TEXT: 1
  Monster Advancement
  Enhanced Aberrations
  Julian Neale
  
  2
  Monster Advancement
  Enhanced Aberrations
  Compatibility with the Pathfi nder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
  lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfi nder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Monster Advancement: Enhanced Aberrations is copyright 2015; Purple Duck Games.
  Credits
  Author: Julian Neale
  Development: Mark Gedak
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Art: Gary Dupuis
  Porphyra Logo: Rick Hershey
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  
  3
  Author’s Introduction
  When I think of aberrations, I think of weird, unnatu-
  ral monsters, which are sometimes horrors from outer 
  space. They make for great encounters, and can be really 
  creepy. There are few good-aligned aberrations (azruver-
  da, flumph, and guardian naga); the rest being neutral or 
  nasty, but not all want to destroy souls or extract brains 
  for unspeakable purposes…
     As with Enhanced Undead, this book aims to give aber-
  rations a boost to make encounters more memorable and 
  (hopefully) challenging.  As a side note, it’s important 
  to realise that the descriptive elements (“fluff”) of the 
  creatures in the Bestiaries can be changed if you want to 
  use particular aberrations in a different way.
     The book presents the enhanced aberration tem-
  plate, and follows with a brief discussion on applying 
  it. Finally, several stat blocks are provided with notes to 
  demonstrate how the stat blocks match the CR. 
  Knowledge Checks
  Personally, I am not a fan of allowing players to have 
  their characters look at a creature, make a Knowledge 
  check and then tell them all about the creature. This 
  should especially be the case for creatures with this 
  template. An enhanced aberration could have any 
  special quality and be fundamentally different to the 
  base creature, especially if it also has class levels or other 
  templates.  Player characters should discover the crea-
  ture’s capabilities the hard way... But one way to enhance 
  an adventure is through research. If a particular creature 
  has been encountered by others before, then informa-
  tion about them might be discovered through rumours 
  (whether true or false) if the encounters are recent, or 
  through library research, if the encounters happened in 
  the past and survivors recorded the information. Alter-
  natively, if a particular creature or group of creatures 
  has never been encountered, then there should be zero 
  chance of PCs discovering information about them.
  Enhanced Aberration Template
  “Enhanced Aberration” is an inherited or acquired tem-
  plate that can be added to any aberration with a mini-
  mum CR of 2 (before applying this template) and an 
  Intelligence score of 4 or more.
  CR: Base CR 9 or less, as base CR +1, Base CR 11 or 
  more, as base CR +2. For creatures with a base CR of 
  10, GMs can choose to increase the CR by +1 or +2, 
  to 11 or 12, but it only gains three special abilities if it 
  becomes CR 11.
  Defensive Ability: The aberration gains DR or better 
  DR, depending on the base creature.  The sidebar ex-
  plains what these improvements are. DR can be further 
  enhanced with the improved DR and greater DR special 
  qualities below.
  Enhanced DR
  Aberrations with DR add “and [factor]” to their 
  DR (at CR 8 or lower) or +5 and “and [factor]” 
  (if CR 9 or higher). The factor can be alignment-
  based, epic*, magic, material-based (eg, ada-
  mantine*, cold iron, silver, wood**), or weapon 
  damage type (eg. slashing). For example, a gibber-
  ing mouther could add “and magic” and have DR 
  5/bludgeoning and magic at CR 8 or lower, and 
  DR 10/bludgeoning and magic at CR 9 or higher.
  * Do not add adamantine or epic as a factor un-
  less the aberration is CR 12 or higher.
  ** “Wood” includes all wood-shafted weapons 
  such as arrows, crossbow bolts, spears, and jav-
  elins, even if the weapon’s actual head is made of 
  another material.
  Vermelaks instead gain DR 10/-.
  Aberrations without DR gain DR 5/[factor] (if 
  CR 8 or lower) or DR 10/[factor] (if CR 9 or 
  higher).
  If a particular aberration does not fit the guide-
  lines above, the GM should use their discretion to 
  enhance DR appropriately. 
  Special Abilities: An enhanced aberration retains all 
  the special attacks of the base creature. In addition, an 
  enhanced aberration gains one special quality from the 
  list below for every 3 points of CR, rounding down. The 
  save DC against an aberration’s special attack is equal 
  to 10 + 1/2 aberration’s HD + aberration’s Charisma 
  modifier unless otherwise noted. Minimum CR means 
  the creature’s CR *with* this template modifier included. 
  Additional enhanced aberration abilities beyond these 
  can be designed at the GM’s discretion.
  
  4
  Ability Damage (Su) The aberration deals ability 
  damage with each successful melee strike, as per the 
  universal monster ability. The ability score affected 
  and amount of ability damage should be chosen 
  when the aberration’s stat block is created.  Ability 
  score damage dealt by successful hit should be fixed 
  at 1, 2, 4, 6, or 8, whichever is most appropriate for 
  the CR and creature’s damage potential; it should 
  not be multiplied on a critical hit. In any case, a 
  creature with this ability cannot deal more than eight 
  points of damage per round to any particular ability 
  score; if more might be dealt, it should be ignored. 
  A creature dies if the ability score damage equals or 
  exceeds its actual ability score.
  Absorb Body (Su) The aberration can absorb the 
  physical body of any creature it has reduced to 0 or 
  fewer hit points by moving over it and remaining in 
  contact with it for at least 1 full round. An uncon-
  scious or dying opponent can make a Fortitude save 
  to prevent the absorption. A dead opponent gets no 
  saving throw. When it absorbs a body, the aberra-
  tion gains 12 temporary hit points. A creature whose 
  body is absorbed can only be raised or resurrected 
  if the aberration that absorbed its body is slain and 
  the corpse in question is recovered. The save DC is 
  Constitution-based. Miniumum CR of 12. 
  Alien Presence (Ex) The aberration has been ex-
  posed to the energies of the Void, or has been created 
  by forces of the Void. As such, it exhibits strange 
  power. Upon gaining this ability, the aberration 
  chooses one of four alien presence types: dizziness, 
  idiocy, space bending, or staggering. These types are 
  discussed below. Once chosen the type of alien pres-
  ence cannot be changed. Alien presence has a radius 
  in feet which varies with the aberration’s size and 
  CR. Opponents within the area suffer the listed ef-
  fect for 5d6 rounds unless they succeed on the saving 
  throw (Will negates). An opponent that succeeds on 
  the saving throw is immune to that same creature’s 
  alien presence for 24 hours. The aura can be activat-
  ed or deactivated at will as a free action. Minimum 
  CR of 12.
  • 
  Dizziness: An opponent that fails its Will save is 
  overcome with dizziness, becoming sickened (or 
  nauseated for creatures with 4 or fewer HD).
  • 
  Idiocy: An opponent that fails its Will save is 
  affected as touch of idiocy (or as feeblemind for 
  creatures with 4 or fewer HD).
  • 
  Space Bending: An opponent that fails its Will 
  save treats all other creatures as if they were 
  under the effects of blur (or as displacement for 
  creatures with 4 or fewer HD).
  • 
  Staggering: An opponent that fails its Will save 
  is staggered (or stunned for creatures with 4 or 
  fewer HD).
  Creature
  Aura Radius
  Size
  CR 
  12-14
  CR 
  15-17
  CR 
  18+
  Tiny
  15 ft.
  20 ft.
  25 ft.
  Small
  20 ft.
  30 ft.
  40 ft.
  Medium
  30 ft.
  40 ft.
  50 ft.
  Large
  40 ft.
  50 ft.
  60 ft.
  Huge
  50 ft.
  60 ft.
  70 ft.
  Gargan-
  tuan
  60 ft.
  70 ft.
  80 ft.
  Colossal
  70 ft.
  80 ft.
  90 ft.
  This special quality can be taken only once.
  All-Around Vision (Ex) The aberration, either at the 
  time of creation or due to some other factor such as 
  mutation or the influence of otherworldly figures, 
  has additional eyes on its body. It sees in all direc-
  tions at once. It cannot be flanked.
  Aura of Madness (Su) Any sane being within 30 
  feet of the conscious aberration must make a Will 
  save each round or become confused for 1 round. A 
  creature that fails 5 saves in a row becomes perma-
  nently insane, as per the insanity spell. The aber-
  ration can suppress or activate this aura as a free 
  action. This is a mind-affecting effect. Minimum CR 
  of 6.
  Bend Light (Ex) The aberration gains a number of 
  crystalline growths that can refract natural light into 
  a bright light that radiates out in a 10-foot spread. 
  Affected creatures must succeed on a Reflex save or 
  be blinded for 3 rounds. The save DC is Constitu-
  tion based.
     Creatures to whom sunlight is harmful or un-
  natural take 2d6 points of damage from the light. 
  Undead creatures caught within the area take 3d6 
  points of damage, and undead particularly vulner-
  
