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  Credits
  Designers: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock,  
  Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,  
  Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan
  Developers: Jason Bulmahn, James Jacobs, and Sean K Reynolds
  Cover Artist: Wayne Reynolds
  Interior Artists: Eric Belisle, Branko Bistrovic, Christopher Burdett, Anna Christenson, Concept Art House, Mike Corriero,  
  Alberto Dal Lago, Eric Dechamps, Julie Dillon, Matt Dixon, Mariusz Gandzel, John Gravato, Kelly Harris, Andrew Hou,  
  Imaginary Friends, Kekai Kotaki, Peter Lazarski, Eric Lofgren, Jorge Maese, Damien Mammoliti, Hector Ortiz, Jim Pavelec,  
  Drew Pocza, Scott Purdy, KyuShik Shin, Craig J Spearing, Dean Spencer, Florian Stitz, Sarah Stone, Christophe Swal,  
  Adam Vehige, Tyler Walpole, Eva Widermann, Ben Wootten, Kevin Yan, and Kieran Yanner
  Creative Director: James Jacobs
  Senior Art Director: Sarah E. Robinson
  Managing Editor: F. Wesley Schneider
  Editing: Judy Bauer, Christopher Carey, Rob McCreary, Erik Mona, Mark Moreland,
  Lisa Stevens, F. Wesley Schneider, James L. Sutter, and Vic Wertz
  Editorial Interns: Kelley Frodel and Patrick Renie
  Graphic Designer: Andrew Vallas
  Production Specialist: Crystal Frasier
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Corporate Accountant: Dave Erickson
  Director of Sales: Pierce Watters
  Financial Analyst: Christopher Self
  Technical Director: Vic Wertz
  Marketing Director: Hyrum Savage
  Events Manager: Joshua J. Frost
  Special Thanks: The Paizo Customer Service, Warehouse, and Website 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.
  This product makes use of the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game Advanced Player’s Guide. These rules can be found online as part of the 
  Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with 
  the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. The OGL can be found on page 319. 
  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 2 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 Campaign Setting, Pathfinder Module, Pathfinder Player Companion, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2010 Paizo Publishing, LLC. 
  First printing December 2010.
  Printed in China.
  Paizo Publishing, LLC
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
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  Achaierai 
  7
  Accuser devil 
  84
  Adamantine golem 
  134
  Akata 
  23
  Akhana (aeon) 
  9
  Albino cave solifugid 
  253
  Alchemical golem 
  135
  Allosaurus (dinosaur) 
  90
  Amoeba swarm 
  24
  Amphisbaena 
  25
  Animate dream 
  29
  Aranea 
  30
  Arbiter (inevitable) 
  162
  Arsinoitherium (megafauna) 
  186
  Astradaemon (daemon) 
  63
  Athach 
  33
  Attic whisperer 
  34
  Augnagar (qlippoth) 
  219
  Aurumvorax 
  35
  Avoral (agathion) 
  16
  Axiomite 
  36
  Azer 
  39
  Baboon (primate) 
  212
  Badger 
  40
  Banshee 
  41
  Behemoth hippopotamus 
  157
  Belier devil 
  85
  Belker 
  45
  Black scorpion 
  240
  Blindheim 
  46
  Blink dog 
  47
  Bodak 
  48
  Brijidine (azata) 
  37
  Brine dragon 
  94–95
  Brownie 
  49
  Bunyip 
  50
  Bythos (aeon) 
  10
  Cacodaemon (daemon) 
  64
  Camel (herd animal) 
  154
  Carnivorous blob 
  51
  Carrion golem 
  136
  Cassisian (angel) 
  26
  Catoblepas 
  52
  Cave scorpion 
  240
  Cetaceal (agathion) 
  17
  Ceustodaemon (daemon) 
  65
  Chaos beast 
  54
  Charda 
  55
  Charybdis 
  56
  Chernobue (qlippoth) 
  220
  Chupacabra 
  57
  Clockwork golem 
  137
  Cloud dragon 
  96–97
  Cockroach swarm 
  58
  Compsognathus (dinosaur) 
  90
  Crawling hand 
  59
  Crypt thing 
  60
  Crysmal 
  61
  Crystal dragon 
  98–99
  Cythnigot (qlippoth) 
  221
  Dark slayer 
  75
  Death worm 
  76
  Decapus 
  77
  Denizen of Leng 
  82
  Derghodaemon (daemon) 
  66
  Destrachan 
  83
  Devilfish 
  88
  Dhampir 
  89
  Dire badger 
  40
  Draconal (agathion) 
  18 –19
  Dragon horse 
  104
  Draugr 
  110
  Dullahan 
  111
  Dust digger 
  112
  D’ziriak 
  113
  Elysian titan 
  266
  Emperor cobra (snake) 
  252
  Faceless stalker 
  122
  Fetchling 
  123
  Flame drake 
  106
  Forest drake 
  107
  Forlarren 
  125
  Frost drake 
  108
  Frost worm 
  126
  Fungal crawler 
  127
  Gar 
  128
  Giant amoeba 
  24
  Giant anaconda (snake) 
  252
  Giant bee 
  43
  Giant black widow (spider) 
  256
  Giant cockroach 
  58
  Giant crawling hand 
  59
  Giant dragonfly 
  105
  Giant fly 
  124
  Giant gar 
  128
  Giant jellyfish 
  170
  Giant maggot 
  124
  Giant mosquito 
  193
  Giant queen bee 
  43
  Giant snapping turtle 
  273
  Giant solifugid 
  253
  Giant tarantula (spider) 
  256
  Giant tick 
  265
  Giant toad 
  268
  Giant whiptail centipede 
  53
  Glacier toad 
  268
  Glass golem 
  138
  Gloomwing 
  133
  Glyptodon (megafauna) 
  186
  Goliath stag beetle 
  44
  Gray render 
  140
  table of Contents
  introduCtion 
  5
  Monsters a to Z 
  7–291
  appendix 1: Monster Creation 
  292
  appendix 2: Monster advanCeMent 292
  appendix 3: Glossary 
  294
  appendix 4: Monsters as pCs 
  310
  appendix 5: Monster feats 
  310
  appendix 6: Monster Cohorts 
  312
  alphabetiCal listinG of Monsters
  appendix 7: aniMal CoMpanions 
  312
  appendix 8: Monsters by type 
  312
  appendix 9: Monsters by Cr 
  313
  appendix 10: Monsters by terrain 
  314
  appendix 11: variant Monster index 
  316
  appendix 12: ability index 
  317
  appendix 13: Monster roles 
  318
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  Great white whale 
  282
  Grick 
  146
  Grig 
  147
  Grindylow 
  148
  Grippli 
  149
  Gryph 
  150
  Gug 
  151
  Handmaiden devil 
  86
  Hangman tree 
  152
  Hellcat 
  153
  Hippocampus 
  155
  Hippogriff 
  156
  Hippopotamus 
  157
  Hound of Tindalos 
  158
  Howler 
  159
  Hydrodaemon (daemon) 
  67
  Iathavos (qlippoth) 
  222–223
  Ice elemental 
  114–115
  Ice troll 
  271
  Ifrit 
  160
  Imentesh (protean) 
  214
  Immolation devil 
  87
  Jabberwock 
  168–169
  Jellyfish swarm 
  170
  Jinkin (gremlin) 
  142
  Juju zombie 
  291
  Jyoti 
  171
  Kalavakus (demon) 
  78
  Keketar (protean) 
  215
  Kelpie 
  172
  Kolyarut (inevitable) 
  163
  Korred 
  173
  Krenshar 
  174
  Lamia matriarch 
  175
  Leng spider 
  176
  Leonal (agathion) 
  20
  Leprechaun 
  177
  Leukodaemon (daemon) 
  68
  Leucrotta 
  178
  Lhaksharut (inevitable) 
  164–165
  Lightning elemental 
  116–117
  Locathah 
  179
  Lurker in light 
  180
  Lyrakien (azata) 
  38
  Magma dragon 
  100–101
  Magma elemental 
  118–119
  Magma ooze 
  184
  Mandragora 
  185
  Manta ray 
  232
  Marsh giant 
  129
  Marut (inevitable) 
  166
  Megaloceros (megafauna) 
  187
  Megatherium (megafauna) 
  187
  Meladaemon (daemon) 
  69
  Mercane 
  188
  Merrow 
  189
  Mihstu 
  190
  Mithral golem 
  139
  Mobat (bat) 
  42
  Monadic deva (angel) 
  27
  Mongrelman 
  191
  Monkey swarm 
  212
  Moonflower 
  192
  Mosquito swarm 
  193
  Mothman 
  194
  Movanic deva (angel) 
  28
  Mu spore 
  195
  Mud elemental 
  120–121
  Naunet (protean) 
  216
  Necrophidius 
  196
  Neh-thalggu 
  197
  Nereid 
  198
  Nightcrawler (nightshade) 
  200
  Nightwalker (nightshade) 
  201
  Nightwave (nightshade) 
  202
  Nightwing (nightshade) 
  203
  Nuglub (gremlin) 
  143
  Nyogoth (qlippoth) 
  224
  Ogrekin 
  204
  Olethrodaemon (daemon) 
  70–71
  Omox (demon) 
  79
  Oread 
  205
  Paracletus (aeon) 
  11
  Parasaurolophus (dinosaur) 
  91
  Pech 
  206
  Peryton 
  207
  Petitioner 
  208–209
  Phycomid 
  210
  Piscodaemon (daemon) 
  72
  Pleroma (aeon) 
  12–13
  Poltergeist 
  211
  Pugwampi (gremlin) 
  144
  Purrodaemon (daemon) 
  73
  Quickling 
  227
  Quickwood 
  228
  Ram (herd animal) 
  154
  Rast 
  229
  Ravener 
  230–231
  Redcap 
  233
  Reefclaw 
  234
  Revenant 
  235
  Rock troll 
  272
  Rune giant 
  130
  Sandman 
  236
  Sard 
  237
  Scarecrow 
  238
  Sceaduinar 
  239
  Scylla 
  241
  Sea drake 
  109
  Serpentfolk 
  242
  Seugathi 
  243
  Shantak 
  244
  Shemhazian (demon) 
  80
  Shield archon 
  31
  Shining child 
  245
  Shoggti (qlippoth) 
  225
  Silvanshee (agathion) 
  21
  Sinspawn 
  246
  Siren 
  247
  Skaveling (bat) 
  42
  Skulk 
  248
  Slicer beetle 
  44
  Slime mold 
  249
  Slithering tracker 
  250
  Slurk 
  251
  Snapping turtle 
  273
  Soul eater 
  254
  Soulbound doll 
  255
  Spriggan 
  257
  Star archon 
  32
  Stingray 
  232
  Sylph 
  258
  Taiga giant 
  131
  Tendriculos 
  259
  Tenebrous worm 
  260
  Tentamort 
  261
  Thanadaemon (daemon) 
  74
  Thanatotic titan 
  267
  Theletos (aeon) 
  14
  Thoqqua 
  262
  Thrasfyr 
  263
  Thulgant (qlippoth) 
  226
  Thunderbird 
  264
  Tick swarm 
  265
  Titan centipede 
  53
  Totenmaske 
  269
  Triton 
  270
  Twigjack 
  274
  Tylosaurus (dinosaur) 
  91
  Umbral dragon 
  102–103
  Undine 
  275
  Urdefhan 
  276
  Vampiric mist 
  277
  Vemerak 
  278
  Vexgit (gremlin) 
  145
  Viper vine 
  279
  Voidworm (protean) 
  217
  Vrolikai (demon) 
  81
  Vulpinal (agathion) 
  22
  Water orm 
  280
  Wendigo 
  281
  Werebear (lycanthrope) 
  181
  Wereboar (lycanthrope) 
  182
  Weretiger (lycanthrope) 
  183
  Whale 
  282
  Winterwight 
  283
  Witchfire 
  284
  Witchwyrd 
  285
  Wood giant 
  132
  Worm that walks 
  286–287
  Xacarba 
  288
  Xtabay 
  289
  Yrthak 
  290
  Zelekhut (inevitable) 
  167
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  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins/Dungeon
  Sky
  Swamp
  Underground
  Urban
  Water
  Cold
  Creature Type
  Terrain
  Climate
  Tropical
  Temperate
  Extraplanar
  introduCtion
  Welcome to the Pathfinder Roleplaying Game Bestiary 2! 
  Within the pages of this tome you will encounter a wide 
  range of monsters 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 chupacabras and 
  wendigos, our charybdises and scyllas), to the traditions 
  of the RPG’s rich history (such as the blink dog and the 
  hellcat), to the inventions of writers old and new (such as 
  Frank Belknap Long’s hounds of Tindalos, Lewis Carroll’s 
  jabberwock, or H. P. Lovecraft’s Leng spiders, gugs, and 
  more). In order to fully use the creatures in the Pathfinder 
  RPG Bestiary 2, you’ll need a copy of the Pathfinder RPG Core 
  Rulebook and the Pathfinder RPG Advanced Player’s Guide. 
  Additional monsters can be found in the first Pathfinder 
  RPG Bestiary.
  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 294–303 of this book for 
  the complete universal monster rules.
  This book’s appendices also contain a wealth of other 
  information—you’ll find charts organizing the monsters 
  into several different categories, new templates and 
  variants, 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.
  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 the monsters 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
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  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, 13, 12, 
  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 whether 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.
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  Achaierai
  Achaierai
  Illustration by Tyler Walpole
  Achaierai 
  This bird-like beast is mostly head, lunging forward on four scaly 
  legs. Wisps of noxious black vapor trail from its hooked beak.
  AChAIERAI 
  CR 5
  XP 1,600
  LE Large outsider (evil, extraplanar, lawful)
  Init +1; Senses darkvision 60 ft.; Perception +12
  DEFEnSE
  AC 20, touch 11, flat-footed 18 (+1 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 52 (7d10+14)
  Fort +7, Ref +6, Will +4
  SR 20
  OFFEnSE
  Speed 50 ft.
  Melee bite +10 (2d6+4), 2 claws +10 (1d6+4)
  Space 10 ft.; Reach 10 ft. with claw
  Special Attacks black cloud
  STATISTICS
  Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
  Base Atk +7; CMB +12; CMD 24 (28 vs. trip)
  Feats Combat Reflexes, Dodge, Mobility, Spring Attack
  Skills Acrobatics +11 (+19 jump), Climb +14, Fly +0, Perception +12, 
  Sense Motive +12, Stealth +7, Swim +14
  Language Infernal
  ECOLOGy
  Environment any land (Hell)
  Organization solitary or flock (5–8)
  Treasure standard
  SPECIAL ABILITIES
  Black Cloud (Su) An achaierai can exhale a cloud of choking, 
  toxic smoke three times per day. All creatures within 
  10 feet of the achaierai immediately take 2d6 points of 
  damage as their flesh melts and rots away. The cloud 
  erodes sanity as 
  well as 
  flesh, and 
  anyone 
  who takes 
  damage from 
  the black cloud must 
  also make a DC 15 Fortitude 
  save or become confused. Every 
  round, the victim may attempt another DC 15 Fortitude 
  save to recover from the confusion; otherwise it persists, 
  lasting indefinitely until the condition is removed or the 
  victim eventually makes her saving throw. The confusion 
  element of a black cloud is a mind-affecting effect. The 
  save DC is Constitution-based. This is a poison effect. 
  Achaierais are immune to this ability.
  An achaierai is a predator and scavenger of the lower 
  planes that looks like a 15-foot-tall flightless bird, though 
  its head and body are fused into one large unit, with 
  four legs and atrophied wings. The thick, oily plumage 
  covering its body all but conceals these tiny wings. An 
  adult achaierai weighs roughly 750 pounds.
  Though not devils themselves, achaierais live and hunt 
  on the scorched and blasted plains of Hell, where they 
  make excellent use of their long, stilt-like legs in running 
  down any lost souls or lesser devils who stumble into 
  their feeding grounds. Once it has closed with its target, 
  an achaierai attacks with its two front legs, punching 
  or slashing, as well as biting with its powerful beak. 
  Far smarter than their animalistic form might suggest, 
  achaierais prefer to hunt in shrieking packs and use their 
  prey’s confusion and their own reach to their advantage, 
  circling their quarry and darting in to attack as soon as 
  the victim becomes distracted, then retreating again before 
  the prey has a chance to retaliate. They have been known 
  to wander through battlefields in the lower planes, 
  picking over dying and regenerating creatures and souls, 
  which has earned them the nickname “Hell’s vultures.” 
  As achaierais are immune to the toxic clouds of others of 
  their kind, they often work in conjunction to use these 
  clouds to herd or scatter enemies, form long lines of black 
  clouds to protect their retreat, or merely panic opponents 
  in large melees. Achaierais are fond of disemboweling 
  their targets and feasting on the hot entrails while their 
  mortally wounded prey screams itself to death. Of course, 
  as outsiders, achaierais have no need to eat, and their 
  elaborate hunting routines are simply the bird-beasts’ 
  sick form of entertainment.
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  Aeon
  Beyond passion, beyond mercy, beyond reason, the faceless 
  caretakers of reality toil without end, silently struggling 
  to preserve the tenuous balance upon which all existence 
  depends. These voiceless forces are the aeons, inscrutable 
  shapers and eliminators of the multiverse. They exist 
  beyond the understanding of most mortals, endlessly 
  striving toward goals unfathomable even to many of the 
  planes’ eldest inhabitants. Aeons build order from the 
  chaos of the Maelstrom, seed new life upon barren worlds, 
  and halt the rampages of forces grown overbold. They rend 
  nations to vapor, dismantle planets into cosmic dust, and 
  pave the way for calamities. Their ways are at one moment 
  beneficent and in the next utterly devastating, but 
  always without ardor, compassion, or malice. Every aeon 
  dispassionately but determinedly strives toward the same 
  objective—an ever changing, amending, and readjusting 
  pursuit of multiplanar equilibrium. United in this 
  eternal and perhaps impossible pursuit, aeons embody 
  the planes-spanning hand of a metaphorical omnipotent 
  clockmaker, endlessly tuning and adjusting the myriad 
  gears of reality in pursuit of ultimate perfection.
  The balance aeons seek in all things begins with 
  themselves. Most aeons embody a powerful dichotomy 
  sustained in equilibrium. From the potency of birth and 
  death meeting in akhanas to the philosophies of fate and 
  freedom embodied by theletos, the workings of existence 
  take on form and will within their living manifestations. 
  Even the lesser paracletus unite diverse elements of 
  creation in their intricate orbits. Such stability reaches 
  beyond the shapes of aeons to inspire and direct their 
  minds, imbuing each with a singular purpose and area 
  of control. Thus, each embodies the realm of reality it 
  would seek to balance, attempting to enforce a harmony 
  as perfect as that of its physical form upon all things. 
  The forms of various types directly suggest their 
  abilities and objectives, with pleroma aeons, for example, 
  exhibiting the power to create or annihilate, and using 
  such influence to alter that which has grown either too 
  abundant or sterile.
  While aeons are not malicious creatures, they care 
  nothing for individual beings or the struggles and emotions 
  central to most life. The ruin of an entire city or burning 
  of a vast forest means equally little in their manipulation 
  of symmetry. By the same right, creating new life or 
  constructing defenses against impending calamities are 
  equally characteristic acts. For aeons, only the final tally 
  matters, and a land overpopulated by humanoids is just 
  as much in need of culling as a land overrun by ravenous 
  fungi. Just as a body’s natural defenses have neither 
  mercy nor malice for invading parasites, aeons don’t 
  muddy their objectives with emotion. Such impartiality 
  extends to the interactions between aeons as well. Without 
  culture, society, or even memory beyond the immediate 
  needs of the multiverse, they build no relationships and, 
  in general, have no personalities beyond an automaton-
  like directness. A vague caste system exists, with aeons 
  that hold influence over greater multiversal principles 
  acknowledged as superior by their lesser brethren. This 
  caste system rarely translates to actual direction and 
  obedience, though. Should the acts of a greater aeon 
  jeopardize the works or even lives of a multitude of lesser 
  aeons, the efforts of the more potent aeon proceed without 
  hesitation. Only in matters of great existential concern 
  do multiple aeons cooperate, directed into doing so by 
  the united consciousness of their race and the multiverse 
  itself, and even then rarely for long.
  Many mistake aeons for friends or allies of nature and 
  its creatures. While this might be true at times—and is 
  definitely true if reality as a whole is considered a vast, 
  united organism—aeons care no more for the trees of the 
  forest than for the towers of civilization. For them, all life 
  is life and all death is death, to be preserved or scoured 
  regardless of its arbitrary shape. 
  In rare cases, aeons have been known to deviate from 
  the whims of the multiverse. Such rogue aeons typically 
  arise from interacting with other races excessively, living 
  beyond their intended times, being exposed to unusual 
  ideas, or being forced to perform acts they otherwise 
  wouldn’t contemplate. These aeons typically take on 
  extreme personalities, coming to favor one aspect of 
  their being over the other—an akhana is just as likely 
  to become an artist of life as a mass murderer. Normal 
  aeons perceive their rogue brethren as high-priority 
  disturbances in the balance of the multiverse and seek 
  the destruction of such rarities with all haste.
  Monad, the Condition of all
  All aeons are bound in a state they know as “the condition 
  of all” or “monad,” a supreme oneness with all members 
  of their race and the multiverse itself. Therefore, aeons 
  exist as an extension of the multiverse; in a fashion 
  similar to the way bones, muscle, and the various humors 
  create a mortal, they exist as part of a greater being. When 
  destroyed or upon accomplishing specific goals, their 
  energies simply dissipate and become reabsorbed into the 
  monad. They do not die, but are instead recycled. They 
  have no discernible memories and seem to exist only in 
  the present, arriving to repair balance. Relationships 
  with non-aeons are generally nonexistent, and they feel 
  no sense of affection, remorse, vengeance, or similar 
  emotions. Aeons deal with each task as its own action, 
  independent from all other tasks. Thus, an individual 
  once at violent odds with an aeon may, upon their next 
  encounter, have the aeon’s full and undaunted support. 
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  Aeon–Aeon, Akhana
  Aeon–Aeon, Akhana
  Illustration by Alberto Dal Lago
  Aeon, Akhana
  Four gray arms project from a swirling mass resembling a giant 
  eye, from which a tail-like appendage dangles. 
  AkhAnA 
  CR 12
  XP 19,200
  N Medium outsider (aeon, extraplanar)
  Init +10; Senses darkvision 60 ft., deathwatch; Perception +19
  DefenSe
  AC 27, touch 18, flat-footed 21 (+2 deflection, +6 Dex, +9 natural)
  hp 148 (11d10+88); fast healing 5
  fort +17, Ref +11, Will +14
  Immune cold, critical hits, poison; Resist electricity 10, fire 10; 
  SR 23
  OffenSe
  Speed 30 ft., fly 40 ft. (poor)
  Melee 4 claws +16 (1d4+5 plus grab)
  Special Attacks soul siphoning
  Spell-Like Abilities (CL 11th; concentration +15)
  Constant—deathwatch
  At will—cure serious wounds, gentle repose, inflict serious 
  wounds (DC 17), sanctuary (DC 15)
  3/day—restoration, slay living (DC 19)
  1/day—raise dead
  StAtIStICS
  Str 21, Dex 23, Con 26, Int 16, Wis 21, Cha 18
  Base Atk +11; CMB +16 (+20 grapple); CMD 34 (38 vs. trip)
  feats Combat Reflexes, Great Fortitude, Hover, Improved Initiative, 
  Iron Will, Lightning Reflexes
  Skills Bluff +18, Fly +2, Heal +19, Intimidate +18, 
  Knowledge (planes) +22, Knowledge 
  (religion) +22, Perception +19, 
  Sense Motive +19, Spellcraft +17, 
  Stealth +20
  Languages envisaging
  SQ extension of all, void form
  eCOLOgy
  environment any (Outer Planes)
  Organization solitary, pair, or collective (3–6)
  treasure none
  SPeCIAL ABILItIeS
  Soul Siphoning (Su) As a swift action, an akhana can use its tail 
  to siphon life essence from a grappled foe. At the start of 
  the aeon’s turn, the victim gains 1d4 negative levels (a DC 
  23 Fortitude save negates and grants immunity to this 
  akhana’s soul siphoning ability for 24 hours). When the 
  number of negative levels equals the target’s Hit Dice, the 
  target’s soul tears free from its mortal body and gets 
  stored within the body of the akhana as a trap the 
  soul spell. The victim’s body remains preserved 
  as if via a gentle repose spell for as long as the 
  soul is held by the akhana. The akhana can keep 
  the soul indefinitely, or can release it as a full-round action. 
  Upon doing so, the released soul immediately returns to its 
  body if the body is within 300 feet, at which point the body 
  returns to life and any negative levels imparted to it by the 
  akhana are removed. If the body is not within 300 feet (or if it 
  has been destroyed), then the creature dies when its soul is 
  released. A miracle, limited wish, or wish can force a displaced 
  soul to return to its proper body. If an akhana is slain, any 
  soul it contains is released automatically. An akhana can only 
  hold one soul at a time. The save DC is Constitution-based.
  Akhanas bear charge over the duality of birth and death. 
  They perceive the existence of living things as crucial to 
  maintaining cosmic balance. They also understand the 
  profound influence living things have on the cosmos, and 
  if left untended, its ability to create terrible consequences. 
  In this circumstance, life must give way to death.
  Akhanas wander the byways of the multiverse, constantly 
  on the hunt for imbalances in life. How they judge these 
  imbalances is not well-understood by non-aeons, and 
  the aeons are singularly unmotivated to justify akhanas’ 
  decisions when inquired about them. As a result, the focus 
  of akhanas’ attacks and attentions usually seems arbitrary 
  or even random to most creatures—they do not always 
  focus their attentions on the strongest or the weakest 
  members of a group.
  An akhana stands 5 feet in height and weighs 120 
  pounds. Its strange central body seems vaporous, but is 
  weirdly solid (and slimy) to the touch.
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  Aeon, Bythos 
  A shimmering, colorless mass congeals to form a four-armed 
  humanoid shape with an eye-like pattern in its torso.
  BythOS 
  CR 16
  XP 76,800
  N Large outsider (aeon, extraplanar)
  Init +8; Senses blindsense 60 ft., darkvision 90 ft., low-light 
  vision; Perception +30
  DefenSe
  AC 31, touch 18, flat-footed 26 (+4 deflection, +4 Dex, +1 dodge, 
  +13 natural, –1 size)
  hp 207 (18d10+108); fast healing 10
  fort +18, Ref +12, Will +20
  Immune cold, critical hits, poison; Resist electricity 10, fire 10; 
  SR 27
  OffenSe
  Speed fly 40 ft. (good)
  Melee 4 slams +23 (1d6+6 plus 1d6 cold and aging strike)
  Space 10 ft.; Reach 10 ft.
  Special Attacks confusion gaze, temporal strike
  Spell-Like Abilities (CL 18th; concentration +23)
  At will—
  augury, 
  greater 
  teleport, 
  slow (DC 18)
  3/day—
  dimensional 
  anchor, 
  haste, plane 
  shift (DC 20)
  1/day—dimensional 
  lock, moment of prescience, 
  temporal stasis (DC 23)
  StAtIStICS
  Str 22, Dex 19, Con 21, Int 24, Wis 28, Cha 21
  Base Atk +18; CMB +25; CMD 44 (can’t be 
  tripped)
  feats Combat Casting, Combat Reflexes, Dodge, 
  Great Fortitude, Hover, Improved Initiative, 
  Lightning Reflexes, Mobility, Toughness
  Skills Bluff +26, Fly +8, Heal +30, Intimidate +26, 
  Knowledge (arcana, nature, religion) +33, Knowledge 
  (history, planes) +36, Perception +30, Sense Motive 
  +30, Spellcraft +28, Stealth +21, Use Magic Device +23
  Languages envisaging
  SQ extension of all, void form
  eCOLOgy
  environment any (Outer Planes)
  Organization solitary, pair, or tribunal (3 bythos)
  treasure none
  SPeCIAL ABILItIeS
  Aging Strike (Su) If a bythos strikes a living target with two 
  slam attacks in a single round, the bythos ages the creature, 
  causing it to advance to the next age category (Pathfinder 
  RPG Core Rulebook 169) if it fails a DC 24 Fortitude save. The 
  victim gains all of the penalties from this aging and none of 
  the bonuses. A venerable victim targeted by this ability dies 
  if it fails a DC 24 Fortitude save. This process is reversible 
  with greater restoration, limited wish, miracle, or wish. The 
  save DC is Constitution-based.
  Confusion gaze (Su) Confusion for 1d4 rounds, 30 feet, 
  Fortitude DC 24 negates. The save DC is Charisma-based.
  temporal Strike (Su) As a standard action, a bythos can 
  touch a creature or object to displace it from time. If the 
  target fails a DC 24 Fortitude save, it disappears from the 
  present moment and reappears in the same location 1d4 
  rounds later as if no time had passed. If an object occupies 
  that space, the creature appears in the closest available 
  space to its original location—this displacement does not 
  cause the creature any additional harm. The save DC is 
  Charisma-based.
  The 
  bythos 
  are guardians of 
  time and planar 
  travel—indeed, 
  to bythos, the act of 
  aging is nothing more than 
  a highly specialized method 
  of 
  travel. 
  Although 
  bythos 
  themselves have no additional method 
  of 
  traveling 
  through 
  time, they scour the 
  multiverse, hunting 
  for creatures that do 
  have the ability to 
  time-travel and may have abused this ability.
  Far more often, though, bythos seek out abuses 
  of planar travel, such as tears in reality, regions 
  where planes overlap, or creatures that abuse 
  the use of planar travel. In some cases, such 
  distortions are ignored, but in others, a bythos 
  or even a full tribunal comes to assess and repair 
  the damage. In most cases, “repair” is analogous to 
  the death of the creature responsible for the 
  distortions, but placing such creatures 
  in temporal stasis can also solve the 
  problem.
  While a bythos’s body may seem 
  to be made of smoke and vapor, it is 
  strangely solid to the touch, feeling not 
  dissimilar to dry stone. A bythos is 13 feet 
  tall and weighs 600 pounds.
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  paracletus can only use one of these three dualistic options 
  and cannot change to a different one.
  Courage/Fear: The aura acts as bless or bane.
  Empathy/Apathy: The aura gives creatures a +2 bonus or a 
  –2 penalty on Bluff, Diplomacy, and Intimidate checks.
  Hope/Despair: The aura gives creatures a +2 morale bonus on 
  Will saving throws or a –2 penalty on Will saving throws.
  While mortals possess the gift of free will, both logic 
  and emotion influence their decisions. The paracletus 
  serve the aeons as agents who connect with mortals 
  and study the influence of emotions (particularly the 
  dualistic nature of raw emotion) upon mortal 
  behavior. They wander the planes 
  seeking mortals with particularly 
  strong emotional or logical 
  capabilities 
  (characters 
  with 
  high Charisma or Intelligence 
  scores). Once a paracletus locates 
  such a creature, the paracletus 
  remains nearby, studying the target’s 
  relationship with emotional and 
  logical input and choices. 
  Often, the paracletus will 
  use its emotion aura on 
  the target in order to study 
  how outside influences affect 
  the subject. Unfortunately for 
  the target creature, whether or not the paracletus 
  uses a helpful or harmful effect is, for all intents 
  and purposes, a matter of random chance—even 
  though to the paracletus’s complex reasoning, nothing 
  is left to actual random chance.
  If presented the option, a paracletus avoids direct 
  combat, and uses its emotion aura to influence situations. 
  If pressed to defend itself, it flies at opponents, slamming 
  into them and discharging an electrical jolt of energy in 
  addition to buffeting with its crystalline components. 
  The crystals that orbit a paracletus are solidified aspects 
  of logic, while the swirling vapors and lights that make 
  up its central mass are manifestations of raw emotion—
  when a paracletus is slain, both the crystals and vapors 
  fade away into nothingness.
  A paracletus can be chosen as a familiar by a spellcaster 
  who meets the prerequisites and has the Improved 
  Familiar feat. A paracletus familiar does not abandon its 
  mission to observe emotions and logic at play, but it does 
  follow its master’s orders—this is one situation where 
  the application of a paracletus’s emotion aura need not 
  be random.
  Although the central mass of a paracletus’s body 
  appears to be made of light and energy, it is in fact solid, 
  and feels strangely like electrified flesh to the touch.
  Aeon, Bythos–Aeon, Paracletus
  Aeon, Bythos–Aeon, Paracletus
  Aeon, Paracletus
  A small cluster of shimmering lights floats in the air, orbited by 
  multiple vibrant crystals and gemstones.
  PARACLetuS 
  CR 2
  XP 600
  N Small outsider (aeon, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +7
  Aura emotion aura (DC 12, 30 ft.)
