TEXT: 450
  ®
  ™
  BesTiary
  BesTiary
  BesTiary
  450
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756932
  756932
  450919
  450919
  ®
  ™
  BesTiary
  BesTiary
  BesTiary
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756932
  756932
  450919
  450919
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756933
  756933
  450920
  450920
  Credits
  Lead Designer: Jason Bulmahn
  Designers: Brian Cortijo, Adam Daigle, Mike Ferguson, 
  Joshua J. Frost, James Jacobs, Rob McCreary,  Erik Mona, Sean K Reynolds,  
  F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan
  Cover Artist: Wayne Reynolds
  Interior Artists: Dave Allsop, Bento Box Studios, Peter Bergting, Matt Cavotta, Concept Art House, Matt Dixon, 
   Jesper Ejsing, Jason Engle, Jon Hodgson, Andrew Hou, Imaginary Friends, Michael Jaecks, Eric Lofgren, Warren Mahy,  
  Christian Pearce, Drew Pocza, Scott Purdy, Alex Shim, Dean Spencer, Francis Tsai, Adam Vehige, Ilker Serdar Yildiz, 
  Eva Widermann, Tyler Walpole, Ben Wootten, Kevin Yan, and Kieran Yanner
  Editor-in-Chief: James Jacobs
  Editing and Development: Jason Bulmahn, Christopher Carey, Erik Mona,  
  Sean K Reynolds, Lisa Stevens, F. Wesley Schneider, James L. Sutter, and Vic Wertz
  Editorial Interns: David A. Eitelbach and Hank Woon
  Art Director: Sarah E. Robinson
  Senior Art Director: James Davis
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Corporate Accountant: Dave Erickson
  Director of Sales: Pierce Watters
  Sales Manager: Christopher Self
  Technical Director: Vic Wertz
  Events Manager: Joshua J. Frost
  Special Thanks: The Paizo Customer Service and Warehouse Teams, Ryan Dancey, Clark Peterson, and the proud participants of 
  the Open Gaming Movement.
  This game is dedicated to Gary Gygax and Dave Arneson.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the 
  game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and 
  develop it. Thank you for all of your time and effort.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: 
  All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have 
  previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
  the Open Gaming 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.
  Pathfinder Roleplaying Game Bestiary is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, 
  LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Society, Pathfinder 
  Chronicles, Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing, LLC. 
  First printing September 2009.
  Printed in China.
  Paizo Publishing, LLC
  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com
  ®
  Bestiary
  Bestiary
  Bestiary
  ™
  	
  	
  	
  	
  	
  	
  	
  	
  	
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756933
  756933
  450920
  450920
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756934
  756934
  450921
  450921
  Aasimar 
  7
  Aboleth 
  8
  Air elemental 
  120–121
  Air mephit 
  202
  Animated object 
  14
  Ankheg 
  15
  Ankylosaurus (dinosaur) 
  83
  Army ant swarm (ant) 
  16
  Assassin vine 
  22
  Astral deva (angel) 
  10
  Aurochs (herd animal) 
  174
  Babau (demon) 
  57
  Balor (demon) 
  58
  Barbed devil 
  72
  Barghest 
  27
  Basidirond 
  28
  Basilisk 
  29
  Bat (familiar) 
  131
  Bat swarm 
  30
  Bearded devil 
  73
  Bebelith 
  32
  Behir 
  34
  Bison (herd animal) 
  174
  Black dragon 
  92–93
  Black pudding 
  35
  Blue dragon 
  94–95
  Boar 
  36
  Boggard 
  37
  Bone devil 
  74
  Brachiosaurus (dinosaur) 
  83
  Bralani (azata) 
  24
  Brass dragon 
  102–103
  Bronze dragon 
  104–105
  Bugbear 
  38
  Bulette 
  39
  Cat (familiar) 
  131
  Cauchemar (nightmare) 
  216
  Cave fisher 
  41
  Centaur 
  42
  Centipede swarm 
  43
  Cheetah (cat) 
  40
  Chimera 
  44
  Choker 
  45
  Chuul 
  46
  Clay golem 
  159
  Cloaker 
  47
  Cloud giant 
  147
  Cockatrice 
  48
  Constrictor snake 
  255
  Copper dragon 
  106–107
  Couatl 
  49
  Crab swarm 
  50
  Crag linnorm 
  190
  Crocodile 
  51
  Cyclops 
  52
  Dark creeper 
  53
  Dark naga 
  211
  Dark stalker 
  54
  Darkmantle 
  55
  Deinonychus (dinosaur) 
  84
  Derro 
  70
  Devourer 
  82
  Dire ape 
  17
  Dire bat 
  30
  Dire bear 
  31
  Dire boar 
  36
  Dire crocodile 
  51
  Dire hyena 
  179
  Dire lion 
  193
  Dire rat 
  232
  Dire shark 
  247
  Dire tiger 
  265
  Dire wolf 
  278
  Dire wolverine 
  279
  Djinni (genie) 
  139
  Dog  
  87
  Dolphin 
  88
  Doppelganger 
  89
  Dracolisk (half-dragon) 
  170
  Dragon turtle 
  112
  Dretch (demon) 
  60
  Drider 
  113
  Drow 
  114–115
  Drow noble 
  115
  Dryad 
  116
  Duergar 
  117
  Dust mephit 
  202
  Eagle 
  118
  Earth elemental  
  122–123
  Earth mephit 
  202
  Efreeti (genie) 
  140
  Elasmosaurus (dinosaur) 
  84
  Electric eel 
  119
  Elephant 
  128
  Erinyes (devil) 
  75
  Ettercap 
  129
  Ettin 
  130
  Fire beetle 
  33
  Fire elemental  
  124–125
  Fire giant 
  148
  Fire mephit 
  202
  Flesh golem 
  160
  Froghemoth 
  136
  Frost giant 
  149
  Gargoyle 
  137
  Gelatinous cube 
  138
  Ghaele (azata) 
  25
  Ghost 
  144–145
  Ghoul 
  146
  Giant ant 
  16
  Giant centipede 
  43
  Giant crab 
  50
  Giant eagle 
  118
  Giant flytrap 
  134
  table	of	Contents
  introduCtion	
  5
  Monsters	a	to	Z	
  7
  appendix	1:	Monster	Creation	
  290
  appendix	2:	Monster	advanCeMent	 294
  appendix	3:	Glossary	
  297
  appendix	4:	Monsters	as	pCs	
  314
  appendix	5:	Monster	feats	
  315
  appendix	6:	Monster	Cohorts	
  316
  appendix	7:	aniMal	CoMpanions	
  316
  appendix	8:	Monsters	by	type	
  317
  alphabetiCal	listinG	of	Monsters
  appendix	9:	Monsters	by	Cr	
  318
  appendix	10:	Monsters	by	terrain	
  319
  appendix	11:	variant	Monster	index	
  321
  appendix	12:	ability	index	
  322
  appendix	13:	Monster	roles	
  323
  appendix	14:	enCounter	tables	
  324
  Region 
  Page 
  Region 
  Page
  Desert 
  324 
  Ocean 
  326
  Dungeon (low-level) 
  324 
  Ruined City 
  326
  Dungeon (mid-level) 
  324 
  Savannah (warm plains) 
  326
  Dungeon (high-level) 
  325 
  Swamp 
  326
  Forest (temperate) 
  325 
  Underground 
  327
  Hill/Mountain 
  325 
  Urban (dangerous city) 
  327
  Jungle 
  325
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756934
  756934
  450921
  450921
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756935
  756935
  450922
  450922
  Giant frilled lizard 
  194
  Giant frog 
  135
  Giant leech 
  187
  Giant mantis 
  200
  Giant moray eel 
  119
  Giant octopus 
  219
  Giant scorpion 
  242
  Giant slug 
  254
  Giant spider 
  258
  Giant squid 
  259
  Giant stag beetle 
  33
  Giant wasp 
  275
  Gibbering mouther 
  153
  Girallon 
  154
  Glabrezu (demon) 
  61
  Gnoll 
  155
  Goblin 
  156
  Goblin dog 
  157
  Gold dragon 
  108–109
  Gorgon 
  165
  Gorilla (ape) 
  17
  Gray ooze 
  166
  Greater barghest 
  27
  Greater shadow 
  245
  Green dragon 
  96–97
  Green hag 
  167
  Griffon 
  168
  Grizzly bear 
  31
  Guardian naga 
  212
  Half-celestial (unicorn) 
  169
  Half-dragon (dracolisk) 
  170
  Half-fiend (minotaur) 
  171
  Harpy 
  172
  Hawk (familiar) 
  131
  Hell hound 
  173
  Hezrou 
  62
  Hill giant 
  150
  Hobgoblin 
  175
  Homunculus 
  176
  Horned devil 
  76
  Horse 
  177
  Hound archon 
  19
  Hydra 
  178
  Hyena 
  179
  Ice devil 
  77
  Ice golem 
  161
  Ice linnorm 
  191
  Ice mephit 
  202
  Imp (devil) 
  78
  Intellect devourer 
  180
  Invisible stalker 
  181
  Iron cobra 
  182
  Iron golem 
  162
  Janni (genie) 
  141
  Kobold 
  183
  Kraken 
  184
  Kyton 
  185
  Lamia 
  186
  Lantern archon 
  20
  Leech swarm 
  187
  Lemure (devil) 
  79
  Leopard (cat) 
  40
  Lich  
  188–189
  Lillend (azata) 
  26
  Lion  
  193
  Lizard (familiar) 
  131
  Lizardfolk 
  195
  Magma mephit 
  202
  Manticore 
  199
  Marid (genie) 
  142
  Marilith (demon) 
  63
  Mastodon (elephant) 
  128
  Medusa 
  201
  Merfolk 
  204
  Mimic 
  205
  Minotaur 
  206
  Mite  
  207
  Mohrg 
  208
  Monitor lizard 
  194
  Monkey (familiar) 
  132
  Morlock 
  209
  Mummy 
  210
  Nabasu (demon) 
  64
  Nalfeshnee (demon) 
  65
  Neothelid 
  214
  Nessian warhound (hell hound) 
  173
  Night hag 
  215
  Nightmare 
  216
  Nymph 
  217
  Ochre jelly 
  218
  Octopus 
  219
  Ogre 
  220
  Ogre mage (oni) 
  221
  Ooze mephit 
  203
  Orc  
  222
  Orca (dolphin) 
  88
  Otyugh 
  223
  Owl (familiar) 
  132
  Owlbear 
  224
  Pegasus 
  225
  Phase spider 
  226
  Phoenix 
  227
  Pit fiend (devil) 
  80–81
  Pixie 
  228
  Planetar (angel) 
  11
  Poison frog 
  135
  Pony (horse) 
  177
  Pseudodragon 
  229
  Pteranodon (dinosaur) 
  85
  Purple worm 
  230
  Quasit (demon) 
  66
  Rakshasa 
  231
  Rat (familiar) 
  132
  Rat swarm 
  232
  Raven (familiar) 
  133
  Red dragon 
  98–99
  Remorhaz 
  233
  Retriever 
  234
  Rhinoceros 
  235
  Riding dog 
  87
  Roc  
  236
  Roper 
  237
  Rust monster 
  238
  Sahuagin 
  239
  Salamander 
  240
  Salt mephit 
  203
  Satyr 
  241
  Sea hag 
  243
  Sea serpent 
  244
  Shadow 
  245
  Shadow demon 
  67
  Shaitan (genie) 
  143
  Shambling mound 
  246
  Shark 
  247
  Shocker lizard 
  248
  Shoggoth 
  249
  Silver dragon 
  110–111
  Skeletal champion 
  252
  Skeleton 
  250–251
  Skum 
  253
  Solar (angel) 
  12
  Spectre 
  256
  Sphinx 
  257
  Spider swarm 
  258
  Spirit naga 
  213
  Squid 
  259
  Steam mephit 
  203
  Stegosaurus (dinosaur) 
  85
  Stirge 
  260
  Stone giant 
  151
  Stone golem 
  163
  Storm giant 
  152
  Succubus (demon) 
  68
  Svirfneblin 
  261
  Tarn linnorm 
  192
  Tarrasque 
  262
  Tengu 
  263
  Tiefling 
  264
  Tiger 
  265
  Toad (familiar) 
  133
  Treant 
  266
  Triceratops (dinosaur) 
  86
  Troglodyte 
  267
  Troll  
  268
  Trumpet archon 
  21
  Tyrannosaurus (dinosaur) 
  86
  Unicorn 
  269
  Vampire 
  270–271
  Vargouille 
  272
  Vegepygmy 
  273
  Venomous snake 
  255
  Violet fungus 
  274
  Viper (familiar) 
  133
  Vrock (demon) 
  69
  Wasp swarm 
  275
  Water elemental 
  126–127
  Water mephit 
  203
  Weasel (familiar) 
  133
  Wererat (lycanthrope) 
  197
  Werewolf (lycanthrope) 
  198
  White dragon 
  100–101
  Wight 
  276
  Will-o’-wisp 
  277
  Winter wolf (worg) 
  280
  Wolf  
  278
  Wolverine 
  279
  Wood golem 
  164
  Woolly rhinoceros 
  235
  Worg 
  280
  Wraith 
  281
  Wyvern 
  282
  Xill  
  283
  Xorn 
  284
  Yellow musk creeper 
  285
  Yeth hound 
  286
  Yeti  
  287
  Zombie 
  288–289
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756935
  756935
  450922
  450922
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756936
  756936
  450923
  450923
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beasts
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins/Dungeon
  Sky
  Swamp
  Underground
  Urban
  Water
  Cold 
  Extraplanar 
  Temperate 
  Tropical
  Creature Type
  Terrain
  Climate
  introduCtion
  Welcome to the Pathfinder Roleplaying Game Bestiary! Within 
  the pages of this tome you will encounter a wide range 
  of monsters and creatures to pit against your players as 
  they explore your world. The creatures featured herein 
  have been drawn from a wide range of sources, from real-
  world legends and myths (where we get our dragons and 
  demons, our basilisks and yetis), to the traditions of the 
  RPG’s rich history (such as the shambling mound and the 
  rust monster), to the inventions of writers both old (such 
  as H. G. Wells’s morlocks or H. P. Lovecraft’s ghasts and 
  shoggoths) and new. In order to fully use the creatures 
  in the Pathfinder RPG Bestiary, you’ll need a copy of the 
  Pathfinder Roleplaying Game Core Rulebook. These two books 
  comprise the core rules for the Pathfinder RPG.
  While each monster is a unique creature, many possess 
  similar special attacks, defenses, and qualities. Unique 
  abilities are described below the monster’s stat block. 
  Many abilities common to several monsters appear in 
  the universal monster rules in Appendix 3. If a monster’s 
  listed special ability does not appear in its description, 
  you’ll find it there. Check pages 297–306 of this book for 
  the complete universal monster rules.
  This book’s appendices also contain a wealth of other 
  information—you’ll find rules for altering a monster’s stats 
  (including making it more or less powerful by applying 
  templates, adjusting size and Hit Dice, or even giving a monster 
  class levels), guidelines for monstrous PCs, and more.
  Each monster description on the following pages is 
  presented in the same format, split into three specific 
  areas: Introduction, Stat Block, and Description.
  Introduction
  Each monster is presented alphabetically. In the case of a 
  group of monsters sharing similar traits (such as outsider 
  races and some animals or vermin), the monster’s basic 
  name is listed first. Each stat block lists the monster’s full 
  name, organized by Challenge Rating.
  Stat Block
  This is where you’ll find all of the information you need to 
  run the monster in an encounter. A stat block is organized 
  as follows. Note that in cases where a line in a stat block has 
  no value, that line is omitted.
  Name and CR: The monster’s name is presented first, 
  along with its challenge rating (CR) and three icons 
  you can use to quickly identify the creature’s role in the 
  game. Challenge rating is a numerical indication of how 
  dangerous a monster is—the higher the number, the 
  deadlier the creature. Challenge rating is detailed on page 
  397 of the Pathfinder RPG Core Rulebook.
  XP: Listed here are the total experience points that PCs 
  earn for defeating the monster.
  Race, Class, and Level: Some monsters do not possess 
  racial Hit Dice and are instead defined by their class levels. 
  For these monsters, their race, class, and level appear here. 
  Unless otherwise noted, the first class listed is the class 
  chosen by the monster as its favored class.
  Alignment, Size, and Type: While a monster’s size and 
  type remain constant (unless changed by the application of 
  templates or other unusual modifiers), alignment is far 
  more fluid. The alignments listed for each monster in this 
  book represent the norm for those monsters—they can 
  vary as you require them to in order to serve the needs of 
  your campaign. Only in the case of relatively unintelligent 
  monsters (creatures with an Intelligence of 2 or lower are 
  almost never anything other than neutral) and planar 
  monsters (outsiders with alignments other than those 
  listed are unusual and typically outcasts from their kind) 
  is the listed alignment relatively unchangeable.
  Init and Senses: The creature’s initiative modifier followed 
  by any special senses and its Perception check modifier.
  Monster Icons
  Each monster in this book is presented with three visual 
  cues to help you quickly identify the monster’s role and 
  niche in the game. The first of these icons indicates the 
  monster’s type. The second indicates the terrain where the 
  creature can normally be encountered. The third shows 
  what sort of climate the creature prefers. More precise 
  notes on each monster’s type (and subtypes), preferred 
  terrain, and climate appear elsewhere in its stat block, 
  but these three icons can help you recognize this basic 
  information at a glance.
  Introduction
  Introduction
  5
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756936
  756936
  450923
  450923
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756937
  756937
  450924
  450924
  Aura: If the creature has a particular magical or 
  exceptional aura, it is listed here along with its radius 
  from the creature and, as applicable, a save DC to resist the 
  aura’s effects.
  AC: The creature’s Armor Class, touch Armor Class, and 
  flat-footed Armor Class. The modifiers that generate its AC 
  are listed parenthetically at the end of this entry.
  hp: The creature’s hit points, followed by its Hit Dice 
  (including modifiers from Constitution, favored class 
  levels, creature type modifiers, and the Toughness feat). 
  Creatures with PC class levels receive maximum hit points 
  for their first HD, but all other HD rolls are assumed to 
  be average. Fast healing and regeneration values, if any, 
  follow the creature’s HD.
  Saving Throws: The creature’s Fortitude, Reflex, and 
  Will saves, followed by situational modifiers to those rolls.
  Defensive Abilities/DR/Immune/Resist/SR: All of the 
  creature’s unusual defensive abilities. Damage reduction, 
  immunities, resistances, and spell resistance are called 
  out separately as necessary.
  Weaknesses: All of the creature’s unusual weaknesses 
  are listed here.
  Speed: The creature’s land speed, and additional speeds 
  as necessary for the creature.
  Melee: The creature’s melee attacks are listed here, with 
  its attack roll modifier listed after the attack’s name followed 
  by the damage in parentheses.
  Ranged: As Melee above, but for ranged attacks.
  Space/Reach: The creature’s space and reach—if the 
  creature’s space and reach are standard (one 5-foot square 
  and a reach of 5 feet), this line is omitted.
  Special Attacks: The creature’s special attacks. Full 
  details for these attacks are given at the end of the stat 
  block or in the universal monster rules appendix.
  Spell-Like Abilities: After listing the caster level of the 
  creature’s spell-like abilities, this section lists all of the 
  creature’s spell-like abilities, organized by how many times 
  per day it can use the abilities. Constant spell-like abilities 
  function at all times but can be dispelled. A creature can 
  reactivate a constant spell-like ability as a swift action.
  Spells Known/Prepared: If the creature can actually 
  cast spells, its caster level is indicated here followed by 
  the spells it knows or typically has prepared. Unless 
  otherwise indicated, a spellcasting creature does not 
  receive any of a spellcasting class’s other abilities, such as 
  a cleric’s ability to spontaneously convert prepared spells 
  to cure or inflict spells.
  Ability Scores: The creature’s ability scores are listed 
  here. Unless otherwise indicated, a creature’s ability scores 
  represent the baseline of its racial modifiers applied to 
  scores of 10 or 11. Creatures with NPC class levels have stats 
  in the standard array (13, 12, 11, 10, 9, 8), while creatures 
  with character class levels have the elite array (15, 14, 12, 11, 
  10, 8); in both cases, the creature’s ability score modifiers 
  are listed at the end of its description.
  Base Atk/CMB/CMD: These values give the creature’s 
  base attack, its Combat Maneuver Bonus, and its Combat 
  Maneuver Defense score.
  Feats: The creature’s feats are listed here. A bonus feat is 
  indicated with a superscript “B.”
  Skills: The creature’s skills are listed here. Racial 
  modifiers to skills are indicated at the end of this entry.
  Languages: The languages most commonly spoken by 
  the creature are listed here. For unusual creatures, you can 
  swap out the languages known for other choices as needed. 
  A creature with a higher-than-normal Intelligence score 
  receives the appropriate number of bonus languages.
  SQ: Any special qualities possessed by the creature.
  Environment: The regions and climates in which the 
  creature is typically encountered are listed here; these 
  often present wider ranges than the icons at the top of the 
  stat block indicate. In this case, the icon listed at the top of 
  the stat block indicates the creature’s preferred terrain.
  Organization: This lists how the creature is organized, 
  including number ranges as appropriate.
  Treasure: The exact value of the creature’s treasure 
  depends on if you’re running a slow, medium, or fast game, 
  as summarized on Table 12–5 on page 399 of the Pathfinder 
  RPG Core Rulebook. In cases where a creature has specific 
  magical gear assigned to it, the assumption is a medium 
  game—if you play a fast or slow game, you’ll want to adjust 
  the monster’s gear as appropriate. “Standard” treasure 
  indicates the total value of the creature’s treasure is that of 
  a CR equal to the average party level, as listed on Table 12–5 
  on page 399 in the Pathfinder RPG Core Rulebook. “Double” or 
  “triple” treasure indicates the creature has double or triple 
  this standard value. “Incidental” indicates the creature has 
  half this standard value, and then only within the confines 
  of its lair. “None” indicates that the creature normally has 
  no treasure (as is typical for an unintelligent creature that 
  has no real lair, although such creatures are often used to 
  guard treasures of varying amounts). “NPC gear” indicates 
  the monster has treasure as normal for an NPC of a level 
  equal to the monster’s CR (see page 454 of the Pathfinder 
  RPG Core Rulebook).
  Special Abilities: Finally, any of the creature’s more 
  unique special abilities are detailed in full here.
  Description
  Here you’ll find information on how the monster fits into 
  the world, notes on its ecology and society, and other bits 
  of useful lore and flavor that will help you breathe life into 
  the creature when your PCs encounter it. Some monsters 
  have additional sections that cover variant creatures, notes 
  on using the monsters as PCs, methods of constructing 
  the creature, and so on.
  6
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756937
  756937
  450924
  450924
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756938
  756938
  450925
  450925
  Aasimar
  Aasimar
  Illustration by Andrew Hou
  Aasimar
  AASIMAR 
  CR 1/2
  XP 200
  Aasimar cleric 1
  NG Medium outsider (native)
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 11 (1d8+3)
  fort +4, Ref +0, Will +5
  Resist acid 5, cold 5, electricity 5
  OffEnSE
  Speed 30 ft. (20 ft. in armor)
  Melee heavy mace –1 (1d8–1)
  Ranged light crossbow +0 (1d8/19–20)
  Special Attacks channel positive energy (5/day, 1d6, DC 12); 
  rebuke death (1d4+1, 6/day); touch of good (6/day)
  Spell-Like Abilities (CL 1st)
  1/day—daylight
  Spells Prepared (CL 1st)
  1st—bless, command (DC 14), protection from evilD
  0 (at will)—detect magic, guidance, stabilize
  D domain spell; Domains Good, Healing
  STATISTICS
  Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14
  Base Atk +0; CMB –1; CMD 9
  feats Turn Undead
  Skills Diplomacy +8, Heal +7, Knowledge (religion) +5; Racial 
  Modifiers +2 Diplomacy, +2 Perception
  Languages Celestial, Common, Draconic
  ECOLOgy
  Environment any land
  Organization solitary, pair, or team (3–6)
  Treasure NPC gear (scale mail, heavy mace, light crossbow 
  with 10 bolts, other treasure)
  Aasimars are humans with a significant amount of 
  celestial or other good outsider blood in their ancestry. 
  Aasimars are not always good, but it is a natural tendency 
  for them, and they gravitate to good faiths or organizations 
  associated with celestials. Aasimar heritage can hide 
  for generations, only to appear suddenly in the child of 
  two apparently human parents. Most societies interpret 
  aasimar births as good omens. Aasimars look mostly 
  human except for some minor physical trait that reveals 
  their unusual heritage. Typical aasimar features are hair 
  that shines like metal, unusual eye or skin color, or even 
  glowing golden halos. 
  Aasimar Characters
  Aasimars are defined by class levels—they do not possess 
  racial Hit Dice. Aasimars have the following racial traits.
  +2 Charisma, +2 Wisdom: Aasimars are insightful, 
  confident, and personable.
  Normal Speed: Aasimars have a base speed of 30 feet.
  Darkvision: Aasimars can see in the dark up to 60 feet.
  Skilled: Aasimars have a +2 racial bonus on Diplomacy 
  and Perception checks.
  Spell-Like Ability: Aasimars can use daylight once per 
  day as a spell-like ability (caster level equals the aasimar’s 
  class level).
  Celestial Resistance: Aasimars have acid resistance 5, 
  cold resistance 5, and electricity resistance 5.
  Languages: Aasimars begin play speaking Common 
  and Celestial. Aasimars with high Intelligence scores can 
  choose any of the following bonus languages: Draconic, 
  Dwarven, Elven, Gnome, Halfling, and Sylvan.
  This supernaturally beautiful woman looks human, yet emanates 
  a strange sense of calm and benevolence.
  7
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756938
  756938
  450925
  450925
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756939
  756939
  450926
  450926
  Illustration by Ben Wootten
  Aboleth
  ABOLETh 
  CR 7
  XP 3,200
  LE Huge aberration (aquatic)
  Init +5; Senses darkvision 60 ft.; Perception +14
  Aura mucus cloud (5 feet)
  DEfEnSE
  AC 20, touch 9, flat-footed 19; (+1 Dex, +11 natural, –2 size)
  hp 84 (8d8+48)
  fort +8, Ref +5, Will +11
  OffEnSE
  Speed 10 ft., swim 60 ft.
  Melee 4 tentacles +10 (1d6+5 plus slime)
  Space 15 ft.; Reach 15 ft.
  Spell-Like Abilities (CL 16th)
  At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage 
  arcana (DC 18), persistent image (DC 18), programmed 
  image (DC 19), project image (DC 20), veil (DC 19)
  3/day—dominate monster (DC 22)
  STATISTICS
  Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17
  Base Atk +6; CMB +13; CMD 24 (can’t be tripped)
  feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (tentacle)
  Skills Bluff +11, Intimidate +14, Knowledge (any one) +13, 
  Perception +14, Spellcraft +13, Swim +24
  Languages Aboleth, Aklo, Aquan, Undercommon
  ECOLOgy
  Environment any aquatic
  Organization solitary, pair, brood (3–6), or shoal (7–19)
  Treasure double
  SPECIAL ABILITIES
  Mucus Cloud (Ex) While underwater, an aboleth 
  exudes a cloud of transparent slime. All 
  creatures adjacent to an aboleth must 
  succeed on a DC 20 Fortitude save each 
  round or lose the ability to breathe air 
  (but gain the ability to breathe water) for 3 
  hours. Renewed contact with an aboleth’s mucus cloud and 
  failing another save extends the effect for another 3 hours. 
  The save DC is Constitution-based.
  Slime (Ex) A creature hit by an aboleth’s tentacle 
  must succeed on a DC 20 Fortitude save or 
  his 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 it persists. If the creature’s flesh isn’t kept 
  moist, it dries quickly and the victim 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. The save DC is 
  Constitution-based.
  As befits their hideous primeval appearance, the 
  hermaphroditic aboleths are among the world’s oldest 
  forms of life. Ancient even when the gods first turned 
  their eyes to the Material Plane, the aboleths have always 
  existed apart from other mortal life, alien and cold and 
  endlessly plotting. They once ruled the world with vast 
  empires, and today view most other forms of life as either 
  food or slaves—and sometimes both. They disdain the 
  gods and see themselves as the true masters of creation. 
  An aboleth is 25 feet long and weighs 6,500 pounds.
  In the darkest reaches of the sea, aboleths still dwell in 
  grotesque cities built in nauseating and cyclopean styles. 
  There they are served by countless slaves culled from 
  every nation, air-breathing and aquatic alike, although 
  the air-breathing slaves are doubly bound by magic and 
  the need to constantly replenish their water-breathing 
  ability via the excretions of their aboleth masters. Lone 
  aboleths are often advance scouts for these hidden cities, 
  seeking out new slaves.
  Four long tentacles writhe from this three-eyed fish-like creature’s 
  flanks, and its green body glistens with thick, clear slime.
  8
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756939
  756939
  450926
  450926
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756940
  756940
  450927
  450927
  Angel 
  Angels are a race of celestials, beings who live on the good-
  aligned outer planes.
  Angels can be of any good alignment. Lawful angels hail 
  from Heaven, neutral angels from Nirvana, and chaotic 
  angels from Elysium, though the majority serve one good 
  deity or another and call their patron’s realm their home. 
  Most mortals assume that angels never lie, cheat, or steal, 
  are impeccably honorable in all their dealings, and are the 
  most trustworthy and diplomatic of all the celestials; while 
  this is generally true, there are exceptions, especially as 
  some angels serve good-aligned trickster gods and other 
  chaotic entities.
  The original and most powerful angels predate the 
  mortal races. They were among the first creations of the 
  gods of good, and those that survive to this day are among 
  the more powerful non-divine beings in the multiverse. 
  While new angels are still periodically created by the gods, 
  most modern angels were once good mortals, their souls 
  transforming into something greater upon reaching their 
  destination in the planes. Often an angel’s true form is 
  reminiscent of its mortal self, only taller, brighter, and 
  more powerful. The relationship between good mortal 
  soul and angel is common knowledge, and many mortal 
  religions assume that all members of the faith in good 
  standing become angels of some type in the afterlife. 
  Others confuse the issue by conflating famous mortals 
  (such as saints and martyrs) with preexisting angels that 
  have similar names, or suggesting that angels take human 
  form to perform great deeds as mortals, returning to the 
  heavens when their duties are over.
  All angels are blessed with extraordinary beauty, though 
  their actual appearances vary widely. Their natural 
  shapechanging ability means they may appear to mortals 
  as male or female, depending on their personal preference 
  or the will of their deity. As they are spiritual creatures 
  given a physical form rather than creatures of flesh born 
  of other creatures, their gender is mutable; some angels 
  always use a male form, some strictly a female one, and 
  others use either or both, or prefer an androgynous or 
  sexless shape.
  Technically, the word “angel” refers to several types of 
  humanoid angels—solars, planetars, and devas (of which 
  the astral deva is the most common; other types exist as 
  well)—though many mortals use the term loosely and 
  apply it to any celestial, whether an angel, one of the 
  guardian archons, fey-like azatas, beast-like agathions, or 
  any other creature of the good planes. The angels do not 
  take affront at this, as they have more important things to 
  deal with than mortal nomenclature.
  Angels speak Celestial, Draconic, and Infernal, though 
  they can communicate with almost any creature because 
  of their truespeech ability. All angels possess a number of 
  similar traits, as detailed on page 310 of this book. Most 
  angels also have additional powers beyond these traits, 
  depending on the role their deity assigns them. For 
  example, an angelic guardian of volcanoes might have the 
  fire subtype, or the protector of a sunken city might be 
  aquatic, amphibious, and able to use her wings to swim.
  Angelic Choirs
  Whereas there are evil and cruel counterparts for all the 
  other good races, the legions of fiends do not possess a 
  clear analogue for the race of angels. Many scholars have 
  debated the reasons for this strange lack of symmetry 
  among the good and evil outsiders, and while most have 
  come to believe that this is simply an example of good’s 
  inherent willingness to rise above specific alignments for 
  everyone’s benefit, the exact reason may never be known.
  Since angels can be of any good alignment, they 
  represent the needs and desires of all three major good 
  outsider races. While some angels devote their energies 
  to all three, most have a particular favorite among the 
  races in keeping with that angel’s particular alignment. 
  While their true forms never vary between alignments, 
  angels will often use their change shape ability to appear 
  more like an archon, agathion, or azata as the situation 
  and the angel’s personality demands.
  Angels are further subdivided into their own specific 
  hierarchy known as the Triad of Choirs. The bulk of 
  the angel race consists of the devas—these are the most 
  common angels, and numerous different specialties 
  exist, with the astral deva presented here merely the best 
  known. Devas of the third choir have two wings. The 
  second choir consists solely of the four-winged planetars, 
  while the rulers of the angelic race are the six-winged 
  solars. These are the mightiest of all angels, and the most 
  powerful of them can directly oppose even the will of a 
  demigod if the situation calls for it.
  Fallen Angels
  Many religions include stories of angels rebelling against a 
  creator or becoming corrupt and evil. Sadly, this is indeed 
  possible, though thankfully rare, and only the proudest or 
  weakest-willed angels succumb to this fate. Fallen angels are 
  exiles of the good realms, hunted by their former brethren 
  and easy targets for fiends as well. The fallen lose some of the 
  grace and light of their untainted kin, though many are said 
  to still be tragically beautiful. Rarer still are those fallen angels 
  strong and clever enough to join the legions of Hell, and who 
  are often transformed into some type of devil, or those who 
  become demons of the Abyss and carve out a niche in that 
  horrible realm or come to serve a greater demon. 
  Aboleth–Angel
  Aboleth–Angel
  9
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756940
  756940
  450927
  450927
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756941
  756941
  450928
  450928
  Illustrations by Alex Shim
  Angel, Astral Deva
  ASTRAL DEVA  
  CR 14
  XP 38,400
  NG Medium outsider (angel, extraplanar, good)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
  Aura protective aura
  DEfEnSE
  AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 
  deflection vs. evil)
  hp 172 (15d10+90)
  fort +16, Ref +13, Will +11; +4 vs. poison, +4 resistance vs. evil
  Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, 
  cold, petrification; Resist electricity 10, fire 10; SR 25
  OffEnSE
  Speed 50 ft., fly 100 ft. (good)
  Melee +2 disrupting warhammer +26/+21/+16 (1d8+14/×3 plus 
  stun) or slam +23 (1d8+12) 
  Spell-Like Abilities (CL 13th)
  At Will—aid, continual flame, detect evil, discern lies (DC 
  20), dispel evil (DC 21), dispel magic, holy aura (DC 24), 
  holy smite (DC 20), holy word (DC 23), invisibility (self 
  only), plane shift (DC 23), remove curse, remove disease, 
  remove fear
  7/day—cure light wounds, see invisibility
  1/day—blade barrier (DC 22), heal
  STATISTICS
  Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23
  Base Atk +15; CMB +23; CMD 37
  feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron 
  Will, Power Attack, Toughness, Weapon Focus (warhammer)
  Skills Acrobatics +22, Craft (any one) +22, Diplomacy +24, 
  Escape Artist +9, Fly +26, Intimidate +24, Knowledge 
  (planes) +22, Knowledge (religion) +22, Perception +26, 
  Sense Motive +26, Stealth +22
  Languages Celestial, Draconic, Infernal; truespeech
  SQ change shape (alter self )
  ECOLOgy
  Environment any good-aligned plane
  Organization solitary, pair, or squad (3–6)
  Treasure double (+2 disrupting warhammer)
  SPECIAL ABILITIES
  Stun (Su) If an astral deva strikes an opponent twice in one 
  round with its warhammer, that creature must succeed on 
  a DC 25 Fortitude save or be stunned for 1d6 rounds. The 
  save DC is Strength-based.
  Uncanny Dodge (Ex) This ability functions identically to the 
  rogue ability. If a deva gains uncanny dodge from a class 
  level, he instead gains improved uncanny dodge.
  Astral devas are messengers of the gods of good. They watch 
  over planar travelers and sponsor powerful mortals, pushing 
  them to take on good causes. A typical astral deva looks human 
  except for its wings, though some look like other humanoid 
  races and a rare few have even more unusual forms. An astral 
  deva is 7-1/2 feet tall and weighs 250 pounds.
  Astral devas are usually created by deities from the 
  souls of good mortals, though some souls spontaneously 
  transform into astral devas without the intervention of 
  a deity. Their skills and abilities make them excellent 
  scouts and elite agents for celestial armies. They often 
  carry long, flowing scrolls upon which are writ messages 
  and judgments from the gods. An astral deva’s scrolls 
  frequently contain hints of prophecies and major events 
  yet to come, and as such the devas are fiercely protective 
  of the contents of these scrolls and let none, not even 
  other astral devas, peruse them.
  This tall, human-like creature has long, feathery wings and a 
  gentle inner radiance that makes it difficult to look directly at.
  1010
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756941
  756941
  450928
  450928
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756942
  756942
  450929
  450929
  Angel, Planetar
  PLAnETAR 
  CR 16
  XP 76,800
  NG Large outsider  (angel, extraplanar, good)
  Init +8; Senses darkvision 60 ft., detect evil, detect snares and 
  pits, low-light vision, true seeing; Perception +27
  Aura protective aura
  DEfEnSE
  AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, –1 size; +4 
  deflection vs. evil)
  hp 229 (17d10+136); regeneration 10 (evil weapons and effects)
  fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs. evil
  DR 10/evil; Immune acid, cold, petrification; Resist electricity 
  10, fire 10; SR 27
  OffEnSE
  Speed 30 ft., fly 90 ft. (good)
  Melee +3 holy greatsword +27/+22/+17 (3d6+15/19–20) 
  or slam +24 (2d8+12) 
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 16th)
  Constant—detect evil, detect snares and pits, discern 
  lies (DC 20), true seeing
  At will—continual flame, dispel magic, holy smite (DC 21), 
  invisibility (self only), lesser restoration, remove curse, remove 
  disease, remove fear (DC 18), speak with dead (DC 20)
  3/day—blade barrier (DC 21), flame strike (DC 22), power word 
  stun, raise dead, waves of fatigue
  1/day—earthquake (DC 25), greater restoration, mass charm 
  monster (DC 25), waves of exhaustion
  Spells Prepared (CL 16th)
  8th—earthquake (DC 25), fire storm (DC 25)
  7th—holy word (DC 24), regenerate (2)
  6th—banishment (DC 23), greater dispel magic, heal, mass 
  cure moderate wounds (DC 23)
  5th—break enchantment, dispel evil (2, DC 22), plane shift 
  (DC 22), righteous might
  4th—death ward, dismissal (DC 21), neutralize poison (DC 
  21), summon monster IV
  3rd—cure serious wounds (2), daylight, invisibility purge, 
  summon monster III, wind wall
  2nd—align weapon (2), bear’s endurance (2), cure 
  moderate wounds (2), eagle’s splendor
  1st—bless (2), cure light wounds (4), shield of faith
  STATISTICS
  Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24
  Base Atk +17; CMB +26; CMD 40
  feats Blind-Fight, Cleave, Great Fortitude, Improved 
  Initiative, Improved Sunder, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness
  Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27, Fly 
  +26, Heal +24, Intimidate +27, Knowledge (history) +23, 
  Knowledge (planes) +26, Knowledge (religion) +26, Perception 
  +27, Sense Motive +27, Stealth +20
  Languages Celestial, Draconic, Infernal; truespeech
  SQ change shape (alter self )
  ECOLOgy
  Environment any good-aligned plane
  Organization solitary or pair
  Treasure double (+3 holy greatsword)
  SPECIAL ABILITIES
  Spells Planetars cast divine spells as 16th-level clerics. They do 
  not gain access to domains or other cleric abilities.
  Planetars are the generals of celestial armies. A typical 
  planetar stands 9 feet tall and weighs 500 pounds. They 
  focus on combat and the destruction of evil; though they 
  understand diplomacy, a planetar would rather lead the 
  charge against an army of fiends than negotiate peace.
  Muscular, bald, and tall, this humanoid creature has emerald 
  skin and two pairs of shining, white-feathered wings.
  Angel, Astral Deva–Angel, Planetar
  Angel, Astral Deva–Angel, Planetar
  1111
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756942
  756942
  450929
  450929
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756943
  756943
  450930
  450930
  Illustration by Andrew Hou
  Angel, Solar
  SOLAR 
  CR 23
  XP 819,200
  NG Large outsider (angel, extraplanar, good)
  Init +9; Senses darkvision 60 ft., low-light vision, detect evil, 
  detect snares and pits, true seeing; Perception +33
  Aura protective aura
  DEfEnSE
  AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1 dodge, 
  +19 natural, –1 size; +4 deflection vs. evil)
  hp 363 (22d10+242); regeneration 15 (evil artifacts, effects, 
  and spells)
  fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance vs. evil
  DR 15/epic and evil; Immune acid, cold, petrification; Resist 
  electricity 10, fire 10; SR 34
  OffEnSE
  Speed 50 ft., fly 150 ft. (good)
  Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or slam 
  +30 (2d8+13)
  Ranged +5 composite longbow (+9 Str bonus) +31 (2d6+14 plus 
  slaying arrow) 
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 20th)
  Constant—detect evil, detect snares and pits, discern lies (DC 
  21), true seeing
  At Will—aid, animate objects, commune, continual flame, 
  dimensional anchor, greater dispel magic, holy smite (DC 
  21), imprisonment (DC 26), invisibility (self only), lesser 
  restoration, remove curse, remove disease, remove fear, 
  resist energy, summon monster VII, speak with dead (DC 
  20), waves of fatigue
  3/day—blade barrier (DC 23), earthquake (DC 25), heal, mass 
  charm monster (DC 25), permanency, resurrection, waves 
  of exhaustion
  1/day—greater restoration, power word blind, power word kill, 
  power word stun, prismatic spray (DC 24), wish
  Spells Prepared (CL 20th)
  9th—etherealness, mass heal, miracle, storm of vengeance (DC 27)
  8th—fire storm (DC 26), holy aura (2) (DC 26), mass cure 
  critical wounds (2)
  7th—destruction (DC 25), dictum (DC 25), ethereal jaunt, holy 
  word (DC 25), regenerate
  6th—banishment (DC 24), heroes’ feast, mass cure moderate 
  wounds, undeath to death (DC 24), word of recall
  5th—break enchantment, breath of life, dispel evil (DC 23), plane 
  shift (DC 23), righteous might, symbol of sleep (DC 23)
  4th—cure critical wounds (3), death ward, dismissal (DC 22), 
  neutralize poison (2) (DC 22)
  3rd—cure serious wounds, daylight, invisibility purge, magic 
  circle against evil, prayer, protection from energy, wind wall
  2nd—align weapon, bear’s endurance, bull’s strength, 
  consecrate, cure moderate wounds (2), eagle’s splendor
  1st—bless, cure light wounds (3), divine favor, entropic shield, 
  shield of faith
  STATISTICS
  Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25
  Base Atk +22; CMB +32; CMD 47
  feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved 
  Initiative, Improved Sunder, Iron Will, Lightning Reflexes, 
  Mobility, Power Attack, Toughness
  Skills Craft (any one) +31, Diplomacy +32, Fly +32, Knowledge 
  (history) +31, Knowledge (nature) +31, Knowledge (planes) 
  +31, Knowledge (religion) +31, Perception +33, Sense Motive 
  +33, Spellcraft +31, Stealth +21, Survival +31
  Languages Celestial, Draconic, Infernal; truespeech
  SQ change shape (alter self )
  ECOLOgy
  Environment any good-aligned plane
  Organization solitary or pair
  Treasure double (+5 full plate, +5 dancing greatsword, +5 
  composite longbow [+9 Str bonus])
  SPECIAL ABILITIES
  Spells Solars can cast divine spells as 20th-level clerics. They 
  do not gain access to domains or other cleric abilities.
  Slaying Arrow (Su) A solar’s bow needs no ammunition, and 
  automatically creates a slaying arrow of the solar’s choice 
  when drawn.
  Solars are the greatest type of angel, usually serving at the 
  right hand of a deity or championing a cause that benefits 
  an entire world or plane. A typical solar looks roughly 
  human, though some physically resemble other humanoid 
  races and a rare few have even more unusual forms. A solar 
  stands about 9 feet tall and weighs about 500 pounds, with 
  a strong, commanding voice that is impossible to ignore. 
  Most have silvery or golden skin.
  Blessed with an array of magical powers and the 
  spellcasting abilities of the most powerful clerics, solars 
  are powerful opponents capable of single-handedly slaying 
  mighty evils. They are the greatest trackers among the 
  celestials, the most masterful of which are said to be able 
  to track the days-old wake of a pit fiend flying through the 
  Astral Plane. Some take on the mantle of monster-slayers 
  and hunt powerful fiends and undead such as devourers, 
  night hags, night shades, and pit fiends, even making 
  forays into the evil planes and the Negative Energy Plane 
  to destroy these creatures at their source before they can 
  bring harm to mortals. A few very old solars have succeeded 
  at this task and bear slayer-names of dread creatures that 
  are now extinct by the solar’s hand.
  Solars accept roles as guardians, usually of fundamental 
  supernatural concepts, or objects or creatures of great 
  This towering humanoid creature has shining topaz eyes, metallic 
  skin, and three pairs of white wings.
  1212
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756943
  756943
  450930
  450930
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756944
  756944
  450931
  450931
  importance. On one world, a group of solars patrols the 
  energy conduits of the sun, alert for any attempts by evil 
  races such as drow to snuff out the light and bring eternal 
  darkness. On another, seven solars stand watch over seven 
  mystical chains keeping evil gods bound within a prison 
  demiplane. On yet another, a solar with a flaming sword 
  stands watch over the original mortal paradise so that no 
  creature may enter.
  In worlds where the gods cannot take physical form, they 
  send solars to be their prophets and gurus (often pretending 
  to be mortals), laying the foundation for cults that grow 
  to become great religions. Likewise, in worlds oppressed 
  by evil, solars are the secret priests who bring hope to the 
  downtrodden, or in some cases allow themselves to be 
  martyred so that their holy essence can explode outward to 
  land and grow in the hearts of great heroes-to-be.
  Though they are not gods, the solars’ power approaches 
  that of demigods, and they often have an advisory role 
  for younger or weaker deities. In some polytheistic 
  faiths, mortals worship one or more solars as aspects or 
  near-equal servants of the true deities—never without 
  the deity’s approval—or consider notable solars to be 
  offspring, consorts, lovers, or spouses of true deities 
  (which they may be, depending on the deity).
  Unlike other angels, most solars are created from 
  an amalgam of good souls and raw divine energy to 
  directly serve the gods, but an increasing number 
  of these powerful angels have been “promoted” 
  to their existence as solars from lesser 
  creatures like planetars or devas. A few 
  rare and powerful good souls ascend 
  directly to the status of solar. The 
  oldest solars predate mortality 
  and are among the gods’ first 
  creations. These strange solars 
  are paragons of their kind and 
  have little direct interaction with 
  mortals, focusing on the protection 
  or destruction of abstract concepts 
  such as gravity, dark matter, entropy, 
  and primordial evil.
  Solars who spend a long time in 
  the Material Plane, especially those in 
  the guise of mortals, are sometimes the 
  source of half-celestial or aasimar bloodlines 
  in mortal families, due either to romantic 
  dalliances or simply the mortals’ proximity 
  to celestial energy. Actual offspring are 
  rare, and when they occur, it is always a 
  mortal mother that bears the child—
  while solars can appear as either sex, 
  the gods have not granted them the 
  capacity for pregnancy or motherhood. Indeed, this 
  fundamental truth is often what drives a solar to seek out 
  a mortal lover. Since begetting a child upon a mortal is 
  generally frowned upon by other solars, a solar father rarely 
  interacts directly with the fate of his lover or child, so as to 
  avoid bringing shame upon himself or his responsibilities. 
  Yet such solars still watch over their progeny from afar, and 
  in times of peril, they might even be moved to intercede to 
  aid one of their endangered children, albiet in subtle and 
  mysterious ways.
   All angels respect the power and wisdom of solars, and 
  though these mightiest of angels usually work alone, they 
  sometimes command multiple armies led by planetars, 
  acting as great field marshals for massive incursions against 
  the legions of Hell or the hordes of the Abyss.
  Angel, Solar
  Angel, Solar
  1313
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756944
  756944
  450931
  450931
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756945
  756945
  450932
  450932
  Illustration by Michael Jaecks
  AnIMATED OBjECT 
  CR 3
  XP 800
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –5
  DEfEnSE
  AC 14, touch 10, flat-footed 12 (+4 natural)
  hp 36 (3d10+20)
  fort +1, Ref +1, Will –4
  Defensive Abilities hardness 5 (or more); Immune construct traits
  OffEnSE
  Speed 30 ft.
  Melee slam +5 (1d6+3)
  STATISTICS
  Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +5; CMD 15
  SQ construction points
  ECOLOgy
  Environment any
  Organization solitary, pair, or group (3–12)
  Treasure none
  SPECIAL ABILITIES
  Construction Points Animated objects have a number of 
  Construction Points (CP) used to purchase abilities and defenses 
  in addition to those presented above. A medium animated 
  object has 2 CP; differently sized objects have CP totals as 
  detailed on the size chart on this page. If an animated object 
  spends more CP than its size category would allow, its CR 
  increases by 1 (minimum of +1) for every 2 additional CP spent.
  Additional Attack (Ex, 1 CP): Gains an additional slam attack.
  Additional Movement (Ex, 1 CP): Gains a new mode of 
  movement (burrow, climb, fly [clumsy], or swim) at a 
  speed equal to its base speed.
  Constrict (Ex, 1 CP): Gains constrict with its slam attacks (the 
  object must have grab before it can take this ability).
  Faster (Ex, 1 CP): One of the object’s movement modes 
  increases by +10 ft.
  Grab (Ex, 1 CP): Gains grab special attack with slam attacks.
  Metal (Ex, 2 CP): The object is made of common metal. Its 
  hardness increases to 10, and it gains a +2 increase to 
  its natural armor bonus. Mithral objects cost 4 CP, and 
  gain hardness 15 plus a +4 increase to natural armor. 
  Adamantine objects cost 6 CP, gain hardness 20, and 
  receive a +6 increase to natural armor.
  Stone (Ex, 1 CP): The object is made of stone or crystal. Its 
  hardness increases to 8 and it gains a +1 increase to its 
  natural armor bonus.
  Trample (Ex, 2 CP): The object gains the trample special 
  attack (see page 305 for damage and save DC).
  An animated object is not simply one monster, but a whole 
  category. The stats presented here are for a Medium animated 
  object (with 2 CP that have not been spent to gain additional 
  abilities), but any object can become animated, most 
  commonly via the spell animate objects. Permanent animated 
  objects can be built using the Craft Construct feat (see page 
  314). Unless an animated object uses a Construction Point to 
  be made of another material, all animated objects are made 
  of wood or material of equivalent hardness. Creating an 
  animated object of a different size than Medium can be done 
  simply by adjusting the object’s size (and thus adjusting its 
  Strength, Dexterity, natural armor bonus, and size modifier 
  to attack and AC as detailed on page 296) and Hit Dice.
  Size 
  Sample Object 
  hD 
  CP 
  CR
  Tiny 
  Candelabra 
  1d10 
  1 
  1/2
  Small 
  Chair 
  2d10+10 
  1 
  2
  Medium 
  Cage 
  3d10+20 
  2 
  3
  Large 
  Statue 
  4d10+30 
  3 
  5
  Huge 
  Wagon 
  7d10+40 
  4 
  7
  Gargantuan 
  Catapult 
  10d10+60 
  5 
  9
  Colossal 
  Ship 
  13d10+80 
  6 
  11
  Animated Object
  The skeleton locked within rattles as this animated cage lurches 
  forward on chain legs in search of new prisoners.
  1414
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756945
  756945
  450932
  450932
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756946
  756946
  450933
  450933
  Illustration by  Matt Cavotta
  Ankheg
  AnkhEg 
  CR 3
  XP 800
  N Large magical beast
  Init +0; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +8
  DEfEnSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 28 (3d10+12)
  fort +6, Ref +3, Will +2
  OffEnSE
  Speed 30 ft., burrow 20 ft.
  Melee bite +5 (2d6+4 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks spit acid
  STATISTICS
  Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
  Base Atk +3; CMB +7 (+11 grapple); CMD 17 (25 vs. trip)
  feats Skill Focus (Perception), Toughness
  Skills Climb +8, Perception +8
  ECOLOgy
  Environment temperate or warm plains
  Organization solitary, pair, or nest (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 
  30-foot line of acid. Creatures struck by this acid take 
  4d4 points of acid damage (Reflex DC 14 halves). Once 
  an ankheg uses this attack, it must wait 6 hours before 
  using it again. Additionally, during this time period, its 
  bite attack does not inflict any additional acid damage. 
  As a result, an ankheg does not use this ability unless it 
  is desperate or frustrated, most often spitting acid when 
  reduced to fewer than half its full normal hit points or 
  when it cannot not successfully grab an opponent. The 
  save DC is Constitution-based.
  Ankhegs are an all-too-common plague upon the rural 
  areas of the world. These horse-sized burrowing monsters 
  generally avoid heavily settled areas like cities, but their 
  predilection for livestock and humanoid flesh ensures 
  that they do not keep to the deep wilderness either. Their 
  preferred habitat is rural farmlands, as the loose soil of such 
  regions makes it easy for the creatures to burrow. Tales 
  speak of larger ankhegs that dwell in remote deserts—
  such creatures likely feed primarily on giant scorpions 
  and camels, and rarely come in contact with 
  civilization due to their remote locations. (A 
  desert ankheg is a Huge advanced ankheg.)
  In combat, an ankheg prefers to attack with its bite. 
  Against multiple foes, an ankheg often grabs one of 
  the available targets and then attempts to retreat to 
  safety, burrowing into the ground. A creature carried 
  underground can still breathe with difficulty (the 
  ankheg needs to breathe as well, so its tunnels are 
  relatively porous), but is often eaten alive before its allies 
  can rescue it.
  Ankhegs burrow with their legs and mandibles, 
  moving with unsettling speed through loose soil, sand, 
  gravel, and the like—they cannot burrow through solid 
  stone. Burrowing ankhegs can construct tunnels by 
  pausing frequently to shore up the walls with a thicker, 
  less caustic secretion from their mouths. If an ankheg 
  chooses to make a permanent tunnel when burrowing, it 
  moves at half speed. A typical ankheg tunnel is 10 feet tall 
  and wide, roughly circular in cross-section, and from 60 
  to 150 feet long ([1d10 + 5] × 10). Clusters of ankhegs often 
  share the same territory and create intricate winding 
  networks of tunnels under farmlands, sometimes 
  resulting in sinkholes where too many burrow at once.
  Although ankhegs resemble immense vermin, they are 
  in fact much more intelligent than the typical arachnid 
  and, given time and a talented trainer, can even be trained 
  to serve as mounts or beasts of burden. The fact that even 
  “domesticated” ankhegs are prone to squirting acid when 
  frightened or startled makes them unsafe at best in most 
  heavily populated regions, but for more savage races like 
  hobgoblins, troglodytes, and particularly orcs, ankhegs 
  make popular guardians or even pets.
  This burrowing, bug-like monster scuttles about on six legs, 
  drooling noxious green ichor from its clacking mandibles. 
  Animated Object–Ankheg
  Animated Object–Ankheg
  1515
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756946
  756946
  450933
  450933
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756947
  756947
  450934
  450934
  Illustration by Andrew Hou
  ARMy AnT SWARM 
  CR 5
  XP 1,600
  N Fine vermin (swarm)
  Init +2; Senses darkvision 60 ft., scent; Perception +4
  DEfEnSE
  AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)
  hp 49 (11d8)
  fort +7, Ref +5, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee swarm (3d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks cling, consume, distraction (DC 15)
  STATISTICS
  Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2
  Base Atk +8; CMB —; CMD —
  Skills Climb +10, Perception +4; Racial Modifiers +4 
  Perception
  ECOLOgy
  Environment any tropical
  Organization solitary, pair, patrol (3–6 swarms), or legion 
  (7–16 swarms)
  Treasure none
  SPECIAL ABILITIES
  Cling (Ex) If a creature leaves an army ant swarm’s square, 
  the swarm suffers 1d6 points of damage to reflect the loss 
  of its numbers as several of the crawling pests continue 
  to cling tenaciously to the victim. A creature with army 
  ants clinging to him takes 3d6 points of damage at the 
  end of his turn each round. As a full-round action, he can 
  remove the ants with a DC 17 Reflex save. High wind or 
  any amount of damage from an area effect destroys all 
  clinging ants. The save DC is Dexterity-based.
  Consume (Ex) An army ant swarm can rapidly consume  
  any creature it swarms over. Against helpless or nauseated 
  targets, an army ant swarm attack deals 6d6 points  
  of damage.
  The notoriety of the army ant swarm 
  is well earned. Constantly on the 
  march, a hive of army ants 
  is capable of eating 
  anything that gets 
  in the way of its 
  unabating swath 
  of destruction 
  and ruin.
  Ant, Giant
  Army Ant Swarm
  A thin, six-legged ant the size of a pony stands at the ready, its 
  mandibles chittering and its stinger dripping with venom.
  A writhing carpet of ants seethes over the ground, consuming 
  everything in its path.
  gIAnT AnT 
  CR 2
  XP 600
  N Medium vermin
  Init +0; Senses darkvision 60 ft., scent; Perception +5
  DEfEnSE
  AC 15, touch 10, flat-footed 15; (+5 natural)
  hp 18 (2d8+9)
  fort +6, Ref +0, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft., climb 20 ft.
  Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus 
  poison)
  STATISTICS
  Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
  Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)
  feats ToughnessB
  Skills Climb +10, Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival
  ECOLOgy
  Environment any
  Organization solitary, pair, gang (3–6), or hive (7–18 plus 
  10–100 workers, 2–8 drones, and 1 queen)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save
  Giant ants are as industrious as their normal-sized kin. While 
  their nests generally don’t consist of thousands, their greatly 
  increased size more than compensates.
  The statistics given above are for soldier ants—the 
  variety most commonly encountered. The following 
  simple templates can be used to create variants of the 
  standard soldier ant.
  Worker (–1 CR) Worker ants do not have a poison sting 
  attack or a grab special attack.
  Drone (+1 CR) Drones have the advanced simple 
  template and a fly speed of 30 feet (average).
  Queen (+2 CR) The queen of a 
  nest is an immense, bloated 
  creature. She gains the 
  advanced and the giant 
  simple templates, but 
  drops her speed to 
  10 feet and loses 
  her climb speed 
  entirely.
  1616
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756947
  756947
  450934
  450934
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756948
  756948
  450935
  450935
  Illustration by Adam Vehige
  gORILLA 
  CR 2
  XP 600
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
  hp 19 (3d8+6)
  fort +7, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +3 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +2; CMB +6; CMD 18
  feats Great Fortitude, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +14, 
  Perception +8
  ECOLOgy
  Environment warm forests
  Organization solitary, pair, 
  or troop (3–12)
  Treasure none
  An adult male ape 
  is 8 feet tall and can 
  weigh as much as 
  400 pounds. While 
  generally 
  shy 
  and 
  peaceful creatures when 
  left to their own business, 
  gorillas are territorial and 
  become 
  highly 
  aggressive 
  when provoked. This stat block 
  can generally be used for any 
  of the larger types of primates, 
  such as gorillas—for smaller apes 
  like orangutans and chimpanzees, apply 
  the young simple template. Even smaller 
  primates should use the stats for monkeys 
  found on page 132.
  Gorillas typically make a large show of force 
  before actually attacking, thumping their chests 
  with their palms, stamping their feet, and roaring 
  loudly. Any opponents who refuse to f lee after this 
  display are attacked. Troops of apes fight together 
  in a frenzy, tearing opponents to pieces with 
  their hands and teeth.
  Ape, Gorilla
  Ape, Dire
  DIRE APE (gIgAnTOPIThECUS)  CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
  hp 30 (4d8+12)
  fort +7, Ref +6, Will +4
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +6 (1d6+4), 2 claws +6 (1d4+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d4+6)
  STATISTICS
  Str 19, Dex 15, Con 16, Int 2, Wis 12, Cha 7
  Base Atk +3; CMB +8; CMD 20
  feats Iron Will, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +16, Perception +8, Stealth +2
  ECOLOgy
  Ecology warm forests
  Organization solitary, pair, or troop (3–6)
  Treasure incidental
  Known to many scholars as the 
  gigantopithecus, the dire ape 
  is a much more dangerous 
  and bestial creature than 
  the 
  relatively 
  peaceful 
  gorilla. An adult male 
  dire ape stands 9 feet tall 
  and weighs 1,200 pounds. 
  The 
  dire 
  ape 
  attacks 
  anything that intrudes on 
  its territory, including other 
  dire apes not of its troop, and 
  does not break off the attack 
  until the trespasser is dead 
  or runs off.
  A dire ape makes no 
  displays of toughness or 
  warnings before it attacks—
  it simply leaps into action with 
  little or no provocation, tearing 
  at its opponents with claws and 
  teeth. If a dire ape is stymied by a 
  heavily armored foe, it attempts to 
  grapple its foe, pin it to the ground, 
  and rend it.
  Large, deep-set eyes peer from beneath this great ape’s thick brow 
  as it lumbers forward on its legs and knuckles.
  Sharp teeth fill this large, feral ape’s mouth, and its long, muscular 
  arms stretch to the ground, ending in wickedly curved claws.
  Ant–Ape
  Ant–Ape
  1717
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756948
  756948
  450935
  450935
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756949
  756949
  450936
  450936
  Illustration by Michael Jaecks
  Archon
  Archons are a race of outsiders from Heaven, creatures of 
  fundamental law and good tasked with the protection of 
  that plane as well as all who are innocent or free of evil. 
  They are the natural enemies of devils, daemons, and 
  demons, and most are veterans of many attacks against 
  their home by fiends of the Lower Planes.
  The natives of Heaven arise from amid the earth and 
  clouds of that divine realm, inspired into creation by the 
  sacred mountain’s metaphysical processes, the faith of goodly 
  mortals, and the transformation of virtuous spirits. Each 
  archon begins life as a lantern archon or lesser servitor spirit, 
  gaining in power and prestige through aiding the cause of 
  good. Watched over by benevolent mentors and captains of 
  the divine orders, each spirit is encouraged and aided in 
  indulging its fundamental desire to see peace, honesty, and 
  fairness spread across all lands, especially throughout the 
  Material Plane. To this end, archons of all walks often take 
  on the roles of questing knights, journeying throughout 
  disparate worlds and realms aiding in good works and 
  promoting courageous acts. These virtuous outsiders prefer 
  to motivate mortals to act with honor and integrity rather 
  than righting mortal wrongs themselves, believing the cause 
  of righteousness is best served by enlightening creatures to 
  make just choices and cast off their own shackles of evil. 
  This makes future temptations easier to resist and plants 
  the seeds of spiritual deliverance. Thus, most archons take 
  a subtle hand in their interactions with mortals, taking 
  special pleasure in bringing solace and reprieve to those 
  who are wholly unaware of their presence.
  The efforts of Heaven prove far less subtle when it 
  comes to combating the hordes of the Lower Planes. 
  Armies of archons stand in staunch opposition to the 
  affronts of Hell, Abaddon, and the Abyss, confronting 
  them upon both extraplanar battlefields and the Material 
  Plane itself. These encounters might take the form of vast 
  armies clashing over strange planar holdings, or solitary 
  archons revealing themselves upon mortal worlds to 
  push back the machinations of fiendish invaders. In such 
  cases, archons generally prefer to meet foes head-on if it is 
  prudent to do so, but if outmatched, they do what they can 
  to even the odds (usually by employing hit-and-run tactics 
  or standing off and engaging a foe with magic before 
  moving into melee). Because they can teleport at will, it 
  is easy for them to vanish only to reappear later, often 
  with reinforcements, when their enemies are unprepared. 
  These warriors of law act honorably, even to their foes, 
  but are not foolish or without passion, and little in the 
  multiverse dares stand against the rage of Heaven.
  Although archons are champions of good, they have little 
  patience for those who do not follow strict traditions and 
  patterns of goodness. While a cruel dictatorship might be 
  a legitimate enemy of the archon, rebellion and riot is not 
  the proper way to address such an inequality. Justice and law 
  must not be abandoned in the constant struggle for peace 
  and good, for in such anarchic actions one often promotes 
  further harm and mayhem, even if unintentionally. The 
  laws of Heaven exist to minimize collateral damage and 
  unwanted pain, and while adhering to these laws often 
  results in longer campaigns, archons point out that their 
  victories are lasting triumphs as a result. Because of this 
  strong adherence to tradition and law, archons often find 
  themselves the unwilling enemies of chaotic good creatures, 
  particularly the azatas. To an archon, an azata’s nature seems 
  whimsical and impatient—in striking swiftly against an 
  enemy without bothering to think through the implications 
  of their sudden act, it’s possible to do more harm than good. 
  Still, while opposing the chaos of an azata is a necessary step, 
  the archon takes no pleasure in such opposition, and does its 
  best to minimize the length of such a conflict. Unfortunately, 
  the capricious and emotional azatas are legendary among the 
  archons for their ability to hold grudges, so for many archons 
  the best policy when interacting with the azatas is to be brief, 
  succinct, and firm.
  Archons speak Celestial, Draconic, and Infernal, but can 
  speak with almost any creature because of their truespeech  
  ability. A full list of archon traits is presented on page 311. 
  Many archons have additional abilities beyond these traits, 
  as befits their particular role in the army of Heaven.
  Archon Empyreal Lords
  Numerous powerful archons number among the empyreal 
  lords, benevolent heroes of goodness and rulers over 
  sacred realms. Having ascended beyond the specific forms 
  of their kindred, these unique archons spread the peace of 
  righteousness and order, either through subtle acts or at the 
  forefront of divine armies, and war against all who would 
  corrupt that which is just. The following is but a selection of 
  some of the most venerated archon empyreal lords.
  Asteria, of the Endless Order
  Cocidius, Hawk-Keeper
  Duellona, the Warrior Maiden
  Erlang Shen, the All-Seeing
  Hors, the Freezing Sun
  Inanna, Princess of the Sky
  Lugus, the Three-Faced
  Ogoun, of Fire and Iron
  Oro, the Flame in the Sky
  Radigost, Bringer of Boons
  Sheave, the Orphan Lord 
  Svarozic, the Face of Flame
  Tanit, Guardian of Life
  Tahmineh, the Wounded Mother
  1818
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756949
  756949
  450936
  450936
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756950
  756950
  450937
  450937
  Archon, Hound
  hOUnD ARChOn 
  CR 4
  XP 1,200
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +4; Senses darkvision 60 ft., detect evil, low-light vision, 
  scent; Perception +10
  Aura aura of menace (DC 16), magic circle against evil
  DEfEnSE
  AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
  hp 39 (6d10+6)
  fort +6, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
  DR 10/evil; Immune electricity, petrification; SR 15
  OffEnSE
  Speed 40 ft.
  Melee bite +8 (1d8+3), slam +8 (1d4+1) or mwk greatsword 
  +9/+4 (1d8+2), bite +3 (1d8+2) 
  Spell-Like Abilities (CL 6th)
  Constant—detect evil, magic circle against evil
  At Will—aid, continual flame, 
  greater teleport (self plus 50 
  lbs. of objects only), message 
  STATISTICS
  Str 15, Dex 10, Con 13, Int 10, Wis 
  13, Cha 12
  Base Atk +6; CMB +8; CMD 18
  feats Improved Initiative, Iron Will,  
  Power Attack
  Skills Acrobatics +9, Intimidate +10, Perception 
  +10, Sense Motive +10, Stealth +13, Survival +14; 
  Racial Modifiers +4 Stealth, +4 Survival
  Languages Celestial, Draconic, Infernal; truespeech
  SQ change shape (beast shape II)
  ECOLOgy
  Environment any (Heaven)
  Organization solitary, pair, or squad (3–5)
  Treasure standard (masterwork greatsword, other treasure)
  SPECIAL ABILITIES
  Change Shape (Su) A hound archon can assume any canine 
  form of Small to Large size, as if using beast shape II. While 
  in canine form, the hound archon loses its bite, slam, and 
  greatsword attacks, but gains the bite attack of the form 
  it chooses. For the purposes of this ability, canines include 
  any dog-like or wolf-like creature of the animal type.
  Hound archons look like well-muscled humans with 
  canine heads typically resembling those of noble-looking 
  wolves or dogs. Well trained, they prefer to make 
  use of their greatswords in battle, though 
  they are equally adept with their natural 
  weapons. Hound archons loathe killing mortals and prefer 
  to disarm or incapacitate even evil individuals when they 
  can. Against fiends and the irredeemably corrupt, though, 
  they show no mercy.
  Hound archons are disciplined soldiers and sentinels. 
  Occasionally good-aligned deities send them to watch 
  over specific places and individuals they take a particular 
  interest in. Under the guise of unassuming but friendly 
  strays, such secret defenders might follow their ward or 
  guard their post subtly for years. 
  In 
  Heaven’s 
  armies, 
  exceptional 
  hound 
  archon 
  paladins lead their fellows into combat, taking on roles 
  as captains and knights. They lead incursions against 
  fiendish holdings, whether that entails strikes against 
  daemonic fortresses or liberating the captives of night 
  hag soul collectors. Such missions make hound archons 
  perhaps the most likely celestials one might encounter 
  upon the Lower Planes, and packs of swift-moving wolves 
  occasionally reveal themselves to be welcome saviors to 
  those lost within such realms. Regardless of their orders, 
  hound archons universally exhibit a particular hatred 
  of canine fiends, abandoning all mercy and going out of 
  their way to put an end to the evils of barghests, glabrezus, 
  yeth hounds, and similar depraved outsiders.
  This canine-headed humanoid’s well-groomed appearance and 
  polished greatsword show it to be more than a common beast.
  Archon–Archon, Hound
  Archon–Archon, Hound
  1919
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756950
  756950
  450937
  450937
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756951
  756951
  450938
  450938
  Illustration by Michael Jaecks
  Archon, Lantern
  LAnTERn ARChOn 
  CR 2
  XP 600
  LG Small outsider (archon, extraplanar, good, lawful)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +4
  Aura aura of menace (DC 12)
  DEfEnSE
  AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
  hp 13 (2d10+2)
  fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
  DR 10/evil; Immune electricity, petrification
  OffEnSE
  Speed fly 60 ft. (perfect)
  Ranged 2 light rays +3 ranged touch (1d6) 
  Spell-Like Abilities (CL 3rd):
  At Will—aid, continual flame, detect 
  evil, greater teleport (self plus 
  50 lbs. of objects only)
  STATISTICS
  Str 1, Dex 11, Con 12, Int 6, Wis 11, 
  Cha 10
  Base Atk +2; CMB –4; CMD 6
  feats Improved Initiative
  Skills Diplomacy +5, Fly +14, Knowledge 
  (planes) +3, Perception +4, Sense 
  Motive +5
  Languages Celestial, Draconic, 
  Infernal; truespeech
  SQ gestalt
  ECOLOgy
  Environment any (Heaven)
  Organization solitary, pair, 
  or squad (3–6)
  Treasure none
  SPECIAL ABILITIES
  gestalt (Su) Nine lantern archons can fuse together as a 
  full-round action, becoming a single Large entity that is 
  more powerful than the individual archons that make up 
  its parts. Looking like a whirlwind of dancing firefly lights, 
  the gestalt has all the powers and abilities of a Large air 
  elemental plus the following: archon, good, and lawful 
  subtypes; archon traits (aura of menace DC 16); 2 light 
  rays (2d6); DR 5/evil and magic. The archons can remain 
  in this form for 2d4 rounds. When the gestalt separates 
  back into individual lantern archons, its remaining hit 
  points are divided evenly among them; if it had less than 9 
  hit points, some of the component archons die when the 
  gestalt ends.
  Light Ray (Ex) A lantern archon can fire beams of light to 
  damage foes. These light rays have a maximum range of 30 
  feet. This attack overcomes damage reduction of any type.
  Friendly and curious beings, lantern archons eagerly 
  converse with and assist other creatures. Their bodies, 
  however, are merely globes of spiritual purity and 
  pale light, and though they might interact with their 
  surroundings through pure force of will, such 
  interaction proves too weak to help with most physical 
  tasks. Their evasive natures make them exceptional at 
  scouting—at least in areas where strange lights aren’t 
  unusual—relaying messages, and overwhelming enemies 
  with surprise and group tactics. Although they appear 
  fragile, their forms guard them against all 
  but the most profane attacks. 
  A lantern archon always glows, 
  usually as bright as a torch. They 
  have total control over the color 
  of light they shed, and take 
  great pleasure in modulating 
  their colors and brightness 
  in time to music or to 
  entertain other creatures. 
  Most lantern archons 
  speak in airy, echoing 
  voices, with tones that 
  range 
  from 
  somber 
  whispers 
  to 
  hurried 
  chirping. Often, their 
  light fluctuates along 
  with their words or tones, 
  punctuating their speech 
  with sparks of light or gentle 
  pulses. As a swift action, a lantern archon 
  can dampen its light to that of a candle for 1 
  round. Only death can extinguish this light. As lantern 
  archons never sleep or eat, they make excellent watchers 
  and guardians. Lantern archons light many settlements 
  in the celestial realms in lieu of mundane or magical 
  illumination, serving as disguised sentinels always 
  watchful for approaching evil.
  Small but fast and zealous, lantern archons make 
  excellent support troops in celestial armies, swarming 
  over weak opponents or teleporting en masse to 
  f lanking positions to cut off reinforcements or escape 
  routes. These miniature archons work well together and 
  know that there is great strength in numbers, uniting 
  in times of need and desperation to form gestalts with 
  greater control over their surroundings. Especially brave 
  lantern archons might eventually be promoted into 
  a more powerful kind of archon, but most are content 
  with their status.
  Shedding a warm and calming radiance, this orb of light moves 
  with a preternatural silence and otherworldly grace.
  2020
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756951
  756951
  450938
  450938
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756952
  756952
  450939
  450939
  Illustration by Alex Shim
  Archon, Trumpet
  TRUMPET ARChOn 
  CR 14
  XP 38,400
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
  Aura aura of menace (DC 22), magic circle against evil
  DEfEnSE
  AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 
  deflection vs. evil)
  hp 175 (14d10+98)
  fort +16, Ref +9, Will +14; +4 vs. poison, +2 resistance vs. evil
  DR 10/evil; Immune electricity, petrification; SR 25
  OffEnSE
  Speed 40 ft., fly 90 ft. (good)
  Melee +4 greatsword +23/+18/+13 (2d6+11) 
  Special Attacks trumpet
  Spell-Like Abilities (CL 14th)
  Constant—magic circle against evil
  At will—aid, continual flame, detect evil, greater teleport (self 
  plus 50 lbs. of objects only), message
  Spells Prepared (CL 14th)
  7th—mass cure serious wounds (2)
  6th—banishment (DC 21), heal (2)
  5th—dispel evil (DC 20), mass cure light wounds, plane shift 
  (DC 20), raise dead
  4th—dismissal (DC 19), divine power, neutralize poison (DC 
  19), spell immunity
  3rd—cure serious wounds, daylight, invisibility purge, magic 
  vestment, protection from energy
  2nd—bull’s strength, consecrate, cure moderate wounds (2), 
  lesser restoration (2), owl’s wisdom
  1st—bless, cure light wounds (3), divine favor, sanctuary (DC 
  16), shield of faith
  STATISTICS
  Str 20, Dex 17, Con 25, Int 16, Wis 20, Cha 17
  Base Atk +14; CMB +19; CMD 32
  feats Blind-Fight, Cleave, Combat Reflexes, Improved 
  Initiative, Lightning Reflexes, Persuasive, Power Attack
  Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle 
  Animal +20, Knowledge (religion) +20, Perception +22, 
  Perform (wind instruments) +20, Sense Motive +24, 
  Stealth +20
  Languages Celestial, Draconic, Infernal; truespeech
  ECOLOgy
  Environment any (Heaven)
  Organization solitary, pair, or squad (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Spells Trumpet archons can cast divine spells as 14th-level clerics. 
  They do not gain access to domains or other cleric abilities.
  Trumpet (Su) All creatures except archons within 100 feet of 
  the trumpet’s blast must succeed on a DC 19 Fortitude save 
  or be paralyzed for 1d4 rounds. The save DC is Charisma-
  based. The archon can also command its trumpet to 
  become a +4 greatsword as a free action. Out of the archon’s 
  hands, it is a chunk of useless metal. 
  Messengers of good deities and mighty celestials, trumpet 
  archons serve as the vanguard of divine armies and rally 
  the legions of heaven to war. When lawful good deities 
  have the need to communicate directly with a group of 
  mortals, they often send trumpet archons to act as their 
  intermediaries. Trumpet archons speak with clear, musical 
  voices. Their otherworldly eyes are white and pupilless.
  All trumpet archons carry a gleaming magical trumpet 
  or horn with which they create wondrous music, sound 
  calls to other archons, paralyze enemies, or defend the 
  virtuous. They typically adorn their trumpet with the 
  standard of their liege. 
  Lithe and beautiful, with skin the color of marble, this being hovers 
  upon powerful, white wings and radiates a sense of serenity.
  Archon, Lantern–Archon, Trumpet
  Archon, Lantern–Archon, Trumpet
  2121
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756952
  756952
  450939
  450939
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756953
  756953
  450940
  450940
  Illustration by Michael Jaecks
  Assassin Vine
  ASSASSIn VInE 
  CR 3
  XP 800
  N Large plant
  Init +0; Senses blindsight 30 ft., low-light vision; Perception +1
  DEfEnSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 30 (4d8+12)
  fort +7, Ref +1, Will +2
  Immune electricity, plant traits; Resist cold 10 and fire 10
  OffEnSE
  Speed 5 ft.
  Melee slam +7 (1d8+7 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d8+7), entangle
  STATISTICS
  Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
  Base Atk +3; CMB +9 (+13 grapple); CMD 19 (can’t be tripped)
  SQ camouflage
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, or patch (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Camouflage (Ex) Since an assassin vine looks like a normal 
  plant when at rest, a DC 20 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.
  Entangle (Su) An assassin vine can, as a free action, cause 
  plants within 30 feet of it to animate and grasp at foes. This 
  ability is otherwise similar to entangle (CL 4th, DC 13). The 
  save DC is Wisdom-based.
  The assassin vine is a carnivorous plant that collects its 
  own grisly fertilizer by grabbing and crushing animals and 
  depositing the carcasses near its roots. These remarkable 
  plants can see minute movements in the earth and air and 
  detect changes in light and heat through their broad leaves, 
  giving them exceptional awareness of the area around 
  them. Possessing no intelligence or agenda, they lash out 
  at whatever living things pass nearby, regardless of the 
  target’s size, sentience, or potential deadliness. A mature 
  plant consists of a main vine, about 20 feet long; smaller 
  vines up to 5 feet long branch off from the main vine about 
  every 6 inches. These small vines bear clusters of leaves, 
  and in late summer they produce bunches of small fruits 
  that resemble wild blackberries. The fruit is tough and 
  has a hearty and typically bitter flavor, although some say 
  the berries change in taste depending on what victims 
  composted a given plant’s roots. The most murderous 
  assassin vines supposedly produce the sweetest berries. 
  An assassin vine can move about, but usually stays put 
  unless it needs to seek prey in a new vicinity. The plants 
  use simple tactics, lying still until prey comes within reach 
  and then attacking. Once an assassin vine is engaged, it 
  pursues prey (albeit slowly) in order to catch and compost 
  the creature. The plants prove tenacious, as long as their 
  quarry remains within sight. Once a creature moves 
  beyond the plant’s ability to perceive it, the unthinking 
  vine falls still and lies in wait for the next passerby. 
  Assassin vines lurk within dense forests and swamps, 
  but some might encroach upon poorly tended fields and 
  vineyards. The vine’s seeds might be spread far by birds 
  swift enough to pluck them and escape. Tales often tell 
  of assassin vines appearing in flower beds or infiltrating 
  greenhouses, murderous surprises planted by rivals and 
  enemies or arbitrary doom dropped by unsuspecting wing.
  This gnarled vine, as thick as a man’s arm and bearing hand-
  shaped leaves, convulses across the ground in an unnatural slither.
  2222
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756953
  756953
  450940
  450940
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756954
  756954
  450941
  450941
  Assassin Vine–Azata
  Assassin Vine–Azata
  Azata
  Azatas are a race of celestials native to the plane of Elysium, 
  where the pursuit of freedom and goodness is paramount. 
  Azatas are champions of these concepts, great bards, 
  knights, and explorers who roam the planes in search of 
  good folk in need of their help. Frequently described as the 
  most elven or fey-like celestials, azatas nevertheless often 
  have strange, inhuman shapes or can take elemental or 
  eldritch forms. Most have some knightly or courtly title, 
  such as duke, countess, or prince, apparently hereditary, 
  perhaps from a celestial monarchy long abandoned 
  and forgotten. Azatas do not exploit these titles to exert 
  influence over each other, instead using them for personal 
  identification or a bit of self-importance. They are deadly 
  and resolute foes of evil, fearless and clever in battle. 
  It is not surprising that the three best-known kinds of 
  azatas can all fly, for they rarely stay in one place for long 
  and prefer the thrill of motion and discovery to creature 
  comforts. Most azata “settlements” are little more than 
  a collection of tents around a landmark, gathered over 
  the course of a day to share news, stories, and perhaps 
  good-natured duels, and then packed up again a few days 
  later. Such temporary settlements are colorful and have a 
  celebratory atmosphere, as azatas are quick to greet any of 
  their kind as old friends. Although few can predict when 
  and where an azata community might arise, some groups 
  or breeds of azatas gather in cycles for traditional festivals 
  and reunions. Such gatherings typically take place at a 
  time of mystical consequence, such as on the evening 
  of the lunar equinox, or during less predictable times, 
  such as upon the wedding of two seers, and always in a 
  place of pristine or stunning natural wonder. All azatas 
  fundamentally know when and where the closest or next 
  gathering of their people might occur, and while none 
  are required or even expected to attend, all are welcome. 
  These gatherings do not preclude more permanent azata 
  holdings and communes, however, and the heights of 
  Elysium endlessly ring with the songs of azata choirs.
  While the stoic, homebound archons call their cousins 
  flighty, azatas are driven by a crusading nature and feel 
  bored when forced to stay in one place too long. This 
  tendency also means they are unlikely to agree to serve 
  mortals for an extended period of time, preferring 
  to arrive, get the job done, and move on to some other 
  quest or challenge. As much as they seek to spread the 
  cause of freedom and joy, azatas realize that they cannot 
  enforce such virtues throughout the multiverse. Without 
  darkness there can be no light, and without struggle there 
  can be no victory. Understanding this, these celestials 
  remain removed from the majority of mortal conflicts, 
  preferring to act as advisors in such situations rather 
  than champions, granting goodly mortals ownership 
  over their own triumphs. In cases where the forces of evil 
  act overtly, however, and intrude upon mortal worlds, 
  azatas are quick to rally to defend such realms and aid 
  those who have no hope of defending themselves.
  Azatas generally work together, but their powerful 
  personalities and strong sense of individual freedom often 
  see them disagreeing on how best to handle a particular 
  situation. While both parties have the greater good at 
  heart, these arguments can fester and grow into long-
  lasting grudges. In cases where a single azata is convinced 
  his way is right, he might even enter a sort of self-imposed 
  exile, abandoning the support of his kin so he can launch a 
  one-azata crusade against the cruelties of the multiverse.
  Most azatas originate from the untamable beauty of 
  Elysium, created and nourished by the influx of goodly 
  mortal souls. Like most other outsiders, they cannot 
  reproduce with each other in the mortal fashion, and often 
  tryst with mortals who prove charming and good spirited. 
  Azatas dally frequently with their own kind, being quick 
  to seek out feelings of love, joy, and companionship, 
  but rarely feel bound or exclusive to merely one lover, 
  regardless of its race.
  Azatas speak Celestial, Draconic, and Infernal, but 
  can speak with almost any creature because of their 
  truespeech special ability. See page 311 for full details on 
  truespeech and other shared azata traits.
  Azata Empyreal Lords
  Among the ranks of the empyreal lords, the divine champions 
  of the Upper Planes, stand several unique and potent members 
  of the azata race. While some of these unique celestials hold 
  influence over vast realms and legions of followers, others 
  are lone wanderers and questing heroes seeking only to use 
  their guile, wisdom, and prowess to spread joy and freedom. 
  The following list names several of the most famed azata 
  empyreal lords known and revered upon countless planes 
  and worlds.
   Atonga, of Seas and Songs
   Aizen Myo-o, the Red Wisdom
   Cernunnos, the Stag Lord
   Connla, the Wolfhound’s Son
   The Forgotten, Free Even from Memory
   Itzamna, Who Watches from Clouds
   Lada, Lady of Dance
   Maahes, the Guardian Beast
   Muyingwa, the Seed Thrower
   Ibeji, the Twins
   Ogma, the Champion
   Tsukuyomi, Prince of the Moon
   Qetesh, the Sacred Lover
   Vikramaditya, Wise and Valorous King
  2323
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756954
  756954
  450941
  450941
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756955
  756955
  450942
  450942
  Illustrations by Alex Shim
  Azata, Bralani
  BRALAnI 
  CR 6
  XP 2,400
  CG Medium outsider (azata, chaotic, extraplanar, good, 
  shapechanger)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
  DEfEnSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 66 (7d10+28)
  fort +9, Ref +9, Will +6
  DR 10/cold iron or evil; Immune electricity, petrification; 
  Resist cold 10, fire 10; SR 17
  OffEnSE
  Speed 40 ft., fly 100 ft. (perfect)
  Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
  Ranged +1 composite longbow +12/+7 (1d8+6/×3) 
  Special Attacks whirlwind blast
  Spell-Like Abilities (CL 6th)
  At Will—blur, charm person (DC 13), gust of wind (DC 14), 
  mirror image, wind wall
  2/day—lightning bolt (DC 15), cure serious wounds
  STATISTICS
  Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
  Base Atk +7; CMB +12; CMD 26
  feats Blind-Fight, Improved Initiative, 
  Iron Will, Skill Focus (Perception)
  Skills Bluff +12, Fly +20, Handle Animal +12, 
  Perception +15, Ride +14, Sense Motive +12, Stealth +14
  Languages Celestial, Draconic, Infernal; truespeech
  SQ wind form
  ECOLOgy
  Environment any (Elysium)
  Organization solitary, pair, or squad (3–6)
  Treasure double (+1 scimitar, +1 composite longbow [+5 Str])
  SPECIAL ABILITIES
  Whirlwind Blast (Su) When in wind form, a bralani can 
  attack with a scouring blast of wind, dealing 3d6 points of 
  damage in a 20-foot line (Reflex DC 17 half). The save DC is 
  Constitution-based.
  Wind form (Su) A bralani can shift between its humanoid 
  body and a body made of wind and mist as a standard 
  action. In humanoid form, it cannot fly or use its whirlwind 
  blast. In wind form, it functions as if under the effects of a 
  wind walk spell. It can make slam attacks and use spell-
  like abilities in either form. A bralani remains in one form 
  until it chooses to assume its other form. A change in form 
  cannot be dispelled, nor does the bralani revert to any 
  particular form when killed (both shapes are its true form). 
  A true seeing spell reveals both forms simultaneously.
  Bralanis are among the fiercest and wildest of the azatas, 
  living from moment to moment and always on the lookout 
  for chances to test their skill in battle. In addition to their 
  elf-like forms, they can take the shape of whirlwinds of 
  dust, snow, or sand. In the mortal realm, they are often 
  mistaken for djinn. They delight in violent weather, not 
  for the destructive qualities of such events, but for the 
  intensity and energy, and many tales describe bralani as 
  spirits who laugh as they sail amid the strongest storms.
  Bralanis do not need to eat, but they enjoy doing so. 
  Most prefer elven food, fiery human dishes, and spiced 
  wine. Because of their similarities to elementals and fey, 
  they sometimes act as intermediaries between mortals, 
  elementals, and fey, though they prefer to arrange 
  temporary truces that allow the interested parties to 
  conduct their own negotiations on neutral ground. When 
  taking the role of mediators—or whenever else such 
  opportunities present themselves—bralani are quick to 
  suggest friendly competitions or games to end disputes 
  and enjoy creating challenges or complicated contests to 
  test both physical and mental mortal prowess.
  Silver-white hair the color of a lightning strike whips about this 
  poised elf-like archer, his eyes swirling with vibrant colors.
  2424
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756955
  756955
  450942
  450942
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756956
  756956
  450943
  450943
  Azata, Ghaele
  ghAELE 
  CR 13
  XP 25,600
  CG Medium outsider (azata, chaotic, extraplanar, good, 
  shapechanger)
  Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see 
  invisibility; Perception +20
  Aura holy aura
  DEfEnSE
  AC 27, touch 15, flat-footed 26 (+4 deflection, +1 Dex, +12 natural)
  hp 136 (13d10+65)
  fort +17, Ref +11, Will +16
  DR 10/cold iron and evil; Immune electricity, petrification; 
  Resist cold 10, fire 10; SR 25
  OffEnSE
  Speed 50 ft., fly 150 ft. (perfect)
  Melee +2 holy greatsword +22/+17/+12 (2d6+12) 
  Ranged 2 light rays +14 (2d12) 
  Special Attacks gaze
  Spell-Like Abilities (CL 13th)
  Constant—detect evil, holy aura (DC 21), see invisibility
  At will—aid, charm monster (DC 17), continual flame, cure 
  light wounds, dancing lights, detect thoughts (DC 15), 
  disguise self, dispel magic, hold monster (DC 18), greater 
  invisibility (self only), major image (DC 16), greater teleport 
  (self plus 50 lbs. of objects only)
  3/day—globe of invulnerability
  1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force
  Spells Prepared (CL 13th)
  7th—holy word (DC 21)
  6th—banishment (DC 20), heal (DC 20)
  5th—flame strike (DC 19), raise dead, true seeing
  4th—death ward, dismissal (2) (DC 18), divine power, restoration
  3rd—cure serious wounds (3), searing light (2)
  2nd—aid (2), align weapon, bear’s endurance, lesser restoration (2)
  1st—bless, command (DC 15), divine favor, obscuring mist, 
  sanctuary (DC 15), shield of faith
  STATISTICS
  Str 25, Dex 12, Con 20, Int 16, Wis 19, Cha 17
  Base Atk +13; CMB +20; CMD 31
  feats Combat Casting, Combat Expertise, Dodge, Improved 
  Disarm, Improved Initiative, Improved Trip, Lightning Reflexes
  Skills Diplomacy +19, Escape Artist +17, Fly +25, Handle Animal 
  +19, Knowledge (nature) +16, Knowledge (planes) +19, 
  Perception +20, Sense Motive +20, Stealth +17
  Languages Celestial, Draconic, Infernal; truespeech
  SQ light form
  ECOLOgy
  Environment any (Elysium)
  Organization solitary, pair, or squad (3–6)
  Treasure triple (+2 holy greatsword)
  SPECIAL ABILITIES
  gaze (Su) In humanoid form, a ghaele’s gaze attack slays evil 
  creatures of 5 HD or less (range 60 feet, Will DC 18 negates, 
  shaken for 2d10 rounds on a successful save). Nonevil 
  creatures, and evil creatures with more than 5 HD, must 
  succeed on a DC 18 Will save or be shaken for 2d10 rounds. 
  A creature that saves against a ghaele’s gaze is immune to 
  that particular ghaele’s gaze for 24 hours. This is a mind-
  affecting fear effect. The save DCs are Charisma-based.
  Light form (Su) A ghaele can shift between its solid body and 
  one made of light as a standard action. In solid form, it 
  cannot fly or use light rays. In light form, it can fly and gains 
  the incorporeal quality—it can make light ray attacks or use 
  spell-like abilities in this form, but can’t make physical attacks 
  or cast spells. This ability otherwise functions similarly to a 
  bralani’s wind form ability.
  Light Ray (Ex) A ghaele’s light rays 
  have a range of 300 feet. This attack 
  bypasses all damage reduction.
  Spells Ghaeles cast divine spells as 13th-
  level clerics. They do not gain access 
  to domains or other cleric abilities.
  Ghaeles are the most knightly 
  of the azatas, hunting fiends, 
  dragons, and undead with 
  equal vigor. Most appear 
  like 
  idealized 
  humans 
  or elves and are quick to 
  smile—and equally quick 
  to strike against those 
  they perceive as wicked.
  This elegantly armored sentinel stands alert, her eyes radiating 
  divine light and her noble blade crackling with power.
  Azata, Bralani–Azata, Ghaele
  Azata, Bralani–Azata, Ghaele
  2525
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756956
  756956
  450943
  450943
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756957
  756957
  450944
  450944
  Illustration by Alex Shim
  Azata, Lillend
  LILLEnD 
  CR 7
  XP 3,200
  CG Large outsider (azata, chaotic, extraplanar, good)
  Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 73 (7d10+35)
  fort +7, Ref +10, Will +10
  Immune electricity, petrification, poison; Resist cold 10, fire 10
  OffEnSE
  Speed 30 ft., fly 70 ft. (average)
  Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 
  plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks bardic performance (20 rounds/day), 
  constrict (2d6+5)
  Spell-Like Abilities (CL 7th)
  3/day—darkness, hallucinatory terrain (DC 18), knock, light
  1/day—charm person (DC 15), speak with animals, speak 
  with plants
  Spells known (CL 7th)
  3rd (2/day)—charm monster (DC 17)
  2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 
  16), suggestion (DC 16)
  1st (5/day)—charm person (DC 15), cure light wounds, 
  identify, sleep (DC 15)
  0 (at will)—dancing lights, daze (DC 14), detect magic, 
  lullaby (DC 14), mage hand, read magic
  STATISTICS
  Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
  Base Atk +7; CMB +13; CMD 26 (can’t be tripped)
  feats Combat Casting, Hover, Iron Will, Lightning Reflexes
  Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge 
  (nature) +9, Perception +13, Perform (stringed 
  instruments) +16, Sense Motive +13, Survival +14; Racial 
  Modifiers +4 Survival
  Languages Celestial, Draconic, Infernal; truespeech
  ECOLOgy
  Environment any (Elysium)
  Organization solitary, pair, or choir (3–6)
  Treasure standard (+1 longsword, masterwork harp)
  SPECIAL ABILITIES
  Bardic Performance A lillend has the bardic performance 
  ability of a 7th-level bard, granting her access to that 
  ability’s countersong, fascinate, inspire courage, inspire 
  competence, and suggestion aspects.
  Spells A lillend casts spells as a 7th-level bard. They favor 
  enchantment and healing spells.
  Among the azatas, lillends are the tale-tellers and chroniclers, 
  gathering lore and recording stories in the form of epic 
  poems and songs. They are generally peaceful, though they 
  are swift to act if they believe a piece of rare art or a talented 
  artist is threatened. A lillend’s lower section is about 20 feet 
  long, and a typical lillend weighs 3,800 pounds.
  Although they have no need of mortal nourishment, 
  it is said that lillends sup on the joy of music, art, and 
  performance. They also love unspoiled wilderness and 
  seek out places in the mortal realm that remind them of 
  the beauty of their home plane. From the lore of numerous 
  races come tales of these muses, particularly those that have 
  taken a vested interest in the training of a single talented 
  prodigy or the ongoing creation of some fantastic work of 
  art. Such legends sometimes prove true, as all lillends have 
  their favorite works, creations, and artists, and often visit the 
  Material Plane to enjoy their splendor and make sure they 
  remain safe. In the defense of such beauty, lillends prove 
  passionate foes, calling upon the might of nearby allies or 
  crushing philistines in their striking but deadly coils.
  This creature has the body of a seductive, winged elven woman 
  from the waist up and that of a snake from the waist down.
  2626
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756957
  756957
  450944
  450944
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756958
  756958
  450945
  450945
  Barghest
  BARghEST 
  CR 4
  XP 1,200
  LE Medium outsider (evil, extraplanar, lawful, shapechanger)
  Init +6; Senses darkvision 60 ft., scent; Perception +11
  DEfEnSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 45 (6d10+12)
  fort +6, Ref +7, Will +7
  DR 5/magic
  OffEnSE
  Speed 30 ft.
  Melee bite +10 (1d6+4), 2 claws +10 (1d4+4)
  Special Attacks feed
  Spell-Like Abilities (CL 6th)
  At will—blink, levitate, misdirection
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door
  STATISTICS
  Str 19, Dex 15, Con 15, Int 14, Wis 14, Cha 14
  Base Atk +6; CMB +10; CMD 22 (24 vs. trip)
  feats Combat Reflexes, Improved Initiative, Great Fortitude
  Skills Acrobatics +11, Bluff +11, Diplomacy +11, Intimidate +11, 
  Perception +11, Sense Motive +11, Stealth +11, Survival +11
  Languages Infernal, Goblin, Worg
  SQ change shape (goblin or wolf, polymorph)
  ECOLOgy
  Environment any
  Organization solitary or cult (1 plus goblin tribe)
  Treasure standard
  SPECIAL ABILITIES
  feed (Su) Once per month, a barghest can devour a nonevil 
  humanoid’s corpse as a full-round action to gain a growth 
  point. It gains a bonus equal to its growth point total on 
  attack rolls, CMB rolls, saving throws, and skill checks. Its 
  maximum hit points increase by 5 for each growth point it 
  gains. For every 2 growth points, a barghest’s caster level 
  for its spell-like abilities and its CR increase by +1. When 
  a barghest reaches 4 growth points, it sheds its skin and 
  becomes a greater barghest, losing all of its growth points 
  (and bonuses) but gaining the stats presented on this page 
  for a greater barghest. 
  Said to be fiendish relations of all goblinoid races, the 
  hateful barghests come to the Material Plane to feed. 
  As they consume the bodies of innocents, they grow 
  increasingly powerful. A barghest eventually sheds its skin 
  to transform into a greater barghest, at which point it often 
  seeks out a tribe of goblins or other creatures to rule.
  gREATER BARghEST 
  CR 7
  XP 3,200
  LE Large outsider (evil, extraplanar, lawful, shapechanger)
  Init +6; Senses darkvision 60 ft., scent; Perception +16
  DEfEnSE
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 85 (9d10+36)
  fort +9, Ref +10, Will +10
  DR 10/magic
  OffEnSE
  Speed 40 ft.
  Melee bite +14 (1d8+6), 2 claws +15 (1d6+6)
  Spell-Like Abilities (CL 9th)
  At will— blink, invisibility sphere, levitate, misdirection
  1/day—charm monster (DC 16), crushing despair (DC 16), 
  dimension door, mass bull’s strength, mass enlarge
  STATISTICS
  Str 23, Dex 15, Con 19, Int 18, Wis 18, Cha 18
  Base Atk +9; CMB +16; CMD 28 (32 vs. trip)
  feats Combat Casting, Combat Reflexes, Improved Initiative, 
  Great Fortitude, Lightning Reflexes
  Skills Acrobatics +14, Bluff +16, Climb +15, Diplomacy +16, 
  Intimidate +16, Perception +16, Sense Motive +16, 
  Stealth +10, Survival +16, Swim +15
  Languages Infernal, Goblin, Worg
  SQ change shape (goblin or wolf, 
  polymorph)
  This snarling, canine beast pads forward on all fours, its slender 
  front limbs looking more like hands than a wolf’s paws.
  Azata, Lillend–Barghest
  Azata, Lillend–Barghest
  2727
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756958
  756958
  450945
  450945
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756959
  756959
  450946
  450946
  Illustration by Michael Jaecks
  Basidirond
  BASIDIROnD 
  CR 5
  XP 1,600
  N Medium plant
  Init +1; Senses low-light vision, tremorsense; Perception +0
  DEfEnSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 52 (7d8+21)
  fort +8, Ref +3, Will +2
  Immune cold, plant traits
  Weaknesses cold lethargy
  OffEnSE
  Speed 20 ft.
  Melee slam +10 (1d8+7 plus spores)
  Special Attacks hallucination cloud, spores
  STATISTICS
  Str 20, Dex 13, Con 16, Int —, Wis 11, Cha 1
  Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
  ECOLOgy
  Environment any non-cold underground
  Organization solitary, pair, or grove (3–8)
  Treasure incidental
  SPECIAL ABILITIES
  hallucination Cloud (Ex) As a standard action once per 
  minute, a basidirond can release a cloud of invisible 
  spores in a 20-foot radius. All creatures within the area 
  must succeed on a DC 16 Fortitude save or be affected by 
  powerful hallucinations as long as they remain in the cloud 
  plus 1d4 rounds after leaving the area. A new save must be 
  made each round a creature remains within the affected 
  area. A hallucination cloud persists for 5 rounds before 
  dispersing—a strong wind causes it to disperse 
  immediately. The save DC is Constitution-based. To 
  determine what hallucination is suffered each round, 
  roll 1d6 and consult the following table.
  d6 
  hallucination
  1 
  You’re sinking in quicksand! Fall prone and spend 1 
  round flailing your arms and legs as if trying to swim.
  2 
  Attacked by a swarm of spiders! Spend a full round 
  action to attack the floor near you with your weapon.
  3 
  An item you hold has turned into a viper! Drop it and 
  flee from the item at top speed for 1 round.
  4 
  You’re suffocating! Stand in place, hold your 
  breath, and clutch at your throat for 1 round.
  5 
  You’ve shrunk to 1/10th your normal size! Take no 
  actions for 1 round and monsters won’t see you.
  6 
  You’re melting! Grasp hold of yourself in an attempt to 
  hold yourself together, and take no actions for 1 round.
  Spores (Ex) Any creature struck by a basidirond’s slam attack 
  is coated with spores. The creature struck must make a 
  DC 16 Fortitude save or these spores take root in his flesh, 
  and particularly in his lungs. The save DC is Constititon-
  based.Basidirond Spores: Disease—inhaled; save Fort DC 
  16; frequency 1/round for 6 rounds; effect 1d2 Con damage; 
  cure 1 save.
  Cold Lethargy (Ex) Although a basidirond is immune to cold 
  damage, any cold effect it is exposed to slows it for 1d4 
  rounds. During this time, the basidirond cannot use its 
  hallucination cloud or spores.
  The strange fungal basidirond is a deadly plant monster 
  that feeds on mineral-rich moisture, be it runoff from 
  cave walls or fresh blood. By ensuring a constant flow 
  of nutritious moisture, canny cave dwellers can use 
  basidironds as guardians for their lairs, although they 
  must take care to avoid the plant’s hunting routes lest 
  they become its latest victims.
  This strange plant consists of four spidery stalks, long green 
  tendrils, and an inverted bell-shaped cap filled with spores.
  2828
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756959
  756959
  450946
  450946
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756960
  756960
  450947
  450947
  Illustration by Andrew Hou
  Basilisk
  BASILISk 
  CR 5
  XP 1,600
  N Medium magical beast
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +10
  DEfEnSE
  AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
  hp 52 (7d10+14)
  fort +9, Ref +4, Will +5
  OffEnSE
  Speed 20 ft.
  Melee bite +10 (1d8+4)
  Special Attacks gaze
  STATISTICS
  Str 16, Dex 8, Con 15, Int 2, Wis 13, Cha 11
  Base Atk +7; CMB +10; CMD 19 (31 vs. trip)
  feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus 
  (Perception)
  Skills Perception +10, Stealth +10; Racial Modifiers +4 Stealth
  ECOLOgy
  Environment any
  Organization solitary, pair, or colony (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  gaze (Ex) Turn to stone permanently (as flesh to stone), range 
  30 feet, Fortitude DC 15 negates. A creature petrified in 
  this matter that is then coated (not just splashed) with fresh 
  basilisk blood (taken from a basilisk no more than 1 hour 
  dead) is instantly restored to flesh. A single basilisk contains 
  enough blood to coat 1d3 Medium creatures in this manner. 
  The save DC is Constitution-based.
  The basilisk, often called the “King of Serpents,” is in 
  fact not a serpent at all, but rather an eight-legged reptile 
  with a nasty disposition and the ability to turn creatures 
  to stone with its gaze. Folklore holds that, much like 
  the cockatrice, the first basilisks hatched from eggs 
  laid by snakes and incubated by roosters, but little in the 
  basilisk’s physiology lends any credence to this claim.
  Basilisks live in nearly any terrestrial environment, from 
  forest to desert, and their hides tend to match and reflect 
  their surroundings—a desert-dwelling basilisk might be 
  tan or brown, while one that lives in a forest could be 
  bright green. They tend to make their lairs in caves, 
  burrows, or other sheltered areas, and these dens are 
  often marked by statues of people and animals in 
  lifelike poses—the petrified remains of 
  those unfortunate enough to stumble 
  across the basilisk.
  Basilisks have the ability to consume the creatures 
  they petrify, their churning stomach acid dissolving and 
  extracting nutrients from the stone, but the process is 
  slow and inefficient, making them lazy and sluggish. As a 
  result, basilisks rarely stalk prey or chase those who avoid 
  their gaze, counting on their stealth and the element of 
  surprise to keep them safe and fed. When not lying in 
  wait for the small mammals, birds, and reptiles that 
  normally make up their diet, basilisks spend their time 
  sleeping in their lairs, and those brave enough to capture 
  basilisks or hide treasure near them find that they make 
  natural guardians and watchdogs. 
  An adult basilisk is 13 feet long, with fully half of that 
  made up by its long tail, and weighs 300 pounds. Some 
  breeds have short, curved horns on their noses or small 
  crests of bony growths topping their heads like crowns. 
  Though normally solitary creatures, coming together 
  only to mate and lay eggs, in particularly dangerous areas 
  small groups may band together for protection and attack 
  intruders en masse.
  For unknown reasons, weasels and ferrets are immune to 
  the basilisk’s stare, and sometimes sneak into basilisk lairs 
  while a parent is hunting in order to consume its young. 
  Some legends suggest that a basilisk’s blood can transmute 
  common stones into other material, but this is likely a case 
  of witnesses misinterpreting the magical restoration of 
  previously petrified creatures or body parts.
  This squat, reptilian monster has eight legs, bony spurs jutting 
  from its back, and eyes that glow with pale green fire. 
  Basidirond–Basilisk
  Basidirond–Basilisk
  2929
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756960
  756960
  450947
  450947
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756961
  756961
  450948
  450948
  DIRE BAT 
  CR 2
  XP 600
  N Large animal
  Init +2; Senses blindsense 40 ft.; Perception +12
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 22 (4d8+4)
  fort +5, Ref +6, Will +3
  OffEnSE
  Speed 20 ft., fly 40 ft. (good)
  Melee bite +5 (1d8+4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6
  Base Atk +3; CMB +7; CMD 19
  feats Alertness, Stealthy
  Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 
  Perception when using blindsense
  ECOLOgy
  Environment any temperate or tropical
  Organization solitary, pair, or colony (3–8)
  Treasure incidental
  The dire bat is usually found lairing in desolate areas, 
  resting in caves or other secluded areas during the day 
  and taking to the skies in search of prey at night. This 
  immense creature has an average wingspan of 15 feet and 
  weighs roughly 200 pounds.
  The dire bat generally doesn’t 
  shelter in groups larger than eight, 
  often living a solitary life. A dire 
  bat prefers feeding on livestock 
  and herd animals.
  Dire Bat Animal 
  Companion
  Starting Statistics: Size 
  Medium; Speed 20 ft., 
  fly 40 ft. (good); AC +0 
  natural armor; Attack 
  bite (1d6); Ability Scores 
  Str 9, Dex 17, Con 9, Int 
  2, Wis 14, Cha 6; Special 
  Qualities blindsense 40 ft.
  7th-Level 
  Advancement: 
  Size 
  Large; AC +3 natural armor; Attack 
  bite (1d8); Ability Scores Str +8, Dex 
  –2, Con +4.
  BAT SWARM 
  CR 2
  XP 600
  N Diminutive animal (swarm)
  Init +2; Senses blindsense 20 ft., low-light vision; Perception +15
  DEfEnSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 13 (3d8)
  fort +3, Ref +7, Will +3
  Defensive Abilities swarm traits; Immune weapon damage
  OffEnSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 11), wounding
  STATISTICS
  Str 3, Dex 15, Con 11, Int 2, Wis 14, Cha 4
  Base Atk +2; CMB —; CMD —
  feats Lightning Reflexes, Skill Focus (Perception)
  Skills Fly +12, Perception +15; Racial Modifiers +4 Perception 
  when using blindsense
  SQ swarm traits 
  ECOLOgy
  Environment any temperate or tropical
  Organization solitary, pair, flight (3–6 swarms), or colony 
  (11–20 swarms)
  Treasure none
  SPECIAL fEATURES
  Wounding (Ex) Any living 
  creature damaged by a bat 
  swarm continues to bleed, 
  losing 1 hit point per round 
  thereafter. Multiple wounds 
  do not result in cumulative 
  bleeding loss. The bleeding 
  can be stopped by a DC 
  10 Heal check or the 
  application of a cure spell or 
  some other healing magic.
  Bat swarms dwell in large 
  caves, ruins, or even city 
  sewers—anywhere they can 
  find darkness to hide in 
  during the day and a supply 
  of food to feast upon at night. 
  They are only encountered 
  outside in a group at dawn or dusk, or when they have 
  been startled and forced to flee their lairs.
  Bat, Dire
  Bat Swarm
  This giant, furry bat is nearly the size of an ox, with dark leathery 
  wings that open wider than two men with arms outstretched.
  Hundreds of high-pitched squeaks fill the air as a mass of small, 
  carnivorous bats surges forth, all of them hungry for blood.
  3030
  Illustrations by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756961
  756961
  450948
  450948
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756962
  756962
  450949
  450949
  Bear, Grizzly
  Bear, Dire
  gRIzzLy BEAR 
  CR 4
  XP 1,200
  N Large animal
  Init +1; Senses low-light vision, scent ; Perception +6
  DEfEnSE
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
  hp 42 (5d8+20)
  fort +8, Ref +5, Will +2
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
  feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim +14; Racial Modifiers 
  +4 Swim
  ECOLOgy
  Environment cold forests
  Organization solitary or pair
  Treasure none
  A large, powerful omnivore, the grizzly bear inhabits 
  many of the world’s forested hills. Equally happy 
  consuming nuts, berries, fish, or small mammals, the 
  grizzly is nonetheless fiercely territorial, 
  and will chase off—or, failing that, kill and 
  eat—any intruders it views as competition.
  When faced with a foe or small group 
  of threats, the grizzly attempts to 
  subdue or kill with its claws. 
  When it can, the bear tries 
  to grab a single target to 
  deal continual damage 
  until that target is 
  dead, unconscious,  
  or escapes.
  To generate stats for a 
  smaller bear (like a black 
  bear), you can apply the 
  young simple template 
  to the grizzly bear’s stat 
  block. To generate stats for 
  a larger grizzly or a polar 
  bear, apply the advanced 
  simple template to the 
  grizzly’s stats.
  DIRE BEAR (CAVE BEAR) 
  CR 7
  XP 3,200
  N Large animal
  Init +5; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 95 (10d8+50)
  fort +12, Ref +8, Will +4
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7) 
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +7; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
  feats Endurance, Improved Initiative, Iron Will, Run, Skill 
  Focus (Perception)
  Skills Perception +12, Swim +19; Racial Modifiers +4 Swim
  ECOLOgy
  Environment cold forests
  Organization solitary or pair
  Treasure incidental
  Larger, more aggressive, and 
  far more deadly than its 
  lesser cousins, the dire bear 
  (known to barbarian tribes 
  variously as the cave bear or 
  the short-faced bear) is a 
  primeval menace indeed. 
  This 
  behemoth 
  avoids 
  more civilized reaches of 
  the world, preferring 
  to dwell in remote 
  wilderness locations. 
  A dire bear is a rare 
  and terrifying sight—
  especially to those not 
  used to normal bears.
  Unlike most bears, a dire 
  bear is short-tempered and 
  swift to anger when confronted 
  with intruders in its territory. 
  Like a grizzly, a dire bear attempts 
  to subdue or kill with its claws. 
  However, a dire bear is far more 
  likely (and willing) to begin biting a 
  grabbed foe.
  Broad, powerful muscles move beneath this massive bear’s brown 
  fur, promising both speed and lethal force.
  Spittle drips from this feral bear’s roaring maw, and its matted fur 
  is broken in places by wicked, bony growths.
  Bat–Bear
  Bat–Bear
  3131
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756962
  756962
  450949
  450949
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756963
  756963
  450950
  450950
  Illustration by Tyler Walpole
  Bebilith
  A spider the size of an elephant, this dark blue arachnid rears up on 
  its six hind legs to raise its barbed and razor-edged front claws.
  BEBILITh 
  CR 10
  XP 9,600
  CE Huge outsider (chaotic, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., scent; Perception +16
  DEfEnSE
  AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size)
  hp 150 (12d10+84)
  fort +15, Ref +11, Will +7
  DR 10/good
  OffEnSE
  Speed 40 ft., climb 20 ft.
  Melee bite +19 (2d6+9 plus rot) and 2 claws +19 (2d4+9/19–20) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks dismantle armor, penetrating strike, web (+11 
  ranged, DC 23, 12 hp)
  Spell-Like Abilities (CL 12th)
  At will—plane shift (bebilith only)
  STATISTICS
  Str 28, Dex 12, Con 24, Int 11, Wis 13, Cha 13
  Base Atk +12; CMB +23; CMD 34 (46 vs. trip)
  feats Cleave, Improved Critical (claws), Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack
  Skills Acrobatics +16, Climb +32, Perception +16, Sense Motive 
  +16, Stealth +16, Survival +16; Racial Modifiers +8 Stealth
  Languages Abyssal (cannot speak); telepathy 100 ft.
  ECOLOgy 
  Environment any (the Abyss)
  Organization solitary or band (2–6)
  Treasure standard
  SPECIAL ABILITIES
  Dismantle Armor (Ex) If a bebilith hits a foe with both claw 
  attacks, it can attempt to peel away the target’s armor 
  and shield as a free action by making a CMB check. 
  If the bebilith is successful, the target’s armor and 
  shield are torn from his body and dismantled, 
  falling to the ground. Armor subjected to this 
  attack loses half its hit points and gains the 
  broken condition if the target fails a DC 25 
  Reflex save. The save DC is Strength-based.
  Penetrating Strike (Su) A bebilith’s natural 
  weapons are treated as chaotic and 
  magical for the purposes of penetrating 
  damage reduction. Against creatures with 
  the demon type, its natural weapons are 
  also treated as cold iron and good.
  Rot (Su) A bebilith’s bite causes a horrible 
  withering and weakening of the flesh, 
  resulting in a hideous melting and foul 
  rotting effect. This catastrophic withering begins on the 
  round the creature is bitten and continues for another 4 
  rounds thereafter, for 5 rounds of withering in all. Each 
  round the rot persists, the target must succeed on a DC 23 
  Fortitude save or take 2 points of Constitution damage. If 
  the target makes two consecutive saving throws in a row, 
  the effect is cured. Heal can also halt the rot effect. The save 
  DC is Constitution-based.
  The Abyss is a terrible place, yet even in this horrific 
  realm there exist predators and wild beasts that prey 
  upon the demonic horde—the bebilith being the most 
  notorious, a creature evolved to hunt and slay demons. 
  Far more intelligent than its verminous shape would 
  suggest, it is perhaps a blessing that the bebilith is such 
  a focused and devoted hunter of demons, for had these 
  dangerous outsiders more of a mind to conquer and 
  expand empires, their ability to plane shift would make 
  them a menace indeed. Although, as an outsider, the 
  bebilith has no biological need to eat, it does enjoy the 
  sensation of chewing on demonic flesh.
  3232
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756963
  756963
  450950
  450950
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756964
  756964
  450951
  450951
  fIRE BEETLE 
  CR 1/3
  XP 135
  N Small vermin
  Init +0; Senses low-light vision; Perception +0
  DEfEnSE
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
  hp 4 (1d8)
  fort +2, Ref +0, Will +0
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +1 (1d4)
  STATISTICS
  Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
  Base Atk +0; CMB –1; CMD 9 (17 vs. trip)
  Skills Fly –2
  SQ luminescence
  ECOLOgy
  Environment any
  Organization solitary, cluster (2–6) or colony (7–12)
  Treasure none
  SPECIAL ABILITIES
  Luminescence (Ex) A fire beetle’s glowing glands provide light 
  in a 10-foot radius. A dead fire beetle’s luminescent glands 
  continue to glow for 1d6 days after its death.
  Although nocturnal, the fire beetle lacks darkvision—
  it relies on its own glowing glands for illumination. 
  Caged fire beetles are a popular source of long-lasting 
  illumination among eccentrics and miners.
  Other variations on the common fire beetle exist. The 
  two most common variants are detailed below.
  Mining Beetle (CR 1/2): A mining beetle is an 
  advanced fire beetle with the advanced simple 
  template and a burrowing speed of 20 feet.
  Flash Beetle (CR 1/2): A flash 
  beetle is an advanced fire beetle 
  that can create a bright flash of 
  light once an hour. When 
  a flash beetle does so, 
  all creatures in a 10-
  foot 
  burst 
  must 
  make a DC 12 
  Fortitude save 
  or be dazzled 
  for 1d3 rounds. 
  The save DC is 
  Constitution-based.
  Beetle, Fire
  Beetle, Giant Stag
  gIAnT STAg BEETLE 
  CR 4
  XP 1,200
  N Large vermin
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 45 (7d8+14)
  fort +7, Ref +2, Will +2
  Immune mind-affecting effects
  OffEnSE
  Speed 20 ft., fly 20 ft. (poor)
  Melee bite +8 (2d8+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks trample (1d6+6, DC 17)
  STATISTICS
  Str 19, Dex 10, Con 15, Int —, Wis 10, Cha 9
  Base Atk +5; CMB +10; CMD 20 (28 vs. trip)
  Skills Fly –6
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, or cluster (3–6)
  Treasure none
  Nearly 10 feet long, giant stag beetles become serious 
  dangers when they wander into logging camps due to their 
  appetite for decaying wood. Called stag beetles because of 
  their large, antler-like mandibles, they use these appendages 
  to wrestle competing suitors and quickly 
  put down enemy threats.
  Variant species of these giant 
  beetles exist as well. The two 
  detailed below are the ones most 
  commonly encountered.
  Bombardier Beetle (CR 2): This 
  giant stag beetle has only 2 Hit 
  Dice and is Medium sized, but can 
  spray acid once per round in a 10-foot 
  cone. Those in the cone must make 
  a DC 11 Fortitude save or take 1d4+2 
  points of acid damage. The save DC is 
  Constitution-based.
  Goliath Beetle (CR 8): 
  The immense goliath 
  beetle is a Huge 
  stag beetle with 
  12 
  HD 
  and 
  the 
  trample 
  special ability.
  This housecat-sized beetle is a dull brown color brightened by two 
  glowing green-yellow spots on its carapace.
  With a sleek body and huge mandibles raised in a threatening 
  pose, this large beetle stands firm in defense of its territory.
  Bebilith–Beetle
  Bebilith–Beetle
  3333
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756964
  756964
  450951
  450951
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756965
  756965
  450952
  450952
  Illustration by Jason Engle
  Behir
  BEhIR 
  CR 8
  XP 4,800
  N Huge magical beast
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
  DEfEnSE
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 105 (10d10+50)
  fort +12, Ref +8, Will +5
  Immune electricity
  OffEnSE
  Speed 40 ft., climb 20 ft.
  Melee bite +15 (2d6+9 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (20-foot line, 7d6 electricity 
  damage, Reflex DC 20 for half), constrict (2d6+9), rake 
  (6 claws +14, 1d4+6), swallow whole (2d8+9 bludgeoning 
  damage, AC 16, 10 hp)
  STATISTICS
  Str 23, Dex 12, Con 21, Int 7, Wis 14, Cha 12
  Base Atk +10; CMB +18 (+22 grapple); CMD 29 (can’t be tripped)
  feats Alertness, Cleave, Great Cleave, Power Attack, Weapon 
  Focus (bite)
  Skills Climb +14, Perception +6, Stealth +5
  Languages Common
  ECOLOgy
  Environment warm hills and deserts
  Organization solitary or pair
  Treasure double
  SPECIAL ABILITIES
  grab (Ex) A behir’s grab attack works against creatures 
  of any size category. It can constrict the same round 
  it establishes a hold. On any round thereafter that it 
  maintains its hold, the behir can choose to rake the 
  grappled target or swallow it whole.
  Temperamental and avaricious, the behir spends most 
  of its time slithering through the sandy hills and desert 
  cliffs that make up its territory, preying upon all creatures 
  who dare to enter its hunting grounds. The creature’s six 
  pairs of powerful, clawed legs remain folded against 
  its sides most of the time, only extending in combat to 
  grapple foes or carry the behir forward in a terrifying, 
  low-slung gallop, or else when climbing the sheer cliff 
  faces common to behir lairs.
  The average behir is 40 feet long and weighs 4,000 
  pounds. In addition to the two prominent horns on its 
  head, many have additional decorative spines at regular 
  intervals along the central ridges of their backs.
  While territorial and bestial in its fury, the behir 
  is neither stupid nor necessarily evil, though its self-
  centeredness and tendency to lay claim to everything 
  visible from its high lairs frequently bring it into conflict 
  with other races. As such, a behir can often be bought off 
  or reasoned with by those brave negotiators willing to get 
  close enough to make their pitch. In these cases, a behir’s 
  tendency to attack first and ask questions later (or not at 
  all) means that anyone seeking to strike a deal must bring 
  powerful incentives and impress the behir immediately 
  with his offer.
  It’s often been speculated that behirs are somehow 
  related to blue dragons, but the exact nature of this 
  link remains unknown. Most dragons deny any such 
  association and look down on the behir for its relative 
  lack of intelligence—a snubbing that infuriates the 
  already short-tempered behir. Thanks to this casual 
  disparagement, many behirs carry deep grudges against 
  dragons, and attack without pause any who cross into 
  their territories.
  This slithering, multilegged blue reptile has a fearsome head 
  crowned with two large, curling horns.
  3434
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756965
  756965
  450952
  450952
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756966
  756966
  450953
  450953
  Illustration by Michael Jaecks
  Black Pudding
  BLACk PUDDIng 
  CR 7
  XP 3,200
  N Huge ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEfEnSE
  AC 3, touch 3, flat-footed 3 (–2 size, –5 Dex)
  hp 105 (10d8+60)
  fort +9, Ref –2, Will –2
  Defensive Abilities split, ooze traits
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee slam +8 (2d6+4 plus 2d6 acid plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+4 plus 2d6 acid), corrosion
  STATISTICS
  Str 16, Dex 1, Con 22, Int —, Wis 1, Cha 1
  Base Atk +7; CMB +12 (+16 grapple); CMD 17 (27 vs. bull rush, 
  can’t be tripped)
  Skills Climb +11
  SQ ooze traits, suction
  ECOLOgy
  Environment any underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) A black pudding secretes a digestive acid that dissolves 
  organic material and metal quickly, but does not affect stone. 
  Each time a creature suffers damage from a black pudding’s 
  acid, its clothing and armor take the same amount of damage 
  from the acid. A DC 21 Reflex save prevents damage to 
  clothing and armor. A metal or wooden weapon that strikes 
  a black pudding takes 2d6 acid damage unless the weapon’s 
  wielder succeeds on a DC 21 Reflex save. If a black pudding 
  remains in contact with a wooden or metal object for 1 full 
  round, it inflicts 21 points of acid damage (no save) to the 
  object. The save DCs are Constitution-based.
  Corrosion (Ex) An opponent that is being constricted by a 
  black pudding suffers a –4 penalty on Reflex saves made to 
  resist acid damage applying to clothing and armor.
  Split (Ex) Slashing and piercing weapons deal no damage to a 
  black pudding. Instead, the creature splits into two identical 
  puddings, each with half of the original’s current hit points 
  (round down). A pudding with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points.
  Suction (Ex) The black pudding can create powerful suction 
  against any surface as it climbs, allowing it to cling to 
  inverted surfaces with ease. A black pudding can establish 
  or release suction as a swift action, and as long as it is using 
  suction, it moves at half speed. Because of the suction, a 
  black pudding’s CMD score gets a +10 circumstance bonus 
  to resist bull rush, awesome blows, and other attacks and 
  effects that attempt to physically move it from its location.
  Black puddings are the scavengers of the underworld, 
  constantly on the lookout for a meal. They can sense 
  organic or metallic objects within 60 feet and mindlessly 
  attack such items or beings until they are dissolved or the 
  ooze is killed. A black pudding reproduces by breaking 
  off a piece of its body and forming a new, smaller black 
  pudding, which grows to full size in 1 month’s time. Some 
  of the more intelligent creatures in the underworld use 
  black puddings as natural garbage disposals, creating 
  stone pits to house the pudding and throwing organic 
  refuse or foes in as needed.
  Larger specimens of black puddings have been encountered 
  in the deepest parts of the world, with Gargantuan individuals 
  having up to 30 HD. Other colored puddings are rumored to 
  exist, with white ones living in the arctic, brown ones living in 
  swamps, and tan ones living in deserts.
  This black, amorphous blob piles up on itself, a quivering mound 
  of midnight sludge that glistens darkly before surging forward.
  Behir–Black Pudding
  Behir–Black Pudding
  3535
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756966
  756966
  450953
  450953
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756967
  756967
  450954
  450954
  Illustration by Dean Spencer
  Boar
  Boar, Dire
  BOAR 
  CR 2
  XP 600
  N Medium animal
  Init +0; Senses low-light vision, scent; Perception +6
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 18 (2d8+9)
  fort +6, Ref +3, Will +1
  Defensive Abilities ferocity
  OffEnSE
  Speed 40 ft.
  Melee gore +4 melee (1d8+4)
  STATISTICS
  Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
  Base Atk +1; CMB +4; CMD 14
  feats Toughness
  Skills Perception +6
  ECOLOgy
  Environment temperate or tropical forests
  Organization solitary, pair, or group (3–8)
  Treasure none
  Much more ill-tempered and dangerous than their 
  domesticated kin, boars are omnivorous creatures common 
  to temperate forests, although they are not unknown 
  in tropical climes. Other variants exist 
  as well, such as the particularly ugly 
  warthogs that dwell in tropical plains 
  and savannahs. Boars are often hunted 
  for their flesh, which is considered 
  delicious by most humanoids. Those 
  who hunt boars often do so with a 
  special spear fitted with a cross 
  beam to prevent an impaled boar 
  from pushing forward along 
  the spear shaft to gore its 
  tormentor.
  The 
  boar’s 
  stubborn 
  nature and habit of eating 
  even bones makes it well suited as 
  a pet for certain folk. Many thieves’ 
  guilds keep boars for the disposal 
  of bodies, while orc tribes let them 
  run loose in their lairs, where they 
  do a relatively good job at keeping 
  these warrens clean of refuse.
  A boar is four feet long and 
  weighs 200 pounds.
  DIRE BOAR (DAEODOn) 
  CR 4
  XP 1,200
  N Large animal
  Init +4; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 42 (5d8+20)
  fort +7, Ref +4, Will +2
  Defensive Abilities ferocity
  OffEnSE
  Speed 40 ft.
  Melee gore +8 melee (2d6+9)
  STATISTICS
  Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +10; CMD 20
  feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Perception +12
  ECOLOgy
  Environment temperate or tropical forests
  Organization solitary, pair, or herd (3–8)
  Treasure none
  Whereas the boar is ill-tempered and generally unfriendly, 
  the towering daeodon (known as the dire boar to most 
  commoners and hunters) is legitimately hateful and 
  violent. Although omnivorous like its smaller 
  kin, the daeodon prefers to feed on flesh, and 
  its razor-sharp tusks and keen eyesight 
  make it particularly well suited as a 
  predator. While the daeodon is 
  primarily a scavenger, it isn’t 
  averse to attacking smaller 
  creatures it encounters 
  while searching for easier 
  meals, or those who 
  stumble unwittingly into 
  its territory. Particularly 
  brave or skilled orcs are 
  fond of using daeodons 
  as mounts, and orc 
  cavalry 
  mounted 
  on 
  dire boars make for a 
  fearsome force indeed. A 
  typical adult daeodon 
  is 10 feet long and 7 feet 
  tall at the shoulder. It 
  weighs approximately 
  2,000 pounds.
  This ill-tempered beast’s tiny, bloodshot eyes glare angrily above 
  a mouth filled with sharp tusks.
  The back of this horse-sized boar rises in a steep slope. Its tiny red 
  eyes are crusted with filth and its bristly flank crawls with flies.
  3636
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756967
  756967
  450954
  450954
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756968
  756968
  450955
  450955
  Illustration by Ilker Serdar Yildiz
  Boggard
  BOggARD 
   CR 2
  XP 600
  CE Medium humanoid (boggard)
  Init -1; Senses darkvision 60 ft., low-light vision; Perception +4
  DEfEnSE
  AC 14, touch 9, flat-footed 14 (+2 armor, –1 Dex, +3 natural)
  hp 22 (3d8+9)
  fort +5, Ref +0, Will +1
  OffEnSE
  Speed 20 ft., swim 30 ft.
  Melee morningstar +5 (1d8+3), tongue –4 touch (sticky tongue)
  Special Attacks terrifying croak
  STATISTICS
  Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10
  Base Atk +2; CMB +4; CMD 13
  feats Toughness, Weapon Focus (morningstar)
  Skills Acrobatics +2 (+14 jumping), Stealth –1 (+7 in 
  swamps), Swim +10; Racial Modifiers +16 
  Acrobatics when jumping, +4 Perception, +8 
  Stealth in swamps
  Languages Boggard
  SQ hold breath, swamp stride
  ECOLOgy
  Environment temperate marshes
  Organization solitary, pair, or army (3–12)
  Treasure NPC gear (leather armor, morningstar, 
  other treasure)
  SPECIAL ABILITIES
  hold Breath (Ex) A boggard can hold its breath 
  for a number of rounds equal to four times its 
  Constitution score before it risks drowning or 
  suffocating.
  Sticky Tongue (Ex) A creature hit by a boggard’s tongue 
  attack cannot move more than 10 feet away from the 
  boggard and takes a –2 penalty to AC as long as the 
  tongue is attached (this penalty does not stack if multiple 
  tongues are attached). The tongue can be removed by 
  making an opposed Strength check as a standard action 
  or by dealing 2 points of slashing damage to the tongue 
  (AC 11, damage does not deplete the boggard’s actual hit 
  points). The boggard cannot move more than 10 feet away 
  from the target, but the boggard can release its tongue as 
  a free action. Unlike a giant frog, a boggard cannot pull 
  targets toward it with its tongue.
  Swamp Stride (Ex) A boggard can move through any sort 
  of natural difficult terrain at its normal speed while 
  within a swamp. Magically altered terrain affects a 
  boggard normally.
  Terrifying Croak (Su) Once per hour, a boggard can, as a 
  standard action, emit a loud and horrifying croak. Any non-
  boggard creature within 30 feet of the boggard must make a 
  DC 13 Will save or become shaken for 1d4 rounds. Creatures 
  that succeed at this save cannot be affected again by the 
  same boggard’s croak for 24 hours. Creatures that are already 
  shaken become frightened for 1d4 rounds instead. The save 
  DC is Charisma-based and includes a +2 racial bonus.
  Boggards resemble anthropomorphic frogs or toads, 
  complete with webbed hands and feet, large eyes, and overly 
  wide mouths. These creatures make their homes near large 
  rivers or deep in marshes. There they make small villages 
  composed of mud mounds on the banks. Boggards start 
  out life as tadpoles in breeding ponds, eventually growing 
  to a length of 3 feet before sprouting arms and legs and 
  becoming capable of terrestrial living. Acceptance into the 
  clan then depends on the young boggard’s successful hunt 
  to kill a sentient humanoid. Those who fail are exiled from 
  the clan. As boggards age, they continue to grow and 
  lose their coloration. Exceptionally old boggards bear 
  completely white skin covering massive corpulent 
  bodies. Some of these boggards rank among the 
  caste of priest-kings and enjoy a life of grotesque 
  pleasures ruling their clans.
  Though often hunched over, boggards 
  stand 5 feet tall and weigh close to 200 
  pounds. These creatures live for 50 years, 
  though the harsh swamps and infighting usually 
  cut these years short.
  Bulbous eyes glare atop this creature’s decidedly toad-like head. A 
  multitude of warts and bumps decorate its greenish skin.
  Boar–Boggard
  Boar–Boggard
  3737
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756968
  756968
  450955
  450955
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756969
  756969
  450956
  450956
  Illustration by Andrew Hou
  Bugbear
  BUgBEAR 
  CR 2
  XP 600
  CE Medium humanoid (goblinoid)
  Init +1; Senses darkvision 60 ft., scent; Perception +8
  DEfEnSE
  AC 17, touch 11, flat-footed 16 (+2 armor, +1 Dex, +3 natural, +1 
  shield)
  hp 16 (3d8+3)
  fort +2, Ref +4, Will +1
  OffEnSE
  Speed 30 ft.
  Melee morningstar +5 (1d8+3)
  Ranged javelin +3 (1d6+3)
  STATISTICS
  Str 16, Dex 13, Con 13, Int 10, Wis 10, Cha 9
  Base Atk +2; CMB +5; CMD 16
  feats Intimidating Prowess, Skill Focus (Perception)
  Skills Intimidate +8, Perception +8, Stealth +10; Racial 
  Modifiers +4 Intimidate, +4 Stealth
  SQ stalker
  Languages Common, Goblin
  ECOLOgy
  Environment temperate mountains
  Organization solitary, pair, gang (3–6), or warband (7–12 plus 
  2 warriors of 1st level and 1 chieftain of 3rd–5th level)
  Treasure NPC Gear (leather armor, heavy wooden shield, 
  morningstar, 3 javelins, other treasure)
  SPECIAL ABILITIES
  Stalker (Ex) Perception and Stealth are always 
  class skills for bugbears.
  The bugbear is the largest of the 
  goblinoid races, a lumbering brute that 
  stands at least a head taller than most 
  humans. They are loners, preferring to 
  live and kill on their own rather than 
  form tribes of their own kind, yet it 
  isn’t uncommon to find small bands of 
  bugbears working together, or dwelling 
  in goblin or hobgoblin tribes where they 
  function as elite guards or executioners. 
  Bugbears do not form large warrens like 
  goblins or nations like hobgoblins; they prefer smaller-scale 
  mayhem that lets them keep their favorite acts (murder and 
  torture) on a more personal level. Humans are a bugbear’s 
  favored prey, and most count the flesh of humanity as a 
  dietary staple. Grisly trophies of ears or fingers are common 
  bugbear decorations.
  Bugbears, when they turn to religion, favor gods of 
  murder and violence, with various demon lords being 
  favorites.
  A typical bugbear stands 7 feet in height and weighs 
  400 pounds.
  The Nature of Goblinoid Evil
  Goblins, hobgoblins, and bugbears, despite having 
  superficial similarities, each represent a different face 
  of evil. Hobgoblins are ordered and methodical in their 
  evil, forming vast armies, warbands, and despotic nations. 
  Goblins are the primal evil, seeking only cruelty and petty 
  victimization as they can find it, be that among their own 
  kind or against their neighbors. Yet the evil personified by 
  the bugbear may be the most terrifying, for they actively 
  seek to inflict pain and suffering in the most destructive 
  ways possible. When a hobgoblin kills, it’s because of 
  tradition and order. When a goblin kills, it’s for fun. But 
  when a bugbear holds its blade, it kills only when it can 
  be assured that the murder will cause maximum pain and 
  suffering to those its weapon does not touch; to a bugbear, 
  the true goal of murder is to strike not at the victim, but at 
  those who held the victim dear.
  This dark-furred creature raises a spiked morningstar, its tiny, 
  milk-white eyes glittering with the thrill of the coming kill.
  3838
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756969
  756969
  450956
  450956
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756970
  756970
  450957
  450957
  Illustration by Ben Wootten
  Bulette
  BULETTE 
  CR 7
  XP 3,200
  N Huge magical beast
  Init +6; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +11
  DEfEnSE
  AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
  hp 84 (8d10+40)
  fort +11, Ref +8, Will +5
  OffEnSE
  Speed 40 ft., burrow 20 ft.
  Melee bite +13 (2d8+9/19–20) and 2 claws +12 (2d6+6)
  Space 15 ft.; Reach 10 ft.
  Special Attacks leap, savage bite
  STATISTICS
  Str 23, Dex 15, Con 20, Int 2, Wis 13, Cha 6
  Base Atk +8; CMB +16; CMD 28 (32 vs. trip)
  feats Improved Initiative, Iron Will, Skill Focus (Perception), 
  Weapon Focus (bite)
  Skills Acrobatics +9 (+17 jumping), Perception +11; Racial 
  Modifiers +4 on Acrobatics checks made to jump
  ECOLOgy
  Environment temperate hills
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Leap (Ex) A bulette can perform a special kind of pounce attack by 
  jumping into combat. When a bulette charges, it can make a 
  DC 20 Acrobatics check to jump into the air and land 
  next to its enemies. If it makes the Acrobatics check, 
  it can follow up with four claw attacks against foes 
  in reach, but cannot make a bite attack.
  Savage Bite (Ex) A bulette’s bite is particularly 
  dangerous. It applies 1-1/2 times its Strength 
  modifier to damage inflicted with its bite attack, 
  and threatens a critical hit on a 19–20.
  The creation of some unknown arcanist in 
  millennia past, the bulette has bred true to 
  become one of the fiercest predators of the 
  hills. Burrowing rapidly through the earth just 
  beneath the surface, sometimes with its armored 
  fin cutting a distinctive wake behind it, the 
  bulette launches itself free of stone and soil to 
  tear into its prey without remorse, giving rise to 
  the common appellation “landshark.”
  Bulettes are notoriously foul-tempered, attacking 
  far larger creatures with no regard for personal safety. 
  Solitary beasts except for the occasional mated pair, 
  they spend most of their time patrolling the perimeters 
  of territories that can stretch up to 30 square miles, 
  hunting game and punishing interlopers with a fury 
  that shakes the hillsides.
  Bulettes are perfect eating machines, consuming bones, 
  armor, and even magical items with their powerful jaws 
  and churning stomach acid. Lacking other food, the 
  bulette might gnaw on inanimate objects, yet for unknown 
  reasons no bulette voluntarily consumes elf flesh—a 
  peccadillo many point to as evidence that elven wizardry 
  was involved in its creation. Dwarves are also rarely eaten 
  by the beasts, though the bulette still slaughters members 
  of either race on sight. Halflings, on the other hand, are 
  among the beast’s favorite meals, and no halfling with any 
  sense ventures into bulette country casually.
  The  bulette is a cunning fighter, surprising foes with 
  its impressive agility. One of its favorite tactics is to 
  charge forward and launch itself into the air in order to 
  drop on its prey with all four razor-sharp claws extended. 
  Folklore claims that the flesh behind the beast’s dorsal 
  crest is particularly tender, and that those willing and 
  able to wait until the 
  fin is raised in the 
  excitement of combat or 
  mating can target it for a 
  killing blow—yet most who 
  have faced the landshark agree 
  that the best way to win a 
  fight with a bulette is to 
  avoid it entirely.
  This armor-plated creature’s toothy maw gapes wide as a fin-like 
  dorsal plate rises between its shoulders.
  Bugbear–Bulette
  Bugbear–Bulette
  3939
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756970
  756970
  450957
  450957
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756971
  756971
  450958
  450958
  Illustration by Dean Spencer
  Cat, Cheetah
  Cat, Leopard
  ChEETAh 
  CR 2
  XP 600
  N Medium animal 
  Init +8; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 19 (3d8+6)
  fort +5, Ref +7, Will +2
  OffEnSE
  Speed 50 ft.; sprint
  Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3) 
  STATISTICS
  Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
  feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall 
  grass); Racial Modifiers +4 Stealth in tall grass
  ECOLOgy
  Environment warm plains
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Sprint (Ex) Once per hour, a cheetah can move at 10 times its 
  normal speed (500 feet) when it makes a charge.
  The cheetah is a swift and deadly predator capable of 
  moving with incredible speed, allowing it to run 
  down unsuspecting foes hundreds of feet away. 
  The hunting cat avoids areas of dense and 
  tangled undergrowth, but has great skill at 
  lying in wait in tall grass.
  An adult cheetah is 4-1/2 
  feet long and weighs 
  140 pounds.
  This large, sleek feline has a golden coat spotted with black. Its 
  long and powerful legs are obviously capable of great speed.
  With each graceful step, this leopard’s steely muscles ripple 
  beneath its spotted fur.
  LEOPARD 
  CR 2
  XP 600
  N Medium animal 
  Init +4; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 19 (3d8+6)
  fort +5, Ref +7, Will +2
  OffEnSE
  Speed 30 ft., climb 20 ft.
  Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) 
  Special Attacks pounce, rake (2 claws +6, 1d3+3)
  STATISTICS
  Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
  feats Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in 
  undergrowth); Racial Modifiers +4 on Stealth in undergrowth
  ECOLOgy
  Environment any forest
  Organization solitary or pair
  Treasure none
  Leopards are 4 feet long and weigh 120 pounds. The 
  statistics presented here can describe any feline of similar 
  size, such as jaguars, panthers, and mountain lions—what 
  differentiates these big cats from the similarly sized 
  cheetah is primarily their habitats—leopards 
  and their kin prefer to hunt at night and 
  ambush their prey from above, pouncing 
  down from trees or high rocks.
  Leopards eat almost any 
  animal they can run down 
  and catch, preferring Small 
  prey but capable of downing 
  Large 
  herbivores 
  or 
  surviving 
  on 
  rodents, 
  birds, and insects. Healthy 
  leopards are generally 
  not aggressive toward 
  humanoids, and if they 
  aren’t hungry and don’t 
  feel threatened, it is possible 
  to approach closely without a 
  hostile reaction. Yet a leopard that 
  settles in an area bordered by humanoid 
  civilization can easily and swiftly 
  become a dangerous predator.
  4040
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756971
  756971
  450958
  450958
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756972
  756972
  450959
  450959
  Illustration by Eric Lofgren
  Cave Fisher
  CAVE fIShER 
  CR 2
  XP 600
  N Medium vermin 
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 22 (3d8+9)
  fort +6, Ref +2, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee 2 claws +5 (1d4+3) 
  Ranged filament +3 (drag) 
  Special Attacks pull (filament, 10 feet)
  STATISTICS 
  Str 17, Dex 12, Con 17, Int —, Wis 10, Cha 4
  Base Atk +2; CMB +5 (+9 with pull); CMD 16 (28 vs. trip)
  Skills Climb +11
  ECOLOgy 
  Environment any underground
  Organization solitary, pair, or tangle (3–6)
  Treasure none
  SPECIAL ABILITIES
  filament (Ex) A cave fisher can fire a thin filament of sticky 
  silk as a standard action. This touch attack has a range 
  of 60 feet and no range increment. A creature struck 
  by a cave fisher’s filament becomes attached to the 
  sticky thread. As a standard action, a creature can rip 
  the filament free with a DC 20 Strength check. A caught 
  creature can also attempt to escape a filament by making 
  a DC 25 Escape Artist check. A filament is AC 14 (touch 12), 
  has 5 hit points, and has DR 15/slashing. An application 
  of liquid with high alcohol content (or a dose of universal 
  solvent) dissolves the adhesive and 
  releases the creature caught by 
  the filament. A cave fisher 
  can have only one filament 
  active at a time.
  Pull (Ex) A cave fisher has a +4 
  racial bonus on CMB checks 
  made using its pull special attack.
  The cave fisher is a highly specialized predator 
  that dwells in caves. The creature’s mode of 
  hunting is unique—it clambers up a cave wall to 
  settle on a ledge or in a crack, typically at a height 
  of at least 30 feet. Ledges overlooking bridges and 
  lower ledges overlooking chasms are favored hunting 
  This man-sized, crab-like monstrosity clings tenaciously to the 
  rough stone, its enormous pincers held out menacingly before it.
  Cat–Cave Fisher
  Cat–Cave Fisher
  grounds for the cave fisher. The creature lies in wait until 
  prey approaches within 60 feet, at which point it extrudes 
  a thin cord of silk at blinding speed, lashing at the target 
  as with a whip. The filament is incredibly sticky, and 
  once the fisher strikes food with it, it reels in its meal 
  to feed, trusting its position on a higher ledge to prevent 
  any allies the meal may have from molesting it as it eats. 
  Collections of bones and lengths of discarded filaments 
  are sure signs of cave fisher habitation.
  A cave fisher produces its filament from glands in 
  its body; when it reels in a victim, it generally eats the 
  filament along with its meal. It’s impossible to harvest 
  new filaments from a dead cave fisher, but filaments 
  harvested from living ones are incredibly light and strong, 
  functioning as silk rope once the sticky adhesive on a 
  length decomposes (which generally takes 3d6 minutes). 
  A cave fisher’s filament glands are useful in constructing 
  sovereign glue and similar sticky magical items. A single 
  cave fisher’s glands count as 100 gp worth of raw materials, 
  offsetting the total cost of the item’s final creation.
  Although cave fishers have many superficial similarities 
  to crabs, they do not fare well in water and aren’t very good 
  swimmers. Nevertheless, many cave fishers lair upon ledges 
  overlooking swift-flowing subterranean rivers, giving 
  them a relatively steady stream of food, especially in cases 
  where such rivers are used as trade routes. Those who 
  ply these rivers frequently travel with a few spare slaves 
  or some unwanted livestock, and when they approach a 
  known cave fisher haunt, they send down the unfortunate 
  animal or slave on a raft to distract the monster’s hunger.
  A cave fisher is 7 feet long and weighs 400 pounds.
  4141
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756972
  756972
  450959
  450959
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756973
  756973
  450960
  450960
  Illustration by Peter Bergting
  Centaur
  CEnTAUR 
  CR 3
  XP 800
  N Large monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 20, touch 11, flat-footed 18 (+6 armor, +2 Dex, +1 natural, 
  +2 shield, –1 size)
  hp 30 (4d10+8)
  fort +3, Ref +6, Will +6
  OffEnSE
  Speed 50 ft.
  Melee longsword +5 (1d8+2/19–20), 2 hooves +0 (1d6+1)
  Ranged spear +5 (1d8+2/×3)
  Space 10 ft., Reach 5 ft.
  STATISTICS
  Str 15, Dex 14, Con 15, Int 11, Wis 14, Cha 12
  Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
  feats Improved Initiative, Run
  Skills Diplomacy +5, Intimidate +6, Knowledge (nature) +4, 
  Perception +7, Survival +9
  Languages Common, Elven, Sylvan
  SQ undersized weapons
  ECOLOgy
  Environment temperate forests and plains
  Organization solitary, pair, band (3–10), tribe (11–30 plus 3 
  hunters of 3rd level and 1 leader of 6th level)
  Treasure standard (breastplate, heavy steel shield, longsword, 
  spear, other treasure)
  SPECIAL ABILITIES
  Undersized Weapons (Ex) Although a centaur is Large, its upper 
  torso is the same size as that of a Medium humanoid. As a 
  result, they wield weapons as if they were one size category 
  smaller than their actual size (Medium for most centaurs).
  Legendary hunters and skilled warriors, centaurs 
  are part man and part horse. Typically found on the 
  fringes of civilization, these stoic people vary widely 
  in appearance, their skin tones typically appearing 
  deeply tanned but similar to the humans who occupy 
  nearby regions, while their lower bodies borrow the 
  colorations of local equines. Centaur hair and eyes trend 
  toward darker colors and their features tend to be broad, 
  while the overall bulk of their bodies is influenced by the 
  size of the horses their lower quarters resemble. Thus, while 
  an average centaur stands over 7 feet tall and weights upward 
  of 2,000 pounds, there are vast regional variations—from 
  lean plains-runners to burly mountain hunters. Centaurs 
  typically live to be about 60 years old.
  Aloof with other races and at odds even with their own 
  kind, the centaurs are an old race only slowly coming to 
  accept the modern world. While the majority of centaurs 
  still live in tribes roaming vast plains or the fringes of 
  eldritch forests, many have abandoned the isolationist 
  ways of their ancestors to walk among the more 
  cosmopolitan cities of the world. Often such free-spirited 
  centaurs are considered outcasts and are shunned by 
  their own tribes, making the decision to leave a heavy 
  one. In some rare cases, however, whole tribes under 
  progressive leaders have come to trade or make alliances 
  with other humanoid communities—typically elves, but 
  sometimes gnomes, and rarely humans or dwarves. Many 
  races remain wary of centaurs, though, largely due to 
  legends of territorial beastmen and the regular, violent 
  encounters the centaurs have with stubborn settlers and 
  expansionist countries. 
  This creature has the sun-bronzed upper body of a seasoned 
  warrior and the lower body of a sleek warhorse.
  4242
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756973
  756973
  450960
  450960
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756974
  756974
  450961
  450961
  Illustration by Ben Wootten
  Centipede, Giant
  Centipede Swarm
  gIAnT CEnTIPEDE 
  CR 1/2
  XP 200
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 5 (1d8+1)
  fort +3, Ref +2, Will +0
  Immune mind-affecting effects
  OffEnSE
  Speed 40 ft., climb 40 ft.
  Melee bite +2 (1d6–1 plus poison)
  Special Attacks poison
  STATISTICS
  Str 9, Dex 15, Con 12, Int —, Wis 10, Cha 2
  Base Atk +0; CMB –1; CMD 11 (can’t be tripped)
  feats Weapon FinesseB
  Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers 
  +4 Perception, +8 Stealth
  ECOLOgy
  Environment temperate or warm forest or underground
  Organization solitary, pair, or colony (3–6)
  Treasure none
  SPECIAL ABILITIES
  Poison (EX) Bite—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save 
  DC is Constitution-based and includes a +2 racial bonus.
  Giant centipedes attack nearly any living creatures with 
  their poisonous jaws. These creatures adapt to many 
  environments and feed voraciously on the local fauna, 
  including humanoids. The coloration of giant centipedes 
  mirrors that of normal centipedes and spans the spectrum, 
  ranging from dull hues to bright reds and fiery oranges.
  Other species of giant centipedes exist as well, some 
  smaller but most quite a bit larger. You can adjust the stats 
  given here by changing Hit Dice and size (changing Strength, 
  Dexterity, and Constitution as appropriate) to represent a 
  wide range of giant centipede species. The following table 
  lists the most common variants.
  Species 
  CR 
  Size 
  hD
  House centipede 
  1/8 
  Tiny 
  1d8
  Sewer centipede 
  1/4 
  Small 
  1d8
  Hissing centipede 
  1 
  Large 
  2d8
  Giant whiptail centipede 
  2 
  Huge 
  4d8
  Great forest centipede 
  6 
  Gargantuan 
  7d8
  Titan centipede 
  9 
  Colossal 
  10d8
  CEnTIPEDE SWARM 
  CR 4
  XP 1,200
  N Diminutive vermin (swarm)
  Init +4; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +4
  DEfEnSE
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 31 (9d8–9)
  fort +5, Ref +7, Will +3
  Defensive Abilities swarm traits, Immune weapon damage
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee swarm (2d6 plus poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 13), poison
  STATISTICS
  Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
  Base Atk +6; CMB —; CMD —
  feats Weapon FinesseB
  Skills Climb +12, Perception +4; Racial Modifiers +4 Perception
  ECOLOgy
  Environment temperate or warm forest or underground
  Organization solitary, pair, or tangle (3–6 swarms)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort 
  DC 13; frequency 1/round for 
  6 rounds; effect 1d4 Dex 
  damage; cure 1 save. The save 
  DC is Constitution-based and 
  includes a +2 racial bonus.
  This lengthy, segmented horror writhes and twists, pulsing its 
  venomous mandibles in search of prey.
  A writhing mass of legs and poisonous pincers swarms across the 
  ground in a deadly, undulating wave.
  Centaur–Centipede
  Centaur–Centipede
  4343
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756974
  756974
  450961
  450961
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756975
  756975
  450962
  450962
  Illustrations by Peter Bergting
  Chimera
  ChIMERA 
  CR 7
  XP 3,200
  CE Large magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEfEnSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 85 (9d10+36)
  fort +9, Ref +7, Will +6
  OffEnSE
  Speed 30 ft., fly 50 ft. (poor)
  Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12 (1d8+4), 2 
  claws +12 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon
  STATISTICS
  Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
  Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
  feats Hover, Improved Initiative, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Fly +2, Perception +10, Stealth +4 (+8 in scrubland 
  or brush); Racial Modifiers +2 Perception, +4 Stealth in 
  scrubland or brush
  Languages Draconic
  ECOLOgy
  Environment temperate hills
  Organization solitary, pair, pride (3–6), or flight (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) A chimera’s breath weapon depends 
  on the color of its dragon head, as summarized on the 
  table below. Regardless of its type, a chimera’s breath 
  weapon is usable once every 1d4 rounds, deals 6d8 
  points of damage, and allows a DC 17 Reflex save for 
  half damage. The save DC is Constitution-based. To 
  determine a chimera’s head color and breath weapon 
  randomly, roll 1d10 and consult the table below.
  d10 
  head Color 
  Breath Weapon
  1–2 
  Black 
  40-foot line of acid
  3–4 
  Blue 
  40-foot line of lightning
  5–6 
  Green 
  20-foot cone of acid
  7–8 
  Red 
  20-foot cone of fire
  9–10 
  White 
  20-foot cone of cold
  Chimeras are monstrous creatures born of 
  primordial evil. Hateful and hungry, they hunt 
  on the ground or in the air. A chimera’s dragon 
  head may be of any evil dragon type, with the corresponding 
  breath weapon, and its wings usually match the scales on 
  its head. Chimeras speak with three overlapping voices, but 
  rarely do so, typically only when playing toady to a more 
  powerful creature. A chimera is 5 feet tall at the shoulder, 
  nearly 10 feet long, and weighs 700 pounds.
  Chimeras prefer meat but can subsist on vegetable matter 
  if necessary (although being forced to do so generally 
  leaves the beasts more ill-tempered than usual). Their 
  flight means they can pick and choose their prey, and they 
  usually hunt a large area in search of easy food. They are 
  too stupid and belligerent to acquire followers, though 
  sometimes a tribe of kobolds might give them offerings. 
  Conversely, they are just intelligent and stubborn enough 
  that they make poor pets, and only a significantly more 
  powerful creature can keep them submissive. They may 
  form equal partnerships with a respectful humanoid or 
  similar creature, and even consent to be used as a mount. 
  A pride of chimeras is very leonine in its hierarchy, with a 
  dominant male leading the group and most of the hunting 
  done by the females. A solitary chimera may be a young 
  male or a female with cubs nearby.
  This winged monster has the body of a lion, though two more 
  heads flank its central feline one—a dragon and a horned goat.
  4444
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756975
  756975
  450962
  450962
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756976
  756976
  450963
  450963
  Chimera–Choker
  Chimera–Choker
  Choker
  ChOkER 
  CR 2
  XP 600
  CE Small aberration
  Init +6; Senses darkvision 60 ft.; Perception +1
  DEfEnSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 16 (3d8+3)
  fort +2, Ref +3, Will +4
  OffEnSE
  Speed 20 ft., climb 10 ft.
  Melee 2 tentacles +6 (1d4+3 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d4+3), strangle
  STATISTICS
  Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
  Base Atk +2; CMB +4 (+8 grappling); CMD 16
  feats Improved Initiative, Skill Focus (Stealth)
  Skills Climb +16, Stealth +13
  Language Undercommon
  SQ quickness
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or clutch (3–8)
  Treasure standard
  SPECIAL ABILITIES
  Strangle (Ex) Chokers have an unerring talent for seizing their 
  victims by the neck. A creature that is grappled by a choker 
  cannot speak or cast spells with verbal components.
  Quickness (Su) A choker is supernaturally quick. It can take an 
  extra move action during its turn each round.
  Underground predators that often dwell on the outskirts 
  of subterranean ruins or in the deep shadows of nameless 
  cavern outposts, chokers lurk in the darkness and lash out 
  with their long, rubbery arms to grasp prey as it passes by. 
  They seldom attack multiple enemies at once, stalking their 
  quarry until they can isolate a weaker victim from its pack.
  Chokers walk with a disturbing, almost comical gait due 
  to their extremely limber legs. Weighing only 35 pounds 
  and standing no taller than a halfling, chokers have no 
  problem skittering across walls and ceilings, often 
  lodging themselves into shadowy corners, tunnel 
  intersections, walls, or staircases. A choker will 
  attempt to grasp creatures of almost any size, but 
  prefers lone prey of its size or smaller. 
  Chokers appear to have little culture 
  of their own, gathering only brief ly to 
  mate before their wanderlust and hunger 
  This hunched-over wretch has long, pliable arms like tentacles 
  capped with five wide, spiny claws.
  spurs them again to a solitary existence. Their just-
  better-than-animalistic intelligence grants them a 
  fascination with the trappings of society even if they do 
  not truly understand it. Accordingly, the grubby lair of 
  a choker (often situated in a difficult-to-reach nook or 
  cranny) usually contains valuable objects such as rings, 
  brooches, cloak clasps, and loose coins gathered from 
  devoured victims.
  This fascination occasionally compels a choker to 
  abandon its subterranean home for a closer study of 
  the sunlit world’s many civilizations. These chokers 
  feel most at home in the darkened narrow alleyways 
  of human cities, squeezing themselves into sewers, 
  forgotten alcoves, barrels, and similar cramped, 
  overlooked spaces. Chokers prefer to keep hidden during 
  the light of day, emerging from their hidey-holes under 
  cover of darkness to hunt for food and cruel pleasure. 
  Favorite tactics include using their long arms to scoop 
  prey off the street from the safety of a nearby rooftop, 
  attacking sleeping families by squeezing through an 
  open chimney, or tapping on a window to bring their 
  curious food within grasping distance.
  4545
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756976
  756976
  450963
  450963
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756977
  756977
  450964
  450964
  Illustration by Peter Bergting
  ChUUL 
  CR 7
  XP 3,200
  CE Large aberration (aquatic)
  Init +7; Senses darkvision 60 ft.; Perception +19
  DEfEnSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 85 (10d8+40)
  fort +7, Ref +6, Will +9
  Immune poison
  OffEnSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +14 (2d6+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d6+7), paralytic tentacles
  STATISTICS
  Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5
  Base Atk +7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
  feats Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Weapon Focus (claw)
  Skills Knowledge (nature) +8, Perception +19, Sense Motive 
  +9, Stealth +9, Swim +28
  Languages Common (sometimes Undercommon for 
  subterranean variants)
  SQ amphibious
  ECOLOgy
  Environment temperate swamps
  Organization solitary, pair, or pack (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Paralytic Tentacles (Ex) A chuul can transfer a grappled victim 
  from a claw to its tentacles as a move action. The tentacles 
  grapple with the same strength as the claw but deal no 
  damage, instead exuding a paralytic secretion. Anyone held 
  in the tentacles must succeed on a DC 19 Fortitude save each 
  round on the chuul’s turn or be paralyzed for 6 rounds. The 
  save DC is Constitution-based. While held in the tentacles, 
  paralyzed or not, a victim automatically takes 1d8+7 points 
  of damage each round from the creature’s mandibles.
  Chuuls are armored, crustacean-like predators that 
  lurk beneath the surfaces of shallow ponds and 
  mires, bursting from concealment to snatch up prey 
  in their chitinous pincers and then paralyzing them 
  with their mouth tentacles before eating them alive.
  Chuuls are excellent swimmers but prefer to attack 
  land-bound creatures or those wallowing in shallow 
  water. Once they seize their victims, chuuls often drag 
  grappled foes back into deep water to drown them. 
  Lizardfolk are by far the chuul’s favorite prey, though 
  those pale chuul breeds that live underground prefer 
  morlocks, duergar, unwary drow, and other unfortunates 
  who get too close to their subterranean waterways—with 
  the exception of troglodytes, whose flavor chuuls find 
  particularly offensive.
  Chuuls are surprisingly intelligent, leading many to 
  speculate fruitlessly on their origins and motivations. 
  They speak a chittering, burbling dialect of Common, 
  but few are inclined to speak to those outside their race, 
  and if chuul society exists beyond their frenzied mating 
  season, humanoids have yet to record it. Instead, chuul 
  intellects seem entirely devoted to seeking out the perfect 
  ambush sites to attack other intelligent creatures and 
  decorating their elaborate lairs with trophies from their 
  kills. Though the chuuls themselves seem uninterested in 
  using tools of any kind, they have an almost compulsive 
  need to collect keepsakes from their victims.
  A typical chuul is 8 feet tall and weighs 650 pounds.
  Chuul
  This lobster-like creature has a thick armored shell. A pair of tiny 
  eyes gleams above a mouth full of writhing tentacles.
  4646
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756977
  756977
  450964
  450964
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756978
  756978
  450965
  450965
  llustration bby Kevin Yan
  Cloaker
  CLOAkER 
  CR 5
  XP 1,600
  CN Large aberration 
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEfEnSE
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 51 (6d8+24)
  fort +6, Ref +5, Will +7
  Defensive Abilities shadow shift
  OffEnSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +8 (1d6+5), tail slap +3 (1d8+2)
  Space 10 ft.; Reach 10 ft. (5 ft. with bite)
  Special Attacks engulf, moan
  STATISTICS
  Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14
  Base Atk +4; CMB +10; CMD 23 (can’t be tripped)
  feats Combat Reflexes, Improved Initiative, Skill Focus 
  (Perception)
  Skills Disguise +8 (+16 as cloak), Fly +10, Knowledge (religion) 
  +11, Perception +14, Sense Motive +8, Stealth +5; Racial 
  Modifiers +8 Disguise to appear as a cloak, sheet, manta 
  ray, or similarly shaped object or creature
  Languages Undercommon
  ECOLOgy
  Environment underground
  Organization solitary, pair, mob (3–6), or flock (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Engulf (Ex) A cloaker can try to wrap a Medium or smaller 
  creature in its body as a standard action. The cloaker 
  attempts a grapple that does not provoke an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and bites the engulfed victim 
  with a +4 bonus on its attack roll. It can still use its 
  whip-like tail to strike at other targets. Attacks that 
  hit an engulfing cloaker deal half their damage to the 
  monster and half to the trapped victim.
  Moan (Ex) A cloaker can emit an infrasonic moan as a 
  standard action, with one of four effects.
  Fear: All creatures in a 30-foot spread must 
  save (Will negates) or become panicked for 2 rounds.
  Nausea: All creatures in a 30-foot cone must save (Fortitude 
  negates) or fall prone and be nauseated for 1d4+1 rounds.
  Stupor: A single creature within 30 feet is affected by hold 
  monster for 5 rounds (Will negates).
  Unnerve: Anyone within a 60-foot spread automatically 
  takes a –2 penalty on attack and damage rolls. Those 
  in the area for more than 6 consecutive rounds must 
  save (Will negates) or enter a trance, helpless until the 
  moaning stops.
  Cloakers are immune to these sonic, mind-affecting 
  attacks. A creature that successfully saves against the 
  cloaker’s fear, nausea, or unnerve moans cannot be affected 
  by that same moan effect from that cloaker for 24 hours. All 
  of the save DCs against a cloaker’s moan are DC 15. Save 
  DCs are Charisma-based.
  Shadow Shift (Su) When in dim illumination, a cloaker can 
  manipulate shadows as a free action to create one of three 
  effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), 
  or silent image (DC 15, CL 6th, save DC is Charisma-based).
  Resembling hideously evil flying manta rays, cloakers are 
  mysterious and paranoid creatures. A typical specimen 
  has an 8-foot wingspan and weighs 100 pounds.
  A cloaker’s motives are hidden and confusing, and 
  they distrust even their own kind. Their strange shape 
  allows them to disguise themselves as a variety of cloaks, 
  tapestries, and other mundane objects, and stories linger 
  of cloakers that ally with other creatures, hitching a ride 
  on their backs and aiding in their ally’s protection for their 
  own inscrutable reasons. A rare few are priests of ancient 
  gods, leading cults of cloakers and skum to undertake all 
  manner of hideous 
  rites and working 
  toward singularly 
  sinister goals.
  This ray-like creature opens a toothy maw and leers with glaring 
  red eyes. Behind it whips a menacing tail of segmented bone.
  Chuul–Cloaker
  Chuul–Cloaker
  4747
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756978
  756978
  450965
  450965
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756979
  756979
  450966
  450966
  Illustration by Eric Lofgren
  Cockatrice
  This hideous avian creature has the body of an emaciated rooster, 
  the wings of a bat, and a long, scaly tail.
  COCkATRICE 
  CR 3
  XP 800
  N Small magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  DEfEnSE
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
  hp 27 (5d10)
  fort +4, Ref +7, Will +2
  OffEnSE
  Speed 20 ft., fly 60 ft. (poor)
  Melee bite +9 (1d4–2 plus petrification)
  STATISTICS
  Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 8
  Base Atk +5; CMB +2; CMD 16
  feats Dodge, Skill Focus (Perception), Weapon Finesse
  Skills Fly +6, Perception +10
  ECOLOgy
  Environment temperate plains
  Organization solitary, pair, flight (3–5), or flock (6–12)
  Treasure none
  SPECIAL ABILITIES
  Petrification (Su) A cockatrice’s bite causes flesh to calcify and 
  harden—multiple bites can cause a living creature to fossilize 
  into stone. Each time a creature is damaged by a cockatrice’s 
  bite attack, it must succeed on a DC 12 Fortitude save or take 
  1d4 points of Dexterity damage as its flesh and bones stiffen and 
  harden. (This slow petrification does not alter a bitten creature’s 
  natural armor.) A creature that is reduced to 0 Dexterity by 
  a cockatrice’s bites immediately turns completely to stone, 
  as if petrified by a flesh to stone spell. Every day, a creature 
  petrified by a cockatrice in this manner can attempt a new 
  DC 12 Fortitude save to recover from the petrification, at 
  which point the victim returns to flesh with 1 Dexterity (and 
  thereafter can be restored to full Dexterity by natural healing 
  or magic as normal)—but after a petrified creature fails 
  three of these Fortitude saves in a row, the petrified state 
  becomes permanent. A creature restored to flesh via 
  magic has its Dexterity damage caused by cockatrice 
  bites removed, but not any existing Dexterity 
  damage from other sources. A cockatrice is immune 
  to the petrification ability of itself and of other 
  cockatrices, but other petrification attacks affect 
  them normally. The save DC is 
  Constitution-based.
  Stupid, 
  vicious, 
  and 
  repulsive, 
  cockatrices are avoided by other creatures due 
  to their magical ability to turn flesh 
  to stone. Legends say that the first cockatrice emerged 
  from an egg laid by a cockerel and incubated by a toad. 
  Whether or not the story is true, today’s cockatrices breed 
  true in terrifying and filthy dens haphazardly excavated by as 
  many as a dozen of the squawking creatures. Males greatly 
  outnumber females in these flocks, and are distinguished 
  only by their wattles and combs. The typical cockatrice 
  stands just over 2 feet high and weighs 5 pounds.
  While their diet consists primarily of seeds and 
  petrified insects (which conveniently double in the 
  creature’s gizzard as both gastroliths and nutrition as they 
  grind away), cockatrices fiercely defend their territories 
  from anything they deem a threat, and the wanderings of 
  rogue males seeking new spots to build dens sometimes 
  bring them into unintentional contact with humanoids, 
  with devastating results. 
  The cockatrice’s strange ability to turn other creatures 
  to stone is the creature’s greatest defense, and a cockatrice 
  lair is invariably littered with petrified remnants of foes. 
  In an ironic twist of fate, however, weasels and ferrets—
  the creatures most likely to slip into cockatrices’ nests and 
  consume their eggs—appear to be completely immune 
  to the effect. For unknown reasons, cockatrices are both 
  terrified of and enraged by conventional roosters, and are 
  equally likely to flee or attack when confronted by one.
  4848
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756979
  756979
  450966
  450966
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756980
  756980
  450967
  450967
  Illustration by Michael Jaecks
  COUATL 
  CR 10
  XP 9,600
  LG Large outsider (native)
  Init +7; Senses darkvision 60 ft., detect chaos/evil/good/law; 
  Perception +23
  DEfEnSE
  AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, –1 size)
  hp 126 (12d10+60)
  fort +9, Ref +13, Will +14
  OffEnSE
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +16 (1d8+7 plus grab and poison) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d8+7)
  Spell-Like Abilities (CL 9th)
  Constant—detect chaos, detect evil, detect good, detect law
  At will—detect thoughts (DC 15), ethereal jaunt (CL 16th), 
  invisibility, plane shift (DC 20)
  Spells known (CL 9th)
  4th (4/day)—charm monster (DC 17), freedom of 
  movement
  3rd (7/day)—gaseous form, magic circle against 
  evil, summon monster III
  2nd (7/day)—cure moderate wounds, eagle’s 
  splendor, scorching ray, silence (DC 15)
  1st (7/day)—endure elements, mage armor, obscuring 
  mist, protection from chaos, true strike
  0 (at will)—daze, disrupt undead, light, obscuring mist, 
  ray of frost, read magic, resistance, stabilize
  STATISTICS
  Str 20, Dex 16, Con 20, Int 17, Wis 19, Cha 17
  Base Atk +12; CMB +18 (+22 grapple); 
  CMD 32 (can’t be tripped)
  feats Alertness, Dodge, 
  Empower Spell, 
  Eschew MaterialsB, 
  Improved Initiative, Iron Will, Lightning Reflexes
  Skills Acrobatics +18, Bluff +9, Diplomacy +18, 
  Fly +20, Knowledge (arcana) +9, Knowledge 
  (religion) +12, Perception +23, Sense Motive 
  +15, Spellcraft +15, Survival +16, Use Magic 
  Device +18
  Languages Celestial, Common, Draconic; 
  telepathy 100 ft.
  ECOLOgy
  Environment warm forests
  Organization solitary, pair, or flight (3–6)
  Treasure standard
  Couatl
  This great serpent has multicolored wings and eyes that glimmer 
  with intense awareness.
  Cockatrice–Couatl
  Cockatrice–Couatl
  SPECIAL ABILITIES
  Spells A couatl casts spells as a 9th-level sorcerer, and can cast 
  spells from the cleric list as well as those normally available 
  to a sorcerer. Cleric spells are considered arcane spells for 
  a couatl, meaning that the creature does not need a divine 
  focus to cast them.
  Poison (Ex) Injury—bite; save Fortitude DC 16; frequency 1/
  minute for 10 minutes; effect 1d4 Str; cure 2 consecutive 
  saves. The DC is Constitution-based.
  Couatls are servants of lawful and good deities, though 
  some operate independently of any greater being. Respected 
  and admired for their wisdom and beauty, they try to steer 
  mortals onto the right path and use their powers to fight 
  evil, particularly those known to shift between the planes. 
  Some couatls are viewed as benevolent gods by isolated 
  societies, and while most couatls cringe at the thought of 
  pretending to be a god, they allow such misconceptions 
  to continue since they allow the couatls to guide and 
  coax these societies onto paths of peace and cooperation 
  with their neighbors. A couatl is about 12 feet long, with a 
  wingspan of about 15 feet. It weighs 1,800 pounds.
  As native outsiders, couatls must eat. They prefer the 
  same foods as true snakes, such as mammals 
  and birds, though they have been 
  known to eat evil humanoids.
  As they would rather 
  spend their time promoting 
  their agenda than hunting, couatls 
  appreciate offers of food, particularly 
  small boars and large game fowl.
  A couatl sometimes shows its favor to 
  an adventurer or party that has done it a service by 
  gifting the group with 1d4 of its brightly colored feathers. 
  Such a freely given feather, if used as an additional 
  material component, allows a spellcaster to cast planar 
  ally to conjure that specific couatl without 
  expending the typical payment of gold 
  or other valuables—provided the the 
  couatl approves of the service asked 
  for by the spellcaster.
  4949
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756980
  756980
  450967
  450967
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756981
  756981
  450968
  450968
  Illustration by Dean Spencer
  Crab, Giant
  Crab Swarm
  gIAnT CRAB 
  CR 2
  XP 600
  N Medium vermin (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 19 (3d8+6)
  fort +5, Ref +2, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +4 (1d4+2 plus grab)
  Special Attacks constrict (1d4+2)
  STATISTICS
  Str 15, Dex 13, Con 14, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
  Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
  SQ water dependency
  ECOLOgy
  Environment any aquatic
  Organization solitary or cast (2–12)
  Treasure none
  SPECIAL ABILITIES
  Water Dependency (Ex) Giant crabs can survive out of the 
  water for 1 hour per point of Constitution. Beyond this 
  limit, a giant crab runs the risk of suffocation, as if it 
   were drowning.
  Giant crabs behave much like their smaller cousins, feeding 
  on both plant material like algae and fungus and animal 
  matter such as fish, seabirds, and even unwary humanoids. 
  The coloration of a giant crab’s hard exoskeleton varies 
  widely depending on species, and over time even shifts in 
  response to its diet. 
  Other species of giant crab exist as well, some smaller 
  but most quite a bit larger. You can adjust the stats given 
  here by changing Hit Dice and size (changing Strength, 
  Dexterity, and Constitution as appropriate) to represent a 
  wide range of different species of giant crab. The following 
  table lists the most common variants.
  Species 
  CR 
  Size 
  hD
  King crab 
  1/4 
  Tiny 
  1d8
  Coconut crab 
  1/2 
  Small 
  1d8
  Rock crab 
  4 
  Large 
  5d8
  Shark-eating crab 
  7 
  Huge 
  8d8
  Great reef crab 
  10 
  Gargantuan 
  11d8
  Shipwrecker crab 
  13 
  Colossal 
  14d8
  CRAB SWARM 
  CR 4
  XP 1,200
  N Diminutive vermin (aquatic, swarm)
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
  hp 38 (7d8+7)
  fort +6, Ref +4, Will +2
  Immune mind-affecting effects, swarm traits, weapon damage
  OffEnSE
  Speed 30 ft., swim 20 ft.
  Melee swarm (2d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 14)
  STATISTICS
  Str 1, Dex 14, Con 13, Int —, Wis 10, Cha 2
  Base Atk +5; CMB —; CMD —
  Skills Swim +10; Racial Modifiers uses Dex to modify Swim
  ECOLOgy
  Environment any aquatic
  Organization solitary, pair, or wave (3–8 swarms)
  Treasure none
  Crab swarms contain over a thousand normal-sized crabs 
  that rush over their victims, plucking flesh with thousands 
  of pinching claws. Some fishermen claim tides and phases 
  of the moon cause these creatures to swarm as they do.
  This lumbering hard-shelled crab stands as tall as a dwarf, its 
  massive pincers waving menacingly.
  A writhing mass of clacking shells and snapping pincers rushes 
  from the surf, their spider-like legs twitching across the sand.
  5050
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756981
  756981
  450968
  450968
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756982
  756982
  450969
  450969
  Illustration by Michael Jaecks
  Crocodile
  Crocodile, Dire
  CROCODILE 
  CR 2
  XP 600
  N Large animal
  Init +1; Senses low-light vision; Perception +8
  DEfEnSE
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 22 (3d8+9)
  fort +6, Ref +4, Will +2
  OffEnSE
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks death roll (1d8+6 plus trip)
  STATISTICS
  Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
  feats Skill Focus (Perception, Stealth)
  Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial 
  Modifiers +8 on Stealth in water
  SQ hold breath
  ECOLOgy
  Environment warm rivers and marshes
  Organization solitary, pair, or colony (3–12)
  Treasure none
  SPECIAL ABILITIES
  Death Roll (Ex) When grappling a foe of its size or smaller, 
  a crocodile can perform a death roll upon making a 
  successful grapple check. As it clings to its foe, it tucks 
  in its legs and rolls rapidly, twisting and wrenching its 
  victim. The crocodile inflicts its bite damage and knocks 
  the creature prone. If successful, the crocodile maintains 
  its grapple.
  hold Breath (Ex) A crocodile can hold its 
  breath for a number of rounds equal 
  to 4 times its Constitution score 
  before it risks drowning.
  Sprint (Ex) Once per minute a crocodile 
  may sprint, increasing its land speed to 40 feet for 
  1 round.
  A crocodile is a primeval reptile that dwells in swamps or 
  along the banks of rivers, a habitat that often puts it 
  in violent contact with unsuspecting prey that 
  come to the water’s edge to drink.
  The typical crocodile is 14 feet long 
  and weighs 1,400 pounds, but larger 
  species exist. You can use these statistics 
  for similar creatures, such as alligators. 
  DIRE CROCODILE 
  CR 9
  XP 6,400
  N Gargantuan animal
  Init +4; Senses low-light vision; Perception +14
  DEfEnSE
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
  hp 138 (12d8+84)
  fort +15, Ref +8, Will +8
  OffEnSE
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +18 (3d6+13/19–20 plus grab) and tail slap +13 (4d8+6)
  Space 20 ft.; Reach 15 ft.
  Special Attacks death roll (3d6+19 plus trip), swallow whole 
  (3d6+13, AC 16, 13 hp)
  STATISTICS
  Str 37, Dex 10, Con 25, Int 1, Wis 14, Cha 2
  Base Atk +9; CMB +26 (+30 grapple); CMD 36 (40 vs. trip)
  feats Improved Critical (bite), Improved Initiative, Iron Will, 
  Run, Skill Focus (Perception, Stealth)
  Skills Perception +14, Stealth –6 (+2 in water), Swim +21; 
  Racial Modifiers +8 Stealth in water
  SQ hold breath
  ECOLOgy
  Environment warm rivers and marshes
  Organization solitary, pair, or colony (3–6)
  Treasure none
  The immense sarcosuchus, or dire crocodile, is an enormous 
  predator capable of catching and eating prey as large as the 
  largest dinosaurs.
  This reptile lunges out of the placid water with shocking speed. Its 
  jaw gapes open in a roar, its powerful tail lashing behind.
  This reptilian behemoth, a crocodile of monstrous proportions, is 
  large enough to swallow a horse in one tremendous bite.
  Crab–Crocodile
  Crab–Crocodile
  5151
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756982
  756982
  450969
  450969
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756983
  756983
  450970
  450970
  Illustration by Kevin Yan
  Cyclops
  CyCLOPS 
  CR 5
  XP 1,600
  NE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +11
  DEfEnSE
  AC 19, touch 8, flat-footed 19 (+4 armor, –1 Dex, +7 natural, –1 
  size)
  hp 65 (10d8+20)
  fort +9, Ref +2, Will +4
  Defensive Abilities ferocity
  OffEnSE
  Speed 30 ft.
  Melee greataxe +11 (3d6+7/×3)
  Ranged heavy crossbow +5 (2d8/19–20/×3)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 21, Dex 8, Con 15, Int 10, Wis 13, Cha 8
  Base Atk +7; CMB +13; CMD 22
  feats Alertness, Cleave, Great Cleave, Improved Bull Rush, 
  Power Attack
  Skills Intimidate +9, Perception +11, Profession 
  (soothsayer) +10 Sense Motive +5, Survival +6; Racial 
  Modifiers +8 Perception
  Languages Common, Cyclops, Giant
  SQ flash of insight
  ECOLOgy
  Environment any temperate or tropical
  Organization solitary or conclave (2–6) or tribe (7–18)
  Treasure standard (hide armor, Large greataxe, Large 
  heavy crossbow, other treasure)
  SPECIAL ABILITIES
  flash of Insight (Su) Once per day as an immediate action, 
  a cyclops can peer into an occluded visual spectrum of 
  possible futures, gaining insight that allows it to select the 
  exact result of one die roll before the roll is made. This 
  effect can alter an action taken by the cyclops only, and 
  cannot be applied to the rolls of others.
  Many thousands of years ago, the solemn cyclopes ruled 
  vast kingdoms, yet today their glories are long forgotten. 
  What few cyclopes survive seldom aspire higher than 
  protecting their lairs and seeking out their next meals. 
  This latter task occupies a great deal of their focus, for 
  the monstrous appetites and vacuous hunger of the 
  cyclopes control the race’s destiny and may have led to 
  their original downfall so long ago. 
  The average cyclops stands 9 feet tall and weighs 
  600 pounds. Both males and females are almost 
  completely bald, with stringy patches of dark hair 
  occasionally hanging down from above the ears. A bushy, 
  expressive brow couples with a cyclops’s massive eye to 
  make the creature’s attitude easily known.
  Cyclopean history is a vanishing thing inscribed on the 
  crumbling walls of vine-choked lost cities that fell long 
  before even the rise of the elves, when dragons and giants 
  ruled a landscape unspoiled by the petty ephemeral races 
  that rule today. Because things have fallen so far, a given 
  cyclops is less likely to know the near-mythic triumphs of 
  lost ages than even a semi-educated human.
  Ancient records, the oral traditions of other giantish 
  races, and the scattered accounts of tribal natives of the 
  southern jungles speak of much larger, more primal 
  “great cyclopes,” imposing titans with shaggy legs and a 
  massive horn above an inquisitive eye. These creatures are 
  thought to have been either the leaders or the war beasts 
  of the ancient race, and modern cyclopes honor them as 
  elusive, destructive living gods.
  A single huge eye stares from the forehead of this nine-foot-tall 
  giant. Below this sole orb, an even larger mouth gapes like a cave.
  5252
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756983
  756983
  450970
  450970
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756984
  756984
  450971
  450971
  Illustration by Eric Lofgren
  Dark Creeper
  DARk CREEPER 
  CR 2
  XP 600
  CN Small humanoid (dark folk)
  Init +3; Senses see in darkness; Perception +4
  DEfEnSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 19 (3d8+6)
  fort +3, Ref +6, Will +1
  Weaknesses light blindness
  OffEnSE
  Speed 30 ft.
  Melee dagger +6 (1d3/19–20 plus poison)
  Special Attacks death throes, sneak attack (+1d6)
  Spell-Like Abilities (CL 3rd)
  At will—darkness, detect magic
  STATISTICS
  Str 11, Dex 17, Con 14, Int 9, Wis 10, Cha 8
  Base Atk +2; CMB +1; CMD 14
  feats Skill Focus (Sleight of Hand), Weapon Finesse
  Skills Climb +8, Perception +4, Sleight of Hand +7, Stealth +8; 
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth 
  Languages Dark Folk
  SQ poison use, rag armor
  ECOLOgy
  Environment any underground
  Organization solitary, pair, gang (3–6), or clan (20–80 plus 1 
  dark stalker per 20 dark creepers)
  Treasure standard (dagger, black poison [3 doses], other gear)
  SPECIAL ABILITIES
  Death Throes (Su) When a dark creeper is slain, its body combusts 
  in a flash of bright white light, leaving its gear in a heap on the 
  ground. All creatures within a 10-foot burst must make a DC 13 
  Fortitude save or be blinded for 1d6 rounds. Other dark creepers 
  within 10 feet are automatically blinded for at least 1 round, due 
  to their light blindness. The save is Constitution-based. 
  Poison Use (Ex) Dark creepers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Dark 
  creepers favor a foul-smelling black paste distilled from 
  certain deep-underground fungi known as black smear—
  injury; save Fort DC 15; frequency 1/round for 6 rounds; 
  effect 1d2 Str; cure 1 save.
  Rag Armor (Ex) A dark creeper’s multiple layers of filthy rags 
  function as leather armor when worn by one of their kind.
  See in Darkness (Su) A dark creeper can see perfectly in darkness 
  of any kind, including that created by deeper darkness.
  Dark creepers lurk in the black places deep below 
  the surface of the world, venturing forth at night or 
  into neighboring societies when the urge to steal and 
  cause mayhem grows too great to resist. Endless layers 
  of filthy, moldering black cloth shroud these small 
  creatures, leading some to believe that the creature 
  inside is smaller still. Usually encountered in groups, 
  dark creepers f lee from bright light, but are quite brave 
  in the dark.
  Dark creepers stand just under 4 feet tall and weigh 
  80 pounds. Their flesh is pale and moist, and their eyes 
  are milky white. Dark creepers exude a foul stench of 
  sweat and spoiled food, owing primarily to the fact that 
  they never take off their clothing—instead piling on new 
  layers when the outermost one grows too ragged.
  For all the mayhem and trouble a pack of dark creepers 
  can cause, this is nothing compared to the dangers a tribe 
  led by the taller, even more sinister dark stalkers represents. 
  Dark creepers treat their tall, lithe masters almost like 
  gods, presenting them with offerings and obeying their 
  every whim. Invariably, several dark stalkers serve as 
  leaders to dark creeper tribes, with all of the tribe’s heavy 
  work and labor falling on the diminutive shoulders of the 
  creepers, freeing the dark stalkers for their own decadent 
  pleasures. Yet the dark creepers themselves see no inherent 
  imbalance in this arrangement—to a dark creeper, a life in 
  the servitude of a dark stalker is a life fulfilled.
  Filthy, reeking black rags wrap this small humanoid from head to 
  toe, leaving only its hands and pale white nose visible.
  Cyclops–Dark Creeper
  Cyclops–Dark Creeper
  5353
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756984
  756984
  450971
  450971
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756985
  756985
  450972
  450972
  Illustration by Eric Lofgren
  Dark Stalker
  DARk STALkER 
  CR 4
  XP 1,200
  CN Medium humanoid (dark folk)
  Init +4; Senses see in darkness; Perception +8
  DEfEnSE
  AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural)
  hp 39 (6d8+12)
  fort +4, Ref +9, Will +2
  Weaknesses light blindness
  OffEnSE
  Speed 30 ft.
  Melee 2 short swords +6/+6 (1d6+2 plus poison/19–20)
  Special Attacks death throes, sneak attack (+3d6)
  Spell-Like Abilities (CL 6th)
  At will—deeper darkness, detect magic, fog cloud
  STATISTICS
  Str 14, Dex 18, Con 14, Int 9, Wis 11, Cha 13
  Base Atk +4; CMB +6; CMD 20
  feats Double Slice, Two-Weapon 
  Fighting, Weapon Finesse
  Skills Climb +10, Perception +8, 
  Sleight of Hand +5, Stealth +8; 
  Racial Modifiers +4 Climb, +4 
  Perception, +4 Stealth
  Languages Dark Folk, 
  Undercommon
  SQ poison use
  ECOLOgy
  Environment any 
  underground
  Organization solitary, gang 
  (1 dark stalker and 2–5 dark 
  creepers), or clan (20–80 
  dark creepers plus 1 dark 
  stalker per 20 dark creepers)
  Treasure NPC gear (leather 
  armor, short swords [2], black 
  smear [6], other treasure)
  SPECIAL ABILITIES
  Death Throes (Su) When a dark stalker is slain, 
  its body combusts in a flash of white-hot 
  flame. This acts like a fireball that deals 3d6 
  points of fire damage to all creatures within a 
  20-foot-radius burst. A DC 15 Reflex save halves this damage. 
  A dark stalker’s gear and treasure are unaffected by this 
  explosion. This save is Constitution-based.
  Poison Use (Ex) Dark stalkers are skilled in the use of poison 
  and never risk accidentally poisoning themselves. Like 
  their diminutive kin, the dark creepers, dark stalkers use 
  black poison on their weapons and generally carry six doses 
  on them. 
  Black Smear—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 1 save. The poison DC is 
  Constitution-based.
  See in Darkness (Su) A dark stalker can see perfectly in darkness 
  of any kind, including that created by deeper darkness.
  The strange and mysterious dark stalkers are the undisputed 
  leaders of dark folk society. Deep underground, these creatures 
  dwell in strange villages (some rumors suggest entire cities) 
  built of stone and fungus in remote caverns where they are 
  served and worshiped by their coarser, diminutive kin, the 
  dark creepers. Dark stalkers come to the surface rarely, but 
  when they do it is on a mission, and with a force of creatures 
  such that it never ends well for those they seek to rob  
  or torment.
  Dark stalkers are tall, frail humanoids with incredibly 
  pale skin. They constantly wear multiple layers of dark 
  cloth and black leather armor, yet unlike their lesser 
  kin, a dark stalker’s garb is always 
  clean and spotless. Each dark stalker 
  carries a pair of short swords—
  they prefer these weapons 
  to all others. Dark stalkers 
  are 6 feet tall and weigh 100 
  pounds.
  In a fight, dark stalkers are not 
  above sacrificing lesser creatures, 
  including dark creepers, to win the 
  day or cover their retreat if things 
  go poorly. They hate well-lit areas 
  and always prefer to fight under 
  the cover of deeper darkness. Dark 
  stalkers rarely fight to the death if 
  it can be avoided, preferring to slip 
  away if things begin to look grim.
  The origins of the dark stalkers 
  and the dark creepers are shrouded 
  in mystery, made more difficult to 
  decipher by the fact that the dark 
  stalkers do not keep records of 
  their history. Many scholars 
  believe that, just as the drow 
  descended 
  from 
  elves, 
  so 
  too must the dark folk have 
  descended from humanity, their 
  eerie powers and spell-like abilities 
  the result of generation upon generation of 
  devotion to profane and sinister magic. 
  Alas, the truth of the race’s history may 
  never be known.
  This tall humanoid’s pale brow and black, soulless eyes are all 
  that can be seen above a black scarf wrapped around its face.
  5454
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756985
  756985
  450972
  450972
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756986
  756986
  450973
  450973
  Illustration by Michael Jaecks
  Darkmantle
  DARkMAnTLE 
  CR 1
  XP 400
  N Small magical beast
  Init +4; Senses blindsight 90 ft., darkvision 60 ft., low-light 
  vision; Perception +4
  DEfEnSE
  AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
  hp 15 (2d10+4)
  fort +5, Ref +3, Will +0
  OffEnSE
  Speed 20 ft., fly 30 ft. (poor)
  Melee slam +6 (1d4+4 plus grab)
  Special Attacks constrict (1d4+4)
  Spell-Like Abilities (CL 5th)
  1/day—darkness
  STATISTICS
  Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10
  Base Atk +2; CMB +4 (+8 grapple); CMD 14 (can’t be tripped)
  feats Improved Initiative
  Skills Fly +2, Perception +4, Stealth +9; Racial Modifiers +4 
  Perception, +4 Stealth 
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or clutch (3–12)
  Treasure none
  SPECIAL ABILITIES
  grab (Ex) A darkmantle can use its grab attack 
  against a foe of any size.
  A darkmantle’s tentacle-span measures just under 5 feet—
  when attached to a cave roof and disguised as a stalactite, 
  its length varies from 2 to 3 feet. A typical darkmantle 
  weighs 40 pounds. The creatures’ heads and bodies 
  are usually the color of basalt or dark granite, but 
  their webbed tentacles can change color to 
  match their surroundings.
  The darkmantle isn’t a particularly good 
  climber, but it can cling to a cave roof like 
  a bat, hanging by the hooks at the ends of 
  its tentacles so that its dangling body looks nearly 
  indistinguishable from a stalactite. In this hidden 
  position, the darkmantle waits for prey to pass beneath, 
  at which point it drops and swoops down to attack 
  its victim, slamming its body against the foe 
  and attempting to wrap its webbed tentacles 
  around the target. If the darkmantle misses its 
  prey, it swoops back up and drops again until its 
  prey is vanquished or the darkmantle is grievously 
  injured (in which case the creature f lutters back up to 
  the roof to hide and hope its “prey” leaves it alone). The 
  darkmantle’s inborn ability to cloak the area around it 
  in magical darkness gives it an additional advantage 
  over foes that rely upon light to see.
  Darkmantles prefer to dwell and hunt in the caves and 
  passageways that are closest to the surface, as these tend 
  to possess more traffic for the monsters to feed upon. Yet 
  they do not confine themselves to these dark caverns, and 
  can sometimes be found dwelling in ruined fortresses or 
  even in the sewers of bustling cities. Anywhere food is 
  plentiful and there’s a ceiling to cling to is a possible den 
  for a darkmantle.
  A darkmantle’s life cycle is swift—young grow to 
  maturity in a matter of months, and most die of old 
  age after only a few years. As a result, generations of 
  darkmantles quickly accrue, and over the years the 
  evolution of these creatures is similarly swift. In this 
  manner, a cavern’s ecosystem can have a significant 
  effect on a group of darkmantles’ appearance, abilities, 
  and tactics. Aquatic caverns might develop darkmantles 
  that can swim, while those beset with volcanism might 
  generate darkmantles with a resistance to fire. Other 
  darkmantle variants might develop much stonier 
  hides, and instead of swooping down to crush prey 
  might simply drop and pierce them through with their 
  stalactite-like lengths. The deepest, darkest caverns are 
  rumored to host darkmantles of incredible size, capable 
  of smothering multiple human-sized foes at once in 
  their leathery folds.
  As this creature falls from the cavern roof, it opens like a hideous 
  octopus, its thin, hook-lined tentacles connected by a fleshy web.
  Dark Stalker–Darkmantle
  Dark Stalker–Darkmantle
  5555
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756986
  756986
  450973
  450973
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756987
  756987
  450974
  450974
  Illustration by Concept Art House
  Demon
  Demons exist for one reason—to destroy. Where their 
  more lawful counterparts, the devils of Hell, seek to 
  twist mortal minds and values to remake and reshape 
  them into reflections of their own evil, demons seek 
  only to maim, ruin, and feed. They recruit mortal life 
  only if such cohorts speed along the eventual destruction 
  of hope and goodness. Death is, in some ways, their 
  enemy—for a mortal who dies can often escape a demon’s 
  depredations and flee to his just reward in the afterlife. It 
  is the prolonging of mortal pain and suffering that fuels 
  a demon’s lusts and desires, for it is partially from mortal 
  sin and cruelty that these monstrous fiends were born.
  Demons are the most prolific and among the most 
  destructive of the fiendish races, yet despite what some 
  lore might preach, they were not the first forms of life to 
  rise in the stinking pits of ruin and cruelty known across 
  the multiverse as the Abyss. Before the first fledgling 
  deity gazed upon reality, before mortal life drew its 
  breath, before even the Material Plane itself had fully 
  formed, the Abyss was infested with life.
  Known to many scholars as “proto-demons,” these 
  wretched and deadly beings were the qlippoth. Today, 
  because of the influence of sinful mortal souls upon the 
  Abyss, mixed with unholy tamperings at the hands of the 
  daemonic keepers of Abaddon and the cruel whims of fate 
  and evolution, the rule of the qlippoth has receded. The 
  proto-demons dwell now in the noxious and forgotten 
  corners of the Abyss, and the far more fecund and prolific 
  demons rule now in their stead. With each evil mortal 
  soul that finds its way into the Abyss, the ranks of the 
  demonic hordes—a single soul can fuel the manifestation 
  of dozens or even hundreds of demons, with the exact 
  nature of the sins carried by the soul guiding the shapes 
  and roles of the newly formed fiends.
  The Abyss is a vast (some say infinite) realm, far larger 
  than any other plane save possibly the primal chaos of the 
  Maelstrom itself. As befits such a vast and varied realm, 
  the demonic host is likewise diverse. Some carry in their 
  frames humanoid shapes, while others are twisted beasts. 
  Some flop on land while others flap in air or sea. Some 
  are schemers and manipulators of emotion and politics, 
  others are destructive engines of ruin. Yet all demons work 
  to the same goal—pain and suffering for mortal life in all 
  its forms.
  Yet despite this, mortals have sought demonic aid since 
  the start. Be it an instinctual draw to self-destruction or a 
  misguided lust for power, conjurers to this day continue to 
  draw forth demons with forbidden magic. Some conjure 
  demons for lore, while others call upon them to serve 
  as assassins or guards. Demons view such summoners 
  with a mix of hatred and thanks, for most demons lack 
  the ability to come to the Material Plane to wreak havoc 
  on their own. They depend on the mad to call them up 
  from the Abyss, and while they gnash their fangs and 
  rail against the commands and strictures enforced, most 
  demons find ways to twist their summoners’ demands so 
  that even the most tightly controlled demonic slave leaves 
  a trace of ruin and despair in its wake. More often than 
  not, a foolish spellcaster makes a fatal mistake in the 
  conjuring and pays for it with blood, unwittingly releasing 
  a terrible blight upon the world as his conjuration breaks 
  free of his control.
  The truly mad call upon demons to offer themselves, 
  both body and soul, in the misguided belief that alliance 
  with the demonic can buy salvation and protection when 
  the demonic apocalypse finally comes to call. Tales of 
  desperate kings who sought to engage demons to serve as 
  generals for their armies or of lunatics who seek demonic 
  sires to gift them with horrific children are common 
  enough, yet worst are those mortals who worship the most 
  powerful demons as gods, and who pledge their lives in 
  support of that which would bring destruction to all.
  Demon Lords
  Demon lords are the most powerful of their kind—and as 
  with the demonic horde itself, they are countless and varied. 
  Although mighty, and in some cases gods themselves, no 
  demon lord can claim rule of the Abyss as a whole—the best 
  one can attain is rulership over a handful of Abyssal realms, 
  and most can barely maintain sway over even one layer of the 
  Abyss. Another category of unique demons exists between 
  the mighty balor race and the demon lords—these are 
  nascent demon lords, powerful entities that, in time, might 
  achieve enough power that the Abyss takes note and elevates 
  them to the status of actual demon lords.
  The following list of demon lords is by no means complete, 
  but it does enumerate many whose influence can be felt 
  across countless worlds.
  Abraxas, Master of the Final Incantation
  Baphomet, Lord of the Minotaurs
  Dagon, the Shadow in the Sea
  Demogorgon, the Maws of Madness
  Flauros, the Burning Maw
  Haagenti, the Whispers Within
  Jubilex, the Faceless Lord
  Kostchtchie, the Deathless Frost
  Lamashtu, the Demon Queen
  Nocticula, Our Lady in Shadow
  Orcus, Prince of Undeath
  Pazuzu, King of the Wind Demons
  Shax, the Blood Marquis
  Socothbenoth, the Silken Sin
                