  5
  able to sunlight – such as vampires – take 3d8 points 
  of damage. Creatures that can not see or perceive 
  objects through the use of vision are unaffected by 
  the blindness, but still suffer damage if they are vul-
  nerable to sunlight. Minimum CR of 6. 
  Bind Spirit (Su) The aberration can seal pacts with 
  pact spirits. Its binder level equals its CR, and it 
  binds pact spirits as an occultist of the same level, 
  but can only bind one such spirit at a time. It can 
  bind spirits from three constellations that are in line 
  with its alignment. The aberration cannot have this 
  ability if it already has levels in the occultist class 
  and vice versa. To use this special quality you need 
  to have Pact Magic Unbound, Volume 1 and 2 (which 
  will be replaced and expanded upon by Pact Magic 
  Unbound: Grimoire of Lost Souls later in 2015.)
  Breath Weapon (Su) Upon gaining this ability, the 
  aberration chooses one of four attack forms: el-
  emental energy, poison breath, sickening breath, or 
  weakening breath (assuming that the minimum CR 
  criteria are met). These attack forms are discussed 
  below. Once chosen the type of breath weapon can-
  not be changed. Using a breath weapon is a standard 
  action. An aberration can use its breath weapon once 
  every 1d4 rounds, even if it possesses more than one 
  breath weapon. A breath weapon always starts at an 
  intersection adjacent to the aberration and extends in 
  a direction of the aberration’s choice. Breath weapons 
  have a cone form, whose areas vary with the aber-
  ration’s size. Save DCs for these breath weapons are 
  Constitution-based. An aberration can use its breath 
  weapon when it is grappling or being grappled.
  Creature
  Size
  Cone Size
  Tiny
  15 ft.
  Small
  20 ft.
  Medium
  30 ft.
  Large
  40 ft.
  Huge
  50 ft.
  Gargantuan
  60 ft.
  Colossal
  70 ft.
  • 
  Elemental Energy: This cone of energy deals dam-
  age of one type of damage – acid, cold, electric-
  ity, or fire – chosen when this special quality is 
  taken. It deals damage as indicated in the accom-
  panying table (Ref save half).
  • 
  Poison breath: This cone of horrid, stinking gas 
  is poison. Breath—contact; save Fort negates; 
  frequency 1/round for 6 rounds; effect 1d6 Con 
  damage; cure 3 consecutive saves. Minimum CR 
  of 12. 
  • 
  Sickening breath: This breath is a disgusting 
  belch. Any creature adjacent to the aberration 
  (it does not produce a cone) must succeed on a 
  Fortitude save or be sickened for 1d6 rounds by 
  the stench. Creatures that successfully save can-
  not be affected by the same aberration’s sickening 
  breath for 24 hours. Aberrations with this breath 
  weapon, goblin snakes, and goblins are immune 
  to this affect. This is a poison effect.
  • 
  Weakening breath: The gaseous cone weakens 
  creatures. Creatures within the cone must suc-
  ceed on a Fortitude save or take a number of 
  points of Strength damage equal to half the aber-
  ration’s CR (Will save half). Minimum CR of 9.
  This special quality can be taken up to three times, 
  granting an additional breath weapon type each 
  time. 
  Breath Weapon Damage*
  CR
  Smoothed
  Swingy
  Average
  3
  4+2d6
  3d6
  11
  4
  7+2d6
  4d6
  14
  5
  7+3d6
  5d6
  17.5
  6
  11+3d6
  7d6-3
  21.5
  7
  15+3d6
  8d6-2
  26
  8
  20+3d6
  9d6-1
  30.5
  9
  21+4d6
  10d6
  35
  10
  25+4d6
  12d6-3
  39
  11
  26+5d6
  13d6-2
  43.5
  12
  27+6d6
  14d6-1
  48
  13
  28+7d6
  15d6
  52.5
  14
  32+7d6
  17d6-3
  56.5
  15
  33+8d6
  18d6-2
  61
  16
  42+8d6
  20d6
  70
  17
  47+9d6
  23d6-3
  78.5
  18
  56+9d6
  25d6
  87.5
  19
  61+10d6
  28d6-2
  96
  20
  70+10d6
  30d6
  105
  
  6
  * The values given produce results that are close to the mean 
  (smoothed column) or produce a wide range of results (swingy col-
  umn). Both give the same average damage. Use one column and stick 
  with it as best fits your game. The “Average” column gives the mid-
  point of damage between high and low damage from the “Monster 
  Statistics By CR” table from the Pathfinder Roleplaying Game Bestiary.
  Confusion Command (Su) As an immediate ac-
  tion, the aberration can issue a verbal command (or 
  telepathic, if it has telepathy) to a confused creature 
  within 30 feet. This allows the aberration creature 
  to pick a result from the confusion behaviour table, 
  rather than the confused creature rolling randomly 
  for its actions that round. This special quality re-
  quires the Aura of Madness special ability. Minimum 
  CR of 9. 
  Death Frenzy (Su) When the aberration is reduced 
  to 0 or fewer hit points, its body spasms horrifically. 
  Immediately upon dying, the aberration makes a full 
  attack against a creature it threatens. If more than 
  one creature is within reach, roll randomly for each 
  attack to determine the target (which maybe one of 
  the aberration’s allies). If the aberration has both this 
  ability and death throes (see below), death frenzy 
  takes effect first.
  Death Throes (Su) When the aberration is reduced 
  to 0 or fewer hit points, its body combusts in a flash 
  of violet flame. This acts like a fireball that deals half 
  fire*, half bludgeoning damage to all creatures within 
  a 20-foot-radius burst. The amount of damage dealt 
  is equal to a blast from an elemental energy breath 
  weapon of an amount indicated in that table for the 
  correct CR (Reflex save half). The aberration’s gear 
  and treasure are unaffected by this explosion.
     * Choose a different energy type if that is more ap-
  propriate to the creature in question.
  Destructive Harmonics (Su) The aberration can 
  project a blast of sonic energy in a cone up to 80 feet 
  long or in a 30-foot radius burst centered on itself as 
  a standard action. It can adjust the harmonics of its 
  sonic cry to generate one of two different effects on 
  targets within the area of effect, but can only create 
  one of these effects with each use of this ability. The 
  save DCs are Constitution-based. Minimum CR of 
  9.
  • 
  Destruction: All creatures within the area of effect 
  of the destructive harmonics take sonic dam-
  age as indicated for the Breath Weapon Damage 
  table—a Reflex save halves this damage. If the 
  aberration wishes, this damage can instead deal 
  nonlethal damage rather than sonic damage. 
  Alternatively, the aberration can target a single 
  crystal, metal, stone, or wooden object within 80 
  feet with this attack—that object takes damage 
  as indicated for the Breath Weapon Damage 
  table. This damage is not halved when applied 
  to the object’s hit points, but is reduced by the 
  object’s hardness. A magical or attended object 
  can attempt a Reflex save to halve the damage. 
  • 
  Pain: Rather than deal damage, the aberra-
  tion can cause intense pain and overwhelming    
  sound to affect all creatures within the area. Tar-
  gets in the area must succeed on a Fortitude save 
  to avoid being stunned for 1 round and deafened 
  for 1d6 rounds.
  Detect Thoughts (Su) The aberration can continu-
  ously use detect thoughts as per the spell (caster level 
  is equal to the aberration’s CR; Will negates; DC is 
  determined as a supernatural ability, not as a spell-
  like ability).  
  Dimension Lock (Su) The aberration emits an aura 
  in a 20-foot radius that completely blocks extradi-
  mensional travel (as the spell dimensional lock) and 
  moves with it. Unlike the spell, this aura does not 
  create a shimmering emerald barrier (see the spell 
  description). It can be activated or deactivated at will 
  as a free action.
  Energy Resistance (Ex) The aberration gains resis-
  tance to one or more type of energy. At CR 3, it has 
  resistance 10 to one type of energy (acid, cold, elec-
  tricity, fire, or sonic). It gains a second resistance 10 
  at CR 6, and another at CR 9. These resistances can 
  be stacked together on one energy resistance, added 
  to innate resistances the aberration already has, or 
  divided as the GM likes. If resistance 10 is added 
  to resistance 30 of the same energy type, the aber-
  ration gains immunity to that energy type. Energy 
  resistance cannot be applied to a type of energy the 
  aberration is vulnerable to. This special quality can 
  be taken up to three times.
  Enhanced Senses (Su) The aberration has enhanced 
  senses. Pick one of the following: blindsense 60 ft., 
  tremorsense 60 ft., and see invisibility. The aberra-
  
