TEXT: Pathfinder RPG Edition
  Adam Daigle
  TM
  
  Pathfinder RPG 
  Edition
  Adam Daigle
  TM
  
  2
  Midgard Bestiary for Pathfinder RPG
  Lead Developer 
  Adam Daigle
  Design and Conversion
  Adam Daigle, Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, 
  Adam Roy, Christina Stiles, James Thomas, Mike Welham
  Editor 
  Scott Gable
  Cover Art 
  Aaron Miller
  Interior Artists  
  Darren Calvert, Cory Trego-Erdner, Rick Hershey, Michael Jaecks, James Keegan, Pat Loboyko, Chris McFann, 
  Jeff McFarland, Aaron Miller, Hugo Solis, Allison Theus
  Layout and Graphic Design
  Marc Radle
  Original Design
  Wolfgang Baur, Jobe Bittman, Jesse Butler, Jarrod Camiré, Matthew Cicci, Tim & Eileen Connors, Adam Daigle, Mike Franke, 
  Crystal Frasier, Scott Gable, Jim Groves, Trevor Gulliver, Marc Hertogh, Andrew Hind, Brandon Hodge, Josh Jarman, Clare Jones, 
  Phillip Larwood, Nick Logue, Jonathan McAnulty, Mike McArtor, Rob McCreary, Ben McFarland, David Posener, Chad Middleton, 
  Richard Pett, John Pope, Karl Rodriguez, Joshua Stevens, Christina Stiles, Russ Taylor, Dan Voyce, Mike Welham
  Publisher
  Wolfgang Baur
  Open Design and Midgard are trademarks of Open Design, LLC. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information 
  on the compatibility license.
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and 
  does not endorse the product.
  Open Game Content: The Open content in this issue includes the new monsters. All other material is Product Identity, especially place names, 
  character names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission.
  ©2012 Open Design LLC. All rights reserved.
  www.koboldquarterly.com
  Credits
  TM
  
  3
  Midgard Bestiary for Pathfinder RPG
  Introduction  
  4
  Ala                              
  5
  Alseid                                                      
   6
  Andrenjinyi                                        
   7
  Baba Yaga’s Horsemen                   
  8
  Bagiennik                                              
  10
  Blood Hag                                            
  11
  Bone Collective                              
  12
  Bone Crab                                             
  13
  Broodiken                                            
  14
  Bukavac                                                  
  15
  Burrowling                                        
  16
  Carrion Beetle                                  
  17
  Castigas (Automata Devil)       
  18
  Cavelight Moss                                 
  19
  Chelicerae                                           
  20
  Child Of The Briar                          
  21
  Devil, Chort                                        
  22
  Cikavak                                                   
  23
  Clockwork Beetle                         
  24
  Clockwork Beetle Swarm         
  24
  Clockwork Hound                        
  25
  Clockwork Huntsman                
  26
  Clockwork Myrmidon                
  27
  Darakhul                                              
  28
  Death Butterfly Swarm             
  30
  Derro Fetal Savant                        
  31
  Devil, Ink                                               
  32
  Devil, Gilded                                       
  33
  Dire Weasel                                          
  34
  table of Contents
  appendiCes
  Appendix 1: Monsters by Type 
   
  101
  Appendix 2: Monsters by CR  
   
  101
  Appendix 3: Monsters by Terrain 
   
  102
  Appendix 4: Re-skinned Monsters  
   
  103
  Appendix 5: Monster Roles  
   
  104
  Appendix 6: Encounter Tables 
   
  105
  Open Game License 
   
   
  107
  Dogmole                                               
  35
  Dogmole Juggernaut                  
  36
  Doppelrat                                          
  37
  Dragon, Cave                                  
  38
  Dragon, Mithral                          
  40
  Dragonleaf Tree                          
  42
  Drake, Coral                                    
  43
  Drake, Star                                        
  44
  Dream Eater                                     
  45
  Drowned Maiden                          
  46
  Eel Hound                                          
  47
  Fellforged                                        
  48
  Feyward Tree                                   
  49
  Firebird                                               
  50
  Ghoul, Bonepowder                   
  51
  Ghoul, Imperial                             
  52
  Ghoul, Iron                                       
  53
  Giant, Thursir                                 
  54
  Goblin, Dust                                     
  55
  Goblin Shark                                   
  57
  Golem, Eye                                          
  58
  Golem, Salt                                       
  59
  Golem, Steam                                   
  60
  Half-Merfolk (Maerean)         
  61
  Horakh                                                
  63
  Ice Maiden                                         
  64
  Isonade                                                
  65
  Kot Bayun                                          
  66
  Kikimora                                             
  67
  Leshy                                                      
  68
  Lich Hound                                       
  69
  Likho                                     
  70
  Lorelei             
  71
  Merrow                                      
  72
  Mindrot Thrall                                         
  73
  Mordant Snare                                           
  74
  Mycolid, Deathcap                                   
  75
  Oculo Swarm                                                76
  Orobas                                                
  77
  Phantasmal Creature                            
  78
  Putrid Haunt                                                80
  Red Hag                                    
  81
  Roachling                                                      82
  Sandman                                       
  83
  Sap Demon                               
  84
  Shadow Fey                              
  85
  Spark                                                  
  87
  Sphinx, Gypsosphinx                                 88
  Strangling Watcher (Urochar)      
  89
  Stuhac                                         
  90
  Suturefly                                   
  91
  Treacle                                             
  92
  Valkyrie                                                
  93
  Vapor Lynx                                    
  94
  Vermin, Garroter Crab                          
  95
  Vermin, Red-Banded Line Spiders     
  95
  Weaving Spider                                            96
  Wharfling, Wharfling Swarm          
  97
  Witchlight                                                    98
  Zmey                                                       
  99
  
  4
  Midgard Bestiary for Pathfinder RPG
  introduCtion
   
     s with many things from Open Design, this project grew  
   
   
  organically. Usually these things start up on the design 
  forums with a patron saying something like, “Wouldn’t it be cool 
  if...?” When a good idea bubbles up, Wolfgang posts, ”Interesting. 
  I’d like to hear more.” (I always imagine a slow, approving nod in 
  the tone.) And if the stars align and the gears crank, things like this 
  happen.
   
  This book features many creatures that have filled the pages 
  of Open Design adventures for the last 5 years. In my selections—
  and with great community input—I included the creatures most 
  iconic to the world. I also included as many creatures from folklore 
  as possible with the new additions, using this folklore to inform 
  my design decisions and take the real world’s fantasy to our 
  game tables. One of my favorite elements of roleplaying games is 
  monsters, and those that come from folklore, from a massive and 
  collective unease or fear, are the best. 
   
  I’ve always loved monsters. I was fortunate enough to grow up 
  around a good diversity of cultures in the Cajun/redneck corner 
  of Texas I grew up in, so I not only had the stories and tales of 
  my family to frighten me at night, but also those of my friends’ 
  families. Hearing stories about a wakwak from a venerable Filipino 
  woman when you’re 11 makes the folktale monster much creepier. 
  (Teaching me later in life—delivery is key.)
   
  However, I learned the fun side of fear when it comes to 
  critters and monsters from my older sister well before that. She was 
  the one that introduced me to horror movies, and by the time we were 
  teenagers too busy with our own friends, we’d watched everything in 
  the horror section of our local video rental store. Twice, if not more. 
  We grew up in a rural area around canals and bayous when we were 
  little and there were all sorts of critters around. For some reason, my 
  sister, who is otherwise tough and fearless, was terrified of those little 
  green tree frogs that’d climb on the windows near the light and eat 
  bugs. So as a little brother of course should, I would capture these 
  frogs and find new and clever ways to scare her with them. Walking 
  up with your hands cupped only works so many times. 
   
  I’d hide them under her covers before bed, urge one through the 
  gap under the door while she’s in the bathroom, slip one into a jacket 
  pocket... you get the idea. Looking back, I was using the same goblin 
  against the same party for years, and I have to think that tormenting 
  my sister with tree frogs had to contribute to my GMing in some way 
  because we’re always trying to find new ways to use monsters.
   
  But we also love new monsters, and that’s what we here at Open 
  Design have for you. If you’ve been with us for a while, you will likely 
  recognize a few monsters you’ve either tormented player’s with or 
  been tormented by. We pulled from years of Open Design projects, 
  Kobold Quarterly issues, blog posts, the design forums of the 
  Midgard Campaign Setting patronage project, and some of our most 
  talented designers to bring you monsters representing the kind of 
  threats an adventurer might find in Midgard for your Pathfinder RPG 
  campaign. 
  A
  thanks
  A whole mess of people made this possible, so...
   
  I’d like to thank Carlos Ovalle for sparking the ignition 
  on this project. Without his footwork and organization, the 
  Midgard Bestiaries might not have started as soon as they did. His 
  spreadsheet skills, data organization, and polls helped shape the 
  project, and he was always eager to help it along in whatever way 
  he could (and he did).
   
  Ben McFarland deserves thanks for his work on converting a 
  healthy number of these creatures from their original incarnations 
  into the Pathfinder RPG system. As he is one of the sage kobolds in 
  the Open Design mines, his knowledge of all the Midgard material 
  past and present was integral in completing this book.
   
  I’d like to thank the crew that worked with me doing 
  conversions and design to get this book built. I appreciate the work 
  and dedication you put to his project. Without you, this would 
  have been impossible.
   
  None of this would be possible without all the patrons and 
  contributors to Open Design projects throughout the years. Without 
  creating all this great source material and providing the formative 
  ripples of this campaign setting, the world of Midgard would exist 
  only at Wolfgang’s gaming table.
   
  A special thanks to the AGE Bestiary and 4th Edition Bestiary 
  crew. Even though Josh Jarman beat me to press (and Richard Green 
  and Brian Liberge might as well), it was great working with you guys 
  as we shared lists, compared notes, and shared advice. Open Design 
  truly is the Switzerland of the Edition Wars. We design, we game, and 
  we imagine. We don’t pick sides when creativity is at stake.
   
  And finally, and most importantly, I’d like to thank Wolfgang 
  for giving us the chance to play around in his world of Midgard all 
  this time and for giving me the opportunity to work on not only this 
  project, but many, many others throughout the years.
   
   
   
  Enjoy,
   
   
   
  Adam Daigle
  
  5
  Midgard Bestiary for Pathfinder RPG
  ala    
   
  Arriving in new areas on the cusp of hail or lightning storms, ala 
  take up residence in the hollows of trees that were struck by lightning. 
  Ala are most active when thunder rocks the forest. 
  These huge-mouthed creatures have voracious appetites, and though 
  their “livestock” typically consists of rabid owls, wolves, and badgers, 
  they favor the taste of innocents above all else. Some unsavory tribes beg 
  an ala’s favor with gifts of captives.
   
  In battle, ala twist into black whirlwinds that sweep foes from 
  their feet, battering them with claw, tooth, and electricity. When not 
  in whirlwind form, ala tear at their foes with claws and a poisonous 
  bite, or they throw wicked lightning bolts and hailstorms upon their 
  enemies from a distance. Woes betide the hapless hero who confronts 
  an ala while a storm rages overhead, for such storms energize the ala 
  and enable it to call more powerful bolts. Because ala wield lightning 
  with such mastery, some sages associate them with Perun, the god of 
  lightning.
   
  The only thing ala hate more than sentient humanoids are dragons. 
  Newborn ala and dragon children are rumored to fall into trances 
  during storms when they fight each other in the clouds.
  With an outrageously wide mouth of razor-sharp teeth and smoky black 
  rags for clothes, the crazed crone leaps into the air in a black whirlwind of 
  claws and lightning.
   ALA    
   
   
   
   
               CR 8
  XP 4,800
  CE Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +14
  Aura frightful presence (30 ft., DC 14)
  DEFENSE
  AC 21, touch 16, flat-footed 18 (+3 deflection, +3 Dex, +5  
   
  natural)
  hp 95 (10d10+40) 
  Fort +7, Ref +10, Will +10
  Immune electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Melee bite +15 (1d6+5 plus poison), 2 claws +15 (1d4+5)
  Special Attacks whirlwind (3/day, 10–30 ft. high, 5 ft. wide at  
   
  base, 1/2 wide as tall at peak, 2d8+5 damage plus Perun’s  
   
  kiss, DC 17)
  Spell-Like Abilities (CL 10th)
  1/day—ice storm (DC 13), lightning bolt (DC 12), call lightning  
   
  storm (DC 14)
  STATISTICS
  Str 20, Dex 16, Con 18, Int 10, Wis 16, Cha 8
  Base Atk +10; CMB +15; CMD 26 
  Feats Alertness, Diehard, Endurance, Flyby Attack, Great Fortitude
  Skills Climb +13, Fly +24, Intimidate +10, Perception +14, Sense  
   
  Motive +5, Stealth +18, Survival +13; Racial Modifiers +4 Fly,  
   
  +4 Stealth
  Languages Common, Draconic
  ECOLOGY
  Environment hills, forests, and mountains
  Organization solitary or storm (3–5)
  Treasure normal
  SPECIAL ABILITIES
  Perun’s Kiss (Su) Jagged bolts of lightning flash inside the ala’s  
   
  whirlwind, dealing 2d6 electricity damage plus an additional  
   
  1d6 electricity damage per ala in whirlwind form within 50 ft.
  Poison (Ex) Ala poison: injury—bite; save Fort DC 17; frequency  
   
  1/round for 6 rounds; effect sickened, sickened creatures are  
   
  nauseated; cure 1 save. The poison infuses the ala’s flesh, so  
   
  creatures making bite attacks against an ala must also save  
   
  after each successful attack.
  Ala are born from galls that grow on the trunks of treants. While in 
  this parasitic pocket, an ala sickens the treant and devours its life force. 
  When the treant dies, the ala takes the treant’s soul as its own before 
  erupting in a black whirlwind of claws and lightning.
   
  Ala appear as wild hags with windblown hair and clothes of smoky 
  black rags. Their true form is that of a whirlwind, which can always be 
  seen by šestaci (or men with 6 digits on each hand). An ala cannot enter 
  a house without it shaking in protest.
  
  6
  Midgard Bestiary for Pathfinder RPG
  alseid 
   
  Alseid have a deep connection with the Old World magic of the 
  Margreve Forest. Their leaders favor the druid and ranger classes.
  Alseid Characters
  Alseid are defined by their class levels—they do not possess racial HD. 
  They have the following racial traits.
   
  +2 Dexterity, +2 Wisdom, −2 Intelligence: Alseid are nimble and 
  wise, but they rely more on instinct than logic.
   
  Medium: Alseid are Medium creatures and have no bonuses or 
  penalties due to their size.
   
  Quadruped: Alseid receive a +4 bonus to their CMD to resist trip 
  attacks.
   
  Fast: Alseid are fast for their size and have a base speed of 40 ft.
   
  Darkvision: Alseid can see in the dark up to 60 ft.
   
  Alseid Magic: Alseid add +1 to the DC of any saving throws against 
  Old World spells that they cast while in the forest.
   
  Woodfriend: See above.
   
  Skilled: Alseid receive a +2 racial bonus on Perception and Stealth 
  skill checks.
   
  Weapon Familiarity: Alseid are proficient with all spears and 
  shortbows (including composite shortbows).
   
  Languages: Alseid begin play speaking Common and Elven. Those 
  with high Intelligence scores can choose from the following: Briarclick 
  (the language of Children of the Briar), Gnoll, Gnome, Goblin, and 
  Sylvan.
  This creature has the slender upper body of an elf and the lower body of a 
  deer.
   ALSEID     
     
   
                         CR1/2
  XP 200
  Alseid ranger 1
  CN Medium monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 6 (1d10+1)
  Fort +1, Ref +5, Will +5
  OFFENSE
  Speed 40 ft.
  Melee longspear +2 (1d8+1/×3)
  Ranged composite shortbow +4 (1d6+1/×3)
  Special Attacks favored enemy (magical beast +2)
  STATISTICS
  Str 13, Dex 17, Con 12, Int 8, Wis 16, Cha 8
  Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
  Feats Point-Blank Shot
  Skills Heal +7, Knowledge (nature) +3, Perception +9, Stealth +9,  
   
  Survival +7; Racial Modifiers +2 Perception, +2 Stealth
  Languages Common, Elven
  SQ track, wild empathy +0, woodfriend
  ECOLOGY
  Environment any forest
  Organization solitary, pair, band (3–6), or tribe (7–20 plus 3  
   
  hunters of 3rd level and 1 leader of 6th level)
  Treasure NPC gear (composite shortbow [+1 Str] with 20 arrows,  
   
  longspear, studded leather, other treasure)
  SPECIAL ABILITIES
  Woodfriend (Su) When in a forest, alseid leave no tracks and  
   
  automatically discern true north.
  Alseid are the graceful woodland cousins to centaurs. Because they 
  are rarely seen far from the wooded glades they call home, they are 
  sometimes called “grove nymphs,” despite being more closely related to 
  elves than nymphs.
   
  Alseid see the forest as an individual and a friend. They are 
  suspicious of outsiders who do not share this view. Lost travelers who 
  demonstrate deep respect for the forest may spot a distant alseid’s 
  white tail and chase after it as it bounces toward a road that 
  leads out of the forest.
   
  Disrespectful strangers may follow the same tail to their 
  doom. Male alseid have antlers growing from their foreheads. 
  These antlers grow very slowly, branching every 10 years for 
  the first century of life. Further points only develop with the 
  blessings of the forest. No 14-point imperial alseid are known 
  to exist, but many tribes are governed by princes with 13 
  points. Because antlers signify status, alseid never use them 
  in combat. Cutting an alseid’s antlers is one of the direst 
  punishments an alseid can receive. Elf rangers have reported 
  a lone alseid exile, wandering the Margreve, its antlers sawn 
  off near the scalp.
  
  andrenjinyi  
  Transmuting Gullet (Su) Any creature swallowed by the   
   
  andrenjinyi must make a successful Fortitude save (DC 23;  
   
  Cha-based) or be affected by baleful polymorph. The   
   
  andrenjinyi can regurgitate swallowed creatures as a free  
   
  action.
  Andrenjinyi are the descendants of the Rainbow Serpent, the first and 
  greatest spirit of the world’s beginning times. The Rainbow Serpent’s 
  children are dichotomous nature spirits of land and sky, sun and rain, 
  male and female, and birth and destruction.
   
  The Rainbow Serpent shed the andrenjinyi like scales during her 
  primordial wanderings, but she has begat no more since her ascension 
  to the stars. While andrenjinyi are ageless fertility spirits, they cannot 
  themselves reproduce, making each an irreplaceable link to primeval 
  creation destined for an inevitable extinction.
   
  Andrenjinyi hunt as other animals do, but they transform devoured 
  prey into unique species with their baleful polymorph ability, typically 
  creating mixed gender pairs. The region surrounding an andrenjinyi’s 
  sacred pool always shelters a unique menagerie of strange and beautiful 
  animals.
   
  Andrenjinyi are naturally aquatic, preferring to live deep in 
  accumulations of fresh, life-giving water. The serpents usually react 
  violently to intrusions to their sacred sites, attacking transgressors 
  unless they approach with the correct rites, identified with a DC 20 
  Knowledge (nature) check.
   
  Andrenjinyi, when respected with ceremonial corroborees and 
  obedience to the Rainbow Serpent’s laws, sometimes elect to protect 
  nearby communities, calling forth drought-breaking rains, curing 
  afflictions, or destroying rivals. Revered andrenjinyi take offense when 
  their petitioners break fertility and familial edicts, such as prohibitions 
  on incest, rape, and matricide, but also obscure obligations including 
  soothing crying infants and the ritual sacrifice of menstrual blood. 
  Punishments are malevolently disproportionate, often inflicted on 
  the whole community and including baking drought, flooding rains, 
  petrification, pestilence, and animalistic violence.
  The Rainbow Serpent
  —A Tale From Across the Seas
  In the beginning, when the flat, featureless 
  earth slept untouched by plants, animals, or 
  gods, the Rainbow Serpent awoke and shaped 
  the world’s landforms with her mountainous 
  body—rivers her winding tracks, lakes the 
  hollows where she slept, and hills the remnants of her 
  burrowing. When she tired of her wandering, she 
  birthed all of the land’s animals from her sacred 
  maw-womb.
   
  The Rainbow Serpent then made laws 
  for all to obey and turned any lawbreakers 
  into the mountains and hills, never to 
  walk the world again. Those who kept the 
  laws were gifted with humanoid forms 
  and sentience. Her work completed, 
  the Rainbow Serpent now sleeps in the 
  stars leaving her spirit-children, the 
  andrenjinyi, watching over creation.
  This gigantic, black-headed snake is over 60 ft. long and sheathed in 
  brilliant scales, each splashed with vibrant patterns of every imaginable 
  color. The air around the serpent is heavy, redolent of the quenched red 
  desert after a torrential thunderstorm.
   ANDRENJINYI                                                    CR 14
  XP 38,400
  N Gargantuan outsider (aquatic, native)
  Init +3; Senses darkvision 60 ft., low-light vision, scent,   
   
  tremorsense 120 ft.; Perception +23
  DEFENSE
  AC 29, touch 15, flat-footed 26 (+6 deflection, +3 Dex, +14  
   
  natural, −4 size)
  hp 200 (16d10+112)
  Fort +19, Ref +13, Will +9
  Defensive Abilities radiance; DR 10/cold iron; Immune mind- 
   
  affecting; Resist acid 20, cold 20, electricity 20, fire 20; SR 25
  OFFENSE
  Speed 60 ft.; burrow 20 ft.; climb 20 ft., swim 60 ft.
  Melee Bite +22 (4d6+15 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (4d6+15), rainbow arch, swallow whole  
   
  (transmuting gullet [DC 23], AC 18, hp 20)
  Spell-Like Abilities (CL 16th)
  Constant—freedom of movement
  At will—create water, speak with animals, stone shape
  3/day—contagion, control weather, reincarnate, remove disease
  1/day—animal growth, blight (DC 21), commune with nature,  
  	
  flesh	to	stone	(DC 22), plant growth
  STATISTICS
  Str 31, Dex 17, Con 25, Int 10, Wis 18, Cha 23
  Base Atk +16; CMB +30 (+34 grapple); CMD 37 
   
  (cannot be tripped)
  Feats Ability Focus (transmuting gullet), Blind-Fight, Combat  
   
  Reflexes, Great Fortitude, Improved Vital Strike, 
   
   
  Intimidating Prowess, Power Attack, Vital Strike
  Skills Climb +37, Intimidate +35, Knowledge (nature) +19,  
   
  Perception +23, Sense Motive +23, Swim +37
  Languages Common, Sylvan
  SQ amphibious
  ECOLOGY
  Environment warm freshwater
  Organization solitary
  Treasure none
  SPECIAL ABILITES
  Radiance (Su) The andrenjinyi’s spirit scales provide  
   
  a deflection bonus to AC equal to its Charisma  
   
  modifier.
  Rainbow Arch (Su) The andrenjinyi may  
   
   
  instantaneously teleport between sources of  
   
  fresh water within 1 mile as a full-  
   
   
  round action. This does not provoke  
   
  an attack of opportunity. When  
   
   
  this power is activated, a rainbow   
   
  manifests between the origin and   
   
  destination, lasting for 1 minute.
  7
  
  8
  Midgard Bestiary for Pathfinder RPG
  baba yaga’s horsemen 
  of much speculation. They may be serving Grandmother Winter for 
  a period of time in exchange for a favor or bargain, or they may be 
  cursed to replace a previous horseman they slew; in either case, she 
  is the source of their power. The horsemen are innately connected to 
  the domain of time, each representing part of the day, as measured by 
  the sun. Bright Day is bound to and governs dawn to mid-day, Red 
  Sun from mid-day to sundown, and Black Night rules until daybreak. 
  While Baba Yaga herself is wily and capricious, her three horsemen are 
  bound to cosmological forces that are uniform and constant, which is 
  eventually reflected in their alignment and demeanor.
   
  The horsemen are never intended to co-exist with one another, 
  except within the confines of their Mistresses’ Dancing Hut and the 
  fenced yard around it. Each one must yield his presence on the Material 
  Plane to his successor in a rotation (this may not be true on other 
  planes, depending on whether the plane has a regular flow of time with 
  intervals of day and night). Forcing two horsemen to co-exist on the 
  Material Plane is a perilous strain on reality. Bringing all three together 
  could trigger a primal magical event or chronal catastrophe.
  This mounted knight wears armor colored like a blazing sun and wields a 
  flaming sword.
   RED SUN 
                                                     CR 14
  XP 38,400
  Male human horseman fighter 12
  LN Medium outsider (native)
  Init +5; Senses Perception +12
  DEFENSE
  AC 28, touch 15, flat-footed 23 (+8 armor, +5 Dex, +5 shield)
  hp 161 (12d10+84) 
  Fort +14, Ref +9, Will +6; +3 vs. fear, +4 resistance vs. paralysis  
   
  and poison
  Defensive Abilities DR 15/chaos; Immune aging, electricity, fire;  
   
  SR 25
  OFFENSE
  Speed 30 ft.
  Melee +1	flaming	burst	longsword +22/+17/+12 (1d8+10/20/×2  
   
  plus 1d6 fire) 
  Ranged +1 composite longbow +19/+14/+9 (1d8+5/19-20/×3)
  Special Attacks temporal strike
  Spell-Like Abilities (CL 12th; concentration +14) 
  1/day—dimension	door,	fire	shield,	haste,	slow	(DC 15)
  2/day—burning gaze (DC 14), daylight, horseman’s steed (see text)
  3/day—ethereal jaunt, plane shift (self and steed only).
  STATISTICS
  Str 20, Dex 20, Con 23, Int 15, Wis 15, Cha 14
  Base Atk +12; CMB +17; CMD 35
  Feats Critical Focus, Dazzling Display, Deadly Stroke, Greater  
   
  Weapon Focus (longsword), Mounted Combat, Power  
   
  Attack, Ride-by Attack, Shatter Defenses, Shield Focus, Shield  
   
  Specialization (heavy shield), Spirited Charge, Toughness,  
   
  Weapon Focus (longsword), Weapon Specialization   
   
  (longsword)
  Skills Climb +11, Handle Animal 13, Intimidate +12, Knowledge  
   
  (history) +5, Knowledge (local) +5, Perception +12, Ride +19,  
   
  Survival +16, Swim +10
  Languages Common, Sylvan
  SQ armor training 3, bravery +3, light insensitivity, perpetual,  
   
  temporally susceptible, timebound, weapon training 2
  ECOLOGY
  Environment any
  Organization solitary
  Treasure +2 mithral breastplate, +2 heavy steel shield, 
  	
  +1	flaming	burst	longsword,	+1	composite	longbow	(Str 16)
  Baba Yaga’s three horsemen are legends in their own right. Bright Day, 
  Red Sun, and Black Night (also known as the White, Red, and Black 
  horsemen) are her faithful emissaries, scouts, and warriors abroad. They 
  are typically male, human, and usually cavaliers, fighters, or rangers. 
  Their appearance is distinctive: each dressed in colors and lacquered 
  armor and trappings to suit their name with their magical horses 
  colored to match. Their roles appear to coincide with their appointed 
  offices although their precise relationship to Baba Yaga is the source 
  Creating Baba Yaga’s Horsemen
  “Baba Yaga’s Horsemen” is a template that can be added to any 
  intelligent combat role creature capable of riding a mount (typically a 
  human of the cavalier, fighter, or ranger class). A horseman retains all of 
  the creature’s statistics and abilities except as noted here.
   
  CR: Same as the base creature +3.
   
  Alignment: The creature’s alignment changes to lawful (usually 
  neutral or evil)
   
  Type: The creature’s type changes to native outsider.
   
  Hit Dice: All of the creature’s racial HD (if any) become d8. All HD 
  derived from class levels remain unchanged. 
   
  Common Traits and Abilities: All horsemen have the following 
  abilities and defenses in common.
   
  Perpetual (Su)—The horsemen do not age and are immune to aging 
  effects.
   
  Temporally Susceptible (Su)—The unusual nature of the horsemen 
  can be circumvented by certain magical effects. Daylight can drive Black 
  Night from the Material Plane, and deeper darkness banishes Bright 
  Day and Red Sun, provided the CL of the source is powerful enough. If 
  the CL is greater than a horseman’s total HD, he must make a Will save 
  (DC 10 + the highest spell level the caster can cast + the caster’s relevant 
  ability modifier). If the horseman fails, he is physically driven off to the 
  Ethereal Plane. He may return if possible in 1d4 rounds but must have a 
  remaining use of his plane shift ability to do so.
   
  Timebound (Su)—A horseman can only voluntarily manifest 
  on the Material Plane during their time of day. When that time ends, 
  they are involuntary shifted to the Ethereal Plane, regardless of any 
  remaining uses of plane shift. They cannot choose to return until the 
  start of their time of day on the following day. Greater planar binding 
  and similar spells can summon a horseman, but they receive a +4 on 
  their Will save to resist if it is not their time of day. This bonus to resist 
  can be circumvented if the location or magic circle they are summoned 
  to is under the effect of daylight (for Bright Day and Red Sun) or deeper 
  darkness (for Black Night). Dimensional anchor or dimensional lock can 
  force a horseman to remain on the Material Plane past their time. The 
  unusual nature of Baba Yaga’s Hut and the fenced yard around it negate 
  this limitation (as will any area where magic doesn’t function); the 
  horsemen can remain on the Material Plane at any time during the day 
  within those areas.
  
  9
  Midgard Bestiary for Pathfinder RPG
   
  Defensive Abilities:
   
  Damage Reduction—A horseman gains DR 15/chaos.
   
  Immunities—A horseman gains immunity to electricity and a +4 
  resistance bonus against paralysis and poison.
   
  Spell Resistance—A horseman 
  gains SR equal to 13 + their HD (35 
  maximum). 
   
  Special Abilities: 
   
  Horseman’s Steed (Sp)—A 
  horseman can summon a horse, as 
  phantom steed (CL 12) 2/day with the 
  following changes: the creature appears 
  to be a normal horse colored white, red, 
  or black, matching its rider. The effect 
  does not end if the horseman moves to 
  another plane, providing he is actively 
  riding it.
   
  Spell-like Abilities (CL 12th) (Sp)
  1/day—dimension door, fire shield, haste, 
  slow
  3/day—ethereal jaunt, plane shift (self 
  and steed only).
   
  Special Attacks:
   
  Temporal Strike (Su)—As a 
  standard action, a horseman may strike 
  a living target with a melee or touch 
  attack and age the creature, causing 
  it to advance to the next age category 
  (Pathfinder Roleplaying Game Core 
  Rulebook) if it fails a DC 22 Fortitude 
  save. The victim gains all the penalties 
  from this aging and none of the bonuses, 
  as well as any damage from a melee 
  weapon, if used. A venerable victim 
  targeted by this ability dies if it fails a 
  DC 22 Fortitude save. This ability may 
  only be used 2/day on any single target, 
  and the effect lasts for 24 hours but may 
  be reversed by greater restoration, limited 
  wish, miracle, or wish.
   
  Specific Abilities: Each of the 
  horsemen has specific senses, defenses, 
  and special and spell-like abilities (CL 
  12) individual to them. 
   
  Bright Day—darkvision and low-light vision; cold 20 
  and fire 20; 2/day—continual flame, scorching ray.
   
  Red Sun—light insensitivity; immunity to fire; 2/day—
  burning gaze, daylight.
   
  Black Night—see in darkness; immunity to cold; 2/
  day—deeper darkness, frigid.
   
  Light Insensitivity (Su)—Red Sun is immune to 
  blindness, mind-affecting effects, and other abilities that are light-based 
  and require sight (such as dazzle and hypnotic pattern). Red Sun can 
  stare directly at the sun without harm. Effects that manifest as light but 
  do not require sight affect him normally. 
   
  Abilities: A horseman gains a +4 bonus on three ability scores of his 
  choice and a +2 bonus on the other three.
   
  Skills: As per the base creature’s class.
  
  10
  Midgard Bestiary for Pathfinder RPG
  bagiennik
  bathing sessions, it angrily retaliates. Once a bagiennik becomes “full,” 
  usually after 4 hours of bathing, it seeks to use its secretions in a manner 
  befitting its mood. If the creature feels beneficent, it will heal injured 
  animals or even venture into a village to aid diseased or injured folk. 
  If a bagiennik visits a settlement, the infirm inhabitants remain in 
  plain sight while everyone else hides to avoid provoking the capricious 
  wrath of the creature. A bagiennik who emerges from its bathing angry, 
  though, rants and raves and sprays bewildered travelers with its oil. 
  Even more bewildering, the creature will stabilize victims of its attack, 
  grumbling all the while. 
   
  Even though bagienniks are more fey than aberration, none of the 
  Margreve’s sylvan folk claims these weird creatures. A bagiennik avoids 
  others of its kind, and the creature’s bizarrely random behavior ensures 
  it never stays in the company of intelligent beings for long. Due to the 
  bagiennik’s relative kindness toward wildlife in its territory, surprisingly 
  varied populations of animals roam its lair. Hunters ensure they make 
  clean kills in a known bagiennik territory to avoid retaliation from the 
  creature who feels obligated to assist an injured animal and angry with 
  those who inflicted the injury.
   
  Anyone interested in collecting a dead bagiennik’s secretions must 
  do so within an hour of the creature’s death. This requires a successful 
  DC 20 Heal check and yields a flask’s worth of liquid (plus an additional 
  flask for every 5 points of success above 20, to a maximum of 5 flasks), 
  which can be used as a combination of acid flask and flaming oil flask. 
  Alternately, the contents of the flask may be applied to a creature’s skin 
  to heal 1d4 damage. This mixture sells for 20 gp.
   
  Hunched, a bagiennik stands 5 ft. tall—a full 6 ft. when upright—
  and weighs 250 lb.
  This creature possesses webbed claws, bulbous eyes, and 2 slits for nostrils 
  that ooze an oily, black substance.
   BAGIENNIK 
                                                      CR 5
  XP 1,600
  CN Medium aberration (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 52 (7d8+21)
  Fort +7, Ref +6, Will +8
  Immune disease, poison; Resist cold 5, fire 5
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +8 (1d4+3)
  Ranged oily spray +10 (1d8)
  Spell-Like Abilities (CL 4th; concentration +4)
  At will—stabilize
  1/day—cure light wounds , remove disease 
  STATISTICS
  Str 17, Dex 18, Con 16, Int 9, Wis 16, Cha 11
  Base Atk +5; CMB +8; CMD 22
  Feats Alertness, Great Fortitude, Self-Sufficient, Weapon Focus  
   
  (oily spray)
  Skills Climb +7, Escape Artist +11, Heal +10, Perception +12,  
   
  Sense Motive +5, Stealth +14, Survival +5, Swim +11
  Languages Common
  SQ amphibious
  ECOLOGY
  Environment rivers and swamps
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  First Aid (Su) A bagiennik’s spell-like abilities arise from   
   
  the application of its oily secretions. To use these abilities,  
   
  a bagiennik must smear a small amount of its secretion on  
   
  the wounded creature. The benefits come with a drawback,  
   
  however, as any creature treated by a bagiennik’s healing is  
   
  slowed for 1 minute if it fails a DC 16 Fortitude save (Con- 
   
  based).
  Oily Spray (Ex) A bagiennik can project a stream of dark oily  
   
  substance from its nostrils. This burning substance inflicts  
   
  half fire damage and half acid damage. Additionally, any  
   
  creature struck by this stream must succeed on a DC 16  
   
  Reflex save (Con-based) or fall prone in the slick oil.
  One never knows what to expect with a bagiennik. The same creature 
  will provide aid to an injured visitor one day, and then maniacally attack 
  that visitor with its burning oil the next, only to stabilize its victim if the 
  bagiennik knocks it unconscious. 
   
  When a bagiennik is alone, it spends its time bathing in local 
  springs, rivers, and marshes. The creature sifts through the muck 
  and silt, extracting minerals and other substances that form its oily 
  secretions. If anything disturbs the creature during its languorous 
  
  blood hag 
   
  locations within 30 ft.
  Call the Blood (Su) A blood hag may target a living creature  
   
  within 60 ft. that she detects with her blood sense (she need  
   
  not have line of sight) and makes them bleed uncontrollably.  
   
  A DC 19 Will save (Cha-based) negates this ability, and  
   
  anyone making their save cannot be affected by that blood  
   
  hag’s call the blood ability again for 24 hours. The hag may  
   
  choose any of the following effects. 
  Blood Choke Curse—Victims’ lungs fill with blood, and they  
   
  cannot speak or cast spells with verbal components. 
  Blood Eye—Victims’ eyes well with blood, and crimson tears  
   
  stream down their faces. Targets are blinded as if by   
   
  blindness/deafness for 1 minute.
  Heart like Thunder—The only sound victims hear is the rushing  
   
  of their own blood in their ears and the thumping of their  
   
  own heart for 1 minute. They are deaf as if by blindness/ 
   
  deafness.
  Rupturing Arteries—Victims suffer 5d6 damage as their veins  
   
  and arteries suddenly burst open. They get a second save  
   
  on the following round or begin to drown on their own blood  
   
  (receiving a new save every round thereafter).
  Face Peel (Su) A blood hag may peel the face right off a   
   
  grappled foe. This gruesome act inflicts 2d6+5 damage and  
   
  dazes the opponent for 1 round. Thereafter, the opponent  
   
  suffers a 50% chance of spell failure when casting any spell  
   
  requiring verbal components, not to mention suffering  
   
  abject  agony (−4 on attacks, saves, and skill checks). Only heal  
   
  restores the stolen features although curative magic causes an  
   
  ugly sheen of scar tissue to form over skull and sinew (−4  
   
  on all Bluff and Diplomacy checks thereafter, +4 on Intimidate  
   
  checks). Any face peeled off in this manner animates and 
  bizarrely retains a semblance of the former owner’s 
  memories and personality (though the face is quite 
  mad with agony). The blood hag may also wear 
  this face to gain a +5 circumstance bonus 
  on any Disguise checks made to imitate 
  the former owner. Blood hags often claim 
  the faces of prey as trophies or fond 
  keepsakes.
  Blood hags have long skulked on the 
  fringes of society. The first blood 
  hags appeared in Morgau, when a 
  red hag named Salgra mated with 
  a mad vampire archmage named 
  Tzal-Salah, one of Morgau’s then 
  rulers. Marena blessed their 
  union, and their offspring 
  became the first of the blood 
  hags. Many more followed 
  from such red hag and 
  vampire couplings. 
   
  Blood hags prey 
  on mankind, stealing 
  their seed to propagate, 
  their blood to satisfy their 
  insatiable thirst, and their 
  faces as trophies of these 
  short-lived and bloody trysts.
  A bent-backed crone with long leathery arms ending in cruel flesh-
  shearing talons lurches out of the darkness. Her face is a misshapen mass 
  of leathery flesh punctuated with a bulbous nose, like a gnarled knot on 
  an old oak tree. Her massive brow overhangs sunken, lusterless, black eyes. 
  The crone’s hair is a wriggling mass of red worms, hissing and mewling as 
  they dribble blood down her ugly face.
   BLOOD HAG 
                                                       CR 9
  XP 6,400
  CE Medium monstrous humanoid 
  Init +3; Senses blood sense 90 ft., darkvision 60 ft.; Perception  
   
  +20
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural)
  hp 114 (12d10+48)
  Fort +10, Ref +11, Will +15
  DR 10/magic; SR 20
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee blood-drinking hair +17 (2d6+5 plus grab), 2 claws +17  
   
  (1d6+5)
  Space 5 ft.; Reach 5 ft. (10 ft. with blood-drinking hair)
  Special Attacks blood drain (1d4 Constitution), call the blood,  
   
  face peel
  Spell-Like Abilities (CL 12th; concentration +15) 
  At will—death knell (DC 16), deathwatch, disguise self, ghost  
   
  sound (DC 13), invisibility (DC 15), knock, pass without trace  
   
  (DC 14), protection from good, tongues, ventriloquism (DC 14),  
   
  water breathing
  3/day—quickened bestow curse (DC 16), mirror image,  
   
   
  empowered vampiric touch (DC 16)
  1/day— cloudkill (DC 18), modify memory (DC 17) 
  STATISTICS
  Str 20, Dex 16, Con 18, Int 19, Wis 21, Cha 17
  Base Atk +12; CMB +17 (+21 grapple); CMD 30
  Feats Deceitful, Empower Spell-Like Ability (vampiric touch),  
   
  Great Fortitude, Iron Will, Power Attack, Quicken Spell- 
   
  Like Ability (bestow curse)
  Skills Acrobatics +12, Bluff +14, Climb +20, Diplomacy +13,  
   
  Disguise +17, Intimidate +15, Knowledge (arcana) +12,  
   
  Perception +20, Sense Motive +13, Spellcraft +13,  
   
   
  Stealth +14
  Languages Abyssal, Common, Giant, Infernal, Sylvan
  ECOLOGY
  Environment any marshlands, underground, or urban
  Organization solitary or blood coven (3)
  Treasure standard
  SPECIAL ABILITIES
  Blood Drain (Su) A blood hag’s hair is a morass  
   
  of disgusting worms, ever thirsty for fresh   
   
  blood. Foes struck suffer them burrowing into  
   
  flesh and drinking deep, inflicting 1d4  
   
   
  Constitution damage. Blood hags heal 5 hp or  
   
  gain 5 temporary hp for 1 hour (up to a  
   
   
  maximum number of temporary hp equal to its  
   
  normal full hp) each round it drains blood.
  Blood Sense (Su) A blood hag can detect the blood  
   
  of living creatures within 90 ft. and pinpoint their  
  11
  
  bone ColleCtive 
  Hive Mind (Ex) All posthumes of a bone collective within 50  
  miles of their main body constantly communicate. If one is 
  aware of a particular danger, they all are. No posthume in a 
  group is considered flanked unless all of them are. Any bone 
  collective with at least 1 hp/HD (or 18 hp for a standard 
  collective) forms a hive mind, giving it an Intelligence of 
  14. (This is an exception to the usual swarm rules.) When a 
  collective goes below this hp  threshold, it becomes mindless.
  Poison (Ex) Injury—bite; save Fort DC 22; onset 1 round;   
   
  frequency 1/round for 6 rounds; effect 1d6 Cha; cure 2 saves. 
   
  Bone collectives distill minerals and cave dragon blood  
   
  with elements of deadmind poison to create a reddish toxin,  
   
  called wyrmblood venom, which they smear on their fangs.  
   
  The resulting freakish red mouths on tiny skeletons are  
   
  somewhat disturbing, and the effect of the toxin is deadly.
  Superior Disarm (Ex) With their dozens of tiny fingers, bone  
   
  collectives are exceptionally adept at grabbing or turning  
   
  aside a weapon and disarming foes. They gain a +2 bonus to  
   
  any disarm attempt and always wind up with a foe’s weapon  
   
  in their hands if they succeed.
  Bone collectives are not primarily fighters although they swarm well 
  enough. They prefer to spy and skulk. When cornered, however, they 
  fight without fear or hesitation, seeking to strip the flesh from their foes. 
  As soon as bone collectives fall below 18 hp, their hive mind disappears 
  and the remaining posthumes fall apart, scattering in all directions to 
  find another collective.
   
  Bone collectives’ tiny bones rustle when they move, as quiet as  
  moving sand. Their long finger bones and hooked claws help them 
  climb on their zombie mounts and control them. Bone collectives 
  almost always wear robes or cloaks, the better to pretend to be 
  humanoid. They understand that most creatures find their natures 
  disturbing.
   
  Bone collectives exist in numbers too small to have a 
  proper society. They tend to latch onto the 
  societies around them, whether 
  human, goblin, or ghoul.
   They prey on the living 
  and the dead, using and 
  discarding them when 
  no longer useful and 
  replenishing lost 
  component bones. 
  They follow goals 
  of their own, 
  unrelated to 
  other creatures 
  alive or dead. 
  The only 
  exceptions are 
  their interactions 
  with necromancers, 
  darakhul, some 
  vampires, and liches, 
  all of whom they may 
  serve and obey. Bone 
  collectives live in most 
  environments, but they dislike 
  extreme heat, as it makes their 
  bones brittle.
  Thousands of tiny bones coalesce into a humanoid form only to disperse in 
  a clattering swarm the next moment.
   BONE COLLECTIVE                                            CR 11
  9,600 XP
  CE Small undead (swarm)
  Init +9; Senses darkvision 60 ft., hive mind, lifesense; Senses  
   
  Perception +27
  DEFENSE
  AC 25, touch 17, flat-footed 19 (+5 Dex, +1 dodge, +8 natural,  
   
  +1 size)
  hp 153 (18d8+72)
  Fort +9, Ref +11, Will +11
  Defensive Abilities swarm traits, undead traits; DR 10/magic
  OFFENSE
  Speed 30 ft.
  Melee claw +19 (1d6 plus poison) or swarm (4d6 plus poison  
   
  and distraction)
  Space 5 ft. (10 ft. as swarm); Reach 5 ft. (0 ft. as swarm)
  Special Attacks distraction (DC 22), sneak attack +9d6, superior  
   
  disarm
  STATISTICS
  Str 10, Dex 20, Con —, Int 14, Wis 10, Cha 16
  Base Atk +13; CMB +12 (+18 disarm); CMD 27 (29 vs. disarm)
  Feats Combat Expertise, Command UndeadB, Dodge, Greater  
   
  Disarm, Improved Disarm, Improved Initiative, Skill Focus  
   
  (Perception), Skill Focus (Stealth), Toughness, Weapon Finesse
  Skills Climb +7, Disguise +24, Intimidate +24, Knowledge  
   
  (arcane) +10, Knowledge (religion) +10, Perception +27,  
   
  Sleight of Hand +15, Stealth +36, Use 
  Magic Device +13
  SQ alternate form, hive mind
  ECOLOGY
  Environment underground
  Organization solitary, pair, or hive (2–6)
  Treasure standard
  SPECIAL ABILITIES
  Alternate Form (Ex) A bone collective can act as a 
  swarm (composed of dozens of posthumes), 
  or it can grant a single member (called 
  an exarch) control,  acting as a singular 
  creature. Changing between forms is 
  a swift action. In its non-swarm form, 
  the collective can no longer use swarm 
  attacks, but it can use sneak attack, 
  disarm, and spellcasting, if it has caster 
  levels. It can use its skills  normally in 
  either form.
  Command Undead (Su) Bone collectives 
  gain Command Undead as a bonus 
  feat. For this purpose alone, they are 
  considered to be clerics (cleric level equals 
  HD) with the channel negative energy class 
  feature.
  12
  
  13
  Midgard Bestiary for Pathfinder RPG
  bone Crab 
  cavities into chunks of driftwood or coral in the absence of suitable 
  skulls, regurgitating a type of lime to cement bits of shell and debris to 
  their portable homes. Such unfortunates eagerly fight others of their 
  kind to gain possession of choice skulls.
   
  Voracious scavengers, bone crabs live in seaside crags and coves 
  near coastal communities where they use their specialized chelae to 
  crack open the skulls of washed-up bodies and feast on the decaying 
  tissue within. Centuries of such feeding have given them a collective 
  intelligence. Some sages have even speculated that the crabs retain 
  fragments of memory from those they devour, by recognizing friends or 
  relentlessly attacking foes of those whose skulls they wear.
   
  Served by their hive mind, these crabs hunt in clever, wolf-like 
  packs, preying on sea creatures stranded in tidal pools. Bone crabs drag 
  such prey out above the high tide line and leave them to fester in the 
  day’s hot sun before they feast. They pick corpses clean in a few hours, 
  and areas infested with bone crabs are littered with cracked bone and 
  sun-bleached skeletal remains—the perfect hiding place for these littoral 
  predators.
   
  Because of the bone crabs’ diet of decayed flesh, they carry a 
  dangerous disease—white ghost shivers. As many an unfortunate and 
  hungry sailor has discovered, this disease’s victims waste away, wracked 
  by fever and delirium. Desperate sailors and dockside scavengers who 
  manage to stomach a bone crab’s unwholesome, disease-riddled flesh 
  are lucky if they live to regret it.
   
  Although conventional wisdom claims that bone crabs cannot be 
  domesticated, a few misguided souls have attempted to tame these 
  diseased creatures to serve as guardian animals or companions. Never 
  quite growing docile, the crabs have occasionally been trained to nest 
  in particular areas, attacking intruders while ignoring the area’s regular 
  inhabitants.
  A cracked skull arises from the skeletal heap, scurrying forward on the 
  bone-white legs of a large crustacean that makes the discarded cranium its 
  home.
   BONE CRAB                                                         CR 2
  600 XP
  N Small vermin (aquatic)
  Init +6; Senses darkvision 60 ft., hive mind; Perception +2
  DEFENSE
  AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
   
  hp 19 (3d8+6)
  Fort +5, Ref +3, Will +2
   
  DR 5/bludgeoning
  OFFENSE
  Speed 20 ft., swim 10 ft.
  Melee 2 claws +4 (1d4 plus disease)
  Special Attacks disease, leap (2 claws +4, 1d4)
  STATISTICS
  Str 10, Dex 14, Con 14, Int 1, Wis 12, Cha 4
  Base Atk +2; CMB +1; CMD 13 (29 vs. trip)
  Feats Improved Initiative, Weapon Focus (claw)
  Skills Perception +2, Stealth +8 (+16 among bones), Swim +11; 
  Racial Modifiers +8 Stealth (among bones), +8 Swim
  ECOLOGY
  Environment any aquatic
  Organization solitary or cast (2–12)
  Treasure standard
  SPECIAL ABILITIES
  Disease (Ex) White ghost shivers—injury, ingested; save   
   
  Fort DC 13; onset 1d3 days; frequency 1/day; effect  
   
   
  1d3 Con damage and 1d3 Wis damage; cure 2  
   
  consecutive saves.
  Leap (Ex) Bone crabs have incredibly powerful   
   
  legs and can leap up to 10 ft. straight ahead  
   
  or backward as a move action. This counts as  
   
  a charge attack.
  Hive Mind (Ex) All bone crabs within   
   
  100 ft. of one another can communicate  
   
  perfectly. If one is aware of danger,  
   
  they all are. If one in a particular   
   
  group is not flat-footed, none of   
   
  them is flatfooted. No bone crab   
   
  in such a group is considered  
   
   
  flanked unless all are.
  Much like an enormous hermit crab, 
  bone crabs inhabit the salvaged skulls 
  of large fish, humanoids, and other 
  creatures, hiding among discarded 
  skeletons and washed up bones along 
  the coast. Concealing their body within 
  its salvaged bone covering, their spiny, 
  ivory-white legs blend in perfectly with 
  the surrounding detritus. Less-fortunate 
  members of the species sometimes gnaw 
  
  14
  Midgard Bestiary for Pathfinder RPG
  broodiken 
  Tiny and built like a caricature of a person, these creatures’ enlarged heads 
  are filled with pointy teeth. 
   BROODIKEN                                                        CR 2
  XP 600
  N Tiny construct
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +4
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1  
   
  dodge, +2 size)
  hp 22 (4d10)
  Fort +1, Ref +3, Will +1
  Defensive Abilities construct traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (1d3−1 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 14, Con —, Int 2, Wis 10, Cha 6
  Base Atk +4; CMB +4 (+8 when attached); 
  CMD 13
  Feats Dodge, Mobility
  Skills Acrobatics +6, Climb +11, Perception  
   
  +4, Stealth +14
  SQ shared rage
  ECOLOGY
  Environment any
  Organization solitary or brood (2–4)
  Treasure none
  SPECIAL ABILITIES
  Attach (Ex) When a broodiken succeeds  
   
  on a bite attack, its teeth latch on.   
   
  Each round, it automatically does   
   
  damage to the target as long as it can maintain its grapple. It  
   
  gains a +4 bonus to checks to maintain its grapple.
  Shared Rage (Su) A broodiken cannot speak with its creator  
   
  telepathically but feels strong emotions and recognizes  
   
  the objects of those emotions. A creator can telepathically  
   
  order broodiken to hunt for and attack individuals by sending  
   
  the broodiken an image of the individual and the appropriate  
   
  emotion.
  Broodikens are crude servants created by humanoid spellcasters willing 
  to grow them within their own bodies. In appearance, they resemble 
  their creators in the most basic of ways, having the same number of 
  limbs and basic features. Broodikens are 1 ft. tall with overly large heads 
  and heavily fanged mouths. Those born to monstrous humanoids with 
  wings or horns gain crude ineffective versions of these, which are not 
  useful in combat.
   
  Broodikens have little personality of their own and respond to their 
  creators’ emotions, growling when their creators feel anger and babbling 
  happily when their creators feel joy. When their creators are more than 
  100 ft. away, they cry loudly with a sound that resembles that of children 
  of the creator’s own species. If discovered in this state by anyone other 
  than their creator, they attack. When their creators focus their anger on 
  specific individuals, the broodikens attack as a group, using Stealth to 
  get close and overwhelm single opponents.
  Construction
  Broodikens are created through the consumption of 
  the heart of a dead broodiken. Once this “seed” is 
  consumed, broodikens (2d4) begin to grow inside of 
  the “mother” or creator. Nurturing the growing brood 
  requires consuming specific muds, ashes, and plants, 
  which cost 50 gp/day for each incubating broodiken. 
  The incubation period requires 1 month and takes a 
  toll on the health of the creator. During this time, the 
  creator becomes fatigued after 4 hours without 8 hours 
  rest.
   
   If the creator is not a spellcaster, a spellcaster 
  who meets the requirements below must supervise 
  the incubation and birth. Most spellcasters birth the 
  broodiken using a dagger before the broodiken tears 
  its way out. A “mother” can only control one brood 
  of broodiken at a time. Even beginning to incubate 
  a second brood causes the first brood to become 
  furiously jealous and turn on its own creator.
  BROODIKEN
  CL 5th; Price 3,000 gp
  CONSTRUCTION
  Requirements Craft Construct, gentle repose; 
  Cost 1,500 gp
  Sailors familiar with the southwestern islands speak of tribes where 
  the men give birth. They mock the bloated bellies of the old shamans 
  without understanding what they have seen. They would not laugh if 
  they understood. I lived 5 years on these islands—2 as a prisoner, 3 as an 
  apprentice. I know too well the broodikens. I sacrificed both mind and 
  body to learn these secrets.
   
  I traveled to the islands on a merchant ship captained by a man 
  whose tongue dripped lies. I watched his deceits and betrayals. I saw 
  him taken prisoner. I watched the shaman draw a dagger across his own 
  bloated belly, birthing the broodikens. I saw the brood consume their 
  prey.
   
  I know the making of the broodikens and their purpose. I know 
  their effectiveness as spies and assassins. Now, as the sailors titter at my 
  swelling abdomen, I know their minds. I have eaten the seed and feel 
  the broodikens moving inside me now. My brood will be born before 
  this ship finds port. 
   
   
   
   
   
   
   
   
    
  —Sir Pernillis Rathscomb,  
   
   
   
   
   
   
    
  First Mate Sister’s Mercy
  
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  Midgard Bestiary for Pathfinder RPG
  bukavaC
  The placid surfaces of the Margreve’s lakes and ponds hide many lethal 
  threats, among them the bukavac. While not amphibious, the creature 
  can hold its breath for minutes at a time as it lurks under the surface 
  in wait for fresh meat. A bukavac is 11 ft. long, including its foot-long 
  horns, stands 4 ft. tall, and weighs 4,000 lb.
   
  A ravenous bukavac lives to hunt and devour prey, preferring 
  intelligent prey to animals, and usually ambushes its victims. Due to its 
  size, the beast must find deep ponds or lakes to hide, but it can flatten 
  itself comfortably to rest in 2 ft. of water. It leads with its wicked horns, 
  hoping to impale an unsuspecting victim, before grabbing hold of its 
  target or another nearby foe and attempting to hang on as it claws its 
  victim to death. The creature relishes the feel of its victim’s struggles 
  to escape its embrace and reserves its roar, which sounds like a cross 
  between a toad’s croak and lion’s roar emanating from a creature the 
  size of a dragon, for obviously organized foes or against overwhelming 
  numbers. If a bukavac’s devastating sonic attack routs its foes, it picks off 
  remaining stragglers; otherwise, it attempts to retreat to its underwater 
  hiding spot.
   
