TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Monster & Character Art
  Karen Martin, Jack Kaiser
  Cover Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Adobe InDesign
  Special Thanks: Kickstarter Backers
  Thank you for believing in me, when all I had to prove myself 
  was an idea, a blurb, a handful of maps, and a dream.  
  The product you hold in your hands—or store on your hard 
  drive—is a direct result of your faith, and support.  I can’t 
  thank you enough.
  Old-School Grognards
  • Adam S
  • Bob Peacock
  • TAKAHIRO HASHINAKA
  • Ronald Whitehead
  • Frédéric Fiquet
  • Seth A Spurlock
  • GateKept
  • Jeffery D Hines
  • Admiral_Fat_Muscles
  • Bob “Limbolance” Sweeney
  • John Karns
  • Craig Dey
  • Jukka Eerikäinen
  • Jonathan Beeler MD
  • Andrew “Zakero” Moore
  • Patrick Trapp
  • Chris Hill
  Colophon
  Infinium Game Studio is:
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Legal Stuff
  Aquilae: Bestiary of the Realm for OSR © 2020 J. Evans 
  Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, Mondaria, 
  and Aquilae are trademarks of Infinium Game Studio, all 
  rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Some artwork courtesy Publisher’s Choice Quality Stock Art (c) Rick 
  Hershey / Fat Goblin Games.
  
  3
  Introduction
  Aquilae: Bestiary of the Realm is dedicated to my long-suffering wife, who, for countless dozens—in truth, well over a 
  hundred—evenings, endured my relentless clicking to bring the crunch herein to life.
  Dedication
  Dedication
  Foreward
  This project was born of two urgent desires, formed in the 
  early days of D&D.
  Back during the BECMI boxed-set era, I was in middle school, 
  and I discovered tabletop roleplaying games.  And I was in 
  love.  Deeply, irrevocably in love.  
  But my new love had two problems.  Teen romance, amirite?
  Firstly, she was picky.  Her published adventures stated 
  in bold font, right on their covers, that only PCs of certain 
  levels need apply.  I several times ignored her warning, and 
  ventured forth, only to discover the sensibility of her dictum, 
  for this way lies the path of either boredom or certain 
  destruction.  Though I saw the wisdom of her claims, still I 
  longed for an adventure more accessible to all: my PC got to 
  be 10th level, but her reward is to be closed off from newly-
  released adventures that gated her off in favor of “PCs of 4th 
  to 6th level”?  Similarly, just because my PC has gained in 
  power, she shouldn’t be intimidated by monsters of a certain 
  description any longer?  
  It seemed that somehow, it should be possible to fashion 
  adventure content that scales more dynamically.
  My new love’s second fault was actually one of my favorite 
  things about her: the Monstrous Compendium.  
  For those under a certain age reading this, a bit of context, 
  here.  In those days of limited entertainment options, the 
  Trapper Keeper was king.  It was the coolest, most essential 
  school supply.  Yeah, sure, it was really just a glorified three-
  ring binder.  But it was a binder you could make into pretty 
  much whatever combination of tools you felt you needed 
  (spoiler: you didn’t need any of it, not really).
  So when the AD&D Monstrous Compendium was released, it 
  felt in many ways like the ultimate culmination of geekery: 
  an RPG sourcebook that masqueraded as the coolest school 
  tool.  It made any DM feel like they were in a legitimate 
  profession, a job, a place of importance, and it added 
  authority to the gaming table.  
  Plus it was just damned cool.
  There was just one problem.  
  Monsters were presented alphabetically.  That was great; 
  made for some pretty easy reference and searching.  But 
  pages were printed back-to-back.  So, a single sheet might 
  contain information about two different monsters.  
  That was all well and good until you purchased your second 
  MC pack (remember Spelljammer?): what, then, to do, to 
  keep things alphabetized?  It was a frustrating hassle. 
  Now, you might well point out that it simply doesn’t matter 
  that much, to have every monster alphabetized.  And even 
  my middle-school self, in the moment, still realized the 
  futility and pointlessness of this irk.  It didn’t matter.  Not 
  really.  
  But it irked me still.
  Fast forward a few decades, and I just decided to do it my 
  own damn self.
  We’ve seen much of this come to pass, of course.  Video 
  games like the Elder Scrolls games implement scaling 
  monsters, so that an orc is a threat no matter how potent 
  your character becomes.  Playing brutally challenging games 
  such as the Dark Souls line, you have to always be careful of 
  even the very earliest beasties, lest your impatience lead to 
  your doom, regardless of how potent you have grown.
  Similarly, online resources like the Pathfinder SRD collect 
  monsters across a wide range of sources and present them 
  alphabetically.
  When I set out to create Dark Obelisk 1: Berinncorte, I knew 
  that I wanted it to be accessible, playable in earnest, by PCs 
  of any level.  
  That simple, middle-school naivete has now driven 
  thousands of pages of dynamic adventure content.
  And now, though this is but one volume of six, it has yielded 
  a true fulfillment of my middle-school-self’s desires.
  Here’s hoping it brings your gaming group joy.
  J. Evans Payne
  Malvern, Pennsylvania
  January 2020
  
  4
  Introduction
  Table of Contents
  Colophon 
  2
  Foreward 
  3
  Table of Contents 
  4
  Introduction 
  7
  Herd Animal (Ram) 
  14
  Herd Animal (Stag) 
  15
  Herd Animal (Storval Aurochs) 
  16
  Hippocampus 
  17
  Hippocampus (Divine) 
  18
  Hippocampus (Giant) 
  19
  Hippocampus (Polar) 
  20
  Hippogriff 
  21
  Hippopotamus 
  22
  Hippopotamus (Behemoth) 
  23
  Hippopotamus (Pygmy) 
  24
  Hive Larva Swarm 
  25
  Hive Queen 
  26
  Hive Warrior 
  27
  Hobgoblin 
  28
  Hodag 
  29
  Hollow Serpent 
  30
  Homunculus 
  31
  Horse 
  32
  Horse (Pony) 
  33
  Hound of Tindalos 
  34
  House Spirit (Domovoi) 
  35
  House Spirit (Dvorovoi) 
  36
  House Spirit (Ovinnik) 
  37
  Howler 
  38
  Huecuva 
  39
  Huldra 
  40
  Humbaba 
  41
  Hungerer 
  42
  Hungry Flesh 
  43
  Hungry Fog 
  44
  Hyakume 
  45
  Hydra 
  46
  Hydra (Cryohydra) 
  47
  Hydra (Pyrohydra) 
  48
  Hyena 
  49
  Hyena (Dire) 
  50
  Hypnalis 
  51
  Ijiraq 
  52
  Iku-Turso 
  53
  Immortal Ichor 
  54
  Imp 
  55
  Incutilis 
  56
  Inevitable (Arbiter) 
  57
  Inevitable (Kolyarut) 
  58
  Inevitable (Lhaksharut) 
  59
  Inevitable (Marut) 
  60
  Inevitable (Zelekhut) 
  61
  Invisible Stalker 
  62
  Ioun Wyrd 
  63
  Irminsul 
  64
  Iron Cobra 
  65
  Iron Cobra (Darkwood Cobra) 
  66
  Iron Cobra (Mithral Cobra) 
  67
  Isitoq 
  68
  Isopod (Giant) 
  69
  Jabberwock 
  70
  Jackalwere 
  71
  Jack-O’-Lantern 
  72
  Jellyfish (Crimson) 
  73
  Jellyfish (Death’s Head) 
  74
  Jellyfish (Giant) 
  75
  Jellyfish (Sapphire) 
  76
  Jellyfish (Vampire) 
  77
  Jellyfish (Whaler) 
  78
  Jellyfish Swarm 
  79
  Jerboa 
  80
  Jinmenju 
  81
  Jocta (Air) 
  82
  Jocta (Earth) 
  83
  Jocta (Fire) 
  84
  Jocta (Water) 
  85
  Jorogumo 
  86
  Jubjub Bird 
  87
  Juggernaut 
  88
  Julunggali 
  89
  Jyoti 
  90
  Kakapo 
  91
  Kakuen-Taka 
  92
  Kamadan 
  93
  Kami (Jinushigami) 
  94
  Kami (Jinushigami, Elder 
  Glacier) 
  95
  Kami (Jinushigami, Elder Great 
  Reef) 
  96
  Kami (Jinushigami, Elder 
  Mountain) 
  97
  Kami (Jinushigami, Elder 
  Volcano) 
  98
  Kami (Kodama) 
  99
  Kami (Shikigami) 
  100
  Kami (Toshigami) 
  101
  Kami (Zuishin) 
  102
  Kappa 
  103
  Kapre 
  104
  Kaprosuchus 
  105
  Karkinoi 
  106
  Karumzek 
  107
  Kasatha 
  108
  Kech 
  109
  Kelpie 
  110
  Kelpie’s Wrath (Herald of the 
  Pirate Queen) 
  111
  Khaei 
  112
  Kirin 
  113
  Koala 
  114
  Kobold 
  115
  Kongomato 
  116
  Korir-Kokembe 
  117
  Korred 
  118
  Kraken 
  119
  Krenshar 
  120
  Kyton 
  121
  Kyton (Augur) 
  122
  Kyton (Eremite Overlord) 
  123
  Kyton (Eremite) 
  124
  Kyton (Interlocutor) 
  125
  Kyton (Lampidarius) 
  126
  Kyton (Ositarius) 
  127
  Kyton (Sacristan) 
  128
  Kyton (Termagent) 
  129
  Lamia 
  130
  Lamia Matriarch 
  131
  Lammasu 
  132
  Lampad 
  133
  Lamprey 
  134
  Lawgiver 
  135
  Leaf Ray (Fall) 
  136
  Leaf Ray (Spring/Summer) 
  137
  Leaf Ray (Winter) 
  138
  Leanan Sidhe 
  139
  Leech (Giant) 
  140
  Leech Swarm 
  141
  Lemming 
  142
  Leng Spider 
  143
  Leprechaun 
  144
  Leshy (Fungus) 
  145
  Leshy (Gourd) 
  146
  Leshy (Leaf) 
  147
  Leshy (Seaweed) 
  148
  Leucrotta 
  149
  Leucrotta (Crocotta) 
  150
  Lich 
  151
  Liminal Sprite 
  152
  Linnorm (Cairn) 
  153
  Linnorm (Crag) 
  154
  Linnorm (Fjord) 
  155
  Linnorm (Ice) 
  156
  Linnorm (Taiga) 
  157
  Linnorm (Tarn) 
  158
  Linnorm (Tor) 
  159
  Lion 
  160
  Lion (Dire) 
  161
  Living Topiary 
  162
  Living Wall 
  163
  Lizard 
  164
  Lizard (Celestial) 
  165
  Lizard (Fiendish) 
  166
  Lizard (Giant Chameleon) 
  167
  Lizard (Giant Frilled) 
  168
  Lizard (Giant Gecko) 
  169
  Lizard (Horned) 
  170
  Lizard (Monitor) 
  171
  Lizardfolk 
  172
  Llama 
  173
  Locathah 
  174
  Locust (Apocalypse) 
  175
  Locust (Giant) 
  176
  Locust (Sawleg) 
  177
  Locust Swarm 
  178
  Lorelei 
  179
  Lorthact (Devil, Infernal Duke)
   
  180
  Lukwata 
  181
  Lunarma 
  182
  Lurker Above 
  183
  Lurker in Light 
  184
  Lycanthrope (Werebear, 
  Common) 
  185
  Lycanthrope (Werebear, Human 
  Form) 
  186
  Lycanthrope (Werebear, Hybrid 
  Form) 
  187
  Lycanthrope (Wereboar, Human 
  Form) 
  188
  Lycanthrope (Wereboar, Hybrid 
  Form) 
  189
  Lycanthrope (Wererat, Human 
  Form) 
  190
  Lycanthrope (Wererat, Hybrid 
  Form) 
  191
  Lycanthrope (Weretiger, 
  Common) 
  192
  Lycanthrope (Weretiger, 
  Human) 
  193
  Lycanthrope (Weretiger, Hybrid 
  Form) 
  194
  Lycanthrope (Werewolf, Human 
  Form) 
  195
  Lycanthrope (Werewolf, Hybrid 
  Form) 
  196
  Maenad 
  197
  Machine Soldier 
  198
  Maftet 
  199
  Maggot (Giant) 
  200
  Magma Ooze 
  201
  Magma Ooze (Brimstone) 
  202
  Magma Ooze (Crystalline) 
  203
  Magma Ooze (Poisonous) 
  204
  Magmin 
  205
  Manananggal 
  206
  Mandragora 
  207
  Manitou 
  208
  Manticore 
  209
  Mantis (Deadly) 
  210
  Mantis Shrimp (Giant) 
  211
  Mantis (Giant) 
  212
  Marine Iguana 
  213
  Marsupial (Kangaroo) 
  214
  Marsupial (Thylacine) 
  215
  Marsupial Devil 
  216
  Marsupial Lion 
  217
  Medusa 
  218
  Meerkat 
  219
  Megafauna (Archelon) 
  220
  Megafauna (Arsinoitherium) 221
  Megafauna (Baluchitherium) 222
  Megafauna (Basilosaurus) 
  223
  Megafauna (Glyptodon) 
  224
  Megafauna (Megalania) 
  225
  Megafauna (Megaloceros) 
  226
  Megafauna (Megatherium) 
  227
  Megaprimatus 
  228
  Memitim 
  229
  Menotherian (Herald of Passion) 230
  Mephit (Air) 
  231
  Mephit (Dust) 
  232
  Mephit (Earth) 
  233
  Mephit (Fire) 
  234
  Mephit (Ice) 
  235
  Mephit (Magma) 
  236
  Mephit (Ooze) 
  237
  Mephit (Salt) 
  238
  Mephit (Steam) 
  239
  Mephit (Water) 
  240
  Mercane 
  241
  Merfolk 
  242
  Merrow (Freshwater) 
  243
  Merrow (Saltwater) 
  244
  Mi-Go 
  245
  Mihstu 
  246
  Mimic 
  247
  Mind Eater 
  248
  Mindslaver Mold 
  249
  Minotaur 
  250
  Mite 
  251
  Moa 
  252
  Mobogo 
  253
  Mockingfey 
  254
  Mohrg 
  255
  Mole 
  256
  Mole (Giant) 
  257
  Mongoose 
  258
  Mongoose (Celestial) 
  259
  Mongoose (Fiendish) 
  260
  Mongrelman 
  261
  Monkey 
  262
  Monkey (Celestial) 
  263
  Monkey (Fiendish) 
  264
  Moon-Beast 
  265
  Moonflower 
  266
  Moose 
  267
  Morlock 
  268
  Mosquito (Giant) 
  269
  Mosquito Swarm 
  270
  Mother’s Maw 
  271
  Moth 
  272
  Mothman 
  273
  Moxix (Stone Demon) 
  274
  Mu Spore 
  275
  Mudlord 
  276
  Mummy 
  277
  Myceloid 
  278
  Myrmecoleon 
  279
  Naga (Dark) 
  280
  Naga (Guardian) 
  281
  Naga (Lunar) 
  282
  Naga (Royal) 
  283
  Naga (Spirit) 
  284
  Naga (Water) 
  285
  Nagaji 
  286
  Narwhal 
  287
  Necrophidius 
  288
  Neh-Thalggu 
  289
  Neothelid 
  290
  Nependis 
  291
  Nephilim 
  292
  Nereid 
  293
  Nightgaunt 
  294
  Nightmare 
  295
  Nightmare (Cauchemar) 
  296
  Nightripper 
  297
  Nightshade (Nightcrawler) 
  298
  Nightshade (Nightwalker) 
  299
  Nightshade (Nightwave) 
  300
  Nightshade (Nightwing) 
  301
  Night Monarch (Herald of Dreams)
  
  5
  Introduction
   
  302
  Ningyo 
  303
  Nixie 
  304
  Nixie (Bog) 
  305
  Norn 
  306
  Nuckelavee 
  307
  Nue 
  308
  Nycar 
  309
  Nymph 
  310
  Oceanid 
  311
  Ochre Jelly 
  312
  Octopus 
  313
  Octopus (Blue-Ringed) 
  314
  Octopus (Giant) 
  315
  Ogre 
  316
  Ogrekin 
  317
  Oma 
  318
  Oni (Fire Yai) 
  319
  Oni (Ice Yai) 
  320
  Oni (Kuwa) 
  321
  Oni (Ogre Mage) 
  322
  Oni (Spirit) 
  323
  Oni (Void Yai) 
  324
  Oni (Voidlord) 
  325
  Oni (Water Yai) 
  326
  Orc 
  327
  Oread 
  328
  Oronci 
  329
  Orsheval 
  330
  Osprey 
  331
  Osprey (Celestial) 
  332
  Osprey (Fiendish) 
  333
  Otter 
  334
  Otyugh 
  335
  Owb 
  336
  Owl 
  337
  Owl (Celestial) 
  338
  Owl (Fiendish) 
  339
  Owl (Giant) 
  340
  Owl (Great Horned) 
  341
  Owl (Snowy) 
  342
  Owlbear 
  343
  Pale Stranger 
  344
  Panda 
  345
  Panda (Red) 
  346
  Parasite (Giant Rot Grub) 
  347
  Parasite (Rot Grub Swarm) 
  348
  Pard 
  349
  Parrot 
  350
  Parrot (Celestial) 
  351
  Parrot (Fiendish) 
  352
  Pavbagha 
  353
  Peacock 
  354
  Peafowl 
  355
  Pech 
  356
  Pegasus 
  357
  Pegasus (Heroic) 
  358
  Peluda 
  359
  Penguin 
  360
  Peri 
  361
  Personification of Fury 
  362
  Peryton 
  363
  Petitioner 
  364
  Petrifern 
  365
  Petrified Maiden 
  366
  Phantom (Ectoplasmic) 
  367
  Phantom (Incorporeal) 
  368
  Phantom Armor (Giant) 
  369
  Phantom Armor (Guardian) 
  370
  Phantom Fungus 
  371
  Phase Spider 
  372
  Phoenix 
  373
  Phycomid 
  374
  Pickled Punk 
  375
  Pig 
  376
  Pipefox 
  377
  Pixie 
  378
  Plasma Ooze 
  379
  Platypus 
  380
  Plesiosaurus 
  381
  Poltergeist 
  382
  Pooka 
  383
  Popobala 
  384
  Poppet (Small) 
  385
  Poppet (Tiny) 
  386
  Porcupine 
  387
  Porcupine (Giant) 
  388
  Primate (Baboon) 
  389
  Primate (Monkey Swarm) 
  390
  Prionosuchus 
  391
  Protean (Imentesh) 
  392
  Protean (Keketar) 
  393
  Protean (Nanuet) 
  394
  Protean (Voidworm) 
  395
  Pseudodragon 
  396
  Pseudosphinx 
  397
  Pseudowyvern 
  398
  Psychopomp (Ahmuuth) 
  399
  Psychopomp (Catrina) 
  400
  Psychopomp (Morrigna) 
  401
  Psychopomp (Nosoi) 
  402
  Psychopomp (Vanth) 
  403
  Psychopomp (Yamaraj) 
  404
  Ptarmigan 
  405
  Pufferfish 
  406
  Puffin 
  407
  Pukwudgie 
  408
  Purple Worm 
  409
  Python (Riding) 
  410
  Qallupilluk 
  411
  Qlippoth (Augnagar) 
  412
  Qlippoth (Chernobue) 
  413
  Qlippoth (Cythnigot) 
  414
  Qlippoth (Iathavos) 
  415
  Qlippoth (Nyogoth) 
  416
  Qlippoth (Shoggti) 
  417
  Qlippoth (Thulgant) 
  418
  Quickling 
  419
  Quickwood 
  420
  Rabbit 
  421
  Raccoon 
  422
  Ragewight 
  423
  Rajpur Ambari 
  424
  Rakshasa 
  425
  Rakshasa (Dandasuka) 
  426
  Rakshasa (Maharaja) 
  427
  Rakshasa (Marai) 
  428
  Rakshasa (Raktavarna) 
  429
  Rash Creeper 
  430
  Rast 
  431
  Rat 
  432
  Rat (Celestial) 
  433
  Rat (Dire) 
  434
  Rat (Donkey) 
  435
  Rat (Fiendish) 
  436
  Rat (Riding) 
  437
  Rat King 
  438
  Rat Swarm 
  439
  Ratfolk 
  440
  Ratling 
  441
  Raven 
  442
  Raven (Celestial) 
  443
  Raven (Fiendish) 
  444
  Ravener (Red Wyrm) 
  445
  Ravenous Tumbleweed 
  446
  Ray (Manta) 
  447
  Ray (Stingray) 
  448
  Razor Fern 
  449
  Red Reaver 
  450
  Redcap 
  451
  Reefclaw 
  452
  Reindeer 
  453
  Remorhaz 
  454
  Retriever 
  455
  Revenant 
  456
  Rhamphorhynchus 
  457
  Rhinoceros 
  458
  Rhinoceros (Woolly) 
  459
  Robot (Annihilator) 
  460
  Robot (Gearsman) 
  461
  Robot (Myrmidon) 
  462
  Roc 
  463
  Rokurokubi 
  464
  Roper 
  465
  Rukh 
  466
  Rukh (Juvenile) 
  467
  Rusalka 
  468
  Rust Monster 
  469
  Sabosan 
  470
  Sagari 
  471
  Saguaroi 
  472
  Sahuagin 
  473
  Salamander 
  474
  Samsaran 
  475
  Sandman 
  476
  Sandpoint Devil 
  477
  Sarcovalt 
  478
  Sard 
  479
  Sargassum Fiend 
  480
  Sasquatch 
  481
  Satyr 
  482
  Sawdust Slough 
  483
  Sayona 
  484
  Scarecrow 
  485
  Scarlet Walker 
  486
  Scaeduinar 
  487
  Scoprion (Black) 
  488
  Scorpion (Cave) 
  489
  Scorpion (Deadfall) 
  490
  Scorpion (Ghost) 
  491
  Scorpion (Giant Emperor) 
  492
  Scorpion (Giant) 
  493
  Scorpion (Lashtail) 
  494
  Scorpion (Greensting) 
  495
  Scylla 
  496
  Sea Anemone (Giant) 
  497
  Sea Bonze 
  498
  Sea Cat 
  499
  Sea Krait 
  500
  Sea Krait (Celestial) 
  501
  Sea Krait (Fiendish) 
  502
  Sea Serpent 
  503
  Sea Serpent (Deep) 
  504
  Seahorse (Giant) 
  505
  Seahorse (Killer) 
  506
  Seal 
  507
  Seaweed Siren 
  508
  Selkie 
  509
  Seps 
  510
  Seps (Juvenile) 
  511
  Serpentfolk 
  512
  Serpentfolk (Degenerate) 
  513
  Seru 
  514
  Seugathi 
  515
  Shadow 
  516
  Shadow (Greater) 
  517
  Shadow Demon 
  518
  Shadow Mastiff 
  519
  Shae 
  520
  Shambling Mound 
  521
  Shantak 
  522
  Shard Slag 
  523
  Shark (Blue) 
  524
  Shark (Bull) 
  525
  Shark (Dire) 
  526
  Shark (Great White) 
  527
  Shark (Hammerhead) 
  528
  Shark (Jigsaw) 
  529
  Shark (Tiger) 
  530
  Shedu 
  531
  Shinigami 
  532
  Shining Child 
  533
  Shobhad 
  534
  Shocker Lizard 
  535
  Shoggoth 
  536
  Shoki 
  537
  Shredskin 
  538
  Shriezyx 
  539
  Shulsaga 
  540
  Sikari Macaque Swarm 
  541
  Simurgh 
  542
  Sinspawn (Envyspawn) 
  543
  Sinspawn (Gluttonspawn) 
  544
  Sinspawn (Greedspawn) 
  545
  Sinspawn (Lustspawn) 
  546
  Sinspawn (Pridespawn) 
  547
  Sinspawn (Slothspawn) 
  548
  Sinspawn (Wrathspawn) 
  549
  Siren 
  550
  Siyokoy 
  551
  Skeletal Champion 
  552
  Skeleton 
  553
  Skeleton Rogue 
  554
  Skeleton Barbarian 
  555
  Skinstitch (Enhanced) 
  556
  Skinstitch (Resilient) 
  557
  Skinstitch (Standard) 
  558
  Skinwalker 
  559
  Skulk 
  560
  Skull Ripper 
  561
  Skum 
  562
  Skunk 
  563
  Skunk (Giant) 
  564
  Sleipnir 
  565
  Slime Mold 
  566
  Slithering Sundew 
  567
  Slithering Tracker 
  568
  Sloth 
  569
  Slug (Giant) 
  570
  Slug (Leopard) 
  571
  Slurk 
  572
  Snail Kite 
  573
  Snail Kite (Celestial) 
  574
  Snail Kite (Fiendish) 
  575
  Snake (Anaconda) 
  576
  Snake (Constrictor) 
  577
  Snake (Emperor Cobra) 
  578
  Snake (Giant Anaconda) 
  579
  Snake (King Cobra) 
  580
  Snake (Reef) 
  581
  Snake (Venomous) 
  582
  Snallygaster 
  583
  Solifugid (Albino Cave) 
  584
  Solifugid (Giant) 
  585
  Soul Eater 
  586
  Soulbound Doll 
  587
  Sounbound Mannequin 
  588
  Soulbound Shell (Cleric) 
  589
  Soulsliver 
  590
  Spawn of Yog-Sothoth 
  591
  Spectre 
  592
  Spellscar Fext 
  593
  Sphinx (Androsphinx) 
  594
  Sphinx (Criosphinx) 
  595
  Sphinx (Gynosphinx) 
  596
  Sphinx (Hieracosphinx) 
  597
  Spider (Black Widow) 
  598
  Spider (Cutlass) 
  599
  Spider (Drain) 
  600
  Spider (Dream) 
  601
  Spider (Giant Black Widow) 
  602
  Spider (Giant Crab) 
  603
  Spider (Giant Tarantula) 
  604
  Spider (Giant) 
  605
  Spider (Goliath) 
  606
  Spider (Ogre) 
  607
  Spider (Scarlet) 
  608
  Spider (Web Tyrant) 
  609
  
  6
  Introduction
  Spider Eater 
  610
  Spider Swarm 
  611
  Spiny Starfish 
  612
  Spriggan 
  613
  Spring-Heeled Jack 
  614
  Sprite 
  615
  Squid 
  616
  Squid (Giant) 
  617
  Squid (Vampire) 
  618
  Squirrel 
  619
  Squirrel (Flying) 
  620
  Star Monarch 
  621
  Star-Spawn of Cthulhu 
  622
  Steward of the Skein 
  623
  Stirge 
  624
  Strix 
  625
  Stymphalidies 
  626
  Suli 
  627
  Sunlord Thalachos 
  628
  Suture Vine 
  629
  Svartalfar 
  630
  Svirfneblin 
  631
  Swan (Trumpeter) 
  632
  Swan Maiden 
  633
  Swarm (Snake) 
  634
  Swarm (Venomous Snake) 
  635
  Sylph 
  636
  Syrinx Adept 
  637
  Talmandor 
  638
  Taniniver 
  639
  Tanuki 
  640
  Taotieh 
  641
  Tardigrade (Giant) 
  642
  Tarrasque 
  643
  Tarsier 
  644
  Tataka (Rakshasa) 
  645
  Tatzlwyrm 
  646
  Tendriculos 
  647
  Tenebrous Worm 
  648
  Tengu 
  649
  Tentamort 
  650
  Termite (Giant) 
  651
  Terra-Cotta Soldier 
  652
  Thais (Herald of Freedom) 
  653
  The First Blade 
  654
  The Grand Defender 
  655
  The Grim White Stag 
  656
  The Menotherian 
  657
  The Old Man 
  658
  The Prince in Chains 
  659
  The Spirit of Adoration 
  660
  The Stabbing Beast 
  661
  Therizinosaurus 
  662
  Thin Man 
  663
  Thoqqua 
  664
  Thrasfyr 
  665
  Thriae Queen 
  666
  Thriae Seer 
  667
  Thriae Soldier 
  668
  Thrush 
  669
  Thunderbird 
  670
  Tiberolith 
  671
  Tick (Giant) 
  672
  Tick Swarm 
  673
  Tiefling 
  674
  Tiger 
  675
  Tiger (Dire) 
  676
  Tikbalang 
  677
  Titan (Elysian) 
  678
  Titan (Fomorian) 
  679
  Titan (Hekatonkheires) 
  680
  Titan (Thanatotic) 
  681
  Toad 
  682
  Toad (Celestial) 
  683
  Toad (Fiendish) 
  684
  Toad (Giant) 
  685
  Toad (Glacier) 
  686
  Tojanida 
  687
  Tooth Fairy 
  688
  Tophet 
  689
  Tortoise 
  690
  Tortoise (Giant) 
  691
  Tortoise (Immense) 
  692
  Totenmaske 
  693
  Toucan 
  694
  Toucan (Celestial) 
  695
  Toucan (Fiendish) 
  696
  Trapper 
  697
  Treant 
  698
  Treant (Tobongo) 
  699
  Treerazer 
  700
  Trilobite 
  701
  Triton 
  702
  Troglodyte 
  703
  Troll 
  704
  Troll (Ice) 
  705
  Troll (Jotund) 
  706
  Troll (Moss) 
  707
  Troll (Rock) 
  708
  Troll (Scrag) 
  709
  Trollhound 
  710
  Troodon 
  711
  Trox 
  712
  Tuatara 
  713
  Tunche 
  714
  Tupliaq 
  715
  Turtle (Giant Snapping) 
  716
  Turtle (Snapping) 
  717
  Twigjack 
  718
  Tyrant Jelly 
  719
  Tzitzimitl 
  720
  Udaeus 
  721
  Uintatherium 
  722
  Umbral Sheperd 
  723
  Undine 
  724
  Unicorn 
  725
  Urdefhan 
  726
  Valkyrie 
  727
  Vampire 
  728
  Vampire Spawn 
  729
  Vampiric Mist 
  730
  Vanara 
  731
  Vargouille 
  732
  Vegepygmy 
  733
  Veiled Master 
  734
  Vemerak 
  735
  Vendenopterix 
  736
  Vespergaunt 
  737
  Vetala 
  738
  Viduus (Psychopomp) 
  739
  Violet Fungus 
  740
  Viper 
  741
  Viper (Celestial) 
  742
  Viper (Fiendish) 
  743
  Viper Vine 
  744
  Vishkanya 
  745
  Vodyanoi 
  746
  Volnagur (The End-Singer) 
  747
  Voonith 
  748
  Vouivre 
  749
  Vulture 
  750
  Vulture (Giant) 
  751
  Wallaby 
  752
  Walrus 
  753
  Walrus (Emperor) 
  754
  Warsworn 
  755
  Wayang 
  756
  Wasp (Giant) 
  757
  Wasp Swarm 
  758
  Water Orm 
  759
  Water Strider (Giant) 
  760
  Water Strider (Nymph) 
  761
  Water Wraith 
  762
  Weasel 
  763
  Weasel (Celestial) 
  764
  Weasel (Fiendish) 
  765
  Weasel (Dire) 
  766
  Weasel (Giant) 
  767
  Weedwhip 
  768
  Wendigo 
  769
  Whale 
  770
  Whale (Companion) 
  771
  Whale (Great White) 
  772
  Whirlmaw 
  773
  Wickerman 
  774
  Wight 
  775
  Wight (Brute) 
  776
  Wight (Cairn) 
  777
  Wight (Frost) 
  778
  Wikkawak 
  779
  Will-o’-Wisp 
  780
  Winterwight 
  781
  Witchcrow 
  782
  Witchcrow (Greater) 
  783
  Witchfire 
  784
  Witchwyrd 
  785
  Wolf 
  786
  Wolf (Cinder) 
  787
  Wolf (Dire) 
  788
  Wolf (Tinder) 
  789
  Wolfdog 
  790
  Wolf-in-Sheep’s-Clothing 
  791
  Wolliped 
  792
  Wolverine 
  793
  Wolverine (Dire) 
  794
  Worg 
  795
  Worg (Winter Wolf) 
  796
  Worm That Walks 
  797
  Woundwyrm 
  798
  Wraith 
  799
  Wyrwood 
  800
  Wysp (Aether) 
  801
  Wysp (Air) 
  802
  Wysp (Earth) 
  803
  Wysp (Fire) 
  804
  Wysp (Water) 
  805
  Wyvern 
  806
  Xacarba 
  807
  Xanthos 
  808
  Xenopterid 
  809
  Xiao 
  810
  Xill 
  811
  Xocothian 
  812
  Xorn 
  813
  Xtabay 
  814
  Yak 
  815
  Yaoguai 
  816
  Yellow Musk Creeper 
  817
  Yeth Hound 
  818
  Yeti 
  819
  Yhohm 
  820
  Yithian 
  821
  Ypotryll 
  822
  Yrthak 
  823
  Yuki-Onna 
  824
  Yzobu 
  825
  Zebra 
  826
  Zentragt 
  827
  Zelishkar of the Bitter Flame 
  828
  Zhyen (Air) 
  829
  Zhyen (Earth) 
  830
  Zhyen (Fire) 
  831
  Zhyen (Water) 
  832
  Zombie 
  833
  Zombie (Juju) 
  834
  Zombie Lord (Minotaur) 
  835
  Zombie (Void) 
  836
  Zomok 
  837
  Zoog 
  838
  Zuvembie 
  839
  Open Gaming License (OGL) 
  840
  
  7
  Introduction
  Introduction
  What Is This Book?
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • An authoritative listing of monsters for use in any 
  campaign setting, for adventuring parties of any size, and 
  any level.
  • A means of using any existing monster with adventures of 
  any level and difficulty.
  • A compendium of newly-created monsters, born of 
  inspiration from existing beasties you may already know 
  and love.
  • A single-source reference and repository, listing every 
  single possible monster in easy-to-reference alphabetical 
  order.
  In short, how you use this book is really dependent upon you 
  and your needs as a GM.
  Strengths
  This book is immensely valuable for GMs who want to 
  introduce a truly formidable amount of creatures into their 
  campaign, and to do so in a flexible manner.
  Prep Time: Aquilae: Bestiary of the Realm is a peerless 
  resource for GMs who want to minimize preparation time, 
  or who want to through new, unexpected combinations of 
  monsters at their players.
  Crunch: There is no other work that assembles, generates, 
  and makes available this level of pure crunch, of instantly-
  usable gaming statistics in an accessible format.  
  Single Point of Reference: Each monster entry is designed 
  to be self-contained, as much as possible: in nearly all cases, 
  you should be able to use the creature’s entry on its own, 
  without referencing any other publications or materials.
  Flexibility: If you’ve always been frustrated by the 
  restrictions of a given adventure being appropriate only “for 
  levels 4-6”, then this bestiary is for you!
  Rigor: Each and every one of the statblocks in this 
  tome was constructed using published game mechanics, 
  templates, rules, and resources.  Most have been playtested 
  in actual gaming groups, or simulated in extensive combat 
  scenarios across a range of PC compositions, levels, and 
  sizes.  Although every single monster is not going to pose 
  the identical challenge to every party—see “Weaknesses”, 
  below—every creature is constructed as best as possible to 
  represent that monster at that level of difficulty.
  Intelligence: The next section of this book introduces 
  FlexAI.  This is a revolutionarily complex, yet accessible, 
  means of simulating dynamic, contextually-appropriate 
  monster behavior in combat encounters.  Each and every 
  monster includes full FlexAI rules, including its combat 
  Role and variation, so you know how it is likely to behave in 
  combat.  This mechanic and approach takes the place of the 
  somewhat more pedestrian “Combat Behavior” description 
  that most bestiaries include alongside statblocks.  This 
  concept is explored in full, with hundreds of additional 
  resources and references, in the FlexAI Guidebook, usable on 
  its own, or as a valuable companion tome to this bestiary.
  Novelty: Of the 6,400 complete statblocks in this bestiary, 
  4,800 of them are entirely new, forged using existing game 
  mechanics, guidelines, templates, resources, and rules.  A 
  full 75% of the creatures described herein were created 
  solely for the purposes of letting GMs use monsters for 
  party levels above, or below, the levels “intended” originally 
  when the monsters were published to begin with.  In this 
  sense, this work is not only an assemblage of monsters in a 
  single repository, but also the single largest source of new 
  creatures ever conceived.
  Thoroughness: Every monster.  Ever.  Assembled in a single 
  place.  
  Integration with FlexTale: All Infinium Game Studio 
  adventures and other products use the FlexTale approach 
  to adventure content.  This innovative approach attempts 
  to make all adventure content accessible and appropriate to 
  all PC parties, of all levels.  Aquilae: Bestiary of the Realm 
  enables FlexTale support for every monster, ever published.
  Making Existing Adventures Dynamic: If you have 
  published adventures that do not use the FlexTale approach, 
  you can use this bestiary to adapt them to parties of any 
  level.
  Construction: Each and every monster has been “built” or 
  “constructed”, rather than simply fabricated.  The meaning 
  here is a little obtuse, so in more detail: each monster 
  has been incarnated from its starting statblock, and then 
  modified up and down as appropriate to generate the 
  resulting quartet of statblocks you find herein.  Hit dice have 
  been modified, feats granted, and other tricks to produce 
  contextually-appropriate scales of challenge.  Statblocks 
  have not simply been “fiddled with”, but rather templates 
  and other tools have been applied to generate the results you 
  see.  It would have been easier—SO MUCH easier!—to simply 
  fabricate statblocks and boosts, but this approach results in 
  much richer and more true-to-the-rules mechanics.
  When to Use This Book
  In short, turn to this book as a gaming tool when:
  • You want to run an adventuring session quickly, with zero 
  preparation.
  • You want to run an Infinium Game Studio adventure, or 
  another published adventure that leverages the FlexTale 
  approach to dynamic, scaled adventure content.
  • You want to introduce a monster that is not commonly 
  associated with the level that the PCs in your gaming 
  group currently are.
  • You want to surprise seasoned players with monsters 
  that they may dismiss as far beyond, or far beneath, their 
  capabilities.
  • You want the ease of having a single, authoritative 
  compendium of every single monster, ever, in a single 
  bookshelf of volumes.
  
  8
  Introduction
  • You want to introduce random, but contextually 
  appropriate, artificial intellligence-driven behavior to 
  monsters in your adventures.
  What This Book is NOT
  What This Book is NOT
  This book is intended to be a plethora, and not necessarily 
  a panacea.  It sets out to create the most flexible, most 
  complete, and most ambitious set of monsters ever 
  assembled in a bestiary, and in that regard, it excels without 
  peer.
  Many bestiaries of entirely new, custom monsters include 
  rich artwork, lavish backstories, and other features.  That is 
  not the goal of this book, and it does not set out to achieve 
  this in any way.  Other adventures, books, and products from 
  Infinium Game Studios include this approach and level of 
  detail; for the monsters included in Aquilae: Bestiary of the 
  Realm, this approach would not be appropriate.
  Artwork: It is neither logistically, nor financially, feasible to 
  include artwork for each and every monster.  In most cases, 
  the monsters in question are either well-known to veteran 
  players, or existing artwork is easily available for reference 
  in other sources.
  Conciseness: By nature, definition, and intent, this bestiary 
  is not perfectly efficient.  There is repetition.  There is 
  repetition.*  Some special abilities and apply to more than 
  one mosnter, so their descriptions may appear multiple times 
  throughout the text.  This is by design, and for two reasons: 
  first, to ensure that each entry is self-contained as much as 
  is feasible.  And second, because even though the majority of 
  a creature’s special ability description may be shared with 
  that of another monster’s, it may vary slightly.
  * Bad jokes about game mechanics are hard to come by.
  Variable Difficulty: It is a lofty goal, to have every monster 
  appropriately presentable to PCs of any quantity and level.  
  Although this bestiary accomplishes everything it sets out 
  to do in this regard, it is simply impossible to effect this 
  perfectly.  
  All monsters are not meant to be an equal challenge to every 
  level, but to represent a roughly equivalent challenge at any 
  level.  Badgers, no matter what you do to their statblocks, 
  will always be little more than a nuisance.  Similarly, 
  a Tarrasque should always represent a potential party-
  annihilating setpiece foe.  Trying to make all monsters 
  be all things to all parties would be A) impossible, and B) 
  inappropriate.
  “Squishiness”: This word is a common shorthand, and 
  refers to how PCs of higher levels can easily defeat monsters 
  and other threats of lower levels.  Some of the monsters 
  herein are indeed “squishy”, in that although they may say 
  they are “Elite” level, PCs of higher levels may not view that 
  creature as a legitimate threat to their capabilities.  This is 
  frankly unavoidable, as to a certain extent, some monsters 
  are simply tougher than others.  Making a Chicken into a 
  threat appropriate to face Level 20 PCs would mean it is 
  unrecognizable as a Chicken.  Instead, interpret an “Elite” 
  Chicken as one that should be presented to higher-level 
  characters.  They will still be able to slay it just as easily, 
  if not much more easily, than they could the Low-caliber 
  Chicken’s statblock when they were lower level.
  “Impossibles”: Some monsters are completely, entirely, 
  inappropriate for lower-level adventurers, even if they’re 
  listed as “Low” difficulty level.  Level 2 PCs cannot hit a 
  monster with an insanely high Armor Class, no way around 
  it.  In these scenarios—most often with monsters with 
  Combat Roles of Elite or Solo—the monster is, and should 
  be, considered beyond the capabilities of characters of those 
  lower levels. 
  Instead, consider deploying the lower-Difficulty iterations 
  of such monsters as easier-to-defeat threats for higher-
  level PCs, or as “plot blockers” for low-level PCs.  Facing 
  a Tarrasque at Level 4, even in the context of the FlexTale 
  approach to things, should signal certain defeat to any party.
  Weaknesses: When NOT to Use 
  This Book
  Although Aquilae: Bestiary of the Realm was designed to 
  be the most complete, extensive, ambitious, and flexible 
  bestiary ever created, there are still cases where it’s perhaps 
  not the best solution. 
  When faced with the following scenarios, you may wish to 
  consider other alternatives.
  • Story: There is no adventure here.  Or, rather, there is 
  fodder to help fuel thosuands, endless, adventure... but 
  no true plot to speak of.  You knew that when you saw the 
  word “Bestiary” on the title, though.
  • Adventure Hooks: Some smaller bestiaries include 
  suggestions of how a given monster might be best 
  incorporated into your adventuring.  That was not the 
  intent in this tome.  There is no room for this, and besides, 
  in many cases, such tools are already available.
  • Background, Context, and “Flavor/Fluff”: This is a work 
  of crunch—of pure game mechanics, rules, and guidelines.  
  It is not a story, and does not provide a great deal of flavor 
  text for the monsters.  Most are well-known; descriptions 
  or “soft content” for others are already available 
  elsewhere.
  • Exacting Level-Scaled Context: This book strives to make 
  every creature available for use with any adventuring 
  party.  That’s not mechanically, or sanely, possible to 
  achieve to perfection.  In a gaming group that is ruthlessly 
  Rules as Written (RAW), with no flexibilty for fudging 
  dice, rounding up or down, or otherwise bending the 
  rules to ensure a good time versus compliance with 
  mathematics, then this bestiary is probably not the best 
  tool... and neither is the FlexTale approach to things in 
  general.
  • Perfect Challenge Rating Adherence: If you are using the 
  rules for creating encounters that use Challenge Rating as 
  an explicit mathematical guideline, then you may wish to 
  apply additional review and rigor to your process when 
  using Aquilae: Bestiary of the Realm (see How to Use 
  This Book, below).
  How to Use This Book
  How to Use This Book
  There is no wrong way to use Aquilae: Bestiary of the 
  Realm.  But it may help to consider a number of different 
  ways of using it... some of which may not have occured to 
  
  9
  Introduction
  you!
  With FTEG
  The FlexTale Encounter Generator (FTEG) is at the heart 
  of Infinium Game Studio’s approach to dynamic adventure 
  content.
  Used with this Bestiary, the FTEG contains encounter 
  FlexTables that allow GMs to generate contextually-
  appropriate combat encounters for PCs of any level, all with 
  a simple roll of the dice.
  With IGS Adventures
  All Infinium Game Studios adventures and products use 
  the FlexTale approach to dynamic adventure content.  As a 
  result, these adventures leverage monsters in this bestiary, 
  with no additional work needed.
  With Other Published Adventure 
  Content
  You can take any non-FlexTale adventure and adapt it to 
  be more appropriate to PCs of any level, rather than the 
  restriction of most published products being “levels X to Y”.  
  Simply take the monsters included in such adventures, and 
  use the version of that monster that’s most appropriate for 
  your PCs’ level.
  With Homebrew Content
  For those who like to roll their own, this bestiary makes 
  creating combat encounters super easy: any monster can 
  appear as a threat to any PCs, so let your imagination run 
  wild!  Alternately, you can save yourself even more time by 
  using Aquilae: Bestiary of the Realm in concert with the 
  FlexTale Encounter Generator.
  Rarity
  The FlexTale Encounter Generator goes into elaborate 
  and fully-scaled detail for every monster, in every terrain 
  context.
  As a result, the Bestiary itself merely lists a quick shorthand 
  as to rarity, using the simple nomenclature of “Common”, 
  “Uncommon”, and “Rare”.
  Occurences
  Each monster lists whether it is encountered on its own, or 
  in a group.  This is useful for monsters that might otherwise 
  seem “squishy”; simply include more than just the one to up 
  the threat level.
  Challenge Rating
  The short version here is that CRs are not slavishly stringent 
  in Aquilae: Bestiary of the Realm.  It would be nearly 
  impossible to create CR-compliant listings for each monster.
  Instead, CRs listed herein reflect the Hit Dice of the creatures 
  and statblocks invovled.  In many cases, this means that the 
  CR listed is likely higher than you might expect, particularly 
  for “squishy” monsters who were “evolved” from lower-CR 
  origins.
  In these scenarios, recall that the FlexTale approach, and 
  the intent behind this Bestiary, is to present appropriate 
  challenges for parties of varying levels, not perfect threats 
  for exact levels.
  OSR Rules Extensions
  OSR Rules Extensions
  Pathfinder is a massively complex tabletop RPG rules 
  system.  OSR is designed to be simple, old-school, and 
  straightforward.  
  Out of necessity, then, adapting monsters from Pathfinder 
  into OSR introduces some new wrinkles.  It is simply not 
  feasible to translate complex content into simple content, 
  and have that original content still contain meaningful 
  differences, across over 1,650 monsters, without introducing 
  some small new rules.
  What follows is a smattering of new rules features that are 
  suggested addenda to your OSR rules set.  You are free to 
  use, or ignore, them, in any combination, as it suits both 
  your needs as a GM, and your flavor of OSR retroclone.
  Grappling
  One creature may attempt to grapple with another.  To 
  keep things simple, the grappling creature declares this as 
  its intent, and makes an attack roll against the defending 
  creature.  
  Success means no damage is inflicted, but the grapple is 
  established.  The grappling creature automatically hits the 
  grappled creature each round with its melee attacks, and 
  may have additional effects (e.g., swallowing whole).  
  Unless otherwise indicated, a grappled creature may not 
  make attacks or move, but may spend its turn breaking the 
  grapple by succeeding in an attack roll of its own against the 
  grappling creature.
  Ability Score Damage
  Poisons, curses, and many other effects may impact this 
  effect.  If your rules system uses Ability Score Damage, then 
  use its rules for it.  
  Otherwise, a creature with ability score damage suffers 
  all the effects of the reduced ability score(s): a lowered 
  Constitution means reduced maximum and current Hit 
  Points; Strength damage affects damage inflicted in combat, 
  and so on.  For all purposes, a creature with a damaged 
  ability score treats its ability score as the damaged value.
  Ability score damage is healed at a rate of one (1) point per 
  ability score, per day, restored following a full overnight 
  rest.  If the victim does not enjoy a full rest, it does not 
  recover any ability score damage.
  Any magical healing enjoyed by the victim automatically 
  restores ability score damage at the same rate: 1 point, per 
  damaged ability score, regardless of the amount of hit point 
  damage healed.  
  
  10
  Introduction
  A victim currently at its maximum hit point total who 
  receives magical healing of any kind recovers from all ability 
  score damage.
  It is left to the GM’s discretion as to the effects of specific 
  healing and other magical effects (regeneration, restoration, 
  wish, miracle, and so on) relative to ability score damage.
  If at any time a creature has a zero, or negative, value for 
  one or more of its ability scores, it suffers additional effects, 
  as follows, until the score is raised to 1 or higher.
  Unless otherwise noted, there are no lasting effects to having 
  “zeroed out” one or more ability scores through damage, 
  though in certain cases, particularly those involving negative 
  values, the GM may inflict additional lasting penalties, at her 
  discretion.
  • Strength: The creature cannot attack, defend, move, or 
  carry objects.  It must lie inert until it recovers a positive 
  Strength value.  It automatically fails all Paralysis saving 
  throws.
  • Dexterity: The creature cannot attack, defend, move, or 
  cast spells.  It may stand and move at 5’ per round until it 
  recovers a positive Dexterity value.  It automatically fails 
  all Breath saving throws.
  • Constitution: The creature must make a Death saving 
  throw every round it has a zero or negative Constitution.  
  Any failed save means it dies.  During this time, it 
  automatically fails any other Death saving throw it is 
  required to make.
  • Intelligence: The victim may not cast spells, speak, or 
  understand anything that is going on around it.  They have 
  neither short- nor long-term memory, though memories 
  formed prior to “zeroing out” are retained.  The victim 
  automatically fails any Spell saving throw.
  • Wisdom: The victim automatically fails any Wand saving 
  throw, and cannot make skill checks, ability checks, or use 
  class features which rely upon rolling dice to randomize 
  outcome.  It may attack, but is Confused (see below).
  • Charisma: The victim is repellent; all other creatures 
  must make a Paralysis saving throw to approach the 
  victim.  The victim automatically fails any Wand saving 
  throw or any induced by a creature with a Charisma 
  higher than its original, undamaged value.
  Conditions
  • Bleed: Each round on its own turn, the victim suffers the 
  amount of Bleed damage again until it receives healing 
  (magical or mundane unless otherwise noted).
  • Blinded: Victims suffer a -4 penalty to their attack rolls, 
  Armor Class, and any skill or ability checks that require a 
  die roll to randomize outcome.  They may attack, but there 
  is a 50% chance they will miss even if they succeed at 
  their penalized attack roll.
  • Confused: A confused victim may attack, but has an equal 
  chance of attacking a friendly creature than an enemy 
  each time it does.
  • Cowering: Victim may not attack, and suffers a -4 penalty 
  to its Armor Class.  It may not move and can take no other 
  actions until cured of this condition.
  • Dazed: Victim may not attack, but can otherwise act 
  normally.  (Targeting a spell at an enemy counts as an 
  attack.)
  • Dazzled: Victim suffers a -2 penalty on its attack rolls.
  • Deafened: Cannot hear (obviously).
  • Entangled: Cannot run, charge, or otherwise maneuver 
  except to move in a single direction up to half its normal 
  speed.  Suffers a -2 penalty on attack rolls and Armor 
  Class.
  • Exhausted: May only move up to half normal speed; 
  cannot run, charge, or otherwise maneuver; suffers a -4 
  penalty to Strength and Dexterity scores.  (Note this is not 
  ability score damage, but a temporary reduction until the 
  Exhausted condition is removed.)
  • Fascinated: May not move, attack, or otherwise act; must 
  stare at the source of the Fascination.
  • Fatigued: Cannot run, charge, or otherwise maneuver; -2 
  penalty to Strength and Dexterity scores.
  • Frightened: Cannot attack the source of its fear and 
  must move away from it each round if it can.  Suffers a -2 
  penatly on saves and attack rolls.
  • Incorporeal: May only be struck by magic, but even so, 
  there is a 50% chance they will not be affected.  Ghost 
  touch effects or those described as affecting incorporeal 
  creatures “normally” ignore this condition.
  • Invisible: Cannot be seen; gains a +2 bonus on attack rolls 
  against visible targets.  Most invisibility dissolves once the 
  invisible creature attacks.
  • Nauseated: Cannot attack, cast spells, or otherwise act; 
  may move normally.
  • Panicked: As Frightened, but the victim drops whatever 
  they are holding, cannot attack, and cannot cast spells or 
  otherwise do anything but move away from the source of 
  its fear.
  • Paralyzed: Cannot move; suffers a -6 penalty to its Armor 
  Class.
  • Shaken: Suffers a -2 penalty on attack rolls and saves.
  • Sickened: Suffers a -2 penalty on attack and damage rolls.
  • Staggered: Victim may make a move, or attack, but not 
  both, on its turn.
  • Stunned: Drops everything held, cannot take any actions, 
  and suffers a -2 penalty to its Armor Class.
  Actions
  Pathfinder has many different kinds of Actions.  This section 
  clarifies how they map to common OSR terminology:
  • Standard Action: Attacking or moving.
  • Move Action: Moving.
  • Swift Action: You may make up to one of these per turn in 
  addition to other actions.
  • Immediate Action, Free Action: You can take any number 
  of these, at any time, even if it’s not your turn.
  • Full-Round Action: If you don’t move, and aren’t 
  otherwise affected by any Conditions, and have no 
  Dexterity ability score damage, you may make one full-
  round action per turn.
  
  11
  Introduction
  Caster Level
  Unless otherwise specified, the Caster Level for an effect is 
  equal to the Hit Dice of the creature casting it, plus 5.
  Damage Types
  Generally speaking, the differentiation as to what sort of 
  damage a creature suffers is only meaningful if it possesses 
  resistance, or vulnerability, to that type of damage.  
  Otherwise, ignore the damage type.
  Variable Challenge
  Variable Challenge
  One might argue that the Variable Challenge concept is at 
  the very heart of Aquilae: Bestiary of the Realm and why it 
  exists in the first place.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, 
  in common parlance—varies, of course.  Some GMs love 
  crunch, and spend a majority of their prep time creating and 
  refining their challenges to ensure the crunch is accurate and 
  appropriately challenging.  On the other end of the spectrum 
  are “by the seat of their pants” GMs, who ignore crunch 
  almost entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run 
  with PCs of various levels, all NPCs and monsters in this 
  adventure have four separate sets of statistics.  
    These represent iterations of the creature in four 
  distinct scales of challenge.  These scales are referred to, 
  in ascending difficulty, as Low, Moderate, Advanced, and 
  Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.  You may 
  see this referred to as “1L”.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.  You may see this referred to as “2M”.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant for 
  adventurers of the same levels.  You may see this referred to 
  as “3A”.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  These 
  stat blocks are designed for PCs above 15th level.  You may 
  see this referred to as “4E”.
  To avoid confusion, elsewhere in the text outside of the 
  creature’s quadded stat block definition, the statistics 
  referred to are the Low, or default, block.  For example, the 
  condensed, “vital stats” block that is shown in red where the 
  NPC or monster is introduced in the adventure uses the Low 
  values.
  
  12
  A
  Monster Reference
  Monster Reference
  
  13
  A
  Crunch and Fluff
  Crunch and Fluff
  “Crunch” is a term commonly used to refer to the dozens of 
  statistics that describe a creature from the standpoint of raw 
  game mechanics.  Although there is a great deal of flexibility 
  in these stat blocks being used to convey flavor, demeanor, 
  behavior, and personality, such “softer” yet still important 
  game elements are often referred to as “fluff”.
  Each GM and player has their own relationship to these 
  game elements, and preferences as to their balance in 
  gameplay.  Some groups live by crunch, and largely ignore 
  fluff; adventures tend to be little more than an organized 
  dungeon crawl, and min/maxing your PC’s character 
  options and equipment is commonplace.  Other groups 
  focus solely on storytelling, and use game mechanics only 
  when it’s necessary to introduce a bit of randomness to the 
  proceedings.  
  You can have a great deal of fun at either end of the 
  spectrum, or anywhere in between!  
  Quadded Stat Blocks and Default 
  Language
  Any of a creature’s fluff uses language assuming that you 
  are playing the 
   Low level of difficulty version of that 
  creature.  For example, the Low level of an NPC might 
  wield a run-of-the-mill rapier, and the Elite version might 
  instead use a +3 corrosive burst rapier; the descriptions that 
  accompany that NPC would refer merely to her rapier as the 
  default equipment.  Similarly, any illustrations drawn will 
  typically use imagery associated with Low-challenge gear 
  and items.
  Header
  The header is simply the name of the monster.  NPCs have 
  a name, and also parenthetically their position, job title, 
  profession, or how they are best known.  
  It’s worth noting that not every monster and NPC is meant 
  to be defeated in combat… in fact, the GM is encouraged 
  to award XP only for combat that is consistent with the 
  alignment and characters of the PCs, or if they are forced 
  into combat by circumstances beyond their control.  A Lawful 
  Good Paladin, for example, should not reap XP for conducting 
  a baseless murder spree of first-level townsfolk.
  Quadded Stat Blocks
  Note that unless otherwise specified, bonuses and penalties 
  from all sources should be included already in the figures 
  provided.  For example, the Attacks section should reflect 
  ability score modifiers, skill and feat modifiers, special 
  ability / special quality modifiers, and modifiers derived 
  from the enhancement bonuses of the weapon itself.
  Treasure
  If the creature carries wealth, jewels, or valuables beyond 
  their equipment listed earlier, such booty is described here.  
  Creatures whose only possessions are arms and armor might 
  not have this section at all.
  
  14
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Gore 1d4
  Gore 1d4
  Gore 1d6
  Gore 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Herd Animal (Ram)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Mountains
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  
  15
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Gore 1d6 or Hoof 
  1d4
  Gore 1d8 or Hoof 
  1d6
  Gore 1d8 or Hoof 
  1d6
  Gore 2d6 or Hoof 
  1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Herd Animal (Stag)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Herd (3-20x)
    Treasure
  None
  
  16
  H
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Gore 2d6
  Gore 3d6
  Gore 3d6
  Gore 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Stampede
  A stampede occurs if three or more creatures with stampede make a trample attack 
  while remaining adjacent to each other.  While stampeding, the creatures can 
  trample foes of their size or smaller, and victims suffer an additional -2 penalty for 
  each creature beyond 3 involved.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Herd Animal (Storval Aurochs)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  
  17
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d4 or Tail 
  Slap 1d4
  Bite 1d6 or Tail 
  Slap 1d6
  Bite 1d6 or Tail 
  Slap 1d6
  Bite 1d8 or Tail 
  Slap 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Water 
  Dependency
  This creature can survive out of the water for only 1 hour per point of Constitution. 
  Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.
  Hippocampus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or School (3-16x)
    Treasure
  None
  
  18
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d6 or Tail 
  Slap 1d4
  Bite 1d8 or Tail 
  Slap 1d6
  Bite 1d8 or Tail 
  Slap 1d6
  Bite 2d6 or Tail 
  Slap 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)  Swim 240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Hippocampus (Divine)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or School (3-16x) / Companion
    Treasure
  None
  
  19
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d4 or Tail 
  Slap 1d4
  Bite 1d6 or Tail 
  Slap 1d6
  Bite 1d8 or Tail 
  Slap 1d8
  Bite 2d6 or Tail 
  Slap 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  15’ (5’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  450
  900
  1,100
    Special Abilities
  -
  -
  Hippocampus (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  20
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d4 or Tail 
  Slap 1d4
  Bite 1d6 or Tail 
  Slap 1d6
  Bite 1d6 or Tail 
  Slap 1d6
  Bite 1d8 or Tail 
  Slap 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  -
  -
  Hippocampus (Polar)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Herd (3-20x)
    Treasure
  None
  
  21
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 1d8 or Claw 
  1d8
  Bite 2d6 or Claw 
  2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Fly 300’ (100’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Hippogriff
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Flight (7-12x)
    Treasure
  None
  
  22
  H
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 2d6
  Bite 2d8
  Bite 3d8
  Bite 4d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sweat
  A hippo's reddish sweat protects it from nonlethal damage from hit environments, 
  and grants it a +4 bonus on saving throws against nonmagical disease.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Hippopotamus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Rivers
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Bloat (3-20x)
    Treasure
  None
  
  23
  H
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 4d6
  Bite 4d6
  Bite 4d8
  Bite 6d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Sweat
  A hippo's reddish sweat protects it from nonlethal damage from hit environments, 
  and grants it a +4 bonus on saving throws against nonmagical disease.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Hippopotamus (Behemoth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Rivers
    Rarity
  Common
    Role
  Brute / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  24
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1
  1+1
  1+3
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  250
  450
    Special Abilities
  -
  -
  Hippopotamus (Pygmy)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Rivers
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Bloat (3-20x) / Companion
    Treasure
  None
  
  25
  H
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Swarm 2d6
  Swarm 3d6
  Swarm 4d6
  Swarm 5d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  89
  10
  10
  12
  10
  6788
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Corrosive Blood
  Every time the hive creature is damaged by a piercing or slashing weapon, the attacking creature takes 1d6 acid damage (or 
  double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive 
  creature has the swallow whole ability, it adds this damage to its swallow whole damage.
  Death Throes
  When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This pool 2d6 deals acid damage for 
  3 rounds to objects and creatures in those squares (Breath save halves). This acid damages whatever surface it is on, and if it 
  deals enough damage to destroy the surface, the acid falls down to any subsequent floor below and continues to deal damage.
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Spell 
  save negates the effect.
  Hive Mind
  Hive creatures have no language of their own, instead communicating simple concepts via pheromone discharge and body 
  language that other creatures with the hive subtype understand. This ability functions within line of sight. If one hive creature is 
  able to act in the surprise round of combat, all other hive creatures in line of sight can also act, and a hive creature isn't flanked 
  unless all hive creatures within line of sight are flanked.
  Infest
  A hive larva swarm can enter the body of a single helpless living creature. When it does so, a portion of the swarm enters 
  a creature's mouth and gestates for 1d4 minutes. The gestated larvae ravage the host for 24 hours, during which time the 
  infested creature falls unconscious and can't be woken by any means. During this period the larvae are vulnerable to expulsion 
  by remove disease. If successful, the hive larvae die inside of the host, dealing another 1d6 points of acid damage. After 
  24 hours, the hive larvae achieve symbiosis. The host awakens feeling healthy but hungry. Spells such as diagnose disease 
  and Heal checks used to detect disease no longer detect the hive infestation, and the host creature is now treated as both its 
  original creature type and an aberration for purposes of spells and effects (whichever is worse). If the host dies at this point, the 
  larval infestation dies as well. However, if the host is then returned from the dead, the larvae are returned to life as well. The 
  swarm fully matures 2d12 hours after symbiosis. By this point, there is no way to save the host short of a miracle or wish spell. 
  Each round for 2d12 rounds, the host suffers agonizing pain and must succeed at a Death save or be nauseated for 1 round. 
  On each failed save, the host takes 4d6 points of damage as the mature hive creature forcibly separates itself. At the end of the 
  2d12 rounds, or after the host is slain by the damage, a fully formed hive creature (usually a hive warrior) explodes from within, 
  destroying the host's body.
  Poison
  Swarm-injury; save Death; frequency 1/round for 6 rounds; effect 1d6 Constitution damage; cure 2 consecutive saves.  
  Hive Larva Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Hive (1-20x+)
    Treasure
  Incidental
  
  26
  H
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Bite 1d10 or Claw 
  1d8 or Tail Slap 
  1d10
  Bite 1d10 or Claw 
  1d8 or Tail Slap 
  1d10
  Bite 2d6 or Claw 
  1d10 or Tail Slap 
  2d6
  Bite 4d6 or Claw 
  3d8 or Tail Slap 
  4d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Corrosive Blood
  A hive creature's blood is highly caustic. Every time the hive creature is damaged by a piercing or slashing 
  weapon, the attacking creature takes 2d6 acid damage (or double damage if the attack is a critical hit). Using a 
  reach weapon does not endanger the attacker in this way. If the hive creature has the swallow whole ability, it 
  adds this damage to its swallow whole damage.
  Death Throes
  When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This pool deals 2d8 
  acid damage for 3 rounds to objects and creatures in those squares (Breath save halves). This acid damages 
  whatever surface it is on, and if it deals enough damage to destroy the surface, the acid falls down to any 
  subsequent floor below and continues to deal damage.
  Egg Layer
  Once per week, a hive queen can lay a cluster of eggs, which hatch into 2d6 hive larvae swarms after 1d4 days.
  Hive Mind
  Hive creatures have no language of their own, instead communicating simple concepts via pheromone 
  discharge and body language that other creatures with the hive subtype understand. This ability functions within 
  line of sight. If one hive creature is able to act in the surprise round of combat, all other hive creatures in line of 
  sight can also act, and a hive creature isn't flanked unless all hive creatures within line of sight are flanked.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Hive Queen
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary or Hive (1+)
    Treasure
  Incidental
  
  27
  H
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Acid Spit 4d4 or 
  Bite 1d4 or Claw 
  1d3 or Tail Slap 
  1d4
  Acid Spit 5d6 or 
  Bite 1d6 or Claw 
  1d4 or Tail Slap 
  1d6
  Acid Spit 6d8 or 
  Bite 1d8 or Claw 
  1d6 or Tail Slap 
  1d8
  Acid Spit 8d6 or 
  Bite 2d6 or Claw 
  1d8 or Tail Slap 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Acid Spit
  A hive warrior can spray acid as a ranged touch attack out to a maximum range of 20 feet. Creatures struck by 
  this spray takes 2d6 acid damage. Additionally, creatures damaged by a hive warrior's acid spit continue to take 
  the same amount of acid damage for the next 1d3 rounds. A successful Breath save halves the initial damage 
  and negates the ongoing damage.
  Corrosive Blood
  A hive creature's blood is highly caustic. Every time the hive creature is damaged by a piercing or slashing 
  weapon, the attacking creature takes 1d6 acid damage (or double damage if the attack is a critical hit). Using a 
  reach weapon does not endanger the attacker in this way. If the hive creature has the swallow whole ability, it 
  adds this damage to its swallow whole damage.
  Death Throes
  When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This pool deals 2d4 
  acid damage for 3 rounds to objects and creatures in those squares (Breath save halves). This acid damages 
  whatever surface it is on, and if it deals enough damage to destroy the surface, the acid falls down to any 
  subsequent floor below and continues to deal damage.
  Hive Mind
  Hive creatures have no language of their own, instead communicating simple concepts via pheromone 
  discharge and body language that other creatures with the hive subtype understand. This ability functions within 
  line of sight. If one hive creature is able to act in the surprise round of combat, all other hive creatures in line of 
  sight can also act, and a hive creature isn't flanked unless all hive creatures within line of sight are flanked.
  Rending 
  Mandibles
  When a hive warrior confirms a critical hit with its bite, it deals equal damage to the creature's armor.
  Hive Warrior
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary or Hive (1-50x+)
    Treasure
  Incidental
  
  28
  H
  AC 
  Armor Class
  9 [10]
  7 [12]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Longsword 1d6 or 
  Longbow 1d6/x3
  Longsword 1d8 or 
  Longbow 1d8/x3
  Longsword 1d8+1 
  or Longbow 1d8/
  x3
  Longsword 1d10+1 
  or Longbow 1d8/
  x3
  THACO
  19 [0]
  16 [+3] 
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  75
  275
  650
    Special Abilities
  Bravery
  You gain a +3 bonus to saves against fear effects.
  Sneaky
  Hobgoblins gain a +4 racial bonus on Stealth checks.
  Hobgoblin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Common
    Role
  Soldier / Minion
    # Encountered
  Gang (4-9x), Warband (10-24x), or Tribe (25x+)
    Treasure
  Standard
  
  29
  H
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4 or Tail Slap 
  1d3
  Bite 1d8 or Claw 
  1d6 or Tail Slap 
  1d4
  Bite 2d6 or Claw 
  1d8 or Tail Slap 
  1d6
  Bite 3d6 or Claw 
  2d6 or Tail Slap 
  1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Toss
  A hodag charging 20 feet or more that damages a foe with an attack can throw its 
  foe with a special attack. The opponent must be corporeal and smaller than the 
  hodag. If the attack roll succeeds, the hodag's opponent is thrown 10 feet through 
  the air in a direction chosen by the hodag and falls prone. The hodag can only toss 
  its opponent in a straight line. If an obstacle prevents the creature's movement, both 
  the creature tossed and the object struck take 1d6 points of bludegoning damage, 
  and the creature falls prone in the space adjacent to the obstacle. A hodag can also 
  toss an opponent 10 feet up into the air. The victim lands in the same square it 
  started in, falls prone, and takes 1d6 points of bludgeoning damage.
  Trackless
  A hodag sweeps its tail behind itself in a way that obscures its tracks. Attempts to 
  track a hodag have their normal DC increased by +10.
  Hodag
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Marshes
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  30
  H
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  5
  6
  9
  10
  ATT Attacks
  Bites 4d4
  Bites 4d8
  Bites 4d10
  Bites 6d10
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  150’ (50’)  Climb 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  1,100
  1,350
    Special Abilities
  Channel Negative Energy
  This creature can channel negative energy in a 30-foot burst as an evil cleric. This ability requires no divine focus and inflicts 
  2d6 damage against living creatures (Death save halves), healing undead for the same amount.
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including 
  effects that rely on the use of channel energy.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Dessication Aura
  A cloud of moisture-draining dust fills the air in a 30-foot radius around a hollow serpent. Living creatures within this area 
  must make a Death save or suffer 2d4 damage as water is leached from their flesh. Whether or not the save is successful, a 
  creature cannot be affected again by the same hollow serpent's desiccation aura for 24 hours. Creatures without fleshy bodies 
  are immune to this aura, while creatures with the aquatic or water subtypes take a -4 penalty on the saving throw. 
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain 
  inflicts 1d4 points of Constitution damage in the victim.  If an attack that includes an energy drain scores a critical hit, it 
  instead inflicts 1d6 points of Constitution damage.  A draining creature regains 5 hit points (10 for a critical hit) each time this 
  effect occurs.  
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Hollow Serpent
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  Double
  
  31
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 150’ (50’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/minute for 60 minutes; effect sleep for 1 
  minute; cure 1 save.
  Telepathic Link
  A homunculus cannot speak, but the process of creating one links it telepathically 
  with its creator. A homunculus knows what its master knows and can convey to him 
  or her everything it sees and hears, out to a distance of 1,500 feet.
  Homunculus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  32
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Hoof 1d4
  Hoof 1d6
  Hoof 1d6
  Hoof 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Horse
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  
  33
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  3
  4
  5
  ATT Attacks
  Hoof 1d3
  Hoof 1d4
  Hoof 1d4
  Hoof 1d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Horse (Pony)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  
  34
  H
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d10 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  Bite 4d6 or Claw 
  3d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  120’ (40’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose 
  of resolving resistance.
  Angled Entry
  Hounds of Tindalos move through the dimensions in ways other creatures cannot 
  comprehend. They may use teleport (self only) once per round as a swift action and plane 
  shift (self only) 3/day as a standard action (caster level 10th). A hound of Tindalos can use 
  these powers anywhere, but its destination point must be adjacent to a fixed angle or corner 
  in the environment, such as a wall, floor, or ceiling (as determined by the GM); temporary 
  angles created by cloth, flesh, or small items are not sufficient. It cannot use these abilities to 
  enter curved architecture or open outdoor environments.
  Otherworldly 
  Mind
  Any non-fiend attempting to read the thoughts of a hound of Tindalos or communicate with 
  it telepathically takes 5d6 points of psychic damage and must make a Wand save or become 
  confused for 2d4 rounds. This is a mind-affecting effect.
  Ripping Gaze
  2d8 slashing damage, 30 feet, Paralysis save negates. A creature that succeeds on its save is 
  immune to that hound's gaze for 24 hours.
  Hound of Tindalos
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Pack (2-12x)
    Treasure
  None
  
  35
  H
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Club 1d3
  Club 1d4
  Club 1d6
  Club 1d8
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  A domovoi can assume the appearance of a cat or dog, but retains most of its own 
  physical qualities.
  Telekinesis
  A domovoi defends itself and its home through telekinesis. This ability functions as 
  the spell Telekinesis, usable at will, with a caster level of 17. A domovoi can use the 
  ability on objects weighing up to 50 pounds. If a domovoi attempts to hurl a creature 
  with this ability, that creature can resist the effect with a successful Wand save.  This 
  ability is a standard action once every 1d4 rounds.
  House Spirit (Domovoi)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Gathering (2-6x)
    Treasure
  None
  
  36
  H
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Pitchfork 1d6
  Pitchfork 1d8
  Pitchfork 1d10
  Pitchfork 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  House Spirit (Dvorovoi)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gathering (2-6x)
    Treasure
  None
  
  37
  H
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d6
  Claw 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Luck Touch
  With a claw attack or touch attack, an ovinnik can alter a creature's luck. If the target 
  fails a Spell save, it either gains a +4 bonus or suffers a -4 penalty (ovinnik's choice) 
  on its next three d20 rolls. The target can choose to automatically fail the saving 
  throw, but must choose before it knows whether the touch will be beneficial or 
  harmful. 
  House Spirit (Ovinnik)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  38
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bite 1d8 or Quills 
  1d4
  Bite 2d6 or Quills 
  1d6
  Bite 2d6 or Quills 
  1d6
  Bite 3d6 or Quills 
  1d8
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and 
  Evil for the purpose of resolving resistance.
  Howl
  A howler's constant howling is a grating, exhausting baying that can drive listeners 
  insane. All beings other than outsiders within 120 feet of a howling howler must 
  succeed on a Death save or become cursed by the creature's howl. Once a creature 
  becomes cursed in this way, she takes no additional penalty for being exposed to 
  additional howlers' howls until the current howler curse is lifted. This is a sonic mind-
  affecting effect. Howler Howl: Curse; save Death negates; frequency 1/hour; effect 
  -4 INT; cure 1 save.  
  Pain
  Whenever a creature takes damage from a howler's quill attack or its quill defense, 
  that creature must make a Breath save or a quill breaks off in its flesh, causing the 
  target to become sickened until the quill is removed. 
  Quill Defense
  Any creature that strikes a howler with a non-reach melee weapon, unarmed strike, 
  or natural weapon takes 2d4 piercing damage from the howler's quills and suffers 
  from the howler's pain attack.
  Howler
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (Abyss)
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pack (2-4x0
    Treasure
  Incidental
  
  39
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d8
  Claw 1d10
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Disease
  Filth fever: Injury; save Death; onset 1d3 days; frequency 1/day; effect 1d3 Dexterity 
  damage and 1d3 Strength damage; cure 2 consecutive saves.  
  False Humanity
  During the day, a huecuva is cloaked in an illusion that makes it look, sound, and 
  feel like the living creature it once was. This effect functions similarly to disguise 
  self-if a creature interacts directly with a huecuva, it can attempt a Wand save to see 
  through the illusion. Regardless, the huecuva's scent never changes-it always exudes 
  a faint stench of grave dust and decay. Creatures with the scent ability receive +4 
  bonus on any saving throw made to see through this illusion. At night (regardless of 
  whether the huecuva itself knows night has fallen) this illusion fades and reveals the 
  creature for what it truly is. 
  Huecuva
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Cloister (3-10x)
    Treasure
  Standard
  
  40
  H
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Slam 1d4 or Tail 
  Slap 1d4
  Slam 1d6 or Tail 
  Slap 1d6
  Slam 1d8 or Tail 
  Slap 1d8
  Slam 2d6 or Tail 
  Slap 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Lashing Tail
  A huldra's tail slap is a primary attack. In addition, each time a huldra damages a creature with her 
  tail slap, she inflicts 1d6 points of Dexterity damage, causing her target to grow progressively more 
  deformed with each strike. A successful Death save negates the ability damage. 
  Manipulate Luck
  Once per day, a huldra can manipulate another creature's luck by spending a full-round action, 
  during which the huldra must remain in physical contact with the target creature. When the huldra 
  uses this ability, she must choose whether she is imparting good luck or bad luck. A creature granted 
  good luck gains a +2 luck bonus on all saving throws, attack rolls, and skill checks, while a creature 
  afflicted with bad luck takes a –4 penalty on all saving throws, attack rolls, and skill checks. A 
  successful Wand save negates the effect. Huldras cannot be the target of this ability. This effect lasts 
  for 24 hours and is a curse effect.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Huldra
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests or Mountains
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Family (3-9x)
    Treasure
  Standard
  
  41
  H
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  9 + 9
  11 + 11
  ATT Attacks
  Longsword 2d6 or 
  Rock 1d8 or Slams 
  2d6
  Longsword 3d6 or 
  Rock 1d8 or Slams 
  2d6
  Longsword 4d6 or 
  Rock 1d8 or Slams 
  2d8
  Longsword 6d6 or 
  Rock 1d8 or Slams 
  3d8
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  1,350
  1,500
    Special Abilities
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be 
  reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Prismatic Aura
  As a standard action once per day, a humbaba can activate its prismatic aura. Doing 
  so causes brilliant light to radiate from the humbaba to a radius of 30 feet. Enemies 
  must save vs. Wand or suffer the humaba's choice of the following: blindness, 
  deafness, or paralysis. Once activated, a humbaba's prismatic aura lasts for 7 
  rounds. 
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant 
  ability.
  Humbaba
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  42
  H
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  9 + 9
  10 + 10
  ATT Attacks
  Bite 1d10 or Claw 
  1d6
  Bite 1d10 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 4d6 or Claw 
  3d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Devastating Bite
  A hungerer's bite deals x4 damage on a successful critical hit. If this damage is 
  enough to reduce a victim to negative hit points, the victim must succeed at a Death 
  save to avoid being decapitated, bitten in half, or otherwise instantly killed by the 
  horrific wound. 
  Vile Spew
  Whenever a hungerer takes damage, the resulting wound spews a great gout of vile 
  blood and acid. Any creature adjacent to a hungerer when it is wounded takes acid 
  damage (Breath flex save negates).
  Wisdom Drain
  A hungerer inflicts 2 points of Wisdom damage each time it strikes a foe with its bite 
  or claw attacks.
  Hungerer
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary or Feast (2-5x)
    Treasure
  Standard
  
  43
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move 
  through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when 
  squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Disease
  Tumor Infestation: Injury; save Death; onset 1 minute; frequency 1/day; effect 1d2 Constitution damage and 1d2 Charisma 
  damage; cure 2 consecutive saves. Anyone who dies from tumor infestation turns into a hungry flesh 1d4 hours later.
  Monstrous 
  Growth
  A hungry flesh gains growth points from its reactive regeneration ability or from eating creatures. When it consumes a creature 
  that's been dead no more than an hour, it gains 1 growth point if that creature is of its size or one size category smaller, or 2 
  growth points if its meal is larger than it is. Eating a creature takes a full-round action if it is the same size or smaller than the 
  hungry flesh or 1 minute if it is larger. Each time a hungry flesh reaches 5 growth points, it gains +2 Strength, +2 Constitution, 
  and +2 to its attack and damage rolls. These effects stack with themselves each time the hungry flesh gains another 5 growth 
  points.  When it stops gaining growth points, a hungry flesh loses a single application of this effect for each hour that passes.
  Reactive Regeneration
  Whenever a hungry flesh takes piercing or slashing damage, it regenerates 5 hit points and gains 1 growth point.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Slime Trail
  A hungry flesh leaves behind a trail of slime that acts as a grease spell. Any living creature that touches this slime with bare 
  flesh must succeed at a Death save or contract tumor infestation. The slime dries up after 1 minute.
  Hungry Flesh
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Cluster (2-5x)
    Treasure
  Incidental
  
  44
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Touch 4d4
  Touch  6d6
  Touch 6d8
  Touch 12d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  Fly 45’ (15’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Bewitching 
  Brume
  Any creature within 10 feet of a hungry fog or currently being affected by its 
  enveloping mists must succeed on a Paralysis save at the start of that creature's turn 
  or become shaken for 1 round at the half-glimpsed shapes of phantoms floating 
  within the fog. This is a mindaffecting fear effect. 
  Enveloping Mists A hungry fog can engulf foes simply by moving over them; a creature engulfed may 
  choose either a Breath saving throw to avoid the effect, or make an opportunity 
  attack against this creature.  A creature engulfed by a hungry fog may move 
  normally-such a creature is not in danger of suffocating, but as long as it begins its 
  turn engulfed, it is staggered in addition to the damage the attack causes. 
  Gaseous
  A hungry fog has a body composed of eerie mist. It can pass through small holes or 
  narrow openings, even mere cracks, but cannot enter water or other liquid. It cannot 
  manipulate objects.
  Hungry Fog
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Bank (3-10x)
    Treasure
  None
  
  45
  H
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  5
  6
  8
  10
  ATT Attacks
  Slam 2d6
  Slam 2d6
  Slam 3d6
  Slam 6d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  1,100
  1,350
    Special Abilities
  Drain Memory
  Once per day, a hyakume can make a touch attack with either its hands or one of its eye probes to drain a target of its 
  memories. The target loses the majority of memories relating to life and identity, and the hyakume can control the creature as 
  if it were subject to a charm monster spell until those memories are regained (Spell save negates). The hyakume absorbs the 
  memories and can store and use them. It can store the memories of a number of creatures equal to its Intelligence bonus at 
  one time. This is a mind-affecting effect.
  Eye Probe
  Once per day as a full-round action, a hyakume can detach up to six of its eyes and send them on missions. An eyeball has 
  the same AC as this creature, hp 5, and a fly speed of 60 ft. with perfect maneuverability. A hyakume can see through all of its 
  eye probes, and can make drain memory attacks with them. If a hyakume's eyeball is destroyed, the hyakume takes 5 points of 
  damage. An eye probe can't stray farther than 1 mile from a hyakume or the eye is destroyed (dealing 5 points of damage).
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Quivering Palm
  You can set up vibrations within the body of another creature that can thereafter be fatal if you so desire. You can use this 
  attack once per day, and you must announce your intent before making your attack roll. Creatures immune to critical hits 
  cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack 
  succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a day. To make 
  such an attempt, you merely will the target to die (a free action), and unless the target makes a Death saving throw, it dies. If 
  the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be 
  affected by another one at a later time. You can have no more than 1 quivering palm attack at one time. If you use quivering 
  palm while another is still in effect, the previous effect is negated.
  Telepathy
  You can mentally communicate with any other creature within 60 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Transfer Memories
  Once per day as a standard action, a hyakume can touch a willing creature with either its hand or one of its eye probes to 
  transfer memories it has stored to the creature touched. This is a mind-affecting effect.
  Hyakume
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary or Enclave (2-6x)
    Treasure
  Standard
  
  46
  H
  AC 
  Armor Class
  9 [10]
  8 [11]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Fast Healing
  A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This 
  fast healing applies only to damage inflicted on the hydra's body. A hydra regains hit points per 
  round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to 
  be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at 
  which point the effects of fast healing end immediately.
  Hydra Traits
  A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt 
  to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make an attack with a slashing weapon targeting a 
  head. A head is considered a separate creature with the same AC and hit points equal to the hydra's 
  HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or 
  less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't 
  attack with a severed head, but takes no other penalties.
  Regenerate 
  Head
  When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than 
  twice its original number of heads at any one time. To prevent new heads from growing, at least 5 
  points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. 
  Acid or fire damage from area attacks can affect stumps and the body simultaneously. A Hydra 
  doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.
  Hydra
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  47
  H
  AC 
  Armor Class
  9 [10]
  8 [11]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  BReath Weapon
   15' Cone of Cold: 4d8 cold damage, usable every 1d4 rounds. Breath weapons allow a Breath save for half 
  damage. You are immune to your own breath weapon.
  Fast Healing
  A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing 
  applies only to damage inflicted on the hydra's body. A hydra regains hit points per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function 
  (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Hydra Traits
  A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever 
  a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever 
  a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a 
  separate creature with the same AC and hit points equal to the hydra's HD. To sever a head, an opponent must 
  inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's 
  body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.
  Regenerate 
  Head
  When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its 
  original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire 
  damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area 
  attacks can affect stumps and the body simultaneously. A Hydra doesn't die from losing its heads until all are cut 
  off and the stumps seared by acid or fire.
  Vulnerability to Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Hydra (Cryohydra)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Marshes or Glaciers
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  48
  H
  AC 
  Armor Class
  9 [10]
  8 [11]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  BReath Weapon
   15' Cone of Fire: 4d8 Fire damage, usable every 1d4 rounds. Breath weapons allow a Breath save for half 
  damage. You are immune to your own breath weapon.
  Fast Healing
  A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing 
  applies only to damage inflicted on the hydra's body. A hydra regains hit points per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function 
  (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Hydra Traits
  A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever 
  a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever 
  a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a 
  separate creature with the same AC and hit points equal to the hydra's HD. To sever a head, an opponent must 
  inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's 
  body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.
  Regenerate 
  Head
  When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its 
  original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire 
  damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area 
  attacks can affect stumps and the body simultaneously. A Hydra doesn't die from losing its heads until all are cut 
  off and the stumps seared by acid or fire.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Hydra (Pyrohydra)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Desert or Volcanic Mountains
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  49
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Hyena
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Pack (3-12x)
    Treasure
  None
  
  50
  H
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Hyena (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Pack (3-8x)
    Treasure
  Incidental
  
  51
  H
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Ghost Touch 
  Fangs
  A hypnalis's bite attack may strike incorporeal creatures as if they were corporeal 
  creatures.
  Phasing
  A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action 
  and shift back again as a move action (or part of a move action). The ability is 
  otherwise identical to ethereal jaunt (CL 15th).
  Poison
  If a hypnalis poisons an ethereal creature while on the Ethereal Plane (including 
  creatures under the effects of spells or effects that grant etherealness such as 
  ethereal jaunt), the creature is immediately forced onto the Material Plane and takes 
  Constitution damage. Creatures on the Material Plane are affected by this poison as 
  normal. Hypnalis Venom: Bite—injury; save Death; frequency 1/round for 6 rounds; 
  effect 1d3 Constitution damage and effects listed above; cure 2 consecutive saves.  
  Hypnalis
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Ethereal Plane)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (3-7x)
    Treasure
  None
  
  52
  I
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Javelin 1d6 or Bite 
  1d10 or Claw 1d6 
  or Gore 1d10
  Javelin 1d6 or Bite 
  1d10 or Claw 1d6 
  or Gore 1d10
  Javelin 1d6 or Bite 
  2d6 or Claw 2d4 
  or Gore 2d6
  to hit, one target 
  1d8 or Claw 3d6 
  or Bite 4d6 or 
  Gore 4d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a polymorph spell, but you do not adjust 
  your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Disorienting 
  Gaze
  An ijiraq can level an icy stare at a creature within 30 feet. That creature suffers a -4 
  penalty on visual checks (Spell save negates). An ijiraq can use this ability while in 
  the shape of an elk.
  Hide in Plain 
  Sight
  An ijiraq can use the Stealth skill even while being observed. As long as it's standing 
  in terrain covered in ice or snow, an ijiraq can hide itself from view in the open 
  without actually hiding behind anything. An ijiraq can't use this ability while flying, 
  and the ability has no effect when the ijiraq isn't in icy terrain.
  Ijiraq
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests or Plains
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  53
  I
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4
  6
  7
  9
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  650
  900
  1,100
    Special Abilities
  Disease
  An iku-turso's bite inflicts a strange, supernatural disease called tursas. This disease causes the 
  victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the 
  victim into an iku-turso. Tursas: Bite-injury; save Death; onset 1 minute; frequency 1/day; effect 1d3 
  Wisdom damage and 1d6 Charisma damage; cure 2 consecutive saves. As long as a victim suffers 
  any ability damage from tursas, it gains the ability to breathe water. A creature reduced to 0 Charisma 
  by this disease transforms into a fully grown and healthy ikuturso- it immediately forgets its previous 
  life and abilities and seeks out the nearest iku-turso community to join it. A wish or miracle can 
  reverse this transformation.  
  Light Blindness
  You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are 
  dazzled as long as you remain in areas of bright light.
  Light Lure
  As a standard action, an iku-turso can call forth a few small points of light, functioning like a dancing 
  lights spell (CL equals the iku-turso's HD) except as described here. Creatures within 100 feet of one 
  of these lights must make a Spell save upon sighting them or be compelled to approach them by the 
  safest and most direct path. A creature that successfully saves is immune to the same iku-turso's light 
  lure for 24 hours. If a subject of this effect has to move through hazardous terrain to reach the lights, 
  that subject receives another saving throw to end the effect before entering the hazardous terrain. 
  This effect ends once the character reaches the light or takes any form of damage. This is a visual 
  mindaffecting charm effect. 
  Iku-Turso
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Water or Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Cell (3-8x)
    Treasure
  Standard
  