  7
  tion gains the chosen sense (as a constant effect in 
  the case of see invisibility). If the creature already has 
  one of the first two choices and picks that sense, the 
  range of that sense increases by 60 feet.
  Enhance Weapon (Su) The aberration can enhance 
  a weapon or natural weapon like a paladin using 
  divine bond, as though it were a paladin of a level 
  equal to its CR. However, the aberration does not 
  “call upon the aid of a celestial spirit”, the weapon is 
  enhanced by the creature’s innate magic. The aber-
  ration can select any special weapon properties (as 
  appropriate to alignment), not those merely listed in 
  the paladin class feature, as well as choosing to im-
  prove the weapon’s enhancement bonus if it wishes.
  Fast Healing (Ex) The aberration gains fast healing 
  at a value equal to half its CR. 
  Fear (Su) All creatures within a 30-foot radius that 
  see the aberration must make a Will save or be 
  paralyzed by fear for 1d4 rounds. Whether or not 
  the save is successful, that creature cannot be affected 
  again by the same aberration’s despair ability for 24 
  hours. This is a paralysis and a mind-affecting fear 
  affect. Minimum CR of 6.
  Feed (Su) By spending a full-round action devour-
  ing the body of a dead or unconscious creature, the 
  aberration gains 1d8+9 temporary hit points and a 
  +2 bonus on attack and damage rolls for 1 minute 
  (the bonus hit points stack if more than one body 
  is devoured). The number of temporary hit points 
  gained increases by 1d8+3 for every 3 CR above CR 
  9 the aberration has. The aberration must consume 
  a creature of one or two size categories smaller than 
  itself for the bonuses to accrue. The bonus to hit 
  points is Constitution-based. Minimum CR of 9.
  Flight (Ex or Su) The aberration gains a fly speed 
  (average maneuverability) at 1-1/2 the aberration’s 
  land speed. If the creature already has flight with a 
  maneuverability of average or good, it improves by 
  one step. This is (Ex) if the creature gains wings of 
  any type, or (Su) if the creature has no wings.
  Gaze Attack (Su) Upon gaining this ability, the 
  aberration chooses one of two gaze attacks: corrupt-
  ing gaze or dominate (assuming that the minimum 
  CR criteria are met). These gaze attacks are discussed 
  below. Once chosen the type of gaze attack cannot 
  be changed. An aberration can use only one type of 
  gaze attack at a time, even if it possesses more than 
  one type. 
  • 
  Corrupting Gaze: The aberration has a gaze 
  attack with a range of 30 feet that deals 2d10 
  damage and 1d4 Charisma damage (Fortitude 
  save negates Charisma damage but not physical 
  damage). 
  • 
  Dominate: The aberration can crush a humanoid 
  opponent’s will as a standard action. Anyone the 
  aberration targets must succeed on a Will save 
  or fall instantly under the aberration’s influence, 
  as though by a dominate person spell (caster level 
  12th). The ability has a range of 30 feet. At the 
  GM’s discretion, some aberrations might be able 
  to affect different creature types with this power.
  This special quality can be taken up to two times, 
  granting an additional gaze attack type each time. 
  Minimum CR of 6.
  Greater Damage Reduction (Ex) The aberration’s 
  DR becomes 15/— at CR 15-17, and DR 20/— at 
  CR 18 and higher. Vemeraks instead gain DR 20/— 
  at CR 15-17, and DR 25/— at CR 18 and higher. 
  This special quality requires Improved Damage 
  Reduction. Minimum CR of 15. 
  Greater Master of Oozes (Su) All commanded 
  oozes within 100 feet of one another share the same 
  senses. Thus, if one individual perceives something 
  (for example, with a successful Perception check), 
  all others within range are immediately aware of it. 
  Senses are instantly relayed from one commanded 
  ooze to the next, allowing for the senses of a single 
  commanded ooze to potentially spread through and 
  inform a massive collection of oozes instantly. It is 
  still possible for a commanded ooze to be flat-footed 
  for other reasons even if other commanded oozes 
  nearby are not. The aberration counts as a com-
  manded ooze for purposes of this special quality. 
  This special quality requires Improved Master of 
  Oozes. 
  Greater Master of Vermin (Su) All commanded 
  vermin within 100 feet of one another share the 
  same senses. Thus, if one individual perceives some-
  thing (for example, with a successful Perception 
  
  8
  check), all others within range are immediately aware 
  of it. Senses are instantly relayed from one com-
  manded vermin to the next, allowing for the senses 
  of a single commanded vermin to potentially spread 
  through and inform an entire swarm instantly. It is 
  still possible for a commanded vermin to be flat-
  footed for other reasons even if other commanded 
  vermin nearby are not. This special quality requires 
  Improved Master of Vermin.
  Ground Manipulation (Su) At will as a standard 
  action, the aberration can cause stone and earth 
  under its body to grow soft and muddy. The ground 
  remains muddy for 1 minute after the aberration 
  moves off of the location. Aberrations with this abil-
  ity can move through these areas with ease, but other 
  creatures treat them as difficult terrain.
  Guarded Thoughts (Ex) The aberration is immune 
  to any form of mind reading, such as that granted 
  by detect thoughts. This ability also grants a +2 racial 
  bonus on all saves against charm effects.
  Hibernation (Ex) The aberration can enter a state 
  of hibernation for an indefinite period of time when 
  food is scarce. When the aberration wishes to en-
  ter hibernation, it seeks out a den and surrounds 
  itself in a layer of fibrous material excreted from its 
  mouth—these fibers quickly harden into a dense, 
  almost metallic cocoon. While hibernating, the 
  aberration does not need to drink or eat. The cocoon 
  has hardness 10 and 60 hit points, and is immune 
  to fire and bludgeoning (including falling) damage. 
  As long as the cocoon remains intact, the aberration 
  within remains unharmed. The aberration remains 
  in a state of hibernation until it senses another liv-
  ing creature within 10 feet or is exposed to extreme 
  heat, at which point it claws its way to freedom in 
  1d4 minutes as its cocoon degrades to fragments of 
  strange metal.
  Improved Acid Breath (Ex) If the aberration’s 
  acidic breath weapon deals damage to a fleshy living 
  creature, the acid creates a transparent cloud of foul-
  smelling vapor that fills the creature’s space and per-
  sists for 1 round. Any creature in or passing through 
  the cloud must make a Fortitude save or be nauseat-
  ed for 1d4 rounds. This cloud is a poison effect. The 
  save DCs are Constitution-based. Additionally, the 
  aberration can choose to have its acid breath weapon 
  have no effect on inorganic or undead material. This 
  special attack requires the acid energy breath weap-
  on.  Minimum CR of 15.
  Immunity to Magic (Ex) The aberration is im-
  mune to all spells and spell-like abilities that allow 
  spell resistance, except magic missile and maze. This 
  special quality requires the use of two special quali-
  ties granted by this template, rather than the usual 
  one. GMs should be sparing in the use of this special 
  quality. Minimum CR of 6.
  Improved Damage Reduction (Ex) The aberration’s 
  DR becomes x/—, where x is the number value 
  (most likely 10). Vemeraks instead gain DR 15/—. 
  Minimum CR of 12. 
  Improved Master of Oozes (Su) The aberration 
  gains an empathic link with all of her commanded 
  oozes. This functions like an empathic link with a 
  familiar. In addition, as a swift action the aberration 
  can shift her perception to one of these commanded 
  oozes, allowing her to experience what it sees, hears, 
  and so on. She can maintain this connection as long 
  as she likes (as long as the commanded aberration is 
  within 1 mile) and end it as a free action. The aber-
  ration can only use this ability on one ooze at a time, 
  and cannot see, hear, or smell with her own body 
  while maintaining this connection. This special qual-
  ity requires Master of Oozes.
  Improved Master of Vermin (Su) The aberration 
  gains an empathic link with all of her commanded 
  vermin. This functions like an empathic link with a 
  familiar. In addition, as a swift action the aberration 
  can shift her perception to one of these vermin (or 
  vermin swarms), allowing her to experience what it 
  sees, hears, and so on. She can maintain this con-
  nection as long as she likes (as long as the vermin 
  is within 1 mile) and end it as a free action. The 
  aberration can only use this ability on one vermin at 
  a time, and cannot see, hear, or smell with her own 
  body while maintaining this connection. 
  Improved Reach (Su) The aberration’s limbs (in-
  cluding head, if needed) have increased reach. 
  Improved reach represents limbs stretching super-
  naturally to make attacks, by the limbs transporting 
  through worm-holes to attack the target, or some 
  other weirdness. At CR 3, the creature’s reach in-
  creases by 5 feet; by 10 feet at CR 9, or by 15 feet at 
  
