secret of 
  her identity is the key to the success of her mission, 
  and she uses extreme care and powerful illusions 
  to guard it. In fox form, she is indistinguishable 
  from a normal fox. In human form, she appears 
  as a beautiful young woman with exotic dress, 
  unusual grace, and a delicate build.
   
  The fox maiden is not a human by any 
  means; she thinks and behaves like a fox. Often, 
  the maiden bewitches a human male of great 
  influence or political power, using her sway over 
  him to promote her own agenda. Her agenda 
  may vary greatly, although a common plan is 
  human population control. A human or humanoid 
  population that has grown too large can pose a 
  threat to foxes and their prey. In such a case, a fox 
  maiden may arise to create dissention amongst the 
  humans with the aim of starting a war.
   
  A fox maiden is a very clever opponent, and 
  if her machinations are discovered, she may use 
  her influence or powers of illusion and charm, 
  employing guile, misdirection, and trickery to 
  discredit those who would expose her. A fox 
  maiden is ruthless and persistent, not above 
  seducing a man or two to make things go her way.
   
  In her natural form, a fox maiden is about 3-
  1/2 feet long from nose to tail and weighs between 
  8 and 16 pounds. In humanoid form, a fox maiden 
  Fox Maiden
  Small Magical Beast (Shapechanger)
  Hit Dice: 6d10 (33 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (+1 size, +4 Dex), touch 15, 
  flat-footed 11
  Base Attack/Grapple: +6/+3
  Attack: Bite +8 melee (1d4+1)
  Full Attack: Bite +8 melee (1d4+1) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Alternate form, darkvision 
  60 ft., low-light vision, spell resistance 20
  Saves: Fort +5, Ref +9, Will +3
  Abilities: Str 12, Dex 19, Con 11, Int 15, Wis 
  12, Cha 22
  Skills: Bluff +11, Diplomacy +14, Disguise 
  +11 (+13 acting), Gather Information +11, 
  Hide +8, Intimidate +12, Jump +5, Listen +5, 
  Sense Motive +6, Survival +5
  Feats: Ability Focus (charm person), Ability 
  Focus (major image), Improved Initiative
  Environment: Temperate forests
  Organization: Solitary 
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class 
  Level Adjustment: +2
  stands between 5 and 5-1/2 feet tall, and weighs 
  about 110 pounds. Fox maidens speak Gnoll, 
  Sylvan, and any two additional languages common 
  to the region such as Common, Elven, or Goblin. 
  Combat
   
  A fox maiden avoids direct confrontation, 
  preferring to use her charms and illusions to get 
  others to perform her dirty work for her. If things 
  go badly, she will use her magic to escape. She can 
  use her spell-like abilities in either form, although 
  she has minimal combat skills as a human. If 
  cornered, she returns to her natural form and 
  defends herself with her bite.
   
  Spell-Like Abilities: At will—charm person 
  (DC 19), detect thoughts (DC 18), invisibility, 
  major image (DC 21), suggestion (DC 19), 
  ventriloquism (DC 17). Caster level 6th. The save 
  DCs are Charisma-based.
   
  Alternate Form (Su): A fox maiden can 
  shift between her fox and maiden forms as a 
  standard action. In humanoid form, she is Medium 
  size, does not have a bite attack, and has a base 
  speed of 30 feet. She can still use her spell like 
  abilities. A fox maiden remains in one form until 
  she chooses to assume a new one. A change in 
  form cannot be dispelled, but a fox maiden reverts 
  to fox form when killed. A true seeing spell reveals 
  both forms simultaneously.
   
  The following changes are in effect while 
  in humanoid form: Spd 30 ft. (6 squares); AC 14 
  (touch 14, flat-footed 10); Grp +7; Atk +7 melee 
  (1d4+1/19-20, dagger) or +10 ranged (1d4+1/19-
  20, dagger); Full Atk +7/+2 melee (1d4+1/19-20, 
  dagger) or +10/+5 ranged (1d4+1/19-20, dagger); 
  Hide +4, Jump +1. 
  4
  
  81
   
  Not all sprites are as charming and harmless 
  as they look. Ginits have a definite mean streak, 
  and their mischief goes beyond punishing intruders 
  into their homes and toying with passers-by. Ginits 
  willingly ally themselves with bounty hunters or 
  posses, no matter what offence the fugitive is 
  supposed to have committed. They simply enjoy 
  the hunt and take pleasure in adding just a little 
  bit to the misery of another intelligent creature. 
  Ginits possess exceptionally keen senses and they 
  are skilled trackers in their native marshes and 
  woods and the fact they may work for free if they 
  decide that they like their employer also makes 
  them useful allies. On the other hand, they may 
  also give on up the job as soon as they get bored or 
  otherwise cease to enjoy the job.
  Ginit
  Small Fey
  Hit Dice: 4d6+4 (18 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fly 60 ft. (good) 
  (12 squares)
  Armor Class: 16 (+1 size, +4 Dex, +1 
  natural), touch 15, flat-footed 12
  Base Attack/Grapple: +2/-4
  Attack: Short sword +7 melee (1d4-2) or 
  composite shortbow +7 ranged (1d4/x3)
  Full Attack: Short sword +7 melee (1d4-2) 
  or composite shortbow +7 ranged (1d4/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Special arrows, spell-like 
  abilities
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell resistance 16
  Saves: Fort +2, Ref +8, Will +6
  Abilities: Str 7, Dex 18, Con 12, Int 16, Wis 
  15, Cha 16
  Skills: Bluff +9, Concentration +6, Craft 
  (any) +8, Escape Artist +10, Hide +10, 
  Listen +10, Move Silently +10, Search +9, 
  Sense Motive +8, Spot +9, Survival +8*
  Feats: Point Blank Shot, Track, Weapon 
  Focus B
  Environment: Temperate forest or marsh
  Organization: Gang (2-5) or band (6-11)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 3-4 HD (Small)
  Level Adjustment: —
  Combat
   
  Like most fey, ginits understand that straight-
  up melee combat places them at a disadvantage 
  and they have no taste for it. Instead, they use their 
  special abilities to achieve surprise and neutralize 
  their foes.
   
  Special Arrows (Ex): Like their cousins the 
  pixies, ginits sometimes employ arrows that deal 
  no damage but can put a creature to sleep. Any 
  opponent struck by one of these arrows, regardless 
  of Hit Dice, must succeed on a DC 17 Fortitude 
  save or be affected as though by a sleep spell. The 
  save DC is Charisma-based and includes a +2 
  racial bonus.
   
  Spell-Like Abilities: 3/day–hold person 
  (DC 16), invisibility (self only). Caster level 7th. 
  The save DCs are Charisma-based.
   
  Skills: *Ginits have a +3 competence bonus 
  on Survival checks when using the Track feat in 
  woodlands, forests, or swamps.
  Flora and Fauna
   
  Glass frogs: Arboreal frogs found in rainforests. They are usually varying shades of green that are 
  partially translucent. Their internal organs are visible where they have translucent skin, typically around 
  their stomachs. They lay their eggs, which are also translucent, on leaves while the male frogs stand guard.
  4
  
  82
   
  This creature resembles a massive black 
  gorilla, but its arms and paws are those of a bear. It 
  is covered with dark fur and its mouth is filled with 
  sharp teeth.
   
  Gorilla bears, much like owlbears, are the 
  result of a magical crossbreeding and merging 
  of two distinct species. As the name implies, the 
  gorilla bear is part bear and part gorilla. Its body 
  resembles that of a massive black gorilla. Its arms 
  and paws are very large and powerful like a great 
  black bear. Its ape-like head is covered with dark 
  fur and its mouth is filled with sharp teeth.
   
  A gorilla bear stands about 9 feet tall and 
  weighs about 1,000 pounds. Gorilla bears do not 
  speak or understand any languages.
  Gorilla Bear
  Large Magical Beast
  Hit Dice: 4dl0+16 (38 hp)
  Initiative: +2 
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (-1 size, +2 Dex, +5 natural), 
  touch 11, flat-footed 14
  Base Attack/Grapple: +4/+16
  Attack: Claw +11 melee (ld8+8)
  Full Attack: 2 claws +11 melee (ld8+8)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Constrict 1d8+8, improved 
  grab
  Special Qualities: Darkvision 60 ft., low-light 
  vision, Scent
  Saves: Fort +8, Ref +6, Will +2
  Abilities: Str 27, Dex 15, Con 19, Int 5, Wis 
  12, Cha 7
  Skills: Climb +12, Hide -2, Listen +7, Spot +7, 
  Swim +11
  Feats: Alertness, Endurance
  Environment: Warm forests
  Organization: Solitary or company (2-7)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: –
  Combat
   
  Gorilla bears are very aggressive and attack 
  their prey relentlessly. They grab opponents with 
  their powerful arms and attempt to squeeze them 
  until dead.
   
  Constrict (Ex): On a successful grapple 
  check, a gorilla bear deals ld8+8 points of damage.
   
  Improved Grab (Ex): To use this ability, a 
  gorilla bear must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict.
   
  Skills: Gorilla bears have excellent senses 
  and as such have a +4 racial bonus on Listen and 
  Spot checks.
   
  The hunter bush is a tall carnivorous 
  shrubbery whose root system and poison thorns are 
  the bane to all wandering the forest. Amidst their 
  shrubbery is a central stalk, anchoring the plant 
  Hunter Bush
  Large Plant
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 14 (-1 size, +5 natural), touch 9, 
  flat-footed 14
  Base Attack/Grapple: +2/+6
  Attack: Thorn +1 ranged (1d4 plus poison)
  Full Attack: Thorn +1 ranged (1d4 plus 
  poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Entangling roots, poison
  Special Qualities: Plant traits, tremorsense 
  100 ft.
  Saves: Fort +6, Ref +1, Will +1
  Abilities: Str 10, Dex 10, Con 16, Int —, Wis 
  10, Cha 10
  Skills: —
  Feats: —
  Environment: Temperate forest
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 4-6 HD (Large), 7-9 HD 
  (Huge)
  Level Adjustment: —
  into the earth. Their root systems are extensive 
  and claim as much space around it from other 
  plant life. Among their leaves are red berries and 
  bright-colored flowers, from which the hunter bush 
  launches its poison thorns.
  4
  
  83
   
  Any creature that falls prone or 
  becomes helpless within 40 feet of the hunter 
  bush is constricted by the roots, and takes 
  1d6 points of damage per round. A creature can 
  be cut free as a full-round action, but cannot free 
  itself without help. Damage done to the roots does 
  not count against the current hit point total of the 
  hunter bush.
   
  Poison (Ex): Injury, Fortitude DC 14, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based.
   
  Kanershee is an intelligent canine breed 
  with a thick, sandy-colored coat. Some speculate 
  their original pedigree derives from blink dogs, 
  explaining their ability to blink at will. With a 
  natural penchant toward good alignment, kanershee 
  especially hate evil lycanthropes, hunting them to 
  the death when they are discovered. Kanershee are 
  welcome neighbors for communities living in the 
  wilderness because they drive out lycanthropes 
  from their territory.
  Combat
   
  Blink (Su): A kanershee can blink at will as 
  per the spell (caster level 8th) and can evoke or end 
  the effect as a free action.
   
  Detect Evil (Su): At will, a kanershee can 
  detect evil as per the spell.
   
  Detect Lycanthrope (Su): Kanershee have 
  the supernatural ability to detect lycanthropes 
  within 60 feet of them. This ability reveals the type 
  of lycanthrope as well.
   
  Revealing Howl (Su): All lycanthropes 
  within a 100-foot radius of a kanershee that can 
  hear its revealing howl must succeed on a DC 
  16 Will save or revert to animal or hybrid form; 
  Kanershee
  Medium Magical Beast
  Hit Dice: 5d10+10 (37 hp)
  Initiative: +9
  Speed: 40 ft. (8 squares)
  Armor Class: 19 (+5 Dex, +4 natural), touch 
  15, flat-footed 14
  Base Attack/Grapple: +5/+7
  Attack: Bite +7 melee (1d8+3)
  Full Attack: Bite +7 melee (1d8+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Blink, damage reduction 
  5/cold iron, darkvision 60 ft., detect evil, detect 
  lycanthrope, low-light vision, revealing howl, 
  scent
  Saves: Fort +6, Ref +9, Will +1
  Abilities: Str 15, Dex 21, Con 14, Int 12, Wis 
  10, Cha 11
  Skills: Hide +9, Jump +6, Listen +9, Move 
  Silently +11, Spot +9
  Feats: Alertness, Endurance B, Improved 
  Initiative
  Environment: Any forest, hills, and plains
  Organization: Solitary, pair, or pack (7-16)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral good
  Advancement: 6-10 HD (Medium), 11-15 HD 
  (Large)
  Level Adjustment: +2 (cohort)
  there is a fifty percent chance of changing to either 
  form for natural lycanthropes, or afflicted ones 
  that are aware of their condition. Other afflicted 
  lycanthropes always change into animal form. 
  The save DC is Charisma-based and includes a +4 
  racial bonus.
  Kanershee as Mounts
   
  Kanershee make excellent special mounts 
  for halfling and gnome paladins. Kanershee can 
  only carry riders of Small size (not dwarves) and 
  have the same carrying capacity as a riding dog. A 
  kanershee can fight while carrying a rider, but the 
  rider cannot also attack unless he succeeds on a 
  Ride check. Riders take no damage when they fall 
  from a kanershee. If trained for war, kanershee can 
  make trip attacks just as wolves do.
   
  Training a kanershee as a mount requires a 
  Handle Animal check (DC 25 for a young creature, 
  or DC 30 for an adult) and that the kanershee be 
  willing. Kanershee pups are worth 2,000 gp each 
  on the open market. Professional trainers charge 
  500 gp to rear or train a kanershee, and kanershee 
  can wear any saddle suitable to a riding dog.
  Combat
   
  Entangling Roots (Ex): A hunter bush’s 
  root system can become animated as a free action, 
  affecting all creatures within 40 feet of the bush 
  as an entangle spell (caster level 1st). Affected 
  creatures must succeed on a DC 11 Reflex save 
  to move at half speed through the roots. The effect 
  lasts until the hunter bush dies or decides to end it 
  (also a free action). The save DC is Strength-based.
  4
  
  84
   
  Armed with a club that seems too large for 
  it to wield, a korred is a satyr-like creature that 
  dwells deep in the forest. A korred has a long beard 
  and hair tangled and matted into frightful knots. 
  Korreds keep their belongings in a large pouch; the 
  contents of such a pouch vary with the tastes of the 
  individual, but all korreds carry shears with which 
  to cut their matted hair when it becomes too long. 
   
  A korred stands about 3-1/2 feet tall and 
  weighs around 65 pounds. 
   
  Korreds speak Sylvan, Common, and their 
  own language.
  Combat
   
  A korred opens combat using its laugh to 
  stun its opponents. It follows this with its animated 
  hair attack. Entangled foes are pelted with rocks or 
  attacked with shears.
   
  Animate Hair (Su): A korred can weave 
  its hair (contained in its pouch) into rope that it 
  can animate to entangle creatures. The time it 
  takes to weave enough hair to entangle one foe is 
  dependent on the size of the creature as follows:
  Korred
  Small Fey
  Hit Dice: 6d6+6 (27 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 15 (+1 size, +2 Dex, +2 
  natural), touch 13, flat-footed 13
  Base Attack/Grapple: +3/+3
  Attack: Slam +8 melee (1d2+4) or shears 
  +8 melee (1d4+4/x3) or rock +6 ranged 
  (2d6+4)
  Full Attack: Slam +8 melee (1d2+4) or 
  shears +8 melee (1d4+4/x3) or rock +6 
  ranged (2d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Animate hair, laugh, rock 
  throwing, spell-like abilities
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell resistance 16
  Saves: Fort +3, Ref +7, Will +7
  Abilities: Str 19, Dex 15, Con 12, Int 12, 
  Wis 14, Cha 13
  Skills: Bluff +10, Diplomacy +3, Disguise 
  +1 (+3 acting), Hide +15, Intimidate 
  +3, Jump -2, Listen +13, Move Silently 
  +11, Perform +10, Search +10, Spot +13, 
  Survival +2 (+4 following tracks)
  Feats: Alertness, Dodge, Mobility
  Environment: Temperate forests
  Organization: Solitary or gang (2-4)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: By character class
  Level Adjustment: +4
  Size  
   
  Time
  Up to Tiny 
  1 round
  Small or Medium 
  2 rounds
  Large 
   
  3 rounds
   
  A korred cannot entangle an opponent of 
  greater than Large size. This ability otherwise is 
  similar to the animate rope spell (caster level 15th).
   
  Laugh (Su): Three times per day, a korred can 
  laugh loudly. All creatures in a 60-foot spread must 
  succeed on a DC 14 Will save or be stunned for 1d4 
  rounds. A bard’s countersong ability can nullify the 
  effects. A creature that successfully saves cannot be 
  affected by the same korred’s laugh for 24 hours. 
  This is a sonic, mind-affecting compulsion effect. 
  The save DC is Charisma-based.
   
  Rock Throwing (Ex): A korred can hurl 
  rocks of 40 to 50 pounds each (Small objects) up 
  to five range increments. The range increment is 20 
  feet for a korred’s rocks.
   
  Spell-Like Abilities: At will – shatter (DC 
  13), stone shape, stone tell, transmute rock to 
  mud (DC 16). Caster level 8th. The save DCs are 
  Charisma-based.
   
  Shears: Light exotic weapon, 1d6 points of 
  slashing damage, crit x3; cost 35 gp; weight 1 lb. 
  4
  
  85
   
  The leechvine is a carnivorous tree found 
  near watering holes in forests and jungles. It 
  always grows in areas of thick undergrowth, 
  largely due to remains of its predation enriching 
  the nearby soil.
   
  A leechvine tree grows to a height of 10 feet. 
  Its trunk is about 3 feet in diameter near the ground 
  and gets gradually thinner as it gnarls upward. 
  Lush leaves top the tree, and six thick, vine-like 
  tendrils droop down to the ground and extend up to 
  30 feet from the base of the trunk. These vines can 
  retract barbed thorns along their length to either 
  inject poison or drain the blood of prey.
   
  The sap of a leechvine tree smells like blood, 
  which it uses to lure carnivorous creatures within 
  reach of its vines.
  Combat
   
  When Small or larger prey comes within 
  range, the leechvine attempts to grab it using the 
  nearest tendril. Smaller animals will normally be 
  ignored unless the plant has not fed for some time. 
  The vines are quick and extremely strong, becoming 
  tighter as the prey struggles against them.
   
  Once the vine has a solid hold on a victim, 
  dozens of barbs extend and pierce the flesh. 
  Some of the barbs inject a toxin that immediately 
  Leechvine Tree
  Large Plant
  Hit Dice: 4d8+12 (30 hp)
  Initiative: -1
  Speed: 0 ft. (immobile)
  Armor Class: 18 (-1 size, -1 Dex, +10 
  natural), touch 8, flat-footed 18
  Base Attack/Grapple: +3/+13
  Attack: Vine tentacle +8 melee (1d8+6)
  Attacks: 6 vine tentacles +8 melee (1d8+6)
  Space/Reach: 10 ft./30 ft.
  Special Attacks: Blood drain, improved 
  grab, poison
  Special Qualities: Damage reduction 
  5/slashing, low-light vision, plant traits, 
  tremorsense 60 ft.
  Saves: Fort +7, Ref +0, Will +1
  Abilities: Str 22, Dex 9, Con 16, Int –, Wis 
  10, Cha 2
  Skills: —
  Feats: —
  Environment: Warm forests
  Organization: Solitary, pair, or cluster (3-4)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
  weakens the victim and begins to break down and 
  dissolve its tissues. Other barbs act as tiny siphons 
  and begin extracting the fluids until the body is 
  drained. Drained carcasses are left to rot near the 
  trunk to lure more prey.
   
  Blood Drain (Ex): A leechvine tree drains 
  blood, dealing 1d4 points of Constitution damage 
  in any round when it begins its turn with a hold on 
  a victim. This continues until the victim is dead 
  or has managed to escape. A leechvine that drains 
  32 or more points of Constitution is sated for one 
  full week and does not attack any more creatures 
  during that time unless provoked.
   
  Improved Grab (Ex): To use this ability, a 
  leechvine tree must hit with a vine attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  automatically injects its poison and may drain 
  blood. A leechvine tree vine that has a hold on an 
  opponent deals ld4 points of damage to the victim 
  if forcibly removed.
   
  Poison (Ex): Grapple (hold), Fortitude DC 
  15; initial and secondary damage ld4 Strength. The 
  save DC is Constitution-based.
  4
  
  86
   
  Mantaggots are horse-sized creatures that 
  look like twisted hybrids of beetle, mantis and 
  maggot. They stinks of carrion and blood. Whether 
  created through magical experimentation or some 
  horrible twist of nature, mantaggots are fearsome 
  hunters. Although they will eat carrion, they prefer 
  fresh meat, especially that of humanoids. They 
  consider the flesh of dwarves, elves, and humans 
  to be fine delicacies.
   
  A mantaggot tunnel is generally around 5 feet 
  tall and wide. Larger chambers are often dug out to 
  serve as nests. They lay their eggs in carrion, so these 
  tunnels often have an overwhelmingly bad scent.
   
  A typical mantaggot is about 12 feet long and 
  weighs around 950 pounds. They do not speak any 
  known languages.
  Combat
   
  Although 
  not 
  particularly 
  intelligent, 
  mantaggots often have opportunity to ambush prey 
  at the beginning of a rampage. When moving into a 
  new area, they burrow tunnels, then lie in ambush 
  until detecting prey with their tremorsense. 
  Waiting under the earth until their hunger spurs 
  them on, the mantaggots are known to erupt into 
  city streets, unerringly discovering and devouring 
  any who choose to hide rather than flee.
  Mantaggot
  Large Aberration
  Hit Dice: 7d8+7 (38 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares), burrow 5 ft.
  Armor Class: 20 (-1 size, -1 Dex, +12 
  natural), touch 8, flat-footed 20
  Base Attack/Grapple: +5/+15
  Attack: Bite +10 melee (1d8+6)
  Full Attack: Bite +10 melee (1d8+6) and 4 
  claws +5 melee (1d6+3)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Frenzied charge, rend 
  1d8+6
  Special Qualities: Darkvision 60 ft., 
  blindsight 60 ft., immunities, tremorsense 
  60 ft.
  Saves: Fort +5, Ref +1, Will +5
  Abilities: Str 22, Dex 8, Con 13, Int 3, Wis 
  10, Cha 3
  Skills: Climb +8, Listen +4, Spot +1, 
  Survival +3
  Feats: Great Fortitude, Power Attack, Track
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  Mantaggots are single-minded in combat 
  — they do not see enemies, only things to be eaten. 
  Their clawing attacks are intended to drag food to 
  their teeth, but they still cause horrendous wounds. 
  Once set on a target, a mantaggot never ceases 
  pursuit unless another tasty bit tries to bar its path.
   
  Frenzied Charge (Ex): A mantaggot can 
  make a special charge attack. Charging 60 feet 
  in a straight line, it can make a bite attack against 
  any foes within 5 feet of the charge’s path. While 
  charging, the mantaggot make make a bull rush 
  attack as a free action against anyone directly in 
  the path of its charge; if successful, the bull rush 
  knocks the opponent away 5 feet laterally so the 
  mantaggot may continue its charge. This bull rush 
  attempt does not provoke an attack of opportunity.
   
  Rend (Ex): If a mantaggot hits with three or 
  more claw attacks, it may savage its victim further, 
  automatically inflicting an additional ld8+6 points 
  of damage.
   
  Immunities  (Ex): Poisons of any sort have 
  no effect on a  mantaggot. The creature is also 
  immune to sleep, paralysis, and any illusion that 
  does not include a taste component.
  4
  
  87
   
  The noble stag is a bird with the countenance 
  and antlers of a stag. Standing over 7 feet tall with 
  a 10-foot wingspan and golden-colored feathers, 
  the noble stag is a majestic symbol of the forest. 
  The noble stag is the object of poachers due to the 
  magical qualities of their feathers, antlers, and heart.
  Combat
   
  Noble stags are not carnivorous or naturally 
  aggressive. They only fight if injured or ensnared, but 
  they struggle until exhausted or dead before permitting 
  themselves to be captured. They fiercely protect their 
  nests from invasion and fight to protect their eggs or 
  hatchlings if the male cannot successfully lure hunters 
  away before the nest is discovered.
   
  When entering their nesting grounds, intruders 
  risk attack by the male noble stag, who first attempts 
  to frighten them away by performing threatening 
  aerial dives. If unsuccessful on the first passes, the 
  male makes a low retreat attempting to lure the 
  intruders away from the nest. If ignored, he attacks 
  the interlopers from above, diving with renewed 
  determination. This time around, the male makes 
  claw attacks attempting to grab his foes and drop 
  them from great heights, or swoop down and perch 
  to slash and gore them with his tough, sharp antlers.
   
  Spell-Like Abilities: At will–clairaudience/
  clairvoyance, detect evil, detect thoughts (DC 13), 
  owl’s wisdom. Caster level 5th. The save DC is 
  Charisma-based.
  Campaign
   
  If the preservation spell is cast upon the 
  corpse of a noble stag, parts of its body can be used. 
  The corpse of a male noble stag produces 1d100 
  usable feathers. The feathers can be used in two 
  ways. When used as the component in a. feather 
  fall spell, the feather of the noble stag doubles 
  the normal duration of the spell, regardless of the 
  caster’s level. The feather loses its potency after 
  one use. If fashioned into a writing quill and used to 
  Noble Stag
  Large Magical Beast
  Hit Dice: 5d10+15 (42 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), fly 50 ft. (poor) (10 
  squares)
  Armor Class: 14 (-1 size, +2 Dex, +3 natural), 
  touch 11, flat-footed 12
  Base Attack/Grapple: +5/+13
  Attack: Claw +8 melee (1d6+4)
  Full Attack: 2 claws +8 melee (1d6+4) and gore 
  +6 melee (1d8+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft., low-light 
  vision
  Saves: Fort +7, Ref +6, Will +5
  Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 18, 
  Cha 12
  Skills: Hide +6, Listen +9, Move Silently +8, 
  Spot +9
  Feats: Flyby Attack B, Multiattack, Power Attack
  Environment: Temperate forest, hill and 
  mountains
  Organization: Solitary, pair, or nest (4)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); male noble stag 
  only: 11-15 HD (Huge)
  Level Adjustment: —
  inscribe a fly spell, the noble stag’s feather enhances 
  the normal potency of the spell to function several 
  levels higher than the caster who inscribes it. The 
  enhancement amounts to +1 caster level per five hit 
  dice of the noble stag. The feather loses this magical 
  property once the fly spell has been inscribed.
   
  The antlers of a noble stag can be used to 
  increase the potency of any projectile or thrown 
  weapons. If fashioned into arrowheads, darts, or 
  javelin tips, the weapons deal damage as though 
  they were one size larger.
   
  The heart of a noble stag contains the essence 
  of its supernatural wisdom and intelligence. By 
  eating the heart, a character temporarily gains one 
  of the following spell-like abilities usable once per 
  day: 25% chance of detect thoughts, 25% chance of 
  clairaudience/clairvoyance, 25% chance of detect 
  evil, or 25% chance of owl’s wisdom. All spell effects 
  operate at a caster level equal to the minimum caster 
  level needed to cast the spells. The character retains 
  the ability for a number of days equal to the noble 
  stag’s Hit Dice. 
  Preservation
  Transmutation
  Level: Drd 3
  Components: V, S, F
  Casting Time: One hour
  Range: Touch
  Target: One touched animal or magical beast corpse 
  Duration: Permanent
  Saving Throw: Will negates (object)
  Spell Resistance: No
   
  This spell is cast on the corpse of a recently 
  slain creature (dead for no more than 30 minutes at 
  the time of casting). If the creature’s hide or natural 
  weapons had magical, supernatural, or extraordinary 
  properties, they are preserved, and remain even after 
  a smith makes weapons or armor from the creature’s 
  body. While the spell is permanent, the effect may be 
  discharged upon use, depending on the ability.
  4
  
  88
   
  Poukai are large, intelligent birds of the 
  tropics. Their plumage is brightly colored: deep 
  blues, emerald greens, yellows, violets, and 
  vibrant reds. Although they resemble parrots, their 
  massive size and carnivorous appetite make the 
  poukai a feared sight in the jungle.
   
  Poukai speak broken Common and are able 
  to perfectly mimic short phrases of intelligent 
  speech in any language. They are birds, however, 
  so their conversations are often confusing, as 
  the giant birds hop from subject to subject as if 
  listeners can easily follow their flighty logic.
  Combat
   
  Screech (Su): A poukai can emit a blood-
  curdling, scream-like cry once every 1d4 rounds. 
  Usually this screech precedes a dive attack, but 
  may be used at any time. Living creatures within 
  80 feet must succeed on a DC 14 Will save or 
  be cowering in fear for 1 round. A creature that 
  succeeds on its saving throw remains immune to 
  that poukai’s screech for 24 hours. The save DC is 
  Charisma-based.
   
  Snatch (Ex): A poukai can choose to start a 
  grapple when it hits with a claw or bite attack, as 
  though it had the improved grab special attack. If 
  the poukai gets a hold on a creature one or more 
  sizes smaller, it squeezes each round for automatic 
  bite or claw damage. The poukai can drop a creature 
  it has snatched as a free action or use a standard 
  action to fling it aside. A flung creature travels 
  1d6x10 feet, and takes 1d6 points of damage per 
  10 feet traveled. If the creature flings a snatched 
  opponent while flying, the opponent takes this 
  amount or falling damage, whichever is greater.
   
  Instead of flinging a snatched creature aside, 
  a poukai may dash it against a nearby rock. A 
  Poukai
  Large Magical Beast
  Hit Dice: 4d10+4 (26 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares), fly 50 ft. (average) 
  (10 squares)
  Armor Class: 16 (-1 size, +3 Dex, +4 
  natural), touch 12, flat-footed 13
  Base Attack/Grapple: +4/+12
  Attack: Bite +7 melee (1d8+4)
  Full Attack: Bite +7 melee (1d8+4) and 2 
  claws +2 melee (1d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Screech, snatch
  Special Qualities: Darkvision 60 ft., low-
  light vision
  Saves: Fort +5, Ref +7, Will +3
  Abilities: Str 18, Dex 17, Con 13, Int 10, 
  Wis 14, Cha 10
  Skills: Listen +7, Move Silently +7, Spot 
  +11
  Feats: Ability Focus (screech), Alertness
  Environment: Warm forest
  Organization: Solitary or pair
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral 
  Advancement: 5-8 HD (Large), 9-12 HD 
  (Huge)
  Level Adjustment: —
  creature dashed against a rock suffers 4d6 points 
  of bludgeoning damage and must succeed on a DC 
  16 Fortitude save or be stunned for 1 round. The 
  save DC is Strength-based.
  Poukai as Mounts
   
  Poukai are sometimes captured while young 
  and trained as aerial mounts by rangers, druids, or 
  other defenders of jungles and rain forests. These 
  great birds serve almost willingly if fed a healthy 
  diet of tasty forest mammals or big, juicy insects. 
   
  A poukai requires training before it can bear 
  a rider in combat. Training a poukai requires six 
  weeks of work and a DC 25 Handle Animal check 
  (this DC may be reduced by -2 if the poukai is 
  “bribed” with a large selection of its favorite 
  foods). Riding a poukai requires an exotic saddle. 
  A poukai can fight while carrying a rider, but the 
  rider cannot also attack unless he or she succeeds 
  on a Ride check.
  Poukai Treasures
   
  The remains of a poukai are valuable for 
  their use as food and in creating magical tools. 
  A poukai’s beak can be combined with a DC 12 
  Craft (taxidermy) check and a gentle repose spell 
  to create a horn capable of sounding the poukai’s 
  dreaded screech. Each of a poukai’s wings provide 
  enough material to be made into a cape of feather 
  falling for one Medium creature. The delicate 
  plumage on these wings, if handled properly 
  with a DC 15 Craft (weaving) check, provides a 
  +1 enhancement bonus to the caster level of the 
  resulting cape. If mishandled, the feathers are still 
  a handsome foundation for such an item. Poukai 
  feathers are considered of natural masterwork 
  quality due to their size and durability.
  4
  
  89
   
  The slumbermist spider is a form of hunting 
  spider that lurks in the forest canopy, stealthily 
  climbing down the trunks of tall trees to strike 
  at unsuspecting victims. These nocturnal hunters 
  derive their name from the mist they spray from 
  their abdomens, which acts as a powerful sedative. 
  Once a victim has succumbed to slumber, the spider 
  carries it up into the treetops and feeds at its leisure.
   
  A slumbermist spider generally takes only 
  one victim at a time, but will continue to follow 
  a group of creatures traveling through the forest, 
  picking them off one by one.
   
  A slumbermist spider is about 10 feet in 
  diameter, including its legs, and stands about 3 feet 
  tall.  It weighs close to 120 pounds.
  Combat
   
  This monstrous hunter lives the canopy of 
  deep, lush forests. It hunts at night, preying on 
  sleeping creatures. The slumbermist spider is 
  Slumbermist Spider
  Large Vermin
  Hit Dice: 8d8+8 (44 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), climb 30 ft.
  Armor Class: 16 (-1 size, +3 Dex, +4 
  natural), touch 12, flat-footed 13
  Base Attack/Grapple: +6/+13
  Attack: Bite +8 melee (1d8+4 plus poison)
  Full Attack: Bite +8 melee (1d8+4 plus 
  poison)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Poison, sedative spray
  Special Qualities: Darkvision 60 ft. vermin 
  traits
  Saves: Fort +7, Ref +5, Will +2
  Abilities: Str 16, Dex 16, Con 12, Int —, 
  Wis 10, Cha 6
  Skills: Climb +11, Hide +9, Move Silently 
  +13
  Feats: —
  Environment: Warm forests
  Organization: Solitary
  Challenge Rating: 4
  Treasure: 1/10th coins; 50% goods; 50% 
  items
  Alignment: Always neutral
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: –
  essentially a coward; if confronted with fierce 
  resistance, it generally flees back into the trees. 
  If cornered, it lashes out with its forelegs and 
  mandibles until it can find an opportunity to escape.
   
  Sedative Spray (Ex): The slumbermist 
  spider exudes a fine, golden mist in a 30-foot 
  spread. Potential victims within 30 feet of the 
  slumbermist spider must make a DC 15 Fortitude 
  save or fall asleep. The save DC is Constitution-
  based. The slumbermist spider may expel three 
  doses of spray in any six-hour period.
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  and secondary damage 1d4 Strength. The save DC 
  is Constitution-based.
   
  Skills: The slumbermist spider receives a +10 
  racial bonus on Hide and Move Silently checks. A 
  slumbermist spider also has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  a Climb check, even if rushed or threatened.
  Flora and Fauna
   
  Juniper: The evergreen juniper bush reaches an average height of 10 feet, grows silvery-green, 
  spiny needles instead of leaves, and it bears small yellow flowers that ripen three years later into cones of 
  reddish-purple berries. Differentiating a juniper bush from other members of the evergreen family requires 
  a Wilderness Lore check (DC 10). When crushed, the pungent berries can flavor several marinades and 
  stuffing for roasted game with a Profession (cook) check (DC 12). The violet berries are also an integral 
  component in the distillation of gin. The juniper’s wood also contains an oil that repels insects.
   
  Juniper Oil: Juniper oil is a natural insect repellent, making it a necessity while traveling through 
  wilderness areas infested by disease-bearing insects, such as jungles and woods. One juniper shrub yields 
  3d6 applications, and each application lasts 3d6 hours. Juniper oil grants a +1 competence bonus to all 
  Fortitude saves against insect-transmitted diseases.
  4
  
  90
   
  The stranglebark is a bizarre creature of 
  stealth and surprise. Stranglebarks make their 
  homes in forests and wooded areas, where their 
  treelike appearance gives them near invisibility. 
  A stranglebark is a broad, nearly flat beast, 
  with a thick bark-like hide and woody limbs. 
  Sranglebarks wrap their bodies around the trunks 
  of trees, blending in perfectly, and then lie in wait 
  for forest creatures to walk by.
   
  When prey comes within range, the 
  stranglebark inverts its curve, springing out from 
  its tree and engulfing its victim. The pocket 
  created when a stranglebark curls up functions 
  as its stomach, and acid can be secreted from 
  the pores in its skin, allowing it to liquefy and 
  absorb its food. Stranglebarks do not collect 
  treasure. However, they tend to stay in one area, 
  so valuables often accumulate in the underbrush 
  within their territories.
   
  Stranglebarks have learned to adapt to treeless 
  environments, especially in deforested areas. Some 
  have developed a stony look and wrap themselves 
  around pillars in ruins or stalagmites in caverns. A 
  subspecies of stranglebark, often called the falspan, 
  curls up like a log and lies across chasms. When 
  creatures walk across, it drops them into the chasm 
  to crash against the rocks below, while it glides 
  down like a flying squirrel to devour them.
  Combat
   
  The stranglebark remains still until opponents 
  move within range of its spring ability, which it 
  always uses to initiate combat, typically during the 
  surprise round. If it misses with its spring, it makes 
  slam attacks with its branches, attempting to grab 
  Stranglebark
  Medium Aberration
  Hit Dice: 5d8+10 (32 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares) (40 ft. if springing)
  Armor Class: 21 (+3 Dex, +8 natural), 
  touch 13, flat-footed 18
  Base Attack/Grapple: +3/+12
  Attack: Slam +8 melee (1d6+7)
  Full Attack: Slam +8 melee (1d6+7)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, spring, 
  wrap 1d6+7 plus 1d6 acid
  Special Qualities: Blindsight 50 ft., 
  immunity to acid
  Saves: Fort +5, Ref +6, Will +5
  Abilities: Str 20, Dex 17, Con 15, Int 3, Wis 
  12, Cha 10
  Skills: Hide +7*, Jump -7, Listen +5
  Feats: Great Fortitude, Lightning Reflexes
  Environment: Temperate forests
  Organization: Solitary or copse (2-12)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 6-10 HD (Medium); 11-15 
  HD (Large)
  Level Adjustment: –
  hold of a victim and wrap around him. If spotted, or 
  in dire straits, the stranglebark uses its spring ability 
  to quickly bounce from tree to tree to escape.
   
  Improved Grab (Ex): To use this ability, a 
  stranglebark must hit an opponent with its slam 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  If it gets a hold, it can wrap around its foe. Due to 
  its ability to tightly grip its opponent, a stranglebark 
  has a +4 racial bonus on grapple checks.
   
  Spring (Ex): If a stranglebark is wrapped 
  around a tree, opponent, or similar object, it can 
  unwind itself violently, launching itself through 
  the air at a distance of up to 40 feet. This ability is 
  otherwise identical to a charge.
   
  Wrap (Ex): A stranglebark can wrap around 
  its foe completely and begin to digest it. With a 
  successful grapple check, the stranglebark pins its 
  opponent and deals automatic slam damage plus 
  1d6 points of acid damage. While its opponent is 
  pinned, any attacks striking the stranglebark deal 
  damage to both the stranglebark and its victim; 
  each receives half the damage, rounded down.
   
  Blindsight (Ex): Stranglebarks see by 
  nonvisual means with a range of 50 feet through 
  the use of scent, taste, vibration, heat, and sound. 
  If any one of these means is taken away, such as 
  through a silence spell, this ability is reduced 
  to blindsense. Beyond 50 feet, a stranglebark is 
  considered blinded. A stranglebark is invulnerable 
  to gaze attacks, visual effects of spells such as 
  illusions, and other attack forms that rely on sight.
   
  Skills: *A stranglebark has a +12 racial bonus 
  on Hide checks while wrapped around a tree. 
  4
  
  91
   
  Timber dryads are guardians of the deep forest. 
  Although they resemble dryads, timber dryads are 
  actually plants more akin to trees with their strength, 
  vitality, and bark-like skin. A timber dryad’s “hair” 
  is actually a cluster of willow-like branches. Its skin 
  is bark-like, similar to that of a birch, so it can be 
  mistaken for flesh from a distance.
   
  Timber dryads are vigilant protectors of their 
  forest homes. They will work with druids, rangers, 
  fey, and other forest-dwelling creatures to repel 
  threats to the woods, particularly loggers and those 
  who carelessly use fire. If desperate, they will use 
  their communal treasure to bribe other creatures to 
  aid them in repelling the threat.
   
  A timber dryad  is about 6 feet tall and 
  weighs 200 pounds. Timber dryads speak their 
  own language and Common.
  Combat
   
  Timber dryads do not relish combat, but they 
  fight to defend their woods if they judge intruders 
  to be too great a threat. Many have learned to draw 
  away male stragglers by pretending to be ordinary 
  girls, then murdering the interlopers once they are 
  apart from their group. They use their superior 
  mobility and camouflage to attack those on the 
  fringe of the party, lashing out with quick, yet 
  Timber Dryad
  Medium Plant
  Hit Dice: 6d8+30 (57 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares), climb 30 ft.
  Armor Class: 20 (+2 Dex, +8 natural), 
  touch 12, flat-footed 18
  Base Attack/Grapple: +4/+8
  Attack: Slam +8 melee (1d8+6)
  Full Attack: Slam +8 melee (1d8+6)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Sneak attack +2d6
  Special Qualities: Furtiveness, low-light 
  vision, plant traits, sylvan allies, wild 
  empathy
  Saves: Fort +10, Ref +4, Will +4
  Abilities: Str 19, Dex 14, Con 20, lnt 13, 
  Wis 15, Cha 17
  Skills: Bluff +8, Climb +12, Diplomacy 
  +7, Disguise +2 (+5 acting), Escape Artist 
  +4, Heal +4, Hide +5*, Intimidate +5, Jump 
  +12, Listen +4, Move Silently +5*, Search 
  +6, Spot +4, Survival +7 (+9 following 
  tracks)
  Feats: Alertness, Run, Track
  Environment: Any forests
  Organization: Solitary, pair, or glade (3-7)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 7-12 HD (Medium)
  Level Adjustment: –
  alarmingly deadly blows and then disappearing 
  back into the forest until another opportunity 
  presents itself.
   
  Sneak Attack (Ex): A timber dryad has the 
  sneak attack ability as a rogue of a level equal to 
  half her Hit Dice (+2d6 for the average timber 
  dryad). This ability can be used only when the 
  timber dryad is in the forest.
   
  Furtiveness (Ex): Timber dryads are 
  effectively invisible and silent at distances of 30 
  feet or greater, unless they choose to be seen. This 
  ability can be used only when the timber dryad is 
  in the forest.
   
  Sylvan Allies (Ex): A timber dryad usually 
  knows other forest denizens nearby whom it has 
  befriended. The timber dryad can communicate 
  with these creatures freely, be they unicorns, 
  animated tree warriors, or even dire animals.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  a timber dryad has a +6 racial bonus on the check.
   
  Skills: A timber dryad has a +8 racial bonus 
  on Climb checks and can always  choose to take 10 
  on Climb checks, even if rushed or threatened. *A 
  timber dryad has a +10 bonus to Hide and Move 
  Silently checks in forest environments.
  4
  
  92
   
  Vapor wasps resemble giant wasps in almost 
  all respects. They typically have red eyes and jet 
  black bodies, although some rare species vary in 
  their coloration (a blue stripe on the abdomen is 
  the giveaway). Vapor wasps construct their nests 
  above ground and most often in forested areas. They 
  rarely build their hives in mountains, deserts, or 
  cold climates. A vapor wasp hive is for the most part 
  indistinguishable from an ordinary giant wasp hive.
   
  Vapor creatures are thought to be native 
  to a plane other than the Material, though sages 
  cannot find any evidence to support such claims. 
  Adventurers speak of various other vapor creatures 
  (vapor lions, vapor beetles, and so on), but so far, the 
  only two that have been recorded and documented 
  are the vapor dire rat and the vapor wasp.
   
  Vapor creatures are indiscernible from their 
  normal counterparts and are often mistaken for such 
  creatures. These creatures are highly intelligent 
  (compared to the normal creatures they resemble) 
  and their cunning and wits often show themselves 
  in battle or interaction with other creatures.
  Combat
   
  Vapor wasps are not aggressive creatures and 
  generally avoid combat unless threatened or unless 
  the hive is threatened. Creatures wandering within 
  100 feet of a vapor wasp hive are harassed but 
  almost always left alone. If attacked, or if the hive 
  itself is threatened, vapor wasps attack relentlessly, 
  using their poisonous sting to fell their opponents.
  Vapor Wasp
  Large Magical Beast
  Hit Dice: 5d10+10 (37 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), fly 60 ft. (good)
  Armor Class: 14 (-1 size, +1 Dex, +4 
  natural), touch 10, flat-footed 13
  Base Attack/Grapple: +5/+13
  Attack: Sting +8 melee (1d3+6 plus poison)
  Full Attack: Sting +8 melee (1d3+6 plus 
  poison)
  Space/Reach: 10 ft/5 ft
  Special Attacks: Death throes, poison
  Special Qualities: Cold susceptibility, 
  darkvision 60 ft., fast healing 2, low-light 
  vision, resistance to fire 5, vaporous form
  Saves: Fort +6, Ref +5, Will +2
  Abilities: Str 18, Dex 12, Con 14, Int 6, Wis 
  13, Cha 11
  Skills: Hide +2*, Jump -2, Spot +9, 
  Survival +4*
  Feats: Flyby Attack, Power Attack
  Environment: Temperate forests
  Organization: Solitary, swarm (2-5), or 
  nest (11-20)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: —
   
  Death Throes (Ex): When a vapor wasp 
  is slain, its body bursts and releases a nauseating 
  cloud of grayish-green vapor that fills a 10-foot 
  radius. This acts as a stinking cloud spell (caster 
  level 5th). Affected creatures must make a 
  successful DC 14 Fortitude save or be nauseated as 
  long as they remain within the cloud and for 1d4+1 
  rounds after they leave. A creature that makes its 
  save but remains in the cloud must continue to save 
  each round. The save DC is Constitution-based.
   
  Poison (Ex): Injury, Fortitude DC 14; initial 
  and secondary damage 1d6 Dexterity. The save DC 
  is Constitution-based.
   
  Cold Susceptibility (Ex): A cold-based 
  effect slows a vapor wasp (as the slow spell) for 3 
  rounds. This only affects the creature when it’s in 
  vapor form.
   
  Fast Healing (Ex): A vapor wasp heals 2 
  points of damage per round so long as it has at 
  least 1 hit point and is touching a body of water or 
  is in a body of mist, smoke, steam, or fog.
   
  Vaporous Form (Su): As a free action, a 
  vapor wasp can assume a gaseous form for up to 
  one hour each day. The time does not need to be 
  continuous, so long as the vapor wasp doesn’t 
  exceed the one hour per day limit. This ability 
  is otherwise identical to the gaseous form spell 
  (caster level 5th).
   
  Skills: Vapor wasps have a +8 racial bonus 
  on Spot checks. *They also have a +4 racial bonus 
  on Survival checks to orient themselves, and a +8 
  racial bonus on Hide checks in areas of smoke, 
  fog, mist, or vapor.
  4
  
  93
   
  The xenarthroth is a carnivorous relative of the 
  sloth. Like the sloth, the xenarthroth’s fur is home to 
  algae, coloring its coat green. Unlike the sloth, it is 
  swift on land and its pronounced claws and oversized 
  teeth suggest it is not wholly herbivourous.
   
  Like their herbivorous cousins, xenarthroths 
  are highly arboreal, going to the ground only to 
  hunt or to relocate to another tree they cannot 
  reach via brachiation. Xenarthroths spend most of 
  their time hanging upside down from tree limbs, 
  using all four legs. The same strong limbs and 
  sharp claws that they use to hang from trees are 
  used to slash at prey.
   
  Once a xenarthroth brings down prey, it 
  generally drags the victim’s body up a nearby tree 
  and drapes it over a thick branch. It then devours 
  this meal at its leisure while hanging upside down 
  from a nearby branch.
  Xenarthroth
  Large Animal
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +1
  Speed: 30 ft (6 squares), climb 10 ft.
  Armor Class: 15 (-1 size, +1 Dex, +5 
  natural), touch 10, flat-footed 14
  Base Attack/Grapple: +6/+18
  Attack: Claw +14 melee (2d6+8)
  Full Attack: 2 claws +14 melee (2d6+8) 
  and bite +11 melee (2d6+4)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: —
  Special Qualities: Low-light vision, scent
  Saves: Fort +10, Ref +7, Will +4
  Abilities: Str 26, Dex 12, Con 19, Int 2, Wis 
  15, Cha 6
  Skills: Climb +16, Hide +6*, Listen +4, 
  Move Silently +5, Spot +4, Survival +4*
  Feats: Alertness, Multiattack B, Stealthy, 
  Track B, Weapon Focus (claw)
  Environment: Warm forests
  Organization: Solitary
  Challenge Rating: 4
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
   
  A typical xenarthroth is 7-8 feet long and 
  weighs between 300 and 400 pounds.
  Combat
   
  Xenarthroths stalk their prey from the trees, 
  drop down on unsuspecting victims, and pummel 
  their prey with brute strength, sharp teeth, and 
  flesh-tearing claws.
   
  Skills: Xenarthroth have a +8 racial bonus 
  on Climb checks. A xenarthroth can always choose 
  to take 10 on a Climb check, even if rushed or 
  threatened.
   
  *Xenarthroth also have a +6 racial bonus on 
  Survival checks when tracking by scent. 
   
  *Xenarthroth have a +8 racial bonus on Hide 
  checks in forest terrain.
   
  Speckled Frog: Saturated by a thin, brown membranous slime, the aggressive and malodorous 
  speckled frog lurks near the banks of the jungle’s rivers and streams, ravenously devouring the insects 
  and small rodents. The voracious predator prefers to keep its brown body beneath the water’s surface 
  while its protruding eyes scan the immediate vicinity for its next meal. Once it spies a potential victim, 
  the speckled,, frog slowly and methodically swims toward its intended target before quickly surfacing 
  and thrusting its long, elastic tongue against its hapless foe. Tiny barbs at the tip of its tongue inject a 
  paralytic poison into the prey, instantly immobilizing the creature and sealing its fate. Although speckled 
  frogs present no dangers to humanity, the foul smelling slime covering their bodies is a natural defense 
  against reptilian predators, such as snakes and crocodiles. Reptiles exposed to the substance through 
  contact, injury or ingestion must make a Fortitude save (DC 13) or suffer 2d6 points of initial and 
  secondary damage from the toxin. The slime from one frog yields one dose of the poison. Distinguishing 
  the speckled frog from other species of frog mandates a Survival check (DC 9).
  Flora and Fauna
  4
  
  94
   
  Arcannibals are scaled humanoids with 
  bulbous eyes and taloned claws. Colored in varying 
  shades of blue, brown and green, arcannibals are 
  most easily identified by the crystalline cyst growing 
  out of its hunched back.
  Combat
   
  Arcannibals will detect magic before combat 
  and focus on the foe bearing the most magic or on 
  arcane spellcasters if such can be identified.
   
  They are intelligent creatures, and they will 
  use their plane shift ability to retreat from a hopeless 
  battle, draining as much magic as they can before 
  doing so.
   
  The crystalline cyst on the back of an 
  arcannibal can be used as material components for 
  many magic items such as ioun stones, and it is worth 
  500 gp. Sorcerers may also shatter the crystal of a 
  dead arcannibal to try to absorb the magic contained 
  therein. A shattered crystal will restore used spell 
  slots to the sorcerer up to a total number of spell 
  levels equal to half the arcannibal’s HD. Lowest 
  level spell slots are restored first; partial levels 
  are ignored. For example, a sorceress shatters the 
  crystal of a 6 HD arcannibal and absorbs its magic 
  successfully. She restores 2 1st-level spell slots she 
  had used, but the 3rd spell level (6 HD halved is 3 
  total spell levels regained) is ignored since she has 
  no more available 1st-level spell slots and the one 
  remaining spell level will not restore a 2nd-level 
  spell. Upon shattering the crystal, the sorcerer must 
  pass a Fortitude save (DC 10 + half the arcannibal’s 
  HD), otherwise the sorcerer is blinded and deafened 
  by the released energy. Regardless of the saving 
  throw, the sorcerer is stunned for 1d4 rounds.
   
  Arcannibals do not breathe, eat or sleep.
   
  An arcannibal’s natural weapons, as well as 
  any weapons it wields, are treated as evil-aligned for 
  the purpose of overcoming damage reduction.
  Arcannibal
  Medium Outsider (Evil, Native)
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+8 natural), touch 10, flat-
  footed 18
  Base Attack/Grapple: +6/+10
  Attack: Claw +10 melee (1d6+4)
  Full Attack: 2 claws +10 melee (1d6+4) and bite 
  +8 melee (2d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Drain magic, spell-like abilities
  Special Qualities: Damage reduction 5/
  bludgeoning, darkvision 60 ft., immunity to cold 
  and poison, plane shift, spell resistance 15
  Saves: Fort +7, Ref +5, Will +5
  Abilities: Str 19, Dex 11, Con 15, Int 13, Wis 10, 
  Cha 10
  Skills: Climb +13, Concentration +19, Hide+11, 
  Knowledge (arcana) +18, Listen +9, Move 
  Silently +11, Search +10, Spellcraft +20, Spot +9, 
  Survival +0 (+2 following tracks)
  Feats: Multiattack, Power Attack, Stealthy
  Environment: Any land and underground
  Organization: Solitary, brood (2-5), or band 
  (6-14)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7-12 HD (Medium); 13-18 HD 
  (Large)
  Level Adjustment: —
   
  Drain Magic (Su): An arcannibal that 
  makes two successful claw attacks in the same 
  round on an opponent can drain magic as a free 
  action. If the victim is a spellcaster, he is drained 
  of 1d3 of his prepared spells (if he prepares 
  spells) or 1d3 of his unused spell slots (if he is a 
  spontaneous caster) for the day, beginning with the 
  highest level spells and moving down. Determine 
  randomly which spells of a given level are drained.
   
  If the spellcaster has no prepared spells, 
  or no unused spell slots, or the victim is not a 
  spellcaster, then all spells or magical effects upon 
  the victim (e.g. stoneskin or commanding presence) 
  are instead affected as though by a dispel magic 
  spell (caster level equal to the arcannibal’s HD).
   
  If the victim has no spells nor spell effects 
  to drain, then any magic items worn or held by the 
  victim are affected. See the “Saving Throw” section 
  in the Magic chapter in the Player’s Handbook 
  for the order in which magic items are affected 
  by the drain attack. Such items are affected as 
  though by a successful Morel’s disjunction spell 
  (caster level equal to the arcannibal’s HD; Will 
  save DC 13). The save DC is Charisma-based.
   
  Anytime an arcannibal drains arcane energies, 
  the web-like veins on the surface of the arcannibal’s 
  skin glow, and the crystalline cyst on its back flashes 
  with light. Treat the effects of this light as a flare 
  spell.
   
  Spell-Like Abilities: At will–detect magic, 
  dispel magic, identify, see invisibility. CL 6th.
   
  Plane Shift (Sp): An arcannibal can enter any 
  of the transitive planes or the Material Plane. This 
  ability only transports the arcannibal. It is otherwise 
  similar to the spell of the same name (CL 6th).
   
  Skills: An Arcannibals has a +8 racial 
  bonus on Concentration, Knowledge (arcana), and 
  Spellcraft checks.
  5
  
  95
   
  The bloodwalker is a viscous conglomerate 
  of plasma, bone, and tissue whose bipedal form is 
  a macabre parody of humanoids. It also assumes a 
  liquid form of crimson goo while waiting for prey 
  to pass and sate their blood lust.
  Combat
   
  Bloodwalkers conceal themselves in liquid 
  form to await the approach of a victim. When 
  prey comes within 20 feet, the bloodwalkers take 
  on their humanoid form and attack with their steal 
  blood power.
   
  A bloodwalker’s natural weapons, as well as 
  any weapons it wields, are treated magic weapons 
  for the purpose of overcoming damage reduction.
   
  Steal Blood (Su): A bloodwalker’s slam 
  attack deals 1d4+2 points of piercing damage. 
  If the bloodwalker hits a living creature with 
  this attack, it absorbs the blood from the wound, 
  healing itself an amount of hit points equal to 
  the damage it dealt. If it is at full hit points, it 
  gains the rest as temporary hit points instead. 
  Temporary hit points gained this way last for 1 
  hour, or until the bloodwalker has duplicated.
  Bloodwalker
  Medium Aberration
  Hit Dice: 5d8 (22 hp)
  Initiative: -1
  Speed: 10 ft. (2 squares)
  Armor Class: 17 (-1 Dex, +8 natural), 
  touch 9, flat-footed 17
  Base Attack/Grapple: +3/+5
  Attack: Slam +5 melee touch (1d4+2)
  Full Attack: 2 slams +5 melee touch 
  (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Steal blood
  Special Qualities: Bleeding, damage 
  reduction 5/magic and bludgeoning, 
  darkvision 60 ft., duplicate, liquid form
  Saves: Fort +1, Ref +0, Will +0
  Abilities: Str 14, Dex 8, Con 10, Int 3, Wis 
  3, Cha 3
  Skills: Hide +3, Listen +2, Move Silently 
  +7, Spot +2
  Feats: Alertness, Stealthy
  Environment: Any warm and temperate 
  land
  Organization: Colony (4-8)
  Challenge Rating: 5
  Treasure: None
  Alignment: Usually chaotic evil
  Advancement: 6-10 HD (Medium)
  Level Adjustment: —
   
  Bleeding (Ex): A bloodwalker suffers 
  twice the normal damage from attacks that cause 
  extreme bleeding (such as a wounding weapon of 
  the infernal wound ability of a bearded devil).
   
  Duplicate (Su): A bloodwalker colony that 
  collectively possesses 22 temporary hit points 
  from stolen blood may sacrifice those hit points 
  to create a new 5 Hit Die bloodwalker, which 
  rises from the colony’s pool in 1d4 rounds.
   
  Liquid Form (Su): Any number of 
  bloodwalkers can merge into a liquid colony. In this 
  state, bloodwalkers cannot attack, but they move 
  at double speed and retain their other abilities. A 
  colony’s hit points are equal to the sum of all its 
  members, and if attacked, damage is divided equally 
  among all of the colony’s individuals. If attacked 
  in liquid state, the bloodwalkers immediately 
  take on humanoid form to defend themselves.
   
  Skills: A bloodwalker has a +4 racial bonus 
  on Listen and Spot checks.
   
  Bearberry: Consistent with its name, black bears love the taste of the juicy, black berries from this 
  four-foot-tall deciduous shrub with crinkled green leaves. During the late summer, the leaves turn a robust 
  shade of auburn and emit a slightly lemony aroma, making them a popular addition to many households 
  and decorative baskets. Although edible, most humanoids do not share the bear’s appreciation for the tart, 
  fibrous berry. Ascertaining the plant’s identity and relationship with the dangerous omnivores requires a 
  Knowledge (Nature) or Survival check (DC 15). Passing within fifty feet of a bearberry shrub results in 
  an encounter with a hungry bear roughly 5% of the time.
  Flora and Fauna
  5
  
  96
   
  The carrion moth is giant moth-like creature 
  whose wings are covered with rippling patterns 
  that seem to form a skull. Eight writhing tentacles 
  protrude from its head, growing directly below a 
  pair of clacking mandibles. Sages believe the carrion 
  moth is an advanced form of the carrion crawler. Just 
  as the caterpillar grows into a moth, sages believe 
  the carrion crawler eventually sheds its form and 
  transforms into the carrion moth. Although there 
  is no proof, it is widely accepted among the more 
  learned sages of the world.
   
  Their wings are lined with tiny holes and 
  veins that allow the carrion moth to emit a whining 
  drone that affects all creatures that hear it. The 
  carrion moth’s mouth has a single pair of needle-like 
  mandibles that it uses to pin and bite its prey. Carrion 
  moths are attracted to the stench of decaying flesh and 
  the light of anything larger than a torch or lantern.
   
  A carrion moth grows to a maximum length 
  of 20 feet, although most specimens are closer to 10 
  feet long with a 30-foot wingspan. A typical carrion 
  moth weighs about 300 pounds.
  Carrion Moth
  Large Aberration
  Hit Dice: 5d8+10 (32 hp)
  Initiative: +4
  Speed: 30ft. (6 squares), climb 15 ft., fly 60 ft. 
  (good)
  Armor Class: 20 (-1 size, +4 Dex, +7 natural), 
  touch 13, flat-footed 16
  Base Attack/Grapple: +3/+10
  Attack: Tentacle +5 melee (paralysis) 
  Full Attack: 4 tentacles +5 melee (paralysis) and 
  bite +0 melee (1d6+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Drone, paralysis, stench
  Special Qualities: Darkvision 60 ft., Scent
  Saves: Fort +3, Ref +5, Will +6
  Abilities: Str 16, Dex 18, Con 14, Int 1, Wis 15, 
  Cha 6
  Skills: Climb +13,  Listen +7, Spot +7
  Feats: Alertness B, Combat Reflexes, Track
  Environment: Any forests and underground
  Organization: Solitary or swarm (2-12)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-8 HD (Large); 9-15 (Huge)
  Level Adjustment: –
  Combat
   
  The carrion moth attacks by biting with its 
  mandibles and slapping with its tentacles. Paralyzed 
  creatures are carried off and devoured.
   
  Drone (Ex): The flapping wings of the carrion 
  moth emit a mind-numbing drone that affects 
  all creatures within 80 feet that hear it. Affected 
  creatures must succeed on a DC 14 Will save or 
  become confused for 1d8 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same carrion moth’s drone ability for 
  24 hours. The save DC is Constitution-based.
   
  Paralysis (Ex): Those hit by a carrion moth’s 
  tentacle attack must succeed on a DC 14 Fortitude 
  save or be paralyzed for 2d4 rounds. The save DC is 
  Constitution-based.
   
  Stench (Ex): When a carrion moth dies, the 
  body splits open and releases a foul-smelling gas 
  that causes all creatures within 5 feet to become 
  nauseated for 1d4+1 rounds.
   
  Skills: Carrion moths have a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on Climb checks even if rushed or threatened.
  Da Fong Queen
  Large Monstrous Humanoid 
  Hit Dice: 4d8+20 (38 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares)
  Armor Class: 10 (-1 size, +1 natural), touch 9, 
  flat-footed 10
  Base Attack/Grapple: +4/+9
  Attack: Bite +4 melee (1d8+1)
  Full Attack: Bite +4 melee (1d8+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Drain Spell
  Special Qualities: Create wax, darkvision 120 
  ft., enchant wax, harvest residue, hive mind, spell 
  resistance 24
  Saves: Fort +6, Ref +4, Will +8
  Abilities: Str 12, Dex 10, Con 20, Int 12, Wis 19, 
  Cha 10
  Skills: Craft (hive) +6, Listen +6, Knowledge 
  (nature) +4, Knowledge (arcana) +6, Spellcraft 
  +6, Spot +6, Survival +9
  Feats: Alertness, Improved Initiative
  Environment: Temperate and warm forest
  Organization: Hive (one queen plus at least 
  100 workers, including at least ten 12th-level 
  clerics, five-12th level fighters and three 8th-level 
  sorcerers)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: 5-8 HD (Large)
  Level Adjustment: –
  5
  
  97
   
  Da Fong are an intelligent breed of bees. 
  Some speculate that the Da Fong are a hybrid of 
  humanoids and insect. Their bodies are furry and 
  striped with black and yellow, while two of their 
  six legs wield weapons. Their long gossimer wings 
  give them incredible maneuverability, while their 
  stinger delivers debilitating poison.
   
