TEXT: Sphere’s Bestiary: 
  Sphere’s Bestiary: 
  Desert Encounters
  Desert Encounters
  Sphere’s Bestiary: 
  Sphere’s Bestiary: 
  Desert Encounters
  Desert Encounters
  
  Credits
  Author: Derfael Oliveira
  Creative Director: Adam Meyers
  Interior Art: Jacob Blackmon, Rick Hershey, Storn Cook, Brian Brinlee, Mariana Ruiz 
  Villarreal
  Cover Art: Wilder Surge
  Layout: Adam Meyers
  Editing: Johannes Luber
  Desert Encounters
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Creatures ...........................................................................................4
  Ankheg - CR 3 ........................................................................................4
  Bat - CR 1/8 ..........................................................................................5
  Caravan Traveller - Coxswain - CR 1/2 .............................................5
  Caravan Traveller - Janjaweed - CR 1/2 ............................................6
  Caravan Traveller - Merchant - CR 1/2 ..............................................8
  Caravan Traveller - Mortician - CR 1/2 .............................................9
  Cinder Wolf - CR 2 ...............................................................................10
  Dinosaur, Dimorphodon (Very Young) - CR 1/3 ..................................11
  Dinosaur, Troodon - CR 1 .....................................................................11
  Dust Digger - CR 4 ..............................................................................12
  Elemental - Ice - CR 4 .........................................................................13
  Elemental - Lightning - CR 4 ................................................................13
  Elemental - Magma - CR 4 ...................................................................14
  Elemental - Mud - CR 4 .......................................................................16
  Giant Fire Beetle - CR 1/3 ..................................................................16
  Giant Scorpion - CR 3 ...........................................................................17
  Giant Solifugid - CR 1 ...........................................................................18
  Sand Stalker - CR 4 ..............................................................................19
  Slithering Pit - CR 2 .............................................................................20
  Wastelander - brigand - CR 1/2 ............................................................21
  Wastelander - Marauder - CR 1/2 .......................................................22
  Wastelander - Slaver - CR 1/2 ............................................................23
  White Lotus Inquisitor - Initiate Healer - CR 1 ..................................24
  White Lotus Inquisitor - Initiate Shield-Brother - CR 1/2 ...............25
  Wizard’s Shackle - CR 1/3 ....................................................................26
  Zombie - CR 1/2 .....................................................................................28
  Hazards, Traps, & Weather .............................................................29
  Bad Air - Non-Flammable - CR 1 ......................................................29
  Magnetized Ore - CR 2 .........................................................................29
  Misleading Path - CR 3 .........................................................................29
  Plague of Flies - CR 2 ..........................................................................30
  Sand Pit, Spiked - CR 2 .......................................................................30
  Weather - Severity 3 ..............................................................................30
  Weather - Severity 4 ..............................................................................31
  Weather - Severity 5 ..............................................................................31
  Witch Light - CR 1 .................................................................................31
  Other Content ....................................................................................32
  Encounter Charts ..............................................................................34
  Challenge Ratings ..............................................................................36
  
  Chapter 1 
  Introduction
  For the most part, the monstrous encounters described below 
  are identical to their original base stats that they are based 
  upon, except for two key aspects: 1st being, that they have 
  each been modified to use Ultimate Spheres of Power and Spheres 
  of Might, and as such are more dangerous than their com-
  mon counterparts; and 2nd, that they have their Psychology 
  DC (Ultimate Charisma) added into their stat-block (although 
  modifications due to creature type or Intelligence have not 
  been supplied) for convenience of those who utilize psycho-
  logical maneuvers such as the Feint maneuver. Below each stat-
  block are prewritten encounters which may be used during or 
  outside adventures for the GM’s convenience.
  
  The monsters in this section are listed alphabetically.
  Ankheg - CR 3
  XP 800
  N Large magical beast
  Init +0; Senses darkvision 60 ft., low-light vision, tremors-
  ense 60 ft.; Perception +8
  Defense
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 28 (3d10+12)
  Fort +6, Ref +3, Will +2
  Offense
  Speed 30 ft., burrow 20 ft.
  Melee bite +5 (2d6+4 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks spit acid
  COmbat
  Martial Tradition Spider (Guardian x1, Trap x2, Wrestling 
  x2); PAM Wis
  Guardian Sphere - Packages patrol; Talents (zone) Steel 
  Hedge
  • patrol (full-round action, increase threatened area by 
  5 ft.)
  • Steel Hedge (zone); until patrol ends, threatened 
  area counts as difficult terrain
  Trap Sphere - Perception DC 8; Talents (dart, snare) 
  Net; Drawback Focused Trapper (dart)
  • snares (full-round action (standard action 
  while maintaining focus), Reflex or 
  trigger); (snare) DC 12
  ◊ Net (dart, snare); Reflex save 
  to avoid being ensnared, for-
  go damage to attack touch 
  AC
  ◊ Tripwire (snare); trig-
  gering creature falls prone
  Wrestling Sphere - Talents Greater 
  Grapple, Iron Grip; (slam) Clinch Strike
  • Clinch Strike (slam); do a normal melee attack, get 
  additional +1d6 nonlethal damage
  • Greater Grapple; while martial focus is maintained, 
  may grapple as a move action
  • snag +6 touch (swift action, snagged targets are consid-
  ered battered)
  statistiCs
  Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
  Base Atk +3; CMB +7 (+11 grapple); CMD 17 (25 vs. trip); 
  Psych DC 14
  Feats Skill Focus (Perception), Toughness
  Skills Climb +8, Perception +8; Associated Skills Craft 
  (traps) -2
  speCial abilities
  Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-
  foot line of acid. Creatures struck by this acid take 4d4 points 
  of acid damage (Reflex DC 14 half). Once an ankheg uses this 
  Chapter 2
  Creatures
  
  attack, it must wait 6 hours before using it again. Additionally, 
  during this time period, its bite attack does not inflict any ad-
  ditional acid damage. As a result, an ankheg does not use this 
  ability unless it is desperate or frustrated, most often spitting 
  acid when reduced to fewer than half its full normal hit points 
  or when it cannot not successfully grab an opponent. The save 
  DC is Constitution-based.
  Traps (Ex) The ankheg sometimes leaves tunnels as it bur-
  rows through the desert sands leaving specific areas near the 
  surface especially susceptible to collapse. Such areas are where 
  the ankheg inadvertently uses the Trap sphere to create snares 
  which other creatures trigger causing them to fall into the tun-
  nel getting entangled or tripping as elevation suddenly shifts a 
  couple feet. It should be safe to assume that when first encoun-
  tered each ankheg should have 3 net snares active within 10 
  feet of the ankheg and 3 tripwire snares active within 10 feet of 
  a net snare, for a total of 6 active snares per ankheg.
  eCOlOgy
  Environment warm deserts
  Organization solitary, pair, or nest (3–6)
  Treasure incidental
  A horse-sized burrowing insectoid monstrosity that preys pri-
  marily upon livestock and humanoids.
  With 10 minutes work, and a successful DC 19 Survival check, 
  acid from the stomach of a dead ankheg may be harvested. 
  The harvester gains a number of doses of the acid equal to 1 
  + 1 per 5 that the check surpassed the DC (maximum 3 doses). 
  Failing the check causes all the acid from the stomach to be 
  lost. Failing the check by 5 or more uses exposes the harvester 
  to 1d3 doses of the acid, unless the harvester has the poison 
  use class feature (or similar ability such as Careful Poisoner or 
  Controlled Rupture talent from the Alchemy sphere). Raw ac-
  ids harvested this way, may not be bought or sold because they 
  remain potent for only 24 hours.
  2 Ankhegs - CR 6
  XP 2,200
  This pair of magical beasts will utilize traps to hinder their 
  prey before moving into flanking position. From there, the 
  horse-sized creatures will snag and grapple the quarry before 
  ripping them to shreds with their acidic bites. Targets who at-
  tempt to flee are barraged with the ankheg’s acidic spittle.
  Bat - CR 1/8
  XP 50
  N Diminutive animal
  Init +2; Senses blindsense 20 ft., low-light vision; Perception 
  +6
  Defense
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 2 (1d8–2)
  Fort +0, Ref +4, Will +2
  Offense
  Speed 5 ft., fly 40 ft. (good)
  Melee bite +6 (1d3-4)
  Space 1 ft.; Reach 0 ft.
  COmbat
  Martial Tradition Assassin (Athletics x2, Fencing x2); PAM 
  Wis
  Athletics Sphere - Packages fly; Talents Mobile Striker
  • Mobile Striker; full-round action, make a single at-
  tack while moving; movement does not provoke AoO
  Fencing Sphere - Talents Verbal Feint
  • fatal thrust (+1d6 precision damage on attacks where 
  target is flanked, flat-footed, or denied Dex)
  • Verbal Feint; can feint targets within 30 ft., as long 
  as they can hear you
  statistiCs
  Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
  Base Atk +0; CMB -2; CMD 3; Psych DC 13
  Skills Perception +6, Stealth +18; Associated Skills Bluff -2, 
  Fly +16; Racial Modifiers +4 Perception
  eCOlOgy
  Environment temperate and warm forests and deserts
  Organization colony (10–400)
  Treasure none
  A flying rodent that leaves its shadowy recluse in search of 
  food at night.
  10 Bats - CR 1
  XP 500
  These ten bats will flock around their prey, dividing themselves 
  amongst all available targets. If the ten bats cannot divide 
  themselves equally, then the remainder will spend their actions 
  utilizing the Verbal Feint talent on targets each round until an 
  opening has been made.
  Caravan Traveller - Coxswain - 
  CR 1/2
  XP 200
  Male orc armorist 1
  LN Medium humanoid (orc)
  Init +1; Senses darkvision 60 ft., Perception +1
  Defense
  AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 11 (1d10+1)
  Fort +3, Ref +1, Will +1
  Special Defenses eventide outfit (+5 saves vs. cold weather 
  and energy resistance vs. nonlethal cold 5, or +5 saves vs. hot 
  weather and energy resistance vs. nonlethal fire 5); filter scarf 
  (+1 resistance bonus to saves vs. inhaled poisons and airborne 
  effects that require breathing)
  Offense
  Speed 20 ft.
  Melee bound greataxe +6 (1d12+6/x3)
  
  Ranged orc hornbow +2 (2d6+4/x3)
  Space 5 ft.; Reach 5 ft.
  Special Attacks summon equipment (1 sp)
  magiC
  Caster Level 1; MSB +1, MSD 12, Concentration +2
  Tradition 
  Mysticism 
  (Boons: 
  Empowered 
  Abilities, 
  Metamagic Expert; Drawbacks: Focus Casting, Magical Signs 
  [a cold dark cloud of mist forms overhead], Verbal Casting, 
  Wild Magic); CAM Wis
  Spell Points 2
  Creation Sphere - Talents Greater Repair, Potent Alteration, 
  Drawbacks Limited Creation (alter), Material Mimic
  • alter, touch; DC 11
  ◊ Destroy 1d6+1, touch
  • Potent Alteration; affect magic items, 1 sp
  ◊ Repair 1d6+1
  • Potent Alteration; affect magic items, 1 sp
  Protection Sphere
  • aegis, touch, DC 11
  ◊ Deflection (aegis); 1 hour, 1 sp
  • ward, personal w/ 10-ft. radius, DC 11
  ◊ Barrier (ward); 2 hp, Break DC 15, concentration, 
  1 round w/ 1 sp
  statistiCs
  Str 18, Dex 13, Con 12, Int 8, Wis 12, Cha 10
  Base Atk +1; CMB +5; CMD 16; Psych DC 12
  Feats Extend Spell
  Skills Profession (driver) +5
  Languages Common, Orc
  SQ ferocity
  Other Gear orc hornbow (w/ 10 arrows), hide armor, eventide 
  outfit, filter scarf, backpack (50-ft. hemp rope, arrows x30, flint 
  and steel, small tent, trail rations x10, verminbite kit, winter 
  blanket), belt pouch (5 gp in assorted coins), ritual book, spell 
  component pouch (cold iron reagent x4, darkwood reagent 
  x6), waterskin x2
  speCial abilities
  Combat Gear The coxswain’s combat gear is described below:
  Ritual book: This coxswain carries with him a book containing 
  the following spells in ritual form; 2nd—make whole 1st—ant 
  haul, expeditious construction**, grease; 0th—create water, mending; 
  (**: Arcane Anthology)
  Verminbite kit: When someone is suffering poison delivered 
  from a bite or sting attack of a vermin (or other insectoid crea-
  ture, such as an ettercap), as a full-round action, the initiate 
  healer can use this kit to gain a +4 circumstance bonus on the 
  ongoing Fortitude saving throws against that poison. A ver-
  minbite kit is exhausted after 10 uses.
  Ferocity This orc possesses the ferocity ability which allows 
  him to remain conscious and continue fighting even if his hit 
  point totals fall below 0. He is still staggered at 0 hit points or 
  lower and loses 1 hit point each round as normal.
  eCOlOgy
  Environment temperate and warm deserts
  Organization solitary, pair, caravan (coxswain, merchant, 
  mortician or janjaweed)
  Treasure Standard (gear and other treasure)
  Caravan Traveller - Janjaweed - 
  CR 1/2
  XP 200
  Female amet cherufe armiger 1
  LN Medium humanoid (reptilian)
  Init +1; Senses low-light vision, Perception +5
  Defense
  AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
  hp 11 (1d10+1)
  Fort +3, Ref +3, Will +1
  Special Defenses eventide outfit (+5 saves vs. cold weather 
  and energy resistance vs. nonlethal cold 5, or +5 saves vs. hot 
  weather and energy resistance vs. nonlethal fire 5); filter scarf 
  (+1 resistance bonus to saves vs. inhaled poisons and airborne 
  effects that require breathing); Resist fire 5
  Offense
  Speed 40 ft., mounted 50 ft.
  Ranged blunderbuss +2 ranged touch (1d8/x2, scatter) or mus-
  ket +2 ranged touch (1d12/x4) or 2 pistols -2/-2 ranged touch 
  (1d8/x4)
  Space 5 ft.; Reach 5 ft.
  Special Attacks amet lava +2 ranged (5/day; 1d4/x2 plus 1d4 
  fire, 1d4 fire the following round)
  COmbat
  Martial Tradition Janjaweed (Beastmastery x3, Equipment 
  x1); PAM Cha
  Barrage Sphere 
  - 
  Talents 
  (Customized 
  Weapon: 
  blunderbuss)
  • barrage (+0/+0 ranged touch, special attack action, 1d8/
  x2, scatter)
  Beastmastery Sphere - Packages handle animal, ride; 
  Talents Extra Beastmastery Package; (handle animal) Broad 
  Skills, Mindless Mastery
  • defensive rider (attack of opportunity, use Ride check 
  instead of mount’s AC or Reflex save)
  • tame (1 HD, 8 hours); Broad Skills (handle animal), 
  Mindless Mastery (handle animal) (tame non-ani-
  mals with animal-like intelligence or lower with pen-
  alties), DC 11
  Dual Wielding Sphere - Talents (Customized Weapon: 2 
  pistols)
  • dual attack (+0/+0 ranged touch, attack action, 1d8/x4)
  Equipment Sphere 
  - 
  Talents 
  (discipline) 
  Firearm 
  Proficiency
  • Firearm Proficiency; proficient with all firearms
  Sniper Sphere - Talents (Customized Weapon: musket)
  
  speCial abilities
  Combat Gear The janjaweed’s combat gear is described 
  below:
  Verminbite kit: When someone is suffering poison delivered 
  from a bite or sting attack of a vermin (or other insectoid crea-
  ture, such as an ettercap), as a full-round action, the initiate 
  healer can use this kit to gain a +4 circumstance bonus on the 
  ongoing Fortitude saving throws against that poison. A ver-
  minbite kit is exhausted after 10 uses.
  Jumper A cherufe is always considered to have a running start 
  when attempting Acrobatics checks to jump.
  Rapid Change The janjaweed gains the benefits of the Quick 
  Draw feat with her customized weapons and may stow custom-
  ized weapons as a free action once per round.
  Skeleton Camel Janjaweed of the eventide are known for 
  riding tamed skeletal mounts. This particular caravan traveller 
  rides a skeleton camel. Should her mount die, she must pur-
  chase a new one which is usually available in the bone market 
  of Deliverance.
  eCOlOgy
  Environment temperate and warm deserts
  Organization solitary, pair, caravan (coxswain, janjaweed, 
  merchant or mortician)
  Treasure Standard (gear only)
  The janjaweed usually makes a living escorting caravans 
  from one location to another as a mounted combatant and 
  gunslinger.
  Skeleton Camel
  N Large undead (augmented animal)
  Init +8; Senses darkvision 60 ft.; Perception +0
  Defense
  AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
  hp 9 (2d8+0)
  Fort +0, Ref +4, Will +1
  DR 5/bludgeoning; Immune cold, undead traits
  Offense
  Speed 50 ft.
  Melee bite +4 (1d4+6)
  Space 5 ft.; Reach 5 ft.
  statistiCs
  Str 18, Dex 18, Con -, Int -, Wis 10, Cha 10
  Base Atk 1; CMB 6; CMD 19 (23 vs. trip); Psych DC 12 
  (mindless)
  Feats Improved Initiative
  • deadly shot (+2 ranged touch, special attack action, ex-
  pend martial focus, 1d12/x4 plus 1d6)
  statistiCs
  Str 12, Dex 13, Con 12, Int 12, Wis 12, Cha 15
  Base Atk +1; CMB +2; CMD 13; Psych DC 15
  Feats Extra Combat Talent, Gunsmithing
  Skills Knowledge (geography) +5, Knowledge (local) +5, 
  Perception +5, Sense Motive +5, Survival +5; Associated Skills 
  Handle Animal +3, Ride +6
  Languages Cheru, Common
  SQ jumper, rapid change
  Other Gear battered blunderbuss, battered musket, bat-
  tered pistol x2, studded leather, adventurer’s sash (alchemical 
  cartridge x6), eventide outfit, filter scarf, belt pouch (5 gp in 
  assorted coins), military saddle, saddlebags (50-ft. hemp rope, 
  alchemical cartridge x14, flint and steel, small tent, trail rations 
  x10, verminbite kit, winter blanket), waterskin x2
  