  DefenSe
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 13 (3d10–3)
  fort +4, Ref +3, Will +6
  Immune cold, critical hits, poison; Resist electricity 10, 
  fire 10; SR 7
  OffenSe
  Speed fly 40 ft. (good)
  Melee slam +3 (1d3–1 plus  
  1d6 electricity)
  Spell-Like Abilities (CL 3rd; 
  concentration +4)
  At will—sanctuary (DC 12)
  3/day—calm emotions (DC 13)
  1/week—commune (6 
  questions, CL 12th)
  StAtIStICS
  Str 8, Dex 14, Con 9, Int 11, Wis 13, 
  Cha 12
  Base Atk +3; CMB +1; CMD 13 (can’t be tripped)
  feats Great Fortitude, Iron Will
  Skills Fly +6, Intimidate +7, Knowledge (arcana) +7, 
  Knowledge (planes) +7, Perception +7, Sense Motive +7, 
  Stealth +12
  Languages envisaging
  SQ extension of all, void form
  eCOLOgy
  environment any (Outer Planes)
  Organization solitary, pair, or commune (3–12)
  treasure none
  SPeCIAL ABILItIeS
  emotion Aura (Sp) Each paracletus exists as the embodiment 
  of a specific emotive duality. Three times per day, a 
  paracletus can create an aura representing one of its two 
  programmed emotions. Creatures in the area must make a 
  DC 12 Will save to resist the aura. A creature that makes its 
  save against the aura is unaffected by that aeon’s aura for 
  the next 24 hours. The paracletus can choose one creature 
  in the area to ignore its effects. The effect of the aura 
  lasts for 10 minutes, and ends if a creature moves more 
  than 30 feet from the aeon. The aura is a mind-affecting 
  compulsion effect. The save DC is Charisma-based. Specific 
  emotive dualities and their powers follow—any single 
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  Aeon, Pleroma
  Within the shadows of this vaguely humanoid figure stir swirling 
  colors and spheres, as if it encompassed all the night sky. 
  PLeROMA 
  CR 20
  XP 307,200
  N Large outsider (aeon, extraplanar)
  Init +12; Senses blindsight 120 ft., darkvision 120 ft., true 
  seeing; Perception +41
  DefenSe
  AC 36, touch 24, flat-footed 27 (+6 deflection, +8 Dex, +1 dodge, 
  +12 natural, –1 size)
  hp 324 (24d10+192); fast healing 10
  fort +24, Ref +18, Will +26
  Immune cold, critical hits, poison; Resist electricity 10, fire 10; 
  SR 31
  OffenSe
  Speed 0 ft., fly 60 ft. (perfect)
  Melee touch +25 (20d8 energy)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sphere of creation, sphere of oblivion
  Spell-Like Abilities (CL 20th; concentration +27)
  At will—create food and water, mending, rusting grasp (DC 21), 
  stone shape, wood shape (DC 19)
  7/day—fabricate, plant growth, sculpt sound, shout (DC 21)
  5/day—break enchantment, daylight, deeper darkness, freedom 
  of movement, major creation
  3/day—disintegrate (DC 23), horrid wilting (DC 25)
  1/day—mage’s disjunction (DC 26), wish (DC 26)
  Cleric Spells Prepared (CL 20th; concentration +27)
  9th—astral projection, gate, implosion (3, DC 26)
  8th—cloak of chaos (DC 25), holy aura (DC 25), shield of law 
  (DC 25), summon monster , unholy aura (DC 25)
  7th—blasphemy (DC 24), destruction (DC 24), dictum (DC 24), 
  holy word (DC 24), word of chaos (DC 24)
  6th—banishment (DC 23), forbiddance (DC 23), geas, legend 
  lore, repulsion (DC 23), veil (DC 23)
  5th—contact other plane, dispel chaos (DC 22), dispel evil 
  (DC 22), dispel good (DC 22), dispel law (DC 22), teleport
  4th—chaos hammer (DC 21), holy smite (DC 21), order’s wraith 
  (DC 21), restoration, scrying (DC 21), unholy blight (DC 21)
  3rd—clairaudience/clairvoyance, magic circle against chaos, 
  magic circle against evil, magic circle against good, magic 
  circle against law, suggestion (DC 20)
  2nd—align weapon, detect thoughts (DC 19), enthrall (DC 19), 
  make whole, see invisibility, undetectable alignment, zone of 
  truth (DC 19)
  1st—detect chaos, detect evil, detect good, detect law, 
  identify, magic aura, true strike
  0—create water, detect magic, guidance, read magic
  StAtIStICS
  Str 24, Dex 27, Con 26, Int 26, Wis 31, Cha 25
  Base Atk +24; CMB +32; CMD 57 (can’t be tripped)
  feats Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Great Fortitude, Improved Initiative, Improved Iron Will, 
  Iron Will, Lightning Reflexes, Lightning Stance, Mobility, 
  Wind Stance
  Skills Appraise +30, Bluff +32, Fly +16, Heal +30,  
  Intimidate +27, Knowledge (arcana) +47, Knowledge 
  (dungeoneering) +44, Knowledge (engineering) +44, 
  Knowledge (nature) +47, Knowledge (planes) +47, 
  Knowledge (religion) +47, Perception +41, Sense Motive +39, 
  Spellcraft +30, Stealth +27, Use Magic Device +27
  Languages envisaging
  SQ extension of all, void form
  eCOLOgy
  environment any (Outer Planes)
  Organization solitary or tribunal (1 pleroma, 3 akhanas, and 
  2–5 theletos)
  treasure none
  SPeCIAL ABILItIeS
  energy touch (Su) A pleroma’s touch deals 20d8 points of 
  damage from positive or negative energy, depending upon 
  which type of energy would harm the creature touched. A 
  pleroma’s touch never heals damage.
  Spells A pleroma casts spells as a 20th-level cleric, but does 
  not have access to domains.
  Sphere of Creation (Su) Three times per day, the pleroma 
  can manifest a 2-foot-diameter sphere of white energy 
  that hovers above its left hand. By concentrating, the 
  pleroma can control this sphere, causing it to fly slowly at 
  a speed of 10 feet per round. The sphere can travel in any 
  direction, but must remain within 300 feet of the pleroma 
  or it immediately dissipates. Wherever the sphere travels, 
  it leaves behind a 5-foot-wide path of new matter, creating 
  either new terrain (such as swamp, tundra, desert, or forest) 
  or a 10-foot-square wall composed of a single natural 
  substance (such as clay, wood, or stone). Any existing 
  matter, either living or nonliving that comes in contact 
  with the sphere must make a DC 30 Fortitude save or be 
  absorbed and incorporated into the new substance (only 
  freedom, miracle, or wish can rescue creatures so trapped). 
  Creatures that save are pushed to the nearest unoccupied 
  location adjacent to the newly created substance. The 
  sphere is highly unstable and only lasts 1d4 minutes before 
  exploding with a blinding flash. All creatures within 30 
  feet of the flash must make a DC 30 Fortitude save or be 
  permanently blinded. The save DCs are Constitution-based.
  Sphere of Oblivion (Su) Three times per day, the pleroma can 
  manifest a 2-foot-diameter sphere of complete and utter 
  darkness that hovers above its right hand. The sphere is an 
  empty void similar to a sphere of annihilation. Any matter 
  (living or nonliving) that touches the sphere must succeed 
  on a DC 30 Fortitude save or be sucked into the sphere and 
  destroyed. Larger objects (such as ships or buildings) are 
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  Aeon, Pleroma
  destroyed at a rate of one 10-foot cube per round of contact 
  with the sphere. By concentrating, the pleroma can control 
  this sphere, causing it to fly slowly at a speed of 10 feet per 
  round. The sphere can travel in any direction, but must 
  remain within 300 feet of the pleroma or it immediately 
  dissipates. The sphere is highly unstable and only lasts 
  1d4 minutes before harmlessly imploding upon itself. 
  Alternatively, the pleroma may hurl the sphere as a ranged 
  touch attack (with a 10-foot range increment) against a 
  single creature. When thrown in this manner, the sphere 
  implodes immediately after the attack is resolved. The save 
  DCs are Constitution-based. 
   
  The pleroma is the most powerful of all the aeons. As 
  a manifestation of the opposing acts of creation and 
  destruction, a pleroma exists in a state of flux, its very 
  form shifting between creation and oblivion within the 
  ebon folds of its vaporous cloak. One who gazes upon a 
  pleroma could spend days studying the continual changes 
  of its form, which most resemble the shifting of celestial 
  bodies within the universe sped up 
  to a pace at which the swirling 
  of galaxies and the tumble of 
  planets form a strange dance.
   Pleromas view the concepts 
  of creation and oblivion not so 
  much as separate processes, but 
  rather as two parts of a cyclical 
  passage that everything in existence 
  must explore. Pleromas guide this 
  progression, 
  ensuring 
  everything 
  remains balanced, such that whatever 
  is created can be destroyed, and that 
  nothing becomes so static that 
  these two processes slow to 
  a halt. For everything 
  that attains a state 
  of semi-permanence, 
  there must be many 
  more things that do 
  not, or rather that 
  cannot ever be reformed 
  into a state of permanence. 
  While pleromas believe in 
  eternity, they understand that 
  eternity is cyclical and infinity 
  is something that repeats itself. 
  Therefore, eternity and infinity are 
  states that can be changed, or altered, 
  if only slightly. Pleromas maintain such 
  changes are necessary to keep the cosmos from 
  becoming static and unbalanced, a state they refer to 
  as apocalypse, or the end of everything.
  Of all the aeons, pleromas possess the strongest 
  connection to the entity or concept they refer to as Monad. 
  All aeons believe themselves to be extensions of this 
  entity, and while they act freely and independently of the 
  entity, they always act within the constricts of its will or 
  needs. This behavior is not so much a state of servitude 
  as a symbiosis in which the actions of the pleromas are 
  universally beneficial to both themselves and the entity 
  they are part of. Pleromas describe Monad as the sentience 
  of the multiverse, from which all things are created 
  through the recycling of everything that ever existed. 
  Pleromas typically travel alone. Their arrival in a region 
  almost always heralds some sort of dramatic change. They 
  pay little mind to the wants and needs of other creatures, 
  and remain entirely focused upon their primary task. 
  They avoid conflicts of ethics, wars, and similar pursuits, 
  save when manipulating such events would help to restore 
  the balance between creation and oblivion. Should any be 
  so foolish as to attempt to interfere with or sway their 
  work, pleromas immediately retaliate by bringing all of 
  their significant powers and devastating abilities to bear 
  until the intervention is destroyed.
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  Aeon, Theletos
  Four bandy limbs, each splitting at the elbow into two three-
  fingered forearms, emerge from this creature’s crystalline body. 
  theLetOS 
  CR 7
  XP 3,200
  N Medium outsider (aeon, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +16
  DefenSe
  AC 20, touch 15, flat-footed 17 (+2 deflection, +2 Dex, +1 dodge, 
  +5 natural)
  hp 76 (9d10+27); fast healing 5
  fort +9, Ref +5, Will +12
  Immune cold, critical hits, poison; Resist electricity 10, fire 10; 
  SR 18
  OffenSe
  Speed 30 ft., fly 30 ft. (poor)
  Melee 2 slams +13 (1d6+4), 2 tentacles +8 (1d4+2 plus fate drain)
  Space 5 ft.; Reach 5 ft.
  Special Attacks wreath of fate
  Spell-Like Abilities (CL 9th; concentration +10)
  At will—augury, command (DC 12), doom (DC 12), sanctuary 
  (DC 12)
  3/day— bestow curse 
  (DC 14), enthrall 
  (DC 13), touch of 
  idiocy (DC 13), dispel 
  magic, remove curse, 
  suggestion (DC 14)
  1/day—charm monster (DC 15), 
  lesser geas (DC 15)
  StAtIStICS
  Str 18, Dex 14, Con 17, Int 11, Wis 19, 
  Cha 12
  Base Atk +9; CMB +13; CMD 28 (can’t 
  be tripped)
  feats Dodge, Hover, Improved 
  Initiative, Improved Iron Will, 
  Iron Will
  Skills Fly –2, Intimidate +13, Knowledge 
  (planes) +16, Perception +16, Sense 
  Motive +16, Spellcraft +12, Stealth +14
  Languages envisaging
  SQ extension of all, void form
  eCOLOgy
  environment any (Outer Planes)
  Organization solitary, pair, or 
  collective (3–12)
  treasure none
  SPeCIAL ABILItIeS
  fate Drain (Su) A 
  theletos possesses a 
  pair of flexible crystalline tentacles with which it can drain 
  a creature’s sense of fate and destiny. Whenever it strikes 
  a foe with these tentacles, the creature struck must make 
  a DC 17 Will save or take 1d4 points of Charisma damage. 
  Until a creature’s Charisma damage from this ability is 
  healed, the victim takes a –2 penalty on all saving throws 
  (regardless of the actual total amount of Charisma damage 
  it takes). The save DC is Constitution-based.
  Wreath of fate (Su) As a full-round-action every 1d4 rounds, 
  a theletos can release a 60-foot cone of energy from its 
  chest. Any intelligent creature struck by this cone must 
  make a DC 15 Will save or become nearly overwhelmed with 
  the knowledge of various fates that destiny has in store for 
  him—there is no way to make sense of these myriad dooms 
  and boons, and as a result, the victim is staggered. As long 
  as this condition persists, the victim may choose to make 
  two rolls when attempting an attack roll, a saving throw, 
  or a skill check—he must accept the worse of the two rolls, 
  but in so doing the wreath of fate passes from his soul and 
  he is no longer staggered by this ability. Wreath of fate is a 
  curse effect, and as such can be affected by remove curse or 
  break enchantment—the effective caster level of this curse is 
  equal to the theletos’s HD (CL 9th in 
  most cases). The save DC is 
  Charisma-based.
  The 
  strange 
  theletos 
  is the guardian of the duality 
  between freedom and fate. Slavery 
  is no more of an issue to a theletos 
  than is true freedom, but without 
  one, the other cannot exist. In 
  areas where slavery is rife, a theletos 
  might aid in freeing some slaves, 
  while in regions where slavery has been 
  abolished, this strange being works 
  to subjugate many creatures with its 
  own 
  mind-controlling 
  spell-like 
  abilities—often encouraging them 
  to further undertake acts of slavery 
  themselves. The theletos is also a 
  guardian of fate and prophecy, and 
  while for some creatures it might allow 
  glimpses of futures, others who peer 
  into the future almost seem to cause 
  the aeon physical pain. The theletos 
  cannot explain why one seer might 
  be allowed to divine futures while 
  another should not—it knows 
  only that some prophets should 
  be denied this pursuit.
  A theletos is 5 feet tall 
  and weighs 100 pounds.
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  Agathion
  Agathions are a race of beast-aspect outsiders native to 
  the plane of Nirvana, a realm of pure good unconcerned 
  with the dogma of law (represented by Heaven) or chaos 
  (represented by Elysium). Though Nirvana is a place of 
  rest where blessed souls seek enlightenment, agathions 
  are aggressive and interventionist in the mortal world 
  when it comes to dealing with evil. Created from the 
  souls of good mortals who have managed to achieve the 
  enlightenment they sought in life (or in some cases, after 
  death), agathions embody the principles of a peaceable 
  kingdom while marshaling their strength to defend 
  that kingdom from any who would despoil it. Because 
  they strike an ethical balance between the chaotic, fey-
  like azatas and the lawful, rigid process of the archons, 
  agathions are often liaisons between the celestial races, 
  soothing hot tempers and working toward mutual goals 
  of vanquishing evil and protecting good.
  All agathions have an animal-like aspect. Some are 
  more humanoid in appearance, while others spend their 
  entire existence in a form nearly identical to that of a true 
  animal. Each type of agathion serves a particular role 
  in Nirvana, and their duties on other planes echo these 
  responsibilities: leonals watch over Nirvana’s portals and 
  have a guardian-like aspect in other worlds, draconals 
  carry the wisdom of the ages and observe and guide 
  exceptional mortals, vulpinals are bards and messengers 
  and bear important news to celestial generals and mortal 
  heroes, and so on. Agathions are proud of their feral 
  aspects and don’t take kindly to the suggestion that 
  they are cursed folk like lycanthropes or nothing more 
  than magical talking beasts. Every agathion was once 
  a mortal who aspired to goodness and was rewarded 
  in the afterlife with a form suiting her talents and 
  personality; suggesting that an agathion’s form is a kind 
  of punishment is a terrible insult.
  The following pages describe only a few of the best-
  known kinds of agathions, but other types exist, 
  corresponding to other conventional animals (bears, 
  dinosaurs, fish, wolves, and so on), with a few having 
  shapes that resemble insects (particularly beetles, 
  butterflies, and mantises); a handful resemble stranger 
  creatures (such as basilisks and owlbears) or unique 
  “animals” native to extreme environments on distant 
  worlds. Certain animals, particularly those associated 
  with scavenging activities (such as hyenas, buzzards, or 
  jackals) or parasitism (like lampreys or ticks) specifically 
  do not have agathions associated with them—these 
  animals are not intrinsically evil, but their habits and 
  ecological niches are far from the noble and proud 
  traditions that most of the souls who seek enlightenment 
  upon Nirvana would associate with themselves.
  Individual agathions may be male or female, but they 
  do not reproduce among their own kind—every agathion 
  is a unique individual made from the soul of a good 
  mortal. This does not prevent them from falling in love 
  or having affairs with mortals, and a few aasimar and 
  celestial sorcerer bloodlines derive from past contact with 
  agathions, particularly among communities not averse to 
  anthropomorphic humanoids. Indeed, many mythologies 
  tie numerous races of this kind to the inevitable result of 
  human tribes forming strong emotional attachments to 
  visiting agathions.
  Agathions speak Celestial, Draconic, and Infernal, 
  though they can communicate with any intelligent 
  creature because of their truespeech ability. They can 
  also communicate with animals using a similar, silent 
  ability. Even the weakest agathion is able to heal itself or 
  others using a power similar to a paladin’s ability to lay 
  on hands. All agathions have a number of similar traits, 
  as detailed in Appendix 3 of this book.
  Agathions serving a particular deity or empyreal lord 
  may have additional abilities depending on the role their 
  deity assigns them. For example, a cetaceal serving a 
  goddess of volcanic islands may be able to change shape 
  into a more human-like form to walk on land, and may 
  be immune to fire to tolerate and tend to the life-rich 
  thermal vents at the ocean floor.
  agathion leaders
  Though agathions lack an organized hierarchy, each type 
  of agathion has a few individuals invested with power by 
  the gods of Nirvana or the plane itself. Common agathions 
  look to these exceptional examples for leadership, wisdom, 
  and inspiration; these enlightened folk do not openly 
  claim any responsibilities or rank over their fellows, but 
  welcome the obligations this added power places upon 
  them and do not deny their status or shirk their duties. Part 
  of a category of powerful outsiders known collectively as 
  empyreal lords, these leaders are often significantly larger 
  than common agathions (up to double the normal size, in 
  some cases), and have unusual coloration (such as iron-
  gray fur) or unique sensory manifestations associated with 
  their presence (such as illusory birds, a constant melody, 
  the scent of oranges, or a calming aura). No agathion fails 
  to recognize their presence when not disguised. Agathion 
  leaders can serve as heralds for deities, although they tend 
  not to encourage religions based on their teachings. The 
  following is but a selection of notable agathion leaders.
  Chavod Broken-Spear (cetaceal)
  Kelumarion the King Over the Mountain (leonal)
  Korada of the Dream Lotus (avoral)
  Lady Taramyth the Singing Flame (vulpinal)
  Sixlife the Violet Fury (silvanshee)
  Walks with Golden Stars (draconal)
  Aeon, Theletos– Agathion
  Aeon, Theletos– Agathion
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  Agathion, Avoral
  Great feathers sweep back from this fierce bird-man’s brow, and 
  long, clawed hands grow from the end of his wings.
  AvORAL 
  CR 9
  XP 6,400
  NG Medium outsider (agathion, extraplanar, good)
  Init +6; Senses darkvision 60 ft., detect magic, low-light vision, 
  see invisibility; Perception +23
  Aura fear aura (20 ft., DC 17)
  DefenSe
  AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
  hp 94 (9d10+45)
  fort +11, Ref +12, Will +6; +4 vs. poison
  DR 10/evil or silver; Immune electricity, petrification; Resist 
  cold 10, sonic 10; SR 20
  OffenSe
  Speed 40 ft., fly 90 ft. (good)
  Melee 2 claws +16 (2d6+3), 2 wings +10 (2d6+1)
  Spell-Like Abilities (CL 9th; concentration +12)
  Constant—detect magic, see invisibility, speak with animals
  At will—aid, blur (self only), command (DC 14), detect magic, 
  dimension door, dispel magic, gust of wind (DC 15), hold 
  person (DC 16), light, magic circle against evil (self only)
  3/day—lightning bolt (DC 16), empowered magic missile
  StAtIStICS
  Str 17, Dex 23, Con 20, Int 15, Wis 16, Cha 16
  Base Atk +9; CMB +12; CMD 29
  feats Dodge, Empower Spell-Like Ability 
  (magic missile), Flyby Attack, Weapon 
  Finesse, Weapon Focus (claw)
  Skills Bluff +10, Diplomacy +7, Fly +22, 
  Handle Animal +9, Intimidate +15, 
  Knowledge (any one) +14, Perception 
  +23, Ride +7, Sense Motive +15, Spellcraft 
  +11, Stealth +18; Racial Modifiers Perception 
  +8
  Languages Celestial, Draconic, Infernal; speak with 
  animals, truespeech
  SQ lay on hands (4d6, 7/day, as a 9th-level paladin)
  eCOLOgy
  environment any air (Nirvana)
  Organization solitary, pair, or squad (3–6)
  treasure standard
  SPeCIAL ABILItIeS
  true Seeing (Su) This ability works like the spell (caster level 
  14th), except it only affects the avoral, the avoral must 
  concentrate for 1 full round before it takes effect, and it 
  remains as long as the avoral concentrates.
  Avorals are generally human-shaped, but their upper 
  limbs are great wings with a human-like hand at the 
  end of each, allowing avorals to use tools and weapons, 
  though in battle they prefer to attack from the air and 
  slash with the large claws on their feet and buffets from 
  their great wings. An avoral’s head has a feathery cowl 
  instead of hair, typically brown, white, gray, or golden, 
  and its facial features are bird-like, with a large nose and 
  piercing eyes. Its bones are hollow but strong, making 
  it ideal for flying. Like eagles, avorals have phenomenal 
  vision, and can see fine details even at great distances.
  Though on their home plane they are content to soar 
  among the clouds and challenge each other to diving 
  contests among the mountain peaks, in war avorals are 
  the scouts, spies, and messengers of the agathions. With 
  their incredible speed, phenomenal eyesight, and magical 
  powers, they can sneak into an area, spy on whatever 
  lives there, silently converse 
  with the local fauna for 
  additional information, and 
  fly or teleport out again 
  with a comprehensive report. 
  They are experts at hit-and-
  run attacks and are often 
  responsible for ferrying other 
  celestial soldiers to battle.
  A typical avoral is 7 feet tall but 
  weighs only 120 pounds.
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  Agathion, Cetaceal
  This mermaid-like creature has the torso and head of a long-
  haired woman and the lower half of a sleek killer whale.
  CetACeAL 
  CR 15
  XP 51,200
  NG Medium outsider (agathion, aquatic, extraplanar, good)
  Init +8; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +28
  Aura protective aura (20 ft.)
  DefenSe
  AC 30, touch 15, flat-footed 25 (+4 Dex, +1 dodge, +15 natural; 
  +4 deflection vs. evil)
  hp 212 (17d10+119); regeneration 5 (evil weapons and spells)
  fort +17, Ref +16, Will +9; +4 vs. poison, +4 resistance vs. evil
  DR 10/evil and silver; Immune cold, electricity, 
  petrification; Resist sonic 10; SR 26
  OffenSe
  Speed 10 ft., swim 80 ft.
  Melee +1 shocking burst shortspear 
  +28/+23/+18/+13 (1d6+10 plus 1d6 
  electricity), tail slap +22 (1d6+4 plus 
  push and stun)
  Special Attacks shockwave, push 
  (tail slap, 10 ft.)
  Spell-Like Abilities (CL 15th; 
  concentration +20)
  Constant—speak with animals
  At will—detect thoughts (DC 15), 
  light, lightning bolt 
  (DC 16), hold monster (DC 17), 
  message, greater teleport (self 
  plus 50 lbs. of objects only),
  7/day—break enchantment, cure 
  serious wounds, neutralize 
  poison, remove disease
  3/day—cone of cold (DC 18), 
  cure critical wounds, greater 
  restoration, heal
  1/day—awaken, summon monster 
  VIII (water elementals only)
  StAtIStICS
  Str 29, Dex 19, Con 24, Int 14, Wis 18, 
  Cha 17
  Base Atk +17; CMB +26; CMD 41 
  (can’t be tripped)
  feats Combat Casting, Dodge, 
  Improved Initiative, Lightning 
  Reflexes, Mobility, Spell Penetration, 
  Agathion, Avoral–Agathion, Cetaceal
  Agathion, Avoral–Agathion, Cetaceal
  Weapon Focus (shortspear, tail slap), Wind Stance
  Skills Diplomacy +12, Handle Animal +14, Heal +21, 
  Knowledge (arcana) +22, Knowledge (nature) +19, 
  Knowledge (planes) +22, Perception +28, Sense Motive +24, 
  Stealth +24, Swim +17; Racial Modifiers +4 Perception
  Languages Celestial, Draconic, Infernal; speak with 
  animals, truespeech
  SQ amphibious, lay on hands (8d6, 11/day, as a 17th-level paladin)
  eCOLOgy
  environment any water (Nirvana)
  Organization solitary, pair, or pod (3–6)
  treasure double (+1 shocking burst shortspear, other treasure)
  SPeCIAL ABILItIeS
  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 cetaceal. 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 
  cetaceal’s HD). The defensive benefits 
  from the circle are not included in the 
  above stat block.
  Shockwave (Su) Once 
  per day, a cetaceal can 
  release a 100-foot-
  radius burst of energy. 
  All creatures in the area take 
  17d6 damage; half of this damage 
  is cold, and half is electricity (DC 25 
  Reflex save halves). The save DC is 
  Constitution-based.
  Stun (ex) Any creature moved by a 
  cetaceal’s push attack must make 
  a DC 25 Fortitude saving throw or 
  be stunned for 1 round. The DC is 
  Constitution-based.
  Cetaceals are great water-
  dwelling agathions who swim 
  the planar seas and commune 
  with the creatures of the deeps. 
  Rarely seen by landwalkers, they 
  defend the waters against aquatic evils 
  such as aboleths. Their spirits usually were 
  those of great mortal leaders of aquatic or 
  coastal tribes, or good folk who died underwater 
  serving some great cause, reborn in a celestial form that is 
  part humanoid, part orca. They are social beings and 
  develop close friendships with other celestials and 
  marine creatures.
  A cetaceal is 8 feet long and weighs 400 pounds, 
  although some grow quite a bit larger than that.
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  Agathion, Draconal
  This noble creature seems to be part serpent, part humanoid, and 
  part dragon, with great wings and a crown of horns.
  DRACOnAL 
  CR 20
  XP 307,200
  NG Large outsider (agathion, extraplanar, good)
  Init +6; Senses blindsense 60 ft., darkvision 120 ft., low-light 
  vision; Perception +48
  Aura protective aura (20 ft.)
  DefenSe
  AC 36, touch 18, flat-footed 33 (+2 Dex, +1 dodge, +6 insight, 
  +18 natural, –1 size) (+4 deflection vs. evil)
  hp 324 (24d10+192); regeneration 10 (evil weapons and spells)
  fort +22, Ref +16, Will +17; +4 vs. poison, +4 resistance vs. evil, 
  DR 15/evil and silver; Immune one energy type (see Celestial 
  Focus), electricity, petrification; Resist sonic 10; SR 31
  OffenSe
  Speed 40 ft., fly 120 ft. (average)
  Melee bite +36 (2d6+13 plus 1d6 energy), 2 claws +31 (1d8+6 
  plus 1d6 energy)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (120-ft. line, 20d6 energy 
  damage, Reflex DC 30 half, usable once every 1d4 rounds)
  Cleric Spells Prepared (CL 17th; concentration +23)
  9th—implosion (DC 26), storm of vengeanceD (DC 26)
  8th—demandD, earthquake, quickened holy smite (DC 21)
  7th—empowered breath of life, empowered flame strike 
  (DC 22), holy word (DC 24), quickened invisibility purge, 
  repulsionD (DC 24)
  6th—animate objects, blade barrierD (DC 23), find the path, 
  heal, heroes’ feast, quickened remove paralysis
  5th—breath of life, dispel evil, flame strike (DC 22), greater 
  command (DC 22), spell resistance, true seeing
  4th—cure critical wounds (3), freedom of movement, holy 
  smiteD (DC 21), repel vermin (DC 21)
  3rd—bestow curse (DC 20), daylight, dispel magic, helping 
  hand, magic vestmentD, prayer, protection from energy
  2nd—align weaponD (good only), calm emotions (DC 19), 
  enthrall, hold person (DC 19), lesser restoration (2), shield other
  1st—bless, detect undead, divine favor, obscuring mist, remove 
  fear, sanctuary (DC 18), shield of faith
  0—detect poison, guidance, purify food and drink, stabilize
  D domain spell; Domains Good, Nobility
  Spell-Like Abilities (CL 24th; concentration +30)
  Constant—speak with animals
  At will—beast shape II, command (DC 17), detect thoughts, 
  elemental body III (air or water elementals only), greater 
  teleport (self plus 50 lbs. of objects only), gust of wind, 
  hold monster (DC 20), identify, light, lightning bolt (DC 19), 
  mage hand, message
  7/day—break enchantment, cure serious wounds, neutralize 
  poison, remove disease
  3/day—control water, control weather, control winds, heal, 
  plane shift (DC 23)
  StAtIStICS
  Str 36, Dex 15, Con 27, Int 24, Wis 24, Cha 23
  Base Atk +24; CMB +38; CMD 51 (can’t be tripped)
  feats Alertness, Combat Casting, Dodge, Empower Spell, 
  Greater Spell Penetration, Improved Initiative, Iron 
  Will, Mobility, Power Attack, Quicken Spell, Skill Focus 
  (Perception), Spell Penetration
  Skills Acrobatics +25, Bluff +29, Diplomacy +26, Escape Artist +22, 
  Heal +27, Intimidate +29, Knowledge (arcana) +30, Knowledge 
  (nature) +27, Knowledge (planes) +34, Knowledge (religion) +31, 
  Perception +48, Sense Motive +34, Spellcraft +27, Stealth +21, 
  Use Magic Device +26; Racial Modifiers +4 Perception
  Languages Celestial, Draconic, Infernal; speak with 
  animals, truespeech
  SQ celestial focus, divine insight, lay on hands (10d6, 16/day, 
  as a 20th-level paladin)
  eCOLOgy
  environment any air (Nirvana)
  Organization solitary, pair, or flight (3–6)
  treasure double
  SPeCIAL ABILItIeS
  Celestial focus (ex) A draconal’s color indicates aspects 
  of its power and attunement to the powers of the good 
  planes. These determine the draconal’s breath weapon, 
  the additional energy damage of its claw and bite attacks, 
  additional resistances and immunities, and its additional 
  domain choices (see Spells, below).
  Divine Insight (Su) A draconal adds its Charisma bonus as an 
  insight bonus to Armor Class.
  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 draconal. 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 draconal’s HD). (The defensive benefits from the 
  circle are not included in a draconal’s stat block.)
  Spells Draconals cast spells as 17th-level clerics. Like 
  clerics, they have access to two domains, selecting from 
  the following list: Air, Good, Nobility, Weather, and two 
  additional domain options based on their color (see facing 
  page). The majority of draconals choose Good and Nobility 
  as their domains (as represented by this stat block). 
  Draconals have a domain spell slot at each spell level but do 
  not gain the granted powers of their chosen domains, nor 
  do they gain access to other cleric abilities.
  Draconals are mighty agathion lords, few in number and 
  greatly removed from mortal affairs. They watch over 
  powerful magic and are direct agents of the gods and 
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  Agathion, Draconal
  the needs of the good planes. Patient and ageless, they 
  plan for the long term, which often frustrates mortal 
  creatures who seek to gain their assistance with a threat 
  in the here and now. A draconal would rather support or 
  enhance a group of heroes than tackle a problem directly, 
  maintaining its focus on planar matters.
  Draconals are attuned to nature and believe in cycles 
  of life and death. Though they are good, they understand 
  that the presence of evil gives good creatures something 
  to strive against, preventing stagnation and complacency. 
  This means their outlook sometimes appears almost 
  neutral, though they hate suffering and needless death. 
  draConal Colors
  A draconal’s coloration represents mystical elements 
  relating to energy, life, and the natural world. These 
  colors are normally chromatic rather than metallic, and 
  an ignorant person seeing a draconal’s colors may 
  mistake her for an evil half-dragon. However, some 
  draconals have metallic or gem-like coloration; for 
  example, a yellow draconal may appear mustard 
  yellow or metallic gold, while a white draconal 
  may be chalk white, pearlescent white, or metallic 
  silver. Draconals can change their coloration after 
  a lengthy period of meditation, but normally 
  only do this in response to some horrible evil 
  that requires their direct intervention. This 
  change affects the draconals’ personality, 
  and may alter their physical shape or 
  apparent gender.
  Black: Black is a balance between male 
  and female energy, and represents the 
  sky, stars, immortality, and leadership. 