  Da Fong live in compounds made of 
  masticated wood pulp and the queen’s wax. Da 
  fong speak their own buzzing language, which is 
  based on the controlled vibration of their wings. 
  They also speak Common, at least one Goblinoid 
  tongue and either Celestial, Abyssal, or Draconic. 
  The more intelligent among them also speak a 
  wide variety of humanoid languages.
   
  Da fong queens speak Common and 
  Draconic. Although queens do not have wings, 
  they can still speak the native Da Fong language 
  using their mandibles, which contain specialized 
  chitinous flaps that compensate for this lack. If 
  a queen is attacked, the entire hive immediately 
  comes to her assistance, unflinchingly sacrificing 
  themselves for her.
  Combat
   
  Drain Spell (Su): If a da fong makes a 
  successful grapple attack against a spellcasting 
  opponent, beginning on the following round it 
  may temporarily drain 1 prepared spell or spell slot 
  per round until either the opponent breaks free or 
  all his spells or spell slots have been drained. The 
  spell or spell slot returns as normal the next day.
   
  Create Wax (Su): A da fong queen is a 
  mystical bottleneck through which harvested 
  magic residue is converted into da fong wax, 
  which can be used raw to build hives or further 
  enchanted by the queen with special qualities. If 
  she makes a Concentration skill check (DC20), 
  she can pull residue collected by her workers into 
  the Material Plane, channeling it into a receptacle. 
  Each round that she does this, she may pull through 
  5 cubic feet of the substance. However, there is a 
  physical strain that takes its toll on her when doing 
  so, inflicting 1d4 points of damage each round she 
  uses this ability.
   
  Enchant Wax (Su): Once per day, a queen 
  may enchant a batch of wax equal to or less than 1 
  cubic foot per Constitution modifier point she has 
  with one special quality. Enchanting a batch requires 
  1 hour. This ability may only be used on a single 
  batch up to a maximum of two times, conferring 
  upon it just two special qualities and no more.
   
  Harvest Residue (Su): A da fong may 
  harvest the magic residue that has built up 
  around any living creature that gives its consent; 
  the subject can negate the Harvest Residue 
  process at will at any time during the process. 
  To harvest a creature’s residue, the da fong must 
  make a successful Will check (DC 23) 
  each hour for a number of hours equal to 
  the other creature’s primary spellcasting ability 
  modifier plus its total spellcasting levels. At the 
  end of that time, the creature’s residue has been 
  entirely removed. The harvester’s Will check 
  successes don’t need to be consecutive, but each 
  failure increases the harvest time by one hour. 
  Non-spellcasting creatures have significantly less 
  residue to harvest, and so the duration required to 
  remove it is equal to their Wisdom modifier, with 
  a minimum of one hour for those with a zero or 
  negative rating. A creature undergoing the harvest 
  slips into unconsciousness for the duration of 
  the process. Harvested residue is automatically 
  channeled back to the da fong hive.
   
  A side effect of having one’s residue 
  harvested results in the spellcaster being able to 
  cast spells at 1 level higher than his current level for 
  a number of days equal to his primary spellcasting 
  ability score modifier, with a minimum of 1 day. It 
  takes harvested spell-casters a number of months 
  equal to 12 -their spellcaster level, to a minimum 
  of one month, to accumulate enough residue to 
  undergo another harvest. Non-spellcasters require 
  a period of one year between harvests. A da fong 
  may not harvest from said creatures before this 
  accumulation time is up.
   
  Hive Mind (Ex): All da fong within 50 miles 
  of their queen are in constant communication. If 
  one is aware of a particular danger, they all are. If 
  one in a group is not flat-footed, none of them are. 
  No da fong in a group is considered flanked unless 
  all of them are.
   
  Skills: Da fong do not require artisan’s tools 
  to use their Craft (hive) skill without a penalty. 
  This is worked into their skills, above.
  Da Fong Wax
   
  Only da fong queens produce this strange, 
  tan substance. It is made of magic residue, a 
  substance every living creature accumulates but 
  which only the da fong know how to harvest 
  and, more importantly, utilize. When freshly 
  channeled by a queen onto the Material Plane, the 
  wax is soft, warm, and doughy. Over the course 
  of an hour it hardens, keeping whatever shape 
  it’s in until destroyed. Most commonly, raw da 
  fong wax is used as a construction material for 
  the bee people’s cities. Non-enchanted wax used 
  for walls, and doors has a hardness of 10 (20 hp 
  per inch of thickness, a break DC of 25 +1 per 3 
  inches of thickness, and a Climb DC of 20). Da 
  fong wax can be made into weapons and armor, 
  if one is so inclined, though the overall quality is 
  negligible at best; they don’t usually survive their 
  first encounter with combat.
  5
  
  98
   
  One notable feature of the wax is that 
  da fong queens can augment it in such a way 
  that it becomes enchanted with up to two special 
  qualities. The qualities known to be regularly used 
  in da fong hive construction are listed below.
   
  Cold Immunity: The material is immune to 
  cold damage, but fire attacks do double damage. At 
  night, the material gives off a bluish glow. If later 
  enchanted with Fire Immunity, this quality is lost.
   
  Defensive: The material gains SR 12, a 
  break DC +10, hardness +10, and hp +100. If later 
  enchanted with the Offensive quality, this quality 
  is lost.
   
  Fire Immunity: The material is immune to 
  fire damage, but cold attacks do double damage. At 
  night the material gives off a yellow glow. If later 
  enchanted with Cold Immunity, this quality is lost.
   
  Magic Immunity: The material gains SR 18 
  and an absolute immunity to one school of magic: 
  abjuration, conjuration, divination, enchantment, 
  evocation, illusion, necromancy, or transmutation. If 
  the material also contains the Defensive quality, then 
  this SR takes precedence. If later enchanted with the 
  Spell Turning quality, then this quality is lost.
   
  Offensive: This material attacks an enemy type 
  specified during the enchantment process. When said 
  enemy type comes within 10 feet of the material, it 
  takes damage as per the spell inflict serious wounds. 
  The Will save DC is 13 + the queen’s Constitution 
  modifier for half damage. If later enchanted with the 
  Defensive quality, this one is lost.
   
  Spell Turning: The material gains the 
  permanent quality to turn magic back at its source, 
  similarly to the spell of the same name. During a 
  1-hour period, the material may reflect up to 12 
  spell levels, after which time it resets itself. If later 
  enchanted with the Magic Immunity quality, this 
  quality is lost.
   
  Toxic: The material’s surface maintains a 
  constant layer of contact poison (DC 17) with 
  an initial damage of 1d4 Strength and secondary 
  damage of 1d4 Constitution.
   
  Wind Wall: The material has a barrier of wind 
  flowing over a single surface, no matter what shape 
  that surface takes. It functions like the spell wind 
  wall with the exception that it doesn’t need to be 
  vertical; “up” for horizontal surfaces is away from 
  the surface itself, whichever direction it faces; thus 
  intruders are usually thrown away from the hive. 
  The windy barrier is permanently in effect.
   
  Wax so enchanted must be revitalized once 
  per week with fresh, mundane wax–a task usually 
  reserved for worker drones. If revitalization 
  is missed even once, then the enchanted wax 
  permanently loses all of its special qualities. Also, 
  if a batch of enchanted wax loses half its hit points 
  in damage, its special qualities are lost. As such, 
  the enchanted form of the wax isn’t often found 
  outside da fong hive cities.
  Da Fong Worker
  Medium Monstrous Humanoid
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +9
  Speed: 30 ft. (6 squares), fly 60 ft. (good) 
  (12 squares)
  Armor Class: 16 (+5 Dex, +1 natural), 
  touch 15, flat-footed 11
  Base Attack/Grapple: +4/+6
  Attack: Bite +6 melee (1d6+2) or 
  longsword +6 melee (1d8+2/19-20) or 
  shortbow +9 ranged (1d6/x3)
  Full Attack: Bite +6 melee (1d6+2) or sting 
  +6 melee (1d6+2 plus poison) or longsword 
  +6 melee (1d8+2/19-20) or shortbow +9 
  ranged (1d6/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Drain spell, poison, shatter
  Special Qualities: Darkvision 60 ft., flight, 
  harvest residue, hive mind, spell resistance 18
  Saves: Fort +4, Ref +9, Will +5
  Abilities: Str 14, Dex 20, Con 16, Int 
  10,.Wis 12, Cha 5
  Skills: Balance +6*, Climb +4*, Craft 
  (hive) +2, Knowledge (nature) +4, Search 
  +2, Survival +6
  Feats: Flyby Attack, Improved Initiative
  Environment: Temperate and warm forest
  Organization: Solitary, wing (4-8 plus 
  one 3rd-level cleric), nest (16-40 plus three 
  5th-level clerics and one 6th-level fighter), 
  swarm (60-80 plus seven 8th-level clerics, 
  three 10thrlevel fighters and one 5th-level 
  sorcerer), or hive (at least 100 with at least 
  ten 12th-level clerics, five 12th level fighters, 
  three 8th level sorcerers, and one queen da 
  fong)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: By character class
  Level Adjustment: –
  5
  
  99
   
  Da Fong are an intelligent breed of bees. 
  Some speculate that the da fong are a hybrid of 
  humanoids and insect. Their bodies are furry and 
  striped with black and yellow, while two of their 
  six legs wield weapons. Their long gossamer 
  wings give them incredible maneuverability, while 
  their stinger delivers debilitating poison.
   
  Da Fong live in compounds made of 
  masticated wood pulp and the queen’s wax. Da 
  fong speak their own buzzing language, which is 
  based on the controlled vibration of their wings. 
  They also speak Common, at least one Goblinoid 
  tongue and either Celestial, Abyssal, or Draconic. 
  The more intelligent among them also speak a 
  wide variety of humanoid languages.
   
  The da fong favored classes are fighter, 
  ranger, and druid, although if they exhibit a talent 
  for spellcasting they’ll follow the path of the 
  sorcerer. Few follow the wizard class, as they don’t 
  really have the patience for studied learning.
  Combat
   
  Da fong battle in swarms. At least one-third of 
  their group fights on foot, and the others fight from 
  the air, swooping in to strike and then swooping 
  out as others move to take their turn, and so on, 
  until their opponent is either subdued or dead. They 
  are very fast, but their wings are fragile and so 
  they prefer rapid hit-and-run tactics as opposed to 
  head-to-head brute-force confrontations. Da fong 
  sorcerers favor mind-affecting spells that pull the 
  more powerful foes out of battle and disable them. 
  Anyone who comes under such a coordinated 
  attack from the da fong usually doesn’t realize he 
  has been hit until it’s too late.
   
  Drain Spell (Su): If a da fong makes a 
  successful grapple attack against a spellcaster, 
  beginning on the following round it may drain 1 
  prepared spell or spell slot per round until either 
  the opponent breaks free or all of its spells or spell 
  slots have been drained. The spell or spell slot 
  returns as normal the following day.
   
  Flight (Ex): A da fong can fly for a number 
  of hours equal to half its Constitution score.
   
  Harvest Residue (Su): A da fong may 
  harvest the magic residue that has built up around 
  any living creature that gives its consent; the subject 
  can negate the Harvest Residue process at will at 
  any time during the process. To harvest a creature’s 
  residue, the da fong must make a successful Will 
  check (DC 23) each hour for a number of hours 
  equal to the other creature’s primary spellcasting 
  ability modifier plus its total spellcasting levels. At 
  the end of that time, the creature’s residue 
  has been entirely removed. The harvester’s 
  Will check successes don’t need to be consecutive, 
  but each failure increases the harvest time by one 
  hour. Non-spell-casting creatures have significantly 
  less residue to harvest, and so the duration required 
  to remove it is equal to their Wisdom modifier, 
  with a minimum of one hour for those with a 
  zero or negative rating. A creature undergoing the 
  harvest slips into unconsciousness for the duration 
  of the process. Harvested residue is automatically 
  channeled back to the da fong hive.
   
  A side effect of having one’s residue 
  harvested results in the spellcaster being able to 
  cast spells at 1 level higher than his current level for 
  a number of days equal to his primary spellcasting 
  ability score modifier, with a minimum of 1 day. It 
  takes harvested spell-casters a number of months 
  equal to 12 — their spellcaster level, to a minimum 
  of one month, to accumulate enough residue to 
  undergo another harvest. Non-spellcast-ers require 
  a period of one year between harvests. A da fong 
  may not harvest from said creatures before this 
  accumulation time is up.
   
  Hive Mind (Ex): All da fong within 50 miles 
  of their queen are in constant communication. If 
  one is aware of a particular danger, they all are. If 
  one in a group is not flat-footed, none of them are. 
  No da fong in a group is considered flanked unless 
  all of them are.
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  and secondary damage 1d6 Con. The save DC is 
  Constitution-based.
   
  A da fong may only use its stinger once per 
  encounter, as the stinger comes out on a successful 
  attack. When a da fong makes a successful attack 
  with its stinger, the da fong must succeed on a DC 
  15 Fortitude save or take 1d8 points of damage and 
  1d4 points of Constitution damage from the stinger 
  being pulled out of its body. A new stinger grows 
  back in 4 weeks.
   
  Shatter (Sp): Once per day, a da fong may 
  move its wings so rapidly it creates a sonic burst 
  capable of shattering flasks, vials, and other brittle 
  objects up to five pounds. This functions as per the 
  spell shatter used as an area attack (CL 5th).
   
  Skills: Da fong do not require artisan’s tools 
  to use their Craft (hive) skill without a penalty. 
  This is worked into their skills, above.
   
  * Da fong have a +8 racial bonus on Balance 
  and Climb checks while in open, non-confining 
  areas due to their ability to balance themselves 
  using their aerial expertise.
  5
  
  100
   
  The fausts, or grey stalkers as they are often 
  called, are silent, solitary hunters. These gray-
  skinned humanoids have with flat faces, wide 
  mouths sporting prominent fangs, and long sharp 
  claws. A faust typically follows its prey carefully 
  for a while from a distance, studying it while 
  waiting for the right moment to attack. A faust 
  may follow a group for a long time, waiting for 
  stragglers to break off, for them to be weakened 
  by combat or fatigue, or for them to go to sleep for 
  the night. Fausts typically either hunt alone or with 
  their mates.
   
  Fausts can be found in any temperate region, 
  but they prefer to hunt in ruins or forests, where 
  there are plenty of places to hide. They prefer to 
  track and eat other intelligent creatures as a matter 
  of taste and honor. A mated pair may have a lair 
  where one or more young may be found. If the 
  young are threatened, a faust forgets its otherwise 
  careful nature and defends them at all costs.
   
  Fausts typically stand about 6 feet tall, and 
  weigh around 200 pounds. A faust speaks Goblin. 
  Only a rare few learn to speak Common.
  Combat
   
  A faust rarely attacks a full party of 
  adventurers outright unless it can see that they 
  are particularly weak. Normally, a faust follows 
  the group at a distance until one of the members 
  goes off by itself or stands guard over sleeping 
  companions. At this point, the faust attempts to 
  sneak up and attack, hopefully gaining a surprise 
  attack. If a faust comes across a guarded camp 
  that it wants to attack, it tries to draw the guard 
  out of the camp to ambush him alone. If this is 
  not possible, it enters the camp by stealth and 
  extinguishes the camp’s light source. It then 
  Faust
  Medium Humanoid (Goblinoid)
  Hit Dice: 10d8+20 (65 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares)
  Armor Class: 22 (+6 Dex, +6 natural), 
  touch 16, flat-footed 16
  Base Attack/Grapple: +7/+10
  Attack: Claw +13 melee (1d8+3)
  Full Attack: 2 claws +13 melee (1d8+3) 
  and bite +11 melee (2d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sneak attack +4d6
  Special Qualities: Darkvision 60 ft., scent
  Saves: Fort +5, Ref +13, Will +5
  Abilities: Str 16, Dex 23, Con 14, Int 10, 
  Wis 14, Cha 8
  Skills: Climb +7, Hide +11, Jump +7, Listen 
  +12, Move Silently +11, Spot +8, Survival 
  +6 
  Feats: Alertness, Multiattack, Track, 
  Weapon Finesse
  Environment: Temperate forests 
  Organization: Solitary or pair 
  Challenge Rating: 5
  Treasure: Standard 
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +1
  grapples the smallest sleeping person in the camp 
  and carries him off to a secure area to be dealt 
  with. This might be preceded by distracting the 
  guard with small noises in the opposite direction 
  (achieved by tossing pebbles or use of a minor 
  figment if the faust is a spellcaster).
   
  Sneak Attack (Ex): A faust can make a 
  sneak attack like a rogue, dealing an extra +4d6 
  points of damage whenever a foe is denied his or 
  her Dexterity bonus, or when the faust is flanking.
   
  Skills: A faust has a +4 racial bonus on 
  Listen checks due to its prominent ears.
  Faust Society
   
  Faust society is limited. Fausts are very 
  territorial and extremely sensitive to other fausts 
  encroaching on their hunting land. There are 
  special sacred areas designated as gathering places, 
  however, that are not controlled by a particular 
  individual, but belong to the tribe as a whole. 
  These areas are used for bragging (a faust’s favorite 
  social event), trading, finding a mate, and religious 
  rites. Religious rites are held each new moon, and 
  involve a sacrifice to a god of darkness. Other 
  events are held on an ongoing, informal basis.
  Fausts as Characters
   
  Faust characters possess these racial traits. 
  — +6 Strength, +12 Dexterity, +4 Constitution, +4 
  Wisdom, 2 Charisma. 
  — Medium size. 
  — A faust’s base land speed is 40 feet. 
  — Darkvision out to 60 feet.
  — Racial Hit Dice: A faust begins with ten levels 
  of humanoid, which provide 10d8 Hit Dice, a base 
  attack bonus of +7, and base saving throw bonuses 
  of Fort +3, Ref +7, and Will +3. 
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  101
  — Racial Skills: A faust’s humanoid levels give 
  it skill points equal to 13 x (2 + Int modifier, 
  minimum 1). Its class skills are Climb, Hide, 
  Listen, Move Silently, Spot, and Survival. It has a 
  +4 racial bonus on Listen checks.
   — Racial Feats: A faust’s humanoid levels give 
  it four feats. 
  — Weapon Proficiency: A faust is automatically 
  proficient with all simple weapons. 
  — +6 natural armor bonus. 
  — Natural Weapons: 2 claws (1d8) and 
  bite (2d4). 
  — Special Attacks: Sneak attack +4d6. 
  — Special Qualities: Scent. 
  — 
  Automatic 
  Languages: 
  Goblin. 
  Bonus 
  Languages: 
  Common, 
  Nightling, 
  and 
  Undercommon. 
  — Favored Class: Rogue. 
  — Level adjustment +1.
   
  Garkain are bat-like humanoids that stalk 
  prey from the tree tops and use their bat-like wings 
  to engulf their victims. Their wretched smell is 
  their most distinct feature, after their sickly gray 
  skin and leathery wings.
  Combat
   
  A garkain’s natural weapons, as well as any 
  weapons it wields, are treated as evil-aligned for 
  the purpose of overcoming damage reduction.
   
  Enfold (Ex): A garkain can enfold a grabbed 
  creature on a successful grapple check. The 
  enfolded creature is wrapped within the garkain’s 
  leathery wings and remains pinned it escapes the 
  garkain’s grapple. Attacks that hit an enfolding 
  garkain deal half their damage to the monster and 
  half to the trapped victim, before the garkain’s 
  damage reduction. The garkain can continue to 
  deal automatic bite damage to an enfolded creature 
  each round, if it takes no other actions. The garkain 
  cannot fly while enfolding a creature, although it 
  can crawl about using its ground speed if its victim 
  is helpless.
  Garkain
  Medium Outsider (Evil, Native)
  Hit Dice: 5d8+15 (37 hp)
  Initiative:  +3
  Speed: 20 ft. (4 squares), fly 40 ft. (clumsy) 
  (8 squares)
  Armor Class: 18 (+3 Dex, +5 natural), 
  touch 13, flat-footed 15
  Base Attack/Grapple: +5/+10
  Attack: Bite +10 melee (1d8+7)
  Full Attack: Bite +10 melee (1d8+7)
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Enfold, haunt of the folds, 
  improved grab
  Special Qualities: Damage reduction 
  10/good, darkvision 60 ft., nauseating stench
  Saves: Fort +7, Ref +7, Will +7
  Abilities: Str 20, Dex 16, Con 17, Int 8, Wis 
  16, Cha 10
  Skills: Balance +11, Climb +13, Hide +11, 
  Jump +9, Listen +23, Move Silently +11, 
  Spot +13
  Feats: Alertness, Dodge
  Environment: Warm forest
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard 
  Alignment: Usually neutral evil
  Advancement: 6-10 HD (Medium), 11-15 
  HD (Large)
  Level Adjustment: —
   
  Haunt of the Folds (Su): Any living 
  creature killed while enfolded in the garkain’s 
  wings rises as a ghost the next day, provided it 
  has a Charisma score of at least 6 and is of the 
  appropriate creature type to become a ghost.
   
  Improved Grab (Ex): To use this ability, a 
  garkain must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can enfold 
  its opponent.
   
  Nauseating Stench (Ex): Living creatures 
  within 20 feet of a garkain must succeed on a 
  DC 15 Fortitude save or be nauseated for 1d4 
  rounds. There is no limit to the number of times 
  a character can be nauseated by the garkain’s 
  stink, and successful saves must be made each 
  round to resist nausea. Enfolded creatures must 
  instead succeed on a DC 15 Fortitude save 
  each round or be paralyzed by the concentrated 
  stench until released, and for 1d4 rounds after 
  that. The save DCs are Constitution-based.
   
  Skills: A garkain has a +10 racial bonus on 
  Listen checks.
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  The grimstalker or banaan (as they prefer to 
  call themselves) is a fey creature that does not share 
  the beauty and goodness of its kin. Whereas other 
  fey creatures have come to represent the beautiful 
  or mischievous side of nature, the grimstalker most 
  certainly reflect nature at its worst. They are dark 
  creatures, their hearts tainted with the foulest of 
  evil. Their skin is brown and woody like bark, and 
  their long arms end in sharp claws. Their clothing 
  is made of leaves and vines.
   
  Unfortunate souls that wander into a forest 
  guarded by grimstalkers are never seen again—
  except for their skulls, which the grimstalkers 
  hang from the trees as a warning to those that 
  would dare trespass into their domain.
   
  Long thought to be a form of intelligent 
  plant because of their many plant-like features, 
  grimstalkers skulk among the trees of the darkest 
  forests. Even among sylvan communities of elves the 
  grimstalkers are legendary as natural born assassins.
   
  Grimstalkers sometimes work with other evil 
  fey, although such alliances are short and rare. It is 
  rumored that powerful evil druids often summon 
  grimstalkers for nefarious purposes.
   
  An average grimstalker is about 6 feet tall 
  and weighs about 170 pounds. Grimstalkers speak 
  Sylvan, Elven, and Common.
  Combat
   
  Grimstalkers strike from ambush if possible, 
  hiding among the trees and dropping on interlopers 
  into their forest. A troupe of grimstalkers that set 
  Grimstalker
  Medium Fey
  Hit Dice: 6d6+6 (27 hp)
  Initiative: +5
  Speed: 40 ft. (squares), climb 20 ft.
  Armor Class: 20 (+5 Dex, +3 natural, +2 
  leaf armor), touch 15, flat-footed 15
  Base Attack/Grapple: +3/+4
  Attack: Claw +4 melee (1d4+1 plus poison) 
  or spiked quarterstaff +4 melee (1d6+1 plus 
  poison) or longbow +8 ranged (1d8 plus 
  poison/x3, range 100 ft.)
  Full Attack: 2 claws +4 melee (1d4+1 plus 
  poison) or spiked quarterstaff +4 melee 
  (1d6+1 plus poison) or longbow +8 ranged 
  (1d8 plus poison/x3, range 100 ft.)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, sneak attack +3d6
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell-like abilities
  Saves: Fort +3, Ref +10, Will +6
  Abilities: Str 12, Dex 20, Con 13, lnt 14, 
  Wis 13, Cha 16
  Skill: Climb +15. Hide +18*,  Intimidate 
  +8, Jump +8, Knowledge (nature) +6, Listen 
  +7, Move Silently +15, Search +7, Spot 
  +7, Survival +7 (+9 in aboveground natural 
  environments, +9 following tracks), Swim 
  +5, Tumble + 12
  Feats: Combat Reflexes, Stealthy, Track
  Environment: Any forest
  Organization: Solitary or troupe (2-5)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: —
  up an ambush make ample use of the terrain, using 
  nets woven from living vines, snares, and pit traps. 
  Grimstalkers also employ trained plant creatures 
  such as assassin vines. In melee they are capable 
  of fighting with their claws or with weapons—their 
  favorite weapons being a sort of spiked quarterstaff 
  and longbows knocked with poisoned arrows.
   
  Poison (Ex): Injury (claw), Fortitude DC 14; 
  initial and secondary damage 1d6 points of Dexterity 
  damage.  The save DC is Constitution-based.
   
  A grimstalker often coats its weapons with 
  this poison. In such a case, the poison lasts for 1 
  minute or until it is touched or scores a successful 
  hit. The grimstalker may coat a single weapon with 
  poison as a standard action.
   
  Sneak Attack (Ex): When a grimstalker 
  flanks an opponent, or anytime an opponent is 
  denied its Dexterity bonus to AC, it deals an extra 
  3d6 points of damage with a successful attack.
   
  Spell-Like Abilities: 3/day–control plants 
  (DC 21), tree shape. Caster level 8th. The save 
  DCs are Charisma-based.
   
  Skills: A grimstalker has a +8 racial bonus 
  on Climb checks. *Grimstalkers have a +8 racial 
  bonus on Hide checks while in forested terrain.  A 
  grimstalker can always take 10 on a Climb check, 
  even if rushed or threatened.
   
  Leaf Armor: Treat leaf armor like leather 
  armor for mechanical purposes.
  5
  
  103
   
  The grisl is vaguely humanoid with mottled 
  greenish flesh and burning red eyes. Its sick-looking 
  skin sprouts thorns and spikes. It shambles forward, 
  walking partially on its knuckles like a mighty ape, a 
  nest of slimy tentacle-like growths writhing from its 
  abdomen. A grisl stands about 9 feet tall and weighs 
  close to 600 pounds. Grisls speak the languages they 
  spoke in life.
  Combat
   
  Grisls prefer to attack from ambush. They like 
  to climb and lie in wait, dropping down to attack  
  when their prey passes beneath them. Few expect 
  undead creatures to move quickly, so grisls use their 
  superior speed to make furious charge attacks from 
  a distance or to flee if they are overwhelmed.
   
  Ghoul Fever (Su): Disease—bite, Fortitude 
  DC 16, incubation 1 day, damage 1d3 Con and 1d3 
  Dex. The save DC is Charisma-based.
   
  An afflicted humanoid who dies of ghoul 
  fever rises as a normal ghoul at the next midnight. 
  A creature that becomes a ghoul in this way retains 
  none of the abilities it possessed in life. It is not 
  under the control of any other ghouls, but it hungers 
  for the flesh of the living and behaves like other 
  ghouls in all respects. A humanoid of 4 Hit Dice or 
  more rises as a ghast, not a ghoul.
   
  Grappling Tendrils (Ex): A grisl’s internal 
  organs have been transformed into animate tendrils. 
  If the grisl begins its turn holding an opponent within 
  a square it threatens with its bite, it may transfer the 
  victim to its abdominal tendrils with a successful 
  grapple check. Thereafter, the tendrils can hold 
  the opponent, freeing up whatever appendage had 
  been holding the creature previously. As long as the 
  hold is maintained, the grisl automatically deals bite 
  damage (including paralysis) to the held creature 
  each round. If these tendrils only hold an opponent, 
  the grisl is not considered grappled.
  Grisl
  Large Undead
  Hit Dice: 7d12+3 (48 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 19 (-1 size, +2 Dex, +8 natural), 
  touch 11, flat-footed 17
  Base Attack/Grapple: +3/+14
  Attack: Bite +9 melee (2d6+7 plus paralysis) or 
  tongue +9 melee touch (paralysis)
  Full Attack: Bite +9 melee (2d6+7 plus paralysis) 
  and 2 claws +7 melee (1d6+2 plus paralysis) or 
  tongue +9 melee touch (paralysis) and 2 claws +7 
  melee (1d6+2 plus paralysis)
  Space/Reach: 10 ft/10 ft. (20 ft. with tongue)
  Special Attacks: Ghoul fever, grappling tendrils, 
  improved grab, paralysis, spines, stench
  Special Qualities: Heightened scent, 
  undead traits, +2 turn resistance
  Saves: Fort +2, Ref +4, Will +7
  Abilities: Str 25, Dex 15, Con —, Int 13, Wis 14, 
  Cha 16
  Skills: Balance +6, Climb +12, Escape Artist +6, 
  Hide +7, Jump +20, Listen +22, Move Silently 
  +9, Search +5*, Survival +2* 
  Feats: Multiattack, Power Attack, Toughness
  Environment: Any
  Organization: Solitary, pair, gang (3-5), pack (2-
  4 plus 7-12 ghasts), or contingent (2-5 plus 7-12 
  ghasts and 20-40 ghouls)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
   
  Improved Grab (Ex): To use this ability, 
  a grisl must hit with its tongue attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt 
  to pull the victim to any position within its reach 
  with an opposed Strength check.
   
  Paralysis (Ex): Those hit by a grisl’s bite, 
  claw, or tongue attack must succeed on a DC 16 
  Fortitude save or be paralyzed for 1d4+1 rounds. 
  The save DC is Charisma-based.
   
  Spines (Ex): Any creature grappling a grisl 
  takes 1d6 points of piercing damage each round.
   
  Stench (Ex): The stink of death and corruption 
  surrounding these creatures is overwhelming. Living 
  creatures within 15 feet must succeed on a DC 16 
  Fortitude save or be sickened for ld6+7 minutes. A 
  creature that successfully saves cannot be affected 
  again by the same grisl’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect 
  from a sickened creature. Creatures with immunity 
  to poison are unaffected, and creatures resistant to 
  poison receive their normal bonus on their saving 
  throws. The save DC is Charisma-based.
   
  Heightened Scent (Ex): Grisls have the scent 
  ability to a range of 90 feet, rather than the standard 
  30 feet. Within 30 feet, they can effectively “see” 
  by means of scent, as if with the blindsight ability. 
  Creatures that have no scent (such as incorporeal 
  creatures or some constructs) cannot be “seen” by 
  the grisl’s sense of smell.
   
  Skills: Grisls have a +8 racial bonus on Listen 
  checks. *When tracking by scent, they have a +10 
  racial bonus on Survival checks. They also have a 
  +8 racial bonus on Search checks if the search might 
  be aided by superior olfactory senses (for instance, 
  finding a secret door when a creature has recently 
  passed through it).
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  These tortured souls look like decaying 
  corpses coated in a thick layer of dark ash. 
  Their features are barely discernible, making it 
  impossible to tell what race one belonged when it 
  was alive. The despairing soul forms its body from 
  the ash and dirt. Any wound inflicted reveals that, 
  beneath that crust, there is actually nothing inside.
  Combat
   
  Misery loves company, and hollow dead 
  follow suit by gathering into hunting packs. Their 
  hunger does not make them desperate, and they 
  can lie hidden waiting for prey to approach before 
  springing their ambush. They attack the nearest 
  creature and do not stop or disengage until it is 
  dead or completely drained.
   
  Despairing Wail (Su): A hollow dead can 
  emit a wail as a standard action once per day. 
  All living creatures within a 30-foot radius must 
  succeed on a DC 14 Will save or take 1d4 points 
  Hollow Dead
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares)
  Armor Class: 15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +2/+4
  Attack: Claws +4 melee (1d4+2)
  Full Attack: 2 claws +4 melee (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Despairing wail, energy 
  drain, siphon memories
  Special Qualities: Darkvision 60 ft., 
  hollowness, undead traits
  Saves: Fort +1, Ref +1, Will +4
  Abilities: Str 15, Dex 10, Con —, Int 8, Wis 
  11, Cha 14
  Skills: Hide +6, Intimidate +2, Move 
  Silently +6, Search +4, Sense Motive +4
  Feats: Improved Initiative, Track
  Environment: Any land and underground
  Organization: Solitary or gang (2-8)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 5-8 HD (Medium), 9-12 HD 
  (Large)
  Level Adjustment: —
  of Wisdom damage. A creature that succeeds on 
  its saving throw remains immune to that hollow 
  dead’s wail for 24 hours. This is a sonic, mind-
  affecting effect. The save DC is Charisma-based.
   
  Energy Drain (Su): Living creatures hit 
  by both of a hollow dead’s claw attacks gain one 
  negative level. A Fortitude save DC 14 removes a 
  negative level. The save DC is Charisma-based.
   
  Siphon Memories (Su): If a hollow dead 
  hits a living creature with both claw attacks, it may 
  absorb some of the victim’s memories instead of 
  dealing physical damage. A creature subject to this 
  attack must succeed on a DC 14 Will save or take 
  1d4 points of Intelligence damage. The save DC is 
  Charisma-based.
   
  Hollowness (Ex): Hollow dead are easily 
  crushed by blunt weapons, and take an extra 
  1d6 points of damage whenever they suffer 
  bludgeoning damage.
  Flora and Fauna
   
  Clikkit: Relatives of the common cricket, clikkits differ from their more prevalent cousin in one 
  notable way: they are sensitive to magical energy. Clikkits only chirp whenever they are within thirty 
  feet of a magical aura (such as from a spell or an object). Although the sound generated by both species 
  seems identical to the untrained ear, the clikkit’s chirp is slightly more staccato than the common cricket’s. 
  Because of its advantageous ability to detect magic, some intelligent forest races use them as sentries, 
  mixing them with normal crickets to hide their presence. Because the difference between the two insects’ 
  appearance and sound is very slight, only a Survival check (DC 25) distinguishes the two species from 
  one another.
  5
  
  105
   
  Langsuyar appear as graceful, beautiful 
  women who integrate themselves into society. 
  Although they look like normal members of 
  society, they are actually corporeal undead who 
  thrive on eating babies. Some langsuyar hide their 
  blood thirst and remain active in their community 
  for years before succumbing to the hunger.
   
  No one knows why langsuyar prefer the 
  flesh and blood of babies, although some women 
  speculate they are the ghosts of women who died 
  in childbirth and seek revenge against that which 
  killed them.
  Combat
   
  Langsuyar prefer to rely upon their good 
  looks and magnetism to lull their adult victim’s 
  into a sense of security. Under cover of night, they 
  fly cribside for a meal in the dark. When consumed 
  with blood lust, a langsuyar will not hesitate to use 
  its full host of attacks upon anyone who would 
  stand in the way of its unholy meal.
   
  Create Spawn (Su): Any infant humanoid 
  or monstrous humanoid slain by a langsuyar’s 
  devouring maw attack rises as a pontianak (page 
  43) 1d4 days after burial. The pontianak is under 
  the command of the langsuyar that created it and 
  remains enslaved until its master’s death.
  Langsuyar
  Medium Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), fly 60 ft. (perfect) 
  (12 squares)
  Armor Class: 13 (+3 Dex), touch 13, flat-
  footed 10
  Base Attack/Grapple: +3/+5
  Attack: Claw +5 melee (1d6+2)
  Full Attack: 2 claws +5 melee (1d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Create spawn, devouring 
  maw, improved grab, razor nails
  Special Qualities: +4 turn resistance, 
  alternate form, damage reduction 10/silver, 
  darkvision 60 ft., fast healing 5, resistance to 
  cold 20 and electricity 20, undead traits
  Saves: Fort +2, Ref +5, Will +6
  Abilities: Str 15, Dex 16, Con —, Int 14, 
  Wis 12, Cha 17
  Skills: Bluff +12, Diplomacy +14, Disguise 
  +12 (+14 acting), Intimidate +5, Gather 
  Information +12, Listen +12, Move Silently 
  +10, Spot +5
  Feats: Alertness B, Dodge, Mobility, Spring 
  Attack
  Environment: Any land
  Organization: Solitary or retinue (1 plus 
  2-5 pontianak)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 7-18 HD (Medium)
  Level Adjustment: —
   
  Devouring Maw (Su): A langsuyar can 
  being to devour its victim by making a successful 
  grapple check, using the sharp-toothed maw at 
  the nape of her neck. The langsuyar chews the 
  victim’s flesh, inflicting 1d6 points of damage and 
  1d4 points of Constitution drain with a successful 
  grapple check.
   
  Improved Grab (Ex): To use this ability, a 
  langusyar must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can devour 
  its victim.
   
  Razor Nails (Ex): Wounds caused by a 
  langsuyar’s razor-sharp claw attacks bleed for 1 
  point of damage per round thereafter in addition 
  to the normal damage dealt by the attack. Multiple 
  wounds from claw attacks result in cumulative 
  bleeding loss. The bleeding can be stopped 
  only by a successful Heal check (DC 16) or the 
  application of any cure spell or other healing spell 
  (such as heal). The check DC is Charisma-based.
   
  Alternate Form (Su): A langsuyar can 
  assume the shape of a large owl as a standard 
  action. This ability is similar to a polymorph self 
  spell (caster level 12th).
  5
  
  106
   
  Prismatic archons appear as small shimmering 
  balls of light ranging from bright red to glowing 
  violet. Easily confused with will-o’-wisps, they are 
  in fact creatures of good and law. Prismatic archons 
  often come to this plane as messengers or to help 
  creatures on noble quests. Their bodies are gaseous 
  globes, with little heft or weight. Each prismatic 
  archon has a musical voice attuned to its color, so 
  all green prismatic archons communicate in one 
  note, while all red archons communicate in another 
  and while the human ear cannot differentiate 
  between them, other celestials can.
  Prismatic Archon
  Small Outsider (Archon, Good, 
  Extraplanar, Lawful)
  Hit Dice: 4d8 (18 hp)
  Initiative: +5
  Speed: Fly 60 ft. (perfect) (12 squares)
  Armor Class: 17 (+1 size, +1 Dex, +5 
  natural), touch 12, flat-footed 16
  Base Attack/Grapple: +4/-5
  Attack: Prismatic burst +6 ranged touch
  Full Attack: Prismatic burst +6 ranged 
  touch
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Prismatic burst, spell-like 
  abilities
  Special Qualities: Aura of menace, damage 
  reduction 10/evil and magic, darkvision 60 
  ft., immunity to electricity and petrification, 
  magic circle against evil, teleport, tongues
  Saves: Fort +4 (+8 against poison), Ref +5, 
  Will +4
  Abilities: Str 1, Dex 13, Con 10, Int 8, Wis 
  11, Cha 11
  Skills: Concentration +6, Diplomacy +9, 
  Hide +11, Knowledge (the planes) +5, Move 
  Silently +7, Listen +6, Sense Motive +6, 
  Spot +6, Survival +0 (+2 other planes)
  Feats: Ability Focus (prismatic burst), 
  Improved Initiative
  Environment: Any lawful good-aligned 
  plane
  Organization: Solitary, pair or squad (4-7)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always lawful good
  Advancement: 5-8 HD (Small)
  Level Adjustment: —
  Color
  Effect
  Red
  The target takes 4d8 points of fire damage (Reflex half).
  Orange
  The target takes 4d8 points of acid damage (Reflex half).
  Yellow
  The target takes 4d8 points of electricity damage (Reflex half).
  Green
  The target is knocked unconscious for 1d6 hours. If the target succeeds on a 
  Fortitude save, it instead takes 2d8 points of nonlethal damage.
  Blue
  The target takes 2d4 points of Dexterity damage, or 1 point of Dexterity damage 
  if it succeeds on a Fortitude save. When the target reaches 0 Dexterity, it becomes 
  petrified.
  Indigo
  The target is affected as if by the confusion spell for 1-6 hours (Will negates).
  Violet
  The target is teleported 1d10 *100 feet in a random direction (Will negates). Use 
  a 1d8 to determine the direction, as if missing with a thrown weapon (see Combat 
  section in the Player’s Handbook). If the target would appear in an object, it instead 
  appears next to the object and takes 4d8 points of damage (no saving throw).
  Combat
   
  Prismatic Burst (Su): A prismatic archon’s 
  prismatic burst has a range of 30 feet and a save 
  DC of 12. The save DCs are Charisma-based. 
  Each prismatic archon has a different effect for its 
  prismatic burst attack, depending on its color. See 
  table below.
   
  Spell-like Abilities (Sp): At will–aid, detect 
  evil, true seeing. Caster level 4th.
   
  Aura of Menace (Su): Will DC 12 negates.
  5
  
  107
   
  Saamilri are large reptilian creatures about 20 
  feet long from tip to tail for a typical adult, with 
  rounded snouts and thick, splayed legs. Their size, 
  strength, stamina, even temper, and low center of 
  gravity make them useful as military mounts and 
  beasts of burden; their bellies barely hovering 
  above the ground as they move. Two Medium 
  humanoids can ride on a saamilri’s back at any 
  time. They are hardy enough to function well in 
  any kind of environment and climate except the 
  sub-arctic, and it is not at all unusual to see saamilri 
  plodding through jungles and deserts alike.
   
  Only three disadvantages prevent these 
  creatures from ubiquitous service in armies all 
  around the world. First, they are slow and not 
  useful to armies looking to travel light and move 
  quickly. They are also quite expensive to acquire; 
  because they are so large and strong and because 
  they occur naturally in impenetrable jungle and 
  swamps, capturing them is a difficult proposition. 
  They have never been bred in captivity. Saamilri 
  are also expensive to maintain, since they require 
  large amounts of forage.
  Saamilri
  Huge Animal
  Hit Dice: 10d8+60 (105 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 16 (-2 size, -1 Dex, +9 
  natural), touch 7, flat-footed 16
  Base Attack/Grapple: +7/+20
  Attack: Bite +10 melee (2d8+7)
  Full Attack: Bite +10 melee (2d8+7)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Gnash, improved grab
  Special Qualities: Low-light vision, scent
  Saves: Fort +13, Ref +6, Will+3
  Abilities: Str 20, Dex 9, Con 22, Int 2, Wis 
  10, Cha 4
  Skills: Listen +9, Spot +8
  Feats: Alertness, Diehard, Endurance, 
  Power Attack
  Environment: Warm forest
  Organization: Solitary or herd (2-9)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge)
  Level Adjustment: —
  Combat
   
  Saamilri are incapable of performing a 
  trample attack because they simply cannot move 
  fast enough. Saamilri do not so much gallop as they 
  do plod, otherwise all normal rules for mounted 
  combat apply when using a saamilri as a mount.
   
  Saamilri are placid by nature and are loathe 
  to attack in combat unless they have first been 
  attacked themselves, even when their riders plunge 
  them into the midst of battle. If provoked into 
  melee, however, they bite with their massive jaws.
   
  Gnash (Ex): On a successful grapple check, 
  a saamilri shakes the victim back and forth. This 
  attack deals automatic bite damage each round 
  until the victim breaks free, the saamilri is slain, or 
  the victim dies.
   
  Improved Grab (Ex): To use this ability, a 
  saamilri must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can gnash 
  its opponent.
   
  Sugarglue: From the sticky sap of the maple tree, sugarglue is a grenadelike weapon that adheres 
  to any object or surface that it hits. The alchemist brewing the concoction pours the viscous syrup onto 
  the tree’s moist, green leaves before tightly wrapping the mixture into a small bag. Easily grasped in one 
  hand, sugarglue’s range increment is 10 feet, and it is treated as a ranged touch attack. The substance 
  quickly hardens on contact, making it difficult for armored creatures to move fluidly. As a result, any 
  creature clad in armor with an armor check penalty worse than –2 suffers a –1 circumstance penalty to all 
  attack rolls and a –2 circumstance penalty to Dexterity for the next 3d6 rounds. Sugarglue can be removed 
  automatically, but removing it requires a standard action.
  Flora and Fauna
  5
  
  108
   
  Steelhounds may have once been normal 
  dogs, but it is clear they have been reshaped by 
  divine will. Their fangs and claws are made from 
  glittering steel, and their thick black fur is as tough 
  as wire. Steelhounds were created by the same 
  dark deity that created the hydranoids (page 144). 
  As such, a brace of steelhounds often accompany 
  a hydranoid to assist in carrying out their dark 
  master’s wishes.
   
  When not accompanying hydranoids, a 
  steelhound generally seeks to charm other canines, 
  forming a pack with the steelhound as the alpha 
  male. These packs patrol regions of importance to 
  the steelhound’s master, reporting any suspicious 
  activity or other information their master may 
  deem useful.
   
  A steelhound stands 3 feet tall at the shoulder 
  and weighs about 300 pounds. Steelhounds do not 
  speak, but understand Infernal.
  Steelhound
  Medium Magical Beast
  Hit Dice: 8d10+24 (68 hp)
  Initiative: +4
  Speed: 60 ft. (12 squares)
  Armor Class: 21 (+4 Dex, +7 natural), 
  touch 14, flat-footed 17
  Base Attack/Grapple: +8/+11
  Attack: Bite +12 melee (1d8+4)
  Full Attack: Bite +12 melee (1d8+4)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: —
  Special Qualities: Charm canines, 
  darkvision 60 ft., low-light vision, spell 
  resistance 16, wild empathy
  Saves: Fort +9, Ref +10, Will +2
  Abilities: Str 16, Dex 18, Con 16, lnt 8, Wis 
  11, Cha 12
  Skills: Jump +15, Listen +4, Spot +4, 
  Survival +3
  Feats: Improved Natural Attack (bite), 
  Track, Weapon Focus (bite)
  Environment: Any land
  Organization: Solitary, brace (2), or pack 
  (3-6)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 9-16 HD (Medium); 17-24 
  HD (Large)
  Level Adjustment: —
  Combat
   
  In combat, steelhounds first drive any 
  companion canines that they may have recruited 
  into combat in order to soften up opponents. If 
  they have unreported information, they will use the 
  canines to draw off or slow pursuit so that they can 
  make their report. When under the command of 
  more powerful beings, the steelhounds themselves 
  are used in this role — to weaken opponents and 
  delay or misguide pursuit.
   
  Charm Canines  (Su): Three times per day, 
  a steelhound can charm a non-magical canine, 
  causing the animal to view the steelhound as an 
  alpha pack member. The canine must succeed at 
  a DC 15 Will save to resist, or be beguiled for one 
  week. This ability otherwise resembles the spell 
  charm animal (including HD limitation on the 
  number of creatures that can be affected at one 
  time). The save DC is Charisma-based.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  a steelhound has a +6 racial bonus on the check.
  5
  
  109
   
  The treelost dryad looks like a typical dryad, 
  and only closer inspection shows the deep scars 
  and cracks in the treelost dryad’s flesh. Wandering 
  through the forest, the treelost dryad is searching 
  endless for her companion tree to no avail. Long 
  driven mad by this pursuit, the treelost dryad is a 
  volatile and fearsome foe when pressed or when 
  interrupted in her search for home.
  Combat
   
  Treelost dryads tend to avoid direct combat 
  or even ignore the presence of others until the 
  search for their home is interfered with, when 
  they can lash out. Others seek to lure intruders into 
  traps to find out if these foreigners were the ones 
  who destroyed the local forest. No matter what, 
  each treelost dryad behaves in accordance with 
  her own particular form of insanity. Animals have 
  a pronounced aversion to their presence, so the 
  estranged fey find comfort with twisted creatures 
  like themselves.
   
  Wounding Touch (Su): The damage a 
  treelost dryad deals with her touch, as well as 
  her inflict minor wounds spell-like ability, causes 
  a persistent wound. An injured creature loses 1 
  Treelost Dryad
  Medium Fey
  Hit Dice: 6d6 (21 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares)
  Armor Class: 19 (+5 Dex, +4 natural), 
  touch 15, flat-footed 14
  Base Attack/Grapple: +3/+4
  Attack: Claw +8 melee (1d4+1)
  Full Attack: Claw +8 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Wounding touch
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, spell-like abilities, 
  twisted empathy
  Saves: Fort +2, Ref +10, Will +3
  Abilities: Str 12, Dex 20, Con 11, Int 14, 
  Wis 6, Cha 15
  Skills: Climb +10, Escape Artist +14, Hide 
  + 16, Knowledge (nature) +13, Listen 
  +7, Move Silently +16, Spot +7, Survival 
  +7 (+9 aboveground), Use Rope +5 (+7 
  bindings)
  Feats: Dodge, Stealthy, Weapon Finesse
  Environment: Any forest
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always Chaotic Neutral
  Advancement: 7-12 HD (Medium)
  Level Adjustment: —
  additional hit point each round. The wound does 
  not heal naturally and resists healing spells. The 
  continuing hit point loss can be stopped by a DC 16 
  Heal check, a cure spell, or a heal spell. However, 
  a character attempting to cast a cure spell or a heal 
  spell on a creature damaged by a treelost dryad’s 
  wounding touch must succeed on a DC 16 caster 
  level check, or the spell has no effect on the injured 
  character. A successful Heal check automatically 
  stops the continuing hit point loss as well as 
  restoring hit points. The check DC is Constitution-
  based and includes a +3 racial bonus.
   
  Spell-Like Abilities: At will–speak with 
  plants; 3/day–charm person (DC 13), disguise self 
  (DC 13), inflict minor wounds (DC 12), shatter 
  (DC 14); 2/day–invisibility (DC 14); 1/day–poison 
  (DC 15). Caster level 6th. The save DCs are 
  Charisma-based.
   
  Twisted Empathy (Ex): This power works 
  like the druid’s wild empathy class feature, except 
  that it works without penalty on aberrations, and 
  with a -4 penalty on chaotic and/or evil magical 
  beasts. It does not work on animals. A treelost 
  dryad has a +6 racial bonus on the check.
  5
  
  110
   
  Tulgorths drain the earth of its nutrients and 
  implant creatures with their seeds. An average 
  tulgorth stands over 9 feet tall and weighs about 
  500 pounds. Its humanoid body is made of clumped 
  earth and plant debris, usually green-brown in color 
  and crawling with insects. Its eyes are large and 
  black, and dozens of vine-like appendages sprout 
  from its head and shoulders. Small fungal growths 
  of various sizes and color bud across its back.
   
  Tulgorths feed on the earth itself, driving 
  their shoulder-vines into the ground and draining 
  the life from nearby plants, leaving only circles 
  of blackened earth. As a tulgorth drains the land, 
  worms and insects often escape from the cracked 
  soil, finding a new home in the tulgorth’s body. As 
  tulgorths mature and ingest more life, their colors 
  become deeper and more vibrant.
   
  Tulgorths 
  propagate 
  their 
  species 
  by 
  transforming other creatures. Once fully mature 
  (within about fifteen months), a tulgorth can expel 
  a cloud of highly-infectious spores. Creatures who 
  come in contact with these spores quickly absorb 
  them. The resulting infection can cause severe 
  skin irritation, shortness of breath, and nausea. 
  After several weeks, the infected creatures begin 
  sprouting brown, weed-like growths from their 
  bodies. An infected creature dies if not treated at this 
  point, and its corpse becomes the central body mass 
  of a newborn tulgorth. 
   
  Tulgorths cannot speak, but they understand 
  Common and Sylvan.
  Combat
   
  A tulgorth smashes at its opponents, releasing 
  spores only when its own defeat seems imminent or 
  when its enemies attempt to escape. When badly 
  injured, a tulgorth roots itself to the ground in an 
  effort to heal its wounds.
   
  Spore Cloud (Ex): Once per week, a tulgorth 
  can release a cloud of spores in a 10-foot cube 
  directly in front of itself as a standard action. 
  Tulgorth
  Large Plant
  Hit Dice: 6d8+24 (51 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 15 (-1 size, -1 Dex, +7 natural), 
  touch 8, flat-footed 15
  Base Attack/Grapple: +4/+13
  Attack: Slam +8 melee (1d8+5)
  Full Attack: 2 slams +8 melee (1d8+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Spore cloud
  Special Qualities: Damage reduction 5/piercing 
  or slashing, low-light vision, plant traits, root to 
  spot, vulnerability to fire
  Saves: Fort +9, Ref +1, Will +3
  Abilities: Str 20, Dex 8, Con 19, Int 5, Wis 9, 
  Cha 4
  Skills: Hide +2*, Jump +1, Listen +2, Spot +2
  Feats: Improved Bull Rush, Iron Will, Power 
  Attack
  Environment: Temperate and warm forests
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
  The spores become inert after 1 round in the air. 
  Any creature within the spore cloud must succeed 
  on a DC 17 Fortitude save or be infected with 
  the tulgorth’s transformative disease–Fortitude 
  DC 17, incubation period 1d3 days, damage 1d4 
  Strength and 1d4 Constitution. The save DCs are 
  Constitution-based.
   
  If a diseased creature is not cured within 2d6 
  days of infection, it dies and becomes a tulgorth. 
  Newborn tulgorths are statistically identical to 
  mature tulgorths, but cannot create spore clouds.
   
  Root to Spot (Ex): A tulgorth can root itself 
  to the ground and begin feeding on plants in a 30-
  foot radius as a standard action. After 1 hour of 
  feeding, small plants (such as grass, small flowers, 
  and weeds) brown and die. After 2 hours, larger 
  plants, such as shrubs and vines, die. After 3 hours, 
  the tulgorth drains all life from small trees, and 
  after 4 hours, all plant life in the area dies and the 
  larger region is affected as by the stunting effect of a 
  diminish plants spell. Plant creatures (other than the 
  tulgorth) in contact with the ground during this time 
  suffer 1d3 points of damage per round.
   
  Tulgorths also take root when outnumbered or 
  otherwise threatened. A rooted tulgorth gains a +2 
  bonus to Strength, a +4 bonus to Constitution, and 
  fast healing 1. A rooted tulgorth cannot move from 
  its spot (although it can otherwise act normally) and 
  must take a move action to uproot itself.
   
  Skills: Tulgorths have a +4 racial bonus on 
  Hide checks. *In forested or overgrown areas, this 
  bonus improves to +16.
   
  Tulgorth Mushrooms: The small mushrooms 
  that grow from a tulgorth’s back are each worth 150 
  gp on the black market and produce hallucinogenic 
  effects when crushed into powder and smoked. 
  Eating a tulgorth’s mushrooms raw can be deadly, 
  threatening severe muscular spasms and brain 
  damage (poison; ingested DC 17, initial damage 1d6 
  Constitution, secondary damage 2d6 Intelligence). A 
  single tulgorth has 2d6 salable mushrooms.
  5
  
  111
   
  Vyala is an intelligent breed of big cat that 
  stalks the jungles. Its black-striped green coat 
  helps the vyala blend in with its lush, verdant 
  environment. They are solitary by nature, and it is 
  rumored that vyala can speak.
  Combat
   
  A vyala attacks only when hunting or when 
  provoked. It prefers to use a combination of psionic 
  and physical attacks to bring down its prey.
   
  Improved Grab (Ex): To use this ability, 
  a vyala must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
   
  Psi-Like 
  Abilities: 
  At 
  will–control 
  sound, catfall (treat fall as 120 ft. shorter*); 
  3/day–control air (up to 60 miles/hour), energy 
  cone (sonic only, 12d6-6 damage, DC 16*), 
  hypercognition, inertial armor (+9 armor bonus*), 
  mass cloud mind (DC 16), psionic true seeing; 
  1/day–inflict pain (5 targets, DC 16*). Manifester 
  level 12th. Save DCs are Charisma-based.
  Vyala
  Medium Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (+3 Dex, +3 natural), 
  touch 13, flat-footed 13
  Base Attack/Grapple: +6/+10
  Attack: Claw +10 melee (2d6+4)
  Full Attack: 2 claws +10 melee (2d6+4) 
  and bite +5 melee (1d8+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, psi-like 
  abilities, psychic pounce, rake 2d6+2, sonic 
  blast
  Special Qualities: Blindsense 100 ft., 
  darkvision 60 ft., immunity to sonic, low-
  light vision 
  Saves: Fort +7, Ref +8, Will +3
  Abilities: Str 19, Dex 16, Con 15, Int 14, 
  Wis 13, Cha 10
  Skills: Hide +11*, Jump +8, Knowledge 
  (nature) +3, Listen +10, Move Silently +12, 
  Spot+10
  Feats: Dodge, Improved Initiative, Psionic 
  Dodge
  Environment: Temperate and warm forest
  Organization: Solitary or pair
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Medium); 13-18 
  HD (Large)
  Level Adjustment: —
   
  *Includes augmentations for the vyala’s 
  manifester level.
   
  Psychic Pounce (Ex): If a vyala charges a 
  foe or manifests any of its psionic abilities, it can 
  make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +10 melee, damage 
  2d6+2.
   
  Sonic Blast (Ex): As a full-round action, 
  once every 1d4 rounds, a vyala can emit a powerful 
  cone of sonic energy. It can vary the size of the 
  cone from 10 feet to 75 feet. Each living creature 
  in the area must succeed on a DC 15 Reflex save or 
  take 5d10 points of sonic damage. The save DC is 
  Constitution-based.
   
  Blindsense (Ex): A vyala notices and locates 
  creatures it cannot see by sonar. Such opponents 
  still have 100% concealment against it.
   
  Skills: *Because of the coloration of its fur, 
  a vyala has a +10 racial bonus on Hide checks in 
  forested areas and in dark or low-light conditions.
  5
  
  112
   
  A wood giant looks like an elf, only it stands 
  nearly 9 feet tall. Its skin is brownish-green, and it 
  is bald. Its clothing is a mix of green and brown, 
  blending into the surrounding forest. They typically 
  carry a greatsword, and a huge bow on their back.
   
  Wood giants are peaceful, good-natured giants 
  found in the forested areas of the world. Wood giants 
  have large heads and prominent jaws; their elf-like 
  ears sit high on their long, oval heads. Most wood 
  giants (particularly males) are bald. Their skin is 
  usually brownish-green. Wood giants dress in greens 
  or browns and prefer neutral colors to the bright or 
  dull colors of other races. 
   
  The average wood giant stands 9 feet tall, 
  weighs 900 pounds, and resembles a large wood elf. 
  Wood giants speak Giant and Common. The favored 
  class of the wood giant is ranger.
  Wood Giant
  Large Giant (Shapechanger)
  Hit Dice: 7d8+21 (52 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 18 (-1 size, +3 Dex, +4 natural, +2 
  leather), touch 12, flat-footed 15
  Base Attack/Grapple: +5/+14
  Attack: Greatsword +9 melee (3d6+7/19-20) or 
  composite longbow (+5 Str bonus) +8 ranged 
  (2d6+5/x3)
  Full Attack: Greatsword +9 melee (3d6+7/19-20) 
  or composite longbow (+5 Str bonus) +8 ranged 
  (2d6+5/x3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: –
  Special Qualities: Change shape, darkvision 60 
  ft., low-light vision, resistant to enchantment
  Saves: Fort +8, Ref +5,Will +4 (+6 vs. 
  enchantments)
  Abilities: Str 21, Dex 16, Con 17, Int 14, Wis 14, 
  Cha 12
  Skills: Hide +11*, Jump +19, Move SilentIy 
  +15*, Spot +12
  Feats: Power Attack, Stealthy, Weapon Focus 
  (longbow)
  Environment: Temperate and warm forests
  Organization: Solitary, gang (2-5), clan (6-9 plus 
  35% noncombatants), trading party (2-5 plus 2-4 
  wood elves), or hunting party (2-5 plus 2-4 wood 
  elves and 1-4 dire wolves)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually chaotic good
  Advancement: By character class
  Level Adjustment: +4
  Combat
   
  Wood giants usually attack from ambush, 
  hiding in dense undergrowth and firing at their prey 
  with their bows before closing to melee with their 
  greatswords.
   
  Change Shape (Su): A wood giant can assume 
  the shape of any Small , Medium, or Large humanoid. 
  A wood giant can remain in its humanoid form until 
  it chooses to assume a new one. A change in form 
  cannot be dispelled, but a wood giant reverts to its 
  natural form when killed. A true seeing spell or 
  ability reveals its natural form.
   
  Resistant to Enchantment (Ex): Wood 
  giants receive a +2 racial bonus to Will saves against 
  Enchantment spells or effects.
   
  Skills: *Wood giants receive a +4 racial bonus 
  to Hide and Move Silently checks when in forested 
  areas.
  Bloodsuckle
  Large Plant
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +0
  Speed: 0 ft (immobile)
  Armor Class: 17 (-1 size, +8 natural), touch 9, 
  flat-footed 17
  Base Attack/Grapple: +6/+13
  Attack: Tendril +9 melee (1d4+3 plus create 
  host) or limb rake +8 melee (1d6+3)
  Full Attack: 2 tendrils +9 melee (1d4+3 plus 
  create host) or 4 limb rakes +8 melee (1d6+3)
  Space/Reach: 10 ft./10 ft. (30 ft. with tendril)
  Special Attacks: Blood drain, create host, 
  improved grab, seed, summon host
  Special Qualities: Blindsight 30 ft. host sense, 
  plant traits
  Saves: Fort +10, Ref +4, Will +4
  Abilities: Str 16, Dex 10, Con 18, Int 6, Wis 11, 
  Cha 11
  Skills: Listen +6, Spot +5
  Feats: Iron Will, Lightning Reflexes, Weapon 
  Focus (tendril)
  Environment: Temperate forests
  Organization: Solitary or cadre (bloodsuckle 
  plus 4-7 hosts)
  Challenge Rating: 6
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
  5
  
  113
   
  The bloodsuckle is a nightmarish plant 
  consisting of a bulbous root and several vine-like 
  tendrils, each ending in hollow needle-like points. 
  Woody limbs as thick as a human’s leg sprout 
  from the trunk, Its leaves are a vile green color and 
  constantly drip a sticky, foul-smelling sap.
   
  Bloodsuckles 
  are 
  semi-intelligent 
  and 
  immobile plants that gain nourishment from the 
  blood of living creatures. Unlike other carnivorous 
  plants, the bloodsuckle maintains a group of living 
  hosts that it gorges itself on. Bloodsuckles are found 
  in forests, swamps, and rolling hills in climates 
  where the temperate is mild. They are never found 
  in cold climates, but a variety of this plant is thought 
  to exist in warmer regions.
   