  Caravan Traveller - Merchant - 
  CR 1/2
  XP 200
  Male fenghaung symbiat 1
  LN Medium fey (fenghuang)
  Init +2; Senses low-light vision, Perception +4
  Defense
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 Int)
  hp 8 (1d8)
  Fort +0, Ref +4, Will +2
  Special Defenses eventide outfit (+5 saves vs. cold weath-
  er and energy resistance vs. nonlethal cold 5, or +5 saves vs. 
  hot weather and energy resistance vs. nonlethal fire 5); fil-
  ter scarf (+1 resistance bonus to saves vs. inhaled poisons 
  and airborne effects that require breathing); Resist fire 5
  Offense
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 talons -3 (1d4+1/x2)
  Ranged bludgeon +2 (1d2/x2)
  Space 5 ft.; Reach 5 ft.
  Special Attacks psionics (DC 12, 6 rounds/day; battle-
  field relay, mind link, telekinetic manipulation)
  magiC
  Caster Level 1; MSB +1, MSD 12, Concentration +3
  Tradition Mind (Drawbacks: Emotional Casting, Rigorous 
  Concentration); CAM Int
  Spell Points 3
  Illusion Sphere
  • illusion, close (25 ft.), maximum size Medium (5-ft. 
  cube), DC 12 (concentration, 1 sp, sight)
  • trick, close (25 ft.), DC 12 (1 minute, sight)
  Mind Sphere - Talents Expanded Charm, Drawbacks Lost 
  In Translation
  • charm, close (25 ft.), DC 12 (1 sp greater (suggestion)); 
  Expanded Charm (can affect all creature types 
  without immunity)
  Telekinesis Sphere
  • telekinesis, close (25 ft.), DC 12 (max size Tiny, 16 AC, 9 
  CMD, move 20 ft./round, concentration)
  ◊ Bludgeon; +2 to attack
  ◊ Catch; negate projectile attack, attacker has Will 
  negates
  ◊ Hostile Lift; lift unwilling target, target has Will 
  negates initial + 1 per round, 1 sp
  ◊ Sustained Lift; free action to cease concentra-
  tion, 1 minute, move action to give simple orders, 
  1 sp
  Warp Sphere - Talents (space) Extradimensional Storage, 
  Drawbacks Bender
  • bend space, touch, DC 12
  ◊ Extradimensional Storage; can store 10 pounds 
  of non-living material
  statistiCs
  Str 13, Dex 15, Con 10, Int 15, Wis 10, Cha 12
  Base Atk +0; CMB +1; CMD 15; Psych DC 14
  Feats Ritual Caster
  Skills Appraise +3, Diplomacy +1 (+5 when gathering informa-
  tion), Linguistics +6, Knowledge (history) +4, Knowledge (local) 
  +4, Perception +4, Profession (merchant) +4, Sense Motive +4, 
  Spellcraft +6; Racial Modifiers +4 Diplomacy (when gather-
  ing information), +2 Knowledge (history), +2 Knowledge (local)
  Languages Abyssal, Cheru, Common, Gnoll, Orc, Sylvan, 
  Tatulani
  SQ fingerless
  Other Gear eventide outfit, filter scarf, extradimensional 
  storage (armored mage potion x3, assorted reagents, contin-
  gent energy resistance potion x2, eventide kit x2, healer’s kit 
  x2, tanners kit, tradewind map, wellspring bucket x2), belt 
  pouch (50 gp in assorted coins), ritual book, spell component 
  pouch (keif reagent x1, phosphorus reagent x40, salt peter re-
  agent x2, silver reagent x4), waterskin x2
  speCial abilities
  Combat Gear The merchant’s combat gear is described 
  below:
  Ritual book: This merchant carries with him a book containing 
  the following spells in ritual form; 2nd—object reading** 1st—
  alarm, charge object**, comprehend languages, endure elements, iden-
  tify; 0th—arcane mark, detect magic, detect psychic significance**, 
  read magic; (**: Occult Adventures)
  Fingerless This merchant as a fenghaung possess two wings 
  and two talons, but no hands or fingers. He can wear rings on 
  their talons, and gloves become anklets automatically while he 
  
  wears them. He may carry things in his talons, and their mouth 
  can be used as a single hand for wielding a weapon or other 
  tasks. This does not impede his ability to speak or use verbal 
  components/abilities. He may substitute at least one talon and 
  wing and beak movements for the somatic components of 
  spells or rituals.
  eCOlOgy
  Environment temperate and warm deserts
  Organization solitary, pair, caravan (coxswain, merchant, 
  mortician or janjaweed)
  Treasure Standard (gear and merchandise)
  This fenghaung merchant proudly bears the crest of the Blue 
  Cowl organization on a necklace. To deter thieves from unlaw-
  fully acquiring his merchandise, the following precautions have 
  been put into place:
  The merchant utilizes tricks from the Illusion sphere to pro-
  duce a holographic display of his merchandise.
  Merchandise is kept within the merchant’s extradimensional 
  storage until time of purchase.
  Each piece of merchandise worth 10 gp or more has been 
  charged with a psychic imprint, denoting ownership.
  Upon making a sale, the merchant utilizes a personal and 
  unique arcane mark to denote transfer of ownership.
  When purchasing goods from PCs or NPCs, the merchant will 
  utilize rituals to ensure that the items to be acquired are not 
  stolen or acquired unlawfully.
  Caravan Traveller - Mortician - 
  CR 1/2
  XP 200
  Female tiefling soulweaver 1
  LN Medium outsider (native)
  Init +1; Senses darkvision 60 ft., Perception +0
  Defense
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 8 (1d8)
  Fort +0, Ref +1, Will +2
  Special Defenses eventide outfit (+5 saves vs. cold weather 
  and energy resistance vs. nonlethal cold 5, or +5 saves vs. hot 
  weather and energy resistance vs. nonlethal fire 5); filter scarf 
  (+1 resistance bonus to saves vs. inhaled poisons and airborne 
  effects that require breathing); Resist cold 5, electricity 5, fire 
  5
  Offense
  Speed 30 ft.
  Melee scythe -5 (2d4-1/x4) or ghost strike -1 touch (fatigue or 
  exhaustion w/ 1 sp)
  Space 5 ft.; Reach 5 ft.
  Special Attacks channel negative energy 6/day (DC 13, 1d6), 
  bound nexus (DC 13, 110 ft., 4 souls. Bound nexus powers: aid 
  the dead, lovelorn soul, siphon health)
  magiC
  Caster Level 1; MSB +1, MSD 12, Concentration +4
  Tradition Blood, Demonology (Boons: Fortified Casting; 
  Drawbacks: Draining Casting, Mental Focus); CAM Cha
  Spell Points 4
  Dark Sphere
  • darkness, medium (110 ft.), DC 13; 25-ft. radius be-
  comes dim light, concentration, 1 minute w/ 1 sp
  • meld, touch, DC 13; 5 hours with 1 sp
  ◊ Darkvision (meld); 60 ft. darkvision or increase 
  existing darkvision by 30 ft.
  Death Sphere - Talents Killing Curse, Mercy Killing, 
  Drawbacks Deathful Touch, Necromantic Limit (ghost 
  strike)
  • ghost strike, medium range touch (110 ft.), DC 13; apply 
  the effects of one (ghost strike)
  ◊ Exhausting (ghost strike); fatigued for 1 round 
  or exhausted for 1 minute (1 sp), Fortitude negates. 
  On a successful save the target is still fatigued for 
  1 round.
  ◊ Killing Curse; target fails 3 saves against ghost 
  strikes in 1 minute period, has to Fort save again or 
  die
  • Mercy Killing; if a conscious creature willingly fails 
  their saving throw vs. ghost strike, they die peacefully, 
  but have their corpse preserved for 1 day)
  Life Sphere - Talents Restorative Cure, Resuscitate; (cure) 
  Restore Spirit
  • cure, touch, 1d8+2, 1 sp, DC 13; Resuscitate (can heal 
  dead targets within 1 round)
  • invigorate, touch, +1 temporary hp, DC 13
  • restore, touch, (mind; remove dazzled, shaken, stag-
  gered and lessen frightened to shaken, panicked to 
  frightened) or (body; remove battered, fatigued and 
  lessen exhaustion to fatigued, sickened and lessen 
  nauseated to sickened) or (soul; heal all ability damage 
  and ability drain to one ability score), 1 sp, DC 13
  Restorative Cure; cure and restore with same action, 2 sp
  statistiCs
  Str 8, Dex 12, Con 10, Int 12, Wis 10, Cha 16
  Base Atk +0; CMB -1; CMD 10; Psych DC 14
  Feats Extra Magic Talent
  Skills Bluff +5, Heal +4, Knowledge (planes) +5, Sense Motive 
  +4, Stealth +3; Racial Modifiers Bluff +2, Stealth +2
  Languages Abyssal, Cheru, Common
  Other Gear scythe, eventide outfit, filter scarf, backpack 
  (50-ft. hemp rope, flint and steel, small tent, trail rations x10, 
  verminbite kit, winter blanket), belt pouch (5 gp in assorted 
  coins), coffin x2 (Medium-sized humanoid corpse) ritual book, 
  spell component pouch (blood price 4 HD, gold reagent x3, 
  quicksilver reagent x4, salt reagent x24), waterskin x2
  speCial abilities
  Combat Gear The mortician’s combat gear is described 
  below:
  
  Ritual book: This mortician carries with her a book containing 
  the following spells in ritual form; 2nd—gentle repose 1st—curse 
  water, deathwatch, infernal healing**; 0th—create water, mending; 
  (**: Inner Sea World Guide)
  Verminbite kit: When someone is suffering poison delivered 
  from a bite or sting attack of a vermin (or other insectoid crea-
  ture, such as an ettercap), as a full-round action, the initiate 
  healer can use this kit to gain a +4 circumstance bonus on the 
  ongoing Fortitude saving throws against that poison. A ver-
  minbite kit is exhausted after 10 uses.
  eCOlOgy
  Environment temperate and warm deserts
  Organization solitary, pair, caravan (coxswain, mortician, 
  merchant, and 2 janjaweed)
  Treasure Standard (gear and other treasure)
  Mortician’s who travel by caravan make a living by safely trans-
  porting the preserved corpses of travellers, resuscitating them 
  upon arrival to their desired location, or until the duration of 
  Mercy Killing is about to expire (whichever comes first). This 
  particular mortician is currently transporting the corpses of 
  two Medium humanoids, who are being stowed inside wooden 
  coffins.
  Caravan Travellers - CR 3
  XP 1,000
  This caravan group consists of a coxswain, merchant, morti-
  cian, and 2 janjaweed travellers. While the caravan is led by the 
  coxswain, the real protection comes from the pair of janjaweed 
  riders. Together the three are escorting the merchant and mor-
  tician across the Tradewind Region offering wares and services. 
  While not hostile, the caravan will not hesitate to use lethal 
  force to protect their goods.
  Cinder Wolf - CR 2
  XP 600
  N Medium magical beast
  Init +0; Senses darkvision 60 ft., low-light vision; Perception 
  +8
  Defense
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 17 (2d10+9); fast healing 3 (in fire)
  Fort +5, Ref +4, Will +1
  Resist fire 10
  Weaknesses vulnerability to cold
  Offense
  Speed 50 ft.
  Melee bite +5 (1d6+4 plus 1d4 fire)
  Special Attacks Trip
  magiC
  Caster Level 1; MSB +1, MSD 12, Concentration +3
  Tradition Natural (none); CAM Wis
  Spell Points 1 
  Nature Sphere – Packages fire
  • geomancing, close (25 ft.), DC 11
  ◊ fire (Affect Fire, Create Fire, Manipulate Lava)
  COmbat
  Martial Tradition Pack Hunter (Athletics x2, Guardian x1, 
  Warleader x1); PAM Wis
  Athletics Sphere – Packages run; Talents Mobile Striker
  • Mobile Striker; mobile striker full-round action, 
  make a single attack while moving; movement does 
  not provoke AoO
  Guardian Sphere – Packages patrol
  • patrol (full-round action, increase threatened area by 
  5 ft.)
  Open Hand Sphere – Talents Greater Trip
  • sweep (move action, perform trip combat maneuver at 
  -2 penalty)
  Warleader Sphere
  • shouts, 20-ft. radius, one round 
  ◊ Fierce Shout (shout); +2 morale bonus on first at-
  tack in turn
  • tactics, 20-ft. radius, start as move action, concentra-
  tion as move or swift action
  ◊ Aggressive Flanking (tactic); threaten counts as 
  flanking
  statistiCs
  Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
  Base Atk +2; CMB +5 (+9 grapple, +6 trip); CMD 15 (24 vs. 
  trip); Psych DC 13
  Feats Basic Magic Training, Skill Focus (Perception)
  Skills Climb +8, Perception +8; Associated Skills Acrobatics 
  +5, Diplomacy +0
  speCial abilities
  Fiery Body (Su) A cinder wolf inflicts 1d4 points of fire dam-
  age when it bites a foe in addition to the normal bite damage. 
  In any round that the cinder wolf resists at least one point of 
  fire damage, it gains fast healing 3.
  eCOlOgy
  Environment temperate or warm deserts
  Organization solitary, pair, or pack (5-24)
  Treasure none
  A charred or ash colored wolf with breath that reeks of brim-
  stone and smoke.
  With 60 minutes work, and a successful DC 16 Survival check, 
  the pelt of a dead cinder wolf may be harvested. Decrease the 
  time of harvesting by 10 minutes for every 5 that the check sur-
  passed the DC (minimum harvest time 10 minutes). Failing the 
  check by 4 or less means that the pelt is harvested, but loses 
  any magical and alchemical uses listed below, but may other-
  wise be sold or used as raw crafting material as a wolf pelt for 
  10 gp. Failing the check by 5 or more ruins the pelt altogether. 
  Should a cinder wolf pelt which was harvested successfully be 
  used later in the creation of an appropriate suit of armor (such 
  as leather or hide armor), that armor can be enhanced with 
  
  the fire resistance, improved fire resistance, or greater fire resistance 
  special abilities at 75% of the normal price. A cinder wolf pelt is 
  an uncommon commodity and can rarely be found for sale, the 
  bristly fur being uncomfortable and hard to work with and the 
  demand—despite their usefulness in magic—is limited. Even 
  when found in markets, the cost is typically upwards of 600 gp. 
  Thus, most who desire a cinder wolf pelt are forced to either 
  find and skin a cinder wolf himself, or trade with natives.
  2 Cinder Wolves - CR 4
  XP 1,200
  A pair of smoldering wolves charge in the party’s direction. 
  Cinder wolves usually have pre-established hunting grounds 
  where they lay out dried wood or branches for them to light 
  when they spot a likely meal. These magical beasts usually be-
  gin combat by placing fires to corral their prey. Once they have 
  directed their targets to move in the desired direction, they 
  leap into action tripping their quarry. The cinder wolves will 
  then drag the prey into the flames where the unlucky souls will 
  likely meet their end.
  Dinosaur, Dimorphodon (Very 
  Young) - CR 1/3
  XP 135
  N Tiny animal
  Init +2; Senses low-light vision, scent, Perception +5
  Defense
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +3, Ref +5, Will +1
  Offense
  Speed 10 ft., fly 30 ft. (average)
  Melee bite -2 (1d3-2 plus bleed 1 and poison)
  Space 2-1/2 ft.; Reach 0 ft.
  COmbat
  Martial Tradition Assassin (Athletics x2, Duelist x2); PAM 
  Wis
  Athletics Sphere – Packages fly; Talents Mobile Striker
  • Mobile Striker; mobile striker full-round action, 
  make a single attack while moving; movement does 
  not provoke AoO
  Duelist Sphere –Talents Leg Cutter
  • blooded strike (+1 bleed damage w/ attack actions, at-
  tacks of opportunity, and disarm attempts. Bleeding 
  enemies are considered battered)
  • leg cutter (attack action w/ -2 atk, if successful target 
  must attempt Fort save vs. falling prone, DC 11)
  statistiCs
  Str 6, Dex 15, Con 10, Int 2, Wis 13, Cha 12
  Base Atk +0; CMB -4; CMD 10; Psych DC 13
  Feats Flyby Attack
  Skills Fly +12, Perception +5, Stealth +12
  eCOlOgy
  Environment warm coastline or forest
  Organization solitary, pair, or flock (3-9)
  Treasure none
  speCial abilities
  Poison (Ex): Type injury; Save Fort DC 10; Frequency 1/
  round for 4 rounds; Effect 1d2 Str; Cure 1 save. 
  Dinosaur, Troodon - CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +10
  Defense
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +2
  Offense
  Speed 40 ft.
  Melee bite +3 (1d6), 2 claws +3 (1d4)
  COmbat
  Martial Tradition Pack Hunter (Guardian x1, Scout x2, 
  Warleader x1); PAM Wis
  Guardian Sphere – Packages patrol; Talents Swift Reflexes
  • patrol (full-round action, increase threatened area by 
  5 ft.)
  • Swift Reflexes; +1 attack of opportunity each round 
  while martial focus is maintained
  Scout Sphere – Talents Identify Rhythms
  • Identify Rhythms; successful use of scout grants +1 
  dodge AC vs. target
  • scout (swift action, may identify a creature’s weakness-
  es with a Perception check, DC 15 + CR)
  Warleader Sphere – Talents (tactic) Coordinated Reflexes
  • shouts, 20-ft. radius, one round
  ◊ Fierce Shout (shout); +2 morale bonus on first at-
  tack in turn
  • tactics, 20-ft. radius
  