  Solitary hunters by nature, bukavacs pair up briefly in the spring. 
  Male bukavacs travel to a female’s lair and demonstrate their prowess 
  by unleashing their most powerful bellows. Communities as far as 10 
  miles away from the lair hear these howls for a week and pray that the 
  creatures don’t attack. Once mating has completed, several acres of 
  trees have been destroyed, and the female finds a secluded, shallow lake 
  to bury her 2–6 eggs in mud at the lake’s bottom. A bukavac reaches 
  maturity in 5 years, during which time it and its siblings hunt together. 
  After bukavacs mature, they all find their own lairs. The creature 
  has a natural lifespan of 40 years, but its proclivities typically bring 
  the attention of hunting parties, which considerably shorten its life 
  expectancy.
  is toad-like monster, bearing two gnarled horns, leaps out of its watery lair 
  and charges forth on six legs while letting out a bone-shattering roar.
   BUKAVAC 
                                                       CR 9
  XP 6,400
  NE Large magical beast 
  Init +3; Senses blindsense 30 ft., darkvision 60 ft., low-light  
   
  vision; Perception +13
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, −1 size)
  hp 114 (12d10+48)
  Fort +12, Ref +11, Will +6
  Resist sonic 10
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee 4 claws +20 (1d6+9), bite +20 (1d8+9), gore +20 (1d8+9)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite, gore)
  Special Attacks sonic blast (30 ft.; 8d6 sonic damage; DC 22;  
   
  deafened)
  STATISTICS
  Str 28, Dex 17, Con 18, Int 7, Wis 15, Cha 12
  Base Atk +12; CMB +22; CMD 35 (43 vs. trip)
  Feats Ability Focus (sonic blast), Alertness, Greater Grapple, 
  Improved Grapple, Power Attack, Stealthy
  Skills Escape Artist +5, Perception +13, Sense Motive +4, Stealth  
   
  +10, Swim +17
  Languages Draconic, Sylvan
  SQ hold breath
  ECOLOGY
  Environment temperate forests and lakes
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Sonic Blast (Su) A bukavac can emit a  
   
   
  roaring wail that deafens  
   
  and damages those  
   
  nearby. As a standard  
   
  action, the creature  
   
  can belt out  
   
   
  this  sonic attack  
   
  dealing 8d6 sonic  
   
  damage to creatures  
   
  within  30 ft. Those  
   
  subjected to this effect   
   
  can attempt a DC 22 Fortitude save  
   
  (Con-based) for half damage. Those  
   
  failing are permanently deafened.
  
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  Midgard Bestiary for Pathfinder RPG
  burrowling 
  creatures add more tunnels if necessary, and close off access from the 
  surface until the threat has passed. If combat becomes necessary, the 
  creatures stand together in defense of the helpless young and fight with 
  crude slings or their sharp teeth and claws. 
   
  If abduction or other mishap separates a burrowling from its coterie 
  or town, the creature becomes despondent, crying plaintively for others 
  of its kind. A burrowling town never considers exile, seeing execution 
  as more humane for a criminal, but a town rarely sends out a search 
  party for its missing comrade since it requires all able-bodied creatures 
  to remain behind to protect and forage for the community. Therefore, 
  a lone burrowling usually dies within a week, unless it can find its way 
  back to its town or discover another burrowling town. Very rarely, a 
  solitary creature makes its way to a non-burrowling settlement where 
  it attempts to fit in with and assist its new community. This leads to 
  frustration for the creature and those it interacts with as it tries, and 
  fails, to anticipate what its erstwhile companions want. Eventually, 
  the creature joins an adventuring party in the hope the party can lead 
  it to a settlement. After spending at least 6 months with a party, the 
  burrowling can use its greater than the sum ability with its new allies. 
  Communication with a burrowling proves difficult since the creature 
  regularly intersperses barks and “pips” into its Common.
   
  Burrowlings live up to 15 years, assuming they reach their natural 
  lifespan. Twice a year, a burrowling female bears a litter of up to 
  three pups, but in especially dangerous regions, the creatures breed 
  prodigiously in an attempt to keep their overall population ahead of 
  massive attrition. In cases like this, a female has a litter of five pups once 
  a month. A burrowling pup reaches adulthood in a year, having learned 
  from its caretakers and through interactions with its siblings how to 
  integrate into burrowling society.
  The light brown, furred creatures inquisitively survey their surroundings, 
  each comforted by the presence of the others.
   BURROWLING                                                     CR 1
  XP 400
  LN Small monstrous humanoid 
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 13 (2d10+2)
  Fort +1, Ref +5, Will +4
  OFFENSE
  Speed 30 ft., burrow 10 ft.
  Melee 2 claws +3 (1d3), bite +3 (1d4)
  Ranged sling +5 (1d3)
  STATISTICS
  Str 10, Dex 15, Con 12, Int 9, Wis 12, Cha 13
  Base Atk +2; CMB +3; CMD 13
  Feats Agile Maneuvers
  Skills Acrobatics +6, Escape Artist +6, Perception +10,  
   
   
  Stealth +10, Survival +5; Racial Modifiers +4 Perception
  Languages Common
  SQ greater than the sum
  ECOLOGY
  Environment temperate or warm desert or plains
  Organization solitary, pair, coterie (3–8), town (40–200,   
   
  1/4 of which are adult burrowlings)
  Treasure incidental
  SPECIAL ABILITIES
  Greater than the Sum (Ex) Burrowlings gain bonuses and  
   
  teamwork feats when they work with other burrowlings. If  
   
  a burrowling succeeds at an aid another attempt, it grants  
   
  a +3 bonus (instead of the usual +2). A burrowling who  
   
  flanks with another provides an additional +1 bonus to its  
   
  ally’s attack roll. Finally, two adjacent burrowlings are   
   
  considered to have the Coordinated Defense and the Duck  
   
  and Cover teamwork feats.
  In a land as hostile as the Wasted West, sometimes the only thing you 
  can rely on is the person next to you. A burrowling, which looks like a 
  3-ft.-tall anthropomorphic prairie dog, takes this philosophy to a higher 
  level, by means of cooperation approaching a hive mind with its fellow 
  burrowlings.  
   
  Burrowlings work together at every task: including digging tunnels, 
  foraging, and rearing of young. The creatures are omnivorous, eating 
  roots, berries, insects, and reptiles—with snakes being a particular 
  delicacy. However, the creatures shun mammals as a food source due to 
  a very broad definition of cannibalism. More sophisticated burrowling 
  towns that remain sheltered from the typical depredations of the 
  Wasted West set up rudimentary farms, where they grow the fruits and 
  vegetables they usually find in the wild. Some towns have domesticated 
  prairie dogs, which burrowlings train to stand watch alongside their 
  masters. Pairs of adults stand watch around the perimeter of the town 
  and sound a warning when they spot a foe. An alerted town retreats to 
  the relative safety of previously clawed-out warrens, while the strongest 
  
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  Midgard Bestiary for Pathfinder RPG
  Carrion beetle 
  and black to shimmering blue green, purple-green, and a highly prized 
  yellow-orange.
   
  The largest carrion beetles make a distinctive wheezing sound when 
  their spiracles are stressed; this noise creates a hum when multiple 
  beetles run or charge on the field of battle. War beetles are often 
  armored with protective strips of metal or chitinous armor fused to their 
  exoskeletons, increasing their natural armor by +2 while reducing their 
  speed to 20 ft.
   
  Carrion beetles have little society of their own. They rarely gather 
  in groups larger than a breeding pair and a small nest of offspring in 
  the wild. The domesticated varieties travel in large herds of 20–40 to 
  feed on fungal forests, scavenge battlefields, or devour cave lichen and 
  scour sewage pits. The larger caravan beetles and giant lizard mounts are 
  always antagonistic.
   
  When breeding season hits, they feast on the bodies of large 
  animals. They are often found in symbiotic relationships with deathcap 
  mycolids, darakhul, and related species. Many species in the deep 
  underworld consider carrion beetles food and their exoskeletons as 
  useful materials for shields and armor (though too brittle for weaponry).
   
  Purple worms are their major predators. Worms are said to swallow 
  entire caravans when they find them.
  In conjunction with the darakhul, the carrion beetles live a more 
  complex life. They begin as simple pack animals, the strongest being 
  trained as war beetles. War beetles often carry ballistae and harpoons 
  fitted with lines for use against cloakers and other flying foes.
   
  In late life, their acid digs tunnels. After death, their exoskeletons 
  are used both as animated scouting vehicles (ghouls hide within the 
  shell to approach hostile territory) and as armored undead platforms for 
  howdahs packed with archers and spellcasters.
  The beetles wore golden bridles and carried huge leather sacks of stone 
  and guano. The line of them marched without stopping; dozens, even 
  hundreds, bringing fresh earth to the white fungus trees of the great forests. 
  Their claws skittered with a sound like horseshoes slipping on stone, but 
  their multiple legs ensured they never fell. The air around them singed the 
  nostrils with the taint of acid.
   CARRION BEETLE 
                                         CR 5
  XP 1,600
  N Large vermin
  Init +1; Senses darkvision 60 ft; Perception +4
  DEFENSE
  AC 17, touch 10, flat-footed 16 (−1 size, +1 Dex, +7 natural)
  hp 60 (8d8+24)
  Fort +8, Ref +3, Will +3
  Immune paralysis, vermin traits 
  OFFENSE
  Speed 30 ft. (6 squares), burrow 20 ft., climb 10 ft.
  Melee bite +10 (1d8+4), 2 claws +6 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (1/6 rounds, 30 ft. line, Reflex  
   
  half DC 17, 3d6 acid damage) 
  STATISTICS
  Str 19, Dex 12, Con 17, Int —, Wis 13, Cha 10
  Base Atk +5; CMB +10; CMD 22 (30 vs. trip)
  Skills Climb +12, Perception +4; Racial Modifiers +8 Climb, +3  
   
  Perception
  ECOLOGY
  Environment any, underground
  Organization solitary, cluster (2–6), colony (7–12), or herd  
   
  (10–40)
  Treasure none
  SPECIAL ABILITIES
  Breath Weapon (Ex) Acid spit—the carrion beetle can spit in a  
   
  30-ft. line, once every six rounds; 3d6 acid damage, Reflex DC  
   
  17 half (Con-based).
  Immune to Paralysis (Ex) Carrion beetles are immune to all  
   
  forms of paralysis, including that of ghouls, ghasts,  
   
  darakhul, spells, and poisons.
  Carrion beetles are powerful beasts of 
  burden with strong jaws and the ability 
  to both climb and burrow. With a 
  wide back, serrated spiky forelegs, 
  and a narrow head, the carrion 
  beetle is too large to ride 
  on comfortably although it 
  makes an excellent platform 
  for ballistae and howdahs. Its 
  thick exoskeleton varies in 
  color from drab brown, tan, 
  
  Castigas (automata devil) 
   
  that saves cannot be affected by the same automata devil’s fear  
   
  aura. Devils and kytons are immune to the effect.
  Lacerate (Ex) An automata devil deals automatic maw damage with  
   
  a successful CMB check.
  Punishing Embrace (Ex) Creatures grappled by the automata  
   
  devil’s whip are thrown into its stomach maw, freeing the  
   
  whip for the next attack. The maw is a mass of churning gears  
   
  with serrated edges, clockwork gears, and whirling blades. An  
   
  automata devil can make a grapple check as a free action  
   
  against opponents drawn into the maw. This does not provoke  
   
  an attack of opportunity. If it wins the grapple check, the  
   
  automata devil it establishes hold and can lacerate.
  Castigas, also known as automata devils, like to dominate. Like bone 
  devils, their role is to monitor others, and they are often found in charge 
  of prisoners or, more often, infernal factories. A castigas’ weapons, as well 
  as its natural weapons, are treated as evil and lawful for the purposes of 
  overcoming DR.
   
  This creature is slender, almost emaciated. Its skin erupts in barbs 
  and sharp nails and coils of wire, which have been threaded through its 
  flesh. Chains are buried under blisters and scabs. The eyelids—both front 
  and back pairs—of this infernal horror have been sewn back with wire, 
  whilst six arms ending in large grasping hands erupt from its shoulders. 
  The creature’s back is broad and massive and there is something insectoid 
  in its appearance. Its head is a black mass ending in two huge mandibles. 
  By its side, it carries a huge coiled whip, which squirms like a snake. 
  Eager to be used, the whip curls toward the creature’s stomach, which 
  opens up like a huge iron vice filled with spines.
   
  There is a corner of Hell known simply as the Forge. Here, black 
  chimneys rise a mile high from a dead land of choking air and red poison 
  hills. The Machine, a greater devil who never sleeps and never lets his 
  subjects know rest, rules this land. His overseers consist of thousands 
  upon thousands of imps who whip and punish the workers. The imps 
  themselves are kept in check by hordes of chain devils, who in turn 
  answer to the automata—the managers of this infernal place. Automata 
  devils are chain devils that have been granted this 
  special reward.
  A nightmare wrapped in chains, built of cutting cogs and whirring gears, 
  this monstrosity seeps pure malice.
   CASTIGAS (AUTOMATA DEVIL) 
  CR 11
  XP 12,800
  LE Large outsider (evil, extraplanar, lawful)
  Init +7; Senses all-around vision, darkvision 60 ft., see in   
   
  darkness; Perception +22
  Aura fear aura (5 ft., DC 17), 
  DEFENSE
  AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, −1 size)
  hp 136 (13d10+65)
  Fort +13, Ref +11, Will +8
  Immune fire, poison, Resist acid 10; SR 22
  OFFENSE
  Speed 40 ft.
  Melee whip +22/+17/+12 (1d4+9 plus entangle and demented  
   
  punishment), bite +21 (1d8+13), maw +21 (2d6+13)
  Space 10 ft.; Reach 10 ft.
  Special Attacks demented punishment, entangle, fear aura,  
   
  punishing embrace
  Spell-Like Abilities (CL 13th; concentration +17)
  At will—charm person (DC 15), greater teleport (self plus 50 lb. of  
   
  objects only), suggestion (DC 16)
  1/day—mind fog (DC 19), summon kyton (1 kyton, 40%)
  STATISTICS
  Str 28, Dex 17, Con 20, Int 11, Wis 14, Cha 19
  Base Atk +13; CMB +23; CMD 36
  Feats Alertness, Improved Initiative, Improved Iron Will, Iron Will,  
   
  Persuasive, Power Attack, Weapon Focus (whip)
  Skills Acrobatics +16 (+20 jump), Appraise +7, Bluff +20,   
   
  Diplomacy +6, Intimidate +6, Knowledge (planes) +15,  
   
  Perception +22, Sense Motive +22, Stealth +15
  Languages Common, Infernal; telepathy 100 ft.
  Combat Gear whip 
  ECOLOGY
  Environment any, Hell
  Organization solitary, punishment (2–4), or chain gang (5–10)
  Treasure standard
  SPECIAL ABILITIES
  Demented Punishment (Su) The whip wielded by an automata  
   
  devil extrudes tiny hair-like filaments, which cause  
   
   
  excruciating agony. Targets entangled by the whip are   
   
  affected by a symbol of pain (DC 20, Cha-based); this only  
   
  affects the entangled creature. This attack can only be used  
   
  every other round by each whip.
  Entangle (Ex) An automata devil’s whip entangles foes much  
   
  like a net. The whip has 15 hp and hardness 5. If it hits, the  
   
  target and the automata devil make opposed Strength checks.  
   
  If the automata devil wins, the whip drags the opponent into its  
   
  punishing embrace.
  Fear Aura (Su) Automata devils radiate fear in a 5 ft.  
   
  radius. Affected creatures must make a DC 20 Will  
   
  save (Cha-based) or be affected by fear. A creature  
  18
  
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  Midgard Bestiary for Pathfinder RPG
  Cavelight moss 
  arduous task of quietly moving toward the larger creatures, staying 
  safely outside the main area of habitation. Many underground denizens 
  understand the dangers of cavelight mosses and seek to eradicate them 
  when found.
   
  A cavelight moss lives a simple existence, and when in a safe area 
  inhabited by weak animals, one can survive for close to 200 years. 
  The spores from a cavelight moss glow like their parent and when a 
  particular specimen stays in place for several decades, the place where it 
  grew may glow for years after its death. If flesh and blood creatures die 
  in such an area, a new cavelight moss has the potential to grow. When 
  a cavelight moss disperses spores over the area in which it hunts, the 
  fallen carcasses of its victims allow the spores to germinate into new 
  organisms. In lean times, these spores can germinate, albeit slowly, on 
  guano or other areas rich in moisture and organic nutrients.
   
  Only in extreme cases, where a cave system has no true protectors 
  and food is plentiful, do these creatures ever congregate. When they do, 
  they form a close-knit colony covering strategic locations where prey 
  typically roam. When the source of food moves on, the entire colony 
  slowly disperses, following the lure of living flesh. Cavelight moss tends 
  to drain an ecosystem of food sources before moving on. Cavelight 
  mosses avoid lit areas and remain a safe distance from any busy 
  habitations, just close enough to capture any unwitting, wandering prey.
  A patch of tangled, lacey moss clings to the ceiling above, slowly pulsing 
  with an eerie glow. Among the soft, feathery mass, stems gently writhe, 
  periodically dusting the ground below with a twinkling of phosphorescent 
  spores.
   CAVELIGHT MOSS CR 6
  XP 2,400
  N Large plant
  Init +0; Senses low-light vision, tremorsense 30 ft.; Perception 
  +11
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 natural, −1 size)
  hp 76 (9d8+36)
  Fort +13, Ref +5, Will +6
  DR 5/slashing; Immune plant traits; Resist acid 10, cold 10, 
   
  fire 10
  OFFENSE
  Speed 5 ft., climb 5 ft.
  Melee 2 tendrils +12 (1d6+7 plus 1d6 Str drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+7), grab, 1d6 Str drain
  STATISTICS
  Str 25, Dex 10, Con 18, Int 1, Wis 13, Cha 5 
  Base Atk +6; CMB +13; CMD 23
  Feats Ability Focus (Strength drain), Alertness, Power Attack
  Skills Perception +11; Racial Modifiers +12 Stealth (when near  
   
  darkglow moss or other luminescent plants)
  ECOLOGY
  Environment underground
  Organization solitary or infestation (2–10)
  Treasure none
  SPECIAL ABILITIES
  Luminescence (Ex) The chemicals within cavelight moss cause  
   
  the entire creature to glow and shed light as a torch. A  
   
  cavelight moss cannot suppress this effect. It can, however,  
   
  diminish the light produced to shed illumination as a candle.
  Strength Drain (Su) Living creatures hit by a cavelight moss’s  
   
  tendril attack or caught up in its grapple must succeed on a  
   
  DC 20 Fort saving throw (Con-based) or take 1d6 Strength  
   
  drain. A creature that makes its Fort save is immune to that  
   
  particular cavelight moss’s Strength drain ability for 24 hours.  
   
  On each successful attack, a cavelight moss gains 5   
   
  temporary hp.
  Appearing as a large patch of bioluminescent flora, adventurers and 
  subterranean inhabitants frequently mistake cavelight moss for a benign 
  organism. This creature savors the taste of living flesh and renders its 
  meal immobile before starting the long process of digestion. A cavelight 
  moss glows a pale yet warm yellow light. When agitated, the light 
  emitted changes to a cold blue hue.
   
  Like normal moss, a cavelight moss is a collective of smaller life 
  forms patched together and sharing sensations. Barely cognitive, a 
  cavelight moss spends its time positioning itself above well-traveled 
  sections of cavern. A cavelight moss mostly feeds on cave rats, snared 
  bats, and crawling insects that call the darkened depths home. When 
  a cavelight moss becomes aware of larger prey, it begins the slow and 
  
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  Midgard Bestiary for Pathfinder RPG
  CheliCerae 
   
  of their own spells, 1 point/spell level. All 0-level spells  
   
  become at-will abilities. Whenever the chelicerae wishes to  
   
  cast any one of its spells known, it consumes a number of  
   
  spell slots from its victim equal to the spell slots necessary to  
   
  cast the spell (including increased levels for metamagic  
   
  feats and so on). If the body has insufficient number of spell  
   
  slots available, the chelicerae cannot cast that spell.   
   
  However, the arachnid can also draw out spell slots from  
   
  drained spellcasters or creatures without magic ability. As a  
   
  move action, the chelicerae can inflict 1d4 Wisdom damage  
   
  to any creature grappled in its mandibles, adding 2 spell  
   
  slots to its spell reservoir for every point of damage inflicted.  
   
  A victim is reduced to 0 Wisdom in this manner cannot  
   
  power any more magical abilities, including 0-level spell  
   
  slots. Unconscious victims held long-term by the chelicerae  
   
  do not heal ability damage or regain spell slots while this  
   
  grapple is maintained.
  Spells As long as the arachnid has spell slots on which to draw, it  
   
  casts spells as an 8th-level sorcerer, but does not gain any  
   
  other class abilities. Spells points in the reservoir given above  
   
  assume the chelicerae is encountered with an 8th-level  
   
  wizard  (Wis 12, Int 16) paralyzed within its mandibles with no  
   
  current Wisdom damage. 
  Fortunately for spellcasters, these massive arachnids are largely confined 
  to the borders of the Roatgard Forest and surrounding wastes although 
  rumors do persist of the creatures being occasionally spotted in the dark 
  alleys of Bemmea, where they are hunted down with impunity by the 
  mages of the region. This is not without cause, for few creatures pose 
  such a threat to arcane and divine spellcasters as chelicerae. 
   
  Walking on high, stilted legs, these creatures at first seem like 
  gigantic harvestmen. But more often than not, the arachnids are 
  discovered with the grisly bodies of humanoids dangling morbidly by 
  their heads from the chelicerae’s clenched mandibles. 
   
  This hunter prefers to stalk isolated victims, incapacitate them with 
  its poisonous bite, then pin them within its jaws. There their helpless 
  body can hang for days on end as the chelicerae pursues obscure and 
  eldritch tasks. At best, these unfortunates wake up weeks later in a 
  stupor with no memory of the events, far from the location of their 
  capture and drained of vitality and spells. At worst, they find themselves 
  immobilized in a thick cocoon in a high treetop until their body and 
  mind recovers enough to be used again, or they are slain and animated 
  as walking dead to protect the chelicerae.
  A massive spider perched upon tall, stilted legs skitters forward, crackling 
  with eldritch energy as the disheveled body of a robed arcanist swings 
  corpse-like from its clenched mandibles. 
   CHELICERAE 
                                                      CR 8
  XP 4,800
  NE Large aberration 
  Init +3; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural,  
   
  −1 size)
  hp 110 (13d8+52)
  Fort +7, Ref +7, Will +10
  SR 19
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee bite +14 (2d6+6 plus poison and grab), 2 claws +14  
   
  (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks siphon spell slots (19 points); web (+11 ranged,  
   
  DC 19, 13 hp)
  Sorcerer Spells Known (CL 8th, concentration +14)
  4th—animate dead
  3rd—haste, lightning bolt (DC 15)
  2nd—invisibility, scorching ray, summon swarm
  1st—expeditious retreat, mage armor, magic missile, ray of  
   
  enfeeblement (DC 13), true strike
  0—acid splash, daze (DC 12), detect magic, ghost sound (DC 12),  
   
  mage hand, message, resistance, touch of fatigue (DC 12)
  STATISTICS
  Str 22, Dex 17, Con 17, Int 14, Wis 15, Cha 14
  Base Atk +9; CMB +16 (+22 grapple); CMD 30 (32 vs. grapple,  
   
  42 vs. trip)
  Feats Ability Focus (poison), Combat Casting, Dodge, Empower  
   
  Spell, Eschew Materials, Improved Grapple, Toughness
  Skills Acrobatics +10, Bluff +10, Climb +26, Knowledge   
   
  (arcana) +8, Knowledge (local) +10, Knowledge (nature) +3,  
   
  Knowledge (planes) +4, Perception +14, Sense Motive +6,  
   
  Spellcraft +14,  Stealth +11, Use Magic Device +11
  ECOLOGY
  Environment any forests, underground, or wastes
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round  
   
  for 4 rounds; initial effect 1d4 Str damage; secondary   
   
  effect unconsciousness for 2d4 hours; cure 2 saves. 
  Siphon Spell Slots (Ex): Chelicerae cannot replenish  
   
  spell slots naturally and, instead, extract them  
   
  from the minds of humanoids locked in its   
   
  mandibles The chelicerae treats the bodies of  
   
  grappled spellcasters as a spell point reservoir  
   
  for as long as the grapple is maintained,  
   
   
  draining unused spell slots to power the casting  
  
  21
  Midgard Bestiary for Pathfinder RPG
  Child of the briar
  Children of the briar are a frequent nuisance to fey and mortal alike. 
  They grow in the Margreve’s many briar patches but sometimes spawn 
  when a sorcerer or magical creature’s blood is spilled on the forest floor. 
  Despite their size, they gather in great numbers, cultivating the Old 
  Margreve’s thorny thickets into veritable fortresses. Wise men flee when 
  they hear their clicking language in the underbrush, for the children 
  have a taste for blood and all the capricious wickedness of spiteful 
  children.
   
  From their lairs, the children of the briar creep far and wide to 
  spy on the forest’s inhabitants, sometimes using spiders, monstrous 
  centipedes, and giant dragonflies as mounts. They converse with 
  travelers bearing interesting news, but their words are thorned with 
  gleeful malice, jealous bile, and lies. They are not above murder. They 
  bargain what they learn for trinkets, favors, and drops of spilled blood.
   
  The fey have long used the children of the briar as spies and 
  informants, and the power of the Otherworld now courses through their 
  veins, allowing them to work simple magical tricks and slip between the 
  mortal and faerie realms with relative ease. 
   
  A caster of 3rd level or higher can gain a child of the briar as a 
  familiar using the Improved Familiar feat.
  The ligneous figure’s eyes gleam like polished walnuts, and the sly smile 
  seems oddly placed on the tiny body, covered in spikes and thorns. The 
  creature’s waist is no thicker than a clenched fist, its sinuous arms no 
  wider than a finger but twice the length of its body.
   CHILD OF THE BRIAR                                         CR 1
  XP 400
  NE Tiny plant
  Init +3; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 9 (2d8)
  Fort +3, Ref +3, Will +0
  Defensive Abilities plant traits; DR 5/cold iron
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., climb 10 ft.
  Melee 2 claws +6 (1d2−2 plus grab)
  Space 2-1/2 ft.; Reach 5 ft.
  Special Attacks spitdart tongue, thorny grapple
  Spell-Like Abilities (CL 2nd)
  3/day—briar magic (DC 12)
  1/day—entangle (DC 13)
  STATISTICS
  Str 6, Dex 17, Con 11, Int 13, Wis 10, Cha 14
  Base Atk +1; CMB +2 (+6 grapple); CMD 10
  Feats Weapon Finesse
  Skills Bluff +4, Climb +8, Perception +7, Stealth +14  
   
  (+20 in forest); Racial Modifiers +8 Climb, +2  
   
  Perception, +6 Stealth while in forest
  Language Briarclick (spoken only), Common, Sylvan
  SQ fey blood
  ECOLOGY
  Environment temperate forest
  Organization solitary, gang (2–8), or nest (9–24)
  Treasure standard (usually small items)
  SPECIAL ABILITIES
  Briar Magic (Sp) A child of the briar can cast any cantrip from  
   
  the sorcerer/wizard spell list (save DCs Cha-based). 
  Entangle (Ex) As a standard action, two or more children of  
   
  the briar in the same square can produce an effect identical  
   
  to entangle in the 5-ft. square they occupy (DC 10 + number  
   
  of children of the briar in the square). Briar children are  
   
  immune to this ability, but other entangle effects affect them  
   
  normally.
  Fey Blood (Ex) Children of the briar count as both plant and fey  
   
  for any effect related to type.
  Spitdart Tongue (Ex) Every child of the briar can shoot a  
   
  wooden spike from its mouth every other round. Treat this as  
   
  a Tiny dart (1 damage, base range 20 ft.).
  Thorny Grapple (Ex) A child of the briar’s long thorny limbs  
   
  enable it to grapple creatures up to 2 size categories larger  
   
  than itself. It adds its Dexterity modifier instead of Strength  
   
  modifier to any damage inflicted while grappling.
  
  22
  Midgard Bestiary for Pathfinder RPG
  devil, Chort 
  SPECIAL ABILITIES
  Devilish Weapons (Su) Any weapons wielded by a chort possess  
   
  the flaming	burst	property and are considered evil aligned for  
   
  the purposes of overcoming DR.
  Devilish dealmakers use varied, pleasing forms to entice mortals to 
  make terrible bargains, but the chort revels in its obvious devilishness 
  and the unease its appearance brings to someone desperate for its help. 
  In Hell, a chort merely intimidates lesser devils, but in mortal worlds, 
  where it specializes in bargains of revenge and coercion, it proves to be 
  counter-intuitively deceptive. A chort stands nearly 8 ft. tall and weighs 
  over 350 lb.
   
  A chort wants its victim to know it is dealing with a devil. The 
  relative straightforwardness of this approach enables the creature to 
  better deceive those with which it bargains. After all, the chort affirms, if 
  the victim weren’t so desperate, he wouldn’t be bargaining with a devil. 
  If necessary, an implied threat of immolation gives it greater bargaining 
  power, but the creature is careful not to torture or otherwise harm its 
  patsy, since that moots any potential contract. 
   
  An annual spectacle in Zobeck and the Seven Cities involves some 
  poor fool who believes he can trick a chort and escape a legal bargain. 
  The devil appears and recites the entirety of the contract its victim 
  signed, replete with details about a dispatched rival, the ensnarement 
  of a love who once spurned him, and other embarrassing details. A 
  chort ensures all those entangled in its victim’s affairs are present before 
  outing him and disappears once all his dark secrets 
  have been revealed, leaving the fool to his fate. 
  Similarly, an overly zealous opponent of the 
  chort eventually finds himself the victim of his 
  own hubris, as the devil digs up or manufactures 
  dirt on its foe and brings his folly to light.
   Much as it does with humanoid targets, 
  a chort enjoys tarnishing the reputation 
  of tools of good. For example, it will 
  abscond with a paladin’s holy sword 
  and apply its considerable skill in Use 
  Magic Device to convince the sword 
  it is good aligned. Then, it uses the 
  sword to murder an especially pious 
  member of a community, and as a 
  final twist, it leaves the sword 
  at the scene of the crime. 
  Thus, a chort dispatches 
  a foe strongly resistant to 
  its manipulations, brings 
  suspicion to another 
  potential foe, and taints 
  a weapon—at least in 
  reputation—which might 
  be used against it.
  Small horns crown the head of this pig-faced devil. Quick and canny, the 
  creature stands on shaggy goat legs and holds a flaming polearm in its 
  clawed hands. It bears a wicked gleam in its black eyes. 
   CHORT                                                              CR 15
  XP 51,200
  LE Medium outsider (devil, evil, extraplanar)
  Init +11; Senses darkvision 60 ft., scent; Perception +27
  DEFENSE
  AC 29, touch 17, flat-footed 22 (+7 Dex, +12 natural)
  hp 229 (17d10+136)
  Fort +15, Ref +17, Will +17
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 26
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +24 (1d8+7 plus 1d4 Cha drain), or flaming burst  
   
  ranseur +25/+20/+15/+10 (2d4+10/19–20/×3)
  Special Attacks 1d4 Cha drain
  Spell-Like Abilities (CL 16th; concentration +25)
  Constant—fly,	true	seeing
  At will—blur, greater teleport (self plus 50 lb. of objects only),  
   
  magic circle against good
  5/day—scorching ray
  3/day—dominate person (DC 24), flame	strike	(DC 24), greater  
   
  dispel magic, quickened haste (self only)
  1/day—summon devil (level 6, 3 barbed devils 35%)
  STATISTICS
  Str 24, Dex 25, Con 27, Int 20, Wis 24, Cha 29
  Base Atk +17; CMB +24; CMD 41
  Feats Combat Expertise, Combat Reflexes, Great Fortitude,  
   
  Improved Critical (ranseur), Improved Disarm,  
   
   
  Improved Initiative, Power Attack, Quicken 
   
  Spell-Like Ability (haste), Weapon Focus  
   
   
  (ranseur)
  Skills Acrobatics +27, Bluff +29, Diplomacy  
   
   
  +24, Fly +19, Intimidate +21, Knowledge  
   
   
  (arcana) +22, Knowledge (planes) +24,  
   
   
  Perception +27, Sense Motive +27,  
   
   
  Spellcraft +24, Stealth +27, Use Magic  
   
  Device +37; Racial Modifiers +8 Use  
   
  Magic Device
  Languages Abyssal, Celestial,  
   
   
  Common, Draconic, Ignan,  
   
   
  Infernal; telepathy 100 ft.
  SQ devilish weapons
  ECOLOGY
  Environment any, Hell
  Organization solitary, pair, or league   
   
  (3–9)
  Treasure standard
  
  23
  Midgard Bestiary for Pathfinder RPG
  Cikavak
  towers, within alchemists’ shops, or to the local apothecary in order to 
  seize more exotic substances. They then carry these stolen fluids back 
  to their owner using their impressive ventral pouches. While cikavaks 
  are normally strong flyers, when laden with a pouch full of liquid, their 
  flight is clumsy at best.
   
  A caster of 3rd level or higher can take a cikavak as a familiar using 
  the Improved Familiar feat. 
  Folk Conjuration
  Those attempting to call a cikavak with folk magic rituals must gather 
  an egg from a black hen as well as 30 gp worth of herbs and colored 
  chalks. Cast at sunset, the folk ritual requires half an hour and requires 
  a successful DC 24 Knowledge (arcane) check to succeed. (The material 
  components can be used multiple times, until the ritual succeeds). The 
  hen’s egg must then be carried and kept warm for 40 days. During this 
  time, the ritual caster must not bathe or be subject to any spell effects. 
  Usable only by non-casters, the ritual’s feeble magic is immediately 
  dispelled if the cikavak’s master uses any other sort of spell or spell-like 
  ability.
  Dark plumage covers this homely avian in patterns of black and dark 
  brown. The bird’s long, needle-like beak opens slightly as it utters a grating 
  call, its massive ventral sack distending hugely with every shrill cry. 
   CIKAVAK 
                                                      CR 2
  XP 600
  N Tiny magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision, scent;   
   
  Perception +6
  DEFENSE
  AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
  hp 11 (2d10)
  Fort +3, Ref +8, Will +1
  Resist acid 5, fire 5
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +9 (1d4−3)
  Space 2 1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 3rd; concentration +0)
  At will—speak with animals
  1/day—silence
  STATISTICS
  Str 4, Dex 20, Con 10, Int 12, Wis 12, Cha 4
  Base Atk +2; CMB +5; CMD 12
  Feats Weapon Finesse
  Skills Fly +14, Perception +6, Sense Motive +2, Stealth +17
  Languages understands Common; telepathy (touch)
  ECOLOGY
  Environment any temperate
  Organization solitary, pair, or flock (2–6)
  Treasure none
  The cikavak is a remarkably ugly magical bird—a supernatural creature 
  conjured through a lengthy ritual. Most have muddy brown plumage 
  with black stripes along the edges of their wings and tail. Other birds 
  have black plumage or develop grey streaks in their tails. A dark grey 
  comb flops atop their heads and shapeless wattles dangle from their 
  throats. 
   
  Cikavaks possess elongated, dull-gray beaks, which they use to draw 
  up nectar and other fluids like a straw. This dagger-like appendage can 
  also stab forward to deliver a painful bite.
   
  Although it requires considerable effort to call up these homely 
  avians, the magic is surprisingly common, found among peasants and 
  townsfolk as well as mages. Once summoned, these magical creatures 
  remain faithful toward their masters for as long as they live. While 
  cikavaks don’t speak, they comprehend the Common tongue and can 
  use their magical ability to speak with animals to help their master 
  communicate with encountered creatures. Cikavaks also possess the 
  ability to produce magical silence, often using it to still the cries of more 
  melodious birds.
   
  Cikavaks possess another odd ability: when fully distended, their 
  remarkable ventral pouches are capable of holding up to half a gallon of 
  almost any liquid. These resilient pouches take little or no damage from 
  their contents, holding potions without ingesting them or even carrying 
  acid without injury. 
   
  Thieves have been known to make use of this ability, directing the 
  birds to siphon up liquids with their beaks. Their cikavacs steal honey 
  from neighbors’ beehives, as well as milk, beer, and wine. The most 
  audacious thieves have been known to send their birds into magicians’ 
  
  24
  Midgard Bestiary for Pathfinder RPG
  CloCkwork 
  beetle swarm
  Light glints off the moving parts of almost a thousand clockwork beetles as 
  they form a biting cloud.
    CLOCKWORK BEETLE SWARM                          CR 4
  XP 1,200
  N Tiny construct (swarm)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 20, touch 16, flat-footed 16 (+3 Dex, +1 dodge, +4 natural, 
   
  +2 size)
  hp 33 (6d10)
  Fort +2, Ref +5, Will +3
  DR 5/slashing; Immune construct traits, swarm traits
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee swarm (2d6 plus poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 13)
  STATISTICS
  Str 8, Dex 16, Con —, Int 1, Wis 12, Cha 7
  Base Atk +6; CMB +7; CMD 17 (cannot be tripped,  
   
  grappled, or bull rushed)
  Feats Dodge, Improved Initiative, Mobility
  Skills Fly +16, Perception +4, Stealth +12
  Languages understands Common
  ECOLOGY
  Environment any
  Organization solitary, pair, or infestation  
   
  (3–5)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 14; 
  frequency 1/round for 4 rounds; effect sleep 1 minute; cure 
  1 save.
  Clockwork beetle swarms form when several of the creatures 
  break free of their creators and bond together in a noisy mass 
  of clattering mechanical parts. Severed from the bond of their 
  creators, the beetle swarm lacks the telepathy of singular 
  clockwork beetles and has a reduced mental capacity.
  CloCkwork beetle 
  Construction
  A clockwork beetle is a complicated bit of machinery infused with a 
  base sentience. Gearmages and craftsmen in Zobeck work tirelessly on 
  these creatures and other clockwork constructs.
   CLOCKWORK BEETLE
  CL 7th; Price 4,000 gp
  CONSTRUCTION
  Requirements Craft Construct, animate object, fox’s cunning, sleep; Skill  
   
  Craft (clockwork) DC 15; Cost 2,000 gp.
  Gleaming metal and whirring gears make up the form of this elaborate 
  mechanical insect the size of a housecat.
   CLOCKWORK BEETLE                                        CR 2
  XP 600
  N Tiny construct 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +3
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
  hp 22 (4d10)
  Fort +1, Ref +4, Will +2
  DR 5/slashing; Immune construct traits
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee bite +6 (1d4−1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 16, Con —, Int 4, Wis 12, Cha 7
  Base Atk +4; CMB +5; CMD 14 (22 vs. trip)
  Feats Improved Initiative, Weapon Focus (bite)
  Skills Fly +15, Perception +3, Stealth +12
  Languages understands Common; telepathy 100 ft. (creator only)
  ECOLOGY
  Environment any
  Organization solitary, pair, or scuttle (3–12) 
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for  
   
  4 rounds; effect sleep 1 minute; cure 1 save.
  Forged in the Gearworks of Zobeck and sold to gearmages throughout 
  the city, clockwork beetles (Coleoptera mechanicus) are highly prized 
  as familiars. Although normally created in the form of metal beetles, 
  their appearance can vary greatly. Some resemble 
  incandescent ladybugs while others have razored, 
  horn-like protrusions reminiscent of deadly stag 
  beetles. Some are fashioned as darkling beetles 
  with prehensile antennae and even weevil-
  like designs have been spotted. In the 
  southern deserts, scarab beetle patterns 
  are particularly prized. Anytime the 
  creatures move they emit an audible 
  rhythmic buzz, especially when taking 
  to the air. Once in flight, they create 
  a disturbing cacophony of clicks and 
  whirs.
   
  The most talented of gearmages 
  occasionally designs clockwork 
  beetles with a hidden countdown 
  clock that silently ticks down over years 
  or even decades. When the tightly wound 
  gear-counter expires, it suddenly triggers 
  a mechanical metamorphosis within the beetle, causing 
  it to rapidly transform and blossom into a completely different 
  clockwork creature—a wondrous surprise known in advance only to the 
  designer who created it so many years ago. 
  
  25
  Midgard Bestiary for Pathfinder RPG
  CloCkwork hound 
  This black mechanical hunting dog keeps its nose to the ground collecting 
  scents. Gleaming teeth fill its metal mouth.
   CLOCKWORK HOUND                                        CR 3
  XP 800
  N Medium construct 
  Init +2; Senses darkvision 60 ft., low-light vision, scent;   
   
  Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +3, Will +1
  Immune construct traits
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d6+3) or slam +6 (1d4+3)
  Special Attacks whip tongue
  STATISTICS
  Str 16, Dex 15, Con —, Int 1, Wis 10, Cha 1
  Base Atk +3; CMB +6; CMD 18 (22 vs. trip)
  Feats Skill Focus (Survival), Weapon Focus (bite)
  Skills Perception +6, Survival +5 (+9 when tracking); Racial 
  Modifiers Acrobatics (+8 when jumping), +5 Perception, +4  
   
  Survival when tracking
  Languages understands Common
  SQ diligent tracker
  ECOLOGY
  Environment any (Zobeck)
  Organization solitary, pair, or pack (3–10)
  Treasure none
  SPECIAL ABILITIES
  Diligent Tracker (Ex) Clockwork hounds are designed to guard  
   
  areas and track prey. They gain a +5 racial bonus to   
   
  Perception checks and Survival checks when tracking.
  Whip Tongue (Ex) A mechanism within the clockwork hound’s  
   
  mouth can make either a nonlethal attack (1d3+3 nonlethal  
   
  damage), a trip attempt, or a disarm attack against any  
   
  target it is aware of 1/ round as a standard action that does  
   
  not provoke an attack of opportunity; this is a ranged touch  
   
  attack. The tongue has a reach of 15 ft. and is considered a  
   
  two-handed weapon for the trip or disarm attempt; the  
   
  creature gains a +10 bonus to either attempt. This  
   
   
  mechanism explodes when a clockwork hound is destroyed,  
   
  lashing the cable at each creature within 5 ft. of the construct  
   
  (2d6 damage, Reflex DC 15 for half).
  Partners to the clockwork huntsmen, these black hounds follow the 
  trails of criminals, escaped slaves, or any other creature unfortunate to 
  be on the bad side of one of its controllers.
  Construction
  Though different of build, clockwork huntsmen and clockwork hounds 
  are typically made at the same time and use very similar materials. Both 
  are reinforced constructs demanding a heavy chassis of iron, steel, and 
  some mithral. After construction of the bodies, a 4-day ritual involving 
  500 gp in special oils and chemicals activate the clockworks.
   CLOCKWORK HOUND OR HUNTSMAN
  CL 5th; Price 10,500 gp
  CONSTRUCTION
  Requirements Craft Construct, animate object, expeditious retreat,  
   
  grease, creator must be CL 5th; Skill Craft (clockworks) and Craft  
   
  (alchemy) DC 22; Cost 5,500 gp
   
  One of Zobeck’s last aristocratic scions saw the coming upheaval a 
  few days in advance and fled the vengeful mobs of common folk early. 
  Before he left, he sought to conceal the bulk of his family’s fortune 
  somewhere within the city. Stories say he hid the map to this urban 
  treasure within the chassis of one of his clan’s most trusted servants: 
  the leader of their clockwork hunters. Afterward, his less loyal retainers 
  captured the young man and tortured him to extract this story from 
  him. Unfortunately, the praetors had already seized the house’s 
  clockworks, and the exact model with its secret map compartment was 
  lost among the repainted and redeployed servants of the secret police. 
  The tale, however, was passed from one generation of conspirators to 
  the next—if the Praetor Clockwork barracks could be infiltrated, the 
  fabled clockwork found, and the map ever rediscovered, it might lead to 
  a wealth that could create a new merchant lord, or possibly destroy one.
  
  26
  Midgard Bestiary for Pathfinder RPG
  CloCkwork huntsman 
  huntsmen. Because they are unsleeping and tireless, few can hide from 
  them for long without magical assistance.
   
  Clockwork huntsmen and hounds are painted matte black with 
  mithral trim, occasionally outfitted with armor or barding for added 
  intimidation. Common folk detest them; all but their keepers and 
  commanders shun them. They represent a link to Zobeck’s darker past 
  and remind all of how it came to its present state.
   
  Operating on specific instructions, clockwork huntsmen patrol, 
  stand sentry, or remain unmoving as ordered, but they are always paying 
  attention, always alert of their surroundings. Clockwork huntsmen are 
  unrelenting and single-minded in their missions, focusing on particular 
  targets—priests, spellcasters, or heavily armored intruders, as their 
  controller last directed. Driven by clockwork and oblivious to injury, 
  clockwork huntsmen attack until destroyed or ordered to stand down. 
  Clockwork huntsmen stand nearly 6 ft. tall and weigh 400 lb
  As a mechanical soldier clad in flat-black metal and trimmed with shining 
  mithral, this creature holds a poise suggesting awareness and assessment.
   CLOCKWORK HUNTSMAN 
                            CR 3
  XP 800
  N Medium construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +3, Will +1
  Immune construct traits
  OFFENSE
  Speed 40 ft.
  Melee mwk longsword +8 (1d8+3/19–20), slam +6 (1d4+4)
  Special Attacks net cannon
  STATISTICS
  Str 17, Dex 14, Con —, Int 4, Wis 10, Cha 1
  Base Atk +3; CMB +6; CMD 18
  Feats Power Attack, Weapon Focus (longsword)
  Skills Perception +8; Racial Modifiers Acrobatics (+4 when  
   
  jumping), +5 Perception
  Languages understands Common
  SQ diligent sentinel
  ECOLOGY
  Environment any (Zobeck)
  Organization solitary or unit (2–12)
  Treasure none
  SPECIAL ABILITIES
  Diligent Sentinel (Ex) Clockwork huntsmen are designed to seek  
   
  prey. They gain a +5 racial bonus to Perception checks.
  Net Cannon (Ex) A mechanism within the clockwork huntsman’s  
   
  chest can fire a net at any target it is aware of 1/round as  
   
  a standard action. This is a ranged touch attack that does not  
   
  provoke an attack of opportunity. It has a range increment  
   
  of 10 ft. with a maximum range of 30 ft. and a 30 ft. trailing  
   
  cable (hardness 3, 10 hp) anchored within the huntsman’s  
   
  chest. It functions in all other ways as a standard net. Up to  
   
  four nets may be fired from the huntsman. It is a full   
   
  round action to retract and re-arm a net that has missed. This  
   
  mechanism explodes when a clockwork huntsman is   
   
  destroyed, projecting superheated steam and shrapnel at  
   
  each creature within 5 ft. of the construct (3d6 damage,  
   
  Reflex DC 15 for half).
  They were once the province of the corrupt aristocracy, running down 
  escaped slaves and tracking prey in hunting expeditions. Those days 
  are gone, but the clockwork hounds still tick and hunt. The Praetors of 
  Zobeck seized them during the revolt that established the Free City, and 
  now, they operate only on the command of the secret police, hunting 
  down persons of interest wanted for more aggressive questioning.
   
  Hounds sometimes operate alone, but usually, they are sent into 
  the streets seeking their quarry as a party of three hounds and two 
  
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  Midgard Bestiary for Pathfinder RPG
  CloCkwork myrmidon 
  This hulking brass and iron creature resembles a giant suit of plate armor.
   CLOCKWORK MYRMIDON 
                            CR 6
  XP 2,400
  N Large construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, −1 size)
  hp 74 (8d10+30)
  Fort +2, Ref +4, Will +2
  Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee mwk heavy pick +12/+7 (1d8+4/×4), slam +11 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks alchemical flame jet, grease spray
  STATISTICS
  Str 19, Dex 14, Con —, Int —, Wis 10, Cha 1
  Base Atk +8; CMB +13; CMD 25
  Skills Perception +5; Racial Modifiers +5 Perception
  Languages understands Common
  ECOLOGY
  Environment any (Zobeck)
  Organization solitary or squad (2–6)
  Treasure none
  SPECIAL ABILITIES
  Alchemical Flame Jet (Ex) A mechanism within the myrmidon’s  
   
  chest can fire a 20-ft.-long fiery stream at any target it is  
   
  aware of 1/round as a standard action, dealing 4d6 fire  
   
  damage. This is a ranged touch attack that does not provoke  
   
  an attack of opportunity. The reservoirs inside the myrmidon  
   
  can only hold four charges of this alchemical fire before it  
   
  must be refilled. This mechanism explodes when a myrmidon  
   
  is destroyed, spraying each creature within 5 ft. of the  
   
  construct with flame and shrapnel (3d6 damage, Reflex DC 14  
   
  for half).
  Grease Spray (Ex) A mechanism within the myrmidon’s chest  
   
  can fire a spray of alchemical grease 1/round as a standard  
   
  action that does not provoke an attack of opportunity. This  
   
  has a range of 30 ft., and the effect acts in all other ways as  
   
  grease (CL 4th, Reflex DC 14). The reservoirs within the  
   
  myrmidon can only hold four uses of this alchemical grease  
   
  before it must be refilled. This mechanism explodes when a  
   
  Myrmidon is destroyed, making one final grease effect on  
   
  each square within 5 ft. of the construct.
  This humanoid-shaped construct looks like an animated suit of full 
  plate armor, but behind the joints are brass and iron pipes. The face 
  of its squat head is made in such a way as to give it an angry-looking 
  expression, and it moves with a powerful, determined grace unusual to 
  most clockwork creations.
   
  Clockwork myrmidons are upgraded clockwork watchmen, with 
  steel parts instead of iron. Many are heavily armored at their joints and 
  at most vital parts. They do not ordinarily engage in patrols or menial 
  labor and are only brought out in particularly dangerous situations that 
  even clockwork watchmen cannot handle.
  A clockwork myrmidon defends itself from attack but does not initiate 
  combat unless so directed by its master. When it does enter battle, a 
  clockwork myrmidon is unrelenting and single-minded, and it attacks 
  one particular target until that foe surrenders, escapes, or is defeated. 
   
  Unless given instructions otherwise, a clockwork myrmidon attacks 
  whatever enemy is closest to it. A clockwork myrmidon attacks until 
  destroyed or ordered to stand down.
  Construction
  A clockwork myrmidon is solid and tough, and it requires a heavy, 
  specialized chassis and components, including a masterwork Large 
  heavy pick (included in the cost). Powering a clockwork myrmidon 
  requires a 4-day ritual combining magic, alchemy, and clockwork 
  techniques that consume 600 gp in special oils and must be performed 
  within a reusable chamber (this chamber cannot be used to build other 
  clockwork creations). Building this chamber costs 750 gp and requires 
  three successful DC 20 Craft (clockwork) checks.
   CLOCKWORK MYRMIDON
  CL 9th; Price 16,400 gp
  CONSTRUCTION
  Requirements Craft Construct, animate objects, grease, magic weapon,  
   
  make whole, creator must be CL 9th; Skill Craft (clockworks) DC  
   
  24; Cost 8,500 gp
  
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  Midgard Bestiary for Pathfinder RPG
  darakhul 
  ECOLOGY
  Environment underground or urban
  Organization solitary, pair, gang (3–4), or family (5–16) 
  Treasure NPC gear (greatclub, hide armor, 4 javelins, other  
   
  treasure)
  SPECIAL ABILITIES
  See below
  The creature looked up from its meal as if we were intruding. “Yes?” it 
  asked. “Why do you disturb me?” The ribcage of an elf was mostly picked 
  over, the bones cracked.
   
  “It speaks,” said Sir Berthold. “You must die, unholy filth!”
   
  “As must we all.” It seemed unimpressed with his flaming sword. 
  “Have you met my friends?” With that, the thing gestured. Six more 
  stepped out of the darkness, crossbows leveled, full plate gleaming.
   DARAKHUL OGRE 
                                         CR 5
  XP 1,600
  Male ogre darakhul
  LE Large undead (augmented giant)
  Init +0; Senses darkvision 120 ft.; Perception +4
  DEFENSE
  AC 23, touch 10, flat-footed 19 (+4 armor, +1 Dex, +9 natural, 
  −1   size)
  hp 22 (4d8+4)
  Fort +5, Ref +2, Will +5
  Defensive Abilities channel resistance +4; 
   
  DR 5/magic and daylight; Immune undead   
   
  traits
  Weaknesses daylight weakness
  OFFENSE
  Speed 30 ft., burrow 15 ft.
  Melee bite +10 (1d10+8 plus paralysis and  
   
  disease) and 2 claws +10 (1d6+4 plus  
   
  paralysis) or greatclub +10 (2d8+12)  
   
  and bite +8 (1d10+8 plus paralysis  
   
  and disease)
  Ranged javelin +3 (1d8+8)
  Special Attacks paralysis (1d4+1  
   
   
  rounds, DC 13, elves are immune   
   
  to this effect)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 27, Dex 12, Con —, Int 10, Wis 
  14, Cha 13
  Base Atk +3; CMB +12; CMD +23
  Feats Greater Iron WillB, Iron Will,  
   
  Lightning ReflexesB,  
   
   
  MultiattackB, Toughness
  Skills Climb +18, Intimidate   
   
  +12, Perception +4; Racial  
   
  Modifiers +8 Climb,  
   
   
  +8 Intimidate, +8 Knowledge  
   
  (dungeoneering)
  Languages Darakhul, Giant 
  
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  Midgard Bestiary for Pathfinder RPG
  The darakhul are a race of intelligent ghouls. They speak their own 
  language and feed with an eternal hunger for the flesh of sentient 
  creatures, visiting the surface only when raiding. They call themselves 
  the “People,” and they consider all other races either food or slaves.
   
  Darakhul retain their memories and skill after death, becoming 
  ghoulish in appearance and losing their mostly human appearance over 
  time. Fur or hair falls out over decades. A few are vain enough to use 
  wigs or magic to maintain a mostly living appearance.
   
  Darakhul are born when a creature is infected with darakhul 
  fever and survives the experience largely intact. Some necromancers 
  and others claim that it is possible to improve the chances of survival 
  by deliberately infecting oneself, then eating only living flesh. The 
  only person who claims to have succeeded with this method was a 
  necromancer named Uldar Ingreval, long since exiled from the Arcane 
  Collegium.
  Creating a Darakhul
  “Darakhul” is an acquired template that can be added to any corporeal 
  dragon, fey, giant, humanoid, magical beast, or monstrous humanoid 
  creature (referred to hereafter as the base creature). A darakhul uses all 
  the base creature’s statistics and special abilities except as noted here.
  Creatures that die while infected with darakhul fever must make an 
  adjustment check (see sidebar) to survive the transition. They retain 
  their Constitution bonus for this check, as the template has not yet been 
  applied. Those that fail are simply dead and do not gain the template.
   
  CR: Same as the base creature +2.
   
  Alignment: Any evil alignment, most often neutral evil. A darakhul 
  that requires a good alignment as a class prerequisite becomes an ex-
  member of that class.
   
  Type: The base creature’s type changes to undead with the 
  appropriate augmented subtype. Do not recalculate BAB or saves. Size 
  is unchanged. It retains any subtypes except alignment subtypes and 
  retains all the base creature’s statistics and special abilities except as 
  noted here.
   
  Hit Dice: Change all current and future HD to d8. Darakhul 
  use their Charisma modifiers to determine bonus hp (instead of 
  Constitution).
   
  Armor Class: The darakhul’s natural armor bonus improves by +4 
  over that of the base creature.
   
  Defenses/Qualities: A darakhul retains all special qualities of 
  the original creature and gains the following: channel resistance +4, 
  darkvision to a range of 120 ft.; DR 5/magic and daylight, and all of the 
  immunities granted by its undead traits. 
   
  Weaknesses: The darakhul gains the following vulnerability:
   
  Daylight Weakness (Ex)—A darakhul suffers a −4 penalty to attack 
  and saving throws when in full daylight. A daylight spell instead inflicts 
  a −2 penalty to a darakhul.
   
  Speed: If the base creature has both a burrow speed and a land 
  speed, the lower of the two increases to match the higher. If it lacks one 
  of those speeds, the darakhul gains the missing mode of movement 
  at a speed equal to half the other. If the base creature can fly, its 
  maneuverability rating drops by one category.
   