  A typical bloodsuckle is about 15 feet in 
  diameter and weighs 600 pounds.
  Combat
   
  When a bloodsuckle detects movement within 
  30 feet, it sends out its long, vine-like tendrils 
  towards the disturbance. If the tendril strikes a 
  living target, it injects sap into the victim which 
  brings it under the plant’s control. A bloodsuckle 
  can automatically detect the presence of one of its 
  hosts within 30 feet, and does not attack it. Rather, it 
  lets the host draw close so it can embrace it with its 
  tendrils and consume its blood.
   
  Creatures that are not hosts of the bloodsuckle 
  that come within 10 feet are attacked by its woody 
  limbs.
   
  Blood Drain (Ex): A bloodsuckle that 
  grapples a foe can drain blood, dealing 1d4 points 
  of Constitution damage each round the hold is 
  maintained. Once it has dealt 8 points of Constitution 
  damage, it releases the victim so it can continue to 
  rely on it as a food source. Bloodsuckles never kill 
  those they have transformed into hosts (see below) 
  unless they are extremely hungry.
   
  Create Host (Ex): A bloodsuckle that strikes 
  a living target with a tendril injects a special sap into 
  the victim that disrupts the synapses in the victim’s 
  brain and transforms it into a host if it fails a DC 
  18 Will save. This acts as a dominate monster spell 
  (caster level 8th) with no duration. Creatures with 
  immunity to poison are unaffected, and 
  creatures resistant to poison receive their 
  normal bonus on their saving throw. The save DC is 
  Constitution-based.
   
  A victim that fails its Will save becomes a 
  host for the bloodsuckle and returns to the plant 
  whenever it calls. A host is normally only used by 
  the bloodsuckle for feeding purposes, but if the plant 
  comes under attack, it may summon its hosts to defend 
  it. A host with an Intelligence score of 3 or higher that 
  is commanded to act in a manner inconsistent with its 
  alignment (such as attacking allies) is allowed another 
  Will save (same DC) with a +4 bonus to break the 
  effects of the bloodsuckle’s control.
   
  Improved Grab (Ex): To use this ability, 
  a bloodsuckle must hit a creature of any size 
  with a tendril attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can drain blood.
   
  Seed (Ex): Once per month, a bloodsuckle 
  can generate a walnut-sized seed that it implants in a 
  host’s body. The host wanders off, and 1d4 days later, 
  the seed breaks open, growing a new bloodsuckle 
  inside the host. Each day a host remains implanted 
  with this seed, it takes 1d4 points of Constitution 
  damage. At Constitution 0, the host dies and a new 
  bloodsuckle erupts from the corpse and takes root. 
  A remove disease spell destroys the seedling as do 
  spells such as limited wish, wish, or miracle.
   
  Summon Host (Ex): A bloodsuckle can 
  generate a high-pitched whine that only its host can 
  hear. A host that hears this call proceeds immediately 
  at its highest rate of speed and in the most direct 
  route toward the plant. So long as the bloodsuckle 
  and its host are on the same plane of existence, 
  the host hears and answers the call. Usually, a 
  bloodsuckle only calls its host when it becomes 
  hungry for blood—about once every three days.
   
  Blindsight (Ex): A bloodsuckle has no visual 
  organs but can ascertain all foes within 30 feet using 
  sound, scent, and vibration.
   
  Host Sense (Ex): A bloodsuckle automatically 
  senses the location of any of its hosts to a range of 
  100 feet.
  Flora and Fauna
   
  Fright Owl: At first glance, a fright owl looks similar to many species of woods owl. Like most 
  owls, they are stealthy predators, but they have developed a unique method to flush out their prey. Again, 
  like most predators, the fright owl’s vision easily picks up movement, but prey who have frozen in place 
  or sought cover are hard to discern. The fright owl uses its terrifying hoot as its main hunting mechanism. 
  Any creature failing a will save (DC 14) suffers the effect of a cause fear spell. Fright owls are magically 
  dependent animals (they cannot hunt successfully enough without using their hoot- they eventually suffer 
  a slow death of starvation) that need magic, air, water and food to survive. They are common in any forest, 
  but some fright owls are similar to ground owls and are found on the plains.
  6
  
  114
   
  The cropping squid is a land squid that 
  hovers on sacs of air. Their bulbous bodies and 10 
  tentacles are a harrowing site on the ground. The 
  most common sited cropping squid is the male 
  cropping squid, usually colored bluish-green. They 
  are apt fighters with their tentacles and periodically 
  clear large tracks of land, cropping vegetation to 
  create a pattern in the landscape. Scholars suspect 
  this has something to do with the mating rituals 
  of the cropping squid, but communities in the 
  wilderness sometimes use the male cropping squid 
  to clear large tracks of forest for tilling, or even for 
  harvesting their fields in autumn.
   
  Unlike the female cropping squid, the male 
  cropping squid is quite docile and isn’t prone to 
  eating humanoids and medium-sized creatures.
  Cropping Squid, Male
  Huge Magical Beast
  Hit Dice: 12d10-12 (54 hp)
  Initiative: +5
  Speed: Fly 80 ft. (average) (16 squares)
  Armor Class: 13 (-2 size, +5 Dex), touch 
  13, flat-footed 8
  Base Attack/Grapple: +12/+25
  Attack: Tentacle slashes +15 melee (1d6+5/
  19-20)
  Full Attack: 10 tentacle slashes +15 melee 
  (1d6+5/19-20)
  Space/Reach: 15 ft./10 ft. (40 ft. with 
  tentacles)
  Special Attacks: Constrict 1d6+7, improved 
  grab
  Special Qualities: Darkvision 60 ft., float, 
  jet, low-light vision
  Saves: Fort +7, Ref +13, Will +5
  Abilities: Str 20, Dex 20, Con 9, Int 3, Wis 
  12, Cha 5
  Skills: Listen +8, Spot +8, Survival +6
  Feats: Alertness, Combat Reflexes, Flyby 
  Attack, Improved Critical (tentacle slash), 
  Wingover
  Environment: Any land
  Organization: Solitary or mated pair
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Huge)
  Level Adjustment: —
  Combat
   
  Constrict (Ex): A cropping squid deals 
  automatic tentacle damage with a successful 
  grapple check.
   
  Float (Ex): A cropping squid can fly at a speed 
  of 80 feet per round and has a permanent feather fall 
  effect (as the spell) with personal range.
   
  Improved Grab (Ex): To use this ability, a 
  cropping squid must hit with a tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Jet (Ex): A cropping squid can jet directly 
  upward once per round as a full-round action, at 
  a speed of 60 feet. It must move in a straight line 
  but does not provoke attacks of opportunity while 
  jetting.
  Flora and Fauna
   
  Spriggan Tree: The spriggan tree (also known as the lung tree) is the largest plant in most fantasy 
  worlds. Growing to a truly gargantuan 800 feet tall with a base circumference of more than 300 feet, the 
  spriggan tree gets its name from its unusual growth cycle. For half of its long life (over 350 years) it grows 
  up and for the remaining half it shrinks. At mid-growth, when the tree is at its tallest, it is often used as a 
  nest by large flying predators. The tree’s acorns are jug sized and edible although not very tasty and you 
  had best hope it doesn’t land on your head when it falls. A single mid-growth spriggan tree can provide 
  weeks worth of work for lumbermen and on the rare occasions when a mid-growth tree falls, a large swath 
  of the forest is taken with it, creating a bounty for successional activity. Spriggan Trees are magically 
  dependent trees that need magic, water, air, soil, and sunlight to survive. They are only found in tropical 
  or temperate rain forests.
  6
  
  115
   
  Crystal reflectors are bipedal creatures with 
  the ability to harness and channel sunlight. A crystal 
  reflector has a reptilian body with mauve skin, 
  forelimbs ending in crystal claws, and thick legs. 
  A tough, yellow-brown carapace covers its back, 
  pierced by dozens of translucent crystals. It stands 
  about 4 feet tall and stretches 6 feet long from its 
  narrow head to the tip of its lithe tail. Most crystal 
  reflectors weigh just under 400 pounds, and despite 
  their clumsy appearance are agile and swift.
   
  Crystal reflectors thrive in warm, subtropical 
  climates, absorbing sunlight through their crystals 
  and using the energy to feed themselves. They 
  need no sustenance besides natural light and must 
  absorb light every day to maintain their strength. 
  When threatened, instead of relying on physical 
  strength, crystal reflectors channel their absorbed 
  energy into beams of pure, white light to stun or 
  burn their foes.
   
  Crystal reflectors are a favored prey of 
  kei-ehri (page 132), but have few other natural 
  enemies. Most creatures find them unfulfilling 
  meals, as large portions of their bodies begin 
  breaking down after death as the energy within 
  them wanes.
   
  After its death, a crystal reflector’s meat and 
  organs soon turn to ash. However, its bones and 
  crystals can serve several uses. A crystal reflector’s 
  2d4 largest ribs function as sunrods, and 1d2 of its 
  largest crystals can be used to empower (as the 
  metamagic feat) any spell with the light descriptor 
  when used as a material component (the crystal is 
  consumed in the casting). Finally, one of the same 
  crystals can be used to create a gem of brightness 
  for 3/4 the normal base price. All other creation 
  requirements remain the same.
  Crystal Reflector
  Medium Magical Beast
  Hit Dice: 5d10+5 (32 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +5/+5
  Attack: Claw +5 melee (1d6)
  Full Attack: 2 claws +5 melee (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Harness light
  Special Qualities: Blindsense 120 ft., 
  deflect, darkvision 60 ft., low-light vision
  Saves: Fort +5, Ref +6, Will +3
  Abilities: Str 11, Dex 14, Con 12, Int 3, Wis 
  10, Cha 12
  Skills: Hide +3, Jump +7, Listen +2, Spot +2
  Feats: Ability Focus (harness light), Iron 
  Will
  Environment: Warm forests
  Organization: Solitary or pack (3-6)
  Challenge Rating: 6
  Treasure: No coins; double goods (gems 
  only); no items
  Alignment: Always neutral
  Advancement: 6-10 HD (Medium); 11-15 
  HD (Large)
  Level Adjustment: –
  Combat
   
  Rarely aggressive, crystal reflectors prefer 
  to defend themselves from a distance with their 
  harness light ability. They have no qualms about 
  running from combat but are far more likely to 
  stand their ground when outdoors and in sunlight.
   
  A crystal reflector’s natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction.
   
  Harness Light (Su): A crystal reflector 
  channels light through its body, producing a variety 
  of effects. It stores enough energy to produce 
  effects identical to the spells daylight (targets 
  the crystal reflector), searing light, sunbeam, and 
  sunburst (centered on the reflector, which takes no 
  damage) each twice per day (caster level 12th; save 
  DC 15). The save DC is Constitution-based and 
  includes the crystal reflector’s Ability Focus feat.
   
  When in direct sunlight (but not a daylight 
  spell), a crystal reflector can use one of these 
  abilities every other round, and they are treated as 
  enlarged and empowered (as the metamagic feats).
   
  Blindsense (Ex): A crystal reflector can 
  “see” by emitting and receiving high-frequency 
  sounds from its crystals. These sounds are 
  inaudible to most creatures and allow crystal 
  reflectors to pinpoint objects and creatures within 
  120 feet. Opponents still have total concealment 
  against a crystal reflector unless it can actually see 
  them. A crystal reflector whose sense of hearing is 
  impaired (by deafness, a silence spell, or another 
  effect) is forced to rely on its normal vision.
   
  Deflect (Ex): The crystals that stud a crystal 
  reflector’s body can deflect rays, lines, and magic 
  missiles. All such attacks targeting a crystal 
  reflector have a 25% chance of being harmlessly 
  deflected aside.
  6
  
  116
   
  A grig swarm is a large mass of flying grigs 
  (see the Monster Manual). Normally grigs don’t 
  gather into groups larger than 80 or so creatures. 
  But sometimes when several tribes come together, 
  they join as a grig swarm.
   
  The individual grigs that make up the swarm 
  have light blue skin, forest-green hair, and brown 
  hairy legs, and usually wear tunics or brightly color 
  vests with buttons made from tiny gems. A grig 
  stands 1-1/2 feet tall and weighs about 1 pound. 
  Grigs speak Sylvan. Some also speak Common.
  Combat
   
  A 
  grig 
  swarm 
  normally 
  attacks 
  by 
  surrounding and enveloping its opponents. Before 
  closing to melee range, a swarm uses its entangle 
  ability to bind its foes. If facing destruction, a 
  swarm often turns invisible and flees.
   
  A grig swarm deals 2d6 points of damage to 
  any creature whose space it occupies at the end of 
  its move.
  Grig Swarm
  Tiny Fey (Swarm)
  Hit Dice: 9d6+9 (40 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fly 40 ft. (poor)
  Armor Class: 16 (+2 size, +4 Dex), touch 
  16, flat-footed 12
  Base Attack/Grapple: +4/—
  Attack: Swarm (2d6)
  Full Attack: Swarm (2d6)
  Space/Reach: 10 ft/0 ft
  Special Attacks: Distraction, fiddle, spell-
  like abilities
  Special Qualities: Damage reduction 
  5/cold iron, half damage from slashing and 
  piercing, low-light vision, spell resistance 
  17, swarm traits
  Saves: Fort +6, Ref +10, Will +7
  Abilities: Str 5, Dex 18, Con 13, 1nt 10, 
  Wis 13, Cha 14
  Skills: Craft (any one) +9, Escape Artist 
  +13, Hide +13, Jump +9, Listen +10, Move 
  Silently +13*, Perform (string instruments) 
  +11, Search +5, Spot +10, Use Rope +4 (+6 
  with bindings), Survival +1 (+3 following 
  tracks)
  Feats: Dodge, Great Fortitude, Mobility, 
  Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary, tangle (2-4 
  swarms),or cyclone (5-10 swarms)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral good
  Advancement: —
  Level Adjustment: —
   
  Distraction (Ex): Any living creature that 
  begins its turn with a grig swarm in its space must 
  succeed on a DC 15 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
   
  Spell-Like 
  Abilities: 
  3/day–disguise 
  self, entangle (DC 13), invisibility (self only), 
  pyrotechnics (DC 14), ventriloquism (DC 13). 
  Caster level 9th. The save DCs are Charisma-based.
   
  Fiddle (Su): The grigs that make up a grig 
  swarm carry tiny, grig-sized fiddles. When the 
  fiddlers play, any non-sprite within 30 feet of the 
  instruments mist make a successful DC 16 Will 
  save or be affected as though by irresistible dance 
  for as long as the playing continues. The save DC 
  is Charisma-based.
   
  Skills: Grig swarms have a +8 racial bonus 
  on Jump checks. *They also have a +5 racial bonus 
  on Move Silently checks in a forest setting.
  Flora and Fauna
   
  Coffee: Coffee comes from one of three main trees: the Arabian, the Liberian, and the Congo coffee 
  trees. They group up to 30-50 feet tall, and the fruits are at first green but become bright red and finally 
  purple. These fruits are husked to reveal the beans that are ground to produce coffee. Climate/Terrain: 
  Temperate forests. Value: 10gp/lbs.
  6
  
  117
   
  The hangman tree resembles a thick oak 
  tree with very few leaves and branches. Close 
  inspection reveals a scar-like marking on the lower 
  part of the trunk (this is where undigested creatures 
  or gear is expelled after digestion). Hidden among 
  the hangman tree’s branches and leaves are its 
  rope-like appendages that it uses to trap its prey. 
  Hangman trees can speak broken Common.
   
  A hangman tree is over 30 feet tall, with a 2 
  foot diameter trunk. It weighs about 4 tons.
  Combat
   
  The hangman tree attacks by dropping its 
  noose-like appendages around prey and yanking 
  victims upwards. Trapped prey is held until it dies 
  or is dropped into the hangman’s trunk where it is 
  digested.
   
  Constrict (Ex): On a successful grapple 
  check, a hangman tree deals ld6+8 points of 
  damage. Because it seizes its victims by the neck, a 
  creature in the hangman tree’s grasp cannot speak 
  or cast spells with verbal components.
   
  Improved Grab (Ex): To use this ability, a 
  hangman tree must hit a Large or smaller opponent 
  with a vine attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict and try to 
  swallow the foe the following round. A single 
  attack with a slashing weapon that deals at least 10 
  points of damage severs a vine (AC 15).
  Hangman Tree
  Huge Plant
  Hit Dice: 6d8+30 (57 hp)
  Initiative: +2
  Speed: 0 ft. (see text)
  Armor Class: 17 (-2 size, -2 Dex, +11 
  natural), touch 6, flat-footed 17
  Base Attack/Grapple: +4/+20
  Attack: Vine +10 melee (1d6+8)
  Full Attack: 3 vines +10 melee (1d6+8)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Constrict 1d6+8, improved 
  grab, swallow whole
  Special Qualities: Blindsight 30 ft., 
  hallucinatory spores, plant traits, spell 
  resistance 12, susceptible to cold and 
  darkness, vulnerability to electricity and fire
  Saves: Fort +12, Ref +0, Will +4
  Abilities: Str 27, Dex 6, Con 20, Int 8, Wis 
  10, Cha 10
  Skills: Hide -1*
  Feats: Great Fortitude, Improved Initiative, 
  Iron Will
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 6
  Treasure: 50% standard
  Alignment: Usually neutral evil
  Advancement: 7-12 HD (Huge); 13-18 HD 
  (Gargantuan)
  Level Adjustment: –
   
  Swallow Whole (Ex): A hangman tree 
  can try to swallow a grabbed opponent of up to 
  one size smaller by making a successful grapple 
  check. The swallowed creature takes 1d6+4 
  points of bludgeoning damage and 2d6 points of 
  acid damage per round from the hangman tree’s 
  interior. A swallowed creature can cut its way 
  out by using a light slashing or piercing weapon 
  to deal 25 points of damage to the interior (AC 
  20). Once the creature exits, contraction closes 
  the hole; another swallowed creature must cut 
  its own way out. A Huge hangman tree’s interior 
  can hold 1 Large, 2 Medium, 4 Small, 8 Tiny, 16 
  Diminutive, or 32 Fine opponents.
   
  Blindsight (Ex): Hangman trees have no 
  visual organs but can ascertain all foes within 30 
  feet using sound, scent, and vibration.
   
  Hallucinatory Spores (Ex): A hangman 
  tree can release a cloud of hallucinatory spores 
  that causes all creatures within 50 feet to make a 
  DC 18 Will save or believe the tree to be of some 
  ordinary sort. A creature affected has no interest in 
  attacking the hangman tree for 3d6 minutes, unless 
  the hangman tree attacks first. The save DC is 
  Constitution-based.
   
  Susceptible to Cold and Darkness (Ex): A 
  magical attack that deals cold damage paralyzes 
  the hangman tree for 1 round per caster level. 
  Darkness (magical or mundane) slows a hangman 
  tree (as the slow spell) for as long as it remains 
  within the darkness, with no saving throw.
   
  Skills: A hangman tree has a +16 racial 
  bonus on Hide checks made in forested areas.
  6
  
  118
   
  A hell moth looks like a giant moth with 
  spiraling bands of red and black on its gray body. 
  It has large, thin, reddish wings. Otherwise it 
  resembles a large moth with an 8-foot wing-span. 
  The hell moth attacks living creatures that wander 
  too close to its lair. It is thought to have come from 
  another plane, although sages are not quite sure of 
  its exact origin.
   
  A hell moth is about 6 feet long, with an 
  8-foot wingspan, and weighs around 100 pounds. 
  They do not speak, nor do they seem to understand 
  any languages.
  Combat
   
  Hell moths wait for their prey to pass nearby 
  before attacking. If facing multiple opponents, 
  they attempt to bite and usually do not employ 
  their engulfing ability. Multiple hell moths work in 
  concert with one another against opponents. When 
  a hell moth has successfully engulfed a foe, it sets 
  its own body on fire in a display of self-immolation 
  that consumes both it and its engulfed opponent.
  Hell Moth
  Large Aberration
  Hit Dice: 9d8+27 (67 hp)
  Initiative: +7
  Speed: 10 ft. (8 squares), fly 40 ft. (average)
  Armor Class: 19 (-1 size, +3 Dex, +7 natural), 
  touch 12, flat-footed 16
  Base Attack/Grapple: +6/+15
  Attack: Bite +10 melee (ld6+7)
  Full Attack: Bite +10 melee (ld6+7)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Engulf, immolation
  Special Qualities: Darkvision 60 ft., resistance to 
  fire 30, scent
  Saves: Fort +6, Ref +6, Will +7
  Abilities: Str 21, Dex 16, Con 17, Int 6, Wis 12, 
  Cha 10
  Skills: Hide +1, Jump -7, Listen +9, Move 
  Silently +13, Spot +9
  Feats: Ability Focus (immolation), Alertness, 
  Improved Initiative, Stealthy
  Environment: Any forests and underground
  Organization: Solitary or flock (3-6)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral (evil tendencies)
  Advancement: 10-18 HD (Large); 19-27 HD 
  (Huge)
  Level Adjustment: –
   
  Engulf (Ex): A hell moth can try to wrap 
  a Medium or smaller creature in its body as a 
  standard action. The hell moth attempts a grapple 
  that does not provoke attacks of opportunity. If it 
  gets a hold, it bites the engulfed victim with a +4 
  attack bonus. Attacks that hit an engulfing hell 
  moth deal half their damage to the monster and 
  half to the trapped victim.
   
  Immolation (Su): After a hell moth has 
  successfully grappled an opponent, it explodes 
  its body in a hellish ball of fire that deals 6dl0 
  points of fire damage to itself and its opponent 
  (reduce the damage dealt to the hell moth by its 
  fire resistance). It can use this ability once every 
  3 hours (providing it survives). All those within 
  10 feet of the hell moth (including the engulfed 
  victim) when it uses this ability must succeed on 
  a DC 19 Reflex save or take 1d8 points of fire 
  damage as clothes and combustibles ignite. The 
  damage continues for another ld4+4 rounds after 
  the hell moth uses this ability or until the fire is 
  extinguished. The save DC is Constitution-based.
   
  Skills: Hell moths have a +4 racial bonus on 
  Listen and Spot checks.
  Mawtree
  Huge Plant
  Hit Dice: 20d8+60 (150 hp)
  Initiative: -3
  Speed: 0 ft.
  Armor Class: 25 (-2 size, -3 Dex, +20 natural), 
  touch 5, flat-footed 25
  Base Attack/Grapple: +15/—
  Attack: —
  Full Attack: —
  Space/Reach: 15 ft./0 ft.
  Special Attacks: Swallow whole
  Special Qualities: Damage reduction 10/slashing, 
  low-light vision, plant traits, vulnerability to fire
  Saves: Fort +15, Ref +3, Will +3
  Abilities: Str 24, Dex 4, Con 16, Int —, Wis 4, 
  Cha 1
  Skills: —
  Feats: —
  Environment: Any forest
  Organization: Solitary or grove (5-12)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 21-40 HD (Huge); 41-60 HD 
  (Gargantuan)
  Level Adjustment: —
  6
  
  119
   
  Mawtrees are large old majestic trees who 
  eat flesh. Mawtrees often appear as normal oak, 
  maple, walnut, or other deciduous trees, although 
  their hollows are deadly for all living creatures that 
  wander inside.
  Combat
   
  When a creature enters the hollow of a 
  mawtree trunk, which is usually at or near ground 
  level, tiny changes in the water pressure of the wood 
  and in surface roots cause the bole walls to expand 
  rapidly until the opening has swollen so tight that 
  it doesn’t allow for the passage of water or air, 
  trapping the creature inside. The wood inside the 
  trunk continues to distend, crushing the occupant 
  to a bloody paste, just as a thick acidic sap fills the 
  chamber to digest the prey.
   
  Swallow Whole (Ex): When a creature at least 
  two size categories smaller than the mawtree enters 
  the hollow of a tree’s trunk, the mawtree can 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. No initial touch 
  attack is required. If it wins the grapple check, the 
  mawtree swallows its prey and seals shut.
   
  On the following round, the trap chamber 
  immediately begins to fill with an acidic sap. After 
  4 rounds of being swallowed, the chamber is full of 
  acid, and living creatures are at risk of drowning. 
  A swallowed creature takes 3d4 points of crushing 
  damage plus 2d4 points of acid damage per round. A 
  swallowed creature is pinned and cannot cut its own 
  way out of the tree. Creatures on the outside of the 
  mawtree can create a hole large enough to extract 
  a single swallowed creature by dealing 30 points 
  of damage to one spot on the tree. Making such a 
  breach in the trunk releases a spray of acid that deals 
  2d4 points of damage to creatures outside of the tree 
  within 10 feet.
   
  Mihstus are semi-solid creatures from the 
  Elemental Plane of Air. They are found in cool, damp, 
  dark areas such as ruins, dank forests, dungeons, and 
  underground caves and caverns. The mihstu can 
  shape its body at will and almost always appears on 
  the Material Plane as a cloud of swirling vapor. It can 
  seep through small cracks and openings.
   
  A typical mihstu is 8 feet tall and weighs 2 
  pounds. Mihstus speak Auran, though they rarely 
  choose to do so. Its voice sounds like the hiss of air 
  escaping through a small hole.
  Combat
   
  When threatened, a mihstu forms four tentacles 
  from its body. Each tentacle ends in a razor-sharp, 
  barb-like talon. It lashes at its opponents using these 
  tentacles. The mihstu can also engulf an opponent in 
  its misty form.
   
  Constitution Damage (Su): A mihstu deals 
  1d2 points of Constitution damage to an engulfed 
  opponent each round the hold is maintained.
  Mihstu
  Medium Elemental (Air, Extraplanar)
  Hit Dice: 8d8+16 (52 hp)
  Initiative: +10
  Speed: 20 ft. (4 squares), fly 20 ft. (good)
  Armor Class: 22 (+6 Dex, +6 natural), touch 16, 
  flat-footed 16
  Base Attack/Grapple: +6/+7
  Attack: Tentacle +12 melee (1d6+1)
  Full Attack: 4 tentacles +12 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Constitution damage, engulf
  Special Qualities: Damage reduction 5/–, 
  darkvision 60 ft., elemental traits, immunity to 
  electricity, resistant to ranged attacks, spell 
  resistance 13, susceptible to cold
  Saves: Fort +4, Ref +12, Will +4
  Abilities: Str 12, Dex 22, Con 14, Int 14, Wis 14, 
  Cha 13
  Skills: Hide +15, Jump -5, Listen +14, Move 
  Silently +15, Search +12, Spot +14, Survival +2 
  (+4 following tracks)
  Feats: Combat Reflexes, Dodge B, Improved 
  Initiative, Mobility, Weapon Finesse B
  Environment: Elemental Plane of Air
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 9-16 HD (Medium); 17-24 HD 
  (Large)
  Level Adjustment: –
   
  Engulf (Ex): A mihstu can try to wrap a 
  Medium or smaller creature in its body as a standard 
  action. The mihstu attempts to start a grapple 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold. The victim 
  automatically takes Constitution damage each round 
  the hold is maintained. The mihstu can slash the 
  victim with its tentacles with a +4 bonus on attack 
  rolls. It can still use its tentacles to strike other 
  opponents if it desires.
   
  Resistant to Ranged Attacks (Ex): Ranged 
  attacks, including spells that target the mishstu 
  directly (including magic missile and other spells 
  that normally strike unneringly) suffer a 50% miss 
  chance, due to the mishstu’s misty form. This is not 
  concealment, so true seeing and similar effects do 
  not negate this miss chance.
   
  Susceptibile to Cold (Ex): Any cold-based 
  effects stun a mishstu for 2d6 rounds in addition to 
  dealing normal damage.
  6
  
  120
   
  Nightbeasts are predators that stalk forests, 
  invisible except under the light of the moon.
   
  Nightbeasts mix simian and feline traits; 
  although they stoop as they walk and their limbs 
  are long, their skulls and claws resemble a great 
  cat’s. Their fur is thick, colored a deep blue and 
  spotted with black, and their eyes shine a brilliant 
  yellow. Most nightbeasts stand around 8 feet tall 
  and can leap to impressive heights. A nightbeast 
  can normally only be seen in moonlight, and even 
  then they appear partially transparent.
   
  Nightbeasts make their nests from toppled 
  trees, thick mud, and gathered leaves. The 
  decaying bodies of their prey are often left 
  scattered around the periphery, but the center, 
  where a nightbeast sleeps during the day, is 
  kept relatively clean. Several hours after sunset, 
  nightbeasts emerge from their nests to begin the 
  evening’s hunt. Often, a nightbeast will follow 
  an animal or man for hours before attacking; the 
  pleasure they receive from stalking and terrifying 
  prey is greater than their enjoyment of the actual 
  kill. Despite their moderate intelligence, hunting 
  appears to be nightbeasts’ primary interest.
   
  Nightbeasts speak no known languages, but 
  appear to understand Common.
  Combat
   
  Though patient stalkers, nightbeasts are 
  furious combatants once battle is joined. Most 
  victims of nightbeasts are taken by surprise, but 
  a nightbeast that finds its opponents prepared will 
  fight intelligently, using its terrifying gaze to keep 
  some enemies at bay, while attacking those who 
  resist one at a time.
  Nightbeast
  Large Magical Beast
  Hit Dice: 5d10+15 (42 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 
  natural), touch 10, flat-footed 15
  Base Attack/Grapple: +5/+13
  Attack: Claw +8 melee (1d6+4)
  Full Attack: 2 claws +8 melee (1d6+4) and 
  bite +3 melee (1d8+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Lunge, terrifying gaze
  Special Qualities: Darkvision 60 ft., 
  insatiable hunger, light blindness, low-light 
  vision, partial invisibility, scent
  Saves: Fort +7, Ref +5, Will +2
  Abilities: Str 19, Dex 13, Con 17, Int 7, Wis 
  13, Cha 13
  Skills: Climb +5, Hide +10, Jump +8, 
  Listen +4, Move Silently +13, Spot +4
  Feats: Alertness, Stealthy
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: –
   
  Lunge (Ex): A nightbeast that hits with both 
  claw attacks automatically hits with its bite attack.
   
  Terrifying Gaze (Su): Paralyzed with fear 
  for 1d4 rounds, 30 feet, Will DC 13 negates. The 
  save DC is Charisma-based. A nightbeast’s gaze 
  has no effect unless the nightbeast can be seen 
  (due to moonlight or a true seeing spell).
   
  Insatiable 
  Hunger 
  (Ex): 
  Whenever 
  a nightbeast kills a creature, it immediately 
  succumbs to an all-consuming desire to feast upon 
  the body, often tearing the corpse to pieces as it 
  eats. A nightbeast eats for 1d4 full rounds after 
  making a kill, and will only take other actions if its 
  meal is interrupted.
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds nightbeasts for 1 round. On subsequent 
  rounds, they are dazzled as long as they remain in 
  the affected area.
   
  Partial Invisibility (Su): A nightbeast is 
  naturally invisible except when lit by moonlight. 
  Except during a full moon, a nightbeast illuminated 
  by moonlight still has concealment (20% miss 
  chance) due to being partially transparent. Under 
  a full moon, a nightbeast is completely visible. A 
  see invisibility spell does not reveal an invisible 
  nightbeast, but true seeing does. A dead nightbeast 
  retains these traits.
   
  This ability is constant, allowing the 
  nightbeast to remain invisible or concealed even 
  when attacking. This ability is inherent and not 
  subject to the invisibility purge spell.
   
  Skills: Nightbeasts have a +8 racial bonus on 
  Hide and Move Silently checks.
  6
  
  121
   
  A paretiophage is an insectile humanoid 
  standing a little over 6 feet tall. Its face is similar to 
  that of a mosquito, with a prominent probiscis and 
  large faceted eyes. Its skin is dusky gray with stiff 
  hairs. The creature wears a fine robe, shiny bracers, 
  and wields a flail.
   
  The paretiophages are an evil race with an 
  enormous appetite for the brains of intelligent 
  creatures. A paretiophage uses its extendible 
  probiscis to bore into the skulls of other intelligent 
  creatures and suck out their brains. They lurk on 
  the fringes of society, usually in wooded areas 
  or underground, hoping to catch unsuspecting 
  people that wander too far from home. They are 
  very intelligent and may have elaborate lairs, with 
  many treasures and complex traps. They also have 
  an affinity for illusions, which they often use in 
  complex ways to disguise their appearance or to 
  attract prey. It is not unheard of for a paretiophage to 
  disguise his lair as an inn and himself as innkeeper, 
  eating the brains of his guests as they sleep.
   
  Paretiophages have an affinity for shock 
  beetles (page 46) often keeping them as pets and 
  using them to help disable victims. Paretiophages 
  have an endless appetite for more information 
  and sensations. They may build whole societies 
  around them dedicated to stealing and kidnapping 
  intelligent people for their meals. A typical 
  paretiophage stands about 6 feet tall and weighs 170 
  pounds. Paretiophages speak Common and three or 
  more languges spoken in the region.
  Combat
   
  Paretiophages shy away from open combat, 
  preferring to use their illusions to create an 
  advantage for them. They prefer their victims 
  alive and do their best to disable or subdue their 
  opponents, or attack them while they sleep.
  Paretiophage
  Medium Monstrous Humanoid
  Hit Dice: 8d8+16 (52 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 19 (+3 Dex, +6 bracers of armor), 
  touch 13, flat-footed 16
  Base Attack/Grapple:  +8/+9
  Attack: Flail +9 melee (1d8+1) or proboscis +11 
  melee (1d4+1)
  Full Attack: Flail +9/+4 melee (1d8+1) or 
  proboscis +11 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Brain suck, improved grab, 
  spell-like abilities
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +4, Ref +9, Will +8 
  Abilities: Str 12, Dex 16, Con 14, Int 20, Wis 14, 
  Cha 14
  Skills: Appraise +12, Bluff +7, Concentration 
  +15, Diplomacy +4, Disguise +12 (+14 acting), 
  Hide +11, Intimidate +4, Knowledge (any) +13, 
  Listen +8, Move Silently +11, Spellcraft +13 (+15 
  with scrolls), Spot +8, Use Magic Device +10 
  (+12 with scrolls)
  Feats: Combat Casting, Magical Aptitude, 
  Weapon Finesse
  Environment: Temperate forests
  Organization: Solitary or group (2-8)
  Challenge Rating: 6
  Treasure: Double standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +3
   
  Brain Suck (Ex): With a successful grapple 
  check against a held opponent, a paretiophage 
  penetrates its opponent’s skull with its proboscis 
  and inflicts 1d6 points of Intelligence damage. 
  If the paretiophage successfully reduces the 
  opponent’s Intelligence to 0, the opponent dies, and 
  the paretiophage gains the following benefits: all 
  memories of the victim (but no levels, class features, 
  or similar abilities), the ability to speak the victim’s 
  native language, and a +1 bonus on checks using 
  the victim’s highest skill (choose randomly if more 
  than one skills have equal ranks). In addition, each 
  time a paretiophage completely sucks the brain of 
  a creature with a higher Intelligence than itself, it 
  permanently gains 1 point of Intelligence.
   
  Improved Grab (Ex): To use this ability, 
  a paretiophage must hit a Medium or smaller 
  opponent with its proboscis attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it gets a hold, 
  it can try to suck its opponent’s brain.
   
  Spell-Like Abilities: At will–disguise self (DC 
  13), minor image (DC 14), ventriloquism (DC 13); 
  3/day–color spray (DC 13), displacement, greater 
  invisibility, hypnotic pattern (DC 14), illusory wall 
  (DC 16), major image (DC 15), mirror image; 
  1/day–dream, mirage arcana (DC 17), persistent 
  image (DC 17). Caster level 10th. The save DCs are 
  Charisma-based.
   
  Skills: A paretiophage may have gained 
  skill bonuses from sucking brains. Typically, a 
  paretiophage has a +4 bonus on at least two skills, 
  and a +2 bonus on three others. These bonuses are 
  not included in the statistics block.
  6
  
  122
  Hazard (CR 6)
   
  Russet mold is found in dark, wet areas. At 
  a distance of 30 feet or more, it is likely to be 
  mistaken for ordinary rust, but a DC 25 Spot check 
  can reveal its true nature upon sight. A patch of 
  russet mold is about 5 to 7 feet in diameter. When 
  a living creature comes within 5 feet of a patch of 
  russet mold, it releases a cloud of spores in a 5-foot 
  radius. All in the area must succeed on a DC 15 
  Fortitude save or take 2d6 points of Constitution 
  damage. Another DC 15 Fortitude save is required 
  1 minute later–even by those who succeeded at the 
  first save–to avoid taking another 2d6 points of 
  Constitution damage.
  Russet Mold
   
  A creature killed by russet mold rises as 
  a vegepygmy guard (page 52) in ld4+20 hours, 
  unless antiplant shell is cast within one hour. 
  Antiplant shell does not actually prevent the 
  creature from becoming a vegepygmy guard, but 
  it does delay the process for the spell’s duration. 
  After that, only a wish or miracle can prevent the 
  creature from rising as a vegepygmy guard.
   
  Russet mold is immune to fire and cold. 
  Acid-based effects, alcohol (at least 1 gallon per 
  foot diameter of mold), continual flame, or remove 
  disease instantly destroy russet mold.
   
  A scythe tree appears as a normal, many-
  branched tree with few leaves on it. The long,deep 
  scar on the trunk can transform into a large, twisted 
  mouth. Its dark roots can burst forth from the 
  ground, serving as impromptu legs. Its scythe-like 
  branches forebode the scythe tree’s dark intent.
   
  Unlike normal trees, the scythe tree gains 
  very little nourishment from sun, air, or water. It is a 
  carnivore by nature and relishes the taste of dryads, 
  elves, and other forest creatures. In the center of 
  the scythe tree’s trunk is a large, twisted opening 
  (its mouth). When closed, the mouth appears to be 
  nothing more than a long, deep scar on the trunk. Its 
  legs appear as twisted dark roots. The scythe tree 
  hates treants and attacks them on sight.
   
  A scythe tree is about 30 feet tall, with a 
  “trunk” about 2-1/2 feet in diameter. It weighs 
  about 5,000 pounds. Scythe trees speak their own 
  language and Treant.
  Scythe Tree
  Huge Plant
  Hit Dice: 6d8+24 (51 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 20 (-2 size, -l Dex, +13 
  natural), touch 7, flat-footed 20
  Base Attack/Grapple: +4/+20
  Attack: Branch +10 melee (2d4+8/19-20)
  Full Attack: 4 branches +10 melee (2d4+8/
  19-20)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Augmented critical
  Special Qualities: Blindsight 30 ft., damage 
  reduction 10/slashing, low-light vision, plant 
  traits, vulnerability to fire
  Saves: Fort +9, Ref +1, Will +3
  Abilities: Str 27, Dex 8, Con 19, Int 12, Wis 
  12, Cha 12
  Skills: Hide +0*, Jump +2, Listen +10, Spot 
  +10 
  Feats: Cleave, Great Cleave, Power Attack
  Environment: Any forest and underground
  Organization: Solitary or grove (4-7)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Huge); 13-18 HD 
  (Gargantuan)
  Level Adjustment: +5
  Combat
   
  A scythe tree waits for its prey (standing 
  motionless so as to appear to be a real tree), 
  attempting to surprise its foes. It attacks with its 
  scythe-like limbs.
   
  Augmented Critical (Ex): Scythe trees 
  threaten a critical hit on a roll of 19-20 with their 
  scythe-like branches.
   
  Blindsight (Ex): Scythe trees have no visual 
  organs but can ascertain all foes within 30 feet 
  using sound, scent, and vibration.
   
  Skills: *Scythe trees have a +12 racial bonus 
  on Hide checks made in forested areas.
  6
  
  123
   
  The black yew (uragh dhu) is an undead 
  sometimes mistaken for a diseased treant. Like 
  sentient treants, it resembles a tree with some 
  humanoid features, including a twisted section 
  of bark that vaguely forms a face. Some scholars 
  insist these creatures are the remains of dead 
  treants reanimated by a dark and forbidden evil 
  ritual. The uragh dhu are the undisputed sages 
  of the undead world, versed in every aspect of 
  the subject. Unable to record their learning in a 
  written manner, the uragh dhu commit their study 
  to memory in the form of long ballads recanted in 
  a heavily accented dialect of Sylvan.
   
  Uragh dhu look like withering yew trees, 
  with stout trunks covered by a dark reddish-brown, 
  peeling bark. Rotting blackened leaves cling to their 
  two gnarled tree limbs which function as makeshift 
  arms. Smaller branches rise from the trunk’s upper 
  portions, forming a crown above the uragh dhu’s 
  heads that looks charred by lightning or ravaged by 
  disease. A pair of sinister dark eyes set midway up 
  the trunk scans its surroundings with a malevolent, 
  unblinking gaze. An uragh dhu requires other 
  beings’ life energy to move. If, after a prolonged 
  period of time, an uragh dhu cannot find a victim it 
  grows sessile, remaining rooted to the spot until an 
  unsuspecting traveler crosses its path.
   
  Uragh dhu speak Sylvan and Common. 
  They possess the ability to communicate with 
  any intelligent form of undead regardless of the 
  language spoken by the creature.
  Combat
   
  Preferring to remain silent, these creatures 
  remain motionless in a thicket or copse of woods, 
  sizing up their potential victims. They scan for the 
  victim’s strengths and weaknesses, and they try to 
  isolate one particular victim from any companions. 
  Uragh Dhu
  Large Undead
  Hit Dice: 8d12 (52 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 natural), 
  touch 10, flat-footed 15
  Base Attack/Grapple: +4/+15
  Attack: Slam +10 melee (1d8+10)
  Full Attack: Slam +10 melee (1d8+10)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Blight wood, energy drain, 
  fear aura, spell-like abilities, triproots
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Saves: Fort +2, Ref +3, Will +7
  Abilities: Str 25, Dex 13, Con —, Int 12, Wis 
  12, Cha 14
  Skills: Knowledge (religion) +12, Listen +12, 
  Move Silently +12, Hide +8, Spot +12
  Feats: Combat Expertise, Improved Trip, 
  Power Attack
  Environment: Temperate forest
  Organization: Solitary, pair, or group (3-6)
  Challenge Rating: 6
  Treasure: Double goods
  Alignment: Usually chaotic evil
  Advancement: By character class (wizard 
  only)
  Level Adjustment: —
  Some closely follow adventuring groups until they 
  camp, and then they rely on the cover to darkness to 
  attack a lone sentry. When confronted by superior 
  forces, they cast deeper darkness and flee.
   
  Blight Wood (Sp): Three times per day, an 
  uragh dhu can cause an effect similar to the warp 
  wood spell (caster level 8th), except that the target 
  rots instantly. Magic items and attended objects 
  receive a DC 16 Will save to negate the effect. The 
  save DC is Charisma-based.
   
  Energy Drain (Su): Living creatures hit by 
  an uragh dhu’s slam attack gain one negative level. 
  The DC is 16 for the Fortitude save to remove a 
  negative level. The save DC is Charisma-based. 
  For each such negative level bestowed, the uragh 
  dhu gains 5 temporary hit points.
   
  Fear Aura (Su): Living creatures within 30 
  feet of an uragh dhu must succeed on a DC 16 Will 
  save or remain motionless for 1d4+1 rounds. The 
  save DC is Charisma-based.
   
  Spell-Like Abilities (Sp): 3/day–deeper 
  darkness. Caster level 8th.
   
  Triproots (Ex): An uragh dhu can make a 
  trip attempt as an attack of opportunity against a 
  creature moving through its threatened space. An 
  uragh dhu has a +4 racial bonus on trip attempts 
  due to its many rootlets in the area.
  Habitat/Society
   
  Uragh dhu journey through the wilderness 
  searching for new varieties of undead to catalog 
  and study. They live primarily in woods near 
  places rife with death, such as battlefields, 
  graveyards, and slaughterhouses.
  6
  
  124
   
  When a living creature is slain by russet mold 
  (see page 122), it rises as a vegepygmy guard (page 
  52). Vegepygmies are low-intelligence plants that 
  make their home deep in the forests or underground 
  away from most settled areas. They are hunters 
  and scavengers, and carnivorous, preying on living 
  creatures weaker than themselves.
   
  Vegepygmies appear as roughly humanoid 
  green-skinned creatures with muscular, powerful 
  arms that end in sharp thorn-like claws. Leafy 
  tendrils protrude from their shoulders, mid-section, 
  arms, and legs. Their humanoid head sports two 
  large, bulbous yellow eyes, a wide mouth, inset 
  nose, and a topknot of dark brown leaves. Their 
  head shows no ears, though it is well-known they 
  can hear.
   
  A vegepygmy chief is about 4-1/2 feet tall and 
  weighs 90 pounds. Vegepygmies do not speak, but 
  communicate with others of their kind by thumping 
  their chest or rapping their spears on rocks, earth, 
  or some other solid surface. It is not known if or 
  how they communicate with other creatures.
  Vegepygmy Chief
  Medium Plant
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+1 Dex, +6 natural), 
  touch 11, flat-footed 16
  Base Attack/Grapple: +4/+8
  Attack: Claw +8 melee (1d6+4) or 
  longspear +9 melee (1d8+6/x3)
  Full Attack: 2 claws +8 melee (1d6+4) or 
  longspear +9 melee (1d8+6/x3)
  Space/Reach: 5 ft./5 ft. (10 ft. with 
  longspear)
  Special Attacks: Spores
  Special Qualities: Immunity to electricity, 
  immunity to piercing weapons, low-light 
  vision, plant traits
  Saves: Fort +8, Ref +3, Will +4
  Abilities: Str 18, Dex 12, Con 16, Int 12, 
  Wis 15, Cha 16
  Skills: Hide +14*, Listen +11, Move 
  Silently +13, Spot +11, Survival +6
  Feats: Alertness B, Power Attack, Track, 
  Weapon Focus (longspear)
  Environment: Warm forests and 
  underground
  Organization: Band (1-2 and 10-100 
  guards) or tribe (1-6 plus 30-300 guards, 10-
  24 thornies, and 1-4 patches of russet mold)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 7-12 HD (Medium)
  Level Adjustment: +6
  Combat
   
  Vegepygmies attack using either their claws 
  or weapons, usually a longspear or club. They 
  prefer a direct frontal assault as opposed to an 
  ambush or sneak attack.
   
  Spores (Ex): As a standard action, a chief 
  vegepygmy can release a cloud of spores in a 
  40-foot spread. A living creature caught within the 
  cloud must succeed on a DC 16 Fortitude save or 
  become paralyzed for 2d6+4 minutes. When the 
  paralysis wears off, the creature must succeed on 
  another DC 16 Fortitude save or die instantly. 
  Creatures slain in this manner rise as vegepygmy 
  guards in one day. If remove disease is cast on the 
  paralyzed victim before the paralysis wears off, 
  the victim does not need to attempt the second 
  Fortitude save and is not in danger of dying. 
  Vegepygmies are immune to this ability. The save 
  DC is Constitution-based.
   
  Immunity to Piercing Weapons (Ex): 
  Vegepygmies take no damage from piercing 
  weapons.
   
  Skills: Vegepygmies receive a +4 racial 
  bonus to Hide, Listen, Move Silently, and Spot 
  checks. *They receive a +12 bonus to Hide checks 
  when in a swampy or forested areas.
  6
  
  125
   
  The wailing willow is indistinguishable 
  from a normal weeping willow tree; however, it 
  constantly produces a sorrowful wail. Wailing 
  willows are animate trees that have developed a 
  unique survival tactic. Creatures who hear its song 
  feel an overwhelming sense of despair and simply 
  want to lie down and cry. Those who succumb often 
  starve to death and eventually decompose, thus 
  enriching the soil around the tree with nutrients.
  Combat
   
  The wailing willow will not actually engage 
  in combat unless actually damaged, relying on its 
  wail to catch its “prey.” If attacked, its roots will 
  animate, come up out of the ground and attempt to 
  beat off its enemies.
   
  Wail of Despair (Ex): A wailing willow 
  constantly emits a sorrowful sound inspiring 
  despair in all creatures within 30 feet of the 
  willow. Living creatures that hear the sound 
  Wailing Willow
  Huge Plant
  Hit Dice: 8d8+32 (68 hp)
  Initiative: -2
  Speed: 0 ft.
  Armor Class: 16 (-2 size, -2 Dex, +10 
  natural), touch 6, flat-footed 16
  Base Attack/Grapple: +6/+22
  Attack: Root slam +12 melee (1d8+8 plus 
  1d4 acid)
  Full Attack: 4 root slams +12 melee (1d8+8 
  plus 1d4 acid)
  Space/Reach: 20 ft./0 ft. (30 ft. with root)
  Special Attacks: Wail of despair
  Special Qualities: Digestion, low-light 
  vision, plant traits, spell resistance 17
  Saves: Fort +10, Ref +0, Will +2
  Abilities: Str 27, Dex 6, Con 19, Int —, Wis 
  10, Cha 14
  Skills: —
  Feats: —
  Environment: Any forest
  Organization: Solitary or grove (7-10)
  Challenge Rating: 6
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: —
  must succeed on a DC 16 Will save or simply 
  lie down where they are and cry. Creatures that 
  succeed on their save are still deeply saddened, 
  and affected as if by a crushing despair spell. 
  Creatures must make a save each round they are 
  within rang of the song’s range until they fail. 
  Those affected are effectively dazed and cannot 
  take any actions unless influenced by magic or a 
  stronger emotion, in which case they are entitled 
  to another save with a +4 bonus to break the 
  influence of the wail. This is a mind-affecting 
  sonic ability. The save DC is Charisma-based.
   
  Digestion (Ex): Any living creature that 
  dies within 30 feet of a wailing willow begins to 
  decompose quickly, and spells that preserve dead 
  (such as gentle repose) are ineffective to prevent 
  this. A corpse decomposes at a rate of 1 Hit Die 
  per day, leaving only a skeleton, and the wailing 
  willow heals 1d4 hit points for each Hit Die 
  digested this way.
  Flora and Fauna
   
  Lumin: This small insectivorous, flowering plant remains dormant during the day. At night it opens 
  up, releasing its anemone-like flowers that glow with a soft magical light. This light is very attractive to 
  insects that the plant traps and eats. Lumins are epiphytes, decorating the trees of the forest in an eerie 
  green-yellow light. Lumins are magically dependent plants that require magic, water, air, and food to 
  survive. They are most common in tropical forests, but are also found in warmer temperate forests.
  6
  
  126
   
  Belabens are fierce bear-like beasts that roam 
  the forests. Like bears, belabens are territorial 
  and rear up on their hind legs when threatened. 
  Unlike their mundane cousin, belabens feed on 
  psionic power by catching psions in a bear hug and 
  draining their power.
  Combat
   
  A hungry belaben attempts to grab its foe 
  in a bear hug and drain its psionic energy. After 
  draining its opponent dry of power points, the 
  belaben kills it, drags the corpse to a secluded area, 
  and settles down to consume the rest of its meal.
   
  If threatened or startled when it is not 
  especially hungry, a belaben rears up on its hind 
  legs and tries to intimidate its opponent into 
  fleeing. It often chases creatures that flee from it 
  to ensure that they leave its territory. In such cases, 
  the belaben usually does not bother to run the 
  interlopers to ground and slay them.
  Belaben
  Large Magical Beast
  HitDice: 7d10+28 (66 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), swim 30 ft. (6 
  squares)
  Armor Class: 15 (-1 size, +1 Dex, +5 
  natural), touch 10, flat-footed 14
  Base Attack/Grapple: +7/+17
  Attack: Claw +12 melee (1d8+6)
  Full Attack: 2 claws +12 melee (1d8+6) 
  and bite +10 melee (1d6+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Constrict 3d8+9, improved 
  grab, power drain
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +9, Ref +6, Will +6
  Abilities: Str 22, Dex 13, Con 18, Int 2, Wis 
  19, Cha 7
  Skills: Intimidate +6, Jump +10, Listen +6, 
  Spot +8, Swim +14
  Feats: Alertness, Multiattack, Power Attack
  Environment: Temperate and warm forests
  Organization: Solitary, pair, or family (1-2 
  adults plus 2-4 cubs)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-14 HD (Large); 15-21 
  (Huge)
  Level Adjustment: —
   
  Constrict (Ex): A belaben deals 3d8+9 
  points of damage with a successful grapple check.
   
  Improved Grab (Ex): To use this ability, a 
  belaben must hit with both claw attacks. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict and use its power drain ability.
   
  Power Drain (Ex): A belaben automatically 
  drains 1d4+1 psionic power points per round from 
  a held opponent. This effect cannot be negated by 
  psionic defense modes.
   
  Skills: A belaben has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  Flora and Fauna
   
  Last Chance Vine: Few living creatures possess a name more apropos than the bizarre last chance 
  vine. Last chance vines appear identical to most common vine varieties, making it difficult to differentiate 
  from its more benign relatives. A Spot check (DC 25) reveals minute barbs and needles spanning the 
  entire length and width of the vine, while a Knowledge (Nature) or Survival check (DC 20) correctly 
  identifies the plant. Last chance vines grow near quagmires, riverbanks, or along paths commonly 
  followed by floods. In contrast to most vine species, last chance vines attach themselves to anchor points 
  in a horizontal rather than a vertical fashion. The last chance vine then silently and patiently waits near 
  these natural hazards, waiting for a creature to reach out and grab it as a means of extricating itself from 
  quicksand or prevent surging floodwaters from washing it downstream. As soon as a living creature grasps 
  it, the last chance vine’s spikes penetrate the skin and feast on the creature’s blood, dealing 1d6 points of 
  damage per round with no saving throw. Prompted by pain, most victims release the vine and succumb to 
  the natural hazard they attempted to avoid.
  7
  
  127
   
  The cataclysmal is creature is a mass of 
  fire, wind and lava surging and roiling wildly, 
  surrounded by small rain clouds. They are living 
  embodiments of natural disasters. They embody 
  the fury of tornadoes, earthquakes, forest fires, 
  and other calamities. Extremely chaotic, they exist 
  only to destroy.
   
  Cataclysmals often serve more powerful 
  elemental creatures as shock troops, or are 
  summoned to the Material Plane by powerful 
  wizards or vengeful druids.
   
  A typical cataclysmal stands 8 feet tall and 
  weighs around 9 pounds. Cataclysmals speak 
  Auran, though they rarely choose to do so. The 
  voice of a cataclysmal sounds like a roaring storm.
  Combat
   
  If its foes are not burned or blasted to death by 
  whatever cataclysm in which the elemental resides, 
  a cataclysmal will focus all its elemental might 
  against them. If the disaster is large enough, the 
  cataclysmal may stay hidden and direct the storm 
  or conflagration from afar, letting it consume the 
  hapless victims without making itself vulnerable.
   
  A cataclysmal may be summoned using a 
  summon monster VII or summon nature’s ally VI 
  spell.
   
  Elemental Eruption (Su): Cataclysmals 
  command wild eruptions of elemental force that 
  they can use as weapons if provoked. Outside of 
  Cataclysmal
  Medium Elemental (Air, Extraplanar)
  Hit Dice: 10d8+30 (75 hp)
  Initiative: +5
  Speed: 60 ft. (12 squares), fly 60 ft. 
  (perfect), swim 60 ft.
  Armor Class: 14 (+1 Dex, +3 natural), 
  touch 11, flat-footed 13
  Base Attack/Grapple: +7/+12
  Attack: 2 slams +12 melee (1d6+5)
  Full Attack: 2 slams +12 melee (1d6+5)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Elemental eruption
  Special Qualities: Damage reduction 5/—, 
  darkvision 60 ft., elemental traits, immunity 
  to cold, electricity, and fire, locate element
  Saves: Fort +6, Ref +8, Will +8
  Abilities: Str 20, Dex 12, Con 17, Int 13, 
  Wis 17, Cha 14
  Skills: Hide +9, Jump +17, Knowledge 
  (nature) +14, Move Silently +6, Spot +16, 
  Survival +3 (+5 in aboveground natural 
  environments), Swim +13
  Feats: Dodge, Improved Initiative, Iron 
  Will, Power Attack
  Environment: Elemental Plane of Air
  Organization: Solitary or pack (2-8, 
  depending on size of disaster)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 11-20 (Large); 21-30 HD 
  (Huge)
  Level Adjustment: —
  their particular cataclysm, cataclysmals can turn 
  small manifestations of elemental phenomena into 
  enormous ones. Light rain becomes a monsoon 
  or a terrible hailstorm, and cook fires flare into 
  infernos. Targets of these attacks take 2d6 points 
  of damage per round of exposure.
   
  While inhabiting its particular disaster, 
  on the other hand, the cataclysmal can inflict 
  devastating amounts of damage: winds lift victims 
  off the ground and blow them into cliffs; storm 
  surges smack victims flat and suck them down 
  into the depths in an overwhelming undertow; lava 
  wells up from the ground itself to burn victims 
  alive. Targets of these catastrophic attacks take 
  10d6 points of damage per round as they are 
  engulfed by nature’s most destructive energies. A 
  successful DC 18 Reflex save halves this damage. 
  Should a cataclysmal leave the area of its eruption, 
  the effects subside in 2d4 rounds. The save DC is 
  Constitution-based.
   
  Locate Element (Ex): A cataclysmal can 
  sense any manifestation of elemental energy such as 
  high winds, a river, or a campfire within 500 feet.
   
  Skills: A cataclysmal has a +8 racial bonus 
  on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided 
  it swims in a straight line.
  7
  
  128
   
  The deathpool is a carnivorous plant with an 
  amazing method of luring prey. The plant forms 
  a great, shallow basin in the jungle floor with its 
  large, waxy lower leaves. This basin then fills 
  with rainwater and the excretions of the plant. The 
  resulting subtly sweet fluid is clear and warm, as if 
  heated from some deep source. Most miraculously, 
  it closes and heals the wounds of those that drink 
  from it and purges poison and sickness from any 
  brave enough to bathe. A typical deathpool covers an 
  area 30 feet in diameter, which includes its fronds, 
  leaves, and the basin formed by its leaves.
  Combat
   
  When anything lingers in the pool for a length 
  of time, the deathpool releases increasingly stronger 
  narcotic and healing fluids, leaving the target 
  tingling with pleasure and new health. Then the 
  plant slowly closes over the top of its prey, releasing 
  its intoxicating digestive fluids. Those who do wish 
  to free themselves rarely find the strength in their 
  relaxed muscles to move.
   
  If the plant is attacked by creatures outside 
  of its leafy embrace, it sprays a soporific and 
  psychotropic chemical outward at its attackers. This 
  chemical is emitted through pores on the bottom of 
  the plant’s enormous leaves. If this chemical does 
  not halt the attacks, it sprays a second chemical that 
  burns flesh and continues to do so until the attacks 
  cease, it runs out of the chemical, or it is killed.
   
  Acid Spray (Ex): 10-foot spread; once every 
  3 rounds (maximum once per day for every 3 HD 
  of the plant); 4d8 acid; Reflex DC 19 half. The save 
  DC is Constitution-based. This acidic chemical 
  harms only animal matter; other plants and organic 
  materials are unaffected.
   
  Digestion (Ex): A creature trapped within 
  a deathpool takes 4 points of acid damage every 
  minute, but feels no pain. A creature slain in this 
  manner is fully digested and incorporated into the 
  plant after another 48 hours.
   
  Enclose (Ex): Once a creature succumbs to 
  the plant’s soma, the deathpool slowly lifts its great 
  fronds and envelops the creature in its cozy but fatal 
  Deathpool
  Huge Plant
  Hit Dice: 10d8+40 (85 hp)
  Initiative: -5
  Speed: 0 ft. (immobile)
  Armor Class: 7 (-2 size, -5 Dex, +4 natural), 
  touch 3, flat-footed 7
  Base Attack/Grapple: +7/+10
  Attack: –
  Full Attack: –
  Space/Reach: 15 ft./0 ft.
  Special Attacks: Acid spray, digestion, enclose, 
  soma, sopotrophic spray
  Special Qualities: Healing waters, low-light 
  vision, plant traits
  Saves: Fort +11, Ref –, Will +4
  Abilities: Str –,  Dex –, Con 19, lnt –, Wis 13, 
  Cha 1
  Skills: –
  Feats: –
  Environment: Warm forests
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral
  Advancement Range: 11-20 HD (Huge); 21-30 
  HD (Gargantuan)
  Level Adjustment: —
  embrace. A trapped creature can wrestle its way free 
  by making two successful grapple checks against the 
  plant. Alternately, an enclosed creature can cut its way 
  out using a light slashing or piercing weapon to deal 
  15 points of damage to the plant’s interior (AC 12). 
  Once the creature exits the plant by cutting its way 
  out, vascular action closes the hole; another enclosed 
  creature must cut its own way out. A Huge deathpool’s 
  interior can hold 1 Large, 2 Medium, 8 Small, 32 Tiny, 
  128 Diminutive, or 512 Fine opponents.
   
  Soma (Ex): Due to the inviting odor of the 
  plant’s fluids, any animal, humanoid, or monstrous 
  humanoid that comes within 30 feet of the deathpool 
  must make a DC 19 Will save to avoid drinking from 
  its waters. A creature immune to poison is immune 
  to this effect.
   
  Any creature that drinks from the pool must 
  make a Will save (DC 19, +1 for each round spent 
  drinking beyond the first) to avoid bathing in 
  the plant’s waters. A bathing creature must make 
  another Will save (DC 19, +1 for every 10 minutes 
  spent bathing) to leave the pool. Once a creature 
  has failed its Will save to leave, the plant encloses 
  the victim and begins to digest it. The save DCs are 
  Constitution-based.
   
  Sopotrophic Spray (Ex): 20-foot-radius 
  burst; once every 3 hours; Will DC 19 negates. Any 
  living creature that fails its save is put into a deep 
  sleep (as the sleep spell) for 1d4 hours, during which 
  time it has remarkable and memorable dreams. The 
  save DC is Constitution-based.
   
  Healing Waters (Su): A living creature heals 
  1d4 hit points in each round spent drinking from the 
  deathpool’s pool. No creature can regain more than 
  10d4 hit points per day by drinking from a deathpool.
   
  For every 10 minutes spent bathing in the plant’s 
  pool, a living creature heals 5 hit points; after bathing 
  for 30 minutes, the creature is cured of all diseases 
  or poisons that currently affect it, and for every 30 
  minutes thereafter it heals 1 point of ability damage.
   
  A creature cannot be healed up to more than 
  its normal hit point total by drinking or bathing; any 
  excess healing is ignored.
  7
  
  129
   
  The droprazor spider’s beauty is matched by 
  its clear deadliness. Its abdomen is covered in a 
  heavy chitinous shell, covered with bright emerald 
  green and black patterns. Its four front legs end 
  in curved saber-like claws, and it descends with 
  unbelievable speed on a single strand of webbing, 
  the tree groaning to support the great arachnid.
   
  The droprazor spider gets its name for the 
  way it hunts its prey–it drops down from the forest 
  canopy on a single web strand and attacks with 
  four legs that end in razor-sharp blades. Droprazor 
  spiders are slower than most hunting spiders, due 
  to the fact that they can only use four of their eight 
  legs for locomotion. The heavy blades that tip the 
  other four are held aloft while they move on the 
  nonbladed legs.
   