  9
  CR 15. Increased reach applies to attacks of oppor-
  tunity made by the aberration. It is not possible to 
  spot a creature with improved reach just by looking 
  at it.
  Improved Spell Resistance (Su) The aberration’s SR 
  increases to become CR +15. This ability requires 
  spell resistance, either as the template option or as 
  some innate ability of the base creature. 
  Magic Specialist (Su) The aberration excels at using 
  one school of magic. It gains a +2 bonus on DCs of 
  spells and spell-like abilities of one school of magic. 
  This bonus stacks with feats such as Spell Focus, 
  but not with any bloodline arcana that increase save 
  DCs. This special quality can be taken up to three 
  times, affecting an additional school of magic each 
  time.
  Master of Acid (Su) The aberration can generate 
  various acid-related effects. These are supernatural 
  effects therefore DCs are calculated as supernatural 
  abilities, not as if they are spells. The aberration may 
  create burning hands 3/day (at will at CR 15 or high-
  er), lightning bolt 1/day (3/day at CR 15 or higher), 
  and wall of fire 1/day (3/day at CR 15 or higher), 
  except that these effects all deal acid damage, not 
  their usual type of damage. Caster level is equal to 
  the aberration’s CR. This ability requires an aberra-
  tion with the earth subtype. Minimum CR of 9.
  Master of Cold (Su) The aberration can generate 
  various cold-related effects. These are supernatural 
  effects therefore DCs are calculated as supernatural 
  abilities, not as if they are spells. The aberration may 
  create burning hands 3/day (at will at CR 15 or high-
  er), lightning bolt 1/day (3/day at CR 15 or higher), 
  and wall of fire 1/day (3/day at CR 15 or higher), 
  except that these effects all deal cold damage, not 
  their usual type of damage. Caster level is equal to 
  the aberration’s CR. This ability requires an aberra-
  tion with the cold subtype. Minimum CR of 9. 
  Master of Darkness (Su) The aberration gains the 
  see in darkness universal monster ability and can cre-
  ate deeper darkness at will (at a caster level equal to its 
  CR).
  Master of Electricity (Su) The aberration can 
  generate various electricity-related effects. These are 
  supernatural effects therefore DCs are calculated as 
  supernatural abilities, not as if they are spells. The 
  aberration may create burning hands 3/day (at will at 
  CR 15 or higher), lightning bolt 1/day (3/day at CR 
  15 or higher), and wall of fire 1/day (3/day at CR 15 
  or higher), except that these effects all deal electricity 
  damage, not their usual type of damage. Caster level 
  is equal to the aberration’s CR. This ability requires 
  an aberration with the air subtype. Minimum CR of 
  9. 
  Master of Fire (Su) The aberration can generate var-
  ious fire-related effects. These are supernatural effects 
  therefore DCs are calculated as supernatural abilities, 
  not as if they are spells. The aberration may create 
  burning hands 3/day (at will at CR 15 or higher), 
  lightning bolt 1/day (3/day at CR 15 or higher), and 
  wall of fire 1/day (3/day at CR 15 or higher), except 
  that these effects all deal fire damage, not their usual 
  type of damage. Caster level is equal to the aberra-
  tion’s CR. This ability requires an aberration with the 
  fire subtype. Minimum CR of 9. 
  Master of Oozes (Su) The aberration is immune to 
  acid damage from contact with oozes, and can use 
  command ooze* at will (at a caster level equal to its 
  CR).
     * As command undead, but this affects oozes 
  instead, and can affect ooze swarms as well as indi-
  vidual oozes.
  Master of Vermin (Su) The aberration is immune to 
  swarm distraction and damage from vermin swarms, 
  and can use command vermin* at will (at a caster 
  level equal to its CR).
     * As command undead, but this affects vermin 
  instead, and can affect vermin swarms as well as 
  individual vermin.
  Mind Thrust (Su) As a standard action up to three 
  times a day, the aberration can deliver a massive 
  blast of mental energy at any one target within 60 
  feet, inflicting 15d10 points of damage (this damage 
  increases to a number of d10s equal to the aberra-
  tion’s CR). A successful Will save negates the effect. 
  This effect can only harm creatures with Intelligence 
  scores. This is a mind-affecting effect. Minimum CR 
  of 15.
  
  10
  Mind Lash (Su) Creatures struck by the aberration’s 
  natural attack are overwhelmed with dark emo-
  tions and corrupted images of lives ruined by the 
  aberration. Any non-evil creature hit by the aber-
  ration’s melee attack must succeed at a Will save or 
  be stunned for 1 round. A creature that successfully 
  saves can’t be affected by the same aberration’s mind 
  lash for 24 hours. This special attack cannot be used 
  more than four times per round, if the aberration has 
  more than four natural attacks. Minimum CR of 9. 
  Pain Shriek (Su) Twice per day as a standard action, 
  the aberration can unleash a 40-ft. radius piercing 
  shriek. All creatures within the area of effect take 
  sonic dam age as indicated for the Breath Weapon 
  Damage table (Fortitude save half). This is a sonic 
  effect. Minimum CR of 12.
  Plant Defenses (Ex) The aberration is part plant and 
  shares many of the immunities that plant creatures 
  possess. The plant aspects may be inspired by fungus, 
  tree, or leafy-type plants. The aberration gains im-
  munity to mind-affecting effects, paralysis, poison, 
  polymorph, sleep effects, and stunning.
  Psychic Crush (Su) As a standard action up to three 
  times a day, the aberration can attempt to crush the 
  mind of a single creature within 60 feet. The target 
  must make a Will save or collapse, becoming un-
  conscious and dying at –1 hit points. If the target 
  succeeds on the save, it takes 6d6 points of damage 
  and is sickened for 1 round. This is a mind-affecting 
  effect. Minimum CR of 15.
  Quickness (Su) The aberration is supernaturally 
  quick. It can take an extra move action during its 
  turn each round. This special quality can be taken up 
  to two times; its effects stack.
  Regeneration (Ex) The aberration gains regenera-
  tion at a value equal to half its CR. The GM should 
  pick two factors that the regeneration is overcome 
  by, such as an energy type (cold, fire etc), a material, 
  good spells, and/or good subtype. If the aberration 
  has resistance or immunity to a particular factor, it 
  should not be selected as something that overcomes 
  regeneration. 
  Rend (Ex) As long as the aberration has two or more 
  claw attacks, it gains a rend attack as the universal 
  monster ability.
  Ruinous Strikes (Ex) The aberration’s natural 
  attacks are extremely hard and adept at breaking 
  things. The aberration’s natural attacks do double 
  damage against objects and walls, and so on, and 
  are treated as steel for the purposes of overcoming 
  hardness. From CR 10 they count as mithril, and as 
  adamantine from CR 15 and higher.
  Rust (Su) The aberration gains a pair of antennae, 
  which can make a single attack (like that of a rust 
  monster). These antennae are a primary touch attack 
  that causes any metal object they touch to swiftly 
  rust and corrode. The object touched takes half 
  its maximum hp in damage and gains the broken 
  condition—a second hit destroys the item. The 
  aberration never provokes attacks of opportunity 
  by attempting to strike a weapon with its antennae. 
  Against creatures made of metal, the aberration’s 
  antennae deal 3d6+5 points of damage. An attended 
  object, any magic object, or a metal creature can 
  attempt a Reflex save to negate this effect. The save 
  DC is Constitution-based. Note that while rust 
  monsters can eat the rust they create, the diet of 
  other aberrations is unaffected.
  Shard Spray (Ex) “Five times per day, the aberration 
  can fire a spray of razor-sharp bones, shards of glass, 
  or other aberrant material from its body in a cone*. 
  Creatures in the area take piercing dam age* (Reflex 
  save half). The save DC is Constitu tion-based.
     * Determine cone size and damage using the tables 
  on page 5.
  Soul Scream (Su) Capable of channeling all of its 
  rage and terror into a single, unnatural noise, the 
  aberration can unleash a sound of alien horror as a 
  standard action. Any non-evil creature within 30 feet 
  of the screaming aberration must succeed at a Will 
  save or take 1d4 points of Wisdom drain. Once it 
  begins screaming, the aberration can continue as a 
  free action for 6 rounds, but can’t scream again for 5 
  minutes afterward. Minimum CR of 9.
  Spell-Like Abilities (Sp) The aberration gains a 
  number of spell-like abilities. It gains a number of 
  spell levels equal to half its CR, rounding up. The 
  number of times per day a spell-like ability can be 
  used is shown on the table below, depending on its 
  