  5656
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756987
  756987
  450974
  450974
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756988
  756988
  450975
  450975
  Demon, Babau
  BABAU 
  CR 6 
  XP 2,400
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
  DEfEnSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 73 (7d10+35)
  fort +10, Ref +6, Will +5
  Defensive Abilities protective slime; DR 10/cold iron or good; 
  Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 
  (1d8+7), bite +7 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks sneak attack +2d6
  Spell-Like Abilities (CL 7th)
  Constant—see invisibility
  At will—darkness, dispel magic, greater teleport (self plus 50 
  lbs. of objects only)
  1/day—summon (level 3, 1 babau at 40%)
  STATISTICS
  Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
  Base Atk +7; CMB +12; CMD 23
  feats Combat Reflexes, Improved Initiative, Iron Will, Skill 
  Focus (Stealth)
  Skills Acrobatics +11, Climb +12, Disable Device +11, Escape 
  Artist +11, Perception +19, Sense Motive +11, Sleight of Hand 
  +11, Stealth +22; Racial Modifiers +8 Perception, +8 Stealth
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  ECOLOgy
  Environment any (Abyss)
  Organization solitary, pair, or gang 
  (3–8)
  Treasure standard 
  (longspear,  other 
  treasure)
  SPECIAL ABILITIES
  Protective Slime (Su) A layer of acidic slime 
  coats a babau’s skin. Any creature that strikes 
  a babau with a natural attack or unarmed strike 
  takes 1d8 points of acid damage from this slime if it fails a DC 
  18 Reflex save. A creature that strikes a babau with a melee 
  weapon must make a DC 18 Reflex save or the weapon takes 
  1d8 points of acid damage; if this damage penetrates the 
  weapon’s hardness, the weapon gains the broken 
  condition. Ammunition that strikes a babau is 
  automatically destroyed after it inflicts its damage.
  This emaciated figure looks like a horned human skeleton 
  smothered within a bone-tight hide of slimy leather.
  Demon–Demon, Babau
  Demon–Demon, Babau
  The babau is an assassin, a murderer, and a sadist—
  certainly not traits unusual in the demons, yet the babau’s 
  penchant for stealth and surprise sets it apart from its 
  generally less-subtle kin. With no need to eat (although 
  most babaus relish the flavor of mortal meat on their 
  thin, raspy tongues), a babau can wait in ambush for years 
  or decades—their inhuman patience in anticipating a 
  well-conceived murder also setting them apart from the 
  other denizens of the Abyss. Babaus obsess over the act 
  of killing and take great pride in their grisly art, often 
  leaving behind some form of grim marker or obscure 
  signature, whether it be a distinctive modus operandi, an 
  unnerving token, or other profane evidence. 
  A babau typically carries a longspear or other weapon 
  with which it can strike at foes beyond its normal reach, 
  but given the opportunity, a babau prefers to fight 
  with its teeth or claws. The foul, caustic sludge that 
  constantly seeps from their f lesh prevents them from 
  wearing armor unless it is specially treated or resistant 
  to acid.
  A babau is 6 feet tall but weighs only 140 pounds. They 
  form from mortal souls of lone killers—those who, in life, 
  took pleasure in more personal and intimate murders. 
  Loosed upon the Material Plane, a babau often finds itself 
  in the same role, haunting the shadowy corners of 
  the world as remorseless assassins.
  5757
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756988
  756988
  450975
  450975
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756989
  756989
  450976
  450976
  Illustration by Ben Wootten
  Demon, Balor
  BALOR 
  CR 20 
  XP 307,200
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +11; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +38
  Aura flaming body, unholy aura (DC 26)
  DEfEnSE
  AC 36, touch 20, flat-footed 29 (+4 deflection, +7 Dex, +16 
  natural, –1 size)
  hp 370 (20d10+260)
  fort +29, Ref +17, Will +25
  DR 15/cold iron and good; Immune electricity, fire, poison; 
  Resist acid 10, cold 10; SR 31
  OffEnSE
  Speed 40 ft., fly 90 ft. (good)
  Melee +1 vorpal unholy longsword +31/+26/+21/+16 (2d6+13), 
  +1 vorpal flaming whip +30/+25/+20 (1d4+7 plus 1d6 fire and 
  entangle) or 2 slams +31 (1d10+12) 
  Space 10 ft.; Reach 10 ft. (20 ft. with whip)
  Spell-Like Abilities (CL 20th)
  Constant—true seeing, unholy aura (DC 26)
  At will—dominate monster (DC 27), greater dispel magic, 
  greater teleport (self plus 50 lbs. of objects only), power 
  word stun, telekinesis (DC 23)
  3/day—quickened telekinesis (DC 23)
  1/day—blasphemy (DC 25), fire storm (DC 26), implosion 
  (DC 27), summon (level 9, any 1 CR 19 or lower demon 
  100%)
  STATISTICS
  Str 35, Dex 25, Con 36, Int 24, Wis 24, Cha 27
  Base Atk +20; CMB +33; CMD 54
  feats Cleave, Combat Reflexes, Greater Two-Weapon 
  Fighting, Improved Initiative, Improved Two-Weapon 
  Fighting, Iron Will, Power Attack, Quicken Spell-Like 
  Ability (telekinesis), Two-Weapon Fighting, Weapon  
  Focus (longsword) 
  Skills Acrobatics +27, Bluff +31, Diplomacy +31, Fly +32, 
  Intimidate +31, Knowledge (history) +27, Knowledge 
  (nobility) +27, Knowledge (planes) +30, Knowledge (religion) 
  +27, Perception +38, Sense Motive +30, Stealth +26, Use 
  Magic Device +31; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ death throes, vorpal strike, whip mastery
  ECOLOgy
  Environment any (Abyss)
  Organization solitary or warband (1 balor and 2–5 glabrezus)
  Treasure standard (+1 unholy longsword, +1 flaming whip, 
  other treasure)
  SPECIAL ABILITIES
  Death Throes (Su) When killed, a balor explodes in a blinding 
  flash of fire that deals 100 points of damage (half fire, half 
  unholy damage) to anything within 100 feet (Reflex DC 33 
  halves). The save DC is Constitution-based.
  Entangle (Ex) If a balor strikes a Medium or smaller foe with 
  its whip, the balor can immediately attempt a grapple 
  check without provoking an attack of opportunity. If the 
  balor wins the check, it draws the foe into an adjacent 
  square. The foe gains the grappled condition, but the 
  balor does not.
  flaming Body (Su) A balor’s body is covered in dancing flames. 
  Anyone striking a balor with a natural weapon or unarmed 
  strike takes 1d6 points of fire damage. A creature that 
  grapples a balor or is grappled by one takes 6d6 points of 
  fire damage each round the grapple persists.
  Vorpal Strike (Su) Any slashing weapon a balor wields 
  (including its standard longsword and whip) gains the 
  vorpal weapon quality. Weapons retain this quality  
  for one hour after the balor releases the weapon, but 
  after this the weapon reverts to its standard magical 
  qualities, if any.
  Whip Mastery (Ex) A balor treats a whip as a light weapon for 
  the purposes of two-weapon fighting, and can inflict lethal 
  damage on a foe regardless of the foe’s armor.
  When folk whisper frightened tales of the demonic, what 
  most envision is a towering figure of fire and flesh, a 
  horned nightmare armed with flaming whip and sword 
  flying through the night in search of its latest victim. The 
  demon these folk fear is the balor, and that fear is justly 
  placed, for few demons can match the mighty balor in 
  strength or brutality.
  On the Abyss, most balors serve demon lords as generals 
  or captains (those balors who don’t are even more potent, 
  and are known as balor lords—see below). A balor typically 
  commands vast legions of demons, and while it often lets 
  these slavering and eager minions fight its battles, the balor 
  is far from a coward. If presented with an opportunity to join 
  a fight, few balors choose to resist.
  In combat, a balor relies upon its spell-like abilities 
  to fight foes wise enough to avoid melee range, favoring 
  destructive powers like fire storm or implosion and saving 
  dominate monster for use against the rare foe it would 
  prefer to capture alive. A balor usually uses telekinesis to 
  disarm ranged weapons or pull foes into melee—with the 
  use of a quickened telekinesis, a balor can use the latter 
  tactic and still inflict a full-round attack on a hapless foe. 
  A balor reduced to fewer than 50 hit points almost always 
  seeks to flee via teleportation, but if that and flight prove 
  impossible it seeks to position itself such that, if it is 
  slain, its death throes are as devastating as possible to 
  the enemy host.
  This winged fiend’s horned head and fanged visage present the 
  perfection of the demonic form, fire spurting from its flesh.
  5858
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756989
  756989
  450976
  450976
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756990
  756990
  450977
  450977
  Demon, Balor
  Demon, Balor
  A balor stands 14 feet in height and weighs 4,500 pounds. 
  Only the cruelest mortal souls can fuel the creation of a 
  balor—unlike in the cases of most other demons, it often 
  takes multiple souls of powerful villains to trigger the 
  birthing of a new balor.
  Balor Lords
  Even more terrible than the typical balor are those who 
  do not call a demon lord their master, but instead are 
  masters themselves. A balor lord typically rules over a 
  region no larger than half the size of the realm in which 
  it resides (as only full demon lords can command the 
  rule of an entire Abyssal realm), and even though most 
  balor lords rule much smaller regions (generally areas 
  comparable in size to a single continent), their power is 
  vast indeed.
  A balor lord is typically a CR 21 to CR 25 monster (a 
  range shared with the various unique nascent demon 
  lords, with the range of CR 26 and above being the domain 
  of the demon lords themselves), and as such serves quite 
  well as the final villain in a long-running campaign. The 
  majority of balor lords have several levels of barbarian, 
  fighter, or ranger (although ranger balor lords never 
  form bonds with animals), but some instead have levels 
  of bard, rogue, sorcerer, or wizard. Cleric balor lords are 
  unknown, as they see themselves as objects of worship, 
  not the other way around, although rumors persist of 
  powerful balor clerics that directly serve demon lords or 
  even evil gods.
  In addition to any benefits a balor lord might gain 
  from its class levels, all balor lords possess one additional 
  unique ability over and above those granted by its race and 
  class. Listed here are three sample balor lord abilities, but 
  these samples are by no means the entirety of the strange 
  powers a balor lord might wield.
  Lifedrinker (Su) Whenever the balor lord slays a living 
  foe, it receives the benefits of a heal spell (CL 20th). This 
  ability can activate up to once per round.
  Master of Magic (Su) The balor lord has additional 
  spell-like abilities (20 spell levels’ worth of 1st–4th level 
  spells usable at will and 20 spell levels’ worth of 5th–8th 
  level spells usable 3 times a day).
  Soul Swallow (Su) As a standard action, the balor lord 
  can inhale the soul of a living creature within 30 feet. The 
  target must make a Fortitude save (DC 10 + 1/2 balor lord’s 
  racial HD + the balor lord’s Charisma modifier) or die. 
  The body of a humanoid creature killed in this manner 
  immediately transforms into a demon under the balor 
  lord’s command (a babau, succubus, or shadow demon, 
  according to the balor lord’s whim).
  5959
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756990
  756990
  450977
  450977
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756991
  756991
  450978
  450978
  Illustration by Kevin Yan
  Demon, Dretch
  DRETCh 
  CR 2 
  XP 600
  CE Small outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
  hp 18 (2d10+7)
  fort +5, Ref +0, Will +3
  DR 5/cold iron or good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10
  OffEnSE
  Speed 20 ft.
  Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)
  Spell-Like Abilities (CL 2nd)
  1/day—cause fear (DC 11), stinking cloud (DC 13), summon 
  (level 1, 1 dretch 35%)
  STATISTICS
  Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 12
  feats Toughness
  Skills Escape Artist +5, Perception +5, Stealth +9
  Languages Abyssal (cannot speak); telepathy 100 ft. (limited to 
  Abyssal-speaking targets)
  ECOLOgy
  Environment any (Abyss)
  Organization solitary, pair, gang (3–5), crowd (6–12), or 
  mob (13+)
  Treasure none
  Even the lowest demons of the Abyss are 
  dangerous and filled with a driving need to spread ruin 
  and dismay. The lowly dretch is as hideous and foul as 
  it is cruel, even if it lacks the strength and power to 
  realize its need to brutalize others in its native realm. 
  The lot of the dretch’s existence is to serve more 
  powerful demons as victims, and only the lucky few 
  survive long enough to evolve.
  The dretch is a favorite target for dabblers in Abyssal 
  summonings to call forth. Relatively weak and easy to 
  bully, dretches can often be pressured into long periods 
  of servitude with only vague promises of the opportunity 
  to vent their frustrations and anger on softer foes. Yet 
  the prospective dretch-summoner would do 
  well to remember that these demons are as 
  craven and untrustworthy as they come. A 
  dretch faced with a more powerful foe is 
  only too eager to trade what it knows for its 
  pitiful excuse for a life.
  Unlike most demons, a dretch’s slovenly personality 
  and disdain for prolonged physical labor rarely result 
  in success. Advanced dretches are rare, but those who do 
  find it within themselves to be more than they were at 
  creation often become the pauper-kings of the Abyss, 
  cruel and bitter in their rule over vermin, broken souls, 
  mindless undead, and other dretches. Their empires 
  are confined to abandoned stretches of sewers under 
  backwater cities, unstable reaches of swampland avoided 
  by more sensible minds, and other undesirable corners of 
  the Abyss that even demons find uncomfortable or foul. 
  Yet to the dretch lords, these realms are their empires, 
  and they defend them with a pitiful tenacity.
  A dretch stands 4 feet tall and weighs 180 pounds. 
  Dretches typically form from the souls of slothful, evil 
  mortals—yet it only takes a small fragment of a soul 
  to trigger such a hideous birth. A single soul can often 
  trigger the manifestation of a small army of dretches, and 
  the sight of a horde of fresh-birthed dretches pulling free 
  from the heaving protomatter of the Abyss is a nauseating 
  and terrifying one indeed.
  This creature’s bloated frame shudders with each heaving step, 
  yet despite its shape, the thing moves with surprising quickness.
  6060
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756991
  756991
  450978
  450978
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756992
  756992
  450979
  450979
  Illustration by Tyler Walpole
  Demon, Dretch–Demon, Glabrezu
  Demon, Dretch–Demon, Glabrezu
  Demon, Glabrezu
  gLABREzU 
  CR 13 
  XP 25,600
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft., true seeing; Perception +26
  DEfEnSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 186 (12d10+120)
  fort +18, Ref +4, Will +11
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 24
  OffEnSE
  Speed 40 ft.
  Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10), bite 
  +20 (1d8+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 pincers, 2d8+15)
  Spell-Like Abilities (CL 14th)
  Constant—true seeing
  At will—chaos hammer (DC 19), confusion (DC 19), dispel 
  magic, mirror image, reverse gravity (DC 22), greater 
  teleport (self plus 50 lbs. of objects only), veil (self only), 
  unholy blight
  1/day—power word stun, summon (level 4, 1 glabrezu 20% 
  or 1d2 vrocks 50%)
  1/month—wish (granted to a mortal humanoid only)
  STATISTICS
  Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
  Base Atk +12; CMB +24; CMD 34
  feats Cleave, Great Cleave, Improved Critical (pincer), 
  Persuasive, Power Attack, Vital Strike
  Skills Bluff +28, Diplomacy +22, Intimidate +22, 
  Knowledge (history) +18, Knowledge (local) +18, 
  Perception +26, Sense Motive +18, Stealth +7, Use 
  Magic Device +17; Racial Modifiers +8 Bluff, +8 
  Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  ECOLOgy 
  Environment any (Abyss)
  Organization solitary or troop (1 glabrezu, 1 succubus, 
  and 2–5 vrocks)
  Treasure standard
  Whereas the succubus is a demon that works her wiles 
  by exploiting the physical lusts and needs of her prey, 
  the glabrezu is a tempter of a different sort. Ferocious 
  and bestial in form, the glabrezu is in fact a master of 
  trickery and lies. With its ability to cloak its true form in 
  pleasant illusions, the glabrezu uses its magic to grant 
  Four arms grace the torso of this towering monstrosity. The 
  monster’s eyes shine with a mix of intelligence and cruelty.
  wishes to mortal humanoids as a method of rewarding 
  those who succumb to its guile and deceit. A wish granted 
  by a glabrezu always fulfills the wisher’s need in the most 
  destructive way possible—although such methods might 
  not be immediately apparent. A struggling weaponsmith 
  might wish for fame and skill at his craft, only to find 
  that his best patron is a cruel and sadistic murderer who 
  uses the weapons to further his destructive desires. A 
  lonely man who wishes for a companion might have his 
  wish granted in the form of a lost love returned to “life” 
  as a vampire, and so on—the glabrezu is nothing if not 
  creative in addressing a mortal’s desires.
  A glabrezu stands 18 feet tall and weighs just over 6,000 
  pounds. These treacherous demons form from the souls 
  of the treasonous, the false, and the subversive—souls of 
  mortals who, in life, bore false witness or used treachery 
  and deceit to ruin the lives of others. 
  6161
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756992
  756992
  450979
  450979
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756993
  756993
  450980
  450980
  Demon, Hezrou
  hEzROU 
  CR 11 
  XP 12,800
  CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +23
  Aura stench (DC 24, 10 rounds)
  DEfEnSE
  AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
  hp 145 (10d10+90)
  fort +16, Ref +3, Will +9
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 22
  OffEnSE
  Speed 30 ft., swim 30 ft. 
  Melee bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks nausea
  Spell-Like Abilities (CL 13th)
  At will—chaos hammer (DC 18), greater teleport (self plus 50 
  lbs. of objects only), unholy blight (DC 18)
  3/day—gaseous form
  1/day—blasphemy (DC 21), summon (level 4, 1 hezrou 35%)
  STATISTICS
  Str 27, Dex 11, Con 29, Int 14, Wis 14, Cha 18
  Base Atk +10; CMB +19 (+23 grapple); CMD 29
  feats Blind-Fight, Cleave, Great Cleave, Improved Initiative, 
  Power Attack
  Skills Climb +21, Escape Artist +10, Intimidate +14, Knowledge 
  (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim 
  +29; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ amphibious
  ECOLOgy 
  Environment any swamp (Abyss)
  Organization solitary or gang (2–4)
  Treasure standard
  SPECIAL ABILITIES
  nausea (Ex) The noxious vapors and foul fluids that 
  constantly weep and seethe from a hezrou’s body 
  are particularly heinous to those the creature 
  grapples. Each round a creature is grappled by 
  a hezrou, the grappled foe must make a DC 24 
  Fortitude save to avoid becoming nauseated. A 
  creature nauseated in this manner remains nauseated 
  until he succeeds on a DC 24 Fortitude save, or until a 
  minute has passed during which he is not grappled by 
  the hezrou, whichever condition comes first. The save 
  DC is Constitution-based.
  The hezrou dwells in the vast Abyssal swamps, mires, and 
  waterways, equally at home on land and in the water. The 
  presence of a hezrou has an obvious effect on the nearby 
  flora and water, causing plant life to twist and knurl and 
  infusing water with a foul odor and brackish taste—
  signs much easier to spot on the Material Plane than the 
  Abyss. Long exposure to this corruption can cause vile 
  transformations and hideous deformities. Often, entire 
  backwater communities of deformed mutants owe their 
  twisted countenances not as much to incest and poor 
  breeding as they do to a hezrou’s proximity.
  Although quite intelligent, a hezrou can fairly be said to 
  waste its intellect. They prefer the simple pleasures—slumber, 
  the thrill of torture, the bliss of feasting on a living meal, or the 
  joy of feeling something beautiful breaking and crumbling in 
  a clenched fist. They do not often seek to build empires or lead 
  cults—although few hezrous would turn away prospective 
  minions who came to serve the demon on their own.
  These monstrous and bestial creatures form from the 
  souls of evil mortals who poisoned themselves, their kin, 
  or their surroundings, such as drug addicts, assassins, and 
  alchemists who cared not how their experiments polluted 
  the environment.
  This fiend’s armored flesh is scaly and moist. Its large, toothy 
  mouth gapes below a pair of hungry, reptilian eyes.
  6262
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756993
  756993
  450980
  450980
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756994
  756994
  450981
  450981
  Illustration by Eva Widermann
  Demon, Hezrou–Demon, Marilith
  Demon, Hezrou–Demon, Marilith
  Demon, Marilith
  MARILITh 
  CR 17 
  XP 102,400
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft., true seeing; Perception +31
  Aura unholy aura (DC 25)
  DEfEnSE
  AC 32, touch 17, flat-footed 28 (+4 deflection, +4 Dex, +15 
  natural, –1 size)
  hp 264 (16d10+176)
  fort +25, Ref +18, Will +13
  DR 10/cold iron and good; Immune electricity and poison; 
  Resist acid 10, cold 10, fire 10; SR 28
  OffEnSE
  Speed 40 ft.
  Melee +1 longsword +24/+19/+14/+9 (2d6+8/17–20), 5 +1 
  longswords +24 (2d6+4/17–20), tail slap +19 (2d6+3 plus grab) 
  or 6 slams +24 (1d8+7), tail slap +19 (2d6+3 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (tail slap, 2d6+10 plus crushing 
  coils), infuse weapon, multiweapon mastery
  Spell-Like Abilities (CL 16th)
  Constant—true seeing, unholy aura (DC 25)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  project image (DC 23), telekinesis (DC 22)
  3/day—blade barrier (DC  23), fly
  1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 
  35%, or 1d4 hezrous at 60%)
  STATISTICS
  Str 25, Dex 19, Con 32, Int 18, Wis 18, Cha 25
  Base Atk +16; CMB +24 (+28 grapple); CMD 42 (can’t be tripped)
  feats Bleeding Critical, Combat Expertise, Combat Reflexes, 
  Critical Focus, Improved Critical (longsword), Improved 
  Disarm, Power Attack, Weapon Focus (longsword) 
  Skills Acrobatics +23, Bluff +26, Diplomacy +26, Fly +18, 
  Intimidate +26, Knowledge (engineering) +20, Perception 
  +31, Sense Motive +23, Stealth +19, Use Magic Device +26; 
  Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  ECOLOgy
  Environment any (Abyss)
  Organization solitary, pair, or platoon (1 marilith, 1–3 
  glabrezus, and 3–14 babaus)
  Treasure double (6 mwk longswords, other treasure)
  SPECIAL ABILITIES
  Crushing Coils (Ex) A creature that takes damage 
  from a marilith’s constrict attack must succeed on 
  a DC 25 Fortitude save or lose consciousness for 1d8 
  rounds. The save DC is Strength-based.
  This snake-bodied fiend has a six-armed woman’s torso, pointed 
  ears, and glittering, otherworldly eyes.
  Infuse Weapon (Su) Any weapon a marilith wields gains a +1 
  enhancement bonus to attack and damage, and strikes as 
  if it were a chaotic and evil cold iron weapon (in addition to 
  retaining the qualities of its actual composition).
  Multiweapon Mastery (Ex) A marilith never takes penalties to 
  her attack roll when fighting with multiple weapons.
  The leaders of Abyssal hordes and queens of Abyssal 
  nations, the dreaded mariliths serve demon lords as 
  governesses, advisors, and even lovers, yet their brilliance 
  as tacticians makes them most sought after as generals and 
  commanders of armies. The most powerful mariliths serve 
  no one, and instead command ravenous fiendish legions.
  A marilith is 6 to 9 feet tall and measures 20 feet from 
  head to tail tip. It weighs 4,000 pounds. Only the most 
  arrogant and proud evil souls, typically those of cruel 
  kings, sadistic generals, and exceptionally violent warlords, 
  can trigger the manifestation of a marilith.
  6363
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756994
  756994
  450981
  450981
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756995
  756995
  450982
  450982
  Illustrations by Tyler Walpole
  Demon, Nabasu
  nABASU 
  CR 8 
  XP 4,800
  CE Medium outsider (chaotic, demon, evil, native)
  Init +7; Senses darkvision 60 ft.; Perception +23
  DEfEnSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 103 (9d10+54)
  fort +9, Ref +9, Will +9
  DR 10/cold iron or good; Immune death effects, electricity, 
  paralysis, poison; Resist acid 10, cold 10, fire 10; SR 19
  OffEnSE
  Speed 30 ft., fly 60 ft. (average)
  Melee 2 claws +15 (1d6+6), bite +15 (1d8+6) 
  Special Attacks consume life, death-stealing gaze, sneak attack +2d6
  Spell-Like Abilities (CL 8th)
  At will—deeper darkness, greater teleport (self plus 50 lbs. of 
  objects only), telekinesis (DC 19)
  3/day—enervation, silence (DC 16), vampiric touch
  1/day—mass hold person (DC 21), regenerate, summon (level 
  4, 1 nabasu 30% or 1d4 babaus 30%)
  STATISTICS
  Str 22, Dex 17, Con 22, Int 15, Wis 16, Cha 19
  Base Atk +9; CMB +15; CMD 28
  feats Cleave, Combat Expertise, Dodge, Improved Initiative, 
  Power Attack
  Skills Acrobatics +15, Fly +15, Knowledge (arcana) +14, 
  Knowledge (planes) +14, Perception +23, Sense Motive 
  +15, Stealth +15 (+23 in shadowy conditions), Survival 
  +15; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  ECOLOgy
  Environment any (Abyss)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Consume Life (Su) When a nabasu creates a ghoul 
  with its gaze attack, it gains a growth point. It 
  gains a bonus equal to its growth point total 
  on attack rolls, CMB rolls, saving throws, caster 
  level checks, and skill checks. Its maximum hit 
  points increase by 10 for each growth point, and 
  its caster level for spell-like abilities increases by 
  1. For every 2 growth points, its natural armor 
  bonus, SR,  and CR increase by 1. Every time it 
  gains a growth point it makes a DC 30 caster level 
  check—success indicates it matures (gaining both 
  the advanced and the giant simple templates) and plane 
  shifts to the Abyss in a burst of smoke. A nabasu can have a 
  maximum of 20 growth points—it automatically matures if it 
  has not done so already when it reaches 20 growth points.
  Death-Stealing gaze (Su) As a free action once per day per 
  growth point (minimum of 1/day), a nabasu can activate its 
  death-stealing gaze for a full round. All living creatures within 
  30 feet must succeed on a DC 18 Fortitude save or gain a 
  negative level. A humanoid slain in this manner immediately 
  transforms into a ghoul under the nabasu’s control. A nabasu’s 
  gaze can only create one ghoul per round—if multiple humans 
  perish from the gaze in a round, the nabasu picks which 
  human becomes a ghoul. The save DC is Charisma-based.
  Nabasus are birthed directly into the Material Plane from 
  the Abyss, where they feed on innocent souls to mature. 
  Only when finally sated can a nabasu return to the Abyss. 
  Rumor holds that even then the nabasu’s lifecycle does 
  not change, and that further developments await them as 
  they continue to grow. These vile demons form from the 
  souls of evil gluttons, particularly from cannibals, blood-
  drinkers, and those who prefer the tang of undead flesh.
  This lanky fiend’s mouth is filled with sharp fangs, while great 
  bat-like wings stretch from its scaly hide.
  6464
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756995
  756995
  450982
  450982
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756996
  756996
  450983
  450983
  Demon, Nabasu–Demon, Nalfeshnee
  Demon, Nabasu–Demon, Nalfeshnee
  Demon, Nalfeshnee
  nALfEShnEE 
   CR 14 
  XP 38,400
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., true seeing; Perception +31
  Aura unholy aura (DC 23)
  DEfEnSE
  AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 
  natural, –2 size)
  hp 203 (14d10+126)
  fort +22, Ref +9, Will +21
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 25
  OffEnSE
  Speed 30 ft., fly 40 ft. (poor)
  Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
  Space 15 ft.; Reach 15 ft.
  Special Attacks unholy nimbus
  Spell-Like Abilities (CL 12th)
  Constant—true seeing, unholy aura (DC 23)
  At will—call lightning (DC 18), feeblemind (DC 20), 
  greater dispel magic, slow (DC 18), greater teleport (self 
  plus 50 lbs. of objects only)
  1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 
  40%, or 1d4 vrocks 50%)
  STATISTICS
  Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
  Base Atk +14; CMB +27; CMD 42
  feats Awesome Blow, Cleave, Improved Bull Rush, 
  Improved Critical (bite), Improved Initiative, Iron 
  Will, Power Attack
  Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate 
  +19, Knowledge (arcana) +23, Knowledge (planes) 
  +23, Knowledge (any one other) +20, Perception +31, 
  Sense Motive +23, Spellcraft +23, Stealth +10, Use 
  Magic Device +22; Racial Modifier +8 on Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  ECOLOgy 
  Environment any (Abyss)
  Organization solitary or warband (1 nalfeshnee, 1 
  hezrou, and 2–5 vrocks)
  Treasure standard
  SPECIAL ABILITIES
  Unholy nimbus (Su) Three times per day as a free action a 
  nalfeshnee can create a nimbus of unholy light, causing 
  nauseating beams of writhing color to play around its body. 
  One round later, the light bursts in a 60-foot radius. Any 
  non-demon creature caught within this area must succeed 
  on a DC 22 Will save or be dazed for 1d10 rounds as visions 
  A towering, corpulent beast, this fiend has the hideous head of a 
  boar and arms ending in fatty, four-fingered hands.
  of madness hound it. The save DC is Charisma-based. 
  Few demons understand the inner workings of the Abyss 
  like the nalfeshnee, and it is not unusual to see a nalfeshnee 
  seeming to serve the Abyss itself rather than a demon 
  lord. Some claim stewardship over the fleshy realms that 
  birth new demons, while others guard sites of particular 
  significance deep in the plane’s secret reaches. Often, a 
  nalfeshnee’s realm in the Abyss surpasses the strength 
  and size of the largest of mortal kingdoms, for nalfeshnees 
  display a singular gift for managing and ordering the 
  chaos of the Abyss. Mortal summoners often seek them 
  out for their unparalleled yet mad intellects, ever taking 
  care to comb through bargains with such demons for 
  hidden and unwanted consequences, for there is little a 
  nalfeshnee will agree to do that does not, in some sinister 
  way, advance the needs and desires of the Abyss.
  Nalfeshnees stand 20 feet tall and weigh 8,000 pounds. 
  They form from the souls of greedy or avaricious evil 
  mortals, particularly those who ruled over empires of 
  slavery, theft, banditry, and more violent vices.
  6565
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756996
  756996
  450983
  450983
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756997
  756997
  450984
  450984
  Illustration by Tyler Walpole
  Demon, Quasit
  QUASIT 
  CR 2 
  XP 600
  CE Tiny outsider (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 16 (3d10); fast healing 2
  fort +1, Ref +5, Will +4
  DR 5/cold iron or 
  good; Immune 
  electricity, poison; 
  Resist acid 10, cold 
  10, fire 10
  OffEnSE
  Speed 20 ft., fly 50 ft. (perfect)
  Melee 2 claws +7 (1d3–1 plus 
  poison), bite +7 (1d4–1) 
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th)
  At will—detect good, detect 
  magic, invisibility (self only)
  1/day—cause fear (30-foot 
  radius, DC 11)
  1/week—commune (six 
  questions)
  STATISTICS
  Str 8, Dex 14, Con 11, Int 11, 
  Wis 12, Cha 11
  Base Atk +3; CMB +0; CMD 12
  feats Improved Initiative, 
  Weapon Finesse
  Skills Bluff +6, Fly +20, Intimidate +6, 
  Knowledge (planes) +6, Perception 
  +7, Stealth +16
  Languages Abyssal, Common; 
  telepathy (touch)
  SQ change shape (2 of the 
  following forms: bat, 
  Small centipede, toad, or 
  wolf; polmorph)
  ECOLOgy 
  Environment any (Abyss)
  Organization solitary or flock (2–12)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Claw—injury; save Fortitude DC 13; 
  frequency 1/round for 6 rounds; effect 1d2 
  Dexterity; cure 2 consecutive saves.
  The quasit is perhaps the least powerful demon, yet it is not 
  the least respected—even quasits hold themselves above the 
  dretch horde, and true to their natures, dretches lack the 
  courage or drive to prove the quaits wrong. A quasit’s first 
  role in life is that of a familiar to a spellcasting master, but 
  those quasits who escape from this humiliating servitude 
  become free-willed and much more dangerous.
  A typical quasit stands a foot and a half tall, and weighs 
  only 8 pounds. Alone among the demonic horde, quasits 
  do not form from the dead souls of evil mortals. Instead, 
  they form from living souls—when a spellcaster seeks out 
  a quasit to serve him as a familiar, his 
  soul brushes against the Abyss and 
  it reacts, carving from itself a quasit 
  linked to that spellcaster’s soul and 
  forming a powerful bond between the two. 
  Newly created quasits are birthed directly 
  into the Material Plane, where they become 
  familiars, and while bonded to their 
  masters’ wills, all quasits hate and loathe 
  their lieges, as they can feel the pulse of 
  their lords’ souls and know that they 
  could have been more. A quasit serves, 
  yet it watches and waits for mistakes 
  that might cost its master’s life, 
  or even better, an error that 
  might let the quasit turn 
  against its master.
  When a quasit’s master 
  dies, the quasit can attempt 
  to follow the master’s soul 
  into the Great Beyond by 
  making a DC 15 Will save. 
  This functions as plane 
  shift, but affects only the 
  quasit and transports 
  it into the Abyss and 
  places its master’s soul in the 
  quasit’s possession as a writhing 
  larvae rather than using the evil 
  master’s soul to create new demonic 
  life. In this manner, a quasit can use 
  its newly captured soul to bargain 
  with more powerful denizens of the 
  lower planes, and perhaps secure a 
  vile transformative “promotion” 
  to a more powerful form of life in 
  the process.
  Rarely, a quasit elects to ignore 
  its master’s death and instead 
  remains on the Material Plane to 
  seek other ways to entertain itself—usually settling in an 
  urban area where there are plenty of folk to torment.
  Ram horns curl back from the twisted head of this tiny winged 
  demon, and its body is thin and wiry.
  6666
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756997
  756997
  450984
  450984
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756998
  756998
  450985
  450985
  Illustration by Ben Wootten
  Demon, Quasit–Demon, Shadow
  Demon, Quasit–Demon, Shadow
  Demon, Shadow
  ShADOW DEMOn 
   CR 7 
  XP 3,200
  CE Medium outsider (chaotic, demon, evil, extraplanar, 
  incorporeal)
  Init +8; Senses darkvision 60 ft.; Perception +20
  DEfEnSE
  AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)
  hp 59 (7d10+21)
  fort +5, Ref +11, Will +7
  Defensive Abilities incorporeal; DR 10/cold iron or good; 
  Immune cold, electricity, poison; Resist acid 10, fire 10; SR 17
  Weaknesses sunlight powerlessness
  OffEnSE
  Speed fly 40 ft. (perfect)
  Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch 
  (1d8 plus 1d6 cold) 
  Special Attacks pounce, sprint, shadow blend
  Spell-Like Abilities (CL 10th)
  At will—deeper darkness, fear (DC 18), greater teleport (self 
  only), telekinesis (DC 19)
  3/day—shadow conjuration (DC 18), shadow evocation (DC 19)
  1/day—magic jar (DC 19), summon (level 3, 1 shadow 
  demon 50%)
  STATISTICS
  Str —, Dex 18, Con 17, Int 14, Wis 14, Cha 19
  Base Atk +7; CMB +11; CMD 25
  feats Blind-Fight, Combat Reflexes, Improved 
  Initiative, Lightning Reflexes, 
  Skills Acrobatics +14, Bluff +14, Fly +22, 
  Knowledge (local) +12, Knowledge (planes) +12, 
  Perception +20, Sense Motive +12, Stealth +14; 
  Racial Modifiers +8 Perception
  Languages Abyssal, Common; telepathy 100 ft.
  ECOLOgy
  Environment any (Abyss)
  Organization solitary, pair, or haunt (3–8)
  Treasure standard
  SPECIAL ABILITIES
  Sprint (Ex) Once per minute, a shadow demon 
  increase its fly speed to 240 feet for 1 round.
  Shadow Blend (Su) 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.
  Sunlight Powerlessness (Ex) A shadow demon is 
  utterly powerless in bright light or natural sunlight 
  Only this shadowy bat-winged demon’s teeth and claws have any 
  sense of physicality to them—the rest is lost in darkness.
  and flees from it. A shadow demon caught in such light cannot 
  attack and can take only a single move or attack 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 
  sunray spell while possessing a creature, the shadow demon is 
  driven out of its host automatically.
  Tales of demonic possession are common, used often by 
  the ignorant to explain strange or violent behavior. While 
  the majority of such cases are merely manifestations 
  of madness or derangement, those that are legitimate 
  possessions are often the work of shadow demons.
  Unlike many demons, shadow demons are incorporeal. 
  When a particularly envious and evil mortal soul is 
  pulled into the Abyss, it is transformed, split apart, and 
  combined with other souls until what emerges is little 
  more than jealous malevolence without the impediment 
  of a physical body.
  6767
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756998
  756998
  450985
  450985
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756999
  756999
  450986
  450986
  Illustration by Tyler Walpole
  Demon, Succubus
  SUCCUBUS 
  CR 7 
  XP 3,200
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., detect good; Perception +21, 
  DEfEnSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 84 (8d10+40)
  fort +7, Ref +9, Will +10
  DR 10/cold iron or good; Immune electricity, fire, poison; 
  Resist acid 10, cold 10; SR 18
  OffEnSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +11 (1d6+1)
  Special Attacks energy drain, profane gift
  Spell-Like Abilities (CL 12th)
  Constant—detect good, tongues
  At will—charm monster (DC 22), detect thoughts (DC 20), 
  ethereal jaunt (self plus 50 lbs. of objects only), suggestion 
  (DC 21), greater teleport (self plus 50 lbs. of objects only), 
  vampiric touch
  1/day—dominate person (DC 23), summon (level 3, 1 babau 
  50%)
  STATISTICS
  Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
  Base Atk +8; CMB +11; CMD 22
  feats Agile Maneuvers, Combat Reflexes, Iron Will, 
  Weapon Finesse
  Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist 
  +11, Fly +14, Intimidate +16, Knowledge (local) +15, 
  Perception +21, Sense Motive +13, Stealth +14; Racial 
  Modifiers +8 Bluff, +8 Perception
  Languages Abyssal, Celestial, Common, Draconic; tongues, 
  telepathy 100 ft.
  SQ change shape (alter self, Small or Medium humanoid)
  ECOLOgy 
  Environment any (Abyss)
  Organization solitary, pair, or harem (3–12)
  Treasure double
  SPECIAL ABILITIES
  Energy Drain (Su) A succubus drains energy from a mortal 
  she lures into an act of passion, such as a kiss. An unwilling 
  victim must be grappled before the succubus can use this 
  ability. The succubus’s kiss bestows one negative level. 
  The kiss also has the effect of a suggestion spell, asking the 
  victim to accept another act of passion from the succubus. 
  The victim must succeed on a DC 22 Will save to negate the 
  suggestion. The DC is 22 for the Fortitude save to remove a 
  negative level. These save DCs are Charisma-based.
  Profane gift (Su) Once per day as a full-round action, a 
  succubus may grant a profane gift to a willing humanoid 
  creature by touching it for 1 full round. The target gains a 
  +2 profane bonus to an ability score of his choice. A single 
  creature may have no more than one profane gift from a 
  succubus at a time. As long as the profane gift persists, the 
  succubus can communicate telepathically with the target 
  across any distance (and may use her suggestion spell-like 
  ability through it). A profane gift is removed by dispel evil or 
  dispel chaos. The succubus can remove it as well as a free 
  action (causing 2d6 Charisma drain to the victim, no save).
  Among the demon hordes, a succubus can often rise to 
  incredible heights of power through her manipulations 
  and sensual charms, and many a demonic war has raged 
  due to the subtle machinations of such creatures. A 
  succubus is formed from the souls of particularly lustful 
  and rapacious evil mortals.
  Tiny horns, bat-like wings, and a sinuous tail betray the demonic 
  nature of this alluring woman.
  6868
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  756999
  756999
  450986
  450986
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757000
  757000
  450987
  450987
  Illustration by Ben Wootten
  Demon, Succubus–Demon, Vrock
  Demon, Succubus–Demon, Vrock
  Demon, Vrock
  VROCk 
  CR 9 
  XP 6,400
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +23
  DEfEnSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 112 (9d10+63)
  fort +13, Ref +10, Will +6
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 20
  OffEnSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dance of ruin, spores, stunning screech
  Spell-Like Abilities (CL 12th)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  telekinesis (DC 18)
  1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
  STATISTICS
  Str 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
  Base Atk +9; CMB +15; CMD 27
  feats Cleave, Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Power Attack
  Skills Fly +12, Intimidate +15, Knowledge (planes) +14, 
  Perception +23, Sense Motive +15, Spellcraft +14, 
  Stealth +10, Survival +15; Racial Modifiers 
  +8 Perception
  Languages Abyssal, Celestial, Common; 
  telepathy 100 ft.
  ECOLOgy
  Environment any (Abyss)
  Organization solitary, pair, or gang (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Dance of Ruin (Su) A vrock can dance and chant 
  as a full-round action—at the end of 3 rounds, 
  a crackling wave of energy explodes from the 
  vrock, dealing 5d6 points of electricity damage 
  to all creatures within 100 feet. A DC 17 Reflex save 
  halves this damage. For each additional vrock that joins in 
  the dance, the damage increases by 5d6 and the DC to avoid 
  the effect increases by +1, to a maximum of 20d6 when four 
  or more vrocks are dancing (the DC continues to increase 
  with additional vrocks, but the damage does not). The dance 
  immediately ends and must be started anew if any of the 
  participating vrocks is slain, stunned, or otherwise prevented 
  from dancing. The save DC is Charisma-based.
  A cloud of spores and a trail of feathers surrounds this twisted 
  cross between a man and a gigantic vulture.
  Spores (Ex) A vrock can release a cloud of spores from its body 
  once every 3 rounds as a free action. Adjacent creatures take 
  1d8 points of damage from the spores, plus 1d4 points of 
  damage per round for 10 rounds as the spores grow into 
  thick green vines. Although ugly, the vines are harmless and 
  wither away in 1d4 days if not shaved off before then. The 
  spores can be destroyed by casting bless on the affected 
  creatures or by sprinkling them with holy water. This 
  attack can also be halted by effects that remove or provide 
  immunity to disease.
  Stunning Screech (Su) Once per hour, a vrock can emit a shrill 
  screech. All creatures except demons within a 30-foot-
  radius spread must succeed on a DC 20 Fortitude save or 
  be stunned for 1 round. The save DC is Constitution-based.
  Profane champions of the Abyss, vrocks embody all the 
  rage, hatred, and violence of that despicable realm. As 
  ravenous and grotesquely opportunistic as the scavengers 
  they resemble, vrocks delight in bloodshed, relishing 
  the sounds and sensations of ripping the still-pulsing 
  entrails from a living husk. 
  A typical vrock stands 8 
  feet tall and weighs 400 
  pounds. Vrocks generally 
  form from the evil souls 
  of hateful and wrathful 
  mortals, particularly  those 
  who were career criminals, 
  mercenaries, or assassins.
  6969
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757000
  757000
  450987
  450987
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757001
  757001
  450988
  450988
  7070
  Illustration by Jon Hodgson
  Derro
  DERRO 
  CR 3
  XP 800
  CE Small humanoid (derro)
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, 
  +1 size)
  hp 25 (3d8+12)
  fort +5, Ref +3, Will +6
  SR 14
  Weaknesses vulnerability to sunlight
  OffEnSE
  Speed 20 ft.
  Melee short sword +5 (1d4) or aklys +5 (1d6)
  Ranged repeating light crossbow +5 (1d8/19–20 plus poison) 
  or aklys +5 (1d6)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 3rd)
  At will—darkness, ghost sound (DC 13)
  1/day—daze (DC 13), sound burst (DC 15)
  STATISTICS
  Str 11, Dex 15, Con 18, Int 10, 
  Wis 5, Cha 16
  Base Atk +2; CMB +1; CMD 13
  feats Improved Initiative, 
  Weapon Finesse
  Skills Perception +0, Stealth +9
  Languages Aklo, 
  Undercommon
  SQ madness, poison use
  ECOLOgy
  Environment any 
  underground
  Organization solitary, 
  team (2–4), squad 
  (5–8 plus 1 sorcerer 
  of 3rd–5th level), or 
  band (11–20 plus 30% 
  noncombatants plus 3 
  sorcerers of 3rd–8th level)
  Treasure NPC Gear (leather armor, 
  short sword or aklys, repeating 
  light crossbow with 10 poisoned 
  bolts, other treasure)
  SPECIAL ABILITIES
  Madness (Ex) Derros use their 
  Charisma modifier on Will 
  saves instead of their Wisdom 
  modifier, and are immune to insanity and confusion 
  effects. Only a miracle or wish can remove a derro’s 
  madness. If this occurs, the derro gains 6 points of 
  Wisdom and loses 6 points of Charisma.
  Poison Use (Ex) Derros are not at risk of poisoning themselves 
  when handling poison. They use Medium spider venom 
  to poison their crossbow bolts, and generally carry 10 pre-
  poisoned bolts at all times.
  Vulnerability to Sunlight (Ex) A derro takes 1 point of Con 
  damage after every hour it is exposed to sunlight.
  Though derros dwell deep under most of the surface 
  world’s cities, very few know of the sadistic creatures’ 
  existence. Descended from mysterious fey that once dwelt 
  deep underground, the derros lust for the comforts of the 
  surface, yet the light of the sun causes them to blister, 
  burn, and die. Derros often abduct surface dwellers to 
  perform hideous experiments on them in their never-
  ending quest to divine what protects those who dwell 
  above from the burning death, yet the 
  intrinsic madness that plagues all derros 
  dooms these experiments to failure 
  every time. In the end, traumatized 
  victims are returned to their homes, 
  memories not quite 
  completely wiped 
  of their ordeal, to 
  live the rest of 
  their lives in vague 
  fear of a nightmare 
  they can’t quite recall.
  A typical derro fights 
  with a short sword or a 
  repeating light crossbow 
  with plenty of poison bolts. 
  Some derros also carry an 
  aklys—a hooked throwing 
  club attached to a 20-foot- 
  long cord. This cord limits 
  the club’s range, but allows the 
  derro to retrieve it as a move-
  equivalent action after it has 
  been thrown.
  Derro leaders are typically 
  sorcerers of at least 3rd level, 
  although they also make excellent 
  rogues. Many derros wield strange 
  and 
  unusual 
  weapons 
  like 
  hooked 
  polearms, eerie whistling aklyses, long hollow spears 
  that can be filled with toxins, or crystalline 
  throwing wedges that shatter on impact to create 
  horrific bleeding wounds.
  A derro stands 3 feet tall and weighs 70 pounds.
  This pale blue humanoid has bulging white eyes, wild hair, four-
  fingered hands, and a large hooked club.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757001
  757001
  450988
  450988
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757002
  757002
  450989
  450989
  Derro–Devil
  Derro–Devil
  Devil
  Masters of corruption and despoilers of purity, devils seek 
  to destroy all things good and drag mortal souls back with 
  them to the depths of Hell. Possessed of deadly infernal 
  powers and unified under the banner of Asmodeus, the 
  Prince of Darkness, and his eight archdevil tyrants, the 
  legions of Hell guard and torment the foulest spirits of the 
  multiverse, but ever eye the worlds of the Material Plane in 
  search of new conquests.
  As the most numerous fiendish occupants of Hell, the 
  various forms of devils are well catalogued by diabolists. 
  Most are known by two names: an evocative title given to 
  the fiends by commoners and folklore, and an obscure, 
  ancient designation spoken by the servants of Hell and 
  those who would seek to deal with the damned.
  Born 
  from 
  the 
  foulest 
  of 
  mortal 
  souls—their 
  personalities and memories long since scoured by 
  millennia of torment—would-be devils rise from the 
  masses of suffering souls as lemures, revolting beings 
  of mindless evil potentiality. Only through continued 
  centuries of torture or by the edicts of more powerful 
  devils do these least of devilkind rise to become 
  deadlier fiends, graduating through a pain-wracked 
  metamorphosis dictated by their masters or the infernal 
  whims of Hell’s semi-sentient layers. While fiendish lords 
  wield transformation into greater or lesser forms as both 
  prize and punishment, some devils spontaneously rise 
  from particularly evil souls long trapped upon an infernal 
  layer. Thus, although the various diabolical breeds possess 
  recognizable abilities and hold generalized rankings in 
  the great infernal hierarchy, a devil’s type alone does not 
  always correspond to a specific tenure of torment or place 
  in the infernal chain of command. Asmodeus’s legions 
  hold respect for aptitude and experience, and a particularly 
  skilled lesser devil might come to oversee newly formed 
  members of a fundamentally more powerful form.
  Devils fill the nine layers of Hell, though certain 
  fiends are more common on specific layers than others, 
  their specialized duties or fealty to individual archdevils 
  drawing them to one torturous domain more than 
  others. Although the various types of devils tend to 
  specialize in unique forms of depravity or temptation, 
  the hierarchies of Hell are not without flexibility for 
  uncommon individual talents. Thus, particularly 
  watchful hamatulas might join the ranks of Phlegethon’s 
  bone devil inquisitors, while veteran barbazus might 
  serve among the pit fiends of Nessus. 
  Beyond the pits of Hell, devils often travel to the 
  Material Plane at the summons of evil spellcasters. Quick 
  to bargain and willing to serve mortals to assure their 
  damnation, devils ever obey the letter of their agreements, 
  but serve the whims of Hell foremost. Thus, even the least 
  of devilkind might come to the Material Plane intent on 
  further corrupting souls, cleverly escaping the bonds of 
  their contracts to indulge their own plots, or to further 
  the unspeakable goals of the archdevils of Hell.
  The Ranks of Devilkind
  Diabolists speak often of the rankings of Hell, the 
  distinctions made between devils that distinguish the 
  foot soldiers from the commanders of Hell’s armies. 
  While such divisions mean little to most mortals—a devil 
  being a deadly foe in any incarnation—the hierarchies 
  and nuances of Hell’s society carry distinctions vital to 
  the survival of any who would commune with devils. What 
  distinguishes a breed of devils above or below others is 
  more than a matter of brawn, with several cunning types of 
  fiend holding priority over their fundamentally stronger 
  brethren. While a devil’s station does not mean it can 
  instantly command every other devil of inferior standing, 
  it does imply which fiends might serve their brethren or 
  hold influence over others.
  While the ruler of Hell is Asmodeus, his concerns are 
  much more sweeping and broad—he leaves most of the 
  lesser duties of Hell to his eight archdevils and their 
  legions of infernal dukes. Below these are the devil races 
  themselves, from the lordly and malevolent pit fiends all 
  the way down to the lowly, malformed lemure.
  The Infernal Hierarchy
  Listed here, from the absolute weakest devils to the lords 
  of Hell, is the most basic hierarchy of the infernal realm’s 
  best-known denizens.
  Least Devils: imps, lemures
  Lesser Devils: bearded devils (barbazus), erinyes, 
  barbed devils (hamatulas), bone devils (osyluths)
  Greater Devils: horned devils (cornugons), ice devils 
  (gelugons), pit fiends
  Lords of Hell: Dukes of Hell, archdevils, Asmodeus
  Some Known Devils
  Amid the pits of Hell plot countless diabolical lords. Here 
  is a list of just a few of the infernal personalities known to 
  diabolists.
   Astaroth, Prince of Accusers
   Baalzebul, Lord of the Flies
   Dispater, the First King
   Glasya-Labolas, Author of Bloodshed
   Moloch, the General of Hell
   Nahemah, the Dowager of Divinations
   Orobas, Speaker of Truths
   Rubicante, He Who Grows Red
   Xaphan, Who Burns the Heavens
   Zagan, the Golden Blooded
  7171
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757002
  757002
  450989
  450989
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757003
  757003
  450990
  450990
  7272
  Illustrations by Tyler Walpole
  Devil, Barbed
  BARBED DEVIL (hAMATULA) CR 11
  XP 12,800
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Perception +21
  DEfEnSE
  AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
  hp 138 (12d10+72)
  fort +14, Ref +14, Will +8
  Defensive Abilities barbed defense; DR 10/good; Immune 
  fire, poison; Resist acid 10, cold 10; SR 22
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +18 (2d8+6/19–20 plus fear and grab)
  Special Attacks fear, impale 3d8+9
  Spell-Like Abilities (CL 12th)
  At will—greater teleport (self plus 50 lbs. of objects only), 
  hold person (DC 17), major image (DC 17), produce flame, 
  pyrotechnics (DC 16), scorching ray (2 rays only)
  1/day—order’s wrath (DC 18), summon (level 4, 1 barbed 
  devil 35%), unholy blight (DC 18)
  STATISTICS
  Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
  Base Atk +12; CMB +18 (+22 grapple); CMD 34
  feats Alertness, Cleave, Combat Reflexes, 
  Improved Critical (claws), Iron Will, 
  Power Attack
  Skills Acrobatics +15, Diplomacy +13, 
  Intimidate +19, Knowledge (planes) +16, 
  Perception +21, Sense Motive +21, 
  Spellcraft +12, Stealth +13, Survival +14
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, team (3–5), or squad (6–11)
  Treasure standard
  SPECIAL ABILITIES
  Barbed Defense (Su) A creature that strikes a 
  hamatula with a melee weapon, an unarmed 
  strike, or a natural weapon takes 1d8+6 points 
  of piercing damage from the devil’s barbs. Melee weapons 
  with reach do not endanger a user in this way.
  fear (Su) A barbed devil’s fear attack affects any creature 
  it damages with its claws. A DC 20 Will save resists this 
  effect, otherwise the victim becomes frightened for 1d4 
  rounds. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  From the tip of its lashing tail to the serrated features of its fang-
  filled visage, this fiery-eyed sentinel bristles with barbs.
  Impale (Ex) A barbed devil deals 3d8+9 points of piercing 
  damage to a grabbed opponent with a successful 
  grapple check.
  Sentinels of the vaults of Hell, jailers of the darkest 
  souls, and living weapons of the infernal forges, barbed 
  devils—known as hamatulas to diabolists—enforce the 
  strictures of the damned and safeguard the nefarious 
  works of greater devils. A hamatula enjoys the feel of 
  warm blood on its spines, and prefers to leap into melee 
  when presented with an opportunity for battle.
  Hamatulas are collectors and organizers, and are 
  favorite allies of greedy summoners as they often bring 
  with them tempting treasures from Hell’s vaults or know 
  the paths to deadly riches. Left to their own devices, the 
  lairs of these devils often bear the pierced trophies of 
  their past victims, hung like perverse bug collections on 
  bloodied walls. Most barbed devils stand upward of 7 feet 
  tall and weigh 300 pounds, though their leanly muscled 
  bodies appear much larger due to the constantly growing 
  and adjusting spines that protrude from their razor-
  sharp bodies.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757003
  757003
  450990
  450990
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757004
  757004
  450991
  450991
  Devil, Bearded
  BEARDED  DEVIL (BARBAzU) 
  CR 5
  XP 1,600
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Perception +10
  DEfEnSE
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 57 (6d10+24)
  fort +9, Ref +7, Will +3
  DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 
  10; SR 16
  OffEnSE
  Speed 40 ft.
  Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 
  claws +10 melee (1d6+4)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  Special Attacks beard
  Spell-Like Abilities (CL 12th)
  At will—greater teleport (self plus 50 lbs. of objects only)
  1/day—summon (level 3, 1 bearded devil or 6 lemures, 
  50%)
  STATISTICS
  Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
  Base Atk +6; CMB +10; CMD 22
  feats Improved Initiative, Power Attack, Weapon Focus (glaive)
  Skills Climb +13, Intimidate +7, Perception +10, Sense Motive 
  +6, Stealth +11
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, squad (3–10), or troop (10–40)
  Treasure standard (glaive, other treasure)
  SPECIAL ABILITIES
  Beard (Ex) If a bearded devil hits a single opponent with both 
  claw attacks, it also lashes at the same target with its spiky, 
  filthy beard. The victim takes 1d8+2 points of damage and 
  must succeed on a DC 17 Fortitude save or contract devil 
  chills. The save DC is Constitution-based. 
  Devil Chills: Disease—injury; save Fort DC 17; onset 
  1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 
  consecutive saves.
  Infernal Wound (Su) The damage a bearded devil deals with 
  its glaive inflicts persistent wounds that cause 2 points of 
  bleed damage. Bleed caused from an infernal wound is 
  particularly difficult to stanch—a DC 17 Heal check stops 
  the damage, and any attempt to heal a creature suffering 
  from an infernal wound must succeed on a DC 16 caster 
  This seething devil deftly wields a vicious, saw-toothed glaive, 
  while below its toothy maw writhes a hideous, twitching beard.
  Devil, Barbed–Devil, Bearded
  Devil, Barbed–Devil, Bearded
  level check or the spell does not function. Success indicates 
  the healing works normally and stops all bleed effects on 
  the victim. The infernal wounds caused by a bearded devil 
  are a supernatural ability of the devil, not of the weapon.
  Elite warriors in Hell’s legions, bearded devils—or 
  barbazus—fight savagely in the name of their infernal 
  lords and command mindless hordes of the damned into 
  battle. They collect and train with their infernally forged 
  glaives among the vaults of Hell’s third layer, Erebus, but 
  inevitably return to the first layer, Avernus, to serve at the 
  side of the dread lord Barbatos.
  Barbazus are fond of making charge attacks with 
  their glaives, and try to maintain a 10-foot gap between 
  themselves and their foes so they can use their signature 
  polearms to great effect. Against a foe that has greater 
  reach (or one able to otherwise avoid the devil’s favored 
  tactic), they drop their glaives and resort to their claws 
  and hideous beards.
  At attention, bearded devils stand over 6 feet tall 
  (though their squatting battle stances often make them 
  appear shorter) and weigh upward of 200 pounds.
  7373
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757004
  757004
  450991
  450991
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757005
  757005
  450992
  450992
  7474
  Illustrations by Tyler Walpole
  Devil, Bone
  BOnE DEVIL (OSyLUTh)  
  CR 9
  XP 6,400
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +19
  Aura fear aura (5 ft., DC 19, 1d6 rounds)
  DEfEnSE
  AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size)
  hp 105 (10d10+50)
  fort +12, Ref +12, Will +7
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
  OffEnSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +14 melee (1d8+5), 2 claws +14 melee (1d6+5), sting 
  +14 melee (3d4+5 plus poison)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 12th)
  Constant—fly
  At will—dimensional anchor, greater teleport (self plus 50 
  lbs. of objects only), invisibility (self only), major image 
  (DC 17), wall of ice
  3/day—quickened invisibility (self only)
  1/day—summon (level 4, 1 bone devil, 35%)
  STATISTICS
  Str 21, Dex 21, Con 20, Int 16, Wis 15, Cha 18
  Base Atk +10; CMB +16; CMD 31
  feats Alertness, Combat Reflexes, Improved Initiative, 
  Iron Will, Quicken Spell-Like Ability (invisibility)
  Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate 
  +17, Knowledge (planes) +16, Perception +19, Sense 
  Motive +19, Spellcraft +16, Stealth +14
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, or inquisition (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/
  round for 6 rounds; effect 1d3 Str damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  The interrogators and inquisitors of devilkind, 
  bone devils delight in torturing those weaker than 
  themselves—mortals, souls, and other devils 
  alike. Born of ancient heresies mired amid the 
  Styx-fed swamps of Stygia, Hell’s fifth layer, 
  bone devils—also known as osyluths—enforce 
  infernal order and the will of the archdevils. 
  Powerful fiends favor these terrifying sadists for their 
  unwavering devotion to Hell’s laws and the commands of 
  their masters, as osyluths eagerly report the disobedience 
  of other devils—regardless of standing—and take to the 
  craft of torture like morbid artists. Diabolists risk much 
  to bargain with them, as bone devils glean many infernal 
  secrets amid their nightmarish calcified torture hives. 
  These devils especially delight in journeying to the mortal 
  plane, as their cruel talents and service to evil spellcasters 
  often mean gaining much valuable information, which they 
  might hold in their perfect memories for centuries before 
  reporting back to their diabolical masters.
  In battle, an osyluth uses quickened invisibility after 
  each attack to confuse foes. Many osyluths carry twisted 
  and eerie bone weapons, but these tools are more for 
  torture and intimidation than actual combat. 
  Osyluths tower over lesser devils at 9 feet tall—though 
  their tails and fearsome but useless 
  wings make them appear much 
  larger—and weigh upward 
  of 400 pounds.
  Merging the most horrifying features of carrion-fed insect and 
  withered cadaver, this bony devil moves in unsettling lurches.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757005
  757005
  450992
  450992
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757006
  757006
  450993
  450993
  Devil, Erinyes
  ERInyES 
  CR 8
  XP 4,800
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness, true seeing; 
  Perception +16
  DEfEnSE
  AC 23, touch 17, flat-footed 16 (+6 Dex, +1 
  dodge, +6 natural)
  hp 94 (9d10+45)
  fort +11, Ref +12, Will +7
  DR 5/good; Immune fire, poison; 
  Resist acid 10, cold 10; SR 19
  OffEnSE
  Speed 30 ft., fly 50 ft. (good)
  Melee +1 longsword +15/+10 
  (1d8+8/19–20)
  Ranged +1 flaming composite 
  longbow +14/+14/+9 
  (1d8+6/×3 plus 1d6 fire) or 
  rope +15 touch (entangle)
  Spell-Like Abilities (CL 12th)
  Constant—true seeing
  At will—fear (single target, 
  DC 19), greater teleport 
  (self plus 50 lbs. of objects 
  only), minor image (DC 17), 
  unholy blight (DC 19)
  1/day—summon (level 3, 2 
  bearded devils, 50%)
  STATISTICS
  Str 20, Dex 23, Con 21, Int 14, 
  Wis 18, Cha 21
  Base Atk +9; CMB +14; CMD 31
  feats Combat Reflexes, DodgeB, MobilityB, 
  Point-Blank Shot, Precise Shot, Rapid 
  Shot, Shot on the Run
  Skills Acrobatics +18, Bluff +17, Diplomacy 
  +14, Escape Artist +12, Fly +19, Intimidate +17, 
  Knowledge (planes) +8, Knowledge (religion) 
  +8, Perception +16, Sense Motive +10, Stealth +15
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  ECOLOgy
  Environment any (Hell)
  Organization solitary or trio
  Treasure triple (+1 longsword, +1 flaming composite longbow [+5 
  Str bonus], rope)
  SPECIAL ABILITIES
  Some calamity has befallen this angelic warrior. Wings stained 
  black shear the air as her merciless eyes search for a target.
  Devil, Bone–Devil, Erinyes
  Devil, Bone–Devil, Erinyes
  Entangle (Su) Each erinyes carries a 50-foot-long rope that 
  entangles opponents of any size as an animate rope spell 
  (CL 16th, DC 20). An erinyes can hurl its rope 30 feet 
  with no range penalty. An erinyes’s rope functions only 
  for the erinyes who made it and no other. The save DC is 
  Dexterity-based.
  Known by many names—the Fallen, the Ash Wings, and 
  the Furies—the devils called erinyes mock the form of 
  the angelic hosts in their exaction of vengeance and 
  bloody justice. Executioners, not judges, 
  erinyes alight upon the bladed eaves of 
  Dis, Hell’s cosmopolitan second layer, 
  ever attentive for chances to soar into 
  battle, whether in defense of Hell, on 
  the whims of diabolical masters, or at 
  the impassioned summons of jilted 
  mortal summoners. All erinyes 
  weave deadly living ropes from 
  their own hair, which they use in 
  battle to lift their foes into the air, 
  mocking and condemning their 
  victims for their transgressions 
  before dropping them from 
  great heights. 
  Erinyes 
  appear 
  as 
  darkly 
  beautiful angels, augmenting 
  their sensuality with deliberate 
  bruises and scars. Yet despite 
  their beauty, erinyes are not 
  seducers—they lack the subtlety 
  and patience required for such 
  fine emotional manipulations, 
  and instead vastly prefer to solve 
  their problems with swift and 
  excruciating violence. Often, an 
  erinyes will stay her hand before 
  attempting to slay a foe simply 
  so she can draw out the victim’s 
  suffering. Death is usually the 
  only way to escape an erinyes’s 
  not-so-tender 
  attentions, 
  and the most powerful of 
  these devils excel at keeping 
  their enemies alive but helpless so as to extend 
  their torment—many going as far as to keep their 
  victims alive with magic. Rumors hold that the most 
  powerful erinyes torturers have skills that allow their 
  torment to continue even after their subject has died 
  from their attentions.
  Most erinyes stand just under 6 feet tall and weigh 
  approximately 140 pounds, even with their black- 
  feathered wings that stretch over 10 feet wide.
  7575
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757006
  757006
  450993
  450993
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757007
  757007
  450994
  450994
  7676
  Illustrations by Tyler Walpole
  Devil, Horned
  hORnED DEVIL (CORnUgOn)   CR 16
  XP 76,800
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +8; Senses darkvision 60 ft., see in darkness; Perception +24
  Aura fear aura (5 ft., DC 23)
  DEfEnSE
  AC 35, touch 17, flat-footed 27 (+8 Dex, +18 natural, –1 size)
  hp 217 (15d10+135); regeneration 5 (good weapons, good spells)
  fort +18, Ref +17, Will +13
  DR 10/good and silver; Immune fire, poison; Resist acid 10, 
  cold 10; SR 27
  OffEnSE
  Speed 30 ft., fly 50 ft. (average)
  Melee +1 unholy spiked chain +26/+21/+16 (2d6+11 
  plus stun), bite +22 (2d8+5), tail +22 (2d6+5 plus 
  infernal wound) or 2 claws +24 (2d6+10), bite +24 
  (2d8+10), tail +22 (2d6+5 plus infernal wound)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 16th)
  At will—dispel chaos (DC 21), dispel good (DC 21), 
  magic circle against good, greater teleport (self plus 
  50 lbs. of objects only), persistent image (DC 21)
  3/day—fireball (DC 19), lightning bolt (DC 19)
  1/day—summon (level 6, 3 barbed devils, 35%)
  STATISTICS
  Str 31, Dex 27, Con 28, Int 14, Wis 22, Cha 23
  Base Atk +15; CMB +26; CMD 44
  feats Improved Bull Rush, Improved Sunder, Improved Vital 
  Strike, Iron Will, Multiattack, Power Attack, Vital Strike, 
  Weapon Focus (spiked chain)
  Skills Bluff +24, Diplomacy +21, Fly +15, Intimidate +24, 
  Knowledge (planes) +20, Perception +24, Sense Motive +21, 
  Spellcraft +20, Stealth +22
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, or wing (3–10)
  Treasure standard (+1 unholy spiked chain, other treasure)
  SPECIAL ABILITIES
  Infernal Wound (Su) The damage a horned devil deals with 
  its tail causes persistent wounds that deal 2d6 points of 
  bleed damage. Bleeding caused in this way is difficult to 
  staunch—a DC 26 Heal check stops the damage, and any 
  attempt to heal a creature suffering from an infernal 
  wound must succeed on a DC 26 caster level check 
  or the spell does not function. Success indicates the 
  healing works normally and stops all bleed effects.
  Stun (Su) Whenever a horned devil hits with a spiked chain 
  attack, the opponent must succeed on a DC 27 Fortitude 
  save or be stunned for 1d4 rounds. This ability is a function 
  of the horned devil, not of the spiked chain. The save DC is 
  Strength-based.
  Among the deadliest of the archdevils’ warriors and able 
  commanders of lesser fiends, horned devils spread the 
  rule of Hell wherever they tread. These greater devils are 
  trained, forged, and reforged to be among the most lethal, 
  merciless, and obedient warriors in the multiverse. While 
  rank-and-file horned devils are called cornugons, the 
  greatest of their kind are known as malebranche.
  A typical horned devil rises to a hulking 9 feet tall, 
  bears 14-foot-wide wings, and weighs 700 pounds.
  Bristling with terrible spines and a crown of deadly horns, this 
  leering winged terror wields a whirling barbed chain.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757007
  757007
  450994
  450994
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757008
  757008
  450995
  450995
  Devil, Horned–Devil, Ice
  Devil, Horned–Devil, Ice
  Devil, Ice
  ICE DEVIL (gELUgOn) 
  CR 13
  XP 25,600
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +27
  Aura fear (10 ft., DC 22)
  DEfEnSE
  AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
  hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
  fort +15, Ref +14, Will +12
  DR 10/good; Immune fire, cold, poison; Resist acid 10; SR 24
  OffEnSE
  Speed 40 ft., fly 60 ft. (good)
  Melee +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold 
  plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 13th)
  Constant—fly
  At will—cone of cold (DC 20), ice storm, greater teleport 
  (self plus 50 lbs. of objects only), persistent image (DC 
  20), wall of ice (DC 19)
  1/day—summon (level 4, 2 bone devils, 50%)
  STATISTICS
  Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
  Base Atk +14; CMB +21; CMD 36
  feats Alertness, Cleave, Combat Reflexes, Improved Initiative, 
  Iron Will, Power Attack, Weapon Focus (spear)
  Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, 
  Intimidate +19, Knowledge (planes) +24, Knowledge (any 
  three others) +21, Perception +27, Sense Motive +27, 
  Spellcraft +21, Stealth +18, Survival +23
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  ECOLOgy
  Environment any (Hell)
  Organization solitary, team (2–3), council (4–10), or contingent 
  (1–3 ice devils, 2–6 horned devils, and 1–4 bone devils)
  Treasure standard (+1 frost spear, other treasure)
  SPECIAL ABILITIES
  Slow (Su) A hit from an ice devil’s tail or spear induces 
  numbing cold. The opponent must succeed on a DC 23 
  Fortitude save or be affected as though by a slow spell for 
  1d6 rounds. This effect comes from the devil in the case of 
  its weapon; it is not a quality possessed by the spear itself. 
  The save DC is Constitution-based.
  Strategists and masterminds of Hell’s armies, the 
  insectile ice devils possess some of the most cruelly 
  ingenious minds in Asmodeus’s legions. It is said that 
  A pair of frozen, multifaceted eyes coldly judge all before this 
  towering, insectile monstrosity.
  each ice devil—known as gelugons among the ranks 
  of devilkind—bears within its chest a stolen, frozen 
  mortal heart, which allows it to make decisions free of all 
  emotion. Born on the icy layer of Cocytus, Hell’s seventh 
  layer, most ice devils migrate to Caina, the eighth layer, 
  where they plot world-damning machinations from 
  courts of freezing steel. Although they are perhaps the 
  most alien and monstrous in appearance of all devils, few 
  breeds are accorded greater respect. 
  In combat, a gelugon prefers to let its minions engage 
  foes in melee so that it can hang back and appraise the foe’s 
  tactics, strengths, and weaknesses. The ice devil supports 
  its minions with its spell-like abilities, always taking care 
  to avoid impacting its minions in the area of effect of its 
  spells—this not from any sense of camaraderie, only a 
  cold and logical truth that its allies can survive longer in 
  a fight if they are not exposed to friendly fire.
  Gelugons stand at 12 feet tall, and weigh approximately 
  700 pounds.
  7777
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757008
  757008
  450995
  450995
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757009
  757009
  450996
  450996
  7878
  Illustration by Adam Vehige
  IMP 
  CR 2
  XP 600
  LE Tiny outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., detect good, detect magic, see 
  in darkness; Perception +7
  DEfEnSE
  AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, 
  +2 size)
  hp 16 (3d10); fast healing 2
  fort +1, Ref +6, Will +4
  DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
  OffEnSE
  Speed 20 ft., fly 50 ft. (perfect)
  Melee sting +8 (1d4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  1/day—augury, suggestion (DC 15)
  1/week—commune (6 questions, CL 12th)
  STATISTICS
  Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
  Base Atk +3; CMB +1; CMD 15
  feats Dodge, Weapon Finesse
  Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge 
  (arcana) +7, Knowledge (planes) +7, 
  Perception +7, Spellcraft +7
  Languages Common, Infernal
  SQ change shape (boar, giant spider, rat, or 
  raven, beast shape I)
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, or flock (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/
  round for 6 rounds; effect 1d2 Dex; cure 1 save. The 
  save DC is Constitution-based, and includes a +2 
  racial bonus.
  Born directly from the pits of Hell, imps are 
  among the least of the true devils; these vicious, 
  manipulative fiends, however, hold an important 
  role in the corruption of mortal souls. Unfettered from 
  the ranks and duties of diabolical armies, imps delight in 
  any opportunity to travel to the Material Plane and subtly 
  tempt mortals toward acts of ever-greater depravity. 
  Willingly serving spellcasters as familiars, imps play 
  the role of dutiful servants, often granting their masters 
  cunning advice and infernal insights. In truth, though, 
  an imp works to deliver souls to Hell, assuring that its 
  master’s soul—and as many collateral souls as possible—
  faces damnation upon death.
  Imps vary widely in appearance, ranging through a 
  spectrum of bestial traits and grotesque body shapes, 
  though most take the forms of red-skinned, winged 
  humanoids with bulbous features. Such a typical imp 
  stands a mere 2 feet tall, has a 3-foot wingspan, and 
  weighs 10 pounds.
  One in every thousand imps possesses the ability to 
  communicate telepathically with creatures within 50 feet 
  and the power to change its form into that of any Small 
  or Tiny animal, as per the spell beast shape II. These imp 
  consulars are highly prized by powerful devils, who send 
  them to serve their favored minions or to corrupt mortals 
  with great destinies. An imp consular can be summoned 
  via the Improved Familiar feat, but only by a spellcaster of 
  8th level or higher. Diabolists tell of other breeds of imps 
  with similarly specialized abilities, but if such creatures 
  truly exist they are an especially rare lot.
  Unlike most devils, imps often find themselves free 
  and alone on the Material Plane, particularly after they’ve 
  been summoned to serve as familiars and their masters 
  have perished (often indirectly due to the machinations of 
  the imp itself). With no way to return home, these 
  imps, freed of their bonds to arcane masters, can 
  become dangerous pests or even leaders of small 
  tribes of savage humanoids like goblins 
  or kobolds.
  Devil, Imp
  Fiendish wings and a whipping scorpion-like tail lash behind this 
  diminutive, red-skinned nuisance.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757009
  757009
  450996
  450996
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757010
  757010
  450997
  450997
  Illustration by Tyler Walpole
  Devil, Lemure
  LEMURE 
  CR 1
  XP 400
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +0; Senses darkvision 60 ft., see in darkness; 
  Perception +0
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 13 (2d10+2)
  fort +4, Ref +3, Will +0
  DR 5/good or silver; Immune fire, mind-affecting effects, 
  poison; Resist acid 10, cold 10
  OffEnSE
  Speed 20 ft.
  Melee 2 claws +2 (1d4)
  STATISTICS
  Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5
  Base Atk +2; CMB +2; CMD 12
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, gang (3–5), swarm (6–17), or 
  mob (10–40 or more)
  Treasure none
  The least of devilkind, lemures roil forth from the ranks 
  of souls damned to Hell, shapeless masses of quivering 
  flesh. What spark of instinct or memory lingers on 
  within a lemure’s semi-consciousness regularly shapes its 
  features to mimic those of its tormentors or the tortured 
  souls around it. Grotesque and useless, a lemure’s 
  features speak nothing of what it once was. Many 
  exhibit multiple terrible visages or are nothing more 
  than churning pillars of cancerous flesh. Only their 
  knobby, flailing limbs work as they should, and those 
  they merely use to destroy any non-infernal life that 
  draws too near. Moving lemures typically congeal 
  in forms over 4 feet tall and weigh upward of 200 
  pounds, though when at rest these disgusting fiends 
  often appear to be little more than lumps of melted 
  flesh and malformed features.
  Although among the most loathsome creatures 
  in existence, lemures serve a vital role in Hell’s 
  perverse ecology. When at the end of a mortal life 
  a creature’s soul is damned—whether because it 
  revered diabolical forces or failed in the worship of 
  another deity—it joins the masses of suffering souls 
  filling the plains of Avernus, Hell’s first layer. Here a 
  soul’s torments begin as lesser devils marshal it along 
  with similar spirits in preparation for a long, perilous 
  journey to one of Hell’s deeper layers—typically one 
  suited to the punishments appropriate to the soul’s 
  crimes, or merely the domain of a devil who has need for 
  slaves. Upon reaching the realm of their damnation, souls 
  face untold lifetimes of torment at the hands of devils, 
  other fiendish beings, and the deadly machinations of 
  Hell itself. As the formerly mortal essences slowly go 
  mad, they forget their lives, grow bestial, and eventually 
  become little more than automatons of fear and hatred. 
  After ages of such existence, the cruel processes of Hell 
  either utterly annihilate the soul or—in the cases of the 
  most profane spirits—reconsecrate such forsaken beings 
  into lemures, the building blocks of devils, unthinking 
  waves of filth and diabolical flesh. Such repulsive beings 
  assemble in vast mobs, waves of putrescence thousands 
  upon thousands strong. Greater devils can spot the most 
  corrupt of these fiends and, either through mysterious 
  tortures or the powers of Hell itself, reshape them into 
  true devils, newly born and ready to obediently serve in 
  the legions of the damned.
  A roiling wave of flesh gushes forward. Amid the fatty surge 
  wriggle half-formed limbs and a dripping tumorous face.
  Devil, Imp–Devil, Lemure
  Devil, Imp–Devil, Lemure
  7979
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757010
  757010
  450997
  450997
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757011
  757011
  450998
  450998
  8080
  Illustration by Tyler Walpole
  Devil, Pit Fiend
  A pair of gigantic, flame-seared wings and eyes smoldering like 
  embers give this towering devil a truly horrific appearance.
  PIT fIEnD 
  CR 20
  XP 307,200
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +13; Senses darkvision 60 ft., see in darkness; 
  Perception +33
  Aura fear (20 ft., DC 23)
  DEfEnSE
  AC 38, touch 18, flat-footed 29 (+9 Dex, +20 natural, –1 size)
  hp 350 (20d10+240); regeneration 5 (good weapons, good spells)
  fort +24, Ref +21, Will +18
  DR 15/good and silver; Immune fire, poison; Resist acid 10, 
  cold 10; SR 31
  OffEnSE
  Speed 40 ft., fly 60 ft. (average)
  Melee 2 claws +32 (2d8+13), 2 wings +30 (2d6+6), bite +32 
  (4d6+13 plus poison and disease), tail slap +30 (2d8+6 
  plus grab)
  Space 10 ft., Reach 10 ft.
  Special Attacks constrict 2d8+19, devil shaping
  Spell-Like Abilities (CL 18th)
  At will—blasphemy (DC 25), create undead, fireball 
  (DC 21), greater dispel magic, greater teleport (self 
  plus 50 lbs. of objects only), greater scrying (DC 
  25), invisibility, magic circle against good, mass hold 
  monster (DC 27), persistent image (DC 23), power word 
  stun, scorching ray, trap the soul (DC 26), unholy aura 
  (DC 26), wall of fire
  3/day—quickened fireball (DC 21)
  1/day—meteor swarm, summon (level 9, any 1 CR 19 or 
  lower devil, 100%)
  1/year—wish
  STATISTICS
  Str 37, Dex 29, Con 35, Int 26, Wis 30, Cha 26
  Base Atk +20; CMB +34 (+38 grapple); CMD 53
  feats Cleave, Great Cleave, Improved Initiative, Improved Iron 
  Will, Improved Vital Strike, Iron Will, Multiattack, Power 
  Attack, Quicken Spell-Like Ability (fireball), Vital Strike
  Skills Appraise +17, Bluff +31, Diplomacy +31, Disguise +27, Fly 
  +30, Intimidate +31, Knowledge (arcana) +28, Knowledge 
  (planes) +31, Knowledge (religion) +31, Perception +33, Sense 
  Motive +33, Spellcraft +31, Stealth +28, Survival +22, Use 
  Magic Device +28
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, or council (3–9)
  Treasure double
  SPECIAL ABILITIES
  Devil Shaping (Su) Three times per day, a pit fiend can 
  spend a minute to transform nearby lemures into other 
  lesser devils. A pit fiend can transform one lemure for 
  every Hit Die the pit fiend possesses. It can then reshape 
  these lemures into a number of Hit Dice’s worth of lesser 
  devils (see page 71) equal to the number of lemures 
  affected. For example, a typical 20 Hit Dice pit fiend 
  could transform 20 lemures into two bone devils (10 
  HD each), or three bearded devils (6 HD each, leaving 
  two lemures unchanged), or any other combination of 
  lesser devils. Lemures to be reshaped must be within 50 
  feet of the pit fiend, becoming stationary and unable to 
  move once the shaping begins. After a minute passes, the 
  lemures reform into the shape of a new lesser devil ready 
  to follow the orders of the pit fiend. Although pit fiends 
  can, technically, elevate a mass of 20 lemures into a new 
  pit fiend, most are hesitant to do so since they have no 
  special control over a devil created in this manner.
  Disease (Su) Devil Chills: Bite—injury; save Fort DC 32; onset 
  immediate; frequency 1/day; effect 1d4 Str damage; cure 3 
  consecutive saves. The save DC is Constitution-based.
  Poison (Ex) Bite—injury; save Fort DC 32; frequency 1/round 
  for 10 rounds; effect 1d6 Con damage; cure 3 consecutive 
  saves. The save DC is Constitution-based.
  Rulers of infernal realms, generals of Hell’s armies, 
  and advisors to the archfiends, pit fiends embody the 
  awesome and terrible pinnacle of devilkind. Massive, 
  physically indomitable, and possessed of ingenious 
  evil intellects, these diabolical tyrants hold great 
  autonomy whether in their service to the archfiends, in 
  their rule of vast infernal fiefdoms, or in subjugation 
  of mortal worlds. Thick muscles cling to their gigantic 
  frames, armored over by dense, bladed scales capable 
  of def lecting all but the most potent assaults. Fangs 
  as thick as daggers fill their maws, bestial visages 
  disguising some of the most insidious minds in Hell. 
  Born within the depths of Nessus, the ninth and 
  deepest layer of Hell, pit fiends are raised from the 
  ranks of cornugons and gelugons by the archdevils and 
  their dukes alone. While many travel to higher layers 
  and far from Hell to command infernal legions, most 
  remain in Nessus serving in the courts of Hell’s elite or 
  in dark councils with unknowable purposes. Pit fiends 
  always stand over 14 feet tall, with wingspans in excess 
  of 20 feet and weights over 1,000 pounds.
  Pit fiends are masters of fire and prefer lands bathed 
  in flame. In Hell, this predisposes them to Avernus, Dis, 
  Malebolge, Nessus, and Phlegethon the layers most likely 
  to harbor their burning temple-citadels. Fanatics obsessed 
  with diabolical superiority and ironclad obedience, pit 
  fiends left to their own devices raise massive armies, 
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757011
  757011
  450998
  450998
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757012
  757012
  450999
  450999
  Devil, Pit Fiend
  Devil, Pit Fiend
  scouring the pits of Hell for the most depraved lemures 
  to transform into true fiends. When convinced they’ve 
  formed the perfect legions, they turn their attentions to 
  vulnerable demiplanes and mortal worlds, eyeing them 
  for infernal domination and the glory of conquest. In 
  the service of the archfiends or other unique infernal 
  warlords, pit fiends hold themselves to a greater cause, 
  obeying the wills of Asmodeus’s chosen nobles in the 
  hopes of one day garnering the favor of either the Prince of 
  Darkness or Hell itself. While obedient to the hierarchies 
  of their kind, they are also strict in their enforcement, and 
  should a pit fiend find itself subservient to a master 
  unfit to rule, it holds itself duty bound to cast down 
  such an incompetent lord. Thus, whether as masters or 
  servants, pit fiends embody the will of Hell’s merciless 
  law and assure that only the strongest of devilkind 
  flourish (or dare to). 
  Only the most powerful of mortal spellcasters can 
  or dare summon a pit fiend. These devils’ reactions to 
  summoning are deliberate and swift, usually typified by 
  overwhelming rage that such insignificant beings would 
  waste their immortal time. Those that cannot weather 
  the devils’ burning rage are slain—their souls typically 
  racing the pit fiends back to Hell. Those who manage 
  to keep control of the greater devils, though, 
  intrigue them. A pit fiend might dutifully serve 
  a mortal master for centuries, but its goal is 
  always the same: to further corrupt the mortal 
  soul, assure its absolute damnation, and when 
  the mortal  inevitably dies, claim its soul and begin the 
  process of creating a perfectly corrupt lemure servant. 
  Pit fiends know they are immortal and are intelligent 
  enough to indulge in impossibly disciplined patience. 
  As such, the eldest pit fiends see in their legions 
  the faces of countless fools who once presumed 
  themselves the devils’ masters.
  Infernal Dukes
  The most powerful of pit fiends are lords in their own 
  right—members of the elite caste of infernal politics and 
  leadership known as the Dukes of Hell. While not all of 
  the Dukes of Hell are pit fiends, the majority of them 
  are. As a general rule, a pit fiend Duke of Hell has several 
  levels of a particular character class, the advanced simple 
  template, or in some cases unusual spell-like abilities or 
  unique powers over and above those of most pit fiends. 
  Listed here are three sample unique pit fiend duke 
  abilities, but these examples are by no means the entirety 
  of what strange powers an infernal duke might wield.
  Deathmastery (Su): The pit fiend duke’s ability to 
  manipulate the souls of the damned extends beyond the 
  standard devil shaping power. Whenever a pit fiend 
  slays a humanoid, it can attempt to transform the slain 
  creature’s soul into a ghost under the pit fiend’s control. 
  The pit fiend may control a number of ghosts in this 
  manner equal to its Charisma modifier.
  Master of Magic (Su): The pit fiend duke has additional 
  spell-like abilities (20 spell levels’ worth of 1st–4th level 
  spells usable at will and 20 spell levels’ worth of 5th–8th 
  level spells usable 3 times a day).
  Hellfire Breath (Su): The pit fiend gains a devastating 
  breath weapon that it can use once every 1d4 rounds. This 
  breath weapon is a 60-foot cone of fire (10d10 fire damage 
  and 10d10 unholy damage as per flame strike, successful 
  Reflex save [DC 10 + 1/2 the pit fiend’s racial HD + the pit 
  fiend’s Constitution modifier] half).
  8181
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757012
  757012
  450999
  450999
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757013
  757013
  451000
  451000
  8282
  Illustration by Kevin Yan
  Devourer
  DEVOURER 
  CR 11
  XP 12,800
  NE Large undead (extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +20
  DEfEnSE
  AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
  hp 133 (14d8+70)
  fort +9, Ref +7, Will +12
  Defensive Abilities spell deflection, undead traits; SR 22
  OffEnSE
  Speed 30 ft., fly 20 ft. (perfect)
  Melee 2 claws +18 (1d8+9 plus energy drain)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks devour soul, 
  energy drain (1 level, 
  DC 20)
  Spell-Like Abilities (CL 18th)
  At will—animate dead4th, bestow 
  curse4th (DC 19), confusion4th (DC 19), 
  control undead7th (DC 22), death knell2nd 
  (DC 17), ghoul touch2nd (DC 17), inflict 
  serious wounds3rd (DC 18), lesser 
  planar ally4th, ray of enfeeblement1st, 
  SPECIAL ABILITIES
  Devour Soul (Su) By making a touch attack as a standard action, 
  a devourer can deal 12d6+18 points of damage as if using a 
  slay living spell. A DC 22 Fortitude save reduces this damage 
  to 3d6+18. The soul of a creature slain by this attack becomes 
  trapped within the devourer’s chest. The creature cannot 
  be brought back to life until the devourer’s destruction (or a 
  spell deflection—see below) releases its soul. A devourer can 
  hold only one soul at a time. The trapped essence provides 
  a devourer with 5 essence points for each Hit Die possessed 
  by the soul. A devourer must expend essence points when 
  it uses a spell-like ability equal to the spell’s level (for sake of 
  ease, spell levels for its spell-like abilities are included in its 
  stats to the left in superscript). At the start of an encounter, 
  a devourer generally has 3d4+3 essence points available. 
  The trapped essence gains one permanent negative level 
  for every 5 points of essence drained—these negative levels 
  remain if the creature is brought back to life (but 
  they do not stack with any negative levels imparted 
  by being brought back to life). A soul that is 
  completely consumed may only be restored 
  to life by a miracle or wish. The save DC is 
  Charisma-based.
  Spell Deflection (Su) If any of the 
  following spells are cast at the devourer 
  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.
  Devourers are the undead 
  remnants of fiends and evil 
  spellcasters who became lost 
  beyond the farthest reaches of 
  the multiverse. Returning with 
  warped bodies, alien sentience, 
  and a hunger for life, devourers threaten 
  all souls with a terrifying, tormented 
  annihilation. These withered corpses stand 
  10 feet tall but weigh a mere 200 pounds.
  This dry, hovering corpse’s chest is a prison of jagged ribs, within 
  which is trapped a small tormented ghostly form.
  spectral hand2nd, suggestion3rd (DC 18), true 
  seeing6th, vampiric touch3rd (DC 18)
  STATISTICS
  Str 28, Dex 16, Con —, Int 19, Wis 16, 
  Cha 21
  Base Atk +10; CMB +20; CMD 33
  feats Blind-Fight, Cleave, Combat 
  Casting, Combat Expertise, 
  Improved Initiative, Improved 
  Sunder, Power Attack
  Skills Bluff +19, Diplomacy +14, Fly 
  +19, Intimidate +19, Knowledge (arcana) 
  +21, Knowledge (planes) +18, Perception +20, 
  Sense Motive +17, Spellcraft +21, Stealth +13
  Languages Abyssal, Celestial, Common, Infernal; 
  telepathy 100 ft.
  ECOLOgy
  Environment any
  Organization solitary
  Treasure standard
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757013
  757013
  451000
  451000
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757014
  757014
  451001
  451001
  Illustration by Andrew Hou
  Dinosaur, Ankylosaurus
  Dinosaur, Brachiosaurus
  AnkyLOSAURUS 
  CR 6
  XP 2,400
  N Huge animal
  Init +0; Senses low-light vision, scent; Perception +14 
  DEfEnSE
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 75 (10d8+30)
  fort +12, Ref +7, Will +4
  OffEnSE
  Speed 30 ft.
  Melee tail +14 (3d6+12 plus stun)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
  feats Great Fortitude, Improved Bull Rush, Improved 
  Overrun, Power Attack, Weapon Focus (tail)
  Skills Perception +14
  ECOLOgy
  Environment warm forests and plains
  Organization solitary, pair, or herd (3–12)
  Treasure none
  SPECIAL ABILITIES
  Stun (Ex) The ankylosaurus’s tail can deliver a powerful, 
  stunning blow. A creature struck by this attack must make a 
  DC 23 save or be dazed for 1 round. If the strike is a critical 
  hit and the target fails its save, it is instead stunned for 1d4 
  rounds. The save DC is Strength-based.
  The ankylosaurus is a powerful, squat dinosaur more 
  than capable of defending itself against enemies. Its back 
  is heavily armored with thick bony plates and spikes. A 
  solid blow from an ankylosaurus’s tail can leave most 
  creatures stunned long enough for the armored dinosaur 
  to make good an escape, although once confronted, most 
  ankylosauruses are too ill-tempered and stubborn to flee. 
  Instead, they stand their ground and use their tails to 
  great effect in battle. An ankylosaurus is 30 feet long and 
  weighs 6,000 pounds.
  Ankylosaurus Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +9 
  natural armor; Attack tail (1d6); Ability Scores Str 10, 
  Dex 14, Con 9, Int 2, Wis 12, Cha 8; Special Qualities 
  low-light vision, scent.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack tail (2d6); Ability Scores Str +8, Dex 
  –2, Con +4; Special Qualities stun.
  BRAChIOSAURUS 
  CR 10
  XP 9,600
  N Gargantuan animal 
  Init +0; Senses low-light vision, scent; Perception +27
  DEfEnSE
  AC 18, touch 6, flat-footed 18 (+12 natural, –4 size)
  hp 171 (18d8+90)
  fort +18, Ref +11, Will +9
  OffEnSE
  Speed 30 ft.
  Melee tail +22 (4d6+19) 
  Space 20 ft.; Reach 20 ft.
  Special Attack trample (2d6+19, DC 32)
  STATISTICS
  Str 37, Dex 10, Con 21, Int 2, Wis 13, Cha 10
  Base Atk +13; CMB +30; CMD 40 (44 vs. trip)
  feats Cleave, Great Cleave, Great Fortitude, Greater Overrun, 
  Improved Bull Rush, Iron Will, Power Attack, Skill Focus 
  (Perception), Weapon Focus (tail)
  Skills Perception +27
  ECOLOgy
  Environment warm forests or plains
  Organization solitary, pair, or herd (3–12)
  Treasure none
  A brachiosaurus is 80 feet long 
  and weighs 32 tons.
  Brachiosaurus Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +3 
  natural armor; Attack tail (2d4); Ability Scores Str 13, Dex 
  14, Con 11, Int 2, Wis 13, Cha 10; Special Qualities low-
  light vision, scent.
  7th-Level Adv.: Size Large; AC +2 natural armor; Attack tail 
  (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities 
  trample (1d8).
  Thick bony plates armor the domelike back of this quadrupedal 
  dinosaur, its powerfully muscled tail ending in a bony club.
  A long tail counterbalances this reptile’s equally long neck, at the 
  end of which a relatively small head pulls food from the treetop.
  Devourer–Dinosaur, Brachiosaurus
  Devourer–Dinosaur, Brachiosaurus
  8383
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757014
  757014
  451001
  451001
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757015
  757015
  451002
  451002
  8484
  Illustrations by Andrew Hou
  Dinosaur, Deinonychus
  Dinosaur, Elasmosaurus
  DEInOnyChUS 
  CR 3
  XP 800
  N Medium animal 
  Init +6; Senses low-light vision, scent; Perception +14
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 34 (4d8+16)
  fort +8, Ref +6, Will +2
  OffEnSE
  Speed 60 ft.
  Melee 2 talons +5 (1d8+2),bite +5 (1d6+2), foreclaws +0 (1d4+1) 
  Special Attacks pounce
  STATISTICS
  Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
  Base Atk +3; CMB +5; CMD 17
  feats Improved Initiative, Run
  Skills Acrobatics +10  (+22 jump), Perception +14, Stealth +15; 
  Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
  ECOLOgy 
  Environment warm forests
  Organization solitary, pair, or pack (3–12)
  Treasure none
  As swift and agile as it is deadly, the 
  deinonychus is a pack hunter, 
  running with several of its 
  kind to take down prey 
  and rip it apart with 
  their gutting talons.
  You can apply the 
  young simple template 
  to create statistics for smaller, 
  more agile velociraptors. 
  Conversely, you can either 
  increase the deinonychus to 
  Large size and its Hit Dice to 
  8 or simply apply the giant and 
  advanced simple templates to create a 
  formidable megaraptor.
  Elasmosaurus Companions
  Starting Statistics: Size Medium; Speed 20 ft., 
  swim 50 ft.; AC +2 natural armor; Attack bite (1d8); Ability 
  Scores Str 10, Dex 18, Con 12, Int 2, Wis 13, Cha 9; Special 
  Qualities low-light vision, scent.
  4th-Level Advancement: Size Large; AC +3 natural 
  armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, 
  Con +4.
  ELASMOSAURUS 
  CR 7
  XP 3,200
  N Huge animal 
  Init +2; Senses low-light vision, scent; Perception +14
  DEfEnSE
  AC 20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, –2 size)
  hp 105 (10d8+60)
  fort +14, Ref +9, Will +6
  OffEnSE
  Speed 20 ft., swim 50 ft. 
  Melee bite +13 (2d8+12) 
  Space 15 ft.; Reach 20 ft.
  STATISTICS
  Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
  Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
  feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness
  Skills Perception +14, Swim +16
  ECOLOgy
  Environment warm aquatic
  Organization solitary, pair, or school (3–6)
  Treasure none
  The sleek elasmosaurus is a long-necked, aquatic reptile. 
  Although not technically a dinosaur, they and their kind 
  are often found hunting in oceans and lakes in areas 
  where dinosaurs are more common. You can create 
  statistics for smaller, similar aquatic reptiles (such as 
  the pleisosaurus) by applying the young simple template 
  to the statistics presented above. An elasmosaurus is 45 
  feet long and weighs 4,000 pounds.
  This brightly colored dinosaur exudes a dangerous ferocity. Each 
  foot is armed with a large, sickle-shaped claw.
  Long-necked and long-tailed, this large, predatory reptile glides 
  through the water on four powerful flippers.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757015
  757015
  451002
  451002
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757016
  757016
  451003
  451003
  Dinosaur, Pteranodon
  Dinosaur, Stegosaurus
  PTERAnODOn 
  CR 3
  XP 800
  N Large animal 
  Init +8; Senses low-light vision, scent; Perception +11 
  DEfEnSE
  AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, 
  –1 size)
  hp 32 (5d8+10)
  fort +6, Ref +8, Will +3
  OffEnSE
  Speed 10 ft., fly 50 ft. (clumsy) 
  Melee bite +5 (2d6+4) 
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
  Base Atk +3; CMB +7; CMD 21
  feats Dodge, Improved Initiative, Skill Focus (Perception)
  Skills Fly –1, Perception +11
  ECOLOgy
  Environment warm coastline
  Organization solitary, pair, 
  or flock (3–12)
  Treasure none
  The 
  pteranodon 
  is 
  not itself a dinosaur 
  but rather a large 
  flying reptile that 
  is often found in 
  areas 
  dinosaurs 
  are common. Its 
  flight lacks grace, 
  so it lands on the 
  ground to fight foes 
  it can’t carry away.
  A pteranodon has a 
  wingspan of 30 feet but 
  only weighs 40 pounds.
  Pteranodon Companions
  Starting Statistics: Size Medium; Speed 10 ft., 
  fly 50 ft. (clumsy); AC +0 natural armor; Attack 
  bite (1d8); Ability Scores Str 8, Dex 21, Con 10, 
  Int 2, Wis 14, Cha 12; Special Qualities low-light 
  vision, scent.
  7th-Level Advancement: Size Large; AC +2 
  natural armor; Attack bite (2d6); Ability Scores 
  Str +8, Dex –2, Con +4.
  STEgOSAURUS 
  CR 7
  XP 3,200
  N Huge animal 
  Init +6; Senses low-light vision, scent; Perception +16 
  DEfEnSE
  AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
  hp 90 (12d8+36)
  fort +13, Ref +10, Will +5
  OffEnSE
  Speed 30 ft.
  Melee tail +16 (4d6+12 plus trip) 
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
  Base Atk +9; CMB +19; CMD 31 (35 vs. trip)
  feats Cleave, Great Fortitude, Improved Initiative, Improved 
  Overrun, Power Attack, Weapon Focus (tail)
  Skills Perception +16
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or herd (3–12)
  Treasure none
   