  High in the treetops, droprazor spiders build 
  large web umbrellas, similar to those made by 
  tentworms. Within these webs, the spiders store 
  their prey for later meals or to incubate their eggs. 
  Numerous hatchlings crawl about and can be seen 
  as dark shadows within the web sheets from below.
   
  A typical droprazor spider measures 18 feet 
  long and weighs 2,200 pounds.
  Combat
   
  Patiently suspended above heavily traveled 
  paths, droprazor spiders usually attack by surprise, 
  slipping down to attack their foes while dangling 
  from a single strand of webbing. When attacking in 
  this fashion, the spider is considered to be charging.
   
  A droprazor spider attacks its foe from all 
  sides, its four front legs whipping with deadly 
  speed around the prey from above, in front, and to 
  the back and the sides. Captured prey is whisked 
  into the treetops to be bound and stored as food or 
  as incubators for eggs.
  Droprazor Spider
  Huge Vermin
  Hit Dice: 10d8+20 (65 hp)
  Initiative: +4
  Speed: 15 ft. (3 squares), climb 30 ft.
  Armor Class: 20 (-2 size, +4 Dex, +8 
  natural), touch 12, flat-footed 16
  Base Attack/Grapple: +7/+20
  Attack: Bite +10 melee (2d6+5 plus poison)
  Full Attack: Bite +10 melee (2d6+5 plus 
  poison) and 4 blades +8 melee (1d8+2)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Drop attack, poison
  Special Qualities: All-around vision, 
  darkvision 60 ft., tremorsense 60 ft., vermin 
  traits, web
  Saves: Fort +9, Ref +7, Will +3
  Abilities: Str 21, Dex 18, Con 14, lnt —, 
  Wis 10, Cha 3
  Skills: Climb +13, Jump +9, Move Silently 
  +4*, Hide -2*, Spot +8
  Feats: MultiattackB
  Environment: Warm forest
  Organization: Solitary or hive (8-16 
  droprazor spiders, plus 100% hatchlings and 
  1 queen) 
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 10-20 HD (Huge)
  Level Adjustment: —
   
  On the forest floor, the spider is vulnerable: It 
  can make only two saber attacks with a full attack 
  action and cannot run or charge. It will not fight 
  on the ground, even to the point of provoking 
  multiple attacks of opportunity in trying to flee up 
  the nearest tree.
   
  Drop Attack (Ex): A droprazor spider 
  can rapidly descend down a single strand of its 
  webbing at a speed of 40 feet. Treat this as a charge 
  attack, and the droprazor spider can make a full 
  attack at the end of the charge.
   
  Poison (Ex): Bite, Fortitude DC 17; initial 
  and secondary damage ld8 Wisdom. The save DC 
  is Constitution-based.
   
  All-Around Vision (Ex): A droprazor 
  spider’s eight compound eyes allow it to see in all 
  directions at once, so it can’t be flanked.
   
  Web (Ex): Droprazor spiders often wait 
  in their webs or in trees, then lower themselves 
  silently on silk strands and leap onto prey passing 
  beneath. A single strand is strong enough to 
  support the spider and one creature of the same 
  size. A droprazor spider can move across its 
  own web at its climb speed and can pinpoint the 
  location of any creature touching its web.
   
  Skills: Droprazor spiders have a +2 racial 
  bonus on Hide checks, a +10 racial bonus on Jump 
  checks, and a +8 racial bonus on Climb and Spot 
  checks. They can always choose to take 10 on 
  Climb checks, even if rushed or threatened.*When 
  moving in their webs, droprazor spiders have a +8 
  racial bonus on Hide and Move Silently checks.
  7
  
  130
   
  The fire-scarred ruins of a home lies nearby. 
  It looks as if attempts have recently been made to 
  rebuild the home. Suddenly, a hazy reflection of what 
  the former house may have looked like takes form.
   
  A hearth horror is the ghost of a dead place, 
  horribly corrupted by evil and obsessed with 
  restoring itself to its former glory. Hearth horrors 
  are typically houses, although they can be groves, 
  caverns, or even enormous castles or complexes. 
  Hearth horrors may come in many shapes and sizes, 
  but they all have one thing in common: their physical 
  form has collapsed, decayed, or been destroyed. 
   
  A hearth horror manipulates the world by 
  compelling living creatures to rebuild its original 
  form in exact duplicate on its original foundation. 
  This compulsion is subtle, and those doing the 
  building may think that it’s their own idea. It’s quite 
  possible a hearth horror may go unnoticed in the 
  heart of a city; an old house being restored is likely 
  to be looked on as nothing but urban improvement. 
   
  A hearth horror cannot form just anywhere. 
  It forms in a location where great or terrible 
  events have taken place. The horror takes on 
  the personality and alignment of the events that 
  happened there and is typically evil. Once the 
  house is rebuilt, the hearth horror lingers, using its 
  compulsion ability to compel creatures to live in it 
  and to glorify it with the kinds of events it loves. A 
  house where a mass murderer killed all his victims 
  may turn into a hearth horror that lives on to cause 
  more murders. A rebuilt horror can grow in size and 
  influence as its servants and inhabitants take over 
  other properties and commit further atrocities.
  Hearth Horror 
  Huge Undead (Incorporeal) 
  Hit Dice: 15d12+3 (100 hp) 
  Initiative: +5
  Speed: 0 ft. (immobile)
  Armor Class: 7 (-2 size, -5 Dex, +6 
  deflection, -2 object), touch 7, flat-footed 
  7; or 1 -(2 size, -5 Dex, -2 object), touch 1, 
  flat-footed 1
  Base Attack/Grapple: +7/–
  Attack: –
  Full Attack: –
  Space/Reach: 15 ft./0 ft. 
  Special Attacks: Compulsion 
  Special Qualities: Blindsight 120 ft., 
  hardness, incorporeal traits, manifestation, 
  rejuvenation, +6 turn resistance, undead traits 
  Saves: Fort +7, Ref –, Will +13 
  Abilities: Str –, Dex –, Con –, Int 12, Wis 
  15, Cha 23
  Skills: Craft (architecture) +22, Knowledge 
  (local) +19, Listen +20, Search +19, Spot +20 
  Feats: Ability Focus (compulsion), Great 
  Fortitude, Improved Initiative, Iron Will, 
  Skill Focus (Craft [architecture]), Toughness
  Environment: Any
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None 
  Alignment: Usually chaotic evil 
  Advancement: 16-30 HD (Huge); 31-45 
  HD (Gargantuan)
  Level Adjustment: –
   
  A hearth horror may first be encountered in any 
  state of repair. It may even be a completely blasted 
  hole in the ground, but it rebuilds itself slowly. The 
  only physical component of the hearth horror that is 
  required for it to continue is its heart. The heart of 
  the hearth horror is formed when blood from victims 
  spills upon the soil and sinks deep into the ground. 
  The clot slowly grows in size over the years until 
  it gradually forms into a heart buried in the earth 
  beneath the area of the original construction. 
   
  This heart is the center of the consciousness 
  of the horror and must be destroyed in order for 
  the horror to be put to rest. Hearth horrors of great 
  size and power often compel creatures to guard, 
  move, and protect their hearts to prevent them 
  from coming to any harm. A heart must remain on 
  the property of the hearth horror, although it can be 
  placed as deep as necessary beneath the soil. Some 
  hearth horrors have devised huge complexes of 
  mazes and guardians to protect their hearts. 
   
  A hearth horror speaks Common and one 
  other language native to the region.
  Combat
   
  A hearth horror does not attack physically, 
  nor can it physically defend itself. It uses its 
  compulsion ability to command its servants to 
  defend it if it is in danger. The servants fight to the 
  best of their ability. Anyone attacking it is likely to 
  be subjected to its compulsion power, so combat 
  may not last long. If the hearth horror is turned, it 
  cannot retreat, but it is unable to use its powers for 
  the duration of turning. If a hearth horror’s body is 
  destroyed by turning, it can still rejuvenate itself. 
  7
  
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  Compulsion (Su): As a standard action, the 
  hearth horror can attempt to compel any creature 
  within its boundaries to become its servant. The 
  creature must succeed on a DC 25 Will save or 
  be compelled to rebuild the building and carry 
  out the desires of the hearth horror. The save 
  DC is Charisma-based and includes the horror’s 
  Ability Focus feat. Creatures who succeed on the 
  saving throw are immune to further attempts at 
  compulsion for a period of 24 hours. This effect is 
  otherwise similar to dominate monster.
   
  The horror is clever and tries to be subtle with 
  this compulsion so that it is not discovered by others. 
  Compelled characters may lead nearly normal lives, 
  constructing in their spare time, while earning 
  money to buy materials for rebuilding the structure.
   
  Blindsight (Su): A hearth horror can see and 
  hear its entire territory and everything within 120 
  feet by supernatural means. Beyond that range, it is 
  considered blinded. A hearth horror is invulnerable 
  to gaze attacks, visual effects of spells such as 
  illusions, and other attack forms that rely on sight.
   
  Hardness (Ex): If attacked on the Ethereal 
  Plane, a hearth horror has hardness 8.
   
  Manifestation (Su): A hearth horror dwells 
  on the Ethereal Plane, and as an ethereal creature, 
  it cannot affect or be affected by anything in the 
  material world. When a hearth horror manifests, 
  it partly enters the Material Plane and becomes 
  visible but incorporeal on the Material Plane. A 
  manifested hearth horror can be harmed only by 
  other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage 
  from a corporeal source. A manifested 
  hearth horror remains partially on the Ethereal 
  Plane, where it is not incorporeal. A manifested 
  hearth horror can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. The 
  hearth horror’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on the 
  Ethereal Plane. A hearth horror’s manifestation is 
  a ghostly image of what it looked like in its former 
  state. This ability is typically only used to guide its 
  servants in their construction efforts.
   
  A hearth horror has two home planes, the 
  Material Plane and the Ethereal Plane. It is not 
  considered extraplanar when on either of these 
  planes.
   
  Rejuvenation (Su): If a hearth horror is 
  destroyed while its heart is still intact, it completely 
  reforms in 1d4 days. Creatures affected by the 
  horror’s compulsion still obey their commands 
  during this time. The only way to permanently 
  destroy a hearth horror is to burn its heart and pour 
  holy water onto the ashes.
  Horror’s Heart
   
  The heart of a hearth horror is corporeal, 
  has AC 7, and 1 hit point for each Hit Die of the 
  horror. It must remain on the horror’s property, but 
  can otherwise be hidden anywhere. If it is moved 
  off the property, the hearth horror cannot use any 
  of its supernatural abilities, but continues to exist 
  until the heart is destroyed. When this is done, the 
  horror immediately ceases to exist (although it can 
  still rejuvenate itself unless the heart is burnt and 
  blessed with holy water).
  Flora and Fauna
   
  King’s Rose: Like other examples of the rose family, this thorny, deciduous shrub bears aromatic 
  pink flowers; it is valued for its magnificent smell and aesthetic qualities. The shrub’s prickly branches 
  frequently intertwine, creating a tangled mass of thorns, flowers, and woody appendages within a ten-
  foot radius area. Humans and elves frequently use clips from the shrub for decorative purposes or to 
  manufacture perfume. Although the shrub primarily relies on insects for pollination, it also releases 
  some of its pollen into the air. The plant’s spellbinding effect on gnomes earned the plant its name and 
  reputation. Any gnome within a fifty-foot radius of the king’s rose invariably inhales some of its pollen, 
  forcing the gnome to make a Fortitude save (DC 13); on a failed save, the king’s rose triggers a strange 
  allergic reaction. A sense of euphoria and megalomania overcomes the gnome, and he immediately seeks 
  the source of the intoxicating aroma. Following his enhanced sense of smell, the gnome discovers the 
  king’s rose shrub on the following round. Driven by an unknown primordial urge, he ignores all other 
  outside stimuli and feverishly crafts a makeshift crown from the clippings of the thorny branches. The 
  gnome must make a Craft (basketweaving) check (DC 10), otherwise, his carelessness results in 1d2 
  points of damage from contact with the branch’s large thorns. After completing his handiwork, the 
  seemingly intoxicated gnome places the crown upon his head and declares himself king of the forest. 
  The gnome remains in this state for the next 2d4 minutes before the effect finally wears off. While under 
  the influence of the king’s rose, he ignores all other external distractions but does respond to attacks 
  specifically directed against him. A Knowledge (Nature) or Survival check (DC 15) identifies the plant 
  and its effects.
  7
  
  132
   
  This large creature loosely resembles a 
  reptile. Its smooth, scaly skin is bright blue and 
  occasionally flares and glows with bursts of 
  electricity. Its legs end in long talons, and its spine 
  and tail are lightly armored with bone plating. It 
  carries a faintly burnt odor, crossed with the scent 
  of a natural spring.
   
  Kei-ehri 
  are 
  psionic, 
  forest-dwelling 
  lithovores that have enormous power over thought 
  and electricity. Kei-ehri make their forest nests 
  from toppled trees, leaves, and other foliage, 
  and spend their days searching for the stones 
  and crystals that compose their diet. They rarely 
  interact with creatures, including their own kind. 
  Despite this, kei-ehri are never strictly alone: from 
  before birth, they can hear “loose thoughts” around 
  them–mental impressions, ideas, and words that 
  escape creatures’ minds and float through the 
  atmosphere as electrical signals. When a kei-ehri 
  lays its eggs, it purposefully embeds its thoughts 
  in the air, educating its unborn children long after 
  it abandons them. Adult kei-ehri can have their 
  personalities shaped by the thoughts of nearby 
  creatures over a period of months–a kei-ehri who 
  forages near an assassin’s hideout might be cruel 
  and violent, whereas a kei-ehri who nests near a 
  dryad’s grove might be calm and peaceful. Kei-
  ehri can even gain intelligence from long-term 
  exposure to particularly intelligent creatures, but 
  are ordinarily content to live animalistic lives.
   
  Some theories claim that kei-ehri, merely 
  by existing and maintaining their diet of crystals, 
  somehow regulate the flow of thought through 
  electricity. This theory is consistant with their 
  Kei-ehri
  Large Magical Beast
  Hit Dice: 7d10+21 (59 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (–1 size, +7 natural), 
  touch 9, flat-footed 16
  Base Attack/Grapple: +7/+16
  Attack: Claw +11 melee (1d6+5)
  Full Attack: 2 claws +11 melee (1d6+5) 
  and tail slam +6 melee (2d4+2) and bite +6 
  melee (1d8+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Electricity aura, mind 
  switch, psi-like abilities
  Special Qualities: Darkvision 60 ft., 
  immunity to electricity, low-light vision, 
  telepathy 100 ft.
  Saves: Fort +8, Ref +5, Will +4
  Abilities: Str 20, Dex 10, Con 17, Int 5, Wis 
  11, Cha 12
  Skills: Concentration +5, Listen +2, Perfect 
  Recall +6, Psicraft +8, Spot +2
  Feats: Ability Focus (mind switch), Combat 
  Manifestation, Iron Will
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Often neutral
  Advancement: 8–14 HD (Large); 15–21 
  HD (Huge)
  Level Adjustment: –
  favorite meal of crystal reflectors (page 115) 
  Conversations held with kei-ehri intelligent 
  enough to speak on the subject suggest they 
  believe that, without kei-ehri, living material 
  beings could not think. This would explain the kei-
  ehri hatred of undead and constructs, which they 
  consider offensive imitations of life.
   
  An average kei-ehri is 15 feet long from nose 
  to tail and weighs over half a ton. 
   
  Kei-ehri cannot speak, and while they can 
  communicate telepathically, most are not smart 
  enough to care to do so.
  Combat
   
  Violent kei-ehri strike at their opponents with 
  powers such as energy current first, using physical 
  attacks as a last resort. More peaceful kei-ehri try 
  to disable their enemies without doing harm, with 
  brain lock and by switching creatures’ minds.
   
  Electricity Aura (Su): A kei-ehri can 
  increase the violence and size of the electrical 
  arcs that cross its body as a free action, striking 
  at creatures nearby. Creatures take 2d4 points of 
  electricity damage per round while within 5 feet of 
  the kei-ehri (Reflex DC 16 negates). The save DC 
  is Constitution-based.
   
  Mind Switch (Su): Twice per day, a kei-ehri 
  can swap the minds of any two living corporeal 
  creatures (possibly including itself) within 30 feet. 
  This is similar to the power true mind switch, but 
  neither creature can voluntarily switch back and 
  there is no Hit Dice limit. Each creature must 
  fail a DC 16 Will save for the switch to occur. 
  The effect is accompanied by a lightning bolt that 
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  133
  travels between the creatures at the moment of 
  transfer. The death of the kei-ehri’s original body 
  returns all switched minds to their proper places 
  without harm, but also kills both the kei-ehri and 
  any creature in the kei-ehri’s body. The save DC is 
  Charisma-based and includes the kei-ehri’s Ability 
  Focus feat.
   
  Psi-Like Abilities: At will–brain lock 
  (affects aberrations, animals, dragons, elementals, 
  fey, giants, magical beasts, monstrous humanoids, 
  and outsiders, DC 13*), ego whip (2d4, DC 15*), 
  energy stun (electricity, ML 7th, 5d6, DC 
  17*), hypercognition, mind probe (DC 16), 
  thought shield (8 rounds, power resistance 20*); 
  3/day–energy current (electricity, ML 13th, two 
  secondary targets, DC 18*). Manifester level 10th. 
  The save DCs are Charisma-based.
   
  *Includes augmentation for the kei-ehri’s 
  manifester level.
   
  Skills: Kei-ehri have a +8 racial bonus on 
  Perfect Recall and Psicraft checks.
   
  Also known as a shadow leopard, the 
  ndalawo (n-DAH-lah-woh) is a leopard that 
  has been transformed into an undead shadow. 
  Although they prefer to prey on other leopards, 
  perpetuating their foul species, they occasionally 
  attack humanoids as well.
  Combat
   
  The ndalawo prefers to attack with surprise. 
  If it is unable to do so, it will usually wait until a 
  more opportune moment presents itself. Despite 
  its caution, the creature is not cowardly and rarely 
  retreats once combat is joined.
   
  Create Spawn (Su): Any humanoid reduced 
  to Strength 0 by a shadow leopard becomes a 
  Ndalawo
  Medium Undead (Incorporeal)
  Hit Dice: 6d12 (39 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares), fly 60 ft. (good) 
  (12 squares)
  Armor Class: 18 (+6 Dex, +2 deflection), 
  touch 18, flat-footed 12
  Base Attack/Grapple: +3/—
  Attack: Incorporeal claw +9 melee (1d4 Str)
  Full Attack: 2 incorporeal claws +9 melee 
  (1d4 Str) and incorporeal bite +4 melee (1d6 
  Str)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Create spawn, pounce, 
  strength damage
  Special Qualities: +3 turn resistance, dark-
  vision 60 ft., incorporeal traits, undead traits
  Saves: Fort +2, Ref +8, Will +7
  Abilities: Str —, Dex 22, Con —, Int 5, Wis 
  14, Cha 14
  Skills: Balance +15, Hide +17, Listen +6, 
  Spot +7
  Feats: Alertness, Dodge, Mobility
  Environment: Warm forest and 
  underground
  Organization: Solitary or troupe (1 and 2-5 
  shadows)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7-12 HD (Medium)
  Level Adjustment: —
  shadow under control of its killer within 1d4 
  rounds. A leopard reduced to Strength 0 by a 
  shadow leopard becomes a new shadow leopard 
  within 1d6 rounds. 
   
  Pounce (Ex): If a ndalawo charges a foe, it 
  can make a full attack.
   
  Strength Damage (Su): The claw attack of 
  a ndalawo deals 1d4 points of Strength damage to 
  a living foe, and the bite attack deals 1d6 points 
  of Strength damage to a living foe. A creature 
  reduced to Strength 0 by a ndalawo dies. This is a 
  negative energy effect.
   
  Skills: A ndalawo’s shadowy appearance gives 
  it a +8 racial bonus on Hide checks. A ndalawo also 
  has a +8 racial bonus on Balance checks.
  7
  
  134
   
  The polar is a large and ferocious feline, 
  similar in appearance to a saber-toothed tiger, but 
  equipped with talon-like claws. Its most dangerous 
  feature is not at all evident on first glance. The 
  polar broadcasts a strong field of mental energy 
  that polarizes the brain waves of nearby creatures, 
  shorting out their minds until the polar moves out 
  of range.
   
  Polars are highly feared, and are generally 
  the top predators in their ecosystem. They are 
  extremely territorial, and competing prides often 
  fight over rights to a particular area. They are 
  also highly resistant to mental attacks, due to 
  their unusual psychic nature. It is somewhat of a 
  mystery as to how these creatures generate their 
  psychic fields. If one of them is killed, the field 
  around the beast stops instantly, and no unusual 
  organs exist in their anatomies that could produce 
  such an effect. A polar requires a large supply of 
  meat to survive, and it almost always consumes the 
  brain of any creature it kills.
   
  Though dangerous singly, polars become a 
  serious threat when encountered in large numbers. 
  If more than one of these creatures is encountered, 
  the effects of the polarizing field are amplified, 
  making it increasingly difficult to resist the effects.
   
  A typical polar is 8 feet long and weighs over 
  800 pounds.
  Combat
   
  The mental field of the polar is constantly 
  active. In combat, the polar attacks with its claws 
  and bite. It typically attacks enemies not affected by 
  its polarizing field first, leaving paralyzed opponents 
  for later. If several of the beasts are encountered, 
  those not engaged in melee begin to feed on those 
  poor souls unable to defend themselves.
  Polar
  Large Magical Beast
  Hit Dice: 9d10+27 (76 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 18 (-1 size, +3 Dex, +6 
  natural), touch 12, flat-footed 15
  Base Attack/Grapple: +9/+18
  Attack: Bite +13 melee (2d6+5)
  Full Attack: Bite +13 melee (2d6+5) and 2 
  claws +11 melee (1d8+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Polarizing field
  Special Qualities: Darkvision 60 ft., low-
  light vision, mental tenacity
  Saves: Fort +9, Ref +9, Will +6
  Abilities: Str 21, Dex 16, Con 17, Int 4, Wis 
  12, Cha 11
  Skills: Balance +12, Hide +5*, Jump +9, 
  Listen +6, Move Silently +9, Spot +6
  Feats: Ability Focus (polarizing field), 
  Alertness, Iron Will, Multiattack
  Environment: Temperate forests
  Organization: Solitary, pair, or pride (4-13)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 10-18 HD (Large); 19-27 
  HD (Huge)
  Level Adjustment: –
   
  Polarizing Field (Su): A polar emits 
  a constant buzz of mental energy. This field 
  extends 30 feet in all directions, polarizing the 
  brain waves of anyone within it. Upon entering 
  the field, any nonpolar must succeed on a DC 
  16 Will save or collapse, paralyzed and unable 
  to think or act for 1d3 rounds. The save DC is 
  Charisma-based and includes the polar’s Ability 
  Focus feat, but increases by +1 for every polar 
  beyond the first. If different polars have different 
  save DCs for their fields, use the highest DC as 
  the base. The polarizing field remains effective 
  through up to 1 foot of stone or earth and 6 inches 
  of metal. Creatures who escape the field return to 
  normal (though entering the field again requires 
  another saving throw). This is a mind-affecting 
  compulsion ability. Every 3 rounds, every creature 
  within the field must make a new saving throw, 
  as the polarizing field switches polarity. This is 
  not a conscious ability on the part of the polar. 
  A character within the fields of multiple polars 
  does not need to make more than one saving 
  throw (although the DC increases normally), but 
  creatures emerging from one polarizing field may 
  find themselves caught within another.
   
  Mental Tenacity (Ex): A polar has a +8 
  racial bonus on saving throws against mind-
  affecting effects.
   
  Skills: Polars have a +4 racial bonus on Hide 
  and Move Silently checks, and a +8 racial bonus 
  on Balance checks. *In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8. 
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  135
   
  The snarling beast is the size of a small pony 
  and looks like a cross between a wolverine and 
  a bear. Its blunt, muscular body ends in a short, 
  toothy snout. Long, curved claws paw at the earth 
  and twin ruffs point up like a row of spikes from 
  the shoulders of its glossy reddish-brown pelt.
   
  The porgolursa is a relative of the wolverine 
  and badger, although many mistake them for 
  some sort of bear. These omnivores have a nearly 
  insatiable appetite, so they spend almost all their 
  waking hours searching for food.
   
  A porgolursa is often 8 feet long and weighs 
  around 1,500 pounds.
  Combat
   
  An enraged porgolursa is aggressive and 
  headstrong, attacking without regard for safety or 
  survival and giving ground to no one, no matter how 
  big or fearsome. A porgolursa prefers to overbear its 
  prey, savaging with tooth and claw and trusting to its 
  spiny flanks to keep other attackers at bay.
   
  Improved Grab (Ex): To use this ability, the 
  porgolursa must hit with its bite attack. If it gets a 
  hold, it can shake.
  Porgolursa
  Large Animal
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +0
  Speed: 50 ft. (10 squares)
  Armor Class: 14 (-1size, +5 natural), touch 
  9, flat-footed 14
  Base Attack/Grapple: +7/+16
  Attack: Bite +11 melee (2d8+5)
  Full Attack: Bite +11 melee (2d8+5) and 2 
  claws +9 melee (2d6+2)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Improved grab, rage, 
  shake 2d8+7, spines
  Special Qualities: Low-light vision, scent
  Saves: Fort +14, Ref +7, Will +3
  Abilities: Str 21, Dex 10, Con 20, lnt 2, Wis 
  10, Cha 5
  Skills: Jump +13, Listen +5, Spot +5, 
  Survival +3 
  Feats: Great Fortitude, Improved Bull Rush, 
  Multiattack, Power Attack
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 7
  Advancement: 11-20 HD (Large)
  Level Adjustment: —
   
  Rage (Ex): A porgolursa that takes damage 
  in combat flies into a berserk rage on its next 
  turn, clawing and biting madly until either it or 
  its opponent is dead. It gains +4 to Strength, +4 to 
  Constitution, and -2 to Armor Class. It cannot end 
  its rage voluntarily, and while raging it is immune to 
  mind-affecting attacks, as well as nonlethal damage.
   
  Shake (Ex): If a porgolursa gets a hold with 
  its bite attack, it shakes and tears its opponent’s body 
  with neck-breaking force. This attack automatically 
  deals an additional 2d8+7 points of damage.
   
  Spines (Ex): A porgolursa’s fur is actually 
  formed of tough spines, much like those of a 
  porcupine. These barbs stand erect when the 
  creature is enraged. An opponent that successfully 
  hits the porgolursa in melee must make a DC 20 
  Reflex save or take 1d6 points of piercing damage 
  from the spines. Creatures with 10-foot or longer 
  reach who are using weapons or any opponents 
  using reach weapons are not subject to spine 
  damage. A grappling porgolursa can also deal this 
  damage with a successful grapple check. The save 
  DC is Constitution-based.
  Flora and Fauna
   
  Flying Gulper: Flying gulpers are small constricting feathered snakes native to tropical rainforests 
  that use magic to fly. They’re mostly arboreal and nocturnal, hunting at night for birds, snakes, insects, 
  and basically anything else that fits inside its mouth. Flying gulpers occasionally venture out to sea, 
  gulping small surface fish. Flying gulpers are magically dependent animals that need magic, air, water, 
  and food to survive. They are only found in tropical rainforests.
  7
  
  136
   
  The beast that steps through a break in the 
  undergrowth looks much like a shaggy warhorse 
  with wicked cloven hooves and pointed teeth. 
  Most striking of all, however, is a single steel-like 
  serrated horn that grows from its head.
   
  Savage unicorns are a feral offshoot of the 
  traditional unicorn.  They are extremely territorial, 
  ferociously defending their forest homes from 
  intrusion. They are omnivorous, mostly grazing on 
  grass and other vegetation, but they aren’t opposed 
  to eating a fallen adversary.
   
  Savage unicorns never allow themselves 
  to be tamed and ridden, finding the idea of such 
  subservience distasteful. Although their horns lack 
  the healing properties of their good cousins, savage 
  unicorns are still hunted for their horns. These can 
  fetch up to 1,000 gp, and are used as components 
  in keen weapons and magic that enhances the 
  hardness of an object.
   
  A typical savage unicorn grows to 9 feet 
  in length, stands 6 feet high at the shoulder, and 
  weighs 1,400 pounds. Females are slightly smaller 
  and slimmer than males.
   
  Although they are every bit as intelligent as 
  their more “civilized” cousins, savage unicorns do 
  not speak, but they understand Sylvan and Common. 
  Its lack of speech often causes other creatures to 
  underestimate a savage unicorn’s cunning.
  Savage Unicorn
  Large Magical Beast
  Hit Dice: 8d10+48 (92 hp)
  Initiative: +3
  Speed: 80 ft. (16 squares)
  Armor Class: 20 (-1 size, +3 Dex, +8 
  natural), touch 12, flat-footed 17
  Base Attack/Grapple: +8/+18
  Attacks: Horn +13 melee (2d6+6)
  Full Attack: Horn +13 meiee (2d6+6) and 
  bite +11 melee (1d6+3) and 2 hooves +11 
  melee (1d6+3)
  Space/Reach: 10 ft/5 ft. (10 ft. with horn)
  Special Attacks: Enhanced natural 
  weapons, rage
  Special Qualities: Darkvision 60 ft., 
  immunity to charm, disease, and poison, low-
  light vision, spell resistance 18, wild empathy
  Saves: Fort +12, Ref +9, Will +6
  Abilities: Str 23, Dex 17, Con 22, Int 12, 
  Wis 19, Cha 24
  Skills: Hide -1, Intimidate +18, Jump +26, 
  Listen +12, Move Silently +8, Spot +12, 
  Survival +8
  Feats: Cleave, Improved Natural Attack 
  (horn) B, Multiattack, Power Attack
  Environment: Cold and temperate forests
  Organization: Solitary, pair, or gash (3-8)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 9-16 HD (Large)
  Level Adjustment: —
  Combat
   
  The savage unicorn prefers to enter battle by 
  charging horn-first into its opponents, although it 
  is canny enough not to do so against any group 
  of foes that possess spears or other weapons that 
  might be set to receive its charge. It is perfectly 
  capable of slashing or stabbing with its horn, 
  biting, and striking with its forehooves all in the 
  same round.
   
  A savage unicorn may be summoned using a 
  summon nature’s ally VI spell.
   
  Enhanced Natural Weapons (Ex): The 
  horn, hooves, and teeth of a savage unicorn are 
  naturally as hard as metal, and they are magically 
  hardened as well (treat them as having hardness 
  13). They are treated as magical weapons for 
  purposes of overcoming damage reduction.
   
  Rage (Ex): A savage unicorn that takes 
  damage in combat flies into a berserk rage the 
  following round, attacking madly until the end of 
  that combat. It gains +4 Strength, +4 Constitution, 
  a +2 morale bonus to attacks, and -2 AC. It cannot 
  end its rage voluntarily.
   
  The following changes are in effect as long 
  as it rages: AC 18 (touch 9, flat-footed 15); hp 
  increased by 16; Atk +15 melee (2d6+8, horn); 
  Full Atk +15 melee (2d6+8, horn) and +13 melee 
  (1d6+4, bite) and +13 melee (1d6+4, 2 hooves); 
  SV Fort +14; Str 27, Con 26.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that a 
  savage unicorn has a +6 racial bonus on the check.
  7
  
  137
   
  In those rare, ancient places where the land 
  refuses to cede to progress, nature created her 
  own protectors, verdant guardians, to assure that 
  the jungles remain pure and unspoiled by man’s 
  corrupting hand. Formed from the vibrant bark 
  and leaves of an extraplanar grove’s eternal spring, 
  verdant guardians are nature’s angels. They appear 
  as winged humanoids with serpentine tails instead of 
  legs, while lush emerald leaves cover their bodies in 
  lieu of skin, scales, or feathers. In fact, the only non-
  green color on a guardian’s body is the rich brown 
  of its root-like claw and the enthralling blue of its 
  slanted, pupil-less eyes. Verdant guardians possess 
  a normal left hand, while their right appendage 
  resembles a vine-like coil, perfect for grappling the 
  branches of their beloved trees or wringing the necks 
  of axe-bearing intruders.
   
  In the dense canopies of unspoiled forests 
  and jungles, nature’s protectors stoically watch. 
  Aloof from even the most devout humanoid druids, 
  these guardians consort only with other indigenous 
  forest dwellers, keeping their unseen vigil over 
  groves of treants, dryads, and the eldest of trees. 
  Often allowing their allies to deal with intruders 
  as they may, they wait for the signs of encroaching 
  civilization, waiting to turn it back with a tide of 
  steel and fire.
  Combat
   
  Verdant guardians often ignore intruders or 
  let other native forest defender take care of them. 
  However, if no other protectors exist, or the native 
  defenses fail, or the intruders prove especially 
  powerful or offensive, the guardians attack swiftly 
  and without mercy. Verdant guardians care nothing 
  for any sense of fair play or honor, merely the 
  annihilation of their enemies. They often deploy 
  Verdant Guardian
  Medium Outsider (Native)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares), climb 15 ft. (3 squares), 
  fly 90 ft. (perfect) (18 squares)
  Armor Class: 18 (+2 Dex, +6 natural), touch 12, 
  flat-footed 16
  Base Attack/Grapple: +6/+9
  Attack: Slam +9 melee (1d6+3) or whip +9 
  melee (1d4+3 nonlethal)
  Full Attack: Slam +9 melee (1d6+3) or whip +9 
  melee (1d4+3 nonlethal)
  Space/Reach: 5 ft./5 ft. (15 ft. with whip)
  Special Attacks: Constrict, improved grapple, 
  spell-like abilities, whip
  Special Qualities: Darkvision 60 ft., forest 
  tongue, spell resistance 14
  Saves: Fort +6, Rex +7, Will +9
  Abilities: Str 16, Dex 15, Con 12, Int 15, Wis 18, 
  Cha 14
  Skills: Climb +20, Disguise +11, Handle Animal 
  +11, Hide +11*, Jump +12, Knowledge (nature) 
  +13, Listen +13, Move Silently +11*, Spot +13, 
  Survival +13 (+15 aboveground)
  Feats: Improved Initiative, Point Blank Shot, 
  Power Attack
  Environment: Warm forest
  Organization: Solitary or grove (3-9)
  Challenge Rating: 7 
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 7-12 HD (Medium), 13-18 HD 
  (Large)
  Level Adjustment: +3
  their spell-like abilities or ambush from above to 
  weaken their opponents before moving into melee 
  with the aid of their forest allies.
   
  Constrict (Ex): A verdant guardian deals 1d4+3 
  points of damage with a successful grapple check.
   
  Improved Grab (Ex): To use this ability, 
  a verdant guardian must hit a Medium or smaller 
  creature with its whip attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.
   
  Spell-Like Abilities: At will–calm animals 
  (DC 15), detect animals or plants, pass without 
  trace, warp wood (DC 16), water breathing 
  (self only), wood shape (DC 16); 3/day–animal 
  messenger, barkskin, entangle (DC 15), goodberry, 
  hold animal (DC 16), magic fang, protection from 
  elements, quench (DC 17), summon nature’s ally 
  II; 1/ day–dominate animal (DC 17), snare, spike 
  growth (DC 17). Caster level 10th. The save DCs 
  are Wisdom-based.
   
  Whip (Ex): A verdant guardian’s whip-like 
  appendage is treated as a normal whip in all respects 
  and allows the verdant guardian to make trip and 
  disarm attacks. This whip attack also allows the 
  verdant guardian to constrict, which deals lethal 
  damage. A verdant guardian’s whip is not subject to 
  disarm attempts because it is part of the creature.
   
  Forest Tongue (Ex): Verdant guardians are able 
  to communicate with all forms of animals, fey, and 
  plants, regardless of their intelligence or languages.
   
  Skills: Verdant guardians have a +8 racial 
  bonus on Climb checks. A verdant guardian can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened.
   
  *The leafy exterior of a verdant guardian 
  affords it a +14 bonus to Hide and Move Silently 
  checks while surrounded by dense foliage.
  7
  
  138
   
  Zotuv 
  have 
  elongated, 
  black, 
  insectile 
  bodies, oversized heads and featureless faces with 
  fathomless black eyes. Their mouths are so small as 
  to be unnoticeable, and they rarely speak. In short, 
  they look thoroughly alien and unnatural.
   
  For those who can see beyond appearances, 
  the zotuv can make powerful allies when it comes 
  to tracking and capturing other intelligent creatures. 
  They have the power to affect the minds of others, 
  controlling and dominating them. For this reason 
  alone, zotuv often take the path of a bounty hunter, 
  or find themselves in the service of their ilk.
   
  The 
  zotuv’s 
  origins, 
  organization, 
  and 
  allegiances are a mystery. They always work alone 
  and no one has ever reported seeing a zotuv in the 
  company of another of their kind, and so far no one 
  has dared look too closely into the nature of these 
  mysterious terrors.
   
  Zotuv speak passable Common and appear 
  to comprehend it without difficulty. Whether or not 
  they have a language of their own is unknown.
  Zotuv
  Large Monstrous Humanoid
  Hit Dice: 10d8 (45 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (-1 size, +1 Dex, +3 natural), 
  touch 10, flat-footed 12
  Base Attack/Grapple: +10/+14
  Attack: Short sword +10 melee (1d8/19-20)
  Full Attack: Short sword +10/+5 melee (1d8/19-
  20)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Aura of fear, spell-like abilities
  Special Qualities: Darkvision 60 ft., spell 
  resistance 15
  Saves: Fort +3, Ref +8, Will +10
  Abilities: Str 10, Dex 12, Con 10, Int 17, Wis 17, 
  Cha 12
  Skills: Concentration +8, Intimidate +9, Move 
  Silently +11, Knowledge (nature) +11, Listen 
  +12, Search +11, Spot +12, Survival +12
  Feats: Alertness, Improved Initiative, Track, 
  Weapon Finesse
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 11-20 HD (Large)
  Level Adjustment: —
  Combat
   
  Zotuv do not have much of a taste for melee 
  combat despite being skilled in the ways of a 
  warrior. They prefer to use their spell-like abilities 
  to set their foes at a disadvantage or force others to 
  do their fighting for them. When engaging an enemy, 
  they stand away from the fracas watching for any 
  sign that they might again need to exert their mind 
  controlling powers.
   
  Aura of Fear (Ex): Zotuv give anyone that 
  encounters them the creeps, even their allies. All 
  creatures within 30 feet of a zotuv must succeed on 
  a DC 16 Will save or suffer a -4 morale penalty to 
  Will saves and a -1 morale penalty to attack rolls and 
  AC while within 30 feet of the zotuv. The save DC is 
  Charisma-based.
   
  Spell-Like Abilities: 6/day–hold monster (DC 
  16); 3/day–charm monster (DC 15); 1/day–sleep 
  (DC 12). Caster level 15th. The save DCs are 
  Charisma-based.
  Arboreal Nemesis
  Huge Plant
  Hit Dice: 10d8+50 (95 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares)
  Armor Class: 20 (-2 size, -1 Dex, +13 natural), 
  touch 7, flat-footed 20
  Base Attack/Grapple: +7/+24
  Attack: Claw +14 melee (2d6+9)
  Full Attack: 2 claws +14 melee (2d6+9)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Rotting grasp, trample 2d12+17
  Special Qualities: Damage reduction 10/slashing, 
  darkvision 60 ft., favored enemy, low-light vision, 
  plant traits, vulnerability to fire
  Saves: Fort +14, Ref +2, Will +7
  Abilities: Str 29, Dex 8, Con 21, Int 14, Wis 15, 
  Cha 12
  Skills: Bluff +7, Diplomacy +5, Disguise +1 
  (+3 acting), Hide -3*, Intimidate +9, Knowledge 
  (nature) +10, Listen +9, Sense Motive +9, Spot 
  +9, Survival +9 (+11 aboveground)
  Feats: Cleave, Great Fortitude, Iron Will, Power 
  Attack
  Environment: Temperate forest
  Organization: Solitary, copse (2-4), or harrowing 
  (1-4 arboreal nemeses, 15-40 goblins or kobolds, 
  0-10 evil elves, 0-1 evil druid)
  Challenge Rating: 8
  Treasure: Standard (see below)
  Alignment: Always neutral evil
  Advancement: 11-20 HD (Huge); 21-30 HD 
  (Gargantuan)
  Level Adjustment: —
  7
  
  139
   
  Arboreal nemeses are the evil counterparts 
  of treants and also their mortal enemies. It is 
  unknown whether arboreal nemeses evolved 
  from twisted, corrupted treants, or whether they 
  comprise a separate species. The treants’ hatred 
  for arboreal nemeses runs so deeply that they 
  have been known to hunt them down with almost 
  fanatical zeal. Arboreal nemeses respond in kind, 
  hating beauty and all good things with unbridled 
  passion, including treants, dryads, and nymphs.
   
  Treants usually outnumber arboreal nemeses 
  within the woodland. As a result, arboreal nemeses 
  are more subtle and cunning in the pursuit of their 
  enemies, hiding in the forest’s darkest parts, while 
  gathering a coalition of lesser creatures to aid them 
  in their fight. Lesser creatures, such as goblins and 
  kobolds, often worship them, and they often attract 
  evil elves, druids, and rangers as followers.
   
  An arboreal nemesis looks like a huge, 
  gnarled, twisted tree, often with dark gray or black 
  bark. Although they still appear like normal trees 
  in many respects, a palpable darkness envelops 
  them, belying their malevolent nature. Pinpricks 
  of eerie green light emanate from the heart of the 
  corrupted tree’s trunk, forming the creatures’ two 
  eyes. While most arboreal nemeses possess two 
  eyes, some only have one eye, while others have 
  three. Their gangly, skeletal branch-like arms end 
  in wicked claws that never bear leaves.
   
  Arboreal nemeses speak the same a 
  corrupted dialect of Treant, Common, Draconic, 
  and Goblinoid.
  Combat
   
  Arboreal nemeses, like treants, purposefully 
  study a potential foe before attacking to glean 
  its motives and strengths. The cunning arboreal 
  nemeses often attempt to parley with intruders, 
  convincing them that they are treants or tree 
  spirits. If all else fails, they attack with their razor-
  sharp claws and attempt to trample the enemy. 
  Arboreal nemeses always attack treants, using 
  their rotting grasp as their primary attack. Because 
  of their long history and mutual animosity, the two 
  parties instantly recognize one another on sight.
   
  Perhaps as a result of their own ugliness, 
  arboreal nemeses loathe both creatures and 
  objects of beauty. Because of this hatred, arboreal 
  nemeses destroy or bury any treasure they 
  consider beautiful, such as a flawless diamond or 
  a sapphire necklace. Conversely, there is nothing 
  that arboreal nemeses love more (except perhaps 
  killing treants) than corrupted beauty; therefore, 
  arboreal nemeses often retain flawed objects as 
  part of their treasure.
   
  Rotting Grasp (Su): A arboreal 
  nemesis that makes a successful touch attack 
  with its claw causes the target wood to rot, falling 
  to pieces and becoming useless quickly. The touch 
  deals 3d6+9 points of damage to wood and wooden 
  items, as well as plant creatures. Magic items are 
  immune to this effect. An arboreal nemesis can 
  also use this power when making a sunder attempt 
  against a wooden weapon. Metal, stone, and other 
  non-wooden weapons are unaffected.
   
  Trample (Ex): Reflex half DC 24. The save 
  DC is Strength-based.
   
  Favored Enemy (Ex): Arboreal nemeses hate 
  treants, nymphs, and dryads, and they spend their 
  lives plotting ways to kill them. For this reason, an 
  arboreal nemesis gains a +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks when 
  using these skills against such creatures. Likewise, 
  an arboreal nemesis gets a +2 bonus on weapon 
  damage rolls against such creatures.
   
  Skills: *An arboreal nemesis has a +16 racial 
  bonus on Hide checks made in forested areas.
  Habitat/Society
   
  The arboreal nemesis is not a social creature, 
  preferring its own company or that of lesser 
  creatures rather than its own kin. It does, however, 
  recognize the advantage of keeping members of its 
  own race nearby, if only to maintain a balance of 
  power against its enemies. An arboreal nemesis’ 
  relationships are always built on mutual hatred. 
  They only mate once or twice in their long 
  lifetimes, and then, only if necessity demands it. 
  The most feared gathering of arboreal nemeses is 
  the Harrowing, a gathering that takes place very 
  rarely. The Harrowing is a dark alliance between a 
  group of arboreal nemeses, a horde of lesser forest 
  creatures, and an evil druid. It is fortunate that 
  such meetings are rare, for the union of these evil 
  beings can quickly transform a light, airy forest 
  into a dark, brooding hunting ground for twisted, 
  malevolent creatures.
  Campaign
   
  A large number of fey and wood elves 
  have been found murdered in the nearby woods, 
  prompting rumors that a vengeful nature spirit has 
  escaped from its imprisonment. The local lord’s 
  daughter has gone missing while on one of her 
  walks in the deeper parts of the forest. The lord 
  blames the kidnapping on a local tree-shepherd, a 
  friendly treant that keeps to itself, but in reality, his 
  long-time foe, an arboreal nemesis, is responsible 
  for the girl’s disappearance.
  8
  
  140
   
  Scarred in a forest fire, the fierling is a 
  horribly burned woodland spirit transformed into 
  a giant destructive force of nature before its life 
  force fades. Usually, magically created forest fires 
  spawn fierlings, but natural fires occasionally 
  trigger the metamorphosis as well. Wracked by 
  excruciating pain, fierlings lash out at any visible 
  target without reason.
   
  Surrounded by flickers and jets of flame, 
  fierlings appear as 12-foot-tall humanoids with 
  torsos resembling charred logs and heads like 
  lumps of coal. Fierlings have two arms and legs 
  and a jagged, contorted gash across their face that 
  serves as a mouth. Despite their size, fierlings 
  display surprising nimbleness. They weigh about 
  2,000 pounds.
   
  Fierlings are short-lived, solitary beings that 
  survive for only ld4+4 hours after their creation. 
  Whenever a fast-moving fire consumes the forest 
  or woods, any minor forest spirits unable to escape 
  the smoldering inferno transform into fierlings. 
  Pained by the sight of other fierlings, they 
  typically move in opposite directions whenever 
  they encounter another of their ilk.
   
  Fierlings do not speak, but understand 
  Sylvan.
  Fierling
  Huge Fey (Fire)
  Hit Dice: 10d6+20 (55 hp)
  Initiative: +8 
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-2 Size, +4 Dex, +4 
  natural), touch 12, flat-footed 12
  Base Attack/Grapple: +5/+17
  Attack: Slam +7 melee (ld6+4 plus 2d6 
  fire)
  Full Attack: 2 slams +7 melee (ld6+4 plus 
  2d6 fire)
  Space/Reach: 15 ft./15 ft
  Special Attacks: Embersmash, flameleap
  Special Qualities: Immunity to fire, 
  low-light vision, resistance to acid 10, 
  vulnerability to cold
  Saves: Fort +5, Ref +11, Will +10
  Abilities: Str 18, Dex 18, Con 14, Int 11, 
  Wis 16, Cha 10
  Skills: Balance +17, Hide +17, Intimidate 
  +13, Jump +8, Listen +16, Move Silently 
  +17, Spot +16
  Feats: Dodge, Improved Initiative, Power 
  Attack, Run
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: –
  Level Adjustment: –
  Combat
   
  A fierling wanders throughout the forest 
  that spawned it, often leading the flames of an 
  advancing fire. As soon as it spies a living target, 
  it hurls flames at it and charges. It prefers to bull 
  rush opponents close to its size; otherwise, it slams 
  opponents. After damaging its first target, it turns 
  its attention to other combatants, opting not to 
  focus on one single individual if possible. Fierlings 
  actively avoid water; therefore, if enemies retreat 
  across a large body of water, fierlings always break 
  off the chase unless they can ford the barrier in 
  some way, such as by knocking down a tree and 
  using it as a makeshift bridge.
   
  Embersmash (Ex): When a fierling hits with 
  a successful melee attack, it deals an additional 
  2d6 points of fire damage.
   
  Flameleap (Su): Once per round, a fierling 
  can project a 50-foot line of flames, dealing 5d6 
  points of fire damage to any creature in its path. A 
  DC 17 Reflex save reduces the damage to half. The 
  save DC is Constitution-based.
   
  Fierling Wood: A small piece of the fierling’s 
  trunk enhances a druid’s spellcasting abilities. 
  When used in conjunction with his divine focus, 
  the mystical wood adds a +1 circumstance bonus 
  per die of damage to all fire-based spells. The 
  fierling’s wood maintains this property for 2d12 
  hours before fading and crumbling into embers.
  8
  
  141
   
  The Flood Brute stands nearly ten feet tall. It 
  looks somewhat like an inverted pear with large, 
  powerful legs and two massive stumplike arms. 
  The Flood Brute is made up of greenish-brown, 
  apparently organic material.
   
  When debris falls from the heavens, these 
  meteorites and comets occasionally make it to the 
  ground. These stones emit a strange radiation that 
  warps the fabric of reality, drastically mutating the 
  nature of life around them. From this radiation 
  the Flood is created. The Flood is a hierarchy of 
  creatures that are an amalgamation of organic 
  and inorganic materials given sentience by 
  otherworldly energy. The Flood exhibits no signs 
  of higher intelligence, but it possesses animal 
  cunning. Once a pocket of the Flood rises, it 
  consumes all other nearby life.
   
  The Flood Brutes are destruction personified. 
  They come at the rear of a Flood advance, blasting 
  through anything still standing. They leave nothing 
  in their wake, carving a swath of devastation that 
  transforms a living forest into a barren wasteland. 
  Fllod Brutes consume all organic material 
  regardless of its origin.
   
  Brutes form when the number of smaller 
  Flood creatures surpass a certain amount. Once 
  this happens, extraneous life forms pair off and 
  embrace, entwining their whip-like arms and 
  Flood Brute
  Large Plant
  Hit Dice: 10d8+40 (85 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (-1 size, +8 natural), touch 
  9, flat-footed 17
  Base Attack/Grapple: +7/+17
  Attack: Fist +12 melee (1d10+6)
  Full Attack: 2 fists +12 melee (1d10+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: –
  Special Qualities: Damage reduction 
  10/magic, low-light vision, plant traits, spell 
  resistance 10
  Saves: Fort +11, Ref +3, Will +3
  Abilities: Str 22, Dex 11, Con 18, Int 4, Wis 
  11, Cha 10
  Skills: Hide +0*, Listen +5, Spot +8
  Feats: Alertness, Cleave, Improved Bull 
  Rush, Power Attack
  Environment: Temperate and warm forests
  Organization: Solitary or pack (2-5)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-19 HD (Large); 20 HD 
  (Huge)
  Level Adjustment: –
  merging together. The neophyte Brute stands 
  motionless for 10 to 12 hours, feeding off its 
  “parents” while growing larger and stronger 
  (11-19 HD). After this incubation period, the 
  new Brute sets off after the rest of its Flood. 
  Occasionally, a Flood grows too fast, and too 
  many life forms emerge too quickly. In this case, 
  more than two creatures converge and create a 
  “primary” or “Prime” Brute (20 HD). This triggers 
  an inexplicable genetic response, because the 
  Prime invariably destroys everything around it, 
  focusing on its own Flood above all else. Often, 
  a Prime and the Flood that spawned it are both 
  destroyed.
   
  A Flood Brute stands ten feet tall and weighs 
  over a ton. It does not speak.
  Combat
   
  Brutes mindlessly wade into combat, 
  swinging madly at any non-Flood organism 
  within reach. Brutes do not discriminate between 
  mobile and immobile targets; they simply attack 
  the closest object or creature. Brutes usually 
  charge and trample foes before smashing whatever 
  remains.
   
  Skills: *Flood brutes have a +10 racial bonus 
  to Hide checks in areas of vegetation.
  8
  
  142
   
  The forest god embodies the spirit of the 
  forest. His wolfish head is crowned with an 
  impressive rack of antlers. His torso is a man’s, 
  although his is a hoofed quadruped. His arms end 
  in razor-sharp claws, like that of the great cat. The 
  forest god prefers to not interfere, but clearly sees 
  himself protectorate and steward of the forest.
  Combat
   
  Spell-Like Abilities: At will–create water, 
  detect magic, detect animals or plants, detect 
  poison, detect snares and pits, endure elements, 
  hide from animals, know direction, pass without 
  trace, purify food and drink; 3/day–call lightning 
  (DC 17), entangle (DC 15), plant growth, snare; 
  1/day–control weather, transport via plants. Caster 
  level 10th. The save DCs are Charisma-based.
   
  Immunity to Weather (Ex): A forest god 
  is immune to all adverse effects of non-magical 
  weather, including wind and precipitation.
   
  Nature’s Pact (Su): Animals will only 
  attack a forest god if magically compelled by 
  an evil creature (such as via a dominate monster 
  effect). Even then, the evil creature must succeed 
  on a caster level check (DC = 20 + forest god’s 
  HD) to force the compelled creature to attack the 
  forest god.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  a forest god has a +8 racial bonus on the check.
   
  Skills: *A forest god has a +10 racial bonus 
  on Hide and Move Silently checks made in 
  forested areas.
   
  Antler: Antlers removed from the head of 
  any deer-like animal can be used as an exotic 
  Forest God
  Large Outsider (Native)
  Hit Dice: 8d8+48 (84 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares)
  Armor Class: 18 (-1 size, +9 natural), touch 9, 
  flat-footed 18
  Base Attack/Grapple: +8/+17
  Attack: Claw +12 melee (1d6+5) or gore +12 
  melee (1d8+5)
  Full Attack: 2 claws +12 melee (1d6+5) and 
  bite +7 melee (1d8+2); or gore +12 melee 
  (1d8+5) and bite +7 melee (1d8+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Spell-like Abilities
  Special Qualities: Damage reduction 10/cold 
  iron, darkvision 60 ft., immunity to cold and 
  electricity, immunity to weather, nature’s pact, 
  scent, spell resistance 21, wild empathy
  Saves: Fort +12, Ref +6, Will +11
  Abilities: Str 21, Dex 10, Con 22, Int 11, Wis 
  20, Cha 19
  Skills: Hide+7*, Handle Animal +14, 
  Intimidate +15, Jump +10, Knowledge (nature) 
  +13, Listen +16, Move Silently +11*, Ride +3, 
  Spot +16, Survival +16 (+18 aboveground)
  Feats: Combat Reflexes, Improved Initiative, 
  Track
  Environment: Any forest
  Organization: Solitary or pack (2-6)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
  weapon. An antler can be cut down to make a 
  weapon of any size. Each antler begins as a two-
  handed weapon sized for a creature of the size of 
  the creature it was taken from, and can be cut down 
  to smaller sizes. An antler gives a +2 bonus on the 
  opposed attack roll when attempting to disarm an 
  enemy, provided your enemy’s weapon is the same 
  size or smaller than yours. Alternately, you may 
  choose to use an antler as a shield. When used 
  this way, light and one-handed antlers serve as 
  small shields (+1 bonus to AC), while two-handed 
  antlers serve as Large shields (+2 bonus to AC). 
   
  An antler is an exotic weapon that deals 
  1d4* of piercing damage when constructed as 
  a light weapon, 1d6* as a one-handed weapon, 
  and 1d8* as a two-handed weapon, with a 
  critical range of x3.  Cost: 1 gp.  Weight: 2 lb. 
  (light), 4 lbs. (one-handed), 8 lbs. (two-handed).
   
  *For Medium antlers. Use the normal 
  scaling rules for larger or smaller antlers.
   
  Tines of the Forest God: Only one of these 
  minor artifacts is known to exist, created by a 
  heartless druid from a slain forest god. This Large 
  two-handed +5 defending antler was made from 
  only half of a forest god’s rack, however. The other 
  half might be in use elsewhere. This weapon has 
  the powers of a forest god trapped within it. No 
  animal will attack the bearer of this weapon unless 
  magically compelled. All other natural creatures 
  must succeed on a DC 20 Will save to combat the 
  bearer. The weapon can be activated with symbolic 
  gestures to cast the following spells once per day: 
  call lightning, control weather, detect magic, detect 
  animals or plants, endure elements, entangle, hide 
  from animals, and pass without trace. 
   
  Moderate transmutation; CL 10th; Weight 8 lbs.
  8
  
  143
   
  The horned men are the forest’s stalkers and 
  avengers. They exist solely for that purpose, and 
  they act decisively and single-mindedly towards 
  the capture of their prey. Loggers, trappers, and 
  other wilderness despoilers top their evergrowing 
  list of transgressors, as they endeavor to protect the 
  forest from all humanoid incursions irrespective of 
  their beneficial or malevolent intentions. Horned 
  men resemble tall humanoids, standing 9 feet 
  tall and having magnificent racks of antlers 
  reaching two feet from their crown. Their bodies 
  are covered in a fine brownish-tan fur, and their 
  faces are primarily human-like, with blunt noses 
  and wild eyes. Their antlers change colors with the 
  seasons, from a bright emerald in the spring to a 
  fiery gold in autumn and to pitch-black in winter.
   
  Horned Men are arrogant creatures that do 
  not associate much with other intelligent beings, 
  including other fey. They are practically a force 
  of nature, existing only to bring their brand of 
  justice to those committing transgressions against 
  the world’s forests. It is almost impossible to 
  divert them from their mission, and impassioned 
  pleas for mercy or innocence fall on deaf ears. 
  They show no interest in debating morality, and 
  in almost all instances, they decree death as the 
  appropriate sentence.
   
  They have no qualms about using innocent 
  bystanders in their hunt, and they prefer 
  dominating humanoids instead of plants and 
  animals. They primarily choose humanoids that 
  have no direct connection to nature rather than 
  Horned Man
  Large Fey
  Hit Dice: 9d6+45 (76 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares) 
  Armor Class: 17 (-1 size, +2 Dex, +6 
  natural), touch 11, flat-footed 15
  Base Attack/Grapple: +4/+11
  Attack: Huge shortspear +7 melee (2d6+5 
  plus 1d6 Wisdom) or huge shortspear +7 
  ranged (2d6+3 plus 1d6 Wisdom)
  Full Attack: Huge shortspear +7 melee 
  (2d6+5 plus 1d6 Wisdom) or huge shortspear 
  +7 ranged (2d6+3 plus 1d6 Wisdom)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Spell-like abilities, 
  Wisdom damage
  Special Qualities: Damage reduction 
  10/cold iron, immunity to mind-influencing 
  effects, low-light vision, scent
  Saves: Fort +8, Ref +8, Will +10
  Abilities: Str 17, Dex 15, Con 20, Int 12, 
  Wis 18, Cha 16
  Skills: Diplomacy +5, Hide +10, Intimidate 
  +15, Jump +7, Knowledge (nature) +8, 
  Listen +19, Move Silently +14, Sense 
  Motive +16, Spot +19, Survival +19
  Feats: Improved Bull Rush, Power Attack, 
  Track, Weapon Focus (shortspear)
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 10-12 HD (Large)
  Level Adjustment: +5
  races such as elves. Rangers and druids also have 
  less chance of being dominated, but under exigent 
  circumstances, any humanoid is fair game.
   
  When they deign to speak, they use the 
  Sylvan tongue.
  Combat
   
  Horned men use their environment in 
  combat, deploying wild animals and plants in their 
  defense. They are fearless and implacable, and 
  they readily charge into the fray, caring nothing for 
  the own safety.
   
  Horned men rely upon their spell-like 
  abilities to create hunting packs to do their bidding 
  rather than using them against their prey. Creatures 
  dominated in this manner act in a bestial fashion, 
  and, on occasion, have devoured their kills raw.
   
  Spell-like Abilities: At will– dominate 
  animals (DC 16), speak with animals, speak with 
  plants; 3/day– charm animal (DC 14), charm 
  person (DC 14), command plants (DC 17); 1/day 
  –control weather, summon nature’s ally VII. Caster 
  level 13th. The save DCs are Charisma-based.
   
  Wisdom Damage (Su): Those struck by the 
  horned man’s spear must succeed on a DC 17 Will 
  save or take 1d6 points of Wisdom damage. The 
  horned man can also use the spear as a melee touch 
  attack, dealing Wisdom damage only. The spear 
  acts as a nonmagical spear for anyone else who 
  wields it. The save DC is Charisma-based
   
  Skills: Horned men have a +4 racial bonus 
  on Listen, Spot, and Survival checks.
  8
  
  144
   
  A hydranoid has a body of a man in well-
  made but functional robes. However, its hands 
  end in vicious talons and six writhing asps sprout 
  from its shoulders in place of the creature’s head. 
  Although hydranoids superficially resemble nagas, 
  medusas, and hydras, they are actually more akin to 
  devils. Created by some terrible deity from an evil 
  plane, hydranoids roam the Material Plane carrying 
  out their dark master’s orders. These orders usually 
  involve hunting down traitors and the servants 
  of rival gods. A hydranoid is single-minded and 
  vigilant in the pursuit of such missions.
   
  Hydranoids often keep a brace of steelhounds 
  (page 108) as bodyguards.
   
  A typical hydranoid is about 7 feet tall and 
  weighs about 250 pounds. A hydranoid speaks 
  Common, Infernal, and Abyssal.
  Combat
   
  In combat, hydranoids attempt to kill or 
  cripple their opponents with combat magic 
  from a distance or from surprise, then set their 
  steelhounds on the enemy. Only if the steelhounds 
  are overmatched or losing—or if no steelhounds 
  are present—will a hydranoid engage in personal 
  combat. In such an instance, it rends foes with 
  its taloned hands and strikes repeatedly with its 
  serpentine heads.
  Hydranoid
  Medium Outsider (Evil, Native)
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares)
  Armor Class: 22 (+5 Dex, +7 natural), 
  touch 15, flat-footed 22
  Base Attack/Grapple: +10/+13
  Attack: Bite +15 melee (1d4+3 and poison)
  Full Attack: 6 bites +15 melee (ld4+3 and 
  poison) and 2 claws +10 melee (1d6+l)
  Space/Reach: 5 ft. /5 ft.
  Special Attacks: Infectious talons, poison, 
  spells
  Special Qualities: Damage reduction 
  10/good, darkvision 60 ft., spell resistance 
  18, vigilance
  Saves: Fort +12, Ref +12, Will +10
  Abilities: Str 16, Dex 20, Con 20, lnt 18, 
  Wis 16, Cha 13
  Skills: Bluff +14, Concentration +18, 
  Decipher Script +11, Diplomacy +12, 
  Disguise +1 (+3 acting), Forgery +10, 
  Gather Information +14, Hide +15, 
  Intimidate +16, Jump +7, Knowledge 
  (arcana) +17, Knowledge (geography) 
  +10, Listen +16, Move Silently +15, Sense 
  Motive +16, Spellcraft +13, Spot +16, 
  Survival +3 (+5 to avoid getting lost or 
  natural hazards)
  Feats: Combat Reflexes, Silent Spell, Spell 
  Penetration, Weapon Finesse
  Environment: Any land
  Organization: Solitary or clutch (2-7)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 11-20 HD (Medium); 21-30 
  HD (Large)
  Level Adjustment: —
   
  A hydranoid’s natural weapons, as well as 
  any weapons it wields, are treated as evil-aligned 
  for the purpose of overcoming damage reduction.
   