  Black draconals are immune to fire 
  damage, and their breath weapon 
  is fire. A black draconal adds Fire, 
  Glory, and Luck to its list of 
  possible domains.
  Green: Green is slightly 
  skewed toward masculinity. It 
  represents wood, plants, and 
  flowers. Green draconals 
  are 
  immune 
  to 
  cold 
  damage, and their breath 
  weapon is cold. A green 
  draconal adds Animal, 
  Plant, and Water to its list 
  of possible domains.
  Red: Red is a strongly 
  masculine 
  color, 
  and 
  most red draconals are male 
  or have aggressive or gregarious 
  personalities. Red represents fire, 
  light, and warding against bad luck. Red draconals are 
  immune to fire damage, and their breath weapon is fire. 
  A red draconal adds Fire, Protection, and Sun to its list of 
  possible domains.
  White: White is slightly skewed toward femininity, and 
  most white draconals are female or have protective or serene 
  personalities. White represents brightness, fulfillment, 
  metal, mourning, and purity. White draconals are immune 
  to cold damage, and their breath weapon is cold. A white 
  draconal adds Artifice, Liberation, and Repose to its list of 
  possible domains.
  Yellow: Like black, yellow is a balance between male and 
  female energy. Yellow represents earth, oracles, stone, 
  and luck. Yellow draconals are immune to acid, and their 
  breath weapon is acid. A yellow draconal adds Earth, 
  Glory, and Luck to its list of possible domains.
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  Agathion, Leonal
  This lion-headed humanoid has golden fur, sharp teeth, and long 
  cat-like claws on its hands and feet.
  LeOnAL 
  CR 12
  XP 19,200
  NG Medium outsider (agathion, extraplanar, good)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +19
  Aura protective aura (20 ft.)
  DefenSe
  AC 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural) 
  (+4 deflection vs. evil)
  hp 147 (14d10+70)
  fort +14, Ref +12, Will +6; +4 vs. poison, +4 resistance vs. evil
  DR 10/evil and silver; Immune electricity, petrification; Resist 
  cold 10, sonic 10; SR 23
  OffenSe
  Speed 60 ft.
  Melee bite +23 (1d8+8 plus grab), 2 claws +23 (1d6+8)
  Special Attacks roar, pounce, rake (2 claws 
  +23, 1d6+8)
  Spell-Like Abilities (CL 14th; concentration +16)
  Constant—speak with animals
  At will—detect thoughts, fireball (DC 15), 
  hold monster (DC 16)
  3/day—cure critical wounds, 
  neutralize poison, remove disease, 
  wall of force
  1/day—heal
  StAtIStICS
  Str 27, Dex 17, Con 20, Int 14, 
  Wis 14, Cha 15
  Base Atk +14; CMB +22 (+26 
  grapple); CMD 36
  feats Ability Focus (roar), 
  Dodge, Improved Initiative, 
  Mobility, Spring Attack, 
  Weapon Focus (bite, claw) 
  Skills Acrobatics +24 (+36 
  jump), Handle Animal +19, Intimidate 
  +19, Knowledge (any one) +19, 
  Perception +19, Sense Motive +19, 
  Spellcraft +16, Stealth +24; Racial 
  Modifiers +4 Stealth
  Languages Celestial, Draconic, Infernal; 
  speak with animals, truespeech
  SQ lay on hands (7d6, 9/day, as a 14th-
  level paladin)
  eCOLOgy
  environment any land (Nirvana)
  Organization solitary, pair, or pride (3–8)
  treasure standard
  SPeCIAL ABILItIeS
  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 leonal. 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 leonal’s HD). The defensive benefits from the circle 
  are not included in a leonal’s stat block.
  Roar (Su) Up to three times per day, a leonal can emit a 
  powerful roar as a standard action. Each roar affects a 60-
  foot cone with the effects of a holy word spell and also deals 
  2d6 points of sonic damage to all creatures in the area (DC 
  21 Fortitude negates). This is a sonic effect. The save DC is 
  Charisma-based.
  A leonal is a lion-like agathion, noble and fierce. Though 
  gentle with their families and patient with strangers on 
  their home plane, in battle leonals are deadly foes of 
  evil and cruelty. They hunt fiends and other evil 
  monsters, silently tailing their prey until they 
  find the right time to leap and slash. Leonals 
  pride themselves on their hunting prowess, 
  and few land creatures can match their speed. 
  Although capable of using weapons, the 
  majority of leonals prefer to battle evil with 
  tooth and claw.
  Leonals like their battles to be 
  straightforward affairs. They begin 
  with a roar to put their foes off 
  balance, 
  then 
  follow 
  up 
  with claw and bite attacks. 
  They 
  closely 
  coordinate 
  with others in their pride, 
  watching 
  one 
  another’s 
  flanks 
  and 
  setting 
  up 
  devastating attacks. They 
  mainly use their magical 
  abilities 
  against 
  large 
  numbers of weaker foes and 
  against those they need to 
  capture or incapacitate without 
  dealing harm to them.
  Leonals stand 6 feet tall and weigh 
  270 
  pounds 
  on 
  average. 
  Males 
  usually have manes of either dark 
  gold or black hair, which may only 
  surround the head or may extend 
  onto the shoulders and chest. 
  Female leonals do not have 
  manes, but may have longer 
  hair on the back of the neck.
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  Agathion, Silvanshee
  This black cat has gray stripes, violet eyes, and an unusual white 
  blaze on its chest.
  SILvAnShee 
  CR 2
  XP 600
  NG Tiny outsider (agathion, extraplanar, good)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
  DefenSe
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 13 (2d10+2)
  fort +5, Ref +6, Will +2; +4 vs. poison
  DR 5/evil or silver; Immune electricity, petrification; Resist 
  cold 10, sonic 10; SR 13
  OffenSe
  Speed 30 ft., fly 90 ft. (good)
  Melee bite +6 (1d3–4), 2 claws +6 (1d2–4)
  Special Attacks heroic strength, pounce
  Spell-Like Abilities (CL 2nd; concentration +3)
  Constant—know direction, speak with animals
  At will—dancing lights, prestidigitation, stabilize
  1/day—dimension door (self plus 5 lbs. of objects only)
  1/week—commune (6 questions, CL 12th)
  StAtIStICS
  Str 3, Dex 15, Con 12, Int 10, Wis 12, Cha 13
  Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
  feats Improved Initiative, Weapon FinesseB
  Skills Acrobatics +11, Climb +1, Fly +6, Knowledge (arcana) +5, 
  Knowledge (planes) +5, Perception +10, Stealth +19; Racial 
  Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
  Languages Celestial, Draconic, Infernal; speak with animals, 
  truespeech
  SQ cat’s luck, flight, lay on hands (1d6, 1/day, as a 2nd-level 
  paladin), spectral mist
  eCOLOgy
  environment any land (Nirvana)
  Organization solitary, pair, or clowder (3–10)
  treasure standard
  SPeCIAL ABILItIeS
  Cat’s Luck (Su) A silvanshee adds its Charisma modifier as 
  a luck bonus on all its saving throws. Once per day as a 
  standard action, it can also grant this bonus to one ally 
  within 30 feet for 10 minutes.
  heroic Strength (Su) Once per day, a silvanshee can grant 
  itself a +8 enhancement bonus to Strength for 1 minute. 
  Spectral Mist (Su) A silvanshee can assume an eerie, mist-
  like form roughly the size and shape of a cat. This ability 
  has the same effect as a gaseous form spell, except the 
  silvanshee retains its own DR and supernatural abilities and 
  can move at its normal speed. It can remain in mist form 
  up to 5 minutes per day. This duration does not have to be 
  consecutive, but it must be used in 1-minute increments.
  Silvanshees are curious but reclusive cat agathions. 
  Unobtrusive and able to blend in among normal animals 
  (unlike the more anthropomorphic agathions), they are 
  the eyes and ears of the good planes in the mortal world. 
  Most roam hills, forests, and plains, keeping an eye out 
  for evil influences. They can be taken as familiars by 
  spellcasters who utilize the Improved Familiar feat and 
  meet the proper prerequisites. As familiars, silvanshees 
  act as moral guides and steer their mortal allies toward 
  corruptive forces that must be eliminated. In some 
  mortal lands, they are called cat sìth or cath sidhe, and 
  are believed to be disguised witches or fairies—and not 
  necessarily benign creatures, which only encourages 
  silvanshees to avoid strangers.
  Silvanshees are not fond of open combat, even against 
  demons, devils, or other fiendish threats, and they’re 
  likely to run away if confronted. When they must fight, 
  they prefer greater numbers and the element of surprise, 
  using their magic to temporarily overcome their physical 
  weaknesses, and melting away into mist if the battle turns 
  against them.
  A silvanshee is the size of a large domestic cat, though 
  almost always sleek rather than fat, and weighs 20 pounds 
  on average.
  Agathion, Leonal–Agathion, Silvanshee
  Agathion, Leonal–Agathion, Silvanshee
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  Agathion, Vulpinal
  This bright-eyed, anthropomorphic fox is dressed in simple 
  traveling clothes and carries a musical instrument in one hand. 
  AgAthIOn, vuLPInAL 
  CR 6
  XP 2,400
  NG Small outsider (agathion, extraplanar, good)
  Init +7; Senses darkvision 60 ft., detect evil, low-light vision; 
  Perception +12
  Aura calm emotions (30 ft.)
  DefenSe
  AC 22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4 natural, 
  +1 size)
  hp 59 (7d10+21)
  fort +5, Ref +10, Will +7; +4 vs. poison
  DR 10/evil or silver; Immune electricity, petrification; Resist 
  cold 10, sonic 10; SR 17
  OffenSe
  Speed 30 ft.
  Melee bite +11 (1d4+1), 2 claws +11 (1d3+1)
  Special Attacks pounce
  Spell-Like Abilities (CL 7th; concentration +10)
  Constant—detect evil, mage armor, speak 
  with animals
  At will—invisibility (self only) 
  3/day—charm monster (DC 17), dispel evil 
  (DC 18), flame arrow, holy smite (DC 17), 
  dimension door (self plus 50 lbs. of 
  objects only), remove disease
  1/day—major image (DC 16)
  StAtIStICS
  Str 12, Dex 16, Con 17, Int 19, 
  Wis 15, Cha 16
  Base Atk +7; CMB +7; CMD 20
  feats Combat Reflexes, 
  Improved Initiative, Lightning 
  Reflexes, Weapon Finesse
  Skills Acrobatics +10 (+18 jump), 
  Bluff +13, Knowledge (any one) 
  +14, Knowledge (arcana) +14, 
  Knowledge (planes) +14, 
  Perception +12, Perform 
  (any one) +13, Spellcraft 
  +14, Stealth +17, Use 
  Magic Device +10; Racial 
  Modifiers +8 Acrobatics 
  when jumping
  Languages Celestial, Common, 
  Draconic, Infernal; speak with 
  animals, truespeech
  SQ bardic knowledge +7, lay on hands 
  (3d6, 6/day, as a 7th-level paladin)
  eCOLOgy
  environment any land (Nirvana)
  Organization solitary, pair, or team (3–12)
  treasure standard (masterwork musical instrument, other treasure)
  SPeCIAL ABILItIeS
  Calm emotions Aura (Su) A vulpinal’s aura acts like a calm 
  emotions spell with a radius of 30 feet. Any creature entering 
  this area must make a Will save (DC 16) to resist the effect. 
  A creature that makes its save is immune to that vulpinal’s 
  aura for 24 hours. The save DC is Charisma-based.
  Among the smallest of the agathions, vulpinals tend to 
  be the most outspoken and friendly of their kind, and 
  also the most far-ranging across the planes. A vulpinal 
  looks like a humanoid fox, often with brilliantly colored 
  fur (usually red or red-brown, though silver is not 
  uncommon) and a tail as long as its height. As the bards 
  and sages of the agathions, they dress in functional 
  clothing, typically embellishing a single article to show 
  their creativity and personality. Most appear to be adults, 
  though others look more like fox kits (with shorter stature 
  and larger eyes) while some look 
  much older (leaner, 
  with gray fur on the 
  muzzle, chest, and 
  tail). Their hands 
  are humanoid in 
  shape, with tiny 
  clawed fingers.
  A typical vulpinal 
  prefers 
  a 
  life 
  of 
  solitary travel, though they 
  have been known to pair up or 
  travel in groups if they find 
  like-minded individuals who 
  have much to teach and share. 
  They are particularly fond of 
  lillends, and these winged 
  azatas can easily carry the 
  child-sized vulpinals, giving 
  vulpinals many opportunities 
  to share stories. Indeed, for a 
  vulpinal, there are few greater 
  pleasures than sharing their 
  knowledge—acting as sages of the 
  planes, teaching songs and dances 
  from exotic places, and composing 
  poems about beautiful places in the natural 
  world. Though they are gentle by nature, they 
  fight to defend beauty, especially if their magic 
  can bolster the more martial celestial races.
  A vulpinal stands about 3 feet in height and 
  weighs 50 pounds.
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  Akata
  This hairless blue lion has twin tentacular tails. Dozens more 
  thick tentacles quiver and twitch where its mane should be.
  AkAtA 
  CR 1
  XP 400
  N Medium aberration 
  Init +6; Senses darkvision 120 ft., scent; Perception +1
  DefenSe
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 15 (2d8+6)
  fort +3, Ref +2, Will +4
  Defensive Abilities no breath; Immune cold, disease, poison; 
  Resist fire 30
  Weaknesses deaf, vulnerable to salt water
  OffenSe
  Speed 40 ft., climb 20 ft.
  Melee bite +2 (1d6+1 plus void bite), 2 tentacles –3 (1d3)
  StAtIStICS
  Str 12, Dex 15, Con 16, Int 3, Wis 12, Cha 11
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  feats Improved Initiative
  Skills Acrobatics +6 (+10 jump), Climb +9, Stealth +10
  SQ hibernation
  eCOLOgy
  environment any
  Organization solitary, pair, or pack (3–30)
  treasure standard
  SPeCIAL ABILItIeS
  Deaf (ex) Akatas cannot hear. They are immune to spells 
  and effects that rely on hearing to function, but they 
  also cannot make Perception checks to listen.
  hibernation (ex) Akatas can enter a state of hibernation 
  for an indefinite period of time when food is scarce. 
  When an akata wishes to enter hibernation, it seeks 
  out a den and surrounds itself in a layer of fibrous 
  material excreted from its mouth—these fibers 
  quickly harden into a dense, almost metallic 
  cocoon. While hibernating, an akata does not need 
  to drink or eat. The cocoon has hardness 10 and 60 hit 
  points, and is immune to fire and bludgeoning (including 
  falling) damage. As long as the cocoon remains intact, the 
  akata within remains unharmed. The akata remains in a 
  state of hibernation until it senses another living creature 
  within 10 feet or is exposed to extreme heat, at which point 
  it claws its way to freedom in 1d4 minutes as its cocoon 
  degrades to fragments of strange metal.
  Salt Water vulnerability (ex) Salt water acts as an extremely 
  strong acid to akatas. A splash of salt water deals 1d6 
  points of damage to an akata, and full immersion in salt 
  water deals 4d6 points of damage per round.
  void Bite (ex) Akatas hold hundreds of invisibly small 
  larval young within their mouths, spreading these parasitic 
  creatures to hosts through their bite. Only humanoids make 
  suitable hosts for akata young—all other creature types 
  are immune to this parasitic infection. The disease itself is 
  known as void death. 
  Disease (ex) Void Death: Bite—injury; save Fort DC 12; onset 1 
  hour; frequency 1/day; effect 1d2 Dex and 1d2 Con damage; 
  an infected creature who dies rises as a void zombie 2d4 
  hours later (see below); cure 2 consecutive saves.
  Akatas hail from a strange, distant planet that long ago 
  succumbed to a cataclysmic end. Countless akatas clung 
  to fragments of the dead planet, entering hibernation 
  and riding these asteroids until they eventually crashed 
  upon a new planet—akatas’ cocoons protected them from 
  the impact, and they soon awoke to seek out suitable hosts 
  to spawn their young. Left untended, an akata scourge 
  can quickly grow into a significant threat. A typical akata 
  stands 3-1/2 feet tall and weighs 400 pounds.
  Void ZoMbie (Cr +1)
  A humanoid killed by void death becomes a void zombie. A 
  void zombie is a fast zombie (Pathfinder RPG Bestiary page 
  289) that gains a secondary “tongue” attack (actually the 
  larval akata’s feeding tendril), dealing 1d6 points of damage. 
  A void zombie also gains the following special attack.
  Blood Drain (Ex) If a void zombie hits a living creature 
  with its tongue attack, it drains blood, dealing 2 points of 
  Strength damage before the tongue detaches.
  Agathion, Vulpinal–Akata
  Agathion, Vulpinal–Akata
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  Amoeba Swarm
  Thousands of tiny gelatinous clots of animate ooze swarm in a 
  wet mound, surrounded by a cloying stink of rancid vinegar.
  AmoebA SwArm 
  Cr 1
  XP 400
  N Fine ooze (swarm)
  Init –5; Senses blindsight 30 ft.; Perception –5
  DefenSe
  AC 13, touch 13, flat-footed 13 (–5 Dex, +8 size)
  hp 9 (2d8)
  fort +0, ref –5, will –5
  Defensive Abilities ooze and swarm traits; Immune  
  weapon damage
  offenSe
  Speed 10 ft., climb 10 ft., swim 20 ft.
  melee swarm (1d6 acid plus distraction)
  Space 10 ft.; reach 0 ft.
  Special Attacks distraction (DC 11)
  StAtIStICS
  Str 1, Dex 1, Con 10, Int —, wis 1, Cha 1
  base Atk +1; Cmb –12; CmD —
  Skills Climb +3, Swim +3
  SQ amphibious
  eCology
  environment any land or underground
  organization solitary or colony (2–5)
  treasure none
  An amoeba swarm is a mobile group of amoebas, each 
  about the size of a coin. Giant amoebas may cleave off 
  tiny portions of their substance, which can then become 
  amoeba swarms. At other times, a giant amoeba 
  can spontaneously transform into a 
  swarm, usually if the giant amoeba 
  is starving or in an area with a 
  high concentration of magic. 
  Likewise, a well-fed amoeba 
  swarm may fuse into a single 
  giant amoeba.
  When an amoeba swarm 
  is found in the vicinity of 
  a giant amoeba, the two 
  oozes ignore each other. A 
  giant amoeba in the space 
  of an amoeba swarm 
  takes no damage from 
  the swarm’s attacks and 
  does not run the risk of 
  becoming distracted 
  as a result of being 
  in the swarm.
  Amoeba, Giant
  This blob of protoplasm is somewhat transparent, allowing the 
  bones of undigested meals and a dark nucleus to be seen within.
  AmoebA, gIAnt 
  Cr 1
  XP 400
  N Small ooze (aquatic)
  Init –5; Senses blindsight 30 ft.; Perception –5
  DefenSe
  AC 6, touch 6, flat-footed 6 (–5 Dex, +1 size)
  hp 15 (2d8+6)
  fort +3, ref –5, will –5
  Defensive Abilities ooze traits
  offenSe
  Speed 10 ft., climb 10 ft., swim 20 ft.
  melee slam +3 (1d3+1 plus 1d3 acid and grab)
  Space 5 ft.; reach 5 ft.
  Special Attacks constrict (1d3+1 plus 1d3 acid)
  StAtIStICS
  Str 12, Dex 1, Con 16, Int —, wis 1, Cha 1
  base Atk +1; Cmb +1 (+5 grapple); CmD 6 (can’t be tripped)
  Skills Climb +9, Swim +9
  SQ amphibious
  eCology
  environment any land or underground
  organization solitary or colony (2–9)
  treasure none
  A giant amoeba is a shapeless mass of living, liquid 
  protoplasm. Though naturally translucent with darker 
  interior spots, its surface is slightly sticky and tends 
  to collect dirt and other debris from its environment; 
  therefore, a moving giant amoeba looks like muddy 
  water. A weaker cousin of creatures such as 
  the gray ooze and black pudding, a giant 
  amoeba is actually a mutated version 
  of a harmless creature too small to 
  be seen by the naked eye, grown 
  dangerously 
  large 
  in 
  size. 
  Although happy to prey on 
  creatures smaller than it, 
  the giant amoeba’s constant 
  hunger often drives it to 
  attack larger prey, such 
  as humanoids.
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  Amoeba–Amphisbaena
  Illustration by Jim Pavelec
  Amphisbaena
  This large snake has two heads, one at each end of its long, coiling 
  body. Both display large sets of fangs.
  AmPhISbAenA 
  Cr 4
  XP 1,200
  N Large magical beast 
  Init +2; Senses all-around vision, darkvision 60 ft., low-light 
  vision, scent; Perception +11
  DefenSe
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 45 (6d10+12)
  fort +6, ref +7, will +3
  Defensive Abilities split; Immune petrification; resist cold 10
  offenSe
  Speed 20 ft., climb 20 ft., swim 20 ft.
  melee 2 bites +8 (1d8+2 plus poison)
  Space 10 ft.; reach 5 ft.
  StAtIStICS
  Str 14, Dex 15, Con 13, Int 2, wis 13, Cha 4
  base Atk +6; Cmb +9; CmD 21 (can’t be tripped)
  feats Skill Focus (Stealth), Toughness, Weapon Focus (bite)
  Skills Acrobatics +10 (+6 jump), Climb +10, Perception +11, 
  Stealth +11, Swim +10; racial modifiers +8 Acrobatics, +4 
  Perception, +4 Stealth
  eCology
  environment temperate hills or underground
  organization solitary or pack (2–5)
  treasure incidental
  SPeCIAl AbIlItIeS
  Poison (ex) Bite—injury; save Fort DC 14; 
  frequency 1/round for 6 rounds; effect 1d3 
  Con; cure 1 save.
  Split (Su) An amphisbaena functions 
  normally even if cut in half. If dealt a critical 
  hit with a slashing weapon, the 
  creature is cut in half but 
  continues to function as 
  two separate creatures, each 
  with half the original 
  amphisbaena’s 
  current hit points 
  (rounded down) 
  after the damage 
  from the critical 
  hit is applied. Once 
  split, an amphisbaena 
  cannot be split again. If 
  left alone for 1 minute, the 
  split amphisbaena can rejoin its 
  two halves and become a single 
  whole creature again (add the two 
  creatures’ hit points together). If one of the split creatures is 
  slain, the amphisbaena can regrow the lost portion over the 
  course of 1d3 weeks.
  The reclusive amphisbaena is a dreaded viper with a head 
  at either end of its thick, serpentine coils. It travels in a 
  strange, undulant crawl akin to that of a sidewinder, looping 
  the coils of its long body back and forth and keeping both of 
  its heads at the alert. Amphisbaenas are said to have formed 
  from the blood of medusas, and while such stories are 
  highly suspect, the creatures possess a natural immunity to 
  petrification, which make them favored pets of medusas or 
  other creatures with the petrification ability.
  Adult amphisbaenas can grow up to 14 feet in length 
  and weigh as much as 250 pounds. While their thick coils 
  twitch and ripple with muscle, they are not constrictors; 
  their attacks rely on speed and their deadly venom. Most 
  amphisbaenas have dark, bluish-black scales with lighter 
  bands; however, they can be encountered in a variety of 
  colors appropriate to their habitats. Some reports even 
  claim lizard-like versions of this beast exists, with short 
  legs and long curved talons.
  The amphisbaena's two heads can act independently, and 
  the creature can move freely in either direction. In combat, 
  it uses this ability to its utmost advantage, constantly 
  spinning about to change up the direction of its strikes and 
  guarding against enemies attempting to sneak closer or 
  flank it. Unlike most snakes, amphisbaenas are aggressive, 
  attacking anything that enters their territory. While they 
  prefer smaller prey, they have been known to hunt gnomes, 
  halflings, and other Small humanoids, and will 
  sometimes attack larger foes if they’re 
  starving or preparing to shed.
  Amphisbaenas reproduce 
  infrequently, laying small 
  clutches of up to a dozen 
  dark onyx eggs at a time. 
  Avidly sought by animal 
  trainers and collectors, 
  amphisbaena eggs can 
  fetch between 300 to 500 
  gp on the market. Despite 
  minimal intelligence, 
  amphisbaenas 
  are 
  driven 
  primarily 
  by their instincts 
  and are extremely 
  difficult and dangerous 
  to train. All attempts to train 
  an amphisbaena take a –8 penalty on 
  any Handle Animal checks as a result.
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  Angel, Cassisian
  This finely crafted golden helm is decorated with intricate filigree, 
  and flutters gracefully through the air on feathered wings.
  CASSISIAn 
  Cr 2
  XP 600
  NG Small outsider (angel, 
  extraplanar, good)
  Init +0; Senses darkvision 60 ft., detect 
  evil, low-light vision; Perception +5
  Aura lesser protective aura
  DefenSe
  AC 14, touch 11, flat-footed 14 (+3 natural, 
  +1 size) (+2 deflection vs. evil)
  hp 13 (2d10+2)
  fort +4, ref +3, will +2; +4 vs. poison; 
  +2 resistance vs. evil
  Dr 5/cold iron or evil; Immune acid, cold, 
  petrification; resist electricity 10, fire 10
  offenSe
  Speed fly 60 ft. (perfect)
  melee slam –1 (1d3–4)
  Special Attacks breath weapon (15-ft. line, 1d6 
  cold or 1d6 fire, Reflex DC 12 half, usable every 
  1d4 rounds)
  Spell-like Abilities (CL 3rd; concentration +3)
  Constant—detect evil, know direction
  1/day—aid, daylight
  1/week—commune (six questions, CL 12th)
  StAtIStICS
  Str 3, Dex 11, Con 12, Int 6, wis 11, Cha 10
  base Atk +2; Cmb –3; CmD 7 (can’t be tripped)
  feats Iron Will
  Skills Diplomacy +2, Fly +8, Knowledge (planes) +2, Knowledge 
  (religion) +2, Perception +5, Sense Motive +4, Stealth +8
  languages Celestial, Draconic, Infernal; truespeech
  SQ change shape (2 of the following forms: Small human-like 
  angel, dove, dog, or Tiny fish, polymorph), perfect memory
  eCology
  environment any good-aligned plane
  organization solitary, pair, or squad (3–6)
  treasure none
  SPeCIAl AbIlItIeS
  Perfect memory (ex) Though they are not particularly 
  intelligent, cassisians have perfect memories and 
  remember everything they see or hear. They can faultlessly 
  recite conversations they heard hundreds of years before. 
  They also have the power to erase portions of their own 
  memories, which they do (usually under orders from 
  superior angels) to protect sensitive information.
  lesser Protective Aura (Su) A cassisian has a lesser form of 
  the protective aura possessed by more powerful angels. 
  This protective aura grants the cassisian a +2 deflection 
  bonus to its AC against evil foes, 
  and a +2 resistance bonus on 
  all saving throws made against 
  evil effects or spells cast 
  by evil creatures. This aura 
  extends to a radius of 5 
  feet, but can only benefit 
  one additional creature other 
  than the cassisian at any one 
  time. A cassisian’s protective 
  aura is fragile, and as soon as an 
  evil creature successfully strikes the 
  cassisian, or as soon as the cassisian fails a 
  saving throw against an evil source, its protective 
  aura fades away and is no longer 
  applicable. The cassisian can 
  reactivate its protective aura by 
  spending 1 minute concentrating 
  upon the task.
  Cassisians are the weakest sort 
  of angel, but are absolutely dedicated to the 
  cause of good. They serve as messengers 
  for more powerful angels, and on the 
  Material Plane they are often bound 
  to good mortals to serve as familiars, acting as spiritual 
  guides, reciting platitudes and quoting scripture from 
  various benign faiths and philosophies (some forgotten 
  for centuries). A spellcaster must meet the proper 
  prerequisites and have the Improved Familiar feat to gain 
  a cassisian familiar.
  A cassisian’s true form is a helmet possessing a pair 
  of bird’s wings. The exact style of helmet varies by the 
  deity the angel serves—most appear to be steel with 
  angular cheek-plates, though some resemble bascinets, 
  skullcaps, great helms, or even samurai helmets, and a 
  few older cassisians appear to be bronze or even leather. 
  Though cassisians can assume other forms (that of a 
  child-sized angelic humanoid wearing a proportional 
  helmet matching the cassisians’ true form, a dove, a 
  dog, or a fish), they find it strange and rarely stay in that 
  form for more than a few minutes.
  Typically formed from the souls of trustworthy and 
  pious soldiers, some cassisians arise spontaneously from 
  the spiritual fragments of great angels destroyed while 
  defending the celestial planes against fiendish incursions. 
  In many cases, the lowly cassisian retains fragments of its 
  previous life’s memories, and friends of that old soul may 
  visit with the cassisian to reminisce with what remains. 
  Unfortunately, the reincarnated angel’s memories are 
  more like something memorized from a book, and lack the 
  character and camaraderie the friends expect.
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  Angel, Monadic Deva
  This angelic being has smooth skin, a muscular body, and large 
  golden wings, and wields a large mace.
  monADIC DevA 
  Cr 12
  XP 19,200
  NG Medium outsider (angel, aquatic, extraplanar, good)
  Init +8; Senses darkvision 60 ft., detect evil, low-light vision; 
  Perception +29
  Aura protective aura
  DefenSe
  AC 27, touch 14, flat-footed 23 (+4 Dex, +13 natural; +4 deflection 
  vs. evil)
  hp 147 (14d10+70)
  fort +15, ref +13, will +10; +4 vs. poison; +4 resistance vs. evil
  Dr 10/evil; Immune acid, cold, electricity, fire, death effects, 
  energy drain, petrification; Sr 23
  offenSe
  Speed 40 ft., fly 90 ft. (good)
  melee +3 morningstar +22/+17/+12 (1d8+10 plus solid blow)
  Spell-like Abilities (CL 10th; concentration +14)
  Constant—detect evil
  At will—aid, charm monster (DC 18, elementals only), 
  discern lies (DC 18), dispel evil (DC 19), dispel magic, holy 
  smite (DC 18), invisibility (self only), plane shift (DC 19), 
  remove curse, remove disease, remove fear
  3/day—cure serious wounds, holy word (DC 21), mirror image
  1/day—heal, hold monster (DC 18), holy aura (DC 22)
  StAtIStICS
  Str 21, Dex 19, Con 18, Int 19, wis 18, Cha 19
  base Atk +14; Cmb +19; CmD 33
  feats Alertness, Cleave, Great Fortitude, Improved 
  Initiative, Iron Will, Power Attack, Toughness
  Skills Diplomacy +21, Fly +25, Intimidate +21, 
  Knowledge (planes) +21, Knowledge (religion) 
  +21, Perception +29, Sense Motive +25, 
  Stealth +21, Survival +21, Swim +19; racial 
  modifiers +4 Perception
  languages Celestial, Draconic, Infernal; truespeech
  eCology
  environment any good-aligned plane
  organization solitary, pair, or squad (3–6)
  treasure double (+3 morningstar, other treasure)
  SPeCIAl AbIlItIeS
  Solid blow (Su) If a monadic deva strikes an opponent 
  twice in 1 round with its mace, that creature takes an extra 
  1d8+10 points of damage.
  Monadic devas are stoic watchers of the Ethereal Plane and 
  the Elemental Planes. They search those planes for fiendish 
  enclaves, battle evil planar monsters such as xills, and act as 
  celestial liaisons to the genies and elementals. They have been 
  known to broker temporary peace between warring elemental 
  factions, often using their inherent magic to end hostilities 
  long enough for negotiations to take place. In the armies 
  of the good planes, they are leaders and officers, and after 
  centuries of service to a deity, they may be transformed 
  into astral devas.
  Monadic devas like giving their maces names and 
  proudly announcing them in battle with evil foes. Many of 
  these weapons have seen battle for thousands of years and 
  are quite battered. Younger devas may lend their weapons to 
  good churches on the Material Plane so they can be used by 
  great mortal heroes, though the angels eventually reclaim 
  them after no more than a year and a day.
  A monadic deva is 7 feet tall and weighs 220 pounds.