  ◊ Aggressive Flanking (tactic); threaten counts as 
  flanking
  ◊ Coordinated Reflexes; allies gain +1 morale bo-
  nus to Reflex saves due to area-targeting effects, 
  may spend immediate action to reroll failed save
  statistiCs
  Str 11, Dex 15, Con 14, Int 2, Wis 14, Cha 13
  Base Atk +1; CMB +1; CMD 13; Psych DC 14
  Feats Weapon Finesse
  Skills Perception +10, Sense Motive +3; Associated Skills 
  Diplomacy +0, Stealth +6; Racial Modifiers +4 Perception
  SQ easily trained
  speCial abilities
  Easily Trained (Ex) A troodon is unusually quick to pick up 
  tricks and animal training. All Handle Animal checks made to 
  train a troodon gain a +2 bonus. A troodon can learn an addi-
  tional 2 tricks beyond what an animal of its intelligence can 
  normally be taught.
  eCOlOgy
  Environment warm plains or deserts
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Troodon are infamous for their cunning and adaptability, some-
  times mimicking humanoid voice to attract prey. They tend to 
  hunt alone, but when hunting as a pack they typically send one 
  or two members against a foe’s front while the rest of the pack 
  circles and attacks from behind.
  2 Troodons - CR 3
  XP 800
  These two dinosaurs will generally scout out their prey before 
  attacking. If and when they decide to strike, the animals will 
  circle the target to get into a flanking position and set up a 
  patrol. The troodons will then proceed to full attack with their 
  two claws and bite attack.
  Dust Digger - CR 4
  XP 1,200
  N Large aberration
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +5
  Defense
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 42 (5d8+20)
  Fort +5, Ref +1, Will +4
  Offense
  Speed 10 ft., burrow 20 ft.
  Melee bite +5 (1d8+3 plus grab), 5 tentacles +3 (1d4+1 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+1), sinkhole, swallow whole 
  (2d8+4 bludgeoning, AC 13, 4 hp)
  COmbat
  Martial Tradition Octopus (Berserker x2, Wrestling x2); 
  PAM Wis
  Berserker Sphere – Talents Ruinous Tread, Shatter Earth
  • berserking (free action, -2 AC and +6 temp hp)
  • brutal strike +6 (1d8+3 plus battered)
  • Ruinous Tread; if moving through an area with 
  hardness 3 or less, that area becomes difficult terrain
  • Shatter Earth brutal strike vs. ground, if damage ex-
  ceeds hardness, create a 5-ft. radius, 10-ft. cone, or 15-
  ft. line of difficult terrain
  Wrestling Sphere – Talents Greater Grapple, Iron Grip, 
  Tentacle Squeeze
  • Greater Grapple; while martial focus is maintained, 
  may grapple as a move action
  • snag +6 touch (swift action, snagged targets are consid-
  ered battered)
  • Tentacle Squeeze; any tentacle attacks can use con-
  strict and grab special attacks
  statistiCs
  Str 17, Dex 11, Con 18, Int 2, Wis 11, Cha 10
  Base Atk +3; CMB +7 (+9 w/ Grapple); CMD 17 (19 vs. 
  Grapple); Psych DC 15
  Feats Improved Initiative, Multiattack, Skill Focus (Stealth)
  Skills Perception +5, Stealth +5 (+13 in ambush); Racial 
  Modifiers +8 Stealth in ambush
  speCial abilities
  Sinkhole (Ex) A dust digger can burrow into sand, loose soil, 
  or dirt to lie in ambush just under the surface. When it feels 
  (via tremorsense) prey walk into a square it threatens, it can 
  deflate its body as an immediate action, causing the sand and 
  other loose soil above to shift and slide. All creatures who were 
  standing in the dust digger’s reach must succeed at a DC 15 
  Reflex save or become entangled as long as they remain in the 
  dust digger’s reach. All creatures who were standing at least 
  partially in the dust digger’s actual space must succeed at a DC 
  15 Reflex save or become entangled and fall prone—if such a 
  creature succeeds at this save, it immediately moves to the 
  closest adjacent unoccupied square. If this results in more than 
  a 5-foot move, the creature moves that distance and then falls 
  prone. The save DC is Strength-based.
  eCOlOgy
  Environment warm deserts
  Organization solitary, pair, or colony (3–10)
  Treasure none
  A massive burred desert dwelling star-fish.
  2 Dust Diggers - CR 7
  XP 3,000
  These two dust diggers utilize their sinkhole ability to manip-
  ulate the terrain and set up their ambush position. Once an in-
  dividual dust digger has deflated (see sinkhole ability), the large 
  aberration will utilize berserking before attempting to wrestle 
  and slowly subdue their prey.
  
  Elemental - Ice - CR 4
  XP 1,200
  N Large outsider (air, cold, elemental, extraplanar, water)
  Init -1; Senses darkvision 60 ft., snow vision; Perception +7
  Defense
  AC 16, touch 8, flat-footed 16 (-1 Dex, +8 natural, -1 size)
  hp 38 (4d10+16) 
  Fort +8, Ref +3, Will +1
  Immune cold, elemental traits
  Weaknesses vulnerable to fire
  Offense
  Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft. 
  Melee slam +10 (1d8+8 plus 1d4 cold)
  Ranged destructive blast +3 ranged touch (1d6 cold or 2d6 cold 
  w/ 1 sp, plus stagger)
  Space 10 ft.; Reach 10 ft.
  Special Attacks numbing cold (DC 16), stagger (Fort DC 15, 
  1 round)
  magiC
  Caster Level 2; MSB +4, MSD 15, Concentration
  Tradition Natural (Boons: Fortified Casting; Drawbacks: 
  Draining Casting, Somatic Casting); CAM Con
  Spell Points 4 
  Destruction Sphere – Talents (blast type) Frost Blast, 
  Drawbacks Energy Focus (Frost Blast)
  • destructive blast, close (30 ft.), DC 15, 1d6 or 2d6 w/ 1 sp 
  bludgeoning damage
  ◊ Ray (default) (blast shape); melee touch +7 or 
  ranged touch ray (30 ft.) +3
  ◊ Frost Blast (blast type); deal cold damage, targets 
  taken damage need to succeed at Fort save or be 
  staggered 1 round
  COmbat
  Martial Tradition Eldritch Knight (Equipment x2; Bonus 
  Feats: Advanced Magic Training, Basic Magic Training); PAM 
  Con
  Equipment Sphere – Talents Crushing Thrower; (disci-
  pline) Rock Toss, Unarmed Training
  • Crushing Thrower; make ranged attacks as if melee 
  attack
  • Rock Toss (discipline); proficient with thrown rocks
  • Unarmed Training (discipline); can use weapons as 
  unarmed strikes, proficient with the boot blade, brass 
  knuckles, cestus, dan bong, emei piercer, gauntlet, 
  katar, knuckle axe, punching dagger, rope gauntlet, 
  sap, scizore, spiked gauntlet, and tekko-kagi
  Lancer Sphere – Talents Adamant Stalker; (impale) Ragdoll 
  Swing
  • Adamant Stalker; immediate action, take a 5-ft. 
  step
  • impale +8 (1d8+8 plus 1d4 cold, immobilize and batter 
  the target; after-which the target takes 1d8 bleed)
  • Ragdoll Swing (impale); use impaled target as impro-
  vised weapon
  statistiCs
  Str 24, Dex 8, Con 19, Int 4, Wis 11, Cha 11
  Base Atk 4; CMB 10; CMD 19 (cannot be tripped); Psych 
  DC 14
  Feats Advanced Magic Training, Basic Magic Training, Cleave, 
  Power Attack
  Skills Knowledge (planes) +4, Perception +7, Stealth +2, Swim 
  +13
  Languages Aquan
  SQ ice glide, icewalking
  speCial abilities
  Ice Glide (Su) A burrowing ice elemental can pass through 
  nonmagical ice and snow as easily as a fish swims through wa-
  ter. Its burrowing leaves behind no tunnel or hole, nor does 
  it create any ripple or other sign of its presence. A control wa-
  ter spell cast on an area containing a burrowing ice elemental 
  flings the elemental back 30 feet, stunning the creature for 1 
  round unless it succeeds at a DC 17 Fortitude save.
  Icewalking (Ex) This ability works like the spider climb spell, 
  but the surfaces the elemental climbs must be icy. The elemen-
  tal can move across icy surfaces without penalty and does not 
  need to attempt Acrobatics checks to run or charge on ice.
  Numbing Cold (Su) When an ice elemental deals cold dam-
  age to a creature, that creature must succeed at a Fortitude 
  save or be staggered for 1 round. The save DC listed in the 
  elemental’s stat block and is Constitution-based.
  Snow Vision (Ex) An ice elemental can see perfectly well in 
  snowy conditions and does not take any penalties on Perception 
  checks while in snow.
  eCOlOgy
  Environment any land or water (Plane of Water)
  Organization solitary, pair, or gang (3-8)
  Treasure none
  A large glacial being with large icicle arms, dripping perspira-
  tion as it moves.
  Elemental - Lightning - CR 4
  XP 1,200
  N Medium outsider (air, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 21, touch 15, flat-footed 16 (+5 Dex, +4 natural, +2 shield)
  hp 55 (6d10+22) 
  Fort +6, Ref +9, Will +1
  Immune electricity, elemental traits
  Offense
  Speed fly 100 ft. (perfect) 
  Melee slam +10 (1d6+5 plus 1d4 electricity)
  
  Ranged destructive blast +10 ranged touch (2d6 electricity or 
  3d6 electricity w/ 1 sp)
  Space 5 ft.; Reach 5 ft.
  Special Attacks bull rush +5 CMB (knock prone and 1d6 
  bludgeoning + 1d6 per 5 exceeded CMD), metal mastery, spark 
  leap
  magiC
  Caster Level 3; MSB +6, MSD 17, Concentration +8
  Tradition Natural (Boons: Fortified Casting; Drawbacks: 
  Draining Casting, Somatic Casting); CAM Con
  Spell Points 2 
  Destruction Sphere – Talents Electric Blast, Drawbacks 
  Energy Focus (Electric Blast)
  • destructive blast, close (30 ft.), DC 13, 2d6 or 3d6 w/ 1 sp 
  bludgeoning damage
  ◊ Ray (default) (blast shape); melee touch +7 or 
  ranged touch ray (30 ft.) +10
  ◊ Electric Blast (blast type); deal electricity dam-
  age, targets wearing primarily metal take -2 to their 
  AC and saves
  Weather Sphere – Talents Wind Lord
  • control weather severity 3, 4 wind (Wind Lord)
  • control weather, maximum severity 3 (4 for Wind), me-
  dium (120 ft.), DC 13; concentration, 2 minutes with 
  1 sp
  ◊ Wind Lord; have up to 80-ft. diameter unaffected 
  by Wind changes, control wind direction
  COmbat
  Martial Tradition Eldritch Knight (Equipment x2; Bonus 
  Feats: Advanced Magic Training, Basic Magic Training); PAM 
  Con
  Athletics Sphere – Packages fly; Talents Mobile Striker, 
  Whirlwind Flip; (motion) Moving Target
  • Mobile Striker; mobile striker full-round action, 
  make a single attack while moving; movement does 
  not provoke AoO
  • Moving Target (motion); gain 20% miss chance 
  against ranged attacks when moving more than 5 ft. 
  with associated package
  • Whirlwind Flip; regain martial focus by successfully 
  using Acrobatics to move through enemy threatened 
  area
  Equipment Sphere – Talents Balanced Defense, Finesse 
  Fighting x2; (discipline) Unarmed Training
  • Balanced Defense; +2 shield AC while attacking 
  with only one natural weapon
  • Finesse Fighting; use Dex for attack instead of Str, 
  +2 damage to melee attacks
  • Unarmed Training (discipline); can use weapons as 
  unarmed strikes, proficient with the boot blade, brass 
  knuckles, cestus, dan bong, emei piercer, gauntlet, 
  katar, knuckle axe, punching dagger, rope gauntlet, 
  sap, scizore, spiked gauntlet, and tekko-kagi
  statistiCs
  Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +5; CMB +7; CMD 23; Psych DC 19
  Feats Advanced Magic Training, Basic Magic Training, Extra 
  Magic Talent x2, Improved Initiative
  Skills Acrobatics +11, Escape Artist +9, Knowledge (planes) 
  +1, Perception +7, Sense Motive +9, Stealth +10; Associated 
  Skills Fly +17
  Languages Auran
  speCial abilities
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is wield-
  ing a metal weapon, or is made of metal (such as an iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  eCOlOgy
  Environment any (Plane of Air)
  Organization solitary, pair, or gang (3-8)
  Treasure none
  A wispy humanoid, whose form appears to be made of a swirl-
  ing storm cloud, dispersing grey ash wherever it travels.
  Elemental - Magma - CR 4
  XP 1,200
  N Medium outsider (earth, elemental, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +3 natural, 
  +2 shield)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +1
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  Offense
  Speed 50 ft.
  Melee slam +7 (1d6+3 plus burn)
  Ranged destructive blast +7 ranged touch (1d6 fire or 2d6 fire w/ 
  1 sp, plus catch fire)
  Space 5 ft.; Reach 5 ft.
  Special Attacks burn (1d4, DC 12), catch fire (1d6 fire, Reflex 
  DC 13), detonation (2d6 fire, 10-ft. radius, Reflex DC 14), lava 
  puddle
  magiC
  Caster Level 2; MSB +4, MSD 15, Concentration +6
  Tradition Natural (Boons: Fortified Casting; Drawbacks: 
  Draining Casting, Somatic Casting); CAM Con
  Spell Points 2 
  Destruction Sphere – Talents (blast type) Fire Blast, 
  Drawbacks Energy Focus (Fire Blast)
  • destructive blast, close (30 ft.), DC 13, 1d6 or 2d6 w/ 1 sp 
  bludgeoning damage
  