  Melee: A darakhul grows a heavy jaw, powerful enough to crush 
  bones to powder, as well as claws able to burrow through the earth or 
  shred flesh. It retains all the natural weapons, manufactured weapon 
  attacks, and weapon proficiencies of the base creature. A darakhul 
  gains a bite and two claw attacks if it does not already have them. These 
  natural attacks deal damage one dice higher than indicated for the 
  creature’s size.
   
  Special Attacks: A darakhul retains all of the base creature’s special 
  attacks and gains the following special attacks:
   
  Disease (Su)—Darakhul fever: bite—injury; save Fortitude DC 
  10 + 1/2 HD + Cha modifier; onset 1 day; effect 1d6 Con and 1d3 Dex 
  damage; cure 2 consecutive saves.
   
  A creature that dies while infected with darakhul fever must make 
  an adjustment check (see sidebar). If its check is high enough, it rises as 
  a darakhul rather than as a standard ghoul within an hour. A darakhul is 
  a free-willed undead. A creature that rises as a standard ghoul or ghast is 
  controlled by the darakhul whose fever infected it.
   
  Paralysis (Ex)—Those hit by a darakhul’s natural weapons must 
  succeed on a Fortitude save (DC 10 + 1/2 HD + Charisma ability 
  modifier) or be paralyzed for 1d4+1 rounds. Elves are immune to this 
  paralysis.
   
  Abilities: Str +6, Dex +4, Int +4, Wis +4, Cha +6. As an undead 
  creature, a darakhul has no Constitution score.
   
  Skills: Darakhul characters gain skill points by class level. Racial 
  class skills are unchanged from the base creature. Darakhul have a +8 
  racial bonus on Climb, Intimidate, and Knowledge (dungeoneering) 
  checks.
   
  Feats: A darakhul retains the feats it had in life. It gains Iron Will, 
  Multiattack, and Lightning Reflexes as bonus feats, as long as the base 
  character meets the prerequisites and doesn’t already have these feats. 
  If it already has Iron Will or Lightning Reflexes, the darakhul gains 
  improved versions of these feats.
  Darakhul Fever
  When consulting this table, the infected creature must roll an 
  adjustment check to determine how accustomed the creature becomes 
  to its new incarnation. Use the creature’s Fortitude bonus as the modifier 
  for this check.
   
  Creatures that do not make at least a DC 10 do not become ghouls. 
  The disease kills them. This provides the ultimate penalty for trying 
  and failing to enter the ghoul’s kingdom as one of them, and it makes it 
  possible for evil creatures to deliberately infect themselves, and optimize 
  their chances with bear’s endurance, belt of mighty constitution, and the 
  like.
   
  ADJUSTMENT CHECK
   
  DC ROLL    
  RESULT
   
  10–16   
   
    
  Ghoul
   
  17–20  
   
    
  Ghast
   
  21–26   
   
    
  Dread Ghoul
   
  27–30   
   
    
  Dread Ghast
   
  31+   
   
    
  Darakhul
  
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  Midgard Bestiary for Pathfinder RPG
  death butterfly swarm 
  benefits from this effect, fluttering around unmoving victims and 
  necrotizing more and more flesh while they cannot escape.
   
  Undead creatures, to which the death butterfly swarm would 
  obviously be drawn, are not immune to a death butterfly swarm’s 
  poison. Just as the swarm rots away a living creature, it may also dissolve 
  an undead creature’s animating force. Given the choice between an 
  undead and living creature, the swarm always attacks the undead target. 
  The swarm finds ghouls and ghasts to be particularly appealing. Because 
  of this, non-good mages see summoning a death butterfly swarm as a 
  necessary evil in battling the Empire of the Ghouls.
   
  Rumors persist of a death butterfly swarm that has fed on a 
  particularly malevolent red dragon, a victim of infighting in the Dragon 
  Empires, whose body was unceremoniously dumped outside the 
  empire’s boundaries. The swarm possesses the breath weapon, special 
  abilities, and SR of an ancient red dragon. Its poison has increased 
  efficacy, dealing 1d4 Constitution damage over the course of 10 rounds 
  and requiring 2 consecutive successful DC 20 Fortitude saving throws 
  to cure. The swarm targets the dragon’s former enemies, but it also 
  randomly attacks other creatures it encounters.
   
  An arcane spellcaster that knows summon swarm can replace 
  it with a 4th-level version of summon swarm that conjures a death 
  butterfly swarm. This spell gains the Evil descriptor. 
  The green and orange on the tree trunk isn’t moss but, rather, an 
  enormous collection of butterflies. The swarm of butterflies lifts from the 
  rotten stump in unison and flies forward in a slow, fluttering mass. The air 
  is heavy with the sweet smell of rot.
   DEATH BUTTERFLY SWARM 
   
   
  CR4
  XP 800
  CE Diminutive vermin (swarm)
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 40 (9d8)
  Fort +6, Ref +4, Will +4
  Defensive Abilities swarm traits; Immune weapon damage
  Weakness swarm traits
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (2d6 plus poison)
  Special Attacks distraction (DC 14), poison, weight of wings 
   
  (DC 16)
  STATISTICS
  Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 15
  Base Atk +6; CMB —; CMD —
  Skills Fly +13, Perception +9; Racial Modifiers +8 Perception
  SQ swarm traits, vermin traits
  ECOLOGY
  Environment forests, mountains, temperate hills, and  
   
   
  warm marshes 
  Organization solitary, pair, or cleansing (3–5 swarms)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Swarm—injury; save Fort DC 14; frequency 
   
  1/round for 4 rounds; effect 1 Con; cure 1 save. This   
   
  poison also affects undead creatures, dealing 1 Cha   
   
  damage/round. 
  Weight of Wings (Su) Creatures affected by the swarm’s  
   
  distraction effect must also make a DC 16 Will save (Cha- 
   
  based) or suffer from the effects of hold person. This paralysis  
   
  only lasts as long as the victim is within the swarm.
  Particularly vile creatures never seem to rest, often coming back as 
  unliving abominations and ghastly spirits. Sometimes, though, these 
  creatures do just cross over to whatever reward awaits them, leaving 
  behind tainted corpses that pass the evil on to those that feast on the 
  remains. 
   
  A death butterfly swarm results when a rare breed of carrion-
  eating butterflies, drawn to an incredible stench of decay, feed on the 
  corpse of an evil creature. Individually, and prior to feeding on such a 
  creature, the butterflies pose no threat, but the driving animus forces the 
  butterflies to swarm and inflict misery on all who cross their path.
   
  Naturally attracted to rotting material, the swarm’s new state allows 
  it to inflict a fast-acting, necrotizing poison on its victims. Thus, it can 
  feed immediately on carrion created with its poison. The oppressive evil 
  infused in the butterflies bears down on those caught in the swarm’s 
  wake, potentially paralyzing victims the swarm passes over. The swarm 
  
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  Midgard Bestiary for Pathfinder RPG
  derro fetal savant 
   
  receptacle. The fetal savant can use this power at will.   
   
  The victim can resist the attack with a successful DC 18 Will  
   
  save (Cha-based). A creature that successfully saves is  
   
  immune to the same fetal savant’s soul exchange for 24  
   
  hours. If the save fails, the fetal savant takes control of the  
   
  target body and ferociously attacks nearby opponents.
    
  As a standard action, the fetal savant can shift from its host  
   
  body back to its own, as long as it is within range, returning  
   
  the victim’s soul to its own body. If the host body is slain  
   
  within range, the fetal savant returns to its original body and  
   
  the victim dies (its soul departs). If the host body is slain out  
   
  of range or the fetal savant’s body is destroyed, both the fetal  
   
  savant and the victim perish. When trapped in the fetal  
   
  savant’s withered body, the victim is effectively paralyzed and  
   
  helpless.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of   
   
  Constitution damage for every hour it is exposed to sunlight,  
   
  and it dies if its Constitution score reaches 0. Lost 
   
  Constitution points are recovered at the rate of 1/day spent  
   
  underground or otherwise sheltered from the sun.
  Of the madness and insanity that resonates so strongly in derro 
  society, perhaps there is none so twisted as these premature 
  infants, born insane and destined to lead their people further 
  into madness. These derro are known as fetal savants. 
  Only the rarest of derro are born with the rapidly 
  fading, unique ability to exchange souls with other 
  creatures, and when so discovered, the babbling 
  infants are treated with bizarre and maddened 
  reverence. Placed in small, intricately wrought 
  pillowed cages and borne aloft on hooked 
  golden staves, the wild-eyed newborns are carried 
  standard-like behind battle lines to sow madness 
  and confusion among enemy ranks.
  This creature appears to be a blue-skinned infant no older than a year. Its 
  limbs flail and its head lolls with an obvious lack of coordination, and it 
  screams incessantly.
   DERRO FETAL SAVANT                                       CR 7
  XP 3,200
  CE Tiny monstrous humanoid
  Init -5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 11, touch 11, flat-footed 11 (+4 cage cover, −5 Dex, +2 size)
  hp 7 (2d10−4)
  Fort +2 Ref +5, Will +7
  Immune confusion, insanity; SR 21; Vulnerable sunlight
  OFFENSE
  Speed 5 ft.
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attack babble, soul exchange
  STATISTICS
  Str 1, Dex 1, Con 6, Int 6, Wis 5, Cha 20 (see madness  
   
  below)
  Base Atk +2; CMB −5; CMD 0
  Feats Ability Focus (babble)
  Skills Perception +6, Stealth +8; Racial Modifiers +4  
   
   
  Perception
  ECOLOGY
  Environment underground
  Organization solitary (+1 derro), pair (+2 derro), or gathering 
  (3–6 derro/fetal savant)
  Treasure none
  SPECIAL ABILITIES
  Babble (Su) The sight of potential host bodies so excites   
   
  the fetal savant that, as a free action, it begins to babble  
   
  and giggle madly and childishly, creating an insanity   
   
  effect. All sane creatures within 60 ft. of the fetal  
   
   
  savant must succeed on a DC 18 Will save (Cha-based)  
   
  or be affected as though by confusion for 1d4 rounds   
  This is a sonic, mind-affecting, compulsion effect.  
   
   
  Creatures that successfully save cannot be affected by  
   
  the same fetal savant’s babbling for 24 hours. 
  Enchanted Cage (Ex) The iron bars of the cage that  
   
   
  holds the fetal savant provide cover for the creature.   
   
  The cage has a hardness of 10 and 30 hp and is  
   
   
  considered an attended object when borne by a derro.  
   
  In addition, the cage can absorb up to 20 spell levels of  
   
  spells 4th level or lower. This spell energy dissipates almost  
   
  immediately and cannot be retained, collected, or reused  
   
  in any way.
  Madness (Ex) Derro use their Charisma modifiers on Will saves  
   
  instead of their Wisdom modifiers. They have immunity  
   
  to confusion and insanity effects. A derro cannot be   
   
  restored to sanity by any means short of miracle or wish. The  
   
  racial madness of the derro provides a +6 bonus to Charisma  
   
  and a −6 penalty to Wisdom. A derro restored to sanity gains  
   
  6 points of Wisdom and loses 6 points of Charisma.
  Soul Exchange (Sp) As a full-round action, the fetal savant can  
   
  attempt to take control of a creature within 90 ft., forcing an  
   
  exchange of souls as magic jar (CL 10th) but without a  
  
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  Midgard Bestiary for Pathfinder RPG
  devil, ink 
   
  abilities (which increase their save DC by 4), and magic  
   
  drawn from a scroll or other item by a devil. The mark can be  
   
  removed only by remove curse (CL 7th), followed immediately  
   
  by erase (that must make a CL check against a 4th-level  
   
  caster). In addition, the mark detects as faintly evil and often  
   
  shifts its position on the body. Paladins, witchfinders, and  
   
  clerics of an inquisition may consider such a mark proof that a  
   
  character has made a pact with a devil.
  Disrupt Concentration (Ex) Their sharp, shrill tongues and  
   
  sharper claws make ink devils more distracting than their own  
   
  combat prowess might indicate. As a swift action, an ink devil  
   
  can force a single foe to make a DC 16 concentration check  
   
  or suffer spell failure for a spell cast that round. This is a sonic  
   
  effect and is Cha-based.
  Ink devils are talkers and cowards. They prefer chatting, whining, and 
  pleading to any form of combat. When they are forced to fight, they 
  prefer to hide behind other devils. They force lesser devils, like lemurs, 
  to fight for them while they use greater teleport, invisibility, and their 
  disrupt concentration ability to harry opposing spellcasters.
   
  They often give strangers false gifts, letters of credit, charters, or 
  scholarly papers inscribed with explosive runes to start combat. An ink 
  devil’s natural weapons, as well as any weapons it wields, are treated as 
  evil-aligned and lawful-aligned for the purpose of overcoming DR.
   
  Ink devils live in libraries and scriptoria in the hells and related 
  planes. Their speed and keen vision make them excellent accountants, 
  record keepers, translators, and note takers. They cannot be trusted.
   
  Ink devils are roughly humanoid with a small, pursed mouth and 
  long, thin, bony fingers. Their nails resemble quills. Their heads are 
  often bald or fringed with hair in the style of a monastic haircut, and 
  they have two small horns, no larger than the tip of a thumb. Their skin 
  tends toward dark tones, such as walnut, indigo, and black. They often 
  wear robes and red hats.
  This small devil is black as night and wears a small red hat. A wicked grin 
  flashes black teeth, and the creature nervously wrings its hands, bearing 
  long needle-like claws.
   INK DEVIL                                                            CR 3
  XP 800 
  LE Small outsider (devil, evil, extraplanar, lawful)
  Init +5; Senses darkvision 60 ft., see in darkness; Perception +6
  Aura fear (5 ft., DC 13)
  DEFENSE
  AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
  hp 26 (4d10+4 HD)
  Fort +5, Ref +9, Will +0
  Immune fire and poison; Resist acid 10, cold 10
  Speed 30 ft.
  Melee bite +9 (1d6+1) and 2 claws +9 (1d4)
  Special Attacks corrupt scroll, devil’s mark, disrupt concentration
  Spell-Like Abilities (CL 4th; concentration +8)
  At will—arcane mark, detect magic, erase, greater teleport (self  
   
  plus 50 lb. of objects only), invisibility (self only), read magic 
  1/day—explosive runes (DC 17), summon (level 4, 1d4+1 lemures  
   
  40% or 1 ink devil 25%) 
  STATISTICS
  Str 12, Dex 20, Con 12, Int 20, Wis 8, Cha 18
  Base Atk +4; CMB +4; CMD 19
  Feats Deceitful, Scribe ScrollB, Weapon Finesse
  Skills Appraise +9, Bluff +18, Craft (books) +12, Diplomacy +11,  
   
  Disable Device +9, Disguise +15, Escape Artist +9, Intimidate  
   
  +6, Knowledge (arcana) +17, Knowledge (history) +6,   
   
  Knowledge (local) +6, Knowledge (religion) +6, Knowledge  
   
  (planes) +10, Linguistics +15, Move Silently +6, Perception  
   
  +6, Sense Motive +7, Use Magic Device +11 (+13 scrolls);  
   
  Racial Modifiers +8 Bluff, +8 Knowledge (arcana), +8  
   
  Linguistics, +8 Sense Motive 
  Languages Abyssal, Celestial, Common, Draconic, Infernal;  
   
  telepathy 120 ft.
  ECOLOGY 
  Environment any, Hell
  Organization solitary, pair
  Treasure double (especially scrolls and many written documents,  
   
  including pacts and contracts for souls)
  SPECIAL ABILITIES
  Corrupt Scroll (Su) An ink devil can corrupt the magic within  
   
  any scroll by touch. Any such corrupted scroll requires a DC  
   
  16 CL check to use successfully. If the check fails, the scroll’s  
   
  spell affects the caster if it is a ranged spell or affects the  
   
  nearest devil if it is a personal spell.
  Devil’s Mark (Ex) Ink devils can throw ink from their fingertips  
   
  as a ranged touch attack. If it hits, the affected creature takes  
   
  no damage but gains a devil’s mark—a black, red, or purple  
   
  tattoo in the shape of an archduke’s personal seal (most often  
   
  Mammon but sometimes Beelzebub, Asmodeus, Dispater, or  
   
  others). Any devil’s magic performed against the marked  
   
  creature gains a +4 competency bonus due to the mark,  
   
  including touch spells, innate spell-like or supernatural  
  
  devil, gilded 
   
  SLOT  
   SAVE EFFECT
   
  Arms or wrists Fort 
  1d4 Strength damage
   
  Hand  
   
   Fort 
  1d4 Dexterity damage
   
  Eyes  
   
   Reflex 
  Permanently blinded
   
  Head  
   
   Fort 
  1d4 Charisma damage
   
  Feet  
   
   Reflex 
  Speed halved for 24 hours
   
  Neck  
   
   Fort 
  Stunned, unable to breathe for 1 round
   
  Other slot 
   — 
  No additional effect
   
  An item is treated as jewelry if it is made of a precious  
   
  material (such as silver, gold, ivory, and adamantine), adorned  
   
  with gems, or both, and is worth at least 100 gp. All save DCs  
   
  are Cha-based.
  Liar’s Largess (Su) A gilded devil has influence over the recipient  
   
  of a gift for as long as that creature retains the gift. The  
   
  recipient receives a −2 penalty on saving throws against the  
   
  gilded devil’s abilities and a further −10 penalty against  
   
  scrying attempts made by the gilded devil. A successful  
   
  remove curse or break enchantment against CL 11th removes  
   
  this effect.
  Scorn Base Metals (Su) A gilded devil’s attacks ignore any  
   
  armor or shield bonus provided by armor made of bronze,  
   
  iron, steel, or similar metals. Armor and shield bonuses  
   
  provided by valuable metals such as adamantine, mithral, and  
   
  gold apply, as do bonuses provided by non-metallic objects  
   
  or cold iron.
  Scourge of Avarice (Su) As a free action, a gilded devil wearing  
   
  jewelry worth at least 1,000 gp can reshape it into a +2  
   
  heavy flail. A creature struck by this jeweled flail takes 1 point  
   of Wisdom damage, in addition to normal weapon damage. 
  The flail reverts to its base components 1 minute after it 
  leaves the devil’s grasp, or upon the gilded devil’s death.
  Voracious Greed (Ex) As a standard action, a gilded devil  
   can consume precious metals or gems worth up to 1,000  
  gp. For each 200 gp consumed, it heals 5 hp of damage. 
  A gilded devil can use this ability against the worn items 
  of an opponent by pinning a foe and succeeding at an 
  opposed grapple check. Magical or attended items 
  receive a DC 19 Reflex save (Con-based) to avoid 
  being consumed.
  Rarely seen in their natural form 
  outside of Hell, gilded devils are the 
  servitors of Mammon, archdevil 
  of wealth. They tempt and corrupt 
  with promises of wealth, power, 
  and fame, twisting mortal greed 
  into unforgivable damnation. Gilded 
  devils prefer unassuming appearances, 
  molding their flesh and gaudy trappings to 
  make themselves look the parts of wise advisors, 
  canny merchants, or sly confidants. Followers of 
  Mammon can summon a gilded devil with the 
  summon monster VII spell.
  This tall, bronze-complexioned man is abnormally long-limbed and clad 
  in armor of stained and battered coins. His wiry frame is festooned with 
  mismatched bracelets, rings, and necklaces, each gaudier than the last. The 
  easy smile on his face is cold with envy.
   GILDED DEVIL                                                      CR 8
  XP 4,800
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +2; Senses darkvision 60 ft., see in darkness; Perception +15
  DEFENSE
  AC 24, touch 12, flat-footed 22 (+6 armor, +2 Dex, +6 natural)
  hp 95 (10d10+40)
  Fort +7, Ref +9, Will +9
  Immune fire, poison; Resist acid 10, cold 10
  OFFENSE
  Speed 30 ft.
  Melee +2	heavy	flail +17/+12 (1d10+8/17–20 plus 1 Wis), or  
   
  slam +14 (1d4+6)
  Special Attacks betrayal of riches, scourge of avarice, voracious  
   
  greed
  Spell-Like Abilities (CL 11th; concentration +17)
  At will—detect thoughts (DC 18), greater teleport (self plus 50 lb.  
   
  of objects only), major image (DC 19), misdirection,  
   
   
  polymorph (humanoid form only), suggestion (DC 18)
  3/day—dominate person (DC 21), greater scrying (DC 23)
  STATISTICS
  Str 18, Dex 15, Con 19, Int 17, Wis 14, Cha 22
  Base Atk +10; CMB +14; CMD 26
  Feats Deceitful, Improved Critical (heavy flail), Power Attack, Skill  
   
  Focus (Bluff), Weapon Focus (heavy flail)
  Skills Appraise +14, Bluff +29, Diplomacy +17, Disguise +8,  
   
  Knowledge (planes) +16, Perception +15, Sense Motive  
   
  +15, Sleight of Hand +11, Spellcraft +14, Stealth +10,  
   
  Use Magic Device +19
  Languages Celestial, Common, Draconic,  
   
   
  Infernal; telepathy
  SQ liar’s largess, scorn base metals
  Other Gear chainmail made of tainted coins
  ECOLOGY
  Environment any, Hell
  Organization solitary, pair, or band  
   
  (3–10)
  Treasure double
  SPECIAL ABILITIES
  Betrayal of Riches (Su) A gilded devil  
   
  can turn rings, necklaces, and  
   
  other jewelry against their wearer  
   
  as a standard action. The devil  
   
  can affect any visible item of  
   
  jewelry within 200 ft., twisting nd  
   
  constricting it into cruel barbs and  
   
  spikes. The item receives a DC 21  
   
  Will save (Cha-based) to avoid 
   
  this effect. The victim takes 3d6  
   
  damage and a possible additional  
   
  effect based on the item   
   
  slot targeted. 
  33
  
  34
  Midgard Bestiary for Pathfinder RPG
  dire weasel 
   
  Voracious eaters, dire weasels prey on all manner of small animals 
  and even small and medium humanoids. Dire weasels mostly enjoy 
  grubs, sometimes passing up other readily available foods to root 
  for exceptionally plump specimens. A dire weasel digging for grubs 
  can ruin the ground, making them a true nuisance for farmers and 
  groundskeepers. 
   
  Kobolds use dire weasels for many purposes. They serve as mounts, 
  companions, hunting beasts, and even sport fighters. Fond of their 
  kobold companions, when used as mounts and spurred into combat, 
  they wade into battle, eagerly rocketing forth into the fray. Like a wolf 
  pack or gang of thugs, dire weasels work together to take down one 
  enemy at a time. 
   
  Kobolds run competitive fighting tournaments and the ring gets 
  soaked with blood from these furious fights. Kobolds gamble on the dire 
  weasels and rarely does an entrant to one of these brawls emerge scot-
  free. The relationship between kobolds and weasels is long running, and 
  many believe dire weasels are the result of kobold breeding practices. 
  Kobolds shell out large sums of gold and treasure to claim a pup from 
  the litter of two well-bred weasels.
   
  Dire weasel trainers begin their work before the weasel pup’s eyes 
  are even open, talking to them, exposing them to their scent, and 
  petting the baby dire weasel. Dire weasels trained by kobolds often train 
  their noses to be able to easily detect elves or gnomes. The weasels treat 
  these two races with more hostility than any other humanoids.
  Dire Weasel Companions
  Starting Statistics: Size Small; Speed 40 ft.; Attack bite (1d4); Ability 
  Scores Str 12, Dex 17, Con 10, Int 2, Wis 12, Cha 11; Special Qualities 
  low light vision, scent; Special Attacks attach, blood drain
   
  4th-Level Advancement: Size Medium; Attack (1d6); AC +2 
  natural armor; Ability Scores Str +2, Dex +2, Con +2.
  This brown-furred creature’s slender body bounds forth in a loping gate, 
  mouth open wide and filled with dozens of sharp teeth.
   DIRE WEASEL                                                     CR 2
  XP 600
  N Medium animal 
  Init +4; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
  hp 13 (3d8)
  Fort +3, Ref +7, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +6 (1d6+3)
  STATISTICS
  Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
  Base Atk +2; CMB +4 (+12 grapple); CMD 18 (22 vs. trip)
  Feats Stealthy, Weapon Finesse
  Skills Climb +6, Escape Artist +6, Perception +5, Stealth +10
  ECOLOGY
  Environment temperate forests and hills
  Organization solitary, pair, or sneak (3–10)
  Treasure none
  SPECIAL ABILITIES
  Attach (Ex) A dire weasel automatically latches onto its target  
   
  with a successful bite attack. The dire weasel is considered  
   
  grappling, but the target is not. The target can attack or  
   
  grapple the dire weasel as normal or, alternatively, break the  
   
  grapple with a successful grapple or Escape Artist check. A  
   
  dire weasel has a +8 racial bonus to maintain a grapple.
  Blood Drain (Ex) Dire weasels drain blood each round they  
   
  remain attached, inflicting 1 point of Strength and  
   
   
  Constitution damage.
  Usually brown or tawny with a white underside, dire weasel’s 
  coats can run the gamut from fully white to deep black, some 
  have a hodgepodge of colors to their coats like a calico 
  cat. Though typically found in temperate regions, some 
  have been found in faraway lands. In the wild, dire 
  weasels are most active in the warm months and 
  go to den during winters. Keen hunters, dire 
  weasels track their prey by scent. It doesn’t 
  bode well to have a dire weasel on one’s trail.
  
  35
  Midgard Bestiary for Pathfinder RPG
  dogmole
  SPECIAL ABILITIES
  Burrow (Ex) Dogmoles cannot burrow into solid rock, but they  
   
  can move through softer material like soil or loose rubble,  
   
  leaving a usable tunnel 5 ft. in diameter.
  Wormkiller Rage (Ex) Wild dogmole packs are famed for their  
   
  battles against monsters in the dark caverns of the world. If  
   
  it draws blood against a vermin, purple worm, carrion crawler,  
   
  or other underground invertebrate, the dogmole gains a +4  
   
  bonus to Strength and Constitution but suffers a −2 penalty  
   
  to AC. The wormkiller rage lasts for a number of rounds equal  
   
  to 1+ its Constitution modifier (minimum 1 round). It cannot  
   
  end the rage voluntarily while the creatures that sent it into a  
   
  rage still live.
  The Ironcrag dwarves domesticated many subterranean creatures, 
  among them a breed of giant talpidae commonly called dogmoles. 
  Energetic and obedient, dogmoles pull ore-trolleys through mines, sniff 
  out toxic gases and polluted waters, and help dig out trapped miners. 
  Dogmoles are renowned for their ability to detect imminent cave-ins 
  and burrowing monsters, making them welcome companions in the 
  depths. Outside the mines, dogmoles serve as pack animals, guard 
  beasts, and bloodhounds.
   
  Derro also use dogmoles, but such creatures are scarred and 
  brutalized savages, barely controllable even by their handlers.
  This mole-like creature is the size of a large dog, but its thick, barrel-
  shaped body looks as heavy as a full-grown dwarf. A ring of tentacles 
  sprouts above a mouth dominated by spade-like incisors. It has no visible 
  ears and possesses only tiny, cataract-filled eyes, but it seems to sense its 
  environment nonetheless.
   DOGMOLE                                                           CR 2
  XP 600
  N Medium animal
  Init +7; Senses blindsight 30 ft., scent; Perception +2
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 19 (3d8+6)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 30 ft., burrow 10 ft., swim 10 ft.
  Melee bite +4 (1d6+2) and 2 claws −1 (1d4+2)
  Space 5 ft.; Reach 5 ft.
  Special Attacks wormkiller rage
  STATISTICS
  Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 10
  Base Atk +2; CMB +4; CMD 15
  Feats Great Fortitude, Improved Initiative
  Skills Survival +2, Perception +2, Swim +3
  ECOLOGY
  Environment temperate underground
  Organization solitary or labor (2–8)
  Treasure none
  
  36
  Midgard Bestiary for Pathfinder RPG
  dogmole juggernaut
  Wormkiller Rage (Ex) Wild dogmole juggernaut packs are  
   
  famed for their battles against the monsters of the dark  
   
  caverns of the world. If it draws blood against a vermin,  
   
  purple worm, or other underground invertebrate, the   
   
  dogmole juggernaut gains a +4 bonus to Strength and  
   
  Constitution but suffers a −2 penalty to AC.The wormkiller  
   
  rage lasts for a number of rounds equal to 1+ its Constitution  
   
  modifier (minimum 1 round). It cannot end the rage   
   
  voluntarily while the creatures that sent it into a rage still live.
  What the derro have done with certain breeds of dogmole almost 
  defies description. Brutalized from birth and hardened by scarification, 
  foul drugs, and warping magics, the dogmole juggernaut is barely 
  recognizable as a relative of its smaller kin. A furless mass of muscle, 
  scar tissue, and barbed piercings clad in haphazard barding, a dogmole 
  juggernaut stands 7 ft. tall at the shoulder and stretches 9–12 ft. long. Its 
  incisors are the length of shortswords.
   
  Derro use dogmole juggernauts as mounts and improvised siege 
  engines, smashing through bulwarks and breaking up dwarf battle lines. 
  When not at war, derro enjoy pitting rabid juggernauts against one 
  another in frenzied gladiatorial combats.
  Hide armor and scraps of mail are nailed onto this scarred and tattooed 
  mole-like beast. A ring of tentacles sprouts above its mouth, which is 
  dominated by spade-like incisors. The beast has no visible ears and 
  possesses only tiny cataract-filled eyes. Blood and foam fleck from its 
  tentacles maw.
   DOGMOLE JUGGERNAUT                                   CR 6
  XP 2,400
  N Large animal
  Init +6; Senses blindsight 30 ft., scent; Perception +2
  DEFENSE
  AC 20, touch 11, flat-footed 18 (+4 armor, +2 Dex, +5 natural, 
   
  −1 size)
  hp 85 (9d8+45)
  Fort +13, Ref +8, Will +3
  OFFENSE
  Speed 30 ft., burrow 10 ft., swim 10 ft.
  Melee bite +13 (1d8+8) and 2 claws +10 (2d6+4)
  Space 10 ft., Reach 10 ft.
  Special Attacks ferocity, wormkiller rage
  STATISTICS
  Str 26, Dex 14, Con 20, Int 2, Wis 10, Cha 2
  Base Atk +6; CMB +15; CMD 27
  Feats Great Fortitude, Improved Bull Rush, Improved Initiative, 
  Power Attack
  Skills Climb +9, Escape Artist +4, Perception +2, Survival +4
  ECOLOGY
  Environment temperate underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Burrow (Ex) Dogmole juggernauts cannot  
   
  burrow into solid rock, but they can  
   
  move through softer material like   
   
  soil or loose rubble, leaving a  
   
   
  usable tunnel 10 ft. in diameter.
  Ferocity (Ex) Dogmole juggernauts  
   
  continue to fight without  
   
  penalty even while disabled or  
   
  dying.
  Powerful Build (Ex) A dogmole  
   
  juggernaut is treated as one size   
   
  larger if doing so is advantageous   
   
  to it (such as during grapple checks, bull  
   
  rush attempts, and trip attempts, but not  
   
  for the purposes of squeezing or AC).
  
  37
  Midgard Bestiary for Pathfinder RPG
  doppelrat 
  have killed off or driven out their normal cousins and natural predators. 
  A cat that has survived an encounter with a doppelrat avoids any other 
  doppelrats it comes across. The rats have an instinctual sense for others 
  of their kind; helpful, since litters born to doppelrat parents produce 
  only 1 such creature out of 10. The rest provide sustenance for their 
  parents and siblings.
   
  The creatures have a straightforward method of combat: spawn 
  as many clones as it can, and then escape while the copied rats swarm 
  their opponent. By succeeding at a Perception check opposed by the 
  doppelrat’s Stealth check, a character can discern the original from all 
  the clones.
   
  In cities with known doppelrat lairs, magistrates hire spellcasters to 
  scour alleys and sewers and quickly obliterate any rats they find. Less 
  than scrupulous spellcasters who manage to capture a live doppelrat 
  have used this to their advantage by promising to rescue the town from 
  the explosion of rats for an exorbitant fee. Terrifying rumors of a dire 
  doppelrat have never been substantiated.
  This rat startles upon detection. Within seconds, the one rat becomes four, 
  and then the four quickly multiply into sixteen rats.
   DOPPELRAT 
                                                     CR 1
  XP 400
  N Tiny magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent;   
   
  Perception +1
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 11 (2d10)
  Fort +3, Ref +5, Will +1
  OFFENSE
  Speed 15 ft., climb 15 ft., swim 15 ft.
  Melee bite +6 (1d3–4)
  Special Attacks arcane mitosis, disease
  STATISTICS
  Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
  Base Atk +2; CMB +2; CMD 8
  Feats Weapon Finesse
  Skills Acrobatics +2 (+6 jump), Climb +10, Stealth +19, Swim  
   
  +10; Racial Modifiers +4 Stealth, uses Dex for Climb and  
   
  Swim
  ECOLOGY
  Environment any temperate
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Arcane Mitosis (Su) A doppelrat under duress creates clones of  
   
  itself at the beginning of its turn. Each round for 4 rounds,  
   
  the number of live doppelrats quadruples but never exceeds  
   
  20. Each duplicate appears in the same square as any other  
   
  rat, can take a move or standard action the round it appears,  
   
  and has 1/4 the main rat’s current hp (minimum 1). After the  
   
  last multiplication of rats, all surviving clones perish in  
   
  8 rounds. If the original doppelrat dies, its arcane mitosis  
   
  ends, but the clones remain for 8 rounds. A doppelrat  
   
  may not use this ability until 10 minutes have passed from  
   
  the previous use.
  Disease (Ex) Degenerate cloning—injury; save Fort DC 11;  
   
  onset 1 day; frequency 1/day; effect 1d3 Str damage, 1d3  
   
  Con damage, and the victim becomes shaken for 1 hour  
   
  (Will DC 11); cure 2 consecutive saves. Doppelrats created  
   
  through arcane mitosis can also transmit this disease.
  The result of clone gone awry, a doppelrat uses short-lived 
  duplicates to overwhelm its competitors. An easy battle 
  against a single rat soon spirals out of control as the rat 
  clones itself into a swarm and hides while combat rages. 
   
  Rat-bitten survivors suffer from a frightening disease, 
  sloughing off a stillborn clone each day as their own vitality 
  fades. Clones created by the disease cannot be raised from 
  the dead in any manner.
   
  Doppelrats settle in large city alleys and sewers after they 
  
  38
  Midgard Bestiary for Pathfinder RPG
  dragon, Cave 
  Its eyeless head swings from side to side in the narrow corridor as darkness 
  creeps from its strange eel-like hide, spreading like ink in water and 
  snuffing out even magical lights.
   CAVE DRAGON
  NE dragon (earth)
  BASE STATISTICS
  CR 3; Size Tiny; Hit Dice 4d12
  Speed 40 ft., 20 ft. burrow; earth glide
  Natural Armor +6; Breath Weapon cone, poison 1d6 Strength  
   
  damage (+1/age category); sonic 2d6 sonic.
  Str 16 Dex 12 Con 18 Int 10 Wis 12 Cha 13
  ECOLOGY
  Environment any underground
  Organization solitary or pair
  Treasure double
  SPECIAL ABILITIES
  Blindsense (Ex) Cave dragons can pinpoint creatures within a  
   
  distance of 180 ft. Opponents the cave dragon can’t actually  
   
  see still have total concealment against the dragon.
  Breath Weapon (Su) A cave dragon breathes one of two  
   
  different types: a cone of pure black poison and a cone of  
   
  invisible sonic energy that stuns foes. Creatures within the  
   
  poison cone suffer the damage shown and must succeed on  
   
  a Fortitude save (DC 10 + 1/2 HD + its Constitution modifier)  
   
  or take 1d6 Strength damage (plus 1 Str/age category of the  
   
  dragon). The sonic blast causes damage and stuns those it  
   
  strikes for 1 round if the victim fails a Fortitude save. The  
   
  dragon only breathes one of these types each time it uses its  
   
  breath weapon.
  Darkness Aura (Ex) An adult or older cave dragon can generate  
   
  an aura of darkness in a 10-ft.diameter. This range increases  
   
  by 10 ft./age category greater than adult. This is always  
   
  centered on the dragon itself and prevents normal vision,  
   
  darkvision, and even lifesense from working. Blindsense  
   
  functions normally. Light spells cast into the area must  
   
  overcome the dragon’s SR +4, or they fail.
  Earth Glide (Su) A young or older cave dragon glides through  
   
  stone, dirt, or 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 signs of  its 
   
  presence. Move earth cast on an area containing a burrowing  
   
  cave dragon flings the dragon back 30 ft., stunning the  
   
  creature for 1 round unless it succeeds on a DC 15 Fortitude  
   
  save.
  Immunities (Ex) Cave dragons are immune to sonic and acid  
   
  attacks as well as to sleep effects.
  Ruff Spikes (Ex) As a free action, a cave dragon can block  
   
  movement within 5 ft. of its body, keeping enemies at bay  
   
  using its many feelers and spikes.
  Shadow Armor (Su) An old cave dragon gains a layer of flaky  
   
  black scale that grants a +6 armor bonus and absorbs all  
   
  force attacks.
  Spell-Like Abilities (Sp) Wyrmling cave dragons gain the ability 
   
  to cast darkness 3/day. Juvenile cave dragons gain the ability  
   
  to cast deeper darkness 3/day.
  Spells A young cave dragon casts spells as a divine caster of  
   
  1st level. This improves to 11th level by the time they reach  
   
  the old category. They may choose two domains from  
   
  Darkness, Destruction, Earth, Evil, and Knowledge.
  Cave dragons advance like other true dragons. (Details can be 
  found in the dragon entry in the Pathfinder	Roleplaying	Game	
  Bestiary.) 
  CAVE DRAGON ABILITIES BY AGE
   
  Age   
   
   Special   
  Caster Level 
  SR
   
  Wyrmling 
   Darkness  
  — 
   
  —
   
  Very young 
   Ruff spikes 
  — 
   
  —
   
  Young 
   
   Earth glide 
  1st 
   
  15
   
  Juvenile  
   Deeper darkness 
  3rd 
   
  16
   
  Young adult  DR 5/good 
  5th 
   
  17 
   
  Adult  
   
   Darkness aura 
  7th 
   
  18
   
  Mature adult  DR 10/good 
  9th 
   
  20
   
  Old 
   
   
   Shadow armor 
  11th 
   
  22
   YOUNG CAVE DRAGON 
                            CR 7
  XP 3,200
  NE Medium dragon (earth)
  Init +1; Senses blindsense 180 ft.; Perception +10
  DEFENSE
  AC 22, touch 10, flat-footed 22 (+12 natural)
  hp 100 (8d12+48)
  Fort +12, Ref +6, Will +8
  Immune acid, paralysis, sleep, sonic; SR 15 
  OFFENSE
  Speed 40 ft., burrow 20 ft.; earth glide
  Melee bite +15 (2d6+10), 2 claws +13 (1d6+3), and 2 wings +13  
   
  (1d4+3)
  Special Attacks breath weapon (30 ft. cone, poison DC 20,  
   
  1d6+3 Strength damage; sonic 6d6 sonic), ruff spikes, spells
  Spell-Like Abilities (CL 8th; +3 concentration)
  3/day—darkness
  Spells Prepared (CL 1st; +3 concentration)
  1st— cure light wounds, deathwatch, protection from good 
  0—bleed (DC 12), detect magic, mending, read magic
  Domains evil, knowledge
  STATISTICS
  Str 24 Dex 10 Con 22 Int 12 Wis 14 Cha 15
  Base Atk +8; CMB +15; CMD 25 (29 vs. trip)
  Feats Cleave, Improved Natural Attack (bite), Multiattack, Power  
   
  Attack
  Skills Bluff +10, Climb +15, Diplomacy +10, Intimidate +10,  
   
  Knowledge (dungeoneering) +11, Knowledge (local) +10,  
   
  Linguistics +7, Perception +10, Sense Motive +10, Stealth  
   
  +15, Survival + 9; Racial Modifiers +4 Climb, +4 Stealth
  Languages Draconic, Undercommon
  
  39
  Midgard Bestiary for Pathfinder RPG
   ADULT CAVE DRAGON 
                          CR 11
  XP 12,800
  NE Large dragon (earth)
  Init −1; Senses blindsense 180 ft.; Perception +18
  DEFENSE
  AC 30, touch 9, flat-footed 30 (+21 natural, −1 size)
  hp 203 (14d12+112)
  Fort +17, Ref +9, Will +13
  Defensive Abilities darkness aura; DR 5/good; Immune acid,  
   
  paralysis, sleep, sonic; SR 18
  OFFENSE
  Speed 40 ft., burrow 20 ft.; earth glide
  Melee bite +23 (2d8+10), 2 claws +21 (1d8+5), 2 wings +21  
   
  (1d6+5), and 1 tail slap +21 (1d8+5)
  Special Attacks breath weapon (40 ft. cone, poison DC 25,  
   
  1d6+6 Strength damage; sonic 12d6 sonic), ruff spikes
  Spell-Like Abilities (CL 14th)
  3/day—darkness, deeper darkness
  Spells Prepared (CL 7th, +11 concentration)
  4th—cure critical wounds, death ward, divination
  3rd—cure serious wounds, dispel magic, invisibility purge, speak  
   
  with dead
  2nd—cure moderate wounds, deathwatch, detect thoughts 
   
  (DC 16), hold person (DC 16), silence
  1st—comprehend languages, cure light wounds, deathwatch,  
   
  doom (DC 15), entropic shield, protection from good
  0—bleed (DC 14), detect magic, mending, read magic
  Domains evil, knowledge
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 30 Dex 8 Con 26 Int 16 Wis 18 Cha 19
  Base Atk +14; CMB +24 (+26 for Bull Rush); 
   
  CMD 33 (37 vs. trip)
  Feats Awesome Blow, Cleave, Improved Bull  
   
   
  Rush, Improved Natural Attack (bite),  
   
   
  Lightning Reflexes, Multiattack, Power Attack  
  Skills Bluff +18, Climb +18, Diplomacy +18,  
   
   
  Intimidate +18, Knowledge  
   
   
  (dungeoneering) +19, Knowledge (local)  
   
  +18, Linguistics +15, Perception +18,  
   
  Sense Motive +12, Stealth +20,  
   
   
  Survival +17; Racial Modifiers +4  
   
  Climb, +4 Stealth
  Languages Draconic, Undercommon
  A cave dragon is always hungry and 
  ready to eat absolutely everything. While 
  they do speak Undercommon and a 
  debased form of Draconic, they do so 
  rarely—generally only when bargaining 
  for food. They occasionally act as 
  mercenaries in the eternal warfare between 
  the races of the deep earth. A hungry cave 
  dragon uses its long-range darkvision to 
  spot prey long before they notice it, creating 
  zones of darkness or deeper darkness. Ruff 
  spikes seal the passage around it, denying 
  foes any chance of outflanking it. Their 
  wings have withered away to little more 
  than another set of limbs, useful to rush down 
  tunnels. They are barely able to fly, and the effort 
  it requires makes them clumsy fliers at best. Earth glide lets them attack 
  from unexpected directions.
   
  Eyeless creatures, they have long feeler-like spikes that help them 
  navigate through tunnels. Their vestigial wings serve as an additional 
  set of legs, and their narrow snouts pokes into narrow passages that 
  their tongues scour free of bats and vermin. They are entirely creatures 
  of hunger although quite intelligent. A cave dragon can be bribed with 
  food as easily as with gold. They claim entire cavern systems as their 
  own.
   
  Cave dragons are especially fond of bones and items with strong 
  taste or smell. They devour undead, plant creatures, or anything organic. 
  When feeding, they treat all nearby creatures as a threat. Limited 
  food deep underground means fewer age categories. The eldest die of 
  starvation. A few escape to the surface, but lack of flight and sunlight 
  weakness means that they are at a terrible disadvantage.
   
  Cave dragon coloration darkens with age, but always provides good 
  camouflage against stone: white like limestone, yellow, muddy brown, 
  then black at adult and older categories. Mature adult and old cave 
  dragons sometimes fade to grey again. Stories that claim cave dragon 
  scales are invisible to darkvision are unfounded, but they are said to be 
  an important element in fuligin dyes.
   
  Cave dragons have no permanent society. They gather each year or 
  each decade (no one is sure) to mate and to protect their eggs at certain 
  spawning grounds. There, the oldest cave dragons retreat to die in peace. 
  Wild legends claim that enormous treasures are heaped up in these 
  ledges, abysses, and other inaccessible locations. Large vertical chimneys 
  seem popular as nesting sites. Cave dragons often befriend derro and 
  occasionally work with drow against the darakhul.
  
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  dragon, mithral 
  Light glints off the dragon’s mirror glossy scales, shining silver-white. Its 
  narrow head, with bare slits for its eyes and nostrils, ends in a slender neck. 
  The dragon’s sleek look continues into its body, which widens to slightly less 
  than twice the width of its neck before tapering into a long tail.
   MITHRAL DRAGON
  N dragon (earth)
  BASE STATISTICS
  CR 6; Size Small; Hit Dice 7d12
  Speed 50 ft.
  Natural Armor +6; Breath Weapon line, 2d8 damage
  Str 13, Dex 16, Con 13, Int 14, Wis 15, Cha 14
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Blindness Aura (Su) Old and older mithral dragons can shift   
   
  their gleaming scales to blind and disorient opponents. Any  
   
  creature within 5 ft. of the dragon must make a Fortitude save  
   
  or be blinded and confused for 1 round. An ancient dragon’s  
   
  aura extends out to 10 ft. For great wyrm mithral dragons,   
   
  those opponents that fail their saves are blinded and confused  
   
  for 1d6 rounds. The DC of this save is equal to the dragon’s  
   
  breath weapon. A mithral dragon can suppress or  activate this  
   
  aura at will as a free action.
  Breath Weapon (Su) A mithral dragon can fire a line of mithral  
   
  shards that deal piercing and slashing damage. These shards  
   
  count as cold iron, good, and silver for purposes of overcoming  
   
  DR. At young age, a mithral dragon’s shards deal bleed damage  
   
  equal to half its HD in addition to the normal damage. This   
   
  bleed damage is not halved with a successful saving throw. At  
   
  young adult age, these shards additionally count as adamantine  
   
  for purposes of overcoming DR. These shards dissolve into   
   
  wisps of smoke 1 round after the breath weapon’s use.
  Fortification (Su) Young adult or older mithral dragons have a  
   
  25% chance of negating critical hits or sneak attacks; 50% for  
   
  very old or older mithral dragons; great wyrm mithral  dragons  
   
  are immune to critical hits and sneak attacks.
  Perfect Flight (Ex) A young or older mithral dragon’s   
    
   
   
  maneuverability is one step better than normal.
  Razor Claws (Ex) A mithral dragon’s claws are exceptionally   
   
  sharp. Whenever a mithral dragon makes a successful attack  
   
  with its claws, it deals bleed damage. The amount of bleed   
   
  damage a creature takes depends on age category.
  Spell-Like Abilities (Su) A mithral dragon gains the following   
   
  spell-like abilities, usable at will upon the listed age category.  
   
  Very young—mage armor; juvenile—bull’s strength; adult—  
   
  dispel  magic; old—dimension door; ancient—break  
    
   
   
  enchantment; great  wyrm—true seeing.
  Mithral dragons advance like other true dragons. (Details can be 
  found in the dragon entry in the Pathfinder	Roleplaying	Game	
  Bestiary.)
   ADULT MITHRAL DRAGON CR 14
  XP 38,400
  N Large dragon (earth)
  Init +5; Senses blindsense 60 ft., darkvision 120 ft., dragon  
   
   
  senses, low-light vision; Perception +25
  Aura frightful presence (180 ft., DC 23) 
  DEFENSE
  AC 31, touch 10, flat-footed 30 (+1 Dex, +21 natural, −1 size)
  hp 195 (17d12+85)
  Fort +15, Ref +13, Will +15
  Defensive Abilities evasion, fortification 25%; DR 5/magic; 
  Immune acid, paralysis, sleep, sonic
  OFFENSE
  Speed 50 ft., fly 200 ft. (average)
  Melee bite +25 (2d8+8), 2 claws +24 (2d6+8 plus 6 bleed), 2   
   
  wings +19 (1d8+4), tail slap +19 (2d6+4)
  Space 15 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (100-ft. line, 12d8 damage, 
   
  Reflex half DC 23, usable every1d4 rounds), crush, razor claws 
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—bull’s strength, dispel magic, mage armor
  Spells Known (CL 7th; concentration +12)
  3rd (5/day)—haste, protection from energy
  2nd (7/day)— cat’s grace, fog cloud, glitterdust (DC 17) 
  1st (8/day)—charm person (DC 16), expeditious retreat, magic   
   
  missile, true strike, unseen servant
  0—acid splash, arcane mark, daze (DC 15), detect magic, light,   
   
  mage hand, read magic
  STATISTICS
  Str 27, Dex 12, Con 21, Int 20, Wis 21, Cha 20
  Base Atk +17; CMB +26; CMD 37 (41 vs. trip)
  Feats Combat Reflexes, Flyby Attack, Hover, Improved Initiative,  
   
  Improved Vital Strike, Lightning Reflexes, Power Attack, Vital  
   
  Strike, Weapon Focus (bite)
  Skills Acrobatics +11 (+19 when jumping), Appraise +18, Bluff  
   
  +19, Diplomacy +20, Fly +17, Knowledge (arcana) +20,   
   
   
  Knowledge (dungeoneering) +16, Knowledge (geography) +15,  
   MITHRAL DRAGON ABILITIES BY AGE
   Age  
   
   
  Special  
   
   
   
   
   
   
   
   
  Caster
   Category  
  Abilities 
   
   
   
   
   
   
   
   
  Level
   Wyrmling  
  bleed, immunity to acid and sonic  
   
  —
   Very young  
  bleed, mage armor  
   
   
   
   
   
  —
   Young  
   
  bleed, perfect flight  
   
   
   
   
   
  1st
   Juvenile  
   
  bull’s strength, evasion  
   
   
   
   
  3rd
   Young Adult 
  bleed, DR 5/magic, fortification 25% 
   
  5th
   Adult 
   
   
  dispel magic, frightful presence 
   
   
  7th
   Mature Adult 
  DR 10/magic 
   
   
   
   
   
   
   
  9th
   Old  
   
   
  bleed, blindness aura, dimension door  
  11th
   Very Old 
   
  DR 15/magic, fortification 50% 
   
   
  13th
   Ancient  
   
  break enchantment, improved evasion  
  15th
   Wyrm  
   
  DR 20/magic 
   
   
   
   
   
   
   
  17th
   Great wyrm 
  bleed, immune to critical hits, true seeing 19th
  
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  Knowledge (history) +18, Knowledge (nature)    
   
  +20, Knowledge (nobility) +18, Knowledge   
    
   
  (planes) +13, Perception +25, Sense Motive +25,  
   
  Spellcraft +25, Use Magic Device +22
  Languages Celestial, Common, Draconic, Giant,   
   
   
  Infernal, Terran
  SQ perfect flight
   ANCIENT MITHRAL DRAGON      CR 19
  XP 204,800
  N Gargantuan dragon (earth)
  Init +4; Senses blindsense 60 ft., darkvision 120 ft.,    
   
  dragon senses, low-light vision; Perception +35
  Aura blindness aura (10 ft., DC 23), frightful presence (180 ft.,   
   
  DC 23) 
  DEFENSE
  AC 39, touch 6, flat-footed 39 (+33 natural, −4 size)
  hp 337 (25d12+175)
  Fort +21, Ref +16, Will +21
  Defensive Abilities fortification 50%, improved   
   
   
  evasion; DR 15/magic; Immune acid, paralysis,  
   
  sleep, sonic
  OFFENSE
  Speed 50 ft., fly 250 ft. (poor)
  Melee bite +34 (4d8+12), 2 claws +33   
   
   
  (4d6+12 plus 8 bleed), 2 wings +28  
   
   
  (2d8+6), tail slap +28 (4d6+6)
  Space 20 ft.; Reach 20 ft. (25 ft. with bite)
  Special Attacks breath weapon (120-ft.  
   
   
   
  line, 20d8 damage, Reflex half DC 29, 
   
  usable  every1d4 rounds), crush, razor claws,  
   
  tail sweep 
  Spell-Like Abilities (CL 25th; concentration +32)
  At will—break enchantment, bull’s strength, dimension   
   
  door, dispel magic, mage armor 
  Spells Known (CL 15th; concentration +22)
  7th (5/day)—forcecage, limited wish
  6th (7/day)—acid	fog,	antimagic	field,	guards	and	wards
  5th (7/day)—dismissal (DC 22), polymorph, telekinesis (DC 22),   
   
  teleport
  4th (7/day)—charm	monster,	scrying,	stoneskin,	wall	of	fire
  3rd (8/day)—haste, keen edge, lightning bolt (DC 20), protection  
   
  from energy
  2nd (8/day)—cat’s grace, fog cloud, glitterdust (DC 19), invisibility,  
   
  mirror image
  1st (8/day)—charm person (DC 18), expeditious retreat, magic   
   
  missile, true strike, unseen servant
  0—acid splash, arcane mark, daze (DC 17), detect magic, ghost   
   
  sound, light, mage hand, read magic, resistance
  STATISTICS
  Str 35, Dex 10, Con 25, Int 24, Wis 25, Cha 24
  Base Atk +25; CMB +41; CMD 51 (55 vs. trip)
  Feats Awesome Blow, Combat Expertise, Combat Reflexes, Flyby  
   
  Attack, Hover, Improved Bull Rush, Improved Initiative,   
   
   
  Improved Lightning Reflexes, Improved Vital Strike, Lightning  
   
  Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
  Skills Acrobatics +20 (+28 when jumping), Appraise +32,   
   
   
  Bluff +30, Diplomacy +32, Fly +18, Knowledge (arcana) +35,  
   
  Knowledge (dungeoneering) +26, Knowledge (geography)  
   
  +24, Knowledge (history) +30, Knowledge (nature) +30,  
   
   
  Knowledge (nobility) +28, Knowledge (planes) +22,    
   
   
  Perception +35, Sense Motive +35, Spellcraft +35, Use Magic  
   
  Device +26
  Languages Auran, Celestial, Common, Draconic, Elven, Giant,   
   
  Infernal, Terran
  SQ perfect flight
  Languages Draconic, Undercommon
   
  Relatively small wings press almost flush against the dragon’s body, but 
  they spread quickly like a fan to expose paper-thin membranes. In whole, 
  the dragon’s impossibly thin frame makes it look extremely fragile. 
  Despite its fragile appearance, a mithral dragon is anything but. Rather, a 
  mithral dragon is one of the most difficult true dragon breeds to kill. 
   
  Mithral dragons are diplomats and arbitrators by temperament (some 
  dragons cynically call them referees). Among all dragons, their strict 
  neutrality and ability to ignore many attacks make them particularly well 
  suited to these often-unappreciated roles. 
  
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  dragonleaf tree 
   
  of electricity; a brass, gold, or red tree breathes a 30-ft.  
   
  cone of fire; and a silver or white tree breathes a 30-ft. cone  
   
  of cold.
  Immunities (Ex) A dragonleaf tree enjoys the same immunities  
   
  as its progenitor. Black, copper, and green trees are immune  
   
  to acid; blue and bronze trees are immune to electricity;  
   
  brass, gold, and red trees are immune to fire; and silver and  
   
  white trees are immune to cold.
  Loyal to Dragon Master (Su) A dragonleaf tree only follows  
   
  commands from its designated master (or from any creatures  
   
  the master grants control to). It gains a +8 morale bonus  
   
  to Will saves against any charm or compulsion spell or effect.  
   
  Additionally, the tree has a +8 morale bonus to resist any  
   
  Bluff, Diplomacy, or Intimidate checks made to influence it to  
   
  act against its masters.
  Weaknesses (Ex) Dragonleaf trees with immunity to fire also  
   
  have vulnerability to cold, and trees with immunity to cold  
   
  have vulnerability to fire.
  One does not need much proof of a dragon’s arrogance. In the Dragon 
  Empire, this is especially true where they have cultivated groves of 
  dragonleaf trees. The finest druidic minds crafted these magnificent 
  plants, and once they accomplished their masterpiece, they were 
  slaughtered, so none would learn the secret of dragonleaf tree creation.
   