  54
  I
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  5
  7
  9
  10
  ATT Attacks
  Slam 6d4
  Slam 6d4
  Slam 6d6
  Slam 12d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  60’ (20’)  Fly 60’ (20’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, 
  and can move through an area as small as one-quarter of your space without squeezing or one eighth of your 
  space when squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its 
  space when squeezing.
  Corrupt Ally
  Any creature charmed by an immortal ichor takes 1d6 points of Wisdom damage per day. When a charmed 
  creature's Wisdom damage equals its Wisdom score, it becomes completely subservient to the immortal ichor 
  (as dominate monster, except it even obeys self-destructive orders) and loses the Wisdom damage it has taken 
  from this ability. A subservient ally who is killed rises the next round as a juju zombie under the immortal ichor's 
  control. If the ichor is killed, these zombies are immediately destroyed.  Ability damage suffered from this effect 
  may only be restored via restoration or more powerful healing magic.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Immortal Ichor
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary or Cult (1+)
    Treasure
  Standard
  
  55
  I
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  1+1
  1+2
  2
  ATT Attacks
  Sting 1d4
  Sting 1d6
  Sting 1d8
  Sting 2d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  75
  175
  250
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful and 
  Evil for the purpose of resolving resistance.
  Poison
  Sting - injury; save Death; frequency 1/round for 5 minutes; effect 1d2 Dexterity 
  damage; cure 1 save.  
  See in Darkness
  This creature can see perfectly in darkness of any kind, including that created by 
  magical darkness.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Imp
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  56
  I
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Tentacle 1d4
  Tentacle 1d6
  Tentacle 1d8
  Tentacle 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)  Climb 15’ (5’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Puppetmaster
  As a full-round action, an incutilis can drive its lesser tendrils into any helpless creature 
  occupying the same square and pump the victim full of poison and chemicals. The victim is 
  killed instantly, and becomes a zombie-like creature under the incutilis's control. This zombie 
  isn't treated as being undead, and is immune to spells and effects that affect only undead 
  (including damage from positive energy). The incutilis is attached to this zombie—typically 
  by the head—occupying the same square and moving along with it. The incutilis can make 
  attacks with its tentacles independently of the zombie's slam. It can also retract its tendrils as 
  a move action, but doing so causes the zombie to collapse and revert to a normal corpse. 
  The incutilis must retract its tendrils before it can move away from a zombie it's attached to. 
  Any attack that deals damage to the zombie also deals 1 point of damage to the incutilis, 
  regardless of how much damage is dealt to the zombie. Area-affecting spells affect both the 
  puppeteer and zombie. A character can attempt to attack just the incutilis, but takes a -4 
  penalty on the attack roll. Killing the incutilis destroys the zombie.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. 
  It is possible to address multiple creatures at once telepathically, although maintaining 
  a telepathic conversation with more than one creature at a time is just as difficult as 
  simultaneously speaking and listening to multiple people at the same time.
  Incutilis
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary, Pair, or Colony (3-12x+)
    Treasure
  Standard
  
  57
  I
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Short Sword 1d4
  Short Sword 1d6
  Short Sword 1d8
  Short Sword 1d10
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 150’ (50’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving resistance.
  Constant Vigilance
  An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing 
  the chaotic descriptor.
  Constructed
  Although inevitables are living monstrosities, their bodies are constructed of physical components, and in many ways they 
  function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane 
  weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune to death effects, disease, mind-
  affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Death save (unless the effect 
  also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, 
  exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of 
  their size.
  Electrical Burst
  An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 2d8 electricity damage (Breath save 
  halves). Immediately following such a burst, the arbiter becomes stunned for 24 hours.
  Locate Inevitable
  An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to 
  its superiors. It cannot sense the range to this inevitable.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
  Inevitable (Arbiter)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-14x)
    Treasure
  None
  
  58
  I
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Sword, Bastard 
  1d10 or Slam 1d10
  Sword, Bastard 
  1d10 or Slam 1d10
  Sword, Bastard 
  1d10 or Slam 2d6
  Sword, Bastard 
  2d8 or Slam 4d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
  Constructed
  Although inevitables are living monstrosities, their bodies are constructed of physical components, and in many 
  ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's 
  favored enemy and bane weapons), inevitables count as both fiends, monstrosities, and constructs. They are 
  immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and 
  any effect that requires a Death save (unless the effect also works on objects, or is harmless). Inevitables are not 
  subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at 
  risk of death from massive damage. They have bonus hit points as constructs of their size.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is 
  always active.
  Inevitable (Kolyarut)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Inquisition (3-6x)
    Treasure
  Standard
  
  59
  I
  AC 
  Armor Class
  2 [17]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Longsword 2d6 or 
  Morningstar 2d6 or 
  Spear 2d8/x3 or 
  Energy Bolt 4d4 or 
  Slam 2d6
  Longsword 2d8 or 
  Morningstar 2d8 or 
  Spear 2d10/x3 or 
  Energy Bolt 6d4 or 
  Slam 2d8
  Longsword 3d8 or 
  Morningstar 3d8 or 
  Spear 3d8/x3 or 
  Energy Bolt 10d4 or 
  Slam 2d10
  Longsword 4d6 or 
  Morningstar 4d6 or 
  Spear 4d6/x3 or 
  Energy Bolt 12d4 or 
  Slam 2d12
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  175
  900
  1,350
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving resistance.
  Constructed
  Although inevitables are living monstrosities, their bodies are constructed of physical components, and in many ways they 
  function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane 
  weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune to death effects, disease, mind-
  affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Death save (unless the effect 
  also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, 
  exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of 
  their size.
  Energy Bolt
  A lhaksharut can fire bolts of elemental energy from two of its six arms - it never wields weapons in these hands. These attacks 
  have a range increment of 100 feet and deal 2d8 energy damage of the inevitable's choice (acid, cold, electricity, or fire, 
  chosen for each bolt as it is thrown). It can throw two bolts of energy as a standard action, and cannot attack with these hands 
  when it makes weapon or slam attacks with its other limbs.
  Multiweapon Mastery
  A lhaksharut never takes penalties on its attack rolls when fighting with multiple weapons.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
  Inevitable (Lhaksharut)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  60
  I
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  3
  5
  6
  ATT Attacks
  Slam 1d10
  Slam 1d10
  Slam 2d6
  Slam 4d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  450
  650
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving resistance.
  Constructed
  Although inevitables are living monstrosities, their bodies are constructed of physical components, and in many ways they 
  function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane 
  weapons), inevitables count as both fiends, monstrosities, and constructs. They are immune to death effects, disease, mind-
  affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Death save (unless the effect 
  also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, 
  exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of 
  their size.
  Fists of Lightning 
  and Thunder
  A marut's fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether the attack uses 
  lightning or thunder. A lightning attack deals 2d6 additional electricity damage, and the resulting flash blinds the target for 2d6 
  rounds (Paralysis save negates the blindness). A thunder attack deals additional sonic damage, and the resulting thunderclap 
  deafens the target for 2d6 rounds (Paralysis save negates the deafness).
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
  Inevitable (Marut)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Patrol (3-5x)
    Treasure
  None
  
  61
  I
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Chain 1d10
  Chain 2d6
  Chain 3d6
  Chain 4d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  150’ (50’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of 
  resolving resistance.
  Chains
  A zelehut's arms end in long lengths of barbed metal. These chains deal 2d6 slashing damage and electricity 
  damage with each hit.
  Constructed
  Although inevitables are living monstrosities, their bodies are constructed of physical components, and in many 
  ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger's 
  favored enemy and bane weapons), inevitables count as both fiends, monstrosities, and constructs. They are 
  immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and 
  any effect that requires a Death save (unless the effect also works on objects, or is harmless). Inevitables are not 
  subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at 
  risk of death from massive damage. They have bonus hit points as constructs of their size.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is 
  always active.
  Inevitable (Zelekhut)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (Lawful plane)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  62
  I
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Slam 2d6
  Slam 3d6
  Slam 3d6
  Slam 4d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  Natural 
  Invsibility
  This ability is constant-an invisible stalker remains invisible at all times, even when 
  attacking. As this ability is inherent, it is not subject to effects that magically purge 
  invisibility. Against foes that cannot pinpoint it, the invisible stalker gains a +20 
  bonus on Stealth checks when moving, or +40 when standing still-these bonuses are 
  not included in the statistics above.
  Invisible Stalker
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Air)
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  63
  I
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Slam 1d8
  Slam 2d6
  Slam 2d6
  Slam 3d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  Fly 90’ (30’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  225
  450
  900
    Special Abilities
  Ioun Affinity
  An ioun wyrd may integrate 8 ioun stones into its body. Because an ioun wyrd sees 
  all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can 
  be swapped out by any creature the wyrd trusts.
  Share Iouns
  A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as 
  he's within 30 feet of the ioun wyrd.
  Ioun Wyrd
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  64
  I
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Slam 3d4
  Slam 5d4
  Slam 5d6
  Slam 8d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Planar Portal
  Within the split of an irminsul's trunk swirls a large planar portal, a permanent gate that links one 
  plane to another. An irminsul controls whether or not specific creatures can pass through its portal, 
  which grants entrance to a specific location on the linked plane. Those attempting to breach a barred 
  portal must succeed at a Death save or be ejected and teleported to a random location on the current 
  plane. If the trespasser successfully saves, it takes 6d6 points of damage and is sickened for 1 minute. 
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  See Alignment
  An irminsul ios bound to a specific plane, which determines its own alignment. It can see the 
  alignment of creatures that it shares an alignment with.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Irminsul
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary
    Treasure
  Incidental
  
  65
  I
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  6 + 6
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  125
  350
  650
    Special Abilities
  Find Target
  Once per day, an iron cobra's creator can order it to find and kill a specific creature 
  within 1 mile, which it does as if guided by discern location. The creator must have 
  seen or be holding an item from the specified creature for this order to function.
  Poison
  An iron cobra's bite injects poison from a hidden reservoir within its body. Because 
  it is a construct, the cobra does not naturally produce this poison, and its creator 
  must refill this reservoir manually. The reservoir holds enough poison for 3 
  successful bite attacks, after which the creature merely deals bite damage. Refilling 
  the reservoir takes 5 rounds and provokes attacks of opportunity. The creator 
  can fill the reservoir with any injury poison (typically black adder venom), though 
  acid, alchemical substances, and even stranger liquids have been used. Black 
  Adder Venom: Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 
  Constitution damage; cure 1 save.  
  Iron Cobra
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  
  66
  I
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  6 + 6
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  125
  350
  650
    Special Abilities
  Find Target
  Once per day, an iron cobra's creator can order it to find and kill a specific creature 
  within 1 mile, which it does as if guided by discern location. The creator must have 
  seen or be holding an item from the specified creature for this order to function.
  Poison
  An iron cobra's bite injects poison from a hidden reservoir within its body. Because 
  it is a construct, the cobra does not naturally produce this poison, and its creator 
  must refill this reservoir manually. The reservoir holds enough poison for 3 
  successful bite attacks, after which the creature merely deals bite damage. Refilling 
  the reservoir takes 5 rounds and provokes attacks of opportunity. The creator 
  can fill the reservoir with any injury poison (typically black adder venom), though 
  acid, alchemical substances, and even stranger liquids have been used. Black 
  Adder Venom: Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 
  Constitution damage; cure 1 save.  
  Iron Cobra (Darkwood Cobra)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  
  67
  I
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  6 + 6
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  125
  350
  650
    Special Abilities
  Find Target
  Once per day, an iron cobra's creator can order it to find and kill a specific creature 
  within 1 mile, which it does as if guided by discern location. The creator must have 
  seen or be holding an item from the specified creature for this order to function.
  Mithral Bite
  This creature’s natural attacks count as Mithral for the purposes of overcoming 
  resistance.
  Poison
  An iron cobra's bite injects poison from a hidden reservoir within its body. Because 
  it is a construct, the cobra does not naturally produce this poison, and its creator 
  must refill this reservoir manually. The reservoir holds enough poison for 3 
  successful bite attacks, after which the creature merely deals bite damage. Refilling 
  the reservoir takes 5 rounds and provokes attacks of opportunity. The creator 
  can fill the reservoir with any injury poison (typically black adder venom), though 
  acid, alchemical substances, and even stranger liquids have been used. Black 
  Adder Venom: Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 
  Constitution damage; cure 1 save.  
  Iron Cobra (Mithral Cobra)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Nest (3-10x)
    Treasure
  None
  
  68
  I
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Slam 1d4 or Wing 
  1d3
  Slam 1d6 or Wing 
  1d4
  Slam 1d8 or Wing 
  1d6
  Slam 2d6 or Wing 
  1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Daze
  An isitoq's nerves form grotesque wings. Any creature struck by the creature's wings 
  must succeed at a Spell save or be dazed for 1 round as the target's mind is flooded 
  with images of the last seconds of the isitoq's existence as a living creature. This is a 
  mind-affecting fear effect.
  Tears of Anguish
  As a full-round action, an isitoq can make a ranged touch attack to squirt tears into 
  the eyes of a creature within 30 feet. If the target fails a Breath saving throw, it 
  experiences the effect of the isitoq's daze ability.
  Visual Sensor
  An isitoq's creator or master can see through its eye at a range of 60 feet, using the 
  eye's normal vision and darkvision. The following spells have a 5% chance per caster 
  level of the isitoq's creator of operating through the isitoq: detect chaos, detect evil, 
  detect good, detect law, detect magic, and message. If the creator is 15th level or 
  higher, the following spells have the same chance of functioning through the isitoq: 
  read magic and tongues.
  Isitoq
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (2-8x)
    Treasure
  None
  
  69
  I
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Curl
  As a standard action, a giant isopod can curl into a ball, increasing its natural armor 
  bonus by +2 but preventing it from taking any move actions. Uncurling is also a 
  standard action.
  Isopod (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Scuttle (3-20x)
    Treasure
  None
  
  70
  J
  AC 
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  5 + 10
  7 + 14
  11 + 22
  12 + 24
  ATT 
  Bite 4d6/x3 or Claw 2d6 
  or Eye Ray 6d4 or Tail Slap 
  2d6 or Wing 1d6
  Bite 4d6/x3 or Claw 2d6 
  or Eye Ray 8d4 or Tail 
  Slap 2d6 or Wing 1d6
  Bite 4d8/x3 or Claw 3d6 
  or Eye Ray 12d6 or Tail 
  Slap 2d8 or Wing 1d8
  Bite 12d6/x3 or Claw 6d6 or 
  Eye Ray 14d6 or Tail Slap 4d8 
  or Wing 3d6
  THACO
  15 [+4]
  13 [+6]
  11 [+8]
  10 [+9]
  MV 
  120’ (40’)  Fly 240’ (80’)  (Poor)
  SV 
   
  D
   
  W
   
  P
   
  B
   
  S
   
  U
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  10
  10
  10
  10
  AL 
  Chaotic
  XP 
  350
  900
  1,350
  2,000
    Special Abilities
  Burble
  A jabberwock can burble every 1d4 rounds. This blast of strange noises and shouted nonsense in the various languages known to the jabberwock (and invariably some 
  languages it doesn't know) affects all creatures within a 60-foot-radius spread - these creatures must make a Wand save or become confused for 1d4 rounds. Alternatively, 
  the jabberwock can focus its burble attack to create a 60-foot line of sonic energy that deals 4d8 sonic damage (Breath save for half). The confusion effect is mind-
  affecting; both are sonic effects.
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Breath save or catch fire, 
  taking fire 2d4 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on 
  the ground grants +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a save to avoid catching on fire.
  Eye Rays
  The jabberwock can project beams of fire from its eyes as a ranged touch attack as a standard action, with a range increment of 60 feet. It projects two beams, and can 
  target different creatures with these beams if it wishes as long as both targets are within 30 feet of each other. A creature that takes damage from an eye beam suffers burn.
  Fast 
  Healing
  You regain hit points at 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body 
  parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at 
  which point the effects of fast healing end immediately.
  Fear of Vorpal 
  Weapons
  A jabberwock knows that a vorpal weapon can kill it swiftly. As soon as it takes damage from a vorpal weapon, a jabberwock becomes shaken for 1 round. If it is hit by a 
  critical threat from a vorpal weapon, whether or not the critical hit is confirmed, the jabberwock is staggered for 1 round.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action 
  may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can 
  resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is 
  immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Planar Acclimation
  A jabberwock is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
  Vulnerability 
  to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure
  Whiffling
  A jabberwock's wings and violent motions create a significant amount of wind whenever it makes a full attack action. These winds surround the monster to a radius of 30 
  feet, and are treated as severe winds - ranged attacks suffer a -4 penalty when targeting a jabberwock while it is whiffling, and Medium creatures must make a Strength 
  check to approach the creature. Creatures smaller than this creature in this area that fail their Strength check are blown away. 
  Jabberwock
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  71
  J
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Battleaxe 1d8x3 or 
  Bite 1d6
  Battleaxe 1d8x3 or 
  Bite 1d10
  Battleaxe 1d10x3 
  or Bite 2d6
  Battleaxe 2d6/x3 
  or Bite 2d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Change Shape
  A jackalwere has three forms. Its natural form is that of a jackal, but it can also take 
  the form of a human or a human-jackal hybrid. A jackalwere's human form is fixed-it 
  cannot assume different human forms. A jackalwere can use its sleep gaze in any of 
  its forms. In jackal form, it functions as a dog. In its hybrid form, a jackalwere can 
  make a bite attack as a secondary attack, while in human form it lacks its bite attack 
  entirely. A jackalwere can shift into any of its three alternate forms as a move action. 
  Equipment does not meld with the new form between human and hybrid forms but 
  does between those forms and its jackal form.
  Sleep Gaze
  Sleep for 3 minutes (a standard action rouses the creature, as does damage), 30 
  feet, Paralysis save negates. A creature that succeeds at the saving throw cannot be 
  affected by the same jackalwere's sleep gaze for 24 hours. This is a sleep effect. 
  Jackalwere
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Hunt (1-2x+), or Pack (2-5x+)
    Treasure
  Standard
  
  72
  J
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4 or Slam 1d4
  Bite 1d8 or Claw 
  1d6 or Slam 1d6
  Bite 1d8 or Claw 
  1d6 or Slam 1d6
  Bite 2d6 or Claw 
  1d8 or Slam 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  BReath Weapon
  20' Cone of Fire: 4d8 Fire damage, Breath save halves damage, usable every 1d4 rounds. You are 
  immune to your own breath weapon.
  Explode
  One round after a jack-o'-lantern is reduced to 0 or fewer hit points, it explodes in a burst of flaming 
  spores. Creatures within 10 feet of an exploding jack-o'-lantern must succeed at a Breath save or take 
  fire damage and be stunned for 1 round. A successful save halves the damage and negates the stun.
  Fear Aura
  10', frightened for 1d4 rounds, Paralysis save negates.   The use of this ability is a free action. The 
  aura functions like the fear spell.  A fear aura is an area effect.
  Pumpkin Form
  A jack-o'-lantern can shrink in size and douse its sinister fiery radiance, allowing it to blend in almost 
  perfectly with normal pumpkins and has +4 bonus on Stealth checks to hide in plain sight as a 
  normal pumpkin. While using this ability, a jack-o'-lantern loses its fear aura. A jack-o'-lantern can use 
  this ability as a full-round action and end it as a free action.
  Strangling 
  Ensnare
  A jack-o'-lantern's slam attack entangles the target in its vines for 2d4 rounds unless the target 
  succeeds at a Breath save. The target can attempt to burst these entangling vines before the duration 
  expires with a successful Strength check as a full-round action. While the target is entangled, its vines 
  also grasp at the target's mouth. The target cannot speak or cast spells with verbal components while 
  it is entangled by the jack-o'-lantern. When a creature is entangled by this ability, the jack-o'-lantern 
  loses its slam attack, but it can end this ability as a free action.
  Jack-O’-Lantern
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests, Hills, or Plains (Pumpkin Patches)
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary or Patch (2-12x)
    Treasure
  None
  
  73
  J
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Tentacle 1d6
  Tentacle 1d6
  Tentacle 1d6
  Tentacle 1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  POison
  Tentacles - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 
  Constitution damage; cure 2 consecutive saves.  
  Jellyfish (Crimson)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Oceans
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pack (2-4x), or Bloom (5-12x)
    Treasure
  None
  
  74
  J
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  5
  6
  7
  ATT Attacks
  Tentacles 1d3
  Tentacles 1d4
  Tentacles 1d4
  Tentacles 1d6
  THACO
  18 [+1]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  POison
  Tentacle-injury; save Death; frequency 1/ round for 6 rounds; effect 1 Constitution 
  damage and 1 Charisma damage; cure 2 consecutive saves. If a creature fails two 
  consecutive saving throws, its jaw locks, its tongue swells, and its lips pull back, 
  making speech impossible. This condition ends when the Charisma damage is 
  healed, which happens following a long rest.
  Jellyfish (Death’s Head)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pack (2-5x), or Bloom (6-13x)
    Treasure
  None
  
  75
  J
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Tentacle 1d4
  Tentacle 1d6
  Tentacle 1d8
  Tentacle 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  POison
  Tentacles - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 
  Constitution damage; cure 2 consecutive saves.  
  Jellyfish (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pack (2-5x), or Bloom (6-12x)
    Treasure
  None
  
  76
  J
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4
  5
  6
  7
  ATT Attacks
  Tentacles 1d6
  Tentacles 1d6
  Tentacles 1d8
  Tentacles 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Electricity Blast
  Once every 1d6 rounds as a standard action, a sapphire jellyfish can discharge a 
  20-foot-radius blast of electricity, dealing 2d6 electricity damage (Breath for half ). 
  Any creature that takes damage from this electricity must also make a Paralysis save 
  to avoid being staggered for 1d4 rounds.
  POison
  Tentacles - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 
  Constitution damage and 1d4 Dexterity damage; cure 2 consecutive saves.  
  Jellyfish (Sapphire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Oceans
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pack (2-3x), or Bloom (4-7x)
    Treasure
  None
  
  77
  J
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Tentacle 1d10
  Tentacle 1d10
  Tentacle 2d6
  Tentacle 4d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  POison
  Tentacles - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 
  Constitution damage; cure 2 consecutive saves.  
  Jellyfish (Vampire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Oceans
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pack (2-3x), or Bloom (4-7x)
    Treasure
  None
  
  78
  J
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  5
  6
  9
  10
  ATT Attacks
  Tentacle 2d6
  Tentacle 2d6
  Tentacle 2d8
  Tentacle 3d8
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  1,100
  1,350
    Special Abilities
  -
  -
  Jellyfish (Whaler)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Oceans
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pack (2-4x), or Bloom (5-8x)
    Treasure
  None
  
  79
  J
  AC 
  Armor Class
  9 [10]
  7 [12]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  6
  7
  9
  ATT Attacks
  Swarm 2d6
  Swarm 3d6
  Swarm 4d6
  Swarm 6d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  650
  900
  1,100
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Poison
  Swarm - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Dexterity 
  damage; cure 2 consecutive saves.  
  Jellyfish Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Aquatic
    Rarity
  Common
    Role
  Lurker / Elite
    # Encountered
  Solitary or Bloom (2-8x)
    Treasure
  None
  
  80
  J
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Jerboa
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Burrow (3-8x)
    Treasure
  None
  
  81
  J
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d10
  Bite 1d10
  Bite 2d6
  Bite 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Enticing Head-
  Fruits
  Any creature that begins its turn within 5 feet of a jinmenju must succeed at a Spell save or 
  be magically compelled to immediately grab a head- fruit and eat it. This is a mind-affecting 
  compulsion effect. A creature that successfully saves is immune to that jinmenju's enticing 
  head-fruits for 24 hours. Anyone who takes a bite out of one suffers from the following 
  effect. [Head-Fruit Poison] Head-fruit—ingested; save Death; frequency 1/round for 6 
  rounds; effect 1d3 Wisdom damage and confused for 1 round; cure 2 consecutive saves.
  Intoxicating 
  Stench
  Once per day, a jinmenju can cause its fruits to emit an unnaturally sweet aroma in a 60-
  foot spread for 6 rounds. All creatures within the area must succeed at a Spell save each 
  round or be captivated. A captivated creature takes no actions except to approach the 
  jinmenju via the most direct route possible. If this path leads it into a dangerous area or 
  the jinmenju attacks it, the captivated creature receives a new saving throw. This is a mind-
  affecting effect.
  Unsettling Drone A jinmenju emits a low, persistent hum that unnerves living creatures that hear it. Those 
  within 30 feet of it must succeed at a Wand save or become shaken until they leave the 
  affected area and for 1d4 rounds thereafter. A creature that successfully saves is immune to 
  that jinmenju's unsettling drone for 24 hours.
  Jinmenju
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills or Mountains
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Incidental
  
  82
  J
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d6
  Touch 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Size Change
  Can change from its normal size into one size category smaller, or back, at will as a 
  free action.
  Jocta (Air)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1+)
    Treasure
  None
  
  83
  J
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d6
  Touch 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Size Change
  Can change from its normal size into one size category smaller, or back, at will as a 
  free action.
  Jocta (Earth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1+)
    Treasure
  None
  
  84
  J
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d6
  Touch 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Size Change
  Can change from its normal size into one size category smaller, or back, at will as a 
  free action.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Jocta (Fire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1+)
    Treasure
  None
  
  85
  J
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d6
  Touch 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Size Change
  Can change from its normal size into one size category smaller, or back, at will as a 
  free action.
  Jocta (Water)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1+)
    Treasure
  None
  
  86
  J
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d3 or Claw 
  1d4
  Bite 1d3 or Claw 
  1d4
  Bite 1d4 or Claw 
  1d6
  Bite 1d8 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), 
  but retains most of your own physical qualities. You cannot change shape to a form more than one size category 
  smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can 
  remain in an alternate form indefinitely.
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves.  
  Spider Legs
  A jorogumo's spider legs can emerge or retract as a free action. When a jorogumo's spider legs are present, she 
  gains a +4 bonus on Climb checks.
  Web
  You can use webs to support yourself and up to one additional creature of the same size. In addition, you can 
  throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. 
  An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check. 
  Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky 
  webbing up to three times their size. They usually position these sheets to snare flying creatures but can also 
  try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; 
  otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or 
  burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of any creature touching 
  its web.
  Jorogumo
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Mountain Valleys
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary or Cult (2-6x+)
    Treasure
  Standard
  
  87
  J
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  9 + 9
  10 + 10
  ATT Attacks
  Bite 2d6 or Talons 
  1d6
  Bite 2d6 or Talons 
  1d6
  Bite 3d6 or Talons 
  1d8
  Bite 6d6 or Talons 
  3d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  150’ (50’)  Fly 60’ (20’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Adaptive 
  Defense
  When first encountered, a jubjub bird has no energy resistance. When damaged by an attack that causes cold, electricity, fire, 
  or sonic damage, it gains resistance to that energy type until the end of its next turn. If an attack causes more than one type of 
  energy damage, the jubjub bird gains resistance to all the types of energy damage dealt.
  Deadly Bite
  A successful critical bite attack decapitates and instantly slays a victim of size equal to or smaller than this creautre (Death save 
  negates decapitation; creatures without a head are immune to this effect) and deals triple normal damage regardless of the 
  decapitation result. .
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Planar 
  Acclimation
  A jubjub bird is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the 
  extraplanar subtype.
  Shriek
  Once every 1d6 rounds as a standard action, a jubjub bird can voice a piercing screech. All creatures (other than jubjub birds) 
  within a 60-foot-radius spread must succeed at a Spell save or be stunned for 1d4 rounds. This is a sonic effect. 
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's 
  weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal 
  to 1/4 the creatures' total HP max).
  Jubjub Bird
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  88
  J
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Slam 4d4
  Slam 4d4
  Slam 4d6
  Slam 8d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Flaming Burst
  The juggernaut's slam attack inflicts 2d6 additional fire damage, and twice that amount on a 
  critical hit.  Its vicious trample attack deals this additional fire damage as well.
  Soul-Powered
  When a juggernaut kills a creature with at least 5 Hit Dice and an alignment two or more 
  steps away from the juggernaut's alignment, it gains a kill point. Add its current total kill 
  points as a bonus on its attack rolls, combat maneuver checks, caster level checks, and 
  skill checks. Add half its current total kill points as a bonus to its natural armor and spell 
  resistance. The juggernaut loses 1 kill point every 24 hours.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample 
  take bludgeoning damage equal to two times a typical melee attack from this creature. 
  Victims may attempt to avoid the trampling creature and receive a Breath save to take half 
  damage. You can only deal trampling damage to each target once per round, no matter 
  how many times its movement takes it over a target creature.
  Juggernaut
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  89
  J
  AC 
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  9 + 9
  11 + 11
  ATT Attacks
  Bite 4d6 or Slam 4d4
  Bite 4d6 or Slam 4d4
  Bite 4d8 or Slam 4d6 Bite 8d6 or Slam 4d8
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  120’ (40’)  Burrow 120’ (40’)  Fly 60’ (20’)  (Average) Swim 270’ (90’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  4
  5
  6
  5
  8
  6
  ML 
  8
  8
  8
  8
  AL 
  Neutral
  XP 
  350
  900
  1,350
  1,500
    Special Abilities
  Change 
  Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own 
  physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability 
  functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is 
  greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful 
  check, including additional damage).
  Fascination Aura
  Any creature within 100 feet of the julunggali who can see it must succeed at a Spell save or be fascinated as long as it remains within 
  range. A creature that saves against the julunggali's aura is immune to it for 24 hours.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow 
  a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Poison
  A julunggali has three different poisons. Each time it bites, it decides which poison to inject. Julunggali Venom: Bite—injury; save Death; 
  frequency 1/round for 6 rounds; effect 1d6 Constitution damage or 1d6 Dexterity damage or age one age category (julunggali's choice); 
  cure 2 consecutive saves.  
  See in Darkness
  This creature can see perfectly in darkness of any kind, including that created by magical darkness.
  Swallow 
  Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the 
  target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the creature, 
  and it takes cold damage at the start of each of the creature's turns. The creature can have only one target swallowed at a time.  If the 
  creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. 
  Swallowed creatures take damage each round equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires 
  cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures 
  at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as 
  simultaneously speaking and listening to multiple people at the same time.
  Julunggali
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Water
    Rarity
  Rare
    Role
  Solider / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  90
  J
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  .
  1
  2
  2
  ATT Attacks
  Spear 1d8/x3 or 
  Bite 1d4
  Spear 1d8/x3 or 
  Bite 1d6
  Spear 1d10/x3 or 
  Bite 1d8
  Spear 2d6/x3 or 
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 270’ (90’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  BReath Weapon
  A jyoti's breath weapon is a focused burst of searing fire infused with enervating/positive 
  energy.  6d6 damage; Undead in the area take damage using d8's instead of d6's.
  Divine Aversion
  Jyoti dislike deities and are never divine spellcasters. Jyoti gain a +2 racial bonus on saves 
  against divine magical effects.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Positive Energy
  A jyoti's natural weapons and any weapon it wields strike incorporeal creatures as if they 
  were corporeal. In addition, any weapon (natural or manufactured) a jyoti uses deals 1d6 
  additional fire damage on a hit.
  Positive Energy 
  Affinity
  A jyoti can exist comfortably on the Positive Energy Plane, and does not benefit (or suffer) 
  from that plane's overwhelming infusions of life-giving energies. Whenever a jyoti is 
  subjected to a magical healing effect, that effect functions at its full potential, as if all dice 
  rolled result at their maximum possible values.
  Jyoti
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Positive Energy Plane)
    Rarity
  Rare
    Role
  Solider / Elite
    # Encountered
  Solitary, Pair, or Flight (3-8x)
    Treasure
  Double
  
  91
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Glide
  Though it cannot fly, a kakapo can spread its wings midfall to glide safely to the 
  ground without taking damage. For every 10 feet it falls, a kakapo can move 5 feet 
  horizontally in midair. For instance, a kakapo falling a vertical distance of 20 feet 
  can move 10 feet horizontally.
  Kakapo
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Jungles
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Family (3-4x)
    Treasure
  None
  
  92
  K
  AC 
  Armor Class
  9 [10]
  8 [11]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  .
  1
  3
  4
  ATT Attacks
  Slam 3d4
  Slam 4d6
  Slam 6d6
  Slam 8d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  Consume Flesh
  Once per round, when a kakuen-taka kills or reduces a creature to negative hit points with its swarm attack, it automatically 
  attempts to consume the target's flesh as a free action (Death save negates). If the target fails its save, its body is destroyed and 
  the kakuen-taka gains 2d8 hit points. 
  Create Carrionstorm
  As a full-round action at sunrise, a Kakuen-Taka can create 1d4 Carrionstorms with a blinding poison in addition to their 
  swarm attack. Injury Death 1/round 6 rounds, effect permanent blindness, cure 2 consecutive saves.
  Dimensional Snare
  Any creature affected by the kakuen-taka's swarm attack must succeed at a Spell save or be affected by dimensional anchor for 
  1 round.
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Spell 
  save negates the effect.
  Flesh Mansion
  As a standard action, the swarm can abandon its flesh mansion (which falls inert in its square), inhabit an empty flesh mansion, 
  hide within its flesh mansion (gaining cover against all opponents but still being able to use its swarm attack), or stop hiding 
  within the flesh mansion. If the flesh mansion is destroyed, the swarm can create another by performing a ritual that requires 1 
  hour and the corpse of a Huge creature.
  Fleshy Shield
  A newly created flesh mansion has 150 hit points. The swarm takes only half damage from all attacks that deal hit point 
  damage, with the remainder taken by the flesh mansion. When the flesh mansion reaches 0 hit points, it is destroyed and the 
  swarm functions like a normal swarm
  Swarm Attack
  On contact, creatures who are at least partially within one or more of the squares the Kauken-Taka occupies automatically 
  suffer 2d6 piercing damage, plus dimensional snare and distraction effects.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to 
  two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath 
  save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its 
  movement takes it over a target creature.
  Kakuen-Taka
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Patrol (1x+), or Gang (1d3 Patrols)
    Treasure
  Incidental
  
  93
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d6 or Claw 
  1d3 or Snakes 1d4
  Bite 1d8 or Claw 
  1d4 or Snakes 1d6
  Bite 1d8 or Claw 
  1d4 or Snakes 1d6
  Bite 2d6 or Claw 
  1d6 or Snakes 1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Breath Weapon
  A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 
  minutes (Death save negates). Slapping or wounding awakens a creature put to 
  sleep by this attack, but normal noise does not. This is a sleep effect. 
  Kamadan
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Plains
    Rarity
  Rare
    Role
  Artillery / Normal
    # Encountered
  Solitary, Pair, or Pack (3-9x)
    Treasure
  Standard
  
  94
  K
  AC 
  3 [16]
  3 [16]
  2 [17]
  2 [17]
  HD 
  3
  5
  7
  7
  ATT 
  Staff 1d6 or Slams 2d6
  Staff 1d6 or Slams 2d8
  Staff 1d8 or Slams 2d10
  Staff 2d6 or Slams 4d10
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  150’ (50’)  Burrow 120’ (40’)  Earth Glide 120’ (40’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  8
  8
  8
  8
  AL 
  Neutral
  XP 
  75
  450
  900
  1,100
    Special Abilities
  Fast 
  Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body 
  parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Manipulate 
  Terrain
  A jinushigami can help any number of creatures travel within its territory. Creatures aided in this way receive +4 bonus on Survival checks and do 
  not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type 
  of terrain they actually travel through. Alternatively, a jinushigami can make terrain more difficult for any number of creatures to travel through, 
  imparting -4 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed. A jinushigami can affect 
  as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature and the 
  creature is within its regional ward. A jinushigami may use this ability while merged with its ward.
  Merge with 
  Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region with its 
  senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or 
  otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its ward to merge with or emerge 
  from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided the kami's body is at least one size 
  category smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
  Regional 
  Ward
  A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, lake, or any other natural feature, with a 
  maximum radius of 5 miles. Most jinushigami have smaller regional wards, since not all regions are large enough to fill this area, but no region 
  with a radius smaller than 1 mile radius can support (or deserves) a jinushigami. As long as it is within its territory (either merged with it or in its 
  physical form), a jinushigami can observe the world from any point within its regional ward as if it were at that point. While merged with its ward, 
  it can observe all points simultaneously in this way. As a standard action, it can convey information about a creature within its ward (effectively 
  imparting a description and exact location) to all kami within its regional ward.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. 
  Ward
  A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a plant creature), an object, or a 
  location. The type of ward is listed in parentheses in the kami's stat block. Several of a kami's abilities function only when it is either merged with 
  its ward or within 120 feet of it. If a kami's ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar 
  subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies 
  (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes 
  permanently sickened.
  Kami (Jinushigami)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Triple
  
  95
  K
  AC 
  4 [15]
  3 [16]
  2 [17]
  2 [17]
  HD 
  3
  5
  7
  9
  ATT 
  Slams 2d8
  Slams 2d8
  Slams 2d10
  Slams 4d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Burrow 120’ (40’)  Earth Glide 120’ (40’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  8
  8
  8
  8
  AL 
  Neutral
  XP 
  75
  450
  900
  1,100
    Special Abilities
  Fast 
  Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Glacier 
  Kami
  An elder jinushigami associated with a vast glacier, be it one that carves mountains or runs along a polar coastline, appears as a 
  humanoid made of blocks of ice. These kami have the cold subtype instead of the earth subtype (and thus gain immunity to cold and 
  vulnerability to fire), and can use cone of cold and wall of ice as spell-like abilities three times per day each.
  Manipulate 
  Terrain
  A jinushigami can help any number of creatures travel within its territory. Creatures aided in this way receive +4 bonus on Survival 
  checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the 
  presence of roads or the type of terrain they actually travel through. Alternatively, a jinushigami can make terrain more difficult for 
  any number of creatures to travel through, imparting -4 penalty on all Survival checks and causing overland movement to be reduced 
  to one-tenth its normal speed. A jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or 
  impedes travel for each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this 
  ability while merged with its ward.
  Merge 
  with 
  Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region 
  with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can 
  it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its 
  ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided 
  the kami's body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point 
  within that location.
  Regional 
  Ward
  A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, lake, or any other natural 
  feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since not all regions are large enough to 
  fill this area, but no region with a radius smaller than 1 mile radius can support (or deserves) a jinushigami. As long as it is within its 
  territory (either merged with it or in its physical form), a jinushigami can observe the world from any point within its regional ward 
  as if it were at that point. While merged with its ward, it can observe all points simultaneously in this way. As a standard action, it 
  can convey information about a creature within its ward (effectively imparting a description and exact location) to all kami within its 
  regional ward.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. 
  Ward
  A kami has a specific ward. If a kami's ward is portable and travels with the kami to another plane, the kami does not gain the 
  extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with 
  it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its 
  fast healing, and becomes permanently sickened.
  Kami (Jinushigami, Elder Glacier)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Triple
  
  96
  K
  AC 
  4 [15]
  3 [16]
  2 [17]
  2 [17]
  HD 
  3
  5
  7
  9
  ATT 
  Slams 2d8
  Slams 2d8
  Slams 2d10
  Slams 4d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Burrow 120’ (40’)  Earth Glide 120’ (40’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  8
  8
  8
  8
  AL 
  Neutral
  XP 
  75
  450
  900
  1,100
    Special Abilities
  Fast 
  Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Great Reef 
  Kami
  An elder jinushigami whose domain contains a sizable coral reef of considerable age appears as a humanoid constructed of living coral draped 
  with seaweed. Great reef kami have the water subtype instead of the earth subtype, gain the aquatic subtype (and the amphibious special 
  quality), gain a swim speed of 60 ft., and gain the ability to use tsunami (Advanced Player’s Guide 251) once per day as a spell-like ability.
  Manipulate 
  Terrain
  A jinushigami can help any number of creatures travel within its territory. Creatures aided in this way receive +4 bonus on Survival 
  checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the 
  presence of roads or the type of terrain they actually travel through. Alternatively, a jinushigami can make terrain more difficult for 
  any number of creatures to travel through, imparting -4 penalty on all Survival checks and causing overland movement to be reduced 
  to one-tenth its normal speed. A jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or 
  impedes travel for each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this 
  ability while merged with its ward.
  Merge 
  with 
  Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region 
  with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can 
  it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its 
  ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided 
  the kami's body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point 
  within that location.
  Regional 
  Ward
  A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, lake, or any other natural 
  feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since not all regions are large enough to 
  fill this area, but no region with a radius smaller than 1 mile radius can support (or deserves) a jinushigami. As long as it is within its 
  territory (either merged with it or in its physical form), a jinushigami can observe the world from any point within its regional ward 
  as if it were at that point. While merged with its ward, it can observe all points simultaneously in this way. As a standard action, it 
  can convey information about a creature within its ward (effectively imparting a description and exact location) to all kami within its 
  regional ward.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. 
  Ward
  A kami has a specific ward. If a kami's ward is portable and travels with the kami to another plane, the kami does not gain the 
  extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with 
  it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its 
  fast healing, and becomes permanently sickened.
  Kami (Jinushigami, Elder Great Reef)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Triple
  
  97
  K
  AC 
  4 [15]
  3 [16]
  2 [17]
  2 [17]
  HD 
  3
  5
  7
  9
  ATT 
  Slams 2d8
  Slams 2d8
  Slams 2d10
  Slams 4d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Burrow 120’ (40’)  Earth Glide 120’ (40’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  8
  8
  8
  8
  AL 
  Neutral
  XP 
  75
  450
  900
  1,100
    Special Abilities
  Fast 
  Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Mountain 
  Kami
  When an elder jinushigami’s ward includes the tallest peak in a range or region, it gains the use of flesh to stone and wall of stone three times 
  per day each.
  Manipulate 
  Terrain
  A jinushigami can help any number of creatures travel within its territory. Creatures aided in this way receive +4 bonus on Survival 
  checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the 
  presence of roads or the type of terrain they actually travel through. Alternatively, a jinushigami can make terrain more difficult for 
  any number of creatures to travel through, imparting -4 penalty on all Survival checks and causing overland movement to be reduced 
  to one-tenth its normal speed. A jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or 
  impedes travel for each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this 
  ability while merged with its ward.
  Merge 
  with 
  Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region 
  with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can 
  it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its 
  ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided 
  the kami's body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point 
  within that location.
  Regional 
  Ward
  A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, lake, or any other natural 
  feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since not all regions are large enough to 
  fill this area, but no region with a radius smaller than 1 mile radius can support (or deserves) a jinushigami. As long as it is within its 
  territory (either merged with it or in its physical form), a jinushigami can observe the world from any point within its regional ward 
  as if it were at that point. While merged with its ward, it can observe all points simultaneously in this way. As a standard action, it 
  can convey information about a creature within its ward (effectively imparting a description and exact location) to all kami within its 
  regional ward.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. 
  Ward
  A kami has a specific ward. If a kami's ward is portable and travels with the kami to another plane, the kami does not gain the 
  extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with 
  it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its 
  fast healing, and becomes permanently sickened.
  Kami (Jinushigami, Elder Mountain)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Triple
  
  98
  K
  AC 
  4 [15]
  3 [16]
  2 [17]
  2 [17]
  HD 
  3
  5
  7
  9
  ATT 
  Slams 2d8
  Slams 2d8
  Slams 2d10
  Slams 4d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Burrow 120’ (40’)  Earth Glide 120’ (40’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  8
  8
  8
  8
  AL 
  Neutral
  XP 
  75
  450
  900
  1,100
    Special Abilities
  Fast 
  Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 20 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Volcano 
  Kami
  An elder jinushigami that includes in its ward an active volcano appears as a humanoid made of equal parts molten rock and solid stone. A 
  volcano kami has the fire subtype instead of the earth subtype (and thus gains immunity to fire and vulnerability to cold), can use fireball 
  three times per day as a spell-like ability, and can use wall of lava (Advanced Player’s Guide 255) once per day as a spell-like ability.
  Manipulate 
  Terrain
  A jinushigami can help any number of creatures travel within its territory. Creatures aided in this way receive +4 bonus on Survival 
  checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the 
  presence of roads or the type of terrain they actually travel through. Alternatively, a jinushigami can make terrain more difficult for 
  any number of creatures to travel through, imparting -4 penalty on all Survival checks and causing overland movement to be reduced 
  to one-tenth its normal speed. A jinushigami can affect as many creatures as it wishes with this ability, selecting whether it aids or 
  impedes travel for each, as long as it can notice the creature and the creature is within its regional ward. A jinushigami may use this 
  ability while merged with its ward.
  Merge 
  with 
  Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region 
  with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can 
  it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its 
  ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided 
  the kami's body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point 
  within that location.
  Regional 
  Ward
  A jinushigami treats an entire region as its ward. This region can be a single forest, swamp, mountain, lake, or any other natural 
  feature, with a maximum radius of 5 miles. Most jinushigami have smaller regional wards, since not all regions are large enough to 
  fill this area, but no region with a radius smaller than 1 mile radius can support (or deserves) a jinushigami. As long as it is within its 
  territory (either merged with it or in its physical form), a jinushigami can observe the world from any point within its regional ward 
  as if it were at that point. While merged with its ward, it can observe all points simultaneously in this way. As a standard action, it 
  can convey information about a creature within its ward (effectively imparting a description and exact location) to all kami within its 
  regional ward.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. 
  Ward
  A kami has a specific ward. If a kami's ward is portable and travels with the kami to another plane, the kami does not gain the 
  extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with 
  it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its 
  fast healing, and becomes permanently sickened.
  Kami (Jinushigami, Elder Volcano)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Triple
  
  99
  K
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Distracting Gaze
  Gaze attack, range 30 feet, effect Staggered for 1d4 rounds, Paralysis save negates. This is a mind-affecting effect that requires 
  the kodama to be visible to those it wishes to affect. 
  Fast Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 3 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit 
  points) until a creature dies, at which point the effects of fast healing end immediately.
  Merge with Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding 
  region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its 
  ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami 
  must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge 
  mounted on the creature provided the kami's body is at least one size category smaller than the creature. If its ward is a 
  location, the kami may emerge at any point within that location.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Ward
  A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a plant 
  creature), an object, or a location. The type of ward is listed in parentheses in the kami's stat block. Several of a kami's abilities 
  function only when it is either merged with its ward or within 120 feet of it. If a kami's ward is portable and travels with the 
  kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 
  120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not 
  merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.
  Kami (Kodama)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Group (3-7x), or Grove (8-16x)
    Treasure
  Standard
  
  100
  K
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  -
  -
  -
  -
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Fast Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 2 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit 
  points) until a creature dies, at which point the effects of fast healing end immediately.
  Merge with Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding 
  region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its 
  ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami 
  must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge 
  mounted on the creature provided the kami's body is at least one size category smaller than the creature. If its ward is a 
  location, the kami may emerge at any point within that location.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Ward
  A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a plant 
  creature), an object, or a location. The type of ward is listed in parentheses in the kami's stat block. Several of a kami's abilities 
  function only when it is either merged with its ward or within 120 feet of it. If a kami's ward is portable and travels with the 
  kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 
  120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not 
  merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.
  Kami (Shikigami)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  Standard
  
  101
  K
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Quarterstaff 1d6
  Quarterstaff 1d6
  Quarterstaff 1d8
  Quarterstaff 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  180’ (60’)  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Fast Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 10 per round. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Merge with Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding 
  region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its 
  ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami 
  must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge 
  mounted on the creature provided the kami's body is at least one size category smaller than the creature. If its ward is a 
  location, the kami may emerge at any point within that location.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Touch of Ages
  When a toshigami hits a target with a touch attack or any melee weapon, the target must succeed at a Death save to avoid 
  being magically aged. When a toshigami strikes a foe, it must decide whether it wishes to physically increase the target's age or 
  mentally reduce the target's age. If it increases the target's physical age, the target suffers 1d4 points of Strength, Dexterity, or 
  Constitution damage (toshigami's choice). If it decreases the target's mental age, the target suffers 1d4 Intelligence or Wisdom 
  damage (toshigami's choice).  Combined with the toshigami's numerous attacks, this can quickly devastate a target, but once 
  a target succeeds at its saving throw against the touch of ages, it can no longer be affected by this ability for 1 round. This is a 
  magical aging effect, but does not actually alter the victim's true age-it merely simulates the creeping effect of age on the flesh 
  or the reversion to an increasingly infantile state of mind.  
  Ward
  A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a plant 
  creature), an object, or a location. The type of ward is listed in parentheses in the kami's stat block. Several of a kami's abilities 
  function only when it is either merged with its ward or within 120 feet of it. If a kami's ward is portable and travels with the 
  kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 
  120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not 
  merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.
  Kami (Toshigami)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  102
  K
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Composite 
  Longbow 1d8x3 or 
  Halberd 1d8/x3
  Composite 
  Longbow 1d8x3 or 
  Halberd 1d10/x3
  Composite 
  Longbow 1d8x3 
  or Halberd 1d10/
  x3
  Halberd 2d8/
  x3 or Composite 
  Longbow 1d8x3
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  450
  650
    Special Abilities
  Fast Healing
  As long as a kami is within 120 feet of its ward, it gains fast healing. You regain hit points at 5 per round. Fast healing does 
  not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit 
  points) until a creature dies, at which point the effects of fast healing end immediately.
  Healing Arrow
  As a free action, a zuishin can infuse an arrow it fires to carry any of the following effects: breath of life, cure light wounds, heal, 
  neutralize poison, remove curse, remove disease, or restoration. Using one of these effects consumes a use of the same spell-
  like ability. The zuishin must make a touch attack to deliver the effect to the target-the target takes no damage from the arrow.
  Merge with Ward
  As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding 
  region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its 
  ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami 
  must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge 
  mounted on the creature provided the kami's body is at least one size category smaller than the creature. If its ward is a 
  location, the kami may emerge at any point within that location.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Ward
  A kami has a specific ward-a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a plant 
  creature), an object, or a location. The type of ward is listed in parentheses in the kami's stat block. Several of a kami's abilities 
  function only when it is either merged with its ward or within 120 feet of it. If a kami's ward is portable and travels with the 
  kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 
  120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not 
  merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.
  Kami (Zuishin)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Warband (3-8x)
    Treasure
  Double
  
  103
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Head Bowl
  The basin atop a kappa's head contains water from its home river or lake. The water 
  is emptied only if the kappa willingly tips its head or a creature pinning the kappa 
  forces it to do so (requiring a grapple check while pinned). If the water is emptied, 
  the kappa becomes immobile and staggered. It can still take actions, but it cannot 
  move from the spot on its own. If the emptied head bowl is refilled with water, the 
  kappa recovers from this condition immediately. This replacement water doesn't 
  have to be from the kappa's home, but the kappa refills its head bowl from there at 
  its first opportunity.
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Kappa
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Lake or River
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Bale (3-6x)
    Treasure
  Standard
  
  104
  K
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  -
  -
  -
  -
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Blow Smoke
  Smoke constantly drifts from a kapre's mouth, and as a standard action it can exhale 
  a 30-foot cone of smoke. Any creature in the area must succeed at a Spell save or be 
  nauseated for 1 round. This is a poison effect.
  Confounding 
  Aura
  A magical aura surrounds a kapre, confusing and distracting its foes. Within a 
  kapre's aura, creatures suffer a -4 penalty for all survival/tracking related checks. On 
  top of this, any creature within a kapre's aura must succeed at a Wand saving throw 
  when it enters the area or suffer a -4 penalty on all skill and ability checks. A kapre 
  can suppress this aura at will.
  Tree Meld
  A kapre can meld with any tree, similar to how the spell meld with stone functions. It 
  can remain melded with a tree as long as it wishes.
  Kapre
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm and Temperate Forests
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  105
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+4
  ATT Attacks
  Bite 1d6 or Tail 
  Slap 1d6
  Bite 1d8 or Tail 
  Slap 1d8
  Bite 1d8 or Tail 
  Slap 1d8
  Bite 2d6 or Tail 
  Slap 2d6
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  450
  650
    Special Abilities
  -
  -
  Kaprosuchus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Colony (3-6x) / Companion
    Treasure
  None
  
  106
  K
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Claw 1d8 or Slam 
  1d4
  Claw 1d10 or Slam 
  1d6
  Claw 2d8 or Slam 
  1d8
  Claw 3d8 or Slam 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Sideways Scuttle
  When a karkinoi takes a 5-foot step, it can move up to 10 feet instead of 5 feet as 
  long as it does so in a straight line. It can do this whether it is walking or swimming.
  Water 
  Dependency
  This creature can survive out of the water for only 1 hour per point of Constitution. 
  Beyond this limit, this creature runs the risk of suffocation, as if it were drowning.
  Karkinoi
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Gang (2-6x), or Tribe (3-18x)
    Treasure
  Standard
  
  107
  K
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  Diminutive spider (as Vermin Shape II).
  Deft Limbs
  A karumzek's front pair of feet are as nimble and dexterous as human hands. It takes a karumzek half the normal 
  amount of time to create alchemical items.
  Poison
  Injury; save Death; Frequency 1/round for 6 rounds; Effect 1d3 Strength, Dexterity or Constitution damage 
  (karumzek's choice); Cure 2 consecutive saves.  
  Sense Poison
  As a free action, a karumzek can detect if a creature within 15 feet of it is poisoned. It can attempt to determine 
  the exact type of poison, as if using Detect Poison.
  Web
  You can use webs to support yourself and up to one additional creature of the same size. In addition, you can 
  throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 
  feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. 
  An entangled creature can escape with a successful Dexterity check or burst the web with a Strength check. 
  Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky 
  webbing up to three times their size. They usually position these sheets to snare flying creatures but can also 
  try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice a web; 
  otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or 
  burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of any creature touching 
  its web.
  Karumzek
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Axis)
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  Standard
  
  108
  K
  AC 
  Armor Class
  7 [12]
  6 [13]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Warhammer 1d8x3 
  or Light Crossbow 
  1d8 or Dagger 1d4
  Warhammer 
  1d10x3 or Light 
  Crossbow 1d8 or 
  Dagger 1d4
  Warhammer 
  2d6x3 or Light 
  Crossbow 1d10 or 
  Dagger 1d6
  Warhammer 2d8x3 
  or Light Crossbow 
  1d10 or Dagger 
  1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Kasatha
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Band (2-6x), Sect (2-20x), or Tribe (20-60x)
    Treasure
  Incidental
  
  109
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Longbow 1d8/x3 
  or Bite 1d6 or Claw 
  1d4
  Longbow 1d8/x3 
  or Bite 1d8 or Claw 
  1d6
  Longbow 1d8/
  x3 or Bite 1d8 or 
  Claw 1d6
  Longbow 1d10/
  x3 or Bite 2d6 or 
  Claw 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Kech
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Rare
    Role
  Artillery / Normal
    # Encountered
  Solitary, Pair, or Tribe (3-36x)
    Treasure
  Standard
  
  110
  K
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d8
  Slam 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  12
  13
  14
  15
  16
  14
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  78
  175
  450
    Special Abilities
  Captivating Lure
  Once per day, a kelpie can use a powerful mental attack to lure in a single creature within 60 feet. The target 
  must make a Paralysis saving throw or become captivated by the kelpie, thinking it is a desirable woman in 
  mortal danger or (if in hippocampus or horse form) a valuable steed. A victim under the effects of the captivating 
  lure moves toward the kelpie using the most direct means available. If the path leads it into a dangerous area 
  such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving 
  into peril; the victim does not consider water a dangerous area, and will enter the water even if it cannot swim or 
  breathe. A captivated creature can take no actions other than to move toward the kelpie and defend itself, even 
  if it is drowning. A victim within 5 feet of the kelpie simply stands and offers no resistance to its attacks. This 
  effect continues as long as the kelpie is alive and the victim is within 1 mile of the kelpie. This is a mind-affecting 
  charm effect.
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), 
  but retains most of your own physical qualities. You cannot change shape to a form more than one size category 
  smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can 
  remain in an alternate form indefinitely.
  Telepathy
  You can mentally communicate with any other creature within 1 mile that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Kelpie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary or Shoal (2-5x)
    Treasure
  Standard
  
  111
  K
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Incorporeal Touch 
  2d6
  Incorporeal Touch 
  2d6
  Incorporeal Touch 
  3d6
  Incorporeal Touch 
  3d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving resistance.
  Keelhaul
  If the herald hits a creature with two or more incorporeal touch attacks in 1 round, it can perform one additional attack roll 
  as a free action without provoking an attack of opportunity. If successful, the herald may make a normal move action.  If the 
  herald moves the target into or through a square adjacent to it (including over or under itself ), the target takes 2d8 slashing 
  or bludgeoning damage (herald's choice) for every 5 feet of this movement. If this movement results in the target being 
  underwater, the target must hold its breath or begin to drown. Alternatively, if the herald can reposition the target to the center 
  of its space, it can attempt to force the target into its cargo hold and snap the doors shut, holding the target in place as the 
  swallow whole ability. The herald can hold up to four creatures with this ability.
  Rush
  Once per minute for 1 round, the herald can move at a swim speed of 150 feet, even downward.
  Summon Draugr
  Once per day, can Summon 11-20 draugr 100% as a standard action.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's 
  weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal 
  to 1/4 the creatures' total HP max).
  Telepathy
  You can mentally communicate with any other creature within 200 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Kelpie’s Wrath (Herald of the Pirate Queen)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  112
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Club 1d6 or Sling 
  1d3
  Club 1d6 or Sling 
  1d4
  Club 1d8 or Sling 
  1d4
  Club 1d10 or Sling 
  1d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Lost Time
  As a touch attack, a khaei can touch a creature and prematurely age it. The creature 
  touched must succeed at a Death save or suffer 1d6 points of Constitution damage, 
  and be permanently aged 1d10 years. This effect also deals 1d4 points of damage to 
  the khaei.  
  Khaei
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-5x), or Village (6-30x)
    Treasure
  Standard
  
  113
  K
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Gore 1d6 or 
  Hooves 1d4
  Gore 1d8 or 
  Hooves 1d6
  Gore 2d6 or 
  Hooves 1d8
  Gore 3d6 or 
  Hooves 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  180’ (60’)  Fly 360’ (120’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Kirin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  114
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  1+2
  2
  3
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d8
  Claw 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Koala
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Group (3-5x) / Companion
    Treasure
  None
  
  115
  K
  AC 
  Armor Class
  9 [10]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  4
  5
  6
  ATT Attacks
  Longspear 1d6/x3 
  or Sling 1d3
  Longspear 1d8/x3 
  or Sling 1d3
  Longspear 1d8x3 
  or Sling 1d4
  Longspear 1d10/
  x3 or Sling 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  75
  275
  650
    Special Abilities
  Weakness
  Dazzled in bright light.
  Kobold
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Underground or Deep Forest
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Gang (2-4x), Nest (5-30x+), or Tribe (31-300x+)
    Treasure
  Incidental
  
  116
  K
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 10
  6 + 12
  8 + 16
  9 + 18
  ATT Attacks
  Bite 1d10 or Claw 
  1d6 or Tail Slap 
  1d10 or Wings 1d6
  Bite 1d10 or Claw 
  1d6 or Tail Slap 
  1d10 or Wings 1d6
  Bite 2d6 or Claw 
  1d8 or Tail Slap 
  2d6 or Wings 1d8
  Bite 4d6 or Claw 
  3d6 or Tail Slap 
  4d6 or Wings 3d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 480’ (160’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Piercing Beak
  A kongamato's beak is extremely hard and adept at breaking objects. When 
  attempting to damage an item, a kongamato's beak attack does double damage 
  and is treated as if it were adamantine for the purposes of overcoming the object's 
  hardness.
  Wailing Dive
  When a kongamato makes a charge while flying, the creature's body becomes 
  infused with energy, causing its bite to deal 2d6 extra sonic damage on that attack.
  Kongomato
    Low
    Moderate
    Advanced
    Elite
    Environment
  Tropical Forests
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  117
  K
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  5 + 10
  6 + 12
  8 + 16
  9 + 18
  ATT Attacks
  Bite 1d10 or Claw 
  1d10 or Tail Slap 
  1d10
  Bite 2d6 or Claw 
  2d6 or Tail Slap 
  2d6
  Bite 3d6 or Claw 
  3d6 or Tail Slap 
  3d6
  Bite 4d6 or Claw 
  4d6 or Tail Slap 
  4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)  Fly 240’ (80’)  (Clumsy) Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its 
  space when squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Disease
  Injury, save Death, onset 1 round, 1d3 Dexterity damage and 1d3 Strength damage per round, cure 2 
  consecutive saves.  
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or 
  charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. 
  This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent 
  can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 
  HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. 
  Frightful presence is a mind-affecting fear effect.
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a single action.  A monster with 
  the rake ability must begin its turn already grappling to use its rake-it can't begin a grapple and rake in the same 
  turn.
  Korir-Kokembe
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Jungles
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary or Nest (2-5x)
    Treasure
  Standard
  
  118
  K
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Club 1d4 or Rock 
  1d6
  Club 1d6 or Rock 
  1d6
  Club 1d8 or Rock 
  1d6+2
  Club 1d10+2 or 
  Rock 1d8+2
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  CHaotic
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Animated Hair
  A korred's hair is constantly writhing and twitching. As a free action, a korred can 
  cause its long hair to reach out and interfere with adjacent creatures - tugging at 
  clothes and weapons, tangling feet and arms, tickling, and generally making a 
  nuisance of itself. The korred can select which adjacent targets are affected by its 
  animated hair. These targets must make a successful Breath save each round to 
  avoid becoming entangled for 1 round.
  Stone Stride
  This ability works like tree stride, except it requires loose boulders at least as large as 
  the korred, and only has a range of 30 feet. The korred can use this ability once per 
  round as a standard action.
  Stunning Laugh
  Three times per day as a standard action, a korred can unleash a strange laugh that 
  stuns all creatures within a 30-foot burst for 1d2 rounds (Spell save negates). This is 
  a sonic, mind-affecting effect. Fey are immune to this ability.
  Korred
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Gang (3-6x)
    Treasure
  Standard
  
  119
  K
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  6 + 6
  7 + 7
  9 + 9
  10 + 10
  ATT Attacks
  Arm 1d10 or Bite 
  2d6 or Tentacle 1d6
  Arm 1d10 or Bite 
  2d6 or Tentacle 1d6
  Arm 2d6 or Bite 
  2d8 or Tentacle 
  1d8
  Arm 4d6 or Bite 
  4d8 or Tentacle 
  3d6
  THACO
  14 [+5]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  30’ (10’)  Swim 120’ (40’)  Jet 840’ (280’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  650
  900
  1,100
  1,350
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Ink Cloud
  A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while 
  underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going 
  badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning 
  as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. 
  Kraken Ink; Ink cloud-contact; save Death; frequency 1/round for 10 rounds; effect 1 Strength damage plus 
  nausea; cure 2 consecutive saves.  
  Jet
  A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does 
  not provoke attacks of opportunity while jetting.
  Rend Ship
  As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It 
  makes an attack roll opposed by the ship's captain's skill check, but the kraken gets +4 bonus on the check if it is 
  a larger size category than the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack 
  targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and 
  can't attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite 
  damage on the ship's hull.
  Kraken
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  120
  K
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 1d10 or Claw 
  1d10
  Bite 2d6 or Claw 
  2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Skullface
  A krenshar can pull the skin back from its face, revealing the musculature and bony 
  structures of its skull. This counts as using Intimidate to demoralize an opponent, 
  and is an extraordinary ability. The krenshar can emit a loud screech while peeling 
  back its skin, causing potent fear in a single creature within 100 feet that can see the 
  krenshar. The target creature must make a Spell save or become frightened (if the 
  target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 Hit Dice) for 
  1d4 rounds. A creature that successfully saves cannot be affected again by the same 
  krenshar's skullface ability for 24 hours. This is a sonic, mind-affecting fear effect.
  Krenshar
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Pride (6-10x)
    Treasure
  None
  
  121
  K
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Chains 2d4
  Chains 2d6
  Chains 2d8
  Chains 2d10
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Chain Armor
  The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane 
  spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
  Dancing Chains
  A kyton can control up to four chains within 20 feet, making the chains dance or move as it wishes. In addition, 
  a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These 
  chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can 
  attempt a Wand save to break the kyton's power over that chain. If the save is successful, the kyton cannot 
  attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A 
  kyton can climb chains it controls at its normal speed without making Climb checks.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze 
  has a range of 30 feet, and can be negated by a Spell save.  Failure means the target creature is dazed for 1d4 
  rounds. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting 
  fear effect. 
  Kyton
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary or Cabal (1+)
    Treasure
  Incidental
  
  122
  K
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Gore 1d4
  Gore 1d6
  Gore 1d48
  Gore 1d10
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for 
  the purpose of resolving resistance.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped by a 
  successful Heal skill check or through the application of any magical healing.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit 
  points are below 0). During this round, you cannot heal any damage and can die normally. 
  Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow 
  lost portions of you body and can reattach severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon 
  them. An unnerving gaze has a range of 30 feet, and can be negated by a Spell save.  
  Failure means the target creature is dazed for 1d4 rounds. All kytons are immune to the 
  unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear effect. 
  Kyton (Augur)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Pack (3-5x), or Squad (6-8x)
    Treasure
  Standard
  
  123
  K
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6 or Claw 
  2d6 or Wings 1d8
  Bite 2d6 or Claw 
  2d6 or Wings 1d8
  Bite 3d6 or Claw 
  3d6 or Wings 2d6
  Bite 6d6 or Claw 
  6d6 or Wings 4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving resistance.
  Evisceration
  When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or 
  a part of an internal organ as a swift action, causing the victim to suffer 1d4 points of Dexterity, Constitution, or Strength 
  damage (eremite overlord's choice).  The victim can resist this effect with a Death save. 
  Graft Flesh
  Once per day, an eremite may graft any bit of flesh or bone harvested via its evisceration ability within the previous hour to its 
  own body as a full-round action that provokes an attack of opportunity. Doing so grants the eremite the effects of a heal and a 
  greater restoration spell (caster level 20th).
  Pain
  Any creature struck by an eremite's natural attacks must make a Death save or become staggered for 1 round from the pain. 
  As long as a creature is staggered by this effect, it suffers a -4 penalty on all saving throws made to resist the eremite's spell-like 
  and extraordinary abilities.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Shadow Traveler
  When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. 
  When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze has a range 
  of 30 feet, and can be negated by a Spell save-the exact effects caused by a particular kyton's unnerving gaze depend on the 
  type of kyton. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear 
  effect.  A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself 
  almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a 
  Spell save or suffer 1d6 Intelligence damage from encroaching madness. This is a mind-affecting fear effect.  
  Kyton (Eremite Overlord)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary, Pair, or Cell (3-5x)
    Treasure
  Double
  
  124
  K
  AC 
  Armor Class
  2 [17]
  2 [17]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d10 or Claw 
  1d10 or Wings 1d6
  Bite 1d10 or Claw 
  1d10 or Wings 1d6
  Bite 2d6 or Claw 
  2d6 or Wings 1d8
  Bite 4d6 or Claw 
  4d6 or Wings 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving resistance.
  Evisceration
  When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or 
  a part of an internal organ as a swift action, causing the victim to suffer 1d4 points of Dexterity, Constitution, or Strength 
  damage (eremite overlord's choice).  The victim can resist this effect with a Death save. 
  Graft Flesh
  Once per day, an eremite may graft any bit of flesh or bone harvested via its evisceration ability within the previous hour to its 
  own body as a full-round action that provokes an attack of opportunity. Doing so grants the eremite the effects of a heal and a 
  greater restoration spell (caster level 20th).
  Pain
  Any creature struck by an eremite's natural attacks must make a Death save or become staggered for 1 round from the pain. 
  As long as a creature is staggered by this effect, it suffers a -4 penalty on all saving throws made to resist the eremite's spell-like 
  and extraordinary abilities.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Shadow Traveler
  When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. 
  When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze has a range 
  of 30 feet, and can be negated by a Spell save-the exact effects caused by a particular kyton's unnerving gaze depend on the 
  type of kyton. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear 
  effect.  A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself 
  almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a 
  Spell save or suffer 1d6 points of Intelligence damage from encroaching madness. This is a mind-affecting fear effect.  
  Kyton (Eremite)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary, Pair, or Cell (3-5x)
    Treasure
  Double
  
  125
  K
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Claw 1d6
  Claw 1d6
  Claw 1d8
  Claw 3d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start 
  of the affected creature's turn. This bleeding can be stopped by a successful Heal skill check or through the 
  application of any magical healing.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the 
  opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once 
  per round.
  Surgical Strikes
  An interlocutor's claws threaten a critical hit on a roll of 19-20. On a successful critical hit, that claw deals twice 
  the bleed damage.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving 
  gaze has a range of 30 feet, and can be negated by a Spell save-the exact effects caused by a particular kyton's 
  unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to an interlocutor's unnerving 
  gaze becomes staggered for 1 round as it becomes convinced that it recognizes some of its own body parts 
  entangled in the interlocutor's body.
  Kyton (Interlocutor)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Gang (3-5x)
    Treasure
  Standard
  
  126
  K
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Incorporeal Touch 
  1d6 or Slam 1d6
  Incorporeal Touch 
  1d8 or Slam 1d8
  Incorporeal Touch 
  1d10 or Slam 
  1d10
  Incorporeal Touch 
  2d6 or Slam 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  See in Darkness
  This creature can see perfectly in darkness of any kind, including that created by magical darkness.
  Semi-
  Incorporeal
  Some of a lampadarius's body is composed of incorporeal shadow. As a result, it has a 25% chance of taking 
  no damage from any nonmagical attack. It takes only 75% of the damage from magic weapons, spells, spell-like 
  effects, and supernatural effects. However, it takes full damage from incorporeal creatures and effects, force 
  effects, and ghost touch weapons.
  Strength Damage
  A lampadarius's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect.  
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving 
  gaze has a range of 30 feet, and can be negated by a Spell save-the exact effects caused by a particular kyton's 
  unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect. A lampadarius can make an opponent feel like its own 
  shadow is attempting to claw its face. Those who fail their saves are shaken for 1d3 rounds. This ability has no 
  effect if there is no light present to create shadows. In dim illumination, victims suffer a -2 penalty. This is a mind-
  affecting fear effect.
  Kyton (Lampidarius)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Shadow Plane)
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Choir (3-5x)
    Treasure
  Standard
  
  127
  K
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Touch 1d3
  Touch 1d4
  Touch 1d6
  Touch 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start 
  of the affected creature's turn. This bleeding can be stopped by a successful Heal skill check or through the 
  application of any magical healing.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Shadow Traveler
  When an ostiarius uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with 
  complete accuracy. When an ostiarius uses shadow walk, it moves at 100 miles per hour.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving 
  gaze has a range of 30 feet, and can be negated by a Spell save-the exact effects caused by a particular kyton's 
  unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to an ostiarius's unnerving gaze 
  becomes sickened for 1d4 rounds. This is a mind-affecting fear effect.
  Kyton (Ositarius)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, or Synod (5-9x)
    Treasure
  Standard
  
  128
  K
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Spiked Chain 2d4 
  or Claw 1d3
  Spiked Chain 2d4 
  or Claw 1d4
  Spiked Chain 2d6 
  or Claw 1d6
  Spiked Chain 2d8 
  or Claw 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Shadow Scream
  Once per hour, a sacristan can burst the bonds sealing its mouth and unleash a cacophony of darkness and soul-
  shaking howls from the pits of the Shadow Plane. The area within 25 feet of the sacristan is affected by deeper 
  darkness. All creatures within the area are deafened for as long as they remain in the area and must succeed 
  at a Spell save or be confused. The confusion effect lasts for as long as the creature is in the shadow scream's 
  area of effect and for 1d4 rounds after leaving. Any creature that falls unconscious while under the effects of this 
  confusion effect must succeed at an additional save or be afflicted by a random insanity. A sacristan's shadow 
  scream lasts for 3 rounds and remains centered on the kyton even if it moves. The sacristan can end the shadow 
  scream at will. The scream also ends if the sacristan is killed or is affected by the spell dimensional lock, which 
  prevents this ability's use for as long as the spell in effect.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving 
  gaze has a range of 30 feet, and can be negated by a Spell save-the exact effects caused by a particular kyton's 
  unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. 
  Unnerving gaze is always a mind-affecting fear effect.  A creature that succumbs to a sacristan's unnerving gaze 
  becomes staggered for 1 round.
  Kyton (Sacristan)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, Bodyguard (1d4x+), or Entourage (2d6x+)
    Treasure
  Standard
  
  129
  K
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Slam 1d6 or 
  Tentacle 1d4
  Slam 1d6 or 
  Tentacle 1d4
  Slam 1d8 or 
  Tentacle 1d6
  Slam 3d6 or 
  Tentacle 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of resolving resistance.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected 
  creature's turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
  Flux Infusion Poison
  Injury; save Death; frequency 1/round for 10 rounds; effect 1d4 ability damage: randomize among Constitution, Dexterity, or 
  Strength; Cure 2 consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Rupture
  When killed, a termagant explodes in a blast of its flux infusion poison. All living creatures within 15 feet must make a Breath 
  save or be poisoned.
  Shared Rupture
   Any creature killed while poisoned by a termagant explodes. All living creatures within 10 feet of the creature must succeed at 
  a Death save or be poisoned.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Unnerving Gaze
  All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze has a range 
  of 30 feet, and can be negated by a Spell save-the exact effects caused by a particular kyton's unnerving gaze depend on the 
  type of kyton. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear 
  effect.  A creature that succumbs to a termagant's unnerving gaze becomes nauseated for 1d4 rounds as its mind attempts to 
  comprehend the horrors it has witnessed.
  Kyton (Termagent)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Circle (3-5x)
    Treasure
  Standard
  
  130
  L
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Dagger 1d4 or Claw 
  1d4 or Touch 1d3
  Dagger 1d4 or Claw 
  1d6 or Touch 1d4
  Dagger 1d6 or 
  Claw 1d8 or 
  Touch 1d6
  Dagger 1d6 or 
  Claw 1d10 or 
  Touch 1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Wisdom Drain
  A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack.  
  Lamias try to use this power early in an encounter to make foes more susceptible to 
  charm monster and suggestion.  
  Lamia
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Deserts
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary, Pair, or Cult (3-12x)
    Treasure
  Double
  
  131
  L
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  9 + 9
  ATT Attacks
  Scimitar 1d6 or 
  Touch 1d3
  Scimitar 2d4 or 
  Touch 1d4
  Scimitar 2d6 or 
  Touch 1d6
  Scimitar 2d8 or 
  Touch 1d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  225
  650
  900
  1,100
    Special Abilities
  Wisdom Drain
  A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack.  
  Lamias try to use this power early in an encounter to make foes more susceptible to 
  charm monster and suggestion.  
  Lamia Matriarch
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary, Pair, or Cult (3-6x)
    Treasure
  Double
  
  132
  L
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Claw 1d6 or Wings 
  1d4
  Claw 1d8 or Wings 
  1d6
  Claw 2d6 or Wings 
  1d8
  Claw 3d6 or Wings 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Lammasu
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Deserts
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  133
  L
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Dagger 1d3 or Sling 
  1d4
  Dagger 1d4 or Sling 
  1d4
  Dagger 1d6 or 
  Sling 1d4
  Dagger 1d8 or 
  Sling 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  CHaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Insane Beauty
  This ability affects all humanoids within 30 feet who are viewing a lampad in 
  conditions brighter than dim light. Those who look directly upon the lampad must 
  succeed at a Spell save or gain the confused condition for 1d6 rounds. A creature 
  that succeeds at the save is immune to the same lampad's insane beauty for 24 
  hours. A lampad can suppress or resume this ability as a free action.
  Weep
  A lampad can unsettle those near her when she cries. Any creature within 30 feet 
  who can hear a lampad weeping becomes shaken unless it succeeds at a Paralysis 
  saving throw. This ability can't cause a creature to become frightened or panicked. 
  This is a mind-affecting fear effect that relies on audible components.
  Lampad
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  134
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Lamprey
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Oceans
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or School (3-12x)
    Treasure
  None
  
  135
  L
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  8 + 8
  9 + 9
  ATT Attacks
  Warhammer 3d6/
  x3 or Slam 1d10
  Warhammer 3d6/
  x3 or Slam 1d10
  Warhammer 4d6/
  x3 or Slam 2d6
  Warhammer 6d6/
  x3 or Slam 4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Lawful
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature 
  weapon, it can summon any nonmagical weapon as a standard action (including special materials); the weapon 
  disappears if it leaves the herald's grasp.
  Change Shape
  As an immediate action, the herald can take physical form, losing its incorporeal special quality and subtype and 
  its deflection bonus to AC, but gaining a Strength score of 20 and a natural armor bonus equal to its incorporeal 
  deflection bonus.  A giant eagle or two-headed golden eagle (same stats as an eagle, but with two bite attacks) as 
  Beast Shape IV.
  Construct Traits
  Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a 
  Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal 
  damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death 
  from massive damage.
  Freeze
  The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch 
  of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.
  See in Darkness
  This creature can see perfectly in darkness of any kind, including that created by magical darkness.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Lawgiver
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  136
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Stinger 1d4
  Stinger 1d6
  Stinger 1d6
  Stinger 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
  Sting—injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Seed
  Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As 
  a full-round action, the leaf ray stings its victim, depositing a seed into the victim's 
  flesh. This process deals 1 hit point of damage to the victim, but the implanted 
  creature isn't subject to the leaf ray's poison in this process. The seed germinates 
  inside the victim, making it sickened while it harbors the leaf ray seed, and dealing 
  1d2 points of Constitution damage to the victim each day the seed grows within. 
  This damage is negated with a successful Death save. The seed feeds off the victim's 
  body and only grows into a new leaf ray tree when the victim dies from Constitution 
  damage. Removing an implanted seed requires a successful Medicine check (a 
  full-round action); each attempt deals 1 hit point of damage. Although immunity to 
  disease offers no special protection against a leaf ray seed's implantation, remove 
  disease, heal, or similar effects automatically destroy any implanted seeds.
  Leaf Ray (Fall)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Rustle (2-20x)
    Treasure
  None
  
  137
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Stinger 1d4
  Stinger 1d6
  Stinger 1d6
  Stinger 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
  Sting—injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Seed
  Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As 
  a full-round action, the leaf ray stings its victim, depositing a seed into the victim's 
  flesh. This process deals 1 hit point of damage to the victim, but the implanted 
  creature isn't subject to the leaf ray's poison in this process. The seed germinates 
  inside the victim, making it sickened while it harbors the leaf ray seed, and dealing 
  1d2 points of Constitution damage to the victim each day the seed grows within. 
  This damage is negated with a successful Death save. The seed feeds off the victim's 
  body and only grows into a new leaf ray tree when the victim dies from Constitution 
  damage. Removing an implanted seed requires a successful Medicine check (a 
  full-round action); each attempt deals 1 hit point of damage. Although immunity to 
  disease offers no special protection against a leaf ray seed's implantation, remove 
  disease, heal, or similar effects automatically destroy any implanted seeds.
  Leaf Ray (Spring/Summer)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Rustle (2-20x)
    Treasure
  None
  
  138
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Stinger 1d4
  Stinger 1d6
  Stinger 1d6
  Stinger 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
  Sting—injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Seed
  Once per day, a leaf ray can implant a seed into a helpless target with its stinger. As 
  a full-round action, the leaf ray stings its victim, depositing a seed into the victim's 
  flesh. This process deals 1 hit point of damage to the victim, but the implanted 
  creature isn't subject to the leaf ray's poison in this process. The seed germinates 
  inside the victim, making it sickened while it harbors the leaf ray seed, and dealing 
  1d2 points of Constitution damage to the victim each day the seed grows within. 
  This damage is negated with a successful Death save. The seed feeds off the victim's 
  body and only grows into a new leaf ray tree when the victim dies from Constitution 
  damage. Removing an implanted seed requires a successful Medicine check (a 
  full-round action); each attempt deals 1 hit point of damage. Although immunity to 
  disease offers no special protection against a leaf ray seed's implantation, remove 
  disease, heal, or similar effects automatically destroy any implanted seeds.
  Leaf Ray (Winter)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Rustle (2-20x)
    Treasure
  None
  
  139
  L
  AC 
  Armor Class
  5 [14]
  4 [15]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Dagger 1d4 or 
  Touch 1d3
  Dagger 1d4 or 
  Touch 1d4
  Dagger 1d6 or 
  Touch 1d4
  Dagger 1d8 or 
  Touch 1d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 90’ (30’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a polymorph spell, but you do not adjust 
  your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Life Drain
  A leanan sidhe immediately knows if a creature uses her skill blessing or spell 
  blessing. At any range, she can inflict 1d6 Constitution damage on a target creature 
  in sight. The leanan sidhe heals 5 hit points each time she uses this ability.  
  Skill Blessing
  As a standard action, a leanan sidhe can create a special token that takes the form of 
  a artisan's tool for one skill. The intended recipient of this tool gains a +4 bonus on 
  skill checks made with the token. Like with a cursed item, the recipient prefers to use 
  the token, refuses to get rid of it, and finds that it returns if stolen or discarded. The 
  leanan sidhe can destroy the token as a standard action at any range. She can have 
  3 tokens in existence.
  Leanan Sidhe
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary or Retinue (1x+)
    Treasure
  Double
  
  140
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Susceptible to 
  Salt
  A handful of salt burns a leech as if it were a flask of acid, causing 1d6 points of 
  damage per use.
  Leech (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Marshes
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Cluster, Pair, or Brood (3-6x)
    Treasure
  None
  
  141
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Swarm 2d6
  Swarm 3d6
  Swarm 4d6
  Swarm 5d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  15’ (5’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Poison
  Swarm-injury; save Death; frequency 1/round for 2 rounds; effect 1d4 Dexterity 
  damage; cure 1 save.  
  Susceptible to 
  Salt
  A handful of salt burns a leech as if it were a flask of acid, causing 1d6 points of 
  damage per use.
  Leech Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Marshes
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Infestation (3-6x)
    Treasure
  None
  
  142
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Lemming
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Slice (3-30x) / Companion
    Treasure
  None
  
  143
  L
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bolas 1d8 or Flail 
  2d6 or Bite 1d10
  Bolas 1d8 or Flail 
  3d6 or Bite 1d10
  Bolas 1d8 or Flail 
  3d6 or Bite 2d6
  Bolas 2d6 or Bite 
  4d6 or Flail 4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  450
  900
  1,100
    Special Abilities
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Poison
  Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution damage plus confusion for 1 round; 
  cure 2 consecutive saves. A Leng spider's venom causes flesh to blister and rot away and the mind to experience vivid and 
  horrific hallucinations - these visions cause the poisoned creature to react in an unpredictable manner, as if confused. The 
  hallucination element of this poison is mind-affecting.  .
  Web
  You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up 
  to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 
  feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful 
  Dexterity check or burst the web with a Strength check. Attempts to burst a web by those caught in it suffer a -4 penalty. Web 
  spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying 
  creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Perception check to notice 
  a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst 
  the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move 
  across its own web at its climb speed and can pinpoint the location of any creature touching its web.
  Web Weaponry
  A Leng spider is talented at using its webs to construct weapons. This technique of weapon creation allows the spider to 
  effectively create a flail or bolas by attaching a heavy object such as a rock or chunk of metal to a cord of webbing. The spider 
  attaches one end of this webbing to a leg and can then wield the weighted cords as a flail or a bolas. It can only wield one such 
  weapon at a time - it must use its other legs to walk. If a Leng spider drops or loses a web weapon, it can create a new one as a 
  full-round action, provided it has access to heavy-weight objects of the correct size (such as loose rocks or skulls).
  Leng Spider
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Nest (3-12x)
    Treasure
  Standard
  
  144
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Leprechaun 
  Shillelagh 1d8
  Leprechaun 
  Shillelagh 1d8
  Leprechaun 
  Shillelagh 1d10
  Leprechaun 
  Shillelagh 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  -
  Leprechaun
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Band (3-6x), or Family (7-10x)
    Treasure
  Standard
  
  145
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d3 or Ranged 
  Puffball 1d3
  Bite 1d8 or Claw 
  1d4 or Ranged 
  Puffball 1d3
  Bite 1d10 or Claw 
  1d6 or Ranged 
  Puffball 1d4
  Bite 2d6 or Claw 
  1d8 or Ranged 
  Puffball 1d4
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), 
  but retains most of your own physical qualities. You cannot change shape to a form more than one size category 
  smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you 
  can remain in an alternate form indefinitely.  All leshys can transform into plants, with results similar to the tree 
  shape spell. Unlike that spell, this ability only allows transformation into Small plants of the same type of growth 
  the leshy is related to. In this form, the leshy appears as a particularly healthy specimen of that particular plant. 
  A leshy can assume plant form or revert to its true form as a swift action.
  Puffball
  A fungus leshy can spit a puffball. If it hits, this attack deals 1 point of damage and affects the target struck (but 
  not adjacent targets) with the fungus leshy's spores. The puffball has a range increment of 20 feet.
  Spores
  A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts 
  from its body, forcing all adjacent creatures to make a Death save or have their vision reduced to 10 feet for 1 
  minute. Spending a full-round action to wash one's eyes with water ends this effect. 
  Verdant Burst
  When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 
  1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself 
  quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make 
  the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the 
  plant life has no significant effect on movement and withers and dies within an hour.
  Leshy (Fungus)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Swamp or Underground
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary or Cluster (2-16x)
    Treasure
  Standard
  