  Angel, Cassisian–Angel, Monadic Deva
  Angel, Cassisian–Angel, Monadic Deva
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  Angel, Movanic Deva
  This angel is all sharp lines and angles, muscular but lean, with 
  large wings and a mighty flaming greatsword.
  movAnIC DevA 
  Cr 10
  XP 9,600
  NG Medium outsider (angel, extraplanar, good)
  Init +7; Senses darkvision 60 ft., detect evil, low-light vision; 
  Perception +20
  Aura protective aura
  DefenSe
  AC 24, touch 13, flat-footed 21 (+3 Dex, +11 natural; +4 deflection 
  vs. evil)
  hp 126 (12d10+60)
  fort +12, ref +11, will +9; +4 vs. poison, +4 resistance vs. evil
  Defensive Abilities nature’s pacifism, protected life force; Dr 10/
  evil; Immune acid, cold, electricity, fire, death effects, energy 
  drain, petrification; Sr 21
  offenSe
  Speed 40 ft., fly 60 ft. (good)
  melee +1 flaming greatsword 
  +17/+12/+7 (2d6+7/19–20 plus 
  1d6 fire)
  Spell-like Abilities (CL 8th; 
  concentration +12)
  Constant—detect evil
  At will—aid, discern lies 
  (DC 18), dispel evil (DC 
  19), dispel magic, holy 
  smite (DC 18), invisibility 
  (self only), plane shift 
  (DC 19), remove curse, 
  remove disease, remove fear
  7/day—cure serious wounds
  1/day—antimagic field, awaken, 
  holy aura (DC 22)
  StAtIStICS
  Str 19, Dex 17, Con 18, Int 17, wis 17, 
  Cha 19
  base Atk +12; Cmb +16; CmD 29
  feats Cleave, Improved Initiative, Iron Will, 
  Power Attack, Toughness, Vital Strike
  Skills Diplomacy +19, Fly +22, Intimidate 
  +19, Knowledge (planes) +18, Knowledge 
  (religion) +18, Perception +20, Sense 
  Motive +16, Stealth +18, Survival +18; 
  racial modifiers +4 Perception
  languages Celestial, Draconic, 
  Infernal; truespeech
  eCology
  environment any good-aligned 
  plane
  organization solitary, pair, or squad (3–6)
  treasure double (+1 flaming greatsword, other treasure)
  SPeCIAl AbIlItIeS
  nature’s Pacifism (ex) Animals and plant creatures do not 
  willingly attack a movanic deva, though they can be forced 
  to do so by magic. If the deva attacks a plant or animal, its 
  protection against that creature ends.
  Protected life force (ex) Movanic devas are never harmed by 
  positive-dominant or negative-dominant planar traits.
  Movanic devas serve as infantry in the celestial armies, 
  though they spend most of their time patrolling the 
  Positive, Negative, and Material Planes. On the Positive 
  Plane, they watch over wandering good souls, which 
  sometimes puts them into conflict with the jyoti. On the 
  Negative Plane, they battle undead, the sceaduinar, and 
  the other strange things that hunt in the hungry void. 
  Their rare visits to the Material Plane are usually to 
  help powerful mortals when a great menace threatens to 
  plunge an entire realm into evil.
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  Animate Dream
  This indistinct figure suddenly takes on a nightmarish shape, not 
  quite human or animal or fiend.
  AnImAte DreAm 
  Cr 8
  XP 4,800
  NE Medium outsider (extraplanar, incorporeal)
  Init +4; Senses darkvision 60 ft.; Perception +17
  DefenSe
  AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
  hp 90 (12d10+24)
  fort +10, ref +8, will +12
  Defensive Abilities incorporeal; Sr 19
  offenSe
  Speed fly 40 ft. (perfect)
  melee incorporeal touch +16 (6d8 negative energy plus 
  nightmare curse)
  Spell-like Abilities (CL 12th; concentration +17)
  3/day—deep slumber (DC 18), dimension door, nightmare (DC 20)
  1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 19)
  StAtIStICS
  Str —, Dex 18, Con 15, Int 10, wis 15, Cha 21
  base Atk +12; Cmb +16; CmD 32
  feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron 
  Will, Mobility
  Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15, 
  Perception +17, Sense Motive +17, Stealth +19
  languages telepathy 100 ft.
  eCology
  environment any (Ethereal Plane)
  organization solitary
  treasure none
  SPeCIAl AbIlItIeS
  nightmare Curse (ex) An animate dream’s touch puts 
  horrifying visions in the target’s mind. Curse—
  incorporeal touch; save Fortitude DC 21; frequency 1/day; 
  effect 1d4 Wisdom drain and target is fatigued; cure 3 
  consecutive saves or dispel evil, dream, or remove curse.
  From time to time, when a powerfully imaginative 
  sleeper wakes from a particularly vivid or unusual dream, 
  a fragment of that dream lingers on the Ethereal Plane. 
  To survive, this animate dream needs the power of 
  living will, imagination, and emotion to sustain 
  it. An animate dream seeks out mortal minds, 
  appearing as a shadowy and often frightful dream 
  figure. Its true appearance is vague and nebulous, 
  but it reacts to the fears and emotions of those 
  around it, taking on a nightmarish appearance that 
  differs for each viewer.
  An animate dream can find satisfaction and sustenance 
  by passing one of its ghostly limbs through a mortal’s 
  body—the act infusing the mortal with negative energy 
  that sates the animate dream’s unnatural hunger. But by 
  forcing a creature into a state of sleep, terror, or both, 
  the animate dream can gain a much more satisfying 
  meal, feeding on the emotions released in such states. It 
  uses its spell-like abilities to this end, for each creature 
  it harms with its nightmares, drives temporarily insane 
  with confusion or fear, or outright slays with phantasmal 
  killer provides the monster with more nourishment. An 
  animate dream forced to go for a long period of time 
  without feeding does not starve to death, but does grow 
  increasingly feral and violent in nature.
  Animate dreams sometimes associate with other 
  creatures from the Ethereal Plane or that have associations 
  with dreams and nightmares, such as night hags, phase 
  spiders, and xills. Sometimes these alliances are mutually 
  beneficial, but in many cases the animate dreams are 
  treated as slaves. Night hags in particular like 
  enslaving animate dreams, and 
  sometimes use their essence as 
  a component in creating 
  heartstones.
  Angel, Movanic Deva–Animate Dream
  Angel, Movanic Deva–Animate Dream
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  Aranea
  This bloated spider has a hunchbacked body and a gleam of 
  intelligence in its multiple eyes.
  ArAneA 
  Cr 4
  XP 1,200
  N Medium magical beast (shapechanger)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
  DefenSe
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
  hp 37 (5d10+10)
  fort +6, ref +7, will +4
  offenSe
  Speed 50 ft., climb 30 ft.
  melee bite +8 (1d6 plus poison) 
  Special Attacks web (+8 ranged, DC 14, hp 5)
  Sorcerer Spells Known (CL 5th; concentration +8)
  2nd (5/day)—invisibility, mirror image
  1st (7/day)—charm person (DC 14), mage armor, silent image 
  (DC 14), sleep (DC 14)
  0 (at will)—daze (DC 13), detect magic, ghost sound (DC 13), 
  light, mage hand, resistance
  StAtIStICS
  Str 11, Dex 17, Con 14, Int 14, wis 13, Cha 16
  base Atk +5; Cmb +5; CmD 18
  feats Eschew MaterialsB, Improved Initiative, Iron Will, 
  Weapon Finesse
  Skills Acrobatics +9 (+17 jump), Climb +14, Escape Artist +8, 
  Knowledge (arcana) +7, Perception +9, Stealth +9; racial 
  modifiers +2 Acrobatics, +2 Perception
  languages Common, Sylvan
  SQ change shape (humanoid; alter self)
  eCology
  environment tropical forests
  organization solitary or colony (2–6)
  treasure standard
  SPeCIAl AbIlItIeS
  Change Shape (Su) An aranea can take the form 
  of a Small or Medium humanoid or spider-
  humanoid hybrid. In humanoid form, an 
  aranea cannot use its bite, web, or poison. 
  In spider-humanoid hybrid form, an aranea 
  looks like a humanoid with spidery fangs 
  and spinnerets, with the latter typically located 
  at the small of its back. The aranea retains its 
  bite attack, webs, and poison in this form, and 
  can wield weapons and wear armor. When in 
  humanoid or hybrid form, an aranea’s speed is 
  30 feet and it has no climb speed.
  Poison (ex) Bite—injury; save Fort DC 14; 
  frequency 1/round for 6 rounds; effect 1d3 
  Strength; cure 1 save.
  Spells An aranea casts spells as a 5th-level sorcerer, but does not 
  gain any additional abilities, such as a sorcerous bloodline.
  An aranea is an intelligent, shapechanging spider with 
  sorcerous powers. In its natural form, an aranea resembles 
  a humpbacked spider a little bigger than a human, and 
  weighs about 150 pounds. The hump on its back houses 
  the aranea’s brain. All araneas have a single alternate form 
  as well—this alternate form is that of a Small or Medium 
  humanoid. Although an aranea can assume a spider-hybrid 
  variant of this form, it cannot use its change shape ability 
  to assume multiple humanoid forms—this additional 
  shape is locked into one unique appearance.
  Araneas typically gather in small colonies of two to 
  six individuals, making webbed nests high in trees. 
  These colonies work together to research magic, and may 
  change membership many times over as individuals leave 
  to pursue their own studies and are replaced by newer 
  members. A single aranea may take on humanoid form and 
  live for years in a humanoid community, never revealing 
  its true nature. Though araneas generally prefer to be left 
  alone, they often prove quite knowledgeable about the ways 
  of magic, and if approached peacefully may be willing to 
  share their expertise for the right price (typically a magic 
  item or some service).
  Skilled spellcasters, araneas try to avoid physical combat 
  and use their webs and spells when they can. Rather than 
  kill their enemies, araneas often subdue opponents and 
  hold them for ransom.
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  Archon, Shield
  This armored giant is sheathed in metal from head to toe. One 
  arm ends in a spear-like blade, the other in a massive shield.
  ShIelD ArChon 
  Cr 10
  XP 9,600
  LG Large outsider (archon, extraplanar, good, lawful)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +15
  Aura aura of menace (DC 18), magic circle against evil
  DefenSe
  AC 28, touch 10, flat-footed 27 (+9 armor, +1 Dex, +4 natural, 
  +5 shield, –1 size) (+2 deflection vs. evil)
  hp 112 (9d10+63)
  fort +13, ref +7, will +8; +4 vs. poison
  Dr 10/evil; Immune electricity, petrification; Sr 21
  offenSe
  Speed 40 ft., fly 90 ft. (good); 30 ft., fly 60 ft. in armor
  melee +3 shortspear +16/+11 (1d8+10)
  Space 10 ft.; reach 10 ft.
  Special Attacks transpose ally
  Spell-like Abilities (CL 9th; concentration +11)
  Constant—magic circle against evil
  At will—aid, greater teleport (self plus 50 lbs. of objects 
  only), message
  1/day—disrupting weapon, divine power, shield other
  StAtIStICS
  Str 20, Dex 13, Con 25, Int 14, wis 16, Cha 15
  base Atk +9; Cmb +15; CmD 26 (30 vs. bull rush and trip)
  feats Combat Reflexes, Improved Initiative, Iron Will, Shield 
  Focus, Stand Still, Weapon Specialization (shortspear)B
  Skills Diplomacy +14, Fly +7, Intimidate +14, Knowledge 
  (religion) +14, Perception +15, Sense Motive +15, Stealth +1, 
  Survival +15
  languages Celestial, Draconic, Infernal; truespeech
  SQ spear and shield, stability
  eCology
  environment any (Heaven)
  organization solitary, pair, or squad (3–5)
  treasure standard (full plate, other treasure)
  SPeCIAl AbIlItIeS
  Spear and Shield (Su) At will as a free action, a shield archon 
  can transform his hands into a +1 tower shield and 
  a +3 shortspear, or either individually, or back to 
  hands again. He cannot transform both hands into 
  shields or both into shortspears. A shield archon 
  never takes the typical –2 penalty on attack rolls 
  while wielding a tower shield. A shield archon’s 
  weapons cannot be disarmed, but they can be 
  sundered. If a shield archon loses his spear or shield, he can 
  manifest a new one as a full-round action. When a shield 
  archon is slain, these two items fade away—they cannot be 
  looted or wielded by any other creature.
  Stability Shield archons receive a +4 racial bonus to CMD 
  when resisting a bull rush or trip attempt.
  transpose Ally (Su) Once per day as a standard action, a 
  shield archon can teleport to the location of a willing (or 
  unconscious) ally and immediately teleport that ally to the 
  archon’s previous position, in effect switching places with the 
  ally. The archon must have line of effect to the target. 
  Shield archons are the mighty rocks of celestial armies, 
  withstanding waves of demons and devils without 
  complaint. Though more than capable of tearing apart 
  lesser demons and devils, their true strength lies in 
  their ability to shrug off deadly attacks from superior 
  opponents, giving their offense-oriented allies time 
  to f lank and overwhelm 
  their mutual foes. Shield 
  archons are 9 feet tall and 
  weigh 800 pounds.
  Aranea–Archon, Shield
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  Archon, Star
  This powerful humanoid floats in the air on a nimbus of pearly 
  light. He grips a golden starknife in one hand.
  StAr ArChon 
  Cr 19
  XP 204,800
  LG Large outsider (archon, extraplanar, good, lawful)
  Init +8; Senses darkvision 60 ft., low-light vision, detect evil, 
  true seeing; Perception +29
  Aura aura of courage, aura of menace (DC 27), magic circle 
  against evil
  DefenSe
  AC 34, touch 11, flat-footed 32 (+9 armor, +1 Dex, +1 dodge, 
  +12 natural, +2 shield, –1 size) (+2 deflection vs. evil)
  hp 294 (19d10+190); regeneration 10 (evil weapons and effects)
  fort +21, ref +17, will +15; +4 vs. poison
  Defensive Abilities explosive rebirth; Dr 10/evil; Immune 
  electricity, fire, charm, compulsion, fear, petrification; Sr 30
  offenSe
  Speed 40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor
  melee +5 holy starknife +29/+24/+19/+14 (1d8+12/×3)
  Space 10 ft.; reach 10 ft.
  Special Attacks smite evil 1/day (+6 attack and AC, +20 damage)
  Spell-like Abilities (CL 19th; concentration +25)
  Constant—detect evil, magic circle against evil, true seeing
  At will—aid, continual flame, greater teleport (self plus 50 lbs. 
  of objects only), message, sunbeam (DC 23)
  1/day—meteor swarm (DC 25), polar ray (DC 24), prismatic 
  spray (DC 23), sunburst (DC 24)
  Cleric Spells Prepared (CL 19th; concentration +26)
  9th—implosion (DC 26), mass heal, miracle
  8th—dimensional lock, fire storm (DC 25), holy aura (DC 25)
  7th—destruction (2, DC 24), holy word (2, DC 24), resurrection
  6th—greater dispel magic, heal, mass cure moderate wounds (3)
  5th—break enchantment (2), breath of life (2), flame strike (DC 22)
  4th—cure critical wounds (3), death ward, divine power
  3rd—cure serious wounds (3), dispel magic, invisibility purge
  2nd—cure moderate wounds (4), eagle’s splendor, status
  1st—cure light wounds (4), divine favor, sanctuary (DC 18)
  0—guidance, resistance, stabilize, virtue
  StAtIStICS
  Str 24, Dex 19, Con 31, Int 20, wis 24, Cha 23
  base Atk +19; Cmb +27; CmD 42
  feats Blind-Fight, Cleave, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Mobility, Power Attack, Stand Still
  Skills Diplomacy +25, Fly +20, Heal +16, Intimidate +25, 
  Knowledge (arcana and engineering) +14, Knowledge 
  (history and nature) +15, Knowledge (religion) +24, 
  Perception +29, Sense Motive +29, Spellcraft +24, Stealth 
  +14, Survival +17
  languages Celestial, Draconic, Infernal; truespeech
  eCology
  environment any (Heaven)
  organization solitary or pair
  treasure double (full plate, heavy steel shield, +5 holy starknife)
  SPeCIAl AbIlItIeS
  explosive rebirth (Su) When killed, a star archon explodes in a 
  blinding flash of energy that deals 50 points of damage (half 
  fire, half holy damage) to anything within 100 feet (Reflex DC 
  29 half). The save DC is Constitution-based. The slain archon 
  reincarnates 1d4 rounds later as an advanced shield archon.
  Spells Star archons cast divine spells as 19th-level clerics. They 
  do not gain access to domains or other cleric abilities.
  Star archons are the tacticians and strategists of 
  Heaven. Gifted with insight and powerful magic, they 
  spend much of their time steering long-term plans for 
  Heaven’s armies and good folk in the world.
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  Athach
  This giant’s maw contains a pair of dripping tusks, but it is its 
  gangly third arm that makes its appearance truly bizarre.
  AthACh 
  Cr 12
  XP 19,200
  CE Huge humanoid (giant)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +12
  DefenSe
  AC 26, touch 9, flat-footed 25 (+2 armor, +1 Dex, +15 natural, 
  –2 size)
  hp 161 (14d8+98)
  fort +11, ref +5, will +7
  resist cold 10
  offenSe
  Speed 50 ft.
  melee 2 slams +19 (1d8+11), bite +19 (2d6+11 plus poison) or
  heavy mace +19/+14 (3d6+11), bite +17 (2d6+5 plus poison)
  ranged rock +9/+4 (2d6+16)
  Space 15 ft.; reach 15 ft.
  Special Attacks rock throwing (140 ft.), swift claw
  StAtIStICS
  Str 32, Dex 13, Con 25, Int 7, wis 12, Cha 6
  base Atk +10; Cmb +23; CmD 34
  feats Cleave, Improved Iron Will, Iron Will, Lunge, 
  Multiattack, Power Attack, Vital Strike
  Skills Acrobatics +1 (+9 jump), Climb +20, 
  Perception +12, Stealth +0
  languages Giant
  eCology
  environment cold or temperate hills
  organization solitary, gang (2–4), or tribe (7–12)
  treasure standard (leather armor, heavy shield, heavy 
  mace, other treasure)
  SPeCIAl AbIlItIeS
  Poison (ex) Bite—injury; save Fort DC 24; frequency 1/round 
  for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
  Swift Claw (ex) An athach can attack with its claw as a swift 
  action, even when the creature’s movement would normally 
  restrict it to one attack. This attack is made at a +19 bonus 
  and deals 1d10+11 points of damage, regardless of what 
  other attacks are made on the athach’s turn.
  An athach is a twisted kind of giant, cruel and thuggish. It 
  lives to bring misery, ruin, and terror to weaker creatures. 
  An individual may be nearly any human color, though its 
  arms are often a darker color or even grayish. Its upper fangs 
  are long, extending from its mouth like those of a ferocious 
  beast, and it constantly drools a weakness-inducing poison. 
  A group of athachs is usually a family unit, with gangs 
  typically consisting of a group of siblings and full 
  tribes consisting of parents and young.
  Archon, Star–Athach
  Archon, Star–Athach
  Athachs thrive upon the fear of their victims, 
  preferring to play with their prey for some time before 
  indulging their vile and murderous natures. Tales tell of 
  how athachs cut down orchards and ruin crops by night, 
  leaving the ruins to be discovered by innocent villagers at 
  the dawning of the following day. Further tales tell of how 
  athachs desecrate graveyards by exhuming graves and 
  scattering the bones of the dead about. The motivation 
  behind these games seems to be sheer entertainment—
  some athachs are unusually creative in their antics, 
  displaying ingenuity beyond their normal capacity, as if 
  an athach in the throes of desecration and cruelty were 
  prone to some form of divine inspiration. 
  An athach is 18 feet tall and weighs 5,000 pounds. 
  Athachs dislike other giants (and other monsters of their 
  size) and either attack or flee from them, depending on 
  whether the odds are in their favor.
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  Attic Whisperer
  This thing resembles a gray, emaciated child, with cobwebs and 
  dust for clothes and a fox skull for a head.
  AttIC whISPerer 
  Cr 4
  XP 1,200
  NE Small undead 
  Init +8; Senses darkvision 60 ft.; Perception +12
  Aura sobs (10 ft.)
  DefenSe
  AC 19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural, +1 size)
  hp 45 (6d8+18)
  fort +5, ref +6, will +8
  Immune undead traits
  offenSe
  Speed 20 ft.
  melee bite +9 (1d4–1 plus steal breath), touch +4 melee touch 
  (steal voice)
  StAtIStICS
  Str 9, Dex 19, Con —, Int 14, wis 16, Cha 17
  base Atk +4; Cmb +2; CmD 17
  feats Dodge, Improved Initiative, Weapon Finesse
  Skills Bluff +9, Climb +8, Knowledge (history) +8, Knowledge 
  (local) +8, Perception +12, Stealth +17
  languages Common (plus any 2d4 from victims)
  eCology
  environment any urban or ruins
  organization solitary, pair, or chorus (3–8)
  treasure incidental
  SPeCIAl AbIlItIeS
  Aura of Sobs (Su) All of the voices that an 
  attic whisperer steals linger around it in 
  an invisible but audible aura of unnerving 
  childlike whimpers, songs, and sobs. Any 
  living creature that enters this area loses the 
  benefit of all bardic performances affecting 
  it and takes a –1 penalty on all attack rolls, 
  damage rolls, and Will saving throws. 
  The attic whisperer can suppress or 
  reactivate its aura as a free action. 
  This aura is a sonic, mind-
  affecting effect.
  Steal breath (Su) A creature bit by an 
  attic whisperer must make a DC 16 Will 
  save or become fatigued for 1 hour. 
  A fatigued creature that is bitten is 
  instead exhausted for 1 hour, and an 
  exhausted creature falls asleep for 
  1 hour if bitten. The sleeper can 
  only be roused by killing the attic 
  whisperer or by using dispel magic, remove curse, or 
  similar effects. The save DC is Charisma-based.
  Steal voice (Su) Any creature hit by an attic whisperer’s touch 
  must make a DC 16 Will save or lose its ability to speak 
  for 1 hour. During that time, the creature cannot talk, 
  cast spells with verbal components, use auditory bardic 
  performances, or use any other ability that requires speech. 
  Once an attic whisperer has stolen a creature’s voice, it can 
  perfectly mimic that voice at any time, even after its victim’s 
  voice has returned, and while using that voice can speak 
  any languages the victim knew. Those familiar with an 
  individual’s voice can make a Sense Motive check opposed 
  by the attic whisperer’s Bluff check to realize a mimicked 
  voice is inauthentic. The save DC is Charisma-based.
  An attic whisperer spawns as the result of a lonely or 
  neglected child’s death. Rather than animating the body 
  of the dead youth, the creature rises from an amalgam 
  of old toys, clothing, dust, and other objects associated 
  with the departed—icons of the child’s neglect. The 
  widely varying materials that fuse together to form these 
  creatures lead to attic whisperers with vastly different 
  appearances. Attic whisperers linger in the places where 
  they were formed, typically old homes, orphanages, 
  schools, debtors’ prisons, workhouses, and similar 
  places where children might be discarded. When an attic 
  whisperer first forms, it does so without a skull—this 
  does not impact the creature’s abilities in any way, but 
  it usually seeks out a small animal’s skull as a form 
  of decoration soon after it manifests.
  An attic whisperers haunts shadowy, forgotten 
  places 
  like 
  old 
  buildings 
  and 
  dilapidated 
  institutions, places that were once homes to both 
  young children and subtle evils. Hiding in 
  drafty attics and moldy basements, an attic 
  whisperer might lie dormant for decades 
  while the quick go about their lives—often 
  a scant floor away. The coming of a new 
  child, though, rekindles some hope in the 
  creature, its animating spirits motivated 
  by loneliness, and ever seeking comfort 
  and companionship. Once an attic 
  whisperer finds a potential playmate, 
  it does all it can to ensure it will never 
  be lonely again by attempting to lure 
  its friend to it, singing nursery rhymes, 
  leaving trails of old toys, or calling out in 
  the stolen voices of other children.
  Destroying an attic whisperer reduces it to 
  its component parts, usually consisting of dusty 
  junk left to molder in the attics of old houses, 
  though a few items, such as china dolls, small 
  lockets, music boxes, precious marbles, fine 
  teacups, sculpted metal soldiers, or the like, may 
  have some value.
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  Aurumvorax
  Powerful muscles ripple beneath the golden fur of this small yet 
  fearsome eight-legged beast. 
  AurumvorAX 
  Cr 9
  XP 6,400
  N Small magical beast 
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  DefenSe
  AC 23, touch 15, flat-footed 19 (+4 Dex, +8 natural, +1 size)
  hp 114 (12d10+48)
  fort +14, ref +12, will +7
  Defensive Abilities ferocity; Dr 10/piercing or slashing; 
  Immune poison; resist fire 10
  offenSe
  Speed 30 ft., burrow 10 ft.
  melee bite +18 (1d6+5 plus grab), 4 claws +18 (1d4+5 plus grab)
  Special Attacks rake (4 claws +18, 1d4+5)
  StAtIStICS
  Str 21, Dex 18, Con 18, Int 2, wis 13, Cha 11
  base Atk +12; Cmb +16 (+24 grapple); CmD 30 (42 vs. trip)
  feats Bleeding Critical, Critical Focus, Great Fortitude, 
  Improved Initiative, Iron Will, Skill Focus (Perception)
  Skills Perception +13, Stealth +17
  eCology
  environment temperate plains, hills, or forests
  organization solitary or pair
  treasure standard
  SPeCIAl AbIlItIeS
  grab (ex) An aurumvorax can grab a foe of up to one 
  size category larger than itself (Medium size for most 
  aurumvoraxes). It gains a +8 racial bonus on grapple 
  attempts rather than the normal +4 racial bonus afforded by 
  the grab ability.
  Aurumvoraxes are very aggressive creatures, and lead 
  solitary lives except when they mate. Adults typically 
  claim the hunting area within a mile of their 
  warrens, ruthlessly driving away other predators. 
  In addition to fresh meat, aurumvoraxes are 
  fond of gnawing on metals (particularly gold 
  and copper), though whether they do this 
  to sharpen their teeth or because of some 
  nutritional need is unknown. Aurumvorax 
  warrens can stretch for thousands of feet, 
  often winding deep into the earth. The 
  avaricious appetite of aurumvoraxes has 
  earned them the appellation "golden 
  gorger" among dwarves, who have lost 
  more than a few miners to the 
  dangerous beasts.
  Attic Whisperer–Aurumvorax
  Attic Whisperer–Aurumvorax
  In battle, an aurumvorax latches onto its victim with 
  its jaws and gouges savage wounds with its claws. It rarely 
  looses its grip before it or its foe is dead. It typically 
  attacks the nearest living creature regardless of size, and 
  ignores any wounds it suffers at the hands of others until 
  its prey is dead.
  A typical aurumvorax is only 3 feet long but weighs 
  more than 200 pounds, for it is densely packed with 
  muscle and thick, sturdy bones. Its fur is golden, while its 
  claws are black and sharp. Its weight relative to its body 
  size makes it a poor swimmer, and most dislike crossing 
  water, though they can trundle along the bottom of still 
  or slow water if necessary. 
  Adult aurumvoraxes are impossible to train, but 
  their offspring are valued for training as guard beasts. 
  A healthy aurumvorax kit can be sold for 5,000 gp or 
  more to a discerning buyer. Female aurumvoraxes rarely 
  give birth to more than one offspring at a time, and are 
  ferociously protective of their young. 
  An aurumvorax drags its prey back to its lair to consume 
  at its leisure, and its bone-midden often contains valuable 
  belongings from past kills. Uneaten precious metals, 
  discarded gems, and well-chewed metal items can also be 
  found in its warrens. Despite its metallic coloration, an 
  aurumvorax is not vulnerable to attacks that target metal, 
  such as heat metal or the touch of a rust monster—in 
  fact, aurumvoraxes easily kill and eat rust monsters, and 
  some dwarf clans use aurumvorax pets to protect their 
  storehouses against them.
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  Axiomite 
  As this lithe humanoid moves, its flesh shimmers and wavers, 
  temporarily breaking apart into motes of shimmering light. 
  AXIomIte 
  Cr 8
  XP 4,800
  LN Medium outsider (extraplanar, lawful)
  Init +8; Senses darkvision 60 ft.; Perception +18
  DefenSe
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 85 (10d10+30); regeneration 5 (chaotic or magic)
  fort +6, ref +11, will +14
  Dr 10/chaotic; Immune disease, electricity, mind-affecting 
  effects; resist cold 10, fire 10; Sr 19
  offenSe
  Speed 30 ft., fly 30 ft. (good)
  melee +1 longsword +16/+11 (1d8+8/19–20)
  Spell-like Abilities (CL 9th; concentration +14)
  3/day—dispel chaos, haste, hold monster 
  (DC 19), lightning bolt (DC 18), 
  empowered order’s wrath (DC 19), 
  telekinesis (DC 20), true strike
  1/day—summon inevitable (level 6,  
  1 zelekhut, see below), true seeing
  StAtIStICS
  Str 21, Dex 19, Con 16, Int 21, wis 20, Cha 20
  base Atk +10; Cmb +11; CmD 26
  feats Dodge, Empower Spell-Like Ability (order’s wrath), 
  Improved Initiative, Iron Will, Mobility
  Skills Craft (any one) +18, Diplomacy +18, Fly +8, 
  Knowledge (any three) +15, Knowledge (planes) +18, 
  Perception +18, Sense Motive +18, 
  Spellcraft +18, Stealth +17, 
  Survival +18
  languages Abyssal, Celestial, 
  Common, Draconic, Infernal
  SQ crystalline dust form
  eCology
  environment any (lawful 
  plane)
  organization solitary, pair, 
  or team (3–12)
  treasure standard (+1 
  longsword, other treasure)
  SPeCIAl AbIlItIeS
  Crystalline Dust form 
  (Su) An axiomite can 
  shift between 
  its solid body 
  and one made 
  of golden, crystalline dust as a free action once per round. 
  In dust form, the axiomite looks like a shifting mass of 
  glowing mathematical symbols and equations. In this form 
  it can fly and gains the incorporeal quality; it can use spell-
  like abilities but cannot make physical attacks. In its solid 
  form, an axiomite cannot fly. Both shapes are the axiomite’s 
  true form, and it does not revert to a different form if killed. 
  A true seeing spell reveals both forms simultaneously.
  Summon Inevitable (Sp) Once per day, four axiomites may 
  join hands to summon a single zelekhut inevitable as a full-
  round action.
  Stewards of ancient, colossal cities on lawful planes, 
  axiomites represent the fundamental search for order. 
  According to their own history, the first axiomites 
  sprang from the raw mathematical underpinnings 
  of the cosmos long before the first gods began 
  to stir—they are personifications of a primordial 
  reality made flesh in an attempt to understand 
  itself. New axiomites are formed from souls 
  much like celestials or fiends, with 
  spirits drawn across the planes to one 
  of the axiomites’ humming crystal 
  monoliths, emerging later as purified 
  creatures of law and theory.
  A particular axiomite may look 
  like any humanoid-shaped creature, 
  though the particular form does 
  not affect its abilities in any way. 
  Beneath this form, all axiomites 
  are the same—clouds of glowing, 
  crystalline dust that constantly 
  swirl and congeal into complex 
  tangles of symbols and equations, 
  making them literally creatures of 
  pure mathematical law. 
  Axiomite society is broken 
  into three divisions, each with 
  its own duty and purpose. One 
  devotes itself to the construction 
  and maintenance of inevitables, 
  another to the expansion and 
  construction of their capital city, 
  and the third to continuing the 
  exploration and calculation of the 
  laws and constants that underlie 
  all of reality. Their leader is a 
  gestalt mind formed by the 
  greatest individuals of their 
  race, forming when needed 
  and then dispersing into 
  its component axiomites to 
  put the god-mind’s plans into action.
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  Azata, Brijidine
  This beautiful woman has flesh made of lava. She soars through 
  the sky on a trail of fire.
  brIjIDIne 
  Cr 17
  XP 102,400
  CG Medium outsider (azata, earth, extraplanar, fire)
  Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +26
  Aura flaming body, holy aura
  DefenSe
  AC 32, touch 19, flat-footed 27 (+4 deflection, +5 Dex, +13 natural)
  hp 256 (19d10+152)
  fort +22, ref +15, will +21
  Dr 10/cold iron and evil; Immune electricity, fire, 
  petrification; resist cold 10; Sr 28
  weaknesses vulnerable to cold 
  offenSe
  Speed 40 ft., fly 60 ft. (good)
  melee +1 flaming burst keen longsword 
  +25/+20/+15/+10 (1d8+8/17–20 plus 1d6 fire 
  and burn)
  ranged lava blast +24 (16d6 fire plus burn and entrap)
  Special Attacks entrap (DC 26, instantaneous), burn 
  (2d6, DC 26), trample (1d8+7, DC 24)
  Spell-like Abilities (CL 19th; 
  concentration +25)
  Constant—holy aura (DC 24)
  At will—flaming sphere (DC 18), heat 
  metal (DC 18), meld into stone 
  (self only), soften earth and 
  stone, stone shape
  5/day—cure serious 
  wounds, flame strike 
  (DC 21), move earth, 
  spike stones (DC 20), 
  stone tell, summon nature’s 
  ally V (earth and fire elementals 
  only), wall of stone (DC 22)
  3/day—earthquake, fire storm (DC 23), 
  heal, stoneskin, wall of fire
  StAtIStICS
  Str 20, Dex 21, Con 24, Int 15, wis 18, Cha 23
  base Atk +19; Cmb +24; CmD 43
  feats Cleave, Combat Expertise, Combat Reflexes, 
  Critical Focus, Improved Bull Rush, Iron Will, Lunge, 
  Power Attack, Staggering Critical, Toughness
  Skills Craft (any one) +24, Escape Artist +27, Fly +9, Heal 
  +26, Knowledge (nature) +24, Knowledge (planes) +24, 
  Perception +26, Perform (oratory) +25, Sense Motive +26
  languages Celestial, Draconic, Ignan, Infernal, Terran; truespeech
  SQ heat stone, obsidian blade
  eCology
  environment any (Elysium)
  organization solitary or team (2–5)
  treasure double (no flammable items)
  SPeCIAl AbIlItIeS
  flaming body (Su) A brijidine’s body is molten rock covered 
  in dancing flames. Anyone striking a brijidine with a natural 
  weapon or unarmed strike takes 1d6 points of fire damage. A 
  creature that grapples a brijidine or is grappled by one takes 
  6d6 points of fire damage each round the grapple persists.
  heat Stone (Su) Whenever a brijidine uses her meld into stone, 
  soften earth and stone, spike stones, stone shape, or wall of 
  stone spell-like abilities, she can have the affected stone 
  radiate intense heat for 1 minute. Any 
  creature within 5 feet of the 
  stone takes 1d6 fire damage 
  per round.
  lava blast (Su) A brijidine can 
  hurl a glob of lava at a target as 
  a standard action. This attack has 
  a range increment of 30 feet.
  obsidian blade (ex) At will as a free 
  action, a brijidine can create a blade of 
  jagged volcanic glass that functions as 
  a +1 flaming burst keen longsword. One 
  round after it leaves the brijidine’s grasp, 
  the weapon decays into useless powder.