  Infectious Talons (Ex): Wounds inflicted by 
  a hydranoid’s talons cannot be healed by magic, 
  only by natural healing.
   
  Poison (Ex): Injury, Fortitude DC 20, initial 
  damage 1d4 Dex, secondary damage 1d4 Dex. The 
  save DC is Constitution-based.
   
  Spells: A hydranoid casts spells as a 7th-
  level sorcerer. 
   
  Typical Sorcerer Spells Known (6/7/6/4 per 
  day; caster level 7th): 0–daze (DC 11), detect 
  magic, ghost sound (DC 11), ray of frost (+15 
  ranged touch), read magic, resistance, touch of 
  fatigue (+13 melee touch, DC 11); 1st–magic 
  missile, mage armor, ray of enfeeblement (+15 
  ranged touch), shield, silent image; 2nd–invisibility, 
  mirror image, scorching ray (+15 ranged touch); 
  3rd–displacement, lightning bolt (DC 14).
   
  Vigilance (Ex): A hydranoid never sleeps and 
  can see in all directions at once owing to its many 
  heads. It cannot be flanked or caught flat-footed.
  8
  
  145
   
  A kitsune is a fox who adopts the shape of a 
  woman. They are tricksters by nature. While they 
  look like beautiful women, they hide their kinship 
  with the cunning fox. They use their spells and spell-
  like abilities to steal men’s hearts and cause mischief 
  within the community, while maintaining plausible 
  deniably for any such actions. 
   
  A kitsune has a natural inclination for the 
  forest, and when she infiltrates a community, it is 
  often a settlement inside of forested regions. If the 
  kitsune is exposed, she would rather flee and start 
  again in a different community than stay and fight.
   
  In its natural form, a kitsune is about 3-1/2 feet 
  long from nose to tail and weighs between 8 and 16 
  pounds. In humanoid form, a kitsune stands between 
  5 and 5-1/2 feet tall, and weighs about 110 pounds. 
  Kitsunes speak Common.
  Combat
   
  A kitsune avoids physical combat if possible, 
  preferring instead to rely on her magic and wiles. 
  A kitsune uses its mirage arcana ability to conjure 
  a human habitation, as well as illusory clothes and 
  food. She uses her Still Spell and Silent Spell feats 
  to cast her spells entirely undetected by the humans 
  she lives among.
   
  Spell-Like Abilities: 4/day–charm person 
  (DC 15); 1/day–mirage arcana (DC 19), persistent 
  image (DC 19). Caster level 8th. The save DCs are 
  Charisma-based. 
   
  Spells: A kitsune casts arcane spells as a 
  sorcerer (caster level equals kitsune’s Hit Dice).
   
  Typical Sorcerer Spells Known (6/7/7/6/4 per 
  day, caster level 6th; save DC 14 + spell level): 
  0–daze, detect magic, ghost sound, mage hand, 
  message, open/close, prestidigitation, read magic; 
  1st–expeditious retreat, mage armor, obscuring mist, 
  sleep; 2nd–blur, detect thoughts, hypnotic pattern; 
  3rd–nondetection, suggestion; 4th–solid fog.
   
  Trip (Ex): A kitsune in fox or hybrid form that 
  hits with a bite attack can attempt to trip the opponent 
  Kitsune
  Small Magical Beast (Shapechanger)
  Hit Dice: 8d10+16 (60 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares)
  Armor Class: 19 (+1 size, +4 Dex, +4 natural), 
  touch 15, flat-footed 15
  Base Attack/Grapple: +8/+5
  Attack: Bite +13 melee (1d6+1)
  Full Attack: Bite +13 melee (1d6+1) and 2 claws 
  +8 melee (1d4)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Spell-like abilities, spells, trip
  Special Qualities: Alternate form, damage 
  reduction 15/silver, darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +8, Ref +10, Will +1
  Abilities: Str 12, Dex 19, Con 14, Int 13, Wis 8, 
  Cha 18
  Skills: Balance +7, Bluff +10, Climb +3, 
  Diplomacy +7, Disguise +7 (+9 acting), Hide 
  +12, Intimidate +6, Jump +7, Listen +11, Move 
  Silently +4, Search +9, Spot +11, Survival +2*, 
  Tumble +9 
  Feats: Improved TripB, Silent Spell, Still Spell, 
  Weapon Finesse
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Usually lawful evil or lawful neutral
  Advancement: 11-20 HD (Medium)
  Level Adjustment: –
  (+1 check modifier in fox form, +5 in hybrid form) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the kitsune.
   
  Alternate Form (Su): A kitsune can adopt 
  three forms: a natural fox, a hybrid with a fox head 
  and human body, or entirely human (but with a 
  streak of white in her reddish hair, and narrow, 
  fox-like features). A kitsune can shift between her 
  forms as a standard action. In humanoid form, she is 
  Medium size, does not have bite or claw attacks or 
  damage reduction, and has a base speed of 30 feet. 
  In hybrid form, she is Medium size, can use her bite 
  and claw attacks, has damage reduction, and has a 
  base speed of 30 feet. She can use her spells and 
  spell-like abilities in all forms. A kitsune remains in 
  one form until she chooses to assume a new one. A 
  change in form cannot be dispelled, but a kitsune 
  reverts to fox form when killed. A true seeing spell 
  reveals all forms simultaneously.
   
  The following changes are in effect while 
  in humanoid form: Spd 30 ft. (6 squares); AC 18 
  (touch 14, flat-footed 14); Grp +7; Atk +10 melee 
  (1d4+1/19-20, dagger) or +10 ranged (1d4+1/19-
  20, dagger); Full Atk +10/+5 melee (1d4+1/19-20, 
  dagger) or +10/+5 ranged (1d4+1/19-20, dagger); 
  Hide +8, Jump +3, Listen +6, Search +5, Spot +7. 
   
  The following changes are in effect while in 
  hybrid form: Spd 30 ft. (6 squares); AC 18  (touch 
  14, flat-footed 14); Grp +7; Atk +10 melee (1d6+1, 
  bite); Full Atk +10 melee (1d6+1, bite) and +5 melee 
  (1d4, 2 claws); Hide +8, Jump +3. 
   
  Damage Reduction (Ex): A kitsune in animal 
  or hybrid form gains damage reduction 15/silver.
   
  Skills: Kitsune have a +4 racial bonus on 
  Listen, Search, and Spot checks when in humanoid 
  form. In fox or hybrid form, these bonuses increase 
  to +8. *A kitsune has a +4 racial bonus to Survival 
  checks when tracking by scent.
  8
  
  146
   
  The leshy is an elusive fey that lives in the 
  deepest part of old forests. The leshy prefers the 
  company of animals, fey, and other forest natives. 
  The leshy can be a great aid to lost travelers in dire 
  straights, but the leshy can also unleash a fierce 
  anger for those who defile its home. A leshy’s 
  favored class is ranger.
  Combat
   
  Spell-Like Abilities: At will– discern 
  location (within its forest), speak with animals, 
  speak with plants; once every 1d4 rounds–summon 
  nature’s ally V*. Caster level 10th.
   
  *A leshy may only summon creatures native 
  to its own forest; if the leshy’s forest is destroyed, 
  it may no longer use this ability.
   
  Spells: A leshy can cast divine spells as a 
  10th-level druid. The save DCs are Wisdom-based.
   
  Typical Druid Spells Prepared  (6/6/6/5/5/3; 
  save DC 18 + spell level): 0—cure minor wounds 
  (x2), detect magic (x2), light, resistance; 1st–calm 
  animals, charm animal, entangle, obscuring 
  mist, pass without trace (x2); 2nd–barkskin, bull’s 
  strength, cat’s grace, resist energy, summon swarm, 
  tree shape; 3rd–cure moderate wounds, dominate 
  animal, meld into stone, neutralize poison, quench; 
  4th–command plants, dispel magic, freedom of 
  movement (x2), scrying; 5th–awaken, tree stride, 
  wall of thorns.
   
  Forest Sight (Su): A leshy may send its senses 
  roving through its forest at will, as per clairaudience/
  Leshy
  Large Fey
  Hit Dice: 10d6+40 (75 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), climb 30 ft. (6 
  squares)
  Armor Class: 18 (-1 size, +3 Dex, +6 
  natural), touch 12, flat-footed 15
  Base Attack/Grapple: +5/+12
  Attack: Slam +7 melee (1d6+3) or 
  greatclub +7 melee (2d8+4)
  Full Attack: 2 slams +7 melee (1d6+3) or 
  greatclub +7 melee (2d8+4)
  Space/Reach: 10 ft./ 10 ft.
  Special Attacks: Spell-like abilities, spells
  Special Qualities: Damage reduction 
  5/cold iron, forest sight, low-light vision, 
  pathgrowth, spell-like abilities, unlimited 
  wild shape, vulnerabilities, wild empathy, 
  will of the forest
  Saves: Fort +9, Ref +10, Will +15
  Abilities: Str 17, Dex 16, Con 18, Int 14, 
  Wis 26, Cha 16
  Skills: Climb +22, Concentration +14, 
  Gather Information +5, Handle Animal 
  +13, Hide +12*, Knowledge (local) +9, 
  Knowledge (nature) +17, Listen +20, Move 
  Silently +13*, Ride +5, Spot +20, Survival 
  +21 (+23 aboveground)
  Feats: Alertness, Combat Casting, Dodge, 
  Great FortitudeB, Skill Focus (Wilderness 
  Lore)
  Environment: Any forest
  Organization: Solitary, patrol (1 leshy, 2d4 
  wolves, 1d3-1 brown bears), or retinue (1 
  leshy, 4d4 wolves, 2d6 dryads, 1d4 brown 
  bears, 1d3-1 treants)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: —
  clairvoyance with the range limited only by the 
  boundaries of the forest the leshy lives in.
   
  Pathgrowth (Su): A leshy may, at will, 
  cause the trails of its forest to become harder or 
  easier to pass through by asking foliage to shift 
  in such a way as to aid or obstruct travelers. Thick 
  undergrowth created in this way reduces a party’s 
  movement by half, while a path cleared for a party 
  would allow full normal movement as they travel. 
  The leshy can place such travel conditions upon a 
  group of travelers, and these conditions will follow 
  them until they leave the forest or the leshy decides 
  otherwise. A freedom of movement spell will allow 
  this effect to be avoided for the duration of the spell, 
  as will the druidic class feature woodland stride.
   
  Unlimited Wild Shape (Su): A leshy has 
  the ability to turn itself into other forms and back 
  again, as often as it wishes. Its options for new 
  forms include any animal native to its forest, as 
  well as elementals. This ability functions like 
  the polymorph spell, except as noted here. The 
  effect lasts for 16 hours, or until it changes back. 
  Changing form is a standard action and doesn’t 
  provoke an attack of opportunity. This ability 
  otherwise functions as the druid’s wild shape 
  ability, as a 16th level druid.
   
  Vulnerabilities (Ex): A leshy cannot enter 
  holy ground, unless the holy ground belongs to 
  a deity of nature or some similar nature-friendly 
  entity. A leshy can use none of its powers on 
  8
  
  147
  a person who wears all his clothes inside out 
  (including armor, if such is possible), and may not 
  physically attack such a person directly unless he 
  attacks the leshy first. All of these vulnerabilities 
  are mentioned in folklore that bards might be able 
  to recall with a Bardic Knowledge check against a 
  DC of 20.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature.
   
  Will of the Forest (Su): A leshy can cause 
  any mundane interaction with the forest or its 
  inhabitants –such as through the use of Climb, or 
  Survival checks, the druidic wild empathy ability, 
  and so on – to become easier or harder as 
  long as the leshy can observe the skill in use. 
  Characters gain a -8 circumstance penalty or a +8 
  circumstance bonus to such checks, as determined 
  by the leshy.
   
  Skills: *A leshy has a +5 racial bonus on 
  Wild Empathy checks when used on animals 
  native to its forest, and a +5 racial bonus on Hide 
  and Move Silently checks when used within its 
  forest home.
   
  Leshies have a +8 racial bonus on Climb 
  checks. A leshy can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
   
  Lure trees are deceptive hunters. They 
  appear to be normal deciduous trees from afar, 
  except for the pile of rotting corpses around their 
  base, concealed with piles of leaves. The lure tree’s 
  golden sap drips from the branches and hardens 
  into an amber-like consistency, catching the light 
  and gleaming for the curious and greedy to see.
  Combat
   
  Any creature approaching within 30 feet of 
  a lure tree might notice a rotting corpse concealed 
  within the leaves if it succeeds on a DC 25 Spot 
  check.
   
  An opponent can attack a lure tree’s 
  impaling roots with a sunder attempt as if they 
  were weapons. A lure tree’s roots have 18 hit 
  points each. If a lure tree is currently grappling a 
  Lure Tree
  Huge Plant
  Hit Dice: 12d8+60 (114 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 16 (-2 size, +8 natural), touch 
  8, flat-footed 16
  Base Attack/Grapple: +9/+25
  Attack: Impaling root +15 melee (2d6+8)
  Full Attack: 2d4+2 impaling roots +15 
  melee (2d6+8)
  Space/Reach: 15 ft./15 ft. (45 ft. with 
  impaling roots)
  Special Attacks: Numb sap
  Special Qualities: Damage reduction 10/
  silver, plant traits, tremorsense 100 ft.
  Saves: Fort +13, Ref +4, Will +4
  Abilities: Str 26, Dex 10, Con 20, Int —, 
  Wis 10, Cha 8
  Skills: —
  Feats: —
  Environment: Temperate forest
  Organization: Solitary
  Challenge Rating: 8
  Treasure: Standard coins; no goods; 
  standard items
  Alignment: Always neutral
  Advancement: 13-24 HD (Huge), 25-36 
  HD (Gargantuan)
  Level Adjustment: —
  target with the root that is being attacked, it usually 
  uses another limb to make its attack of opportunity 
  against the opponent making the sunder attempt. 
  Severing one of a lure tree’s roots deals 9 points 
  of damage to the creature. A lure tree usually 
  withdraws from combat if it loses 4 roots. The 
  creature regrows severed limbs in 3d4 months.
   
  Numb Sap (Ex): Every round that a creature 
  spends under the wide canopy of a lure tree’s 
  branches, it must succeed on a DC 16 Reflex 
  save to avoid the dripping sap falling from the 
  limbs above. The save DC is Dexterity-based. If a 
  creature is touched by the sap, whether in liquid or 
  solid form, it must succeed on a DC 21 Fortitude 
  save or be paralyzed for 3d6 rounds. The save DC 
  is Constitution-based.
  8
  
  148
   
  The masker is a bipedal carnivore whose 
  closest mundane relative is the porcupine. Its 
  body changes color and texture to mimic its 
  surroundings, and sharp, hollow quills filled with 
  poison line the masker’s back. Maskers usually 
  travel in packs. These packs include males, 
  females (usually 7 HD) and young (usually 4 HD). 
  Smaller parties sometimes scout ahead. A masker 
  encountered alone is almost always a rogue, most 
  likely banished from its pack or the last survivor of 
  a scouting party.
   
  A masker stands 6 feet tall and weighs about 
  250 pounds. Maskers do not speak or understand 
  any language.
  Combat
   
  Maskers are pouncing hunters, counting on 
  surprise to overcome their prey. The masker begins 
  by leaping onto its opponent, clawing and biting the 
  weakest member of any group. It keeps its back to 
  its opponent’s allies and lets loose a volley of quills 
  it they attack. Maskers are used to ambushing lone 
  animals in the forest without taking any damage to 
  themselves. If facing more powerful opposition, 
  the masker is likely to be wounded, causing it to fly 
  into a barbarian-like rage.
   
  Maskers kill those not affected by their 
  paralysis first, waiting to kill paralyzed foes after 
  the battle. They drag dead victims back to their 
  lair, either a cave or high in a tree, where they 
  feast, gorging until nothing but bones is left. The 
  Masker
  Medium Magical Beast
  Hit Dice: 9dl0+18 (67 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares) 
  Armor Class: 18 (+3 Dex, +5 natural), 
  touch 13, flat-footed 15 
  Base Attack/Grapple: +9/+10
  Attack: Claw +12 melee (1d4+1 plus 
  poison)
  Full Attack: 2 claws +12 melee (1d4+1 plus 
  poison) and bite +10 melee (1d6)
  Space /Reach: 5 ft./ 5 ft.
  Special Attacks: Poison, quill volley, rage
  Special Qualities: Chameleon, darkvision 
  60 ft., low-light vision, immunity to 
  paralysis, scent
  Saves: Fort +8, Ref +9, Will +2
  Abilities: Str 12, Dex 17, Con 14, Int 5, Wis 
  9, Cha 7
  Skills: Hide +3*, Jump +5, Listen +10, 
  Move Silently +12, Spot +10
  Feats: Alertness, Improved Initiative, 
  Multiattack, Weapon Finesse 
  Environment: Temperate and warm forests
  Organization: Solitary, scouting party (2-
  3), or pack (4-5 males, 12-16 females, and 
  12-14 young) 
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 10-18 HD (Medium), 19-27 
  HD (Large)
  Level Adjustment: –
  consumption of food may take several days, but 
  maskers do nothing else until the prey is entirely 
  consumed. A masker then hibernates for three 
  weeks before needing to eat again.
   
  Poison (Ex): Quill, Fortitude DC 18; initial 
  and secondary paralyzed ld4+2 rounds. The save 
  DC is Constitution-based, and includes a +2 racial 
  bonus.
   
  Quill Volley (Ex): Once per day, a masker 
  can release a volley of quills in a 20-foot radius 
  burst. Creatures within the area must make a DC 
  17 Reflex save or be hit by 1d4 quills. Each quill 
  deals 1d4 points of damage plus poison. The save 
  DC is Dexterity-based. Its quills grow completely 
  back within one day.
   
  Rage (Ex): A masker that takes damage 
  in combat flies into a berserk rage on its next 
  turn, clawing and biting madly until either it or 
  its opponent is dead. It gains +4 Strength, +4 
  Constitution, and -2 AC. The creature cannot end 
  its rage voluntarily.
   
  Chameleon (Su): A masker’s body color 
  changes with its surroundings, granting it a +10 
  racial bonus to its Hide checks. This ability 
  requires concentration from the masker.
   
  Skills: Maskers have a +5 racial bonus on 
  Listen, Move Silently, and Spot checks. *When 
  using its chameleon ability, a masker gains a +10 
  racial bonus to its Hide checks.
  8
  
  149
   
  The mulilo (moo-LEE-loh) is a rare species 
  of giant snail over 20 feet in length. Mulilo have 
  large, spiral shells and pale-brown slimy flesh.
  Combat
   
  The mulilo typically initiates combat by 
  spitting a mass of sticky mucus to entangle its 
  prey, which it then devours at its leisure.
   
  Breath Weapon (Ex): 30-foot line, once 
  every 1d4 rounds, entangled (as tanglefoot 
  bag), Reflex DC 20 negates. The save DC is 
  Constitution-based.
  Mulilo
  Huge Vermin
  Hit Dice: 10d8+50 (95 hp)
  Initiative: -2
  Speed: 20 ft. (4 squares)
  Armor Class: 18 (-2 size, -2 Dex, + 12 
  natural), touch 6, flat-footed 18
  Base Attack/Grapple: +7/+22
  Attack: Bite +12 melee (2d6+10)
  Full Attack: Bite +12 melee (2d6+10)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Breath weapon
  Special Qualities: Darkvision 60 ft., 
  resistance to acid 10 and fire 10, slippery 
  mucus, vermin traits, vulnerability to salt
  Saves: Fort +12, Ref +1, Will +3
  Abilities: Str 24, Dex 6, Con 20, Int —, Wis 
  10, Cha 2
  Skills: Climb +9, Hide +2, Move Silently +4
  Feats: —
  Environment: Warm forest and 
  underground
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge), 21-30 
  HD (Gargantuan)
  Level Adjustment: —
   
  Slippery Mucus (Ex): The mucus that 
  covers the mulilo’s body acts as the equivalent of a 
  permanent freedom of movement spell. The mucus 
  losses this effect after 10 minutes if extracted from 
  the mulilo’s body.
   
  Vulnerability to Salt (Ex): A mulilo is highly 
  susceptible to salt, taking 1d6 points of damage per 
  pound of salt it comes into skin contact with.
   
  Skills: A mulilo has a +2 racial bonus on 
  Climb checks, a +12 racial bonus on Hide checks, 
  and a +6 racial bonus on Move Silently checks.
  Flora and Fauna
   
  Regys Flower: Renowned for its bright red petals and translucent stamen, the rare regys flower 
  is actually a parasitic member of the orchid family. Correctly ascertaining its identity necessitates a 
  Knowledge (Nature) or Survival check (DC 24). Usually measuring no more than four inches in diameter, 
  the regys affixes itself to its host with minute, adhesive cilia on the base of its short, broad stem. Over 
  the course of the next several months, it draws vital nutrients from its host until it germinates and dies. 
  Inexplicably, only violent thunderstorms trigger the release of its hundreds of seeds into the howling 
  winds. Most of its seeds fall harmlessly to earth and never flower. Although the jungle’s visitors admire 
  the plant for its beauty, natives realize its true value as a powerful painkiller and strong poison. Natives 
  refer to the substance as Regys’ Kiss.
   
  For centuries, primitive humanoid tribes deep in the heart of the jungle jealously guarded the 
  secret powers of this very rare flower. When steeped in boiling water, the jungle flower’s velvety, ruby 
  petals secrete potent analgesic that heals 1d6 points of subdual damage, while tasting almost identical 
  to rosewater. Unfortunately, the administration of more than one dose in a 24-hour period bestows no 
  additional benefits, and instead results in severe nausea for the next 2d6 minutes. Ingesting the raw 
  petals mandates a Fortitude save (DC 14). Failure results in the immediate, temporary loss of 1d8 points 
  of Constitution. One minute after eating the petals, the poison deals 2d6 points of damage on a failed 
  Fortitude saving throw.
  8
  
  150
   
  The royal stag is huge and majestic, with 
  large, intelligent eyes and a rich brown pelt that 
  glows in the twilight beneath the ancient trees. 
  Royal stags are powerful servants of nature deities, 
  serving as wardens and sentinels of their forest 
  homes. These majestic creatures are so rarely seen 
  by humanoids that many believe that there is just 
  one, and that it is everywhere.
   
  While traveling through a forest, a creature’s 
  actions may continually be observed and judged by 
  a royal stag. The stag may mete out punishment for 
  violating or harming the woods, or it may reward 
  acts of kindness and mercy to denizens of the forest.
   
  A royal stag is 9 feet long, stands 6 feet high 
  at the shoulder, and weighs 1,500 pounds. 
   
  A royal stag cannot speak, but it understands 
  Common, Elven, and Sylvan.
  Combat
   
  The royal stag attacks only if provoked or to 
  repay an act of wanton violence committed within 
  its realm. It is a fearsome creature in combat, lashing 
  out with its hooves and ravaging victims with its 
  Royal Stag
  Large Magical Beast
  Hit Dice: 8d10+56 (100 hp)
  Initiative: +5
  Speed: 180 ft. (36 squares)
  Armor Class: 21 (-1 size, +5 Dex, +7 
  natural), touch 14, flat-footed 16
  Base Attack/Grapple: +8/+17
  Attack: Antlers +12 melee (2d6+7/19-20/
  x3)
  Full Attack: Antlers +12 melee (2d6+7/19-
  20/x3) and 2 hooves +7 melee (1d6+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: —
  Special Qualities: Damage reduction 
  5/magic, darkvision 60 ft., low-light vision, 
  run like the wind, speak with animals
  Saves: Fort +13, Ref +11, Will +7
  Abilities: Str 21, Dex 21, Con 25, lnt 20, 
  Wis 20, Cha 19
  Skills: Diplomacy +6, Hide +12*, Jump 
  +65, Knowledge (nature) +16, Listen 
  +22, Move Silently +16, Sense Motive 
  +16, Spot+22,  Survival +16 (+18 in 
  aboveground natural environments)
  Feats: Alertness, Blind-Fight, Combat 
  Reflexes, Dodge B, Endurance B, Improved 
  Critical (antlers) B, Mobility B
  Environment: Temperate forests
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always lawful neutral
  Advancement: 9-24 HD (Large)
  Level Adjustment: —
  mighty rack of antlers. The antlers of the royal 
  stag are harder than iron and capable of penetrating 
  the toughest armor; they are treated as a +2 magic 
  weapon that deals triple damage on a successful 
  critical hit (crit 19-20/x3, due to the Improved 
  Critical feat). At need, the stag can enlist the aid of 
  other denizens of the forest to assist its efforts.
   
  A royal stag may be summoned using a 
  summon nature’s ally VII spell.
   
  Run Like the Wind (Su): Once per night, 
  it can run from one geographical point to another 
  with the speed of the wind, covering up to 100 
  leagues an hour.
   
  Speak with Animals (Su): The royal stag 
  can speak with and be understood by any animal 
  native to forest environments.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  a royal stag has a +8 racial bonus on the check.
   
  Skills: The royal stag receives a +4 racial 
  bonus on Listen and Spot checks. *When standing 
  still in the forest, the royal stag receives a +4 racial 
  bonus on Hide checks.
  8
  
  151
   
  The shenhab is rather like an elephant, save for 
  the small horns on its head and an extra set of tusks. 
  These magnificent creatures have a close connection 
  with nature, and their knowledge of natural things is 
  legendary. Shenhab often ally themselves with other 
  nature-friendly beings, and are especially fond of 
  druids, sharing information for their mutual benefit.
   
  Shenhab tusks can fetch prices of up to 500 gp 
  each (perhaps more to the right buyer), while their 
  bones are said to have magical properties and can be 
  used as components in many magic potions. As such, 
  shenhabs are fiercely opposed to poaching and will 
  use everything at their disposal to eliminate poachers 
  from their lands. A typical shenhab stands 10 feet 
  high at the shoulder and weighs over 12,000 pounds. 
   
  Shenhabs speak their own language, which 
  mimics that of elephants, including subsonic speech 
  that can be heard for up to 30 miles. Rarely, a 
  shenhab may learn a few local languages as well.
  Combat
   
  Most shenhabs avoid fighting, but they are 
  rarely timid about using their great strength and 
  intelligence if forced. They are calm thinkers as a 
  whole and are difficult to trap or goad into combat. 
  Each has his or her own preferred fighting style, but 
  most will avoid destroying an opponent’s body if 
  they feel it would better serve as a warning to others 
  by being recognizable and on display. Shenhab 
  druids often rely on their magic to incapacitate 
  opponents rather than engaging in physical combat.
   
  Trample (Ex): Reflex half DC 24. The save 
  DC is Strength-based.
   
  Skills: *When acting like a normal elephant, a 
  shenhab has a +10 racial bonus on Disguise checks.
  Shenhab
  Huge Magical Beast
  Hit Dice: 10d10+50 (105 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (-2 size, +7 natural), touch 8, 
  flat-footed 15
  Base Attack/Grapple:  +10/+27
  Attack: Slam +17 melee (2d6+9)
  Full Attack: Slam +17 melee (2d6+9) and 2 
  stamps +12 melee (2d6+4) or gore +17 melee 
  (2d8+9)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Trample 2d8+13
  Special Qualities: Blindsense 30 ft., darkvision 
  60 ft., immunity to charm, compulsion, and fear 
  effects, low-light vision, scent, spell resistance 23
  Saves: Fort +14, Ref +7, Will +9
  Abilities: Str 28, Dex 11, Con 21, lnt 15, Wis 18, 
  Cha 10
  Skills: Bluff +5, Diplomacy +7, Disguise +0 
  (+2 acting)*, Hide -8, Jump +13, Intimidate 
  +12, Knowledge (nature) +11, Listen +14, Sense 
  Motive +10, Spot +14, Survival +9 (+11 in 
  aboveground natural environments)
  Feats: Alertness, Great Fortitude, Iron Will, 
  Power Attack
  Environment: Warm forests
  Organization: Solitary, gang (2-5), or herd (6-15 
  plus 25% noncombatant and 1 matriarch)
  Challenge Rating: 8
  Treasure: None
  Alignment: Usually neutral
  Advancement: 11-20 HD (Huge); 21-30 HD 
  (Gargantuan)
  Level Adjustment: +5 (cohort)
  Shenhab Society
   
  Female and young shenhabs dwell in herds 
  led by a matriarch, who makes all the decisions 
  for the herd and largely directs its actions. Adult 
  males are solitary, although juvenile males usually 
  form gangs that may harass travelers or those whom 
  they dislike. These gangs sometimes cause problems 
  for humans along rivers, making it difficult for the 
  humans to fish and harvest aquatic plants. At each 
  solstice and equinox, adult shenhabs, both male 
  and female, leave the juveniles to perform secret 
  religious rituals that involve construction of pillars 
  and mounds made of stone, wood, bone, and dung, 
  which can be found occasionally throughout the 
  jungle. Mating also takes place during these rituals, 
  after which the male and female shenhab again go 
  their separate ways.
   
  Shenhabs revere their dead, creating enormous 
  graveyards for them. The skeletal remains of 
  shenhabs are said to aid in making potions, and 
  their ivory tusks can be transformed into beautiful 
  works of art and jewelry, leading many ne’er-do-
  wells to search for the shenhabs’ secret graveyards. 
  Each graveyard has an undead shenhab guardian, 
  however, and the corpses of would-be grave robbers 
  in turn draw others interested in looting them.
  Shenhab Characters
   
  A female shenhab’s favored class is druid, 
  while a male’s is fighter. In tribes from the deep 
  jungle, adepts and barbarians are fairly common; 
  regardless of the sophistication of a particular herd, 
  only female shenhabs have ever been known to 
  pursue spellcasting classes.
  8
  
  152
   
  The squealer is a bizarre creature, roughly 
  apelike with a porcine head and mouth lined with 
  razor-sharp teeth. Its most unusual feature is its 
  number of limbs–three sprout from its hunched 
  back, two from its hindquarters, and one from 
  the middle of its back. Each limb is about four 
  feet long, prehensile, and ends in sharp talons. Its 
  body is covered with long, yellowish-green fur in 
  alternating splotches.
   
  The squealer is a large, bulky, fierce creature 
  that stands 9 feet tall. It is about the size of a large 
  gorilla and is fearless, even attacking prey much 
  larger than itself.
   
  A squealer stands 9 feet tall and weighs 
  over 1,000 pounds. Squealers do not speak or 
  understand any language, but can use their sound 
  imitation ability to fool others.
  Combat
   
  The squealer attacks using its bite and claws. 
  One of its favorite tactics is to hide in a tree, 
  grasping a limb with three of its claws. When prey 
  passes beneath, it swings down to attack. If it can 
  grapple its prey, it drops from the tree, raking with 
  its hind legs.
  Squealer
  Large Magical Beast
  Hit Dice: 12d10+24 (90 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares), climb 30 ft.
  Armor Class: 14 (-1 size, +2 Dex, +3 
  natural), touch 11, flat-footed 12
  Base Attack/Grapple: +12/+22
  Attack: Bite +17 melee (1d8+6)
  Full Attack: Bite +17 melee (1d8+6) and 2 
  claws +15 melee (ld6+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake, tear, tree strike
  Special Qualities: Darkvision 60 ft., low-
  light vision, sound imitation
  Saves: Fort +10, Ref +10, Will +5
  Abilities: Str 23, Dex 15, Con 14, Int 2, Wis 
  12, Cha 10
  Skills: Climb +14, Hide +5*, Jump +14, 
  Listen +6, Move Silently +4, Spot +6
  Feats: Alertness, Improved Initiative, 
  Multiattack, Power Attack, Stealthy
  Environment: Temperate and warm forests
  Organization: Solitary or gang (2-4)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-17 HD (Large); 18-36 
  HD (Huge)
  Level Adjustment: –
   
  Improved Grab (Ex): To use this ability, 
  the squealer must hit a Medium or smaller creature 
  with two claw attacks. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can tear. 
   
  Pounce (Ex): If a squealer charges a foe, it 
  can make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +14 melee, damage 
  ld6+3.
   
  Tear (Ex): A squealer automatically hits a 
  held opponent with all its melee attacks each round 
  it maintains the hold.
   
  Tree Strike (Ex): A squealer that attacks 
  from the trees and leaps on an opponent can make 
  two rake attacks.
   
  Sound Imitation (Ex): The squealer can 
  mimic any animal or beast sound it has heard, 
  anytime it likes. Listeners can detect the ruse with 
  a successful DC 16 Will save. The save DC is 
  Charisma-based.
   
  Skills: A squealer has a +8 racial bonus on 
  Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened. *A 
  squealer receives a +12 racial bonus on all Hide 
  checks in forest environments.
  8
  
  153
   
  A thicket golem is composed of various vines 
  and other foliage that are twisted into the shape of 
  a humanoid figure. Two dark holes are found 
  where its eyes would be. Although traditionally 
  constructed from forest and jungle vegetation, 
  thicket golems can also be created from cacti, 
  reeds, seaweed, tumbleweeds, and other vegetation 
  when created in different environments.
   
  A thicket golem cannot speak, but it 
  expresses acknowledgement of commands with 
  the tangling and untangling of vines. Thicket 
  golems stand roughly 11 feet tall and weigh about 
  750 pounds.
  Combat
   
  Thicket golems generally lie in wait, 
  entangling their quarry before they take shape, 
  then changing to their humanoid form and 
  attacking held foes.
   
  Constrict (Ex): On a successful grapple check, 
  a thicket golem deals 2d8+6 points of damage.
   
  Entangle (Su): As a standard action, a 
  thicket golem can cause a 20-foot-radius area of 
  plants within 60 feet to be affected as if by the 
  spell entangle. (Reflex DC 15 negates). As with 
  the entangle spell, the nature and density/paucity 
  of local plant life can affect the usefulness of this 
  ability. The save DC is Wisdom-based. The golem 
  can use this ability while in plant form.
   
  Improved Grab (Ex): To use this ability, 
  a thicket golem must hit with a slam attack. If it 
  establishes a hold, it can constrict. The golem is 
  not considered grappled while it maintains a hold.
   
  Camouflage (Ex): A character must make a 
  DC 30 Knowledge (nature) or a DC 30 Survival 
  check to recognize a thicket golem in plant form. 
  Thicket Golem
  Large Construct
  Hit Dice: 10d10+30 (85 hp)
  Initiative:  +0
  Speed: 30 ft. (6 squares)
  Armor Class: 22 (-1 size, +13 natural), 
  touch 9, flat-footed 22
  Base Attack/Grapple: +7/+21
  Attack: Slam +12 melee (2d8+6)
  Full Attack: 2 slams +12 melee (2d8+6)
  Space/Reach: 10 ft/10 ft
  Special Attacks: Constrict 2d8+6, entangle, 
  improved grab
  Special Qualities: Camouflage, 
  construct traits, damage reduction5/
  adamantine,darkvision 60 ft., immunity to 
  magic, low-light vision, plant form
  Saves: Fort +3, Ref +3, Will +3
  Abilities: Str 23, Dex 11, Con —, lnt —, 
  Wis 11, Cha 1
  Skills: —
  Feats: Improved GrappleB
  Environment: Any forests
  Organization: Solitary, pair, or troop (3-4)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: —
  In its humanoid form, a thicket golem is easier to 
  see, although a DC 20 Spot check is still required 
  to notice it among natural vegetation.
   
  Immunity to Magic (Ex): A thicket golem 
  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.
   
  Antiplant shell and repel wood work 
  normally against the golem, but for only half the 
  usual durations.
   
  Control plants causes a thicket golem to be 
  stunned for 1d6 rounds, with no saving throw.
   
  Plant growth and diminish plants affect 
  a thicket golem as enlarge person and reduce 
  person affect humanoids, respectively, with no 
  saving throw.
   
  Plant Form (Ex): A thicket golem can 
  assume the form of a patch of mundane plants at 
  will as a standard action. This ability functions as a 
  polymorph spell cast on itself (CL 10th), except that 
  the golem does not regain hit points for changing 
  form. Resuming its normal form is also a standard 
  action. Unless ordered otherwise, thicket golems 
  tend to spend most of their time in plant form.
  Construction
   
  The creation of a thicket golem entails a 
  year’s worth of careful cultivation of special 
  hybrid plants with rare fertilizing compounds, 
  requiring a DC 16 Knowledge (nature) or a DC 16 
  Profession (farmer) check.
   
  CL 9th; Craft Construct, changestaff, 
  entangle, liveoak, woodshape, creator must be at 
  least 9th level; Price 25,000 gp; Cost 13,250 gp + 
  925 XP.
  8
  
  154
   
  Wodewoses are around 9 feet to 10 feet 
  tall but tend to hunch down, somewhat like apes. 
  They are covered in green grass-like and leaf-like 
  hair, and thick greenish-brown, bark-like skin. 
  Wodewoses are primal defenders of the forest, 
  although they spend most of their lives hidden 
  deep within the woodland and are seen only rarely. 
  They favor sacred groves as homes but can be 
  found in any forest.
   
  Although wodewoses cannot speak, they 
  are highly empathic and can easily understand 
  the feelings and attitudes of other creatures that 
  attempt to communicate with them.
  Combat
   
  Wodewoses are relatively peaceful creatures 
  and will not attack without warning. A wodewose 
  whose home forest is being damaged, or even 
  severely disturbed, will first attempt to intimidate 
  the intruders with a great howl and a display of 
  its monstrous claws. If they do not immediately 
  apologize and begin to leave the forest, the 
  wodewose will become angered. An angered 
  wodewose will attack the largest or strongest-
  looking opponent, striking it with both claws and 
  attempting to get a good grip on it to simply rip it 
  in two.
  Wodewose
  Large Fey
  Hit Dice: 10d6+10 (45 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 
  natural), touch 10, flat-footed 15
  Base Attack/Grapple: +5/+15
  Attack: Claw +10 melee (1d6+6)
  Full Attack: 2 claws +10 melee (1d6+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab, rend 
  4d6+9, strength loss
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision, merge with forest
  Saves: Fort +4, Ref +8, Will +10
  Abilities: Str 23, Dex 13, Con 12, Int 10, 
  Wis 16, Cha 12
  Skills: Diplomacy +3, Handle Animal +11, 
  Hide +10*, Intimidate +10*, Knowledge 
  (nature) +10, Listen +13*, Move Silently 
  +10*, Ride +5, Search +8, Sense Motive 
  +11, Spot +13*, Survival +8 (+10 following 
  tracks, +10 aboveground)
  Feats: Ability Focus (strength loss), 
  Alertness, Animal Affinity, Improved 
  Initiative
  Environment: Any forest
  Organization: Solitary
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 11-20 HD (Large)
  Level Adjustment: —
   
  Improved Grab (Ex): To use this ability, 
  a wodewose must hit with both claw attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.
   
  Rend (Ex): A wodewose that is grappling an 
  opponent can latch onto the opponent’s body and 
  tear the flesh. This attack automatically deals an 
  additional 4d6+9 points of damage.
   
  Strength Loss (Su): Any creature subject to 
  a wodewose’s rend attack must succeed on a DC 
  23 Fortitude save or take 1d6 points of Strength 
  damage. The save DC is Strength-based and 
  includes the bonus from the feat Ability Focus.
   
  Merge with Forest (Su): As a full-round 
  action, a wodewose in a forest may simply fade 
  away into the nearest tree, merging its essence with 
  the entire woodland. Nothing short of destroying the 
  entire forest can injure the wodewose when it is in its 
  merged state. It is able to regenerate damage while 
  merged at a rate of 1 hit point per minute and may 
  not re-emerge until fully regenerated. Re-emerging 
  is also a full-round action, with the wodewose 
  appearing from any tree in its home forest.
   
  Skills: *A wodewose has a +4 racial bonus 
  on Hide, Intimidate, Listen, Move Silently and 
  Spot checks made in forested areas.
  8
  
  155
   
  Animated willows look like their mundane 
  cousins, except for their mobility and intelligence.
  Combat
   
  Double Damage against Objects (Ex): An 
  animated willow that makes a full attack against 
  an object or structure deals double damage.
  Animated Willow
  Huge Plant
  Hit Dice: 10d8+50 (95 hp)
  Initiative: -2
  Speed: 20 ft. (4 squares)
  Armor Class: 19 (-2 size, -2 Dex, +13 
  natural), touch 6, flat-footed 19
  Base Attack/Grapple: +7/+24
  Attack: Slam +14 melee (2d6+9) or lash 
  +14 melee (1d2 nonlethal)
  Full Attack: 2 slams +14 melee (2d6+9) 
  and 2d6 lashes +9 melee (1d2 nonlethal)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Double damage against 
  objects, lash, trample 2d12+13
  Special Qualities: Damage reduction 
  10/slashing, low-light vision, plant traits, 
  vulnerability to fire
  Saves: Fort +12, Ref +1, Will +7
  Abilities: Str 29, Dex 6, Con 21, Int 10, Wis 
  15, Cha 12
  Skills: Hide –10*, Intimidate +7, Listen +8, 
  Sense Motive +8, Spot +8, Survival +8
  Feats: Alertness, Improved Sunder, Iron 
  Will, Power Attack
  Environment: Any forest
  Organization: Solitary or grove (4-7)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: 11-20 HD (Huge)
  Level Adjustment: —
   
  Lash (Ex): Animated willows lash with 
  their thin, flexible branches and can make 2d6 
  lash attacks each round. These lashes function like 
  whips and can be used to trip or disarm a foe.
   
  Trample (Ex): Reflex half DC 24. The save 
  DC is Strength-based.
   
  Skills: *An animated willow has a +14 racial 
  bonus on Hide checks made in forested areas.
   
  Coffin Mushroom: Coffin mushrooms earned their name because they only grow in soil enriched 
  by a decomposing corpse. Coffin mushrooms stand a few inches high, while their dark gray caps measure 
  three inches in diameter. Heating the mushroom causes it to ooze a red, viscous liquid resembling blood, 
  a trait shared by its very close relative the vampire mushroom. Telling the difference between the two 
  mushrooms requires a Knowledge (Nature) or Survival check (DC 20). Like its cousin, coffin mushrooms 
  taste like aged beef. Ingesting them proves dangerous, as a strain of voracious and prolific bacteria dwells 
  within the fungus, feasting on the protein absorbed through soil teeming with decomposing flesh and 
  bone. At the time of ingestion, a Fortitude save (DC 17) is required to negate the bacteria’s effects at this 
  or any other stage of the disease. The bacteria settle in the lower epidermis, where it rapidly multiplies 
  over the course of the next 1d3 days. After completing its incubation period, the bacteria surge through 
  the skin and onto the surface, creating hundreds of tiny, white purulent sores that cover the victim’s 
  entire body. The disease, commonly called Dead Man’s Revenge, deals 1d4 points of Charisma damage 
  and 1 point of Constitution damage. After 1d4 repeated exposures to the disease, the body develops a 
  natural immunity to the bacteria. Although it only tastes marginally better than its harmless cousin, some 
  aficionados of fine cuisine ignore the risk and repeatedly infect themselves just to savor the mushroom’s 
  distinctive and desirable flavor.
  Flora and Fauna
  9
  
  156
   
  This enormous spider’s beauty is matched by 
  its clear deadliness. Its abdomen is covered in a 
  heavy chitinous shell, covered with bright emerald 
  green and black patterns. Its four front legs end 
  in curved saber-like claws, and it descends with 
  unbelievable speed on a single strand of webbing, 
  the tree groaning to support the great arachnid.
   
  Droprazor spiders possess a social order 
  similar to that of ants and bees. Communities 
  consist of eight to sixteen mature spiders with 
  a like amount of juvenile spiders and a single 
  queen. Located in a central chamber, the queen 
  cocoons and embeds eggs into live victims. An 
  egg sac hatches into hundreds of larvae that slowly 
  consume the host as they mature in one to two 
  weeks; the young spiders then begin to feed on 
  one another, that usually only 1 or 2 survive to 
  leave the host. The queen normally remains in the 
  web hive with two to four of the largest droprazor 
  spiders of the hive in her nest.
   
  The queen is the only fertile female in a hive; 
  the others are males or non-reproductive females. 
  A droprazor spider queen measures 20 feet long 
  and weighs 2,500 pounds.
  Combat
   
  Only in the direst of circumstances does the 
  queen hunt or fight. If a queen is killed, the eldest 
  non-reproductive female transforms into a queen 
  over 1d4 weeks.
   
  Implant (Ex): Once per week, the droprazor 
  spider queen can implant eggs into a helpless 
  victim as a full-round action. The eggs hatch 
  within 72 hours, dealing 2 points of Constitution 
  drain to the host, and begin to feed on the fluids 
  of the host creature, dealing another 2 points of 
  Droprazor Spider Queen
  Huge Vermin
  Hit Dice: 14d8+42 (105 hp)
  Initiative: +4
  Speed: 15 ft. (3 squares), climb 30 ft.
  Armor Class: 22 (-2 size, +4 Dex, +10 
  natural), touch 12, flat-footed 18
  Base Attack/Grapple: +10/+25
  Attack: Bite +15 melee (2d6+7 plus poison)
  Full Attack: Bite +15 melee (2d6+7 plus 
  poison) and 4 blades +13 melee (1d8+3)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Drop attack, implant, poison
  Special Qualities: All-around vision, 
  darkvision 60 ft., tremorsense 60 ft., vermin 
  traits, web
  Saves: Fort +12, Ref +8, Will +5
  Abilities: Str 24, Dex 18, Con 16, lnt –, Wis 
  13, Cha 5
  Skills: Climb +15, Hide -2*, Jump +11, Move 
  Silently +4*, Spot +9
  Feats: MultiattackB
  Environment: Warm forests
  Organization: Solitary or hive (1 queen, plus 
  8-16 droprazor spiders and 100% hatchlings)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 15-28 HD (Huge); 29-42 HD 
  (Gargantuan)
  Level Adjustment: —
  Constitution drain each day until the host is slain. 
  Three days after death, a juvenile spider emerges 
  (10% chance that two emerge) from the husk and 
  grows into maturity in under a year.
   
  The eggs in a host creature can be destroyed 
  with a successful DC 20 Heal check, requiring 
  10 minutes and dealing 2d6 points of damage 
  to the host, or by a remove disease or heal spell. 
  Hatchling spiders in the creature can only be killed 
  with a limited wish or similarly powerful magic.
   
  Drop Attack (Ex): A droprazor spider 
  can rapidly descend down a single strand of its 
  webbing at a speed of 40 feet. Treat this as a charge 
  attack, and the droprazor spider can make a full 
  attack at the end of the charge.
   
  Poison (Ex): Bite, Fortitude DC 20; initial 
  and secondary damage ld8 Wisdom. The save DC 
  is Constitution-based.
   
  Web (Ex): Droprazor spiders often wait 
  in their webs or in trees, then lower themselves 
  silently on silk strands and leap onto prey passing 
  beneath. A single strand is strong enough to 
  support the spider and one creature of the same 
  size. A droprazor spider can move across its 
  own web at its climb speed and can pinpoint the 
  location of any creature touching its web.
   
  All-Around Vision (Ex): A droprazor 
  spider’s eight compound eyes allow it to see in all 
  directions at once, so it can’t be flanked.
   
  Skills: Droprazor spiders have a +2 racial 
  bonus on Hide checks, a +10 racial bonus on Jump 
  checks, and a +8 racial bonus on Climb and Spot 
  checks. They can always choose to take 10 on 
  Climb checks, even if rushed or threatened.*When 
  moving in their webs, droprazor spiders have a +8 
  racial bonus on Hide and Move Silently checks.
  9
  
  157
   
  A gelid beetle is a stark white beetle with 
  silvery-black legs and dull silver mandibles. Its 
  carapace is white mottled silver, and its wing 
  covers are dull crimson. The creature has two sets 
  of silvery-black eyes equally spaced on its head.
   
  Gelid beetles spend most of their time 
  hunting, surfacing from their lairs at night to prey 
  on giant or smaller insects. During the daylight 
  hours, gelid beetles like to congregate with others 
  of their kind in warm spots where the sunlight 
  breaks through the trees.
   
  Gelid beetles make their lairs in hollowed 
  logs and dead trees. During mating season, the 
  female digs a small underground chamber in a 
  well-secluded place and lays 1d4+1 silvery-white 
  eggs. These eggs hatch in about 2 weeks producing 
  olive-yellow larvae. The larvae spends their time 
  feeding and growing (and occasionally molting) 
  before passing into the pupa stage after nearly 3 
  weeks. The pupa sheds its skin for the last time after 
  8 to 10 days and emerges as an adult gelid beetle.
   
  Greater gelid beetles are larger and meaner 
  than lesser gelid beetles. They are almost always 
  hungry and are usually encountered while hunting. 
  These beetles enjoy the flesh of cold-dwelling 
  animals such as moose, deer, and snow leopards.
   
  A gelid beetle usually measures about 9 feet 
  in length and weighs about 1,500 pounds.
  Gelid Beetle, Greater
  Large Magical Beast
  Hit Dice: 12d10+48 (114 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares)
  Armor Class: 22 (-1 size, +13 natural), 
  touch 9, flat-footed 22
  Base Attack/Grapple: +12/+22
  Attack: Bite +18 melee (1d6+9 plus 1d8 
  cold/19-20)
  Full Attack: Bite +18 melee (1d6+9 plus 
  1d8 cold/19-20)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Cold, cold cloud
  Special Qualities: Darkvision 60 ft., 
  immunity to cold
  Saves: Fort +12, Ref +8, Will +4
  Abilities: Str 23, Dex 10, Con 18, lnt 2, Wis 
  10, Cha 9
  Skills: Hide -4*, Listen +9, Spot +10
  Feats: Alertness, Improved Critical (bite), 
  Improved Initiative, Power Attack, Weapon 
  Focus (bite)
  Environment: Cold forests
  Organization: Solitary or cluster (2-5)
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Large); 25-36 
  HD (Huge)
  Level Adjustment: —
  Combat
   
  Greater gelid beetles use their cold cloud 
  before closing to attack with their powerful bite. 
  Once its cold cloud recharges, the beetle releases it 
  again if it’s still in combat.
   
  Cold Cloud (Ex): Once per minute, as a 
  free action, a greater gelid beetle can emit a cloud 
  of icy cold vapor in a 20-foot radius. The cloud 
  is extremely thick and prevents ranged weapon 
  attacks (except for magic rays) by those in the 
  cloud. Further, melee attack and damage rolls 
  take a -2 penalty. Each round, on the beetle’s turn, 
  the cloud deals 2d6 points of cold damage to each 
  creature within it. A DC 20 Fortitude save halves 
  the damage. The cloud lasts 1d4+3 rounds before 
  dispersing and is not affected by wind. The save 
  DC is Constitution-based.
   
  Cold (Ex): A greater gelid beetle’s body 
  generates cold that deals an extra 1d8 points cold 
  damage every time it succeeds on a bite attack. 
  Creatures attacking a gelid beetle unarmed or with 
  natural weapons take this same cold damage each 
  time one of their attacks hits.
   
  Skills: *Due to their coloration and affinity to 
  attack from ambush, gelid beetles have a +8 racial 
  bonus on Hide checks in their native environment.
  9
  
  158
   
  Molt nagas are cobra-like snakes with 
  humanoid facial features. Colorfully patterned, 
  their bodies are heavily scaled and their black 
  beady eyes belie their cunning intelligence. Molt 
  nagas sometimes gather into a coven, always 
  formed of exactly 13 creatures. A molt naga ranges 
  in length from 15 to 20 feet and weighs between 
  350 and 500 pounds. Molt nagas speak Common, 
  Abyssal, and Infernal.
  Combat
   
  Molt nagas prefer to use their spells and 
  charming gaze to overcome opponents. They often 
  use greater invisibility to cast hidden and silent 
  spells on their enemies while the nagas’ servants 
  combat enemies directly. If the nagas’ presence is 
  revealed, they shed their skins to escape.
   
  Charming Gaze (Su): A molt naga’s gaze 
  functions like the charm monster spell against 
  creatures within 30 feet. (Will DC 18 negates). 
  The save DC is Charisma-based.
   
  Poison (Ex): Bite, Fortitude DC 16, initial 
  and secondary damage 2d4 Con. The save DC is 
  Constitution-based.
   
  Shed Skin (Su): This ability allows the naga 
  to dimension door out of its own skin, leaving 
  its shed skin behind. The shed skin continues to 
  function, attacking the nearest living creature 
  for another 2d6 rounds or until it is destroyed. A 
  successful DC 13 Spot check by anyone within 
  10 feet of the animated skin reveals that the naga 
  itself is no longer in its now-hollow skin. The 
  animated skin has 15 hit points and the same armor 
  class, attack, damage and saves as the naga itself. 
  Molt Naga
  Large Aberration
  Hit Dice: 8d8+16 (52 hp)
  Initiative: +6
  Speed: 35 ft. (7 squares) 
  Armor Class: 19 (-1 size, +2 Dex, +8 
  natural), touch 11, flat-footed 17
  Base Attack/Grapple: +6/+11
  Attack: Bite +6 melee (1d6+1 plus poison)
  Full Attack: Bite +6 melee (1d6+1 plus 
  poison)
  Face/Reach: 10 ft./5 ft.
  Special Attacks: Charming gaze, poison, 
  spells, spit
  Special Qualities: Darkvision 60 ft. 
  regeneration 2, shed skin
  Saves: Fort +4, Ref +4, Will +9
  Abilities: Str 13, Dex 15, Con 14, lnt 14, 
  Wis 17, Cha 18
  Skills: Bluff +9, Concentration +10, 
  Diplomacy +6, Disguise +4 (+6 acting), 
  Hide +7, Listen +8, Sense Motive +6, 
  Spellcraft +11, Spot +8  
  Feats: Combat Casting, Improved Initiative, 
  Silent Spell
  Environment: Temperate or tropical forest 
  or underground
  Organization: Solitary or coven (13)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 7-14 HD (Large)
  Level Adjustment: –
  It also has the immunities of a construct creature 
  (e.g. immune to mind-affecting magic, anything 
  requiring a Fortitude saving throw that does not 
  affect an object, etc.). The animated skin’s bite only 
  carries poison for its first successful bite attack.
   
  After using this ability, the naga’s natural 
  armor is reduced to +4, as its skin is no longer as 
  thick. The naga can regenerate its flesh back to full 
  thickness in 2d6 minutes and cannot use its shed 
  skin ability again until it has restored its skin.
   
  Spells: A molt naga casts arcane spells as a 
  sorcerer (caster level equals naga’s Hit Dice) and 
  divine spells as a druid (caster level equals half 
  naga’s Hit Dice).
   
  Typical Sorcerer Spells Known (6/7/7/6/4 per 
  day, caster level 8th; save DC 14 + spell level): 0—
  acid splash, daze, detect magic, flare, ghost sound, 
  mage hand, read magic, touch of fatigue; 1st—
  mage armor, magic missle, ray of enfeeblement, 
  shield, true strike; 2nd—eagle’s splendor, mirror 
  image, touch of idiocy; 3rd—haste, lightning bolt; 
  4th—greater invisibility.
   
  Typical Druid Spells Prepared (5/4/3, caster 
  level 4th; save DC 13 + spell level): 0—cure 
  minor wounds (2), guidance, resistance, virtue; 
  1st—cure light wounds, faerie fire (2), obscuring 
  mist; 2nd—barkskin, heat metal, summon swarm.
   
  Spit (Ex): A molt naga can spit its venom 
  up to 30 feet as a standard action. This is a ranged 
  touch attack with no range increment. Opponents 
  hit by this attack must make successful saves (see 
  above) to avoid the effect.
  9
  
  159
   
  Noctuars are vicious, demonic predators 
  that stalk humans and other intelligent creatures 
  in the jungle realms they inhabit. Dangerous not 
  only for their ability in battle but for their magical 
  ability to appear as mundane animals, noctuars are 
  voracious hunters who delight in spreading terror 
  and pain.
   
  By day, noctuars appear as ordinary jaguars, 
  usually accompanied by several normal jaguars. 
  They rely on their deceptive appearance to move 
  across the savanna and through the jungle without 
  drawing undue attention. By night, a noctuar’s 
  appearance radically changes. Its skin turns pitch 
  black while its eyes turn red and glow with a 
  malevolent radiance. Inky, black shadows flow 
  around it like liquid, hindering its foes and helping 
  it avoid attacks.
   
  Keenly intelligent, noctuars are clever 
  enough to spread their activities over as wide an 
  area as possible. Normally, these beasts claim 
  a few victims in an area before moving on to a 
  different region, relying on stealth and continual 
  movement to stymie any efforts to uncover their 
  actions and track them down. Noctuars seek out 
  areas gripped by war, as they can stalk and kill 
  isolated patrols and soldiers without drawing 
  undue attention to themselves.
   
  These sinister cats are about 7 feet long and 
  weigh about 160 pounds. Noctuars cannot speak, 
  but can communicate telepathically with any 
  creature within 100 feet that has a language.
  Noctuar
  Medium Magical Beast (Shapechanger)
  Hit Dice: 9d10+27 (76 hp)
  Initiative: +8
  Speed: 60 ft. (12 squares), climb 20 ft.
  Armor Class: 18 (+4 Dex, +4 natural), 
  touch 14, flat-footed 14
  Base Attack/Grapple: +9/+13
  Attack: Claw +13 melee (ld8+4)
  Full Attack: 2 claws +13 melee (ld8+4) and 
  bite +7 melee (ld6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blood drain, frenzy, spell-
  like abilities
  Special Qualities: Damage reduction 
  10/silver, darkvision 60 ft., king of jaguars, 
  low-light vision, nocturnal transformation, 
  shadow friend, spell resistance 20, telepathy 
  100 ft.
  Saves: Fort +9, Ref +10, Will +6
  Abilities: Str 18, Dex 19, Con 16, Int 13, 
  Wis 16, Cha 12
  Skills: Balance +12, Climb +12, Hide +17, 
  Jump +24, Listen +12, Move Silently +17, 
  Spot +12
  Feats: Dodge, Improved Initiative, Mobility, 
  Spring Attack
  Environment: Warm forests
  Organization: Solitary or pair
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 10-18 HD (Medium); 19-27 
  HD (Large)
  Level Adjustment: –
  Combat
   
  In battle, noctuars make extensive use of 
  their magical abilities. Normally, they send their 
  jaguar followers ahead to attack in order to probe 
  their prey’s defenses and reveal their magical and 
  combat abilities. After a round or two of combat, 
  the noctuar bounds into the fray. By day, it relies 
  on its mundane appearance to surprise its victims 
  and tip the odds in its favor. By night, its shadow 
  friend ability allows it to avoid attacks and foil its 
  opponent’s strikes.
   
  If a noctuar has time to stalk an opponent, 
  it uses spider climb and invisibility to move into 
  position to attack from above, preferably dropping 
  down on an unarmored victim from a tree. As it 
  attacks, it bids its jaguar followers to leap into 
  the fray to confuse and surprise its opponents. If 
  pressed by superior foes, it uses obscuring mist to 
  cover its retreat. Noctuars prefer to plan an attack, 
  using spells such as expeditious retreat and mirror 
  image to prepare for battle. When stalking a solitary 
  victim, they prefer to use hold person to overwhelm 
  their target without risking an armed confrontation.
   
  Blood Drain (Ex): When a noctuar hits 
  with its bite attack, its fangs penetrate its victim 
  and drain blood from him. The noctuar inflicts ld4 
  temporary Constitution damage with its bite.
   
  Frenzy (Ex): When a noctuar closes with 
  its prey, it enters a howling fury driven by its 
  insatiable lust for blood. Once per day, a noctuar 
  may enter an intense blood frenzy as a free action. 
  9
  
  160
  It gains a +4 bonus to Strength for 5 rounds, 
  after which it suffers a -2 penalty to Strength 
  for the rest of the encounter. While in this frenzy, 
  the noctuar cannot use its spell-like abilities.
   
  Spell-like 
  Abilities 
  (Sp): 
  At 
  will–
  expeditious retreat, obscuring mist, spider climb; 
  3/day–invisibility, 
  jump; 
  l/day–hold 
  person, 
  mirror image. Caster level 9th. The save DCs are 
  Charisma-based.
   
  King of Jaguars (Su): The noctuar’s terrible 
  majesty draws mundane animals to its side, 
  turning them into fanatic servants. A noctuar is 
  accompanied by ld8 normal jaguars (use the stats 
  for a leopard) that obey its mental commands 
  without hesitation. These jaguars willingly give 
  their lives in service to their master.
   
  Nocturnal 
  Transformation 
  (Su): The 
  noctuar is capable of adopting two forms, 
  one it uses by day and another it employs by 
  night. By day, the noctuar appears as a normal 
  jaguar. It is indistinguishable by sight from its 
  mundane cousins. By night, it transforms into an 
  ebon skinned beast with glowing red eyes and 
  monstrous fangs. In both forms, the noctuar has 
  the same abilities.
   
  Shadow Friend (Su): By night, the noctuar 
  is surrounded by an aura of inky, black shadows 
  that flow and move like liquid. The noctuar gains 
  the benefits of one-half concealment, granting all 
  attacks against it a 20% miss chance. In addition, 
  as a free action the noctuar can direct its shadowy 
  aura to flow around creatures within its threatened 
  area, grasping their arms and hindering their 
  attacks. Creatures within the noctuar’s threatened 
  area suffer a -2 circumstance penalty to all attacks 
  and skill checks.
   
  Telepathy (Su): Noctuars can communicate 
  telepathically with any creature within 100 feet 
  that has a language, and with all animals.
   
  Skills: Noctuars have a +8 racial bonus on 
  Jump checks and a +4 racial bonus on Hide and 
  Move Silently checks. Noctuars have a +8 racial 
  bonus on Balance and Climb checks. A noctuar can 
  always choose to take 10 on a Climb check, even if 
  rushed or threatened.
   
  The nuckalavee appears as a skinless 
  warhorse with a rider of similar make-up. Its 
  internal organs, veins carrying its blackened 
  blood, and corded muscles are easily seen. Its 
  body is covered in reddish mucus and the monster 
  gives off a putrid odor. Closer inspection reveals 
  the rider to be part of the monster itself; growing 
  straight from the back of the monster. Its eyes are 
  stark white, while those of the rider are hellish red. 
  The creature is hairless save for a matted, blood-
  soaked tail.
   