  While most groves consist of only one type of 
  dragonleaf tree, rarely a dragon gifts a tree to 
  cement a pact or as a show of fealty. The dragon 
  giving the tree relinquishes command of the 
  plant as part of the deal. (The 
  plant is too dim to remember 
  anything that happens around 
  it, so it makes an ineffective spy 
  anyway.) The practice of gifting 
  a dragonleaf tree accounts for 
  mixed groves belonging to 
  especially powerful dragon lords.
   
  Dragonleaf trees use fairly 
  simple tactics to deter potential 
  intruders. They remain motionless or 
  allow the breeze to jostle their leaves 
  to appear inconspicuous. (Characters 
  can use the better of their Perception or 
  Sense Motive skills to determine the tree’s 
  untreelike behavior.) Once enough targets 
  enter the grove, the trees fire razor sharp 
  leaves at or breathe on their targets, adjusting 
  their position to make better use of their 
  weapons.
   
  Dragonleaf trees live up to 1,000 
  years. They stand 15 ft. tall and weigh 3,000 lb., but ancient 
  specimens can reach heights of 45 ft. tall. Growing 
  a new dragonleaf tree requires a cutting from 
  an existing tree at least half a century in age, 
  which the tree’s master imbues with its power, 
  sacrificing the use its breath weapon for a 
  month. While this time barely registers on 
  a dragon’s whole lifespan, it still carefully 
  considers the creation of a new tree in 
  fear of others discovering its temporary 
  loss of power.
  The dragon-headed leaves of this oak tree rustle despite the lack of wind, 
  betraying a hint of draconic power.
   DRAGONLEAF TREE 
                                         CR 9
  XP 6,400
  N Large plant
  Init +4; Senses low-light vision; Perception +12
  DEFENSE
  AC 21, touch 13, flat-footed 21 (+4 deflection, +8 natural, 
   
  −1 size)
  hp 133 (14d8+70)
  Fort +13, Ref +4, Will +7
  DR 5/magic; Immune plant traits, see below; 
   
  SR 20
  Weaknesses see below
  OFFENSE
  Speed 5 ft.
  Melee slam +12 (1d6+4/19–20 plus bleed)
  Ranged leaves +9 (1d8/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), breath weapon
  STATISTICS
  Str 16, Dex 10, Con 19, Int 3, Wis 12, Cha 17
  Base Atk +10; CMB +14; CMD 28
  Feats Improved Critical (slam), Improved  
   
   
  Initiative, Iron Will, Point Blank Shot,  
   
  Power Attack, Skill Focus (Stealth),   
   
  Toughness
  Skills Perception +12, Stealth +15; 
  Racial Modifiers +4 Perception
  SQ loyal to dragon master
  ECOLOGY
  Environment any forest
  Organization solitary, pair, 
  or grove (3–8)
  Treasure none
  SPECIAL ABILITIES
  Breath Weapon (Ex)  
   
  A dragonleaf tree  
   
  can issue forth a  
   
  breath weapon from its   
   
  leaves appropriate to the  
   
  dragon it honors. The tree can do this  
   
  2/day, and once expended, this  
   
   
  ability must be recharged by an old (or  
   
  older) dragon with a use of its own breath  
   
  weapon. (The maximum number of charges  
   
  it can hold is 2.) The creature’s breath  
   
  weapon deals 14d6 damage (DC 21 Reflex   
   
  save for half damage). A black,  
   
  copper, or green tree breathes  
   
  a 60-ft. line of acid; a blue or  
   
  bronze tree breathes a 60-ft. line  
  
  drake, Coral 
  Like a piece of moving coral, this drake’s coloration and scale patterns 
  change to match nearby anemones, corals, seaweed, and urchins. This 
  adaptation allows the creature considerable stealth in its natural habitat. 
  It avoids combat if it can, preferring to hide and protect its young. Long 
  serrated spines stretch from the coral drake’s body, waving in brilliant 
  colors against a blue sea. The creature’s long snout stretches out from 
  its narrow face and an array of spikes and slender protrusions form a 
  jagged crown. 
   
  Inside the mouth, serrated teeth form multiple ringed ridges where 
  it’s young feed on leftover scraps of food and small parasites. Needle 
  thin talons spring from finned appendages, and a stinger frilled with 
  tiny barbs curves at the end of its slender tail. A coral drake measures 7 
  ft. from the tip of its snout to its barbed stinging tail. Thin and agile, the 
  beast weighs less than 100 lb. 
   
  Both male and female coral drakes gestate their delicate eggs inside 
  sacks within their mouths and throats. This oral incubation protects 
  the vulnerable eggs, but even still, only a handful of these creatures ever 
  reach maturity since their parents use the ravenous spawn for defense 
  when faced with dangerous enemies. Coral drakes live in warm waters 
  near great coral reefs. Many of these creatures hollow out small lairs in 
  these reefs and protect their meager hoards with the aid of the area’s 
  natural inhabitants. Taking advantage of its natural immunity to poison, 
  coral drakes often choose lairs nestled in forests of poisonous urchins, 
  stinging anemones, and toxic corals.
   
  Aside from humankind, the coral drake harbors a several-
  generation old rivalry with dragon turtles. These beasts prize the same 
  hunting grounds and nests and fight for supremacy in the reefs off the 
  western coast of Midgard.
  Swimming upright, this creature seemingly peels itself from the vibrant 
  seascape before striking with needle-thin claws, shredding teeth, and a 
  wickedly curved stinger.
   CORAL DRAKE                                                    CR 8
  XP 4,800
  NE Medium dragon (aquatic)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
  DEFENSE
  AC 22, touch 13, flat-footed 19; (+2 Dex, +1 dodge, +9 natural)
  hp 115 (11d12+44)
  Fort +11, Ref +9, Will +8
  Defensive Abilities camouflage; Immune paralysis, poison,  
   
  sleep; Resist cold 10
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee bite +15 (1d6+4), 2 claws +15 (1d4+4), sting +15 (1d4+4  
   
  plus poison)
  Special Attacks breath weapon, poison
  STATISTICS
  Str 19, Dex 15, Con 18, Int 10, Wis 13, Cha 10
  Base Atk +11; CMB +15; CMD 27
  Feats Combat Reflexes, Dodge, Improved Initiative, Lunge, Power  
   
  Attack, Swim-By Attack
  Skills Bluff +14, Diplomacy +9, Intimidate +14, Knowledge  
   
  (nature) +8, Perception +15, Stealth +16, Survival +9, Swim  
   
  +21; Racial Modifiers +12 Stealth, +8 Swim
  Languages Aquan, Common, Draconic
  SQ camouflage
  ECOLOGY
  Environment warm oceans
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Breath Weapon (Su) Coral drakes nurture their offspring  
   
  in specialized throat sacks. They can pressurize these   
   
  sacks to spew forth a 15-ft. cone of its spawn. Any  
   
   
  creatures in this area take 6d4 damage from thousands of  
   
  tiny bites. In addition, all creatures in the area become  
   
  nauseated for 1 round (Fort DC 19, Con-based).  
   
  A coral drake can use its breath weapon every 1d4  
   
  rounds since the creature must siphon its young  
   
  back into its throat sack before expelling them again.
  Camouflage (Su) A coral drake’s coloration and  
   
  shape lend to its stealth. For 10  
   
   
  rounds/day, a coral drake can  
   
  shift its coloration, granting the  
   
  benefit of 20% concealment These rounds  
   
  need not be consecutive.
  Poison (Ex) Coral drake venom: injury— 
   
  bite; save DC 19; frequency 
   
  1/round for 4 rounds;  
   
   
  effect 1d4 Str and 1d4 Wis  
   
  damage; cure 2 consecutive saves.
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  Midgard Bestiary for Pathfinder RPG
  drake, star 
   
  based) or become dazed. Those who succeed are still dazzled  
   
  by the nimbus. These effects last while the creature is within  
   
  the aura and an additional round after the creature leaves.
  Searing Star (Su) Once every 10 rounds, a star drake can gather  
   
  up energy from its nimbus, reducing its effective range to 
   
  5 ft., in order to create a powerful globe of energy. By  
   
  succeeding at a ranged touch attack, the drake strikes an  
   
  opponent with the globe, which explodes for 6d8 force  
   
  damage and blinds the target (a DC 24 Fortitude saving  
   
  throw prevents the blindness but not the damage). Against  
   
  outsiders without the native subtype, the damage increases  
   
  to 18d8.
  A star drake has a 
  typically draconic 
  appearance, differing 
  from true dragons 
  primarily by its 
  mottled metallic scales 
  (usually silver and gold 
  in varying patterns) and 
  the nimbus of tiny stars 
  surrounding the entirety of 
  its body. Subtle signs give an 
  observant viewer a clue as to 
  the originating drake stock, such 
  as horn or tail shape. A star 
  drake generally measures 10 ft. 
  in length and weighs roughly 
  500 lb. 
   Oftentimes, a drake’s 
  curiosity about the world 
  around it drives it to seek out 
  experiences beyond the physical 
  realms, and it finds companions 
  with which it experiences the 
  wonders of the multiverse. It 
  returns from its travels with a 
  changed appearance, demeanor, and 
  powers. Regardless of which type of 
  drake embarked on its planar journey, the 
  creature always returns as a star drake.
   
  Due to its experiences across the planes, 
  a star drake takes on the mantle of protector of the 
  Material Plane. No matter the alignment of a given 
  outsider, a star drake sees it as a meddler in the 
  affairs of humanoid races. In the drake’s mind, 
  an angel presents as much of a threat as a devil. 
  Depending on the outsider in question, the drake 
  attempts to negotiate with it, drive it off, or destroy 
  it. Occasionally, the drake leads an incursion of its 
  own, with other star drakes or like-minded adventurers, 
  to clearly make the point it does not welcome extraplanar 
  predators.
   
  Star drakes transform from existing drakes. Certainly, no creature 
  has ever spoken about its transformation, but its former companions 
  describe a process where the drake incorporates the essence of the plane 
  it travels in. As a drake ages, its nimbus grows ever brighter and more 
  powerful, to the point the creatures must depart their home worlds for 
  the firmament. There, sages speculate, they add to the tapestry of the 
  night sky and perhaps form the basis of a new system of planets.
  Twinkling motes of light move around this draconic creature’s body like a 
  tiny galaxy. The stars twinkle across the creature’s metallic scales.
   STAR DRAKE                                                     CR 15
  XP 51,200
  N Large dragon (esoteric/material)
  Init +12; Senses darkvision 60 ft., low-light vision; Perception +28
  Aura nimbus of stars (DC 24)
  DEFENSE
  AC 30, touch 26, flat-footed 22 (+7 deflection, +8 Dex, +2 luck,  
   
  +4 natural, −1 size)
  hp 207 (18d12+90)
  Fort +16, Ref +21, Will +18
  DR 10/magic; Immune cold, fire, paralysis, sleep; SR 26
  OFFENSE
  Speed 60 ft., fly 200 ft. (good)
  Melee bite +24 (2d6+7), 2 claws +24 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 24, 10d10 cold  
   
  or fire), searing star (DC 26)
  Spell-Like Abilities (CL 18th; concentration +25)
  Constant—planar adaptation
  At will—faerie	fire,	flare	burst	(DC 18)
  3/day—plane shift (DC 24)
  1/day—mass planar adaptation, wandering star   
   
  motes (DC 21)
  STATISTICS
  Str 24, Dex 27, Con 21, Int 22, Wis 24, Cha 25
  Base Atk +18; CMB +27; CMD 51
  Feats Ability Focus (searing star), Acrobatic,  
   
   
  Agile Maneuvers, Flyby Attack, Improved 
   
  Initiative, Improved Lightning Reflexes,  
   
   
  Lightning Reflexes, Persuasive, Wingover
  Skills Acrobatics +33 (+45 jump), Bluff +18,  
   
   
  Diplomacy +32, Escape Artist +12, Fly +35,   
   
  Heal +14, Intimidate +28, Knowledge  
   
   
  (arcana) +27, Knowledge (history) +11,  
   
  Knowledge (nature) +11, Knowledge  
   
  (planes) +27, Knowledge (religion) +11,  
   
  Linguistics +13, Perception +28, Perform  
   
  (oratory) +15, Sense Motive +22, Sleight  
   
  of Hand +12, Spellcraft +27, Stealth +11,  
   
  Survival +14, Use Magic Device +28
  Languages Abyssal, Aquan, Auran, Celestial,  
   
   
  Common, Draconic, Dwarven, Elven, Ignan,   
   
  Infernal, Terran
  ECOLOGY
  Environment any
  Organization solitary, binary (2), or cluster (3–6)
  Treasure double
  SPECIAL ABILITIES
  Nimbus of Stars (Su) A star drake has a continual supply of tiny  
   
  motes surrounding its body. Any non-blind creatures within  
   
  10 ft. of the drake must make a DC 24 Fortitude save (Con- 
  
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  Midgard Bestiary for Pathfinder RPG
  dream eater  
   
  save cannot be affected by the same creature’s lotus scent for  
   
  24 hours. Delay poison or neutralize poison removes the  
   
  effect from the shaken creature. Creatures with immunity to  
   
  poison are unaffected, and creatures resistant to poison  
   
  receive their normal bonus on their saving throws. Creatures  
   
  with the lotus scent ability are immune to its effects.
  Waking Dreams (Su) As a standard action 1/day, the dream  
   
  eater can make those around it enter waking dreams. All  
   
  creatures within 20 ft. of the dream eater begin dreaming  
   
  unless they make a DC 19 Will save (Cha-based). Dreaming  
   
  creatures are confused for 6 rounds. 
  The natural form of dream eaters is mostly human in appearance 
  although they have vestigial skeletal wings with a few feathers, small 
  horns, sharp teeth and cloven hooves in place of feet. However, they are 
  usually met as attractive members of a humanoid race. 
   
  Dream eaters are dedicated to the sins of lust, gluttony, and greed, 
  and they make their lairs in places where they can ply their trade, 
  such as places where gambling, food, and other pleasures are readily 
  available. Sometimes dream eaters work together to create such a place, 
  especially near large towns or cities where they can attract a large 
  clientele. A few might even band together to create a traveling shows, 
  offering all their usual fare in addition to the curiosity and fantasy 
  customary to a traveling show. 
   
  They lure people into their lairs, enticing them with promises 
  of fulfilled desires for pleasure or wealth. Of course, as with all such 
  things, the dream eaters make sure that the odds are stacked in the 
  house’s favor, and in time, their victims are left with nothing. Worse 
  than the loss of physical treasures, 
  though, the dream eaters feed 
  on their victims’ emotions 
  until they are stripped 
  of all their hopes and 
  aspirations, leaving them 
  helpless thralls willing to 
  sell their souls for their 
  next chance to enter 
  the dream promised by 
  the dream eater. A fee 
  the creature is happy to 
  charge. 
   
  When confronted 
  about their deeds, 
  dream eaters 
  are dangerous 
  opponents—not 
  because they are 
  particularly skilled 
  in combat but, 
  rather, because of 
  the toll they take 
  on their opponents. 
  They are masters of 
  misdirection. Using 
  their innate abilities, 
  they are able to drive 
  enemies into a dream state, and 
  they use the resulting confusion to 
  make their escape while the enemy 
  destroys themselves.
  This tattered skeletal creature is humanoid in shape and devilish in 
  appearance, like a monster from a nightmare.
   DREAM EATER                                                     CR 6
  XP 2,400
  LE Medium outsider (evil, extraplanar, lawful)
  Init +4; Senses darkvision 60 ft.; Perception +12 
  Aura lotus scent 
  DEFENSE
  AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
  hp 68 (8d10+24)
  Fort +5, Ref +10, Will +7
  DR 5/good; Immune poison; Resist cold 10, electricity 10, 
   
  fire 10; SR 17
  OFFENSE
  Speed 30 ft., fly 20 ft. (poor)
  Melee bite +12 (1d6+3), mwk rapier +13/+8 (1d6+3/18–20)
  Special Attacks dream eater’s caress, waking dreams
  Spell-Like Abilities (CL 8th; concentration +13)
  At will—command (DC 16)
  3/day—suggestion (DC 17)
  STATISTICS
  Str 15, Dex 18, Con 17, Int 16, Wis 13, Cha 20
  Base Atk +8; CMB +10; CMD 24
  Feats Deceitful, Insightful Gaze, Skill Focus (Bluff), Weapon  
   
  Finesse 
  Skills Bluff +21, Diplomacy +16, Disguise +7, Fly +0,  
   
   
  Knowledge (planes) +14, Perception +12, Profession  
   
  (gambler) +16, Sense Motive +16, Sleight of  
   
  Hand +11, Spellcraft +10, Stealth +15, Use   
   
  Magic Device +13; Racial Modifiers +4  
   
   
  Profession (gambler), +4 Sense Motive
  Languages Abyssal, Celestial, Draconic, Infernal;  
   
  telepathy 100 ft.
  SQ change shape (Small or Medium humanoid,   
   
  alter self)
  ECOLOGY
  Environment any
  Organization solitary, pair, or troupe (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Dream Eater’s Caress (Su) Dream eaters drain  
   
  energy from dreaming mortals. When a  
   
  victim is grappled, a dream eater can  
   
  bestow 1 negative level. This caress also 
   
  has the effect of suggestion (DC 19; 
   
  Cha-based), directing the victim to commit  
   
  another sin offered by the dream eater. A  
   
   
  DC 19 Fortitude save (Cha-based) is required  
   
  to remove a negative level bestowed by this  
   
  effect. 
  Lotus Scent (Ex) The dream eater secretes an oily  
   
   
  chemical that nearly every other creature finds  
   
   
  intoxicating. All living creatures within 30 ft. must  
   
   
  succeed on a DC 17 Fortitude save (Con-based) or be  
   
  shaken for 2d6 rounds. Creatures that successfully  
   
  
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  Midgard Bestiary for Pathfinder RPG
  drowned maiden 
  Tresses (Ex) At will, a drowned maiden can cause her hair to  
   
  extend or retract with great speed. Her hair is prehensile  
   
  and capable of making attacks as a primary attack 
   
  (break DC 25; AC 17, touch 15; 10 hp; DR 15/slashing). On  
   
  a successful attack, the tresses grab a target, which the  
   
  maiden then pulls into her embrace. Her hair can only  
   
  grapple one target at a time, and during that time, the hair  
   
  cannot attack another target. A drowned maiden does not  
   
  gain the grappled condition while using her hair in this  
   
  manner.
  Drowned maidens are piteous but terrifying undead created when a 
  woman meets her end in water due to a doomed romance, whether 
  from a quiet suicide over unrequited love or the violent hands of a 
  philandering partner. Either way, the drowned maiden awakens from 
  death enraged and desiring vengeance on all those who might have the 
  life that she remembers; only to anguish over her doomed existence 
  while eradicating another soul. The maiden lurks in the silent depths 
  where she died—usually long-deserted docks, bridges, or coastal cliffs. 
  She is forever waiting to pull the living to the same watery grave in 
  which she is now condemned.
   
  A drowned maiden uses her disguise self to appear as in life. 
  Surrounding herself in silence, she beckons victims from afar as if in 
  distress or in danger of drowning. When within range, the maiden uses 
  her hair to pull her victim close enough to kiss it. Victims suffering the 
  drain of their strength must continue to succeed on Swim checks or 
  sink below the water’s surface and begin drowning. The victim’s final 
  vision is the drowned maiden’s tearful lament over the loss of life. If 
  forced to defend herself, the maiden physically attacks, but she is loath 
  to otherwise engage in combat. Desperate individuals are said to be able 
  to bargain with drowned maidens, and it is rumored they will agree to 
  release pleading victims who promise to return to their lair with the 
  person who caused the maiden’s passing. Doing so releases the maiden 
  from her curse of undeath although the fate of her beloved is another 
  story.
  Surrounded by eerie silence, the frail woman whose visage was that of 
  inconsolable sorrow only moments before, now glowers in rage. Her 
  luxurious hair snaking through the water towards its victim.
   DROWNED MAIDEN                                           CR 7
  XP 3,200
  NE Medium undead (aquatic)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 95 (10d8+50)
  Fort +8, Ref +6, Will +10
  Defensive Abilities undead traits
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +10 (1d4+2), hair +11 (2d4+2 plus grab)
  Space 5 ft.; Reach 5 ft. (20 ft. with hair)
  Special Attacks constrict (2d4+2), kiss, pull (hair, 10 ft.), tresses
  Spell-Like Abilities (CL 10th)
  At will—disguise self (DC 16), silence (DC 17)
  STATISTICS
  Str 15, Dex 16, Con —, Int 10, Wis 12, Cha 20
  Base Atk +7; CMB +9; CMD 22
  Feats Improved Initiative, Iron Will, Skill Focus (Stealth), Weapon  
   
  Finesse, Weapon Focus (hair)
  Skills Bluff +15, Disguise +14, Intimidate +9, Knowledge   
   
  (History) +3, Perception +14, Sense Motive +5, Stealth +18,  
   
  Swim +13; Racial Modifiers +8 Swim
  Languages Common
  ECOLOGY
  Environment any aquatic
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Kiss (Ex) If a drowned maiden successfully pins   
   
  an opponent up to Large size that her tresses  
   
  have successfully grappled, she can embrace  
   
  it to deadly effect. On each round that the  
   
  drowned maiden embraces a creature  
   
  in this manner, she kisses it. Victims  
   
  kissed by a drowned maiden  
   
  take 1d4 Strength drain (Fort  
   
  DC 20; Cha-based).
  
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  Midgard Bestiary for Pathfinder RPG
  eel hound 
  The ferocious hunting packs of aquatic fey, these amphibious menaces 
  often serve such masters as river trolls, lorelei, and nixies. Predatory 
  beasts as dangerous on land as they are in the water, the hounds are 
  themselves a type of fey, sharing their masters’ capricious cruelty and 
  vulnerability to cold iron. The hounds’ chilling hunting cries inspire 
  their masters to a killing frenzy as they pursue foes, both on land and 
  in the water. Few other creatures appreciate eel hounds’ lithe power and 
  cruel grace, instead noting only their grotesque form and unnerving 
  savagery. 
   
  In the wild, eel hounds typically nest among marshes, rivers, and 
  beds of seagrass and reeds. They mate in spring, the females giving birth 
  to litters of small, almost legless young. These pups remain near their 
  parents for several months, their parents eventually driving them off to 
  join a new pack or start one of their own. Pack members are protective 
  of their young, all adult hounds raising them in common.
   
  Eel hounds are ambush predators, their packs preferring to hide 
  among the muck and algae of riverbanks, only to suddenly burst forth 
  burst in a massive pack of wriggling, darting forms. One or two watch 
  from concealment, with the rest of the pack hidden among the water’s 
  miry depths until their leaders’ calls signals them to attack. Quickly 
  slithering along their prey’s flanks, they rapidly surround 
  it, latching on with their powerful jaws. Non-aquatic 
  prey is dragged into the depths, there to drown. 
  Similarly, eel hounds often force aquatic prey 
  up onto dry land, letting such creatures die of 
  suffocation.
   
  Possessed of a low cunning, they 
  prepare ambushes by vomiting forth their slippery 
  spittle near locations where land animals come 
  to drink or along game trails, surging forth to 
  attack prey while it is off balance.
   
  Eel hounds understand 
  Sylvan, with those 
  dwelling near the 
  habitations of humans 
  or other races picking 
  up a few words in 
  other tongues. They 
  communicate with 
  each other using 
  a guttural Sylvan 
  dialect, but few other 
  creatures can decipher 
  any meaning from 
  the hound’s garbled 
  vocalizations. Even 
  their fey masters find 
  it nearly impossible 
  to understand their 
  incomprehensible 
  attempts at speech.
  A grotesque beast with the muscular tail, bulbous head, and rubbery, 
  slime-covered flesh of a hideous eel, the torso and webbed legs of this 
  amphibious predator resemble those of a misshapen canine. Needle-sharp 
  teeth fill the creature’s menacing jaws.
   EEL HOUND                                                         CR 2
  XP 600
  N Medium magical beast (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 19 (3d10+3)
  Fort +4, Ref +6, Will +2
  DR 2/cold iron
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee bite +8 (1d6+6 plus grab)
  Special Attacks grab, slick spittle, slithering bite
  STATISTICS
  Str 19, Dex 16, Con 13, Int 6, Wis 13, Cha 16
  Base Atk +3; CMB +7; CMD 20
  Feats Power Attack, Weapon Focus (bite)
  Skills Acrobatics +7, Perception +5, Stealth +7, Swim +12
  Languages understands Sylvan
  SQ amphibious
  ECOLOGY
  Environment temperate rivers and marshes
  Organization solitary, knot (2–12)
  Treasure none
  SPECIAL ABILITIES
  Slick Spittle (Ex) By spending  
   
  2 rounds dribbling spittle on an  
   
  area, an eel hound can cover a  
   
  5-ft. square with its slippery  
   
  saliva. This area is treated as if  
   
  under the effects of grease, but it   
   
  lasts for 1 hour. 
  Slithering Bite (Ex) When an eel  
   
   
  hound moves adjacent to an  
   
  enemy and makes a bite   
   
  attack, it may immediately  
   
  make a 5-ft. step into an   
   
  adjacent square next to its  
   
  enemy. If another eel hound  
   
  already occupies that square,  
   
  it can continue on to the first  
   
  empty square still adjacent to  
   
  that same enemy.
  
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  Midgard Bestiary for Pathfinder RPG
  fellforged 
  lifelessly to the ground, the creature is now treated as a 
  wraith of the normal type in all respects and may be subject 
  to further turn attempts. The wraith retains its current hp 
  total.
  Unnatural Aura (Su) All animals, whether wild or domesticated, 
  can sense the unnatural presence of fellforged at a distance 
  of 30 ft. They do not willingly approach nearer than that and  
  panic if forced to do so, and they remain panicked as long as 
  they are within that range.
  Violent Escapement (Ex) With little regard for the clockwork 
  bodies they inhabit, fellforged wraiths can stress and strain 
  their mechanisms in such a violent manner that flywheels 
  unwind, gears shatter, and springs snap. As  a move action 
  1/round, this violent burst of gears and pulleys can deal 2d6 
  damage to all adjacent foes (Reflex DC 15 for half; Cha-
  based). Each use of this ability imposes a cumulative −1 
  penalty on attack and damage rolls, skill checks, and saving 
  throws, and reduces movement by 5 ft. If its speed is reduced 
  to 0 ft. in this manner, the fellforged becomes immobile 
  and helpless until repaired. Repairing a fellforged requires 
  a DC 16 Craft (gearsmithing) check and the expenditure of 
  replacement parts worth 100 gp.
  Fellforged are the castoff seconds of Zobeck’s gearforged and clockworks 
  production, given foul sentience when the bodies, specially constructed 
  as they are to house the spirits of the dead, come into contact with 
  curious wraiths yearning to feel the corporeal world. The 
  clockwork bodies trap the wraiths, which dulls many 
  of their supernatural abilities and gives them 
  corporeal form. The wraiths, in turn, twist 
  the bodies to their own use—even 
  going so far as to destroy the body in 
  their attempts to harm the living, 
  even if their corrupted spirits die 
  along with it. The only means of 
  separating the wraiths from 
  their receptacles is through 
  powerful turning attempts, 
  which expels the spirit 
  from the clockwork 
  but leaves the 
  original inhabitant 
  free to roam 
  again.
  This brass automaton looks like a common gearforged, but its facial 
  features carry a disturbing angularity that gives it an infernal cast. A 
  darkly foreboding intelligence glows behind its eyes, and the entire being 
  gives off an unsettling aura.
   FELLFORGED                                                    CR 5
  XP 1,600
  LE Medium construct (evil)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 53 (6d10+20)
  Fort +2, Ref +3, Will +4
  Defensive Abilities channel resistance +4; DR 5/good; Immune  
   
  construct traits
  Weaknesses exorcism sensitivity, light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee slam +8 (1d6+3 plus 1d4 Con damage)
  Special Attacks violent escapement
  STATISTICS
  Str 14, Dex 12, Con —, Int 11, Wis 14, Cha 15
  Base Atk +6; CMB +8; CMD 19
  Feats Alertness, Combat Reflexes, Improved Initiative
  Skills Perception +10, Sense Motive +7, Survival +5 (+9 when  
   
  following tracks); Racial Modifiers +4  
   
   
  Survival when following tracks
  Languages Common
  SQ unnatural aura
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Exorcism Sensitivity (Ex) While the 
  body the fellforged inhabits 
  was constructed to specially 
  bind spirits, the foul presence 
  of the wraith within is not 
  invulnerable from particularly 
  strong clerics. The fellforged 
  is considered a 5 HD undead 
  creature versus any channeled 
  turn attempts, and the clockwork 
  body shields the captured spirit 
  somewhat, granting it +4 channel 
  resistance. Any successful turn 
  attempt exorcises the wraith 
  from its clockwork frame, but the 
  creature is not bound by any further 
  turn results, even destruction, from 
  this initial attempt. As the 
  clockwork body collapses 
  
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  Midgard Bestiary for Pathfinder RPG
  feyward tree 
  Dark, bark-like rust encrusts the trunk of this cold-forged metal tree, 
  its dull metallic leaves rustling with the sound of sharp metal foil as it 
  shudders to life to attack.
   FEYWARD TREE 
                                        CR 8
  XP 4,800
  N Huge construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  Aura unnatural aura 
  DEFENSE
  AC 21, touch 8, flat-footed 21 (+13 natural, −2 size)
  hp 100 (11d10+40)
  Fort +3, Ref +3, Will +3
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 razor-leafed branches +17 (2d8+8)
  Space 15 ft.; Reach 15 ft.
  Special Attacks flaying leaves
  STATISTICS
  Str 26, Dex 10, Con —, Int —, Wis 11, Cha 1
  Base Atk +11; CMB +21; CMD 31 (can’t be tripped)
  Skills Stealth +15; Racial Modifiers +15 Stealth
  SQ freeze
  Languages none
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Cold Iron Construction: Due to the arcane cold iron forging of 
  a feyward tree, its natural attacks and flaying leaves special 
  ability overcome DR as if they were cold iron and magic. 
  Flaying Leaves (Su) As a free action once every 1d4+1 rounds, 
  a feyward tree can launch a barrage of razor-sharp cold 
  iron leaves from its branches in a 20-foot-radius burst. All 
  creatures caught within this area take 6d6 slashing damage 
  (Reflex DC 17 halves; Con-based). 
  Immunity to Magic (Ex) A feyward tree is immune to spells or 
  spell-like abilities that allow SR. Certain spells and effects 
  function differently against it, as noted below. 
  • A magical attack that deals cold damage slows a feyward tree 
  (as the slow spell) for 3 rounds with no saving throw. 
  • A magical attack that deals electricity damage breaks any 
  slow effect on the feyward tree and heals 1 point for each 3 
  damage the attack would otherwise deal. If the amount of 
  healing would cause the feyward tree to exceed its full normal 
  hp, it gains any excess as temporary hp. A feyward tree gets 
  no saving throw against electricity effects. 
  • Composed mostly of rusted cold iron, a feyward tree is not 
  affected by rust attacks, such as those of a rust monster or a 
  rusting grasp spell.
  The stagnant flood plains around the fortress of Tintager produce a 
  black, crumbly bog iron normally unfit for usual forging. Quick to rust, 
  this impure iron is nonetheless highly prized for its debilitating effects 
  on the magical defenses of some fey creatures, and great efforts are 
  undertaken 
  to forge this material 
  into martial uses—
  including the creation 
  of Tintager’s infamous 
  feyward trees. These ferrous 
  constructs are cold-forged in a process taking 
  several years—a malignant approximation 
  of natural growth as layers of oxidation are 
  carefully cultivated one layer at a time 
  into bark and branches. In this way, 
  the artificers create massive, twisted 
  trunks very much resembling 
  real, gnarled trees. Green-tinged 
  leaves of beaten cold iron foil are 
  carefully welded in place by 
  the master craftsmen of 
  Tintager, and specially 
  trained 
  warmages 
  bring the 
  construct to life through intense magical rituals rumored to take a full 
  turn of seasons. 
   
  Once brought to macabre life, the feyward tree unswervingly obeys 
  the commands of its creators, which usually involve laying in wait—
  sometimes for years—to guard key points of entry across the Leukos 
  River, abandoned sacred groves deep in the Arbonesse, suspected 
  faerie rings, or possible elf encampments. Many are simply released 
  deep in the Arbonesse with orders to attack any fey on sight in hopes 
  of inciting further aggression from the reclusive elves of the region. 
  These feyward trees are rarely, if ever, heard from again, and whether 
  they leave a bloody trail of flayed elves in their wake after rampages 
  lasting for decades or some fey counter-measure neutralizes them is 
  unknown. Yet the feywardens continuously order their construction and 
  release, trusting in the destructive nature of the constructs. Others are 
  kept closer to home, and as many as a half-dozen might guard a single 
  ring of toppled elven standing stones on the Leukos floodplain, a huge 
  investment of gold and energy over what many view as an inert threat. 
  The suspicious feywardens leave nothing to chance against the fey and 
  the presumed threat of war they represent.    
  Construction
  A feyward tree’s cold iron body is built from nearly 2 tons of the rare 
  black bog iron harvested in Tintager’s stagnant moors. 
   FEYWARD TREE
  CL 10th; Price 33,000 gp 
  CONSTRUCTION
  Requirements Craft Construct, animate object, geas/quest, major  
   
  creation, creator must be CL 10th; Skill Craft (blacksmithing) DC  
   
  20; Cost 18,000 gp
  
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  Midgard Bestiary for Pathfinder RPG
  firebird 
  Warming Presence (Su) A firebird and any creatures within a 
  5-ft. radius don’t feel the sting of cold and are affected as if 
  by an endure elements spell. Invited into a home or building, 
  a firebird can expand this warming presence to its inhabitants 
  no matter how close they are to the creature.
  Bringing figurative and literal light to all dark corners of Midgard, the 
  firebird is a welcome sight to those in desperate need of warmth and 
  safety. A firebird primarily works at night or in underground areas, 
  where it feels its abilities are most needed. The creature is friendly to all 
  other creatures, turning aggressive only when it witnesses an obviously 
  evil act or in retaliation against someone who hunts it. The creature 
  stands roughly 3 ft. tall and weighs a mere 20 lb.
   
  A firebird enjoys working with predominantly good adventuring 
  parties, providing a mobile source of light and healing which frees 
  up resources the party can apply to fighting evil. The creature has a 
  wanderlust that prevents it from staying with a particular group for 
  more than a single foray, but a well-traveled party may encounter the 
  same firebird more than once. A firebird also enjoys acting as a reformer 
  as well. It finds a mercenary creature it perceives as a potential “light 
  bringer” to grant a boon to, in exchange for a geas to perform a specific 
  good deed, in the hope the creature feels the inner warmth that comes 
  with completing the quest. Assuming the boon’s recipient does not feel 
  manipulated, this tactic usually works well for the firebird.
   
  Firebird feathers are prized throughout Midgard, and occasionally, 
  the creature bestows a feather upon someone it finds especially worthy. 
  A firebird also seeds hidden locations with specialized feathers, which 
  burst into full-grown firebirds after a year. As the creature ages, its 
  feathers’ light dims, but this occurs gradually since the creature lives 
  over 100 years.
  This proud bird has the bearing of a peacock, made all the more majestic 
  by its flaming fan of feathers, which shift through the color spectrum.
   FIREBIRD 
                                                     CR 8
  XP 4,800
  NG Small magical beast 
  Init +4; Senses all-around vision, darkvision 60 ft., low-light  
   
  vision; Perception +15
  DEFENSE
  AC 21, touch 16, flat-footed 16 (+4 Dex, +1 dodge, +5 natural,  
   
  +1 size)
  hp 75 (10d10+20); fast healing 3
  Fort +9, Ref +11, Will +7
  Immune fire; Resist electricity 10; SR 19
  OFFENSE
  Speed 20 ft., fly 100 ft. (good)
  Melee bite +12 (1d4+1)
  Ranged blinding ray +16 (5d6 fire plus blindness)
  Special Attacks blinding ray
  Spell-Like Abilities (CL 12th; concentration +17)
  At will—detect magic, guidance, purify food and drink,  
   
   
  pyrotechnics, see invisibility, speak with animals
  3/day—charm monster, cure serious wounds, daylight, glitterdust,  
   
  heat metal 
  1/day—geas/quest, heal, rainbow pattern, reincarnate, remove  
   
  disease, restoration, tongues
  STATISTICS
  Str 12, Dex 19, Con 14, Int 16, Wis 15, Cha 21
  Base Atk +10; CMB +10; CMD 25
  Feats Dodge, Iron Will, Point Blank Shot, Precise Shot, Weapon 
  Focus (blinding rays)
  Skills Appraise +9, Fly +15, Heal +8, Knowledge (arcana) 
  +7, Knowledge (nature) +7, Knowledge (planes) +7, 
  Knowledge (religion) +7, Perception +15, Sense Motive 
  +12
  Languages Celestial, Common, Sylvan
  SQ light of the world, warming presence
  ECOLOGY
  Environment warm deserts, hills, and plains
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Blinding Ray (Su) Erupting from its radiant tail feathers, a 
  firebird can fire a burning ray of light up to 50 ft. 1/round as 
  a standard action. This attack deals 5d6 fire damage, and the 
  target struck must succeed on a DC 20 Fortitude save (Cha-
  based) or be blinded for 1d4 rounds.
  Light of the World (Su) A firebird’s feathers glow with a warm 
  light. The creature can cause itself to shed light as dim as 
  a candle up to as bright as a hooded lantern. A firebird 
  always sheds light, and any feathers plucked from the 
  creature continue to shed light as an everburning torch.
  
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  ghoul, bonepowder 
  never lasts for more than 10 minutes/5 ability points drained. 
  In this form, the ghoul can speak normally and manipulate 
  objects.
  Disease (Su) Darakhul Fever: Bite—injury; save Fortitude DC 
  24; onset 1 day; effect damage 1d6 Con and 1d3 Dex; cure 
  2 consecutive saves. A creature that dies while infected 
  with darakhul fever infected by a bonepowder ghoul or an 
  afflicted creature killed by a bonepowder ghoul rises as a 
  darakhul immediately, gaining the darakhul template.
  Dusty Form (Su) In its natural form, it is difficult to damage a 
  bonepowder ghoul. Damage from any physical attacks is 
  reduced by 50%.
  Gravedust (Ex) A bonepowder ghoul can project a 40-ft. cone 
  of grave dust once every 3 rounds as a standard action. All 
  creatures within the area must make an immediate DC 24 
  Fortitude check or take 1d6 Strength damage (which the 
  bonepowder ghoul adds to its own Strength as temporary 
  points) and make an immediate DC 24 Fortitude save (Cha-
  based) or be infected with darakhul fever.
  Paralysis (Ex) Those hit by a bonepowder ghoul’s natural 
  weapons must succeed on a Fortitude save (DC 24) or be 
  paralyzed for 1d4+1 rounds. Even elves and undead are 
  affected by this paralysis. 
  Whirlwind (Ex) A bonepowder ghoul can generate a whirlwind 
  of bones and teeth 1/day. This attack affects all creatures 
  within a 20-ft. cube, and it inflicts 2d12 damage and drains 
  1d6 Strength. (They do not add to their own Strength with 
  this attack.)
  The bonepowder ghoul is small and unassuming, a pile of dust and 
  bone fragments that resemble a destroyed mummy or the remnants 
  of a vampire burned by sunlight. Unlike those undead, ghouls 
  can achieve this powdery form through long starvation. 
  The process invariably takes decades, which is why so few 
  bonepowder ghouls exist—few ghouls can show such 
  self-restraint. Even among ghouls, using hunger as a 
  form of torture is considered offensive to the ways 
  of the Imperium. Which isn’t to say that it never 
  happens. A bonepowder ghoul may rise from the 
  remnants of a starved prisoner or a ghoul trapped 
  in a sealed-off cavern, leaving behind most of its 
  remnant flesh and becoming animated almost 
  purely by hunger, hatred, and the wisdom of 
  long centuries in which to plot the destruction 
  of its enemies.
   
  Bonepowder ghouls are almost always 
  creatures of pure evil, seeking only to devour, 
  corrupt, and destroy all living things. The only 
  creatures they treat with some affinity are ghouls 
  of various kinds. Even in that case, their attitude 
  is often mocking, hateful, or condescending. They 
  have some measure of respect for darakhul.
   
  Bonepowder ghouls speak Darakhul, 
  Common, and Undercommon, but their 
  voices are very faint. Just to hear one 
  speaking normally requires a DC 20 
  Perception check. Undead gain 
  a +8 competence bonus to this 
  check.
  Distilled to nothing but dry, whispering sand and a full set of teeth, the 
  bonepowder ghoul still hungers for flesh and blood. Its dusty mass is 
  perfected corruption, entirely animated by foul energy.
   BONEPOWDER GHOUL 
                          CR 15
  XP 51,200
  NE Small undead 
  Init +9; Senses darkvision 60 ft.; Perception +22
  DEFENSE
  AC 17, touch 17, flat-footed 11 (+5 Dex, +1 dodge, +1 size)
  hp 178 (17d8+102)
  Fort +11, Ref +12, Will +12
  Defensive Abilities amorphous, channel resistance +4; Immune  
   
  undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +18 (1d6 plus 1d3 Str and paralysis)
  Special Attacks coalesce, gravedust (DC 24), whirlwind
  Spell-Like Abilities (CL 17th; concentration +23)
  At will—chill touch (DC 17), deeper darkness, dispel magic, ray of  
   
  enfeeblement (DC 17)
  3/day—blindness/deafness (DC 18), empowered enervation
  1/day—energy drain
  STATISTICS
  Str 10, Dex 20, Con —, Int 19, Wis 15, Cha 22
  Base Atk +12; CMB +16; CMD 27
  Feats Agile Maneuvers, Dodge, Empower Spell-
  Like Ability (enervation), Improved Initiative, 
  Lightning Reflexes, Mobility, Spring Attack, 
  Stealthy, Weapon Finesse
  Skills Bluff +16, Climb, +15, Diplomacy +13, 
  Disguise +15, Escape Artist +18, Fly +19, 
  Intimidate +19, Knowledge (arcana) +20, 
  Knowledge (dungeoneering) +19, 
  Knowledge (history) +15, Knowledge 
  (religion) +20, Perception +22, 
  Spellcraft +14, Stealth +30; 
  Racial Modifiers +8 Escape 
  Artist, +4 Stealth
  Languages Common, 
  Darakhul, Dwarven, Draconic, 
  Undercommon
  SQ dusty form, hide in plain sight
  ECOLOGY
  Environment underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Coalesce (Su) A bonepowder ghoul 
  can temporarily assume a humanoid 
  form by draining 5 or more  Strength 
  from a victim or with a successful 
  enervation attack. This form is 
  Small and semi-transparent 
  but roughly the shape 
  of a normal ghoul. It 
  
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  ghoul, imperial 
  gives them a taste of tyranny. They are hungry for more power, always 
  striving and ambitious. Many are eager to prove themselves as hunters, 
  as warriors, or as spies.
  Imperial Ghast (CR 5) All imperial ghasts are imperial ghouls 
  with the advanced monster template. An imperial ghast’s paralysis 
  affects elves. The overwhelming stink of rot and gore surrounding these 
  creatures grants them the stench extraordinary ability (10-ft. radius, 
  Fort DC 17 negates, sickened for 1d6+4 minutes).
  Lacedon  Captain (CR 4) Some lacedons retain aspects of their 
  nautical skill and command presence beyond their transformation into 
  undead horrors. Typically bosun’s mates, lieutenants, and captains of 
  sailing vessels while alive, these undead continue to command beyond 
  the grave. In addition to the abilities typical to imperial ghouls, these 
  creatures possess a swim speed of 30 ft. Instead 
  of Knowledge (dungeoneering), they 
  typically have Profession (sailor) +5 
  as a skill. They can also arouse 
  faint memories of nautical life 
  in other undead, allowing 
  such beings to function as if 
  they possessed Profession 
  (sailor) +4 while 
  in the lacedon 
  captain’s 
  presence.
  This ghoul stands tall and proud, his grey flesh robust and muscled, 
  his sharp talons stained black, and his clothing strangely well kept. His 
  flickering red eyes have an intelligent, malicious gleam. The ghoul looks 
  over in a calculating appraisal while licking each gore-coated talon on one 
  hand with the tip of his long tongue.
   IMPERIAL GHOUL 
                                         CR 4
  XP 1,200
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
  hp 37 (5d8+15)
  Fort +5, Ref +6, Will +9
  Defensive Abilities channel resistance +2; Immune 
  undead  
   
  traits
  OFFENSE
  Speed 30 ft., burrow 15 ft.
  Melee bite +7 (1d6+1 plus ghoul fever and  
   
   
  paralysis), 2 claws +4 (1d4 plus paralysis)
  Special Attacks paralysis (1d4 rounds, DC 15,   
   
  elves are immune to this effect)
  STATISTICS
  Str 13, Dex 16, Con —, Int 13, Wis 14, Cha 14
  Base Atk +3; CMB +4; CMD +17
  Feats Toughness, Weapon Finesse, Weapon Focus  
   
  (bite) 
  Skills Acrobatics +7, Climb +9, Diplomacy +6, Disguise 
  +6, Intimidate +6, Knowledge (dungeoneering) +5, 
  Perception +10, Sense Motive +7, Stealth +11
  Languages Common
  ECOLOGY
  Environment urban and underground
  Organization solitary, pair, or gang (3–12)
  Treasure NPC gear (studded leather armor)
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 15 
  (Cha-based); onset 1 day; frequency 1 day; effect 1d3 
  Con and 1d3 Dex damage; cure 2 consecutive saves. 
  A humanoid who dies of ghoul fever rises as a ghoul or 
  darakhul at the next midnight. A humanoid who 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 a normal 
  ghoul in all respects.
  Imperial ghouls are a large middle class and serve as its shock troops in 
  battle. Treated like auxiliaries, they get the most difficult tasks: to engage 
  and hold foes while the darakhul, legionnaires, and others outflank 
  them. 
   
  Many believe that the hunger cults or the necrophagi 
  know some secret of transforming imperial ghouls and 
  ghasts into darakhul. This rumor gives them hope of 
  advancement. Their power over the lesser ghouls and slaves 
  
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  ghoul, iron 
  Iron ghouls and ghasts are the elite members of the imperial legions, 
  acting as non-commissioned officers, officers, and standard-bearers. 
  They feed from the slave pits and march on the orders of the darakhul 
  nobility. Three legions of iron ghouls and ghasts directly serve Emperor 
  Nicoforus.
  Iron Ghast (CR 9) Iron ghasts are iron ghouls with the advanced 
  monster template. An iron ghast’s paralysis affects elves. The 
  overwhelming stink of rot and gore surrounding these creatures grants 
  them the stench extraordinary ability (10-ft. radius, Fort DC 20 negates, 
  sickened for 1d6+4 minutes).
  This brutal and vicious looking ghoul carries a cruel bastard sword, and 
  dark, dried blood permanently stains its forearms up to its elbows. Its 
  breastplate and open-faced helm are black iron with brass trim, and the 
  helm’s crest is a ruby-dyed horsehair mohawk. Glowing, rust-colored eyes 
  penetrate with a calculating stare of restrained hunger.
   IRON GHOUL                                                     CR 8
  XP 4,800
  LE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
  hp 90 (12d8+24+12)
  Fort +6, Ref +7, Will +10
  Defensive Abilities channel resistance +2; Immune undead  
   
  traits
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee bite +12 (1d8+2 plus ghoul fever and paralysis), 2 
  claws +10 (1d4+1 plus paralysis) or bastard sword +11 
  (1d10+2/19-20), bite +10 (1d8+1 plus ghoul fever 
  and paralysis), 1 claw +10 (1d4+1 plus paralysis)
  Special Attacks paralysis (1d4 rounds, DC 18, elves are 
  immune to this effect)
  STATISTICS
  Str 14, Dex 16, Con —, Int 14, Wis 14, Cha 14
  Base Atk +9; CMB +11 (+13 vs. Bull Rush); 
   
  CMD +24
  Feats Improved Bull Rush, Improved Natural 
  Attack (bite), Multiattack, Power Attack, 
  Toughness, Weapon Finesse
  Skills Acrobatics +3, Climb +13, Disguise 
  +11, Intimidate +9, Knowledge 
  (dungeoneering) +7, Perception 
  +17, Sense Motive +14, Stealth +14
  Languages Common
  ECOLOGY
  Environment underground
  Organization solitary, pair, or vexillation  
   
  (3–12)
  Treasure NPC gear (breastplate, bastard 
  sword, heavy steel shield)
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; 
  save Fort DC 18 (Cha-based); onset 1 
  day; frequency 1 day; effect 1d3 Con and 
  1d3 Dex damage; cure 2 consecutive saves. 
  A humanoid who dies of ghoul fever rises 
  as a ghoul or darakhul at the next midnight. 
  A humanoid who 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 a 
  normal ghoul in all respects.
  
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  giant, thursir 
  effect and receive a +10 racial bonus to saving throws against 
  ingested poison and any effects that would make them 
  nauseated.
  Masterworker (Su) Thursir have a natural affinity for 
  metalworking. They gain Master Craftsman as a bonus 
  feat for any Craft skill involving metal, and they produce 
  masterwork quality items in half the normal time.
  Runic Blood (Su) Thursir have a natural connection to the thurs 
  rune. All thursir possess the monster feat
  Runic Blood (thurs) as a bonus feat and can invoke the rune’s 
  powers 3/day.
  Steadfast Stride (Ex) A thursir’s speed never suffers a penalty 
  from its armor or encumbrance.
  Misogynistic, greedy, and aggressively competitive, thursir dwell in 
  vast caverns under frozen mountains where they labor to forge chains, 
  armor, weapons, and massive engines of war. When not toiling at the 
  forge, these giants entertain themselves with gluttonous feasts and 
  boisterous wrestling competitions, or they raid human settlements for 
  food and women. 
   
  Females have a paradoxical standing in their society. Generally 
  considered little more than drudges, fit only for child-bearing and 
  menial labor, women also make up the bulk of their priesthood and 
  spellcasters, and are sometimes held in high regard—or at least as very 
  valuable property.
   
  Thursir giants typically stand 9 ft. tall and weigh 600 lb.
  Thursir Chanter (CR 6) Witches of the clan, these female thursir 
  follow an unholy path. Their bodies wracked with deforming pain, 
  they cast their runes and curse those that stand against them. 
  The chanter suffers a −6 penalty to Strength but gains 
  a +6 bonus to Wisdom. These clerics serve the 
  Fire and War domains. In addition, the 
  chanter gains Toughness instead of 
  Master Craftsman as a bonus feat, 
  and the thursir god bestows DR 
  2/— on those who take the 
  chanter mantle.
  Thursir Mutant 
  (CR 7) Very 
  rarely, a 
  thursir giant 
  embraces 
  its gluttony 
  to its fullest 
  extent. As it 
  doubles or 
  even triples 
  its weight, it becomes nearly 
  immobile (speed 10 ft.). Goiters, tumors, 
  and other growths emerge from the 
  mutant’s pale skin, giving it a +6 natural 
  bonus to its AC, instead of +2. It loses 
  its physical attacks, but gains a caustic 
  breath weapon (20-ft. line, 6d6 acid, DC 
  16) that it can use every 1d4 rounds up to 
  4/day. The mutant also gains a +8 bonus 
  to its Constitution.
  The glower and great black beard, the wide shoulders, glittering mail, and 
  massive hammer all combine to make the figure look like nothing so much 
  as an ugly, nine-foot-tall dwarf.
   GIANT, THURSIR                                                 CR 5
  XP 1,600
  NE or LE Large humanoid (giant)
  Init +0; Senses low-light vision; Perception +2
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+6 armor, +2 natural, −1 size)
  hp 66 (7d8+35)
  Fort +13, Ref +4, Will +6
  Defensive Abilities cast iron stomach, rock catching; Immune  
   
  disease; Resist acid 10, cold 10
  OFFENSE
  Speed 30 ft.
  Melee mwk great hammer +15 (1d12+13)
  Ranged rock +5 (1d8+9)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 28, Dex 10, Con 21, Int 13, Wis 15, Cha 11
  Base Atk +5; CMB +15; CMD 25
  Feats Cleave, Improved GrappleB, Master CraftsmanB , Power 
  Attack, Runic Blood (thurs)B, Skill Focus (Craft), Weapon 
  Focus (great hammer)
  Skills Climb +19, Craft (any one metalsmithing) +15, Survival 
  +12; Racial Modifiers 
  +4 Craft (any 
  metalsmithing)
  Languages 
  Dwarven, 
  Giant, 
  Northern 
  Tongue
  SQ mastersmith, runic 
  blood, steadfast stride
  ECOLOGY
  Environment cold 
  mountains
  Organization solitary, pair, 
  gang (3–5), family (6–12 plus 
  35% noncombatants, 1 cleric 
  of 1st–2nd level, and 1–4 worgs), 
  felag (6–12 plus 1 cleric of 3rd–4th 
  level and 2–7 worgs), or clan (21–41 
  plus 1 cleric of 5th– 7th level, 5–16 
  wargs, and 1 fighter of 7th–8th level)
  Treasure standard (chain mail, mwk great 
  hammer, one of which usually bears a 
  Rune of Thur)
  SPECIAL ABILITIES
  Cast Iron Stomach (Ex) Thursir can consume 
  up to half their weight in food without ill 
  
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  Midgard Bestiary for Pathfinder RPG
  goblin, dust 
  them to believe the entire race suffers from severe malnutrition. Though 
  they have voracious appetites, and gorge themselves on meat—fresh or 
  otherwise—whenever possible, no amount of consumption increases 
  their bulk or girth beyond a possible disturbingly distended belly. 
  Despite this, their wiry limbs conceal a surprising strength. Their 
  skin is painfully cracked and parched, ranging in tones from a dusky 
  gray to dark green. They have long, tapered ears and similarly long, 
  hooked noses. Thin slits of mouths reveal teeth ceremonially chiseled 
  to sharp points, and their eyes are catlike and predatory. Their armor is 
  typically piecemeal, assembled from broken scraps recovered in ruins 
  and strapped to their bodies with all manner of crisscrossed leather 
  belts. Most tribes favor the styles of ancient Caelmarath and trade 
  A ragged creature emerges from the sand-choked ruins, its spindly frame 
  covered in a hodge-podge of armor scraps and rusted weapons. A long, 
  hooked nose protrudes over a wide mouth, filled with sharp teeth.
   GOBLIN CR 1/2
  XP 200
  Goblin rogue 1
  NE Small humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 shield, +1  
   
  size)
  hp 10 (1d8+2)
  Fort +2, Ref +5, Will −1 
  OFFENSE
  Speed 30 ft.
  Melee short sword +4 (1d4+1/19–20)
  Ranged light crossbow +4 (1d6/19–20) 
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 13, Dex 16, Con 14, Int 13, Wis 8, Cha 8
  Base Atk +0; CMB +0; CMD 13
  Feats Weapon Finesse
  Skills Acrobatics +6, Disable Device +6, Escape Artist +6, 
  Knowledge (dungeoneering) +5, Knowledge (local) +5, 
  Perception +3, Ride +3, Stealth +10, Survival +4, Use Magic 
  Device +7; Racial Modifiers +4 Survival, +4 Use Magic 
  Device
  Languages Common, Goblin
  ECOLOGY
  Environment warm and temperate deserts and mountains
  Organization gang (4–9), warband (10–16 with giant spider 
  mounts), or tribe (17+ plus 100% noncombatants; 
  1 sergeant of 3rd level/20 adults; 1 or 2 lieutenants 
  of 4th or 5th level; 1 leader of 6th–8th level; and 
  10–40 giant spiders, goblin dogs, or worgs)
  Treasure NPC gear (leather armor, light wooden shield, short 
  sword, light crossbow with 20 bolts, other treasure)
  For decades after the end of the Great Mage War, dark smoke and 
  choking dust lingered over the ruined cities of Midgard’s western 
  badlands like a funeral pall. With this darkness came opportunity, and 
  goblins previously confined in the cramped, dark caverns below the 
  Pytonne Mountains and the contested western range of the Ironcrags 
  were able to emerge to inhabit the blighted lands. Generations later, the 
  creatures now dominate the ruined landscape of the west, inhabiting 
  the toppled towers of destroyed cities and traveling in heavily armed 
  caravans, scavenging the wastes for the treasures left unclaimed within. 
  The moniker “dust goblin,” while originally a term of derision for 
  these transient tribes, has come to differentiate the original, smaller 
  mountainous clans with their swarthier, more dangerous kin that now 
  inhabit the badlands. 
   