  146
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Ranged Seed 1d1 
  or Slam 1d3
  Ranged Seed 1d1 
  or Slam 1d4
  Ranged Seed 1d1 
  or Slam 1d6
  Ranged Seed 1d1 
  or Slam 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most 
  of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your 
  original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any 
  other abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.  All leshys 
  can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation 
  into Small plants of the same type of growth the leshy is related to. In this form, the leshy appears as a particularly healthy 
  specimen of that particular plant. A leshy can assume plant form or revert to its true form as a swift action.
  Ensnare
  The seeds and slam attack of a gourd leshy entangle the target in vines for 2d4 rounds unless the target makes a 
  Breath save. The target can attempt to burst these entangling vines before the duration expires with a Strength 
  check as a full-round action. 
  Keepsake
  Gourd leshys can pop off the top of their heads and store a single Fine-sized object such as a dagger or potion 
  inside. While within the leshy's head, the item is warded by nondetection. In addition, after 24 hours, the item 
  within is cleaned and polished, and, if damaged, repaired as if by a mending spell. Both spell effects have a 
  caster level equal to twice the leshy's Hit Dice.
  Seed
  A gourd leshy can hurl its seeds as a ranged attack. If it hits, this attack deals 1 point of damage and affects the 
  target with the gourd leshy's ensnare ability. This attack has a 10-foot range increment.
  Verdant Burst
  When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 
  1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself 
  quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make 
  the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the 
  plant life has no significant effect on movement and withers and dies within an hour.
  Leshy (Gourd)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Hills or Plains
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary or Patch (2-16x)
    Treasure
  Standard
  
  147
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Ranged Seedpods 
  1d3
  Ranged Seedpods 
  1d4
  Ranged Seedpods 
  1d6
  Ranged Seedpods 
  1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 30’ (10’)  Fly 30’ (10’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), 
  but retains most of your own physical qualities. You cannot change shape to a form more than one size category 
  smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you 
  can remain in an alternate form indefinitely.  All leshys can transform into plants, with results similar to the tree 
  shape spell. Unlike that spell, this ability only allows transformation into Small plants of the same type of growth 
  the leshy is related to. In this form, the leshy appears as a particularly healthy specimen of that particular plant. 
  A leshy can assume plant form or revert to its true form as a swift action.
  Glide
  A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 
  5 feet lower in elevation than it started.
  Seedpods
  Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged 
  attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of 
  bludgeoning damage. Anyone struck by a seedpod must succeed at a Paralysis save or be deafened 
  for 1 round. 
  Verdant Burst
  When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a 
  slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the 
  same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the 
  undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the 
  plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement 
  and withers and dies within an hour.
  Leshy (Leaf)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests or Hills
    Rarity
  Uncommon
    Role
  Artillery / Minion
    # Encountered
  Solitary or Grove (2-16x)
    Treasure
  Standard
  
  148
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Ranged Water Jet 
  1d3 or Slam 1d6
  Ranged Water Jet 
  1d4 or Slam 1d8
  Ranged Water Jet 
  1d7 or Slam 1d10
  Ranged Water Jet 
  1d8 or Slam 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Air Cyst
  Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it 
  to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 
  minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a 
  rate of one per 24 hours.
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), 
  but retains most of your own physical qualities. You cannot change shape to a form more than one size category 
  smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you 
  can remain in an alternate form indefinitely.  All leshys can transform into plants, with results similar to the tree 
  shape spell. Unlike that spell, this ability only allows transformation into Small plants of the same type of growth 
  the leshy is related to. In this form, the leshy appears as a particularly healthy specimen of that particular plant. 
  A leshy can assume plant form or revert to its true form as a swift action.
  Verdant Burst
  When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 
  1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself 
  quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make 
  the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the 
  plant life has no significant effect on movement and withers and dies within an hour.
  Water Jet
  A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It must make a 
  ranged touch attack to strike a target-if it hits, the blast deals 1 point of bludgeoning damage. In addition, the 
  creature hit must make a Paralysis save or be blinded by the water for 1 round. 
  Leshy (Seaweed)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Coastal
    Rarity
  Uncommon
    Role
  Artillery / Normal
    # Encountered
  Solitary or Pod (2-9x)
    Treasure
  None
  
  149
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 2d6 or Hoof 
  1d6
  Bite 3d6 or Hoof 
  1d8
  Bite 3d6 or Hoof 
  1d8
  Bite 4d6 or Hoof 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  180’ (60’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Lure
  At any point that a leucrotta's targets are unaware of it (for example, if the leucrotta 
  is hiding or concealed in darkness), the leucrotta can call out to the targets, who 
  must be in line of sight and within 60 feet. When the leucrotta calls out, the targets 
  must make a Paralysis save or fall under the effects of a suggestion to approach the 
  sound of the leucrotta's voice. This effect functions identically to a mass suggestion 
  spell with a caster level of 18. A creature that saves cannot be affected again by the 
  same leucrotta's lure for 24 hours. The lure is a language-dependent effect, and if 
  the leucrotta uses the victim's name during the lure, the victim suffers a -4 penalty on 
  its saving throw. This is a sonic mind-affecting charm effect.
  Sound Mimicry
  The creature perfectly imitates certain sounds or even specific voices. The creature 
  cannot duplicate the effects of magical abilities (such as bardic performance or 
  a harpy's captivating song), though it may be able to mimic the sound of those 
  abilities. This ability does not allow the creature to speak or understand languages it 
  doesn't know.
  Leucrotta
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Tropical Forests or Hills
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (3-12x)
    Treasure
  Standard
  
  150
  L
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d6
  Bite 4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Lure
  At any point that a leucrotta's targets are unaware of it (for example, if the leucrotta 
  is hiding or concealed in darkness), the leucrotta can call out to the targets, who 
  must be in line of sight and within 60 feet. When the leucrotta calls out, the targets 
  must make a Paralysis save or fall under the effects of a suggestion to approach the 
  sound of the leucrotta's voice. This effect functions identically to a mass suggestion 
  spell with a caster level of 18. A creature that saves cannot be affected again by the 
  same leucrotta's lure for 24 hours. The lure is a language-dependent effect, and if 
  the leucrotta uses the victim's name during the lure, the victim suffers a -4 penalty on 
  its saving throw. This is a sonic mind-affecting charm effect.
  Sound Mimicry
  The creature perfectly imitates certain sounds or even specific voices. The creature 
  cannot duplicate the effects of magical abilities (such as bardic performance or 
  a harpy's captivating song), though it may be able to mimic the sound of those 
  abilities. This ability does not allow the creature to speak or understand languages it 
  doesn't know.
  Leucrotta (Crocotta)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Tropical Forests or Hills
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (3-12x)
    Treasure
  Standard
  
  151
  L
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Touch 1d6
  Touch 1d8
  Touch 1d8
  Touch 2d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Fear Aura
  10', frightened for 1d4 rounds, Paralysis save negates.   The use of this ability is a free 
  action. The aura functions like the fear spell.  A fear aura is an area effect.
  Grave Touch
  You can make a melee attack that causes a living creature to become shaken for 9 rounds. 
  If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has 
  fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit 
  Dice, minus 2.
  Paralyzing Touch Any living creature a lich hits with its touch attack must succeed on a Paralysis save or be 
  permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the 
  victim. The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a 
  Perception check or a Medicine check reveals that the victim is still alive.
  Rejuvenation
  When a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place 
  far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster's 
  body nearby. This process takes 1d10 days-if the body is destroyed before that time passes, 
  the phylactery merely starts the process anew. After this time passes, the lich wakens fully 
  healed (albeit without any gear it left behind on its old body), usually with a burning need for 
  revenge against those who previously destroyed it.
  Lich
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  Incidental
  
  152
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  -
  -
  -
  -
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Repartee
  Three times per day, when a liminal sprite successfully aids another creature’s 
  Charisma-based skill check, the creature gains a +2d4 bonus on the skill check. A 
  creature can receive this bonus from only one liminal sprite per skill check.
  Liminal Sprite
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Court (3-6x)
    Treasure
  Standard
  
  153
  L
  AC 
  Armor Class
  2 [17]
  2 [17]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  5 + 10
  6 + 12
  9 + 18
  10 + 20
  ATT Attacks
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d8 or Claw 
  2d6 or Tail 3d6
  Bite 9d6 or Claw 
  4d6 or Tail 6d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)  Fly 300’ (100’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Breath Weapon
   Once every 1d4 rounds, a cairn linnorm can expel a 60-foot cone of acidic bile, dealing 4d8 acid damage to all 
  creatures struck. In addition, this bile is infused with negative energy, and reduces maximum hit point totals by 
  1d6 on all creatures struck by it. A successful Breath save halves the damage and completely negates the necrotic 
  energy effect.  Maximum hit point values are restored following a long rest.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Death Curse
  When a creature slays this creature, it becomes targeted by that linnorm's death curse. The exact effects of a 
  death curse vary, depending upon the type of linnorm. Curse of Decay: save Death; effect the creature suffers 
  1d6 points of Constitution damage per day, and ages at an accelerated rate of 1 year per day, eventually 
  incurring all of the penalties of old age but none of the benefits.  
  Poison
  Bite-injury; save Death; frequency 1/round for 10 rounds; effect acid damage and 1d6 Con damage; cure 2 
  consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Linnorm (Cairn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Hills
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  154
  L
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  6 + 12
  7 + 14
  8 + 16
  10 + 20
  ATT Attacks
  Bite 2d6 or Claw 
  1d6 or Tail 1d10
  Bite 2d8 or Claw 
  1d8 or Tail 2d6
  Bite 3d8 or Claw 
  2d6 or Tail 2d6
  Bite 4d8 or Claw 
  3d6 or Tail 3d6
  THACO
  14 [+5]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  120’ (40’)  Fly 300’ (100’)  (Average) Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  650
  900
  1,100
  1,350
    Special Abilities
  Breath Weapon
   Once every 1d4 rounds, a crag linnorm can expel a 120-foot line of magma, dealing 8d8 fire damage to all 
  creatures struck (Breath save halves). This line of magma remains red-hot for 1 round after the linnorm creates 
  it. Creatures that took damage on the first round take one-half this fire damage the second round (Breath save 
  negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm 
  was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high 
  that does half this damage (Breath save negates) to any creature that passes through it. On the third round, the 
  line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course 
  of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving 
  behind only a stain of smoke in the air that swiftly disperses.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Death Curse
  When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: save Spell negates; 
  effect creature gains vulnerability to fire (2x damage suffered from fire sources).
  Poison
  Bite - Injury; save Death; Frequency 1/round for 10 rounds; Effect fire damage and 1d4 Constitution damage; 
  Cure 2 consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Linnorm (Crag)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Hills
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  155
  L
  AC 
  Armor Class
  4 [15]
  4 [15]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  5 + 10
  6 + 12
  7 + 14
  9 + 18
  ATT Attacks
  Bite 2d6 or Claw 
  1d10 or Tail 1d10
  Bite 2d6 or Claw 
  1d10 or Tail 1d10
  Bite 2d8 or Claw 
  2d6 or Tail 2d6
  Bite 4d8 or Claw 
  4d6 or Tail 4d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 300’ (100’)  (Average) Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Breath Weapon
   Once every 1d4 rounds, a fjord linnorm can expel a 120-foot line of icy fluid, dealing 4d8 cold damage to all 
  creatures struck (Breath save for half damage). The freezing liquid quickly hardens to sheets of ice, causing any 
  creature that takes damage to move at only half its normal speed for 1d4 rounds. A Strength check with the 
  same DC made as a full-round action allows a character to break free of the ice before this duration expires. 
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Death Curse
  When a creature slays a crag linnorm, the slayer is affected by a curse. Curse of Drowning: save Wand; effect 
  creature can never gain the benefit of water breathing, and if it possesses this ability, loses it as long as it suffers 
  the curse. In addition, the creature can hold its breath only half as long as normal, and whenever the cursed 
  creature holds its breath, it functions as if sickened.
  Poison
  Bite-injury; save Death; frequency 1/round for 10 rounds; effect cold damage and 1d6 Constitution damage; 
  cure 2 consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Linnorm (Fjord)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains and Coastlines
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  156
  L
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  5 + 10
  7 + 14
  8 + 16
  9 + 18
  ATT Attacks
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d8 or Claw 
  2d6 or Tail 3d6
  Bite 6d6 or Claw 
  3d6 or Tail 3d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)  Fly 300’ (100’)  (Average) Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  450
  900
  1,100
  1,350
    Special Abilities
  Breath Weapon
   Once every 1d4 rounds, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 4d8 cold 
  damage to all creatures struck (Breath save halves). The freezing ooze clings to those struck, and 1 round later 
  the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can 
  break free with a Strength check (same DC). Each round a creature remains frozen it takes 1d6 points of cold 
  damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at 
  least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its 
  own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don't 
  have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water 
  at a speed of 60 feet per round.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Death Curse
  When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Paralysis; 
  effect creature gains vulnerability to cold (2x damage from cold sources).
  POison
  Bite-injury; save Death; frequency 1/round for 10 rounds; effect cold damage and 1d6 Constitution damage; 
  cure 3 consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Linnorm (Ice)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Hills or Mountains
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  157
  L
  AC 
  Armor Class
  3 [16]
  2 [17]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  5 + 10
  6 + 12
  9 + 18
  10 + 20
  ATT Attacks
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d8 or Claw 
  2d6 or Tail 3d6
  Bite 6d6 or Claw 
  3d6 or Tail 4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  120’ (40’)  Fly 300’ (100’)  (Average) Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Breath Weapon
   Once every 1d4 rounds, a taiga linnorm can expel a 60-foot cone of electrified vapor, dealing 4d8 electricity 
  damage to all creatures struck (Breath save halves). The vapor itself persists for 1d4 rounds, filling its cone-
  shaped area with electrified mist that deals half this electricity damage (no save) to any creature that ends its turn 
  in the mist. The mist does not hinder vision. 
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Death Curse
  When a creature slays a linnorm, it becomes targeted by that linnorm's death curse. The exact effects of a death 
  curse vary, depending upon the type of linnorm. Curse of Electrocution: save Wand; effect the creature gains 
  vulnerability to electricity (2x damage from electricity sources).
  Poison
  Bite-injury; save Death; frequency 1/round for 10 rounds; effect electricity damage and 1d8 Dexterity damage; 
  cure 3 consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Spines
  Any creature that makes a melee attack against a taiga linnorm takes 2d4 piercing damage per attack from the 
  linnorm's spines. A melee weapon with reach provides protection from these spines.
  Linnorm (Taiga)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  158
  L
  AC 
  Armor Class
  2 [17]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  7 + 14
  8 + 16
  9 + 18
  11 + 22
  ATT Attacks
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d6 or Claw 
  1d10 or Tail 2d6
  Bite 3d8 or Claw 
  2d6 or Tail 3d6
  Bite 6d6 or Claw 
  3d6 or Tail 3d6
  THACO
  13 [+6]
  12 [+7]
  12 [+7]
  11 [+8]
  MV 
  Move
  120’ (40’)  Fly 300’ (100’)  (Average) Swim 240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  900
  1,100
  1,350
  1,500
    Special Abilities
  Breath Weapon
   Once every 1d4 rounds, a tarn linnorm can expel a 120-foot line or a 60-foot cone of acid, dealing 4d8 acid 
  damage to all creatures struck (Breath save halves). This acid creates toxic fumes when it consumes organic 
  material-on the round after a creature takes acid damage from this attack, it must make a Death save or suffer 
  +1d2 increments of Enfeebled condition from the poisonous fumes (this secondary effect is a poison effect). As 
  a full-round action, the linnorm may breathe acid with one head and bite with the other (but not use its other 
  weapons).  Alternatively, as a full-round action, it can breathe acid from both heads to create two adjacent 
  60-footlong cones or two separate 120-foot-long lines. In this case it cannot use its breath weapon again for 2d4 
  rounds.  
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Death Curse
  When a creature slays a tarn linnorm, the slayer is affected by the curse of death. Curse of Death: save Death; 
  effect creature can no longer be affected by healing spells and does not heal damage naturally from rest.
  Poison
  Bite-injury; save Death; frequency 1/round for 10 rounds; effect acid damage and 1d8 Constitution damage; 
  cure 3 consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Linnorm (Tarn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Lakes and Swamps
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  159
  L
  AC 
  Armor Class
  2 [17]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  5 + 10
  6 + 12
  10 + 20
  11 + 22
  ATT Attacks
  4 Claws 1d10 or 
  Bite 3d6 or Tail 2d6
  4 Claws 1d10 or 
  Bite 3d6 or Tail 2d6
  4 Claws 2d6 or 
  Bite 3d8 or Tail 
  3d6
  4 Claws 3d6 or 
  Bite 6d6 or Tail 
  4d6
  THACO
  15 [+4]
  14 [+5]
  11 [+8]
  11 [+8]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)  Fly 300’ (100’)  (Average) Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  1,350
  1,500
    Special Abilities
  Breath Weapon
   Once every 1d4 rounds, a tor linnorm can expel a 60- foot cone of flame and ash, dealing 4d8 fire damage to all creatures 
  struck (Breath save for half damage). One round after this breath weapon is used, the area affected by the attack becomes 
  covered in a cloud of thick, scorching smoke that burns both the lungs and eyes, dealing an additional half this fire damage to 
  all creatures in the area. Each creature that begins its turn in the smoke-covered area and breathes must make a (DC + 1 per 
  previous check) Death save each round or spend that round choking and coughing. Creatures that keep their eyes open for 
  more than 1 round while in the area of the smoke must make a Death save or go blind for 1d3 hours. The smoke dissipates 
  after 2d4 rounds. This duration is halved in strong winds and quartered in more powerful winds. 
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Death Curse
  When a creature slays a linnorm, it becomes targeted by that linnorm's death curse. The exact effects of a death curse vary, 
  depending upon the type of linnorm.  Curse of Boiling Blood: save Spell; effect creature gains vulnerability to fire (2x damage) 
  and is permanently staggered from the pain of its boiling blood. 
  Lava Affinity
  A tor linnorm can breathe and swim while submerged in lava and magma.
  Poison
  Bite-injury; save Death; frequency 1/round for 10 rounds; effect fire damage and 1d8 Constitution damage; cure 3 consecutive 
  saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Linnorm (Tor)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Volcanic Mountains
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  160
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  1d10
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Lion
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Common
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Pride (3-10x)
    Treasure
  None
  
  161
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  9
  ATT Attacks
  Bite 1d8 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  1d10
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  275
  900
  1,100
    Special Abilities
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Lion (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains or Hills
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Pride (3-8x)
    Treasure
  Incidental
  
  162
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Assimilate
  A living topiary can consume undergrowth or bushy plant matter it's currently 
  touching and incorporate that material into its form. It can do this at a rate of 5 
  cubic feet per round, healing 1d8 points of damage each time. If the topiary is at 
  maximum hit points, this ability has no effect.
  Hedge Stride
  This ability functions as tree stride, but rather than allowing for teleportation from 
  tree to tree, it permits the living topiary to teleport from one area of brush or hedges 
  to another area of similar vegetation within 1,500 feet.
  Move Through 
  Hedges
  A living topiary may move through any mass of brambles or other dense plant 
  growth without penalty. It must begin and end its turn outside of the mass.
  Sculpt Shape
  As a standard action, a living topiary can alter itself to take on the basic form of any 
  creature. The change is purely cosmetic, and does not change its size, grant it any 
  special powers, or alter its abilities.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Living Topiary
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Garden (2-4x), or Boscage (5-7x)
    Treasure
  None
  
  163
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  -
  -
  -
  -
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Crushing Push
  A living wall adjacent to a creature that is also adjacent to a barrier (such as a 
  dungeon wall, gate, or another living wall) can spend a standard action to crush that 
  creature against the barrier, dealing 1d8 bludgeoning damage. 
  Fast Healing
  You regain hit points at 1 per round. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be 
  reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Fleshy Link
  A living wall that is adjacent to another living wall automatically links with it, forming 
  an impassible solid barrier. Linked living walls coordinate their attacks and move 
  as one creature. Any linked wall can unlink itself as a free action. Any damage to 
  one linked living wall is divided evenly among all linked living walls (for example, if 
  three walls are linked and one takes 15 points of damage, each wall instead takes 5 
  points of damage). Two or three linked living walls count as a Huge creature for the 
  purpose of effects affected or limited by size (such as bull rush), four or five count as 
  Gargantuan, and six or more count as Colossal.
  Living Wall
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary or Pack (2-8x)
    Treasure
  Incidental
  
  164
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Lizard
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  165
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Lizard (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  166
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  You can call out to the powers of good to aid you in your struggle against Good 1 
  times per day. As an action, you choose one target within sight to smite. If this target 
  is Good, you add +4 to your attack rolls and +8 to all damage rolls made against 
  the target of your smite. If the target of Smite Good is an outsider with the Good 
  subtype, an Good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite Good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not Good, the smite is 
  wasted with no effect. The Smite Good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Lizard (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  167
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6 or Tongue 
  1d1
  Bite 3d6 or Tongue 
  1d1
  Bite 3d6 or 
  Tongue 1d1
  Bite 4d6 or Tongue 
  1d1
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Tongue
  A giant chameleon can grab a foe with its tongue and draw the victim to its mouth. 
  This tongue attack has a reach of 15 feet. The attack does no damage, but allows the 
  creature to grab and draw the victim toward this creature. A giant chameleon does 
  not gain the grappled condition while using its tongue in this manner.
  Lizard (Giant Chameleon)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests and Mountains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Blend (3-6x)
    Treasure
  None
  
  168
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d10 or Tail 
  1d6
  Bite 2d6 or Tail 1d8 Bite 3d6 or Tail 
  2d6
  Bite 4d6 or Tail 
  3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Lizard (Giant Frilled)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests, Plains, or Hills
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Blend (3-6x)
    Treasure
  None
  
  169
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Expert Climber
  A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. 
  In effect, geckos are treated as constantly being under a natural version of the spell 
  spider climb.
  Lizard (Giant Gecko)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests or Mountains
    Rarity
  Common
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Nest (3-6x)
    Treasure
  None
  
  170
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Blood 
  Squirt 1d3
  Bite 1d8 or Blood 
  Squirt 1d4
  Bite 1d10 or 
  Blood Squirt 1d4
  Bite 2d6 or Blood 
  Squirt 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Blood Squirt
  Once per day as a standard action that doesn't provoke attacks of opportunity, a 
  horned lizard can squirt a 5-foot-long stream of blood from the corners of its eyes. 
  The animal's blood contains noxious chemicals, and a creature hit by the blood must 
  succeed at a Paralysis save or be sickened for 1d4 rounds.
  Camouflage
  While in desert terrain, a horned lizard can use the Stealth skill to hide even if the 
  terrain doesn't grant cover or concealment.
  Lizard (Horned)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Desert
    Rarity
  Common
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Flock (3-12x)
    Treasure
  None
  
  171
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Bite-injury; save Death; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 
  Dexterity damage; cure 1 save.  
  Lizard (Monitor)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests or Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Pack (3-8x)
    Treasure
  None
  
  172
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Javelin 1d6 or 
  Morningstar 1d8 or 
  Claw 1d4 or Bite 
  1d4
  Javelin 1d6 or 
  Morningstar 1d8 or 
  Claw 1d6 or Bite 
  1d6
  Javelin 1d6 or 
  Morningstar 1d10 
  or Claw 1d6 or 
  Bite 1d8
  Javelin 1d6 or 
  Morningstar 2d6 
  or Claw 1d8 or 
  Bite 1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Lizardfolk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Swamps
    Rarity
  Common
    Role
  Soldier / Minion
    # Encountered
  Solitary, Pair, Band (3-12x), or Tribe (13-60x)
    Treasure
  Incidental
  
  173
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Spit
  Once per hour, a llama can regurgitate the contents of its stomach, spitting the foul 
  material at a single target within 10 feet. The target must succeed at a Death save or 
  be sickened for 1d4 rounds.
  Llama
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Hills or Mountains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Herd (3-15x)
    Treasure
  None
  
  174
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Light Crossbow 1d8 
  or Longspear 1d8/
  x3
  Light Crossbow 1d8 
  or Longspear 1d8/
  x3
  Light Crossbow 
  1d8 or Longspear 
  1d10/x3
  Light Crossbow 
  1d10 or Longspear 
  2d6/x3
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Locathah
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Aquatic
    Rarity
  Common
    Role
  Soldier / Minion
    # Encountered
  Solitary, Band (2-10x), or Tribe (11-30x+)
    Treasure
  Standard
  
  175
  L
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Pincers 1d8 or 
  Sting 1d6
  Pincers 2d6 or 
  Sting 1d8
  Pincers 2d6 or 
  Sting 1d8
  Pincers 3d6 or 
  Sting 2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Abyssal Torment
  An apocalypse locust's sting is designed to torment its victims with wracking pain. A victim of the creature's 
  venomous sting also suffers a -4 penalty on attack rolls, skill checks, and ability checks. The effects of abyssal 
  torment last until the sling's poison is cured.
  Accursed Brand
  Whenever a victim fails its save against an apocalypse locust's breath weapon, the unholy fire burns an accursed 
  brand into his flesh. For the next 24 hours, the branded victim is subjected to auditory hallucinations of foul 
  desires and sinful deeds. The hallucinations cause lawful and good victims to become tainted; good-aligned 
  clerics, druids, paladins, and even lawful monks are treated as though they've temporarily broken their codes of 
  conduct. Any character marked by the accursed brand who has a class that's restricted to a good alignment or 
  lawful alignment is treated as an ex-member of that class for 24 hours; an atonement spell can end this effect.
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving 
  resistance.
  Breath Weapon
   30' Line of Fire: 4d8 Fire damage, Breath save halves damage, usable every 1d4 rounds.  You are immune to 
  your own breath weapon.
  Maddening Buzz
  When three or more apocalypse locusts in a group simultaneously flap their wings, they create a loud buzzing 
  sound capable of driving other creatures mad. Any creature within a range of 100 feet + 10 additional feet per 
  locust must succeed at a Wand save or go mad as if affected by a confusion spell (caster level equal to the locusts' 
  CR plus the number of locusts present). This is a sonic mind-affecting effect. 
  Sting
  Poison-injury; save Death; frequency 1/round for 6 rounds; effect 1 Constitution damage plus abyssal torment; 
  cure 2 consecutive saves.
  Locust (Apocalypse)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Evil-Aligned Planes
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Colony (3-30x)
    Treasure
  Standard
  
  176
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d8 or Spit 
  1d3
  Bite 2d6 or Spit 
  1d6
  Bite 2d6 or Spit 
  1d6
  Bite 3d6 or Spit 
  1d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Spit
  A giant locust can spit a brown jet of acid and partially digested food up to 30 feet 
  with no range increment.
  Voracious
  A giant locust bite attack deals double damage to creatures with the plant subtype 
  and to objects made of paper, wood, or other plant materials.
  Locust (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Deserts or Plains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Gang (3-8x), or Colony (5-20x)
    Treasure
  None
  
  177
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)  Climb 45’ (15’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Voracious
  A giant locust bite attack deals double damage to creatures with the plant subtype 
  and to objects made of paper, wood, or other plant materials.
  Locust (Sawleg)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Plains
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Flight (3-18x)
    Treasure
  None
  
  178
  L
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Swarm 1d6
  Swarm 1d8
  Swarm 2d6
  Swarm 2d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)  Fly 90’ (30’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Devour
  A locust swarm causes damage to unattended objects in its space each round as 
  though they were creatures. It even damages inedible objects.
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Voracious
  A giant locust bite attack deals double damage to creatures with the plant subtype 
  and to objects made of paper, wood, or other plant materials.
  Locust Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Deserts or Plains
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Cloud (3-20x), or Plague (21-100x)
    Treasure
  None
  
  179
  L
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Tentacle 1d6
  Tentacle 1d6
  Tentacle 1d8
  Tentacle 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Freeze
  The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a 
  statue, patch of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this 
  kind of inanimate object.
  Murmur
  A lorelei's murmur has the power to infect the minds of those that hear it. This effect even influences 
  undead creatures despite their usual immunity to mind-affecting effects. When a lorelei murmurs, all 
  creatures aside from other lorelei within a 300-foot spread must succeed on a Spell saving throw or 
  become captivated. A creature that successfully saves is not subject to the same lorelei's song for 24 
  hours. A victim under the effects of the murmur moves toward the lorelei using the most direct means 
  available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature 
  receives a second saving throw to end the effect before moving into peril. Affected creatures can take 
  no actions other than to defend themselves. A victim within 5 feet of the lorelei simply stands and 
  offers no resistance to its attacks. This effect continues for as long as the lorelei murmurs and for 1 
  round thereafter. This is a sonic mind-affecting charm effect.
  Poison
  Tentacle—injury; save Death; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 2 
  consecutive saves.  
  Vortex
  This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, 
  but the whirlpool can only form underwater and cannot leave the water. It's a Breath save to avoid 
  being caught by the  vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 
  points of damage per round.
  Lorelei
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Coasts
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  180
  L
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  6
  9
  9
  ATT Attacks
  Claw 1d4
  Claw 1d8
  Claw 1d10
  Claw 2d6
  THACO
  17 [+2]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  350
  1,100
  1,350
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful and Evil for the purpose of resolving resistance.
  Intelligence 
  Drain
  Lorthact inflicts 1d4 points of Intelligence damage each time he hits with a weapon or natural weapon (Wand save negates). 
  Alternatively, he can make a single melee touch attack per round, dealing no hit point damage but having a 100% chance of 
  inflicting 1d6 points of Intelligence damage (Wand save negates).  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  See in Darkness
  This creature can see perfectly in darkness of any kind, including that created by magical darkness.
  Spell Reservoir
  Lorthact can drain prepared arcane spells from the mind of a creature he has dominated and store them for later use, similarly 
  to a ring of spell storing.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Temporal 
  Anomaly
  Lorthact exists slightly outside of the normal timestream. Spells that predict the future-such as augury, divination, Foresight, 
  and moment of prescience can not perceive him and provide no benefit against him or information about him. In addition, 
  whenever a creature within 6o feet of him uses time stop, Lorthact can act normally within the duration of the time stop, as if 
  he had cast it himself.
  Lorthact (Devil, Infernal Duke)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  181
  L
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 4d8
  Bite 4d8
  Bite 4d10
  Bite 12d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  00
  1,100
    Special Abilities
  Digest Magic
  A magic item swallowed by a lukwata must make a Fortitude save after an hour or 
  become permanently nonmagical. Artifacts are immune to this effect.
  Dispelling Bite
  When a lukwata scores a critical hit with its bite, the victim is affected as if targeted 
  by a dispel magic spell. The caster level for this effect is equal to the lukwata's Hit 
  Dice.
  Eldritch 
  Encrustation
  Crystalline growths along the lukwata's digestive tract contain large deposits 
  of magical energy. These nodes are responsible for the magical feedback that 
  surrounds each lukwata, granting it its spell resistance, damage reduction, dispelling 
  bite, and digest magic abilities. Dispel magic cast on a lukwata can negate these 
  powers for 1 minute-the CL of the effect is treated as the lukwata's Hit Dice.
  Lukwata
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Rivers, Lakes, or Swamps
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary, Pair, or School (3-8x)
    Treasure
  Standard
  
  182
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d4 or Claw 
  1d6
  Bite 1d6 or Claw 
  1d8
  Bite 1d8 or Claw 
  2d6
  Bite 2d6 or Claw 
  3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Barbed 
  Carapace
   A lunarma's carapace is covered in jagged barbs. Any creature that grapples a lunarma or attacks it with 
  unarmed strikes or natural weapons takes 1d4 damage from the vicious barbs. Using a reach weapon does not 
  endanger the attacker this way.
  Breath Weapon
   30-ft. line, 4d8 acid damage plus recurring damage, Breath save halves damage.  The acid from a lunarma's 
  breath weapon lasts for 1d4 additional rounds, dealing half the original amount of acid damage on its turn to 
  any creature that took damage from the breath weapon. Washing off the acid with water or other liquid is a full-
  round action that ends the continuing damage.  Usable once every 1d4 rounds.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Implant Eggs
  A lunarma can lay 2d6 eggs in a helpless creature. The eggs hatch after 24 hours and each has a 10% chance to 
  inflict 1d6 Constitution damage per hour as they feed on the host. After 1d2 days of eating, the larvae crawl out 
  and find a safe place to mature into adults. A remove disease spell rids a creature of all implanted eggs or larvae, 
  or they can be removed one at a time by using the Heal skill to treat deadly wounds.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Lunarma
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary, Pair, or Hive (3-16x)
    Treasure
  None
  
  183
  L
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Slam 2d6
  Slam 3d6
  Slam 4d6
  Slam 6d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  30’ (10’)  Climb 15’ (5’)  Fly 120’ (40’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Smother
  When this creature successfully attacks a target, it forms an airtight seal around its 
  prey. A grappled target cannot speak or cast spells with verbal components, and 
  must hold its breath
  Lurker Above
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  184
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Dagger 1d3 or Claw 
  1d4
  Dagger 1d3 or Claw 
  1d6
  Dagger 1d4 or 
  Claw 1d8
  Dagger 1d6 or 
  Claw 1d10
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 90’ (30’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Blend with Light
  In areas of bright light, lurkers are invisible. As with greater invisibility, they may attack and still 
  remain invisible. In shadowy illumination, a lurker loses this invisibility, though like all creatures 
  in shadows, they have concealment unless the viewer has darkvision. If the lurker is flying, its 
  fluttering wings partially negate this effect, giving it only partial concealment (20%) rather than total 
  concealment.
  Daylight Door
  Once per day, a lurker can use dimension door, transporting only itself and up to 50 pounds of 
  material. The start and end points of the teleport must be in areas of bright light; if the destination 
  lacks sufficient light, the teleport fails but does not expend the ability for the day.
  Poison
  Lurkers typically coat their daggers with shadow essence poison. Shadow essence poison: Injury; 
  save Death; frequency 1/round for 6 rounds; initial effect 1 Str ength damage; cure 1 save.  
  Ritual Gate
  By sacrificing one or more humanoid victims, a lurker or group of lurkers can create a gate to the 
  Material Plane, one of the Elemental Planes, or the realm of the fey, either to return home or to 
  conjure allies. Creating a gate for travel requires the sacrifice of five victims - the gate created remains 
  open for 1 minute. Creating a gate to bring allies to the Material Plane requires one sacrifice for 
  every HD of the creature intended to pass through the gate (so five sacrifices can bring a lurker or 
  a Medium air elemental, eight can bring a Large earth elemental, and so on). The sacrifices do not 
  need to be simultaneous; as long as all sacrifices occur at some point during the hour-long ritual, the 
  magic continues to build until it reaches the required total.
  Lurker in Light
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (extraplanar)
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  Standard
  
  185
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Throwing Axe 1d6
  Throwing Axe 1d6
  Throwing Axe 1d8
  Throwing Axe 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Werebear, Common)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Family (3-6x), or Troupe (3-6x+)
    Treasure
  Incidental
  
  186
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Battleaxe 1d8x3 or 
  Throwing Axe 1d6
  Battleaxe 1d8x3 or 
  Throwing Axe 1d6
  Battleaxe 1d10x3 
  or Throwing Axe 
  1d8
  Battleaxe 2d6x3 or 
  Throwing Axe 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Werebear, Human Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Family (3-6x), or Troupe (3-6x+)
    Treasure
  Incidental
  
  187
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Battleaxe 1d8x3 or 
  Throwing Axe 1d6 
  or Bite 1d6 or Claw 
  1d6
  Battleaxe 1d8x3 or 
  Throwing Axe 1d6 
  or Bite 1d8 or Claw 
  1d8
  Battleaxe 1d10x3 
  or Throwing Axe 
  1d6 or Bite 2d6 or 
  Claw 1d10
  Battleaxe 2d6x3 
  or Throwing Axe 
  1d8 or Bite 2d8 or 
  Claw 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Werebear, Hybrid Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Family (3-6x), or Troupe (3-6x+)
    Treasure
  Incidental
  
  188
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Dagger 1d4
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’) , Fast Movement
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Wereboar, Human Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests or Plains
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Brood (3-8x), or Troupe (3-8x+)
    Treasure
  Incidental
  
  189
  L
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  0
  1
  2
  4
  ATT Attacks
  Dagger 1d4 or Bite 
  1d4 or Gore 1d8
  Dagger 1d4 or Bite 
  1d6 or Gore 2d6
  Dagger 1d4 or 
  Bite 1d8 or Gore 
  2d6
  Dagger 1d6 or Bite 
  2d6 or Gore 3d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Wereboar, Hybrid Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests or Plains
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Brood (3-8x), or Troupe (3-8x+)
    Treasure
  Incidental
  
  190
  L
  AC 
  Armor Class
  9 [10]
  8 [11]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Light Crossbow 1d8 
  or Shortsword 1d6
  Light Crossbow 1d8 
  or Shortsword 1d6
  Light Crossbow 
  1d10 or 
  Shortsword 1d8
  Light Crossbow 
  2d6 or Shortsword 
  1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Wererat, Human Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Pack (5-10x), or Guild (11-30x+)
    Treasure
  Incidental
  
  191
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Light Crossbow 1d8 
  or Shortsword 1d6 
  or Bite 1d4
  Light Crossbow 1d8 
  or Shortsword 1d6 
  or Bite 1d6
  Light Crossbow 
  1d8 or Shortsword 
  1d6 or Bite 1d6
  Light Crossbow 
  1d8 or Shortsword 
  1d8 or Bite 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Wererat, Hybrid Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Pack (5-10x), or Guild (11-30x+)
    Treasure
  Incidental
  
  192
  L
  AC 
  Armor Class
  9 [10]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Dagger 1d4
  Dagger 1d4
  Dagger 1d4
  Dagger 1d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Weretiger, Common)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Plains or Swamps
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  193
  L
  AC 
  Armor Class
  9 [10]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Dagger 1d4 or 
  Shortsword 1d6
  Dagger 1d4 or 
  Shortsword 1d6
  Dagger 1d4 or 
  Shortsword 1d6
  Dagger 1d6 or 
  Shortsword 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Weretiger, Human)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Plains or Swamps
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  194
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Dagger 1d4 or 
  Shortsword 1d6 or 
  Bite 2d6 or Claw 
  1d8
  Dagger 1d4 or 
  Shortsword 1d6 or 
  Bite 3d6 or Claw 
  2d6
  Dagger 1d4 or 
  Shortsword 1d6 or 
  Bite 3d6 or Claw 
  2d6
  Dagger 1d6 or 
  Shortsword 1d8 or 
  Bite 3d6 or Claw 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Weretiger, Hybrid Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Plains or Swamps
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  195
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Light Crossbow 1d8 
  or Longsword 1d8
  Light Crossbow 1d8 
  or Longsword 1d8
  Light Crossbow 
  1d8 or Longsword 
  1d10
  Light Crossbow 
  1d10 or 
  Longsword 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Werewolf, Human Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Pack (3-6x)
    Treasure
  Incidental
  
  196
  L
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Light Crossbow 1d8 
  or Longsword 1d8 
  or Bite 1d6
  Light Crossbow 1d8 
  or Longsword 1d8 
  or Bite 1d8
  Light Crossbow 
  1d10 or 
  Longsword 1d10 
  or Bite 1d10
  Light Crossbow 
  1d10 or 
  Longsword 1d10 
  or Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Change Shape
  All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid 
  form. Equipment does not meld with the new form between humanoid and hybrid 
  form, but does between those forms and animal form, a natural lycanthrope 
  can shift to any of its three alternate forms as a move-equivalent action A slain 
  lycanthrope reverts to its humanoid form, although it remains dead.
  Curse of 
  Lycanthropy
  A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid 
  target with lycanthropy (Wand save negates). If the victim's size is not within one size 
  category of the lycanthrope, this ability has no effect.
  Lycanthropic 
  Empathy
  In any form, natural lycanthropes can communicate and empathize with animals 
  related to their animal form. They can attempt to alter such an animal's attitude, and 
  when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form. 
  Lycanthrope (Werewolf, Hybrid Form)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Pack (3-6x)
    Treasure
  Incidental
  
  197
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d4 or Claw 
  1d3
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Infectious Dance
  Any creature viewing a dancing maenad from within 60 feet of her must succeed at 
  a Paralysis save or be affected as if by confusion for 1 hour. For every four creatures 
  affected by this ability, the maenad gains 1d10 hit points and her Charisma score 
  increases by 1; these benefits end if the affected creatures break free of the dance.
  Mad Feast
  A maenad can conjure a supernatural feast. Creatures eating from this feast gain 
  a +2 bonus to Strength and Constitution, 1d8 hit points, and a +4 bonus on fear 
  saves for 12 hours. Creatures affected also suffer a -4 penalty on saving throws (this 
  penalty does not apply on saves against fear), and find it more compelling to engage 
  in debauchery, excess, and violence.
  Poison
  Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Constitution 
  damage; cure 2 consecutive saves.  
  Maenad
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Revel (3-12x)
    Treasure
  Standard
  
  198
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Light Crossbow 1d8 
  or Longsword 1d8 
  or Shortsword 1d6 
  or Slam 1d4
  Light Crossbow 1d8 
  or Longsword 1d8 
  or Shortsword 1d6 
  or Slam 1d4
  Light Crossbow 
  1d10 or 
  Longsword 1d10 
  or Shortsword 1d8 
  or Slam 1d6
  Light Crossbow 
  1d10 or 
  Longsword 2d6 or 
  Shortsword 1d8 or 
  Slam 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Hardness
  The Animated Object can ignore the first 5 points of damage from an attack.
  Machine Soldier
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Group (3-12x)
    Treasure
  None
  
  199
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Scimitar 1d6
  Scimitar 1d8
  Scimitar 1d10
  Scimitar 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Maftet
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Deserts or Mountains
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pride (6-10x)
    Treasure
  Standard
  
  200
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Burrow 15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Regurgitate
  Once per day, a giant maggot can empty its putrid stomach upon one creature 
  within 5 feet. The target must make a Death save or be sickened for 1 minute (or 
  until the target spends a full-round action with at least a gallon of water to wash off 
  the filth).
  Maggot (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Swarm (2-12x)
    Treasure
  None
  
  201
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d10
  Slam 2d6
  Slam 3d6
  Slam 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must 
  also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Breath save to avoid catching on fire.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Lava Body
  The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a weapon, that weapon takes 1d6 
  fire damage unless the attacker makes a Breath save. Damage caused to weapons in this manner is not halved, but hardness 
  does help prevent some of the damage dealt.
  Split
  Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two identical creatures, each 
  with half of the original's current hit points (round down). A version of this creature with 10 hit points or less cannot be further 
  split and dies if reduced to 0 hit points.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Vulnerability to 
  Water
  A significant amount of water, such as that created by a create water spell, the contents of a large bucket, or a blow from a 
  water elemental, that strikes a magma ooze forces the creature to make a Death save to avoid being staggered for 2d4 rounds. 
  A magma ooze that is immersed in water must make a Death save each round or become petrified, reverting once the water is 
  gone.
  Magma Ooze
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  202
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d10
  Slam 2d6
  Slam 3d6
  Slam 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability 
  must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. 
  A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus 
  on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though 
  hit by the burning creature and must make a Breath save to avoid catching on fire.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any 
  other effects caused by a successful check, including additional damage).
  Lava Body
  The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a weapon, that weapon 
  takes 1d6 fire damage unless the attacker makes a Breath save. Damage caused to weapons in this manner is not halved, 
  but hardness does help prevent some of the damage dealt.
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against evil 1 times per day. As an action, you 
  choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +8 to all damage rolls 
  made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned 
  dragon, or an undead creature, the bonus to damage on the first successful attack doubles.  Regardless of the target, 
  Smite Evil attacks automatically bypass any resistances the creature might possess. In addition, while smite evil is in 
  effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature 
  that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or 
  the next time you rest and regain your uses of this ability.
  Split
  Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two identical creatures, 
  each with half of the original's current hit points (round down). A version of this creature with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if 
  the save is a success or failure
  Vulnerability to Water
  A significant amount of water, such as that created by a create water spell, the contents of a large bucket, or a blow from 
  a water elemental, that strikes a magma ooze forces the creature to make a Death save to avoid being staggered for 2d4 
  rounds. A magma ooze that is immersed in water must make a Death save each round or become petrified, reverting 
  once the water is gone.
  Magma Ooze (Brimstone)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  203
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d10
  Slam 2d6
  Slam 3d6
  Slam 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must 
  make a Breath save to avoid catching on fire.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy 
  in melee (in addition to any other effects caused by a successful check, including additional damage).
  Hot Gases
  Striking a crystalline magma ooze with a non-reach melee weapon causes hot gases to erupt, dealing 2d4 
  fire damage to the attacking creature.
  Lava Body
  The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a weapon, 
  that weapon takes 1d6 fire damage unless the attacker makes a Breath save. Damage caused to weapons 
  in this manner is not halved, but hardness does help prevent some of the damage dealt.
  Split
  Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two 
  identical creatures, each with half of the original's current hit points (round down). A version of this 
  creature with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Vulnerability to Water
  A significant amount of water, such as that created by a create water spell, the contents of a large bucket, 
  or a blow from a water elemental, that strikes a magma ooze forces the creature to make a Death save to 
  avoid being staggered for 2d4 rounds. A magma ooze that is immersed in water must make a Death save 
  each round or become petrified, reverting once the water is gone.
  Magma Ooze (Crystalline)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  204
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d10
  Slam 2d6
  Slam 3d6
  Slam 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must 
  make a Breath save to avoid catching on fire.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy 
  in melee (in addition to any other effects caused by a successful check, including additional damage).
  Lava Body
  The magma ooze is formed of molten rock. Whenever a creature strikes a magma ooze with a weapon, 
  that weapon takes 1d6 fire damage unless the attacker makes a Breath save. Damage caused to weapons 
  in this manner is not halved, but hardness does help prevent some of the damage dealt.
  Poison
  Slam - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage; cure 2 
  consecutive saves.  
  Split
  Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two 
  identical creatures, each with half of the original's current hit points (round down). A version of this 
  creature with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Vulnerability to Water
  A significant amount of water, such as that created by a create water spell, the contents of a large bucket, 
  or a blow from a water elemental, that strikes a magma ooze forces the creature to make a Death save to 
  avoid being staggered for 2d4 rounds. A magma ooze that is immersed in water must make a Death save 
  each round or become petrified, reverting once the water is gone.
  Magma Ooze (Poisonous)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Volcano or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  205
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Melee Touch 1d1 or 
  Slam 1d6
  Melee Touch 1d1 or 
  Slam 1d8
  Melee Touch 1d1 
  or Slam 1d8
  Melee Touch 1d1 
  or Slam 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. 
  Those affected by the burn ability must also succeed on a Breath save or catch fire, 
  taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Breath save to avoid catching on fire.
  Searing Aura
  A magmin radiates extremely high temperatures, and any creature that starts its turn 
  within 20 feet of a magmin must succeed at a Breath save or take 1d6 fire damage. 
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Magmin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary or Gang (2-8x)
    Treasure
  Standard
  
  206
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 2d6 or Claw 
  2d6
  Bite 3d6 or Claw 
  3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 300’ (100’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Separate
  During the day, a manananggal looks like a living human woman. She does not detect as 
  undead during the day, but is still an undead creature. At night, her upper torso rips away 
  (this is a full round action that occurs at sunset), leaving her lower torso behind. Her lower 
  torso is helpless, but her upper torso gains its fly speed and natural attacks at this time. 
  The upper and lower portions share the same pool of hit points (despite any intervening 
  distance), and if the helpless lower portion is damaged, the manananggal is immediately 
  aware of the attack. Since manananggals can be destroyed by damage to their lower bodies, 
  they prefer to hide their lower torsos when separated. A manananggal must return to its 
  lower torso and reattach to it (a full-round action) within the hour before sunrise-each round 
  a manananggal remains separated after sunrise, it takes 1d6 points of damage until it 
  rejoins its lower torso or it crumbles into dust.
  Vulnerable to 
  Light Blades
  Light blades (such as daggers, kamas, kukris, rapiers, short swords, sickles, and starknives) 
  deal double the weapon's base damage on a successful hit against a manananggal.
  Manananggal
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary or Pack (2-6x)
    Treasure
  Standard
  
  207
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d6 or Slam 
  1d4
  Bite 1d8 or Slam 
  1d6
  Bite 1d8 or Slam 
  1d6
  Bite 2d6 or Slam 
  1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)  Burrow 30’ (10’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Poison
  Slam - injury; save Death; frequency 1/round for 4 rounds; effect confusion and 
  fatigue; cure no saves but "act normally" result on the confusion behavior table ends 
  the effect.
  Shriek
  Once per day as a standard action, a mandragora can give voice to an unsettling 
  shriek. All creatures within a 30-foot spread of a shrieking mandragora must make 
  a Spell save or become nauseated for 1d4 rounds. This is a sonic, mind-affecting 
  ability.
  Vulnerability to 
  Supernatural 
  Darkness
  In areas of supernatural darkness (such as those created by deeper darkness, but not 
  by darkness), a mandragora is slowed, as the slow spell.
  Mandragora
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Forests
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary, Pair, or Grove (3-12x)
    Treasure
  Standard
  
  208
  M
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  7
  ATT Attacks
  Slam 4d4
  Slam 4d6
  Slam 4d10
  Slam 12d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Fast Healing
  This creature regains hit points at 5 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow lost 
  body parts to be reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Positive Energy 
  Aura
  Living creatures within this creature's aura (range 20') heal 5 hit points on its turn each round. This 
  creature can exclude 9 creatures from the aura's effect, and can cease or resume the aura as a free 
  action.
  Spirit Stampede
  Once every 1d4 rounds, a manitou can call upon animal spirits to attack, affecting a 60-foot cone and 
  dealing 2d8 force damage (Breath save halves). Using this ability temporarily weakens the manitou's 
  connection with the natural world, halting its positive energy aura until the stampede is ready to be 
  used again.
  Token of Fortune
  A manitou can imbue an small object, such as a stone or necklace, with its blessing. The object's 
  bearer and any allies within 10 feet gain a +2 luck bonus on saving throws. The manitou can use 
  scrying on the token at will. The manitou can teleport to it (without error) once per day as a swift 
  action. These abilities are lost if the token leaves the manitou's territory. A manitou may only have 
  one token active at a time.
  Manitou
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Plains or Forests
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  209
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d8 or Claw 
  2d4 or Spikes 1d6
  Bite 2d6 or Claw 
  2d6 or Spikes 1d6
  Bite 2d6 or Claw 
  2d6 or Spikes 1d8
  Bite 3d6 or Claw 
  3d6 or Spikes 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 150’ (50’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Spikes
  With a snap of its tail, a manticore can loose a volley of four spikes as a standard 
  action (make an attack roll for each spike). This attack has a range of 180 feet with 
  no range increment. All targets must be within 30 feet of each other. The creature 
  can launch only 24 spikes in any 24-hour period.
  Manticore
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Hills or Marshes
    Rarity
  Uncommon
    Role
  Controller / Normal
    # Encountered
  Solitary, Pair, or Pride (3-6x)
    Treasure
  Standard
  
  210
  M
  AC 
  Armor Class
  6 [13]
  4 [15]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Bite 4d4 or Claw 
  2d6
  Bite 4d4 or Claw 
  2d6
  Bite 4d6 or Claw 
  2d8
  Bite 4d8 or Claw 
  3d8
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  NMeutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Fling
  If a deadly mantis begins its turn with creature grabbed in its claws (i.e., a successful 
  melee attack against that creature last round), it can, as a standard action, fling that 
  creature up to 30 feet away. Creatures thrown in this way take 2d6 bludgeoning 
  damage.
  Rending 
  Mandibles
  If a deadly mantis hits with both claws and successfully grabs a foe, it can make an 
  immediate bite attack against that foe as a secondary attack. This bite attack deals 
  damage as listed in its normal attack profile. In addition to dealing damage, the 
  mantis can tear away the victim's armor as a free action by making an additional 
  attack roll.  If the mantis is successful in this second roll, the target's armor is ripped 
  from its body.  If the target fails a Breath save, the armor subjected to this attack 
  loses half its hit points and gains the broken condition. 
  Mantis (Deadly)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Tropical Jungles
    Rarity
  Uncommon
    Role
  Soldier / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  211
  M
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  1+1
  1+2
  2
  ATT Attacks
  Pincers 1d8
  Pincers 2d6
  Pincers 2d6
  Pincers 3d6
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Mantis Shrimp (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Coastlines
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  212
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Claw 1d6 or Bite 
  1d6
  Claw 1d8 or Bite 
  1d8
  Claw 1d8 or Bite 
  1d8
  Claw 2d6 or Bite 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Lunge
  A giant mantis's limbs are capable of reaching much farther than normal for 
  a creature of its size. As a full-attack action, it can make a single attack with its 
  claws at double its normal reach. When a giant mantis attacks with a claw in this 
  manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of 
  opportunity with its lunge.
  Mandibles
  A giant mantis that grabs a foe can make a bite attack against that foe as a 
  secondary attack with no penalty to either attack roll.
  Sudden Strike
  A giant mantis is particularly adept at moving quickly when its foes are surprised. 
  During a surprise round, a giant mantis may act as if it had a full round to act, rather 
  than just one standard action.
  Mantis (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Brute / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  213
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Marine Iguana
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Swamps or Rivers
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Bask (3-12x) / Companion
    Treasure
  None
  
  214
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Kick 1d6
  Kick 1d8
  Kick 1d8
  Kick 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Marsupial (Kangaroo)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills or Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Mob (3-10x)
    Treasure
  None
  
  215
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Marsupial (Thylacine)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Hills
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pack (2-5x)
    Treasure
  None
  
  216
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  14 [+5]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Marsupial Devil
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Hills or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Warren (3-12x) / Companion
    Treasure
  None
  
  217
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Marsupial Lion
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Hills or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Warren (3-12x) / Companion
    Treasure
  None
  
  218
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Dagger 1d4 or 
  Longbow 1d8/x3 
  or Snake Bite 1d3
  Dagger 1d4 or 
  Longbow 1d8/x3 
  or Snake Bite 1d4
  Dagger 1d6 or 
  Longbow 1d10/x3 
  or Snake Bite 1d6
  Dagger 1d8 or 
  Longbow 2d6/x3 
  or Snake Bite 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Petrifying Gaze
  Turn to stone permanently, range 30 feet, one target, Paralysis save negates.
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Strength 
  damage; cure 2 consecutive saves. 
  Medusa
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Double
  
  219
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Mob
   If two meerkats in the same square attack the same foe, they are considered to be 
  flanking that foe as if they were in two opposite squares.
  Meerkat
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Mob (3-16x), or Clan (17-30x)
    Treasure
  None
  
  220
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Bite 2d8
  Bite 3d8
  Bite 3d8
  Bite 4d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  45’ (15’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Megafauna (Archelon)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Water or Coast
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary or Bale (2-6x)
    Treasure
  None
  
  221
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Gore 4d6
  Gore 4d8
  Gore 8d6
  Gore 12d6 (61)
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  275
  650
  900
    Special Abilities
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Megafauna (Arsinoitherium)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  
  222
  M
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4
  6
  7
  9
  ATT Attacks
  Hooves 2d6
  Hooves 2d8
  Hooves 3d8
  Hooves 4d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Megafauna (Baluchitherium)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Herd (3-8x)
    Treasure
  None
  
  223
  M
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Bite 4d4 or Tail 
  Slap 2d6
  Bite 4d4 or Tail 
  Slap 2d6
  Bite 4d6 or Tail 
  Slap 2d8
  Bite 8d6 or Tail 
  Slap 4d8
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Megafauna (Basilosaurus)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary, Pair, or Pod (3-10x)
    Treasure
  None
  
  224
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Claw 1d8
  Claw 1d10
  Claw 1d10
  Claw 3d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  275
  650
  900
    Special Abilities
  -
  -
  Megafauna (Glyptodon)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  225
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d10
  Bite 2d6
  Bite 3d6
  Bite 4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Poison
  Bite; save Death; frequency 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 
  2 consecutive saves.  
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Megafauna (Megalania)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Pack (3-12x)
    Treasure
  None
  
  226
  M
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Gore 2d6 or Hoof 
  1d4
  Gore 3d6 or Hoof 
  1d6
  Gore 3d6 or Hoof 
  1d6
  Gore 4d6 or Hoof 
  1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Megafauna (Megaloceros)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Plains
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Herd (3-50x)
    Treasure
  None
  
  227
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Claw 1d8
  Claw 2d6
  Claw 2d6
  Claw 3d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Megafauna (Megatherium)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forest
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  228
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  2
  2
  3
  ATT Attacks
  Bite 1d4 or Claw 
  1d4
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d10
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Megaprimatus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests, Hills, or Mountains
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  229
  M
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Scythe 1d8/x4
  Scythe 1d8/x4
  Scythe 2d4/x4
  Scythe 2d6/x4
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)  Fly 300’ (100’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a polymorph spell, but you do not adjust 
  your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Spirit Sense
  A psychopomp notices, locates, and can distinguish between living and undead 
  creatures within 6o feet, just as if it had the blindsight ability.
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally 
  against incorporeal targets.
  Memitim
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Boneyard)
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Dirge (3-7x)
    Treasure
  Standard
  
  230
  M
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  1 [18]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Sting 2d8 or Claw 
  1d3 or Bite 1d6
  Sting 2d8 or Claw 
  1d3 or Bite 1d6
  Sting 2d10 or 
  Claw 1d4 or Bite 
  1d8
  Sting 6d8 or Claw 
  1d8 or Bite 3d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  150’ (50’)  Climb 60’ (20’)  Fly 150’ (50’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of 
  resolving resistance.
  Alluring Scent
  Creatures within 60' must save vs. Spell or become charmed by this creature.
  Alternate Form
  The Menotherian can change into her elf-like form or back again at will.
  Implant
  Once per day, the Herald of Passion can implant eggs in a creature using its sting. The creature must 
  succeed at a Death save to resist implantation. The target is nauseated for the next 2d4 rounds while 
  the eggs gestate. When the eggs hatch, they form a chaotic neutral hellwasp swarm, kill the host in 1 
  round, and inhabit the corpse. The eggs can be surgically removed with a successful Medicine check 
  (this check deals 2d6 points of damage to the host regardless of success) or by remove disease or 
  similar spells. 
  Mind Control
  The Herald of Passion can inject its scent into the brain of a helpless or willing target, controlling 
  it for the next 24 hours (as the spell dominate person, Death save negates), although the Herald of 
  Passion must verbally give the target instructions. 
  Poison
  Sting—injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 2 
  consecutive saves.  
  Menotherian (Herald of Passion)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  231
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   An air mephit can unleash a 15' cone of sand and grit once every 1d4 rounds that 
  deals 4d8 slashing damage. A Breath save halves the damage.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Mephit (Air)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  232
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   A dust mephit can unleash a 15' cone of dust once every 4 rounds that deals 4d8 
  slashing damage. The dust also causes living creatures to be sickened for 3 rounds. 
  A Breath save halves the damage and negates the sickened effect.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Mephit (Dust)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  233
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   An earth mephit can unleash a 15' cone of rocks once every 4 rounds that deals 
  4d8 damage. A Breath save halves the damage.
  Change Size
  Once per day an earth mephit can enlarge one size category, as enlarge person 
  spell, except that it only works on the earth mephit. This power acts as a 2nd level 
  spell.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Mephit (Earth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  234
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d4
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   A fire mephit can unleash a 15' cone of flames once every 4 rounds that deals 4d8 
  fire damage. A Breath save halves the damage.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Summon
  Summon 1 Fire Mephit, 25% (Level 2)
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Mephit (Fire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  235
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   An ice mephit can unleash a 15' cone of ice once every 4 rounds that deals 4d8 
  cold damage. The cold also causes living creatures to be sickened for 3 rounds. A 
  Breath save halves the damage and negates the sickened effect.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Summon
  Summon 1 Ice Mephit, 25% (Level 2)
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Mephit (Ice)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  236
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   A magma mephit can unleash a 15' cone of fire once every 4 rounds as a standard 
  action that deals 4d8 fire damage. A Breath save halves the damage.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Magma Form
  Once per hour a magma mephit can assume the form of a pool of lava, 3 feet in 
  diameter and 6 inches deep. While in this form, it cannot attack. It can move at 
  a speed of 10 feet per round and can pass through small openings and cracks. 
  Anything touching this pool takes fire damage. A magma mephit may remain in this 
  form for up to 10 minutes.
  Summon
  Summon 1 Magma Mephit, 25% (Level 2)
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Mephit (Magma)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  237
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average) Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   A magma mephit can unleash a 15' cone of fire once every 4 rounds as a standard 
  action that deals 4d8 fire damage. A Breath save halves the damage.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Summon
  Summon 1 Ooze Mephit, 25% (Level 2)
  Mephit (Ooze)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  238
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   A salt mephit can unleash a 15' cone of salt crystals once every 4 rounds that deals 
  4d8 slashing damage. The salt also causes living creatures to be sickened for 3 
  rounds. A Breath save halves the damage and negates the sickened effect.
  Dehydrate
  Once per day a salt mephit can draw the moisture from an area in a 20-foot radius 
  centered on itself. Living creatures within range take 2d6 acid damage (Spell save 
  halves). This effect is especially devastating to plant and aquatic creatures, which 
  suffer a -2 penatly on their saving throws. 
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Mephit (Salt)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  239
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Boiling Rain
  Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-
  square area. Living creatures within the area take 2d8 fire damage (Breath save 
  halves; caster level 6th). 
  Breath Weapon
   A steam mephit can unleash a 15' cone of steam once every 4 rounds that deals 
  4d8 fire damage. The steam also causes living creatures to be sickened for 3 rounds. 
  A Breath save halves the damage and negates the sickened effect.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Summon
  Summon 1 Steam Mephit, 25% (Level 2)
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Mephit (Steam)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  240
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d4
  Claw 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average) Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   A water mephit can unleash a 15' cone of acid once every 4 rounds that deals 4d8 
  acid damage. A Breath save halves the damage.
  Fast Healing
  This creature regains hit points at 2 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which 
  point the effects of fast healing end immediately.
  Summon
  Summon 1 Water Mephit, 25% (Level 2)
  Mephit (Water)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes)
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Mob (7-12x)
    Treasure
  Standard
  
  241
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Falchion 2d6
  Falchion 2d6
  Falchion 2d8
  Falchion 2d10
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Secret Chest
  A mercane can retrieve or hide an extradimensional storage chest, as the secret 
  chest spell (caster level 5th). The mercane does not need an expensive replica chest 
  to use this ability; any chest will do. It can only use this ability on one chest at a time.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Mercane
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Company (1-4x+)
    Treasure
  Double
  
  242
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  4
  5
  6
  ATT Attacks
  Heavy Crossbow 
  1d10 or Trident 1d8
  Heavy Crossbow 
  1d10 or Trident 1d8
  Heavy Crossbow 
  2d6 or Trident 
  1d10
  Heavy Crossbow 
  2d6 or Trident 
  1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  15’ (5’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  275
  650
    Special Abilities
  -
  -
  Merfolk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Ocean
    Rarity
  Common
    Role
  Artillery / Normal
    # Encountered
  Solitary, Company (2-4x), Patrol (3-10x+), or Shoal (11-60x+)
    Treasure
  Incidental
  
  243
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Javelin 1d8 or Claw 
  1d6
  Javelin 1d8 or Claw 
  1d8
  Javelin 1d8 or 
  Claw 1d8
  Javelin 2d6 or 
  Claw 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Merrow (Freshwater)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Lakes or Rivers
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  
  244
  M
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Javelin 2d6 or Claw 
  1d6
  Javelin 2d6 or Claw 
  1d8
  Javelin 2d6 or 
  Claw 2d6
  Javelin 3d6 or 
  Claw 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Merrow (Saltwater)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Lakes or Rivers
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  
  245
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d6
  Claw 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 150’ (50’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Deadly Embrace
  A mihstu that hits an opponent successfully two rounds in a row with melee attacks completely surrounds that creature and 
  inflicts 1d6 points of Constitution damage every round as it siphons away blood, tears, and other vital fluids. It may continue to 
  do this each round, and still attack other creatures with its tentacles.
  Evisceration
  When an eremite grapples a foe, it can quickly eviscerate or otherwise surgically alter its victim by excising a bit of flesh or 
  a part of an internal organ as a swift action, causing the victim to suffer 1d4 points of Dexterity, Constitution, or Strength 
  damage (eremite overlord's choice).  The victim can resist this effect with a Death save. 
  Gaseous
  A mihstu can pass through small holes, even cracks, without reducing its speed.
  Item Creation
  A mi-go possesses the ability to create strange items that blur the line between magic and technology, given time and 
  resources. This ability allows a mi-go to ignore any item creation requirements and spellcasting requirements for creating a 
  magic item; the resulting item is always mi-go technology. A mi-go can use the Medicine skill to craft mi-go technology. When 
  a mi-go uses this ability to craft an item, it must use a larger amount of strange ingredients and expendable resources—this 
  effectively doubles the gp cost to create the item.
  Starflight
  In outer space, this creature can survive in the void and fly at incredible speed. Travel times vary, but a trip within a single 
  solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the dragon knows the way to its 
  destination. An outer dragon can carry one rider of one size category smaller than itself, four passengers two sizes smaller, 
  eight passengers three sizes smaller, or 16 passengers four or more sizes smaller. Passengers are protected from the void of 
  outer space.
  Susceptible to Cold
  Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for 
  1 round and then staggered for an additional 1d4 rounds.
  Wind Defense
  The churning winds of a mihstu's body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All 
  other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant 
  size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.
  Mi-Go
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, Scouting Party (3-8x), or Invasion (9-16x)
    Treasure
  Double
  
  246
  M
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Tentacle 1d3
  Tentacle 1d4
  Tentacle 1d6
  Tentacle 1d8
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 60’ (20’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  -
  -
  Mihstu
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Air)
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  247
  M
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 2d6
  Slam 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Mimic Object
  A mimic can assume the general shape of any Medium object, such as a massive 
  chest, a stout bed, or a door. The creature cannot substantially alter its size, though. 
  A mimic's body is hard and has a rough texture, no matter what appearance it 
  might present. A mimic gains a +4 bonus on checks when imitating an object in this 
  manner. 
  Mimic
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  248
  M
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d6
  Claw 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Body Thief
  An intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and 
  burrow into the victim's skull to devour its brain.  If the victim is slain (or already dead), the intellect 
  devourer usurps control of the body and may use it as its own, as if it controlled the target via a 
  dominate monster spell. The intellect devourer has full access to all of the host's defensive and 
  offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still 
  use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this 
  ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this 
  time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and 
  can speak) the languages known by the victim and basic information about the victim's identity and 
  personality, yet has none of the victim's specific memories or knowledge. Damage done to a host 
  body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges 
  and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more 
  powerful magic can.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Mind Eater
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Brood (2-6x), or Tribe (7-16x)
    Treasure
  Double
  
  249
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Spore Pod 1d1
  Spore Pod 1d1
  Spore Pod 1d1
  Spore Pod 1d1
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)  Climb 15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Avoidance
  When a mindslaver mold is infesting a living or undead creature and would be hit by an attack, it can make a Breath save as an 
  immediate action. If the mold succeeds, the attack doesn't harm it and instead harms the infested creature—the mold effectively 
  slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The mindslaver mold must 
  choose to attempt avoidance after the attack roll is resolved but before damage is rolled.
  Fast Healing
  You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Infestation
  A mindslaver mold can climb onto and attach itself to a willing or helpless host. As long as the mold infests its host, the 
  mold shares the same 5-foot square with its host's space; this does not negatively impact the host or the mold. As long as a 
  mindslaver mold infests a host, the host suffers a -4 penalty on saves against the mindslaver mold's dominate person spell-like 
  ability, and the duration of that spell-like ability on the host becomes permanent as long as the mold remains attached. Each 
  day, an attached mindslaver mold deals 1d4 points of damage to its host as it feeds on the host's blood and other bodily fluids. 
  A mindslaver mold can be torn free of a host with a successful Strength check as a standard action—doing so deals 2d6 points 
  of damage to the host as the mold's tendrils tear free. A dead mindslaver mold deals no damage in this way.
  Mold Mindlink
  A mindslaver mold can communicate telepathically with any other mindslaver mold within 10 miles, and knows the condition 
  of all other mindslaver molds in this area as if it had a status spell in effect on all other molds.
  Spore Pod
  A mindslaver mold's sole physical attack is to launch a spore pod the size of a sling bullet. This is a ranged touch attack that 
  has a range increment of 20 feet.
  Spores
  Whenever a mindslaver mold hits a creature with its spore pod, or whenever a creature touches a mindslaver mold (including 
  when a creature hits the mold with a touch attack, unarmed strike, or natural attack), the creature must succeed at a Death 
  save or suffer 1d6 Intelligence damage as the mold's spores swiftly drain away the victim's willpower and sense of self. 
  Mindslaver Mold
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Infestation (2-10x)
    Treasure
  Incidental
  
  250
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Greataxe 2d6/x3 or 
  Gore 1d6
  Greataxe 3d6/x3 or 
  Gore 1d8
  Greataxe 3d6/x3 
  or Gore 1d10
  Greataxe 3d6/x3 
  or Gore 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Minotaur
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Ruins or Underground
    Rarity
  Common
    Role
  Brute/ Elite
    # Encountered
  Solitary, Pair, or Gang (3-4x)
    Treasure
  Standard
  
  251
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Dagger 1d3 or Dart 
  1d3
  Dagger 1d4 or Dart 
  1d3
  Dagger 1d6 or 
  Dart 1d4
  Dagger 1d6 or 
  Dart 1d4
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Mite
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Band (2-8x), or Tribe (9-20x+)
    Treasure
  Standard
  
  252
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+1
  1+2
  2
  ATT Attacks
  Talons 1d3
  Talons 1d4
  Talons 1d6
  Talons 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Moa
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Group (3-5x), or Colony (6-100x) / Companion
    Treasure
  None
  
  253
  M
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d10 or Slam 
  1d6 or Tongue 1d4
  Bite 1d10 or Slam 
  1d6 or Tongue 1d4
  Bite 2d6 or Slam 
  1d8 or Tongue 
  1d6
  Bite 4d6 or Slam 
  3d6 or Tongue 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 90’ (30’)  (Clumsy) Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's 
  weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal 
  to 1/4 the creatures' total HP max).
  Swamp Stride
   A mobogo can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered 
  terrain affects it normally.
  Vile Croak
  Once every 1d4 rounds, a mobogo can unleash a thunderous croak. Any non-boggard or non-mobogo within 50 feet of the 
  mobogo must make a Paralysis save or become staggered for 1d4 rounds. Once a creature makes its saving throw against a 
  particular mobogo's vile croak, it is immune to that mobogo's croak for 24 hours. Any boggards or mobogos within the area of 
  a mobogo's vile croak gains a +2 morale bonus on attack rolls and saving throws against fear effects for 1 round. 
  Mobogo
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Swamps
    Rarity
  Rare
    Role
  Solider / Elite
    # Encountered
  Solitary or Gang (2-4x)
    Treasure
  Standard
  
  254
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Talons 1d3
  Talons 1d4
  Talons 1d6
  Talons 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Mock
  As a standard action, a mockingfey can magically take on the appearance of any 
  creature it can see. This functions like disguise seif, but with no restrictions on 
  duration, creature type, or size. The Mockingfey's size does not change.
  Mockingfey
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Jape (3-20x)
    Treasure
  Standard
  
  255
  M
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Slam 2d8 or 
  Tongue 1d1
  Slam 2d8 or 
  Tongue 1d1
  Slam 2d8 or 
  Tongue 1d1
  Slam 4d8 or 
  Tongue 1d1
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Create Spawn
  Humanoid creatures killed by a mohrg rise immediately as fast zombies under 
  the mohrg's control. The sudden bloom of unlife when a mohrg's victim dies and 
  becomes a zombie causes a surge of negative energy to flow through the mohrg. 
  Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per 
  HD possessed by the slain creature and acts as if hasted for the round immediately 
  following the spawn's creation.
  Paralysis
  Creatures struck by the Mohrg's melee attacks can be rendered immobile for 1d4 
  minutes, Paralysis save negates.
  Mohrg
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Gang (2-4x), or Mob (2-4x+)
    Treasure
  Standard
  
  256
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d8
  Claw 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Burrow 15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Mole
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  
  257
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  3
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d6
  Claw 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Burrow 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Mole (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Labor (3-16x) / Companion
    Treasure
  None
  
  258
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Mongoose
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  
  259
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Mongoose (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  
  260
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Mongoose (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Labor (3-16x)
    Treasure
  None
  
  261
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Club 1d6 or Slam 
  1d4
  Club 1d6 or Slam 
  1d6
  Club 1d6 or Slam 
  1d6
  Club 1d8 or Slam 
  1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Sound Mimicry
  The creature perfectly imitates certain sounds or even specific voices. The creature 
  cannot duplicate the effects of magical abilities (such as bardic performance or 
  a harpy's captivating song), though it may be able to mimic the sound of those 
  abilities. This ability does not allow the creature to speak or understand languages it 
  doesn't know.
  Mongrelman
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Gang (3-6x), Band (7-12x), or Tribe (21-30x+)
    Treasure
  Standard
  
  262
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Monkey
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Band (3-9x), or Troop (10-40x) / Companion
    Treasure
  None
  
  263
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Monkey (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Band (3-9x), or Troop (10-40x) / Companion
    Treasure
  None
  
  264
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Monkey (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Band (3-9x), or Troop (10-40x) / Companion
    Treasure
  None
  
  265
  M
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Claw 1d4 or 
  Tentacles 1d4
  Claw 1d4 or 
  Tentacles 1d4
  Claw 1d6 or 
  Tentacles 1d6
  Claw 2d6 or 
  Tentacles 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Climb 60’ (20’)  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Wisdom Drain
   A creature that takes rend damage from a moon-beast must succeed at a Death 
  save or take 1d4 points of Wisdom damage.  A moon-beast heals 5 points of 
  damage for each point of Wisdom it drains in this manner. If it drains a victim to 0 
  Wisdom, the moon-beast gains the effects of a heal spell.  
  Moon-Beast
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Elite
  Controller / Normal
  Controller / Normal
    # Encountered
  Solitary, Pair, or Cabal (3-5x)
    Treasure
  Double
  
  266
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d10 or 
  Tentacle 1d6
  Bite 1d10 or 
  Tentacle 1d6
  Bite 2d6 or 
  Tentacle 1d8
  Bite 4d6 or 
  Tentacle 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Light Pulse
  A moonflower can release a pulse of bright light. All creatures within a 50-foot burst that can see the moonflower must make a 
  Paralysis save or be blinded for 1d4 rounds. Moonflowers are immune to this ability.
  Pod Prison
  This works like the swallow whole ability, except the moonflower can only use it once every 1d4 rounds, and the swallowed 
  creature is immediately wrapped in a tight digestive cocoon and expelled into an adjacent square, where it takes damage every 
  round (2d6 bludgeoning and 2d6 acid, AC as this creature, 25 hp). The cocooned target cannot use ability checks to get out 
  of the cocoon. Other creatures can aid the target by attacking the cocoon with piercing or slashing weapons, but the creature 
  within takes half the damage from any attack against the cocoon. Once the cocoon is destroyed, it deflates and decays. Each 
  creature swallowed by a moonflower is encased in its own cocoon.
  Pod Spawn
  Should a moonflower's pod prison kill and digest a Small or larger creature, the pod transforms him into an adult moonflower 
  with full hit points after 1d4 hours. The newly formed moonflower has its own consciousness, but some aspect of its trunk or 
  blossoms resembles the creature that died within. The dead creature's equipment remains inside the new moonflower and can 
  be retrieved by killing it.
  Telepathy
  You can mentally communicate with any other creature within 1 mile that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Moonflower
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Cluster (2-8x)
    Treasure
  Standard
  
  267
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Gore 1d8 or Hoof 
  1d6
  Gore 2d6 or Hoof 
  1d8
  Gore 2d6 or Hoof 
  1d8
  Gore 3d6 or Hoof 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Moose
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests
    Rarity
  Common
    Role
  Soldier / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  268
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Club 1d6 or Bite 
  1d4
  Club 1d8 or Bite 
  1d6
  Club 1d10 or Bite 
  1d8
  Club 2d6 or Bite 
  1d10
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Expert Climber
  A morlock can cling to cave walls and even ceilings as long as the surface has hand 
  and footholds. You are treated as constantly being under a nonmagical version of 
  the spell spider climb, save that you cannot cling to smooth surfaces. 
  Light Blindness
  You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight 
  spell. You are dazzled as long as you remain in areas of bright light.
  Swarming
  Morlocks dwell and fight in cramped quarters every day of your life, and as such 
  are quite adept at swarming foes. Up to two morlocks can share the same square 
  at the same time. If two morlocks in the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two opposite squares.
  Morlock
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Band (3-6x), or Tribe (7-18x)
    Treasure
  Standard
  
  269
  M
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by the application of any magical healing.
  Disease
  Malaria: Bite - injury; save Death; onset 1d3 days; frequency 1 day; effect 1d4 
  Constitution damage and 1d4 Intelligence damage; cure 2 consecutive saves.
  Mosquito (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Tropical Swamps
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  
  270
  M
  AC 
  Armor Class
  9 [10]
  7 [12]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Swarm 1d10
  Swarm 2d8
  Swarm 2d10
  Swarm 3d10
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by the application of any magical healing.
  Disease
  Malaria: Bite - injury; save Death; onset 1d3 days; frequency 1 day; effect 1d4 
  Constitution damage and 1d4 Intelligence damage; cure 2 consecutive saves.
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Mosquito Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Tropical Swamps
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Fury (3-6x), or Scourge (7-12x)
    Treasure
  None
  
  271
  M
  AC 
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  5
  6
  7
  8
  ATT 
  Bite 3d4
  Bite 5d4
  Bite 5d6
  Bite 5d8
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  13 [+6]
  MV 
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  9
  9
  9
  9
  AL 
  Neutral
  XP 
  275
  650
  1,100
  1,350
    Special Abilities
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can summon any nonmagical weapon as a standard action (including 
  special materials); the weapon disappears if it leaves the herald's grasp.
  Breath Weapon
  Once every 1d4+1 rounds, the herald can breathe a 60-foot cone of 4d8 damage negative energy (Breath save for half).
  Channel Negative Energy
  This creature can channel negative energy in a 30-foot burst as an evil cleric. This ability requires no divine focus and inflicts 2d6 damage against living creatures (Death save halves), healing 
  undead for the same amount.
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.`
  Deathless
  If destroyed, the herald it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to resume healing it. It can be permanently destroyed by positive energy, being reduced to 0 hit 
  points in the area of a Bless or Hallow spell, or if 20 vials of holy water are sprinkled on its remains.
  Desecrating Aura
  Range 30'; undead within this range gain +2 on attack and damage rolls and gain +2 HP per hit die.  
  Devour Soul
  A creature swallowed by the herald must save every round against slay living (caster level equals this creature's Hit Dice). The soul of a creature slain by this attack becomes trapped within 
  the herald's skull and the mangled corpse is immediately regurgitated. The creature cannot be brought back to life until the herald's destruction releases its soul. The Maw can hold only one 
  soul at a time. The trapped essence provides the Maw with fast healing 20, lasting 1 round for every Hit Die of the devoured soul. The trapped soul suffers -2 Constitution for every round it 
  spends within the Maw. A soul that is completely consumed may be restored to life only by a miracle or wish spell.
  Fast Healing
  This creature regains hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts or allow 
  lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Lifesense
  The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
  Mummy Rot
  Curse and disease, make Death save every day or suffer 1d6 Constitution damage which cannot be removed while the creature suffers from Mummy Rot.  Make successful remove curse and 
  magical heal to remove.  Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse 
  element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time.  Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection 
  or greater magic. 
  Spell Deflection
  If any of the following spells are cast at the Mother's Maw and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, 
  detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While 
  none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected - success indicates that the trapped soul is released from its prison and the creature 
  whose body it belonged to can now be restored to life as normal. Mother's Maw can only benefit from this ability while it has a soul devoured.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded 
  and Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only one 
  target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. Swallowed 
  creatures take damage each round equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal 
  to 1/4 the creatures' total HP max).
  Mother’s Maw
    Low
    Moderate
    Advanced
    Elite
    Environment
  Extraplanar
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  272
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  -
  -
  -
  -
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Fly 90’ (30’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Moth
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Kaleidoscope (3-100x)
    Treasure
  None
  
  273
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d8
  Claw 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Agent of Fate
  A mothman may recreate the effects of any spell of 5th level or lower once per day 
  as a spell-like ability, but only if doing so steers the flow of fate in its proper course. 
  What the proper flow of fate entails is determined by the GM. Typical uses of this 
  ability include casting major image to coax someone to a portentous location, 
  casting raise dead to return someone with an important fate to life, or using rusting 
  grasp to weaken a structure and cause some necessary calamity.
  Mind-Warping 
  Gaze
  Fear effect, one target, range 30 feet, Spell save negates. A creature that fails a save 
  against this attack becomes shaken for 1d6 rounds. A creature currently suffering 
  from a fear effect that fails this save instead suffers 1d6 Intelligence damage. This is 
  a mind-affecting effect. 
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Mothman
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  274
  M
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  3
  5
  7
  7
  ATT Attacks
  Bite 2d6 or Gore 
  2d6 or Slam 1d10
  Bite 2d6 or Gore 
  2d6 or Slam 1d10
  Bite 3d6 or Gore 
  2d8 or Slam 2d6
  Bite 6d6 or Gore 
  4d8 or Slam 4d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  Breath Weapon
   60-ft acid cone, 4d8 acid damage; Breath save negates.  Any creature damaged must succeed at a Death save or contract 
  Moxix's Delectation. A humanoid afflicted with this disease must attempt a new Paralysis save each day. If the humanoid fails, 
  it attacks and attempts to eat the weakest humanoid nearby. If the save is successful, it resists this impulse. A humanoid who 
  dies while afflicted rises as a ghast at the next midnight.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Gush
  Anytime Moxix takes more than 50 points of weapon damage in a round, blood and pus spews forth from the wound. The 
  blood is extremely slippery and sprays out in a 20-foot radius, coating all creatures and surfaces in the area. Any creatures in 
  the area must succeed at a Breath save or drop any items they are holding. A saving throw must be made each round that the 
  creature attempts to use or pick up an item it previously dropped. In addition, the area coated in the gushing blood is difficult 
  to move about in, and creatures moving throgh the area must succeed at a Breath check or fall prone.
  Hopedrinker
  Moxix emits an aura that drains hope from all within 6o feet. All morale and luck bonuses are suppressed within this aura, 
  regardless of their source. In addition, spells and spell-like abilities granting a morale bonus are affected as dispel magic used to 
  counterspell (caster level 23rd) every round at the beginning of Moxix's turn.
  Moxix's Delectation
  Disease-Inhaled; save Death; onset 1 day; frequency 1 day; effect 1d4 Constitution damage and 1d4 Wisdom damage; cure 2 
  consecutive saves.  
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent's 
  body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Moxix (Stone Demon)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Jungle
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  275
  M
  AC 
  Armor Class
  2 [17]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  5
  9
  12
  14
  ATT Attacks
  Bite 4d4 or Tentacle 
  2d6
  Bite 6d4 or Tentacle 
  3d6
  Bite 6d6 or 
  Tentacle 3d8
  Bite 6d8 or 
  Tentacle 6d6
  THACO
  15 [+4]
  12 [+7]
  10 [+9]
  9 [+10]
  MV 
  Move
  120’ (40’)  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  2
  3
  4
  3
  6
  4
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  1,100
  1,500
  2,000
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Grasping 
  Tendrils
  Sticky, arm-length tendrils cover a mu spore. A mu spore can use these tendrils to attempt a grab as an immediate action when 
  an adjacent creature hits it with a melee attack.
  Spore Cough
  Once every 1d4 rounds, a mu spore can release a cloud of burrowing spores in a 100-foot cone. The burrowing spores deal 
  2d8 acid damage to all creatures and wooden structures in the area, or half damage to any creatures that make a Breath save. 
  Plants and plant creatures are immune to this damage.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's 
  weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal 
  to 1/4 the creatures' total HP max).
  Mu Spore
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  276
  M
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Mudball or Slam 1d4
  Mudball or Slam 1d6
  Mudball or Slam 1d8
  Mudball or Slam 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and 
  can move through an area as small as one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space 
  when squeezing.
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round 
  in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Each victim 
  may attempt a Breath save to avoid being engulfed - on a success, they are pushed back or aside (target's choice) as 
  the creature moves forward. Engulfed opponents cannot move, are in danger of suffocating, are trapped within the 
  creature's body until they are no longer pinned, and may be subject to other special attacks from the creature.
  Freeze
  The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of 
  fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.
  Mudball
  A mudlord can throw a ball of sticky mud up to 30 feet at an opponent's face as a ranged touch attack. It if hits, the 
  target is blinded. Each round on its turn, the target can attempt a Breath save as a free action; if successful, the target 
  shakes off the mud. The target or an adjacent creature can wipe off the mud as a standard action.
  Smother
  When this creature successfully attacks a target, it forms an airtight seal around its prey. A grappled target cannot speak 
  or cast spells with verbal components, and must hold its breath
  Vulnerable to Magic
  A transmute mud to rock spell deals 1d6 points of damage per caster level to any mudlord in the area and automatically 
  staggers it for 2d6 rounds.
  Mudlord
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Gang (3-12x)
    Treasure
  Standard
  
  277
  M
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Slam 1d8
  Slam 2d6
  Slam 2d6
  Slam 3d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Despair
  All creatures within a 30-foot radius that see you must make a Death 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 mummy's despair ability for 24 hours. This is a 
  paralysis and a mind-affecting fear affect.
  Mummy Rot
  Curse and disease, make Death save every day or suffer 1d6 Constitution damage 
  which cannot be removed while the creature suffers from Mummy Rot.  Make 
  successful remove curse and magical heal to remove.  Mummy rot is both a curse 
  and disease and can only be cured if the curse is first removed, at which point the 
  disease can be magically removed. Even after the curse element of mummy rot is 
  lifted, a creature suffering from it cannot recover naturally over time.  Anyone who 
  dies from mummy rot turns to dust and cannot be raised without a resurrection or 
  greater magic. 
  Vulnerable to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Mummy
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Warden Squad (2-6x), or Guardian Detail (7-12x)
    Treasure
  Standard
  
  278
  M
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Claw 1d6
  Claw 1d8
  Claw 1d8
  Claw 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Disease
  Purple Pox: inhaled or injury; save Death; onset 1 minute; frequency 1/day; effect 1d4 Intelligence 
  damage AND 1d4 Constitution damage; cure 2 consecutive saves. A creature that dies of the purple 
  pox becomes bloated over the course of 24 hours, after which its body bursts open, releasing a fully 
  grown myceloid.  Additionally, as long as a creature has suffered at least 2 increments of condition 
  from the purple pox, it must make a Spell save each day to avoid becoming affected by a lesser geas 
  (no HD limit) that compels the sickly character to seek out the nearest myceloid colony in order to 
  offer itself up for spore domination.  
  Spore Cloud
  Once per day, a myceloid can expel a 10-foot-radius burst of spores centered on itself. This cloud 
  persists for 1d3 rounds. Any creature caught in this cloud or that moves through it is exposed to the 
  myceloid's purple pox disease-a creature need save only once against any one spore cloud, however, 
  before becoming permanently immune to that particular spore cloud's effects. The spore cloud does 
  not hamper vision.
  Spore 
  Domination
  This spell-like ability functions as charm monster, but functions only against creatures currently 
  infected with purple pox.
  Vulnerability to 
  Electricity
  You take half again as much (+50%) damage as normal from Electricity, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure
  Myceloid
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, Band (3-24x), or Colony (25-250x)
    Treasure
  Standard
  