  An evil woodland creature that hates most 
  other life is a good description of the nuckalavee. 
  Nucklavee
  Large Aberration
  Hit Dice: 11d8+55 (104 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 22 (-1 size, +2 Dex, +11 
  natural), touch 11, flat-footed 20
  Base Attack/Grapple: +8/+17
  Attack: Hoof +13 melee (1d6+5/19-20x3)
  Full Attack: 2 hooves +13 melee (1d6+5/
  19-20x3) and bite +11 melee (ld6+2/19-
  20x3) and greataxe +10 melee (3d6+3/x3)
  Space/Reach: 10 ft/5 ft
  Special Attacks: Augmented critical, breath 
  weapon, horrific appearance, trample 1d6+7
  Special Qualities: Damage reduction 10/cold 
  iron, darkvision 60 ft., spell resistance 20
  Saves: Fort +8, Ref +5, Will +9
  Abilities: Str 20, Dex 14, Con 20, Int 8, Wis 
  14, Cha 14
  Skills: Jump +13, Listen +11, Spot +11
  Feats: Alertness, Multiattack, Weapon 
  Focus (hoof, bite)
  Environment: Temperate forests
  Organization: Solitary or pack (2-5)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 12-33 HD (Large)
  Level Adjustment: +5 (cohort)
  An evil woodland creature that kills all that 
  cross its path, eats their flesh, and drinks their 
  liquefied organs is an even better description of the 
  nuckalavee. Nuckalavee are fearsome, aggressive 
  combatants that relish the savagery and butchery 
  of melee combat.
   
  The true origin of the nuckalavee is shrouded 
  in mystery and has been lost over time. Some 
  believe it to be the offspring of a demon or devil 
  and a female centaur. Others say the nuckalavee is 
  the result of a curse placed upon a tribe of centaurs 
  centuries ago by a mad and evil sorcerer. Whatever 
  their origin, the nuckalavee is a deadly opponent, 
  capable of felling even the mightiest of warriors.
  9
  
  161
   
  Nuckalavee sustain themselves on a diet of 
  flesh, blood, and liquefied organs. They digest no 
  other foods or liquids (at least from what is known 
  about these creatures). Prey is often captured 
  or killed and dragged back to its lair where it 
  is devoured. The typical nuckalavee lair is a 
  crude structure formed of dirt, mud, and foliage. 
  Contents range from bones, to rotting organs and 
  flesh, to the treasure of those it has dragged back to 
  its lair to feed upon. Often a lair contains a female 
  and 1d2 young. Young nuckalavee resemble adults 
  in all aspects, save they are smaller in size.
   
  A nuckalavee is about 7 feet tall and weighs 
  about 2,000 pounds. Nuckalavee can speak Sylvan 
  and Common, but rarely do.
  Combat
   
  Nuckalavee relish the adrenaline of combat. 
  They love the taste, sight, and smell of blood and 
  seek to bleed their opponents as often and as much 
  as they can. The “rider” always employs a bladed 
  weapon (most often a longsword or greataxe) 
  to deal damage, while the equine part of the 
  nuckalavee slashes with its sharpened hoofs and 
  bites with its razor-sharp teeth.
   
  The nuckalavee opens combat with its 
  poisonous breath, seeking to liquefy the organs 
  of its foes before it moves to strike with hooves, 
  bite, and weapon. They rarely attack from ambush, 
  relishing in the fear their appearance strikes in the 
  heart of opponents.
   
  Augmented Critical (Ex): A nuckalavee 
  threatens a critical on a natural 19-20 with a hoof or 
  bite. A successful critical hit deals triple damage.
   
  Breath Weapon (Su): As a free action, once 
  every 4 rounds, a nuckalavee can breathe a cloud 
  of noxious gas from its equine head in a 20-foot 
  cone that liquefies the organs of those in the area. 
  This cloud lasts one round before dispersing and 
  deals 6d6 points of damage to all creatures in the 
  area. An affected creature can attempt a DC 20 
  Fortitude save to halve the damage. The save DC 
  is Constitution-based.
   
  Horrific Appearance (Su): Creatures 
  viewing the grotesque form of a nuckalavee 
  must succeed on a DC 17 Fortitude save or take 
  2d6 points of Strength damage. The damage cannot 
  reduce a victim’s Strength score below 0, but 
  anyone reduced to Strength 0 is helpless. Creatures 
  that are affected by this power or that successfully 
  save against it cannot be affected again by the 
  same nuckalavee’s horrific appearance for one day. 
  The save DC is Charisma-based. Nuckalavees are 
  not affected by the horrific appearance of other 
  nuckalavees.
   
  Trample (Ex): As a full-round action, a 
  nuckalavee can move up to twice its speed and 
  literally run over any opponents of Medium size 
  or smaller. The nuckalavee merely has to move 
  over the opponents in its path; any creature whose 
  space is completely covered by the nuckalavee’s 
  space is subject to the trample attack. If a target’s 
  space is larger than 5 feet, it is only considered 
  trampled if the nuckalavee moves over all the 
  squares it occupies. If the nuckalavee moves over 
  only some of a target’s space, the target can make 
  an attack of opportunity against the nuckalavee at 
  a -4 penalty. A nuckalavee that accidentally ends 
  its movement in an illegal space returns to the 
  last legal position it occupied, or the closest legal 
  position, if there’s a legal position that’s closer. 
  A nuckalavee deals ld6+7 points of bludgeoning 
  damage with its trample attack. A nuckalavee can 
  only deal trampling damage to each target once per 
  round, no matter how many times its movement 
  takes it over a target creature. Trampled opponents 
  can attempt attacks of opportunity, but these 
  take a -4 penalty. If they do not make attacks of 
  opportunity, trampled opponents can attempt DC 
  20 Reflex saves to take half damage. The save DC 
  is Strength-based.
   
  Asp Viper: Light brown concentric bands span the entire length of the five-foot-long snake’s 
  yellow, brown, or black body. Like all members of the viper family, the asp’s eyes appear as narrow 
  slits. Extremely belligerent and quick to anger, the asp’s potent neurotoxic venom suppresses the victim’s 
  central nervous system, eventually resulting in multiple organ failure and death. The poison initially 
  paralyzes its victim and secondarily deals 2d6 points of. Constitution damage unless the victim makes a 
  Fortitude save (DC 16). The venom from a single asp yields one dose of poison, however, it biodegrades 
  rapidly. Only storing it in a cold, dry environment prevents it from biodegrading in 2d4 hours. The 
  asp preys on rodents and small mammals commonly attracted to the food sources readily available in 
  humanoid settlements. As a result, encounters between the asp viper and humanoids continue to rise. 
  Distinguishing the asp viper from other snakes requires a Survival check (DC 10).
  Flora and Fauna
  9
  
  162
   
  A restless pyre is a mass of burning kindling 
  roughly humanoid-shaped, standing nearly 25 feet 
  tall. Its eyes are white-hot embers, and its arms end 
  in massive fists. The restless pyre is a construct, 
  borne out of restless spirits who died in fiery 
  circumstances. Restless pyres are given life through 
  the spirits of innocent people who were burned alive, 
  often through vendettas, witchhunts, or vigilantes. If 
  there is an offending party responsible for the life of 
  the innocently slain, the restless pyre pursues them 
  with a vengeance. A restless pyre stands 25 feet tall 
  and weighs 4,000 pounds.  It does not speak.
  Combat
   
  A restless pyre’s only means of melee attack is 
  its massive fists. A restless pyre will eschew all other 
  opponents in favor of a target of its vengeance quest, 
  often simply trampling secondary foes in the process. 
  Once a restless pyre has exacted its vengeance, it is 
  instantly consumed by the fires that surround it and 
  crumbles into ash. This ash is incredibly valuable, as 
  it can be used in any number of fire-based magical 
  preparations. An average restless pyre produces 
  nearly 5 pounds of ash, a single ounce of which can 
  Restless Pyre
  Huge Construct
  Hit Dice: 14d10+40 (117 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (-2 size, -1 Dex, +6 natural), 
  touch 7, flat-footed 13
  Base Attack/Grapple: +10/+27
  Attack: Slam +17 melee (2d6+9 plus 1d6 fire)
  Full Attack: 2 slams +17 melee (2d6+9 plus 1d6 
  fire)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Fireball, trample 2d6+13 plus 
  1d6 fire
  Special Qualities: Construct traits, damage 
  reduction 10/adamantine, darkvision 60 ft., 
  immunity to fire, low-light vision, immunity to 
  fire, spell resistance 14, vulnerability to water
  Saves: Fort +4, Ref +3, Will +4
  Abilities: Str 28, Dex 9, Con –, lnt –, Wis 10, 
  Cha 6
  Skills: –
  Feats: –
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 15-30 HD (Huge); 31-45 HD 
  (Gargantuan)
  Level Adjustment: –
  fetch 10 gold pieces or more. It is interesting to note 
  that a restless pyre that is destroyed by other means 
  and that does not fulfil its vengeance quest does not 
  produce this ash.
   
  Fireball (Su): Three times per day but no 
  more than once every 1d4+1 rounds, the fiery 
  nimbus around a restless pyre can coalesce and 
  launch itself into a fireball. The effect is identical 
  to a fireball spell (caster level 14th), DC 18 Reflex 
  save for half damage. It should be noted the restless 
  pyre is basically mindless and also immune to fire, 
  so often, the fireball detonates directly around it, 
  if that is where the current target of its aggression 
  is located. The save DC is Dexterity-based and 
  includes a +2 racial bonus.
   
  Trample (Ex): Reflex half DC 26. The save 
  DC is Strength-based.
   
  Vulnerability to Water (Ex): A restless 
  pyre suffers 1d6 points of damage per round when 
  exposed to a sizeable (10 gallons or more) amount of 
  water. Total immersion in water deals it 4d6 points 
  of damage per round.
  Bloodfrog Swarm 
  Diminutive Animal (Swarm)
  Hit Dice: 12d8+12 (66 hp)
  Initiative: +5
  Speed: 15 ft. (1 square), climb 15 ft.
  Armor Class: 19 (+4 Size, +5 Dex), touch 19, 
  flat-footed 14
  Base Attack/Grapple: +9/–
  Attack: Swarm (3d6 plus blood drain)
  Full Attack: Swarm (3d6 plus blood drain)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Blood drain, distraction, 
  hallucinogenic touch
  Special Qualities: Immune to weapon damage, 
  leap, low-light vision, swarm traits
  Saves: Fort +11, Ref +13, Will +5
  Abilities: Str 2, Dex 20, Con 12, Int 2, Wis 12, 
  Cha 4
  Skills: Climb +13, Jump +27, Listen +3, Move 
  Silently +9, Hide +19*, Spot +3
  Feats: Alertness, Great Fortitude, Run, Skill 
  Focus (Jump), Stealthy
  Environment: Warm forests
  Organization: Swarm, tangle (2-4 swarms), or 
  colony (5-7 swarms)
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  Level Adjustment: –
  9
  
  163
   
  The bloodfrog is an amphibious predator, 
  equipped with razor-sharp fangs, psychedelic oil on 
  its skin, and a thirst for blood. A captive bloodfrog 
  presents little danger, and many jungle dwellers 
  keep a few around for recreational use; however, 
  a nest of wild bloodfrogs is a different matter. The 
  bloodfrog’s deadliness lies in the fact that it hunts 
  in massive swarms, easily capable of bringing down 
  even the largest creatures in the jungle. 
   
  An individual bloodfrog is a small, bright-red, 
  shiny, amphibian about two inches long, one inch 
  wide, and one inch high. The frog’s brilliant color 
  comes from its strict diet of blood. The frog obtains 
  blood by slicing its prey with its razor-sharp jaws 
  and then sucking on the wound. Like many other 
  types of jungle frogs, the amphibian’s skin secretes 
  a very toxic, psychedelic oil, highly prized in local 
  religions and rituals.
   
  Bloodfrogs are only dangerous during the 
  warmer seasons. When winter hits, the frogs leave 
  their tree and head towards water. Here they mate, 
  lay eggs, and then die. A bloodfrog can lay hundreds 
  of eggs, but fish eat most of them before they can 
  hatch. The eggs hatch in late winter, and the frogs 
  spend spring as tadpoles, before reaching adulthood 
  and leaving the water in search of a suitable tree.
   
  Bloodfrogs are not intelligent, and they depend 
  wholly upon instinct for their actions. As tadpoles, 
  the creatures live in water and share identical roles. 
  Gender is not determined until adulthood, but only 
  roughly 20% turn out to be male. As adults, the 
  males are more active and act as sentinels, looking 
  for prey while the females rest. When the males 
  leap out at a target, the females instinctively follow. 
  Bloodfrogs generally occupy the upper slot on the 
  food chain, as they can easily devour even the 
  largest and most effective predators.
  Combat
   
  Bloodfrogs cling en masse to the branches 
  of jungle trees, waiting for suitable prey to pass 
  within range. When doing so, they appear as small 
  red fruits, allowing them to hide in plain sight, and 
  unwitting creatures attracted to the illusory fruit 
  become victims when they approach the 
  tree. When the frogs spot prey, swarms of 
  them pounce from the tree and onto the creature, 
  literally covering it from head to toe, biting, drawing 
  blood, and slithering under any clothing and gear. 
  Skin contact with the frogs proves toxic to most 
  creatures, and within a few seconds the prey is 
  helpless. At this point, the fight is essentially over, 
  and the bloodfrogs drain the limp creature of its 
  remaining blood before returning to their tree.
   
  Blood Drain (Ex): A bloodfrog swarm drains 
  blood and deals 2d6 points of damage and 1d4 
  points of Constitution damage to any creature whose 
  space it occupies at the end of its move.
   
  Distraction 
  (Ex): Any 
  living 
  creature 
  vulnerable to the swarm’s damage that begins 
  its turn with a swarm in its square is nauseated 
  for 1 round; a DC 17 Fortitude save negates the 
  effect. Even with a successful save, spellcasting 
  or concentrating on spells within the area of a 
  swarm requires a Concentration check (DC 20 + 
  spell level). Using skills requiring patience and 
  concentration requires a Concentration check (DC 
  20). The save DC is Constitution-based.
   
  Hallucinogenic Touch (Ex): The bloodfrog’s 
  skin secretes oil that is a potent hallucinogen. Any 
  living creature that begins its turn with a bloodfrog 
  swarm in its space must succeed on a DC 17 
  Fortitude save or suffer the effects of the secretion. 
  The save DC is Constitution-based. The effects of 
  the hallucinogenic touch are determined randomly 
  from the table below and last for 1d4 rounds.
   
  Leap (Ex): Bloodfrogs are great leapers. The 
  jump DCs for both long jumps and high jumps are 
  halved, and no running start is required. 
   
  Skills: Bloodfrog swarms have a +12 racial 
  bonus on Jump checks. *Bloodfrog swarms have a +10 
  racial bonus on Hide checks made in forested areas.
   
  A bloodfrog swarm uses its Dexterity modifier 
  for Climb and Jump checks. A bloodfrog swarm has 
  a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed 
  or threatened.
  1D6
  Result
  1
  Victim becomes enraged and attacks nearest creature (other than the bloodfrog swarm).
  2
  Victim becomes hysterical and manically swatting at the frogs on his body. Victim is nauseated.
  3
  Victim becomes agitated and begins screaming and flailing about wildly. Victim is frightened.
  4
   Victim becomes panicked.
  5
  Victim becomes enlightened and sits down, stupefied at the meaning of it all. Victim is dazed.
  6
  Victim becomes pleasured and strips off all of its gear and lies on the ground. Victim is fascinated.
  10
  
  164
   
  The annals of arcane lore describe an 
  elderwitch as a powerful sorcerer transformed 
  into a living tree. Although correct in most of the 
  essential details, the scholarly definition neglects to 
  mention that the elderwitch assumed its new form 
  after a confrontation with one of its domain’s fey 
  creatures. Good and evil fey reserve this punishment 
  for the worst transgressors, transforming the being 
  into a living tree for all of eternity. Imbued with 
  the physical properties of a tree, while retaining 
  the mental capabilities of its previous existence, the 
  elderwitch eventually learns to move its branches, 
  although it remains rooted to the spot of its original 
  demise. The elderwitch’s favored (and only 
  character class) is sorcerer.
   
  Elderwitches are solitary beings rooted to the 
  spot of their original fey transformation. Their main 
  concern lies in finding some means to escape their 
  arboreal prison. A few resign themselves to their fate 
  and find peace in their new form.
   
  Elderwitches often dwell in woods, forests, 
  hedgerows, and gardens. An elderwitch is about 
  25-30 feet tall and weighs 4,000-5,000 pounds. Its 
  “trunk” is about 2 feet in diameter
   
  Elderwitches cannot speak but understand any 
  languages they knew in their original form. They 
  can communicate telepathically with any creature 
  that has a language.
  Combat
   
  Adept at blending in with their surroundings, 
  elderwitches depend on the element of surprise to 
  capture beings straying too close to their branches. 
  Evil elderwitches attack with unrelenting savagery, 
  rending their victim’s flesh to spill as much blood 
  as possible to power its plans for escape from its 
  arboreal prison. Neutral witches take captives as 
  bargaining tools to convince others to find a remedy 
  for their situation, while good elderwitches attempt 
  peaceful contact, negotiating for assistance in 
  Elderwitch
  Huge Fey
  Hit Dice: 8d6+16 (44 hp)
  Initiative: +4
  Speed: 0 ft. (immobile)
  Armor Class: 18 (-2 size, +10 natural), touch 8, 
  flat-footed 18
  Base Attack/Grapple: +4/+14
  Attack: Slam +4 melee (2d6+2)
  Full Attack: 2 slams +4 melee (2d6+2)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Constrict 2d6+2, improved 
  grab, spells
  Special Qualities: Blindsight, damage reduction 
  10/slashing,, low-light vision, telepathy 30 ft., 
  vulnerability to fire
  Saves: Fort +4, Ref +8, Will +7
  Abilities: Str 15, Dex 10, Con 14, Int 13, Wis 12, 
  Cha 17
  Skills: Concentration +13, Hide -8*, Intimidate 
  +11, Knowledge (arcana) +12, Listen +11, 
  Spellcraft +12, Spot +11
  Feats: Alertness, Improved Initiative, Lightning 
  Reflexes
  Environment: Temperate forest and woods
  Organization: Solitary
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Any
  Advancement: By character class (sorcerer only)
  Level Adjustment: —
  escaping their dilemma. Fearful of fire, elderwitches 
  often cast fire protection spells before attacking.
   
  Constrict (Ex): On a successful grapple 
  check, an elderwitch deals 2d6+2 points of damage.
   
  Improved Grab (Ex): To use this ability, an 
  elderwitch must hit a Large or smaller opponent 
  with both slam attacks. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.
   
  Spells: An elderwitch can cast arcane spells 
  as an 8th-level sorcerer. An elderwitch can ignore 
  verbal components of spells.
   
  Typical Sorcerer Spells Known (6/7/7/6/3 per 
  day, caster level 8th; save DC 13 +  spell level): 
  0–acid splash, detect magic, ghost sound, mage 
  hand, message, open/close, ray of frost, read magic; 
  1st–charm person, mage armor, magic missle, ray 
  of enfeeblement, ventriloquism; 2nd–gust of wind, 
  resist energy, whispering wind; 3rd–clairaudience/
  clairvoyance, lightning bolt; 4th–fire shield.
   
  Blindsight (Ex): Elderwitches have no visual 
  organs but can ascertain all creatures within 30 feet, 
  using sound, scent, and vibration.
   
  Skills: *Elderwitches have a +16 racial bonus 
  on Hide checks made in forested areas.
   
  Elderwitch Wood: Upon its death, weapons 
  and shields crafted from the elderwitch’s wood act 
  as +1 weapons and shields for 5d6 days before 
  losing their enhancement bonuses. However, a 
  weapon or shield created from elderwitch wood 
  also grants the wielder additional insight, providing 
  him with a +1 circumstance bonus to initiative even 
  after the enhancement bonus fades. Unfortunately, 
  elderwitch wood remains vulnerable to fire. Any 
  fire-based attack dealing more that 20 points of fire 
  damage destroys a shield, while an attack dealing 
  more than 25 points of fire damage destroys a 
  weapon. Elderwitch wood shields and weapons are 
  considered masterwork items.
  10
  
  165
   
  Ghoulfruit trees are withered twisted trees 
  that terraform their environment toward evil. They 
  begin corrupting their environment by blighting 
  the surrounding plant life, making their heavily 
  fruit the easiest (and eventually only) source of 
  food in the area. Although the fruit’s external flesh 
  looks ghoulishly pale and wrinkled like cured 
  skin, the inside nectar and fleshy pulp is sweet and 
  refreshing.
   
  Animals and humanoids who consume the 
  fruit eventually fall under the sway of the tree, 
  becoming its unwitting servant.
   
  No one is sure where ghoulfruit trees 
  came from, but it is rumored that evil cults raise 
  ghoulfruit tree saplings and use this plant to spread 
  their cause of evil.
   
  A ghoulfruit tree is about 25 feet tall and 
  weighs about 3,500 pounds. A ghoulfruit tree 
  speaks Common, Infernal, and Abyssal.
  Combat
   
  In battle, ghoulfruit trees rely on their magic 
  and the animals and other creatures they have 
  corrupted to defend themselves.
   
  Spells: A ghoulfruit tree can cast arcane 
  spells as a 9th-level sorcerer.
   
  Typical Sorcerer Spells Known (6/7/7/7/4 per 
  day, caster level 9th; save DC 13 + spell level): 
  0–acid splash, dancing lights, daze, detect magic, 
  ghost sound, mage hand, ray of frost, touch of 
  fatigue; 1st–chill touch, hypnotism, magic missile, 
  obscuring mist, ray of enfeeblement; 2nd–ghoul 
  touch, resist energy, spectral hand, touch of idiocy; 
  3rd–slow, stinking cloud, vampiric touch; 4th–black 
  tentacles, enervation.
  Ghoulfruit Tree
  Huge Plant
  Hit Dice: 14d8+70 (133 hp)
  Initiative: -1
  Speed: 5 ft. (1 square)
  Armor Class: 20 (-2 size, -1 Dex, +13 
  natural), touch 7, flat-footed 20
  Base Attack/Grapple: +10/+27
  Attack: Slam +17 melee (2d6+9)
  Full Attack: 2 slams +17 melee (2d6+9)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Spells
  Special Qualities: Charm, corruption, 
  damage reduction 10/slashing, low-light 
  vision, plant traits
  Saves: Fort +16, Ref +3, Will +8
  Abilities: Str 29, Dex 8, Con 20, Int 12, Wis 
  15, Cha 17
  Skills: Concentration +22, Jump -3, Listen 
  +19, Spellcraft +18
  Feats: Ability Focus (charm), Empower 
  Spell, Great Fortitude, Iron Will, Power 
  Attack
  Environment: Any forests
  Organization: Solitary or grove (2-5)
  Challenge Rating: 10
  Treasure: Double standard
  Alignment: Always evil
  Advancement: 15-28 HD (Huge); 29-42 
  HD (Gargantuan)
  Level Adjustment: –
   
  Charm (Su): Any creature that consumes 
  more than three pieces of the ghoulfruit tree’s fruit, 
  or more than three cups of ghoulfruit tree liquor, 
  in the space of a week must make a DC 22 Will 
  save or fall under the tree’s influence as though 
  charmed. This is a supernatural magic effect, not 
  a poison. The save DC is Charisma-based.
   
  If not in the presence of the tree, a charmed 
  victim begins to search it out. If in the presence of 
  the tree, the victim takes orders from the tree. If 
  the tree should be threatened by any source, such 
  as a natural disaster or direct assault, the charmed 
  victim defends the tree to the best of its ability, 
  even giving its life to ensure the tree lives.
   
  Should a creature make the save but continue 
  to consume fruit or liquor before a week elapses, 
  it must make another DC 22 Will save after eating 
  each piece or drinking each cup. Once a creature is 
  charmed, it remains charmed so long as it eats one 
  piece of fruit or drinks one cup per week. Should 
  the creature miss the fruit for a week, it is allowed 
  a DC 22 Will save to break the charm. A dispel 
  magic may be cast against a DC of 22. A single 
  ghoulfruit tree produces enough fruit to keep a 
  number of Medium creatures equal to twice its HD 
  under its sway.
   
  Corruption (Su): Any creature charmed by 
  a ghoulfruit tree for more than a month changes 
  to evil alignment if not evil already. This effect 
  disappears immediately if the creature frees 
  itself from the ghoulfruit tree’s charm, either by 
  avoiding the fruit or through the use of a dispel 
  magic. Paladins, clerics and others may need to 
  atone for such alignment changes.
  10
  
  166
   
  A grovenger forms from the remnants of 
  abandoned or destroyed druid groves. It stalks 
  this territory, blindly and indiscriminately seeking 
  vengeance against any entity unfortunate enough 
  to find itself in its relentless path. No matter their 
  originating tree species, all grovengers share the 
  same common characteristics. Completely devoid 
  of leaves, its gnarled trunks and four massive limbs 
  are the only remaining vestiges of its previous 
  lush, vibrant existence. It has wild, purple eyes and 
  a large, gaping maw of pointed needles and thorns 
  that emits a nauseating stench of rot and decay. Its 
  body rests atop a gangly mass of long, black roots 
  resembling parasitic vines, allowing the creature to 
  grab nearby objects and drag itself, its only means 
  of locomotion.
   
  Despite their overwhelming, feral instincts, 
  grovengers often refrain from attacking druids, 
  preferring to monitor their activities and gauge 
  their intentions, in the vain hope that they may 
  possess the means to restore them to their previous 
  existences. Members of the same grove peacefully 
  coexist, yet they mercilessly attack grovengers 
  from other circles without provocation. 
   
  Despite its impressive array of teeth, 
  grovengers only consume fungi and dead plants. 
  They display an unusual aversion to running 
  water, rarely crossing even the tiniest streams 
  and brooks except under exigent circumstances. 
  Carpenters and shipbuilders prize their coveted 
  wood, spawning a relatively small black market in 
  the product.
  Grovenger
  Huge Plant
  Hit Dice: 10d8+50 (95 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 23 (-2 size, -1 Dex, +16 
  natural), touch 7, flat-footed 23
  Base Attack/Grapple: +7/+25
  Attack: Slam +15 melee (2d8+10)
  Full Attack: 4 slams +15 melee (2d8+10)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Spell-like abilities, 
  withering cloud
  Special Qualities: Damage reduction 
  10/magic, low-light vision, plant traits, spell 
  resistance 15, vulnerability to fire
   
  A grovenger stands about 25 feet tall and 
  weighs about 4,000 pounds. Grovengers speak 
  Common, Druidic and Sylvan. Grovengers only 
  converse with druids and others of their kind.
  Combat
   
  Unable to control their insatiable desire 
  for vengeance, grovengers attack with unbridled 
  ferocity. They exhibit no regard for tactics, 
  carelessly wading into battle flailing their 
  massive limbs at their opponents. Regardless 
  of the circumstances, grovengers never retreat, 
  defending the integrity of their land with no regard 
  of the cost.
   
  Spell-like Abilities: At will– speak with 
  plants; 1/day– awaken (DC 17), control plants 
  (DC 20), detect animals or plants, diminish plants, 
  entangle (DC 13), plant growth, spike growth (DC 
  15), spike stones (DC 16). Caster level 9th. The 
  save DCs are Charisma-based.
   
  Withering Cloud (Su): Every 1d4 rounds, 
  a grovenger expels a 20-ft. lingering cone of 
  microscopic coarse salt and fetid, desiccated 
  plant material. The cloud saps all moisture from 
  the surrounding air and from living creatures. 
  Creatures within the area must succeed on a DC 20 
  Fortitude save or take 1d4 points of Constitution 
  and 1d4 points of Dexterity damage. In addition, 
  the cloud’s misty quality obscures all vision for 1d4 
  rounds, bestowing concealment to everyone in its 
  area of effect. The save DC is Constitution-based.
   
  Skills: Grovengers have a +4 racial bonus on 
  Handle Animal, Hide, Knowledge (nature), Listen, 
  Move Silently, and Survival checks.
  Saves: Fort +12, Ref +2, Will +8
  Abilities: Str 30, Dex 8, Con 21, Int 10, Wis 
  16, Cha 15
  Skills: Handle Animal +6, Hide +6, Jump 
  +4, Knowledge (nature) +4, Listen +7, 
  Move Silently +5, Survival +7
  Feats: Cleave, Dodge, Iron Will, Power 
  Attack
  Environment: Temperate forests
  Organization: Solitary, pair, or grove (3-9)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 11-20 HD (Huge); 21-30 
  HD (Gargantuan)
  Level Adjustment: –
  10
  
  167
   
  Helix moths are deadly giant insects found 
  inhabiting forested areas, usually somewhat near 
  civilized areas. A helix moth is a gigantic black 
  insect with spiraling bands of red, green, yellow, 
  blue, purple, and white on its abdomen. Its 
  underbelly is white. Large mandibles jut from its 
  mouth and three sets of purple translucent wings 
  protrude from its back. A small, black, sword-like 
  stinger is located at the end of its abdomen.
   
  Helix moths are solitary creatures, though on 
  rare occasions a mated pair might be encountered. 
  The lair of a helix moth is almost always above 
  ground and usually takes the form of a cave, 
  tunnel, or other such structure. Such places are 
  always well hidden and difficult to reach. When 
  the time comes for a female helix moth to lay her 
  eggs, she hollows out a tunnel in the floor of her 
  lair, forms a large chamber at the end of the tunnel 
  and deposits 2d4 greenish-gray eggs. The eggs 
  hatch two weeks after fertilization, producing helix 
  moth larvae, though typically only about 50% of 
  the larva live past the first day.
   
  The tunnel and chamber are coated with 
  grayish slime that gives off a faint acidic odor, 
  but is harmless to the touch. Occasionally (20% 
  chance), the secretions of a larva mix with the 
  slime to form a deadly inhalant poison.
   
  Those breathing the poison fumes must 
  succeed on a DC 15 Fortitude save or take 1d4 
  points of Constitution damage. A new save must be 
  made every minute a creature breathes the fumes. 
  Once a successful save is made, that creature 
  cannot be affected by the fumes again for one day.
  Helix Moth 
  Huge Vermin
  Hit Dice: 16d8+48 (120 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares), fly 60 ft. (good)
  Armor Class: 23 (-2 size, +2 Dex, +13 
  natural), touch 10, flat-footed 21
  Base Attack/Grapple: +12/+25
  Attack: Bite +15 melee (2d8+5 plus 1d8 
  acid) or tail sting +15 melee (2d6+5 plus 
  poison)
  Full Attack: Bite +15 melee (2d8+5 plus 
  1d8 acid) and tail sting +10 melee (2d6+2 
  plus poison)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Acid, drone, poison
  Special Qualities: Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits
  Saves: Fort +13, Ref +7, Will +5
  Abilities: Str 20, Dex 15, Con 16, Int —, 
  Wis 11, Cha 2
  Skills: Jump -1
  Feats: Improved Initiative B
  Environment: Temperate forests
  Organization: Solitary or pair
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral
  Advancement: 17-48 HD (Huge)
  Level Adjustment: —
   
  Helix moths are normally passive creatures 
  but when hunting, the creature becomes highly 
  aggressive. A helix moth often journeys up to a 
  mile or more away from its lair in search of prey. 
  Slain prey is carried back to its lair and devoured 
  over a period of several days.
  Combat
   
  The helix moth attacks by biting or stinging 
  its prey. Its constant droning affects those that 
  combat it, so the helix moth always tries to stay 
  airborne and within range where it can use this 
  ability while staying out of melee range.
   
  Drone (Ex): The rapid beating of the helix 
  moth’s wings creates a droning sound, audible up 
  to 60 feet away, that clouds the minds of all who 
  hear it. Affected creatures take a -4 circumstance 
  penalty on attack rolls, saving throws, ability 
  checks, and skill checks for the next 1 minute if 
  they fail a DC 21 Will save. A creature that makes 
  a successful Will save is unaffected by the droning 
  of the same helix moth for one day. The save DC is 
  Constitution-based.
   
  Droning is a free action as long as the helix 
  moth is airborne. On the ground, it can beat its 
  wings as a move action with the effects as above.
   
  Acid 
  (Ex): 
  Helix 
  moths 
  constantly 
  regurgitate acid to aid in digestion. The bite attack 
  of a helix moth deals 1d8 points of acid damage on 
  a successful melee attack.
   
  Poison (Ex): Injury (sting), Fortitude DC 
  21 negates, initial and secondary damage 1d10 
  Strength.  The save is Constitution-based.
   
  Tremorsense 
  (Ex): 
  Helix 
  moths 
  can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground.
  10
  
  168
   
  An iron willow is a large construct crafted 
  of black iron and hundreds of drooping chains. 
  Many of the chains sport small spheres covered 
  with spikes, making the whole creation into 
  one massive and devastating flail. The construct 
  resembles a willow tree.
   
  This strange construct also has the rare 
  ability to grow and reproduce. Each spiked sphere 
  sprouting from the iron willow has a 5% chance of 
  being a fertile seed, growing into a full iron willow 
  in a few years under proper conditions. An average 
  iron willow has 100 iron seeds. This construct also 
  continues to grow like a standard willow; older 
  trees may grow to Huge size, and there are tales 
  told of ancient iron willows that have grown even 
  greater in size.
   
  An iron willow’s creator can command it if 
  the iron willow is within 60 feet and can see and 
  hear its creator. If uncommanded, an iron willow 
  follows its last instruction, or the instructions 
  of the original willow, to the best of its ability, 
  though if attacked it will always return in kind. 
  The creator can give the iron willow a simple 
  program to govern its actions in his or her absence. 
  Theses order usually involve protecting an item or 
  passage, since an iron willow is really only at its 
  best in combat situations.
   
  Alhough the iron willow collects no treasure, 
  it may be guarding precious items. Once destroyed, 
  a Large iron willow yields 500 gp worth of iron, 
  provided no rust-attacks were employed.
  Iron Willow
  Large Construct
  Hit Dice: 14d10+30 (107 hp)
  Initiative: +2
  Speed: 10 ft. (2 squares)
  Armor Class: 27 (-1 size, +2 Dex, +16 
  natural), touch 11, flat-footed 25
  Base Attack/Grapple: +10/+24
  Attack: Slam +19 melee (2d8+10)
  Full Attack: Slam +19 melee (2d8+10)
  Space/Reach: 10 ft/10 ft
  Special Attacks: —
  Special Qualities: Construct traits, damage 
  reduction 10/adamantine, darkvision 60 
  ft., immunity to magic, plant traits, rust 
  vulnerability
  Saves: Fort +7, Ref +9, Will +7
  Abilities: Str 30, Dex 14, Con –, Int –, Wis 
  10, Cha 1
  Skills: Jump -2
  Feats: –
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 10
  Treasure: See text
  Alignment: Always neutral
  Advancement: 15-28 HD (Large); 29-42 
  HD (Huge)
  Level Adjustment: —
   
  An iron golem is 12 feet tall and weighs 
  about 5,000 pounds. An iron willow cannot speak 
  or make any vocal noise, nor does it have any 
  distinguishable odor.
  Combat
   
  Iron willows are devastating in battle. They 
  slam opponents with their powerful chains. Their 
  bodies are nearly indestructable, but are highly 
  vulnerable to rust.
   
  Immunity to Magic (Ex): An iron willow 
  is immune to any spell or spell-like ability that 
  allows spell resistance.
   
  Rust Vulnerability (Ex): An iron willow is 
  affected normally by rust attacks, such as that of a 
  rust monster or a rusting grasp spell.
  Construction
   
  An iron willow’s body is sculpted from 5,000 
  pounds of pure iron and numerous iron chains, 
  costing at least 4,500 gp. Assembling the body 
  requires a DC 20 Craft (weaponsmithing) check.
   
  CL 16th; Craft Construct, geas/quest, limited 
  wish, liveoak, polymorph any object, caster must 
  be at least 16th level; Price 25,000 gp; Cost 12,500 
  gp + 1,000 XP.
   
  Gestating and growing an iron willow seed 
  requires 1d4+8 years. The construct does not 
  require sunlight or water, but it must be planted in 
  cracked stone or sand and it needs at least very hot 
  conditions (above 90° F). Iron willow seeds planted 
  in areas of extreme heat (air temperature over 140° 
  F) grow twice as fast. Once mature, the new iron 
  willow is an exact duplicate of the original and 
  obeys the original creator’s orders only.
  10
  
  169
   
  A resin golem is formed from tree sap, 
  sculpted into the shape of a humanoid figure. Its 
  body is translucent, revealing objects trapped 
  within, suspended in its sticky composition. Two 
  trapped stones are found where its eyes would be. 
  Resin golems are most frequently created by druids, 
  used as guardians and avengers of nature. A resin 
  golem cannot speak or make any vocal noise, but 
  it expresses acknowledgement of commands by 
  altering the viscosity of its surface. Resin golems 
  stand about 8 feet tall and weigh over 1,000 pounds.
  Combat
   
  Resin golems have a sticky outer surface, but 
  they can alter their normally hard state to become 
  viscous (like pine sap). This lets them seep slowly 
  through small (1 inch or larger) cracks or tightly 
  woven branches, although only very slowly– 
  perhaps 5 feet per minute.
   
  Adhesive (Ex): A creature that successfully 
  strikes a resin golem with a melee weapon (including 
  natural weapons or unarmed attacks) must make a 
  DC 16 Reflex save or have its weapon stick to the 
  golem. If the attacker is armed, he can voluntarily 
  release the weapon as a free action to escape the 
  golem’s hold. A stuck weapon can be freed with an 
  opposed Strength check against the golem.
   
  If the attacker is unarmed or using a natural 
  weapon, he is stuck to the golem and can take no 
  action until he frees himself. An opposed Strength 
  check (or an Escape Artist check against the golem’s 
  Strength check) is frees stuck individual.
   
  Engulf (Ex): A resin golem can simply engulf 
  creatures smaller than itself. It cannot make a slam 
  attack on a round during which it attempts to engulf. 
  To engulf a target, the resin golem need only move 
  into that creature’s space; if it is already grappling the 
  creature or if the creature is stuck to the golem, it does 
  not need to move to engulf. The target of the engulf 
  attack may make an attack of opportunity against 
  the resin golem if it is not already held or stuck, but 
  doing so prevents it from making a Reflex save (DC 
  10 + 1/2 the resin golem’s HD + the resin golem’s 
  Resin Golem
  Large Construct
  Hit Dice: 13d10+30 (101 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 20 (-1size, -1 Dex, +12 natural), 
  touch 8, flat-footed 20
  Base Attack/Grapple: +9/+21
  Attack: Slam +16 melee (2dl0+8)
  Full Attack: 2 slams +16 melee (2d10+8)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Engulf, improved grab
  Special Qualities: Adhesive, construct traits, 
  damage reduction 10/bludgeoning and magic, 
  darkvision 60 ft., immunity to magic, 
  low-light vision
  Saves: Fort +4, Ref +3, Will +4
  Abilities: Str 27, Dex 9, Con —, Int —, Wis 11, 
  Cha 1
  Skills: Jump +2
  Feats: —
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 10
  Treasure: Standard (inside golem)
  Alignment: Always neutral
  Advancement: 14-26 HD (Large); 27-39 HD 
  (Huge)
  Level Adjustment: —
  Dex modifier) to avoid being engulfed. Creatures that 
  do not opt to take an attack of opportunity and who 
  make their Reflex save dodge back or aside (player’s 
  choice) when the golem moves into their space. 
  Engulfed creatures automatically take slam damage 
  every round and are also cut off from air.
   
  Improved Grab (Ex): To use this ability, a 
  resin golem must hit with a slam attack. Due to its 
  adhesive qualities, a resin golem has a +4 bonus on 
  grapple checks when trying to establish or maintain a 
  hold on a creature, but a -4 penalty if trying to break 
  free. If it establishes a hold, it can attempt to engulf.
   
  Immunity to Magic (Ex): A resin golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. Certain spells and effects function 
  differently against the creature, as noted below.
   
  Grease negates the resin golem’s adhesive 
  quality for the spell’s duration. Antiplant shell stuns 
  a resin golem for 1 round, with no saving throw. A 
  magical attack that deals cold damage slows a resin 
  golem (as the slow spell) for 1 round for every 4 
  points of cold damage the attack would otherwise 
  have dealt, with no saving throw.
   
  Resin golems are extremely flammable, and 
  while they take no damage directly from fire attacks, 
  they can be set ablaze. A resin golem exposed to 
  open flame (magical or mundane) must make a DC 
  18 Reflex save to avoid catching on fire. The burning 
  resin golem takes 1 point of damage per round while 
  on fire, but it also deals an additional 1d6 points of 
  fire damage on each successful strike it makes.
  Construction
   
  Forming a resin golem’s body requires at 
  least 1,500 gallons of tree sap, along with other rare 
  ingredients, numerous rituals, and a great deal of 
  patience. To construct the body properly, the crafter 
  must make a DC 16 Knowledge (nature) check and 
  a DC 13 Craft (sculpting) check.
   
  CL 11th; Craft Construct (see MM, Chapter 6), 
  control plants, ironwood, liveoak, soften earth and 
  stone, creator must be 1 lth level; Price 38,000 gp; 
  Cost 20,150 gp+1,400 XP.
  10
  
  170
  Sepia Snake
   
  The sepia snake resembles a muddy brown 
  anaconda with two large, glowing yellow eyes set 
  in its wide, triangular head. Strange symbols are 
  etched on its dorsal side.
   
  Wizards and other sages well-versed in 
  arcane lore agree that the sepia snake was the 
  inspiration for the spell sepia snake sigil. The 
  similarities between the creature and the spell are 
  simply too great to be coincidental. A sepia snake 
  can be found just about anywhere.
   
  A sepia snake grows to be up to 30 feet long 
  and nearly two feet thick, and weighs over 300 
  pounds. Although this strange snake can fly, it has 
  no wings and no apparent means of airborne travel. 
  It has been said that to look into the eyes of the 
  sepia snake is to look into one’s own doom.
  Combat
   
  A sepia snake begins combat by using its 
  gaze on what it believes to be its most dangerous 
  opponents. In melee, a sepia snake tries to avoid 
  direct combat, and usually remains airborne to 
  keep out of danger. Held, cocooned, or otherwise 
  incapacitated foes are poisoned to soften them up 
  for consumption.
   
  Cocoon (Su): Once per round (and no more 
  than three times per day), a sepia snake can fire a 
  line of sticky webbing at an opponent within 30 
  feet. This requires a ranged touch attack to hit. A 
  creature struck is wrapped in the snake’s webbing 
  and must succeed on a DC 20 Fortitude save or be 
  placed in a state of suspended animation as per the 
  sepia snake sigil spell for 1d4+12 days. The save 
  DC is Constitution-based.
  Huge Magical Beast
  Hit Dice: 12d10+48 (114 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares), fly 50 ft. (good)
  Armor Class: 21 (-2 size, +3 Dex, +10 
  natural), touch 11, flat-footed 18
  Base Attack/Grapple: +12/+27
  Attack: Bite +17 melee (ld8+7) or cocoon 
  +13 ranged touch (cocoon, see text)
  Full Attack: Bite+17 melee (1d8+7) and 
  tail sting +12 melee (1d8+3 plus poison) or 
  cocoon +13 ranged touch (cocoon, see text)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Cocoon, constrict ld8+10, 
  gaze, improved grab, poison
  Special Qualities: Damage reduction 10/
  magic, darkvision 100 ft, low-light vision
  Saves: Fort +12, Ref +11, Will +5
  Abilities: Str 24, Dex 16, Con 19, lnt 4, Wis 
  13, Cha 19
  Skills: Jump +11, Listen +6, Move Silently 
  +11, Spot +6
  Feats: Ability Focus (poison), Flyby Attack, 
  Improved Initiative, Power Attack, Skill 
  Focus (Move Silently)
  Environment: Any
  Organization: Solitary
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 13-24 HD (Huge); 25-36 
  HD (Gargantuan)
  Level Adjustment: —
   
  In one round, a sepia snake can spit enough 
  webbing to cover one Medium or smaller creature. 
  For each size category larger than Medium, 
  the snake must fire another line of webbing to 
  completely encase an opponent. Victims not 
  completely covered can break free in one round 
  by making a successful DC 24 Strength check or 
  DC 20 Escape Artist check. Each 5-foot section 
  of webbing has 10 hit points. The check DCs 
  are Constitution-based, and the Strength check 
  includes a +4 racial bonus.
   
  A foe completely wrapped cannot break the 
  webs and must rely on others to get free.
   
  Constrict (Ex): On a successful grapple 
  check, a sepia snake deals ld8+10 points of damage.
   
  Gaze (Su): Creatures within 30 feet and 
  meeting the gaze of a sepia snake must succeed 
  on a DC 20 Will save or take a -4 penalty on attack 
  and weapon damage rolls, and ability checks 
  and skill checks for one day. Whether the save 
  succeeds or not, that creature cannot be affected 
  again by the same sepia snake’s gaze attack for one 
  day. The save DC is Charisma-based.
   
  Improved Grab (Ex): If a sepia snake hits 
  with its bite attack, it can then attempt a grapple 
  check as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.
   
  Poison (Ex): Injury (tail), Fortitude DC 22 
  negates; initial damage paralysis for 2d4 rounds, 
  secondary damage 1d2 points of Dexterity damage 
  each round the opponent is paralyzed. The save 
  DC is Constitution-based and includes the feat 
  Ability Focus.
  10
  
  171
   
  Sleeping 
  willows 
  are 
  slow-moving, 
  carnivorous plant creatures with evil dispositions. 
  Most sleeping willows make their home among 
  groves or areas of normal willow trees where they 
  can use their natural appearance to their advantage. 
  Though capable of movement, the sleeping willow 
  only moves at night, so as not to be detected or 
  seen. Once a hunting area becomes depopulated 
  or scarce, the sleeping willow moves on to better 
  hunting grounds where it takes root and repeats the 
  above cycle of waiting, hunting, and moving on 
  to a new location. Sleeping willows do not collect 
  treasure but the treasure from their past victims is 
  often scattered about the base of the tree. Sleeping 
  willows do not mind this, for they know that 
  greedy treasure-seekers will be lured in by this and 
  it makes catching a meal that much easier.
   
  A sleeping willow appears as a normal willow 
  tree (and is often mistaken for such) standing 15 or 
  more feet tall. Some species have been rumored to 
  reach heights in excess of 30 feet. Its trunk is 2 feet 
  or more in diameter and dark brown in color.
  Combat
   
  A sleeping willow prefers to attack from 
  ambush when potential prey wanders too close 
  to it. Once prey is in range, the sleeping willow 
  releases its spores and then attacks with its 
  branches, grabbing its prey in its vise-like grip. 
  Grappled creatures are drained of their body fluids 
  and absorbed by the tree.
  Sleeping Willow
  Huge Plant
  Hit Dice: 11d8+44 (93 hp)
  Initiative: -1
  Speed: 10 ft. (2 squares)
  Armor Class: 23 (-2 size, -1 Dex, +16 
  natural), touch 7, flat-footed 23
  Base Attack/Grapple: +8/+24
  Attack: Slam +15 melee (2d6+8/19-20)
  Full Attack: 4 slams +15 melee (2d6+8/19-
  20)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Constitution drain, 
  improved grab, sleep spores
  Special Qualities: Low-light vision, plant 
  traits, tremorsense 60 ft., vulnerability to fire
  Saves: Fort +12, Ref +2, Will +4
  Abilities: Str 26, Dex 8, Con 18, lnt 6, Wis 
  12, Cha 10
  Skills: Hide -9*, Jump -4, Listen +10, Spot 
  +10
  Feats: Alertness, Improved Critical (slam), 
  Power Attack, Weapon Focus (slam)
  Environment: Temperate forests
  Organization: Solitary or grove (2-5)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 12-22 HD (Huge); 23-33 
  HD (Gargantuan)
  Level Adjustment: –
   
  A grove of sleeping willows act in concert 
  against multiple opponents, aiding one another when 
  necessary until the opponents are slain or flee.
   
  Constitution Drain (Su): A creature 
  grabbed by a sleeping willow must succeed on a 
  DC 19 Fortitude save or permanently lose 2 points 
  of Constitution each round the hold is maintained. 
  The sleeping willow heals 5 points of damage 
  whenever it drains Constitution, gaining any 
  excess as temporary hit points. The save DC is 
  Constitution-based.
   
  Improved Grab (Ex): To use this ability, 
  a sleeping willow must hit with a slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If 
  the sleeping willow wins the grapple check, it 
  establishes a hold and drains Constitution and 
  deals slam damage each round.
   
  Sleep Spores (Ex): As a standard action, 
  a sleeping willow can eject a cloud of yellowish 
  pollen from its body in a 30-foot spread. Affected 
  creatures must succeed on a DC 19 Will save or fall 
  asleep for 10 minutes. There is no HD limit for this 
  sleep effect. The save DC is Constitution-based.
   
  Tremorsense (Ex): A sleeping willow can 
  automatically sense the location of anything within 
  60 feet that is in contact with the same vegetation it 
  is (including the ground).
   
  Skills: *Sleeping willows have a +16 racial 
  bonus on Hide checks in forested areas.
  10
  
  172
   
  White-haired ghosts are corporeal undead that 
  walk among the living in pursuit of those who they 
  feel have wronged them, especially former lovers, 
  traitorous husbands or wives, and sorcerous rivals. 
  They appear much like they did in life, except their 
  hair is snow-white, their fingers end in claws, and their 
  skin is cold to the touch. White-haired ghosts often 
  have long robes, scarves, or even billowy long hair, 
  which they use to entrap their victims. They fight only 
  by night, returning to darkened haunts by daylight.
   
  A white-haired ghost has the same height 
  and weight as a typical human. They speak any 
  languages they spoke in life (usually Common and 
  two or three others).
  Combat
   
  White-haired ghosts rely on their spells to create 
  skeletons and other minor undead prior to a battle. 
  During combat, they enjoy using powerful evocations 
  such as fireballs, magic missiles and ice storms.
   
  Scarf Magic (Su): A white-haired ghost can 
  use the fabric of her garments to trap and entangle 
  opponents as if using a rope of entanglement. Some 
  white-haired ghosts use their hair to the same effect.
  White-Haired Ghost
  Medium Undead
  Hit Dice: 9dl2 (58 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), fly 60 ft. (average)
  Armor Class: 16 (+1 Dex, +5 natural), touch 11, 
  flat-footed 15
  Base Attack/Grapple: +4/+6
  Attack: Claw +6 melee (1d4+2)
  Full Attack: 2 claws +6 melee (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Scarf magic, spells
  Special Qualities: Darkvision 60 ft., undead 
  determination, undead traits
  Saves: Fort +3, Ref +4, Will +7
  Abilities: Str 14, Dex 12, Con –, Int 16, Wis 12, 
  Cha 17
  Skills: Bluff +14, Concentration +14, Diplomacy 
  +6, Disguise +5 (+7 acting), Hide +12, Intimidate 
  +16, Listen +12, Spellcraft +14, Spot +12
  Feats: Empower Spell, Improved Initiative, 
  Quicken Spell, Spell Focus (evocation)
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Usually lawful evil
  Advancement: 8-21 HD (Medium)
  Level Adjustment: –
   
  Spells: A white-haired ghost casts arcane spells 
  as a 9th-level necromancer, choosing conjuration 
  and enchantment as its prohibited schools.
   
  Typical Wizard Spells Prepared (4/5/5/4/
  2/1; save DC 13 + spell level, evocation save 
  DC 14 + spell level): 0–detect magic, ghost 
  sound, ray of frost, read magic, touch of fatigue; 
  1st–burning hands, chill touch, magic missle, ray 
  of enfeeblement (2), shocking grasp; 2nd–blur, ghoul 
  touch, gust of wind, scorching ray, shatter, spectral 
  hand; 3rd–dispel magic, fireball (2), lightning bolt, 
  ray of exhaustion; 4th–animate dead, empowered 
  scorching ray, ice storm;  5th–empowered vampiric 
  touch, quickened magic missle.
   
  Undead Determination (Su): White-haired 
  ghosts usually hide their hearts and souls in objects 
  or even in unwitting, innocent victims, as per the 
  magic jar spell. This means that killing them once is 
  not enough—a white-haired ghost rises up again the 
  next night and continues to pursue vengeance unless 
  its body is properly blessed and buried, or the magic 
  jar receptable is broken (or exorcised, if living).
  Eri
  Large Magical Beast
  Hit Dice: 11d10+55 (115 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 22 (-1 size, +2 Dex, +11 natural), 
  touch 11, flat-footed 20
  Base Attack/Grapple: +11/+21
  Attack: Claw +16 melee (1d6+6)
  Full Attack: 2 claws +16 melee (1d6+6) and bite 
  +11 melee (1d8+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, pounce, rake 
  1d6+3, spells
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +12, Ref +9, Will +9
  Abilities: Str 22, Dex 14, Con 20, Int 19, Wis 18, 
  Cha 17
  Skills: Climb +9, Concentration +14, Hide +1, 
  Jump +14, Knowledge (nature) +15, Listen +16, 
  Search +11, Spellcraft +16, Spot +16, Survival 
  +16 (+18 in aboveground natural environments, 
  +18 following tracks) 
  Feats: Alertness, Combat Casting, Iron Will, 
  Track
  Environment: Any forests, hills, mountains, and 
  plains
  10
  
  173
   
  Eris are ancient beasts that seek to preserve the 
  balance of nature. Large creatures resembling lions, 
  eris have fur the color of burnt amber with patterns 
  of blue or black stripes down their backs and across 
  their legs. Thick, dark brown manes frame their 
  flattened faces, and their eyes gleam with wisdom. 
  Their paws end in black claws used for climbing 
  and self-defense, and their powerful hind legs allow 
  them to move quickly in times of danger.
   
  Campfire stories tell of ancient times when eris 
  were many, helping humans to tame the wilderness 
  and survive nature’s perils. But something happened 
  to them. There are many different tales; some say 
  that the eris were nearly wiped out by the gods, 
  while others tell of how the eris saw that their time 
  on the mortal plane was up, and willingly vanished 
  into nothingness. Whatever the cause of their 
  decline, only a few eris remain, living in overgrown 
  ruins across the world.
   
  In modern times, eris have become less 
  friendly with humans and other humanoids. Their 
  main interest seems to have shifted from helping 
  civilization expand to protecting the wilds of 
  the world. They can still prove useful sources of 
  information about ancient creatures and places, but 
  their motivations must always be questioned; if an 
  eri believes a creature to be a threat (directly or not) 
  to nature, it will readily give false advice. As a last 
  resort, it may even attack creatures. 
   
  Eris speak Common, Sylvan, and up to three 
  other languages native to their region. They can also 
  understand Abyssal and Celestial, though few have 
  the ability to speak these languages.
  Combat
   
  Eris avoid combat when possible, but they 
  can use their spells to effectively complement 
  their physical attacks. Eris often use spells such 
  as entangle and fog cloud to slow their opponents, 
  or wall of thorns to separate groups. They then try 
  to kill their enemies with their claws, but will use 
  forest’s curse (see below) if faced with unusually 
  tenacious foes.
   
  Improved Grab (Ex): To use this ability, an 
  eri must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
   
  Pounce (Ex): If an eri charges a foe, it can 
  make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +13 melee, damage 
  1d6+3.
   
  Spells: An eri casts spells as an 11th-level 
  druid.
   
  Typical Druid Spells Prepared (6/6/5/5/4/2/1, 
  save DC 14 + spell level): 0–detect magic, detect 
  poison, guidance, know direction, purify food 
  and drink, read magic; 1st–calm animals, detect 
  animals or plants, entangle, faerie fire, hide from 
  animals, speak with animals; 2nd–barkskin, fog 
  cloud, hold animal, lesser restoration, tree shape; 
  3rd–call lightning, cure moderate wounds, greater 
  magic fang, neutralize poison, speak with plants; 
  4th–command plants, cure serious wounds, dispel 
  magic, ice storm; 5th–tree stride, wall of thorns; 
  6th–forest’s curse*.
  Forest’s Curse
  Transmutation
  Level: Drd 6
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: Permanent
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
   
  By succeeding at a melee touch attack, the 
  caster can transform any living creature into a tree (as 
  if the creature were affected by a tree shape spell). 
  The creature can make a Fortitude save to avoid the 
  effect. If the save fails, the creature instantly sprouts 
  roots that dig into the ground, preventing it from 
  moving. The creature is considered entangled and 
  continues sprouting roots, branches, and leaves for 
  1d4 rounds. At the end of this period, the creature is 
  fully transformed into a tree.
   
  The 
  creature 
  loses 
  its 
  extraordinary, 
  supernatural, and spell-like abilities and loses any 
  ability to cast spells. The creature cannot willingly 
  change back and remains in the form of a tree until 
  the magic is removed by a successful dispel magic 
  or similar spell. Creatures immune to polymorph are 
  immune to forest’s curse, and a creature with the 
  shapechanger subtype can revert to its natural form 
  as a standard action.
  Organization: Solitary
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 12-22 HD (Large)
  Level Adjustment: –
  11
  
  174
   
  The thaye tase is grotesque bipedal creature 
  standing nine feet tall and weighing over 400 
  pounds. Its rubbery gray skin is tightly stretched 
  over its bony frame. Its features are angular, and it 
  reeks of rot. Sharp, filthy claws tip its hands, and 
  wicked tusks jut from its mouth.
   
  Thaye tase are intelligent, corporeal undead 
  that live in dark and haunted forests. It is rumored 
  that they are the remains of giants or trolls that 
  died a violent death. Regardless of their origin, 
  they tend to gravitate towards areas where diseases 
  have taken their toll, laughing at the misfortune of 
  those who have fallen victim to these maladies. 
  Those who have met the thaye tase in combat and 
  lived to tell the tale are amazed at its strength and 
  speak about its maddening cackle and disease-
  ridden breath.
   
  Thaye tase speak Common and Giant.
  Combat
   
  Thaye tase revel in combat, weakening their 
  opponents with maddening laughter before setting 
  upon them with claw and tusk. Their naturally 
  tough skin allows them to ignore most attacks, 
  so most thaye tase immediately seek the heart of 
  any melee. Although it usually uses its powerful 
  disease-inducing breath upon unknowing innocents 
  when invisible, thaye tase have few philosophical 
  problems with using it in combat.
  Thaye Tase
  Large Undead
  Hit Dice: 16dl2 (104 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +8 natural), touch 
  9, flat-footed 17
  Base Attack/Grapple: +8/+21
  Attack: Claw +17 melee (2d4+9/19-20)
  Full Attack: 2 claws +17 melee (2d4+9/19-
  20)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Breath weapon, 
  maddening laughter, tusk savage ld8+4
  Special Qualities: Damage reduction 15/
  magic, darkvision 60 ft., invisibility, undead 
  traits
  Saves: Fort +5, Ref +5, Will +10
  Abilities: Str 28, Dex 10, Con –, Int 10, Wis 
  10, Cha 14
  Skills: Climb +20, Concentration +21, Hide 
  +10, Jump +21, Listen +24, Move Silently 
  +9
  Feats: Cleave, Improved Critical (claws), 
  Improved Sunder, Power Attack, Stealthy, 
  Weapon Focus (claws)
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 17-32 (Large); 33-48 
  (Huge)
  Level Adjustment: –
   
  Breath Weapon (Su): Cone of disease, 60 
  feet, every 1d4 rounds (but no more than five times 
  per day); Fortitude save (DC 20). Those who fail to 
  save contract cackle fever, mindfire, or the shakes 
  (the thaye tase chooses each time it breathes). The 
  save DC is based on the thaye tase’s Hit Dice and 
  ability modifier, instead of the save DC usually 
  associated with the chosen disease. The save DC 
  is Charisma-based.
   
  Maddening Laughter (Su): When a thaye 
  tase laughs its cacophonous cackle, all living 
  creatures within a 60-foot spread must succeed on a 
  DC 20 Will save or be affected by hideous laughter 
  (caster level 8th). This is a sonic, mind-affecting 
  charm ability. Those who successfully save are 
  immune to that thaye tase’s maddening laughter for 
  24 hours. The save DC is Charisma-based.
   
  Tusk Savage (Ex): If a thaye tase hits with 
  both claws, it latches onto the opponent’s body and 
  tears its flesh with its powerful tusks. This deals an 
  additional ld8+4 points of damage.
   
  Invisibility (Sp): A thaye tase can use 
  invisibility (self only) at will (caster level 10th).
   
  Skills: Thaye tase have a +5 racial bonus on 
  Listen checks.
  11
  
  175
   
  A witch tree combines the features of a 
  tall, beautiful woman and a willow tree looking 
  somewhat like a female willow treant. Her hair and 
  fingers form the fronds of the willow, her arms and 
  parts of her hair, the branches. From a distance, 
  the witch tree is almost indistinguishable from 
  a normal willow tree. Its skin is thick and dark, 
  resembling the bark of a tree. Its legs join together 
  to form the roots.
   
  Witch trees gain nutrients from the soil where 
  they take root, but have a particular fondness for 
  living flesh, particularly that of gnomes and orcs. 
  As such, groves of these creatures can be found 
  lairing near such settlements.
   
  The origin of the witch tree is clouded. On 
  one side, sages argue that the witch tree is a magical 
  creation created by an insane spellcaster to do his 
  personal bidding. On the other side, sages argue that 
  the witch tree resulted from miscast magic or is the 
  result of “magical leakage” perhaps created when 
  a spellcaster attempting to create a magical wand 
  or staff or other such item failed in his endeavors 
  and cast aside the item, thereby allowing what 
  magic it held to “leak” out into the surrounding soil. 
  Regardless of the origin, the creature has multiplied 
  significantly in numbers and shows no signs of 
  becoming extinct anytime soon.
   
  Some adventurers tell tales of a witch tree 
  grove that lured the entire population of a small 
  village to its death through magical charms and 
  hexes. Such stories are not without merit, and 
  Witch Tree
  Huge Plant
  Hit Dice: 11d8+66 (115 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares)
  Armor Class: 21 (-2 size, -1 Dex, +14 
  natural), touch 7, flat-footed 21
  Base Attack/Grapple: +8/+25
  Attack: Tendril +16 melee (2d6+9)
  Full Attack: 4 tendrils +16 melee (2d6+9)
  Space/Reach: 15 ft/15 ft
  Special Attacks: Constrict 2d6+9, improved 
  grab, spell-like abilities
  Special Qualities: Damage reduction 
  10/magic, low-light vision, plant traits, 
  resistance to electricity 10 and fire 10, spell 
  resistance 23
  Saves: Fort +13, Ref +4, Will +4
  Abilities: Str 28, Dex 9, Con 22, Int 14, Wis 
  12, Cha 18
  Skills: Concentration +20, Jump +3, 
  Knowledge (arcana) +16, Listen +17, Spot 
  +17
  Feats: Alertness, Improved Initiative, 
  Lightning Reflexes, Weapon Focus (tendril)
  Environment: Temperate forests
  Organization: Solitary or grove (2-5)
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 12-22 HD (Huge); 23-33 
  HD (Gargantuan)
  Level Adjustment: —
  most intrepid adventurers warn others of their 
  kind when a witch tree grove has been discovered. 
  When a discovery is made, hunters, druids, and 
  warriors move against the witch tree in an effort 
  to remove the threat before villagers and livestock 
  begin disappearing.
   
  A witch tree is about 25 feet tall and weighs 
  about 3,500 pounds. A witch tree speaks Common, 
  Goblin, Sylvan, and Abyssal.
  Combat
   
  A witch tree sits unmoving until a potential 
  target moves within range. It first attacks using its 
  spell-like abilities, attempting to charm or control 
  its would-be assailants. Those that resist are 
  attacked physically by the witch tree. A grabbed 
  opponent is held until it escapes or dies or until the 
  witch tree is killed.
   