  The stegosaurus is one of the most 
  distinctive-looking 
  dinosaurs—its 
  twin rows of dorsal plates and spiked 
  tail are enough to give most 
  predators second thoughts 
  before attacking. It is 30 feet 
  long, 14 feet tall, and weighs 
  5,000 pounds.
  Stegosaurus 
  Companions
  Starting Stats: Size Med.; 
  Speed 30 ft.; AC +6 
  natural armor; Attack 
  tail (2d6); Ability Scores 
  Str 10, Dex 18, Con 10, 
  Int 2, Wis 12, Cha 10; 
  Special Qualities low-
  light vision, scent.
  7th-Level Adv: Size 
  Large; AC +3 natural 
  armor; Attack tail (2d8 
  plus trip); Ability Scores 
  Str +8, Dex –2, Con +4.
  This flying reptile has two huge wings and a distinctive backward-
  sweeping crest decorating its head.
  This huge dinosaur has a small head, twin rows of sharp dorsal 
  plates, and a muscular tail terminating in a set of bony spikes.
  Dinosaur, Deinonychus–Dinosaur, Stegosaurus
  Dinosaur, Deinonychus–Dinosaur, Stegosaurus
  8585
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757016
  757016
  451003
  451003
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757017
  757017
  451004
  451004
  TyRAnnOSAURUS 
   CR 9
  XP 6,400
  N Gargantuan animal 
  Init +5; Senses low-light vision, scent; Perception +37
  DEfEnSE
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 153 (18d8+72)
  fort +15, Ref +12, Will +10
  OffEnSE
  Speed 40 ft.
  Melee bite +20 (4d6+22/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d8+11, AC 17, hp 15)
  STATISTICS
  Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
  Base Atk +13; CMB +28 (+32 grapple); CMD 39
  feats Bleeding Critical, Critical Focus, Diehard, Endurance, 
  Improved Critical (bite), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception)
  Skills Perception +37; Racial Modifiers +8 Perception
  SQ powerful bite
  ECOLOgy
  Environment warm forest and plains
  Organization solitary, pair, or pack (3–6)
  Treasure none
  SPECIAL ABILITIES
  Powerful Bite (Ex) A 
  tyrannosaurus  applies 
  twice its Strength 
  modifier to bite 
  damage.
  The 
  tyrannosaurus 
  is an apex predator 
  that measures 40 feet 
  long and weighs 14,000 
  pounds.
  Tyrannosaurus Companions
  Starting Statistics: Size Medium, Speed 
  30 ft.; AC +4 natural armor; Attack bite 
  (1d8); Ability Scores Str 14, Dex 16, 
  Con 10, Int 2, Wis 15, Cha 10; Special 
  Qualities low-light vision, scent.
  7th-Level Adv.: Size Large; AC +3 
  natural armor; Attack bite (2d6); 
  Ability Scores Str +8, Dex –2, Con +4; 
  Special Qualities grab, powerful bite.
  Dinosaur, Triceratops
  Dinosaur, Tyrannosaurus
  This beast’s armored head has three sharp horns decorating its face 
  and a large round crest angling back over its neck from its skull.
  This bipedal dinosaur’s front arms seem small compared to the 
  rest of its bulk, but its enormous head is all teeth.
  TRICERATOPS 
  CR 8
  XP 4,800
  N Huge animal 
  Init –1; Senses low-light vision, scent; Perception +21 
  DEfEnSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 119 (14d8+56)
  fort +15, Ref +8, Will +5
  OffEnSE
  Speed 30 ft.
  Melee gore +17 (2d10+12) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks powerful charge (gore, 4d10+16), trample 
  (1d8+12, DC 25)
  STATISTICS
  Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
  Base Atk +10; CMB +20; CMD 29 (33 vs. trip)
  feats Great Fortitude, Improved Bull Rush, Improved 
  Critical, Power Attack, Run, Skill Focus (Perception), 
  Weapon Focus (gore)
  Skills Perception +21 
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or 
  herd (5–8)
  Treasure none
  The triceratops is a 
  stubborn and short-
  tempered herbivore.
  A typical triceratops is 
  30 feet long and weighs 
  20,000 pounds.
  Triceratops 
  Companions
  Starting 
  Statistics: 
  Size 
  Medium; Speed 30 ft.; AC +6 
  natural armor; Attack gore 
  (1d8); Ability Scores Str 
  10, Dex 13, Con 11, Int 2, 
  Wis 12, Cha 7.
  7th-Level 
  Advancement: Size Large, 
  AC +3 natural armor; 
  Attack gore (2d6); Ability Scores Str 
  +8, Dex –2, Con +4; Special  Qualities 
  powerful charge.
  Illustration by Andrew Hou
  8686
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757017
  757017
  451004
  451004
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757018
  757018
  451005
  451005
  Dinosaur, Triceratops–Dog
  Dinosaur, Triceratops–Dog
  DOg 
  CR 1/3
  XP 135
  N Small animal
  Init +1; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 6 (1d8+2)
  fort +4, Ref +3, Will +1
  OffEnSE
  Speed 40 ft.
  Melee bite +2 (1d4+1)
  STATISTICS
  Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  feats Skill Focus (Perception)
  Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 
  (+5 scent tracking); Racial Modifiers +4 Acrobatics when 
  jumping, +4 Survival when tracking by scent
  ECOLOgy
  Environment any
  Organization solitary, pair, or pack (3–12)
  Treasure none
  The normal dog statistics presented here 
  describe any small dog of about 20–50 
  pounds in weight. They can also 
  be used for small wild canines 
  such as coyotes, jackals, and 
  feral dogs.
  In the wild, dogs are vicious 
  and territorial creatures. Yet even 
  more harrowing than a pack of wild 
  dogs is the rabid dog. Rabies often 
  affects animals like bats, wolverines,  
  and rats, but the transformation of a 
  normally friendly family pet goes through 
  when it becomes rabid makes the dog 
  perhaps the most notorious of the disease’s 
  classic carriers.
  A rabid creature can transmit rabies to a victim 
  with a bite. Its CR increases by 1 (or up one step, in the 
  case of a creature whose CR is less than 1).
  RABIES
  Type disease, injury; Save Fortitude DC 14
  Onset 2d6 weeks; frequency 1/day
  Effect 1 Con damage plus 1d3 Wis damage (minimum 
  reduction to 1 Wis); Cure 2 consecutive saves
  Dog
  Dog, Riding
  RIDIng DOg 
  CR 1/2
  XP 200
  N Medium Animal 
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (2d8+4)
  fort +5, Ref +5, Will +1
  OffEnSE
  Speed 40 ft.
  Melee bite +3 (1d6+3 plus trip) 
  STATISTICS
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
  feats Skill Focus (Perception)
  Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 
  (+5 scent tracking); Racial Modifiers +4 Acrobatics when 
  jumping, +4 Survival when tracking by scent
  ECOLOgy
  Environment any
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Larger dogs (known to Small races like halflings and 
  gnomes as riding dogs) include hardier breeds such as 
  huskies, mastiffs, and wolfhounds. A riding dog can fight 
  while carrying a rider, but the rider cannot also attack 
  unless he or she succeeds on a DC 10 Ride check.
  This small dog has a rough coat and a hungry look in its dark 
  brown eyes.
  This burly dog is fitted with a small saddle. A low, menacing 
  growl rumbles up from its chest.
  8787
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757018
  757018
  451005
  451005
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757019
  757019
  451006
  451006
  ORCA 
  CR 5
  XP 1,600
  N Huge animal
  Init +6; Senses blindsight 120 ft., low-light vision; 
  Perception +19
  DEfEnSE
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
  hp 67 (9d8+27)
  fort +9, Ref +8, Will +5
  OffEnSE
  Speed swim 80 ft.
  Melee bite +13 (2d6+12)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 27, Dex 15, Con 16, Int 2, Wis 15, Cha 6
  Base Atk +6; CMB +16; CMD 28
  feats Endurance, Improved Initiative, Skill Focus (Perception, 
  Swim), Weapon Focus (bite)
  Skills Perception +19, Swim +28; Racial Modifiers +8 Perception
  SQ hold breath (as dolphin)
  ECOLOgy
  Environment cold oceans
  Organization solitary, pair, or pod (3–20)
  Treasure none
  The orca, or “killer whale,” is actually the largest species of 
  dolphin. Adult orcas are typically 15–25 feet 
  long and weigh 8,000–12,000 pounds
  Orca Companions
  Starting Statistics: Size Medium; Speed 
  swim 80 ft.; AC +1 natural armor; Attack bite 
  (1d6); Ability Scores Str 11, Dex 19, Con 10, 
  Int 2, Wis 14, Cha 6; Special Qualities 
  low-light vision, hold breath.
  7th-Level 
  Advancement: 
  Size Large; AC +2 natural 
  armor; Attack bite (1d8); 
  Ability Scores Str +8, 
  Dex –2, Con +4; Special 
  Qualities blindsight 
  120 ft.
  Dolphin
  Dolphin, Orca
  This streamlined, fish-like mammal has sparkling eyes over a 
  smiling mouth filled with hundreds of teeth.
  This sleek black whale has a distinctive white patch near each eye 
  and a mouth filled with sharp teeth.
  DOLPhIn 
  CR 1/2
  XP 200
  N Medium animal
  Init +2; Senses blindsight 120 ft., low-light vision; 
  Perception +9
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 11 (2d8+2)
  fort +4, Ref +5, Will +1
  OffEnSE
  Speed swim 80 ft.
  Melee slam +3 (1d4+1) 
  STATISTICS
  Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +2; CMD 14
  feats Weapon Finesse
  Skills Perception +9, Swim +13; Racial Modifiers +4 
  Perception
  SQ hold breath
  ECOLOgy 
  Environment any ocean
  Organization solitary, pair, or pod (3–18)
  Treasure none
  SPECIAL ABILITIES
  hold Breath (Ex) A dolphin can hold its breath for a number 
  of minutes equal to 6 times its Constitution score before it 
  risks drowning.
  Dolphins are social predators that hunt shallow seas and 
  rivers in large family groups called pods. Sailors are fond 
  of dolphins and frequently tell tales of dolphins saving 
  drowning fishermen or killing sharks with 
  blows from their powerful snouts.
  Dolphin 
  Companions
  Starting Statistics: 
  Size Medium; Speed 
  swim 80 ft.; AC +1 
  natural armor; Attack 
  slam (1d4); Ability 
  Scores Str 12, Dex 15, Con 
  13, Int 2, Wis 12, Cha 6; 
  Special Qualities low-light 
  vision, hold breath.
  4th-Level Advancement: Ability 
  Scores Str +2, Dex +2, Con +2; Special 
  Qualities blindsight 120 ft.
  8888
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757019
  757019
  451006
  451006
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757020
  757020
  451007
  451007
  Dolphin–Doppelganger
  Dolphin–Doppelganger
  DOPPELgAngER 
  CR 3
  XP 800
  N Medium monstrous humanoid (shapechanger)
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 16, touch 12, flat-footed 14 (+1 Dex, +1 dodge, +4 natural)
  hp 26 (4d10+4)
  fort +4, Ref +5, Will +6
  Immune charm, sleep
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +8 (1d8+4)
  Spell-Like Abilities (CL 18th)
  At will—detect thoughts (DC 13)
  STATISTICS
  Str 18, Dex 13, Con 12, Int 13, Wis 14, Cha 13
  Base Atk +4; CMB +8; CMD 20
  feats Dodge, Great Fortitude
  Skills Bluff +9 (+13 while using change shape ability), 
  Diplomacy +4, Disguise +9 (+29 while using change 
  shape ability), Perception +9, Sense Motive +6, Stealth 
  +5; Racial Modifiers +4 Bluff, +4 Disguise
  Languages Common
  SQ change shape (alter self ), perfect copy, 
  mimicry
  ECOLOgy
  Environment any
  Organization solitary, pair, or gang (3–6)
  Treasure NPC Gear
  SPECIAL ABILITIES
  Mimicry (Ex) A doppelganger is proficient 
  in all weapons, armor, and shields. In 
  addition, a doppelganger can use any 
  spell trigger or spell completion item 
  as if the spells were on its spell list. 
  Its caster level is equal to its racial 
  Hit Dice.
  Perfect Copy (Su) When a 
  doppelganger uses change shape, 
  it can assume the appearance of 
  specific individuals.
  Doppelgangers are strange beings 
  that can take on the shapes of 
  those they encounter. In its natural 
  form, the creature looks more or 
  less humanoid, but slender and frail, with 
  gangly limbs and half-formed facial 
  Doppelganger
  This grayish humanoid creature seems almost unfinished, with a 
  narrow head, gaunt limbs, and a sinister, noseless face.
  features. Its flesh is pale and hairless, and its eyes are 
  vacant and white.
  Doppelgangers prefer infiltrating societies where they 
  can gather wealth and influence, and see little point in 
  forming cities of their own kind. Younger doppelgangers 
  practice their skills by taking over small orc or goblin tribes, 
  then move to more complicated societies like dwarven, elven, 
  and human communities. Rather than making themselves 
  targets by taking positions of leadership, they prefer to be 
  the power behind the throne, or use multiple identities to 
  manipulate influential citizens or entire guilds.
  Doppelgangers make excellent use of their natural 
  mimicry to stage ambushes, bait traps, and infiltrate 
  humanoid society. Although not usually evil, they are 
  interested only in themselves and regard all others as 
  playthings to be manipulated and deceived. They are 
  particularly fond of invading human societies in order to 
  indulge in their desires—some enjoy the complex dance of 
  politics while others seek constant change in the race and 
  gender of both themselves and their romantic companions. 
  While not standard, it is those doppelgangers use their gifts 
  for cruel and sadistic purposes that are most notorious, and 
  these shapeshifters are the primary cause of the race’s 
  sinister reputation. Certainly, a creature capable of 
  changing its shape has a handy way to avoid capture 
  for its crimes, and some particularly malicious 
  doppelgangers enjoy disrupting relationships by 
  posing as unfaithful lovers.
  Rumors persist of even more powerful 
  doppelgangers capable of not only 
  shifting 
  their 
  appearance, 
  but 
  also 
  skills, 
  memories, 
  and 
  even the extraordinary and 
  supernatural abilities of 
  creatures whose forms 
  they choose to mimic. 
  These doppelgangers’ 
  change shape ability 
  functions 
  like 
  the 
  spell polymorph rather 
  than alter self.
  8989
  Illustration by Matt Cavotta
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757020
  757020
  451007
  451007
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757021
  757021
  451008
  451008
  Dragon
  True dragons are divided into two broad categories: chromatic 
  and metallic. Chromatic dragons are almost universally evil, 
  seeking only to slake their endless lust for food, treasure, 
  and bloodshed. Metallic dragons are generally good and 
  often protect the lands under their care.
  aGe	CateGories
  Many of a true dragon’s abilities, attacks, and other statistics 
  improve as a dragon grows older. These increases are divided 
  into 12 age categories—as a dragon ages, its base statistics 
  change as noted on the Dragon Age Categories table.
  Age Category: This is the age category’s name.
  Age in Years: This is the dragon’s actual age.
  CR: This column modifies the dragon’s base CR.
  Size: This shows how many size categories by which to 
  increase the dragon’s base size, depending on its age (from 
  Tiny to Small, Small to Medium, and so on). A true dragon 
  does not gain the standard increases to ability scores when 
  it achieves a larger size—instead, true dragons gain ability 
  score increases according to their age category, as indicated 
  on the Dragon Ability Scores table.
  Hit Dice: This shows how many additional Hit Dice a 
  dragon gains over its base Hit Dice as it grows. Increases 
  to Hit Dice grant extra hit points, feats, and skill ranks as 
  well as increase the dragon’s base attack bonus and base 
  save bonuses. Dragons have skill ranks equal to 6 + their 
  Intelligence modifier per Hit Die. A dragon’s increases to 
  ability scores for gaining Hit Dice are included in the total 
  ability score increases (see the Dragon Ability Scores table).
  Natural Armor: This shows by what amount the dragon’s 
  base natural armor bonus increases with each age category.
  Breath Weapon: Each dragon has a breath weapon (see 
  Combat) that deals a base amount of damage. This multiplier 
  increases the number of dice of damage dealt by the dragon’s 
  breath weapon. For example, a mature adult dragon with a 
  base breath weapon that deals 2d6 acid damage would deal 
  14d6 acid damage (due to the ×7 multiplier).
  CoMbat
  The Dragon Attacks and Speeds table lists the attacks 
  a dragon can employ and the damage it deals (a dash 
  indicates that a dragon of that size does not possess that 
  natural attack). Other abilities described here are gained 
  by dragons when they reach a specific age category.
  Fly Speed: A dragon’s fly speed increases as indicated, 
  according to its size.
  Bite: This is a primary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (even 
  though it has more than one attack). A dragon’s bite attack 
  has reach as if the creature were one size category larger 
  (+10 feet for Colossal dragons).
  Claws: These primary attacks deal the indicated damage 
  plus the dragon’s Strength bonus.
  Wings: The dragon can slam foes with its wings, even 
  when flying. Wing attacks are secondary attacks that deal 
  the indicated damage plus 1/2 the dragon’s Strength bonus.
  Tail Slap: The dragon can slap one foe each round with its 
  tail. A tail slap is a secondary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (this is 
  an exception to the normal secondary attack rules).
  Crush (Ex): A flying or jumping Huge or larger dragon 
  can land on foes as a standard action, using its whole body 
  to crush them. Crush attacks are effective only against 
  opponents three or more size categories smaller than the 
  dragon. A crush attack affects as many creatures as fit in the 
  dragon’s space. Creatures in the affected area must succeed 
  on a Reflex save (DC equal to that of the dragon’s breath 
  weapon) or be pinned, automatically taking bludgeoning 
  damage during the next round unless the dragon moves 
  off them. If the dragon chooses to maintain the pin, it must 
  succeed at a combat maneuver check as normal. Pinned 
  foes take damage from the crush each round if they don’t 
  escape. A crush attack deals the indicated damage plus 
  1-1/2 times the dragon’s Strength bonus.
  Tail Sweep (Ex): This allows a Gargantuan or larger 
  dragon to sweep with its tail as a standard action. The 
  sweep affects a half-circle with a radius of 30 feet (or 40 feet 
  for a Colossal dragon), extending from an intersection on 
  the edge of the dragon’s space in any direction. Creatures 
  within the swept area are affected if they are four or more 
  size categories smaller than the dragon. A tail sweep 
  automatically deals the indicated damage plus 1-1/2 times 
  the dragon’s Strength bonus (round down). Affected 
  creatures can attempt Reflex saves to take half damage (DC 
  equal to that of the dragon’s breath weapon).
  Breath Weapon (Su): Using a breath weapon is a standard 
  action. A dragon can use its breath weapon once every 1d4 
  rounds, even if it possesses more than one breath weapon. 
  A breath weapon always starts at an intersection adjacent 
  to the dragon and extends in a direction of the dragon’s 
  choice. Breath weapons come in two shapes, lines and cones, 
  whose areas vary with the dragon’s size. If a breath weapon 
  deals damage, those caught in the area can attempt Reflex 
  saves to take half damage. The save DC against a breath 
  weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier. 
  Saves against various breath weapons use the same DC; the 
  type of saving throw is noted in the variety descriptions. A 
  dragon can use its breath weapon when it is grappling or 
  being grappled. 
  Additional Dragon Rules
  Dragon Senses (Ex): Dragons have have darkvision 120 
  ft. and blindsense 60 ft. They see four times as well as a 
  human in dim light and twice as well in normal light.
  9090
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757021
  757021
  451008
  451008
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757022
  757022
  451009
  451009
  Dragon
  Dragon
  Dragon Age Categories
  Age 
  Age in 
   
   
   
  natural 
  Breath
  Category 
  years 
  CR 
  Size 
  hit Dice 
  Armor 
  Weapon
  1 Wyrmling 
  0–5 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  6–15 
  Base + 2 
  Base + 1 
  Base + 2 
  Base + 3 
  Base × 2
  3 Young 
  16–25 
  Base + 4 
  Base + 2 
  Base + 4 
  Base + 6 
  Base × 3
  4 Juvenile 
  26–50 
  Base + 5 
  Base + 2 
  Base + 6 
  Base + 9 
  Base × 4
  5 Young adult 
  51–100 
  Base + 7 
  Base + 3 
  Base + 8 
  Base + 12 
  Base × 5
  6 Adult 
  101–200 
  Base + 8 
  Base + 3 
  Base + 10 
  Base + 15 
  Base × 6
  7 Mature adult 
  201–400 
  Base + 9 
  Base + 3 
  Base + 12 
  Base + 18 
  Base × 7
  8 Old 
  401–600 
  Base + 11 
  Base + 4 
  Base + 14 
  Base + 21 
  Base × 8
  9 Very old 
  601–800 
  Base + 12 
  Base + 4 
  Base + 16 
  Base + 24 
  Base × 9
  10 Ancient 
  801–1,000 
  Base + 13 
  Base + 4 
  Base + 18 
  Base + 27 
  Base × 10
  11 Wyrm 
  1,001–1,200 
  Base + 14 
  Base + 4 
  Base + 20 
  Base + 30 
  Base × 11
  12 Great wyrm 
  1,201+ 
  Base + 16 
  Base + 5 
  Base + 22 
  Base + 33 
  Base × 12 
  Dragon Ability Scores
  Age Category 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
  1 Wyrmling 
  Base 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  Base + 4 
  Base – 2 
  Base + 2 
  Base + 2 
  Base + 2 
  Base + 2
  3 Young 
  Base + 8 
  Base – 2 
  Base + 4 
  Base + 2 
  Base + 2 
  Base + 2
  4 Juvenile 
  Base + 10 
  Base – 2 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  5 Young adult 
  Base + 12 
  Base – 4 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  6 Adult 
  Base + 14 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  7 Mature adult 
  Base + 16 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  8 Old 
  Base + 18 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  9 Very old 
  Base + 20 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  10 Ancient 
  Base + 22 
  Base – 6 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  11 Wyrm 
  Base + 24 
  Base – 8 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  12 Great wyrm 
  Base + 26 
  Base – 8 
  Base + 14 
  Base + 12 
  Base + 12 
  Base + 12
  Dragon Attacks and Speeds
   
  fly Speed 
  1 Tail 
                  1 Tail 
  Breath Weapon
  Size 
  (maneuverability) 
  1 Bite 
  2 Claws 
  2 Wings 
  Slap 
  1 Crush 
  Sweep 
  Line 
  Cone
  Tiny 
  100 ft. (average) 
  1d4 
  1d3 
  — 
  — 
  — 
  — 
  30 ft. 
  15 ft.
  Small 
  150 ft. (average) 
  1d6 
  1d4 
  — 
  — 
  — 
  — 
  40 ft. 
  20 ft.
  Medium 
  150 ft. (average) 
  1d8 
  1d6 
  1d4 
  — 
  — 
  — 
  60 ft. 
  30 ft.
  Large 
  200 ft. (poor) 
  2d6 
  1d8 
  1d6 
  1d8 
  — 
  — 
  80 ft. 
  40 ft.
  Huge 
  200 ft. (poor) 
  2d8 
  2d6 
  1d8 
  2d6 
  2d8 
  — 
  100 ft. 
  50 ft.
  Gargantuan 
  250 ft. (clumsy) 
  4d6 
  2d8 
  2d6 
  2d8 
  4d6 
  2d6 
  120 ft. 
  60 ft.
  Colossal 
  250 ft. (clumsy) 
  4d8 
  4d6 
  2d8 
  4d6 
  4d8 
  2d8 
  140 ft. 
  70 ft.
  Frightful Presence (Ex): A dragon’s frightful presence 
  has a range equal to 30 feet × the dragon’s age category, but 
  otherwise functions as detailed on page 300.
  Spells: A dragon knows and casts arcane spells as a 
  sorcerer of the level indicated in its specific description. 
  Its caster level depends on its age, as shown for each type.
  Spell-Like Abilities: A dragon’s caster level for its spell-
  like abilities is equal to its total Hit Dice.
  Damage Reduction: Dragons gain damage reduction 
  as they age, as indicated on each dragon’s specific entry. 
  Their natural weapons are treated as magic weapons for 
  the purpose of overcoming damage reduction.
  Immunities (Ex): Every dragon is immune to sleep and 
  paralysis. In addition, a dragon is immune to one or two 
  additional forms of attack no matter what its age, as given 
  in its description.
  Spell Resistance (Ex): As dragons grow older, they 
  become more resistant to spells and spell-like abilities, 
  as indicated in the dragon descriptions. A dragon’s SR is 
  equal to 11 + its CR.
  9191
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757022
  757022
  451009
  451009
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757023
  757023
  451010
  451010
  Chromatic Dragon, Black
  BLACk DRAgOn
  CE dragon (water)
  BASE STATISTICS
  CR 3; Size Tiny; hit Dice 4d12
  Speed 60 ft., swim 60 ft.
  natural Armor +3; Breath Weapon line, 2d6 acid
  Str 11, Dex 16, Con 13, Int 8, Wis 11, Cha 8
  ECOLOgy
  Environment warm marshes
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Acid Pool (Su) An ancient or older black dragon can use its 
  breath weapon to create an acid pool as a standard action. 
  This acid pool has a radius of 5 feet per age category of 
  the dragon. When an acid pool is created, anyone inside 
  its area takes an amount of damage equal to the dragon’s 
  breath weapon (Reflex half). Any creature that starts its turn 
  touching this pool takes damage, but can make a Reflex save 
  for half. Each round, the total damage dice of the pool is 
  halved until the result would be less than 1d6. The acid pool 
  floats on water, and deals damage to anything on the surface.
  Acidic Bite (Su) At old age, a black dragon’s bite deals an 
  additional 2d6 points of acid damage. An ancient dragon’s 
  damage increases to 4d6, and a great wrym’s to 6d6.
  Charm Reptiles (Sp) A great wyrm black dragon can use this 
  ability three times per day. It works as a mass charm monster 
  spell that affects only reptilian animals. This ability is the 
  equivalent of an 8th-level spell.
  Corrupt Water (Sp) Once per day an adult or older black 
  dragon can stagnate 10 cubic feet of still water, making it 
  foul and unable to support water-breathing life. The ability 
  spoils liquids containing water. Liquid-based magic items 
  (such as potions) and items in a creature’s possession must 
  succeed on a Will save (DC equal to the dragon’s frightful 
  presence) or become ruined. This ability is the equivalent 
  of a 1st-level spell. Its range is equal to that of the dragon’s 
  frightful presence.
  Speak with Reptiles (Sp) A young or older black dragon gains the 
  constant spell-like ability to speak with reptiles. This functions 
  as speak with animals, but only with reptilian animals.
  Spell-Like Abilities (Sp) A black dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed 
  age category. Juvenile—darkness (radius 10 feet per age 
  category); Old—plant growth; Ancient—insect plague.
  Swamp Stride (Ex) A very young or older black dragon can 
  move through bogs and quicksand without penalty at its 
  normal speed.
  Hissing green acid drips from the fanged maw of this black-
  scaled, horned dragon.
  Water Breathing (Ex) A black dragon can breathe underwater 
  indefinitely and can freely use its breath weapon, spells, and 
  other abilities while submerged.
  Age Category Special Abilities 
  Caster Level
  Wyrmling 
  Immunity to acid, water breathing 
  —
  Very young 
  Swamp stride 
  —
  Young 
  Speak with reptiles 
  —
  Juvenile 
  Darkness 
  —
  Young adult 
  DR 5/magic, spell resistance 
  1st
  Adult 
  Corrupt water, frightful presence 
  3rd
  Mature adult 
  DR 10/magic 
  5th
  Old 
  Acidic bite, plant growth 
  7th
  Very old 
  DR 15/magic 
  9th
  Ancient 
  Acid pool, insect plague 
  11th
  Wyrm 
  DR 20/magic 
  13th
  Great wyrm 
  Charm reptiles 
  15th
  yOUng BLACk DRAgOn 
   
  CR 7
  XP 3,200
  CE Medium dragon (water)
  Init +6; Senses dragon senses; Perception +14
  DEfEnSE
  AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
  hp 76 (8d12+24)
  fort +9, Ref +8, Will +7
  Immune acid, paralysis, sleep
  OffEnSE
  Speed 60 ft., fly 150 ft. (average), swim 60 ft.
  Melee bite +13 (1d8+6), 2 claws +12 (1d6+4), 2 wings +7 (1d4+2)
  Special Attacks breath weapon (60-ft. line, DC 17, 6d6 acid)
  STATISTICS
  Str 19, Dex 14, Con 17, Int 10, Wis 13, Cha 10
  Base Atk +8; CMB +12; CMD 24 (28 vs. trip)
  feats Alertness, Improved Initiative, Skill Focus (Stealth), 
  Weapon Focus (bite)
  Skills Fly +13, Handle Animal +8, Intimidate +11, Perception 
  +14, Stealth +16, Swim +23
  Languages Draconic
  SQ speak with reptiles, swamp stride, water breathing
  ADULT BLACk DRAgOn 
   
  CR 11
  XP 12,800
  CE Large dragon (water)
  Init +5; Senses dragon senses; Perception +24
  Aura frightful presence (180 ft., DC 19)
  DEfEnSE
  AC 28, touch 10, flat-footed 27 (+1 Dex, +18 natural, –1 size)
  hp 161 (14d12+70)
  fort +14, Ref +10, Will +12
  DR 5/magic; Immune acid, paralysis, sleep; SR 22
  OffEnSE
  Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  9292
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757023
  757023
  451010
  451010
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757024
  757024
  451011
  451011
  Dragon (Chromatic), Black
  Dragon (Chromatic), Black
  Melee bite +21 (2d6+10), 2 claws +20 (1d8+7), 2 wings +15 
  (1d6+3), tail +15 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, DC 22, 12d6 acid), 
  corrupt water
  Spell-Like Abilities (CL 14th)
  At will—darkness (60-ft. radius)
  Spells known (CL 3rd)
  1st (6/day)—alarm, mage armor, obscuring mist
  0 (at will)—dancing lights, detect magic, mending, message, 
  read magic
  STATISTICS
  Str 25, Dex 12, Con 21, Int 14, Wis 17, Cha 14
  Base Atk +14; CMB +24; CMD 33 (37 vs. trip)
  feats Alertness, Improved Initiative, Improved Vital Strike, 
  Power Attack, Skill Focus (Stealth), Vital Strike, Weapon 
  Focus (bite)
  Skills Fly +12, Handle Animal +16, Intimidate +19, Knowledge 
  (arcana) +19, Perception +24, Spellcraft +19, Stealth +17, Swim +32
  Languages Common, Draconic, Giant
  SQ speak with reptiles, swamp stride, water breathing
  AnCIEnT BLACk DRAgOn 
   
  CR 16
  XP 76,800
  CE Huge dragon (water)
  Init +4; Senses  dragon senses; Perception +34
  Aura frightful presence (300 ft., DC 25)
  DEfEnSE
  AC 38, touch 8, flat-footed 38 (+30 natural, –2 size)
  hp 297 (22d12+154)
  fort +20, Ref +13, Will +18
  DR 15/magic; Immune acid, paralysis, sleep, SR 27
  OffEnSE
  Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +32 (2d8+16 plus 4d6 acid), 2 claws 
  +31 (2d6+11), 2 wings +29 (1d8+5), tail +29 
  (2d6+16)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks acid pool (50-ft. radius), 
  acidic bite, breath weapon (100-ft. 
  line, DC 28, 20d6 acid), corrupt 
  water, crush
  Spell-Like Abilities 
  (CL 22nd)
  At will—darkness 
  (100-ft. radius), 
  insect plague, plant 
  growth
  Spells known (CL 11th)
  5th (4/day)—cone of cold (DC 19), 
  wall of force
  4th (7/day)—arcane eye, black tentacles, 
  dimension door
  3rd (7/day)—dispel magic, heroism, hold person (DC 17), slow 
  (DC 17)
  2nd (7/day)—blur, glitterdust (DC 16), invisibility, summon 
  swarm, whispering wind
  1st (7/day)—alarm, mage armor, magic missile, obscuring 
  mist, true strike
  0 (at will)—dancing lights, detect magic, light, mage hand, 
  mending, message, prestidigitation, read magic, resistance
  STATISTICS
  Str 33, Dex 10, Con 25, Int 18, Wis 21, Cha 18
  Base Atk +22; CMB +35; CMD 45 (49 vs. trip)
  feats Alertness, Combat Expertise, Flyby Attack, Greater 
  Vital Strike, Improved Initiative, Improved Vital Strike, 
  Multiattack, Power Attack, Skill Focus (Stealth), Vital Strike, 
  Weapon Focus (bite)
  Skills Fly +17, Handle Animal +26, Intimidate +29, Knowledge 
  (arcana) +29, Knowledge (history) +29, Knowledge (geography) 
  +29, Perception +34, Spellcraft +29, Stealth +23, Swim +44
  Languages Common, Draconic, Giant, Goblin, Orc
  SQ speak with reptiles, swamp stride, water breathing
  Lording over the darkest swamps and marshes, black 
  dragons are the undisputed masters of their domain, ruling 
  through cruelty and intimidation. Those who dwell within 
  a black dragon’s reach live in fear. Black dragons tend to 
  make their lairs in remote parts of the swamp, preferably in 
  caves at the bottom of dark and fetid pools. Inside, they pile 
  up their filthy treasure and sleep amid the roots and muck. 
  Black dragons prefer their food a bit rotten and will often 
  allow a meal to sit in a pool for days before consuming 
  it. Black dragons prefer treasures that do not rot or 
  decay, making their hoard, full of coins, gemstones, 
  jewelry, and other objects made from stone or metal.
  9393
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757024
  757024
  451011
  451011
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757025
  757025
  451012
  451012
  BLUE DRAgOn
  LE dragon (earth)
  BASE STATISTICS
  CR 5; Size Small; hit Dice 6d12
  Speed 40 ft., burrow 20 ft.
  natural Armor +5; Breath Weapon line, 2d8 electricity
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
  ECOLOgy
  Environment warm deserts
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Desert Thirst (Su) A blue dragon can cast create water at will 
  (CL equals its HD). Alternatively, it can destroy an equal 
  amount of liquid in a 10-foot burst. Unattended liquids 
  are instantly reduced to sand. Liquid-based magic items 
  (such as potions) and items in a creature’s possession 
  must succeed on a Will save (DC equal to the dragon’s 
  breath weapon) or be destroyed.
  Electricity Aura (Su) An adult blue dragon is surrounded by an 
  aura of electricity. Creatures within 5 feet take 1d6 points of 
  electricity damage at the beginning of the dragon’s turn. An 
  old dragon’s aura extends to 10 feet. An ancient dragon’s 
  damage increases to 2d6.
  Mirage (Su) An old or older blue dragon can make itself 
  appear to be in two places at once as a free action for 
  a number of rounds per day equal to its Hit Dice. This 
  ability functions as project image but the dragon can use 
  its breath weapon through the mirage.
  Sandstorm (Su) As a standard action, a great wyrm blue 
  dragon can create a sandstorm centered on itself with a 
  radius of 1,200 feet. Creatures other than the dragon inside 
  the storm take 2d6 points of damage per round in addition 
  to the normal sandstorm penalties (Pathfinder RPG Core 
  Rulebook 431). This sandstorm lasts for up to 1 hour, but can 
  be dismissed by the dragon as a free action. 
  Sound Imitation (Ex) A very young or older blue dragon can 
  mimic any voice or sound it has heard by making a successful 
  Bluff check against a listener’s Sense Motive check.
  Spell-Like Abilities (Sp) A blue dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed 
  age category. Young—ghost sound; Juvenile—minor image; 
  Adult—ventriloquism; Old—hallucinatory terrain; Ancient—
  veil; Great wyrm—mirage arcana.
  Storm Breath (Su) An ancient or older blue dragon can use its 
  breath weapon to create a storm of lightning. This functions 
  as call lightning storm, but the damage is equal to the 
  dragon’s breath weapon. The dragon can call down 1 bolt 
  Chromatic Dragon, Blue
  With scales the color of the desert sky, this large, serpentine dragon 
  moves with an unsettling grace.
  per round as a free action for 1d6 rounds. The save DC is 
  equal to the dragon’s breath weapon DC. Additional uses of 
  this ability extend the duration by an additional 1d6 rounds.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Desert thirst, immune to electricity —
  Very young 
  Sound imitation 
  —
  Young 
  Ghost sound 
  —
  Juvenile 
  Frightful presence, minor image 1st
  Young adult 
  DR 5/magic, spell resistance 
  3rd
  Adult 
  Electricity aura, ventriloquism 
  5th
  Mature adult 
  DR 10/magic 
  7th
  Old 
  Mirage, hallucinatory terrain 
  9th
  Very old 
  DR 15/magic 
  11th
  Ancient 
  Storm breath, veil 
  13th
  Wyrm 
  DR 20/magic 
  15th
  Great wyrm 
  Sandstorm, mirage arcana 
  17th
  yOUng BLUE DRAgOn 
   
  CR 9
  XP 6,400
  LE Large dragon (earth)
  Init +5; Senses dragon senses; Perception +14
  DEfEnSE
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
  hp 95 (10d12+30)
  fort +10, Ref +8, Will +8
  Immune electricity, paralysis, sleep
  OffEnSE
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +15 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 
  (1d6+2), tail slap +12 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, DC 18, 6d8 
  electricity), desert thirst (DC 16)
  Spell-Like Abilities (CL 10th)
  At will—ghost sound (DC 11)
  STATISTICS
  Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +10; CMB +16; CMD 27 (31 vs. trip)
  feats Dazzling Display, Improved Initiative, Multiattack, 
  Shatter Defenses, Weapon Focus (bite)
  Skills Appraise +14, Fly +8, Intimidate +14, Knowledge (local) 
  +14, Perception +14, Stealth +10, Survival +14
  Languages Common, Draconic
  SQ sound imitation
  ADULT BLUE DRAgOn 
   
  CR 13
  XP 25,600
  LE Huge dragon (earth)
  Init +4; Senses dragon senses; Perception +22
  Aura electricity (5 ft., 1d6 elect.), frightful presence (180 ft., DC 21)
  DEfEnSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  9494
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757025
  757025
  451012
  451012
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757026
  757026
  451013
  451013
  Dragon (Chromatic), Blue
  Dragon (Chromatic), Blue
  hp 184 (16d12+80)
  fort +15, Ref +10, Will +13
  DR 5/magic; Immune electricity, paralysis, sleep; SR 24
  OffEnSE
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +23 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 
  (1d8+4), tail slap +20 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, DC 23, 12d8 
  electricity), crush, desert thirst (DC 21)
  Spell-Like Abilities (CL 16th)
  At will—ghost sound (DC 13), minor image (DC 14), 
  ventriloquism (DC 14)
  Spells known (CL 5th)
  2nd (5/day)—invisibility, resist energy
  1st (7/day)—alarm, mage armor, shield, true strike
  0 (at will)—arcane mark, detect magic, mage hand, mending, 
  read magic, resistance
  STATISTICS
  Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
  feats Combat Casting, Dazzling Display, Deadly Stroke, 
  Hover, Improved Initiative, Multiattack, Shatter Defenses, 
  Weapon Focus (bite)
  Skills Appraise +22, Fly +11, Intimidate +22, Knowledge 
  (local) +22, Knowledge (geography) +22, Perception +22, 
  Spellcraft +22, Stealth +11, Survival +22
  Languages Auran, Common, Draconic, Giant
  SQ sound imitation
  AnCIEnT BLUE DRAgOn 
   
  CR 18
  XP 153,600
  LE Gargantuan dragon (earth)
  Init +3; Senses dragon senses; Perception +32
  Aura electricity (10 ft., 2d6 electricity), frightful 
  presence (300 ft., DC 27)
  DEfEnSE
  AC 37, touch 5, flat-footed 37 (–1 Dex, +32 natural, –4 size)
  hp 324 (24d12+168)
  fort +21, Ref +13, Will +19
  DR 15/magic; Immune electricity, paralysis, sleep; SR 29
  OffEnSE
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +33 (4d6+18/19–20), 2 claws +32 (2d8+12), 2 
  wings +30 (2d6+6), tail slap +30 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (120-ft. line, DC 29, 
  20d8 electricity), crush, desert thirst (DC 27), 
  mirage, storm breath (DC 29, 20d8 electricity), 
  tail sweep
  Spell-Like Abilities (CL 24th)
  At will—ghost sound (DC 15), 
  hallucinatory terrain (DC 
  19), minor image (DC 16), veil, ventriloquism (DC 16)
  Spells known (CL 13th)
  6th (4/day)—forceful hand, mislead
  5th (7/day)—dream, persistent image, hold monster (DC 20)
  4th (7/day)—dimension door, enervation, fire shield, stoneskin
  3rd (7/day)—dispel magic, displacement, haste, vampiric touch
  2nd (7/day)—darkness, false life, invisibility, resist energy, shatter
  1st (7/day)—alarm, mage armor, shield, true strike, unseen servant
  0 (at will)—arcane mark, bleed (DC 15), detect magic, light, 
  mage hand, mending, message, read magic, resistance
  STATISTICS
  Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +24; CMB +40; CMD 49 (53 vs. trip)
  feats Combat Casting, Dazzling Display, Deadly Stroke, 
  Extend Spell, Hover, Improved Critical (bite), Improved 
  Initiative, Multiattack, Quicken Spell, Silent Spell, Shatter 
  Defenses, Weapon Focus (bite)
  Skills Appraise +32, Fly +10, Intimidate +32, Knowledge 
  (arcana) +32, Knowledge (history) +32, Knowledge (local) 
  +32, Knowledge (geography) +32, Perception +32, Spellcraft 
  +32, Stealth +14, Survival +32
  Languages Auran, Common, Draconic, Giant, Ignan, Infernal
  SQ sound imitation
  Blue dragons are consummate schemers and obsessively 
  orderly. In combat, blue dragons prefer to surprise foes if 
  possible, and are not above retreating if the odds turn 
  against them. They prefer to lair near those that 
  they control, sometimes even within the confines 
  of a city.
  9595
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757026
  757026
  451013
  451013
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757027
  757027
  451014
  451014
  gREEn DRAgOn
  LE dragon (air)
  BASE STATISTICS
  CR 4; Size Small; hit Dice 5d12
  Speed 40 ft., swim 40 ft.
  natural Armor +4; Breath Weapon cone, 2d6 acid
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
  ECOLOgy
  Environment temperate forests
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Awaken Treants (Su) A great wyrm dragon can call on the forest 
  itself to aid it, animating a number of trees to serve as treants 
  to protect it. These treants can be called from any Huge or 
  larger living tree. A green dragon can create a single treant 
  as a standard action, up to a total of 4 treants per day. These 
  treants remain animated for up to 1 hour, at which time they 
  revert to being ordinary trees. 
  Camouflage (Ex) An old or older green dragon can use Stealth 
  to hide in any sort of natural terrain, even if the terrain does 
  not grant cover or concealment.
  Miasma (Su) An ancient or older green dragon can use its 
  breath weapon to create a cloud of acid as a standard action 
  that deals damage to any creature inside it. The cloud moves 
  with the dragon and has a radius of 20 feet. When it’s 
  created, anyone inside this area takes an amount of damage 
  equal to half the dragon’s breath weapon, with a Reflex save 
  for half damage. The number of damage dice rolled is halved 
  each round until the result would be less than 1d6. Any 
  creature that starts its turn inside the cloud takes damage, 
  but can make a Reflex save for half. A strong wind, such as 
  that created by a gust of wind, disperses the cloud in 1 round.
  Spell-Like Abilities (Sp) A green dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed 
  age category. Young—entangle; Juvenile—charm person; 
  Adult—suggestion; Old—plant growth; Ancient—dominate 
  person; Great wyrm—command plants.
  Trackless Step (Ex) An adult or older green dragon does not leave 
  a trail in natural surroundings and cannot be tracked. A green 
  dragon can choose to leave a trail, if it so desires.
  Water Breathing (Ex) A green dragon can breathe underwater 
  indefinitely and can freely use its breath weapon, spells, and 
  other abilities while submerged.
  Woodland Stride (Ex) A very young or older green dragon 
  can move through any sort of foliage at full speed without 
  taking damage or suffering impairment. Areas of foliage 
  that have been magically manipulated affect it normally.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immunity to acid, water breathing —
  Very young 
  Woodland stride 
  —
  Young 
  Entangle 
  —
  Juvenile 
  Frightful presence, charm person 
  1st
  Young adult 
  DR 5/magic, spell resistance 
  3rd
  Adult 
  Trackless step, suggestion 
  5th
  Mature adult 
  DR 10/magic 
  7th
  Old 
  Camouflage, plant growth 
  9th
  Very old 
  DR 15/magic 
  11th
  Ancient 
  Miasma, dominate person 
  13th
  Wyrm 
  DR 20/magic 
  15th
  Great wyrm 
  Awaken treants, command plants 
  17th
  yOUng gREEn DRAgOn 
   
  CR 8
  XP 4,800
  LE Large dragon (air)
  Init +1; Senses dragon senses; Perception +15
  DEfEnSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 85 (9d12+27)
  fort +9, Ref +7, Will +9
  Immune acid, paralysis, sleep
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
  Melee bite +13 (2d6+7), 2 claws +13 (1d8+5), 2 wings +8 (1d6+2), 
  tail slap +8 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 17, 6d6 acid)
  Spell-Like Abilities (CL 9th)
  At will—entangle (DC 12)
  STATISTICS
  Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +9; CMB +15; CMD 26 (30 vs. trip)
  feats Alertness, Cleave, Great Cleave, Iron Will, Power Attack 
  Skills Fly +7, Knowledge (nature) +13, Perception +15, Spellcraft 
  +13, Stealth +9, Survival +13, Swim +25
  Languages Common, Draconic
  SQ water breathing, woodland stride
  ADULT gREEn DRAgOn 
   
  CR 12
  XP 19,200
  LE Huge dragon (air)
  Init +0; Senses dragon senses; Perception +25
  Aura frightful presence (180 ft., DC 20)
  DEfEnSE
  AC 27, touch 8, flat-footed 27 (+19 natural, –2 size)
  hp 172 (15d12+75)
  fort +14, Ref +9, Will +14
  DR 5/magic; Immune acid, paralysis, sleep; SR 23
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor), swim 40 ft.
  Melee bite +21 (2d8+12/19–20), 2 claws +21 (2d6+8/19–20), 
  Chromatic Dragon, Green
  Scales the color of emeralds armor this ferocious dragon. A single 
  sharp horn protrudes from the end of its toothy snout.
  9696
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757027
  757027
  451014
  451014
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757028
  757028
  451015
  451015
  Dragon (Chromatic), Green
  Dragon (Chromatic), Green
  2 wings +16 (1d8+4), tail slap +16 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 22, 12d6 acid), 
  crush (Small creatures, DC 22, 2d8+12)
  Spell-Like Abilities (CL 15th)
  At will—charm person (DC 14), entangle (DC 14), suggestion (DC 16)
  Spells known (CL 5th)
  2nd (5/day)—alter self, mirror image
  1st (7/day)—shield, silent image (DC 14), summon monster I, 
  ventriloquism (DC 14)
  0 (at will)—dancing lights, detect magic, ghost sound, mage 
  hand, message, prestidigitation
  STATISTICS
  Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +15; CMB +25; CMD 35 (39 vs. trip)
  feats Alertness, Cleave, Flyby Attack, Great Cleave, Improved 
  Critical (bite, claws), Improved Sunder, Iron Will, Power Attack
  Skills Fly +10, Knowledge (arcane) +21, Knowledge (nature) 
  +21, Perception +25, Spellcraft +21, Stealth +10, Survival +21, 
  Swim +34, Use Magic Device +21
  Languages Common, Draconic, Elven, Sylvan 
  SQ trackless step, water breathing, woodland stride
  AnCIEnT gREEn DRAgOn 
   
  CR 17
  XP 102,400
  LE Gargantuan dragon (air)
  Init –1; Senses dragon senses; Perception +35
  Aura frightful presence (300 ft., DC 26)
  DEfEnSE
  AC 36, touch 5, flat-footed 36 (–1 Dex, +31 natural, 
  –4 size)
  hp 310 (23d12+161)
  fort +20, Ref +12, Will +20
  DR 15/magic; Immune acid, paralysis, sleep; 
  SR 28
  OffEnSE
  Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
  Melee bite +31 (4d6+18/19–20), 2 claws +31 
  (2d8+12/19–20), 2 wings +29 (2d6+6), tail 
  slap +29 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-
  ft. cone, DC 28, 20d6 acid), crush 
  (Medium creatures, DC 28, 4d6+18), 
  miasma, tail sweep
  Spell-Like Abilities (CL 23rd)
  At will—charm person (DC 16), dominate 
  person (DC 20), entangle (DC 16), plant 
  growth, suggestion (DC 18)
  Spells known (CL 13th)
  6th (4/day)—disintegrate (DC 21), true seeing
  5th (7/day)—polymorph, summon monster V, 
  teleport
  4th (7/day)—dimension door, ice storm, scrying (DC 19), stoneskin
  3rd (7/day)—dispel magic, displacement, fireball (DC 18), haste
  2nd (7/day)—alter self, detect thoughts (DC 17), locate object, 
  mirror image, see invisibility
  1st (7/day)—magic missile, shield, silent image (DC 16), 
  summon monster I, ventriloquism (DC 16)
  0 (at will)—dancing lights, detect magic, ghost sound, mage 
  hand, message, prestidigitation
  STATISTICS
  Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +23; CMB +39; CMD 48 (52 vs. trip)
  feats Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby 
  Attack, Great Cleave, Greater Sunder, Improved Critical (bite, 
  claws), Improved Sunder, Iron Will, Multiattack, Power Attack
  Skills Fly +9, Knowledge (arcane) +31, Knowledge (local) +31, 
  Knowledge (nature) +31, Knowledge (planes) +31, Perception 
  +35, Spellcraft +31, Stealth +13, Survival +31, Swim +46, Use 
  Magic Device +31
  Languages Abyssal, Common, Draconic, Elven, Giant, Sylvan
  SQ camouflage, trackless step, water breathing, woodland stride
  Green dragons dwell in the ancient forests of the world, 
  prowling under towering canopies in search of prey. Of 
  all the chromatic dragons, green dragons are perhaps the 
  easiest to deal with diplomatically.
  9797
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757028
  757028
  451015
  451015
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757029
  757029
  451016
  451016
  Chromatic Dragon, Red
  RED DRAgOn
  CE dragon (fire)
  BASE STATISTICS
  CR 6; Size Small; hit Dice 7d12
  Speed 40 ft.
  natural Armor +6; Breath Weapon cone, 2d10 fire
  Str 17, Dex 14, Con 15, Int 10, Wis 11, Cha 10
  ECOLOgy
  Environment warm mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  fire Aura (Su) An adult red dragon is surrounded by an aura 
  of intense heat. All creatures within 5 feet take 1d6 points 
  of fire damage at the beginning of the dragon’s turn. An 
  old dragon’s aura extends to 10 feet. An ancient dragon’s 
  damage increases to 2d6.
  Incinerate (Su) A great wyrm red dragon can incinerate creatures 
  in its fiery breath. A creature reduced to fewer than 0 hit points 
  by its breath weapon must make a Fortitude save (using the 
  breath weapon’s DC). 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 (Su) An old or older red dragon can control 
  any fire spell within 10 feet per age category of the dragon 
  as a standard action. This ability allows it to move any fire 
  effect in the area, as if it were the caster. This ability also 
  allows it to reposition a stationary fire effect, although the 
  new placement must be one allowed by the spell. 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 (Su) An ancient or older red dragon can use its 
  breath weapon to melt rock at a range of 100 feet, affecting  
  a 5-foot-radius area per age category. The area becomes 
  lava to a depth of 1 foot. Any creature in contact with the 
  lava takes 20d6 points of fire damage on the first round, 
  10d6 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 (Ex) A very young red dragon can see perfectly 
  in smoky conditions (such as those created by pyrotechnics).
  Spell-Like Abilities (Sp) A red dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed 
  age category. Young—detect magic; Juvenile—pyrotechnics; 
  Adult—suggestion; Old—wall of fire; Ancient—find the path; 
  Great wyrm—discern location.
  A crown of cruel horns surrounds the head of this mighty dragon. 
  Thick scales the color of molten rock cover its long body.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Fire subtype 
  —
  Very young 
  Smoke vision 
  —
  Young 
  Detect magic 
  1st
  Juvenile 
  Frightful presence, pyrotechnics 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Fire aura, suggestion 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Manipulate flames, wall of fire 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Melt stone, find the path 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Incinerate, discern location 
  19th
  yOUng RED DRAgOn 
   
  CR 10
  XP 9,600
  CE Large dragon (fire)
  Init +5; Senses dragon senses, smoke vision; Perception +15
  DEfEnSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)
  hp 115 (11d12+44)
  fort +11, Ref +8, Will +10
  Immune fire, paralysis, sleep
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +17 (2d6+10), 2 claws +17 (1d8+7), 2 wings +12 
  (1d6+3), tail slap +12 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 19, 6d10 fire)
  Spell-Like Abilities (CL 11th)
  At will—detect magic
  Spells known (CL 1st)
  1st (3/day)—shield, true strike
  0 (at will)—mage hand, message, prestidigitation, read magic
  STATISTICS
  Str 25, Dex 12, Con 19, Int 12, Wis 13, Cha 12
  Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
  feats Cleave, Improved Initiative, Improved Vital Strike, Iron 
  Will, Power Attack, Vital Strike
  Skills Appraise +15, Bluff +15, Fly +9, Intimidate +15, Perception 
  +15, Sense Motive +15, Stealth +11
  Languages Common, Draconic
  ADULT RED DRAgOn 
   
  CR 14
  XP 38,400
  CE Huge dragon (fire)
  Init +4; Senses dragon senses, smoke vision; Perception +23
  Aura fire (5 ft., 1d6 fire), frightful presence (180 ft., DC 21)
  DEfEnSE
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 212 (17d12+102)
  fort +16, Ref +10, Will +15
  9898
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757029
  757029
  451016
  451016
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757030
  757030
  451017
  451017
  Dragon (Chromatic), Red
  Dragon (Chromatic), Red
  DR 5/magic; Immune fire, paralysis, sleep; SR 25
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +25 (2d8+15), 2 claws +25 (2d6+10), 2 wings +23 
  (1d8+5), tail slap +23 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 24, 12d10 fire), crush
  Spell-Like Abilities (CL 17th)
  At will—detect magic, pyrotechnics (DC 15), suggestion (DC 16)
  Spells known (CL 7th)
  3rd (5/day)—dispel magic, haste
  2nd (7/day)—invisibility, resist energy, see invisibility
  1st (7/day)—alarm, grease (DC 14), magic missile, shield, true strike
  0 (at will)—arcane mark, light, mage hand, mending, message, 
  prestidigitation, read magic
  STATISTICS
  Str 31, Dex 10, Con 23, Int 16, Wis 17, Cha 16
  Base Atk +17; CMB +29; CMD 39 (43 vs. trip)
  feats Cleave, Greater Vital Strike, Improved Initiative, 
  Improved Iron Will, Improved Vital Strike, Iron Will, 
  Multiattack, Power Attack, Vital Strike
  Skills Appraise +23, Bluff +23, Fly +12, Intimidate +23, Knowl. (arcana) 
  +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +12
  Languages Common, Draconic, Dwarven, Orc
  AnCIEnT RED DRAgOn 
  CR 19
  XP 204,800
  CE Gargantuan dragon (fire)
  Init +3; Senses dragon senses, 
  smoke vision; Perception +33
  Aura fire, frightful presence 
  (300 ft., DC 27)
  DEfEnSE
  AC 38, touch 5, flat-
  footed 38 (–1 Dex, 
  +33 natural, –4 size)
  hp 362 (25d12+200)
  fort +22, Ref +13, Will +21
  DR 15/magic; Immune fire, 
  paralysis, sleep; SR 30
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee bite +35 (4d6+21/19–20), 2 claws 
  +35 (2d8+14), 2 wings +33 (2d6+7), tail 
  slap +33 (2d8+21)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 
  DC 30, 20d10 fire), crush, manipulate 
  flames, melt stone, tail sweep
  Spell-Like Abilities (CL 25th)
  At will—detect magic, find the path, 
  pyrotechnics (DC 17), suggestion (DC 18), wall of fire
  Spells known (CL 15th)
  7th (4/day)—limited wish, spell turning
  6th (6/day)—antimagic field, contingency, greater dispel magic
  5th (7/day)—polymorph, telekinesis (DC 20), teleport, wall of force
  4th (7/day)—fear (DC 19), fire shield, greater invisibility, stoneskin
  3rd (7/day)—dispel magic, displacement, haste, tongues
  2nd (7/day)—alter self, detect thoughts, misdirection, resist 
  energy, see invisibility
  1st (8/day)—alarm, grease (DC 16), magic missile, shield, true strike
  0 (at will)—arcane mark, bleed, light, mage hand, mending, 
  message, open/close, prestidigitation, read magic
  STATISTICS
  Str 39, Dex 8, Con 27, Int 20, Wis 21, Cha 20
  Base Atk +25; CMB +43; CMD 52 (56 vs. trip)
  feats Cleave, Critical Mastery, Greater Vital Strike, Improved 
  Critical (bite), Improved Initiative, Improved Iron Will, 
  Improved Vital Strike, Iron Will, Multiattack, Power Attack, 
  Quicken Spell, Stunning Critical, Vital Strike
  Skills Appraise +33, Bluff +33, Diplomacy +33, Fly +11, Intimidate 
  +33, Knowledge (arcana) +33, Knowledge (history) +33, 
  Perception +33, Sense Motive +33, Spellcraft +33, Stealth +15
  Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc
  Few creatures are more cruel and fearsome than the mighty 
  red dragon. King of the chromatics, this terrible beast 
  brings ruin and death to the lands 
  that fall under its shadow.
  9999
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757030
  757030
  451017
  451017
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757031
  757031
  451018
  451018
  Chromatic Dragon, White
  WhITE DRAgOn
  CE dragon (cold)
  BASE STATISTICS
  CR 2; Size Tiny; hit Dice 3d12
  Speed 60 ft., burrow 30 ft., swim 60 ft.
  natural Armor +2; Breath Weapon cone, 2d4 cold
  Str 11, Dex 16, Con 13, Int 6, Wis 9, Cha 6
  ECOLOgy
  Environment cold mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Blizzard (Su) An ancient white dragon can use its breath 
  weapon to create a blizzard in the area around it as a 
  standard action. This creates heavy snow conditions in a 
  50-foot radius for 1 minute, centered on the dragon. This 
  snow slows movement (4 squares of movement per square 
  entered) and limits vision as fog does.
  Cold Aura (Su) An adult white dragon radiates an aura of cold. 
  All creatures within 5 feet of the dragon take 1d6 points 
  of cold damage at the beginning of the dragon’s turn. An 
  old dragon’s aura extends to 10 feet. An ancient dragon’s 
  damage increases to 2d6.
  freezing fog (Sp) An old white dragon can use this ability 
  three times per day. It is similar to an acid fog spell but 
  deals cold damage instead of acid damage. It also causes a 
  rime of slippery ice to form on any surface the fog touches, 
  creating the effect of a grease spell. The dragon is immune 
  to the grease effect because of its icewalking ability. This 
  ability is the equivalent of a 6th-level spell.
  Ice Shape (Su) A young white dragon can shape ice and 
  snow at will. This ability functions as stone shape, but only 
  targeting ice and snow, not stone. A white dragon’s caster 
  level for this effect is equal to its Hit Dice.
  Ice Tomb (Sp) A great wyrm can, as a standard action, cause a 
  creature to sink into ice. This works as imprisonment, but only 
  while the target is touching an icy surface. A white dragon 
  can use this ability once per day (CL equals dragon’s HD). 
  Targets entombed by this ability can be freed by casting 
  freedom or by physically freeing the creature from the ice 
  (Hardness 0, 360 hit points). The save DC is Charisma-based. 
  Icewalking (Ex) This ability works like the spider climb spell, but 
  the surfaces the dragon climbs must be icy. The dragon can 
  move across icy surfaces without penalty and does not need 
  to make Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A very young white dragon learns to see 
  perfectly well in snowy conditions. A white dragon does not 
  suffer any penalties to Perception checks while in snow.
  Spell-Like Abilities (Sp) A white dragon gains the following 
  spell-like abilities usable at will upon reaching the listed age 
  category. Juvenile—fog cloud; Young adult—gust of wind; 
  Ancient—wall of ice; Great wyrm—control weather.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Icewalking, cold subtype 
  —
  Very young 
  Snow vision 
  —
  Young 
  Ice shape 
  —
  Juvenile 
  Fog cloud 
  —
  Young adult 
  DR 5/magic, spell resistance,  
  —
    
  gust of wind 
  Adult 
  Cold aura, frightful presence 
  1st
  Mature adult 
  DR 10/magic 
  3rd
  Old 
  Freezing fog 
  5th
  Very old 
  DR 15/magic 
  7th
  Ancient 
  Blizzard, wall of ice 
  9th
  Wyrm 
  DR 20/magic 
  11th
  Great wyrm 
  Ice tomb, control weather 
  13th
  yOUng WhITE DRAgOn 
   
  CR 6
  XP 2,400
  CE Medium dragon (cold)
  Init +6; Senses dragon senses, snow vision; Perception +12
  DEfEnSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 66 (7d12+21)
  fort +8, Ref +7, Will +5
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 30 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
  Melee bite +11 (1d8+6), 2 claws +11 (1d6+4), 2 wings +6 (1d4+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (30-ft. cone, DC 16, 6d4 cold)
  STATISTICS
  Str 19, Dex 14, Con 17, Int 8, Wis 11, Cha 8
  Base Atk +7; CMB +11; CMD 23 (27 vs. trip)
  feats Alertness, Flyby Attack, Improved Initiative, Power Attack
  Skills Fly +12, Intimidate +9, Perception +12, Stealth +12, 
  Swim +22
  Languages Draconic
  SQ icewalking, ice shape
  ADULT WhITE DRAgOn 
   
  CR 10
  XP 9,600
  CE Large dragon (cold)
  Init +5; Senses dragon senses, snow vision; Perception +22
  Aura cold (5 ft., 1d6 cold damage), frightful presence (180 ft., 
  DC 17)
  DEfEnSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 149 (13d12+65)
  This dragon’s scales are a frosty white. Its head is crowned with 
  slender horns, with a thin membrane stretched between them.
  100
  100
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757031
  757031
  451018
  451018
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757032
  757032
  451019
  451019
  Dragon (Chromatic), White
  Dragon (Chromatic), White
  fort +13, Ref +9, Will +10
  DR 5/magic; Immune cold, paralysis, sleep; SR 21
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +20 (2d6+10/19–20), 2 claws +19 (1d8+7), 2 wings 
  +14 (1d6+3), tail slap +14 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 21, 12d4 cold)
  Spell-Like Abilities (CL 13th)
  At will—fog cloud, gust of wind
  Spells known (CL 1st)
  1st (4/day)—shield, true strike
  0 (at will)—dancing lights, detect magic, ray of frost, mending
  STATISTICS
  Str 25, Dex 12, Con 21, Int 12, Wis 15, Cha 12
  Base Atk +13; CMB +21; CMD 32 (36 vs. trip)
  feats Alertness, Flyby Attack, Improved Critical (bite), Improved 
  Initiative, Power Attack, Vital Strike, Weapon Focus (bite)
  Skills Fly +11, Intimidate +17, Knowledge (arcane) +17, Perception 
  +22, Spellcraft +17, Stealth +13, Swim +31
  Languages Common, Draconic
  SQ icewalking, ice shape
  AnCIEnT WhITE DRAgOn 
   
  CR 15
  XP 51,200
  CE Huge dragon (cold)
  Init +4; Senses dragon senses, snow vision; Perception +32
  Aura cold (10 ft., 2d6 cold damage), frightful presence (300 
  ft., DC 23)
  DEfEnSE
  AC 37, touch 8, flat-footed 37 (+29 natural, –2 size)
  hp 283 (21d12+147)
  fort +19, Ref +14, Will +16
  DR 15/magic; Immune cold, paralysis, sleep; 
  SR 26
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 30 ft., burrow 30 ft., fly 200 ft. (poor), 
  swim 60 ft.
  Melee bite +31 (2d8+16/19–20), 2 claws +30 
  (2d6+11), 2 wings +25 (1d8+5), tail slap 
  +25 (2d6+16)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks blizzard, breath weapon 
  (50-ft. cone, DC 27, 20d4 cold), crush, 
  freezing fog (3/day, DC 19)
  Spell-Like Abilities (CL 21st)
  At will—fog cloud, gust of wind, wall 
  of ice (DC 17)
  Spells known (CL 9th)
  4th (4/day)—charm monster (DC 17)
  3rd (7/day)—dispel magic, 
  displacement, lightning bolt (DC 16)
  2nd (7/day)—invisibility, fog cloud, resist energy, see invisibility
  1st (7/day)—alarm, grease (DC 14), magic aura, shield, true strike
  0 (at will)—dancing lights, detect magic, ray of frost, mending
  STATISTICS
  Str 33, Dex 10, Con 25, Int 16, Wis 19, Cha 16
  Base Atk +21; CMB +34; CMD 44 (48 vs. trip)
  feats Alertness, Flyby Attack, Greater Vital Strike, Improved 
  Critical (bite), Improved Initiative, Improved Sunder, 
  Improved Vital Strike, Lightning Reflexes, Power Attack, 
  Vital Strike, Weapon Focus (bite)
  Skills Fly +16, Intimidate +27, Knowledge (arcane) +27, 
  Knowledge (history) +27, Perception +32, Sense Motive +32, 
  Spellcraft +27, Stealth +16, Swim +43
  Languages Common, Draconic
  SQ icewalking, ice shape
  Although most consider it to be the weakest and most 
  feral of the chromatic dragons, the white dragon makes 
  up for its lack of cunning with sheer ferocity. White 
  dragons dwell on remote, frozen mountaintops and in 
  arctic lowlands, making their home in glittering caves 
  full of ice and snow. They prefer their meals 
  completely frozen.
  101101
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757032
  757032
  451019
  451019
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757033
  757033
  451020
  451020
  Metallic Dragon, Brass
  BRASS DRAgOn
  CG dragon (fire)
  BASE STATISTICS
  CR 3; Size Tiny; hit Dice 4d12
  Speed 60 ft., burrow 30 ft.
  natural Armor +3; Breath Weapon line, 2d4 fire
  Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 10
  ECOLOgy
  Environment warm deserts
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Desert Wind (Su) A juvenile or older brass dragon can call up 
  the desert wind to serve him. This functions as gust of wind, 
  but any creature in its path must make a Fortitude save or 
  be blinded for 1d4 rounds by the sand. The save DC for this 
  effect is equal to the dragon’s breath weapon DC.
  fire Aura (Su) An old or older brass dragon is surrounded by 
  an aura of intense heat. All creatures within 5 feet of the 
  dragon take 1d6 points of fire damage at the beginning of 
  the dragon’s turn. An ancient brass dragon’s aura extends 
  to 10 feet. A great wyrm’s damage increases to 2d6. A 
  brass dragon can suppress or activate this aura at will as a 
  free action.
  Move Sand (Sp) A young or older brass dragon can move sand 
  to excavate ruins or hide treasures. This functions as move 
  earth, but it only affects sand. The dragon uses his HD in 
  place of his caster level for this effect. This is equivalent to a 
  5th-level spell.
  Sandstorm (Su) An ancient or older brass dragon can create 
  a powerful sandstorm once per day as a full-round action. 
  This storm has a radius of 1 mile and lasts for 1 minute per 
  age category of the dragon. This functions as a sandstorm 
  (Pathfinder RPG Core Rulebook 431), except that it is also 
  accompanied by windstorm-level winds.
  Sleep Breath (Su) Instead of a line of fire, a brass dragon can 
  breathe a cone of sleep gas. Creatures within the cone must 
  succeed on a Will save or fall asleep for 1d6 rounds plus 1 
  round per age category of the dragon.
  Spell-Like Abilities (Sp) A brass dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed 
  age category. Very young—speak with animals; Juvenile—
  endure elements; Adult—suggestion; Old—control winds; 
  Ancient—control weather; Great wyrm—whirlwind.
  Summon Djinni (Sp) This ability, usable by a great wyrm brass 
  dragon once per day, works like a summon monster spell, 
  except that it summons one noble djinni. This ability is the 
  equivalent of a 9th-level spell. 
  A crest of horns sweeps back from the head of this dragon, leading 
  to a long neck and serpentine brass body.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Fire subtype, sleep breath  
  —
  Very young 
  speak with animals 
  —
  Young 
  Move sand 
  1st
  Juvenile 
  Desert wind, endure elements 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  frightful presence, suggestion 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Fire aura, control winds 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Sandstorm, control weather 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Summon djinni, whirlwind 
  19th
  yOUng BRASS DRAgOn 
   
  CR 7
  XP 3,200
  CG Medium dragon (fire)
  Init +6; Senses blindsense 60 ft., dragon senses; Perception +14
  DEfEnSE
  AC 21, touch 12, flat-footed 19; (+2 Dex, +9 natural)
  hp 76 (8d12+24)
  fort +9, Ref +8, Will +7
  Immune fire, paralysis, sleep
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft., burrow 30 ft., fly 150 ft. (average)
  Melee bite +12 (1d8+6), 2 claws +12 (1d6+4), 2 wings +7 (1d4+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (60-ft. line, DC 17, 6d4 fire), 
  sleep breath
  Spell-Like Abilities (CL 8th)
  At will—speak with animals
  Spells known (CL 1st)
  1st (4/day)—charm person (DC 13), comprehend languages
  0 (at will)—dancing lights, detect magic, mage hand, message
  STATISTICS
  Str 19, Dex 14, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +8; CMB +12; CMD 24
  feats Alertness, Hover, Improved Initiative, Spell Focus (enchant)
  Skills Bluff +12, Diplomacy +12, Fly +13, Heal +12, Linguistics 
  +12, Perception +14, Sense Motive +14
  Languages Common, Draconic, plus any 8 others
  SQ move sand
  ADULT BRASS DRAgOn 
   
  CR 11
  XP 12,800
  CG Large dragon (fire)
  Init +5; Senses blindsense 60 ft., dragon senses; Perception +24
  Aura frightful presence (180 ft., DC 20)
  DEfEnSE
  AC 28, touch 10, flat-footed 27; (+1 Dex, +18 natural, –1 size)
  hp 161 (14d12+70)
  fort +14, Ref +10, Will +12
  102
  102
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757033
  757033
  451020
  451020
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757034
  757034
  451021
  451021
  Dragon (Metallic), Brass
  Dragon (Metallic), Brass
  DR 5/magic; Immune fire, paralysis, sleep; SR 22
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)
  Melee bite +20 (2d6+10), 2 claws +20 (1d8+7), 2 wings +15 
  (1d6+3), tail slap +15 (1d8+10)
  Special Attacks breath weapon (80-ft. line, DC 22, 12d4 fire), 
  desert wind, sleep breath
  Spell-Like Abilities (CL 14th)
  At will—endure elements, speak with animals, suggestion (DC 18)
  Spells known (CL 7th)
  3rd (5/day)—hold person (DC 18), tongues
  2nd (7/day)—alter self, detect thoughts (DC 15), see invisibility
  1st (7/day)—alarm, charm person (DC 16), protection from 
  evil, shield, ventriloquism
  0 (at will)—arcane mark, dancing lights, detect magic, ghost 
  sound (DC 13), mage hand, message, prestidigitation
  STATISTICS
  Str 25, Dex 12, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +14; CMB +22; CMD 33 (37 vs. trip)
  feats Alertness, Flyby Attack, Hover, Greater Spell Focus (enchant), 
  Improved Initiative, Power Attack, Spell Focus (enchant)
  Skills Bluff +20, Dip. +20, Fly +12, Heal +20, Ling. +20, Per. 
  +24, S. Motive +24, Spellcraft +20, Stealth +3, Survival +20
  Languages Common, Draconic, plus any 14 others
  SQ move sand
  AnCIEnT BRASS DRAgOn 
   
  CR 16
  XP 76,800
  CG Huge dragon (fire)
  Init +4; Senses dragon senses; Perception +34
  Aura fire (10 ft., 1d6 fire), frightful presence (300 ft., DC 26)
  DEfEnSE
  AC 38, touch 8, flat-footed 38; (+30 natural, 
  –2 size)
  hp 297 (22d12+154)
  fort +20, Ref +13, Will +18
  DR 15/magic; Immune fire, paralysis, 
  sleep; SR 27
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft., burrow 30 ft., fly 200 ft. (poor)
  Melee bite +31 (2d8+16), 2 claws +31 (2d6+11), 2 wings 
  +29 (1d8+5), tail slap +29 (2d6+16)
  Special Attacks breath weapon (100-ft. line, DC 28, 20d4 
  fire), crush, desert wind, sandstorm, sleep breath
  Spell-Like Abilities (CL 22th)
  At will—control weather, control winds, endure elements, speak 
  with animals, suggestion (DC 18)
  Spells known (CL 15th)
  7th (4/day)—g. teleport, power word blind
  6th (6/day)—forceful hand, geas, 
  greater dispel magic
  5th (7/day)—contact other plane, dominate person (DC 22), 
  mirage arcana
  4th (7/day)—charm monster (DC 21), confusion (DC 21), 
  dimensional anchor, locate creature
  3rd (7/day)—displacement, heroism, hold person (DC 20), tongues
  2nd (7/day)—alter self, detect thoughts (DC 17), locate object, 
  resist energy, see invisibility
  1st (8/day)—alarm, charm person (DC 18), protection from 
  evil, shield, ventriloquism
  0 (at will)—arcane mark, dancing lights, d. magic, d. poison, ghost 
  sound (DC 15), mage hand, message, prestidigitation, r. magic
  STATISTICS
  Str 33, Dex 10, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +22; CMB +35; CMD 45 (49 vs. trip)
  feats Alertness, Flyby Attack, Greater Spell Focus (enchant), Hover, 
  Improved Initiative, Improved Vital Strike, Multiattack, Power 
  Attack, Quicken Spell, Spell Focus (enchant), Vital Strike
  Skills Bluff +30, Diplomacy +30, Fly +17, Heal +30, Knowledge 
  (local, history) +30, Linguistics +30, Perception +34, Sense 
  Motive +34, Spellcraft +30, Survival +30
  Languages Common, Draconic, plus any 22 others
  SQ move sand
  Consummate conversationalists, brass dragons prefer to 
  talk instead of fight. Brass dragons lair near humanoid 
  settlements, where they can hear the most 
  recent news and gossip.
  103
  103
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757034
  757034
  451021
  451021
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757035
  757035
  451022
  451022
  Metallic Dragon, Bronze
  BROnzE DRAgOn
  LG dragon (water)
  BASE STATISTICS
  CR 5; Size Small; hit Dice 6d12
  Speed 40 ft., swim 60 ft.
  natural Armor +5; Breath Weapon line, 2d6 electricity
  Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
  ECOLOgy
  Environment temperate coastlines
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) A young or older bronze dragon can take 
  any animal or humanoid form 3/day as if using polymorph. 
  Electricity Aura (Su) An old or older bronze dragon has an aura 
  of electricity. All creatures within 5 feet take 1d6 points of 
  electricity damage at the start of the dragon’s turn. An ancient 
  dragon’s aura is 10 feet. A great wyrm’s damage increases to 
  2d6. A bronze dragon can suppress this aura at will.
  Repulsion Breath (Su) Instead of a line of electricity, a bronze 
  dragon can breathe a cone of repulsion gas. Targets must 
  make a Will save or be compelled to do nothing but move 
  away from the dragon for 1d6 rounds plus 1 round per age 
  category. This is a mind-affecting compulsion effect.
  Spell-Like Abilities (Sp) A bronze dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed age 
  category. Very young—speak with animals; Juvenile—create 
  food and water; Adult—fog cloud; Old—detect thoughts; 
  Ancient—control water; Great wyrm—control weather.
  Tidal Wave (Su) A great wyrm bronze dragon can cause the sea 
  to rise up and crush his enemies once per day as a standard 
  action. This affects an area of coastline 120 feet in length 
  and targets all creatures within 40 feet of the shore—treat 
  the targets as if struck by an avalanche (Pathfinder RPG 
  Core Rulebook 429). Treat all creatures as if they were in the 
  bury zone. The save DC to halve this damage is equal to the 
  dragon’s breath weapon DC. Those who fail their saves take 
  full damage and are drawn 60 feet off shore and deposited 20 
  feet under the surface on the round after the wave hits.
  Vortex (Ex) Once per day, an ancient or older bronze dragon 
  can create a vortex as a standard action, just like an elder 
  water elemental (see page 127). A bronze dragon can 
  maintain this vortex for 1 round per age category.
  Water Breathing (Ex) A bronze dragon breathes water and can 
  use its breath weapon, spells, and abilities underwater.
  Wave Mastery (Su) For up to 10 minutes per age category per 
  day, a juvenile bronze dragon, along with creatures or vessels 
  within 50 feet, can move at twice its normal speed in water.
  This sleek dragon is covered in dull metallic scales that range in 
  color from shining bronze to mottled blue.
  Age Category Special Abilities 
  Caster Level
  Wyrmling 
  Immunity to electricity, 
  —
    
  repulsion breath, water breathing
  Very young 
  Speak with animals 
  —
  Young 
  Change shape 
  1st
  Juvenile 
  Wave mastery, create food and water 3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  frightful presence, fog cloud 
  7th
  Mature adult DR 10/magic 
  9th
  Old 
  Electricity aura, detect thoughts 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Vortex, control water 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Tidal wave, control weather 
  19th
  yOUng BROnzE DRAgOn 
   
  CR 9
  XP 6,400
  LG Large dragon (water)
  Init +1; Senses dragon senses; Perception +20
  DEfEnSE
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
  hp 95 (10d12+30)
  fort +10, Ref +8, Will +10
  Immune electricity, paralysis, sleep
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +14 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 
  (1d6+2), tail +12 (1d8+7)
  Special Attacks breath weapon (80-ft. line, DC 18, 6d6 
  electricity), repulsion breath
  Spell-Like Abilities (CL 10th)
  At will—speak with animals
  Spells known (CL 1st)
  1st (4/day)—alarm, obscuring mist
  0 (at will)—detect magic, light, message, resistance
  STATISTICS
  Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
  Base Atk +10; CMB +16; CMD 27 (31 vs. trip)
  feats Alertness, Flyby Attack, Multiattack, Power Attack, Vital Strike
  Skills Diplomacy +16, Fly +8, Intimidate +16, Knowl. (arcana) +16, 
  Percep. +20, S. Motive +20, Spellcraft +16, Stealth +10, Swim +26
  Languages Aquan, Common, Draconic, Elven
  SQ change shape, water breathing
  ADULT BROnzE DRAgOn 
   
  CR 13
  XP 25,600
  LG Huge dragon (water)
  Init +0; Senses dragon senses; Perception +28
  Aura frightful presence (180 ft., DC 23)
  DEfEnSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 184 (16d12+80)
  fort +15, Ref +10, Will +15
  104
  104
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757035
  757035
  451022
  451022
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757036
  757036
  451023
  451023
  Dragon (Metallic), Bronze
  Dragon (Metallic), Bronze
  DR 5/magic; Immune electricity, paralysis, sleep; SR 24
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +22 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 
  (1d8+4), tail slap +20 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, DC 23, 12d6 
  electricity), crush, repulsion breath
  Spell-Like Abilities (CL 16th)
  At will—create food and water, fog cloud, speak with animals
  Spells known (CL 7th)
  3rd (5/day)—dispel magic, slow (DC 18)
  2nd (7/day)—blur, gust of wind, mirror image
  1st (8/day)—alarm, mage armor, obscuring mist, shield, true strike
  0 (at will)—detect magic, light, message, resistance, 2 more
  STATISTICS
  Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
  Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
  feats Alertness, Cleave, Flyby Attack, Hover, Improved Vital 
  Strike, Multiattack, Power Attack, Vital Strike
  Skills Diplomacy +24, Fly +11, Handle Animals +21, Intimidate 
  +24, Knowledge (arcana, geography) +24, Perception +28, 
  Sense Motive +28, Spellcraft +24, Stealth +11, Swim +35
  Languages Aquan, Common, Draconic, Elven, Gnome, 2 more
  SQ change shape, water breathing, wave mastery
  AnCIEnT BROnzE DRAgOn 
  CR 18
  XP 153,600
  LG Gargantuan dragon (water)
  Init +3; Senses dragon senses; 
  Perception +38
  Aura electricity aura, frightful 
  presence (300 ft., DC 29)
  DEfEnSE
  AC 37, touch 5, flat-footed 37; 
  (–1 Dex, +32 natural, –4 size)
  hp 324 (24d12+168)
  fort +21, Ref +13, Will +21
  DR 15/magic; Immune electricity, 
  paralysis, sleep; SR 29
  OffEnSE
  Speed 40 ft., fly 250 ft. (clum.), sw. 60 ft.
  Melee bite +32 (4d6+18/19–20), 2 
  claws +32 (2d8+12/19–20), 2 wings 
  +30 (2d6+6), tail slap +30 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. w/bite)
  Special Attacks br. weapon (120-ft. line, 
  DC 29, 20d6 elect.), crush, repul. 
  breath, tail sweep, vortex
  Spell-Like Abilities (CL 24th)
  At will—control water, create 
  food and water, detect 
  thoughts (DC 19), fog 
  cloud, speak with animals
  Spells known (CL 15th)
  7th (5/day)—spell turning, statue
  6th (7/day)—greater dispel magic, mass suggestion (DC 23), mislead
  5th (7/day)—dismissal, interposing hand, mind fog, teleport
  4th (7/day)—dimension door, ice storm, solid fog, stoneskin
  3rd (7/day)—dispel magic, heroism, slow (DC 20), suggestion
  2nd (8/day)—blur, gust of wind, invisibility, mirror image, web
  1st (8/day)—alarm, mage armor, obscuring mist, shield, true strike
  0 (at will)—detect magic, light, message, resistance, 2 more
  STATISTICS
  Str 35, Dex 8, Con 25, Int 24, Wis 25, Cha 24
  Base Atk +24; CMB +40; CMD 49 (53 vs. trip)
  feats Alertness, Cleave, Flyby Attack, Great Cleave, Hover, 
  Improved Critical (bite, claw), Improved Initiative, Improved 
  Vital Strike, Multiattack, Power Attack, Vital Strike
  Skills Diplomacy +34, Fly +10, Handle Animals +31, Heal +34, 
  Intimidate +34, Knowledge (arcana, geography, history) +34, 
  Percep. +38, S. Motive +38, Spellcraft +34, Stealth +14, Swim +47
  Languages Aquan, Common, Draconic, Elven, Gnome, 3 more
  SQ change shape, water breathing, wave mastery
  Bronze dragons have been known to ally with travelers and 
  adventurers if the cause and reward is right and just. 
  105
  105
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757036
  757036
  451023
  451023
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757037
  757037
  451024
  451024
  Metallic Dragon, Copper
  COPPER DRAgOn
  CG dragon (earth)
  BASE STATISTICS
  CR 4; Size Tiny; hit Dice 5d12
  Speed 40 ft.
  natural Armor +4; Breath Weapon line, 2d6 acid
  Str 11, Dex 16, Con 13, Int 12, Wis 13, Cha 12
  ECOLOgy
  Environment warm hills
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Climb Stone (Ex) A copper dragon can climb on stone surfaces 
  as though using the spider climb spell.
  Deadly joke (Sp) Once per day, as a standard action, a great 
  wyrm copper dragon can tell a joke that kills. This affects 
  one target, and functions as power word kill. This is a 
  language-dependent sonic effect.
  Mass Laughter (Sp) An ancient copper dragon can tell a fantastic 
  joke once per day as a standard action. All creatures within 
  10 feet per age category must make a Will save or laugh for 1 
  round per age category, as if affected by hideous laughter. The 
  save DC is Charisma-based. This is equal to a 6th-level spell.
  Slow Aura (Su) An old or older copper dragon is surrounded 
  by an aura of slowness. All creatures within 5 feet of the 
  dragon must make a Will save or be affected as per slow 
  for 1 round. An ancient dragon’s aura extends to 10 feet. 
  For great wyrm copper dragons, those opponents that fail 
  their saves are slowed for 1d4 rounds. The DC of this save is 
  equal to the dragon’s breath weapon. A copper dragon can 
  suppress or activate this aura at will as a free action.
  Slow Breath (Su) Instead of a line of acid, a copper dragon can 
  breathe a cone of slowing gas. Those in the cone must make 
  a Fortitude save or be slowed (as per the spell slow) for 1d6 
  rounds plus 1 round per age category of the dragon.
  Spell-Like Abilities (Sp) A copper dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed age 
  category. Very young—grease; Juvenile—hideous laughter; 
  Adult—stone shape; Old—transmute rock to mud/mud to rock; 
  Ancient—wall of stone; Great wyrm—move earth.
  Trap Master (Ex) A juvenile or older copper dragon receives a +1 
  bonus per age categroy on Craft (traps) and Perception checks 
  made to locate a trap. Upon becoming a mature adult, he can 
  also use Disable Device to disarm magic traps as if he had the 
  rogue’s Trapfinding class feature.
  Uncanny Dodge (Ex) A young or older copper dragon is always 
  looking out for an ambush. He can never be caught flat-footed. 
  This ability functions like the rogue ability of the same name.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immunity to acid, climb stone, 
  —
    
  slow breath
  Very young 
  Grease 
  —
  Young 
  Uncanny dodge 
  1st
  Juvenile 
  Trap master, hideous laughter 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Frightful presence, stone shape 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Slow aura, transmute rock/mud 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Mass laughter, wall of stone 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Deadly joke, move earth 
  19th
  yOUng COPPER DRAgOn 
   
  CR 8
  XP 4,800
  CG Medium dragon (earth)
  Init +6; Senses Perception +14
  DEfEnSE
  AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
  hp 85 (9d12+27)
  fort +9, Ref +8, Will +8
  Defensive Abilities uncanny dodge; Immune acid, paralysis, sleep
  OffEnSE
  Speed 40 ft., fly 150 ft. (average); climb stone
  Melee bite +13 (1d8+6/19–20), 2 claws +13 (1d6+4), 2 wings +8 (1d4+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (60-ft. line, DC 17, 6d6 acid), 
  slow breath (30-ft. cone, DC 17, slowed for 1d6+3 rounds)
  Spell-Like Abilities (CL 9th)
  At will—grease (DC 13)
  Spells known (CL 1st)
  1st (4/day)—alarm, silent image (DC 13)
  0 (at will)—detect magic, ghost sound (DC 12), light, message
  STATISTICS
  Str 19, Dex 14, Con 17, Int 14, Wis 15, Cha 14
  Base Atk +9; CMB +13; CMD 25 (29 vs. trip)
  feats Combat Expertise, Improved Critical (bite), Improved 
  Initiative, Improved Trip
  Skills Bluff +14, Craft (trap) +14, Fly +14, Perception +14, Perform 
  (comedy) +11, S. Motive +14, Stealth +14, Use Magic Device +14
  Languages Common, Draconic, Gnome
  ADULT COPPER DRAgOn 
   
  CR 12
  XP 19,200
  CG Large dragon (earth)
  Init +5; Senses Perception +22
  Aura frightful presence (180 ft., DC 21)
  DEfEnSE
  AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, –1 size)
  hp 172 (15d12+75)
  fort +14, Ref +10, Will +13
  Bright, shining copper scales run from the horn-crowned head 
  to the ridged tail of this long-winged dragon.
  106
  106
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757037
  757037
  451024
  451024
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757038
  757038
  451025
  451025
  Dragon (Metallic), Copper
  Dragon (Metallic), Copper
  Defensive Abilities uncanny dodge; DR 5/magic; Immune 
  acid, paralysis, sleep; SR 23
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor); climb stone
  Melee bite +21 (2d6+10/19–20), 2 claws +21 (1d8+7/19–20), 2 
  wings +16 (1d6+3), tail +16 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks b. weapon (80-ft. line, DC 22, 12d6 acid), slow breath
  Spell-Like Abilities (CL 15th)
  At will—grease (DC 15), hideous laughter (DC 16), stone shape
  Spells known (CL 7th)
  3rd (5/day)—dispel magic, major image (DC 17)
  2nd (7/day)—glitterdust (DC 16), invisibility, phantom trap
  1st (7/day)—alarm, identify, magic missile, shield, silent image (DC 15)
  0 (at will)—detect magic, ghost sound (DC 14), light, message, 
  open/close, prestidigitation, read magic
  STATISTICS
  Str 25, Dex 12, Con 21, Int 18, Wis 19, Cha 18
  Base Atk +15; CMB +23; CMD 34 (38 vs. trip)
  feats Combat Expertise, Greater Trip, Improved Critcal (bite, claw), 
  Improved Initiative, Improved Trip, Power Attack, Vital Strike
  Skills Bluff +22, Craft (traps) +28, Diplomacy +22, Fly +13, 
  Perception +22, Perform (comedy) +19, Sense Motive +22, 
  Spellcraft +22, Stealth +15, Use Magic Device +22
  Languages Common, Draconic, Elven, Gnome, Halfling
  SQ trap master
  AnCIEnT COPPER DRAgOn 
   
  CR 17
  XP 102,400
  CG Huge dragon (earth)
  Init +4; Senses dragon senses; Perception +32
  Aura frightful presence (300 ft., DC 27), slow
  DEfEnSE
  AC 39, touch 8, flat-footed 39 (+31 natural, –2 size)
  hp 310 (23d12+161)
  fort +20, Ref +13, Will +19
  Defensive Abilities uncanny dodge; DR 15/magic; 
  Immune acid, paralysis, sleep; SR 28
  OffEnSE
  Speed 40 ft., fly 200 ft. (poor); climb stone
  Melee bite +32 (2d8+16/19–20), 2 claws +32 (2d6+11/19–20), 2 
  wings +27 (1d8+5), tail slap +27 (2d6+16)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, DC 28, 20d6 
  acid), crush, mass laughter, slow breath
  Spell-Like Abilities (CL 23rd)
  At will—grease (DC 17), hideous laughter (DC 18), stone shape, 
  transmute mud to rock, transmute rock to mud, wall of stone
  Spells known (CL 15th)
  7th (4/day)—reverse gravity, teleport object (DC 23)
  6th (7/day)—antimagic field, mislead, programmed image (DC 23)
  5th (7/day)—mind fog (DC 21), polymorph, sending, teleport
  4th (7/day)—confusion, rainbow pattern, stone shape, stoneskin
  3rd (7/day)—dispel magic, haste, suggestion (DC 19), tongues
  2nd (7/day)—glitterdust (DC 18), invisibility, phantom trap, 
  pyrotechnics, see invisibility
  1st (8/day)—expeditious retreat, magic aura, obscuring mist, 
  shield, silent image (DC 18)
  0 (at will)—dancing lights, detect magic, ghost sound (DC 17), light, 
  mage hand, message, open/close, prestidigitation, read magic
  STATISTICS
  Str 33, Dex 10, Con 25, Int 22, Wis 23, Cha 22
  Base Atk +23; CMB +36; CMD 46 (50 vs. trip)
  feats Combat Expertise, Greater Disarm, Greater Trip, Imp. Critical 
  (bite, claw), Imp. Initiative, Imp. Trip, Improved Vital Strike, 
  Power Attack, Quicken Spell, Spell Focus (illusion), Vital Strike
  Skills Bluff +32, Craft (traps) +42, Diplomacy +32, Fly +18, 
  Knowledge (geography) +32, Knowledge (history) +32, 
  Perception +32, Perform (comedy) +29, Sense Motive +32, 
  Spellcraft +32, Stealth +18, Use Magic Device +32
  Languages Common, Draconic, Dwarven, Elven, Giant, 
  Gnome, Halfling
  SQ trap master
  This whimsical dragon spends most of its time in 
  combat trying to annoy and frustrate its enemies.
  107
  107
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757038
  757038
  451025
  451025
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757039
  757039
  451026
  451026
  Metallic Dragon, Gold
  gOLD DRAgOn 
  LG dragon (fire)
  BASE STATISTICS
  CR 7; Size Small; hit Dice 8d12
  Speed 60 ft., swim 60 ft.
  natural Armor +7; Breath Weapon cone, 2d10 fire
  Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 14
  ECOLOgy
  Environment warm plains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) A very young or older gold dragon can 
  assume any animal or humanoid form three times per day 
  as if using polymorph.
  Detect gems (Sp) A young or older gold dragon can detect 
  gems three times per day. This functions as locate object, 
  but can only be used to locate gemstones.
  Divine Aid (Sp) Once a week, a great wyrm gold dragon can call 
  upon celestial powers for aid. This functions as a miracle. 
  fast flight (Ex) A young or older gold dragon is treated as one 
  size category larger when determining his fly speed.
  fire Aura (Su) An old or older gold dragon is surrounded by an 
  aura of fire. All creatures within 5 feet of the dragon take 1d6 
  points of fire damage at the beginning of the dragon’s turn. 
  An ancient gold dragon’s aura extends to 10 feet. A great 
  wyrm’s damage increases to 2d6. The dragon can activate or 
  suppress this aura as a free action.
  Luck (Sp) Once per day an adult or older gold dragon can 
  touch a gem, usually one embedded in the dragon’s hide, 
  and enspell it to bring good luck. As long as the dragon 
  carries the gem, it and every good creature within a given 
  radius of it (10 ft. per age category) receives a +1 luck bonus 
  on all saving throws. If the dragon gives an enspelled gem 
  to another creature, only that bearer gets the bonus. The 
  effect lasts 1d3 hours plus 3 hours per age category of the 
  dragon. This ability is the equivalent of a 2nd-level spell.
  Spell-Like Abilities (Sp) A gold dragon gains the following 
  spell-like abilities upon reaching the listed age category. Its 
  caster level for these effects is equal to its Hit Dice, and any 
  save DCs are Charisma-based. A gold dragon can use these 
  abilities at will. Very young—detect evil; Juvenile—bless; 
  Adult—daylight; Old—geas/quest; Ancient—sunburst; Great 
  wyrm—foresight.
  Weakening Breath (Su) Instead of a cone of fire, a gold dragon 
  can breathe a cone of weakening gas. Creatures within the 
  cone must succeed on a Fortitude save or take 1 point of 
  Strength damage per age category (Will save half).
  Golden scales cover the body of this majestic dragon, and a regal 
  crest of horns arches backward above wise and piercing eyes.
  Age Category 
  Special Abilities 
  Caster Level*
  Wyrmling 
  Fire subtype, weakening breath 
  —
  Very young 
  Change shape, detect evil 
  —
  Young 
  Fast flight, detect gems 
  1st
  Juvenile 
  Bless 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Frightful presence, luck, daylight 7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Fire aura, geas/quest 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Sunburst 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Divine aid, foresight 
  19th
  * A gold dragon can cast cleric spells as arcane spells.
  yOUng gOLD DRAgOn 
   
  CR 11
  XP 12,800
  LG Large dragon (fire)
  Init +1; Senses dragon senses Perception +22
  DEfEnSE
  AC 23, touch 10, flat-footed 22; (+1 Dex, +13 natural, –1 size)
  hp 126 (12d12+48)
  fort +12, Ref +9, Will +13
  Immune fire, paralysis, sleep; Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +18 (2d6+10), 2 claws +18 (1d8+7/19–20), 2 wings 
  +16 (1d6+3), tail +16 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. cone, DC 20, 6d10 fire), 
  weakening breath
  Spell-Like Abilities (CL 12th)
  At will—detect evil
  Spells known (CL 1st)
  1st (4/day)—mage armor, shield
  0 (at will)—detect magic, light, mending, stabilize
  STATISTICS
  Str 25, Dex 12, Con 19, Int 16, Wis 17, Cha 16
  Base Atk +12; CMB +20; CMD 31 (35 vs. trip)
  feats Alertness, Improved Critical (claw), Iron Will, Multiattack, 
  Power Attack, Vital Strike
  Skills Diplomacy +18, Fly +10, Heal +18, Knowledge (local, religion) 
  +18, Perception +22, Sense Motive +22, Spellcraft +18, Swim +30
  Languages Common, Draconic, Elven, Halfling
  SQ change shape, detect gems, fast flight
  ADULT gOLD DRAgOn 
   
  CR 15
  XP 51,200
  LG Huge dragon (fire)
  Init +0; Senses dragon senses; Perception +30
  Aura frightful presence (180 ft., DC 24)
  DEfEnSE
  AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
  108
  108
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757039
  757039
  451026
  451026
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757040
  757040
  451027
  451027
  Dragon (Metallic), Gold
  Dragon (Metallic), Gold
  hp 225 (18d12+108)
  fort +17, Ref +11, Will +18
  DR 5/magic; Immune fire, paralysis, sleep; SR 26
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft., fly 250 ft. (poor), swim 60 ft.
  Melee bite +26 (2d8+15/19–20), 2 claws +26 (2d6+10/19–20), 2 
  wings +24 (1d8+5), tail +24 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 25, 12d10 fire), 
  crush, weakening breath
  Spell-Like Abilities (CL 18th)
  At will—bless, daylight, detect evil
  Spells known (CL 7th)
  3rd (5/day)—dispel magic, prayer
  2nd (7/day)—aid, cure moderate wounds (DC 17), resist energy
  1st (7/day)—alarm, divine favor, mage armor, shield, shield of faith
  0 (at will)—detect magic, light, mending, stabilize, 3 more
  STATISTICS
  Str 31, Dex 10, Con 23, Int 20, Wis 21, Cha 20
  Base Atk +18; CMB +30; CMD 40 (44 vs. trip)
  feats Alertness, Critical Focus, Extend Spell, Improved Critical 
  (bite, claw), Iron Will, Multiattack, Power Attack, Vital Strike
  Skills Diplomacy +26, Fly +13, Heal +26, Knowledge (arcana, 
  local, nobility, religion) +26, Perception +30, Sense Motive 
  +30, Spellcraft +26, Swim +39
  Languages Celestial, Common, Draconic, 3 more
  SQ change shape, detect gems, fast flight, luck
  AnCIEnT gOLD DRAgOn 
   
  CR 20
  XP 307,200
  LG Gargantuan dragon (fire)
  Init –1; Senses dragon senses; Perception +40
  Aura fire, frightful presence (300 ft., DC 30)
  DEfEnSE
  AC 39, touch 5, flat-footed 39 (–1 Dex, +34 
  natural, –4 size)
  hp 377 (26d12+208)
  fort +23, Ref +14, Will +24
  DR 15/magic; Immune fire, paralysis, 
  sleep; SR 31
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft., fly 250 ft. (clumsy), swim 60 ft.
  Melee bite +36 (4d6+21/19–20), 2 claws +36 
  (2d8+14/19–20), 2 wings +34 (2d6+7/19–
  20), tail +34 (2d8+21/19–20)
  Space 20 ft.; Reach 15 ft. (20 
  ft. with bite)
  Special Attacks breath 
  weapon (120-ft. cone, 
  DC 31, 20d10 fire), crush, 
  tail sweep, weaken breath
  Spell-Like Abilities (CL 26th)
  At will—bless, daylight, detect evil, geas/quest, sunburst (DC 25)
  Spells known (CL 15th)
  7th (5/day)—greater teleport, resurrection
  6th (7/day)—antimagic field, greater dispel magic, heal
  5th (7/day)—dispel evil, plane shift, teleport, true seeing
  4th (7/day)—divination, restoration, spell immunity, stoneskin
  3rd (7/day)—dispel magic, haste, invisibility purge, prayer
  2nd (8/day)—aid, cure moderate wounds, lesser restoration, 
  resist energy, silence
  1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
  0 (at will)—detect magic, light, mending, stabilize, 6 more
  STATISTICS
  Str 39, Dex 8, Con 27, Int 24, Wis 25, Cha 24
  Base Atk +26; CMB +44; CMD 53 (57 vs. trip)
  feats Alertness, Critical Focus, Extend Spell, Improved Critical 
  (bite, claw, wing, tail), Iron Will, Multiattack, Power Attack, 
  Quicken Spell, Stunning Critical, Vital Strike
  Skills Diplomacy +36, Fly +13, Heal +36, Knowledge (arcana, 
  history, local, nobility, planes, religion) +36, Perception +40, 
  Sense Motive +40, Spellcraft +36, Swim +51
  Languages Celestial, Common, Draconic, 5 more
  SQ change shape, detect gems, fast flight, luck
  Gold dragons are the epitome of virtue. Other metallic 
  dragons revere their gold cousins as the agents of divine 
  forces and the paragons of 
  dragonkind, and often 
  seek them for advice or aid.
  109
  109
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757040
  757040
  451027
  451027
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757041
  757041
  451028
  451028
  SILVER DRAgOn
  LG dragon (cold)
  BASE STATISTICS
  CR 6; Size Small; hit Dice 7d12
  Speed 40 ft.
  natural Armor +6; Breath Weapon cone, 2d8 cold
  Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
  ECOLOgy
  Environment temperate mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) A silver dragon can assume any animal or 
  humanoid form three times per day as if using polymorph.
  Cloudwalking (Su) A very young or older silver dragon can 
  tread on clouds or fog as though on solid ground.
  Cold Aura (Su) An old or older silver dragon is surrounded by an 
  aura of cold. All creatures within 5 feet of the dragon take 1d6 
  points of cold damage at the beginning of the dragon’s turn. 
  An ancient dragon’s aura extends to 10 feet. A great wyrm’s 
  aura damage increases to 2d6. A silver dragon can suppress or 
  activate this aura at will as a free action.
  fog Vision (Ex) A juvenile or older silver dragon can see 
  perfectly well in fog and clouds.
  graceful flight (Ex) A young or older silver dragon’s aerial 
  maneuverability is one step better than normal.
  Paralyzing Breath (Su) Instead of a cone of cold, a silver dragon 
  can breathe a cone of paralyzing gas. Creatures within the 
  cone must succeed on a Fortitude save or be paralyzed for 
  1d6 rounds plus 1 round per age category of the dragon.
  Reflective Scales (Su) Any spell that targets an ancient or older 
  silver dragon but fails to penetrate the silver dragon’s spell 
  resistance might be reflected. If the caster level check to 
  penetrate the dragon’s spell resistance is failed by 5 or more, 
  the spell is reflected. If the check fails by 4 or less, the spell is 
  merely wasted. This otherwise functions as spell turning.
  Spell-Like Abilities (Sp) A silver dragon gains the following 
  spell-like abilities, usable at will upon reaching the listed 
  age category. Very young—detect evil; Juvenile—feather 
  fall; Adult—fog cloud; Old—control winds; Ancient—control 
  weather; Great wyrm—reverse gravity.
  True Courage (Ex) A great wyrm silver dragon can fight on 
  through pain and death. When reduced to below 0 hit 
  points, it remains conscious, automatically stabilizes, and 
  can continue to act (although it is staggered). If it takes 
  damage or is the target of a spell that causes its death, it 
  remains alive for 1 round and can act normally (it is not 
  staggered for this final round).
  Metallic Dragon, Silver
  The scales of this tall, elegant dragon shine like polished silver, 
  and its tail has a feathered appearance.
    
   
  Caster  
  Age Category 
  Special Abilities 
  Level*
  Wyrmling 
  Change shape, cold subtype,  
  —
    
  immune to acid, paralyzing breath
  Very young 
  Cloudwalking, detect evil 
  —
  Young 
  Graceful flight 
  1st
  Juvenile 
  Fog vision, feather fall 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Frightful presence, fog cloud 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Cold aura, control winds 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Reflective scales, control weather 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  True courage, reverse gravity 
  19th
  * A silver dragon can cast cleric spells as arcane spells.
  yOUng SILVER DRAgOn 
   
  CR 10
  XP 9,600
  LG Large dragon (cold)
  Init +5; Senses dragon senses; Perception +17
  DEfEnSE
  AC 22, touch 10, flat-footed 21; (+1 Dex, +12 natural, –1 size)
  hp 104 (11d12+33)
  fort +10, Ref +8, Will +12
  Immune acid, cold, paralysis, sleep
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight
  Melee bite +16 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 (1d6+2), 
  tail +13 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 18, 6d8 cold), 
  paralyzing breath
  Spell-Like Abilities (CL 11th)
  At will—detect evil
  Spells known (CL 1st)
  1st (4/day)—alarm, true strike
  0 (at will)—detect magic, light, message, read magic
  STATISTICS
  Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
  Base Atk +11; CMB +17; CMD 28 (32 vs. trip)
  feats Hover, Improved Initiative, Iron Will, Multiattack, Power 
  Attack, Weapon Focus (bite)
  Skills Acrobatics +12, Diplomacy +17, Fly +13, Heal +17, Intimidate 
  +17, Know. (local) +17, Perception +17, S. Motive +17, Spellcraft +17
  Languages Auran, Common, Draconic, Giant
  SQ change shape
  ADULT SILVER DRAgOn 
   
  CR 14
  XP 38,400
  LG Huge dragon (cold)
  Init +4; Senses dragon senses, fog vision; Perception +25
  110110
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757041
  757041
  451028
  451028
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757042
  757042
  451029
  451029
  Dragon (Metallic), Silver
  Dragon (Metallic), Silver
  Aura frightful presence (180 ft., DC 23)
  DEfEnSE
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 195 (17d12+85)
  fort +15, Ref +12, Will +17
  DR 5/magic; Immune acid, cold, paralysis, sleep; SR 25
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 40 ft., fly 200 ft. (average); cloudwalking, graceful flight
  Melee bite +24 (2d8+12), 2 claws +23 (2d6+8), 2 wings +21 
  (1d8+4), tail slap +21 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 23, 12d8 cold), 
  crush, paralyzing breath
  Spell-Like Abilities (CL 17th)
  At will—detect evil, feather fall, fog cloud
  Spells known (CL 7th)
  3rd (5/day)—dispel magic, wind wall
  2nd (7/day)—augury, cure moderate 
  wounds, web (DC 17)
  1st (7/day)—alarm, bless, divine favor, 
  shield, true strike
  0 (at will)—detect magic, flare, light, 
  message, prestidigitation, read 
  magic, stabilize
  STATISTICS
  Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
  Base Atk +17; CMB +27; CMD 37 (41 
  vs. trip)
  feats Flyby Attack, Hover, Improved 
  Initiative, Iron Will, Lighting Reflexes, 
  Multiattack, Power Attack, Vital 
  Strike, Weapon Focus (bite)
  Skills Acrobatics +17, Diplomacy +25, 
  Fly +16, Heal +25, Intimidate +25, 
  Knowledge (arcana, local, nobility) 
  +25, Perception +25, Sense Motive 
  +25, Spellcraft +25
  Languages Auran, Common, 
  Draconic, Dwarven, Giant, Terran
  SQ change shape
  AnCIEnT SILVER DRAgOn 
  CR 19
  XP 204,800
  LG Gargantuan dragon (cold)
  Init +3; Senses dragon senses, fog 
  vision; Perception +35
  Aura cold, frightful presence (300 ft., DC 29)
  DEfEnSE
  AC 38, touch 5, flat-footed 38; (–1 Dex, +33 
  natural, –4 size)
  hp 337 (25d12+175)
  fort +21, Ref +15, Will +23
  Defensive Abilities reflective scales; DR 15/magic; Immune 
  acid, cold, paralysis, sleep; SR 30
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 40 ft., fly 250 ft. (poor); cloudwalking, graceful flight
  Melee bite +34 (4d6+18/19–20), 2 claws +33 (2d8+12), 2 wings 
  +31 (2d6+6), tail slap +31 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, DC 29, 20d8 
  cold), crush, paralyzing breath, tail sweep
  Spell-Like Abilities (CL 25th)
  At will—control weather, control winds, detect evil, feather 
  fall, fog cloud
  Spells known (CL 15th)
  7th (5/day)—holy word (DC 24), repulsion (DC 24)
  6th (7/day)—banishment (DC 23), greater dispel magic, heal
  5th (7/day)—break enchantment, flame strike (DC 22), 
  plane shift, wall of force
  4th (7/day)—dimension door, freedom of 
  movement, restoration, solid fog
  3rd (7/day)—cure serious wounds, dispel 
  magic, hold person (DC 20), wind wall
  2nd (8/day)—augury, calm emotions (DC 19), 
  cure moderate wounds, invisibility, web
  1st (8/day)—bless, divine favor, protection 
  from evil, shield, true strike
  0 (at will)—detect magic, flare (DC 17), 
  light, message, prestidigitation, read magic, 
  stabilize, resistance, virtue
  STATISTICS
  Str 35, Dex 8, Con 25, Int 24, Wis 25, 
  Cha 24
  Base Atk +25; CMB +41; CMD 50 (54 vs. trip)
  feats Critical Focus, Flyby Attack, Hover, 
  Improved Critical (bite), Improved Initiative, 
  Iron Will, Lighting Reflexes, Multiattack, 
  Power Attack, Quicken Spell, Skill Focus 
  (Fly), Vital Strike, Weapon Focus (bite)
  Skills Acrobatics +24, Diplomacy +35, Fly 
  +21, Heal +35, Intimidate +35, Knowledge 
  (arcana, history, local, nobility, planes) 
  +35, Perception +35, Sense Motive +35, 
  Spellcraft +35
  Languages Auran, Common, 
  Draconic, Dwarven, Elven, 
  Halfling, Giant, Terran
  SQ change shape
  Of all the dragons, silvers are 
  the most courageous, holding 
  themselves to a chivalrous code to 
  help the weak, defeat evil, and behave 
  in an honorable manner.
  111111
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757042
  757042
  451029
  451029
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757043
  757043
  451030
  451030
  DRAgOn TURTLE 
  CR 9
  XP 6,400
  N Huge dragon (aquatic)
  Init +4; Senses low-light vision, darkvision 60 ft., scent; 
  Perception +16
  DEfEnSE
  AC 23, touch 8, flat-footed 23 (+15 natural, –2 size)
  hp 126 (12d12+48)
  fort +12, Ref +8, Will +9
  Immune fire, sleep, paralysis
  OffEnSE
  Speed 20 ft., swim 30 ft.
  Melee bite +18 (3d6+8), 2 claws +18 (2d6+8)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon, capsize
  STATISTICS
  Str 27, Dex 10, Con 19, Int 12, Wis 13, Cha 12
  Base Atk +12; CMB +22; CMD 32 (36 vs. trip)
  feats Awesome Blow, Blind-Fight, Cleave, Improved Bull 
  Rush, Improved Initiative, Power Attack
  Skills Diplomacy +16, Intimidate +16, Perception +16, Sense 
  Motive +16, Stealth +7 (+15 in water), Survival +16, Swim +31; 
  Racial Modifiers +8 Stealth in water
  Languages Aquan, Common, Draconic
  ECOLOgy
  Environment temperate aquatic
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Breath Weapon (Su) Cloud of steam 20 feet high, 25 feet wide, 
  and 50 feet long, once every 1d4 rounds, damage 12d6 
  fire, Reflex DC 20 half; effective both on the surface and 
  underwater. The save DC is Constitution-based.
  Capsize (Ex) A dragon turtle can attempt to capsize a boat or 
  ship by ramming it as a charge attack and making a 
  CMB check. The DC of this check is 25, or the 
  result of the boat captain’s Profession 
  (sailor) check, whichever is higher. For 
  each size category larger than the 
  dragon turtle’s size, it takes a 
  cumulative –10 penalty on this 
  CMB check.
  Dragon turtles make their 
  homes in both salt and 
  fresh water, where they rank 
  among the biggest threats to 
  sailors and those who travel by 
  Dragon Turtle
  This long-tailed aquatic beast resembles a massive snapping 
  turtle with draconic features.
  ship through the waterways of the world. Skilled mariners 
  know the territory dragon turtles claim and frequently 
  make offerings of gold and magic for safe passage or avoid 
  the area entirely. For its part, a dragon turtle quickly 
  grows to appreciate and even expect such tithes and gifts, 
  and a dragon turtle that expects gifts but is ignored is a 
  dangerous foe indeed.
  A dragon turtle’s shell varies in color between 
  individuals. Some have dull shells of brown and rust red, 
  while others have carapaces of a deep green-blue color with 
  silver highlights across the rocky ridges. The coloration of 
  the head, tail, and legs is slightly paler than the shell and 
  contains golden streaks along the crest and spines.
  Dragon turtles claim vast territories in the open seas, 
  encompassing regions often in excess of 50 square miles. 
  Here, these dangerous beasts capsize ships that fail 
  to respect their territories, adding the sunken wrecks 
  and their valuable cargoes to their lairs. Dragon turtles 
  generally make their homes in deep caves only accessible 
  through the water, and often decorate their lairs not only 
  with the wealth seized from ships they’ve sunk, but the 
  wrecks of these unfortunate ships themselves. Their 
  territorial natures and fondness for these types of lairs 
  put them in direct conflict with other undersea races 
  such as merfolk and sahuagin. 
  Large fish, such as tuna, sturgeons, and even 
  sharks, rank among dragon turtles’ favorite foods, but 
  being omnivores, they also sometimes feed on large 
  undersea fields of seaweed. They certainly aren’t above 
  supplementing their diets with the passengers of ships 
  they sink, although such feeding is not borne of any 
  intrinsic evil or cruelty. Dragon turtles possess shells 15 
  feet in diameter, with their appendages stretching a few 
  feet further, and measure over 25 feet long from the tip of 
  their noses to the ends of their powerful tails.
  112112
  Illustration by Concept Art House
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757043
  757043
  451030
  451030
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757044
  757044
  451031
  451031
  Dragon Turtle–Drider
  Dragon Turtle–Drider
  DRIDER 
  CR 7
  XP 3,200
  CE Large aberration
  Init +2; Senses darkvision 120 ft., detect good, detect law, detect 
  magic; Perception +15
  DEfEnSE
  AC 20, touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, 
  –1 size)
  hp 76 (9d8+36)
  fort +7, Ref +5, Will +9
  Immune sleep; SR 18
  OffEnSE
  Speed 30 ft., climb 20 ft.
  Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison)
  Ranged mwk composite longbow +8/+3 (1d8+2/×3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+7 ranged, DC 18, hp 9)
  Spell-Like Abilities (CL 9th)
  Constant—detect good, detect law, detect magic
  At will—dancing lights, darkness, faerie fire
  1/day—clairaudience/clairvoyance, deeper darkness, dispel 
  magic, levitate, suggestion (DC 16)
  Spells known (CL 6th)
  3rd (4/day)—lightning bolt (DC 16)
  2nd (6/day)—invisibility, web (DC 15)
  1st (7/day)—mage armor, magic missile, ray of enfeeblement 
  (DC 14), silent image (DC 14)
  0 (at will)—bleed (DC 13), daze (DC 13), ghost sound, mage 
  hand, ray of frost, read magic, resistance
  STATISTICS
  Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16
  Base Atk +6; CMB +9; CMD 21 (33 vs. trip)
  feats Blind-Fight, Dodge, Combat Casting, Weapon Focus 
  (bite, mace)
  Skills Climb +22, Intimidate +15, Knowledge (arcana) +14, 
  Perception +15, Spellcraft +14, Stealth +14; Racial Modifiers 
  +4 Stealth
  Languages Common, Elven, Undercommon
  SQ undersized weapons
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or group (3–8)
  Treasure double (masterwork heavy mace, masterwork 
  composite longbow [+2 Str] with 20 arrows, additional treasure)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is 
  Constitution-based.
  Drider
  The dry rasping of spidery legs brings this hideous monstrosity 
  into view—a nightmarish, centaurian fusion of drow and spider.
  Spells A drider casts spells as a 6th-level cleric, sorcerer, or 
  wizard, but does not gain any other class abilities.
  Undersized Weapons (Ex) Although a drider is Large, 
  its upper torso is the same size as that of a Medium 
  humanoid’s upper torso. As a result, it wields weapons 
  as if it were one size category smaller than its actual size 
  (Medium for most driders).
  Created from the body of a drow, warped and mutated through 
  special poisons and elixirs to take on the characteristics of a 
  giant spider, the drider is a dangerous creature.
  Driders are sexually dimorphic. A female drider’s 
  lower spider body is sleek and graceful, often similar to 
  a black widow’s body, while its upper drow torso retains 
  its alluring curves and beautiful face (with the exception 
  of sharp, poisonous fangs). A male drider’s lower body is 
  bulky like a tarantula, while its upper body is wiry and 
  bears a hideous face more spider than drow, complete 
  with fanged mandibles.
  113113
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757044
  757044
  451031
  451031
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757045
  757045
  451032
  451032
  DROW 
  CR 1/3
  XP 135
  Drow warrior 1
  CE Medium humanoid (elf)
  Init +2; Senses darkvision 120 ft.; Perception +2
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
  hp 4 (1d8)
  fort +2, Ref +2, Will –1; +2 vs. enchantment
  Immune sleep; SR 7
  Weaknesses light blindness
  OffEnSE
  Speed 30 ft.
  Melee rapier +3 (1d6/18–20)
  Ranged hand crossbow +3 (1d4/19–20 plus poison)
  Spell-Like Abilities (CL 1st)
  1/day—dancing lights, darkness, faerie fire
  STATISTICS
  Str 11, Dex 15, Con 10, Int 10, Wis 9, Cha 10
  Base Atk +1; CMB +1; CMD 13
  feats Weapon Finesse
  Skills Perception +2, Stealth +2; Racial Modifiers +2 Perception
  Languages Elven, Undercommon
  SQ poison use
  ECOLOgy
  Environment underground
  Organization pair, squad (3–4), patrol (5–8), or war party (10–40)
  Treasure NPC Gear (leather armor, light steel shield, rapier, 
  hand crossbow with 20 bolts, drow poison [2 doses], 3d6 gp, 
  other treasure)
  SPECIAL ABILITIES
  Poison Use (Ex) Drow are skilled in the use of poison and never 
  risk accidentally poisoning themselves. Drow favor an insidious 
  toxin that causes its victims to lapse into unconsciousness—
  this poison allows drow to capture slaves with great ease. 
  Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 
  minutes; initial effect unconsciousness for 1 minute; secondary 
  effect unconsciousness for 2d4 hours; cure 1 save.
  Although related to the elves, the drow are a vile and evil 
  cousin at best. Sometimes called dark elves, these cunning 
  creatures prowl the caves and tunnels of the world below, 
  ruling vast subterranean cities through fear and might. 
  Worshiping demons and enslaving most races they 
  encounter, the drow are among the underworld’s most 
  feared and hated denizens.
  Drow are shorter and a bit more slender than their 
  surface-dwelling kin, but they are otherwise physically 
  Drow
  This dark-skinned elf stands in a battle-ready pose, her hair silver 
  and eyes white and pupilless.
  similar. Drow have dark skin, ranging from black to a hazy 
  purple hue. Most drow have white or silver hair and white 
  or red eyes, but other colors are not unheard of.
  Drow society is ruled over by powerful nobility, 
  themselves governed by sadistic and dangerous matriarchs 
  who constantly plot and scheme against rival houses and 
  lesser kin within their own families. The majority of drow 
  are the common soldiers and decadent citizenry, with base 
  stats as presented here—drow nobles are more powerful 
  and dangerous, and are detailed on the facing page.
  In combat, drow are thoroughly ruthless, with little 
  regard for fairness or mercy. They prefer to attack from 
  ambush or to lure enemies into situations where they 
  clearly have the upper hand. If things turn against them, 
  drow are quick to flee, leaving slaves and minions to cover 
  their escape.
  Drow Characters
  Drow are defined by their class levels—they do not possess 
  racial Hit Dice. All drow have the following racial traits.
  +2 Dexterity, +2 Charisma, –2 Constitution: Drow are 
  nimble and manipulative.
  Medium: Drow are Medium creatures, and have no 
  bonuses or penalties due to their size.
  Normal Speed: Drow have a base speed of 30 feet.
  Darkvision: Drow can see in the dark up to 120 feet.
  Drow Immunities: Drow are immune to magic 
  sleep effects and get a +2 racial bonus to saves against 
  enchantment spells.
  Keen Senses: Drow receive a +2 racial bonus on 
  Perception checks.
  Spell Resistance: Drow possess spell resistance equal to 
  6 plus their class levels.
  Spell-Like Abilities: A drow can cast dancing lights, 
  darkness, and faerie fire each once per day, using his total 
  character level as his caster level.
  Light Blindness: Abrupt exposure to bright light blinds 
  drow for 1 round; on subsequent rounds, they are dazzled 
  as long as they remain in the affected area.
  Poison Use: See Special Abilities, above.
  Weapon Familiarity: Drow are proficient with the hand 
  crossbow, rapier, and short sword.
  Languages: Drow begin play speaking Elven and 
  Undercommon. Drow with high Intelligence can choose 
  bonus languages from the following: Abyssal, Aklo, Aquan, 
  Common, Draconic, Drow Sign Language, Gnome, or Goblin.
  Drow Nobility
  About one out of every 20 drow is gifted with special 
  powers from birth—the overwhelming majority of these 
  exceptional drow are female, and as a result, drow society 
  tends to be matriarchal in nature. These special births are 
  engineered and encouraged among the ruling caste, and are 
  114114
  Illustration by Warren Mahy
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757045
  757045
  451032
  451032
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757046
  757046
  451033
  451033
  Drow
  Drow
  far more likely to occur when the mother is of noble heritage. 
  Strangely, the status of the father seems not to increase or 
  decrease the chances of a child being born a drow noble. 
  Common drow children born to nobles are usually put 
  to death—sacrificed to one of the many demon gods to 
  whom the drow offer worship. It is rare for a drow noble 
  to be born to common parents, but those who are usually 
  murder their parents or family before they come of age in 
  order to hide the truth of their base upbringing and to ease 
  the processes of joining one of their society’s noble houses. 
  Drow nobles are more powerful than the majority of their 
  kin, and as such they quickly rise to power within their 
  houses. Advancement through the hierarchy of a drow noble 
  house is usually accomplished through a combination of 
  assassination, seduction, and treachery, leading most drow 
  in power to be overly paranoid.
  Drow Noble Characters
  Drow nobles are defined by their class levels—they do not 
  possess racial Hit Dice. A drow noble’s challenge rating 
  is equal to her class level. Drow nobles possess all 
  of the racial traits listed above for drow characters, 
  plus the following.
  +4 Dexterity, +2 Intelligence, 
  +2 Wisdom, +2 Charisma, –2 
  Constitution. Noble drow 
  are very agile, observant, 
  and regal. These ability 
  score modifiers replace the 
  standard drow ability score 
  modifiers.
  Spell Resistance: 
  Drow nobles have spell 
  resistance equal to 11 + 
  their character level.
  Spell-Like Abilities: 
  Drow nobles can cast 
  dancing lights, deeper 
  darkness, faerie 
  fire, feather fall, 
  and levitate 
  each at will, 
  and have detect 
  magic as a constant 
  spell-like ability. A 
  drow noble can also 
  cast divine favor, dispel 
  magic, and suggestion 
  once per day each. In 
  some cases, a drow noble’s 
  spell-like abilities might vary, 
  although the level of a particular spell-
  like ability does not. A drow noble’s 
  caster level for her spell-like abilities is equal to her 
  character level.
  DROW nOBLE 
  CR 3
  XP 800
  Female drow noble cleric 3
  CE Medium humanoid (elf)
  Init +3; Senses darkvision 120 ft.; Perception +5
  DEfEnSE
  AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
  hp 20 (3d8+3)
  fort +4, Ref +4, Will +6; +2 vs. enchantment
  Immune sleep; SR 14
  Weaknesses light blindness
  OffEnSE
  Speed 20 ft.
  Melee mwk rapier +6 (1d6+1/18–20)
  Ranged hand crossbow +5 (1d4/19–20 
  plus poison)
  Special Attacks bleeding touch (6/day), 
  channel negative energy (4/day, 2d6, DC 12), 
  touch of chaos (6/day)
  Spell-Like Abilities (CL 3rd)
  Constant—detect magic
  At will—dancing lights, deeper darkness, 
  faerie fire, feather fall, levitate
  1/day—divine favor, dispel magic, 
  suggestion (DC 14)
  Spells Prepared (CL 3rd)
  2nd—death knellD (DC 15), 
  hold person (DC 15), silence 
  (DC 15)
  1st—bless, cause fear (DC 
  14), cure light wounds, 
  protection from lawD
  0—bleed (DC 13), detect 
  poison, read magic, 
  resistance
  D domain spell; Domains 
  Chaos, Death
  STATISTICS
  Str 12, Dex 17, Con 12, Int 10, Wis 17, Cha 12
  Base Atk +2; CMB +3; CMD 16
  feats Channel Smite, Weapon 
  Finesse
  Skills Knowledge (religion) +6, Sense Motive +9, 
  Spellcraft +6; Racial Modifiers +2 Perception
  Languages Elven, Undercommon
  SQ poison use
  gear masterwork breastplate, heavy steel shield, 
  masterwork rapier, drow poison (4), potion of 
  invisibility, scroll of dispel magic, wand of cure light 
  wounds (CL 1st, 20 charges), 400 gp
  115115
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757046
  757046
  451033
  451033
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757047
  757047
  451034
  451034
  Dryad
  DRyAD 
  CR 3
  XP 800
  CG Medium fey 
  Init +4; Senses low-light vision; Perception +11
  DEfEnSE
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 27 (6d6+6)
  fort +5, Ref +9, Will +7
  DR 5/cold iron
  Weaknesses tree dependent
  OffEnSE
  Speed 30 ft.
  Melee dagger +7 (1d4) 
  Ranged masterwork longbow +8 (1d8) 
  Spell-Like Abilities (CL 6th)
  Constant—speak with plants
  At will—entangle (DC 15), tree shape, wood shape (1 lb. only)
  3/day—charm person (DC 15), deep slumber (DC 17), tree stride
  1/day—suggestion (DC 17)
  STATISTICS
  Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
  Base Atk +3; CMB +3; CMD 17
  feats Great Fortitude, Stealthy, Weapon Finesse
  Skills Climb +9, Craft (sculpture) +11, Escape Artist +15, Handle 
  Animal +10, Knowledge (nature) +11, Perception +11, Stealth 
  +15, Survival +8; Racial Modifiers +6 Craft (wood)
  Languages Common, Elven, Sylvan; speak with plants
  SQ tree meld, wild empathy, woodcraft
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, or grove (3–8)
  Treasure standard (dagger, masterwork longbow with 20 
  arrows, other treasure)
  SPECIAL ABILITIES
  Tree Meld (Su) A dryad can meld with any tree, similar to how 
  the spell meld into stone functions. She can remain melded 
  with a tree as long as she wishes.
  Tree Dependent (Su) A dryad is mystically bonded to a single, 
  enormous tree and must never stray more than 300 yards 
  from it. Most dryad trees are oak trees, but other trees 
  function as well (often having subtle influences on a specific 
  dryad’s personality and appearance). A dryad who moves 
  300 yards beyond her bonded tree immediately becomes 
  sickened. Every hour thereafter, she must make a DC 15 
  Fortitude save to resist becoming nauseated for an hour. A 
  dryad that is out of range of her bonded tree for 24 hours 
  takes 1d6 points of Constitution damage, and another 1d6 
  points of Constitution damage every day that follows—
  This strange, beautiful woman has flesh that seems made of 
  wood and vibrant hair that resembles leaves and blossoms.
  eventually, this separation kills the dryad. A dryad can forge 
  a new bond with a new tree by performing a 24-hour ritual 
  and making a successful DC 20 Will save.
  Wild Empathy (Su) This works like the druid’s wild empathy 
  class feature, except the dryad has a +6 racial bonus on the 
  check. Dryads with druid levels add this racial modifier to 
  their wild empathy checks. 
  Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks 
  involving wood, and is always treated as if she had masterwork 
  artisan’s woodworking tools when making such checks.
  Dryads are tree-fey who prefer secluded woodlands far 
  from humanoids in need of lumber. Dryads’ main interests 
  are their own survival and that of their beloved forests, and 
  they have been known to magically coerce passersby into 
  aiding them in tasks they cannot complete. They are more 
  likely to be friendly to non-evil druids and rangers, as they 
  recognize a mutual respect for or empathy with nature.
  Dryads are benign guardians of trees, and though they 
  can do little in the way of direct violence, they can trap and 
  disable threats to their homes or turn enemies into allies. 
  Some keep one or more charmed humanoids in their 
  territory to fend off or lead away attackers. Incapacitated 
  foes are typically dragged to the edge of the forest by the 
  dryad’s allies and left there, but evil or overtly hostile ones 
  are killed once combat is over.
  116116
  Illustration by Kieran Yanner
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757047
  757047
  451034
  451034
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757048
  757048
  451035
  451035
  Duergar
  DUERgAR 
  CR 1/3
  XP 135
  Duergar warrior 1
  LE Medium humanoid (dwarf)
  Init –1; Senses darkvision 120 ft; Perception +1
  DEfEnSE
  AC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
  hp 6 (1d8+2)
  fort +4, Ref –1, Will +1; +2 vs. spells
  Immune paralysis, phantasms, poison
  Weaknesses light sensitivity
  OffEnSE
  Speed 20 ft.
  Melee warhammer +3 (1d8+1/×3)
  Ranged light crossbow +0 (1d8/19–20)
  Spell-Like Abilities (CL 3rd)
  1/day—enlarge person (self only), invisibility (self only)
  STATISTICS
  Str 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
  Base Atk +1; CMB +2; CMD 11
  feats Weapon Focus (warhammer)
  Skills Intimidate +0, Stealth –2; Racial Modifiers +2 Perception 
  relating to stonework, +4 Stealth
  Languages Common, Dwarven, Undercommon
  SQ slow and steady, stability
  ECOLOgy
  Environment any underground
  Organization solitary, team (2–5), squad (6–12 plus 3 sergeants 
  of 3rd level and 1 leader of 3rd–8th level), or clan (13–80 
  plus 25% noncombatant children plus 1 sergeant of 3rd 
  level per 5 adults, 3–6 lieutenants of 3rd–6th level, and 1–4 
  captains of 9th level)
  Treasure NPC Gear (chainmail, heavy steel shield, warhammer, 
  light crossbow [20 bolts], 3d6 gp, other treasure)
  Cousins to dwarves, duergar are foul-tempered creatures 
  that loathe intruders to their underground realms—but not 
  nearly as much as they do their kinfolk closer to the surface.
  Duergar dwell in communities deep underground, and 
  appear as darker, more twisted versions of their kinder 
  kin. Their skin is a dull gray, as though rubbed with dust 
  or ash, but this is a natural coloration that better allows 
  them to blend with their underground surroundings. They 
  are a race of slavers, but while non-dwarven prisoners are 
  usually put to backbreaking work, dwarven prisoners are 
  generally slain on the spot.
  In combat, duergar fire crossbows from a distance, 
  then shift to the warhammer after a few rounds. If 
  This bald, long-bearded dwarf has dull gray skin, low arching 
  brows, and eyes that seem to absorb rather than reflect the light.
  Dryad–Duergar
  Dryad–Duergar
  outnumbered, or given sufficient threat (and space), a 
  duergar will use its enlarge person ability and begin lashing 
  out at its enemies.
  Duergar Characters
  Duergar are defined by their class levels—they do not 
  possess racial Hit Dice. All duergar have the following 
  racial traits.
  +2 Constitution, +2 Wisdom, –4 Charisma: Duergar are 
  hearty and observant, but also stubborn and belligerent.
  Slow and Steady: Duergar have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Darkvision: Duergar can see in the dark up to 120 feet.
  Duergar Immunities: Duergar are immune to paralysis, 
  phantasms, and poison. They also gain a +2 racial bonus 
  on saving throws against spells and spell-like abilities.
  Stability: Duergar receive a +4 racial bonus to their CMD 
  against bull rush or trip attempts while on solid ground.
  Spell-Like Abilities: Duergar can cast enlarge person and 
  invisibility each once per day, using their character level as 
  their caster level. Both of these spell-like abilities affect 
  the duergar only.
  Light Sensitivity: Duergar are dazzled as long as they 
  remain in an area of bright light.
  Languages: Duergar begin play speaking Common, 
  Dwarven, and Undercommon. Duergar with high 
  Intelligence can choose bonus languages from the 
  following: Aklo, Draconic, Giant, Goblin, Orc, Terran.
  117117
  Illustration by Eric Lofgren
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757048
  757048
  451035
  451035
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757049
  757049
  451036
  451036
  gIAnT EAgLE 
  CR 3
  XP 800
  NG Large magical beast
  Init +3; Senses low-light vision; Perception +15
  DEfEnSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 26 (4d10+4)
  fort +5, Ref +7, Will +3
  Defensive Abilities evasion
  OffEnSE
  Speed 10 ft., fly 80 ft. (average)
  Melee 2 claws +7 (1d8+4), bite +7 (1d6+4) 
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 18, Dex 17, Con 12, Int 10, Wis 15, Cha 11
  Base Atk +4; CMB +9; CMD 22
  feats Alertness, Flyby Attack
  Skills Fly +8, Perception +15, Sense Motive +4; Racial 
  Modifiers +4 Perception 
  Languages Auran (cannot speak)
  ECOLOgy
  Environment temperate mountains
  Organization solitary, pair, or eyrie (3–12)
  Treasure none
  A typical giant eagle stands about 15 feet 
  tall, has a wingspan of up to 30 
  feet, and resembles its smaller 
  cousins in nearly every way 
  except size. It weighs 
  500 pounds. 
  Giant eagles 
  are far more 
  than animals—they 
  possess a supernatural intellect 
  and view themselves as guardians and 
  protectors of their mountain territories. 
  They form lasting friendships with 
  those who respect them and their 
  mountaintop domains.
  Eagle
  Eagle, Giant
  This magnificent bird of prey has dark feathers save for those on 
  its head, which are pure white.
  This immense eagle’s feathers are golden brown and shimmer in 
  the light. Its sharp beak and curved talons are dark yellow.
  EAgLE 
  CR 1/2
  XP 200
  N Small animal 
  Init +2; Senses low-light vision; Perception +10
  DEfEnSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 5 (1d8+1)
  fort +3, Ref +4, Will +2
  OffEnSE
  Speed 10 ft., fly 80 ft. (average)
  Melee 2 talons +3 (1d4), bite +3 (1d4)
  Space 2-1/2 ft. Reach 0 ft.
  STATISTICS
  Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
  Base Atk +0; CMB –1; CMD 11
  feats Weapon Finesse
  Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
  ECOLOgy
  Environment temperate mountains
  Organization solitary or pair
  Treasure none
  Among the most majestic of raptors, these predatory 
  birds pluck fish from streams and lakes, drop down on 
  rodents and small mammals in alpine meadows, and 
  have even been known to pull young mountain goats 
  from the assumed safety of their cliffs.
  These creatures, like all birds of prey, have 
  powerful clawed talons and sharp, hooked beaks 
  perfect for tearing f lesh. Their enhanced 
  eyesight allows them to spot prey from great 
  distances, and they typically hunt in wide 
  circling patterns high above the ground.
  Eagles typically build their massive nests 
  in the tops of tall trees or among the 
  rocky crags of steep cliffs. 
  During breeding season, 
  an eagle lays two eggs, but 
  only one chick normally survives, 
  as the stronger of the two usually 
  kills and eats the weaker.
  Eagles generally 
  weigh between 8 
  and 15 pounds, 
  with a wingspan 
  of up to 7 feet, 
  depending on the 
  species. 
  118118
  Illustrations by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757049
  757049
  451036
  451036
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757050
  757050
  451037
  451037
  Eagle–Eel
  Eagle–Eel
  ELECTRIC EEL 
  CR 2
  XP 600
  N Small animal
  Init +6; Senses low-light vision; Perception +4
  DEfEnSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 17 (2d8+8)
  fort +7, Ref +5, Will +0
  Resist electricity 10
  OffEnSE
  Speed 5 ft., swim 30 ft.
  Melee bite +3 (1d6+1) and tail –2 touch (1d6 
  electricity)
  STATISTICS
  Str 13, Dex 14, Con 19, Int 1, Wis 10, 
  Cha 6
  Base Atk +1; CMB +1; CMD 13 (can’t 
  be tripped)
  feats Improved Initiative
  Skills Escape Artist +10, Perception 
  +4, Stealth +10, Swim +9; Racial 
  Modifiers +8 Escape Artist 
  ECOLOgy
  Environment warm fresh water
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Electricity (Ex) An electric eel 
  can produce a powerful jolt of 
  electricity from its tail, delivering 
  the jolt with a successful touch attack. 
  On a critical hit, the creature struck must 
  make a DC 15 Fortitude save or be stunned for 1d4 
  rounds. The save DC is Constitution-based.
  The electric eel is a curious fish that breathes air instead 
  of water, yet certainly its most unusual characteristic 
  is its ability to generate powerful jolts of electricity. An 
  electric eel is 6 feet long and weighs 45 pounds.
  Electric Eel Animal Companion
  Starting Statistics: Size Small; Speed 5 ft., swim 30 ft.; 
  Attack bite (1d6); Ability Scores Str 12, Dex 14, Con 18, Int 
  1, Wis 10, Cha 6; Special Qualities amphibious, low-light 
  vision, electricity resistance 5.
  4th-Level Advancement: AC +2 natural armor; Ability 
  Scores Dex +2, Con +2; Special Qualities electricity (1d6), 
  electricity resistance 10.
  Eel, Electric
  Eel, Giant Moray
  This six-foot-long, snake-like fish moves slowly. A strange popping 
  and snapping sound occasionally emits from the creature’s body.
  This sixteen-foot-long eel slithers through the water with uncanny 
  grace, mouth open to display large teeth and a second set of jaws.
  gIAnT MORAy EEL 
   CR 5
  XP 1,600
  N Large animal (aquatic)
  Init +6; Senses low-light vision, scent; Perception +7
  DEfEnSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 52 (7d8+21)
  fort +8, Ref +9, Will +3
  OffEnSE
  Speed swim 30 ft.
  Melee bite +11 (2d6+9 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks gnaw
  STATISTICS
  Str 22, Dex 14, Con 16, Int 1, Wis 
  12, Cha 8
  Base Atk +5; CMB +12 (+16 grapple); 
  CMD 24
  feats Improved Initiative, Lightning 
  Reflexes, Skill Focus (Stealth), Weapon 
  Focus (bite)
  Skills Escape Artist +10, Perception +7, 
  Stealth +8, Swim +14; Racial Modifiers +8 
  Escape Artist 
  ECOLOgy
  Environment warm oceans
  Organization solitary, pair, or nest (3–6)
  Treasure none
  SPECIAL ABILITIES
  gnaw (Ex) If a giant moray begins 
  a round with a grabbed foe, it 
  inflicts automatic bite damage 
  (2d6+9 points of damage). A giant 
  moray eel possesses a second set of jaws in its throat that 
  aid in swallowing—it can make a second bite attack (+11 
  attack, 1d6+4) against a foe it has already grabbed.
  The moray eel is a ferocious predator, capable of holding 
  prey in its primary jaws while a smaller set of jaws inside 
  its throat chews away bite-sized portions.
  Moray Eel Animal Companion
  Starting Statistics: Size Medium; AC +5 natural armor; Speed 
  swim 30 ft.; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 
  12, Int 1, Wis 12, Cha 8; Special Qualities low-light vision, grab.
  7th-Level Advancement: Size Large; AC +3 natural 
  armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, 
  Con +4; Special Qualities gnaw.
  119119
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757050
  757050
  451037
  451037
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757051
  757051
  451038
  451038
  Elemental, Air
  This cloud-like creature has dark hollows reminiscent of eyes and 
  a mouth, and a howling wind whips it into ominous shapes.
  AIR ELEMEnTAL
  Languages Auran
  ECOLOgy
  Environment Plane of Air
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SPECIAL ABILITIES
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack 
  and damage rolls against an air elemental.
  SMALL AIR ELEMEnTAL                                             CR 1
  XP 400
  N Small outsider (air, elemental, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, Ref +6, Will +0
  Defensive Abilities air mastery; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee slam +6 (1d4+1)
  Special Attacks whirlwind (DC 12)
  STATISTICS
  Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 15
  feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge 
  (planes) +1, Perception +4, Stealth +11
  MEDIUM AIR ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (air, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
  hp 30 (4d10+8)
  fort +6, Ref +9, Will +1
  Defensive Abilities air mastery; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee slam +9 (1d6+3)
  Special Attacks whirlwind (DC 14)
  STATISTICS
  Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 22
  feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge 
  (planes) +1, Perception +7, Stealth +10
  LARgE AIR ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (air, elemental, extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +13, Will +2
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +14 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks whirlwind (DC 18)
  STATISTICS
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +8, CMB +13; CMD 31
  feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge 
  (planes) +5, Perception +11, Stealth +11
  hUgE AIR ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (air, elemental, extraplanar)
  Init +13; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
  hp 95 (10d10+40)
  fort +11, Ref +16, Will +5
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +17 (2d6+6)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 21)
  STATISTICS
  Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +18; CMD 38
  feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  InitiativeB, Iron Will, Mobility, Weapon FinesseB
  Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge 
  (planes) +7, Perception +13, Stealth +9
  gREATER AIR ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (air, elemental, extraplanar)
  Init +14; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)
  hp 123 (13d10+52)
  120
  120
  Illustration by Peter Bergting
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757051
  757051
  451038
  451038
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757052
  757052
  451039
  451039
  Elemental, Air
  Elemental, Air
  fort +12, Ref +18, Will +6
  Defensive Abilities air mastery; DR 10/—; Immune 
  elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +21 (2d8+7)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 23)
  STATISTICS
  Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11
  Base Atk+13; CMB +22; CMD 43
  feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved InitiativeB, Iron Will, Mobility, Power Attack, 
  Weapon FinesseB
  Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge 
  (planes) +12, Perception +16, Stealth +15
  ELDER AIR ELEMEnTAL 
  CR 11
  XP 12,800
  N Huge outsider (air, elemental, extraplanar)
  Init +15; Senses darkvision 60 ft.; 
  Perception +19
  DEfEnSE
  AC 28, touch 20, flat-footed 16 (+11 Dex, +1 
  dodge, +8 natural, –2 size)
  hp 152 (16d10+64)
  fort +14, Ref +21, Will +7
  Defensive Abilities air mastery; DR 10/—; 
  Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +25 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 27)
  STATISTICS
  Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +27; CMD 49
  feats Blind-Fight, Cleave, Combat Reflexes, Dodge, 
  Flyby Attack, Improved InitiativeB, Iron Will, Mobility, 
  Power Attack, Weapon FinesseB
  Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge 
  (planes) +19, Perception +19, Stealth +22
  Air elementals are fast, flying creatures made of living air. 
  Primitive and territorial, they resent being summoned or 
  doing the bidding of mortals, and much prefer to spend 
  their time on the Plane of Air, swooping and racing 
  through the endless skies.
  Although all air elementals of a similar size have identical 
  statistics, the exact appearance of an air elemental can vary 
  wildly between individuals. One might be an animated 
  vortex of wind and smoke, while another might be a smoky 
  bird-like creature with glowing eyes and wind for wings.
  An air elemental prefers to attack f lying or otherwise 
  airbone targets, not only because its mastery over f light 
  gives it a slight advantage, but also because it detests the 
  thought of having to touch the ground. An air elemental 
  can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in 
  Swim and loses much of its speed and mobility when 
  underwater.
   