  279
  M
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Mandibles 4d6
  Mandibles 4d8
  Mandibles 8d6
  Mandibles 12d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid 
  damage.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Death Throes
  When a myrmecoleon is slain, its body explodes, releasing the acids that churn within it. All creatures within a 
  20-foot-radius burst take 2d8 acid damage (Breath save halves).
  Scalding Spray
  Once every 1d4 rounds, a myrmecoleon can eject a 60-foot cone of acidic chemicals from its mouth. Creatures 
  caught in the blast take acid damage and are blinded for 10 minutes (Breath save halves damage and negates 
  blindness). Following the initial blast, the chemicals vaporize into a thick and noxious cloud 20 feet high with 
  a 40-foot radius. Within the cloud, all sight is obscured beyond 5 feet. Furthermore, any living creature within 
  the area of effect must succeed at a Death save or become nauseated for as long as it remains in the cloud and 
  for 1d4+1 rounds after it leaves the cloud. Any creature that succeeds at its save but remains in the cloud must 
  continue to save each round on the myrmecoleon's turn. This is a poison effect.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning 
  damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling 
  creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target creature.
  Myrmecoleon
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains or Hills
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  280
  N
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d3 or Sting  
  1d6
  Bite 1d4 or Sting  
  1d8
  Bite 1d6 or Sting 
  2d6
  Bite 1d8 or Sting 
  3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Guarded 
  Thoughts
  Dark nagas are immune to any form of mind reading, such as that granted by detect 
  thoughts. This ability also grants a +2 bonus on all saves against charm effects.
  Poison
  Sting-injury; save Death; frequency 1 round; effect sleep for 2d4 minutes; cure 1 
  save.
  Naga (Dark)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary or Nest (2-4x)
    Treasure
  Standard
  
  281
  N
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Bite 1d10 or Spit 
  1d1
  Bite 2d6 or Spit 
  1d1
  Bite 3d6 or Spit 
  1d1
  Bite 4d6 or Spit 
  1d1
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Poison
  Bite-injury or spit-contact; save Death; frequency 1/round for 6 rounds; effect 1d4 
  Constitution damage; cure 2 consecutive saves.  
  Spit
  A guardian naga can spit its venom up to 30 feet. 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.
  Naga (Guardian)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Nest (3-6x)
    Treasure
  Standard
  
  282
  N
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d10
  Bite 2d6
  Bite 2d6
  Bite 4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Hypnosis
  Once per day, by weaving and coiling its body and hissing, a lunar naga can cause 
  its scales to shimmer and glow with moonlike radiance. All creatures within 30 
  feet must make a Paralysis save to avoid becoming fascinated. The lunar naga can 
  maintain this fascination effect as long as it concentrates; fascinated creatures follow 
  the still-glowing naga if it moves as long as it maintains the effect by concentrating. 
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Constitution 
  damage and 1 Wisdom damage; cure 1 save.  
  Naga (Lunar)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Nest (2-4x)
    Treasure
  Standard
  
  283
  N
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d10
  Bite 1d10
  Bite 2d6
  Bite 4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  135’ (45’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round 
  at the start of the affected creature's turn. This bleeding can be stopped by the application of any 
  magical healing.
  Change Shape
  A royal naga can use this ability to take one of five specific humanoid forms. Each of these forms has 
  a unique appearance (such as a female dwarf with red hair, an elderly male human, and so on) and 
  the naga can only use this ability to assume these five forms. The naga can still use its dual gaze in 
  humanoid form.
  Dual Gaze
  A royal naga has a piercing stare capable of crippling those that meet its gazes. The creature has two 
  gaze attacks and can switch between them as a move action. One gaze causes those that succumb 
  to it to become permanently blinded, while the other causes those that succumb to be permanently 
  deafened. A Paralysis save negates the effects of either gaze; otherwise, the effects are permanent 
  until cured. Royal nagas generally prefer to keep their deafening gaze active, switching to the 
  blindness gaze once combat begins and some of their foes have already been deafened, since those 
  who are blinded can no longer be harmed by gaze attacks.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by 
  latching onto the opponent's body and tearing flesh. This attack deals an additional amount of 
  damage, but no more than once per round.
  Naga (Royal)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  284
  N
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 2d6
  Bite 2d6
  Bite 3d6
  Bite 4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Charming Gaze 
  As charm person, range 30 feet, single target, Paralysis save negates. 
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution 
  damage; cure 1 save.  
  Naga (Spirit)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary or Nest (2-4x)
    Treasure
  Standard
  
  285
  N
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d10 or Tail 
  Slap 1d6
  Bite 2d6 or Tail 
  Slap 1d8
  Bite 3d6 or Tail 
  Slap 2d6
  Bite 4d6 or Tail 
  Slap 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution 
  damage; cure 2 saves.  
  Naga (Water)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Water
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Nest (3-4x)
    Treasure
  Standard
  
  286
  N
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Halberd 1d10x3 or 
  Heavy Crossbow 
  1d10 or Dagger 
  1d4
  Halberd 2d8x3 or 
  Heavy Crossbow 
  1d10 or Dagger 
  1d4
  Halberd 2d10x3 or 
  Heavy Crossbow 
  2d6 or Dagger 
  1d6
  Halberd 3d8x3 or 
  Heavy Crossbow 
  2d6 or Dagger 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Nagaji
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Squad (3-10x)
    Treasure
  Incidental
  
  287
  N
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  3
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Narwhal
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Oceans
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Pod (3-18x) / Companion
    Treasure
  None
  
  288
  N
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Dance of Death
  A necrophidius can entrance opponents by swaying back and forth. All creatures 
  within 30 feet who can see the necrophidius when it uses its dance of death must 
  succeed on a Death save or be dazed for 2d4 rounds. This is a mind-affecting effect.
  Paralysis
  Any living creature that is bitten by a necrophidius must succeed on a Paralysis save 
  or be paralyzed for 1d4 rounds.
  Necrophidius
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Minion
    # Encountered
  Solitary or Coil (2-6x)
    Treasure
  None
  
  289
  N
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Brain Collection
  A neh-thalggu can store up to seven humanoid brains and use them to enhance its 
  knowledge and power. Each stored brain grants a neh-thalggu a cumulative +1 insight 
  bonus to AC, concentration checks, and informational checks. A neh-thalggu can extract a 
  brain from a helpless opponent with a coup de grace attack, or as a standard action from 
  a body that has been dead for no more than 1 minute. A neh-thalggu that has fewer than 
  seven grains gains one negative level for each missing brain. These negative levels can 
  never become permanent, but they can only be removed by replacing one of its collected 
  brains. The stats presented here assume a monster with a full collection.
  Poison
  Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage and 
  staggered; cure 2 consecutive saves.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. 
  It is possible to address multiple creatures at once telepathically, although maintaining 
  a telepathic conversation with more than one creature at a time is just as difficult as 
  simultaneously speaking and listening to multiple people at the same time.
  Neh-Thalggu
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Double
  
  290
  N
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  5
  7
  9
  10
  ATT Attacks
  Tongue 2d6
  Tongue 2d6
  Tongue 3d6
  Tongue 6d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  450
  900
  1,100
  1,350
    Special Abilities
  Breath Weapon
   A neothelid can once everh 1d4 rounds unleash a 50-ft. cone of acid dealing 4d8 acid damage. A Breath save 
  halves the damage.
  Mind Thrust
  Up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 
  feet, inflicting psychic damage. A successful Paralysis save negates the effect. This effect can only harm creatures 
  with Intelligence scores. This is a mind-affecting effect.
  Psychic Crush
  Up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target 
  must make a Paralysis save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds 
  on the save, it takes psychic damage and is sickened for 1 round. This is a mind-affecting effect.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round 
  prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total 
  cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the 
  creature's turns. The creature can have only one target swallowed at a time.  If the creature dies, a swallowed 
  creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. 
  Swallowed creatures take damage each round equal to 1/4 this creature's weakest normal melee attack until they 
  escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total 
  HP max).
  Trace Teleport
  A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that 
  teleport within 60 feet of it, gaining an awareness of the location equivalent to "seen casually." This knowledge 
  fades and is lost after 1 minute. This power does not grant any environmental information about the conditions 
  of the destination.
  Neothelid
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary, Pair, or Cult (3-5x+)
    Treasure
  Standard
  
  291
  N
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Claw 1d4 or Gore 
  1d10
  Claw 1d4 or Gore 
  1d10
  Claw 1d6 or Gore 
  2d6
  Claw 2d6 or Gore 
  4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Abduct
  When a nependis successfully grabs a creature at least two size categories smaller 
  than itself, on that turn it can spend an action to move up to its speed with that 
  creature in its grasp. 
  Roar
  A nependis can let out a savage roar. Nependises within 60 feet gain a +2 bonus 
  on attack rolls, saving throws, and weapon damage rolls for 1d4 rounds. All other 
  creatures other within range of the roar become shaken for 1d4 rounds (Paralysis 
  save negates); this is a mind-affecting sonic fear effect.
  Nependis
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Troop (3-6x)
    Treasure
  None
  
  292
  N
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Longsword 1d8 or 
  Spear 1d8/x3 or 
  Slams 1d6
  Longsword 1d10 or 
  Spear 1d10/x3 or 
  Slams 1d8
  Longsword 2d6 or 
  Spear 2d6/x3 or 
  Slams 1d10
  Longsword 2d8 or 
  Spear 2d8/x3 or 
  Slams 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  450
  650
    Special Abilities
  Crushing Blow
  When a nephilim makes a successful critical hit with a melee attack, the target must 
  make a Death save or take 1d8 additional psychic damage and be staggered for 1 
  round.
  Mortal Challenge When a nephilim spends a standard action to roar a battle challenge, all humanoids 
  and monstrous humanoids within 100 feet of the nephilim must make a Paralysis 
  save to avoid becoming frightened for 5d6 rounds. On a successful save, the 
  creatures only become shaken for that time. Creatures with more HD than the 
  nephilim become shaken if they fail their save, and suffer no effect if they succeed. A 
  creature that succeeds at the save is immune to that nephilim's mortal challenge for 
  24 hours. This is a mind-affecting fear effect.
  Nephilim
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Hills
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Tribe (3-8x)
    Treasure
  Double
  
  293
  N
  AC 
  Armor Class
  6 [13]
  6 [13]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Spray 1d2 or Touch 
  1d3
  Spray 1d3 or Touch 
  1d4
  Spray 1d4 or 
  Touch 1d6
  Spray 1d6 or 
  Touch 1d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  450
  650
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), 
  but retains most of your own physical qualities. You cannot change shape to a form more than one size category 
  smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your 
  ability scores (although you gain any other abilities of the creature you mimic). Unless otherwise stated, you can 
  remain in an alternate form indefinitely.
  Drowning Kiss
  A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing 
  the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to 
  drown. On its turn, the target can attempt a Death save to cough up this water; otherwise it falls unconscious at 
  0 hp. On the next round, the target must save again or drop to -1 hit points and be dying; on the third round it 
  must save again or die.
  Poison
  Touch or spray - contact; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution damage plus 
  blindness; cure 2 consecutive saves.  
  Shawl
  A nereid's shawl (AC 11, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the nereid takes 
  1d6 points of Constitution drain per hour until she dies. A nereid can craft a new shawl from water by making 
  a Spell save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid's shawl require 
  the sunder or disarm attempts.
  Transparent
  When underwater, a nereid's body becomes transparent, effectively rendering her invisible. She can become 
  visible or transparent at will as a free action.
  Nereid
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Aquatic
    Rarity
  Uncommon
    Role
  Skirmisher / Elite
    # Encountered
  Solitary or Troupe (1x+)
    Treasure
  Standard
  
  294
  N
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Claw 1d6
  Claw 1d8
  Claw 1d8
  Claw 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Faceless
  A nightgaunt has no face, but can still see in all directions as if its entire body were 
  an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to 
  function. It has no need to breathe, and is immune to all inhaled and scent-based 
  effects.
  Tickle
  A nightgaunt can use its tail to tickle a grappled or helpless foe with horrible 
  efficiency. The target must succeed at a Death save or be nauseated for 1 round.
  Nightgaunt
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Mountains (Dimension of Dreams)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Flight (3-12x), or Colony (13-20x)
    Treasure
  None
  
  295
  N
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d4 or Hoof 
  1d6
  Bite 1d6 or Hoof 
  1d8
  Bite 1d6 or Hoof 
  1d8
  Bite 1d8 or Hoof 
  2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 270’ (90’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the 
  purpose of resolving resistance.
  Flaming Hooves
  A nightmare's flaming hooves do additional 1d6 fire damage on a successful strike.
  Smoke
  In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot 
  cone each round as a free action. Anyone in the cone must succeed on a Breath 
  save or become sickened until 1d6 minutes after leaving the area. This smoke acts 
  as obscuring mist for the purposes of concealment. The smoke persists for 1 round. 
  Nightmare
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  296
  N
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d10 or Hoof 
  1d10
  Bite 1d10 or Hoof 
  1d10
  Bite 2d6 or Hoof 
  2d6
  Bite 4d6 or Hoof 
  4d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 270’ (90’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the 
  purpose of resolving resistance.
  Flaming Hooves
  A nightmare's flaming hooves do additional 1d6 fire damage on a successful strike.
  Smoke
  In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot 
  cone each round as a free action. Anyone in the cone must succeed on a Breath 
  save or become sickened until 1d6 minutes after leaving the area. This smoke acts 
  as obscuring mist for the purposes of concealment. The smoke persists for 1 round. 
  Nightmare (Cauchemar)
    Low
    Moderate
    Advanced
    Elite
    Environment
  4 [15]
    Rarity
  <>
    Role
  <>
    # Encountered
  <>
    Treasure
  <>
  
  297
  N
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  8
  ATT Attacks
  Sword, Bastard 1d8 
  or Claw 1d10 or 
  Talons 1d4
  Sword, Bastard 1d8 
  or Claw 1d10 or 
  Talons 1d4
  Sword, Bastard 
  1d10 or Claw 2d6 
  or Talons 1d6
  Sword, Bastard 
  2d8 or Claw 4d6 
  or Talons 2d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  450
  1,100
  1,350
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  Curse of Living 
  Death
  Once per round, as a free action as he kills a living creature, the Demon can choose to afflict that target with the curse of living 
  death. The target can resist this curse with a successful Death save right before it dies, allowing the victim to die normally. If the 
  victim fails its save, it enters a sort of half-living state; it becomes completely helpless, unable to take any actions whatsoever, 
  but remains conscious and aware of the world, and of the pain in its body. It cannot be resurrected or otherwise restored to life 
  until the curse is lifted. While the curse remains in effect, the victim suffers 1d4 Strength, 1d4 Constitution, and 1d4 Dexterity 
  damage every day as any lingering shreds of sanity are blasted away.  A character suffering the curse of living death can remain 
  in this state forever. Even if the character’s body is destroyed, the cursed victim’s consciousness remains as a disembodied and 
  invisible presence at the site of this destruction, and cannot be resurrected or released to the afterlife.
  Nascent Demon 
  Lord Traits
  Once per day, Nightripper can summon any demon or combination of demons whose total combined Hit Dice is 20 or lower. 
  This ability always works, and is equivalent to a 9th-level spell. Nightripper's natural weapons, as well as any weapon he wields, 
  are treated as chaotic, epic, and evil for the purpose of overcoming damage reduction.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Slowing Gaze
  Slowed (as per Slow) for 1 round, range 30 ft, single target; Spell save negates.
  Telepathy
  You can mentally communicate with any other creature within 400 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Nightripper
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  298
  N
  AC 
  3 [16]
  2 [17]
  2 [17]
  2 [17]
  HD 
  5
  7
  10
  12
  ATT 
  Bite 2d8 or Sting 4d4
  Bite 4d8 or Sting 4d4
  Bite 4d10 or Sting 4d6
  Bite 12d8  or Sting 8d6
  THACO
  15 [+4]
  13 [+6]
  11 [+8]
  10 [+9]
  MV
  90’ (30’)
  SV 
   
  D 
   
  W 
   
  P
   
  B 
   
  S 
   
  U
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  9
  9
  9
  9
  AL 
  Chaotic
  XP 
  275
  900
  1,350
  1,500
    Special Abilities
  Channel Negative 
  Energy
  This creature can channel negative energy in a 30-foot burst as an evil cleric. This ability requires no divine focus and inflicts 2d6 
  damage against living creatures (Death save halves), healing undead for the same amount.
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee attack.
  Darksense
  Nightshades gain true seeing in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health 
  within 60 feet, as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the latter effect but not the 
  nightshade's true seeing.
  Desecrating Aura
  Range 30'; undead within this range gain +2 on attack and damage rolls and gain +2 HP per hit die.  
  Energy Drain
  A creature that has been swallowed whole by a nightcrawler suffers 1d6 points of Constitution damage each round.  
  Fear Gaze
  Cower in fear for 1 round, 30 feet, Paralysis save negates. This is a mind-affecting fear effect.
  Light Aversion
  A nightshade in bright light becomes sickened - the penalties form this condition are doubled when the nightshade is in natural sunlight.
  Poison
  Sting - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution damage and 2d10 damage; cure 3 consecutive saves.  
  Swallow 
  Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack hits, 
  the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the 
  creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only one target swallowed at a 
  time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, 
  exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's weakest normal melee attack until they escape; 
  escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures 
  at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as 
  simultaneously speaking and listening to multiple people at the same time.
  Nightshade (Nightcrawler)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Negative Energy Plane)
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  299
  N
  AC 
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  5
  6
  9
  10
  ATT 
  Claw 2d6
  Claw 2d6
  Claw 3d6
  Claw 6d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV
  120’ (40’) , Air Walk
  SV 
   
  D 
   
  W 
   
  P
   
  B 
   
  S 
   
  U
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  9
  9
  9
  9
  AL 
  Chaotic
  XP 
  275
  650
  1,100
  1,350
    Special Abilities
  Channel 
  Negative 
  Energy
  This creature can channel negative energy in a 30-foot burst as an evil cleric. This ability 
  requires no divine focus and inflicts 2d6 damage against living creatures (Death save 
  halves), healing undead for the same amount.
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee attack.
  Darksense
  Nightshades gain true seeing in dim light and darkness. Regardless of light conditions, they 
  can detect living creatures and their health within 60 feet, as blindsense with deathwatch 
  continuously active. Mind blank and nondetection prevent the latter effect but not the 
  nightshade's true seeing.
  Desecrating Aura Range 30'; undead within this range gain +2 on attack and damage rolls and gain +2 HP 
  per hit die.  
  Fear Gaze
  Cower in fear for 1 round, 30 feet, Paralysis save negates. This is a mind-affecting fear 
  effect.
  Light Aversion
  A nightshade in bright light becomes sickened - the penalties form this condition are 
  doubled when the nightshade is in natural sunlight.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Nightshade (Nightwalker)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Negative Energy Plane)
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  300
  N
  AC 
  2 [17]
  1 [18]
  1 [18]
  1 [18]
  HD 
  5
  7
  12
  13
  ATT 
  Bite 5d8 or Tail Slap 4d6
  Bite 5d8 or Tail Slap 4d6
  Bite 5d10 or Tail Slap 4d8
  Bite 10d8 or Tail Slap 8d6
  THACO
  15 [+4]
  13 [+6]
  10 [+9]
  10 [+9]
  MV
  Swim 180’ (60’)  Fly 180’ (60’)  (Good)
  SV 
   
  D 
   
  W 
   
  P
   
  B 
   
  S 
   
  U
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  2
  3
  4
  3
  6
  4
  2
  3
  4
  3
  6
  4
  ML 
  9
  9
  9
  9
  AL 
  Chaotic
  XP 
  275
  900
  1,350
  1,500
    Special Abilities
  Channel Negative 
  Energy
  This creature can channel negative energy in a 30-foot burst as an evil cleric. This ability requires no divine focus and inflicts 
  2d6 damage against living creatures (Death save halves), healing undead for the same amount.
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee attack.
  Darksense
  Nightshades gain true seeing in dim light and darkness. Regardless of light conditions, they can detect living creatures and 
  their health within 60 feet, as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the 
  latter effect but not the nightshade's true seeing.
  Desecrating Aura
  Range 30'; undead within this range gain +2 on attack and damage rolls and gain +2 HP per hit die.  
  Energy Drain
  A creature that has been swallowed whole by a nightcrawler suffers 1d6 points of Constitution damage each round.  
  Light Aversion
  A nightshade in bright light becomes sickened - the penalties form this condition are doubled when the nightshade is in 
  natural sunlight.
  Swallow 
  Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have 
  only one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this 
  creature's weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach 
  has HP equal to 1/4 the creatures' total HP max).
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same time.
  Nightshade (Nightwave)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Negative Energy Plane)
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  301
  N
  AC 
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  5
  6
  8
  9
  ATT 
  Bite 4d8
  Bite 4d8
  Bite 4d10
  Bite 12d8
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
   
  D 
   
  W 
   
  P
   
  B 
   
  S 
   
  U
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  9
  9
  9
  9
  AL 
  Chaotic
  XP 
  275
  650
  900
  1,100
    Special Abilities
  Channel Negative 
  Energy
  This creature can channel negative energy in a 30-foot burst as an evil cleric. This ability requires no divine focus and 
  inflicts 2d6 damage against living creatures (Death save halves), healing undead for the same amount.
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee attack.
  Darksense
  Nightshades gain true seeing in dim light and darkness. Regardless of light conditions, they can detect living creatures and 
  their health within 60 feet, as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the 
  latter effect but not the nightshade's true seeing.
  Desecrating Aura
  Range 30'; undead within this range gain +2 on attack and damage rolls and gain +2 HP per hit die.  
  Light Aversion
  A nightshade in bright light becomes sickened - the penalties form this condition are doubled when the nightshade is in 
  natural sunlight.
  Magic Drain
  The bite of a nightwing drains magical power and energy. When a nightwing bites a foe, the victim must make a Paralysis 
  save or one spell effect currently affecting him immediately ends - determine which spell is drained randomly if the target 
  is under the effects of more than one spell. The nightwing heals damage equal to twice the level of the spell drained. If 
  a nightwing attempts to sunder a magic item with its bite, its magic-draining bite renders the item nonmagical for 1d4 
  rounds (if the item is a permanent magic item), drains 1d8 charges (if the item has charges), or renders it permanently 
  nonmagical (if the item is a one-use item). The item (or its wielder, if the item is attended) can resist this effect with a Spell 
  save. Damage dealt to an item is applied after the effects of magic drain are applied.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address 
  multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a 
  time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Nightshade (Nightwing)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Negative Energy Plane)
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  302
  N
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Claw 1d10 or Wing 
  1d10
  Claw 1d10 or Wing 
  1d10
  Claw 2d6 or Wing 
  2d6
  Claw 4d6 or Wing 
  4d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)  Fly 360’ (120’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have 
  a signature weapon, it can summon any nonmagical weapon as a standard action (including 
  special materials); the weapon disappears if it leaves the herald's grasp.
  Breath Weapon
   The Night Monarch's breath weapon creates sticky webbing (as Web universal monster 
  ability). It can use this ability in the air to entangle flying creatures without requiring the use 
  of anchor points to hold the web in place.
  Dream Dust
  As a full-round action, the Night Monarch can flutter its wings to create a 30-foot burst of 
  dust centered on itself. This dust affects creatures as a Sleep spell, but with no HD limit 
  (Paralysis save negates). This ability is usable once every 1d4 rounds.
  No Breath
  The Night Monarch does not breathe, and is immune to effects that require breathing (such 
  as inhaled poison), and this ability is imparted onto any riders. This does not give immunity 
  to cloud or gas attacks that do not require breathing.
  Poison Flesh
  Any creature that bites the Night Monarch is exposed to Black Lotus Extract poison. Eating 
  its flesh gives the attacker a -4 penalty on the poison's saving throw.
  Night Monarch (Herald of Dreams)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  303
  N
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d4 or Claw 
  1d3
  Bite 1d6 or Claw 
  1d4
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Group Grappler
  When two or more ningyos are grappling the same creature, each gains a +2 bonus on attack rolls and a +1 
  bonus on damage rolls.
  Nocturnal 
  Undeath
  The body of a ningyo never rests peacefully. Every night, an hour after sundown, an intact ningyo corpse 
  animates; its type changes to undead (aquatic), and it gains undead immunities, and bonus hit points based on 
  its Charisma instead of Constitution, and the Startle ability (see below).  At dawn, the undead ningyo becomes 
  a corpse again. An undead ningyo knows when the dawn is coming and attempts to find shelter so it is not 
  discovered as a corpse. A ningyo missing a limb, head, or tail does not animate at night, but can do so if reunited 
  with its missing body part. A ningyo corpse that is burned or torn apart and its pieces scattered does not rise as 
  an undead.
  Poison Flesh
  Any creature that bites a ningyo or swallows any part of it becomes poisoned. Ningyo Flesh: Ingested; save 
  Death; onset 1 minute; frequency 1/minute for 4 minutes; effect 1d2 Intellilgence damage; cure 2 saves.  
  Startle
  If an undead ningyo attacks in the surprise round, its target must attempt a Paralysis save. Success means the 
  target is shaken for 1 round; failure means it is frightened for 1d4 rounds. The target can only be affected by 
  that ningyo's startle once every 24 hours. Creatures with 6 or more Hit Dice are immune to this ability. This is a 
  mind-affecting fear effect.
  Swarming
  Up to two ningyos can share the same square at the same time. If two ningyos in the same square attack the 
  same foe, they are considered to be flanking that foe as if they were in two opposite squares.
  Ningyo
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Oceans
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Shoal (3-22x)
    Treasure
  Standard
  
  304
  N
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Light Crossbow 1d8 
  or Shortsword 1d6
  Light Crossbow 1d8 
  or Shortsword 1d6
  Light Crossbow 
  1d10 or 
  Shortsword 1d8
  Light Crossbow 
  1d10 or 
  Shortsword 2d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Nixie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Water
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Gang (2-4x), Band (6-11x), or Tribe (20-80x)
    Treasure
  Standard
  
  305
  N
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Light Crossbow 1d8 
  or Shortsword 1d6
  Light Crossbow 1d8 
  or Shortsword 1d6
  Light Crossbow 
  1d10 or 
  Shortsword 1d8
  Light Crossbow 
  1d10 or 
  Shortsword 2d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Captivating 
  Song
  A nixie's song has the power to infect the minds of those that hear it, calling them to the nixie's side. 
  When a nixie sings, all creatures aside from other nixies within a 300-foot spread must succeed on a 
  Spell saving throw or become captivated. A creature that successfully saves is not subject to the same 
  nixie's song for 24 hours. A victim under the effects of the captivating song moves toward the nixie 
  using the most direct means available. If the path leads them into a dangerous area such as through 
  fire or off a cliff, that creature receives a second saving throw to end the effect before moving into 
  peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet 
  of the nixie simply stands and offers no resistance to the nixie's attacks. This effect continues for as 
  long as the nixie sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.
  Change Shape
  This works as polymorph, and allows the bog nixie to assume the form of any Small or Medium 
  aquatic animal or humanoid.
  Minor Wish
  Once per day, a bog nixie can create a magical effect in exchange for a gift or service from a 
  humanoid. The power of this "wish" is no greater than what can be done with a 3rd-level spell.
  Nixie (Bog)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Swamps
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Gang (2-4x), Band (6-11x), or Tribe (20-80x)
    Treasure
  Standard
  
  306
  N
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  1 [18]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Shears 1d6
  Shears 1d8
  Shears 1d10
  Shears 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each 
  successful energy drain inflicts 1d4 points of Constitution damage in the victim.  If an attack that 
  includes an energy drain scores a critical hit, it instead inflicts 1d6 points of Constitution damage.  A 
  draining creature regains 5 hit points (10 for a critical hit) each time this effect occurs.  
  Shift Fate
  As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw-this 
  ability must be used immediately after the saving throw is rolled, and the target must abide by the 
  result of this second roll.
  Snip Thread
  Up to three times per day but no more often than once every 1d4 rounds, a norn may produce a 
  golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target 
  creature must be within 120 feet and in the norn's line of sight. The target immediately takes 2d8 
  psychic damage (Death save halves). If the target dies from this damage, the norn has cut through 
  the thread-in this case, the target may only be restored to life via miracle, wish, or divine intervention. 
  This is a death effect. 
  Norn
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Trio
    Treasure
  Double
  
  307
  N
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Longsword 1d8 or 
  Bite 1d6 or Hooves 
  1d4
  Longsword 1d8 or 
  Bite 1d8 or Hooves 
  1d6
  Longsword 1d8 
  or Bite 2d6 or 
  Hooves 1d8
  Longsword 2d6 
  or Bite 3d6 or 
  Hooves 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  150’ (50’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  Breath Weapon
   No more than once every 1d4 ronuds, a nuckelavee's breath weapon is a cone of withering foulness 
  that causes painful welts, cramps, and bleeding, and only harms living creatures- this damage 
  bypasses all energy resistance and damage reduction. Non-creature plants in the area are affected 
  as if by a blight spell. Any creature that fails its Breath save against the breath weapon must make a 
  Death save or contract mortasheen (see below). 
  Disease
  Mortasheen: Contact; Save Death; frequency 1/day; effect 1d4 Constitution damage and target is 
  fatigued; cure 2 consecutive saves. Animals suffer -4 penalty on their saves against this disease.  
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of 
  an attack or charge. Opponents within range who witness the action may become frightened or 
  shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than 
  the creature has. An affected opponent can resist the effects with a successful Death save. On a 
  failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the 
  saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting 
  fear effect.
  Nuckelavee
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Swamps or Coastlines
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  308
  N
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d10 or Claw 
  1d4
  Bite 1d10 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  Bite 4d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Cloud Form
  A nue can change into the form of a 10-foot black cloud or back to its normal form 
  as a standard action. A nue in cloud form is otherwise treated as if under the effects 
  of gaseous form, except that it obscures vision like fog cloud.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged 
  attack hits. Each successful energy drain inflicts 1d4 points of Constitution damage 
  in the victim.  If an attack that includes an energy drain scores a critical hit, it instead 
  inflicts 1d6 points of Constitution damage.  A draining creature regains 5 hit points 
  (10 for a critical hit) each time this effect occurs.  
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Strength 
  damage; cure 2 consecutive saves.  
  Nue
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests or Mountains
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Ambush (3-6x)
    Treasure
  Standard
  
  309
  N
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 6
  4 + 8
  6 + 12
  7 + 14
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  10
  10
  10
  1
  0
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Poison
  Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 acid and 1 
  Constitution damage; cure 2 consecutive saves.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die 
  as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage 
  and can die normally. Attack forms that don't deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. 
  Severed parts that are not reattached wither and die normally.
  Nycar
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Marshes
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Clutch (3-8x)
    Treasure
  Standard
  
  310
  N
  AC 
  Armor Class
  6 [13]
  6 [13]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  Dagger 1d10
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Blinding Beauty
  This ability affects all humanoids within 30 feet of a nymph. Those who look directly 
  at a nymph must succeed on Spell save or be blinded permanently. A nymph can 
  suppress or resume this ability as a free action. 
  Inspirations
  A nymph can choose an intelligent creature to inspire and serve as a muse by giving 
  that creature some token of her affection (typically a lock of her hair). As long as 
  the nymph retains her favor for this creature and as long as the creature carries 
  the nymph's token, the creature gains +4 bonus on all Wisdom saving throws, and 
  checks to craft or perform. A bard who has a nymph for a muse in this way can use 
  his bardic performance for an additional 8 rounds per day. The nymph retains a link 
  to her token and its carrier as if she had cast a status spell on the carrier. The nymph 
  can end this effect at any time as a free action. A single nymph may only inspire one 
  creature at a time in this manner.
  Stunning Glance
  A nymph can stun a creature within 30 feet with a look. The target must succeed on 
  a Spell save or be stunned for 2d4 rounds. 
  Nymph
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forest
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  311
  O
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Slam 1d3 or 
  Waterspout 4d4
  Slam 1d4 or 
  Waterspout 6d6
  Slam 1d6 or 
  Waterspout 7d8
  Slam 1d8 or 
  Waterspout 12d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Swim 240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Fast Healing
  An oceanid's fast healing ability only operates while she is in salt water.  You regain hit points at 10 per round. 
  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Vulnerability to Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Water Dependency
  This creature can survive out of the water for only 1 hour per point of Constitution. Beyond this limit, this 
  creature runs the risk of suffocation, as if it were drowning.
  Water 
  Telekinesis
  When immersed in water, an oceanid can manipulate water to affect creatures and objects within 500 feet that 
  are in contact with the same body of water. This functions as the combat maneuver form of the telekinesis 
  spell, including the need to maintain concentration. This ability also allows her to create a small waterspout as 
  a standard action once per round, striking an opponent within 100 feet with a blast of water as a ranged attack 
  that deals 2d6 bludgeoning damage.
  Waveglide
  An oceanid can create waves and currents to double or halve the speed of creatures or objects traveling on the 
  surface of the water, affecting up to 100 contiguous 5-foot squares in a shapeable area (typically enough for one 
  warship or two small sailing ships). This ability has a range of 1,000 feet, requires line of effect to some part of 
  the area, and lasts as long as the oceanid concentrates. An unwilling target can ignore the effect for 1 round by 
  succeeding at a DC Wisdom saving throw.
  Oceanid
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  312
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  5
  7
  ATT Attacks
  Slam 2d4
  Slam 2d6
  Slam 2d6
  Slam 3d6
  THACO
  16 [+3]
  15 [+4]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  450
  90
    Special Abilities
  Acid
  An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when 
  it strikes a foe; creatures not made of flesh (including most constructs and oozes, 
  skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly's 
  acid damage.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Split
  Slashing and piercing weapons deal no damage to this creature. Instead, the 
  creature splits into two identical creatures, each with half of the original's current hit 
  points (round down). A version of this creature with 10 hit points or less cannot be 
  further split and dies if reduced to 0 hit points.
  Ochre Jelly
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Underground or Marshes
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  313
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d3 or Tentacle 
  1d2
  Bite 1d4 or Tentacle 
  1d3
  Bite 1d4 or 
  Tentacle 1d4
  Bite 1d6 or 
  Tentacle 1d4
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)  Jet 600’ (200’) , Jet
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Ink Cloud
  An octopus can emit a 10ft radius sphere of ink once per minute as a free action. 
  The ink provides total concealment in water, and persists for 1 minute.
  Jet
  An octopus can jet backward once per round as a full-round action, at a speed of 
  200 ft. It must move in a straight line while jetting, and does not provoke attacks of 
  opportunity when it does so.
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1 Strength damage; 
  cure 1 save.  
  Octopus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Ocean
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  314
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3 or 
  Tentacles 1d2
  Bite 1d4 or 
  Tentacles 1d3
  Bite 1d6 or 
  Tentacles 1d4
  Bite 1d8 or 
  Tentacles 1d4
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)  Jet 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Ink Cloud
  An octopus can emit a 10ft radius sphere of ink once per minute as a free action. 
  The ink provides total concealment in water, and persists for 1 minute.
  Jet
  An octopus can jet backward once per round as a full-round action, at a speed of 
  60 ft. It must move in a straight line while jetting, and does not provoke attacks of 
  opportunity when it does so.
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1 Strength damage; 
  cure 1 save.  
  Octopus (Blue-Ringed)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Aquatic
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  315
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d6 or Tentacle 
  1d3
  Bite 1d6 or Tentacle 
  1d3
  Bite 1d8 or 
  Tentacle 1d4
  Bite 3d6 or 
  Tentacle 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)  Jet 600’ (200’) , Jet
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Ink Cloud
  An octopus can emit a 10ft radius sphere of ink once per minute as a free action. 
  The ink provides total concealment in water, and persists for 1 minute.
  Jet
  An octopus can jet backward once per round as a full-round action, at a speed of 
  60 ft. It must move in a straight line while jetting, and does not provoke attacks of 
  opportunity when it does so.
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1 Strength damage; 
  cure 1 save.  
  Octopus (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  316
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Greatclub 2d8 or 
  Javelin 1d8
  Greatclub 2d8 or 
  Javelin 1d8
  Greatclub 2d10 or 
  Javelin 1d10
  Greatclub 3d10 or 
  Javelin 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Ogre
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Hills
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  
  317
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Shortspear 1d6 or 
  Bite 1d4
  Shortspear 1d6 or 
  Bite 1d6
  Shortspear 1d8 or 
  Bite 1d8
  Shortspear 2d6 or 
  Bite 1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Weak Mind
  The ogrekin's head is huge and misshapen. It gains a -2 penalty on mental saving 
  throws.
  Ogrekin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Soldier / Minion
    # Encountered
  Solitary or Family (2-6x)
    Treasure
  Incidental
  
  318
  O
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  9 + 9
  10 + 10
  ATT Attacks
  Bite 4d4 or Tail 
  Slap 4d4
  Bite 4d4 or Tail 
  Slap 4d4
  Bite 4d6 or Tail 
  Slap 4d6
  Bite 4d8 or Tail 
  Slap 4d8
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  Fly 600’ (200’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  900
  1,100
  1,350
    Special Abilities
  Carrier
  A creature swallowed whole by an oma can forgo attempts to cut itself out and instead attempt a Breath save on 
  its turn. Success allows the creature to move into the creature's larger second stomach, where it can ride safely 
  for an indefinite period without taking damage. When a passenger wishes to leave, it can cut its way free using 
  the normal rules, or attempt an additional save to be safely excreted in a square adjacent to the oma. An oma's 
  carrier stomach can hold up to one Gargantuan creature (or twice as many creatures of the next smallest size: 
  two Huge creatures, four Large, and so on). At its option, an oma can choose to forgo the normal bite damage 
  of swallowing whole, but not the acid damage of the first stomach.
  Starflight
  In outer space, this creature can survive in the void and fly at incredible speed. Travel times vary, but a trip 
  within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the 
  dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than 
  itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes 
  smaller. Passengers are protected from the void of outer space.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round 
  prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total 
  cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the 
  creature's turns. The creature can have only one target swallowed at a time.  If the creature dies, a swallowed 
  creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. 
  Swallowed creatures take damage each round equal to 1/4 this creature's weakest normal melee attack until they 
  escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total 
  HP max).
  Oma
    Low
    Moderate
    Advanced
    Elite
    Environment
  Vacuum and Gas Giants
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary, Pair, or Pod (3-6x)
    Treasure
  Incidental
  
  319
  O
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Katana 1d8 or 
  Slams 1d8
  Katana 1d8 or 
  Slams 1d8
  Katana 1d8 or 
  Slams 1d10
  Katana 1d8 or 
  Slams 3d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must 
  also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Breath save to avoid catching on fire.
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your true form, but retain most of your own 
  physical qualities.
  Fiery Missile
  A fire yai can launch a bolt of fire from its third eye. This attack has a range of 180 feet with no range increment.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Smoke Form
  As a standard action, a fire yai can turn into a cloud of smoke. This functions like gaseous form, except the cloud has the 
  properties of the smoke cloud from a pyrotechnics spell (Death save negates the effects of the smoke cloud). The fire yai can 
  end this ability as a standard action.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Oni (Fire Yai)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Hills or Mountains
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Band (1x+), Tribe (1x+), or Dynasty (1x+)
    Treasure
  Standard
  
  320
  O
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Ranged Icy Missile 
  4d4 or Slams 2d6
  Ranged Icy Missile 
  4d4 or Slams 2d6
  Ranged Icy Missile 
  4d6 or Slams 2d8
  Ranged Icy Missile 
  8d6 or Slams 4d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  150’ (50’)  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  250
  900
  1,100
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your true 
  form, but retain most of your own physical qualities.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long 
  as your regeneration is still functioning (although you still fall unconscious when their hit 
  points are below 0). During this round, you cannot heal any damage and can die normally. 
  Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow 
  lost portions of you body and can reattach severed limbs or body parts if they are brought 
  together within 1 hour of severing. Severed parts that are not reattached wither and die 
  normally.
  Staggering 
  Strikes
  An ice yai can strike twice per round with its two slam attacks. A creature struck by more 
  than two of these slam attacks in a round must make a Spell save or be staggered for 1 
  round. 
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure
  Oni (Ice Yai)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary or Gang (1x+)
    Treasure
  Standard
  
  321
  O
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  5 [14]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Composite 
  Longbow Str 1d8/
  x3 or Greatclub 
  1d10 or Claw 1d10
  Composite 
  Longbow Str 1d8/
  x3 or Greatclub 
  1d10 or Claw 2d8
  Composite 
  Longbow Str 1d8/
  x3 or Greatclub 
  1d10 or Claw 2d8
  Greatclub 2d8 
  or Claw 3d8 
  or Composite 
  Longbow 2d6x3
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  175
  450
  650
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your 
  true form, but retain most of your own physical qualities.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die 
  as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage 
  and can die normally. Attack forms that don't deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. 
  Severed parts that are not reattached wither and die normally.
  Oni (Kuwa)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Artillery / Normal
    # Encountered
  Solitary or Gang (1+x)
    Treasure
  Standard
  
  322
  O
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Composite 
  Longbow Str 2d6x3 
  or Greatsword 1d8
  Composite 
  Longbow Str 2d6/
  x3 or Greatsword 
  3d6
  Composite 
  Longbow Str 2d6/
  x3 or Greatsword 
  3d6
  Greatsword 4d6 
  or Composite 
  Longbow 3d6/x3
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your 
  true form, but retain most of your own physical qualities.
  Oni (Ogre Mage)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Hills
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary, Pair, or Patrol (1-2x+)
    Treasure
  Double
  
  323
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d4 or Gore 
  1d4
  Bite 1d6 or Gore 
  1d6
  Bite 1d8 or Gore 
  1d8
  Bite 1d10 or Gore 
  2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  30’ (10’)  Fly 90’ (30’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your true 
  form, but retain most of your own physical qualities.
  Fast Healing
  You regain hit points at 2 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Mask Symbiosis
  A spirit oni can be worn as a mask by a willing Small or Medium creature. While worn in 
  this way, the wearer can see through the oni's eyes and speak through its mouth, although 
  the wearer retains its own senses and voice. The spirit oni remains a separate creature, 
  and must detach from its host's face (as a move action) if it wishes to take any action of its 
  own (including attacking or using a spell-like ability). While a spirit oni is worn as a mask, it 
  grants +4 bonus on its host's Perception checks.
  Poison
  Gore-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Charisma damage; 
  cure 2 consecutive saves.  
  Oni (Spirit)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Rack (3-12x)
    Treasure
  Standard
  
  324
  O
  AC 
  Armor Class
  2 [17]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  7
  ATT Attacks
  Greatclub 1d10 or 
  Slams 1d10
  Greatclub 1d10 or 
  Slams 1d10
  Greatclub 1d10 or 
  Slams 2d6
  Greatclub 4d8 or 
  Slams 4d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  900
  1,100
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your true form, but 
  retain most of your own physical qualities.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Void Form
  A void yai may become incorporeal as a swift action. In this form, it appears as a solid black shadow 
  of its true form. It gains the incorporeal subtype and incorporeal defensive ability while in void form. . 
  It may still speak while incorporeal.
  Void Missile
  A void yai can launch a bolt of darkness from its third eye. Damage caused by this missile is equal to 
  its slam attack damage, and counts as negative energy damage. This attack has a range of 180 feet 
  with no range increment.  
  Oni (Void Yai)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Mountains
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary
    Treasure
  Double
  
  325
  O
  AC 
  Armor Class
  2 [17]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  7
  ATT Attacks
  Greatsword 1d8 
  or Slams 1d10 or 
  Greatclub 1d10
  Greatsword 1d8 
  or Slams 1d10 or 
  Greatclub 1d10
  Greatsword 4d6 
  or Slams 2d6 or 
  Greatclub 1d10
  Greatclub 4d8 
  or Slams 4d6 or 
  Greatsword 6d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  900
  1,100
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your true form, but 
  retain most of your own physical qualities.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Void Form
  A void yai may become incorporeal as a swift action. In this form, it appears as a solid black shadow 
  of its true form. It gains the incorporeal subtype and incorporeal defensive ability while in void form. . 
  It may still speak while incorporeal.
  Void Missile
  A void yai can launch a bolt of darkness from its third eye. Damage caused by this missile is as its 
  slam attack, and counts as negative energy damage. This attack has a range of 180 feet with no 
  range increment.  
  Oni (Voidlord)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Mountains
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary
    Treasure
  Double
  
  326
  O
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Spear 1d8/x3 or 
  Slams 1d10
  Spear 1d8/x3 or 
  Slams 1d10
  Spear 1d8/x3 or 
  Slams 2d6
  Spear 4d6/x3 or 
  Slams 4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  150’ (50’)  Fly 180’ (60’)  (Good) Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  900
  1,100
    Special Abilities
  Acidic Missile
  As a swift action, a water yai can launch a bolt of acid from its third eye. Any creature struck by this 
  bolt must also make a Death save to avoid becoming nauseated for 1 round by the overwhelming 
  stench of the acid.  This attack has a range of 180 feet with no range increment.
  Change Shape
  You have the ability to assume the appearance of creatures similar in shape to your true form, but 
  retain most of your own physical qualities.
  Liquid Form
  As a standard action, a water yai can turn into a mobile pool of water. This functions like gaseous 
  form, except that the yai cannot fly in this form. It retains its own base speed, and its swim speed 
  doubles to 120 feet. The water yai can end this ability as a standard action.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Oni (Water Yai)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  327
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Falchion 2d4 or 
  Javelin 1d6
  Falchion 2d4 or 
  Javelin 1d6
  Falchion 2d6 or 
  Javelin 1d6
  Falchion 2d8 or 
  Javelin 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Orc
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills, Mountains, or Underground
    Rarity
  Common
    Role
  Brute / Minion
    # Encountered
  Solitary, Gang (2-4x), Squad (11-20x+), or Band (30-100x+)
    Treasure
  Incidental
  
  328
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Composite 
  Longbow 1d8x3 or 
  Longsword 1d8
  Composite 
  Longbow 1d8x3 or 
  Longsword 1d8
  Composite 
  Longbow 1d8x3 
  or Longsword 
  1d10
  Composite 
  Longbow 1d10x3 
  or Longsword 2d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Oread
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Soldier / Minion
    # Encountered
  Solitary, Pair, or Team (3-5x)
    Treasure
  Incidental
  
  329
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Masterwork 
  Battleaxe 1d8/x3 
  or Shield, Heavy 
  Wooden 1d4 or 
  Bite 1d4
  Masterwork 
  Battleaxe 1d8/x3 
  or Shield, Heavy 
  Wooden 1d4 or 
  Bite 1d6
  Masterwork 
  Battleaxe 1d8/x3 
  or Shield, Heavy 
  Wooden 1d4 or 
  Bite 1d8
  Battleaxe 2d6/x3 
  or Shield, Heavy 
  Wooden 1d6 or 
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Frenzy
  Once per day, an oronci that takes damage in combat can fly into a frenzy as a free 
  action the following round. While in this state, an oronci cannot use any Charisma-, 
  Dexterity-, or Intelligence-based skill checks, but functions as if under the effects of 
  a haste spell. The oronci can continue to frenzy for up to 3 rounds, after which it is 
  staggered for 1 round.
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Poison
  Injury; Constitution, 1/round, 6 rounds; 1d3 Dexterity damage; Cure 2 consecutive 
  saves.  
  Spit
  An oronci can spit poison at a target within 30 feet. 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 oronci can still 
  poison a target with each successful bite attack.
  Oronci
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Nest (3-9x)
    Treasure
  Standard
  
  330
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bite 1d6 or Hoof 
  1d4
  Bite 1d8 or Hoof 
  1d6
  Bite 1d8 or Hoof 
  1d6
  Bite 2d6 or Hoof 
  1d8
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  -
  -
  Orsheval
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Axis)
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Team (3-8x)
    Treasure
  Standard
  
  331
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Osprey
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  332
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Osprey (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  333
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Osprey (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  334
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Otter
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Family (2-16x)
    Treasure
  None
  
  335
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d8 or Tentacle 
  1d6
  Bite 2d6 or Tentacle 
  1d8
  Bite 2d6 or 
  Tentacle 1d8
  Bite 3d6 or 
  Tentacle 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Disease
  Filth Fever-Bite injury; Save Death; Onset 1d3 days; Frequency 1/day; Effect 1d3 
  Dexterity damage and 1d3 Constitution damage; Cure 2 consecutive saves.  
  Otyugh
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Cluster (3-4x)
    Treasure
  Standard
  
  336
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Burning Cold 3d4 
  or Claw 1d6
  Burning Cold 3d4 
  or Claw 1d8
  Burning Cold 3d6 
  or Claw 2d6
  Burning Cold 3d8 
  or Claw 3d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  15’ (5’)  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Burning Cold
  An owb can conjure a ball of flickering flames and hurl it at an opponent. The flames can be thrown as a ranged 
  touch attack at a range of 120 feet with no range increment, and deals 2d6 cold damage.
  Curse of 
  Darkness
  With a touch, an owb can make bright light unbearable to the victim. Any creature touched must succeed at a 
  Paralysis save or gain the light blindness weakness (blind in normal sunlight or similar conditions). This ability 
  also robs the victim of its coloration, leaving the creature and its equipment in washed-out shades of gray. This 
  effect can be removed with break enchantment or remove curse, unless the target has the dark folk subtype, in 
  which case the effect can only be removed by wish or similar magic.
  Fast Healing
  You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost 
  body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  See in Darkness
  This creature can see perfectly in darkness of any kind, including that created by magical darkness.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Owb
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground (Plane of Shadow)
    Rarity
  Rare
    Role
  Artillery / Normal
    # Encountered
  Solitary or Cabal (2-4x)
    Treasure
  None
  
  337
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d2
  Talons 1d3
  Talons 1d4
  Talons 1d6 
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  -
  -
  Owl
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  338
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d2
  Talons 1d3
  Talons 1d4
  Talons 1d6 
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Owl (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  339
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d2
  Talons 1d3
  Talons 1d4
  Talons 1d6 
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Owl (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  340
  O
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Claw 1d10
  Claw 2d6
  Claw 3d6
  Claw 4d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  225
  450
  900
    Special Abilities
  Animal 
  Telepathy
  A giant owl can telepathically communicate with other animals as if under the 
  effects of speak with animals.
  Piercing Stare
  Up to three times per day as a swift action, a giant owl can gain the effects of true 
  seeing (as the spell) for 1 round.
  Owl (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  341
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d8
  Claw 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Owl (Great Horned)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Roost (3-10x)
    Treasure
  None
  
  342
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d2
  Talons 1d3
  Talons 1d4
  Talons 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Owl (Snowy)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  343
  O
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 1d8 or Claw 
  1d8
  Bite 2d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Owlbear
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (3-8x)
    Treasure
  Incidental
  
  344
  P
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  3 [16]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Pistol 1d8x4
  Pistol 1d10x4
  Pistol 2d6x4
  Pistol 2d8x4
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  450
  900
  1,100
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the 
  effects of channel energy, including effects that rely on the use of channel energy.
  Pistols
  A pale stranger fights with two pistols. A pistol has a range increment of 20 feet and deals 
  both bludgeoning and piercing damage. At a range of up to 20 feet, a pale stranger's pistol 
  attacks resolve as touch attacks. While pistols normally consume bullets and black powder 
  when fired, a pale stranger's pistols supernaturally reload the instant it fires them, allowing 
  the undead to make multiple attacks in a round with the weapons. In addition, any pistol 
  a pale stranger wields functions as a +1 pistol. A pale stranger does not provoke attacks 
  of opportunity when it fires a pistol in melee, and treats pistols as light weapons for the 
  purposes of determining penalties from twoweapon fighting. 
  Stranger's Luck
  A pale stranger gains a +3 luck bonus to AC and has no chance of misfire when using 
  firearms.
  Stranger's Shot
  As a full-round action, a pale stranger can take careful aim with one of its firearms and take 
  a single, ruinous shot, on which he gains a +4 bonus.  Regardless of whether the shot is a 
  critical hit or not, it deals 2d6 additional piercing damage.
  Pale Stranger
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  345
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Panda
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Jungles
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  346
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 2d6
  Bite 2d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Panda (Red)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests or Mountains
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  347
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Gnaw
  A rot grub that is grappling a foe and chooses to damage the foe with an additional 
  grapple check deals twice its normal bite damage, in addition to injecting an 
  additional dose of poison with each successful check.
  Poison
  Bite-injury; save Death; frequency 1/round for 5 rounds; effect 1d3 Strength 
  damage; cure 1 save.  
  Parasite (Giant Rot Grub)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  348
  P
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Swarm 1d10
  Swarm 2d6
  Swarm 3d6
  Swarm 4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Infestation
  Any living creature that takes damage from a rot grub swarm becomes infested 
  unless it succeeds at a Breath save. On a failed save, the infested creature suffers 1d4 
  Constitution damage per round as the rot grubs burrow through and consume its 
  flesh-this effect continues as long as the victim remains in the swarm and continues 
  for 1d4 rounds after it leaves the swarm. Any energy-based attack (including 
  damage from negative energy) that deals at least 5 points of damage to the victim 
  automatically destroys all of the rot grubs infesting it, ending the effect prematurely. 
  Additionally, any effect that removes disease instantly ends a rot grub infestation. 
  Immunity to disease offers no defense. 
  Parasite (Rot Grub Swarm)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  349
  P
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  360’ (120’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Empathy
  Pards can transmit complex emotions and basic ideas to other pards within 60 feet. When interacting with other 
  kinds of creatures, they can only convey simple emotions such as anger, fear, and curiosity.
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an 
  attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be 
  used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
  Phasing Attack
  As a full-round action, a pard can shift itself partially out of phase, damaging any creature it moves through. The 
  pard must move at least 30 feet and it gains a +4 bonus on the check. If it succeeds, the target takes fire damage 
  and is knocked prone.  If it exceeds a creature's AC by 5 or more, it stuns the creature for 1 round instead of 
  knocking it prone. The target can make an attack of opportunity, but at a -4 penalty.  If the target forgoes an 
  attack of opportunity provoked by this maneuver, it can try to avoid the pard by attempting a Breath save; if 
  successful, it takes only half damage. The pard can only deal phasing attack damage to each target once per 
  round, no matter how many times its movement takes it over a target creature.  When using this ability, the pard 
  can move through up to 5 feet of any solid object, barrier, or difficult terrain as if it were a normal open square. 
  The pard cannot end its movement inside a creature or solid barrier. This ability counts as trample for the 
  purposes of effects that enhance or protect against trample.
  Uncanny Dodge
  You can react to danger before your senses would normally allow you to do so. You cannot be caught by 
  surprise.
  Pard
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests or Plains
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Den (1-2x)
    Treasure
  Incidental
  
  350
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Parrot
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-12x) / Companion
    Treasure
  None
  
  351
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Parrot (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-12x) / Companion
    Treasure
  None
  
  352
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Parrot (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-12x) / Companion
    Treasure
  None
  
  353
  P
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aura of Courage
  You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains 
  a +4 morale bonus on saving throws against fear effects. This ability functions only 
  while you are conscious, not if you are unconscious or dead.
  Fade
  As a standard action, a pavbagha can fade from sight, as invisibility, for up to 10 
  rounds per day. These rounds need not be consecutive.
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Stunning Claw
  17 times per day, this creature can cause a melee opponent to be stunned for 1d4 
  rounds on a successful strike.  A successful Paralysis saving throw negates this effect. 
  Pavbagha
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Axis)
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Pride (3-5x)
    Treasure
  Standard
  
  354
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d4
  Talons 1d4
  Talons 1d6
  Talons 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Drift
  A peacock flies in short bursts, and can't use its fly speed to hover. When it flies, a 
  peacock must end its move action by landing or perching on a solid surface.
  Peacock
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Muster (3-10x) / Companion
    Treasure
  None
  
  355
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons -4 1d4
  Talons -3 1d6
  Talons -1 1d6
  Talons 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Drift
  A Peafowl flies in short bursts, and can't use its fly speed to hover. When it flies, a 
  Peafowl must end its move action by landing or perching on a solid surface.
  Peafowl
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Muster (3-10x) / Companion
    Treasure
  None
  
  356
  P
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Heavy Pick 1d4x4
  Heavy Pick 1d6x4
  Heavy Pick 1d8x4
  Heavy Pick 2d6x4
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Earth Mastery
  This creature gains a +2 bonus on attack and damage rolls if both it and its foe are 
  touching the ground. If an opponent is airborne or waterborne, the elemental suffers 
  -4 penalty on attack and damage rolls. These modifiers apply to all combat actions.
  Light Blindness
  You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight 
  spell. You are dazzled as long as you remain in areas of bright light.
  Pech Magic
  Four pechs working together can cast wall of stone once per day. Eight pechs 
  working together can cast stone to flesh once per day. These spell-like abilities 
  function at CL 10th. Each pech must use a full-round action to take part in the 
  casting.
  Pech
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground (Plane of Earth)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Gang (3-4x), Pack (5-10x), or Tribe (11-40x+)
    Treasure
  Standard
  
  357
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d3 or Hoof 
  1d6
  Bite 1d4 or Hoof 
  1d8
  Bite 1d4 or Hoof 
  1d8
  Bite 1d4 or Hoof 
  1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  180’ (60’)  Fly 360’ (120’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Pegasus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate and Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Herd (6-10x)
    Treasure
  None
  
  358
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d3 or Hoof 
  1d6
  Bite 1d4 or Hoof 
  1d8
  Bite 1d4 or Hoof 
  1d8
  Bite 1d6 or Hoof 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  180’ (60’)  Fly 360’ (120’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Pegasus (Heroic)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate and Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Herd (6-10x)
    Treasure
  None
  
  359
  P
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  3 + 6
  4 + 8
  6 + 12
  7 + 14
  ATT Attacks
  Bite 1d10 or Claw 
  1d4 or Tail Slap 
  2d6
  Bite 1d10 or Claw 
  1d4 or Tail Slap 
  2d6
  Bite 2d6 or Claw 
  1d6 or Tail Slap 
  3d6
  Bite 4d6 or Claw 
  2d6 or Tail Slap 
  6d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Breath Weapon
   50' Line of Fire; effect 4d8 fire damage, Breath save halves damage, usable once 
  every 1d4 rounds.  You are immune to your own breath weapon.
  Poison
  Quill—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution 
  damage; cure 2 consecutive saves.  
  Quill Barrage
  Three times per day, a peluda can fire dozens of spearlike barbs in all directions. 
  All creatures within 15 feet take 2d6 piercing damage (Breath save halves) and are 
  subject to its poison quills.
  Quills
  A peluda's back and tail are covered in sharp black quills. A creature that strikes a 
  peluda with a melee weapon, an unarmed attack, or a natural weapon takes 2d4 
  piercing damage from the peluda's quills and risks being poisoned. Weapons with 
  reach do not endanger an attacker in this way. Any creature that grapples a peluda 
  takes 3d6 points of piercing damage and risks being poisoned on its turn each 
  round.
  Peluda
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes or Plains
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary or Pair
    Treasure
  Double
  
  360
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Swim 120’ (40’)  Toboggan 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Toboggan
  On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding 
  on its belly rather than walking.
  Penguin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Plains
    Rarity
  Common
    Role
  Soldier / Minion
    # Encountered
  Solitary, Pair, or Colony (3-30x)
    Treasure
  None
  
  361
  P
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  7
  ATT Attacks
  Scimitar 1d6 or 
  Wings 1d4
  Scimitar 1d6 or 
  Wings 1d4
  Scimitar 1d8 or 
  Wings 1d6
  Scimitar 2d6 or 
  Wings 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 270’ (90’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving 
  resistance.
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn 
  ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the 
  start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must make a Breath save to avoid catching 
  on fire.
  Flame Jump
  A peri can enter any fire equal to the peri's size or larger and travel any distance to another fire in a single round, 
  regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), 
  but the peri can transport only itself and up to 50 pounds of objects.
  Smoke Sight
  A peri can see through fire, fog, and smoke without penalty.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Whirlwind Dance
  Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into 
  a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability 
  (Spell save), but any creature that comes in contact with the whirlwind or is caught inside it takes 3d8 fire 
  damage and is subject to the peri's burn special attack. 
  Peri
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Good-Aligned Plane
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary or Pair
    Treasure
  Triple
  
  362
  P
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Ray 1d10 or Slam 2d8
  Ray 1d10 or Slam 2d8
  Ray 2d6 or Slam 2d10
  Ray 4d6 or Slam 6d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  Fly 300’ (100’)  (Perfect) Swim 270’ (90’)
  SV 
  Saves
   
  D 
  Death
   
  W 
  Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Air Mastery
  Airborne creatures take a -1 penalty on attack and damage rolls against this creature.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can summon any nonmagical weapon as 
  a standard action (including special materials); the weapon disappears if it leaves the herald's grasp.
  Change Shape
  Air or water elemental only (as Elemental Body IV).
  Drench
  The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as Dispel Magic (caster level 21).
  Elemental Traits
  Elementals are immune to paralysis, poison, sleep effects, and stunning. Elementals are not subject to critical hits or flanking. Elementals do not take 
  additional damage from precision-based attacks, such as sneak attack. Elementals do not breathe, eat, or sleep.
  Energy Ray
  The herald can shoot rays of cold or electricity up to 100 feet. These can threaten a critical hit on a roll of 18, 19, or 20.
  Fast Healing
  This creature regains hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature 
  to regrow lost body parts or allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at 
  which point the effects of fast healing end immediately.
  Vortex
  This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot 
  leave the water. It's a Breath save to avoid being caught by the  vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of damage 
  per round.
  Water Mastery
  The herald gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. These modifiers apply to bull rush and overrun 
  maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (Unlike a water elemental, the herald does not have a penalty if it or its 
  opponent is touching the ground.)
  Whirlwind
  You can transform yourself into a whirlwind and remain in that form for up to 10 rounds. If you have a fly speed, you can continue to fly at that same speed while in whirlwind form, 
  otherwise you gain a fly speed equal to your base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, A whirlwind's width 
  at its peak is always equal to half of its height. You control the exact height, but it must be at least 10 feet and at most 60 feet high. The whirlwind form does not provoke attacks of 
  opportunity, even if you enter the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves 
  into or through a creature's space. In whirlwind form you cannot make your normal attacks, and you do not threaten the area around you. Creatures one or more size categories 
  smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal your slam attack) and may be lifted into the air. An affected creature must succeed 
  on a Spell save when it comes into contact with the whirlwind or take damage as if it were hit by the your slam attack. It must also succeed on a second save or be picked up bodily and 
  held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a save each round to escape the whirlwind. The creature 
  still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. 
  Trapped creatures can otherwise act normally, but must succeed on a Spell save to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and Dexterity-related 
  checks, and a -2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject 
  any carried creatures whenever you wish as a free action, depositing them in your space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud 
  is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have 
  concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a Spell save to cast a spell.
  Personification of Fury
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Air or Plane of Water)
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  363
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Gore 1d6 or Hoof 
  1d4
  Gore 1d8 or Hoof 
  1d6
  Gore 1d8 or Hoof 
  1d6
  Gore 2d6 or Hoof 
  1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Horrific Critical
  A peryton's gore attack threatens a critical hit on an 18-20. If a peryton kills a 
  humanoid foe with a critical hit, it can tear out the victim's heart with its wolf-like 
  teeth as a free action. Any creature that witnesses this savage event must make a 
  Death save or be shaken for 1 round. This is a mind-affecting fear effect.
  Shadow Mark
  As a free action, a peryton can make a ranged touch attack by flying over a 
  humanoid target - the maximum range of this attack is 300 feet. If the peryton hits, 
  its shadow transforms to match the shadow of the creature struck. Once a peryton 
  has established this link, it gains a +4 bonus on attack rolls and a +2 bonus on 
  damage rolls made against that target, and every time the peryton hits that target 
  with an attack, the creature must make a Spell save or become frightened for 1 
  round. This is a mind-affecting fear effect.
  Peryton
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Flock (3-9x)
    Treasure
  Standard
  
  364
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Slam 1d6
  Slam 1d6
  Slam 1d8
  Slam 1d10
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Purgatory 
  (Neutral)
  The “dead” appear as animated skeletons but are not Undead—in time, they can 
  earn the right to become aeons. They gain resistance to all physical attacks excep 
  bludgeoning, and immunity to cold.
  Petitioner
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Outer Planes)
    Rarity
  Uncommon
    Role
  Soldier / Minion
    # Encountered
  Solitary, Pair, Group (3-12x), or Army (13x+)
    Treasure
  None
  
  365
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  6
  ATT Attacks
  Slam 1d6
  Slam 1d6
  Slam 1d8
  Slam 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  275
  650
    Special Abilities
  Self-Petrification
  A petrifern can petrify itself as a standard action in order to defend itself from 
  predators. When it does so, the petrifern's natural armor bonus to AC increases by 
  5, it gains resistance to cold and fire, and it gains a +4 bonus on checks to appear as 
  a sprout or fallen tree branch. While petrified, the petrifern can't move or take any 
  actions. A petrifern can remain petrified indefinitely, and it can cease its petrification 
  as a standard action.
  Toxic Secretion
  Petriferns secrete a bitter toxin meant to make them distasteful to predators. Once 
  per day when a creature touches a petrifern, the plant can release its toxin, causing 
  the attacker to become sickened for 1d4 rounds if it fails a Death saving throw.
  Petrifern
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Bundle (3-12x)
    Treasure
  None
  
  366
  P
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Scimitar 1d6 or 
  Slam 1d4
  Scimitar 1d6 or 
  Slam 1d6
  Scimitar 1d6 or 
  Slam 1d8
  Scimitar 1d8 or 
  Slam 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Can't be Disarmed
  A creature with this ability cannot be disarmed.
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of 
  channel energy, including effects that rely on the use of channel energy.
  Curse of Stone
  Curse–touch; save Paralysis; onset 1 minute; frequency 1/day; effect 1d4 Dexterity damage.  A 
  creature afflicted by the curse of stone slowly turns to stone, its skin turning an ashen gray and 
  hardening into a stony texture. When the creature's Dexterity reaches 0, it has turned to stone 
  entirely. The curse of stone can only be cured by removing the curse followed by a stone to flesh spell 
  to undo the damage it has done. 
  Petrified Body
  The stony flesh of a petrified maiden reacts to certain spells and effects differently.  A transmute 
  rock to mud spell deals 1d6 points of damage per caster level to a petrified maiden, with no saving 
  throw.  Transmute mud to rock immediately heals any and all damage taken by a petrified maiden.  A 
  stone to flesh spell does not actually change the petrified maiden’s structure, but negates its damage 
  reduction and spell resistance for 1 round.
  Reconstitution
  As long as the original curse that first afflicted the petrified maidens remains unbroken, any petrified 
  maiden (animate or not) that is damaged or destroyed slowly returns to its undamaged form, even if 
  parts of it were utterly destroyed or carried away. For a relatively undamaged petrified maiden, this 
  slow process can be completed in a week or so. For a petrified maiden reduced to rubble, it might 
  take years. If a petrified maiden is destroyed while under the effects of a stone to flesh spell, it cannot 
  reconstitute and is permanently destroyed.
  Petrified Maiden
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Gang (2-4x), or Crew (5-20x)
    Treasure
  Standard
  
  367
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d6
  Slam 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Phase Lurch
  A phantom in ectoplasmic form has the ability to pass through walls or material 
  obstacles. In order to use this ability, it must begin and end its turn outside whatever 
  wall or obstacle it's moving through. An ectoplasmic phantom can't move through 
  corporeal creatures with this ability, and its movement speed is halved while moving 
  through a wall or obstacle. Any surface it moves through is coated with a thin, silvery 
  mucus that lingers for 1 minute.
  Phantom (Ectoplasmic)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  368
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Slam 1d8
  Slam 2d6
  Slam 2d6
  Slam 3d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, 
  magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are 
  immune to all nonmagical attack forms. Corporeal spells and effects that do not 
  cause damage only have a 50% chance of affecting you. Force spells and effects, 
  such as from a magic missile, affect you normally.
  Phantom (Incorporeal)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  369
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Heavy Flail 1d10
  Heavy Flail 1d10
  Heavy Flail 2d6
  Heavy Flail 2d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Freeze
  The creature can hold itself so still it appears to be an inanimate object of the 
  appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on 
  all checks to hide in plain sight as this kind of inanimate object.
  Phantom Armor (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  370
  P
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Longsword 1d8 or 
  Slam 1d4
  Longsword 1d8 or 
  Slam 1d6
  Longsword 1d10 
  or Slam 1d8
  Longsword 2d6 or 
  Slam 1d10
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Phantom Armor (Guardian)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  371
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d6
  Bite 4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Phantom Flesh
  As a move action, a phantom fungus can turn invisible as if using greater invisibility 
  (caster level 4th). A moment after it attacks with invisibility, the creature appears 
  briefly as a semitransparent version of its normal self. This allows any viewer with 
  line of sight to the phantom fungus to pinpoint its location at the time of the attack 
  (though if the creature moves after it attacks, opponents have to pinpoint it again). 
  An opponent can ready an action to strike at the fungus when it momentarily 
  appears, in which case the creature only has concealment instead of invisibility (20% 
  miss chance). The fungus can turn completely visible as a move action, though it 
  normally remains invisible all the time. If killed while invisible, it becomes visible 1d4 
  minutes later.
  Phantom Fungus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Grove (2-5x)
    Treasure
  Incidental
  
  372
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Ethereal Ambush A phase spider that attacks foes on the Material Plane in a surprise round can take a 
  full round of actions if it begins the combat by phasing into the Material Plane from 
  the Ethereal Plane.
  Ethereal Jaunt
  A phase spider can shift from the Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action (or as part of a move action).
  Poison
  Bite-injury; save Death; frequency 1/round for 8 rounds; effect 1d2 Constitution 
  damage; cure 2 consecutive saves.  
  Phase Spider
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Hills
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  None
  
  373
  P
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  6 + 6
  7 + 7
  9 + 9
  10 + 10
  ATT Attacks
  Bite 2d6 or Talons 
  1d10
  Bite 2d6 or Talons 
  1d10
  Bite 2d8 or Talons 
  2d6
  Bite 4d8 or Talons 
  4d6
  THACO
  14 [+5]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  90’ (30’)  Fly 270’ (90’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  650
  900
  1,100
  1,350
    Special Abilities
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Self-
  Resurrection
  A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as 
  disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought 
  back to life via resurrection. The phoenix loses 1d8 points from its maximum hit point total each time this 
  occurs, although most use restoration to remove this condition as soon as possible. A phoenix can self-resurrect 
  only once per year. If a phoenix dies a second time before that year passes, its death is permanent. A phoenix 
  that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point 
  the phoenix immediately resurrects. A phoenix brought back to life by other means never suffers this maximum 
  hit point decline as a result of that effect.
  Shroud of Flame
  A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts 
  1d6 additional fire damage with each natural attack, and any creature within reach (20 feet for most phoenixes) 
  must make a Breath save each round to avoid taking 4x this amount of fire damage at the start of its turn. A 
  creature that attacks the phoenix with natural or non-reach melee weapons takes fire damage (no save) with 
  each successful hit.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Phoenix
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Desert and Hills
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  374
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  5
  7
  ATT Attacks
  Acid Pellet 1d10
  Acid Pellet 2d6
  Acid Pellet 3d6
  Acid Pellet 4d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Acid Pellet
  A phycomid attacks by firing a glob of acid from one of its several mushroom-like 
  stalks. This attack has a range increment of 10 feet. A phycomid can fire up to six 
  acid pellets per minute - during rounds in which the fungus has no acid pellets, it has 
  no method of attacking at all and must wait until its acid stores replenish in 4 rounds 
  before continuing a battle.
  Spores
  Any creature that takes damage from a phycomid's acid pellet (or consumes even 
  a small portion of the fungus) becomes exposed to the fungus's spores. These 
  spores grow quickly in living creatures. This affliction is a disease effect, although 
  its course runs much faster than most diseases and is more poison-like in its speed, 
  and like a poison, the spores "burn out" after a short period. A creature that is slain 
  by a phycomid spore infestation bursts open in 1d4 rounds as a fully grown new 
  phycomid emerges. Phycomid Spores: Disease - injury or ingested; save Death; 
  frequency 1/round for 6 rounds; effect 1d4 points of Constitution damage; cure 1 
  save. 
  Phycomid
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Artillery / Normal
    # Encountered
  Solitary or Infestation (2-8x)
    Treasure
  Incidental
  
  375
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite 
  damage each round so long as you are attached.  Enemies of this creature who succeed in 
  striking it in melee can forego inflicting damage in favor of removing the attached creature 
  from the victim.
  Death Throes
  When a pickled punk is destroyed, it discorporates into a fleshy sludge. Any creatures 
  adjacent to a pickled punk when it is destroyed must succeed at a Death save or be 
  nauseated for 1 round.
  Irritant
  The water in a pickled punk's jar is highly irritating to all living creatures. A creature 
  damaged by a pickled punk's bite that deals damage to pickled punk with a natural weapon 
  or unarmed attack, or that otherwise comes into contact with a pickled punk or the water in 
  its jar, must succeed at a Paralysis save or break out in an itching rash. A creature affected 
  by this rash takes a –2 penalty to Attack Rolls, and to Dexterity and Charisma and to related 
  checks for 24 hours (multiple allergic reactions do not stack). Remove disease or any 
  magical healing removes the rash instantly. This is a disease effect.
  Opportune
  Despite its size, a pickled punk can extend its deformed limbs to make attacks of opportunity 
  as if it had a reach of 5 feet. This ability doesn't allow a pickled punk to attack adjacent 
  creatures as if it truly had a reach of 5 feet.
  Pickled Punk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  376
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Pig
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair or Herd (3-12x) / Companion
    Treasure
  None
  
  377
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Pipefox
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary
    Treasure
  Standard
  
  378
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Longbow 1d6/x3 
  or Short Sword 1d4
  Longbow 1d6/x3 
  or Short Sword 1d4
  Longbow 1d8/
  x3 or Short Sword 
  1d6
  Longbow 2d6/
  x3 or Short Sword 
  1d6+2
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Invisibility
  A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it at 
  any time without spending an action.
  Special Arrows
  When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with 
  magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can use 
  this dust 20 times each day. The dust is useless to another creature unless the pixie gives the dust freely. In this 
  case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard 
  action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists 
  on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits; 
  it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow, 
  Charm, Memory Loss or Sleep.
  Charm Arrow
  Charm; The target must succeed on a Spell save or be affected as though by a Charm Monster spell for 10 
  minutes.
  Memory Loss Arrow
  Memory Loss; The target must succeed on a Spell save or be affected by a modify memory spell. This effect can 
  only eliminate the previous 5 minutes of memory - a pixie typically uses this ability to make the target forget it 
  encountered the pixie so it won't chase the pixie when he flees.
  Sleep Arrow
  Sleep; The target must succeed on a Spell save or fall asleep for 5 minutes.
  Pixie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Artillery / Normal
    # Encountered
  Solitary, Gang (2-4x), Band (6-11x), or Tribe (20-80x)
    Treasure
  Standard
  
  379
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  5
  7
  9
  10
  ATT Attacks
  Ranged Plasma 
  Rays 4d4 or Slam 
  4d4
  Ranged Plasma 
  Rays 4d4 or Slam 
  4d4
  Ranged Plasma 
  Rays 4d6 or Slam 
  4d6
  Ranged Plasma 
  Rays 8d6 or Slam 
  8d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a 
  round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. 
  Each victim may attempt a Breath save to avoid being engulfed - on a success, they are pushed back or aside 
  (target's choice) as the creature moves forward. Engulfed opponents cannot move, are in danger of suffocating, 
  are trapped within the creature's body until they are no longer pinned, and may be subject to other special 
  attacks from the creature.
  Magnetic Pulse
  A plasma ooze is surrounded by an aura of magnetism that allows it to attract metallic objects and creatures. 
  At the start of the ooze's turn as a free action, the ooze makes an attack roll against all metallic creatures, all 
  creatures wearing metal armor, and all creatures wielding metal weapons within 30 feet. If it beats the AC of a 
  metal or armored creature with this check, that creature is pulled 10 feet closer to the ooze and cannot move 
  away from the ooze for 1 round. If this causes the creature to move into a square occupied by the plasma 
  ooze, the ooze can attempt to engulf that creature as a free action. If it beats the AC of a creature wielding a 
  metal weapon, that weapon is disarmed and pulled 10 feet closer to the ooze. Unattended metal objects are 
  automatically pulled toward a plasma ooze. This magnetism is supernatural in nature and affects all metal 
  objects.
  Plasma Ray
  A plasma ooze can fire 1d4 plasma rays at up to 4 separate targets within 60 feet (no more than one ray can 
  attack a single creature). Each ray deals half electricity damage and half fire damage on a hit.
  Plasma Ooze
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Artillery / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  380
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Spur 1d3
  Spur 1d4
  Spur 1d6
  Spur 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Electrolocation
  While underwater, platypuses can sense the tiny electrical currents that trigger 
  muscle movement. This allows them to locate living prey and distinguish it from 
  inanimate objects. Treat electrolocation as blindsight 30 feet, but platypuses can 
  sense only living creatures, and it functions only underwater.
  Poison
  Spur—injury; save Death; frequency 1/round for 4 rounds; effect 1 psychic damage; 
  cure 1 save.  
  Platypus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Tropical Rivers
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  381
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Keen Scent
  The creature can notice other creatures by scent in a 180-foot radius underwater 
  and can detect blood in the water at ranges of up to a mile.
  Plesiosaurus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Swamps or Water
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or School (3-7x) / Companion
    Treasure
  None
  
  382
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  -
  -
  -
  -
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  Fly 60’ (20’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Frightener
  Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself 
  to be a skeletal, ghost-like humanoid. All creatures within 30 feet when a poltergeist uses this ability must make 
  a Spell save to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end 
  of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for 
  24 hours. If the poltergeist's natural invisibility is negated via other methods, it cannot use this ability. Likewise, 
  those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, 
  spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and 
  effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from 
  a magic missile, affect you normally.
  Natural 
  Invisibility
  This ability is constant - the creature remains invisible at all times, even when attacking. As this ability is inherent, 
  it is not subject to the invisibility purge spell.
  Rejuvenation
  When a poltergeist is destroyed, it only remains destroyed for 2d4 days. After this time, the undead spirit 
  reforms where it was destroyed, fully healed. The only way to permanently destroy a poltergeist is to determine 
  the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies 
  with each spirit and may require a good deal of research, and should be created specifically for each different 
  poltergeist or group of poltergeists by the GM.
  Site Bound
  A poltergeist cannot travel more than 120 feet from the point at which it was created or formed.
  Telekinesis
  A poltergeist has no method of attacking apart from its telekinesis. This ability functions as the spell telekinesis. A 
  poltergeist has a ranged attack roll when using telekinesis to hurl objects or creatures, and can use the ability on 
  objects or creatures of up to 375 pounds. If a poltergeist attempts to hurl a creature with this ability, that creature 
  can resist the effect with a successful Spell save.
  Poltergeist
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Haunting (2-7x)
    Treasure
  Incidental
  
  383
  P
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Dagger 1d3
  Dagger 1d4
  Dagger 1d4
  Dagger 1d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Fast Healing
  You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Poison
  As a standard action, a pooka can blow across her palm and create a 5-foot-diameter cloud of 
  intoxicating dust. The pooka decides when she uses this ability whether the dust acts as an inhaled 
  poison or a mild intoxicant (equivalent to 1–2 glasses of beer). [Pooka Dust] Inhaled; save Death; 
  frequency 1/round for 6 rounds; effect 1d2 Wisdom damage and 1d2 Charisma damage (or 
  intoxication); cure 2 consecutive saves.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Pooka
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Ruse (3-9x)
    Treasure
  Standard
  
  384
  P
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  8 + 8
  9 + 9
  ATT Attacks
  Bite 1d10 or Talons 
  1d4 or Wings 1d4
  Bite 1d10 or Talons 
  1d4 or Wings 1d4
  Bite 2d6 or Talons 
  1d6 or Wings 1d6
  Bite 4d6 or Talons 
  2d6 or Wings 2d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Change Shape
  A popobala loses its frightful presence, popobala fever, and stench abilities when not in its true form.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects 
  only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a 
  successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on 
  the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Harvester of 
  Sorrow
  A popobala heals as a result of the suffering of others. It gains fast healing 10 if at least one creature within 15 feet has one 
  or more of the following conditions: confused, cowering, dying, exhausted, fatigued, frightened, nauseated, panicked, shaken, 
  sickened, staggered, or stunned.
  Horrid Haunting
  A popobala may use ghost sound or ventriloquism as a free action whenever it manipulates a creature or object with animate 
  objects, dominate person, or telekinesis. The ghost sound or ventriloquism originates from the controlled object or creature.
  Popobala Fever
  A creature wounded by a popobala's talons becomes sickened for 1d6 minutes unless it makes a Death save. A creature 
  already sickened by the fever becomes nauseated for 1d6 rounds. One already nauseated by the fever is helpless for 1d6 
  rounds. This is a disease effect.
  Stench
  You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench 
  special ability) within 30 feet must succeed on a Death save or be sickened for 10 rounds. Creatures that successfully save 
  cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened 
  creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on 
  their saving throws.
  Popobala
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Coasts or Forests
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  385
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Slam 1d3
  Slam 1d4
  Slam 1d4
  Slam 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  225
  450
  900
    Special Abilities
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Poppet (Small)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  386
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Slam 1d2
  Slam 1d3
  Slam 1d4
  Slam 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  225
  450
  900
    Special Abilities
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Poppet (Tiny)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  387
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Tail Slap 1d3
  Tail Slap 1d4
  Tail Slap 1d6
  Tail Slap 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Quills
  Any creature attacking a porcupine with natural weapons or an unarmed strike 
  takes 1 point of piercing damage. A creature that grapples a porcupine takes 
  piercing damage each round it does so.
  Porcupine
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Prickle (3-6x) / Companion
    Treasure
  None
  
  388
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Tail Slap 2d6
  Tail Slap 3d6
  Tail Slap 3d6
  Tail Slap 4d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Quills
  Any creature attacking a porcupine with natural weapons or an unarmed strike 
  takes 1d4 points of piercing damage. A creature that grapples a porcupine takes 
  piercing damage each round it does so.
  Porcupine (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Prickle (3-6x)
    Treasure
  None
  
  389
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Primate (Baboon)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests or Plains
    Rarity
  Common
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Mission (3-6x)
    Treasure
  None
  
  390
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Swarm 2d6
  Swarm 3d6
  Swarm 3d6
  Swarm 4d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Primate (Monkey Swarm)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Mission (3-6x), or Tribe (7-12x)
    Treasure
  None
  
  391
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  14 [+5]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  275
  650
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Prionosuchus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  392
  P
  AC 
  6 [13]
  5 [14]
  5 [14]
  4 [15]
  HD 
  3
  3
  4
  5
  ATT 
  Bite 1d10 or Claw 1d6 or Tail 
  1d6
  Bite 1d10 or Claw 1d6 or Tail 
  1d6
  Bite 2d6 or Claw 1d8 
  or Tail 1d8
  Bite 4d6 or Claw 3d6 or Tail 
  3d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  90’ (30’)  Fly 90’ (30’)  (Perfect) Swim 90’ (30’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  8
  8
  8
  8
  AL 
  Chaotic
  XP 
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving resistance.
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small 
  as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Change 
  Shape
  A protean's form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, 
  giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, 
  it gainst the effects of a heal spell (CL 17).
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when 
  you make a successful attack roll while grappling an enemy in melee.
  Fast Healing
  You regain hit points at 5 per round. 
  Tongues
  You can speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect, as per the spell Tongues, as a 
  constant ability. 
  Inflict 
  Warpwave
  As a standard action, an imentesh can inflict a warpwave upon any corporeal creature within 100 feet. The target can resist the warpwave’s effects with a 
  Wand save.  Possible effects (roll d20): 1: Target takes 2 Strength damage; 2: Target takes 2 Dexterity damage; 3: Target takes 2 Constitution damage; 4: 
  Target takes 2 Intelligence damage; 5: Target takes 2 Wisdom damage; 6: Target takes 2 Charisma damage; 7: Target’s maximum hit points are reduced 
  by 1d8 points; 8: Target is blinded or deafened for 1d4 rounds; 9: Target is confused for 1d4 rounds; 10: Target is entangled by filaments of energy for 
  1d4 rounds; 11: Target becomes fatigued (or exhausted if already fatigued); 12: Target becomes nauseated for 1d4 rounds; 13: Target is stunned for 1d4 
  rounds; 14: Target is sickened for 1d4 rounds; 15: Target is staggered for 1d4 rounds; 16: Target gains 4d6 temporary hit points; 17: Target is affected by 
  a heal spell; 18: Target is turned to stone; 19: Target is affected by baleful polymorph; 20: Portions of target’s body burst with energy of a random type 
  (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.
  Protean (Imentesh)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Limbo)
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary, Pair, or Envoy (3-10x)
    Treasure
  Standard
  
  393
  P
  AC 
  3 [16]
  3 [16]
  3 [16]
  2 [17]
  HD 
  3
  5
  7
  7
  ATT 
  Bite 2d6 or Claw 1d10 or 
  Tail Slap 2d6
  Bite 4d6 or Claw 1d10 or 
  Tail Slap 2d6
  Bite 4d8 or Claw 2d6 or 
  Tail Slap 2d8
  Bite 12d6 or Claw 4d6 or 
  Tail Slap 4d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  120’ (40’)  Fly 120’ (40’)  (Perfect) Swim 120’ (40’)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  89
  10
  10
  12
  10
  6788
  10
  8
  ML 
  8
  8
  8
  8
  AL 
  Chaotic
  XP 
  75
  275
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving resistance.
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area as 
  small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Change 
  Shape
  A protean's form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, 
  giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does 
  so, it gainst the effects of a heal spell (CL 17).
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), 
  when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including 
  additional damage).
  Fast 
  Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature 
  to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Reshape 
  Reality
  This ability functions as the spell mirage arcana heightened to a 9th-level spell, except the changes are quasi-real, like those created by shadow conjuration. A creature that interacts with reshaped 
  reality may make a Spell save to see through the semi-real illusion. Terrain can provide concealment, and against foes who do not make the save to see through the facade, reshaped reality can 
  provide cover. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas 
  where planar travel is prohibited.
  Spatial Riptide
  30'.  Any non-protean teleporting into or out of the protean's aura must make a Paralysis save or enter a state of suspended animation (identical to 
  temporal stasis) for 1d3 rounds; success means the creature is merely nauseated for 1 round.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking 
  and listening to multiple people at the same time.
  Warpwave
  A creature struck by a keketar's claw or bite must make a Death save orbe affected by a warpwave.  Possible effects (roll d20): 1: Target takes 2 Strength damage; 2: Target takes 2 Dexterity damage; 
  3: Target takes 2 Constitution damage; 4: Target takes 2 Intelligence damage; 5: Target takes 2 Wisdom damage; 6: Target takes 2 Charisma damage; 7: Target’s maximum hit points are reduced 
  by 1d8 points; 8: Target is blinded or deafened for 1d4 rounds; 9: Target is confused for 1d4 rounds; 10: Target is entangled by filaments of energy for 1d4 rounds; 11: Target becomes fatigued (or 
  exhausted if already fatigued); 12: Target becomes nauseated for 1d4 rounds; 13: Target is stunned for 1d4 rounds; 14: Target is sickened for 1d4 rounds; 15: Target is staggered for 1d4 rounds; 16: 
  Target gains 4d6 temporary hit points; 17: Target is affected by a heal spell; 18: Target is turned to stone; 19: Target is affected by baleful polymorph; 20: Portions of target’s body burst with energy of 
  a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target.
  Protean (Keketar)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Limbo)
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary or Chorus (2-4x)
    Treasure
  Standard
  