  Brijidines are passionate, powerful azatas 
  attuned to the powers of earth and fire. 
  They love basking in volcanoes, writing 
  poetry, tending to sick creatures, and pursuing 
  spicy recipes. The quickest way to befriend a 
  brijidine is to present her with a fireproof 
  copy of an exotic poem or a bag of rare 
  peppers. Though their power is tied 
  to primal destruction, they are quick-
  witted and love clever wordplay, whether in 
  a sonnet or a dirty limerick.
  The brijidine sees fire as a form of purity, a 
  marked difference from its classical association 
  with devastation and destruction. To a brijidine, 
  the existence of hellfire is the rankest blasphemy, 
  and while many azatas look to the demons of the 
  Abyss as their greatest enemies, it is among the 
  devils of Hell that most brijidines find focus for 
  their anger. The fact that devils are immune to 
  fire, the brijidine’s greatest strength, frustrates 
  and angers these azatas all the more, forcing 
  them to become far more imaginative and 
  creative in their tactics when facing such 
  foes. A brijidine stands 5-1/2 feet tall and 
  weighs 150 pounds.
  Axiomite–Azata, Brijidine
  Axiomite–Azata, Brijidine
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  Azata, Lyrakien
  This tiny woman has a lithe form with delicate butterfly wings. 
  She is surrounded by sparkling lights and gentle rainbow arcs.
  lyrAKIen 
  Cr 2
  XP 600
  CG Tiny outsider (azata, chaotic, extraplanar, good)
  Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-
  light vision; Perception +9
  DefenSe
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 19 (3d10+3)
  fort +2, ref +7, will +6
  Dr 5/evil; Immune electricity, petrification; resist cold 10, fire 10
  offenSe
  Speed 30 ft., fly 80 ft. (perfect)
  melee slam +2 (1d2–3)
  Space 2-1/2 ft.; reach 0 ft.
  Special Attacks starlight blast
  Spell-like Abilities (CL 3rd; concentration +8)
  Constant—detect evil, detect magic, freedom of movement
  At will—dancing lights, daze (DC 15), summon instrument, 
  ventriloquism (DC 16)
  1/day—cure light wounds, lesser 
  confusion (DC 16), silent image 
  (DC 16)
  1/week—commune (6 questions, CL 12th)
  StAtIStICS
  Str 5, Dex 19, Con 12, Int 14, wis 17, Cha 20
  base Atk +3; Cmb +5; CmD 12
  feats Agile Maneuvers, Improved Initiative
  Skills Acrobatics +10, Bluff +11, Diplomacy +11, 
  Fly +12, Knowledge (any one) +8, Perception +9, 
  Perform (any one) +11, Spellcraft +5, Stealth +18
  languages Celestial, Draconic, Infernal; truespeech
  SQ traveler’s friend
  eCology
  environment any (Elysium)
  organization solitary, band (2–5), or company (6–24)
  treasure none
  SPeCIAl AbIlItIeS
  Starlight blast (Su) As a standard action once every 1d4 
  rounds, a lyrakien can tap into the divine power of Elysium, 
  unleashing a blast of holy starlight in a 5-foot burst. All 
  creatures in this area take 1d4 points of holy damage, plus 
  1 point for each step their alignment deviates from chaotic 
  good. For example, a chaotic neutral or neutral good 
  creature would take 1d4+1 points of damage, a neutral 
  creature would take 1d4+2 points of damage, and a lawful 
  evil creature would take 1d4+4 points of damage. A DC 12 
  Reflex save negates this damage. Chaotic good creatures are 
  unaffected by this ability. The save DC is Constitution-based.
  traveler’s friend (Su) The performances and company of a 
  lyrakien ease the burden of travel. Once per day, a creature 
  may spend a minute listening to a lyrakien’s performance—
  doing so removes the effects of exhaustion and fatigue 
  from the listener.
  Lyrakien are divine musicians and messengers, mainly 
  in the employ of deities of travel and natural wonders. 
  They love to explore and visit beautiful places, especially 
  locations with excellent views of rainbows, moonlight, 
  and the stars. Whimsical and joyous, they love contests 
  of song, dance, and knowledge, and keep journeys happy 
  by distracting their companions from weary feet and 
  stale food. Mortals who please them with excellent tales 
  and new songs may be rewarded with elaborate maps, 
  forgotten shortcuts, or rambling directions to hidden 
  locations that hold lost magic.
  Lyrakien are light-hearted creatures, but they are very 
  protective of breathtaking natural locations. Often called 
  “glistenwings” by gnomes and halflings, lyrakien are 
  frequently mistaken for fey—while they are generally 
  friendly with true fey, their origin is the plane of Elysium. 
  Like other azatas, they grow restless if they stay in one 
  place too long. A chaotic good 7th-level spellcaster 
  can gain a lyrakien as a familiar if she has 
  the Improved Familiar feat.
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  Illustration by Mike Corriero
  Azer
  Heat ripples the air near this squat, brass-skinned humanoid. Its 
  head and shoulders blaze with a mane of fire.
  Azer 
  Cr 2
  XP 600
  LN Medium outsider (extraplanar, fire)
  Init +1; Senses darkvision 60 ft.; Perception +6
  DefenSe
  AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural)
  hp 15 (2d10+4)
  fort +5, ref +1, will +4
  Immune fire; Sr 13
  weaknesses vulnerability to cold
  offenSe
  Speed 30 ft. (20 ft. in armor)
  melee mwk warhammer +4 (1d8+1/×3 plus 1d6 fire)
  ranged light hammer +3 (1d4+1 plus 1d6 fire)
  Special Attacks heat (1d6 fire)
  StAtIStICS
  Str 13, Dex 12, Con 15, Int 12, wis 12, Cha 9
  base Atk +2; Cmb +3; CmD 14
  feats Power Attack
  Skills Acrobatics +0, Appraise +6, Climb +3, 
  Craft (any two) +6, Knowledge (nobility) +6, 
  Perception +6
  languages Common, Ignan 
  eCology
  environment any land (Plane of Fire)
  organization solitary, pair, team (3–6), squad 
  (11–20 plus 2 sergeants of 3rd level and 1 
  leader of 3rd–6th level), or clan (30–100 plus 
  50% noncombatants plus 1 sergeant of 3rd 
  level per 20 adults, 5 lieutenants of 5th level, 
  and 3 captains of 7th level)
  treasure standard (masterwork scale mail, 
  masterwork warhammer, light hammer, 
  other treasure)
  A proud and hardworking race from the 
  Plane of Fire, azers toil in their bronze and brass 
  fortresses, always ready for their long, simmering 
  war against the efreet. Azers live in a society 
  where every member knows his place. Born into a 
  particular duty, usually the trade of his father or 
  mother, an azer continues this task his entire life. 
  A caste system further keeps azer society in line. 
  Nobles, ruling without question, wear decorated 
  brass kilts as their symbol of caste, while merchants 
  and business proprietors wear stout bronze. Copper 
  kilts designate the working class, made up of 
  servants, artisans, and laborers. 
  Able to channel heat through metal weapons and tools, 
  azers almost never use nonmetallic weapons, and usually 
  engage in close melee rather than using ranged attacks. 
  Azers frequently take prisoners, bringing them back to their 
  fortresses and forcing them to labor for a year and a day.
  The legendary City of Brass boasts an azer population 
  over half a million strong. Most of these unfortunate 
  azers live a life of servitude to their efreet masters. Azers 
  subjected to this slavery still perform their duties without 
  question, preferring to wait out their contracts or hoping 
  their masters die or get overthrown. A dedication to order 
  burns strong in this race, to the extent that some enslaved 
  azers act as taskmasters over their own kin. Beyond the 
  City of Brass, azers are free to live their own lives, often in 
  other planar metropolises crafting 
  goods, selling wares, and running 
  taverns.
  Azers look strikingly similar to 
  one another to the unfamiliar 
  eye. They are 4 feet tall, 
  but weigh 200 pounds.
  Azata, Lyrakien–Azer
  Azata, Lyrakien–Azer
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  Badger
  The squat, waddling badger trudges forth. Thrusting its flattened 
  nose about the ground, it sniffs incessantly.
  Badger 
  Cr 1/2
  XP 200
  N Small animal 
  Init +1; Senses low-light vision, scent; Perception +5
  defenSe
  aC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 9 (1d8+5)
  fort +4, ref +3, Will +1
  OffenSe
  Speed 30 ft., burrow 10 ft.
  Melee bite +1 (1d3), 2 claws +1 (1d2)
  Special attacks blood rage
  StatIStICS
  Str 10, dex 13, Con 15, Int 2, Wis 12, Cha 6
  Base atk +0; CMB –1; CMd 10 (14 vs. trip)
  feats Toughness
  Skills Escape Artist +5, Perception +5; racial Modifiers +4 
  Escape Artist
  eCOlOgy
  environment temperate forests
  Organization solitary, pair, or clan (3–6)
  treasure incidental
  The squat, burrowing badger is plentiful in most 
  temperate forests. Most species are carnivorous, 
  though some eat a variety of meat, insects, and 
  vegetables. The badger possesses a fierceness 
  and natural tenacity, while its stubby legs 
  and wide, seemingly portly stature 
  belie the creature’s actual strength 
  and speed. 
  A 
  typical 
  badger 
  has 
  dark 
  brownish-gray fur highlighted with 
  white markings, such as bands or 
  striped masks about the eyes. 
  These markings are distinct 
  and vary by species. While 
  generally 
  friendly, 
  if 
  threatened or otherwise 
  provoked, badgers can 
  become fierce combatants. 
  Once engaged with an 
  opponent, 
  they 
  typically 
  fight until slain. In combat, 
  they fight with their sharp, 
  needle-like teeth and long, 
  curved claws, which they 
  otherwise use for digging.
  Badger, Dire
  A tremendous badger snarls and scrapes its wicked, shovel-like 
  claws. Stocky muscles ripple beneath its streaked and shaggy fur.
  Badger, dIre 
  Cr 2
  XP 600
  N Medium animal 
  Init +6; Senses low-light vision, scent; Perception +10
  defenSe
  aC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  fort +6, ref +5, Will +2
  defensive abilities ferocity
  OffenSe
  Speed 30 ft., burrow 10 ft.
  Melee bite +4 (1d4+2), 2 claws +4 (1d3+2)
  Special attacks blood rage
  StatIStICS
  Str 14, dex 15, Con 17, Int 2, Wis 12, Cha 9
  Base atk +2; CMB +4; CMd 16 (20 vs. trip)
  feats Improved Initiative, Skill Focus (Perception)
  Skills Escape Artist +6, Perception +10; racial Modifiers +4 
  Escape Artist
  eCOlOgy
  environment temperate forests
  Organization solitary, pair, or clan (3–5)
  treasure incidental
  A relentless predator, the violent 
  and territorial dire badger hunts 
  frequently, killing and devouring a 
  variety of easy prey such as rabbits, 
  deer, and occasionally livestock. 
  These creatures are unafraid of 
  attacking 
  creatures 
  larger 
  than 
  they are, drawing upon an almost 
  legendary tenacity that has won them 
  honor and respect among many races, 
  particularly forest-dwelling gnomes.
  Dire 
  badgers 
  reside 
  in 
  deep 
  burrows and warrens dug with their 
  monstrous claws—but unlike typical 
  badgers, a dire badger’s claws are 
  capable of tunneling through 
  solid rock. Dire badgers possess 
  little patience for disturbances 
  or interruptions. Utterly fearless 
  creatures, when confronted they 
  attack brutally, and if injured, they 
  violently erupt into a killing frenzy.
  Dire badgers stand 4 feet tall at the 
  shoulder, and weigh 500 pounds.
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  Badger–Banshee
  Badger–Banshee
  Illustration by Ben Wootten
  Banshee
  This beautiful, ghostly elven woman glides through the air, her 
  long hair flowing around a face knotted into a mask of rage.
  BanShee 
  Cr 13
  XP 25,600
  CE Medium undead (incorporeal)
  Init +15; Senses darkvision 60 ft., hear heartbeat; Perception +31
  defenSe
  aC 26, touch 26, flat-footed 14 (+4 deflection, +11 Dex, +1 dodge)
  hp 161 (19d8+76)
  fort +10, ref +19, Will +18
  defensive abilities incorporeal; Immune undead traits
  Weaknesses sunlight powerlessness
  OffenSe
  Speed fly 60 ft. (perfect)
  Melee incorporeal touch +26 (14d6 negative energy plus terror) 
  Special attacks wail 
  StatIStICS
  Str —, dex 32, Con —, Int 5, Wis 20, Cha 19
  Base atk +14; CMB +25; CMd 40
  feats Alertness, Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Lightning Reflexes, Mobility, 
  Step Up, Weapon Focus (touch), Wind Stance
  Skills Fly +19, Perception +31, Sense Motive +7
  languages Common, Elven
  eCOlOgy
  environment any
  Organization solitary
  treasure standard
  SPeCIal aBIlItIeS
  hear heartbeat (ex) A banshee can sense the 
  beating hearts of living creatures within 60 
  feet, as if it had the blindsight ability.
  terror (Su) A creature damaged by the banshee’s 
  touch attack must make a DC 23 Will save. 
  Failure means that the victim cowers in 
  fear for 1d3 rounds. If a target is protected 
  against fear by a dispellable effect (such as 
  heroes’ feast or mind blank), the banshee’s 
  touch attempts to dispel one such effect 
  with greater dispel magic (CL 14th). Negative 
  energy damage caused by a banshee’s touch 
  can only harm the living; it cannot heal undead. 
  This is a mind-affecting fear effect. The save DC 
  is Charisma-based.
  Wail (Su) Once per minute, a banshee may wail as a 
  full-round action. The wail lasts until the beginning 
  of her next turn. All creatures within 40 feet of 
  the banshee when she begins her wail, as well as all 
  creatures that end their turn within that radius, must 
  make a DC 23 Fortitude save. (This save is only required 
  once per wail.) Creatures under the effects of a fear effect 
  take a –4 penalty on this save. Creatures that make their save 
  are sickened for 1d6 rounds. Those that fail take 140 points 
  of damage (as if affected by a CL 14 wail of the banshee). If a 
  wailing banshee is damaged during a wail, she must make 
  a Will save (DC 15 + damage taken) to maintain the wail; 
  otherwise it ends. This is a sonic death effect. Banshee wails 
  are supernaturally powerful, and penetrate the effect of any 
  spell of 3rd level or lower that creates silence. The save DC is 
  Charisma-based.
  A banshee is the enraged spirit of an elven woman who 
  either betrayed those she loved or was herself betrayed. 
  Maddened by grief, a banshee visits her vengeance on all 
  living creatures—innocent or guilty—with her fearsome 
  touch and deadly wails.
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  Illustrations by Dean Spencer
  Bat, Mobat 
  This bat has a wingspan the length of two humans, over-sized 
  ears, and a squat, upturned snout with rows of needle-like teeth. 
  MOBat 
  Cr 3
  XP 800 
  N Large magical beast 
  Init +2; Senses blindsense 120 ft., low-light vision; Perception +6
  defenSe
  aC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 34 (4d10+12)
  fort +7, ref +6, Will +2
  OffenSe
  Speed 20 ft., fly 40 ft. (good)
  Melee bite +6 (2d6+4)
  Space 10 ft.; reach 5 ft.
  Special attacks screech
  StatIStICS
  Str 17, dex 15, Con 16, Int 6, 
  Wis 13, Cha 6
  Base atk +4; 
  CMB +8; 
  CMd 20
  feats Flyby 
  Attack, Skill 
  Focus (Stealth)
  Skills Fly +8, Perception 
  +6 (+10 when using 
  blindsense), Stealth +5; racial 
  Modifiers +4 Perception when using blindsense
  languages Undercommon (cannot speak)
  eCOlOgy
  environment temperate or warm forests, hills, or underground
  Organization solitary or colony (2–8)
  treasure incidental
  SPeCIal aBIlItIeS
  Screech (Su) Once per day as a standard action, a mobat can 
  produce an ear-splitting screech that stuns non-mobats in 
  a 20-foot-radius burst. All creatures within the area must 
  make a DC 15 Fortitude save or be staggered for 1d3 rounds. 
  Other mobats and urdefhans (see page 276) are immune to 
  this effect. This is a sonic mind-affecting effect. The save DC 
  is Constitution-based.
  Mobats are magical giant bats with wolfish grins and 
  immense wingspans. Survivors of a lost era, they are rarely 
  seen beyond the dark forests and deep caves they haunt. 
  Although mobats are omnivores, they vastly prefer the 
  flavor of fresh meat over that of other prey.
  Mobats’ fur varies in coloration, from deep auburn to 
  almost black, and their skin is black. A mobat’s wingspan 
  is 15 feet across, and it weighs 250 pounds.
  Bat, Skaveling
  This monstrously sized, undead bat has mottled, decayed flesh 
  and eyes that smolder with an unholy green glow. 
  SkavelIng 
  Cr 5 
  XP 1,600
  CE Large undead 
  Init +7; Senses blindsense 120 ft.; Perception +14
  defenSe
  aC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 58 (9d8+18)
  fort +5, ref +6, Will +8
  Immune undead traits
  OffenSe
  Speed 20 ft., fly 40 ft. 
  (average)
  Melee bite +10 (2d8+7 
  plus disease and paralysis)
  Space 10 ft.; reach 5 ft.
  Special attacks screech, 
  paralysis (1d4+1 rounds, DC 16)
  StatIStICS
  Str 21, dex 17, Con —, Int 8,  
  Wis 15, Cha 14
  Base atk +6; CMB +12; CMd 25
  feats Dodge, Flyby Attack, Improved 
  Initiative, Mobility, Skill Focus (Stealth)
  Skills Fly +13, Perception +14 (+18 when using 
  blindsense), Stealth +14; racial Modifiers +4 
  Perception when using blindsense
  languages Undercommon
  eCOlOgy
  environment any underground
  Organization solitary or colony (2–8)
  treasure incidental
  SPeCIal aBIlItIeS
  disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; 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 (Pathfinder RPG Bestiary 146).
  Screech (Su) Once per day as a standard action, a skaveling 
  can screech as a mobat, save that those who are affected are 
  stunned for 1d3 rounds unless they make a DC 16 Fortitude 
  save. The save DC is Charisma-based.
  Known in some circles as ghoul bats, skavelings are the 
  hideous result of necromantic manipulation by urdefhans, 
  who create them from mobats specially raised on diets 
  of fungus and humanoid flesh. Upon reaching maturity, 
  urdefhans ritually slay the bats using necrotic poisons, 
  then raise the corpses to serve as mounts and guardians.
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  Bee, Giant 
  Striking yellow and black markings and a coat of bristling hairs cover 
  this immense bee. Its stinger is the size of a dagger blade. 
  gIant Bee 
  Cr 1
  XP 400
  N Medium vermin 
  Init +2; Senses darkvision 60 ft.; Perception +1
  defenSe
  aC 13, touch 12, flat-
  footed 11 (+2 Dex, 
  +1 natural)
  hp 16 (3d8+3)
  fort +4, ref +3, Will +2
  Immune mind-affecting 
  effects
  Weaknesses vulnerable to smoke
  OffenSe
  Speed 20 ft., fly 60 ft. (good)
  Melee sting +2 (1d4 plus poison)
  StatIStICS
  Str 11, dex 14, Con 13, Int —, Wis 12, Cha 9
  Base atk +2; CMB +2; CMd 14 (22 vs. trip)
  Skills Fly +6
  eCOlOgy
  environment temperate or warm plains
  Organization solitary, group (2–5), or nest (6–19)
  treasure incidental
  SPeCIal aBIlItIeS
  Poison (ex) Sting—injury; save Fort DC 12; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save.
  vulnerable to Smoke (ex) Smoke from particularly smoky 
  fires or effects (such as that created by a pyrotechnics spell) 
  causes a giant bee to become nauseated if it fails a DC 14 
  Fortitude save. This condition persists as long as the giant 
  bee remains in the smoke, plus 1d4 rounds.
  Like their smaller cousins, giant bees fill their ecological 
  niche by playing matchmaker for a vast array of flowering 
  plant life. As a giant bee feeds on plant nectars, clumps of 
  pollen attach to the coarse hairs covering its body and legs.
  Giant bees grow to approximately 5 feet in length, with 
  a similar wingspan. These creatures weigh 60 pounds 
  and live in their adult form for nearly 10 years. Giant bees’ 
  stingers are not barbed like those of their diminutive 
  counterparts, so these creatures can sting foes repeatedly 
  and do not die after one sting.
  Giant Bumblebee (CR 2)
  These bulky and aggressive giant bees have the advanced 
  creature simple template. Their venom is deadly, and deals 
  Constitution damage rather than Strength damage.
  Bat–Bee
  Bat–Bee
  Bee, Giant Queen
  This giant bee is as large as a horse and unusually fat, with light 
  brown stripes on her body.
  gIant Queen Bee 
  Cr 5
  XP 1,600
  N Large vermin
  Init +0; Senses darkvision 60 ft.; Perception +1
  defenSe
  aC 17, touch 9, 
  flat-footed 17 (+8 
  natural, –1 size)
  hp 59 (7d8+28)
  fort +9, ref +2, Will +3
  Immune mind-
  affecting effects
  Weaknesses vulnerable to smoke
  OffenSe
  Speed 20 ft., fly 60 ft. (good)
  Melee sting +8 (1d8+6 plus poison)
  Space 10 ft.; reach 5 ft.
  StatIStICS
  Str 19, dex 11, Con 18, Int —, Wis 12, Cha 13
  Base atk +5; CMB +10; CMd 20 (28 vs. trip)
  Skills Fly +2
  eCOlOgy
  environment temperate or warm plains
  Organization solitary or colony (1 queen and 3–18 giant bees)
  treasure incidental (royal jelly)
  SPeCIal aBIlItIeS
  Poison (ex) Sting—injury; save Fort DC 17; frequency 1/round 
  for 4 rounds; effect 1d2 Con; cure 2 consecutive saves.
  Bulbous and robust in comparison to others of the same 
  species, giant queen bees are immense, fertile females, 
  easily identified by their larger size and lighter stripes. 
  They grow to 12 feet in length and weigh 140 pounds.
  Royal Jelly
  When a hive of bees needs a new queen to replace one that 
  has died, they feed specially selected larvae royal jelly to 
  trigger the larvae’s transformation into new queens. The 
  first queen to hatch then kills any other new queens.
  Royal jelly has remarkable effects on other creatures if 
  eaten. A pound of royal jelly provides enough nourishment 
  for a full day, and grants a +4 resistance bonus on all 
  saving throws against disease for the next 24 hours. If a 
  creature sleeps enough to heal damage within 24 hours 
  of eating at least a pound of royal jelly, it heals twice the 
  hit points and ability damage as it otherwise would. A 
  typical bee hive contains 2d6 pounds of royal jelly—a 
  single pound sells for 100 gp.
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  Beetle, Goliath Stag
  This massive beetle is the size of a small house. Its immense, 
  horn-like mandibles clash with a hungry fervor.
  gOlIath Stag Beetle 
  Cr 8
  XP 4,800
  N Huge vermin 
  Init +0; Senses darkvision 60 ft.; Perception +0
  defenSe
  aC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
  hp 104 (11d8+55)
  fort +12, ref +3, Will +3
  Immune mind-affecting effects
  OffenSe
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +17 (3d8+16)
  Space 15 ft.; reach 10 ft.
  Special attacks trample (2d8+16, DC 26)
  StatIStICS
  Str 32, dex 10, Con 21, Int —, Wis 10, Cha 4
  Base atk +8; CMB +21; CMd 31 (39 vs. trip)
  Skills Fly –8
  eCOlOgy
  environment warm forests or plains
  Organization solitary, pair, or herd (3–8)
  treasure none
  Making its home in tropical and subtropical forests 
  across the globe, the goliath beetle is among the largest 
  species of giant beetle. While its diminutive cousins 
  are primarily herbivores, the goliath stag beetle is 
  carnivorous, hunting herd animals, humanoids, and 
  even giants with ease. They typically use their 
  trample attack against creatures smaller 
  than themselves, returning after this 
  punishing assault to pick 
  off anything that’s still 
  moving with swift and 
  deadly bites.
  A goliath stag beetle is 
  25 feet long and weighs 
  8,000 pounds.
  Beetle, Slicer
  This squat but nevertheless large beetle moves with a swift 
  scuttling motion. Its mandibles appear to be remarkably sharp.
  SlICer 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 39 (6d8+12)
  fort +7, ref +2, Will +2
  Immune mind-affecting effects
  OffenSe
  Speed 40 ft., fly 20 ft. (poor)
  Melee bite +8 (2d6+7/19–20)
  Space 10 ft.; reach 5 ft.
  Special attacks crippling bite
  StatIStICS
  Str 21, dex 11, Con 15, Int —, Wis 10, Cha 6
  Base atk +4; CMB +10; CMd 20 (28 vs. trip)
  Skills Fly –6
  SQ compression
  eCOlOgy
  environment temperate forests
  Organization solitary or cluster (2–5)
  treasure none
  SPeCIal aBIlItIeS
  Crippling Bite (ex) A slicer beetle’s bite attack threatens a 
  critical hit on a roll of 19–20. If a slicer beetle scores a 
  critical hit on a target, its mandibles cut deep, resulting in a 
  wound that causes 1d6 bleed and leaving its foe staggered 
  for 1d3 rounds from the tremendous pain dealt.
  The slicer beetle sports specialized 
  mouthparts that scissor apart flesh for 
  easier consumption. Each 
  side of its horizontally 
  closing mandibles fits 
  into the other with 
  barely a hair’s breadth 
  to 
  spare. 
  These 
  creatures prefer to 
  dwell in compact 
  caves or warrens. 
  A typical slicer 
  beetle measures 
  10 feet long 
  and 
  weighs 
  800 pounds.
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  Belker
  Dull, red eyes, grasping claws, and leathery wings give a demonic 
  aspect to this creature’s smoky form.
  Belker 
  Cr 6
  XP 2,400
  NE Large outsider (air, elemental, evil)
  Init +5; Senses darkvision 60 ft.; Perception +11
  defenSe
  aC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, ref +11, Will +2
  dr 5/—
  OffenSe
  Speed 30 ft., fly 50 ft. (perfect)
  Melee bite +12 (1d6+2), 2 claws +12 (1d6+2), 2 wings +10 (1d6+1)
  Space 10 ft.; reach 10 ft.
  Special attacks smoke claws
  StatIStICS
  Str 14, dex 21, Con 17, Int 6, Wis 11, Cha 10
  Base atk +8; CMB +11; CMd 26 (can’t be tripped)
  feats Combat Reflexes, Flyby Attack, Multiattack, Weapon Finesse
  Skills Acrobatics +16, Fly +22, Perception +11, Stealth +16; 
  racial Modifiers +4 Stealth
  languages Auran
  SQ smoke form
  eCOlOgy
  environment any (Plane of Air)
  Organization solitary, pair, or clutch (3–4)
  treasure incidental
  SPeCIal aBIlItIeS
  Smoke Claws (ex) A belker using its smoke form ability can 
  enter a target’s square as a standard action that does not 
  provoke attacks of opportunity. The target must make 
  a DC 17 Fortitude save or inhale part of the creature. 
  Smoke inside the victim solidifies into a claw and 
  attacks the target from within, dealing 3d4 points 
  of damage per round as a swift action. If the target 
  moves, the belker may automatically move with the 
  target (this movement does not count toward the 
  belker’s movement and does not provoke attacks 
  of opportunity against the belker). Each round, 
  the target can attempt another DC 17 Fortitude 
  to cough out the belker’s smoke, which ends 
  the smoke claws attack and forces the belker 
  into an adjacent square. Creatures that do not 
  need to breathe are immune to this attack. 
  The save DC is Constitution-based. 
  Smoke form (Su) A belker can switch from its 
  normal form to one of pure smoke or back 
  again a swift action. It can spend up to 20 rounds 
  per day in smoke form. In smoke form, the belker 
  acts as if under the effects of a gaseous form spell, except that 
  it retains its natural fly speed of 50 feet (perfect).
  Belkers are hateful elemental air creatures resembling 
  fiends made of smoke. Xenophobic in the extreme, they 
  see most non-elemental creatures as threats, and stalk 
  and kill any such intruders in their territory. Among 
  their elemental kin, they especially hate djinn and jann. 
  They tolerate air mephits, dust mephits, steam mephits, 
  air elementals, and fire elementals, but given the choice, 
  prefer the company of their own kind.
  Belkers create no permanent lairs, but do claim 
  and defend large territories from other living things, 
  particularly areas ravaged by frequent storms, volcanic 
  eruptions, hot springs, or forest fires. Some sages believe 
  the belkers worship these dangerous natural phenomena; 
  others speculate the elementals somehow feed on the 
  unusual air from these sites. Still other scholars theorize 
  that the reclusive beasts require the energy from these 
  phenomena to feed or reproduce.
  Beetle–Belker
  Beetle–Belker
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  Blindheim
  The size of a short, stocky humanoid with webbed feet and claws, 
  this frog-like creature has glowing white eyes.
  BlIndheIM 
  Cr 2
  XP 600
  N Small magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
  defenSe
  aC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 natural, 
  +1 size)
  hp 22 (3d10+6)
  fort +5, ref +5, Will +2
  Immune blindness
  OffenSe
  Speed 30 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d4+1), 2 claws +5 (1d3+1)
  Special attacks blinding gaze
  StatIStICS
  Str 13, dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base atk +3; CMB +3; CMd 16
  feats Dodge, Skill Focus (Perception)
  Skills Acrobatics +6 (+10 jumping), Perception +9, Swim +9; 
  racial Modifiers +4 Acrobatics when jumping
  eCOlOgy
  environment any underground
  Organization solitary, pair, or family (3–5)
  treasure incidental
  SPeCIal aBIlItIeS
  Blinding gaze (ex) A blindheim’s eyes emit bright light to a 
  range of 30 feet. Any creature within the area must make a 
  DC 13 Fortitude save or be blinded for 1 hour. Blindheims 
  can see normally in the light generated by their eyes, which 
  illuminates a 30-foot spread with bright light. Creatures 
  with light blindness or light sensitivity take the normal 
  penalties within 30 feet of a blindheim that is using its 
  blinding gaze. A blindheim can activate or suppress this 
  ability as a free action. This save DC is Constitution-based.
  Blindheims are grotesque, frog-like creatures that 
  dwell beneath the surface, subsisting on meals of fungi, 
  rodents, and other underground creatures. They live 
  in the darkest, dampest regions of cavernous sprawls, 
  particularly enjoying underground bogs, lakes, rivers, and 
  swamps. Although not aquatic, blindheims are excellent 
  swimmers. They prefer to latch onto branches or 
  rock outcroppings, where they maintain the high 
  ground while in pursuit of food. They use the light 
  from their eyes to attract prey, but go dark when 
  larger creatures approach. A blindheim uses its 
  blinding gaze to disorient both prey and possible 
  threats, then deactivates its gaze to scuttle away in 
  the dark if the threat is too great. In very large caverns 
  inhabited by blindheims, distant areas often flicker from 
  brightly lit to absolutely dark as the creatures feed and 
  flee. Though of animal-level intelligence, blindheims 
  are cunning enough to coordinate their hunting tactics 
  with others of their kind, using one creature to act as a 
  lookout and make hit-and-run attacks with its gaze until 
  its fellows can arrive to help finish off the prey.
  Blindheims can convey simple information through 
  gestures and flashes of their lights, and tend to be rather 
  silent in combat, adding an eerie element to battles with 
  them. They cannot be taught to perform humanoid-
  appropriate labors and thus make poor slaves, though 
  the duergar and drow sometimes use them as bait or 
  distractions when raiding. Other races have been known 
  to train these creatures as mobile light sources when 
  going on long underground expeditions.
  Stout and thick-skinned, a blindheim is just under 4 
  feet in height and weighs 150 pounds. A blindheim gives 
  birth to small litters of three or four young. Though 
  gestation can last up to a full year, it only takes about 4 
  years for a blindheim to mature and become self-reliant, at 
  which point the creatures generally form broods that stick 
  together, only striking out on their own if their brethren 
  have perished. Blindheims can live for up to 25 years.