  Goblins vary in both appearance and size although they are 
  universally scrawny, bony, and lanky, leading those who first encounter 
  
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  Midgard Bestiary for Pathfinder RPG
  disproportionate sums for the sundered conical helms and pointed, 
  draping chainmail of that era. They similarly prefer sharply curved 
  blades, and the black-fletched bolts of their ingeniously assembled 
  crossbows serve as a dire warning to those who might trespass on their 
  lands. 
   
  Dust goblins are the penultimate scavengers, and entire tribes 
  descend on newly uncovered ruins like crows to a corpse, picking 
  the location clean of magical artifacts, treasure, lost technology, and 
  other riches before most adventurers even hear the rumor of a ruin’s 
  emergence. Much of this wealth is traded, and those experienced in 
  barter with dust goblins soon learn of goblin’s revulsion for bright 
  and shiny artifacts in good condition, allowing for some bargains 
  among canny traders. The recovery of lost technology is their specialty, 
  however, and few tinkerers are more gifted than a curious dust goblin 
  with a broken Ankeshelian vril device to tear apart and repair. Dust 
  goblins also have a knack for activating magical artifacts that others 
  cannot, drawing the last remaining shreds of power from items whose 
  energy has long since faded, whether through inherent talent or group 
  ritual. Many are the adventurers laid low by weapons of immense power 
  wielded by some tribal champion, only for their surviving companions 
  to recover little more than a dull, useless blade barely flickering with 
  arcane energy. This talent makes them sought-after in regions such as 
  western Allain, where the proliferation of discovered items often results 
  in the employment of those dust goblins able to swap their naturally 
  aggressive temperament for a live of relative calm in human cities, 
  where they are often smuggled in by rich patrons to repair lost artifacts 
  in their collections.   
   
  In their wasteland homes, dust goblins reign. The deserted 
  streets of ruined cities seem devoid of life by day, yet as dusk 
  approaches, the reality of their lousy infestation becomes 
  dangerously apparent as they emerge from ever-dark 
  nooks and collapsed buildings to violently assert their 
  claims to the lost relics hiding within. Other goblins are 
  zealous supplicants of the Great Old Ones who lumber 
  across the landscape, and they settle in tent-and-wagon 
  villages in the shadows of the horrific creatures—or even 
  on the bodies of these gigantic creatures—paying homage 
  and serving their perceived desires. Such tribes are led by 
  oracles, who coax prediction and prophecy out of every 
  twitch and shudder of the gods-made-flesh, and members 
  of every caste are bound by strict superstition and bizarre 
  dictates of aged madams and fortunetellers for every 
  conceivable activity. Other tribes reject the worship of the 
  Old Ones, and in ruined metropolises across the wastes, 
  the disputes between the devout and the unrighteous 
  devolve into violent, bloody affairs as they struggle for 
  territorial dominance. 
   
  Despite their violent tendencies, many tribes welcome 
  outsiders for barter or trade, and dust goblins can be 
  knowledgeable—if not entirely trustworthy—guides 
  through the harsh landscape of the badlands. Those entering 
  into agreements with dust goblins, whether individually or 
  as a tribe, are warned to proceed with caution, for perceived 
  insults and signs of weakness or disrespect can set entire 
  gangs upon the unwary, with no quarter asked for or given.    
  Dust Goblin Characters
  Dust goblins are defined by their class levels—they do not possess racial 
  HD. All dust goblins have the following racial traits.
   
  −2 Strength, +4 Dexterity, −2 Charisma: Dust goblins are fast but 
  weak and unpleasant to be around. 
   
  Varied Size: The Wastes stunt the growth of some and strengthen 
  others. Choose or roll randomly on a 1d6. On a 1–4, a goblin is size  
  Small and gains a +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a −1 penalty to their CMB and CMD, and a +4 size bonus on 
  Stealth checks. On a 5–6, a goblin is size Medium and has no bonuses or 
  penalties due to size. 
   
  Fast: Goblins are fast and add 10 ft. to their base land speed for 
  their size. 
   
  Darkvision: Goblins can see in the dark up to 60 ft. 
   
  Skilled: +4 racial bonus on Survival and Use Magic Device checks. 
   
  Twisted: The minds of Wastes goblins are strange. They gain a +2 
  racial bonus to Cha-based checks against aberrations. 
   
  Light Sensitivity: Goblins are dazzled in areas of bright sunlight or 
  within the radius of a daylight spell. 
   
  Languages: Goblins begin play speaking Goblin. Goblins with 
  high Intelligence scores can choose any of these bonus languages: Aklo, 
  Common, Draconic, Elven, Giant, and Undercommon.
  
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  goblin shark 
  Smuggler’s Pouch (Ex) Goblin sharks raise their young in 
  specially evolved incubation pouches. Wily goblin sharks 
  distend their massive jaws to swallow and hide objects up to 
  size Tiny (or two Fine objects and so on) within this pouch. 
  Swallowing or disgorging an object in this manner takes a full 
  round action. Once in the pouch, objects cannot be targeted 
  by effects or attacks that require line of sight or line of effect.
  Incredibly ugly and unnerving, these gilled goblins are both larger and 
  leaner than their terrestrial cousins, possessing a protruding shelf of a 
  nose that overhangs a wide mouth filled with multiple rows of razored, 
  triangular teeth. Their nose cartilage forms a hard protuberance that 
  grants them a keen sense of smell. Able to take the shape of equally ugly 
  shark-like creatures, packs of goblin sharks patrol shallow coral reefs in 
  search of food while terrorizing fishermen and merchant ships. While 
  intellectually unimpressive on their own, goblin sharks are natural pack 
  hunters and possess a collective cunning when engaged in group hunts. 
  Entire tribes dwell in caves carved from dead reefs or within the sunken 
  ruins of forgotten empires. Areas that host such a tribe are typically 
  filthy and polluted. 
   
  Like their land-bound cousins, goblin sharks are quite superstitious, 
  frequently following the guidance of their eldest kill-shaman in the 
  ways of their gods. Scavengers by nature, they make use of all manner 
  of flotsam to create primitive weapons, clothes, and tools. In coastal 
  regions, goblin sharks associate with normal goblins, typically by 
  asserting their dominance, either assuming leadership positions or 
  claiming entire goblin tribes as land-bound slaves. Goblin sharks have 
  a long-running intra-racial feud with barghests, and the two shape-
  shifting races often attack one another on sight.
   
  Local records contain unusual reports in which rogue packs of 
  young goblin sharks have formed partnerships with local smuggling 
  guilds in dockside communities. The goblin sharks take advantage of 
  their ability to consume and regurgitate small items to assist the humans 
  to bypass port fees on items they do not wish to declare to authorities. 
  Smugglers who fail to remunerate the goblin sharks for their services, 
  however, find themselves instead taking on the more traditional role of a 
  meal.
  A four-foot-tall goblin emerges from the waves and crawls along the shore, 
  shedding its shark-like form and grinning with an impossibly wide mouth 
  filled with rows of sharp teeth.
   GOBLIN SHARK                                                  CR 3
  XP 800
  NE Medium monstrous humanoid (aquatic, goblinoid, 
  shapechanger)
  Init +2; Senses blindsense 30 ft., darkvision 60 ft., keen scent;  
   
  Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14; (+2 Dex, +4 natural)
  hp 30 (4d10+8)
  Fort +3, Ref +6, Will +5
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee short sword +6 (1d6+2/19–20), bite +2 (1d8+1 plus 1  
   
  bleed); as shark, bite +7 (1d8+3 plus 1 bleed)
  STATISTICS
  Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 6
  Base Atk +4; CMB +6; CMD 18
  Feats Improved Natural Attack (bite), Weapon Focus (bite)
  Skills Bluff +6, Perception +8, Stealth +13, Swim +17; Racial  
   
  Modifiers +4 Bluff, +4 Stealth, +8 Swim
  Languages Aquan, Common, Goblin
  SQ amphibious, change shape (goblin or shark, polymorph)
  ECOLOGY
  Environment any coasts or oceans
  Organization pack (4–9), warband (10–16 with 6 sharks), or tribe 
  (more than 17 plus 100% noncombatants; 1 sergeant of 3rd 
  level/20 adults; 1 or 2 lieutenants of 4th–5th level; 1 leader of 
  6th–8th level; and 10–40 sharks)
  Treasure standard
  SPECIAL ABILITIES
  Keen Scent (Ex) In either form, a goblin shark can notice 
  creatures by scent in a 180-ft. radius underwater and can 
  detect blood in the water a range of up to 1 mile. 
  Above water, this ability acts as scent.
  
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  golem, eye 
  2 damage the attack might otherwise deal. If the amount 
  of healing would cause the golem to exceed its full hp, it 
  gains any excess as temporary hp. An eye golem is allowed 
  no saving throw against attacks that deal light or radiant 
  damage.
  Piercing Sight (Su) An eye golem takes no penalties to attack 
  rolls from concealment or cover and benefits from a constant 
  see invisibility effect with a range of 120 ft. When faced with 
  illusions, it automatically gets a save to discern them as 
  unreal. This saving throw receives a +4 bonus to reveal the 
  illusion.
  Primal Voice of Doom (Su) The golem intones a disturbing 
  invocation of the sun god. Targets within a 30 ft. burst are 
  affected as with a fear spell (DC 19). Deaf or unhearing 
  creatures are unaffected by this effect.
  Shoot into the Sun (Su) When roused for combat, the golem 
  opens several of its many eyes, emitting blinding light. This 
  standard action grants it partial concealment (20% miss 
  chance) and persists as long as the eye golem desires, up to 
  1 minute.
  Sun God’s Hands (Su) As a standard action, the golem 
  can shoot mighty sunray bolts from its hands to a 
  maximum range of 90 ft. Targets struck take 6d6 
  damage and must succeed on a DC 19 Fortitude 
  save (Cha-based) or be permanently blinded. 
  Targets that successfully save are instead dazzled.
  Eye golems stand at least 10 ft. tall, and 
  their magically durable hide is covered 
  with real eyes as well as arcane sigils that 
  resemble eyes.
   
  An eye golem rarely kills its 
  victims but, instead, steals their eyes 
  once they are on the verge of death. 
  Victims become permanently 
  blind, wandering and tormented, 
  seeing only visions of the eye 
  golem flashing through their 
  memory. This drives some mad 
  while others instead choose 
  to serve the golem, becoming 
  devoted to the one who still holds 
  sight.
   
  When killed, an eye golem 
  does not simply fall down dead. All 
  its eyes open at once, releasing a scream 
  heard for miles and a burst of light that blots 
  out everything around. When the light and 
  noise stop, hundreds of perfectly preserved 
  eyeballs are left on the ground, still warm and 
  fresh and without scars or damage. Thin beams 
  of arcane energy can be detected (Spellcraft DC 
  25) connecting the eyes to their owners. Those 
  who wield the central eye once the monster is 
  slain can use it to restore stolen eyes to victims.
  A muscular giant, well proportioned with smooth, marble-white skin 
  covered in eye-like sigils, stands alert. One of the eyes opens for a moment, 
  and a beam as bright as the sun shines forth, piercing the night.
   EYE GOLEM 
                                                    CR 10 
  XP 9,600
  N Large construct 
  Init +8; Senses all-around vision, darkvision 60 ft., low-light  
   
  vision; Perception +26
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, −1 size)
  hp 112 (15d10+30)
  Fort +5, Ref +9, Will +10
  DR 10/adamantine; Immune construct traits, fire, magic 
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +22 (1d8+7/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks gaze of ancient light, primal voice of doom
  STATISTICS
  Str 24, Dex 18, Con —, Int 9, Wis 21, Cha 15
  Base Atk +15; CMB +23; CMD 37
  Feats Alertness, Blind-Fight, Blinding Critical, Combat Reflexes, 
  Critical Focus, Improved Critical (slams), Improved Initiative, 
  Weapon Focus (slams)
  Skills Perception +26, Sense Motive +10; Racial 
  Modifiers +5 Perception
  Languages Common
  SQ piercing sight, shoot into the sun
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Gaze of Ancient Light (Ex) As a standard 
  action, the golem can make a gaze attack, 
  affecting all opponents within 30 ft. These 
  targets must make a DC 19 Fortitude save 
  (Cha-based) or be permanently blinded. 
  Targets that successfully save are dazzled.
  Immunity to Magic (Su) An eye golem is 
  immune to spells and spell-like abilities that 
  allow SR. Certain spells and effects function 
  differently against it, as noted below.
  • A darkness or continual darkness spell cast directly 
  upon an eye golem causes blindness for 1d6 rounds. 
  Deeper darkness affects the golem like a slow spell 
  for 2d6 rounds (no save).
  • A magical attack that uses any kind of radiance or 
  light (such as light, prismatic spray, and even fire 
  spells, such as fireball or scorching ray) breaks any 
  blindness or slow effect on the golem and deals 
  no damage: the golem heals 1 point for every 
  
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  golem, salt 
  This crystalline automaton is crudely sculpted, with only the vaguest 
  humanoid features. As it shuffles forward on wide, stump-like feet, 
  thousands of tiny salt crystals fall from its body, creating a glittering cloud.
   SALT GOLEM                                                     CR 11
  XP 12,800
  N Large construct
  Init −1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 24, touch 8, flat-footed 24 (-1 Dex, +16 natural, −1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +3, Will +4
  Defensive Abilities blinding salt spray; DR 10/adamantine; 
  Immune construct traits, magic
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +21 (2d10+10 plus fatigue)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rusting grasp
  STATISTICS
  Str 30, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB +23; CMD 32
  Languages none
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Blinding Salt Spray (Ex) Any time a salt golem is hit in combat, 
  thousands of tiny salt crystals erupt from its body. All 
  creatures within 5 ft. of the golem are blinded for 1d6 rounds 
  (Reflex DC 16 negates; Con-based).
  Fatigue (Su) Creatures hit by the golem’s attacks are fatigued 
  (Fortitude DC 16 negates; fatigued creatures become 
  exhausted; Con-based).
  Immune to Magic (Ex) A salt golem is immune to any spell or 
  spell-like ability that allows SR. In addition, certain spells and 
  effects function differently against the creature, as noted 
  below.
  • Control water slows the golem (as slow) for 2d6 rounds and 
  deals 1d12 damage.
  • Soften earth and stone does not actually change the golem’s 
  structure but negates its DR and immunity to magic for 1 full 
  round. The golem gets no saving throw against any of these 
  effects.
  • Any magical attack against a salt golem that deals acid 
  damage heals 1 for every 3 damage it would otherwise deal. 
  If the amount of healing would cause the golem to exceed 
  its full normal hp, it gains any excess as temporary hp. A salt 
  golem gets no saving throw against magical attacks that deal 
  acid damage.
  Rusting Grasp (Su) A salt golem can make a melee touch attack 
  with a rusting grasp effect, as the spell, 3/day.
  These unnatural creatures are typically created by casters living in 
  coastal regions or by those who seek to wage war with fey creatures or 
  creatures susceptible to the warding powers of salt. Stories tell of a druid 
  who built a squad of nine of these golems to combat a rampaging zmey. 
  The salt warriors waged a long hunt and eventually killed the powerful 
  dragon in its lair while the creator druid and her wizard companion 
  reaped the spoils of its horde.
   
  A salt golem has a crudely formed humanoid body made of 
  crystalline salts. It wears no clothing or armor and carries no weapons 
  or other possessions. It cannot speak—the only sound it makes is the 
  susurrus of sliding sand as it moves. A salt golem is incapable of strategy 
  or tactics. It mindlessly fights until it destroys its opponents or until 
  ordered to stop by its creator. A salt golem stands about 8 ft. tall and 
  weighs around 1,000 lb.
  Construction
  A salt golem’s body is formed from a composite of at least 1,000 lb. of 
  rare salts and minerals worth 2,500 gp.
    SALT GOLEM
  CL 12th; Price 32,500 gp
  CONSTRUCTION
  Requirements geas/quest, horrid wilting, limited wish, rusting grasp,  
   
  creator must be CL 12th; Skill Craft (alchemy) or Craft (sculpting)  
   
  DC 20; Cost 17,500 gp.
  
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  golem, steam 
  succeed on a DC 25 concentration check or lose the spell. 
  Construct casters are not affected.
  Boiler Weakness (Ex) A steam golem immersed in water or 
  whose boiler is soaked with at least 20 gallons of water 
  (such as from a Small water elemental or from a create water 
  spell cast by a 10th level or higher caster) may be stopped 
  in its tracks. (In the case of a water elemental, dousing a 
  boiler destroys the elemental. The steam golem must make 
  an immediate DC 20 Reflex save (Con-based) or lose 
  the fire in the boiler. If it succeeds, the 
  steam golem vaporizes the water 
  and operates normally. If it fails, 
  the boiler is extinguished. 
  The steam golem acts as if 
  affected by slow for 1d3 
  rounds. At the end of that 
  time, it is paralyzed until 
  the boiler is relit. 
  A steam golem is built 
  around a central 
  boiler with 
  clockwork gears 
  and hydraulic 
  presses 
  powering 
  its legs and 
  arms. The 
  golem has 
  two arm blades (or 
  sometimes a single powerful great 
  axe) and stands 8 ft. tall and 4 ft. wide 
  in the shoulders. The steam golem’s 
  legs are often built with a reversed, 
  doglike knee joint to take advantage 
  of powerful springs enabling it to 
  move very quickly for such a large 
  construct. The eyes of a steam 
  golem typically glow orange or red 
  from its internal fires. It has four 
  to six vents for releasing internal 
  steam as needed. A steam golem’s 
  whistles are usually mounted over the 
  shoulders, in the ears, or sometimes at the elbows. Steam golems are 
  not members of any normal ecology, but their machinery requires 30 
  lb. of coal and 100 gallons of water/day when functioning at full combat 
  capacity; one third of those amounts when resting or guarding. 
  Construction
  A steam golem’s body is a set of iron boilers, copper piping, and brass 
  fixtures and rivets. It is hammered, bent, and riveted using 1,000 lb. of 
  pure iron and connected with wheels, gears, compensators, pistons, 
  valves, drive shafts, regulators, and magically strengthened tubing at a 
  cost of 10,000 gp. 
   STEAM GOLEM
  CL 14th; Price 120,000 gp
  CONSTRUCTION
  Requirements Craft Construct, fire trap, greater shout, geas/quest,  
   
  limited wish, creator must be CL 14th; Skill Craft (armor) DC 20,  
   
  Craft (weapons) DC 20; Cost 65,000 gp
  Bearing wicked axe blades inset along its arms and bronze runes inlaid on 
  its armored torso, the steam golem is a smooth-running machine of death.
   STEAM GOLEM 
                                       CR 14
  XP 38,400
  N Large construct 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, −1 size)
  hp 160 (20d10+50)
  Fort +6, Ref +11, Will +6
  DR 10/adamantine; Immune construct traits, magic 
  Weaknesses boiler weakness
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +27 (2d6+8), greater axe +30  
   
   
  (3d6+12/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks greater axe, steam vent, whistle
  STATISTICS
  Str 26, Dex 16, Con —, Int 8, Wis 10, Cha 1
  Base Atk +20; CMB +29; CMD 42
  Feats Alertness, Cleave, Improved 
  Bull Rush, Improved Critical 
  (greater axe), Improved Initiative, 
  Lightning Reflexes, Power Attack, Toughness, Vital Strike, 
  Weapon Focus (greater axe)
  Skills Acrobatics +6, Climb +10, Perception +19, Sense 
  Motive +2
  Languages Common (or the language of its creator)
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Greater Axe (Ex) A steam golem normally 
  attacks by putting its arms together and 
  striking a creature within its reach with 
  what is effectively a masterwork greataxe 
  attack. A steam golem can attack with 
  its arm blades normally as slam attacks 
  dealing slashing damage.
  Immunity to Magic (Ex) A steam golem is 
  immune to spells or spell-like abilities that allow SR.
  Steam Vent (Ex) As a standard action, a steam golem can release 
  a 20-ft.-cubic cloud of steam, affecting all creatures within 
  5 ft. of itself or affecting a 20-ft. block in front of or directly 
  behind it. Creatures take 4d8 fire damage. A successful DC 20 
  Fortitude save (Con-based) reduces the damage by half. 
  Whistle (Ex) A steam golem can, once every 4 rounds, issue a 
  shrieking blast from its twin steam whistles as a swift action. 
  This noise counts as a sonic attack and deafens all creatures 
  within 30 ft. of the steam golem. The shrieking whistle makes 
  spellcasting more difficult. During that round, a caster must 
  
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  half-merfolk (maerean) 
  Not quite human, on closer inspection this lean humanoid bears finned 
  and webbed features and smells of crisp salty seas.
   MAEREAN 
                                                 CR 1/2
  XP 200
  Male maerean ranger 1
  N Medium humanoid (aquatic)
  Init +1; Senses low-light vision; Perception +6
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 11 (1d10+1)
  Fort +2, Ref +3, Will +0
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee shortspear +3 (1d6+2), dagger +3  
   
   
  (1d4+3/19–20)
  Ranged shortspear +2 (1d6+2), dagger +2  
   
   
   
  (1d4+2/19–20)
  Special Attacks favored enemy (aberrations +2)
  STATISTICS
  Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9
  Base Atk +1; CMB +3; CMD 14
  Feats Power Attack
  Skills Handle Animal +3, Heal +4, Perception +6, Stealth +5, 
  Survival +4, Swim +10; Racial Modifiers +2 Perception
  Languages Aquan, Common
  SQ amphibious, merfolk blood, track +1, wild empathy +0
  ECOLOGY
  Environment any aquatic
  Organization solitary, pair, or pod (3–10)
  Treasure NPC gear (leather armor, dagger, shortspear, other  
   
  treasure)
  Humans and merfolk are not genetically compatible. A sufficiently 
  separate species, their couplings do not result in offspring. At least so 
  it was always believed. Enter the machinations of the aboleth, who 
  sought land-bound agents to further the reach of their tendrils across 
  the surface world. With their unknowable magic and psionic powers, 
  the aboleth engineered a new sub-species combining several of the ideal 
  attributes of humans and merfolk: the first maereans. It was, though, 
  from the perspective of their aboleth masters, a failed experiment. 
  Despite the advantages afforded by their new race’s versatility, the 
  aboleth could not excise the maereans’ inherent sense of independence. 
  It rendered the new species far too unreliable to be worthy of further 
  investment. Ultimately, in the final consideration, the lords of the 
  watery abyss abandoned their work with the maereans and pursued the 
  evolutionary manipulation of new races. Rejected by their masters, the 
  maereans were marked for extermination. Never let it be said that the 
  aboleth do not clean up after the mistakes. 
   
  But as with most species, the will to live is indomitable and a 
  handful of maereans found ways to survive, hiding in the shallow coasts 
  where the influence of the aboleth was at its weakest or hiding amongst 
  the races of their pseudo-heritage. In time, the aboleth forgot the 
  maereans entirely, and the half-race had an opportunity to evolve on its 
  own. 
   
  Maereans are as tall as humans although leaner and lither with 
  attractive features and glass-green eyes. They typically have pale 
  complexions with black hair that seems to have a greenish, oily sheen 
  to it when viewed in bright light. Their ears have a pronounced, sharp 
  point with small 
  serrations along the outer edge, 
  and their fingers and toes display 
  half-formed webs between the digits. 
  Some maereans have isolated 
  patches of iridescent scales and 
  small, finned spines along their 
  forearms or small of their back, 
  and all have small gill slits that 
  run along their neck from their 
  collarbone.
   
  Maerean characters are often 
  lonely individuals, aware of their 
  outsider status, and they find it 
  difficult forming lasting bonds 
  and alliances with other races. They 
  carry an air of suspicion about all 
  others, a trait inherited from their merfolk forebears. Once such bonds 
  are forged, however, maereans are trustworthy and steadfastly loyal 
  although still somewhat secretive and aloof.
   
  Both merfolk and humans cultures have largely rejected maereans. 
  The ignorant assume maereans are the spawn of a perverted inter-racial 
  tryst while those who know the maereans true origin are distrustful, 
  knowing that they have unconscious ties to the aboleth. The rejection 
  maereans encounter from their origin-races forces them to adapt 
  
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  quickly to situations and imparts an innate strength when faced with 
  adversity. While attractive and charismatic, maereans rarely fit in 
  with their “parent” societies, finding themselves subject to the natural 
  prejudice against the unknown. This isolation can be hard to accept 
  for many maereans, but it also instills a certain strength of will and 
  adaptability. Ultimately, over the centuries the maereans have remained 
  together forming their own societies, breeding true to the next 
  generation. Some maerean conclaves, those known as true holds, have 
  developed their own cultures and rites, looking to establish their own 
  identity entirely separate from human or merfolk influence. Conversely, 
  those maerean societies that exist by hiding amongst human or merfolk 
  habitats call themselves “mimicans.” In mimican societies, maereans 
  typically wear disguises and attempt to hide amongst their parent 
  culture. There is cross-pollination between the two—many maereans 
  spend decades as mimicans before returning to true holds to share 
  what they have learned. Some grow up as true holders, only to seek out 
  mimican societies in adulthood. They then return to the true holds to 
  live the final decades of their lives. When a true hold is under threat, the 
  mimicans supply money, weapons, and other resources to their sisters 
  and brethren, doing what they can to support their collective being. 
  Maereans’ personalities ebb and flow with the tides, allowing them 
  to foster both great evil and incredible goodness within their hearts. 
  Most tend to be introspective and neutral, and while less likely to turn 
  to religion, they tend to favor gods of the seas and waves, which never 
  seem to relinquish their hold on maerean hearts.
   
  Maereans tend to wander, often disguising their true natures to 
  work ships or docks along coastal regions or to travel up and down 
  the coast from village to village looking for work that keeps 
  them near the sea. They are valued explorers 
  and divers, and their desire to prove their 
  worth to communities suspicious of 
  them drives many of them into lives 
  of daring adventure. Over his or 
  her lifetime, a maerean explorer sees 
  sites and experiences adventure that a race 
  bound to the sea or land alone, could 
  never have experienced. 
  Maerean Racial Traits
   
  +2 to One Ability Score: Maereans gain a +2 bonus to one ability 
  score of your choice at creation.
   
  Medium: Maereans are Medium and have no bonuses or penalties 
  due to their size.
   
  Normal Speed: Maereans have a base land and swim speed of 30 ft.
   
  Low-Light Vision: Maereans can see twice as far as humans in 
  conditions of dim light.
   
  Keen Senses: Maereans receive a +2 racial bonus on Perception skill 
  checks.
   
  Merfolk Blood: Maereans count as both merfolk and human for 
  any effect related to race.
   
  Multitalented: Maereans choose two favored classes at first level 
  and gain +1 hp or +1 skill point whenever they take a level in either one 
  of those classes.
   
  Aquatic: Maereans are aquatic and can breathe water. They are also 
  amphibious, capable of living on land but prefer coastal environments, 
  keeping close to the sea. 
   
  Languages: Maereans begin play speaking Common and Aquan. 
  Their bonus languages are Aboleth, Aklo, Draconic, Elven, Sahuagin, 
  and Sylvan.
  Maerean Characters
  Maerean characters provide players with an immediate link to the 
  world beneath the waves. These characters can be the last scions of a 
  lost race, the desperate remnants of a dying people, or even specially 
  bred creations of aboleths who wish to intrude on the surface world. If 
  maereans are the only surviving example of ancient cultures lost below 
  the waves, such characters can display unusual characteristics beyond 
  that displayed by the base racial features—distorted oblong skulls, fewer 
  digits than normal for humans—any traits assigned by old murals, 
  hieroglyphics, and illuminated dusty tomes attributed to ancient, near-
  human cultures thought long lost.
   
  In campaigns focusing on the rediscovery of these destroyed 
  cultures, the characters, whether aware of the implications of their 
  own heritage or not, can provide tangible evidence of secrets thought 
  forever gone and open avenues for intriguing discoveries not only of 
  the character’s background but also in the campaign world as a whole. 
  However, they must be ever watchful as should they re-ignite the 
  attention of the aboleth, their former racial masters might just return to 
  wipe out any trace of their old failure.
   
  
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  horakh 
  Unnatural Leap (Ex) A horakh receives +8 to jump checks 
  and it suffers no penalty to jump checks if it doesn’t move 
  beforehand.
  In the deepest recesses of dank dungeons and underground caverns, life 
  is short and brutal. Hideous creatures are locked in an endless battle for 
  survival. Only the most vicious species live to breed and fight another 
  day. One of the most feared subterranean denizens is the horakh, an 
  insectoid killing machine with a penchant for consuming the eyes of its 
  victim. 
   
  Horakh have powerful rear legs that allow them to make bounding 
  leaps. Sharp hooks at the end of powerful claws allow them to climb 
  any surface and latch onto prey. Their heads are dominated by scooped 
  mandibles that can shoot forward like pistons, shearing meat from 
  bone. Their black, chitinous thoraxes are nearly flat and topped by a 
  translucent digestive sac—often containing half-digested eyeballs of 
  varying sizes, colors, and species.
   
  Horakh silently skulk at the edges of larger groups of monsters, 
  waiting to pick off the weak and wounded. Eyeless beasts, such as 
  grimlocks, destrachan, and gricks have nothing to fear from horakh 
  and often tolerate losing some spoils of battle to them for the sake of 
  mutual protection. When attacking, horakh leap from their hiding 
  spots while making a deafening screech. Generally, horakh first attempt 
  to pounce, rake, and grab their target and follow up with eye scoop 
  in the next round. Horakh are highly mobile on the battlefield. If 
  threatened, horakh leap back into the shadows to attack again from a 
  more advantageous position. Horakh never fight to the death and flee if 
  the assault goes poorly. Horakh have been known to harry adventuring 
  parties over the course of multiple encounters, looking for a chink in 
  their defenses.
   
  Even battle-hardened dungeoneers quiver at the mere mention of 
  the horakh. The bloodthirsty creatures travel in small packs and make 
  lightning-fast attacks against the weak or vulnerable. Horakh have 
  specialized scooping mandibles they use to rip out the eyes of victims. 
  Some say that after blinding their prey, horakh herd the blind like sheep 
  until they are ready to consume them and even use them as bait to 
  capture other creatures. Many an explorer has been ambushed, blinded, 
  and condemned to death in the bowels of the earth by these predators.
  Resembling a cave cricket the size of a dog, this frightening beast leaps 
  forth to attack, wrapping its victim in spiny legs and claws.
   HORAKH 
                                                    CR 10
  XP 9,600
  N Medium magical beast 
  Init +11; Senses darkvision 60 ft., low-light vision, tremorsense  
   
  30 ft.; Perception +11
  DEFENSE
  AC 24, touch 18, flat-footed 16 (+7 Dex, +1 dodge, +6 natural)
  hp 114 (12d10+48)
  Fort +12, Ref +15, Will +6
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 claws +17 (1d6+5 plus grab), bite +18 (1d8+5)
  Special Attacks eye scoop, implant egg, pounce, rake (2 claws  
   
  +17, 1d6+5)
  STATISTICS
  Str 20, Dex 25, Con 19, Int 8, Wis 15, Cha 10
  Base Atk +12; CMB +19 (+23 grapple); CMD 35 (43 vs. trip)
  Feats Agile Maneuvers, Dodge, Improved Initiative, Mobility, 
  Spring Attack, Weapon Focus (bite)
  Skills Acrobatics +16 (+24 jump), Climb +13, Perception +11
  Languages understands Undercommon
  SQ unnatural leap
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or swarm (3–12)
  Treasure none
  SPECIAL ABILITIES
  Eye Scoop (Ex) When grappling an opponent, a horakh can 
  make a bite attack and attempt to scoop its victim’s eyes out. 
  If the victim fails a DC 20 Fortitude save (Con-based), one of 
  its eyes is sucked out. All attack rolls suffer a −2 penalty and 
  creatures beyond 30 ft. have concealment to the victim. If 
  both eyes are sucked out, the victim is permanently blinded.
  Implant Egg (Ex) If a horakh reduces a grappled creature to 0 
  hp, it can use its specialized scoop to implant an 
  egg in the creature’s eye socket. The horakh 
  must have used its eye scoop special ability 
  on the creature before implanting an egg. The 
  deposited egg grows for 2 weeks before 
  hatching. If the implanted victim survives 
  the attack, they take 1d2 Constitution 
  damage and are sickened each day they 
  are infected. After the first week, the 
  victim is wracked with migraines 
  and creatures beyond 10 ft. have 
  concealment as the victim’s vision 
  blurs. At the end of the incubation, 
  the egg hatches, dealing 1d8 
  Constitution damage to the victim 
  as an immature horakh erupts from 
  their head. A remove disease spell 
  is required to kill the egg and cease 
  its growth. 
  
  iCe maiden 
  non-magical flames are extinguished in her presence and 
  water begins to freeze. Unprotected characters spending more 
  than 10 minutes within 15 ft. of her must save as if exposed to 
  severe cold, and any spells that protect from cold are targeted 
  by dispel magic (CL equal to the ice maiden’s HD).
  Flurry-Form (Su) The ice maiden can, as a standard action, 
  adopt the form of a swirling snow cloud. Treat this form as a 
  Medium air elemental that deals cold damage.
  Icy Entangle (Su) As a standard action, the ice maiden can cause 
  ice and snow to hinder the movement of opponents. This 
  ability functions as entangle (DC 17).
  Ice Eyes (Su) Ice maidens can see perfectly in snowy conditions, 
  including driving blizzards and are immune to snow 
  blindness.
  Ice Walk (Ex) Ice maidens move across icy surfaces without 
  penalty and do not need to make Acrobatics checks to run 
  or charge on ice. On snow and ice, they are sure-footed and 
  gain a +4 bonus to CMD.
  Kiss of the Frozen Heart (Su) An ice maiden may kiss a 
  willing individual, freezing his heart. The target becomes 
  dominated, his or her alignment shifts to LE, and he or she 
  gains immunity to cold and critical hits. The ice maiden can 
  have up to three such servants at once. The effect can 
  only be broken by break enchantment or the kiss of 
  someone who loves the target.
   Snowblind Burst (Su) In snowy environments,          
  as a standard action, the ice maiden can 
  attempt to blind all creatures within 30 ft. 
  Those affected are blinded for 1 hour. A 
  DC 22 Reflex save (Cha-based) negates.
   Snow Invisibility (Su) In snowy  
  environments, the ice maiden can  
  turn invisible at will.
  Ice maidens are the daughters of 
  powerful creatures with the cold 
  subtype. Some are descendants of 
  Boreas or the Snow Queen of Frozen 
  Reach (a few having both parents), 
  but they’re occasionally born to 
  frost giants and thursir, or 
  result from tearful pleas 
  by pregnant women 
  lost in the snows, 
  desperate to keep 
  their newborn child 
  from freezing to 
  death.
            Most ice 
  maidens live 
  solitary existences 
  save for a servant or 
  two under their thrall. They’re 
  lonely creatures, desperate for love but 
  condemned to know companionship 
  only through their magical kiss. It’s said 
  that if genuine love ever fills an ice 
  maiden’s heart, she’ll literally melt into 
  nothingness.
      
  This alluring beauty has flesh and hair as white as snow and eyes blue as 
  glacial ice.
   ICE MAIDEN                                                        CR 8
  XP 4,800
  LE Medium fey (cold)
  Init +3; Senses low-light vision, ice eyes; Perception +17
  Aura chilling presence (15 ft.)
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 71 (13d6+26)
  Fort +9, Ref +14, Will +12
  Defensive Abilities snow invisibility
  DR 5/fire; Immune cold
  Weaknesses fire
  OFFENSE
  Speed 30 ft.
  Melee +1 frost dagger +9 (1d4+2 plus 1d6 cold)
  Special Attacks icy entangle, kiss of the frozen heart, snowblind  
   
  burst
  Spell-Like Abilities (CL 13th)
  1/day–control weather (blizzard or snowstorm only)
  Spells Known (CL 8th)
  4th (4/day)—ice storm (DC 20)
  3rd (6/day)—protection from energy (cold only), sleet storm (DC 19)
  2nd (8/day)—alter self, daze monster (DC 18), gust of wind (DC 18)
  1st (8/day)—cause fear (DC 17), chill touch (DC 17), endure 
  elements (cold only), obscuring mist, true strike 
  0 level (at will)—daze (DC 16), detect	magic,	flare (DC 
  16), light, mage hand, prestidigitation, read magic, 
  resistance
  STATISTICS
  Str 12, Dex 17, Con 15, Int 19, Wis 13, Cha 23
  Base Atk +6; CMB +7; CMD 20 (24 on ice or snow)
  Feats Craft Wand, Combat Casting, Iron Will, 
  Quickened Spell, Scribe Scroll, Still Spell, 
  Weapon Focus (dagger)
  Skills Acrobatics +22, Bluff +25, Diplomacy 
  +25, Fly +22, Knowledge (arcana) +24, 
  Knowledge (nature) +23, Perception +20, 
  Sense Motive +20, Spellcraft +21, Stealth 
  +22; Racial Modifiers +4 Knowledge 
  (arcana), +4 Spellcraft
  Languages Northern Tongue, Sylvan
  SQ change shape (elemental body II,   
   
  flurry-form), ice walk, spells
  ECOLOGY
  Environment any cold
  Organization solitary or coven (3)
  Treasure standard (frost dagger, 2–3 
  random wands, plus other treasure)
  SPECIAL ABILITIES
  Chilling Presence (Su) Cold air 
  surrounds the ice maiden. Small 
  64
  
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  Midgard Bestiary for Pathfinder RPG
  isonade
  than the Isonade. A tail sweep automatically deals the 
  indicated damage plus 1-1/2 times the Isonade’s Strength 
  bonus (Reflex DC 25 halves; Wis-based).
  Not merely a predator seeking the savory taste of blood, the Isonade is a 
  beast of destruction, an agent of aggressive erosion. The Isonade wrecks 
  seaside communities with battering winds and carves coastlines from 
  below with its powerful magic. Though not very intelligent, sometimes 
  the beast singles out a community and tries to lure residents into the 
  waves with its whispering wind ability, sending confused riddles, grand 
  promises, and eerie noises to the unsuspecting townsfolk.
   
  Anytime the hardy citizens of afflicted coastal communities met 
  the foul fates of a hurricane or tsunami, they fell back on folklore and 
  blamed the stirrings of the dreaded Isonade. To some, appeasement 
  seems the only route to surviving when fraught with a leviathan such 
  as this, and whispers of cults surround this monster. Most of the tales 
  claim that a degenerate group seeks to draw the beast forth, sailing 
  from sight of land and dumping a long chain of bound and screaming 
  sacrifices into the lightless depths of the sea. Most common citizens 
  learning of this practice rarely speak out against it, putting a 
  little faith in the practice and more than a little blood on 
  their hands. Not immune to its destruction, few of these 
  scattered cultists live to describe their terrible idol. 
  Their claims tell of the creature weighing over 3 
  tons and reaching upwards of 45 ft. from its 
  gaping maw to the hooked fins of its wicked 
  tail, responsible for half of its length. The 
  beast’s age is unknown, as it seems every 
  culture throughout history maintained 
  some variation of the legend.
  A gargantuan thrashing tail lined with cruelly hooked barbs shoots high 
  into the air from beneath the waves, smashing all in its path as shoreline 
  cities crumble around it.
   ISONADE                                                           CR 16
  XP 76,800
  CN Gargantuan magical beast (aquatic)
  Init +6; Senses darkvision 90 ft., low-light vision, scent; 
  Perception +23
  DEFENSE
  AC 24, touch 8, flat-footed 20; (+2 Dex, +16 natural, −4 size)
  hp 319 (22d10+198)
  Fort +21, Ref +15, Will +13
  Immune ability damage, atmospheric   
   
  immunity; SR 27
  OFFENSE
  Speed swim 100 ft.
  Melee bite +28 (2d10+10/19–20 plus grab), tail slap +23  
   
  (2d8+5/19–20 plus grab)
  Space 20 ft.; Reach 15 ft. (20 ft. with tail)
  Special Attacks swallow whole (4d8+10 damage, AC 18, 21 hp),  
   
  tail sweep
  Spell-Like Abilities (CL 18th; concentration +22)
  At will—whispering wind
  3/day—earthquake
  1/day—control water, control winds (DC 19), sink land (see page  
   
  46), tidal wave (see page 47), transmute rock to mud (DC 19)
  STATISTICS
  Str 31, Dex 14, Con 26, Int 6, Wis 18, Cha 8
  Base Atk +22; CMB +36 (+40 grapple); CMD 48 (can’t be 
  tripped)
  Feats Bleeding Critical, Blind-Fight, Combat Reflexes, Critical 
  Focus, Improved Critical (bite), Improved Critical (tail slap), 
  Improved Initiative, Iron Will, Power Attack, Stunning Critical, 
  Toughness
  Skills Perception +23, Swim +27; Racial Modifiers +8 Swim
  Languages Aklo, Aquan
  ECOLOGY
  Environment any ocean
  Organization unique
  Treasure standard
  SPECIAL ABILITIES
  Atmospheric Immunity (Ex) The Isonade can 
  comfortably exist at any level of the sea and 
  suffers no penalties at any depth.
  Barbed Tail (Ex) The hooked protrusions and 
  sharp barbed growths allow the Isonade’s 
  tail attacks to do bludgeoning, piercing, 
  and slashing damage. The Isonade can also grab 
  opponents with its barbed tail just before swallowing 
  them whole.
  Tail Sweep (Ex) The Isonade can sweep its tail as 
  standard action. The sweep affects a half-circle 
  area with a radius of 30 ft. extending from an 
  intersection on the edge of its space in any 
  direction. Creatures within the swept area are 
  affected if they are 4 or more size categories smaller 
  
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  Midgard Bestiary for Pathfinder RPG
  kot bayun
  blinded, deafened, exhausted, fatigued, nauseated, or 
  sickened. Its stories can even remove disease 1/week. The 
  creature must designate one listener to benefit from its 
  ability, and that listener must spend 1 uninterrupted hour 
  listening to the tales. The creature is reluctant to share this 
  benefit and must be bargained with or dominated to receive 
  the boon.
  Enemies of elves and blink dogs, kot bayuns are magical hunting cats 
  gifted with eloquent speech and cunning abilities. These brutal and 
  temperamental creatures get along well with cruel-minded fey. More 
  gentle fey rightfully find the creatures to be a menace. A kot bayun 
  measures 6 ft. long and weighs over 200 lb. It is unknown how long the 
  creatures live although some stories record the same kot bayun in a 
  region for over 400 years.
   
  In addition to their stealthy natures and physical prowess, kot 
  bayun have the ability to put prey to sleep with song. They carefully 
  choose victims and stalk them for a time, learning their strengths and 
  weaknesses before making their attack. They lay in wait until their prey 
  is vulnerable and then begin their slumbering song. Those resisting the 
  call to slumber are always the kot bayun’s first victims as they launch 
  from cover and attempt to disembowel their prey. In forests with a thick 
  canopy, a kot bayun stealthily creeps among tree limbs, climbing with 
  ease as it tracks movement of its prey below.
   
  If discovered by intelligent prey, a kot bayun opens with a parley 
  instead of claws. In rare cases, a kot bayun finds something in its prey it 
  likes and cold predation turns to a lukewarm association. Befriending a 
  kot bayun has benefits as the creature’s poems, tales, and sagas have the 
  magical ability to heal negative conditions. A kot bayun tells its stories 
  in the form of strange epics and poetry, ranging from simple rhyming 
  folk poems to complex sonnets. This ability is widely unknown (and a 
  secret the creatures intend to keep), however, as folktales spread more 
  and more adventurers and sages seek out this elusive beast.
  This oddly colored cat appears at first to be a powerful panther. Its wide 
  mouth pulled up into what resembles a grin and its knowing eyes hint at 
  intelligence beyond mere predator.
   KOT BAYUN 
                                                      CR 7
  XP 3,200
  N Medium magical beast 
  Init +8; Senses darkvision 60 ft., low-light vision, scent;   
   
  Perception +11
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
  hp 85 (10d10+30)
  Fort +10, Ref +11, Will +8
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee 2 claws +14 (1d6+3), bite +13 (1d8+3)
  Special Attacks pounce, slumbering song 
  Spell-Like Abilities (CL 7th; concentration +10)
  3/day—invisibility (self only), obscuring mist
  1/day—blink
  STATISTICS
  Str 16, Dex 19, Con 17, Int 12, Wis 16, Cha 17
  Base Atk +10; CMB +13; CMD 28 (32 vs. trip)
  Feats Dodge, Improved Initiative, Iron Will, Power Attack, 
  Weapon Focus (claws)
  Skills Bluff +8, Climb +11, Diplomacy +5, Intimidate +8, 
  Perception +11, Sense Motive +8, Stealth +15
  Languages Common, Sylvan
  SQ folk cure
  ECOLOGY
  Environment temperate forests or plains
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Slumbering Song (Su) The kot bayun can 
  put creatures to sleep with its haunting 
  melody. While a kot bayun sings, it can 
  target one hearing creature within 
  a 300-ft. spread. This target must 
  succeed on a DC 18 Will save (Cha-
  based) or fall asleep. Each round the kot 
  bayun maintains its song, it can select a 
  new target. A creature that successfully saves 
  is not subject to the same kot bayun’s song 
  for 24 hours. This effect even affects elves 
  although they receive a +4 bonus to the 
  Will save. This is a sonic mind-affecting 
  effect. 
  Folk Cure (Su) A kot bayun’s tales can 
  remove the following conditions: 
  
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  kikimora
  so it can be blocked by mundane objects placed in front of 
  the sigil. This hidey-hole is like the kikimora’s house, and 
  if she leaves any items in her space, it remains there even 
  if she removes the sigil and places it in another location. If 
  someone else removes the sigil, all contents are emptied into 
  the Ethereal Plane (including the kikimora if she is within her 
  hidey-hole at the time.) In this case, the kikimora can attempt 
  a DC 25 Will save to instead eject herself (but none of her 
  possessions) into a square adjacent to the etched sigil.
  Kikimoras are devious house spirits who torment those they live with 
  unless these whimsical spirits are catered to and cajoled. They delight 
  in stressing out homeowners by using their illusion magic to make the 
  house look much filthier than it actually is. Their favored illusions are 
  those of filth and scuttling vermin.
   
  These creatures are enemies of brownies. While brownies can be 
  mischievous, kikimoras often invite pain and frustration on their chosen 
  housemates instead of preferring to remain hidden and actually helping 
  chores along. Some brownies actively seek out kikimora-infested homes 
  with the intention of ridding the disruptive fey creatures. When a 
  homeowner refuses to appease the kikimora (or cannot rid themselves 
  of her devious presence), the kikimora visits upon them a swarm of 
  spiders, rats, or bats. Many times an inhabitant in a home plagued by a 
  kikimora believe their home beset by ghosts because of the subtle tricks 
  employed by the kikimora.
   
  Kikimoras love secretly breaking things or making such destruction 
  seem an accident. They then get the people in the house to leave gifts as 
  enticement for making repairs in the night.
   
  While they try to avoid notice and aren’t typically known as being 
  conversationalists, kikimoras are extremely convincing and use this 
  influence to gain an upper hand in the place they inhabit—or to evade 
  capture or avoid violence.
  This strange-looking humanoid combines the features of an old crone and 
  some manner of bird. A shawl covers her head but cannot contain her 
  prominent beak and clawed hands. Her skirt reveals bird-like feet.
   KIKIMORA 
                                                       CR 5
  XP 1,600
  CN Medium fey 
  Init +8; Senses low-light vision; Perception +13
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
  hp 38 (7d6+14)
  Fort +4, Ref +9, Will +8
  DR 5/cold iron; SR 15
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +7 (1d4+1)
  Spell-Like Abilities (CL 7th; concentration +12)
  At will—forced quiet**, invisibility (self only), mending,  
   
   
  prestidigitation
  3/day—break* (DC 16), charm animal (DC 16), pain strike* (DC  
   
  18), sleep (DC 16)
  1/day—major image (DC 18), make whole, summon swarm
   
  * These spells can be found in the Pathfinder	Roleplaying		
  	
  	 Game	Advanced	Player’s	Guide.
   
  ** This spell can be found in the Pathfinder	Roleplaying	Game		
   
   Ultimate Magic.
  STATISTICS
  Str 13, Dex 18, Con 15, Int 12, Wis 16, Cha 21
  Base Atk +3; CMB +4; CMD 19
  Feats Dodge, Improved Initiative, Stealthy, Weapon Finesse
  Skills Acrobatics +9, Appraise +5, Bluff +12, Diplomacy +9, Escape 
  Artist +14, Knowledge (nature) +7, Perception +13, Sense 
  Motive +10, Sleight of Hand +14, Spellcraft +6, Stealth +16
  Languages Common, Sylvan
  SQ hidey-hole
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Hidey-Hole (Su) When a kikimora chooses a house to inhabit, 
  she scrawls a symbol on a wall, baseboard, cupboard, or 
  semi-permanent object (like a stove) to be her tiny domain. 
  This ability lets her create an extradimensional space that is 
  connected to her where she can live within a house without 
  being detected. Anytime after designating a hidey-hole, 
  a kikimora can, as a standard action, instantly transport 
  herself and up to 50 lb. of objects to the designated location. 
  This extradimensional space can only be entered by the 
  kikimora or by a creature using a plane shift spell or ability. 
  The location can be determined by casting detect magic in 
  the area of the sigil, but it takes a DC 25 Spellcraft check to 
  properly determine where the extradimensional space is in 
  order to plane shift into the space. Inside the hidey-hole, 
  a kikimora can see what is going on outside of the space 
  through a special sensor. This window allows a range of sight 
  as if the kikimora is where her scratched symbol is placed, 
  
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  Midgard Bestiary for Pathfinder RPG
  leshy
  something is mimicking the sound. If the listener is familiar 
  with the individual the leshy is imitating, the listener gains a 
  +4 bonus to oppose this check.
  Wild Empathy (Su) This works like the druid’s wild empathy 
  class feature, except the leshy receives a +5 racial bonus. 
  Leshy with druid or ranger levels add this racial modifier to 
  their wild empathy checks.
  Leshy are the self-proclaimed protectors of the Margreve outskirts. With 
  their plant growth ability, they sabotage cultivated land, wipe out trails, 
  and create weed walls and thickets to keep civilization at bay. Using 
  command plants, they transplant assassin vines and other plant creatures 
  to discourage new settlements. Some have wrangled rabid animals to 
  the same purpose.
   
  Generally solitary, leshy can often be found tending to plants and 
  animals in groves around the edge of the Margreve. Leshy have little 
  patience for interlopers and often kill, abduct, or frighten 
  off trailblazers and guides.
   
  Leshy prefer trickery to combat, 
  particularly enjoying misguiding and 
  kidnapping interlopers through use of 
  their mimicry. If challenged, they use 
  their change size ability to scare 
  intruders away but never 
  hesitate to fight to the death 
  in service to the forest if 
  necessary. Leshy hate 
  metal, especially the 
  axes they associate 
  with logging, and they 
  go out of their way to 
  steal metal items and 
  lead those who use 
  them astray. With 
  careful courting and 
  appropriate gifts, it 
  is possible to gain 
  a leshy’s capricious 
  assistance. This can 
  be risky, however, 
  since leshy have a 
  fey-like love of mischief. 
  Still, there are tales of times 
  where a leshy’s help has 
  been essential to a group 
  traversing the Margreve.
  This strange man wears loose scraps of clothing and appears to be covered 
  in bark and root-like growths. The hair and beard that frame his piercing 
  green eyes writhe like living vines.
   LESHY                                                                  CR 4
  XP 1,200
  CN Medium monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 42 (5d10+15)
  Fort +5 Ref +5 Will +6
  OFFENSE
  Speed 30 ft.
  Melee club +8 (1d6+3)
  Spell-Like Abilities (CL 5th)
  Constant—pass without trace, speak with animals
  1/day—command plants (DC 17), create water, entangle 
  (DC 14), hideous laughter (DC 15), plant growth, 
  shillelagh
  STATISTICS
  Str 16, Dex 12, Con 14, Int 14, Wis 15, Cha 16
  Base Atk +5; CMB +8; CMD 19
  Feats Great Fortitude, Power Attack,   
   
  Toughness
  Skills Bluff +8 (+12 when mimicking), Handle 
  Animal +8, Knowledge (nature) +7, 
  Perception +10, Stealth +9, Survival +10; 
  Racial Modifiers +4 Bluff while mimicking
  Languages Common, Elven, Sylvan; speak with   
   
  animals 
  SQ change size, mimicry, wild empathy +8
  ECOLOGY
  Environment temperate forests
  Organization solitary
  Treasure standard (club and other treasure)
  SPECIAL ABILITIES
  Change Size (Su) As a standard action, a leshy 
  can appear to change its size, becoming as 
  tall as a massive oak (Gargantuan) or as short 
  as a blade of grass (Diminutive). The change 
  is entirely illusory, so the leshy’s statistics do not 
  change although it gains a bonus or penalty to 
  Stealth equivalent to its apparent size category. Anyone 
  physically interacting with the leshy can disbelieve the 
  size change (Will DC 15; Cha-based).
  Mimicry (Su) A leshy can mimic the calls and voices of any 
  creature it has heard (such as the roar of a lion, the song 
  of a sparrow, or voice of a PC). To use this ability, the leshy 
  makes a Bluff check with a +4 racial bonus. Listeners who 
  succeed on an opposed Sense Motive check realize that 
  
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  Midgard Bestiary for Pathfinder RPG
  liCh hound 
  Lifesense (Su) A lich hound notices and locates all living 
  creatures within 200 ft., just as if it possessed the blindsight 
  ability. It also senses the strength of their life force 
  automatically, as if it had cast deathwatch.
  Trip (Ex) A lich hound that hits with a bite attack can attempt 
  to trip the opponent (with a +4 bonus to the CMB check) 
  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 lich hound. Lich hounds gain a +4 
  racial bonus to trip attempts.
  Bright white skulls with a heavy jaw and thick, robust skeletal bodies 
  define the ferocious lich hounds. Their eyes burn green or blue, and 
  their tongues resemble black fire. Fueled by necromantic power, these 
  creatures are loyal servants of either ghoul high priests or archliches. 
  Their deadly gut rip ability has a natural synergy with the paralyzing 
  attacks of their masters, and they love to fly in and out of the shadows to 
  finish off vulnerable victims.
   
  Even on their own, lich hounds are relentless hunters, pursuing their 
  prey with powerful senses and a keen ability to find the living wherever 
  they may hide. Lich hound howls fade into and out of normal hearing, 
  with strangely shifted pitch and echoes. They can also acutely recognize 
  the scent of ghoulbane oil and their masters train them to attack those 
  who carry it immediately. 
   