  ◊ Ray (default) (blast shape); melee touch +5 or 
  ranged touch ray (30 ft.) +17
  ◊ Fire Blast (blast type); deal fire damage, targets 
  taken damage need to succeed at Reflex save or be 
  on fire for 1d6 damage per round
  COmbat
  Martial Tradition Eldritch Knight (Equipment x2; Bonus 
  Feats: Advanced Magic Training, Basic Magic Training); PAM 
  Con
  Athletics Sphere – Packages run; Talents Dizzying 
  Tumble, Mobile Striker, Mobility; (motion) Dizzying Tumble
  • Mobile Striker; mobile striker full-round action, 
  make a single attack while moving; movement does 
  not provoke AoO
  • Mobility; +3 dodge AC & CMD vs. attacks of oppor-
  tunity caused by movement
  • Dizzying Tumble (motion); DC 14; passed creatures 
  attempt Will save to avoid being sickened (nauseat-
  ed when moving half speed) for 1 round when moving 
  more than 5 ft. with associated package
  Equipment Sphere – Talents Balanced Defense, Finesse 
  Fighting x2; (discipline) Unarmed Training
  • Balanced Defense; +2 shield AC while attacking 
  with only one natural weapon
  • Finesse Fighting; use Dex for attack instead of Str, 
  +2 damage to melee attacks
  • Unarmed Training (discipline); can use weapons as 
  unarmed strikes, proficient with the boot blade, brass 
  knuckles, cestus, dan bong, emei piercer, gauntlet, 
  katar, knuckle axe, punching dagger, rope gauntlet, 
  sap, scizore, spiked gauntlet, and tekko-kagi
  statistiCs
  Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +5; CMD 19; Psych DC 17
  Feats Advanced Magic Training, Basic Magic Training, Dodge, 
  Improved Initiative
  Skills Climb +5, Escape Artist +8, Intimidate +5, Knowledge 
  (planes) +1, Perception +7, Sense Motive +7; Associated Skills 
  Acrobatics +8
  Languages Ignan
  SQ earth glide
  speCial abilities
  Burn (Ex) A magma elemental’s burn DC includes a -2 racial 
  penalty, as their fires do not burn quite as hot as true elemental 
  flames. 
  Detonation (Ex) When the fire elemental is reduced to 0 or 
  fewer hit points, it detonates, dealing damage as a destructive 
  blast (1d6 per odd Hit Dice) with the Explosive Orb blast shape 
  and the Fire Blast blast type with a caster level equal to its 
  Hit Dice, DC 14 Reflex save for half. The save is Constitution 
  based.
  Earth Glide (Ex) A burrowing magma elemental can 
  pass through stone, dirt, lava, or almost any other 
  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, though the 
  area it passes through feels warm for 
  1 round afterward and often retains 
  a strangely smooth texture, as if the 
  stone had been polished. A move 
  earth spell cast on an area containing 
  a burrowing magma elemental flings 
  the elemental back 30 feet, stunning 
  the creature for 1 round unless it suc-
  ceeds at a DC 15 Fortitude save.
  Lava Puddle (Su) Once per day as a 
  full-round action, a magma elemental can 
  vomit forth a puddle of lava (Pathfinder RPG 
  Core Rulebook pg. 444) that fills its space to a 
  depth of 2-3 inches and counts as difficult 
  terrain. Any creature that moves through 
  this puddle of lava takes 2d6 points of fire 
  damage. This damage continues for 1d3 
  rounds after the creature leaves the lava 
  pool, although then it only inflicts 1d6 
  points of fire damage per round. The lava pud-
  dle solidifies and is safe to touch after a number of 
  
  rounds equal to the elemental’s Hit Dice. At the GM’s discre-
  tion, this puddle of lava could start secondary fires.
  eCOlOgy
  Environment any (Plane of Fire)
  Organization solitary, pair, or gang (3–8)
  Treasure none
  A humanoid whose form appears to be made of molten lava.
  Elemental - Mud - CR 4
  XP 1,200
  N Large outsider (earth, elemental, extraplanar)
  Init -2; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +7
  Defense
  AC 18, touch 7, flat-footed 18 (-2 Dex, +11 natural, -1 size)
  hp 42 (4d10+20) 
  Fort +9, Ref -1, Will +4
  Immune acid, elemental traits
  Offense
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +12 (2d6+13, plus entrap)
  Ranged rock toss +13 (1d8+13/x2, 30 ft.)
  Space 10 ft.; Reach 10 ft.
  Special Attacks entrap (DC 16, 10 minutes, hardness 5, hp 5), 
  earth mastery
  magiC
  Caster Level 2; MSB +4, MSD 15, Concentration +7
  Tradition Natural (Boons: Fortified Casting; Drawbacks: 
  Draining Casting, Somatic Casting); CAM Con
  Spell Points 5 
  Nature Sphere – Packages earth
  • geomancing, close (30 ft.), DC 16, concentration or 2 
  rounds w/ 1 sp
  ◊ earth (Bury, Dust Storm, Tremor)
  COmbat
  Martial Tradition Eldritch Knight (Equipment x2; Bonus 
  Feats: Advanced Magic Training, Basic Magic Training); PAM 
  Con
  Brute Sphere – Talents Greater Brute, Quick Force; (man-
  handle) Throw
  • Greater Brute; +2 CMB and CMD w/ bull rush, 
  drag, overrun, and reposition
  • shove +13 touch (move action, move upto 10 ft., deal 9 
  damage and inflict the battered condition)
  • Quick Force; move action, perform a bull rush, drag, 
  overrun, or reposition combat maneuver
  • Throw (manhandle); when succeeding on bull rush, 
  drag, or reposition maneuver, you may expend your 
  martial focus to throw the creature
  Equipment Sphere – Talents Crushing Thrower; (disci-
  pline) Rock Toss, Unarmed Training
  • Crushing Thrower; make ranged attacks as if melee 
  attack
  • Rock Toss (discipline); proficient with thrown rocks
  • Unarmed Training (discipline); can use weapons as 
  unarmed strikes, proficient with the boot blade, brass 
  knuckles, cestus, dan bong, emei piercer, gauntlet, 
  katar, knuckle axe, punching dagger, rope gauntlet, 
  sap, scizore, spiked gauntlet, and tekko-kagi
  statistiCs
  Str 28, Dex 6, Con 21, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +12 (+14 w/ bull rush, drag, overrun, and 
  reposition); CMD 20 (22 vs. bull rush, drag, overrun, and repo-
  sition); Psych DC 14
  Feats Advanced Magic Training, Basic Magic Training, Cleave, 
  Power Attack
  Skills Appraise +1, Climb +12, Knowledge (dungeoneering) +2, 
  Knowledge (planes) +2, Perception +7, Stealth -2
  Languages Terran
  speCial abilities
  Earth Glide (Ex) A burrowing mud elemental can pass 
  through dirt, gravel, or other loose or porous solid matter as 
  easily as a fish swims through water. It cannot use this ability 
  to pass through a solid barrier such as a stone or brick wall. Its 
  burrowing leaves behind no tunnel or hole, nor does it create 
  any ripple or other sign of its presence. A move earth spell cast 
  on an area containing a burrowing mud elemental flings the el-
  emental back 30 feet, stunning the creature for 1 round unless 
  it succeeds at a DC 17 Fortitude save.
  Entrap (Ex) The mud from an elemental’s entrap ability can 
  be washed away in 1d3 rounds of immersion in water.
  eCOlOgy
  Environment any (Plane of Earth)
  Organization solitary, pair, or gang (3-8)
  Treasure none
  A large hulking mass whose form appears to be made of cracked 
  mud and earth, hardening in the warm atmosphere.
  2 Elementals - CR 7
  XP 3,000
  This matching pair of elementals generally take turns between 
  themselves at laying down battlefield control targeting their 
  enemies or utilizing combat maneuvers to subdue their target. 
  Once they have managed to sufficiently immobilize their tar-
  get, the elementals switch tactics by switching to utilizing their 
  most damaging attacks they have (be they melee or ranged).
  Giant Fire Beetle - CR 1/3
  XP 135
  N Small vermin
  Init +0; Senses low-light vision; Perception +0
  Defense
  AC 13, touch 11, flat-footed 13 (+1 natural, +1 shield, +1 size)
  hp 4 (1d8)
  
  Fort +2, Ref +0, Will +0
  Immune mind-affecting effects
  Offense
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +1 (1d4)
  Space 5 ft.; Reach 5 ft.
  magiC
  Caster Level 1; MSB +1, MSD 12, Concentration +3
  Tradition Natural (none); CAM Wis
  Spell Points 1 
  Light Sphere
  • glow, medium (110 ft.), DC 10 (1 minute, +0 touch 
  or ranged touch (-20 Stealth checks, negate bonus-
  es bestowed by invisibility, blink, darkness or similar 
  effects))
  COmbat
  Martial Tradition Eldritch Knight (Equipment x2; Bonus 
  Feats: Advanced Magic Training, Basic Magic Training); PAM 
  Wis
  Equipment Sphere – Talents Balanced Defense; (disci-
  pline) Unarmed Training
  • Balanced Defense; +1 shield AC while attacking 
  with only one natural weapon
  • Unarmed Training (discipline); can use weapons as 
  unarmed strikes, proficient with the boot blade, brass 
  knuckles, cestus, dan bong, emei piercer, gauntlet, 
  katar, knuckle axe, punching dagger, rope gauntlet, 
  sap, scizore, spiked gauntlet, and tekko-kagi
  statistiCs
  Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
  Base Atk +0; CMB –1; CMD 9 (17 vs. trip); Psych DC 11 
  (mindless)
  Feats Basic Magic Training, Advanced Magic Training
  Skills Fly –2
  SQ luminescence
  speCial abilities
  Luminescence (Ex) A fire beetle’s glowing glands provide 
  light in a 10-foot radius. A dead fire beetle’s luminescent glands 
  continue to glow for 1d6 days after its death.
  eCOlOgy
  Environment any
  Organization solitary, cluster (2–6) or colony (7–12)
  Treasure none
  A housecat-sized beetle is a dull brown color brightened by two 
  glowing green-yellow spots on its carapace. Although noctur-
  nal, the fire beetle lacks darkvision—it relies on its own glow-
  ing glands for illumination.
  With 10 minutes work, and a successful DC 15 Survival check, 
  the glands of a dead giant fire beetle may be harvested. Failing 
  the check by 4 or less means that the gland is harvested, but 
  loses any magical and alchemical uses listed below, but still 
  continues to glow for 1d6 days. Failing the check by 5 or more 
  ruins the gland altogether. Should a fire giant beetle gland 
  which was harvested successfully be used later in the creation 
  of an item with Light sphere effects or abilities (such as a scroll 
  of dancing lights or an oil of searing light), reduce that item’s cost 
  of enchantment by 5%. Fire beetles are a common commodity 
  amongst miners and can with little effort be found for sale at 
  a miner’s general supply store. When purchased, the cost of a 
  caged and living fire beetle is typically upwards of 30 gp.
  3 Giant Fire Beetles - CR 1
  XP 405
  If hungry or provoked, the three vermin have little or no re-
  course, but to attack using only their natural weapons. Against 
  particularly difficult creatures, the fire beetles may cause their 
  targets to glow, so to make them easier targets. 
  Giant Scorpion - CR 3
  XP 800
  N Large vermin
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  Defense
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +1
  Immune mind-affecting effects
  Offense
  Speed 50 ft.
  Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+4)
  COmbat
  Martial Tradition Butcher (Berserker x2, Lancer x2); PAM 
  Wis
  Berserker Sphere – Talents Bloody Counter, Sanguine 
  Invigoration
  • berserking (free action, -2 AC and +6 temp hp)
  • Bloody Counter; immediate action, allow self to be 
  hit to perform brutal strike as free action
  • brutal strike +7 (1d6+4)
  • Sanguine Invigoration; while martial focus is main-
  tained, reducing a foe to 0 hp or less grants 3 temp hp 
  for 1 round
  Lancer Sphere – Talents Focusing Finale
  • Focusing Finale; regain martial focus by removing 
  impaling weapon
  • impale +5 (1d6+4 plus poison, immobile and battered)
  Wrestling Sphere – Talents Greater Grapple
  • Greater Grapple; while martial focus is maintained, 
  may grapple as a move action
  • snag +7 touch (swift action, snagged targets are consid-
  ered battered)
  
  statistiCs
  Str 19, Dex 10, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip); 
  Psych DC 15 (mindless)
  Skills Climb +8, Perception +4, Stealth +0; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth
  speCial abilities
  Giant Scorpion Poison (Ex): Type injury; Save Fort DC 
  17; Frequency 1/round for 6 rounds; Effect 1d2 Strength dam-
  age; Cure 1 save. The save DC is Constitution-based and in-
  cludes a +2 racial bonus.
  eCOlOgy
  Environment warm deserts
  Organization solitary, pair, or nest (3–6)
  Treasure incidental
  A massive desert scorpion.
  With 10 minutes work, and a successful DC 19 Survival 
  check, poison from the stinger of a dead giant scor-
  pion may be harvested. The harvester gains a number 
  of doses of the raw poison equal to 1 + 1 per 5 that 
  the check surpassed the DC (maximum 3 doses). 
  Failing the check causes all the raw poison from 
  the stinger to be lost. Failing the check by 5 or 
  more uses exposes the harvester to 1d3 doses of the 
  poison, unless the harvester has the poison use class 
  feature (or similar ability such as Careful Poisoner 
  or Controlled Rupture talent from the Alchemy sphere). Raw 
  poison harvested this way, may not be bought or sold because 
  they remain potent for only 24 hours.
  2 Giant Scorpions - CR 6
  XP 2,200
  This pair of giant scorpions generally begin the surprise round 
  buried before bursting forth from the sand with a flurry of at-
  tacks. After revealing themselves, they generally open up com-
  bat, by grappling with their claw attacks, while saving the sting-
  er to impale targets who would attempt to flank the creature.
  Giant Solifugid - CR 1
  XP 400
  N Small vermin
  Init +2; Senses darkvision 60 ft.; Perception +4
  Defense
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 13 (2d8+4)
  Fort +5, Ref +2, Will +0
  Immune mind-affecting effects
  Offense
  Speed 50 ft., climb 30 ft.
  Melee bite +3 (1d6+1), 2 claws +3 (1d3+1)
  Space 5 ft.; Reach 5 ft.
  Special Attacks rend (2 claws, 1d3+1)
  COmbat
  Martial Tradition Assassin (Athletics x2, 
  Fencing x2); PAM Wis
  Athletics Sphere – Packages run; Talents 
  Mobile Striker
  • Mobile Striker; mobile striker full-round action, 
  make a single attack while moving; movement does 
  not provoke AoO
  Fencing Sphere – Talents (exploit) Ankle Strike
  • Ankle Strike (exploit); attempt trip maneuver as 
  free action with no AoO
  • fatal thrust (+1d6 precision damage on attacks where 
  target is flanked, flat-footed, or denied Dex)
  Wrestling Sphere
  • snag +2 touch (swift action, snagged targets are consid-
  ered battered)
  statistiCs
  Str 12, Dex 15, Con 15, Int —, Wis 11, Cha 2
  Base Atk +1; CMB +1; CMD 13 (25 vs. trip); Psych DC 12 
  (mindless)
  Skills Climb +9, Perception +4, Stealth +10; Associated 
  Skills Acrobatics +5, Bluff -2; Racial Modifiers +8 Climb, +4 
  Perception, +4 Stealth
  