    
   
   
  Whirlwind 
  Whirlwind
  Elemental 
  height 
  Weight 
  Save DC 
  height
  Small 
  4 ft. 
  1 lb. 
  12 
  10–20 ft.
  Medium 
  8 ft. 
  2 lbs. 
  14 
  10–30 ft.
  Large 
  16 ft. 
  4 lbs. 
  18 
  10–40 ft.
  Huge 
  32 ft. 
  8 lbs. 
  22 
  10–50 ft.
  Greater 
  36 ft. 
  10 lbs. 
  23 
  10–60 ft.
  Elder 
  40 ft. 
  12 lbs. 
  27 
  10–60 ft.
  121121
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757052
  757052
  451039
  451039
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757053
  757053
  451040
  451040
  Elemental, Earth
  EARTh ELEMEnTAL
  Languages Terran
  ECOLOgy
  Environment any (Plane of Earth)
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SPECIAL ABILITIES
  Earth glide (Ex) A burrowing earth elemental 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. A move earth spell cast on an area 
  containing a burrowing earth elemental flings the elemental 
  back 30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save.
  Earth Mastery (Ex) An earth elemental gains a +1 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 takes a 
  –4 penalty on attack and damage rolls. These modifiers apply 
  to bull rush and overrun maneuvers, whether the elemental is 
  initiating or resisting these kinds of attacks. (These modifiers 
  are not included in the statistics block.)
  SMALL EARTh ELEMEnTAL 
                             CR 1
  XP 400
  N Small outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, Ref –1, Will +3
  Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +6 (1d6+4)
  Special Attacks earth mastery
  STATISTICS
  Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +4; CMD 13
  feats Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +4, Stealth +7
  MEDIUM EARTh ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
  DEfEnSE
  AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
  hp 34 (4d10+12)
  fort +7, Ref +0, Will +4
  Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +9 (1d8+7)
  Special Attacks earth mastery
  STATISTICS
  Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +9; CMD 18
  feats Cleave, Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, 
  Knowledge (planes) +2, Perception +7, Stealth +3
  LARgE EARTh ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +11
  DEfEnSE
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +1, Will +6
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +14 (2d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +16; CMD 25
  feats Cleave, Greater Bull Rush, Improved Bull RushB, 
  Improved Overrun, Power Attack
  Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, 
  Knowledge (planes) +6, Perception +11, Stealth +5
  hUgE EARTh ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
  DEfEnSE
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 95 (10d10+40)
  fort +11, Ref +2, Will +7
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +17 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  This hulking, roughly humanoid creature of dirt and stone explodes 
  up from the earth, faceless save for two glowing gemstone eyes.
  122122
  Illustration by Peter Bergting
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757053
  757053
  451040
  451040
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757054
  757054
  451041
  451041
  Elemental, Earth
  Elemental, Earth
  STATISTICS
  Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +21; CMD 30
  feats Awesome Blow, Cleave, Greater Bull Rush, Improved 
  Bull RushB, Improved Overrun, Power Attack
  Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, 
  Knowledge (planes) +7, Perception +13, Stealth +4
  gREATER EARTh ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16
  DEfEnSE
  AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size)
  hp 136 (13d10+65)
  fort +13, Ref +3, Will +8
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +21 (2d10+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 30, Dex 8, Con  21, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +25; CMD 34
  feats Awesome Blow, Cleave, Greater Bull Rush, Greater 
  Overrun, Improved Bull RushB, Improved Overrun, 
  Improved Sunder, Power Attack
  Skills Appraise +10, Climb +25, Knowledge (dungeoneering) 
  +10, Knowledge (planes) +13, Perception +16, Stealth +7
  ELDER EARTh ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
  DEfEnSE
  AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
  hp 168 (16d10+80)
  fort +15, Ref +4, Will +10
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +26 (2d10+12/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +30; CMD 39
  feats Awesome Blow, Cleave, Greater Bull Rush, Greater 
  Overrun, Improved Bull RushB, Improved Critical (slam), 
  Improved Overrun, Improved Sunder, Power Attack
  Skills Appraise +19, Climb +31, Knowledge (dungeoneering) 
  +19, Knowledge (planes) +19, Perception +19, Stealth +10
  Elemental 
  height 
  Weight
  Small 
  4 ft. 
  80 lbs.
  Medium 
  8 ft. 
  750 lbs.
  Large 
  16 ft. 
  6,000 lbs.
  Huge 
  32 ft. 
  48,000 lbs.
  Greater 
  36 ft. 
  54,000 lbs.
  Elder 
  40 ft. 
  60,000 lbs.
  Earth elementals are plodding, stubborn creatures made 
  of living stone or earth. When utterly still, they resemble 
  a heap of stone or a small hill.
  When an earth elemental lumbers into action, its 
  actual appearance can vary, although its statistics remain 
  identical to other elementals of its size. Most earth 
  elementals look like terrestrial animals made out of rock, 
  earth, or even crystal, with glowing gemstones for eyes. 
  Larger earth elementals often have a stony humanoid 
  appearance. Bits of vegetation frequently grow in the soil 
  that makes up parts of an earth elemental’s body.
  123
  123
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757054
  757054
  451041
  451041
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757055
  757055
  451042
  451042
  Elemental, Fire
  LARgE fIRE ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, fire)
  Init +9; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
  hp 60 (8d10+16)
  fort +8, Ref +11, Will +4
  DR 5/—; Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee 2 slams +12 (1d8+2 plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d8, DC 16)
  STATISTICS
  Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +11; CMD 27
  feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring 
  Attack, Weapon FinesseB
  Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate 
  +9, Knowledge (planes) +5, Perception +11
  hUgE fIRE ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (elemental, extraplanar, fire)
  Init +11; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, 
  –2 size)
  hp 85 (10d10+30)
  fort +9, Ref +14, Will +5
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +15 (2d6+4 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6, DC 17)
  STATISTICS
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +16; CMD 34
  feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB
  Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate 
  +9, Knowledge (planes) +7, Perception +13
  gREATER fIRE ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (elemental, extraplanar, fire)
  Init +12; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 size)
  This creature looks like a living, mobile bonfire, tongues of flame 
  reaching out in search of things to burn.
  fIRE ELEMEnTAL
  Languages Ignan
  ECOLOgy
  Environment any (Plane of Fire)
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SMALL fIRE ELEMEnTAL 
                            CR 1
  XP 400
  N Small outsider (elemental, extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
  hp 11 (2d10)
  fort +3, Ref +4, Will +0
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee slam +4 (1d4 plus burn)
  Special Attacks burn (1d4, DC 11)
  STATISTICS
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  feats Dodge, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, 
  Knowledge (planes) +1, Perception +4
  MEDIUM fIRE ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (elemental, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 30 (4d10+8)
  fort +6, Ref +7, Will +1
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee slam +7 (1d6+1 plus burn)
  Special Attacks burn (1d6, DC 14)
  STATISTICS
  Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +5; CMD 18
  feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, 
  Knowledge (planes) +1, Perception +7
  124
  124
  Illustration by Peter Bergting
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757055
  757055
  451042
  451042
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757056
  757056
  451043
  451043
  Elemental, Fire
  Elemental, Fire
  hp 123 (13d10+52)
  fort +12, Ref +16, Will +6
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +19 (2d8+7 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d8, DC 20)
  STATISTICS
  Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +22; CMD 41
  feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  InitiativeB, Iron Will, Mobility, Spring Attack, Weapon 
  FinesseB, Wind Stance
  Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate 
  +15, Knowledge (planes) +10, Perception +16
  ELDER fIRE ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (elemental, extraplanar, fire)
  Init +13; Senses darkvision 60 ft.; Perception +19
  DEfEnSE
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, 
  –2 size)
  hp 152 (16d10+64)
  fort +14, Ref +19, Will +7
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +23 (2d8+8 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d10, DC 22)
  STATISTICS
  Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +26; CMD 46
  feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  InitiativeB, Iron Will, Lightning Stance, Mobility, Spring 
  Attack, Weapon FinesseB, Wind Stance
  Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate 
  +19, Knowledge (planes) +19, Perception +19
  Fire elementals are quick, cruel creatures of living flame. 
  They enjoy frightening beings weaker than themselves, 
  and terrorizing any creature they can set on fire.
  A fire elemental cannot enter water or any other 
  nonflammable liquid. A body of water is an impassible 
  barrier unless the fire elemental can step or jump over it 
  or the water is covered with a flammable material (such 
  as a layer of oil).
  Fire elementals vary in appearance—they usually 
  manifest as coiling serpentine forms made of smoke and 
  flame, but some fire elementals take on shapes more 
  akin to humans, demons, or other monsters in order to 
  increase the terror of their sudden appearance. Features 
  on a fire elemental’s body are made by darker bits of flame 
  or patches of semi-stable smoke, ash, and cinders.
  Elemental 
  height 
  Weight
  Small 
  4 ft. 
  1 lb.
  Medium 
  8 ft. 
  2 lbs.
  Large 
  16 ft. 
  4 lbs.
  Huge 
  32 ft. 
  8 lbs.
  Greater 
  36 ft. 
  10 lbs.
  Elder 
  40 ft. 
  12 lbs.
  125
  125
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757056
  757056
  451043
  451043
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757057
  757057
  451044
  451044
  WATER ELEMEnTAL
  Languages Aquan
  ECOLOgy
  Environment any (Plane of Water)
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SPECIAL ABILITIES
  Drench (Ex) 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 equals elemental’s HD).
  Vortex (Su) A water elemental can create a whirlpool as a 
  standard action, at will. This ability functions identically to 
  the whirlwind special attack (see page 306), but can only 
  form underwater and cannot leave the water.
  Water Mastery (Ex) A water elemental gains a +1 bonus 
  on attack and damage rolls if both it and its opponent 
  are touching water. If the opponent or the elemental is 
  touching the ground, the elemental takes a –4 penalty on 
  attack and damage rolls. These modifiers apply to bull rush 
  and overrun maneuvers, whether the elemental is initiating 
  or resisting these kinds of attacks.
  SMALL WATER ELEMEnTAL                                       CR 1
  XP 400
  N Small outsider (elemental, extraplanar, water)
  Init +0; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, Ref +3, Will +0
  Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee slam +5 (1d6+3)
  Special Attacks drench, vortex (DC 13), water mastery
  STATISTICS
  Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 13
  feats Power Attack
  Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, 
  Perception +4, Stealth +8, Swim +14
  MEDIUM WATER ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (elemental, extraplanar, water)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 17, touch 11, flat-footed 17 (+1 Dex, +6 natural)
  hp 30 (4d10+8)
  fort +6, Ref +5, Will +1
  Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee slam +7 (1d8+4)
  Special Attacks drench, vortex (DC 15), water mastery
  STATISTICS
  Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 18
  feats Cleave, Power Attack
  Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, 
  Perception +5, Stealth +6, Swim +16
  LARgE WATER ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, water)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, 
  –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +8, Will +2
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +12 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drench, vortex (DC 19), water mastery
  STATISTICS
  Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +14; CMD 27
  feats Cleave, Dodge, Great Cleave, Power Attack
  Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, 
  Perception +9, Stealth +5, Swim +24
  hUgE WATER ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (elemental, extraplanar, water)
  Init +4; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, 
  –2 size)
  hp 95 (10d10+40)
  fort +11, Ref +11, Will +3
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +15 (2d6+7)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 22), water mastery
  STATISTICS
  Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11
  Elemental, Water
  This translucent creature’s shape shifts between a spinning 
  column of water and a crashing wave.
  126
  126
  Illustration by Peter Bergting
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757057
  757057
  451044
  451044
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757058
  757058
  451045
  451045
  Elemental, Water
  Elemental, Water
  Base Atk +10; CMB +19; CMD 34
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, 
  Power Attack
  Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, 
  Perception +13, Stealth +3, Swim +26
  gREATER WATER ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (elemental, extraplanar, water)
  Init +5; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, 
  –2 size)
  hp 123 (13d10+52)
  fort +12, Ref +15, Will +4
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +20 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 25), water mastery
  STATISTICS
  Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +24; CMD 40
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, 
  Improved Sunder, Lightning Reflexes, Power Attack
  Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) 
  +12, Perception +16, Stealth +10, Swim +30
  ELDER WATER ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (elemental, extraplanar, water)
  Init +6; Senses darkvision 60 ft.; Perception +19
  DEfEnSE
  AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 
  natural, –2 size)
  hp 152 (16d10+64)
  fort +14, Ref +18, Will +5
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +24 (2d10+10/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 28), water mastery
  STATISTICS
  Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +28; CMD 45
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, 
  Improved Critical (slam), Improved Sunder, Lightning 
  Reflexes, Power Attack
  Skills Acrobatics +25, Escape Artist +25, 
  Knowledge (planes) +19, Perception +19, 
  Stealth +17, Swim +37
  Water elementals are patient, relentless creatures made 
  of living fresh or salt water. They prefer to hide or drag 
  their opponents into the water to gain an advantage.
  As with other elementals, all water elementals have 
  their own unique shapes and appearances. Most appear 
  as wave-like creatures with vaguely humanoid faces and 
  smaller wave “arms” to either side. Another common 
  form is that of any aquatic creature, such as a shark or 
  octopus, but made entirely out of water.
    
   
   
  Vortex 
  Vortex
  Elemental 
  height 
  Weight 
  Save DC 
  height
  Small 
  4 ft. 
  34 lbs. 
  13 
  10–20 ft.
  Medium 
  8 ft. 
  280 lbs. 
  15 
  10–30 ft.
  Large 
  16 ft. 
  2,250 lbs. 
  19 
  10–40 ft.
  Huge 
  32 ft. 
  18,000 lbs. 
  22 
  10–50 ft.
  Greater 
  36 ft. 
  21,000 lbs. 
  25 
  10–60 ft.
  Elder 
  40 ft. 
  24,000 lbs. 
  28 
  10–60 ft.
  127127
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757058
  757058
  451045
  451045
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757059
  757059
  451046
  451046
  Elephant
  Elephant, Mastodon
  ELEPhAnT 
  CR 7
  XP 3,200
  N Huge animal
  Init +0; Senses low-light vision, scent; Perception +21
  DEfEnSE
  AC 17, touch 8, flat-footed 17 (+9 natural, –2 size)
  hp 93 (11d8+44)
  fort +13, Ref +7, Will +6
  OffEnSE
  Speed 40 ft.
  Melee gore +16 (2d8+10), slam +16 (2d6+10)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d8+15; DC 25)
  STATISTICS
  Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
  Base Atk +8; CMB +20; CMD 30 (34 vs. trip)
  feats Endurance, Great Fortitude, Improved Bull Rush, Iron 
  Will, Power Attack, Skill Focus (Perception)
  Skills Perception +21
  ECOLOgy
  Environment warm plains
  Organization solitary or herd (6–30)
  Treasure none
  These large land animals, majestically wandering the 
  plains in tightly knit family herds, are symbols 
  of wisdom and strength. Having few natural 
  predators, elephants are sometimes 
  hunted for their ivory tusks. These 
  tusks often become jewelry, 
  statuettes, and trinkets 
  for the wealthy. 
  MASTODOn 
  CR 9
  XP 6,400
  N Huge animal
  Init +1; Senses low-light vision, scent; Perception +24
  DEfEnSE
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 133 (14d8+70)
  fort +14, Ref +10, Will +7
  OffEnSE
  Speed 40 ft.
  Melee gore +21 (2d8+12), slam +20 (2d6+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (2d8+18, DC 29)
  STATISTICS
  Str 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
  Base Atk +10; CMB +24, CMD 35 (39 vs. trip)
  feats Endurance, Improved Bull Rush, Improved Iron Will, 
  Iron Will, Power Attack, Skill Focus (Perception), Weapon 
  Focus (gore)
  Skills Perception +24
  ECOLOgy
  Environment cold or temperate forests and plains
  Organization solitary or herd (6–30)
  Treasure none
  The great mastodons are primeval cousins of 
  elephants. Their large tusks dwarf those of 
  regular 
   
  elephants, 
  jutting outward and 
  then curving back 
  toward one another 
  at the tips. Shaggy 
  woolly mammoths 
  are 
  a 
  mastodon 
  variant adapted to 
  cold environments, but 
  have the same statistics.
  Elephant/Mastodon Companions
  Starting Statistics: Size Medium; Speed 40 
  ft.; AC +4 natural armor; Attack gore (1d8), 
  slam (1d6); Ability Scores Str 14, Dex 14, 
  Con 13, Int 2, Wis 13, Cha 7; Special Abilities 
  low-light vision, scent.
  7th-Level Advancement: Size Large; AC 
  +3 natural armor; Attack gore (2d6), slam 
  (1d8); Ability Scores +8 Str, –2 Dex, +4 Con; 
  Special Abilities trample (2d6).
  These thick-skinned animals bear large ivory tusks flanking a 
  long, prehensile snout.
  This creature is larger than a normal elephant, with enormous 
  sweeping tusks and shaggy brown fur on its body.
  128
  128
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757059
  757059
  451046
  451046
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757060
  757060
  451047
  451047
  Elephant–Ettercap
  Elephant–Ettercap
  Ettercap
  ETTERCAP 
  CR 3
  XP 800
  NE Medium aberration
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
  DEfEnSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 30 (4d8+12)
  fort +6, Ref +4, Will +6
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+2 plus poison) and 2 claws +5 (1d4+2)
  Special Attacks traps, web (+6 ranged, DC 15, hp 4)
  STATISTICS
  Str 14, Dex 17, Con 17, Int 6, Wis 15, Cha 8
  Base Atk +3; CMB +5; CMD 18
  feats Great Fortitude, Improved Initiative
  Skills Climb +14, Craft (trapmaking) +8, Perception +9, Stealth 
  +7; Racial Modifiers +8 on Craft (trapmaking)
  Languages Common
  SQ spider empathy +7
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, or nest (3–6 plus 2–8 
  giant spiders)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 15; 
  frequency 1/round for 10 rounds; effect 1d2 
  Dex; cure 2 consecutive saves. The save DC 
  is Constitution based.
  Spider Empathy (Ex) This ability functions 
  as the druid’s wild empathy, save that an 
  ettercap can only use this ability on spiders. An 
  ettercap gains a +4 racial bonus on this check. Spiders 
  are mindless, but this empathic communication imparts 
  on them a modicum of implanted intelligence, allowing 
  ettercaps to train giant spiders and use them as guardians.
  Traps (Ex) The ettercap is particularly skilled at crafting 
  cunning traps with its webs. Deadfalls, nooses, and spear 
  traps are the most common traps ettercaps build with 
  their webs. An ettercap doesn’t require gold to build its 
  traps, merely time. Rules for crafting traps can be found in 
  Chapter 13 of the Pathfinder RPG Core Rulebook.
  Ettercap Deadfall: CR 3; Type mechanical; Perception DC 20; 
  Disable Device DC 20; Trigger location; Reset repair; Effect +10 
  melee (4d6), multiple targets (all targets in a 10-ft. square).
  Ettercap noose: CR 1; Type mechanical; Perception DC 20; 
  Disable Device DC 20; Trigger location; Reset repair; 
  This hideous purple creature walks upright like a man, but its face 
  is that of a spider, and its hands are sickle-shaped claws.
  Effect +15 CMB check (grapple).
  Ettercap Spear Trap: CR 2; Type mechanical; Perception DC 
  20; Disable Device DC 20; Trigger location; Reset repair; 
  Effect +15 melee (1d6+6).
  Ettercaps are typically 6 feet tall and weigh about 200 
  pounds. They are solitary creatures and rarely group 
  with others of their kind, even to mate. When they do 
  group, they tend to attract a variety of different spiders, 
  forming a strange collective of ettercaps and arachnids. 
  Ettercaps are known for building cunning traps out of 
  webs and other natural materials, using them to trap prey. 
  They build shelters out of webbing, often high up in the 
  trees away from other ground-based predators, and use 
  monstrous spiders as lookouts and guardians.
  Ettercaps are not brave creatures, but their traps often 
  ensure that the enemy never draws a weapon. When an 
  ettercap does engage its enemies, it attacks with its claws 
  and venomous bite. It usually refuses to come within 
  melee reach of any foe that is still able to move, and flees 
  if an opponent gets free. 
  129
  129
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757060
  757060
  451047
  451047
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757061
  757061
  451048
  451048
  ETTIn 
  CR 6
  XP 2,400
  CE Large humanoid (giant)
  Init +3; Senses low-light vision; Perception +12
  DEfEnSE
  AC 18, touch 8, flat-footed 18; (+2 armor, –1 Dex, +8 natural, 
  –1 size)
  hp 65 (10d8+20)
  fort +9, Ref +2, Will +5
  OffEnSE
  Speed 40 ft.
  Melee 2 flails +12/+12/+7/+7 (2d6+6)
  Ranged 2 javelins +5 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks superior two-weapon fighting
  STATISTICS
  Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
  Base Atk +7; CMB +14; CMD 23
  feats Cleave, Improved Initiative, Improved Overrun, Iron 
  Will, Power Attack
  Skills Handle Animal +8, Perception +12; Racial Modifiers +4 
  on Perception
  Languages pidgin of Giant, Goblin, and Orc
  ECOLOgy
  Environment cold hills
  Organization solitary, pair, gang (3–6), troupe (1–2 plus 1–2 
  brown bears), band (3–6 plus 1–2 brown bears), or colony 
  (3–6 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins)
  Treasure standard (leather armor, 2 flails, 4 javelins, other treasure)
  SPECIAL ABILITIES
  Superior Two-Weapon fighting (Ex) An ettin fights with a 
  flail or javelin in each hand. Because each of its two heads 
  controls an arm, the ettin does not take a penalty on attack 
  or damage rolls for attacking with two weapons.
  Ettins, or two-headed giants, are vicious and unpredictable 
  hunters that stalk the night. Their two heads provide them 
  with unparalleled powers of perception, making them 
  excellent guards.
  Ettins superficially resemble hill or stone giants, 
  although their tusked facial features betray orc blood in 
  their lineage. They have pinkish-brown skin, but ettins 
  never bathe if they can help it, which usually leaves them 
  so grimy and dirty their skin resembles thick, gray 
  hide. Adult ettins are about 13 feet tall and weigh 5,200 
  pounds. They live about 75 years.
  Ettins have no language of their own but speak a pidgin 
  of Giant, Goblin, and Orc. Creatures that can speak any 
  of these languages must succeed on a DC 15 Intelligence 
  check to communicate with an ettin. Check once for each 
  bit of information: if the other creature speaks two of these 
  languages, the DC is 10, and for someone who speaks all 
  three, the DC is 5. 
  Though ettins aren’t very intelligent, they are cunning 
  fighters. They prefer to ambush their victims rather than 
  charge into a fight, but once the battle has started, an ettin 
  fights furiously until all enemies are dead.
  Ettins lead solitary lives, establishing lairs in secluded 
  rocky caves and hollows, often surrounded by pits and 
  trenches. Ettins sometimes keep cave bears as pets and 
  guardians for their lairs.
  A particularly powerful ettin may attract a gang of a few 
  followers, possibly with several goblin or orc allies. Such 
  gatherings are the exception rather than the rule, however, 
  and seldom last long, with individual ettins going their 
  separate ways when opportunities for pillage and plunder 
  decrease or if the leader is killed.
  Mated 
  couples 
  usually 
  come 
  together to breed for only a short 
  time before going off on their 
  own again. Young ettins 
  mature quickly, reaching 
  adult size within a year, 
  when they are kicked 
  out to fend for 
  themselves.
  This lumbering, filthy, two-headed giant wears tattered remnants 
  of leather armor and clutches a large flail in each fist.
  130
  130
  Illustration by Kevin Yan
  Ettin
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757061
  757061
  451048
  451048
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757062
  757062
  451049
  451049
  Ettin–Familiar
  Ettin–Familiar
  Familiar
  Presented here are the base animal statistics for all of the 
  most commonly used familiars—of course, these statistics 
  can also be used for normal animals as well. Small animals 
  like these use Dexterity to modify Climb and Swim checks.
  BAT 
  CR 1/8
  XP 50
  N Diminutive animal 
  Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
  DEfEnSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 2 (1d8–2)
  fort +0, Ref +4, Will +2
  OffEnSE
  Speed 5 ft., fly 40 ft. (good)
  Melee bite +6 (1d3–4) 
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 15, Con 6, Int 2, 
  Wis 14, Cha 5
  Base Atk +0; CMB –2; CMD 3
  feats Weapon Finesse
  Skills Fly +16, Perception +6; 
  Racial Modifier +4 Perception
  ECOLOgy
  Environment temperate and hot 
  forests and deserts
  Organization colony (10–400)
  Treasure none
  Most bats are insectivores or fruit-eaters, but at least one 
  species drinks blood.
  CAT 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +2; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  fort +1, Ref +4, Will +1
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +4 (1d2–4), bite +4 (1d3–4) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  feats Weapon Finesse
  Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers 
  +4 Climb, +4 Stealth
  ECOLOgy
  Environment temperate and hot plains or urban
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Cats typically weigh 5–15 pounds when fully grown.
  hAWk 
  CR 1/3
  XP 135
  N Tiny animal
  Init +3; Senses low-light vision; Perception +14
  DEfEnSE
  AC 15, touch 15, flat-
  footed 12 (+3 Dex, 
   
  +2 size)
  hp 4 (1d8)
  fort +2, Ref +5, 
  Will +2
  OffEnSE
  Speed 10 ft., fly 60 ft. 
  (average)
  Melee 2 talons +5 (1d4–2)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 6, Dex 17, Con 11, Int 2, Wis 
  14, Cha 7
  Base Atk +0; CMB +1; CMD 9
  feats Weapon Finesse
  Skills Fly +7, Perception +14; Racial Modifier 
  +8 Perception
  ECOLOgy
  Environment temperate forests
  Organization solitary or pair
  Treasure none
  Falconers prize these majestic birds as trained hunting 
  companions if raised from chicks and properly instructed.
  LIzARD 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +2; Senses low-light vision; Perception +1
  DEfEnSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  fort +1, Ref +4, Will +1
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee bite +4 (1d4–4) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 2
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  131131
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757062
  757062
  451049
  451049
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757063
  757063
  451050
  451050
  feats Weapon Finesse 
  Skills Acrobatics +10, Climb +10, Stealth +14; Racial Modifiers 
  +8 Acrobatics
  ECOLOgy
  Environment any temperate or warm
  Organization solitary, pair, or nest (3–8)
  Treasure none
  Lizards can be found in any temperate or tropical climate. 
  When confronted with predators, a lizard flees and hides.
  MOnkEy 
  CR 1/4
  XP 100
  N Tiny animal
  Init +2; Senses low-light vision; Perception +5
  DEfEnSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  fort +2, Ref +4, Will +1
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +4 melee (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft. 
  STATISTICS
  Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
  Base Atk +0; CMB +0; CMD 6
  feats Weapon Finesse
  Skills Acrobatics +10, Climb +10, Perception +5; Racial 
  Modifiers +8 Acrobatics
  ECOLOgy
  Environment warm forests
  Organization solitary, pair, band (3–9), or troop (10–40)
  Treasure none
  Monkeys are highly social creatures. They spend the 
  majority of their day searching for food.
  OWL 
  CR 1/3
  XP 135
  N Tiny animal
  Init +3; Senses low-light vision; Perception +10
  DEfEnSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 4 (1d8)
  fort +2, Ref +5, Will +2
  OffEnSE
  Speed 10 ft., fly 60 ft. (average)
  Melee 2 talons +5 (1d4–2)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
  Base Atk +0; CMB +1; CMD 9
  feats Weapon Finesse
  Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 
  Perception, +4 Stealth
  ECOLOgy
  Environment temperate forests
  Organization solitary or pair
  Treasure none
  Owls are nocturnal, rodent-eating birds that make very 
  little noise in flight.
  RAT 
  CR 1/4
  XP 100
  N Tiny animal
  Init +2; Senses low-light vision, scent; Perception +1
  DEfEnSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  fort +2, Ref +4, Will +1
  OffEnSE
  Speed 15 ft., climb 15 ft., swim 15 ft.
  Melee bite +4 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  feats Weapon Finesse
  Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers 
  +4 Stealth
  ECOLOgy
  Environment any temperate
  Organization solitary, pair, nest (3–12), or plague (13–100)
  Treasure none
  Fecund and secretive, rats are omnivorous 
  rodents that particularly thrive in 
  urban areas.
  132
  132
  Illustration by Francis Tsai
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757063
  757063
  451050
  451050
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757064
  757064
  451051
  451051
  Familiar
  Familiar
  RAVEn 
  CR 1/6
  XP 65
  N Tiny animal
  Init +2; Senses low-light vision; Perception +6
  DEfEnSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  fort +1, Ref +4, Will +2
  OffEnSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite +4 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
  Base Atk +0; CMB +0; CMD 6
  feats Skill Focus (Perception), Weapon Finesse
  Skills Fly +5, Perception +6
  ECOLOgy
  Environment any temperate
  Organization solitary, pair, flock (3–12), or unkindness (13–100)
  Treasure none
  The raven is an omnivorous scavenger that eats carrion, 
  insects, food waste, berries, and even small animals.
  TOAD 
  CR 1/8
  XP 50
  N Diminutive animal 
  Init +1; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 2 (1d8–2)
  fort +0, Ref +3, Will +2
  OffEnSE
  Speed 5 ft.
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 12, Con 6, Int 1, Wis 15, Cha 4
  Base Atk +0; CMB –3; CMD 2 (6 vs, trip)
  feats Skill Focus (Perception)
  Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
  ECOLOgy
  Environment temperate and warm forests
  Organization solitary, pair, or knot (3–100)
  Treasure none
  Toads are harmless, rough-skinned amphibians.
  VIPER 
  CR 1/2
  XP 200
  N Tiny animal 
  Init +3; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 3 (1d8–1)
  fort +1, Ref +5, Will +1
  OffEnSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d2–2 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
  Base Atk +0; CMB +1; CMD 8 (can’t be tripped)
  feats Weapon Finesse
  Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial 
  Modifiers +4 Perception, +4 Stealth
  ECOLOgy
  Environment any temperate and warm
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 
  6 rounds; effect 1d2 Con; cure 1 save.
  Vipers are not particularly aggressive snakes, but their 
  poisonous bite can be deadly.
  WEASEL 
  CR 1/2
  XP 200
  N Tiny animal 
  Init +2; Senses low-light vision, scent; Perception +1
  DEfEnSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  fort +2, Ref +4, Will +1
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee bite +4 (1d3–4 plus attach) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  feats Weapon Finesse
  Skills Acrobatics +10, Climb +10, Escape Artist +6, Stealth +14; 
  Racial Modifiers +4 Stealth, +8 Acrobatics
  ECOLOgy
  Environment temperate hills
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Attach (Ex) When a weasel hits with a bite attack, it automatically 
  grapples its foe, inflicting automatic bite damage each round.
  Weasels are predators content with raiding chicken coops 
  or attacking pets when they encounter civilization.
  133
  133
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757064
  757064
  451051
  451051
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757065
  757065
  451052
  451052
  Flytrap, Giant
  gIAnT fLyTRAP 
  CR 10
  XP 9,600
  N Huge plant 
  Init +8; Senses low-light vision, tremorsense 60 ft.; 
  Perception +10
  DEfEnSE
  AC 22, touch 12, flat-footed 18 (+4 Dex, +10 natural, –2 size)
  hp 149 (13d8+91)
  fort +17, Ref +8, Will +5
  Immune mind-affecting effects, paralysis, poison, polymorph, 
  sleep, stun; Resist acid 20
  OffEnSE
  Speed 10 ft.
  Melee 4 bites +15 (1d8+7 plus grab) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks engulf
  STATISTICS
  Str 25, Dex 18, Con 25, Int 1, Wis 12, Cha 6
  Base Atk +9; CMB +18 (+22 grapple); CMD 32 
  (can’t be tripped)
  feats Cleave, Great Fortitude, Improved 
  Initiative, Power Attack, Skill Focus 
  (Stealth), Vital Strike, Weapon Focus (bite)
  Skills Perception +10, Stealth +9 (+17 in 
  undergrowth); Racial Modifiers +8 
  Stealth in undergrowth
  ECOLOgy
  Environment temperate swamps
  Organization solitary, pair, or grove (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Engulf (Ex) If a giant flytrap begins its turn 
  with an opponent at least two size categories 
  smaller than itself grappled in one of its 
  mouths, it can close its jaws completely 
  around the foe by making a new combat 
  maneuver check (as though attempting 
  to pin the foe). If it succeeds, it engulfs 
  the prey and inflicts 1d8+7 points of damage 
  and 2d6 acid damage as the cavity 
  floods with digestive enzymes. 
  The seal formed is airtight, so 
  an engulfed creature risks 
  suffocation. Engulf is a 
  special form of pinning, 
  and an engulfed 
  creature can 
  escape in the 
  same way as he can from being pinned, but since an 
  engulfed creature is contained wholly inside the plant’s 
  jaws, the flytrap’s victim cannot be targeted by effects or 
  attacks that require line of sight or line of effect. A giant 
  flytrap that is grappling or pinning a foe cannot attack other 
  targets with that bite, but is not otherwise hindered.
  A hardy plant that grows in areas with poor soil but 
  abundant animal life, this dangerous predator is an 
  immense version of its more common (and much smaller) 
  kin. Whereas the smaller f lytraps supplement their 
  growth by catching insects, the giant flytrap does the 
  same with animals, humanoids, and anything else foolish 
  enough to draw too near. Local legends call this plant 
  names like “mancatcher,” “snapperjaw plant,” “dragonleaf 
  plant,” “cowbiter,” and “green gulper,” but adventurers 
  know it simply as the giant flytrap.
  As the giant flytrap’s prey are generally much smarter 
  than insects, this huge plant has evolved into a much 
  more aggressive hunter than its smaller brethren. It 
  can lumber slowly along the ground, using its 
  writhing roots like tentacles to relocate to 
  more populous hunting grounds, and is quite 
  canny at blending in with the surrounding 
  foliage. A giant flytrap’s jaws and stalks are 
  swift-moving—it reaches out and snaps at 
  passersby with lightning speed. The 
  plant itself even has a modicum 
  of intelligence, and is capable of 
  limited tactical choices, such as 
  knowing when to break off an 
  attack against a powerful foe.
  While most giant flytraps have 
  four sets of jaws, some can have 
  as few as one, and others eight or more. 
  As a general rule, you should increase a giant 
  flytrap’s HD by 2 and its natural armor bonus by +1 for 
  each additional bite attack you give it, increasing its 
  CR by +1 for each time you increase its attacks and 
  HD in this manner. If you increase the plant 
  by more than 3 or 4 bites (and thus by 
  more than 6 or 8 Hit Dice), 
  consult Table 1–1 on page 291 
  to make sure that the plant’s 
  CR remains appropriate.
  A giant f lytrap’s stalks are 
  20 feet long, but generally 
  sprawl relatively close to the 
  central mass—a set of full-grown 
  f lytrap jaws is 7 feet 
  across. A giant 
  f lytrap weighs 
  9,000 pounds.
  This towering plant is a mass of vines and barbs. Several stalks 
  are horribly mobile, each ending in a set of green, toothy jaws.
  134
  134
  Illustration by Michael Jaecks
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757065
  757065
  451052
  451052
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757066
  757066
  451053
  451053
  Frog, Giant
  Frog, Poison
  gIAnT fROg 
  CR 1
  XP 400
  N Medium Animal 
  Init +1; Senses low-light vision, scent; Perception +3
  DEfEnSE
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
  hp 15 (2d8+6)
  fort +6, Ref +6, Will –1
  OffEnSE
  Speed 30 ft., swim 30 ft.
  Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab) 
  Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
  Special Attacks pull (tongue, 5 feet), swallow whole (1d4 
  bludgeoning damage, AC 10, 1 hp), tongue
  STATISTICS
  Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6
  Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip)
  feats Lightning Reflexes
  Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth 
  +5, Swim +10; Racial Modifiers +4 Acrobatics (+8 
  jumping), +4 Stealth
  ECOLOgy
  Environment temperate or warm marshes and aquatic
  Organization solitary, pair, or army (3–8)
  Treasure none
  SPECIAL ABILITIES
  Tongue (Ex) A giant frog’s tongue is a primary attack with reach 
  equal to three times the frog’s normal reach (15 feet for a 
  Medium giant frog). A giant frog’s tongue deals no damage on 
  a hit, but can be used to grab. A giant frog does not gain the 
  grappled condition while using its tongue in this manner.
  Giant frogs have razor-sharp teeth lining their 
  mouths. They are 6 feet long and weigh 200 pounds.
  Frog Companions
  Starting Statistics: Size Medium; Speed 30 ft., 
  swim 30 ft.; AC +1 natural armor; Attack bite 
  (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 
  1, Wis 9, Cha 6; Special 
  Qualities low-light 
  vision, scent, tongue, 
  pull.
  4th–Level Adv.: 
  Ability Scores 
  Str +2, Dex +2; 
  Special Qualities 
  swallow whole.
  POISOn fROg 
  CR 1/2
  XP 200
  N Tiny animal
  Init +1; Senses low-light vision; Perception +3
  DEfEnSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 4 (1d8)
  fort +2, Ref +3, Will –1
  OffEnSE
  Speed 10 ft., swim 20 ft.
  Melee bite +3 (1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 12, Con 11, Int 1, Wis 9, Cha 10
  Base Atk +0; CMB –1; CMD 7 (11 vs. trip)
  feats Weapon Finesse
  Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, 
  Swim + 9; Racial Modifiers +4 Acrobatics (+8 jumping), 
  +4 Stealth; uses Dex to swim
  ECOLOgy
  Environment warm marshes and aquatic
  Organization solitary, pair, or army (3–12)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save
  Poisonous frogs are a bright green color, with additional 
  bright yellow, red, or blue markings. They are just over a 
  foot long and weigh 10 pounds. The poison of poisonous 
  frogs is often gathered by primitive tribes and 
  used to coat darts and arrows for hunting.
  You can make a larger poison frog either 
  by applying the giant simple template or 
  by giving a normal giant frog a poison 
  frog’s venomous bite.
  This creature looks like a normal frog, with moist, mottled, 
  blackish-green skin, but grown to truly monstrous size.
  This small frog is bright green and red, with electric-blue stripes 
  on its hind legs.
  Flytrap, Giant–Frog
  Flytrap, Giant–Frog
  135
  135
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757066
  757066
  451053
  451053
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757067
  757067
  451054
  451054
  Froghemoth
  fROghEMOTh 
  CR 13
  XP 25,600
  N Huge aberration 
  Init +5; Senses all-around vision, blindsight 30 ft., darkvision 
  60 ft.; Perception +16
  DEfEnSE
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 size)
  hp 184 (16d8+112)
  fort +12, Ref +8, Will +11
  Immune electricity (partial); Resist fire 10
  Weaknesses slowed by electricity
  OffEnSE
  Speed 20 ft., swim 30 ft.
  Melee bite +20 (2d6+10/19–20 plus grab), 4 tentacles +18 
  (1d8+5 plus grab), tongue +18 (1d4+5 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
  Special Attacks constrict (tentacle, 1d6+10), swallow whole 
  (3d6+10 damage, AC 16, hp 18)
  STATISTICS
  Str 30, Dex 13, Con 24, Int 2, Wis 13, Cha 11
  Base Atk +12; CMB +24 (+28 grapple); CMD 35
  feats Cleave, Improved Critical (bite), Improved Initiative, 
  Lightning Reflexes, Lunge, Multiattack, Power Attack, Skill 
  Focus (Stealth)
  Skills Perception +16, Stealth +14 (+22 in marshes), Swim +26; 
  Racial Modifiers +8 Perception, +8 Stealth in marshes
  ECOLOgy
  Environment temperate marsh
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  All-Around Vision (Ex) A 
  froghemoth’s stalked eyes 
  allow it to see in all directions 
  at once. It cannot be flanked.
  Slowed by Electricity (Ex) 
  Although a froghemoth is 
  immune to damage 
  from electricity, 
  whenever 
  it would 
  otherwise 
  take such 
  damage it is 
  instead slowed for 1 
  round.
  This immense, three-eyed frog-like creature rears up on powerful 
  hind legs. In place of arms, four huge tentacles thrash and writhe.
  Thankfully rare, the froghemoth is one of the deep 
  swampland’s most ferocious and monstrous predators. 
  Capable of catching and eating dinosaurs and even 
  dragons, the froghemoth is a frighteningly effective 
  ambush hunter. When lying in wait for prey, the 
  immense creature secrets itself in deep marsh pools and 
  mud so that only the top of its eyestalk emerges from 
  the surface. The froghemoth’s eyes are incredibly keen, 
  but even more impressive is the monster’s tongue. Like 
  a snake, a froghemoth can “taste” its surroundings with 
  extraordinary accuracy.
  Scholars have long debated the origin of this strangely 
  immense predator, arguing that its unusual senses, 
  physiology, and resistances make it something more than 
  an animal. Druids and other servants of the natural world 
  agree—the froghemoth may act like an animal, but it never 
  seems fully “comfortable” in its environs. Perpetually ill-
  tempered, a froghemoth often seems to kill simply for the 
  sake of killing—vomiting up partially digested meals in 
  favor of new prey when it encounters such. It’s not unheard 
  of to find these strange creatures far from their normal 
  habitations, as if the marsh didn’t agree with them and 
  sent them wandering in search of a new home. Some sages 
  argue that the froghemoth isn’t from this world at all, and 
  that these wanderings are instinctual urges to seek out its 
  true home—a home not represented by the strange world 
  in which the beast finds itself trapped.
  A froghemoth is 22 feet tall at the shoulder and 
  weighs 16,000 pounds.
  136
  136
  Illustration by Eric Lofgren
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757067
  757067
  451054
  451054
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757068
  757068
  451055
  451055
  Gargoyle
  gARgOyLE 
  CR 4
  XP 1,200
  CE Medium monstrous humanoid (earth)
  Init +6; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 42 (5d10+15)
  fort +4, Ref +6, Will +4
  DR 10/magic
  OffEnSE
  Speed 40 ft., fly 60 ft. (average)
  Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)
  STATISTICS
  Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7
  Base Atk +5; CMB +7; CMD 19
  feats Hover, Improved Initiative, Skill Focus (Fly)
  Skills Fly +12, Perception +5, Stealth +11 (+17 in stony 
  areas); Racial Modifiers +2 Stealth (+6 in stony environs)
  Languages Common, Terran
  SQ freeze
  ECOLOgy
  Environment any
  Organization solitary, pair, or wing (3–12)
  Treasure standard
  SPECIAL ABILITIES
  freeze (Ex) A gargoyle can hold itself so still it appears to 
  be a statue. A gargoyle that uses freeze can take 
  20 on its Stealth check to hide in plain sight as a 
  stone statue.
  Gargoyles often appear to be winged stone 
  statues, for they can perch indefinitely without 
  moving, allowing them to surprise their foes. 
  Gargoyles 
  tend 
  toward 
  obsessive-compulsive 
  behaviors that are as varied as their kind is plentiful. 
  Books, stolen trinkets, weapons, and grisly trophies 
  harvested from fallen foes are just a few examples of the 
  types of things a gargoyle might collect to decorate its lair 
  and territory. Gargoyles tend toward a solitary lifestyle, 
  though they sometimes form fearsome groups called 
  “wings” for protection and sport. In certain conditions, 
  a tribe of gargoyles might even ally with other creatures, 
  but even the most stable alliances with a gargoyle tribe 
  can collapse for the smallest of reasons—gargoyles 
  are nothing if not treacherous, petty, and vindictive. 
  Gargoyles have been known to dwell in the heart of the 
  largest of cities, crouching amid the decorations of stone 
  cathedrals and buildings where they hide in plain sight 
  Seemingly carved from a dark gray stone, this sinister crouching 
  humanoid resembles a horned, winged demon.
  Froghemoth–Gargoyle
  Froghemoth–Gargoyle
  by day and swoop down to feed on vagabonds, beggars, 
  and other unfortunates at night.
  The longer a tribe of gargoyles abides in a region of 
  ruins or buildings, the more its members come to resemble 
  that region’s architectural styles. The changes a gargoyle’s 
  appearance undergoes are slow and subtle, but over the 
  course of years, it can shift radically.
  One unusual variant of gargoyle dwells not amid 
  buildings and ruins but under the waves of the sea. These 
  creatures are known as kapoacinths—they have the same 
  basic statistics as normal gargoyles, save that they have the 
  aquatic subtype and their wings grant them a swim speed 
  of 60 feet (but are useless for actual flight). Kapoacinths 
  dwell in shallow, coastal regions where they can shamble 
  up from the surf to prey on those that reside there. They 
  are more likely to form wings, as kapoacinths prefer group 
  living to a solitary lifestyle.
  137
  137
  Illustration by Concept Art House
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757068
  757068
  451055
  451055
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757069
  757069
  451056
  451056
  Gelatinous Cube
  gELATInOUS CUBE 
  CR 3
  XP 800
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEfEnSE
  AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
  hp 50 (4d8+32)
  fort +9, Ref –4, Will –4
  Immune electricity, ooze traits
  OffEnSE
  Speed 15 ft.
  Melee slam +2 (1d6 plus 1d6 acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks engulf, paralysis
  STATISTICS
  Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +4; CMD –1 (can’t be tripped)
  SQ transparent
  ECOLOgy
  Environment any underground
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Acid (Ex) A gelatinous cube’s acid does not harm metal or stone.
  Engulf (Ex) Although it moves slowly, a gelatinous cube can 
  simply engulf Large or smaller creatures in its path as a 
  standard action. It cannot make a slam attack during a 
  round in which it engulfs. The gelatinous cube merely has to 
  move over the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the cube, 
  but if they do so they are not entitled to a saving throw. Those 
  who do not attempt attacks of opportunity can attempt a DC 
  12 Reflex save to avoid being engulfed—on a success, they 
  are pushed back or aside (opponent’s choice) as the cube 
  moves forward. Engulfed creatures are subject to the cube’s 
  paralysis and acid, gain the pinned condition, are in danger 
  of suffocating, and are trapped within its body until they are 
  no longer pinned. The save DC is Strength-based.
  Paralysis (Ex) A gelatinous cube secretes an anesthetizing 
  slime. A target hit by a cube’s melee or engulf attack must 
  succeed on a DC 20 Fortitude save or be paralyzed for 3d6 
  rounds. The cube can automatically engulf a paralyzed 
  opponent. The save DC is Constitution-based.
  Transparent (Ex) Due to its lack of coloration, a gelatinous cube 
  is difficult to discern. A DC 15 Perception check is required to 
  notice a motionless gelatinous cube. Any creature 
  that fails to notice a gelatinous cube and walks 
  into it is automatically engulfed.
  One of the dungeon’s most unusual and specialized 
  predators, gelatinous cubes spend their existence mindlessly 
  roaming dungeon halls and dark caverns, swallowing up 
  organic material such as plants, refuse, carrion, and even 
  living creatures. Materials the cube cannot digest, such as 
  metal and stone, can eventually fill up the creature’s mass 
  with such detritus, and at times the creature may excrete 
  some of this material out of its body. Often the treasure and 
  possessions of past victims remain inside the gelatinous 
  cube, leaving a ghostly impression of their material remains.
  Sages believe these creatures evolved as a specialized 
  advancement of gray oozes. Some beings use gelatinous 
  cubes as protectors of dungeons and underground 
  fortifications, trapping the immense creatures in massive 
  metal crates and transporting them through either slave 
  power or magic to their final guard posts. They make 
  particularly efficient waste disposal mechanisims as 
  well—a tribe that can trap a gelatinous cube in a pit 
  or other area that it cannot climb out of can use it as a 
  midden or even a deadly trap, depending only on the 
  ingenuity of the creatures who caught it.
  Gelatinous cubes are generally 10 feet to a side and 
  weigh upward of 15,000 pounds, though subterranean 
  explorers report larger specimens trawling the deepest 
  caves and corridors. In locations with plentiful sources 
  of food, gelatinous cubes can exist for hundreds of years, 
  if not thousands. However, if denied organic material for 
  more than 6 months, a gelatinous cube begins shrinking. 
  Eventually this stresses its walls and the creature leaks 
  rapidly evaporating slimy liquid until its body collapses 
  and disappears completely.
  Bits of broken weapons, coins, and a partially digested skeleton 
  are visible inside this quivering cube of slime.
  138
  138
  Illustration by Dave Allsop
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757069
  757069
  451056
  451056
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757070
  757070
  451057
  451057
  Genie, Djinni
  DjInnI 
  CR 5
  XP 1,600
  CG Large outsider (air, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEfEnSE
  AC 19, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +5 natural, –1 size)
  hp 52 (7d10+14)
  fort +4, Ref +9, Will +7
  Immune acid
  OffEnSE
  Speed 20 ft., fly 60 ft. (perfect)
  Melee 2 slams +10 (1d8+4) or mwk scimitar +11/+6 (1d8+4/18–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. 
  tall, 1d8+4 damage, DC 17)
  Spell-Like Abilities (CL 9th)
  At will—invisibility (self only), plane shift (willing targets to 
  elemental planes, Astral Plane, or Material Plane only)
  1/day—create food and water, create wine (as create 
  water, but wine instead), gaseous form (for up to 1 
  hour), major creation (created vegetable matter is 
  permanent), persistent image (DC 17), wind walk
  STATISTICS
  Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
  Base Atk +7; CMB +12; CMD 27
  feats Combat Casting, Combat Reflexes, Dodge, 
  Improved InitiativeB, Wind Stance
  Skills Appraise +12, Craft (any one) +12, Fly +20, 
  Knowledge (planes) +12, Perception +12, Sense Motive +12, 
  Spellcraft +12, Stealth +10
  Languages Aquan, Auran, Common, Ignan, Terran; telepathy 
  100 ft.
  ECOLOgy
  Environment any (Plane of Air)
  Organization solitary, pair, company (3–6), or band (7–10)
  Treasure standard (masterwork scimitar, other gear)
  SPECIAL ABILITIES
  Air Mastery (Ex) Airborne creatures take a –1 penalty on 
  attack and damage rolls against a djinni.
  The djinn (singular djinni) are genies from the Plane of 
  Air. They are said to be made of the stuff of clouds, with 
  the strength of the mightiest storms. A djinni is about 10 
  feet tall and weighs about 1,000 pounds. 
  Djinn disdain physical combat, preferring to use their 
  magical powers and aerial abilities against foes. A djinni 
  overmatched in combat usually takes flight and becomes 
  a whirlwind to harass those who follow. When faced with 
  This creature stands nearly twice as tall as a human, although its 
  lower torso trails away into a vortex of mist and wind.
  Gelatinous Cube–Genie, Djinni
  Gelatinous Cube–Genie, Djinni
  no other option than melee combat, most djinn prefer to 
  wield masterwork scimitars two-handed.
  Among other genies, djinn get along well with jann and 
  marids. They are frequently at odds with the shaitans, 
  and are sworn enemies of the efreet, despising these fiery 
  genies more than any other genie race. So legendary is 
  the conflict between the efreet and the djinn that many 
  spellcasters attempt (to varying degrees of success) to 
  secure a djinni’s servitude by promising to aid the cause 
  against their hated enemies.
  A small percentage of djinn are noble. Noble djinn, often 
  called viziers, have 10 Hit Dice, Strength 23, and Charisma 
  17, and can grant three wishes to any being (nongenies only) 
  who captures them. Djinn nobles are CR 8.
  139
  139
  Illustration by Jesper Ejsing
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757070
  757070
  451057
  451057
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757071
  757071
  451058
  451058
  Genie, Efreeti
  EfREETI 
  CR 8
  XP 4,800
  LE Large outsider (extraplanar, fire)
  Init +7; Senses darkvision 60 ft., detect magic; Perception +15
  DEfEnSE
  AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 natural, –1 size)
  hp 95 (10d10+40)
  fort +7, Ref +10, Will +9
  Immune fire; Vulnerability cold
  OffEnSE
  Speed 20 ft., fly 40 ft. (perfect)
  Melee 2 slams +15 (1d8+6 plus 1d6 fire) or mwk falchion 
  +16/+11 (2d6+9/18–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks change size, heat
  Spell-Like Abilities (CL 11th)
  Constant—detect magic
  At Will—plane shift (willing targets to elemental planes, 
  Astral Plane, or Material Plane only), produce flame, 
  pyrotechnics (DC 14), scorching ray
  3/day—invisibility, quickened scorching ray, wall of fire (DC 16)
  1/day—grant up to 3 wishes (to nongenies only), gaseous 
  form, permanent image (DC 18)
  STATISTICS
  Str 23, Dex 17, Con 18, Int 12, Wis 14, Cha 15
  Base Atk +10; CMB +17; CMD 31
  feats Combat Casting, Combat Reflexes, Deceitful, Dodge, 
  Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
  Skills Bluff +19, Craft (any one) +14, Disguise +10, Fly +14, 
  Intimidate +15, Perception +15, Sense Motive +15, Spellcraft 
  +14, Stealth +8
  Languages Auran, Aquan, Common, Ignan, Terran; telepathy 
  100 ft.
  SQ change shape (humanoid or giant, alter self or giant form I)
  ECOLOgy
  Environment any (Plane of Fire)
  Organization solitary, pair, company (3–6), or 
  band (7–12)
  Treasure standard (mwk falchion, other gear)
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, an efreeti 
  can magically change a creature’s size. This 
  works just like an enlarge person or reduce 
  person spell (the efreeti chooses when using 
  the ability), except that the ability can work 
  on the efreeti. A DC 13 Fortitude save negates 
  the effect. The save DC is Charisma-based. This is the 
  equivalent of a 2nd-level spell.
  heat (Ex) An efreeti’s body deals 1d6 points of fire damage 
  whenever it hits in melee, or in each round it grapples.
  The efreet (singular efreeti) are genies from the Plane of 
  Fire. An efreeti stands about 12 feet tall and weighs about 
  2,000 pounds. 
  Efreet have few allies among geniekind. They certainly 
  hate djinn, and attack them on sight. They hold an equally 
  strong enmity for marids, and view the jann as frail and 
  weak. Efreet often work closely with shaitans, yet even 
  then alliances are temporary at best.
  A small percentage of efreet are noble. Noble efreet, 
  often called maliks, have 13 Hit Dice and gain the following 
  spell-like abilities: 3/day—fireball, heat metal; 1/day—greater 
  invisibility, pyroclastic storm (as ice storm, with fire instead of 
  cold damage). A noble efreeti’s caster level for its spell-like 
  abilities is 15th. Noble efreet are CR 10.
  This muscular giant has crimson skin, smoldering eyes, and 
  small black horns. Smoke rises in curls from its flesh.
  140
  140
  Illustration by Jesper Ejsing
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757071
  757071
  451058
  451058
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757072
  757072
  451059
  451059
  Genie, Efreeti–Genie, Janni
  Genie, Efreeti–Genie, Janni
  Genie, Janni
  jAnnI 
  CR 4
  XP 1,200
  N Medium outsider (native)
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, 
  +1 natural)
  hp 39 (6d10+6)
  fort +6, Ref +7, Will +4
  Resist fire 10
  OffEnSE
  Speed 20 ft., fly 20 ft. (perfect);  30 ft., fly 15 ft. 
  (perfect) in chainmail
  Melee scimitar +9/+4 (1d6+4/18–20)
  Ranged composite longbow +8/+3 (1d8+3/×3)
  Special Attacks change size
  Spell-Like Abilities (CL 8th)
  3/day—invisibility (self only), plane shift (willing targets to 
  elemental planes, Astral Plane, or Material Plane only), 
  speak with animals
  1/day—create food and water, ethereal jaunt (for 1 hour)
  STATISTICS
  Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
  Base Atk +6; CMB +9; CMD 22
  feats Combat Reflexes, Dodge, Improved 
  InitiativeB, Mobility
  Skills Appraise +11, Craft (any 
  one—usually weaponsmith) +11, 
  Fly +14, Perception +11, Ride +6, 
  Sense Motive +11, Spellcraft 
  +11, Stealth +6
  Languages Common, one 
  elemental language 
  (Aquan, Auran, Ignan, or 
  Terran), one planar language 
  (Abyssal, Celestial, or Infernal); 
  telepathy 100 ft.
  SQ elemental endurance
  ECOLOgy
  Environment warm 
  deserts
  Organization solitary, 
  pair, company (3–6), or band (7–12)
  Treasure standard (chainmail, composite 
  longbow [+3 Str], scimitar, other gear)
  SPECIAL ABILITIES
  Change Size (Sp) Twice per day, a janni can magically change 
  a creature’s size. This works just like an enlarge person 
  This regal figure looks like a tall, well-proportioned human, save 
  that its eyes sparkle with strange light.
  or reduce person spell (the janni chooses when using the 
  ability), except that the ability can work on the efreeti. A 
  DC 13 Fortitude save negates the effect. The save DC is 
  Charisma-based. This is the equivalent of a 2nd-level spell.
  Elemental Endurance (Ex) Jann can remain on the Planes of 
  Air, Earth, Fire, or Water for up to 48 hours at a time. Failure 
  to return to the Material Plane before that time expires 
  causes a janni to take 1 point of damage per additional hour 
  spent on the elemental plane, until it dies or returns to the 
  Material Plane.
  The jann (singular janni) are the weakest of the genies. 
  Jann are formed out of all four elements and must 
  therefore spend most of their time on the Material 
  Plane. Some lore even casts the janni as the most 
  “human” of the genie races, although most jann 
  are quick to correct this insult, usually with 
  the edge of a sword. A janni is human-sized, 
  standing about 6 feet tall and weighing 
  about 180 pounds.
  Jann 
  are 
  physically 
  strong 
  and 
  courageous, and do not take kindly 
  to insult or injury. Most are quite 
  prone to seeing insult even when 
  none is intended by the speaker. If 
  overwhelmed in battle, they 
  escape 
  using 
  flight 
  and 
  invisibility, returning later 
  with reinforcements.
  Jann 
  enjoy 
  their 
  privacy, 
  preferring the solitude of the deep 
  desert and isolated oases. They are 
  usually suspicious of humans, but 
  are often willing to give them the 
  benefit of the doubt. Jann have a strong 
  cultural tradition of hospitality, and 
  will never turn away someone in need of 
  food, water, or shelter, though they might 
  expect payment in the form of a favor at 
  some later date. 
  Among the other genie races, jann 
  generally have good relations with both 
  djinn and shaitans. While not actively 
  enemies, jann dislike the proud and aloof 
  marids. Jann have a distinct aversion to the 
  efreet, who often try to enslave them or conscript 
  them into their armies.
  A small percentage of jann are noble. Noble 
  jann, often called sheikhs or amirs, have 9 Hit 
  Dice, Strength 19, and Intelligence 18, and gain the 
  following spell-like abilities: 3/day—augury, detect 
  magic, and divination. A noble janni’s caster level for its 
  spell-like abilities is 12th. Noble jann are CR 7.
  141141
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757072
  757072
  451059
  451059
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757073
  757073
  451060
  451060
  MARID 
  CR 9
  XP 6,400
  CN Large outsider (extraplanar, water)
  Init +8; Senses darkvision 60 ft.; Perception +17
  DEfEnSE
  AC 23, touch 14, flat-footed 18 (+4 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 114 (12d10+48)
  fort +10, Ref +12, Will +10
  OffEnSE
  Speed 20 ft., swim 60 ft.
  Melee 2 slams +17 (2d6+6) or mwk trident +18/+13/+8 (2d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks vortex (1/10 minutes, 
  10–50 ft. tall, 1d8+4 damage, DC 17),  
  water mastery, water’s fury
  Spell-Like Abilities (CL 12th)
  Constant—detect evil, detect good, detect 
  magic, water walk
  At will—create water, invisibility, plane 
  shift (willing targets to elemental 
  planes, Astral Plane, or Material 
  Plane only), purify food and drink 
  (liquids only), quench
  5/day—control water, gaseous form, 
  obscuring mist, water breathing
  3/day—see invisibility
  1/day—persistent image (DC 18)
  1/year—grant 1 wish (to 
  nongenies only)
  STATISTICS
  Str 23, Dex 19, Con 18, Int 14, Wis 
  15, Cha 16
  Base Atk +12; CMB +19; CMD 34
  feats Combat Casting, Combat 
  Reflexes, Dodge, Great 
  Fortitude, Improved 
  InitiativeB, Improved Natural 
  Attack, Power Attack
  Skills Craft (any one) +17, 
  Diplomacy +18, Knowledge 
  (planes) +17, Perception +17, 
  Sense Motive +17, Spellcraft +17, 
  Stealth +15, Swim +29
  Languages Aquan, Auran, Common, Ignan, Terran; 
  telepathy 100 ft.
  SQ change shape (water elemental, humanoid or 
  giant, alter self, elemental body III, or giant form I)
  ECOLOgy
  Environment any (Plane of Water)
  Organization solitary, pair, company (3–6), or band (7–12)
  Treasure standard (masterwork trident, other gear)
  SPECIAL ABILITIES
  Water Mastery (Ex) A marid gains a +1 bonus on attack and 
  damage rolls if both it and its opponent are touching water. 
  If the opponent or the marid is touching the ground, the 
  marid takes a –4 penalty on attack and damage rolls.
  Water’s fury (Su) As a standard action, a marid can release 
  a jet of water in a 60-foot line that deals 1d6 points of 
  damage and blinds the target struck for 1d6 rounds. A DC 
  18 Reflex save reduces the damage by half and negates the 
  blinding effect. The save DC is Constitution-based.
  Vortex (Su) A marid can transform into a vortex of swirling, 
  churning water once every 10 mintues. This ability 
  functions identically to the whirlwind ability 
  (see page 306 for full 
  details on this special 
  attack), save that it can 
  only be used while the 
  marid is underwater; a 
  marid cannot leave a body 
  of water while in vortex form.
  Marids are genies from the 
  Plane of Water. The most 
  powerful of all the genie 
  races, they are said to possess 
  the strength of the ocean’s currents 
  and teeth made of pearl. A marid 
  stands about 16 feet 
  tall and weighs nearly 
  2,500 pounds.
  The marids are perhaps 
  the most unpredictable 
  and capricious of the genies, 
  a quality that the others 
  (particularly shaitans) find 
  to be both aggravating and 
  embarrassing to the entire 
  genie culture. Many marids 
  become 
  dancers, 
  storytellers, 
  performers, or other types of artists, and 
  often travel to the Material Plane in disguise 
  to seek out new audiences.
  A small percentage of marids can lay claim to 
  nobility. Noble marids, often called shahzadas, 
  have 14 Hit Dice and gain the following spell-like 
  abilities: 3/day—cone of cold, ice storm; 1/day—elemental 
  swarm (water elementals only), permanent image. A noble 
  marid’s caster level for its spell-like abilities is 20th. 
  Noble marids are CR 11.
  Genie, Marid
  This being resembles a powerful giant with hairless blue-green 
  skin, deep blue eyes, flamboyant eyebrows, and pearlescent teeth.
  142
  142
  Illustrations by Jesper Ejsing
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757073
  757073
  451060
  451060
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757074
  757074
  451061
  451061
  Genie, Shaitan
  ShAITAn 
  CR 7
  XP 3,200
  LN Large outsider (earth, extraplanar)
  Init +5; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +14
  DEfEnSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 85 (9d10+36)
  fort +10, Ref +4, Will +8
  Immune electricity
  OffEnSE
  Speed 20 ft., burrow 60 ft., climb 20 ft.
  Melee 2 slams +13 (2d6+5) or mwk scimitar 
  +14/+9 (1d8+7/18–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery, metalmorph, 
  stone curse
  Spell-Like Abilities (CL 9th)
  At will—meld into stone, plane shift (willing 
  targets to elemental planes, Astral Plane, 
  or Material Plane only), soften earth and stone, 
  stone shape, veil (self only)
  3/day—quickened glitterdust (DC 14), stoneskin, 
  rusting grasp, stone tell, wall of stone
  1/day—trans. mud to rock, trans. rock to mud
  STATISTICS
  Str 20, Dex 13, Con 19, Int 14, Wis 14, Cha 15
  Base Atk +9; CMB +15; CMD 26
  feats Combat Casting, Improved Bull Rush, Improved 
  InitiativeB, Improved Natural Attack, Power Attack, 
  Quicken Spell-Like Ability (glitterdust)
  Skills Appraise +14, Bluff +14, Climb +25, Craft (gemcutting) 
  +14, Knowledge (engineering) +14, Perception +14,  
  Sense Motive +14, Spellcraft +14
  Languages Aquan, Auran, Common, Ignan, 
  Terran; telepathy 100 ft.
  SQ stone glide
  ECOLOgy
  Environment any (Plane of Earth)
  Organization solitary, pair, company (3–6), 
  or band (7–12)
  Treasure standard (masterwork scimitar, other treasure)
  SPECIAL ABILITIES
  Earth Mastery (Ex) A shaitan gains a +1 bonus on attack 
  and damage rolls and a +2 bonus on opposed Strength-
  based checks if both it and its foe are touching the ground. 
  It takes a –4 penalty on attack and damage rolls against 
  airborne or waterborne opponents. 
  Metalmorph (Su) As a standard action, a shaitan may touch 
  a single metal object of no more than 10 pounds and 
  transform it into any other metal for 1 day. 
  Stone Curse (Su) If a shaitan wins a bull rush check by 5 or 
  more and pushes its target into a stone barrier, the target 
  must make a DC 19 Reflex save or be forced into the barrier 
  as if the target had cast meld into stone until the victim 
  makes a successful DC 19 Fortitude save as a full-round 
  action to exit the stone. The save DCs are Strength-based.
  Stone glide (Su) This functions as the earth elemental’s earth 
  glide ability, except the shaitan can move through stone, 
  dirt, crystal, or metal.
  Shaitans are boastful and proud genies from the Plane of 
  Earth with flesh of metal, gems, or stone. A shaitan stands 
  about 11 feet tall and weighs roughly 5,000 pounds.
  Some shaitans are noble. Often called pashas, they 
  have 18 Hit Dice and gain the spell-like 
  ability earthquake, usable once per day, as 
  well as the ability to grant up to three wishes 
  per day (nongenies only). A noble shaitan’s 
  caster level for its spell-like abilities is 18th. 
  Noble shaitans are CR 13.
  This being resembles a towering human with skin of polished 
  stone and glittering agate eyes.
  Genie, Marid–Genie, Shaitan
  Genie, Marid–Genie, Shaitan
  143
  143
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757074
  757074
  451061
  451061
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757075
  757075
  451062
  451062
  Ghost
  This spectral, horrifying figure glides silently through the air, 
  passing through solid objects as if they didn’t exist.
  ghOST 
  CR 7
  XP 3,200
  Human ghost aristocrat 7
  CE Medium undead (augmented humanoid, incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +18
  DEfEnSE
  AC 17, touch 17, flat-footed 15 (+1 Dex, +1 dodge, +5 deflection)
  hp 73 (7d8+42)
  fort +7, Ref +6, Will +7
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
  OffEnSE
  Speed fly 30 ft. (perfect)
  Melee corrupting touch +6 (7d6, Fort. DC 18 half)
  Special Attacks frightful moan (DC 18)
  STATISTICS
  Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
  Base Atk +5; CMB +5; CMD 22
  feats Dodge, Improved Initiative, Iron Will, Lightning 
  Reflexes, Toughness
  Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) 
  +10, Perception +18, Sense Motive +10, Stealth +9; Racial 
  Modifiers +8 Perception, +8 Stealth
  Languages Common
  ECOLOgy
  Environment any
  Organization solitary
  Treasure NPC gear
  When a soul is not allowed to rest due to some great 
  injustice, either real or perceived, it sometimes comes back 
  as a ghost. Such beings are in eternal anguish, lacking in 
  substance and unable to set things right. Although ghosts 
  can be any alignment, the majority cling to the living 
  world out of a powerful sense of rage and hatred, and as a 
  result are chaotic evil—even the ghost of a good or lawful 
  creature can become hateful and cruel in its afterlife.
  More than most of the monsters in this book, a ghost 
  benefits from a strong and detailed backstory. Why did 
  this character become a ghost? What are the legends 
  surrounding the ghost? An encounter with a ghost should 
  never happen completely out of the blue—there are plenty 
  of other incorporeal undead like wraiths and spectres to 
  fill that role. A proper encounter with a ghost should be a 
  climactic scene after a lengthy period of tension building 
  with lesser minions or manifestations of the undead spirit. 
  The sample ghost above is that of a human princess who 
  was murdered by an unfaithful lover—after she confronted 
  him, he murdered her by wrapping her in chains and 
  throwing her into the castle well, where she drowned. The 
  ghost’s abilities were selected to fit this backstory, and it 
  shows how potent a villain you can create with a simple 
  NPC class. Applying the template to creatures with class 
  levels or creatures with significant racial abilities can 
  create even more powerful ghosts.
  When a ghost is created, it retains incorporeal “copies” 
  of any items that it particularly valued in life (provided 
  the originals are not in another creature’s possession). 
  The equipment works normally for the ghost but passes 
  harmlessly through material objects or creatures. A 
  weapon of +1 or better magical enhancement, however, can 
  harm material creatures, but any such attack deals only 
  half as much damage (50%) unless it is a ghost touch weapon. 
  A ghost can use shields or armor only if they have the ghost 
  touch quality.
  The original items remain behind, just as the ghost’s 
  physical remains do. If another creature seizes the original, 
  the incorporeal copy fades away. This loss invariably angers 
  the ghost, who stops at nothing to return the item to its 
  original resting place (and thus regain the item’s use).
  Creating a Ghost
  “Ghost” is an acquired template that can be added to any 
  living creature that has a Charisma score of at least 6. A 
  ghost retains all the base creature’s statistics and special 
  abilities except as noted here.
  Challenge Rating: Same as the base creature +2.
  Type: The creature’s type changes to undead. Do not 
  recalculate the creature’s base attack bonus, saves, or skill 
  points. It gains the incorporeal subtype.
  Armor Class: A ghost gains a deflection bonus equal to 
  its Charisma modifier. It loses the base creature’s natural 
  armor bonus, as well as all armor and shield bonuses not 
  from force effects or ghost touch items.
  Hit Dice: Change all of the creature’s racial Hit Dice 
  to d8s. All Hit Dice derived from class levels remain 
  unchanged. Ghosts use their Charisma modifiers to 
  determine bonus hit points (instead of Constitution).
  Defensive Abilities: A ghost retains all of the defensive 
  abilities of the base creature save those that rely on a 
  corporeal form to function. Ghosts gain channel resistance 
  +4, darkvision 60 ft., the incorporeal ability, and all of the 
  immunities granted by its undead traits. Ghosts also gain 
  the rejuvenation ability.
  Rejuvenation (Su): In most cases, it’s difficult to destroy 
  a ghost through simple combat: the “destroyed” spirit 
  restores itself in 2d4 days. Even the most powerful spells 
  are usually only temporary solutions. The only way to 
  permanently destroy a ghost 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 
  144
  144
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757075
  757075
  451062
  451062
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757076
  757076
  451063
  451063
  Ghost
  Ghost
  and may require a good deal of research, and should be 
  created specifically for each different ghost by the GM.
  Speed: Ghosts lose their previous speeds and gain a fly 
  speed of 30 feet (perfect), unless the base creature has a 
  higher fly speed.
  Melee and Ranged Attacks: A ghost loses all of the base 
  creature’s attacks. If it could wield weapons in life, it can 
  wield ghost touch weapons as a ghost. 
  Special Attacks: A ghost retains all the special attacks of 
  the base creature, but any relying on physical contact do not 
  function. In addition, a ghost gains one ghost special attack 
  from the list below for every 3 points of CR (minimum 
  1—the first ability chosen must always be corrupting 
  touch). The save DC against a ghost’s special attack is equal 
  to 10 + 1/2 ghost’s HD + ghost’s Charisma modifier unless 
  otherwise noted. Additional ghost abilities beyond these 
  can be designed at the GM’s discretion.
  Corrupting Gaze (Su): The ghost is disfigured through age 
  or violence, and has a gaze attack with a range of 30 feet 
  that causes 2d10 damage and 1d4 Charisma damage 
  (Fortitude save negates Charisma damage but not 
  physical damage).
  Corrupting Touch (Su): All ghosts gain this 
  incorporeal touch attack. By passing part of 
  its incorporeal body through a foe’s body as a 
  standard action, the ghost inflicts a number of 
  d6s equal to its CR in damage. This damage is 
  not negative energy—it manifests in the form of 
  physical wounds and aches from supernatural 
  aging. Creatures immune to magical aging 
  are immune to this damage, but otherwise the 
  damage bypasses all forms of damage reduction. 
  A Fortitude save halves the damage inflicted.
  Draining Touch (Su): The ghost died while insane 
  or diseased. It gains a touch attack that drains 1d4 
  points from any one ability score it selects on a hit. 
  On each such successful attack, the ghost heals 5 
  points of damage to itself. When a ghost makes a 
  draining touch attack, it cannot use its standard 
  ghostly touch attack.
  Frightful Moan (Su): The ghost died in the throes of 
  crippling terror. It can emit a frightful moan as a standard 
  action. All living creatures within a 30-foot spread must 
  succeed on a Will save or become panicked for 2d4 rounds. 
  This is a sonic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected by 
  the same ghost’s moan for 24 hours.
  Malevolence (Su): The ghost’s jealousy of the living 
  is particularly potent. Once per round, the ghost can 
  merge its body with a creature on the Material Plane. 
  This ability is similar to a magic jar spell (caster level 
  10th or the ghost’s Hit Dice, whichever is higher), 
  except that it does not require a receptacle. To use this 
  ability, the ghost must be adjacent to the target. The target 
  can resist the attack with a successful Will save. A creature 
  that successfully saves is immune to that same ghost’s 
  malevolence for 24 hours.
  Telekinesis (Su): The ghost’s death involved great physical 
  trauma. The ghost can use telekinesis as a standard action 
  once every 1d4 rounds (caster level 12th or equal to the 
  ghost’s HD, whichever is higher).
  Abilities: Cha +4; as an incorporeal undead creature, a 
  ghost has no Strength or Constitution score.
  Skills: Ghosts have a +8 racial bonus on Perception and 
  Stealth skill checks. A ghost always treats Climb, Disguise, 
  Fly, Intimidate, Knowledge (arcana), Knowledge (religion), 
  Perception, Sense Motive, Spellcraft, and Stealth as class 
  skills. Otherwise, skills are the same as the base creature.
  145
  145
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757076
  757076
  451063
  451063
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757077
  757077
  451064
  451064
  Ghoul
  ghOUL 
  CR 1
  XP 400
  CE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  fort +2, Ref +2, Will +5
  Defensive Abilities channel resistance +2
  OffEnSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 
  (1d6+1 plus paralysis) 
  Special Attacks paralysis (1d4+1 rounds, DC 13, elves are 
  immune to this effect)
  STATISTICS
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +1; CMB +2; CMD 14
  feats Weapon Finesse
  Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
  Languages Common
  ECOLOgy
  Environment any land
  Organization solitary, gang (2–4), or pack (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 12; onset 
  1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; 
  cure 2 consecutive saves. The save DC is Charisma-based. 
  A humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight. A humanoid who becomes a ghoul in this 
  way retains none of the abilities it possessed in life. It is not 
  under the control of any other ghouls, but it hungers for 
  the flesh of the living and behaves like a normal ghoul in all 
  respects. A humanoid of 4 Hit Dice or more rises as a ghast.
  Ghouls are undead that haunt graveyards and eat corpses. 
  Legends hold that the first ghouls were either cannibalistic 
  humans whose unnatural hunger dragged them back 
  from death or humans who in life fed on the rotting 
  remains of their kin and died (and were reborn) 
  from the foul disease—the true source of these 
  undead scavengers is unclear.
  Ghouls lurk on the edges of civilization (in 
  or near cemeteries or in city sewers) where 
  they can find ample supplies of their favorite 
  food. Though they prefer rotting bodies and 
  often bury their victims for a while to improve their 
  This humanoid creature has long, sharp teeth, and its pallid flesh 
  is stretched tightly over its starved frame.
  taste, they eat fresh kills if they are hungry enough. 
  Though most surface ghouls live primitively, rumors 
  speak of ghoul cities deep underground led by priests 
  who worship ancient cruel gods or strange demon lords 
  of hunger. These “civilized” ghouls are no less horrific 
  in their eating habits, and in fact the concept of a well-
  laid ghoul banquet table is perhaps even more horrifying 
  than the concept of taking a meal fresh from the coffin.
  Ghast
  Ghasts are ghouls with the advanced monster template. A 
  ghast’s paralysis even affects elves. Ghasts roam in packs 
  of their own kind or lead groups of common ghouls. The 
  stink of death and corruption surrounding these creatures 
  is overwhelming, granting them the stench extraordinary 
  ability (10-foot radius, Fort DC 15 negates, sickened for 
  1d6+4 minutes).
  Lacedon
  These aquatic cousins of the ghoul lurk near hidden reefs 
  or other places where ships are likely to meet their ends. 
  Lacedons have a base land speed of 30 feet and a 
  swim speed of 30 feet.
  146
  146
  Illustrations bys Jon Hodgson
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757077
  757077
  451064
  451064
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757078
  757078
  451065
  451065
  Giant, Cloud
  CLOUD gIAnT 
  CR 11
  XP 12,800
  NG or NE Huge humanoid (giant)
  Init +1; Senses low-light vision, scent; Perception +17
  DEfEnSE
  AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, 
  –2 size)
  hp 168 (16d8+96)
  fort +16, Ref +6, Will +10
  Defensive Abilities rock catching
  OffEnSE
  Speed 50 ft.
  Melee morningstar +22/+17/+12 (4d6+18) or 2 slams +22 (2d6+12) 
  Ranged rock +12 (2d6+18)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (140 ft.)
  Spell-Like Abilities (CL 16th)
  At will—levitate (self plus 2,000 lbs.), obscuring mist
  1/day—fog cloud
  STATISTICS
  Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 12
  Base Atk +12; CMB +26; CMD 37
  feats Awesome Blow, Cleave, Great Cleave, Greater Bull Rush, 
  Greater Overrun, Intimidating Prowess, Iron Will, Power Attack 
  Skills Climb +19, Craft (any one) +10, Diplomacy +9, Intimidate 
  +26, Perception +17, Perform (string instruments) +8
  Languages Common, Giant
  SQ oversized weapon
  ECOLOgy
  Environment temperate mountains
  Organization solitary, gang (2–5), family (2–5 plus 35% 
  noncombatants plus 1 sorcerer or cleric of 4th–7th level 
  and 2–5 griffons), or tribe (6–20 plus 1 sorcerer or cleric 
  oracle of 7th–12th level and 2–5 griffons)
  Treasure standard (chain shirt, morningstar, other treasure)
  SPECIAL ABILITIES
  Oversized Weapon (Ex) A cloud giant can wield 
  Gargantuan weapons without penalty. Most favor the 
  use of immense morningstars.
  Cloud giants’ skin ranges in color from milky white 
  to powder blue. Adult males are about 18 feet tall 
  and weigh around 5,000 pounds. Females 
  are slightly shorter and lighter. Cloud giants 
  can live to be 400 years old, and dress in the 
  finest clothing and jewelry available. To many, 
  appearance indicates station. The better the clothes 
  and the finer the jewelry, the more important the 
  This towering giant has finely chiseled features. Her skin is pale 
  and smooth, and her long wispy hair flutters as if in a breeze.
  Ghoul–Giant, Cloud
  Ghoul–GIant, Cloud
  wearer. They also appreciate music, and most can play one 
  or more instruments (the harp is a favorite). 
  Cloud giants have an unusually wide alignment spread—
  approximately half are good and half are evil. Good cloud 
  giants build roads from their settlements to connect 
  with other humanoid roads in order to foster trade. It’s 
  not uncommon to see a good cloud giant walking among 
  humans, for example, in a human city near a tall mountain 
  range. Evil cloud giants tend not to bother with permanent 
  settlements and instead live on high peaks in crude 
  shelters, only coming down to raid villages for whatever 
  they might need. These two philosophies often see violent 
  and long-lasting wars erupt between neighboring tribes.
  Legends abound of magical cloud giant cities nestled 
  in the very clouds themselves that float with the winds 
  and circumnavigate the world. While most cloud giants 
  recognize this as a fantasy, there are some who not only 
  claim to have seen them but have dedicated the 
  entirety of their long lives to finding them again.
  147
  147
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757078
  757078
  451065
  451065
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757079
  757079
  451066
  451066
  Giant, Fire
  fIRE gIAnT 
  CR 10
  XP 9,600
  LE Large humanoid (fire, giant)
  Init –1; Senses low-light vision; Perception +14
  DEfEnSE
  AC 23, touch 8, flat-footed 23 (+7 armor, –1 Dex, +8 natural, –1 size)
  hp 142 (15d8+75)
  fort +14, Ref +4, Will +9
  Defensive Abilities rock catching; Immune fire
  Weaknesses vulnerability to cold 
  OffEnSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10)
  Ranged rock +10 (1d8+15 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks heated rock, rock throwing (120 ft.)
  STATISTICS
  Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
  Base Atk +11; CMB +22; CMD 31
  feats Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron Will, Martial Weapon Proficiency (greatsword), 
  Power Attack, Weapon Focus (greatsword) 
  Skills Climb +14, Craft (any one) +8, Intimidate +11, 
  Perception +14 
  Languages Common, Giant
  ECOLOgy
  Environment warm mountains
  Organization solitary, gang (2–5), band (6–12 plus 35% 
  noncombatants and 1 adept or cleric of 1st–2nd level), 
  raiding party (6–12 plus 1 adept or sorcerer of 3rd–5th level, 
  2–5 hell hounds, and 2–3 trolls or ettins), or tribe (20–30 
  plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 fighter 
  or ranger of 8th–9th level as king; and 17–38 hell hounds, 
  12–22 trolls, 7–12 ettins, and 1–2 young red dragons)
  Treasure standard (half-plate, greatsword, other treasure)
  SPECIAL ABILITIES
  heated Rock (Su) Fire giants transfer the heat of their bodies to 
  rocks as part of an attack action when they throw rocks. A 
  heated rock deals 1d6 points of additional fire damage on a hit.
  Fire giants are the most rigid and militaristic of all the 
  giant races. They constantly train for war and practice 
  brutal tactics on anyone and everyone that gets in their 
  way. Their rigid command structure is complete with 
  soldiers, officers, and even generals, and they obey orders 
  from their kings unquestioningly.
  Fire giants have bright orange hair that flickers and 
  glows almost as if it were aflame. An adult male is 12 to 
  16 feet tall, has a chest that measures 9 feet around, and 
  weighs about 7,000 pounds. Females are slightly shorter 
  and lighter. Fire giants can live to be 350 years old.
  Fire giants wear sturdy cloth or leather garments 
  colored red, orange, yellow, or black. Warriors wear 
  helmets and half-plate armor of blackened steel and 
  wield large greatswords that they use to cut swaths 
  across the battlefield. In large groups, fire giants fight 
  with brutal and efficient group tactics, and aren’t afraid 
  to sacrifice one or two of their members to draw an 
  enemy into an ambush.
  Fire giants prefer hot locations—the hotter, the better. 
  They’ve been found in deserts, volcanoes, hot springs, 
  and deep beneath the earth near lava vents. They live 
  in castles, walled settlements, or large caverns, and the 
  design of these locations reflects their rigid, militaristic 
  lifestyle, with officers living in better quarters than the 
  rank-and-file.
  This lumbering giant has short stumpy legs and powerful, 
  muscular arms. Its hair and beard seem to be made of fire.
  148
  148
  Illustrations by Jon Hodgson
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757079
  757079
  451066
  451066
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757080
  757080
  451067
  451067
  Giant, Frost
  fROST gIAnT 
  CR 9
  XP 6,400
  CE Large humanoid (cold, giant)
  Init –1; Senses low-light vision; Perception +10
  DEfEnSE
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
  hp 133 (14d8+70)
  fort +14, Ref +3, Will +6
  Defensive Abilities rock catching; Immune cold
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 40 ft.
  Melee greataxe +18/+13 (3d6+13) or 2 slams 
  +18 (1d8+9) 
  Ranged rock +9 (1d8+13)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +20; CMD 29
  feats Cleave, Great Cleave, Improved 
  Overrun, Improved Sunder, Martial 
  Weapon Proficiency (greataxe), 
  Power Attack, Skill Focus 
  (Stealth)
  Skills Climb +13, Craft (any one) 
  +7, Intimidate +7, Perception 
  +10, Stealth +5 (+9 in snow); 
  Racial Modifiers +4 Stealth 
  in snow
  Languages Common, Giant
  ECOLOgy
  Environment cold 
  mountains
  Organization solitary, 
  gang (3–5), band 
  (6–12 plus 35% 
  noncombatants and 1 
  adept or cleric of 1st–2nd level), raiding party (6–12 plus 
  35% noncombatants, 1 adept or sorcerer of 3rd–5th 
  level, 1–4 winter wolves, and 2–3 ogres), or tribe (21–30 
  plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 
  barbarian or ranger jarl of 7th–9th level; and 15–36 winter 
  wolves, 13–22 ogres, and 1–2 young white dragons)
  Treasure standard (chain shirt, greataxe, other treasure)
  A frost giant’s hair can be light blue or dirty yellow, 
  and its eyes usually match its hair color. Frost giants 
  dress in skins and pelts, along with any jewelry they own. 
  Frost giant warriors also don chain shirts and metal helmets 
  decorated with horns or feathers. An adult male stands about 
  15 feet tall and weighs approximately 2,800 pounds. Females 
  are slightly shorter and lighter, but otherwise identical to 
  males. Frost giants can live to be 250 years old. 
  Frost giants are among the most feared giants, as their 
  wanton destruction, battle lust, and fearless demeanor 
  push them to ever-increasing displays of brutality. Frost 
  giants usually start combat at a distance, throwing rocks 
  until they run out of ammunition or the opponent closes, 
  then wading in with their enormous greataxes. A favorite 
  tactic is to lay an ambush by hiding buried in the snow 
  at the top of an icy or snowy slope, where opponents 
  will have difficulty reaching them, and then starting an 
  avalanche before leaping into battle. Frost giants can 
  hide well in snowy environments and are masters of 
  stealth in their domain.
  Frost giants survive on hunting and raiding alone, 
  as they live in desolate, frigid environments. Frost 
  giant groups are split almost evenly between those that 
  live in makeshift settlements or abandoned castles 
  and those that roam the frozen north as nomads 
  in search of spoils and provisions. Frost 
  giant leaders call themselves jarls 
  and demand absolute obedience 
  from their followers. At any 
  time a jarl may be challenged 
  by combat for leadership of the 
  tribe. These challenges 
  typically result in the 
  death of one of the 
  combatants. A single jarl 
  can often count a 
  dozen or more 
  smaller frost 
  giant tribes 
  as part of his 
  extended tribe. In 
  such a situation, 
  the leaders of the lesser 
  tribes are known simply as 
  chieftains or warlords.
  Frost giants love to take 
  captives, and use them for food 
  as well as slaves and commodities. 
  Every group of frost giants typically has 1–2 
  humanoid slaves shackled to a slave handler—
  usually the meanest and cruelest non-jarl in the 
  group. They are also quite fond of monstrous pets—
  white dragons and winter wolves are popular choices, 
  but remorhazes, yetis, and even linnorms can be found 
  dwelling in a frost giant lair.
  This giant looks like a thick, muscular human. It has frost-white 
  skin and long, light blue hair that it wears braided.
  Giant, Fire–Giant, Frost
  Giant, Fire–Giant, Frost
  149
  149
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757080
  757080
  451067
  451067
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757081
  757081
  451068
  451068
  Giant, Hill
  hILL gIAnT 
  CR 7
  XP 3,200
  CE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +6
  DEfEnSE
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
  hp 85 (10d8+40)
  fort +11, Ref +2, Will +3
  Defensive Abilities rock catching
  OffEnSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
  Ranged rock +6 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
  Base Atk +7; CMB +15; CMD 24
  feats Cleave, Intimidating Prowess, Martial Weapon 
  Proficiency (greatclub), Power Attack, Weapon 
  Focus (greatclub) 
  Skills Climb +10, Intimidate +12, Perception +6
  Languages Giant
  ECOLOgy
  Environment temperate hills
  Organization solitary, gang (2–5), band (6–8), raiding 
  party (9–12 plus 1d4 dire wolves), or tribe (13–30 plus 
  35% noncombatants plus 1 barbarian or fighter chief 
  of 4th–6th level, 11–16 dire wolves, 1–4 ogres, and 
  13–20 orc slaves)
  Treasure standard (hide armor, greatclub, other treasure)
  Skin color among hill giants ranges from light tan to deep, 
  ruddy brown. Their hair is brown or black, with eyes the 
  same color. Hill giants wear layers of crudely prepared 
  hides with the fur left on. They seldom wash or repair 
  their garments, preferring simply to add more hides as 
  their old ones wear out. Adults are around 10 feet tall 
  and weigh about 1,100 pounds. Hill giants can live 
  to be 200 years old, but almost never do.
  Hill giants prefer to fight from high, rocky 
  outcroppings, where they can pelt opponents with rocks 
  and boulders while limiting the risk to themselves. Hill 
  giants love to make overrun attacks against smaller 
  creatures when they first join battle. Thereafter, they stand 
  fast and swing away with their massive clubs. 
  Hill giants are the most nomadic of all the humanoid 
  giant species, preferring to travel from one settlement to 
  the next in order to raid and pillage. While they prefer 
  temperate climates, they’ll travel far from their preferred 
  environment so long as the raiding is plentiful and 
  successful. They are, as a whole, incredibly selfish creatures 
  and rarely engage in battles they don’t automatically 
  know they’ll win. Hill giants are known for shoving one 
  another at terrifying foes and won’t hesitate to sacrifice 
  a clanmate to save their own skins. Roving bands of hill 
  giants are common in temperate hills, and their constant 
  aggression makes them one of the more feared dangers in 
  this climate.
  Solitary, non-evil hill giants are very rare but can 
  sometimes be found in other humanoid societies, though 
  they are almost never accepted in central cities or population 
  centers. They do best as laborers and soldiers in outlying 
  frontier towns, and often serve as rudimentary diplomats to 
  negotiate with marauding hill giant bands. Unfortunately, 
  hill giants who shed their racial lifestyle for civilization are 
  mocked and often killed on sight by their nomadic 
  brethren. Still, these “civilized” hill giants can 
  find their place within society and many have 
  managed to live peaceful, uneventful lives.
  This hunched giant exudes power and a crude, stupid anger, its 
  filthy fur clothing bespeaking a brutish and backwoods lifestyle.
  150
  150
  Illustrations by Jon Hodgson
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757081
  757081
  451068
  451068
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757082
  757082
  451069
  451069
  Giant, Stone
  STOnE gIAnT 
  CR 8
  XP 4,800
  N Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
  DEfEnSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 102 (12d8+48)
  fort +12, Ref +6, Will +7
  Defensive Abilities improved rock catching
  OffEnSE
  Speed 40 ft.
  Melee greatclub +16/+11 (2d8+12) or 2 slams +16 (1d8+8)
  Ranged rock +11/+6 (1d8+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (180 ft.)
  STATISTICS
  Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 10
  Base Atk +9; CMB +18; CMD 30
  feats Iron Will, Martial Weapon Proficiency (greatclub), Point 
  Blank Shot, Power Attack, Precise Shot, Quick Draw
  Skills Climb +12, Intimidate +12, Perception +12, Stealth +4 (+12 
  in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
  Languages Common, Giant
  ECOLOgy
  Environment temperate mountains
  Organization solitary, gang (2–5), band (4–8), hunting party 
  (9–12 plus 1 elder), or tribe (13–30 plus 35% noncombatants, 
  1–3 elders, and 4–6 dire bears)
  Treasure standard (greatclub, other treasure)
  SPECIAL ABILITIES
  Improved Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock with rock catching. This ability otherwise 
  works like the rock catching ability (see page 303).
  Stone giants prefer thick leather garments, dyed 
  in shades of brown and gray to match the stone around 
  them. Adults are about 12 feet tall, weigh about 1,500 
  pounds, and can live to be 800 years old.
  Stone giants fight from a distance whenever possible, 
  but if they can’t avoid melee, they favor gigantic clubs 
  chiseled out of stone. A favorite tactic of stone giants 
  is to stand nearly motionless, blending in with the 
  background, then move forward to throw rocks and 
  surprise their foes.
  Stone giants prefer living in enormous caves in high-
  altitude, rocky peaks. They rarely live more than a few 
  days’ travel from other bands of stone giants, and even 
  raise shared herds of goats and other livestock between 
  tribes. Older stone giants tend to wander away from the 
  tribe for a significant period of time in their later years, 
  either living in seclusion somewhere or attempting to 
  merge into other humanoid civilizations. After decades 
  of this self-imposed exile, those who return do so as 
  stone giant elders.
  Stone Giant Elders
  Some stone giants develop special abilities related to 
  their environment. Called elders, these stone giants have 
  Charisma scores of at least 15 and three spell-like abilities 
  (CL 10th). Once per day they can use stone shape, stone tell, 
  and either transmute rock to mud or transmute mud to rock 
  (DC 17). The save DC is Charisma-based. One in 10 elders 
  is a sorcerer, usually of 3rd to 6th level. Stone giant elders 
  add +1 to their CR.
  This giant has chiseled, muscular features and a flat, forward-
  sloping head, looking almost as if it were carved of stone.
  Giant, Hill–Giant, Stone
  Giant, Hill–Giant, Stone
  151151
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757082
  757082
  451069
  451069
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757083
  757083
  451070
  451070
  Giant, Storm
  STORM gIAnT 
  CR 13
  XP 25,600
  CG Huge humanoid (giant)
  Init +2; Senses low-light vision; Perception +27
  DEfEnSE
  AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, 
  –2 size)
  hp 199 (19d8+114)
  fort +17, Ref +8, Will +13
  Defensive Abilities rock catching; Immune electricity
  OffEnSE
  Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor) 
  Melee mwk greatsword +27/+22/+17 (4d6+21/17–20) or 
  2 slams +26 (2d6+14)
  Ranged mwk composite longbow +15/+10/+5 
  (3d6+14/×3)
  Space 15 ft.; Reach 15 ft.
  Spell-Like Abilities (CL 15th)
  Constant—freedom of movement
  2/day—control weather, levitate
  1/day—call lightning (DC 15), chain lightning 
  (DC 18)
  STATISTICS
  Str 39, Dex 14, Con 23, Int 16, Wis 20, 
  Cha 15
  Base Atk +14; CMB +30; CMD 42
  feats Awesome Blow, Cleave, 
  Combat Reflexes, Improved 
  Bull Rush, Improved Critical 
  (greatsword), Improved Sunder, 
  Improved Vital Strike, Iron Will, Power 
  Attack, Vital Strike
  Skills Acrobatics +18, Climb +17, Craft (any 
  one) +13, Intimidate +20, Perception +27, 
  Perform (sing) +12, Sense Motive +24, 
  Swim +22
  Languages Auran, Common, Draconic, 
  Giant
  SQ militant, water breathing
  ECOLOgy
  Environment any warm
  Organization solitary or family (2–5 plus 1 
  sorcerer or cleric of 7th–10th level, 1–2 
  rocs, 2–6 griffons, and 2–8 sharks)
  Treasure standard (mwk breastplate, 
  mwk composite longbow [+14 
  Str bonus] with 20 arrows, mwk 
  greatsword, other treasure)
  This giant is a towering, muscular human of heroic proportions, 
  with bronze skin, dark hair, and sparkling green eyes.
  SPECIAL ABILITIES
  Militant (Ex) Storm giants are proficient with all simple and all 
  martial weapons.
  Water Breathing (Ex) Storm giants can breathe water as well 
  as air.
  Storm giants tend toward tanned complexions, though 
  some rare specimens have violet skin, deep violet or 
  blue-black hair, and silvery gray or purple eyes. Such 
  violet coloration is considered to be good luck among 
  storm giants, and those possessing it tend to become 
  leaders among their kind. Adults are typically 21 feet 
  tall and weigh 12,000 pounds. Storm giants can live to 
  be 600 years old. When at rest, they prefer to wear short, 
  loose tunics belted at the waist, sandals or bare feet, and 
  headbands. They wear a few pieces of simple but finely 
  crafted jewelry, with anklets (favored by barefoot 
  giants), rings, or circlets being most common. Yet 
  when they outfit themselves for battle, they don 
  shimmering breastplates and 
  wield enormous greatswords 
  and bows.
  Storm giants tend to be 
  reclusive, prefering to dwell 
  along remote coastlines or 
  on tropical islands. Yet 
  like 
  their 
  namesakes, 
  they are prone to violent 
  mood 
  swings. 
  Storm 
  giants are quick to anger 
  in the face of evil and can be 
  brutal, dangerous foes when 
  insulted. In battle, they prefer 
  to send a hail of arrows to 
  rain down on their foes, only 
  drawing their greatswords 
  after opponents get inside 
  their bow range.
  Storm giants live in well-
  constructed towers, castles, 
  or walled settlements, and 
  prefer to live off the land. 
  They maintain enormous, 
  well-tended gardens and 
  manage hundreds of acres 
  of farmland per group. They 
  often hire other humanoids, 
  such as elves or humans, to 
  help them run their massive 
  farms. A storm giant enclave 
  often takes responsibility for 
  the safety of an entire island or 
  stretch of coastline. 
  152
  152
  Illustration by Jon Hodgson
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757083
  757083
  451070
  451070
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757084
  757084
  451071
  451071
  Gibbering Mouther
  gIBBERIng MOUThER 
  CR 5
  XP 1,600
  N Medium aberration
  Init +3; Senses all-around vision, darkvision 60 ft.; Perception +12
  DEfEnSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 46 (4d8+28)
  fort +8, Ref +4, Will +5
  Defensive Abilities amorphous; DR 5/bludgeoning; Immune 
  critical hits, precision damage
  OffEnSE
  Speed 10 ft., swim 20 ft.
  Melee 6 bites +7 (1d4 plus grab)
  Special Attacks blood drain, engulf (6d4 damage plus 2 Con 
  damage, AC 13, hp 4), gibbering, ground manipulation, 
  spittle (+6 ranged touch)
  STATISTICS
  Str 10, Dex 17, Con 24, Int 4, Wis 13, Cha 12
  Base Atk +3; CMB +3 (+7 grapple); CMD 16 (can’t be tripped)
  feats Weapon Finesse, Weapon Focus (bite)
  Skills Perception +12, Swim +8; Racial Modifiers +4 Perception
  Language Aklo
  ECOLOgy
  Environment any underground
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  All-Around Vision (Ex) A gibbering mouther sees in all 
  directions at once. It cannot be flanked.
  Amorphous (Ex) A gibbering mouther’s body is malleable and 
  shapeless. It is immune to precision damage (like sneak 
  attacks) and critical hits, and can move through an area as 
  small as one-quarter its space without squeezing or one-
  eighth its space when squeezing.
  Blood Drain (Ex) On a successful grapple check after grabbing, 
  several of the creature’s mouths attach to its target. Each 
  round it maintains its grapple, its mouths automatically 
  deal 1d4 points of bite damage and 1 point of 
  Constitution damage as it drains its victim’s blood.
  Engulf (Ex) This ability functions as swallow whole, 
  except for the following changes. An engulfed creature 
  is trapped in the gibbering mouther’s body, where 
  several of its mouths continue to feed and drain 
  blood. A gibbering mouther can engulf only one foe 
  of its size or smaller at a time. If an engulfed creature 
  cuts its way free (the mouther’s damage reduction 
  still applies to those inside), the mouther simply flows 
  together again and can still use its engulf attack.
  This horrid mass of eyes, mouths, and formless flesh stares in 
  all directions, its countless maws yammering ceaselessly.
  Giant, Storm–Gibbering Mouther
  Giant, Storm–Gibbering Mouther
  gibbering (Su) As a free action, a gibbering mouther can emit 
  a cacophony of maddening sound. All creatures other than 
  gibbering mouthers within 60 feet must succeed on a DC 
  13 Will save or be confused for 1 round. This is a mind-
  affecting compulsion insanity effect. A creature that saves 
  cannot be affected by the same mouther’s gibbering for 24 
  hours. The save DC is Constitution-based.
  ground Manipulation (Su) At will as a standard action, a 
  gibbering mouther can cause stone and earth under its 
  body to grow soft and muddy. The ground remains muddy 
  for 1 minute after the mouther moves off of the location. 
  A gibbering mouther can move through these areas with 
  ease, but other creatures treat them as difficult terrain.
  Spittle (Ex) Each round as a free action, a gibbering mouther 
  can emit a stream of acidic spittle at one target within 30 
  feet. On a successful attack, the target is blinded for 1d4 
  rounds unless he succeeds on a DC 18 Fortitude save. The 
  save DC is Constitution-based.
  Disgusting, loathsome, and hungry—these are the only 
  words that properly describe the gibbering mouther. A 
  foul beast that lurks in underground caves, sewers, and 
  nightmares, mouthers have no societal, ecological or 
  religious significance other than their ability to drive 
  those that listen to them mad. Some scholars believe that 
  gibbering mouthers are a lesser variant of the much more 
  dangerous shoggoth, while others theorize they are a 
  punishment by some powerful being or deity inflicted on 
  those who have offended it.
  153
  153
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757084
  757084
  451071
  451071
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757085
  757085
  451072
  451072
  Girallon
  gIRALLOn 
  CR 6
  XP 2,400
  N Large magical beast
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEfEnSE
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 73 (7d10+35)
  fort +9, Ref +8, Will +5
  OffEnSE
  Speed 40 ft., climb 40 ft.
  Melee bite +10 (1d6+4), 4 claws +10 (1d4+4 plus rend) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks rend (4 claws, 1d4+6)
  STATISTICS
  Str 19, Dex 17, Con 18, Int 2, Wis 12, Cha 7
  Base Atk +7; CMB +14; CMD 27
  feats Improved Initiative, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Climb +14, Perception +11, Stealth +5
  ECOLOgy
  Environment warm forests
  Organization solitary or company (5–8)
  Treasure none
  Girallons are among the jungle’s most dangerous 
  predators. They are aggressive, carnivorous, highly 
  territorial, and incredibly strong. Worse, their four 
  muscular arms are capable of inflicting incredible damage 
  on anything that falls into their clutches. Their exotic 
  appearance makes them popular creatures in certain cities 
  as attractions in gladiatorial combats, either starved and 
  pitted against each other, or set against gladiators eager to 
  increase their fame and notoriety. One who kills a girallon 
  is all but assured of fame, yet most battles against these 
  ferocious beasts end poorly for those foolish enough to 
  attempt to single-handedly defeat one. An adult girallon is 
  8 feet tall, broad-chested, and covered in thick, pure white 
  fur. It weighs roughly 800 pounds.
  Girallons live in troops led by a dominant male. Solitary 
  girallons are usually young males looking to start their 
  own troop. Girallons are very territorial and tend to attack 
  intruders without warning, including strangers of their 
  own kind. Groups of girallons may attack in a line to drive 
  prey toward a cliff or other hazard, or quietly form a ring 
  around their target and suddenly close in.
  While most girallons are little more than beasts, 
  ancient carvings and the oral traditions of some tribes 
  hint that the girallon wasn’t always the stupid creature 
  it is today. According to these legends, the first girallons 
  were men who called upon savage demon gods to gain 
  great strength, yet in so doing abandoned their humanity. 
  With each generation, these first girallons grew more and 
  more savage and feral, and the same legends maintain 
  that these intelligent girallons still dwell in the darkest 
  part of the jungle. In addition to their intellects, these 
  girallons retain a vast appetite for cruelty. Called “high 
  girallons,” these creatures are almost always chaotic evil, 
  and have Intelligence scores of 6 or higher. An intelligent 
  girallon generally speaks whatever language the local 
  humans speak. Often, they become leaders of unusually 
  large troops of their less-intelligent kin, inhabit strange 
  ruined cities in the jungle or mountains, and conduct 
  raids on villages for food and treasure. Some primitive 
  tribes worship these girallons as the agents of evil gods 
  or demons, and a few high girallons have been known to 
  work for or even breed with tribal orcs, inspiring legends 
  of four-armed “white orcs.”
  This four-armed, gorilla-like creature, covered with matted white 
  fur, roars in rage as it rears up to its full, towering height.
  154
  154
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757085
  757085
  451072
  451072
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757086
  757086
  451073
  451073
  Gnoll
  gnOLL 
  CR 1
  XP 400
  CE Medium humanoid (gnoll)
  Init +0; Senses darkvision 60 ft.; Perception +2
  DEfEnSE
  AC 15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 shield)
  hp 11 (2d8+2)
  fort +4, Ref +0, Will +0
  OffEnSE
  Speed 30 ft.
  Melee spear +3 (1d8+3/×3)
  Ranged spear +1 (1d8+2/×3)
  STATISTICS
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
  Base Atk +1; CMB +3; CMD 13
  feats Power Attack
  Skills Perception +2
  Languages Gnoll
  ECOLOgy
  Environment warm plains or desert
  Organization solitary, pair, hunting party (2–5 
  gnolls and 1–2 hyenas), band (10–100 adults plus 
  50% noncombatant children, 1 sergeant of 3rd 
  level per 20 adults, 1 leader of 4th–6th level, and 
  5–8 hyenas), or tribe (20–200 plus 1 sergeant of 3rd 
  level per 20 adults, 1 or 2 lieutenants of 4th or 5th 
  level, 1 leader of 6th–8th level, 7–12 hyenas, and 4–7 
  hyaenodons)
  Treasure NPC Gear (leather armor, heavy wooden shield, 
  battleaxe, longbow with 20 arrows, other treasure)
  Gnolls are a race of hulking, humanoids that resemble 
  hyenas in more than mere appearance; they show a 
  striking affinity with the scavenging animals, to the 
  point of keeping them as pets, and reflect many of the 
  lesser creatures’ behaviors.
  Gnolls are capable hunters, but are far happier to 
  scavenge or steal a kill than to go out and track down 
  prey. This laziness impels them to acquire slaves of 
  whatever type is available, whom they force to dig 
  warrens, gather supplies and water, and even hunt for 
  their gnoll masters.
  Creatures other than hyenas and other gnolls are either 
  meat or slaves, depending upon the temperament of the 
  tribe. Even a dead or fallen comrade is a fresh meal for 
  a gnoll, who might honor a distinguished tribe member 
  with a brief prayer, or thoroughly cook one that has died of 
  a wasting disease, but otherwise view a dead gnoll as little 
  Hunched and feral, this furred, hyena-headed humanoid stands 
  slightly taller than the average human.
  Girallon–Gnoll
  Girallon–Gnoll
  different from any other creature. The more “civilized” 
  gnolls do not eat their prisoners, but instead keep them 
  as slaves, either to defend or improve their lair or to trade 
  with other tribes or slaver bands.
  Gnolls relish combat, but only when they have the 
  obvious advantage of numbers. In other situations, they 
  prefer to avoid combat except as a means of winning a kill 
  from another hunter, or as a clever ambush to bring down 
  a large meal. These hyena-men see no value in courage or 
  valor, instead preferring to flee once it becomes clear that 
  victory is not possible, noting that it is better to run with 
  tail tucked away than to lose one’s tail entirely.
  During combat, gnolls use a strange mixture of pack 
  tactics and individual standoffs. If a gnoll feels that it is 
  winning, it attempts to take down a weaker being rather 
  than aiding its fellows. If the gnolls are struggling, they 
  gang up on a powerful leader and try to take that creature 
  down, in the hopes of forcing its allies to flee.
  Gnoll leaders are typically rangers, although clerics are 
  highly regarded as well. Most gnolls find arcane magic 
  difficult to master, and as a result it is relatively rare to 
  see a gnoll bard, sorcerer, or wizard.
  155
  155
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757086
  757086
  451073
  451073
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757087
  757087
  451074
  451074
  Goblin
  gOBLIn 
  CR 1/3
  XP 135
  Goblin warrior 1
  NE Small humanoid (goblinoid)
  Init +6; Senses darkvision 60 ft.; Perception –1
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, 
  +1 size)
  hp 6 (1d10+1)
  fort +3, Ref +2, Will –1
  OffEnSE
  Speed 30 ft.
  Melee short sword +1 (1d4/19–20)
  Ranged short bow +3 (1d4/×3)
  STATISTICS
  Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
  Base Atk +1; CMB +0; CMD 12
  feats Improved Initiative
  Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 
  Ride, +4 Stealth
  Languages Goblin
  ECOLOgy
  Environment temperate forest and plains (usually coastal regions)
  Organization gang (4–9), warband (10–16 with goblin dog 
  mounts), or tribe (17+ plus 100% noncombatants; 1 sergeant 
  of 3rd level per 20 adults; 1 or 2 lieutenants of 4th or 5th 
  level; 1 leader of 6th–8th level; and 10–40 goblin dogs, 
  wolves, or worgs)
  Treasure NPC gear (leather armor, light wooden shield, 
  short sword, short bow with 20 arrows, other treasure)
  Goblins prefer to dwell in caves, amid large and dense 
  thickets of thistles and brambles, or in structures built 
  and then abandoned by others. Very few goblins have 
  the drive to build structures of their own. Coastlines 
  are favored, as goblins are quite fond of sifting through 
  junk and flotsam in an unending quest to find treasures 
  among the refuse of more civilized races.
  Goblin hatred runs deep, and few things inspire 
  their wrath more than gnomes (who have long 
  fought against goblins), horses (who frighten goblins 
  tremendously), and regular dogs (whom goblins regard as 
  pale imitations of goblin dogs).
  Goblins are also quite superstitious, and treat magic 
  with a fawning mixture of awe and fear. They have the 
  habit of ascribing magic to the mundane as well, with 
  fire and writing both taking on mystical power in goblin 
  society. Fire is much loved by goblins for its capacity to 
  wreak great destruction and because it doesn’t require size 
  or strength to wield, but written words are hated. Goblins 
  believe that writing steals words out of your head, and as a 
  result of this belief, goblins are universally illiterate.
  Goblins are voracious and can eat their body weight in 
  food daily without growing fat. Goblin lairs always have 
  numerous storerooms and larders. While they prefer 
  human and gnome flesh, a goblin won’t turn down any 
  food—except, perhaps, vegetables.
  Goblin Characters
  Goblins are defined by their class levels—they do not possess 
  racial Hit Dice. All goblins have the following racial traits.
  –2 Strength, +4 Dexterity, –2 Charisma: Goblins are 
  fast, but weak and unpleasant to be around.
  Small: Goblins are Small creatures and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, a –1 
  penalty to their CMB and CMD, and a +4 size bonus on 
  Stealth checks.
  Fast: Goblins are fast for their size, and have a base 
  speed of 30 feet.
  Darkvision: Goblins can see in the dark up to 60 feet.
  Skilled: +4 racial bonus on Ride and Stealth checks.
  Languages: Goblins begin play speaking Goblin. Goblins 
  with high Intelligence scores can choose any of these bonus 
  languages: Common, Draconic, Dwarven, Gnoll, Gnome, 
  Halfling, Orc.
  This creature stands barely three feet tall, its scrawny, humanoid 
  body dwarfed by its wide, ungainly head.
  156
  156
  Illustrations by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757087
  757087
  451074
  451074
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757088
  757088
  451075
  451075
  Goblin–Goblin Dog
  Goblin–Goblin Dog
  Goblin Dog
  gOBLIn DOg 
  CR 1
  XP 400
  N Medium animal 
  Init +2; Senses low-light vision, scent; Perception +1
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 9 (1d8+5)
  fort +4, Ref +4, Will +1
  Immune disease
  OffEnSE
  Speed 50 ft.
  Melee bite +2 (1d6+3 plus allergic reaction) 
  STATISTICS
  Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
  Base Atk +0; CMB +2; CMD 14
  feats Toughness
  Skills Stealth +6
  ECOLOgy
  Environment temperate forest, swamp, or underground
  Organization solitary or pack (2–12)
  Treasure none
  SPECIAL ABILITIES
  Allergic Reaction (Ex) A goblin dog’s dander is highly irritating 
  to all creatures save those with the goblinoid subtype. A 
  non-goblinoid creature damaged by a goblin dog’s bite, 
  who deals damage to a goblin dog with a natural weapon 
  or unarmed attack, or who otherwise comes into contact 
  with a goblin dog (including attempts to grapple or ride 
  the creature) must make a DC 12 Fortitude save or break 
  out in an itching rash. A creature affected by this rash takes 
  a –2 penalty to Dexterity and Charisma for 1 day (multiple 
  allergic reactions do not stack). Remove disease or any 
  magical healing removes the rash instantly. This is a disease 
  effect. The save DC is Constitution-based.
  Loathed by men and beasts alike, goblin dogs are ugly, 
  stinking, craven, and foul-tempered. It’s no surprise that 
  goblins find kindred spirits in these shunned, disgusting 
  beasts. Constantly itching, afflicted with a species-wide 
  mange exacerbated by prolific dander, even the healthiest 
  goblin dog looks sickly and starved.
  Despite its name, the goblin dog is in fact a species of 
  rodent grown monstrously large. Their long-legged shape 
  and proclivity to hunt and run in packs earned them their 
  popular name, a name that many goblins take issue with, 
  as it galls the average goblin to consider these, their favored 
  mounts, having anything at all to do with actual dogs. Of 
  course, being goblins, they haven’t bothered to come up 
  This mangy canine’s face has the same flat nose, beady eyes, and 
  protruding teeth as a rat grown grotesquely large.
  with alternate names for goblin dogs. Perhaps they don’t 
  realize they can.
  Contact with a goblin dog’s infested, mangy hide causes 
  most other creatures to break out into hives, a condition 
  known as “goblin rash.” Goblinoids seem to be immune 
  to this affliction, and are fond of keeping goblin dogs as 
  guardians and mounts.
  Despite their skin conditions and disorders, goblin 
  dogs are highly resistant to disease. Their favored food 
  is carrion—the riper, the better. That many goblin tribes 
  let their goblin dogs run free in their lairs is the single 
  reason most goblin dens aren’t filthier than they actually 
  are; constantly hungry, a goblin dog eats anything it can 
  chew that it finds left behind by other, more discerning 
  palates.
  A goblin dog is 5 feet long but weighs only 75 pounds.
  Goblin Dog Companions
  Starting Statistics: Size Small; Speed 50 ft.; Attack bite 
  (1d4); Ability Scores Str 11, Dex 16, Con 11, Int 2, Wis 
  12, Cha 8; Special Qualities allergic reaction, low-light 
  vision, scent.
  4th-Level Advancement: Size Medium; AC +1 natural 
  armor; Attack bite (1d6); Ability Scores Str +4, Dex –2, 
  Con +4.
  157
  157
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757088
  757088
  451075
  451075
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757089
  757089
  451076
  451076
  Golem 
  Golems are magically created automatons of great 
  power. They stand apart from other constructs in the 
  nature of their animating force—golems are granted 
  their magical life via an elemental spirit, typically that 
  of an earth elemental. The process of creating a golem 
  binds the spirit to the artificial body, merging it with 
  this specially prepared vessel and subjecting it to the 
  will of the golem’s creator.
  Being mindless, golems do nothing without orders from 
  their creators. They follow instructions explicitly and are 
  incapable of complex strategy or tactics. A golem’s creator 
  can command it if the golem is within 60 feet and can see 
  and hear its creator. If uncommanded, a golem usually 
  follows its last instruction to the best of its ability, though 
  if attacked it returns the attack. The creator can give the 
  golem a simple command to govern its actions in his 
  absence, or can order the golem to obey the commands of 
  another, but the golem’s creator can always resume control 
  by commanding the golem to obey him alone.
  Constructing a Golem
  The cost to create a golem includes the cost of the physical 
  body and all the materials and spell components used in 
  its creation. Each golem entry gives specific details on the 
  materials required and the total cost for its creation.
  Note: The market price of a golem with more Hit Dice than 
  the typical golem described in each entry is increased by 
  5,000 gp for each additional Hit Die it possesses beyond the 
  standard for its kind, and increases by an additional 50,000 
  gp if the golem’s size increases. Building a golem with the 
  advanced simple template increases its cost by 15,000 gp.
  Shield Guardians
  A spellcaster with enough talent, resources, and inspiration 
  can create a special variant of a golem known as a shield 
  guardian. Any true golem can be created as a shield 
  guardian, but the choice to do so must be made during the 
  golem’s construction—a completed golem cannot later be 
  “upgraded” to function as a shield guardian. 
  Shield guardians are designed to serve as bodyguards. 
  When created, a shield guardian is keyed to a magical 
  amulet that is constructed at the same time as (and as part of 
  the cost of) the guardian. Henceforth, it regards the wearer 
  of that amulet as its master, protecting and following that 
  individual everywhere (unless specifically commanded not 
  to do so). If a shield guardian’s amulet is destroyed, the 
  guardian ceases to function until a new one is created. If 
  the wearer dies but the amulet is intact, the shield guardian 
  carries out the last command it was given.
  A shield guardian obeys its master’s verbal commands 
  to the best of its ability, although it is not good for much 
  beyond combat, protection, and simple manual labor. 
  It can also be keyed to perform specific tasks at specific 
  times or when certain conditions are met. The wearer of 
  the amulet can call the shield guardian from any distance, 
  and it will come as long as it is on the same plane.
  Shield guardians have the same statistics as the base 
  golem, but with the following additional special qualities. 
  A shield guardian’s CR is equal to the base golem’s CR + 2.
  Controlled (Ex) A shield guardian that has the berserk 
  special attack cannot go berserk as long as the wearer of 
  its amulet is within 30 feet. 
  Fast Healing (Ex) A shield guardian has fast healing 5.
  Find Master (Su) As long as a shield guardian and its 
  amulet are on the same plane, the shield guardian can 
  locate the amulet’s wearer (or just the amulet, if it is 
  removed after the guardian is called).
  Guard (Ex) If ordered to do so, a shield guardian moves 
  to defend the wearer of its amulet. All attacks against the 
  amulet wearer take a –2 penalty when the shield guardian 
  is adjacent to its master.
  Shield Other (Sp) The wearer of a shield guardian’s 
  amulet can activate this defensive ability as a standard 
  action if within 100 feet of the shield guardian. Just as 
  the spell of the same name, this ability transfers to the 
  shield guardian half the damage that would be dealt to 
  the amulet wearer (note that this ability does not provide 
  the spell’s AC or save bonuses). Damage transferred in 
  this manner bypasses any defensive abilities (such as 
  immunity or damage reduction) the golem possesses.
  Spell Storing (Sp) A shield guardian can store one 
  spell of 4th level or lower that is cast into it by another 
  creature. It “casts” this spell when commanded to do so 
  or when a predefined situation arises. Once this spell is 
  used, the shield guardian can store another spell (or the 
  same spell again).
  Construction: A shield guardian’s base materials cost 
  an additional 25,000 gp above the base golem’s cost. The 
  creature’s master may assemble the body or hire someone 
  else to do the job. The Craft check required to make the 
  body is 4 higher than normal for the base golem’s kind. 
  The keyed amulet is fashioned at the same time—it costs 
  20,000 gp above and beyond the shield guardian’s total 
  cost. After the body is sculpted, the shield guardian is 
  animated through an extended magical ritual that 
  requires a specially prepared laboratory or workroom, 
  similar to an alchemist’s laboratory and costing 500 gp 
  to establish. If the creator is personally constructing 
  the creature’s body, the building and the ritual can be 
  performed together. The creator must have a minimum 
  caster level of 2 higher than the base golem’s minimum 
  required caster level. In addition, the following spells are 
  added to the base golem’s requirements: discern location 
  and either shield or shield other.
  158
  158
  Illustration by Francis Tsai
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757089
  757089
  451076
  451076
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757090
  757090
  451077
  451077
  Golem, Clay
  CLAy gOLEM 
  CR 10
  XP 9,600
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfEnSE
  AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
  hp 101 (13d10+30)
  fort +4, Ref +3, Will +4
  DR 10/adamantine and bludgeoning; Immune construct 
   traits, magic
  OffEnSE
  Speed 20 ft.
  Melee 2 slams +19 (2d10+7 plus cursed wound)
  Space 10 ft.; Reach 10 ft.
  Special Attacks berserk, haste
  STATISTICS
  Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +13; CMB +21; CMD 30
  ECOLOgy
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Berserk (Ex) When a clay golem enters combat, there is a 
  cumulative 1% chance each round that its elemental spirit 
  breaks free and the golem goes berserk. This chance resets 
  to 0% after one minute of inactivity. A berserk golem 
  attacks the nearest living creature or smashes some object 
  smaller than itself if no creature is within reach. Once it 
  goes berserk, no known method can reestablish control.
  Cursed Wound (Ex) The damage a clay golem deals doesn’t heal 
  naturally and resists magical healing. A character attempting 
  to use magical healing on a creature damaged by a clay 
  golem must succeed on a DC 26 caster level check, or the 
  healing has no effect on the injured creature.
  haste (Su) After it has engaged in at least 1 round of combat, a 
  clay golem can haste itself once per day as a free action. The 
  effect lasts 3 rounds and is otherwise the same as the spell.
  Immunity to Magic (Ex) A clay golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  •	 A	move earth spell drives the golem back 120 feet and deals 
  3d12 points of damage to it (no save).
  •	 A	disintegrate spell slows the golem (as the slow spell) for 
  1d6 rounds and deals 1d12 points of damage (no save).
  •	 An	earthquake spell cast directly at a clay golem stops it 
  from moving on its next turn and deals 5d10 points of 
  damage (no save).
  •	 Any	magical	attack	against	a	clay	golem	that	deals	acid	
  damage heals 1 point of damage for every 3 points of damage 
  it would otherwise deal. If the amount of healing would cause 
  the golem to exceed its full normal hit points, it gains any 
  excess as temporary hit points. A clay golem gets no saving 
  throw against magical attacks that deal acid damage.
  A clay golem wears no clothing except for a metal or stiff 
  leather garment around its hips. It stands over 8 feet tall 
  and weighs 600 pounds.
  Construction
  A clay golem’s body must be sculpted from a single block of 
  clay weighing at least 1,000 pounds, treated with rare oils 
  and powders worth 1,500 gp.
  CLAy gOLEM
  CL 11th; Price 41,500 gp
  COnSTRUCTIOn
  Requirements Craft Construct, animate objects, bless, 
  commune, prayer, resurrection, creator must be caster level 11th; 
  Skill Craft (sculptures) or Craft (pottery) DC 16; Cost 21,500 gp
  This lumbering figure is sculpted from soft clay. It wears filthy 
  rags and crude jewelry, and its face is only vaguely humanoid.
  Golem–Golem, Clay
  Golem–Golem, Clay
  159
  159
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757090
  757090
  451077
  451077
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757091
  757091
  451078
  451078
  Golem, Flesh
  A hideous monstrosity crafted from body parts stitched together 
  with thick string, wire, and metal staples lurches to horrific life.
  fLESh gOLEM 
  CR 7
  XP 3,200
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfEnSE
  AC 20, touch 8, flat-footed 20; (–1 Dex, +12 natural, –1 size)
  hp 79 (9d10+30)
  fort +3, Ref +2, Will +3
  DR 5/adamantine; Immune construct traits, magic
  OffEnSE
  Speed 30 ft.
  Melee 2 slams +13 (2d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks berserk
  STATISTICS
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +9; CMB +15; CMD 24
  Languages none
  ECOLOgy
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Berserk (Ex) When a flesh golem enters 
  combat, there is a cumulative 1% chance 
  each round that its elemental 
  spirit breaks free and the 
  golem goes berserk. The 
  uncontrolled golem goes on 
  a rampage, attacking the nearest 
  living creature or smashing some object 
  smaller than itself if no creature is within 
  reach, then moving on to spread more 
  destruction. The golem’s creator, if within 
  60 feet, can try to regain control by speaking 
  firmly and persuasively to the golem, which 
  requires a DC 19 Charisma check. It takes 1 
  minute of inactivity by the golem to reset the 
  golem’s berserk chance to 0%.
  Immunity to Magic (Ex) A flesh golem is 
  immune to any spell or spell-like ability 
  that allows spell resistance. In addition, 
  certain spells and effects function 
  differently against the creature, 
  as noted below.
  •	 A	magical	attack	that	deals	cold	or	fire	damage	slows	a	flesh	
  golem (as the slow spell) for 2d6 rounds (no save).
  •	 A	magical	attack	that	deals	electricity	damage	breaks	any	slow 
  effect on the golem and heals 1 point of damage for every 
  3 points of damage the attack would otherwise deal. If the 
  amount of healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary hit points. 
  A flesh golem gets no saving throw against attacks that deal 
  electricity damage.
  A flesh golem is a ghoulish collection of stolen humanoid 
  body parts, stitched together into a single composite 
  form. Its cadaverous flesh has a sickly green or yellowish 
  tint. A flesh golem wears whatever clothing its creator 
  desires, usually just a ragged pair of trousers. It has no 
  possessions and no weapons. A flesh golem stands 8 feet 
  tall and weighs 500 pounds.
  A flesh golem cannot speak, although it can emit 
  a hoarse roar of sorts. It walks and moves with a stiff-
  jointed gait, as if not in complete control of its body.
  Although most flesh golems are mindless, there are 
  persistent rumors of unusual golems who somehow 
  retain the memories of a previous life. The head (and 
  thus brain) of such flesh golems must be 
  just the right combination of 
  fresh and (in its previous life) 
  strong-willed, and even then luck 
  and chance during the golem’s 
  creation seem just as important 
  in retaining the creature’s mind. 
  Certainly most who construct flesh 
  golems 
  prefer 
  mindless 
  slaves 
  over free-willed creations, and as 
  a result intelligent flesh golems are 
  rare indeed.
  Construction
  The pieces of a flesh golem must come 
  from normal humanoid corpses that have 
  not decayed significantly. Assembly requires 
  a minimum of six different bodies—one 
  for each limb, the torso (including head), 
  and the brain. In some cases, more 
  bodies may be necessary. Special unguents 
  and bindings worth 500 gp are also required. 
  Note that creating a flesh golem requires 
  casting a spell with the evil descriptor.
  fLESh gOLEM
  CL 8th; Price 20,500 gp
  COnSTRUCTIOn
  Requirements Craft Construct, animate 
  dead, bull’s strength, geas/quest, limited 
  wish, creator must be caster level 8th; 
  Skill Craft (leather) or Heal DC 13; 
  Cost 10,500 gp
  160
  160
  Illustration by Francis Tsai
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757091
  757091
  451078
  451078
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757092
  757092
  451079
  451079
  ICE gOLEM 
  CR 5
  XP 1,600
  N Medium construct (cold)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfEnSE
  AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
  hp 53 (6d10+20)
  fort +2, Ref +1, Will +2
  DR 5/adamantine; Immune construct traits, cold, magic
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 30 ft.
  Melee 2 slams +9 (1d6+3 plus 1d6 cold)
  Special Attacks breath weapon (20-ft. cone, 3d6 cold damage, 
  Reflex DC 13 half, usable once every 1d4 rounds), cold (1d6), 
  icy destruction
  STATISTICS
  Str 16, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +6; CMB +9; CMD 18
  ECOLOgy
  Environment any cold
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Cold (Ex) An ice golem’s body generates intense cold, dealing 
  1d6 points of damage with its touch. Creatures attacking an 
  ice golem with unarmed strikes or natural weapons take this 
  same cold damage each time one of their attacks hits.
  Icy Destruction (Ex) When reduced to 0 hit points, an ice golem 
  shatters in an explosion of jagged shards of ice. All creatures 
  within a 10-foot burst take 3d6 points of slashing damage 
  and 2d6 points of cold damage; a DC 13 Reflex save halves the 
  damage. The save DC is Constitution-based.
  Immunity to Magic (Ex) An ice golem is immune to any spell 
  or spell-like ability that allows spell resistance, with the 
  exception of spells and spell-like abilities that have the Fire 
  descriptor, which affect it normally. In addition, certain 
  spells and effects function differently against the creature, 
  as noted below.
  •	 A	magical	attack	that	deals	electricity	damage	slows	an	
  ice golem (as the slow spell) for 2d6 rounds, with no 
  saving throw.
  •	 A	magical	attack	that	deals	cold	damage	breaks	any	slow 
  effect on the golem and heals 1 point of damage for every 
  3 points of damage the attack would otherwise deal. If the 
  amount of healing would cause the golem to exceed its full 
  normal hit points, it gains any excess as temporary hit points. 
  An ice golem gets no saving throw against cold effects.
  Golem, Ice
  This icy statue stands a head taller than a normal human. A rime 
  of frost coats it, and razor-sharp shards of ice adorn its limbs.
  Golem, Flesh–Golem, Ice
  Golem, Flesh–Golem, Ice
  Ice golems are humanoid automatons formed of carved 
  ice. Their appearance can range from roughly chiseled 
  figures of ice and snow to elaborately detailed ice 
  sculptures and beautiful crystalline statues.
  Ice golems cannot speak, and move with the sound of 
  cracking and popping ice. An ice golem stands 7 feet tall 
  and weighs 500 pounds.
  Construction
  An ice golem’s body must be constructed from a single 
  block of ice weighing at least 1,000 pounds. The ice is 
  treated with magical powders and unguents worth at 
  least 500 gp.
  ICE gOLEM
  CL 12th; Price 18,500 gp
  COnSTRUCTIOn
  Requirements Craft Construct, chill touch, cone of cold, geas/
  quest, ice storm, resist energy (cold), creator must be caster 
  level 12th; Skill Craft (sculptures) DC 17; Cost 9,500 gp
  161161
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757092
  757092
  451079
  451079
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757093
  757093
  451080
  451080
  Golem, Iron
  IROn gOLEM 
  CR 13
  XP 25,600
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEfEnSE
  AC 28, touch 8, flat-footed 28 (–1 Dex, +20 natural, –1 size)
  hp 129 (18d10+30)
  fort +6, Ref +5, Will +6
  DR 15/adamantine; Immune construct traits, magic
  OffEnSE
  Speed 20 ft.
  Melee 2 slams +28 (2d10+16/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon, powerful blows
  STATISTICS
  Str 32, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +18; CMB +30; CMD 39
  ECOLOgy
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Breath Weapon (Su) As a free 
  action once every 1d4+1 
  rounds, an iron golem can 
  exhale a 10-foot cube of 
  poisonous gas. This gas 
  cloud persists for 1 round; 
  any creature within the area 
  when the golem 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. 
  Breath weapon—inhaled; save Fort 19; 
  frequency 1/round for 4 rounds; effect 1d4 
  Constitution damage; cure 2 saves. The save 
  DC is Constitution-based.
  Immunity to Magic (Ex) An iron golem is immune 
  to spells or spell-like abilities that allow spell 
  resistance. Certain spells and effects function 
  differently against it, as noted below.
  •	 A	magical	attack	that	deals	electricity	damage	
  slows an iron golem (as the slow spell) for 3 
  This iron automaton stands twice as tall as a normal human. Its 
  heavy footfalls shake the ground with bone-jarring force.
  rounds, with no saving throw.
  •	 A	magical	attack	that	deals	fire	damage	breaks	any	slow 
  effect on the golem and heals 1 point of damage for each 
  3 points of damage the attack would otherwise deal. If 
  the amount of healing would cause the golem to exceed 
  its full normal hit points, it gains any excess as temporary 
  hit points. An iron golem gets no saving throw against 
  fire effects.
  •	 An	iron	golem	is	affected	normally	by	rust	attacks,	such	
  as those of a rust monster or a rusting grasp spell.
  Powerful Blows (Ex) An iron golem inflicts one and a half 
  times its Strength modifier and threatens a critical hit on a 
  19–20 with its slam attacks.
  An iron golem has a humanoid body made from iron. It 
  can be sculpted into any shape its creator desires, but it 
  almost always displays armor of some sort, from simple 
  and utilitarian to ceremonial and ornate. Its features 
  are much smoother than those of a stone golem. 
  Iron golems sometimes carry a weapon in one hand, 
  though they rarely use these, relying 
  instead on their slam attacks. 
  An iron golem is 12 feet tall and 
  weighs about 5,000 pounds. An iron 
  golem cannot speak or make any 
  vocal noise, nor does it have any 
  distinguishable odor.
  Although 
  the 
  practice 
  has fallen out of favor 
  in 
  modern 
  times, 
  the 
  ancients of certain powerful 
  civilizations 
  once 
  took 
  great pride in crafting iron 
  golems of tremendous size 
  and strength. These golems, 
  which are never smaller than 
  Huge, still exist in remote 
  parts of the world, mindlessly 
  following the orders of a long-
  dead empire.
  Construction
  An iron golem’s body is sculpted from 5,000 
  pounds of iron, smelted with rare tinctures 
  costing at least 10,000 gp. 
  IROn gOLEM
  CL 16th; Price 150,000 gp
  COnSTRUCTIOn
  Requirements Craft Construct, cloudkill, geas/quest, 
  limited wish, polymorph any object, creator must 
  be caster level 16th; Skill Craft (armor) or Craft 
  (weapons) DC 21; Cost 80,000 gp
  162
  162
  Illustrations by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757093
  757093
  451080
  451080
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757094
  757094
  451081
  451081
  Golem, Stone
  STOnE gOLEM 
  CR 11
  XP 12,800
  N Large construct
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEfEnSE
  AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
  hp 107 (14d10+30)
  fort +4, Ref +3, Will +4
  DR 10/adamantine; Immune construct traits, magic
  OffEnSE
  Speed 20 ft.
  Melee 2 slams +22 (2d10+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks slow
  STATISTICS
  Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +14; CMB +24; CMD 33
  ECOLOgy
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A stone golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.
  •	 A	transmute rock to mud spell slows a stone golem 
  (as the slow spell) for 2d6 rounds, with no saving throw, 
  while transmute mud to rock heals all of its lost hit points.
  •	 A	stone to flesh spell does not actually change the 
  golem’s structure but negates its damage reduction and 
  immunity to magic for 1 full round.
  Slow (Su) A stone golem can use a slow effect, as the spell, as 
  a free action once every 2 rounds. The effect has a range of 
  10 feet in a burst centered on the golem and a duration of 7 
  rounds, requiring a DC 17 Will save to negate. The save DC 
  is Constitution-based.
  A stone golem has a humanoid body made from stone, 
  frequently stylized to suit its creator. For example, it might 
  look like it is wearing armor, with a particular symbol carved 
  on the breastplate, or have designs worked into the stone of 
  its limbs. Its head is often carved to resemble a helmet or 
  the head of some beast. While it may be sculpted to carry a 
  stone shield or stone weapon such as a sword, these aesthetic 
  choices do not affect its combat abilities.
  Like most golems, a stone golem cannot speak and 
  makes no sound other than the grinding of stone against 
  stone when it moves. A stone golem is 9 feet tall and weighs 
  around 2,000 pounds.
  Construction
  A stone golem’s body is chiseled from a single block of hard 
  stone, such as granite, weighing at least 3,000 pounds. The 
  stone must be of exceptional quality, and costs 5,000 gp.
  STOnE gOLEM
  CL 14th; Price 105,000 gp
  COnSTRUCTIOn
  Requirements Craft Construct, antimagic field, geas/quest, 
  limited wish, symbol of stunning, creator must be caster level 
  14th; Skill Craft (sculpture) or Craft (stonemasonry) DC 19; 
  Cost 55,000 gp
  This towering stone automaton bears the likeness of an archaic, 
  armored warrior. It moves with ponderous but inexorable steps.
  Goelm, Iron–Golem, Stone
  Golem, Iron–Golem, Stone
  163
  163
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757094
  757094
  451081
  451081
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757095
  757095
  451082
  451082
  Golem, Wood
  WOOD gOLEM 
  CR 6
  XP 2,400
  N Medium construct
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfEnSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 64 (8d10+20)
  fort +2, Ref +5, Will +2
  DR 5/adamantine; Immune construct traits, magic
  Weaknesses vulnerable to fire
  OffEnSE
  Speed 30 ft.
  Melee 2 slams +12 (2d6+4)
  Special Attacks splintering
  STATISTICS
  Str 18, Dex 17, Con 25 Int —, Wis 17, Cha 1
  Base Atk +8; CMB +12; CMD 25 (30 vs. trip)
  ECOLOgy
  Environment any
  Organization solitary or gang (2 4)
  Treasure none
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A wood golem is immune to any 
  spell or spell-like ability that allows spell resistance, with 
  the exception of spells and spell-like abilities that have the 
  Fire descriptor, which affect it normally. In addition, certain 
  spells and effects function differently against the creature, 
  as noted below.
  •	 Warp wood or wood shape slows a wood golem (as the 
  slow spell) for 2d6 rounds (no save).
  •	 Repel wood drives the golem back 60 feet and deals 
  2d12 points of damage to it (no save).
  •	 A	magical	attack	that	deals	cold	damage	breaks	
  any slow effect on the golem and heals 1 
  point of damage for every 3 points of 
  damage the attack would otherwise deal. 
  If the amount of healing would cause 
  the golem to exceed its full normal hit 
  points, it gains any excess as temporary 
  hit points. A wood golem gets no saving 
  throw against attacks that deal cold 
  damage.
  Splintering (Su) As a free action once every 1d4+1 
  rounds, a wood golem can launch a barrage of razor-sharp 
  wooden splinters from its body in a 20-foot-radius burst. 
  All creatures caught within this area take 6d6 points of 
  slashing damage (Reflex DC 14 halves). The save DC is 
  Constitution-based.
  A wood golem is carved from rare woods, assembled into 
  a roughly humanoid body with articulated limbs. Their 
  creators usually leave their bodies almost unfinished, with 
  individual pieces of lumber and unworked wood apparent 
  and obvious as part of their construction. A wood golem 
  stands 6-1/2 feet tall and weighs 400 pounds.
  Construction
  The pieces of a wood golem are assembled from blocks of 
  fine wood and sprinkled with rare powders and crushed 
  herbs worth at least 300 gp.
  WOOD gOLEM
  CL 12th; Price 19,300 gp
  COnSTRUCTIOn
  Requirements Craft Construct, alarm, animate objects, cat’s 
  grace, geas/quest, limited wish, creator must be caster level 
  12th; Skill Craft (carpentry) DC 17; Cost 8,800 gp
  This human-sized automaton resembles a crude humanoid figure 
  made of cast-off pieces of wood.
  164
  164
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757095
  757095
  451082
  451082
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757096
  757096
  451083
  451083
  Gorgon
  gORgOn 
  CR 8
  XP 4,800
  N Large magical beast 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
  DEfEnSE
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 100 (8d10+56)
  fort +13, Ref +6, Will +7
  OffEnSE
  Speed 30 ft.
  Melee gore +14 (2d8+7), 2 hooves +9 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (60-foot cone, turn to stone, 
  Fortitude DC 21 negates), trample (2d8+10, DC 21)
  STATISTICS
  Str 24, Dex 10, Con 24, Int 2, Wis 16, Cha 9
  Base Atk +8; CMB +16; CMD 26
  feats Improved Initiative, Iron Will, Power Attack, Skill 
  Focus (Perception)
  Skills Perception +17
  ECOLOgy
  Environment temperate plains, 
  rocky hills, and underground
  Organization solitary, pair, pack (3–4), 
  or herd (5–12)
  Treasure none
  SPECIAL ABILITIES
  Breath Weapon A gorgon can use its breath 
  weapon once every 1d4+1 rounds to 
  create a 60-foot cone of green gas. 
  Those caught in the area of the gas can 
  attempt a DC 21 Fortitude save to 
  resist the effects, but those who fail 
  the save are immediately petrified. 
  This petrification is temporary—each 
  round, a petrified creature can attempt 
  a new DC 21 Fortitude save to recover from the 
  petrification as long as it is not caught within the area 
  of effect of the gorgon’s breath weapon a second time 
  while petrified. A creature exposed to the gorgon’s breath a 
  second time while already petrified becomes permanently 
  petrified, and can no longer attempt to make additional 
  Fortitude saves to recover naturally. The save 
  DC is Constitution-based.
  Gorgons are magical, foul-tempered 
  creatures—while they might appear 
  to be constructs at first glance, beneath their artifical-
  looking armor plates they are made of flesh and bone. Like 
  aggressive bulls, they challenge any unfamiliar creature 
  they encounter, often trampling their opponent’s corpse 
  or shattering its stony remnants until the creature is 
  unrecognizable. The females are just as dangerous as the 
  males, and the two sexes appear identical. A typical gorgon 
  stands 6 feet tall and 8 feet long. It weighs 4,000 pounds.
  Gorgons derive nutrients from the consumption 
  of minerals, particularly the stone of their petrified 
  victims, and any statues they create are likely to be 
  gnawed thoroughly. They cannot digest metal or gems, 
  so their dung (which resembles bitter-smelling gray 
  powder) often contains small, raw crystals and nuggets 
  of ore. Their aggression toward all other creatures 
  means that there are few to no predators or other prey 
  animals in their grazing grounds. Each herd is led by a 
  dominant bull; solitary gorgons are usually adolescent 
  bulls driven out of their herd by the lead bull.
  Their flesh is tough but beefy (once the armored hide 
  is removed), and to those who acquire the taste, quite 
  filling. Many stone giant tribes believe eating gorgon 
  meat enhances their own natural armor. Powdered 
  gorgon horn is worth 250 gp as an alternate material 
  component for magic items using bull’s strength, stoneskin, 
  flesh to stone, statue, and similar magic.
  This bull-like creature seems to be made of interlocking metallic 
  plates. Faint plumes of green smoke puff from its mouth.
  Golem, Wood–Gorgon
  Golem, Wood–Gorgon
  165
  165
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757096
  757096
  451083
  451083
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757097
  757097
  451084
  451084
  Gray Ooze
  gRAy OOzE 
  CR 4
  XP 1,200
  N Medium ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEfEnSE
  AC 5, touch 5, flat-footed 5 (–5 Dex)
  hp 50 (4d8+32)
  fort +9, Ref –4, Will –4
  Defensive Abilities ooze traits; Immune cold, fire
  OffEnSE
  Speed 10 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid and grab)
  Special Attacks acid, constrict (1d6+1 plus 1d6 acid)
  STATISTICS
  Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +6 (+10 grapple); CMD 11 (can’t be tripped)
  SQ transparent
  ECOLOgy
  Environment cold marshes and underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) The digestive acid that covers a gray ooze dissolves 
  metals and organic material, but not stone. Each slam and 
  constrict attack deals 1d6 additional acid damage. Armor or 
  clothing worn by a creature grappled by a gray ooze takes 
  the same amount of acid damage unless the wearer succeeds 
  on a DC 20 Reflex saving throw. A wooden or metal weapon 
  that strikes a gray ooze takes 1d6 acid damage unless the 
  weapon’s wielder succeeds on a DC 20 Reflex save. The 
  ooze’s touch deals 12 points of acid damage 
  per round to wooden or metal objects, but the 
  ooze must remain in contact with the material 
  for 1 full round in order to deal this damage. The 
  save DCs are Constitution-based.
  Transparent (Ex) Due to its lack of vivid 
  coloration, a gray ooze is difficult to 
  discern from its surroundings in most 
  environments. A DC 15 Perception 
  check is required to notice the 
  gray ooze. Any creature 
  that fails to notice a gray 
  ooze and walks into it 
  automatically suffers 
  damage as if struck by the 
  ooze’s slam attack and is 
  immediately subject to a grab 
  attempt by the ooze.
  Slinking their way through cold swamps and bleary 
  marshlands, or sometimes even dungeons and caverns, 
  gray oozes consume any organic materials they encounter. 
  Despite its lack of intelligence, the gray ooze is a most 
  problematic creature due to its transparency. While 
  the ooze cannot easily climb walls or swim, its habit of 
  lurking in the thick mud that lines the banks of marsh 
  pools or lying in harmless-looking pools on dull-colored 
  dungeon floors makes it dangerously easy to overlook 
  and step on.
  Some sages believe that the gray ooze is the result of a 
  failed alchemical experiment, while others postulate that 
  the first gray oozes spontaneously arose from a cesspit 
  of magical detritus. Of course, these theories that gray 
  oozes are not living organisms, but rather the alchemical 
  result of an unfortunate mixture of rare caustic fluids 
  and magical waste, are derided by many who dwell in 
  areas plagued by the creatures but which do not have a 
  long history of magical pollution.
  Variant Gray Oozes
  The gray ooze adapts readily and swiftly to changes in 
  environments, the simple structure of its primeval form 
  and its method of using fission to reproduce all but 
  ensuring that such changes occur. Listed below are two 
  such variants that adventurers have encountered.
  Crystal Ooze (CR 4): The crystal ooze is an aquatic variant 
  that dwells in deeper waters than most commonly found 
  in the gray ooze’s beloved swamps. A crystal ooze has the 
  aquatic subtype and a swim speed of 30 ft. The crystal ooze 
  lacks the gray ooze’s constrict ability, but it does secrete a 
  paralytic toxin that causes those whom it strikes to become 
  paralyzed for 3d6 rounds if they fail a Fortitude saving throw 
  (the save DC is Constitution-based).
  Id Ooze (CR 6): Perhaps the strangest 
  variant gray oozes are those that have 
  developed a rudimentary intelligence, 
  including the ability to communicate 
  telepathically with other oozes, or even the 
  ability to blast enemies with pulses of raw 
  mental power. Id oozes are advanced 
  gray oozes with an Intelligence 
  score of 2 (and thus gain skill 
  ranks and feats—typically 4 
  ranks in Stealth, Improved 
  Initiative, and Toughness), can 
  communicate basic empathic 
  information with other id 
  oozes within 100 feet via 
  telepathy, and can use 
  lesser confusion at will as 
  a spell-like ability (CL 
  equals the id ooze’s HD).
  A seemingly mundane puddle, patch of moist stone, or glistening rock 
  is suddenly revealed to be more as a terrible pseudopod lashes out.
  166
  166
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757097
  757097
  451084
  451084
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757098
  757098
  451085
  451085
  Green Hag
  gREEn hAg 
  CR 5
  XP 1,600
  CE Medium monstrous humanoid
  Init +1; Senses darkvision 90 ft.; Perception +15
  DEfEnSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 58 (9d10+9)
  fort +6, Ref +7, Will +7
  SR 16
  OffEnSE
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +13 (1d4+4 plus weakness)
  Spell-Like Abilities (CL 9th)
  Constant—pass without trace, tongues, water breathing
  At will—dancing lights, disguise self (DC 13), ghost sound (DC 12), 
  invisibility, pyrotechnics (DC 14), tree shape, whispering wind
  STATISTICS
  Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
  Base Atk +9; CMB +13; CMD 24
  feats Alertness, Blind-Fight, Combat Casting, 
  Deceitful, Great Fortitude
  Skills Bluff +13, Disguise +13, 
  Knowledge (arcana) +11, Perception 
  +15, Sense Motive +9, Stealth +13, 
  Swim +18
  Languages Aklo, Common, Giant
  SQ mimicry
  ECOLOgy
  Environment temperate marshes
  Organization solitary or coven (3 hags of any kind)
  Treasure standard
  SPECIAL ABILITIES
  Weakness (Su) A green hag’s claws sap strength from 
  those she strikes. Each time a green hag hits a 
  foe with her claw attack, the victim takes 2 points of 
  Strength damage unless he resists the weakness with 
  a DC 16 Fortitude save. Alternatively, a green hag can 
  attempt to inflict even greater weakness on a foe by 
  making a touch attack—this variant requires a standard 
  action, and cannot be attempted in the same round the 
  hag makes claw attacks. The opponent touched must 
  succeed on a DC 16 Fortitude save or take 2d4 points of 
  Strength damage. The save DC is Charisma-based.
  Mimicry (Ex) A green hag can imitate the sounds of almost 
  any animal found near its lair.
  Terrifying crones known to haunt foul swamps and tangled 
  forests, green hags harbor an intense hatred for all 
  beauty and purity. Making use of their varied deceptive 
  abilities, these crones delight in murdering innocents, 
  unhinging noble minds, and debasing the pure of heart. 
  They are particularly fond of using disguise self to assume 
  the forms of alluring young maidens and then seducing 
  young men away from their lovers or families. In this 
  form, they can infect such noble and upstanding citizens 
  with all manner of debauchery and scandal. Some green 
  hags prefer to reveal their true natures to their lovers at a 
  moment precisely engineered to drive the man mad with 
  horror and shame. Others drag out their dalliances and 
  do what they can to utterly ruin the lives of the men they 
  seduce before showing the broken shell that remains the 
  truth. In the end, the luckiest of these unfortunate lovers 
  end up being eaten by their green hag companions—for 
  the unlucky, their final doom can be much worse, for the 
  cruel imagination of the green hag is vast. 
  A typical green hag stands between 5 and 6 feet tall and 
  weighs just under 160 pounds.
   