  The dark process of creating a lich hound involves a perverse ritual 
  of first summoning a celestial canine and binding it to the material 
  plane. The hound’s future master then murders the trapped beast. Only 
  then can the creature be animated in all its unholy glory. Hound archons 
  of the heavens have long taken great umbrage to the creation of lich 
  hounds and they occasionally band together in outrage to rid the world 
  of those who would traffic in such dark magics.
  Their howls echoing from another plane, lich hounds always arrive 
  wreathed in mist, half bone, half purple fire, creatures of hunger and the 
  hunt. Nothing makes them happier than tearing down creatures larger 
  than themselves—or racing through the air to catch a surprised bat in 
  mid-flight. All cruelty and fang, lich hounds are only happy when praised 
  by their great undead lords.
   LICH HOUND                                                     CR 4
  XP 1,200
  NE Small undead
  Init +3; Senses lifesense 200 ft., low-light vision; Perception +3
  DEFENSE 
  AC 18, touch 18, flat-footed 15 (+3 Dex, +4 deflection, +1 size)
  hp 42 (5d8+20)
  Fort +5, Ref +4, Will +4
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 50 ft.
  Melee bite +7 melee (1d12 plus trip)
  Spell-Like Abilities (CL 5th; concentration +9)
  3/day—ethereal jaunt
  STATISTICS
  Str 10, Dex 17, Con —, Int 6, Wis 10, Cha 18
  Base Atk +3; CMB +2 (+6 for trip); CMD 15 (19 vs. trip)
  Feats Alertness, Skill Focus (Survival), Weapon Finesse
  Skills Fly +8, Perception +6, Sense Motive +2, Survival +9,  
   
  Stealth +7
  Language understands Darakhul
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (4–24)
  Treasure half standard
  SPECIAL ABILITIES
  Gut Rip (Ex) A lich hound can, as a swift action that 
  does not provoke attacks of opportunity, tear 
  into any adjacent prone creature for 
  2d12 damage, ripping its intestines 
  out from the inside. Combined 
  with the deathwatch aspect of its 
  lifesense ability, gut rip enables a 
  lich hound to perform a coup de 
  grace action against a helpless 
  opponent as a swift action 
  rather than as a full-round 
  action.
  Howl (Ex) The eerie howl of lich 
  hounds in pursuit of their prey 
  plays havoc on the morale of living 
  creatures that hear it. Those creatures must 
  make a successful DC 16 Will save (Cha-based) 
  or be shaken for 5 rounds. Creatures that 
  successfully save against this effect cannot 
  be affected by an individual lich hound’s 
  howl for 24 hours. The lich hound’s howl is 
  a sonic effect requiring a standard action.
  
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  likho 
  a creature, they gnash into the creature’s abdomen with its jagged teeth, 
  devouring its organs. A likho typically consumes only a humanoid’s 
  organs within its torso and leaves the remainder of the carcass where the 
  feasting occurred.
  Likho Commando (CR 7) When a jangle of likho forms, one rises 
  to the occasion to assume the role of leader over time. The commando 
  fights his way through the ranks to lead the group. These battles are 
  non-lethal for the most part but result in death in extreme cases. 
  The commando leads by example, fighting foes as ferociously as his 
  underlings. Increase its ability scores by Str +4, Con +4, and Wis +4 to 
  reflect its domination over the others. The likho commando also gains a 
  new spell-like ability, eldritch fever*, which it can use 3/day.
   
  *This spell can be found in the Pathfinder Roleplaying Game 
  Ultimate Magic.
  Likho Breman (CR 9) Some likho listen to the rumblings of their 
  god as he chooses them at a certain age to perform a dark rite deep 
  underground. They feel a calling to complete their transmogrification 
  with no witnesses; save their dark god. The rite is different for each one 
  chosen, but it ends with the likho severing its off-hand with a silver 
  blade. After staunching the blood, the likho then throws the lifeless 
  appendage into a roaring fire and breathes in the burning stench before 
  consuming the burnt offering. If the breman consumes the flesh, the 
  likho’s dark gods grant it a permanent spectral hand to deliver its touch 
  spells from a distance. If the hand is dispelled or destroyed in combat, it 
  reforms after 1d4 rounds. The breman loses one claw attack and suffers a 
  −10 penalty to Climb checks.
  Malformed like a goblin, this creature bears one large, strange eye in the 
  middle of its face. Clothed in dark and dirty rags, spindly arms ending in 
  claws stretch from its hunched torso.
   LIKHO                                                                CR 6
  XP 2,400
  CE Medium monstrous humanoid 
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
  hp 68 (8d10+24)
  Fort +5, Ref +10, Will +9
  SR 17
  OFFENSE
  Speed 40 ft.
  Melee +2 claws +12 (1d6+5)
  Special Attacks pounce, rake (2 claws +12, 1d6+5)
  Spell-Like Abilities (CL 7th; concentration +12)
  3/day—mirror image, ray of enfeeblement, touch of idiocy
  1/day—bestow curse (DC 18), displacement
  STATISTICS
  Str 15, Dex 18, Con 16, Int 13, Wis 16, Cha 21
  Base Atk +8; CMB +10; CMD 25
  Feats Acrobatic Steps, Dodge, Mobility, Nimble Moves
  Skills Acrobatics +12 (+16 when jumping), Climb +13, Perception 
  +14, Sense Motive +11, Stealth +15
  Languages Aklo, Common
  ECOLOGY
  Environment temperate and warm forests and hills
  Organization solitary or jangle (2–10)
  Treasure standard
  SPECIAL ABILITIES
  Disruptive Gaze (Su) As a swift action 1/round, a likho can direct 
  its gaze to any single creature it can see and inflict it with a 
  temporary bout of bad luck. The targeted creature must roll 
  two d20s whenever a situation calls for a d20 roll (such as an 
  attack roll, a skill check, or a saving throw) and must use the 
  lower of the two results generated. This is a mind-affecting 
  effect.
  Likho are scrappy fighters who rush up and jump onto their enemies, 
  shredding them with their claws, but not before weakening them with 
  their spell-like abilities from afar. Likho frustrate and infuriate their 
  enemies by not only flinging curses and poor luck but also because they 
  are difficult to hit. These despicable creatures delight in causing pain and 
  ruin to those it crosses. A likho uses its message spell-like ability to taunt 
  and jeer its target from a distance during the tormenting hunt.
   
  Likho enjoy stalking their prey like a great cat, causing torment 
  from the fringes until its prey discovers them or it grows tired of the 
  hunt. Their favorite prey is intelligent humanoids and some believe the 
  likho receive at least part of their nourishment from draining away luck 
  and aptitude.
   
  When a likho intends to take down one of its victims it rushes 
  forth in a blazing charge, leaping onto the creature and shredding its 
  flesh with the claws on its hands and feet. Once the likho immobilizes 
  
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  lorelei 
  perform to create this effect, and the penalty imposed by this 
  ability applies to all skill checks while fascinated. Anyone who 
  successfully saves against this effect cannot be affected by it 
  from the same lorelei for 24 hours.
  Spells (Su) A lorelei casts spells as a 7th-level sorcerer.
  Stunning Glance (Su) As a standard action, a lorelei can mentally 
  disrupt a creature within 30 ft. with a look. The target must 
  succeed on a DC 21 Fortitude save (Cha-based) or be stunned 
  for 2d4 rounds.
  Unearthly Grace (Su) A lorelei adds her Charisma modifier as a 
  racial bonus on all her saving throws and as a deflection bonus 
  to her AC.
  Water Spirit (Su) A lorelei is considered to be under the effects of 
  freedom of movement whenever she is in a body of water.
  These callous river sirens endlessly compete with one another by 
  demonstrating their prowess in manipulating and destroying male 
  travelers. A race born from an ancient fairy oath swearing eternal revenge 
  on male-kind, the present-day lorelei’s single-minded cruelty stems from 
  a collective racial memory. A lorelei often lures her prey slowly, teasing 
  him with ecstasy for days before finally turning on her prey, or she might 
  destroy him quickly in a fickle fit of impatience, summoning a massive 
  river wave to drive him under the water forever.
   
  Although legends describe the lorelei as golden-haired and fair-
  skinned, in truth they come in all varieties, each more voluptuous than 
  the next. While most typically appear as unusually sensual humans, a 
  lorelei’s form may also include elves, dwarves, and in some recorded cases 
  even orcs and hobgoblins, all depending on the demographic of her most 
  populous prey.
   
  Women travelers prove particularly vexing for the lorelei. While most 
  of the siren’s powers affect women as readily as men, the lorelei lacks the 
  hatred and drive to commit to the kill. Women traveling alone or in all-
  female groups may pass through a lorelei’s territory safely, and they might 
  even be able to make peaceful contact. On the other hand, women who 
  intervene to protect male companions are viewed as traitors, inspiring 
  new levels of wrath.
  Lounging on large river rocks or swirling eddies untouched by the rush of 
  the current, these breathtakingly feminine fey call plaintively to travelers 
  and knights errant. The lorelei of legend, they seek nothing less than 
  the last breath of a drowning man.
  XP 3,200
  CE Medium fey (aquatic)
  Init +5; Senses low-light vision; Perception +14
  Aura alluring presence (30 ft., DC 15)
  DEFENSE
  AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
  hp 60 (8d6+32)
  Fort +13, Ref +18, Will +16
  OFFENSE
  Speed 30 ft., swim 30 ft. 
  Melee mwk dagger +10 (1d4/19–20)
  Special Attacks stunning glance (30 ft., DC 21)
  Spells Known (CL 7th; +18 concentration)
  3rd (6/day)—hydraulic torrent*, reckless infatuation**
  2nd (8/day)—daze monster, protection from arrows, 
  unnatural lust**
  1st (8/day)—alarm, comprehend languages, obscuring 
  mist, ray of enfeeblement, unseen servant
  0—bleed, detect magic, guidance, light, mending, prestidigitation, 
  touch of fatigue
  *This spell can be found in the Pathfinder Roleplaying Game 
  Advanced Player’s Guide.
  ** These spells can be found in the Pathfinder Roleplaying Game 
  Ultimate Magic.
  STATISTICS
  Str 10, Dex 21, Con 18, Int 16, Wis 16, Cha 25
  Base Atk +4; CMB +9; CMD 27
  Feats Agile Maneuvers, Combat Casting, Dodge, Weapon Finesse
  Skills Bluff +18, Diplomacy +18, Escape Artist +16, Heal +11, 
  Knowledge (nature) +14, Perception +14, Sense Motive +14, 
  Stealth +16, Swim +19; Racial Modifiers +8 Swim
  Languages Common, Sylvan
  Special Qualities unearthly grace, water spirit
  ECOLOGY
  Environment temperate rivers, warm marshes, and forests
  Organization solitary or coven (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Alluring Presence (Su) This ability affects all humanoids within 
  30 ft. of a lorelei. Those who look directly at a lorelei must 
  succeed on a DC 21 Will save (Cha-based) or be drawn to 
  the lorelei in the most direct path, regardless of the danger. 
  This compulsion fades once the person gets within 5 ft. of 
  the lorelei. A lorelei can suppress or resume this ability as a 
  free action. Anyone who successfully saves against this effect 
  cannot be affected by it from the same lorelei for 24 hours.
  Dangerous Beauty (Su) This constant effect works like the bard’s 
  fascinate ability (DC 21). The lorelei’s effective bard level is 
  equal to her racial HD for determining her total modifier 
  to the check. Any bard levels possessed by the lorelei may 
  be considered for this effect. The lorelei does not need to 
   LORELEI  
   
                                   CR7
  
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  merrow 
  they think they are outnumbered. These warnings take the form of fish 
  entrails left outside a tent or other, more disgusting taunts. A few great 
  merrow leaders embrace their barbaric nature and learn to harness 
  their rage, but most rely on outnumbering their enemies. Merrow are 
  territorial and band together in small battalions if they face numbers too 
  great. Merrow stand 10–12 ft. tall and weigh 600–1,000 lb.
  Oceanic Merrow (CR 5) A slightly tougher (and bigger) strain of 
  giants, the oceanic merrow live in deeper bodies of water. They gain +2 
  HD over their more common relatives and wield tridents and nets. In 
  addition to the watery grave ability, the oceanic merrow can summon a 
  whirlpool 1/day (10–30 ft. high, 1d6+6 damage, DC 15).
  Swamp Merrow (CR 6) These merrow brutes are an offshoot of 
  a troll bloodline. They gain the regenerative qualities and weaknesses 
  of their ancestors (regeneration 5, acid and fire). They also gain a rend 
  attack (2 claws, 1d6+5) as they forsake weapons for their formidable 
  claws. They gain DR 2/— due to their toughened skin.
  Two-Headed Merrow (CR 7) These monstrosities cavort far from 
  the civilized world. Their white skin and hairless bodies frighten those 
  who confront them for the first time. In addition to all the strengths and 
  weaknesses of the swamp merrow, the two-headed specimen adds to 
  its ability scores: Str +8 and Con +8. They also gain a frightful presence 
  ability that leaves viewers shaken (60 ft., DC 15, 5d6 rounds).
  Hungry malice lingers in the black, piercing stare of this hulking giant. Its 
  scaly, turquoise skin seems strangely out of place juxtaposed by its leering, 
  wide mouth with three rows of jagged teeth.
   MERROW 
   
   
                             CR4
  XP 1,200
  CE Large monstrous humanoid (aquatic, giant)
  Init −1; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 17, touch 8, flat-footed 17 (+4 armor, −1 Dex, +5 natural, 
   
  −1 size)
  hp 42 (5d10+15)
  Fort +5, Ref +3, Will +6
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee longspear +10 (2d6+7)
  Ranged javelin +4 (1d8+5) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks watery grave (DC 16; 1/day) 
  STATISTICS
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +5; CMB +11; CMD 20
  Feats Great Fortitude, Iron Will, Toughness
  Skills Climb +10, Perception +5, Stealth +4, Survival +5, Swim  
   
  +18; Racial Modifiers +8 Swim
  Languages Giant
  SQ amphibious
  ECOLOGY
  Environment any aquatic, coastlines, or marshes
  Organization solitary, pair, gang (3–5), or family (5–16)
  Treasure standard (hide armor, longspear, javelins (4), other  
   
  treasure)
  SPECIAL ABILITIES
  Watery Grave (Su) As a standard action 1/day, 
  a merrow can make the water covering the 
  ground in an area—like a shoreline, a river, 
  or a flooded corridor— rise up, creating an 
  effect identical to black tentacles. This effect 
  is Con-based, has an effective CL equal to the 
  merrow’s racial HD, and cannot take effect 
  where water does not cover the ground.
  Towering over men and yet possessing a predatory 
  grace, merrow live in forest marshes, rushing rivers and 
  deep, glassy pools. The merrow’s hatred for humans 
  matches their hunger for manflesh, and they delight 
  in hunting any who cross their path. Merrow stink of 
  gore and stagnant, poisoned water, often trailing bits of 
  reeds or leaving mud-caked footsteps. They often lust after 
  lorelei, who lead them on with teasing promises only barely 
  fulfilled. These nightmarish creatures and their monstrous 
  relatives are the bane of those who settle on the coasts. Merrow 
  raids are frequent and violent for pioneers trying to stake a claim 
  on shorelines hunted by the aquatic giants. Not smart enough to 
  use advanced tactics, some families of merrow leave warnings if 
  
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  mindrot thrall 
  control of its actions even while alive and aware of what is happening. 
  Eventually, the fungus burns away all of the victim’s flesh, covering the 
  skeleton of the creature with its own fibrous flesh in a ghastly caricature 
  of its host. Intelligent creatures, humanoid thralls often cover themselves 
  in heavy robes or layers of cloaks in order to travel undetected. 
  Uncovered, a thrall resembles a gaunt version of the creature whose 
  body was destroyed, except its taut, waxy skin bubbles with bursting 
  spore pods. If the creature cannot infect a new victim within a few weeks 
  of completely consuming its current host, it starves and eventually dies. 
  The starved corpse of a mindrot thrall slowly dissolves into a crusted 
  skeleton. 
   
  Mad wizards whisper that the fungus was brought to Midgard on 
  the back of one of the shambling, otherworldly horrors that haunt the 
  Western Wastes. Its origin in that inhospitable desert is likely the only 
  reason this insidious creature has not destroyed whole cities through 
  infection, though the fungus is ever searching for hosts to carry it to 
  where it can spread the most harm.
  This heavily cloaked figure reeks of decay and spreads a floating cloud of 
  mote-like spores with every halting step.
   MINDROT THRALL                             
               CR 5
  XP 1,600
  N Medium plant (augmented humanoid)
  Init +6; Senses low-light vision, tremorsense 30 ft.; Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +4
  DR 5/slashing; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +7 (1d6+2)
  Special Attacks breath weapon (15 ft. cone, 4d8 acid, Reflex DC  
   
  18 half, usable every1d2 rounds), disease
  STATISTICS
  Str 15, Dex 14, Con 17, Int 11, Wis 14, Cha 6
  Base Atk +5; CMB +7; CMD 19
  Feats Ability Focus (breath weapon), Blind-Fight, Improved  
   
  Initiative, Stealthy
  Skills Disguise +5, Escape Artist +5, Perception +8, Stealth +10
  Languages Common (doesn’t speak)
  SQ fungal aura, spore infection
  ECOLOGY
  Environment any temperate or warm
  Organization solitary or infestation (2–8)
  Treasure incidental
  SPECIAL ABILITIES
  Breath Weapon (Su) A thrall can exhale a blast of acidic spores 
  from its rotten lungs. In addition, the victim is subject to the 
  creature’s spore infection ability.
  Fungal Aura (Su) Creatures starting their turn within 5 ft. of a 
  mindrot thrall must succeed on a DC 15 Fortitude save (Wis-
  based) or take 1d8 damage and are subject to the creature’s 
  spore infection ability.
  Mindrot (Su) Spores—contact, inhaled; save Fort DC 16; onset 1 
  day; frequency 1 day; effect 2d4 Con; cure 2 consecutive saves. 
  These creatures spread their unique disease, called mindrot 
  by sages and clerics treating the condition. A creature slain by 
  this disease becomes a mindrot thrall as the fungus eats away 
  their flesh, replacing it with its own cells.
  Spore Infection (Su) Any creature exposed to the mindrot 
  thrall’s spores must succeed on a DC 15 Fortitude save (Wis-
  based) or become infected. Those infected contract mindrot.
  Mindrot fungus is an intelligent hive-mind parasite that survives by 
  consuming the bodies of mortal creatures in order to replicate. When 
  inhaled, mindrot spores enter the bloodstream and take root in the 
  brain. As the fungus grows, it secretes an acid that dissolves the body of 
  the host, slowly replacing the creature’s flesh with its own as it feeds and 
  multiplies. 
   
  The fungus first destroys the parts of the brain that control motor 
  functions, taking over the creature’s movement, so the victim loses 
  
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  mordant snare 
  A product of the Great Mage War, a mordant snare uses its kills to 
  lure yet more victims to its deadly embrace. The creature looks like an 
  immense, dark gray, 11-armed starfish and weighs 8 tons. It extrudes 
  filaments that inject acid into its victims to liquefy organ and muscle 
  while leaving the bone structure and skin intact. It also uses the 
  filaments to control the movements of its victims’ acid-filled bodies 
  with the expectation it will draw in crusading adventurers who want to 
  dispatch the “zombies.”
   
  Preferring to feed on intelligent creatures, a mordant snare allows 
  Small or quadrupedal creatures to pass by unmolested, using its 
  tremorsense to help determine the weight and gait of creatures traveling 
  over it. A mordant snare hunts a particular area until a potential victim 
  escapes or until it detects a reduction in traffic through its hunting 
  ground. The creature recognizes this as a prelude to an organized attack 
  from creatures that are more powerful than its typical fare. When this 
  occurs, the snare burrows deep underground and travels to a new 
  clearing away from any large settlements. 
   
  Thankfully for the denizens of the Wasted West, mordant snares 
  seemingly have finite numbers and no capability to reproduce. 
  Additionally, the secret of their creation has been lost in the Great 
  Mage War. Therefore, when a mordant snare finds another of its kind, it 
  happily cooperates with the other. The two creatures set up in such a way 
  that draws victims over one of the snares en route to the other’s puppets. 
  Adventurers knowledgeable about mordant snares think they ensure 
  their safety by staying out of range of the creature’s arms and spikes, only 
  to be surprised by the other snare lying in wait. A frightening rumor 
  claims a dust goblin tribe has allied with a mordant snare, where the 
  goblins provide the bait in lieu of mordant puppets. After a successful 
  kill, the goblins gather whatever treasure the victims owned, and the 
  snare gets more food. The goblins also learn dark secrets about the 
  Wasted West from the sated snare.
  Several humanoids with glistening skin shamble aimlessly. 
   MORDANT SNARE 
                                    CR 15
  XP 51,200
  CE Colossal aberration (earth)
  Init +9; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +30
  DEFENSE
  AC 29, touch 7, flat-footed 24 (+5 Dex, +22 natural, 
  −8 size)
  hp 231 (22d8+132)
  Fort +15, Ref +12, Will +18
  Immune acid; SR 26
  OFFENSE
  Speed 40 ft., burrow 40 ft.
  Melee 4 tentacles +17 (2d8+9/19–20 plus 1d6 acid 
  and grab)
  Ranged 4 spikes +13 (1d8 plus 1d6 acid)
  Space 30 ft.; Reach 30 ft.
  Special Attacks constrict (2d8+9 plus 2d6 acid)
  STATISTICS
  Str 28, Dex 21, Con 22, Int 15, Wis 20, Cha 17
  Base Atk +16; CMB +33 (+37 grapple); CMD 48
  Feats Bleeding Critical, Blind-Fight, Cleave, Combat Reflexes, 
  Critical Focus, Deceitful, Great Cleave, Great Fortitude, 
  Improved Critical (tentacle), Improved Initiative, Power Attack
  Skills Bluff +29, Disguise +29, Intimidate +28, Perception +30, 
  Stealth +14, Survival +30
  Languages Aklo, Common, Terran
  SQ absorb channel energy, mordant puppets 
  ECOLOGY
  Environment temperate or warm desert, hills, or plains or  
   
  underground
  Organization solitary or pair
  Treasure triple
  SPECIAL ABILITIES
  Absorb Channel Energy (Su) If a mordant snare is in the area 
  of effect of a cleric’s channel energy to harm undead, it gains 
  temporary hp equal to half the damage the cleric does, up to 
  a maximum of 60. 
  Mordant Puppets (Ex) A mordant snare can control up to 4 
  bodies/tentacle (up to 44, total) in a way that they resemble 
  zombies. Treat each mordant puppet as a zombie with 30 hp, 
  which cannot be harmed by positive energy, and deals 1d6 
  acid damage to foes who hit the puppet with natural attacks or 
  melee weapons without reach. These puppets occupy squares 
  within the mordant snare’s reach, even above the creature, as it 
  usually lies burrowed in sand and ash. A successful DC 30 Heal 
  or Knowledge (dungeoneering or religion) check reveals that 
  a mordant puppet is not truly undead. If the mordant snare 
  makes a tentacle attack, it destroys the puppets attached to 
  that tentacle, dealing 2d6 acid damage/puppet in a 5-ft. radius 
  (Reflex DC 27 for half; Con-based). 
  
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  myColid, deathCap 
  These sentient mushroom folk tend the white forests of fungi in the 
  ghoul Imperium and are an allied race of the darakhul. Deathcap 
  mycolids are the peasants of the Underdark, farming dozens of species 
  of mushrooms anywhere they have water, dung, and a bit of earth or 
  slime. For this reason, the other races rarely attack them. The ghouls 
  do not eat them (and they cannot be made into darakhul), but they do 
  grow edible flesh-plants and make valuable lamp oil. Deathcap spores 
  generate sleep and poison effects, though they are fairly peaceful. Their 
  combat abilities tend to punish an attacker, rather than being powerful 
  on offense. 
   
  The deathcap mycolids are not eager fighters, but once committed, 
  they are ruthless, neither giving nor expecting any quarter from their 
  foes. They use their poison and slumber spores to full effect against 
  living creatures; they typically flee from constructs and undead. 
  Deathcap mycolids fight with their ranged spores as much as they can, 
  hiding in their fungal forests. They count on allied creatures (such as 
  carrion beetles, darakhul, purple worms, dark creepers, or even various 
  devils) to fend off the most powerful foes.
   
  Deathcap mycolids live in communal groups of related clones. They 
  reproduce asexually, and an elder and its offspring are almost identical 
  in appearance but for their age. These clone groups are called deathcap 
  “rings.” Mycolids build no huts or towns, but groups are defined by the 
  nature of their crops and general appearance. Indeed, many Underdark 
  sages claim that the deathcaps are merely the fruiting, mobile bodies 
  of the forests they tend, and that this is why they fight so ferociously to 
  defend their forests.
  Deathcap flesh range from white to pale grey to a warm yellow-orange. 
  Their heads resemble fungal caps, often either red with white spots, red at 
  the center with a brown edge, or a bluish-purple tone. Their hands and feet 
  are smooth, and their eyes are deep black wells, glinting with malevolence. 
  Though deathcaps have fanged mouths, they use these largely to ingest 
  earth or mineral nutrients.
   DEATHCAP MYCOLID                                       CR 5
  XP 1,600
  NE Medium plant
  Init +0; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 10, flat-footed 18 (+8 natural)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +4
  OFFENSE
  Speed 20 ft.
  Melee poison touch +7 (poison)
  Ranged deep slumber ranged touch +7 (1d6 sonic plus spores)
  STATISTICS
  Str 10, Dex 14, Con 17, Int 12, Wis 14, Cha 13
  Base Atk +5; CMB +5; CMD +17
  Feats Blind-Fight, Point Blank Shot, Precise Shot, Weapon Finesse
  Skills Bluff +5, Heal +6, Knowledge (dungeoneering) +5, 
  Knowledge (nature) +5, Perception +12, Survival +4, Stealth +9
  ECOLOGY
  Environment temperate or warm forests or underground
  Organization solitary, pair, or ring (4–16)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Poison touch—contact; save DC 16; frequency 
  1/round for 3 rounds; effect 1d6 Con damage; cure 2 
  consecutive saves. Anyone touching a deathcap mycolid with 
  a natural weapon or unarmed attack must also make this 
  saving throw.
  Poison (Ex) Spores, deep slumber ranged touch—contact, 
  inhaled; save DC 16; frequency 1/round for 3 rounds; effect 
  1d6 Str ability damage and fall asleep; cure 1 save. 
   The large fungal cap of a deathcap can release spore 
  capsules, either to set a trap, to grow young deathcap 
  mycolids, or to put foes to sleep. To cause sleep, the deathcap 
  mycolid must throw one or several spore capsules at a foe 
  and make a successful ranged touch attack. The spores have 
  a range increment of 20 ft. and a maximum range of 100 
  ft. If a spore hits, it breaks open with an explosive burst for 
  1d6 sonic damage. The target and any other creatures in the 
  same square (such as familiars) must make the save. Sleeping 
  creatures fall prone and can take no actions until they wake. 
  Damage, loud noises, and vigorous shaking can awaken 
  sleeping creatures, as sleep. The spores affect creatures up to 
  7 HD for 1d10 minutes of sleep if the save fails; if the saving 
  throw succeeds, the creature is staggered but otherwise 
  unaffected. Creatures of 8 HD or more sleep only 1d4 
  rounds if the save fails; if the save succeeds, they are entirely 
  unaffected. The spore capsules range in size from that of a 
  sling bullet to a fist. This is a poison effect.
  
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  oCulo swarm 
  Gaze (Su) In lieu of swarm damage, an oculo swarm can inflict 
  a gaze attack on every creature in its space by fixing the 
  stares of its constituent eyes. The swarm can choose one 
  effect from the following list: charm monster, confusion, and 
  hold monster. Regardless of effect, any targets in the swarm’s 
  space must succeed at a DC 15 Will save (Cha-based) to avoid 
  succumbing to it. A victim may not simply avert his eyes to 
  avoid the gaze attack.
  Most adventurers fear losing their sight. Without it, a spellcaster cannot 
  target opponents, a combat-oriented adventurer no longer fights 
  effectively, and a rogue becomes almost useless. The oculo swarm, an 
  experiment to create a live scrying sensor gone awry, preys on this fear 
  in a dramatic way since its mere presence can rip out an unfortunate’s 
  eyes. Additionally, the swarm has an array of other abilities to soften up 
  potential prey.
   
  An oculo swarm 
  replenishes its 
  numbers by the 
  simple act of 
  swooping in on 
  its victims and 
  leaving them eyeless. 
  However, the swarm 
  is selective about the eyes 
  it takes, so it only targets 
  victims with healthy eyesight. 
  Because the resonance field the 
  swarm generates loses efficacy as 
  the swarm shrinks in size, it usually 
  attempts to paralyze its opponents 
  and retreat when it drops below 
  10 hp and focus its attacks on lone 
  or weak targets to rebuild.
   
  The entire swarm can see 
  what a single member, known 
  as an oculus, can see. Thus, 
  prior to making an attack, an 
  oculus scouts ahead for the 
  best prospective victims or 
  potentially dangerous foes. The 
  oculus has no offensive capability 
  and only has a single hp.
   Occasionally, a wizard from Bemmea 
  employs an oculus as a lie detector and 
  possible intimidation device when engaging in 
  negotiations. An oculus instinctively reads even the most 
  subtle eye movements of any creature possessing sight, and 
  it changes it iris’s color to indicate the state of the creature it 
  observes (typically blue for calm/telling the truth, brown for lying, 
  or green for angry). If negotiations go poorly, the mage gives the oculus 
  permission to call the remainder of the swarm to add a fresh pair of 
  eyes to its number.
   An arcane spellcaster with access to summon swarm can replace a 
  4th-level spell with a version of summon swarm that conjures an 
  oculo swarm.
  A collection of hundreds of eyes floats along, trailing ganglia and dripping 
  caustic fluid that sizzles when it hits the ground.
   OCULO SWARM 
                                         CR 4
  XP 1,200
  NE Diminutive aberration (swarm)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 37 (5d8+15)
  Fort +4, Ref +7, Will +6
  Defensive Abilities swarm traits; Immune weapon damage; 
  Resist acid 10
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6 acid)
  Ranged acid squirt +11 (1d8 acid)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 15), eye extraction,  
   
  gaze
  STATISTICS
  Str 10, Dex 19, Con 16, Int 8, 
   
  Wis 15, Cha 17
  Base Atk +3; CMB +3; CMD 13
  Feats Alertness, Improved   
   
  Initiative, Lightning Reflexes
  Skills Fly +18, Perception +12,  
   
  Sense Motive +16, Stealth 
  +23; Racial Modifiers +4 Sense  
   
  Motive
  Languages understands  
   
   
  Common 
  ECOLOGY
  Environment any
  Organization solitary, pair, or  
   
  conclave (3–6)
  Treasure none
  SPECIAL ABILITIES
  Eye Extraction (Su) An oculo swarm 
  draws other eyes to it. If the swarm 
  shares the space with a target, the 
  target must succeed at a DC 15 Fortitude 
  save (Cha-based), or its eyes begin to strain 
  out of their sockets. Victims suffer a −2 penalty 
  to all attack rolls and any skills which rely on sight. (A 
  DC 15 Heal check or any cure spell negates this penalty 
  but does not forestall extraction). Failing the initial 
  saving throw, the victim must repeat it at the start of the 
  next turn; a second failure renders the victim permanently 
  blind. A successful saving throw at any point provides 
  immunity to a particular swarm’s eye extraction for 24 hours. 
  If an oculo swarm is reduced to 5 hp or less, it can no longer 
  use this ability.
  
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  orobas 
  manipulate a convoluted answer, or 
  outright lie. An orobas receives a +8 bonus to Bluff and 
  Diplomacy checks when revealing the answer for a requested 
  divination effect.
  Once a beneficial race of advisors to Ouroboros, these devils tricked the 
  “dragon that eats itself” into renouncing its nature; nearly destroying 
  Midgard in the process. Ouroboros cast down these deceivers with 
  wrath after learning of their treachery. The orobas thrive in Hell, 
  selling their knowledge to those who have the coin (or other form of 
  payment). The common phrase, “never trust a gift horse,” stems from 
  these corrupting devils. When called to Midgard, they sometimes take 
  the shape of a destrier. Orobas devils prefer to take the horrific form of 
  a horse-headed man. Sulfuric smoke curls from their nostrils and their 
  fingers sport ragged claws. This beast-like appearance belies their true 
  strength; the orobas possess an uncanny knowledge of the past, as well 
  as of things to come.  
   
  When bargaining with an orobas, one must speak truthfully—
  or possess an exceptionally quick tongue and the most charming 
  smile. Practitioners of the dark arts know these devils as the Lords of 
  Distortion, and their ability to practice deceit is extraordinary. They 
  prize reality-warping magics above all else, and bribes of that sort sway 
  their acquiescence when making a pact.
   
  Orobas gather many lesser devils to serve as chattel and defense. 
  Its analytical mind telepathically confers the strengths and weaknesses 
  of foes to its allies. With surprising speed, the deceiver can assess 
  a battlefield, make compensations, and redirect forces with deadly 
  accuracy. Enemies of the orobas almost never catch them off guard. 
  They process a nearly constant stream of premonitions of their 
  immediate future and feel like they are moving through the same event 
  several times.
  Tall and powerful, this creature resembles a strong man with well-chiseled 
  muscles, save its equine head, flaring nostrils, and hoofed feet.
   DEVIL, OROBAS 
                                       CR 17
  XP 102,400
  LE Large outsider (devil, evil, extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception +29
  DEFENSE
  AC 30, touch 16, flat-footed 23 (+7 Dex, +14 natural, −1 size)
  hp 261 (18d10+162); fast healing 10
  Fort +15, Ref +18, Will +19
  DR 10/good and silver; Immune fire, poison; Resist acid 10, cold  
   
  10; SR 28
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +28 (1d8+10/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks push (claw, 10 ft.), trample (2d8+15, DC 29)
  Spell-Like Abilities (CL 18th; concentration +26)
  Constant—arcane sight, detect good, true seeing
  At will—augury, dispel good (DC 23), greater teleport (self plus 50 
  lb. of objects only), magic circle against good 
  5/day—bestow curse (DC 22), fireball (DC 21), scorching ray
  3/day—contact other plane, dimension door, empowered chain 
  lightning (DC 24), quickened	antimagic	field,	wall	of	fire
  1/day—eyebite (DC 24), find	the	path,	foresight
  STATISTICS
  Str 30, Dex 25, Con 28, Int 23, Wis 26, Cha 21
  Base Atk +18; CMB +29; CMD 46
  Feats Cleave, Deceitful, Empower Spell-Like Ability (chain 
  lightning), Improved Critical (claws), Improved Initiative, 
  Lunge, Power Attack, Quicken Spell-Like Ability (antimagic 
  field), Weapon Focus (claws)
  Skills Acrobatics +16 (+20 jump), Bluff +30, Climb +19, 
  Diplomacy +26, Disguise +7, Knowledge (arcana) +23, 
  Knowledge (history) +16, Knowledge (local) +16, Knowledge 
  (planes) +23, Knowledge (religion) +23, Perception +29, 
  Sense Motive +29, Spellcraft +22, Stealth +22, Survival +22, 
  Use Magic Device +23
  Languages Abyssal, Common, Infernal, Celestial, Draconic, Giant, 
  Necril, telepathy 100 ft.; telepathy 100 ft.
  SQ knowing, sage advice
  ECOLOGY
  Environment any, Hell
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Knowing (Su) Always calculating the shifting nature of chance 
  and time, an orobas can predict actions and alter chance 
  accordingly. An orobas can reroll any attack, skill check, or 
  saving throw 3/day. It must take the second roll even if the 
  result is worse.
  Sage Advice (Su) An orobas sometimes twists responses to a 
  divination effect when questioned by mortals. They soften 
  the answer, leave crucial information out of the response, 
  
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  phantasmal Creature 
  A large, grotesque humanoid head roars on the body of a lion. Tattered 
  wings spread above the beast, and a spiked tail trails behind the creature.
   PHANTASMAL MANTICORE (50% REAL) 
  CR 4
  XP 1,200
  LE Large construct   
   
   
   
  (incorporeal)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 12, touch 12, flat-footed 16(+1 deflection, +2 Dex, −1 size)
  hp 63 (6d10+30)
  Fort +2, Ref +4, Will +3
  Defensive Abilities incorporeal; Immune construct traits
  OFFENSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite 10 (1d8+5), 2 claws 10 (2d4+5)
  Ranged 4 spikes 8 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 15, Con —, Int 7,  
   
  Wis 12, Cha 9
  Base Atk +6; CMB +9; CMD 25
  Feats Flyby Attack, Hover, Weapon Focus (spikes)
  Skills Fly −3, Perception +9, Survival +4 (+8 when tracking); 
  Racial Modifiers +4 Perception, +4 Survival when tracking
  Languages Common
  SQ glass heart, incorporeal rejuvenation
  ECOLOGY
  Environment any, urban
  Organization solitary
  Treasure none
  SPECIAL
  Disbelieved: The manticore’s statistics become the following if 
  disbelieved:
  AC 10, touch 10, flat-footed 9 (+1 Dex, −1 size); Damage 
  The manticore deals 50% of normal damage but takes 
  double damage from any disbelieving creature.
  Phantasmal creatures, sometimes simply known as phantasmals, 
  are not truly alive, but neither are they mere illusion. Formed from 
  shadowstuff and a sliver of soul, they are intelligent but do not possess 
  the full knowledge of their former lives. Their memories are vague and 
  dreamlike and often with significant gaps. When free of their plates, the 
  creatures often re-enact events and tendencies of their former lives.
  Creating a Phantasmal Creature
  “Phantasmal creature” is an acquired template that can be added to 
  any living creature. It uses the base creature’s statistics and special 
  abilities except as noted below. Phantasmals are constructs composed 
  primarily of shadowstuff, but those who believe they are real take full 
  damage from them. Most phantasmal creatures are only 25% real, but 
  they become stronger if summoned frequently, growing to 50% or even 
  75% real. The percentage real a creature is affects its maximum hp, AC, 
  damage, and CR. See shadow conjuration for other general rules.
  Phantasmal creatures appear to those using detect magic to possess 
  moderate illusion (phantasm) auras. They are particularly vulnerable 
  to dispel magic effects, which forces them to dissipate for a number 
  of hours equal to the CL check (no save). Closely interacting with a 
  phantasmal creature allows a character to make a Will save to recognize 
  it as mostly illusory. A character also receives a Will save if killed by 
  phantasmal creatures to avoid death.
   
  CR: A 25% real phantasmal creature’s CR is −2 lower than the base 
  creature, a 50% real phantasmal is CR −1, and a 75% real phantasmal’s 
  CR remains unchanged.
   
  Type: Type becomes construct. The creature gains the incorporeal 
  subtype. Do not recalculate skill points per HD or BAB.
   
  Armor Class: A phantasmal gains a deflection bonus to its AC equal 
  to its Charisma bonus (minimum +0). Due to the incorporeal subtype, 
  the base creature loses any armor or natural armor bonus. Against 
  creatures who disbelieve it, all bonuses to the phantasmal’s AC (of all 
  kinds of bonuses except size) are individually reduced to the percentage 
  of how real it is, rounded down. Thus, a phantasmal creature that is 
  25% real with an AC of 14 (+4 from deflection) only has AC 11 when 
  disbelieved (25% of its +4 deflection bonus to AC).
   
  Hit Dice: A phantasmal’s HD become d10s. Recalculate hp for the 
  new HD type, if appropriate. The phantasmal gains bonus hp based 
  on its size. Any creature that disbelieves the phantasmal deals double 
  damage against it.
   
  Damage: A phantasmal creature deals normal damage unless it is 
  disbelieved, in which case the damage it deals is reduced to the percent 
  it is real.
   
  Special Attacks: A phantasmal creature retains all the special 
  attacks of the base creature, but if disbelieved, those attacks only affect 
  its targets a percent of time equal to how real it is.
   
  Special Qualities: The phantasmal retains all the special qualities of 
  the base creature and gains the following two special qualities.
   
  Glass Heart (Ex)—The creature is inextricably linked to the 
  phantasmal glass plate from which it originated. It cannot travel more 
  than a mile from the plate, and if the plate is destroyed, the creature 
  permanently dissipates at the end of its next turn.
   
  Incorporeal Rejuvenation (Su)—When reduced to 0 hp, the 
  phantasmal dissipates and cannot manifest again for 24 hours. After this 
  time, it can be brought forth from its glass again, fully healed.
   
  Abilities: A phantasmal creature has no Constitution score, and 
  thus is immune to any effect that requires a Fort save unless it affects 
  objects or is harmless. Although incorporeal, a phantasmal creature 
  possesses a Strength score and can interact with the world and deal 
  physical damage in combat.
  Magic Lantern
  A magic lantern, which actually uses no magic at all, is a device that 
  uses a powerful lamp to project painted images from glass slides onto 
  a screen, wall, or curtain of smoke. In theatres, large versions provide 
  lighting and special effects. More elaborate examples have multiple 
  lamps and a hand-cranked mechanism to insert colored filters and slide 
  plates over one another, creating the appearance of simple movement. 
  The technological limitations of these devices make them mere trinkets, 
  inferior to even the simplest magical illusions. Nevertheless, they were a 
  fad in Zobeck 50 years ago, and a number survive as toys and curios. A 
  typical magic lantern weighs 15 lb. and costs 1,000 gp. 
  
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   PHANTASMAL GLASS
  Aura moderate illusion; CL 7th
  Slot —; Price 1,000 gp; Weight 1 lb.
  DESCRIPTION
  Black Marcenzo first created phantasmal glass, but its exact purpose 
  was lost to time. Although phantasmal glass superficially resembles 
  typical plates from a magic lantern, its pictures are illusionary images 
  within the glass itself and not merely painted on. When examined, 
  these images seem to shift and move slightly as if alive. Images in 
  phantasmal glass tend to leak out if projected by a magic lantern or 
  other strong light source. The result is a creature with the phantasmal 
  template, which occasionally appears near the area where the glass was 
  used. Manifestations last between a few minutes and a few hours before 
  vanishing. The summoner has no control over the creature summoned. 
  A phantasmal glass pane is a 1/2-inch-thick, clear glass plate, roughly 6 
  inches long and 3 inches tall, with the appropriate image floating in the 
  middle of it rather than painted onto the side.
  CONSTRUCTION
  Requirements Craft Wondrous Item, shadow conjuration; Cost 500 gp
  
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  putrid haunt  
   
  Their desperate need to escape the marshlands in life transformed 
  into hatred of all living beings in death. They often gather in locations 
  tainted by evil deeds.
   
  With no creatures to torment and kill, putrid haunts become still 
  and sink into the water, only moving again when new victims come 
  near. A haunt attacks by plowing into its enemies, wildly slamming the 
  creature with its arms and kicking at the creature if knocked prone. 
  Though hardly a tactical creature, the putrid haunt uses its terrain to its 
  advantage, springing from the muck and mire to savage living creatures 
  who wander too close to its resting spot.
  Caustic Haunt (CR 3) Some corpses lie for so long, the rot turns 
  the surroundings acidic. Chemical reactions or the leaching of magic 
  into the transforming corpse results in the manifestation of a coating 
  of protective slime. A caustic haunt benefits from a +2 bonus to natural 
  armor, and its slam attacks deal an additional 1 acid damage. The acid 
  burns for an additional 5 rounds (dealing 1 damage/round). Pouring a 
  flask of wine on the wound displaces the acid and stops the continual 
  damage. 
  Malodorous Haunt (CR 3) Tubers and other fungi grow on some 
  putrid haunts. The undead break off and throw pieces of these disgusting 
  growths at their foes. These haunts have a slightly higher intelligence 
  (Int 10) and fight with better tactics. The tubers discharge as a grenade-
  like weapon with a range of 20 ft. Pus and rotted flesh fill the tuber, and 
  it explodes in an overwhelming stink of death and corruption in a 10-ft. 
  radius. Those within the stench must succeed at a DC 15 Fortitude save 
  or be sickened for 1d6+4 minutes.
  This shambling corpse has all manner of twigs, branches, and other debris 
  intertwined with its body. Its gaping maw crawls with scrabbling vermin. 
   PUTRID HAUNT 
                                         CR 2
  XP 600
  NE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +3
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d6+4)
  Special Attacks vomit leeches
  STATISTICS
  Str 17, Dex 15, Con —, Int 6, Wis 11, Cha 14
  Base Atk +2; CMB +5; CMD 17
  Feats Power Attack, Weapon Focus (slam)
  Skills Perception +6, Stealth +8 (+16 when dormant); Racial  
   
  Modifiers +8 Stealth when dormant
  SQ dead still, swamp shamble, unstoppable
  ECOLOGY
  Environment any marsh or swamp
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Dead Still (Ex) When no living victims are nearby, a putrid haunt 
  falls dormant. Over time, moss and vines grow over its skin 
  and vermin inhabit its flesh. This renders the putrid haunt 
  more difficult to detect, and the creature gains a +8 to Stealth 
  checks in this condition.
  Swamp Shamble (Ex) Putrid haunts suffer no penalties to 
  movement due to marsh terrain.
  Unstoppable (Su) If a putrid haunt receives enough hp to reach 
  a positive number after it has been destroyed, the healing 
  effect from its leeches reanimates the corpse in 1 minute. 
  Dealing 5 fire damage after the creature is defeated negates 
  this special quality.
  Vomit Leeches (Su) As a standard action, a putrid haunt can 
  vomit forth the contents of its stomach onto an adjacent 
  target as touch attack. Along with the bile and mud within its 
  stomach, 1d6 undead leeches attach to the target. Each leech 
  drains 1 hp at the beginning of the target’s turn, and the 
  putrid haunt heals 1 hp as the leech transfers this damage. 
  These leeches continue to damage the target each round 
  until removed. A target can remove or destroy 1d3 leeches as 
  a standard action.
  Putrid haunts are walking corpses infused with moss, mud, and 
  the detritus of the deep swamp. They are the shambling remains of 
  individuals who, either through mishap or misdeed, died while lost 
  within a vast swampland.
  
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  red hag 
  SPECIAL ABILITIES
  Blood Sense (Su) A red hag can detect the blood of a living 
  creature within 90 ft. and pinpoint its location within 30 ft.
  Siphoning Aura (Su) Red hags can radiate an aura in a 30-ft. 
  radius as a free action that causes a creature to bleed from its 
  mouth, nose, eyes, and ears. Affected creatures must succeed 
  on a DC 17 Fortitude save (Con-based) each round or take 1 
  Constitution damage from blood loss. 
  Spells A red hag casts spells as a 7th-level druid.
  An elder race—much older than the elves, and as old as the dragons—
  red hags are the most cunning and longest living of the hags, having a 
  lifespan of several thousand years (2,000–3,000 being common). Unlike 
  their hag kin, they are not horrid to look upon, and most are considered 
  comely in their own right. 
   
  Red hags are more sociable than their kin and may even live in 
  small communities in the wilderness areas of Verrayne. In ancient 
  times, they settled together in larger clusters and once ruled small cities 
  of mixed populations throughout Midgard—especially in Old Verrayne. 
  Their greatest city, Talitheos, an island city of vast wealth and magical 
  knowledge, sunk during the cataclysm, and the hags have been seeking 
  its ruins ever since. Outside of Verrayne, few know anything about 
  the red hags, and the hags do little to enlighten them, preferring their 
  seclusion and secrecy.
   The hags have a deep connection with all elements of nature, 
  and often make their homes in deep forests, in caves, or 
  along coastlines. Because of their close connection to 
  nature, red hags often serve as druids in the order 
  of the Oaken Ring. Within their druidic 
  circles, however, they 
  practice blood sacrifices 
  and perform ritualistic 
  blood magic—much of it 
  is to slake their craving for 
  humanoid blood, but it also 
  serves as a means to venerate 
  Hecate. Red hags also favor 
  the cleric, oracle, and wizard 
  classes; few ever seek a 
  martial path. The ancient 
  hags all answer to a hierarchy 
  of which the current leader 
  is Blood Mother Margase, an 
  ancient druid of Verrayne.
  A tall, curvaceous robed woman with crimson-colored, leathery skin 
  stands upon the reef, looking out toward the sea. The sea’s breeze gently 
  blows her long, raven hair, clearly revealing her sharp facial features, high 
  forehead, pointed ears, and long nose. She is strangely alluring.
   RED HAG 
                                                      CR 6
  XP 2,400
  NE Medium monstrous humanoid 
  Init +3; Senses blood sense 90 ft., darkvision 60 ft.; Perception  
   
  +20
  Aura siphoning aura (30 ft., DC 17) 
  DEFENSE
  AC 21, touch 13, flat-footed 17; (+3 Dex, +8 natural)
  hp 66 (7d10+28)
  Fort +8, Ref +8, Will +13
  DR 5/cold iron; Immune poison; SR 18
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +11 (1d4+4 plus bleed and grab)
  Special Attacks bleed (1d6), blood drain (1d4 Con)
  Spell-Like Abilities (CL 7th)
  At will—summon monster I
  3/day—charm monster, summon monster III
  Spells Prepared (CL 7th)
  4th—air	walk,	flame	strike (DC 22), freedom of movement
  3rd—call lightning (DC 21), cure moderate wounds, meld into 
  stone, poison
  2nd—barkskin,	bear’s	endurance,	cat’s	grace,	flame	blade,	
  resist	energy	[fire]
  1st—charm animals (DC 19),	faerie	fire,	entangle (DC 
  19), obscuring	mist,	produce	flame,	speak	with	
  animals
  0—create water, detect magic, mending, stabilize 
  STATISTICS
  Str 19, Dex 16, Con 18, Int 23, Wis 26, Cha 15
  Base Atk +7; CMB +11; CMD +24
  Feats Alertness, Blind-Fight, Great Fortitude, 
  Intimidating Prowess
  Skills Bluff +6, Craft (alchemy) +15, Craft 
  (sculpturing) +12, Diplomacy +7, 
  Knowledge (arcana) +13, Knowledge 
  (history) +10, Knowledge (nature) +13, 
  Intimidate +13, Perception +20, Sense 
  Motive +11, Spellcraft +11, Stealth +10, 
  Survival +9, Swim +12; Racial Modifiers +8 
  Swim
  Languages Common, Giant
  SQ amphibious, monstrous empathy, trackless 
  step
  ECOLOGY
  Environment any
  Organization solitary, coven (3 red hags), red hags are the 
  more sociable of the hags and may convene in small 
  communities of up to 200
  Treasure double
  
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  roaChling 
  foreheads just below the hairline, a carapace that covers much of the 
  back, and small spines on their legs and arms. They have no visible nose, 
  and some have small mandibles on either side of their mouths. Females 
  are slightly smaller and thinner and almost never have mandibles. Most 
  stand 4–5 ft. tall. Hair is unusual among roachlings, but when present, 
  it’s always oily and dark, pressed flat against the skull. Roachlings have 
  dark skin, including variations of tan, yellow, dark brown, and black. 
  Regardless of the color, their skin tends to have a shiny, oily appearance 
  although it is in fact dry. 
   
  Roachlings mature quickly, reaching physical and emotional 
  maturity by the age of 10. Unfortunately, this accelerated aging 
  continues throughout their lives and only a few live past the age of 40. 
  Even reaching that milestone is considered a monumental achievement 
  since most roachlings die much earlier by the twisted knife of a 
  cutthroat, the slavering maw of some subterranean horror, or an angry 
  mob of fearful humans.
  Roachling Racial Traits
  +2 Dex, +2 Con, -2 Cha: Roachlings are nimble and slight of frame but 
  hardy. They are resilient to disease and illness. Generally unattractive 
  and lacking in civilized manners, they are not highly regarded in most 
  societies.
   
  Small: Roachlings are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a −1 penalty to their CMB and 
  CMD , and a +4 size bonus on Stealth checks.
   
  Slow Speed: Roachlings have a base speed of 20 ft.
   
  Natural Armor: Roachlings gain a +1 natural armor bonus to AC 
  due to their chitin.
   
  Skitterer: Roachlings receive a +2 racial bonus on Climb and Stealth 
  skill checks.
   
  Resistant: Roachlings receive a +2 racial bonus on Fortitude saving 
  throws against poison and disease.
   
  Darkvision: Roachlings can see in the dark up to 60 ft.
   
  Tactile: Roachlings can use tremorsense within 10 ft.
   
  Light Sensitivity: Roachlings are dazzled in areas of bright sunlight 
  or within a daylight spell.
   
  Languages: Roachlings begin play speaking Common. Roachlings 
  with high intelligence scores can choose from the following: Aklo, 
  Draconic, Gnome, Goblin, Orc, and Undercommon.
  With a form combining both human and cockroach qualities, this nimble 
  creature quickly hides in the shadows.
   ROACHLING 
                                                      CR 1
  XP 400
  Male roachling rogue 2
  CN Small humanoid 
  Init +3; Senses darkvision 60 ft., tremorsense 10 ft.; Perception +6
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural, 
   
  +1 size)
  hp 18 (2d8+6)
  Fort +2, Ref +6, Will +1
  Defensive Abilities evasion
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee rapier +4 (1d4+2/18–20), dagger +4 (1d3+3/19–20)
  Ranged light crossbow +5 (1d6/19–20), dagger +5 (1d3+2/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 14, Dex 17, Con 14, Int 10, Wis 13, Cha 6
  Base Atk +1; CMB +2; CMD 15
  Feats Point Blank Shot
  Skills Acrobatics +8, Climb +9, Disable Device +8, Escape Artist 
  +8, Knowledge (local) +4, Perception +6, Sense Motive +5, 
  Sleight of Hand +8, Stealth +14; Racial Modifiers +2 Climb,+2 
  Stealth
  Languages Common
  SQ resistant, rogue talents (finesse rogue), skitterer, trapfinding +1
  ECOLOGY
  Environment any urban or underground
  Organization solitary, pair, gang (3–5), cluster (6–12 plus 
  one leader of 3rd–6th level), nest (13+, plus 100% non-
  combatants; 1 leader 3rd level/20 adults, 1 leader 5th level, 
  and 1 leader 7th level)
  Treasure NPC gear (daggers (3), leather armor, light crossbow  
   
  and 20 bolts, rapier)
  Also known as scuttlers, roachlings are an unpleasant humanoid race 
  of insectoid stock that closely resemble cockroaches. Inquisitive and 
  covetous, unclean and ill mannered, most other races shun them.
   
  Roachlings are skittish and easily frightened, but they are not 
  cowards. Rather, they are practical. They understand survival often 
  depends on their ability to remain unseen and out of reach of those 
  who would kill them. As a result, most roachlings prefer to attack only 
  when the chance for victory sits squarely on their side. That said, they 
  also have a well-deserved reputation for deviousness and are adept at 
  creating the conditions for victory through skulking, underhanded 
  tactics, and hit-and-run fighting. Because they have a long history 
  of being neglected, abused, and persecuted, roachlings are naturally 
  suspicious and extend their trust only slowly. A deep-rooted paranoia 
  infects their race, leading them to believe everyone wishes them ill until 
  proven otherwise.
   
  Roachlings are roughly humanoid in shape, but they blend 
  insectile features that include whip-like antennae protruding from their 
  
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  sandman 
  fantasies of lost love or childhood, prophecies and religious visions, or 
  terrible nightmares. Powerful dreamers attract their special attention 
  and protection: children, madmen, and would-be tyrants and heroes 
  alike. They protect such charges fiercely but have also been known to 
  abduct them, taking them on wild adventures to see sights that inspire 
  yet greater dreams. To them all dreams are vital and good, be they 
  uplifting or terrifying, a warning or a delight.
   
  When not on Midgard, sandmen ride bubble-like dreamscapes as 
  they form and rise through the Ethereal Plane and breach the surface 
  of the Sea of Possibilities, nurturing and harvesting their contents. 
  Sandmen are a common and welcome sight in markets across the 
  Elflands, the courts of the shadow fey, and even in Hell—anywhere 
  that dreams or nightmares are a valuable commodity. They are terrible 
  enemies to anyone who would steal or pervert the sanctity of dreams—
  especially devilish dream eaters. 
   