  eCOlOgy
  Environment warm deserts
  Organization solitary, pair, or colony (3–6)
  Treasure none
  This tan-colored creature looks like a ten-legged spider. 
  Oversized jaws grind together slowly beneath beady eyes.
  2 Giant Solifugid - CR 3
  XP 800
  These two vermin prefer to lash out from hidden places, usu-
  ally from under sand or from elevated positions. Once they 
  have their prey flanked, the solifugid will proceed to execute 
  fatal thrusts and snag attacks, retreating as necessary. If one of 
  the two vermin is killed, the other will switch to full-attacks 
  attempting to rend their target.
  Sand Stalker - CR 4
  XP 1,200
  N Large magical beast
  Init +7; Senses tremorsense 60 ft.; Perception +9
  Defense
  AC 16, touch 13, flat-footed 13 (+3 Dex, +4 natural, -1 size)
  hp 45 (6d10+12)
  Fort +7, Ref +8, Will +3
  Offense
  Speed 50 ft., burrow 30 ft.
  Melee bite +9 (1d8+6 plus drowsy venom plus Strength venom)
  Space 10 ft.; Reach 5 ft.
  Special Attacks attraction
  COmbat
  Martial Tradition Assassin (Athletics x2, Fencing x2); PAM 
  Wis
  Alchemy Sphere – Packages poison; Talents Virulent 
  Sting, (toxin) Drowsy Venom
  • Drowsy Venom (toxin); failing two consecutive saves 
  causes fatigue, three consecutive saves sleep, DC 14
  • Virulent Sting; apply toxin to racial poison ability
  Athletics Sphere – Packages leap; Talents Mobile Striker, 
  Whirlwind Flip
  • Mobile Striker; mobile striker full-round action, 
  make a single attack while moving; movement does 
  not provoke AoO
  • Whirlwind Flip; regain Martial Focus with success-
  ful Acrobatics check to move through threatened area
  Fencing Sphere – Talents Fast Feint, Feint Strike, Focusing 
  Feint; (exploit) Ankle Strike
  • Ankle Strike (exploit); attempt trip maneuver as 
  free action with no AoO
  • Fast Feint; move action, feint; expend martial focus, 
  move up to base speed
  • fatal thrust (+2d6 precision damage on attacks where 
  target is flanked, flat-footed, or denied Dex)
  • Feint Strike; successful feint, free attack as swift ac-
  tion or as an AoO w/ expending martial focus
  • Focusing Feint; successful feint, regain martial fo-
  cus as swift action
  statistiCs
  Str 19, Dex 17, Con 15, Int 4, Wis 12, Cha 2
  Base Atk +6; CMB +11; CMD 24 (36 vs. trip); Psych DC 17
  Feats Improved Initiative, Skill Focus (Bluff, Perception)
  Skills Acrobatics +8 (+12 jump), Bluff +5, Climb +13, Craft (al-
  chemy) +3, Perception +9, Stealth +11 (+15 in sandy environs); 
  Racial Modifiers +4 Acrobatics to jump, +4 Stealth (+8 in san-
  dy environs)
  speCial abilities
  Attraction (Ex) The front four legs of a sand stalker are hol-
  low. When a gust of air or wind blows across them, they create 
  a hypnotic sound that can be heard by all creatures within a 
  100-foot spread. Those hearing this sound must succeed at a 
  successful DC 15 Will save or become entranced. This is a son-
  ic, mind-affecting effect. If the save is successful, that creature 
  cannot be affected again by the same sand stalker’s attraction 
  for one day. The save DC is Constitution-based.
  An entranced victim takes the most direct route possible, walk-
  ing toward the sand stalker. If the path leads into a dangerous 
  area, (fire, over a cliff, and so on), that creature gets a second 
  saving throw. Entranced creatures can take no actions other 
  than to defend themselves. A victim within 5 feet of the sand 
  stalker stands there and offers no resistance to the monster’s 
  attacks. The effect continues for as long as the sand stalker’s 
  legs are subjected to wind. A bard’s countersong ability allows 
  the entranced creature to attempt a new Will save.
  Drowsy Venom (Ex): Type injury; Save Fort DC 14; 
  Frequency 1 round; Effect fatigued, exhausted if already 
  fatigued, unconscious if already exhausted; Cure none; 
  Duration 1 minute. The save DC is Wisdom-based
  Strength Venom (Ex): Type injury; Save Fort DC 18; 
  Frequency 1/round for 4 rounds; Effect paralysis and 1 Str; 
  Cure 1 save. The save DC is Strength-based.
  eCOlOgy
  Environment warm deserts
  Organization solitary or colony (2-5)
  Treasure 1/10 coins; 50% goods; 50% items
  A massive arachnid which utilizes guerilla tactics to hunt its 
  prey.
  With 10 minutes work, and a successful DC 19 Survival check, 
  raw poison from one of the two venom sacks of a dead sand 
  stalker may be harvested. Venom sacks contain raw Strength 
  venom and raw drowsy venom. The harvester gains a number 
  of doses of the raw poison equal to 1 + 1 per 5 that the check 
  surpassed the DC (maximum 2 doses). Failing the check caus-
  es all the venom from that particular sack to be lost. Failing 
  the check by 5 or more uses exposes the harvester to 1d3 dos-
  es of the raw venom, unless the harvester has the poison use 
  class feature (or similar ability such as Careful Poisoner or 
  Controlled Rupture talent from the Alchemy sphere). Raw 
  
  poison harvested this way may not be bought or sold because 
  they remain potent for only 24 hours.
  2 Sand Stalkers - CR 7
  XP 3,000
  This pair of magical beasts will lure prey to their location using 
  the attraction ability. Then taking turns darting in and out with 
  well placed attacks topside, while the other attacks from below. 
  Generally, each sand stalker will stick with one type of venom 
  throughout the entire encounter. Smaller targets are generally 
  targeted with drowsy venom, while tougher or stronger targets 
  are instead weakened with strength venom.
  Slithering Pit - CR 2
  XP 600
  N Medium ooze
  Init +3; Senses blindsight 60 ft., breach sense; Perception +2
  Defense
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 25 (3d8+12)
  Fort +5, Ref +4, Will –2
  Immune acid, ooze traits (except mindless)
  Weaknesses breach vulnerability
  Offense
  Speed 10 ft.
  Melee tentacle +5 (1d4+4, plus grab and pull)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+4), grab, pit, pull (tentacle, 5 
  ft.)
  COmbat
  Martial Tradition Octopus (Berserker x2, Wrestling x2); 
  PAM Wis
  Berserker Sphere – Talents Sanguine Invigoration
  • berserking (free action, -2 AC and +5 temp hp)
  • brutal strike +5 (1d4+4, plus battered)
  • Sanguine Invigoration; while martial focus is main-
  tained, reducing a foe to 0 hp or less grants 2 temp hp 
  for 1 round
  Wrestling Sphere – Talents Greater Grapple, Iron Grip, 
  Tentacle Squeeze
  • Greater Grapple; while martial focus is maintained, 
  may grapple as a move action
  • snag +5 touch (swift action, snagged targets are consid-
  ered battered)
  • Tentacle Squeeze; any tentacle attacks can use con-
  strict and grab special attacks
  statistiCs
  Str 16, Dex 16, Con 19, Int 2, Wis 5, Cha 1
  Base Atk +2; CMB +5 (+6 w/ grapple); CMD 18; Psych DC 10
  Feats Skill Focus (Perception), Skill Focus (Stealth)
  Skills Perception +2, Stealth +15; Racial Modifiers +8 Stealth
  SQ transparent
  speCial abilities
  Breach Sense (Su) A slithering pit can detect the presence 
  and location of extradimensional spaces within the range of its 
  blindsight, including those created by magic items like bags of 
  holding, handy haversacks, and portable holes, as well as spell effects 
  such as rope trick, or sphere talents such as Extradimensional 
  Room. This ability also allows slithering pits to detect others 
  of their kind.
  Breach Vulnerability (Su) If a slithering pit consumes an 
  extradimensional space, such as one created by a bag of holding, 
  a handy haversack, a portable hole, or an extradimensional space 
  created with the Warp sphere (or similar effect), the competing 
  energies cause violent spasms that deal 2d6 points of damage 
  to the slithering pit each round it contains the item. The ex-
  tradimensional space is not harmed while consumed. If killed 
  in this way, the slithering pit explodes; anything trapped within 
  the ooze takes 2d6 points of damage and is ejected to a random 
  empty space within 30 feet of the slithering pit.
  Pit (Su) As a standard action, a slithering pit can cause its sur-
  face to open into an extradimensional space in order to capture 
  and digest food. A slithering pit can use this ability only while 
  on a solid horizontal surface of sufficient size to support it. The 
  extradimensional space created by this ability is 10 feet deep, 
  and any Medium or smaller creatures stepping into its space 
  must succeed at a DC 15 Reflex save or fall into the pit, taking 
  1d6 points of damage from the fall. A slithering pit can also ac-
  tively try to trap creatures by moving into their space. A target 
  of this attack can make an attack of opportunity, but immedi-
  ately falls into the extradimensional space following the attack. 
  If the target forgoes this attack of opportunity, it can attempt 
  a Reflex save to avoid falling into the extradimensional space 
  as if it had wandered into the slithering pit’s space. At any one 
  time, a slithering pit can contain up to one Medium creature, 
  two Small creatures, or four Tiny creatures. The save DC is 
  Constitution-based.
  The interior surface of the pit is as hard as rough stone. While 
  the pit is open, a creature inside can climb out with a success-
  ful DC 15 Climb check. A slithering pit can close its extradi-
  mensional space as a move action, trapping a creature inside. 
  A trapped creature takes 1 point of acid damage each round it 
  remains in the extradimensional space. A creature thus trapped 
  can attack the walls of the space to damage the slithering pit. 
  The walls have an AC of 10 and hardness 8.
  A slithering pit can forcibly eject the contents of its extrad-
  imensional space as a standard action, dealing 1d6 points of 
  damage to creatures inside. Ejected creatures end up in a ran-
  dom square adjacent to the slithering pit. If a slithering pit is 
  killed, its extradimensional space collapses and ejects its con-
  tents immediately.
  Transparent (Ex) A slithering pit is difficult to discern from 
  its surroundings in most environments. The slithering pit gains 
  a +8 racial bonus on Stealth checks and can move at full speed 
  without taking a penalty on Stealth checks. A creature that 
  fails to notice a slithering pit and walks into it risks falling into 
  its pit (if its pit is open) or taking damage as if struck by the 
  slithering pit’s tentacle attack.
  
  eCOlOgy
  Environment any land
  Organization solitary
  Treasure incidental
  No thicker than a few inches at the center, slithering pits are 
  difficult to distinguish from natural features when immobile, 
  and use such natural camouflage to their advantage as the ooze 
  may lay in wait for hours or days for prey to stumble upon 
  them.
  With 60 minutes work, and a successful DC 17 Survival check, 
  the pelt of a dead slithering pit may be harvested. Decrease 
  the time of harvesting by 10 minutes for every 5 that the check 
  surpassed the DC (minimum harvest time: 10 minutes). Failing 
  the check by 4 or less means that the pelt is harvested, but los-
  es any magical and alchemical uses listed below, but may oth-
  erwise be sold or used as raw crafting material in the creation 
  of tanglefoot bags for 10 gp. Failing the check by 5 or more 
  ruins the pelt altogether. Should a slithering pit pelt which was 
  harvested successfully be used later in the creation of an item 
  with extradimensional storage (such as a bag of holding or handy 
  haversack), reduce that item’s cost of enchantment by 15%. A 
  slithering pit’s pelt is an uncommon commodity and can rarely 
  be found for sale, they are most commonly found in the desert 
  cryptwood, making the acquisition—despite their usefulness 
  in magic—limited. Even when found in markets, the cost is 
  typically upwards of 750 gp. Thus, most who desire a slithering 
  pit pelt are forced to either find and skin a slithering pit him-
  self, or trade with natives.
  2 Slithering Pits - CR 4
  XP 1,200
  This pair of oozes will work independently of each other to 
  hunt their prey; If one slithering pit has caught, grappled, or 
  snagged a creature, the other slithering pit will ignore the crea-
  ture and instead focus on catching its own. If wounded, the 
  slithering pit will utilize its berserking ability.
  Wastelander - brigand - CR 1/2
  XP 200
  Male zavr cherufe striker 1
  CN Medium humanoid (reptilian)
  Init +2; Senses low-light vision, Perception 
  +4
  Defense
  AC 15, touch 15, flat-footed 13 (+2 Dex, +3 Con)
  hp 13 (1d10+3)
  Fort +5, Ref +4, Will +0
  Special Defenses eventide outfit (+5 saves vs. cold weath-
  er and energy resistance vs. nonlethal cold 5, or +5 saves 
  vs. hot weather and energy resistance vs. nonlethal fire 
  5); filter scarf (+1 resistance bonus to saves vs. inhaled 
  poisons and airborne effects that require breathing); 
  Resist fire 5
  Offense
  Speed 40 ft.
  Melee mwk spear +4 (1d8+3/x3) and bite -2 (1d4+1/x2), or un-
  armed strike +3 (1d4+2/x2)
  Ranged mwk spear +5 (1d8+2/x3)
  Space 5 ft.; Reach 5 ft.
  Special Attacks tension (3 max; critical knuckles, expert 
  guard, fiery offense, fiery offense, light step, perfect offense, 
  rapid pummel, second chance, speed step, stalwart form, swift 
  focus)
  COmbat
  Martial Tradition Thief (Equipment x2, Scoundrel x2); 
  PAM Con
  Brute Sphere
  • shove +3 touch (move action, move upto 20 ft., deal 2 
  damage and inflict the battered condition)
  Equipment Sphere – Talents Spear Dancer; (discipline) 
  Rogue Weapon Training
  • Rogue Weapon Training; proficient with the blade 
  boot, butterfly knife, garrote, hand crossbow, kukri, 
  rapier, sap, short sword, shortbow, starknife, switch-
  blade knife, sword cane, war razor, and whip
  
  • Spear Dancer; polearms and spears gain finesse spe-
  cial feature, and may wield them one-handed
  Fencing Sphere
  • fatal thrust (+1d6 precision damage on attacks where 
  target is flanked, flat-footed, or denied Dex)
  Scoundrel Sphere – Talents (trick) Mug
  • marked target (swift action, +3 melee touch (battered 
  and -1 Perception for 1 round))
  • swift hands (use Dex instead of Str for dirty trick or 
  steal maneuver; may use Sleight of Hand ranks instead 
  of base attack bonus for dirty trick or steal maneuvers)
  • Mug (trick); after a successful steal combat maneuver, 
  free action single attack; if target damages, target is 
  battered for one round
  statistiCs
  Str 14, Dex 15, Con 16, Int 10, Wis 10, Cha 8
  Base Atk +1; CMB +3; CMD 18; Psych DC 11
  Feats Extra Combat Talent
  Skills Acrobatics +6, Perception +4, Stealth +6, Survival +4; 
  Associated Skills Bluff +0, Sleight of Hand +6
  Languages Cheru
  SQ jumper, tension
  Other Gear masterwork spear, eventide outfit, filter scarf, 
  flint and steel, smokestick x2, thunderstone x2, waterskin x2
  speCial abilities
  Combat Gear The brigand’s combat gear is described below:
  Smokestick: As a full-round action (with flint and steel), the 
  brigand can light the smokestick, filling a 10-foot cube with 
  smoke. The smokestick is consumed within one round of use. 
  Moderate or greater wind (severity 2+) dissipates the smoke 
  within 1 round; Otherwise, the smoke dissipates naturally after 
  1 minute.
  Thunderstone: A brigand can throw a thunderstone with a +3 
  attack bonus as a ranged attack and a range increment of 20 
  feet. When it hits a hard surface, it creates a deafening bang, 
  that is treated as a sonic attack. Each creature within a 10-foot 
  radius must succeed at a DC 15 Fortitude save or become deaf-
  ened for 1 hour. A deafened creatures in addition to its obvious 
  effects, takes a -4 penalty to initiative and any creature who 
  relies upon verbal components to use spells or abilities (such as 
  those with the Verbal Casting drawback) suffer a 20% chance 
  of spell failure.
  Jumper This brigand as a cherufe is always considered to have 
  a running start when attempting Acrobatics checks to jump.
  Tension The brigand may gain tension in the following ways:
  • Moving 10 ft. or more during his turn (not counting 
  forced movement).
  • Successfully damages a creature with unarmed strike, 
  or successfully uses a combat maneuver.
  • Takes damage originating from a creature.
  eCOlOgy
  Environment temperate and warm deserts
  Organization solitary, pair, raid (brigand, 1-2 brigands or sla-
  vers, marauder)
  Treasure Standard (gear, and other treasure)
  The wasteland brigand preys upon caravans and travellers, and 
  if appeased with 50 gp worth of wealth is more than willing to 
  depart goods in hand, without further conflict.
  Wastelander - Marauder - CR 1/2
  XP 200
  Female cuazaj commander 1
  CE Small humanoid (draconic)
  Init +1; Senses Perception +4
  Defense
  AC 17, touch 12, flat-footed 16 (+3 armor, +1 Dex, +2 natural, +1 
  size)
  hp 9 (1d8+1)
  Fort +3, Ref +1, Will +2; +2 vs. disease, mind-affecting, poison, 
  fatigue and exhaustion
  Special Defenses eventide outfit (+5 saves vs. cold weather 
  and energy resistance vs. nonlethal cold 5, or +5 saves vs. hot 
  weather and energy resistance vs. nonlethal fire 5); filter scarf 
  (+1 resistance bonus to saves vs. inhaled poisons and airborne 
  effects that require breathing); Resist acid 5, electricity 5; 
  Weaknesses vulnerability to cold and sonic
  Offense
  Speed 30 ft.
  Melee handaxe -1 (1d4-1/x3)
  Ranged mwk longbow +2 (1d6/x3) or mwk bola +2 (1d3-1/x2 
  nonlethal, or ranged trip)
  Space 5 ft.; Reach 5 ft.
  Special Attacks cuazaj lightning 1/day (1d6 electricity; Reflex 
  DC 11)
  COmbat
  Martial Tradition Cunning Leader (Equipment x1, Fencing 
  x2, Warleader x1); PAM Cha
  Equipment Sphere – Talents (discipline) Huntsman 
  Training
  • Huntsman Training; proficient with the atlatl, 
  bolas, boomerang, handaxe, harpoon, longbow, net, 
  shortbow, throwing axe, and tube arrow shooter
  Fencing Sphere – Talents Expert Feint, Verbal Feint
  • Expert Feint; successful feints cause target to lose 
  Dex bonus to armor class against all attacks for 1 
  round
  • fatal thrust (attacks vs. flat-footed or flanked deal +1d6 
  precision damage)
  • Verbal Feint; can feint targets within 30 ft., as long 
  as they can hear you
  Warleader Sphere – Talents (shout) Call Attention
  • shouts, 10-ft. radius, one round
  ◊ Call Attention (shout); Cannot hide yourself for 
  duration, allies can attempt Stealth checks even 
  without cover or concealment
  