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  Blink Dog
  This sleek canine has a coarse, tawny coat, pointed ears, and pale 
  eyes. A faint blue nimbus seems to dance upon its fur.
  BlInk dOg 
  Cr 2
  XP 600
  LG Medium magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  defenSe
  aC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d10+6)
  fort +5, ref +5, Will +4
  OffenSe
  Speed 40 ft.
  Melee bite +4 (1d6+1)
  Spell-like abilities (CL 7th; concentration +7)
  Constant—blink
  At will—quickened dimension door (self only)
  StatIStICS
  Str 12, dex 15, Con 14, Int 10, Wis 13, Cha 11
  Base atk +3; CMB +4; CMd 16 (20 vs. trip)
  feats Combat Reflexes, Iron Will
  Skills Perception +7, Stealth +7, Survival +2 (+6 scent tracking)
  languages Sylvan
  eCOlOgy
  environment temperate plains or forests
  Organization solitary, pair, or pack (3–14)
  treasure incidental
  Though they resemble sleek, long-eared canines, blink 
  dogs are as smart as humans. As social creatures, blink 
  dogs travel in large packs, roaming forests and plains, 
  running off evil creatures, and hunting for phase spiders—
  one of their natural enemies. Despite their intelligence 
  and friendly natures, blink dogs tend to avoid humanoids, 
  keeping their packs either hidden or frequently 
  on the move. This shyness doesn’t keep the 
  blink dogs from helping out when 
  needed, however, and they have 
  been known to come to 
  the rescue of a prairie 
  village in their territory. 
  Packs are typically led by 
  an older, experienced male 
  or female, called an alpha.
  Blink dogs are fiercely 
  loyal, defending their own 
  pack or creatures they befriend to the death, 
  and maintaining oaths handed down from 
  litter to litter. Honor is paramount 
  to blink dogs, and different packs 
  often have unique traditions (such as whether a pack’s 
  alpha is male or female, or an oath to always protect and 
  aid a particular humanoid race like elves or halflings) 
  in addition to those shared by most blink dogs. Blink 
  dogs have a great interest in the stars and movements of 
  celestial bodies. Through their myths and folklore, blink 
  dogs have names for constellations, and through this 
  zodiac they note the seasons, births under auspicious 
  stars, and omens from unusual stellar conjunctions. 
  Blink dog names often contain a reference to a specific 
  constellation under which the dog was born.
  Blink dogs stand nearly 3 feet at the shoulder and 
  weigh upward of 180 pounds. They can live up to 75 years. 
  They use their abilities to quickly surround prey, and 
  make use of flanking to deal with especially dangerous 
  opponents—particularly creatures like phase spiders.
  Blink Dog Sages
  A pack’s alpha selects the wisest and most intelligent 
  member of the pack to serve as its sage. This blink dog 
  often has sorcerer levels (typically with the celestial or 
  destined bloodline) and is charged with maintaining the 
  long-running oral histories of the pack, which extend 
  back for centuries and link the packs together. A blink 
  dog sage also decides when a pup is old enough to join his 
  first hunt, performs birth and burial rites, and counsels 
  the alpha on the meaning of omens or upon tactical 
  matters involving interactions with neighboring races 
  and creatures. In some packs, the sage is the alpha’s mate, 
  while in others the sage is always a gray-muzzled elder 
  hound beyond breeding age.
  Blindheim–Blink Dog
  Blindheim–Blink Dog
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  Bodak
  The flesh of this emaciated creature appears charred or dried, and 
  its empty eye sockets seep trails of smoke.
  BOdak 
  Cr 8
  XP 4,800
  CE Medium undead (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +14
  defenSe
  aC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural)
  hp 85 (10d8+40)
  fort +6, ref +5, Will +8
  dr 10/cold iron; Immune electricity, undead traits; resist 
  acid 10, fire 10
  Weaknesses vulnerability to sunlight
  OffenSe
  Speed 20 ft.
  Melee 2 slams +9 (1d8+1)
  Special attacks death gaze
  StatIStICS
  Str 13, dex 15, Con —, Int 6, Wis 13, Cha 16
  Base atk +7; CMB +8; CMd 21
  feats Dodge, Improved 
  Initiative, Mobility, 
  Toughness, Weapon 
  Focus (slam)
  Skills Intimidate +11, 
  Perception +14, 
  Stealth +10
  languages Common
  eCOlOgy
  environment any land 
  (evil Outer Plane)
  Organization solitary, pair, or gang (3–4)
  treasure none
  SPeCIal aBIlItIeS
  death gaze (Su) 1d4 negative levels, 30 feet; 
  Fortitude DC 18 negates. The save DC is 
  Charisma-based. A humanoid slain by a 
  bodak’s death gaze rises as a bodak 24 
  hours later. This is a death effect.
  vulnerability to Sunlight (ex) Bodaks 
  loathe sunlight, for its merest 
  touch burns their impure flesh. 
  Each round of exposure to direct 
  sunlight deals 2d6 points of 
  damage to a bodak.
  When mortal humanoids 
  find themselves exposed 
  to profound, supernatural 
  evil, a horrific, occult 
  transformation can strip them of their souls and damn 
  them to the tortured existence of a bodak. Changed into a 
  twisted, misanthropic husk, a bodak wanders the endless 
  tracts of evil-aligned planes, periodically stumbling 
  into other realms by passing through portals or otherwise 
  being conjured elsewhere. Possessing only fragmented 
  memories of its former existence, the bodak is driven by 
  profound emptiness, sorrowful longing, and vengeful 
  hatred of all life. 
  A bodak’s appearance is profoundly disturbing. Its flesh 
  looks dried, taut, and desiccated, though it possesses a 
  strange, otherworldly sheen. Its body is disproportionate 
  and distinctly androgynous. Hairless and with only vague 
  hints of facial structure, the bodak’s eyes are deep set in 
  their sockets and constantly weep foul-smelling 
  smoky vapors. A planes-wise traveler who 
  recognizes its shape knows to flee, 
  for most travelers can outrun 
  the relatively slow bodak.
  Bodaks vehemently despise all 
  living creatures and immediately 
  seek to destroy any they encounter. 
  A bodak retains the ability to speak 
  one language it knew in life (typically 
  Common), but it rarely engages in 
  conversation, instead spitting out 
  an 
  incomprehensible 
  stream 
  of vile accusations, curses, 
  and threats. On occasion, a 
  bodak might wield 
  weapons, 
  but 
  most 
  rely primarily upon the 
  effects of their deadly gaze. 
  Bodaks 
  are 
  rarely 
  encountered outside of the Abyss. 
  As they are slow-witted, powerful 
  evil creatures such as liches and 
  nabasu demons sometimes use 
  bodaks as thralls, assassins, or 
  guardians. Bodaks encountered 
  on the Material Plane exude extreme 
  malevolence when forced to confront 
  the realization of their abhorrent 
  transformations. So great is their 
  desire to inflict their fate upon 
  others that many attempt to drag 
  off the bodies of their slain victims 
  and guard them until they rise as undead.
  A 20th-level spellcaster can use create 
  greater undead to create a bodak, but only 
  if the spell is cast while the spellcaster 
  is located on one of the evil outer planes 
  (traditionally the Abyss). 
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  Brownie
  Knee-high to a human, this large-headed creature has an almost 
  manically friendly look on its expressive face. 
  BrOWnIe 
  Cr 1
  XP 400
  N Tiny fey 
  Init +8; Senses low-light vision; Perception +8
  defenSe
  aC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
  hp 4 (1d6+1)
  fort +1, ref +6, Will +4; +2 vs. illusions
  dr 5/cold iron; Sr 12
  OffenSe
  Speed 20 ft.
  Melee short sword +6 (1d2–2/19–20)
  Space 2–1/2 ft.; reach 0 ft.
  Spell-like abilities (CL 7th; concentration +10)
  At will—dancing lights, mending, prestidigitation
  1/day—lesser confusion (DC 14), dimension door (self only), 
  mirror image, ventriloquism (DC 14)
  StatIStICS
  Str 7, dex 18, Con 12, Int 14, Wis 15, Cha 17
  Base atk +0; CMB +2; CMd 11
  feats Dodge, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +8 (+4 jump), Bluff +7, Craft (any one) +6, 
  Escape Artist +8, Handle Animal +4, Perception +8, Sense 
  Motive +6, Stealth +16 (+20 in forest); racial Modifiers  
  +2 Perception, +4 Stealth in forests
  languages Common, Elven, Gnome, Sylvan
  eCOlOgy
  environment temperate forests or plains
  Organization solitary, gang (2–5), or band (7–12)
  treasure standard
   
  Brownies make their homes in the trunks of hollow 
  trees, small earthy burrows, and even under porches and 
  within the crawlspaces of farmhouses. Often attired 
  in clothes that appear to be made of plants or leaves, 
  brownies wear belts lined with pouches and tools. 
  Whatever language they choose to speak is often is 
  riddled with odd pronunciations and colloquialisms. 
  Brownies stand barely 2 feet tall and weigh 20 pounds.
  When facing danger, brownies rarely engage in combat, 
  preferring instead to confound and confuse their attackers 
  in order to buy enough time for escape. Content with honest 
  toil and the love of their kin, brownies maintain a pacifist 
  nature, only harassing creatures to run them off or punish 
  them for an insult. Despite this nature, all brownies carry 
  a blade. They refer to their swords with a hint of disgust, 
  and jokingly call their blades the “final trick,” using them 
  only in the direst of consequences.
  Bodak–Brownie
  Bodak–Brownie
  Honest to a fault, brownies take freely, but always repay 
  their debt through work or leave something behind as an 
  offering. They may eat an apple from a farmer’s orchard, 
  but will harvest the entire tree as repayment. A brownie 
  might eat an entire pie left on a windowsill, only to 
  straighten up the kitchen or wash the dishes. A brownie 
  can share a home with a family for years and years while 
  avoiding detection. A family that is aware of a brownie 
  usually finds this a beneficial relationship and leaves 
  dishes of milk, pieces of fruit, trinkets, and sometimes 
  even wine as gifts. In exchange, the brownie keeps the 
  home clean, mends clothes, repairs tools, and shoos away 
  vermin and small predators. Bragging about having a 
  brownie in the house is the best way to lose one. Brownies 
  distrust foxes and fear wolves, and tend to avoid farms 
  with dogs.
  A 5th-level neutral spellcaster with the Improved 
  Familiar feat can gain a brownie as a familiar.
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  Bunyip
  A disturbing combination of shark and seal, this brown-furred 
  creature has a wide mouth filled with razor-sharp teeth.
  BunyIP 
  Cr 3 
  XP 800
  N Medium magical beast (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision, keen scent 
  180 ft.; Perception +8
  defenSe
  aC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 32 (5d10+5)
  fort +5, ref +7, Will +1
  OffenSe
  Speed 10 ft., swim 50 ft.
  Melee bite +7 (1d8+1/19–20 plus bleed)
  Special attacks bleed (1d6), blood frenzy, roar
  StatIStICS
  Str 13, dex 16, Con 13, Int 2, Wis 11, Cha 7
  Base atk +5; CMB +6; CMd 19
  feats Improved Critical (bite)B, Skill Focus (Perception), Skill 
  Focus (Stealth), Weapon Focus (bite)
  Skills Escape Artist +5, Perception +8, Stealth +10, Swim +9
  SQ amphibious
  eCOlOgy
  environment any aquatic
  Organization solitary or pair
  treasure none
  SPeCIal aBIlItIeS
  Blood rage (ex) A bunyip’s blood rage ability activates 
  whenever it detects blood in the water using its keen scent, 
  but otherwise functions as the universal monster rule of the 
  same name.
  roar (Su) A bunyip’s roar is supernaturally loud and horrifying. 
  When a bunyip roars (a standard action the creature can 
  perform at will), all hearing creatures with 4 or fewer HD 
  within a 100-foot spread must succeed on a DC 13 Will 
  save or become panicked for 2d4 rounds. Whether or not 
  the save is successful, creatures in the area are immune to 
  the roar of that bunyip for 24 hours. This is a sonic, mind-
  affecting fear effect. The save DC is Constitution-based.
  The bunyip is a fierce and avid hunter, possessing a 
  primal ruthlessness that seems almost evil in its rapacity. 
  A bunyip typically inhabits large freshwater inlets or 
  sheltered coastal sea caves where food is plentiful—the 
  bunyip is equally at home in fresh or salt water. It prefers 
  feeding on animals of Small size or larger, though it 
  isn’t averse to eating humanoids when presented the 
  opportunity. Bunyips are quite territorial, and readily 
  attack when intruders threaten their hunting grounds. 
  Bunyips mate annually, during the late spring. During 
  this period, bunyips become even more aggressive. After 
  mating, couples split, with the female wandering off to 
  find a place to birth a small litter of four to six pups. 
  Females watch their pups for a few days, until they become 
  independent enough for the mothers to move on.
  Reports of bunyip sightings come from every end of 
  the map. Though the accuracy of all such reports remains 
  doubtful, enough reliable accounts exist to confirm their 
  widespread adaptability. The species thrives in numerous 
  ecological climes, from frigid polar fjords to idyllic 
  tropical lagoons. The bunyip is not a deep-sea creature, 
  and even avoids larger freshwater lakes, as it prefers to lurk 
  near shorelines where its favorite food is more common.
  While bunyips vary in appearance, all possess similar 
  basic physical structures. The bunyip's head exhibits 
  strong seal-like features, save for its shark-like jaws. Its 
  upper torso is thick and muscular, with long, fin-like 
  limbs. Some species even have a single, shark-like dorsal 
  fin. The remaining portion of the body extends into a long 
  tail. Those with fur usually only grow a short coat on the 
  upper body in shades of pale gray, brown, or black. 
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  Carnivorous Blob
  Rolling and twitching like a massive wad of translucent ooze, this 
  crimson blob reaches out amorphous pseudopods in all directions.
  CarnIvOrOuS BlOB 
  Cr 13
  XP 25,600
  N Colossal ooze 
  Init +0; Senses blindsight 60 ft., tremorsense 120 ft.; Perception –5
  defenSe
  aC 2, touch 2, flat-footed 2 (–8 size)
  hp 184 (16d8+112)
  fort +12, ref +5, Will +0
  defensive abilities reactive strike, split (sonic or slashing, 32 
  hp); dr 10/–; Immune acid, ooze traits; resist electricity 30, 
  fire 30
  Weaknesses vulnerable to cold
  OffenSe
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee slam +17 (8d6+19 and grab)
  Space 30 ft.; reach 30 ft.
  Special attacks absorb flesh, constrict (8d6+19 plus 1d4 Con drain)
  StatIStICS
  Str 36, dex 11, Con 24, Int —, Wis 1, Cha 1
  Base atk +12; CMB +33 (+37 grapple); CMd 37 (can’t be tripped)
  Skills Climb +21, Swim +21
  eCOlOgy
  environment any
  Organization solitary
  treasure none
  SPeCIal aBIlItIeS
  absorb flesh (ex) A carnivorous blob cannot 
  eat plant matter or inorganic matter, but it 
  devours living flesh with a voracious speed by 
  dealing Constitution drain on creatures it 
  slams or constricts. Whenever the blob deals 
  Constitution drain in this manner, it heals 
  10 hit points for each point of Constitution 
  it drains. Excess hit points above its normal 
  maximum are gained as temporary hit 
  points. As soon as a carnivorous blob has 
  at least 50 temporary hit points, it loses 
  those temporary hit points and 
  splits as an immediate action.
  reactive Strike (ex) Whenever a 
  carnivorous blob takes damage, 
  it reflexively lashes out with a slam 
  attack. This ability effectively grants 
  the carnivorous blob an attack of 
  opportunity against any adjacent 
  foe that deals it damage. 
  These attacks of opportunity 
  do not count against the 
  Bunyip–Carnivorous Blob
  Bunyip–Carnivorous Blob
  normal limit the creature can make in a round. Attacks 
  that deal sonic or slashing damage do not trigger a 
  reactive strike—rather, they cause the creature to split. 
  Whenever a carnivorous blob takes cold damage, the 
  creature cannot use its reactive strike ability until after it 
  takes its next action in combat.
  vulnerable to Cold (ex) A carnivorous blob takes half again as 
  much damage (+50%) from cold attacks.
  While sages debate whether the first carnivorous 
  blobs were created by a mad wizard, formed in foul 
  f leshwarping vats in some sinister city, or traveled to 
  this world trapped in the core of a meteor, there is one 
  thing they all agree on—none wish to get close enough to 
  study the monstrosity. 
  Carnivorous blobs move like a typical ooze, rolling out 
  blobs of its fleshy material in haphazard directions, and 
  pulling its bulk across the ground, up walls, and even 
  through the water. If a carnivorous blob goes for more 
  than 24 hours without a source of food, it drops into a 
  sort of hibernation, resembling nothing so much as a 
  pool of gelatinous blood. The creature 
  springs to life quickly and hungrily as 
  soon as any living prey comes within 
  range of its senses.
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  Catoblepas
  This ugly creature has a boar-like head with short antlers, a thick 
  bullish body covered in spines, and cloven hooves on its stumpy legs.
  CatOBlePaS 
  Cr 12
  XP 19,200
  N Large magical beast 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +25
  aura stench (30 ft., DC 17, 10 rounds)
  defenSe
  aC 27, touch 8, flat-footed 27 (–1 Dex, +19 natural, –1 size)
  hp 161 (14d10+84)
  fort +15, ref +8, Will +8
  Sr 23
  OffenSe
  Speed 40 ft., swim 20 ft.
  Melee bite +18 (3d6+5), gore +18 (2d8+5/19–20), 2 hooves 
  +16 (1d8+2)
  Space 15 ft.; reach 15 ft.
  Special attacks breath weapon (60-ft. cone, poison, Fortitude 
  DC 23, usable every 1d4 rounds), trample (4d6+7, DC 22)
  StatIStICS
  Str 20, dex 8, Con 22, Int 5, Wis 15, Cha 10
  Base atk +14; CMB +20; CMd 29 (33 vs. trip)
  feats Diehard, Endurance, Improved Critical (gore), Improved 
  Iron Will, Iron Will, Multiattack, Skill Focus (Perception)
  Skills Perception +25, Swim +13
  languages Aklo
  eCOlOgy
  environment any swamps
  Organization solitary, pair, or herd (3–6)
  treasure incidental
  SPeCIal aBIlItIeS
  Poison Breath (ex) A catoblepas’s 
  horrid, stinking breath is 60-foot 
  cone of poison gas. Breath—contact; 
  save Fort DC 23; frequency 1/
  round for 6 rounds; 
  effect 1d6 Con damage; 
  cure 3 consecutive 
  saves. The save DC is 
  Constitution-based.
  The catoblepas is an 
  aggressive beast at the 
  best of times, willing to 
  knock down trees, fences, 
  even small houses to eat whatever 
  it finds interesting, be that meal 
  plant or animal or human being. 
  Though it prefers swamps, the 
  catoblepas has been known 
  to forage in plains and forests for short periods before 
  returning to the buoyant support of water and mud. Few 
  creatures linger near a catoblepas’s feeding ground because 
  of the monster’s bad temper and poisonous breath, and 
  only rot-loving predators such as oozes or exceptionally 
  large otyughs have any interest in hunting them.
  A catoblepas’ primary motivation is hunting and 
  exerting its dominance over lesser creatures in its 
  territory. Easily detected by its foul odor, the creature 
  tolerates the presence of wild animals, humanoid tribes, 
  and even predators that it can bully as long as these 
  things flee or act submissive when the poisonous brute 
  lumbers into view. The catoblepas is known to engage in 
  physical battles with other Large swamp creatures such as 
  crocodiles or even froghemoths. Some humanoid tribes 
  claim to know techniques to domesticate a catoblepas 
  for use as a guard animal, but the monster’s intractable 
  nature and not insignificant intelligence almost certainly 
  means magic is involved, as the creature has little need for 
  alliances and can wipe out entire villages with its breath. 
  Some have been known to use their breath underwater, 
  creating a churning cloud of bubbles that kills fish in the 
  area and starves out other creatures.
  A catoblepas’s sense of smell is blunted by its own 
  ungodly stench, and it can’t easily recognize rival odors 
  such as skunk musk (though this provides the beast no 
  immunity to odor-based effects from other creatures).
  A catoblepas is 15 feet long and weighs 2,200 pounds.
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  Centipede, Giant Whiptail
  An elephantine centipede scurries about, its double tail lashing 
  angrily behind it.
  gIant WhIPtaIl CentIPede Cr 3
  XP 600
  N Huge vermin 
  Init +0; Senses darkvision 60 ft.; Perception +4
  defenSe
  aC 15, touch 8, flat-footed 14 (+7 natural, –2 size)
  hp 38 (4d8+20)
  fort +9, ref +1, Will +1
  Immune mind-affecting effects
  OffenSe
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (2d6+7 plus poison), tail slap +3 (1d3 nonlethal 
  plus trip)
  Space 15 ft.; reach 15 ft. (20 ft. with tail slap)
  StatIStICS
  Str 25, dex 11, Con 21, Int —, Wis 10, Cha 2
  Base atk +3; CMB +12; CMd 22 (can’t be tripped)
  Skills Climb +15, Perception +4, Stealth +0; racial Modifiers 
  +4 Perception, +8 Stealth
  SQ compression
  eCOlOgy
  environment temperate or warm forests or underground
  Organization solitary, pair, or colony (3–6)
  treasure none
  SPeCIal aBIlItIeS
  Poison (ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d4 Dex; cure 1 save. The save DC is 
  Constitution-based.
  tail Slap (ex) A giant whiptail centipede’s tail slap deals 
  nonlethal damage and gains no bonus from its Strength 
  score on damage dealt.
  Whiptail centipedes are carrion eaters, though corpses 
  large enough to satiate them are a rarity. Corpses of 
  Huge or larger creatures left to rot often attract 
  whiptail centipedes, who viciously defend their 
  bounty against any who would intrude upon 
  their lairs.
  Catoblepas–Centipede
  Catoblepas–Centipede
  Centipede, Titan
  A writhing, seemingly endless segmented monstrosity crawls 
  forth, its great mandibles clacking as it spies prey.
  tItan CentIPede 
  Cr 9
  XP 6,400
  N Colossal vermin 
  Init +0; Senses darkvision 60 ft.; Perception +4
  defenSe
  aC 21, touch 2, flat-footed 21 (+19 natural, –8 size)
  hp 135 (10d8+90)
  fort +16, ref +3, Will +3
  Immune mind-affecting effects
  OffenSe
  Speed 60 ft., climb 60 ft.
  Melee bite +15 (4d6+24 plus poison)
  Space 30 ft.; reach 30 ft.
  Special attacks trample (6d6+24, DC 31)
  StatIStICS
  Str 43, dex 11, Con 29, Int —, Wis 10, Cha 2
  Base atk +7; CMB +31; CMd 41 (can’t be tripped)
  Skills Climb +24, Perception +4, Stealth –8; racial Modifiers 
  +4 Perception, +8 Stealth
  SQ compression
  eCOlOgy
  environment temperate or warm forests or underground
  Organization solitary, pair, or colony (3–6)
  treasure none
  SPeCIal aBIlItIeS
  Poison (ex) Bite—injury; save Fort DC 24; frequency 1/round 
  for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves.
  The largest of their kind, titan centipedes are thankfully 
  also the rarest. They attack other living creatures 
  fearlessly, and require constant sustenance to nourish 
  their vast bulk. Humanoids are in most danger from titan 
  centipedes when mounted rather than afoot—a 
  good-sized horse makes a much more 
  satisfying meal to the centipede than 
  a few bites of human. Titan 
  centipedes are solitary by 
  nature and because of 
  the demands of their 
  appetite, though when 
  food 
  is 
  plentiful, 
  multiple centipedes 
  sometimes lurk in 
  the same area.
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  Illustrations by Tyler Walpole
  Chaos Beast
  This thing is a horrid mass of barbed tentacles, glaring eyes, and 
  gnashing teeth, twisting upon itself and reshaping into new forms.
  ChaOS BeaSt 
  Cr 7
  XP 3,200
  CN Medium outsider (chaotic, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +13
  defenSe
  aC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 85 (9d10+36)
  fort +9, ref +8, Will +4
  defensive abilities amorphous, resistant to transformation; Sr 18
  OffenSe
  Speed 20 ft.
  Melee 4 claws +13 (1d6+3 plus corporeal instability)
  StatIStICS
  Str 17, dex 15, Con 16, Int 10, Wis 12, Cha 11
  Base atk +9; CMB +12; CMd 25 (can’t be tripped)
  feats Dodge, Improved Initiative, Mobility, Toughness, 
  Weapon Focus (claw)
  Skills Acrobatics +14 (+10 jump), Climb +15, Escape Artist +14, 
  Perception +13, Stealth +14, Swim +15
  eCOlOgy
  environment any
  Organization solitary or invasion (2–5)
  treasure none
  SPeCIal aBIlItIeS
  Corporeal Instability (Su) Claw—contact (curse); save Fort DC 
  17; effect amorphous body and 1 Wisdom drain per round (see 
  below); cure 3 consecutive saves. The save DC is Con-based.
  A creature cursed with an amorphous body becomes 
  a spongy, shapeless mass. Unless the victim manages to 
  control the effect (see below), its shape constantly melts, 
  flows, writhes, and boils. An affected creature is unable 
  to hold or use any item. Clothing, armor, helmets, and 
  rings become useless. Large items worn or carried—armor, 
  backpacks, even shirts—hamper more than help, reducing 
  the victim’s Dexterity score by 4. Speed is reduced to 10 feet 
  or one-quarter normal, whichever is less. The victim gains 
  the amorphous quality, but cannot cast spells or use magic 
  items, and it attacks blindly, unable to distinguish friend 
  from foe (–4 penalty on attack rolls and a 50% miss chance, 
  regardless of the attack roll).
  A victim can temporarily regain its own shape by taking 
  a standard action to attempt a DC 15 Will save (this check 
  DC does not vary for a chaos beast with different Hit Dice 
  or ability scores). A success reestablishes the creature’s 
  normal form for 1 minute. Spells that change the victim’s 
  shape (such as alter self, beast shape, elemental body, and 
  polymorph) do not remove the curse, but hold the creature in 
  a stable form (which might not be its own form, depending 
  on the spell) and prevent additional Wisdom drain for the 
  duration of the spell; shapechange and stoneskin have a similar 
  effect. The victim takes 1 point of Wisdom drain from mental 
  shock every round that it ends its turn in an amorphous 
  shape—upon being drained to 1 Wisdom, further Wisdom 
  drain ceases and the amorphous body effect is permanent 
  until removed via magic (no further number of saving throws 
  can cure the condition at this time).
  resistant to transformation (ex) Transmutation effects, such 
  as polymorphing or petrification, force a chaos beast into a 
  new shape, but at the start of its next turn, it immediately 
  returns to its normal form as a free action.
  A chaos beast’s form changes without any goal or purpose. 
  Though at any particular second a chaos beast may appear 
  to have dozens of limbs, whether claws, tentacles, stingers, 
  and so on, the lightning-quick shifts of its body mean 
  most of these are gone before it has a chance to use them, 
  and its attacks are always treated as claws regardless of 
  the creature’s appearance.
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  Charda
  Armored in dense, bony plates, this four-armed creature drools 
  wretched strings of black bile from its fanged maw.
  Charda 
  Cr 7
  XP 3,200
  CN Small monstrous humanoid (aquatic)
  Init +2; Senses darkvision 120 ft.; Perception +13
  defenSe
  aC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
  hp 85 (9d10+36)
  fort +7, ref +10, Will +7
  defensive abilities ferocity, Immune cold, poison
  OffenSe
  Speed 20 ft., swim 60 ft.
  Melee bite +13 (1d6+3 plus 1d6 cold), 4 claws +14 (1d4+3)
  Special attacks black bile
  StatIStICS
  Str 16, dex 15, Con 19, Int 11, Wis 12, Cha 8
  Base atk +9; CMB +11 (+19 bull rush and trip); CMd 23
  feats Improved Bull Rush, Improved Trip, Lightning 
  Reflexes, Power Attack, Weapon Focus (claw)
  Skills Intimidate +6, Knowledge (religion) +4, 
  Perception +13, Stealth +18, Survival +10, Swim +18
  languages Aklo, Undercommon
  SQ amphibious, cold vigor, overwhelming
  eCOlOgy
  environment cold aquatic or underground
  Organization solitary, pair, gang (3–5), or tribe (6–14)
  treasure standard
  SPeCIal aBIlItIeS
  Black Bile (Su) A charda’s body seethes with freezing 
  black bile. Its supernaturally cold, black bile is 
  the source of the additional cold damage when a 
  charda bites a creature. As a standard action, a 
  charda can expel its full store of bile as a breath 
  weapon that can take the form of a 60-foot line 
  or a 30-foot cone. All creatures in this area take 
  8d6 points of cold damage (DC 18 Reflex half). A 
  charda can use this breath weapon once every 1d4 
  rounds—while its black bile is recharging, it does 
  not deal additional cold damage with its bite. The 
  save DC is Constitution-based.
  Cold vigor (ex) When a charda is in a cold environment, 
  it becomes more animated and gains a +1 racial bonus 
  on attack rolls and weapon damage rolls.
  Overwhelming (ex) A charda gains a +8 racial bonus on 
  bull rush and trip attacks.
  In the darkest depths of the earth, in strange frozen 
  rivers and subterranean lakes of frigid black water dwell 
  the mysterious and ferocious chardas. These xenophobic 
  humanoids rarely venture far from their domains, settling 
  in small tribes and building rocky huts underwater or 
  muddy domes along the subterranean shore.
  A typical charda stands just under 4 feet tall but weighs 
  250 pounds. Chardas reproduce by laying eggs in small 
  clutches of two to four, which they bury among rocks 
  offshore. Females fiercely protect their own clutches, but 
  show no predisposition toward protecting the clutches of 
  other chardas, even those within their tribe. 
  Devoutly religious, chardas prefer to worship gods of 
  war or cold. They hunt in small packs composed of both 
  males and females. Hunting and slaying help determine 
  an individual’s power within the group. Chardas often 
  engage in infanticide and cannibalism. While they patrol 
  their territories in groups, they fight individually with 
  little strategy or structure. Chardas do not assist each other 
  with their kills, as they perceive aid as a weakness and a 
  dishonor to both themselves and 
  their foes. 
  Chaos Beast–Charda
  Chaos Beast–Charda
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  Illustration by Peter Lazarski
  Charybdis
  An immense spiny monster, its back plated in chitin and its belly in 
  thick folds of blubber, rises hungrily from the center of a whirlpool.
  Charybdis 
  Cr 13
  XP 25,600
  CN Gargantuan aberration (aquatic)
  init +3; senses blindsight 60 ft., darkvision 120 ft.; Perception +23
  defense
  aC 28, touch 5, flat-footed 28 (–1 Dex, +23 natural, –4 size)
  hp 184 (16d8+112); fast healing 10
  fort +12, ref +6, Will +14
  immune acid; resist cold 20
  Offense
  speed 20 ft., swim 50 ft.
  Melee bite +20 (2d8+12/19–20 plus grab), 2 claws +20 (2d6+12)
  space 20 ft.; reach 20 ft.
  special attacks fast swallow, rending claws, swallow whole 
  (6d6 bludgeoning damage plus 6d6 acid damage, AC 21, 
  hp 18), vortex
  statistiCs
  str 34, dex 9, Con 25, int 4, Wis 19, Cha 6
  base atk +12; CMb +28 (+32 grapple); CMd 37 (can’t be tripped)
  feats Awesome Blow, Improved Bull Rush, Improved Critical 
  (bite), Improved Initiative, Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Vital Strike
  skills Perception +23, Swim +20
  Languages Aquan
  eCOLOgy
  environment any oceans
  Organization solitary
  treasure standard
  sPeCiaL abiLities
  rending Claws (ex) A charybdis’s claws are particularly 
  devastating when used against objects, and ignore the first 
  10 points of an object’s hardness rating.
  Vortex (su) A charybdis can generate a whirlpool as a standard 
  action at will. This ability functions identically to the 
  whirlwind special attack (see the Universal Monster 
  Rules in Appendix 3), but the whirlpool can only form 
  underwater and cannot leave the water. It’s a DC 
  25 Reflex save to avoid being caught by the 
  charybdis’s vortex. The vortex itself is 20 
  feet across and 120 feet deep, and deals 
  2d6+12 points of damage per round. The 
  save DC is Constitution-based.
  Sailors tell many tales of the creatures 
  of the deep, from the terrible kraken 
  to the beautiful mermaid. Yet few 
  are stranger or more feared than 
  the dread charybdis, for it exists to 
  capture ships, crack them open like nuts, and feast on 
  the doomed sailors within. So legendary are these violent 
  attacks that many sailors have come to view the charybdis 
  not as a species of aberrant life, but as the vengeful 
  personification of an angry sea god.