  394
  P
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bite 1d6 or Tail Slap 
  1d4 or Tentacle 1d4
  Bite 1d8 or Tail Slap 
  1d6 or Tentacle 1d6
  Bite 2d6 or Tail Slap 
  1d8 or Tentacle 1d8
  Bite 3d6 or Tail Slap 
  2d6 or Tentacle 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 90’ (30’)  (Perfect) Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Adaptive Strike
   A naunet's natural weapons count as magical and chaotic for the purposes of overcoming resistance.  As a free action once 
  per round, a naunet may infuse all of its natural attacks with adamantine, silver, or cold iron, thereby allowing it to overcome 
  damage reduction of those types as well.
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving resistance.
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move 
  through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Change Shape
  You have the ability to assume the appearance of a specific type of creature, but retain most of your own physical qualities. 
  You cannot change shape to a form more than one size category smaller or larger than your original form. This ability 
  functions as a greater polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic).  A protean's form is not fixed. Once per day as a standard action, a protean may change shape into any 
  Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A 
  protean can resume its true form as a free action, and when it does so, it gainst the effects of a heal spell (CL 17).
  Coalesce Chaos
  Once per day, three or more naunets working together can create a roiling cloud of multicolored chaos matter. This effect is 
  identical to an opaque fog and lasts for 2d6 rounds. If six or more naunets are present, the coalesced chaos instead functions 
  as acid fog, dealing 1d4 acid damage to all creatures within it each round.
  Confusion
  A creature struck by this creature's melee attack is infused with raw chaos, and must make a Spell save or be confused for 1 
  round. Rounds of confusion dealt in this manner stack. A creature with a chaotic component to its alignment gains a +4 bonus 
  on saves against this effect, and creatures with the chaotic subtype are immune. This is a mind-affecting effect.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Protean (Nanuet)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Limbo)
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, or Cacophony (3-12x)
    Treasure
  None
  
  395
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d3 or Tail 
  Slap 1d3
  Bite 1d4 or Tail 
  Slap 1d4
  Bite 1d6 or Tail 
  Slap 1d6
  Bite 1d8 or Tail 
  Slap 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving 
  resistance.
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, 
  and can move through an area as small as one-quarter of your space without squeezing or one eighth of your 
  space when squeezing.
  Change Shape
  You have the ability to assume the appearance of a specific type of creature, but retain most of your own 
  physical qualities. You cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a greater polymorph spell, but you do not adjust your ability scores 
  (although you gain any other abilities of the creature you mimic).  A protean's form is not fixed. Once per day 
  as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, 
  humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a 
  free action, and when it does so, it gainst the effects of a heal spell (CL 17).
  Confusion
  A creature struck by this creature's melee attack is infused with raw chaos, and must make a Spell save or be 
  confused for 1 round. Rounds of confusion dealt in this manner stack. A creature with a chaotic component to 
  its alignment gains a +4 bonus on saves against this effect, and creatures with the chaotic subtype are immune. 
  This is a mind-affecting effect.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Fast Healing
  You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost 
  body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Protean (Voidworm)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Limbo)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or School (3-18x)
    Treasure
  None
  
  396
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2 + 4
  4 + 8
  5 + 10
  7 + 14
  ATT Attacks
  Bite 1d2 or Sting 
  1d3
  Bite 1d3 or Sting 
  1d4
  Bite 1d4 or Sting 
  1d6
  Bite 1d6 or Sting 
  1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  25
  255
  450
  900
    Special Abilities
  Poison
  Sting-injury; save Death; frequency 1/minute for 10 minutes; effect sleep for 1 
  minute; cure 1 save.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Pseudodragon
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Clutch (3-5x)
    Treasure
  Standard
  
  397
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d10 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d10
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 90’ (30’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Aided Insight
  Once per day, a pseudosphinx can tap into the wisdom of its ancestors to answer 
  a question for another creature. To do so, the pseudosphinx attempts a Wisdom 
  check, gaining a bonus on the check equal to the querent's level and treating the 
  result of the check as the result of an appropriate check. The pseudosphinx must be 
  touching the querent to use this ability.
  Pseudosphinx
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  398
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 6
  4 + 8
  6 + 12
  7 + 14
  ATT Attacks
  Bite 1d4 or Sting 
  1d3
  Bite 1d6 or Sting 
  1d4
  Bite 1d8 or Sting 
  1d6
  Bite 1d10 or Sting 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Poison
  Sting—injury; save Death; frequency 1/round for 2 rounds; effect 1 Constitution 
  damage; cure 1 save.  
  Pseudowyvern
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests or Hills
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Flight (3-6x)
    Treasure
  Standard
  
  399
  P
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Dagger 1d4
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Animated Shield
  An ahmuuth's gravestones defend the it in a manner similar to an animated shield 
  but without a limited duration. If the stones leave the psychopomp's square or the 
  ahmuuth is slain, they become inert stone.
  Ectoplasmic 
  Focus
  An ahmuuth's spells and spell- like abilities have their full effect against incorporeal 
  or ethereal creatures.
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally 
  against incorporeal targets.
  Spiritsense
  This creature notices, locates, and can distinguish between living and undead 
  creatures within 60 feet, just as if it had the blindsight ability. This sense does not 
  allow it to detect objects, but it does allow it to notice living things that are not 
  creatures (such as normal trees).
  Psychopomp (Ahmuuth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary, Pair, or Inquisition (3-8x)
    Treasure
  Standard
  
  400
  P
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  -
  -
  -
  -
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Calm Emotions Aura
  A catrina's aura acts like a calm emotions spell with a radius of 30 feet. A creature that succeeds at its save is 
  immune to that catrina's aura for 24 hours.  A Spell save negates the effect.
  Compel 
  Condemned
  A catrina can force one humanoid within 30 feet to make a Paralysis save or be affected as per the spell 
  dominate person. This ability functions exactly as that spell, but the catrina can only command an affected 
  creature to approach and kiss her. This action is not considered to be against the target's nature or self-
  destructive. Any damage taken by the target (other than damage the catrina deals) immediately ends this effect.
  Kiss of Death
  A catrina can kill a grappled, helpless, or willing target with a long, passionate kiss. The target must succeed at a 
  Death save or take 2d6 necrotic damage. Any creature damaged by the same catrina's kiss for three consecutive 
  rounds instantly dies, regardless of how many hit points it has remaining. Creatures of the old age category take 
  a –2 penalty on saving throws to resist this ability, while those in the venerable age category take a –4 penalty. 
  This is a death effect.
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally against incorporeal targets.
  Spiritsense
  This creature notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it 
  had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things 
  that are not creatures (such as normal trees).
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Psychopomp (Catrina)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Purgatory)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Reception
    Treasure
  Standard
  
  401
  P
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Slam 1d10 or 
  Wrappings 1d4
  Slam 1d10 or 
  Wrappings 1d4
  Slam 2d6 or 
  Wrappings 1d6
  Slam 4d6 or 
  Wrappings 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Spider Sight
  A morrigna can see through the eyes of a spider swarm she summons as though it were the sensor of 
  an arcane eye spell. She does not have to concentrate to use this ability.
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally against 
  incorporeal targets.
  Spiritsense
  This creature notices, locates, and can distinguish between living and undead creatures within 60 feet, 
  just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it 
  to notice living things that are not creatures (such as normal trees).
  Psychopomp (Morrigna)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Purgatory)
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary or Group (3-15x)
    Treasure
  Standard
  
  402
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 150’ (50’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Haunting Melody A nosoi's song has the power to grip the spirits of those that hear it. All living and undead creatures 
  within a 60-foot spread must succeed at a Wand saving throw or be fascinated. A creature that 
  successfully saves is not subject to that nosoi's song for 24 hours. This effect continues for as long as 
  the nosoi sings and for 1 round thereafter. A nosoi can sing for a number or rounds per day equal to 
  twice its Hit Dice. This is a sonic mind-affecting charm effect. This ability can affect undead creatures, 
  even though the undead subtype makes such creatures immune to mind-affecting effects (though 
  undead creatures with immunity to mind-affecting effects from a source other than their creature type 
  are still immune).
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally against 
  incorporeal targets.
  Spiritsense
  This creature notices, locates, and can distinguish between living and undead creatures within 60 feet, 
  just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it 
  to notice living things that are not creatures (such as normal trees).
  Psychopomp (Nosoi)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Purgatory)
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Group (3-15x)
    Treasure
  Standard
  
  403
  P
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Adamantine Scythe 
  1d8/x4 or Claw 
  1d4
  Adamantine Scythe 
  2d4/x4 or Claw 
  1d6
  Adamantine 
  Scythe 2d4/x4 or 
  Claw 1d8
  Adamantine 
  Scythe 2d6/x4 or 
  Claw 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 150’ (50’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Fear Aura
  10', frightened for 1d4 rounds, Paralysis save negates.   The use of this ability is a free 
  action. The aura functions like the fear spell.  A fear aura is an area effect.
  Reaper's Scythe
  Every vanth carries a distinctive adamantine scythe as both a weapon and a symbol of its 
  duty. When the vanth wields its own scythe, the weapon gains a +1 enhancement bonus 
  on attack rolls and damage rolls. As a free action, the vanth can summon its weapon from 
  a personal demiplane or any other location and have it appear in its hands instantly. It can 
  also dismiss its scythe back to its personal demiplane as a free action. If a vanth's scythe is 
  destroyed, it can summon a new one in 24 hours.
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally against 
  incorporeal targets.
  Spiritsense
  This creature notices, locates, and can distinguish between living and undead creatures 
  within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect 
  objects, but it does allow it to notice living things that are not creatures (such as normal 
  trees).
  Psychopomp (Vanth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Purgatory)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Flock (2-12x)
    Treasure
  Double
  
  404
  P
  AC 
  Armor Class
  2 [17]
  2 [17]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  8
  ATT Attacks
  Bite 1d10 or Claw 1d10 
  or Tail Slap 1d10 or 
  Wing 1d6
  Bite 1d10 or Claw 1d10 
  or Tail Slap 1d10 or 
  Wing 1d6
  Bite 2d6 or Claw 2d6 
  or Tail Slap 2d6 or 
  Wing 1d8
  Bite 4d6 or Claw 4d6 
  or Tail Slap 4d6 or 
  Wing 3d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Good) Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  450
  900
  1,100
    Special Abilities
  Breath Weapon
   60' Cone of Cold; 4d8 cold damage, save Breath, usable once every 1d4 rounds.  Breath weapons allow a save for half 
  damage. You are immune to your own breath weapon.
  Breath Weapon
  In addition to its cold breath weapon, a yamaraj can breath a 60-foot cone of beetles and other insectile scavengers. Creatures 
  in the breath weapon's area take 4d8 slashing damage and are nauseated for 1d4 rounds (Breath save halves damage and 
  negates nausea). The scavengers persist as a swarm around the affected creature that is closest to the breath weapon's point of 
  origin; this swarm has the same statistics as an army ant swarm.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Fear
  The aura functions like the fear spell. A fear aura is an area effect of all creatures within 30'.
  Final Judgment
  A yamaraj can only use its miracle spell-like ability to restore a slain outsider to life or to reproduce the following spell effects: 
  banishment, dimensional anchor, greater restoration, plane shift, true resurrection.
  Lightning 
  Drinker
  A yamaraj absorbs electricity to strengthen itself. If struck by an electrical attack, it heals 1 hit point per 3 points of electricity 
  damage the attack would otherwise deal. If the amount of healing would cause the yamaraj to exceed its full normal hit points, 
  it gains any excess as temporary hit points (up to a maximum of 100), which last up to 1 hour.
  Poison
  Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 3 consecutive saves.  
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally against incorporeal targets.
  Spiritsense
  This creature notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the 
  blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures 
  (such as normal trees).
  Psychopomp (Yamaraj)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Purgatory)
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  405
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Ptarmigan
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests and Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-12x) / Companion
    Treasure
  None
  
  406
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  -
  -
  -
  -
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Spines—injury; save Constiution; frequency once; initial effect staggered for 1 round; 
  secondary effect 1 Strength damage; cure 2 consecutive saves. If certain portions 
  of the pufferfish's body are eaten, the poison's effect is instead 1d4 points of 
  Constitution damage.  
  Spines
  Pufferfish aren't equipped to attack other creatures, but foes that strike a pufferfish 
  with an unarmed strike or a natural attack take piercing damage from the fish's toxic 
  spines, and must immediately attempt a saving throw against the pufferfish's poison.
  Pufferfish
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Oceans
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or School (3-12x)
    Treasure
  None
  
  407
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite -5 1d6
  Bite -6 1d8
  Bite -5 1d8
  Bite -1 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 90’ (30’)  (Clumsy) Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Puffin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Coastlines
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Colony (3-20x) / Companion
    Treasure
  None
  
  408
  P
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Claw 1d3 or Quills 
  1d3
  Claw 1d4 or Quills 
  1d4
  Claw 1d6 or Quills 
  1d6
  Claw 1d8 or Quills 
  1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Poison
  Quill-injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Constitution 
  damage; cure 2 consecutive saves. 
  Quills
  A pukwudgie can fire two of its quills as a ranged attack. These quills have a range 
  increment of 40 feet. Any creature attacking a pukwudgie with light or one-handed 
  melee weapons, natural weapons, or an unarmed strike takes 2d6 piercing damage. 
  A creature that grapples a pukwudgie takes twice this amount of piercing damage. 
  Anyone who takes damage from these quills is also exposed to the pukwudgie's 
  poison.
  Spawn Undead
  Any creature slain by a pukwudgie's poisonous quills rises in 24 hours as a zombie. 
  Undead created by this ability are not immediately under the control of a pukwudgie, 
  but they receive a -4 penalty on saves against a pukwudgie's control undead spell-like 
  ability.
  Pukwudgie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests, Hills, or Mountains
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, or Cult (3-10x)
    Treasure
  Standard
  
  409
  P
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  7 + 7
  9 + 9
  ATT Attacks
  Bite 4d6 or Sting 
  2d6
  Bite 4d6 or Sting 
  2d6
  Bite 4d8 or Sting 
  2d8
  Bite 12d6 or Sting 
  4d8
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  13 [+6]
  MV 
  Move
  60’ (20’)  Burrow 60’ (20’)  Swim 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Poison
  Sting - injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Strength 
  damage; cure 3 consecutive saves.  
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Purple Worm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary
    Treasure
  Incidental
  
  410
  P
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  250
  450
    Special Abilities
  -
  -
  Python (Riding)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  411
  Q
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Javelin 1d6 or Bite 
  1d4 or Claw 1d4
  Javelin 1d6 or Bite 
  1d6 or Claw 1d6
  Javelin 1d6 or Bite 
  1d8 or Claw 1d8
  Javelin 1d8 or 
  Claw 2d6 or Bite 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Cloying Scent
  Qallupilluks exude a vaguely sweet and unexpectedly pleasant briny scent. This 
  smell comforts and distracts humanoids and animals that come within 15 feet of 
  the qallupilluk, causing such creatures to take a –2 penalty on saves against mind-
  affecting effects.
  Curse of Scales
  If a qallupilluk grapples a humanoid opponent equal to or smaller than her size 
  category, her target begins transforming into an aquatic monster. Starting on 
  the third consecutive round of successful melee attacks, the grappled target must 
  succeed at a Spell save every round or fully transform into a grindylow, reefclaw, 
  bunyip, merrow, or scrag. Once fully transformed, the creature is slavishly devoted 
  to the qallupilluk that created it. If the qallupilluk is slain, the creature loses this 
  devotion but remains transformed. The transformation ends after 1 hour or if 
  the creature is slain. A qallupilluk can make this transformation permanent by 
  performing a ritual that takes 10 minutes and deals 30 points of damage to the 
  qallupilluk. This is a curse and polymorph effect.
  Qallupilluk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Oceans
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Family (2-6x+)
    Treasure
  Standard
  
  412
  Q
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d10 or Claw 
  1d6
  Bite 1d10 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 4d6 or Claw 
  3d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  150’ (50’)  Climb 150’ (50’)  Fly 150’ (50’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of 
  resolving resistance.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of 
  the affected creature's turn. This bleeding can be stopped by the application of any magical healing.
  Horrific 
  Appearance
   The sight of a this creature is so revolting that anyone within 60 feet (other than another creature with this 
  ability) who sets eyes upon one must succeed on a Wand save or instantly be weakened, suffering -4 to Strength 
  and Constitution. Creatures that are affected by this power or that successfully save against it cannot be affected 
  again by the same creature's horrific appearance for 24 hours. This is a mind-affecting effect.
  Rotting Curse
  Bite - injury; Save Death; Frequency 1/day; Effect 1d6 Constitution damage plus constant stench. A creature 
  that suffers the rotting curse imparted by an augnagar's bite displays hideous, festering wounds that exude a 
  horrific stench.  All creatures within 30' of the cursed victim except those that are immune to poison are affected 
  by the stench.  The victim of this curse receives no saving throw to avoid becoming sickened by the stench, but 
  other creatures can attempt a Death save to negate this condition - those who fail remain sickened as long as 
  they remain within 30 feet of the cursed victim. The horrific stench also imparts -4 penalty on Stealth checks 
  made by the cursed victim.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Qlippoth (Augnagar)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  413
  Q
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Bite 1d10 or Slam 
  1d4 or Tentacle 1d4
  Bite 2d6 or Slam 
  1d6 or Tentacle 1d6
  Bite 3d6 or Slam 
  1d8 or Tentacle 
  1d8
  Bite 4d6 or Slam 
  2d6 or Tentacle 
  2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  450
  650
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of 
  resolving resistance.
  Aura of Misfortune
  Lawful creatures within 30' of this creature suffer -1 on attack rolls and weapon rolls.
  Horrific 
  Appearance
   The sight of a this creature is so revolting that anyone within 60 feet (other than another creature with this 
  ability) who sets eyes upon one must succeed on a Wand save or instantly be weakened, suffering -4 to Strength 
  and Constitution. Creatures that are affected by this power or that successfully save against it cannot be affected 
  again by the same creature's horrific appearance for 24 hours. This is a mind-affecting effect.
  Light Vulnerability
  A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the 
  area.  
  Poison
  Bite - injury; save Death; Frequency 1/round for 6 rounds; Effect 1d2 Costitution damage; cure 1 save.  The 
  thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison 
  (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the 
  poison), the orange fluid bursts from the victim's body, causing 1d6 Charisma damage and rendering the victim 
  unconscious for 2d6 rounds unless he makes a final Death save.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Qlippoth (Chernobue)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Gang (3-6x)
    Treasure
  Standard
  
  414
  Q
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the 
  purpose of resolving resistance.
  Horrific 
  Appearance
   The sight of a this creature is so revolting that anyone within 60 feet (other than another creature 
  with this ability) who sets eyes upon one must succeed on a Wand save or instantly be weakened, 
  suffering -4 to Strength and Constitution. Creatures that are affected by this power or that successfully 
  save against it cannot be affected again by the same creature's horrific appearance for 24 hours. This 
  is a mind-affecting effect.
  Spores
  Any creature bitten by a Cythnigot must make a Death save or become infested by the creature's 
  otherworldly spores. These spores cause twitching spikes and hideous pallid growths of hair-like fibers 
  to erupt from the bite wound and to writhe and wrap around the target's limbs. A creatures suffering 
  from these spores is entangled, and can attempt a new save in later rounds as a standard action to 
  rip the tendrils free and escape the entangled condition. The effects of multiple Cythnigot bites on a 
  creature do not stack. Plant creatures suffer a -4 penalty on saves against this effect. This is a disease 
  effect.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Qlippoth (Cythnigot)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Bloom (2-12x)
    Treasure
  Standard
  
  415
  Q
  AC 
  2 [17]
  1 [18]
  1 [18]
  1 [18]
  HD 
  3
  5
  7
  7
  ATT 
  Claw 4d4 or Wing 
  2d6
  Claw 4d4 or Wing 
  2d6
  Claw 4d6 or Wing 
  2d8
  Claw 4d8 or Wing 3d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  60’ (20’)  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  8
  8
  8
  8
  AL 
  Chaotic
  XP 
  75
  450
  900
  1,100
    Special Abilities
  Abyssal 
  Transformation
  If this creature succeeds in a melee attack against the same enemy two rounds in a row, it can place that creature deep within the bristly 
  folds of its flesh. Make one further attack roll as norma; success means that the victim has been engulfed.  At the start of the iathavos's turn, 
  an engulfed creature must make a Death save or be transformed into a nygoth qlippoth that immediately squirms out of the iathavos's body 
  to serve its new master. Creatures transformed into nygoths are not controlled by the iathavos, but function and behave as if they were 
  typical members of that species - they retain no memories or abilities they may have possessed in their previous lives. Items held or worn 
  by the unfortunate victim remain lodged within the folds of the iathavos's body and can only be retrieved if the iathavos is helpless or dead. 
  A creature transformed into a nygoth in this manner can be restored to its true shape via break enchantment, miracle, or wish. Otherwise, 
  slaying the nygoth allows the poor soul to be restored to life via reincarnation, resurrection, or true resurrection.
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving resistance.
  Entropic 
  Beams
  Once every minute, an iathavos can fire beams of entropic energy from its 10 eyes. Each of these beams of energy can be directed at a single 
  target within 300 feet of the iathavos, but no more than one beam may be directed at any one creature. Beams that are not directed at a 
  creature are wasted. The qlippoth must make a ranged touch attack to hit with each beam. Each beam is a disintegration effect (4d8 acid 
  damage, Breath save for 1/4 damage), except a creature killed by this damage explodes in a 5-foot burst of energy, flesh, shadow, and smoke 
  instead of turning into dust. Any creature in this burst must make a Paralysis save or be staggered for 1 round.
  Fast 
  Healing
  You regain hit points at 15 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow 
  a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Horrific 
  Appearance
   The sight of a this creature is so revolting that anyone within 60 feet (other than another creature with this ability) who sets eyes upon one 
  must succeed on a Wand save or instantly be weakened, suffering -4 to Strength and Constitution. Creatures that are affected by this power 
  or that successfully save against it cannot be affected again by the same creature's horrific appearance for 24 hours. This is a mind-affecting 
  effect.
  Stench
  You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) 
  within 30 feet must succeed on a Death save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench 
  for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are 
  unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at 
  once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously 
  speaking and listening to multiple people at the same time.
  Qlippoth (Iathavos)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  416
  Q
  AC 
  Armor Class
  6 [13]
  6 [13]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d4 or Bite 
  1d8
  Bite 1d6 or Bite 
  2d6
  Bite 1d8 or Bite 
  3d6
  Bite 2d6 or Bite 2 
  4d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  15’ (5’)  Fly 90’ (30’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Acid
  The nyogoth's bite attacks also do 1d6 acid damage.
  Acid Spray
  A nyogoth's body is full of highly corrosive digestive fluid. Every time a nyogoth is damaged by a 
  piercing or slashing weapon, all creatures adjacent to the nyogoth take 1d6 acid damage (twice this 
  amount if the attack is a critical hit).
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the 
  purpose of resolving resistance.
  Horrific 
  Appearance
   The sight of a this creature is so revolting that anyone within 60 feet (other than another creature 
  with this ability) who sets eyes upon one must succeed on a Wand save or instantly be weakened, 
  suffering -4 to Strength and Constitution. Creatures that are affected by this power or that successfully 
  save against it cannot be affected again by the same creature's horrific appearance for 24 hours. This 
  is a mind-affecting effect.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Qlippoth (Nyogoth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary or Brood (2-8x)
    Treasure
  Standard
  
  417
  Q
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d6 or Tentacle 
  1d3
  Bite 1d8 or Tentacle 
  1d4
  Bite 2d6 or Tentacle 
  1d6
  Bite 3d6 or 
  Tentacle 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  Braincloud
  Once per round, in place of a melee attack with a tentacle, a shoggti can make a melee touch attack with the pincer 
  on the end of the tentacle. If it hits, the target takes 1d4 points of Wisdom damage. Shoggti use this ability to mentally 
  debilitate their victims so they can more easily use their charm spell-like abilities against them.  Ability damage suffered 
  from this effect is recovered following a long rest.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 
  1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to 
  any other effects caused by a successful check, including additional damage).
  Horrific 
  Appearance
   The sight of a this creature is so revolting that anyone within 60 feet (other than another creature with this ability) 
  who sets eyes upon one must succeed on a Wand save or instantly be weakened, suffering -4 to Strength and 
  Constitution. Creatures that are affected by this power or that successfully save against it cannot be affected again by 
  the same creature's horrific appearance for 24 hours. This is a mind-affecting effect.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address 
  multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature 
  at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  Uncanny Dodge
  You can react to danger before your senses would normally allow you to do so. You cannot be caught by surprise.
  Qlippoth (Shoggti)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, or Slaver Band (3-10x+)
    Treasure
  Standard
  
  418
  Q
  AC 
  Armor Class
  4 [15]
  4 [15]
  3 [16]
  1 [18]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Sting 1d4 or 
  Tentacle 1d4
  Sting 1d4 or 
  Tentacle 1d4
  Sting 1d6 or 
  Tentacle 1d6
  Sting 2d6 or 
  Tentacle 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Ability Drain
  A thulgant's stingers each drain a different ability score on a hit. One stinger drains 1d4 points of Strength, another drains 1d4 
  points of Dexterity, and the third drains 1d4 points of Charisma. Any sting's drain is negated by a Death save.  Ability damage 
  suffered from this effect must be restored via healing magic.
  Acid
  The nyogoth's bite attacks also do 1d6 acid damage.
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that 
  normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing 
  light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Horrific 
  Appearance
   The sight of a this creature is so revolting that anyone within 60 feet (other than another creature with this ability) who sets 
  eyes upon one must succeed on a Wand save or instantly be weakened, suffering -4 to Strength and Constitution. Creatures 
  that are affected by this power or that successfully save against it cannot be affected again by the same creature's horrific 
  appearance for 24 hours. This is a mind-affecting effect.
  Savage Stingers
  A Thulgant may attack with all three of its stingers as a standard action.  If a thulgant hits a single target with all three stings in 
  the same round, it tears through the victim's body, dealing extra piercing of damage and draining an additional 2 ability points 
  from all six of the victim's ability stores. A single Death save negates all of this additional ability drain. 
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Qlippoth (Thulgant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary, Pair, or Patrol (3-4x)
    Treasure
  Doubl
  
  419
  Q
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Sword, Short 1d4
  Sword, Short 1d6
  Sword, Short 1d8
  Sword, Short 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  360’ (120’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful Breath 
  saving throw against an attack that normally deals half damage on a successful save, you 
  instead take no damage. Evasion can only be used if you are wearing light armor or no 
  armor. If you are helpless, you do not gain the benefit of evasion.
  Natural 
  Invisibility
  A quickling is invisible when motionless. It loses this invisibility and remains visible for 1 
  round in any round in which it takes an action other than a free action.
  Slow 
  Susceptibility
  A quickling that succumbs to a slow effect loses its supernatural speed ability and is sickened 
  as long as the effect persists. This sickened condition persists for 1 round after the slow 
  effect ends.
  Supernatural 
  Speed
  A quickling moves with incredible speed. Save for when it remains motionless (at which 
  point it is invisible), the quickling's shape blurs and shimmers with this speed, granting it 
  concealment (20% miss chance). 
  Uncanny Dodge
  You can react to danger before your senses would normally allow you to do so. You cannot 
  be caught by surprise.
  Quickling
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Gang (2-5x), or Band (4-11x+)
    Treasure
  Incidental
  
  420
  Q
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d10 or Root 
  1d4
  Bite 2d6 or Root 
  1d6
  Bite 3d6 or Root 
  1d8
  Bite 4d6 or Root 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  NEUTRAL
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Fear Aura
  10', frightened for 1d4 rounds, Paralysis save negates.   The use of this ability is a 
  free action. The aura functions like the fear spell.  A fear aura is an area effect.
  Oaksight
  A quickwood may observe the area surrounding any oak tree within 360 feet as if 
  using clairaudience/clairvoyance. It can use this ability on any number of oak trees 
  in the area. Although the quickwood does not need line of sight to establish this link, 
  if it does have line of sight to even a single oak tree, it cannot be flanked.
  Roots
  A quickwood has dozens of long roots, but can only attack with up to three of them 
  in any given round. If the quickwood uses its pull ability to pull a target within reach 
  of its bite attack, it can immediately make a free bite attack with a +4 bonus on its 
  attack roll against that target.
  Quickwood
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  421
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Rabbit
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Down (3-16x) / Companion
    Treasure
  None
  
  422
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  3
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  450
  900
    Special Abilities
  -
  -
  Raccoon
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Lurker/ Minion
    # Encountered
  Solitary or Gaze (2-4x) / Companion
    Treasure
  None
  
  423
  R
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Greatsword 1d8 or 
  Javelin 1d6 or Bite 
  1d3
  Greatsword 1d8 or 
  Javelin 1d6 or Bite 
  1d3
  Greatsword 2d6 or 
  Javelin 1d6 or Bite 
  1d4
  Greatsword 3d6 or 
  Bite 1d8 or Javelin 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Create Spawn
  Most humanoids slain by a ragewight rise as cairn wights (though with chaotic evil 
  alignments) in 1d4 rounds. However, humanoids with 6 or more Hit Dice and the 
  rage class feature instead become ragewights, retaining the rage powers they had 
  in life. Such spawn are under the command of their creator until its death, at which 
  point they become free-willed undead.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged 
  attack hits. Each successful energy drain inflicts an additional 2d6 points of necrotic 
  damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice 
  this damage.  
  Savage Fury
  A ragewight can trigger a savage fury as a free action. It can use this fury for 24 
  rounds each day. These rounds don't need to be consecutive. The ragewight gains a 
  +6 profane bonus to its Strength and Charisma and +4 bonus on Spell saves when 
  using this fury. When a ragewight ends its fury, it is staggered for 1d4 rounds and 
  can't resume its fury during this time. 
  Ragewight
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, War Band (1x+), or War Clan (2-5x+)
    Treasure
  Standard
  
  424
  R
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Gore 2d6 or Slam 
  1d10 or Stamp 
  1d10
  Gore 2d6 or Slam 
  1d10 or Stamp 
  1d10
  Gore 2d8 or Slam 
  2d6 or Stamp 2d6
  Gore 4d8 or Slam 
  4d6 or Stamp 4d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Rajpur Ambari
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Any
    Treasure
  Standard
  
  425
  R
  AC 
  Armor Class
  6 [13]
  5 [14]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Kukri 1d4 or Bite 
  1d6 or Claw 1d6
  Kukri 1d6 or Bite 
  1d8 or Claw 1d8
  Kukri 1d8 or Bite 
  2d6 or Claw 1d10
  Kukri 1d10 or Bite 
  2d8 or Claw 2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a polymorph spell, but you do not adjust 
  your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Rakshasa
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, or Cult (3-12x)
    Treasure
  Double
  
  426
  R
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by a successful Heal skill check or through the application of any magical healing.
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a polymorph spell, but you do not adjust 
  your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Rakshasa (Dandasuka)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Murder (3-10x)
    Treasure
  Standard
  
  427
  R
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Falchion 1d8 or 
  Bites 1d4
  Falchion 1d8 or 
  Bites 1d4
  Falchion 2d4 or 
  Bites 1d6
  Falchion 2d6 or 
  Bites 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Fly 90’ (30’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Extra Initiative
  When an encounter starts, a maharaja rolls initiative with +4 bonus. 
  Rakshasa (Maharaja)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  428
  R
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bites 1d3 or Energy 
  Bolts 1d6
  Bites 1d4 or Energy 
  Bolts 1d8
  Bites 1d4 or 
  Energy Bolts 1d8
  Bites 1d6 or 
  Energy Bolts 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Confusion
  A creature struck by this creature's melee attack is infused with raw chaos, and must make a Spell 
  save or be confused for 1 round. Rounds of confusion dealt in this manner stack. A creature with a 
  chaotic component to its alignment gains a +4 bonus on saves against this effect, and creatures with 
  the chaotic subtype are immune. This is a mind-affecting effect.
  Energy Bolts
  Once every 1d4 rounds, a marai's six snake arms can each spit a bolt of energy to a maximum 
  range of 60 feet. Each bolt deals 2d8 damage of a certain energy type, and has an additional effect 
  if the target fails to resist it with a Breath save, as summarized below.  Amethyst Viper: Cold damage 
  plus sickened for 1d4 rounds. Crimson Viper: Fire damage plus burn (1d4, Breath save puts it out).  
  Emerald Viper: Acid damage plus nauseated for 1 round.  Magenta Viper: Electricity damage plus 
  staggered for 1 round.  Turquoise Viper: Sonic damage plus stunned for 1 round.  Violet Viper: Force 
  damage plus knocked prone.
  Rakshasa (Marai)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary, Pair, or Cult (3-12x)
    Treasure
  Standard
  
  429
  R
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  As a full-round action, a raktavarna can take the shape of a handheld object, most often an 
  ornamental light, a one-handed weapon, or a piece of treasure. If the rakshasa remains stationary 
  in such a form, it can attempt Stealth checks even while being observed. It can remain motionless in 
  object form indefinitely, but reverts to its true form as soon as it takes any action.
  Master's Eyes
  A raktavarna can designate a single creature as its master as a standard action. If the raktavarna is 
  a spellcaster's familiar, its master is automatically that spellcaster, and the raktavarna cannot change 
  this. As a full-round action, a raktavarna's master can observe the world as if looking through the 
  raktavarna's eyes. The master must concentrate to maintain this link each round. The master's visual 
  senses are suppressed for this time, and he uses the raktavarna's darkvision, detect magic, and 
  regular eyesight to observe the world. This ability has no limit on range, and functions even across 
  planar boundaries. If the raktavarna is slain while its master is using this ability, the master is stunned 
  for 1d4 rounds (no save).
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage plus modify 
  memory; cure 1 save. Each time a victim takes Wisdom damage from this poison, a modify memory 
  effect causes the victim to forget the previous minute's interactions with the raktavarna, as long as the 
  raktavarna is no longer visible or is in object form.  
  Rakshasa (Raktavarna)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Rack (3-10x)
    Treasure
  Standard
  
  430
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d10
  Slam 2d6
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Frequency 1 round; effect 1 Dexterity damage and sickened for 1 round; cure 1 
  save; Death save negates.
  Rash Creeper
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  431
  R
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  15’ (5’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Paralyzing Gaze
  Range 60'; effect paralyzed for 1d6 rounds, 30 feet, Paralysis save negates.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Rast
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Cluster (3-6x), or Pack (7-15x)
    Treasure
  None
  
  432
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)  Climb 45’ (15’)  Swim 45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Rat
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Nest (3-12x), or Plague (13-100x) / Companion
    Treasure
  None
  
  433
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)  Climb 45’ (15’)  Swim 45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Rat (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Nest (3-12x), or Plague (13-100x) / Companion
    Treasure
  None
  
  434
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Disease
  Filth Fever-Bite injury; Save Death; Onset 1d3 days; Frequency 1/day; Effect 1d3 
  Dexterity damage and 1d3 Constitution damage; Cure 2 consecutive saves.  
  Rat (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Nest (3-12x), or Plague (13-100x) / Companion
    Treasure
  None
  
  435
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Rat (Donkey)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Coast or Forest
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Nest (3-12x)
    Treasure
  None
  
  436
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)  Climb 45’ (15’)  Swim 45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Rat (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Nest (3-12x), or Plague (13-100x) / Companion
    Treasure
  None
  
  437
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Rat (Riding)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Nest (3-12x), or Plague (13-100x) / Companion
    Treasure
  None
  
  438
  R
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Disease
  Bubonic plague: Inhaled or bite—injury; Save Death; onset 1d3 days; frequency 
  1/day; effect 1d4 Strength damage and 1 Charisma damage and fatigue; cure 2 
  consecutive saves. 
  Plaguebringer
  A rat king increases the potency of disease rats (including rat kings, rat swarms, and 
  dire rats) within 100 feet; victims take a -2 penalty to saves related to these effects.
  Rat King
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban or Underground
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pack (2-4x), or Infestation (5-12x)
    Treasure
  Standard
  
  439
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  3
  5
  6
  8
  ATT Attacks
  Swarm 1d6
  Swarm 1d8
  Swarm 2d6
  Swarm 2d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 45’ (15’)  Swim 45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  1,100
    Special Abilities
  Disease
  Filth Fever-Bite injury; Save Death; Onset 1d3 days; Frequency 1/day; Effect 1d3 
  Dexterity damage and 1d3 Constitution damage; Cure 2 consecutive saves.  
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Rat Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pack (2-5x), or Infestation (6-12x)
    Treasure
  None
  
  440
  R
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Shortsword 1d4 
  or Dagger 1d3 or 
  Shortbow 1d4/x3
  Shortsword 1d6 
  or Dagger 1d4 or 
  Shortbow 1d4/x3
  Shortsword 1d8 
  or Dagger 1d4 or 
  Shortbow 1d6/x3
  Shortsword 1d10 
  or Dagger 1d4 or 
  Shortbow 1d8/x3
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful 
  Breath saving throw against an attack that normally deals half damage on a 
  successful save, you instead take no damage. Evasion can only be used if you are 
  wearing light armor or no armor. If you are helpless, you do not gain the benefit of 
  evasion.
  Swarming
  Ratfolk are used to living and fighting communally, and are adept at swarming foes 
  for their own gain and their foes' detriment. Up to two ratfolk can share the same 
  square at the same time. If two ratfolk in the same square attack the same foe, they 
  are considered to be flanking that foe as if they were in two opposite squares.
  Ratfolk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Urban
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Pack (3-12x), or Colony (13-100x)
    Treasure
  Incidental
  
  441
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by a successful Heal skill check or through the application of any magical healing.
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful 
  Breath saving throw against an attack that normally deals half damage on a 
  successful save, you instead take no damage. Evasion can only be used if you are 
  wearing light armor or no armor. If you are helpless, you do not gain the benefit of 
  evasion.
  Ratling
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary or Conclave (2-20x+)
    Treasure
  Standard
  
  442
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Raven
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Flock (3-12x), or Unkindness (13-100x) / Companion
    Treasure
  None
  
  443
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Raven (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Flock (3-12x), or Unkindness (13-100x) / Companion
    Treasure
  None
  
  444
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Raven (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Flock (3-12x), or Unkindness (13-100x) / Companion
    Treasure
  None
  
  445
  R
  AC 
  6 [13]
  4 [15]
  1 [18]
  1 [18]
  HD 
  5
  7
  12
  12
  ATT 
  Bite 1d4 or Claws 1d3
  Bite 2d6 or Claws 1d10 or Wings 
  1d6 or Tail Slap 1d10
  Bite 4d8 or Claws 4d6 or Wings 
  2d8 or Tail Slap 4d6
  Bite 8d6 or Claws 4d8 or 
  Wings 3d8 or Tail Slap 4d8
  THACO
  15 [+4]
  13 [+6]
  10 [+9]
  10 [+9]
  MV 
  120’ (40’)  Fly 300’ (100’)  (Average)
  SV 
  D 
  W 
  P 
  B 
  S 
  U 
  10
  11
  12
  13
  14
  12
  6788
  10
  8
  234364
  234364
  ML 
  9
  9
  9
  9
  AL 
  Chaotic
  XP 
  275
  900
  1,350
  1,500
    Special Abilities
  Breath Weapon
   70' Cone of Fire: 4d8 Fire damage, Breath save halves damage, usable once every 1d4 rounds.  You are immune to your own breath weapon.
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
  Cowrering Fear
  Any creature shaken by the ravener's frightful presence is cowering instead of shaken for the first round of the effect, and shaken for the rest of the duration. Any creature that is frightened by its frightful 
  presence is instead cowering for the duration.
  Critical Hits
  If the ravener scores a critical hit with a natural weapon, the target suffers an additional 2d4 points of damage.  Whenever a creature suffers in this manner, the ravener adds 5 points to its soul ward.
  Crush
  Crush attacks are effective only against opponents at least two size categories smaller than the creature attempting the action.  A crush attack affects as many creatures as fit in the dragon's space.  Creatures in 
  the affected area must succeed on a Breath save or be pinned, automatically taking 2d8 bludgeoning damage during the next round unless the dragon moves off them.  
  Fire Aura
  This creature is surrounded by an aura of intense heat. All creatures within 5 feet of the dragon take 1d6 fire damage at the beginning of the dragon's turn. This creature can suppress or activate this aura at will 
  as a free action.
  Frightful Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The 
  range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is 
  shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Incinerate
  This creature can incinerate creatures in its fiery breath. A creature reduced to fewer than 0 hit points by its breath weapon must make a Death save. Failure indicates that the creature is reduced to ash. 
  Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.
  Manipulate Flames
  This creature can control any fire spell within 120 feet as a standard action. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it 
  were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.
  Melt Stone
  This creature can use its breath weapon to melt rock at a range of 100 feet, affecting a 60-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava 
  takes 2d8 fire damage on the first round, half that on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
  Smoke Vision
  This creature can see perfectly in smoky conditions (such as those created by pyrotechnics).
  Soul Consumption
  When a living creature within 30 feet of a ravener dies, that creature's soul is torn from its body and pulled into the ravener's maw if the dying creature fails a Death save. This adds a number of hit points to the 
  ravener's soul ward equal to the dead creature's Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.
  Soul Magic
  This creature has spellcasting ability, but does not use spell slots. Instead, whenever the ravener wishes to cast any one of its spells known, it consumes a number of hit points from its soul ward equal to the spell 
  slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, the ravener cannot cast that spell. Casting a spell that reduces its soul 
  ward to exactly 0 hit points does not harm the ravener (though most are not comfortable without this buffer of soul-energy and try to replenish it quickly).
  Soul Ward
  An intangible field of siphoned soul energy protects a ravener from destruction. This ward has a maximum of 58 hit points, but starts at 29. Whenever a ravener would be reduced below 1 hit point, all damage 
  in excess of that which would reduce it to 1 hit point is instead dealt to its soul ward. If this damage reduces the soul ward to fewer than 0 hit points, the ravener is destroyed.
  Tail Sweep
  A creature of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the dragon's space in any 
  direction. All creatures within the swept area are affected if they are smaller than this creature. A tail sweep automatically deals bludgeoning damage to affected creatures, each of which may attempt a Breath 
  save to halve the damage they receive.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure
  Ravener (Red Wyrm)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Mountains
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  446
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d8
  Slam 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutarl
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Wind-Borne
  While in an area of moderate wind (11–20 mph), a ravenous tumbleweed's speed 
  increases by 10 feet when it moves in the direction of the wind. In an area of at least 
  strong wind (21+ mph), its speed instead increases by 20 feet when it moves in the 
  direction of the wind, and it gains a +2 dodge bonus to its AC against attacks of 
  opportunity on any round in which it moves in that direction.
  Ravenous Tumbleweed
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Plains
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Drift (3-12x)
    Treasure
  Standard
  
  447
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Tail Slap 1d6
  Tail Slap 1d8
  Tail Slap 1d8
  Tail Slap 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Ray (Manta)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Oceans
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Flight (3-12x)
    Treasure
  None
  
  448
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Sting 1d6
  Sting 1d8
  Sting 1d10
  Sting 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
  Sting - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Dexterity 
  damage and 1 Constitution damage; cure 1 save.  
  Ray (Stingray)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Oceans
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Flight (3-12x)
    Treasure
  None
  
  449
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Frond 1d4
  Frond 1d6
  Frond 1d8
  Frond 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Shielding Frond
  A razor fern can deflect incoming attacks as a move action, gaining it a +2 shield 
  bonus to its AC until the beginning of its next turn.
  Razor Fern
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Thicket (3-8x)
    Treasure
  None
  
  450
  R
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  7 + 7
  9 + 9
  ATT Attacks
  Claw 1d6 or Bite 
  1d10
  Claw 1d6 or Bite 
  1d10
  Claw 1d8 or Bite 
  2d6
  Claw 3d6 or Bite 
  4d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 60’ (20’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Distracted
  Red reavers are easily distracted by beautiful sights and sounds. Any competent 
  performance forces it to make a Spell check or else to stop whatever it’s doing and stand 
  still to enjoy the performance. The red render remains stationary and calm until the 
  performance stops or it takes damage. A performer can only take +4 bonus of a red render’s 
  distraction once per hour. At the GM’s discretion, a red reaver might also be affected by 
  scenes of particular beauty, although they are usually only distracted by a static view or 
  work of art for 5 minutes. It generally isn’t distracted by beautiful creatures, but it could be 
  distracted by particularly eye-catching apparel worn by a creature.
  Flight
  A red reaver’s ability to fly is partially supernatural. In areas where supernatural abilities do 
  not function, a red reaver can only fly for short distances, and must land at the end of each 
  turn or it falls.
  Roar
  A red reaver can loose a devastating roar once every 1d4 rounds. All creatures except red 
  reavers within 120 feet must succeed on a Paralysis save or become shaken. Those within 
  30 feet who fail their saves become panicked. Creatures who successfully save cannot be 
  affected by the same red reaver’s roar for 24 hours. This is a mind-affecting fear effect. 
  Red Reaver
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Deserts and Hills
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  451
  R
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Kick 1d3 or Scythe 
  1d8/x4
  Kick 1d4 or Scythe 
  1d10/x4
  Kick 1d6 or Scythe 
  2d6/x4
  Kick 1d8 or Scythe 
  2d8/x4
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Fast Healing
  You regain hit points at 3 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Irreligious
  Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a 
  foe spends a standard action presenting such a holy symbol, any redcap that can see the 
  creature must make a Paralysis save or become frightened for 1 minute and attempt to flee. 
  A redcap who successfully saves is shaken for 1 minute.
  Red Cap
  A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its 
  victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls and fast healing 
  3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, even 
  between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of 
  work, although until the redcap takes a standard action to dip the cap in the blood of a foe 
  the redcap helped to kill, the cap does not grant its bonuses.
  Redcap
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests, Mountains, or Underground
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Gang (3-12x)
    Treasure
  Incidental
  
  452
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Claw 1d6
  Claw 1d8
  Claw 2d6
  Claw 2d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Death Frenzy
  When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the 
  reefclaw 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 may be 
  another reefclaw).
  Poison
  Claw - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Reefclaw
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water (Coastal)
    Rarity
  Uncommon
    Role
  Soldier / Minion
    # Encountered
  Solitary, School (2-5x), or Harem (6-11x)
    Treasure
  None
  
  453
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Gore 1d6
  Gore 1d8
  Gore 1d10
  Gore 2d6
  THACO
  19 [0]
  18 [+1]
  16 [+3]
  15 [+4]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  175
  450
    Special Abilities
  -
  -
  Reindeer
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests or Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Mated Pair, or Herd (2-20x) / Companion
    Treasure
  None
  
  454
  R
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 4d6
  Bite 6d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Heat
  An enraged remorhaz generates heat so intense that anything touching its body 
  takes 2d4 fire damage. Creatures striking a remorhaz with natural attacks or 
  unarmed strikes are subject to this damage, but creatures striking with melee 
  weapons are not. The heat can melt or burn weapons; any weapon that strikes a 
  remorhaz is allowed a Death save to avoid taking damage.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Remorhaz
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Deserts or Plains
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  455
  R
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d6 or Claw 
  1d10
  Bite 1d6 or Claw 
  1d10
  Bite 1d8 or Claw 
  2d6
  Bite 3d6 or Claw 
  4d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Eye Rays
  A retriever's eyes can produce four different magical rays, each with a range of 100 
  feet. Each round, it can fire one ray. A particular ray is usable once every 4 rounds.  
  A retriever can fire an eye ray in the same round that it makes physical attacks; 
  firing an eye ray does not provoke attacks of opportunity.  The eye rays inflict 2d8 
  damage, and the additional effects are as follows; Fire, dealing fire damage (Breath 
  save halves); Cold, dealing cold damage (Breath save halves); Electricity, dealing 
  electricity damage (Breath save halves); Petrification, turning the target permenantly 
  to stone (Death save negates).
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be 
  reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Relentless
  A retriever is constantly under the effects of spider climb and water walk; these 
  abilities cannot be dispelled.
  Retriever
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  456
  R
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Claw 1d6
  Claw 1d8
  Claw 2d6
  Claw 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Baleful Shriek
  Once every 1d4 rounds, a revenant can shriek. All creatures within a 60-foot spread must make a Death save or 
  cower in fear for 1d4 rounds. This is a mind-affecting fear effect.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Reason to Hate
  A revenant's existence is fueled by its hatred for its murderer. As long as the murderer exists, the revenant exists. 
  If the murderer dies, the revenant is immediately slain. A murderer who becomes undead does not trigger a 
  revenant's destruction. When a revenant encounters its murderer, it gains the benefits of a haste spell (CL 20th) 
  that lasts as long as its murderer remains in sight. Against its murderer, the revenant also gains a +4 profane 
  bonus on attack rolls, weapon damage rolls, grapple checks, and saving throws.
  Self-Loathing
  When confronted with its reflection or any object that was important to it in life, a revenant must make a Death 
  save to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless, and lasts until 
  the revenant is attacked or sees its murderer. If a revenant resists becoming overwhelmed, the revenant becomes 
  obsessed with the source that triggered the saving throw and does everything it can to destroy it, reacting to the 
  trigger as if the trigger were its murderer and gaining bonuses from its reason to hate ability.
  Sense Murderer
  A revenant knows the direction but not the distance to its murderer - this sense can be blocked by any effect that 
  blocks scrying. Against its murderer, a revenant has true seeing and discern lies in effect at all times (CL 20th); 
  these abilities cannot be dispelled.
  Revenant
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  457
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful 
  Breath saving throw against an attack that normally deals half damage on a 
  successful save, you instead take no damage. Evasion can only be used if you are 
  wearing light armor or no armor. If you are helpless, you do not gain the benefit of 
  evasion.
  Sudden Swoop
  If a rhamphorhynchus makes a charge attack while flying, it gains a +2 bonus on 
  damage rolls with its bite attack when it makes a sudden swoop.
  Rhamphorhynchus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Coastlines or Forests
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-16x) / Companion
    Treasure
  None
  
  458
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Gore 2d6
  Gore 3d6
  Gore 3d6
  Gore 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Rhinoceros
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  
  459
  R
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Gore 2d6
  Gore 2d8
  Gore 3d8
  Gore 4d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Rhinoceros (Woolly)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Plains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  
  460
  R
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  9 + 9
  10 + 10
  ATT Attacks
  Chain Guns 4d4/x4 
  or Claw 1d10
  Chain Guns 6d4/x4 
  or Claw 1d10
  Chain Guns 8d6/
  x4 or Claw 2d6
  Chain Guns 10d6/
  x4 or Claw 4d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  150’ (50’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  900
  1,100
  1,350
    Special Abilities
  Booster Jets
   As a swift action up to 10 times per hour an Annihilator can gain a fly speed of 60 ft (poor maneuverability) for a duration of 
  1 min.
  Chain Guns
  These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never misfire. An 
  annihilator's core can process scrap metal into new ammunition, effectively giving the annihilator infinite ammo with these 
  weapons.
  Combined Arms
  When taking a full attack action, an annihilator can attack with melee and ranged integrated weapons simultaneously.
  Critical Hit Vulnerability
  Whenever a robot takes extra damage from a critical hit, it must make a Death save to avoid being stunned for 1 round. If it 
  makes a successful saving throw, it is staggered for 1 round.
  Electricity Vulnerability
   Robots take 150% as much damage as normal from electricity attacks , unless they are immune to electricity via other special 
  defenses.
  Force Field
  A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies 
  according to the robot (equal to 5 x the robot's HD). All damage dealt to a robot with an active force field is reduced from these 
  hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the 
  robot's HD, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
  Plasma Lance
  Once every 3 rounds, an annihilator may fire a 120-foot-long line of plasma from its tail. All creatures in this area take 3d8 
  plasma / acid damage (Breath save halves).
  Suppressing Fire
  An annihilator can use its chainguns to fire in a 100-foot cone. When it does so, it makes a single chaingun attack against 
  every target in this area.
  Robot (Annihilator)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Artillery / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  461
  R
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Spear 1d8/x3 or 
  Slam 1d4
  Spear 1d8/x3 or 
  Slam 1d6
  Spear 1d10/x3 or 
  Slam 1d8
  Spear 2d6/x3 or 
  Slam 1d10
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Charge Weapon
  Any metal melee weapon wielded by a gearsman becomes charged with electricity 
  and deals extra 1d6 electricity damage on a hit.
  Critical Hit 
  Vulnerability
  Whenever a robot takes extra damage from a critical hit, it must make a Death 
  save to avoid being stunned for 1 round. If it makes a successful saving throw, it is 
  staggered for 1 round.
  Electricity 
  Vulnerability
   Robots take 150% as much damage as normal from electricity attacks , unless they 
  are immune to electricity via other special defenses.
  Self-Repair
  A gearsman's nanites heal it of damage at the rate of a number of hit points per 
  hour equal to its Hit Dice. Up to once per day, as a full-round action, it can heal any 
  robot it touches of 4d6 points of damage-if a gearsman uses this ability on itself, it 
  automatically heals the maximum amount.
  Robot (Gearsman)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Squad (3-12x)
    Treasure
  Standard
  
  462
  R
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Claw 1d4 or 
  Laser Rifle 2d8 or 
  Quantum Lash 1d8
  Claw 1d4 or 
  Laser Rifle 2d8 or 
  Quantum Lash 1d8
  Claw 1d6 or Laser 
  Rifle 2d10 or 
  Quantum Lash 1d10
  Claw 2d6 or Laser 
  Rifle 4d8 or Quantum 
  Lash 3d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 270’ (90’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Combined Arms
   When taking a full attack action, an myrmidon can attack with melee and ranged integrated weapons simultaneously.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever 
  is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a 
  successful check, including additional damage).
  Critical Hit Vulnerability
  Whenever a robot takes extra damage from a critical hit, it must make a Death save to avoid being stunned for 1 round. If it makes a 
  successful saving throw, it is staggered for 1 round.
  Electricity Vulnerability
   Robots take 150% as much damage as normal from electricity attacks , unless they are immune to electricity via other special 
  defenses.
  Force Field
  A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to 
  the robot (equal to 5 x the robot's HD). All damage dealt to a robot with an active force field is reduced from these hit points first. As 
  long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot's HD, but once its 
  hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
  Laser Rifle
  A myrmidon's eye is an integrated laser rifle. This weapon has a range increment of 250 feet and deals 2d8 fire damage.
  Quantum Lash
  A myrmidon's two facial tentacles extend up to 20 feet and resolve as touch attacks. Chance to disrupt force fields or force effects.
  Rockets
  A myrmidon can fire a rocket to a range of 8oo feet. A rocket explodes on impact in a 30-foot-radius burst, dealing half fire damage 
  and half bludgeoning damage to all creatures in the area (Breath save halves).
  Superior Optics
  Myrmidons see invisible creatures or objects as if they were visible.
  Robot (Myrmidon)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary or Unit (2-6x)
    Treasure
  None
  
  463
  R
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Bite 2d6 or Talons 
  1d10
  Bite 2d6 or Talons 
  1d10
  Bite 2d8 or Talons 
  2d6
  Bite 4d8 or Talons 
  4d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 240’ (80’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  -
  -
  Roc
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Mountains
    Rarity
  Rare
    Role
  Skirmisher / Elite
  Skirmisher / Elite
  Skirmisher / Normal
  Skirmisher / Normal
    # Encountered
  Solitary or Mated Pair
    Treasure
  None
  
  464
  R
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  8 + 8
  9 + 9
  ATT Attacks
  Bite 1d10 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  Bite 2d8 or Claw 
  1d8
  Bite 4d6 or Claw 
  2d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Elongate Neck
  A rokurokubi can stretch her neck from a normal human length up to 20 feet, giving 
  her reach with her bite attack and threatening all squares within that range.
  Nightfall Aura
  A rokurokubi can create an aura of darkness and silence with a radius of 15 feet. 
  The rokurokubi is immune to the effects of her aura, and can activate or suppress 
  this ability as a free action. These aura effects can be dispelled as if they were spells.
  Rokurokubi's 
  Curse
  Bite—injury; save Death; frequency 1 day; effect 1d6 points of Constitution damage 
  and permanently silenced.  Fully healing the Constitution damage cures the silence.
  Rokurokubi
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Controller / Solo
  Controller / Solo
  Controller / Elite
  Controller / Elite
    # Encountered
  Solitary, Pair, or Harem (3-6x)
    Treasure
  Standard
  
  465
  R
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 4d6 or Strand 
  1d1
  Bite 4d6 or Strand 
  1d1
  Bite 4d8 or Strand 
  -1 1d1
  Bite 10d6 or 
  Strand 1d1
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Pull
  You can choose to make a free grapple check with a successful attack. If successful, 
  this check pulls a creature closer. This ability only works on creatures of a size 
  equal to or smaller than you. Creatures pulled in this way do not provoke attacks of 
  opportunity and stop if the pull would move them into a solid object or creature.
  Strands
  A roper can extend up to six thin, sticky strands from its body at a time, launching 
  them to a maximum range of 50 feet as ranged touch attacks. A roper can extend 
  up to six thin, sticky strands from its body at a time, launching them to a maximum 
  range of 50 feet. A roper's attacks with its strands resolve as ranged touch attacks. 
  These strands are quite strong, but can be severed by any amount of slashing 
  damage (a strand has the same AC as this creature). A creature struck by a strand is 
  numbed and weakened by the strange material, and must make a Paralysis save or 
  suffer 1d4 Strength damage.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Roper
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  Standard
  
  466
  R
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 2d6 or Talons 
  1d10
  Bite 2d6 or Talons 
  1d10
  Bite 3d6 or Talons 
  2d6
  Bite 6d6 or Talons 
  4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 240’ (80’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Rukh
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Mountains
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Nest (2x+)
    Treasure
  Incidental
  
  467
  R
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d8 or Talons 
  1d6
  Bite 2d6 or Talons 
  1d8
  Bite 2d6 or Talons 
  1d8
  Bite 3d6 or Talons 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Rukh (Juvenile)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Mountains
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (2x+)
    Treasure
  Incidental
  
  468
  R
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Staggering Touch 
  1d1 or Tresses 1d10
  Staggering Touch 
  1d1 or Tresses 1d10
  Staggering Touch 
  1d1 or Tresses 2d6
  Staggering Touch 
  1d1 or Tresses 4d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Beckoning Call
  As a standard action, a rusalka can sing or speak, causing all non-fey creatures 
  within a 300-foot spread to approach its position as if compelled to do so via a 
  suggestion spell (Paralysis save negates). A creature that successfully saves is not 
  subject to the same rusalka's beckoning call for 24 hours. When an affected creature 
  begins its turn adjacent to the rusalka, it is dazed for that round. These effects 
  continue as long as the rusalka takes a standard action to maintain the effect, plus 1 
  additional round. This is a mind-affecting effect.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Staggering 
  Touch
  A creature touched by a rusalka must make a Death save or be staggered for 1 
  round by overwhelming feelings of desire and shame. This is a mindaffecting effect. 
  Rusalka
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair,or Eddy (3-6x)
    Treasure
  Standard
  
  469
  R
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d3 or 
  Antennae 1d1
  Bite 1d4 or 
  Antennae 1d1
  Bite 1d6 or 
  Antennae 1d1
  Bite 2d6 or 
  Antennae 1d1
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Rust
  A rust monster's 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. A rust 
  monster never provokes attacks of opportunity by attempting to strike a weapon 
  with its antennae. Against creatures made of metal, a rust monster's antennae deal 
  bludgeoning damage. An attended object, any magic object, or a metal creature can 
  attempt a Breath save to negate this effect.
  Scent Metal
  This ability functions much the same as the scent ability, except that the range is 90 
  feet and the rust monster can only use it to sense metal objects (including creatures 
  wearing or carrying metal objects).
  Rust Monster
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (3-10x)
    Treasure
  Incidental
  
  470
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d4 or Claw 
  1d4
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 2d6 or Claw 
  2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by a successful Heal skill check or through the application of any magical healing.
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d3 
  Constitution damage.  
  Dust Cloud
  This creature generates a dust cloud with a 30-foot radius that impairs vision.  
  Normal vision cannot penetrate the cloud.
  Fell Shriek
  A sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must 
  make a successful Paralysis save or be deafened for 1 minute. Sabosan are immune 
  to this ability.
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Sabosan
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Hunting Party (2-6x), or Clan (7-12x)
    Treasure
  Standard
  
  471
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Tentacle 
  1d4
  Bite 1d8 or Tentacle 
  1d6
  Bite 1d10 or 
  Tentacle 1d8
  Bite 2d6 or 
  Tentacle 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Baleful Whinny
  As a standard action, a sagari can emit a monstrous whinny. Any creature within 
  60 feet must succeed at a Wand save or become sickened for 1d4 rounds by the 
  hideous sound. This is a sonic, mindaffecting effect. Whether or not the save is 
  successful, the affected creature is immune to the same sagari's baleful whinny for 
  24 hours. 
  Sagari
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Herd (3-8x), or Harras (9-16x)
    Treasure
  None
  
  472
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d8
  Slam 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Freeze
  The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch 
  of fungus, and so on). The creature gains +20 on all checks to hide in plain sight as this kind of inanimate object.
  Needle Cone
  Three times per day, a saguaroi can eject a barrage of needles from its body. This effect creates a 15-foot-cone 
  burst of needles that deals piercing damage to all creatures in the area (Breath save for half).
  Needle Hide
  A saguaroi is covered with needles and spines, and its slam attacks deal both bludgeoning and piercing damage. 
  Any creature grappling a saguaroi or attacking it with a natural attack or unarmed strike takes 2d4 piercing 
  damage (manufactured weapons with the reach special feature do not endanger the user this way). A creature 
  grappling a saguaroi takes this damage each round of the grapple.
  Produce Water
  As a standard action once per hour, a saguaroi can cut itself (taking 1 point of damage) to produce 1 gallon 
  of water. After producing 4 gallons, it becomes fatigued. After producing 8 gallons, it becomes exhausted and 
  cannot produce more water for 24 hours.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration 
  is still functioning (although you still fall unconscious when their hit points are below 0). During this round, you 
  cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can 
  regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 
  1 hour of severing. Severed parts that are not reattached wither and die normally.
  Saguaroi
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Party (3-9x), or Tribe (10-20x)
    Treasure
  Standard
  
  473
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Heavy Crossbow 
  1d10 or Trident 
  1d8 or Bite 1d6 or 
  Claws 1d4
  Heavy Crossbow 
  1d10 or Trident 
  1d8 or Bite 1d8 or 
  Claws 1d6
  Heavy Crossbow 
  2d6 or Trident 
  1d10 or Bite 1d10 
  or Claws 1d8
  Heavy Crossbow 
  2d8 or Trident 
  2d6 or Bite 2d6 or 
  Claws 1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Blood Frenzy
  Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the 
  following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to 
  its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
  Light Blindness
  You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight 
  spell. You are dazzled as long as you remain in areas of bright light.
  Speak with 
  Sharks
  A sahuagin can communicate telepathically with sharks to a distance of 150 feet. 
  This communication is limited to simple concepts, such as "come here", "defend me", 
  or "attack this target".
  Sahuagin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Ocean
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, Team (5-8x), Patrol (11-20x+), or Tribe (70-160x+)
    Treasure
  Incidental
  
  474
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Spear 1d8/x3 or 
  Tail Slap 1d10
  Spear 1d10/x3 or 
  Tail Slap 2d6
  Spear 1d10/x3 or 
  Tail Slap 2d8
  Spear 2d6/x3 or 
  Tail Slap 4d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Heat
  A salamander generates so much heat that its mere touch deals 1d4 additional fire 
  damage. A salamander's metallic weapons also conduct this heat.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Salamander
    Low
    Moderate
    Advanced
    Elite
    Environment
  Elemental Plane of Fire
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Cluster (3-5x)
    Treasure
  Standard
  
  475
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Spear 1d8/x3 or 
  Dagger 1d4 or 
  Shortspear 1d6
  Spear 1d8/x3 or 
  Dagger 1d4 or 
  Shortspear 1d6
  Spear 1d10/x3 
  or Dagger 1d4 or 
  Shortspear 1d8
  Spear 2d6/x3 or 
  Dagger 1d6 or 
  Shortspear 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Samsaran
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Group (3-6x)
    Treasure
  Incidental
  
  476
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and 
  critical hits, and can move through an area as small as one-quarter of your space without squeezing 
  or one eighth of your space when squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-
  eighth its space when squeezing.
  Sand Form
  As a standard action, a sandman can cause its humanoid form to collapse into a pile of animated 
  sand. In this form, treat the sandman as if it were a Small earth elemental made out of sand. The 
  sandman retains its compression and sleep aura abilities when in sand form, but loses its sleep attack 
  and its damage reduction, as its sandy body in this form is much more compact and easier to scatter 
  with solid blows.
  Sleep
  A creature struck by a sandman's slam attack must succeed on a Paralysis save or immediately fall 
  asleep, as if affected by a sleep spell. There is no limit to the number of Hit Dice a sandman can 
  affect with this ability.
  Sleep Aura
  A sandman radiates a 20-foot-radius spread that puts creatures to sleep. Any creature in the area 
  must succeed on a Paralysis save or fall asleep, as if affected by a sleep spell (caster level 8th). There is 
  no limit to the number of Hit Dice a sandman can affect with this ability. A creature that successfully 
  saves is immune to that sandman's sleep aura for 24 hours.
  Sandman
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (Plane of Earth)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Gang (2-4x), or Shoal (6-10x)
    Treasure
  None
  
  477
  S
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d6 or Hoof 
  1d4
  Bite 1d6 or Hoof 
  1d4
  Bite 1d8 or Hoof 
  1d6
  Bite 3d6 or Hoof 
  2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Bay
  When the Sandpoint Devil screams as a standard action, all creatures within a 
  300-ft.-radius spread must succeed at a Death save or become panicked for 2d4 
  rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is 
  successful, creatures within the effect are immune to the Sandpoint Devil's bay for 
  24 hours thereafter.
  Hellfire Breath
  Once every 1d4 rounds, the Sandpoint Devil can unleash a blast of infernal flame 
  from its mouth as a standard action. This hellfire fills a 30-ft. cone and causes 2d8 
  fire damage (Breath save halves). Anyone who takes damage from this breath 
  weapon must also make a Paralysis save to avoid becoming cursed by the infernal 
  flames-those who become cursed suffer a -4 penalty on all attack rolls, saving throws, 
  and skill checks for a number of days equal to the damage taken-during this time, 
  the victim's skin appears to be horribly burned in places regardless of any healing 
  applied. 
  Sandpoint Devil
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Coastal
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  478
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving 
  resistance.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of 
  the affected creature's turn. This bleeding can be stopped by the application of any magical healing.
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid 
  damage.
  Detach Head
  A sarcovalt can survive without its head. Attacks that sever its head (such as those of a vorpal weapon) do not kill 
  it. If attacked by multiple creatures, it grapples one opponent, detaches its head (which continues to drain blood), 
  and uses its body to continue attacking with spell-like abilities. Its head and body share a common pool of hit 
  points but are otherwise treated as different creatures while separated. The head is the same AC as this creature's 
  normal form, and can fly at the creature's normal speed. The head cannot initiate attacks on its own, and if 
  removed from a target, it flies back to the body on its next turn. The body cannot see, but it can perceive through 
  the head's eye cavities if it has line of effect to the head.
  Disease
  Filth Fever-Bite injury; Save Death; Onset 1d3 days; Frequency 1/day; Effect 1d3 Dexterity damage and 1d3 
  Constitution damage; Cure 2 consecutive saves.  
  Disease Swarm
  A sarcovalt's vomit swarm ability summons a cloud of flies instead of spiders, which has a fly speed of 40 feet 
  (good) and infects its target with filth fever instead of poison.
  Sarcovalt
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Abaddon)
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Swarm (3-5x)
    Treasure
  None
  
  479
  S
  AC 
  Armor Class
  3 [16]
  2 [17]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  5
  7
  10
  11
  ATT Attacks
  Slam 2d8 or Thorn 
  2d4
  Slam 4d8 or Thorn 
  2d6
  Slam 4d10 or 
  Thorn 2d8
  Slam 8d8 or Thorn 
  3d8
  THACO
  15 [+4]
  13 [+6]
  11 [+8]
  11 [+8]
  MV 
  Move
  150’ (50’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  900
  1,350
  1,500
    Special Abilities
  Death Throes
  When a sard dies, its remains explode with a blast of lightning into razor-sharp splinters of wood. All 
  creatures within 30 feet of a sard when it explodes in this manner take 3d8; half electricity damage 
  and half piercing damage. A Breath save halves this damage.
  Electrical Jolt
  Every time a creature strikes a sard with a metal melee weapon, arcs of electricity deal electricity 1d6 
  damage to the attacker.
  Electric Slam
  A sard's slam attack also deals 1d6 electricity damage.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Planar 
  Acclimation
  A sard is always considered to be on its home plane, regardless of what plane it finds itself upon. It 
  never gains the extraplanar subtype.
  Poison
  Thorn - injury; save Death; frequency 1/round for 5 rounds; effect 1d2 Dexterity damage and 
  electricity damage; cure 2 consecutive saves.  
  Vulnerability to Sonic
  You take half again as much (+50%) damage as normal from Sonic, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Sard
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Rare
    Role
  Artillery / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  480
  S
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Slams 2d6
  Slams 2d8
  Slams 3d8
  Slams 4d8
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Mirage
  A sargassum fiend emits a powerful scent that causes specific, miragelike 
  hallucinations. All creatures within 300 feet of a sargassum fiend must make a Spell 
  save or become enraptured by the scent. An enraptured creature sees the monster 
  as whatever would most compel it to approach. This might be a lost loved one, a 
  child in need of help, an enchanting mermaid, the promise of dry land, and so on.  
  This effect ends immediately if the plant makes an attack against any target.
  Sargassum Fiend
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Bed (3-8x)
    Treasure
  Incidental
  
  481
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Club 1d6 or Slam 
  1d4
  Club 1d8 or Slam 
  1d8
  Club 1d10 or Slam 
  1d10
  Club 2d6 or Slam 
  2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Pungency
  A sasquatch's odor is quite powerful, and can be detected at twice the normal 
  distance by scent.
  Woodland Stride
  A sasquatch can move through any sort of undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrain) at normal speed and without taking 
  damage or suffering any other impairment. Undergrowth that has been magically 
  manipulated to impede movement still affects the sasquatch.
  Sasquatch
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Forests
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Family (3-7x)
    Treasure
  Standard
  
  482
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Dagger 1d4 or 
  Shortbow 1d6/x3 
  or Horns 1d4
  Dagger 1d4 or 
  Shortbow 1d6/x3 
  or Horns 1d6
  Dagger 1d4 or 
  Shortbow 1d8/x3 
  or Horns 1d8
  Dagger 1d6 or 
  Shortbow 1d10/x3 
  or Horns 1d10
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Pipes
  A satyr can focus and empower his magic by playing haunting melodies on his 
  panpipes. When he plays, all creatures within a 60-foot radius must make a Spell 
  save or be affected by charm person, fear, sleep, or suggestion, depending on what 
  tune the satyr chooses. A creature that successfully saves against any of the pipes' 
  effects cannot be affected by the same set of pipes for 24 hours, but can still be 
  affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes 
  does not count toward his uses per day of his spelllike abilities, and if separated 
  from them he may continue to use his standard abilities. The pipes themselves are 
  masterwork, and a satyr can craft a replacement with 1 week of labor.
  Satyr
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Band (3-6x), or Orgy (7-11x)
    Treasure
  Standard
  
  483
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Slam 1d3
  Slam 1d4
  Slam 1d6
  Slam 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move 
  through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Choking Staff
  A sawdust slough constantly releases particles of plant matter that form a cloud of choking dust around it. Creatures beginning 
  their turns adjacent to a sawdust slough are coated with this dust, revealing invisible creatures (as glitterdust, though without 
  any of that spell's other effects) and dazzling creatures as long as they remain adjacent to it and for 1d3 rounds thereafter. In 
  addition, creatures that breathe that begin their turns adjacent to the sawdust slough are sickened for the same duration (Death 
  save negates). Creatures that hold their breath before being exposed to the choking chaff aura are immune to the sickening 
  effect for as long as they hold their breath. A sawdust slough's choking chaff aura is burned off when it takes fire damage, and 
  does not become active again until the end of the sawdust slough's next turn.
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which 
  it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Each victim may attempt 
  a Breath save to avoid being engulfed - on a success, they are pushed back or aside (target's choice) as the creature moves 
  forward. Engulfed opponents cannot move, are in danger of suffocating, are trapped within the creature's body until they are 
  no longer pinned, and may be subject to other special attacks from the creature.
  Flammable
  Sawdust sloughs and the particulate cloud surrounding them are highly flammable, causing any damaging flame around them 
  to flare up in gouts of fire. Any creature adjacent to a sawdust slough (including creatures engulfed by it) when it takes fire 
  damage must succeed at a Breath save or take half as much fire damage as that dealt to the sawdust slough.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Sawdust Slough
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Cascade (3-6x)
    Treasure
  Standard
  
  484
  S
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Bite 1d10 or Claw 1d8
  Bite 2d6 or Claw 1d10
  Bite 2d6 or Claw 2d6
  Bite 4d6 or Claw 4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Absorb Blood
  A sayona adjacent to a bleeding creature automatically accelerates the bleeding, causing 1d4 Consitution damage in 
  that creature once per round on its turn and absorbing the blood through its skin.  
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d3 Constitution damage.
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, 
  including effects that rely on the use of channel energy.
  Create Spawn
  When a sayona kills a humanoid or fey of at least one size category smaller than itself with its absorb blood or blood 
  drain ability, the victim rises 24 hours later as a ghoul with the blood drain ability. The spawn is the sayona's slave until 
  its master is destroyed.
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, 
  nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be 
  reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Fear Cone
  A sayona can create a 60-ft. cone of fear.  Paralysis save negates; failure means the victim suffers paralysis for 1d4 
  rounds.
  Lifesense
  The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
  Living Form
  As a standard action, a sayona can transform into a young, beautiful person for 24 hours. It can only use this ability if 
  it has absorbed or drained blood in the past hour. In this form, the sayona has the aura of a living creature instead of 
  an undead (for the purpose of detect undead and similar effects), its fast healing increases to 10, positive energy attacks 
  (such as channel energy) deal half damage to it, and it cannot use its fear cone or gaze attack. Exposure to holy water 
  or positive energy attacks in this form reduces the duration of this transformation by 1d4 hours.
  Staggering Gaze
  One target within 30'; effect staggered for 1d4 rounds, Paralysis save negates. This is a mind-affecting effect.
  Sayona
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary or Retinue (1d3x)
    Treasure
  Standard
  
  485
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Slam 1d8
  Slam 2d6
  Slam 2d6
  Slam 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Fascinating Gaze A creature within 40 feet of this creature must succeed at a Paralysis saving throw 
  or be fascinated for 5d6 rounds. If the creature has 4 or fewer Hit Dice, it is instead 
  dazed for 5d6 rounds. An argus can't use this ability in the same round it uses 
  frightful presence.
  Fear Touch
  A scarecrow's touch infuses its target with overwhelming waves of fear. If the victim 
  fails a Paralysis save, she cowers and can take no actions other than attempting a 
  new save at the end of the following round (and each round thereafter) to end this 
  fear. A successful first save leaves the victim shaken for 1 round. This is a mind-
  affecting fear effect.
  Freeze
  The creature can hold itself so still it appears to be an inanimate object of the 
  appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on 
  all checks to hide in plain sight as this kind of inanimate object.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Scarecrow
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Gang (3-6x)
    Treasure
  None
  
  486
  S
  AC 
  Armor Class
  6 [13]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Claw 1d6 or 
  Tentacle 1d6
  Claw 1d6 or 
  Tentacle 1d6
  Claw 1d8 or 
  Tentacle 1d8
  Claw 3d6 or 
  Tentacle 3d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  250
  650
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for 
  the purpose of resolving resistance.
  Blood-Draining 
  Gaze
  All creatures within 20 feet of a scarlet walker are subject to the monster's eerie blood-
  draining gaze. Affected creatures must succeed at a Death save or thin streams of blood 
  pour from their eyes, flowing through the air and into the eye socket-like pits in the 
  scarlet walker's face. This does not impact the victim's vision, but does reduce the victim's 
  Constitution by 1, and sickens the victim for 1 round from the hideous pain. 
  Bloodsense
  A scarlet walker can sense living creatures with blood in their veins, or undead creatures that 
  feed on blood (such as vampires). This ability functions like blindsight to a range of 60 feet.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Scarlet Walker
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Crowd (3-8x)
    Treasure
  Standard
  
  487
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bite 1d4 or Wing 
  1d4
  Bite 1d6 or Wing 
  1d6
  Bite 1d8 or Wing 
  1d8
  Bite 2d6 or Wing 
  2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 270’ (90’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  450
  900
  1,100
    Special Abilities
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each 
  successful energy drain inflicts an additional 2d8 points of necrotic damage. If an attack that includes 
  an energy drain scores a critical hit, it inflicts twice this amount.  
  Entropic Flesh
  Any creature that hits a sceaduinar with a melee attack takes 1d6 necrotic energy damage. Attacking 
  with a weapon that provides reach allows a creature to avoid taking this damage.
  Entropic Touch
  A sceaduinar's natural attacks can strike incorporeal creatures as if they were corporeal.  All of a 
  sceaduinar's natural attacks deal additional necrotic energy damage to all targets.  This energy does 
  not heal creatures healed by inflict spells.
  Lifesense
  The creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight 
  ability.
  Negative Energy 
  Affinity
  The creature is alive, but reacts to positive and negative energy as if it were undead - positive energy 
  harms it, negative energy heals it.
  Void Child
  Sceaduinars are immune to effects that target souls (such as trap the soul) or require knowledge of a 
  creature's identity (such as scrying). When one is slain, it cannot be restored to life by magic save by a 
  miracle or wish, or by divine intervention.
  Scaeduinar
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Negative Energy Plane)
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary or Death Squad (2-11x)
    Treasure
  Standard
  
  488
  S
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  5
  7
  9
  11
  ATT Attacks
  Claw 2d6 or Sting 
  2d6
  Claw 2d6 or Sting 
  2d6
  Claw 2d8 or Sting 
  2d8
  Claw 3d8 or Sting 
  3d8
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Scoprion (Black)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Uncommon
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  489
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Claw 1d6 or Sting 
  1d6
  Claw 1d6 or Sting 
  1d6
  Claw 1d6 or Sting 
  1d6
  Claw 1d8 or Sting 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Scorpion (Cave)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  
  490
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Claw 1d6 or Sting 
  1d6
  Claw 1d8 or Sting 
  1d8
  Claw 2d6 or Sting 
  2d6
  Claw 3d6 or Sting 
  3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Strength 
  damage; cure 1 save.  
  Scorpion (Deadfall)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary or Nest (2-5x)
    Treasure
  Incidental
  
  491
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Claw 1d3 or Sting 
  1d3
  Claw 1d4 or Sting 
  1d4
  Claw 1d6 or Sting 
  1d6
  Claw 1d6 or Sting 
  1d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1 Strength damage; 
  cure 1 save.  
  Scorpion (Ghost)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Underground
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Nest (3-6x)
    Treasure
  None
  
  492
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  5
  7
  7
  9
  ATT Attacks
  Claw 1d10 or Sting 
  1d10
  Claw 1d10 or Sting 
  1d10
  Claw 2d6 or Sting 
  2d6
  Claw 4d6 or Sting 
  4d6
  THACO
  15 [+4]
  13 [+6]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  450
  750
  900
  1,100
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Scorpion (Giant Emperor)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  493
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Claw 1d6 or Sting 
  1d6
  Claw 1d8 or Sting 
  1d8
  Claw 1d8 or Sting 
  1d8
  Claw 2d6 or Sting 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Scorpion (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Deserts, Forests, Plains, or Underground
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  494
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Sting 1d3
  Sting 1d4
  Sting 1d6
  Sting 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect Sickened for 1 
  round; cure 1 save.
  Scorpion (Lashtail)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Deserts, Forests, Plains, or Underground
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  None
  
  495
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  3
  5
  7
  ATT Attacks
  Claw 1d2 or Sting 
  1d3
  Claw 1d3 or Sting 
  1d4
  Claw 1d4 or Sting 
  1d6
  Claw 1d6 or Sting 
  1d8
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  450
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Scorpion (Greensting)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Forests
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  
  496
  S
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5
  6
  9
  10
  ATT Attacks
  Bite 1d6 or Tentacle 
  1d4
  Bite 1d8 or Tentacle 
  1d6
  Bite 2d6 or 
  Tentacle 1d8
  Bite 3d6 or 
  Tentacle 2d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  11 [+8]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good) Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  650
  1,100
  1,350
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected 
  creature's turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
  Change Shape
  You have the ability to assume the appearance of one humanoid form, but retain most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as 
  an alter self spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects 
  only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a 
  successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on 
  the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Improved 
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful save against an attack that normally deals half 
  damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you 
  are helpless, you do not gain the benefit of improved evasion.
  See Invisibility
  You can See Invisibility, as per the spell, as a constant ability. 
  Scylla
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  497
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Tentacles 1d8
  Tentacles 2d6
  Tentacles 3d6
  Tentacles 4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and 
  critical hits, and can move through an area as small as one-quarter of your space without squeezing 
  or one eighth of your space when squeezing.
  Anchored
  As a full-round action, a giant sea anemone can affix itself to a solid surface. While anchored, it 
  cannot move, and attackers attempting any check or attack that would move it suffer a -4 penalty, 
  plus an additional cumulative -4 penalty per size category the would-be moving creature is smaller 
  than the sea anemone.  The creature can unanchor itself as a full-round action.
  Poison
  Tentacle- injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 2 
  consecutive saves.  
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully 
  the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and 
  Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold 
  damage at the start of each of the creature's turns. The creature can have only one target swallowed 
  at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round 
  equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires cutting 
  your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Sea Anemone (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans or Coastlines
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cluster (2-10x)
    Treasure
  Incidental
  
  498
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  5
  7
  9
  11
  ATT Attacks
  Slams 2d8
  Slams 4d8
  Slams 4d10
  Slams 12d8 (68)
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  120’ (40’)  Swim 240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Dooming Gaze
  Paralyzed with fear for 1 round, 60 feet, Paralysis save negates. A creature that 
  is already paralyzed by this gaze attack and fails a saving throw to resist being 
  paralyzed for 1 more round suffers 2d6 points of psychic damage.  The paralysis 
  effect of this gaze is a mind-affecting fear effect.
  Sea Bonze
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  499
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d8 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d6
  Bite 3d6 or Claw 
  1d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  30’ (10’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Sea Cat
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Pride (3-15x)
    Treasure
  None
  
  500
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Injury; Frequency 1/round for 6 rounds; Death save negates; Effect 1d2 
  Constitution damage; Cure 1 save.  
  Sea Krait
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans or Coastlines
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  501
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Injury; Frequency 1/round for 6 rounds; Death save negates; Effect 1d2 
  Constitution damage; Cure 1 save.  
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Sea Krait (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans or Coastlines
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  502
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Injury; Frequency 1/round for 6 rounds; Death save negates; Effect 1d2 
  Constitution damage; Cure 1 save.  
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Sea Krait (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans or Coastlines
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  503
  S
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 4d6 or Tail 
  Slap 2d6
  Bite 4d6 or Tail 
  Slap 2d6
  Bite 4d8 or Tail 
  Slap 3d6
  Bite 12d6 or Tail 
  Slap 6d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  450
  900
  1,100
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee 
  attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling 
  an enemy in melee (in addition to any other effects caused by a successful check, including additional 
  damage).
  Elusive
  As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without 
  leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent 
  gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea 
  serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at 
  caster level 20th and cannot be dispelled.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully 
  the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and 
  Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold 
  damage at the start of each of the creature's turns. The creature can have only one target swallowed 
  at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round 
  equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires cutting 
  your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Sea Serpent
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  504
  S
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  10 + 10
  8 + 8
  ATT Attacks
  Bite 6d8 or Tail 
  Slap 6d6
  Bite 6d8 or Tail 
  Slap 6d6
  Bite 6d10 or Tail 
  Slap 6d8
  Bite 12d8 (68) or 
  Tail Slap 12d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  30’ (10’)  Swim 150’ (50’)  Surge 1200’ (400’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  900
  1,100
  1,350
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Elusive
  As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any 
  trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance 
  bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the 
  effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.
  Surge
  A deep sea serpent can surge forward as a full-round action at a speed of 400 feet. It must move in a straight 
  line, but does not provoke attacks of opportunity while surging.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round 
  prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total 
  cover against attacks and other Effects outside the creature, and it takes cold damage at the start of each of the 
  creature's turns. The creature can have only one target swallowed at a time.  If the creature dies, a swallowed 
  creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone. 
  Swallowed creatures take damage each round equal to 1/4 this creature's weakest normal melee attack until they 
  escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total 
  HP max).
  Sea Serpent (Deep)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  505
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Anchored
  As a full-round action, a giant sea anemone can affix itself to a solid surface. While 
  anchored, it cannot move, and attackers attempting any check or attack that would 
  move it suffer a -4 penalty, plus an additional cumulative -4 penalty per size category 
  the would-be moving creature is smaller than the sea anemone.  The creature can 
  unanchor itself as a full-round action.
  Seahorse (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or School (3-20x)
    Treasure
  None
  
  506
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d8 or Tail 
  Slap 1d6
  Bite 2d6 or Tail 
  Slap 1d8
  Bite 2d6 or Tail 
  Slap 1d8
  Bite 3d6 or Tail 
  Slap 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Anchored
  As a full-round action, a giant sea anemone can affix itself to a solid surface. While 
  anchored, it cannot move, and attackers attempting any check or attack that would 
  move it suffer a -4 penalty, plus an additional cumulative -4 penalty per size category 
  the would-be moving creature is smaller than the sea anemone.  The creature can 
  unanchor itself as a full-round action.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by a successful Heal skill check or through the application of any magical healing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Seahorse (Killer)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or School (3-8x)
    Treasure
  None
  
  507
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Seal
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Rookery (3-22x) / Companion
    Treasure
  None
  