  11
  spell level.  A particular spell can be selected more 
  than once to stack the number of uses per day, if the 
  GM desires; for example, at CR 3 the aberration can 
  have two 1st level SLAs each useable two times per 
  day, or it can have one 1st level SLA useable four 
  times per day. Spells must be chosen from the cleric, 
  druid or wizard spell lists; where spells are of differ-
  ent levels, they must be taken from the wizard spell 
  list. Caster level is equal to the aberration’s CR.
  This special quality can be taken up to three times, 
  granting additional spell-like abilities each time. It 
  can be taken a second time at CR 12, and a third 
  time at CR 18. 
  Spell-Like Ability Table
  Number of Uses per day of each SLA
  CR
  # of 
  Lev-
  els
  1
  2
  3
  4
  5
  6
  3
  2
  2
  —
  —
  —
  —
  —
  4
  2
  2
  1
  —
  —
  —
  —
  5
  3
  2
  1
  —
  —
  —
  —
  6
  3
  2
  2
  —
  —
  —
  —
  7
  4
  2
  2
  1
  —
  —
  —
  8
  4
  2
  2
  1
  —
  —
  —
  9
  5
  3
  2
  2
  —
  —
  —
  10
  5
  3
  2
  2
  1
  —
  —
  11
  6
  3
  2
  2
  1
  —
  —
  12
  6
  3
  3
  2
  2
  —
  —
  13
  7
  3
  3
  2
  2
  1
  —
  14
  7
  3
  3
  2
  2
  1
  —
  15
  8
  3
  3
  3
  2
  2
  —
  16
  8
  3
  3
  3
  2
  2
  1
  17
  9
  3
  3
  3
  2
  2
  1
  18
  9
  3
  3
  3
  3
  2
  2
  19
  10
  3
  3
  3
  3
  3
  2
  20
  10
  3
  3
  3
  3
  3
  3
  Spell Resistance (Su) The aberration gains SR equal 
  to the aberration’s CR +11.
  Spit Poison (Ex) The aberration can spit poison at a 
  target within 30 feet as a standard action; the range 
  increases to 60 feet for aberrations of CR 12 and 
  higher. This is a ranged touch attack, and can only 
  be performed once every 1d6 rounds. If the attack is 
  successful, the target is affected by the poison just as 
  if it had been injured. The aberration can still poison 
  a target with each successful bite attack. This special 
  ability requires the aberration to have a poisonous 
  bite attack. Minimum CR of 6.
  Spittle (Ex) Each round as a free action, the aberra-
  tion can emit a stream of acidic spittle at one target 
  within 30 feet. On a successful attack, the target 
  is blinded for 1d4 rounds unless he succeeds on a 
  Fortitude save. The save DC is Constitution-based. 
  Minimum CR of 6.
  Spore Cloud (Su) A unique form of magic-resistant 
  mold grows upon the body of the aberration. This 
  mold is the source of the aberration’s spell resis-
  tance. When the aberration moves, the mold exudes 
  a cloud of spores in a 30-foot radius that acts as a 
  targeted greater dispel magic (caster level is equal to 
  the aberration’s CR) against the highest caster level 
  magical effect the cloud touches as part of the aber-
  ration’s move that turn. The cloud does not attempt 
  to dispel effects that the aberration itself has created. 
  This special quality requires spell resistance, either as 
  the template option or as some innate ability of the 
  base creature. Additionally, the aberration must be 
  Large size or bigger. Minimum CR of 15.
  Spores (Ex) The aberration’s claws are covered in 
  mutated russet mold spores. A creature hit by a claw 
  attack must succeed at a Fortitude save or take 2 
  points of Constitution damage per round. It can 
  attempt a new Fortitude save each round to halt 
  the growth. A creature reduced to 0 Constitution 
  by these spores explodes in a mess of viscera and 
  spores. Creatures within the burst must succeed at a 
  Fortitude saving throw or be affected as if they were 
  hit by the aberration’s claw attack. This is a disease 
  effect. The save is Constitution-based. This special 
  attack cannot be used more than twice per round, 
  if the aberration has more than two claw attacks. 
  This special attack requires the aberration to have 
  at least two claw attacks as an innate ability of the 
  base creature and the plant defences special quality. 
  Minimum CR of 9.
  Stench (Ex) The stink of death and corruption sur-
  rounds the aberration, granting them the stench abil-
  ity (10-foot radius, Fort save negates, sickened for 
  1d6+4 minutes). The save DC is Constitution-based. 
  
  12
  Stunning Glance (Su) As a standard action, the 
  aberration can stun a creature within 30 feet with a 
  look. The target must succeed on a Fortitude save or 
  be stunned for 2d4 rounds. Minimum CR of 9.
  Tongue (Ex) The aberration gains a vile long tongue 
  that strikes as a secondary attack. It deals no dam-
  age on a successful hit, but those struck must make 
  a Fortitude saving throw or be paralyzed for 1d4 
  minutes. Minimum CR of 9.
  Unusual Anatomy (Ex) The aberration has strange 
  anatomy. It has a chance to ignore sneak attack or 
  extra critical hit damage equal to 10% x its CR, to a 
  maximum of 100% (immunity) at CR 10 or higher. 
  If the aberration is wearing some fortification armor, 
  the two percentages do not stack; roll twice for each 
  effect, unless the creature is immune because it is CR 
  10 or higher.
  Wisdom Drain (Su) A creature that takes rend 
  damage from the aberration must succeed at a Will 
  save or take 1d4 points of Wisdom drain. The aber-
  ration heals 5 points of damage for each point of 
  Wisdom it drains in this manner. If it drains a victim 
  to 0 Wisdom, the aberration gains the effects of a 
  heal spell. The save DC is Constitution-based. This 
  special attack requires rend, either as the template 
  option or as an innate ability of the base creature. 
  Minimum CR of 12.
  Wounding (Ex) When the aberration rolls a critical 
  hit with one of its natural attacks it deals an amount 
  of bleed damage equal to its Strength modifier. This 
  special ability can be taken mulitple times and each 
  time it applies to a different natural attack. Mini-
  mum CR of 6.
  Flaws
  The aberration gains an extra defensive special quality for 
  each flaw gained.
  • 
  Vulnerability to acid, cold, electricity, or fire. Cannot 
  gain vulnerability to an energy type to which it has 
  immunity or resistance, or to which it already has 
  vulnerability against.
  • 
  Vulnerability to channelled positive energy. The aber-
  ration is not only harmed by channelled positive 
  energy or lay on hands as though it were undead, it 
  takes +50% extra damage from such effects. Only 
  evil aberrations can have this flaw.
  Other Options
  Here are some other additions the GM can give an 
  aberration. These options do not count as special quality 
  choices.
  Skill Bonus: Pick up to 5 aberration skills (see the 
  glossary in Pathfinder Roleplaying Game Bestiary 
  1). The aberration gains a +4 racial bonus with those 
  skills (at CR 11 or lower), or a +8 racial bonus (at 
  CR 12 or higher). If the aberration already gains a 
  racial bonus with a particular skill, such as a drider 
  with Stealth, do not give it an extra skill bonus on 
  that skill.
  Subtype: The aberration gains a subtype such as 
  air, earth, fire, or water. Only give the aberration a 
  subtype if it makes sense for where it “lives” and/or 
  other abilities.
  Applying the Template
  Once you know what base creature you want to use, 
  simply select the special qualities you want,  perhaps 
  adding one or more extra defensive abilities by adding 
  one or more flaws. You know the CR of the aberration, 
  but now you must ensure that it matches the statistics 
  for the CR that it has. Compare the statistics with the 
  Monster Statistics by CR table in appendix 1 of the 
  Pathfinder Roleplaying Game Bestiary. 
     When calculating average damage for the creature, if 
  it has ability damage, apply the following modification. 
  Count each point of ability damage/drain dealt as 3 
  points of hit point damage, and each negative level be-
  stowed as 10 points of hit point damage. Con damage/
  drain is handled differently though; multiply the Con 
  damage for the round by the target’s level x 0.5. For ex-
  ample, 4 Con damage on a level 6 PC should be treated 
  as 12 damage; 8 Con damage on a level 20 PC should be 
  treated as 80 points of damage. Another example: an ab-
  erration with 2 natural attacks that each deal 1d4+5 hp 
  plus 2 Dexterity damage should be regarded as dealing 
  27 hp average damage (15 for the two attacks, plus 12 
  for the Dexterity damage); this would be suitable aver-
  age damage for a creature of CR 7 or 8. If these qualities 
  require a save to negate the damage, do not count the 
  damage towards average hp damage; for example, ignore 
  corrupting gaze for this calculation.
     To adjust the statistics, increase the aberration’s natu-
  ral armour bonus and ability scores as appropriate, and 
  