  ◊ Fierce Shout (shout); +2 morale bonus on first at-
  tack in turn
  • tactics, 15-ft. radius
  ◊ Aggressive Flanking (tactic); threaten counts as 
  flanking
  statistiCs
  Str 8, Dex 12, Con 12, Int 14, Wis 10, Cha 16
  Base Atk +0; CMB -2; CMD 9; Psych DC 14
  Feats Extra Combat Talent
  Skills Acrobatics +5, Fly +5, Intimidate +7, Knowledge (geogra-
  phy) +6, Knowledge (nobility) +6, Perception +4, Sense Motive 
  +4, Survival +4; Associated Skills Bluff +7, Diplomacy +7
  Languages Auran, Cheru, Common, Gnoll
  SQ breezeflight , wings
  Other Gear handaxe, masterwork bola, masterwork longbow 
  (w/ 10 arrows), studded leather, eventide outfit, filter scarf, belt 
  pouch (5 gp in assorted coins), backpack (50-ft. hemp rope, 
  alchemist crafting kit, manacles x3, masterwork manacles x2), 
  waterskin x2
  speCial abilities
  Breezeflight (Su) As a swift action, the marauder as a cuazaj 
  may decrease her body weight by half for 1 round, as the 
  Lighten talent from the Enhancement sphere. While this abil-
  ity is active, she may succeed at an Acrobatics check to jump as 
  part of her movement for the round, but may travel a distance 
  equal to her check result in any direction, even straight up into 
  the air. She is always considered to have a running start for this 
  purpose. Once airborne, the ability to use her wings to glide 
  improves; she takes no falling damage without the need for a 
  Fly check, even if knocked unconscious. She may move upto 5 
  feet in any horizontal direction for every 1 foot she falls, at a 
  speed of 60 ft. per round; meaning that if the marauder spends 
  all her movement to jump into the air will stay airborne until 
  her next round’s movement. This does not grant the marauder 
  true flight, but may easily be combined with strong winds or 
  other means of gaining altitude.
  Wings The marauder as a cuazaj possess vestigial wings and 
  can attempt a DC 15 Fly check to fall safely from any height 
  without taking damage. When falling safely, she may attempt 
  an additional DC 15 Fly check to glide moving 5 feet horizon-
  tally for every 20 feet she falls. This may be improved when 
  combined with breezeflight.
  eCOlOgy
  Environment temperate and warm deserts
  Organization solitary, pair, raid (marauder, 2-3 brigands or 
  slavers)
  Treasure Standard (gear, and other treasure)
  Wasteland marauders organize the raids upon caravans and 
  travellers. Should combat erupt, the marauder will maintain 
  her advantage either through distance or elevation, guiding her 
  fellow raiders to success with well placed feints or tactics.
  Wastelander - Slaver - CR 1/2
  XP 200
  Female gnoll conscript 1
  CE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft., Perception +6
  Defense
  AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 natural)
  hp 12 (1d10+2)
  Fort +2, Ref +3, Will +2
  Special Defenses eventide outfit (+5 saves vs. cold weather 
  and energy resistance vs. nonlethal cold 5, or +5 saves vs. hot 
  weather and energy resistance vs. nonlethal fire 5); filter scarf 
  (+1 resistance bonus to saves vs. inhaled poisons and airborne 
  effects that require breathing)
  Offense
  Speed 30 ft.
  Melee mwk mancatcher +5 touch (1d2+4/x2 or grapple)
  Ranged mwk net +3 ranged touch (entangle)
  Space 5 ft.; Reach 5 ft.
  COmbat
  Martial Tradition Animal Trainer (Beastmastery x2, 
  Equipment x2); PAM Wis
  Alchemy Sphere –Packages poison; Talents Drowsy 
  Venom
  • Drowsy Venom (toxin); failing two consecutive 
  saves causes fatigue, three consecutive saves sleep, 
  DC 12
  Beastmastery Sphere –Packages handle animal; Talents 
  (handle animal) Great Trainer
  • tame (2 HD, 8 hours); Great Trainer (handle animal) 
  (double HD pool for taming), DC 12
  Equipment Sphere – Talents (discipline) Bounty Hunter 
  Tools
  • Bounty Hunter Tools; proficient with the bola, gar-
  rote, grappling hook, harpoon, kyoketsu shogi, lasso, 
  mancatcher, net, net launcher, sap, and whip. You may 
  deal nonlethal damage with any of these weapons at 
  no penalty and treat them all as having the grapple 
  special feature.
  Wrestling Sphere
  • snag +4 touch (swift action, snagged targets are consid-
  ered battered)
  statistiCs
  Str 16, Dex 13, Con 14, Int 12, Wis 14, Cha 8
  Base Atk +1; CMB +4; CMD 15; Psych DC 16
  Feats Extra Combat Talent x2
  Skills Perception +6, Profession (trafficking) +6, Sense Motive 
  +6, Survival +6; Associated Skills Craft (alchemy) +5, Handle 
  Animal +3
  Languages Cheru, Gnoll
  SQ Animal Trainer
  
  Other Gear masterwork mancatcher, masterwork net, stud-
  ded leather, eventide outfit, filter scarf, belt pouch (5 gp in as-
  sorted coins), backpack (50-ft. hemp rope, alchemist crafting 
  kit, manacles x3, masterwork manacles x2), waterskin x2
  speCial abilities
  Combat Gear The slaver’s combat gear is described below:
  Drowsy Venom: As a move action, the slaver may create and ap-
  ply this poison to a weapon. Any creature hit with the toxin 
  must succeed at a DC 12 Fortitude save or become fatigued. 
  Creatures who fail 2 saves vs. the toxin become exhausted in-
  stead. Creatures who fail 3 saves vs. the toxin fall asleep, but 
  may be awakened as a standard action.
  Hyena: Wasteland slavers capture, tame, and train wild hyenas 
  to assist in the capture of potential slaves. 
  eCOlOgy
  Environment temperate and warm deserts
  Organization solitary, pair, raid (slaver, 1-2 brigands or sla-
  vers, marauder)
  Treasure Standard (gear, and other treasure)
  Wasteland slavers wander the eventide capturing humanoids 
  through use of poisoned mancatchers and nets. Those who 
  do not survive the journey to slaveyards are consumed as 
  nourishment.
  Hyena
  N Medium animal 
  Init +2; Senses low-light vision, scent; Perception +8
  Defense
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4) 
  Fort +5, Ref +5, Will +1
  Offense
  Speed 50 ft. 
  Melee bite +3 (1d6+3 plus trip)
  Space 5 ft.; Reach 5 ft.
  statistiCs
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +3; CMD 15 (19 vs. trip); Psych DC 13
  Feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6 (+10 in tall grass); Racial 
  Modifiers +4 Stealth in tall grass
  With 60 minutes work, and a successful DC 16 Survival check, 
  the pelt of a dead hyena may be harvested. Decrease the time 
  of harvesting by 10 minutes for every 5 that the check sur-
  passed the DC (minimum harvest time 10 minutes). Failing the 
  check by 4 or less means that the pelt is harvested, but is in 
  poor condition and worth only 2 gp. Failing the check by 5 or 
  more ruins the pelt altogether. Should a hyena pelt which was 
  harvested successfully be used later in the creation of a gnoll 
  disguise (or other similar humanoid), the initial Disguise check 
  receives a +2 circumstance bonus. A hyena pelt is a rare com-
  modity outside of their sphere of environment and can rarely 
  be found for sale in settlements that are temperate or cold. 
  Even when found in markets, the cost is typically around 10 gp. 
  Most who desire a hyena pelt are forced to either find and skin 
  a hyena himself, or trade with natives.
  Wastelanders - CR 3
  XP 1,000
  This group of wastelanders consist of a brigand, a marauder, 
  and 2 slavers (each slaver joined by a hyena). The leader of this 
  band is the marauder, who spends most of the attack at range 
  as they command the other wastelanders with the Warleader 
  sphere in between shots with their longbow. The brigand will 
  protect the marauder, and will take charge of the band should 
  the marauder fall. The two slavers will primarily utilize combat 
  maneuvers to capture and subdue their targets. Once they have 
  wounded and brought a creature to the critical threshold (be-
  low 1/4th their maximum hit points), the slavers will switch to 
  nonlethal damage and command their hyenas to do the same. 
  Sentient creatures who are knocked unconscious will be cap-
  tured and sold as slaves.
  White Lotus Inquisitor - Initiate 
  Healer - CR 1
  XP 400
  Female Aasimar Incanter 2
  NG Medium outsider (native)
  Init +1; Senses Perception +5
  Defense
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 12 (2d6+3)
  Fort +1 (+2 w/ stabilization checks), Ref +1, Will +6; +1 vs. 
  death effects
  Special Defenses eventide outfit (+5 saves vs. cold weather 
  and energy resistance vs. nonlethal cold 5, or +5 saves vs. hot 
  weather and energy resistance vs. nonlethal fire 5); filter scarf 
  (+1 resistance bonus to saves vs. inhaled poisons and airborne 
  effects that require breathing); Resist acid 5, cold 5, electricity 
  5
  Offense
  Speed 30 ft.
  Melee mwk spear +2 (1d8+1/x3)
  Ranged disruption +2 ranged touch (3d6 nonlethal/daze)
  Space 5 ft.; Reach 5 ft.
  Special Attacks channel positive energy 6/day (DC 14, 1d6), 
  steal essence 6/day (+1 touch, 1d4+1 nonlethal damage, gain 
  temp hp equal to damage dealt for 1 minute)
  magiC
  Caster Level 2 (3 w/ Life); MSB +2, MSD 13, Concentration 
  +5
  Tradition Divine Petitioner, Inquisitor (Drawbacks: Verbal 
  Casting); CAM Wis
  Spell Points 6
  Divination Sphere - Talents Expanded Divinations, 
  Drawbacks Limited Divination (divine)
  
  • divine, medium (110 ft.); DC 14; (gain information 
  about magic auras within 110 ft.)
  ◊ Alternate Divinations
  • Death (Divine Undead); divine for undead 
  creatures
  • Illusion (Divine Illusions); divine for illusions, 
  free Will save or Perception check
  • Life (Divine Life); divine the wound thresholds 
  and conditions of seen living creatures
  • Light (Ultravision); divine to give yourself an 
  added level of perception, free Perception check 
  with +2 circumstance bonus
  • Nature (Divine Elements [water]); divine 
  Life Sphere - Talents Deeper Healing, Ranged Healing, 
  Resuscitate, Sanctify
  • cure, close (30 ft.), 2d8+3, 1 sp, DC 14; Resuscitate 
  (heal dead targets)
  • invigorate, close (30 ft.), 6 temporary hp, DC 14
  • restore, close (30 ft.), (mind; remove dazzled, shaken, 
  staggered and lessen frightened to shaken, panicked 
  to frightened) or (body; remove battered, fatigued 
  and lessen exhaustion to fatigued, sickened and lessen 
  nauseated to sickened) or (soul; heal 1d4 ability dam-
  age) or (sanctify; inflict 1d2 temporary negative levels), 
  1 sp, DC 14
  Light Sphere
  • glow, medium (120 ft.), DC 14 (2 minutes, +1 touch or 
  +2 ranged touch (-20 Stealth checks, negate bonuses 
  bestowed by invisibility, blink, darkness or similar 
  effects))
  statistiCs
  Str 10, Dex 12, Con 12, Int 14, Wis 16, Cha 13
  Base Atk +1; CMB +1; CMD 12; Psych DC 15
  Feats Extra Magic Talent, Selective Channeling
  Skills Diplomacy +3, Heal +5, Knowledge (planes) +7, 
  Knowledge (religion) +7, Perception +5, Spellcraft +7; Racial 
  Modifiers Diplomacy +2, Perception +2
  Languages Celestial, Common, Dwarven, Sylvan
  SQ disruption, sphere specialization (Life)
  Other Gear masterwork spear, armored mage potion x2, 
  eventide outfit, filter scarf, backpack (50-ft. hemp rope, flint 
  and steel, small tent, trail rations x10, verminbite kit, winter 
  blanket), belt pouch (5 gp in assorted coins), ritual book, spell 
  component pouch (gold reagent x8, magnesium reagent x8, 
  moondew reagent x4), waterskin x2
  speCial abilities
  Combat Gear The initiate healer’s combat gear is described 
  below:
  Armored mage potion: grants the drinker +3 armor and +1 shield 
  bonus to armor class for 1 minute.
  Ritual book: This white lotus inquisitor carries with her a book 
  containing the following spells in ritual form; 2nd—gentle re-
  pose; 1st—bless water, celestial healing**; 0th—create water, purify 
  food and drink; (**: Arcane Anthology)
  Verminbite kit: When someone is suffering poison delivered 
  from a bite or sting attack of a vermin (or other insectoid crea-
  ture, such as an ettercap), as a full-round action, the initiate 
  healer can use this kit to gain a +4 circumstance bonus on the 
  ongoing Fortitude saving throws against that poison. A ver-
  minbite kit is exhausted after 10 uses.
  Steal Essence (Sp) 6/day, the initiate healer’s touch can si-
  phon off life from a creature to invigorate herself. As a me-
  lee touch attack, the initiate healer can inflict 1d4+1 nonlethal 
  damage, gaining the damage dealt as temporary hit points for 
  1 minute.
  White Lotus Inquisitor - Initiate 
  Shield-Brother - CR 1/2
  XP 200
  Male Dwarf Conscript 1
  NG Medium humanoid (dwarf)
  Init +0; Senses darkvision 60 ft., Perception +5
  Defense
  AC 18, touch 10, flat-footed 18 (+6 armor, +0 Dex, +2 shield)
  hp 12 (1d10+2)
  Fort +4, Ref +2, Will +1; +2 vs. poison, spells, and spell-like 
  abilities
  Special Defenses eventide outfit (+5 saves vs. cold weather 
  and energy resistance vs. nonlethal cold 5, or +5 saves vs. hot 
  weather and energy resistance vs. nonlethal fire 5); filter scarf 
  (+1 resistance bonus to saves vs. inhaled poisons and airborne 
  effects that require breathing)
  Offense
  Speed 20 ft.
  Melee mwk battleaxe +3 (1d8+1/x3)
  Ranged throwing axe +1 (1d6+1/x2)
  Space 5 ft.; Reach 5 ft.
  COmbat
  Martial Tradition Shield Master (Equipment: Armor 
  Training, Shield Training; Shield: Cover Ally); PAM Int
  Equipment Sphere – Talents Armor Training; (discipline)
  Dwarven Heritage, Shield Training
  • Armor Training; proficient with medium and heavy 
  armor)
  • Dwarven Heritage (discipline), Shield Training 
  (discipline); proficient with all shields, including tower 
  shields, and are proficient with the battleaxe, dwar-
  ven boulder helmet, earthbreaker, greataxe, greatclub, 
  hand axe, heavy pick, light hammer, light pick, pick-
  axe, shield bash, throwing axe, and warhammer
  Guardian Sphere – Packages patrol; Talents Swift Reflexes
  • patrol (full-round action, increase threatened area by 
  5 ft.)
  • Swift Reflexes; +1 attack of opportunity each round 
  while martial focus is maintained
  Shield Sphere – Talents Cover Ally, Extensive Defense, 
  Shielded Focus
  