  In truth, the charybdis is not the sending of an angry 
  deity, but in fact little more than a monstrous predator 
  capable of churning even the calmest of seas into a 
  whirling maelstrom. The charybdis uses this vortex 
  ability not only to capture prey like sharks or small 
  whales, but also to entrap ships on the ocean surface 
  above. The monster’s claws are particularly well suited 
  to puncturing the hulls of ships, and most charybdises 
  have learned that a single large merchant vessel contains 
  enough sailors to make a perfectly sized meal. Often, a 
  charybdis settles in along a well-known shipping route 
  near the shoreline or amid an archipelago of islands 
  where ships are forced along relatively narrow lanes 
  between rocky isles—such locations allow the charybdis 
  to lie in wait and increases the chance of its prey being 
  unable to circumvent its vortex.
  A charybdis is 60 feet long and weighs 26,000 pounds.
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  Charybdis–Chupacabra
  Charybdis–Chupacabra
  Illustration by Eric Lofgren
  Chupacabra
  This lizard-like creature stalks forward upon two muscular legs, 
  a mane of spikes running down its scaly back.
  ChuPaCabra 
  Cr 3
  XP 800
  N Small magical beast 
  init +7; senses darkvision 60 ft., low-light vision; Perception +6
  defense
  aC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 30 (4d10+8)
  fort +6, ref +7, Will +3
  Offense
  speed 30 ft.
  Melee bite +6 (1d4+1 plus grab), 2 claws +6 (1d3+1)
  special attacks chupar, pounce
  statistiCs
  str 13, dex 16, Con 14, int 3, Wis 15, Cha 6
  base atk +4; CMb +4 (+8 grapple); CMd 17
  feats Combat Reflexes, Improved Initiative
  skills Acrobatics +7 (+11 jumping), Perception +6, Stealth +16; 
  racial Modifiers +4 Acrobatics when jumping, +4 Stealth 
  (+8 in undergrowth or rocky areas)
  Languages Aklo (cannot speak)
  eCOLOgy
  environment warm hills or plains
  Organization solitary, pair, or gang (3–7)
  treasure none
  sPeCiaL abiLities
  Chupar (ex) A chupacabra that pins an 
  opponent or maintains a pin can 
  suck blood from that opponent 
  as a free action once per 
  round, dealing 1 point of 
  Constitution damage. 
  Upon successfully 
  draining blood, the 
  chupacabra is invigorated, gaining 
  a significant boost in speed for 10 rounds similar to 
  the haste spell. The invigorated chupacabra can still 
  drain blood—and in so doing increase the length of its 
  invigoration—but it gains no additional effects. 
  These notorious predators have an undeniable thirst 
  for blood. Chupacabras prefer to prey upon the weak 
  and slow, often watching potential prey from hiding 
  for long periods before attacking. Spry and stealthy, they 
  prefer to keep to areas of high grass and protective rock, 
  their slightly ref lective scales allowing them to blend in 
  well with such surroundings.
  With a preference for lone travelers and farm 
  animals (particularly goats), chupacabras 
  leave little evidence of their presence apart from the grisly 
  blood-drained husks of their meals, often leading locals to 
  believe a reckless vampire lives in the area.
  A typical chupacabra measures nearly 5-1/2 feet from 
  muzzle to tail tip and stands just under 4 feet tall. Slightly 
  built and light of bone, most weigh close to a hundred 
  pounds. They mate rarely and only during the hottest 
  months, with the females each producing a single egg 
  that hatches into a tiny, dehydrated creature. The mother 
  typically leaves helpless prey in her cave so the hatchling 
  can immediately feed.
  Although chupacabras are typically solitary, in 
  bountiful areas small gangs of the beasts can form. 
  These groups work well together, becoming bold enough 
  to attack larger groups of animals and more dangerous 
  prey. Stories of chupacabras attacking travelers or laying 
  siege to farmhouses typically stem from the hunting 
  practices of such gangs.
  It is not unusual for older chupacabras to grow to 
  Medium size. These larger specimens tend to be leaders 
  of chupacabra gangs, or, more commonly, loners capable 
  of tormenting entire villages on their own.
  Some chupacabras are mutants with large reptilian wings, 
  and have been known to carry off goats and children. A 
  flying chupacabra has a fly speed of 60 feet (average), 
  which increases to 90 feet (average) when invigorated 
  from drinking blood. A winged chupacabra is the same 
  CR as the normal variety.
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  Illustration by Kevin Yan
  Cockroach, Giant
  A dog-sized cockroach skitters forth, greedily clicking its filth-
  slicked mandibles. 
  giant COCkrOaCh 
  Cr 1/2
  XP 200
  N Small vermin 
  init +1; senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  defense
  aC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 8 (1d8+4)
  fort +6, ref +1, Will +0
  Weaknesses light sensitivity
  Offense
  speed 30 ft., climb 30 ft., fly 40 ft. (poor)
  Melee bite +1 (1d4)
  statistiCs
  str 11, dex 12, Con 19, int —, Wis 11, Cha 2
  base atk +0; CMb –1; CMd 10
  feats DiehardB, EnduranceB
  skills Climb +8, Fly –1, Perception +4, Stealth +9; racial 
  Modifiers +4 Perception, +4 Stealth
  sQ hold breath
  eCOLOgy
  environment any land
  Organization solitary or intrusion (2–20)
  treasure none
  species 
  Cr 
  size 
  hd
  Giant hissing cockroach 1 
  Medium 
  2
  Venomroach 
  3 
  Large 
  3
  Spitting cockroach 
  6 
  Huge 
  6
  Sawback cockroach 
  9 
  Gargantuan 
  8
  Dragonroach 
  12 
  Colossal 
  10
  Much like their smaller kin, giant 
  cockroaches are extremely adaptive 
  and exist in any place they can 
  find a ready source of food. 
  Giant cockroaches 
  are not normally 
  very violent, but 
  readily attack if 
  threatened or if food 
  becomes scarce.
  A number of species 
  of 
  giant 
  cockroach 
  exist, as summarized 
  on the table above. Most 
  of these variants have 
  additional abilities, such 
  as poison stings.
  Cockroach Swarm
  Like a pestilent black tide, a ravenous horde of thousands of tiny, 
  clacking cockroaches washes over everything in its path.
  COCkrOaCh sWarM 
  Cr 2
  XP 600
  N Diminutive vermin (swarm)
  init +2; senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +4
  defense
  aC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 26 (4d8+8)
  fort +6, ref +3, Will +1
  defensive abilities swarm traits, immune weapon damage
  Weaknesses light sensitivity, swarm traits
  Offense
  speed 20 ft., climb 20 ft., fly 30 ft. (poor)
  Melee swarm (1d6) 
  space 10 ft.; reach 0 ft.
  special attacks distraction (DC 14)
  statistiCs
  str 1, dex 15, Con 14, int —, Wis 10, Cha 2
  base atk +3; CMb —; CMd —
  skills Climb +10, Fly +4, Perception +4, Stealth +14; racial 
  Modifiers +4 Perception
  sQ hold breath
  eCOLOgy
  environment any temperate, warm, or urban
  Organization solitary, pair, or intrusion (3–20 swarms)
  treasure none
  Swarms of flesh-eating cockroaches are extremely 
  virulent pests. Normally carnivorous scavengers, 
  these vermin quickly transform into aggressive 
  hunters when amassed in great numbers, 
  actively seeking out territory and food 
  and gravitating to locations that 
  readily provide both, such 
  as dumps, graveyards, 
  sewers, swamps, and 
  other foul areas filled 
  with rotting waste. 
  Although a f lesh-
  eating 
  cockroach 
  swarm 
  prefers 
  to 
  feed on rot and  
  carrion, these ravenous 
  creatures do not balk 
  at attacking living 
  creatures as large as 
  an elephant if given 
  a chance.
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  Crawling Hand
  With a jolt, this severed hand springs to life, its fingers propelling 
  it forth at great speed like a deformed spider.
  CraWLing hand 
  Cr 1/2
  XP 200
  NE Diminutive undead 
  init +0; senses blindsense 30 ft., darkvision 60 ft.; 
  Perception +4
  defense
  aC 14, touch 14, flat-footed 14 (+4 size)
  hp 9 (1d8+5)
  fort +2, ref +0, Will +2
  immune undead traits
  Offense
  speed 40 ft., climb 40 ft.
  Melee claw +5 (1d1+1 plus grab) 
  space 1 ft.; reach 0 ft.
  special attack mark quarry, strangle
  statistiCs
  str 13, dex 11, Con —, int 2, 
  Wis 11, Cha 14
  base atk +0; CMb –4 (+0 
  grapple); CMd 7
  feats Toughness
  skills Climb +9, Perception +4, 
  Stealth +12, Survival +4; racial 
  Modifiers +4 Survival
  Languages Common (can’t speak)
  eCOLOgy
  environment any land
  Organization solitary or gang (2–5)
  treasure none
  sPeCiaL abiLities
  grab (ex) A crawling hand can use its grab ability on a creature 
  of up to Medium size.
  Some say the origins of the crawling hand lie in the 
  experiments of demented necromancers contracted to 
  construct tiny assassins. Other tales tell of gruesome 
  prosthetics sparked to life by evil magic, which then 
  developed primitive sentience and vengefully strangled 
  their hosts. Regardless, the crawling hand is an efficient 
  killing tool.
  When not commanded to kill, the crawling hand 
  remains still and can be handled and transported safely. 
  Typically, owners carry them about in small, velvet-lined 
  boxes. Crawling hands can also be placed as guardians 
  and programmed with contingency commands, such 
  as to hunt down and slay an individual who performs a 
  specific task like violating a shrine, opening a warded 
  door, or breaking the seal of a casket.
  Cockroach–Crawling Hand
  Cockroach–Crawling Hand
  Crawling Hand, Giant
  A giant rotting hand rocks unsteadily, propped upon thick, stubby 
  fingers. Its pale, necrotic flesh pulses and crawls with sickly boils.
  giant CraWLing hand 
  Cr 5
  XP 1,600
  NE Medium undead 
  init +2; senses blindsense 30 ft., darkvision 60 ft.; Perception +7
  defense
  aC 19, touch 13, flat-footed 16 (+2 Dex, 
  +1 dodge, +6 natural)
  hp 52 (7d8+21)
  fort +4, ref +6, Will +6
  immune undead traits
  Offense
  speed 30 ft.
  Melee claw +11 (1d6+7 plus grab) 
  special attacks mark quarry, 
  pus burst
  statistiCs
  str 21, dex 15, Con —, int 2, 
  Wis 13, Cha 14
  base atk +5; CMb +10 (+14 
  grapple); CMd 23
  feats Dodge, Lightning 
  Reflexes, Toughness, 
  Weapon Focus (claw)
  skills Acrobatics +3, 
  Perception +7, Stealth +12; 
  racial Modifiers +4 Stealth
  Languages Common (can’t speak)
  eCOLOgy
  environment any land or underground
  Organization solitary or gang (2–5)
  treasure none
  sPeCiaL abiLities
  Mark Quarry (su) A crawling hand is assigned a quarry by 
  anointing the hand with a drop of the intended quarry’s 
  blood. If the hand has no current quarry, it automatically gains 
  the next creature it damages as its quarry. Once attuned to a 
  target, it becomes aware of the target’s location as if under 
  the effect of a continuous locate creature spell. The hand 
  gains a +1 bonus on all attack rolls, damage rolls, and skill 
  checks made to seek out and destroy the marked quarry. The 
  mark quarry ability lasts until the quarry or the hand is slain.
  Pus burst (su) When damaged by a piercing or slashing melee 
  weapon, a spray of vile pus strikes the attacker unless the 
  attacker makes a DC 15 Reflex save. Weapons that provide 
  reach protect the attacker completely from a pus burst. 
  Creatures struck by pus become nauseated for 1d3 rounds 
  and take 2d6 points of negative energy damage. The save DC 
  is Charisma-based.
  Illustration by Scott Purdy
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  Crypt Thing
  Shreds of leathery flesh cling to this skeletal figure’s body, while 
  twin motes of fiery light glow deep in its eye sockets.
  CryPt thing 
  Cr 5
  XP 1,600
  NE Medium undead 
  init +6; senses darkvision 60 ft., low-light vision; Perception +15
  aura fear (10 ft., frightened for 1d4 rounds, Will DC 16 negates) 
  defense
  aC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
  hp 52 (8d8+16)
  fort +4, ref +6, Will +8
  defensive abilities channel resistance +2; dr 10/bludgeoning 
  or magic; immune undead traits
  Offense
  speed 30 ft.
  Melee 2 claws +10 (1d8+4)
  special attacks teleporting burst
  spell-Like abilities (CL 8th; concentration +10)
  3/day—quickened dimension door
  statistiCs
  str 19, dex 14, Con —, int 13, Wis 14, Cha 15
  base atk +6; CMb +7; CMd 20
  feats Alertness, Dodge, Improved Initiative, Lightning Reflexes
  skills Bluff +6, Intimidate +13, Knowledge (arcana) +6, 
  Knowledge (dungeoneering) +5, Knowledge (history) +3, 
  Perception +15, Sense Motive +15, Stealth +9
  Languages Common
  eCOLOgy
  environment any underground
  Organization solitary
  treasure standard
  sPeCiaL abiLities
  teleporting burst (su) Once per day, a crypt thing 
  can teleport all creatures within 50 feet of it to 
  randomly determined locations. The crypt thing 
  can only affect creatures of which it is aware 
  and to which it has line of sight. A successful 
  DC 16 Will save negates this effect. An 
  affected creature is teleported in a random 
  direction (roll 1d8, with 1 indicating north 
  and the other numbers indicating compass 
  going clockwise) and a random distance (1d10 × 
  100 feet) away from the crypt thing; determine each 
  creature’s direction randomly. A teleported 
  creature arrives in the closest open space to 
  the determined destination, but must appear 
  on a solid surface capable of supporting its 
  weight. If there is no appropriate destination in 
  that direction, the creature does not teleport at all. 
  The save DC is Charisma-based.
  Crypt things are undead creatures found guarding 
  tombs, graves, and crypts. Necromancers and other 
  spellcasters create them to guard such areas, and the 
  crypt things never leave their appointed lairs, even to 
  pursue enemies. Their warded area may be a single room 
  or passage, an entire grave complex, or even a city-sized 
  necropolis. Though naturally solitary, multiple crypt 
  things may guard a common area, often in conjunction 
  with constructs or other undead.
  A crypt thing only initiates combat if it is attacked or 
  if the object or crypt it is guarding is touched or entered. 
  Until this condition is met, a crypt thing is content to 
  remain motionless—it may even answer questions or 
  otherwise interact with visitors if its master has directed 
  it to do so. Rumors exist of variant crypt things that do not 
  teleport their foes, but instead paralyze opponents and 
  turn them invisible, leaving victims to helplessly watch 
  their allies being torn apart by the angry guardian.
  Creation
  A 15th-level spellcaster can create a crypt thing using create 
  undead. The spell also requires the creator or an assistant 
  to be able to cast teleport, greater teleport, or word of recall (or 
  provide this magic from a scroll or other source).
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  Crysmal
  An animated cluster of translucent crystals shaped disturbingly 
  like a gemstone scorpion scuttles into an aggressive stance. 
  CrysMaL 
  Cr 3
  XP 800
  N Small outsider (earth, elemental)
  init +2; senses darkvision 60 ft., crystal sense; Perception +11
  defense
  aC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 26 (4d10+4)
  fort +7, ref +8, Will +2
  dr 5/bludgeoning; immune cold, fire; resist electricity 10
  Offense
  speed 30 ft., burrow 20 ft.
  Melee sting +7 (2d6+3)
  special attacks shard spike +7 (3d6, range increment 60 ft.)
  spell-Like abilities (CL 4th; concentration +6)
  At will—detect magic, ghost sound (DC 12), mage hand, silent 
  image (DC 13)
  3/day—dimension door, sanctuary (DC 14), touch of idiocy (DC 14)
  statistiCs
  str 15, dex 14, Con 13, int 6, Wis 13, Cha 14
  base atk +4; CMb +5; CMd 17 (29 vs. trip)
  feats Great Fortitude, Lightning Reflexes, Skill Focus (Perception)
  skills Acrobatics +9, Climb +9, Perception +11, Stealth +13 (+15 
  in rocky areas); racial Modifiers +2 Stealth in rocky areas
  Languages Terran
  eCOLOgy
  environment any underground (Plane of Earth)
  Organization solitary or cluster (2–5)
  treasure standard (gems and magic gemstones only)
  sPeCiaL abiLities
  Crystal sense (sp) Crysmals can sense the presence of any 
  crystals or gems within 30 feet as if using the scent ability.
  shard spike (ex) Once per day, a crysmal can launch its 
  tail spike as a ranged attack that shatters when it 
  hits, dealing 3d6 points of piercing damage to 
  the target and 1d4 points of piercing damage 
  to all creatures in adjacent squares. The spike 
  regrows in 24 hours, but until it does, its 
  impaired sting does only 1d6+3 damage.
  Scorpion-like crysmals originate in the 
  deepest caverns of the Plane of Earth. On 
  rare occasions, these strange creatures 
  wind up on the Material Plane, usually in 
  subterranean areas rich with natural gem 
  and crystal formations. The crystalline 
  planes of their bodies absorb and refract 
  natural light, which some claim is the 
  source of their supernatural powers.
  Singular in purpose, a crysmal seeks only to reproduce. 
  It does so by gathering stone crystals and gemstones, 
  fashioning them into a Tiny facsimile of its own body, 
  and jolting the new creature to life with a burst of the 
  crysmal’s own life energy. These newly created crysmals 
  are known as shardlings (treat as a crysmal with the young 
  creature simple template), and grow to adulthood after a 
  few months of gorging on crystals and gemstones.
  To make a single shardling, a crysmal requires 1,000 
  gp worth of crystals. Until it has enough material to 
  reproduce, it stores these gems inside its body, and 
  if slain, the gems are visible among the shards of the 
  creature’s corpse. Because of this reproductive need for 
  gemstones, crysmals are relentless in their pursuit of the 
  treasures, valuing them much as other living creatures 
  value infants of their own race. Crysmals do not recognize 
  that other creatures treat gems as wealth, and attempt to 
  seize gems carried by others whenever the opportunity 
  arises. A crysmal normally uses its spell-like abilities 
  to befuddle opponents, grabbing at pouches with gems 
  when the bearer is distracted, and normally only resorts 
  to physical violence once all 
  other tactics fail. 
  Crypt Thing–Crysmal
  Crypt Thing–Crysmal
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  Daemon
  Harbingers of ruin and embodiments of the worst 
  ways to die, daemons epitomize painful death, the all-
  consuming hunger of evil, and the utter annihilation 
  of life. While demons seek to pervert and destroy in 
  endless unholy rampages, and devils vex and enslave 
  in hopes of corrupting mortals, daemons seek only to 
  consume mortal life itself. While some use brute force 
  to despoil life or prey upon vulnerable souls, others wage 
  campaigns of deceit to draw whole realms into ruin. With 
  each life claimed and each atrocity meted out, daemons 
  spread fear, mistrust, and despair, tarnishing the luster 
  of existence and drawing the planes ever closer to their 
  final, ultimate ruin. 
  Notorious for their hatred of the living, daemons are the 
  things of dark dreams and fearful tales, as their ultimate 
  ambitions include extinguishing every individual mortal 
  life—and the more violent or terrible the end, the better. 
  Their methods vary wildly, typically differentiated by 
  daemonic breed. Many seek to infiltrate the mortal 
  plane and sow death by their own taloned hands, while 
  others manipulate agents (both mortal and immortal) 
  as malevolent puppet masters, instigating calamities on 
  massive scales from their grim realms. Such diversity of 
  methods causes many planar scholars to misattribute 
  the machinations of daemons to other types of fiends. 
  These often deadly mistakes are further propagated by 
  daemons’ frequent dealings with and manipulation of 
  other outsiders. Yet in all cases, despair, ruin, and death, 
  spreading like contagion, typify the touch of daemonkind, 
  though such symptoms often prove recognizable only 
  after the hour is far too late.
  Daemons flourish upon the plane of Abaddon, a 
  bleak expanse of cold mists, fearful shapes, and hunted 
  souls. Upon these wastes, the souls of evil mortals 
  flee predation by the native fiends, and terror and the 
  powers of the evil plane eventually transform the most 
  ruthless into daemons themselves. Amid these scarred 
  wastelands, poison swamps, and realms of endless night 
  rise the foul domains of the tyrants of daemonkind, the 
  Four Horsemen of the Apocalypse. Lords of devastation, 
  these powerful and unique daemons desire slaughter, 
  ruin, and death on a cosmic scale, and drive hordes of 
  their lesser kin to spread terror and sorrow across the 
  planes. Although the Horsemen share a singular goal, 
  their tactics and ambitions vary widely.
  Along with mastery over vast realms, the Horsemen 
  are served by unimaginably enormous armies of their 
  lesser brethren, but are obeyed most closely by retinues 
  of daemons enslaved to their titles. These specific strains 
  of daemonic servitors, known among daemonkind as 
  deacons, serve whoever holds the title of Horseman. 
  Although these instruments of the archdaemons differ 
  in strength and ability, their numbers provide their lords 
  with legions capable of near-equal terrorization. 
  More so than among any other fiendish race, several 
  breeds of daemons lust after souls. While other foul 
  inhabitants of the planes seek the corruption and 
  destruction of living essences, many daemons value 
  possession and control over mortal animas, entrapping 
  and hoarding souls—and in so doing disrupting 
  the natural progression of life and perverting the 
  quintessence of creation to serve their own terrible 
  whims. While not all daemons possess the ability to steal 
  a mortal being’s soul and turn it to their use, the lowliest 
  of daemonkind, the maniacal cacodaemons, endlessly 
  seek life essences to consume and imprison. These base 
  daemons enthusiastically serve their more powerful kin, 
  eager for increased opportunities to doom mortal spirits. 
  While cacodaemons place little value upon the souls 
  they imprison, greater daemons eagerly gather them as 
  trophies, fuel for terrible rites, or offerings to curry the 
  favor of their lords. Several breeds of daemons also posses 
  their own notorious abilities to capture mortal spirits or 
  draw upon the power of souls, turning the forces of utter 
  annihilation to their own sinister ends.
  the Four horsemen
  Four dread lords, infamous across all the planes, rule 
  the disparate hordes of daemonkind. Risen from among 
  the ranks of their terrible brethren to displace those 
  fiendish tyrants before them, they are the archdaemons, 
  the End Bringers, the Four Horsemen of the Apocalypse. 
  In the blasphemous annals of fiendish lore, they are 
  the prophesied architects of multiversal ruin, destined 
  to stand triumphant over cadaverous cosmoses and 
  infinities of silence before also giving way to absolute 
  oblivion. Undisputed in his power among their kind, 
  each Horseman rules a vast realm upon the bleak plains 
  of Abaddon and a distinctive method of mortal ruin: 
  pestilence, famine, war, or death from old age. Yet while 
  each archdaemon commands measureless influence, 
  daemons know nothing of loyalty and serve only those 
  they cannot overcome. Thus, though the Horsemen 
  stand peerless in their power and manipulations among 
  daemonkind, they must ever defend their thrones from 
  the machinations of ambitious underlings and the plots 
  of other archdaemons.
  Upon the poisonous expanses of Abaddon, lesser 
  daemonic peers carve petty fiefdoms and posture as 
  lords, but despite their world-spanning intrigues, all 
  bow before the Horsemen—though most do so only 
  grudgingly. Ancient myths also tell of a mysterious fifth 
  Horseman, the Oinodaemon, though nearly all mention of 
  such a creature has been scoured from the multiverse.
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  Daemon, Astradaemon
  Vaguely humanoid in shape, this gaunt fiend has the face of a 
  hideous fish and a body of lanky limbs and writhing tendrils. 
  astradaeMOn 
  Cr 16
  XP 76,800
  NE Large outsider (daemon, evil, extraplanar)
  init +7; senses darkvision 60 ft., deathwatch, true seeing; 
  Perception +22
  aura soul siphon (10 ft.)
  defense
  aC 29, touch 17, flat-footed 21 (+7 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 212 (17d10+119)
  fort +12, ref +17, Will +14
  defensive abilities displacement; dr 10/good and silver; 
  immune acid, death effects, disease, poison; resist cold 10, 
  electricity 10, fire 10; sr 27
  Offense
  speed 90 ft., fly 90 ft. (good)
  Melee bite +23 (2d6+5 plus energy drain and grab), 
  2 claws +23 (1d8+5 plus energy drain), tail +18 
  (1d12+2 plus energy drain)
  space 10 ft.; reach 10 ft. (15 ft. with tail)
  special attacks devour soul, energy 
  drain (1 level, DC 25)
  spell-Like abilities (CL 17th; 
  concentration +20)
  Constant—deathwatch, 
  displacement, true seeing
  At will—enervation, fear (DC21), greater teleport 
  (self plus 50 lbs. of objects only), 
  vampiric touch
  3/day—locate creature, plane shift (DC 24)
  1/day—energy drain (DC 24), finger of 
  death (DC 24), summon (level 6, 1d3 
  derghodaemons 50%)
  statistiCs
  str 21, dex 25, Con 24, int 14, Wis 15, 
  Cha 24
  base atk +17; CMb +23; CMd 41
  feats Combat Reflexes, Dodge, Flyby 
  Attack, Iron Will, Mobility, Nimble 
  Moves, Power Attack, Spring 
  Attack, Weapon Finesse
  skills Acrobatics +24 (+48 jump), 
  Escape Artist +27, Fly +11, 
  Intimidate +27, Knowledge 
  (planes) +22, Perception +22, Sense 
  Motive +22, Stealth +23, Survival +22
  Languages Abyssal, Infernal; telepathy 
  100 ft.
  eCOLOgy
  environment any (Abaddon or Astral Plane)
  Organization solitary, pair, or pack (3–6)
  treasure standard
  sPeCiaL abiLities
  devour soul (su) As a standard action, an astradaemon that 
  begins its turn with a grappled opponent can attempt 
  to draw out and consume the soul of its victim, killing it 
  instantly. This ability only works on living creatures, which 
  may resist with a DC 27 Fortitude saving throw. The save is 
  Constitution-based. For every 5 HD of the slain creature, 
  the daemon gains a +1 profane bonus on attacks, saving 
  throws, and checks for 24 hours. This ability does not 
  consume all of the soul, and pieces of it still exist after the 
  daemon completes its feast (enough to be able to resurrect 
  the slain victim normally).
  soul siphon (su) If a Small or larger living creature dies within 
  10 feet of an astradaemon, the daemon gains 1d8 temporary 
  hit points and a +2 bonus to Strength for 10 minutes. These 
  bonuses stack with themselves. Incorporeal undead and 
  living spirits traveling outside the body (such as 
  a person using astral 
  projection 
  or magic 
  jar) take 
  1d8 points of 
  damage each round within the 
  daemon’s aura.
  Believed to be creations 
  of the Four Horsemen, 
  astradaemons live out their 
  existence in search of souls 
  to harvest. These deadly 
  creatures are ravening 
  planar 
  predators, 
  openly 
  hunting 
  throughout the void 
  for souls on which to feed. 
  These voracious creatures are 
  the personifications of death 
  resulting from negative 
  energy or level drain. 
  Their vile touch drains 
  life force from their 
  enemies, and even 
  perishing 
  near 
  them sates their 
  thirst for life 
  and souls. 
  Daemon–Daemon, Astradaemon
  Daemon–Daemon, Astradaemon
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  Daemon, Cacodaemon
  An ever-gnashing maw, filled with row after row of mismatched 
  teeth, dominates this frightful creature’s orb-like body.
  CaCOdaeMOn 
  Cr 2
  XP 600
  NE Tiny outsider (daemon, evil, extraplanar)
  init +4; senses darkvision 60 ft., detect good, detect magic; 
  Perception +7
  defense
  aC 16, touch 12, flat-footed 16 (+4 natural, +2 size)
  hp 19 (3d10+3); fast healing 2
  fort +2, ref +5, Will +4
  dr 5/good or silver; immune acid, death effects, disease, 
  poison; resist cold 10, electricity 10, fire 10
  Offense
  speed 5 ft., fly 50 ft. (perfect)
  Melee bite +6 (1d4+1 plus disease) 
  space 2-1/2 ft.; reach 0 ft.
  special attacks soul lock
  spell-Like abilities (CL 6th; concentration +6)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  3/day—lesser confusion (DC 12)
  1/week—commune (CL 12th, six questions)
  statistiCs
  str 12, dex 11, Con 13, int 8, Wis 13, Cha 12
  base atk +3; CMb +1; CMd 12
  feats Improved Initiative, Lightning Reflexes
  skills Bluff +7, Fly +18, Knowledge (planes) +5, Perception +7, 
  Stealth +14
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  sQ change shape (2 of the following forms: lizard, 
  octopus, Small scorpion, venomous snake, polymorph) 
  eCOLOgy
  environment any (Abaddon)
  Organization solitary or swarm (2–10)
  treasure standard
  sPeCiaL abiLities
  disease (su) Cacodaemonia: Bite—injury; save Fort DC 12; 
  onset 1 day; frequency 1/day; effect 1d2 Wis damage, cure 2 
  consecutive saves. In addition to the normal effects 
  of the disease, as long as a victim is infected, the 
  cacodaemon can telepathically communicate with the 
  creature over any distance (as long as they remain on 
  the same plane).
  soul Lock (su) Once per day as a full-round action, a 
  cacodaemon can ingest the spirit of any sentient creature 
  that has died within the last minute. This causes a soul 
  gem to grow inside of the cacodaemon’s gut, which it can 
  regurgitate as a standard action. A soul gem is a fine-sized 
  object with 1 hit point and hardness 2. Destroying a soul gem 
  frees the soul within, though it does not return the deceased 
  creature to life. This is a death effect. Any attempt to 
  resurrect a body whose soul is trapped in a soul gem requires 
  a DC 12 caster level check. Failure results in the spell having 
  no effect, while success shatters the victim’s soul gem and 
  returns the creature to life as normal. If the soul gem rests in 
  an unholy location, such as that created by the spell unhallow, 
  the DC of this caster level check increases by +2. The caster 
  level check DC is Charisma-based.
  Any evil outsider can, as a standard action, ingest a soul 
  gem. Doing so frees the soul within, but condemns it to 
  one of the lower planes (though the soul can be returned 
  to life as normal). The outsider gains fast healing 2 for a 
  number of rounds equal to its Hit Dice.
  The least of daemonkind, cacodaemons spawn from eddies 
  of angry, violent, and demented souls amid the mists of 
  Abaddon. Dim-witted but utterly evil, they endlessly seek 
  to cause pain and indulge their hunger for mortal souls. 
  Many more powerful fiends keep cacodaemons as pets, if 
  only to be able to harvest the tiny creatures’ soul gems. A 
  7th-level spellcaster can gain a cacodaemon as a familiar if 
  she has the Improved Familiar feat.
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  Daemon, Ceustodaemon
  This brown, shaggy-furred beast stands on slate grey hooves. Its 
  head resembles that of a maniacal horned ape.
  CeustOdaeMOn 
  Cr 6
  XP 2,400
  NE Large outsider (daemon, evil, extraplanar)
  init +1; senses darkvision 60 ft., detect good, detect magic, see 
  invisibility; Perception +15
  defense
  aC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, ref +3, Will +8
  dr 10/good or silver; immune acid, death effects, disease, 
  mind-affecting effects, paralysis, poison, polymorph effects, 
  sleep effects; resist cold 10, electricity 10, fire 10
  Offense
  speed 30 ft.
  Melee bite +11 (2d6+4), 2 claws +11 (1d6+4) 
  space 10 ft.; reach 10 ft. 
  special attacks breath weapon (30-ft. cone; 6d6 fire damage; 
  Reflex DC 17 for half; usable once every 1d4 rounds)
  spell-Like abilities (CL 8th; concentration +10)
  Constant—detect good, detect magic, see invisibility
  At will—dimension door
  3/day—dispel magic, fly
  1/day—hold monster (DC 17), slow (DC 15)
  statistiCs
  str 18, dex 13, Con 16, int 11, Wis 14, Cha 15
  base atk +8; CMb +13; CMd 24
  feats Alertness, Blind-Fight, Power Attack, Step Up
  skills Bluff +13, Intimidate +11, Knowledge 
  (planes) +9, Perception +15, Sense Motive +15, 
  Stealth +8, Survival +9
  Languages Abyssal, Infernal; telepathy 100 ft.
  sQ drawn to service
  eCOLOgy
  environment any (Abaddon)
  Organization solitary
  treasure none
  sPeCiaL abiLities
  drawn to service (su) When brought to another plane 
  with a planar binding or planar ally spell (or any 
  similar calling effect), ceustodaemons take a 
  –5 penalty on the initial Will save and on 
  their Charisma check to refuse service. 
  Ceustodaemons also take a –5 penalty on 
  saves against binding, planar binding, and 
  other spells designed to bind a creature to 
  a particular plane as long as the daemon 
  is commanded to serve as a guardian for a 
  single area or small complex. 
  Daemon, Cacodaemon–Daemon, Ceustodaemon
  Daemon, Cacodaemon–Daemon, Ceustodaemon
  Some claim the Four Horsemen created these creatures to 
  serve as summoning fodder. Others believe that they form 
  from neutral evil souls who commit suicide. Wherever 
  the truth lies, ceustodaemons find themselves on the 
  Material Plane more often than any other daemon, as 
  they are easily pressured into service—many call these 
  creatures “guardian daemons” as a result. Yet in the back 
  of their wicked minds, ceustodaemons always think about 
  escaping their bonds and ripping to shreds the ones who 
  summoned them.