  13
  compare the result with the Monster Statistics by CR 
  table mentioned above. Upgrade existing SR to its new 
  CR if the creature has it already, and the damage of spe-
  cial attacks like breath weapons. As long as the numbers 
  are in line with those for the relevant CR, the stat block 
  should be fine. Make further adjustments if needed.   
  Optionally, test the creation against the player characters 
  in a practice fight or fights.
     One tricky aspect to balance is Constitution score. 
  The aberration should have roughly the right amount of 
  hit points, but perhaps more important is having saving 
  throw DCs that are in line with that table. If DCs are 
  too high for Con-related special qualities, reduce Consti-
  tution or apply a racial penalty to the DC of the relevant 
  ability. If DCs are too low, raise Constitution or apply 
  a racial penalty to the DC of the relevant ability. For-
  tunately, there are some handy ways to boost hit points 
  that don’t raise Constitution. Adding extra hit points is 
  more important as CR levels increase. The Toughness 
  feat and using favoured class bonuses for hit points are 
  two methods; the creature could have false life or greater 
  false life as a spell-like ability, provided through the spell-
  like ability special quality.
  Example Creatures
  Presented now are several stat blocks meant to illustrate 
  how the template can be applied. These stat blocks are of 
  course ready to be used in games against player charac-
  ters, or as allies in the case of two of them! Design notes 
  are provided to indicate extra adjustments needed to 
  make the creature’s statistics appropriate for the CR.
     Note that the CR calculation assumes that the various 
  “buff” effects are running, such as divine power, shield of 
  faith and good hope, and the use of Power Attack (where 
  present); the effects of these buffs are not included in the 
  stat block however. Note also that favoured class bonuses 
  are not included.
  Enhanced Flumph (CR 3; XP 800)
  Enhanced flumph paladin 2
  LG Small aberration
  Init +8; Senses darkvision 60 ft.; Perception +8
  Aura good
  Defense
  AC 19, touch 15, flat-footed 15 
  (+4 Dex, +4 natural, +1 size)
  hp 28 (2d8+2d10+4); regeneration 1 (evil)
  Fort +6, Ref +6, Will +9
  DR 5/evil; Defensive Abilities divine grace
  Offense
  Speed 5 ft., fly 20 ft. (perfect)
  Melee sting +6 (1d4+3 plus acid injection)
  Special Attacks lay on hands (3/day, 1d6), smite evil (1/
  day, +2 AC, attacks and damage), stench spray
  Spell-Like Ability (CL 2nd; concentration +4)
     At will—detect evil
  Statistics
  Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 14
  Base Atk +3; CMB +4; CMD 18
  Feats Combat Reflexes, Improved Initiative
  Skills Diplomacy +7, Fly +19, Perception +8, Sense Mo-
  tive +8, Stealth +15
  Languages Aklo, Common, Elven
  SQ enhanced aberration quality (regeneration)
  Special Abilities
  Acid Injection (Ex) When the flumph strikes an op-
  ponent with its spikes, it injects a burning, irritating 
  acid that deals 1d4 points of acid damage immediately 
  and another 1d4 points of acid damage on the round 
  after the attack. The target can end the acid’s effects by 
  submerging the wound in water for a round or by be-
  ing treated with a DC 15 Heal check. A creature that 
  grapples or swallows the flumph takes this acid damage 
  automatically every round it maintains this contact with 
  a living flumph. 
  Stench Spray (Ex) The flumph can spray a 20-foot line 
  of foul-smelling liquid once every 1d4 rounds. This 
  spray functions like the stench universal monster ability, 
  except it only affects creatures struck by the spray, which 
  must make a DC 12 Fortitude save or be sickened for 
  5 rounds. Alternatively, the flumph can concentrate the 
  spray on a single target within 5 feet. To use this version 
  of its stench spray, the flumph must succeed at a ranged 
  touch attack (+5 for most flumphs). If the target is hit, 
  it must make a DC 12 Fortitude save or become nause-
  ated for 5 rounds; otherwise, it is sickened for 5 rounds. 
  The odor from this spray lingers in the area and on all 
  creatures struck for 1d4 hours, and can be detected at 
  a range of 100 feet (creatures with the scent ability can 
  smell it at double this range).
  Design Notes: This particular stat block doesn’t need 
  any special adjustments to ensure it meets the CR. 
  Note that paladin levels are nonassociated. The flumph’s 
  treasure (1,650 gp worth), gained in shares from adven-
  turing with others, is kept in a hidden location placed 
  by those adventurers; it should comprise mostly potions, 
  coins and gems.
  