   
  Hag Covens
  When three hags of any type 
  gather, they can form a coven 
  to gain increased magical 
  ability. 
  Any 
  combination 
  of hags can form a coven, 
  but green hags are the most 
  common members of such 
  foul gatherings.
  Whenever all three hags of a 
  particular coven are within 10 
  feet of one another, all three of 
  them can work together to use 
  any of the following spell-like 
  abilities: animate dead, baleful 
  polymorph (DC 18), blight (DC 17), bestow curse 
  (DC 17), clairaudience/clairvoyance, charm 
  monster (DC 17), commune, control weather, 
  dream, forcecage, mind blank, mirage arcana 
  (DC 18), reincarnate, speak with dead, veil 
  (DC 19), vision.
  All three hags must take a full-
  round action to take part in this form of 
  cooperative magic. All coven spell-like 
  abilities function at CL 9th (or at the highest 
  CL available to the most powerful hag in the 
  coven). The save DCs are Charisma-based, 
  and function as if with a Charisma score of 16 unless 
  one of the hags has a higher Charisma score, in which 
  case the spell-like ability DCs are adjusted by that 
  hag’s Charisma modifier.
  At the GM’s discretion, certain more powerful hag 
  covens might have additional spell-like abilities.
  Knots of dark, moldering hair spill over the features of this sickly, 
  thin, green-skinned crone.
  Gray Ooze–Green Hag
  Gray Ooze–Green Hag
  167
  167
  Illustration by Francis Tsai
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757098
  757098
  451085
  451085
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757099
  757099
  451086
  451086
  Griffon
  gRIffOn 
  CR 4
  XP 1,200
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 42 (5d10+15)
  fort +7, Ref +6, Will +4
  OffEnSE
  Speed 30 ft., fly 80 ft. (average)
  Melee bite +8 (1d6+3), 2 talons +7 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +7, 1d4+3)
  STATISTICS
  Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8
  Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
  feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
  Skills Acrobatics +10, Fly +5, Perception +12; Racial Modifiers 
  +4 Acrobatics, +4 Perception
  Languages Common (cannot speak)
  ECOLOgy
  Environment temperate hills
  Organization solitary, pair, or pride (6–10)
  Treasure incidental
  Griffons 
  are 
  powerful 
  aerial 
  predators, 
  swooping down from their high aeries to take 
  their prey with beak and talon. Aggressive and 
  territorial, they are no mere beasts, but rather 
  calculating combatants and loyal companions to those 
  who earn their respect, fighting to the death to protect 
  their friends and kin.
  Weighing in at over 500 pounds and measuring 8 feet 
  long from hooked beak to tufted tail, the griffon strikes an 
  imposing silhouette that has long been used in heraldry 
  and other iconography as a symbol of power, authority, 
  and justice. In reality, the griffon is less concerned with 
  abstract concepts than with hunting food and protecting 
  its own. While they can sometimes be trained or 
  befriended to serve as mounts, griffons have no inherent 
  affinity for humanoids, and frequently come into bloody 
  conflict with civilized races over their attempts to secure 
  their favorite food—horse flesh. City folk may marvel at 
  the trained griffon’s stately manner and 25-foot wingspan, 
  but those farmers forced to share territory with its wild 
  kin know to hurry home and secure their barns when the 
  beasts’ hunting shrieks split the sky.
  This majestic beast has the body of a lion, the head and forelegs of 
  a great eagle, and a massive pair of feathered wings.
  Griffons mate for life, and will often search for years 
  to take vengeance over a slain mate or child. It was likely 
  this innate stubbornness and fierce loyalty that first 
  brought them into domestic use as mounts and guardians 
  of treasure hoards. Despite the inherent danger, trade in 
  captured griffons and stolen eggs is brisk, with their eggs 
  worth up to 3,500 gp apiece and live young twice that. 
  Characters eager for griffon mounts, however, should 
  note that buying or forcibly domesticating intelligent 
  creatures like griffons is still recognized as slavery by 
  most good deities, and winning a griffon’s allegiance 
  of its own free will is no easy task. Reaching a mutually 
  agreeable accord (or even a friendship) is a much more 
  elegant and safe route to securing a griffon mount.
  Before it can be ridden in combat, a griffon requires 
  practice bearing the weight of its rider. In order to be 
  trained successfully, a griffon must first be helpful toward 
  its trainer (possibly requiring a Diplomacy, Intimidate, 
  or Handle Animal check). After that, 6 weeks of practice 
  and a successful DC 20 Handle Animal check is sufficient 
  for the beast to be comfortable with its burden, and due 
  to their intelligence, trained griffons can be treated as 
  knowing every trick listed in the Handle Animal skill 
  description, possibly even responding to new, simple 
  requests made in Common.
  Griffons can carry up to 300 pounds as a light load, 
  600 pounds as a medium load, and 900 pounds as a heavy 
  load. Riding a griffon requires an exotic saddle.
  168
  168
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757099
  757099
  451086
  451086
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757100
  757100
  451087
  451087
  Half-Celestial
  hALf-CELESTIAL UnICORn CR 4
  XP 1,200
  CG Large outsider (native)
  Init +4; Senses darkvison 60 ft., low-light vision, scent; 
  Perception +14
  Aura magic circle against evil*
  DEfEnSE
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4
  natural, –1 size; +2 deflection vs. evil)
  hp 42 (4d10+20)
  fort +9, Ref +8, Will +8; +4 vs. poison
  DR 5/magic; Immune charm, compulsion, 
  disease, poison; Resist acid 10, cold 
  10, electricity 10; SR 15
  OffEnSE
  Speed 60 ft., fly 120 ft. (good)
  Melee gore +10 (1d8+6), 2 
  hooves +7 (1d3+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks smite evil 1/
  day (+4 damage), powerful 
  charge (gore, 2d8+12)
  Spell-Like Abilities (CL 9th)
  At will—detect evil, light
  3/day—cure light wounds, protection from evil
  1/day—aid, bless, cure moderate wounds, greater teleport 
  (within its territory*), neutralize poison
  STATISTICS
  Str 22, Dex 19, Con 20, Int 13, Wis 25, Cha 26
  Base Atk +4; CMB +11; CMD 25 (29 vs. trip)
  feats Multiattack, Weapon Focus (horn)
  Skills Acrobatics +11, Fly +13, Knowledge (planes) +5, Perception 
  +14, Sense Motive +14, Stealth +11, Survival +14 (+17 forests); 
  Racial Modifiers +3 Survival in forests, +4 Stealth
  Languages Common, Sylvan
  SQ magical strike*, wild empathy +18*
  ECOLOgy
  Environment temperate forests
  Organization solitary, mated pair, or blessing (3–6)
  Treasure none
  *Unicorn ability; see page 269 for details.
  Most half-celestials are born of a mortal who loved a good 
  outsider, but powerful holy magic can also create one.
  Creating a Half-Celestial
  “Half-celestial” is an inherited or acquired template that 
  can be added to any living, corporeal creature with an 
  A winged unicorn rises into the air on ivory pinions, a paragon of 
  grace and beauty.
  Griffon–Half-Celestial
  Griffon–Half-Celestial
  Intelligence score of 4 or more. A half-celestial creature 
  retains the base creature’s statistics and special abilities 
  except as noted here.
  CR: HD 5 or less, as base creature + 1; HD 6–10, as base 
  creature + 2; HD 11 or more, as base creature + 3.
  Alignment: Any good.
  Type: The creature’s type changes to outsider (native). 
  Do not recalculate HD, BAB, or saves.
  Armor Class: Natural armor improves by +1.
  Defenses/Qualities: It gains darkvision 60 feet; immunity 
  to disease; +4 racial bonus on saves vs. poison; acid, cold, and 
  electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic 
  (if HD 12 or more); and SR equal to CR + 11 (maximum 35). 
  Speed: Unless the base 
  creature flies better, the 
  half-celestial flies at twice 
  the base creature’s land speed 
  (good maneuverability).
  Special Abilities: A half-celestial gains the following.
  Smite Evil (Su): Once per day it can deal extra damage 
  equal to its HD (maximum of +20) with a melee attack 
  against an evil foe.
  Spell-Like Abilities: A half-celestial with an Int or 
  Wis score of 8 or higher has a cumulative number of 
  spell-like abilities depending on its Hit Dice. Unless 
  otherwise noted, an ability is usable once per day. 
  Caster level equals the creature’s HD (or the caster  
  evel of the base creature’s spell-like abilities, whichever 
  is higher).
  hD Abilities 
  hD 
  Abilities
  1–2 
  Pro. evil 3/day, bless 
  11–12 Holy word
  3–4 Aid, detect evil 
  13–14 Holy aura 3/day, hallow
  5–6 Cure ser. wounds, neut. poison 15–16 Mass charm monster
  7–8 Holy smite, remove disease 17–18 Summon monster IX  
    
   
   
  (celestials only)
  9–10 Dispel evil 
  19–20 Resurrection
  Abilities: A half-celestial gains a +4 bonus on three ability 
  scores of its choice and a +2 bonus on the other three.
  Skills: A half-celestial with racial Hit Dice has skill points 
  per racial Hit Die equal to 6 + its Intelligence modifier. 169
  169
  Illustration by Kieran Yanner
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757100
  757100
  451087
  451087
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757101
  757101
  451088
  451088
  Half-Dragon
  DRACOLISk 
  CR 7
  XP 3,200
  Half-black dragon basilisk
  N Medium dragon
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +14
  DEfEnSE
  AC 21, touch 9, flat-footed 21 (–1 Dex, +12 natural)
  hp 73 (7d10+35)
  fort +12, Ref +4, Will +5
  Immune acid, sleep, paralysis
  OffEnSE
  Speed 20 ft., fly 40 ft. (average)
  Melee bite +14 (1d8+7), 2 claws +14 (1d4+7)
  Special Attacks breath weapon (60-foot line of acid, 7d6 acid 
  damage, Reflex DC 18 half), gaze (DC 18, see page 29)
  STATISTICS
  Str 24, Dex 8, Con 21, Int 4, Wis 13, Cha 13
  Base Atk +7; CMB +14; CMD 23 (29 vs. trip)
  feats Blind-Fight, Great Fortitude, Iron Will, Skill Focus (Perception)
  Skills Fly +9, Perception +14, Stealth +13; Racial Modifiers +4 Stealth
  ECOLOgy
  Environment temperate swamp or underground
  Organization solitary or pair
  Treasure standard
  Half-dragons are only rarely the result of dragons mating 
  with other creatures—most are the result of strange 
  magical experiments. In most cases, a successful 
  creation breeds true with others of its kind, as with 
  the dreaded dracolisk.
  Creating a Half-Dragon
  “Half-dragon” is an inherited or acquired 
  template that can be added to any living, 
  corporeal creature (referred to hereafter as the base 
  creature). A half-dragon retains all the base creature’s 
  statistics and special abilities except as noted here.
  CR: Same as the base creature + 2 (minimum 3).
  Type: Creature type changes to dragon. Do not 
  recalculate HD, BAB, or saves.
  Armor Class: Nat. armor improves by +4.
  Special Qualities and Defenses: A 
  half-dragon gains darkvision 60 feet; 
  low-light vision; and immunity to sleep, 
  paralysis, and energy of the same type as 
  its breath weapon.
  Speed: A half-dragon has wings. 
  Unless the base creature has a better fly 
  speed, the half-dragon can fly at twice the creature’s base 
  land speed (average maneuverability).
  Melee: A half-dragon has two claw attacks and a bite 
  attack. If the base creature can use manufactured weapons, 
  the half-dragon can as well. A new claw or bite attack deals 
  damage as appropriate for the half-dragon’s size (see 
  “Natural Attacks” on pages 301–302).
  Special Abilities: A half-dragon retains all the special 
  attacks of the base creature and gains a breath weapon 
  usable once per day based on the dragon variety (see below). 
  The breath weapon deals 1d6 hit points of damage per 
  racial HD possessed by the half-dragon (Reflex half; DC 10 
  + 1/2 creature’s racial HD + creature’s Con modifier).
  Dragon Variety 
  Breath Weapon
  Black or copper 
  60-foot line of acid
  Brass 
  60-foot line of fire
  Blue or bronze 
  60-foot line of electricity
  Gold or red 
  30-foot cone of fire
  Green 
  30-foot cone of acid
  Silver or white 
  30-foot cone of cold
  Abilities: Increase from the base creature as follows: Str 
  +8, Con +6, Int +2, Cha +2.
  Skills: A half-dragon with racial Hit Dice has skill points 
  per racial Hit Die equal to 6 + its Intelligence modifier. 
  Racial class skills are unchanged from the base creature’s.
  This six-legged dragon flaps its massive wings as it lowers its 
  head to glare with hideous glowing eyes.
  170
  170
  Illustrations by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757101
  757101
  451088
  451088
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757102
  757102
  451089
  451089
  Half-Fiend
  hALf-fIEnD MInOTAUR 
  CR 6
  XP 2,400
  CE Large outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +14
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 57 (6d10+24)
  fort +8, Ref +7, Will +6
  Defensive Abilities natural cunning*; DR 5/magic; Immune 
  poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17
  OffEnSE
  Speed 30 ft., fly 60 ft. (average)
  Melee greataxe +11/+6 (3d6+9/×3), bite +6 (1d8+3), gore +6 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks smite good 1/day, powerful charge (gore +13, 2d6+9)
  Spell-Like Abilities (CL 6th)
  3/day—darkness; 1/day—desecrate, unholy blight (DC 14)
  STATISTICS
  Str 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10
  Base Atk +6; CMB +13; CMD 25
  feats Great Fortitude, Improved Bull Rush, Power Attack
  Skills Fly +0, Intimidate +9, Knowl. (religion) +5, Percep. +14, Stealth 
  +7, Survival +14; Racial Modifiers +4 Perception, +4 Survival
  Languages Giant
  ECOLOgy
  Environment temperate ruins or underground
  Organization solitary, pair, or gang (3–4)
  Treasure standard (greataxe, other treasure)
  *Minotaur ability; see page 206 for details.
  Half-fiends are creatures heavily tainted with demonic, 
  infernal, or other evil power.
  Creating a Half-Fiend
  “Half-fiend” is an inherited or acquired template that 
  can be added to a living, corporeal creature with an Int 
  score of 4 or more. A half-fiend uses all the base creature’s 
  statistics and special abilities except as noted here.
  CR: HD 4 or less, as base creature + 1; HD 5 to 10, as 
  base creature + 2; HD 11 or more, as base creature + 3.
  Alignment: Any evil.
  Type: The creature’s type changes to outsider (native). 
  Do not recalculate HD, BAB, or saves.
  Armor Class: Natural armor improves by +1.
  Defenses/Qualities: Gains darkvision 60 feet; immunity 
  to poison; acid, cold, electricity, and fire resistance 10; DR 
  5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); 
  and SR equal to creature’s CR + 11 (maximum 35).
  This fiendish figure, complete with bat wings, claws, a fanged 
  bull’s head, and cloven feet, bellows a roar of challenge.
  Half-Dragon–Half-Fiend
  Half-Dragon–Half-Fiend
  Speed: Unless the base creature flies better, the half-fiend 
  flies at twice the base creature’s land speed (good).
  Melee: A half-fiend gains two claw attacks and a bite 
  attack. Damage depends on its size (see pages 301–302).
  Special Attacks:  A half-fiend gains the following.
  Smite Good (Su): Once per day it can add extra damage 
  equal to its HD (maximum of +20) against a good foe.
  Spell-Like Abilities: A half-fiend with an Int or Wis score of 
  8 or higher has a cumulative number of spell-like abilities 
  set by its HD. Unless otherwise noted, an ability is usable 
  1/day. CL equals the creature’s HD (or the CL of the base 
  creature’s spell-like abilities, whichever is higher).
  hD 
  Abilities 
  hD 
  Abilities
  1–2 
  Darkness 3/day 11–12 Blasphemy
  3–4 
  Desecrate 
  13–14 Unholy aura 3/day, unhallow
  5–6 
  Unholy blight 
  15–16 Horrid wilting
  7–8 
  Poison 3/day 
  17–18 Summon monster IX (fiends only)
  9–10 
  Contagion 
  19–20 Destruction
  Abilities: A half-fiend gains a +4 bonus on three ability 
  scores of its choice and a +2 bonus on the other three.
  Skills: A half-fiend with racial HD has skill points 
  per racial HD equal to 6 + Int mod. Racial class skills are 
  unchanged, and class level skill ranks are unaffected.
  171171
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757102
  757102
  451089
  451089
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757103
  757103
  451090
  451090
  Harpy
  hARPy 
  CR 4 
  XP 1,200
  CE Medium monstrous humanoid
  Init +2; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, 
  +1 natural)
  hp 38 (7d10)
  fort +4, Ref +7, Will +6
  OffEnSE
  Speed 20 ft., fly 80 ft. (average)
  Melee morningstar +8/+3 (1d8+1), 2 talons +3 (1d6)
  Special Attacks captivating song
  STATISTICS
  Str 12, Dex 15, Con 10, Int 7, Wis 12, Cha 17
  Base Atk +7; CMB +8; CMD 21
  feats Dodge, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
  Skills Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform 
  (song) +5
  Languages Common
  ECOLOgy
  Environment temperate marshes
  Organization solitary, pair, or flight (3–12)
  Treasure standard (leather armor, morningstar, and other treasure)
  SPECIAL ABILITIES
  Captivating Song (Su) A harpy’s song has the power to infect 
  the minds of those that hear it, calling them to the harpy’s 
  side. When a harpy sings, all creatures aside from other 
  harpies within a 300-foot spread must succeed on a DC 
  16 Will saving throw or become captivated. A creature that 
  successfully saves is not subject to the same harpy’s song 
  for 24 hours. A victim under the effects of the captivating 
  song moves toward the harpy 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 harpy 
  simply stands and offers no resistance to the harpy’s 
  attacks. This effect continues for as long as the harpy sings 
  and for 1 round thereafter. This is a sonic mind-affecting 
  charm effect. The save DC is Charisma-based.
  Often viewed as vicious and corrupted creatures, harpies 
  know how creatures think and act. This understanding 
  gives them an advantage when it comes to finding their 
  favorite meals. While creatures of the wild easily fall 
  victim to their captivating songs, these vile bird-women 
  prefer their meals spiced with complex sentient thoughts. 
  Easy prey makes for a boring meal.
  While ultimately savage and without remorse for their 
  actions, a number of harpies live close to humanoid 
  societies and enjoy parlaying with creatures that they see 
  as potential meals.
  Harpies tend to wear baubles and trinkets stolen 
  from their victims, as they like to indulge in the shiny 
  ornaments of mankind. Up close, these creatures reek 
  with the stench of consumed victims, and they rarely let 
  creatures not yet captivated too near, lest they smell the 
  gore and decay upon their feathers. For this reason, many 
  harpies wear perfumes and scented oils.
  Harpies appear wildly different in different lands. Some 
  seem like an amalgam of vultures and women, while others 
  bear the regal markings of hawks or falcons in their 
  feathers. Rare clutches of harpies in isolated 
  and tropical parts of the world even have 
  colorful feathers akin to parrots.
  Save for the tattered wings and taloned feet, this creature 
  resembles a feral woman with a wild look about her.
  172172
  Illustrations by Tyler Walpole
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757103
  757103
  451090
  451090
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757104
  757104
  451091
  451091
  Harpy–Hell Hound
  Harpy–Hell Hound
  Hell Hound
  Hell Hound, Nessian
  hELL hOUnD 
  CR 3
  XP 800
  LE Medium outsider (evil, extraplanar, fire, lawful)
  Init +5; Senses darkvision 60 ft., scent; Perception +7
  DEfEnSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 30 (4d10+8)
  fort +6, Ref +5, Will +1
  Immune fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 40 ft.
  Melee bite +5 (1d8+1 plus 1d6 fire)
  Special Attacks breath weapon (10-ft. cone, once every 2d4 
  rounds, 2d6 fire damage, Reflex DC 14 for half)
  STATISTICS
  Str 13, Dex 13, Con 15, Int 6, Wis 10, Cha 6
  Base Atk +4; CMB +5; CMD 16 (20 vs. trip)
  feats Improved Initiative, Run
  Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7; 
  Racial Modifiers +5 Stealth
  Languages Infernal (cannot speak)
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, or pack (3–12)
  Treasure incidental
  A typical hell hound stands 4–5 
  feet tall at the shoulder and 
  weighs 120 pounds. Efficient 
  hunters, a favorite pack tactic is 
  to surround prey quietly, then 
  attack with one or two hounds, 
  driving prey toward the rest of 
  the pack with their fiery breath. 
  If the prey doesn’t run, the pack 
  closes in. Hell hounds track 
  fleeing creatures relentlessly.
  Hell hounds are particularly 
  favored by fire giants, as the 
  creatures are immune to fire 
  and share the fire giant’s sense 
  of cruelty when it comes to 
  handling intruders. Only when 
  a fire giant goes too far toward 
  treating a relatively intelligent hell 
  hound like a pet do such alliances 
  begin to falter.
  nESSIAn WARhOUnD 
  CR 9
  XP 6,400
  LE Large outsider (evil, extraplanar, fire, lawful)
  Init +6; Senses darkvision 60 ft., scent; Perception +12
  DEfEnSE
  AC 24, touch 11, flat-footed 22 (+6 armor, +2 Dex, +7 natural, –1 size)
  hp 126 (12d10+60)
  fort +13, Ref +10, Will +5
  Immune fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 40 ft.
  Melee bite +20 (2d6+12/19–20 plus 2d6 fire) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (30-ft. cone, once every 1d4 
  rounds, 10d6 fire damage, Reflex DC 21 half)
  STATISTICS
  Str 27, Dex 15, Con 21, Int 4, Wis 12, Cha 6
  Base Atk +12; CMB +21; CMD 33 (37 vs. trip)
  feats Alertness, Improved Critical (bite), Improved Initiative, 
  Skill Focus (Stealth, Survival), Weapon Focus (bite)
  Skills Acrobatics +16, Perception +12, Stealth +21, Survival +13; 
  Racial Modifiers +5 Stealth
  Languages Infernal
  ECOLOgy
  Environment any (Hell)
  Organization solitary, pair, 
  or pack (3–6)
  Treasure standard (+2 chain 
  shirt barding)
  Asmodeus, the Prince 
  of Darkness, keeps vast 
  kennels of these brutal 
  warhounds beneath his 
  palace in Nessus. All 
  are fitted with shirts of 
  fire-scorched 
  barding, 
  and the loyal beasts obey 
  their master perfectly. 
  Nessian 
  warhounds 
  are tireless and relentless 
  trackers, 
  pursuing 
  enemies 
  of 
  Asmodeus to the far corners of Hell and 
  beyond. Once Asmodeus sets them to a task, 
  they do not quit until either the task is complete 
  or they are dead. They are fearsome, snarling 
  horrors in combat.
  This creature resembles a thin, lanky wolf with reddish-brown 
  fur, white claws, and burning, fiery red eyes.
  This creature resembles a powerfully built wolf the size of a large 
  draft horse, with ebony fur and burning, fiery red eyes.
  173
  173
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757104
  757104
  451091
  451091
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757105
  757105
  451092
  451092
  AUROChS 
  CR 2
  XP 600
  N Large animal
  Init +0; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 13, touch 9, flat-footed 13 (+4 natural, –1 size)
  hp 22 (3d8+9)
  fort +6, Ref +3, Will +1
  OffEnSE
  Speed 40 ft.
  Melee gore +7 (1d8+9) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks stampede, trample (2d6+9, DC 17)
  STATISTICS
  Str 23, Dex 10, Con 17, Int 2, Wis 11, Cha 4
  Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
  feats Endurance, Skill Focus (Perception)
  Skills Perception +9
  ECOLOgy
  Environment temperate plains
  Organization solitary, pair, or herd (3–30)
  Treasure none
  SPECIAL ABILITIES
  Stampede (Ex)  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 the trample’s 
  save DC increases by +2.
  Aurochs (both singular and 
  plural) are large herd animals 
  similar to  domesticated cattle.
  Aurochs Companions
  Starting Statistics: Size Medium; Speed 40 ft.; 
  AC +1 natural armor, Attack gore (1d6); Ability 
  Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4; 
  Special Qualities low-light vision, scent.
  7th-Level Adv.: Size Large; 
  AC +3 natural armor; Attack 
  gore (1d8); Ability Scores 
  Str +8, Dex –2, Con 
  +4; Special Qualities 
  stampede, trample.
  BISOn 
  CR 4
  XP 1,200
  N Large animal
  Init +0; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 42 (5d8+20)
  fort +8, Ref +4, Will +1
  OffEnSE
  Speed 40 ft.
  Melee gore +10 (2d6+12) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks stampede (see aurochs), trample (2d6+12, DC 20)
  STATISTICS
  Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
  Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
  feats Endurance, Improved Bull Rush, Power Attack 
  Skills Perception +8
  ECOLOgy
  Environment cold or temperate plains
  Organization solitary, pair, or herd (3–30)
  Treasure none
  Bison are large herd animals. They can grow as long 
  as 12 feet and as tall as 7 feet at the shoulder. Average 
  bison weigh 2,200 pounds. The bison’s statistics can 
  be used for almost any larger herd animal, such 
  as the buffalo.
  Bison frighten far less easily than 
  their domesticated cousins and 
  are much more aggressive 
  when protecting the herd 
  or their young. Adult 
  bulls are extremely 
  confontational in 
  mating season, and 
  even kill one another 
  in pursuit of particular 
  females. After mating 
  season, herds of 
  bison tend to separate 
  into smaller herds in 
  preparation for the 
  arrival of new calves.
  Bison companions 
  are identical to 
  aurochs animal 
  companions.
  Herd Animal,Aurochs
  Herd Animal, Bison
  This large, horned bull has a dirty black hide and an aggressive 
  temper. Its horns are wide and sharp.
  This creature has small, upward-pointing horns, a shaggy coat of 
  fur, and a large hump on its shoulders.
  174
  174
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757105
  757105
  451092
  451092
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757106
  757106
  451093
  451093
  Hobgoblin
  hOBgOBLIn 
  CR 1/2
  XP 200
  Hobgoblin fighter 1
  LE Medium humanoid (goblinoid)
  Init +2; Senses darkvision 60 ft.; Perception +2
  DEfEnSE
  AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
  hp 11 (1d10+6)
  fort +5, Ref +2, Will +1
  OffEnSE
  Speed 30 ft.
  Melee longsword +3 (1d8+2/19–20) 
  Ranged longbow +2 (1d8/×3) 
  STATISTICS
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
  Base Atk +1; CMB +3; CMD 15
  feats Toughness, Weapon Focus (longsword)
  Skills Perception +2, Stealth +6; Racial Modifiers 
  +4 Stealth
  Languages Common, Goblin
  ECOLOgy
  Environment temperate hills
  Organization gang (4–9), 
  warband (10–24), or 
  tribe (25+ plus 50% noncombatants, 1 sergeant 
  of 3rd level per 20 adults, 1 or 2 lieutenants of 
  4th or 5th level, 1 leader of 6th–8th level, 6–12 
  leopards, and 1–4 ogres or 1–2 trolls)
  Treasure NPC Gear (studded leather armor, 
  light steel shield, longsword, longbow 
  with 20 arrows, other treasure)
  Hobgoblins 
  are 
  militaristic 
  and 
  fecund, a combination that makes 
  them 
  quite 
  dangerous 
  in 
  some 
  regions. They breed quickly, replacing 
  fallen members with new soldiers 
  and keeping up their numbers despite 
  the fortunes of war. They generally 
  need little reason to declare war, 
  but more often than not that 
  reason is to capture new slaves—
  life as a slave in a hobgoblin 
  lair is brutal and short, and new 
  slaves are always needed to replace 
  those who fall or are eaten.
  Of all the goblinoid races, the 
  hobgoblin is by far the most civilized. 
  They see the larger and more solitary bugbears as tools to 
  be hired and used where appropriate, usually for specific 
  missions involving assassination and stealth, and look 
  upon their smaller goblin kin with a mix of shame 
  and frustration. Hobgoblins admire goblin tenacity, 
  yet their miniscule kindred’s unpredictable nature 
  and fondness for fire make them unwelcome additions 
  to hobgoblin tribes or settlements. Nonetheless, most 
  hobgoblin tribes include a small group of goblins, 
  typically squatting in the most undesirable corners of 
  the settlement.
  Many hobgoblin tribes combine their love of warfare 
  with keen intellects. The science of siege engines, 
  alchemy, and complex feats of engineering fascinate 
  most hobgoblins, and those who are particularly skilled 
  are treated as heroes and invariably secure high-ranking 
  positions in the tribe. Slaves with analytical minds are 
  quite valued, and as such raids on dwarven cities are 
  commonplace.
   
  It is well known that hobgoblins 
  mistrust and even despise magic, 
  particularly arcane magic. Their 
  shamans are treated with a mix of 
  fear and respect, and are usually 
  forced to live alone on the 
  fringes of the tribe’s lair. It is 
  all but unheard of to find a 
  hobgoblin practicing arcane 
  magic, or as hobgoblins 
  call it, “elf magic.” This is 
  the root of their hatred of 
  magic—the hobgoblins’ hatred 
  of elves.
  A hobgoblin stands 5 feet tall and 
  weighs 160 pounds.
  Hobgoblin Characters
  Hobgoblins are defined by their class 
  levels—they do not possess racial Hit 
  Dice. All hobgoblins have the following 
  racial traits.
  +2 
  Dexterity, 
  +2 
  Constitution: 
  Hobgoblins are fast and hearty.
  Darkvision: Hobgoblins can see in 
  the dark up to 60 feet.
  Sneaky: Hobgoblins gain a +4 racial 
  bonus on Stealth checks.
  Languages: All hobgoblins begin 
  play speaking Common and Goblin. 
  Hobgoblins 
  with 
  high 
  Intelligence 
  scores can choose any of the following 
  bonus languages: Draconic, Dwarven, 
  Infernal, Giant, Orc.
  Standing as tall as a human, this muscular, gray-skinned creature 
  peers about with tiny, observant eyes.
  Herd Animal–Hobgoblin
  Herd Animal–Hobgoblin
  175
  175
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757106
  757106
  451093
  451093
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757107
  757107
  451094
  451094
  Homunculus
  This vaguely humanoid creature is about the size of a cat but 
  looks more like a toothy, winged devil.
  hOMUnCULUS 
  CR 1
  XP 400
  Any alignment (same as creator) Tiny construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
  DEfEnSE
  AC 14, touch 14, flat-footed 
  12 (+2 Dex, +2 size)
  hp 11 (2d10)
  fort +0, Ref +4, Will +1
  Defensive Abilities 
  construct traits
  OffEnSE
  Speed 20 ft., fly 50 ft. 
  (good)
  Melee 1 bite +3 (1d4–1 
  plus poison) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
  Base Atk +2; CMB –1; CMD 11
  feats Lightning Reflexes
  Skills Fly +10, Perception +3, Stealth +12
  Languages Common (cannot speak); 
  telepathic link
  ECOLOgy
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 
  60 minutes; effect sleep for 1 minute; cure 1 save. The save DC 
  is Constitution-based and includes a +2 racial bonus.
  Telepathic Link (Su) 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.
  A homunculus is a miniature servant created by a 
  spellcaster from his own blood. They are weak combatants 
  but make effective spies, messengers, and scouts. A 
  homunculus’s creator determines its precise features; 
  some are more refined looking, but most creators don’t 
  bother to improve the creature’s appearance beyond the 
  minimum necessary for functioning.
  Homunculi are little more than tools designed to 
  carry out assigned tasks. They are extensions of their 
  creators, sharing the same alignment and basic nature. 
  A homunculus never willingly travels more than a mile 
  from its master, though it can be removed forcibly. If 
  this occurs, the creature does everything in its power 
  to return to this range, as it cannot communicate with 
  its master beyond this distance. An attack that destroys 
  a homunculus deals 2d10 points 
  of damage to its master. If the 
  creature’s master is slain, the 
  homunculus goes insane—it 
  loses its Intelligence score, 
  all feats, and all skill 
  ranks, and generally 
  claims the immediate 
  surroundings as its 
  domain, mindlessly 
  attacking any who 
  intrude upon its lair.
  On rare occasions, 
  a homunculus freed 
  from its servitude rises 
  above its master’s original 
  intent and becomes more 
  than a half-insane construct 
  guardian of a long-forgotten 
  lair. In some cases, a homunculus might even 
  come to see itself as the rightful heir to its 
  master’s legacy, or even the reincarnated 
  spirit of the master himself.
  Construction
  A homunculus is shaped from a mixture of clay, ash, 
  mandrake root, spring water, and one pint of the creator’s 
  own blood. These materials cost 50 gp. After the body is 
  sculpted, it is animated through an extended magical 
  ritual that requires a specially prepared laboratory or 
  workroom, similar to an alchemist’s laboratory, and 
  costing an additional 1,000 gp to supply. If the creator is 
  personally constructing the creature’s body, the building 
  and ritual can be performed together. A homunculus with 
  more than 2 Hit Dice can be created, but each additional 
  Hit Die adds +2,000 gp to the cost to create.
  The person whose blood is used to form a homunculus’s 
  body becomes its master; it is possible for one person to 
  give blood for the creation, another to sculpt the base 
  material, and another to magically animate it as a minion 
  for the one who provided the blood.
  hOMUnCULUS
  CL 7th; Price 2,050 gp
  COnSTRUCTIOn
  Requirements Craft Construct, arcane eye, mirror image, 
  mending; Skill Craft (leather) or Craft (sculptures) DC 12; Cost 
  1,050 gp. 
  176
  176
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757107
  757107
  451094
  451094
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757108
  757108
  451095
  451095
  hORSE 
  CR 1
  XP 400
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +6
  DEfEnSE
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
  hp 15 (2d8+6)
  fort +6, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee 2 hooves –2 (1d4+1)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
  Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
  feats Endurance, RunB
  Skills Perception +6
  SQ docile
  ECOLOgy
  Environment temperate plains
  Organization solitary, pair, or herd (3–30)
  Treasure none
  SPECIAL ABILITIES
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a 
  horse’s hooves are treated as secondary attacks.
  Horses stand 5 to 6 feet tall at the shoulder and 
  weigh between 1,000 and 1,500 pounds.
  The statistics above are for a typical riding 
  horse, called by some a “light horse.” Some 
  horses are larger and heartier, bred for labor 
  such as pulling plows or carriages. These 
  horses are called “heavy horses” and 
  gain the following adjustments to 
  the base statistics detailed above.
  Heavy 
  Horse: 
  A 
  heavy 
  horse gains the advanced 
  simple 
  template. 
  In 
  addition, it also gains a 
  bite attack that inflicts 
  1d4 damage, and its 
  hoof damage increases 
  to 1d6. As with a light 
  horse, a heavy horse can 
  be specifically trained for 
  combat with the Handle 
  Animal skill.
  Horse
  Horse, Pony
  POny 
  CR 1/2
  XP 200
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 13 (2d8+4)
  fort +5, Ref +4, Will +0
  OffEnSE
  Speed 40 ft.
  Melee 2 hooves –3 (1d3)
  STATISTICS
  Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
  Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
  feats Endurance, RunB
  Skills Perception +5
  SQ docile (see horse)
  ECOLOgy
  Environment temperate plains
  Organization solitary, pair, or herd (3–30)
  Treasure none
  Ponies are smaller breeds 
  of horses better suited to 
  halflings, gnomes, and 
  dwarves, but they 
  also make fond 
  pets for 
  humans as 
  well. They 
  stand 3 to 4 
  feet tall and weigh 
  about 600 pounds.
  A light load for a pony is 
  up to 100 pounds, a medium 
  load is 101–200 pounds, 
  and a heavy load is 201–300 
  pounds. A pony can drag 
  1,500 pounds.
  The 
  statistics 
  presented 
  above are for a typical pony. Tougher 
  ponies with the advanced simple template 
  exist, but are relatively uncommon and, unlike 
  horses, these creatures are not generally called “heavy 
  ponies.” Like horses, ponies can be trained for combat 
  with the Handle Animal skill, and such mounts often 
  serve half lings, gnomes, and other small races as steeds 
  in combat.
  This proud horse thunders across the grassy plain with fluid 
  grace, wind tugging at its loose-fitting barding. 
  This squat equine plods forward with large, curious eyes. As it 
  nears, it extends its muzzle, clearly expecting a treat.
  Homunculus–Horse
  Homunculus–Horse
  177
  177
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757108
  757108
  451095
  451095
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757109
  757109
  451096
  451096
  Hydra
  hyDRA 
  CR 4
  XP 1,200
  N Huge magical beast 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEfEnSE
  AC 15, touch 9, flat-footed 14 (+1 Dex, +6 natural, –2 size)
  hp 47 (5d10+20); fast healing 5
  fort +9, Ref +7, Will +3
  OffEnSE
  Speed 20 ft., swim 20 ft.
  Melee 5 bites +6 (1d8+3) 
  Space 15 ft.; Reach 10 ft.
  Special Attacks pounce
  STATISTICS
  Str 17, Dex 12, Con 18, Int 2, Wis 11, Cha 9
  Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
  feats Combat Reflexes, Iron Will, Lightning Reflexes
  Skills Perception +10, Swim +11; Racial Modifiers +2 Perception
  SQ hydra traits, regenerate head
  ECOLOgy
  Environment temperate marshes
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  fast healing (Ex) 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.
  hydra Traits (Ex) 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 a 
  sunder attempt with a slashing weapon targeting a head. 
  A head is considered a separate weapon with hardness 0 
  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 (Ex) 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 
  Multiple angry snake-like heads rise from the sleek, serpentine 
  body of this terrifying monster.
  hydra doesn’t die from losing its heads until all are cut off 
  and the stumps seared by acid or fire.
  You can make more powerful hydras by increasing their 
  Hit Dice—each added HD increases the hydra’s statistics as 
  appropriate, but also gives it one additional head and a +1 
  increase to its natural armor. A hydra’s CR increases by +1 
  for each Hit Die it gains.
  Cryohydra/Pyrohydra (+2 CR): Variants of the standard 
  hydra, the cryohydra lives in cold marshes or on glaciers, 
  while the pyrohydra prefers deserts or volcanic mountains. 
  A cryohydra gains the Cold subtype, while a pyrohydra gains 
  the Fire subtype. Each of its heads has a breath weapon (15-
  ft. cone, 3d6 cold damage [cryohydra] or 3d6 fire damage 
  [pyrohydra], Reflex half) useable every 1d4 rounds. The save 
  DC is 10 + 1/2 the hydra’s HD + the hydra’s Con modifier. 
  Although fire attacks cannot prevent a pyrohydra’s neck 
  stump from growing new heads (since it is immune to fire), 
  5 points of cold damage does. Acid works normally on both 
  hydra variants.
  178
  178
  Illustration by Tyler Walpole
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757109
  757109
  451096
  451096
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757110
  757110
  451097
  451097
  Hyena
  Hyena, Dire
  hyEnA 
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +7
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  fort +5, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee bite +3 (1d6+3 plus trip) 
  STATISTICS
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +3; CMD 15
  feats Alertness 
  Skills Perception +7, Stealth +6 (+10 in tall grass); Racial 
  Modifiers +4 Stealth in tall grass
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Hyenas are pack hunters infamous for their cunning and 
  their unnerving, laughter-like vocalizations. They are 
  largely scavengers, but aren’t above supplementing their 
  diet of carrion with fresh prey.
  Hyenas tend to hunt alone, but when hunting as a pack 
  they typically send one or two members against a foe’s 
  front while the rest of the pack circles and attacks 
  from behind.
  Many of the savage humanoid 
  races, particularly gnolls, use 
  hyenas as guard dogs. Such hyenas 
  typically wear leather barding and 
  are trained from birth to be vicious 
  and savage—many such creatures 
  are advanced hyenas.
  Hyena Companions
  Starting Statistics: Size Small; Speed 50 ft.; AC 
  +2 natural armor; Attack bite (1d4 plus trip); 
  Ability Scores Str 10, Dex 17, Con 13, Int 
  2, Wis 13, Cha 6; Special Qualities low-
  light vision, scent.
  4th-Level 
  Advancement: 
  Size 
  Medium; Attack bite (1d6 plus 
  trip); Ability Scores Str +4, Dex 
  –2, Con +2.
  DIRE hyEnA (hyAEnODOn) CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 26 (4d8+8)
  fort +6, Ref +6, Will +2
  OffEnSE
  Speed 50 ft. 
  Melee bite +6 (2d6+6 plus trip) 
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +3; CMB +8; CMD 20
  feats Skill Focus (Perception, Stealth)
  Skills Perception +8, Stealth +7 (+11 in tall grass or heavy 
  undergrowth); Racial Modifiers +4 Stealth in tall grass
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or pack (3–8)
  Treasure incidental
  Dire hyenas (known to many as hyaenodons) are more 
  fearsome than their smaller cousins. While hyaenodons 
  won’t turn down carrion as a handy meal, they much prefer 
  to hunt for prey. A pack of dire hyenas rarely stops moving 
  and hunting for anything other than sleep, mating, or 
  food. Hyaenodons are 6 feet tall at the 
  shoulder and often over 12 feet long. 
  They weigh 900 pounds.
  Gnolls have been known to 
  train hyaenodons to serve in 
  their lairs as guardians, 
  or more commonly as 
  fearsome mounts.
  This hyena is covered in shaggy, tan-colored fur with black and 
  brown stripes.
  This large hyena has a thick head, rheumy red eyes, and a mouth 
  filled with sharp, powerful teeth.
  Hydra–Hyena
  Hydra–Hyena
  179
  179
  Illustration by Imaginary Friends
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757110
  757110
  451097
  451097
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757111
  757111
  451098
  451098
  Intellect Devourer
  InTELLECT DEVOURER 
   CR 8
  XP 4,800
  CE Small aberration 
  Init +10; Senses blindsight 60 ft., detect magic; Perception +19
  DEfEnSE
  AC 22, touch 17, flat-footed 16 (+6 Dex, +5 natural, +1 size)
  hp 84 (8d8+48)
  fort +7, Ref +8, Will +8
  DR 10/adamantine and magic; Immune fire, mind-affecting 
  effects; Resist cold 20, electricity 20, sonic 20; SR 23
  Weaknesses vulnerability to protection from evil
  OffEnSE
  Speed 40 ft.
  Melee 4 claws +13 (1d4+1)
  Special Attacks body thief, sneak attack +3d6
  Spell-Lilke Abilities (CL 8th)
  Constant—detect magic
  At will—confusion (DC 17, single target only), daze monster 
  (DC 15, no HD limit), inflict serious wounds (DC 16), 
  invisibility, reduce size (as reduce person but self only)
  3/day—cure moderate wounds, globe of invulnerability
  STATISTICS
  Str 12, Dex 23, Con 21, Int 16, Wis 10, Cha 17
  Base Atk +6; CMB +6; CMD 22 (26 vs. trip)
  feats Improved Initiative, Iron Will, Toughness, Weapon Finesse
  Skills Bluff +19, Disguise +11, Knowledge (local) +14, Perception 
  +19, Sense Motive +8, Stealth +29, Use Magic Device +11; 
  Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth
  Languages Undercommon (cannot speak); telepathy 100 ft.
  ECOLOgy
  Environment any underground
  Organization solitary, brood (2–6), or tribe (7–16)
  Treasure double
  SPECIAL ABILITIES
  Body Thief (Su) As a full-round action that provokes 
  an attack of opportunity, 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. This is a coup de grace 
  attempt that inflicts 8d4+3d6+8 points of damage. 
  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.
  Vulnerable to Protection from Evil (Ex) An intellect devourer 
  is treated as a summoned creature for the purpose of 
  determining how it is affected by a protection from evil spell.
  Thought by some to be invaders from another dimension 
  or planet, the sinister intellect devourers are certainly one 
  of the world’s cruelest races. Incapable of experiencing 
  emotions or wallowing in the sins of physical pleasure on 
  their own, intellect devourers are forced to steal bodies in 
  order to indulge their gluttony, lust, and cruelty. Stories 
  tell of entire cities of these creatures deep underground, 
  where host bodies are worn like clothes to hideous orgies 
  and vile feasts. Lone intellect devourers often dwell in 
  ruins or caves on the edge of a civilized region so they can 
  make periodic forays into town to “shop” for an attractive 
  new body.
  An intellect devourer is 3 feet long and weighs about 
  60 pounds.
  Devoid of a head, or any features at all save for four short, clawed 
  legs, this creature’s body looks like a large, glistening brain.
  180
  180
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757111
  757111
  451098
  451098
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757112
  757112
  451099
  451099
  Invisible Stalker
  InVISIBLE STALkER 
  CR 7
  XP 3,200
  N Medium outsider (air, elemental, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEfEnSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 80 (7d10+42)
  fort +13, Ref +11, Will +4
  Defensive Abilities natural invisibility; Immune elemental traits
  OffEnSE
  Speed 30 ft., fly 30 (perfect)
  Melee 2 slams +12 (2d6+4)
  STATISTICS
  Str 18, Dex 19, Con 22, Int 14, Wis 15, Cha 11
  Base Atk +7; CMB +11; CMD 25
  feats Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Weapon Focus (slam)
  Skills Acrobatics +14, Bluff +10, Fly +22, Knowledge (planes) +12, 
  Perception +12, Sense Motive +12, Stealth +14, Survival +12 
  Languages Auran, Common
  SQ improved tracking
  ECOLOgy
  Environment any (Plane of Air)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Improved Tracking (Ex) An invisible stalker takes no penalty to 
  Survival checks when tracking and moving at any speed. 
  natural Invisibility (Ex) 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 the invisibility 
  purge spell. 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.
  Very little is known about these enigmatic and mysterious 
  creatures, as their very nature makes details of their true 
  form difficult to discern. Brought to this world from 
  the Plane of Air, these creatures fulfill tasks for those 
  who conjure them. Invisible stalkers act as guardians, 
  assassins, and trackers, occupations in which they excel. 
  Their natural invisibility and skill at stealth allow them 
  to follow their quarry without detection and give them the 
  upper hand when it comes to exterminating a mark.
  Many invisible stalkers resent this and see these petty 
  tasks as nothing more than chores dictated by mortals. 
  When given a particularly complex or bothersome task, an 
  invisible stalker seeks to find a loophole in a poorly worded 
  instruction. For instance, wizards calling an invisible 
  stalker into service with the instructions “protect me 
  from danger” might find themselves escorted to a faraway 
  hidden location, or even brought to the Plane of Air.
  Due to their constant summoning, many invisible 
  stalkers harbor hostility for those dwelling on the Material 
  Plane. Those invisible stalkers new to the mortal world 
  only know the stories of their kind and tend to keep an 
  open mind about the intentions of those who call them. 
  Over time, or in the service of a particularly vile master, 
  invisible stalkers form negative opinions of these creatures 
  of flesh and bone, leading to their tendency to pervert 
  their instructions and cause harm to their masters. For 
  older and more experienced invisible stalkers, the only 
  thing protecting those who summon them is the magic 
  that binds them. These creatures automatically try to use 
  inconsistencies in the wording of their tasks and literal 
  twists on the intention to find a way to inconvenience, 
  injure, or even kill the priest or arcanist that brought them 
  to the plane.
  No true form can be detected, yet a sense of force and hulking 
  malevolence is undeniable in this creature’s presence.
  Intellect Devourer–Invisible Stalker
  Intellect Devourer–Invisible Stalker
  181181
  Illustration by Tyler Walpole
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757112
  757112
  451099
  451099
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757113
  757113
  451100
  451100
  Iron Cobra
  IROn COBRA 
  CR 2
  XP 600
  N Small construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEfEnSE
  AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
  hp 15 (1d10+10)
  fort +0, Ref +2, Will +0
  DR 5/—; Immune construct traits; SR 13
  OffEnSE
  Speed 40 ft.
  Melee bite +3 (1d6+1 plus poison) 
  STATISTICS
  Str 12, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +1; CMB +1; CMD 13 (can’t be tripped)
  Skills Stealth +12; Racial Modifiers +6 Stealth 
  SQ find target
  ECOLOgy
  Environment any
  Organization solitary, pair, or nest (3–10)
  Treasure none
  SPECIAL ABILITIES
  find Target (Su) 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 (Ex) 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 Fort DC 11; frequency 
  1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
  The iron cobra is a simple construct that resembles 
  a hooded cobra made out of metal. The iron cobra is 
  typically used as a bodyguard or guardian of treasure, 
  though its magical ability to unerringly locate creatures 
  means it is also used as an assassin. Since an 
  iron cobra’s poison reservoir can contain 
  multiple types of venom, the construct’s 
  specific use can be further tailored by 
  varying the poison used. Some spellcasters even fill these 
  reservoirs with potions, so that when the cobra bites, it 
  injects the potion into its target. This is a somewhat 
  dangerous method for gaining the effects of a potion, but 
  it does free up the cobra’s master to do other things in a 
  combat round apart from quaffing potions.
  Iron is the most common material for these creations, 
  but some crafters prefer more exotic materials when 
  creating the serpentine constructs.
  Adamantine Cobra (+1 CR): This cobra is more solidly 
  built than others. Its natural armor bonus increases to 
  +12, it gains +5 hp per HD, and it gains DR 10/—.
  Darkwood Cobra (+0 CR): This cobra is more mobile; it 
  gains a swim speed of 30 ft. and a climb speed of 20 ft.
  Mithral Cobra (+1 CR): This cobra is much swifter. Its 
  Dexterity increases by +4 and its speed to 70 ft., and it can 
  make 2 bite attacks per round as a full attack action.
  Construction
  An iron cobra’s body is built from 100 pounds of magically 
  treated materials (typically iron).
  IROn COBRA
  CL 7th; Price 4,000 gp (iron); 20,000 gp (adamantine), 5,000 
  (darkwood), or 10,000 gp (mithral)
  COnSTRUCTIOn
  Requirements Craft Construct, animate object, discern location, 
  geas/quest; Skill Craft (armor), Craft (blacksmithing), Craft 
  (carpentry [for darkwood cobras only]), or Craft (weapons) 
  DC 15; Cost 2,000 gp (iron); 10,000 gp (adamantine); 2,500 
  gp (darkwood); 5,000 gp (mithral)
  This creature resembles a small, metallic cobra. Its body is made 
  of overlapping iron plates, and its eyes are pinpoints of red light.
  182
  182
  Illustration by Francis Tsai
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757113
  757113
  451100
  451100
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757114
  757114
  451101
  451101
  Kobold
  kOBOLD 
  CR 1/4
  XP 100
  Kobold warrior 1
  LE Small humanoid (reptilian)
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
  hp 4 (1d8)
  fort +2, Ref +1, Will –1
  Weaknesses light sensitivity
  OffEnSE
  Speed 30 ft.
  Melee spear +1 (1d6–1)
  Ranged sling +3 (1d3)
  STATISTICS
  Str 9, Dex 13, Con 10, Int 10,
  Wis 9, Cha 8
  Base Atk +1; CMB –1; CMD 10
  feats Skill Focus (Perception)
  Skills Craft (trapmaking) +6, 
  Perception +4, Stealth +6; 
  Racial Modifiers +2 Craft 
  (trapmaking), +2 Perception, 
  +2 Profession (miner)
  Languages Common, Draconic
  SQ crafty
  ECOLOgy
  Environment temperate 
  underground or deep forest
  Organization solitary, gang (2–4), 
  nest (5–30 plus equal number of 
  noncombatants, 1 sergeant of 3rd 
  level per 20 adults, and 1 leader 
  of 4th–6th level), or tribe (31–300 
  plus 35% noncombatants, 1 
  sergeant of 3rd level per 20 adults, 
  2 lieutenants of 4th level, 1 leader of 
  6th–8th level, and 5–16 dire rats)
  Treasure NPC gear (leather armor, 
  spear, sling, other treasure)
  SPECIAL ABILITIES
  Crafty (Ex) Craft (trapmaking) and 
  Stealth are always class skills for a 
  kobold.
  Kobolds are creatures of the dark, 
  found most commonly in enormous 
  underground warrens or the dark 
  corners of the forest where the sun is unable to reach. Due 
  to their physical similarities, kobolds loudly proclaim 
  themselves the scions of dragonkind, destined to rule the 
  earth beneath the wings of their great god-cousins, but 
  most dragons have little use for the obnoxious pests.
  While they may speak loudly of divine right and 
  manifest destiny, kobolds are keenly aware of their own 
  weakness. Cowards and schemers, they never fight fair if 
  they can help it, instead setting up ambushes and double-
  crosses, holing up in their warrens behind countless 
  crude but ingenious traps, or rolling over the enemy in 
  vast, yipping hordes.
  Kobold coloration varies even among siblings from 
  the same egg clutch, ranging through the colors of the 
  chromatic dragons, with red being the most common but 
  white, green, blue, and black kobolds not unheard of.
  Kobold Characters
  Kobolds are defined by their class levels—they do not 
  possess racial Hit Dice. A kobold with NPC class levels 
  takes a –3 penalty to its CR (rather than the normal –2 
  penalty). All kobolds have the following racial traits.
  –4 Strength, +2 Dexterity, –2 Constitution: Kobolds 
  are fast but weak.
  Small: Kobolds are Small and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, 
  a –1 penalty to their CMB and CMD, and a +4 
  size bonus on Stealth checks.
  Normal Speed: Kobolds have a base 
  speed of 30 feet.
  Darkvision: Kobolds can see in the dark up to 
  60 feet.
  Armor: Kobolds have a +1 natural 
  armor bonus.
  Crafty: Kobolds gain a 
  +2 racial bonus on Craft 
  (trapmaking), Perception, 
  and Profession 
  (miner) checks. Craft 
  (trapmaking) and 
  Stealth are always class 
  skills for a kobold.
  Weakness: Light 
  sensitivity (see page 301).
  Languages: Kobolds 
  begin play speaking 
  only Draconic. 
  Kobolds who have 
  high Intelligence 
  scores can choose 
  any of the following bonus 
  languages: Common, Dwarven, 
  Gnome, and Undercommon.
  This short, reptilian humanoid has scaled skin, a snout filled 
  with tiny teeth, and a long tail.
  Iron Cobra–Kobold
  Iron Cobra–Kobold
  183
  183
  Illustration by Imaginary Friends
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757114
  757114
  451101
  451101
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757115
  757115
  451102
  451102
  Kraken
  kRAkEn 
  CR 18
  XP 153,600
  NE Gargantuan magical beast (aquatic)
  Init +4; Senses darkvision 120 ft., low-light vision; Perception +28
  DEfEnSE
  AC 32, touch 6, flat-footed 32 (+26 natural, –4 size)
  hp 290 (20d10+180)
  fort +21, Ref +12, Will +11
  Immune cold, mind-affecting effects, poison
  OffEnSE
  Speed 10 ft., swim 40 ft., jet 280 ft.
  Melee 2 arms +26 (2d6+10/19–20 plus grab), 8 tentacles +24 
  (1d8+5 plus grab), bite +26 (2d8+10)
  Space 20 ft.; Reach 20 ft. (60 ft. with arm, 40 ft. with tentacle)
  Special Attacks constrict (tentacles, 1d8+10), ink cloud, rend ship
  Spell-Like Abilities (CL 15th)
  1/day—control weather, control winds, dominate monster (DC 
  24, animal only), resist energy
  STATISTICS
  Str 30, Dex 10, Con 29, Int 21, Wis 20, Cha 21
  Base Atk +20; CMB +34 (+38 grappling); CMD 44 (can’t be tripped)
  feats Bleeding Critical, Blind-Fight, Cleave, Combat 
  Expertise, Critical Focus, Improved Critical (arm), Improved 
  Initiative, Improved Trip, Multiattack, Power Attack
  Skills Intimidate +25, Knowledge (geography) +25, Knowledge 
  (nature) +25, Perception +28, Stealth +11, Swim +41, Use 
  Magic Device +25
  Languages Aquan, Common
  SQ tenacious grapple
  ECOLOgy
  Environment any ocean
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Ink Cloud (Ex) 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. The save DC against the poison 
  effect is Constitution-based. 
  Kraken Ink: Ink cloud—contact; save Fort 
  DC 29; frequency 1/round for 10 rounds; effect 1 
  Str damage plus nausea; cure 2 consecutive saves.
  This tremendous leviathan resembles a vast squid, yet the 
  markings on its body are strangely unsettling to look upon.
  jet (Ex) 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 (Ex) 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 a CMB check opposed by the ship’s 
  captain’s Profession (sailor) check, but the kraken gets a 
  cumulative +4 bonus on the check for each size category 
  smaller than Gargantuan 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.
  Tenacious grapple (Ex) A kraken does not gain the grappled 
  condition if it grapples a foe with its arms or tentacles.
  The legendary kraken is one of the greatest of sailors’ 
  fears, for here is a creature the size of a whale, one that 
  can strike from the unseen depths below, can command 
  the winds and weather that a ship needs to move, and 
  possesses the cruel intellect of the world’s most creative 
  and spiteful criminals. Some believe krakens to 
  be a punishment of the gods, while others 
  hold them to be the true lords of the deep, 
  with the air-breathing races naught but 
  their cattle.
  A kraken measures nearly 100 
  feet in length and weighs 
  4,000 pounds.
  184
  184
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757115
  757115
  451102
  451102
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757116
  757116
  451103
  451103
  Kyton
  kyTOn 
  CR 6
  XP 2,400
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEfEnSE
  AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
  hp 60 (8d10+16); regeneration 2 (good weapons and spells, 
  silver weapons)
  fort +8, Ref +9, Will +3
  DR 5/silver or good; Immune cold; SR 17
  OffEnSE
  Speed 30 ft.
  Melee 4 chains +11 (2d4+2)
  Space 5 ft; Reach 5 ft. (10 ft. with chains)
  Special Attacks dancing chains, 
  unnerving gaze
  STATISTICS
  Str 15, Dex 17, Con 14, Int 11, Wis 12, 
  Cha 12
  Base Atk +8; CMB +10; CMD 23
  feats Alertness, Blind-Fight, 
  Improved Initiative, Weapon Focus 
  (chain)
  Skills Acrobatics +14, Climb +13, Craft 
  (blacksmithing) +11, Escape Artist 
  +14, Intimidate +12, Perception +14
  Languages Common, Infernal
  SQ chain armor
  ECOLOgy
  Environment any
  Organization solitary, pair, link (3–6), or 
  chain (7–20)
  Treasure standard
  SPECIAL ABILITIES
  Chain Armor (Ex) 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 (Su) A kyton can control 
  up to four chains within 20 feet as a 
  standard action, 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 
  Wickedly barbed chains adorn this lean figure, and gaps in the 
  bindings reveal deathly pale flesh etched with jagged scars.
  Kraken–Kyton
  Kraken–Kyton
  creature can attempt a DC 15 Will 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. The save DC is Charisma-based.
  Unnerving gaze (Su) Range 30 ft., Will DC 15 negates. A kyton 
  can make its face resemble one of an opponent’s departed 
  loved ones or bitter enemies. Those who fail their saves 
  become shaken for 1d3 rounds. This is a mind-affecting fear 
  effect. The save DC is Charisma-based.
  Often classified among the ranks of the infernal and called 
  chain devils by the uninitiated, the sadomasochistic 
  kytons are not true devils. Although some 
  are known to live in Hell, kytons 
  exist outside of the hierarchies 
  established by Asmodeus and his 
  archdevils and can often be found 
  on other planes, particularly 
  on the Plane of Shadow. Many 
  suggest that kytons were natives 
  of Hell who existed there before 
  the advent of devilkind, while 
  others hypothesize they were 
  later brought to the plane by some 
  sadistic power. Regardless of their 
  origins, kytons roam the planes 
  in their lust to cause and receive 
  suffering, seeking pain through 
  violent abductions and sadistic 
  debauches.
  The kyton presented here is a 
  typical member of this fiendish race 
  of outsiders, but is by no means the 
  only type of its kind. Just as there 
  are numerous different species of 
  demon and devil, rumor holds that 
  different kinds of kytons dwell in their 
  jangling cities in Hell and on the Plane 
  of Shadow. These kytons are invariably 
  more powerful than the one presented 
  here, often having spell-like abilities or 
  hideous and unsettling special attacks 
  along the themes of torture and pain. 
  Rumor holds that the most powerful 
  kytons are completely inhuman, 
  and that these monsters are the 
  true progenators of the kyton 
  race—the 
  kyton 
  presented 
  here but the result of unholy 
  dalliances 
  with 
  their 
  unfortunate victims.
  185
  185
  Illustration by Tyler Wapole
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757116
  757116
  451103
  451103
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757117
  757117
  451104
  451104
  Lamia
  LAMIA 
  CR 6
  XP 2,400
  CE Large monstrous humanoid
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +15
  DEfEnSE
  AC 20, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +7 natural, –1 size)
  hp 67 (9d10+18)
  fort +6, Ref +9, Will +11
  OffEnSE
  Speed 60 ft.
  Melee +1 dagger +13/+8 (1d4+5/19–20), touch +7 (1d4 Wisdom 
  drain), 2 claws +7 (1d4+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks Wisdom drain
  Spells known (CL 9th)
  At will—disguise self, ventriloquism
  3/day—charm monster (DC 15), major image (DC 14), mirror 
  image, suggestion (DC 14)
  1/day—deep slumber (DC 14)
  STATISTICS
  Str 18, Dex 16, Con 14, Int 13, Wis 17, Cha 13
  Base Atk +9; CMB +14; CMD 28 (32 vs. trip)
  feats Dodge, Great Fortitude, Iron Will, Mobility, Spring Attack
  Skills Bluff +9, Diplomacy +4, Disguise +6, Intimidate +10, 
  Knowledge (religion) +4, Perception +15, Stealth +15, 
  Survival +12; Racial Modifiers +4 Bluff, +4 Stealth
  Languages Abyssal, Common
  SQ undersized weapons
  ECOLOgy
  Environment temperate deserts
  Organization solitary, pair, or cult (3–12)
  Treasure double (+1 dagger, other treasure)
  SPECIAL ABILITIES
  Undersized Weapons (Ex) Although a lamia is Large, 
  its upper torso is the same size as that of a Medium 
  humanoid. As a result, lamias wield weapons as if they 
  were one size category smaller than their actual size 
  (Medium for most lamias).
  Wisdom Drain (Su) A lamia drains 1d4 points of Wisdom 
  each time it hits with its melee touch attack. (Unlike with 
  other kinds of ability drain attacks, a lamia does not heal 
  any damage when it uses its Wisdom drain.) Lamias try to 
  use this power early in an encounter to make foes more 
  susceptible to charm monster and suggestion.
  The hate-filled inheritors of an ancient curse, lamias 
  appear as lean and attractive women from the waist up, 
  while below they possess the bodies of powerful lions. Even 
  their humanoid features bear distinctly feline traits, their 
  eyes slitted and feral and their teeth like predatory fangs. 
  A typical lamia stands over 6 feet tall, measures more than 
  8 feet long, and weighs upward of 650 pounds.
  Lamias are attracted to the ruined and forsaken parts of 
  the world. Crumbling keeps, abandoned cities, and forgotten 
  monuments all satisfy these deadly hunters’ cruel aesthetic—
  particularly those in arid or otherwise lifeless environs. 
  Foremost, though, lamias favor decrepit temples. They 
  delight in seeing the shrines of good deities in ruins and go 
  out of their way to bring hardship to thriving holy places.
  Lamias look to the eldest female of the group as their 
  leader, mother, and shaman, cleaving to her with fanatical 
  reverence. While lamias shun most religious followings—
  viewing such as the source of the curse that blighted 
  them with bestial forms—lamia elders claim to hear the 
  whispers of the scouring desert winds and know the cold 
  whims of the stars, drawing upon such mystical sources to 
  lead their people.
  The lamias presented here are but the most common and 
  least powerful members of this cursed race, with others 
  bearing serpentine, avian, and even more perverse forms.
  This creature’s upper torso is that of a comely woman with cat’s 
  eyes and sharp fangs, while her lower body is that of a lion.
  186
  186
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757117
  757117
  451104
  451104
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757118
  757118
  451105
  451105
  Leech, Giant
  Leech Swarm
  gIAnT LEECh 
  CR 2
  XP 600
  N Medium vermin (aquatic)
  Init +1; Senses blindsight 30 ft., scent; Perception +0
  DEfEnSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 19 (3d8+6)
  fort +4, Ref +2, Will +1
  Immune mind-affecting effects
  Weaknesses susceptible to salt
  OffEnSE
  Speed 5 ft., swim 20 ft.
  Melee bite +2 (1d6 plus attach)
  Special Attacks blood drain
  STATISTICS
  Str 11, Dex 12, Con 14, Int —, Wis 10, Cha 1
  Base Atk +2; CMB +2 (+10 when attached); CMD 13 (can’t be tripped)
  Skills Stealth +1 (+9 in swamps), Swim +8; Racial Modifiers +8 
  Stealth in swamps
  SQ amphibious
  ECOLOgy
  Environment temperate or warm marshes
  Organization cluster, pair, or brood (3–6)
  Treasure none
  SPECIAL ABILITIES
  Attach (Ex) When a giant leech hits with a bite attack, 
  it latches onto its target and automatically 
  grapplies. The giant leech loses its Dexterity 
  bonus to AC and has an AC of 10, but 
  holds on with great tenacity and 
  automatically inflicts bite damage each 
  round. A giant leech has a +8 racial 
  bonus to maintain its grapple on a foe 
  once it is attached. An attached giant 
  leech can be struck with a weapon or 
  grappled itself—if its prey manages to 
  win a grapple check or Escape Artist check 
  against it, the giant leech is removed.
  Blood Drain (Ex) A giant leech drains blood at the 
  end of each turn it is attached, inflicting 1 point 
  of Strength and Constitution damage.
  Susceptible to Salt (Ex) A handful of salt burns 
  a giant leech as if it were a flask of acid, 
  causing 1d6 points of damage per use.
  These invertebrate parasitic relatives of the 
  worm lurk in stagnant or slow-moving water, 
  waiting for a suitable host.
  LEECh SWARM 
  CR 4
  XP 1,200
  N Diminutive vermin (aquatic, swarm)
  Init +4; Senses blindsight 30 ft.; Perception +0
  DEfEnSE
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 39 (6d8+12)
  fort +7, Ref +6, Will +2
  Immune mind-affecting effects, swarm traits, weapon damage
  Weaknesses susceptible to salt (see giant leech)
  OffEnSE
  Speed 5 ft., swim 30 ft.
  Melee swarm (2d6 plus poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks blood drain, distraction (DC 15)
  STATISTICS
  Str 1, Dex 18, Con 15, Int —, Wis 10, Cha 2
  Base Atk +4; CMB —; CMD —
  Skills Stealth +1 (+9 in swamps), Swim +12; Racial Modifiers +8 
  Stealth in swamps, uses Dexterity to modify Swim checks
  ECOLOgy
  Environment temperate or warm marshes
  Organization solitary, pair, or infestation (3–6 swarms)
  Treasure none
  SPECIAL ABILITIES
  Blood Drain (Ex) Any living creature that begins its turn 
  with a leech swarm in its space is drained of its blood 
  and takes 1d3 points of Str and Con damage.
  Poison (Ex) Swarm—injury; save Fort DC 15; 
  frequency 1/round for 2 rounds; effect 1d4 
  Dexterity drain; cure 1 save.
  This horrifying cloud of ravenous, 
  blood-draining parasites eschews the 
  stealth of a lone leech’s methods in 
  favor of swift and merciless feeding.
  A parasite ballooned to monstrous proportions undulates in the 
  muck, its circular maw a spiral of teeth.
  A mass of wriggling black creatures each the size of a man’s finger 
  stirs the stagnant water before enveloping its victim.
  Lamia–Leech
  Lamia–Leech
  187
  187
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757118
  757118
  451105
  451105
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757119
  757119
  451106
  451106
  Lich
  LICh 
  CR 12
  XP 19,200
  Human lich necromancer 11
  NE Medium undead (augmented humanoid)
  Init +2; Senses darkvision 60 ft., life sight*; Perception +24
  Aura fear (60-ft. radius, DC 18)
  DEfEnSE
  AC 23, touch 14, flat-footed 21 (+4 armor, +2 deflection, +2 
  Dex, +5 natural)
  hp 111 (11d6+55 plus 15 false life)
  fort +6, Ref +7, Will +11
  Defensive Abilities channel resistance +4; DR 15/bludgeoning 
  and magic; Immune cold, electricity, undead traits
  OffEnSE
  Speed 30 ft.
  Melee touch +5 (1d8+5 plus paralyzing touch)
  Special Attacks grave touch* (9/day), paralyzing touch (DC 18), 
  power over undead* (9/day, DC 18)
  Spells Prepared (CL 11th)
  6th—circle of death (DC 22), globe of invulnerability, 
  maximized fireball (DC 19)
  5th—cloudkill (DC 21), cone of cold (DC 21), quickened magic 
  missile, waves of fatigue 
  4th—dimension door, enervation, fire shield, wall of ice (2)
  3rd—dispel magic (2), fireball (DC 19), suggestion (DC 19), 
  vampiric touch (2)
  2nd—darkness, extended mage armor (already cast), false life 
  (already cast), scorching ray (2), see invisibility, spectral hand
  1st—magic missile (3), ray of enfeeblement (2), shield (2)
  0—bleed (DC 16), detect magic, ray of frost, read magic
  Prohibited Schools illusion, transmutation
  STATISTICS
  Str 10, Dex 14, Con —, Int 22, Wis 14, Cha 16
  Base Atk +5; CMB +5; CMD 25
  feats Craft Wondrous Item, Defensive Combat Training, Extend 
  Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, 
  Maximize Spell, Quicken Spell, Scribe Scroll, Toughness
  Skills Craft (alchemy) +20, Intimidate +17, Knowledge (arcana) 
  +20, Knowledge (planes) +20, Linguistics +20, Perception 
  +24, Sense Motive +24, Spellcraft +20, Stealth +24; Racial 
  Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Aklo, Aquan, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, 
  Infernal, Orc, Undercommon
  ECOLOgy
  Environment any
  Organization solitary
  Treasure NPC gear (boots of levitation, headband of vast 
  intelligence +2 [Perception], ring of protection +2, potion of 
  invisibility, scroll of dominate person, scroll of teleport)
  *Necromancer power (Pathfinder RPG Core Rulebook, pages 81–82)
  Few creatures are more feared than the lich. The pinnacle 
  of necromantic art, the lich is a spellcaster who has chosen 
  to shed his life as a method to cheat death by becoming 
  undead. While many who reach such heights of power stop 
  at nothing to achieve immortality, the idea of becoming a 
  lich is abhorrent to most creatures. The process involves the 
  extraction of the spellcaster’s life-force and its imprisonment 
  in a specially prepared phylactery—the spellcaster gives up 
  life, but in trapping life he also traps his death, and as long 
  as his phylactery remains intact he can continue on in his 
  research and work without fear of the passage of time.
  The quest to become a lich is a lengthy one. While 
  construction of the magical phylactery to contain the 
  spellcaster’s soul is a critical component, a prospective lich 
  must also learn the secrets of transferring his soul into the 
  receptacle and of preparing his body for the transformation 
  into undeath, neither of which are simple tasks. Further 
  complicating the ritual is the fact that no two bodies or souls 
  are exactly alike—a ritual that works for one spellcaster 
  might simply kill another or drive him insane. The exact 
  methods for each spellcaster’s transformation are left to 
  the GM’s discretion, but should involve expenditures of 
  hundreds of thousands of gold pieces, numerous deadly 
  adventures, and a large number of difficult skill checks 
  over the course of months, years, or decades.
  The Lich’s Phylactery
  An integral part of becoming a lich is the creation of the 
  phylactery in which the character stores his soul. The only 
  way to get rid of a lich for sure is to destroy its phylactery. 
  Unless its phylactery is located and destroyed, a lich can 
  rejuvenate after it is killed (see Creating a Lich, below).
  Each lich must create its own phylactery by using the 
  Craft Wondrous Item feat. The character must be able to 
  cast spells and have a caster level of 11th or higher. The 
  phylactery costs 120,000 gp to create and has a caster level 
  equal to that of its creator at the time of creation.
  The most common form of phylactery is a sealed metal 
  box containing strips of parchment on which magical 
  phrases have been transcribed. The box is Tiny and has 40 
  hit points, hardness 20, and a break DC of 40.
  Other forms of phylacteries can exist, such as rings, 
  amulets, or similar items.
  Creating a Lich
  “Lich” is an acquired template that can be added to any living 
  creature (referred to hereafter as the base creature), provided 
  it can create the required phylactery. A lich retains all the base 
  creature’s statistics and special abilities except as noted here.
  Once fine robes hang in tatters from this withered corpse’s frame. 
  A pale blue light shines from where its eyes should be.
  188
  188
  Illustration by Michael Jaecks
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757119
  757119
  451106
  451106
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757120
  757120
  451107
  451107
  Lich
  Lich
  CR: Same as the base creature + 2.
  Alignment: Any evil.
  Type: The creature’s type changes to undead. Do not 
  recalculate BAB, saves, or skill ranks.
  Senses: A lich gains darkvision 60 ft.
  Armor Class: A lich has a +5 natural armor bonus or the 
  base creature’s natural armor bonus, whichever is better.
  Hit Dice: Change all of the creature’s racial Hit Dice 
  to d8s. All Hit Dice derived from class levels remain 
  unchanged. As undead, liches use their Charisma modifiers 
  to determine bonus hit points (instead of Constitution).
  Defensive Abilities: A lich gains channel resistance 
  +4, DR 15/bludgeoning and magic, and immunity to 
  cold and electricity (in addition to those granted by 
  its undead traits). The lich also gains the following 
  defensive ability.
  Rejuvenation (Su): 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.
  Melee Attack: A lich has a touch attack that it can use 
  once per round as a natural weapon. A lich fighting without 
  weapons uses its natural weapons (if it has any) in addition 
  to its touch attack (which is treated as a primary natural 
  weapon that replaces one claw or slam attack, if the 
  creature has any). A lich armed with a weapon uses its 
  weapons normally, and can use its touch attack as a 
  secondary natural weapon.
  Damage: A lich’s touch attack uses negative energy 
  to deal 1d8 points of damage to living creatures + 1 
  point of damage per 2 Hit Dice possessed by the lich. 
  As negative energy, this damage can be used to heal 
  undead creatures. A lich can take a full-round action 
  to infuse itself with this energy, healing damage as 
  if it had used its touch attack against itself.
  Special Attacks: A lich gains the two special attacks 
  described below. Save DCs are equal to 10 + 1/2 lich’s 
  HD + lich’s Cha modifier unless otherwise noted.
  Fear Aura (Su): Creatures of less than 5 HD in a 60-
  foot radius that look at the lich must succeed on a Will 
  save or become frightened. Creatures with 5 HD or 
  more must succeed at a Will save or be shaken 
  for a number of rounds equal to the lich’s Hit 
  Dice. A creature that successfully saves cannot 
  be affected again by the same lich’s aura for 24 hours. 
  This is a mind-affecting fear effect.
  Paralyzing Touch (Su): Any living creature a lich hits with 
  its touch attack must succeed on a Fortitude save or be 
  permanently paralyzed. Remove paralysis or any spell that 
  can remove a curse can free the victim (see the bestow curse 
  spell description, with a DC equal to the lich’s save DC). 
  The effect cannot be dispelled. Anyone paralyzed by a lich 
  seems dead, though a DC 20 Perception check or a DC 15 
  Heal check reveals that the victim is still alive.
  Abilities: Int +2, Wis +2, Cha +2. Being undead, a lich has 
  no Constitution score.
  Skills: Liches have a +8 racial bonus on Perception, Sense 
  Motive, and Stealth checks. A lich always treats Climb, Disguise, 
  Fly, Intimidate, Knowledge (arcana), Knowledge (religion), 
  Perception, Sense Motive, Spellcraft, and Stealth as class skills. 
  Otherwise, skills are the same as the base creature.
  189
  189
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757120
  757120
  451107
  451107
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757121
  757121
  451108
  451108
  CRAg LInnORM 
   CR 14
  XP 38,400
  CE Gargantuan dragon 
  Init +8; Senses darkvision 120 ft., low-light vision, scent, true 
  seeing; Perception +22
  DEfEnSE
  AC 29, touch 10, flat-footed 25 (+4 Dex, +19 natural, –4 size)
  hp 202 (15d12+105); regeneration 10 (cold iron)
  fort +16, Ref +15, Will +13
  Defensive Abilities freedom of movement; DR 15/cold 
  iron; Immune curse effects, fire, mind-affecting effects, 
  paralysis, poison, sleep; SR 25
  OffEnSE
  Speed 40 ft., fly 100 ft. (average), swim 60 ft.
  Melee bite +23 (2d8+12/19–20 plus poison), 2 claws +23 
  (1d8+12), tail +18 (2d6+6 plus grab) 
  Space 20 ft.; Reach 20 ft.
  Special Attacks breath weapon, constrict (tail, 2d6+18), 
  death curse
  STATISTICS
  Str 34, Dex 18, Con 25, Int 5, Wis 18, Cha 21
  Base Atk +15 (+35 grapple); CMB +31; CMD 45 (can’t be tripped)
  feats Blind-Fight, Cleave, Combat Reflexes, Improved 
  Bull Rush, Improved Critical (bite), Improved Initiative, 
  Lightning Reflexes, Power Attack
  Skills Fly +16, Perception +22, Swim +38
  Languages Aklo, Draconic, Sylvan
  ECOLOgy
  Environment cold hills
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Breath Weapon (Su) Once every 1d4 rounds as a 
  standard action, a crag linnorm can expel a 120-foot line of 
  magma, dealing 15d8 points of fire damage to all creatures 
  struck (Reflex DC 24 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 6d6 fire damage 
  the second round (Reflex DC 24 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 6d6 damage 
  (Reflex DC 24 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. The 
  save DC is Constitution-based.
  Death Curse (Su) When a creature slays a crag linnorm, the 
  slayer is affected by the curse of fire. 
  Curse of Fire: save Will DC 22; effect creature gains 
  vulnerability to fire. The save DC is Charisma-based.
  freedom of Movement (Ex) A crag linnorm is under the 
  constant effect of freedom of movement, as per the spell of 
  the same name. This effect cannot be dispelled.
  Poison (Su) Bite—injury; save Fort DC 24; frequency 1/round for 
  10 rounds; effect 2d6 fire damage and 1d4 Con drain; cure 2 
  consecutive saves. The save DC is Constitution-based.
  True Seeing (Ex) A crag linnorm has constant true seeing, as 
  per the spell of the same name.
  Like all linnorms, the deadly crag linnorm is a powerful, 
  primeval dragon, a denizen of the wild regions far north of 
  where most civilizations dare to tread. The crag linnorm 
  is among the weakest of its kind, yet still a devastating 
  predator in its own right. Favored, if not by the gods, 
  then by some primal intelligence of the mysterious world 
  of the fey, the linnorm bestows a powerful curse on any 
  who manage to slay it. A crag linnorm is 60 feet long and 
  weighs 12,000 pounds.
  Linnorm, Crag
  This immense, wingless dragon rears up on a serpentine body. Its 
  triple tail and powerful talons swipe at the air.
  190
  190
  Illustrations by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757121
  757121
  451108
  451108
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757122
  757122
  451109
  451109
  Linnorm, Ice
  ICE LInnORM 
   CR 17
  XP 102,400
  CE Colossal dragon 
  Init +10; Senses darkvision 120 ft., low-light vision, scent, true 
  seeing; Perception +26
  DEfEnSE
  AC 32, touch 8, flat-footed 26 (+6 Dex, +24 natural, –8 size)
  hp 279 (18d12+162); regeneration 10 (cold iron)
  fort +20, Ref +19, Will +16
  Defensive Abilities freedom of movement; DR 15/cold 
  iron; Immune cold, curse effects, mind-affecting effects, 
  paralysis, poison, sleep; SR 28
  OffEnSE
  Speed 40 ft., climb 40 ft., fly 100 ft. (average), swim 40 ft.
  Melee bite +24 (3d8+14/19–20 plus poison), 2 claws +24 
  (2d6+14), tail +19 (3d6+7 plus grab) 
  Space 30 ft.; Reach 30 ft.
  Special Attacks breath weapon, constrict (tail, 3d6+21), death curse
  STATISTICS
  Str 38, Dex 22, Con 29, Int 5, Wis 20, Cha 23
  Base Atk +18; CMB +40 (+49 grapple); CMD 56 (can’t 
  be tripped)
  feats Blind-Fight, Combat Reflexes, Improved Bull 
  Rush, Improved Critical (bite), Improved Initiative, 
  Improved Vital Strike, Lightning Reflexes, Power Attack, 
  Vital Strike
  Skills Climb +43, Fly +19, Perception +26, Swim +22
  Languages Aklo, Draconic, Sylvan
  ECOLOgy
  Environment cold hills and mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Breath Weapon (Su) Once every 1d4 rounds as a standard 
  action, an ice linnorm can expel a 60-foot cone of freezing, 
  viscous ooze, dealing 18d8 points of cold damage to all 
  creatures struck (Reflex DC 28 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 DC 25 Strength, Escape Artist, 
  or combat maneuver check.  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 feetper round. The save DC is Constitution-based.
  Death Curse (Su) When a creature slays an ice linnorm, the 
  slayer is affected by the curse of frost. 
  Curse of Frost: save Will DC 25; effect creature gains 
  vulnerability to cold. The save DC is Charisma-based.
  freedom of Movement (Ex) An ice linnorm is under the 
  constant effect of freedom of movement, as per the spell of 
  the same name. This effect cannot be dispelled.
  Poison (Su) Bite—injury; save Fort DC 28; frequency 1/round for 
  10 rounds; effect 4d6 cold damage and 1d6 Con drain; cure 3 
  consecutive saves. The save DC is Constitution-based.
  True Seeing (Ex) An ice linnorm has true seeing, as the spell of 
  the same name. This effect cannot be dispelled.
  The ice linnorm dwells amid glacial crevasses and atop 
  wind-blasted mountain peaks—tales speak of climbers 
  unwittingly clambering over the flanks of a particularly 
  immense ice linnorm coiled around a mountain, only to 
  find death at its furious fangs and claws at the summit of 
  their goal. During the fiercest winters, ice linnorms are 
  said to slither down to the lowlands to eat entire villages.
  An ice linnorm is 90 feet long and 
  weighs 18,000 pounds.
  A snake-like, dragon-headed monster of tremendous size rises up, 
  drifts of snow and ice tumbling from its coiling flanks.
  Linnorm, Crag–Linnorm, Ice
  Linnorm, Crag–Linnorm, Ice
  191191
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757122
  757122
  451109
  451109
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757123
  757123
  451110
  451110
  Linnorm, Tarn
  This nightmarishly huge, snake-like dragon possesses two equally 
  fearsome heads. Its twin jaws seethe with acid and poison.
  TARn LInnORM  
  CR 20
  XP 307,200
  CE Colossal dragon (aquatic)
  Init +12; Senses all-around vision, darkvision 120 ft., low-light 
  vision, scent, true seeing; Perception +40
  DEfEnSE
  AC 36, touch 10, flat-footed 28 (+8 Dex, +26 natural, –8 size)
  hp 385 (22d12+242); regeneration 15 (cold iron)
  fort +24, Ref +23, Will +20
  Defensive Abilities freedom of movement; DR 20/cold iron; 
  Immune acid, curse effects, flanking mind-affecting effects, 
  paralysis, poison, sleep; SR 31
  OffEnSE
  Speed 40 ft., fly 100 ft. (average), swim 80 ft.
  Melee 2 bites +30 (3d8+16/19–20 plus poison), 2 claws +30 
  (2d6+16), tail +25 (3d6+8 plus grab) 
  Space 30 ft.; Reach 30 ft.
  Special Attacks breath weapon, constrict (tail, 3d6+24), death curse
  STATISTICS
  Str 42, Dex 26, Con 32, Int 7, Wis 25, Cha 27
  Base Atk +22; CMB +46 (+50 grapple); CMD 64 (can’t be tripped)
  feats Awesome Blow, Blind-Fight, Combat Reflexes, Improved 
  Bull Rush, Improved Critical (bite), Improved Initiative, 
  Improved Overrun, Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Vital Strike
  Skills Fly +25, Perception +40, Stealth +17, Swim +49; Racial 
  Modifier +8 Perception 
  Languages Aklo, Draconic, Sylvan
  SQ amphibious
  ECOLOgy
  Environment cold lakes and swamps
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  All-Around Vision (Ex) A tarn linnorm’s two heads grant it a 
  +8 racial bonus on Perception checks. It cannot be flanked.
  Breath Weapon (Su) Once every 1d4 rounds as a standard 
  action, a tarn linnorm can expel a 120-foot line or a 60-foot 
  cone of acid, dealing 22d8 points of acid damage to all 
  creatures struck (Reflex DC 32 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 DC 32 Fortitude save or take 
  2d6 points of Strength damage 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-foot-
  long cones or two separate 120-foot-long lines. In this case it 
  cannot use its breath weapon again for 2d4 rounds. The save 
  DC is Constitution-based.
  Death Curse (Su) When a creature slays a tarn linnorm, the 
  slayer is affected by the curse of death. 
  Curse of Death: save Will DC 29; effect creature can no longer 
  be affected by healing spells and does not heal damage 
  naturally from rest. The save DC is Charisma-based.
  freedom of Movement (Ex) A tarn linnorm is under the 
  constant effect of freedom of movement, as the spell of the 
  same name. This effect cannot be dispelled.
  Poison (Su) Bite—injury; save Fort DC 32; frequency 1/round for 
  10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 
  consecutive saves. The save DC is Constitutuion-based.
  True Seeing (Ex) A tarn linnorm has true seeing, as the spell of 
  the same name. This effect cannot be dispelled.
  Although legends speak of even more powerful linnorms, it’s 
  hard to believe after witnessing the devastation a two-headed 
  tarn linnorm can wreak. Content to slumber away the centuries 
  at the bottom of dark mountain lakes, the tarn linnorms are 
  true horrors that even the mightiest of heroes fear.
  A tarn linnorm is 120 feet long and weighs 24,000 
  pounds.
  192
  192
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757123
  757123
  451110
  451110
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757124
  757124
  451111
  451111
  LIOn 
  CR 3
  XP 800
  N Large Animal 
  Init +7; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 32 (5d8+10)
  fort +6, Ref +7, Will +2
  OffEnSE
  Speed 40 ft.
  Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +7, 1d4+5)
  STATISTICS
  Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
  feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +11, Perception +9, Stealth +8 (+16 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in undergrowth)
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or pride (3–10)
  Treasure none
  Male lions are 5 to 8 feet long and weigh 330 to 550 
  pounds. Females are slightly smaller but use 
  the same statistics.
  Lions are usually the top animal 
  predators in their territories, though 
  they resort to scavenging if 
  convenient or necessary. They 
  may kill other predators 
  (such as leopards and 
  hyenas) that encroach upon 
  their haunts, but rarely 
  eat these kills unless game 
  is scarce. Most lions do not 
  selectively hunt humanoids, 
  but occasionally one learns 
  what easy kills they are and 
  becomes a man-eater. 
  Lions prefer plains but 
  can adapt to living in 
  shallow caves as long 
  as there’s a large and 
  stable supply of prey to 
  keep them fed.
  DIRE LIOn (SPOTTED LIOn) CR 5
  XP 1,600
  N Large Animal 
  Init +6; Senses low-light vision, scent; Perception +11
  DEfEnSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 60 (8d8+24)
  fort +9, Ref +8, Will +3
  OffEnSE
  Speed 40 ft.
  Melee bite +12 (1d8+7 plus grab), 2 claws +13 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +13, 1d6+7)
  STATISTICS
  Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 26 (30 vs. trip)
  feats Improved Initiative, Run, Skill Focus (Perception), 
  Weapon Focus (claw)
  Skills Acrobatics +11, Perception +11, Stealth +7 (+15 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in undergrowth)
  ECOLOgy
  Environment warm plains or hills
  Organization solitary, pair, or pride (3–8)
  Treasure incidental
  Dire lions, known locally as spotted 
  lions or cave lions, are immense 
  predators that can grow 
  up to 15 feet long and 
  weigh up to 3,500 
  pounds. Although they 
  are merely animals, 
  these large creatures 
  seem to take an 
  almost sadistic glee 
  in playing with 
  and tormenting 
  their prey before 
  eventually devouring 
  it. As a result, many 
  tribes view dire 
  lions as the spawn 
  of evil gods, and 
  hunt them down 
  as soon as their 
  presence in a region 
  becomes obvious.
  Lion
  Lion, Dire
  This great cat’s muscles flex visibly under its skin as it bares its 
  fangs and shakes its thick mane of hair.
  This immense spotted lion stands as tall as a man at the 
  shoulder, its fur matted with the blood of its victims.
  Linnorm, Tarn–Lion
  Linnorm, Tarn–Lion
  193
  193
  Illustration by Kieran Yanner
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757124
  757124
  451111
  451111
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757125
  757125
  451112
  451112
  Lizard, Monitor
  Lizard, Giant Frilled
  MOnITOR LIzARD 
  CR 2
  XP 600
  N Medium animal 
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 22 (3d8+9)
  fort +8, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., swim 30 ft. 
  Melee bite +5 (1d8+4 plus grab and poison)
  STATISTICS
  Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +5 (+9 grapple); CMD 17 (21 vs. trip)
  feats Great Fortitude, Skill Focus (Perception)
  Skills Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), 
  Swim +11; Racial Modifiers +4 Stealth (+8 in undergrowth)
  ECOLOgy
  Environment warm forests or plains
  Organization solitary, pair, or pack (3–8)
  Treasure none
  SPECIAL ABILITIES
  Poison (Su) Bite—injury; save Fort DC 14; onset 1 minute; 
  frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; 
  cure 1 save. The save DC is Constitution-based.
  Monitor lizards are large enough to pose a threat to humans, 
  and in some societies are often mistaken for dragons. 
  Some can reach lengths of 10 feet or more 
  and weights of 350 pounds.
  Monitor Lizard 
  Companions
  Starting Statistics: 
  Size Small; Speed 30 
  ft., swim 30 ft.; AC 
  +1 natural armor; 
  Attack bite (1d6 plus 
  grab); Ability Scores 
  Str 13, Dex 17, Con 
  12, Int 2, Wis 12, Cha 
  6; Special Qualities low-
  light vision, scent.
  7th-Level 
  Advancement: 
  Size Medium; AC +2 natural 
  armor; Attack bite (1d8 plus grab and 
  poison); Ability Scores Str +4, 
  Dex –2, Con +4.
  gIAnT fRILLED LIzARD 
  CR 5
  XP 1,600
  N Large animal 
  Init +5; Senses low-light vision, scent; Perception +11
  DEfEnSE
  AC 18, touch 10, flat-footed 17 (+8 armor, +1 Dex, –1 size)
  hp 59 (7d8+28)
  fort +11, Ref +8, Will +4
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +9 (2d6+5), tail +4 (1d8+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks intimidating charge
  STATISTICS
  Str 21, Dex 13, Con 19, Int 2, Wis 14, Cha 10
  Base Atk +5; CMB +11; CMD 22 (26 vs. trip)
  feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Skill Focus (Perception)
  Skills Climb +13, Perception +11, Stealth +8; Racial Modifiers 
  +4 Stealth
  ECOLOgy
  Environment warm forest, plains, or hills
  Organization solitary, pair, or pack (3–8)
  Treasure none
  SPECIAL ABILITIES
  Intimidating Charge (Ex) When a giant frilled lizard charges, it 
  hisses ferociously, extends its neck frills, and darts forward 
  on its hind legs, increasing its base speed 
  to 50 feet for that round. In addition 
  to the normal effects of a 
  charge, the creature charged 
  must make a DC 13 
  Will save or be shaken 
  for 1d6 rounds. This 
  is a fear effect. 
  The save DC is 
  Charisma-based.
  This lizard is a 
  true behemoth—
  an 
  apex 
  predator 
  found in tropical regions. 
  Many species of giant lizard 
  exist—other species lack this lizard’s 
  intimidating charge special ability 
  but might have other special attacks 
  like grab, trip, constrict (with a bite), 
  or pounce.
  This immense lizard moves with a slow but relentless gait. Its feet 
  end in large talons, and ropes of drool hang from its toothy maw.
  This bright-eyed lizard is larger than a horse. As it hisses in anger, 
  a brightly colored frill extends around its neck.
  194
  194
  Illustration by Imaginary Friends
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757125
  757125
  451112
  451112
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757126
  757126
  451113
  451113
  Lizardfolk
  LIzARDfOLk 
  CR 1
  XP 400
  N Medium humanoid (reptilian)
  Init +0; Senses Perception +1
  DEfEnSE
  AC 17, touch 10, flat-footed 17 (+5 natural, +2 shield)
  hp 11 (2d8+2)
  fort +4, Ref +0, Will +0
  OffEnSE
  Speed 30 ft., swim 15 ft.
  Melee morningstar +2 (1d8+1), claw 
  +0 (1d4), bite +0 (1d4)
  Ranged javelin +1 (1d6+1)
  STATISTICS
  Str 13, Dex 10, Con 13, Int 9, Wis 
  10, Cha 10
  Base Atk +1; CMB +2; CMD 12
  feats Multiattack
  Skills Acrobatics +2, Perception +1, Swim +10; 
  Racial Modifiers +4 Acrobatics
  Languages Draconic
  SQ hold breath
  ECOLOgy
  Environment temperate swamps
  Organization solitary, pair, band (3–12), or tribe (13–60)
  Treasure NPC gear (heavy wooden shield, morningstar, 3 
  javelins)
  SPECIAL ABILITIES
  hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it 
  risks drowning.
  Lizardfolk are proud and powerful reptilian predators 
  that make their communal homes in scattered villages 
  deep within swamps and marshes. Uninterested in 
  colonization of the dry lands and content with the simple 
  weapons and rituals that have served them well for 
  millennia, lizardfolk are viewed by many other races as 
  backwater savages, but within their isolated communities 
  lizardfolk are actually a vibrant people filled with 
  tradition and an oral history stretching back to before 
  humans walked upright.
  Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 
  250 pounds, their powerful muscles covered in scales of 
  gray, green, or brown. Some breeds have short dorsal 
  spikes or brightly colored frills, and all swim 
  well by moving with flicks of their powerful 
  4-foot-long tails. While completely at home in 
  the water, they breathe air and return to their clustered 
  mound-dwellings to breed and sleep. As their reptilian 
  blood makes them sluggish in the cold, most lizardfolk 
  hunt and work during the day and retreat to their homes 
  at night to curl up with other tribesmen in the shared 
  warmth of large peat fires.
  Though generally neutral, lizardfolks’ standoffish 
  demeanor, staunch rejection of civilization’s “gifts,” 
  and legendary ferocity in battle cause them to be viewed 
  negatively by most humanoids. These traits stem 
  from good reasons, however, as their own slow rate of 
  reproduction is no match for warm-blooded humanoids, 
  and those tribes who don’t defend their wetland territories 
  to the last breath quickly find themselves overwhelmed 
  by the mammalian hordes. As for their tendency to 
  consume the bodies of dead friends and enemies alike, 
  the practical lizardfolk are quick to point out that life is 
  hard in the swamp, and nothing should go to waste.
  The lizardfolk presented here dwell in a swampy 
  environment. Lizardfolk tribes can exist in other 
  environments as well, but they lose their swim 
  speed 
  and 
  instead 
  gain a climb speed 
  of 15 feet.
  This reptilian humanoid has green scales, a short and toothy 
  snout, and a thick alligator-like tail.
  Lizard–Lizardfolk
  Lizard–Lizardfolk
  195
  195
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757126
  757126
  451113
  451113
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757127
  757127
  451114
  451114
  Lycanthrope
  Lycanthropes are humanoids with the ability to turn into 
  animals and animal-humanoid hybrid shapes. Natural 
  lycanthropes are born with this ability and have perfect 
  control over their shapechanging. Afflicted lycanthropes 
  contract this ability like a curse or disease from another 
  lycanthrope; they sometimes change form involuntarily.
  Creating a Lycanthrope
  “Lycanthrope” is an inherited (for natural lycanthropes) 
  or acquired (for afflicted lycanthropes) template that can 
  be added to any humanoid.
  Challenge Rating: Same as base creature or base animal 
  (whichever is higher) + 1.
  Size and Type: The creature (referred to hereafter as 
  the base creature) gains the shapechanger subtype. The 
  lycanthrope takes on the characteristics of some type 
  of animal (referred to hereafter as the base animal) 
  within one size category of the base creature’s size. A 
  lycanthrope’s hybrid form is the same size as the base 
  animal or the base creature, whichever is larger.
  AC: In hybrid or animal form the lycanthrope has the 
  natural armor bonus of the base animal increased by +2.
  Defensive Abilities: A natural lycanthrope gains DR 10/
  silver in animal or hybrid form. An afflicted lycanthrope 
  gains DR 5/silver in animal or hybrid form.
  Speed: Same as the base creature or base animal, 
  depending on which form the lycanthrope is using. 
  Hybrids use the base creature’s speed.
  Melee: A lycanthrope gains natural attacks in animal 
  and hybrid forms according to the base animal.
  Special Attacks: A lycanthrope retains all the special 
  attacks, qualities, and abilities of the base creature. 
  In hybrid or animal form it gains the special attacks, 
  qualities, and abilities of the base animal. A lycanthrope 
  also gains low-light vision, scent, and the following:
  Change Shape (Su) 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. An 
  afflicted lycanthrope can assume animal or hybrid form as 
  a full-round action by making a DC 15 Constitution check, 
  or humanoid form as a full-round action by making a DC 
  20 Constitution check. On nights when the full moon is 
  visible, an afflicted lycanthrope gains a +5 morale bonus to 
  Constitution checks made to assume animal or hybrid form, 
  but a –5 penalty to Constitution checks made to assume 
  humanoid form. An afflicted lycanthrope reverts to its 
  humanoid form automatically with the next sunrise, or after 
  8 hours of rest, whichever comes first. A slain lycanthrope 
  reverts to its humanoid form, although it remains dead. For 
  additional rules on this supernatural ability, see page 298.
  Curse of Lycanthropy (Su) A natural lycanthrope’s bite 
  attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Fortitude DC 15 negates). If the victim’s 
  size is not within one size category of the lycanthrope, 
  this ability has no effect.
  Lycanthropic Empathy (Ex) In any form, natural lycanthropes 
  can communicate and empathize with animals related to 
  their animal form. They can use Diplomacy to alter such 
  an animal’s attitude, and when so doing gain a +4 racial 
  bonus on the check. Afflicted lycanthropes only gain this 
  ability in animal or hybrid form.
  Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con 
  in hybrid and animal forms. Lycanthropes have enhanced 
  senses but are not fully in control of their emotions and 
  animalistic urges. In addition to these adjustments to the 
  base creature’s stats, a lycanthrope’s ability scores change 
  when he assumes hybrid or animal form. In human form, 
  the lycanthrope’s ability scores are unchanged from the base 
  creature’s form. In animal and hybrid form, the lycanthrope’s 
  ability scores are the same as the base creature’s or the base 
  animal’s, whichever ability score is higher.
  Lycanthropy
  A creature that catches lycanthropy becomes an afflicted 
  lycanthrope, but shows no symptoms (and does not gain 
  any of the template’s adjustments or abilities) until the 
  night of the next full moon, when the victim involuntarily 
  assumes animal form and forgets his or her own identity. 
  The character remains in animal form until the next 
  dawn and remembers nothing about the entire episode (or 
  subsequent episodes) unless he makes a DC 20 Will save, in 
  which case he becomes aware of his condition.
  A remove disease or heal spell cast by a cleric of 12th level or 
  higher cures the affliction, provided the character receives 
  the spell within 3 days of the infecting lycanthrope’s attack. 
  Alternatively, consuming a dose of wolfsbane (Pathfinder 
  RPG Core Rulebook 560) gives an afflicted lycanthrope a 
  new Fortitude save to recover from lycanthropy.
  Lycanthropic Player Characters
  When a PC becomes a lycanthrope, you as the GM have a choice 
  to make. In most cases, you should take control of the PC’s 
  actions whenever he is in hybrid or animal form—lycanthropy 
  shouldn’t be a method to increase a PC’s power, after all, and 
  what an afflicted lycanthrope does while in animal or hybrid 
  form is often at odds with what the character would actually 
  want. If a player wants to play a lycanthrope, he should play a 
  natural lycanthrope and follow the guidelines on page 313 for 
  playing a character of a powerful race.
  196
  196
  Illustration by Imaginary Friends
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757127
  757127
  451114
  451114
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757128
  757128
  451115
  451115
  Lycanthrope, Wererat
  WERERAT (hUMAn fORM) 
   CR 2
  XP 600
  Human natural wererat rogue 2 (augmented humanoid)
  LE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
  hp 18 (2d8+6)
  fort +2, Ref +5, Will +3
  Defensive Abilities evasion
  OffEnSE
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20) 
  Ranged light crossbow +3 (1d8/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6
  Base Atk +1; CMB +2; CMD 15
  feats Dodge, Weapon Finesse
  Skills Acrobatics +7, Bluff +3, Climb +6, Intimidate +3, 
  Knowledge (local) +5, Perception +8, Sense Motive +8, 
  Stealth +7, Swim +6
  Languages Common
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  rogue talents (fast stealth), lycanthropic empathy (rats and 
  dire rats), trapfinding
  ECOLOgy
  Environment any urban
  Organization solitary, pair, pack (5–10), or guild (11–30 plus 
  5–12 dire rats)
  Treasure NPC gear (masterwork studded leather, short sword, 
  light crossbow with 20 bolts, other treasure)
  WERERAT (hyBRID fORM)
  LE Medium humanoid (human, shapechanger)
  Init +3; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 
  dodge, +2 natural)
  hp 20 (2d8+8)
  fort +3, Ref +6, Will +3
  Defensive Abilities evasion; DR 10/silver
  OffEnSE
  Speed 30 ft.
  Melee short sword +4 (1d6+2/19–20), bite –1 
  (1d4+1 plus disease and curse of lycanthropy; DC 15)
  Ranged light crossbow +4 (1d8/19–20)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6
  Base Atk +1; CMB +3; CMD 17
  feats Dodge, Weapon Finesse
  Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, 
  Knowledge (local) +5, Perception +8, Sense Motive +8, 
  Stealth +8, Swim +7
  Languages Common
  SQ change shape (human, hybrid, and dire rat; polymorph), 
  rogue talents (fast stealth), lycanthropic empathy (rats and 
  dire rats), trapfinding
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 
  Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Natural wererats tend to be short and wiry, with constantly 
  darting eyes and frequent nervous twitches. Males often 
  have thin, ragged moustaches.
  Wererats prefer cities where they can blend in with the 
  humanoid and rat population. Their abilities make them 
  especially good at thieving and spying, and in many cities 
  the thieves’ guild employs numerous wererat members.
  This hunched creature looks like a human in studded leather, but 
  fur covers its body. Its face is rat-like, and it has a long, naked tail.
  Lycanthrope–Lycanthrope, Wererat
  Lycanthrope–Lycanthrope, Wererat
  197
  197
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757128
  757128
  451115
  451115
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757129
  757129
  451116
  451116
  Lycanthrope, Werewolf
  WEREWOLf 
  CR 2
  XP 600
  Human natural werewolf fighter 2
  CE Medium humanoid (human, shapechanger)
  Init +5; Senses low-light vision, scent; Perception +4
  DEfEnSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 19 (2d10+4)
  fort +5, Ref +1, Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1
  OffEnSE
  Speed 30 ft. (20 ft. in armor)
  Melee longsword +5 (1d8+4/19–20) 
  Ranged light crossbow +3 (1d8/19–20) 
  STATISTICS
  Str 17, Dex 13, Con 14, Int 8, Wis 14, Cha 8
  Base Atk +2; CMB +5; CMD 16
  feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
  Skills Climb +3, Intimidate +4, Perception +4
  Languages Common
  SQ change shape (human, hybrid, and wolf; 
  polymorph), lycanthropic empathy (wolves and 
  dire wolves)
  ECOLOgy
  Environment any land
  Organization solitary, pair, or pack (3–6)
  Treasure NPC gear (chainmail, longsword, light 
  crossbow with 20 bolts, other treasure)
  WEREWOLf (hyBRID fORM) 
  CE Medium humanoid (human, 
  shapechanger)
  Init +5; Senses low-light vision, scent; 
  Perception +4
  DEfEnSE
  AC 22, touch 12, flat-footed 20 (+6 armor, +2 
  Dex, +4 natural)
  hp 21 (2d10+6)
  fort +6, Ref +2, Will +2 (+3 vs. fear)
  Defensive Abilities bravery +1; DR 10/silver
  OffEnSE
  Speed 30 ft. (20 ft. in armor)
  Melee longsword +6 (1d8+6/19–20), bite +1 
  (1d6+1 plus trip and curse of lycanthropy)
  Ranged light crossbow +4 (1d8/19–20) 
  STATISTICS
  Str 19, Dex 15, Con 17, 
  Int 8, Wis 14, Cha 8
  Base Atk +2; CMB +6; CMD 18
  feats Cleave, Combat Reflexes, Improved Initiative, Power Attack
  Skills Climb +4, Intimidate +4, Perception +4
  Languages Common
  SQ change shape (human, hybrid, and wolf; polymorph), 
  lycanthropic empathy (wolves and dire wolves)
  In their humanoid form, werewolves look like normal 
  people, though some tend to look a bit feral and have 
  wild hair. Eyebrows that grow together, index fingers 
  longer than the middle fingers, and strange birthmarks 
  on the palm of the hand are all commonly accepted 
  indications that a person is in fact a werewolf. Of 
  course, such telltale signs are not always accurate, for 
  such physical traits exist in normal people as well, but 
  in areas where werewolves are a common problem, the 
  traits can be damning regardless.
  Of all the various types of lycanthropes, it is the 
  werewolf that is the most widespread and the most 
  feared. Stories of werewolves haunting lonely forest 
  roads, prowling misty moors on the outskirts of rural 
  societies, or dwelling in the shadows of the largest cities 
  are widespread as well. In most societies, werewolves 
  are feared and despised—and with good reason, as the 
  typical werewolf personifies all that is savage 
  and bestial in a lycanthrope. This isn’t to 
  say that good-aligned werewolves are 
  unknown, but they’re certainly 
  a minority among their kind, 
  and most werewolves are evil 
  murderers who delight in 
  the hunt and the succulent 
  taste of raw meat.
  Just as wolves 
  are pack animals, 
  werewolves have 
  been known to 
  gather in colonies 
  and live among their own 
  kind, humanoid by day 
  and beast at night. Visitors 
  to werewolf villages are 
  generally rushed out of 
  town before nightfall so as 
  not to discover the citizenry’s 
  dark secret—unless, of 
  course, the pack 
  decides that 
  the unlucky 
  visitor  won’t 
  be missed 
  by friends 
  back home.
  This muscular creature has a man’s body but the snarling head 
  and fur coat of a wolf.
  198
  198
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757129
  757129
  451116
  451116
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757130
  757130
  451117
  451117
  Manticore
  MAnTICORE 
  CR 5
  XP 1,600
  LE Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 57 (6d10+24)
  fort +9, Ref +7, Will +3
  OffEnSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +10 (1d8+5), 2 claws +10 (2d4+5)
  Ranged 4 spikes +8 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 15, Con 18, Int 7, Wis 12, Cha 9
  Base Atk +6; CMB +12; CMD 24 (28 vs. trip)
  feats Flyby Attack, Hover, Weapon Focus (spikes)
  Skills Fly –3, Perception +9, Survival +4 (+8 tracking); Racial 
  Modifiers +4 Perception, +4 Survival when tracking
  Languages Common
  ECOLOgy
  Environment warm hills and marshes
  Organization solitary, pair, or pride (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Spikes (Ex) 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.
  Manticores are fierce predators that patrol a 
  wide area in search of fresh meat. A typical 
  manticore is about 10 feet long and weighs about 
  1,000 pounds. Some have more human-like 
  heads, usually with beards. Males and females 
  look much alike.
  Manticores eat any meat, even carrion, though 
  they prefer human flesh and rarely pass up an 
  opportunity for such a delicacy. They are smart and 
  social enough to bargain with or bully evil humanoids 
  into alliances or offering tribute, and more 
  powerful creatures may hire or bribe them 
  to guard or patrol a place or area. They 
  like lairs in high places, such as 
  hilltops and caves in cliffs.
  Although manticores were likely a magical creation, 
  they have long since established themselves as a naturally 
  occurring species. Curiously, manticores seem strangely 
  fecund, and can interbreed with a number of other 
  similarly shaped creatures, including lions, dire lions, 
  lamias, sphinxes, and even chimeras. The progeny of a 
  manticore and an unusual mate is summarized on the 
  table below.
  Manticore’s Mate 
  Offspring
  Lion 
  Standard manticore
  Dire lion 
  Advanced manticore
  Lamia 
  Lamia with spiked tail and spikes  
    