  508
  S
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  7 + 7
  9 + 9
  ATT Attacks
  Bite 4d4 or Sonic 
  Beam 5d4
  Bite 4d4 or Sonic 
  Beam 6d4
  Bite 4d6 or Sonic 
  Beam 8d4
  Bite 8d6 or Sonic 
  Beam 10d4
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Seaweed Siren
  A seaweed siren's noises disrupt spellcasting; casting within 100 feet of a seaweed siren requires a Spell save to 
  cast.
  False Heads
  A seaweed siren's false heads can be severed. To sever a head, an opponent must make a sunder attempt with a 
  slashing weapon targeting the head. A head is considered a separate weapon with hit points equal to the siren's 
  Hit Dice. To sever a head, an opponent must deal enough damage to reduce the head's hit points to 0 or fewer. 
  Severing a head deals an amount of damage to the siren's body equal to the siren's Hit Dice. A siren can't attack 
  with a severed head. A siren with no remaining heads can't use its cacophony ability or its spell-like abilities.
  Sonic Beams
  Each of the siren's false heads can fire a beam at a range of 60 feet, dealing 2d8 sonic damage.
  Staggering Gaze
  Staggered 1d6 rounds, 30 feet, Spell save negates. This is a mind-affecting effect.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning 
  damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling 
  creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target creature.
  Water Dependency
  This creature can survive out of the water for only 1 hour per point of Constitution. Beyond this limit, this 
  creature runs the risk of suffocation, as if it were drowning.
  Seaweed Siren
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Coastlines
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  509
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature 
  (usually a humanoid), but retains most of your own physical qualities. You cannot change 
  shape to a form more than one size category smaller or larger than your original form. This 
  ability functions as a polymorph spell, but you do not adjust your ability scores (although 
  you gain any other abilities of the creature you mimic). Unless otherwise stated, you can 
  remain in an alternate form indefinitely.
  Echo of Reason
  A selkie can instinctively alter the intonation of its voice to make anything it says sound 
  more pleasing to those who understand it. When making checks to bluff or lie, a selkie gains 
  a +4 +4 bonus.
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution score 
  times 10 before it risks drowning.
  Shake
  On a successful critical hit with its bite attack, a selkie automatically violently shakes a target 
  of its size or smaller. The target must succeed at a Paralysis save or it is dazed for 1 round. 
  Even on a successful save, the target still suffers a -2 penalty on all attack rolls and skill 
  checks for the next 2 rounds.
  Selkie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Pack (3-14x)
    Treasure
  Standard
  
  510
  S
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d8
  Bite 8d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Acid Blood
  A metal, wooden, or natural weapon that deals piercing or slashing damage to a 
  seps takes 1d6 acid damage unless the weapon's wielder succeeds at a Breath save.
  Liquefacation
  Any creature killed by seps poison dissolves into an acidic liquid that deals 1d6 
  acid damage each round to anything in its square (including the dead creature's 
  equipment).
  Poison
  Bite—injury; save Death; frequency 1/round for 10 rounds; effect 1d8 acid damage 
  and 1d4 Constitution damage; cure 2 consecutive saves.  
  Seps
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Deserts or Forests
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary or Nest (2-5x)
    Treasure
  Incidental
  
  511
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Acid Blood
  A metal, wooden, or natural weapon that deals piercing or slashing damage to a 
  seps takes 1d6 acid damage unless the weapon's wielder succeeds at a Breath save.
  Liquefacation
  Any creature killed by seps poison dissolves into an acidic liquid that deals 1d4 
  acid damage each round to anything in its square (including the dead creature's 
  equipment).
  Poison
  Bite—injury; save Death; frequency 1/round for 10 rounds; effect 1d4 acid damage 
  and 1d2 Constitution damage; cure 1 save.  
  Seps (Juvenile)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Deserts or Forests
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Nest (2-5x)
    Treasure
  Incidental
  
  512
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Dagger 1d4 or Bite 
  1d6
  Dagger 1d4 or Bite 
  1d8
  Dagger 1d6 or 
  Bite 1d10
  Dagger 1d8 or Bite 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Poison
  Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 2 saves.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Serpentfolk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Cult (3-12x)
    Treasure
  Incidental
  
  513
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Dagger 1d4 or Bite 
  1d6
  Dagger 1d4 or Bite 
  1d8
  Dagger 1d6 or 
  Bite 1d10
  Dagger 1d8 or Bite 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Poison
  Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength 
  damage; cure 2 saves.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Serpentfolk (Degenerate)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Cult (3-12x)
    Treasure
  Incidental
  
  514
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6 or Venom 
  1d8
  Bite 1d8 or Venom 
  1d10
  Bite 1d10 or 
  Venom 2d6
  Bite 2d6 or Venom 
  3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Poison
  Bite or spit venom-injury; save Death; frequency 1/minute for 6 minutes; effect 1 
  Constitution damage plus blindness for 1 minute; cure 1 save.  
  Spit Venom
  A seru can spit venom up to 30 feet. This is a ranged touch attack with no range 
  increment. Any opponent hit by this attack is exposed to the seru's poison.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a 
  language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Seru
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  515
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Short Sword 1d8 or 
  Bite 1d8
  Short Sword 1d8 or 
  Bite 1d10
  Short Sword 1d10 
  or Bite 2d6
  Short Sword 2d6 
  or Bite 2d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Aura of Madness
  Any sane being within 30 feet of a conscious seugathi must make a Death save each round or 
  become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane.
  Confusion 
  Command
  As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 
  feet. 
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Poison
  Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage and deafness; 
  cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Seugathi
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Single, Pair, or Expedition (3-8x)
    Treasure
  Double
  
  516
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Incorporeal Touch 
  1d6
  Incorporeal Touch 
  1d8
  Incorporeal Touch 
  1d10
  Incorporeal Touch 
  2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Create Spawn
  A humanoid creature killed by a shadow's Enfeebled condition becomes a shadow 
  under the control of its killer in 1d4 rounds.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, 
  magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are 
  immune to all nonmagical attack forms. Corporeal spells and effects that do not 
  cause damage only have a 50% chance of affecting you. Force spells and effects, 
  such as from a magic missile, affect you normally.
  Strength 
  Damage
  A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a 
  negative energy / necrotic effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score. 
  Shadow
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Swarm (7-12x)
    Treasure
  Standard
  
  517
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Incorporeal Touch 
  1d6
  Incorporeal Touch 
  1d8
  Incorporeal Touch 
  2d6
  Incorporeal Touch 
  3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Create Spawn
  A humanoid creature killed by a shadow's Enfeebled condition becomes a shadow 
  under the control of its killer in 1d4 rounds.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, 
  magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are 
  immune to all nonmagical attack forms. Corporeal spells and effects that do not 
  cause damage only have a 50% chance of affecting you. Force spells and effects, 
  such as from a magic missile, affect you normally.
  Strength 
  Damage
  A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a 
  negative energy / necrotic effect. A creature dies if this Strength damage equals or 
  exceeds its actual Strength score.  
  Shadow (Greater)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Swarm (7-12x)
    Treasure
  Standard
  
  518
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  1d10
  Bite 4d6 or Claw 
  2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  Fly 120’ (40’)  (Perfect), Sprint
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee attack.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like 
  abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not 
  cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you 
  normally.
  Shadow Blend
  During any conditions other than bright light, a shadow demon can disappear into the shadows as a move equivalent action, 
  effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.
  Sprint
  Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.
  Sunlight 
  Powerlessness
  A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light 
  cannot attack and can take only a single move or standard action. A shadow demon that is possessing a creature using magic 
  jar is not harmed by sunlight, but if it is struck by a Sunbeam or Sunburst spell while possessing a creature, the shadow demon 
  is driven out of its host automatically.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Shadow Demon
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Haunt (3-8x)
    Treasure
  Standard
  
  519
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d8 or Tail 
  Slap 1d6
  Bite 2d6 or Tail 
  Slap 1d8
  Bite 2d6 or Tail 
  Slap 1d8
  Bite 3d6 or Tail 
  Slap 2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  250
  750
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the 
  purpose of resolving resistance.
  Bay
  When a shadow mastiff howls or barks, all creatures within a 300-foot spread except 
  evil outsiders must succeed at a Death save or become panicked for 1d4 rounds. 
  This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot 
  be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear 
  effect. 
  Shadow Blend
  In any condition of illumination other than full daylight, a shadow mastiff disappears 
  into the shadows, giving it concealment (50% miss chance). Artificial illumination, 
  even a light or continual flame spell, does not negate this ability; a daylight spell, 
  however, does. A shadow mastiff can suspend or resume this ability as a free action.
  Shadow Mastiff
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (3-8x)
    Treasure
  None
  
  520
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Falchion 2d4 or 
  Touch 1d6
  Falchion 2d4 or 
  Touch 1d8
  Falchion 2d6 or 
  Touch 1d10
  Falchion 2d8 or 
  Touch 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee 
  attack.
  Shae
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Shadow Plane)
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Ascendance (3-12x)
    Treasure
  Standard
  
  521
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d10
  Slam 2d6
  Slam 3d6
  Slam 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Electric 
  Fortitude
  Shambling mounds take no damage from electricity. Instead, any electricity attack 
  used against a shambling mound temporarily increases its Constitution score by 1d4 
  points. The shambling mound loses these temporary points at the rate of 1 per hour.
  Shambling Mound
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forest or Marshes
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  522
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d10 or Talons 
  1d6
  Bite 2d6 or Talons 
  1d8
  Bite 3d6 or Talons 
  2d6
  Bite 4d6 or Talons 
  3d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 240’ (80’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  225
  650
  900
  1,100
    Special Abilities
  Share Defenses
  As a free action, a shantak can extend its no breath ability and cold immunity to a 
  single creature touching it. It can withdraw this protection as a free action.
  Slippery
  A shantak's scales seep slippery slime. This grants the creature a +8 bonus on any 
  check made to escape, evade a grapple, or otherwise manipulate its body in combat.
  Starflight
  In outer space, this creature can survive in the void and fly at incredible speed. 
  Travel times vary, but a trip within a single solar system should take 3d20 hours, 
  and a trip beyond should take 3d20 days or more if the dragon knows the way to its 
  destination. An outer dragon can carry one rider of one size category smaller than 
  itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 
  passengers four or more sizes smaller. Passengers are protected from the void of 
  outer space.
  Shantak
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Flock (3-12x)
    Treasure
  None
  
  523
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slag Blades 1d6
  Slag Blades 1d8
  Slag Blades 2d6
  Slag Blades 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Excruciating Burn
  A living creature that takes fire damage from a shard slag must succeed at a Death save or be staggered for 1 round. This is a 
  fire effect.
  Molten Form
  A shard slag's molten metal body is hot enough to melt stone. Creatures that begin their turn within 5 feet of a shard slag 
  take 1d4 fire damage. Anyone striking a shard slag with a natural weapon or unarmed strike takes double this fire damage. 
  A creature that grapples a shard slag or is grappled by one takes triple this fire damage each round the grapple persists. A 
  creature that strikes a shard slag with a weapon can attempt a Breath save; if it fails, it's unable to pull the weapon away from 
  the shard slag's molten body quickly enough, and the weapon takes double the listed fire damage. Unattended objects in 
  contact with a shard slag take double the listed fire damage per round. Damage caused to weapons and unattended objects is 
  not halved.
  Slag Blades
  Each round, a shard slag manipulates its molten metal form to create 1d4+2 blade-like protrusions it can extend to attack prey. 
  The slag blades each strike longswords that deal 1d4 additional fire damage. Additionally, the slag blades are natural weapons, 
  so a shard slag can use them to attack creatures it grapples. Due to a shard slag's constantly roiling molten body, the slag 
  blades melt away at the end of the shard slag's turn each round to be immediately replaced by 1d4+2 new slag blades.
  Stone Burrow
  A shard slag can burrow through solid stone at half its normal burrow speed.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Vulnerability to Water
  If a significant amount of water—such as the contents of a large bucket, the liquid created by a create water spell, or a blow 
  from a water elemental—strikes a shard slag, the creature must succeed at a DC 20 Fortitude save or be staggered for 1d6 
  rounds. A shard slag that is immersed in water is automatically staggered and must succeed at a DC 20 Fortitude save each 
  round (this DC increases by 1 each subsequent round) or be petrified, reverting to its molten metal form once the water is 
  gone.
  Shard Slag
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Volcanoes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  524
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Shark (Blue)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
  
  525
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d6
  Bite 4d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Shark (Bull)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or School (3-6x)
    Treasure
  Standard
  
  526
  S
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Bite 4d6
  Bite 4d8
  Bite 4d10
  Bite 12d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Shark (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  527
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Shark (Great White)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
  
  528
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Shark (Hammerhead)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
  
  529
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Shark (Jigsaw)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or School (3-6x)
    Treasure
  None
  
  530
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Shark (Tiger)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  531
  S
  AC 
  Armor Class
  6 [13]
  6 [13]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Gore 2d6 or 
  Hooves 1d4 or 
  Wings 1d4
  Gore 2d8 or 
  Hooves 1d6 or 
  Wings 1d6
  Gore 3d8 or 
  Hooves 1d8 or 
  Wings 1d8
  Gore 4d8 or 
  Hooves 2d6 or 
  Wings 2d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  225
  650
  900
  1,100
    Special Abilities
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Prescience
  A shedu can see all the possible outcomes of any of its own futures. This grants the creature an 
  insight bonus to its AC and on initiative checks and saves equal to its Wisdom bonus (+6 for most 
  shedus).
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take 
  bludgeoning damage equal to two times a typical melee attack from this creature. Victims may 
  attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only 
  deal trampling damage to each target once per round, no matter how many times its movement takes 
  it over a target creature.
  Shedu
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  532
  S
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Scythe 2d4/x4 or 
  Wings 1d6
  Scythe 2d4/x4 or 
  Wings 1d6
  Scythe 2d6/x4 or 
  Wings 1d8
  Scythe 3d6/x4 or 
  Wings 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful for the purpose of 
  resolving resistance.
  Destroy Soul
  A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability. 
  These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems 
  are destroyed as well. Once per day, a shinigami can hold up a gem that currently contains a soul 
  and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative 
  energy that inflicts 6d8 points of psychic damage on all creatures in the area of effect.  A successful 
  Death save reduces this by half.  The soul destroyed in the process of using this ability can only be 
  brought back to life by means of a miracle or wish spell. This is a death effect. 
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Fear Aura
  10', frightened for 1d4 rounds, Paralysis save negates.   The use of this ability is a free action. The 
  aura functions like the fear spell.  A fear aura is an area effect.
  Shinigami
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  533
  S
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Searing Ray 6d4 or 
  Touch 4d4
  Searing Ray 8d4 or 
  Touch 4d6
  Searing Ray 10d6 
  or Touch 4d10
  Searing Ray 20d6 
  or Touch 12d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  450
  1,100
  1,350
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving 
  resistance.
  Blinding Light
  A shining child can radiate a 60-foot-radius aura of blinding light as a free action. Creatures within the affected 
  area must succeed on a Spell save or be permanently blinded. A creature that successfully saves cannot be 
  affected again by the same shining child's aura for 24 hours.
  Burning Touch
  A shining child corrupts the positive energy within a living creature into an unnatural burning light. For the next 
  5 rounds after a successful touch attack by a shining child, the target takes 1d6 fire damage. The burning light 
  can be "extinguished" by casting darkness or deeper darkness on the target, or by entering an area of natural 
  darkness (not counting the light from the burning target).
  Radiant Armor
  The light that surrounds a shining child grants a deflection bonus to its AC equal to its Charisma bonus. The 
  bonus is negated as long as the shining child is in the area of effect of a spell with the darkness descriptor that is 
  at least 3rd level.
  Searing Ray
  A shining child's primary attack is a ray of searing light. This attack has a range of 120 feet and bypasses all 
  resistance. The ray deals double damage to undead.
  Telepathy
  You can mentally communicate with any other creature within 120 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Shining Child
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (extraplanar)
    Rarity
  Rare
    Role
  Artillery / Solo
    # Encountered
  Solitary, Visitation (2-9x), or Incursion (11-20x)
    Treasure
  None
  
  534
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Javelin 1d8 or 
  Longsword 2d6 or 
  Shobhad Longrifle 
  1d10/x4
  Javelin 1d8 or 
  Longsword 2d6 or 
  Shobhad Longrifle 
  2d6/x4
  Javelin 1d10 or 
  Longsword 2d8 or 
  Shobhad Longrifle 
  2d8/x4
  Javelin 1d10 or 
  Longsword 3d6 or 
  Shobhad Longrifle 
  3d8/x4
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Shobhad
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Deserts or Mountains
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, Raiding Party (3-19x), or Clan (20x+)
    Treasure
  Incidental
  
  535
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Electricity Sense
  Shocker lizards automatically detect any electrical discharges within 100 feet.
  Shock
  Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. 
  This attack deals electricity damage to living opponents (Breath save halves). 
  Additionally, if two or more shocker lizards are within 20 feet of each other, they 
  can work together to create a lethal shock once every 1d4 rounds. This effect has a 
  radius of 20 feet, centered on any one contributing lizard. All creatures within that 
  radius take twice this amount of electricity damage for each lizard contributing to 
  the shock.  A Breath save (-1 for each additional lizard beyond the first) halves the 
  damage.
  Shocker Lizard
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Marshes
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Clutch (3-6x), or Colony (7-12x)
    Treasure
  Incidental
  
  536
  S
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  6
  8
  10
  11
  ATT Attacks
  Slam 2d6
  Slam 2d6
  Slam 3d6
  Slam 6d6
  THACO
  14 [+5]
  12 [+7]
  11 [+8]
  11 [+8]
  MV 
  Move
  150’ (50’)  Climb 90’ (30’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  650
  1,100
  1,350
  1,500
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which 
  it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Each victim may attempt 
  a Breath save to avoid being engulfed - on a success, they are pushed back or aside (target's choice) as the creature moves 
  forward. Engulfed opponents cannot move, are in danger of suffocating, are trapped within the creature's body until they are 
  no longer pinned, and may be subject to other special attacks from the creature.
  Fast Healing
  You regain hit points at 20 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Maddening 
  Cacophony
  As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot 
  radius must make a Spell save or be confused for 1d6 rounds. Each round a creature is affected it loses 1 point of Wisdom for 
  the duraiton of the encounter. A creature that saves cannot be affected by this shoggoth's maddening cacophony for 24 hours. 
  This is a sonic mind-affecting effect.  
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to 
  two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath 
  save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its 
  movement takes it over a target creature.
  Shoggoth
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Aquatic or Underground
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary or Tide (2-6x)
    Treasure
  Standard
  
  537
  S
  AC 
  Armor Class
  6 [13]
  5 [14]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Quarterstaff 1d6
  Quarterstaff 1d8
  Quarterstaff 1d10
  Quarterstaff 2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Soul Lock
  Once per day, a shoki can use its quarterstaff to capture the soul of a creature at the threshold of 
  death—any undead creature or any living being with 0 or fewer hit points. The target must succeed 
  at a Death save or be slain (if living) or disrupted (if undead), its spirit locked within the shoki’s staff. 
  A corporeal undead transforms into a corpse if affected by this ability, while an incorporeal undead 
  is trapped bodily within the staff (this ability negates a ghost’s ability to rejuvenate). A spirit trapped 
  within a shoki’s staff cannot be returned to life through any means short of miracle, true resurrection, 
  or wish. A trapped soul can be freed if the shoki wills it, or by casting banishment, dismissal, or 
  freedom upon the staff. The trapped soul can also be freed by destroying the staff. A shoki’s staff can 
  contain only one soul at a time. 
  Spirit Sense
  A psychopomp notices, locates, and can distinguish between living and undead creatures within 6o 
  feet, just as if it had the blindsight ability.
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally against 
  incorporeal targets.
  Shoki
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Boneyard)
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Double
  
  538
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d10 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d10
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move 
  through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when 
  squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Control Body
  A shredskin can wrap itself around a corpse (or a corporeal undead it controls using command undead). When wrapping 
  a host body in this way, the shredskin gains Strength 14 or the host body's Strength, whichever is higher, but cannot use its 
  grab or enshroud abilities which doing so. Attacks targeted at the shredskin deal half damage to it and half damage to the host 
  body; area attacks deal normal damage to both the shredskin and its host. If the host is destroyed, the shredskin unwraps itself 
  as a free action on its next turn. A typical Medium corpse has 15 hit points for this purpose, while a Small corpse has 10 hit 
  points. A shredskin can only use this ability on a generally humanoid-shaped creature (two arms, one head, humanoid torso) of 
  Medium or Small size.
  Enshroud
   A shredskin that successfully pins a creature can wrap itself around that target like a shirt. The target gains the pinned 
  condition, but the shredskin has neither the grappled or pinned condition, and can move itself and the target as if it controlled 
  the target's body. The shredskin deals constrict damage to the target on its turn each round (no combat maneuver check 
  needed). Attacking the shredskin while it's using this ability damages both it and the target as described in the control body 
  ability. The shredskin can release the target as a free action.
  Shredskin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Pack (2-5x)
    Treasure
  Incidental
  
  539
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d4 or Claw 
  1d3
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Fear of Fire
  A shriezyx within 30 feet of a fire the size of a torch or larger becomes shaken as long as it remains within that range. If 
  damaged by fire, a shriezyx must make a successful Spell save or become frightened for 1 round.
  Poison
  Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Strength damage; cure 1 save.  
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Slowing Toxin
  A shriezyx's web is coated with a supernatural toxin that numbs and deadens the nerves on contact. Any creature struck by 
  a shriezyx's web must succeed at a Spell save or become slowed (as the slow spell) for 1 minute. Each round, a victim may 
  attempt a new Fortitude save to end the effect early. This toxin fades quickly from spun webs—it can only affect targets on the 
  round the web is spun. Existing webs remain sticky and tangled, but do not have this slowing effect.
  Vulnerability to Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Web
  You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per 
  day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets 
  up to one size category larger than you. An entangled creature can escape with a successful Dexterity check or burst the web with a Strength 
  check. Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their 
  size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed 
  on a Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to 
  escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move 
  across its own web at its climb speed and can pinpoint the location of any creature touching its web.
  Shriezyx
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Hive (3-12x)
    Treasure
  Incidental
  
  540
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Longbow 1d8/x3 
  or Trident 1d8
  Longbow 1d8/x3 
  or Trident 1d8
  Longbow 1d8/x3 
  or Trident 1d10
  Longbow 1d10/x3 
  or Trident 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Astral Recoil
  A shulsaga that touches a silver cord (such as that created by the spell astral 
  projection) can cause the cord to recoil. The astral projecting creature must succeed 
  at a Spell saving throw or be snapped back to its body, ending the spell effect but not 
  harming the spellcaster.
  Disk Rider
  A shulsaga can only use its fly speed in tandem with its floating disk spell-like ability. 
  A shulsaga that casts floating disk can use the spell to its normal effect, or step upon 
  it and use it to fly for the duration of the spell. The disk can support its creator and 
  the creator's equipment (even if this exceeds the load a floating disk can normally 
  bear), but nothing else. Only the disk's caster can ride it in this way. A floating disk 
  cast by a shulsaga is dismissible.
  Sense Rift
  As a standard action, a shulsaga can detect any planar rift within 20 miles, 
  automatically learning its direction and distance. This includes natural portals, non-
  instantaneous planar spells such as gate, and other tears in reality.
  Shulsaga
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Astral Plane)
    Rarity
  Rare
    Role
  Artillery / Normal
    # Encountered
  Solitary, Pair, Hunting Party (3-6x), or Warband (7-22x)
    Treasure
  Standard
  
  541
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Swarm 1d10
  Swarm 2d6
  Swarm 3d6
  Swarm 4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Sikari Macaque Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Mission (3-6x), or Tribe (7-12x+)
    Treasure
  None
  
  542
  S
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  10 + 10
  11 + 11
  ATT Attacks
  Bite 2d6 or Claw 
  2d6 or Glaring Ray 
  20d4 or Tail Slap 
  1d3
  Bite 2d6 or Claw 
  2d6 or Glaring Ray 
  20d4 or Tail Slap 
  1d3
  Bite 2d8 or Claw 
  2d8 or Glaring 
  Ray 20d6 or Tail 
  Slap 1d4
  Bite 4d8 or Claw 
  4d8 or Glaring Ray 
  40d6 or Tail Slap 
  1d8
  THACO
  15 [+4]
  13 [+6]
  11 [+8]
  11 [+8]
  MV 
  Move
  120’ (40’)  Fly 360’ (120’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  900
  1,350
  1,500
    Special Abilities
  Aura of Peace
  Creatures within a 50-foot spread from a simurgh feel a sensation of peace wash 
  over them, as if affected by calm emotions, except the simurgh can choose which 
  creatures are affected. A Will save negates the effects of this aura for 1 round, but a 
  new save must be made each round to continue to resist the effects. 
  Banishing Swipe
  A simurgh can use its radiant tail to return creatures to their native planes. In 
  addition to taking damage, any extraplanar creature touched by a simurgh's tail must 
  succeed at a Wand save or be banished to its home plane or dimension. A creature 
  that makes this save cannot be affected by the same simurgh's banishing swipe for 
  the next 24 hours.
  Glaring Ray
  A simurgh can blast a fiery ray of brilliant light from its eyes as a standard action to a 
  range of 100 feet.
  Simurgh
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Mountains
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  543
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Ranseur 2d4x3 or 
  Bite 1d6 or Claw 
  1d4
  Ranseur 2d4x3 or 
  Bite 1d8 or Claw 
  1d6
  Ranseur 2d4/
  x3 or Bite 1d8 or 
  Claw 1d6
  Ranseur 2d6/x3 or 
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sinful Bite
  A creature bitten by a sinspawn is overwhelmed with sinful thoughts (Wand save 
  negates). These emotions are so powerful that the target becomes sickened for 1d6 
  minutes. An effected 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 (Envy)
  Envyspawn have scent against creatures whose nature reflects envy. The GM should 
  adjudicate what creatures a particular sinspawn can scent.
  Sinspawn (Envyspawn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cult (3-8x)
    Treasure
  Standard
  
  544
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Ranseur 2d4x3 or 
  Bite 1d6 or Claw 
  1d4
  Ranseur 2d4x3 or 
  Bite 1d8 or Claw 
  1d6
  Ranseur 2d4/
  x3 or Bite 1d8 or 
  Claw 1d6
  Ranseur 2d6/x3 or 
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sinful Bite
  A creature bitten by a sinspawn is overwhelmed with sinful thoughts (Wand save 
  negates). These emotions are so powerful that the target becomes sickened for 1d6 
  minutes. An effected 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 
  (Gluttony)
  Gluttonyspawn have scent against creatures whose nature reflects Gluttony. The GM 
  should adjudicate what creatures a particular sinspawn can scent.
  Sinspawn (Gluttonspawn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cult (3-8x)
    Treasure
  Standard
  
  545
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Ranseur 2d4x3 or 
  Bite 1d6 or Claw 
  1d4
  Ranseur 2d4x3 or 
  Bite 1d8 or Claw 
  1d6
  Ranseur 2d4/
  x3 or Bite 1d8 or 
  Claw 1d6
  Ranseur 2d6/x3 or 
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sinful Bite
  A creature bitten by a sinspawn is overwhelmed with sinful thoughts (Wand save 
  negates). These emotions are so powerful that the target becomes sickened for 1d6 
  minutes. An effected 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 
  (Greed)
  Greedspawn have scent against creatures whose nature reflects Greed. The GM 
  should adjudicate what creatures a particular sinspawn can scent.
  Sinspawn (Greedspawn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cult (3-8x)
    Treasure
  Standard
  
  546
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Ranseur 2d4x3 or 
  Bite 1d6 or Claw 
  1d4
  Ranseur 2d4x3 or 
  Bite 1d8 or Claw 
  1d6
  Ranseur 2d4/
  x3 or Bite 1d8 or 
  Claw 1d6
  Ranseur 2d6/x3 or 
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sinful Bite
  A creature bitten by a sinspawn is overwhelmed with sinful thoughts (Wand save 
  negates). These emotions are so powerful that the target becomes sickened for 1d6 
  minutes. An effected 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 (Lust)
  Lustspawn have scent against creatures whose nature reflects Lust. The GM should 
  adjudicate what creatures a particular sinspawn can scent.
  Sinspawn (Lustspawn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cult (3-8x)
    Treasure
  Standard
  
  547
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Ranseur 2d4x3 or 
  Bite 1d6 or Claw 
  1d4
  Ranseur 2d4x3 or 
  Bite 1d8 or Claw 
  1d6
  Ranseur 2d4/
  x3 or Bite 1d8 or 
  Claw 1d6
  Ranseur 2d6/x3 or 
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sinful Bite
  A creature bitten by a sinspawn is overwhelmed with sinful thoughts (Wand save 
  negates). These emotions are so powerful that the target becomes sickened for 1d6 
  minutes. An effected 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 (Pride) Pridespawn have scent against creatures whose nature reflects Pride. The GM 
  should adjudicate what creatures a particular sinspawn can scent.
  Sinspawn (Pridespawn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cult (3-8x)
    Treasure
  Standard
  
  548
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Ranseur 2d4x3 or 
  Bite 1d6 or Claw 
  1d4
  Ranseur 2d4x3 or 
  Bite 1d8 or Claw 
  1d6
  Ranseur 2d4/
  x3 or Bite 1d8 or 
  Claw 1d6
  Ranseur 2d6/x3 or 
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sinful Bite
  A creature bitten by a sinspawn is overwhelmed with sinful thoughts (Wand save 
  negates). These emotions are so powerful that the target becomes sickened for 1d6 
  minutes. An effected 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 (Sloth)
  Slothspawn have scent against creatures whose nature reflects Sloth. The GM 
  should adjudicate what creatures a particular sinspawn can scent.
  Sinspawn (Slothspawn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cult (3-8x)
    Treasure
  Standard
  
  549
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Ranseur 2d4x3 or 
  Bite 1d6 or Claw 
  1d4
  Ranseur 2d4x3 or 
  Bite 1d8 or Claw 
  1d6
  Ranseur 2d4/
  x3 or Bite 1d8 or 
  Claw 1d6
  Ranseur 2d6/x3 or 
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Sinful Bite
  A creature bitten by a sinspawn is overwhelmed with sinful thoughts (Wand save 
  negates). These emotions are so powerful that the target becomes sickened for 1d6 
  minutes. An effected 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 
  (Wrath)
  Wrathspawn have scent against creatures whose nature reflects Wrath. The GM 
  should adjudicate what creatures a particular sinspawn can scent.
  Sinspawn (Wrathspawn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Cult (3-8x)
    Treasure
  Standard
  
  550
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Bardic 
  Performance
  You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 20 rounds per day. Each 
  round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained 
  each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a 
  move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from 
  taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
  Countersong
  A siren can counter magic effects that depend on sound. This ability functions as the bard ability of the same name.
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Spell save negates the effect.
  Fascinate
  You can use your performance to cause up to 3 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear 
  you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability 
  from working. Each creature within range receives a Spell save to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature 
  again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target 
  suffers -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against 
  the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an 
  enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
  Inspire 
  Competence
  You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally benefits from +4 bonus on skill checks 
  with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's 
  discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
  Inspire Courage
  You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an 
  ally must be able to perceive your performance. An affected ally makes saving throws against charm and fear effects at +4 bonus, and makes attack and weapon damage 
  rolls with +4 bonus. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use 
  when starting his performance.
  Siren Song
  When a siren sings, all non-sirens within a 300-foot spread must succeed on a Spell save or become enthralled (see below). The effect depends on the type of song the 
  siren chooses, and continues for as long as the siren sings and for 1 round thereafter. A creature that successfully saves cannot be affected again by any of that siren's 
  songs for 1 hour. These are sonic, mind-affecting effects. Enthralled creatures behave in one of the following four ways, which the siren chooses when she begins singing. 
  Captivation: This functions exactly like a harpy's captivating song. Fascination: Affected creatures are fascinated. Obsession: An obsessed creature becomes defensive of 
  the siren and does all he can to prevent harm from coming to her, going so far as attacking his allies in her defense. The victim is not controlled by the siren, but views 
  her as a cherished ally. This is a charm effect. Slumber: The victim immediately falls asleep, rendering the creature helpless. While the siren is singing, no noise will wake 
  the sleeping creature, though slapping or wounding him does. The creature continues sleeping for 1d4 minutes after the siren stops singing, but can be awakened by 
  loud noises or any other normal method.
  Siren
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Hills
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary or Flight (2-7x)
    Treasure
  Standard
  
  551
  S
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d4 or Claw 
  1d4 or Tail Slap 
  1d4
  Bite 1d4 or Claw 
  1d4 or Tail Slap 
  1d4
  Bite 1d6 or Claw 
  1d6 or Tail Slap 
  1d6
  Bite 2d6 or Claw 
  2d6 or Tail Slap 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Stunning Shock
  A siyokoy can emit a strong electrical charge from its tail. When it hits a creature 
  with its tail slap, the attack deals 2d6 electrical damage and the target must succeed 
  at a Paralysis save or be stunned for 1d4 rounds.
  Siyokoy
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Bed (3-12x)
    Treasure
  Double
  
  552
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Longsword 1d8 or 
  Claw 1d6
  Longsword 1d8 or 
  Claw 1d8
  Longsword 2d6 or 
  Claw 1d10
  Longsword 3d6 or 
  Claw 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Skeletal Champion
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Common
    Role
  Soldier / Normal
  Soldier / Normal
  Soldier / Elite
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Platoon (3-12x)
    Treasure
  Standard
  
  553
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Broken Scimitar 
  1d6 or Claw 1d4
  Broken Scimitar 
  1d8 or Claw 1d6
  Broken Scimitar 
  1d10 or Claw 1d8
  Broken Scimitar 
  2d6 or Claw 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Skeleton
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Common
    Role
  Brute / Minion
    # Encountered
  Any
    Treasure
  None
  
  554
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Shortsword 1d6 
  or Dagger 1d4 or 
  Javelin 1d6
  Shortsword 1d6 
  or Dagger 1d4 or 
  Javelin 1d6
  Shortsword 1d8 
  or Dagger 1d4 or 
  Javelin 1d8
  Shortsword 1d10 
  or Dagger 1d6 or 
  Javelin 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful 
  Breath saving throw against an attack that normally deals half damage on a 
  successful save, you instead take no damage. Evasion can only be used if you are 
  wearing light armor or no armor. If you are helpless, you do not gain the benefit of 
  evasion.
  Uncanny Dodge
  You can react to danger before your senses would normally allow you to do so. You 
  cannot be caught by surprise.
  Skeleton Rogue
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  555
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  3
  4
  4
  ATT Attacks
  Greatsword 2d6 or 
  Claw 1d4
  Greatsword 2d6 or 
  Claw 1d6
  Greatsword 2d8 or 
  Claw 1d8
  Greatsword 3d8 or 
  Claw 1d10
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  16 [+3]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Blood Rage
  When the creature takes damage in combat, on its next turn it can fly into a rage as 
  a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty on AC. 
  The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end 
  its rage voluntarily.
  Skeleton Barbarian
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  556
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Slam 2d6 or 
  Longsword 2d6
  Slam 3d6 or 
  Longsword 2d6
  Slam 3d6 or 
  Longsword 2d6
  Slam 4d6 or 
  Longsword 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Nest
  A skinstitch's body is a haven for a swarm of snakes, spiders, and wasps. Any swarm 
  that shares a space with a skinstitch gains fast healing equal to the swarm's Hit Dice.
  Repair
  A skinstitch can repair itself by sewing additional fabric, leather, or hide to its body. 
  Doing so requires at least 1 square foot of material and a full-round action, which 
  restores 1 hit point to the skinstitch.
  Skinstitch (Enhanced)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Hive (1x+), or Gang (2-4x)
    Treasure
  None
  
  557
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  6 + 6
  ATT Attacks
  Slam 2d6 or 
  Longsword 2d6
  Slam 3d6 or 
  Longsword 2d6
  Slam 3d6 or 
  Longsword 2d6
  Slam 4d6 or 
  Longsword 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  450
  650
    Special Abilities
  Nest
  A skinstitch's body is a haven for a swarm of snakes, spiders, and wasps. Any swarm 
  that shares a space with a skinstitch gains fast healing equal to the swarm's Hit Dice.
  Repair
  A skinstitch can repair itself by sewing additional fabric, leather, or hide to its body. 
  Doing so requires at least 1 square foot of material and a full-round action, which 
  restores 1 hit point to the skinstitch.
  Skinstitch (Resilient)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Hive (1x+), or Gang (2-4x)
    Treasure
  None
  
  558
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Slam 2d6 or 
  Longsword 2d6
  Slam 3d6 or 
  Longsword 2d6
  Slam 3d6 or 
  Longsword 2d6
  Slam 4d6 or 
  Longsword 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Nest
  A skinstitch's body is a haven for a swarm of snakes, spiders, and wasps. Any swarm 
  that shares a space with a skinstitch gains fast healing equal to the swarm's Hit Dice.
  Repair
  A skinstitch can repair itself by sewing additional fabric, leather, or hide to its body. 
  Doing so requires at least 1 square foot of material and a full-round action, which 
  restores 1 hit point to the skinstitch.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Skinstitch (Standard)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Hive (1x+), or Gang (2-4x)
    Treasure
  None
  
  559
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Greataxe 1d12x3 or 
  Throwing Axe 1d6
  Greataxe 3d6x3 or 
  Throwing Axe 1d6
  Greataxe 3d8x3 or 
  Throwing Axe 1d8
  Greataxe 3d8x3 
  or Throwing Axe 
  1d10
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  A skinwalker can change shape into a bestial form as a standard action. In bestial form, a 
  skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in 
  this form, a skinwalker also takes on an animalistic feature that provides a special effect. 
  Each time a skinwalker assumes bestial form, she can choose to gain one of the following 
  features: * 2 claw attacks that each deal 1d4 points of damage; * Darkvision to a range of 
  6o feet; * +1 racial bonus to natural armor.  The racial ability score bonus and additional 
  feature last as long as the skinwalker remains in that form, and a skinwalker can remain in 
  bestial form for as long as she wants. While in bestial form, a skinwalker suffers -4 penalty 
  on Charisma and Charisma-based checks when interacting with humanoids that lack the 
  shapechanger subtype. 
  A skinwalker can return to her humanoid form as a swift action. To change forms and 
  gain a different benefit, a skinwalker must first return to her humanoid form then use her 
  shapechange ability again. A skinwalker can shapechange into bestial form 10 times per 
  day.
  Skinwalker
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  560
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Dagger 1d4 or 
  Shortsword 1d6
  Dagger 1d4 or 
  Shortsword 1d8
  Dagger 1d6 or 
  Shortsword 1d10
  Dagger 1d6 or 
  Shortsword 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Camouflaged 
  Step
  Skulks can pass through forest and subterranean settings almost without a trace. 
  Add +10 to the DC to track a skulk in these environments.
  Chameleon Skin
  A skulk's racial bonus to Stealth comes from his ability to change the color of his 
  skin to match his surroundings, even complex or regular patterns like bricks and 
  mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears 
  any clothing that covers more than one-quarter of his body, as skulks can only 
  change their own flesh, not things they carry. A skulk normally conceals small items 
  behind his body; by putting his back to a wall and changing his front half, he can 
  hide the item because observers don't have line of sight to the item.
  Skulk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Band (3-8x), or Tribe (9-16x)
    Treasure
  Standard
  
  561
  S
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Claw 1d4 or Sting 
  1d4
  Claw 1d4 or Sting 
  1d4
  Claw 1d6 or Sting 
  1d6
  Claw 2d6 or Sting 
  2d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Dread Visage
  All creatures within 30 feet that can see a skull ripper must make a Paralysis save 
  at the start of their turn in order to avoid becoming frightened for 1 round. If the 
  victim recognizes any of the heads affixed to the skull ripper's body as having once 
  belonged to friends or allies, that victim suffers a -4 penalty on the save. A creature 
  that succeeds at the save is immune to the dread visage of that particular skull ripper 
  for 24 hours. This is a mind-affecting fear effect. 
  Skull Ripper
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  Standard
  
  562
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Trident 1d8 or Bite 
  1d6 or Claw 1d4
  Trident 1d8 or Bite 
  1d8 or Claw 1d6
  Trident 1d10 or 
  Bite 1d10 or Claw 
  1d8
  Trident 2d6 or Bite 
  2d6 or Claw 1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  -
  -
  Skum
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Aquatic or Underground
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Brood (2-5x), Pack (6-12x), or Cabal (13-95x+)
    Treasure
  Incidental
  
  563
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d3 or Claw 
  1d2 or Spray 1d2
  Bite 1d4 or Claw 
  1d3 or Spray 1d2
  Bite 1d6 or Claw 
  1d4 or Spray 1d2
  Bite 1d8 or Claw 
  1d6 or Spray 1d2
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Musk
  Up to twice per day, a skunk can spray a stream of noxious musk at a single target 
  within 10 feet. With a successful ranged touch attack, the creature struck by this 
  spray must make a Death save or be nauseated for 1d4 rounds and then sickened 
  for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 
  1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is 
  affected by this musk.
  Skunk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Surfeit (3-5x) / Companion
    Treasure
  None
  
  564
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d8 or Claw 
  1d6 or Spray 1d1
  Bite 2d6 or Claw 
  1d8 or Spray 1d1
  Bite 2d6 or Claw 
  1d8 or Spray 1d1
  Bite 3d6 or Claw 
  2d6 or Spray 1d1
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Musk
  Up to twice per day, a skunk can spray a stream of noxious musk at a single target 
  within 10 feet. With a successful ranged touch attack, the creature struck by this 
  spray must make a Death save or be nauseated for 1d4 rounds and then sickened 
  for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 
  1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is 
  affected by this musk.
  Skunk (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  565
  S
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d6 or Hooves 
  1d6
  Bite 1d8 or Hooves 
  1d8
  Bite 2d6 or 
  Hooves 2d6
  Bite 3d6 or 
  Hooves 3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  240’ (80’)  240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Breath Weapon
   A sleipnir can exhale a 30- foot cone of shimmering, rainbowcolored light. Every 
  creature in the area is randomly struck by one or more beams, as a prismatic spray 
  spell (Breath save halves damage or negates effect as appropriate for the color(s) 
  affected). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per 
  day. 
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Sleipnir
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Herd (3-10x)
    Treasure
  None
  
  566
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Disease
  Fungal rot: Slam - contact; Save Death; onset 1 day; frequency 1/day; effect 1d2 
  Strength damage and 1 Constitution damage and fatigue; cure 1 save. Any creature 
  that touches a slime mold with an unarmed strike or a natural attack is also exposed 
  to this foul disease.  
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot 
  make other attacks during a round in which it engulfs. The creature merely has to 
  move over its opponents, affecting as many as it can cover. Each victim may attempt 
  a Breath save to avoid being engulfed - on a success, they are pushed back or aside 
  (target's choice) as the creature moves forward. Engulfed opponents cannot move, 
  are in danger of suffocating, are trapped within the creature's body until they are no 
  longer pinned, and may be subject to other special attacks from the creature.
  Freeze
  The creature can hold itself so still it appears to be an inanimate object of the 
  appropriate shape (a statue, patch of fungus, and so on). The creature gains +20 on 
  all checks to hide in plain sight as this kind of inanimate object.
  Slime Mold
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Single or Infestation (2-5x)
    Treasure
  None
  
  567
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d6
  Slam 1d8
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  14 [+5]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  275
  450
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Slithering Sundew
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  568
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 
  Constitution damage.
  Paralysis
  Any creature that is hit by a slithering tracker's slam attack comes into contact 
  with the anesthetizing slime it secretes. The opponent must succeed on a Paralysis 
  save or be paralyzed - at the end of each round thereafter, the paralyzed victim can 
  attempt a new save to recover from this paralysis. When a victim recovers from a 
  slithering tracker's paralysis, the victim is staggered for 1d6 rounds.
  Transparent
  Because of its lack of coloration, a slithering tracker is difficult to discern from its 
  surroundings in most environments. The slithering tracker gains a +4 bonus on 
  Stealth checks as a result, and can move at full speed without taking a penalty on 
  Stealth checks. A creature that fails to notice a slithering tracker and walks into it 
  automatically takes damage as if struck by the slithering tracker's slam attack and is 
  immediately subject to a grab attempt and paralysis by the ooze.
  Slithering Tracker
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ruins or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  569
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Claw 1d3
  Claw 1d4
  Claw 1d6
  Claw 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Climb 15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Sloth
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  570
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Spit Acid 4d4 or 
  Tongue 2d8
  Spit Acid 6d4 or 
  Tongue 2d8
  Spit Acid 10d6 or 
  Tongue 2d10
  Spit Acid 12d6 or 
  Tongue 6d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Malleable
  A giant slug's body is very malleable, allowing it to fit into narrow areas with ease. 
  A giant slug takes no penalty to its speed or checks when squeezing in an area that 
  is one size category smaller than its actual size (10 feet wide for most giant slugs). A 
  giant slug can squeeze normally through an area two size categories smaller than its 
  actual size (5 feet wide for most giant slugs).
  Spit Acid
  A giant slug can spit acid at an opponent within 60 feet (no range increment). With 
  a successful ranged touch attack, the target takes acid damage (no save).
  Susceptible to 
  Salt
  A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of 
  damage per use.
  Slug (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Marshes or Swampland
    Rarity
  Uncommon
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  571
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  -
  -
  -
  -
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Slime Strand
  A leopard slug can turn its mucus into a 30-foot-long strand, much like a spider's 
  silk. It can hang from this strand indefinitely, and lower itself safely at a rate of 5 feet 
  per round. It can climb back up the strand at the same rate. Once the slug breaks 
  contact with the strand, the mucus disintegrates in 1d4 rounds.
  Suction
  A leopard slug secretes sticky mucus, which allows it to apply its 10-foot climb speed 
  to any surface, even sheer walls and ceilings. Once attached to a surface, it has no 
  chance of falling off, unless it's grappled and actively peeled away.
  Slug (Leopard)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Cornucopia (3-12x) / Companion
    Treasure
  None
  
  572
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 2d6 or Slime 
  Squirt 1d1
  Bite 2d6 or Slime 
  Squirt 1d1
  Bite 3d6 or Slime 
  Squirt 1d1
  Bite 4d6 or Slime 
  Squirt 1d1
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Belly Grease
  The slurk exudes a slippery grease from its belly that grants it a +4 bonus on all 
  checks to escape a physical restraint.  One per minute, a slurk may wallow on a solid 
  surface as a  full-round action to coat the floor in a 5-foot radius with this grease. 
  The smear created turns that area of floor into difficult terrain for 10 minutes, after 
  which the grease dries to a nasty crust.
  Slime
  A slurk's back is crusted with thick, dry slime and dozens of nodules. As an action at 
  will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch 
  attack against any target within 30 feet. Anyone the slurk successfully grapples with 
  or chrages is automatically squirted with back slime. The hardened slime can be 
  removed as a full-round action with a Strength check. The slurk's back slime grants 
  a creature riding it a +8 bonus on checks made to stay in the saddle, but a -8 penalty 
  on checks to dismount.
  Slurk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Swamps or Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Pack (3-8x)
    Treasure
  None
  
  573
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Snail Kite
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  574
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Snail Kite (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  575
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Snail Kite (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  576
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Snake (Anaconda)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests, Swamps, or Fresh Water
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary or Nest (2-6x)
    Treasure
  None
  
  577
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Snake (Constrictor)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests, Swamps, or Fresh Water
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary or Nest (2-6x)
    Treasure
  None
  
  578
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  4
  5
  7
  ATT Attacks
  Bite 1d10
  Bite 2d6
  Bite 3d6
  Bite 4d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Poison
   Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Constitution 
  damage; cure 2 consecutive saves.  
  Snake (Emperor Cobra)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Swamps
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  579
  S
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 4d4
  Bite 4d4
  Bite 4d6
  Bite 8d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Snake (Giant Anaconda)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Swamps
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  580
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
   Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution 
  damage; cure 2 consecutive saves.  
  Snake (King Cobra)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  None
  
  581
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6
  Bite 1d6
  Bite 1d8
  Bite 1d8
  THACO
  19 [0]
  18 [+1]
  16 [+3]
  15 [+4]
  MV 
  Move
  30’ (10’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  650
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Poison
  Bite - frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save; save 
  Death.  
  Snake (Reef)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Oceans or Coasts
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  582
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 
  Constitutiondamage; cure 1 save.  
  Snake (Venomous)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary or Pair 
    Treasure
  None
  
  583
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d6x3 or Claw 
  1d4 or Sucking 
  Tentacles 1d4
  Bite 1d8x3 or Claw 
  1d6 or Sucking 
  Tentacles 1d6
  Bite 1d8/x3 or 
  Claw 1d6 or 
  Sucking Tentacles 
  1d6
  Bite 2d6/x3 or 
  Claw 1d8 or 
  Sucking Tentacles 
  1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Aerial Charge
  When a snallygaster charges downward at an angle of 45 degrees or more, its bite 
  attack deals double damage (or triple damage on a critical hit). Bleed damage is not 
  multiplied for this attack.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by a successful Heal skill check or through the application of any magical healing.
  Sucking 
  Tentacles
  A snallygaster uses its retractable tentacles to suck blood from its victim's bleeding 
  wounds. If a target has a bleed effect and the snallygaster grabs it with tentacles or 
  maintains a grapple against it, the target takes double the normal bleed damage at 
  the beginning of its next turn. When the snallygaster is using its tentacles, it cannot 
  make bite attacks.
  Snallygaster
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Mountains
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  584
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d3
  Bite 1d8 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  Bite 3d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Solifugid (Albino Cave)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  
  585
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d3
  Bite 1d8 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Solifugid (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  
  586
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d8
  Claw 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 300’ (100’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  450
  650
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving 
  resistance.
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Caster Link
  When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's 
  assigned target (see find target ability) dies before the soul eater can drain its soul, or if the soul eater is defeated 
  by its target (but not slain), it returns to its conjurer at full speed and attacks her. While the soul eater and the 
  conjurer are on the same plane (regardless of plane-traveling interruptions), it can use its find target ability to 
  locate its conjurer.
  Find Target
  When a soul eater's conjurer orders it to find a creature, it can do so unerringly, as though guided by a locate 
  creature spell that has no maximum range and is not blocked by running water. The conjurer must have seen the 
  desired target and must speak the target's name.
  Soul Drain
  If the conditions inflicted soul eater's claw attack renders the victim helpless, the soul eater can devour that 
  creature's soul as a standard action that provokes an attack of opportunity. This attack kills the victim. The 
  dead victim can resist having her soul eaten by making a Death save; success means she is still dead, but can be 
  restored to life normally. If she fails this save, her soul is consumed by the eater. A victim slain in this manner 
  cannot be returned to life with clone, raise dead, or reincarnation. She can be restored to life via resurrection, 
  true resurrection, miracle, or wish, but only if the caster can succeed on a Spell save. If the soul eater is killed 
  within 120 feet of its victim's corpse, and the victim has been dead for no longer than 1 minute, the victim's soul 
  returns to her body and restores her to life, leaving her unconscious and at -1 hit point. This is a death effect.
  Wisdom Damage
  The soul eater's claws also do 1d6 Wisdom damage.  
  Soul Eater
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Outer Plane (Abaddon)
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  587
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Dagger 1d3
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Alignment 
  Variation
  Soulbound dolls are at least partially neutral in alignment, although they can also 
  be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability 
  usable once per day depending on the alignment.
  Soul Focus
  The soul bound to the doll lives within a focus integrated into the doll or its apparel, 
  typically one of the doll's eyes or a gem embedded into its neck or chest. As long as 
  this soul focus remains intact, it can be used to animate another doll, using the same 
  cost as creating a new construct. Once bound into the soul focus, the soul continues 
  to learn, and so if later it is put into a new doll body, the soul retains its personality 
  and memories from its previous body or bodies. A soul focus has 12 hit points.
  Susceptible to 
  Psychic
  The weakened conviction of a soulbound doll's soul make it susceptible to mind-
  affecting effects, despite the fact that it is a construct.
  Soulbound Doll
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Family (3-12x)
    Treasure
  Standard
  
  588
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Glaive 1d8/x3 or 
  Claw 1d6
  Glaive 1d10/x3 or 
  Claw 1d8
  Glaive 1d10/x3 or 
  Claw 2d6
  Glaive 1d10/x3 or 
  Claw 3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Alignment 
  Variation
  Soulbound mannequins are at least partially neutral in alignment, although they can also 
  be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable 
  once per day depending on the alignment.
  Disguise Self
  The soulbound mannequin can only disguise itself as the living person it used to be at 
  approximately the age it was when its soul was used to make the mannequin (this allows it 
  to take the appearance of another creature type).
  Soul Focus
  The soul bound to the mannequin lives within a focus integrated into the mannequin or its 
  apparel, typically one of the mannequin's eyes or a gem embedded into its neck or chest. 
  As long as this soul focus remains intact, it can be used to animate another mannequin, 
  using the same cost as creating a new construct. Once bound into the soul focus, the soul 
  continues to learn, and so if later it is put into a new mannequin body, the soul retains its 
  personality and memories from its previous body or bodies. A soul focus has 12 hit points.
  Susceptible to 
  Psychic
  The weakened conviction of a soulbound mannequin's soul make it susceptible to mind-
  affecting effects, despite the fact that it is a construct.
  Sounbound Mannequin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Family (3-12x)
    Treasure
  Standard
  
  589
  S
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Dagger 1d4
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Cemented Mind
  A soulbound shell can never change its known or prepared spells.
  Soul Focus
  The soul bound to the mannequin lives within a focus integrated into the mannequin 
  or its apparel, typically one of the mannequin's eyes or a gem embedded into its 
  neck or chest. As long as this soul focus remains intact, it can be used to animate 
  another mannequin, using the same cost as creating a new construct. Once bound 
  into the soul focus, the soul continues to learn, and so if later it is put into a new 
  mannequin body, the soul retains its personality and memories from its previous 
  body or bodies. A soul focus has 12 hit points.
  Susceptible to 
  Psychic
  The weakened conviction of a soulbound mannequin's soul make it susceptible to 
  mind-affecting effects, despite the fact that it is a construct.
  Soulbound Shell (Cleric)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary or Workshop (1x+)
    Treasure
  Standard
  
  590
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d6
  Slam 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most 
  of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your 
  original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other 
  abilities of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when 
  squeezing.
  Death Throes
  When a soulsliver is killed, its body explodes into jagged glass shards that deal 2d8 piercing and slashing damage to creatures 
  within a 20-foot-radius burst (Breath save halves).
  Fast Healing
  You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Mirror Travel
   At will as a standard action, a soulsliver can crawl into any mirror as if it were a door or window, instantly transporting itself to 
  another mirror within 500 feet as if using dimension door (caster level 7th). It can remain within that mirror indefinitely, or on 
  its next turn crawl out or use this ability again. Its compression ability allows it to enter or exit Diminutive or larger mirrors. It 
  can only exit a mirror if it is using change shape to take a specific creature's form.
  Perfect Copy
  When a soulsliver uses change shape, it can assume the appearance of a specific individual. However, it is always the mirror 
  image of the person it copies, which might give away that something is wrong.
  Sound Mimicry
  The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate the effects of magical 
  abilities (such as bardic performance or a harpy's captivating song), though it may be able to mimic the sound of those abilities. 
  This ability does not allow the creature to speak or understand languages it doesn't know.
  Vulnerability to 
  Sonic
  You take half again as much (+50%) damage as normal from Sonic, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Soulsliver
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (Extraplanar)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Gang (2-5x)
    Treasure
  Incidental
  
  591
  S
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d6/x3 or 
  Tentacle 1d4
  Bite 1d6/x3 or 
  Tentacle 1d4
  Bite 1d8/x3 or 
  Tentacle 1d6
  Bite 3d6/x3 or 
  Tentacle 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 2d4 
  Constitution damage.
  Devastation
  As a full-round action, the spawn can assault a structure, dealing 4d8 bludgeoning 
  damage to the structure in that round.
  Stench
  You secrete an oily chemical that nearly every other creature finds offensive. All 
  living creatures (except those with the stench special ability) within 30 feet must 
  succeed on a Death save or be sickened for 10 rounds. Creatures that successfully 
  save cannot be affected by your stench for 24 hours. A delay poison or neutralize 
  poison spell removes the effect from the sickened creature. Creatures with immunity 
  to poison are unaffected, and creatures resistant to poison receive their normal 
  bonus on their saving throws.
  Tenuous Natural 
  Invisibility
  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.
  Spawn of Yog-Sothoth
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  592
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Incorporeal Touch 
  1d6
  Incorporeal Touch 
  1d8
  Incorporeal Touch 
  2d6
  Incorporeal Touch 
  3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Fly 240’ (80’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including 
  effects that rely on the use of channel energy.
  Create Spawn
  Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical 
  spectres, and suffer a -4 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d4 points of maximum 
  HP on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which 
  point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities 
  they had in life.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain 
  inflicts an additional 2d6 necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this 
  damage.  
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, spell-like 
  abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and effects that do not 
  cause damage only have a 50% chance of affecting you. Force spells and effects, such as from a magic missile, affect you 
  normally.
  Resurrection Vulnerability
  A raise dead or similar spell cast on a spectre destroys it (Death save negates). Using the spell in this way does not require a 
  material component.
  Sunlight Powerlessness
  Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot 
  attack and is staggered.
  Unnatural Aura
  30': Animals do not willingly approach the creature unless the animal's master succeeds at a relevant skill or ability check.
  Spectre
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Swarm (7-12x)
    Treasure
  None
  
  593
  S
  AC 
  Armor Class
  8 [11] 
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d8
  Slam 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Dispelling 
  Critical
  Victims of a successful critical hit with the Spellscar Fext's slam attack are affected as 
  though by Dispel Magic (Spell save negates).
  Ravage Magic
  Any targeted spell or spell-like ability that fails to penetrate a Spellscar fext's 
  resistance is absorbed by the fext and warped into a form of primal magic. A 
  Spellscar fext can twist only a number of spell levels per round equal to its Charisma 
  modifier.
  Vulnerable to 
  Glass
  Spellscar fexts take 150% as much damage as normal from glass-headed piercing or 
  slashing weapons.
  Spellscar Fext
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Wild Magic Areas)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Hunt (3-5x)
    Treasure
  Standard
  
  594
  S
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Claw 1d10
  Claw 1d10
  Claw 2d6
  Claw 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a single 
  action.  A monster with the rake ability must begin its turn already grappling to use its rake-it 
  can't begin a grapple and rake in the same turn.
  Roar
  An androsphinx can roar up to three times per day. Each progressive roar has a different 
  effect, depending upon whether it is the first, second, or third of the androsphinx's roars 
  for that day. All of these roars are sonic effects that fill a 60-foot-radius burst, centered on 
  the androsphinx. Sphinxes are immune to all of the effects of an androsphinx's roars. First 
  Roar: Affected creatures become frightened for 2d6 rounds (Death save negates). This 
  is a mind-affecting fear effect in addition to being a sonic effect. Second Roar: Affected 
  creatures are paralyzed with fear and deafened for 1d4 rounds (Death save negates). This is 
  a mindaffecting fear effect in addition to being a sonic effect. Third Roar: Affected creatures 
  take a 2d4 penalty to Strength for 2d4 rounds and take 2d8 points of sonic damage. 
  Creatures smaller than the androsphinx are knocked prone. A Death save negates the 
  Strength penalty and being knocked prone.
  Sphinx (Androsphinx)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Hills
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  595
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Claw 1d4 or Gore 
  1d6
  Claw 1d6 or Gore 
  2d4
  Claw 1d8 or Gore 
  2d6
  Claw 2d6 or Gore 
  3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Swooping 
  Charge
  A charging criosphinx deals 2d6 additional piercing damage with its gore attack. A 
  flying criosphinx who drops at least 20 feet in altitude as part of a charge doubles 
  this additional damage instead (only the additional damage is doubled).
  Sphinx (Criosphinx)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Hills
    Rarity
  Rare
    Role
  Solider / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  
  596
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  6 + 6
  7 + 7
  9 + 9
  ATT Attacks
  Claw 1d10
  Claw 2d6
  Claw 3d6
  Claw 4d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  NEUTRAL
  XP 
  Experience
  225
  650
  900
  1,100
    Special Abilities
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Sphinx (Gynosphinx)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Hills
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Cult (3-6x)
    Treasure
  Double
  
  597
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d8 or Claw 
  1d4
  Bite 1d10 or Claw 
  1d6
  Bite 2d8 or Claw 
  1d8
  Bite 3d8 or Claw 
  2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Shriek
  The shrill shriek of a hieracosphinx deafens nonsphinxes within a 60-foot-radius 
  spread for 2d4 rounds (Paralysis save negates). Once a creature successfully saves 
  against this effect, it is immune to the hieracosphinx's shriek for 24 hours. Using this 
  ability is a standard action.
  Sphinx (Hieracosphinx)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Hills
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Flock (3-8x)
    Treasure
  Incidental
  
  598
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 
  1 save.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Black Widow)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary
    Treasure
  Incidental
  
  599
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Leg 2d6 or Bite 1d6 Leg 2d8 or Bite 1d8 Leg 3d8 or Bite 
  2d6
  Leg 4d8 or Bite 
  3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  All-Around 
  Vision
  You can see in all directions at once. You cannot be flanked.
  Collapse
  As a full-round action, a cutlass spider may withdraw the magical energy holding its 
  body together and fall into a heap of blades and wooden pieces.
  Shared 
  Enhancement
  Should a cutlass spider have a magical weapon incorporated into its body it shares 
  the weapon's enhancement bonus and special abilities with all of its natural attacks.
  Weapon Thief
  A cutlass spider that disarms an opponent incorporates the disarmed weapon into 
  its body.
  Spider (Cutlass)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  600
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d2
  Bite 1d3
  Bite 1d4
  Bite 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 
  1 save.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Drain)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Urban
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Colony (3-8x)
    Treasure
  Incidental
  
  601
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Injury; save Death; 1d4 Wisdom damage; cure 1 save.  
  Spider (Dream)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Tropical Forest or Any Urban
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Nest (3-8x)
    Treasure
  Special (see below)
  
  602
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Bite - injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Constitution damage 
  and staggered; cure 2 saves.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Giant Black Widow)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Colony (3-8x)
    Treasure
  Incidental
  
  603
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Spider (Giant Crab)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm or Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Colony (3-10x)
    Treasure
  Incidental
  
  604
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 2d6
  Bite 2d8
  Bite 3d8
  Bite 4d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 
  1 save.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Giant Tarantula)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Uncommon
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Colony (3-8x)
    Treasure
  Incidental
  
  605
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 
  1 save.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Colony (3-8x)
    Treasure
  Incidental
  
  606
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 4d4
  Bite 4d4
  Bite 4d6
  Bite 4d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 
  1 save.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Goliath)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests or Swamps
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Colony (3-6x)
    Treasure
  Incidental
  
  607
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  4
  4
  6
  7
  ATT Attacks
  Bite 2d6
  Bite 2d8
  Bite 3d8
  Bite 4d8
  THACO
  16 [+3]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Strength damage and 
  1d4 Dexterity damage; cure 1 save.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Ogre)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Hills or Underground
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  608
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Bite-injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 
  1 save.  
  Web
  You can use webs to support yourself and up to one additional creature of the same size. 
  In addition, you can throw a web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is 
  effective against targets up to one size category larger than you. An entangled creature can 
  escape with a successful Dexterity check or burst the web with a Strength check. Attempts 
  to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets 
  of sticky webbing up to three times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. Approaching creatures must 
  succeed on a Perception check to notice a web; otherwise they stumble into it and become 
  trapped as though by a successful web attack. Attempts to escape or burst the webbing gain 
  a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A 
  creature can move across its own web at its climb speed and can pinpoint the location of 
  any creature touching its web.
  Spider (Scarlet)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Colony (3-8x)
    Treasure
  None
  
  609
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Web
  You can use webs to support yourself and up to one additional creature of the same 
  size. In addition, you can throw a web up to eight times per day. This is similar to 
  an attack with a net but has a maximum range of 50 feet, with a range increment 
  of 10 feet, and is effective against targets up to one size category larger than you. 
  An entangled creature can escape with a successful Dexterity check or burst the 
  web with a Strength check. Attempts to burst a web by those caught in it suffer a -4 
  penalty. Web spinners can create sheets of sticky webbing up to three times their 
  size. They usually position these sheets to snare flying creatures but can also try 
  to trap prey on the ground. Approaching creatures must succeed on a Perception 
  check to notice a web; otherwise they stumble into it and become trapped as though 
  by a successful web attack. Attempts to escape or burst the webbing gain a +5 
  bonus if the trapped creature has something to walk on or grab while pulling free. 
  A creature can move across its own web at its climb speed and can pinpoint the 
  location of any creature touching its web.
  Spider (Web Tyrant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Colony (3-8x) / Companion
    Treasure
  None
  
  610
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d8 or Pincers 
  1d6 or Sting 1d6
  Bite 1d8 or Pincers 
  1d6 or Sting 1d6
  Bite 2d6 or 
  Pincers 1d8 or 
  Sting 1d8
  Bite 3d6 or Pincers 
  2d6 or Sting 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Implant
  A spider eaters grows its eggs inside of a living host. Implanting an egg in a host 
  is a full-round action that provokes attacks of opportunity, and the target must be 
  helpless but alive. Once an egg is implanted, it exudes paralytic enzymes that not 
  only keep the victim in state of perpetual paralysis, but also keep it nourished and 
  alive in its comatose but fully aware state. This condition lasts until the egg hatches 
  in 1d6 weeks, at which point the young spider eater consumes most of its host, 
  killing it. An egg can be surgically removed with a Heal check (this check deals 2d6 
  points of damage to the host regardless of success), at which point the host recovers 
  from the paralysis in 1d6 rounds. Any magical effect that removes paralysis or 
  disease (such as remove paralysis, remove disease, or heal) also destroys the egg, but 
  mere immunity to paralysis or disease does not offer protection.
  Poison
  Sting-injury; save Death; frequency 1/minute for 6 minutes; effect paralysis for 1 
  minute; cure 1 save
  Spider Eater
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Brood (2-12x)
    Treasure
  None
  
  611
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Swarm 1d6
  Swarm 2d6
  Swarm 1d3
  Swarm 4d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Poison
  Swarm-injury; save Death; frequency 1/round for 2 rounds; effect 1d2 Strength 
  damage; cure 1 save.  
  Spider Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Tangle (3-6x), or Colony (11-20x)
    Treasure
  None
  
  612
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d8
  Slam 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)  Climb 15’ (5’)  Swim 15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Firm Grip
  A spiny starfish excels at grappling prey, and it gains a +6 bonus on grapple checks 
  and all checks or attack rolls to physically grab or engage with an enemy.
  Rapid Healing
  A spiny starfish heals very quickly, regaining 14 hit points each hour.
  Spiny Starfish
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Cluster (3-8x)
    Treasure
  Standard
  
  613
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Light Crossbow 1d6 
  or Morningstar 1d6
  Light Crossbow 1d6 
  or Morningstar 1d8
  Light Crossbow 
  1d8 or 
  Morningstar 1d10
  Light Crossbow 
  1d10 or 
  Morningstar 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Size Alteration
   At will as a standard action, a spriggan can change his size between Small 
  and Large. Weapons, armor, and other objects on the spriggan's person grow 
  proportionally when he changes size (objects revert to normal size 1 round after a 
  spriggan releases them). When a spriggan becomes Large, his speed increases to 30 
  feet, he gains +12 Strength, -2 Dexterity, and +6 Constitution, and he takes a -2 size 
  penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial 
  spell-like abilities (although if he possesses either from class levels or templates, he 
  retains their use in both sizes).
  Spriggan
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Hills or Forests
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Mob (3-12x)
    Treasure
  Incidental
  
  614
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Dagger 1d3
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Breath Weapon
   15' Cone of Fire: Effect 4d8 fire damage; save Breath halves damage; usable once 
  every 2d4 rounds.  You are immune to your own breath weapon.
  Frightening Gaze Any creature within a 10-ft. radius upon whom Spring-Heeled Jack's gaze falls is 
  panicked for 1d6 rounds. A successful Paralysis save negates.
  Vault
  Spring-Heeled Jack can jump up to 20 feet (vertically or horizontally in any 
  combination) as a move action without provoking attacks of opportunity.
  Spring-Heeled Jack
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary
    Treasure
  Double
  
  615
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Shortbow 1d6/x3 
  or Shortsword 1d8
  Shortbow 1d6/x3 
  or Shortsword 1d10
  Shortbow 1d8/x3 
  or Shortsword 2d6
  Shortbow 1d10/x3 
  or Shortsword 2d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  45’ (15’)  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Luminous
  A sprite naturally sheds light equal to that provided by a torch. A sprite can control 
  the color and intensity of the light as a swift action, reducing it to the dimness of a 
  candle or even extinguishing its luminosity entirely if it wishes.
  Sprite
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Troop (3-6x), Band (7-14x), or Tribe (15-40x)
    Treasure
  Standard
  
  616
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d3 or 
  Tentacles 1d4
  Bite 1d4 or 
  Tentacles 1d6
  Bite 1d4 or 
  Tentacles 1d6
  Bite 1d6 or 
  Tentacles 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)  Jet 720’ (240’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Ink Cloud
  A squid can emit a 5 foot-radius cloud of ink once per minute as a free action while 
  underwater. This cloud provides total concealment. The ink persists for 1 minute.
  Jet
  A squid can jet in a straight line as a full-round action. It does not provoke attacks of 
  opportunity while jetting.
  Squid
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or School (3-12x)
    Treasure
  None
  
  617
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Arms 1d4 or Bite 
  1d10 or Tentacles 
  4d4
  Arms 1d6 or Bite 
  2d6 or Tentacles 
  4d6
  Arms 1d8 or Bite 
  3d6 or Tentacles 
  4d8
  Arms 2d6 or Bite 
  4d6 or Tentacles 
  8d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  Swim 180’ (60’)  Jet 780’ (260’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Ink Cloud
  A squid can emit a 20 foot-radius cloud of ink once per minute while underwater. 
  This cloud provides total concealment. The ink persists for 1 minute.
  Jet
  A squid can jet in a straight line as a full-round action. It does not provoke attacks of 
  opportunity while jetting.
  Squid (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Common
    Role
  Brute / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  618
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6 or 
  Tentacles 1d3
  Bite 1d8 or 
  Tentacles 1d4
  Bite 1d10 or 
  Tentacles 1d6
  Bite 2d6 or 
  Tentacles 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Photophores
  Once per day as a standard action while underwater, the vampire squid can 
  release a 15-foot cone of disorienting bioluminescent mucus from its photophores, 
  illuminating the area with dim light. A creature within this shimmering cloud of blue 
  light must succeed at a Paralysis save or be dazzled for as long as it remains in the 
  cloud and for 1 round thereafter. The cloud persists for 1d4+1 rounds.
  Pressure 
  Adaptation
  A vampire squid takes no pressure damage from changes in water depth.
  Squid (Vampire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or School (3-8x)
    Treasure
  None
  
  619
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Squirrel
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Scurry (3-8x)
    Treasure
  None
  
  620
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Glide
  A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must 
  end its movement at least 5 feet lower in elevation than where it started.
  Squirrel (Flying)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  621
  S
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Claw 1d6 or Tail 
  1d10
  Claw 1d6 or Tail 
  1d10
  Claw 1d8 or Tail 
  2d6
  Claw 3d6 or Tail 
  4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 240’ (80’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Dreamwarden
  Any sleeping creature within 30 feet of a star monarch is protected by Protection from Evil (Wand save negates).
  Glowsap
  A creature struck by a Star Monarch's spittle (30-ft range) is affected as by a Tanglefoot Bag. Under starlight or 
  moonlight, the victim also glows as if under Faerie Fire.
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a single action.  A monster with 
  the rake ability must begin its turn already grappling to use its rake-it can't begin a grapple and rake in the same 
  turn.
  Starflight
  In outer space, this creature can survive in the void and fly at incredible speed. Travel times vary, but a trip 
  within a single solar system should take 3d20 hours, and a trip beyond should take 3d20 days or more if the 
  dragon knows the way to its destination. An outer dragon can carry one rider of one size category smaller than 
  itself, four passengers two sizes smaller, eight passengers three sizes smaller, or 16 passengers four or more sizes 
  smaller. Passengers are protected from the void of outer space.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Toxic Flesh
  A creature injecting any part of a Star Monarch becomes sickened for 1d4 rounds and is affected as though it 
  had consumed a dose of Arsenic (Death save negates).
  Star Monarch
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary, Pair, or Rabble (3-6x)
    Treasure
  None
  
  622
  S
  AC 
  Armor Class
  2 [17]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  5
  7
  10
  12
  ATT Attacks
  -
  -
  -
  -
  THACO
  15 [+4]
  13 [+6]
  11 [+8]
  10 [+9]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Average) Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, whichever is greater), when you make a 
  successful attack roll while grappling an enemy in melee (in addition to any other effects caused by a successful check, including additional damage).
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action 
  may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can 
  resist the effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is 
  immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Immortality
  A star-spawn of Cthulhu does not age, nor does it need to eat or breathe. Only violence can bring about the death of one of these creatures.
  Limited Starflight
  A star-spawn of Cthulhu can survive in the void of outer space, and its wings allow it to use its fly speed in outer space despite the lack of air. Unlike full starflight (like that 
  of the mi-go), a star-spawn of Cthulhu's ability to fly in outer space does not allow it to reach unusual speeds. When it wishes to fly to another world, the creature relies 
  entirely upon its immortality and patience to complete the journey. When speed is required, it instead uses its gate ability to make the journey quickly.
  No Breath
  A creature with this ability does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks 
  that do not require breathing.
  Overwhelming 
  Mind
  A star-spawn of Cthulhu's mind is overwhelming in its power and alien structure. The first time a creature other than an outsider (excluding native outsiders) or 
  aberration makes mental contact with a star-spawn of Cthulhu, it must succeed at a Wand save or be stunned for 1d4 rounds. On a successful save, the creature is merely 
  staggered for 1 round. This effect can occur whether the star-spawn of Cthulhu initiates mental contact (such as via a demand, dream, nightmare, or sending spell-like 
  ability, or once per round merely by telepathic communication) or another creature attempts to do so (such as via detect thoughts or dominate monster). Once a creature 
  is exposed to a specific star-spawn of Cthulhu's overwhelming mind, it is immune to this effect from all star-spawn of Cthulhu for 24 hours. This is a mind-affecting effect.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed 
  limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple creatures at once telepathically, although 
  maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Star-Spawn of Cthulhu
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary, Pair, or Cult (3-6x)
    Treasure
  Standard
  
  623
  S
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  7
  ATT Attacks
  Slam 2d8
  Slam 2d8
  Slam 2d10
  Slam 6d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)  Fly 450’ (150’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  650
  900
    Special Abilities
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can 
  summon any nonmagical weapon as a standard action (including special materials); the weapon disappears if it leaves the 
  herald's grasp.
  Change Shape
  Incorporeal form; when incorporeal, the herald can use her spell-like abilities and gaze attack but can't make slam attacks.
  Fast Healing
  This creature regains hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts or allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end 
  immediately.
  Fate Aura
  The herald's aura acts as Consecrate and grants her a +4 deflection bonus to AC, a +5 insight bonus to AC, and +4 bonus on 
  saving throws. Any creature striking the herald from within her aura either is blinded or takes 1d6 points of Strength damage 
  (herald's choice, Wand save negates).
  Gaze
  Dazed 2d6 rounds (or stunned if 5 HD or fewer, or held for 2d6 rounds if undead), 60 feet; Paralysis save negates. A creature 
  that succeeds at its save is immune to the gaze for 24 hours. This is a mind-affecting effect (or a necromancy effect against 
  undead).
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally against incorporeal targets.
  Spiritsense
  This creature notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the 
  blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures 
  (such as normal trees).
  Tugging Strands
  The herald can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is 
  revealed. The result of the reroll must be taken, even if it is worse than the original roll. She can use this ability 3 times per day.
  Steward of the Skein
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Extraplanar)
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  624
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  6 + 6
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  125
  350
  650
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Disease
  Any creature subjected to a stirge's blood drain attack has a 10% chance of being 
  exposed to filth fever, blinding sickness, or a similar disease. Once this check is 
  made, the victim can no longer be infected by this particular stirge, though attacks 
  by different stirges are resolved normally and may result in multiple illnesses.
  Stirge
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Swamps
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Colony (2-4x), Flock (5-8x), Storm (9-14x), or Swarm (15-40x)
    Treasure
  None
  
  625
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Spear 1d8x3
  Spear 1d8x3
  Spear 1d10x3
  Spear 2d6x3
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Nocturnal
  Strix gain a +2 racial bonus on perception and stealth based checks in dim light or 
  darkness.
  Strix
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Mountains
    Rarity
  Uncommon
    Role
  Soldier / Minion
    # Encountered
  Solitary, Hunting Party (3-6x), War Party (5-12x), or Tribe (22x+)
    Treasure
  Incidental
  
  626
  S
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d6 or Talons 
  1d4 or Wing Razors 
  1d6 or Wings 1d4
  Bite 1d8 or Talons 
  1d6 or Wing Razors 
  1d6 or Wings 1d6
  Bite 2d6 or Talons 
  1d8 or Wing 
  Razors 1d8 or 
  Wings 1d8
  Bite 3d6 or Talons 
  2d6 or Wing 
  Razors 2d6 or 
  Wings 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 360’ (120’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at 
  the start of the affected creature's turn. This bleeding can be stopped by a successful Heal skill check 
  or through the application of any magical healing.
  Glare
  In any area of normal or brighter light, a stymphalidies can ruffle its metallic feathers in such a way 
  as to blind all creatures nearby. Any creature within 30 feet must succeed at a Paralysis save or be 
  blinded for 1d6 minutes. A creature can defend against this effect in the same way it would a gaze 
  attack. This is a sight-based effect. 
  Vulnerability to 
  Sonic
  You take half again as much (+50%) damage as normal from Sonic, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Wing Razors
  A stymphalidies's metallic feathers are razor-sharp. In addition to being able to slash creatures with its 
  wings as a melee attack, it may beat its wings, flinging two large, feathered shards at a single target. 
  These wing razors deal 2d6 slashing damage and cause bleed, with a range increment of 50 feet.  A 
  stymphalidies can use this attack a number of times per day equal to its Constitution modifier.
  Stymphalidies
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains or Coastlines
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary, Pair, or Flight (3-9x)
    Treasure
  Incidental
  
  627
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Longsword 1d8 or 
  Light Crossbow 1d8 
  or Dagger 1d4
  Longsword 1d10 or 
  Light Crossbow 1d8 
  or Dagger 1d4
  Longsword 2d6 
  or Light Crossbow 
  1d8 or Dagger 
  1d4
  Longsword 2d8 
  or Light Crossbow 
  1d10 or Dagger 
  1d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Suli
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Leader / Normal
    # Encountered
  Single, Pair, or Group (3-6x)
    Treasure
  Incidental
  
  628
  S
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Composite 
  Longbow 2d6/x3 
  or Scimitar 1d8
  Composite 
  Longbow 2d8/x3 
  or Scimitar 1d10
  Composite 
  Longbow 3d6/x3 
  or Scimitar 2d6
  Composite 
  Longbow 3d8/x3 
  or Scimitar 2d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  150’ (50’)  Fly 300’ (100’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  650
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving resistance.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can 
  summon any nonmagical weapon as a standard action (including special materials); the weapon disappears if it leaves the 
  herald's grasp.
  Change Shape
  Small or Medium humanoid or elemental (as Alter Self or Elemental Body II).
  Protective Aura
  Creatures of opposing alignment to this creature must attempt a Spell save each time they wish to attack this creature; failure 
  means they cannot attack.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Stun
  If Thalachos strikes a creature twice in the same round with his scimitars (whether two strikes with one scimitar or one strike 
  with each), that creature must succeed at a Paralysis save or be stunned for 1d6 rounds.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
  Uncanny Dodge
  You can react to danger before your senses would normally allow you to do so. You cannot be caught by surprise.
  Sunlord Thalachos
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  629
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Vine 1d3
  Vine 1d4
  Vine 1d6
  Vine 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  45’ (15’)  Climb 45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Blood Sense
  A suture vine can sense badly wounded creatures, including those at less than half 
  their normal hit point total or suffering from bleed damage, as if it had the scent 
  ability.
  Seal Wound
  A suture vine instinctively latches on to a creature that suffers from bleed damage or 
  is at less than half its normal hit point total. When it attempts to seal wounds in this 
  way, it must make a normal vine attack but gains the attach ability. If it successfully 
  attaches to the target (dealing damage as normal), any bleed damage currently 
  suffered by the target immediately ends. The suture vine remains attached for 24 
  hours, gaining nutrients from sipping at the victim's blood but never enough to 
  cause any further damage. The vine drops off automatically once a target has no hit 
  point damage or 24 hours have passed, whichever comes first. A suture vine can 
  seal wounds in this manner only once per day.
  Suture Vine
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Clinic (3-5x)
    Treasure
  None
  
  630
  S
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  5 [14]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d10
  Slam 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Bane
  Once per day, a svartalfar can imbue one of its weapons with the bane weapon 
  special ability. It must select one creature type (and subtype, if choosing humanoid 
  or outsider) when it uses this ability. This lasts for 1 hour. This ability only functions 
  while the svartalfar wields the weapon.  Bane grants an additional +2 on attack rolls 
  and +2d6 on damage.
  Light Blindness
  You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight 
  spell. You are dazzled as long as you remain in areas of bright light.
  Svartalfar
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Shadow Plane)
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, Cabal (3-12x), or Clan (10-30x)
    Treasure
  Incidental
  
  631
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Heavy Pick 1d4x4 
  or Light Crossbow 
  1d6
  Heavy Pick 1d6x4 
  or Light Crossbow 
  1d6
  Heavy Pick 1d8x4 
  or Light Crossbow 
  1d8
  Heavy Pick 2d6x4 
  or Light Crossbow 
  1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful Breath 
  saving throw against an attack that normally deals half damage on a successful save, you 
  instead take no damage. Evasion can only be used if you are wearing light armor or no 
  armor. If you are helpless, you do not gain the benefit of evasion.
  Fortunate
  Svirfneblin have a +2 racial bonus on all saving throws.
  Hatred
  Svirfneblin have a +1 racial bonus on attack rolls against dwarves and reptilian humanoids.
  Skilled
  Svirfneblin have a +2 racial bonus on stealth, alchemy, visual, and stealth checks 
  underground.
  Stonecutting
  Svirfneblin receive a +2 bonus on checks to potentially notice unusual stonework, such as 
  traps and hidden doors located in stone walls or floors. They receive a check to notice such 
  features whenever they pass within 10 feet of them, whether or not they are actively looking.
  Svirfneblin
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Minion
  Lurker / Minion
  Lurker / Normal
  Lurker / Normal
    # Encountered
  Solitary, Company (2-4x), Squad (5-20x+), or Band (30-50x+)
    Treasure
  Incidental
  
  632
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Wing 
  1d3
  Bite 1d8 or Wing 
  1d4
  Bite 1d10 or Wing 
  1d6
  Bite 2d6 or Wing 
  1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 300’ (100’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Swan (Trumpeter)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Lakes or Swamps
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-10x)
    Treasure
  None
  
  633
  S
  AC 
  Armor Class
  8 [11]
  7 [12]
  7 [12]
  5 [14]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Longbow 1d8/x3 
  or Longsword 1d8
  Longbow 1d8/x3 
  or Longsword 1d10
  Longbow 1d8/x3 
  or Longsword 2d6
  Longbow 1d10/x3 
  or Longsword 2d8
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  60’ (20’)  Fly 90’ (30’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  275
  450
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a polymorph spell, but you do not adjust 
  your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Feather Cloak
  Without her feather cloak, a swan maiden can't use her change shape ability.
  Trackless Step
  A fey creature does not leave a trail in natural surroundings and cannot be tracked. 
  It can choose to leave a trail, if it so desires.
  Transformation 
  Ritual
  A swan maiden can transform a willing good female humanoid into a swan maiden 
  via a ritual that takes 24 hours. The humanoid loses her class and racial abilities.
  Swan Maiden
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Lakes or Swamps
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Flock (3-10x)
    Treasure
  Standard
  
  634
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Swarm 1d6
  Swarm 2d6
  Swarm 3d6
  Swarm 4d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Swarm (Snake)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary or Nest (2-4x)
    Treasure
  None
  
  635
  S
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Swarm 1d6
  Swarm 1d8
  Swarm 1d10
  Swarm 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Poison
  Swarm-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Constitution 
  damage; cure 2 consecutive saves.  
  Swarm (Venomous Snake)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Common
    Role
  Brute / Elite
    # Encountered
  Solitary, Nest (2-4x), or Knot (5-7x)
    Treasure
  None
  
  636
  S
  AC 
  Armor Class
  9 [10]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Dagger 1d4
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Sylph
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
  Skirmisher / Minion
  Skirmisher / Normal
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Gang (3-6x)
    Treasure
  Incidental
  
  637
  S
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Quarterstaff 1d6
  Quarterstaff 1d6
  Quarterstaff 1d8
  Quarterstaff 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Pride
  Syrinx receive a +2 racial bonus on saving throws against mind-affecting effects .
  Speak with 
  Avians
  Syrinx can speak with all birds of the animal creature type and bird-like magical 
  beasts
  Syrinx Adept
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Mountains
    Rarity
  Rare
    Role
  Controller / Minion
    # Encountered
  Solitary, Pair, or Cell (3-8x)
    Treasure
  Standard
  
  638
  T
  AC 
  Armor Class
  2 [17]
  2 [17]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  8
  ATT Attacks
  Claw 2d6/x3 or Wing 
  3d3
  Claw 2d6/x3 or Wing 
  3d3
  Claw 3d6/x3 or 
  Wing 3d4
  Claw 6d6/x3 or 
  Wing 3d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 540’ (180’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  450
  1,100
  1,350
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving resistance.
  Benevolent Mercy
  When Talmandor uses his lay on hands ability, he also removes all of the following conditions from the target: dazed, nauseated, paralyzed, poisoned, sickened, and stunned.
  Channel Positive Energy
  This creature can channel positive energy in a 30-foot burst as a good cleric. This ability requires no divine focus and inflicts 2d6 damage against undead creatures (Death save 
  halves), healing living creatures for the same amount.
  Coruscating Charge
  When Talmandor charges, he can transform his body into golden light. He becomes incorporeal until he arrives at the end of his charge and makes his physical attacks. In this 
  form, he radiates light as a daylight spell.
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful Breath saving throw against an attack that normally deals half damage on a successful save, you 
  instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become 
  frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with 
  a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful 
  presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Lay on Hands
  You can heal wounds (your own or those of others) by touch. Each day you can use this ability 5 times per day. With one use of this ability, you can heal 2d6 hit points of damage. 
  Using this ability is a standard action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage 
  to undead creatures, dealing that same amount of enervation damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. 
  Undead do not receive a saving throw against this damage.
  Protective Aura
  Creatures of opposing alignment to this creature must attempt a Spell save each time they wish to attack this creature; failure means they cannot attack.
  Quell the Profane
  Talmandor's frightful presence aura affects only evil creatures. Evil creatures inside Talmandor's protective aura also become sickened, and profane bonuses are suppressed within 
  his aura unless their caster level exceeds 20th.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Sacred Slasher
  When attacking with his claws, threatens a critical hit on a roll of 18–20 and multiplies critical hit damage by 3. His claws overcome all damage reduction of evil creatures.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
  Talmandor
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Extraplanar)
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  639
  T
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  5 + 10
  7 + 14
  9 + 18
  10 + 20
  ATT Attacks
  Bite 4d4 or Claw 
  2d6 or Tail Slap 
  2d6
  Bite 4d4 or Claw 
  2d6 or Tail Slap 
  2d6
  Bite 4d6 or Claw 
  2d8 or Tail Slap 
  2d8
  Bite 8d6 or Claw 
  4d8 or Tail Slap 
  4d8
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  90’ (30’)  Fly 600’ (200’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  900
  1,100
  1,350
    Special Abilities
  Breath Weapon
   A taniniver's breath weapon is a hideous gray cloud of disease particles. Any creature in the area 
  must succeed at a Death save or contract mummy rot. The disease is contracted immediately (the 
  onset period does not apply) and is an instantaneous effect. Ongoing saving throws against the 
  disease use the dragon's breath weapon DC.
  Disease
  A taniniver's natural attacks infect its opponent with a random disease from the following list: 
  blinding sickness, bubonic plague, cackle fever, leprosy, mindfire, or shakes. 
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of 
  an attack or charge. Opponents within range who witness the action may become frightened or 
  shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than 
  the creature has. An affected opponent can resist the effects with a successful Death save. On a 
  failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the 
  saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting 
  fear effect.
  Negative Energy 
  Affinity
  The creature is alive, but reacts to positive and negative energy as if it were undead - positive energy 
  harms it, negative energy heals it.
  Taniniver
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  640
  T
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Quarterstaff 1d6 or 
  Sling 1d4 or Slam 
  1d6
  Quarterstaff 1d6 or 
  Sling 1d4 or Slam 
  1d8
  Quarterstaff 1d8 
  or Sling 1d4 or 
  Slam 1d8
  Quarterstaff 2d6 or 
  Sling 1d6 or Slam 
  1d10
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of 
  creature (usually a humanoid), but retains most of your own physical qualities. You 
  cannot change shape to a form more than one size category smaller or larger than 
  your original form. This ability functions as a polymorph spell, but you do not adjust 
  your ability scores (although you gain any other abilities of the creature you mimic). 
  Unless otherwise stated, you can remain in an alternate form indefinitely.
  Sake Affinity
  As a swift action, a tanuki can take a swig of sake from the gourd it always carries 
  at its side. When it does so, it gains the effect of one of the following spells at 
  caster level 7th: divine favor, false life, haste, or rage. Unusual tanukis might have 
  additional spell effect choices at the GM's discretion. Each time a tanuki takes a swig 
  of sake, it becomes progressively drunker and takes a -1 penalty to its AC and on 
  Reflex saves for 1 minute. These penalties stack.
  Tanuki
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Urban
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Gathering (3-8x)
    Treasure
  Standard
  