  Constrict (Ex): A witch tree deals 2d6+9 
  points of damage with a successful grapple check 
  against a creature of its size or smaller.
   
  Improved Grab (Ex): To use this ability, a 
  witch tree must hit a creature with a tendril attack. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict in the same round.
   
  Spell-Like Abilities: 5/day–charm monster 
  (DC 22); 2/day–dominate person (DC 19). Caster 
  level 16th. The save DCs are Charisma-based.
   
  Skills: A witch tree has a +4 racial bonus on 
  Listen and Spot checks.
  11
  
  176
   
  The ziz, kings of birds, are huge cranes, 
  yellow with red wings and green and purple crests. 
  Their hearts are those of birds of prey, and woe to 
  those who approach their large nests (built at the 
  tops of the tallest trees), for they are very territorial.
   
  Ziz are normally solitary creatures who come 
  together once per century to mate. A ziz is capable 
  of flight from the moment of hatching and leaves its 
  nest as soon as it is born, never looking back. The 
  egg of a ziz houses powerful magics.
   
  Ziz eat the standard fare of birds: fish, worms, 
  and the like. Of course, at their size, “fish” can include 
  sharks, and “worms” may include small dragons.
   
  According to tradition, at the end of time 
  the flesh of a ziz will be served as a feast for the 
  righteous, a reward for obeying the dietary laws 
  against eating birds of prey. Those who knowingly 
  eat the flesh of the ziz before that, however, aren’t 
  just unclean; they receive a major curse.
  Combat
   
  Command Airborne Creatures (Su): As 
  king of birds, all avian creatures, even the phoenix, 
  must bow before a ziz. This role manifests itself in 
  one of three ways.
   
  -A ziz’s cry can affect any naturally flying 
  creature (i.e. not those using magical aids or 
  supernatural abilities) within a 1,200-foot radius. The 
  targets must succeed on a DC 28 Will save or plummet 
  from the sky for three rounds. The cry echoes for 
  three rounds after it is initially sounded, during which 
  time no creature may become airborne within the 
  1,200-foot radius. The ziz may sound this cry once 
  every three rounds as a free action. The save DC is 
  Charisma-based and includes a +6 racial bonus.
   
  -Any bird that comes within 320 feet of a 
  ziz must succeed on a DC 22 Will save or become 
  subject to a charm monster spell (at the ziz’s will). 
  The save DC is Charisma-based.
  Ziz
  Huge Magical Beast
  Hit Dice: 13d10+65 (136 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares), fly 160 ft. (average) (32 
  squares)
  Armor Class: 28 (-2 size, +4 Dex, +16 natural), 
  touch 12, flat-footed 24
  Base Attack/Grapple: +13/+28
  Attack: Claw +18 melee (1d8+7)
  Full Attack: 2 claws +18 melee (1d8+7) and bite 
  +16 melee (1d6+3)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Command airborne creatures
  Special Qualities: Celestial song, darkvision 60 
  ft., low-light vision, spell resistance 25, wading
  Saves: Fort +13, Ref +12, Will +10
  Abilities: Str 24, Dex 19, Con 21, Int 14, Wis 22, 
  Cha 23
  Skills: Diplomacy +16, Intimidate +14, 
  Knowledge (nature) +9. Knowledge (religion) +9, 
  Listen +14, Sense Motive +13, Spellcraft +12, 
  Spot +14, Survival +13 (+15 aboveground)
  Feats: Flyby Attack, Hover, Multiattack, Snatch, 
  Wingover
  Environment: Any forest
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral good
  Advancement: 14-26 HD (Huge)
  Level Adjustment: —
   
  -A ziz has a +4 circumstance bonus on Spot 
  and Listen checks against airborne creatures, and 
  no creature that is aloft may use invisibility to elude 
  its sight.
   
  Celestial Song (Su): When incubating an egg, 
  a ziz sings a beautiful song to its offspring, which 
  can also affect on other creatures within a 120-foot 
  radius. All creatures of good alignment within the 
  radius that can hear the song are cured of 1 point 
  of damage. All creatures of evil alignment within 
  the radius that can hear the song must succeed on 
  a DC 22 Will save or take 1 point of damage each 
  round it remains within the radius. A creature that 
  successfully saves cannot be affected again by 
  the same ziz’s song for 24 hours. The save DC is 
  Charisma-based.
   
  Wading (Su): A ziz has the ability to wade in 
  water of any depth because its legs can magically 
  extend to any length while in the water. Even if 
  standing in the deepest depths of the ocean, a ziz’s size 
  category does not change for the purposes of combat.
   
  Ziz Egg: The egg of a ziz is a powerful natural 
  magic item. A ziz egg takes six years to hatch, and 
  until the day of its hatching, as long as the egg is 
  properly cared for, anyone holding the egg can 
  perform a control water spell up to three times per 
  day, cast as a 30th level cleric.
   
  If a ziz egg is cracked open before its time, 
  it floods a territory with foul liquid. It pours out 
  a torrent of 4,000 cubic feet of liquid per round. 
  Anyone who deliberately breaks a ziz egg angers 
  all ziz permanently, resulting in a lifetime of being 
  menaced by both natural and magical birds.
   
  A shard of a ziz egg shell that breaks naturally at 
  hatching gives the bearer a +1 bonus to the difficulty 
  class of saves made against his spells involving birds. 
  Each shell produces 2d12 such fragments.
   
  Strong transmutation; CL 30th; Weight 30 lbs.
  11
  
  177
   
  An amberjuron appears to be a normal snowy 
  owl, except for its fine jewelry, the wand in its talons, 
  and the odd look of intelligence in its eyes. They 
  spend their time collecting knowledge, thinking, 
  crafting magical items, and studying ancient books. 
  Almost all of the amberjuron’s knowledge is 
  obtained secondhand through bartering for heretofore 
  unknown knowledge. For every bit of arcane lore or 
  advice that an amberjuron gives out, it requires an 
  equitable exchange of information. This trade can be 
  of any sort of information, as long as the amberjuron 
  finds it new and interesting. It can be a recipe for 
  dragon liver, the command word for a long lost 
  magic item, recent political happenings, or even a 
  personal anecdote. Since the amberjuron lives almost 
  1,000 years and never forgets anything it hears, it 
  eventually collects an amazing array of knowledge.
   
  Amberjurons also have a great love for 
  creating magic items, exceeded only by their love 
  for jewelry. An amberjuron is often willing to 
  trade its magical creations for a particularly lovely 
  sapphire necklace or two. An amberjuron typically 
  has a wand or two available or a minor magical ring. 
  Frequently amberjurons have rather unusual magical 
  items, as they enchant whatever they have on hand. 
  They are especially fond of enchanting their beloved 
  jewelry. They aren’t fools though, and amberjurons 
  usually only trade for jewels of equal or greater 
  monetary value than their magical creations are 
  worth, assuming they make a successful Appraise 
  check. An amberjuron may also offer services such 
  as identify or legend lore in return for interesting 
  knowledge or items. 
   
  An amberjuron stands about 2 feet tall and 
  weighs 3-6 pounds, with a wingspan of around 5 feet.
   
  Amberjurons 
  usually 
  speak 
  Celestial, 
  Common, Elven, Dwarven, Nightling, Sylvan, or 
  other languages the DM deems appropriate. 
  Amberjuron
  Tiny Magical Beast 
  Hit Dice: 12d10+12 (78 hp) 
  Initiative: +3
  Speed: 10 ft. (2 squares), fly 40 ft. (average) 
  Armor Class: 25 (+2 size, +3 Dex, +5 natural, +5 
  bracers of armor), touch 15, flat-footed 22
  Base Attack/Grapple: +12/+3
  Attack: Talons +13 melee (1d4-1) 
  Full Attack: Talons +13 melee (1d4-1) 
  Space/Reach: 2-1/2 ft./0 ft. 
  Special Attacks: Spells 
  Special Qualities: Darkvision 60 ft., low-light 
  vision, perfect memory, spell resistance 20 
  Saves: Fort +9, Ref +11, Will +9
  Abilities: Str 8, Dex 16, Con 12, Int 24, Wis 20, 
  Cha 15 
  Skills: Appraise +16 (+18 with related items to its 
  Craft skill), Bluff +10, Concentration +13, Craft 
  (any) +19, Craft (alchemy) +19, Decipher Script 
  +16, Hide +17, Jump -13, Knowledge (arcana) 
  +19, Knowledge (nature) +19, Listen +22, Move 
  Silently +24, Spellcraft +21, Spot +14*, Survival 
  +13 (+15 in aboveground natural environments)
  Feats: Craft Wand, Craft Wondrous Item, Silent 
  Spell, Still Spell, Quicken Spell
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 12
  Treasure: No coins; double goods; double items 
  Alignment: Usually neutral good 
  Advancement: 13-24 HD (Tiny); 25-36 HD 
  (Small)
  Level Adjustment: –
  Combat
   
  Amberjurons aren’t interested in combat. If 
  attacked, they fly off and use invisibility to cover 
  their escape. If cornered, they teleport away or 
  use gaseous form to escape. If somehow forced 
  into combat, they attack with spells, as they only 
  use their talons for hunting. An amberjuron always 
  has a fireball tucked away in the back of his mind 
  for just such an emergency. If obviously doomed, 
  an amberjuron offers his magic items in return for 
  sparing its life. It brings out one or two devices from 
  its hiding places, and then flies off.
   
  Spells: An amberjuron casts spells as a wizard 
  of a level equal to twice its Hit Dice (typically 12th). 
   
  Typical Wizard Spells Prepared (4/6/6/6/4/4/3; 
  save DC 17 + spell level): 0—detect magic, light, 
  mage hand, read magic; 1st— charm person, 
  comprehend languages, identify (2), magic missile, 
  shield; 2nd—arcane lock, invisibility, locate object, 
  mirror image, scare, web; 3rd—arcane sight, dispel 
  magic, fireball, gaseous form, protection from 
  energy, tongues; 4th—fear, greater invisibility, 
  remove curse, scrying; 5th—contact other plane, 
  secret chest, sending, teleport; 6th—globe of 
  invulnerability, legend lore, true seeing.
   
  Perfect Memory (Ex): An amberjuron 
  never forgets anything that it sees, hears, or learns. 
  Anything that has happened during its long life can 
  be recalled instantly and with complete clarity. 
  Amberjurons are not resistant to spells such as 
  modify memory, but have a +8 racial bonus on 
  saving throws against mind-affecting divinations 
  and similar mind-reading effects due to the 
  enormous and confusing volume of information 
  contained in their minds.
   
  Skills: Amberjurons, like owls, have a +8 racial 
  bonus on Listen checks and a +14 racial bonus on 
  Move Silently checks. *They have a +8 racial bonus 
  on Spot checks in areas of shadowy illumination.
  12
  
  178
   
  The arborachnid is a spider of incredible size: 
  its body is 20 feet in diameter, its legs are 30 feet 
  long, and it weighs about 4 tons. The arborachnid is 
  an incredibly patient hunter, often lying still for days 
  awaiting the perfect chance to strike. Burying itself 
  beneath the surface, it lifts its legs high in the air to 
  mimic trees. It can achieve a state of such perfect 
  stillness that fast-growing vegetation begins to cover 
  it, and birds, squirrels and other arboreal creatures 
  create nests upon it.
   
  Arborachnids 
  prefer 
  to 
  feed 
  on 
  local 
  humanoids. However, its appetite is nearly 
  insatiable, and its massive size enables it to hunt 
  nearly any creature found in its forest home.
  Combat
   
  In stark contrast to its painstakingly deliberate 
  method of travel, the arborachnid transforms into a 
  lightning-quick killer when it finally attacks its prey. 
  It uses its razor-sharp forelegs to impale its targets, 
  while using its poison to cripple any foe that poses a 
  significant threat.
   
  Once all prey is slain, the arborachnid returns 
  to its lethargic pace, casually draining each body of 
  fluids and then devouring the remains. When nothing 
  is left of the village but empty huts, the arborachnid 
  vanishes back into the backdrop of jungle foliage, 
  gradually making its way to its next target.
  Arborachnid
  Gargantuan Vermin
  Hit Dice: 18d8+126 (207 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 20 ft.
  Armor Class: 22 (-4 size, +3 Dex, +13 natural), 
  touch 9, flat-footed 19
  Base Attack/Grapple: +13/+33
  Attack: Foreleg +17 melee (3d6+8/19-20x3) or 
  bite +17 melee (2d8+8 plus poison)
  Full Attack: 2 forelegs +17 melee (3d6+8/19-
  20x3) and bite +12 melee (2d8+4 plus poison) 
  Space/Reach: 20 ft/15 ft. (20 ft. with foreleg)
  Special Attacks: Augmented critical, impale 
  3d8+16, poison
  Special Qualities: Damage reduction 5/slashing, 
  darkvision 60 ft, tremorsense 90 ft., vermin traits 
  Saves: Fort +18, Ref +9, Will +8
  Abilities: Str 26, Dex 17, Con 24, lnt –, Wis 15, 
  Cha 8
  Skills: Climb +16, Hide +1*, Jump +12, Spot +12
  Feats: —
  Environment: Warm forests
  Organization: Solitary
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral
  Advancement: 19-36 HD (Gargantuan); 37-54 
  HD (Colossal)
  Level Adjustment: — 
   
  A creature that comes within 100 feet of 
  a motionless arborachnid but does not spot the 
  creature may make a DC 20 Survival check to notice 
  that something feels “wrong,” but he cannot quite 
  put a finger on what that might be (until the monster 
  moves, that is).
   
  Augmented Critical (Ex): An arborachnid 
  threatens a critical hit on a natural attack roll of 19-
  20 with its foreleg attacks. On a successful critical 
  hit with a foreleg attack, it deals triple damage.
   
  Impale (Ex): If the arborachnid hits with 
  two forelegs in the same round, it skewers its 
  opponent and leaves a gaping wound. This attack 
  automatically deals an additional 3d8+16 points of 
  damage and causes the opponent to bleed for 1d3 
  points of damage per round thereafter. This bleeding 
  may be stopped with a DC 20 Heal check or by any 
  magical healing that heals at least 10 hit points.
   
  Poison (Ex): Bite, Fortitude DC 26; initial 
  damage 2d6 Strength, 2d6 Dexterity, and 2d6 
  Constitution; secondary damage 2d6 Constitution. 
  The save DC is Constitution-based.
   
  Skills: Arborachnids have a +8 racial bonus 
  on Climb checks and a +10 racial bonus on Spot 
  checks. They can always choose to take 10 on 
  Climb checks, even if rushed or threatened. *When 
  standing among jungle growth, a arborachnid has a 
  +30 racial bonus on Hide checks.
  Ebon Spider
  Large Magical Beast
  Hit Dice: 14d10+42 (119 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares), climb 20 ft.
  Armor Class: 29 (-1 size, +6 Dex, +10 natural, 
  +4 profane), touch 19, flat-footed 23
  Base Attack/Grapple: +14/+25
  Attack: Bite +20 melee (2d6+10/19-20 plus 
  poison) or web +19 ranged touch
  Full Attack: Bite +20 melee (2d6+10/19-20 plus 
  poison) or web +19 ranged touch
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Nightmare, poison, web
  Special Qualities: Darkvision 60 ft., freedom of 
  movement, low-light vision, profane infusion
  Saves: Fort +12, Ref +15, Will +7
  Abilities: Str 24, Dex 22, Con 16, Int 14, Wis 12, 
  Cha 15
  12
  
  179
   
  Ebon spiders are the bane of dark forests, 
  twisting mazes, and underground tunnels. They are 
  ruthless, intelligent hunters that despise all creatures 
  that enter their territories, viewing them as food to 
  be harvested. From time to time, they make deals 
  with powerful, evil races to allow safe passage in 
  exchange for food, gifts, or treasures. Their only 
  known ally is the ebant (page 188). The spiders have 
  a bony black exoskeleton, granting them increased 
  shielding against attacks. Most who see these 
  creatures report them as appearing as very large 
  spiders with white fangs that drip poison and eyes 
  that glow with a hellish red light.
   
  The preferred habitat of the ebon spider is 
  deep in a haunted wood controlled by an ebant or 
  a grove of ebants. Creatures entering a forest under 
  control of an ebant can expect to encounter ebon 
  spiders long before reaching the heart of the forest 
  where the ebant resides. They are ruthless hunters, 
  prone to hit-and-run tactics, and adventurers will 
  probably have to endure numerous assaults as 
  they make their way into the forest. Ebon spiders 
  also take over underground caverns to use them as 
  lairs, filling the corridors with webs that allow them 
  easy access but hamper intruders. They likewise 
  can inhabit a swamp or marsh, leaping out to attack 
  creatures whose paths lead them to destruction.
   
  A typical ebon spider is 8-9 feet long and 
  weighs about 750 pounds. Ebon spiders speak 
  Common, Sylvan, Undercommon, and either 
  Abyssal (for lawful ebon spiders) or Infernal (for 
  chaotic ones).
  Combat
   
  Ebon spiders are prone to charge into combat, 
  trying to kill as many creatures as possible. Being 
  intelligent, they prefer to attack spellcasters over 
  armored opponents, using their Mobility and Spring 
  Attack feats to keep their opponents off-balance.
   
  Nightmare (Su): A creature that fails the 
  secondary saving throw against an ebon spider’s 
  poison is subject to its nightmare effect. Once each 
  year on the anniversary of the spider’s attack, the 
  creature lapses into a comatose state for 24 hours that 
  is marked by sweating, uncontrollable shaking, and 
  vivid dreams that recreate the attack in the mind of 
  the victim. In addition, each time the creature finds 
  itself in the domain of an ebon spider (marked by the 
  massive webs of its dream), the creature suffers a -4 
  morale penalty on all attack rolls and saving throws. 
  This mind-affecting fear effect can be removed by 
  a remove curse or DC 25 break enchantment spell 
  cast within a number of days of the attack equal to 
  the caster’s level. Afterwards, only a miracle or wish 
  spell is sufficient to remove the effect.
   
  Poison (Ex): Injury, Fortitude DC 20, initial 
  damage 1d6 Strength, secondary damage nightmare. 
  The save DC is Constitution-based.
   
  Web (Ex): Ebon spiders can throw a web eight 
  times per day. This is similar to an attack with a net 
  but has a maximum range of 50 feet with a range 
  increment of 10 feet and is effective against targets up 
  to one size category larger than the spider. The web 
  anchors the target in place, allowing no movement. An 
  entangled creature can escape with a successful DC 
  20 Escape Artist check or burst the web with a DC 24 
  Strength check as a standard action. The check DCs 
  are Constitution-based, and the Strength check DC 
  includes a +4 racial bonus. The web has 12 hit points, 
  hardness 0, and takes double damage from fire. Ebon 
  spiders also create sheets of sticky webbing from 5 to 
  60 square feet. They usually position these sheets to 
  snare flying creatures but can also try to trap prey on 
  the ground. Approaching creatures must succeed on 
  a DC 20 Spot check to notice a web; otherwise they 
  stumble into it and become trapped as though by a 
  successful web attack. Attempts to escape or burst the 
  webbing gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. Each 
  5-foot section has 12 hit points, hardness 0, and takes 
  double damage from fire. An ebon spider can move 
  across its own web at its climb speed and can pinpoint 
  the location of any creature touching its web.
   
  Freedom of Movement (Su): An ebon spider 
  is always under the effect of a freedom of movement 
  spell, allowing it to move through webs and ignore 
  paralysis and similar effects.
   
  Profane Infusion (Su): An ebon spider is 
  infused with profane energy, granting it a +4 profane 
  bonus on its Armor Class and saving throws.
   
  Skills: Ebon spiders have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
  Skills: Climb +28, Hide +18, Jump +11, Listen 
  +14, Move Silently +19, Spot +14
  Feats: Dodge, Improved Critical (bite), Iron Will, 
  Mobility, Spring Attack
  Environment: Temperate forests
  Organization: Solitary or cluster (2-5)
  Challenge Rating: 12
  Treasure: None
  Alignment: Always evil (any)
  Advancement: 15-28 HD (Huge); 29-42 
  (Gargantuan)
  Level Adjustment: –
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  Lostlings are the pitiful souls of creatures of 
  lost individuals who died in the wilderness from 
  starvation or madness. The lostling’s features 
  vaguely resemble its emaciated, nearly skeletal 
  appearance just prior to succumbing to hunger or 
  thirst; however, despite its likeness to its former 
  self, it possesses virtually no understanding or 
  recollection of its former life. Condemned to 
  wander the woods in search of their former homes, 
  these vile creatures develop an intense hatred of 
  the living, and they seek to share their pain by 
  damning their victims to share the same fate that 
  caused their unnatural lives.
   
  A lostling must remain within three miles of 
  its decomposing body. Spiteful and vindictive, the 
  lostling desires to subject others to the events that 
  caused its horrific, undead state.
   
  A solitary lostling is usually the sole survivor 
  of some catastrophe, while larger gatherings of 
  these creatures consist of entire parties that lost 
  their way in the woods or a lostling’s transformed 
  victims. Although they understand Common, 
  lostlings never speak.
  Combat
   
  When a lostling encounters a group of 
  potential victims, it follows them relentlessly, 
  relying upon its supernatural abilities to isolate its 
  victims and render them incapable of defending 
  themselves. The lostling then uses its Wisdom 
  drain ability to slowly drive its victims insane.
   
  Aura of Confusion (Su): Any living 
  creature within 30 feet of the lostling must make 
  a DC 23 Will save or become confused. Affected 
  creatures act as if subject to the confusion spell 
  Lostling
  Medium Undead (Incorporeal)
  Hit Dice: 20d12 (130 hp)
  Initiative: +8
  Speed: Fly 80 ft. (perfect) (16 squares)
  Armor Class: 17 (+4 Dex, +3 deflection), 
  touch 17, flat-footed 13
  Base Attack/Grapple: +10/–
  Attack: Incorporeal touch +14 melee (1d6 plus 
  1d3 Wisdom drain)
  Full Attack: Incorporeal touch +14 melee (1d6 
  plus 1d3 Wisdom drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Aura of confusion, divination 
  suppression, Wisdom drain
  Special Qualities: Control weather, darkvision 
  60 ft., incorporeal traits, undead traits, +2 turn 
  resistance
  Saves: Fort +6, Ref +10, Will +13
  Abilities: Str –, Dex 18, Con –, Int 14, Wis 12, 
  Cha 17
  Skills: Bluff +20, Diplomacy +5, Disguise 
  +24 (+26 acting), Escape Artist +21, Hide +26, 
  Intimidate +5, Listen +24, Search +23, Spot 
  +22, Survival +1 (+3 following tracks), Use 
  Rope +4 (+6 with bindings)
  Feats: Alertness, Blind-Fight, Combat 
  Expertise, Combat Reflexes, Dodge, Improved 
  Initiative, Mobility
  Environment: Any forests
  Organization: Solitary, pair, or tribe (6-12)
  Challenge Rating: 12
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 21-40 HD (Medium)
  Level Adjustment: –
  as cast by a 12th-level sorcerer. Once a creature 
  successfully saves against this ability, it is immune 
  to it for the remainder of the combat. The save DC 
  is Charisma-based.
   
  Divination Suppression (Su): An invisible, 
  one-mile radius barrier surrounds the lostling, 
  suppressing any divination spell or magical effect 
  within that radius, although it does not dispel it. 
  Time spent within the lostling’s field of divination 
  suppression counts against the duration of the 
  suppressed spell or magical effect.
   
  Wisdom Drain (Su): Living creatures hit by 
  a lostling’s incorporeal touch attack must make a 
  DC 23 Will save or suffer 1d3 points of Wisdom 
  drain. On each such successful attack, it gains 
  5 temporary hit points. A creature reduced to 0 
  points of Wisdom falls into a deep, nightmare-
  plagued slumber. As a result of this catatonic 
  state, the unfortunate victim eventually dies from 
  starvation or thirst. Creatures dying in this manner 
  transform into lostlings within 1d3 days. The save 
  DC is Charisma-based.
   
  Control Weather (Sp): Once per day, a 
  lostling can control weather as the spell (caster 
  level 12th).
   
  Variant 
  Lostlings: 
  Lostlings 
  that 
  succumbed to the elements still bear marks of the 
  weather conditions that killed them. While these 
  creatures inflict the same amount of damage with 
  their incorporeal touch attacks, half of the damage 
  consists of the energy type that resulted in their 
  death. For instance, the touch of a lostling that died 
  from exposure to arctic weather deals 1d6 points of 
  damage, half of which is cold damage.
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  Brainholders are tree-like plants of huge 
  proportions with knobby protrusions and extensive 
  roots. These clever mimics thrive on blood, 
  particularly the blood of psions. The brainholder 
  feeds by embedding its roots into its vicitm’s 
  veins, and uses its victim’s sensory devices and 
  psionic powers to perceive its surroundings.
  Combat
   
  Once it has lured its prey close with its 
  domination power, a brainholder grabs its victim 
  and inserts its roots to feed. If threatened, it uses 
  psionic attacks to fend off enemies. A brainholder 
  that has thralls can also direct those creatures to 
  protect it.
   
  Blood Drain (Ex): A brainholder can drain 
  blood from a living victim by making a successful 
  grapple check. It if pins the foe, it drains blood, 
  dealing 1d4 points of Constitution damage each 
  round the pin is maintained. On each successful 
  attack, the brainholder gains 5 temporary hit points.
   
  Blood Roots (Ex): On a successful grapple 
  check, a brainholder can insert its roots into the 
  bloodstream of a grabbed creature to drain blood. 
  Brainholder
  Huge Plant
  Hit Dice: 16d8+80 (152 hp)
  Initiative: +0
  Speed: 10 ft. (2 squares)
  Armor Class: 10 (-2 size, +2 natural), touch 
  8, flat-footed 10
  Base Attack/Grapple: +12/+29
  Attack: Root slam +19 melee (1d6+13)
  Full Attack: Root slam +19 melee (1d6+13)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Blood drain, blood roots, 
  improved grab, psi-like abilities, usurp 
  powers
  Special Qualities: Low-light vision, plant 
  traits
  Saves: Fort +15, Ref +5, Will +3
  Abilities: Str 29, Dex 10, Con 20, Int 17, 
  Wis 3, Cha 16
  Skills: Disguise +22, Hide +11, Listen +17, 
  Move Silently +19, Spot +17
  Feats: Alertness, Combat Manifestation, 
  Greater Power Penetration, Iron Will, Power 
  Penetration, Psionic Endowment
  Environment: Any forest and marsh
  Organization: Solitary
  Challenge Rating: 13
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 17-32 HD (Huge); 33-48 
  HD (Gargantuan)
  Level Adjustment: —
  The victim must succeed on a DC 23 Fortitude 
  save or be paralyzed by the brainholder’s sap for 
  as long as the hold is maintained. A brainholder 
  that is feeding cannot use its roots to attack. The 
  save DC is Constitution-based.
   
  Improved Grab (Ex): To use this ability, a 
  brainholder must hit with its root slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can use its blood roots.
   
  Psi-Like Abilities: At will–false sensory input 
  (8 targets, DC 15*), mindlink (15 unwilling targets, 
  DC 14*), mind thrust (ML 13, 13d10 damage, 
  DC 20*) psionic domination (affects aberrations, 
  animals, dragons, elementals, fey, giants, humanoids, 
  magical beasts, and outsiders; four targets, duration 
  1 hour; DC 23*), synesthete. Manifester level 20th. 
  The save DCs are Charisma-based. *Includes 
  augmentations for the brainholder’s manifester level.
   
  Usurp Powers (Su): Once a brainholder 
  embeds its roots into a victim, it can use that 
  creature’s sensory capabilities and psionic powers 
  as though they were its own (no saving throw).
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  The fierce maakantu slithers through the 
  jungle’s dense undergrowth and trees as though 
  it were a king. In fact, it may be considered such, 
  for in its habitat only green dragons pose a serious 
  challenge to its supremacy. Deadly jaws, poisonous 
  breath, a venomous stinger, and the ability to cast 
  druid spells make this creature a formidable and 
  stalwart ally of druids and rangers and a fearsome 
  foe to all that threaten tree and glade.
   
  A maakantu resembles a cross between a 
  limbless green dragon and a massive serpent. Brown 
  and green scales with the bark-like texture cover 
  much of its body, while its underbelly is a dappled 
  green and yellow, similar to the color of fallen leaves. 
  A green and brown-mottled fin glides down its back 
  to the tip of its tail, culminating in a large, needle-
  sharp stinger. Its solid amber eyes contain no visible 
  pupil or iris, making its terrifying gaze even more 
  unsettling. The typical maakantu measures around 20 
  feet long and 3 feet in diameter, although it usually 
  conceals its true length by coiling itself around a 
  tree root or beneath a mass of exposed tree roots. 
  Maakantu speak Common, Draconic, and Druidic.
  Combat
   
  For all its size and bulk, the maakantu is 
  an agile and supple beast, able to twist and whip 
  its body so as to bite and sting the same target 
  simultaneously. It also employs its druid spells to 
  impede its opponent’s movement and to summon 
  aid from nearby wildlife.
   
  Breath Weapon (Su): 40-foot cone of 
  poisonous gas, once every 1d4 rounds, damage 
  2d6 Dex, Fortitude DC 21 half. The save DC is 
  Constitution-based.
  Maakantu
  Large Dragon
  Hit Dice: 15d12+60 (157 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
  Armor Class: 22 (-1 size, +4 Dex, +9 natural), 
  touch 13, flat-footed 18
  Base Attack/Grapple: +15/+26
  Attack: Bite +21 melee (2d6+7)
  Full Attack: Bite +21 melee (2d6+7) and sting 
  +19 melee (ld8+3 plus poison)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Breath weapon, constrict 
  2d6+10, improved grab, poison, spells
  Special Qualities: Darkvision 60 ft., immunity to 
  sleep and paralysis, low-light vision, scent
  Saves: Fort +13, Ref +13, Will +13
  Abilities: Str 24, Dex 18, Con 18, Int 10, Wis 18, 
  Cha 12
  Skills: Balance +13, Climb +15, Concentration 
  +16, Hide +13, Knowledge (nature) +24, Listen 
  +17, Move Silently +17, Spellcraft +26, Spot 
  +19, Survival +20 (+22 in aboveground natural 
  environments), Swim +15 
  Feats: Alertness, Improved Initiative, Power 
  Attack, Improved Sunder, Multiattack, Skill 
  Focus (Knowledge [nature])
  Environments: Warm forests
  Organization: Solitary, pair, or clutch (3-6)
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 16-19 HD (Large), 20-30 HD 
  (Huge)
  Level Adjustment: –
   
  Constrict (Ex): On a successful grapple 
  check, a maakantu deals 2d6+10 points of damage.
   
  Improved Grab (Ex): To use this ability, a 
  maakantu must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can constrict.
   
  Poison (Ex): Sting, Fortitude DC 21; initial 
  and secondary damage 2d6 Constitution. The save 
  DC is Constitution-based.
   
  Spells: A maakantu can cast divine spells as 
  a 7th-level sorcerer. It may ignore any somatic or 
  material components.
   
  Typical Spells Prepared (6/5/4/3/2; save DC 
  14 + spell level): 0–cure minor wounds, detect 
  magic, flare, guidance, know direction, read magic; 
  1st–entangle (2), faerie fire, obscuring mist, speak 
  with animals; 2nd–bear’s endurance, heat metal, 
  resist energy, summon nature’s ally II; 3rd–greater 
  magic fang, speak with plants, spike growth; 
  4th–dispel magic, summon nature’s ally IV.
   
  Skills: A maakantu receives a +4 racial bonus 
  to Hide, Knowledge (nature), Move Silently, and 
  Survival checks, and a +8 racial bonus on Spellcraft 
  checks. A maakantu has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.
   
  A maakantu has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims 
  in a straight line.
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  The owdi look like an enormous timber wolf, 
  with pale blue eyes, gray fur, and heavy horns. The 
  owdi is more solidly built than an ordinary animal, 
  yet still manages to move with a supernatural grace. 
  A glance into the eyes of an owdi fills the viewer 
  with an overpowering sense of age and wisdom.
   
  The owdi are the sacred guardians of the 
  forest. Some call them gods, but they are really 
  avatars of the forest incarnate. The owdi have been 
  around for eons, long since the advent of man, but 
  little is known about them, and little interaction 
  has taken place between them and other intelligent 
  races. It is said that every time a tree, however small, 
  begins to grow in a barren area, an owdi is born. As 
  the tree grows and spreads its seeds, the owdi grows 
  as well, and when the forest dies, the owdi fades 
  from existence.
   
  The owdi cares for the forest and labors to 
  ensure its health, and this includes coming to the aid 
  of creatures in need. Any healthy native creature that 
  cries out to the forest for help may be heard, thus 
  summoning an owdi. The owdi may also interact 
  with druids in a more regular fashion, speaking to 
  them of news, offering advice, and even asking for 
  their help if needed. Forests that grow large enough 
  may support more than one owdi. In times of great 
  trouble the owdi may form a triumvirate to counter 
  some great power. The three owdi in a triumvirate 
  are linked telepathically, and all forest creatures 
  within 1,000 feet of a triumvirate of owdi receive a 
  +3 morale bonus on attack rolls, checks, and saves.
   
  An owdi is about 9 feet long and weighs 
  roughly 800 pounds. It speaks Common, Druidic, 
  Elven, Sylvan, and Treant.
  Combat
   
  The owdi prefers to avoid direct conflict if at all 
  possible. It deals diplomatically with its enemies, and 
  then tries intimidation before entering combat. An owdi 
  Owdi
  Large Magical Beast
  Hit Dice: 12d10+60 (126 hp)
  Initiative: +9
  Speed: 50 ft. (10 squares)
  Armor Class: 22 (-1 size, +5 Dex, +8 natural), 
  touch 14, flat-footed 17
  Base Attack/Grapple: +12/+23
  Attack: Bite +18 melee (2d6+7)
  Full Attack: Bite +18 melee (2d6+7) and 2 claws 
  +16 melee (1d8+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Howl, spells
  Special Qualities: Commune, damage reduction 
  10/magic, darkvision 60 ft., jaws of life, keen 
  ears, lowlight vision, rejuvenation, scent, spell 
  resistance 25, tree stride
  Saves: Fort +13, Ref +13, Will +14
  Abilities: Str 25, Dex 20, Con 20, Int 22, 
  Wis 30, Cha 25
  Skills: Climb +14, Concentration +12, Diplomacy 
  +16, Handle Animal +16, Heal +17, Hide +13, 
  Intimidate +14, Jump +15, Knowledge (nature) 
  +19, Listen +17, Move Silently +17, Sense 
  Motive +17, Spellcraft +13, Spot +17, Survival 
  +20 (+22 in aboveground natural environments), 
  Swim +14 
  Feats: Alertness, Combat Casting, Improved 
  Initiative, Multiattack, Run, Track B
  Environment: Temperate forests
  Organization: Solitary or triumvirate (3)
  Challenge Rating: 13
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Large); 25-36 HD 
  (Huge)
  Level Adjustment: –
  always initiates an attack by howling in an attempt to 
  scare off its enemies without a fight. If outmatched, it 
  then begins casting spells to end the fight as quickly as 
  possible. Otherwise, it leaps at its enemies and begins 
  to tear them apart with its teeth and claws. If casting, 
  an owdi tries to hamper or disable its enemies, using 
  such spells as entangle, flame strike, or wall of thorns. 
  If it or its allies are badly hurt, an owdi may choose to 
  use its jaws of life ability instead of its bite attack in 
  order to bolster its forces.
   
  If an owdi knows combat is inevitable, it 
  prepares itself ahead of time by casting some or 
  all of the following spells: greater magic fang, 
  protection from energy, liveoak, and summon 
  nature’s ally. An owdi’s natural weapons are treated 
  as magic weapons for the purpose of overcoming 
  damage reduction.
   
  Howl (Su): Once per hour as a full-round 
  action, an owdi can rear up and howl. This howl has 
  two effects: first, any creature within 120 feet that 
  hears the howl must succeed on a DC 23 Will save 
  or be panicked for 2d4 rounds. Even creatures that 
  succeed on the save are shaken for 1 round. The save 
  DC is Charisma-based. Second, the howl acts as a 
  summon nature’s ally IX spell (caster level 20th). 
   
  Spells: An owdi casts divine spells as a 12th-
  level druid.
   
  Typical Druid Spells Prepared (6/8/7/6/5/5/4; 
  save DC 20 + spell level): 0—create water, detect 
  magic, detect poison, know direction, light, purify 
  food and drink; 1st—calm animals, detect animals 
  or plants, detect snares and pits, entangle (2), 
  longstrider, obscuring mist, pass without trace; 
  2nd—animal messenger, chill metal, gust of wind, 
  heat metal, hold animal, lesser restoration, summon 
  nature’s ally II; 3rd—call lightning, greater magic 
  fang, neutralize poison, plant growth, protection 
  from energy, remove disease; 4th—air walk, dispel 
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  magic, flame strike, freedom of movement, 
  reincarnate; 5th—animal growth, atonement, 
  awaken, death ward, wall of thorns; 6th—greater 
  dispel magic, liveoak, mass cure light wounds, 
  summon nature’s ally VI.
   
  Commune (Su): An owdi can speak with 
  all plants and animals at will, as well as make 
  requests of them (which are generally obeyed). This 
  functions as if it were permanently under the effects 
  of the speak with animals and speak with plants 
  spells. Also, the owdi’s senses extend throughout the 
  entire forest, effectively allowing it to see and hear 
  anything that occurs in its territory. This functions as 
  the clairaudience/clairvoyance spell, except that the 
  owdi can see and hear the entire forest at once. 
   
  Jaws of Life (Su): An owdi can use its bite 
  attack to heal instead of cause damage. The owdi 
  must touch its target, and if successful, the target is 
  healed an amount equal to the owdi’s normal bite 
  damage (not including its Strength modifier or other 
  modifiers). The owdi can use this ability on itself if 
  necessary. Jaws of life damages undead instead of 
  healing them.
   
  Keen Ears (Su): If a druid or a creature native 
  to a forest environment calls for help within a 10-mile 
  radius of an owdi’s forest, the owdi can make a Listen 
  check to hear the cry. The DC is equal to 40 minus the 
  endangered creature’s character level (or HD).
   
  Rejuvenation (Su): Killing an owdi does not 
  permanently destroy it; it reforms the dawn following 
  its destruction unless its entire forest is destroyed.
   
  Tree Stride (Su): An owdi can tree stride 
  (caster level 20th) within its forest at will.
   
  Shenhab cemetery sentinels are enormous 
  undead elephants that emerge and sink silently from 
  the ground. They have flaking parchment-like skin 
  and empty, staring eye sockets. Chosen as guards 
  the honored dead, the shenhab cemetery sentinels 
  are the first to be buried at a particular graveyard.
   
  Shenhabs (page 151) revere their dead, 
  creating enormous graveyards for them. Loaded 
  with treasure, shenhabs travel to graveyards when 
  they know they are going to die. The skeletal 
  remains of shenhabs are said to aid in making 
  potions, and their ivory tusks can be transformed 
  into beautiful works of art and jewelry, leading 
  many graverobbers to search for the shenhabs’ 
  secret graveyards. Each graveyard has an undead 
  shenhab guardian, called a cemetery sentinal, 
  which is more than capable of dealing with those 
  who would defile the sacred graves.
   
  While the graveyard is secure from intruders, 
  a cemetery sentinel lies at rest beneath the ground. 
  Shenhab Cemetery Sentinel
  Gargantuan Undead
  Hit Dice: 23d12 (149 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 21 (-4 size, -1 Dex, +16 natural), 
  touch 5, flat-footed 21
  Base Attack/Grapple: +11/+38
  Attack: Slam +22 melee (2d8+15)
  Full Attack: Slam +22 melee (2d8+15) and 2 
  stamps +17 melee (2d8+7) or gore +22 melee 
  (4d6+15)
  Space/Reach: 20 ft/15 ft.
  Special Attacks: Trample 4d6+22
  Special Qualities: Blindsense 30 ft, damage 
  reduction 10/magic, darkvision 60 ft., fast healing 
  5, ground meld, low-light vision, spell resistance 
  25, +4 turn resistance, undead traits
  Saves: Fort +9, Ref +6, Will +19
  Abilities: Str 40, Dex 9, Con –, lnt 11, Wis 18, 
  Cha 6
  Skills: Hide -13, Jump +19, lntimidate +21, 
  Listen +26, Move Silently +22, Sense Motive 
  +27, Spot +21
  Feats: Alertness, Awesome Blow, Cleave, 
  Great Fortitude, Improved Bull Rush, Improved 
  Initiative, Iron Will, Power Attack
  Environment: Warm forests
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Triple standard
  Alignment: Always neutral
  Advancement: 24-46 HD (Gargantuan)
  Level Adjustment: —
  As soon as any non-shenhab enters the graveyard, 
  the cemetery sentinel immediately rises from the 
  earth to meet the threat.
   
  A cemetery sentinel stands 20 feet high at 
  the shoulder and weighs about 6 tons. Cemetery 
  sentinels do not speak, but understand Shenhab 
  and one or two local languages.
  Combat
   
  The undead guardian of the graveyard rises 
  from the earth as soon as it senses an intruder. 
  Any intruder — even one who stumbles into the 
  graveyard by accident — is considered a foe and 
  is likely to be attacked furiously; however, anyone 
  who immediately attempts to leave while assuring 
  the cemetery sentinel that it has no intentions of 
  harming or stealing from the graveyard (note the 
  cemetery sentinel’s +27 Sense Motive bonus) may 
  be allowed to depart safely.
   
  The cemetery sentinel uses all the attacks 
  available to its living brethren. Once the threat is 
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  185
  gone, whether killed or driven off, the cemetery 
  sentinel melds back into the earth, which settles 
  over it undisturbed.
   
  Trample (Ex): Reflex half DC 36. The save 
  DC is Strength-based.
   
  Ground Meld (Su): The cemetery 
  sentinel can enter and leave the earth of its 
  graveyard as if by means of the spell meld into 
  stone. Leaving and entering the ground is a move 
  action.
   
  The splinterking is a rare form of giant found 
  in ancient forests. Nigh 80 feet tall, the splinterking 
  appears to be composed of rough-hewn and 
  splintering wood rails formed into a thin humanoid 
  shape. Many mistake them for plants, particularly 
  large treants, but in truth they are giants.
   
  Splinterkings 
  inhabit 
  ancient 
  forests, 
  blending in with the massive trees. They live 
  secluded lives, usually interacting only with the 
  other denizes of the deep forests they call home. 
  Regardless of their alignment, splinterkings 
  always seek to preserve nature, although their 
  methods of doing so may vary widely.
   
  A typical splinterking stands 60-80 feet tall 
  and weighs between 30 and 40 tons. Splinterkings 
  speak Common, Druidic, Giant, and Sylvan.
  Combat
   
  If a splinterking has the opportunity to 
  prepare for a fight, it uses its spells to the fullest 
  strategic advantage possible. Otherwise, it is 
  perfectly capable of melee combat. Unless foes are 
  weak enough not to require strategic consideration, 
  a splinterking typically attempts to splinter 
  everyone facing it. This attack is effective against 
  spellcasters, who may have trouble concentrating 
  through the pain caused by the splinters. Finally, 
  a splinterking generally use its needle-spray attack 
  in only two circumstances: if it is close to being 
  defeated, or if it feels certain that use of the effect 
  will almost completely eliminate its opponents.
   
  Spells: A splinterking casts divine spells as 
  an 11th-level druid. 
  Splinterking
  Colossal Giant
  Hit Dice: 20d8+140 (230 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 25 (-8 size, -2 Dex, +25 natural), 
  touch 0, flat-footed 25
  Base Attack/Grapple: +15/+41
  Attack: Slam +17 melee (2d6+10 plus splinters)
  Full Attack: 2 slams +17 melee (2d6+10 plus 
  splinters)
  Space/Reach: 40 ft./40 ft.
  Special Attacks: Needle spray, spells, splintering
  Special Qualities: Low-light vision, vulnerability 
  to fire, wild empathy
  Saves: Fort +19, Ref +6, Will +10
  Abilities: Str 30, Dex 7, Con 25, Int 14, Wis 19, 
  Cha 13
  Skills: Concentration +27, Hide -18, Jump 
  +18, Knowledge (nature) +20, Listen +22, Spot 
  +22, Survival +22 (+24 in aboveground natural 
  environments)
  Feats: Ability Focus (needle spray), Cleave, 
  Great Cleave, Improved Initiative, Lightning 
  Reflexes, Power Attack, Track
  Environment: Temperate forests
  Organization: Solitary, pair, or family (3-5)
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 21-40 HD (Colossal)
  Level Adjustment: —
   
  Typical Druid Spells Prepared (6/6/5/5/4/
  2/1, save DC 14 + spell level): 0–detect magic, 
  know direction, light, mending, read magic, 
  resistance; 1st–cure light wounds, detect animals 
  or plants, entangle (x2), longstrider, speak with 
  animals; 2nd–bear’s endurance, bull’s strength, 
  chill metal, owl’s wisdom, warp wood; 3rd–greater 
  magic fang, protection from energy, quench, speak 
  with plants, wind wall; 4th–command plants, cure 
  serious wounds, freedom of movement, rusting 
  grasp; 5th–cure critical wounds, wall of thorns; 
  6th–greater dispel magic.
   
  Splintering (Ex): When a splinterking hits 
  a foe with its slam attacks, slivers of its wooden 
  body break off and become wedged in the victim’s 
  body. For every round that the victim remains 
  active (i.e., doing anything other than sitting still), 
  he sustains 1d6 points of damage. Splinters can be 
  removed as a full-round action with a successful 
  DC 20 Strength check.
   
  Needle Spray (Ex): Once per day, as a 
  standard action, a splinterking can spray a volley 
  of needles to a range of 40 feet. The spray is cone-
  shaped and deals 4d6 points of piercing damage to 
  those within the area. Affected creatures can make 
  a DC 29 Reflex save to halve the damage. The save 
  DC is Constitution-based and includes a +2 bonus 
  from the Ability Focus feat.
   
  Wild Empathy (Ex): This power works like 
  the druid’s wild empathy class feature, except that 
  a splinterking has a +12 racial bonus on the check.
  13
  
  186
   
  An arborgeist looks like an animated tree, yet 
  it is shadowy and translucent. Its face is contorted 
  in agony, and a sickly blue-green flame sheathes 
  its barren limbs and appendages. These twisted 
  and corrupted spirits are the souls of treants and 
  sentient trees that met their end at the hands of fire 
  and great evil. Unable to find rest, these trees return 
  as terrible spirits of vengeance known as arborgeists. 
  While bearing a consuming hatred for the living, 
  arborgeists still fondly remember their former love 
  of trees. They exclusively dwell deep in the burnt 
  remnants of wooded areas, guarding their fellow 
  trees and venting their wrath upon any living thing 
  that threatens their groves. An arborgeist is about 30 
  feet tall. Arborgeists speak Treant and Common.
  Combat
   
  Arborgeists display no fear of combat, largely 
  because they subconsciously welcome destruction 
  as a release from their unnatural state. They rely 
  on their commune with nature ability to initially 
  detect intruders and then use their tree stride ability 
  to silently approach the target, sinking into the 
  nearby earth to ambush it as it draws closer. When 
  it emerges from hiding, it deploys its cold aura 
  and horrific appearance ability to scatter weaker 
  opponents. If that fails, it engages in melee.
   
  Aura of Cold Flame (Su): An arborgeist’s 
  body continually radiates an unearthly cold that 
  deals 2d6 points of cold damage each round to any 
  living creature within 20 feet (no save).
   
  Burning Howl (Su): At the instant of its final 
  destruction, the arborgeist graphically relives its fiery 
  death, prompting it to unleash a burst of intense fire. 
  Arborgeist
  Huge Undead (Cold, Incorporeal)
  Hit Dice: 20dl2 (130 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 12 (-2 size, +2 Dex, +2 deflection), 
  touch 12, flat-footed 10
  Base Attack/Grapple: +10/–
  Attack: Incorporeal touch +12 melee (2d8 plus 
  2d6 cold and 1d4 Wisdom drain)
  Full Attack: 2 incorporeal touches +12 melee 
  (2d8 plus 2d6 cold and 1d4 Wisdom drain)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Aura of cold flame, burning 
  howl, horrific appearance, spell-like abilities, 
  Wisdom drain
  Special Qualities: Arborgeist weaknesses, 
  commune with nature, darkvision 60 ft., 
  immunity to cold, incorporeal traits, undead 
  traits, vulnerability to fire, weaknesses, +2 turn 
  resistance
  Saves: Fort +8, Ref +8, Will +18
  Abilities: Str –, Dex 14, Con –, Int 17, Wis 18, 
  Cha 14
  Skills: Diplomacy +4, Hide +11, Intimidate +22, 
  Knowledge (geography) +18, Knowledge (nature) 
  +18, Listen +22, Search +22, Sense Motive +22, 
  Spot +22, Survival +24 (+26 in aboveground 
  natural environments, +26 to keep from getting 
  lost or to avoid natural hazards, +26 following 
  tracks)
  Feats: Alertness, Blind-Fight, Great Fortitude, 
  Improved Critical (incorporeal touch), Improved 
  Initiative, Iron Will, Track B, Weapon Focus 
  (incorporeal touch)
  Environment: Any forests
  Organization: Solitary, pair, or brood (3-6)
  Challenge Rating: 14
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 21-40 HD (Huge)
  Level Adjustment: –
  All creatures within 20 feet immediately burst into 
  flame, sustaining 6d6 points of fire damage, although 
  a DC 22Reflex save halves the damage. An ignited 
  creature continues to burn, taking 1d6 points of fire 
  damage each round, until it extinguishes the flames 
  or dies trying. The save DC is Dexterity-based.
   
  Horrific Appearance (Su): Any living 
  creature with 60 feet that views an arborgeist must 
  succeed on a DC 22 Fortitude save or suffer 1d4 
  points of Strength drain, 1d4 points of Dexterity 
  drain, and 1d4 points of Constitution drain. A creature 
  that successfully saves against this effect cannot be 
  affected by the same arborgeist’s horrific appearance 
  for 24 hours. The save DC is Charisma-based.
   
  Spell-Like Abilities: At will–tree stride; 
  3/day–command plants (DC 22). Caster level 20th. 
  The save DCs are Charisma-based.
   
  Wisdom Drain (Su): An arborgeist causes 
  1d4 points of Wisdom drain each time it hits with 
  its incorporeal touch attack. On each such successful 
  attack, it gains 5 temporary hit points.
   
  Commune with Nature (Su): Arborgeists 
  acquire knowledge as though continuously under 
  the effect of a commune with nature spell (caster 
  level 20th). This ability affects an area of 10 miles.
   
  Arborgeist Weaknesses: Despite their great 
  power, arborgeists possess certain limitations, 
  most notably their fear of fire prevents them from 
  entering an area with a fire (camp fire, forest fire, 
  etc.). Similarly, if strongly presented with an open 
  fire source, like a torch or burning brand, they recoil 
  in terror. These things do not harm the arborgeist; 
  they merely keep it at bay. Despite their incorporeal 
  14
  
  187
  nature, they cannot fly and also remain in contact 
  with the ground. However, they can pass through 
  solid objects and sink into the earth at will. Lastly, 
  arborgeists never venture from the confines of the 
  forest that spawned them. Because they died as a 
  result of fire, arborgeists primarily haunt 
  woods rather than vibrant forests. Regardless 
  of size, the woods act as its eternal prison, and 
  nothing short of destruction or divine intervention 
  pardons them from their fate.
  Deadwood
  Gargantuan Plant
  Hit Dice: 16d8+128 (200 hp)
  Initiative: -5
  Speed: 0 ft. (immobile)
  Armor Class: 27 (-4 size, -5 Dex, +26 natural), 
  touch 1, flat-footed 27
  Base Attack/Grapple: +12/+19
  Attack: —
  Full Attack: —
  Space/Reach: 20 ft./0 ft.
  Special Attacks: Absorption, carrion stench, foul 
  influence, subjugate undead
  Special Qualities: Damage reduction 6/-, low-
  light vision, plant traits, spell resistance 22
   
  The deadwood is a nightmarish tree that feeds 
  on decomposing corpses and raises others to protect 
  it. A deadwood can grow to a height of nearly 100 
  feet. with some ancient specimens reaching even 
  higher. The deadwood’s bark looks like cracked and 
  burned flesh. The stench of rotting flesh rises from 
  the surrounding ground upon which lie scattered 
  bones and partly rotted limbs. Several thick lumps, 
  like tumors or boils, move a few inches up the tree’s 
  trunk and a slimy mass of tissue falls from one of 
  its branches, landing with a squishy thud. It bears 
  a few drooping, leafless branches which sprout 
  asymmetrically along its trunk. A single bloated, 
  purple fruit, about the size of a muskmelon, ripens 
  on one of the branches.
   
  A deadwood’s power over the undead is awe-
  inspiring. Its influence over a forest is so strong 
  that the body of any animal or person who falls 
  dead within miles of a deadwood rises as undead 
  creatures, which will most likely spend the rest of 
  their existences guarding the deadwood.
  Combat
   
  Besides a tendency to sway in non-existent 
  breezes, deadwood trees are immobile. However, 
  their abilities to animate and control undead 
  guardians and to exude waves of incapacitating 
  stench leave them far from defenseless.
   
  Absorption (Ex): A low mound of pulpy, 
  glistening, decomposing animal matter extends in a 
  20-foot radius from the deadwood’s base for a typical 
  adult tree. Any creature lying prone within this area 
  is quickly enveloped in the muddy, festering earth 
  around the tree’s roots; a character may avoid this 
  Saves: Fort +18, Ref –, Will +8
  Abilities: Str –, Dex –, Con 27, Int –, Wis 16, 
  Cha 21
  Skills: —
  Feats: —
  Environment: Temperate or warm forests
  Organization: Corpse-copse (1 deadwood tree 
  plus any number of controlled undead)
  Challenge Rating: 14
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 17-32 HD (Gargantuan); 33-48 
  HD (Colossal)
  Level Adjustment: —
  fate with a DC 26 Reflex save (helpless creatures get 
  no save). Complete envelopment takes 2 full rounds, 
  during which time the victim may make a DC 26 
  Strength or Escape Artist check each round to break 
  free. The save and check DCs are Constitution-based.
   
  Once fully enveloped, a victim begins to 
  suffocate and takes 1d6 points of acid damage each 
  round.  The victim may be freed only by another 
  character who makes a successful Strength check 
  (DC 20, +1 per round the victim has been enveloped). 
  A dead creature has its flesh and other bodily tissues 
  sloughed away from its bones after 30 minutes, and 
  the bones are ejected back onto the ground’s surface 
  while the rest of the body is slowly drawn into the 
  tree over the course of several weeks.
   
  Carrion Stench (Ex): Once every 3 rounds, a 
  deadwood tree can expel a wave of carrion stench. 
  Several ulcers in its bark open and vent their putrid 
  contents, and all living creatures within 30 feet of 
  the tree must make a DC 26 Fortitude save or be 
  rendered unconscious for 1d6 rounds; those who 
  save are instead sickened for 1d6 rounds. The save 
  DC is Constitution-based.
   
  Foul Influence (Su): The deadwood exerts 
  its foul influence to a radius of 300 feet for every 
  2 HD of the tree. Any animal, giant, humanoid, or 
  monstrous humanoid corpse within this range that 
  remains in contact with the ground for 1 full round 
  is animated into a zombie or skeleton. Corpses of 
  humanoids with 2 or 3 class levels are instead turned 
  into ghouls, while those with 4 or more class levels 
  are instead turned into ghasts; there is a 5% chance 
  that a ghoul or ghast so created also retains half of its 
  class levels (round down).
  14
  
  188
   
  These 
  undead 
  creatures 
  are 
  the 
  deadwood’s primary defense. In addition 
  to the undead it accumulates with its subjugate 
  undead ability, it may animate the circle of bones 
  that surrounds it. Every round, it may cause 1d6 
  skeletons to assemble themselves, moving to attack 
  any opponents of the tree in the next round. Roll an 
  additional d6 to determine the size of each skeleton 
  formed: 1 = Small; 2-3 = Medium; 4 = Large; 5 = 
  Huge; 6 = Gargantuan. Enough bones are normally 
  present for the tree to create up to five times its own 
  HD worth of skeletons in this way.
   
  Subjugate Undead (Su): Any undead within 
  the area of the deadwood’s foul influence (300 feet 
  per 2 HD) must make a DC 23 Will save every hour 
  or be compelled to move toward the tree. (The save 
  DC is Charisma-based.) Weak corporeal undead 
  are simply brought to the tree to be absorbed, but 
  those with 3 or more HD or having the incorporeal 
  subtype are spared this final fate and instead linger 
  near the tree, compelled to protect the deadwood 
  from attackers. At least 6d6 undead, mostly ghouls, 
  ghasts, and zombies of various sizes, strengths, and 
  compositions (those animated by the tree), with 
  perhaps a few incorporeal undead, typically roam 
  near a fully grown deadwood.
  Deadwood Fruit
   
  The mottled, semi-transparent skin of this 
  sickly growth is a deep, unhealthy purple in color, 
  straining in uneven bulges over the fruit’s ropy 
  innards. At its core is a large, woody kernel. When 
  the deadwood tree has absorbed 100 HD worth of 
  corpses, a new fruit ripens and falls to the ground. 
  Nearby corporeal undead immediately attempt to 
  devour it, kernel and all.
   
  Any undead that eats the fruit immediately 
  gains 1 HD for every 4 HD of the deadwood 
  that produced the fruit, regardless of normal HD 
  maximums for that undead creature’s advancement 
  range. The creature then wanders away from the 
  parent tree and searches for, or attempts to create, 
  a place of great carnage. When the deadwood seed 
  within it senses a large supply of fresh corpses, it 
  immediately slays its undead host and takes root in 
  the earth. A new deadwood tree usually grows at the 
  unnatural rate of 5 feet (and 1 HD) per month, and 
  perhaps even more quickly if a particularly large 
  supply of bodies is nearby.
   
  A living creature consuming even a single 
  bite of ripe deadwood fruit dies instantly unless 
  it makes a DC 26 Fortitude save (the save DC is 
  Constitution-based); even on a successful save, 
  the eater takes 3d6 points of Constitution drain. 
  If the creature survives, this single bite grants it a 
  small measure of the deadwood’s power— it may 
  thereafter rebuke/command undead as an evil cleric 
  of 2nd level, or gains 1 bonus level for the purpose 
  of turn/rebuke undead checks if it already had the 
  power to do so. Surviving multiple bites might 
  provide other benefits or carry certain penalties, at 
  the GM’s dicretion.
   
  Few mortal creatures have ever attempted 
  to eat an entire deadwood fruit, and none who has 
  is known to have survived. Tales of what might 
  happen to those who “live” through such an attempt 
  vary — some believe they would gain permanent 
  command over the dead, and others that they would 
  be transformed into strange, powerful, and unique 
  undead themselves.
  Ebant
  Huge Plant
  Hit Dice: 16d8+160 (232 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares)
  Armor Class: 37 (-2 size, -1 Dex, +20 natural, 
  +4 deflection, +6 profane), touch 17, flat 
  footed 37
  Base Attack/Grapple: +12/+33
  Attack: Slam +23 melee (2d6+13 plus poison)
  Full Attack: 3 slams +23 melee (2d6+13 plus 
  poison) 
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Animate trees, nightmare, 
  poison, trample 2d6+19
  Special Qualities: Damage reduction 10/
  slashing, darkvision 60 ft., low-light vision, 
  plant traits, profane infusion, resistance to fire 10
  Saves: Fort +26, Ref +12, Will +16
  Abilities: Str 36, Dex 9, Con 31, Int 14, Wis 
  16, Cha 14
  Skills: Diplomacy +12, Intimidate +10, 
  Knowledge (arcana) +12*, Knowledge (nature) 
  +12*, Knowledge (religion) +12*, Listen +11, 
  Sense Motive +11, Spot +11, Survival +9 (+11 
  in aboveground natural environments)
  Feats: Awesome Blow, Cleave, Improved Bull 
  Rush, Iron Will, Lightning Reflexes, Power 
  Attack
  Environment: Temperate forests
  Organization: Solitary or grove (5-8)
  Challenge Rating: 14
  Treasure: Double standard
  Alignment: Always evil (any)
  Advancement: 17-32 HD (Huge); 33-48 HD 
  (Gargantuan)
  Level Adjustment: –
  14
  
  189
   
  Composed of tough, black bark and viewing 
  the world through crimson gouts of hellish light, 
  the ebant is the reincarnation of a treant destroyed 
  by an act of violence. Brought back into being 
  through the powers of dark gods, the ebant has 
  forgotten all memories of its former life and seeks 
  to take over the forest for its own dark purposes. 
  Trees in an ebant’s domain gradually become 
  dark and twisted over a three-month period of 
  time. Natural wildlife seeks refuge elsewhere, and 
  only other dark creatures live in a forest under the 
  control of an ebant. Even though the forest may 
  appear lifeless, the trees and other plants still 
  continue to grow and replenish themselves.
   
  While in a healthy forest, an ebant readily 
  stands out from the natural plants that surround it. As 
  the forest becomes darker and more twisted, however, 
  the ebant blends into the surroundings. Tracking an 
  ebant through any kind of forest is impossible, and 
  most travelers only discover an ebant’s presence by 
  chance encounter or perseverance.
   
  Ebants can be reasoned with, and they hold 
  many secrets regarding dark lore. Characters 
  looking for the meaning behind a sinister prophecy 
  or the goals of another evil creature might very 
  well seek out an ebant for advice. Such advice 
  isn’t given without a great price to be paid, and 
  the ebant speaks only in riddles and innuendo 
  when answering such questions. Evil creatures, 
  especially dark elves, seek to have ebants take 
  over areas of their own lands, thereby making 
  any direct attack on them by the forces of good 
  extremely unlikely. Shielding evil strongholds 
  with ebant-controlled lands also serves to weaken 
  any invading group. Ebon spiders (page 179) and 
  ebants live together in the dark forests created by 
  an ebant, sometimes working together to overcome 
  martial threats placed against them.
   
  A typical specimen is about 30 feet tall, with 
  a “trunk” about 2 feet in diameter. It weighs around 
  4,500 pounds. An ebant speaks the language 
  of treants, as well as Common and two other 
  languages based on its location in the campaign 
  world and surrounding races.
  Combat
   
  An ebant prefers to gain some advantage 
  over its foes before entering combat with them. 
  Typically, an ebant watches a group 
  entering its domain to determine their 
  intentions before animating nearby trees to attack. 
  Once its enemies have been engaged, the ebant 
  charges into combat, attacking first whomever it 
  believes to be the greatest threat to its success.
   