  special attack
  Sphinx 
  Sphinx with spiked tail and spikes  
    
  special attack
  Chimera 
  Chimera with spiked tail and spikes 
    
  special attack
  This creature has a vaguely humanoid head, the body of a lion, 
  and the wings of a dragon. Its tail ends in long, sharp spikes.
  Lycanthrope, Werewolf–Manticore
  Lycanthrope, Werewolf–Manticore
  199
  199
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757130
  757130
  451117
  451117
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757131
  757131
  451118
  451118
  Mantis, Giant
  gIAnT MAnTIS 
  CR 3
  XP 800
  N Large vermin 
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
  hp 30 (4d8+12)
  fort +7, Ref +2, Will +3
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., climb 30 ft. fly 40 ft. (poor)
  Melee 2 claws +5 (1d6+3 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks lunge, mandibles, sudden strike
  STATISTICS
  Str 16, Dex 13, Con 16, Int —, Wis 14, Cha 11
  Base Atk +3; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
  Skills Climb +11, Fly –5, Perception +6, Stealth +1 (+13 in 
  forests); Racial Modifiers +4 Perception, +4 Stealth (+12 
  in forests)
  ECOLOgy
  Environment temperate forests
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Lunge (Ex) 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 (Ex) A giant mantis that grabs a foe can 
  make a bite attack against that foe as a 
  secondary attack. The mantis’s bite is a +0 
  attack that inflicts 1d6+1 points of damage 
  on a hit.
  Sudden Strike (Ex) 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. 
  Known to many as the giant praying 
  mantis for the way the creature’s deadly 
  front limbs fold under its head as it lies 
  in wait for food, this creature is well feared along caravan 
  tracks that pass through dense woodlands. The giant 
  mantis, a master of hiding in dense undergrowth, is 
  almost unnaturally patient as it lies in wait, striking with 
  unsettling speed as unsuspecting meals wander by.
  In many savage societies, the giant mantis is particularly 
  feared—in regions where these vermin are common, they 
  are often regarded as messengers of death sent to the world 
  by angry gods. Their swift speed, alien appearance, and 
  near-invisibility in forests give rise to many legends—
  that the giant mantis can become invisible, that it can 
  smell fear, and that the souls of those who it slays and eats 
  are digested and kept from moving on to the afterlife. 
  While the giant mantis is nothing more than an efficient 
  and deadly vermin, the numerous legends and whispers 
  regarding its supposed powers and alien intellect 
  have inspired some spellcasters to work such features 
  into their constructs as a way to make them even more 
  fearsome. There are even stories of entire societies of 
  assassins who worship an immense mantis as a god, and 
  who have taken to heart the mantis’s style of murderous 
  ambush, fighting with twin serrated rapiers.
  The giant mantis presented here stands 7 feet tall 
  and 15 feet long, and weighs 650 pounds. Larger giant 
  mantises exist in the deepest, darkest forests of the world, 
  where they might prey upon things as mighty as giants 
  or dragons. Known by various names, such as the drake-
  eating mantis, the treebender mantis, or simply the deadly 
  mantis, these immense behemoths average more than 60 
  feet in height and have a terrifying habit of destroying 
  entire villages or towns in order to satiate their ravenous 
  appetites. A deadly mantis is a giant mantis advanced to 
  Colossal size, 16 Hit Dice, and CR 14.
  This towering insect walks on its back four legs. Its head is 
  triangular and its front legs sport razor-sharp edges and claws.
  200
  200
  Illustration by Francis Tsai
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757131
  757131
  451118
  451118
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757132
  757132
  451119
  451119
  Medusa
  MEDUSA 
  CR 7
  XP 3,200
  LE Medium monstrous humanoid 
  Init +6; Senses all-around vision, darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 15, touch 12, flat-footed 13 ( +2 Dex, +3 natural)
  hp 76 (8d10+32)
  fort +6, Ref +8, Will +7
  OffEnSE
  Speed 30 ft.
  Melee dagger +10/+5 (1d4/19–20), snake bite +5 (1d4 plus poison) 
  Ranged mwk longbow +11/+6 (1d8/×3) 
  Special Attacks petrifying gaze
  STATISTICS
  Str 10, Dex 15, Con 18, Int 12, Wis 13, Cha 15
  Base Atk +8; CMB +8; CMD 20
  feats Improved Initiative, 
  Point-Blank Shot, Precise 
  Shot, Weapon Finesse
  Skills Bluff +10, Disguise 
  +10, Intimidate 
  +13, Perception 
  +16, Stealth +13; 
  Racial Modifiers +4 
  Perception
  Languages Common
  ECOLOgy
  Environment temperate marshes and 
  underground
  Organization solitary
  Treasure double (dagger, masterwork 
  longbow with 20 arrows, other treasure)
  SPECIAL ABILITIES
  All-Around Vision (Ex) A medusa’s 
  snake-hair allows her to see in all 
  directions. Medusas gain a +4 racial 
  bonus to Perception checks and cannot 
  be flanked.
  Petrifying gaze (Su) Turn to stone 
  permanently, 30 feet, Fortitude 
  DC 16 negates. The save DC is 
  Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 
  18; frequency 1/round for 6 rounds; effect 
  1d3 Str; cure 2 consecutive saves. The save 
  DC is Constitution-based. 
  Medusas are human-like creatures with snakes instead 
  of hair. At distances of 30 feet or more, a medusa can 
  easily pass for a beautiful woman if she wears something 
  to cover her serpentine locks—when wearing clothing 
  that conceals her head and face, she can be mistaken for 
  a human at even closer distances. Medusas use lies and 
  disguises that conceal their faces to get close enough 
  to opponents to use their petrifying gaze, though they 
  like playing with their prey and may fire arrows from a 
  distance to lead enemies into traps. Some enjoy creating 
  intricate decorations out of their victims, using their 
  petrified remains as accents to their swampy lairs, but 
  most medusas take care to hide the evidence of their 
  previous conflicts so that new foes won’t have advance 
  warning of their presence.
  Used to concealing themselves, medusas in cities 
  are usually rogues, while those in the wilderness often 
  pass themselves off as rangers or trackers. The most 
  notorious and legendary medusas, though, 
  are those who take levels as bards or 
  clerics. Charismatic and intelligent, urban 
  medusas 
  are 
  often 
  involved 
  with 
  thieves’ guilds or other aspects of the 
  criminal underworld. Medusas may 
  form alliances with blind creatures or 
  intelligent undead, both of which are 
  immune to their stony gaze. Spellcasting 
  medusas often serve as oracles or 
  prophets, usually dwelling in remote 
  locations of legendary power 
  or infamous history. Such 
  oracle medusas take great 
  delight in their roles, 
  and if presented with the 
  proper gifts and flattery, the 
  secrets they offer can be quite 
  helpful. Of course, the lairs 
  of such potent creatures are 
  liberally decorated with statues 
  of those who have offended them, so 
  the seeker of knowledge is well advised to 
  tred carefully during such meetings.
  All known medusas are female. Rarely, a 
  medusa may decide to keep a male humanoid 
  as a mate, usually with the help of elixirs of love 
  or similar magic, and is always careful to not 
  petrify her prisoner—at least until she grows 
  tired of his company.
  This slender, attractive woman has strangely glowing eyes and a 
  full head of hissing snakes for hair.
  Mantis, Giant–Medusa
  Mantis, Giant–Medusa
  201
  201
  Illustration by Alex Shim
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757132
  757132
  451119
  451119
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757133
  757133
  451120
  451120
  Mephit
  MEPhIT 
  CR 3
  XP 800
  N Small outsider (varies)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 19 (3d10+3); fast healing 2
  fort +2, Ref +5, Will +3
  DR 5/magic
  OffEnSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, effect based on 
  type, Reflex DC 13 for half)
  Spell-Like Abilities (CL 6th)
  1/day —summon (level 2, 1 mephit of the same type 25%), 
  additional abilities based on mephit type
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15
  feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, one appropriate elemental language 
  (Aquan, Auran, Ignan, or Terran)
  ECOLOgy
  Environment any (elemental planes)
  Organization solitary, pair, gang (3–6), mob (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) Each type of mephit can unleash a 
  particular breath weapon every 4 rounds as a standard 
  action. The DC is Constitution-based and includes a +1 
  racial bonus.
  Mephits are the servants of powerful elemental creatures. 
  Key sites and locations on the elemental planes are full of 
  mephits scurrying about on important errands or duties. 
  Each mephit is associated with one element that defines its 
  spells and abilities. The mephit types are listed below.
  Air Mephit (Air)
  Air mephits are commonly found on the Plane of Air. 
  These mephits are whimsical and prone to distraction.
  •	 fast healing: Works only in gusty and windy areas.
  •	 Speed: Fly 60 ft. (perfect)
  •	 Breath Weapon: A cone of sand and grit that deals 1d8 
  slashing damage.
  •	 Spell-Like Abilities: blur 1/hour, gust of wind 1/day.
  Dust Mephit (Air)
  Dust mephits are commonly found on the Plane of Air. 
  These mephits are irritating and persistent.
  •	 fast healing: Works only in dusty environments.
  •	 Speed: Fly 50 ft. (perfect)
  •	 Breath Weapon: A cone of dust that deals 1d4 slashing 
  damage. The dust also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Spell-Like Abilities: blur 1/hour, wind wall 1/day
  Earth Mephit (Earth)
  Earth mephits are commonly found on the Plane of Earth. 
  These mephits are plodding and humorless.
  •	 fast healing: Works only while underground.
  •	 Breath Weapon: A cone of rocks that deals 1d8 
  bludgeoning damage.
  •	 Change Size: Once per day, an earth mephit can enlarge 
  one size category, as enlarge person, except that it only 
  works on the earth mephit. This power acts as a 2nd-
  level spell.
  •	 Spell-Like Abilities: soften earth and stone 1/day
  Fire Mephit (Fire)
  Fire mephits are commonly found on the Plane of Fire. 
  Fire mephits are vengeful and quick to anger.
  •	 fast healing: Works only while in contact with fire.
  •	 Immune: Fire
  •	 Weaknesses: Vulnerability to cold
  •	 Breath Weapon: A cone of flames that deals 1d8 fire damage.
  •	 Spell-Like Abilities: scorching ray 1/hour, heat metal 1/day 
  (DC 14)
  Ice Mephit (Cold)
  Ice mephits are commonly found on the Plane of Air. These 
  mephits are cruel and aloof.
  •	 fast healing: Works only in areas below freezing.
  •	 Immune: Cold
  •	 Weaknesses: Vulnerability to fire
  •	 Breath Weapon: A cone of ice that deals 1d4 cold damage. 
  The cold also causes living creatures to be sickened for 3 
  rounds. A Reflex save halves the damage and negates the 
  sickened effect.
  •	 Spell-Like Abilities: magic missile 1/hour, chill metal 1/day 
  (DC 14)
  Magma Mephit (Fire)
  Magma mephits are commonly found on the Plane of Fire. 
  These mephits are dim-witted brutes.
  •	 fast healing: Works only in contact with magma or lava.
  •	 Immune: Fire
  •	 Weaknesses: Vulnerability to cold
  •	 Breath Weapon: A cone of fire that deals 1d8 fire damage.
  This small humanoid creature has thin, leathery wings, small 
  horns, and a mischievous smile. 
  202
  202
  Illustration by Alex Shim
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757133
  757133
  451120
  451120
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757134
  757134
  451121
  451121
  Mephit
  Mephit
  •	 Magma form (Su): 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, its DR increases to 20/
  magic and 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 1d6 fire 
  damage. A magma mephit may remain in this form for up 
  to 10 minutes.
  •	 Spell-Like Abilities: pyrotechnics 1/day
  Ooze Mephit (Water)
  Ooze mephits are commonly found on the Plane of Water. 
  These mephits are disgusting and slow to act.
  •	 fast healing: Works only in wet or muddy environments.
  •	 Speed: Swim 30 ft.
  •	 Breath Weapon: A cone of slime that deals 1d4 acid 
  damage. The slime also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Spell-Like Abilities: acid arrow 1/hour, stinking cloud 1/day 
  (DC 15)
  Salt Mephit (Earth)
  Salt mephits are commonly found on the Plane of Earth. 
  These mephits are cruel and aloof.
  •	 fast healing: Works only in arid environments.
  •	 Breath Weapon: A cone of salt crystals that deals 1d4 
  slashing damage. The salt also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Dehydrate (Su): 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 2d8 points of 
  damage (Fortitude DC 14 half; caster level 6th). This effect is 
  especially devastating to plant and aquatic creatures, which 
  take a –2 penalty on their saving throws. This ability is the 
  equivalent of a 2nd-level spell.
  •	 Spell-Like Abilities: glitterdust 1/hour.
  Steam Mephit (Fire)
  Steam mephits are commonly found on the Plane of Fire. 
  These mephits are overconfident and brash.
  •	 fast healing: Works only in boiling water or steam.
  •	 Immune: Fire
  •	 Weaknesses: Vulnerability to cold
  •	 Breath weapon: A cone of steam that deals 1d4 fire damage. 
  The scalding water also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Boiling Rain (Su): 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 2d6 points of fire damage 
  (Fortitude DC 14 half; caster level 6th). This ability is the 
  equivalent of a 2nd-level spell.
  •	 Spell-Like Abilities: blur 1/hour
  Water Mephit (Water)
  Water mephits are commonly found on the Plane of Water. 
  These mephits are constant jokesters.
  •	 fast healing: Works only while the mephit is underwater.
  •	 Speed: Swim 30 ft.
  •	 Breath Weapon: A cone of acid that deals 1d8 acid damage.
  •	 Spell-Like Abilities: acid arrow 1/hour, stinking cloud 1/day 
  (DC 15)
  203
  203
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757134
  757134
  451121
  451121
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757135
  757135
  451122
  451122
  Merfolk
  MERfOLk 
  CR 1/3
  XP 135
  Merfolk warrior 1
  N Medium humanoid (aquatic)
  Init +1; Senses low-light vision; Perception +3
  DEfEnSE
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 7 (1d10+2)
  fort +4, Ref +1, Will –1
  OffEnSE
  Speed 5 ft., swim 50 ft.
  Melee trident +2 (1d8+1)
  Ranged heavy crossbow +2 (1d8/19–20)
  STATISTICS
  Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
  Base Atk +1; CMB +2; CMD 13 (can’t be tripped)
  feats Skill Focus (Perception)
  Skills Perception +3, Swim +13
  Languages Aquan, Common
  SQ amphibious
  ECOLOgy
  Environment temperate ocean
  Organization solitary, company (2–4), patrol (3–10 plus 2 
  lieutenants of 3rd level and 1 leader of 3rd–6th level), or 
  shoal (11–60 plus 1 sergeant of 3rd level per 20 adults, 5 
  lieutenants of 5th level, 3 captains of 7th level, and 
  8–12 dolphins)
  Treasure NPC gear (trident, heavy crossbow with 10 bolts, 
  other treasure)
  From the waist up, merfolk bear the torsos of well-built 
  humans and delicate features reminiscent of elves and 
  other humanoids tied to the natural world. A merfolk’s 
  lower body consists of the fins and tail of a great fish. 
  Depending on the region, the scales of merfolk vary in 
  hue, including gleaming silver, pale green, or even blue 
  with stripes of yellow and crimson. Merfolk typically 
  measure 6 to 8 feet in length and weigh over 200 pounds, 
  with females being slightly smaller than males. 
  Although amphibious, merfolk move only 
  with difficulty on land and rarely wander 
  more than a mile from sea.
  It is quite rare for a 
  merfolk to make 
  contact 
  with 
  a 
  creature not of 
  its kind. In 
  fact, 
  many 
  go to great lengths to steer sailors away from their lands, 
  even resorting to violence if necessary. Ancient accounts 
  hint at merfolk protecting a terrible secret bound to the 
  depths, and though no reports mention what this secret 
  is, the lengths merfolk go to remain isolated from other 
  races highlight the importance of this safeguard.
  While merfolk outwardly appear to be a beautiful and 
  powerful race, some sages and seafarers whisper that 
  degenerate and mutated merfolk roam the deepest, most 
  isolated regions of the seas and oceans. Some evidence 
  states that this offshoot fell to the worship of twisted and 
  sinister powers lurking in the darkness below, while other 
  theories include all merfolk in this sinister agenda, holding 
  that even those merfolk who believe they control their 
  own destinies are, in fact, merely unknowing puppets of a 
  sinister and unknown master race deep under the sea.
  Merfolk Characters
  Merfolk are defined by their class levels—they do not 
  possess racial Hit Dice. All merfolk have the following 
  racial traits.
  +2 Dexterity, +2 Constitution, +2 Charisma: Merfolk 
  are graceful, hale, and beautiful.
  Aquatic: Merfolk are aquatic and can breathe water. 
  Their land speed is 5 feet, but their swim speed is 50 
  feet. They are amphibious, but prefer not to spend long 
  periods out of the water.
  Low-Light Vision: All merfolk have low-light vision.
  Languages: Merfolk begin play 
  speaking 
  Common 
  and 
  Aquan. Merfolk with high 
  Intelligence 
  scores 
  can 
  choose any of the following 
  bonus languages: Aboleth, 
  Aklo, Draconic, Elven, 
  Sahuagin, and Sylvan.
  Slipping in and out of the crashing waves, this beautiful woman 
  has the lower torso of a long, slender fish.
  204
  204
  Illustration by Alex Shim
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757135
  757135
  451122
  451122
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757136
  757136
  451123
  451123
  Mimic
  MIMIC 
  CR 4
  XP 1,200
  N Medium aberration (shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 52 (7d8+21)
  fort +5, Ref +5, Will +6
  Immune acid
  OffEnSE
  Speed 10 ft.
  Melee slam +10 (1d8+6 plus adhesive)
  Special Attacks constrict (slam, 1d8+6)
  STATISTICS
  Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
  Base Atk +5; CMB +9; CMD 20 (can’t be tripped)
  feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception), Weapon Focus (slam)
  Skills Climb +14, Disguise +10 (+30 when mimicking objects), 
  Knowledge (dungeoneering) +7, Perception +11; Racial 
  Modifiers +20 Disguise when mimicking objects
  Languages Common
  SQ mimic object
  ECOLOgy
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Adhesive (Ex) A mimic exudes a thick slime that acts as 
  a powerful adhesive, holding fast any creatures or 
  items that touch it. An adhesive-covered mimic 
  automatically grapples any creature it hits with 
  its slam attack. Opponents so grappled cannot get 
  free while the mimic is alive without removing the 
  adhesive first. A weapon that strikes an adhesive-
  coated mimic is stuck fast unless the wielder 
  succeeds on a DC 17 Reflex save. A successful DC 
  17 Strength check is needed to pry off a stuck 
  weapon. Strong alcohol or universal solvent 
  dissolves the adhesive, but the mimic can still 
  grapple normally. A mimic can dissolve its 
  adhesive at will, and the substance breaks down 
  5 rounds after the creature dies. The save DC is 
  Strength-based.
  Mimic Object (Ex) 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 +20 racial bonus on 
  Disguise checks when imitating an object in this manner. 
  Disguise is always a class skill for a mimic.
  Mimics are thought to be the result of an alchemist’s 
  attempt to grant life to an inanimate object through the 
  application of an eldritch reagent, the recipe for which 
  is long lost. Over time, these strange but clever creatures 
  have learned the ability to transform themselves 
  into simulacra of man-made objects, particularly in 
  locations that have infrequent traffic by small numbers 
  of creatures, thus increasing their odds of successfully 
  attacking their victims.  
  Though mimics are not inherently evil, some sages 
  believe that mimics attack humans and other intelligent 
  creatures for sport rather than merely for sustenance. 
  The desire to completely fool others is thought to be a 
  part of their being, and their surprise attacks against 
  others are a culmination of those desires. 
  A typical mimic has a volume of 150 cubic feet (5 feet 
  by 5 feet by 6 feet) and weighs about 900 pounds. Legends 
  and tales speak of mimics of much greater sizes, with 
  the ability to assume the form of houses, ships, or entire 
  dungeon complexes that they festoon with treasure (both 
  real and false) to lure unsuspecting food within.
  What appeared to be a chest filled with treasure comes to life as it 
  grows long, glistening tentacles and a number of sharp teeth.
  Merfolk–Mimic
  Merfolk–Mimic
  205
  205
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757136
  757136
  451123
  451123
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757137
  757137
  451124
  451124
  MInOTAUR 
  CR 4
  XP 1,200
  CE Large monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEfEnSE
  AC 14, touch 9, flat-footed 14 (+5 natural, –1 size)
  hp 45 (6d10+12)
  fort +6, Ref +5, Will +5
  Defensive Abilities natural cunning
  OffEnSE
  Speed 30 ft.
  Melee greataxe +9/+4 (3d6+6/×3) and gore +4 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks powerful charge (gore +11, 2d6+6)
  STATISTICS
  Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
  Base Atk +6; CMB +11; CMD 21
  feats Great Fortitude, Improved Bull Rush, Power Attack
  Skills Intimidate +5, Perception +10, Stealth +2, Survival +10; 
  Racial Modifiers +4 Perception, +4 Survival
  Languages Giant
  ECOLOgy
  Environment temperate ruins or underground
  Organization solitary, pair, or gang (3–4)
  Treasure standard (greataxe, other treasure)
  SPECIAL ABILITIES
  natural Cunning (Ex) Although minotaurs are not 
  especially intelligent, they possess innate cunning and 
  logical ability. This gives them immunity to maze spells 
  and prevents them from ever becoming lost. Further, 
  they are never caught flat-footed.
  Nothing holds a grudge like a minotaur. Scorned 
  by the civilized races centuries ago and born from 
  a deific curse, minotaurs have hunted, slain, and 
  devoured lesser humanoids in retribution for real or 
  imagined slights for as long as anyone can remember. 
  Many cultures have legends of how the first minotaurs 
  were created by vengeful or slighted gods who 
  punished humans by twisting their forms, 
  robbing them of their intellects and beauty, and 
  giving them the heads of bulls. Yet most modern 
  minotaurs hold these legends in contempt and 
  believe that they are not divine mockeries but divine 
  paragons created by a potent and cruel demon lord 
  named Baphomet.
  The traditional minotaur’s lair is a maze, be it a legitimate 
  labyrinth constructed to baffle and confuse, an accidental 
  one such as a city sewer system, or a naturally occurring 
  one such as a tangle of caverns and other underground 
  passageways. Employing their innate cunning, minotaurs 
  use their maze lairs to vex unwary foes who seek them 
  out or who simply stumble into the lairs and become lost, 
  slowly hunting the intruders as they try in vain to find a way 
  out. Only when despair has truly set in does the minotaur 
  move in to strike at its lost victims. When dealing with a 
  group, minotaurs often let one creature escape, to spread 
  the tale of horror and lure others to their mazes in hope of 
  slaying the beasts. Of course, to minotaurs, these would-be 
  heroes make for delicious meals.
  Minotaurs might also be found in the employ of a more 
  powerful monster or evil creature, serving it so long 
  as they can still hunt and dine as they please. Usually 
  this means guarding some powerful object or valuable 
  location, but it can also be a sort of mercenary work, 
  hunting down the foes of its master.
  Minotaurs are relatively straightforward combatants, 
  using their horns to horribly gore the nearest living 
  creature when combat begins. 
  Minotaur
  With the body of a powerfully built man and the head of a snarling 
  bull, this creature stomps its hooves as if preparing to charge.
  206
  206
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757137
  757137
  451124
  451124
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757138
  757138
  451125
  451125
  Mite
  MITE 
  CR 1/4
  XP 100
  LE Small fey 
  Init +1; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +5
  DEfEnSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 3 (1d6)
  fort +0, Ref +3, Will +3
  DR 2/cold iron
  Weaknesses light sensitivity
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee dagger +0 (1d3–1/19–20) 
  Ranged dart +2 (1d3–1) 
  Special Attacks hatred
  Spell-Like Abilities (CL 1st)
  At will—prestidigitation
  1/day—doom (DC 10)
  STATISTICS
  Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8
  Base Atk +0; CMB –2; CMD 9
  feats Point-Blank Shot
  Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, 
  Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight 
  of Hand, +4 Stealth
  Languages Undercommon
  SQ vermin empathy +4
  ECOLOgy
  Environment any underground
  Organization solitary, band (2–8), or tribe (9–20 plus 1 
  chieftain of 2nd–4th level and 2–6 giant vermin)
  Treasure standard (dagger, 6 darts, other treasure)
  SPECIAL ABILITIES
  hatred (Ex) Mites receive a +1 bonus on attack rolls against 
  humanoid creatures of the dwarf or gnome subtype due to 
  special training against these hated foes.
  Vermin Empathy (Ex) This ability functions as a druid’s 
  wild empathy, save that a mite can only use this ability 
  on vermin. A mite gains a +4 racial bonus on this check. 
  Vermin are normally mindless, but this empathic 
  communication imparts on them a modicum of 
  implanted intelligence, allowing mites to train 
  Medium vermin and use them as mounts. Vermin 
  empathy treats swarms as if they were one 
  creature possessing a single mind—a mite can 
  thus use this ability to influence and direct the 
  actions of swarms with relative ease. 
  Descended from even smaller fey, the mites are among 
  the most pitiful and craven dwellers of the dark. 
  Hideously ugly, even goblins have been known to mock 
  mites for their homely appearances, mockery most mites 
  take to heart and nurture for weeks, months, or even 
  years in their tiny homes, until their distress and anger 
  finally overcome their natural cowardice and impel them 
  forth on short-lived bouts of bloody vengeance from the 
  doubtful safety of a spider’s back.
  Mites, once closer to the strange realm of the fey, have 
  grown larger and stockier after countless generations 
  spent on the Material Plane. Yet still, their stature places 
  them at the bottom of the pile in the dangerous caverns 
  in which they live. Their traditional enemies are dwarves 
  and gnomes, particularly the svirfneblin of the deep 
  underground caves. The one thing that gives them a 
  significant edge over an enemy in a fight is their natural 
  ability to empathize with normally mindless vermin—
  mites are particularly fond of spiders, centipedes, and cave 
  fishers, and a mite colony usually has a few of these far 
  more dangerous monsters on hand to defend the group.
  Although they have lost the supernatural ability to 
  tinker with magic items, luck, or mechanical objects 
  possessed by their more sinister and dangerous gremlin 
  kin, mites retain the ability to perform minor magical 
  tricks with prestidigitation, and often use these tricks to 
  annoy their enemies. When faced with dangerous foes, a 
  mite uses its doom ability to hex a foe—a mite’s eyes bulge 
  hideously open when it uses this spell-like ability.
  A mite is 3 feet tall and weighs 40 pounds.
  This squat humanoid seems to be nearly all head—an unfortunate 
  circumstance, considering how ugly its puffy blue face is.
  Minotaur–Mite
  Minotaur–Mite
  207
  207
  Illustration by Dave Allsop
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757138
  757138
  451125
  451125
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757139
  757139
  451126
  451126
  Mohrg
  A thick tangle of discolored entrails clings to this lurching skeleton’s 
  torso and winds upward to loll from its jaw like a clawed tongue.
  MOhRg 
  CR 8
  XP 4,800
  CE Medium undead 
  Init +8; Senses darkvision 60 ft.; Perception +20
  DEfEnSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 91 (14d8+28)
  fort +6, Ref +10, Will +9
  Immune undead traits
  OffEnSE
  Speed 30 ft.
  Melee 2 slams +15 (2d8+5 plus grab), tongue +10 melee touch 
  (paralysis)
  Special Attacks create spawn, paralysis (1d4 minutes, DC 19)
  STATISTICS
  Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 14
  Base Atk +10; CMB +15 (+19 grapple); CMD 30
  feats Ability Focus (paralysis), Dodge, 
  Improved Initiative, Lightning Reflexes, 
  Mobility, Skill Focus (Perception), 
  Spring Attack
  Skills Climb +22, Perception +20, Stealth 
  +21, Swim +19
  ECOLOgy
  Environment any
  Organization solitary, gang (2–4), or mob 
  (2–4 plus 4–12 zombies)
  Treasure standard
  SPECIAL ABILITIES
  Create Spawn (Su) 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.
  Those who slay many over the course 
  of their lifetimes, be they serial killers, 
  mass-murderers, warmongering soldiers, or 
  battle-driven berserkers, become marked and tainted by 
  the sheer weight of their murderous deeds. When such 
  killers are brought to justice and publicly executed for 
  their heinous crimes before they have a chance to atone, 
  the remains sometimes return to unlife to continue their 
  dark work as a mohrg.
  Undead things caring less for life than they did before 
  their own deaths, mohrgs exist solely to wreak havoc on 
  the living. Sometimes mistaken for skeletons or zombies, 
  they are far more dangerous than those mindless 
  abominations, retaining some semblance of their own 
  memories—and the delight they once took in hearing the 
  screams of the dying.
  When possible, mohrgs gather in small groups, 
  seeking out lone targets much as they did in life. If faced 
  with capable foes, a mohrg attempts to incapacitate them 
  one by one, starting with divinely empowered characters 
  first, both to protect itself from holy wrath, and to make 
  the task of paralyzing and devouring the others that 
  much easier.
  Some mohrgs retain enough of their former 
  memories that they return to the favored locations 
  of their pasts, “haunting” old hideouts and 
  sometimes even resuming the depredations 
  of murderers long dead, falling back on 
  means of death and mayhem that were 
  more comfortable in their breathing days. 
  Such mohrgs are even more insane than most 
  undead beings, and can sometimes be found 
  wandering the streets of a city or town 
  in cowls and cloaks, carrying on 
  their old life’s work of slaughter and 
  murder as best they can.
  Of course, since those slain by 
  a mohrg rise soon thereafter 
  as undead themselves, the 
  murders of a mohrg do not 
  go unnoticed for long, even 
  when they take extra care to 
  prey only upon society’s dregs. 
  A sudden uprising of undead in 
  the streets is the inevitable result 
  of a mohrg’s attentions. Since these zombies remain 
  under the mohrg’s control, and since the mohrg 
  itself possesses a hateful and cruel intelligence, it 
  often holds its undead army in reserve, even 
  commanding it to lie motionless until 
  several weeks or months have passed and 
  the local graveyard is filled with 
  the sleeping dead. Then, when the 
  time is right, the mohrg calls 
  upon its army to rise and aid it 
  in finishing the slaughter.
  208
  208
  Illustration by Kieran Yanner
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757139
  757139
  451126
  451126
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757140
  757140
  451127
  451127
  MORLOCk 
  CR 2
  XP 600
  CE Medium monstrous humanoid
  Init +8; Senses darkvision 120 ft., scent; Perception +2
  DEfEnSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 22 (3d10+6)
  fort +3, Ref +9, Will +5
  Immune disease, poison
  Weaknesses light blindness
  OffEnSE
  Speed 40 ft., climb 30 ft.
  Melee club +5 (1d6+2), bite +0 (1d4+1)
  Special Attacks leap attack, sneak attack +1d6, swarming
  STATISTICS
  Str 14, Dex 19, Con 15, Int 5, Wis 14, Cha 6
  Base Atk +3; CMB +5; CMD 19
  feats Improved Initiative, Lightning Reflexes
  Skills Acrobatics +13, Climb +22, Stealth +8 (+12 in caverns); 
  Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, 
  +16 Climb
  Languages Undercommon
  SQ expert climber
  ECOLOgy
  Environment any underground
  Organization solitary, pair, band (3–6), or tribe 
  (7–18)
  Treasure standard
  SPECIAL ABILITIES
  Expert Climber (Ex) A morlock can cling to cave 
  walls and even ceilings as long as the surface has 
  hand- and footholds. In effect, a morlock is treated 
  as constantly being under a nonmagical version of 
  the spell spider climb, save that it cannot cling to smooth 
  surfaces. This ability doubles the normal +8 racial bonus 
  to Climb checks normally afforded creatures with a climb 
  speed to a +16 racial bonus.
  Leap Attack (Ex) As a standard action, a morlock may make a 
  single attack during a jump. It can make this attack at any point 
  along the course of the leap—the start, the end, or while in 
  mid-air. While jumping, a morlock does not provoke attacks of 
  opportunity for leaving a threatened square.
  Swarming (Ex) Morlocks dwell and fight in cramped quarters 
  every day of their lives, 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
  Skin pale as a slug’s belly, eyes huge and bulging, this thing crawls 
  down the wall like a spider, but its shape is hideously humanoid. 
  Mohrg–Morlock
  Mohrg–Morlock
  Degenerate humans long lost from the world of light, 
  morlocks have regressed through years of subterranean 
  dwelling into ravenous, barely thinking beasts of the 
  endless night. They no longer remember the civilized 
  lives their ancestors led, although many morlock tribes 
  still dwell in the shattered ruins of their ancient homes. 
  Ironically, in many cases morlocks worship the statues 
  left behind by these ancestors as their gods. Morlock 
  priests of such ancestor worship have access to the 
  domains of Darkness, Earth, Madness, and Strength. A 
  typical morlock stands just over 5 feet tall and weighs 
  roughly 150 pounds.
  Morlocks move about on two legs at times, but often drop 
  down to a creepy four-limbed shuffle when speed or stealth 
  is necessary. Their wiry, often emaciated frames mask the 
  strength of their limbs and their swift reactions. 
  Morlocks typically give birth to broods of three to four 
  babies at a time, ravenous creatures born with a full set 
  of teeth and a cannibalistic predisposition. The first few 
  weeks of a brood’s life must be carefully mothered to prevent 
  attrition—it usually takes that long for the morlock young 
  to overcome their natural inclination to feed on whatever 
  is closest. Morlocks mature quickly, achieving adulthood 
  after only 5 years of life. A typical morlock can live to a ripe 
  old age of 60—although the majority of their kind die far 
  sooner than that due to violence.
  209
  209
  Illustration by Dave Allsop
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757140
  757140
  451127
  451127
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757141
  757141
  451128
  451128
  Mummy
  MUMMy 
  CR 5
  XP 1,600
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +16
  Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 
  negates)
  DEfEnSE
  AC 20, touch 10, flat-footed 20 (+10 natural)
  hp 60 (8d8+24)
  fort +4, Ref +2, Will +8
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OffEnSE
  Speed 20 ft.
  Melee slam +14 (1d8+10 plus mummy rot)
  STATISTICS
  Str 24, Dex 10, Con —, Int 6, Wis 15, Cha 15
  Base Atk +6; CMB +13; CMD 23
  feats Power Attack, Toughness, Skill Focus (Perception), 
  Weapon Focus (slam)
  Skills Perception +16, Stealth +11
  Languages Common
  ECOLOgy
  Environment any
  Organization solitary, warden squad (2–6), or guardian detail 
  (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Despair (Su) All creatures within a 30-foot radius that see 
  a mummy must make a DC 16 Will save or be paralyzed 
  by fear for 1d4 rounds. Whether or not the save is 
  successful, that creature cannot be affected again by the 
  same mummy’s despair ability for 24 hours. This is a 
  paralysis and a mind-affecting fear affect. The save DC is 
  Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 
  16; onset 1 minute; frequency 1 day; effect 1d6 Con and 1d6 
  Cha; cure —. 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 casting 
  a conjuration (healing) spell on the afflicted creature 
  must succeed on a DC 20 caster level check, or the spell 
  is wasted and the healing has no effect. Anyone who dies 
  from mummy rot turns to dust and cannot be raised 
  without a resurrection or greater magic. The save DC is 
  Charisma-based.
  Created to guard the tombs of the honored dead, 
  mummies are ever vigilant for those who would desecrate 
  their sacred ground.
  Mummies are created through a rather lengthy and 
  gruesome embalming process, during which all of the 
  body’s major organs are removed and replaced with dried 
  herbs and flowers. After this process, the flesh is anointed 
  with sacred oils and wrapped in purified linens. The 
  creator then finishes the ritual with a create undead spell.
  Although most mummies are created merely as 
  guardians and remain loyal to their charge until their 
  destruction, certain powerful mummies have much more 
  free will. The majority are at least 10th-level clerics, and 
  are often kings or pharaohs who have called upon dark 
  gods or sinister necromancers to bind their souls to their 
  bodies after death—usually as a means to extend their rule 
  beyond the grave, but at times simply to escape what they 
  fear will be an eternity of torment in their own afterlife.
  Wrapped from head to toe in ancient strips of moldering linen, 
  this humanoid moves with a shuffling gait.
  210
  210
  Illustration by Concept Art House
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757141
  757141
  451128
  451128
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757142
  757142
  451129
  451129
  Naga, Dark
  DARk nAgA 
  CR 8
  XP 4,800
  LE Large aberration
  Init +5; Senses darkvision 60 ft., detect thoughts; Perception +19
  DEfEnSE
  AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 natural, 
  –1 size)
  hp 85 (10d8+40)
  fort +7, Ref +10, Will +9 (+11 vs. charm effects)
  Defensive Abilities guarded thoughts; Immune poison
  OffEnSE
  Speed 40 ft.
  Melee bite +8 (1d4+1), sting +8 (2d4+2 plus poison)
  Space 10 ft.; Reach 5 ft.
  Spells known (CL 7th)
  3rd (5/day)—displacement, lightning bolt (DC 16)
  2nd (7/day)—cat’s grace, invisibility, scorching ray
  1st (7/day)—expeditious retreat, magic missile, ray of 
  enfeeblement (DC 14), shield, silent image
  0 (6/day)—daze, detect magic, light, mage hand, open/close, 
  ray of frost, read magic
  STATISTICS
  Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
  Base Atk +7; CMB +10; CMD 26 (can’t be tripped)
  feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, 
  Lightning Reflexes, Stealthy
  Skills Bluff +13, Diplomacy +9, Disguise +9, Escape Artist +13, 
  Intimidate +12, Knowledge (arcana) +13, Perception +19, 
  Sense Motive +10, Spellcraft +12, Stealth +18
  Languages Common, Infernal
  ECOLOgy
  Environment any underground
  Organization solitary or nest (2–4)
  Treasure standard
  SPECIAL ABILITIES
  Detect Thoughts (Su) A dark naga can continuously 
  use detect thoughts as per the spell (caster 
  level 9th; Will DC 18 negates). The 
  save DC is Charisma-based.
  guarded Thoughts (Ex) Dark nagas 
  are immune to any form of mind reading, 
  such as that granted by detect thoughts. This 
  ability also grants a +2 racial bonus on all 
  saves against charm effects.
  Poison (Ex) Sting—injury; save Fort DC 19; 
  frequency 1 round; effect sleep for 2d4 minutes; 
  cure 1 save.
  Spells Dark nagas cast spells as 7th-level sorcerers.
  Dark nagas covet luxury, wealth, and power over others. 
  With bodies covered by shimmering, eel-like black 
  scales, dark nagas slither deftly through forsaken lands 
  and abandoned ruins, scouring such places for treasures 
  and weaker creatures they might force into service. Their 
  forked tongues spread only lies, and others whom they 
  can’t manipulate they destroy with their insidious poison 
  and destructive magical abilities. A typical dark naga 
  measures approximately 12 feet long and weighs upward 
  of 300 pounds.
  Arrogant and sybaritic, dark nagas seek to dominate 
  lesser creatures, relishing the fear they inspire and power 
  over other beings. While some manage to carve indulgent 
  fiefdoms from tribes of goblins, orcs, lizardfolk, or other 
  barbarous races, the luster of cosmopolitan fineries proves 
  enticing as well, leading some to infiltrate city sewers and 
  slums to gather an urban following. They particularly 
  relish morbidly crafted jewelry and treasures, often 
  adorning themselves with jeweled bands or taking their 
  ease atop piles of treasure.
  Dark nagas hate others of their kind, especially other 
  dark nagas, seeing their brethren as deadly opponents to 
  be dispatched swiftly and mercilessly—often rightly so.
  A sharp-featured humanoid head crowns the powerful, sinuous 
  body of this snake-like monstrosity.
  Mummy–Naga, Dark
  Mummy–Naga, Dark
  211211
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757142
  757142
  451129
  451129
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757143
  757143
  451130
  451130
  Naga, Guardian
  gUARDIAn nAgA 
  CR 10
  XP 9,600
  LG Large aberration
  Init +6; Senses darkvision 60 ft.; Perception +23
  DEfEnSE
  AC 24, touch 15, flat-footed 18 (+6 Dex, +9 natural, –1 size)
  hp 114 (12d8+60)
  fort +9, Ref +12, Will +12
  OffEnSE
  Speed 40 ft.
  Melee bite +13 (2d6+7 plus poison)
  Ranged spit +14 touch (poison)
  Space 10 ft.; Reach 5 ft.
  Spells known (CL 9th)
  4th (5/day)—divine power, greater invisibility
  3rd (7/day)—cure serious wounds, dispel magic, lightning 
  bolt (DC 17)
  2nd (7/day)—detect thoughts (DC 16), lesser restoration, see 
  invisibility, scorching ray
  1st (7/day)—cure light wounds, divine favor, expeditious 
  retreat, mage armor, magic missile
  0 (6/day)—cure minor wounds, daze (DC 14), detect magic, 
  light, mage hand, open/close, ray of frost, read magic
  STATISTICS
  Str 21, Dex 23, Con 20, Int 16, Wis 19, Cha 18
  Base Atk +9; CMB +15; CMD 31 (can’t be tripped)
  feats Alertness, Blind-Fight, Combat Casting, Combat Expertise, 
  Eschew MaterialsB, Improved Trip, Lightning Reflexes
  Skills Bluff +16, Diplomacy +16, Knowledge (arcana) +18, 
  Perception +23, Sense Motive +20, Spellcraft +18, Stealth +17
  Languages Celestial, Common
  ECOLOgy
  Environment temperate plains
  Organization solitary, pair, or nest (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury or spit—contact; save Fort DC 19; 
  frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 
  2 consecutive saves. The save DC is Constitution-based.
  Spells A guardian naga casts spells as a 9th-level sorcerer, 
  and can cast spells from the cleric list as well as those 
  normally available to a sorcerer. Cleric spells are 
  considered arcane spells for a guardian naga.
  Spit (Ex) A guardian naga can spit its venom up to 30 
  feet as a standard action. This is a ranged touch 
  attack with no range increment. Opponents hit by 
  this attack must make successful saves (see above) to 
  avoid the effect.
  Although ferocious in shape, with radiant scales, cobra-
  like hoods, and powerful serpentine bodies, guardian 
  nagas serve as dutiful protectors of places of fundamental 
  power and sanctity. Their scales often bear elaborate 
  patterns similar to those of exotic jungle snakes. A 
  typical guardian naga stretches 14 feet long and weighs 
  approximately 350 pounds.
  While many guardian nagas adhere to the exotic 
  practices of ancient or forgotten faiths, others are merely 
  drawn to sites of innate wonder—towering waterfalls, 
  natural spires, mountaintop temples—minding them 
  out of their own senses of duty and reverence. Often 
  these nagas join a living faith, serving as protectors of 
  sanctuaries or ancient treasures. A pair of nagas might 
  take up residence near a site they deem worthy of 
  protection, hatching a brood and raising their offspring 
  there. When the young grow to adulthood, they have the 
  choice of departing to seek their own homes or staying to 
  protect their elder’s charge. Sometimes, a guardian naga 
  protecting a ruin or temple is but the current protector 
  in a line of sentinels stretching back centuries. Such 
  sentinels often take the same name as their forebears to 
  appear as a single, exceptionally long-lived figure.
  A contemplative humanoid face framed by a cobra-like hood 
  adorns the body of this long, brightly colored serpent.
  212212
  Illustrations by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757143
  757143
  451130
  451130
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757144
  757144
  451131
  451131
  Naga, Spirit
  SPIRIT nAgA 
  CR 9
  XP 6,400
  CE Large aberration
  Init +5; Senses darkvision 60 ft.; Perception +22
  DEfEnSE
  AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
  hp 95 (10d8+50)
  fort +8, Ref +10, Will +10
  OffEnSE
  Speed 40 ft., swim 20 ft.
  Melee bite +10 (2d6+6 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks charming gaze
  Spells known (CL 7th)
  3rd (5/day)—displacement, fireball (DC 16)
  2nd (7/day)—cat’s grace, invisibility, summon swarm
  1st (7/day)—charm person (DC 14), cure light wounds, divine 
  favor, magic missile, shield of faith
  0 (6/day)—cure minor wounds, daze (DC 13), detect magic, 
  mage hand, open/close, ray of frost, read magic
  STATISTICS
  Str 18, Dex 20, Con 21, Int 12, Wis 17, Cha 17
  Base Atk +7; CMB +12; CMD 27 (can’t be tripped)
  feats Ability Focus (charming gaze), Combat 
  Casting, Eschew MaterialsB, Lightning Reflexes, 
  Skill Focus (Perception), Stealthy
  Skills Bluff +13, Escape Artist +13, Intimidate +9, 
  Knowledge (arcana) +14, Perception +22, 
  Spellcraft +11, Stealth +15, Swim +12
  Languages Abyssal, Common
  ECOLOgy
  Environment temperate marshes
  Organization solitary or nest (2–4)
  Treasure standard
  SPECIAL ABILITIES
  Charming gaze (Su) As charm person, 30 feet, Will DC 20 
  negates. The save DC is Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d4 Con damage; cure 1 save.
  Spells A spirit naga casts spells as a 7th-level sorcerer, 
  and can cast spells from the cleric list as 
  well as those normally available to a 
  sorcerer. Cleric spells are considered 
  arcane spells for a spirit naga.
  Morbid-minded and wretched to look 
  upon, spirit nagas are the witches of the 
  naga race, hateful outcasts long shunned for 
  their dark powers and loathsome ways. A typical spirit 
  naga is slender, with the scales of a venomous serpent 
  and a tangle of greasy hair framing their pale faces. Most 
  measure 14 feet long but weigh less than 300 pounds.
  Spirit nagas delight in places of death and desolation. 
  Battle-scarred ruins, untended graveyards, despoiled 
  forests, and tangled swamps all attract these repulsive 
  creatures. Where guardian nagas favor places of innate 
  sanctity, spirit nagas seek out places of fundamental 
  corruption, sites they believe to be imbued with dark 
  magics. The crypts of long-dead tyrants, the death places 
  of great heroes, and the ruins of nefarious keeps all attract 
  these wretched serpents.
  Most spirit nagas believe themselves to be the 
  inheritors of some mysterious dark favor, seeing 
  their innate magical talents as evidence of such. Most 
  commune with vague powers of death and devastation, 
  working profane rights and seeking grotesque auguries 
  from cultic forces. To aid them, spirit nagas often use 
  their enchanting gaze, changing victims into fawning 
  fanatics and would-be sacrifices.
  Spirit nagas occasionally band together in small 
  groups—some seeming to mimic the covens of hags. 
  While a particular plot or 
  foe might bring these deadly 
  serpents together for a short 
  time, spirit nagas are loyal only 
  to themselves, and such alliances 
  always end in deadly betrayal.
  Yellowed, venom-dripping fangs fill the human-like mouth of this 
  sinister serpentine monstrosity.
  Naga, Guardian–Naga, Spirit
  Naga, Guardian–Naga, Spirit
  213
  213
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757144
  757144
  451131
  451131
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757145
  757145
  451132
  451132
  Neothelid
  nEOThELID 
  CR 15
  XP 51,200
  CE Gargantuan aberration 
  Init +2; Senses blindsight 100 ft., trace teleport 60 ft.; 
  Perception +25
  DEfEnSE
  AC 30, touch 4, flat-footed 30 (–2 Dex, +26 natural, –4 size)
  hp 230 (20d8+140)
  fort +15, Ref +4, Will +16
  DR 10/cold iron; SR 26
  OffEnSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 4 tongues +21 (3d6+10/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks breath weapon (50-ft. cone, 14d10 acid, Reflex 
  DC 27 half, once every 1d4 rounds), mind thrust, psychic 
  crush, swallow whole (2d6+10 plus 2d6 acid, AC 23, hp 23)
  Spell-Like Abilities (CL 20th)
  Constant—fly
  At will—detect thoughts (DC 17), charm monster (DC 19), 
  clairvoyance/clairaudience, suggestion (DC 18), telekinesis 
  (DC 20), teleport, poison (DC 19)
  3/day—quickened suggestion (DC 18)
  STATISTICS
  Str 30, Dex 7, Con 24, Int 16, Wis 15, Cha 21
  Base Atk +15; CMB +29 (+33 grapple); CMD 37 (can’t be tripped)
  feats Cleave, Great Cleave, 
  Great Fortitude, Improved 
  Bull Rush, Improved 
  Critical (tongue), Improved 
  Initiative, Improved 
  Overrun, Iron Will, Power 
  Attack, Quicken Spell-Like Ability 
  (suggestion)
  Skills Bluff +25, Climb +33, Diplomacy +25, 
  Fly –4, Intimidate +28, Knowledge (arcana) 
  +26, Perception +25, Spellcraft +26 
  Languages Aklo, Terran, Undercommon; 
  telepathy 100 ft.
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or cult (3–5 plus 
  4–12 charmed slaves of various races)
  Treasure standard
  SPECIAL ABILITIES
  Mind Thrust (Su) As a standard action up to 
  three times a day, a neothelid can 
  deliver a massive blast of mental 
  energy at any one target within 60 feet, inflicting 15d10 points 
  of damage. A successful DC 25 Will save negates the effect. This 
  effect can only harm creatures with Intelligence scores. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  Psychic Crush (Su) As a standard action 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 DC 25 
  Will save or collapse, becoming unconscious and dying at 
  –1 hit points. If the target succeeds on the save, it takes 
  6d6 points of damage and is sickened for 1 round. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  Trace Teleport (Ex) 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.
  Dwelling only in the deepest reaches of the underworld, 
  the immense neothelids once ruled empires in the 
  depths, yet their numbers have been vastly reduced as 
  other races have proven swifter to breed and adapt. Today, 
  the neothelid is a legend, the subject of tales of horror 
  among those few to have experienced the creature’s wrath 
  in person and lived to tell about it.
  Neothelids are served by all manner of strange worm-
  like creatures, minions they use to observe and wage war 
  against their enemies. The neothelids themselves were 
  spawned by even more horrific entities, ageless horrors 
  from strange dimensions beyond the edge of known 
  reality—the neothelids see themselves as the 
  chosen agents of these malevolent forces, working 
  to ready the world for their return.
  Its slime-drenched length coiled upon itself in a shuddering 
  mountain, this huge worm’s tentacled head rises like a snake’s.
  214
  214
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757145
  757145
  451132
  451132
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757146
  757146
  451133
  451133
  Night Hag
  nIghT hAg 
  CR 9
  XP 6,400
  NE Medium outsider (evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 25, touch 14, flat-footed 21 (+4 Dex, +11 natural)
  hp 92 (8d10+48)
  fort +14, Ref +8, Will +11
  DR 10/cold iron and magic; Immune charm, cold, fear, fire, 
  sleep; SR 24
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +13 (1d4+5), bite +13 (2d6+5 plus disease)
  Special Attacks dream haunting
  Spell-Like Abilities (CL 8th)
  Constant—detect chaos, detect evil, detect good, detect law, 
  detect magic
  At will—deep slumber (DC 16), invisibility, magic missile, ray 
  of enfeeblement (DC 14)
  At will (with heartstone)—etherealness, soul bind
  STATISTICS
  Str 21, Dex 19, Con 22, Int 18, Wis 16, Cha 17
  Base Atk +8; CMB +13; CMD 27
  feats Alertness, Combat Casting, Deceitful, Mounted Combat
  Skills Bluff +16, Diplomacy +11, Disguise +16, Intimidate +14, 
  Knowledge (arcana) +12, Knowledge (planes) +15, Perception 
  +16, Ride +15, Sense Motive +16, Spellcraft +15
  Languages Abyssal, Celestial, Common, Infernal
  SQ change shape (any humanoid, alter self ), heartstone
  ECOLOgy
  Environment any evil-aligned plane
  Organization solitary, mounted (1 and 1 nightmare), or coven 
  (3 hags of any type)
  Treasure standard
  SPECIAL ABILITIES
  Disease (Su) Demon Fever: Bite—injury; save Fort DC 20; onset 
  immediate; frequency 1/day; effect 1d6 Con damage (target must 
  save a 2nd time or 1 point of the damage is drain instead); cure 2 
  consecutive saves. The save DC is Constitution-based.
  Dream haunting (Su) A night hag can visit the dreams of chaotic 
  or evil targets by using a special periapt known as a 
  heartstone to become ethereal, then hovering over 
  the creature. Once it does so, it rides on the victim’s 
  back until dawn. The sleeper suffers tormenting 
  dreams and takes 1 point of Constitution drain 
  upon awakening. Only another ethereal 
  being can stop these nocturnal intrusions 
  by confronting and defeating the night hag.
  heartstone (Su) All night hags carry a heartstone—a special 
  gemstone worth at least 1,800 gp that is worn as a periapt. 
  A heartstone’s magic is fueled by the hag’s spirit and 
  proximity—once separated from its owner (or upon the hag’s 
  death), a heartstone retains its magic for only 24 hours before 
  becoming a nonmagical gem again. The heartstone instantly 
  cures any disease contracted by the holder. In addition, a 
  heartstone provides a +2 resistance bonus on all saving 
  throws (this bonus is included in the statistics block above). A 
  night hag that loses this charm can no longer use etherealness 
  or soul bind until it finds a replacement gemstone.
  Terrifying murderesses and greedy soul brokers, night 
  hags prey upon mortals while they’re most vulnerable. 
  Preferring to kill their prey slowly, haunting their dreams 
  night after night, these hags trap the tormented souls of 
  their victims within dark gems so they might be sold in 
  the infernal markets of the outer planes. Night hags vary 
  widely in appearance, standing between 5-1/2 and 7 feet 
  tall, and weighing from 150 to 300 pounds.
  Grisly fetishes and the rags of once fine clothes hang off the corpse-
  thin frame of this horrifying, sharp-fanged crone.
  Neothelid–Night Hag
  Neothelid–Night Hag
  215
  215
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757146
  757146
  451133
  451133
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757147
  757147
  451134
  451134
  Nightmare
  Nightmare, Cauchemar
  nIghTMARE 
  CR 5
  XP 1,600
  NE Large outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +12
  DEfEnSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 51 (6d10+18)
  fort +8, Ref +7, Will +3
  OffEnSE
  Speed 40 ft., fly 90 ft. (good)
  Melee  bite +9 (1d4+4), 2 hooves +4 (1d6+2 plus 1d4 fire)
  Space 10 ft.; Reach 5 ft.
  Special Attacks smoke
  Spell-Like Abilities (CL 6th)
  1/day (self plus 1 rider only)—plane shift
  STATISTICS
  Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
  Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
  feats Alertness, Improved Initiative, Run
  Skills Fly +13, Intimidate +10, Knowledge (planes) +10, Perception 
  +12, Sense Motive +12, Stealth +7, Survival +10
  Languages Abyssal, Infernal
  ECOLOgy
  Environment any (Abaddon)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Smoke (Su) 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 DC 16 Fortitude 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. 
  The save DC is Constitution-based. 
  Nightmares are flaming harbingers 
  of death. They allow only the most 
  evil of creatures to ride them, and 
  are never mere mounts, but rather 
  willing partners in destruction.
  The cauchemar is a more dangerous 
  variant of the nightmare, particularly 
  valued for its ability to enter the Ethereal 
  Plane with its rider in addition to being able to use 
  plane shift to invade other realities.
  CAUChEMAR 
  CR 11
  XP 12,800
  NE Huge outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +22
  DEfEnSE
  AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
  hp 147 (14d10+70)
  fort +14, Ref +11, Will +7
  OffEnSE
  Speed 40 ft., fly 90 ft. (good)
  Melee bite +22 (2d6+10), 2 hooves +17 (2d6+5 plus 1d6 fire)
  Space 15 ft.; Reach 10 ft.
  Special Attacks smoke (DC 22)
  Spell-Like Abilities (CL 15th)
  1/hour (self plus 1 rider only)—ethereal jaunt, plane shift
  STATISTICS
  Str 31, Dex 15, Con 21, Int 16, Wis 12, Cha 12
  Base Atk +14; CMB +26; CMD 38 (+2 vs. trip)
  feats Alertness, Cleave, Improved Initiative, Improved 
  Overrun, Iron Will, Power Attack, Run
  Skills Acrobatics +19, Bluff +18, Fly +19, Intimidate +18, 
  Knowledge (arcana, planes) +20, Perception +22, Sense 
  Motive +22, Stealth +11
  Languages Abyssal, Infernal
  ECOLOgy
  Environment any (Abaddon)
  Organization solitary
  Treasure none
  This eerie horse-like creature’s skin is an inky blackness. Fire 
  spurts from its hair and nostrils, and its hooves spray sparks.
  This towering, burning equine stands upon smoking hooves. 
  Hellfire shimmers in its hateful eyes.
  216
  216
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757147
  757147
  451134
  451134
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757148
  757148
  451135
  451135
  Nymph
  nyMPh 
  CR 7
  XP 3,200
  CG Medium fey
  Init +5; Senses low-light vision; Perception +14
  Aura blinding beauty (30 ft., DC 21)
  DEfEnSE
  AC 23, touch 23, flat-footed 17 (+7 deflection, 
  +5 Dex, +1 dodge)
  hp 60 (8d6+32)
  fort +13, Ref +18, Will +16
  DR 10/cold iron
  OffEnSE
  Speed 30 ft., swim 20 ft.
  Melee mwk dagger +10 (1d4/19–20)
  Special Attacks stunning glance
  Spell-Like Abilities (CL 8th)
  1/day—dimension door
  Spells Prepared (CL 7th)
  4th—summon nature’s ally IV
  3rd—call lightning (DC 16), cure 
  moderate wounds, water 
  breathing
  2nd—barkskin, flame blade, resist 
  energy, tree shape
  1st—charm animal (DC 14), endure 
  elements, entangle (DC 14), 
  obscuring mist, produce flame
  0—detect magic, guidance, light, stabilize
  STATISTICS
  Str 10, Dex 21, Con 18, Int 16, Wis 17, 
  Cha 25
  Base Atk +4; CMB +9; CMD 27
  feats Agile Maneuvers, Combat 
  Casting, Dodge, Weapon Finesse
  Skills Diplomacy +18, Escape Artist +16, 
  Handle Animal +15, Heal +11, Knowledge 
  (nature) +14, Perception +14, Sense Motive 
  +14, Stealth +16, Swim +19
  Languages Common, Sylvan
  SQ inspiration, unearthly grace, wild empathy +21
  ECOLOgy
  Environment temperate forest 
  Organization solitary
  Treasure standard (dagger, other treasure)
  SPECIAL ABILITIES
  Blinding Beauty (Su) This ability affects all humanoids within 
  30 feet of a nymph. Those who look directly at a nymph 
  must succeed on a DC 21 Fortitude save or be blinded 
  permanently. A nymph can suppress or resume this ability 
  as a free action. The save DC is Charisma-based.
  Inspiration (Su) 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 a +4 insight bonus on all Will saving 
  throws, Craft checks, and Perform checks. A bard who 
  has a nymph for a muse in this way can use his 
  bardic performance for an additional number 
  of rounds per day equal to his nymph muse’s 
  Charisma modifier. 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.
  Spells A nymph casts spells as 
  a 7th-level druid, but cannot 
  swap out prepared spells to cast 
  summon spells.
  Stunning glance (Su) As a 
  standard action, a nymph can 
  stun a creature within 30 feet with 
  a look. The target must succeed 
  on a DC 21 Fortitude save or be 
  stunned for 2d4 rounds. The save 
  DC is Charisma-based.
  Unearthly grace (Su) A nymph 
  adds her Charisma modifier as 
  a racial bonus on all her saving 
  throws, and as a deflection bonus to 
  her Armor Class.
  Wild Empathy (Su) This works like 
  the druid’s wild empathy class 
  feature, except the nymph has a +6 
  racial bonus on the check. The nymph’s 
  effective druid level is equal to her HD for 
  determining her total modifer to the check. 
  Many have lost their lives in vain search of the 
  beauty of the nymph, and many more to the madness 
  and obsession their grace has upon minds and bodies 
  unprepared for their companionship. Yet the nymph 
  herself is not a cruel creature—a guardian of nature’s 
  purest places and most beautiful realms, she treats those 
  who respect her and her abode with kindness, and may 
  even favor someone who takes her fancy with magical 
  gifts. Yet those who would seek to abuse or harm her or 
  her home quickly find that behind her beauty is a fierce 
  protector more than capable of defending her charge.
  A delicate figure rises from the water, her long ears tapering to 
  points above her head, her beauty painful in its perfection.
  Nightmare–Nymph
  Nightmare–Nymph
  217217
  Illustration by Concept Art House
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757148
  757148
  451135
  451135
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757149
  757149
  451136
  451136
  Ochre Jelly
  OChRE jELLy 
  CR 5
  XP 1,600
  N Large ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEfEnSE
  AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
  hp 63 (6d8+36)
  fort +8, Ref –3, Will –3
  Defensive Abilities split; Immune electricity, mind-affecting 
  effects, ooze traits, slashing and piercing damage
  OffEnSE
  Speed 10 ft., climb 10 ft.
  Melee slam +5 (2d4+3 plus 1d4 acid and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d4+3 plus 1d4 acid)
  STATISTICS
  Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +7 (+11 grapple); CMD 12 (can’t be tripped)
  Skills Climb +10
  ECOLOgy
  Environment temperate underground or marshes
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) 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.
  Split (Ex) Slashing weapons, piercing weapons, and electricity 
  attacks deal no damage to an ochre jelly. Instead the 
  creature splits into two identical jellies, each with half of the 
  original creature’s current hit point total, rounded down. 
  A jelly with 10 hit points or less cannot be further split and 
  dies if reduced to 0 hit points.
  Ochre jellies are animate masses of 
  protoplasm hued a sickly combination 
  of yellow, orange, and brown. At rest, 
  their flat, pulsing bodies stand roughly 
  6 inches tall and can stretch out to a wide diameter—
  in motion, they often ball up into quivering spherical 
  shapes and almost seem to roll as they move. Their 
  malleable bodies allow them to seep through cracks 
  and holes far smaller than the space they fill. 
  Creatures dwelling below ground often attempt 
  to seal up any such cracks to fortify their lairs 
  against ochre jellies. 
  An ochre jelly’s highly specialized acid only dissolves 
  flesh. This discovery has led many poisoners and hack 
  alchemists to search out specimens for their tinkering. 
  Some specialized weapons have resulted from these 
  experiments that target the living body in wicked ways. 
  Rumors of a slow-release poison that breaks down the 
  cellular walls in living creatures surfaced a few years ago, 
  but its creator guards the secret with his life. 
  Notes in a long-forgotten tome mention a burial 
  practice used in faraway places that resembles cremation. 
  Instead of burning the corpse to ashes, the practitioners 
  seal the body into a stone sarcophagus with an ochre jelly 
  so it can dissolve the body. Afterward, the morticians 
  place the ochre jelly into a large canopic jar, complete 
  with a bronze plaque naming the deceased. This practice 
  protects items entombed with the body (which is quickly 
  reduced to nothing but a polished skeleton), and the 
  creature’s essence, it is believed, still rides along with the 
  living jelly.
  Ochre jellies stand about 6 inches tall, spread out to 
  a little over 10 feet in diameter, and weigh upward of 
  2,600 pounds. When in combat, they tend to pile up upon 
  themselves and exude long, dripping pseudopods to slam 
  and grapple anything that moves.
  Although the typical ochre jelly has stats as presented 
  here, in the deepest reaches of the underground world 
  these mindless predators can grow to enormous sizes. 
  Perhaps more disturbing, though, are rumors of ochre 
  jellies that have developed additional methods of 
  capturing prey. Adventurers speak of jellies capable of 
  poisoning foes with a touch or exuding clouds of noxious 
  gas that burns the eyes and throat, leaving those who 
  draw too near helpless as the immense protoplasmic 
  beast slithers over their bodies and begins to feed.
  This yellow-orange amoeboid creature slithers across the ground, 
  pseudopods grasping ahead of its slow approach.
  218
  218
  Illustrations by Francis Tsai
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757149
  757149
  451136
  451136
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757150
  757150
  451137
  451137
  Octopus
  Octopus, Giant
  OCTOPUS 
  CR 1
  XP 400
  N Small animal (aquatic)
  Init +3; Senses low-light vision; Perception +1
  DEfEnSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 13 (2d8+4)
  fort +5, Ref +6, Will +1
  Defensive Abilities ink cloud
  OffEnSE
  Speed 20 ft., swim 30 ft., jet 200 ft.
  Melee bite +5 (1d3+1 plus poison), tentacles +3 (grab)
  STATISTICS
  Str 12, Dex 17, Con 14, Int 2, Wis 13, Cha 3
  Base Atk +1; CMB +1 (+5 grapple); CMD 14 (can’t be tripped)
  feats MultiattackB, Weapon Finesse
  Skills Escape Artist +13, Stealth +20, Swim +9; Racial 
  Modifiers +8 Stealth, +10 Escape Artist
  ECOLOgy
  Environment temperate or cold ocean
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Ink Cloud (Ex) An octopus can emit a 10-foot-radius sphere of 
  ink once per minute as a free action. The ink provides total 
  concealment in water, and persists for 1 minute.
  jet (Ex) An octopus can jet backward once per round as a 
  full-round action, at a speed of 200 feet. It must move in a 
  straight line while jetting, and does not provoke attacks of 
  opportunity when it does so.
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1 Str; cure 1 save.
  The octopus is a cunning 
  animal 
  capable 
  of 
  using 
  complex tactics to get food.
  Octopus Companions
  Starting Statistics: Size Small; 
  AC +1 natural; Speed 20 ft., swim 30 ft., 
  jet 200 ft.; Attack bite (1d3), tentacles 
  (grab); Ability Scores Str 12, Dex 
  17, Con 14, Int 2, Wis 12, Cha 
  3; Special Qualities low-light 
  vision, ink cloud.
  4th-Level 
  Advancement: 
  Attack bite (1d3 plus poison); 
  Ability Scores Str +2, Con +2.
  gIAnT OCTOPUS 
  CR 8
  XP 4,800
  N Large animal (aquatic)
  Init +6; Senses low-light vision; Perception +8 
  DEfEnSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 90 (12d8+36)
  fort +11, Ref +12, Will +7
  Defensive Abilities ink cloud (30-foot-radius sphere)
  OffEnSE
  Speed 20 ft., swim 30 ft., jet 200 ft.
  Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
  Special Attack constrict (tentacle, 1d4+2)
  STATISTICS
  Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
  Base Atk +9; CMB +15 (+19 grapple); CMD 27 (can’t be tripped)
  feats Combat Reflexes, Improved Initiative, Iron Will, Lightning 
  Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy
  Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13; 
  Racial Modifiers +10 Escape Artist, +8 Stealth
  ECOLOgy
  Environment any ocean
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 2 saves.
  The giant octopus is a true monster capable of catching 
  and eating sharks, humans, or anything else it can grab 
  with its tentacles.
  Eight tentacles, each adorned with rows of countless suckers, 
  unfurl from the barrel-shaped body of this large-eyed creature.
  A storm of tentacles, each twenty feet in length, flails with deadly 
  precision from the leathery body of this gigantic octopus.
  Ochre Jelly–Octopus
  Ochre Jelly–Octopus
  219
  219
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757150
  757150
  451137
  451137
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757151
  757151
  451138
  451138
  Ogre
  OgRE 
  CR 3
  XP 800
  CE Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +2
  DEfEnSE
  AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, –1 size)
  hp 30 (4d8+12)
  fort +6, Ref +0, Will +3
  OffEnSE
  Speed 30 ft. (40 ft. base)
  Melee greatclub +7 (2d8+7) 
  Ranged javelin +1 (1d8+5) 
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +9; CMD 18
  feats Iron Will, Toughness
  Skills Climb +7, Perception +2
  Languages Giant
  ECOLOgy
  Environment temperate or cold hills
  Organization solitary, pair, gang (3–4), or family (5–16)
  Treasure standard (hide armor, greatclub, 4 javelins, other 
  treasure)
  Stories are told of ogres—horrendous stories of brutality 
  and savagery, cannibalism and torture. Of rape and 
  dismemberment, necrophilia, incest, mutilation, 
  and all manners of hideous murder. Those who 
  have not encountered ogres know the stories 
  as warnings. Those who have survived such 
  encounters know these tales to be tame compared 
  to the truth.
  An ogre revels in the misery of others. 
  When smaller races aren’t available to crush 
  between meaty fists or defile in blood-red 
  lusts of violence, they turn to each other for 
  entertainment. Nothing is taboo in ogre society. 
  One would think that, left to themselves, an ogre 
  tribe would quickly tear itself apart, with only 
  the strongest surviving in the end—yet if there is 
  one thing ogres respect, it is family.
  Ogre tribes are known as families, and many of their 
  deformities and hideous features arise from the common 
  practice of incest. The leader of a tribe is most often the 
  father of the tribe, although in some cases a particularly 
  violent or domineering ogress claims the title of mother. 
  Ogre tribes bicker among themselves, a trait that thankfully 
  keeps them busy and turned against each other rather than 
  neighboring races. Yet time and again, a particularly violent 
  and feared patriarch rises among the ogres, one capable of 
  gathering multiple families under his command.
  Regions inhabited by ogres are dreary, ugly places, for 
  these giants dwell in squalor and see little need to live 
  in harmony with their environment. The borderland 
  between civilization and ogre territory is a desperate 
  realm of outcasts and despair, for here dwell the ogrekin, 
  the deformed offspring and results of frequent ogre raids 
  against the lands of the smaller folk.
  Ogre games are violent and cruel, and victims they use 
  for entertainment are lucky if they die the first day. Ogres’ 
  cruel senses of humor are the only way their crude minds 
  show any spark of creativity, and the tools and methods of 
  torture ogres devise are always nightmarish.
  An ogre’s great strength and lack of imagination makes 
  it particularly suited for heavy labor, such as mining, 
  forging, and clearing land, and more powerful giants 
  (particularly hill giants and stone giants) often subjugate 
  ogre families to serve them in such regards. 
  A typical adult ogre stands 10 feet tall and weighs 
  roughly 650 pounds.
  This lumbering giant’s beady eyes are devoid of wit or kindness, 
  and its puffy face features a wide mouth with ill-fitting teeth.
  220
  220
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757151
  757151
  451138
  451138
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757152
  757152
  451139
  451139
  Oni, Ogre Mage
  OgRE MAgE 
  CR 8
  XP 4,800
  LE Large outsider (giant, native, oni, shapechanger)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
  DEfEnSE
  AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, –1 size)
  hp 92 (8d10+48); regeneration 5 (fire or acid)
  fort +12, Ref +5, Will +10
  SR 19
  OffEnSE
  Speed 40 ft., fly 60 ft. (good)
  Melee greatsword +14/+9 (3d6+10) 
  Ranged composite longbow +10 (2d6+7) 
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 9th)
  Constant—fly
  At will—darkness, invisibility
  1/day—charm monster (DC 17), cone of cold (DC 18), gaseous 
  form, deeper slumber (DC 16)
  STATISTICS
  Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
  Base Atk +8; CMB +16; CMD 29
  feats Combat Expertise, Combat Reflexes, Improved 
  Initiative, Iron Will
  Skills Bluff +14, Disguise +14, Fly +5, Intimidate +14, 
  Knowledge (arcana) +13, Perception +13, Sense Motive 
  +13, Spellcraft +13, Use Magic Device +14
  Languages Common, Giant
  SQ change shape (Small, Medium, or Large humanoid; 
  alter self or giant form I), flight
  ECOLOgy
  Environment cold hills
  Organization solitary, pair, or patrol (1–2 plus 2–4 ogres)
  Treasure double (chain shirt, greatsword, composite 
  longbow [+7 Str] with 20 arrows, other treasure)
  The ogre mage, like all oni, is an evil spirit come to the 
  Material Plane and clad in living flesh—in this case, that of 
  a brutish ogre. Ogre mages are often found serving as leaders 
  of ogre tribes, yet not all of them seek to link their destinies to 
  their less-intelligent kin. Some become lone marauders 
  who hold villages hostage, demanding regular 
  tribute in the form of gold, food, or maidens, lest 
  they take more than they ask.
  Oni Traits
  The oni are a diverse race of evil outsiders, 
  of which the ogre mage is the most common. 
  Other types of oni exist as well—evil spirits that clothe 
  themselves in the flesh of other types of humanoid. The 
  majority of oni are giants, with goblinoid, tengu, and 
  reptilian oni being relatively common as well.
  While oni are incredibly varied in their shapes and 
  powers, they still share certain traits in common.
  •	 Regeneration: All oni regenerate, although the rate of 
  regeneration varies. Damage from fire or acid can kill 
  an oni.
  •	 Change Shape: All oni are shapechangers, but their 
  ability to change shape is generally limited to creatures 
  similar in shape to their true form.
  •	 Native: Oni are native outsiders. As evil spirits clad in 
  mortal humanoid flesh, all oni also possess one of the 
  humanoid subtypes—usually giant.
  Clad in beautiful armor, this exotically garbed giant roars, its 
  tusks glistening and its eyes afire with murderous intent.
  Ogre–Oni, Ogre Mage
  Ogre–Oni, Ogre Mage
  221221
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757152
  757152
  451139
  451139
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757153
  757153
  451140
  451140
  ORC 
  CR 1/3
  XP 135
  Orc warrior 1
  CE Medium humanoid
  Init +0; Senses darkvision 60 ft., low-light vision; Perception –1
  DEfEnSE
  AC 13, touch 10, flat-footed 13 (+3 armor)
  hp 6 (1d10+1)
  fort +3, Ref +0, Will –1
  Defensive Abilities ferocity
  OffEnSE
  Speed 30 ft.
  Melee falchion +4 (2d4+4/18–20)
  Ranged javelin +1 (1d6+3)
  STATISTICS
  Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
  Base Atk +1; CMB +4; CMD 14
  feats Weapon Focus (falchion)
  Skills Intimidate +2
  Languages Common, Orc
  ECOLOgy
  Environment temperate hills, mountains, or underground
  Organization solitary, gang (2–4), squad (11–20 plus 2 
  sergeants of 3rd level and 1 leader of 3rd–6th level), or band 
  (30–100 plus 150% noncombatants plus 1 sergeant of 3rd 
  level per 10 adults, 1 lieutenant of 5th level per 20 adults, 
  and 1 leader of 7th level per 30 adults)
  Treasure NPC gear (studded leather armor, falchion, 4 
  javelins, other treasure)
  Along with their brute strength and comparatively low 
  intellect, the primary difference between orcs and the 
  civilized humanoids is their attitude. As a culture, orcs 
  are violent and aggressive, with the strongest ruling the 
  rest through fear and brutality. They take what they want 
  by force, and think nothing of slaughtering or enslaving 
  entire villages when they can get away with it. They 
  have little time for niceties or details, and their 
  camps and villages tend to be filthy, ramshackle 
  affairs filled with drunken brawls, pit fights, 
  and other sadistic entertainment. Lacking the 
  patience for farming and only able to shepherd 
  the most robust and self-sufficient animals, orcs 
  almost always find it easier to take what someone 
  else has built than to create things themselves. 
  They are arrogant and quick to anger when 
  challenged, but only worry about honor so far 
  as it directly benefits them to do so.
  An adult male orc is roughly 6 feet tall and 210 pounds. 
  Orcs and humans interbreed frequently, though this is 
  almost always the result of raids and slave-taking rather 
  than consensual unions. Many orc tribes purposefully 
  breed for half-orcs and raise them as their own, as the 
  smarter progeny make excellent strategists and leaders 
  for their tribes.
  Orc Characters
  Orcs are defined by their class levels—they do not possess 
  racial Hit Dice. All orcs have the following racial traits.
  +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: 
  Orcs are brutal and savage.
  Darkvision: Orcs can see in the dark up to 60 feet.
  Ferocity: See universal monster rules, page 300.
  Light Sensitivity: See universal monster rules, page 301.
  Weapon Familiarity: Orcs are always proficient with 
  greataxes and falchions, and treat any weapon with the 
  word “orc” in its name as a martial weapon.
  Languages: Orcs begin play speaking Common and 
  Orc. Orcs with high Intelligence scores can choose from 
  among the following bonus languages: Dwarven, Giant, 
  Gnoll, Goblin, Undercommon.
  Orc
  This savage creature looks like a bestial version of a savage 
  human, with green-gray skin and greasy black hair.
  222
  222
  Illustration by Concept Art House
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757153
  757153
  451140
  451140
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757154
  757154
  451141
  451141
  Otyugh
  OTyUgh 
  CR 4
  XP 1,200
  N Large aberration
  Init +0; Senses darkvision 60 ft., scent; Perception +9
  DEfEnSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 39 (6d8+12)
  fort +3, Ref +2, Will +6
  Immune disease
  OffEnSE
  Speed 20 ft.
  Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 
  plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+2)
  STATISTICS 
  Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
  Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip)
  feats Alertness, Toughness, Weapon Focus (tentacle)
  Skills Perception +9, Stealth +2 (+10 in lair); Racial Modifiers 
  +8 Stealth in lair
  Languages Common
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 14; 
  onset 1d3 days; 
  frequency 1/day; effect 
  1d3 Dex damage 
  and 1d3 Con 
  damage; cure 
  2 consecutive 
  saves. The save DC 
  is Constitution-based.
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or 
  cluster (3–4)
  Treasure standard
  Otyughs 
  are 
  particularly 
  vile and horrid creatures 
  that lurk in places most sane 
  creatures avoid. Their lairs are 
  middens, cesspools, offal pits, toxic 
  swamps, and sewers—the greater a lair’s filth, the 
  greater the draw to the refuse-eating otyugh. 
  They glory in the role of scavenger, 
  wandering through vast 
  underground 
  caverns 
  in search of the choicest cuts of garbage and waste. Upon 
  finding such refuse, they gorge upon it, gathering what 
  cannot be consumed in one debauch to bring back to their 
  foul-smelling lairs. Otyughs spend most of their time in 
  these filthy dens, which they keep constantly filled with 
  carrion, dung, and worse sorts of stinking effluvia.
  Intelligent creatures dwelling in subterranean areas near 
  an otyugh often form a partnership of convenience with 
  the disgusting beast. These creatures gladly provide their 
  refuse and piles of raw meat to the otyugh, transforming 
  the creature into an effective form of trash disposal. In 
  return, the otyugh leaves its benefactors alone, and does 
  not attack them, possibly even acting as a guardian.
  The most horrifying thing to most races about the 
  notorious otyugh is not the nature of its diet or its choice 
  of lairs, but rather that a creature with an otyugh’s tastes 
  can be anything other than a mindless scavenger. In fact, 
  otyughs are surprisingly intelligent, and often quite eager to 
  form alliances with those who offer them a steady supply 
  of delicious diversions in the form of offal and waste. 
  Most otyughs understand the fact that other creatures 
  find them unpleasant and hideous, but few really care.
  This three-legged freak is mostly mouth. Three tentacles, two 
  tipped with barbs and one with eyes, extend from its sides. 
  Orc–Otyugh
  Orc–Otyugh
  223
  223
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757154
  757154
  451141
  451141
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757155
  757155
  451142
  451142
  Owlbear
  An amalgam of fur and feathers, this bizarre half-bear, half-owl 
  monstrosity raises its huge, ursine claws in anger.
  OWLBEAR 
  CR 4
  XP 1,200
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEfEnSE 
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
  hp 47 (5d10+20)
  fort +10, Ref +5, Will +2
  OffEnSE 
  Speed 30 ft.
  Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)
  Space 10 ft.; Reach 5 ft. 
  STATISTICS
  Str 19, Dex 12, Con 18, Int 2, Wis 12, Cha 10
  Base Atk +5; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
  feats Improved Initiative, Great Fortitude, Skill Focus 
  (Perception)
  Skills Perception +12
  ECOLOgy 
  Environment temperate forests
  Organization solitary, pair, or pack (3–8)
  Treasure incidental
  The origin of the owlbear is a subject of 
  great debate among scholars of the monstrous 
  creatures of the world. However, most concur 
  that at some point in the distant past, a 
  deranged wizard created the original 
  specimens by crossing an owl with a 
  bear—perhaps as proof of some insane 
  concept about the nature of life, 
  but possibly out of sheer lunacy. 
  Whatever the original purpose 
  of such a freakish creation as 
  the owlbear, the creature bred 
  true and has become quite well-
  established in woodlands across 
  the world, where it plays a key role in a 
  region’s ecosystem as an apex predator.
  Owlbears are notoriously bloodthirsty killers, well 
  known for their short tempers, aggression, and savage 
  nature. They tend to attack without provocation, 
  slaughtering any living creatures that cross their paths. 
  Many scholars that have encountered these 
  creatures in the wild have noted that they all 
  have red-rimmed eyes that roll about wildly when 
  they close in for an attack. This is sometimes 
  presented as a sign of madness, suggesting that all 
  owlbears are born with a pathological need to fight and 
  kill, but more level-headed researchers believe that it’s 
  simply part of the way the massive bird-beast’s keen eyes 
  are constructed.
  Owlbears generally inhabit desolate areas of the 
  wilderness, making their messy lairs within wild forests 
  or inside dark, shallow caverns. They are equally adept at 
  hunting during the day and at night, depending upon the 
  prey available near their lairs.
  Adult owlbears live in mated pairs, and hunt in small 
  groups, leaving their young behind in their lairs while 
  they search for prey. A typical owlbear lair contains 1d6 
  juveniles, which can fetch a price of up to 3,000 gp apiece 
  in many city markets.
  While it is considered impossible to truly domesticate 
  owlbears due to their feral natures, they can still be used 
  as guardians if contained within an area but allowed to 
  roam and hunt freely there. Professional animal trainers 
  charge up to 2,000 gp to rear or train an owlbear into a 
  serviceable guardian that can obey simple commands (DC 
  23 for a juvenile creature; DC 30 for a fully grown adult).
  A full-grown male can stand as tall as 8 feet and weighs 
  up to 1,500 pounds.
  224
  224
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757155
  757155
  451142
  451142
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757156
  757156
  451143
  451143
  PEgASUS 
  CR 3
  XP 800
  CG Large magical beast 
  Init +2; Senses darkvision 60 ft., detect evil, detect good, low-
  light vision, scent; Perception +11
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d10+12)
  fort +7, Ref +6, Will +4
  OffEnSE
  Speed 60 ft., fly 120 ft. (average)
  Melee bite +7 (1d3+4), 2 hooves +2 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 4th)
  Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
  STATISTICS
  Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
  Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
  feats Flyby Attack, Iron Will
  Skills Fly +5, Perception +11, Sense Motive 
  +7; Racial Modifiers +4 Perception
  Languages Common (cannot speak)
  ECOLOgy
  Environment temperate and warm plains
  Organization solitary, pair, or herd (6–10)
  Treasure none
  The pegasus is a magnificent winged horse that 
  sometimes serves the cause of good. Though highly 
  prized as aerial steeds, pegasi are wild and shy creatures 
  not easily befriended. A typical pegasus stands 6 feet high 
  at the shoulder, weighs 1,500 pounds, and has a wingspan 
  of 20 feet. Most pegasi are white, though occasionally one is 
  hatched with conventional horse colors and markings.
  The pegasus is, despite its appearance, as intelligent 
  as a human. As such, those who try to train a pegasus to 
  serve as a mount find the pegasus to be recalcitrant and 
  even violent. A pegasus cannot speak, but it understands 
  Common and greatly prefers the company of a good 
  companion. The proper method to convince a pegasus to 
  serve as a mount is to befriend it with diplomacy, favors, 
  and good deeds. A pegasus is generally indifferent to a 
  good-aligned creature, unfriendly to a neutral one, and 
  hostile to an evil one—before a pegasus will serve as a 
  mount, a pegasus must be made helpful via Diplomacy 
  checks or other means. Riding a pegasus requires an 
  exotic saddle or no saddle at all, as a regular saddle’s 
  straps interfere with the creature’s wings. A pegasus can 
  Pegasus
  This magnificient horse has great bird-like wings upon its back 
  and moves with a quiet and proud grace.
  Owlbear–Pegasus
  Owlbear–Pegasus
  fight while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check. Trained 
  pegasi are not afraid of combat, and the rider does not 
  need to make a Ride check each round merely to control 
  his mount.
  Pegasi lay eggs—they are worth 2,000 gp each on the 
  open market, while young are worth 3,000 gp per head. 
  However, as they are intelligent, good-aligned creatures, 
  selling eggs and young is essentially slavery and is looked 
  down on or outlawed in good societies.
  Pegasi mature at the same rate as horses. Professional 
  trainers charge 1,000 gp to rear or train a pegasus, which 
  serves a good or neutral master with absolute faithfulness 
  for life.
  A light load for a pegasus is up to 300 pounds; a medium 
  load, 301–600 pounds; and a heavy load, 601–900 pounds.
  In some pegasi, the blood of a mighty heroic stallion 
  ancestor runs strong. These champions have the lifespan 
  of a human, the advanced template, perfect flight 
  maneuverability, fire resistance 10, a +4 racial bonus 
  on saving throws against poison, and an immunity to 
  petrification attacks. Some are able to speak a few words 
  in Common or Celestial. They are fully aware of their 
  superiority over common horses and pegasi, and need no 
  training to fly with a rider, but only allow themselves 
  to be ridden by great heroes.
  225
  225
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757156
  757156
  451143
  451143
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757157
  757157
  451144
  451144
  Phase Spider
  PhASE SPIDER 
  CR 5
  XP 1,600
  N Large magical beast
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
  DEfEnSE
  AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
  hp 51 (6d10+18)
  fort +8, Ref +8, Will +3
  Defensive Abilities ethereal jaunt
  OffEnSE
  Speed 40 ft., climb 20 ft.
  Melee bite +10 (2d6+7 plus poison and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks ethereal ambush
  STATISTICS
  Str 20, Dex 17, Con 16, Int 7, Wis 13, Cha 10
  Base Atk +6; CMB +12 (+16 grapple); CMD 25 (37 vs. trip)
  feats Ability Focus (poison), Improved Initiative, Skill Focus 
  (Stealth) 
  Skills Climb +18, Perception +6, Stealth +7
  Languages Aklo
  ECOLOgy
  Environment warm hills
  Organization solitary, pair, or cluster (3–6)
  Treasure none
  SPECIAL ABILITIES
  Ethereal Ambush (Ex) 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 (Su) 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). The 
  ability is otherwise identical to ethereal 
  jaunt (CL 15th).
  Poison (Ex) Bite—injury; save Fort DC 
  18; frequency 1/round for 8 rounds; 
  effect 1d2 Constitution damage; cure 
  2 consecutive saves. The save DC is 
  Constitution-based.
  Phase spiders are voracious predators 
  from the Ethereal Plane who hunt 
  on the Material Plane. When prey 
  is located, the spider shifts to 
  the Ethereal Plane to prepare 
  an ambush. Against a lone 
  victim, the spider shifts to the Material Plane, bites the 
  victim, then retreats back to the Ethereal Plane to wait for 
  the poison to take effect. Against multiple foes, a phase 
  spider follows these same tactics, and on each round a 
  foe remains in reach at the start of its turn, it repeats this 
  gambit. If no foes are in reach, it moves while ethereal 
  to prepare an attack on an available target, but unless it 
  feels safe in spending an entire round on the Material, it 
  won’t phase back to attack unless it can do so while saving 
  a move action for an escape.
  Phase spiders are the natural enemy of another denizen 
  of the Ethereal Plane—the xill. The two races have long 
  fought a bloody war with no real prospect of a resolution 
  anytime soon. Were phase spiders less horrifying and 
  alien in appearance, they might find the allies they need 
  to defeat the sinister xill among other races, but their 
  monstrous forms and often overwhelming hunger make 
  diplomacy difficult.
  On the Ethereal Plane, phase spiders can manipulate 
  the raw smoky ether in a manner similar to how a spider 
  manipulates webs. Vast, complex nests of semisolid 
  ether float idly through the eddies of the Ethereal Plane, 
  each supporting numerous phase spiders. The creatures 
  enjoy each other’s company, but have no real concept 
  of family—a newborn phase spider is fully capable of 
  fending for itself and is treated no differently by its 
  parents or siblings than any other.
  The typical phase spider is 8 feet long and weighs about 
  700 pounds.
  This large spider-like monster has an eerie, humanoid face 
  surrounded by a shaggy mane of fur.
  226
  226
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757157
  757157
  451144
  451144
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757158
  757158
  451145
  451145
  Phoenix
  PhOEnIX 
  CR 15
  XP 51,200
  NG Gargantuan 
  magical beast 
  (fire)
  Init +11; Senses 
  darkvision 60 
  ft., detect magic, 
  detect poison, 
  low-light vision, see 
  invisibility; Perception +37
  Aura shroud of flame (20 
  ft., 4d6 fire, DC 25)
  DEfEnSE
  AC 28, touch 14, flat-footed 20 (+7 Dex, +1 
  dodge, +14 natural, –4 size)
  hp 210 (20d10+100); regeneration 
  10 (cold or evil)
  fort +17, Ref +19, Will +14
  Defensive Abilities self-
  resurrection; DR 15/evil; 
  Immune fire SR 26
  Weaknesses vulnerable to cold
  OffEnSE
  Speed 30 ft., fly 90 ft. (good)
  Melee 2 talons +24 (2d6+8/19–20 plus 1d6 fire) and bite 
  +24 (2d8+8 plus 1d6 fire) 
  Space 20 ft.; Reach 20 ft. 
  Spell-Like Abilities (CL 18th)
  Constant—detect magic, detect poison, see invisibility
  At will—continual flame, cure critical wounds, greater dispel 
  magic, remove curse, wall of fire
  3/day—fire storm (DC 24), greater restoration, heal, mass cure 
  critical wounds, quickened wall of fire
  STATISTICS
  Str 27, Dex 25, Con 20, Int 23, Wis 22, Cha 22
  Base Atk +20; CMB +32; CMD 50
  feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, 
  Flyby Attack, Improved Critical (talon), Improved Initiative, 
  Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)
  Skills Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, 
  Knowledge (nature plus any one other) +26, Perception +37, 
  Sense Motive +26; Racial Modifiers +8 Perception
  Languages Auran, Celestial, Common, Ignan
  ECOLOgy
  Environment warm desert and hills
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Self-Resurrection (Su) 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 gains 1 permanent negative 
  level when this occurs, although most 
  use greater restoration to remove this 
  negative level 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 gains 
  negative levels as 
  a result.
  This immense bird seems to be made of living flame. It spreads its 
  wings and gives vent to a musical cry as it takes to the air.
  Phase Spider–Phoenix
  Phase Spider–Phoenix
  Shroud of flame (Su) A phoenix can cause its feathers to 
  burst into fire as a free action. As long as its feathers are 
  burning, it inflicts an additional 1d6 points of fire damage 
  with each natural attack, and any creature within reach (20 
  feet for most phoenixes) must make a DC 25 Reflex save 
  each round to avoid taking 4d6 points of fire damage at the 
  start of its turn. A creature that attacks the phoenix with 
  natural or non-reach melee weapons takes 1d6 points of fire 
  damage (no save) with each successful hit. The save DC is 
  Constitution-based.
  The phoenix is a legendary bird of fire that dwells in the 
  most remote parts of the desert. As the birds are known 
  to be great scholars, many seekers of rare lore search out 
  particular phoenixes for advice. Yet it is the phoenix’s 
  ability to rebirth itself from its own dead body for which 
  the creature is best known.
  The phoenix is a benevolent creature, aiding those who 
  do good and actively harming those who do evil.
  227
  227
  Illustration by Kieran Yanner
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757158
  757158
  451145
  451145
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757159
  757159
  451146
  451146
  Pixie
  PIXIE 
  CR 4
  XP 1,200
  NG Small fey
  Init +5; Senses 
  low-light vision; 
  Perception +9
  DEfEnSE
  AC 18, touch 17, flat-
  footed 12 (+5 Dex, +1 
  dodge, +1 natural, +1 size)
  hp 18 (4d6+4)
  fort +2, Ref +9, Will +6
  Defensive Abilities invisibility; 
  DR 10/cold iron; SR 15
  OffEnSE
  Speed 20 ft., fly 60 ft. (good)
  Melee short sword +8 
  (1d4–2/19–20)
  Ranged longbow +8 
  (1d6–2/×3)
  Special Attacks special arrows
  Spell-Like Abilities (CL 8th)
  Constant—detect chaos, detect 
  evil, detect good, detect law
  1/day—dancing lights, detect 
  thoughts (DC 15), dispel magic, 
  entangle (DC 14), lesser confusion (DC 
  14), permanent image (DC 19; visual and 
  auditory elements only), shield
  STATISTICS
  Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16
  Base Atk +2; CMB –1; CMD 15
  feats Dodge, Weapon Finesse
  Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, 
  Knowledge (nature) +10, Perception +9, Sense Motive +9, 
  Stealth +16, Use Magic Device +10
  Languages Common, Sylvan
  ECOLOgy
  Environment temperate forests
  Organization solitary, gang (2–4), band (6–11), or tribe (20–80)
  Treasure standard
  SPECIAL ABILITIES
  Invisibility (Su) A pixie remains invisible even when it attacks. 
  This ability is constant, but the pixie can suppress or 
  resume it as a free action.
  Special Arrows (Su) 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 generate a number of uses of dust equal to 
  its Charisma score each day (16 uses per day for most 
  pixies)—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. Save DCs are Charisma-based.
  Charm: The target must succeed on a DC 15 
  Will save or be affected as though by a charm 
  monster spell for 10 minutes.
  Memory Loss: The target must succeed 
  on a DC 15 Will 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: The target must succeed on a DC 15 Will 
  save or fall asleep for 5 minutes.
  Perhaps the best-known and most elusive of 
  all fey creatures, pixies live in the deepest, 
  most pristine forests, but their insatiable 
  curiosity often leads them far from home. Most 
  pixies stand just over 2 feet tall—though they 
  typically fly about the eye level of creatures 
  they’re conversing with in order to maintain eye contact—
  and weigh about 30 pounds. Pixies talk quickly and easily 
  become overexcited.
  Strange beings both of and beyond the natural world, 
  pixies have magic that occasionally favors them in strange 
  ways. For example, one out of every 10 pixies exhibits an 
  additional spell-like ability that it can use once per day 
  (caster level 8th), usually baleful polymorph, beast shape 
  II (Tiny creatures only), or even a powerful spell like 
  irresistible dance. Alternatively, you can change the types 
  of effects that pixie dust can have on arrows—as a general 
  rule, these alternate effects should be mind-affecting 
  effects. Confusion, fear, hideous laughter, and hypnotism 
  are all good choices for variant pixie arrow powers. You 
  should take care when assigning alternate powers to a 
  pixie, though, since doing so can create a threat that far 
  exceeds what their physical statistics (and relatively low 
  CR) can logically support.
  This tiny, whimsical-looking humanoid darts about swiftly on 
  wildly colored gossamer wings.
  228
  228
  Illustration by Tyler Walpole
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757159
  757159
  451146
  451146
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757160
  757160
  451147
  451147
  Pseudodragon
  PSEUDODRAgOn 
  CR 1
  XP 400
  NG Tiny dragon 
  Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +6
  DEfEnSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 15 (2d12+2)
  fort +4, Ref +5, Will +4
  Immune paralysis, sleep; SR 12
  OffEnSE
  Speed 15 ft., fly 60 ft. (good)
  Melee sting +6 (1d3–2 plus poison), bite +6 (1d2–2) 
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
  STATISTICS
  Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
  feats Weapon Finesse
  Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, 
  Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 
  Stealth (improves to +8 in forests)
  Languages Draconic; telepathy (60 ft.)
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, or clutch (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/minute 
  for 10 minutes; effect sleep for 1 minute; cure 1 
  save. The save DC is Constitution-based and 
  includes a +2 racial bonus.
  Pseudodragons are tiny cousins of true 
  dragons, and are playful but shy. They 
  often only vocalize in chirps, hisses, growls, 
  and purrs, but can communicate telepathically with any 
  intelligent creature. If approached peacefully and offered 
  food, they are usually willing to share information about 
  what they’ve seen in their territory, but threats or violence 
  make them flee.
  Pseudodragons are carnivores, devouring 
  insects, rodents, small birds, and snakes, 
  though they sometimes eat eggs, and 
  most also enjoy butter, cheese, 
  and fish. They either hunt on 
  the ground like lizards or 
  look for prey on the wing like 
  a raptor. As smart as a typical 
  humanoid, they do not enjoy being treated as pets and 
  prefer being treated as friends. They are wary of evil folk 
  but can bond with sorcerers and wizards as familiars, and 
  some have befriended druids and rangers or partnered 
  with good dragons as scouts. Pseudodragons will serve as 
  familiars if they approve of a spellcaster’s personality (and 
  if the spellcaster takes the Improved Familiar feat), but 
  often also bond with those whose company they enjoy or 
  who have proven themselves true friends. A pseudodragon 
  might follow another character in this manner for days, 
  weeks, years, or even a lifetime if the creature is treated 
  well, provided with food, and generally well-loved.
  Upon reaching adulthood, a pseudodragon’s body is 
  about 1 foot long with a 2-foot tail, and weighs about 7 
  pounds. A pseudodragon egg is the size of a chicken egg, 
  but leathery and spotted brown, and a mating female lays 
  2–5 eggs every spring. A clutch of pseudodragons (the 
  collective noun—not to be confused with pseudodragons 
  from the same brood of eggs) usually consists of a mated 
  pair and several near-adult offspring. 
  This housecat-sized miniature dragon has fine scales, sharp 
  horns, wicked little teeth, and a tail tipped with a barbed stinger.
  Pixie–Pseudodragon
  Pixie–Pseudodragon
  229
  229
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757160
  757160
  451147
  451147
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757161
  757161
  451148
  451148
  Purple Worm
  PURPLE WORM 
  CR 12
  XP 19,200
  N Gargantuan magical beast
  Init –2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +18
  DEfEnSE
  AC 26, touch 4, flat-footed 26 (–2 Dex, +22 natural, –4 size)
  hp 200 (16d10+112)
  fort +17, Ref +8, Will +4
  OffEnSE
  Speed 20 ft., burrow 20 ft., swim 10 ft.
  Melee bite +25 (4d8+12/19–20 plus grab), sting +25 (2d8+12 
  plus poison)
  Space 20 ft.; Reach 15 ft. 
  Special Attacks swallow whole (4d8+18 bludgeoning damage, 
  AC 21, 20 hp)
  STATISTICS
  Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
  Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)
  feats Awesome Blow, Critical Focus, Improved Bull Rush, 
  Improved Critical (bite), Power Attack, Staggering Critical, 
  Weapon Focus (bite, sting)
  Skills Perception +18, Swim +20
  ECOLOgy
  Environment any underground
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 
  25; frequency 1/round for 6 rounds; 
  effect 1d4 Strength damage; cure 3 
  consecutive saves. The save DC is 
  Constitution-based.
  Purple worms are giant scavengers 
  that inhabit the deepest regions 
  of the world, consuming any 
  organic material that they 
  encounter. They are notorious 
  for swallowing their prey whole. 
  It is not uncommon to hear of a 
  group of adventurers vanishing down 
  the ravenous maw of a purple worm, 
  screaming as they disappear one 
  by one.
  Although 
  they 
  seek 
  to 
  consume living creatures, purple 
  worms also consume vast amounts 
  of dirt and minerals as they burrow underground. The 
  insides of a purple worm may contain a considerable 
  number of gemstones and other items able to withstand 
  the corrosive acid inside its gullet. In areas filled with 
  valuable minerals, such as those near dwarven mines, the 
  natural tunnels created by burrowing purple worms are 
  often filled with vast amounts of unrefined ores.
  A purple worm usually claims a large underground 
  cavern as its den, and while it returns here to rest and 
  digest food, it spends the majority of its time on the 
  prowl, burrowing through the endless dark or slithering 
  along established tunnels in the constant drive to feed 
  its immense hunger. Although not completely mindless, 
  purple worms are rather stupid. They make popular 
  guardians for those who have the magic to control them or 
  a chamber in their lair large enough to hold one captive.
  Although the deep-dwelling purple worm is the most 
  common of its ilk, variant immense worms of differing 
  colors dwell in other remote wildernesses. A sleek, 
  mottled blue-and-green variant of the giant worm dwells 
  in deep underground lakes or tropical seas (this variant 
  loses its burrow speed but increases its swim speed to 40 
  feet). A deep crimson variant of even greater size dwells 
  in remote badlands and rocky deserts (this variant is 
  never less than Colossal in size). Other species doubtless 
  remain to be discovered in the far corners of the world.
  This enormous worm is covered with dark purple plates of chitinous 
  armor. Its giant, tooth-filled mouth is the size of an ox.
  230
  230
  Illustration by Dave Allsop
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757161
  757161
  451148
  451148
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757162
  757162
  451149
  451149
  Rakshasa
  RAkShASA 
  CR 10
  XP 9,600
  LE Medium outsider (native, shapechanger)
  Init +9; Senses darkvision 60 ft.; Perception +14
  DEfEnSE
  AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, +9 natural)
  hp 115 (10d10+60)
  fort +9, Ref +12, Will +8
  DR 15/good and piercing; SR 25
  OffEnSE
  Speed 40 ft.
  Melee +1 kukri +16/+11 (1d4+3/15–20), claw +10 (1d4+1), bite +10 
  (1d6+1)
  Special Attacks detect thoughts
  Spells known (CL 7th)
  3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16)
  2nd (7/day)—acid arrow, invisibility, minor 
  image
  1st (7/day)—charm person (DC 14), mage 
  armor, magic missile, shield, silent 
  image
  0—dancing lights, detect magic, ghost 
  sound (DC 13), mage hand, mending, 
  message, prestidigitation
  STATISTICS
  Str 16, Dex 20, Con 22, Int 13, Wis 13, 
  Cha 17
  Base Atk +10; CMB +13; CMD 29
  feats Combat Expertise, Dodge, 
  Improved Critical (kukri), Improved 
  Initiative, Weapon Finesse
  Skills Bluff +20, Diplomacy +16, Disguise 
  +24, Perception +14, Perform +16, Sense 
  Motive +14, Stealth +18; Racial Modifiers 
  +4 Bluff, +8 Disguise
  Languages Common, Infernal, 
  Undercommon
  SQ change shape (any humanoid, alter self )
  ECOLOgy
  Environment any
  Organization solitary, pair, or cult (3–12)
  Treasure double (+1 kukri, other treasure)
  SPECIAL ABILITIES
  Detect Thoughts (Su) A rakshasa can 
  detect thoughts as per the 
  spell of the same name 
  (CL 18th). It 
  can suppress 
  or resume this ability as a free action. When a rakshasa 
  uses this ability, it always functions as if it had spent three 
  rounds concentrating and thus gains the maximum amount 
  of information possible. A creature can resist this effect 
  with a DC 18 Will save. The save DC is Charisma-based.
  The rakshasa is an evil spirit that cloaks itself in the guise 
  of a humanoid creature that it might walk unseen among 
  its prey. They embody what is taboo among most societies, 
  and in the shape of those it seeks to defile, a rakshasa gorges 
  itself on these hideous acts. Were they human, these acts 
  of cannibalism, blasphemy, and worse would mark them as 
  criminals condemned to the cruelest of hells. 
  When not disguised as a humanoid, the otherwise 
  humanoid rakshasa has the head of an animal. Often, they 
  possess the heads of  great cats (such as a tiger or panther) 
  or a snake (like a cobra or viper), yet other heads are not 
  unknown—apes, jackals, vultures, elephants, 
  mantises, lizards, rhinos, boars, and more 
  are possible. In most cases, the type of 
  head a rakshasa possesses speaks in some 
  way to its personality—a tiger-headed 
  rakshasa is stealthy and ravenous, while a 
  boar-headed one might be gluttonous 
  and crude. These changes rarely 
  impact the rakshasa’s base 
  statistics, although there are 
  more powerful variants 
  of the standard rakshasa 
  that 
  possess 
  multiple 
  heads, more potent spellcasting 
  powers, and additional deadly 
  and unusual special abilities.  
  Rakshasas scoff at religion—
  they understand the power of 
  the divine, but see themselves 
  as the only thing worthy of 
  worship from the mortal races. 
  Rakshasa clerics are thus quite 
  rare. Although rakshasas are 
  outsiders, they are also very 
  much creatures of the Material 
  Plane, and many believe the first 
  rakshasas chose this exile over some 
  other role offered them by a long-
  forgotten god. Although they usually 
  work alone, it isn’t unheard of to find 
  extended families of rakshasas working 
  together to ruin a mortal civilization 
  from the inside out over the course of 
  many generations. A rakshasa is 
  6 feet tall and weighs 
  180 lbs.
  This figure’s backward-bending fingers and its bestial, snarling 
  visage leave little doubt as to its fiendish nature.
  Purple Worm–Rakshasa
  Purple Worm–Rakshasa
  231
  231
  Illustration by Concept Art House
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757162
  757162
  451149
  451149
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757163
  757163
  451150
  451150
  Rat, Dire
  Rat Swarm
  DIRE RAT 
  CR 1/3
  XP 135
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +4
  DEfEnSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 5 (1d8+1)
  fort +3, Ref +5, Will +1
  OffEnSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +1 (1d4 plus disease)
  Special Attacks disease
  STATISTICS
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
  Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
  feats Skill Focus (Perception)
  Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial 
  Modifiers uses Dex to modify Climb and Swim
  ECOLOgy
  Environment any urban
  Organization solitary or pack (2–20)
  Treasure none
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: 
  Bite—injury; save Fort DC 
  11; onset 1d3 days; frequency 
  1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 
  consecutive saves. The save 
  DC is Constitution-based.
  Dire rats grow up to 2 feet 
  long and weigh up to 25 
  pounds. They are common menaces 
  in dungeons and city sewers alike.
  Dire Rat Companions
  Starting Statistics: Size 
  Small; Speed 40 ft., climb 
  20 ft., swim 20 ft.; Attack 
  bite (1d4); Ability Scores 
  Str 10, Dex 17, Con 12, 
  Int 2, Wis 12, Cha 4; 
  Special Qualities low-
  light vision, scent.
  4th-Level Advancement: Attack 
  bite (1d4 plus disease); Ability Scores 
  Str +2, Con +2.
  RAT SWARM 
  CR 2
  XP 600
  N Tiny animal (swarm)
  Init +6; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 16 (3d8+3)
  fort +4, Ref +5, Will +2
  Defensive Abilities swarm traits
  OffEnSE
  Speed 15 ft., climb 15 ft., swim 15 ft.
  Melee swarm (1d6 plus disease)
  Space 10 ft.; Reach 0 ft.
  Special Attacks disease, distraction (DC 12)
  STATISTICS
  Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
  Base Atk +2; CMB —; CMD —
  feats Improved Initiative, Skill Focus (Perception)
  Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim 
  +10; Racial Modifiers uses Dex to modify Climb and Swim
  ECOLOgy
  Environment any
  Organization solitary, pack (2–5 swarms), or 
  infestation (6–12 swarms)
  Treasure none
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Swarm—
  injury; save Fort DC 12; onset 1d3 
  days; frequency 1/day; effect 1d3 Dex 
  damage and 1d3 Con damage; cure 
  2 consecutive saves. The save DC 
  is Constitution-based.
  A rat swarm typically consists of a 
  biting, roiling mass of hundreds 
  of disease-ridden rats driven to 
  uncharacteristic heights of 
  aggression by fantastic and 
  overwhelming hunger. In 
  such numbers, they become 
  voracious hunters, capable of 
  killing a full-grown human with 
  hundreds of bites. Rat swarms 
  are often found in the sewers 
  of large human settlements.
  Rat swarms surround and 
  attack any warm-blooded 
  prey in their path.
  This filthy rat is the size of a small dog. It has a coat of coarse fur, 
  a long and scabby tail, and two glittering eyes.
  A squirming, roiling mass of squeaking rats draws closer, teeth 
  flashing and claws scratching everything in its path.
  232
  232
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757163
  757163
  451150
  451150
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757164
  757164
  451151
  451151
  Remorhaz
  REMORhAz 
  CR 7
  XP 3,200
  N Huge magical beast 
  Init +1; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +16
  DEfEnSE
  AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
  hp 94 (9d10+45)
  fort +11, Ref +7, Will +4
  Immune fire, cold
  OffEnSE
  Speed 30 ft., burrow 20 ft.
  Melee bite +13 (3d6+9 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks heat, swallow whole (2d6+9 plus 8d6 fire, AC 
  15, hp 9)
  STATISTICS
  Str 22, Dex 13, Con 21, Int 5, Wis 12, Cha 10
  Base Atk +9; CMB +17 (+21 grapple); CMD 28 (can’t be tripped)
  feats Awesome Blow, Cleave, Improved Bull Rush, Power 
  Attack, Skill Focus (Perception)
  Skills Perception +16
  Languages Giant (cannot speak)
  ECOLOgy
  Environment cold deserts and glaciers
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  heat (Su) An enraged remorhaz generates heat so 
  intense that anything touching its body takes 8d6 
  points of 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 DC 19 Fortitude save 
  to avoid taking damage. The save DC is 
  Constitution-based.
  In a world of ice and snow, the remorhaz is 
  particularly feared for the terrible fires that burn 
  within its body. These internal fires cause the armor 
  plates along its back to glow red-hot when the creature is 
  particularly angry, excited, or in pain. Creatures adapted 
  to arctic regions are often particularly vulnerable to fire, 
  making the remorhaz’s primary defense an incredibly 
  An immense centipede-like beast erupts from the snow, rows of 
  chitinous plates on its back glowing red-hot.
  Rat–Remorhaz
  Rat–Remorhaz
  potent one and securing its role as a dangerous predator 
  in such frozen reaches.
  Remorhazes dwell in extensive warrens carved into 
  the hearts of glaciers. The beasts use their heat to melt 
  tunnels through ice, tunnels whose smooth glassy sides 
  swiftly refreeze in their wake to create uncommonly 
  stable and numerous mazes.
  Although the remorhaz has much in common superficially 
  with lesser vermin, the beast is surprisingly intelligent. While 
  not capable of speech, the typical remorhaz has a good grasp 
  of the Giant tongue, and tribes of giants often use this to their 
  advantage to secure allegiances with the great beasts. Frost 
  giants are particularly obsessed with them, for those giants 
  who brave the cruel and deadly burns a remorhaz can inflict 
  to become “worm friends” gain a potent weapon to use against 
  their enemies—an assassin capable of burrowing up through 
  the floor of a glacial keep to strike directly against a frost 
  giant’s greatest weakness: fire. Other giants use the beasts as 
  living forges, for their backs are hot enough to melt metal.
  A remorhaz is 25 feet long and weighs 10,000 pounds.
  233
  233
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757164
  757164
  451151
  451151
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757165
  757165
  451152
  451152
  Retriever
  RETRIEVER 
  CR 11
  XP 12,800
  CE Huge construct (extraplanar)
  Init +7; Senses darkvision 60 ft., low-light vision, Perception +15
  DEfEnSE
  AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
  hp 137 (15d10+55); fast healing 5
  fort +7, Ref +10, Will +5
  Defensive Abilities construct traits
  OffEnSE
  Speed 50 ft.
  Melee bite +19 (1d8+6 plus grab), 4 claws +19 (2d6+6/19–20) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks eye rays (+16 ranged touch)
  Spell-Like Abilities (CL 20th)
  At will—discern location
  STATISTICS
  Str 22, Dex 16, Con —, Int 3, Wis 11, Cha 1
  Base Atk +15; CMB +23 (+27 grapple); CMD 36 (40 vs. trip)
  feats Cleave, Improved Bull Rush, Great Fortitude, Improved 
  Critical (claw), Improved Initiative, Lightning Reflexes, 
  Power Attack, Toughness
  Skills Perception +15
  Languages Abyssal (cannot speak)
  SQ relentless
  ECOLOgy
  Environment any (Abyss)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Eye Rays (Su) A retriever’s 
  eyes can produce four 
  different magical rays, 
  each with a range 
  of 100 feet. Each 
  round, it can fire 
  one ray as a free 
  action. A particular ray is 
  usable only 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 save DC for 
  A spider the size of a bull elephant rears up on its back four legs in 
  a violent challenge, eyes shimmering with magical energy.
  eye rays is 19—the save DC is Constitution-based, and 
  includes a +2 racial bonus. The eye ray effects are the 
  following.
  •	 Fire: Deals 12d6 fire damage (Reflex half).
  •	 Cold: Deals 12d6 cold damage (Reflex half).
  •	 Electricity: Deals 12d6 electricity damage (Reflex half).
  •	 Petrification: Target must succeed on a Fortitude save or 
  turn to stone permanently.
  Relentless (Su) A retriever is constantly under the effects of spider 
  climb and water walk; these abilities cannot be dispelled.
  Not all constructs are formed from unliving matter like 
  stone, wood, metal, or dead flesh. In the darkest corners 
  of the Great Beyond, certain powerful demon lords have 
  mastered the art of shaping the raw, protoplasmic flesh 
  of the Abyss into hideous monstrosities devoid of life, 
  emotion, and the will to resist control. The monstrous 
  retriever is the best-known of such constructs, a huge 
  spider-like creation capable of unleashing potent energy 
  upon those it has been ordered to seek.
  Demon lords use retrievers to seek out those who dare 
  abandon their loyalties or flee from servitude. Often, the 
  presence of a retriever in a demon’s den is enough in and 
  of itself to ensure the loyalty of the lesser demons. The 
  constructs also excel in tracking down specific objects 
  and returning them to their masters—their intelligence 
  is just enough to allow them to focus on their ordered 
  tasks but not quite enough for them to form ideas of 
  rebellion and longings for freedom.
  A retriever’s body is the size of an elephant, 
  and its legspan is nearly 30 feet. It weighs 
  6,500 pounds.
  Conjuring a Retriever
  Although a retriever is not an outsider, 
  it may nonetheless be conjured by either 
  greater planar ally or greater planar binding. The 
  spellcaster must take care to do so, however, 
  using special rare incenses and complex 
  diagrams inked on the f loor and walls using 
  expensive phosphorescent inks, 
  lest 
  the 
  retriever 
  attack 
  the 
  spellcaster 
  upon 
  completion of the spell. 
  These 
  components 
  cost 25,000 gp and 
  replace 
  the 
  usual 
  costs 
  associated 
  with casting either 
  spell 
  (including 
  greater 
  planar 
  binding‘s 
  Charisma 
  check requirement).
  234
  234
  Illustration by Tyler Walpole
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757165
  757165
  451152
  451152
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757166
  757166
  451153
  451153
  Rhinoceros
  Rhinoceros, Woolly
  RhInOCEROS 
  CR 4
  XP 1,200
  N Large animal
  Init +0; Senses scent; Perception +12
  DEfEnSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 42 (5d8+20)
  fort +10, Ref +4, Will +2
  OffEnSE
  Speed 40 ft.
  Melee gore +8 (2d6+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d6+12)
  STATISTICS
  Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5
  Base Atk +3; CMB +10; CMD 20 
  (24 vs. trip)
  feats Endurance, Great Fortitude, 
  Skill Focus (Perception)
  Skills Perception +12
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or 
  herd (3–12)
  Treasure none
  The rhinoceros feeds on leafy 
  plants, branches, and even 
  thorny shrubs. Its thick hide 
  is a mottled gray color, and it 
  can run surprisingly fast for a 
  beast of its size. The rhinoceros 
  is notoriously short-tempered 
  and prone to attacking anything 
  it perceives as approaching too 
  closely (generally within a distance 
  of 80 feet—the distance of a single 
  charge—for most rhinos).
  Rhinoceros Companions
  Starting Statistics: Size Medium; AC +4 
  natural; Speed 40 ft.; Attack gore (1d8); 
  Ability Scores Str 14, Dex 14, Con 15, Int 2, 
  Wis 13, Cha 5; Special Qualities scent.
  7th-Level Advancement: Size Large; 
  AC +3 natural armor; Attack gore (2d6); 
  Ability Scores Str +8, Dex –4, Con +4; 
  Special Qualities powerful charge.
  WOOLLy RhInOCEROS 
  CR 6
  XP 2,400
  N Large animal
  Init +0; Senses scent; Perception +15
  DEfEnSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 76 (8d8+40)
  fort +13, Ref +6, Will +3
  OffEnSE
  Speed 30 ft.
  Melee gore +14 (2d8+13)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d8+18), trample 
  (2d6+13, DC 23)
  STATISTICS
  Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
  Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
  feats Diehard, Endurance, Great Fortitude, Skill Focus 
  (Perception)
  Skills Perception +15
  ECOLOgy
  Environment cold plains 
  Organization solitary, pair, or herd (3–12)
  Treasure none
  The woolly rhinoceros is an 
  herbivore, 
  though 
  unlike 
  its non-woolly cousin it 
  grazes for food rather 
  than 
  browsing 
  on 
  larger plants. The 
  woolly 
  rhino 
  is 
  legendary 
  for 
  its 
  foul temper, and its 
  size and huge horn 
  give it a ferocious 
  bravery. Any threat 
  (real or perceived) 
  to the rhino or 
  its 
  herd 
  is 
  met 
  with loud bellows 
  and the stomping of 
  feet. Often, those who 
  unwittingly anger a 
  woolly rhino have 
  no time to amend 
  the intrusion before 
  the beast attacks. 
  This rhinoceros has a low-slung head with twisted ears that lie 
  back along its neck.
  This large rhinoceros has a shaggy pelt of long, brown fur and a 
  row of immense horns on its snout and brow.
  Retriever–Rhinoceros
  Retriever–Rhinoceros
  235
  235
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757166
  757166
  451153
  451153
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757167
  757167
  451154
  451154
  Roc
  ROC 
  CR 9
  XP 6,400
  N Gargantuan animal
  Init +6; Senses low-light vision; Perception +15
  DEfEnSE
  AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size)
  hp 120 (16d8+48)
  fort +13, Ref +14, Will +8
  OffEnSE
  Speed 20 ft., fly 80 ft. (average)
  nevertheless may find themselves accidentally consumed 
  by the feeding roc.
  Rocs are equally comfortable over land and sea. While 
  they are capable of sleeping in the air as they soar solo 
  across great ranges in search of food, they generally 
  return home to the mountains to roost and procreate. 
  They prefer rocky crags that are completely inaccessible 
  by terrestrial means, building 
  vast nests of tree trunks and 
  ruined 
  masonry. 
  Once 
  a 
  decade, a mated pair lays a 
  clutch of 3–5 eggs and raises its 
  young. Outside of mating, rocs 
  are extremely antisocial, and may 
  attack others of their kind in vicious 
  aerial battles in order to establish their 
  territorial boundaries. When a nest contains eggs 
  or chicks, parents trade off in their long-ranging 
  flights, with one restricting its wanderings to 
  within a 10-mile radius of the nest.
  Rocs are most commonly white but can be a 
  number of different colors, from dark brown or 
  gold to black or blood red. Their 
  massive feathers are highly prized, 
  and their eggs even more so. Due 
  to their scarcity and the high risk 
  involved in harvesting them, a 
  single man-sized roc egg can net 
  4,000 gp if transported to market 
  undamaged. A roc can be trained 
  as well as any other animal, but its great 
  size makes this a daunting task for most 
  would-be trainers of human size. The same isn’t true 
  for giants—particularly cloud and storm giants, who 
  often use trained rocs as guardians for their lairs. Rocs 
  are even large enough to serve as mounts for the most 
  prestigious of giants.
  Rocs taken as animal companions by druids or rangers 
  are typically newly hatched birds—a baby roc is the size of 
  a person and ready for flight and hunting within minutes 
  of hatching. Unfortunately for druids seeking animal 
  companions of legendary size, an animal companion roc 
  is limited to Large size—still large enough for a Medium 
  druid or ranger to use the flying beast as a mount.
  Roc Companions
  Starting Statistics: Size Medium; AC +5 natural armor; 
  Speed 20 ft., fly 80 ft.; Attack 2 talons (1d4), bite (1d6); 
  Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; 
  Special Qualities low-light vision.
  7th-Level Advancement: Size Large; AC +3 natural 
  armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability 
  Scores Str +8, Dex –2, Con +4.
  This immense raptor unleashes a shrill cry as it bares its talons, 
  each large enough to carry off a horse.
  Melee 2 talons +18 (2d6+9/19–20 
  plus grab), bite +17 (2d8+9)
  Space 20 ft.; Reach 15 ft.
  STATISTICS
  Str 28, Dex 15, Con 17, Int 2, Wis 12, 
  Cha 11
  Base Atk +12; CMB +25 (+29 grapple); CMD 37
  feats Flyby Attack, Improved Critical (talons), Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill 
  Focus (Perception), Weapon Focus (talons)
  Skills Fly +7, Perception +15
  ECOLOgy
  Environment warm mountains
  Organization solitary or mated pair
  Treasure none
  Rocs are terrifying, legendary birds renowned for their 
  ability to carry off elephants and other big animals. A 
  typical roc is 30 feet long from beak to tail, with an 80-
  foot wingspan and weight of up to 8,000 pounds. While 
  their beaks are hooked like an eagle’s and designed for 
  slashing and tearing, most rocs prefer to seize prey in 
  their massive, clawed talons and drop them from great 
  heights before feasting on the shattered remains. For this 
  reason, they are often followed by flocks of scavengers 
  like rooks, buzzards, and eagles hoping to steal portions 
  of the roc’s messy meals. The roc generally ignores such 
  opportunists, but if the scavengers don’t take care, they 
  236
  236
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757167
  757167
  451154
  451154
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757168
  757168
  451155
  451155
  Roper
  ROPER 
  CR 12
  XP 19,200
  CE Large aberration 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +24
  DEfEnSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 162 (12d8+108)
  fort +13, Ref +5, Will +13
  Immune electricity; Resist cold 10; SR 27
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 10 ft.
  Melee bite +20 (4d8+18/19–20)
  Ranged 6 strands +10 touch (1d6 Strength)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pull (strand, 5 feet), strands
  STATISTICS
  Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12
  Base Atk +9; CMB +22; CMD 33 (can’t be tripped)
  feats Improved Critical (bite), Improved Initiative, Iron Will, 
  Skill Focus (Perception, Stealth), Weapon Focus (strand)
  Skills Climb +27, Knowledge (dungeoneering) +16, Knowledge 
  (religion) +13, Perception +24, Stealth +18 (+26 in stony or icy 
  areas); Racial Modifiers +8 Stealth in stony or icy areas
  Languages Aklo, Undercommon
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or cluster (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Strands (Ex) 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 is AC 
  20). A creature struck by a strand is numbed and 
  weakened by the strange material, and must make 
  a DC 25 Fortitude save or take 1d6 points of Strength 
  damage. The save DC is Constitution-based.
  The roper is an ambush hunter. Capable of altering 
  the coloration and shape of its body, a roper in hiding 
  looks remarkably like a stalagmite of stone or ice (or 
  in low-ceilinged chambers, a stony or icy pillar). In 
  areas without such features to hide among, a roper can 
  compress its body into a much more squat, boulder-like 
  shape. The strands it extrudes are not flesh but a thick, 
  A huge eye opens in this conical creature’s front, just above a toothy 
  mouth. Long strands of fibrous material whip from its sides.
  Roc–Roper
  Roc–Roper
  semiliquid material similar to partially melted wax but 
  with the strength of an iron chain and the ability to numb 
  flesh and sap strength. The roper can manipulate these 
  strands with great finesse, and can fling them as far as 50 
  feet to snatch objects that attract its attention.
  Although alien and monstrous in shape, the roper is 
  in fact one of the most intelligent denizens of the deep 
  caverns of the world. They do not form large societies 
  (although ropers can be found living among some 
  deep-dwelling denizens like the intellect devourers 
  or neothelids, with whom they have been known to 
  sometimes ally), but often congregate in small clusters. 
  Particularly interested in the philosophy of life and 
  death and the finer points of the more cruel and sinister 
  religions of the world, a roper can talk or argue for hours 
  with those it initially sought merely to eat. Stories speak of 
  particularly skilled debaters and philosophers who have 
  been kept for days or even years as pets or conversational 
  companions by roper clusters, but in the end, if such pets 
  don’t eventually escape, a roper’s appetite always wins out 
  over its intellectual curiosity—especially in cases where 
  pets are constantly outmaneuvering their keeper’s wits 
  and patience.
  A roper is 9 feet tall and weighs 2,200 pounds.
  237
  237
  Illustration by Dean Spencer
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757168
  757168
  451155
  451155
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757169
  757169
  451156
  451156
  RUST MOnSTER 
  CR 3
  XP 800
  N Medium aberration
  Init +3; Senses darkvision 60 ft., scent metals 90 ft.; 
  Perception +12
  DEfEnSE
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 27 (5d8+5)
  fort +2, Ref +4, Will +5
  OffEnSE
  Speed 40 ft., climb 10 ft.
  Melee bite +6 (1d3), antennae +1 touch (rust)
  STATISTICS
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
  feats Ability Focus (rust), Skill Focus (Perception), Weapon 
  Finesse
  Skills Climb +8, Perception +12
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or nest (3–10)
  Treasure incidental (no metal treasure)
  SPECIAL ABILITIES
  Rust (Su) 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 3d6+5 points of damage. An 
  attended object, any magic object, or 
  a metal creature can attempt a DC 15 
  Reflex save to negate this effect. The 
  save DC is Constitution-based.
  Scent Metals (Ex) 
  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).
  Of all the terrifying beasts an explorer might encounter 
  underground, only the rust monster targets that which 
  the average adventurer values most: his treasure.
  Typically 5 feet long and weighing almost 200 pounds, 
  the lobster-like rust monster would be frightening 
  enough even without the alien feeding process that 
  gives it its name. Rust monsters consume metal objects, 
  preferring iron and ferrous alloys like steel but devouring 
  even mithral, adamantine, and enchanted metals with 
  equal ease. Any metal touched by the rust monster’s 
  delicate antennae or armored hide corrodes and falls to 
  dust within seconds, making the beast a major threat to 
  subterranean adventurers and those dwarven miners who 
  must defend their forges and compete for ore. 
  Though rust monsters have no innate tendency toward 
  violence, their insatiable hunger leads them to charge 
  anything they come across that bears even trace amounts 
  of metal, and any resistance is met with unthinking 
  savagery. It’s not unheard of for rust monsters in metal-
  poor areas to track escaped victims for days using their 
  scent metal ability, provided the victims retain intact 
  metal objects. Fortunately, it’s often possible to escape a 
  rust monster’s attentions by throwing it a dense metal 
  object like a shield and running in the opposite direction. 
  Those who frequent areas infested with rust monsters 
  quickly learn to keep a few stone or wooden weapons 
  close at hand.
  Rust Monster
  This insectile monster has four legs, a strange propeller-shaped 
  protrusion at the end of its tail, and two long, feathery antennae.
  238
  238
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757169
  757169
  451156
  451156
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757170
  757170
  451157
  451157
  Sahuagin
  SAhUAgIn 
  CR 2
  XP 600
  LE Medium monstrous humanoid (aquatic)
  Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 15 (2d10+4)
  fort +4, Ref +4, Will +4
  Weaknesses light blindness
  OffEnSE
  Speed 30 ft., swim 60 ft.
  Melee trident +4 (1d8+3), bite –1 (1d4+1) or 2 claws +4 (1d4+2), 
  bite +4 (1d4+2)
  Ranged heavy crossbow +3 (1d10/19–20) 
  Special Attacks blood frenzy
  STATISTICS
  Str 14, Dex 13, Con 14, Int 14, Wis 13, Cha 9
  Base Atk +2; CMB +4; CMD 15
  feats Great Fortitude
  Skills Handle Animal +1, Perception +6, Ride +6, Stealth +6, 
  Survival +6, Swim +15
  Languages Aquan, Common; speak with sharks
  ECOLOgy
  Environment temperate or warm ocean
  Organization Solitary, pair, team (5–8), patrol (11–20 plus 1 
  lieutenant of 3rd level and 1–2 sharks), band (20–80 plus 
  100% noncombatants, 1 lieutenant of 3rd level and 1 chieftain 
  of 4th level per 20 adults, and 1–2 sharks), or tribe (70–160 
  plus 100% noncombatants, 1 lieutenant of 3rd level per 20 
  adults, 1 chieftain of 4th level per 40 adults, 9 guards 
  of 4th level, 1–4 underpriestesses of 3rd–6th level, 1 
  priestess of 7th level, 1 baron of 6th–8th level, and 
  5–8 sharks)
  Treasure NPC gear (trident, heavy crossbow 
  with 10 bolts, other treasure)
  SPECIAL ABILITIES
  Blood frenzy (Ex) 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.
  Speak with Sharks (Su) 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.”
  Ravenous and cruel, the sahuagin are, unfortunately, 
  among the most prosperous oceanic races. Great cities 
  raised by these creatures darken the deep ocean trenches, 
  and many are the near-coastal fortresses where they 
  launch endless raids against their air-breathing enemies 
  who dwell in close proximity to the shore. Warlike and 
  proud, the sahuagin rarely ally with others, and view most 
  other aquatic races such as the aboleths, the merfolk, and 
  their ilk as competitors. The only creatures they seem to 
  respect and adore apart from their own kind are sharks, 
  for in these relentless predators the sahuagin see much 
  of themselves. A sahuagin stands 7 feet tall and weighs 
  about 250 pounds.
  Sahuagin are prone to beneficial mutations, and when 
  a mutant is born it almost always rises to the society’s 
  nobility or rulership. The most common sahuagin 
  mutation is an extra pair of arms (granting two additional 
  claw attacks or the opportunity to wield more weapons). 
  Rumors speak of the rare malenti—sahuagin who look 
  not like sharkmen but aquatic elves, yet who share their 
  kin’s bloodlusts and cruel natures. Malenti often serve as 
  spies and assassins for sahuagin rulers, but rumors of all-
  malenti tribes in isolated reaches of the sea persist.
  This scaly humanoid has a long, fish-like tail. Its arms and legs 
  end in webbed claws, and its piscine head features a toothy maw.
  Rust Monster–Sahuagin
  Rust Monster–Sahuagin
  239
  239
  Illustration by Adan Vehinge
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757170
  757170
  451157
  451157
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757171
  757171
  451158
  451158
  Salamander
  This snake-bodied humanoid hisses with anger. Spines of crackling 
  flame dance along the creature’s blackened, fiery-red scales.
  SALAMAnDER 
  CR 6
  XP 2,400
  CE Medium outsider (extraplanar, fire)
  Init +1; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 76 (8d10+32)
  fort +10, Ref +7, Will +6
  DR 10/magic; Immune fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 20 ft.
  Melee spear +11/+6 (1d8+4/×3 plus 1d6 fire), tail slap +6 (2d6+1 
  plus 1d6 fire and grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks constrict (2d6+4 plus 1d6 fire), heat
  STATISTICS
  Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
  Base Atk +8; CMB +11 (+15 grapple); CMD 22 (can't 
  be tripped)
  feats Cleave, Iron Will, Power Attack, Skill Focus 
  (Perception)
  Skills Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, 
  Intimidate +12, Knowledge (planes) +13, Perception +16, 
  Sense Motive +13, Stealth +12; Racial Modifiers +4 Craft 
  (armorsmithing, blacksmithing, and weaponsmithing)
  Languages Common, Ignan
  ECOLOgy
  Environment any (Plane of Fire)
  Organization solitary, pair, or cluster (3–5)
  Treasure standard (spear, other nonflammable treasure)
  SPECIAL ABILITIES
  heat (Ex) A salamander generates so much heat that its mere 
  touch deals an additional 1d6 points of fire damage. A 
  salamander’s metallic weapons also conduct this heat.
  Salamanders are native to the Plane of Fire, where their 
  legions of fierce warriors are much feared by the other 
  inhabitants of the plane. Because some of the stronger 
  elemental fire races enslave salamanders for their 
  metalworking skill and fighting prowess, the 
  salamanders hate the efreet and other inhabitants 
  with a passion.
  Though their lairs typically hover in temperatures 
  of 500 degrees F or more, salamanders can tolerate 
  lower temperatures. They generally do so only when 
  forced, and are even surlier and more short-tempered 
  than normal in such environments. Although they hail 
  from the Plane of Fire, the salamander race identifies more 
  with the Abyss, and they hold demons (particularly those 
  associated with fire, like balors and certain fire-themed 
  demon lords) in great esteem. It’s not unusual to encounter 
  large groups of salamanders in the Abyss as a result.
  Salamanders are often conjured to the Material 
  Plane to serve as guardians or, more commonly, to craft 
  weapons, armor, and other metalwork, for their skill in 
  these areas is legendary. Salamanders also infest areas 
  of the Material Plane where the boundaries between this 
  world and the Plane of Fire have worn thin, such as in and 
  near volcanoes.
  Because their habitat is so extreme, salamanders only 
  save treasure that can withstand high temperatures, such 
  as swords, armor, jewels, rods, and other items made from 
  high-melting-point metals. Salamander society is a cruel 
  one based on power and the ability to subjugate those 
  beneath oneself. Beings beneath a salamander that cause 
  it discomfort are dealt a slow and painful death. 
  240
  240
  Illustration by Kevin Yan
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757171
  757171
  451158
  451158
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757172
  757172
  451159
  451159
  SATyR 
  CR 4
  XP 1,200
  CN Medium fey
  Init +2; Senses low-light vision; Perception +18
  DEfEnSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 44 (8d6+16)
  fort +4, Ref +8, Will +8
  DR 5/cold iron
  OffEnSE
  Speed 40 ft.
  Melee dagger +6 (1d4+2/19–20), horns +1 (1d6+1)
  Ranged short bow +6 (1d6/×3)
  Special Attacks pipes
  Spell-Like Abilities (CL 8th)
  At will—charm person (DC 15), dancing lights, 
  ghost sound (DC 14), sleep (DC 15), suggestion 
  (DC 17)
  1/day—fear (DC 18), summon nature’s ally III
  STATISTICS
  Str 14, Dex 15, Con 15, Int 12, Wis 14, Cha 19
  Base Atk +4; CMB +6; CMD 18
  feats Dodge, Mobility, Skill Focus (Perception), 
  Weapon Finesse
  Skills Bluff +15, Diplomacy +15, Disguise +9, 
  Intimidate +9, Knowledge 
  (nature) +10, Perception +18, 
  Perform (wind instruments) 
  +21, Stealth +17, Survival 
  +7; Racial Modifiers +4 Perception, +4 
  Perform, +4 Stealth
  Languages Common, Sylvan
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, band (3–6), or 
  orgy (7–11)
  Treasure standard (dagger, short bow plus 
  20 arrows, masterwork panpipes, other treasure)
  SPECIAL ABILITIES
  Pipes (Su) 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 DC 18 Will save or be affected 
  by charm person, fear, 
  sleep, or suggestion, 
  depending on what 
  tune the satyr 
  Satyr
  This handsome, grinning man has the furry legs of a goat and a 
  set of curling ram horns extending from his temples.
  Salamander–Satyr
  Salamander–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 spell-
  like 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. The save DC is Charisma-based.
  Satyrs, known in some regions as fauns, are debauched 
  and hedonistic creatures of the deepest, most primeval 
  parts of the woods. They adore wine, music, and carnal 
  delights, and are renowned as rakes and smooth-talkers, 
  wooing unwary maidens and shepherd boys and leaving 
  a trail of awkward explanations and unplanned pregnancies 
  in their wakes.
  Though their bodies are almost always those of attractive 
  and well-built men, much of the satyrs' talent for 
  seduction lies in their talent for music. With the 
  aid of his eponymous pipes, a satyr is capable 
  of weaving a wide variety of melodic 
  spells designed to enchant others 
  and bring them in line with his 
  capricious desires.
  In addition to their constant 
  frolicking, 
  satyrs 
  often 
  act 
  as 
  guardians of the creatures in 
  their forest homes, and any 
  who manage to turn the satyr’s 
  lust to wrath are likely to 
  find themselves facing down 
  dangerous animals surrounding the faun. 
  Still, while satyrs tend to value their own 
  amusement well above 
  the rights of others, they 
  bear no ill will toward 
  those 
  they 
  seduce. 
  Children born from 
  such encounters are 
  always 
  full-blooded 
  satyrs, 
  and 
  are 
  generally 
  spirited 
  away 
  by 
  their 
  riotous kin soon 
  after birth.
  241
  241
  Illustration by Michael Jaecks
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757172
  757172
  451159
  451159
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757173
  757173
  451160
  451160
  Scorpion, Giant
  gIAnT SCORPIOn 
  CR 3
  XP 800
  N Large vermin 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  DEfEnSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size)
  hp 37 (5d8+15)
  fort +7, Ref +1, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft.
  Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+4)
  STATISTICS
  Str 19, Dex 10, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
  Skills Climb +8, Perception +4, Stealth +0; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
  ECOLOgy
  Environment warm or temperate deserts, forests, plains, or 
  underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitutuion-based and includes a +2 racial bonus.
  Giant scorpions are monstrous versions of the more 
  common desert scorpion. They are likely to attack any 
  creature that approaches. Giant scorpions usually charge 
  when attacking, grabbing prey in their pincers, then 
  lashing their segmented tails forward to kill their 
  victim with injected venom.
  Giant scorpions are just over 8 feet long from 
  head to the base of the tail; the tail adds an 
  additional 8 feet or so, although it is usually 
  curled up over the scorpion’s back. Giant 
  scorpions weigh between 2,000 and 
  6,000 pounds.
  Giant scorpions normally feed 
  on other giant vermin, as well 
  as large mammals that they 
  paralyze with their venom, but 
  they will attack and eat any 
  living creature that ventures too 
  close. In turn, giant scorpions are preyed upon by purple 
  worms and other large predators.
  Giant scorpions engage in complex courtship rituals 
  when they mate, grasping each other’s pincers, arching 
  their tails, and performing a circular “dance.” Soon 
  after mating, the male usually retreats to avoid being 
  cannibalized by the female.
  Female scorpions do not lay eggs; they give birth to live 
  young in broods of a dozen or so. The mother carries her 
  brood on her back until the young are old enough to fend 
  for themselves and hunt their own prey.
  Giant scorpions live in underground burrows, either as 
  solitary hunters or in small colonies, and will sometimes 
  take up residence in man-made ruins or dungeons if food 
  is plentiful. Giant scorpion colonies are usually made up 
  of scorpions from the same brood that have yet to strike 
  out on their own.
  Other species of scorpions exist as well, some smaller 
  but most quite a bit larger and favoring different terrains, 
  such as forests, plains, or even underground. You can adjust 
  the stats for the giant scorpion by changing Hit Dice and 
  size (adjusting Strength, Dexterity, and Constitution as 
  appropriate) to represent a wide range of species. The 
  following table lists the most common variants.
  Species 
  CR 
  Size 
  hD
  Greensting scorpion 
  1/4 
  Tiny 
  1d8
  Ghost scorpion 
  1/2 
  Small 
  2d8
  Cave scorpion 
  1 
  Medium 
  3d8
  Deadfall scorpion 
  8 
  Huge 
  10d8
  Giant emperor scorpion 
  11 
  Gargantuan 16d8
  Black scorpion 
  15 
  Colossal 
  22d8
  The sixteen-foot-long scorpion scrabbles forward, ferocious claws 
  raised in challenge, stingered tail arched over its back.
  242
  242
  Illustration by Ben  Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757173
  757173
  451160
  451160
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757174
  757174
  451161
  451161
  Sea Hag
  SEA hAg 
  CR 4
  XP 1,200
  CE Medium monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +11
  Aura horrific appearance (60 ft.)
  DEfEnSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 38 (4d10+16)
  fort +5, Ref +7, Will +5
  SR 15
  OffEnSE
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +8 (1d6+4)
  Special Attacks evil eye
  STATISTICS
  Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 15
  Base Atk +4; CMB +8; CMD 21
  feats Skill Focus (Bluff, Perception)
  Skills Bluff +9, Knowledge (any one) +5, 
  Perception +11, Stealth +10, Swim +19
  Languages Common, Giant
  SQ amphibious
  ECOLOgy
  Environment any aquatic
  Organization solitary or coven (3 
  hags of any kind)
  Treasure standard
  SPECIAL ABILITIES
  Evil Eye (Su) Three times per day, a 
  sea hag can cast her dire gaze upon 
  any single creature within 30 feet. 
  The target must succeed on a DC 14 
  Will save or be staggered as strange 
  nebulous distress and a gnawing 
  sense of impending doom plagues 
  the victim. If a sea hag uses her evil 
  eye on someone already afflicted 
  by this curse, the victim must 
  make a DC 14 Fortitude save or be 
  overwhelmed with fright and collapse into 
  a comatose state for 3 days. Each day that 
  passes, the comatose victim must 
  make a DC 14 Fortitude save or 
  perish. The evil eye is a mind-
  affecting fear effect. The save 
  DCs are Charisma-based. 
  Evil Eye Curse: Gaze—failed 
  save; save Will DC 14; frequency 
  1/day; effect staggered (or fall comatose if already under the 
  effects of the evil eye).
  horrific Appearance (Su) The sight of a sea hag is so revolting 
  that anyone within 60 feet (other than another hag) who 
  sets eyes upon one must succeed on a DC 14 Fortitude save 
  or instantly be weakened, taking 1d6 points of Strength 
  damage. Creatures that are affected by this power or that 
  successfully save against it cannot be affected again by the 
  same hag’s horrific appearance for 24 hours. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Monstrous sea witches, these wicked hags possess 
  terrifying features that few dare look upon. Reveling in 
  discord, the foul creatures drag sailors to watery graves 
  and torment the peoples of the oceans with wicked 
  promises. Sea hags are always terrible to look upon, and 
  despite their gluttonous ways, they are usually emaciated 
  creatures who look half-starved. Most stand about 6 feet 
  tall and weigh 150 pounds.
  Sea hags prefer to dwell 
  relatively close to shore 
  where 
  fishermen 
  and 
  trading vessels are more 
  commonly 
  encountered. 
  Most choose to live far 
  from urban areas so that 
  their acts don’t draw as 
  much 
  attention 
  from 
  would-be enemies, but 
  it’s not uncommon for 
  a particularly brave or 
  eager sea hag to settle in a 
  city harbor or in the mouth of 
  a deep river. 
  Sea hags form covens similar 
  to other hags, but their aquatic 
  nature generally keeps them 
  from forming mixed covens. 
  In the case of a shoreline-
  dwelling green hag (often 
  a green hag who dwells 
  in a saltmarsh or other 
  coastal 
  swampland), 
  a coven often consists 
  of two sea hags who 
  look to the green hag as 
  their mother and leader. 
  More commonly, a sea hag 
  coven consists of a group 
  of particularly friendly and 
  sisterly sea hags. See page 
  167 for more details on hag 
  covens.
  Hair like rotting seaweed drapes this ancient witch. Loose, algae-
  colored skin sags off her starved frame.
  Scorpion, Giant–Sea Hag
  Scorpion, Giant–Sea Hag
  243
  243
  Illustration by Concept Art House
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757174
  757174
  451161
  451161
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757175
  757175
  451162
  451162
  Sea Serpent
  SEA SERPEnT 
  CR 12
  XP 19,200
  N Gargantuan magical beast (aquatic)
  Init +6; Senses darkvision 120 ft., low-light vision; Perception +8
  DEfEnSE
  AC 25, touch 8, flat-footed 23 (+17 armor, +2 Dex, –4 size)
  hp 187 (15d10+105)
  fort +16, Ref +13, Will +7
  Defensive Abilities elusive; Immune cold; Resist fire 30
  OffEnSE
  Speed 20 ft., swim 60 ft.
  Melee bite +23 (4d8+12 plus grab), tail slap +18 (3d6+6 plus grab)
  Space 20 ft.; Reach 20 ft. 
  Special Attacks capsize, constrict (3d6+18), swallow whole 
  (4d8+18 bludgeoning damage, AC 18, hp 18)
  STATISTICS
  Str 34, Dex 14, Con 25, Int 2, Wis 11, Cha 11
  Base Atk +15; CMB +31 (+35 grapple); CMD 43 (can't be tripped)
  feats Improved Bull Rush, Improved Critical, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Skill Focus (Stealth), Stealthy
  Skills Perception +8, Stealth +13, Swim +20
  ECOLOgy
  Environment any ocean
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Capsize (Ex) A sea serpent can attempt 
  to capsize a boat or ship of its size 
  or smaller by ramming it as a charge 
  attack and making a combat maneuver 
  check. The DC of this check is 25 or the 
  result of the boat captain’s Profession 
  (sailor) check, whichever is higher.
  Elusive (Su) Sea serpents have long 
  been the stuff of maritime legends, 
  but despite countless attempts to hunt 
  them, they are rarely encountered unless 
  they wish it. 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.
  Tales of immense sea serpents have colored the accounts 
  of seagoing folk since the first ship sailed beyond sight of 
  land. Yet proof of these immense and elusive creatures is 
  remarkably difficult to come by, for not only is the ocean 
  vast and the true sea serpent rare, but these creatures are 
  quite adept at both avoiding capture and destroying ships 
  bent on such a daunting task. Due to the sea serpent’s 
  hermitic nature, many sailors take to ascribing the 
  sighting of such a beast to an omen, although whether 
  the sighting portends peril or providence depends as 
  much upon the ship’s morale as it does anything else—
  the sea serpent itself has little interest in prophecy, and 
  only its hunger determines how dangerous its proximity 
  to a curious ship can be.
  Although sea serpents are little more than animals, 
  they possess about them an air of mysticism that even old 
  salts and cynics are forced to admit quickens the heart 
  and buoys (or sinks) the spirit. Reports of sea serpent 
  sightings are just as likely to encourage travel as they 
  are to cause panic among seafarers, as explorers 
  and adventurers flock to the site in hopes of 
  sighting such a legendary creature.
  Typical sea serpents are 60 feet 
  in length and weigh 4,500 pounds, 
  but their upward size limit is 
  unknown. Certainly, the sea 
  is a vast and mysterious place 
  more than capable of supporting 
  whales and other 
  such 
  leviathans, 
  and tales of sea 
  serpents 
  that 
  exceed 
  lengths 
  of 300 feet or more 
  are not unheard of. 
  You 
  can 
  generate 
  statistics for a sea 
  serpent 
  of 
  such 
  tremendous size by 
  applying the advanced 
  simple template or the 
  giant simple template to 
  the statistics presented 
  here. 
  Alternatively, 
  you can advance this 
  sea serpent to Colossal 
  size, increasing its Hit 
  Dice to 25 and its CR 
  to 18.
  Spine-frilled neck arching up from the water like a snake ready to 
  strike, this ship-sized serpent hisses a challenge.
  244
  244
  Illustration by Michael Jaecks
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757175
  757175
  451162
  451162
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757176
  757176
  451163
  451163
  Shadow
  Shadow, Greater
  ShADOW 
  CR 3
  XP 800
  CE Medium undead (incorporeal)
  Init +2; Senses darkvision 60 ft.; Perception +8
  DEfEnSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 19 (3d8+6)
  fort +3, Ref +3, Will +4
  Defensive Abilities incorporeal, channel resistance +2; 
  Immune undead traits
  OffEnSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +4 (1d6 Strength damage)
  Special Attacks create spawn
  STATISTICS
  Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
  Base Atk +2; CMB +4; CMD 17
  feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  ECOLOgy
  Environment any
  Organization solitary, pair, gang (3–6), or swarm (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature 
  killed by a shadow’s Strength damage 
  becomes a shadow under the control 
  of its killer in 1d4 rounds.
  Strength Damage (Su) A shadow’s touch 
  deals 1d6 points of Strength damage 
  to a living creature. This is a negative 
  energy effect. A creature dies if this 
  Strength damage equals or exceeds its 
  actual Strength score.
  The sinister shadow skirts the border 
  between the gloom of darkness and the 
  harsh truth of light. The shadow prefers to 
  haunt ruins where civilization has moved 
  on, where it hunts living creatures 
  foolish enough to stumble into its 
  territory. The shadow is an undead 
  horror, and as such has no goals or 
  outwardly visible motivations 
  other than to sap life and 
  vitality from living beings.
  gREATER ShADOW 
  CR 8
  XP 4,800
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  fort +5, Ref +8, Will +7
  Defensive Abilities incorporeal, channel resistance +2; 
  Immune undead traits
  OffEnSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d8 Strength)
  Special Attacks create spawn (as per shadow), strength damage
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base Atk +6; CMB +11; CMD 24
  feats Dodge, Flyby Attack, Mobility, Skill Focus 
  (Perception, Stealth)
  Skills Fly +15, Perception +13, Stealth +20 (+24 in dim light, +16 
  in bright light); Racial Modifiers +4 Stealth in dim light (–4 in 
  bright light)
  ECOLOgy
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Strength Damage (Su) A greater shadow’s 
  touch deals 1d8 points of Strength damage 
  to a living creature. This is a negative 
  energy effect. A creature dies if this 
  Strength damage equals or exceeds its 
  actual Strength score.
  Greater shadows are those undead 
  shadows that have come to be 
  particularly infused with negative 
  energy, such as those that have 
  spent vast lengths of time in areas 
  of the Plane of Shadow awash in 
  negative energy, or those that have 
  drained the lives of thousands 
  of victims. These undead 
  monsters are often found 
  with a small band of normal 
  shadows, which typically treat 
  a greater shadow as a leader to 
  rally behind.
  Barely seen out of the corner of the eye, this wisp of shadow is 
  vaguely humanoid in outline and writhes with unholy life.
  This shadowy figure sways and moves with an erratic grace, as 
  if lit by an unseen fire.
  Sea Serpent–Shadow
  Sea Serpent–Shadow
  245
  245
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757176
  757176
  451163
  451163
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757177
  757177
  451164
  451164
  246
  246
  Illustration by Dave Allsop
  Shambling Mound
  ShAMBLIng MOUnD 
  CR 6
  XP 2,400
  N Large plant
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +11
  DEfEnSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 67 (9d8+27)
  fort +9, Ref +5, Will +5
  Defensive Abilities plant traits; Immune electricity; Resist 
  fire 10
  OffEnSE
  Speed 20 ft., swim 20 ft.
  Melee 2 slams +11 (2d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7)
  STATISTICS
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
  Base Atk +6; CMB +12 (+16 grapple); CMD 22
  feats Cleave, Iron Will, Lightning Reflexes, Power Attack, 
  Weapon Focus (slam)
  Skills Perception +11, Stealth +8 (+16 in swamps or forest), 
  Swim +13; Racial Modifiers +4 Stealth (+12 in swamps or 
  forests), +4 Perception
  Languages Common, Sylvan (cannot speak)
  SQ electric fortitude
  ECOLOgy
  Environment temperate forest or marshes
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Electric fortitude (Ex) 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 mounds, also called shamblers, 
  appear to be heaps of rotting vegetation. They 
  are actually intelligent, carnivorous plants 
  with a fondness for elf flesh in particular. 
  What serve as a shambler’s brain and 
  sensory organs are located in its upper 
  body. Shambling mounds typically 
  have an 8-foot girth and stand between 
  6 and 9 feet tall. They weigh about 
  3,800 pounds.
  Shambling mounds are strange creatures, more akin 
  to animate tangles of creeping parasitic vines than single 
  rooted plants. They are omnivorous, able to draw their 
  sustenance from nearly anything, wrapping their creepers 
  around living trees to draw forth the sap, sending rootlets 
  into the soil to absorb raw nutrients, or consuming flesh 
  and bone from crushed prey.
  Shamblers are frighteningly stealthy in their native 
  environments. Blending in with the surrounding terrain, 
  they can lie in wait for days on end without moving, 
  waiting patiently for a potential meal. A shambler could 
  be almost anywhere at any time, attacking without 
  warning and not caring whether it leaves any survivors, 
  so long as it acquires its next meal.
  Shambling mounds normally lead solitary, nomadic 
  existences in deep forests and fetid swamps, although 
  they can also be found underground living among damp 
  fungal thickets. Disturbing rumors persist, however, of 
  shamblers gathering in strange congregations around 
  great earthen mounds in the depths of marshes and 
  jungles, often during the height of violent electrical 
  storms. Their reasons for doing so are unknown, and 
  many sages have wondered whether there is some obscure 
  and alien purpose at work.
  A mass of tangled vines and dripping slime rises on two trunk-
  like legs, reeking of rot and freshly turned earth.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757177
  757177
  451164
  451164
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757178
  757178
  451165
  451165
  Illustration by Michael Jaecks
  Shark
  Shark, Dire
  ShARk 
  CR 2
  XP 600
  N Large animal (aquatic)
  Init +5; Senses blindsense 30 ft., keen scent; Perception +8
  DEfEnSE
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 22 (4d8+4)
  fort +7, Ref +5, Will +2
  OffEnSE
  Speed swim 60 ft.
  Melee bite +5 (1d8+4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 17, Dex 12, Con 13, Int 1, 
  Wis 12, Cha 2
  Base Atk +3; CMB +7; CMD 18
  feats Great Fortitude, 
  Improved Initiative
  Skills Perception +8, 
  Swim +11
  ECOLOgy
  Environment any ocean
  Organization solitary, pair, school (3–6), 
  or pack (7–13)
  Treasure none
  SPECIAL ABILITIES
  keen Scent (Ex) 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.
  The shark is a relentless eating machine, a creature evolved 
  over the course of eons to do one job perfectly—hunting. 
  Sharks have achieved a special place in the lore of most 
  seafaring races, who view them as devils, monsters, and 
  the wrath of the gods.
  The shark presented here is a 10-foot-long, 300-pound 
  blue shark. Smaller sharks exist, although these are not 
  dangerous. The same cannot be said of larger sharks, such 
  as the following (you can create stats for these sharks by 
  applying the indicated simple templates). 
  Hammerhead Shark (CR 3): This shark has a distinctive 
  hammer-shaped head. It is an advanced shark.
  Tiger Shark (CR 3): Larger than the average shark, the 
  ravenous tiger shark is a giant shark.
  Great White Shark (CR 4): One of the most notorious 
  maneaters of the sea, the truly immense great white shark 
  is an advanced giant shark. 
  DIRE ShARk (MEgALODOn) CR 9
  XP 6,400
  N Gargantuan animal (aquatic)
  Init +6; Senses blindsense 30 ft., keen scent; Perception +25
  DEfEnSE
  AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
  hp 112 (15d8+45)
  fort +14, Ref +13, Will +8
  OffEnSE
  Speed swim 60 ft.
  Melee bite +17 (4d10+15/19–20 plus 
  grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d6+15 
  damage, AC 17, 11 hp)
  STATISTICS
  Str 30, Dex 15, Con 17, Int 1, Wis 12, Cha 10
  Base Atk +11; CMB +25 (+29 grapple); CMD 37
  feats Bleeding Critical, Critical Focus, 
  Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Perception)
  Skills Perception +25, Swim +18
  This blue shark’s fins slice through the water, its black eyes rolling 
  and its gaping jaws showing countless teeth.
  Large as a dragon, this shark’s jaws open to reveal a cavernous, 
  tooth-lined gullet capable of swallowing a horse whole.
  Shambling Mound—Shark
  Shambling Mound—Shark
  ECOLOgy
  Environment any ocean
  Organization solitary
  Treasure none
  The true nightmare of the sea is the megalodon, a shark 
  that represents the pinnacle of this species’ evolution. 
  Horrifying in its immense size and ruinous appetite, the 
  megalodon is certainly the beast behind many legends of 
  enormous fish who swallow ships whole. A megalodon is 
  60 feet long and weighs 100,000 pounds.
  247
  247
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757178
  757178
  451165
  451165
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757179
  757179
  451166
  451166
  248
  248
  Illustration by Kevin Yan
  Shocker Lizard
  ShOCkER LIzARD 
  CR 2
  XP 600
  N Small magical beast
  Init +6; Senses darkvision 60 ft., electricity sense, low-light 
  vision; Perception +8
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 19 (3d10+3)
  fort +4, Ref +5, Will +2
  Immune electricity
  OffEnSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +4 (1d4) 
  Special Attacks shock
  STATISTICS
  Str 10, Dex 15, Con 13, Int 2, Wis 13, Cha 6
  Base Atk +3; CMB +2; CMD 14 (18 vs. trip)
  feats Improved Initiative, Skill Focus (Stealth) 
  Skills Climb +8, Perception +8, Stealth +17, Swim +8; Racial 
  Modifiers +2 Perception, +4 Stealth
  ECOLOgy
  Environment warm marshes
  Organization solitary, pair, clutch (3–6), or colony (7–12)
  Treasure incidental
  SPECIAL ABILITIES
  Electricity Sense (Ex) Shocker lizards automatically detect any 
  electrical discharges within 100 feet.
  Shock (Su) Shocker lizards can deliver an electrical shock 
  to a single opponent within 5 feet. This attack deals 1d8 
  points of nonlethal electricity damage to living 
  opponents (Reflex DC 12 half). This save DC 
  is Constitution-based. 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 2d8 points 
  of lethal electricity damage for each 
  lizard contributing to the shock, to 
  a maximum of 12d8. A Reflex save 
  (DC 10 + the number of lizards 
  contributing) halves the damage. 
  A shocker lizard has a pale yellow 
  underside, with bright green scales 
  elsewhere on its 3-foot-long body, 
  and weighs about 25 pounds. Shocker lizards tend toward 
  group living, as their electrical abilities grow in power 
  when they are close to another lizard. 
  A shocker lizard colony is usually located near a source 
  of water. Once the colony has settled on a location, the 
  lizards become very territorial and attack anything that 
  intrudes on them. A solitary shocker lizard is a timid and 
  hesitant creature—but when several of them gather they 
  become formidable and fearsome opponents capable of 
  killing creatures several times their own size.
  A shocker lizard relies on its electricity abilities in 
  combat, and a lizard tends to bite only after its shock has 
  rendered an opponent unconscious, or when the shock 
  seems to have no effect at all. A solitary lizard flees once 
  it delivers its shocks, but if other shocker lizards are 
  nearby, they all hone in on their comrade’s discharges 
  and attempt to administer lethal shocks to their foe.
  Many have attempted to capture and tame shocker 
  lizards, but this often proves a difficult and painful 
  task. Alone and in captivity, shocker lizards tend to 
  wither and die swiftly unless their keepers spend a lot 
  of time grooming and playing with the lizards to keep 
  them company. Kept in pairs or larger numbers, captive 
  shocker lizards thrive, but their increasing electrical 
  ability makes them more difficult to manage for keepers 
  who aren’t themselves immune to electricity.
  This dog-sized lizard has two horns, one on either side of its head, 
  and green scales that crackle with sparks of lightning.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757179
  757179
  451166
  451166
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757180
  757180
  451167
  451167
  Illustration by Christian Pearce
  Shoggoth
  ShOggOTh 
   CR 19
  XP 204,800
  CN Huge ooze (aquatic)
  Init +11; Senses all-around vision, darkvision 120 ft., low-light 
  vision, scent, tremorsense 60 ft.; Perception +33
  DEfEnSE
  AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size)
  hp 333 (23d8+230); fast healing 10
  fort +19, Ref +14, Will +15
  DR 10/—; Immune blindness, charm effects, cold, deafness, 
  ooze traits, sonic; Resist acid 20, electricity 20, fire 20; SR 30
  OffEnSE
  Speed 50 ft., climb 30 ft., swim 50 ft.
  Melee 4 slams +30 (3d6+15/19–20 plus grab) 
  Space 15 ft.; Reach 30 ft.
  Special Attacks constrict (3d6+15), maddening cacophony, 
  engulf (4d6+22 bludgeoning damage plus 8d6 acid damage, 
  AC 19, hp 33), trample (4d8+15, DC 36)
  STATISTICS
  Str 40, Dex 24, Con 31, Int 5, Wis 22, Cha 13
  Base Atk +17; CMB +34 (+39 grapple); CMD 51 (cannot be tripped)
  feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, 
  Great Cleave, Great Fortitude, Improved Critical (slam), 
  Improved Initiative, Improved Sunder, Iron Will, Power 
  Attack, Stunning Critical
  Skills Climb +23, Perception +33, Swim +23; Racial Modifiers 
  +4 Perception
  Languages Aklo
  SQ amphibious
  ECOLOgy 
  Environment cold aquatic or underground
  Organization solitary or tide (2–6)
  Treasure standard
  SPECIAL ABILITIES
  All-Around Vision (Ex) A shoggoth’s many 
  sense organs grant a +4 racial bonus on 
  Perception and immunity to flanking.
  Maddening Cacophony (Su) 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 DC 22 Will save or be confused for 1d6 
  rounds. Each round a creature is affected 
  it takes 1d6 points of Wisdom damage. A 
  creature that saves cannot be affected by 
  this shoggoth’s maddening cacophony 
  for 24 hours. This is a sonic mind-affecting 
  effect. The save DC is Charisma-based.
  This immense mound of black slime thunders forward, eyes and 
  mouths and even stranger things forming in its heaving bulk.
  Shocker Lizard–Shoggoth
  Shocker Lizard–Shoggoth
  Engulf (Ex) To use this ability, the shoggoth must begin its 
  turn grappling a creature or must trample. A shoggoth 
  may attempt to engulf as many creatures as it grapples 
  or tramples in a round. This ability otherwise functions as 
  swallow whole, save that a creature that cuts is way out of a 
  shoggoth leaves no hole in the protoplasmic creature’s body.
  Although even lunatics and doom-saying prophets 
  desperately claim the monstrous shoggoth is nothing 
  more than a drug-induced vision or thankfully unreal 
  nightmare, the truth is altogether more dire. The 
  shoggoths exist, although they keep to the deepest of 
  ocean trenches or the most remote of forgotten caverns 
  and ruins, emerging only rarely to spread madness and 
  destruction in their slime-caked wakes.
  The first shoggoths were created in eons past, long 
  before the first gods turned their attentions to the 
  Material Plane. Some hold that the aboleths engineered 
  them, while certain strange texts hint of a race even older 
  that engineered the first shoggoths as slaves. Eventually, 
  these dread beasts developed enough intelligence to rebel 
  against their creators, and now they lurk, patient but 
  potent, in the lightless deep.
  249
  249
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757180
  757180
  451167
  451167
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757181
  757181
  451168
  451168
  250
  250
  Illustration by Concept Art House
  Skeleton
  hUMAn SkELETOn 
  CR 1/3
  XP 135
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
  hp 4 (1d8)
  fort +0, Ref +2, Will +2
  DR 5/bludgeoning; Immune cold, undead traits
  OffEnSE
  Speed 30 ft.
  Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or
  2 claws +2 (1d4+2)
  STATISTICS
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +0; CMB +2; CMD 14
  feats Improved InitiativeB
  gear broken chain shirt, broken scimitar
  ECOLOgy
  Environment any
  Organization any
  Treasure none
  Skeletons are the animated bones of the dead, brought 
  to unlife through foul magic. While most skeletons are 
  mindless automatons, they still possess an evil cunning 
  imparted to them by their animating force—a cunning 
  that allows them to wield weapons and wear armor.
  Creating a Skeleton
  “Skeleton” is an acquired template that can be added to 
  any corporeal creature (other than an undead) that has a 
  skeletal system (referred to hereafter as the base creature).
  Challenge Rating: Depends on Hit Dice, as follows:
  hD 
  CR 
  XP
  1/2 
  1/6 
  65
  1  
  1/3 
  135
  2–3 
  1 
  400
  4–5 
  2 
  600
  6–7 
  3 
  800
  8–9 
  4 
  1,200
  10–11 
  5 
  1,600
  12–14 
  6 
  2,400
  15–17 
  7 
  3,200
  18–20 
  8 
  4,800
  Alignment: Always neutral evil.
  Type: The creature’s type changes to undead. It retains 
  any subtype except for alignment subtypes (such as good) 
  and subtypes that indicate kind (such as giant). It does not 
  gain the augmented subtype. It uses all the base creature’s 
  statistics and special abilities except as noted here.
  Armor Class: Natural armor bonus changes as follows:
  Skeleton Size 
  natural Armor Bonus
  Tiny or smaller 
  +0
  Small 
  +1
  Medium or Large 
  +2
  Huge 
  +3
  Gargantuan 
  +6
  Colossal 
  +10
  Hit Dice: A skeleton drops any HD gained from class levels 
  and changes racial HD to d8s. Creatures without racial HD 
  are treated as if they have 1 racial HD. If the creature has 
  more than 20 Hit Dice, it can’t be made into a skeleton by the 
  animate dead spell. A skeleton uses its Cha modifier (instead 
  of its Con modifier) to determine bonus hit points.
  Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, 
  and Will +1/2 HD + 2. 
  Defensive Abilities: A skeleton loses the base creature’s 
  defensive abilities and gains DR 5/bludgeoning and 
  immunity to cold. It also gains all of the standard 
  immunities and traits possessed by undead creatures.
  Speed: A winged skeleton can’t use its wings to fly. If the 
  base creature flew magically, so can the skeleton. All other 
  movement types are retained.
  Attacks: A skeleton retains all the natural weapons, 
  manufactured weapon attacks, and weapon proficiencies 
  of the base creature, except for attacks that can’t work 
  without flesh. A creature with hands gains one claw attack 
  per hand; the skeleton can strike with each of its claw 
  attacks at its full attack bonus. A claw attack deals damage 
  depending on the skeleton’s size (see pages 301–302). If the 
  base creature already had claw attacks with its hands, use 
  the skeleton claw damage only if it’s better.
  Special Attacks: A skeleton retains none of the base 
  creature’s special attacks.
  Abilities: A skeleton’s Dexterity increases by +2. It has 
  no Constitution or Intelligence score, and its Wisdom and 
  Charisma scores change to 10.
  BAB: A skeleton’s base attack bonus is equal to 3/4 of its 
  Hit Dice.
  Skills: A skeleton loses all skill ranks possessed by the 
  base creature and gains none of its own.
  Feats: A skeleton loses all feats possessed by the base 
  creature and gains Improved Initiative as a bonus feat.
  Special Qualities: A skeleton loses most special qualities 
  of the base creature. It retains any extraordinary special 
  qualities that improve its melee or ranged attacks.
  The pile of bones suddenly stirs, rising up to take on a human 
  shape. Its long, bony fingers reach out to claw at the living.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757181
  757181
  451168
  451168
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757182
  757182
  451169
  451169
  Skeleton
  Skeleton
  Environment: Any, usually the same as base creature.
  Organization: Any.
  Treasure: Generally none, although sometimes a 
  skeleton’s creator arms it with magical armor or weapons.
  variant	skeletons
  Numerous variant skeletons exist, such as those whose 
  bones burn with an unending fire and those who drip 
  with gore and reassemble themselves over time. Both of 
  these variant skeletons can be created using animate dead, 
  but they count as twice their normal number of Hit Dice 
  per casting. Once controlled, they count normally against 
  the controller’s limit.
  Perhaps the most dangerous variant skeleton, though, is 
  the skeletal champion. This skeleton retains its intellect, 
  and often any class levels it possessed in life. A skeletal 
  champion cannot be created with animate dead—these 
  potent undead only arise under rare conditions similar to 
  those that cause the manifestation of ghosts or via rare and 
  highly evil rituals.
  Each of the following skeleton types modifies the base 
  skeleton in a few key ways. Except as noted, these variations 
  can be stacked with one another—it’s possible to have a 
  bloody burning skeletal champion.
  Bloody Skeleton
  A bloody skeleton is coated in a slick layer of blood and 
  gore infused with negative energy. This gore allows the 
  skeleton to reform and heal itself. In addition to the 
  changes for the skeleton template, make the following 
  adjustments to the base creature.
  Challenge Rating: As a normal skeleton + 1.
  Fast Healing: A bloody skeleton has fast 
  healing equal to 1 per 2 Hit Dice it possesses 
  (minimum 1).
  Saves: A bloody skeleton gains channel 
  resistance +4.
  Abilities: A bloody skeleton’s Charisma is 14.
  Special Qualities: A bloody skeleton gains 
  the deathless special quality.
  Deathless (Su): A bloody skeleton is destroyed 
  when reduced to 0 hit points, but it returns to unlife 1 hour 
  later at 1 hit point, allowing its fast healing thereafter to 
  resume healing it. A bloody skeleton can be permanently 
  destroyed if it is destroyed by positive energy, if it is reduced 
  to 0 hit points in the area of a bless or hallow spell, or if its 
  remains are sprinkled with a vial of holy water.
  Burning Skeleton
  A burning skeleton is surrounded by an aura of flames 
  that deals fire damage to those it strikes. In addition to 
  the changes for the skeleton template, make the following 
  adjustments to the base creature.
  Challenge Rating: As a normal skeleton + 1.
  Aura: Burning skeletons possess a fiery aura.
  Fiery Aura (Ex): Creatures adjacent to a burning skeleton 
  take 1d6 points of fire damage at the start of their turn. 
  Anyone striking a burning skeleton with an unarmed 
  strike or natural attack takes 1d6 points of fire damage.
  Defensive Abilities: Burning skeletons lose their 
  immunity to cold but gain immunity to fire. A burning 
  skeleton gains vulnerability to cold damage.
  Melee Attacks: A burning skeleton’s melee attacks 
  (including both those made with a natural weapon 
  and those made with a manufactured weapon) deal an 
  additional 1d6 points of fire damage.
  Abilities: A burning skeleton’s Charisma is 12.
  Special Qualities: A burning skeleton gains fiery death.
  Fiery Death (Su): A burning skeleton explodes into a burst 
  of flame when it dies. Anyone adjacent to the skeleton 
  when it is destroyed takes 1d6 points of fire damage per 2 
  Hit Dice the skeleton possessed (minimum 1d6). A Reflex 
  save (DC = 10 + 1/2 the skeleton’s Hit Dice + the skeleton’s 
  Cha bonus) halves this damage.
  251
  251
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757182
  757182
  451169
  451169
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757183
  757183
  451170
  451170
  252
  252
  Illustration by Scott Purdy
  Skeletal Champion
  SkELETAL ChAMPIOn 
  CR 2
  XP 600
  Human skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural, 
  +2 shield)
  hp 17 (3 HD; 2d8+1d10+3)
  fort +3 Ref +1 Will +3; channel resistance +4
  DR 5/bludgeoning; Immune cold, undead traits
  OffEnSE
  Speed 30 ft.
  Melee mwk longsword +7 (1d8+3/19–20)
  STATISTICS
  Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12
  Base Atk +2; CMB +5; CMD 16
  feats Cleave, Improved InitiativeB, Power Attack, Weapon 
  Focus (longsword)
  Skills Intimidate +7, Perception +6, Stealth –1
  ECOLOgy
  Environment any
  Organization solitary, pair, or platoon (3–12)
  Treasure standard (breastplate, heavy steel shield, 
  masterwork longsword, other treasure)
  Some skeletons retain their intelligence and 
  cunning, making them formidable warriors. These 
  undead are far more powerful than their mindless 
  kin, and many gain class levels.
  Creating a Skeletal Champion
  “Skeletal Champion” is an acquired template 
  that can be added to any corporeal 
  creature (other than an undead) that has 
  a skeletal system (referred to hereafter as 
  the base creature) and a minimum 
  Intelligence of 3.
  CR: A skeletal champion’s 
  CR is +1 higher than a normal 
  skeleton with the same HD 
  (see page 250).
  Type: The creature’s 
  type 
  becomes 
  undead. 
  It keeps subtypes save for 
  alignment 
  subtypes 
  and 
  subtypes that indicate kind.
  Alignment: Any evil.
  Armor Class: Natural armor as per skeleton (see page 250).
  Hit Dice: Change all of the creature’s racial HD to d8s, 
  then add 2 racial Hit Dice to this total (creatures without 
  racial HD gain 2). HD from class levels are unchanged.
  Defensive Abilities: A skeletal champion gains DR 5/
  bludgeoning, channel resistance +4, and immunity to 
  cold. It also gains all of the standard undead traits.
  Speed: As standard skeleton (see page 250).
  Attacks: As standard skeleton (see page 250).
  Abilities: Str +2, Dex +2. As undead, it has no 
  Constitution score.
  BAB: Its BAB for racial HD equals 3/4 of its HD.
  Skills: Gains skill ranks per racial Hit Die equal to 4 
  + its Int modifier. Class skills for racial HD are Climb, 
  Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge 
  (religion), Perception, Sense Motive, Spellcraft, and Stealth. 
  Skills gained from class levels remain unchanged.
  Feats: A skeletal champion gains Improved Initiative 
  as a bonus feat.
  Saves: Base save bonuses for racial Hit 
  Dice are Fort +1/3 HD, Ref +1/3 HD, 
  and Will +1/2 HD + 2. 
  This armored skeleton stands in a battle-ready pose, its weapon 
  held high as cold blue light shines in its eye sockets.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757183
  757183
  451170
  451170
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757184
  757184
  451171
  451171
  Illustration by Warren Mahy
  Skum
  SkUM (ULAT-kInI)  
  CR 2
  XP 600
  LE Medium monstrous humanoid (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 20 (2d10+9)
  fort +3, Ref +4, Will +3
  Resist cold 10
  OffEnSE
  Speed 20 ft., swim 40 ft.
  Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1) 
  Ranged trident +3 (1d8+2) 
  STATISTICS
  Str 15, Dex 13, Con 17, Int 10, Wis 10, Cha 6
  Base Atk +2; CMB +4; CMD 15
  feats MultiattackB, Toughness
  Skills Intimidate +3, Perception +5 (+9 underwater), Stealth +6 
  (+10 underwater), Swim +15; Racial Modifiers +4 Perception 
  and Stealth underwater
  Languages Aboleth, Undercommon
  SQ amphibious
  ECOLOgy
  Environment temperate or cold aquatic or underground
  Organization solitary, brood (2–5), pack (6–12), or cabal (13–95 
  plus 50% noncombatants, 1 subchief of 3rd level per 20 
  adults, 1 sorcerer of 4th–6th level per 40 adults, 1 chieftain 
  of 7th–9th level, and 2–6 oozes)
  Treasure NPC gear (trident, other treasure)
  Skum are the most prolific and successful of the countless 
  races created by the aboleths to serve as slaves. At the height 
  of the aboleth empire, skum were legion and their armies 
  waged many wars upon the land, yet now that the aboleths 
  are in decline, skum have been set loose to manage on 
  their own.
  For the most part, the skum have been less than 
  successful at this endeavor, and today they exist in a 
  shadow of their previous multitude, most of them 
  dwelling deep underground in slowly crumbling 
  ruins left standing only because their enemies have 
  lost interest in pursuing the now-won war against 
  these fish-like humanoids. Skum have even lost 
  their own name—only the most erudite and wise 
  of their kind remember that they were once 
  known as the ulat-kini. Today, most identify 
  themselves with the racial epithet applied to them by 
  surface-dwellers—“skum.”
  This hunchbacked, green-skinned humanoid has a wide, frog-like 
  head but a mouth more akin to that of a toothy fish.
  Skeletal Champion–Skum
  Skeletal Champion–Skum
  Skum do not age, and barring death by violence or 
  disease, they can live forever. Unfortunately, this near 
  immortality is crippled by the fact that skum are incapable 
  of reproducing among themselves, for all skum are male. 
  The aboleths did not want their slave race to prosper 
  without their permission. Yet terribly, this does not 
  mean that skum cannot breed. Originally created from 
  human stock, skum can impregnate humans, and the 
  children issued from such unholy unions are invariably 
  deformed. Those who are not born skum undergo gradual 
  transformations throughout their lives, and when they 
  would normally die of old age, such hybrids instead go 
  through “the change,” shedding their wrinkled flesh and 
  transforming into one of the ulat-kini. While most skum 
  tribes lack the drive to perpetuate their race and would 
  prefer to languish in their hideous sunken ruins, tribes 
  settling offshore of remotely populated coastlines seem 
  to be on the rise. Some such communities raid villages 
  for breeding stock, but a few more insidious tribes form 
  alliances with these desperate folk, providing protection 
  and bounty from the sea in return for wives.
  253
  253
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757184
  757184
  451171
  451171
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757185
  757185
  451172
  451172
  254
  254
  Illustration by Matt Dixon
  gIAnT SLUg 
  CR 8
  XP 4,800
  N Huge vermin
  Init –4; Senses blindsight 60 ft.; Perception +0
  DEfEnSE
  AC 20, touch 4, flat-footed 20; (–4 Dex, +16 natural, –2 size)
  hp 102 (12d8+48)
  fort +12, Ref +0, Will +4
  DR 10/slashing or piercing Immune acid, mind-affecting 
  effects
  Weaknesses susceptible to salt
  OffEnSE
  Speed 20 ft.
  Melee tongue +15 (2d10+12 plus 2d8 acid)
  Ranged spit acid +3 (10d6 acid)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 27, Dex 2, Con 18, Int —, Wis 10, Cha 1
  Base Atk +9; CMB +19; CMD 25 (can’t be tripped)
  SQ malleable
  ECOLOgy
  Environment temperate and warm marshes and underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Spit Acid (Ex) A giant slug can spit acid at an opponent within 
  60 feet (no range increment). With a successful ranged 
  touch attack, the target takes 10d6 points of acid damage 
  (no save).
  Malleable (Ex) 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).
  Susceptible to Salt (Ex) A handful of salt burns 
  a giant slug as if it were a flask of acid, 
  causing 1d6 points of damage per use.
  No simple garden pests, giant slugs 
  pose a serious threat to those caught 
  in their path. Folk who dwell near 
  swamps and other regions that 
  support giant slugs risk losing 
  livestock and even their homes 
  to these enormous beasts. Giant slugs constantly wander 
  in search of food, their preference being fleshy organic 
  material, which they slice into smaller, easily gulped 
  chunks with their rasp-like tongues.
  What strange influence might have caused the first 
  giant slugs to grow to such monstrous proportions is 
  unknown, but today, giant slugs breed true and birth their 
  oversized offspring after a fleshy, squirming courtship 
  ritual. After mating, a female giant slug lays just over a 
  hundred eggs, each approximately a foot in diameter. The 
  mother slug guards this clutch fiercely and aggressively 
  attacks any creatures that wander too close. Giant slugs 
  inhabiting swamps aboveground mate once a year, and 
  those who live in the area know better than to go into the 
  swamps during this month.
  Deep below ground, some subterranean races use giant 
  slugs as mounts or guardians. Creatures like mites, who 
  have a strange empathy with vermin, can be used to keep 
  giant slugs docile, but in most cases, those who would use 
  giant slugs must do so with great care, keeping them well 
  fed until they are needed for battle. Frightened whispers 
  report armies of troglodytes using giant slugs as siege 
  mounts. One particularly disturbing tale mentions a 
  vast underground cavern inhabited by scores of skum 
  and aboleth-controlled aquatic giant slugs with strange, 
  mind-numbing abilities infused into their acidic saliva.
  Slug, Giant
  This massive, gray-brown slug leaves a viscous trail of slime in its 
  wake as a long rasping tongue tastes the air for prey.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757185
  757185
  451172
  451172
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757186
  757186
  451173
  451173
  Illustration by Ben Wootten
  Snake, Constrictor
  Snake, Venomous
  COnSTRICTOR SnAkE 
  CR 2
  XP 600
  N Medium animal 
  Init +3; Senses scent; Perception +12
  DEfEnSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 19 (3d8+6)
  fort +4, Ref +6, Will +2
  OffEnSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d4+4 plus grab)
  Special Attacks constrict (1d4+4)
  STATISTICS
  Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
  feats Skill Focus (Perception), Toughness
  Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, 
  Swim +11; Racial Modifiers +4 Perception, +4 Stealth, 
  +8 Acrobatics
  ECOLOgy
  Environment warm forests, swamps, and fresh water
  Organization solitary or nest (2–6)
  Treasure none
  Be they jungle-dwelling pythons or swamp-
  dwelling boas like the anaconda, constrictor 
  snakes are among the most deadly 
  predatory animals of the tropical wilds. 
  Fortunately, these large snakes are 
  relatively passive, save for when they 
  are preparing to shed their skins or 
  are particularly hungry. Nevertheless, 
  the sinuous creatures are held in fear by 
  many societies who often ascribe fiendish 
  qualities to them.
  The constrictor snake presented 
  here is a relatively small one. 
  You can create stats for a 
  larger maneater like an 
  anaconda by applying 
  the advanced and giant 
  simple 
  templates, 
  or by advancing the 
  stats above to a 7 
  HD Large snake 
  (CR 5), or even a 14 
  HD Huge snake 
  (CR 10).
  VEnOMOUS SnAkE 
  CR 1
  XP 400
  N Medium animal 
  Init +5; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 14, touch 11, flat-footed 3 (+1 Dex, +3 natural)
  hp 13 (2d8+4)
  fort +5, Ref +4, Will +1
  OffEnSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +2 (1d4–1 plus poison) 
  STATISTICS
  Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 2
  Base Atk +1; CMB +0; CMD 11 (can’t be tripped)
  feats Improved Initiative, Weapon FinesseB
  Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, 
  Swim +9; Racial Modifiers +4 Perception, +4 Stealth, +8 
  Acrobatics; modifies Climb and Swim with Dexterity
  ECOLOgy
  Environment any temperate or warm
  Organization solitary, pair, or nest (3–8)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 13; 
  frequency 1/round for 6 rounds; effect 1d2 
  Con; cure 1 save.
  Countless 
  species 
  of 
  poisonous 
  snakes dwell in the wild, their bites 
  capable of bringing down creatures 
  much larger than themselves. Snakes 
  of the size presented here are thankfully 
  rarer than their smaller kin, but 
  many species of rattlesnake, 
  cobra, and similar reptiles 
  can  grow to this size.
  Venomous 
  snakes 
  are 
  generally far more aggressive 
  than constrictor snakes, and 
  even larger variants do 
  exist: you can create 
  stats for a king 
  cobra, for example, 
  by applying the 
  advanced and giant 
  simple templates 
  to the stats given 
  above.
  This large snake has a thick, muscular body and dull green scales 
  decorated with dirty brown stripes.
  This brightly colored snake assumes an aggressive posture, its 
  hissing mouth open to display its fangs.
  Slug, Giant–Snake
  Slug, Giant–Snake
  255
  255
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757186
  757186
  451173
  451173
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757187
  757187
  451174
  451174
  256
  256
  Illustration by Concept Art House
  Spectre
  This translucent, ghostly figure fades into view from the damp 
  mist, its face distorted by wrath into a hideous mask.
  SPECTRE 
  CR 7
  XP 3,200
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +17
  Aura unnatural aura (30 ft.)
  DEfEnSE
  AC 15, touch 15, flat-footed 12 (+2 deflection, +3 Dex)
  hp 52 (8d8+16)
  fort +4, Ref +5, Will +9
  Defensive Abilities incorporeal, channel resistance +2
  Weaknesses resurrection vulnerability, sunlight powerlessness
  OffEnSE
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +9 (1d8 plus energy drain) 
  Special Attacks create spawn, energy drain (2 levels, DC 16)
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15
  Base Atk +6; CMB +6; CMD 21
  feats Blind-Fight, Improved Initiative, Skill Focus (Perception), 
  Weapon Finesse
  Skills Fly +11, Intimidate +13, Knowledge (history) +10, 
  Knowledge (religion) +13, Perception +17, Stealth +14, 
  Survival +11
  Languages Common
  ECOLOgy
  Environment any
  Organization solitary, pair, gang (3–6), or swarm 
  (7–12)
  SPECIAL ABILITIES
  Create Spawn (Su) Any humanoids slain by a spectre 
  become spectres themselves in 1d4 rounds. 
  Spawn so created are less powerful than typical 
  spectres, and suffer a –2 penalty on all d20 rolls 
  and checks, receive –2 hp per HD, and only 
  drain one level 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.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a spectre destroys it (Will negates). Using the 
  spell in this way does not require a material component.
  Sunlight Powerlessness (Ex) 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 (Su) Animals, whether wild or 
  domesticated, can sense the unnatural presence of 
  a spectre at a distance of 30 feet. They do not willingly 
  approach nearer than that and panic if forced to do so 
  unless a master succeeds at a DC 25 Handle Animal, Ride, 
  or wild empathy check. A panicked animal remains so as 
  long as it is within 30 feet of the spectre.
  Spectres are evil undead that hate sunlight and living 
  things. Most are the remnants of murdered or evil humans, 
  their anger preventing them from entering the afterlife. 
  Like ghosts, spectres haunt the places of their deaths, and 
  seek to draw others into the lonely abyss of undeath.
  A spectre looks much as it did in life and can be easily 
  recognized by those who knew the individual or have seen 
  the individual’s face in paintings or drawings. Spectres 
  retain a strong sense of identity, and even ancient, insane 
  spectres generally remain coherent. Evil historians 
  and necromancers often try to ally with spectres for the 
  knowledge they held in life and retain in undeath.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757187
  757187
  451174
  451174
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757188
  757188
  451175
  451175
  Illustration by Bento Box Studios
  SPhInX (gynOSPhInX) 
  CR 8
  XP 4,800
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +21
  DEfEnSE
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
  hp 102 (12d10+36)
  fort +11, Ref +9, Will +10
  OffEnSE
  Speed 40 ft., fly 60 ft. (poor)
  Melee 2 claws +17 (2d6+6/19–20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +17, 2d6+6)
  Spell-Like Abilities (CL 12th)
  Constant—comprehend languages, detect magic, read magic, 
  see invisibility
  3/day—clairaudience/clairvoyance
  1/day—dispel magic, locate object, remove curse, legend lore
  1/week—any one of the following: symbol of fear (DC 20), 
  symbol of pain (DC 19), symbol of persuasion (DC 20), 
  symbol of sleep (DC 19), symbol of stunning (DC 21); all 
  symbols last for 1 week maximum
  STATISTICS
  Str 22, Dex 13, Con 16, Int 18, Wis 19, Cha 19
  Base Atk +12; CMB +19; CMD 30 (34 vs. trip)
  feats Alertness, Combat Casting, Hover, Improved Critical 
  (claw), Improved Initiative, Iron Will
  Skills Bluff +14, Diplomacy +14, Fly +7, Intimidate +14, 
  Knowledge (any two) +6, Perception +21, Sense Motive +19, 
  Spellcraft +12
  Languages Common, Draconic, Sphinx
  ECOLOgy
  Environment warm deserts and hills
  Organization solitary, pair, or cult (3–6)
  Treasure double
  Although there are many different species of sphinx, 
  the one certain scholars refer to as the “gynosphinx” 
  (a name many sphinxes find insulting) is a wise and 
  majestic creature that is nevertheless terrifying when 
  angered. Less moralistic than their male counterparts 
  (the “androsphinx”—a different creature entirely than 
  the sphinx presented here), sphinxes are careful and 
  methodical in their decision-making, and pride 
  themselves on their cold logic and impartiality. 
  They have little patience for the lesser sphinx 
  variants, seeing them as little better than 
  Sphinx
  This creature has the body of a lion, the wings of a falcon, and the 
  head and torso of a beautiful human woman.
  Spectre–Sphinx
  Spectre–Sphinx
  animals. 
  Sphinxes 
  love 
  riddles 
  and 
  complicated 
  dilemmas, and treasure strange facts and arcane trivia 
  far more than gold or gems
  While not great scholars in any traditional sense, 
  sphinxes’ great appreciation of puzzles leads them to 
  research shallowly in a wide variety of subjects, and they 
  can often be invaluable sources of information, especially 
  when making use of their magical abilities. They are 
  usually happy to barter with other races, and regularly 
  trade material goods for information or new and 
  interesting quandaries. They make excellent guardians 
  for temples, tombs, and other important locations, so 
  long as they are kept adequately entertained. Sphinxes 
  place great value on politeness, but can be dangerously 
  temperamental—while they may decide to share their 
  latest riddles with travelers out of altruism, they think 
  little of devouring those who don’t give their dilemmas 
  adequate attention or provide useful insight.
  Sphinxes are typically 10 feet long and about 800 
  pounds. While their wings are capable of holding them 
  aloft for long periods of time, they are poor fliers, and 
  prefer to land before engaging foes, lashing out with their 
  powerful claws. Though fiercely territorial, they tend to 
  give intruders plenty of warning before attacking.
  257
  257
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757188
  757188
  451175
  451175
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757189
  757189
  451176
  451176
  258
  258
  Illustrations by Kieran Yanner
  Spider, Giant
  Spider Swarm
  gIAnT SPIDER 
  CR 1
  XP 400
  N Medium vermin 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
  hp 16 (3d8+3)
  fort +4, Ref +4, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +2 (1d6 plus poison) 
  Special Attack web (+5 ranged, DC 12, hp 2)
  STATISTICS
  Str 11, Dex 17, Con 12, Int —, Wis 
  10, Cha 2
  Base Atk +2; CMB +2; CMD 15 
  (27 vs. trip)
  Skills Climb +16, 
  Perception +4 (+8 
  in webs), Stealth 
  +7 (+11 in webs); 
  Racial Modifiers +4 
  Perception, +4 Stealth 
  (+8 in webs), +16 Climb
  ECOLOgy
  Environment any
  Organization solitary, pair, 
  or colony (3–8)
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 
  14; frequency 1/round for 4 rounds; effect 
  1d2 Strength damage; cure 1 save.
  The statistics above are for a web-spinning 
  spider. Hunting spiders lose the web ability but 
  gain a +8 racial modifier on Acrobatics checks. All giant 
  spiders have a +2 racial bonus on poison save DCs.
  Other species of giant spiders exist, as detailed below.
  Species 
  CR 
  Size 
  hD
  Scarlet spider 
  1/4 
  Tiny 
  1d8
  Giant crab spider 
  1/2 
  Small 
  2d8
  Giant black widow 
  3 
  Large 
  5d8
  Ogre spider 
  5 
  Huge 
  7d8
  Giant tarantula 
  8 
  Gargantuan 
  10d8
  Goliath spider 
  11 
  Colossal 
  14d8
  SPIDER SWARM 
  CR 1
  XP 400
  N Diminutive vermin (swarm)
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +4
  DEfEnSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 9 (2d8)
  fort +3, Ref +3, Will +0
  Defensive Abilities swarm traits; Immune 
  mind-affecting effects, weapon damage
  Weaknesses swarm traits
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee swarm (1d6 plus poison 
  and distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks 
  distraction (DC 11)
  STATISTICS
  Str 1, Dex 17, Con 10, Int 
  —, Wis 10, Cha 2
  Base Atk +1; CMB —; 
  CMD —
  Skills Climb +11, 
  Perception +4; Racial 
  Modifiers +4 Perception; uses 
  Dexterity for Climb checks
  ECOLOgy
  Environment any
  Organization solitary, pair, tangle (3–6 
  swarms) or colony (11–20 swarms)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/
  round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC 
  is Constitution-based.
  The sight of a carpet of swarming spiders is unsettling 
  indeed—particularly when the swarm is made up of 
  spiders each the size of a gold coin and possessing blade-
  like mandibles capable of lacerating flesh with sickening 
  ease. A swarm of spiders is a colonial mass of arachnids 
  that relies on overwhelming much larger prey with sheer 
  numbers rather than catching smaller snacks. While 
  spider swarms spin webs, these webs are incapable of 
  catching larger prey and typically serve the swarm as a 
  lair rather than a method of capturing dinner.
  A spider the size of a man crawls silently from the depths of its 
  funnel-shaped web.
  An awful, scuttling mass of legs and mandibles scrambles 
  forward out of the darkness.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757189
  757189
  451176
  451176
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757190
  757190
  451177
  451177
  Squid
  Squid, Giant
  SQUID 
  CR 1
  XP 400
  N Medium animal (aquatic)
  Init +6; Senses low-light vision; Perception +7
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (3d8)
  fort +3, Ref +7, Will +2
  Defensive Ability ink cloud (5-ft. radius)
  OffEnSE
  Speed swim 60 ft., jet 240 ft.
  Melee bite +4 (1d3+2), tentacles +2 (1d4+1 plus grab)
  STATISTICS
  Str 15, Dex 15, Con 11, Int 2, Wis 12, Cha 2
  Base Atk +2; CMB +4 (+8 grapple); CMD 16
  feats Improved Initiative, Lightning Reflexes, MultiattackB
  Skills Perception +7, Swim +10
  ECOLOgy
  Environment any ocean
  Organization solitary, pair, or school (3–12)
  Treasure none
  SPECIAL ABILITIES
  Ink Cloud (Ex) 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 (Ex) A squid can jet in a straight line as a full-round action. 
  It does not provoke attacks of opportunity while jetting.
  Squids are aggressive predators that 
  fear little and are more than 
  willing to attack prey larger 
  than themselves.
  Squid 
  Companions
  Starting 
  Statistics: 
  Size Medium; AC +1 
  natural; Speed swim 
  60 ft., jet 240 ft.; 
  Attack tentacles (1d4 
  plus grab), bite (1d3); 
  Ability Scores Str 14, 
  Dex 15, Con 11, Int 2, 
  Wis 12, Cha 2; Special 
  Qualities low-light vision, 
  ink cloud.
  4th-Level Advancement: 
  Ability Scores Str +2, Con +2.
  gIAnT SQUID 
  CR 9
  XP 6,400
  N Huge animal (aquatic)
  Init +7; Senses low-light vision; Perception +22
  DEfEnSE
  AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size)
  hp 102 (12d8+48)
  fort +14, Ref +13, Will +5
  Defensive Ability ink cloud (20-ft. radius)
  OffEnSE
  Speed swim 60 ft., jet 260 ft.
  Melee bite +14 (2d6+7), 2 arms +14 (1d6+7), tentacles +12 
  (4d6+3 plus grab) 
  Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
  Special Attacks constrict (4d6+10)
  STATISTICS
  Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
  Base Atk +9; CMB +18 (+22 grapple); CMD 31
  feats Combat Reflexes, Great Fortitude, Improved Critical, 
  Improved Initiative, Lightning Reflexes, MultiattackB, Skill 
  Focus (Perception)
  Skills Perception +22, Swim +15
  ECOLOgy
  Environment any ocean
  Organization solitary
  Treasure none
  The giant squid is a legendary 
  beast capable of feeding on 
  humans with ease. Hunger 
  has been known to drive 
  these normally deep-
  dwelling creatures up 
  to the ocean surface 
  where 
  anything 
  they 
  encounter is potential 
  prey. A giant squid is 45 
  feet long and weighs 
  1,500 pounds.
  This slender red squid darts through the water with alacrity. Two 
  large eyes stare from above the creature’s tentacles.
  Immense in size, this great squid’s tentacles writhe and flash with 
  almost nauseating speed. The beast’s eyes are as big as shields.
  Spider–Squid
  Spider–Squid
  259
  259
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757190
  757190
  451177
  451177
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757191
  757191
  451178
  451178
  260
  260
  Illustration by Kieran Yanner
  Stirge
  STIRgE 
  CR 1/2
  XP 200
  N Tiny magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +1
  DEfEnSE
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 5 (1d10)
  fort +2, Ref +6, Will +1
  OffEnSE
  Speed 10 ft., fly 40 ft. (average)
  Melee touch +7 (attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks blood drain
  STATISTICS
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
  Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 
  vs. trip)
  feats Weapon Finesse
  Skills Fly +8, Stealth +16
  SQ diseased
  ECOLOgy
  Environment temperate and warm swamps
  Organization solitary, colony (2–4), flock (5–8), storm (9–14), 
  or swarm (15–40)
  Treasure none
  SPECIAL ABILITIES
  Attach (Ex) When a stirge hits with a touch attack, its barbed 
  legs latch onto the target, anchoring it in place. An 
  attached stirge is effectively grappling its prey. The stirge 
  loses its Dexterity bonus to AC and has an AC of 12, but 
  holds on with great tenacity and inserts its proboscis into 
  the grappled target’s flesh. A stirge has a +8 racial bonus 
  to maintain its grapple on a foe once it is attached. An 
  attached stirge can be struck with a weapon or grappled 
  itself—if its prey manages to win a grapple check or 
  Escape Artist check against it, the stirge is removed.
  Blood Drain (Ex) A stirge drains blood at the end of 
  its turn if it is attached to a foe, inflicting 1 point 
  of Constitution damage. Once a stirge has dealt 4 
  points of Constitution damage, it detaches and flies 
  off to digest the meal. If its victim dies before the 
  stirge’s appetite has been sated, the stirge detaches 
  and seeks a new target.
  Diseased (Ex) Due to the stagnant swamps in which they live 
  and their contact with the blood of numerous creatures, 
  stirges are harbingers of 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 
  (Pathfinder RPG Core Rulebook 557). 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.
  Stirges are vicious, blood-drinking swamp pests that prey 
  on wild animals, livestock, and unwary travelers. While 
  weak individually, swarms of the creatures are capable of 
  draining a man dry in minutes, leaving only a desiccated 
  husk in their wake. 
  Closer to mammals than insects, stirges carry their 
  bodies through the air on four fleshy wings, searching 
  out warm-blooded prey. They are fond of hiding near 
  watering holes and waiting for travelers to drop their 
  guard, then swooping out to attach and drink their fill 
  by thrusting their long feeding tubes into unprotected 
  veins. After feeding they flap heavily off into the mud and 
  reeds to lay their eggs and rest until hunger drives them 
  to hunt again.
  Stirges are usually 1 foot long, with a wingspan of twice 
  that, and weigh just under a pound. Their coloration is 
  rust-red or reddish-brown with a dirty yellow underbelly, 
  though stirges that have not fed in some time are often 
  pale pink, their color deepening as they gorge.
  This insectoid creature has two pairs of bat wings, a tangle of thin 
  legs, and a needle-sharp proboscis.
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757191
  757191
  451178
  451178
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757192
  757192
  451179
  451179
  Illustration by Eric Lofgren
  Svirfneblin
  SVIRfnEBLIn 
  CR 1
  XP 400
  Svirfneblin ranger 1
  N Small humanoid (gnome)
  Init +2; Senses darkvision 120 ft., low-light vision; Perception +6
  DEfEnSE
  AC 15, touch 15, flat-footed 11 (+2 Dex, +2 dodge, +1 size)
  hp 15 (1d10+5) 
  fort +6, Ref +6, Will +2
  SR 12
  OffEnSE
  Speed 20 ft. (15 ft. in armor)
  Melee heavy pick +3 (1d4+1/×4) 
  Ranged light crossbow +4 (1d6/19–20) 
  Special Attacks favored enemy (dwarf +2), +1 to attack vs. 
  dwarven and reptilian humanoids
  Spell-Like Abilities (CL 1st)
  Constant—nondetection
  1/day—blindness/deafness (DC 12), blur, 
  disguise self
  STATISTICS
  Str 13, Dex 15, Con 14, Int 10, 
  Wis 10, Cha 8
  Base Atk +1; CMB +1; CMD 15
  feats Toughness
  Skills Craft (alchemy) +6, 
  Heal +4, Knowledge 
  (dungeoneering) +4, 
  Perception +6, Stealth +12 (+14 
  underground), Survival +4 (+5 tracking); Racial 
  Modifiers +2 Craft (alchemy), +2 Perception, +2 
  Stealth (+4 Stealth underground)
  Languages Gnome, Undercommon
  SQ stonecunning, track, wild empathy +0
  ECOLOgy
  Environment any underground
  Organization solitary, company (2–4), squad (5–20 
  plus 1 leader of 3rd–6th level and 2 sergeants of 3rd 
  level), or band (30–50 plus 1 sergeant of 3rd level per 
  20 adults, 5 lieutenants of 5th level, 3 captains of 
  7th level, and 2–5 Medium earth elementals)
  Treasure NPC Gear (heavy pick, light crossbow 
  with 10 bolts, other treasure)
  Svirfneblin, or “deep gnomes,” are a 
  reclusive offshoot of the gnome race. They 
  dwell underground in hidden cities, safe 
  from dark elves and other subterranean 
  races. They have skin the color of gray or brown stone. Males 
  are bald, and females have stringy gray hair. A svirfneblin’s 
  ties to the eerie realm of the fey are much stronger than 
  those of their surface-dwelling gnome kin, and this makes 
  them either strangely detached from their emotions or 
  violently random in their outbursts. Svirfneblin have long 
  fought wars against the duergar, and have a difficult time 
  seeing the difference between duergar and other dwarves.
  Svirfneblin Characters
  Svirfneblin are defined by their class levels—they do not 
  possess racial Hit Dice. A svirfneblin’s CR is equal to his 
  class level. Svirfneblin have the following racial traits.
  –2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: 
  Svirfneblin are fast and observant, but relatively weak 
  and emotionally distant.
  Small: Svirfneblin are Small creatures and gain a +1 
  size bonus to their AC, a +1 size bonus on attack rolls, a –1 
  penalty to their CMB and CMD, and a +4 size bonus on 
  Stealth checks.
  Defensive Training: Svirfneblin gain a +2 dodge bonus 
  to Armor Class.
  Senses: Svirfneblin have darkvision 120 ft. and low-
  light vision.
  Fortunate: Svirfneblin gain a +2 racial bonus on all 
  saving throws.
  Skilled: Svirfneblin gain a +2 racial bonus 
  on Stealth checks; this improves to a +4 bonus 
  underground. They gain a +2 racial bonus on 
  Craft (alchemy) checks and Perception checks.
  Hatred: Svirfneblin receive a +1 bonus on 
  attack rolls against humanoid creatures of 
  the reptilian and dwarven subtypes due 
  to training against these hated foes.
  Stonecunning: Svirfneblin gain 
  stonecunning as a dwarf (Pathfinder 
  RPG Core Rulebook 21).
  Spell Resistance: Svirfneblin have 
  SR equal to 11 + class levels.
  Svirfneblin Magic: Svirfneblin 
  add +1 to the DC of any illusion 
  spells they cast. Svirfneblin 
  also gain the spell-like abilities 
  listed above; caster level equals the 
  svirfneblin’s class levels.
  Languages: Svirfneblin begin 
  play 
  speaking 
  Gnome 
  and 
  Undercommon. Those with 
  high Int scores can choose 
  from the following bonus 
  languages: Aklo, Common, 
  Draconic, Dwarven, Elven, 
  Giant, Goblin, Orc, or Terran.
  This bald gnome has rocky gray skin and a wiry physique. Its pale 
  eyes are overly large and expressive.
  Stirge–Svirfneblin
  Stirge–Svirfneblin
  261
  261
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757192
  757192
  451179
  451179
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757193
  757193
  451180
  451180
  Illustrations by Eric Lofgren
  Tarrasque
  TARRASQUE 
   CR 25
  XP 1,638,400
  N Colossal magical beast 
  Init +7; Senses low-light vision, scent; Perception +43
  Aura frightful presence (300 ft., DC 27)
  DEfEnSE
  AC 40, touch 5, flat-footed 37 (+3 Dex, +35 natural, –8 size)
  hp 525 (30d10+360); regeneration 40
  fort +31, Ref +22, Will +12
  DR 15/epic; Immune ability damage, acid, bleed, disease, 
  energy drain, fire, mind-affecting effects, paralysis, 
  permanent wounds, petrification, poison, polymorph; SR 36
  OffEnSE
  Speed 40 ft.
  Melee bite +37 (4d8+15/15–20/×3 plus grab), 2 claws +37 
  (1d12+15), 2 gores +37 (1d10+15), tail slap +32 (3d8+7)
  Ranged 6 spines +25 (2d10+15/×3) 
  Space 30 ft.; Reach 30 ft. (60 ft. with tail slap)
  Special Attacks rush, spines, swallow whole (6d6+22 plus 6d6 
  acid, AC 27, hp 52)
  STATISTICS
  Str 41, Dex 16, Con 34, Int 3, Wis 15, Cha 14
  Base Atk +30; CMB +53 (+57 grapple); CMD 66
  feats Awesome Blow, Blind-Fight, 
  Bleeding Critical, Cleave, Combat 
  Reflexes, Critical Focus, Great 
  Cleave, Great Fortitude, Improved 
  Bull Rush, Improved Critical (bite), 
  Improved Initiative, Lightning Reflexes, 
  Power Attack, Run, Stunning Critical
  Skills Acrobatics +3 (+43 when jumping), 
  Perception +43; Racial Modifiers +8 Perception
  Languages Aklo (cannot speak)
  SQ carapace, powerful leaper
  ECOLOgy
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Carapace (Su) 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.
  Powerful Leaper (Ex) The tarrasque 
  uses its Strength to modify Acrobatics 
  checks made to jump, and has a +24 
  racial bonus on Acrobatics checks made to jump.
  Regeneration (Ex) No form of attack can suppress the 
  tarrasque’s regeneration—it regenerates even if 
  disintegrated or slain by a death effect. If the tarrasque 
  fails a save against an effect that would kill it instantly, it 
  rises from death 3 rounds later with 1 hit point if no further 
  damage is inflicted upon its remains. It can be banished or 
  otherwise transported as a means to save a region, but the 
  method to truly kill it has yet to be discovered.
  Rush (Ex) Once per minute for 1 round, the tarrasque can 
  move at a speed of 150 feet. This increases its Acrobatics 
  bonus on checks made to jump to +87.
  Spines (Ex) The tarrasque can loose a volley of six spear-like 
  spines from its body as a standard action 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.
  The legendary tarrasque is among the world’s most 
  destructive monsters. Thankfully, it spends most of its 
  time in a deep torpor in an unknown cavern in a remote 
  corner of the world—yet when it wakens, kingdoms die.
  Although far from intelligent, the tarrasque is smart 
  enough to understand a few words in Aklo (though it 
  cannot speak). Likewise, it isn’t 
  mindless in its rampages, but 
  instead focuses on targets that 
  threaten it, and is difficult to 
  distract with trickery.
  This immense reptilian beast towers over the surroundings like a 
  dinosaur, all teeth and horns and claws and thrashing spiked tail.
  262
  262
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757193
  757193
  451180
  451180
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757194
  757194
  451181
  451181
  Tengu
  TEngU 
  CR 1/2
  XP 200
  Male tengu rogue 1
  N Medium humanoid (tengu)
  Init +3; Senses low-light vision; Perception +8
  DEfEnSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 9 (1d8+1)
  fort +1, Ref +5, Will +2
  OffEnSE
  Speed 30 ft.
  Melee dagger +3 (1d4+1/19–20), bite –2 (1d3)
  Ranged short bow +3 (1d6/×3)
  Special Attacks sneak attack +1d6
  STATISTICS
  Str 12, Dex 17, Con 12, Int 10, Wis 15, Cha 8
  Base Atk +0; CMB +1; CMD 14
  feats Weapon Finesse
  Skills Acrobatics +7, Appraise +4, Bluff +3, Climb +5, Knowledge 
  (local) +4, Linguistics +8, Perception +8, Stealth +9; Racial 
  Modifiers +2 Perception, +2 Stealth, +4 Linguistics
  Languages Common, Goblin, Halfling, Tengu
  SQ gifted linguist, swordtrained, trapfinding
  ECOLOgy
  Environment temperate mountains or urban
  Organization solitary, pair, or conspiracy (3–12)
  Treasure NPC gear (leather armor, dagger, short bow and 20 
  arrows, other treasure)
  SPECIAL ABILITIES
  gifted Linguist (Ex) Tengus gain a +4 racial bonus on 
  Linguistics checks, and learn 2 languages each 
  time they gain a rank in Linguistics rather than 
  1 language.
  Swordtrained (Ex) Tengus are trained from birth in swordplay, 
  and as a result are automatically proficient with sword-like 
  weapons (including bastard swords, daggers, elven curve 
  blades, falchions, greatswords, kukris, longswords, punching 
  daggers, rapiers, scimitars, short swords, and two-bladed 
  swords).
  Tengus are a race of avian humanoids that resemble 
  crows or ravens, and often bear much of the same 
  stigma. Though they frequently choose to live 
  among other races in densely populated cities, 
  their society is tight and closed, and 
  they rarely allow others to see its inner 
  workings. Tengus often band together 
  in small groups to create roosts in vacant 
  warehouses or condemned buildings, and these raucous 
  gathering places are generally assumed to be thieves’ 
  guilds by outsiders—an assumption that’s correct 
  roughly half the time.
  Like the crows they share physical traits with, tengus 
  are naturally covetous, especially of shiny or colorful 
  items, and prone to bouts of good-natured kleptomania 
  if they don’t carefully keep themselves in check. Vain and 
  prideful creatures, they are easily persuaded with flattery.
  Tengu Characters
  Tengus are defined by their class levels—they do not 
  possess racial Hit Dice. All tengus have the following 
  racial traits.
  +2 Dexterity, –2 Constitution, +2 Wisdom: Tengus are 
  fast and observant, but relatively fragile and delicate.
  Senses: Tengus have low-light vision.
  Sneaky: Tengus gain a +2 racial bonus on Perception 
  and Stealth.
  Gifted Linguist: See above.
  Swordtrained: See above.
  Natural Weapon: Tengus possess a bite natural attack 
  that inflicts 1d3 points of damage on a hit. This is a 
  primary attack, or a secondary attack if the tengu wields 
  a manufactured weapon.
  Languages: Tengus begin play speaking Common and 
  their own dialect of Tengu. Tengus with high Intelligence 
  scores can choose any language as a bonus language.
  Black feathers cover this crow-headed humanoid, and its hands 
  and legs end in powerful talons.
  Tarrasque–Tengu
  Tarrasque–Tengu
  263
  263
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757194
  757194
  451181
  451181
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757195
  757195
  451182
  451182
  Tiefling
  TIEfLIng 
  CR 1/2
  XP 200
  Tiefling rogue 1
  NE Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 10 (1d8+2) 
  fort +2, Ref +5, Will +1
  Resist cold 5, electricity 5, fire 5
  OffEnSE
  Speed 30 ft.
  Melee short sword +3 (1d6+1/19–20)
  Ranged light crossbow +3 (1d8/19–20) 
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 1st)
  1/day—darkness
  STATISTICS
  Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 6
  Base Atk +0; CMB +1; CMD 14
  feats Weapon Finesse
  Skills Acrobatics +6, Bluff +4, Disable Device +6, Escape Artist 
  +6, Intimidate +2, Perception +5, Sense Motive +5, Sleight of 
  Hand +6, Stealth +8; Racial Modifiers +2 Bluff, +2 Stealth
  Languages Abyssal, Common, Infernal
  SQ fiendish sorcery, trapfinding
  ECOLOgy
  Environment any land
  Organization solitary, pair, or gang (3–5)
  Treasure NPC gear (studded leather armor, 
  short sword, light crossbow with 20 bolts)
  SPECIAL ABILITIES
  fiendish Sorcery (Ex) Tiefling sorcerers with 
  the Abyssal or Infernal bloodline treat their 
  Charisma score as 2 points higher for all sorcerer 
  class abilities.
  Tieflings are humans with demonic, devilish, or other 
  evil outsider blood in their ancestry. Often persecuted 
  for 
  their 
  strange 
  appearance 
  and 
  unnatural 
  mannerisms, most tieflings disguise their nature 
  or are forced to live on the fringes or underbelly of 
  civilized society. Though they are not born evil, 
  it is an easy path for them to find, especially 
  as most suffer at the hands of “normal” folks 
  while growing up. Tieflings look mostly 
  human except for some physical traits 
  that reveal their strange heritage. 
  Tiefling Characters
  Tieflings are defined by their class levels—they do not 
  possess racial HD. They have the following racial traits.
  +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings 
  are quick in body and mind, but are inherently strange.
  Darkvision: Tieflings see in the dark up to 60 feet.
  Skilled: Tieflings have a +2 racial bonus on Bluff and 
  Stealth checks.
  Spell-Like Ability: Tieflings can use darkness once per 
  day as a spell-like ability. The caster level for this ability 
  equals the tiefling’s class level.
  Fiendish Resistance: Tieflings have cold resistance 5, 
  electricity resistance 5, and fire resistance 5.
  Fiendish Sorcery: See above.
  Languages Tieflings begin play speaking Common 
  and either Abyssal or Infernal. Tieflings with high 
  Intelligence scores can choose any of the following: 
  Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, 
  Halfling, Infernal, and Orc.
  This lanky man sneers as he draws his sword. Tiny horns and a 
  barbed tail reveal that he is something more than human.
  Illustration by Andrew Hou
  264
  264
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757195
  757195
  451182
  451182
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757196
  757196
  451183
  451183
  Tiger
  Tiger, Dire
  TIgER 
  CR 4
  XP 1,200
  N Large animal 
  Init +6; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 45 (6d8+18)
  fort +8, Ref +7, Will +3
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +10, 1d8+6)
  STATISTICS
  Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +4; CMB +11 (+15 grapple); CMD 23 (27 vs. trip)
  feats Improved Initiative, Skill Focus (Perception), Weapon 
  Focus (claw)
  Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas 
  of tall grass), Swim +11; Racial Modifiers +4 Acrobatics, 
  +4 Stealth (+8 in tall grass)
  Environment any forests
  Organization solitary or pair
  Treasure none
  Tigers stand more than 3 feet tall at the shoulder and are 
  about 9 feet long. They weigh from 400 to 600 pounds.
  Tigers are usually the top animal predators in their 
  territories, and have been known to kill bears, crocodiles, 
  giant snakes, wolves, and even other great cats. Even 
  humanoids are far from safe, especially in cases where 
  a tiger has developed a taste for humanoid flesh. Tigers 
  prefer terrain with plenty of cover and proximity to water 
  as their hunting grounds.
  While the tiger itself is a fearsome 
  predator, its strength and ferocity pales in 
  comparison to that of the larger dire tiger. 
  Known to many scholars as the smilodon and 
  to tribal societies as the saber-toothed tiger, 
  the dire tiger is invariably one of the region’s top 
  predators. Its defining feature is a pair of 
  huge incisors that hang down like fearsome 
  knives from the upper jaw, protruding 
  menacingly even when the creature’s mouth 
  is shut.
  These immense hunting cats grow to 
  be over 12 feet long and can weigh up to 
  6,000 pounds.
  DIRE TIgER (SMILODOn) 
  CR 8
  XP 4,800
  N Large animal 
  Init +6; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 105 (14d8+42)
  fort +12, Ref +11, Will +5
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19–20 
  plus grab) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +18, 2d4+8)
  STATISTICS
  Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
  feats Improved Critical (bite), Improved Initiative, Improved 
  Iron Will, Run, Skill Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (bite, claw)
  Skills Acrobatics +6, Perception +12, Stealth +8 (+14 in tall 
  grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in tall grass)
  ECOLOgy
  Environment any forests, plains, and swamps
  Organization solitary or pair
  Treasure none
  This powerful feline predator moves with a deadly grace, its 
  reddish-orange fur slashed with black stripes.  
  This large tiger grumbles a warning as it crouches. Two saber-
  like fangs jut downward from its powerful jaws.
  Tiefling–Tiger
  Tiefling–Tiger
  265
  265
  Illustration by Kieran Yanner
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757196
  757196
  451183
  451183
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757197
  757197
  451184
  451184
  Treant
  TREAnT 
  CR 8
  XP 4,800
  NG Huge plant
  Init –1; Senses low-light vision; Perception +12
  DEfEnSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 114 (12d8+60)
  fort +13, Ref +3, Will +9
  Defensive Abilities plant traits; DR 10/slashing
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 30 ft.
  Melee 2 slams +17 (2d6+9/19–20)
  Ranged rock +7 (2d6+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)
  STATISTICS
  Str 29, Dex 8, Con 21, Int 
  12, Wis 16, Cha 13
  Base Atk +9; CMB +20; CMD 29
  feats Alertness, Improved 
  Critical (slam), Improved 
  Sunder, Iron Will, Power 
  Attack, Weapon Focus 
  (slam)
  Skills Diplomacy +9, 
  Intimidate +9, Knowledge 
  (nature) +9, Perception +12, 
  Sense Motive +9, Stealth –9 (+7 
  in forests); Racial Modifiers +16 
  Stealth in forests
  Languages Common, Sylvan, Treant
  SQ animate trees, double damage against 
  objects, treespeech
  ECOLOgy
  Environment any forest
  Organization solitary or 
  grove (2–7)
  Treasure standard
  SPECIAL ABILITIES
  Animate Trees (Sp) A treant 
  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 
  treant (although it has only 
  one slam attack and lacks the treant’s animation and rock-
  throwing abilities), gaining the treant’s vulnerability to fire. If 
  the treant 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.
  Double Damage Against Objects (Ex) A treant or animated 
  tree that makes a full attack against an object or structure 
  deals double damage.
  Treespeech (Ex) A treant has the ability to converse with plants 
  as if subject to a continual speak with plants spell, and most 
  plants greet them with an attitude of friendly or helpful.
  Treants are guardians of the forest and speakers for 
  the trees. As long-lived as the forests themselves, and 
  seeing themselves as parents and shepherds rather than 
  gardeners, treants are slow and methodical in most things 
  but terrifying when forced to fight in defense of their 
  flock. Though they rarely seek out the companionship 
  of the short-lived races, and have an inherent distrust of 
  change, they have been known to tolerate those who seek 
  to learn from their long, rambling monologues, especially 
  if the pupils express a desire to help protect the 
  wildlands. Yet against those who would threaten 
  the forest, especially loggers who seek to harvest 
  wood for lumber or those who try to clearcut 
  a section of forest in order to build a fort or 
  establish a town, the treants’ wrath 
  is swift and devastating. They are 
  particularly gifted at tearing down 
  what others build—a trait that 
  serves angry treants well.
  Treants 
  are 
  primarily 
  solitary creatures, with a 
  given individual sometimes 
  responsible for an entire 
  forest, but they occasionally 
  come together in small 
  groups called groves to 
  share news and reproduce. 
  In times of grave danger, all 
  of the groves in a region may 
  gather for a great months-long 
  meeting called a moot, but 
  such events are exceedingly 
  rare, and millennia may go by 
  between them.
  The typical treant is 30 
  feet tall, with a trunk 2 feet 
  in diameter, and weighs 
  4,500 pounds. Treants tend to 
  resemble the species of trees 
  most common in their 
  woodland territories.
  This animated tree’s bark is knotted into vaguely humanoid 
  features, with branches for arms and roots for legs.
  Illustration by Andrew Hou
  266
  266
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757197
  757197
  451184
  451184
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757198
  757198
  451185
  451185
  Troglodyte
  TROgLODyTE 
  CR 1
  XP 400
  CE Medium humanoid (reptilian)
  Init –1; Senses darkvision 90 ft.; Perception +0
  Aura stench (30 ft., DC 13, 10 rounds)
  DEfEnSE
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 13 (2d8+4)
  fort +7, Ref –1, Will +0
  OffEnSE
  Speed 30 ft.
  Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or 
  2 claws +2 (1d4+1), bite +2 (1d4+1)
  Ranged javelin +0 (1d6) 
  STATISTICS
  Str 12, Dex 9, Con 14, Int 8, Wis 11, Cha 11
  Base Atk +1; CMB +2; CMD 11
  feats Great Fortitude
  Skills Stealth +5 (+9 in rocky areas); Racial Modifiers +4 Stealth 
  (+8 in rocky areas)
  Languages Draconic
  ECOLOgy
  Environment any underground
  Organization solitary, pair, clutch (3–6), squad (7–12 plus 
  1 cleric or druid of 3rd level and 1–2 
  monitor lizards), or band (20–80 
  plus 20% noncombatants, 
  1 chieftain of 3rd–6th level, 1–3 
  clerics or druids of 3rd–6th level, 
  and 3–13 monitor lizards)
  Treasure NPC gear (club, 3 javelins, other treasure)
  The troglodyte is a feral, savage cave dweller. They are 
  among the most populous denizens of the upper reaches 
  of the endless caverns of the underworld, equally at 
  home raiding the settlements of those who dwell above 
  or below ground, yet for all their race’s fecundity and 
  sprawl, as a whole they represent only a minor threat. At 
  times, great leaders can draw legions of troglodytes to their 
  command to create vast and deadly armies, but left to their 
  own devices, troglodyte tribes are content to keep each 
  other under control with numerous feuds, cannibalistic 
  raids, and bitter civil wars.
  The troglodyte is one of the oldest of intelligent races, 
  and ruins found in some remote caverns testify to the 
  fact that their empire was once among the largest 
  in the world. At the dawn of time, the troglodyte 
  civilization was generations ahead of other humanoid 
  races—while those races hid in caves and worshiped 
  fire, the troglodytes raised vast cities of stone ziggurats 
  and twisting canals, kept other races as slaves, and 
  worshiped ancient and inhuman gods and demons. 
  Yet as the other races evolved and grew increasingly 
  civilized, they outstripped their onetime troglodyte 
  oppressors. Today, the roles have changed—now it is 
  the troglodyte that hides in caves and lives the life of 
  a feral savage.
  Religion is strong among troglodyte tribes, and 
  their shamans and priests are universally the highest 
  regarded members of a clan. A troglodyte chieftain is 
  not always a cleric or druid, but those who do not have 
  divine power are usually mere mouthpieces and puppet 
  lords that answer to the beck and call of the local seer 
  or shaman. Troglodytes generally worship one of the 
  countless demon lords, particularly those of a reptilian 
  or primeval shape and form or those whose Abyssal 
  domains most closely resemble the tangled caverns 
  troglodytes prefer. Troglodyte druids are usually 
  neutral evil if they dwell with their own kind (and are 
  universally feared and respected for the eerie command 
  they have over beasts).
  A typical troglodyte stands about 5 feet tall and weighs 
  150 pounds.
  This humanoid’s scaly hide is dull gray. Its frame resembles that 
  of a cave lizard, with a long tail and crests on its head and back.
  Treant–Troglodyte
  Treant–Troglodyte
  267
  267
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757198
  757198
  451185
  451185
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757199
  757199
  451186
  451186
  Troll
  TROLL 
  CR 5
  XP 1,600
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEfEnSE
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  fort +11, Ref +4, Will +3
  OffEnSE
  Speed 30 ft.
  Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
  STATISTICS
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22
  feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
  Skills Intimidate +9, Perception +8
  Languages Giant
  ECOLOgy
  Environment cold mountains
  Organization solitary or gang (2–4)
  Treasure standard
  Trolls possess incredibly sharp claws and amazing 
  regenerative powers, allowing them to recover from 
  nearly any wound. They are stooped, fantastically ugly, 
  and astonishingly strong—combined with their claws, 
  their strength allows them to literally tear apart flesh to 
  feed their voracious appetites. Trolls stand about 14 feet 
  tall, but their hunched postures often make them appear 
  shorter. An adult troll weighs around 1,000 pounds.
  A troll’s appetite and its regenerative powers make 
  it a fearless combatant, ever prepared to charge 
  headlong at the nearest living creature and 
  attack with all of its fury. Only fire seems to 
  cause a troll to hesitate, but even this mortal 
  threat is not enough to stop a troll’s advance. 
  Those who commonly battle with trolls 
  know to locate and burn any pieces after a 
  fight, for even the smallest scrap of flesh 
  can regrow a full-size troll given enough 
  time. Fortunately, only the largest part of 
  a troll regrows in this way.
  Despite their cruelty in combat, trolls 
  are surprisingly tender and kind to their own 
  young. Female trolls work as a group, spending a 
  This tall creature has rough, green hide. Its hands end in claws, 
  and its bestial face has a hideous, tusked underbite.
  great deal of time teaching young trolls to hunt and fend 
  for themselves before sending them off to find their own 
  territories. A male troll tends to live a solitary existence, 
  partnering with a female for only a brief time to mate. All 
  trolls spend most of their time hunting for food, as they 
  must consume vast amounts each day or face starvation. 
  Due to this need, most trolls stake out large territories as 
  their own, and fights between rivals are quite common. 
  While these are usually nonlethal, trolls are aware of each 
  others’ weaknesses and will use such knowledge to kill 
  their own kind if food is scarce.
  Scrags
  Dwelling in both fresh and salt water, these cousins of 
  the troll have the aquatic subtype and the amphibious 
  special quality. Scrags have a base land speed of 20 feet 
  and a swim speed of 40 feet. A scrag’s regeneration ability 
  only works if it is in contact with water. Scrags dwell in 
  any body of water in any climate, though they are most 
  common in cold northern rivers and lakes, and are 
  less bestial in appearance 
  than their terrestrial 
  cousins, though 
  no less violent.
  268
  268
  Illustration by Kieran Yanner
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757199
  757199
  451186
  451186
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757200
  757200
  451187
  451187
  Unicorn
  UnICORn 
  CR 3
  XP 800
  CG Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  Aura magic circle against evil
  DEfEnSE
  AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2 
  deflection vs. evil)
  hp 34 (4d10+12)
  fort +7, Ref +7, Will +6; +2 resistance vs. evil
  Immune charm, compulsion, poison
  OffEnSE
  Speed 60 ft.
  Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 2d8+8)
  Spell-Like Abilities (CL 9th)
  At will—detect evil (as free action), light
  3/day—cure light wounds
  1/day—cure moderate wounds, greater 
  teleport (within its forest territory), 
  neutralize poison (DC 21)
  STATISTICS
  Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
  Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
  feats Multiattack, Weapon Focus (horn)
  Skills Acrobatics +8, Perception +10, Stealth +8, 
  Survival +7 (+10 in forests); Racial Modifiers 
  +3 Survival in forests, +4 Stealth
  Languages Common, Sylvan
  SQ magical strike, wild empathy +17
  ECOLOgy
  Environment temperate forests
  Organization solitary, mated pair, 
  or blessing (3–6)
  Treasure none
  SPECIAL ABILITIES
  Magic Circle against Evil (Su) This ability continually 
  duplicates the effect of the spell. The unicorn cannot 
  suppress this ability.
  Magical Strike (Ex) A unicorn’s gore attack is treated as 
  a magic good weapon for the purposes of damage 
  reduction.
  Wild Empathy (Su) This works like the druid’s wild empathy 
  class feature, except the unicorn has a +6 racial bonus 
  on the check. Unicorns with druid levels add this racial 
  modifier to their wild empathy checks. 
  This magnificent beast looks like a white horse, but with a goat’s 
  beard and a single long ivory horn on its brow.
  Troll–Unicorn
  Troll–Unicorn
  Unicorns are fierce, intelligent creatures of the forest, noble 
  beasts who keep their own counsel and typically appear 
  only to defend their homes against evil. They universally 
  shun all creatures except for good-aligned fey, good-aligned 
  humanoid women, and the woodlands’ native animals, 
  though they may fight alongside other good creatures 
  against common enemies. A typical unicorn is 8 feet long 
  and 5 feet tall at the shoulder, weighing 1,200 pounds.
  Unicorns mate for life, and the pairs generally make 
  their homes in specific glades or dells within the vast 
  forests they protect (these regions can cover anywhere 
  from a few dozen square miles to hundreds). They allow 
  good and neutral creatures to pass through, hunt for food, 
  or reside in their woods unharmed, but evil creatures 
  and those who damage the local ecosystem more than 
  necessary through sport hunting or commercial logging 
  are swiftly driven out or killed. On rare occasions, lone 
  unicorns without mates or whose partners have been slain 
  have been known to adopt young women of exceptionally 
  pure virtue as surrogates, allowing the women to ride on 
  their backs and becoming their guardians and protectors 
  for life. This bond generally ends amiably if the woman 
  becomes more committed to someone else—such as a 
  lover or child—giving rise to the myth that unicorns only 
  befriend virgins.
  A unicorn’s horn is the focus for its powers, 
  and in order to use its spell-like abilities on 
  other creatures the unicorn must touch 
  them with it. Evil creatures greatly value 
  unicorn horns as reagents for healing 
  potions and other dark rites, and a 
  single powdered unicorn horn 
  counts as 1,600 gp when used 
  as a component for crafting 
  healing magic.
  269
  269
  Illustration by Michael Jaecks
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757200
  757200
  451187
  451187
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757201
  757201
  451188
  451188
  VAMPIRE 
  CR 9
  XP 6,400
  Female human vampire sorcerer 8
  CE Medium undead (augmented humanoid)
  Init +8; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 23, touch 17, flat-footed 18 (+2 deflection, +4 Dex, +1 dodge, 
  +6 natural)
  hp 102 (8d6+72); fast healing 5
  fort +13, Ref +11, Will +12
  Defensive Abilities channel resistance +4; DR 10/magic and 
  silver; Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
  OffEnSE
  Speed 30 ft.
  Melee slam +8 (1d4+4 plus energy drain)
  Special Attacks blood drain, children of the night, create 
  spawn, dominate (DC 22), energy drain (2 levels, DC 22)
  Bloodline Spell-Like Ability (CL 8th, +7 touch)
  11/day—grave touch
  Sorcerer Spells known (CL 8th, +8 ranged touch)
  4th (5/day)—greater invisibility
  3rd (5/day)—dispel magic, fireball (DC 21), vampiric touch
  2nd (8/day)—false life, invisibility, scorching ray, web (DC 20)
  1st (8/day)—burning hands (DC 19), chill touch (DC 19), 
  disguise self, expeditious retreat, mage armor, magic missile
  0—acid splash, detect magic, light, mage hand, mending, 
  message, open/close, read magic
  Bloodline undead
  STATISTICS
  Str 16, Dex 18, Con —, Int 14, Wis 16, Cha 26
  Base Atk +4; CMB +7; CMD 24
  feats AlertnessB, Blind-Fight, Combat Casting, Combat 
  ReflexesB, DodgeB, Eschew Materials, Extend Spell, 
  Improved InitiativeB, Lightning ReflexesB, Silent Spell, Still 
  Spell, ToughnessB, Weapon Finesse
  Skills Bluff +27, Knowledge (arcana) +13, Knowledge (religion) 
  +13, Perception +13, Sense Motive +13, Spellcraft +13, Stealth 
  +12, Use Magic Device +19; Racial Modifiers +8 Bluff, 
  +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Common, Draconic
  SQ change shape (dire bat or wolf, beast shape II), gaseous 
  form, shadowless, spider climb
  ECOLOgy
  Environment any
  Organization solitary or family (vampire plus 2–8 spawn)
  Treasure NPC gear (cloak of resistance +3, headband of alluring 
  charisma +4, ring of protection +2)
  Vampires are undead humanoid creatures that feed on 
  the blood of the living. They look much as they did in 
  life, often becoming more attractive, though some have a 
  hardened, feral look instead.
  Creating a Vampire
  “Vampire” is an acquired template that can be added to 
  any living creature with 5 or more Hit Dice (referred to 
  hereafter as the base creature). Most vampires were once 
  humanoids, fey, or monstrous humanoids. A vampire uses 
  the base creature’s stats and abilities except as noted here.
  CR: Same as the base creature + 2.
  AL: Any evil.
  Type: The creature’s type changes to undead (augmented). 
  Do not recalculate class Hit Dice, BAB, or saves.
  Senses: A vampire gains darkvision 60 ft.
  Armor Class: Natural armor improves by +6.
  Hit Dice: Change all racial Hit Dice to d8s. Class 
  Hit Dice are unaffected. As undead, vampires use their 
  Charisma modifier to determine bonus hit points 
  (instead of Constitution).
  Defensive Abilities: A vampire gains channel resistance 
  +4, DR 10/magic and silver, and resistance to cold 10 and 
  electricity 10, in addition to all of the defensive abilities 
  granted by the undead type. A vampire also gains fast 
  healing 5. If reduced to 0 hit points in combat, a vampire 
  assumes gaseous form (see below) and attempts to escape. 
  It must reach its coffin home within 2 hours or be utterly 
  destroyed. (It can normally travel up to 9 miles in 2 hours.) 
  Additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest, the vampire is helpless. It 
  regains 1 hit point after 1 hour, then is no longer helpless 
  and resumes healing at the rate of 5 hit points per round.
  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 DC 25 Will 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 one-
  third of its maximum hit points—a vampire reduced to 0 
  Vampire
  This alluring, raven-haired beauty casually wipes a trickle of blood 
  from a pale cheek, then smiles to reveal needle-sharp fangs.
  270
  270
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757201
  757201
  451188
  451188
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757202
  757202
  451189
  451189
  Vampire
  Vampire
  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.
  Speed: Same as the base creature. If the base creature 
  has a swim speed, the vampire is not unduly harmed by 
  running water.
  Melee: A vampire gains a slam attack if the base 
  creature didn’t have one. Damage for the slam depends 
  on the vampire’s size (see pages 301–302). Its slam also 
  causes energy drain (see below). Its natural weapons are 
  treated as magic weapons for the purpose of overcoming 
  damage reduction.
  Special Attacks: A vampire gains several special attacks. 
  Save DCs are equal to 10 + 1/2 vampire’s HD + vampire’s 
  Cha modifier unless otherwise noted.
  Blood Drain (Su): A vampire can suck blood 
  from a grappled opponent; if the vampire 
  establishes or maintains a pin, it 
  drains blood, dealing 1d4 points of 
  Constitution damage. The vampire 
  heals 5 hit points or gains 5 temporary 
  hit points for 1 hour (up to a maximum 
  number of temporary hit points equal 
  to its full normal hit points) each 
  round it drains blood.
  Children of the Night (Su): 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 (Su): 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 (Su): A vampire can crush 
  a humanoid opponent’s will as a 
  standard action. Anyone the 
  vampire targets must succeed on a Will save or fall instantly 
  under the vampire’s influence, as though by a dominate 
  person spell (caster level 12th). The ability has a range of 30 
  feet. At the GM’s discretion, some vampires might be able to 
  affect different creature types with this power.
  Energy Drain (Su): A creature hit by a vampire’s slam 
  (or other natural weapon) gains two negative levels. This 
  ability only triggers once per round, regardless of the 
  number of attacks a vampire makes.
  Special Qualities: A vampire gains the following.
  Change Shape (Su): A vampire can use change shape to 
  assume the form of a dire bat or wolf, as beast shape II. 
  Gaseous Form (Su): 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.
  Shadowless (Ex): A vampire casts no shadows and shows 
  no reflection in a mirror.
  Spider Climb (Ex): A vampire can climb 
  sheer surfaces as though under the effects 
  of a spider climb spell.
  Ability Scores Str +6, Dex +4, Int +2, 
  Wis +2, Cha +4. As an undead creature, a 
  vampire has no Constitution score.
  Skills Vampires gain a +8 racial bonus on Bluff, 
  Perception, Sense Motive, and Stealth checks.
  Feats Vampires gain Alertness, Combat 
  Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, and Toughness as bonus feats.
  Vampire Spawn
  A vampire can elect to create a vampire 
  spawn instead of a full-fledged 
  vampire when she uses her create 
  spawn 
  ability 
  on 
  a 
  humanoid 
  creature only. This decision must 
  be made as a free action whenever 
  a vampire slays an appropriate 
  creature by using blood drain or energy 
  drain. A vampire spawn’s statistics 
  are identical to those of a wight, save 
  for the following changes.
  •	 It	 gains	 the	 blood	 drain	 and	
  dominate vampire special attacks.
  •	 It	 gains	 channel resistance +2, DR 
  5/silver, resist cold and energy 10, fast 
  healing 2, and the vampire qualities listed 
  above (gaseous form, shadowless, and 
  spider climb).
  •	 A	 vampire	 spawn	 gains	 all	 of	 the	
  standard vampire weaknesses.
  •	 A	 vampire	 spawn	 is	
  CR 4.
  271271
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757202
  757202
  451189
  451189
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757203
  757203
  451190
  451190
  Vargouille
  This creature is a blackened, bat-winged fiend’s head. Tentacles 
  dangle from chin and scalp, and its fanged mouth hangs agape.
  VARgOUILLE 
  CR 2
  XP 600
  NE Small outsider (evil, extraplanar)
  Init +1; Senses darkvision 60 ft.; 
  Perception +7
  DEfEnSE
  AC 14, touch 11, flat-footed 13; (+1 
  Dex, +3 natural)
  hp 19 (3d10+3)
  fort +4, Ref +4, Will +2
  OffEnSE
  Speed fly 30 ft. (good)
  Melee bite +5 (1d4 plus poison)
  Special Attacks kiss, poison, shriek
  STATISTICS
  Str 10, Dex 13, Con 13, Int 5, Wis 12, Cha 8
  Base Atk +3; CMB +2; CMD 13
  feats Skill Focus (Stealth), Weapon 
  Finesse
  Skills Fly +13, Intimidate +5, Perception 
  +7, Stealth +8
  Languages Infernal
  ECOLOgy
  Environment any
  Organization pair, cluster (3–6), or mob 
  (7–12)
  Treasure none
  SPECIAL ABILITIES
  kiss (Su) A vargouille can kiss a helpless 
  target by making a successful melee 
  touch attack (this provokes attacks of opportunity). A 
  kissed opponent must succeed on a DC 16 Fortitude 
  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 
  takes Intelligence drain and Charisma drain equal to 1 
  point per hour (to a minimum of 3). 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. The save DC is Constitution-based and includes a 
  +4 racial bonus.
  Poison (Su) Bite—injury; save Fort DC 12; 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. The save DC is Constitution-based.
  Shriek (Su) 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 DC 12 Fortitude 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. 
  The save DC is Constitution-based.
  A vargouille is larger than 
  a 
  human 
  head, 
  typically 
  between 12 and 20 inches 
  high with a 15- to 35-inch 
  wing span. Vargouilles are not 
  natives of the Material Plane 
  but can often be found there 
  nevertheless, occupying graveyards, 
  ancient battlefields, or anywhere one 
  can find remnants of death and decay. 
  These hideous monsters come from the 
  fiendish outer planes, where they flop and 
  flap through strange and haunted skies in 
  constant search of fresh souls to torment. In 
  these nightmare realms, vargouilles play a role 
  similar to that of a raven or vulture, although they 
  augment these roles with a malevolent delight in 
  causing pain and anguish that no scavenger bird 
  could ever hope to match.
  Vargouilles attack by swooping in on their opponents, 
  shrieking them into paralysis, and then biting them with 
  rows of razor-sharp teeth. When multiple vargouilles 
  take up a common cause and fight as allies, they 
  overwhelm their victim with bites and shrieks, tearing 
  it to shreds.
  A vargouille’s low power and hideous method of 
  reproduction make for a dangerous combination. 
  Vargouilles are relatively easy to summon to the Material 
  Plane, and once here, they can swiftly reproduce, creating 
  more and more of their hideous kind from those who fall 
  victim to their kiss. Vargouilles created on the Material 
  Plane in this manner are still extraplanar creatures, and 
  as such can be banished with the right magic. 
  272
  272
  Illustration by Michael Jaecks
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757203
  757203
  451190
  451190
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757204
  757204
  451191
  451191
  VEgEPygMy 
  CR 1/2
  XP 200
  N Small plant
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
  DEfEnSE
  AC 16, touch 13, flat-footed 14; (+2 Dex, +3 natural, +1 size)
  hp 5 (1d8+1)
  fort +3, Ref +2, Will +0
  Defensive Abilities plant traits, DR 5/slashing or bludgeoning; 
  Immune electricity
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +1 (1d4) or longspear +1 (1d6)
  STATISTICS
  Str 11, Dex 14, Con 12, Int 8, Wis 11, Cha 11
  Base Atk +0; CMB –1; CMD 11
  feats Skill Focus (Perception)
  Skills Perception +7, Stealth +10 (+18 in vegetation); Racial 
  Modifiers +4 Stealth (+12 in vegetation)
  Languages Undercommon, Vegepygmy (cannot speak)
  ECOLOgy
  Environment any underground
  Organization solitary, 
  gang (2–6), or 
  tribe (7–30 plus 1 
  chieftain)
  Treasure standard 
  (longspear, other 
  treasure)
  Vegepygmys 
  are created by a 
  dangerous fungus 
  known as russet mold—
  creatures slain by russet 
  mold serve as incubators 
  for the mold’s spores, 
  and a day later, the dead body 
  bursts to release 1d6 fully grown 
  vegepygmys. A vegepygmy has no 
  real relation to the body from which 
  it emerges, but the creature may yet 
  retain a strange sort of reverence 
  for its “birth corpse” and carry with 
  it a grisly memento from the body, 
  typically a few bones or teeth. Often, a 
  vegepygmy uses such bones to craft a 
  crude spear or some other weapon.
  Vegepygmy
  Short, thin, and green, this small humanoid wields a spear. 
  Tendrils of fungus dangle from its arms, midsection, and legs.
  Vargouille–Vegepygmy
  Vargouille–Vegepygmy
  Vegepygmy tribes live in tightly knit communities and 
  fiercely guard their patches of russet mold. Vegepygmies 
  cannot speak—they communicate via a crude language 
  of rhythmic taps, beats, and clicks. Hunting parties 
  echo these exchanges through the caves they travel. 
  Vegepygmies stand 2 to 4 feet tall and weigh between 15 
  to 45 pounds.
  Approximately 1 in 20 vegepymies are chieftains. A 
  vegepygmy chieftain is an advanced vegepygmy (often 
  one with class levels) that carries an infestation of russet 
  mold spores in its flesh. A vegepygmy chieftain infects 
  any creature it hits with its natural weapons with russet 
  mold spores (see below).
  Russet Mold (CR 6)
  This hazardous fungus can be found in dark, wet areas, 
  and often grows in great abundance at the heart of a 
  vegepygmy lair. When a creature approaches within 5 feet 
  of a patch of russet mold, the fungus releases a cloud of 
  spores in a 5-foot radius burst. Everyone in the area must 
  make a DC 15 Fortitude save or the spores quickly take 
  root in their victims, inflicting 2 points of Constitution 
  damage per round. A new Fortitude save can be attempted 
  each round to halt the growth. Although immunity to 
  disease won’t protect against russet mold spores, the 
  growth can be halted by remove disease and similar effects. 
  Exposure to sunlight also halts the spores’ growth. 
  Plants are immune to russet mold spores.
  After 24 hours, a fully grown vegepygmy bursts 
  from the body of any creature slain by 
  russet mold, provided the creature 
  was Small or larger. For each size 
  category 
  larger than 
  Small, 
  the body 
  produces 
  one additional 
  vegepygmy.
  A patch of 
  russet mold is 
  unharmed by all 
  effects save for acid, 
  alcohol, or remove disease  (or 
  a similar magical effect, 
  such as heal), all of which 
  can kill a single patch of 
  russet mold on contact. 
  Sunlight doesn’t kill 
  the mold, but does 
  render it dormant and 
  harmless as long as the 
  sunlight persists. 273
  273
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757204
  757204
  451191
  451191
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757205
  757205
  451192
  451192
  Violet Fungus
  VIOLET fUngUS 
  CR 3
  XP 800
  N Medium plant 
  Init –1; Senses low-light vision; Perception +0
  DEfEnSE
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 30 (4d8+12)
  fort +7, Ref +0, Will +1
  Immune plant traits
  OffEnSE
  Speed 10 ft.
  Melee 4 tentacles +4 (1d4+1 plus rot) 
  Space 5 ft.; Reach 10 ft.
  STATISTICS
  Str 12, Dex 8, Con 16, Int —, Wis 11, Cha 9
  Base Atk +3; CMB +4; CMD 13
  ECOLOgy
  Environment any underground
  Organization solitary, pair, or grove 
  (3–12)
  Treasure incidental
  SPECIAL ABILITIES
  Rot (Ex) A creature struck by a 
  violet fungus’s 
  tentacle 
  must 
  succeed on 
  a DC 15 Fortitude 
  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. 
  The save DC is Constitution-based.
  The violet fungus is one of the most notorious and 
  feared dangers of the world’s caves. A traveler can 
  often see signs of the violet fungus in those who dwell or 
  hunt in places where these carnivorous fungi lurk. In 
  these folk, deep and hideous scars mar bodies where 
  entire furrows of flesh seem scooped away—the 
  marks of a close encounter with a violet fungus.
  A violet fungus feeds on the rot and decay of 
  organic matter, but unlike most fungi, they 
  are not passive consumers of corruption. 
  A violet fungi’s tendrils can strike with 
  This mushroom grows from a bed of tentacular roots. Deep violet 
  tendrils slither out of the dozens of fissures in its pointed cap.
  unexpected swiftness, and are coated with a virulent 
  venom that causes f lesh to rot and decay with nauseating 
  speed. This potent poison, if left untreated, can cause 
  the f lesh of an entire arm or leg to drop away in no time 
  at all, leaving behind only warm bones that soon rot into 
  corruption as well.
  Although violet fungi are mobile, they only move 
  to attack or to hunt for prey. A violet fungus that has 
  a steady supply of rot to sup upon is generally content 
  to remain in one place. Many underground-dwelling 
  cultures take advantage of this penchant, particularly 
  troglodytes and vegepygmies, and keep multiple violet 
  fungi in key junctions and entrances to their caverns 
  as guardians, making sure to keep them well fed with 
  carrion to prevent them wandering farther into the den 
  in search of food.
  Some species of shriekers (Pathfinder RPG Core Rulebook 
  416) are relatively similar in appearance to violet fungi, 
  although they lack the tentacular branches. It’s not 
  uncommon to find shriekers and violet fungi growing in the 
  same grove—especially in areas where other 
  creatures cultivate the fungi as guardians.
  A violet fungus is 4 feet tall and weighs 
  50 pounds.
  Violet Venom
  Although a violet fungus’s tentacles 
  swiftly grow inert after the 
  mushroom is slain, they can be 
  wielded as Medium-sized whips 
  for 2d6 minutes after being 
  harvested from the creature. 
  These whips inflict rot on anything 
  they touch—including the wielder of 
  the deadly weapon—and both save 
  DCs to resist and effects are identical 
  to the stats presented above.
  A DC 25 Craft (alchemy) check 
  and 250 gp worth of reagents can 
  preserve 
  the 
  venom 
  somewhat, 
  although the procedure dilutes it 
  significantly. 
  Violet 
  Venom: 
  Poison—
  contact; save Fort DC 13, 
  frequency 1/minute for 
  6 minutes, effect 1d2 
  Strength and 1d2 
  Con damage; 
  cure 1 save; 
  cost 800 gp.
  274
  274
  Illustration by Ben Wootten
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757205
  757205
  451192
  451192
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757206
  757206
  451193
  451193
  Wasp, Giant
  Wasp Swarm
  gIAnT WASP 
  CR 3
  XP 800
  N Large vermin
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
  hp 34 (4d8+16)
  fort +8, Ref +2, Will +2
  Immune mind-affecting 
  effects
  OffEnSE
  Speed 20 ft., fly 60 ft. 
  (good)
  Melee sting +6 (1d8+6 
  plus poison)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 18, Dex 12, Con 18, Int —, 
  Wis 13, Cha 11
  Base Atk +3; CMB +8; CMD 19
  Skills Fly +3, Perception +9; Racial 
  Modifiers +8 Perception
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, group (3–6), or 
  nest (7–19)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 18; 
  frequency 1/round for 6 rounds; effect 1d2 Dexterity 
  damage; cure 1 save. The save DC is Constitution-based, 
  and includes a +2 racial bonus.
  Giant wasps nearly always form nests, though not like 
  their much smaller cousins. Each nest functions with 
  one leader (the queen), a few workers, and several soldiers. 
  The workers and the queen produce offspring while the 
  soldiers protect the nest and hunt for food. Giant wasp 
  nests are typically found in caves, abandoned houses, 
  or any complex large enough to fit a dozen 10-foot- 
  tall insects.
  Giant wasps attack when hungry or threatened, stinging 
  their prey to death. They take dead or incapacitated 
  opponents back to their lairs as food for their unhatched 
  young—the experience of lying in a wasp nest, paralyzed 
  while its grubs feed, is one of nature’s cruelest inventions. 
  Even when part of a nest, giant wasps tend toward solitary 
  hunting, and it’s rare to see more than one at a time.
  WASP SWARM 
  CR 3
  XP 800
  N Diminutive vermin (swarm)
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size)
  hp 31 (7d8)
  fort +5, Ref +3, Will +3
  Defensive Abilities swarm 
  traits; Immune weapon 
  damage
  Weakness swarm traits
  OffEnSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (2d6 plus poison) 
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction 
  (DC 13), poison
  STATISTICS
  Str 1, Dex 13, Con 10, Int —, Wis 12, 
  Cha 9
  Base Atk +5; CMB —; CMD —
  Skills Fly +11, Perception +9; 
  Racial Modifiers +8 Perception
  SQ swarm traits, vermin traits
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, fury (3–6 swarms), 
  maelstrom (7–12 swarms)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Swarm—injury; save Fort DC 13; frequency 1/round 
  for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save 
  DC is Constitution-based.
  A wasp swarm is a flying mass of thousands of carnivorous 
  wasps. In such large numbers, they become voracious 
  hunters, capable of taking down large creatures with 
  their venom-filled stings. While a wasp swarm is capable 
  of inflicting hundreds of stings, its true danger arises 
  from its insatiable appetite for meat.
  Wasp swarms surround and attack any living prey in 
  their paths, and are swift to seek out new prey once their 
  anger is aroused. An enraged wasp swarm often loses 
  track of its hive or the original source of its anger, and 
  presented with a constant series of new targets to swarm 
  and sting, a swarm can continue its rampage nonstop 
  until it is destroyed or dispersed.
  This horse-sized wasp is covered in yellow and black vertical 
  stripes—its stinger is the size of a sword and drips with venom.
  A low, ominous buzz announces the arrival of a mass of many 
  thousands of angry, stinging wasps.
  Violet Fungus–Wasp
  Violet Fungus–Wasp
  275
  275
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757206
  757206
  451193
  451193
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757207
  757207
  451194
  451194
  Wight
  WIghT 
  CR 3
  XP 800
  LE Medium undead 
  Init +1; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  fort +3, Ref +2, Will +5
  Defensive Abilities undead traits
  Weaknesses resurrection vulnerability
  OffEnSE
  Speed 30 ft.
  Melee slam +4 (1d4+1 plus energy drain)
  Special Attacks create spawn, energy drain 
  (1 level, DC 14)
  STATISTICS
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +4; CMD 15
  feats Blind-Fight, Skill Focus (Perception)
  Skills Intimidate +9, Knowledge 
  (religion) +7, Perception +11, Stealth 
  +16; Racial Modifier +8 Stealth
  Languages Common
  SQ create spawn
  ECOLOgy
  Environment any
  Organization solitary, pair, gang 
  (3–6), or pack (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Create Spawn (Su) 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 a –2 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 full-
  fledged and free-willed wights. 
  They do not possess any of 
  the abilities they had in life.
  Resurrection Vulnerability (Su) A raise dead or similar spell 
  cast on a wight destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  Wights are humanoids who rise as undead due to 
  necromancy, a violent death, or an extremely malevolent 
  personality. In some cases, a wight arises when an evil 
  undead spirit permanently bonds with a corpse, often the 
  corpse of a slain warrior. They are barely recognizable to 
  those who knew them in life; their flesh is twisted by evil 
  and undeath, the eyes burn with hatred, and the teeth 
  become beast-like. In some ways, a wight bridges the gap 
  between a ghoul and a spectre—a warped animated corpse 
  whose touch steals living energy.
  As undead, wights do not need to breathe, so they 
  are sometimes found underwater, though they are not 
  particularly good swimmers unless they were originally 
  swimming creatures such as aquatic elves or merfolk. 
  Underwater wights prefer low-ceilinged 
  caves where their limited swimming 
  isn’t as much of a liability.
  The wight presented here is a typical 
  example of its kind, but sometimes when 
  a wight creates spawn from particularly 
  unusual humanoids, the resulting wights 
  are quite different in power, such as the 
  following three variants.
  Brute Wight (CR 5): Giants that are 
  killed by wights become hunchbacked, 
  simple-minded undead. Brute wights 
  are giant advanced wights, but 
  cannot create spawn of their own.
  Cairn Wight (CR 4): Some societies 
  deliberately create these specialized 
  wights to serve as guardians for 
  barrows or other burial sites. A cairn 
  wight is an advanced wight that fights 
  with a weapon, typically a sword, that 
  channels its energy drain attack and 
  affects creatures damaged by the 
  weapon as if they had been struck by 
  the wight’s slam attack.
  Frost Wight (CR 4): Wights 
  created in cold environments 
  sometimes become pale undead 
  with blue-white eyes and ice in 
  their hair. Frost wights have the cold 
  subtype and their slam attacks deal 
  1d6 cold damage in addition to the 
  normal effects. A creature touching 
  a frost wight with natural weapons 
  or unarmed strikes takes 1d6 
  cold damage.
  The flesh of this walking corpse is rotting and putrid, its body 
  skeletal in places and its eye sockets glowing with red light.
  276
  276
  Illustration by Eva Widermann
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757207
  757207
  451194
  451194
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757208
  757208
  451195
  451195
  Will-o’-Wisp
  WILL-O’-WISP 
  CR 6
  XP 2,400
  CE Small aberration (air)
  Init +13; Senses darkvision 60 ft.; Perception +15
  DEfEnSE
  AC 25, touch 25, flat-footed 16; (+5 deflection, +9 
  Dex, +1 size)
  hp 40 (9d8)
  fort +3, Ref +12, Will +9
  Defensive Abilities natural 
  invisibility; Immune magic
  OffEnSE
  Speed fly 50 ft. (perfect)
  Melee shock +16 touch (2d8 
  electricity)
  STATISTICS
  Str 1, Dex 29, Con 10, Int 15, 
  Wis 16, Cha 14
  Base Atk +6; CMB +0; CMD 24
  feats Alertness, Blind-Fight, 
  Dodge, Improved Initiative, 
  Weapon Finesse
  Skills Acrobatics +21, Bluff +11, Escape 
  Artist +21, Fly +31, Perception +15, 
  Stealth +25
  Languages Aklo, Common
  SQ feed on fear
  ECOLOgy
  Environment any swamp
  Organization solitary, pair, or string (3–4)
  Treasure incidental
  SPECIAL ABILITIES
  feed on fear (Su) 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.
  Immunity to Magic (Ex) Will-o’-wisps are immune to all spells 
  and spell-like abilities that allow spell resistance, except 
  magic missile and maze.
  natural Invisibility (Ex) Will-o’-wisps have the ability to 
  extinguish their natural glow as a move action, effectively 
  becoming invisible, as per the spell.
  Every trapper and bog farmer living near marshes or 
  swamps has his own name for these faintly glowing balls 
  of light—jack o’ the lanterns, corpse candles, walking 
  fires, pine lights, spooklights, rushlights—but all 
  recognize them as dangerous predators and false guides 
  in the darkness.
  Evil creatures that feed on the strong psychic 
  emanations of terrified creatures, will-o’-wisps delight in 
  tempting gullible travelers into dangerous situations. In 
  the wild lands where they’re most common, will-o’-wisps 
  favor simple tactics like positioning themselves over 
  cliffs or quicksand where they can easily be mistaken for 
  lanterns (especially if they can set their traps near actual 
  signal lanterns), allowing them to lure unwary travelers 
  into perilous situations. On rare occasions, will-o’-
  wisps seeking easier pickings will move into a city and 
  take up residence near gallows or follow along 
  invisibly behind an army in order to harvest 
  the fear of the dying men; why the vast 
  majority choose to remain in the 
  swamps where victims are scarce 
  remains a mystery. Will-o’-
  wisps only use their electric 
  shock ability under extreme 
  duress, preferring to let other 
  creatures or hazards claim 
  their victims while they float 
  nearby and feast.
  Will-o’-wisps can glow any 
  color they choose, but are most 
  frequently 
  yellow, 
  white, 
  green, or blue. They can 
  even vary their luminosity to 
  create patterns—many will-o’-
  wisps are fond of creating vague 
  skull-like shapes in their glow 
  to further terrify their victims. 
  Their actual bodies are barely 
  visible globes of translucent spongy 
  material 1 foot across and weighing 3 
  pounds, capable of emitting light from every surface. 
  A will-o’-wisp’s light is approximately as bright as a 
  torch, and though they do not seem to use sound to 
  communicate with each other, they hear perfectly and 
  can vibrate their bodies rapidly to simulate speech.
  While vilified by most other sentient creatures, 
  will-o’-wisps are actually quite intelligent, if utterly 
  alien in their reasoning. Sometimes organized into 
  groups called “strings,” their society and goals remain 
  complete unknowns to outsiders, as do their origins, 
  though they have sometimes been known to strike 
  bargains with those who can offer them vast quantities 
  of appropriately frightened victims. As will-o’-wisps do 
  not age, and are effectively immortal unless killed by 
  violence, particularly ancient will-o’-wisps can serve 
  as fantastic repositories of knowledge from the ancient 
  past, although convincing one of these cruel creatures 
  to cooperate with an interrogation can be a trick in and 
  of itself.  
  This faintly glowing ball of light bobs gently in the air, the nebulous 
  image of what might be a skull visible somewhere in its depths.
  Wight–Will-o’-Wisp
  Wight–Will-o’-Wisp
  277
  277
  Illustration by Matt Dixon
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757208
  757208
  451195
  451195
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757209
  757209
  451196
  451196
  Wolf
  Wolf, Dire
  WOLf 
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  fort +5, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee bite +2 (1d6+1 plus trip)
  STATISTICS
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  ECOLOgy
  Environment cold or temperate forests
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Wandering alone or in packs, 
  wolves sit at the top of the food 
  chain. Ferociously territorial 
  and exceptionally wide-
  ranging in their hunting, 
  wolf packs cover broad 
  areas. A wolf’s wide paws 
  contain slight webbing 
  between the toes that 
  assists in moving over 
  snow, and its fur is a 
  thick, water-resistant coat 
  ranging in color from gray 
  to brown and even black in 
  some species. Its paws contain 
  scent 
  glands 
  that 
  mark 
  the ground as it travels, 
  assisting in navigation as 
  well as broadcasting its 
  whereabouts to fellow pack 
  members. Generally, a wolf 
  stands from 2-1/2 to 3 feet 
  tall at the shoulder and 
  weighs between 45 and 150 
  pounds, with females 
  being slightly smaller.
  DIRE WOLf 
  CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 37 (5d8+15)
  fort +7, Ref +6, Will +2
  OffEnSE
  Speed 50 ft.
  Melee bite +7 (1d8+6 plus trip)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  ECOLOgy
  Environment cold or temperate forests
  Organization solitary, pair, or pack 
  (3–8)
  Treasure none
  An 
  enormous 
  version 
  of a normal wolf, dire 
  wolves 
  represent 
  the 
  wolf in its most primal 
  form. These creatures 
  follow the same basic 
  behaviors of regular 
  wolves, but are much 
  more aggressive. Dire 
  wolves 
  often 
  serve 
  giants 
  as 
  hunting 
  companions and vicious   
  guard animals. Some 
  ferocious 
  humanoids 
  and woodsmen use 
  trained dire wolves 
  as 
  mounts. 
  Darker 
  than normal wolves, 
  dire wolves’ coats tend 
  toward blacks and deep 
  mottled grays. An adult 
  dire wolf is typically about 
  9 feet long and weighs 
  roughly 800 pounds.
  This powerful canine watches its prey with piercing yellow eyes, 
  darting its tongue across sharp white teeth.
  This immense black wolf is the size of a horse, its fangs as large 
  and sharp as knives.
  278
  278
  Illustration by Michael Jaecks
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757209
  757209
  451196
  451196
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757210
  757210
  451197
  451197
  Wolverine
  Wolverine, Dire
  WOLVERInE 
  CR 2
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  fort +5, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee 2 claws +4 (1d6+2), bite +4 (1d4+2) 
  Special Attacks rage
  STATISTICS
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
  Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
  feats Skill Focus (Perception), Toughness 
  Skills Climb +10, Perception +10
  ECOLOgy
  Environment cold forests
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Rage (Ex) 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.
  Wolverines are territorial, 
  especially when it comes 
  to food, and have been 
  known to defend their 
  kills against much 
  larger predators, 
  such as black 
  bears. They 
  are fearsome  
  opponents, 
  launching 
  into a frenzy 
  when wounded. They tend to give off a very 
  strong, unpleasant musk smell when angry.
  Armed with powerful jaws, strong legs, and a thick 
  hide, wolverines are remarkably strong for their size. 
  They are reckless in battle and throw themselves at their 
  foes, clawing and biting furiously.
  DIRE WOLVERInE 
  CR 4
  XP 1,200
  N Large animal
  Init +7; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
  hp 42 (5d8+20)
  fort +7, Ref +7, Will +2
  OffEnSE
  Speed 30 ft., climb 10 ft.
  Melee 2 claws +6 (1d8+4), bite +6 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks rage
  STATISTICS
  Str 19, Dex 17, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 21 (25 vs. trip)
  feats Improved Initiative, Skill Focus (Perception), Toughness 
  Skills Climb +12, Perception +12
  ECOLOgy
  Environment cold forests
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Rage (Ex) A dire wolverine that takes 
  damage in combat flies into a rage 
  on its next turn, madly clawing 
  and biting 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. 
  Dire wolverines tend 
  to be even more 
  territorial than their 
  smaller 
  wolverine 
  cousins, 
  and 
  they 
  defend to the death 
  the areas where they 
  choose to live, often 
  selecting 
  humanoid-
  settled regions as their 
  own and then fearlessly 
  tearing the settlements apart. 
  Dire wolverines grow to about 
  12 feet in length and can weigh as 
  much as 2,000 pounds.
  This stocky, muscular mammal is the size of a badger, its snarling 
  lips revealing a mouth full of yellow teeth.
  This terrible wolverine is as large as a bear, its jaws and claws 
  oversized and brutal, its eyes dark and filled with rage.
  Wolf–Wolverine
  Wolf–Wolverine
  279
  279
  Illustration by Tyler Walpole
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757210
  757210
  451197
  451197
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757211
  757211
  451198
  451198
  Worg
  Worg, Winter Wolf
  WORg 
  CR 2
  XP 600
  NE Medium magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 26 (4d10+4)
  fort +5, Ref +6, Will +3
  OffEnSE
  Speed 30 ft.
  Melee bite +7 (1d6+4 plus trip) 
  STATISTICS
  Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
  Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
  feats Run, Skill Focus (Perception)
  Skills Perception +11, Stealth +9, Survival +5; Racial Modifiers 
  +2 Perception, +2 Stealth, +2 Survival
  Languages Common, Goblin
  ECOLOgy
  Environment temperate forests and plains
  Organization solitary, pair, or pack (3–11)
  Treasure incidental
  Worgs are oversized, evil, intelligent wolves often found 
  dwelling amid goblins or other savage races. A typical 
  worg has gray or black fur, stands 3 feet tall at the 
  shoulder, and weighs 300 pounds.
  Worgs hunt in packs, running down and 
  surrounding their prey like common wolves, 
  but their intelligence and 
  ability to speak make them 
  better at coordinating 
  their attacks. They 
  sometimes use one 
  packmate as a decoy, 
  pretending to be a 
  humanoid calling 
  for help in order to 
  lure intelligent prey 
  into an ambush. Worgs 
  that travel with goblins 
  often allow them to ride 
  on their backs, but in 
  such situations it is 
  usually the worg that 
  is the master, not 
  the rider.
  WInTER WOLf 
  CR 5
  XP 1,600
  NE Large magical beast (cold)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEfEnSE
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 57 (6d10+24)
  fort +9, Ref +6, Will +3
  Immune cold
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 30 ft.
  Melee bite +10 (1d8+7 plus 1d6 cold and trip) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (every 1d4 rounds, 15-ft. cone, 
  6d6 cold damage, Reflex half DC 17)
  STATISTICS
  Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10
  Base Atk +6; CMB +12; CMD 23 (27 vs. trip)
  feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Perception +11, Stealth +4 (+10 in snow), Survival +5; 
  Racial Modifiers +2 Perception, +2 Stealth (+8 in snow), 
  +2 Survival 
  Languages Common, Giant
  ECOLOgy
  Environment cold forests and plains
  Organization solitary, pair, or pack 
  (6–11)
  Treasure standard
  Winter wolves are larger, 
  smarter, more ferocious 
  variants of worgs with 
  white fur and a deadly 
  breath weapon. 
  A typical winter wolf 
  is 8 feet long, stands 
  4-1/2 feet tall at the 
  shoulder, and weighs about 
  450 pounds. Winter wolves 
  will often ally themselves 
  with 
  frost 
  giants, 
  hill 
  giants, and other large 
  humanoids, 
  serving 
  entire tribes of giants 
  as both scouts and 
  guards.
  This unusually large wolf has an evil, almost intelligent light 
  shining in its deep red eyes.
  This bear-sized wolf has white fur and a rime of frost around its 
  muzzle. Its eyes are pale blue, almost white in color.
  280
  280
  Illustration by Andrew Hou
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757211
  757211
  451198
  451198
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757212
  757212
  451199
  451199
  Wraith
  WRAITh 
  CR 5
  XP 1,600
  LE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.)
  DEfEnSE
  AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)
  hp 47 (5d8+25)
  fort +6, Ref +4, Will +6
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weaknesses sunlight powerlessness
  OffEnSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain) 
  Special Attack create spawn
  STATISTICS
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 16
  feats Blind-Fight, Combat Reflexes, Improved Initiative
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge 
  (planes) +7, Perception +10, Sense Motive +10, Stealth +11
  Languages Common, Infernal
  ECOLOgy
  Environment any
  Organization solitary, pair, gang (3–6), or pack (7–12)
  Treasure none
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid slain by a wraith 
  becomes a wraith in 1d4 rounds. These spawn 
  are less powerful than typical wraiths, and suffer a 
  –2 penalty on all d20 rolls and checks, receive –2 hp 
  per HD, and only drain 1d2 points of Constitution 
  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.
  Constitution Drain (Su) Creatures hit by a 
  wraith’s touch attack must succeed on a 
  DC 17 Fortitude save or take 1d6 points 
  of Constitution drain. On each successful 
  attack, the wraith gains 5 temporary hit 
  points. The save DC is Charisma-based. 
  Lifesense (Su) A wraith notices and locates 
  living creatures within 60 feet, just as if it 
  possessed the blindsight ability.
  This ghostly creature is little more than a dark shape with two 
  flickering pinpoints of light where its eyes should be.
  Worg–Wraith
  Worg–Wraith
  Sunlight Powerlessness (Ex) A wraith caught in sunlight 
  cannot attack and is staggered.
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a wraith, unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check.
  Wraiths are undead creatures born of evil and darkness. 
  They hate light and living things, as they have lost much 
  of their connection to their former lives.
  Dread Wraith
  A wraith that exists for long enough and feeds on enough 
  life force undergoes an unholy transformation, becoming 
  a creature known as a dread wraith. This causes the wraith 
  to increase in size and strength, and to inflict 2d6 points of 
  negative energy damage and 1d8 Constitution drain with 
  its incorporeal touch. You can create a dread wraith by 
  applying the giant and advanced simple templates, or you 
  can increase the basic wraith to a Large 16 HD undead.
  281
  281
  Illustration by Imaginary Friends
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757212
  757212
  451199
  451199
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757213
  757213
  451200
  451200
  Illustration by Concept Art House
  Wyvern
  WyVERn 
  CR 6
  XP 2,400
  N Large dragon
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +18
  DEfEnSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 73 (7d12+28)
  fort +9, Ref +6, Will +8
  Immune sleep, paralysis
  OffEnSE
  Speed 20 ft., fly 60 ft. (poor)
  Melee sting +10 melee (1d6+4 plus poison), bite +10 melee 
  (2d6+4 plus grab), 2 wings +5 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attack rake (2 talons +10, 1d6+4)
  STATISTICS
  Str 19, Dex 12, Con 18, Int 7, Wis 12, 
  Cha 9
  Base Atk +7; CMB +12 (+16 grapple); CMD 23
  feats Flyby Attack, Improved Initiative, Iron Will, 
  Skill Focus (Perception)
  Skills Fly +5, Perception +18, Sense Motive +11, 
  Stealth +7; Racial Modifier +4 Perception
  Languages Draconic
  ECOLOgy
  Environment temperate or warm hills
  Organization solitary, pair, or flight (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save DC 17; frequency 1/
  round for 6 rounds; effect 1d4 Constitution 
  damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Wyverns are nasty, brutish, and violent reptilian 
  beasts akin to more powerful dragons. They are always 
  aggressive and impatient, and are quick to resort to 
  force in order to accomplish their goals. For this reason, 
  dragons generally look down upon wyverns, considering 
  their distant cousins nothing more than primitive 
  savages with a distinct lack of style or wit. In most 
  cases, this generalization is spot-on. Although far from 
  animalistic in intellect, and capable of speech, most 
  wyverns simply can’t be bothered with the subtlety of 
  diplomacy, and prefer to fight first and parley later, and 
  even then only if faced with a foe they can neither defeat 
  nor f lee from.
  Wyverns are territorial creatures. Though they 
  occasionally hunt in small groups for large prey, they are 
  generally solitary creatures, hunting in areas ranging in 
  size from 100 to 200 square miles. Wyverns have been 
  known to fight to the death among themselves for the 
  right to hunt a territory rich with prey.
  Although constantly hungry and prone to mayhem, a 
  wyvern that can be befriended (usually through a delicate 
  combination of flattery, intimidation, food, and treasure) 
  becomes a powerful ally. They often serve giants and 
  monstrous humanoids as guardians, and some lizardfolk 
  and boggard tribes even use them as mounts, although 
  such arrangements are quite costly in terms of food and 
  gold, for few are the wyverns who would willingly serve as 
  steeds for lesser creatures for long.
  A wyvern is about 16 feet in length, half of which is 
  tail. The average wyvern weighs 2,000 pounds.
  A dark blue dragon, its wings immense and its tail tipped with a 
  hooked stinger, lands on two taloned feet and roars a challenge.
  282
  282
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757213
  757213
  451200
  451200
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757214
  757214
  451201
  451201
  Illustration by Tyler Wapole
  Xill
  XILL 
  CR 6
  XP 2,400
  LE Medium outsider (evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
  hp 67 (9d10+18)
  fort +8, Ref +10, Will +6
  SR 17
  OffEnSE
  Speed 40 ft.
  Melee short swords +13/+13/+8 (1d6+3/19–20), claw +13 (1d4+3 
  plus grab), bite +7 (1d3+1 plus paralysis), or 4 claws +13 
  (1d4+3 plus grab), bite +12 (1d3+3 plus paralysis)
  Ranged 2 longbows +13 (1d8/×3)
  Special Attacks implant, paralysis (1d4 hours, DC 16)
  STATISTICS
  Str 17, Dex 18, Con 14, Int 15, Wis 12, Cha 11
  Base Atk +9; CMB +12 (+16 grapple); CMD 26
  feats Combat Reflexes, Improved Initiative, Iron Will, 
  Weapon Focus (claw, short sword)
  Skills Acrobatics +16, Bluff +12, Intimidate +12, Knowledge 
  (arcana) +14, Knowledge (planes) +14, Perception +13, Sense 
  Motive +13, Stealth +16
  Languages Common, Infernal
  SQ multiweapon mastery, planewalk
  ECOLOgy
  Environment any (Ethereal Plane)
  Organization solitary, pair, or gang (3–6)
  Treasure standard (heavy steel shield, 2 short swords, 2 
  longbows with 40 arrows, other treasure)
  SPECIAL ABILITIES
  Implant (Ex) As a standard action, 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 
  1 point of Con 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 DC 20 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 (Ex) 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.
  Planewalk (Su) 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.
  Xills are the scourge of the Ethereal Plane, conquering 
  everything in their paths with only one purpose: to 
  perpetuate their race at the expense of others. All xills 
  are female and capable of fertilizing their own eggs, but 
  require living hosts to incubate these eggs, which they 
  inject into paralyzed victims by means of a grotesque 
  ovipositor normally kept retracted behind their mandibles. 
  Evil and alien, the plane-shifting xills possess impressive 
  intelligence and a totalitarian, militaristic culture all their 
  own. Though they see most other life forms as incubators, 
  they particularly prize phase spiders for this purpose.
  This flame-red humanoid appears to be a strange mix of insect 
  and reptile, with four arms and twitching, fanged mandibles.
  Wyvern–Xill
  Wyvern–Xill
  283
  283
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757214
  757214
  451201
  451201
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757215
  757215
  451202
  451202
  Illustration by Matt Cavotta
  Xorn
  XORn 
  CR 6
  XP 2,400
  N Medium outsider (earth, extraplanar)
  Init +0; Senses all-around vision, darkvision 60 ft., 
  tremorsense 60 ft.; Perception +14
  DEfEnSE
  AC 21, touch 10, flat-footed 21 (+11 natural)
  hp 66 (7d10+28)
  fort +8, Ref +2, Will +5
  DR 5/bludgeoning; Immune cold, fire, flanking; Resist 
  electricity 10
  OffEnSE
  Speed 20 ft., burrow 20 ft.; earth glide
  Melee bite +10 (4d6+3), 3 claws +10 (1d4+3)
  STATISTICS
  Str 17, Dex 10, Con 17, Int 10, Wis 11, Cha 10
  Base Atk +7; CMB +10; CMD 20 (22 vs. trip)
  feats Cleave, Improved Bull Rush, Power Attack, Toughness
  Skills Appraise +10, Intimidate +10, Knowledge (dungeonering) 
  +10, Perception +14, Stealth +10, Survival +10; Racial 
  Modifiers +4 Perception
  ECOLOgy
  Environment any (Plane of Earth)
  Organization solitary, pair, or cluster (3–6)
  Treasure standard (precious metals, gems, and magic gems or 
  jewelry only)
  SPECIAL ABILITIES
  All-Around Vision (Ex) A xorn sees in all directions 
  at the same time, giving it a +4 racial bonus on 
  Perception checks. A xorn cannot be flanked.
  Earth glide (Ex) A xorn can glide through any 
  sort of natural 
  earth or stone 
  as easily as a fish 
  swims through 
  water. Its burrowing 
  leaves no sign of its 
  passage nor hint at its 
  presence to creatures 
  that don’t possess 
  tremorsense. A move 
  earth spell cast on an 
  area containing a xorn 
  moves the xorn back 30 
  feet, stunning the creature 
  for 1 round unless it 
  succeeds on a DC 15 
  Fortitude save.
  Strange creatures as big around as they are tall, xorns 
  have little interest in natives of the Material Plane—
  except for the gems and precious metals they might 
  be carrying. Lurking beneath the surface for what 
  might seem long stretches of time to humans, a xorn 
  might wait months, even years, for the right treat to come 
  along, assaulting the being carrying its favorite meal, 
  such as a certain gemstone or the right sort of silver. 
  Adventurers who frequent regions inhabited by xorns 
  often carry with them small chunks of raw ore or 
  relatively inexpensive gemstones or crystals to use as 
  bribes. While the price of a gemstone or piece of metal 
  is often in direct proportion to the object’s f lavor and 
  desirability as a meal, most xorns are quite gluttonous 
  and prefer quantity over quality when it comes to food
  Treasure found carried by a xorn or stashed in its 
  lair amounts to little more than snacks set aside for 
  another day. An offering of a particularly delicious (and 
  expensive) jewel or piece of precious metal can swiftly 
  secure a xorn’s temporary allegiance. Since xorns can 
  swim through solid rock with ease, they make excellent 
  guides in underground regions.
  Xorns grow in size as they age. The youngest xorns 
  are approximately 3 feet in size, and can be represented 
  by applying the young simple template to the statistics 
  presented here. The most commonly encountered xorns 
  are about 5 feet tall (and wide), while the largest are 8 feet 
  or more and weigh upward of 9,000 pounds. These elder 
  xorns are giant advanced xorns, but some even greater 
  xorns exist as well, with upward of 15 Hit Dice.
  Often, an elder xorn possesses class levels as well. 
  These creatures are generally leaders, heroes, or 
  even outcasts or villains in xorn society. A classed 
  elder xorn typically has levels 
  in barbarian or rogue. 
  Xorns aren’t particularly 
  religious, but those who 
  do have deep faith are 
  typically druids (though such 
  xorns rarely, if ever, take 
  animal companions, as such 
  followers cannot follow through 
  solid rock, and  instead 
  choose to take the Earth 
  domain). Xorn bards 
  and sorcerers are not 
  unheard of either, with 
  bards favoring Perform 
  (sing) as their focus, 
  and sorcerers almost 
  invariably having 
  the Elemental 
  (earth) bloodline. 
  This squat beast is as wide as it is tall. Strangely symmetrical, it 
  has three arms, three legs, three eyes, and one huge mouth.
  284
  284
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757215
  757215
  451202
  451202
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757216
  757216
  451203
  451203
  Illustration by Tyler Wapole
  Yellow Musk Creeper
  yELLOW MUSk CREEPER 
   CR 2
  XP 600
  N Medium plant 
  Init +2; Senses tremorsense 30 ft.; Perception +0
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  fort +6, Ref +3, Will +1
  Defensive Abilities plant traits
  OffEnSE
  Speed 5 ft.
  Melee tendril +5 (1d4+4) 
  Space 5 ft., Reach 10 ft.
  Special Attacks create yellow musk zombie, pollen spray
  STATISTICS
  Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 8
  Base Atk +2; CMB +5; CMD 17 (can’t be tripped)
  ECOLOgy 
  Environment temperate or warm forests and underground
  Organization patch (creeper plus 1–6 yellow musk zombies)
  Treasure incidental
  SPECIAL ABILITIES
  Create yellow Musk zombie (Su) 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 (see below).
  Pollen Spray (Ex) As a standard action, a yellow musk 
  creeper can spray a cloud of pollen at a single creature 
  within 30 feet. It must make a +4 ranged touch attack 
  to strike the target, who must then succeed on a DC 
  14 Will 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. The save 
  DC is Constitution-based.
  The yellow musk creeper is a hideous plant that 
  grows in haunted graveyards, grisly battlefields, 
  and other places where death hangs heavy in the 
  air and thick in the soil. The yellow musk creeper’s 
  method of procreation is singularly frightful—it 
  slays the living, infests them with its seeds and 
  Coiling around several human skeletons, this wet green plant’s 
  sickly flowers smoke with a nasty yellow vapor.
  Xorn–Yellow Musk Creeper
  Xorn–Yellow Musk Creeper
  pollen, then animates them as zombies. These zombies 
  serve the plant as a guardian for several days, but when 
  new zombies are created, older ones wander off into the 
  surrounding wild, collapsing and breaking apart within 
  2d6 days to give seed to a new yellow musk creeper.
  Yellow Musk Zombie
  A yellow musk zombie is a rotting creature from which wet 
  green vines have sprouted. Treat a yellow musk zombie as 
  a standard zombie, but with this special quality.
  Plant Traits (Ex) This zombie’s animation is provided 
  not by necromancy but by the plant that grows throughout 
  its body. Yellow musk zombies lack undead traits, but gain 
  plant traits. They are treated as plants, not undead, for the 
  resolution of magical effects and attacks. Channel energy 
  cannot harm a yellow musk zombie, for example, nor does 
  negative energy heal a yellow musk zombie.
  285
  285
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757216
  757216
  451203
  451203
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757217
  757217
  451204
  451204
  Illustration by Tyler Walpole
  yETh hOUnD 
  CR 3
  XP 800
  NE Medium outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft., scent; Perception +9
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 30 (4d10+8)
  fort +3, Ref +6, Will +6
  DR 5/silver
  OffEnSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +7 (2d6+4 plus sinister bite and trip)
  Special Attacks bay
  STATISTICS
  Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
  Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
  feats Improved Initiative, Skill Focus (Fly)
  Skills Fly +16, Perception +9, Stealth +9, Survival +9
  Languages Abyssal or Infernal (cannot speak)
  ECOLOgy
  Environment any
  Organization solitary, pair, or pack (6–11)
  Treasure incidental
  SPECIAL ABILITIES
  Bay (Su) When a yeth hound howls or barks, 
  all creatures except other evil outsiders 
  within a 300-foot spread must 
  succeed on a DC 12 Will save 
  or become panicked for 2d4 
  rounds. This is a sonic mind-
  affecting fear effect. Whether 
  or not the save is successful, 
  an affected creature is 
  immune to the same hound’s 
  bay for 24 hours. The save DC 
  is Charisma-based.
  flight (Su) A yeth hound can 
  cease or resume its flight as a 
  free action.
  Sinister Bite (Su) A yeth hound’s 
  bite is treated as evil-aligned 
  for the purpose of overcoming 
  damage reduction. In 
  addition, a good-aligned 
  creature bitten by a yeth 
  hound must make a DC 14 Will 
  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. The 
  save DC is Constitution-based.
  Yeth hounds are evil outsiders that delight in hunting 
  intelligent prey. They lope through the night skies, relentlessly 
  pursuing their chosen quarry for miles, and harrying them 
  with their frightful baying. Yeth hounds hunt only at night. 
  They fear the sun and never venture out in daylight, even if 
  their lives depend on it. A yeth hound stands 4 feet tall at the 
  shoulder and weighs about 400 pounds.
  Yeth hounds do not collect treasure, having no use for 
  such baubles. The thrill of the hunt and the sweet tang of 
  fear in their prey is all they value. However, some items 
  of worth may occasionally be found in a yeth hound den, 
  the discarded remnants of prey dragged back to the lair. 
  Despite their bestial appearance, the yeth hound is rather 
  intelligent, even if it does little with its intellect but 
  devise and carry out ingenious, hateful plans to torment 
  and horrify its prey before it finally strikes.
  Yeth hounds can often be found in the company of 
  night hags or evil hunters. Yeth hounds hate other 
  canine monsters such as barghests and worgs, and attack  
  them on sight if they have the advantage of numbers. They 
  are often associated with particularly bestial demons, 
  and can be found serving demon cults as 
  guardians and trackers. A gift of a yeth hound 
  companion to a particularly successful 
  cult is sure sign of favor in the eyes 
  of a demonic patron. A cult with 
  yeth hounds granted to them 
  in this manner must take 
  care to retain this favor, for if 
  they displease their demonic 
  patron, the hounds could 
  turn on them.
  Yeth 
  hounds 
  inhabit 
  secluded 
  dens 
  in 
  remote wilderness areas 
  far 
  from 
  bothersome 
  civilization. These dens are 
  always 
  subterranean, 
  far 
  removed 
  from 
  the 
  hated 
  sunlight. Yeth hounds range 
  great distances from their dens 
  during their nightly hunts, and 
  have been known to carry kills 
  for miles just for the comfort of 
  consuming a fresh meal in their lair. 
  The sight of a yeth hound loping through 
  the sky with a body clenched in its jaws is 
  unsettling indeed. 
  Yeth Hound
  This emaciated, hairless canine has a strange air of menace and 
  cruelty about it.
  286
  286
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757217
  757217
  451204
  451204
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757218
  757218
  451205
  451205
  Illustration by Andrew Hou
  Yeti
  yETI 
  CR 4
  XP 1,200
  N Large monstrous humanoid (cold)
  Init +1; Senses darkvision 60 ft., scent; Perception +10
  DEfEnSE
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 45 (6d10+12)
  fort +6, Ref +6, Will +6
  Immune cold
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 40 ft., climb 30 ft.
  Melee 2 claws +9 (1d6+4 plus 1d6 cold)
  Space 10 ft.; Reach 10 ft.
  Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 
  1d6 cold)
  STATISTICS
  Str 19, Dex 12, Con 15, Int 9, Wis 12, Cha 10
  Base Atk +6; CMB +11; CMD 22
  feats Cleave, Great Fortitude, Power Attack
  Skills Climb +21, Intimidate +9, Perception +10, Stealth 
  +1 (+9 in snow); Racial Modifiers +4 Stealth (+12 
  in snow)
  Languages Aklo
  ECOOgy
  Environment cold mountains
  Organization solitary, pair, or tribe 
  (3–8)
  Treasure standard
  SPECIAL ABILITIES
  Cold (Su) A yeti’s body 
  generates intense cold, 
  dealing 1d6 points of 
  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 (Su) 
  Creatures within 30 feet 
  that meet a yeti’s gaze 
  must succeed on a DC 13 
  Will 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. The save DC is Charisma-based.
  Mysterious and rarely seen (save by victims), the yeti is a 
  towering denizen of the loneliest and tallest mountain 
  peaks. Those who dwell upon the lower reaches of such 
  storied slopes whisper tales of “abominable snowmen” who 
  come down from the heights to raid, taking livestock or 
  even humans as prey and leaving behind only monstrous 
  barefoot tracks in the bloodstained snow.
  Although yeti stories are accurate in their portrayals 
  of fierce, stealthy, and immensely strong creatures, they 
  are not when it comes to ascribing the yeti’s temperament 
  and source. They dwell in small tribes atop their distant 
  mountains, where they are sheltered from contact with 
  most other races. Those with violent or cruel natures are 
  usually forced out of tribes to live lonely lives as exiles, and 
  without the support of a tribe such yeti are often driven 
  to raiding lowlander settlements, thus perpetuating the 
  myth of the yeti as a demon made flesh.
  The source of such cruel madness can often be traced 
  to a singular source—proximity to strange, eldritch 
  dimensions. The yetis’ mountain lairs rise high in places 
  where the boundaries between this world and others 
  rasp thin. It is unclear if the yeti are invaders from these 
  dimensions or Material Plane natives influenced by 
  otherworldly realms, but it seems certain that whatever 
  their origins, the yeti are no friends to those who dwell 
  beyond, and may even act as guardians 
  against intrusions from such 
  strange worlds into the 
  Material Plane.
  This creature stands like a man, yet is half again the height of 
  most men and covered with a coat of thick white fur.
  Yeth Hound–Yeti
  Yeth Hound–Yeti
  287
  287
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757218
  757218
  451205
  451205
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757219
  757219
  451206
  451206
  Illustration by Matt Dixon
  Zombie
  This walking corpse wears only a few soiled rags, its flesh rotting 
  off its bones as it stumbles forward, arms outstretched.
  hUMAn zOMBIE 
  CR 1/2
  XP 200
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  fort +0, Ref +0, Will +3
  DR 5/slashing; Immune undead traits
  OffEnSE
  Spd 30 ft.
  Melee slam +4 (1d6+4)
  STATISTICS
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  feats ToughnessB
  Special Qualities staggered
  ECOLOgy
  Environment any
  Organization any
  Treasure none
  Zombies are the animated corpses of dead creatures, 
  forced into foul unlife via necromantic magic like animate 
  dead. While the most commonly encountered zombies are 
  slow and tough, others possess a variety of traits, allowing 
  them to spread disease or move with increased speed.
  Zombies are unthinking automatons, and can do 
  little more than follow orders. When left unattended, 
  zombies tend to mill about in search of living creatures 
  to slaughter and devour. Zombies attack until destroyed, 
  having no regard for their own safety.
  Although capable of following orders, zombies are 
  more often unleashed into an area with no command 
  other than to kill living creatures. As a result, zombies 
  are often encountered in packs, wandering around places 
  the living frequent, looking for victims. Most zombies 
  are created using animate dead. Such zombies are always 
  of the standard type, unless the creator also casts haste 
  or remove paralysis to create fast zombies, or contagion to 
  create plague zombies.
  Creating a Zombie
  “Zombie” is an acquired template that can be added to 
  any corporeal creature (other than an undead), referred 
  to hereafter as the base creature.
  Challenge Rating: This depends on the creature’s new 
  total number of Hit Dice, as follows:
  hD 
  CR 
  XP
  1/2 
  1/8 
  50
  1  
  1/4 
  100
  2  
  1/2 
  200
  3–4 
  1 
  400
  5–6 
  2 
  600
  7–8 
  3 
  800
  9–10 
  4 
  1,200
  11–12 
  5 
  1,600
  13–16 
  6 
  2,400
  17–20 
  7 
  3,200
  21–24 
  8 
  4,800
  25–28 
  9 
  6,400
  Alignment: Always neutral evil.
  Type: The creature’s type changes to undead. It retains 
  any subtype except for alignment subtypes (such as 
  good) and subtypes that indicate kind. It does not gain 
  the augmented subtype. It uses all the base creature’s 
  statistics and special abilities except as noted here.
  Armor Class: Natural armor is based on the zombie’s size:
  zombie Size 
  natural Armor Bonus
  Tiny or smaller 
  +0
  Small 
  +1
  Medium 
  +2
  Large 
  +3
  Huge 
  +4
  Gargantuan 
  +7
  Colossal 
  +11
  Hit Dice: Drop HD gained from class levels (minimum 
  of 1) and change racial HD to d8s. Zombies gain a number 
  of additional HD as noted on the following table.
  zombie Size 
  Bonus hit Dice
  Tiny or smaller 
  —
  Small or Medium 
  +1 HD
  Large 
  +2 HD
  Huge 
  +4 HD
  Gargantuan 
  +6 HD
  Colossal 
  +10 HD
  Zombies use their Charisma modifiers to determine 
  bonus hit points (instead of Constitution).
  Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, 
  and Will +1/2 HD + 2.
  Defensive Abilities: Zombies lose their defensive 
  abilities and gain all of the qualities and immunities 
  granted by the undead type. Zombies gain DR 5/slashing.
  Speed: Winged zombies can still fly, but maneuverability 
  drops to clumsy. If the base creature flew magically, so 
  can the zombie. Retain all other movement types.
  288
  288
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757219
  757219
  451206
  451206
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757220
  757220
  451207
  451207
  Zombie
  Zombie
  Attacks: A zombie retains all the natural weapons, 
  manufactured weapon attacks, and weapon proficiencies 
  of the base creature. It also gains a slam attack that deals 
  damage based on the zombie’s size, but as if it were 
  one size category larger than its actual size (see pages 
  301–302).
  Special Attacks: A zombie retains none of the base 
  creature’s special attacks.
  Abilities: Str +2, Dex –2. A zombie has no Con or Int 
  score, and its Wis and Cha become 10.
  BAB: A zombie’s base attack is equal to 3/4 its Hit Dice.
  Skills: A zombie has no skill ranks.
  Feats: A zombie loses all feats possessed by the base 
  creature, and does not gain feats as its Hit Dice increase, 
  but it does gain Toughness as a bonus feat.
  Special Qualities: A zombie loses most special qualities 
  of the base creature. It retains any extraordinary special 
  qualities that improve its melee or ranged attacks. A 
  zombie gains the following special quality.
  Staggered (Ex): Zombies have poor reflexes and can only 
  perform a single move action or standard action each 
  round. A zombie can move up to its speed and 
  attack in the same round as a charge action.
  variant	ZoMbies
  The typical zombie is a slow-moving 
  abomination that is tough to destroy. Yet 
  this tough zombie is not the only type of zombie to 
  plague crypts or stalk graveyards. Each of the following 
  two variant zombies modifies the base zombie in a few 
  simple ways.
  Fast Zombie
  Unlike the standard, plodding zombie, a fast zombie 
  moves with a supernatural quickness.
  Speed: Increase the base creature’s land speed by 10 feet.
  Defensive Abilities: A fast zombie does not gain DR 5/
  slashing.
  Special Attacks: A fast zombie gains the following 
  special attack.
  Quick Strikes (Ex): Whenever a fast zombie takes a full-
  attack action, it can make one additional slam attack at 
  its highest base attack bonus.
  Abilities: As a standard zombie, except its Dexterity 
  is increased by 2 instead of reduced by 2.
  Special Qualities: A fast zombie does not gain the 
  staggered special quality.
  Plague Zombie
  These zombies carry a terrible disease that 
  perpetuates their undead lineage—those infected 
  by a plague zombie’s contagion rise as zombies 
  themselves when they perish.
  Defensive Abilities: A plague zombie does not gain DR 
  5/slashing.
  Special Attacks: A plague zombie gains the following 
  special attacks.
  Death Burst (Ex): When a plague zombie dies, it explodes in 
  a burst of decay. All creatures adjacent to the plague zombie 
  are exposed to its plague as if struck by a slam attack and 
  must make a Fortitude save or contract zombie rot.
  Disease (Su): The slam attack—as well as any other natural 
  attacks—of a plague zombie carries the zombie rot disease. 
  Zombie rot: slam; save Fort DC = 10 + 1/2 the zombie’s 
  Hit Dice + the zombie’s Cha modifier; onset 1d4 days; 
  frequency 1/day; effect 1d2 Con, this damage cannot be 
  healed while the creature is infected; cure 2 consecutive 
  saves. Anyone who dies while infected rises as a plague 
  zombie in 2d6 hours.
  289
  289
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757220
  757220
  451207
  451207
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757221
  757221
  451208
  451208
  appendix	1:	Monster	Creation
  Creating a monster is part science and part art. While 
  most monsters follow a general pattern of their overall 
  power and abilities as related to their Challenge Rating 
  (CR), there are many exceptions. Some monsters, for 
  example, have significantly more hit points or a higher 
  AC than the average for their CR, but make up for this 
  advantage by being weak in other areas. Other monsters 
  have significantly higher average damage, but have a 
  lower attack bonus.
  buildinG	the	Monster
  The following guidelines are provided to assist in monster 
  creation and to help balance a creation for its CR.
  Step 1: Concept
  The first step in creating a new monster is to define its 
  concept and role in the game. Generally, this involves 
  picking the monster’s CR, type, physical appearance, and 
  manner of fighting. Once you have these basic pieces 
  of information, you should find a number of similar 
  monsters of the same type and roughly the same CR for 
  comparison purposes.
  Step 2: Target Statistics
  Once you have a creature’s type and CR determined, use 
  Table 1–1 to determine its approximate statistics by CR. 
  These values are a rough guideline only. You will notice 
  that many of the existing monsters in this book do not 
  follow these guidelines exactly. Most monsters excel 
  in one of these areas, usually in the amount of damage 
  dealt, but lag in one or two other areas to help balance 
  them out. When referring to Table 1–1, keep the following 
  points in mind.
  CR: This is the approximate CR of the monster. This 
  number might change as design progresses.
  Hit Points: This is the approximate hit point total 
  for the monster. Note that creatures with particularly 
  high Armor Classes or saving throws, or a number of 
  resistances, might have a lower number. Outsiders and 
  constructs typically have lower hit point totals.
  Armor Class: This is the average Armor Class for a 
  creature of this CR. When it comes time to design the 
  creature’s protections, keep this number in mind. 
  Creatures with hit points above the average often have 
  lower Armor Class values to compensate.
  High Attack: This is the average total attack bonus for 
  a creature of this CR. This value is for creatures that are 
  primarily melee or ranged combatants. Creatures with 
  a higher than normal average damage typically have a 
  lower attack value to compensate.
  Low Attack: This is the average total attack bonus for a 
  creature of this CR that does not rely upon melee or ranged 
  attacks to deal damage. This includes most creatures that 
  rely on spells and spell-like abilities in combat.
  Average Damage: This is the average amount of 
  damage dealt by a creature of this CR if all of its attacks 
  are successful. To determine a creature’s average damage, 
  add the average value for all of the damage dice rolled 
  (as determined by Table 1–5) to the damage modifier for 
  each attack.
  A creature that relies on melee or ranged weapons in 
  combat should have average damage within the range of 
  high and low damage.
  A creature with higher than normal attack bonuses will 
  often deal lower damage, while a creature with lower than 
  normal attack bonuses will often deal higher damage.
  Primary Ability DC: This is the average difficulty 
  class (DC) for any spells, spell-like abilities, and special 
  abilities (such as breath weapons) possessed by a creature 
  of this CR that relies on such attacks in combat. If an 
  ability is particularly powerful, it might have a lower DC 
  to compensate.
  Secondary Ability DC: This is the average DC for spells 
  and special abilities for a creature that does not rely on 
  such attacks in combat. Generally, a DC should not be 
  lower than this number.
  Good Save: This is the average saving throw bonus 
  for a creature of this CR if the saving throw is one of the 
  creature’s good saving throws.
  Poor Save: This is the average saving throw bonus for 
  a creature of this CR if the saving throw is one of the 
  creature’s poor saving throws.
  Step 3: Hit Dice
  The next step in creating a monster is to determine 
  the approximate number of Hit Dice it has. Hit Dice 
  determine a wide variety of other statistics, including 
  the creature’s feats, skills, hit points, attack bonuses, and 
  special ability DCs. 
  A creature’s total number of Hit Dice depends on a 
  number of factors, but the two most important are its CR 
  and its type. Table 1–2 lists the average number of Hit Dice 
  for each creature type, depending on its CR. While many 
  of the monsters in this book are close to these values, some 
  are not. This is because they have higher or lower average 
  hit points to balance out their Armor Class or resistances. 
  Step 4: Size
  Now that you have the creature’s average statistics, it’s time 
  to pick its size. Most creatures range in size from Small 
  to Huge, but other sizes are not uncommon. A creature’s 
  size sets a baseline for its physical ability scores and its 
  natural weapon damage (as noted in the Natural Attacks 
  description in the Universal Monster Rules—see Appendix 
  3, pages 297–306). You should pick a size that fits well with 
  290
  290
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757221
  757221
  451208
  451208
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757222
  757222
  451209
  451209
  Appendices
  Appendices
  Table 1–1: Monster Statistics by CR
    