  In combat sandmen prefer to elude rather than confront enemies, 
  relying on deep slumber, ethereal jaunt, and lullaby to confound their 
  foes. When pressed, they use their other spell-like abilities to conjure 
  dreams briefly into the real world, distracting or destroying their 
  assailants.
  Stick thin and moon faced with a raptor’s eyes and a mane of hawk 
  feathers, this hideously grinning humanoid pirouettes as nimbly as a 
  dancer. Between his too long, taloned fingers trickles sand that gleams 
  with the cold light of stars.
   SANDMAN 
                                                      CR 6
  XP 2,400
  CN Medium outsider (chaotic, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
  hp 68 (8d10+24)
  Fort +5, Ref +10, Will +8
  Defensive Abilities stuff of dreams; DR 5/cold iron; Immune  
   
  poison, sleep; Resist cold 10, electricity 10, fire 10; SR 17
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +12 (1d6+2/18–20)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 8th; concentration +12)
  At will—daze (DC 14), deep slumber (DC 17), ethereal jaunt 
  (night only), lullaby (DC 14)
  3/day—persistent image (DC 19), shadow conjuration (DC 18)
  1/day—dream, nightmare (DC 19), phantasmal killer (DC 18)
  STATISTICS
  Str 14, Dex 19, Con 16, Int 13, Wis 14, Cha 19
  Base Atk +8; CMB +10; CMD 25
  Feats Dodge, Mobility, Spring Attack, Weapon Finesse
  Skills Acrobatics +15 (+19 when jumping), Climb +13, Escape 
  Artist +15, Knowledge (planes) +8, Perception +13, Sense 
  Motive +13, Spellcraft +8, Stealth +15
  Languages Aklo, Common
  ECOLOGY
  Environment any, Ethereal Plane
  Organization solitary, pair, or tangle (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Eye-Closer’s Curse (Su) If a sandman scores a critical hit or 
  sneak attack against an opponent, it may use its talons to 
  score a victim’s eyeballs with a rune that snaps their eyelids 
  shut, leaving them permanently blinded. Remove curse can 
  remove this blindness as easily as any other effect restoring 
  permanent blindness.
  Stuff of Dreams (Ex) Made partially from dreams and 
  imagination, a sandman isn’t entirely real. A sandman has a 
  25% chance to ignore a critical hit or sneak attack.
  Sometimes known as lukøjes (“eye-closers”), sandmen are sinister-
  looking bringers of sleep and dreams. Their pox-marked faces, grey and 
  curved like a sickle moon, are enough to give nightmares to children 
  and grown men alike. 
   
  Visiting Midgard each night to sprinkle glittering dream sand 
  over mortals, sandmen ensure that their targets slumber deeply and 
  experience vivid dreams that swell the dream realm’s power. Some 
  sandmen develop a talent for a specific flavor of dream; delivering 
  
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  sap demon 
  Winter’s Kiss (Ex) Freezing temperatures affect a sap demon 
  (or host) like slow. In addition, the host loses the use of its 
  legs and falls prone (speed 5 ft.). The host’s bleeding slows 
  to 1 damage/3 hours (Fort DC 15 negates). The host retains 
  control, losing its blindsight, Diehard, Vital Strike, and rage.
  Sap demons are intelligent oozes that hunt down those that inflicted the 
  tree wounds from which they bled. Though typically Small in size, the 
  larger the sap source is, the larger the resulting creature can be. Over 
  the course of a few hours, these milky amber creatures pool into a shape 
  that vaguely resembles their tree’s attacker: for instance, a hat may be 
  incorporated into its overall shape. Sap demons pummel their prey 
  with pseudopod fists, but when possible, they especially enjoy claiming 
  the weapon that wounded their tree and wielding it to deliver a final 
  blow. To gain speed, maneuverability, and protection, a sap demon may 
  possess another creature by pinning it and oozing down its throat. Once 
  inside, the sap demon dominates its host and causes it to bleed as its tree 
  bled. Since the sap demon takes no damage when its host is wounded, it 
  performs reckless acts. It upholds no scruples. It may wander into town 
  for fisticuffs and mayhem, or it may bed a local woman who later gives 
  birth to a forest changeling.
  Oozing from an ax wound to a stout maple’s trunk, a small figure of milky 
  amber fluid forms on the forest floor. Vaguely humanoid in appearance, 
  this languid ooze half walks and half flows forward, implacably following 
  the axe wielder’s path to certain revenge.
   SAP DEMON                                                       CR 3
  XP 800
  CE Small ooze
  Init +2; Senses blindsight 60 ft.; Perception +2
  DEFENSE
  AC 9, touch 9, flat-footed 9 (−2 Dex, +1 size)
  hp 27 (5d8+5); fast healing 5
  Fort +2, Ref −1, Will +3
  Defensive Abilities ooze traits; DR 5/slashing
  Weaknesses winter’s kiss
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee 2 slams +7 (1d4+2 plus grab)
  Special Attacks soul sap
  STATISTICS
  Str 14, Dex 6, Con 12, Int 12, Wis 14, Cha 10
  Base Atk +3; CMB +4 (+10 grapple); CMD 14 (16 vs. grapple)
  Feats Defensive Combat Training, Improved GrappleB, Improved 
  Initiative, Weapon Focus (slam)
  Skills Climb +15, Escape Artist +10, Stealth +11, Survival +9; 
  Racial Modifiers +8 Climb, +12 Escape Artist, +4 Stealth, +2 
  Survival
  Language none (but see soul sap ability)
  SQ amorphous, summer’s step
  ECOLOGY
  Environment temperate forest
  Organization solitary, pair, or band (3–6)
  Treasure none
  SPECIAL ABILITIES
  Amorphous (Ex) A sap demon squeezes as though 2 size 
  categories smaller.
  Grab (Ex) Effective against opponents up to 1 size category 
  larger than the sap demon.
  Soul Sap (Su) A sap demon may slide down the throat of a 
  sleeping, helpless, or pinned living creature that is within 1 size 
  category of itself. Once inside, the sap demon takes control 
  of its host. Treat the effect as dominate monster and as if the 
  sap demon speaks the creature’s language. While dominated, 
  the host gains blindsight 60 ft., Diehard, Vital Strike, and 
  barbarian’s rage. The host’s ears drip blood (1 damage/hour). 
  No damage inflicted upon its host harms the sap demon. 
  If the host dies or remains unconscious for 1 minute as the 
  result of nonlethal damage, the sap demon exits.
  Summer’s Step (Ex) Fire damage affects a sap demon (or host) 
  like haste for 1 minute.
  
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  shadow fey 
  Cloaked in shadow, this lithe humanoid creature bears features combining 
  an elf and a goblin.
   SHADOW FEY                                                     CR 5
  XP 1,800
  NE Medium fey
  Init +9; Senses darkvision 240 ft.; Perception +11
  DEFENSE
  AC 20, touch 20, flat-footed 20 (+4 deflection, +5 Dex, 
  +1 Dodge)
  hp 32 (7d6+7)
  Fort +7, Ref +14, Will +10
  Defensive Abilities improved evasion, uncanny dodge
  Weakness light sensitivity
  OFFENSE
  Speed 40 ft.
  Melee mwk rapier +9 (1d6+1/18–20) or falchion 
  +4 (1d8+1/19–20)
  Ranged mwk short bow +9 (1d6/19–20)
  Special Attacks shadowjump
  Spell-Like Abilities (CL 7th; 
  concentration +11)
  At will—dust of twilight (DC 16)*, vanish*
  3/day—suggestion (DC 17)
  1/day—haste
  * These spells can be found in the 
  Pathfinder	Roleplaying	Game	Advanced	
  Player’s	Guide.
  STATISTICS 
  Str 12, Dex 20, Con 12, Int 16, Wis 12,  
   
  Cha 18
  Base Atk +3; CMB +8; CMD 19
  Feats Agile Maneuvers, Combat 
  Reflexes, Improved Initiative, 
  Weapon Finesse
  Skills Acrobatics +15, Bluff +14, 
  Diplomacy +14, Disable Device +10, 
  Escape artist +11, Handle Animal +4, 
  Knowledge (the Planes) +13, Perception 
  +11, Perform (dance) +9, Profession (any 
  one) +4, Sleight of Hand +12, Stealth +23; 
  Racial Modifiers +8 Stealth
  Languages Common, Elven, Sylvan, Undercommon
  SQ flicker, stealth in motion
  ECOLOGY
  Environment any, Plane of Shadow
  Organization solitary or entourage (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Flicker (Ex) All shadow fey seem to fade in and out of vision. 
  They are very hard to focus on unless they wish to be seen. 
  This allows them to hide in plain sight (as the shadowdancer 
  class ability), and it grants them a deflection bonus to AC 
  equal to their Charisma modifier.
  
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  Shadow Jump (Su) A shadow fey can travel between shadows 
  as if by means of dimension door. This magical transport 
  must begin and end in an area with at least some shadow. A 
  shadow fey can jump up to a total of 20 ft./day in this way; 
  this may be a single jump of 20 ft. or two jumps of 10 ft. each. 
  This ability must be used in 10-ft. increments. Every 2 HD 
  beyond their base HD, the distance a shadow fey can jump 
  each day doubles (40 ft. at 9 total HD, 80 ft. at 11 total HD, 
  160 ft. at 13 total HD, and so on).
  Stealth in Motion (Ex) Shadow fey can move at full speed or 
  even run while using the Stealth skill. They suffer no penalties 
  on Stealth checks due to movement.
  With a wide grin full of teeth and sweepingly pointed ears, shadow fey 
  appear like a cross between the worst elements of elf and goblin. They 
  are rarely seen although they speak and harry and taunt their foes from 
  the shadows often enough.
   
  Other fey call them the Scáthsidhe (pronounced SCAH-shee), or 
  shadow faeries. They are counted among the Unseelie, though they 
  resent the association. They simply call themselves part of the Sidhe, and 
  consider themselves an extension of the Seelie Court.
   
  To most, the shadow fey are little more than a dancing darkness 
  among the leaves. To savants, they are the creatures that taught the 
  shadowdancers all they know and kept many secrets to themselves.
  Shadow fey rarely want to be seen by foes until victory is certain; they 
  prefer to use weapons, spells, and minions to weaken enemies. They 
  steal away mounts and valuables and sabotage equipment as long as 
  they can get away with it. Shadow fey prefer talking to entice others into 
  accepting service to the Goddess of Night and Magic. Fighting rarely 
  accomplishes this.
   
  When confronted or forced into melee, they prefer to use haste 
  and shadow jump to attack the weakest party members with poisoned 
  weapons. They rely on the flicker ability, improved evasion, and speed to 
  stay safe from harm. Many shadow fey offer to surrender if only slightly 
  wounded, giving them a reputation for cowardice.
  Shadow fey are powerful on their home plane where they are widely 
  respected for tainting other creatures with darkness or with light and for 
  ensnaring victims in the service of their goddess. Shadow fey live in the 
  forests of the Plane of Shadows and build cities and villages there. They 
  enjoy homes with sharp shadows or lights that flicker constantly; most 
  other creatures find this irksome at best.
   
  Shadow fey rarely show themselves, preferring to hold conversations 
  from hiding with foes and strangers. When seen, they are long-armed 
  and wide grinned with skin tones varying from gray to brown. Some 
  have tiny horns hidden among their clouds of white or silver hair.
  They are usually armed with a rapier or falchion made of black silver, 
  a special material found primarily on the Plane of Shadow. Their gray, 
  black, or green eyes are unusually large. Their ears are pointed, some 
  almost bat-like in their ornateness. Shadow fey are chatty and speak 
  Common, Sylvan, Elven, and their own dialect of Undercommon 
  (sometimes called Shadowcommon). Shadow fey are powerful 
  shadowsworn, rogues, and sorcerers. Shadow fey care mostly for 
  themselves and their clan and less for other fey, less still for creatures 
  not of the Plane of Shadow, and not at all for creatures unwilling to take 
  service to the Shadow Goddess.
   
  Shadow fey have a complex feudal society, serving the Moonlight 
  King and the Queen of Shadows and their bloodline, the Shadow House. 
  Ultimately, all shadow fey obey them although their orders are more 
  closely obeyed within their cities and palaces on the Plane of Shadow 
  than elsewhere. They consider themselves the equals of the Seelie 
  Court, though the Seelie do not acknowledge them as more than distant 
  relatives.
   
  The other noble houses of the shadow fey are transient but currently 
  include the Flicker House, Dawn House, Lucent House, and Fading 
  House, and possibly others. The great nobles include the Black Prince, 
  the Duke of Alabaster, the Twilight Duchess, and the Glimmering 
  Prince. All of these nobles follow the Goddess of Night and Magic to 
  some degree, though some just make a show of piety.
   
  Shadow fey strictly avoid the use of personal names but choose 
  natural elements and nicknames to avoid granting others too much 
  leverage over themselves. Names such as Noon, Midnight, Shine, 
  Glimmer, Grey, and Charcoal are very common names among the 
  shadow fey. Others go by Raven, Dove, and other totem animal names.
  They live both in cities and in isolation; it is unclear why some shadow 
  fey are solitary. They may be exiles, scouts, or lawbreakers. A few savants 
  claim that shadow fey harvest shadows from unsuspecting humanoids 
  and ransom them back.
   
  Shadow fey love jewelry and gems, and they have double the usual 
  magical items. They never have armor or shields as treasure but often 
  carry black scrolls inscribed with white magical runes, magical weapons, 
  wands, staves, and rings.
  Shadow Fey Courtly Sorcerers (CR 11) Many shadow fey nobles 
  are powerful sorcerers specializing in shadow magic. Their spells include 
  magic typical of shadowsworn. Courtly sorcerers cast spells as 7th level 
  sorcerers and gain class benefits as usual. They gain an alternate form 
  and an unravel ability, and their ability scores benefit from the following 
  bonuses: Str +2, Dex +2, Con +2, Cha +4.
  Alternate Form (Su) All shadow fey sorcerers can assume an alternate 
  form as a swift action, typically as a raven, dove, cat, wolf, or fox. 
  This animal form is always white, black, or silver gray. This ability is 
  similar to polymorph cast by a 12th level character, but the shadow 
  fey sorcerer does not regain hp for changing form and must choose 
  from the forms mentioned above. In its alternate form, it loses 
  spellcasting ability but gains the natural weapons and extraordinary 
  special attacks of its new form. It can remain in that form until it 
  takes another or until struck by sunlight.
  Unravel (Su) As a swift action, shadow fey sorcerers can unravel the 
  spells of their foes. This acts as dispel magic cast at their overall class 
  level. They can use this ability 3/day.
  
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  spark 
  the creature slowly burns out its victim. Each day the spark 
  inhabits a host, the victim must succeed on a DC 18 Fortitude 
  save (Cha-based) or suffer 1d3 Constitution drain. This ability 
  is equivalent to a 5th-level spell.
  When a great storm rips across a world in the Material Plane, it 
  sometimes tears loose the fabric of reality, releasing sentient creatures 
  composed entirely of elemental energy. Fueled by its frenetic thought 
  patterns and erratic actions, a spark jolts through its new world to find a 
  physical body, drawn by an urge to know form. 
   
  Some accomplished spellcasters deliberately seek out sparks for 
  symbiosis. Sorcerers with elemental bloodlines or clerics devoted to 
  deities with elemental domains often reach an agreement with these 
  strange creatures and allow them to ride within their bodies for their 
  entire lifetime. (Consider any NPC having a voluntary, symbiotic 
  relationship with a spark to be CR +2.) Sages studying this phenomenon 
  postulate that other elemental forces similar to sparks exist, embodying 
  the other elemental energies, perhaps even sonic and force energy. 
   
  Occasionally when these creatures form, an alternately charged mate 
  is created at the same time. When this happens, the two never travel 
  separately—always staying within 300 ft. of one another. Crackling with 
  energy too quickly used up, sparks rarely survive longer than a year, 
  even within a symbiotic relationship with a mortal form. When they 
  expire, they simply wink out, presumably returning to the Elemental 
  Planes.
   
  Before combat, a spark lies in wait for an appropriate victim, 
  controlling its light output or inhabiting a mundane metallic object. 
  Once engaged in combat a spark sizes up its foes and chooses the 
  strongest victim to inhabit. Once inside a victim, it uses the new 
  vessel to deliver shocking grasp attacks or to cast lightning bolt or call 
  lightning against distant enemies. If ejected from a creature, a spark 
  immediately tries to inhabit another victim. A spark is clever enough to 
  know when the fight is lost, only staying in a victim long enough to feel 
  them perish but fleeing combat if unable to inhabit other enemies.
  For a moment, this mote of electrical energy floats menacingly nearby, 
  erupting in a shower of sparks and tendrils of electrical discharge. The 
  creature charges headstrong into its enemies and then disappears in an 
  instant, leaving only the whiff of ozone.
   SPARK                                                                  CR 6
  XP 1,600
  N Tiny outsider (air, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 22, touch 17, flat-footed 17 (+5 Dex, +5 natural, +2 size)
  hp 39 (6d10+6)
  Fort +3, Ref +10, Will +6
  DR 5/—; Immune electricity, elemental traits
  OFFENSE
  Speed 10 ft., fly 60 ft. (perfect)
  Melee shocking grasp +13 (5d6 electricity)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks inhabit
  Spell-Like Abilities (CL 7th)
  At will—shocking grasp
  3/day—lightning bolt (DC 16)
  1/day—call lightning (DC 16)
  STATISTICS
  Str 4, Dex 20, Con 12, Int 10, Wis 12, Cha 17
  Base Atk +6; CMB +9; CMD 16
  Feats Ability Focus (inhabit), Improved Initiative, Weapon Finesse
  Skills Fly +27, Knowledge (planes) +10, Perception +12, Spellcraft 
  +10, Stealth +23
  Languages Auran, Common
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Inhabit (Ex) As a standard action, a spark can attempt to 
  possess a Large or smaller mortal host. The spark must 
  make a successful touch attack, and this can be combined 
  with the touch attack from its shocking grasp spell-like 
  ability. This action draws no attack of opportunity. The target 
  must succeed on a DC 18 Will save (Cha-based) or become 
  inhabited by the elemental. Once merged with the victim, 
  the spark can choose to lurk just beneath the surface or use 
  its spell-like abilities through the host. Each time the spark 
  uses a spell-like ability, the victim can attempt a new saving 
  throw to expel the creature. While inhabiting a creature, a 
  spark takes no damage from physical attacks, quarter damage 
  from energy effects, and half damage from force effects The 
  victim of this symbiosis receives a +4 bonus to Dexterity 
  and Charisma but, otherwise, keeps all normal statistics. A 
  spark can control the victim’s actions beyond spellcasting, 
  but usually the speech and actions seem jerky and erratic 
  to the victim’s peers. Associates notice this symbiosis with 
  a successful DC 17 Perception or Sense Motive check. 
  Victims that succeed a DC 18 Will save (Cha-based) resist the 
  spark’s domination and expel the creature. In addition, the 
  spark’s short lifespan carries over to the inhabited host, for 
  
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  sphinx, gypsosphinx 
  death. This ability does not come with a corresponding 
  urge to share that information, however. Gypsosphinxes 
  are notorious for hinting, teasing, and even lying about a 
  creature’s death (“If we fight, I will kill you and eat your heart. 
  I have seen it.” is a favorite bluff).
  Rake (Ex) If a gypsosphinx succeeds with both claw attacks it is 
  entitled to an automatic follow-up with a rake attack. If the 
  attack roll succeeds, the rake inflicts 2d8+12 damage and 
  may knock the targets of Large-size or smaller prone. Make 
  an immediate CMB check; if the gypsosphinx wins, the raked 
  creature is knocked prone.
  Huge lion-bodied and vulture-headed creatures, the pale alabaster fur of 
  the gypsosphinx makes it almost shine in the desert sun. With its pale 
  coloration, the gypsosphinx stands out equally in underground tombs 
  and caverns, yet it can conceal itself when it flies in front of the moon in 
  the night sky. Gypsosphinx are found anywhere bodies are buried or left 
  to rot, frequently harvesting the corpses of battlefields of warring desert 
  tribes. It is said that wherever there has been a massacre on the great 
  dunes, there will soon be a gypsosphinx.
   
  Gypsosphinxes commonly converse with intelligent undead, priests 
  of death gods, and even with other sphinxes, but they 
  rarely gather among their own kind. The creatures 
  guard their territories jealously, typically 
  claiming a necropolis as the heart of its 
  territory.
               
  Like all sphinxes, the 
  gypsosphinx are gifted in the lore of 
  riddles, relying upon magic to solve 
  any challenges it cannot solve on its 
  own. Unlike most of their varied 
  cousins, gypsosphinx are gifted 
  fliers capable of diving steeply from 
  the night sky to snatch carrion 
  on the ground below. Although 
  the creature does not truly sleep, 
  its activity cycle mimics that of 
  a nocturnal creature, far more 
  active at night than the day with 
  the stroke of midnight having 
  special spiritual significance 
  for the beast. Nevertheless, a 
  large banquet of corpses draw 
  the gypsosphinx from its lair 
  regardless of hour.
   
  Occasionally, paranoid nobles 
  seek out a gypsosphinx in its lair 
  and entreat the creature to reveal 
  the secret of their death in the hopes 
  that such knowledge will somehow 
  enable them to later cheat their fate. 
  A gypsosphinx demands a high price 
  for such a service, typically with 
  payment in corpses or unusual or 
  near-extinct species. Rarely, though, 
  does the gypsosphinx honor its 
  side of the bargain, either giving 
  false information or turning on the 
  supplicant with its death magic.
  With black wings and a body pale as alabaster, the vulture-beaked 
  gypsosphinx is easy to identify. Its riddles and obsessions all hinge on death 
  and carrion, and they are powerful servants of the gods of death and the 
  desert. Their eyes can spot prey miles away, and the distance they climb 
  into the sky hides their enormous size.
   GYPSOSPHINX  
                                       CR 11
  XP 12,800
  NE Huge magical beast
  Init +6; Senses darkvision 60 ft., low-light vision, mystic sight; 
  Perception +16
  DEFENSE
  AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, −2 size)
  hp 147 (14d10+70)
  Fort +14, Ref +11, Will +10
  OFFENSE
  Speed 50 ft., fly 90 ft. (average)
  Melee bite +22 (2d6+10) and 2 claws +17 (1d8+5)
  Space 15 ft.; Reach 10 ft.
  Special Attacks pounce, rake (2 claws +17, 1d8+5)
  Spell-Like Abilities (CL 14th, +19 concentration)
  At will—augury, detect magic, see invisibility
  3/day—comprehend languages, greater dispel 
  magic, legend lore
  1/day—slay living (DC 22)
  STATISTICS
  Str 30, Dex 14, Con 20, Int 18, Wis 18, 
  Cha 20 
  Base Atk +14; CMB +26; CMD +38   
   
  (+42 vs. trip)
  Feats Alertness, Improved Initiative, 
  Improved Natural Armor, Iron Will, 
  Skill Focus (Knowledge [arcana]), 
  Skill Focus (Knowledge [history]), 
  Skill Focus (Knowledge [religion])
  Skills Bluff +15, Climb +14, 
  Diplomacy +9, Fly +7, Knowledge 
  (arcane) +15, Knowledge (history) 
  +15, Knowledge (religion) +15, 
  Perception +16, Sense Motive 
  +12, Stealth +11
  Languages Sphinx, Common,  
   
  Darakhul, Draconic
  ECOLOGY
  Environment any desert or   
   
  underground
  Organization solitary, pair, or colony  
   
  (4–16)
  Treasure double standard
  SPECIAL ABILITIES
  Mystic Sight (Su) A gypsosphinx 
  sees death coming and often can 
  foretell the manner of a person’s 
  
  strangling watCher (uroChar) 
  around it. All creatures within 60 ft. of the strangling watcher 
  become panicked for 1d6 rounds (Will DC 27; Cha-based). 
  Those who succeed their save are merely shaken for 1d6 
  rounds. Additionally, those who fail this first save must make 
  a second Will save (DC 27) or take 2d6 Wisdom drain as their 
  minds are assaulted by hundreds of years of accumulated 
  dread.
  Drink Fear (Su) A strangling watcher gains nourishment from 
  the terror experienced by other creatures, drinking in a 
  creature’s fear to power its alien physiology. A strangling 
  watcher can remove fear from any target within 30 ft. as a 
  swift action although it usually only does so once it is about 
  to kill a victim.
  Expert Climber (Ex) A strangling watcher’s tentacles are studded 
  with thousands of tiny hooks that allow it to grab hold of 
  virtually any surface. This allows it to move as if under the 
  constant effects of spider climb and grants it a +16 racial 
  bonus on all Climb checks.
  Paralyzing Gaze (Su) Paralyzed—2d6 minutes, range 60 ft., Will 
  DC 27 (Cha-based).
  Squeeze (Ex) Despite their size, strangling watchers have slender 
  boneless bodies, enabling them to squeeze through passages 
  up to 3 size categories smaller without affecting their 
  movement or combat capabilities. This grants a strangling 
  watcher a +8 racial bonus on all Escape Artist checks.
  One of the most dreaded monsters of the underworld, strangling 
  watchers (also known as urochars) have long plagued the drow, 
  morlocks, and other humanoid races of the deep paths, feasting on the 
  terrifying final moments of those caught in its crushing 
  tentacles or who fall to its spell-like abilities.
   Rivaling the terrible neothelids in power, urochars 
  spend much of their time as the 
  ultimate voyeurs of the underworld, 
  watching the life and death 
  struggles of other creatures and 
  drinking in their final moments 
  from the safety of a nearby 
  crevice or overhang. Often, 
  however, this is not enough 
  to satisfy the creature’s evil 
  appetite, and it stalks lone guards or 
  weakened groups of creatures to gaze 
  into their dying eyes with its great 
  unblinking stare and feed on their 
  final gasps of horror.
   The central trunk of the 
  strangling watcher is some 20 
  ft. long and ends in a massive 
  unblinking orange eye. The 
  tentacles radiating outwards 
  from the central trunk are 
  thinner and over 30 ft. in length 
  while the feathery antenna around 
  its eye are around 5 ft. long; they 
  weigh in excess of 2 tons. Strangling 
  watchers are effectively immortal, and 
  gargantuan specimens found in the 
  deepest reaches of the underworld 
  are often several millennia old.
  This horrible monster resembles a gigantic crimson leech slithering upright 
  on four muscular black tentacles. At the top of its writhing trunk rest 
  several quivering feathered antenna surrounding a great lidless eye that 
  glows with baleful orange light.
   STRANGLING WATCHER (UROCHAR)             CR 17
  XP 102,400
  CE Huge aberration
  Init +5; Senses darkvision 120 ft., see invisibility; Perception +28
  Aura fear aura (30 ft., DC 27, 1d6 rounds)
  DEFENSE
  AC 35, touch 15, flat-footed 29 (+5 Dex, +1 dodge, +21 natural,  
   
  −2 size) 
  hp 275 (22d8+176)
  Fort +14, Ref +12, Will +16
  DR 15/magic and silver; Immune fear, sonic; Resist cold 20,  
   
  electricity 20; SR 28
  OFFENSE
  Speed 40 ft., climb 20 ft. 
  Melee 4 tentacles +25 (1d8+10/19–20 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacles) 
  Special Attacks constrict (tentacles, 1d8+10), death throes,  
   
  paralyzing gaze
  Spell-Like Abilities (CL 20th)
  Constant—see invisibility
  At will—feather fall
  3/day—blur, meld into stone, phantasmal killer (DC 20)
  1/day—black tentacles (DC 20), eyebite (DC 22), greater invisibility
  STATISTICS
  Str 30, Dex 21, Con 24, Int 14, Wis 16, Cha 22
  Base Atk +16; CMB +28 (+32 grapple); CMD 43 (can’t 
  be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, 
  Improved Critical (tentacles), Improved 
  Vital Strike, Mobility, Skill Focus (Stealth), 
  Spring Attack, Toughness, Vital Strike, 
  Weapon Focus (tentacles)
  Skills Climb +51, Escape Artist 
  +38, Intimidate +31, Knowledge 
  (dungeoneering) +27, Perception +28, Stealth 
  +28; Racial Modifiers +16 Climb, 
  +8 Escape Artist 
  Languages understands Aklo and 
  Undercommon 
  SQ drink fear, expert climber, 
  squeeze
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Death Throes (Ex) When killed, a 
  strangling watcher releases a wave 
  of pure, soul-rending terror as 
  all the fear it has consumed 
  in its lifetime is unleashed to 
  overwhelm the senses of those 
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  stuhaC 
   
  Only after its prospective victims have been lured away from 
  warmth and safety does the stuhac drop its façade to expose its 
  hideous true nature. What seemed a withered traveler stands revealed 
  as a hideous travesty of humanity: gnarled, arthritic hands uncurl to 
  reveal jagged claws of yellowed bone; yellowed, cataract-ridden eyes 
  are exposed as waxen orbs filling vacant eye sockets; throwing open 
  its cloak, it proudly shows off woven layers of yellowed tendon and 
  ligament draping its hitherto-hidden limbs.
   
  The stuhac’s most prized possessions are its “clutters,” gruesome 
  garments woven of layered and tangled ligaments and tendons. Trophies 
  drawn from the bodies of scores of victims, stuhacs treasure each 
  hideous detail of their disgusting attire. On the rare occasions when 
  two of these horrors meet, they eagerly compare their garb, swapping 
  anecdotes of their most horrifying kills and deceptions. 
   
  Eager to add to their coveted attire, stuhacs have even been known 
  to begin weaving new ligaments into their clutters while their still-living 
  victims watch helplessly. Lying in crippled agony, they are unable to 
  flee as the stuhac draws forth the materials needed for its horrifying 
  garments. To keep screams from disturbing their artistic reverie, these 
  monsters sometimes sever their victim’s vocal chords while leaving 
  them alive. 
   
  Once done working on its clutters, the stuhac feeds upon its live 
  victim. The ravenous monster devours everything except its victim’s 
  bones, and finding a clean-picked humanoid skeleton along a mountain 
  path is often taken as a sign of a stuhac’s presence. 
   
  Since no female stuhacs have ever been reported, scholars have long 
  speculated about the origins of these terrifying creatures. One popular 
  theory suggests that they are related to demons, hag-kind, or lamias. 
  Others believe that the mountain fiends are actually the product of a 
  hideous malediction, a horrific 
  recipe for immortality that 
  requires the subject to 
  devour its own kindred.
  This pale-skinned, white-bearded hermit wears a winter cloak and travels 
  the mountain paths, cliff sides, and trade routes alone.
   STUHAC 
                                                    CR 13
  XP 25,600
  NE Medium outsider (evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 157 (15d10+75)
  Fort +14, Ref +13, Will +10
  DR 10/slashing and good; Immune cold, poison, Resist acid 10,  
   
  fire 10
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee 2 claws +24 (2d6+8), bite +23 (1d8+8 plus 1d4 Dex)
  Special Attacks 1d4 Dex damage, rend (claws, 2d6+12)
  STATISTICS
  Str 27, Dex 18, Con 20, Int 15, Wis 16, Cha 19
  Base Atk +15; CMB +23; CMD 37
  Feats Ability Focus (hobble), Acrobatic Steps, Blind-Fight, Combat 
  Reflexes, Iron Will, Nimble Moves, Power Attack, Weapon 
  Focus (claws)
  Skills Acrobatics +22 (+26 jump), Bluff +11, Climb +23, Disguise 
  +17, Heal +10, Knowledge (geography) +15, Knowledge 
  (planes) +15, Perception +21, Sense Motive +21, Stealth +22, 
  Survival +18
  Languages Abyssal, Infernal; telepathy 100 ft.
  SQ mountain stride
  ECOLOGY
  Environment any mountain
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Hobble (Su) A stuhac has an almost telekinetic ability to cripple 
  a creature by drawing out its tendons and ligaments. A stuhac 
  can target one creature within 100 ft. and attempt to rip and 
  tear its connective tissues from its body. If the target fails a 
  DC 23 Will save (Cha-based), it suffers 1d4 Dex drain and its 
  movement is reduced by half. The reduction only applies to 
  natural movement and has no effect on magical flight and 
  the like. A creature can be targeted multiple times until its 
  movement or Dexterity score is reduced to 0. 
  Mountain Stride (Ex) Mountain slopes and stone outcroppings 
  pose no obstacle to a stuhac’s movement. In mountainous 
  areas, it scrambles through difficult terrain without hindrance.
  Powerful Leap (Ex) A stuhac does not have to double the DCs 
  of jump checks if it doesn’t move at least 10 ft. before making 
  the jump.
  A terrifying inhabitant of isolated mountain passes and little-traveled 
  slopes, the stuhac is a master of stealth and deception. Wrapping 
  heavy furs around itself, it poses as a feeble hermit or traveler needing 
  assistance. 
  
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  suturefly 
  underbrush, mysterious children whose mouths are ringed with black 
  puncture marks observe intruders from afar, and ascetic dryads step 
  from trees, their eyes sewn shut against the evils of civilization.
   
  Numerous suturefly varieties exist. Some have been bred to attack 
  based on verbal triggers other than lies. Black-banded sutureflies, for 
  instance, detect curses and religious blasphemies. In the Mistwallows of 
  the deep Margreve, a green and gold variety attack briar folk, hags, and 
  any others who allow magic to escape their lips. Sutureflies dart, hover, 
  and strafe with near perfect maneuverability. The common varieties 
  are 6 inches long, but deep woods rangers claim to have discovered 
  detached, 5-ft.-long wings, crushed in the forest detritus.
   
  When attacking, sutureflies dart from hiding to gain surprise. Once 
  they sew a mouth closed, they target the same victim’s nose, unless 
  threatened by another opponent. Sutureflies attack until they have sewn 
  all of its opponents’ mouths and noses closed, pursuing any fleeing 
  opponents for 1 final attack round.
  These darting creatures look like dragonflies except with three pairs of 
  gossamer wings, a jagged splinter-wood body, and flashes of bright colors 
  running down their sides.
   SUTUREFLY                                                      CR 1/2
  XP 200
  N Fine vermin
  Init +4; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 22, touch 22, flat-footed 18 (+4 Dex, +8 size)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed fly 40 ft. (good)
  Melee touch +12 (sew)
  Space 1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 19, Con 10, Int —, Wis 12, Cha 4
  Base Atk +0; CMB −4; CMD 1
  Feats Weapon FinesseB
  Skills Fly +16, Perception +1, Stealth +20
  SQ detect blasphemy
  ECOLOGY
  Environment Margreve Forest
  Organization solitary, wing (2–4), or quiver (5–10)
  Treasure none
  SPECIAL ABILITIES
  Detect Blasphemy (Su) The most common variety of 
  suturefly attacks any creature that utters an intentional lie, 
  detected as if by a permanent discern lies (Will DC 15; CL 5th; 
  Wis-based with +5 racial bonus).
  Sew (Su) If a suturefly hits with a touch attack, it sews its 
  opponent’s mouth, nose, or eye closed. With supernatural 
  speed, the suturefly repeatedly pierces the victim’s face, each 
  time threading a loop of the victim’s own skin through the 
  previous hole. These skin loops blacken, shrink, and draw 
  the orifice closed. It takes a full round action and a sharp 
  blade to sever the loops and reopen the orifice. Intense 
  pain and 2 damage accompany the procedure (Heal DC 15 
  for half). A victim whose mouth and nose have been sewn 
  shut immediately begins suffocating. Victims 5 or more size 
  categories larger than the suturefly are unaffected by its sew 
  ability.
  Margreve folk rarely speak when sutureflies dart through the trees, for 
  these creatures listen for lies and sew any offender’s mouth, nose, and 
  eyes shut. Some say the Old Wood hides nothing but liars, and that 
  is why the Margreve is shrouded in silence. Others say that the forest 
  uses sutureflies to smother those who break its covenants and silence 
  those who would reveal its secrets. Folk of the Outer Margreve release 
  sutureflies from wooden coffers brought to forest trials to encourage 
  witnesses to tell the truth. In the Heart of the Wood, one of Baba Yaga’s 
  daughters polices her “flock” of stolen children with sutureflies.
   
  Adventurers evidence a suturefly’s handiwork more often than they 
  glimpse one directly. Bodies with sewn mouths and noses lie dead in the 
  
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  treaCle 
  of divination, not their true form. A reshaped treacle gains 
  the movement methods of its new form but no other special 
  qualities, and it can only assume the form of creatures or 
  objects its own size. Reshape grants the ooze a +10 bonus to 
  the Disguise skill (already factored in their skills, above). As 
  mindless oozes, treacles cannot reshape consciously. Instead, 
  they assume their forms based on what the nearest creatures 
  finds non-threatening or appealing. They generally hold a 
  shape for several hours once assumed, even if their original 
  victim is no longer present.
  A curious bunny, an abandoned infant, or a delicate songbird can spell 
  slow and agonizing death for the unprepared. Beneath any of these 
  facades may lurk a treacle waiting to feed on a gullible victim. Whether 
  by natural selection or arcane tampering, these compact oozes prey on 
  kindness.
   
  Treacles feed on blood but lack natural weapons or the acid of larger 
  slimes. To survive, prey must welcome and embrace them, unaware of 
  the threat. Their soft bodies absorb psychic impressions and take the 
  shape of whatever nearby creatures find least threatening. In the wild, 
  treacles assume the form of an animal’s offspring to lie close for several 
  hours. Among humanoids, this ability manifests by transforming them 
  into pets, infants, or injured animals. In the most horrific cases, these 
  oozes even transform into children’s toys.
   
  Immediately upon detecting prey, treacles use their reshape ability 
  to assume a nonthreatening form. Afterward, they mewl or sing to 
  attract attention. Treacles prefer to drain blood slowly and subtly, ideally 
  while their prey sleeps or is paralyzed. If threatened or injured, treacles 
  flee. Once sated, treacles detach from their host and find a cool, dark 
  place to digest. Provided with suitably large and receptive prey, they 
  instead remain in place and eventually divide into two fully-grown 
  oozes. Rarely, a mutation prevents mitosis, and the sterile treacle instead 
  grows in size. The largest mimic human children and the elderly.
   
  Treacles are small, less than 6 lb. Their natural forms, on the rare 
  occasions they are glimpsed, are pale and iridescent, like oil on fresh 
  milk. After feeding, treacles take a deeper brown hue although remain 
  glossy and opalescent.
  Nerves steeled against the horrors of impending combat, you almost feel 
  a pinch of disappointment to discover that the shuffling noises came not 
  from a beast but, instead, a small kitten with an injured paw. It looks up at 
  you in fear and surprise and mewls softly.
   TREACLE 
                                                      CR 3
  600 XP
  N Tiny ooze (shapechanger)
  Init −2; Senses blindsight 60ft.; Perception −4
  DEFENSE
  AC 10, touch 10, flat-footed 10 (−2 Dex, +2 size)
  hp 34 (4d10+12)
  Fort +4, Ref −1, Will −4
  Immune ooze traits
  OFFENSE
  Speed 15 ft., climb 10 ft.
  Melee slam +0 (1d2–3, plus poison) or 2 slams +0 (1d2–3, plus  
   
  poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks blood drain, poison
  STATISTICS
  Str 4, Dex 6, Con 17, Int —, Wis 1, Cha 6
  Base Atk +3; CMB −2; CMD 6
  Skills Disguise +8; Racial Modifiers +10 Disguise 
  SQ charming presence, reshape
  ECOLOGY
  Environment temperate forests and underground
  Organization solitary or nests (2–8)
  Treasure incidental
  SPECIAL ABILITIES
  Blood Drain (Ex) Once a treacle has skin-to-skin contact, it can 
  slowly siphon blood from its victim. Blood drain inflicts 2 
  Constitution damage/hour. Thanks to the treacle’s natural 
  poison, this blood drain is subtle, requiring a DC 20 Will save 
  (Con-based) to notice. The victim in allowed a new save 
  each hour.
  Charming Presence (Su) Treacles radiate a faint 
  aura of divination, and they possess an uncanny 
  ability to sense and mirror emotions. This often 
  gives them the illusion of rudimentary cunning 
  although all they actually do is show what an 
  observer thinks they’ll see. Treacles use Disguise 
  to oppose any Sense Motive or Knowledge skill 
  checks made to see through their ruse.
  Poison (Ex) Touch—contact; save Fortitude DC 13 
  (Con-based); frequency 1/round for 4 rounds; 
  effect 1d4 Dex, cure 2 saves. Treacles excrete 
  a mild anesthetic. Like their blood drain, the 
  poison is subtle, requiring a DC 20 Will save to 
  even notice the effects. 
  Reshape (Ex) Treacles can assume new forms 
  easily. Being an extraordinary ability, spells such 
  as true seeing only reveal the treacle’s mild aura 
  
  valkyrie 
  when no longer shaken. The valkyrie can suppress this aura at 
  will. 
  Gift of Tongues (Su) Valkyries becomes proficient in any 
  language they hear spoken for at least 1 minute, and they 
  retain this knowledge forever.
  Harvest the Fallen (Su) As a standard action, a valkyrie can 
  take a soul from a newly dead body (no save) and bind it 
  into a weapon or shield. Only one soul may be bound to any 
  individual object in this way. Individuals who have their souls 
  removed and bound may not be raised or resurrected by any 
  means short of wish or miracle. A valkyrie can likewise release 
  any soul that has been bound by the power of a valkyrie or 
  the soul bind spell, or transfer a bound soul from one object 
  to another.  Once bound to the item, the soul grants it a +1 
  enhancement bonus/4 character levels, which replaces any 
  other magic on the item. At the GM’s discretion, part of this 
  bonus may become a special quality appropriate to the soul 
  in question (a fire giant’s soul might create a flaming weapon, 
  for example).
  Mistress of Battle Metal (Ex) Valkyries are proficient with all 
  weapons, including all exotic weapons. Moreover, after 1 hour 
  in practice with any weapon, the valkyrie becomes attuned to 
  it: she thereafter fights as if she had Weapon Focus, Weapon 
  Specialization, and Greater Weapon Focus for that weapon. 
  Valkyries can master only one weapon at a time in this way 
  but may spend an hour to shift her mastery to a new weapon.
  Valkyries are sent by Wotan to decide the course of battles and harvest 
  the souls of brave fallen warriors. Riding savage winged wolves (winter 
  wolves with a fly speed of 80 ft.), they descend upon battlefields to do 
  their master’s will, surrounded by crows and ravens. Valkyries typically 
  stay invisible during these missions, dispensing bane, bless, bleed, and 
  stabilize, and their cloak of doom as fate decrees. They love 
  animals, especially 
  birds, but are 
  generally scornful of 
  humanoids as weak and 
  cowardly. All valkyries 
  love battle and 
  bloodshed, 
  and many are 
  savage and 
  callous.
   
  Valkyries 
  seldom interfere 
  in the affairs of 
  mortals, save to 
  ensure the proper 
  course of battles. Upon 
  occasion when duty demands 
  but sometimes as a punishment 
  or rarely, when they fall in love, 
  a valkyrie may wander the 
  mortal world. Depending on the 
  circumstances, some or all of their 
  supernatural powers may not 
  function during these sojourns.
  Beautiful, graceful, and fierce, this warrior woman, armed with a cruel-
  looking sword, sits astride a massive winged wolf.
   VALKYRIE                                                             CR 8
  XP 4,800
  Usually N Medium outsider (extraplanar)
  Init +9; Senses darkvision 60 ft., deathwatch 100 ft., see   
   
  invisibility; Perception +21
  Aura cloak of doom 60 ft. (DC 21)
  DEFENSE
  AC 24, touch 16, flat-footed 18 (+6 armor, +5 Dex, +1 dodge, +2  
   
  shield)
  hp 105 (10d10+50); fast healing 5
  Fort +7, Ref +12, Will +14
  DR 5/cold iron; Immune cold, electricity, fear, sonic; Resist acid 
  5, fire 5; SR 21
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee +1 longsword +16/+11 (1d8+6)
  Ranged +1 spear +18 (1d8+6)
  Spell-Like Abilities (CL 10th)
  Constant—death watch, see invisibility, speak with animals
  At will—bane (DC 16), bleed (DC 16), bless, calm animals (DC 
  16), charm animal (DC 16), gentle repose, greater invisibility, 
  greater teleport (self plus mount plus 50 lb.), stabilize
  3/day—lightning bolt (DC 18), wind wall
  2/day—plane shift (self plus mount)
  1/day—commune
  STATISTICS
  Str 16, Dex 20, Con 19, Int 15, Wis 20, Cha 22
  Base Atk +10; CMB +13; CMD 31
  Feats Dodge, Greater Weapon Focus (special, 
  currently spear)B, Improved Initiative, Iron Will, 
  Skill Focus (Perception), Toughness, Weapon 
  Focus (special, currently spear)B, Weapon 
  Specialization (special, currently spear)B
  Skills Acrobatics +18, Fly +22, Knowledge 
  (planes)+15, Knowledge (religion) +15, 
  Perception +21, Sense Motive +18, Stealth +18, 
  Survival +18
  Languages animal speech, gift of tongues
  SQ armor training 2, lifesense, harvest the 
  fallen, mistress of battle metal
  ECOLOGY
  Environment any
  Organization solitary, pair, gang (3–8)
  Treasure Standard (breastplate, heavy 
  wooden shield, +1 spear)
  SPECIAL ABILITIES
  Cloak of Doom (Su) Any living 
  creature within 60 ft. of a valkyrie 
  senses her unsettling presence and 
  must succeed at a DC 21 Will save 
  (Cha-based) or be shaken for 1d4 
  rounds. Those who succeed at the save 
  are immune to the effect for 24 hours. Those 
  who fail must make a new save if applicable 
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  vapor lynx 
  become nauseated for the duration in the fog and for 1d4+1 
  rounds afterward. If a creature succeeds on a save, it still 
  needs to save each round it remains in the fog.
  Smoky Constitution (Su) A vapor lynx is a creature that spends 
  its time in both gaseous form and solid form. Its unique 
  constitution makes it immune to all fog or gas related 
  spells and attacks, including its own. So attuned is the cat’s 
  physiology, a vapor lynx can clearly see through spells such as 
  obscuring mist and solid fog.
  Vapor lynxes are capricious hunters. While not evil, they are devious, 
  manipulative, and most of all mischievous. They often toy with their 
  prey before killing it. Mated pairs prefer ambushing prey, coalescing 
  in and out of the fog to harass potential meals. Vapor lynxes excel in 
  battlefield control. Using their ability to solidify and poison the fog 
  around them, they cut large groups into smaller, more manageable 
  morsels.
   
  These malevolent tactics have earned vapor lynxes both a nasty 
  reputation and, often times, a hefty bounty on their heads. Additionally, 
  their magical nature makes them a sought-after beast to those who 
  practice magical arts, and their beautiful thick coats tempt many a 
  furrier and trapper into a hunt they may not be prepared for. With so 
  many hunting for them, vapor lynxes rarely stalk civilized lands or 
  travel ways—despite their abilities, they fear an organized reprisal too 
  much. Instead they haunt marshes and swamps, where the natural fog 
  makes hunting all the easier, and if an intelligent humanoid happens to 
  pass that way, then all the better.
   
  Though reclusive, vapor lynxes are intelligent enough to speak 
  both Common and Sylvan. These cats are particularly prideful and take 
  great joy bantering with potential meals in an attempt to both belittle 
  and frighten. While not as renowned for falling prey to the legendary 
  “dragon flattery,” the few recorded tales of vapor lynx encounters 
  recount the cats’ constant needling and self-aggrandizement.
  The great cat pads forward noiselessly. Tendrils of smoke drift off its sleek 
  grey coat, leaving whirls of mist in its wake. The feline’s eyes shift from 
  dull, pallid orbs to pitch black slits, its lips curl up into a fang-revealing 
  smile and its body fades to fog.
   VAPOR LYNX                                                     CR 5
  XP 1,600
  CN Large magical beast
  Init +9; Senses darkvision 60 ft., low-light vision, scent;   
   
  Perception +8
  DEFENSE
  AC 18, touch 15, flat-footed 12 (+5 Dex, +1 dodge, +3 natural,  
   
  −1 size)
  hp 51 (6d10+18)
  Fort +8, Ref +10, Will +3
  OFFENSE
  Speed 50 ft.; climb 30 ft.
  Melee bite +10 (1d8+2), 2 claws +10 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (30-ft. line, choking fog, Fort DC 
  16 partial, useable once every 1d4+2 rounds), pounce, rake (2 
  claws 1d6+2)
  Spell-Like Abilities (CL 6th)
  3/day—gaseous form
  STATISTICS
  Str 15, Dex 20, Con 16, Int 10, Wis 13, Cha 14
  Base Atk +6; CMB +9; CMD 24
  Feats Dodge, Improved Initiative, Weapon Finesse
  Skills Acrobatics +11, Climb +14, Perception +8, Stealth +12; 
  Racial Modifier +8 Climb
  Languages Common, Sylvan
  SQ smoky constitution
  ECOLOGY
  Environment cold or temperate marsh
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon 
  (Su) A vapor lynx 
  can breathe out 
  a deadly line of 
  choking fog once 
  every 1d4+2 rounds. 
  This fog affects the 
  battlefield as the spell 
  solid fog (CL 6th); the 
  key difference being, 
  it does not spread out 
  but remains sitting heavy in 
  its original area of effect. Additionally, 
  anyone who enters the fog or is caught 
  in its area of effect must make a DC 
  16 Fortitude save (Con-based) or 
  
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  vermin 
  This small crab’s pincer can strangle prey.
   GARROTER CRAB                                            CR 1/4
  XP 100
  N Tiny vermin (aquatic)
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft.; swim 20 ft.
  Melee barbed claw +2 (1d6-3 plus grab) and regular claw +2  
   
  (1d2−3)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks constrict (1d6−2)
  STATISTICS
  Str 7, Dex 14, Con 14, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +0 (+8 grapple); CMD 8
  Feats Weapon Focus (barbed claw)B
  Skills Hide +10, Perception +4, Swim +10; Racial Modifiers +8  
   
  Hide, +4 Perception 
  ECOLOGY
  Environment any freshwater
  Organization solitary, pack (2–7), or pod (8–20)
  Treasure none
  SPECIAL ABILITIES
  Grab (Ex) A garroter crab can grapple creatures up to 2 sizes 
  larger than itself. It seizes its victims by the neck, so grappled 
  creatures must add +4 to the DC of their concentration check 
  to cast spells with verbal components.
  These aggressive, blue-black freshwater crabs inhabit Zobeck’s river 
  and its tributaries, scuttling along the muddy terrain in search of prey. 
  Garroter crabs are named for their abnormal right claws, which have 
  evolved over time to strangle prey like a barbed whip.
   
  This long whip is lined with powerful muscles and joints at the 
  beginning, middle, and end of the claw give it great flexibility. During 
  mating season, thousands of garroter crabs congregate in remote 
  riverbanks, and the males whip their shells with a clacking sound to 
  attract a mate.
   
  Garroter crabs are the preferred (and common) crab used by the 
  Kariv crab diviners in their divinations. The Kariv greatly respect 
  the garroter crabs for their diving abilities and treat them as sacred 
  creatures, so they do not eat them. However, local Zobeckans hold no 
  such notions and find them quite delectable, especially the garroter 
  males.
   
  Much larger garroter crabs exist, and the Kariv believe that these 
  incredibly rare crabs can shape the future, as well as divine it.
  garroter Crab
  Some specialized vermin plague the Crossroads.
  These spiders are named for both the deep red swirls on their abdomens, 
  unique to each spider, and for their peculiar hunting technique.
   RED-BANDED LINE SPIDERS                          CR 1/4
  XP 100
  N Tiny vermin
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 17, touch 16, flat-footed 14 (+4 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft.; climb 30 ft.
  Melee bite +4 (1d4−3 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison, swingline
  STATISTICS
  Str 4, Dex 19, Con 10, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +0; CMD 8
  Feats Weapon FinesseB
  Skills Acrobatics +12, Climb +12, Hide +8, Perception +4; Racial 
  Modifiers +8 Acrobatics, +4 Hide, +4 Perception; uses 
  Dexterity for Climb checks
  ECOLOGY
  Environment temperate forest
  Organization colony (2–5) or swarm (6–11)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round for 4 
  rounds; effect 1d3 Str; cure 1 save.
   
  Red-Banded Line Spider Poison By Size
    
  Size  
   Fort DC  
  Damage
    
  Tiny  
   10 
   
  1d3 Str
    
  Small  
   12 
   
  1d4 Str
    
  Medium  13 
   
  1d6 Str
  Swingline (Ex) When using its swingline to attack, a line spider 
  has a speed of 60 ft. and receives a +2 bonus to attack and 
  a +2 bonus to damage. This ability can only be used for 1 
  round and only as long as the spider is at a higher elevation 
  than its prey and has sufficient room and height to attack 
  its prey. A line spider can fire its swingline with a maximum 
  range of 60 ft. 
  These large, furry, brown spiders are essentially cowards, and they attack 
  only smaller creatures. Line spiders do not spin webs but instead perch 
  and watch for prey. When prey wanders by, they fire a tensile line of 
  webbing and pounce in surprise. Their potent venom incapacitates prey, 
  and they quickly devour flesh with their powerful maws.
   
  Small line spiders are occasionally found in Zobeck, and their size 
  and susceptibility to calling make them the most likely replacement 
  for a garroter crab in the practice of caruth (Kariv divination). Larger 
  varieties hunt the dark canopies of the Margreve Forest.
  red-banded line spiders
  
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  weaving spider 
  These tiny but useful devices are a boon to the Honorable Order of 
  Weavers, as helpers in the production of clothing but also as spies and 
  defenders. As their name implies, these devices resemble large spiders. 
  Their legs include two that end in loops or crooks used to guide thread, 
  six used for locomotion and positioning, one used for stitching and 
  extremely fast needlework, and one large flensing blade used to trim off 
  excess thread or cloth (or used for attacking foes).
   
  Weaving spiders rarely initiate combat unless so directed, but they 
  defend themselves, their masters, and other members of the Honorable 
  Order of Weavers. A weaving spider throws its poisoned shuttle at the 
  nearest foe, and then climbs along the strand to attack the foe in melee. 
  It attacks first with its unmaking ability before switching to its flensing 
  blades to strip flesh from bone. Weaving spiders fight until destroyed or 
  ordered to stand down unless serving as spies, when they flee as soon as 
  attacked or threatened in order to preserve their gleaned intelligence.
  Construction
  Weaving spiders are built by priests of Rava and imbued with her divine 
  energies although their shells and armatures are made by the Arms 
  and Armory Guild and the Geargrinders Guild. More than 20 memory 
  gears and hundreds of lesser gears are required to build one, all of which 
  cost 5,000 gp. Building this system of balances and reciprocating gears 
  is extremely complex and requires considerable proficiency in Craft 
  (clockwork) checks.
   WEAVING SPIDER
  CL 11th; Price 90,000 gp
  CONSTRUCTION
  Requirements Craft Construct, bind guardian*, spider climb, web, 
  winding key*; creator must be CL 11th; Skill Craft (clockwork) DC 
  20; Cost 50,000 gp
  This clockwork creature looks like a mechanical spider with long, 
  spindly legs, including one with a particularly sharp-looking blade 
  disproportionately large for the creature’s body.
   WEAVING SPIDER 
                                        CR 4
  XP 1,200
  N Tiny construct 
  Init +12; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 20, touch 20, flat-footed 12 (+8 Dex, +2 size)
  hp 44 (8d10)
  Fort +2, Ref +10, Will +2
  DR 5/adamantine; Immune construct traits
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee flensing blade +19/+14 (1d4/×3)
  Ranged needle shuttle +18/+13 (1d4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  STATISTICS
  Str 10, Dex 27, Con —, Int 9, Wis 11, Cha 8
  Base Atk +8; CMB +14; CMD 24
  Feats Improved Initiative, Point Blank Shot, Weapon Finesse, 
  Weapon Focus (flensing blade)
  Skills Climb +11, Craft (weaving) +10, Perception +2; Racial 
  Modifiers Acrobatics (+4 jump), +8 Craft (weaving)
  Languages understands Common
  ECOLOGY
  Environment any urban
  Organization solitary or brood (2–8)
  Treasure none
  SPECIAL ABILITIES
  Unmaking (Ex) The weaving spider’s speed and its slim, sharp 
  flensing blade together can turn cloth, leather, and paper 
  into scraps and bits of junk very quickly indeed. Whenever 
  a weaving spider makes an attack roll that succeeds by 5 or 
  more, the target must make an item saving throw for items 
  in this order: cloak, shield (straps), boots, shirt or tabard, 
  backpack or purse, armor (cloth, hide, leather, and studded 
  leather only), and other items (hats, scroll cases, bowstrings). 
  If the saving throw fails, the item gains the broken condition.
  Poison (Ex) The weaving spider’s shuttle has a needlelike 
  end coated with poison. Needle shuttle—injury; save 
  Fort DC 14; frequency 1/round for 6 rounds; effect 
  paralysis; cure 2 consecutive saves.
  