  641
  T
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Vulnerability to 
  Sonic
  You take half again as much (+50%) damage as normal from Sonic, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Taotieh
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary or Pair
    Treasure
  Incidental
  
  642
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Hardy
  A giant tardigrade is able to endure extreme conditions for extended periods of 
  time. It is unharmed by extreme cold, extreme heat, and less extreme temperatures. 
  It takes no damage from decompression (such as in the vacuum of space) or high-
  pressure environments (such as in extremely deep water).
  Tardigrade (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Colony (3-20x)
    Treasure
  None
  
  643
  T
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  7 + 7
  9 + 9
  12 + 12
  14 + 14
  ATT Attacks
  Bite 4d6/x3 or Claw 
  1d10 or Gore 1d8 or 
  Spine 2d8/x3 or Tail 
  Slap 3d6
  Bite 4d6/x3 or Claw 
  1d10 or Gore 1d8 or 
  Spine 2d8/x3 or Tail 
  Slap 3d6
  Bite 4d8/x3 or Claw 
  1d12 or Gore 1d10 or 
  Spine 2d10/x3 or Tail 
  Slap 3d8
  Bite 8d6/x3 or Claw 
  3d6 or Gore 2d8 or 
  Spine 4d8/x3 or Tail 
  Slap 6d6
  THACO
  13 [+6]
  12 [+7]
  10 [+9]
  9 [+10]
  MV 
  Move
  120’ (40’) , Rush
  SV 
  Saves
   
  D 
  Death
   
  W 
  Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  2
  3
  4
  3
  6
  4
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  900
  1,100
  1,350
  2,000
    Special Abilities
  Carapace
  The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There 
  is a 30% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents 
  within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents 
  with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a 
  failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to 
  your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also 
  does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither 
  and die normally.
  Rush
  Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This also grants the creature a +8 bonus on 
  Dexterity-based checks for 1 round.
  Spines
  The tarrasque can loose a volley of six spear-like spines from its body with a toss of its head or a lash of its tail. Make an attack 
  roll for each spine-all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the Attack 
  hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects 
  outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only one target 
  swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from the corpse 
  using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's weakest 
  normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal to 1/4 the 
  creatures' total HP max).
  Tarrasque
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  644
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Tarsier's Leap
  A tarsier's long hind limbs make it an excellent leaper. A tarsier attempts Dexterity-
  based checks to jump as though it had a running start and doesn't take a penalty on 
  such  checks to jump from having a slow base speed.
  Tarsier
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Family (3-6x)
    Treasure
  None
  
  645
  T
  AC 
  Armor Class
  4 [15]
  4 [15]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Bite 1d4
  Bite 1d4
  Bite 1d6
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Change Shape
  All rakshasas have the ability to change shape into any humanoid, as if using alter 
  self.
  Detect Thoughts
  A rakshasa can detect thoughts as per the spell of the same name. A rakshasa can 
  suppress or resume this ability as a free action. When a rakshasa uses this ability, 
  it always functions as if it had spent 3 rounds concentrating and thus gains the 
  maximum amount of information possible. 
  Martial Artist
  A tataka's unarmed strikes deal lethal bludgening damage. If a tataka gains monk 
  levels, it uses its tataka unarmed strike damage or its monk unarmed strike damage, 
  whichever is higher. Its unarmed strikes function as lawful and evil weapons for 
  overcoming damage reduction.
  Tataka (Rakshasa)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary, Pair, or Patrol (3-6x)
    Treasure
  Standard
  
  646
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 6
  4 + 8
  6 + 12
  7 + 14
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Poison Gasp
  A tatzlwyrm's breath contains a poisonous vapor. While grappling, instead of 
  making a bite or rake attack, a tatzlwyrm can breathe poison into its victim's face. A 
  tatzlwyrm must begin its turn grappling to use this ability-it can't begin a grapple and 
  use its poison gasp in the same turn. Tatzlwyrm poison: Breath-inhaled; save Death; 
  frequency 1/round for 2 rounds; effect 1d2 Strength damage; cure 1 save. 
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Tatzlwyrm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Rare
    Role
  Leader / Minion
    # Encountered
  Solitary or Nest (2-5x)
    Treasure
  Standard
  
  647
  T
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d10 or 
  Tentacle 1d4
  Bite 2d6 or Tentacle 
  1d6
  Bite 3d6 or 
  Tentacle 1d8
  Bite 4d6 or 
  Tentacle 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Paralysis
  You can render your victims immobile. Paralyzed creatures cannot move, speak, or take any physical 
  actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a 
  character can usually resist it with a Paralysis saving throw. Unlike hold person and similar effects, a 
  paralysis effect does not allow a new save each round. A winged creature flying in the air at the time 
  that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully 
  the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and 
  Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold 
  damage at the start of each of the creature's turns. The creature can have only one target swallowed 
  at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round 
  equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires cutting 
  your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Tendriculos
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Grove (3-6x)
    Treasure
  Standard
  
  648
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d10
  Bite 2d6
  Bite 3d6
  Bite 4d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Acid
  The acid of a tenebrous worm's bite inflicts an additional 2d4 damage, and affects 
  only organic matter - as it dissolves creatures, it converts their flesh to shadow that 
  swiftly fades away, leaving raw, jagged wounds behind. In dim light, acid damage 
  dealt by a tenebrous worm's bite doubles, while in darkness or bright light, the acid 
  damage is reduced by half (rounded down).
  Bristles
  Long bristles of shadowstuff extend from between the tenebrous worm's armor 
  plates. These bristles react swiftly to attacks, stabbing at any creature that attempts 
  to harm the worm. Each time a creature attacks a tenebrous worm, it must make 
  a Breath save to avoid being punctured by several bristles. Each time a creature 
  is punctured by these bristles, it takes 1d6 piercing damage and is exposed to 
  the tenebrous worm's poison. A creature that grapples a tenebrous worm is 
  automatically hurt by these bristles.
  Poison
  Bristles - injury; save Death, frequency 1/round for 6 rounds, effect paralysis for 1d4 
  rounds plus 1d2 Constitution damage (the duration of the paralysis is cumulative 
  with each failed save), cure 2 consecutive saves. 
  Tenebrous Worm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (Plane of Shadow)
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary, Pair, or Swarm (3-6x)
    Treasure
  None
  
  649
  T
  AC 
  Armor Class
  9 [10]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Dagger 1d4 or Bite 
  1d4 or Shortbow 
  1d6/x3
  Dagger 1d4 or Bite 
  1d6 or Shortbow 
  1d6/x3
  Dagger 1d4 
  or Bite 1d8 or 
  Shortbow 1d6/x3
  Dagger 1d6 or Bite 
  1d10 or Shortbow 
  1d8/x3
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Sneaky
  Tengu gain a +2 racial bonus on Perception and Stealth.
  Tengu
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Mountains or Urban
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
  Skirmisher / Minion
  Skirmisher / Normal
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Conspiracy (3-12x)
    Treasure
  Incidental
  
  650
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Sting 1d6 or 
  Tentacle 1d6
  Sting 1d8 or 
  Tentacle 1d8
  Sting 1d8 or 
  Tentacle 1d8
  Sting 2d6 or 
  Tentacle 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  All-Around 
  Vision
  You can see in all directions at once. You cannot be flanked.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Poison
  Sting - injury; save Death; frequency 2 rounds; effect 1d4 Constitution damage plus 
  nausea; cure 1 save.  
  Tentamort
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Brood (3-6x)
    Treasure
  Incidental
  
  651
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  10
  10
  10
    Special Abilities
  Gnaw
  A giant termite's bite attack automatically hits against objects with a worse AC than 
  itself, and deals an additional 1d6 acid damage each round.
  Termite (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests, Plains, or Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Nest (3-9x), or Colony (10-60x) / Companion
    Treasure
  None
  
  652
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Longsword 1d8 or 
  Shortsword 1d6 or 
  Slams 1d4
  Longsword 1d8 or 
  Shortsword 1d6 or 
  Slams 1d6
  Longsword 2d6 or 
  Shortsword 1d8 or 
  Slams 1d8
  Longsword 2d8 or 
  Shortsword 1d8 or 
  Slams 1d10
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Keen Weapons
  After it has engaged in at least 1 round of combat, a terra-cotta soldier's weapons 
  automatically gain an increase in the range of their critical hit threat. This effect 
  persists until the end of the battle.
  Rank Fighting
  Whenever a terra-cotta soldier is adjacent to another terra-cotta soldier, it gains a +2 
  dodge bonus to its AC and a +2 bonus on saving throws, attack rolls, and damage 
  rolls.
  Terra-Cotta Soldier
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Troop (3-12x), or Army (13x+)
    Treasure
  Incidental
  
  653
  T
  AC 
  Armor Class
  3 [16]
  3 [16]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Longsword 1d8/x3
  Longsword 1d10/
  x3
  Longsword 2d6/
  x3
  Longsword 3d6/x3
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  150’ (50’)  Fly 240’ (80’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Good for the purpose of 
  resolving resistance.
  Change Shape
  Thais can assume the form of a female elf, half-elf, or human from Medium to Huge size at will.
  Charmed Life
  As the personification of luck, Thais gains a +1 luck bonus on all saving throws. Additionally, up to three times 
  per day, she can choose to reroll any die roll that she makes before it results in success or failure. She must take 
  the result of the reroll, even if it’s worse than the original roll.
  Fortune's Kiss
  Three times per day, as a standard action, Thais can blow a kiss that grants good luck to any one creature within 
  30 feet. The target can roll his next d20 roll twice and take the better result.  Note that this effect stacks with +4 
  bonus in that the recipient may roll normally, and then choose to re-roll one d20 die.
  Piercing Gaze
  Thais’s penetrating gaze burns deep into the hearts and souls of enemies within 30 feet. Lawful enemies must 
  make a Spell save or take psychic damage and become dazed. A successful save reduces this damage by half and 
  negates the daze effect. Non-lawful creatures are unaffected by Thais’s gaze. 
  Tyranny's Foil
  Tyranny’s Foil, also known as the Staff of Liberty, is a magical halberd. In addition, three times per day, as a 
  standard action, Thais can use the halberd to open all nonmagical locked doors and bindings and break all non-
  magical chains and shackles within 30 feet (regardless of hardness). If Tyranny’s Foil is ever removed from Thais’ 
  hands, she can summon the weapon back to her grasp as a free action.
  Thais (Herald of Freedom)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elysium)
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  654
  T
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Slam 2d8
  Slam 2d8
  Slam 2d10
  Slam 6d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving resistance.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can 
  summon any nonmagical weapon as a standard action (including special materials); the weapon disappears if it leaves the 
  herald's grasp.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected 
  creature's turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
  Fortification
  The monster has an 75% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification 
  armor.
  Ironsense
  The First Blade automatically detects iron objects within 60 feet, just as if it possessed the blindsight ability.
  Lord of Battle
  The First Blade is proficient in all weapons, and counts as an 18th-level barbarian and fighter for the purposes of all 
  prerequisites.
  No Breath
  A creature with this ability does not breathe, and is immune to effects that require breathing (such as inhaled poison). This 
  does not give immunity to cloud or gas attacks that do not require breathing.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Swarm Form
  The First Blade can transform into a floating swarm of Tiny sharp metal fragments. In this form it has the swarm subtype, 
  cannot make slam attacks, gains the distraction ability, and can make a swarm attack that deals 4d6 points of slashing damage 
  to its targets.
  The First Blade
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Battle
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  655
  T
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  1 [18]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  8 + 8
  9 + 9
  ATT Attacks
  Warhammer 3d6/
  x3
  Warhammer 3d8/
  x3
  Warhammer 3d8/
  x3
  Warhammer 4d8/
  x3
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Lawful
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Ablative 
  Adaptation
  As a standard action, the Grand Defender can shed its outer layer of metal, revealing a slightly smaller version of itself 
  underneath. This new form may be made of cold iron (changing its immunities to all physical attacks except cold iron), mithral 
  (all physical attacks except silver), or iron (all physical attacks except adamantine). Its attacks count as this metal type for 
  overcoming damage reduction. If the herald is brought to 0 hit points, it becomes inert; 1d4 hours after it last took damage, it 
  sheds its outer layer and reanimates at half its normal hit points. Once shed, the outer layer decays into worthless powder over 
  1d4 minutes.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can 
  summon any nonmagical weapon as a standard action (including special materials); the weapon disappears if it leaves the 
  herald's grasp.
  Breath Weapon
  Like an iron golem, as a free action every 1d4 rounds, the Grand Defender can exhale a 10-foot cube of poisonous gas. 
  This gas cloud persists for 1 round; any creature within the area when the Grand Defender creates it (as well as any creature 
  that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison 
  is magically created each time the golem uses this power. Inhaled; save Death; frequency 1/round for 4 rounds; effect -2 
  Constitution; cure 2 saves.  Ability damage suffered from this effect is recovered following magical healing.
  Construct Traits
  Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale 
  effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect 
  also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, 
  exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
  Defender's Shield
  The herald's shield is a +3 heavy steel shield, though it becomes nonmagical if the herald is destroyed or is no longer holding 
  or wearing it.
  Hammer Storm
  The herald can expel a volley of warhammers from its mouth, which functions like a breath weapon (30-foot cone, 2d8 
  bludgeoning damage, Breath save halves, usable 1/day). If the herald is in its cold iron or mithral form, these hammers count 
  as cold iron or silver, respectively. The herald can exclude any number of squares in the cone. The hammer storm creates 
  24 physical warhammers that persist after the instantaneous attack and may be used by creatures (though they're normal 
  warhammers, not masterwork, cold iron, or mithral). The herald can spend 1 minute eating 24 warhammers (or an equivalent 
  amount of metal such as that created by its ablative adaptation ability) to recharge this ability.
  The Grand Defender
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  656
  T
  AC 
  Armor Class
  6 [13]
  5 [14]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Gore 4d4 or Hoof 2d6
  Gore 4d4 or Hoof 2d6
  Gore 4d6 or Hoof 2d8
  Gore 4d8 or Hoof 3d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W 
  Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Good, Lawful for the purpose of resolving resistance.
  Bugle
  The Stag can make a distinctive call that can be heard for miles. All who worship Erastil immediately recognize the sound and know 
  the direction and general distance to it.
  Cascade of 
  Spears
  1/day the Stag can shed fragments of its antlers, creating up to 18 +1 shortspears, +1 spears, or +1 longspears in any combination 
  (or substitute five +1 arrows or +1 bolts for each spear). These weapons retain their magic for 22 minutes, after which they become 
  common weapons made of antler.
  Heroes' Feast
  To cast this spell, the Stag lies down and dies, its body becoming the magical feast. At the next sunrise, it returns to life with full hit 
  points.
  Lay on Hands
  You can heal wounds (your own or those of others) by touch. Each day you can use this ability 14 times per day. With one use of this 
  ability, you can heal 3d8 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a 
  swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing 
  power to deal damage to undead creatures, dealing damage. Using Lay on Hands in this way requires a melee touch attack and 
  doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.
  Protective Aura
  Creatures of opposing alignment to this creature must attempt a Spell save each time they wish to attack this creature; failure means 
  they cannot attack.
  Push
  After making a successful melee strike, you may attempt another strike using the same attack bonus. If successful, this check pushes 
  a creature directly away. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures 
  pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.  Any 
  creature moved by a this push attack must make a Wand saving throw or be Stunned for 1 round.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning 
  (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can 
  die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit 
  points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body 
  parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to two 
  times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to 
  take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement 
  takes it over a target creature.
  The Grim White Stag
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  657
  T
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Bite 1d6 or Claw 
  1d4 or Sting 2d6
  Bite 1d6 or Claw 
  1d4 or Sting 2d6
  Bite 1d8 or Claw 
  1d6 or Sting 2d8
  Bite 3d6 or Claw 
  2d6 or Sting 4d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  150’ (50’)  Climb 60’ (20’)  Fly 150’ (50’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  650
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of resolving resistance.
  Alluring Scent
  Creatures within 60' must save vs. Spell or become charmed by this creature.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can 
  summon any nonmagical weapon as a standard action (including special materials); the weapon disappears if it leaves the 
  herald's grasp.
  Change Shape
  Elf, wasp, or giant wasp (as Alter Self or Vermin Shape II).
  Implant
  1/day the Menotherian can implant eggs in a creature using its sting. The creature must succeed at a Death save to resist 
  implantation. The target is nauseated for the next 2d4 rounds while the eggs gestate. When the eggs hatch, they form a chaotic 
  neutral hellwasp swarm, kill the host in 1 round, and inhabit the corpse. The eggs can be surgically removed with a successful 
  Heal check (this check deals 2d6 damage to the host regardless of success) or by Remove Disease or similar spell.
  Mind Control
  The Menotherian can inject its scent into the brain of a helpless or willing target, controlling it for the next 24 hours (as 
  Dominate Person, Wand save negates), although she must verbally give the target instructions.
  Poison
  Injury; save Death; Frequency 1/round for 6 rounds; Effect 1d3 Dexterity damage; Cure 2 consecutive saves.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  The Menotherian
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  658
  T
  AC 
  Armor Class
  2 [17]
  2 [17]
  2 [17]
  1 [18]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  -
  -
  -
  -
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  240’ (80’)  Climb 90’ (30’)  Swim 90’ (30’) , Fast Movement, High Jump, Slow Fall
  SV 
  Saves
   
  D 
  Death
   
  W 
  Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Lawful for the purpose of resolving resistance.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature weapon, it can summon any 
  nonmagical weapon as a standard action (including special materials); the weapon disappears if it leaves the herald's grasp.
  Fast Movement
  You gain a +50 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra 
  speed.
  Flurry of Blows
  You can make a flurry of blows as a full-attack action.  When doing so, you may make three additional attacks using any combination 
  of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham).  
  High Jump
  You gain +4 bonus on all checks made to jump, both for vertical jumps and horizontal jumps.  In addition, you always count as having 
  a running start when making jump checks
  Improved 
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful Breath save against an attack that normally deals half 
  damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are 
  helpless, you do not gain the benefit of improved evasion.
  Quivering Palm
  You can use this attack once per day, and you must announce your intent before making your attack roll. Creatures immune to critical 
  hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack 
  succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a day. To make such an 
  attempt, you merely will the target to die (a free action), and unless the target makes a Death saving throw, it dies. If the saving throw 
  is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at 
  a later time. You can have no more than 1 quivering palm attack at one time. If you use quivering palm while another is still in effect, 
  the previous effect is negated.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their 
  hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if 
  they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Slow Fall
  You can use a nearby wall to slow your descent. If you are within arm's reach of a wall, you can use it to slow your descent. You take 
  damage as if the fall were 80 feet shorter than it actually is.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining 
  a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
  The Old Man
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  659
  T
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  1 [18]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Bite 6d4 or Tentacle 
  2d6
  Bite 6d4 or Tentacle 
  2d6
  Bite 6d6 or 
  Tentacle 3d6
  Bite 12d6 or 
  Tentacle 6d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 150’ (50’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the purpose of 
  resolving resistance.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a signature 
  weapon, it can summon any nonmagical weapon as a standard action (including special materials); the weapon 
  disappears if it leaves the herald's grasp.
  Chainstorm
  Chains and flesh tendrils constantly lash at anything that approaches the herald. A creature that enters the area 
  or begins its turn within it takes 2d6 damage. The chains entangle any creature so long as it's in the area (Breath 
  save negates).
  Exaction
  The herald is healed of 10 points of damage in any round it deals damage, as if it had fast healing 10.
  Howl of Despair
  The Prince in Chains can loose a howl of immortal agony once every 1d4 rounds. All nonevil creatures within 
  60 feet must succeed at a Paralysis saving throw or take sonic damage. Any within 10 feet who fail their saves 
  are also affected as per the Insanity spell. This is a sonic, mind-affecting effect.
  No Breath
  A creature with this ability does not breathe, and is immune to effects that require breathing (such as inhaled 
  poison). This does not give immunity to cloud or gas attacks that do not require breathing.
  Pass Without 
  Trace
  You can use Pass without Trace, as per the spell, as a constant ability. Constant spell-like abilities function at all 
  times but can be dispelled. Constant spell-like abilities can be reactivated as a swift action.
  Unnerving Gaze
  An unnerving gaze has a range of 30 feet, and can be negated by a Spell save.  Unnerving gaze is always a mind-
  affecting fear effect. A creature that fails its save against the herald’s unnerving gaze is staggered for 1 round.
  Vicious Critical
  If the herald confirms a critical hit, the attack also deals 2 points of Constitution damage. 
  The Prince in Chains
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  660
  T
  AC 
  4 [15]
  4 [15]
  4 [15]
  1 [18]
  HD 
  3
  4
  5
  6
  ATT 
  Glaive 1d10x3
  Glaive 2d6x3
  Glaive 2d8x3
  Glaive 3d8x3
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  8
  8
  8
  8
  AL 
  Neutral
  XP 
  175
  450
  900
  1,100
    Special Abilities
  Bardic Magic
  Each day, the Spirit can cast any three bard spells of any level and in any combination.
  Bardic 
  Performance
  You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 20 rounds per day. Each round, you can 
  produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. 
  Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a move action. A bardic performance cannot be 
  disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot 
  have more than one bardic performance in effect at one time.
  Change Shape
  Small or Medium humanoid (as Alter Self).
  Charming Aura
  All creatures within 30' of this creature must make a Wand save or become charmed.
  Countersong
  Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after 
  the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-
  dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong 
  does not work on effects that don't allow saves. Countersong relies on audible components.
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Spell save negates the effect.
  Fascinate
  You can use your performance to cause up to 6 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable 
  of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature 
  within range receives a Will save (DC 26) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw 
  fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, 
  such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, 
  casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual 
  components in order to function.
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast 
  healing end immediately.
  Inspiration
  The Spirit of Adoration can inspire an intelligent creature by giving it a token of her favor. As long as the creature carries her token, it gains a +4 insight bonus on all Will saving throws, 
  Craft checks, and Perform checks. An inspired bard adds the spirit's Charisma bonus (+6) to his number of bardic performance rounds per day. The spirit retains a link to her token and 
  its carrier as if she had cast the spell status on the carrier. The spirit can end this effect at any time as a free action. The spirit may inspire a number of creatures at a time equal to her 
  Charisma bonus.
  Inspire Courage
  To be affected, an ally must be able to perceive your performance. An affected ally receives a +4 morale bonus on saving throws against charm and fear effects and a +4 competence 
  bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to 
  use when starting his performance.
  Stunning Ray
  The Spirit can make a ranged attack with a ray of brilliant energy as a standard action (180 feet ranged touch). The target takes 1d8 points of damage and is stunned for 1d6 rounds 
  (Spell save reduces this to dazzled).
  The Spirit of Adoration
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  661
  T
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Short sword 1d6 or 
  Sting 1d4
  Short sword 1d8 or 
  Sting 1d6
  Short sword 2d6 
  or Sting 1d8
  Short sword 3d6 or 
  Sting 1d10
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  89
  10
  10
  12
  10
  89
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  750
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil and Lawful for the 
  purpose of resolving resistance.
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Always Armed
  Heralds can summon their signature weapon as a standard action. If its herald doesn't have a 
  signature weapon, it can summon any nonmagical weapon as a standard action (including special 
  materials); the weapon disappears if it leaves the herald's grasp.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at 
  the start of the affected creature's turn. This bleeding can be stopped by a successful Heal skill check 
  or through the application of any magical healing.
  Change Shape
  Huge scorpion or scorpion-tailed human.
  Murderer's 
  Reward
  If the Stabbing Beast's attack reduces a target to fewer than 0 hit points, the herald immediately 
  gains 2d6 hit points (or 3d8, if the attack kills the target), but no more than the target's maximum hit 
  points. 
  Poison
  Injury; save Death; Frequency 1/round for 6 rounds; Effect 1d6 Strength damage; Cure 2 
  consecutive saves.  
  Poison Stream
  As a ranged attack (or in place of a melee sting attack), the Stabbing Beast can fire a stream of 
  poison up to 180 feet at an opponent's eyes. The target must succeed at a Death save against the 
  Stabbing Beast's poison or be blinded for 1d4+1 rounds.
  See in Darkness
  This creature can see perfectly in darkness of any kind, including that created by magical darkness.
  See Invisibility
  You can See Invisibility, as per the spell, as a constant ability. 
  The Stabbing Beast
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  662
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Claw 1d6
  Claw 1d8
  Claw 1d8
  Claw 2d6
  THACO
  19 [0]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  650
    Special Abilities
  Sprint
  Once per hour, a therizinosaurus can move at 10 times its normal speed (400 feet) 
  when it makes a charge.
  Therizinosaurus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Flock (3-8x) / Companion
    Treasure
  None
  
  663
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d4 or Claw 
  1d3
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by a successful Heal skill check or through the application of any magical healing.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Vanish
  Once per day as a move action while benefiting from concealment, a thin man 
  can simply vanish from sight. If it makes an attack, the thin man is no longer in its 
  vanished state. It usually uses this ability when attempting to elude pursuit.
  Thin Man
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Band (3-8x)
    Treasure
  None
  
  664
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by 
  the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 
  1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning 
  creature with natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Breath save to avoid catching on fire.
  Molten Body
  A thoqqua's body is hot enough to melt stone. Anyone striking a thoqqua with a natural weapon or 
  unarmed strike takes 1s6 fire damage. A creature that grapples a thoqqua or is grappled by one takes 
  three times this fire damage each round the grapple persists. A creature that strikes a thoqqua with a 
  manufactured weapon can attempt a Breath save to pull the weapon away from the creature's molten 
  body quickly enough to avoid having the weapon take 1d6 points of fire damage - damage caused 
  to a weapon in this manner is not halved as is normal for damage caused to items, and ignores any 
  AC of 16 or less by the item. As a result, most metal weapons can generally safely strike a thoqqua 
  without taking much damage, but wooden weapons have a significant chance of burning away if used 
  against one of these creatures.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Thoqqua
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  665
  T
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  8 + 8
  9 + 9
  ATT Attacks
  Bite 1d10 or Claw 
  1d6 or Gore 1d10
  Bite 1d10 or Claw 
  1d6 or Gore 1d10
  Bite 2d6 or Claw 
  1d8 or Gore 2d6
  Bite 4d6 or Claw 
  3d6 or Gore 4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  150’ (50’)  Climb 150’ (50’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  1,100
  1,350
    Special Abilities
  Breath Weapon
   80' Cone of Fire: 4d8 Fire damage, , usable once every 1d4 rounds. Breath weapons allow a Breath save for half damage. 
  You are immune to your own breath weapon.
  Entangling 
  Chains
  A thrasfyr can control the six chains that hang from its body as if they were its own limbs. It can cause these chains to snake 
  outward to a radius of 30 feet. All creatures in this area take slashing damage and become entangled; a Breath save halves the 
  damage and negates the entangled condition. An entangled creature can escape with a Breath save or an escape check made 
  as a full-round action. The chains can also be sundered (hp 20). The thrasfyr creates these chains from its own body - destroyed 
  chains regrow in 24 hours.
  Master's Bond
  A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr to communicate 
  telepathically with the bonded creature with no range restriction (provided the thrasfyr and its master are on the same plane). 
  Both thrasfyr and master can sense the other's condition as if both were under the effect of a status spell. A thrasfyr can 
  maintain a bond with only one master at a time.
  Planar 
  Acclimation
   A thrasfyr is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the 
  extraplanar subtype.
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the normal benefits and hazards of a charge.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Thrasfyr
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Controller / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  666
  T
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  10 + 10
  12 + 12
  ATT Attacks
  Light Mace 1d8 or 
  Sting 2d6
  Light Mace 1d10 or 
  Sting 2d8
  Light Mace 2d6 or 
  Sting 3d8
  Light Mace 3d6 or 
  Sting 4d8
  THACO
  15 [+4]
  13 [+6]
  11 [+8]
  10 [+9]
  MV 
  Move
  90’ (30’)  Fly 150’ (50’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  350
  900
  1,350
  1,500
    Special Abilities
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Launch Merope
  A thriae queen can launch a stream of merope from a gland in her lower body in a 60-foot line as a standard action. A thriae 
  queen using this ability can control the purity of the merope she launches, which makes it either harm those it touches or heal 
  them. If a thriae queen chooses to make her merope harmful, all creatures in the area of effect take 2d8 acid damage (Breath 
  save for half). In addition, any creature in the area of effect is also staggered for 1d4 rounds (or 1 round if it succeeds at its 
  Breath save). If she uses it to heal, the merope heals all living creatures in the area of effect for half the amount of acid damage 
  inflicted.  A thriae queen can use this ability once every 1d4 rounds.
  Merope Coat
  A thriae queen is covered in a thin layer of merope. This coating acts as a magical barrier between spells cast at the thriae 
  queen, as though she were constantly under the effects of spell turning. The coat affects a maximum of eight spell levels-when 
  a spell effect is turned, this coating is depleted by a number of spell levels equal to the level of the spell reflected. The queen 
  regenerates this coating at a rate of one spell level per round. A spell in excess of what the merope coat can currently reflect 
  is not reflected, and reduces the merope coat to a score of 0. Spells that fail to penetrate the queen's spell resistance do not 
  reduce the merope coat's efficiency in this manner.
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d6 Constitution damage plus staggered for 1 round; cure 2 
  consecutive saves.  
  Spawn Soldiers
  Three times per day as a standard action, a thriae queen can spawn a large swarm of wasps. This functions as four separate 
  wasp swarms that occupy all of the squares adjacent to the thriae queen. These swarms do not harm any thriae, and while 
  they move with the queen as she moves, the swarms cannot leave her side. The swarms last until they are destroyed or 1 hour 
  passes, at which point the swarms die on their own.
  Thriae Queen
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary or Colony (1x+)
    Treasure
  Double
  
  667
  T
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  7 + 7
  8 + 8
  9 + 9
  ATT Attacks
  Quarterstaff 1d6 or 
  Sting 1d6
  Quarterstaff 1d6 or 
  Sting 1d8
  Quarterstaff 1d8 
  or Sting 2d6
  Quarterstaff 1d10 
  or Sting 3d6
  THACO
  16 [+3]
  13 [+6]
  12 [+7]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  350
  900
  1,100
  1,350
    Special Abilities
  Merope 
  Consumption
  Three times per day as a standard action, a thriae seer can consume a dose of 
  merope in order to further tap into her spiritual powers for 1d6+3 rounds. Starting 
  on the round after she consumes the merope, the thriae seer gains an insight bonus 
  to her AC and on damage done with melee attacks equal to her Wisdom modifier.
  Mind Sting
  A target stung by a thriae seer becomes confused for 1d4 rounds unless it makes a 
  successful Paralysis save. This is a mind-affecting effect. 
  Thriae Seer
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary, Pair, or Triad
    Treasure
  Double
  
  668
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Composite 
  Longbow 1d8/x3 
  or Sting 1d8
  Composite 
  Longbow 1d8/x3 
  or Sting 2d6
  Composite 
  Longbow 1d8/x3 
  or Sting 2d6
  Composite 
  Longbow 2d6/x3 
  or Sting 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Merope 
  Consumption
  Once per day as a standard action, a thriae soldier can consume a dose of merope 
  in order to enhance her combat abilities for 1d6+3 rounds. Starting on the round 
  after the merope is consumed, the thriae soldier gains a +4 bonus on attack rolls 
  and saving throws, and gains fast healing 3.
  Poison
  Sting or arrow-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 
  Strength damage; cure 1 save. As a free action, a thriae soldier can apply her venom 
  to an arrow as she fires the shot. 
  Thriae Soldier
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Pair, Troop (3-8x), or Company (9-20x+)
    Treasure
  Standard
  
  669
  T
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d2
  Bite 1d3
  Bite 1d4
  Bite 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Thrush
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-12x)
    Treasure
  None
  
  670
  T
  AC 
  Armor Class
  6 [13]
  5 [14]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 2d6 or 
  Claw 1d10 or 
  Thunderbolt 6d4
  Bite 2d6 or 
  Claw 1d10 or 
  Thunderbolt 10d4
  Bite 2d8 or 
  Claw 2d6 or 
  Thunderbolt 12d6
  Bite 4d8 or 
  Claw 4d6 or 
  Thunderbolt 16d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 360’ (120’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Storm Aura
  A thunderbird is surrounded by a 100-foot-radius spread of severe winds that 
  blow out from the center, dissipating swiftly at the limit of the aura's range. In 
  this area, ranged weapons suffer a -4 penalty on attack rolls and exposed flames 
  are extinguished.  Creatures must make a Paralysis save to move toward the 
  thunderbird.  In addition, once every 1d4 rounds, a bolt of lightning strikes a 
  random creature (other than the thunderbird) within the area of its storm aura. This 
  bolt of lightning deals 2d8 electricity damage (Breath save halves).
  Stormsight
  A thunderbird ignores all vision penalties and concealment from weather effects, 
  including those created by fog cloud, obscuring mist, and similar spells.
  Thunderbolt
  As a standard action once every 1d4 rounds, a behemoth can shoot a bolt of 
  lightning that deals 4d8 electricity damage and sonic damage, and that causes 
  permanent deafness in a 200-foot line (Breath save halves damage and negates 
  deafness). 
  Thunderbird
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Hills or Mountains
    Rarity
  Rare
    Role
  Artillery / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  671
  T
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Slam 3d6
  Slam 3d6
  Slam 3d8
  Slam 9d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Corrosive 
  Strikes
  A tiberolith reduced to 30 or fewer hit points leaks acid, and deals 1d6 additional 
  acid damage with its slam attacks.
  Shockwave
  Three times per day, a tiberolith can unleash a burst of electricity. This blast deals 
  2d8 electricity damage to all creatures within 30 feet (Breath save halves). A 
  tiberolith is immune to its shockwave and that of other tiberoliths. 
  Spell Trap
  When a tiberolith is targeted by a spell that allows spell resistance and its spell 
  resistance fails to protect it against that spell, the spell instead becomes trapped 
  in the tiberolith's magical runes. The runes can only trap one spell at a time; if a 
  second spell would become trapped, the first spell affects the tiberolith normally 
  (including allowing a saving throw, if appropriate) and the second spell is trapped. A 
  trapped spell dissipates harmlessly after 24 hours.
  Tiberolith
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Coastlines or Water
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary, Pair, or Squad (3-4x)
    Treasure
  Standard
  
  672
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic additional bite damage each round without requiring an attack roll.
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d2 
  Constitution damage. 
  Disease
  Bite - injury; Save Death; onset 1d3 days; frequency 1/day; effect 1d6 Strength 
  damage; cure 2 consecutive saves.  
  Tick (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Cluster (3-6x), or Nest (7-12x)
    Treasure
  None
  
  673
  T
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  7
  9
  ATT Attacks
  Swarm 2d6
  Swarm 4d6
  Swarm 6d6
  Swarm 8d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d2 
  Constitution damage.  
  Cling
  If a creature leaves a tick swarm's square, the swarm takes 1d6 points of damage to 
  reflect the loss of its numbers as several ticks cling to the victim. A creature with ticks 
  clinging to it takes swarm damage at the end of its turn each round. As a full round 
  action, the creature can remove the ticks with a Breath save. At least 10 points of 
  damage from any area effect destroys all clinging ticks.
  Disease
  Bite - injury; Save Death; onset 1 day; frequency 1/day; effect 1d4 Constitution 
  damage and 1 Charisma damage, fatigue; cure 2 consecutive saves.  
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Tick Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Colony (3-6x)
    Treasure
  None
  
  674
  T
  AC 
  Armor Class
  9 [10]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Earth Breaker 
  2d6/x3 or Light 
  Hammer 1d4
  Earth Breaker 
  2d8/x3 or Light 
  Hammer 1d4
  Earth Breaker 
  3d8/x3 or Light 
  Hammer 1d6
  Earth Breaker 
  3d8/x3 or Light 
  Hammer 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  90’ (30’) , Fast Movement
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  175
  450
  600
    Special Abilities
  -
  -
  Tiefling
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Squad (3-5x)
    Treasure
  Incidental
  
  675
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  Bite 3d6 or Claw 
  2d6
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Tiger
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  676
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 2d6 or Claw 
  2d4
  Bite 2d6 or Claw 
  2d4
  Bite 2d6 or Claw 
  2d4
  Bite 4d6 or Claw 
  3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Tiger (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests, Plains, or Swamps
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  677
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  5 [14]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 2d4 or Hoof 
  1d8 or Spine 1d6
  Bite 2d4 or Hoof 
  1d8 or Spine 1d6
  Bite 2d4 or Hoof 
  1d8 or Spine 1d6
  Bite 3d6 or Hoof 
  3d6 or Spine 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Sound Mimicry
  The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate 
  the effects of magical abilities (such as bardic performance or a harpy's captivating song), though it 
  may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or 
  understand languages it doesn't know.
  Spines
  A tikbalang can launch four spines from its mane, each dealing 2d6 piercing damage. This attack 
  has a range of 120 feet with no range increment. All targets must be within 30 feet of each other. A 
  tikbalang can launch only 24 spines in any 24-hour period.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take 
  bludgeoning damage equal to two times a typical melee attack from this creature. Victims may 
  attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only 
  deal trampling damage to each target once per round, no matter how many times its movement takes 
  it over a target creature.
  Tikbalang
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Jungles or Forests
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Gang (3-5x)
    Treasure
  Standard
  
  678
  T
  AC 
  Armor Class
  2 [17]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Maul Of The Titans 
  2d8 or Slam 2d6
  Maul Of The Titans 
  4d8 or Slam 2d6
  Maul Of The Titans 
  6d8 or Slam 2d8
  Maul Of The Titans 
  6d8 or Slam 3d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  650
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Good for the purpose of resolving 
  resistance.
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of 
  your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original 
  form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities 
  of the creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also 
  does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither 
  and die normally.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to 
  two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath 
  save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its 
  movement takes it over a target creature.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Titan (Elysian)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (Elysium)
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary, Pair, or Crusade (3-6x)
    Treasure
  Standard
  
  679
  T
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Heavy Mace 2d6/
  x4 or Slam 2d6
  Heavy Mace 3d6/
  x4 or Slam 2d8
  Heavy Mace 3d8/
  x4 or Slam 2d10
  Heavy Mace 4d8/
  x4 or Slam 3d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  650
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving resistance.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature's turn. This 
  bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
  Blood Rage
  When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but 
  takes a -2 penalty on AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.
  Divine Resistance
  A fomorian titan gains a +4 deflection bonus to Armor Class and a +4 bonus on saving throws against attacks and effects from deities, outsiders 
  who serve a deity, and divine spellcasters.
  Divine Spell Perception
  A fomorian titan automatically notices divine spellcasting within 60 feet. It automatically pinpoints the location of the caster, identifies the spell 
  being cast, and knows the intended target or area of the spell.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range 
  who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels 
  than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed save, the opponent is shaken, or 
  panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence 
  is a mind-affecting fear effect.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although 
  you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms 
  that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or 
  suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of 
  severing. Severed parts that are not reattached wither and die normally.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking 
  and listening to multiple people at the same time.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to two times a typical 
  melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath save to take half damage. You can 
  only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Titan (Fomorian)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary, Pair, or War Band (3-6x)
    Treasure
  Double
  
  680
  T
  AC 
  Armor Class
  3 [16]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  7
  ATT Attacks
  Slam 4d6
  Slam 4d6
  Slam 4d8
  Slam 8d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  180’ (60’)  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  750
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Hands of War
  Any weapon a hekatonkheires wields gains a +3 enhancement bonus while the titan holds it. A hekatonkheires's attacks are 
  treated as epic/mythic and evil for the purposes of overcoming resistance and immunities. In addition, a hekatonkheires's 
  multitude of arms allows it to effectively block attacks, granting it a +8 armor bonus to its AC.
  Hundred-
  Handed 
  Whirlwind
  A hekatonkheires carries several dozen weapons of various types in its hundred hands, but when it attacks in melee, you don't 
  have to resolve each of these as a separate attack. Instead, when the titan attacks with its weapons, it rolls its attacks normally 
  (either one attack for a standard action, or four as a full-round action) and hits every creature in its reach each time an attack 
  roll defeats that creature's AC. If any such attack roll results in a possible critical hit, the critical is applied to one creature of the 
  hekatonkheires's choosing. The hekatonkheires can choose to deal bludgeoning, piercing, or slashing damage as a free action 
  on each separate hit.
  Planar Leap
  A hekatonkheires traverses the planes by physically smashing through planar boundaries and crashing devastatingly into the 
  target plane itself. Once per year as a full-round action, a hekatonkheires can, as part of a jump, plane shift to any other plane 
  (as per the spell of the same name). It can only bring itself and its gear when it travels in this manner. When the hekatonkheires 
  reaches its destination plane, it falls from the sky and crashes to the ground, creating a devastating explosion of thunder and 
  fire. Any creature within 300 feet of the point where the hekatonkheires lands (including the titan itself ) takes half bludgeoning 
  damage and half sonic damage (Breath save halves both damage types). 
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by 
  regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed 
  limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Stunning Slam
  A hekatonkheires may forgo any weapon attacks to make a single slam attack against any creature in reach. If it hits, the target 
  takes damage and must succeed at a Paralysis save to avoid being stunned for 1d6 rounds.
  Titan (Hekatonkheires)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  681
  T
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  7
  ATT Attacks
  Battleaxe 6d6/x3 or 
  Rock 2d6 or Claw 
  2d6
  Battleaxe 6d6/x3 or 
  Rock 2d6 or Claw 
  2d6
  Battleaxe 6d6/
  x3 or Rock 2d6 or 
  Claw 2d8
  Battleaxe 6d6/
  x3 or Rock 2d6 or 
  Claw 3d8
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  120’ (40’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  750
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of 
  resolving resistance.
  Change Shape
  You have the ability to assume the appearance of any humanoid form, but retain most of your own physical 
  qualities. You cannot change shape to a form more than one size category smaller or larger than your original 
  form. This ability functions as an alter self spell, but you do not adjust your ability scores (although you gain any 
  other abilities of the creature you mimic).
  Godslayer
  When a thanatotic titan damages a creature capable of casting divine spells, that creature must make a Wand 
  save or be unable to cast any divine spells for 1d4 rounds and be shaken. If the save is successful, the creature 
  struck is merely shaken for 1 round. A thanatotic titan's attacks are treated as epic/mythic and evil for the 
  purposes of overcoming resistance/immunity.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning 
  damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling 
  creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target creature.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Titan (Thanatotic)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (The Abyss)
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary, Pair, or War Band (3-6x)
    Treasure
  Standard
  
  682
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  6
  ATT Attacks
  -
  -
  -
  -
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  275
  650
    Special Abilities
  Amphibious
  The creature can breathe air and/or water.
  Toad
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Knot (3-100x) / Companion
    Treasure
  None
  
  683
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  6
  ATT Attacks
  -
  -
  -
  -
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  275
  650
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Amphibious
  The creature can breathe air and/or water.
  Toad (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Knot (3-100x) / Companion
    Treasure
  None
  
  684
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  6
  ATT Attacks
  -
  -
  -
  -
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  275
  650
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Amphibious
  The creature can breathe air and/or water.
  Toad (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Knot (3-100x) / Companion
    Treasure
  None
  
  685
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison Skin
  A creature that strikes a giant toad with an unarmed strike or a natural weapon 
  exposes itself to the toad's poisonous skin. Skin - contact; save Death; frequency 1/
  round for 4 rounds; effect 1d2 Wisdom damage; cure 1 save.  
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Toad (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests, Plains, or Swamps
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Knot (3-12x)
    Treasure
  None
  
  686
  T
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d10
  Bite 2d6
  Bite 3d6
  Bite 4d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Bitter Cold
  All creatures within 20 feet of a glacier toad take 1d4 cold damage each round on the toad's 
  turn.
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee attack.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck 
  successfully the round prior. If the Attack hits, the target is swallowed. The swallowed target 
  is Blinded and Restrained, it has total cover against attacks and other Effects outside the 
  creature, and it takes cold damage at the start of each of the creature's turns. The creature 
  can have only one target swallowed at a time.  If the creature dies, a swallowed creature 
  is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, 
  exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's 
  weakest normal melee attack until they escape; escaping requires cutting your way out (AC 
  as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a 
  saving throw is allowed, or if the save is a success or failure
  Toad (Glacier)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Hills or Glaciers (Coast)
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Knot (3-12x)
    Treasure
  Standard
  
  687
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 1d8 or Claw 
  1d8
  Bite 2d6 or Claw 
  2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  30’ (10’)  Swim 270’ (90’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  All-Around 
  Vision
  You can see in all directions at once. You cannot be flanked.
  Ink Cloud
  A tojanida can emit a 30-foot-radius sphere of ink once per minute as a free action. 
  The ink provides total concealment in water, and persists for 1 minute. If used out of 
  the water, the jet of ink is a line 30 feet long, and creatures in the area must succeed 
  at a Breath save or be blinded for 1 round. 
  Tojanida
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water (Plane of Water)
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Clutch (3-6x), or Cult (1x+)
    Treasure
  Standard
  
  688
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Pliers 1d4 or Bite 
  1d4
  Pliers 1d4 or Bite 
  1d6
  Pliers 1d6 or Bite 
  1d8
  Pliers 1d8 or Bite 
  2d6
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  45’ (15’)  Fly 180’ (60’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Death Throes
  When killed, a tooth fairy explodes into a cloud of sparkling white fairy dust that clings 
  to creatures within 5 feet. This glittery substance has a stench so foul that it sickens any 
  creature coated by it for 1d4 rounds (Death save negates). This is a poison effect.
  Pliers
  Each tooth fairy owns a pair of pliers it uses to torment its victims. In the hands of a tooth 
  fairy, the pliers deal damage as a +1 dagger wielded by a Medium creature. The pliers have 
  3 hit points. If its pliers are destroyed, a tooth fairy is stunned for 1 round. If the tooth fairy 
  is killed, the pliers rust away into worthless splinters 1d4 rounds later. A tooth fairy can 
  create a new pair of pliers by spending one hour crafting (no materials required), which 
  destroys the previous pair. 
  Tricky Thief
  A tooth fairy can use an attack roll with its pliers to pinch an opponent's fingers, or to 
  steal an opponent's tooth. A finger pinch inflicts 1d4 Dexterity damage.  Stealing a tooth 
  inflicts 1d4 Intelligence damage. If the stolen tooth is reattached within 10 minutes and the 
  character receives any amount of magical healing, the tooth reattaches, the condition(s) 
  inflicted end.
  Tooth Fairy
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban or Plains
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Gang (3-12x)
    Treasure
  Standard
  
  689
  T
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d10 or Slams 
  1d4
  Bite 1d10 or Slams 
  1d4
  Bite 2d6 or Slams 
  1d6
  Bite 4d6 or Slams 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Conductive
  Anytime a tophet is affected by an effect that deals fire damage, determine how much damage the 
  construct would have taken if it were not immune to fire. Creatures currently swallowed whole by the 
  construct take fire damage equal to half of this amount.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully 
  the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and 
  Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold 
  damage at the start of each of the creature's turns. The creature can have only one target swallowed 
  at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round 
  equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires cutting 
  your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take 
  bludgeoning damage equal to two times a typical melee attack from this creature. Victims may 
  attempt to avoid the trampling creature and receive a Breath save to take half damage. You can only 
  deal trampling damage to each target once per round, no matter how many times its movement takes 
  it over a target creature.
  Tophet
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary or Prison (2-12x)
    Treasure
  Incidental
  
  690
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  2
  3
  4
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  650
    Special Abilities
  -
  -
  Tortoise
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Islands
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Herd (6-12x) / Companion
    Treasure
  None
  
  691
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Shell
  As a move action, a tortoise can pull its extremities and head into its shell. It can't 
  move or attack as long as it remains in this state, but its armor bonus from natural 
  armor increases by 4 as long as it does. It may end this state as a move action.
  Tortoise (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts or Islands
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Herd (6-12x)
    Treasure
  None
  
  692
  T
  AC 
  Armor Class
  6 [13]
  4 [15]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Bite 4d4
  Bite 4d6
  Bite 4d8
  Bite 4d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Shell
  As a move action, a tortoise can pull its extremities and head into its shell. It can't 
  move or attack as long as it remains in this state, but its armor bonus from natural 
  armor increases by 4 as long as it does. It may end this state as a move action.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Tortoise (Immense)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Islands
    Rarity
  Uncommon
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  693
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of the previous humanoid form that you used your fleshdrink 
  ability on successfully, but retain most of your own physical qualities. You cannot change shape to a form more 
  than one size category smaller or larger than your original form. This ability functions as an alter self spell, but 
  you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).
  Charisma Drain
  A totenmaske can eat the hopes and dreams of a creature it bites, inflicting 1d2 Charisma damage unless the 
  victim makes a Spell save.    
  Fleshdrink
  If a totenmaske hits a single creature with both claw attacks, the hollow claws drain away some of the target's 
  flesh, inflicting 1d6 points of Constitution damage and making the victim sickened for 1d4 rounds. A successful 
  Death save negates the Constitution damage and reduces the sickened condition duration to 1 round.  
  Shape Flesh
  By spending 1 minute in contact with a helpless creature, a totnmaske can reshape the target's face, causing 
  flesh to cover vital features. The target may attempt a Death save to resist. Changes are permanent, but can be 
  reversed with heal, restoration, or regeneration, or by surgically opening the flesh with a heal or medicine check 
  that takes 1d3 rounds and deals 1d4 points of damage even if the check is not successful. A totenmaske can 
  use this ability on one of four different features per use: ears (target becomes deaf), eyes (target becomes blind), 
  mouth (target cannot speak or eat), or nose (target cannot smell). Multiple uses can have increasingly serious 
  effects (such as sealing the mouth and nose, which causes suffocation).
  Totenmaske
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  694
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Toucan
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Flock (3-12x), or Unkindness (13-100x)
    Treasure
  None
  
  695
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Toucan (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Flock (3-12x), or Unkindness (13-100x)
    Treasure
  None
  
  696
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 120’ (40’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Toucan (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Flock (3-12x), or Unkindness (13-100x)
    Treasure
  None
  
  697
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 2d6
  Slam 2d6
  Slam 3d6
  Slam 6d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  30’ (10’)  Climb 15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage 
  (like sneak attacks) and critical hits, and can move through an area as small as 
  one-quarter of your space without squeezing or one eighth of your space when 
  squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Smother
  When this creature successfully attacks a target, it forms an airtight seal around its 
  prey. A grappled target cannot speak or cast spells with verbal components, and 
  must hold its breath
  Trapper
    Low
    Moderate
    Advanced
    Elite
    Environment
  Underground
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  698
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Rock 2d6 or Slam 
  1d10
  Rock 2d6 or Slam 
  2d6
  Rock 2d6 or Slam 
  3d6
  Rock 2d6 or Slam 
  4d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Treant
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary or Grove (2-7x)
    Treasure
  Standard
  
  699
  T
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Rock 4d6 or Slam 
  1d10
  Rock 4d6 or Slam 
  1d10
  Rock 4d6 or Slam 
  3d6
  Rock 4d6 or Slam 
  4d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Animate Trees
  A tobongo can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to 
  uproot itself, after which it moves at a speed of 10 feet and fights as a standard treant (although it has only one slam attack and 
  lacks the treant's animation and rockthrowing abilities). If the tobongo that animated it terminates the animation, moves out of 
  range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.
  Curse of 
  Barkflesh
  Following a successful grapple, a tobongo can dig its spiky branches into its victim, infecting him with a foul and potent curse. 
  Unless he succeeds at a Spell save, the victim's flesh immediately begins to harden and grow uncontrollably like tree bark, 
  and he suffers 1d6 points of Dexterity damage per day until s/he dies when reduced to 0 Dex.  At this point, the victim turns 
  entirely stiff, grows roots, and transforms into a new, unintelligent tree, preventing any form of resurrection short of Wish or 
  Miracle. The effect can be slowed by pruning the victim once per hour, slicing off the strange growths. Pruning inflicts 1d6 
  points of damage on the victim, but it negates the need to make a new save. If the victim goes without pruning for more than 
  an hour, the barkflesh takes over and he must immediately make the save for the day or suffer the condition increment.  
  Double Damage Against 
  Objects
  A tobongo or animated tree that makes a full attack against an object or structure deals double damage.
  Shake the Earth
  A rooted tobongo can, as a full-round action, uproot itself, buckling the surrounding earth in a 60-foot radius. Living creatures 
  within the radius must make a Paralysis save or fall prone and take 2d8 bludgeoning damage. Man-made structures within the 
  area of effect must make a Death save or take 4x this amount of structural damage. Once uprooted, the tobongo cannot use 
  this action again until it re-roots itself. It takes the creature at least 1 hour to root effectively.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to 
  two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath 
  save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its 
  movement takes it over a target creature.
  Truespeech
  This creature can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
  Vulnerability to Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Treant (Tobongo)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Jungles
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary or Grove (2-7x)
    Treasure
  Standard
  
  700
  T
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  9
  ATT Attacks
  Blackaxe 1d8/x3 or Bite 
  1d10 or Claw 1d6 or 
  Wing 1d6 or Bite 1d10 or 
  Wing 1d6
  Blackaxe 2d8/x3 or Bite 
  1d10 or Claw 1d6 or 
  Wing 1d6 or Bite 1d10 or 
  Wing 1d6
  Blackaxe 4d6/x3 or 
  Bite 2d6 or Claw 1d8 
  or Wing 1d8 or Bite 
  2d6 or Wing 1d8
  Blackaxe 4d8/x3 or Bite 
  4d6 or Bite 4d6 or Claw 
  3d6 or Wing 3d6 or 
  Wing 3d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  180’ (60’)  Fly 180’ (60’)  (Good) Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  6788
  10
  8
  6788
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  1,100
  1,350
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving resistance.
  Aura of 
  Corruption
  Treerazer exudes an aura of corruption to a radius of 120 ft. This aura causes plants to grow hideous, sprouting thorns, twisting, 
  and becoming fungoid in nature. Creatures with woodland stride or freedom of movement can move through this fungal bloom 
  with ease. Living creatures within Treerazer's aura of corruption must make a Death save each round or their flesh grows pasty and 
  clammy as tendrils of diseased plant matter and fungal growth sprout from it. This condition persists as long as the creature remains 
  within Treerazer's aura of corruption and for 1 minute thereafter. While suffering the effects of this aura, the living creature is treated 
  as a plant for the purposes of spells and effects that harm or otherwise inconvenience plant creatures more than other creatures. The 
  corruption does not otherwise impart plant traits to creatures.
  Defoliation
  Once every 1d4 rounds, a Treerazer can exude a pulse of defoliating energy in a 30-ft.-radius spread. This pulse appears as a wave 
  of sickly green energy, and causes all plants and plant creatures in the area to blacken and wither.  Such creatures take 2d6 acid 
  damage and suffer 1d4 Strength damage, or half the amount of damage and no ability damage with a successful Paralysis save. A 
  plant that isn't a creature (such as a tree or a shrub) doesn't receive a save and immediately withers and dies. Treerazer can choose to 
  exclude any number of plants in the area from this effect, and generally does so to preserve twisted and corrupted plants and fungus. 
  Grant Spells
  Nascent demon lords can grant spells to their worshipers. Granting spells does not require any specific action on the nascent demon 
  lord's behalf. All nascent demon lords grant access to the domains of Chaos and Evil-in addition, they grant access to two other 
  domains and a favored weapon that vary according to the nascent demon lord's themes and interests.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their 
  hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. 
  Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if 
  they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Treerazer
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Rare
    Role
  Leader / Solo
    # Encountered
  Solitary or Group (1x+)
    Treasure
  Triple
  
  701
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Trilobite
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Group (2-12x) / Companion
    Treasure
  None
  
  702
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Heavy Crossbow 
  1d10 or Trident 1d8 
  Heavy Crossbow 
  1d10 or Trident 
  1d10
  Heavy Crossbow 
  1d10 or Trident 
  2d6
  Heavy Crossbow 
  1d10 or Trident 
  2d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  15’ (5’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  -
  -
  Triton
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Uncommon
    Role
  Artillery / Normal
    # Encountered
  Solitary, Company (2-5x), Squad (6-11x), or Bnad (12-21x+)
    Treasure
  Standard
  
  703
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Club 1d6 or Javelin 
  1d6 or Bite 1d6 or 
  Claw 1d4
  Club 1d6 or Javelin 
  1d6 or Bite 1d8 or 
  Claw 1d6
  Club 1d8 or 
  Javelin 1d6 or Bite 
  1d10 or Claw 1d8
  Club 1d10 or 
  Javelin 1d6 or Bite 
  2d6 or Claw 1d10
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Stench
  You secrete an oily chemical that nearly every other creature finds offensive. All 
  living creatures (except those with the stench special ability) within 30 feet must 
  succeed on a Death save or be sickened for 10 rounds. Creatures that successfully 
  save cannot be affected by your stench for 24 hours. A delay poison or neutralize 
  poison spell removes the effect from the sickened creature. Creatures with immunity 
  to poison are unaffected, and creatures resistant to poison receive their normal 
  bonus on their saving throws.
  Troglodyte
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, Clutch (3-6x), Squad (7-12x+), or Band (20-80x+)
    Treasure
  Incidental
  
  704
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die 
  as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage 
  and can die normally. Attack forms that don't deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. 
  Severed parts that are not reattached wither and die normally.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Troll
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Gang (2-4x)
    Treasure
  Standard
  
  705
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Battleaxe 2d6x3 or 
  Bite 1d6 or Claw 
  1d4
  Battleaxe 2d6x3 or 
  Bite 1d8 or Claw 
  1d6
  Battleaxe 2d6/
  x3 or Bite 1d8 or 
  Claw 1d6
  Battleaxe 3d6/
  x3 or Bite 2d6 or 
  Claw 1d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die 
  as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage 
  and can die normally. Attack forms that don't deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. 
  Severed parts that are not reattached wither and die normally.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Troll (Ice)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains or Underground
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Band (3-6x)
    Treasure
  Standard
  
  706
  T
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  4
  5
  7
  9
  ATT Attacks
  Club 1d6 Bite 1d10 
  or Claw 1d6
  Club 1d6 or Bite 
  1d10 or Claw 1d6
  Club 2d6 Bite 
  1d10 or Claw 1d6
  Club 3d6 Bite 4d6 
  or Claw 3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Cacophonous 
  Roar
  Once every 1d4 rounds, a jotund troll can emit a cacophonous roar from its nine heads. All creatures within a 60-foot spread 
  of the troll must make a Spell save or become confused for 1d4 rounds. This is a mind-affecting effect. 
  Multiple Minds
  A jotund troll has nine different minds that are in constant communication with each other. The resulting jumble of tangled 
  thoughts grants the troll a +4 racial bonus on all saving throws against mindaffecting effects. In addition, whenever a jotund 
  troll must make a save, it can roll the saving throw twice and take the better of the two results as its actual saving throw.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still 
  functioning (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any 
  damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration 
  also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and 
  can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not 
  reattached wither and die normally.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's 
  weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal 
  to 1/4 the creatures' total HP max).
  Troll (Jotund)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Hills or Mountains
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary or War Party (1x+)
    Treasure
  Standard
  
  707
  T
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d4 or Claw 
  1d4
  Bite 1d6 or Claw 
  1d6
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Fear of Fire
  A moss troll is shaken as long as it is within 30 feet of a visible fire or an open flame of at least torch 
  size.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Tree Climber
  When climbing trees and other foliage, a moss troll's climb speed increases to 30 feet. If a moss troll 
  falls while climbing in trees, it ignores the first 30 feet it falls for the purposes of calculating total 
  damage from the fall. While climbing in trees, a moss troll gains a +4 racial bonus on initiative checks.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Troll (Moss)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Forests
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Gang (2-3x), or Troop (4-8x)
    Treasure
  Standard
  
  708
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaoti
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your 
  regeneration is still functioning (although you still fall unconscious when their hit points are below 
  0). During this round, you cannot heal any damage and can die normally. Attack forms that don't 
  deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that 
  are not reattached wither and die normally.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by 
  latching onto the opponent's body and tearing flesh. This attack deals an additional amount of 
  damage, but no more than once per round.
  Sunlight 
  Petrification
  A rock troll that is exposed to natural sunlight is staggered and must make a Death save each round 
  to resist permanently turning to stone. A stone to flesh spell (or similar effect) restores a petrified rock 
  troll, but if it remains exposed to sunlight, it must immediately start making new Death saves to avoid 
  petrification. Spells like sunray or sunburst that create powerful natural sunlight cannot petrify a rock 
  troll, but the troll is staggered for 1d4 rounds after being exposed to such an effect.
  Troll (Rock)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Elite
    # Encountered
  Solitary or Gang (2-5x)
    Treasure
  Standard
  
  709
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Amphibious
  The creature can breathe air and/or water.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die 
  as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage 
  and can die normally. Attack forms that don't deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. 
  Severed parts that are not reattached wither and die normally.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Troll (Scrag)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Gang (2-4x)
    Treasure
  Standard
  
  710
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d10
  Bite 2d6
  Bite 2d8
  Bite 3d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Disease
  A trollhound's saliva is an infectious brew of contagion. Creatures bitten by a 
  trollhound are often afflicted with bloodfire fever, a disease characterized by deep 
  internal pain, as if the victim's blood were on fire. Additional symptoms include 
  loss of muscular coordination, pus-filled blisters, and overall lethargy and fatigue. 
  Trolls and trollhounds alike are immune to bloodfire fever, even though trollhounds 
  often exhibit the pus-filled blisters that come with the disease. Bloodfire fever: Bite-
  injury; Save Death; onset 1 day; frequency 1/day; effect 1d3 Strength damage, 1d3 
  Dexterity damage, and target is fatigued; cure 2 consecutive saves. 
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die 
  as long as your regeneration is still functioning (although you still fall unconscious 
  when their hit points are below 0). During this round, you cannot heal any damage 
  and can die normally. Attack forms that don't deal hit point damage are not healed 
  by regeneration. Regeneration also does not restore hit points lost from starvation, 
  thirst, or suffocation. You can regrow lost portions of you body and can reattach 
  severed limbs or body parts if they are brought together within 1 hour of severing. 
  Severed parts that are not reattached wither and die normally.
  Trollhound
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (3-8x)
    Treasure
  Incidental
  
  711
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d10 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d8
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  125
  350
  650
    Special Abilities
  Easily Trained
  A troodon is unusually quick to pick up tricks and animal training. All checks made 
  to train or handle a troodon gain a +2 bonus.  A troodon can learn an additional 2 
  tricks beyond what an animal of its intelligence can normally be taught.
  Troodon
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Pack (3-12x) / Companion
    Treasure
  None
  
  712
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Lucerne Hammer 
  3d6 or Crossbow, 
  Heavy 2d8
  Lucerne Hammer 
  3d8 or Crossbow, 
  Heavy 2d8
  Lucerne Hammer 
  3d10 or Crossbow, 
  Heavy 2d10
  Lucerne Hammer 
  4d10 or Crossbow, 
  Heavy 3d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  750
  1,100
    Special Abilities
  Frenzy
  Once per day when a trox takes damage, it flies into a frenzy for 1 minute, gaining a 
  +2 racial bonus to Constitution and Strength, but a -2 penalty to their AC.
  Trox
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Squad (3-5x)
    Treasure
  Incidental
  
  713
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  650
    Special Abilities
  -
  -
  Tuatara
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Islands (Coast)
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Pair / Companion
    Treasure
  None
  
  714
  T
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  5
  7
  8
  ATT Attacks
  Bite 2d6 or Claw 
  2d6
  Bite 2d6 or Claw 
  2d6
  Bite 2d8 or Claw 
  3d6
  Bite 4d8 or Claw 
  6d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  450
  900
  1,100
    Special Abilities
  Change Shape
  You have the ability to assume the appearance of a specific creature or type of creature (usually a 
  humanoid), but retains most of your own physical qualities. You cannot change shape to a form 
  more than one size category smaller or larger than your original form. This ability functions as a 
  polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the 
  creature you mimic). Unless otherwise stated, you can remain in an alternate form indefinitely.
  Feather Step
  A tunche in a forest ignores the adverse movement effects of difficult terrain, and can even take 
  5-foot steps in difficult terrain.
  Poison
  Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution damage and 1d4 
  Wisdom damage plus nauseated for 1 round; cure 2 consecutive saves.  
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by 
  latching onto the opponent's body and tearing flesh. This attack deals an additional amount of 
  damage, but no more than once per round.
  Sound Mimicry
  The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate 
  the effects of magical abilities (such as bardic performance or a harpy's captivating song), though it 
  may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or 
  understand languages it doesn't know.
  Tunche
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Forests
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  715
  T
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d6 or Claw 
  1d3
  Bite 1d8 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  Bite 3d6 or Claw 
  1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Seek Target
  A tupilaq's creator can place a drop of blood, lock of hair, or other portion of a 
  creature's body in the tupilaq's maw as a standard action. From that point on, the 
  tupilaq constantly knows what direction that creature is located in, and gains +4 
  bonus on all Perception checks made to locate the creature. A new target cannot be 
  assigned to a tupilaq in this manner until its previous target is dead.
  Tupliaq
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  716
  T
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Bite 4d4
  Bite 4d6
  Bite 4d8
  Bite 8d6
  THACO
  16 [+3]
  16 [+3]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  650
  900
  1,100
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Shell
  As a move action, a snapping turtle can pull its extremities and head into its shell. It 
  cannot move or attack as long as it remains in this state, but its armor bonus from 
  natural armor increases by +4 as long as it does.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has 
  struck successfully the round prior. If the Attack hits, the target is swallowed. The 
  swallowed target is Blinded and Restrained, it has total cover against attacks and 
  other Effects outside the creature, and it takes cold damage at the start of each of 
  the creature's turns. The creature can have only one target swallowed at a time.  If 
  the creature dies, a swallowed creature is no longer Restrained by it and can escape 
  from the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take 
  damage each round equal to 1/4 this creature's weakest normal melee attack until 
  they escape; escaping requires cutting your way out (AC as creature; stomach has 
  HP equal to 1/4 the creatures' total HP max).
  Turtle (Giant Snapping)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Water or Shore
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Band (2-5x)
    Treasure
  None
  
  717
  T
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Shell
  As a move action, a snapping turtle can pull its extremities and head into its shell. It 
  cannot move or attack as long as it remains in this state, but its armor bonus from 
  natural armor increases by +4 as long as it does.
  Turtle (Snapping)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Water or Shore
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary or Band (2-5x)
    Treasure
  None
  
  718
  T
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Spear 1d4/x3 or 
  Claw 1d4
  Spear 1d4/x3 or 
  Claw 1d6
  Spear 1d6/x3 or 
  Claw 1d8
  Spear 1d8/x3 or 
  Claw 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Bramble Jump
  A twigjack can travel short distances between brambles, shrubs, or thickets as if 
  via dimension door as part of a move action. The twigjack must begin and end 
  this movement while in an area of at least light undergrowth. The twigjack can 
  travel in this manner up to 60 feet per day. This movement must be used in 10-foot 
  increments and does not provoke attacks of opportunity.
  Splinterspray
  A twigjack can eject a barrage of splinters and brambles from its body three times 
  per day. This effect creates a 15-foot conical burst of jagged splinters, dealing 2d6 
  piercing damage to all creatures in the area. A Breath saving throw halves this 
  damage.
  Woodland Stride
  You may move through any sort of magical undergrowth (such as natural thorns, 
  briars, overgrown areas, and similar terrains) at your normal speed and without 
  taking damage or suffering any other impairment. Thorns, briars, and overgrown 
  areas that have been magically manipulated to impede motion, however, still affect 
  you.
  Twigjack
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  Standard
  
  719
  T
  AC 
  Armor Class
  2 [17]
  2 [17]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Slam 6d4
  Slam 6d6
  Slam 6d8
  Slam 12d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Compression
  The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its 
  space when squeezing.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Control Vermin
  A tyrant jelly's spell-like abilities work on mindless vermin that have exoskeletons (bees, centipedes, crabs, flies, 
  wasps, and so on), but not soft-bodied creatures such as leeches, slugs, or worms.
  Create Spawn
  Slashing weapons, piercing weapons, and electricity attacks deal no damage to a tyrant jelly. Instead, part of the 
  creature splits off into an ochre jelly. This new jelly has 30 hit points and fast healing 5; the tyrant jelly loses 30 
  hit points when it splits off. The new jelly is under the control of the tyrant jelly. A tyrant jelly with 30 hit points 
  or fewer can't split again, and dies if reduced to 0 hit points. A tyrant jelly can reabsorb an adjacent spawn as a 
  full-round action, destroying the spawn and adding the spawn's current hit points to its own.
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost 
  body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Poison
  Slam—injury; save Death; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 consecutive 
  saves.  
  Vermin Empathy
  A tyrant jelly can improve the attitude of vermin as a druid can with animals. Vermin have a starting attitude of 
  unfriendly.
  Tyrant Jelly
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary or Nest (1x+)
    Treasure
  Standard
  
  720
  T
  AC 
  Armor Class
  2 [17]
  2 [17]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  5
  7
  9
  11
  ATT Attacks
  Bite 2d6 or Claw 
  1d10 or Ranged 
  Eye Beam 6d4
  Bite 2d6 or Claw 
  1d10 or Ranged 
  Eye Beam 10d4
  Bite 2d8 or Claw 
  2d6 or Ranged 
  Eye Beam 10d6
  Bite 4d8 or Claw 
  4d6 or Ranged Eye 
  Beam 20d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  150’ (50’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the 
  effects of channel energy, including effects that rely on the use of channel energy.
  Eclipse
  Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is 
  created take 2d6 cold damage (Wand save halves). Any creature that takes damage from this 
  effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds 
  after it leaves that area. 
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack 
  hits. Each successful energy drain inflicts an additional 2d6 points of necrtotic damage. If an 
  attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.  
  Light to Dark
  As an immediate action up to three times per day, a tzitzimitl can convert a positive energy 
  effect that affects it into negative energy. Doing so transforms the entire effect, such that it 
  affects other creatures as well. A tzitzimitl can transform channeled positive energy in this 
  way even if the positive energy would not otherwise harm it.
  Tzitzimitl
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Artillery / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  721
  U
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Javelin 1d6 or 
  Shortspear 1d6
  Javelin 1d6 or 
  Shortspear 1d8
  Javelin 1d8 or 
  Shortspear 1d10
  Javelin 1d8 or 
  Shortspear 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Energy 
  Resistance
  An udaeus has resistance against one type of energy. By performing a ritual that takes one day, an 
  udaeus can change its energy resistance to a different energy type (either acid, cold, electricity, or 
  fire). Most udaeoi choose fire resistance unless they expect to fight a creature using a specific energy 
  type.
  Fast Healing
  You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Fighter Training
  An udaeus counts its racial Hit Dice as fighter levels for the purpose of determining class abilities. If it 
  has levels in fighter, these Hit Dice stack.
  Infuse Arms and 
  Armor
  Any improvised weapon an udaeus wields is treated as a comparable normal weapon. Any normal 
  weapon an udaeus wields is treated as a weapon with a magical +1 enhancement bonus. Any 
  weapon with a magical enhancement bonus it wields is treated as though its enhancement bonus 
  were 1 higher than its actual value (to a maximum of +6). This ability also applies to armor and 
  shields (normal is treated as masterwork, masterwork is treated as +1, and +1 or higher is treated as 1 
  higher than actual).
  Udaeus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Urban
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Squadron (3-12x)
    Treasure
  Incidental
  
  722
  U
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  19 [0]
  17 [+2]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  250
  650
    Special Abilities
  -
  -
  Uintatherium
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Swamps
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Herd (3-12x) / Companion
    Treasure
  None
  
  723
  U
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  -
  -
  -
  -
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  Fly 90’ (30’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, 
  magic weapons, and spells, spell-like abilites, or supernatural abilities.. You are 
  immune to all nonmagical attack forms. Corporeal spells and effects that do not 
  cause damage only have a 50% chance of affecting you. Force spells and effects, 
  such as from a magic missile, affect you normally.
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  Planebound
  Each round that an Umbral Shepherd is on another plane than the Plane of 
  Shadow without a host body, it takes 1d6 damage.
  Possession
  An umbral shepherd can possess a host body as if using Magic Jar, save that if its 
  host body is killed while possessed, the shepherd dies as well.
  Shadow Touch
  An umbral shepherd that succeeds at a touch attack can attempt to dissolve a 
  portion of the victim's flesh into shadow, which then dissipates, dealing 1d4 points 
  of Constitution damage (Death save halves).  
  Umbral Sheperd
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Shadow)
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Choir (3-12x)
    Treasure
  None
  
  724
  U
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Sling 1d6 or Trident 
  1d8
  Sling 1d6 or Trident 
  1d10
  Sling 1d8 or 
  Trident 2d6
  Sling 1d8 or 
  Trident 2d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Charming Smile
  You can cast Charm Person as a swift action. You can only have one creature 
  charmed in this way at a time. The total duration of this effect is 14 round per 
  day. These rounds do not need to be consecutive, and you can dismiss the charm 
  anytime as a free action. Each attempt to use this ability consumes 1 round of its 
  duration, whether or not the creature succeeds on its save to resist the effect.
  Dazing Touch
  You can cause a living creature to become dazed for 1 round as a melee touch 
  attack; a Paralysis save nullifies the effect. Creatures with more Hit Dice than tis 
  creature are unaffected. You can use this ability 9 times per day.
  Undine
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Leader / Minion
    # Encountered
  Solitary, Pair, or Gang (3-5x)
    Treasure
  Incidental
  
  725
  U
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Gore 1d8 or Hoof 
  1d3
  Gore 2d6 or Hoof 
  1d4
  Gore 2d6 or Hoof 
  1d4
  Gore 3d6 or Hoof 
  1d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Magic Circle 
  Against Evil
  Evil creatures within 20' of this creature must make a Spell save or they cannot 
  attack this creature.  Enemies must attempt this save each time they wish to attack 
  this creature.
  Magical Strike
  A unicorn's gore attack is treated as a magic good weapon for the purposes of 
  resistances and immunities.
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Wild Empathy
  This works like the druid's wild empathy class feature, except the unicorn has +4 
  bonus on the check.
  Unicorn
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Mated Pair, or Blessing (3-6x)
    Treasure
  None
  
  726
  U
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Composite 
  Longbow 1d8x3 or 
  Rhoka Sword 1d8 
  or Bite 1d4
  Composite 
  Longbow 1d8x3 or 
  Rhoka Sword 1d10 
  or Bite 1d6
  Composite 
  Longbow 1d8x3 
  or Rhoka Sword 
  2d6 or Bite 1d8
  Rhoka Sword 
  3d6 or Bite 1d10 
  or Composite 
  Longbow 2d6x3
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 
  Constitution damage.
  Daemonic Pact
  Urdefhans are infused with daemonic energy; as an immediate action, an urdefhan 
  can attempt to allow this energy to consume its soul (50% chance of success per 
  attempt). If it succeeds, the urdefhan dies and releases a 5-foot-radius burst of 
  negative energy that deals 3d8 necrotic damage; each victim in range may attempt a 
  Breath save to halve the damage.
  Strength 
  Damage
  An urdefhan's bite drains vitality, turning the skin and muscle around the wound 
  transparent and causing 2 points of Strength damage unless the target succees on a 
  Death save. The flesh remains transparent until the Strength damage is healed, but 
  this does not have any other effects.  
  Urdefhan
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, Gang (3-12x), or Cult (13-30x+)
    Treasure
  Incidental
  
  727
  V
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Spear 1d8/x3
  Spear 1d10/x3
  Spear 2d6/x3
  Spear 2d8/x3
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  90’ (30’)  Fly 300’ (100’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Choose the Slain A valkyrie can draw the soul from a newly dead body and store it in her spear for 
  transport to the Outer Planes. This functions as soul bind, but the dead creature 
  must be willing to have its soul taken. If the creature is unwilling, this ability has no 
  effect.
  Holy Zeal
  A valkyrie adds her Charisma modifier as a deflection bonus to her Armor Class.
  Valkyrie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary or Ride (2-8x)
    Treasure
  Triple
  
  728
  V
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d4
  Slam 1d4
  Slam 1d6
  Slam 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’) , Spider Climb
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  89
  10
  10
  12
  10
  6788
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.
  Change Shape
  A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Children of the Night
  Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might 
  summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
  Create Spawn
  A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base 
  creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its 
  master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-
  willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
  Dominate
  A vampire can crush a humanoid opponent's will.  Anyone the vampire targets must succeed on a Wand save or fall instantly under the vampire's influence, as though by 
  a dominate person spell. The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d8 points of necrotic 
  damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.  
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body 
  parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at 
  which point the effects of fast healing end immediately.
  Gaseous Form
  As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability.
  Grasp of the 
  Dead
  You can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone 
  in this area takes 2d6 slashing damage. Those caught in the area receive a Breath save for half damage. Those who fail the save are unable to move for 1 round. The 
  skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. You can use this ability once per day. This power has a range of 60 
  feet.
  Grave Touch
  You can make a melee attack that causes a living creature to become shaken for 9 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 
  round if it has fewer that 19 Hit Dice. You can use this ability a number of times per day equal to your Hit Dice, minus 2.
  Incorporeal Form
  You can become incorporeal for 16 rounds. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are 
  magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do 
  not deal damage function normally. You can use this ability once per day.
  Shadowless
  A vampire casts no shadows and shows no ref lection in a mirror.
  Vampire
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary or Family (1x+)
    Treasure
  Incidental
  
  729
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d4
  Slam 1d4
  Slam 1d6
  Slam 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’) , Spider Climb
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 additional points of acid damage.
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Dominate
  A vampire can crush a humanoid opponent's will.  Anyone the vampire targets must succeed on a Wand save or fall instantly under the vampire's influence, as though by 
  a dominate person spell. The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d4 points of necrotic 
  damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.  
  Fast Healing
  You regain hit points at 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body 
  parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at 
  which point the effects of fast healing end immediately.
  Gaseous Form
  As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect 
  maneuverability.
  Resurrection Vulnerability
  A raise dead or similar spell cast on a vampire spawn destroys it (Wisdom negates). Using the spell in this way does not require a material component.
  Shadowless
  A vampire casts no shadows and shows no ref lection in a mirror.
  Vampire 
  Weaknesses
  Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These 
  things don't harm the vampire-they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make 
  melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function 
  normally each round it makes a Spell save. Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing a 
  vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire 
  to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of 
  immersion in running water inflicts damage on a vampire equal to onethird of its maximum hit points-a vampire reduced to 0 hit points in this manner is destroyed. 
  Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head 
  is also severed and anointed with holy water.
  Vampire Spawn
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  Standard
  
  730
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Touch 1d3
  Touch 1d4
  Touch 1d6
  Touch 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move 
  through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected 
  creature's turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
  Blood Overdose
  When a vampiric mist gorges on blood to an extent that it gains temporary hit points, it moves much more quickly. It gains a 
  +2 haste bonus to its Armor Class and Breath saves, and can take one additional move action each round.
  Blood Siphon
  A vampiric mist drains blood with each melee touch attack dealing 1d3 points of Constitution damage. Every time a vampiric 
  mist damages a creature in this way, it heals 1d8 hit points. Hit points healed in excess of its maximum are gained as 
  temporary hit points, to a maximum of 24. These temporary hit points last for 1 hour.
  Misty Form
  A vampiric mist's body is composed of a semisolid red mist similar in consistency to thick foam. The vampiric mist does not 
  have a Strength score, and it cannot manipulate or wear solid objects. The form grants it the amorphous defensive ability, 
  and allows it to move through areas as small as 1 inch in diameter with no reduction to its speed. The creature can speak in a 
  hissing voice. A vampiric mist cannot enter water or other fluids, and is treated as a creature two size categories smaller than 
  its actual size (Tiny for most vampiric mists) for the purposes of how wind affects it.
  Sense Blood
  A vampiric mist can immediately sense the presence of warm-blooded creature in a 60-foot radius as if by scent. It can detect 
  exposed blood within a mile.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Vampiric Mist
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Swamps or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Gang (3-6x)
    Treasure
  Incidental
  
  731
  V
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Short Sword 1d6 
  or Dagger 1d4 or 
  Shortbow 1d6/x3
  Short Sword 1d8 
  or Dagger 1d4 or 
  Shortbow 1d6/x3
  Short Sword 1d10 
  or Dagger 1d4 or 
  Shortbow 1d8/x3
  Short Sword 2d6 
  or Dagger 1d6 or 
  Shortbow 1d10/x3
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Prehensile Tail
  A vanara has a long, flexible tail that she can use to carry objects. She cannot wield 
  weapons with her tail, but the tail allows her to retrieve a small, stowed object carried 
  on her person as a swift action.
  Vanara
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Squad (3-5x)
    Treasure
  Incidental
  
  732
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d10
  Bite 2d6
  THACO
  18 [+1]
  18 [+1]
  16 [+3]
  15 [+4]
  MV 
  Move
  Fly 90’ (30’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  450
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving 
  resistance.
  Kiss
  A vargouille can kiss a helpless target by making a successful melee  attack (this provokes attacks of opportunity). 
  A kissed opponent must succeed on a Spell save or begin a terrible transformation that changes the creature into 
  a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation). 
  First, over a period of 1d6 hours, all the victim's hair falls out. Within another 1d6 hours thereafter, the ears 
  grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. 
  During the next 1d6 hours, the victim suffers 1d4 points of Intelligence damage each hour. The transformation 
  is complete 1d6 hours thereafter, when the victim's head breaks free of the body (which promptly dies) and 
  becomes a vargouille. This transformation's progress is paused by sunlight or any light spell of 3rd level or 
  higher, but stopping the transformation requires remove disease or a similar effect. The transformation is a 
  disease effect.  
  Poison
  Bite-injury; save Death; frequency once; effect damage caused by bite can only be healed with magic if the 
  spellcaster succeeds on a DC 20 caster level check; cure 1 save.
  Shriek
  Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other 
  vargouilles) who hear the shriek and can clearly see the creature must succeed on a Paralysis save or be 
  paralyzed for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A creature 
  that successfully saves cannot be affected again by the same vargouille's shriek for 24 hours.
  Vargouille
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Pair, Cluster (3-6x), or Mob (7-12x)
    Treasure
  None
  
  733
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Longspear 1d6/x3 
  or Claw 1d3
  Longspear 1d6x3 
  or Claw 1d4
  Longspear 1d8x3 
  or Claw 1d4
  Longspear 2d6/x3 
  or Claw 1d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Vegepygmy
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Gang (2-6x), or Tribe (7-30x+)
    Treasure
  Standard
  
  734
  V
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Bite 1d6 or Claw 
  1d4 or Tail Sweep 
  1d4 or Tentacle 1d4
  Bite 1d6 or Claw 
  1d4 or Tail Sweep 
  1d4 or Tentacle 1d4
  Bite 1d8 or Claw 
  1d6 or Tail Sweep 
  1d6 or Tentacle 1d6
  Bite 3d6 or Claw 
  2d6 or Tail Sweep 
  2d6 or Tentacle 2d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  30’ (10’)  Swim 240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Consume 
  Memory
  When a veiled master bites a creature, it consumes some of that creature's memories. The creature bitten must succeed at a Spell 
  save or suffer 1d6 psychic damage. A veiled master heals 5 points of damage each time it grants this effect, and also learns some 
  of the target creature's memories (subject to the GM's discretion). This is a mind-affecting effect.  
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Mucus Cloud
  While underwater, all creatures within 30 feet lose ability to breathe air (but gain waterbreathing).  Any creature may attempt a 
  Death save to negate this effect, but the save must be attempted each round.
  Slime
  A creature hit by any of a veiled master’s bite or claw attacks must succeed at a Death save or have its skin and flesh transform into 
  a clear, slimy membrane over the course of 1d4 rounds. The creature’s new flesh is soft and tender, reducing its Constitution score 
  by 4 as long as the condition persists. If the creature’s flesh isn’t kept moist, it dries quickly and the creature takes 1d12 points of 
  damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease 
  offers no protection from this attack.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Thoughtlance
  Four of a veiled master’s tentacles end in glowing spheres of light. These spheres deal electricity damage on a successful touch 
  attack and also blast a creature’s mind with waves of mental energy. A creature touched by one of these tentacles (regardless of 
  whether the touch deals electricity damage) must succeed at a Spell save or be staggered for 1 round. Additional touches increase 
  the duration of this effect by 1 round. While a creature is staggered in this manner, it must attempt a Spell save to cast spells as if it 
  were experiencing extremely violent motion while casting.
  Veiled Master
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Rare
    Role
  Controller / Elite
    # Encountered
  Solitary or Shoal (1x+)
    Treasure
  Triple
  