  hit 
  Armor 
  high 
  Low 
  Average Damage 
  Primary 
  Secondary 
  good 
  Poor
  CR 
  Points 
  Class 
  Attack 
  Attack 
  high 
  Low 
  Ability DC 
  Ability DC 
  Save 
  Save
  1/2 
  10 
  11 
  1 
  0 
  4 
  3 
  11 
  8 
  3 
  0
  1  
  15 
  12 
  2 
  1 
  7 
  5 
  12 
  9 
  4 
  1
  2  
  20 
  14 
  4 
  3 
  10 
  7 
  13 
  9 
  5 
  1
  3  
  30 
  15 
  6 
  4 
  13 
  9 
  14 
  10 
  6 
  2
  4  
  40 
  17 
  8 
  6 
  16 
  12 
  15 
  10 
  7 
  3
  5  
  55 
  18 
  10 
  7 
  20 
  15 
  15 
  11 
  8 
  4
  6  
  70 
  19 
  12 
  8 
  25 
  18 
  16 
  11 
  9 
  5
  7  
  85 
  20 
  13 
  10 
  30 
  22 
  17 
  12 
  10 
  6
  8  
  100 
  21 
  15 
  11 
  35 
  26 
  18 
  12 
  11 
  7
  9  
  115 
  23 
  17 
  12 
  40 
  30 
  18 
  13 
  12 
  8
  10 
  130 
  24 
  18 
  13 
  45 
  33 
  19 
  13 
  13 
  9
  11  
  145 
  25 
  19 
  14 
  50 
  37 
  20 
  14 
  14 
  10
  12  
  160 
  27 
  21 
  15 
  55 
  41 
  21 
  15 
  15 
  11
  13  
  180 
  28 
  22 
  16 
  60 
  45 
  21 
  15 
  16 
  12
  14 
  200 
  29 
  23 
  17 
  65 
  48 
  22 
  16 
  17 
  12
  15  
  220 
  30 
  24 
  18 
  70 
  52 
  23 
  16 
  18 
  13
  16  
  240 
  31 
  26 
  19 
  80 
  60 
  24 
  17 
  19 
  14
  17  
  270 
  32 
  27 
  20 
  90 
  67 
  24 
  18 
  20 
  15
  18 
  300 
  33 
  28 
  21 
  100 
  75 
  25 
  18 
  20 
  16
  19  
  330 
  34 
  29 
  22 
  110 
  82 
  26 
  19 
  21 
  16
  20 
  370 
  36 
  30 
  23 
  120 
  90 
  27 
  20 
  22 
  17
  Table 1–2: Creature Hit Dice
   
  Challenge Rating
  Creature Type  
  1/2 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20
  Aberration 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  22 
  24 
  26 
  28 
  30 
  34
  Animal 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  22 
  24 
  26 
  28 
  30 
  34
  Construct 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  12 
  13 
  14 
  16 
  18 
  19 
  20 
  21 
  23 
  25 
  28 
  31
  Dragon 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  11 
  12 
  13 
  14 
  16 
  17 
  18 
  19 
  21 
  23 
  25 
  29
  Fey 
  2 
  3 
  4 
  5 
  6 
  8 
  10 
  12 
  13 
  15 
  17 
  18 
  20 
  22 
  23 
  25 
  26 
  28 
  31 
  33 
  37
  Humanoid 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  22 
  24 
  26 
  28 
  30 
  34
  Magical beast 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  12 
  13 
  14 
  16 
  18 
  19 
  20 
  21 
  23 
  25 
  28 
  31
  Monstrous humanoid 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  12 
  13 
  14 
  16 
  18 
  19 
  20 
  21 
  23 
  25 
  28 
  31
  Ooze 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  22 
  24 
  26 
  28 
  30 
  34
  Outsider 
  1 
  2 
  3 
  4 
  5 
  6 
  8 
  9 
  10 
  12 
  13 
  14 
  16 
  18 
  19 
  20 
  21 
  23 
  25 
  28 
  31
  Plant 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  22 
  24 
  26 
  28 
  30 
  34
  Undead 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  22 
  24 
  26 
  28 
  30 
  34
  Vermin 
  1 
  2 
  3 
  4 
  5 
  7 
  9 
  10 
  12 
  14 
  15 
  16 
  17 
  19 
  20 
  22 
  24 
  26 
  28 
  30 
  32
  the creature’s intended role in the game and Challenge 
  Rating. If you decide to give a creature an unusual size for 
  its CR or HD, you should justify the unusual choice in the 
  monster’s description to account for the discrepancy—in 
  most cases, such unusually sized monsters should be highly 
  magical in nature. See Table 1–3 for more information on 
  creature sizes and expected scores.
  Minimum/Maximum CR: These values list the 
  minimum and the maximum challenge ratings a creature 
  of the indicated size should fall between.
  Base Str, Base Dex, Base Con: These list the average 
  scores for a creature of this size. Your specific monster’s 
  Strength, Dexterity, or Constitution might vary greatly 
  from these numbers, but if they do, you should pay close 
  attention to how these variances affect its other statistics. 
  Step 5: Abilities
  Once you have determined a creature’s size, type, and 
  Hit Dice, it’s time to move on to its ability scores. The 
  bonuses granted from these ability scores should increase 291
  291
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757222
  757222
  451209
  451209
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757223
  757223
  451210
  451210
  a creature’s hit points, attack bonuses, and saving throws 
  to the approximate values presented on Table 1–1.
  A creature’s physical ability scores (Strength, Dexterity, 
  and Constitution) should be relatively close to the base 
  values presented on Table 1–3, depending on its size. 
  Creatures with a few Hit Dice but a high average hit point 
  total should have a higher than normal Constitution.
  A creature’s mental ability scores (Intelligence, 
  Wisdom, and Charisma) are largely defined by the 
  creature’s concept. The base for all of these abilities is 
  10. Creatures that rely on spells and spell-like abilities in 
  combat should have one mental ability score that stands 
  out (usually Charisma). Creatures incapable of speech 
  have an Intelligence score of 2 or lower. Unintelligent 
  undead, constructs, oozes, plants, and vermin rarely have 
  an Intelligence score.
  Step 6: Skills and Feats
  Using Table 1–4, determine how many skill ranks your 
  creature has based on its type and Hit Dice. Assign these 
  ranks as determined by the creature’s concept. Any skill 
  that you put points into is considered a class skill for the 
  creature. Any skill without assigned skill points is not a 
  class skill for the creature, even if advanced versions of 
  the creature have ranks in those skills. Creatures with a 
  low Intelligence typically only have ranks in Dexterity- 
  and Strength-based skills.
  After you have assigned skills, it’s time to assign the 
  creature’s feats. Each creature with an Intelligence score 
  receives a number of feats equal to 1 + 1 per every 2 Hit 
  Dice after the first (so, 1 at 1 HD, 2 at 3 HD, etc.). A creature 
  must qualify to take a feat as normal. See Table 1–6 for a 
  quick feat calculation chart.
  Step 7: Other Statistics
  Using Tables 1–1, 1–4, and 1–6, you can now determine 
  many of the creature’s other statistics.
  When building a creature’s Armor Class, start by adding 
  armor, shield, and natural armor bonuses to its Dexterity 
  modifier. If a creature does not wear armor, give it a tougher 
  hide to get it near its average AC. Remember that creatures 
  with higher hit point totals might have a lower Armor Class, 
  whereas creatures with fewer hit points might have a higher 
  Armor Class. If a creature’s Armor Class deviates from the 
  average by more than 5 points, it might not be the right CR.
  When determining a creature’s attack bonuses, refer to 
  the guidelines from Table 1–1 based on the creature’s CR. 
  If the bonus is too low, consider increasing the creature’s 
  Strength or Dexterity, or increasing the amount of damage it 
  deals to above the average. If the bonus is too high, consider 
  decreasing the creature’s Strength or Dexterity, or decrease 
  the amount of damage it deals. If this value is significantly 
  different, and the creature is intended to rely on melee or 
  ranged attacks, consider adjusting the creature’s CR.
  Use Table 1–5 to determine the number of damage dice, 
  combined with damage bonuses, that the creature needs 
  to reach the average damage for its CR. The creature might 
  need additional or more damaging attacks to approach 
  the average. Remember that creatures that primarily deal 
  damage with other abilities, such as spells, do not need to 
  meet the average damage for their attacks. You can also 
  use Table 1–5 to determine a creature’s average hit points. 
  Remember that PC class levels provide the maximum 
  number of hit points at 1st level.
  Repeat this process for a creature’s saving throws. If the 
  saving throws are too high, consider altering the ability 
  scores on which they are based. 
  When determining a creature’s speed, first decide if it 
  has any alternative modes of movement, such as burrow, 
  climb, fly, or swim. Most Medium creatures have a base 
  speed of 30 feet. Quadrupeds and Large creatures increase 
  this by 10 feet each. Smaller creatures decrease this base 
  speed by 10 feet. If a creature is particularly fast or slow, 
  modify the base speed by 10 feet. Burrow and climb speeds 
  are usually half a creature’s base speed, while flying speeds 
  are roughly double. Remember to give a creature the 
  appropriate skills for any unusual movement methods.
  Step 8: Special Abilities and Qualities
  Monsters are different from characters in that they can have 
  all sorts of different special abilities and qualities. Each of 
  these is tied closely to the creature’s concept, allowing it 
  to fill a specific role in the game. For examples, look at 
  monsters in this book. Monsters should use abilities from 
  the Universal Monster Rules whenever possible, instead of 
  creating new yet similar abilities—when you do create new 
  abilities, use the Universal Monster Rules as a template for 
  how to present and create the new abilities.
  Most special abilities that cause damage, such as breath 
  weapons, give a save (Fortitude, Reflex, or Will depending 
  on the ability). The DC for almost all special abilities is 
  equal to 10 + 1/2 the creature’s Hit Dice + a relevant ability 
  modifier (usually Constitution or Charisma depending 
  Table 1–3: Size
    
  Minimum Maximum 
  Base 
  Base 
  Base 
  Size 
  CR 
  CR 
  Str 
  Dex 
  Con
  Fine 
  — 
  2 
  1 
  18 
  8
  Diminutive 
  — 
  4 
  1 
  16 
  8
  Tiny 
  — 
  6 
  2 
  14 
  8
  Small 
  — 
  — 
  6 
  12 
  8
  Medium 
  — 
  — 
  10 
  10 
  10
  Large 
  2 
  — 
  18 
  8 
  14
  Huge 
  4 
  — 
  26 
  6 
  18
  Gargantuan 
  6 
  — 
  34 
  6 
  22
  Colossal 
  8 
  — 
  42 
  6 
  26
  292
  292
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757223
  757223
  451210
  451210
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757224
  757224
  451211
  451211
  Appendices
  Appendices
  on the ability). Special abilities that add to melee and 
  ranged attacks generally do not allow a save, as they rely 
  on the attacks hitting to be useful. 
  Special senses and resistances to certain energy types are 
  common in creatures of CR 5 and lower. Damage reduction, 
  energy immunities, and regeneration are more common 
  in creatures above CR 5. Spell resistance and immunities 
  become more common above CR 10. As a general rule a 
  creature’s spell resitance should equal its CR + 11.
  Step 9: Treasure
  A creature should have an amount of treasure appropriate 
  to its CR. See Table 1–7 for a list of treasure totals based on 
  CR. For some creatures, their treasure consists of the loot 
  from their recent meals strewn across their lairs, while for 
  others it consists of a greed-fueled hoard or even gear it 
  uses in combat. Make sure to account for any weapons or 
  armor that the creature is using, as determined by step 7.
  Step 10: Details
  Now that you have all of the creature’s statistics sorted out, 
  it’s time to fill in all the details—such as name, alignment, 
  space, reach, environment, and ecology—as you see fit.
  Table 1–4: Creature Statistics by Type
  Type 
  hit Die 
  Base Attack Bonus (BAB) 
  good Saving Throws 
  Skill Ranks*
  Aberration 
  d8 
  HD × 3/4 (Medium BAB) 
  Will 
  4 + Int mod per HD
  Animal 
  d8 
  HD × 3/4 (Medium BAB) 
  Fort, Ref 
  2 + Int mod per HD
  Construct 
  d10 
  HD (Fast BAB) 
  — 
  2 + Int mod per HD
  Dragon 
  d12 
  HD (Fast BAB) 
  Fort, Ref, Will 
  6 + Int mod per HD
  Fey 
  d6 
  HD × 1/2 (Slow BAB) 
  Ref, Will 
  6 + Int mod per HD
  Humanoid 
  d8 
  HD × 3/4 (Medium BAB) 
  Varies (any one) 
  2 + Int mod per HD
  Magical beast 
  d10 
  HD (Fast BAB) 
  Fort, Ref 
  2 + Int mod per HD
  Monstrous humanoid 
  d10 
  HD (Fast BAB) 
  Ref, Will 
  4 + Int mod per HD
  Ooze 
  d8 
  HD × 3/4 (Medium BAB) 
  — 
  2 + Int mod per HD
  Outsider 
  d10 
  HD (Fast BAB) 
  Varies (any two) 
  6 + Int mod per HD
  Plant 
  d8 
  HD × 3/4 (Medium BAB) 
  Fort 
  2 + Int mod per HD
  Undead 
  d8 
  HD × 3/4 (Medium BAB) 
  Will 
  4 + Int mod per HD
  Vermin 
  d8 
  HD × 3/4 (Medium BAB) 
  Fort 
  2 + Int mod per HD
  * As long as a creature has an Intelligence of at least 1, it gains a minimum of 1 skill point per Hit Die. Creatures with an Intelligence 
  score of “—” gain no skill points or feats.
  Table 1–5: Average Die Results
  Die Type 
  Average Result*
  d4 
  2.5
  d6 
  3.5
  d8 
  4.5
  d10 
  5.5
  d12 
  6.5
  d20 
  10.5
  *Always round down after multiplying. For example, treat the 
  average of 1d4 as 2, and the average of 2d4 as 5.
  Table 1–6: Statistics Summary
    
  fast 
  Med 
  Slow 
  good 
  Bad
  hD 
  BAB 
  BAB 
  BAB 
  Save 
  Save 
  feats
  1  
  +1 
  +0 
  +0 
  +2 
  +0 
  1
  2  
  +2 
  +1 
  +1 
  +3 
  +0 
  1
  3  
  +3 
  +2 
  +1 
  +3 
  +1 
  2
  4  
  +4 
  +3 
  +2 
  +4 
  +1 
  2
  5  
  +5 
  +3 
  +2 
  +4 
  +1 
  3
  6  
  +6 
  +4 
  +3 
  +5 
  +2 
  3
  7  
  +7 
  +5 
  +3 
  +5 
  +2 
  4
  8  
  +8 
  +6 
  +4 
  +6 
  +2 
  4
  9  
  +9 
  +6 
  +4 
  +6 
  +3 
  5
  10 
  +10 
  +7 
  +5 
  +7 
  +3 
  5
  11  
  +11 
  +8 
  +5 
  +7 
  +3 
  6
  12  
  +12 
  +9 
  +6 
  +8 
  +4 
  6
  13  
  +13 
  +9 
  +6 
  +8 
  +4 
  7
  14 
  +14 
  +10 
  +7 
  +9 
  +4 
  7
  15  
  +15 
  +11 
  +7 
  +9 
  +5 
  8
  16  
  +16 
  +12 
  +8 
  +10 
  +5 
  8
  17  
  +17 
  +12 
  +8 
  +10 
  +5 
  9
  18 
  +18 
  +13 
  +9 
  +11 
  +6 
  9
  19  
  +19 
  +14 
  +9 
  +11 
  +6 
  10
  20 
  +20 
  +15 
  +10 
  +12 
  +6 
  10
  21  
  +21 
  +15 
  +10 
  +12 
  +7 
  11
  22 
  +22 
  +16 
  +11 
  +13 
  +7 
  11
  23  
  +23 
  +17 
  +11 
  +13 
  +7 
  12
  24 
  +24 
  +18 
  +12 
  +14 
  +8 
  12
  25  
  +25 
  +18 
  +12 
  +14 
  +8 
  13
  26 
  +26 
  +19 
  +13 
  +15 
  +8 
  13
  27  
  +27 
  +20 
  +13 
  +15 
  +9 
  14
  28 
  +28 
  +21 
  +14 
  +16 
  +9 
  14
  29 
  +29 
  +21 
  +14 
  +16 
  +9 
  15
  30 
  +30 
  +22 
  +15 
  +17 
  +10 
  15
  293
  293
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757224
  757224
  451211
  451211
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757225
  757225
  451212
  451212
  appendix	2:	Monster	advanCeMent
  The following rules allow you to adjust monsters, 
  increasing (or even decreasing) their statistics and abilities 
  while still creating a balanced and fun encounter.
  teMplates
  A template is a set of rules that you apply to a monster to 
  transform it into a different monster. All templates give 
  precise directions on how to change a monster’s statistics 
  to transform it into the new monster.
  Acquired Templates: Some templates, like the lich, are 
  the results of a creature’s choice and desire to transform. 
  Others, like the ghost template, are the result of an 
  external force acting upon a creature (for example, when 
  a tormented person dies and becomes a ghost). Yet in 
  both cases, the template changed a creature well after 
  its birth or creation—these types are called “acquired 
  templates,” and can be added to a creature at any time 
  during its existance.
  Inherited Templates: Some templates, such as the half-
  dragon and half-fiend templates, are part of a creature 
  from the beginning of its existence. Creatures are born 
  or created with these templates already in place, and have 
  never known life without them. These types of templates 
  are called “inherited templates.”
  siMple	teMplates
  Simple templates can be applied during the game with 
  minimal effort. This makes it easy, for example, to deal 
  with celestial and fiendish creatures conjured in the heat 
  of battle by summon monster spells.
  All simple templates have two categories of changes. 
  The “quick rules” present a fast way to modify die rolls 
  made in play to simulate the template’s effects without 
  actually rebuilding the stat block—this method works 
  great for summoned creatures. The “rebuild rules” list 
  the exact changes you make to the base stat block if you 
  have the time to completely rebuild it—this method 
  works best when you have time during game preparation 
  to build full stat blocks. The two methods result in 
  creatures of similar, if not identical, abilities.
  Advanced Creature (CR +1)
  Creatures with the advanced template are fiercer and 
  more powerful than their ordinary cousins. 
  Quick Rules: +2 on all rolls (including damage rolls) 
  and special ability DCs; +4 to AC and CMD; +2 hp/HD.
  Rebuild Rules: AC increase natural armor by +2; Ability 
  Scores +4 to all ability scores.
  Celestial Creature (CR +0 or +1)
  Celestial creatures dwell in the higher planes, but can 
  be summoned using spells such as summon monster 
  and planar ally. A celestial creature’s CR increases by +1 
  only if the base creature has 5 or more HD. A celestial 
  creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses gains darkvision 60 ft.; Defensive 
  Abilities gains DR and energy resistance as noted on the 
  table; SR gains SR equal to new CR +5; Special Attacks smite 
  evil 1/day as a swift action (adds Cha bonus to attack rolls 
  and damage bonus equal to HD against evil foes; smite 
  persists until target is dead or the celestial creature rests).
  Celestial Creature Defenses
  hit Dice 
  Resist Acid, Cold, and Electricity 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/evil
  11+ 
  15 
  10/evil
  Fiendish Creature (CR +0 or +1)
  Creatures with the fiendish template live in the Lower 
  Planes, such as the Abyss and Hell, but can be summoned 
  Table 1–7: XP and GP values by CR
  CR 
  XP 
  Slow gP Medium gP 
  fast gP
  1/8 
  50 XP 
  20 gp 
  35 gp 
  50 gp
  1/6 
  65 XP 
  30 gp 
  45 gp 
  65 gp
  1/4 
  100 XP 
  40 gp 
  65 gp 
  100 gp
  1/3 
  135 XP 
  55 gp 
  85 gp 
  135 gp
  1/2 
  200 XP 
  85 gp 
  130 gp 
  200 gp
  1  
  400 XP 
  170 gp 
  260 gp 
  400 gp
  2  
  600 XP 
  350 gp 
  550 gp 
  800 gp
  3  
  800 XP 
  550 gp 
  800 gp 
  1,200 gp
  4  
  1,200 XP 
  750 gp 
  1,150 gp 
  1,700 gp
  5  
  1,600 XP 
  1,000 gp 
  1,550 gp 
  2,300 gp
  6  
  2,400 XP 
  1,350 gp 
  2,000 gp 
  3,000 gp
  7  
  3,200 XP 
  1,750 gp 
  2,600 gp 
  3,900 gp
  8  
  4,800 XP 
  2,200 gp 
  3,350 gp 
  5,000 gp
  9  
  6,400 XP 
  2,850 gp 
  4,250 gp 
  6,400 gp
  10 
  9,600 XP 
  3,650 gp 
  5,450 gp 
  8,200 gp
  11  
  12,800 XP 
  4,650 gp 
  7,000 gp 
  10,500 gp
  12  
  19,200 XP 
  6,000 gp 
  9,000 gp 
  13,500 gp
  13  
  25,600 XP 
  7,750 gp 
  11,600 gp 
  17,500 gp
  14 
  38,400 XP 
  10,000 gp 15,000 gp 
  22,000 gp
  15  
  51,200 XP 
  13,000 gp 
  19,500 gp 
  29,000 gp
  16  
  76,800 XP 
  16,500 gp 25,000 gp 
  38,000 gp
  17  
  102,400 XP 
  22,000 gp 32,000 gp 
  48,000 gp
  18 
  153,600 XP 
  28,000 gp 41,000 gp 
  62,000 gp
  19  
  204,800 XP 
  35,000 gp 53,000 gp 
  79,000 gp
  20 
  307,200 XP 
  44,000 gp 67,000 gp 
  100,000 gp
  21  
  409,600 XP 
  56,000 gp 
  84,000 gp 
  126,000 gp
  22 
  615,000 XP 
  70,000 gp 105,000 gp 
  158,000 gp
  23  
  820,000 XP 
  88,000 gp 132,000 gp 
  198,000 gp
  24 
  1,230,000 XP 
  110,000 gp 165,000 gp 
  248,000 gp
  25  
  1,640,000 XP 
  138,000 gp 208,000 gp 
  312,000 gp
  294
  294
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757225
  757225
  451212
  451212
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757226
  757226
  451213
  451213
  Appendices
  Appendices
  using spells such as summon monster and planar ally. A 
  fiendish creature’s CR increases by +1 only if the base 
  creature has 5 or more HD. A fiendish creature’s quick 
  and rebuild rules are the same.
  Rebuild Rules: Senses gains darkvision 60 ft.; Defensive 
  Abilities gains DR and energy resistance as noted on the 
  table; SR gains SR equal to new CR +5; Special Attacks 
  smite good 1/day as a swift action (adds Cha bonus to 
  attack rolls and damage bonus equal to HD against good 
  foes; smite persists until target is dead or the fiendish 
  creature rests).
  Fiendish Creature Defenses
  hit Dice 
  Resist Cold and fire 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/good
  11+ 
  15 
  10/good
  Giant Creature (+1)
  Creatures with the giant template are larger and stronger 
  than their normal-sized kin. This template cannot be 
  applied to creatures that are Colossal.
  Quick Rules: +2 to all rolls based on Str or Con, +2 hp/
  HD, –1 penalty on all rolls based on Dex.
  Rebuild Rules: Size increase by one category; AC increase 
  natural armor by +3; Attacks increase dice rolled by 1 step; 
  Ability Scores +4 size bonus to Str and Con, –2 Dex.
  Young Creature (CR –1)
  Creatures with the young template are immature 
  specimens of the base creature. You can also use this 
  simple template to easily create a smaller variant of a 
  monster. This template cannot be applied to creatures 
  that increase in power through aging or feeding (such as 
  dragons or barghests) or creatures that are Fine-sized.
  Quick Rules: +2 to all Dex-based rolls, –2 to all other 
  rolls, –2 hp/HD.
  Rebuild Rules: Size decrease by one category; AC reduce 
  natural armor by –2 (minimum +0); Attacks decrease 
  damage dice by 1 step; Ability Scores –4 Strength, –4 Con, 
  +4 size bonus to Dex.
  addinG	raCial	hit	diCe
  Adding racial Hit Dice to a monster is a similar process to 
  building a monster from scratch. As additional Hit Dice are 
  added, other abilities increase in power as well. Additional 
  Hit Dice usually results in better attack bonuses, saves, hit 
  points, and skills, as well as more feats. It can also include 
  additional spellcasting capability and other powers.
  Step 1: Plan the Monster
  When advancing a monster by adding racial HD, you 
  should start by deciding what you want the monster to 
  become. In most cases, this means merely a tougher, 
  stronger version of an existing monster. Note the desired 
  CR of the new monster. This is also the point at which 
  you should decide whether the creature is going to 
  increase in size. As a general rule, creatures whose Hit 
  Dice increase by 50% or more should also increase in size, 
  but GMs should feel free to ignore this rule if warranted 
  by the individual creature or situation.
  Step 2: Add Hit Dice
  Next, determine how many Hit Points the base monster 
  receives per Hit Die (see Table 1–5 for average results 
  based on the die type). Using Table 2–1, add up all of the 
  values in the Hit Point Change column for each increase 
  using the Higher CR column. For example, if the base 
  monster was CR 3 and the new monster is set to be CR 
  5, the total would be 25 hit points. Next, add additional 
  Hit Dice to the monster to increase its hit points by the 
  desired amount. Note that if the creature increases in 
  size, its Constitution may also increase, as noted on Table 
  2–2, granting it additional hit points that might offset 
  the need for additional Hit Dice (this also applies to any 
  other Constitution increases).
  These values are not absolute. Some monsters have fewer 
  hit points than normal for a creature of their CR and rely on 
  a higher AC or other defenses. Some creatures are primarily 
  Table 2–1: Monster Advancement
     
   
   
   
  Attack Damage
  higher 
  Lower 
  hit Point 
  AC 
  Bonus 
  Bonus
   CR 
  CR 
  Change 
  Change 
  Change Change
   1  
  Less than 1 
  5 
  1 
  1 
  2–3
   2  
  1 
  5 
  2 
  2 
  2–3
   3  
  2 
  10 
  1 
  1–2 
  2–3
   4  
  3 
  10 
  2 
  2 
  2–3
   5  
  4 
  15 
  1 
  1–2 
  3–4
   6  
  5 
  15 
  1 
  1–2 
  3–5
   7  
  6 
  15 
  1 
  1–2 
  4–5
   8  
  7 
  15 
  1 
  1–2 
  4–5
   9  
  8 
  15 
  2 
  1–2 
  4–5
   10 
  9 
  15 
  1 
  1 
  3–5
   11 
  10 
  15 
  1 
  1 
  4–5
   12 
  11 
  15 
  2 
  1–2 
  4–5
   13 
  12 
  20 
  1 
  1 
  4–5
   14 
  13 
  20 
  1 
  1 
  3–5
   15 
  14 
  20 
  1 
  1 
  4–5
   16 
  15 
  20 
  1 
  1–2 
  8–10
   17 
  16 
  30 
  1 
  1 
  7–10
   18 
  17 
  30 
  1 
  1 
  8–10
   19 
  18 
  30 
  1 
  1 
  7–10
   20 
  19 
  40 
  2 
  1 
  8–10
   21+ 
  20+ 
  40 
  2 
  1 
  8–10
  295
  295
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757226
  757226
  451213
  451213
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757227
  757227
  451214
  451214
  spellcasters and typically have fewer Hit Dice. When 
  advancing your monster in this way, be sure to take these 
  factors into account and adjust your monster accordingly.
  Step 3: Ability Scores
  Once you have determined the number of additional Hit Dice 
  possessed by the creature, use this number to modify its other 
  statistics. Start with ability scores. For every 4 additional Hit 
  Dice gained by the monster, add 1 to one of its ability scores. 
  In addition, make any modifications to its ability scores 
  based on an increase in size, as noted on Table 2–2. 
  Step 4: Skills and Feats
  When adding skills, check to see if the creature’s Int 
  modifier changed. If it is unchanged, simply multiply the 
  total number of ranks per Hit Dice gained by a monster 
  of its type times the total number of added Hit Dice and 
  add that number of ranks to its existing skills. If its 
  Intelligence modifier has increased, perform the same 
  calculation as if it had not increased and then multiply 
  the change in its Intelligence modifier times its new total 
  number of Hit Dice and add that number of additional 
  ranks as well (adding new skills as needed to spend all 
  of the ranks). If the creature changed size, make sure to 
  adjust its Fly skill and Stealth skill bonuses (if any) as 
  noted on Table 2–3.
  Next, give the creature additional feats. Creatures gain 
  one feat at 1 Hit Die and one additional feat for every 2 Hit 
  Dice above 1. Most additional feats should be focused on 
  increasing the creature’s combat abilities, but metamagic 
  feats and skill feats are also possible choices depending 
  on the creature’s role.
  Step 5: Statistics
  Next, adjust the creature’s derived statistics, such as its 
  initiative, AC, saving throws, melee and ranged attack 
  bonuses, BAB, CMB, and CMD. Adjust any special attacks 
  or qualities that are based on the creature’s size, Hit Dice, 
  or ability scores. If the creature changed in size, be sure 
  to adjust its AC, attack, CMB, and CMD accordingly (as 
  noted on Table 2–3). Table 2–1 also tracks the average 
  change to the creature’s AC, attack rolls, and damage 
  rolls. Add up these values for each step of change between 
  the creature’s original and new CR. If the creature 
  changed size, make sure to make changes to its natural 
  armor bonus, as noted on Table 2–2. If the creature does 
  not meet these averages, you should consider adjusting 
  its ability scores or Hit Dice to get it closer to the target.
  Step 6: Comparison
  Finally, compare the new monster’s statistics to those 
  presented on Table 1–1 for a creature of its adjusted CR. 
  Note that if the original creature deviated from these 
  values, the new one should do so in a similar fashion. For 
  example, if the original creature had higher than normal 
  hit points but a lower than normal CR, the creature 
  should maintain that balance at a higher CR (even though 
  its hit points and AC both increased).
  addinG	Class	levels
  Of all the methods of advancing a monster, adding 
  class levels requires the most adjudication and careful 
  comparison. Some classes truly add to the power and 
  abilities of some monster types, while others do not. For 
  example, adding levels of barbarian to a hill giant can be 
  a great addition, whereas adding levels of sorcerer is less 
  useful. When adding class levels to a creature, take the 
  following three steps.
  Table 2–2: Size Changes
  Old Size* 
  new Size 
  Str 
  Dex Con natural Armor
  Fine 
  Diminutive 
  Same 
  –2 Same 
  Same
  Diminutive 
  Tiny 
  +2 
  –2 Same 
  Same
  Tiny 
  Small 
  +4 
  –2 Same 
  Same
  Small 
  Medium 
  +4 
  –2 
  +2 
  Same
  Medium 
  Large 
  +8 
  –2 
  +4 
  +2
  Large 
  Huge 
  +8 
  –2 
  +4 
  +3
  Huge 
  Gargantuan 
  +8 
  Same +4 
  +4
  Gargantuan Colossal 
  +8 
  Same +4 
  +5
  * Repeat the adjustment if the creature moves up more than 
  one size.
  Table 2–3: Size Bonuses and Penalties
  Size 
  AC/Attack CMB/CMD 
  fly Skill Stealth Skill
  Fine 
  +8 
  –8 
  +8 
  +16
  Diminutive 
  +4 
  –4 
  +6 
  +12
  Tiny 
  +2 
  –2 
  +4 
  +8
  Small 
  +1 
  –1 
  +2 
  +4
  Medium 
  +0 
  +0 
  +0 
  +0
  Large 
  –1 
  +1 
  –2 
  –4
  Huge 
  –2 
  +2 
  –4 
  –8
  Gargantuan 
  –4 
  +4 
  –6 
  –12
  Colossal 
  –8 
  +8 
  –8 
  –16
  Reducing Hit Dice
  The rules for increasing a creature’s Hit Dice can be used to 
  reduce them as well, creating a weak or infant version of the 
  creature. While the process is the same as for increasing a 
  creature’s Hit Dice, each individual step is reversed, with the 
  creature taking a reduction in Hit Dice, hit points, and other 
  statistics based on these values. When using Table 2–1, use 
  the Lower CR column when adding up the average reductions 
  to its statistics. As a general rule, if a creature loses 50% of its 
  original Hit Dice, it should probably reduce in size as well.
  296
  296
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757227
  757227
  451214
  451214
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757228
  757228
  451215
  451215
  Step 1: Determine Creature’s Role
  When adding class levels to a creature, the first step is 
  to determine what role the base creature fulfills. There 
  are three basic roles into which a creature might fall. A 
  creature can fall into more than one role if its abilities 
  are diverse.
  Combat: This creature is designed to be good at 
  melee or ranged combat with a weapon or its natural 
  weapons. In either case, these monsters have a 
  number of feats and abilities to enhance their combat 
  prowess (or are good simply by nature of their Hit Dice  
  and ability scores). If a creature does not possess many 
  spells, special abilities, or skills, it is a combat monster.
  Most animals, constructs, dragons, humanoids, 
  magical beasts, monstrous humanoids, plants, and 
  vermin fall into this role, as do some creatures of all the 
  other types.
  Spell: Spell creatures possess a large number of spells 
  that allow them to attack or harass their enemies. These 
  creatures usually have lower hit points and relatively 
  weak attacks as compared to the averages for creatures 
  of their CR. Note that creatures that only possess spell-
  like abilities do not fall into this role, and are usually 
  considered combat or special.
  Most dragons and outsiders fall into this role, but any 
  creature that has a list of spells prepared or spells known 
  likely falls under this heading as well.
  Skill: Creatures of this type rely on skills (usually 
  Stealth) to ambush or take down their prey. This also 
  includes creatures who take advantage of the environment 
  or spells, such as fog or invisibility.
  Some aberrations, fey, magical beasts, monstrous 
  humanoids, and outsiders fall into this role.
  Special: Creatures that do not fall into any of the other 
  categories usually rely on special abilities and powers to 
  attack their foes. They might be tough or dangerous in 
  physical combat, but the threat is greatly increased by 
  their special abilities.
  A list of monster roles for determining key classes 
  appears in Appendix 13.
  Step 2: Add Class Levels
  Once you have determined the creature’s role, it’s time to 
  add class levels. The first step of this process is to modify 
  the creature’s ability scores. Creatures with class levels 
  receive +4, +4, +2, +2, +0, and –2 adjustments to their 
  ability scores, assigned in a manner that enhances their 
  class abilities. Creatures with NPC class levels do not 
  receive adjustments to their ability scores.
  Next, add the class levels to the monster, making all 
  of the necessary additions to its HD, hit points, BAB, 
  CMB, CMD, feats, skills, spells, and class features. If the 
  creature possesses class features (such as spellcasting 
  or sneak attack) for the class that is being added, these 
  abilities stack. This functions just like adding class 
  levels to a character without racial Hit Dice.
  A monster with class levels always possesses treasure 
  equal to an NPC of a level equal to the monster’s final CR 
  (as calculated in Step 3, below). To determine the value of 
  this gear, use the value listed for a heroic NPC of that CR, 
  as listed on page 454 of the Pathfinder RPG Core Rulebook. 
  Once a total GP value is determined, follow the rules for 
  outfitting an NPC as outlined in that chapter. Gear should 
  help a monster with class levels remain challenging and 
  retain statistics close to those presented on Table 1-1: 
  Monster Statistics by CR.
  Step 3: Determine CR
  Determining the final CR for a creature with class levels 
  requires careful consideration. While adding a class level 
  to a monster that stacks with its existing abilities and 
  role generally adds 1 to its CR for each level taken, adding 
  classes that do not stack is more complicated.
  Table 2–4 gives general guidelines regarding which 
  core classes add directly to a monster’s abilities based 
  on its role. Classes that are marked “key” generally add 
  1 to a creature’s CR for each level added. Classes marked 
  with a “—” increase a creature’s CR by 1 for every 2 class 
  levels added until the number of levels added are equal 
  to (or exceed) the creature’s original CR, at which point 
  they are treated as “key” levels (adding 1 to the creature’s 
  CR for each level added). Creatures that fall into multiple 
  roles treat a class as key if either of its roles treat the 
  class as key. Note that levels in NPC classes are never 
  considered key.
  appendix	3:	Glossary
  This appendix includes the Universal Monster Rules, 
  Creature Types, and Creature Subtypes.
  universal	Monster	rules
  The following rules are standard and are referenced (but 
  not repeated) in monster stat blocks. Each rule includes a 
  format guide for how it appears in a monster’s listing and 
  its location in the stat block.
  Table 2–4: Monsters with Class Levels
   