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  wharfling and wharfling swarm 
  Water drips from the hairless skin of this ugly creature, dimly reflecting the 
  moonlight. It gives the fish dangling in its large jaws one final shake and 
  scampers down the beach on webbed feet.
   WHARFLING                                                 CR 1/2
  200 XP
  N Tiny animal
  Init +3; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 3 (1d8−1)
  Fort +1, Ref +5, Will +1
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 20 ft.
  Melee bite +5 (1d4−3 plus bleed and grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks bleed 1, locking bite (1d4−3)
  STATISTICS
  Str 4, Dex 16, Con 8, Int 2, Wis 12, Cha 8
  Base Atk +0; CMB +1; CMD 8 (+12 vs. trip)
  Feats Weapon Finesse
  Skills Climb +14, Sleight of Hand +7, Stealth +14, Swim +14; 
  Racial Modifiers +8 Climb (modified by Dex), +8 Swim 
  (modified by Dex)
  ECOLOGY
  Environment temperate and warm coasts
  Organization solitary or pack (2−20)
  Treasure standard (in lair only; all metallic)
  SPECIAL ABILITIES
  Locking Bite (Ex) A wharfling that hits with its bite attack 
  automatically grapples its foe, inflicting automatic bite 
  damage each round.
  Pilfer (Ex) A wharfling that has entered an opponent’s space 
  can make a Sleight of Hand attempt as a free action against 
  its opponent’s CMD. If successful, the wharfling 
  successfully steals some small metallic object. A 
  wharfling that has successfully pilfered tries to 
  flee combat with its treasure. Sleight of Hand is a 
  class skill for wharflings.
  Though often assumed some sort of hairless dire 
  rat, wharflings are more closely related to raccoons. 
  Growing up to 2 ft. in length, wharflings have large, 
  webbed hands and feet and oversized mouths. Those 
  who have suffered its bite rightly fear the needle-like 
  teeth, but most coastal communities hate the animal 
  more for its propensity for theft. An adept fish 
  catcher, wharflings typically make their dens 
  near the shores of oceans, lakes, and 
  rivers. Whether in burrows or hollow 
  logs, though, they invariably fill their 
  lairs with small metal trinkets confiscated 
  during their nocturnal ramblings. (A 
  wharfling taken as a familiar adds a +3 
  bonus to Sleight of Hand checks made by 
  its master.)
  The mass of hairless bodies writhes together as it moves along the coast 
  in the moonlight. Squeals mingle with the screams of the occasional 
  unfortunate fisherman caught in its path.
   WHARFLING SWARM                                        CR 4
  1,200 XP
  N Tiny animal (swarm)
  Init +7; Senses low-light vision; Perception +8
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+3 Dex, +1 dodge, +2 size)
  hp 45 (10d8)
  Fort +6, Ref +10, Will +6
  Defensive Abilities swarm traits
  Weaknesses swarm traits
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 20 ft.
  Melee swarm (2d6 plus bleed and grab)
  Space 10 ft.; Reach 0 ft.
  Special Attacks bleed 1, distraction (DC 14), locking bite (2d6)
  STATISTICS
  Str 4, Dex 16, Con 8, Int 2, Wis 12, Cha 8
  Base Atk +7; CMB 8, CMD 15 (can’t be tripped)
  Feats Dodge, Improved Initiative, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Climb +14, Perception +8, Sleight of Hand +15, Stealth 
  +14, Swim +14; Racial Modifiers +8 Climb (modified by 
  Dex), +8 Swim (modified by Dex)
  ECOLOGY
  Environment any temperate shores
  Organization solitary or pack (2–5 swarms) 
  Treasure standard (in lair only; all metallic)
  SPECIAL ABILITIES
  Locking Bite (Ex) Opponents that leave a wharfling swarm do 
  so with 1d3 wharflings attached to them. These wharflings 
  inflict 1d4−3 damage and 1 bleeding damage each 
  round thereafter. Multiple wounds do not result 
  in cumulative bleeding loss. A wharfling attached 
  in this way gains a +8 to its CMD versus attempts 
  to dislodge it.
  Pilfer (Ex) A wharfling swarm makes 2d4 Sleight 
  of Hand checks each round against any opponent 
  within the swarm. These checks are opposed by 
  CMD. Each successful attempt represents 1 
  small metallic object that has been lifted 
  from the victim.
  Periodically, wharflings congregate in huge 
  numbers and tear along the shoreline for 
  miles until finally dispersing back to their 
  dens. Whether they do this for pleasure 
  or for some other reason is unknown, but 
  most locals know to avoid the 
  shores on these nights.
  
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  witChlight 
  explodes in a brilliant but harmless flash of light. Otherwise, it becomes 
  masterless and can never again serve as a familiar. The above statistics 
  represent witchlights that no longer have a master. Witchlights who 
  serve wizards and sorcerers as bonded familiars advance as such. While 
  a witchlight is not incorporeal, it can pass through any opening that 
  light can. A caster of at least 4th level can gain a witchlight familiar by 
  taking the Improved Familiar feat.
   
  Evil witchlights often exhibit sadistic behavior, not unlike that of the 
  deadly will-o’-wisp. They frequently seek to lure lost travelers into perils 
  such as swamps or traps by using their glow to imitate the torchlight 
  of a safe haven. Conversely, good-aligned witchlights intuitively look 
  to guide travelers to places of safe passage, and they are often prized by 
  pilots and guides. Neutral witchlights tend to exhibit a playful nature—
  sometimes mingling inside the cavities of weapons, gems or other 
  curiosities causing such items to be mistaken for magic items. More than 
  one wizard’s staff has proven to be nothing more than an impressive-
  looking stick with a witchlight on top.
  Construction
  A witchlight is created from a piece of rough quartz sprinkled with 
  powdered silver dust that costs 50 gp. After the quartz is prepared, it 
  is animated through an extended magical ritual known only to the 
  Starshadow Mages of Zobeck, requiring a full moon and a clear view of 
  the starry sky.
   WITCHLIGHT
  CL 4th; Price 1,700 gp
  CONSTRUCTION
  Requirements Craft Construct, arcane eye, light, mage hand; Cost 900 gp
  This tiny ball of bright light seems to emanate from a crystalline center.
   WITCHLIGHT                                                 CR 1/2
  XP 200
  N Diminutive construct 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 5 (1d10)
  Fort +0, Ref +4, Will +1
  Immune construct traits
  Weaknesses dispel magic
  OFFENSE
  Speed fly 50 ft. (perfect)
  Ranged light ray +9 (1d2)
  Special Attacks flash, light ray
  STATISTICS
  Str —, Dex 19, Con —, Int 10, Wis 13, Cha 7
  Base Atk +1; CMB +1; CMD 11 (can’t be tripped)
  Feats Point-Blank Shot
  Skills Escape Artist +5, Fly +12, Perception +2, Stealth +8
  Languages Understands Common (or as creator)
  SQ luminance
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Flash (Ex) At will, a witchlight can emit a bright burst of light 
  blinding all sighted creatures within 30 ft. for 1d4 rounds 
  unless they succeed on a DC 10 Fortitude save. A witchlight 
  can use this ability once every 1d4 rounds.
  Light Ray (Su) A witchlight’s light ray deals 1d2 force damage to 
  a maximum range of 30 ft. with no range increments.
  Luminance (Ex) A witchlight glows as bright as a torch. The 
  creature can dim itself to the same luminosity as a candle, but 
  it cannot extinguish its light. Because of its glow, the creature 
  receives a −4 penalty to Stealth checks.
  Dispel Magic Weakness (Ex) Casting dispel magic on a 
  witchlight causes it to become paralyzed for 1d10 rounds.
  Sometimes called a “spooklight,” a witchlight is a miniature servant 
  created from a tiny piece of quartz, appearing as a floating ball of 
  flickering light similar to a will-o’-wisp. The hue of quartz used during 
  the creature’s creation determines the color of an individual witchlight’s 
  illumination. A witchlight always shares the same alignment as its 
  creator. Although it cannot speak, a witchlight understands Common or 
  one other language taught by its creator. Many spellcasters have taught 
  their witchlights a coded cipher, enabling the creature to spell out words 
  by flaring and subduing its light. In times of necessity, a witchlight can 
  even attempt to spell complete words by flying at its top speed and using 
  its trail of light to form individual letters, a stunt requiring a successful 
  DC 20 Fly check/word. 
   
  If the witchlight’s master dies within 1 mile of the witchlight, it 
  
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  Zmey 
  STATISTICS
  Str 31, Dex 13, Con 25, Int 16, Wis 22, Cha 19
  Base Atk +16; CMB +28; CMD 39
  Feats Awesome Blow, Critical Focus, Improved Bull Rush, 
  Improved Critical (bite), Multiattack, Power Attack, Sickening 
  Critical, Vital Strike
  Skills Bluff +17, Climb +25, Diplomacy +17, Fly +2, Intimidate 
  +23, Knowledge (geography) +20, Knowledge (nature) +20, 
  Perception +23, Sense Motive +22, Stealth +12, Survival +22, 
  Swim +23
  Languages Common, Draconic, Elven, Sylvan
  SQ lake leap, multiheaded, spawn headling
  ECOLOGY
  Environment temperate forests, Margreve
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) As a standard action, a zmey may breathe 
  a 50-ft. cone of fire from each of its three heads, splitting 
  10d10 total fire damage between the heads in any proportion 
  the zmey chooses: for example, 4d10 fire damage from first 
  Crashing through the forest, this three-headed dragon stands upright, 
  its tail thrashing from side to side as it walks. A vicious mouth lined 
  with ivory teeth graces each head, and green scales gleam in the fleeting 
  sunlight, piercing the ancient canopy.
   ZMEY                                                                 CR 14
  XP 38,400
  CE Huge dragon
  Init +1; Senses blindsight 60 ft., darkvision 90 ft., low-light vision, 
  scent; Perception +23
  DEFENSE
  AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, −2 size)
  hp 216 (16d12+112); regeneration 5
  Fort +17, Ref +11, Will +16
  Immune paralysis, sleep; Resist cold 10, fire 20
  OFFENSE
  Speed 50 ft., fly 50 ft. (clumsy), swim 50 ft.
  Melee 3 bites +24 (2d6+10/19–20), 2 claws +24 (1d8+10), tail  
   
  +22 (2d6+5)
  Space 15 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 25, 10d10 fire, 
  special), trample (2d6+15, DC 28)
  
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  Zmey Headling
  When severed from a parent zmey, a zmey headling possesses a 
  voracious appetite, seeking to feed as soon as possible. This inevitably 
  leads to one of two outcomes—either the headling attacks those who 
  severed it or it attacks its parent, whichever appears closer to death. 
  Headlings begin their existence with cloudy memories from their parent 
  zmey.
   
  Growing headlings feed destructive urges, crashing through the 
  forest, slaying fauna and scorching flora to sate the insatiable hunger 
  that fuels their growth. Many stories focusing on the bestial nature of 
  the zmey are actually reports of rogue headlings.
   
  A headling grows into a full-grown zmey after two lunar cycles after 
  separation from the parent zmey. During those months, the headling 
  begins its transformation with little aside from aggression in its heart. 
  It may rampage through the forest or behave in a dreamlike manner, 
  enrapt with some personal mission. (GMs wishing to represent a zmey 
  headling through different stages of its growth should use the young and 
  advanced simple templates.)
   ZMEY HEADLING CR 8
  XP 4,800
  CE Medium dragon
  Init +5; Senses darkvision 60 ft., low-light vision, scent;   
   
  Perception +17
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
  hp 105 (10d12+40); fast healing 5
  Fort +11, Ref +8, Will +11
  Immune paralysis, sleep; Resist cold 10, fire 10
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee bite +17 (2d6+7/19–20), 2 claws +17 (1d4+7), tail +15  
   
  (1d6+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 19, 8d8 fire)
  STATISTICS
  Str 25, Dex 13, Con 18, Int 14, Wis 18, Cha 17
  Base Atk +10; CMB +17; CMD 28
  Feats Improved Critical (bite), Improved Initiative, Multiattack, 
  Power Attack, Vital Strike
  Skills Bluff +10, Climb +18, Diplomacy +10, Intimidate +16, 
  Knowledge (geography) +9, Knowledge (nature) +9, 
  Perception +17, Sense Motive +15, Stealth +14, Survival +17, 
  Swim +26
  Languages Common, Draconic, Sylvan
  head, 6d10 fire damage from second head, and none from 
  third head. One roll determines the recharge time for the 
  entire creature, allowing its use every 1d4 rounds. A zmey can 
  choose to not harm plants or plant creatures.
  Lake Leap (Su) Though not aquatic, a zmey spends much of its 
  time lurking in lakes, ponds, and pools scattered throughout 
  the Margreve. When submerged in a natural pool of water 
  of any size, it can, as a standard action, transport itself to 
  another similar body of water within 5,000 ft. This ability 
  does not function within or between rivers, streams, or other 
  rapidly flowing bodies of water.
  Multiheaded (Ex) A zmey can be killed by severing all of its 
  heads or slaying its body. Any attack that is not an attempt 
  to sever a head affects the body, including area attacks or 
  attacks that cause piercing or bludgeoning damage. To sever 
  a head, an opponent must make a sunder attempt with a 
  slashing weapon targeting a head. A head is considered a 
  separate weapon with hardness 0 and hp equal to double the 
  zmey’s HD. To sever a head, an opponent must inflict enough 
  damage to reduce the head to 0 hp. Severing a head deals 
  damage to the zmey’s body equal to double the zmey’s HD 
  that can’t be regenerated until the head regrows.
  Regeneration (Ex) This regeneration applies only to damage 
  inflicted on the zmey’s body; it doesn’t apply to damage to 
  its heads. Regeneration stops functioning when all heads are 
  severed. It takes 24 hours for a zmey to regrow a functional 
  head.
  Spawn Headling (Su) A zmey’s severed head grows into a zmey 
  headling 2d6 rounds after separation. Smearing at least a 
  pound of salt on the severed head’s stump and burning the 
  bleeding neck for 10 damage prevents this transformation.
  Hunting beneath the dark canopy of the forest, lurking just beneath the 
  surface of still lakes, and guarding gaping cave mouths concealing great 
  treasure and mystery, the zmey serves two functions often tuned to 
  one—vicious terror and nature’s protector. Single-mindedly destructive, 
  the zmey keeps the heart of the forest free from interlopers. Some rumor 
  the Margreve’s heart controls the actions of this beast, yet the zmey 
  indeed has its own desires and inclinations. The churning rage boiling 
  in the heart of the zmey finds cooling only in the company of a pure 
  maiden. Though vulgar and fearsome, zmey lust after maidens and go 
  to elaborate—and often confused—lengths to court these women. Most 
  often, this courtship results in kidnapping. Hushed folktales claim the 
  beasts are able to mate with these maidens. The women rarely survive 
  the 12-month pregnancy and childbirth. The spawn of this pairing, 
  called a zmajeviti, is usually male. Thankfully, girls born of this union 
  are extremely rare since they carry a lustful darkness in their soul. A rare 
  beast indeed, zmey avoid their own kind, leaving competition in favor 
  of more isolated hunting grounds. The rare times two zmey fight for a 
  disputed part of the forest, a trail of destruction leads like a blistered scar 
  to the victor.
   
  Zmey eat any organic matter available to them, but they favor 
  mammals as meals. The more difficult the hunt, the better, for zmey feel 
  that intellect flavors the meat. Dappled black and green scales cover this 
  enormous beast. The three necks towering above the creature’s body 
  are long and powerful, each ending with an identical menacing head, 
  each flanked with membranous, spiny frills. A forked tongue flickers 
  across long pale teeth and six pairs of eyes burn red with rage. A pair of 
  leathery wings stretch from the zmey’s back, trailing down to a long tail 
  accented with peaked crests. A zmey often stands upright and measures 
  25 ft. from snout to tail. The beast weighs over 9,000 lb.
  
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  Midgard Bestiary for Pathfinder RPG
  appendix 1:   monsters by type
  Magical Beast: bukavac, cikavak, doppelrat, eel hound, firebird, 
  gypsophinx, horakh, Isonade, kot bayun, likho, vapor lynx
  Monstrous Humanoid: ala, alseid, blood hag, burrowling, derro fetal 
  savant, dust goblin, goblin shark, leshy, merrow, red hag
  Ooze: sap demon, treacle
  Outsider (air): spark
  Outsider (chaotic): sandman
  Outsider (elemental): spark
  Outsider (evil): automata devil, chort, dream eater, gilded devil, ink devil, 
  orobas, stuhac
  Outsider (extraplanar): automata devil, chort, dream eater, gilded devil, 
  ink devil, orobas, sandman, spark, stuhac, valkyrie
  Outsider (lawful): automata devil, chort, dream eater, gilded devil, ink 
  devil, orobas
  Outsider (native): andrenjinyi, Baba Yaga’s horsemen
  Plant: cavelight moss, child of the briar, deathcap mycolid, dragonleaf 
  tree, mindrot thrall
  (Shapechanger): goblin shark, treacle
  (Swarm): bone collective, clockwork beetle swarm, death butterfly swarm, 
  oculo swarm, wharfling swarm
  Template: Baba Yaga’s horsemen, darakhul, phantasmal creatures
  Undead: bone collective, bonepowder ghoul, darakhul, darakhul ogre, 
  drowned maiden, imperial ghoul, iron ghoul, lich hound, putrid 
  haunt
  Vermin: bone crab, carrion beetle, garroter crab (vermin), red-banded 
  line spider (vermin), suturefly
  Listed below are all of the monsters in this book organized alphabetically 
  by type.
  Aberration: bagiennik, chelicerae, mordant snare, oculo swarm, 
  strangling watcher 
  (Air): spark
  Animal: dire weasel, dogmole, dogmole juggernaut, wharfling, wharfling 
  swarm
  (Aquatic): andrenjinyi, bone crab, coral drake, drowned maiden, eel 
  hound, goblin shark, half-merfolk (maerean), Isonade, lorelei, 
  merrow
  (Cold): ice maiden
  Construct: broodiken, clockwork beetle, clockwork beetle swarm, 
  clockwork hound, clockwork huntsman, clockwork myrmidon, eye 
  golem, fellforged, feyward tree, phantasmal creatures, salt golem, 
  steam golem, weaving spider, witchlight
  Dragon: cave dragon, coral drake, mithral dragon, star drake, zmey, zmey 
  headling
  (Earth): cave dragon
  Fey: ice maiden, kikimora, lorelei, shadow fey
  (Giant): darakhul ogre, merrow, thursir
  (Goblinoid): dust goblin, goblin shark
  Humanoid: dust goblin, half-merfolk (maerean), roachling, shadow fey, 
  thursir
  (Incorporeal): phantasmal creatures
  appendix 2:   monsters by Cr
   CR 6
  cavelight moss, dogmole juggernaut, dream eater, likho, red hag, 
  sandman, spark, swamp merrow, thursir chanter
   CR 7
  chelicerae, derro fetal savant, drowned maiden, kot bayun, likho 
  commando, lorelei, thursir mutant, two-headed merrow, young cave 
  dragon
   CR 8
  ala, coral drake, feyward tree, firebird, gilded devil, ice maiden, iron 
  ghoul, valkyrie, zmey headling
   CR 9
  blood hag, bukavac, dragonleaf tree, iron ghast, likho breman
   CR 10
  bone collective, eye golem, horakh, young mithral dragon
   CR 11
  adult cave dragon, automata devil, courtly shadow fey sorcerer, 
  gypsophinx, salt golem
   CR 12
  bonepowder ghoul, steam golem
  The following section lists all monsters included in this book 
  alphabetically by CR. Some creatures have variable CRs, such as dragons 
  and templates, and only the examples presented in this book are presented 
  in the following list.
   CR 1/2
  alseid, dust goblin, garroter crab (vermin), red-banded line spider 
  (vermin), suturefly, wharfling, witchlight
   CR 1
  burrowling, child of the briar, doppelrat
   CR 2
  bone crab, broodiken, cikavak, clockwork beetle, dire weasel, dogmole, eel 
  hound, putrid haunt
   CR 3
  caustic haunt, clockwork hound, clockwork huntsman, goblin shark, ink 
  devil, malodorous haunt, sap demon, treacle
   CR 4
  clockwork beetle swarm, clockwork myrmidon, death butterfly swarm, 
  imperial ghoul, leshy, lich hound, merrow, oculo swarm, wharfling swarm
   CR 5
  bagiennik, carrion beetle, darakhul ogre, deathcap mycolid, fellforged, 
  kikimora, mindrot thrall, oceanic merrow, shadow fey, thursir vapor lynx, 
  vapor lynx, weaving spider
  
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  Midgard Bestiary for Pathfinder RPG
  appendix 3:   monsters by terrain
   HILLS (COLD)
  ala
   HILLS (TEMPERATE)
  ala, death butterfly swarm, dire weasel, kot bayun, likho, mordant snare
   HILLS (WARM)
  ala, firebird, likho, mordant snare
   MOUNTAINS (COLD)
  ala, thursir, stuhac
   MOUNTAINS (TEMPERATE)
  ala, death butterfly swarm, dust goblin, stuhac
   MOUNTAINS (WARM)
  ala, dust goblin, stuhac
   OCEAN (COLD)
  bone crab, drowned maiden, goblin shark, half-merfolk (maerean), 
  Isonade, merrow
   OCEAN (TEMPERATE)
  bone crab, drowned maiden, goblin shark, half-merfolk (maerean), 
  Isonade, merrow
   OCEAN (WARM)
  bone crab, coral drake, drowned maiden, goblin shark, half-merfolk 
  (maerean), Isonade, merrow
   PLAINS (TEMPERATE)
  burrowling, mordant snare
   PLAINS (WARM)
  burrowling, firebird, mordant snare
   PLANAR (ETHEREAL) 
  sandman
   PLANAR (HELL—LAWFUL EVIL)
  chort, automata devil, gilded devil, ink devil, orobas
   PLANAR (SHADOW) 
  shadow fey
   
   RIVERS/LAKES
  andrenjinyi, bagiennik, bone crab, bukavac, drowned maiden, eel hound, 
  garroter crab (vermin), half-merfolk (maerean), lorelei, merrow
  The following list groups all of the monsters in this book into 
  their respective terrains. Some monsters may be found in multiple 
  environments. For example, ala can be found in hills, mountains, and 
  forests of all types, and the blood hag can be found in both urban and 
  underground environments. 
   ANY TERRAIN
  automata devil, Baba Yaga’s horsemen, broodiken, carrion beetle, chort, 
  clockwork beetle, clockwork beetle swarm, clockwork hound, clockwork 
  huntsman, clockwork myrmidon, dream eater, eye golem, fellforged, 
  feyward tree, gilded devil, ink devil, kikimora, mithral dragon, oculo swarm, 
  orobas, phantasmal creatures, red hag, salt golem, sandman, shadow fey, 
  spark, star drake, steam golem, valkyrie, weaving spider, witchlight
   ANY TERRAIN (COLD)
  ice maiden
   ANY TERRAIN (TEMPERATE)
  cikavak, doppelrat, mindrot thrall
   ANY TERRAIN (WARM)
  mindrot thrall
   COASTLINE
  bone crab, drowned maiden, goblin shark, half-merfolk (maerean), 
  merrow, wharfling, wharfling swarm
   DESERT (COLD)
  gypsophinx
   DESERT (TEMPERATE)
  burrowling, dust goblin, gypsophinx, mordant snare
   DESERT (WARM)
  burrowling, dust goblin, firebird, gypsophinx, mordant snare
   FOREST (COLD)
  ala, alseid, chelicerae, dragonleaf tree
   FOREST (TEMPERATE)
  ala, alseid, bukavac, chelicerae, child of the briar, deathcap mycolid, dire 
  weasel, dragonleaf tree, kot bayun, leshy, likho, red-banded line spider 
  (vermin), sap demon, treacle, zmey, zmey headling
   FOREST (WARM)
  ala, alseid, chelicerae, death butterfly swarm, deathcap mycolid, 
  dragonleaf tree, likho, lorelei
   CR 13
  stuhac
   CR 14
  adult mithral dragon, andrenjinyi, Baba Yaga’s horsemen, zmey
   CR 15
  chort, star drake, mordant snare
   CR 16
  Isonade, orobas
   CR 17
  strangling watcher
    CR 19
  ancient mithral dragon
  
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  Midgard Bestiary for Pathfinder RPG
  appendix 4:   re-skinned monsters 
   
  Giant Sea Worms (CR 1/2) infest the waters near Cassadega, a 
  danger to the unprepared explorer. These massive segmented worms 
  live along the sea floor and are capable of digesting nearly anything they 
  come across. Treat as giant centipedes with a swim speed of 20.
   
  The Grey Lady (CR 13) is said to wander between the Seven Cities, 
  an ill omen of death to those who encounter her. She is sometimes seen 
  in one of the cities itself, particularly when a great battle is about to 
  occur. From a distance, she appears to be a woman wearing drab grey 
  clothes, with her head covered by a hood. She shows her face to those 
  who venture close or call out to her; she usually reveals a skull or a 
  visage bare of any features. Treat as a banshee.
   
  Mist Runners (CR 1) are air elementals that are sometimes used 
  by the mages of Allain to deliver small items, including message scrolls. 
  They appear as perfectly round globes of fog and conceal the objects 
  inside their forms. Treat as small air elementals.
   
  Neimheim Badgers and Ravens (CR 1/2 & CR 1/6) are abyssal 
  servants, indistinguishable from their mundane cousins, save the fiery 
  green light that seems to shine deep in their eyes. They are said to be 
  intelligent and speak a crude form of Abyssal to communicate with their 
  gnomish and demonic masters. They are the eyes and ears of Neimheim, 
  and no one enters or leaves the gnomish forest without being tracked 
  by fiery green eyes. Treat as badgers and ravens with the fiendish simple 
  template.
   
  Numinous Snakes (CR 2) are the sacred animals of the reptilian 
  harvest cults of Ceres found in some parts of the Seven Cities, most 
  notably the marshlands of Trombei. These creatures appear distinct from 
  other snakes due to the scarlet stripe that runs the length of their body 
  along their spine. Although the creatures can go several days without 
  a meal, cultists prefer to feed them intelligent creatures of any type as 
  often as possible. Treat as constrictor snakes.
   
  Razor Raptors (CR1/2), often referred to as “razors,” are rumored 
  to be the product of magical influence on falcon breeding. These birds 
  of prey are used by important personages of the Domains of the Princes 
  and are usually found in that area. Rare samples are smuggled to the  
  Seven Cities. The feathers of these birds are razor sharp and can be used 
  to form the edges of various weapons by skilled crafters, typically but 
  not exclusively arrows. Treat as eagles with the Flyby Attack feat.
  Some creature stat blocks can easily fill in for other similar creatures 
  with a simple change either of the flavor and description or by slightly 
  altering their statistics.
   
  Albino Dire Weasels (CR 2) are weasels bred and adapted to living 
  underground. They have stark white fur and pink eyes that glow like 
  rose crystal in the light. Treat as dire weasels with darkvision out to 60 ft. 
  and the light sensitivity special quality.
   
  Archegos (CR 2) are large amphibians that superficially resemble 
  crocodiles with oddly elongated limbs they use to grapple their prey. 
  Although they spend most of their time in the water, they venture onto 
  the coast when their normal diet of fish is scarce. Treat as giant toads 
  without the racial adjustment to acrobatics and jump.
   
  Black Marshland Cattle (CR 2 & CR 4) are wild marshland cattle 
  sharing space with mosquitoes, flamingos, and wild horses in the 
  Septime saltwater marshes. The bulls are large and aggressive animals, 
  often captured for bullfighting, and the cows are smaller and praised for 
  their flavorful meat. Treat bulls as bison and cows as aurochs.
   
  Bloodworms (CR 7) live beneath the surface of the earth, usually 
  seeking burrowing mammals as prey. This swarm of carnivorous thin 
  red worms is sometimes attracted to the surface when creatures are 
  sleeping on the ground, or when large amounts of blood have been 
  spilled directly on the soil. Treat as rot grub swarms.
   
  Crystal Effigies (CR 3) are sometimes found guarding caves or 
  dungeons in the Northlands. These cold outsiders usually look like 
  small humanoids made of ice and snow, and they can be difficult to 
  spot in snowy regions when they stand still. Some of their features are 
  transparent, often their heads and limbs. Treat as ice mephits. 
   
  Faebulette (CR1/8) appear as tiny versions of bulettes but are far 
  less aggressive and generally harmless. Although their exact origin 
  is unknown, most believe that they were created as part of a failed 
  experiment by shadow fey transmuters. Treat as a hedgehog with a 
  burrow speed of 10 ft. instead of the spiny defense special quality.
   
  Frost Basilisks (CR 5) are occasionally found in the wild reaches of 
  the Northlands. Always albino, the stone statues created by their gaze 
  resembles fully translucent ice. Treat as basilisks, except with DR 5/cold.
   
  Giant Sea Turtles (CR —) are trained by kobold druids and rangers 
  in a village off the west coast of the Seven Cities. These kobolds have 
  a near-symbiotic relationship with these turtles they ride to defend 
  themselves from ocean invaders. Treat as giant snapping turtle animal 
  companions.
   SWAMP (COLD)
  bagiennik, blood hag, merrow, putrid haunt, vapor lynx
   SWAMP (TEMPERATE)
  bagiennik, blood hag, eel hound, merrow, putrid haunt, vapor lynx
   SWAMP (WARM)
  bagiennik, blood hag, death butterfly swarm, lorelei, merrow, putrid haunt
   UNDERGROUND
  blood hag, bone collective, bonepowder ghoul, carrion beetle, cave 
  dragon, cavelight moss, chelicerae, darakhul, deathcap mycolid, derro 
  fetal savant, dogmole, dogmole juggernaut, fellforged, gypsophinx, 
  horakh, imperial ghoul, iron ghoul, lich hound, mordant snare, roachling, 
  treacle, strangling watcher
   URBAN
  blood hag, imperial ghoul, darakhul, phantasmal creatures, roachling, 
  weaving spider
  
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  Midgard Bestiary for Pathfinder RPG
   
  Scorpion Swarms (CR 4) travel the Goblin Wastes, subtly changed 
  by the ambient extraplanar energies. Under moonlight, these wildly 
  aggressive creatures glow in eerie luminescent purples and blues. Treat 
  as centipede swarms, except the poison deals Strength damage.
   
  Shoggoth Spawn (CR 4) appear as smaller versions of the feared 
  shoggoth that roam the Goblin Wastes. Dust goblins call them 
  “weeshogs” and believe that they occur when portions of the shoggoth 
  are lost through combat. Treat as a gray ooze without the transparent 
  extraordinary ability and with the shoggoth’s all-around vision 
  extraordinary ability. 
   
  Skin Dragons (CR 2) are actually relatively large omnivorous 
  lizards found in some areas of the Despotate. They are named such 
  because they shed their skin as often as twice a month during the 
  summer. They are also known for their strange human-like hands, 
  which they use to climb trees (and buildings) in search of food. Treat as 
  monitor lizards with a climb speed of 20 ft.
   
  Snapwheels (CR 10) live in or near waters of the Roatgard forest. 
  The vines of these huge plants lie on the water, staying mostly dormant 
  until suitable prey draws near. When such an event occurs, the plant 
  vines snap into action and seek to capture the prey for sustenance. Treat 
  as giant flytraps but with vines covered with fine hair instead of distinct 
  jaws.
   
  Soot Lizards (CR 1/6) feed on burned organic matter. These 
  animals can smell a burned out fire for miles and plague campfires and 
  smoldering hearths of civilization throughout Midgard. Eating ash, the 
  creatures harm nothing, but their shrill creaking call prematurely wakes 
  victims of their infestation. Treat as a lizard familiar.
   
  Spiderbats (CR 2) are a gangly breed of dire bats bred by the 
  gnomes of the Hellsbreth Caves deep in forested Neimheim and trained 
  as mounts. These bats have larger hind legs than their cousins and 
  muscular wings they walk on like legs. Spiderbats are active during the 
  day, shaded by the thick forest canopy. Treat as dire bats, but they gain 
  +10 ft. of ground speed and their blindsense is reduced to 30 ft.
  appendix 5:   monster roles
   NO ROLE
  bone crab, carrion beetle, cavelight moss, clockwork beetle swarm, 
  clockwork hound, death butterfly swarm, dogmole, dogmole juggernaut, 
  doppelrat, feyward tree, garroter crab, red-banded line spider, salt 
  golem, treacle, wharfling swarm
   SKILL ROLE
  bone collective, broodiken, child of the briar, cikavak, clockwork beetle, 
  clockwork myrmidon, gypsosphinx, ink devil, kikimora, leshy, wharfling
   SPECIAL ROLE
  bagiennik, derro fetal savant, dream eater, drowned maiden, mindrot 
  thrall, witchlight
   SPELL ROLE
  chelicerae, cave dragon, ice maiden, lorelei, red hag
   ANY ROLE
  alseid, dust goblin, maerean, roachling
   COMBAT ROLE
  ala, andrenjinyi, automata devil, Baba Yaga’s horsemen, blood hag, 
  bonepowder ghoul, bukavac, burrowling, chort, clockwork huntsman, 
  coral drake, darakhul ogre, deathcap mycolid, dragonleaf tree, eel 
  hound, eye golem, fellforged, firebird, gilded devil, goblin shark, horahk, 
  imperial ghoul, iron ghoul, Isonade, kot bayun, lich hound, likho, 
  merrow, mordant snare, oculo swarm, orobas, putrid haunt, sandman, 
  sap demon, shadow fey, spark, star drake, steam golem, strangling 
  watcher, stuhac, suturefly, thursir, valkyrie, vapor lynx, weaving spider, 
  zmey, zmey headling
   
  Splotch (CR varies) are the twisted remnants of ink magic found 
  near Allain. This parasitic magic attaches itself to small animals, turning 
  their features pure black and causing their flesh to take on characteristics 
  of tar. Affected animals are usually driven mad by the process, attacking 
  any creatures they see. The possessing splotch moves on to another 
  animal when its host dies. Casting dispel magic causes the splotch to 
  dissipate for several weeks, but it reforms unless break enchantment is 
  also cast. Treat as the host animal.
   
  Striped Dolphins (CR 1/2) frolic in the waters of Nuria-Natal, 
  snatching fish far upstream in the freshwater rivers. Rare creatures, their 
  sighting is seen as an auspicious omen to local river folk, and a number 
  of tall tales center around striped dolphins saving a drowning child or 
  dragging a wounded gar fisherman to safety. Treat as a dolphin.
   
  Trilobite Swarms (CR 5) are comprised of marine arthropods 
  that scavenge the sea floors for organic material. Although they do 
  not specifically hunt living creatures, they attempt to eat any that 
  may be found in their path. These creatures possess tough segmented 
  exoskeletons that have been used for decoration in some coastal fishing 
  villages. Treat as crab swarms.
   
  Two-Headed Eagles (CR 3) are rare magical beasts found in 
  mountainous forests. These majestic creatures were hunted to near-
  extinction during the last century but have since been taken under the 
  protection of certain druidic orders. They assist the druids in guarding 
  the wild lands of the northern kingdoms. Treat as giant eagles.
   
  Wild Horses of the Steppes (CR 1) are strong and aggressive 
  equines that typically roam in large herds, galloping across the 
  grasslands. These wild horses fight back against predators, taking down 
  a large cat with powerful hooves and a gruesome bite. Treat as a horse 
  without the docile special quality, and increase its hoof attack to +3. It 
  gains a bite attack of 1d4. A wild horse of the steppes cannot be used as 
  a mount. Training a wild horse makes its hoof attacks secondary attacks, 
  but it still retains its bite attack.
  The following lists categorize all of the monsters in this book into their roles.
   
  Roles indicate key classes for monsters. They are used for monster advancement as detailed in the Pathfinder Roleplaying Game Bestiary. 
  Creatures listed as having “any role” do not possess racial HD and advance as their character class, as detailed in the Pathfinder Roleplaying Game Core 
  Rulebook. 
   
  Creatures listed as having “no role” cannot advance using class levels and must advance using other methods. These creatures generally have an 
  Intelligence score of 2 or lower. If their intelligence score becomes 3 or higher, they usually become “combat role” monsters.
   
  Monster templates are not listed in this appendix. A template monster’s key class is the same as the base creature’s key classes.
  
  105
  Midgard Bestiary for Pathfinder RPG
  appendix 6:   enCounter tables
  Hills
   
  d%  
  Encounter  
  Avg. CR 
  Page
   
  1–25 
  1 death butterfly swarm 
  4 
  30
   
  26–50 
  1 likho 
  6 
  70
   
  51–75 
  1 kot bayun 
  7 
  66
   
  76–98 
  1 ala 
  8 
  5
   
  99–00 
  1 mordant snare 
  15 
  74
  Mountains
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–30 
  1 death butterfly swarm 
  4 
  30
   
  26–60 
  1d6 dust goblins 
  4 
  55
   
  61–90 
  1 thursir 
  5 
  54
   
  91–98 
  1 ala 
  8 
  5
   
  99–00 
  1 stuhac 
  13 
  90
  Jungle (Warm Forest)
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–20 
  1 death butterfly swarm 
  4 
  30
   
  21–40 
  1 deathcap mycolid 
  5 
  75
   
  41–60 
  1 mindrot thrall 
  5 
  73
   
  61–80 
  1 likho 
  6 
  70
   
  81–00 
  1 ala(s) 
  8 
  5
  Ocean/Coastline
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–15 
  1d6 maerean 
  3 
  61
   
  16–30 
  1 wharfling swarm 
  4 
  97
   
  30–45 
  2 goblin shark(s) 
  5 
  57
   
  46–60 
  2 merrow 
  6 
  72
   
  61–70 
  2d6 bone crab(s) 
  7 
  13
   
  71–80 
  1 drowned maiden 
  7 
  46
   
  81–90 
  1 lorelei 
  7 
  71
   
  91–00 
  1 coral drake 
  8 
  43
  Dungeon (Low Level)
   
  d% 
  Encounter 
  Avg. CR 
   Page
   
  1–20 
  1 doppelrat 
  1 
  37
   
  21–40 
  1 broodiken 
  2 
   14
   
  41–60 
  1 dogmole 
  2 
   35
   
  61–80 
  1 treacle 
  3 
   92
   
  81–00 
  1 imperial ghoul 
  4 
   52
  Dungeon (Mid Level)
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–15 
  1d4 broodiken(s) 
  4 
  14
   
  16–30 
  1 clockwork beetle swarm 
  4 
  24
   
  31–40  1 carrion beetle 
  5 
  17
   
  41–50 
  1 fellforged 
  5 
  48
   
  51–70 
  1 cavelight moss 
  6 
  19
   
  71–80 
  1 dream eater 
  6 
  45
   
  81–90 
  2 oculo swarm(s) 
  6 
  76
   
  91–00 
  1 young cave dragon 
  7 
  38
  Dungeon (High Level)
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–20 
  1 eye golem 
  10 
  58
   
  21–40 
  2 gilded devil(s) 
  10 
  33
   
  41–60 
  1 chort(s) 
  15 
  22
   
  61–80 
  1 bonepowder ghoul 
  15 
  51
   
  81–00 
  1 steam golem 
  14 
  60
  Forest (Temperate Forest—Margreve)
   
  d%  
   Encounter 
  Avg. CR 
  Page
   
  1–10  2d4 alseid 
  3 
  6
   
  11–20  1d4 suturefly(s) 
  3 
  91
   
  21–30  1d6 child of the briar 
  4 
  21
   
  31–40  1 death butterfly swarm 
  4  
  30 
   
  41–50  1 leshy 
  4 
  68 
   
  51–60  1 bagiennik 
  5 
  10
   
  61–70  1 deathcap mycolid 
  5 
  75
   
  71–80  1d4 sap demon(s) 
  6 
  84
   
  81–85  1 kot bayun 
  7 
  66
   
  86–90  1 ala  
  8 
  5
   
  91–95  1 zmey headling(s) 
  8 
  99
   
  96–00  1 bukavac 
  9 
  15
  The following tables are presented to help a GM find an appropriate challenge for adventures on the fly according to location and CR. These lists do not 
  present all of the creatures in this book, but they can be used to create Midgard-specific challenges.
  
  106
  Midgard Bestiary for Pathfinder RPG
  Savannah (Warm Plains—Steppes)
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–20 
  1d4 cikavak(s) 
  4 
  23
   
  21–40 
  2d4 burrowlings 
  5 
  16
   
  41–60 
  1 firebird 
  8 
  50
   
  61–80 
  gypsophinx 
  11 
  88
   
  81–00 
  1 Baba Yaga’s horsemen  
  14 
  8
  Swamp
   
  d%  
  Encounter 
  Avg. CR 
  Page
   
  1–15 
  1 putrid haunt 
  2 
  80
   
  16–30 
  1 death butterfly swarm 
  4 
  30
   
  31–45 
  1d4 eel hounds 
  4 
  47
   
  45–60 
  1 bagiennik 
  5 
  10
   
  61–75 
  1 vapor lynx 
  5 
  94
   
  76–85 
  2 merrow 
  6 
  72
   
  86–00 
  1 lorelei 
  7 
  71
  Underground
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–10 
  2 doppelrat(s) 
  3 
  37
   
  11–20 
  1 deathcap mycolid 
  5 
  75
   
  21–30 
  1 cavelight moss 
  6 
  19
   
  31–40 
  1 dogmole juggernaut 
  6 
  36
   
  41–50 
  2 imperial ghoul(s) 
  6 
  52
   
  51–60 
  2 lich hounds 
  6 
  69
   
  61–65 
  1 derro fetal savant 
  7 
  31
   
  66–70 
  1 young cave dragon 
  7 
  38
   
  71–75 
  1 iron ghoul 
  8 
  53
   
  75–80 
  1 blood hag(s) 
  9 
  11
   
  81–85 
  2d6 carrion beetle(s) 
  9 
  17
   
  86–90 
  1 bone collective(s) 
  10 
  12
   
  91–95 
  1 horakh 
  10 
  63
   
  96–00 
  1 gypsosphinx 
  11 
  88
  Urban (Large City—Zobeck)
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–10 
  1 clockwork hound(s) 
  3 
  25
   
  11–20 
  1 ink devil 
  3 
  32
   
  21–30 
  1d6 roachlings 
  4 
  82
   
  31–40 
  1 weaving spider 
  4 
  96
   
  41–50 
  1d6 clockwork beetle(s) 
  5 
  24
   
  51–60 
  1d4 clockwork huntsman(s) 
  5 
  26
   
  61–70 
  1 fellforged 
  5 
  48
   
  71–80 
  1 shadow fey 
  5 
  85
   
  81–90 
  1 clockwork myrmidon(s) 
  6 
  27
   
  91–00 
  1 blood hag(s) 
  9 
  11
  Urban (Seven Cities)
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–20 
  1 ink devil 
  3 
  32
   
  21–40 
  1 weaving spider 
  4 
  96
   
  41–60 
  1 kikimora 
  5 
  67
   
  61–80 
  1 red hag 
  6 
  81
   
  81–00 
  1 blood hag 
  9 
  11
  Dragon Empires
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–20 
  1 coral drake 
  8 
  43
   
  21–40 
  1 zmey headling 
  8 
  99
   
  41–60 
  1 dragonleaf tree 
  9 
  42
   
  61–80 
  1 zmey 
  14 
  99
   
  81–00 
  1 star drake 
  15 
  44
  Wasted West
   
  d% 
  Encounter 
  Avg. CR 
  Page
   
  1–20 
  1d6 dust goblin(s) 
  4 
  55
   
  21–40 
  1 mindrot thrall 
  5 
  73
   
  41–60 
  2d6 burrowling(s) 
  6 
  16
   
  61–80 
  1 chelicerae 
  8 
  20
   
  81–00 
  1 feyward tree 
  8 
  49
   
  
  107
  Midgard Bestiary for Pathfinder RPG
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  	
  1.	Definitions:	(a)”Contributors”	means	the	copyright	and/or	trademark	owners	who	have	
  contributed	Open	Game	Content;	(b)”Derivative	Material”	means	copyrighted	material	including	
  derivative	works	and	translations	(including	into	other	computer	languages),	potation,	modification,	
  correction,	addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	other	form	in	
  which	an	existing	work	may	be	recast,	transformed	or	adapted;	(c)	“Distribute”	means	to	reproduce,	
  license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	distribute;	(d)”Open	Game	
  Content”	means	the	game	mechanic	and	includes	the	methods,	procedures,	processes	and	routines	
  to	the	extent	such	content	does	not	embody	the	Product	Identity	and	is	an	enhancement	over	the	
  prior	art	and	any	additional	content	clearly	identified	as	Open	Game	Content	by	the	Contributor,	
  and	means	any	work	covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	law,	but	specifically	excludes	Product	Identity.	(e)	“Product	Identity”	means	product	and	
  product	line	names,	logos	and	identifying	marks	including	trade	dress;	artifacts;	creatures	characters;	
  stories,	storylines,	plots,	thematic	elements,	dialogue,	incidents,	language,	artwork,	symbols,	designs,	
  depictions,	likenesses,	formats,	poses,	concepts,	themes	and	graphic,	photographic	and	other	visual	
  or	audio	representations;	names	and	descriptions	of	characters,	spells,	enchantments,	personalities,	
  teams,	personas,	likenesses	and	special	abilities;	places,	locations,	environments,	creatures,	
  equipment,	magical	or	supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	any	
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  create	Derivative	Material	of	Open	Game	Content.	(h)	“You”	or	“Your”	means	the	licensee	in	terms	of	
  this	agreement.
  	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	a	notice	indicating	
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  Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	You	have	
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  The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	
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  be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.
  	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	©	2000,	Wizards	of	the	Coast,	Inc.	
  System	Reference	Document.	©	2000.	Wizards	of	the	Coast,	Inc;	Authors	Jonathan	Tweet,	Monte	
  Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	RPG	Bestiary,	©	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	
  material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.	
  	
  Pathfinder	Roleplaying	Game	Core	Rulebook,	©	2009,	Paizo	Publishing,	LLC;	Author	Jason	
  Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.	
  	
  Pathfinder	Roleplaying	Game	Bestiary	2,	©	2010,	Paizo	Publishing,	LLC;	Authors	Wolfgang	Baur,	
  Jason	Bulmahn,	Adam	Daigle,	Graeme	Davis,	Crystal	Frasier,	Joshua	J.	Frost,	Tim	Hitchcock,	Brandon	
  Hodge,	James	Jacobs,	Steve	Kenson,	Hal	MacLean,	Martin	Mason,	Rob	McCreary,	Erik	Mona,	Jason	
  Nelson,	Patrick	Renie,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Owen	K.C.	Stephens,	James	L.	Sutter,	Russ	
  Taylor,	and	Greg	A.	Vaughan,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.	
  	
  Midgard	Bestiary	for	Pathfinder	RPG,	(c)	2012	Open	Design	LLC;	Author:	Adam	Daigle	with	
  Chris	Harris,	Michael	Kortes,	James	MacKenzie,	Rob	Manning,	Ben	McFarland,	Carlos	Ovalle,	Jan	
  Rodewald,	Adam	Roy,	Christina	Stiles,	James	Thomas,	and	Mike	Welham.”
  	
  The	Assassin’s	Handbook,	Copyright	2002	Green	Ronin	Publishing.	All	rights	reserved.	
  	
  The	Book	of	Roguish	Luck,	Copyright	2005	Wolfgang	Baur.	All	rights	reserved.
  	
  Empire	of	the	Ghouls,	Copyright	2007	Wolfgang	Baur,	www.wolfgangbaur.com	All	rights	
  reserved. 
  	
  Imperial	Gazetteer,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	rights	
  reserved. 
  	
  Blood	of	the	Gorgon,	Copyright	2008,	Open	Design	LLC;	Author:	Nicolas	Logue	
  	
  Castle	Shadowcrag,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com	All	rights	reserved.	
  Dark	Creeper	from	the	Tome	of	Horrors,	Copyright	2002,	Necromancer	Games,	Inc.;	Author	Scott	
  Greene,	based	on	original	material	by	Simon	Muth.	
  	
  Northlands	©	2011,	Open	Design	LLC;	Author:	Dan	Voyce;	www.koboldquarterly.com.
  	
  Streets	of	Zobeck.	Copyright	2011,	Open	Design	LLC,	Authors:	Ben	McFarland,	Mike	Franke,	
  Richard	Pett,	Christina	Stiles,	Matthew	Stinson.	
  	
  Sunken	Empires.	Copyright	2010,	Open	Design,	LLC;	Authors:	Brandon	Hodge,	David	“Zeb”	Cook,	
  and	Stefen	Styrsky.	www.koboldquarterly.com	
  	
  Tales	of	the	Old	Margreve.	Copyright	2010,	Open	Design,	LLC;	Authors:	Tim	and	Eileen	Connors,	
  Michael	Furlanetto,	Jonathan	McAnulty,	Ben	McFarland,	Richard	Pett,	Steven	Robert,	and	Dan	Voyce.	
  www.koboldquarterly.com	
  	
  Tales	of	Zobeck,	Copyright	2008,	Open	Design	LLC;	Authors:	Wolfgang	Baur,	Bill	Collins,	Tim	&	
  Eileen	Connors,	Ed	Greenwood,	Jim	Groves,	Mike	McArtor,	Ben	McFarland,	Joshua	Stevens,	Dan	Voyce	
  	
  Zobeck	Gazetteer,	Copyright	2008,	Open	Design	LLC;	Author:	Wolfgang	Baur
  	
  Zobeck	Gazetteer	Volume	2:	Dwarves	of	the	Ironcrags	Copyright	2009,	Open	Design	LLC.,	www.
  koboldquarterly.com.	All	rights	reserved.	
  	
  Kobold	Quarterly,	Copyright	2007,	Wolfgang	Baur,	www.wolfgangbaur.com.	All	rights	reserved.	
   
  Kobold Quarterly issue 4,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly issue 6,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly issue 7,	Copyright	2008,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly issue 8,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly issue 9,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly issue 10,	Copyright	2009,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly issue 13,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly issue 14,	Copyright	2010,	Open	Design	LLC,	www.koboldquarterly.com.	All	
  rights reserved. 
   
  Kobold Quarterly Blog,	2010,	http://www.koboldquarterly.com/k/front-page6582.php	
   
  Kobold Quarterly Blog,	2010,	http://www.koboldquarterly.com/k/front-page6596.php	
   
  Kobold Quarterly Blog,	2010,	http://www.koboldquarterly.com/k/front-page6947.php	
   
  Kobold Quarterly Blog,	2011,	http://www.koboldquarterly.com/k/front-page10447.php	
   
  Kobold Quarterly Blog,	2011,	http://www.koboldquarterly.com/k/front-page5074.php	
   
  Kobold Quarterly Blog,	2010,	http://www.koboldquarterly.com/k/front-page6556.php		
   
  Kobold Quarterly Blog,	2010,	http://www.koboldquarterly.com/k/front-page3595.php	
   
  Kobold Quarterly Blog,	2009,	http://www.koboldquarterly.com/k/front-page6138.php	
   
  Kobold Quarterly Blog,	2010,	http://www.koboldquarterly.com/k/front-page6594.php	
  	
  Advanced	Bestiary,	Copyright	2004,	Green	Ronin	Publishing,	LLC;	Author	Matthew	Sernett.	
  	
  Advanced	Player’s	Guide.	Copyright	2010,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Anger	of	Angels.	©	2003,	Sean	K	Reynolds.	
  	
  The	Book	of	Experimental	Might.	Copyright	2008,	Monte	J.	Cook.	All	rights	reserved.	
  	
  Book	of	Fiends.	©	2003,	Green	Ronin	Publishing;	Authors:	Aaron	Loeb,	Erik	Mona,	Chris	Pramas,	
  Robert	J.	Schwalb.	
  	
  The	Book	of	Hallowed	Might.	©	2002,	Monte	J.	Cook.	
  	
  Book	of	Templates:	Deluxe	Edition	Copyright	2003,	Silverthorne	Games;	Authors	Ian	Johnston	
  and	Chris	S.	Sims.	
  	
  A	Dozen	Hazards	of	the	Dragon’s	Lair	Copyright	2005	Philip	Reed,	published	by	Ronin	Arts	
  www.	roninarts.com		
  	
  Monte	Cook’s	Arcana	Unearthed.	©	2003,	Monte	J.	Cook.	
  	
  Monte	Cook’s	Arcana	Evolved,	Copyright	2005	Monte	J.	Cook.	All	rights	reserved.	
  	
  Original	Spell	Name	Compendium	Copyright	2002	Clark	Peterson;	based	on	NPC-named	
  spells	from	the	Player’s	Handbook	that	were	renamed	in	the	System	Reference	Document.	The	
  Compendium	can	be	found	on	the	legal	page	of	www.necromancergames.com	
  	
  The	Iconic	Bestiary:	Classics	of	Fantasy	Copyright	2005,	Lions	Den	Press;	Author	Ari	Marmell	
  Material	from	http://home.gwi.net/~rdorman/frilond/	Copyright	2001-2005	R.	Dorman.	All	rights	
  reserved. 
  	
  Path	of	the	Magi.	©	2002	Citizen	Games/Troll	Lord	Games;	Authors:	Mike	McArtor,	W.	Jason	
  Peck,	Jeff	Quick,	and	Sean	K	Reynolds.	
  	
  Pathfinder	Roleplaying	Game	Ultimate	Magic.	©	2011,	Paizo	Publishing,	LLC;	Authors:	Jason	
  Bulmahn,	Tim	Hitchcock,	Colin	McComb,	Rob	McCreary,	Jason	Nelson,	Stephen	Radney-MacFarland,	
  Sean	K	Reynolds,	Owen	K.C.	Stephens,	and	Russ	Taylor.
  	
  Pathfinder	24,	Copyright	Paizo	2009.	All	Rights	Reserved.	
  	
  Pathfinder	Chronicles:	Princes	of	Darkness,	Book	of	the	Damned	Vol.	I.	Copyright	2009,	Paizo	
  Publishing,	LLC;	Author:	F.	Wesley	Schneider.	
  	
  Rise	of	the	Ghouls	is	copyright	©	2005	Adam	Windsor.	
  Skreyn’s	Register:	The	Bonds	of	Magic.	©	2002,	Sean	K	Reynolds.	
  	
  Tome	of	Horrors.	Copyright	2002,	Necromancer	Games,	Inc.;	Authors:	Scott	Greene,	with	Clark	
  Peterson,	Erica	Balsley,	Kevin	Baase,	Casey	Christofferson,	Lance	Hawvermale,	Travis	Hawvermale,	
  Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	from	TSR.	
  	
  Tome	of	Horrors	III	Copyright	2005	Necromancer	Games,	Inc.;	Author:	Scott	Greene,	with	Casey	
  Christofferson,	Erica	Balsley,	Kevin	Baase,	Lance	Hawvermale,	Travis	Hawvermale,	Ian	S.	Johnston,	
  Patrick	Lawringer,	Nathan	Paul,	Clark	Peterson,	Greg	Ragland,	Robert	Schwalb	and	Bill	Webb.	
  	
  Unearthed	Arcana	Copyright	2004,Wizards	of	the	Coast,	Inc.;	Authors	Andy	Collins,	Jesse	
  Decker,	David	Noonan,	Rich	Redman	
  	
  Unhallowed	Halls.	Copyright	2002,	Trident,	Inc.	d/b/a	Atlas	Games;	author	Christina	Stiles.	
  
  $24.99 
  Between the covers of the Midgard Bestiary for the Pathfinder 
  Roleplaying Game lurk more than 100 of the greatest monsters 
  from Kobold Quarterly magazine and Open Design’s award-winning 
  adventures and sourcebooks – along with new threats you’ve never 
  seen before. 
  Get ready to face deadly foes from the alleys of Zobeck, the empire 
  of the ghouls, the courts of the shadow and river fey, the Margreve 
  forest and the Ironcrag mountains, including:
   
  • Steam golems and ice maidens
   
  • Baba Yaga’s knights and witchlight constructs
   
  • Ghost knights and blood hags
   
  • Ink devils and mithral dragons
   
  • Iron ghouls and the alluring lorelei
   
  • Roachling warriors and derro fetal savants
   
  • Cave dragons and dire weasels
  Game Masters can use these monsters in the Midgard campaign 
  setting, or add them to any fantasy world. Get the Midgard Bestiary 
  today, and unleash the dire weasels!
  Nobody expects to fight 
    a psychic derro fetus 
      iN a cage
  TM
  www.KoboldQuarterly.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - Bestiary.pdf