  14
  Enhanced Sinspawn (CR 6; XP 2,400)
  Enhanced sinspawn (gluttonspawn) fighter 3
  NE Medium aberration
  Init +5; Senses darkvision 60 ft., sin-scent; Perception 
  +6
  Defense
  AC 20, touch 11, flat-footed 19 
  (+7 armor, +1 Dex, +2 natural)
  hp 64 (3d8+3d10+30)
  Fort +9, Ref +5, Will +4
  DR 5/magic; Immune mind-affecting effects; SR 17
  Offense
  Speed 40 ft.
  Melee +1 ranseur +11 (2d4+8/x3) and bite +5 (1d6+2 
  plus sinful bite) or bite +10 (1d6+5 plus sinful bite) and 
  2 claws +10 (1d4+5)
  Special Attacks ground manipulation, spittle (+6 
  ranged, F-DC 18, range 30 ft.)
  Statistics
  Str 21, Dex 13, Con 20, Int 10, Wis 11, Cha 14
  Base Atk +5; CMB +8; CMD 19
  Feats Combat Reflexes, Furious Focus, Improved Initia-
  tive, Lightning Reflexes, Power Attack
  Skills Intimidate +11, Perception +6, Stealth +7, Sur-
  vival +6
  SQ armor training 1, enhanced aberration qualities 
  (ground manipulation, spittle), martial proficiency
  Language Aklo
  Combat Gear potions of cure moderate wounds (3); Gear 
  +1 breastplate, +1 ranseur, pouch with 89 gp worth of 
  mixed coins
  Special Abilities
  Sinful Bite (Su) A creature bitten by a sinspawn is 
  overwhelmed with sinful thoughts (DC 13 Will save 
  negates). These emotions are so powerful that the target 
  becomes sickened for 1d6 minutes. An affected target 
  that is bitten a second time is staggered for 1 round if it 
  fails its saving throw. Calm emotions, remove curse, or 
  break enchantment negates the effects of sinful bite.
  Sin-Scent (Su) Sinspawn have scent against creatures 
  whose nature reflects the sinspawn’s sin. For example, 
  wrathful sinspawn can scent creatures using rage effects. 
  The GM should adjudicate what creatures this sinspawn 
  can scent.
  Design Notes: To ensure that it fits within the CR 
  parameters, +4 Str has been added. It should only use 
  Power Attack when wielding the ranseur.
  Enhanced Drider (CR 9; XP 6,400)
  Enhanced drider sorcerer 1
  CE Large aberration
  Init +3; Senses darkvision 120 ft., see in darkness, detect 
  good, detect law, detect magic; Perception +15
  Defense
  AC 21, touch 13, flat-footed 17 
  (+3 Dex, +1 dodge, +8 natural, -1 size)
  hp 106 (9d8+1d6+60; 118 if false life cast)
  Fort +11, Ref +8, Will +12
  DR 10/cold iron; Defensive Ability unusual anatomy; 
  Immune sleep; SR 20
  Offense 
  Speed 30 ft., climb 20 ft.
  Melee +1 heavy mace +14/+9 (1d8+11) and bite +8 
  (1d4+3 plus poison)
  Ranged +1 composite longbow +9/+4 (1d8+8/x3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks soul scream (W-DC 19), web (+8 
  ranged, DC 20, hp 9)
  Spells Prepared (CL 7th; concentration +11; +15 defen-
  sive)
     3rd (5/day)—haste, spiked pit (R-DC 17)
     2nd (7/day)—false life, invisibility, web (R-DC 16)
     1st (7/day)—charm person (W-DC 15), mage armour, 
  magic missile, ray of enfeeblement (F-DC 15), silent image 
  (W-DC 15)
     0th (at will)—bleed (W-DC 14), daze (W-DC 14), 
  ghost sound, mage hand, ray of frost, read magic, resistance
  Spell-Like Abilities (CL 9th; concentration +13; +17 
  defensive)
     Constant—detect good, detect law, detect magic
     At will—dancing lights, darkness, deeper darkness, faerie 
  fire
     1/day—clairaudience/clairvoyance, dispel magic, levitate, 
  suggestion (W-DC 17)
  Statistics
  Str 25, Dex 17, Con 22, Int 15, Wis 14, Cha 18
  Base Atk +6; CMB +14; CMD 27 (39 vs. trip)
  Feats Blind-Fight, Dodge, Combat Casting, Eschew 
  Materials, Weapon Focus (bite, mace)
  Skills Climb +27, Intimidate +16, Knowledge (arcana) 
  +15, Perception +15, Spellcraft +15, Stealth +16; Racial 
  Modifier +4 Stealth
  Languages Common, Elven, Undercommon
  SQ arcane bond (ring), bloodline (arcane), enhanced 
  aberration qualities (master of darkness, soul scream, 
  unusual anatomy), undersized weapons
  Combat Gear potions of cure light wounds (6); Gear +1 
  heavy mace, +1 composite longbow with 20 arrows, cloak 
  
  15
  of resistance +2, ring (worth 10 gp; arcane bond), pouch 
  with 126 gp worth of mixed coins and gems
  Special Abilities
  Poison (Ex) Bite—injury; save F-DC 20; frequency 1/
  round for 6 rounds; effect 1d2 Str; cure 1 save
  Design Notes: To ensure that it fits within the CR pa-
  rameters, +6 Str has been added.
  Enhanced Spawn of Yog-Sothoth (CR 12; XP 19,200)
  Enhanced spawn of Yog-Sothoth
  CE Large aberration (extraplanar)
  Init +8; Senses blindsight 30 ft., darkvision 60 ft.; Per-
  ception +20
  Aura alien presence (40 ft., W-DC 22, 5d6 rounds), 
  stench (30 ft., F-DC 24, 10 rounds)
  Defense
  AC 26, touch 13, flat-footed 22 
  (+4 Dex, +13 natural, -1 size)
  hp 161 (14d8+98)
  Fort +13, Ref +12, Will +14
  DR 15/good and magic; Defensive Abilities tenuous 
  natural invisibility; Immune cold, fire, sonic; SR 23
  Offense 
  Speed 30 ft., climb 30 ft.
  Melee bite +20 (1d8+11/19-20/x3) and 4 tentacles +19 
  (1d6+6 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain (1d4 Con), devastation, 
  death frenzy, feed (2d8+12/+2)
  Statistics
  Str 30, Dex 19, Con 25, Int 17, Wis 17, Cha 20
  Base Atk +10; CMB +21; CMD 34 (42 vs. trip)
  Feats Combat Reflexes, Improved Critical (bite), Im-
  proved Initiative, Lightning Reflexes, Multiattack, Vital 
  Strike, Weapon Focus (tentacle)
  Skills Climb +35, Escape Artist +21, Intimidate +22, 
  Knowledge (arcana) +20, Perception +20, Spellcraft +20, 
  Stealth +17
  Languages Aklo
  SQ enhanced aberration qualities (alien presence [idi-
  ocy], death frenzy, energy resistance, feed)
  Gear amulet of mighty fists +1, cloak of resistance +2
  Special Abilities
  Devastation (Ex) As a full-round action, the spawn can 
  assault a structure, dealing 4d6+16 points of damage to 
  the structure in that round.
  Tenuous Natural Invisibility (Ex) This functions like 
  natural invisibility, except it is subject to invisibility 
  purge and effects that outline invisible creatures (such as 
  glitterdust and faerie fire). It cannot be dispelled.
  Design Notes: To ensure that it fits within the CR pa-
  rameters, +4 Str, +4 Dex, and +4 Con have been added.
  Enhanced Cloaker (CR 15; XP 51,200)
  Enhanced advanced cloaker oracle 10
  CN Large aberration
  Init +10; Senses all-around vision, darkvision 60 ft.; Per-
  ception +14
  Defense
  AC 30, touch 15, flat-footed 24 
  (+6 armor, +6 Dex, +9 natural, -1 size)
  hp 219 (16d8+144)
  Fort +14, Ref +11, Will +16
  DR 10/law; Defensive Abilities shadow shift; Immune 
  disease, flanking, magic (except magic missile and maze), 
  sickened condition
  Offense 
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +19 (1d6+9) and tail slap +14 (1d8+4) 
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks destructive harmonics (F or R-DC 23, 
  8d6+33 damage), engulf, gaze attack (W-DC 22), moan
  Spells Known (CL 10th; concentration +18; +22 defen-
  sive)
     5th (4/day)—feeblemind (W-DC 24), mass cure light 
  wounds, serenity (W-DC 24)
     4th (7/day)—black tentacles, cure critical wounds, de-
  bilitating portent (W-DC 24), freedom of movement
     3rd (8/day)—cure serious wounds, dispel magic, greater 
  stunning barrier (W-DC 21), invisibility purge, tongues
     2nd (8/day)—cure moderate wounds, darkness, dust of 
  twilight (F-DC 20), find traps, path of glory, resist energy
     1st (8/day)—bless, comprehend languages, cure light 
  wounds, detect good, endure elements, entropic shield, sanc-
  tuary (W-DC 19)
     0th (at will)—bleed (W-DC 18), create water, detect 
  magic, detect poison, guidance, mending, read magic, resis-
  tance, stabilize
  Mystery Dark Tapestry
  Statistics
  Str 28, Dex 22, Con 28, Int 18, Wis 18, Cha 26
  Base Atk +11; CMB +21; CMD 37 (can’t be tripped)
  Feats Ability Focus (moan), Combat Casting, Combat 
  Reflexes, Eschew Materials, Extend Spell, Improved 
  Initiative, Skill Focus (Perception), Spell Focus (enchant-
  ment)
  Skills Disguise +20 (+28 as cloak), Fly +23, Knowledge 
  (dungeoneering, religion) +23, Perception +29, Sense 
  