  Barbarian, Cleric, Druid,
   
  fighter, 
  Sorcerer, 
  Bard, 
  Monk,
  Monster Role 
  Ranger 
  Wizard 
  Rogue 
  Paladin
  Combat 
  Key 
  — 
  — 
  —
  Spell 
  — 
  Key* 
  — 
  —
  Skill 
  Key 
  — 
  Key 
  —
  Special 
  — 
  — 
  — 
  —
  * This class is only key if its spellcasting levels stack with 
  those possessed by the creature.
  297
  297
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757228
  757228
  451215
  451215
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757229
  757229
  451216
  451216
  Ability Damage and Drain (Ex or Su) Some attacks or 
  special abilities cause ability damage or drain, reducing 
  the designated ability score by the listed amount. While 
  ability damage can be healed naturally, ability drain is 
  permanent and can only be restored through magic.
  Format: 1d4 Str drain; Location: Special Attacks and 
  individual attacks.
  Amphibious (Ex) Creatures with this special quality 
  have the aquatic subtype, but they can survive indefinitely 
  on land.
  Format: amphibious; Location: SQ.
  Bleed (Ex) A creature with this ability causes wounds that 
  continue to bleed, inflicting additional damage each round 
  at the start of the affected creature’s turn. This bleeding can 
  be stopped by a successful DC 15 Heal skill check or through 
  the application of any magical healing. The amount of 
  damage each round is determined in the creature’s entry.
  Format: bleed (2d6); Location: Special Attacks and 
  individual attacks.
  Blindsense (Ex) Using nonvisual senses, such as acute 
  smell or hearing, a creature with blindsense notices things 
  it cannot see. The creature usually does not need to make 
  Perception checks to pinpoint the location of a creature 
  within range of its blindsense ability, provided that it has 
  line of effect to that creature. Any opponent the creature 
  cannot see still has total concealment against the creature 
  with blindsense, and the creature still has the normal 
  miss chance when attacking foes that have concealment. 
  Visibility still affects the movement of a creature with 
  blindsense. A creature with blindsense is still denied 
  its Dexterity bonus to Armor Class against attacks from 
  creatures it cannot see.
  Format: blindsense 60 ft.; Location: Senses.
  Blindsight (Ex) This ability is similar to blindsense, 
  but is far more discerning. Using nonvisual senses, such 
  as sensitivity to vibrations, keen smell, acute hearing, or 
  echolocation, a creature with blindsight maneuvers and 
  fights as well as a sighted creature. Invisibility, darkness, 
  and most kinds of concealment are irrelevant, though the 
  creature must have line of effect to a creature or object 
  to discern that creature or object. The ability’s range is 
  specified in the creature’s descriptive text. The creature 
  usually does not need to make Perception checks to 
  notice creatures within range of its blindsight ability. 
  Unless noted otherwise, blindsight is continuous, and 
  the creature need do nothing to use it. Some forms of 
  blindsight, however, must be triggered as a free action. If 
  so, this is noted in the creature’s description. If a creature 
  must trigger its blindsight ability, the creature gains the 
  benefits of blindsight only during its turn.
  Format: blindsight 60 ft.; Location: Senses.
  Breath Weapon (Su) Some creatures can exhale a cone, 
  line, or cloud of energy or other magical effects. A breath 
  weapon attack usually deals damage and is often based 
  on some type of energy. Breath weapons allow a Reflex 
  save for half damage (DC 10 + 1/2 breathing creature’s 
  racial HD + breathing creature’s Con modifier; the exact 
  DC is given in the creature’s descriptive text). A creature 
  is immune to its own breath weapon unless otherwise 
  noted. Some breath weapons allow a Fortitude save or a 
  Will save instead of a Reflex save. Each breath weapon 
  also includes notes on how often it can be used, even if 
  this number is limited in times per day.
  Format: breath weapon (60-ft. cone, 8d6 fire damage, Reflex 
  DC 20 for half, usable every 1d4 rounds); Location: Special 
  Attacks; if the breath is more complicated than damage, it 
  also appears under Special Abilities with its own entry.
  Burn (Ex) A creature with the burn special attack deals 
  fire damage in addition to damage dealt on a successful 
  hit in melee. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed 
  damage for an additional 1d4 rounds at the start of its 
  turn (DC 10 + 1/2 burning creature’s racial HD + burning 
  creature’s Con modifier). 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 Reflex save to avoid catching 
  on fire (see Pathfinder RPG Core Rulebook, page 444).
  Format: burn (2d6, DC 15); Location: Special Attacks and 
  individual attacks.
  Change Shape (Su) A creature with this special quality 
  has the ability to assume the appearance of a specific 
  creature or type of creature (usually a humanoid), but 
  retains most of its own physical qualities. A creature 
  cannot change shape to a form more than one size category 
  smaller or larger than its original form. This ability 
  functions as a polymorph spell, the type of which is listed in 
  the creature’s description, but the creature does not adjust 
  its ability scores (although it gains any other abilities of the 
  creature it mimics). Some creatures, such as lycanthropes, 
  can transform into unique forms with special modifiers 
  and abilities. These creatures do adjust their ability scores, 
  as noted in their description. 
  Format: change shape (wolf, beast form I); Location: SQ, 
  and in special abilities for creatures with a unique listing.
  Channel Resistance (Ex) A creature with this special 
  quality (usually an undead) is less easily affected by clerics 
  or paladins. A creature with channel resistance adds the 
  bonus listed for that creature to saves made to resist the 
  effects of channel energy, including effects that rely on the 
  use of channel energy (such as the Command Undead feat).
  Format: channel resistance +4; Location: Defensive Abilities.
  Constrict (Ex) A creature with this special attack can 
  crush an opponent, dealing bludgeoning damage, when 
  298
  298
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757229
  757229
  451216
  451216
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757230
  757230
  451217
  451217
  it makes a successful grapple check (in addition to any 
  other effects caused by a successful check, including 
  additional damage). The amount of damage is given in 
  the creature’s entry and is typically equal to the amount 
  of damage caused by the creature’s melee attack.
  Format: constrict (1d8+6); Location: Special Attacks.
  Construct Traits (Ex) 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.
  Format: construct traits; Location: Immune.
  Curse (Su) A creature with this ability bestows a curse 
  upon its enemies. The effects of the curse, including its 
  save, frequency, and cure, are included in the creature’s 
  description. If a curse allows a saving throw, it is usually 
  a Will save (DC 10 + 1/2 cursing creature’s racial HD + 
  creature’s Cha modifier; the exact DC is given in the 
  creature’s descriptive text). Curses can be removed 
  through remove curse and similar effects.
  Format: Curse Name (Su) Slam—contact; save Will DC 
  14, frequency 1 day, effect 1d4 Str drain; Location: Special 
  Attacks and individual attacks.
  Damage Reduction (Ex or Su) A creature with this 
  special quality ignores damage from most weapons and 
  natural attacks. Wounds heal immediately, or the weapon 
  bounces off harmlessly (in either case, the opponent 
  knows the attack was ineffective). The creature takes 
  normal damage from energy attacks (even nonmagical 
  ones), spells, spell-like abilities, and supernatural 
  abilities. A certain kind of weapon can sometimes damage 
  the creature normally, as noted below.
  The entry indicates the amount of damage ignored 
  (usually 5 to 15 points) and the type of weapon that negates 
  the ability. 
  Some monsters are vulnerable to piercing, bludgeoning, 
  or slashing damage. Others are vulnerable to certain 
  materials, such as adamantine, alchemical silver, or cold-
  forged iron. Attacks from weapons that are not of the 
  correct type or made of the correct material have their 
  damage reduced, although a high enhancement bonus 
  can overcome some forms of damage reduction.
  Some monsters are vulnerable to magic weapons. Any 
  weapon with at least a +1 magical enhancement bonus 
  on attack and damage rolls overcomes the damage 
  reduction of these monsters. Such creatures’ natural 
  weapons (but not their attacks with weapons) are treated 
  as magic weapons for the purpose of overcoming damage 
  reduction.
  A few very powerful monsters are vulnerable only to 
  epic weapons—that is, magic weapons with at least a +6 
  enhancement bonus. Such creatures’ natural weapons 
  are also treated as epic weapons for the purpose of 
  overcoming damage reduction.
  Some monsters are vulnerable to good-, evil-, 
  chaotically, or lawfully aligned weapons. When a cleric 
  casts align weapon, affected weapons might gain one or 
  more of these properties, and certain magic weapons have 
  these properties as well. A creature with an alignment 
  subtype (chaotic, evil, good, or lawful) can overcome this 
  type of damage reduction with its natural weapons and 
  weapons it wields as if the weapons or natural weapons 
  had an alignment (or alignments) that matched the 
  subtype(s) of the creature. 
  When a damage reduction entry has a dash (—) after 
  the slash, no weapon negates the damage reduction.
  A few creatures are harmed by more than one kind of 
  weapon. A weapon that inflicts damage of either type 
  overcomes this damage reduction.
  A few other creatures require combinations of different 
  types of attacks to overcome their damage reduction, and 
  a weapon must be both types to overcome this type of 
  damage reduction. A weapon that is only one type is still 
  subject to damage reduction.
  Format: DR 5/silver; Location: Defensive Abilities.
  Disease (Ex or Su) A creature with this ability causes 
  disease in those it contacts. The effects of the disease, 
  including its save, frequency, and cure, are included in 
  the creature’s description. The saving throw to negate 
  the disease is usually a Fort save (DC 10 + 1/2 infecting 
  creature’s racial HD + the creature’s Con modifier; the 
  exact DC is given in the creature’s descriptive text). Disease 
  can be removed through cure disease and similar effects.
  Format: Disease Name (Ex) Bite—injury; save Fort DC 15, 
  onset 1d3 days, frequency 1 day, effect 1 Con damage, cure 2 
  consecutive saves; Location: Special Attacks and individual 
  attacks.
  Distraction (Ex) A creature with this ability can 
  nauseate the creatures that it damages. Any living 
  creature that takes damage from a creature with the 
  distraction ability is nauseated for 1 round; a Fortitude 
  save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) 
  negates the effect.
  Format: distraction (DC 14); Location: Special Attacks.
  Energy Drain (Su) This attack saps a living opponent’s 
  vital energy and happens automatically when a melee or 
  ranged attack hits. Each successful energy drain bestows 
  one or more negative levels (the creature’s description 
  specifies how many). If an attack that includes an energy 
  drain scores a critical hit, it bestows twice the listed 
  number of negative levels. Unless otherwise specified 
  in the creature’s description, a draining creature gains 299
  299
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757230
  757230
  451217
  451217
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757231
  757231
  451218
  451218
  5 temporary hit points for each negative level it bestows 
  on an opponent. These temporary hit points last for a 
  maximum of 1 hour. Negative levels remain until 24 
  hours have passed or until they are removed with a spell, 
  such as restoration. If a negative level is not removed 
  before 24 hours have passed, the affected creature must 
  attempt a Fortitude save (DC 10 + 1/2 draining creature’s 
  racial HD + draining creature’s Cha modifier; the exact 
  DC is given in the creature’s descriptive text). On a 
  success, the negative level goes away with no harm to 
  the creature. On a failure, the negative level becomes 
  permanent. A separate saving throw is required for each 
  negative level.
  Format: energy drain (2 levels, DC 18); Location: Special 
  Attacks and individual attacks.
  Fast Healing (Ex) A creature with the fast healing 
  special quality regains hit points at an exceptional rate, 
  usually 1 or more hit points per round, as given in the 
  creature’s entry. Except where noted here, fast healing is 
  just like natural healing. 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.
  Format: fast healing 5; Location: hp.
  Fear (Su or Sp) Fear attacks can have various effects.
  Fear Aura (Su) The use of this ability is a free action. The 
  aura can freeze an opponent (as in the case of a mummy’s 
  despair) or function like the fear spell. Other effects are 
  possible. A fear aura is an area effect. The descriptive text 
  gives the size and kind of the area.
  Fear Cone (Sp) and Ray (Su) These effects usually work 
  like the fear spell. 
  If a fear effect allows a saving throw, it is a Will save (DC 
  10 + 1/2 fearsome creature’s racial HD + creature’s Cha 
  modifier; the exact DC is given in the creature’s descriptive 
  text). All fear attacks are mind-affecting fear effects.
  Format: fear aura (30 ft., DC 17); Location: Aura.
  Format: fear cone (50 ft., DC 19); Location: Special Attacks.
  Ferocity (Ex) A creature with ferocity remains conscious 
  and can continue fighting even if its hit point total is 
  below 0. The creature is still staggered and looses 1 hit 
  point each round. A creature with ferocity still dies when 
  its hit point total reaches a negative amount equal to its 
  Constitution score.
  Format: ferocity; Location: Defensive Abilities.
  Flight (Ex or Su) A creature with this ability can 
  cease or resume flight as a free action. If the ability is 
  supernatural, it becomes ineffective in an antimagic 
  field, and the creature loses its ability to fly for as long as 
  the antimagic effect persists.
  Format: fly 30 ft. (average); Location: Speed.
  Frightful Presence (Ex) This special quality makes a 
  creature’s 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 usually 30 
  feet, and the duration is usually 5d6 rounds. 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 Will save (DC 10 + 1/2 frightful 
  creature’s racial HD + frightful creature’s Cha modifier; 
  the exact DC is given in the creature’s descriptive text). An 
  opponent that succeeds on the saving throw is immune 
  to that same creature’s frightful presence for 24 hours. 
  Frightful presence is a mind-affecting fear effect.
  Format: frightful presence (60 ft., DC 21); Location: Aura.
  Gaze (Su) A gaze special attack takes effect when foes 
  look at the attacking creature’s eyes. The attack can 
  have any sort of effect: petrification, death, and charm 
  are common. The typical range is 30 feet, but check the 
  creature’s entry for details. The type of saving throw for a 
  gaze attack varies, but it is usually a Will or Fortitude save 
  (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s 
  Cha modifier; the exact DC is given in the creature’s text). A 
  successful saving throw negates the effect. A monster’s gaze 
  attack is described in abbreviated form in its description. 
  Each opponent within range of a gaze attack must attempt 
  a saving throw each round at the beginning of his or her 
  turn in the initiative order. Only looking directly at a 
  creature with a gaze attack leaves an opponent vulnerable. 
  Opponents can avoid the need to make the saving throw by 
  not looking at the creature, in one of two ways. 
  Averting Eyes: The opponent avoids looking at the 
  creature’s face, instead looking at its body, watching 
  its shadow, tracking it in a reflective surface, etc. Each 
  round, the opponent has a 50% chance to avoid having to 
  make a saving throw against the gaze attack. The creature 
  with the gaze attack, however, gains concealment against 
  that opponent.
  Wearing a Blindfold: The foe cannot see the creature at 
  all (also possible to achieve by turning one’s back on the 
  creature or shutting one’s eyes). The creature with the gaze 
  attack gains total concealment against the opponent. 
  A creature with a gaze attack can actively gaze as an 
  attack action by choosing a target within range. That 
  opponent must attempt a saving throw but can try to 
  avoid this as described above. Thus, it is possible for an 
  opponent to save against a creature’s gaze twice during 
  the same round, once before the opponent’s action and 
  once during the creature’s turn. 
  Gaze attacks can affect ethereal opponents. A creature 
  is immune to gaze attacks of others of its kind unless 
  otherwise noted. Allies of a creature with a gaze attack 
  300
  300
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757231
  757231
  451218
  451218
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757232
  757232
  451219
  451219
  might be affected. All the creature’s allies are considered 
  to be averting their eyes from the creature with the 
  gaze attack, and have a 50% chance to not need to make 
  a saving throw against the gaze attack each round.  
  The creature can also veil its eyes, thus negating its  
  gaze ability.
  Format: gaze; Location: Special Attacks.
  Grab (Ex) If a creature with this special attack hits 
  with the indicated attack (usually a claw or bite attack), it 
  deals normal damage and attempts to start a grapple as a 
  free action without provoking an attack of opportunity. 
  Unless otherwise noted, grab works only against 
  opponents at least one size category smaller than the 
  creature. The creature has the option to conduct the 
  grapple normally, or simply use the part of its body it 
  used in the grab to hold the opponent. If it chooses to 
  do the latter, it takes a –20 penalty on its CMB check 
  to make and maintain the grapple, but does not gain 
  the grappled condition itself. A successful hold does not 
  deal any extra damage unless the creature also has the 
  constrict special attack. If the creature does not constrict, 
  each successful grapple check it makes during successive 
  rounds automatically deals the damage indicated for 
  the attack that established the hold. Otherwise, it deals 
  constriction damage as well (the amount is given in the 
  creature’s descriptive text).
  Creatures with the grab special attack receive a +4 
  bonus on combat maneuver checks made to start and 
  maintain a grapple.
  Format: grab; Location: individual attacks.
  Immunity (Ex or Su) A creature with immunities takes 
  no damage from listed sources. Immunities can also apply 
  to afflictions, conditions, spells (based on school, level, 
  or save type), and other effects. A creature that is immune 
  does not suffer from these effects, or any secondary effects 
  that are triggered due to an immune effect.
  Format: Immune acid, fire, paralysis; Location: 
  Defensive Abilities.
  Incorporeal 
  (Ex) 
  An 
  incorporeal 
  creature 
  has 
  no physical body. It can be harmed only by other 
  incorporeal creatures, magic weapons or creatures that 
  strike as magic weapons, and spells, spell-like abilities, 
  or supernatural abilities. It is immune to all nonmagical 
  attack forms. Even when hit by spells or magic weapons, 
  it takes only half damage from a corporeal source. 
  Although it is not a magical attack, holy water can affect 
  incorporeal undead. Corporeal spells and effects that do 
  not cause damage only have a 50% chance of affecting 
  an incorporeal creature. Force spells and effects, such 
  as from a magic missile, affect an incorporeal creature 
  normally.
  An incorporeal creature has no natural armor bonus 
  but has a deflection bonus equal to its Charisma bonus 
  (always at least +1, even if the creature’s Charisma score 
  does not normally provide a bonus). 
  An incorporeal creature can enter or pass through solid 
  objects, but must remain adjacent to the object’s exterior, 
  and so cannot pass entirely through an object whose space 
  is larger than its own. It can sense the presence of creatures 
  or objects within a square adjacent to its current location, 
  but enemies have total concealment (50% miss chance) 
  from an incorporeal creature that is inside an object. In 
  order to see beyond the object it is in and attack normally, 
  the incorporeal creature must emerge. An incorporeal 
  creature inside an object has total cover, but when it 
  attacks a creature outside the object it only has cover, so a 
  creature outside with a readied action could strike at it as 
  it attacks. An incorporeal creature cannot pass through a 
  force effect.
  An incorporeal creature’s attacks pass through (ignore) 
  natural armor, armor, and shields, although deflection 
  bonuses and force effects (such as mage armor) work 
  normally against it. Incorporeal creatures pass through 
  and operate in water as easily as they do in air. Incorporeal 
  creatures cannot fall or take falling damage. Incorporeal 
  creatures cannot make trip or grapple attacks, nor can 
  they be tripped or grappled. In fact, they cannot take 
  any physical action that would move or manipulate an 
  opponent or its equipment, nor are they subject to such 
  actions. Incorporeal creatures have no weight and do not 
  set off traps that are triggered by weight.
  An incorporeal creature moves silently and cannot be 
  heard with Perception checks if it doesn’t wish to be. It has 
  no Strength score, so its Dexterity modifier applies to its 
  melee attacks, ranged attacks, and CMB. Nonvisual senses, 
  such as scent and blindsight, are either ineffective or only 
  partly effective with regard to incorporeal creatures. 
  Incorporeal creatures have an innate sense of direction 
  and can move at full speed even when they cannot see.
  Format: incorporeal; Location: Defensive Abilities.
  Light Blindness (Ex) Creatures with light blindness 
  are blinded for 1 round if exposed to bright light, such as 
  sunlight or the daylight spell. Such creatures are dazzled 
  as long as they remain in areas of bright light.
  Format: light blindness; Location: Weaknesses.
  Light Sensitivity (Ex) Creatures with light sensitivity 
  are dazzled in areas of bright sunlight or within the 
  radius of a daylight spell.
  Format: Weakness light sensitivity; Location: Weaknesses.
  Low-Light Vision (Ex) A creature with low-light vision can 
  see twice as far as a human in starlight, moonlight, torchlight, 
  and similar conditions of dim light. It retains the ability to 
  distinguish color and detail under these conditions.
  Format: low-light vision; Location: Senses.
  Natural Attacks Most creatures possess one or more 
  natural attacks (attacks made without a weapon). These 301
  301
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757232
  757232
  451219
  451219
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757233
  757233
  451220
  451220
  attacks fall into one of two categories, primary and 
  secondary attacks. Primary attacks are made using the 
  creature’s full base attack bonus and add the creature’s 
  full Strength bonus on damage rolls. Secondary attacks 
  are made using the creature’s base attack bonus –5 and 
  add only 1/2 the creature’s Strength bonus on damage 
  rolls. If a creature has only one natural attack, it is always 
  made using the creature’s full base attack bonus and adds 
  1-1/2 the creature’s Strength bonus on attack rolls. This 
  increase does not apply if the creature has multiple attacks 
  but only takes one. If a creature has only one type of attack, 
  but has multiple attacks per round, that attack is treated 
  as a primary attack, regardless of its type. Table 3–1 lists 
  some of the most common types of natural attacks and 
  their classifications.
  Some creatures treat one or more of their attacks 
  differently, such as dragons, which always receive 1-1/2 
  times their Strength bonus on damage rolls with their 
  bite attack. These exceptions are noted in the creature’s 
  description.
  Creatures with natural attacks and attacks made with 
  weapons can use both as part of a full attack action 
  (although often a creature must forgo one natural 
  attack for each weapon clutched in that limb, be it a 
  claw, tentacle, or slam). Such creatures attack with their 
  weapons normally but treat all of their natural attacks 
  as secondary attacks during that attack, regardless of the 
  attack’s original type.
  The Damage Type column refers to the sort of damage 
  that the natural attack typically deals: bludgeoning (B), 
  slashing (S), or piercing (P). Some attacks deal damage of 
  more than one type, depending on the creature. In such 
  cases all the damage is considered to be of all listed types 
  for the purpose of overcoming damage reduction.
  Some fey, humanoids, monstrous humanoids, and 
  outsiders do not possess natural attacks. These creatures 
  can make unarmed strikes, but treat them as weapons 
  for the purpose of determining attack bonuses, and they 
  must use the two-weapon fighting rules when making 
  attacks with both hands. See Table 3–1 for typical damage 
  values for natural attacks by creature size.
  Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 
  (1d4+1); Location: Melee and Ranged.
  Paralysis (Ex or Su) This special attack renders the 
  victim 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 Fortitude 
  saving throw (DC 10 + 1/2 paralyzing creature’s racial HD 
  + paralyzing creature’s Con modifier; the DC is given in 
  the creature’s description). 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. The duration of the paralysis 
  varies and is included in the creature’s description.
  Format: paralysis (1d4 rounds, DC 18); Location: Special 
  Attacks and individual attacks.
  Plant Traits (Ex) Plants are immune to all mind-affecting 
  effects (charms, compulsions, morale effects, patterns, and 
  phantasms), paralysis, poison, polymorph, sleep, and stun.
  Format: plant traits; Location: Immune.
  Poison (Ex or Su) A creature with this ability can poison 
  those it attacks. The effects of the poison, including its 
  save, frequency, and cure, are included in the creature’s 
  description. The saving throw to resist a poison is usually 
  a Fort save (DC 10 + 1/2 poisoning creature’s racial HD 
  + creature’s Con modifier; the exact DC is given in the 
  creature’s descriptive text). Poisons can be removed 
  through neutralize poison and similar effects.
  Format: Poison Name (Ex) Sting—injury; save Fort 
  DC 22, frequency 1/round for 6 rounds, effect 1d4 Con, 
  cure 2 consecutive saves; Location: Special Attacks and 
  individual attacks.
  Pounce (Ex) When a creature with this special attack 
  makes a charge, it can make a full attack (including rake 
  attacks if the creature also has the rake ability).
  Format: pounce; Location: Special Attacks.
  Table 3–1: Natural Attacks by Size
    
   
   
   
   Base Damage by Size* 
   
   
   
  Damage 
  Attack
  natural Attack 
  fine 
  Dim. 
  Tiny 
  Small 
  Med. 
  Large 
  huge 
  garg. 
  Col. 
  Type 
  Type
  Bite 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  B/S/P 
  Primary
  Claw 
   — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B/S 
  Primary
  Gore 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  P 
  Primary
  Hoof, Tentacle, Wing 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B 
  Secondary
  Pincers, Tail Slap 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  B 
  Secondary
  Slam 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B 
  Primary
  Sting 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  P 
  Primary
  Talons 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  S 
  Primary
  Other 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B/S/P 
  Secondary
  * Individual creatures vary from this value as appropriate.
  302
  302
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757233
  757233
  451220
  451220
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757234
  757234
  451221
  451221
  Powerful Charge (Ex) When a creature with this special 
  attack makes a charge, its attack deals extra damage in 
  addition to the normal benefits and hazards of a charge. 
  The attack and amount of damage from the attack is 
  given in the creature’s description.
  Format: powerful charge (gore, 4d8+24); Location: 
  Special Attacks.
  Pull (Ex) A creature with this ability can choose to 
  make a free combat maneuver check with a successful 
  attack. If successful, this check pulls a creature closer. 
  The distance pulled is set by this ability. The type of 
  attack that causes the pull and the distance pulled are 
  included in the creature’s description. This ability only 
  works on creatures of a size equal to or smaller than the 
  pulling creature. 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.
  Format: pull (tentacle, 5 feet); Location: Special Attacks 
  and individual attacks.
  Push (Ex) A creature with the push ability can choose 
  to make a free combat maneuver check with a certain 
  successful attack (often a slam attack). If successful, this 
  check pushes a creature directly away as with a bull rush, 
  but the distance moved is set by this ability. The type of 
  attack that causes the push and the distance pushed are 
  included in the creature’s description. 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.
  Format: push (slam, 10 feet); Location: Special Attacks 
  and individual attacks.
  Rake (Ex) A creature with this special attack gains 
  extra natural attacks under certain conditions, typically 
  when it grapples its foe. In addition to the options 
  available to all grapplers, a monster with the rake ability 
  gains two additional claw attacks that it can use only 
  against a grappled foe. The bonus and damage caused by 
  these attacks is included in the creature’s description. 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.
  Format: rake (2 claws +8, 1d4+2); Location: Special 
  Attacks.
  Regeneration (Ex) A creature with this ability is 
  difficult to kill. Creatures with regeneration heal damage 
  at a fixed rate, as with fast healing, but they cannot die as 
  long as their regeneration is still functioning (although 
  creatures with regeneration still fall unconscious when 
  their hit points are below 0). Certain attack forms, 
  typically fire and acid, cause a creature’s regeneration 
  to stop functioning on the round following the attack. 
  During this round, the creature does not heal any damage 
  and can die normally. The creature’s descriptive text 
  describes the types of damage that cause the regeneration 
  to cease functioning. 
  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. 
  Regenerating creatures can regrow lost portions of their 
  bodies 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.
  A creature must have a Constitution score to have the 
  regeneration ability.
  Format: regeneration 5 (fire, acid); Location: hp.
  Rend (Ex) If it hits with two or more natural attacks in 
  1 round, a creature with the rend special attack can cause 
  tremendous 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. The type 
  of attacks that must hit and the additional damage are 
  included in the creature’s description. The additional 
  damage is usually equal to the damage caused by one of 
  the attacks plus 1-1/2 the creature’s Strength bonus.
  Format: rend (2 claws, 1d8+9); Location: Special Attacks.
  Resistance (Ex) A creature with this special quality 
  ignores some damage of the indicated type each time 
  it takes damage of that kind (commonly acid, cold, 
  electricity, or fire). The entry indicates the amount and 
  type of damage ignored.
  Format: Resist acid 10; Location: Defensive Abilities.
  Rock Catching (Ex) The creature (which must be of 
  at least Large size) can catch Small, Medium, or Large 
  rocks (or projectiles of similar shape). Once per round, a 
  creature that would normally be hit by a rock can make 
  a Ref lex save to catch it as a free action. The DC is 15 for 
  a Small rock, 20 for a Medium one, and 25 for a Large 
  one. (If the projectile provides a magical bonus on attack 
  rolls, the DC increases by that amount.) The creature 
  must be aware of the attack in order to make a rock 
  catching attempt.
  Format: rock catching; Location: Defensive Abilities.
  Rock Throwing (Ex) This creature is an accomplished 
  rock thrower and has a +1 racial bonus on attack rolls 
  with thrown rocks. A creature can hurl rocks up to two 
  categories smaller than its size; for example, a Large hill 
  giant can hurl Small rocks. A “rock” is any large, bulky, and 
  relatively regularly shaped object made of any material with 
  a hardness of at least 5. The creature can hurl the rock up 
  to five range increments. The size of the range increment 
  varies with the creature. Damage from a thrown rock is 
  generally twice the creature’s base slam damage plus 1-1/2 
  its Strength bonus.
  Format: rock throwing (120 ft.); Location: Special Attacks 
  (damage is listed in Ranged attack).
  303
  303
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757234
  757234
  451221
  451221
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757235
  757235
  451222
  451222
  Scent (Ex) This special quality allows a creature to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. Creatures with the scent ability can identify 
  familiar odors just as humans do familiar sights.
  The creature can detect opponents within 30 feet by 
  sense of smell. If the opponent is upwind, the range 
  increases to 60 feet; if downwind, it drops to 15 feet. 
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be 
  detected at triple normal range.
  When a creature detects a scent, the exact location of 
  the source is not revealed—only its presence somewhere 
  within range. The creature can take a move action to note 
  the direction of the scent. When the creature is within 5 
  feet of the source, it pinpoints the source’s location.
  A creature with the scent ability can follow tracks by 
  smell, making a Wisdom (or Survival) check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age 
  of the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules for 
  the Survival skill. Creatures tracking by scent ignore the 
  effects of surface conditions and poor visibility.
  Format: scent; Location: Senses.
  Spell-Like Abilities (Sp) Spell-like abilities are magical 
  and work just like spells (though they are not spells and so 
  have no verbal, somatic, focus, or material components). 
  They go away in an antimagic field and are subject to spell 
  resistance if the spell the ability is based on would be 
  subject to spell resistance.
  A spell-like ability usually has a limit on how often it 
  can be used. A constant spell-like ability or one that can 
  be used at will has no use limit. Reactivating a constant 
  spell-like ability is a swift action. Using all other spell-
  like abilities is a standard action unless noted otherwise, 
  and doing so provokes attacks of opportunity. It is possible 
  to make a concentration check to use a spell-like ability 
  defensively and avoid provoking an attack of opportunity, 
  just as when casting a spell. A spell-like ability can be 
  disrupted just as a spell can be. Spell-like abilities cannot 
  be used to counterspell, nor can they be counterspelled.
  For creatures with spell-like abilities, a designated 
  caster level defines how difficult it is to dispel their 
  spell-like effects and to define any level-dependent 
  variables (such as range and duration) the abilities might 
  have. The creature’s caster level never affects which 
  spell-like abilities the creature has; sometimes the given 
  caster level is lower than the level a spellcasting character 
  would need to cast the spell of the same name. If no caster 
  level is specified, the caster level is equal to the creature’s 
  Hit Dice. The saving throw (if any) against a spell-like 
  ability is 10 + the level of the spell the ability resembles or 
  duplicates + the creature’s Charisma modifier.
  Some spell-like abilities duplicate spells that work 
  differently when cast by characters of different classes. 
  A monster’s spell-like abilities are presumed to be the 
  sorcerer/wizard versions. If the spell in question is not a 
  sorcerer/wizard spell, then default to cleric, druid, bard, 
  paladin, and ranger, in that order.
  Format: At will—burning hands (DC 13); Location: Spell-
  Like Abilities.
  Spell Resistance (Ex) A creature with spell resistance 
  can avoid the effects of spells and spell-like abilities that 
  directly affect it. To determine if a spell or spell-like 
  ability works against a creature with spell resistance, 
  the caster must make a caster level check (1d20 + caster 
  level). If the result equals or exceeds the creature’s 
  spell resistance, the spell works normally, although the 
  creature is still allowed a saving throw.
  Format: SR 18; Location: Defensive Abilities.
  Stench (Ex) A creature with the stench special ability 
  secretes 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 Fortitude save (DC 10 + 1/2 stench creature’s racial HD 
  + stench creature’s Con modifier; the exact DC is given 
  in the creature’s descriptive text) or be sickened. The 
  duration of the sickened condition is given in the creature’s 
  descriptive text. Creatures that successfully save cannot be 
  affected by the same creature’s 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.
  Format: stench (DC 15, 10 rounds); Location: Aura.
  Summon (Sp) A creature with the summon ability 
  can summon other specific creatures of its kind much 
  as though casting a summon monster spell, but it usually 
  has only a limited chance of success (as specified in the 
  creature’s entry). Roll d%: On a failure, no creature answers 
  the summons. Summoned creatures automatically return 
  whence they came after 1 hour. A creature summoned in this 
  way cannot use any spells or spell-like abilities that require 
  material components costing more than 1 gp unless those 
  components are supplied, nor can it use its own summon 
  ability for 1 hour. An appropriate spell level is given for each 
  summoning ability for purposes of Will saves, caster level 
  checks, and concentration checks. No experience points are 
  awarded for defeating summoned monsters.
  Format: 1/day—summon (level 4, 1 hezrou 35%); Location: 
  Spell-Like Abilities.
  Swallow Whole (Ex) If a creature with this special 
  attack begins its turn with an opponent grappled in its 
  304
  304
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757235
  757235
  451222
  451222
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757236
  757236
  451223
  451223
  mouth (see Grab), it can attempt a new combat maneuver 
  check (as though attempting to pin the opponent). If it 
  succeeds, it swallows its prey, and the opponent takes bite 
  damage. Unless otherwise noted, the opponent can be up 
  to one size category smaller than the swallowing creature. 
  Being swallowed causes a creature to take damage each 
  round. The amount and type of damage varies and is 
  given in the creature’s statistics. A swallowed creature 
  keeps the grappled condition, while the creature that 
  did the swallowing does not. A swallowed creature can 
  try to cut its way free with any light slashing or piercing 
  weapon (the amount of cutting damage required to get 
  free is equal to 1/10 the creature’s total hit points), or it 
  can just try to escape the grapple. The Armor Class of 
  the interior of a creature that swallows whole is normally 
  10 + 1/2 its natural armor bonus, with no modifiers for 
  size or Dexterity. If a swallowed creature cuts its way out, 
  the swallowing creature cannot use swallow whole again 
  until the damage is healed. If the swallowed creature 
  escapes the grapple, success puts it back in the attacker’s 
  mouth, where it may be bitten or swallowed again.
  Format: swallow whole (5d6 acid damage, AC 15, 18 hp); 
  Location: Special Attacks.
  Telepathy (Su) The creature can mentally communicate 
  with any other creature within a certain range (specified 
  in the creature’s entry, usually 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.
  Format: telepathy 100 ft.; Location: Languages.
  Trample (Ex) As a full-round action, a creature with the 
  trample ability can attempt to overrun any creature that 
  is at least one size category smaller than itself. This works 
  just like the overrun combat maneuver, but the trampling 
  creature does not need to make a check, it merely has to 
  move over opponents in its path. Targets of a trample take 
  an amount of damage equal to the trampling creature’s slam 
  damage + 1-1/2 times its Str modifier. Targets of a trample 
  can make an attack of opportunity, but at a –4 penalty. If 
  targets forgo an attack of opportunity, they can attempt to 
  avoid the trampling creature and receive a Reflex save to 
  take half damage. The save DC against a creature’s trample 
  attack is 10 + 1/2 creature’s HD + creature’s Str modifier 
  (the exact DC is given in the creature’s descriptive text). 
  A trampling creature can only deal trampling damage to 
  each target once per round, no matter how many times its 
  movement takes it over a target creature.
  Format: trample (2d6+9, DC 20); Location: Special 
  Attacks.
  Tremorsense (Ex) A creature with tremorsense is 
  sensitive to vibrations in the ground and can automatically 
  pinpoint the location of anything that is in contact with 
  the ground. Aquatic creatures with tremorsense can 
  also sense the location of creatures moving through 
  water. The ability’s range is specified in the creature’s 
  descriptive text.
  Format: tremorsense 60 ft.; Location: Senses.
  Trip (Ex) A creature with the trip special attack can 
  attempt to trip its opponent as a free action without 
  provoking an attack of opportunity if it hits with the 
  specified attack. If the attempt fails, the creature is not 
  tripped in return.
  Format: trip (bite); Location: individual attacks.
  Undead Traits (Ex) Undead are immune to death 
  effects, 
  disease, 
  mind-affecting 
  effects 
  (charms, 
  compulsions, morale effects, phantasms, and patterns), 
  paralysis, poison, sleep, stun, and any effect that requires 
  a Fortitude save (unless the effect also works on objects 
  or is harmless). Undead are not subject to ability drain, 
  energy drain, or nonlethal damage. Undead are immune 
  to damage or penalties to their physical ability scores 
  (Strength, Dexterity, and Constitution), as well as to 
  fatigue and exhaustion effects. Undead are not at risk of 
  death from massive damage.
  Format: undead traits; Location: Immune.
  Vulnerabilties (Ex or Su) A creature with vulnerabilities 
  takes half again as much damage (+50%) from a specific 
  energy type, regardless of whether a saving throw is 
  allowed or if the save is a success or failure. Creatures 
  with a vulnerability that is not an energy type instead 
  take a –4 penalty on saves against spells and effects 
  that cause or use the listed vulnerability (such as spells 
  with the light descriptor). Some creatures might suffer 
  additional effects, as noted in their descriptions.
  Format: vulnerability to fire; Location: Weaknesses.
  Web (Ex) Creatures with the web ability can use webs 
  to support themselves and up to one additional creature 
  of the same size. In addition, such creatures 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 the web spinner. An 
  entangled creature can escape with a successful Escape 
  Artist check or burst the web with a Strength check. Both 
  are standard actions with a DC equal to 10 + 1/2 creature’s 
  HD + creature’s Con modifier. 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 f lying creatures but can also try to trap 
  prey on the ground. Approaching creatures must succeed 
  on a DC 20 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 305
  305
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757236
  757236
  451223
  451223
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757237
  757237
  451224
  451224
  webbing gain a +5 bonus if the trapped creature has 
  something to walk on or grab while pulling free. Each 
  5-foot-square section of web has a number of hit points 
  equal to the Hit Dice of the creature that created it and 
  DR 5/—.
  A creature can move across its own web at its climb 
  speed and can pinpoint the location of any creature 
  touching its web.
  Format: web (+8 ranged, DC 16, 5 hp); Location: Special 
  Attacks.
  Whirlwind (Su) Some creatures can transform 
  themselves into whirlwinds and remain in that form for 
  up to 1 round for every 2 HD they have. If the creature has 
  a fly speed, it can continue to fly at that same speed while 
  in whirlwind form, otherwise it gains a fly speed equal 
  to its base land speed (average maneuverability) while in 
  whirlwind form.
  The whirlwind is always 5 feet wide at its base, but its 
  height and width at the top vary from creature to creature 
  (minimum 10 feet high). A whirlwind’s width at its peak 
  is always equal to half of its height. The creature controls 
  the exact height, but it must be at least 10 feet high.
  The whirlwind form does not provoke attacks of 
  opportunity, even if the creature enters 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. 
  A creature in whirlwind form cannot make its normal 
  attacks and does not threaten the area around it.
  Creatures one or more size categories smaller than 
  the whirlwind might take damage when caught in the 
  whirlwind (generally damage equal to the monster’s 
  slam attack for a creature of its size) and may be lifted 
  into the air. An affected creature must succeed on a 
  Ref lex save (DC 10 + half monster’s HD + the monster’s 
  Strength modifier) when it comes into contact with 
  the whirlwind or take damage as if it were hit by the 
  whirlwind creature’s slam attack. It must also succeed 
  on a second Ref lex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round. A creature that can 
  f ly is allowed a Ref lex 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 Concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught in the 
  whirlwind take a –4 penalty to Dexterity 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 it wishes as a free action, depositing 
  them in its 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 Concentration 
  check (DC 15 + spell level) to cast a spell.
  Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, 
  DC 15); Location: Special Attacks.
  Creature	types
  Each creature has one type, which broadly defines its 
  abilities. Some creatures also have one or more subtypes, 
  as described on pages 310–314. A creature cannot violate 
  the rules of its subtype without a special ability or quality 
  to explain the difference—templates can often change a 
  creature’s type drastically.
  ABERRATIOn
  An aberration has a bizarre anatomy, strange abilities, 
  an alien mindset, or any combination of the three. An 
  aberration has the following features.
  •	 d8	Hit	Die.
  •	 Base	attack	bonus	equal	to	3/4	total	Hit	Dice	(medium	
  progression).
  •	 Good	Will	saves.
  •	 Skill	points	equal	to	4	+	Int	modifier	(minimum	1)	per	Hit	
  Die. The following are class skills for aberrations: Acrobatics, 
  Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), 
  Perception, Spellcraft, Stealth, Survival, and Swim.
  Traits: An aberration possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet.
  •	 Proficient	with	its	natural	weapons.	If	generally	humanoid	
  in form, proficient with all simple weapons and any weapon 
  it is described as using.
  •	 Proficient	with	whatever	type	of	armor	(light,	medium,	
  or heavy) it is described as wearing, as well as all lighter 
  types. Aberrations not indicated as wearing armor are 
  not proficient with armor. Aberrations are proficient with 
  shields if they are proficient with any form of armor.
  •	 Aberrations	breathe,	eat,	and	sleep.
  AnIMAL
  An animal is a living, nonhuman creature, usually a 
  vertebrate with no magical abilities and no innate capacity 
  for language or culture. Animals usually have additional 
  information on how they can serve as companions. An 
  animal has the following features (unless otherwise noted).
  •	 d8	Hit	Die.
  306
  306
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757237
  757237
  451224
  451224
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757238
  757238
  451225
  451225
  •	 Base	attack	bonus	equal	to	3/4	total	Hit	Dice	(medium	
  progression).
  •	 Good	Fortitude	and	Reflex	saves.
  •	 Skill	points	equal	to	2	+	Int	modifier	(minimum	1)	per	Hit	
  Die. The following are class skills for animals: Acrobatics, 
  Climb, Fly, Perception, Stealth, and Swim.
  Traits: An animal possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Intelligence	score	of	1	or	2	(no	creature	with	an	Intelligence	
  score of 3 or higher can be an animal).
  •	 Low-light	vision.
  •	 Alignment:	Always	neutral.
  •	 Treasure:	None.
  •	 Proficient	with	its	natural	weapons	only.	A	noncombative	
  herbivore treats its natural weapons as secondary attacks. 
  Such attacks are made with a –5 penalty on the creature’s 
  attack rolls, and the animal receives only 1/2 its Strength 
  modifier as a damage adjustment.
  •	 Proficient	with	no	armor	unless	trained	for	war.
  •	 Animals	breathe,	eat,	and	sleep.
  COnSTRUCT
  A construct is an animated object or artificially created 
  creature. A construct has the following features.
  •	 d10	Hit	Die.
  •	 Base	attack	bonus	equal	to	total	Hit	Dice	(fast	progression).
  •	 No	good	saving	throws.
  •	 Skill	points	equal	to	2	+	Int	modifier	(minimum	1)	per	Hit	
  Die. However, most constructs are mindless and gain no 
  skill points or feats. Constructs do not have any class skills, 
  regardless of their Intelligence scores.
  Traits: A construct possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 No	Constitution	score.	Any	DCs	or	other	statistics	that	rely	
  on a Constitution score treat a construct as having a score 
  of 10 (no bonus or penalty).
  •	 Low-light	vision.
  •	 Darkvision	60	feet.
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions, morale effects, patterns, and phantasms).
  •	 Immunity	to	disease,	death	effects,	necromancy	effects,	
  paralysis, poison, sleep effects, and stunning.
  •	 Cannot	heal	damage	on	its	own,	but	often	can	be	repaired	
  via exposure to a certain kind of effect (see the creature’s 
  description for details) or through the use of the Craft 
  Construct feat. Constructs can also be healed through 
  spells such as make whole. A construct with the fast healing 
  special quality still benefits from that quality.
  •	 Not	subject	to	ability damage, ability drain, fatigue, 
  exhaustion, energy drain, or nonlethal damage.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	(unless	
  the effect also works on objects, or is harmless).
  •	 Not	at	risk	of	death	from	massive	damage.	Immediately	
  destroyed when reduced to 0 hit points or less.
  •	 A	construct	cannot	be	raised	or	resurrected.
  •	 A	construct	is	hard	to	destroy,	and	gains	bonus	hit	points	
  based on size, as shown on the following table.
  Construct Size 
  Bonus hit Points
  Fine 
  —
  Diminutive 
  —
  Tiny 
  —
  Small 
  10
  Medium 
  20
  Large 
  30
  Huge 
  40
  Gargantuan 
  60
  Colossal 
  80
  •	 Proficient	with	its	natural	weapons	only,	unless	generally	
  humanoid in form, in which case proficient with any 
  weapon mentioned in its entry.
  •	 Proficient	with	no	armor.
  •	 Constructs	do	not	breathe,	eat,	or	sleep.
  DRAgOn
  A dragon is a reptile-like creature, usually winged, with 
  magical or unusual abilities. A dragon has the following features.
  •	 d12	Hit	Die.
  •	 Base	attack	bonus	equal	to	total	Hit	Dice	(fast	progression).
  •	 Good	Fortitude,	Reflex,	and	Will	saves.
  •	 Skill	points	equal	to	6	+	Int	modifier	(minimum	1)	per	Hit	
  Die. The following are class skills for dragons: Appraise, 
  Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, 
  Knowledge (all), Linguistics, Perception, Sense Motive, 
  Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
  Traits: A dragon possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Immunity	to	magic	sleep	effects	and	paralysis	effects.
  •	 Proficient	with	its	natural	weapons	only	unless	humanoid	
  in form (or capable of assuming humanoid form), in which 
  case proficient with all simple weapons and any weapons 
  mentioned in its entry.
  •	 Proficient	with	no	armor.
  •	 Dragons	breathe,	eat,	and	sleep.
  fEy
  A fey is a creature with supernatural abilities and 
  connections to nature or to some other force or place. Fey are 
  usually human-shaped. A fey has the following features.
  •	 d6	Hit	Die.
  •	 Base	attack	bonus	equal	to	1/2	total	Hit	Dice	(slow	
  progression).
  •	 Good	Reflex	and	Will	saves.
  •	 Skill	points	equal	to	6	+	Int	modifier	(minimum	1)	per	
  307
  307
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757238
  757238
  451225
  451225
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757239
  757239
  451226
  451226
  Hit Die.  The following are class skills for fey: Acrobatics, 
  Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, 
  Knowledge (geography), Knowledge (local), Knowledge 
  (nature), Perception, Perform, Sense Motive, Sleight of 
  Hand, Stealth, Swim, Use Magic Device.
  Traits: A fey possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Low-light	vision.
  •	 Proficient	with	all	simple	weapons	and	any	weapons	
  mentioned in its entry.
  •	 Proficient	with	whatever	type	of	armor	(light,	medium,	or	
  heavy) it is described as wearing, as well as all lighter types. 
  Fey not indicated as wearing armor are not proficient with 
  armor. Fey are proficient with shields if they are proficient 
  with any form of armor.
  •	 Fey	breathe,	eat,	and	sleep.
  hUMAnOID
  A humanoid usually has two arms, two legs, and one 
  head, or a human-like torso, arms, and a head. Humanoids 
  have few or no supernatural or extraordinary abilities, but 
  most can speak and usually have well-developed societies.  
  They are usually Small or Medium (with the exception 
  of giants). Every humanoid creature also has a specific 
  subtype to match its race, such as human, giant, goblinoid, 
  reptilian, or tengu.
  Humanoids with 1 Hit Die exchange the features of their 
  humanoid Hit Die for the class features of a PC or NPC class. 
  Humanoids of this sort are typically presented as 1st-level 
  warriors, which means they have average combat ability and 
  poor saving throws. Humanoids with more than 1 Hit Die 
  are the only humanoids who make use of the features of the 
  humanoid type. A humanoid has the following features (unless 
  otherwise noted in a creature’s entry).
  •	 d8	Hit	Die,	or	by	character	class.
  •	 Base	attack	bonus	equal	to	3/4	total	Hit	Dice	(medium	
  progression).
  •	 One	good	save,	usually	Reflex.
  •	 Skill	points	equal	to	2	+	Int	modifier	(minimum	1)	per	Hit	
  Die or by character class.  The following are class skills 
  for humanoids without a character class: Climb, Craft, 
  Handle Animal, Heal, Profession, Ride, and Survival. 
  Humanoids with a character class use their class’s skill 
  list instead.
  Traits: A humanoid possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Proficient	with	all	simple	weapons,	or	by	character	class.
  •	 Proficient	with	whatever	type	of	armor	(light,	medium,	
  or heavy) it is described as wearing, or by character class. 
  If a humanoid does not have a class and wears armor, 
  it is proficient with that type of armor and all lighter 
  types. Humanoids not indicated as wearing armor are 
  not proficient with armor. Humanoids are proficient with 
  shields if they are proficient with any form of armor.
  •	 Humanoids	breathe,	eat,	and	sleep.
  MAgICAL BEAST
  Magical beasts are similar to animals but can have 
  Intelligence scores higher than 2 (in which case the magical 
  beast knows at least one language, but can’t necessarily speak). 
  Magical beasts usually have supernatural or extraordinary 
  abilities, but are sometimes merely bizarre in appearance or 
  habits. A magical beast has the following features.
  •	 d10	Hit	Die.
  •	 Base	attack	bonus	equal	to	total	Hit	Dice	(fast	progression).
  •	 Good	Fortitude	and	Reflex	saves.
  •	 Skill	points	equal	to	2	+	Int	modifier	(minimum	1)	per	Hit	
  Die.  The following are class skills for magical beasts: 
  Acrobatics, Climb, Fly, Perception, Stealth, Swim.
  Traits: A magical beast possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet.
  •	 Low-light	vision.
  •	 Proficient	with	its	natural	weapons	only.
  •	 Proficient	with	no	armor.
  •	 Magical	beasts	breathe,	eat,	and	sleep.
  MOnSTROUS hUMAnOID
  Monstrous humanoids are similar to humanoids, 
  but with monstrous or animalistic features. They often have 
  magical abilities as well. A monstrous humanoid has the 
  following features.
  •	 d10	Hit	Die.
  •	 Base	attack	bonus	equal	to	total	Hit	Dice	(fast	progression).
  •	 Good	Reflex	and	Will	saves.
  •	 Skill	points	equal	to	4	+	Int	modifier	(minimum	1)	per	Hit	
  Die. The following are class skills for monstrous humanoids: 
  Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, 
  Survival, and Swim.
  Traits: A monstrous humanoid possesses the following traits 
  (unless otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet.
  •	 Proficient	with	all	simple	weapons	and	any	weapons	
  mentioned in its entry.
  •	 Proficient	with	whatever	type	of	armor	(light,	medium,	or	
  heavy) it is described as wearing, as well as all lighter types. 
  Monstrous humanoids not indicated as wearing armor 
  are not proficient with armor. Monstrous humanoids are 
  proficient with shields if they are proficient with any form of 
  armor.
  •	 Monstrous	humanoids	breathe,	eat,	and	sleep.
  OOzE
  An ooze is an amorphous or mutable creature, usually 
  mindless. An ooze has the following features.
  •	 d8	Hit	Die.
  308
  308
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757239
  757239
  451226
  451226
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757240
  757240
  451227
  451227
  •	 Base	attack	bonus	equal	to	3/4	total	Hit	Dice	(medium	
  progression).
  •	 No	good	saving	throws.
  •	 Skill	points	equal	to	2	+	Int	modifier	(minimum	1)	per	Hit	
  Die. However, most oozes are mindless and gain no skill 
  points or feats. Oozes do not have any class skills.
  Traits: An ooze possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	
  mind-affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects). An ooze with an Intelligence 
  score loses this trait.
  •	 Blind	(but	have	the	blindsight	special	quality),	with	
  immunity to gaze attacks, visual effects, illusions, and other 
  attack forms that rely on sight.
  •	 Immunity	to	poison,	sleep	effects,	paralysis,	polymorph,	
  and stunning.
  •	 Some	oozes	have	the	ability	to	deal	acid	damage	to	
  objects. In such a case, the amount of damage is equal to 
  10 + 1/2 ooze’s HD + ooze’s Con modifier per full round of 
  contact.
  •	 Not	subject	to	critical	hits	or	flanking.	Does	not	take	
  additional damage from precision-based attacks, such as 
  sneak attack.
  •	 Proficient	with	its	natural	weapons	only.
  •	 Proficient	with	no	armor.
  •	 Oozes	eat	and	breathe,	but	do	not	sleep.
  OUTSIDER
  An outsider is at least partially composed of the 
  essence (but not necessarily the material) of some plane 
  other than the Material Plane. Some creatures start out as 
  some other type and become outsiders when they attain 
  a higher (or lower) state of spiritual existence. An outsider 
  has the following features.
  •	 d10	Hit	Dice.
  •	 Base	attack	bonus	equal	to	total	Hit	Dice	(fast	progression).
  •	 Two	good	saving	throws,	usually	Reflex	and	Will.
  •	 Skill	points	equal	to	6	+	Int	modifier	(minimum	1)	per	
  Hit Die. The following are class skills for outsiders: Bluff, 
  Craft, Knowledge (planes), Perception, Sense Motive, and 
  Stealth. Due to their varied nature, outsiders also receive 4 
  additional class skills determined by the creature’s theme.
  Traits: An outsider possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet.
  •	 Unlike	most	living	creatures,	an	outsider	does	not	have	a	
  dual nature—its soul and body form one unit. When an 
  outsider is slain, no soul is set loose. Spells that restore 
  souls to their bodies, such as raise dead, reincarnate, and 
  resurrection, don’t work on an outsider. It takes a different 
  magical effect, such as limited wish, wish, miracle, or true 
  resurrection to restore it to life. An outsider with the native 
  subtype can be raised, reincarnated, or resurrected just as 
  other living creatures can be.
  •	 Proficient	with	all	simple	and	martial	weapons	and	any	
  weapons mentioned in its entry.
  •	 Proficient	with	whatever	type	of	armor	(light,	medium,	or	
  heavy) it is described as wearing, as well as all lighter types. 
  Outsiders not indicated as wearing armor are not proficient 
  with armor. Outsiders are proficient with shields if they are 
  proficient with any form of armor.
  •	 Outsiders	breathe,	but	do	not	need	to	eat	or	sleep	
  (although they can do so if they wish). Native outsiders 
  breathe, eat, and sleep. 
  PLAnT
  This type comprises vegetable creatures. Note 
  that regular plants, such as one finds growing in gardens 
  and fields, lack Wisdom and Charisma scores and are not 
  creatures, but objects, even though they are alive. A plant 
  creature has the following features. 
  •	 d8	Hit	Die.
  •	 Base	attack	bonus	equal	to	3/4	total	Hit	Dice	(medium	
  progression).
  •	 Good	Fortitude	saves.
  •	 Skill	points	equal	to	2	+	Int	modifier	(minimum	1)	per	Hit	
  Die. Some plant creatures, however, are mindless and gain 
  no skill points or feats. The following are class skills for 
  plants: Perception and Stealth.
  Traits: A plant creature possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Low-light	vision.
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions, morale effects, patterns, and phantasms).
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	
  and stunning.
  •	 Proficient	with	its	natural	weapons	only.
  •	 Not	proficient	with	armor.
  •	 Plants	breathe	and	eat,	but	do	not	sleep.
  UnDEAD
  Undead are once-living creatures animated by spiritual 
  or supernatural forces. An undead creature has the following 
  features.
  •	 d8	Hit	Die.
  •	 Base	attack	bonus	equal	to	3/4	total	Hit	Dice	(medium	
  progression).
  •	 Good	Will	saves.
  •	 Skill	points	equal	to	4	+	Int	modifier	(minimum	1)	per	Hit	
  Die. Many undead, however, are mindless and gain no skill 
  points or feats. The following are class skills for undead: 
  Climb, Disguise, Fly, Intimidate, Knowledge (arcane), 
  Knowledge (religion), Perception, Sense Motive, Spellcraft, 
  and Stealth.
  Traits: An undead creature possesses the following traits 
  309
  309
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757240
  757240
  451227
  451227
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757241
  757241
  451228
  451228
  (unless otherwise noted in a creature’s entry).
  •	 No	Constitution	score.	Undead	use	their	Charisma	score	
  in place of their Constitution score when calculating 
  hit points, Fortitude saves, and any special ability that 
  relies on Constitution (such as when calculating a breath 
  weapon’s DC).
  •	 Darkvision	60	feet.
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions, morale effects, patterns, and phantasms).
  •	 Immunity	to	death	effects,	disease,	paralysis,	poison,	sleep	
  effects, and stunning.
  •	 Not	subject	to	nonlethal	damage,	ability drain, or energy 
  drain. Immune to damage to its physical ability scores 
  (Constitution, Dexterity, and Strength), as well as to 
  exhaustion and fatigue effects.
  •	 Cannot	heal	damage	on	its	own	if	it	has	no	Intelligence	
  score, although it can be healed. Negative energy (such 
  as an inflict spell) can heal undead creatures. The fast 
  healing special quality works regardless of the creature’s 
  Intelligence score.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	(unless	
  the effect also works on objects or is harmless).
  •	 Not	at	risk	of	death	from	massive	damage,	but	is	
  immediately destroyed when reduced to 0 hit points.
  •	 Not	affected	by	raise dead and reincarnate spells or abilities. 
  Resurrection and true resurrection can affect undead 
  creatures. These spells turn undead creatures back into the 
  living creatures they were before becoming undead.
  •	 Proficient	with	its	natural	weapons,	all	simple	weapons,	and	
  any weapons mentioned in its entry.
  •	 Proficient	with	whatever	type	of	armor	(light,	medium,	or	
  heavy) it is described as wearing, as well as all lighter types. 
  Undead not indicated as wearing armor are not proficient 
  with armor. Undead are proficient with shields if they are 
  proficient with any form of armor.
  •	 Undead	do	not	breathe,	eat,	or	sleep.
  VERMIn
  This type includes insects, arachnids, other arthropods, 
  worms, and similar invertebrates. Vermin have the following 
  features.
  •	 d8	Hit	Die.
  •	 Base	attack	bonus	equal	to	3/4	total	Hit	Dice	(medium	
  progression).
  •	 Good	Fortitude	saves.
  •	 Skill	points	equal	to	2	+	Int	modifier	(minimum	1)	per	Hit	
  Die. Most vermin, however, are mindless and gain no skill 
  points or feats. Vermin have no class skills.
  Traits: Vermin possess the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	mind-
  affecting effects (charms, compulsions, morale effects, 
  patterns, and phantasms). A vermin-like creature with an 
  Intelligence score is usually either an animal or a magical 
  beast, depending on its other abilities.
  •	 Darkvision	60	feet.
  •	 Proficient	with	its	natural	weapons	only.
  •	 Proficient	with	no	armor.
  •	 Vermin	breathe,	eat,	and	sleep.
  Creature	subtypes
  Some creatures have one or more subtypes. Subtypes add 
  additional abilities and qualities to a creature. 
  Air Subtype: This subtype is usually used for outsiders 
  with a connection to the Elemental Plane of Air. Air 
  creatures always have fly speeds and usually have perfect 
  maneuverability. Air creatures treat Fly as a class skill.
  Angel Subtype: Angels are a race of celestials, or good 
  outsiders, native to the good-aligned outer planes. An 
  angel possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Immunity	to	acid,	cold,	and	petrification.
  •	 Resistance	to	electricity	10	and	fire	10.
  •	 +4	racial	bonus	on	saves	against	poison.
  •	 Protective Aura (Su) Against attacks made or effects 
  created by evil creatures, this ability provides a +4 
  deflection bonus to AC and a +4 resistance bonus on 
  saving throws to anyone within 20 feet of the angel. 
  Otherwise, it functions as a magic circle against evil 
  effect and a lesser globe of invulnerability, both with a 
  radius of 20 feet (caster level equals angel’s HD). The 
  defensive benefits from the circle are not included in 
  an angel’s statistics block.
  •	 Truespeech (Su) All angels can speak with any creature 
  that has a language, as though using a tongues spell 
  (caster level equal to angel’s Hit Dice). This ability is 
  always active.
  Aquatic Subtype: These creatures always have swim 
  speeds and can move in water without making Swim 
  checks. An aquatic creature can breathe water. It cannot 
  breathe air unless it has the amphibious special quality. 
  Aquatic creatures always treat Swim as a class skill.
  Archon Subtype: Archons are a race of celestials, or 
  good outsiders, native to lawful good-aligned outer 
  planes. An archon possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Aura of Menace (Su) A righteous aura surrounds archons 
  that fight or get angry. Any hostile creature within a 
  20-foot radius of an archon must succeed on a Will save 
  to resist its effects. The save DC varies with the type 
  of archon, is Charisma-based, and includes a +2 racial 
  bonus. Those who fail take a –2 penalty on attacks, AC, 
  and saves for 24 hours or until they successfully hit 
  the archon that generated the aura. A creature that has 
  310
  310
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757241
  757241
  451228
  451228
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757242
  757242
  451229
  451229
  resisted or broken the effect cannot be affected again 
  by the same archon’s aura for 24 hours.
  •	 Immunity	to	electricity	and	petrification.
  •	 +4	racial	bonus	on	saves	against	poison.
  •	 Teleport (Su) Archons can use greater teleport at will, as 
  the spell (caster level 14th), except that the creature 
  can transport only itself and up to 50 pounds of 
  carried objects.
  •	 Truespeech (Su) All archons can speak with any creature 
  that has a language, as though using a tongues spell 
  (caster level 14th). This ability is always active.
  Augmented Subtype: A creature receives this subtype 
  when something (usually a template) changes its original 
  type. Some creatures (those with an inherited template) 
  are born with this subtype; others acquire it when they 
  take on an acquired template. The augmented subtype is 
  always paired with the creature’s original type.
  Azata Subtype: Azatas are a race of celestials, or good 
  outsiders, native to chaotic good-aligned outer planes. 
  An azata possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Immunity	to	electricity	and	petrification.
  •	 Resistance	to	cold	10	and	fire	10.
  •	 Truespeech (Su) All azatas can speak with any creature 
  that has a language, as though using a tongues spell 
  (caster level 14th). This ability is always active.
  Chaotic Subtype: This subtype is usually applied to 
  outsiders native to the chaotically aligned outer planes. 
  Most creatures that have this subtype also have chaotic 
  alignments; however, if their alignments change they still 
  retain the subtype. Any effect that depends on alignment 
  affects a creature with this subtype as if the creature 
  had a chaotic alignment, no matter what its alignment 
  actually is. The creature also suffers effects according to 
  its actual alignment. A creature with the chaotic subtype 
  overcomes damage reduction as if its natural weapons and 
  any weapons it wields are chaotically aligned (see Damage 
  Reduction, page 299).
  Cold Subtype: A creature with the cold subtype has 
  immunity to cold and vulnerability to fire.
  Demon Subtype: Demons are chaotic evil outsiders that 
  call the Abyss their home. Demons possess a particular 
  suite of traits (unless otherwise noted in a creature’s 
  entry) as summarized here.
  •	 Immunity	to	electricity	and	poison.
  •	 Resistance	to	acid	10,	cold	10,	and	fire	10.
  •	 Summon (Sp) Demons share the ability to summon 
  others of their kind, typically another of their type or 
  a small number of less powerful demons. 
  •	 Telepathy.
  •	 Except	where	otherwise	noted,	demons	speak	Abyssal,	
  Celestial, and Draconic.
  •	 A	demon’s	natural	weapons,	as	well	as	any	weapon	it	
  wields, is treated as chaotic and evil for the purpose of 
  resolving damage reduction
  Devil Subtype: Devils are lawful evil outsiders that hail 
  from the plane of Hell. Devils possess a particular suite of 
  traits (unless otherwise noted in a creature’s entry).
  •	 Immunity	to	fire	and	poison.
  •	 Resistance	to	acid	10	and	cold	10.
  •	 See in Darkness (Su) Some devils can see perfectly in 
  darkness of any kind, even that created by a deeper 
  darkness spell.
  •	 Summon (Sp) Devils share the ability to summon others 
  of their kind, typically another of their type or a small 
  number of less-powerful devils.
  •	 Telepathy.
  •	 Except	when	otherwise	noted,	devils	speak	Celestial,	
  Draconic, and Infernal.
  •	 A	 devil’s	 natural	 weapons,	 as	 well	 as	 any	 weapons	 it	
  wields, are treated as lawful and evil for the purpose of 
  resolving damage reduction.
  Dwarf Subtype: This subtype is applied to dwarves and 
  creatures related to dwarves. Creatures with the dwarf 
  subtype have darkvision 60 feet.
  Earth Subtype: This subtype is usually used for 
  outsiders with a connection to the Elemental Plane of 
  Earth. Earth creatures usually have burrow speeds, and 
  most earth creatures can burrow through solid rock. Earth 
  creatures with a burrow speed possess tremorsense.
  Elemental Subtype: An elemental is a being composed 
  entirely from one of the four classical elements: air, earth, 
  fire, or water. An elemental has the following features.
  •	 Immunity	 to	 paralysis,	 poison,	 sleep	 effects,	 and	
  stunning.
  •	 Not	subject	to	critical	hits	or	flanking.	Does	not	take	
  additional damage from precision-based attacks, such 
  as sneak attack.
  •	 Proficient	 with	 natural	 weapons	 only,	 unless	 generally	
  humanoid in form, in which case proficient with all 
  simple weapons and any weapons mentioned in its entry.
  •	 Proficient	 with	 whatever	 type	 of	 armor	 (light,	
  medium, or heavy) it is described as wearing, as well as 
  all lighter types. Elementals not indicated as wearing 
  armor are not proficient with armor. Elementals are 
  proficient with shields if they are proficient with any 
  form of armor.
  •	 Elementals	do	not	breathe,	eat,	or	sleep.
  Elf Subtype: This subtype is applied to elves and 
  creatures related to elves. Creatures with the elf subtype 
  have low-light vision.
  Evil Subtype: This subtype is usually applied to 
  outsiders native to the evil-aligned outer planes. Evil 
  outsiders are also called fiends. Most creatures that have 
  this subtype also have evil alignments; however, if their 311311
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757242
  757242
  451229
  451229
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757243
  757243
  451230
  451230
  alignments change, they still retain the subtype. Any 
  effect that depends on alignment affects a creature with 
  this subtype as if the creature has an evil alignment, no 
  matter what its alignment actually is. The creature also 
  suffers effects according to its actual alignment. A creature 
  with the evil subtype overcomes damage reduction as if 
  its natural weapons and any weapons it wields are evil-
  aligned (see Damage Reduction, page 299).
  Extraplanar Subtype: This subtype is applied to any 
  creature when it is on a plane other than its native plane. 
  A creature that travels the planes can gain or lose this 
  subtype as it goes from plane to plane. Monster entries 
  assume that encounters with creatures take place on the 
  Material Plane, and every creature whose native plane 
  is not the Material Plane has the extraplanar subtype 
  (but would not have it when on its home plane). Every 
  extraplanar creature in this book has a home plane 
  mentioned in its description. Creatures not labeled as 
  extraplanar are natives of the Material Plane, and they 
  gain the extraplanar subtype if they leave the Material 
  Plane. No creature has the extraplanar subtype when 
  it is on a transitive plane, such as the Astral Plane, the 
  Ethereal Plane, or the Plane of Shadow.
  Fire Subtype: A creature with the fire subtype has 
  immunity to fire and vulnerability to cold.
  Giant Type: A giant is a humanoid creature of great 
  strength, usually of at least Large size. Giants have a 
  number of racial Hit Dice and never substitute such Hit 
  Dice for class levels like some humanoids. Giants have 
  low-light vision, and treat Intimidate and Perception as 
  class skills.
  Gnome Subtype: This subtype is applied to gnomes 
  and creatures related to gnomes. Creatures with the 
  gnome subtype have low-light vision.
  Goblinoid Subtype: Goblinoids are stealthy humanoids 
  who live by hunting and raiding and who all speak Goblin. 
  Goblinoids treat Stealth as a class skill.
  Good Subtype: This subtype is usually applied to 
  outsiders native to the good-aligned outer planes. 
  Most creatures that have this subtype also have good 
  alignments; however, if their alignments change, they 
  still retain the subtype. Any effect that depends on 
  alignment affects a creature with this subtype as if 
  the creature has a good alignment, no matter what its 
  alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the 
  good subtype overcomes damage reduction as if its 
  natural weapons and any weapons it wields are good-
  aligned (see Damage Reduction, page 299).
  Halfling Subtype: This subtype is applied to halflings 
  and creatures related to halflings.
  Human Subtype: This subtype is applied to humans 
  and creatures related to humans.
  Incorporeal Subtype: An incorporeal creature has 
  no physical body. An incorporeal creature is immune 
  to critical hits and precision-based damage (such as 
  sneak attack damage) unless the attacks are made using 
  a weapon with the ghost touch special weapon quality. In 
  addition, creatures with the incorporeal subtype gain the 
  incorporeal special quality.
  Lawful Subtype: This subtype is usually applied to 
  outsiders native to the lawfully aligned outer planes. 
  Most creatures that have this subtype also have lawful 
  alignments; however, if their alignments change, they 
  still retain the subtype. Any effect that depends on 
  alignment affects a creature with this subtype as if the 
  creature had a lawful alignment, no matter what its 
  alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the 
  lawful subtype overcomes damage reduction as if its 
  natural weapons and any weapons it wields are lawfully 
  aligned (see Damage Reduction, page 299).
  Native Subtype: This subtype is applied only to 
  outsiders. These creatures have mortal ancestors or 
  a strong connection to the Material Plane and can be 
  raised, reincarnated, or resurrected just as other living 
  creatures can be. Creatures with this subtype are native 
  to the Material Plane. Unlike true outsiders, native 
  outsiders need to eat and sleep. 
  Orc Subtype: This subtype is applied to orcs and 
  creatures related to orcs, such as half-orcs. Creatures 
  with the orc subtype have darkvision 60 feet and light 
  sensitivity.
  Reptilian Subtype: These creatures are scaly and 
  usually cold-blooded. The reptilian subtype is only used 
  to describe a set of humanoid races, not all animals and 
  monsters that are true reptiles.
  Shapechanger Subtype: A shapechanger has the 
  supernatural ability to assume one or more alternate 
  forms. Many magical effects allow some kind of 
  shapeshifting, and not every creature that can change 
  shapes has the shapechanger subtype. A shapechanger 
  possesses the following traits (unless otherwise noted in 
  a creature’s entry).
  •	 Proficient	 with	 its	 natural	 weapons,	 with	 simple	
  weapons, and with any weapons mentioned in the 
  creature’s description.
  •	 Proficient	with	any	armor	mentioned	in	the	creature’s	
  description, as well as all lighter forms. If no form of 
  armor is mentioned, the shapechanger is not proficient 
  with armor. A shapechanger is proficient with shields 
  if it is proficient with any type of armor.
  Swarm Subtype: A swarm is a collection of Fine, 
  Diminutive, or Tiny creatures that acts as a single 
  creature. A swarm has the characteristics of its type, 
  except as noted here. A swarm has a single pool of Hit 
  312
  312
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757243
  757243
  451230
  451230
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757244
  757244
  451231
  451231
  Dice and hit points, a single initiative modifier, a single 
  speed, and a single Armor Class. A swarm makes saving 
  throws as a single creature. A single swarm occupies a 
  square (if it is made up of nonflying creatures) or a cube 
  (of flying creatures) 10 feet on a side, but its reach is 0 
  feet, like its component creatures. In order to attack, 
  it moves into an opponent’s space, which provokes an 
  attack of opportunity. It can occupy the same space as 
  a creature of any size, since it crawls all over its prey. A 
  swarm can move through squares occupied by enemies 
  and vice versa without impediment, although the swarm 
  provokes an attack of opportunity if it does so. A swarm 
  can move through cracks or holes large enough for its 
  component creatures.
  A swarm of Tiny creatures consists of 300 nonf lying 
  creatures or 1,000 f lying creatures. A swarm of 
  Diminutive creatures consists of 1,500 nonf lying 
  creatures or 5,000 f lying creatures. A swarm of Fine 
  creatures consists of 10,000 creatures, whether they are 
  f lying or not. Swarms of nonf lying creatures include 
  many more creatures than could normally fit in a 10-foot 
  square based on their normal space, because creatures 
  in a swarm are packed tightly together and generally 
  crawl over each other and their prey when moving or 
  attacking. Larger swarms are represented by multiples 
  of single swarms. The area occupied by a large swarm 
  is completely shapeable, though the swarm usually 
  remains in contiguous squares.
  Swarm Traits: A swarm has no clear front or back and 
  no discernable anatomy, so it is not subject to critical 
  hits or f lanking. A swarm made up of Tiny creatures 
  takes half damage from slashing and piercing weapons. 
  A swarm composed of Fine or Diminutive creatures is 
  immune to all weapon damage. Reducing a swarm to 0 
  hit points or less causes it to break up, though damage 
  taken until that point does not degrade its ability to 
  attack or resist attack. Swarms are never staggered or 
  reduced to a dying state by damage. Also, they cannot 
  be tripped, grappled, or bull rushed, and they cannot 
  grapple an opponent.
  A swarm is immune to any spell or effect that targets 
  a specific number of creatures (including single-target 
  spells such as disintegrate), with the exception of mind-
  affecting effects (charms, compulsions, morale effects, 
  patterns, and phantasms) if the swarm has an Intelligence 
  score and a hive mind. A swarm takes half again as much 
  damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and many evocation spells.
  Swarms made up of Diminutive or Fine creatures are 
  susceptible to high winds, such as those created by a gust 
  of wind spell. For purposes of determining the effects of 
  wind on a swarm, treat the swarm as a creature of the 
  same size as its constituent creatures. A swarm rendered 
  unconscious by means of nonlethal damage becomes 
  disorganized and dispersed, and does not reform until 
  its hit points exceed its nonlethal damage.
  Swarm Attack: Creatures with the swarm subtype don’t 
  make standard melee attacks. Instead, they deal automatic 
  damage to any creature whose space they occupy at the 
  end of their move, with no attack roll needed. Swarm 
  attacks are not subject to a miss chance for concealment 
  or cover. A swarm’s statistics block has “swarm” in the 
  Attack and Full Attack entries, with no attack bonus 
  given. The amount of damage a swarm deals is based on 
  its Hit Dice, as shown below.
  Swarm hD 
  Swarm Base Damage
  1–5 
  1d6
  6–10 
  2d6
  11–15 
  3d6
  16–20 
  4d6
  21 or more 
  5d6
  A swarm’s attacks are nonmagical, unless the swarm’s 
  description states otherwise. Damage reduction sufficient 
  to reduce a swarm attack’s damage to 0, being incorporeal, 
  or other special abilities usually give a creature immunity 
  (or at least resistance) to damage from a swarm. Some 
  swarms also have acid, blood drain, poison, or other 
  special attacks in addition to normal damage.
  Swarms do not threaten creatures, and do not 
  make attacks of opportunity with their swarm attack. 
  However, they distract foes whose squares they occupy, 
  as described below.
  Swarms possess the distraction universal monster rule. 
  Spellcasting or concentrating on spells within the area of 
  a swarm requires a caster level check (DC 20 + spell level). 
  Using skills that involve patience and concentration 
  requires a DC 20 Will save.
  Water Subtype: This subtype is usually used for 
  outsiders with a connection to the Elemental Plane of 
  Water. Creatures with the water subtype always have 
  swim speeds and can move in water without making 
  Swim checks. A water creature can breathe underwater 
  and can usually breathe air as well. Water creatures treat 
  the Swim skill as a class skill.
  appendix	4:	Monsters	as	pCs
  Using one of the monsters presented in this book as a 
  character can be very rewarding, but weighing such a 
  character against others is challenging. Monsters are not 
  designed with the rules for players in mind, and as such 
  can be very unbalancing if not handled carefully.
  There are a number of monsters in this book that do 
  not possess racial Hit Dice. Such creatures are the best 
  options for player characters, but a few of them are so 313
  313
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757244
  757244
  451231
  451231
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757245
  757245
  451232
  451232
  powerful that they count as having 1 class level, even 
  without a racial Hit Die. Such characters should only be 
  allowed in a group that is 2nd-level or higher. 
  For monsters with racial Hit Dice, the best way to 
  allow monster PCs is to pick a CR and allow all of the 
  players to make characters using monsters of that CR. 
  Treat the monster’s CR as its total class levels and allow 
  the characters to multiclass into the core classes. Do not 
  advance such monsters by adding Hit Dice. Monster PCs 
  should only advance through classes.
  If you are including a single monster character in a 
  group of standard characters, make sure the group is of 
  a level that is at least as high as the monster’s CR. Treat 
  the monster’s CR as class levels when determining the 
  monster PC’s overall levels. For example, in a group of 
  6th-level characters, a minotaur (CR 4) would possess 2 
  levels of a core class, such as barbarian.
  Note that in a mixed group, the value of racial Hit 
  Dice and abilities diminish as a character gains levels. 
  It is recommended that for every 3 levels gained by the 
  group, the monster character should gain an extra level, 
  received halfway between the 2nd and 3rd levels. Repeat 
  this process a number of times equal to half the monster’s 
  CR, rounded down. Using the minotaur example, when 
  the group is at a point between 6th and 7th level, the 
  minotaur gains a level, and then again at 7th, making 
  him a minotaur barbarian 4. This process repeats at 
  10th level, making him a minotaur barbarian 8 when 
  the group reaches 10th level. From that point onward, he 
  gains levels normally.
  GMs should carefully consider any monster PCs in 
  their groups. Some creatures are simply not suitable 
  for play as PCs, due to their powers or role in the 
  game. As monster characters progress, GMs should 
  closely monitor whether such characters are disruptive 
  or abusive to the rules and modify them as needed to 
  improve play.
  appendix	5:	Monster	feats
  Most of the following feats apply specifically to monsters, 
  although some player characters might qualify for them 
  (particularly Craft Construct).
  Ability Focus
  One of this creature’s special attacks is particularly difficult 
  to resist. 
  Prerequisite: Special attack.
  Benefit: Choose one of the creature’s special attacks. 
  Add +2 to the DC for all saving throws against the special 
  attack on which the creature focuses.
  Special: A creature can gain this feat multiple times. 
  Its effects do not stack. Each time the creature takes the 
  feat, it applies to a different special attack.
  Awesome Blow (Combat)
  This creature can send opponents flying.
  Prerequisites: Str 25, Power Attack, Improved Bull 
  Rush, size Large or larger.
  Benefit: As a standard action, the creature may perform 
  an awesome blow combat manuever. If the creature’s 
  maneuver succeeds against a corporeal opponent smaller 
  than itself, its opponent is knocked flying 10 feet in a 
  direction of the attacking creature’s choice and falls 
  prone. The attacking creature can only push the opponent 
  in a straight line, and the opponent can’t move closer to 
  the attacking creature than the square it started in. If an 
  obstacle prevents the completion of the opponent’s move, 
  the opponent and the obstacle each take 1d6 points of 
  damage, and the opponent is knocked prone in the space 
  adjacent to the obstacle.
  Craft Construct (Item Creation)
  You can create construct creatures like golems.
  Prerequisites: Caster level 5th, Craft Magic Arms and 
  Armor, Craft Wondrous Item.
  Benefit: 
  You 
  can 
  create 
  any 
  construct 
  whose 
  prerequisites you meet. The act of animating a construct 
  takes one day for each 1,000 gp in its market price. To 
  create a construct, you must use up raw materials costing 
  half of its base price, plus the full cost of the basic body 
  created for the construct. Each construct has a special 
  section that summarizes its costs and other prerequisites. 
  A newly created construct has average hit points for its 
  Hit Dice.
  Empower Spell-Like Ability
  One of this creature’s spell-like abilities is particularly 
  potent and powerful.
  Prerequisite: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of the creature’s spell-like abilities, 
  subject to the restrictions below. The creature can use 
  that ability as an empowered spell-like ability three times 
  per day (or less, if the ability is normally usable only once 
  or twice per day).
  When a creature uses an empowered spell-like ability, 
  all variable, numeric effects of the spell-like ability are 
  increased by half (+50%). Saving throws and opposed 
  rolls are not affected. Spell-like abilities without random 
  variables are not affected.
  The creature can only select a spell-like ability 
  duplicating a spell with a level less than or equal to 1/2 
  its caster level (round down) – 2. For a summary, see the 
  table in the description of the Quicken Spell-Like Ability 
  feat on page 316. 
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  314
  314
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757245
  757245
  451232
  451232
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757246
  757246
  451233
  451233
  Flyby Attack
  This creature can make an attack before and after it 
  moves while flying.
  Prerequisite: Fly speed.
  Benefit: When flying, the creature can take a move 
  action and another standard action at any point during 
  the move. The creature cannot take a second move action 
  during a round when it makes a flyby attack.
  Normal: Without this feat, the creature takes a standard 
  action either before or after its move.
  Hover
  This creature can hover in place with ease and can kick 
  up clouds of dust and debris.
  Prerequisite: Fly speed.
  Benefit: A creature with this feat can halt its movement 
  while f lying, allowing it to hover without needing to 
  make a Fly skill check. 
  If a creature of size Large or larger with this feat hovers 
  within 20 feet of the ground in an area with lots of loose 
  debris, the draft from its wings creates a hemispherical 
  cloud with a radius of 60 feet. The winds generated can 
  snuff torches, small campfires, exposed lanterns, and 
  other small, open flames of non-magical origin. Clear 
  vision within the cloud is limited to 10 feet. Creatures 
  have concealment at 15 to 20 feet (20% miss chance). At 
  25 feet or more, creatures have total concealment (50% 
  miss chance, and opponents cannot use sight to locate 
  the creature).
  Normal: Without this feat, a creature must make a Fly 
  skill check to hover and the creature does not create a 
  cloud of debris while hovering.
  Improved Natural Armor
  This creature’s hide is tougher than most.
  Prerequisites: Natural armor, Con 13.
  Benefit: The creature’s natural armor bonus increases 
  by +1.
  Special: A creature can gain this feat multiple times. 
  Each time the creature takes the feat, its natural armor 
  bonus increases by another point.
  Improved Natural Attack
  Attacks made by one of this creature’s natural attacks 
  leave vicious wounds.
  Prerequisite: Natural weapon, base attack bonus +4.
  Benefit: Choose one of the creature’s natural attack forms. 
  The damage for this natural attack increases by one step on 
  the following list, as if the creature’s size had increased by 
  one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 
  1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. 
  A weapon or attack that deals 1d10 points of damage 
  increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
  Multiattack (Combat)
  This creature is particularly skilled at making attacks 
  with its natural weapons.
  Prerequisite: Three or more natural attacks.
  Benefit: The creature’s secondary attacks with natural 
  weapons take only a –2 penalty.
  Normal: Without this feat, the creature’s secondary 
  attacks with natural weapons take a –5 penalty.
  Multiweapon Fighting (Combat)
  This multi-armed creature is skilled at making attacks 
  with multiple weapons.
  Prerequisites: Dex 13, three or more hands.
  Benefit: Penalties for fighting with multiple weapons 
  are reduced by –2 with the primary hand and by –6 with 
  off hands.
  Normal: A creature without this feat takes a –6 penalty 
  on attacks made with its primary hand and a –10 penalty 
  on attacks made with all of its off hands. (It has one 
  primary hand, and all the others are off hands.) See Two-
  Weapon Fighting in the Pathfinder RPG Core Rulebook.
  Special: This feat replaces the Two-Weapon Fighting 
  feat for creatures with more than two arms.
  Quicken Spell-Like Ability
  This creature can use one of its spell-like abilities with 
  next to no effort.
  Prerequisite: Spell-like ability at CL 10th or higher.
  Benefit: Choose one of the creature’s spell-like 
  abilities, subject to the restrictions described in this 
  feat. The creature can use the chosen spell-like ability 
  as a quickened spell-like ability three times per day (or 
  less, if the ability is normally usable only once or twice 
  per day).
  Using a quickened spell-like ability is a swift action 
  that does not provoke an attack of opportunity. The 
  creature can perform another action—including the 
  use of another spell-like ability (but not another swift 
  action)—in the same round that it uses a quickened spell-
  like ability. The creature may use only one quickened 
  spell-like ability per round.
  The creature can only select a spell-like ability 
  duplicating a spell with a level less than or equal to 1/2 
  its caster level (round down) – 4. For a summary, see the 
  table on page 316.
  A spell-like ability that duplicates a spell with a casting 
  time greater than 1 full round cannot be quickened.
  Normal: The use of a spell-like ability normally 
  requires a standard action (at the very least) and provokes 
  an attack of opportunity.
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different one 
  of its spell-like abilities.
  315
  315
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757246
  757246
  451233
  451233
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757247
  757247
  451234
  451234
  Empowered and Quickened Spell-Like Abilities
  Spell 
  Caster Level 
  Caster Level
  Level 
  to Empower 
  to Quicken
  0  
  4th 
  8th
  1st 
  6th 
  10th
  2nd 
  8th 
  12th
  3rd 
  10th 
  14th
  4th 
  12th 
  16th
  5th 
  14th 
  18th
  6th 
  16th 
  20th
  7th 
  18th 
  —
  8th 
  20th 
  —
  9th 
  — 
  —
  Snatch
  This creature can grab other creatures with ease.
  Prerequisite: Size Huge or larger.
  Benefits: The creature can start a grapple when it 
  hits with a claw or bite attack, as though it had the 
  grab ability. If it grapples a creature three or more 
  sizes smaller, it squeezes each round for automatic 
  bite or claw damage with a successful grapple check. 
  A snatched opponent held in the creature’s mouth is 
  not allowed a Ref lex save against the creature’s breath 
  weapon, if it has one.
  The creature can drop a creature it has snatched as a 
  free action or use a standard action to fling it aside. A 
  flung creature travels 1d6 × 10 feet, and takes 1d6 points 
  of damage per 10 feet traveled. If the creature flings a 
  snatched opponent while flying, the opponent takes this 
  amount or falling damage, whichever is greater.
  Wingover
  This creature can make turns with ease while flying.
  Prerequisite: Fly speed.
  Benefits: Once each round, a creature with this feat can 
  turn up to 180 degrees as a free action without making 
  a Fly skill check. This free turn does not consume any 
  additional movement from the creature.
  Normal: A flying creature can turn up to 90 degrees 
  by making a DC 15 Fly skill check and expending 5 feet of 
  movement. A flying creature can turn up to 180 degrees 
  by making a DC 20 Fly skill check and expending 10 feet 
  of movement.
  appendix	6:	Monster	Cohorts
  The Leadership feat (see Pathfinder RPG Core Rulebook 
  page 129) allows a character to gain a loyal cohort. With 
  the GM’s approval, this cohort can be a similarly aligned 
  monster rather than a humanoid with the appropriate 
  number of class levels. Monsters on the following 
  list all work well as cohorts (be they bodyguards, 
  mounts, assassins, etc.)—their effective cohort “level” 
  corresponds to the level available to the PC as afforded 
  by his Leadership score.
  A monster cohort gains experience points as if it were a 
  character of its cohort level, and when it gains enough XP 
  to advance a level, it should generally gain a key class level 
  (fighter is often the best choice for most cohorts). You can 
  use the monsters on the following table as guidelines 
  when determining effective cohort levels for monsters 
  not on this list.
  Monster Cohorts
  Monster 
  Level 
  Monster 
  Level
  Babau (demon) 
  11 
  Hound archon 
  7
  Bralani (azata) 
  11 
  Manticore 
  9
  Young dragon 
  Special* 
  Pegasus 
  6
  Drider 
  11 
  Pixie 
  8
  Erinyes (devil) 
  16 
  Satyr 
  7
  Ettin 
  15 
  Skeletal champion 
  6
  Ghoul 
  5 
  Stone giant 
  18
  Giant eagle 
  6 
  Unicorn 
  8
  Griffon 
  8 
  Worg 
  5
  Hell hound 
  7 
  Wyvern 
  10
  *   A young dragon’s effective cohort level equals its CR + 
  8. Dragon cohorts do not advance via aging as normal 
  dragons do, but by gaining class levels (typically in fighter 
  or sorcerer).
  appendix	7:	aniMal	CoMpanions
  The Pathfinder RPG Core Rulebook presents druids and 
  rangers with a wide selection of animal companion 
  choices, but this selection by no means covers the entirety 
  of animals available as companions. Numerous additional 
  animals are presented in this book, and in each case, 
  rules for using them as companions are included. The 
  following list indexes all additional animal companions 
  found in this book, along with the page numbers on 
  which they can be located.
  Animal Companions
  Animal 
  Page 
  Animal 
  Page
  Ankylosaurus 
  83 
  Goblin dog 
  157
  Aurochs 
  174 
  Hyena 
  179
  Bison 
  174 
  Monitor lizard 
  194
  Brachiosaurus 
  83 
  Octopus 
  219
  Dire bat 
  30 
  Orca 
  88
  Dire rat 
  232 
  Pteranodon 
  85
  Dolphin 
  88 
  Rhinoceros 
  235
  Elasmosaurus 
  84 
  Roc 
  236
  Electric eel 
  119 
  Squid 
  259
  Elephant 
  128 
  Stegosaurus 
  85
  Giant frog 
  135 
  Triceratops 
  86
  Giant moray eel 
  119 
  Tyrannosaurus 
  86
  316
  316
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757247
  757247
  451234
  451234
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757248
  757248
  451235
  451235
  appendix	8:	Monsters	by	type
  Listed below are all of the monsters in this book, organized 
  alphabetically by type.
  Aberration: aboleth, choker, chuul, cloaker, dark naga, drider, 
  ettercap, froghemoth, gibbering mouther, guardian naga, 
  intellect devourer, mimic, neothelid, otyugh, roper, rust 
  monster, spirit naga, will-o’-wisp
  (Air): air elemental, air mephit, djinni, dust mephit, invisible 
  stalker, green dragon, will-o’-wisp
  Animal: ankylosaurus, aurochs, bat, bat swarm, bison, boar, 
  brachiosaurus, cat, cheetah, constrictor snake, crocodile, 
  deinonychus, dire ape, dire bat, dire bear, dire boar, 
  dire crocodile, dire hyena, dire lion, dire rat, dire shark, 
  dire tiger, dire wolf, dire wolverine, dog, dolphin, eagle, 
  elasmosaurus, electric eel, elephant, giant frilled lizard, 
  giant frog, giant moray eel, giant octopus, giant squid, 
  goblin dog, gorilla, grizzly bear, hawk, horse, hyena, 
  leopard, lion, lizard, mastodon, monitor lizard, monkey, 
  octopus, orca, owl, poison frog, pony, pteranodon, 
  rat, rat swarm, raven, rhinoceros, riding dog, roc, 
  shark, squid, stegosaurus, tiger, toad, triceratops, 
  tyrannosaurus, venomous snake, viper, weasel, wolf, 
  wolverine, woolly rhinoceros
  (Aquatic): aboleth, chuul, crab swarm, dire shark, dragon 
  turtle, giant crab, giant leech, giant moray eel, giant 
  octopus, giant squid, kraken, leech swarm, merfolk, 
  octopus, sahuagin, sea hag, sea serpent, shark, shoggoth, 
  skum, squid
  (Cold): frost giant, ice golem, ice linnorm, ice mephit, silver 
  dragon, white dragon, winter wolf, yeti
  Construct: animated object, clay golem, flesh golem 
  homunculus, ice golem, iron cobra, iron golem, stone 
  golem, wood golem, retriever
  Dragon: black dragon, blue dragon, brass dragon, bronze 
  dragon, copper dragon, crag linnorm, dracolisk, 
  dragon turtle, gold dragon, ice linnorm, green dragon, 
  pseudodragon, red dragon, silver dragon, tarn linnorm, 
  white dragon, wyvern
  (Earth): blue dragon, copper dragon, earth elemental, earth 
  mephit, gargoyle, salt mephit, shaitan, xorn
  fey: dryad, mite, nymph, pixie, satyr
  (fire): brass dragon, fire giant, gold dragon, phoenix,  
  red dragon
  (giant): cloud giant, cyclops, ettin, frost giant, fire giant, hill 
  giant, ogre, ogre mage, stone giant, storm giant, troll
  (goblinoid): bugbear, goblin, hobgoblin
  humanoid: boggard, bugbear, cloud giant, cyclops, dark 
  creeper, dark stalker, derro, drow, drow noble, duergar, 
  ettin, fire giant, frost giant, gnoll, goblin, hill giant, 
  hobgoblin, kobold, lizardfolk, merfolk, ogre, orc, stone 
  giant, storm giant, svirfneblin, tengu, troglodyte, troll, 
  wererat, werewolf
  (Incorporeal): ghost, greater shadow, shadow, spectre, wraith
  Magical Beast: ankheg, basilisk, behir, bulette, chimera, 
  cockatrice, darkmantle, giant eagle, girallon, gorgon, 
  griffon, hydra, kraken, manticore, owlbear, pegasus, phase 
  spider, phoenix, purple worm, remorhaz, sea serpent, 
  shocker lizard, sphinx, stirge, tarrasque, unicorn, winter 
  wolf, worg
  Monstrous humanoid: centaur, doppelganger, gargoyle, 
  green hag, harpy, lamia, medusa, minotaur, morlock, 
  sahuagin, sea hag, skum, yeti
  Ooze: black pudding, gelatinous cube, gray ooze, ochre jelly, 
  shoggoth
  Outsider (air): air elemental, air mephit, djinni, dust mephit, 
  invisible stalker
  Outsider (chaotic): azatas, bebelith, demons
  Outsider (cold): ice mephit
  Outsider (elemental): air elemental, earth elemental, fire 
  elemental, invisible stalker, water elemental
  Outsider (evil): barghest, bebelith, cauchemar, demons, 
  devils, hell hound, kyton, nessian warhound, night hag, 
  nightmare, vargouille, xill, yeth hound
  Outsider (earth): earth elemental, earth mephit, salt mephit, 
  shaitan, xorn
  Outsider (fire): efreeti, fire elemental, fire mephit, hell 
  hound, magma mephit, nessian warhound, salamander, 
  steam mephit
  Outsider (good): angels, archons, azatas
  Outsider (lawful): archons, barghest, devils, hell hound, 
  kyton, nessian warhound
  Outsider (native): aasimar, couatl, janni, half-celestial, half-
  fiend, ogre mage, rakshasa, tiefling
  Outsider (water): marid, water elemental, ooze mephit, 
  water mephit
  Plant: assassin vine, basidirond, giant flytrap, shambling 
  mound, treant, vegepygmy, violet fungus, yellow musk 
  creeper
  (Reptilian): kobold, lizardfolk, troglodyte
  (Shapechanger): barghest, bralani azata, doppelganger, ghaele 
  azata, mimic, ogre mage, rakshasa, wererat, werewolf
  (Swarm): army ant swarm, crab swarm, centipede swarm, 
  leech swarm, rat swarm, spider swarm, wasp swarm
  Template: ghost, half-celestial, half-dragon, half-fiend, lich, 
  lycanthrope, skeleton, skeletal champion, vampire, zombie
  Undead: devourer, ghost, ghoul, greater shadow, lich, mohrg, 
  mummy, shadow, skeletal champion, skeleton, spectre, 
  vampire, wight, wraith, zombie
  Vermin: army ant swarm, cave fisher, centipede swarm, crab 
  swarm, fire beetle, giant ant, giant centipede, giant crab, 
  giant leech, giant mantis, giant scorpion, giant slug, giant 
  spider, giant stag beetle, giant wasp, leech swarm, spider 
  swarm, wasp swarm
  (Water): black dragon, bronze dragon, marid, ooze mephit, 
  water elemental, water mephit
  317
  317
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757248
  757248
  451235
  451235
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757249
  757249
  451236
  451236
  appendix	9:	Monsters	by	Cr
  The following section lists all monsters included in this 
  book, alphabetically by CR. Variant monsters (such as the 
  alternate versions of iron cobras and the various giant 
  vermin of alternate sizes) are not included in this list—an 
  index of these monsters appears instead on page 321. In 
  the case of templates, like skeletons and ghosts, only the 
  sample creature presented with a full stat block at the start 
  of the template’s entry in this book are included. Similarly, 
  for dragons, only those that have full stat blocks presented 
  in this book are listed on the following tables (young, adult, 
  and ancient dragons)—dragons of other age categories are 
  not included on these lists.
  CR 1/8
  bat, toad
  CR 1/6
  lizard, raven
  CR 1/4
  cat, kobold, mite, monkey, rat
  CR 1/3
  dire rat, dog, drow, duergar, fire beetle, goblin, hawk, merfolk, 
  orc, owl, skeleton (human)
  CR 1/2
  aasimar, dolphin, eagle, giant centipede, hobgoblin, poison 
  frog, pony, riding dog, stirge, tengu, tiefling, vegepygmy, 
  viper, weasel, zombie (human)
  CR 1
  air elemental (small), darkmantle, earth elemental (small), fire 
  elemental (small), ghoul, giant frog, giant spider, gnoll, goblin 
  dog, homunculus, horse, hyena, lemure, lizardfolk, octopus, 
  pseudodragon, spider swarm, squid, svirfneblin, troglodyte, 
  venomous snake, water elemental (small), wolf
  CR 2
  aurochs, bat swarm, boar, boggard, bugbear, cave fisher, 
  cheetah, choker, constrictor snake, crocodile, dark 
  creeper, dire bat, dretch, electric eel, giant ant, giant 
  crab, giant leech, gorilla, imp, iron cobra, lantern archon, 
  leopard, monitor lizard, morlock, quasit, rat swarm, 
  sahuagin, shark, shocker lizard, skeletal champion, skum, 
  vargouille, wererat, werewolf, wolverine, worg, yellow 
  musk creeper
  CR 3
  air elemental (medium), air mephit, animated object, 
  ankheg, assassin vine, centaur, cockatrice, deinonychus, 
  derro, dire ape, dire hyena, dire wolf, doppelganger, drow 
  noble, dryad, dust mephit, earth elemental (medium), earth 
  mephit, ettercap, fire elemental (medium), fire mephit, 
  gelatinous cube, giant eagle, giant mantis, giant scorpion, 
  giant wasp, hell hound, ice mephit, lion, magma mephit, 
  ogre, ooze mephit, pegasus, pteranodon, rust monster, 
  salt mephit, shadow, steam mephit, unicorn, violet fungus, 
  wasp swarm, water elemental (medium), water mephit, 
  wight, yeth hound
  CR 4
  barghest, bison, centipede swarm, crab swarm, dark stalker, 
  dire boar, dire wolverine, gargoyle, giant stag beetle, gray 
  ooze, griffon, grizzly bear, harpy, hound archon, hydra, 
  janni, leech swarm, mimic, minotaur, otyugh, owlbear, pixie, 
  rhinoceros, satyr, sea hag, tiger, yeti
  CR 5
  air elemental (large), army ant swarm, basidirond, basilisk, 
  bearded devil, cloaker, cyclops, dire lion, djinni, earth 
  elemental (large), fire elemental (large), giant frilled lizard, 
  giant moray eel, gibbering mouther, green hag, half-celestial 
  unicorn, ice golem, manticore, mummy, nightmare, ochre 
  jelly, orca, phase spider, troll, water elemental (large), winter 
  wolf, wraith
  CR 6
  ankylosaurus, babau, bralani, ettin, girallon, half-fiend 
  minotaur, kyton, lamia, salamander, shambling mound, white 
  dragon (young), will-o’-wisp, wood golem, woolly rhinoceros, 
  wyvern, xill, xorn
  CR 7
  aboleth, air elemental (huge), black dragon (young), black 
  pudding, brass dragon (young), bulette, chimera, chuul, dire 
  bear, dracolisk, drider, earth elemental (huge), elasmosaurus, 
  elephant, fire elemental (huge), flesh golem, ghost, greater 
  barghest, hill giant, invisible stalker, lillend, medusa, nymph, 
  remorhaz, shadow demon, shaitan, spectre, stegosaurus, 
  succubus, water elemental (huge)
  CR 8
  behir, copper dragon (young), dark naga, dire tiger, efreeti, 
  erinyes, giant octopus, giant slug, gorgon, greater shadow, 
  green dragon (young), intellect devourer, mohrg, nabasu, ogre 
  mage, sphinx, stone giant, treant, triceratops
  CR 9
  air elemental (greater), blue dragon (young), bone devil, 
  bronze dragon (young), dire crocodile, dire shark, dragon 
  turtle, earth elemental (greater), fire elemental (greater), frost 
  giant, giant squid, marid, mastodon, nessian warhound, night 
  hag, roc, spirit naga, tyrannosaurus, vampire, vrock, water 
  elemental (greater)
  318
  318
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757249
  757249
  451236
  451236
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757250
  757250
  451237
  451237
  Appendices
  Appendices
  CR 10
  bebilith, brachiosaurus, clay golem, couatl, fire giant, giant 
  flytrap, guardian naga, rakshasa, red dragon (young), silver 
  dragon (young), white dragon (adult)
  CR 11
  air elemental (elder), barbed devil, black dragon (adult), brass 
  dragon (adult), cauchemar, cloud giant, devourer, earth 
  elemental (elder), fire elemental (elder), gold dragon (young), 
  hezrou, retriever, stone golem, water elemental (elder)
  CR 12  
  copper dragon (adult), green dragon (adult), lich, purple worm, 
  roper, sea serpent
  CR 13
  blue dragon (adult), bronze dragon (adult), froghemoth, 
  ghaele, glabrezu, ice devil, iron golem, storm giant
  CR 14
  astral deva, crag linnorm, nalfeshnee, red dragon (adult), silver 
  dragon (adult), trumpet archon
  CR 15
  gold dragon (adult), neothelid, phoenix, white dragon (ancient)
  CR 16
  black dragon (ancient), brass dragon (ancient), horned 
  devil, planetar
  CR 17
  copper dragon (ancient), green dragon (ancient), ice 
  linnorm, marilith
  CR 18
  blue dragon (ancient), bronze dragon (ancient), kraken
  CR 19
  red dragon (ancient), shoggoth, silver dragon (ancient)
  CR 20
  balor, gold dragon (ancient), pit fiend, tarn linnorm
  CR 23
  solar
  CR 25
  tarrasque
  appendix	10:	Monsters	by	terrain
  The following lists group all of the monsters in this book 
  into their respective terrains. Note that there can be a certain 
  amount of crossover on these lists, especially between 
  climate bands, similar terrains, or a planar terrain and the 
  Materal Plane. For example, although behirs are normally 
  encountered in warm deserts, it’s certainly possible to 
  encounter one in a temperate desert (but much less likely to 
  find one in a cold desert). Likewise, while bulettes usually 
  limit their hunts to hilly terrain, it wouldn’t be unusual to 
  find one in the mountains or even on a plain. Creatures listed 
  under planar terrains can usually be encountered anywhere 
  on the Material Plane as well, but are only very rarely 
  encountered on planes other than the one associated with 
  them. In short, use these lists as a guide, not as shackles—if 
  your adventure works better with a sphinx encountered in 
  a cold forest, by all means, go for it! Just keep in mind that 
  you should also probably come up with an in-game reason 
  to explain the monster’s presence there.
  Any TERRAIn
  animated object, barghest, basilisk, clay golem, devourer, dog, 
  doppelganger, fire beetle, flesh golem, gargoyle, ghost, ghoul, 
  giant ant, giant spider, greater barghest, greater shadow, 
  hell hound, homunculus, iron cobra, iron golem, kyton, 
  lich, mimic, minotaur, mohrg, mummy, nessian warhound, 
  rakshasa, rat swarm, riding dog, shadow, skeletal champion, 
  skeleton, spectre, spider swarm, stone golem, tarrasque, 
  vampire, vargouille, werewolf, wight, wood golem, wraith, xill, 
  yeth hound, zombie
  Any TERRAIn (COLD)
  ice golem
  Any TERRAIn (TEMPERATE)
  cyclops, bat swarm, dire bat, lizard, rat, venomous snake
  Any TERRAIn (WARM)
  army ants, bat swarm, cyclops, dire bat, lizard, storm giant, 
  venomous snake
  COASTLInE
  bronze dragon, crab swarm, giant crab, pteranodon
  DESERT (COLD)
  remorhaz
  DESERT (TEMPERATE)
  bat, giant scorpion, lamia
  DESERT (WARM)
  bat, behir, blue dragon, brass dragon, giant scorpion, gnoll, 
  janni, phoenix, sphinx
  fOREST (COLD)
  dire bear, dire tiger, dire wolf, dire wolverine, grizzly bear, 
  mastodon, tiger, treant, winter wolf, wolf, wolverine
  319
  319
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757250
  757250
  451237
  451237
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757251
  757251
  451238
  451238
  fOREST (TEMPERATE)
  assassin vine, bat, boar, centaur, dire boar, dire tiger, dire 
  wolf, dryad, ettercap, giant mantis, giant scorpion, giant stag 
  beetle, giant wasp, goblin, goblin dog, green dragon, half-
  celestial unicorn, hawk, kobold, nymph, owl, owlbear, pixie, 
  pseudodragon, satyr, shambling mound, tiger, toad, treant, 
  unicorn, wasp swarm, wolf, worg, yellow musk creeper
  fOREST (WARM)
  ankylosaurus, bat, boar, brachiosaurus, centipede swarm, 
  constrictor snake, couatl, deinonychus, dire ape, dire boar, 
  dire tiger, giant centipede, giant frilled lizard, girallon, 
  gorilla, leopard, monitor lizard, monkey, tiger, toad, treant, 
  tyrannosaurus, yellow musk creeper
  RIVERS/LAkES
  aboleth, constrictor snake, crocodile, dire crocodile, 
  electric eel
  hILLS (COLD)
  crag linnorm, ettin, ice linnorm, ogre, ogre mage
  hILLS (TEMPERATE)
  bulette, chimera, gorgon, griffon, hill giant, hobgoblin, ogre, 
  orc, weasel, wyvern
  hILLS (WARM)
  behir, copper dragon, dire lion, giant frilled lizard, manticore, 
  phase spider, phoenix, sphinx, wyvern
  MOUnTAInS (COLD)
  frost giant, ice linnorm, troll, yeti, white dragon
  MOUnTAInS (TEMPERATE)
  bugbear, cloud giant, eagle, giant eagle, orc, silver dragon, tengu
  MOUnTAInS (WARM)
  fire giant, red dragon, roc
  OCEAn (COLD)
  aboleth, crab swarm, dire shark, dolphin, giant crab, giant 
  octopus, giant squid, kraken, octopus, orca, sea hag, sea 
  serpent, shark, shoggoth, skum, squid
  OCEAn (TEMPERATE)
  aboleth, crab swarm, dire shark, dolphin, dragon turtle, giant 
  crab, giant octopus, giant squid, kraken, merfolk, octopus, 
  sahuagin, sea hag, sea serpent, shark, skum, squid
  OCEAn (WARM)
  aboleth, crab swarm, dire crocodile, dire shark, dolphin, 
  elasmosaurus, giant crab, giant moray eel, giant octopus, giant 
  squid, kraken, sahuagin, sea hag, sea serpent, shark, squid
  PLAInS (COLD)
  bison, dire tiger, mastodon, winter wolf, woolly rhinoceros
  PLAInS (TEMPERATE)
  ankheg, aurochs, bison, cat, centaur, cockatrice, dire tiger, 
  giant scorpion, goblin, gorgon, guardian naga, horse, 
  pegasus, pony, worg
  PLAInS (WARM)
  ankheg, ankylosaurus, brachiosaurus, cat, cheetah, dire 
  hyena, dire lion, dire tiger, elephant, giant frilled lizard, 
  giant scorpion, gnoll, gold dragon, hyena, lion, monitor 
  lizard, pegasus, rhinoceros, stegosaurus, triceratops, 
  tyrannosaurus
  PLAnAR (ABADDOn—nEUTRAL EVIL)
  cauchemar, night hag, nightmare
  PLAnAR (ABySS—ChAOTIC EVIL)
  babau, balor, bebilith, dretch, glabrezu, hezrou, marilith, nabasu, 
  nalfeshnee, quasit, retriever, shadow demon, succubus, vrock
  PLAnAR (ELySIUM—ChAOTIC gOOD)
  astral deva, bralani, ghaele, lillend, planetar, solar
  PLAnAR (hEAVEn—LAWfUL gOOD)
  astral deva, hound archon, lantern archon, planetar, solar, 
  trumpet archon
  PLAnAR (hELL—LAWfUL EVIL)
  barbed devil, bearded devil, bone devil, erinyes, horned devil, 
  ice devil, imp, lemure, pit fiend
  PLAnAR (PLAnE Of AIR)
  air elemental, air mephit, djinni, dust mephit, ice mephit, 
  invisible stalker
  PLAnAR (PLAnE Of EARTh)
  earth elemental, earth mephit, salt mephit, shaitan, xorn
  PLAnAR (PLAnE Of fIRE)
  efreeti, fire elemental, fire mephit, magma mephit, 
  salamander, steam mephit
  PLAnAR (PLAnE Of WATER)
  marid, ooze mephit, water elemental, water mephit
  SWAMP (COLD)
  dire tiger, gray ooze, tarn linnorm, will-o’-wisp
  SWAMP (TEMPERATE)
  boggard, chuul, dire tiger, dracolisk, froghemoth, giant 
  flytrap, giant frog, giant leech, giant slug, goblin dog, green 
  320
  320
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757251
  757251
  451238
  451238
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757252
  757252
  451239
  451239
  hag, harpy, hydra, leech swarm, lizardfolk, medusa, ochre jelly, 
  shambling mound, spirit naga, stirge, will-o’-wisp
  SWAMP (WARM)
  black dragon, constrictor snake, crocodile, dire crocodile, 
  dire tiger, giant frog, giant leech, giant slug, leech swarm, 
  manticore, poison frog, shocker lizard, stirge, will-o’-wisp
  UnDERgROUnD
  basidirond, black pudding, cave fisher, centipede swarm, 
  choker, cloaker, dark creeper, dark stalker, dark naga, 
  darkmantle, derro, dracolisk, drider, drow, drow noble, 
  duergar, gelatinous cube, giant centipede, giant slug, giant 
  scorpion, gibbering mouther, goblin dog, gorgon, gray ooze, 
  half-fiend minotaur, intellect devourer, kobold, medusa, 
  mite, morlock, neothelid, ochre jelly, orc, otyugh, purple 
  worm, roper, rust monster, shoggoth, skum, svirfneblin, 
  troglodyte, vegepygmy, violet fungus, yellow musk creeper
  URBAn
  aasimar, dire rat, tengu, tiefling, wererat
  appendix	11:		
  variant	Monster	index
  Not all of the monsters presented in this book have 
  their own stat blocks. Many of them are merely variants 
  on a theme, be they aquatic ghouls like lacedons, more 
  powerful versions of efreeti known as maliks, advanced 
  sharks like the great white, or alternate versions like the 
  fast zombie and the plague zombie. Monster variants use 
  the standard monster’s stats but with specific changes, 
  as outlined in the text. The following list indexes all 
  of the monster variants in this book that are associated 
  with rules changes (creatures that are only mentioned in 
  passing, such as the mature form of a nabasu demon or 
  the possibility of other types of kytons or rakshasas, are 
  not indexed here).
  Variant Monster 
  Page
  adamantine cobra 
  182
  anaconda 
  255
  aquatic worm 
  230
  balor lord 
  59
  black bear 
  31
  black scorpion 
  242
  bloody skeleton 
  251
  bombardier beetle 
  33
  brute wight 
  276
  burning skeleton 
  251
  cairn wight 
  276
  cave scorpion 
  242
  chimera manticore 
  199
  chimpanzee 
  17
  coconut crab 
  50
  crimson worm 
  230
  cryohydra 
  178
  crystal ooze 
  166
  darkwood cobra 
  182
  deadfall scorpion 
  242
  deadly mantis 
  200
  dire lion manticore 
  199
  djinni vizier 
  139
  dread wraith 
  281
  efreeti malik 
  140
  elder xorn 
  284
  fast zombie 
  289
  flash beetle 
  33
  frost wight 
  276
  ghast 
  146
  ghost scorpion 
  242
  giant ant drone 
  16
  giant ant queen 
  16
  giant black widow 
  258
  giant crab spider 
  258
  giant emperor scorpion 
  242
  giant tarantula 
  258
  giant whiptail centipede 
  43
  giant worker ant 
  16
  goliath beetle 
  33
  goliath spider 
  258
  great forest centipede 
  43
  great reef crab 
  50
  great white shark 
  247
  greensting scorpoin 
  242
  hammerhead shark 
  247
  heavy horse 
  177
  high girallon 
  154
  hissing centipede 
  43
  house centipede 
  43
  id ooze 
  166
  infernal duke 
  81
  janni sheikh 
  141
  kapoacinth 
  137
  king cobra 
  255
  king crab 
  50
  lacedon 
  146
  lamia manticore 
  199
  marid shahzada 
  142
  megaraptor 
  84
  mining beetle 
  33
  mithral cobra 
  182
  ogre spider 
  258
  orangutan 
  17
  plague zombie 
  289
  plesiosaurus 
  84
  321
  321
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757252
  757252
  451239
  451239
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757253
  757253
  451240
  451240
  polar bear 
  31
  pyrohydra 
  178
  rock crab 
  50
  russet mold (hazard) 
  273
  sahuagin malenti 
  239
  sahuagin mutant 
  239
  scarlet spider 
  258
  scrag 
  268
  sewer centipede 
  43
  shaitan pasha 
  143
  shark-eating crab 
  50
  shield guardian 
  158
  shipwrecker crab 
  50
  sphinx manticore 
  199
  tiger shark 
  247
  titan centipede 
  43
  vampire spawn 
  271
  velociraptor 
  84
  woolly mammoth 
  128
  yellow musk zombie 
  285
  appendix	12:	ability	index
  The monsters detailed in this book have a wide range 
  of special attacks, defenses, and qualities—and only in 
  the case of relatively unique abilities are rules given in 
  a monster’s actual entry. Other abilities are detailed in 
  the universal monster rules, in shared abilities for that 
  creature’s type, or even as class abilities or other features 
  detailed in the Pathfinder RPG Core Rulebook. Use the 
  following ability index to track down full rules for monster 
  abilities not detailed in their entry.
  Note: Entries listed in bold are usually class abilities, 
  and thus the page number listed refers to a page in the 
  Pathfinder RPG Core Rulebook. All other page number 
  references point to pages in the Pathfinder RPG Bestiary.
  Ability 
  Page
  ability damage 
  298
  ability drain 
  298
  amphibious 
  298
  aura of menace 
  311
  bardic performance 
  35
  bleed 
  298
  bleeding touch 
  42
  blindsense 
  298
  blindsight 
  298
  bravery 
  55
  breath weapon 
  298
  burn 
  298
  change shape 
  298
  channel negative energy 
  40
  channel positive energy 
  40
  channel resistance 
  298
  constrict 
  299
  construct traits 
  299
  crush 
  90
  curse 
  299
  damage reduction 
  299
  disease 
  299
  distraction 
  299
  dragon senses 
  90
  elemental traits 
  312
  energy drain 
  299
  evasion 
  59
  fast healing 
  300
  favored enemy 
  64
  fear 
  300
  ferocity 
  300
  flight 
  300
  frightful presence 
  300
  gaze 
  300
  grab 
  301
  grave touch 
  77
  hardness 
  173
  immunity 
  301
  incorporeal 
  301
  life sight 
  82
  light blindness 
  301
  light sensitivity 
  301
  low-light vision 
  301
  natural attacks 
  301
  ooze traits 
  309
  paralysis 
  302
  plant traits 
  302
  poison 
  302
  pounce 
  302
  power over undead 
  81
  powerful charge 
  302
  protective aura 
  310
  pull 
  303
  push 
  303
  rake 
  303
  rebuke death 
  44
  regeneration 
  303
  rend 
  303
  resistance 
  303
  rock catching 
  303
  rock throwing 
  303
  scent 
  303
  see in darkness 
  311
  sneak attack 
  68
  spell resistance 
  304
  spell-like abilities 
  304
  stench 
  304
  summon 
  304
  322
  322
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757253
  757253
  451240
  451240
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757254
  757254
  451241
  451241
  swallow whole 
  305
  swarm traits 
  313
  tail sweep 
  90
  telepathy 
  305
  touch of chaos 
  42
  touch of good 
  44
  track 
  64
  trample 
  305
  trapfinding 
  68
  tremorsense 
  305
  trip 
  305
  truespeech 
  310
  uncanny dodge 
  34
  undead traits 
  305
  vulnerabilities 
  305
  web 
  305
  whirlwind 
  306
  wild empathy 
  50
  appendix	13:	Monster	roles
  The following lists categorize all of the monsters in this 
  book into their roles, as detailed on page 297. These roles 
  indicate what types of character classes are treated as key 
  classes for each monster.
  Combat monsters are good at ranged and melee combat. 
  Spell monsters have an inherent ability to cast magic 
  spells. Skill monsters are particularly adept at ambushing 
  prey, use sneak attacks, or have bard-like powers. Special 
  monsters have no key classes—their focus is on unique 
  tactics and abilities.
  Creatures listed as having “Any Role” do not use special 
  rules when advancing via class level—they lack racial Hit 
  Dice, and thus advance in level normally, as detailed in 
  the Pathfinder RPG Core Rulebook. All of the PC races listed 
  in that book fit into this category as well.
  Creatures listed in the “No Role” category have no 
  key classes—these are generally any creatures that are 
  mindless or have an Intelligence score of 2 or lower. 
  Unlike Special creatures (which also have no key classes), 
  creatures in this category cannot gain class levels at all, 
  and must advance using other methods. If a creature in 
  this category gains an Intelligence of 3 or higher, the 
  creature becomes a Combat Role monster.
  Note that monster templates are not listed in this 
  appendix—with the exception of skeletons and zombies 
  (which lose their intelligence and thus have no key 
  classes), a templated monster’s key class is the same as 
  the base creature’s key classes.
  Any ROLE
  aasimar, drow, drow noble, duergar, goblin, hobgoblin, 
  kobold, merfolk, orc, svirfneblin, tengu, tiefling
  COMBAT ROLE
  aboleth, air elemental, air mephit, astral deva, balor, barbed 
  devil, babau, barghest, bearded devil, bebilith, behir, black 
  dragon, blue dragon, boggard, bone devil, bralani, brass 
  dragon, bronze dragon, bugbear, cauchemar, centaur, 
  chimera, choker, chuul, cloud giant, copper dragon, crag 
  linnorm, cyclops, dark creeper, dark stalker, derro, devourer, 
  djinni, doppelganger, dragon turtle, dretch, drider, dust 
  mephit, earth elemental, earth mephit, efreeti, erinyes, 
  ettercap, ettin, fire elemental, fire giant, fire mephit, frost 
  giant, gargoyle, ghaele, ghoul, gibbering mouther, glabrezu, 
  gnoll, gold dragon, greater barghest, green dragon, green 
  hag, harpy, hell hound, hezrou, hill giant, horned devil, hound 
  archon, ice devil, ice linnorm, ice mephit, invisible stalker, 
  janni, kraken, kyton, lamia, lillend, lizardfolk, magma mephit, 
  manticore, marid, marilith, medusa, mimic, minotaur, mite, 
  mohrg, morlock, mummy, nabasu, nalfeshnee, neothelid, 
  nessian warhound, night hag, nightmare, ogre, ogre mage, 
  ooze mephit, otyugh, pegasus, phase spider, phoenix, 
  pit fiend, planetar, pseudodragon, rakshasa, red dragon, 
  remorhaz, retriever, sahuagin, salamander, salt mephit, satyr, 
  sea hag, shaitan, shambling mound, shoggoth, silver dragon, 
  skum, solar, sphinx, steam mephit, stone giant, storm giant, 
  succubus, tarn linnorm, tarrasque, treant, troglodyte, troll, 
  trumpet archon, unicorn, vargouille, vegepygmy, vrock, water 
  elemental, water mephit, white dragon, wight, winter wolf, 
  worg, wyvern, xill, xorn, yeth hound, yeti
  nO ROLE
  animated object, ankheg, ankylosaurus, army ants, assassin 
  vine, aurochs, basidirond, basilisk, bat, bat swarm, bison, 
  black pudding, boar, brachiosaurus, bulette, cat, cave fisher, 
  centipede swarm, cheetah, clay golem, cockatrice, constrictor 
  snake, crab swarm, crocodile, darkmantle, deinonychus, 
  dire ape, dire bat, dire bear, dire boar, dire crocodile, dire 
  hyena, dire lion, dire rat, dire shark, dire tiger, dire wolf, dire 
  wolverine, dog, dolphin, eagle, elasmosaurus, electric eel, 
  elephant, fire beetle, flesh golem, froghemoth, gelatinous 
  cube, giant ant, giant centipede, giant crab, giant eagle, 
  giant flytrap, giant frilled lizard, giant frog, giant leech, 
  giant mantis, giant moray eel, giant octopus, giant scorpion, 
  giant slug, giant spider, giant squid, giant stag beetle, 
  giant wasp, girallon, goblin dog, gorgon, gorilla, gray ooze, 
  griffon, grizzly bear, hawk, horse, hydra, hyena, ice golem, 
  iron cobra, iron golem, leech swarm, lemure, leopard, 
  lion, lizard, mastodon, monitor lizard, monkey, ochre jelly, 
  octopus, orca, owl, owlbear, poison frog, pony, pteranodon, 
  purple worm, rat, rat swarm, raven, rhinoceros, riding dog, 
  roc, rust monster, sea serpent, shark, shocker lizard, spider 
  swarm, squid, stegosaurus, stirge, stone golem, tiger, toad, 
  triceratops, tyrannosaurus, venomous snake, violet fungus, 
  viper, wasp swarm, weasel, wolf, wolverine, wood golem, 
  woolly rhinoceros, yellow musk creeper
  323
  323
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757254
  757254
  451241
  451241
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757255
  757255
  451242
  451242
  SkILL ROLE
  babau, choker, dark creeper, dark stalker, derro, doppelganger, 
  ettercap, greater shadow, homunculus, imp, intellect 
  devourer, invisible stalker, lillend, morlock, nabasu, pixie, 
  quasit, shadow, shadow demon, spectre, wraith
  SPECIAL ROLE
  cloaker, dryad, lantern archon, roper, will-o’-wisp
  SPELL ROLE
  black dragon, blue dragon, brass dragon, bronze dragon, copper 
  dragon, couatl, dark naga, drider, ghaele, gold dragon, green 
  dragon, guardian naga, nymph, planetar, rakshasa, red dragon, 
  silver dragon, solar, spirit naga, trumpet archon, white dragon
  appendix	14:	enCounter	tables
  At times during a game when you’re looking to liven things up 
  (perhaps during a long overland journey, or maybe when the 
  party’s decided to camp in a dangerous dungeon), you can use 
  the following encounter tables to randomly generate monster 
  encounters. These tables do not include all of the monsters in 
  this book—likewise, they don’t cover all possible locations the 
  PCs might find themselves in during the course of a game, but 
  you can use these tables as models for generating additional 
  encounter tables of your own design. Note that each of the 
  following tables has been assigned a CR score—this indicates 
  the average difficulty of the encounters that can be rolled up on 
  the table. A CR 4 encounter table works well when challenging 
  a group of 4th level PCs, for example.
  Desert 
  CR 6
  d% 
  Encounter 
  Avg. CR 
  Page
  1–8 
  1 giant spider 
  1 
  258
  9–12 
  1 skeletal champion 
  2 
  252
  13–18 
  1d8 skeletons 
  2 
  250
  19–22 
  1 bat swarm 
  2 
  30
  23–30 
  1 giant scorpion 
  3 
  242
  31–34 
  1d3 dire bats 
  4 
  30
  35–42 
  1d6 venomous snakes 
  4 
  255
  43–46 
  1 basilisk 
  5 
  29
  47–52 
  1 mummy 
  5 
  210
  53–56 
  1d4 jann 
  6 
  141
  57–60 
  1 lamia 
  6 
  186
  61–68 
  2d6 giant ants 
  6 
  16
  69–72 
  1 brass dragon (young) 
  7 
  102
  73–80 
  2d6 gnolls and 1d4 hyenas 
  7 
  155
  81–84 
  1 remorhaz (cold desert only) 
  7 
  233
  85–88 
  1 behir 
  8 
  34
  89–92 
  1 sphinx 
  8 
  257
  93–96 
  1 blue dragon (young) 
  9 
  94
  97–98 
  1 brass dragon (adult) 
  11 
  102
  99–100 
  1 blue dragon (adult) 
  13 
  94
  Dungeon (Low-Level) 
  CR 2
  d% 
  Encounter 
  Avg. CR 
  Page
  1–6 
  1d6 dire rats 
  1 
  232
  7–12 
  1d6 fire beetles 
  1 
  33
  13–20 
  1d6 human skeletons 
  1 
  250
  21–24 
  1d4 giant centipedes 
  1 
  43
  25–26 
  1 spider swarm 
  1 
  258
  27–32 
  1d6 human zombies 
  2 
  288
  33–34 
  1 choker 
  2 
  45
  35–36 
  1 skeletal champion 
  2 
  252
  37–44 
  2d6 goblins 
  3 
  156
  45–48 
  1d4 ghouls 
  3 
  146
  49–54 
  1d4 giant spiders 
  3 
  258
  55–56 
  1 cockatrice 
  3 
  48
  57–60 
  1 gelatinous cube 
  3 
  138
  61–64 
  1 rust monster 
  3 
  238
  65–68 
  1 shadow 
  3 
  245
  69–70 
  1 wight 
  3 
  276
  71–76 
  2d4 stirges 
  4 
  260
  77–82 
  1d6 darkmantles 
  4 
  55
  83–86 
  1d6 troglodytes 
  4 
  267
  87–90 
  1d4 bugbears 
  4 
  38
  91–92 
  1d4 vargouilles 
  4 
  272
  93–94 
  1 gray ooze 
  4 
  166
  95–96 
  1 mimic 
  4 
  205
  97–100 
  1 ogre 
  4 
  220
  Dungeon (Mid-Level) 
  CR 5
  d% 
  Encounter 
  Avg. CR 
  Page
  1–4 
  1 gelatinous cube 
  3 
  138
  5–8 
  1 rust monster 
  3 
  238
  9–16 
  2d4 stirges 
  4 
  260
  17–22 
  1 gray ooze 
  4 
  166
  23–26 
  1 mimic 
  4 
  205
  27–30 
  1 basilisk 
  5 
  29
  31–34 
  1 cloaker 
  5 
  47
  35–38 
  1 gibbering mouther 
  5 
  153
  39–42 
  1 ochre jelly 
  5 
  218
  43–46 
  1 wraith 
  5 
  281
  47–48 
  1 bearded devil 
  5 
  73
  49–52 
  1d4 shadows 
  5 
  245
  53–56 
  1d4 wights 
  5 
  276
  57–62 
  1d8 skeletal champions 
  6 
  252
  63–68 
  2d4 ghouls plus 1 ghast 
  6 
  146
  69–72 
  1 ettin 
  6 
  130
  73–78 
  1 minotaur 
  6 
  206
  79–84 
  1d4 ogres 
  6 
  220
  85–88 
  1d4 trolls 
  7 
  268
  89–90 
  1 babau 
  7 
  57
  91–94 
  1 black pudding 
  7 
  35
  95–96 
  1 medusa 
  7 
  201
  97–98 
  1 shadow demon 
  7 
  67
  99–100 
  1d4 xills 
  8 
  283
  324
  324
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757255
  757255
  451242
  451242
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757256
  757256
  451243
  451243
  Dungeon (High-Level) 
  CR 10
  d% 
  Encounter 
  Avg. CR 
  Page
  1–4 
  1 black pudding 
  7 
  35
  5–8 
  1 dark naga 
  8 
  211
  9–14 
  1 mohrg 
  8 
  208
  15–18 
  1 nabasu 
  8 
  64
  19–22 
  1d6 cloakers 
  8 
  47
  23–28 
  1d6 wraiths 
  8 
  281
  29–36 
  1d4 ettins 
  8 
  130
  37–40 
  1 bone devil 
  9 
  74
  41–44 
  1 night hag 
  9 
  215
  45–48 
  1 spirit naga 
  9 
  213
  49–54 
  1 vampire 
  9 
  270
  55–58 
  1 vrock 
  9 
  69
  59–66 
  1d6 minotaurs 
  9 
  206
  67–72 
  2d4 trolls 
  9 
  268
  73–76 
  1d4 greater shadows 
  10 
  245
  77–78 
  1 bebilith 
  10 
  32
  79–82 
  1 barbed devil 
  11 
  72
  83–86 
  1 devourer 
  11 
  82
  87–88 
  1 hezrou 
  11 
  62
  89–92 
  1d4 rakshasas 
  12 
  231
  93–94 
  1 lich 
  12 
  188
  95–96 
  1 glabrezu 
  13 
  61
  97–98 
  1 ice devil 
  13 
  77
  99–100 
  1 nalfeshnee 
  14 
  65
  Forest (Temperate Forest) 
  CR 5
  d% 
  Encounter 
  Avg. CR 
  Page
  1–6 
  1 bat swarm 
  2 
  30
  7–8 
  1 yellow musk creeper 
  2 
  285
  9–12 
  1d4 giant spiders 
  3 
  258
  13–16 
  1 assassin vine 
  3 
  22
  17–20 
  1 giant mantis 
  3 
  200
  21–22 
  1 unicorn 
  3 
  269
  23–26 
  1d4 dire bats 
  4 
  30
  27–32 
  1d4 boars 
  4 
  36
  33–34 
  1 dire boar 
  4 
  36
  35–38 
  1 giant stag beetle 
  4 
  33
  39–42 
  1 owlbear 
  4 
  224
  43–46 
  1 tiger 
  4 
  265
  47–52 
  1d6 werewolves 
  5 
  198
  53–56 
  1d4 dire wolves 
  5 
  278
  57–60 
  1 ettercap and 1d6 giant spiders 
  5 
  129, 258
  61–70 
  2d6 goblins and 1d4 goblin dogs 
  5 
  156,157
  71–74 
  1 barghest and 2d6 goblins 
  6 
  27, 156
  75–78 
  1d6 centaurs 
  6 
  42
  79–86 
  2d6 wolves 
  6 
  278
  87–88 
  1 nymph 
  7 
  217
  89–92 
  1 dire tiger 
  8 
  265
  93–94 
  1 green dragon (young) 
  8 
  96
  95–98 
  1d4 shambling mounds 
  8 
  246
  99–100 
  1 treant 
  8 
  266
  Hill/Mountain 
  CR 8
  d% 
  Encounter 
  Avg. CR 
  Page
  1–6 
  1d6 eagles 
  2 
  118
  7–14 
  2d6 orcs 
  3 
  222
  15–22 
  2d6 tengus 
  4 
  263
  23–30 
  2d6 hobgoblins 
  4 
  175
  31–36 
  1d4 giant eagles 
  5 
  118
  37–42 
  1d6 ogres 
  6 
  220
  43–44 
  1 white dragon (young) 
  6 
  100
  45–48 
  1 bulette 
  7 
  39
  49–52 
  1 chimera 
  7 
  44
  53–58 
  1d6 griffons 
  7 
  168
  59–64 
  2d4 bugbears 
  7 
  38
  65–66 
  1d6 cyclopes 
  8 
  52
  67–68 
  1 gorgon 
  8 
  165
  69–72 
  1d4 wyverns 
  8 
  282
  73–78 
  1d6 trolls 
  8 
  268
  79–80 
  1 ogre mage 
  8 
  221
  81–82 
  1 roc 
  9 
  236
  83–86 
  1d6 hill giants 
  10 
  150
  87–88 
  1 silver dragon (young) 
  10 
  110
  89–90 
  1 red dragon (young) 
  10 
  98
  91–92 
  1d4 frost giants 
  11 
  149
  93–96 
  1d6 stone giants 
  11 
  151
  97–98 
  1 cloud giant 
  11 
  147
  99–100 
  1d4 fire giants 
  12 
  148
  Jungle (Warm Forest) 
  CR 5
  d% 
  Encounter 
  Avg. CR 
  Page
  1–4 
  1 bat swarm 
  2 
  30
  5–8 
  1 yellow musk creeper 
  2 
  285
  9–14 
  1 constrictor snake 
  2 
  255
  15–18 
  1d6 giant centipedes 
  2 
  43
  19–26 
  1 leopard 
  2 
  40
  27–30 
  1d4 giant spiders 
  3 
  258
  31–34 
  1d6 venomous snakes 
  4 
  255
  35–40 
  1d4 boars 
  4 
  36
  41–44 
  1 dire boar 
  4 
  36
  45–50 
  1 tiger 
  4 
  265
  51–54 
  1 giant frilled lizard 
  5 
  194
  55–60 
  1d6 monitor lizards 
  5 
  194
  61–62 
  1 army ant swarm 
  5 
  16
  63–64 
  1 ankylosaurus 
  6 
  84
  65–70 
  1d6 dire apes 
  6 
  17
  71–78 
  2d4 gorillas 
  6 
  17
  79–82 
  2d4 deinonychuses 
  7 
  85
  83–84 
  1 nymph 
  7 
  217
  85–86 
  1d4 girallons 
  8 
  154
  87–90 
  1 dire tiger 
  8 
  265
  91–94 
  1d4 shambling mounds 
  8 
  246
  95–96 
  1 treant 
  8 
  266
  97–98 
  1 tyrannosaurus 
  9 
  86
  99–100 
  1 brachiosaurus 
  10 
  84
  325
  325
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757256
  757256
  451243
  451243
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757257
  757257
  451244
  451244
  Ocean 
  CR 8
  d% 
  Encounter 
  Avg. CR 
  Page
  1–4 
  1 octopus 
  1 
  219
  5–14 
  2d6 dolphins 
  4 
  88
  15–19 
  2d6 merfolk 
  4 
  204
  20–23 
  1 sea hag 
  4 
  243
  24–31 
  1d6 squid 
  4 
  259
  32–36 
  1d6 water mephits 
  6 
  203
  37–38 
  1 aboleth 
  7 
  8
  39–42 
  1 giant octopus 
  8 
  219
  43–50 
  2d6 sahuagin 
  8 
  239
  51–60 
  2d6 sharks 
  8 
  247
  61–66 
  2d6 skum 
  8 
  253
  67–71 
  1d6 giant moray eels 
  8 
  119
  72–77 
  1d6 Large water elementals 
  8 
  126
  78–79 
  1 dire shark 
  9 
  247
  80–81 
  1 dragon turtle 
  9 
  112
  82–83 
  1 giant squid 
  9 
  259
  84–85 
  1d4 elasmosauruses 
  9 
  84
  86–91 
  2d4 orcas 
  9 
  88
  92–93 
  1 bronze dragon (young) 
  9 
  104
  94–95 
  1 marid 
  9 
  142
  96–97 
  1 elder water elemental 
  11 
  127
  98 
  1 sea serpent 
  12 
  244
  99 
  1 kraken 
  18 
  184
  100 
  1 shoggoth 
  19 
  249
  Ruined City 
  CR 6
  d% 
  Encounter 
  Avg. CR 
  Page
  1–4 
  1 spider swarm 
  1 
  258
  5–8 
  1 rat swarm 
  1 
  232
  9–16 
  2d6 human skeletons 
  3 
  250
  17–24 
  1d6 stirges 
  3 
  260
  25–28 
  1 assassin vine 
  3 
  22
  29–36 
  1d6 ghouls 
  4 
  146
  37–38 
  1 barghest 
  4 
  27
  39–44 
  1d6 skeletal champions 
  5 
  252
  45–48 
  1d4 yeth hounds 
  5 
  286
  49–54 
  1d6 ogres 
  6 
  220
  55–58 
  1d6 shadows 
  6 
  245
  59–62 
  1d6 wights 
  6 
  276
  63–64 
  1 lamia 
  6 
  186
  65–70 
  1d6 harpies 
  7 
  172
  71–72 
  1 medusa 
  7 
  201
  73–74 
  1 nabasu 
  8 
  64
  75–76 
  1 dark naga 
  8 
  211
  77–84 
  1d8 gargoyles 
  8 
  137
  85–88 
  1d6 cyclopes 
  8 
  52
  89–92 
  1d6 wraiths 
  8 
  281
  93–94 
  1 behir 
  8 
  34
  95–96 
  1 sphinx 
  8 
  257
  97–98 
  1 spirit naga 
  9 
  213
  99–100 
  1d4 spectres 
  9 
  256
  Savannah (Warm Plains) 
  CR 7
  d% 
  Encounter 
  Avg. CR 
  Page
  1–6 
  1 cheetah 
  2 
  40
  7–10 
  1 cockatrice 
  3 
  48
  11–16 
  1 giant scorpion 
  3 
  242
  17–20 
  1 dire lion 
  5 
  193
  21–26 
  1 giant frilled lizard 
  5 
  194
  27–30 
  1d6 ankhegs 
  6 
  15
  31–34 
  1d6 pteranodons 
  6 
  85
  35–40 
  1d8 monitor lizards 
  6 
  194
  41–44 
  1d6 dire hyenas 
  6 
  178
  45–52 
  2d6 hyenas 
  6 
  178
  53–60 
  2d6 gnolls 
  6 
  155
  61–66 
  1d6 lions 
  6 
  193
  67–70 
  2d6 giant ants 
  7 
  16
  71–74 
  2d4 pegasi 
  7 
  225
  75–78 
  2d6 centaurs 
  8 
  42
  79–80 
  1 dire tiger 
  8 
  265
  81–82 
  1d6 ankylosauruses 
  9 
  83
  83–84 
  1d6 stegosauruses 
  10 
  85
  85–88 
  2d4 rhinoceroses 
  10 
  235
  89–90 
  1 gold dragon (young) 
  11 
  108
  91–94 
  2d4 elephants 
  11 
  128
  95–96 
  1d6 tyrannosauruses 
  12 
  86
  97–98 
  1d8 triceratops 
  12 
  86
  99–100 
  1d6 brachiosauruses 
  13 
  83
  Swamp 
  CR 7
  d% 
  Encounter 
  Avg. CR 
  Page
  1–6 
  1 constrictor snake 
  2 
  255
  7–10 
  1 hydra 
  4 
  178
  11–14 
  1 leech swarm 
  4 
  187
  15–18 
  1 gray ooze 
  4 
  166
  19–22 
  1 green  hag 
  5 
  167
  23–26 
  1 ochre jelly 
  5 
  218
  27–32 
  2d6 stirges 
  5 
  260
  33–38 
  1d6 crocodiles 
  5 
  51
  39–46 
  2d6 giant frogs 
  6 
  135
  47–52 
  2d6 goblin dogs 
  6 
  157
  53–56 
  1d4 harpies 
  6 
  172
  57–64 
  2d6 lizardfolk 
  6 
  195
  65–72 
  2d6 boggards 
  7 
  37
  73–74 
  1 chuul 
  7 
  46
  75–76 
  1 dracolisk 
  7 
  170
  77–80 
  2d6 giant leeches 
  7 
  187
  81–82 
  1 black dragon (young) 
  7 
  92
  83–84 
  1 giant slug 
  8 
  254
  85–88 
  1d6 shambling mounds 
  9 
  246
  89–90 
  1 spirit naga 
  9 
  213
  91–94 
  1d6 will-o’-wisps 
  9 
  277
  95–96 
  1 dire crocodile 
  9 
  51
  97–98 
  1 giant flytrap 
  10 
  134
  99–100 
  1 froghemoth 
  13 
  136
  326
  326
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757257
  757257
  451244
  451244
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757258
  757258
  451245
  451245
  Underground 
  CR 9
  d% 
  Encounter 
  Avg. CR 
  Page
  1–10 
  2d6 duergar 
  4 
  117
  11–16 
  1d6 cave fishers 
  5 
  41
  17–22 
  1 basidirond 
  5 
  28
  23–32 
  2d6 drow and 1 drow noble 
  5 
  114, 115
  33–40 
  2d6 giant spiders 
  6 
  258
  41–46 
  1d6 violet fungi 
  6 
  274
  47–52 
  1d8 derros 
  7 
  70
  53–60 
  2d6 morlocks 
  7 
  209
  61–64 
  1 black pudding 
  7 
  35
  65–68 
  1 giant slug 
  8 
  254
  69–72 
  1d6 cloakers 
  8 
  47
  73–82 
  2d6 dark creepers, 1 dark stalker 8 
  53, 54
  83–86 
  1d6 driders 
  10 
  113
  87–90 
  1d6 intellect devourers 
  11 
  180
  91–92 
  1 purple worm 
  12 
  230
  93–96 
  1d4 ropers 
  14 
  237
  97–98 
  1 neothelid 
  15 
  214
  99–100 
  1 shoggoth 
  19 
  249
  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 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPg Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Cave fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Lawrence Schick.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Ice golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Ian Livingstone and Mark Barnes.
  nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Neville White.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Wood golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors 
  Scott Greene and Patrick Lawinger.
  yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  yellow Musk zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Albie Fiore.
  yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Urban (Dangerous City) 
  CR 6
  d% 
  Encounter 
  Avg. CR 
  Page
  1–12 
  1d6 dogs 
  1 
  87
  13–20 
  1 rat swarm 
  2 
  232
  21–30 
  1d6 riding dogs 
  2 
  87
  31–32 
  1 werewolf 
  2 
  198
  33–40 
  3d6 dire rats 
  4 
  232
  41–48 
  2d6 tengus 
  4 
  263
  49–56 
  2d6 tieflings 
  4 
  264
  57–62 
  1d6 ghouls 
  4 
  149
  63–68 
  1d6 doppelgangers 
  5 
  89
  69–78 
  2d6 wererats 
  7 
  197
  79–82 
  1 succubus 
  7 
  68
  83–86 
  1d6 jann 
  7 
  141
  87–90 
  1d8 gargoyles 
  8 
  137
  91–92 
  1 mohrg 
  8 
  208
  93–94 
  1 intellect devourer (body theft) 8 
  180
  95–96 
  1 vampire 
  9 
  270
  97–98 
  1 night hag 
  9 
  215
  99–100 
  1 rakshasa 
  10 
  231
  327
  327
  Appendices
  Appendices
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757258
  757258
  451245
  451245
  
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757259
  757259
  451246
  451246
  50,000 BETA PLAYTEST DOWNLOADS
  THE BIGGEST RPG EVENT OF THE YEAR
  PAIZO.COM/PATHFINDER
  Paizo Publishing, LLC, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game is a 
  trademark of Paizo Publishing, LLC. ©2009 Paizo Publishing, LLC.
  ®
  ™
  CORE RULEBOOK
  Available 
  Now!
  paizo.com #1276082, D M <dm_123_456@yahoo.com>, Oct 19, 2009
  757259
  757259
  451246
  451246
  
  W
  hat is a hero without monsters to vanquish? This book presents hundreds of different 
  creatures for use in the Pathfinder Roleplaying Game. Within this tome you’ll find 
  fire-breathing dragons and blood-drinking vampires, vile demons and shapechanging 
  werewolves, sadistic goblins and lumbering giants, and so much 
  more! Yet not all the creatures in this book are enemies, for some 
  can serve lucky heroes as allies or advisors, be they summoned 
  angels or capricious nymphs. And it doesn’t stop there—with 
  full rules for advancing monsters, adapting monsters to different 
  roles, and designing your own unique creations, you’ll never be 
  without a band of hideous minions again!
   The Pathfinder RPG Bestiary is the must-have companion volume 
  to the Pathfinder RPG Core Rulebook. This imaginative tabletop 
  game builds upon more than 10 years of system development 
  and an Open Playtest featuring more than 50,000 gamers to 
  create a cutting-edge RPG experience that brings the all-time 
  best-selling set of fantasy rules into the new millennium.
  The Pathfinder RPG Bestiary includes:
  •  More than 350 different monsters
  •  Dozens of monstrous variants to modify creatures and keep 
  players on their toes
  •  Numerous lists of monsters to aid in navigation, including lists 
  by Challenge Rating, monster type, and habitat
  •  Extensive rules for creating effective and balanced monsters
  •  Rules for advancing monsters by hit dice, template, or class level
  •  Universal monster rules to simplify special attacks, defenses, and 
  qualities like breath weapons, damage reduction, and regeneration
  •  More than a dozen feats tailored especially for monsters
  •  Suggestions for monstrous cohorts
  •  Two dozen additional animal companions
  •  More than a dozen different wandering monster encounter tables
  •  AND MUCH, MUCH MORE!
  ®
  Here there be monsters!
  paizo.com/pathfinder
  Printed in China. PZO1112
  ™
  
SOURCE: textdata/thevault/Pathfinder/Bestiary.pdf