  • active defense (spend attack of opportunity, increase 
  shield AC by +2 vs. incoming attack)
  • Cover Ally; requires martial focus, may use active de-
  fense on behalf of allies within reach
  • Extensive Defense; expend focus, may use active 
  defense vs. all attacks on all allies within reach for the 
  round
  • Shielded Focus; move action, regain focus by fight-
  ing defensively; immediate action, regain focus by suc-
  cessfully using active defense
  statistiCs
  Str 13, Dex 10, Con 14, Int 16, Wis 12, Cha 8
  Base Atk +1; CMB +2; CMD 12; Psych DC 15
  Feats Extra Combat Training x2
  Skills Handle Animal +3, Heal +5, Knowledge (local) +7, 
  Knowledge (religion) +7, Perception +5, Sense Motive +5, 
  Survival +5; Racial Modifiers Appraise +2 (w/ metals and 
  gemstones), Perception +2 (w/ unusual stonework)
  Languages Celestial, Common, Dwarven, Giant, Orc, Terran
  Other Gear masterwork battleaxe, throwing axe x5, chain-
  mail, heavy steel shield, eventide outfit, filter scarf, backpack 
  (50-ft. hemp rope, flint and steel, healer’s kit, small tent, trail 
  rations x10, verminbite kit, winter blanket), belt pouch (5 gp in 
  assorted coins), waterskin x2
  speCial abilities
  Combat Gear The initiate shield-brother’s 
  combat gear is described below:
  Verminbite kit: When someone is suffering 
  poison delivered from a bite or sting at-
  tack of a vermin (or other insectoid crea-
  ture, such as an ettercap), as a full-round 
  action, the initiate shield-brother can 
  use this kit to gain a +4 circumstance 
  bonus on the ongoing Fortitude saving 
  throws against that poison. A vermin-
  bite kit is exhausted after 10 uses.
  White Lotus Inquisitors - 
  CR 4
  XP 1,400
  This group consists of 2 initiate 
  healers and 3 initiate shield-broth-
  ers. The shield-brothers protect 
  the healers who in-turn maintain 
  their guardian’s health. Together the 
  five are voyaging across the Tradewind 
  Region hunting undead and offering healing ser-
  vices. While not hostile, the cultists will not hesitate 
  to use lethal force against necromancers and undead.
  Wizard’s Shackle - CR 1/3
  XP 135
  N Diminutive magical beast
  Init +0; Senses arcanesense 30 ft., blindsight 10 ft.; Perception 
  +4
  Defense
  AC 14, touch 14, flat-footed 14 (+4 size)
  hp 5 (1d10)
  Fort +2, Ref +0, Will +0
  Defensive Abilities sealed mind, wind-tempered
  Offense
  Speed 5 ft.
  Melee bite +5 (1d2-5 plus attach)
  Space 1 ft.; Reach 0 ft.
  Special Attacks mana siphon
  magiC
  Caster Level 1; MSB +1, MSD 12, Concentration +1
  Tradition Natural (none); CAM Wis
  Spell Points 1
  Warp Sphere – DC 10; Range 25 ft.; Talents Unseeing 
  Teleport
  • teleport, touch, DC 10, 1 target, range is close (25 ft.) or 
  medium (110 ft.) w/ 1 sp; Unseeing Teleport (does not 
  need to see target location, +1 sp)
  
  COmbat
  Martial Tradition Parasite (Boxing x1, Scout x2, Wrestling 
  x1); PAM Wis
  Boxing Sphere – DC 10
  • counter punch (readied attack action w/ +2 damage)
  Scout Sphere – Talents Lurker
  • Lurker (unusual senses such as blindsight or trem-
  orsense do not automatically foil your Stealth check)
  • scout (swift action, may identify a creature’s weakness-
  es with a Perception check, DC 15 + CR)
  Wrestling Sphere
  • snag +1 touch (swift action, inflict battered condition)
  taCtiCs
  A wizard’s shackle attacks from ambush. Unlike most wizard’s 
  shackles that tend to inhabit water, these inhabit the sandy 
  desert letting themselves be pushed or buried by the wind un-
  til arcane spellcasters come within range of its arcanesense, 
  at which time the wizard’s shackle utilizes the Warp sphere 
  to teleport itself under the spellcaster’s protective clothing. A 
  wizard’s shackle injects an anesthetic when it bites, so it is pos-
  sible that its bite goes unnoticed (DC 12 Perception check to 
  notice).
  statistiCs
  Str 1, Dex 10, Con 11, Int 1, Wis 11, Cha 2
  Base Atk +1; CMB -3 (+17 grapple when attached); CMD 2 (22 
  vs. grapple when attached); Psych DC 11 (sealed mind)
  Feats Weapon Finesse
  Skills Perception +4; Associated Skills Stealth +14
  SQ sealed mind, wind-tempered
  speCial abilities
  Arcanesense (Su) A wizard’s shackle can automatically de-
  tect the location of any spherecaster with an arcane casting 
  tradition (such as Sorcerous Blood or Wizardry) within 30 feet. 
  This functions in a similar fashion to the Divine Alignment al-
  ternate divination but there is no chance the wizard’s shackle is 
  stunned and it is not blocked by stone, lead, or other material.
  Attach (Ex) If a wizard’s shackle hits with a bite attack, it 
  latches onto the opponent’s body. An attached wizard’s shack-
  le is effectively grappling its prey. The wizard’s shackle loses 
  its Dexterity bonus to AC and has an AC of 14, but holds on 
  with great tenacity. Wizard’s shackles have a +20 racial bonus 
  on grapple checks (already figured into the CMB and CMD 
  entries above). An attached wizard’s shackle can be struck with 
  a weapon or grappled itself. To remove an attached wizard’s 
  shackle through grappling, the opponent must achieve a pin 
  against the wizard’s shackle.
  Mana Siphon (Su) A wizard’s shackle sucks the life and mag-
  ic of an attached creature. Each round the wizard’s shackle 
  remains attached, it deals 1d4 nonlethal damage and must suc-
  ceed at a Fortitude save or lose 1 spell point. Any spell points 
  the attached creature loses, the wizard’s shackle gains as a tem-
  porary spell point for 1 round. Each round the attached crea-
  ture can attempt a DC 12 Intelligence check with a +2 bonus 
  to notice that something is wrong (though unless he searches 
  his body, he might still overlook the wizard’s shackle). Once a 
  wizard’s shackle has drained at least 4 spell points, it detaches 
  and crawls away to digest its meal. Lost spell points can be 
  regained normally.
  Sealed Mind (Ex) A wizard’s shackle is immune to mind-af-
  fecting effects.
  Wind-Tempered (Ex) A wizard’s shackle does not take non-
  lethal damage due to being blown away, such as from severe 
  wind.
  eCOlOgy
  Environment any
  Organization colony (2-5), swarm (6-11)
  Treasure none
  The wizard’s shackle is a 6-inch long, leech-like creature.
  Adapting Arcanesense To Other Settings
  The default setting for Ultimate Spheres of Power is the Skybourne 
  campaign setting, which categorizes each casting tradition into 
  types of magic (arcane, divine, psychic, etc.). If using this bes-
  tiary in a setting where spherecasters are their own type of 
  magic or where “types” of magic do not exist, GMs should be 
  encouraged to modify arcanesense to encompass all sphere-
  casters, not just those with arcane casting traditions.
  3 Wizard’s Shackles - CR 1
  XP 405
  These three Diminutive magical beasts will generally wait si-
  lently and hidden until a time that they detect a spellcaster, at 
  which time they in unison execute tactics listed in their stat-
  block. Although, if after teleporting onto a spellcaster, they 
  immediately detect another spellcaster, they will divide them-
  selves amongst all available spellcasters before feeding.
  
  Zombie - CR 1/2
  XP 200
  N Medium undead (augmented humanoid)
  Init +0; Senses darkvision 60 ft.; Perception +0
  Defense
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0, Ref +0, Will +2
  DR 5/slashing; Immune undead traits
  Offense
  Speed 30 ft.
  Melee slam +4 (1d6+4) or bite +0 (1d6+4)
  Space 5 ft.; Reach 5 ft.
  COmbat
  Martial Tradition Drunken Brawler (Equipment x1, Barroom 
  x2, Wrestling x1); PAM Cha
  Barroom Sphere – Talents Bloodsucker
  • Bloodsucker; swift action, get drunk with successful 
  bite attack
  • brutal breaker (proficient with improvised weapons)
  • hard drinker (gets drunk for 1 round, can drink as a 
  move action) 
  Equipment Sphere – Talents (discipline) Unarmed Training
  • Unarmed Training (discipline); can use weapons as 
  unarmed strikes, proficient with the boot blade, brass 
  knuckles, cestus, dan bong, emei piercer, gauntlet, 
  katar, knuckle axe, punching dagger, rope gauntlet, 
  sap, scizore, spiked gauntlet, and tekko-kagi
  Wrestling Sphere – Talents Powerslam
  • Powerslam; expend focus, may grapple instead of 
  attack of opportunity; if successful, make a trip attack
  • snag +4 touch (swift action, inflict battered condition)
  statistiCs
  Str 17, Dex 10, Con —, Int —, Wis 8, Cha 12
  Base Atk +1; CMB +4; CMD 14; Psych DC 12 (mindless)
  Feats Toughness
  SQ staggered
  speCial abilities
  Staggered (Ex) Zombies have poor reflexes and can only per-
  form a single move action or standard action each round (it has 
  the staggered condition.) A zombie can move up to its speed 
  and attack in the same round as a charge action.
  eCOlOgy
  Environment any
  Organization any
  Treasure none
  A walking corpse, desiccated from the desert heat, lumbers 
  aimlessly seeking flesh to satiate its hunger.
  3 Zombies - CR 2
  XP 600
  This trio of undead will shamble their way towards their target 
  and take turns making slam or snag attacks. Each round that a 
  creature has been successfully snagged, the remaining zombies 
  will attempt to execute grapple or trip attacks. Once grappled, 
  the zombies each switch tactics and begin to only use bite at-
  tacks. The undead prefer to focus their attention on a single 
  target at a time, but if a new target suddenly becomes closer 
  than another, a zombie will switch their focus.
  
  Bad Air - Non-Flammable - CR 
  1
  XP 400
  Type environmental; Survival DC 25
  DesCriptiOn
  The desert air feels thin and stretched, each step causes you 
  to feel a bit more light-headed. In addition, you and your com-
  panions are having some difficulty keeping your eyes open or 
  alert.
  effeCts
  Creatures breathing the air must succeed at a Fortitude save 
  (DC 15 + 1 per previous check) each hour (for 1d4 hours) or 
  become fatigued. After a creature becomes fatigued, slow suf-
  focation sets in. Creatures holding their breath can avoid these 
  effects. In addition, the area suffers the following penalties:
  Fire geomancing suffers a -1 penalty to caster level and magic 
  skill checks.
  Nonmagical fires (such as lanterns or torches) must be relit 
  each hour.
  Magnetized Ore - CR 2
  XP 600
  Type environmental; Perception DC 20
  DesCriptiOn
  You begin to feel a slight tugging as you enter the area, some 
  perhaps more than others. Within moments, some of you lose 
  complete control over ferrous objects on your person as they 
  are pulled forward by an invisible force.
  effeCts
  Any steel or iron brought within 20 feet of the ore is drawn 
  toward it. Medium-sized creatures carrying 30 or more pounds 
  of ferrous metal are pulled toward the ore as if by the pull 
  special ability. The ore has an effective CMB of +7 and CMD 
  17. Small creatures are pulled if they have 15 pounds of metal, 
  Large if they have at least 60 pounds. For creatures of other 
  sizes, modify the weight required as per the rules for carry-
  ing capacity. Creatures wearing metallic armor suffer a penalty 
  to their CMD to resist the pull (–2 for medium armor, –4 for 
  heavy armor). Affected creatures are pulled up to 20 feet and 
  slammed against the rock for 2d6 points of damage and gain 
  the grappled condition. Creatures not carrying large amounts 
  of metal but holding metal items in their hands are affected 
  by a disarm maneuver as the items are ripped free. Freeing a 
  stuck item requires a successful grapple check against the ore’s 
  CMD.
  Metal geomancing suffers a -1 penalty to caster level and magic 
  skill checks.
  Compasses (such as Wayfinders) instead grant their users a -4 
  penalty to navigation checks.
  Misleading Path - CR 3
  XP 800
  Type environmental; Survival DC 25
  DesCriptiOn
  Sand dunes shift and change as they are molded by the wind, re-
  vealing and obscuring curving pathways in multiple directions.
  effeCts
  Shifting dunes have created paths which mislead travelers 
  which tread upon them. Characters that become lost either 
  travel in random directions, as normal, or are led by a strange 
  intelligence toward a specific location, at the GM’s discretion. 
  Chapter 3
  Hazards, Traps, & 
  Weather
  
  Because travelers appear to be on a path as they travel, the DC 
  of the Survival check to identify that they are lost increases to 
  25.
  Survival checks made to avoid becoming lost take a -2d6 
  penalty.
  Plague of Flies - CR 2
  XP 600
  Type living; Perception DC 20
  DesCriptiOn
  A black haze seems to drift in the wind. As it approaches, 
  you are violently assaulted by thousands of biting flies as they 
  swarm around you
  effeCts
  Often harbingers of famine and decay, these swarms of flies 
  spread disease and pestilence wherever their buzzing wings 
  carry them. These insects typically form a cloud 20 feet across, 
  made of tens of thousands of flies. This cloud moves at up to 10 
  feet per round, and obscures all sight (including darkvision) be-
  yond 5 feet. Creatures 5 feet away have concealment (20% miss 
  chance), and creatures farther away have total concealment 
  (50% miss chance, and the attacker cannot use sight to locate 
  the target). Moderate or stronger winds (Wind severity level 
  2 or higher) can temporarily disperse the cloud, but the flies 
  reform 1d4+1 rounds later to continue their pursuit of carrion.
  Sphere talents and abilities that deal damage in an area (as op-
  posed to a specific target), destroy the cloud of flies if they deal 
  at least 10 points of damage. Creatures that spend at least 1 
  round in the cloud must succeed at a DC 13 Fortitude save or 
  contract the shakes.
  Shakes
  Type disease, contact; Save Fortitude DC 13
  Onset 1 day; Frequency 1/day
  Effect 1d8 Dex damage; Cure 2 consecutive saves
  Sand Pit- CR 1
  XP 400
  Type environmental; Perception DC 15
  DesCriptiOn
  What appears to be a moderately sized, if not massive recess 
  attached to a dune, suddenly shifts beneath your feet.
  effeCts
  20-foot deep, 60-foot diameter sand pit (creatures slide to the 
  bottom and take no damage); DC 15 Reflex avoids; climbing 
  out of the sand trap requires a DC 20 Climb check.
  Sand Pit, Spiked - CR 2
  XP 600
  Type environmental; Perception DC 15
  DesCriptiOn
  A moderately sized recess of sand with obsidian boulders jut-
  ting out from beneath the surface, suddenly shifts beneath 
  your feet, dragging you into the pit.
  effeCts
  20-foot deep, 60-foot diameter sand trap (creatures slide to 
  the bottom and take no falling damage, but are however sub-
  ject to the pit spikes); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+2 damage each); DC 15 Reflex avoids; climbing 
  out of the sand trap requires a DC 20 Climb check (using the 
  Obsidian spikes reduces the Climb check to 15, but causes au-
  tomatic 1 bleed damage).
  Weather - Severity 3
  Type environmental; Survival DC 15
  DesCriptiOn
  As is common in the eventide, the weather shifts making the 
  trek a bit more inconvenient, if not hostile.
  effeCts
  Depending upon the hour of the day or night, the weather type 
  affected may vary. Generally speaking however, use the follow-
  ing weather events:
  Dawn - Precipitation
  The caster may create light fog, obscuring all sight beyond 
  5 feet, including darkvision. Creatures 5 feet away have 
  concealment.
  Noon - Heat
  Fortitude save each hour (DC 15, +1 per previous check) or take 
  1d4 points of nonlethal fire damage.
  Dusk - Wind
  Gusts that automatically extinguish unprotected flames (can-
  dles, torches, and the like). Such gusts impose a –2 penalty on 
  ranged attack rolls and on Perception checks.
  Midnight - Cold
  Fortitude save each hour (DC 15, +1 per previous check) or take 
  1d6 points of nonlethal cold damage.
  
  Weather - Severity 4
  Type environmental; Survival DC 15
  DesCriptiOn
  As is common in the eventide, the weather shifts making the 
  trek moderately more hostile, if not dangerous.
  effeCts
  Depending upon the hour of the day or night, the weather type 
  affected may vary. Generally speaking however, use the follow-
  ing weather events:
  Dawn - Precipitation
  Storm will randomly strike a square with lightning, dealing 4d8 
  electricity damage (Reflex half) to everything in or above that 
  square. This happens once per minute.
  Noon - Heat
  Fortitude save each 10 minutes (DC 15, +1 per previous check) 
  or take 1d4 points of nonlethal fire damage.
  Dusk - Wind
  In addition to automatically extinguishing any unprotected 
  flames, winds of this magnitude cause protected flames (such 
  as those of lanterns) to dance wildly and have a 50% chance 
  of extinguishing these lights. Ranged weapon attacks and 
  Perception checks are at a –4 penalty.
  Midnight - Cold
  Fortitude save each 10 minutes (DC 15, +1 per previous check) 
  or take 1d6 points of nonlethal cold damage.
  Weather - Severity 5
  Type environmental; Survival DC 15
  DesCriptiOn
  As is common in the eventide, the weather shifts making the 
  trek dramatically more dangerous, if not lethal
  effeCts
  Depending upon the hour of the day or night, the weather type 
  affected may vary. Generally speaking however, use the follow-
  ing weather events:
  Dawn - Precipitation
  Storm will randomly strike a square with lightning, dealing 6d8 
  electricity damage (Reflex half) to everything in or above that 
  square. This happens once per minute.
  Noon - Heat
  1d6 fire damage every minute (no save), and a Fortitude save 
  every 5 minutes (DC 15, +1 per previous check) or take 1d4 non-
  lethal fire damage.
  Dusk - Wind
  Powerful enough to bring down branches if not whole trees, 
  windstorms automatically extinguish unprotected flames and 
  have a 75% chance of blowing out protected flames, such as 
  those of lanterns. Ranged weapon attacks are impossible, 
  and even siege weapons have a –4 penalty on attack rolls. 
  Perception checks that rely on sound are at a –8 penalty due to 
  the howling of the wind.
  Midnight - Cold
  1d6 cold damage every minute (no save) and a Fortitude save 
  (DC 15, +1 per previous check) or take 1d4 nonlethal cold 
  damage.
  Witch Light - CR 1
  XP 400
  Type magical (illusion); Perception DC 10 (or DC 30 to re-
  veal true nature as an illusion)
  DesCriptiOn
  A flickering light about the size of a lantern or torch flame 
  hovers in the distance, obviously in attempts of attracting at-
  tention. Whether the light’s intentions are for good or evil is 
  unknown.
  effeCts
  Often confused with will-o’-wisps, these shimmering lights also 
  tend to lead unwary passersby to their dooms. Witch lights ap-
  pear as flickering lights resembling lantern or torch flames, but 
  can be seen only with a successful DC 10 Perception check. A 
  result of 30 or higher on the Perception check allows the view-
  er to identify the witch light as a mirage. The witch light seems 
  to move with the viewer, retreating if the creature moves to-
  ward it and following if it moves away. Some witch lights have 
  a mind of their own, or are controlled by malevolent entities, 
  and lead viewers toward specific places—often pits or oth-
  er hazards, but sometimes treasures or long-buried secrets. 
  Creatures actively following a witch light take a –4 penalty on 
  Perception checks and a –4 penalty on Reflex saves to resist 
  the effects of traps and hazards.
  If ignored, resolve the encounter as if successful, rewarding ex-
  perience as appropriate.
  If pursued, roll again on the encounter table (on a result of 100, 
  the witch light leads the party to Standard treasure).
  