  Animate Trees (Sp): An ebant can animate 
  trees within 240 feet at will, controlling up to 
  three trees at a time. It takes 1 full round for a 
  normal tree to uproot itself. Thereafter it moves 
  at a speed of 10 feet and fights as an ebant in all 
  respects. Animated trees lose their ability to move 
  if the ebant that animated them is incapacitated 
  or moves out of range. The ability is otherwise 
  similar to liveoak (caster level 12th). 
   
  Nightmare (Su): A creature that fails the 
  secondary saving throw against an ebant’s poison 
  is subject to its nightmare effect. Once each year on 
  the anniversary of the ebant’s attack, the creature 
  lapses into a comatose state for 24 hours that is 
  marked by sweating, uncontrollable shaking, and 
  vivid dreams that recreate the attack in the mind 
  of the victim. In addition, each time the creature 
  finds itself in the domain of an ebant (marked 
  by the twisting trees of its dream), the creature 
  suffers a -4 morale penalty on all attack rolls and 
  saving throws. This mind-affecting fear effect can 
  be removed by a remove curse or DC 27 break 
  enchantment spell cast within a number of days of 
  the attack equal to the caster’s level. Afterwards, 
  only a miracle or wish spell is sufficient to remove 
  the effect.
   
  Poison (Ex): Injury, Fortitude DC 28, 
  initial damage 1d6 Strength, secondary damage 
  nightmare. The save DC is Constitution-based. 
  The ebant’s body is coated with poisonous sap, 
  and as its branches come down upon its enemies, 
  the cuts and scratches inflicted by the attacks allow 
  the ebant’s poison to seep into the wounds.
   
  Trample (Ex): Reflex DC 31 half. The save 
  DC is Strength-based.
   
  Profane Infusion (Su): The dark powers that 
  give life to an ebant infuse it with profane energy, 
  granting it a +6 profane bonus on its Armor Class 
  and saving throws.
   
  Skills: *Ebants have a +12 racial bonus on 
  all Knowledge checks related to evil subjects.
  14
  
  190
   
  A pongossus is massive primate standing 
  above the treeline, its humongous knuckles resting 
  on the ground. Its fur is black, as are its face, hands, 
  and feet. Its powerful huffs and snorts cause the 
  nearby trees to tremble.
   
  The pongossus is a rare prehistoric primate 
  that lurks in the oldest of forests. Pongossi are 
  bipedal and use their elongated arms in movement. 
  Many think the pongossus is extinct, a bygone of 
  time and progress, but in the deepest remote jungles, 
  a few pongossi linger.
   
  Native tribes in the jungle have been 
  known to worship a pongossus, which they call 
  “Pongomongo.” They say its blood has the power to 
  bring the dead back to life, and its excrement draws 
  out poison from the body. Every decade they offer 
  special sacrifices to Pongomongo–trespassers of 
  the jungle. These tribes also believe that one day 
  Pongomongo will battle the legendary tarrasque on 
  one of its rampages, and in that battle all civilization 
  will be destroyed. In the aftermath, the fallen blood 
  of these two legends shall give rise to a lush forest, 
  the likes of which the world has never seen.
   
  A pongossus is over 40 feet tall and weighs 
  more than 25 tons.
  Pongossus
  Gargantuan Animal
  Hit Dice: 28d8+216 (342 hp)
  Initiative: +10
  Speed: 60 ft (10 squares), climb 40 ft.
  Armor Class: 20 (-4 size, +2 Dex, +12 natural 
  armor), touch 8, flat-footed 18
  Base Attack/Grapple: +21/+46
  Attack: Slam +30 melee (2d6+13)
  Full Attack: Slam +30 melee (2d6+13), bite +28 
  melee (2d6+6), and stomp +28 melee (2d8+6)
  Space/Reach: 20 ft/20 ft
  Special Attacks: Swallow whole
  Special Qualities: Low-light vision
  Saves: Fort +23, Ref +18, Will +11
  Tiger General
  Abilities: Str 36, Dex 15, Con 24, Int 2, Wis 10, 
  Cha 14
  Skills: Climb +35*, Jump +34, Listen +5, Spot +5  
  Feats: Alertness, Blind-Fight, Combat Reflexes, 
  Dire Charge, Epic Toughness, Improved 
  Initiative, Iron Will, Multiattack, Snatch, Superior 
  Initiative
  Environment: Warm forests
  Organization: Solitary
  Challenge Rating: 14
  Advancement: 29-56 HD (Gargantuan), 57-84 
  HD (Colossal)
  Level Adjustment: —
  Combat
   
  A pongossus attacks anything that enters its 
  territory, regardless of size. It will often use its 
  Snatch feat to grab an adversary, only to quickly 
  fling it aside, often at a tree or other enemies. If 
  badly injured, it may snatch a victim and retreat with 
  its prize.
   
  Swallow Whole (Ex): A pongossus can try 
  to swallow a grabbed opponent of Large size or 
  smaller by making a successful grapple check. The 
  swallowed creature takes 2d8+8 points of crushing 
  damage and 8 points of acid damage per round from 
  the pongossus’s stomach. A swallowed creature can 
  also cut its way out by using claws or a light slashing 
  weapon to deal 25 points of damage to the stomach 
  (AC 20). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  again cut its own way out. The pongossus’s stomach 
  can hold two Large, four Medium, eight Small, 
  sixteen Tiny, thirty-two Diminutive, or sixty-four 
  Fine opponents. 
   
  *Skills: Pongossi receive a +8 racial bonus on 
  Climb checks. A pongossus can always choose to take 
  10 on Climb checks, even if rushed or threatened.
  Large Monstrous Humanoid
  Hit Dice: 16d8+32 (104 hp) 
  Initiative: +2
  Speed: 70 ft. (14 squares) 
  Armor Class: 21 (-1 size, +2 Dex, +1 Wis, +2 
  unarmored AC bonus, +7 natural), touch 14, flat-
  footed 19
  Base Attack/Grapple: +16/+25
  Attack: Large spiked chain +20 melee (2d6+8) or 
  unarmed strike +20 melee (3d6+5)
  Full Attack: Large spiked chain +20/+15/+10/+5 
  melee (2d6+8) and bite +15 melee (2d6+3) or 
  unarmed strike +20/+15/+10/+5 melee (3d6+5) 
  and bite +15 melee (2d6+3) or flurry of blows 
  +18/+13/+8/+3/+18/+18 melee (3d6+5)
  Space/Reach: 10 ft./10 ft. (up to 15 ft. with 
  spiked chain)
  Special Attacks: Chain combat, flurry of blows, 
  greater flurry, ki strike (lawful, magic), improved 
  grab, martial arts, pounce, rake 3d6+2, unarmed 
  strike
  14
  
  191
   
  A tiger general is similar to the chiao (p. 21), but 
  is not actually of the same race. A tiger general is often 
  the leader of bands or tribes of chiao.
   
  A tiger general is the self-proclaimed “King of 
  the Tigers” within its territory, and few dispute the 
  claim when tiger generals have their chiao nearby. 
  Masters of martial arts and the spiked chain, tiger 
  generals epitomize all the qualities the chiao uphold: 
  strength, physical prowess, strategy, and a lust for 
  conquest. When two tiger generals cross paths, 
  bloody conflict is certain to follow.
   
  Tiger generals stand between 9 and 10 feet 
  tall and weigh over 500 pounds. Their coloration 
  and patterns resemble those of tigers, with the most 
  common being orange fur with black stripes. White 
  tiger generals with black stripes have also been seen 
  on occasion. Tiger generals speak Common.
  Combat
   
  When it feels confident of its mastery of a 
  situation, a tiger general disarms its opponents, then 
  takes them apart with flurries of unarmed strikes and 
  its deadly mastery of the spiked chain. When it is 
  less certain of its opponents, a tiger general is far 
  more cautious, finding chiao to aid it and using its 
  stealth and mobility to strike from ambush.
   
  Chain Mastery (Ex): A tiger general may treat 
  the spiked chain as a special monk weapon, allowing 
  the tiger general to use it as part of a flurry of blows, 
  attacking with unarmed strikes and the spiked chain 
  interchangeably as desired. When using the spiked 
  chain as part of a flurry of blows, the tiger general 
  applies its Strength bonus (not Str bonus x 1-1/2 or 
  x 1/2) to its damage rolls for all successful attacks, 
  whether it wields the spiked chain in one or both 
  hands. Even though the spiked chain requires two 
  hands to use, a tiger general may still intersperse 
  unarmed strikes with spiked chain strikes.
   
  Improved Grab (Ex): To use this ability, 
  a tiger general must hit with an opponent with 
  two unarmed strikes. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
   
  Ki Strike (Su): A tiger general’s unarmed 
  attacks are empowered with ki. Its unarmed attacks are 
  treated as lawful and magic weapons for the purpose of 
  dealing damage to creatures with damage reduction.
  Special Qualities: Abundant step, darkvision 60 
  ft., diamond body, improved evasion, purity of 
  body, scent, slow fall 60 ft., still mind, wholeness 
  of body
  Saves: Fort +9, Ref +12, Will +11
  Abilities: Str 20, Dex 15, Con 15, Int 9, Wis 13, 
  Cha 15
  Skills: Balance +13, Climb +10, Diplomacy +4, 
  Hide +8*, Jump +26, Listen +9, Move Silently 
  +11, Sense Motive +6, Spot +9, Swim +10, 
  Tumble +11  
  Feats: Acrobatic, Combat Reflexes B, 
  Dodge, Exotic Weapon Proficiency (spiked 
  chain), Great Fortitude, Improved Disarm B, 
  Mobility, Spring Attack, Stunning Fist B
  Environment: Temperate and warm forests
  Organization: Solitary
  Challenge Rating: 14
  Treasure: Double standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: –
   
  Martial Arts (Ex): The tiger general pursues 
  combat superiority through martial arts. A tiger 
  general possesses the abilities of a 12th-level monk.
   
  Pounce (Ex): If a tiger general charges a foe, it 
  can make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +20 melee, damage 
  3d6+2.
   
  Abundant Step (Su): A tiger general can 
  slip magically between spaces, as if using the spell 
  dimension door, once per day (caster level 6th).
   
  Diamond Body (Su): A tiger general is in 
  such firm control of its own metabolism that she 
  gains immunity to poisons of all kinds.
   
  Fast Movement (Ex): A tiger general has a 
  40-foot enhancement bonus to its speed (already 
  included above). A tiger general in armor or carrying 
  a medium or heavy load loses this extra speed.
   
  Improved Evasion (Ex): A tiger general takes 
  no damage on a successful Reflex saving throw 
  against attacks, and only half damage on a failed 
  save. A helpless tiger general does not gain the 
  benefit of improved evasion.
   
  Purity of Body (Ex): A tiger general has 
  gained control over its body’s immune system, 
  granting it immunity to all diseases except for 
  supernatural and magical diseases (such as mummy 
  rot and lycanthropy).
   
  Slow Fall (Ex): A tiger general within arm’s 
  reach of a wall can use it to slow its descent, taking 
  damage as if the fall were 60 feet shorter.
   
  Still Mind (Ex): A tiger general has a +2 bonus 
  on saving throws against spells and effects from the 
  school of enchantment, since its meditation and 
  training improve its resistance to mind-affecting.
   
  Wholeness of Body (Su): A tiger general can 
  heal its own wounds. It can heal a 24 of hit points of 
  damage each day, and it can spread this healing out 
  among several uses.
   
  Skills: A tiger general gains skills as a monk. A 
  tiger general has a +4 racial bonus to Balance, Hide, 
  and Move Silently checks. *In areas of tall grass or 
  heavy undergrowth, the Hide bonus becomes +8.
   
  Favored Class: A tiger general’s favored class 
  is monk. The tiger general listed above is treated as 
  a 12th level monk, and any additional monk levels 
  stack with its inherent monk abilities.Thus, a 6th-
  level tiger general monk has the abilities of an 18th-
  level monk.
  14
  
  192
   
  Originally descended from powerful familiars 
  abandoned or inadvertently transported to evil 
  planes of existence, unfamiliars occasionally return 
  to their ancestral huntings grounds in search of 
  their main source of sustenance, magical energy. 
  Over several millennia, the various species of 
  familiars evolved into a single, universal creature, 
  which depends upon the arcane or divine energy 
  of its former master for survival. Commensurate 
  with their unusual heritage, unfamiliars resemble a 
  bizarre amalgamation of several different creatures.
   
  Thick green scales provide a formidable 
  natural defense, while leathery wings attached to 
  their upper arms span the length of their bodies, 
  bestowing limited but awkward flying ability. 
  Their tiny hands end in dagger-like retractable 
  claws, and their heads appear similar to that of 
  a small feline, albeit armored with rigid plates. 
  Unfamiliars stand upright, with a stubby, vestigial 
  tail dragging behind them.
   
  Because of their successful adaptation to their 
  extraplanar environment, their mutated physiology 
  prevents them from dwelling outside of their 
  native habitat for more than a few days, limiting 
  them to monthly journeys. To compensate for this 
  shortcoming, they extensively plan their forays 
  to their ancient hunting grounds to maximize the 
  time spent on there. Generally, they prefer wooded 
  locations near adventurers’ stomping grounds, 
  Unfamiliar
  Small Outsider (Evil, Extraplanar)
  Hit Dice: 16d8+ 64 (136 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), fly 50 ft. (poor)
  Armor Class: 30 (+1 size, +5 Dex, +14 
  natural), touch 16, flat-footed 25
  Base Attack/Grapple: +16/+14
  Attack: Claw +22 melee (ld6+2)
  Full Attack: 2 claws +22 melee (ld6+2) 
  and bite +20 melee (1d3+1 plus sensory 
  overload)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Absorb magical energy, 
  discharge magical energy, sensory overload, 
  spell-like abilities
  Special Qualities: Darkvision 60 ft., 
  immunity to magic, vulnerability to natural 
  weapons
  Saves: Fort +14, Ref +15, Will +14
  Abilities: Str 14, Dex 20, Con 18, Int 17, 
  Wis 18, Cha 15
  Skills: Balance +16, Bluff +7, Climb +20, 
  Diplomacy +4, Disguise +2 (+4 acting), 
  Escape Artist +22, Hide +24, Intimidate 
  +4, Jump +23, Knowledge (arcana) +12, 
  Knowledge (nature) +12, Listen +13, 
  Move Silently +24, Sleight of Hand +14, 
  Spellcraft +12 (+15 with scrolls), Spot +13, 
  Survival +23* (+25 in aboveground natural 
  environments), Swim +11, Tumble +17, Use 
  Magic Device +21 (+23 with scrolls), Use 
  Rope +5 (+7 with bindings) 
  Feats: Dodge, Mobility, Multiattack, Spring 
  Attack, Track, Weapon Finesse
  Environment: Any evil-aligned plane
  Organization: Solitary or pair
  Challenge Rating: 14
  Treasure: Double standard
  Alignment: Always neutral evil
  Advancement: 17-32 HD (Small); 33-48 
  HD (Medium)
  Level Adjustment: –
  such as abandoned ruins, desolate dungeons, and 
  royal tombs; otherwise, they opt for frequently 
  traveled highways and roads, awaiting passersby. 
  After completing their objective, unfamiliars 
  return home with their magical spoils.
   
  Mercilessly and incessantly harassed by more 
  powerful denizens of their native planes, most 
  unfamiliars lead solitary, nomadic lives, bartering 
  their magical plunder for temporary safe haven. 
  For unfamiliars, the accumulation of magic items 
  not only provides nourishment and sustenance, 
  but also a measure of peace and occasionally 
  cooperation from other inhabitants. Unfamiliars 
  generally trade armor and weapons to the natives, 
  while hoarding the more valuable creations, such 
  as rods and staffs. They require approximately 
  1,000 gp worth of magic per day, absorbing the 
  mystical energies through direct, physical contact. 
  Well-adapted to conduct surveillance and perform 
  espionage missions, some unfamiliars unwilling 
  to part with their hard fought treasure sometimes 
  barter their services to the more potent inhabitants 
  of their native plane.
   
  Despite the passage of time and countless 
  generations, unfamiliars only mate within the 
  relatively safe confines of their ancestral forests. 
  The exact reason for this phenomenon remains 
  unclear, but most scholars believe the forest 
  offers a more secure environment. Regardless 
  14
  
  193
  of the rationale, all unfamiliars of breeding age, 
  compelled by an overriding instinct, annually 
  return to procreate.
   
  An average unfamiliar is about 3 feet long 
  and weighs around 20 pounds. Unfamiliars speak 
  Common, Abyssal, and Infernal.
  Combat
   
  Unfamiliars assume a strategic position in 
  high trees, using their keen sight and detect magic 
  ability to hunt for prey. Unfamiliars ambush their 
  quarry with varying tactics depending upon the 
  situation. Against a balanced group of warriors and 
  spellcasters, unfamiliars retain a defensive posture, 
  avoiding physical ranged and melee attacks, while 
  trying to provoke magical attacks from their 
  foes. If confronted exclusively by spellcasters, 
  unfamiliars swoop from their perches and into 
  melee combat, completely unconcerned with their 
  adversaries’ offensive capabilities. Spellcasters 
  accompanied by familiars suffer the brunt of their 
  assault, as the unfamiliar targets the master and 
  his servant. On the other hand, unfamiliars rarely 
  instigate battles with druids or rangers, displaying 
  an obvious wariness for the natural weaponry of 
  the aforementioned opponents.
   
  Absorb Magical Energy (Ex): Unfamiliars 
  thrive on magic, absorbing the mystical energies 
  generated by spells and spell-like abilities directly 
  or indirectly targeting them. Magic absorbed in this 
  manner still functions normally, dealing damage 
  to all other creatures within its area of effect. 
  Unfamiliars absorb an amount of magical energy 
  equal to the level of spell cast against them plus 
  half of the caster’s level. For instance, a lightning 
  bolt cast by a 6th-level sorcerer yields six points 
  of magical energy [3 (the level of the lightning 
  bolt) + 3 (6 divided by 2) = 6]. All magical energy 
  absorbed in this manner accumulates; therefore, 
  if an identical wizard cast the same spell at the 
  unfamiliar, the amount of stored magical energy 
  increases to 12. During its next turn, the unfamiliar 
  must discharge the magical energy; otherwise, the 
  energy harmlessly dissipates.
   
  Discharge Magical Energy (Su): 
  Unfamiliars discharge stored magical 
  energy in one of three ways. As a standard action, 
  the unfamiliar wraps its wings around its body and 
  violently spins in place, hurling crackling bolts 
  of mystical energy in a 30-foot radius around its 
  body. The bolts deal damage equal to the amount 
  of magical energy discharged to every creature in 
  the area of effect. A successful DC 22 Reflex save 
  halves the damage. The save DC is Constitution-
  based. Also as a standard action, the unfamiliar can 
  heal itself, healing one hit point for every point of 
  magical energy expended. Lastly, as a free action, 
  the unfamiliar can expend the energy points as a 
  morale bonus on its damage rolls for the round.
   
  For example, during the course of the 
  preceding round, an unfamiliar absorbed 12 points 
  of magical energy. On its turn, the unfamiliar 
  chooses to generate a 30-foot field of magical 
  energy, dealing 12 points of damage to all 
  creatures within the area of effect. Alternatively, it 
  can choose to heal itself of 12 points of damage, or 
  instead add a +12 morale bonus to all of its damage 
  rolls during its attack.
   
  Sensory Overload (Ex): The unfamiliar’s 
  bite releases a surge of raw, arcane power so 
  intense that the recipient must succeed on a DC 22 
  Fortitude save or be dazed for one round. The save 
  DC is Constitution-based.
   
  Spell-Like Abilities: At will – detect magic; 
  1/day – plane shift (DC 19). Caster level 16th. The 
  save DCs are Charisma-based. 
   
  Immunity to Magic (Ex): An unfamiliar 
  is immune to any spell or spell-like ability that 
  allows spell resistance.
   
  Vulnerability to Natural Weapons (Ex): 
  Because of the unnatural transformation into 
  their present state, unfamiliars demonstrate a 
  vulnerability to natural weaponry and weapons 
  crafted from organic materials (such as wood). As 
  a result of this susceptibility, a natural weapon’s 
  threat range against the unfamiliar doubles and its 
  critical multiplier increases by one.
   
  Skills: *Unfamiliars have a +4 racial bonus 
  on Survival checks when tracking by scent.
   
  Terror Wasps: The bright red terror wasps evolved more than a mild protective sting for hive 
  defense. When any creature of small or larger size comes within 20ft. of a terror wasp nest, the nest 
  swarms and attacks. Its victims are usually quickly frightened away as the wasps terror attack (Will save 
  DC 18 or become panicked) takes hold, and those that aren’t are still subject to their sting attacks. Terror 
  wasps are considered a delicacy by many tropical races and are the favored food treat for shambling 
  mounds. Terror wasps are magically dependent insects that need magic, fruit, air, and water to survive. 
  They are found mostly in tropical rain forests, but seem to be moving into deciduous forests.
  Flora and Fauna
  14
  
  194
   
  A monstrous beast smashes through the trees, 
  its body a malformed mass of fur, glistening chitin, 
  squirming pinkish organs and blazing eyes. An 
  acidic reek surrounds the gigantic abomination.
   
  Nothing inspires fear in the hearts of 
  forest-dwellers more than the legend of the 
  arachnolypse. Tales tell of a malformed spider of 
  titanic proportions, a mass of fur, glistening chitin, 
  squirming pinkish organs and blazing eyes. The 
  arachnolypse can snap trees like mere branches 
  and devour all in its path. As quickly as it appears, 
  it is gone, only to strike again without warning after 
  years have passed.
   
  The arachnolypse is often believed to be a 
  unique creature, but learned sages believe that more 
  than one exist. They hypothesize that these are the 
  last remnants of an ancient race of giant arachnids, 
  possibly twisted by an evil deity or some other evil 
  creature of great power.
   
  The arachnolypse stands nearly 30 feet tall and 
  weighs nearly 15 tons.
  Combat
   
  The 
  arachnolypse 
  cannot 
  surprise 
  its 
  opponents, but it need not do so. Most victims are 
  destroyed almost incidentally as they are swept 
  up in the arachnolypse’s swath of destruction. If 
  actually attacked, the arachnolypse responds by 
  instinctively webbing attackers and hacking at the 
  closest opponents with its many legs. Against a 
  single opponent, the arachnolypse prefers to rear up 
  and slam its body down on the creature.
   
  Body Smash (Ex): As an attack action, the 
  arachnolypse can slam its body to the ground and 
  cause shock waves. Any creature within 50 feet 
  must succeed on a DC 32 Reflex save or fall prone; 
  those within 20 feet who fail this save also drop their 
  weapons. The save DC is Strength-based.
  Arachnolypse
  Gargantuan Vermin
  Hit Dice: 20d8+140 (230 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares)
  Armor Class: 30 (-4 size, +4 Dex, +20 natural), 
  touch 10, flat-footed 26
  Base Attack/Grapple: +15/+39
  Attack: Bite +23 melee (2d8+12)
  Full Attack: Bite +23 melee (2d8+12) and 6 
  claws +21 melee (1d8+6)
  Space/Reach: 20 ft/15 ft.
  Special Attacks: Body smash, crush 4d8+18, web
  Special Qualities: Damage reduction 15/
  adamantine, darkvision 60 ft., spell resistance 26, 
  vermin traits
  Saves: Fort +19, Ref +7, Will +6
  Abilities: Str 35, Dex 13, Con 25, Int 2, Wis 10, 
  Cha 10
  Skills: Hide -11, Jump +22, Listen +25, Spot +25, 
  Survival +13
  Feats: Awesome Blow, Great Fortitude, Improved 
  Bull Rush, lmproved Initiative B, lmproved 
  Overrun, Multiattack, Power Attack, Snatch, 
  Track B
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 15
  Treasure: Double standard
  Alignment: Always chaotic evil
  Advancement: —
  Level Adjustment: —
   
  Additionally, any creature within 100 feet of 
  the arachnolypse when it smashes the earth must 
  succeed at a DC 20 Will save or suffer a -6 morale 
  penalty to all attack rolls, saving throws, ability 
  checks, and skill checks for ldl0 rounds. Spellcasters 
  must make a DC 20 Concentration check or the 
  shock disrupts their spellcasting. The save and check 
  DCs are Charisma-based.
   
  Crush (Ex): A jumping arachnolypse can land 
  on opponents three or more sizes smaller than itself 
  as a standard action, using its whole body to crush 
  them. A crush attack affects as many creatures as can 
  fit under the arachnolypse’s body. Each creature in 
  the affected area must succeed at a DC 27 Reflex 
  save or be pinned, automatically taking 4d8+18 
  points of bludgeoning damage. The save DC is 
  Constitution-based. Thereafter, if the arachnolypse 
  chooses to maintain the pin, treat it as a normal 
  grapple attack. While pinned, the opponent takes 
  crush damage each round.
   
  Web (Ex): The arachnolypse has at least a 
  dozen spinnerets all over its body, allowing it to 
  shoot a sticky thread in nearly any direction, up to 50 
  feet away. The arachnolypse has enough constantly 
  functioning spinnerets that it may effectively create 
  as many webs in a day as it requires. Its web attack 
  has a maximum range of 50 feet and is treated as an 
  attack with a net with a range increment of 15 feet. 
  Its web attack is effective against any creature of 
  Gargantuan or smaller size.
   
  An entangled creature can escape with 
  a successful DC 27 Escape Artist check or a 
  successful DC 31 Strength check. The check DCs 
  are Constitution-based, and the Strength check DC 
  includes a +4 racial bonus. The arachnolypse’s webs 
  can support its own tremendous weight.
   
  Skills: The arachnolypse receives a +20 racial 
  bonus on Listen and Spot checks, and a +10 racial 
  bonus on Jump checks .
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  195
   
  From afar, the bloodshackle hag looks little 
  more than a wretched, bent over old woman, but 
  she could easily stand 10 feet tall. Her skin is blood 
  red, and her hands are tipped with filthy claws. Her 
  appearance is horrifying and unnatural.
   
  The bloodshackle hag lurks deep in the hearts 
  of thick woods, plotting and scheming to set evil 
  plans in motions. She is rumored to be a unique 
  creature, but multiple sightings indicate that more 
  than one may exist. She prefers her solitude and 
  likes to stay out of sight, using her minions to 
  track and terrify anyone in her realm. If she feels 
  that intruders may prove useful to her agendas, she 
  has her servitors attempt to capture them; otherwise 
  she simply watches with pleasure as her servitors 
  hunt the strangers down and slay them. Captured 
  prisoners are brought to the hag, who uses her blood 
  domination power to control them.
   
  A bloodshackle hag stands 10 feet tall, weighs 
  about 400 pounds, and speaks Giant and Common.
  Combat
   
  The bloodshackle hag does not enter combat 
  unless she is confident of victory. If she is threatened 
  with defeat, she teleports to safety immediately.
   
  Blood Domination (Sp): If she can obtain a 
  sample of a victim’s blood, the hag can transform 
  him into a minion creature under her control. As 
  the process involves an hour-long ritual, the victim 
  is usually restrained. First, the hag cuts the victim 
  with her claws and allows a small amount of blood 
  to fall on her open palm. She then proceeds with the 
  ritual, creating a magical bond between herself and 
  the victim. At the end of this time, the victim must 
  succeed on a DC 24 Will saving throw or be under 
  the hag’s control. This functions as a dominate person 
  spell. She can then also use the eyes of blood ability 
  through the victim. The spell lasts until removed, and 
  it requires no further attention from a bloodshackle 
  Bloodshackle Hag
  Large Monstrous Humanoid
  Hit Dice: 15d8+15 (82 hp)
  Initiative: +6
  Speed: 35 ft. (7 squares)
  Armor Class: 23 (-1 size, +2 Dex, +12 natural), 
  touch 11, flat-footed 21
  Base Attack/Grapple: +15/+23
  Attack: Claw +18 melee (2d6+4)
  Full Attack: 2 claws +18 melee (2d6+4)
  Face/Reach: 10 ft./10 ft.
  Special Attacks: Blood domination, horrific 
  countenance, spells
  Special Qualities: Damage reduction 10/magic, 
  darkvision 60 ft., eyes of blood, fast healing 5, 
  spell resistance 26
  Saves: Fort +8, Ref +11, Will +14
  Abilities: Str 18, Dex 15, Con 13, Int 22, Wis 20, 
  Cha 21
  Skills: Bluff +25, Concentration +19, Diplomacy 
  +9, Disguise +5 (+7 acting), Hide +8, Intimidate 
  +27, Listen +18, Move Silently +20, Sense 
  Motive +23, Spellcraft +24, Spot +18
  Feats: Ability Focus (blood domination), 
  Empower Spell, Improved Initiative, Great 
  Fortitude, Maximize Spell, Persuasive
  Environment: Any forests
  Organization: Solitary
  Challenge Rating: 15
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: –
  hag. Victims always act as ordered, even killing or 
  betraying friends in the name of their new mistress. 
  The hag can end the domination voluntarily, or a 
  successful dispel magic or remove curse spell can 
  end the effect. The save DC is Charisma-based and 
  includes the feat Ability Focus.
   
  Horrific Countenance (Su): The hideous 
  appearance of a bloodshackle hag is such that all who 
  gaze upon her for the first time must succeed on a DC 
  22 Will save or be affected as if by a fear spell (caster 
  level 15th). Subsequent viewings of the hag have no 
  further effect. The save DC is Charisma-based.
   
  Spells: A bloodshackle hag casts spells as a 
  17th-level sorcerer.
   
  Typical Sorcerer Spells Known (6/8/7/7/7/
  7/6/6/4 per day, caster level 17th; save DC 15 + 
  spell level): 0–acid splash, detect magic, flare, 
  ghost sound, mage hand, message, ray of frost, 
  read magic, touch of fatigue; 1st–mage armor, 
  magic missle, ray of enfeeblement, reduce person, 
  shield; 2nd—fog cloud, hideous laughter, mirror 
  image, touch of idiocy, web; 3rd–deep slumber, fly, 
  slow, stinking cloud; 4th–black tentacles, crushing 
  despair, greater invisibility, stoneskin; 5th–baleful 
  polymorph, feeblemind, hold monster, mind fog; 
  6th–eyebite, greater dispel magic, true seeing; 
  7th–forcecage, greater teleport, waves of exhaustion; 
  8th–horrid wilting, maze.
   
  Eyes of Blood (Su): The bloodshackle hag 
  needs only concentrate to use one of her minion’s 
  senses as long as it is within 25 miles of her current 
  location. While using the minion’s senses, the hag 
  gets sensory input as if she were actually in the same 
  place as the minion. She can only borrow the senses 
  of a single minion at once, and she is only vaguely 
  aware of her own surroundings while she is doing 
  so. If attacked in this state, she is considered flat-
  footed, and she takes 1d4 rounds to come out of her 
  trance before she can attack. She defends normally.
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  196
   
  The canopy kraken looks like a gigantic squid 
  with a soft, mottled dark green body and a heavy, 
  chitinous beak. This would not be so shocking if it 
  weren’t propelling itself through the jungle foliage 
  with its multiple vine-like tentacles.
   
  The canopy kraken is a relative of the ocean-
  dwelling kraken. It lairs in treetops near bodies of 
  water, fiercely guarding its territory from intruders 
  and others of its kind.
   
  Each of the creature’s six barbed tentacles 
  has about a dozen leafy protrusions that give it a 
  vinelike appearance. Its beaklike mouth is located 
  where the tentacles meet the lower portion of its 
  body. A typical canopy kraken is about 20 feet long 
  and weighs around 5,000 pounds. A canopy kraken 
  speaks Common, Aquan, Auran, and one language 
  common to the region.
  Combat
   
  The canopy kraken’s coloration and habitat 
  give it an excellent opportunity to surprise its 
  opponents. A kraken usually drapes its camouflaged 
  tentacles across foliage (where they are often 
  mistaken for thick vines) and simply waits for 
  prey to approach. It is capable of breathing and 
  functioning perfectly well both on land or in the 
  water, and often chooses a lair on or near water, 
  which allows it to take advantage of this fact.
   
  Within its domain, a canopy kraken is difficult 
  to surprise, as its charmed minions will report 
  any unusual activity. If it feels threatened by a 
  particular report, the kraken will often send one or 
  two of its more powerful and aggressive minions 
  to “investigate,” while it learns about or observes 
  the encounter through other creatures or spells. If 
  Canopy Kraken
  Huge Magical Beast (Aquatic)
  Hit Dice: 18d10+90 (189 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), climb 20 ft., swim 40 ft.
  Armor Class: 28 (-2 size, +1 Dex, +19 natural), 
  touch 9, flat-footed 27
  Base Attack/Grapple: +18/+34
  Attack: Tentacle +24 melee (2d6+8)
  Full Attack: 6 tentacles +24 melee (2d6+8) and 
  bite +19 melee (2d8+4)
  Space/Reach: 15 ft/10 ft. (40 ft. with tentacles)
  Special Attacks: Constrict 2d6+8, improved grab, 
  spell-like abilities, spells, swallow whole
  Special Qualities: Amphibious, damage 
  reduction 5/piercing, darkvision 60 ft., fast 
  healing 1, immunity to disease and poison, low-
  light vision, resistance to electricity 10 and fire 10
  Saves: Fort +16, Ref +14, Will +14
  Abilities: Str 26, Dex 13, Con 20, lnt 17, Wis 22, 
  Cha 19
  Skills: Climb +16, Concentration +17, Hide 
  +11*, Jump +2, Knowledge (nature) +9, Listen 
  +26, Move Silently +16, Search +12, Spot 
  +26, Survival +6 (+8 in aboveground natural 
  environments, +8 following tracks), Swim +16, 
  Use Magic Device +16
  Feats: Alertness, Combat Casting, Eschew 
  Materials, Improved Initiative, Iron Will, 
  Lightning Reflexes, Skill Focus (Use Magic 
  Device)
  Environment: Warm forests or marshes
  Organization: Solitary
  Challenge Rating: 16
  Treasure: Double standard
  Alignment: Usually neutral evil
  Advancement: 19-36 HD (Huge); 37-54 HD 
  (Gargantuan)
  Level Adjustment: —
  the intruders prove to be competent but no terrible 
  threat, the kraken may engage in hit-and-run tactics, 
  relishing the thrill of the hunt, and then simply make 
  the interlopers its slaves. However, if the intruders 
  present a serious threat, the canopy kraken will 
  prepare to buff itself with preparatory combat spells 
  and look for a good opportunity to kill them.
   
  Canopy krakens are fond of using magic items 
  and wearing the trinkets of fallen foes.
   
  Constrict (Ex): With a successful grapple 
  check, a canopy kraken deals tentacle damage.
   
  Improved Grab (Ex): To use this ability, the 
  canopy kraken must hit with a tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and may 
  either constrict or transfer a grabbed opponent to its 
  mouth for a bite. If the kraken establishes a hold with 
  its bite, it can attempt to swallow its victim whole.
   
  Spell-Like Abilities: At will–charm animal 
  (DC 15), charm person (DC 15), dominate animal 
  (DC 17), obscuring mist. Caster level 18th. The save 
  DCs are Charisma-based.
   
  Spells: Canopy krakens can cast divine spells as 
  9th-level druids. The save DCs are Wisdom-based.
   
  Typical druid spells prepared (6/6/6/4/3/2; 
  save DC 16 + spell level): 0—create water, detect 
  magic, flare, guidance, read magic, resistance; 
  1st—detect animals or plants, entangle, faerie 
  fire, hide from animals, longstrider, magic fang; 
  2nd—bear’s endurance, chill metal, gust of wind, 
  resist energy, soften earth and stone, summons 
  swarm;3rd—greater magic fang, plant growth, 
  poison, speak with plants; 4th—command plants, 
  rusting grasp, spike stones; 5th—animal growth, 
  summon nature’s ally V.
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  Swallow Whole (Ex): A canopy kraken can 
  try to swallow a grabbed opponent at least two sizes 
  smaller than itself by making a successful grapple 
  check. Once inside, the opponent takes 2d8+8 points 
  of crushing damage plus 6 points of acid damage 
  per round. A swallowed creature can cut its way out 
  using a light slashing or piercing weapon to deal 20 
  points of damage to the kraken’s interior (AC 19). 
  Once the creature exits the kraken by cutting its 
  way out, muscular action closes the hole; another 
  swallowed creature must cut its own way out. A 
  Huge kraken’s interior can hold 2 Medium, 8 Small, 
  32 Tiny, 128 Diminutive, or 512 Fine opponents.
   
  Amphibious (Ex): Although canopy 
  krakens are aquatic, they can survive 
  indefinitely on land.
   
  Skills: Canopy krakens have a +4 racial bonus 
  on Move Silently checks and a +8 racial bonus on 
  Climb and Swim checks. They can always choose to 
  take 10 on Climb and Swim checks, even if rushed 
  or threatened. They can use the run action while 
  swimming, provided they swim in a straight line.
   
  *In overgrown or heavily foliate areas (including 
  underwater areas with aquatic plant life), canopy 
  krakens have a +8 racial bonus on Hide checks.
   
  The bizarre ulatra is as close as a single 
  creature can come to being an army. The ulatra 
  stands about 8 feet tall, and is vaguely humanoid, 
  with insectoid features and rugged armor plating. 
  A veritable arsenal of weapons sprouts from the 
  beast, starting with two massive claws backed by 
  razor-sharp blades. Next are two mantis-like pincers 
  with which the ulatra lacerates its prey, and two 
  long spiked tails able to lash out in all directions. 
  The mouth of the creature runs both vertically and 
  horizontally, providing the effect of two bites in one. 
  Along the back of the creature are five long tendrils 
  ending in eyes, as well as twenty stiff spines, spring-
  loaded and able to be let loose at a moment’s notice. 
  All this rests atop two powerful legs, covered with 
  spikes and ending in vicious talons.
   
  The ulatra appears to be intelligent, but never 
  attempts to communicate in any way. Its only 
  interaction with other races is hunting them. An 
  ulatra is an obsessive stalker that focuses on one 
  Ulatra
  Large Monstrous Humanoid 
  Hit Dice: 16d8+80 (152 hp)
  Initiative: +9
  Speed: 40 ft. (8 squares), climb 30 ft., swim 60 ft.
  Armor Class: 30 (-1 size, +9 Dex, +12 natural), 
  touch 18, flat-footed 21 
  Base Attack/Grapple: +16/+32
  Attack: Claw +27 melee (2d8+12) or 2 spines 
  +24 ranged (1d10+12 plus paralysis) 
  Full Attack: 2 claws +27 melee (2d8+12) and 2 
  pincers +25 melee (3d6+6) and bite +25 melee 
  (2d10+6) and 2 tails +25 melee (2d6+6) and 
  eyestalks +25 melee (improved grab); or 2 spines 
  +24 ranged (1d10+12 plus paralysis) 
  Space/Reach: 10 ft./5 ft. (10 ft. with tails or 
  eyestalks) 
  Special Attacks: Improved grab, paralysis, rake 
  3d8+6, spines
  Special Qualities: Damage reduction 5/
  adamantine, darkvision 60 ft., fast healing 10, 
  immunity to acid, paralysis, poison, polymorph, 
  sleep, and stunning, resistance to cold 15, 
  electricity 15, and fire 15, spell resistance 20 
  Saves: Fort +12, Ref +19, Will +14 
  Abilities: Str 34, Dex 28, Con 20, Int 15, Wis 19, 
  Cha 17 
  Skills: Balance +11, Climb +20, Disable Device 
  +8, Hide +29, Jump +20, Knowledge (arcana) 
  +8, Listen +12, Move Silently +15, Search +8, 
  Sleight of Hand +15, Spot +12, Survival +10 (+12 
  following tracks), Swim +26, Tumble +17 
  Feats: Combat Reflexes, Great Fortitude, 
  Improved Sunder, Multiattack, Power Attack, 
  Track
  Environment: Any
  Organization: Solitary
  Challenge Rating: 16
  Treasure: No coins; double goods; double items
  Alignment: Usually chaotic neutral
  Advancement: 17-32 HD (Large); 33-48 HD 
  (Huge)
  Level Adjustment: –
  creature at a time. Typically the ulatra kills its target, 
  although sometimes it simply strips him of one of 
  his possessions, sometimes valuable, sometimes 
  not, and then leaves. Ulatras that kill their victims 
  typically take one of their body parts, such as the 
  heart or an eye, as a souvenir of the kill. These 
  souvenirs are always taken back to the creature’s 
  hidden lair, often some distance away, before the 
  ulatra selects another victim to pursue. Strangely, no 
  evidence has ever been found that the ulatra eats its 
  kills. An ulatra is always alone; no one has ever seen 
  two of the creatures, nor has anyone ever seen an 
  immature ulatra.
   
  Ulatras are equipped for all types of 
  environments. An ulatra has gills as well as lungs 
  that allow it to function even underwater. Their 
  thick skin and armor give them protection against 
  the elements. Their multiple arms and prehensile 
  eyestalks allow them to climb up all but the sheerest 
  surfaces with amazing speed. The ulatra also can 
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  change its coloring to match its surroundings, 
  allowing it to hide and stalk quite effectively. 
  Its eyestalks also function as periscopes, allowing 
  the creature to see around corners, over walls, and 
  through dense foliage.
   
  Strangely, no one claims to have any idea 
  where the ulatra originated from, or how it came 
  to exist. Most sages and scholars are baffled by 
  its nature, which appears to be neither enhanced 
  by magic nor tainted by the planes. Of course, if 
  someone could actually kill or capture one, it might 
  make their job easier.
   
  The few that have had a glimpse inside say 
  that the lair of the ulatra is complex and strange, 
  laid out like a laboratory. Objects of all types lay 
  arranged throughout the place, often in bizarre and 
  unsettling juxtaposition. Some say the ulatra is 
  building something, others think it is looking for a 
  means to return to its true home. 
   
  An ulatra stands 8 feet tall and weighs around 
  325 pounds. It does not speak any language.
  Combat
   
  The ulatra is an efficient killing machine. If 
  attacking a single opponent, it grabs him and holds 
  him with its eyestalks while it tears him apart with 
  its claws, pincers, tails, and teeth. If dealing with 
  multiple foes, it remains in hiding and attempts 
  to paralyze some of them with its spines before 
  moving in for melee. Once in melee, it focuses on 
  one opponent at a time, while it keeps others at bay 
  with its tails.
   
  Improved Grab (Ex): To use this ability, an 
  ulatra must hit a Large or smaller opponent with 
  its eyestalks attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
   
  Paralysis (Ex): Due to natural toxins excreted 
  by the ulatra’s body, a creature struck by an ulatra’s 
  spines must succeed on a DC 23 Fortitude save or 
  become paralyzed for 2d4 rounds. The save DC is 
  Constitution-based.
   
  Rake (Ex): Attack bonus +25 melee, damage 
  3d8+6.
   
  Spines (Ex): An ulatra can fire two spines per 
  round as a standard action. Treat spines as thrown 
  weapons with a range increment of 40 feet. Once an 
  ulatra fires all twenty of its spines, it grows a new set 
  in 10 minutes.
   
  Skills: An ulatra has the camouflage abilities 
  of a chameleon, bestowing a +16 racial bonus on 
  Hide checks. It has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims 
  in a straight line. It has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened.
   
  Gravewart: Because the woods lie close to humanoid settlements, many settlements bury their 
  dead in the woods. Well-traveled paths from the towns and villages snake through the shrubs and trees, 
  culminating in a small clearing that serves as a cemetery. Unfortunately, the odor of decay attracts 
  predators who disinter fresh graves in search of easy meals. To discourage these unwelcome trespassers, 
  residents plant gravewart shrubs around the cemetery’s perimeter to mask the stench of decay and to 
  repel hungry intruders. Because of its unique appearance and widespread usage in graveyards, gravewart 
  is easily identifiable, demanding only a Knowledge (Nature) or Survival check (DC 5). Gravewart is 
  an unusual hybrid shrub of evergreen and citrus. It stands eight feet tall and appears as a tangled mass 
  of gangly, woody branches laced with thick, sharp thorns. Gravewart’s purplish-black flowers produce 
  a bright, reddish-orange fruit similar in shape and texture to oversized lemons but tasting more like 
  grapefruit. As a first line of defense against predators, villagers pack the dense shrubs tightly together, 
  creating a formidable thicket of savage thorns. They then put up a locked gate to allow humanoid access 
  to the graveyard, Although the thorns deter smaller mammals, they act only as a nuisance for larger, 
  more aggressive animals. Fortunately, its fruit and oil (from its leaves) contain a natural repellent against 
  animals from the canine and ursine families.
   
  Gravebane: Travelers that frequently pass through wilderness areas heavily populated by wolves 
  and bears keep an ample supply of gravebane, a sticky resin derived from the gravewart shrub, on their 
  person in the event of an attack. This natural repellent functions against all varieties of canines, including 
  their distant relatives, bears. One application of the resin lasts for 2d4 hours and is usually placed within 
  an open receptacle attached to a necklace. Gravebane forces any dog or bear coming within 10 feet of the 
  warded creature to make a Will save (DC 11); otherwise, the pungent substance keeps it at bay. Overt attacks 
  against the repulsed animals by the user or his allies cause the animals to immediately retaliate, although the 
  gravebane still provides a +1 morale bonus to AC against any creatures initially repelled by the resin.
  Flora and Fauna
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  The gouzom, or “cloud-tree”, has a towering, 
  irregular trunk covered with a smooth bark. 
  Several huge palm-type leaves spread out from 
  the top of the tree like a giant green umbrella. 
  Hanging along the bottom stalks and spines of the 
  leaves are rows of white, yellow, and orange, bell-
  shaped flowers. Unlike most trees, there is a wide 
  collection of varied plants growing thickly around 
  the trunk.
   
  The gouzom uses its network of roots to 
  detect nearby creatures, conferring the benefits of 
  blindsense and tremorsense. The roots within the 
  gouzom’s natural reach are the thickest and most 
  sensitive. They continue to travel underground 
  with him as he moves.
   
  Animals with a Wisdom of 12 or higher are 
  unnerved by the gouzom and refuse to go near it. 
  Native humanoids have learned to avoid the tree, 
  and if good aligned, usually warn others about it. 
  Birds will not nest underneath the canopy, but some 
  will nest on top to take advantage of the safety.
  Combat
   
  Acid Rain (Ex): At will, or if the trunk, 
  leaves or roots of the tree take 10 or more points 
  of damage in one round, the hundreds of white 
  flowers that hang from the palms will begin to 
  weep droplets of acid that land the following 
  Gouzom Tree
  Gargantuan Plant
  Hit Dice: 17d8+255 (331 hp)
  Initiative: +0
  Speed: 50 ft. (10 squares)
  Armor Class: 6 (-4 size, -1 Dex, +1 
  natural), touch 5, flat-footed 6
  Base Attack/Grapple: +12/+31
  Attack: Slam +15 melee (3d6+7)
  Full Attack: 2 slams +15 melee (3d6+7)
  Space/Reach: 20 ft./50 ft.
  Special Attacks: Acidic rain, pollen cloud
  Special Qualities: Blindsense 100 ft., 
  immunity to acid, low-light vision, plant 
  traits, regeneration 5, tremorsense 100 ft.
  Saves: Fort +27, Ref +4, Will +7
  Abilities: Str 25, Dex 8, Con 40, Int 1, Wis 
  10, Cha 15
  Skills: Spot +18
  Feats: Ability Focus (acidic rain), Ability 
  Focus (pollen cloud), Great Fortitude, 
  Improved Initiative, Iron Will, Skill Focus 
  (Spot)
  Environment: Tropical forests
  Organization: Solitary
  Challenge Rating: 17
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 18-34 HD (Gargantuan)
  Level Adjustment: —
  round. Any creatures within 50ft of the gouzom 
  must make a DC 35 Reflex Save to dive clear of 
  the acidic shower, otherwise the droplets cause 4d8 
  points of acid damage. This attack continues for 4 
  rounds, depleting the acid stores for 10 minutes. 
  The save DC is Constitution-based.
   
  Pollen Cloud (Ex): If any creature of Tiny 
  size or larger moves within 50 feet of the gouzom, 
  it triggers the release of a cloud of pollens from the 
  yellow and orange flowers. This heavy cloud drifts 
  lazily down to the ground, covering everything in 
  a wispy powder. The attack continues as long as a 
  creature or creatures remain within reach.
   
  The pollen is a deadly poison to nonplant 
  creatures if inhaled, causing serious loss of 
  intelligence and wisdom that resembles euphoria 
  or drunkenness. Creatures affected by this toxin 
  tend to simply wander in confusion.
   
  Gouzom Pollen: Inhaled, Fortitude DC 35; 
  initial and secondary damage 3d6 Intelligence and 
  3d6 Wisdom and confusion (as the spell; caster 
  level 20th). The save DC is Constitution-based.
   
  Blindsense (Ex): The gouzom uses its 
  network of roots to detect creatures nearby up to 
  100 feet. The roots within reaching range of the 
  gouzom are the thickest and most sensitive.
   
  Regeneration (Ex): Fire deals normal 
  damage to a gouzom tree.
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  Doomhags serve as unwavering instruments 
  of vengeance, reaping suffering and agony upon 
  their terrified victims. Although their motives 
  remain unknown, their actions indicate they adhere 
  to some higher authority. Doomhags demonstrate 
  no compassion, enacting their brutal sentences 
  with calculated efficiency and sadistic delight.
   
  Doomhags stand six feet tall and possess 
  large shadowy wings. They appear as atrophying, 
  gaunt crones with sharp, jagged claws, coal 
  black eyes and thin tufts of decaying grey hair 
  clinging to their wrinkled scalps. They bundle 
  their emaciated bodies in rotting, black cloaks 
  and adorn themselves with grisly necklaces of 
  interlocking bones.
   
  Doomhags speak Common, Giant and 
  Infernal.
  Combat
   
  Doomhags prefer swooping down upon 
  their opponents using their icy blast ability or 
  physical attacks. They never retreat, regardless of 
  the circumstances. Any doomhag slain in combat 
  regenerates its material body 1d4 days later, 
  immediately undertaking a quest to track down 
  and slay its killer. Should its original killer succeed 
  again, the doomhag is permanently dead.
   
  Icy Blast (Su): Three times per day, a 
  doomhag can unleash a 40-foot cone of ice, snow 
  and hail. Any creatures within the cone must 
  Doomhag
  Medium Outsider (Cold, Lawful, Evil, 
  Extraplanar)
  Hit Dice: 18d8+90 (171 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), fly 60 ft. (average) (12 
  squares)
  Armor Class: 31 (+1 Dex, +20 natural), touch 
  11, flat-footed 30
  Base Attack/Grapple: +18/+23
  Attack: Claw +24 melee (1d8+5) or bite +23 
  melee (2d6+5)
  Full Attack: 2 claws +24 melee (1d8+5) and bite 
  +21 melee (2d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Icy blast, spell-like abilities
  Special Qualities: Damage reduction 10/magic 
  and good, darkvision 60 ft., determine fate, 
  immunity to cold, immunities, resistance to acid 
  10 and sonic 10, spell resistance 30, vulnerability 
  to fire
  Saves: Fort +16, Ref +12, Will +18
  Abilities: Str 20, Dex 13, Con 21, Int 19, Wis 24, 
  Cha 15
  Skills: Bluff +13, Concentration +21, Craft 
  (alchemy) +13, Craft (weaving) +24, Diplomacy 
  +13, Disguise +5 (+7 acting), Escape Artist +14, 
  Gather Information +7, Hide +13, Intimidate +19, 
  Knowledge (arcana) +21, Knowledge (religion) 
  +16, Knowledge (the planes) +22, Listen +15, 
  Move Silently +10, Search +14 (+16 following 
  tracks, +16 other planes), Sense Motive +18, 
  Spellcraft +25 (+27 scrolls), Spot +26, Survival 
  +17, Use Magic Device +9 (+11 scrolls), Use 
  Rope +1 (+3 bindings)
  Feats: Ability Focus (icy blast), Combat Casting, 
  Combat Reflexes, Flyby Attack, Improved 
  Initiative, Multiattack, Weapon Focus (claw)
  Environment: Any evil-aligned plane
  Organization: Coven (3)
  Challenge Rating: 18
  Treasure: Standard coins; double goods; standard 
  items
  Alignment: Always lawful evil
  Advancement: —
  Level Adjustment: —
  succeed on a Reflex save (DC 26 half) or take 9d6 
  points of cold damage. Creatures within the cone 
  must also succeed on a DC 26 Reflex save or be 
  affected as if by the slow spell for 2d8 rounds. The 
  save DCs are Constitution-based.
   
  Spell-like Abilities: At will–animate dead, 
  blasphemy, cone of cold (DC 17), create undead, 
  darkness, desecrate, dispel magic, fear (DC 16), 
  freezing sphere (DC 18), greater scrying (DC 19), 
  magic circle against good, suggestion (DC 15), 
  true seeing, unhallow, unholy aura, wall of ice; 
  1/day–finger of death (DC 19), time stop, wail of 
  the banshee (DC 21). Caster level 20th. The save 
  DCs are Charisma-based.
   
  Determine Fate (Su): Three times per day, a 
  doomhag may create a field that alters the outcome 
  of events that happen within it. All creatures within 
  a 100-foot radius of a doomhag must succeed on 
  a DC 21 Will save each round or roll two sets 
  of dice for any attack roll, skill check or saving 
  throw made that round; the result which is more 
  beneficial to the doomhag is the one that actually 
  occurs. This field lasts for 1 round per doomhag’s 
  HD, or when the doomhag chooses to end it. 
  This is a mind-affecting effect. The save DC is 
  Charisma-based.
   
  Immunities (Ex): Doomhags have an 
  immunity to poison, sleep effects, paralysis, 
  stunning, disease, death effects, and mind-affecting 
  effects (charms, compulsions, phantasms, patterns, 
  and morale effects).
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  The cropping squid is a land squid that 
  hovers on sacs of air. Unlike their male counterpart, 
  female cropping squids are often translucent or pale 
  colored. They are significantly larger than the males 
  and spend most of their time in the upper air.
   
  Female cropping squids do not clear large 
  tracks of land like their male counterparts. When 
  in heat, the female cropping squid is attracted to 
  the pattern cropped into the vegetation (seen clearly 
  from the ether). The female floats down, and the pair 
  exchanges sexual tentacles. The resulting eggs are a 
  handful of feet in width and float up to the female. 
  The female then proceeds to fatten up by eating 
  everything in the surrounding area; unlike the males, 
  the female cropping squid can swallow humanoids.
   
  Cropping squid eggs are highly prized for 
  transport and lifting materials, as well as a delicacy 
  and rumored aphrodisiac.
  Combat
   
  Constrict (Ex): A cropping squid deals 
  automatic arm or tentacle damage with a successful 
  grapple check.
   
  Improved Grab (Ex): To use this ability, a 
  cropping squid must hit with an arm or tentacle 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold 
  and can constrict or attempt to swallow the foe the 
  following round.
   
  Swallow Whole (Ex): A female cropping 
  squid can try to swallow a grabbed opponent of 
  Huge or smaller size by making a successful grapple 
  check. The swallowed creature takes 2d8+12 points 
  of crushing damage plus 1d8 points of acid damage 
  per round from the squid’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing 
  or piercing weapon to deal 35 points of damage to 
  the squid’s gizzard (AC 15). Once the creature exits, 
  Cropping Squid, Female
  Gargantuan Magical Beast
  Hit Dice: 20d10+180 (290 hp)
  Initiative: +0
  Speed: Fly 20 ft. (average) (4 squares)
  Armor Class: 22 (-4 size, +18 natural), touch 6, 
  flat-footed 22
  Base Attack/Grapple: +20/+44
  Attack: Tentacle +28 melee (2d6+12/19-20)
  Full Attack: 2 tentacles +28 melee (2d6+12/19-
  20) and 8 arms +26 melee (1d8+6) and bite +26 
  melee (2d8+6)
  Space/Reach: 20 ft./15 ft. (100 ft. with tentacles)
  Special Attacks: Constrict 2d6+12 or 1d8+6, 
  improved grab, swallow whole
  Special Qualities: Darkvision 60 ft., float, jet, 
  low-light vision
  Saves: Fort +21, Ref +12, Will +9
  Abilities: Str 34, Dex 10, Con 29, Int 3, Wis 12, 
  Cha 5
  Skills: Listen +9, Spot +8*, Survival +9
  Feats: Cleave, Flyby Attack, Hover, Improved 
  Critical (tentacle), Iron Will, Multiattack, Power 
  Attack
  Environment: Any land
  Organization: Solitary or mated pair
  Challenge Rating: 20
  Treasure: Special (see text)
  Alignment: Always neutral
  Advancement: 21-40 HD (Gargantuan), 41-60 
  HD (Colossal)
  Level Adjustment: —
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out.
   
  A female cropping squid’s gizzard can hold 2 
  Medium, 4 Small, 8 Tiny, 16 Diminutive, or 32 Fine 
  or smaller opponents.
   
  Float (Ex): A cropping squid can fly at a speed 
  of 80 feet per round, and has a permanent feather fall 
  effect (as the spell) with personal range.
   
  Jet (Ex): A cropping squid can jet directly 
  upward once per round as a full-round action, at  60 
  feet. It must move in a straight line, but does not 
  provoke attacks of opportunity while jetting.
   
  Skills: *A female cropping squid has a +10 
  racial bonus on Spot checks to detecting a male 
  cropping squid.
  Squid Egg in pasta nest
  1 cropping squid egg
  3 handfuls long, flat egg noodle 
  1/4 cup wine
  3 kitchen-spoons butter
  2 chopped onions
  1 leek, thinly sliced
  4 cloves minced garlic
  1 half-basket button mushrooms
  3 kitchen-spoons flour
  2 sprigs thyme
  Half a cup of heavy cow’s cream
  Plenty of spooned sour cream 
  Ground black pepper
   
  Half-boil squid’s egg by gripping carefully but 
  gently in strong tongs, lest the egg be cracked. The 
  jelly coating must not be removed. Boil one half of 
  the egg in salty water until the shell is cloudy and 
  pink. Remove from water and immerse boiled half 
  in very cold water.
   
  Mix butter, flour, and wine until smooth. Let 
  garlic and sliced leek be sauteed with onions until 
  somewhat caramelized. Add mushrooms and cook 
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  This creature is the guardian giant of the 
  cedar forests. Humbaba is fiercely protective 
  of his charge; he’ll kill anyone he perceives as 
  threatening his trees. Humbaba is a proud and 
  haughty warrior, given to insulting his enemies 
  before he destroys them. He shows no mercy to 
  those who threaten his trees, but he cowers in fear 
  if he realizes that an enemy actually might be able 
  to kill him.
   
  Humbaba has the paws of a lion and a body 
  covered with tough, horned scales. His feet have 
  the claws of a vulture, his head has the horns of a 
  wild bull, and his tail and penis each have a snake’s 
  head on their end. He’s described as having a face 
  like coiled intestines. Humbaba’s Charisma does 
  not represent his personal appearance.
  Combat
   
  Breath 
  Weapon 
  (Su): 
  60-foot 
  cone, 
  once per day, damage 20d10 magical fire 
  that does no damage to plants, Reflex DC 
  38 half. The save DC is Constitution-based.
   
  Paralysis (Sp): The first time anyone 
  comes within 240 ft. of Humbaba while he’s 
  in his forest, the target must succeed on a DC 
  Humbaba (Forest Guardian)
  Gargantuan Giant
  Hit Dice: 40d8+320 (500 hp)
  Initiative: +2
  Speed: 90 ft. (18 squares), swim 60 ft. (12 
  squares)
  Armor Class: 33 (-4 size, +2 Dex, +25 natural), 
  touch 8, flat-footed 31
  Base Attack/Grapple: +30/+58
  Attack: Claws +43 melee (2d8+16/19-20) or rock 
  +28 ranged (2d6+16)
  Full Attack: 2 claws +43 melee (2d8+16/19-20) 
  or rock +28 ranged (2d6+16)
  Space/Reach: 20 ft./20 ft.
  Special Attacks: Breath weapon, paralysis, roar, 
  rock throwing, spell-like abilities
  Special Qualities: Blindsense, low-light vision, 
  scent
  Saves: Fort +30, Ref +14, Will +20
  Abilities: Str 42, Dex 14, Con 26, Int 16, Wis 26, 
  Cha 10
  Skills: Climb +43, Concentration +38, Diplomacy 
  +2, Jump +40, Knowledge (nature) +34, Listen 
  +51, Spot +33, Sense Motive +38, Survival +40 
  (+42 aboveground), Swim +26
  Feats: Athletic, Awesome Blow, Cleave, Combat 
  Reflexes, Devastating Critical (claws), Great 
  Cleave, Improved Bull Rush, Improved Critical 
  (claws), Improved Sunder, Improved Unarmed 
  Strike, Overwhelming Critical (claws), Power 
  Attack, Stunning Fist, Weapon Focus (claws)
  Environment: Temperate and warm forest
  Organization: Solitary
  Challenge Rating: 24
  Treasure: No coins; no goods; standard items
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: —
  30 Fortitude save or become paralyzed for 
  1d4 rounds. The save DC is Charisma-based.
   
  Roar (Ex): Three times per day, as a free 
  action, Humbaba can roar with an effect equivalent 
  to a fear spell (caster level 20th; Will DC 30). 
  Humbaba usually roars at the start of a combat, 
  and thereafter only uses this power as he stands 
  over the body of a defeated foe. The save DC is 
  Charisma-based.
   
  Rock Throwing (Ex): The range increment 
  is 200 feet for Humbaba’s thrown rocks.
   
  Spell-like Abilities: At will–freedom of 
  movement; 4/day–control plants (DC 18). Caster 
  level 20th. The save DC is Charisma-based.
   
  Blindsense (Su): Humbaba’s hearing is so 
  acute that he can detect and pinpoint any moving 
  creature or object at any range, so long as it is 
  moving within his forest.
   
  Skills: Humbaba has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  until most of the liquid has steamed away. 
  Mix together with heavy cream and butter 
  mixture into a thick sauce. Heat until bubbly. Stir 
  into boiled egg noodles.
   
  Pile noodles onto plate with generous sauce. 
  Sprinkle with flour. Season with thyme and pepper. 
  Make a deep space in the noodles to fit the egg, six 
  fingers deep. Spoon in thick sour cream. Place squid 
  egg boiled-side down into sour cream and noodle 
  nest, carefully pressing until stuck. Do not let the 
  egg be cracked. Be sure jelly remains.
   
  Serve immediately. Do not let egg warm 
  before serving. Crack shell with spoon to eat.
   
  A Craft (cooking) check (DC 17) is required 
  to prepare this dish correctly. Made properly, the 
  dish can garner prices in excess of 155 gp. Made 
  improperly, the egg may slip free of the dish and 
  break on the ceiling.
  24
  
  203
   
  The following text is the property of Wizards of 
  the Coast, Inc. and is Copyright 2000 Wizards of the 
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  System Reference Document Copyright 2000-
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  Andy Collins, David Noonan, Rich Redman, Bruce R. 
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  Clark 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/ExpR - Geo - Forest.pdf