  16
  Motive +20, Spellcraft +23, Stealth +21; Racial Modifi-
  ers +8 Disguise to appear as a cloak, sheet, manta ray, or 
  similarly shaped object or creature
  Languages Aklo, Common, Undercommon
  SQ curse (wasting), enhanced aberration qualities (all-
  around vision, destructive harmonics, gaze attack (domi-
  nate), immunity to magic), revelations (cloak of darkness 
  [+6 armor, +4 Stealth; 10 hours/day], many forms [alter 
  self, beast form 1; 10 minutes/day], read the tapestry 
  [contact other plane; 1/day])
  Gear headband of alluring charisma +4
  Special Abilities
  Engulf (Ex) A cloaker can try to wrap a Medium or 
  smaller creature in its body as a standard action. The 
  cloaker attempts a grapple that does not provoke an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and bites the engulfed victim with a +4 
  bonus on its attack roll. It can still use its whip-like tail 
  to strike at other targets. Attacks that hit an engulfing 
  cloaker deal half their damage to the monster and half to 
  the trapped victim.
  Moan (Ex) A cloaker can emit an infrasonic moan as a 
  standard action, with one of four effects.
     Fear: All creatures in a 30-foot spread must save (Will 
  negates) or become panicked for 2 rounds.
     Nausea: All creatures in a 30-foot cone must save (For-
  titude negates) or fall prone and be nauseated for 1d4+1 
  rounds.
     Stupor: A single creature within 30 feet is affected by 
  hold monster for 5 rounds (Will negates).
     Unnerve: Anyone within a 60-foot spread automatical-
  ly takes a -2 penalty on attack and damage rolls. Those 
  in the area for more than 6 consecutive rounds must save 
  (Will negates) or enter a trance, helpless until the moan-
  ing stops.
     Cloakers are immune to these sonic, mind-affecting 
  attacks. A creature that successfully saves against the 
  cloaker’s fear, nausea, or unnerve moans cannot be af-
  fected by that same moan effect from that cloaker for 24 
  hours. All of the save DCs against the cloaker’s moan are 
  DC 23.
  Shadow Shift (Su) When in dim illumination, a cloaker 
  can manipulate shadows as a free action to create one of 
  three effects: blur (lasts 1d4 rounds, self only), mirror im-
  age (CL 6th), or silent image (DC 21, CL 6th).
  Design Notes: To ensure that it fits within the CR 
  parameters, +4 Cha has been added. The cloaker receives 
  a racial -4 penalty on its destructive harmonics and gaze 
  attack DCs; otherwise the DCs are too high for the CR. 
  The AC assumes that the cloak of darkness revelation 
  is in use. The cloaker relies on its spells, supernatural 
  abilities, and moan rather than melee for combat. The 
  cloaker has another 29,000 gp worth of carefully hidden 
  treasure that comprises magical items, coins, and gems, 
  which he shares carefully with valued minions.
  Enhanced Guardian Naga (CR 18; XP 153,600)
  Enhanced guardian naga sorcerer 6
  LG Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +29
  Defense
  AC 25, touch 16, flat-footed 18 
  (+7 Dex, +9 natural, -1 size)
  hp 275 (12d8+6d6+162; 301 if greater false life cast); 
  fast healing 9
  Fort +20, Ref +17, Will +21
  DR 10/evil; Defensive Abilities fated
  Offense
  Speed 40 ft.
  Melee bite +21 (2d6+15 plus ability damage and poison)
  Range spit +18 touch (poison)
  Space 10 ft.; Reach 20 ft.
  Special Attacks ability damage (4 Charisma), breath 
  weapon, enhance weapon (+5, 4/day), improved acid 
  breath (F-DC 25), spit
  Spell-Like Ability (CL 6th; concentration +14; +18 
  defensive)
     11/day—touch of destiny (+3, 1 round)
  Spells Known (CL 15th; concentration +23 (+27 defen-
  sive))
     7th (5/day)—greater teleport, power word blind
     6th (7/day)—disintegrate (F-DC 24), heal, greater 
  dispel magic
     5th (7/day)—breath of life, mage’s private sanctum, 
  sending, wall of force
     4th (8/day)—dimensional anchor, divine power, greater 
  false life, greater invisibility
     3rd (8/day)—displacement, fly, heroism, protection from 
  energy
     2nd (8/day)—blur, detect thoughts (W-DC 20), ghost-
  bane dirge (W-DC 20), gust of wind (F-DC 20), lesser 
  restoration, see invisibility
     1st (8/day)—alarm, expeditious retreat, identify, mage 
  armor, magic missile, shield of faith
     0th (at will)—daze (DC 18), detect magic, light, mage 
  hand, open/close, purify food and drink, ray of frost, read 
  magic, stabilize
  Statistics
  Str 31, Dex 25, Con 30, Int 16, Wis 18, Cha 26
  
  17
  Base Atk +12; CMB +23 (+27 trip); CMD 40 (can’t be 
  tripped)
  Feats Alertness, Blind-Fight, Combat Casting, Combat 
  Expertise, Combat Reflexes, Eschew MaterialsB, Greater 
  Trip, Improved Trip, Lightning Reflexes, Quicken Spell
  Skills Bluff +23, Diplomacy +26, Knowledge (arcana, 
  nobility) +18, Perception +29, Sense Motive +20, Spell-
  craft +18, Stealth +24
  Languages Celestial, Common
  SQ bloodline (destined), bloodline arcana (whenever 
  the naga casts a spell with a range of “personal,” it gains 
  a luck bonus equal to the spell’s level on all its saving 
  throws for 1 round), enhanced aberration qualities (abil-
  ity damage [Charisma], breath weapon [acid], enhance 
  weapon [+5, 4/day], fast healing, improved acid breath, 
  improved reach)
  Gear belt of giant strength +6, cloak of protection +4, 
  headband of alluring charisma +4
  Special Abilities
  Breath Weapon (Su; standard) Every 1d4 rounds the 
  naga can breathe a 40 ft. cone of acid for 9d6+56 dam-
  age, Ref DC 25 half. The naga can use the breath weap-
  on while grappling.
  Fated (Su) The naga gains a +1 luck bonus on all of its 
  saving throws and AC during surprise rounds and when 
  it is otherwise unaware of an attack.
  Poison (Ex) Bite—injury or spit—contact; save Fort 
  DC 26; frequency 1/round for 6 rounds; effect 1d4 Con 
  damage; cure 2 consecutive saves.
  Spit (Ex) The naga can spit its venom up to 30 feet as 
  a standard action. This is a ranged touch attack with 
  no range increment. Opponents hit by this attack must 
  make successful saves (see above) to avoid the effect. 
  Design Notes: To ensure that it fits within the CR 
  parameters, +8 Con has been added. The naga receives 
  a racial -4 penalty on its breath weapon DCs; otherwise 
  the DCs are too high for the CR. Note that the naga can 
  bring its AC up to a more appropriate level for its CR 
  through spell casting. The naga has another 28,000 gp 
  worth of carefully hidden treasure that comprises mostly 
  healing magical items, coins, and gems, which he shares 
  carefully with allies.
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bul-
  mahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  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, Bran-
  don 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 
  
  18
  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 Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, 
  Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Mack-
  lin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFar-
  land, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bul-
  mahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim 
  Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original material by Guy Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott 
  Peterson and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson. 
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott 
  Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Jean Wells. 
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Rik Shepard.
  Dark Creeper from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Muth.
  Dark Stalker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld 
  Oracle.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson. 
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Brian Jaeger and Gary Gygax. 
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell 
  and Douglas Naismith.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian McDowell and Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Underworld Oracle. 
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Philip Masters. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick. 
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  
  19
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene. 
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Tillbrook. 
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax. 
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Roger Musson. 
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Mike Roberts. 
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene 
  and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.
  Anger of Angels. © 2003, Sean K Reynolds. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John 
  Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kage-
  mann, Phillip Larwood, Richard Pett, and Stan! 
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, 
  Jeff Quick, and Sean K Reynolds. 
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, and Robert J. Schwalb. 
  The Book of Hallowed Might. © 2002, Monte J. Cook. 
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Monster Advancement: Aberrations © 2015, Purple Duck Games; Author Julian Neale
  Pathfinder is a registered trademark of Paizo Inc., and 
  the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplay-
  ing Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on 
  the compatibility license.
  All text is open game content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Monster Advancement - Enhanced Aberrations.pdf