  Desert Equipment
  Below are useful equipment for PCs and NPCs who traverse 
  desert biomes.
  Filter Scarf
  Price 5 gp; Weight --; Size Tiny-sized object
  Made of heavy material, this scarf filters out dust, sand, smoke, 
  and other airborne contaminants. When worn over your nose 
  and mouth, this scarf grants you a +1 resistance bonus on saving 
  throws against inhaled poisons and other airborne effects that 
  require breathing.
  Outfit, Eventide
  Price 50 gp; Weight* 10 lbs.; Size Medium-sized object
  This outfit has flaps which can tear away or clasp toward the 
  primary garb allowing for additional ventilation or warmth as 
  necessary. When modified for cold-weather, the eventide out-
  fit grants a +5 circumstance bonus on saves vs. cold weather 
  and energy resistance 5 vs. nonlethal cold damage (including 
  nonlethal damage dealt from cold weather). When modified 
  for hot-weather, the eventide outfit grants a +5 circumstance 
  bonus on saves vs. hot weather and energy resistance 5 vs. non-
  lethal fire damage (including nonlethal damage dealt from hot 
  weather). Changing between cold and hot weather modifica-
  tions is a full-round action. These bonuses do not stack with 
  those granted by the Survival skill.
  *Weight figures are for outfits sized to fit Medium characters. 
  Outfits fitted for Small characters weigh half as much, and out-
  fits fitted for Large characters weigh twice as much.
  Casting Traditions
  The casting tradition below is suitable for both players and 
  NPC’s.
  Demonology
  This arcane casting tradition is a subdivision of the Blood 
  Magic casting tradition. Not surprising, the demonology cast-
  ing tradition is found almost exclusively among demonologists, 
  evil outsiders, and fiend-worshiping casters.
  Classes: Sorcerers and Thaumaturges make thematic 
  demonologists.
  Casting Ability Modifier: Charisma (or Constitution if 
  higher)
  Drawbacks: Draining Casting, Mental Focus
  Boons: Fortified Casting
  Note: Like the Blood Magic casting tradition, a caster with the 
  demonology casting tradition must use the blood price alter-
  nate pricing method when using rituals.
  Martial Traditions
  The martial tradition below is suitable for both players and 
  NPC’s.
  Janjaweed
  A man with a horse and a gun; those who possess this martial 
  tradition generally focus in either mounted combat or with 
  gunmanship.
  Bonus Talents
  Beastmastery sphere (ride) package, Equipment sphere 
  (Firearm Proficiency)
  Variable: Janjaweed gain either the Barrage and Sniper 
  spheres, or two talents of their choice from the Beastmastery 
  sphere.
  Chapter 4
  Other Content
  
  Reminder: Characters with the Firearm Proficiency (discipline) 
  talent begin play with one of the following firearms in addition 
  to her starting equipment: blunderbuss, musket, or pistol. Her 
  starting weapon is battered, and only she knows how to use it 
  properly. All other creatures treat her gun as if it had the bro-
  ken condition. If the weapon already has the broken condition, 
  it does not work at all for anyone else trying to use it. This 
  starting weapon can only be sold for scrap (it’s worth 4d10 gp 
  when sold).
  Martial Monster 
  Talents & Traditions
  The vast majority of creatures in this bestiary utilize martial 
  monster traditions published in Spheres of Might, in addition 
  to a number of new martial monster traditions described be-
  low. Reminder regarding martial monster traditions: Players 
  who desire to use a martial monster tradition explicitly require 
  GM’s approval.
  Barroom Monster Talents
  Bloodsucker
  Prerequisites: Barroom sphere, attach or bite natural attack.
  Whenever you successfully strike an opponent who possesses 
  a Constitution score with an attach or bite natural attack, you 
  may as a swift action gain the drunk status for a number of 
  rounds equal to your practitioner ability modifier (minimum 
  1). You may gain the drunk status in this way, even if you lack a 
  Constitution score.
  Martial Monster 
  Traditions
  Eldritch Knight
  Eldritch knights are practitioners who dedicate most of their 
  time into martial prowess, but supplement their training with 
  magical abilities. The eldritch knight tradition is best used on 
  monsters who are primarily martial, but have one single magi-
  cal or supernatural ability, like warp spiders.
  Bonus Talents: Your choice of any single talent from the 
  Equipment sphere.
  Variable: Your choice of Arcane Armor, Armor Training, 
  Shield Training, Unarmed Training, or Unarmored Training.
  Bonus Feats: Basic Magic Training, Advanced Magic Training
  Pack Hunter
  Pack hunters are practitioners who rarely travel alone, and 
  almost exclusively with others with the pack hunter martial 
  tradition. Lions, velociraptors, and wolves all make great pack 
  hunters.
  Bonus Talents: Guardian sphere (patrol) package, Warleader 
  sphere
  Variable: Pack hunters gain either the Athletics or Scout 
  sphere, and one talent of their choice from the corresponding 
  sphere.
  Parasite
  Parasites are practitioners who are usually in it for the long 
  game. They are patient killers who are not in a hurry to drop 
  their foe, but prefer to attach themselves to their foe slowly 
  draining their lifeforce. Leeches and other vermin are the most 
  common parasites, although this tradition may also be fitting 
  for vipers and other disease or poison-ridden animals.
  Bonus Talents: Boxing sphere, Wrestling sphere
  Variable: Parasites gain either the Alchemy sphere (poison) 
  package or Scout sphere, and one talent of their choice from 
  the corresponding sphere.
  Spider
  The spider is not necessarily always a vermin, let alone arach-
  nid in appearance, but is any creature who modifies their envi-
  ronment, creating traps for their prey.
  Bonus Talents: Trap sphere, Drawbacks Focused Trapper 
  (dart): Net, Guardian sphere (patrol) package
  Variable: Spiders gain either the Scout or Wrestling sphere, 
  and one talent of their choice from the corresponding sphere.
  Note: Despite possessing the (dart) package of the Trap 
  sphere, spiders should almost exclusively use the Net (dart) tal-
  ent (refluffed as webbing) when laying traps.
  
  Random Encounters
  Frequency 4 times per day (dawn, noon, dusk, midnight)
  Chance of Encounter 25-50% dawn, 5-10% at noon, 25-50% at dusk, 5-10% at midnight; Encounter chances are doubled if the 
  PCs are mounted or using a vehicle.
  Table: Random Encounters
  Dawn
  Noon
  Dusk
  Midnight
  Encounter
  01-02
  01-02
  01-02
  01-02
  Elemental (dawn: lightning; noon: magma; dusk: mud, midnight: ice)
  03-05
  03-05
  03-05
  03-05
  Hazards, traps or weather
  -
  06-10
  -
  06-10
  Dust digger
  06-10
  -
  06-10
  -
  Sand stalker
  11-15
  11-15
  11-15
  11-15
  Hazards, traps or weather
  16-30
  -
  16-30
  -
  Ankheg
  -
  16-30
  -
  16-30
  Giant scorpion
  31-45
  31-45
  31-45
  31-45
  White lotus inquisitors (mixed)
  46-55
  46-55
  46-55
  46-55
  Hazards, traps or weather
  56-70
  56-70
  -
  -
  Cinder wolf
  -
  -
  56-70
  56-70
  Slithering pit
  71-85
  71-85
  71-85
  71-85
  Caravan travellers (mixed)
  86-89
  86-89
  86-89
  86-89
  Wastelanders (mixed)
  90-92
  -
  90-92
  -
  Dinosaur, troodon
  -
  90-92
  -
  90-92
  Giant solifugid
  93-94
  93-94
  93-94
  93-94
  Zombie
  95
  95
  95
  95
  Giant fire beetle
  96-99
  96-99
  -
  -
  Wizard’s shackle
  -
  -
  96-99
  96-99
  Bat
  100
  100
  100
  100
  Roll twice on encounter table
  Appendix 1
  Encounter Charts
  
  Table: Hazards, Traps, & Weather
  %
  Encounter
  CR
  %
  Encounter
  CR
  01-10
  Weather severity 5
  -
  51-60
  Sand Pit, Spiked
  2
  11-20
  Misleading path
  3
  61-70
  Weather severity 3
  -
  21-30
  Weather severity 4
  -
  71-80
  Bad air
  1
  31-40
  Magnetized ore
  2
  81-90
  Sand pit
  1
  41-50
  Plague of flies
  2
  91-100
  Witch light
  1
  
  Hazards & Traps by 
  CR
  CR 1
  Bad air (non-flammable), sand pit, witch light.
  CR 2
  Magnetized ore, plague of flies, spiked sand pit.
  CR 3
  Misleading path.
  Monsters by CR
  CR 1/8
  Bat
  CR 1/3
  Dinosaur (dimorphodon), giant fire beetle, wizard’s shackle.
  CR 1/2
  Caravan traveller (coxswain, janjaweed, merchant, mortician), 
  wastelander (brigand, marauder, slaver), white lotus inquisitor 
  (initiate shield-brother), zombie.
  CR 1
  Dinosaur (troodon), giant solifugid, white lotus inquisitor (ini-
  tiate healer).
  CR 2
  Cinder wolf, slithering pit.
  CR 3
  Ankheg, giant scorpion.
  CR 4
  Dust digger, elemental (ice, lightning, magma, mud), sand 
  stalker.
  Monsters by Type
  Aberration
  Dust digger.
  Animal
  Bat, dinosaur (dimorphodon, troodon).
  Fey
  Caravan traveller (merchant).
  Humanoid
  Caravan traveller (coxswain, janjaweed), wastelander (brig-
  and, marauder, slaver), white lotus inquisitor (initiate 
  shield-brother).
  Magical Beast
  Ankheg, cinder wolf, sand stalker, wizard’s shackle.
  Ooze
  Slithering pit.
  Outsider
  Caravan traveller (mortician), elemental (ice, lightning, mag-
  ma, mud), white lotus inquisitor (initiate healer).
  Undead
  Zombie.
  Vermin
  Giant fire beetle, giant scorpion, giant solifugid.
  Appendix 2
  Challenge Ratings
  
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provi-
  sion shall 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 Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Ultimate Spheres of Power © 2019, Drop Dead Studios; Authors: Adam Meyers, Darren 
  Smith, Amber Underwood, Michael Uhland, Michael Sayre, Andrew Stoeckle, Andrew J 
  Gibson, Derfael Oliveira, John Little, Johannes Luber, Steven Loftus, Jeff Collins
  Spheres of Power © 2014 Drop Dead Studios LLC, Author: Adam Meyers
  Spheres of Might © 2017 Drop Dead Studios LLC, Authors: Adam Meyers, Ehn Jolly, 
  Michael Sayre, Andrew Stoeckle
  Champions of the Spheres © 2017 Drop Dead Studios LLC, Authors: Adam Meyers, 
  Andrew Stoeckle, N. Jolly, Michael Sayre
  Player’s Guide to Skybourne © 2016 Drop Dead Studios LLC, Authors: Adam Meyers, 
  Mike Myler, David Silver
  Ships of Skybourne © 2016, Drop Dead Studios; Authors: Adam Meyers
  Skill Challenge Handbook © 2017, Everyman Gaming LLC; Author: Alexander Augunas.
  Ultimate Charisma © 2015, Everyman Gaming LLC; Author: Alexander Augunas.
  Pathfinder RPG GameMastery Guide © 2010, Paizo Publishing, LLC; Authors: Cam 
  Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, 
  Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John 
  Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, 
  Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David 
  N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, 
  Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben 
  McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas 
  M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game: Ultimate Campaign © 2013, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, 
  Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, 
  Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, 
  Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, 
  Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, Russ Taylor, and numerous RPG Superstar contributors
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander 
  Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, 
  Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, 
  Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, 
  Jeffery Swank, and Linda Zayas-Palmer.
  Pathfinder Campaign Setting: Inner Sea Magic © 2011, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Companion: Adventurer’s Armory © 2010, Paizo Publishing, LLC; Authors: 
  Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.
  Pathfinder Player Companion: Adventurer’s Armory 2 © 2017, Paizo Inc.; Authors: Jenny 
  Jarzabski, Mikko Kallio, Isabelle Lee, Luis Loza, Joe Pasini, David N. Ross, and Linda 
  Zayas-Palmer.
  Pathfinder Player Companion: Alchemy Manual © 2014, Paizo Inc.; Authors: Jason 
  Nelson, Patrick Renie,
  and David N. Ross.
  
  Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander 
  Augunas, Steven T. Helt, and David N. Ross.
  Pathfinder Player Companion: Bastards of Golarion © 2014, Paizo Publishing, LLC; 
  Authors: Judy Bauer, Neal Litherland, Ryan Macklin, and David N. Ross.
  Pathfinder Player Companion: Blood of the Sea © 2017, Paizo Inc.; Author: Amber E. 
  Scott.
  Pathfinder Player Companion: Healer’s Handbook © 2016, Paizo Inc.; Authors: Alexander 
  Augunas, David N. Ross, and Stephen Rowe.
  Pathfinder Player Companion: Pirates of the Inner Sea © 2012, Paizo Publishing, LLC; 
  Author: Amber E. Scott.
  Pathfinder Player Companion: Quests & Campaigns © 2013, Paizo Publishing, LLC; 
  Authors: Amanda Hamon and David N. Ross.
  Pathfinder Adventure Path #82: Secrets of the Sphinx © 2014, Paizo Inc.; Authors: Amber 
  E. Scott, with Michael Kortes, Amber E. Scott, David Schwartz, Russ Taylor, Greg A. 
  Vaughan, and Larry Wilhelm.
  Pathfinder Roleplaying Game Bestiary © 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.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ
  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James 
  Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David 
  Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Bestiary 6 © 2017, Paizo Inc.; Authors: Robert Brookes, 
  Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James 
  Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, 
  Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd 
  Stewart, Josh Vogt, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game: Bonus Bestiary © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Sand Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica 
  Balsley.
  Wizard’s Shackle from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
  Designation of Product Identity:
  Sphere Bestiary: Desert Encounters, © 2020, Drop Dead Studios; Authors: Derfael 
  Oliveira
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trade-
  marks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, sto-
  rylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in 
  this declaration.) Open Content: Except for material designated as Product Identity (see 
  above), the game mechanics of this Drop Dead Studios game product are Open Game 
  Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of 
  this work other than the material designated as Open Game Content may be reproduced 
  in any form without written permission.
  All Content is Copyright Drop Dead Studios 2012-2020.
  
  Spheres Bestiary: Desert 
  Spheres Bestiary: Desert 
  Encounters
  Encounters
  Spheres Bestiary: Desert 
  Spheres Bestiary: Desert 
  Encounters
  Encounters
  Through the sand-buried ruins and  glittering oasis, the deserts host all manner of crea-
  tures and individuals, from cinder wolves to wasteland slavers, or even the harsh desert 
  itself. Sphere Bestiary: Desert Encounters has everything you need to build your adven-
  tures through the sands for level 1-4 characters.
  For Pathfinder 1st edition and the Spheres of Power and Spheres of Might systems. 
  Best with the Skybourne Campaign Setting!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Spheres Desert Bestiary v2.0.pdf