  735
  V
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Bite 1d10 or Claw 
  1d6 or Tentacle 1d4
  Bite 1d10 or Claw 
  1d6 or Tentacle 1d4
  Bite 2d6 or Claw 
  1d8 or Tentacle 
  1d6
  Bite 4d6 or Claw 
  3d6 or Tentacle 
  2d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  120’ (40’)  Burrow 60’ (20’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Breath Weapon
   90-foot line, 4d8 acid damage, Breath save halves damage, usable with once every 1d4 rounds.  A 
  vemerak's acid breath weapon has no effect on inorganic or undead material. If the breath weapon 
  deals damage to a living fleshy creature, the acid creates a transparent cloud of foul-smelling vapor 
  that fills that creature's space and persists for 1 round. Any creature in or passing through the cloud 
  must make a Death save or be nauseated for 1d4 rounds. This cloud is a poison effect.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee 
  attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling 
  an enemy in melee (in addition to any other effects caused by a successful check, including additional 
  damage).
  Earthquake
  As a full-round action, a vemerak can burrow its tentacles, legs, and mouth into the ground - 
  this action does not provoke attacks of opportunity. At the start of the next round, it creates an 
  earthquake effect-all creatures within 60 feet must save vs Paralysis or be knocked prone and suffer 
  2d6 damage. A vemerak can maintain this zone of trembling earth indefinitely, as long as it continues 
  to take full-round actions to maintain the effect.
  Spore Cloud
  A unique form of magic-resistant mold grows upon the body of a vemerak. When the vemerak 
  moves, the mold exudes a cloud of spores in a 30-foot radius.  Spellcasting or magic item use 
  attempted within this cloud must succeed at a Spell save first or be nullified.
  Vemerak
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  736
  V
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Claw 1d6
  Claw 1d8
  Claw 1d8
  Claw 2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 150’ (50’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  275
  450
  900
    Special Abilities
  Ability Drain
  A vendenopterix drains energy from a mortal she lures into an act of passion, such as a kiss. An 
  unwilling victim must be grappled before the vendenopterix can use this ability. The kiss drains 1 
  point of INT, WIS, or CHA (her choice), and has the effect of a Suggestion spell, asking the victim to 
  accept another act of passion (Paralysis save negates Suggestion).  Ability damage suffered from this 
  effect is restored following a long rest.
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic for the purpose of 
  resolving resistance.
  Change Shape
  Any humanoid (as Alter Self).
  Poison
  Injury; save Death; Frequency 1/round for 6 rounds; Effect 1d2 Dexterity damage; Cure 2 
  consecutive saves.  
  Swift Tracker
  A Vendenopterix can move at normal speed while using Survival to follow tracks without taking the 
  normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to 
  twice normal speed while tracking.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is 
  possible to address multiple creatures at once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just as difficult as simultaneously speaking and 
  listening to multiple people at the same time.
  Vendenopterix
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elysium)
    Rarity
  Uncommon
    Role
  Skirmisher / Elite
    # Encountered
  Solitary or Pair
    Treasure
  Standard
  
  737
  V
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Slam 1d3
  Slam 1d4
  Slam 1d6
  Slam 1d8
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Amorphous
  Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, 
  and can move through an area as small as one-quarter of your space without squeezing or one eighth of your 
  space when squeezing.
  Aura of Madness
  Any sane being within 30 feet of a conscious seugathi must make a Death save each round or become confused 
  for 1 round. A creature that fails 5 saves in a row becomes permanently insane.
  Damage Reduction
  A vespergaunt's resistances are bypassed by any weapons that are chaos-, evil- , good-, or law-aligned.
  Light Sensitivity
  You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
  No Breath
  A creature with this ability does not breathe, and is immune to effects that require breathing (such as inhaled 
  poison). This does not give immunity to cloud or gas attacks that do not require breathing.
  Siphon Spirit
  Any creature touched by a vespergaunt must succeed at a Spell save or suffer 2d6 psychic damage.  A divine 
  spellcaster suffers twice this amount of effect.  
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to 
  address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than 
  one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same 
  time.
  Vespergaunt
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Outer Space)
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary or Convocation (2-4x)
    Treasure
  None
  
  738
  V
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Light Crossbow 
  1d8 or Claw 1d4 or 
  Dagger 1d4
  Light Crossbow 
  1d8 or Claw 1d6 or 
  Dagger 1d4
  Light Crossbow 
  1d10 or Claw 1d8 
  or Dagger 1d4
  Light Crossbow 
  2d6 or Claw 1d10 
  or Dagger 1d4
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including 
  effects that rely on the use of channel energy.
  Drain Prana
  A Vetala can drain the mental vitality of a grappled opponent. If the vetala strikes the same opponent two rounds in a row, 
  it drains this energy, inflicting 1d6 Intelligence damage. Additionally, the victim is affected by the spell Modify Memory. The 
  Vetala gains perfect knowledge of any memory it chooses to eliminate using this ability.
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body 
  parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.  If reduced to 0 hit points in combat, a vetala is helpless and its fast healing ceases to function for 1 hour. 
  Additional damage dealt to the vetala has no effect. Its body might be subjected to any method of dismemberment or desecration, but after 1 hour-regardless of the 
  state of its remains-it regains 1 hit point, is no longer helpless, and resumes healing at the rate of 5 hit points per round. However, consecrating the vetala's remains and 
  burying the body destroys it forever.
  Malevolence
  As a full-round action, a Vetala can attempt to take control of a helpless living creature's body, as the spell Magic Jar (caster 
  level 10th or the Vetala's Hit Dice, whichever is higher), except that it does not require a receptacle. The target can resist the 
  attack with a successful Paralysis save.
  Paralysis
  Any creature struck by a Vetala's claws must make a successful Paralysis save or be paralyzed for 1d4+1 rounds. Elves are 
  immune to this effect.
  Possess Corpse
  As a full-round action, a Vetala can possess a corpse just as it can a living body. The Vetala's consciousness leaves its body 
  and takes control of the corpse, animating it as either a skeleton or zombie (depending on its state of decay). The Vetala can 
  remain in control of a corpse indefinitely, and can communicate through the body, but cannot use any of its other special 
  abilities.
  Weakness to 
  Prayer
  Vetalas cannot tolerate the sound of prayers or religious mantras recited by those truly faithful to a good deity. Any character 
  with a good-aligned deity can force a vetala to recoil by dramatically praying as a standard action. A recoiling vetala must stay 
  at least 5 feet away from a praying character and cannot touch or make melee attacks against it. After 1 round, a vetala can 
  fight past its revulsion and function normally each round it succeeds at a Will save; DC equal to 15 plus the Charisma modifier 
  of the creature praying. The prayers of those who worship non-good deities or worship no deity have no effect on a vetala.
  Vetala
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Incidental
  
  739
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Quill 1d6
  Quill 1d8
  Quill 1d10
  Quill 2d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Censor
  By striking a living creature with its quill, a Viduus can rewrite that creatures 
  memories (Wand save negates).
  Expurgate
  By striking a dead creature with its quill, a Viduus can erase all that creatures 
  memories (Paralysis save negates).
  Spirit Sense
  A psychopomp notices, locates, and can distinguish between living and undead 
  creatures within 6o feet, just as if it had the blindsight ability.
  Spirit Touch
  This creature's natural weapons, as well as any weapon it wields, can strike normally 
  against incorporeal targets.
  Transformation
   A Viduus reduced to 0 or fewer hit points bursts open expelling a swarm of 
  centipedes (identical to a spider swarm) and a bank of Mind Fog.
  Viduus (Psychopomp)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Library (3-12x)
    Treasure
  Standard
  
  740
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Tail Sweep 1d4 or 
  Tentacle 1d4
  Tail Sweep 1d6 or 
  Tentacle 1d6
  Tail Sweep 1d6 or 
  Tentacle 1d6
  Tail Sweep 1d8 or 
  Tentacle 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Rot
  A creature struck by a violet fungus’s tentacle must succeed on a Death save or the 
  flesh around the point of contact swiftly begins to rot away, exposing raw bone with 
  shocking swiftness. This hideous affliction causes 1d4 points of Strength damage 
  and 1d4 points of Constitution damage. This is a poison effect. 
  Violet Fungus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair or Grove (3-12x)
    Treasure
  Incidental
  
  741
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Injury; save Death; Frequency 1/round for 6 rounds; Effect 1d2 Constitution 
  damage; Cure 1 save.  
  Viper
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  742
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Injury; save Death; Frequency 1/round for 6 rounds; Effect 1d2 Constitution 
  damage; Cure 1 save.  
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Viper (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  743
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Poison
  Injury; save Death; Frequency 1/round for 6 rounds; Effect 1d2 Constitution 
  damage; Cure 1 save.  
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Viper (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Warm
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  744
  V
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  5
  7
  9
  10
  ATT Attacks
  Bite 1d10 or 
  Tentacle 1d4
  Bite 1d10 or 
  Tentacle 1d4
  Bite 2d6 or 
  Tentacle 1d6
  Bite 4d6 or 
  Tentacle 2d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Acid
  The nyogoth's bite attacks also do 1d6 acid damage.
  Captivating 
  Cloud
  Once per day, a viper vine can emit a transparent cloud of pollen in a 60-foot spread that has the 
  power to lull the minds of those that smell it. Once activated, the cloud persists for 5 rounds unless 
  dispersed by a moderate or stronger wind. All creatures in the cloud must succeed on a Spell saving 
  throw each round or become captivated. Once a creature becomes captivated, it takes no actions 
  save to approach the viper vine via the most direct route possible. If this path leads into a dangerous 
  area, such as through fire or off a cliff, that creature receives a second saving throw to tend the effect 
  before moving into peril. A victm that is attacked by the viper vine gets a new saving throw as a free 
  action during each of the viper vine's attacks to overcome the effect. This is a mind-affecting effect.
  Cold Lethargy
  Exposure to any cold effect slows a viper vine (as a slow spell) for 1d4 rounds.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee 
  attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling 
  an enemy in melee (in addition to any other effects caused by a successful check, including additional 
  damage).
  Viper Vine
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests or Swamps
    Rarity
  Uncommon
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  Incidental
  
  745
  V
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Short Sword 1d6 
  or Dagger 1d4 or 
  or Heavy Crossbow 
  1d10 or Blowgun 
  1d2
  Short Sword 1d8 
  or Dagger 1d4 or 
  or Heavy Crossbow 
  1d10 or Blowgun 
  1d2
  Short Sword 
  1d10 or Dagger 
  1d4 or or Heavy 
  Crossbow 1d10 or 
  Blowgun 1d2
  Short Sword 2d6 
  or Dagger 1d4 or 
  or Heavy Crossbow 
  1d10 or Blowgun 
  1d2
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Keen Senses
  Vishkanya receive a +2 racial bonus on Perception checks.
  Poison 
  Resistance
  A vishkanya has a +14 racial bonus on saves against poison.
  Toxic
  A vishkanya can envenom a weapon 5/day with its toxic saliva or blood (using 
  blood requires the vishkanya to be injured when it uses this ability). Applying venom 
  in this way is a swift action. Vishkanya venom: save Death; freq 1/rd for 6 rds; effect 
  1d6 Dexterity damage; cure 1 save.
  Vishkanya
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  746
  V
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Amphibious
  The creature can breathe air and/or water.
  Suffocating 
  Water
  Once per day, a vodyanoi can cause the water surrounding it up to a radius of 30 
  feet to grow thick and slimy, making it difficult for water-breathing creatures within 
  the area other than vodyanois to breathe. A vodyanoi can control narrow currents of 
  breathable water to provide oxygen to up to 3 other creatures in the area of effect-
  vodyanois themselves are immune to this effect. All other creatures in an area of 
  suffocating water must hold their breath or risk suffocation. Once created, an area 
  of suffocating water does not move-it persists for a number of minutes equal to the 
  vodyanoi's Hit Dice. The slimy water does not impact swim speeds or visibility in any 
  significant manner. 
  Vodyanoi
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Rivers or Marshes
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Family (3-12x)
    Treasure
  Standard
  
  747
  V
  AC 
  Armor Class
  1 [18]
  1 [18]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  10 + 10
  12 + 12
  ATT Attacks
  Bite 4d6 or Eye Ray 4d6 
  or Razor Tongue 2d6 or 
  Wing 2d8
  Bite 4d6 or Eye Ray 4d6 
  or Razor Tongue 2d6 or 
  Wing 2d8
  Bite 4d6 or Eye Ray 
  4d6 or Razor Tongue 
  2d6 or Wing 2d8
  Bite 4d8 or Eye Ray 
  4d8 or Razor Tongue 
  3d6 or Wing 3d8
  THACO
  15 [+4]
  13 [+6]
  11 [+8]
  10 [+9]
  MV 
  Move
  60’ (20’)  Fly 300’ (100’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W 
  Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  2
  3
  4
  3
  6
  4
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  900
  1,350
  1,500
    Special Abilities
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage each round at the start of the affected creature's 
  turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing.
  Blood Rage
  Any creature taking bleed damage from Volnagur's razor tongues suffers a -4 penalty on saves each round that bleeding continues.
  Eye Rays
  Volnagur fires eye rays at a range of up to 120 feet. Creatures struck by his eye rays are nauseated for 1 minute (Death save negates).
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents 
  within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with 
  fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed 
  save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your 
  frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Hibernation
  Spawn of Rovagug can sleep for years, decades or even centuries and do not need to eat or breathe during these periods of 
  dormancy, though they breathe normally and eat almost constantly and ravenously once awakened. While in hibernation, this 
  creature gains immunity to any spell or spell-like ability that allows SR or divination effects.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning 
  (although you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die 
  normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points 
  lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if 
  they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
  Shatter Silence
  The End-Singer’s presence unravels magical silence effects or effects that provide energy resistance against sonic attacks. At the 
  beginning of its turn, any such effect within 60 feet is targeted as dispel magic (caster level 25th).
  Unstoppable Force
  A spawn of Rovagug can always charge, even if its movement is impeded or its path is blocked by another creature. It receives a +20 
  racial bonus on checks to overrun and Strength checks to break or destroy objects, and can make one such check as a free action as 
  part of a charge. In addition, the natural weapons of a spawn of Rovagug ignore all forms of damage reduction and hardness.
  Volnagur (The End-Singer)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Artillery / Solo
    # Encountered
  Solitary
    Treasure
  None
  
  748
  V
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d6 or Claw 
  1d3
  Bite 1d8 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d4
  Bite 2d6 or Claw 
  1d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Amphibious
  The creature can breathe air and/or water.
  Blood-Freezing 
  Howl
  As a standard action, a voonith can unleash a bloodcurdling howl. All creatures 
  within a 30-foot-radius burst must succeed at a Paralysis save or become dazed for 
  1 round and then shaken for an additional 1d6 rounds. Any creature that makes a 
  successful save against a voonith's howl is immune to the same voonith's howl for 
  24 hours. This is a sonic mindaffecting fear effect.
  Voonith
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Rivers or Marshes
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Clutch (3-6x)
    Treasure
  Standard
  
  749
  V
  AC 
  Armor Class
  5 [14]
  5 [14]
  5 [14]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  7 + 7
  9 + 9
  ATT Attacks
  Bite 2d6 or Claw 
  1d10 or Wing 1d6
  Bite 2d6 or Claw 
  1d10 or Wing 1d6
  Bite 3d6 or Claw 
  2d6 or Wing 1d8
  Bite 6d6 or Claw 
  4d6 or Wing 3d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)  Fly 120’ (40’)  (Poor) Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Amphibious
  The creature can breathe air and/or water.
  Breath Weapon
   30' Cone of Fire, Breath save halves 4d8 fire damage, usable once every 1d4 
  rounds.  You are immune to your own breath weapon.
  Snake Empathy
  A vouivre can communicate and empathize with snakes. It gains a +4 bonus on all 
  checks that seek to alter a snake's attitude.
  Unwavering 
  Mind
  A vouivre gains a +4 bonus on saving throws to resist mind-affecting effects.
  Vouivre
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests, Lakes, or Rivers
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary or Harem (1x+)
    Treasure
  Standard
  
  750
  V
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  30’ (10’)  Fly 150’ (50’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Vulture
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains or Hills
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Flock (3-24x)
    Treasure
  None
  
  751
  V
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 2d6
  Bite 3d6
  Bite 3d6
  Bite 4d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  30’ (10’)  Fly 150’ (50’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Diseased
  Due to their filthy eating habits and constant exposure to decaying flesh, giant 
  vultures are harbingers of disease-much more so than the standard vulture. Any 
  creature bitten by a giant vulture has a 10% chance of being exposed to filth fever, 
  blinding sickness, or a similar disease. Once this check is made, a victim can no 
  longer be infected by this particular giant vulture, though attacks by different giant 
  vultures are resolved normally and may result in multiple illnesses. While vultures 
  aren't immune to all diseases, they do gain a +4 bonus on all saving throws against 
  such ailments.
  Vulture (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains or Hills
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Flock (3-8x)
    Treasure
  None
  
  752
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d8
  Slam 1d10
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  650
    Special Abilities
  -
  -
  Wallaby
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Common
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, or Court (3-10x)
    Treasure
  None
  
  753
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Walrus
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Oceans
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Herd (3-24x) / Companion
    Treasure
  None
  
  754
  W
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d10
  Slam 1d10
  Slam 2d6
  Slam 4d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Walrus (Emperor)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Oceans
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Herd (1-3x+)
    Treasure
  None
  
  755
  W
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  4 [15]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Scrap Ball 1d10 or 
  Slam 1d10
  Scrap Ball 1d10 or 
  Slam 1d10
  Scrap Ball 2d6 or 
  Slam 2d6
  Scrap Ball 4d6 or 
  Slam 4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  1,100
  1,350
    Special Abilities
  Absorb Dying 
  Creature
  A warsworn can consume any dying creature by moving into the same space. This immediately kills the creature, absorbs the 
  corpse into the warsworn, and heals the warsworn by an amount equal to the creature's Constitution score. Absorbed corpses 
  can't be resurrected by any effect short of a miracle or wish until the warsworn that consumed them is destroyed.
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including 
  effects that rely on the use of channel energy.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain 
  inflicts an additional 2d4 points of necrotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts 
  twice this reduction.  
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects 
  only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a 
  successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on 
  the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Profane Magic
  Protection from evil blocks attacks from a warsworn's spell-like abilities. Weapons animated by the warsworn are damaged by 
  channeled energy as if undead.
  Scrap Ball
  The warsworn can throw a mass of broken weapons and armor.  This has a range increment of 20 feet.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to 
  two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath 
  save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its 
  movement takes it over a target creature.
  Warsworn
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary
    Treasure
  Double
  
  756
  W
  AC 
  Armor Class
  9 [10]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Greataxe 1d10/x3 
  or Handaxe 1d4/x3
  Greataxe 1d10/x3 
  or Handaxe 1d4/x3
  Greataxe 2d6/x3 
  or Handaxe 1d6/
  x3
  Greataxe 2d8/x3 
  or Handaxe 1d6/
  x3
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Light and Dark
  Once per day as an immediate action, a wayang can treat positive and negative 
  energy effects as if she were an undead creature, taking damage from positive 
  energy and healing damage from negative energy. This ability lasts for 1 minute 
  once activated.
  Wayang
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  757
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Sting 1d6
  Sting 1d8
  Sting 1d10
  Sting 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d2 Dexterity 
  damage; cure 1 save.  
  Wasp (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Group (3-6x), or Nest (7-19x)
    Treasure
  None
  
  758
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Swarm 1d10
  Swarm 2d6
  Swarm 3d6
  Swarm 4d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)  Fly 120’ (40’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Distraction
  You can nauseate creatures that you damage. Any living creature that takes damage 
  from you is nauseated for 1 round; a Spell save negates the effect.
  Poison
  Swarm-injury; save Death; frequency 1/round for 4 rounds; effect 1 Dexterity 
  damage; cure 1 save.  
  Wasp Swarm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, Fury (3-6x), or Maelstrom (7-12x)
    Treasure
  None
  
  759
  W
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 4d4 or Tail 
  Slap 2d6
  Bite 4d4 or Tail 
  Slap 2d6
  Bite 4d6 or Tail 
  Slap 2d8
  Bite 8d6 or Tail 
  Slap 4d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully 
  the round prior. If the Attack hits, the target is swallowed. The swallowed target is Blinded and 
  Restrained, it has total cover against attacks and other Effects outside the creature, and it takes cold 
  damage at the start of each of the creature's turns. The creature can have only one target swallowed 
  at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round 
  equal to 1/4 this creature's weakest normal melee attack until they escape; escaping requires cutting 
  your way out (AC as creature; stomach has HP equal to 1/4 the creatures' total HP max).
  Elusive
  Water orms are rarely discovered except by their own choice. As a full-round action while in water, a 
  water orm can move up to its run speed (200 ft.) without leaving any trace of its passage (identical in 
  effect to pass without trace).  In addition, when not in combat, a water orm is considered to be under 
  the effects of a nondetection spell. These effects function at caster level 20th and cannot be dispelled.
  Water Travel
  As a full-round action once per day, a water orm can dissolve into water, appearing only as a long, 
  dark, serpentine stretch of water that looks similar to the passage of a school of fish when viewed 
  from above the water. While in this form, the water orm swims at a speed of 600 feet per round (60 
  mph). It cannot attack or take any action other than swimming in this form, and can remain in this 
  form for up to 8 hours at a time. A water orm can revert to its solid form as a free action. Water orms 
  are unable to pass into or through salt water when using this ability.
  Water Orm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Lakes
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  760
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d2 or Claw 
  1d4
  Bite 1d3 or Claw 
  1d6
  Bite 1d3 or Claw 
  1d6
  Bite 1d4 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 60’ (20’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Water Skating
  A water strider can move on the surface of water as if it were on land. A water 
  strider swimming at the water's surface can pull itself onto the water.
  Water Strider (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Colony (2-9x)
    Treasure
  Incidental
  
  761
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d2 or Claw 
  1d3
  Bite 1d3 or Claw 
  1d4
  Bite 1d4 or Claw 
  1d6
  Bite 1d4 or Claw 
  1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 60’ (20’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  -
  -
  Water Strider (Nymph)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Water
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Colony (2-9x)
    Treasure
  Incidental
  
  762
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Amphibious
  The creature can breathe air and/or water.
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 
  Constitution damage.
  Expressive 
  Chameleon
  Once per round as a free action, a water wraith can change its color to any of its 
  own choosing. 
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Water Wraith
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Rivers
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  
  763
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Weasel
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  764
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Smite Evil
  1x/day, you can call out to the powers of good to aid you in your struggle against 
  evil 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is evil, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite Evil is an outsider with the 
  evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite Evil attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not evil, the smite is 
  wasted with no effect. The Smite Evil effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Weasel (Celestial)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  765
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Bite 1d3
  Bite 1d4
  Bite 1d6
  Bite 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Attach
  When you hit with a bite attack, you automatically grapple your foe, inflicting 
  automatic bite damage each round so long as you are attached.  Enemies of this 
  creature who succeed in striking it in melee can forego inflicting damage in favor of 
  removing the attached creature from the victim.
  Smite Good
  1x/day, you can call out to the powers of evil to aid you in your struggle against 
  good 1 times per day. As an action, you choose one target within sight to smite. If 
  this target is good, you add +4 to your attack rolls and +8 to all damage rolls made 
  against the target of your smite. If the target of Smite good is an outsider with the 
  good subtype, an good-aligned dragon, or an undead creature, the bonus to damage 
  on the first successful attack doubles.  Regardless of the target, Smite good attacks 
  automatically bypass any resistances the creature might possess. In addition, while 
  smite good is in effect, you gain a +4 deflection bonus to your AC against attacks 
  made by the target of the smite. If you target a creature that is not good, the smite is 
  wasted with no effect. The Smite good effect remains until the target of the smite is 
  dead or the next time you rest and regain your uses of this ability.
  Weasel (Fiendish)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary / Companion
    Treasure
  None
  
  766
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 
  Constitution damage.
  Blood Rage
  When the creature takes damage in combat, on its next turn it can fly into a rage as 
  a free action. It gains +2 Constitution and +2 Strength, but takes a -2 penalty on AC. 
  The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end 
  its rage voluntarily.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Weasel (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Den (3-6x)
    Treasure
  Incidental
  
  767
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 
  Constitution damage.
  Compression
  The creature can move through an area as small as one-quarter its space without 
  squeezing or one-eighth its space when squeezing.
  Weasel (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Den (3-6x)
    Treasure
  Incidental
  
  768
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Tentacle -2 1d6
  Tentacle -2 1d6
  Tentacle 1d6
  Tentacle 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Camouflage
  Since a weedwhip looks like a normal plant when at rest, a successful Perception check is required to 
  notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can 
  use either of those skills instead of Perception to notice the plant.
  Dig In
  A weedwhip can bury its central bulb in earth or sand as a move action, granting attackers -4 penalty 
  on attack rolls against it, but preventing it from moving. It can extract itself from the ground as a 
  move action.
  Languid Whips
  A weedwhip's tentacles don't threaten any squares, and doesn't make attacks of opportunity.
  Poison
  Tentacle—contact; save Death; frequency 1/round for 6 rounds; effect nauseated 1 round; cure 2 
  consecutive saves. 
  Poisonous
  Any creature that attacks a weedwhip with a natural piercing or slashing weapon is exposed to its 
  poison.
  Stench
  You secrete an oily chemical that nearly every other creature finds offensive. All living creatures 
  (except those with the stench special ability) within 30 feet must succeed on a Death save or be 
  sickened for 10 rounds. Creatures that successfully save cannot be affected by your stench for 24 
  hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. 
  Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their 
  normal bonus on their saving throws.
  Weedwhip
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Patch (3-6x)
    Treasure
  Incidental
  
  769
  W
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Bite 2d6 or Claw 
  1d10
  Bite 2d6 or Claw 
  1d10
  Bite 2d8 or Claw 
  2d6
  Bite 4d8 or Claw 
  4d6
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  Fly 360’ (120’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Cold
  This creature inflicts an additional 1d6 cold damage with each successful melee attack.
  Howl
  Three times per day, a wendigo can emit a forlorn howl that can be heard up to a mile away. Any who hear the howl must make a Paralysis save 
  to avoid becoming shaken for an hour. Creatures within 120 feet become panicked for 1d4+4 rounds, and those within 30 feet cower with fear 
  for 1d4 rounds. This is a mind-affecting fear effect.
  Regeneration
  You are difficult to kill. You heal damage at 5 points per round, but you cannot die as long as your regeneration is still functioning (although 
  you still fall unconscious when their hit points are below 0). During this round, you cannot heal any damage and can die normally. Attack forms 
  that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or 
  suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of 
  severing. Severed parts that are not reattached wither and die normally.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the opponent's body and tearing 
  flesh. This attack deals an additional amount of damage, but no more than once per round.
  Telepathy
  You can mentally communicate with any other creature within 1 mile that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking 
  and listening to multiple people at the same time.
  Vulnerability to Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
  Wendigo 
  Psychosis
  Curse - Nightmare or wind walk; save Wand; onset 1 minute; frequency 1/day; effect 1d4 Wisdom drain (minimum Wis 1); cure 3 consecutive 
  saves.  When a victim's Wisdom reaches 1, he seeks an individual of his race to kill and devour. After completing this act, the afflicted individual 
  takes off at a run, and in 1d4 rounds sprints up into the sky at such a speed that his feet burn away into jagged stumps. The transformation into a 
  wendigo takes 2d6 minutes as the victim wind walks across the sky. Once the transformation is complete, the victim is effectively dead, replaced 
  by a new wendigo. True resurrection, Miracle, or Wish can restore such a victim to life, yet doing so does not harm the new wendigo. Ability 
  damage suffered to this condition may only be restored via restoration or more potent healing magic, once the curse has been lifted from the 
  victim.
  Wind Walk
  If a wendigo pins a grappled foe, it can attempt to Wind Walk with the target by using its spell-like ability - it automatically succeeds on all 
  concentration checks made to use Wind Walk. If the victim fails to resist the spell, the wendigo hurtles into the sky with him. Each round, a victim 
  can make a new save to turn solid again, but at this point he falls if he cannot fly. Eventually, the wendigo strands the victim in some rural area, 
  Wendigo
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Cold
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  770
  W
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Tail Slap 2d6
  Tail Slap 2d6
  Tail Slap 2d8
  Tail Slap 4d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Whale
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Pod (3-16x)
    Treasure
  None
  
  771
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Tail Slap 1d8
  Tail Slap 1d10
  Tail Slap 2d6
  Tail Slap 3d6
  THACO
  19 [0]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  Swim 240’ (80’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  75
  450
  900
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Whale (Companion)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Pod (3-16x) / Companion
    Treasure
  None
  
  772
  W
  AC 
  Armor Class
  5 [14]
  3 [16]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Bite 6d4 or Tail 
  Slap 2d6
  Bite 6d4 or Tail 
  Slap 2d6
  Bite 6d6 or Tail 
  Slap 3d6
  Bite 6d8 or Tail 
  Slap 4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  Swim 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  1,100
  1,350
    Special Abilities
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution 
  score times 10 before it risks drowning.
  Smashing 
  Breach
  As a full-round action, a great white whale can make a special charge attack against 
  creatures on the surface of the water. At the end of its charge, the whale breaches, 
  then slams down onto the target with incredible force. Any creatures in the whale's 
  space must make a Breath save or take bludgeoning damage and be forced into the 
  nearest square that is adjacent to the whale. This breach automatically attempts to 
  capsize any boats caught wholly or partially in this area.
  Whale (Great White)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Oceans
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary, Pair, or Pod (3-16x)
    Treasure
  None
  
  773
  W
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d4
  Bite 1d4
  Bite 1d6
  Bite 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)  Burrow 30’ (10’)  Fly 270’ (90’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Dust Cloud
  This creature generates a dust cloud with a 30-foot radius that impairs vision.  
  Normal vision cannot penetrate the cloud.
  Flying Charge
  When a whirlmaw makes a charge attack while flying, it gains a +4 bonus on its 
  attack roll, and does not take the normal penalty to Armor Class.
  Keen Sight
  A Whirlmaw gains a +4 bonus on Perception checks.
  Whirlmaw
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Deserts
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary or Flight (2-9x)
    Treasure
  None
  
  774
  W
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Burning Brand 4d4 
  or Slam 2d6
  Burning Brand 4d4 
  or Slam 2d6
  Burning Brand 
  4d6 or Slam 2d8
  Burning Brand 
  4d8 or Slam 3d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must 
  also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Breath save to avoid catching on fire.
  Burning Brand
  Once per round, a wickerman can draw forth pieces of its own body and throw them as a ranged attack with a range 
  increment of 60 feet.
  Constant Blaze
  A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses the flames, 
  and only for as long as the wickerman is immersed. While its flames are suppressed, the wickerman loses its burn ability, and 
  its wicker cage ability doesn't deal fire damage or cause creatures to catch on fire.
  Fast Healing
  You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Fire Healing
  A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 points of damage the attack would 
  otherwise deal.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Wicker Cage
  If a wickerman successfully grapples a creature, as a move action it can shove the grabbed creature into the cage built into its 
  chest. This works like swallow whole (4d6 fire damage plus the target automatically catches on fire, AC 17, 15 hp).  If a creature 
  cuts its way free, the wickerman can't use this ability again until it is fully healed. 
  Wickerman
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary
    Treasure
  None
  
  775
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d6
  Slam 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Create Spawn
  Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 
  rounds. Spawn so created are less powerful than typical wights, and suffer -4 penalty 
  on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command 
  of the wight that created them and remain enslaved until its death, at which point 
  they lose their spawn penalties and become fullfledged and free-willed wights. They 
  do not possess any of the abilities they had in life.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged 
  attack hits. Each successful energy drain inflicts an additional 1d6 points of necrotic 
  damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice 
  this reduction.  
  Resurrection 
  Vulnerability
  A raise dead or similar spell cast on a wight destroys it (Spell save negates). Using 
  the spell in this way does not require a material component.
  Wight
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  Standard
  
  776
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d8
  Slam 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged 
  attack hits. Each successful energy drain inflicts an additional 2d6 points of necrotic 
  damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice 
  this reduction.  
  Resurrection 
  Vulnerability
  A raise dead or similar spell cast on a wight destroys it (Spell save negates). Using 
  the spell in this way does not require a material component.
  Wight (Brute)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  Standard
  
  777
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Longsword 1d8 or 
  Slam 1d4
  Longsword 1d8 or 
  Slam 1d6
  Longsword 1d10 
  or Slam 1d8
  Longsword 2d6 or 
  Slam 1d10
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Create Spawn
  Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 
  rounds. Spawn so created are less powerful than typical wights, and suffer -4 penalty 
  on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command 
  of the wight that created them and remain enslaved until its death, at which point 
  they lose their spawn penalties and become fullfledged and free-willed wights. They 
  do not possess any of the abilities they had in life.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged 
  attack hits. Each successful energy drain inflicts an additional 2d6 points of necrotic 
  damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice 
  this reduction.  
  Resurrection 
  Vulnerability
  A raise dead or similar spell cast on a wight destroys it (Spell save negates). Using 
  the spell in this way does not require a material component.
  Wight (Cairn)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  Standard
  
  778
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d6
  Slam 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Create Spawn
  Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 
  rounds. Spawn so created are less powerful than typical wights, and suffer -4 penalty 
  on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the command 
  of the wight that created them and remain enslaved until its death, at which point 
  they lose their spawn penalties and become fullfledged and free-willed wights. They 
  do not possess any of the abilities they had in life.
  Energy Drain
  You sap a living opponent's vital energy automatically when your melee or ranged 
  attack hits. Each successful energy drain inflicts an additional 2d4 points of necrotic 
  damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice 
  this reduction.  
  Resurrection 
  Vulnerability
  A raise dead or similar spell cast on a wight destroys it (Spell save negates). Using 
  the spell in this way does not require a material component.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Wight (Frost)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  Standard
  
  779
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Battleaxe 1d8x3 or 
  Javelin 1d6
  Battleaxe 1d8x3 or 
  Javelin 1d6
  Battleaxe 2d6/x3 
  or Javelin 1d8
  Battleaxe 3d6/x3 
  or Javelin 1d10
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Trackless STep
  You leave no trail in natural surroundings and cannot be tracked. You may choose 
  to leave a trail if so desired.
  Wikkawak
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Warband (7-12x+)
    Treasure
  Incidental
  
  780
  W
  AC 
  Armor Class
  8 [11]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Shock 2d6
  Shock 2d8
  Shock 3d8
  Shock 4d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Feed on Fear
  Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a 
  fear effect, it gains fast healing 5.
  Natural 
  Invisibility
  Will-o'-wisps have the ability to extinguish their natural glow as a move action, 
  effectively becoming invisible, as per the spell.
  Will-o’-Wisp
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Swamp
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or String (3-4x)
    Treasure
  Incidental
  
  781
  W
  AC 
  Armor Class
  3 [16]
  3 [16]
  3 [16]
  1 [18]
  HD 
  Hit Dice
  5
  7
  9
  10
  ATT Attacks
  Bite 2d6 or Claw 
  1d10
  Bite 2d6 or Claw 
  1d10
  Bite 2d8 or Claw 
  2d6
  Bite 4d8 or Claw 
  4d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  90’ (30’) , Air Walk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  275
  900
  1,100
  1,350
    Special Abilities
  Blightfire
  Whenever a winterwight damages a creature with a bite or claw, the wound erupts with tongues of black fire. 
  For the next 5 rounds, the victum must make a Wand saving throw at the start of its turn or suffer 1d2 points 
  of Constitution damage. The winterwight gains 10 hit points each time the creature fails a saving throw against 
  blightfire. A creature cannot be affected by more than one instance of blightfire at a time.  Ability damage 
  suffered to this effect must be restored via magical healing.
  Channel Resistance
  You are less easily affected by clerics or paladins. You gain advantange on saves made to resist the effects of 
  channel energy, including effects that rely on the use of channel energy.
  Cold
  Winterwights are surrounded by a 10-foot radius of deathly chill. Any creatures within this area during the 
  winterwight's turn takes 1d6 cold damage. All creatures of the cold subtype within this area (including the 
  winterwight) heal 10 points of damage per round.
  Fast Healing
  You regain hit points at 10 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost 
  body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, 
  at which point the effects of fast healing end immediately.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 damage by latching onto the 
  opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once 
  per round.
  Vulnerability to Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Winterwight
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Cold Land
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary, Pair, or Incursion (3-6x)
    Treasure
  Standard
  
  782
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Talons 1d2
  Talons 1d3
  Talons 1d4
  Talons 1d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 150’ (50’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Witchcrow
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Forests or Plains
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Covey (3-12x), or Murder (13-30x)
    Treasure
  Standard
  
  783
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Talons 1d4
  Talons 1d6
  Talons 1d8
  Talons 2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Apportation
  In large enough groupings (such as a murder), greater witchcrows can perform a 
  cooperative form of magic once per day to open a glowing ring in one place leading to 
  somewhere else on the planet. This always entails a raucous aerial ritual, usually centered 
  on those that wish to make use of this ability. The ritual functions like a teleportation 
  circle, except it requires 1 minute of uninterrupted casting time, the circle doesn't need to 
  be placed on a horizontal surface, and it is not invisible or hard to detect. After coming 
  into existence, the edges of the circle glow and the effect stays in place for 1 minute. Most 
  witchcrows loathe using this power, but some offer it as a service to those in need of quick 
  travel, demanding a high price for such assistance-usually something in the bargainer's 
  possession that is cherished, extremely valuable, and almost always magical.
  Evil Eye
  The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target 
  suffers a -4 penalty on one of the following (witch's choice): AC , ability checks, attack rolls, 
  saving throws, or skill checks. This hex lasts for 8 rounds. A Wand save reduces this to just 1 
  round. This is a mind-affecting effect.
  Misfortune
  For 1 round, anytime the creature makes an ability check, attack roll, saving throw, or skill 
  check, it must roll twice and take the worse result. A Spell save negates this hex.
  Witchcrow (Greater)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Forests or Plains
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, Covey (3-12x), or Murder (13-30x)
    Treasure
  Standard
  
  784
  W
  AC 
  Armor Class
  6 [13]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Incorporeal Touch 
  4d4 or Witchflame 
  Bolt 6d4
  Incorporeal Touch 
  4d6 or Witchflame 
  Bolt 6d6
  Incorporeal Touch 
  6d6 or Witchflame 
  Bolt 8d6
  Incorporeal Touch 
  8d8 or Witchflame 
  Bolt 8d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  Fly 150’ (50’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, 
  and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack 
  forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting 
  you. Force spells and effects, such as from a magic missile, affect you normally.
  Sound Mimicry
  The creature perfectly imitates certain sounds or even specific voices. The creature cannot duplicate 
  the effects of magical abilities (such as bardic performance or a harpy's captivating song), though it 
  may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or 
  understand languages it doesn't know.
  Witchflame
  Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on 
  a Death save or become engulfed in sickly green flames. While these eerie flames deal no additional 
  damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects 
  of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) 
  from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be 
  extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish 
  spell - the effective caster level of the witchflame is 18. Any creature entering the same square as a 
  witchfire or striking it with a melee attack must succeed on a save or begin burning with witchflame, 
  even if the attack would not otherwise harm the witchfire because of its incorporeal nature.
  Witchfire
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Swamps or Woodlands
    Rarity
  Rare
    Role
  Artillery / Solo
    # Encountered
  Solitary or Coven (3x+)
    Treasure
  Standard
  
  785
  W
  AC 
  Armor Class
  8 [11]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Ranseur 1d8/x3 or 
  Slam 1d3
  Ranseur 2d4x3 or 
  Slam 1d4
  Ranseur 2d6/x3 
  or Slam 1d6
  Ranseur 2d8/x3 or 
  Slam 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Absorb Force
  Once per round, a witchwyrd can use a free hand to "catch" a magic missile fired at 
  it. This absorbs the missile and manifests as a glowing numbus around that hand 
  (which is no longer considered free). The energy lasts 6 rounds or until it is used 
  to create a force bolt. To use this ability, the witchwyrd must be aware of incoming 
  magic missile and cannot be flat-footed.
  Force Bolt
  A witchwyrd can "throw" a magic missile (2d8 force damage) from each free hand, 
  firing up to two as a single action (maximum of two per round). If it has absorbed 
  a magic missile, it can throw an additional force bolt that round, expending the 
  absorbed energy (maximum of two additional bolts per round).
  Witchwyrd
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Entourage (1x+), or Enclave (2-5x+)
    Treasure
  Double
  
  786
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Wolf
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Forests
    Rarity
  Common
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Pack (3-12x) 
    Treasure
  None
  
  787
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Fast Healing
  You regain hit points at 2 per round. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts to be 
  reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Wolf (Cinder)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Deserts
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Pack (5-24x)
    Treasure
  None
  
  788
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Wolf (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Forests
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (3-8x)
    Treasure
  None
  
  789
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  -
  -
  Wolf (Tinder)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests or Mountains
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (3-20x)
    Treasure
  None
  
  790
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  19 [0]
  18 [+1]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  250
  650
    Special Abilities
  -
  -
  Wolfdog
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Plains or Forests
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Pack (2-8x) / Companion
    Treasure
  None
  
  791
  W
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  5 [14]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d4 or 
  Tentacles 1d3
  Bite 1d4 or 
  Tentacles 1d3
  Bite 1d6 or 
  Tentacles 1d4
  Bite 2d6 or 
  Tentacles 1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  15’ (5’)  Burrow 15’ (5’)  Climb 15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack damage, or 1d6, 
  whichever is greater), when you make a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Corpse Lure
  By setting a corpse atop its stump and riddling the body with small, extruded filaments, a wolf-in-sheep's-clothing can crudely 
  maneuver the corpse, manipulating it like a puppet. The corpse cannot leave the stump or perform complex actions, but is 
  instead used to lure larger prey within range of the wolf-in-sheep's-clothing's tentacles. The largest corpse a wolf-in-sheep's-
  clothing can manipulate in this fashion is two size categories smaller than itself (thus Tiny creatures for a Medium wolf-
  insheep's- clothing). When a wolf-in-sheep's-clothing uses a corpse like this, it gains a +8 bonus on Disguise checks beyond its 
  normal racial bonus.
  Implant
  A wolf-in-sheep's-clothing can infest a creature with its eggs in one of two ways. A creature that eats a carcass used by the 
  monster as a corpse lure automatically becomes implanted. Alternatively, up to once per day, a wolf-insheep's- clothing can 
  implant an egg into a helpless or pinned creature as part of a grapple action. The target can resist being implanted with a 
  Death save, but if it fails, the seed gestates and becomes a self-aware creature that slowly steals nourishment from its host 
  before finally exploding free of its host's gut. The parasite can be cut free of the host's belly with a Heal check, which takes 
  1 hour and deals 3d6 slashing damage regardless of success or failure. Remove disease (or any similar effect) also kills an 
  implanted egg. Wolf-in-Sheep's-Clothing Egg: Infestation-ingestion; save Death; onset 1 day; frequency 1/day; effect 1d6 
  Constitution damage; cure 3 consecutive saves. 
  Pull
  You can choose to make a free grapple check with a successful attack. If successful, this check pulls a creature closer. This 
  ability only works on creatures of a size equal to or smaller than you. Creatures pulled in this way do not provoke attacks of 
  opportunity and stop if the pull would move them into a solid object or creature.
  Wolf-in-Sheep’s-Clothing
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Incidental
  
  792
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Gore 1d6
  Gore 1d8
  Gore 1d8
  Gore 2d6
  THACO
  19 [0]
  18 [+1]
  16 [+3]
  15 [+4]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  650
    Special Abilities
  -
  -
  Wolliped
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Rare
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Herd (3-12x) / Companion
    Treasure
  None
  
  793
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Rage
  A wolverine that takes damage in combat flies into a rage on its next turn, clawing 
  and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to 
  Constitution, and -2 to AC. The creature cannot end its rage voluntarily.
  Wolverine
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  794
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Wolverine (Dire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary or Pair
    Treasure
  None
  
  795
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Worg
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests or Plains
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Pack (3-11x)
    Treasure
  Incidental
  
  796
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Breath Weapon
   15' Cone of Cold: 4d8 Cold damage, usable once every 1d4 rounds. Breath 
  weapons allow a Breathsave for half damage. You are immune to your own breath 
  weapon.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Worg (Winter Wolf)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Forests or Plains
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Pack (6-11x)
    Treasure
  Standard
  
  797
  W
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d6
  Slam 1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Discorporate
  A worm that walks can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its 
  Strength score drops to 1. The worm that walks functions as a true swarm while discorporated, with a reach of 0 feet (its space 
  remains unchanged). While discorporated, the worm that walks loses all of its defensive abilities and gains all of the standard 
  swarm traits. It loses its slam attacks and all special abilities and special attacks, but can make a swarm attack that deals 
  damage equal to its engulf attack. A worm that walks can reform into its true form (including equipping all gear in reach) as a 
  full-round action as long as it has at least 1 hit point.
  Fast Healing
  You regain hit points at 19 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Squirming 
  Embrace
  If a worm that walks grapples a foe, it can cause a swarm of worms to squirm over the grappled creature. These worms deal 
  automatic slashing swarm damage with no attack roll needed. If a creature takes damage from the swarm, it is also subject to 
  the swarm's distraction ability, and must make a Death save or be nauseated for 1 round. A worm that walks can only have 
  one embraced target at a time, but it does not have to continue grappling in order to maintain the embrace. If the worm that 
  walks moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that 
  damages the swarm or any severe or stronger wind effect that affects the swarm's target kills it.
  Tenacious
  A worm that walks gains a +8 bonus on grapple checks and defensive checks in combat.
  Worm that Walks 
  Traits
  A worm that walks has no discernible anatomy, and is not subject to critical hits or flanking. Reducing a worm that walks to 0 
  hit points causes it to discorporate (see below) - a worm that walks at 0 hit points is staggered, and one at negative hit points is 
  dying. Worms that walk are immune to any physical spell or effect that targets a specific number of creatures (including single-
  target spells such as disintegrate), with the exception of such spells and effects generated by the worm that walks itself, which 
  treat the worm that walks as one single creature if it so chooses. Mind-affecting effects that target single creatures function 
  normally against a worm that walks, since the creature's individual components share a hive mind. A worm that walks takes 
  half again as much damage (+50%) from damaging area effects, such as fireball and splash weapons. Worms that walk are 
  susceptible to high winds - treat a worm that walks as a Fine creature for the purposes of determining wind effects.
  Worm That Walks
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  798
  W
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 10
  7 + 14
  8 + 16
  9 + 18
  ATT Attacks
  Bite 1d10 or Claw 
  1d6 or Tail Slap 
  2d6 or Wing 1d6
  Bite 1d10 or Claw 
  1d6 or Tail Slap 
  2d6 or Wing 1d6
  Bite 2d6 or Claw 
  1d8 or Tail Slap 
  2d8 or Wing 1d8
  Bite 4d6 or Claw 
  3d6 or Tail Slap 
  4d8 or Wing 3d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  350
  900
  1,100
  1,350
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for 
  the purpose of resolving resistance.
  Breath Weapon
   100-ft. line of 4d8 acid, Breath save halves damage, usable once every 1d4 rounds.  You 
  are immune to your own breath weapon.
  Entropic Breath
  Instead of a line of acid, a woundwyrm can exhale a 30-foot cone of acid fog  that persists 
  for 1 minute; it counts as opaque fog that blocks normal vision and inflits 2d6 acid damage 
  on any creature moving through it.  Any creature that begins its turn within the entropic 
  breath becomes confused (Spell save negates) for as long as it remains within the cloud and 
  for 1d6 rounds thereafter.
  Maw of the 
  Abyss
  As a full-round action, a woundwyrm can attempt to suck creatures and unattended objects 
  in a 15-foot cone into a vortex in its maw.  Creatures must make a Strength check to resist 
  the effect or be pulled toward the Woundwyrm.  Objects and structures suffer a hit as though 
  they were being attacked by the reature's Claw attack.  Creatures and objects alike take 2d8 
  sonic damage each round within the cone.
  Woundwyrm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  799
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Incorporeal Touch 
  1d6
  Incorporeal Touch 
  1d8
  Incorporeal Touch 
  1d8
  Incorporeal Touch 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of 
  channel energy, including effects that rely on the use of channel energy.
  Constitution Drain
  Creatures hit by a wraith's touch attack must succeed on a Death save or take suffer 1d4 points of 
  Constitution damage. On each successful attack, the wraith gains 5 hit points.
  Create Spawn
  A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, and suffer a a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only 
  have a 75% chance of inflicting the Drained condition on a touch. Spawn are under the command 
  of the wraith that created them until its death, at which point they lose their spawn penalties and 
  become free-willed wraiths. They do not possess any of the abilities they had in life.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, 
  and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack 
  forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting 
  you. Force spells and effects, such as from a magic missile, affect you normally.
  Lifesense
  A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness
  A wraith caught in sunlight cannot attack and is staggered.
  Unnatural Aura
  Animals do not willingly approach within 30 feet of a wraith.
  Wraith
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  None
  
  800
  W
  AC 
  Armor Class
  8 [11]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  1 + 1
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Heavy Flail 1d8 or 
  Light Crossbow 1d6
  Heavy Flail 1d10 or 
  Light Crossbow 1d6
  Heavy Flail 2d6 
  or Light Crossbow 
  1d8
  Heavy Flail 2d8 
  or Light Crossbow 
  1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  15
  225
  450
  900
    Special Abilities
  -
  -
  Wyrwood
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Squad (3-5x)
    Treasure
  Incidental
  
  801
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Tendrils 1d3
  Tendrils 1d4
  Tendrils 1d6
  Tendrils 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Lesser 
  Telekinesis
  By extending its strands of aether, an aether wysp can move small objects at a 
  distance, as per mage hand except that lesser telekinesis is a supernatural ability and 
  can move magical or nonmagical objects weighing up to 10 pounds.
  Living Battery
  As an immediate action, a wysp can kill itself to cause a creature benefiting from its 
  resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this 
  ability, its death can’t be prevented, and its life can’t be restored by any effect less 
  than true resurrection, miracle, or wish, even if such an effect can normally revive an 
  outsider.
  Resonance
  A wysp’s natural resonance strengthens the power of its element. The wysp grants 
  a +4 bonus on attack rolls and damage rolls to all creatures within 30 feet with an 
  elemental subtype that matches the wysp’s.
  Servitor
  A wysp is a natural servitor. When it uses the aid another action to assist a creature 
  benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of 
  +2. No other effect can increase this bonus beyond +4.
  Wysp (Aether)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes or Ethereal Plane)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Cloud (3-8x), Symphony (10-40x+), or Retinue (1-6x+)
    Treasure
  None
  
  802
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Tendrils 1d3
  Tendrils 1d4
  Tendrils 1d6
  Tendrils 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  Fly 300’ (100’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Living Battery
  As an immediate action, a wysp can kill itself to cause a creature benefiting from its 
  resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this 
  ability, its death can’t be prevented, and its life can’t be restored by any effect less 
  than true resurrection, miracle, or wish, even if such an effect can normally revive an 
  outsider.
  Resonance
  A wysp’s natural resonance strengthens the power of its element. The wysp grants 
  a +4 bonus on attack rolls and damage rolls to all creatures within 30 feet with an 
  elemental subtype that matches the wysp’s.
  Servitor
  A wysp is a natural servitor. When it uses the aid another action to assist a creature 
  benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of 
  +2. No other effect can increase this bonus beyond +4.
  Wysp (Air)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes or Ethereal Plane)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Cloud (3-8x), Symphony (10-40x+), or Retinue (1-6x+)
    Treasure
  None
  
  803
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Tendrils 1d3
  Tendrils 1d4
  Tendrils 1d6
  Tendrils 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  60’ (20’)  Burrow 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Living Battery
  As an immediate action, a wysp can kill itself to cause a creature benefiting from its 
  resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this 
  ability, its death can’t be prevented, and its life can’t be restored by any effect less 
  than true resurrection, miracle, or wish, even if such an effect can normally revive an 
  outsider.
  Resonance
  A wysp’s natural resonance strengthens the power of its element. The wysp grants 
  a +4 bonus on attack rolls and damage rolls to all creatures within 30 feet with an 
  elemental subtype that matches the wysp’s.
  Servitor
  A wysp is a natural servitor. When it uses the aid another action to assist a creature 
  benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of 
  +2. No other effect can increase this bonus beyond +4.
  Wysp (Earth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes or Ethereal Plane)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Cloud (3-8x), Symphony (10-40x+), or Retinue (1-6x+)
    Treasure
  None
  
  804
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Tendrils 1d3
  Tendrils 1d4
  Tendrils 1d6
  Tendrils 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  180’ (60’)  Fly 60’ (20’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by 
  the burn ability must also succeed on a Breath save or catch fire, taking fire damage for an additional 
  1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning 
  creature with natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Breath save to avoid catching on fire.
  Living Battery
  As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 
  2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, 
  and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an 
  effect can normally revive an outsider.
  Resonance
  A wysp’s natural resonance strengthens the power of its element. The wysp grants a +4 bonus on 
  attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches 
  the wysp’s.
  Servitor
  A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from 
  its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase 
  this bonus beyond +4.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Wysp (Fire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes or Ethereal Plane)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Cloud (3-8x), Symphony (10-40x+), or Retinue (1-6x+)
    Treasure
  None
  
  805
  W
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Tendrils 1d3
  Tendrils 1d4
  Tendrils 1d6
  Tendrils 1d8
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Swim 270’ (90’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Drench
  A water wysp’s touch puts out Large or smaller nonmagical flames. The creature 
  can dispel magical fire it touches as per dispel magic (caster level = the wysp’s HD).
  Living Battery
  As an immediate action, a wysp can kill itself to cause a creature benefiting from its 
  resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this 
  ability, its death can’t be prevented, and its life can’t be restored by any effect less 
  than true resurrection, miracle, or wish, even if such an effect can normally revive an 
  outsider.
  Resonance
  A wysp’s natural resonance strengthens the power of its element. The wysp grants 
  a +4 bonus on attack rolls and damage rolls to all creatures within 30 feet with an 
  elemental subtype that matches the wysp’s.
  Servitor
  A wysp is a natural servitor. When it uses the aid another action to assist a creature 
  benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of 
  +2. No other effect can increase this bonus beyond +4.
  Wysp (Water)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elemental Planes or Ethereal Plane)
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Cloud (3-8x), Symphony (10-40x+), or Retinue (1-6x+)
    Treasure
  None
  
  806
  W
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 8
  6 + 12
  7 + 14
  8 + 16
  ATT Attacks
  Bite 1d8 or Crush 
  2d6 or Sting 1d6 or 
  Wing 1d6
  Bite 2d6 or Crush 
  3d6 or Sting 1d8 or 
  Wing 1d8
  Bite 2d6 or Crush 
  3d6 or Sting 1d8 
  or Wing 1d8
  Bite 3d6 or Crush 
  4d6 or Sting 2d6 
  or Wing 2d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Poison
  Sting-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Constitution 
  damage; cure 2 consecutive saves.  
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a 
  single action.  A monster with the rake ability must begin its turn already grappling 
  to use its rake-it can't begin a grapple and rake in the same turn.
  Wyvern
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Hills
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Flight (3-65x)
    Treasure
  Standard
  
  807
  X
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  3 [16]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 2d6 or Tail 
  Slap 1d8
  Bite 3d6 or Tail 
  Slap 2d6
  Bite 3d8 or Tail 
  Slap 2d8
  Bite 8d6 or Tail 
  Slap 4d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Chaotic and Evil for the purpose of resolving 
  resistance.
  Change Shape
  You have the ability to assume the appearance of a humanoid with one serpentine feature, but retain most of your own 
  physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. 
  This ability functions as alter self, but you do not adjust your ability scores (although you gain any other abilities of the creature 
  you mimic). Since one serpentine feature is retained, the bonus to Disguise checks is negated.
  Poison Choice
  "One of three types of poison is chosen with the bite. 
  Fiendish Bile: Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Strength damage, also 2d8 damage if good-
  aligned; cure 2 consecutive saves. 
  Mysterious Blood: Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Dexterity and 1d4 Wisdom damage plus 
  confusion for 1 round; cure 2 consecutive saves. 
  Vile Disjunction: Bite-injury; save Death; frequency 1/round for 6 rounds; effect targeted greater dispel magic (CL 18th) on 
  creature; cure 2 consecutive saves."
  Redirect Spell
  Any creature that attempts to cast a spell within 30 feet of a xacarba must cast the spell defensively. If the caster fails the 
  concentration check to do so (or if the caster opts to not cast defensively), the xacarba can choose the target of the spell as a 
  swift action. The new target must be a legal target - if there's no legal alternative target to choose from, this ability cannot be 
  used.
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  True Seeing
  You see all things as they actually are, as per the spell True Seeing, as a constant ability.
  Xacarba
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land (The Abyss)
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  808
  X
  AC 
  Armor Class
  4 [15]
  3 [16]
  3 [16]
  2 [17]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  8 + 8
  9 + 9
  ATT Attacks
  Bite 1d10 or Hoof 
  1d6 or Tail Slap 
  1d10
  Bite 1d10 or Hoof 
  1d6 or Tail Slap 
  1d10
  Bite 2d6 or Hoof 
  1d8 or Tail Slap 
  2d6
  Bite 4d6 or Hoof 
  3d6 or Tail Slap 
  4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Exploit Stellar 
  Conjunction
  A xanthos can sense the alignment of stellar objects (planets, comets, asteroids, and so on) 
  and when they form conjunctions that allow it to use its magic for interplanetary travel. 
  During these conjunctions, the xanthos can use its teleport spell-like ability as interplanetary 
  teleport to reach any other world in its current solar system, or as plane shift to reach any 
  known plane. A conjunction remains viable for only 10d10 hours, after which it could be 
  days, weeks, or even months before another conjunction occurs that would once again 
  allow travel between those two locations.
  Hold Breath
  The creature can hold its breath for a number of minutes equal to its Constitution score 
  times 10 before it risks drowning.
  Telepathy
  You can mentally communicate with any other creature within 5 feet that has a language. 
  It is possible to address multiple creatures at once telepathically, although maintaining 
  a telepathic conversation with more than one creature at a time is just as difficult as 
  simultaneously speaking and listening to multiple people at the same time.
  Xanthos
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Solo
    # Encountered
  Solitary or Gang (2-5x)
    Treasure
  None
  
  809
  X
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  5 [14]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Bite 1d4 or Claw 
  1d4
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)  Climb 60’ (20’)  Fly 60’ (20’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, inflicting 1d4 
  Constitution damage.  
  Entangling Slime A xenopterid can produce a sticky, slimy secretion it uses to protect its territory and 
  eggs. The xenopterid can slime up to a 10-foot-square area per day at a rate of 1 
  square foot per minute. For 1 week thereafter, any creature coming in direct contact 
  with the slime must succeed at a Strength check or be entangled and glued to it as if 
  it had failed its save against a tanglefoot bag.
  Lifesense
  The creature notices and locates living creatures within 60 feet, just as if it possessed 
  the blindsight ability.
  Poison
  Bite—injury; save Death; frequency 1/round for 6 rounds; effect 1d4 Dexterity 
  damage; cure 2 consecutive saves.  
  Xenopterid
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land or Underground
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or Hive (3-30x)
    Treasure
  None
  
  810
  X
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d8 or Slam 
  1d6
  Bite 1d10 or Slam 
  1d8
  Bite 2d6 or Slam 
  1d10
  Bite 3d6 or Slam 
  2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Fly 90’ (30’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Xiao
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Mountains or Forests
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Troupe (3-12x), or Flock (13-30x) / Companion
    Treasure
  Incidental
  
  811
  X
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Longbow 1d8/x3 
  or Shortsword 1d6 
  or Bite 1d6 or Claw 
  1d4
  Longbow 1d8/x3 
  or Shortsword 1d6 
  or Bite 1d8 or Claw 
  1d6
  Longbow 1d10/
  x3 or Shortsword 
  1d6 or Bite 2d6 or 
  Claw 1d8
  Longbow 2d6/
  x3 or Shortsword 
  1d8 or Bite 3d6 or 
  Claw 1d8
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’) , Planewalk
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  175
  450
  900
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving 
  resistance.
  Implant
  A xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume 
  the host from within, inflicting 1d6 Constitution damage per hour per young until the host dies. The young then 
  emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) 
  rids a victim of all implanted eggs or active young, or they can be cut out one at a time with Heal checks (each 
  attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 
  1d4 points of damage to the patient.
  Multiweapon 
  Mastery
  A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary 
  attacks even when also wielding weapons.
  Paralysis
  You can render your victims immobile for 1d4 hours with a successful Bite attack; the victim may resist with a 
  Paralysis save.
  Planewalk
  A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane 
  to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades 
  away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in 
  the second. A xill can take a single willing or helpless creature with it when it switches planes.
  Xill
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Ethereal Plane)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Gang (3-6x)
    Treasure
  Standard
  
  812
  X
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d8 or Wing 
  1d6
  Bite 1d8 or Wing 
  1d6
  Bite 2d6 or Wing 
  1d8
  Bite 3d6 or Wing 
  2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)  Fly 270’ (90’)  (Average) Swim 270’ (90’) , Speed Burst (600’ (200’) )
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Form of Sea and 
  Sky
  Once per hour, a xocothian can transform itself into two Small elementals (one air 
  and one water) for up to 7 minutes. These elementals appear in adjacent squares. 
  Each have half of the xocothian's current hit points and share the same mind. They 
  can reform into the xocothian as a standard action if they are adjacent to each other 
  - the reformed xocothian's hit points are equal to the total of the two elementals' hit 
  points. If either elemental is slain, the xocothian must use its standard action on its 
  next turn to reform (treat a slain elemental's hit points as 0 when determining the 
  reformed xocothian's total hit points).
  Speed Burst
  A xocothian can fly or swim up to 200 feet as a full-round action. When using this 
  ability, it must move in a straight line. This does not provoke attacks of opportunity.
  Xocothian
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Air or Plane of Water)
    Rarity
  Rare
    Role
  Skirmisher / Elite
    # Encountered
  Solitary, Pair, or School (3-5x)
    Treasure
  Standard
  
  813
  X
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3
  4
  5
  5
  ATT Attacks
  Bite 4d6 or Claw 
  1d4
  Bite 4d8 or Claw 
  1d6
  Bite 4d8 or Claw 
  1d6
  Bite 8d6 or Claw 
  1d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  15 [+4]
  MV 
  Move
  60’ (20’)  Burrow 60’ (20’) , Earth Glide
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  750
  900
    Special Abilities
  All-Around 
  Vision
  You can see in all directions at once. You cannot be flanked.
  Earth Glide
  This creature, while burrowing, can pass through stone, dirt, or almost any other 
  sort of earth except metal as easily as a fish swims through water. If protected 
  against fire damage, it can even glide through lava. Its burrowing leaves behind no 
  tunnel or hole, nor does it create any ripple or other sign of its presence. 
  Xorn
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Earth)
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  Standard
  
  814
  X
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  4
  5
  7
  ATT Attacks
  Sting 1d3
  Sting 1d4
  Sting 1d6
  Sting 1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  900
    Special Abilities
  Acid Sting
  A xtabay's sting does additional 1d6 acid damage.
  Devour
  While a creature is under the effects of a xtabay's soporific pollen, the plant may, as 
  a full-round action, occupy the same square as the sleeping creature and slowly sap 
  the life from it. Every round the xtabay uses this ability, the creature must make Spell 
  save or suffer 1d4 points of Constitution damage.  This feeding is curiously painless, 
  and normally isn't enough to waken a foe put to sleep by the plant. Each round this 
  feeding continues, the sleeping victim can attempt a new save to awaken.
  Soporific Pollen
  A xtabay can release sleep-inducing pollen into the air around it. Each creature 
  within a 10-ft.-radius burst centered on the xtabay must make a Paralysis save or fall 
  asleep for 1d3 minutes. A creature that succeeds on the  save cannot be affected 
  by the same xtabay's soporific pollen for 24 hours. A creature put to sleep by this 
  pollen can be awakened by vigorously shaking the sleeper (a standard action) or by 
  damaging it. This is a mind-affecting sleep effect.
  Xtabay
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Lurker / Minion
    # Encountered
  Solitary, Pair, Copse (3-5x), or Garden (6-12x)
    Treasure
  None
  
  815
  Y
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Gore 1d6
  Gore 1d8
  Gore 1d8
  Gore 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  450
  650
    Special Abilities
  -
  -
  Yak
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold or Temperate Plains
    Rarity
  Common
    Role
  Brute  / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x) / Companion
    Treasure
  None
  
  816
  Y
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d10 or Claw 
  1d6 or Tentacle 1d6
  Bite 2d6 or Claw 
  1d8 or Tentacle 1d8
  Bite 3d6 or Claw 
  2d6 or Tentacle 
  2d6
  Bite 4d6 or Claw 
  3d6 or Tentacle 
  3d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. 
  Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing 
  continues to function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Fortification
  The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit.
  Polymorph 
  Susceptibility
  A yaoguai is immune to polymorph effects or effects that otherwise change its shape, but 
  the attempt to alter its shape causes it great pain and it must attempt a saving throw if the 
  effect allows it. If it fails its save or the effect doesn't allow a saving throw, the yaoguai is 
  staggered and loses its resistances and fast healing for 1d4 rounds.
  Quills
  A creature attacking the yaoguai with a melee weapon, an unarmed strike, or a natural 
  weapon takes piercing damage from the yaoguai's quills. Melee weapons with reach do not 
  endanger their users in this way.
  Yaoguai
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary
    Treasure
  None
  
  817
  Y
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Tendril 1d4
  Tendril 1d6
  Tendril 1d6
  Tendril 1d8
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  15’ (5’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Pollen Spray
  A yellow musk creeper can spray a cloud of pollen at a single creature within 30 
  feet. It must make a ranged touch attack to strike the target (use the Tendril attack 
  bonus), who must then succeed on a Spell save or be entranced for 1d6 rounds. An 
  entranced creature can take no action other than to move at its normal speed into a 
  space within the yellow musk creeper's reach, at which point an entranced creature 
  remains motionless and allows the creeper to insert tendrils into its brain.
  Yellow Musk 
  Creeper Zombie
  As a full-round action, a yellow musk creeper can bore dozens of tendrils into the 
  brain of a helpless creature within reach, such as a creature entranced by its pollen. 
  This attack inflicts 1d4 points of Intelligence damage per round. When a creature is 
  reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour 
  later, the creature animates as a yellow musk zombie.
  Yellow Musk Creeper
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Forests or Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Patch (1x+)
    Treasure
  Incidental
  
  818
  Y
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 1d8
  Bite 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  120’ (40’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the 
  purpose of resolving resistance.
  Bay
  When a yeth hound howls or barks, all creatures except other evil outsiders within a 
  300-foot spread must succeed on a Spell save or become panicked for 2d4 rounds. 
  This is a sonic mindaffecting fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound's bay for 24 hours.
  Sinister Bite
  A yeth hound's bite is treated as evil-aligned for the purpose of overcoming 
  resistances. In addition, a good-aligned creature bitten by a yeth hound must make 
  a Spell save or be shaken for 1 round. If the victim is already suffering from a fear 
  effect (such as the hound's bay attack), the victim is instead completely overcome 
  with fear and can do nothing but cower for 1 round. This is a mind-affecting fear 
  effect.
  Yeth Hound
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Pack (6-11x)
    Treasure
  Incidental
  
  819
  Y
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Claw 1d6
  Claw 1d8
  Claw 1d8
  Claw 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Cold
  A yeti's body generates intense cold, dealing 1d6 cold damage to any creature that 
  contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its 
  claws or rend attack.
  Frightful Gaze
  Creatures within 30 feet that meet a yeti's gaze must succeed on a Wand save or 
  stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A 
  creature that successfully saves cannot be affected again by the frightful gaze of that 
  yeti for 1 day.
  Rend
  If you hit with two or more natural attacks in 1 round, you can cause additional 2d6 
  damage by latching onto the opponent's body and tearing flesh. This attack deals an 
  additional amount of damage, but no more than once per round.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Yeti
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Tribe (3-8x)
    Treasure
  Standard
  
  820
  Y
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  4
  5
  ATT Attacks
  Bite 1d4 or Talon 
  1d3
  Bite 1d6 or Talon 
  1d4
  Bite 1d6 or Talon 
  1d4
  Bite 1d8 or Talon 
  1d6
  THACO
  17 [+2]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  30’ (10’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of 
  resolving resistance.
  Holy Fire
  Like a Flame Strike, half the fire damage from a yhohm's fire attacks is fire damage; the other half is 
  divine power and is not subject to fire immunity or resistance.
  Self-
  Resurrection
  A slain yhohm remains dead for only 1d4 rounds unless its body is completely destroyed by an effect 
  such as disintegrate. Otherwise, a fully healed yhohm emerges from the remains 1d4 rounds after 
  death, as if brought back to life via Resurrection.  A yhohm can self-resurrect only once per year. If a 
  yhohm dies a second time before that year passes, its death is permanent. A yhohm that dies within 
  the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the 
  yhohm immediately resurrects. 
  Shroud of Flame
  A yhohm can cause its feathers to burst into fire as a free action. As long as its feathers are burning 
  (up to 10 rounds), it deals additional fire damage with each natural attack, and any creature within 5 
  feet must attempt a Breath save each round or take 1d6 points of fire damage at the start of its turn. 
  A creature that attacks the yhohm with a natural or non-reach melee weapon takes this amount of 
  fire damage (no save) with each successful hit.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Yhohm
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Nirvana)
    Rarity
  Rare
    Role
  Leader / Elite
    # Encountered
  Solitary, Pair, or Flight (3-5x)
    Treasure
  None
  
  821
  Y
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Pincers 2d6
  Pincers 2d6
  Pincers 2d8
  Pincers 4d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  All-Around Vision
  You can see in all directions at once. You cannot be flanked.
  Amnesia
  Once per day as a standard action, a yithian can attempt to inflict amnesia on a target it is able to communicate telepathically 
  with. A target can resist this attack with a Spell save. If the target fails its save, it takes a permanent -4 penalty on mind-affecting 
  saving throws and all skill checks, and loses all memories save for those the yithian chooses to leave intact. This effect can be 
  cured by heal or greater restoration. This is a mind-affecting insanity effect. 
  Fast Healing
  You regain hit points at 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Mind Swap
  As a full-round action, a yithian can trade minds with another living creature it is able to communicate telepathically with. This 
  functions as magic jar, except the two minds trade bodies. An unwilling target can resist the mind swap with a Wand save, after 
  which that particular yithian cannot attempt to swap minds with that creature again for 24 hours. The yithian can end the 
  effect of this mind swap at any time and over any distance as a full-round action, instantly returning both minds to the proper 
  bodies-if the yithian wishes, it may attempt to use its amnesia power on the other mind as a free action when it ends the mind 
  swap in this way. This is a mind-affecting effect. 
  Telepathy
  You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple 
  creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as 
  difficult as simultaneously speaking and listening to multiple people at the same time.
  Yithian
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Leader / Normal
    # Encountered
  Solitary, Pair, Band (3-9x), or Enclave (10-100x)
    Treasure
  Standard
  
  822
  Y
  AC 
  Armor Class
  4 [15]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  9 + 9
  11 + 11
  ATT Attacks
  Gore 4d6 or Hoof 
  2d6 or Tail Slap 
  1d10
  Gore 4d6 or Hoof 
  2d6 or Tail Slap 
  1d10
  Gore 4d8 or Hoof 
  2d8 or Tail Slap 
  2d6
  Gore 12d6 or Hoof 
  4d8 or Tail Slap 
  4d6
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  11 [+8]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  4
  5
  6
  5
  8
  6
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  900
  1,100
  1,350
    Special Abilities
  Bloody-Minded
  A ypotryll is not easily swayed from its bloody business. It gains a +6 bonus on saves against charm and 
  compulsion effects.
  Push
  After making a successful melee strike, you may attempt another strike using the same attack bonus. If 
  successful, this check pushes a creature directly away. This ability only works on creatures of a size equal to or 
  smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop 
  if the push would move them into a solid object or creature.  Any creature moved by a this push attack must 
  make a Wand saving throw or be Stunned for 1 round.
  Thundering Path
  A ypotryll's charge shakes the ground it crosses. The path of its charge is considered difficult terrain until 
  the start of the ypotryll's next turn, and creatures with tremorsense that are within 100 feet of the end of the 
  ypotryll's charge are blinded for that same amount of time.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning 
  damage equal to two times a typical melee attack from this creature. Victims may attempt to avoid the trampling 
  creature and receive a Breath save to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target creature.
  Unstoppable 
  Force
  A ypotryll gains a +4 bonus on attack rolls and checks when it charges.  A ypotryll may charge over difficult 
  terrain, provided the terrain does not cost more than 2 squares to enter.
  Ypotryll
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes, Hills, or Coasts
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary, Pair, or Herd (3-16x)
    Treasure
  None
  
  823
  Y
  AC 
  Armor Class
  6 [13]
  6 [13]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d10 or Claw 
  1d6 or Sonic Lance 
  6d4
  Bite 1d10 or Claw 
  1d6 or Sonic Lance 
  8d4
  Bite 2d6 or Claw 
  1d8 or Sonic 
  Lance 8d6
  Bite 4d6 or Claw 
  3d6 or Sonic 
  Lance 12d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Blind
  A yrthak sees and senses exclusively through its blindsight ability, which is based 
  on sound and movement - beyond 120 feet, it is considered blind. A deaf yrthak is 
  effectively blinded as well except against adjacent foes - its weak eyesight functions 
  enough for it to attack targets this close, although in such cases these creatures still 
  gain the benefit of concealment (20% miss chance) because of the creature's poor 
  vision. It is invulnerable to all sight-based effects and attacks, including gaze attacks.
  Explosion
  A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or a similar 
  nonmagical object within 60 feet to create an explosion. This attack deals 2d8 
  piercing damage to all within 10 feet of the effect's center.
  Sonic Lance
  Once per round, a yrthak can focus sonic energy in a 60-foot ray that deals 2d8 
  sonic damage to one target.
  Yrthak
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Deserts, Hills, or Mountains
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary, Pair, or Clutch (3-6x)
    Treasure
  Incidental
  
  824
  Y
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Touches 4d4
  Touches 4d6
  Touches 4d8
  Touches 8d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Chilling Touch
  A yuki-onna's touch causes 1d6 cold damage. Whenever a creature takes cold damage in this manner, it must 
  make a Paralysis save to avoid being staggered by the supernatural cold for 1 round. This duration stacks. 
  Fascinating Gaze
  A creature within 40 feet of this creature must succeed at a Paralysis saving throw or be fascinated for 5d6 
  rounds. If the creature has 4 or fewer Hit Dice, it is instead dazed for 5d6 rounds. An argus can't use this ability 
  in the same round it uses frightful presence.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, and spells, 
  spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack forms. Corporeal spells and 
  effects that do not cause damage only have a 50% chance of affecting you. Force spells and effects, such as from 
  a magic missile, affect you normally.
  Snow 
  Dependency
  A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or 
  otherwise not functioning.
  Snowstorm
  A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn't allow for such weather, that 
  comprise a 200-foot-radius spread. Within this area, the snowfall and wind gusts cause a -4 penalty on ranged 
  attacks and perception-related checks. The wind itself blows in a clockwise rotation around the yuki-onna, and 
  functions as severe wind. A yuki-onna is unaffected by snowstorms or blizzards of any kind. Any effect that 
  causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect 
  entirely.
  Vulnerability to Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Yuki-Onna
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Cold
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary
    Treasure
  Standard
  
  825
  Y
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Gore 1d6
  Gore 1d8
  Gore 1d8
  Gore 2d6
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  275
  650
    Special Abilities
  -
  -
  Yzobu
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Hills or Plains
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  
  826
  Z
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  1
  1+2
  2
  2+2
  ATT Attacks
  Bite 1d3 or Hoof 
  1d4
  Bite 1d4 or Hoof 
  1d6
  Bite 1d4 or Hoof 
  1d6
  Bite 1d6 or Hoof 
  1d8
  THACO
  19 [0]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  175
  250
  650
    Special Abilities
  -
  -
  Zebra
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Plains
    Rarity
  Common
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x) / Companion
    Treasure
  None
  
  827
  Z
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 1d8 or Claw 
  1d8
  Bite 2d6 or Claw 
  2d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Adamantine 
  Attacks
  A zentragt's bite and claw attacks count as adamantine, chaotic, and magic for the 
  purposes of overcoming damage reduction and bypassing hardness.
  Eat Metal
  A zentragt can eat metal to heal itself. For every 5 pounds of iron or steel it 
  consumes, it heals 5 hit points. Adamantine, cold iron, mithral, or metals with an 
  enhancement bonus of +1 or higher heal it double this amount. It takes a zentragt 1 
  minute to eat 5 pounds of metal.
  Zentragt
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Elysium)
    Rarity
  Rare
    Role
  Soldier / Elite
    # Encountered
  Solitary, Pair, or Gang (3-5x)
    Treasure
  Standard
  
  828
  Z
  AC 
  Armor Class
  2 [17]
  2 [17]
  1 [18]
  1 [18]
  HD 
  Hit Dice
  3
  5
  7
  7
  ATT Attacks
  Bite 1d6 or Claw 1d4
  Bite 1d6 or Claw 1d4
  Bite 1d8 or Claw 1d6
  Bite 3d6 or Claw 2d6
  THACO
  17 [+2]
  15 [+4]
  13 [+6]
  13 [+6]
  MV 
  Move
  60’ (20’)  Fly 120’ (40’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  450
  900
  1,100
    Special Abilities
  Aligned
  Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving resistance.
  Bitter Flames
  Whenever Zelishkar deals fire damage, any creatures that fail a Death save against any fire effect are sickened for 1 minute. Those damaged by 
  melee attacks or fire effects that allow no save are instead sickened for 1 round.
  Corpse Cremation
  Whenever Zelishkar reduces a living creature to negative hit points, as a swift action he can turn ts body to ashes and feed upon the target's life 
  force (Death save negates). Whenever Zelishkar slays a creature with any attack or ability, the creature's corpse is reduced to ashes.
  Daemonic Harbinger 
  Traits
  A daemonic harbinger is a powerful daemon that has not yet made the full transition from unique daemon to a horseman. The harbinger's 
  natural weapons, as well as any weapon it wields, are treated as evil and lawful for the purpose of overcoming resistances and immunities.
  Fire Damage
  1d6 additional fire damage is added to every bite and claw attack.
  Incandescent Body
  As a free action, Zelishkar can cause his body to erupt into white-hot flame. He sheds light as bright as a daylight spell, and dazzles any creature 
  that does not avert its gaze.
  Incendiary Grasp
  If Zelishkar hits a target with more than one natural weapon in the same round, the fire damage from each hit is combined as if from a single 
  attack for the purpose of overcoming effects that provide resistance to fire. Any fire resistance or immunity the target possesses is suppressed 
  until the beginning of Zelishkar's next turn.
  Rake
  Against a grappled opponent, you may make two additional Bite attacks using a single action.  A monster with the rake ability must begin its turn 
  already grappling to use its rake-it can't begin a grapple and rake in the same turn.
  Summon
  1/day, Zelishkar can summon 2 fiendish elder fire elementals or any daemon of 20 Hit Dice or fewer with 100% certainty. This acts as a 9th level 
  spell.
  Telepathy
  You can mentally communicate with any other creature within 300 feet that has a language. It is possible to address multiple creatures at once 
  telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking 
  and listening to multiple people at the same time.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
  Zelishkar of the Bitter Flame
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Unique (Daemon, Harbinger)
    Role
  Brute / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  
  829
  Z
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d8
  Touch 1d10
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Zhyen (Air)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1x+)
    Treasure
  None
  
  830
  Z
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d8
  Touch 1d10
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Zhyen (Earth)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1x+)
    Treasure
  None
  
  831
  Z
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d8
  Touch 1d10
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)  Fly 90’ (30’)  (Perfect)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Zhyen (Fire)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1x+)
    Treasure
  None
  
  832
  Z
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Touch 1d4
  Touch 1d6
  Touch 1d8
  Touch 1d10
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  30’ (10’)  Fly 90’ (30’)  (Perfect) Swim 90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  -
  -
  Zhyen (Water)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Desert or Elemental Plane
    Rarity
  Rare
    Role
  Skirmisher / Minion
    # Encountered
  Solitary or Gang (1x+)
    Treasure
  None
  
  833
  Z
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Slam 1d4
  Slam 1d6
  Slam 1d6
  Slam 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Staggered
   Zombies have poor reflexes and can only perform two actions each round. A 
  zombie can move up to its speed and attack in the same round as a charge action.
  Zombie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Brute / Minion
    # Encountered
  Any
    Treasure
  None
  
  834
  Z
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Short Sword 1d6 or 
  Slam 1d6
  Short Sword 1d6 or 
  Slam 1d8
  Short Sword 1d8 
  or Slam 1d10
  Short Sword 1d8 
  or Slam 2d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Evasion
  You can avoid damage from many area-effect attacks. If you make a successful 
  Breath saving throw against an attack that normally deals half damage on a 
  successful save, you instead take no damage. Evasion can only be used if you are 
  wearing light armor or no armor. If you are helpless, you do not gain the benefit of 
  evasion.
  Zombie (Juju)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  
  835
  Z
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  6
  ATT Attacks
  Greataxe 3d6/x3 or 
  Gore 1d6 or Slam 
  1d8
  Greataxe 3d6/x3 or 
  Gore 1d8 or Slam 
  2d6
  Greataxe 3d6/x3 
  or Gore 1d8 or 
  Slam 2d6
  Greataxe 3d8/x3 
  or Slam 2d8 or 
  Gore 1d8
  THACO
  16 [+3]
  16 [+3]
  16 [+3]
  -
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  225
  650
  900
  1,100
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Natural Cunning
  You possess an innate cunning and logical ability granting an immunity to maze 
  spells and prevents you from ever becoming lost. You are never caught flat-footed or 
  by surprise.
  Powerful Charge
  When you make a charge, your attack deals an extra 2d6 damage in addition to the 
  normal benefits and hazards of a charge.
  Zombie Lord (Minotaur)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Solo
    # Encountered
  Solitary, Pair, or Cult (3-6x)
    Treasure
  Incidental
  
  836
  Z
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Slam 1d4 or 
  Tongue 1d4
  Slam 1d6 or 
  Tongue 1d6
  Slam 1d6 or 
  Tongue 1d6
  Slam 1d8 or 
  Tongue 1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Blood Drain
  The creature drains blood at the end of its turn if it is attached to a foe, causing 1d6 
  additional points of acid damage.
  Vulnerable to 
  Critical Hits
  a void zombie does not enjoy the typical undead immunity to critical hits and sneak 
  attacks
  Zombie (Void)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Minion
    # Encountered
  Any
    Treasure
  None
  
  837
  Z
  AC 
  Armor Class
  3 [16]
  2 [17]
  2 [17]
  2 [17]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Bite 2d6 or Claw 
  1d10 or Tail Slap 
  2d6 or Wing 1d10
  Bite 2d6 or Claw 
  1d10 or Tail Slap 
  2d6 or Wing 1d10
  Bite 3d6 or Claw 
  2d6 or Tail Slap 
  2d8 or Wing 2d6
  Bite 6d6 or Claw 
  4d6 or Tail Slap 
  4d8 or Wing 4d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  120’ (40’)  Fly 300’ (100’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Breath Weapon
   A zomok's breath weapon is a cone of flying dirt, bark, stones, and moss, which takes root as soon as it touches the ground. 
  Creatures suffer 4d8 bludgeoning damage but may attempt a Breath saving throw to halve it.  Any creature that fails its save 
  and is touching the ground is entangled for 1d6 rounds by this material. A creature can break free with a Paralysis check.
  Forest Step
   A zomok in a forest area may teleport up to 120 feet by moving the essence of its being to another forested area. The zomok 
  is cured of 60 points of damage when it does this. It may use this ability once every 1d6+1 rounds but no more than three 
  times per day. If the zomok has swallowed a foe, the foe is left behind when the zomok teleports.
  Swallow Whole
  The creature makes one bite Attack as a full-round action against a victim it has struck successfully the round prior. If the 
  Attack hits, the target is swallowed. The swallowed target is Blinded and Restrained, it has total cover against attacks and other 
  Effects outside the creature, and it takes cold damage at the start of each of the creature's turns. The creature can have only 
  one target swallowed at a time.  If the creature dies, a swallowed creature is no longer Restrained by it and can escape from 
  the corpse using 5 feet of Movement, exiting prone. Swallowed creatures take damage each round equal to 1/4 this creature's 
  weakest normal melee attack until they escape; escaping requires cutting your way out (AC as creature; stomach has HP equal 
  to 1/4 the creatures' total HP max).
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a trample take bludgeoning damage equal to 
  two times a typical melee attack from this creature. Victims may attempt to avoid the trampling creature and receive a Breath 
  save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its 
  movement takes it over a target creature.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Zomok
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forests (Primal Land of Fey)
    Rarity
  Rare
    Role
  Lurker / Solo
    # Encountered
  Solitary
    Treasure
  Standard
  
  838
  Z
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  2 + 2
  4 + 4
  5 + 5
  7 + 7
  ATT Attacks
  Bite 1d3 or Claw 
  1d2
  Bite 1d4 or Claw 
  1d3
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  -
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  25
  225
  450
  900
    Special Abilities
  Bleed
  You can cause wounds that continue to bleed, inflicting additional 1d6 acid damage 
  each round at the start of the affected creature's turn. This bleeding can be stopped 
  by a successful Heal skill check or through the application of any magical healing.
  Otherworldly 
  Touch
  A zoog's natural attacks can strike incorporeal creatures as if they were not 
  incorporeal.
  Spell Sight
  A zoog's eyes radiate normal light in a 15-foot cone and increase the light level by 
  one step for an additional 15 feet beyond that area. Any magic effect in this area 
  glows faintly. This glow does not reveal the magic effect's school or strength. A zoog 
  can quell or renew this light as a swift action.
  Zoog
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Uncommon
    Role
  Skirmisher / Minion
    # Encountered
  Solitary, Pair, Gang (3-14x), or Tribe (15x+)
    Treasure
  Incidental
  
  839
  Z
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d6
  Claw 1d8
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You add +4 to saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel 
  energy.
  Corpse Call
   Zuvembies cannot speak, but their strange calls and whistles captivate the minds 
  of those who hear them. Once per day, a zuvembie may call out, and all living 
  creatures with an Intelligence score of 3 or higher within a 100-foot spread must 
  succeed at a Spell save or move toward the zuvembie using the most direct means 
  possible. If this path leads them into a dangerous area such as through fire or off 
  a cliff, the creatures receive a second saving throw to end the effect before moving 
  into peril. Captivated creatures can take no actions other than to defend themselves. 
  A victim within 5 feet of the zuvembie simply stands and offers no resistance to the 
  zuvembie's attacks. This effect continues for as long as the zuvembie continues its 
  call as a standard action each round. This is a sonic mind-affecting charm effect, and 
  has no effect on deaf creatures. 
  Zuvembie
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Leader / Minion
    # Encountered
  Solitary
    Treasure
  Standard
  
  840
  Appendices
  Open Gaming License (OGL)
  Product Identity: The following items are hereby identified as Product Identity, as defined 
  in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, 
  registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, 
  locations, characters, artworks, and trade dress. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game 
  mechanics of this Paizo Publishing 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.
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d) “Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and derivative works 
  under copyright law, but specifically excludes Product Identity. (e) “Product Identity” 
  means product and product line names, logos and identifying marks including trade dress; 
  artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to 
  the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using 
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/
  or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  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 Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 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 GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Buar, 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 Scorr, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  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. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, 
  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, 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 Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  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 Pathfinder Unchained. © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert 
  Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder 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 Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, 
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 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, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/OSR Generic/OSR Monster Manuals/Aquilae Bestiary of the Realm (OSR)/Aquilae Bestiary of the Realm vol2 [v2] (OSR).pdf