  Greater and lesser versions of these creatures exist. 
  These variants can be represented by applying either the 
  young creature or advanced creature simple templates, 
  along with the following adjustments.
  Lesser Ceustodaemon: This Medium daemon looks 
  like a horned frog with a wide, toothy mouth. Its breath 
  weapon is a chilling cone of ice that deals cold damage.
  Greater Ceustodaemon: This daemon resembles a 
  gigantic humanoid bear with the talons of an eagle and 
  curling ram horns sprouting from its head. Its breath 
  weapon is a fan of sparks that deals electricity damage.
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  Daemon, Derghodaemon
  A deadly and vicious bouquet of insectile claws sprouts from this 
  horrid, three-legged, multi-eyed beast.
  derghOdaeMOn 
  Cr 12
  XP 19,200
  NE Large outsider (daemon, evil, extraplanar)
  init +5; senses all-around vision, darkvision 60 ft., detect 
  magic, see invisibility; Perception +28
  aura feeblemind (DC 20)
  defense
  aC 27, touch 14, flat-footed 22 (+5 Dex, +13 natural, –1 size)
  hp 161 (14d10+84)
  fort +15, ref +14, Will +7
  dr 10/good; immune acid, death effects, disease, poison; 
  resist cold 10, electricity 10, fire 10; sr 23
  Offense
  speed 40 ft.
  Melee 5 claws +21 (1d6+8/19–20)
  space 10 ft.; reach 10 ft.
  special attacks rend (2 claws, 1d8+12 plus 2 Con damage)
  spell-like abilities (CL 12th; concentration +15)
  Constant—detect magic, see invisibility
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—fear (DC 17), quickened summon swarm
  1/day—creeping doom, insect plague, summon (level 4,  
  1 derghodaemon 30%) 
  statistiCs
  str 27, dex 20, Con 22, int 7, Wis 17, Cha 16
  base atk +14; CMb +23; CMd 38 (40 vs. trip)
  feats Cleave, Critical Focus, Improved Critical (claws), 
  Power Attack, Quicken Spell-Like Ability (summon 
  swarm), Sickening Critical, Vital Strike
  skills Intimidate +20, Perception +28, Sense 
  Motive +20, Stealth +18
  Languages Abyssal, Draconic, Infernal; telepathy 
  100 ft.
  sQ swarmwalking
  eCOLOgy
  environment any (Abaddon)
  Organization solitary or infestation (2–6)
  treasure standard
  sPeCiaL abiLities
  feeblemind aura (su) By grinding and clicking its 
  mandibles and chitinous plates together (a free action), 
  a derghodaemon can affect all creatures within 30 feet 
  as if by a feeblemind spell. Daemons are immune to 
  this effect, but all other creatures must make a DC 
  20 Will save to resist the effects. A creature that 
  makes this save is immune to the effect for 24 
  hours. A creature that fails remains affected 
  as long as the derghodaemon continues to 
  maintain the aura and the subject remains within 30 feet of 
  the derghodaemon. Once either condition ends, the victim 
  of this effect can attempt a new DC 20 Will save once per 
  minute to recover from the effect; otherwise, it can be cured 
  by a heal, limited wish, miracle, or wish spell. A derghodaemon 
  cannot use its spell-like abilities or rend attack in any round 
  in which it uses its feeblemind aura. This is a sonic mind-
  affecting effect. The save DC is Charisma-based.
  swarmwalking (su) A derghodaemon is immune to damage or 
  distraction effects caused by swarms.
  These brutal daemons personify death resulting from 
  violent insanity, such as being murdered by a maniac or 
  torn to shreds by a pack of rabid predators. These insectoid 
  creatures roam the Outer Planes, scavenging battlefields 
  and following the inevitable trail of violence in those 
  hostile worlds. They hunt the weak and dying along the 
  fringe of battles, feeding off their victims’ suffering 
  until they make their kill. Attacks from a derghodaemon 
  often come from within a cloud of biting insects.
  Brutish and low on intellect, derghodaemons find 
  themselves serving as front-line fighters in fiendish 
  armies. A derghodaemon stands 9 feet tall and weighs 
  800 pounds.
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  Daemon, Hydrodaemon
  The skin on this frog-like fiend is clammy and its eyes look dead 
  and milky; its wide face is split by a fanged maw.
  hydrOdaeMOn 
  Cr 8
  XP 4,800
  NE Large outsider (aquatic, daemon, evil, extraplanar)
  init +2; senses darkvision 60 ft., detect magic; Perception +15
  defense
  aC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 95 (10d10+40) 
  fort +11, ref +9, Will +3
  dr 10/cold iron or silver; immune acid, death effects, disease, 
  poison, waters of the River Styx; resist cold 10, electricity 10, 
  fire 10; sr 19
  Offense
  speed 30 ft., fly 40 ft. (average; see glide, below), swim 60 ft.
  Melee bite +13 (1d8+4 plus grab), 2 claws +13 (1d6+4)
  ranged sleep spittle +11 (sleep)
  space 10 ft.; reach 10 ft.
  special attacks rake (2 claws +13, 1d6+4)
  spell-Like abilities (CL 9th; concentration +11)
  Constant—detect magic, water walk
  At will—acid arrow, deeper darkness
  3/day—control water, greater teleport (self plus 50 lbs. of objects 
  only), summon monster V (Large water elemental only)
  1/day—desecrate, summon (level 3, 1 hydrodaemon 50%)
  statistiCs
  str 18, dex 15, Con 18, int 9, Wis 11, Cha 14
  base atk +10; CMb +15 (+9 grapple); CMd 27
  feats Cleave, Point-Blank Shot, Power Attack, Precise Shot, 
  Skill Focus (Perception)
  skills Fly +0, Intimidate +14, Knowledge (planes) +10, 
  Perception +15, Sense Motive +12, Stealth +10, Swim +21
  Languages Abyssal, Infernal; telepathy 100 ft.
  sQ amphibious, glide
  eCOLOgy
  environment any (Abaddon)
  Organization solitary, gang (2–5), or mob (6–12)
  treasure standard
  sPeCiaL abiLities
  glide (ex) A hydrodaemon can launch 
  itself into the air and glide along for 
  1 minute, gaining a fly speed of 40 
  feet with average maneuverability. 
  While gliding, the hydrodaemon 
  gains the pounce ability.
  sleep spittle (su) A hydrodaemon can spit 
  at a single target within 20 feet, making a ranged touch 
  attack as a standard action. A target hit by this spittle 
  must succeed on a DC 17 Will save or fall asleep for 6 
  rounds. The save DC is Constitution-based.
  Daemon, Derghodaemon–Daemon, Hydrodaemon
  Daemon, Derghodaemon–Daemon, Hydrodaemon
  While at first glance these creatures seem like enormous 
  and foul boggards, their dangerous gait, dead eyes, and 
  wicked claws give away their fiendish nature. In their home 
  environment, hydrodaemons swim the sickening rivers and 
  seas of Abaddon and the River Styx, ducking beneath the 
  rivers of pus and bile only to leap out at enemies and rend 
  their flesh with tooth and claw. It is said these are among the 
  few creatures able to survive in the deadly waters of the River 
  Styx. When called to the Material Plane, hydrodaemons 
  serve powerful spellcasters, protecting domains dotted with 
  pools, streams, and even sewer complexes. Associated with 
  death by drowning, these fiends use a favored tactic to draw 
  the most anguish from their victims. Hydrodaemons first 
  attack with their inky black sleep spittle, hoping to render 
  victims unconscious. With their opponents unable to fight 
  back, hydrodaemons drag their enemies into the foul waters 
  they call home and delight as the liquid fills their victims’ 
  gasping lungs. If unable to drown a victim, they finish the 
  job with jaws and claws.
  Hydrodaemons possess an awkward gait, springing 
  back on their heels and leaping about like humanoid 
  frogs. Even so, they move in an unpredictable manner, 
  twisting their bodies with each hopping movement. 
  Hydrodaemons can also unfurl flaps of skin that allow 
  them to glide through the air. Hydrodaemons stand 10 
  feet tall and weigh upward of 3,000 pounds.
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  Daemon, Leukodaemon
  This human-shaped beast has a horse’s skull for a head. It walks 
  on cracked hooves and bears the rotting wings of a carrion bird.
  LeukOdaeMOn 
  Cr 9
  XP 6,400
  NE Large outsider (daemon, evil, extraplanar)
  init +11; senses darkvision 60 ft., deathwatch, detect good; 
  Perception +22
  aura infectious aura (50 ft.)
  defense
  aC 23, touch 16, flat-footed 16 (+7 Dex, +7 natural, –1 size)
  hp 115 (10d10+60)
  fort +9, ref +14, Will +12
  dr 10/good or silver; immune acid, death effects, disease, 
  poison; resist cold 10, electricity 10, fire 10; sr 20
  Offense
  speed 30 ft., fly 60 ft. (average)
  Melee bite +16 (1d8+7), 2 claws +16 (1d6+7)
  ranged +1 composite longbow +18/+13 (1d8+8/×3 plus contagion)
  space 10 ft.; reach 10 ft.
  special attacks breath of flies
  spell-Like abilities (CL 10th; concentration +13)
  Constant—deathwatch, detect good
  At will—contagion (DC 17), dispel magic, greater teleport (self 
  plus 50 lbs. of objects only)
  1/day —harm (DC 19), summon 
  (level 3, 1 leukodaemon 
  only, 35%)
  statistiCs
  str 25, dex 24, Con 23, 
  int 16, Wis 21, Cha 16
  base atk +10; CMb +15; 
  CMd 32
  feats Alertness, 
  Hover, Improved 
  Initiative, Point-
  Blank Shot, 
  Weapon Focus 
  (longbow)
  skills Fly +18, Heal +18, 
  Intimidate +16, 
  Knowledge (planes) 
  +16, Perception +22, 
  Sense Motive +22, 
  Stealth +16, Survival +15, 
  Use Magic Device +16
  Languages Abyssal, 
  Draconic, Infernal; 
  telepathy 100 ft.
  eCOLOgy
  environment any (Abaddon)
  Organization solitary or wake (2–10)
  treasure standard
  sPeCiaL abiLities
  breath of flies (su) Once per minute as a standard action, a 
  leukodaemon can unleash a cloud of corpse-bloated, biting 
  black flies in a 20-foot cone. Those caught in the cone take 
  8d6 points of slashing damage. A DC 21 Reflex save halves 
  this damage. Those who take any damage are also sickened 
  for 1 minute. In addition, the flies linger for 1d4+1 rounds, 
  congealing into a buzzing 20-foot-square cloud centered on 
  the cone’s original point of origin. Any creature that ends its 
  turn in this cloud must make a DC 21 Reflex save to avoid 
  taking 4d6 points of damage and becoming sickened for 
  1 minute. This cloud of flies may be dispersed by any area 
  effect that does damage or creates wind of at least strong 
  wind force. All daemons are immune to this effect. The save 
  DCs are Constitution-based.
  Contagion (su) Any arrow a leukodaemon fires from a bow 
  is tainted with disease. If a creature is damaged by a 
  leukodaemon’s arrow, it must make a DC 19 Fortitude save 
  or be affected as if by the spell contagion. A leukodaemon can 
  manifest arrows at will and never runs out of ammunition.
  infectious aura (su) All creatures within 50 
  feet of a leukodaemon take a –4 penalty on 
  Fortitude saves against disease effects.
  Deacons of the Horseman of Pestilence, 
  leukodaemons serve their lord in Abaddon 
  as well as across the planes by spreading 
  plagues and pandemics.
  Leukodaemons stand upward of 14 feet tall but 
  weigh just over 200 pounds. The skulls that 
  serve as their heads can be replaced with any 
  skulls, yet these creatures choose horse skulls 
  to show their loyalty to the Horsemen. The 
  creature’s true head is merely a blistered 
  knob between its shoulders.
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  Daemon, Meladaemon
  This foul creature looks like an emaciated humanoid with the 
  head of a jackal.
  MeLadaeMOn 
  Cr 11
  XP 12,800
  NE Large outsider (daemon, evil, extraplanar)
  init +6; senses darkvision 60 ft., detect good, detect magic; 
  Perception +20
  aura consumptive aura (20 ft.)
  defense
  aC 25, touch 15, flat-footed 19 (+6 Dex, +10 natural, –1 size)
  hp 147 (14d10+70)
  fort +11, ref +15, Will +14
  dr 10/good; immune acid, critical hits, death effects, disease, 
  poison, sneak attack; resist cold 10, electricity 10, fire 10; sr 22
  Offense
  speed 30 ft., fly 60 ft. (average)
  Melee bite +20 (2d8+6/19–20 plus disease), 2 claws +19 (2d6+6 
  plus hunger)
  space 10 ft.; reach 10 ft.
  spell-Like abilities (CL 11th; concentration +15)
  Constant—detect good, detect magic, fly, see invisibility
  At will—fear (DC 15), deeper darkness, greater teleport (self 
  plus 50 lbs. of objects only)
  3/day—blight (DC 18), diminish plants, quickened magic missile
  1/day—horrid wilting (DC 22), waves of fatigue
  statistiCs
  str 22, dex 22, Con 21, int 21, Wis 17, Cha 18
  base atk +14; CMb +19; CMd 35
  feats Blind-Fight, Combat Reflexes, Great Fortitude, 
  Improved Critical (bite), Iron Will, Quicken Spell-Like Ability 
  (magic missile), Weapon Focus (bite)
  skills Bluff +21, Fly +19, Heal +11, Intimidate +21, Knowledge 
  (planes) +22, Knowledge (religion) +22, Perception +20, 
  Sense Motive +20, Spellcraft +22, Stealth +19, Survival +20, 
  Use Magic Device +14
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  eCOLOgy
  environment any (Abaddon)
  Organization solitary, pack (2–5), or cabal (6–12)
  treasure standard
  sPeCiaL abiLities
  Consumptive aura (su) A meladaemon radiates 
  an aura of hunger to a radius of 20 feet. 
  Every round a creature begins its turn 
  within this aura, it must succeed on a 
  DC 23 Fortitude save or take 1d6 nonlethal 
  damage and become fatigued from extreme 
  hunger. Creatures that do not need to eat 
  are immune to this effect. The save DC is 
  Constitution-based.
  disease (ex) Daemonic wasting: Bite—injury; save Fort DC 
  23; onset 1 day; frequency 1/day; effect 1d4 Con and 1d4 
  Cha damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  hunger (su) A meladaemon’s claw attack deals an additional 
  1d6 points of nonlethal damage as it causes sudden pangs 
  of horrific hunger in its foe. Creatures that do not need to 
  eat are immune to this effect.
  As personifications of death from starvation and thirst, 
  these withered fiends spend their time destroying 
  resources and spreading hunger. Deacons of the 
  Horseman of Famine, these creatures visit worlds 
  throughout the planes, destroying acres of crops and 
  slaughtering livestock in order to harvest souls for their 
  honored master. Meladaemons delight in the slow death 
  of starvation, going so far as to experiment with various 
  bodily deficiencies and mortal weaknesses. Arrogant and 
  utterly bound to their patron, meladaemons rarely work 
  with others of their kind and never serve any of the other 
  three Horsemen except in the rarest of circumstances.
  Meladaemons stand approximately 12 feet tall and 
  weigh 350 pounds.
  Daemon, Leukodaemon–Daemon, Meladaemon
  Daemon, Leukodaemon–Daemon, Meladaemon
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  Daemon, Olethrodaemon
  Crowned with a wicked array of twisted horns, this wide-
  mouthed, spherical behemoth stands on four stout legs.
  OLethrOdaeMOn 
  Cr 20
  XP 307,200
  NE Gargantuan outsider (daemon, evil, extraplanar)
  init +12; senses darkvision 60 ft., true seeing; Perception +31
  aura unholy aura
  defense
  aC 38, touch 18, flat-footed 30 (+4 deflection, +8 Dex, +20 natural, 
  –4 size)
  hp 370 (20d10+260)
  fort +29, ref +18, Will +26
  dr 10/good and silver; immune acid, death effects, disease, 
  poison; resist cold 10, electricity 10, fire 10; sr 31
  Offense
  speed 40 ft., burrow 50 ft.
  Melee 2 bites +28 (2d8+12/19–20 plus grab), 4 claws +28 
  (2d6+12 plus grab), gore +28 (2d8+12) 
  space 20 ft.; reach 20 ft.
  special attacks drain soul, soul-drained breath, trample 
  (2d8+18, DC 22)
  spell-Like abilities (CL 20th; concentration +27)
  Constant—air walk, true seeing, unholy aura (DC 25)
  At will—greater teleport (self plus 50 lbs. objects only), 
  telekinesis, wall of fire, wall of ice
  3/day—quickened disintegrate (DC 23), wall of force
  1/day—blasphemy (DC 24), summon (any 1 CR 19 or lower 
  daemon, 100%), wail of the banshee (DC 26)
  statistiCs
  str 35, dex 26, Con 37, int 12, Wis 26, Cha 25
  base atk +20; CMb +36 (+40 grapple); CMd 54
  feats Awesome Blow, Cleave, Great Cleave, Improved Bull 
  Rush, Improved Critical (bite), Improved Initiative, Improved 
  Sunder, Iron Will, Power Attack, Quicken Spell-Like Ability 
  (disintegrate)
  skills Climb +35, Intimidate +30, Knowledge (planes) +24, 
  Perception +31, Sense Motive +31, Stealth +19, Survival +31
  Languages Abyssal, Infernal; telepathy 100 ft.
  sQ adamantine claws
  eCOLOgy
  environment any (Abaddon)
  Organization solitary, pair, or apocalypse (3–5)
  treasure standard
  sPeCiaL abiLities
  adamantine Claws (ex) Able to tear through stone, an 
  olethrodaemon’s claws are treated as though they were 
  adamantine. This ability also allows an olethrodaemon to 
  make use of its burrow speed through stone.
  drain soul (su) A creature grappled by an olethrodaemon’s 
  grab attack from its claws can be transferred to its mouth 
  as a move action requiring no combat maneuver check. As a 
  standard action, an olethrodaemon that begins its turn with 
  an opponent grappled in either of its mouths can swallow 
  the opponent by succeeding on another grapple check. 
  If successful, the creature is swallowed into one of the 
  olethrodaemon’s many stomachs. These stomachs grind 
  their contents and drain the life force from living creatures. 
  Every round a creature remains in an olethrodaemon’s 
  stomach, it takes 4d8+18 points of damage and gains 1d4 
  negative levels. The creature can attempt to cut its way 
  out of the olethrodaemon’s stomach, but it suffers the 
  chance of just cutting into another stomach chamber. An 
  olethrodaemon’s stomach is AC 20 and has 40 hit points. 
  Once a creature deals enough damage to allow escape, it 
  has a 50% chance to end up in another stomach chamber 
  instead of escaping. Due to the multiple stomach chambers, 
  an olethrodaemon can house and drain up to four medium 
  creatures at one time. This ability otherwise functions as 
  the swallow whole special attack. It is a DC 32 Fortitude save 
  to remove negative levels gained in this fashion.
  soul-drained breath (su) An olethrodaemon can convert life 
  energy it has consumed into a potent breath weapon. Up 
  to three times per day, but no more often than once every 
  1d4 rounds, an olethrodaemon can expel a 120-foot line or 
  a 60-foot cone of shrieking black smoke and wind from one 
  of its mouths as a standard action. Any living creature in 
  the area of this attack takes 20d10 points of damage from 
  negative energy, or half on a successful DC 27 Reflex save. 
  Undead creatures caught in this negative energy are healed 
  for the same amount instead of damaged. The save DC for 
  this effect is Charisma-based. 
  While some of the more powerful daemons are servitors 
  to one of the Four Horsemen, olethrodaemons serve as 
  juggernauts for all of the Four. These massive creatures 
  are the embodiment of death and destruction —the very 
  vessels of apocalypse that daemons wish to see wrought 
  upon the multiverse. These nihilistic behemoths roam 
  the gray expanses of Abaddon, feasting on the souls of evil 
  mortals damned to their realm. When on the Material 
  Plane, olethrodaemons act as agents of destruction, 
  spreading ruin and devouring mortal souls as they plow 
  through cities and countrysides, bent on devastation. It’s 
  rare for a mortal to be able to control such a potent force, 
  but sometimes mad spellcasters utilize effects like gate to 
  urge an olethrodaemon to visit a devastating holocaust 
  upon an enemy region—the olethrodaemon generally 
  does not hold a grudge against a mortal that asks such a 
  service from it. 
  These immense creatures stand over 25 feet tall and 
  weigh close to 12,000 pounds, their powerful, muscular 
  bodies covered by durable plates and head thronged 
  with dangerous, twisted horns. Olethrodaemons stand 
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  Daemon, Olethrodaemon 
  on four stout legs, and possess an equal number of 
  arms, each ending in wickedly sharp claws able to tear 
  through stone as easily as f lesh. The creature’s eyes, as 
  well as its two mouths, glow like coals in a kiln. The 
  creature feeds on souls and has multiple stomachs to 
  digest mortal essences. 
  While not as intelligent or scheming as many other 
  powerful daemons (or other fiends who match their power, 
  for that matter), olethrodaemons remain dangerous 
  foes. They do not generally wish to lead armies and gain 
  power by control, but rather to revel in the evil purity 
  of annihilation. Among olethrodaemons, the greatest 
  desire is to be the one to devour the very last mortal soul. 
  They angle and shove for this honor, often ceding a city or 
  group of victims to a rival if they believe that, in so doing, 
  they might gain the advantage of positioning to consume 
  the final soul once the multiverse has been devoured.
  olethrodaemon Paragons 
  Just as powerful balors become lords and pit fiends clamor 
  for positions as infernal dukes, olethrodaemons can 
  achieve a unique level of power among their kin. These 
  creatures are known as paragons, 
  and gain this level of power by 
  pledging their loyalty to one of the 
  Four Horsemen as a chosen agent 
  of apocalypse. These advanced 
  olethrodaemons specialize in 
  their patron’s particular method 
  of annihilation, their abilities 
  evolving to suit the method of 
  ruin. An olethrodaemon paragon 
  generally has from 4 to 8 additional 
  Hit Dice, and is usually a CR 22 to CR 
  24 creature.
  Some planar scholars postulate that 
  olethrodaemons are actually the 
  creations of the Four Horsemen, 
  and that the Four worked 
  foul rites upon a fifth 
  Horseman, with these 
  interactions spawning 
  olethrodaemons 
  to 
  serve their will and 
  spread 
  oblivion 
  throughout 
  the 
  multiverse. The 
  abilities of these 
  chosen spawn warp to 
  the tendencies of their daemonic lords.
  Olethrodaemons 
  serving 
  the 
  Horseman of Pestilence can 
  infect their victims with 
  a powerful disease by means of all their natural attacks. 
  Creatures who succumb to this attack are affected as if by 
  a maximized contagion spell, heightened to 9th level.
  Olethrodaemons serving the Horseman of War can 
  imbue their natural attacks with additional properties. 
  As a free action, an olethrodaemon can apply any special 
  weapon property equivalent to a +2 enhancement to its 
  bite, claw, gore, or trample attacks for 1 round—most 
  of these olethrodaemon paragons elect to grant their 
  natural weapons the unholy enhancement.
  Olethrodaemons serving the Horseman of Famine 
  gain the consumptive aura ability of the meladaemon, 
  but the nonlethal damage dealt increases to 6d6 and 
  victims who succumb become exhausted rather than 
  merely fatigued.
  Olethrodaemons serving the Horseman of Death gain 
  the ability to inflict a negative level on a foe each time 
  they strike with a claw attack, or else gain the ability to 
  cause those they damage to age rapidly and grow old and 
  frail with hideous speed.
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  Daemon, Piscodaemon
  This hideous cross between a lobster, an octopus, and a human 
  threatens enemies with powerful claws and writhing tentacles.
  Piscodaemon 
  cR 10
  XP 9,600
  NE Medium outsider (aquatic, daemon, evil, extraplanar)
  init +8; senses darkvision 60 ft., detect good, detect magic, see 
  invisibility; Perception +16
  defense
  ac 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 137 (11d10+77)
  fort +14, Ref +7, Will +9
  dR 10/good; immune acid, death effects, disease, poison; 
  Resist cold 10, electricity 10, fire 10; sR 21
  offense
  speed 30 ft., swim 50 ft.
  melee 2 claws +19 (2d6+7/18-20/×3 
  plus grab and 1d6 bleed), tentacles 
  +17 (1d10+3 plus poison) 
  special attacks constrict (2d6+10)
  spell-Like abilities (CL 11th; concentration +14)
  Constant—detect good, detect magic, see invisibility
  At will—dispel magic, greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—fly, stinking cloud (DC 16)
  1/day—summon (level 4, 1d3 hydrodaemons 35%)
  statistics
  str 25, dex 18, con 24, int 14, Wis 15, cha 17
  Base atk +11; cmB +18 (+22 grapple); cmd 32
  feats Critical Focus, Improved Initiative, Multiattack, Power 
  Attack, Sickening Critical, Vital Strike
  skills Escape Artist +18, Intimidate +17, Knowledge (planes) +16, 
  Perception +16, Sense Motive +16, Stealth +18, Survival +16, 
  Swim +29
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  sQ amphibious, augmented critical
  ecoLogy
  environment any (Abaddon)
  organization solitary, pair, or knot (3–5)
  treasure standard
  sPeciaL aBiLities
  augmented critical (ex) A piscodaemon’s claws threaten 
  a critical hit on an 18–20 and inf lict ×3 damage on a 
  successful critical hit.
  Poison (ex) Tentacles—injury; save Fort DC 22; frequency 1/
  round for 6 rounds; effect 1d2 Con plus staggered for 1 
  round; cure 2 consecutive saves.
  These aquatic daemons roam the lower planes sowing 
  misery and blight. They delight in drawn-out deaths, 
  poisoning creatures or dismembering victims to watch 
  them slowly bleed out. On their home plane of Abaddon, 
  piscodaemons gravitate toward the same aquatic 
  regions inhabited by hydrodaemons, and often the 
  stronger among their ranks end up leading armies of 
  hydrodaemons against their enemies. These creatures 
  serve as sergeants in the hierarchy of Abaddon, and run 
  their units with an excess of cruelty and violence. 
  Instead of preying on the weak, piscodaemons enjoy 
  targeting strong, well-armored warriors, knowing the 
  pain of their weakening poison rests poorly on shoulders 
  accustomed to bearing heavy weights and delivering 
  devastating blows.
  Piscodaemons are 7 feet tall and weigh 400 pounds.
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  Daemon, Piscodaemon–Daemon, Purrodaemon
  Daemon, Piscodaemon–Daemon, Purrodaemon
  Illustration by Tyler Walpole
  Daemon, Purrodaemon
  Dozens of weapons pierce this massive monster’s body. Red eyes 
  glow with wickedness in its vulture-like head.
  PuRRodaemon 
  cR 18
  XP 153,600
  NE Large outsider (daemon, evil, extraplanar)
  init +10; senses darkvision 60 ft., true seeing; Perception +26
  aura fear (15 ft., DC 24), unholy aura
  defense
  ac 35, touch 19, flat-footed 29 (+4 deflection, +6 Dex, +16 natural, 
  –1 size)
  hp 294 (19d10+190) 
  fort +16, Ref +12, Will +10
  dR 10/good and silver; immune acid, death effects, disease, 
  poison; Resist cold 10, 
  electricity 10, fire 10; sR 29
  offense
  speed 30 ft., fly 60 ft. (good)
  melee +2 wounding halberd 
  +32/+27/+22/+17 (2d8+18), bite +24 
  (1d8+5) 
  space 10 ft.; Reach 10 ft.
  special attacks weapon steep
  spell-Like abilities (CL 18th; 
  concentration +23)
  Constant—fly, true seeing, unholy aura 
  (DC 23)
  At will—greater teleport (self plus  
  50 lbs. of objects only)
  3/day—chain lightning (DC 21), cone of cold (DC 20), 
  flame strike (DC 19)
  1/day—summon (level 5, 2 derghodaemons 50%)
  statistics
  str 32, dex 23, con 30, int 17, Wis 18, cha 21
  Base atk +19; cmB +31; cmd 47
  feats Combat Expertise, Combat Reflexes, 
  Greater Vital Strike, Improved CriticalB 
  (halberd), Improved Initiative, Improved Sunder, 
  Improved Vital Strike, Lunge, Power Attack, Quick 
  Draw, Vital Strike, Weapon FocusB (halberd)
  skills Acrobatics +28, Bluff +21, Diplomacy +17, 
  Fly +16, Intimidate +27, Knowledge (planes) +25, 
  Perception +26, Sense Motive +26, Spellcraft +23, 
  Stealth +24, Survival +17
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  ecoLogy
  environment any (Abaddon)
  organization solitary, patrol (2–5), or unit (6–12)
  treasure standard
  sPeciaL aBiLities
  Weapon steep (su) A purrodaemon can sheathe 
  a weapon in its flesh as a swift action. This does no damage 
  to the daemon. If a weapon remains sheathed in its body 
  for at least 24 hours, the weapon absorbs some of its 
  essence and gains magical enhancements. A purrodaemon 
  can have up to a dozen weapons lodged in its body at a 
  time, but only one can possess magical enhancements 
  at a time. The total enhancements cannot exceed a +4 
  effective enhancement—most purrodaemons opt to 
  create +2 wounding weapons in this manner. A weapon’s 
  enhancements vanish as soon as the purrodaemon dies or 
  releases the weapon. A purrodaemon gains Weapon Focus 
  and Improved Critical as bonus feats as long as it wields a 
  weapon benefiting from its weapon steep ability.
  Deacons of War, purrodaemons ravage the planes as 
  generals of massive battles. They employ creative tactics 
  and never launch an assault without carefully looking 
  over the plans or surveying the battlefield themselves. A 
  purrodaemon is 12 feet tall and weighs 1,300 pounds.
  7373
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  Illustration by Tyler Walpole
  Daemon, Thanadaemon
  Rattling with each stride, this looming, horned, skeletal figure 
  clutches a wicked staff. A seething glow burns in its eye sockets. 
  thanadaemon 
  cR 13
  XP 25,600
  NE Medium outsider (daemon, evil, extraplanar)
  init +7; senses darkvision 60 ft., true seeing; Perception +25
  defense
  ac 27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural)
  hp 172 (15d10+90)
  fort +11, Ref +12, Will +14
  dR 10/good; immune acid, death effects, disease, poison; 
  Resist cold 10, electricity 10, fire 10; sR 24
  offense
  speed 30 ft.
  melee +2 quarterstaff +22/+17/+12 (1d6+9 plus energy drain) or
  2 claws +20 (1d4+5 plus energy drain) 
  special attacks draining weapon, energy drain (1 level, 
  DC 21), fear gaze, soul crush
  spell-Like abilities (CL 15th; concentration +19)
  Constant—air walk, true seeing
  At will—greater teleport (self plus skiff 
  and passengers only), plane shift (self 
  plus skiff and passengers only, Astral, 
  Ethereal, and evil-aligned planes only)
  3/day—animate dead, desecrate, enervation
  1/day—summon (level 4, 1d4 hydrodaemons 
  80% or 1 thanadaemon 35%)
  statistics
  str 21, dex 16, con 23, int 17, Wis 17, cha 18
  Base atk +15; cmB +20; cmd 34
  feats Alertness, Blind-Fight, Dodge, Improved 
  Initiative, Iron Will, Lunge, Mobility, Power Attack
  skills Acrobatics +21, Bluff +22, Diplomacy +22, 
  Intimidate +22, Knowledge (planes) +21, Knowledge 
  (religion) +21, Perception +25, Sense Motive +25, 
  Stealth +14, Survival +10
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  ecoLogy
  environment any (Abaddon)
  organization solitary, pair, or council (3–11)
  treasure standard (+2 quarterstaff, other treasure)
  sPeciaL aBiLities
  draining Weapon (su) A thanadaemon’s energy drain attack 
  functions through any melee weapon it wields.
  fear gaze (su) Cower in fear for 1d6 rounds, 30 feet, Will DC 
  21 negates. This is a mind-affecting fear effect. The save 
  DC is Charisma-based.
  soul crush (su) A thanadaemon can crush a soul gem 
  (see cacodaemon) as a standard action to gain fast 
  healing 15 for 15 rounds (this is a standard action). 
  This action condemns the crushed soul to Abaddon—
  resurrecting this victim requires a DC 28 caster level check.
  While all daemons represent death in some fashion, 
  thanadaemons, the Deacons of Death, represent the 
  inevitable death through old age. Thanadaemons effortlessly 
  work eerie skiffs along every pus- and bile-choked river in 
  Abaddon, including the legendary River Styx. For the right 
  price (typically 50 pp or 2 gems worth at least 300 gp each), 
  a thanadaemon will even carry passengers on its skiff, yet 
  those who travel with these fiends 
  should beware—they frequently 
  renegotiate 
  the 
  terms 
  once 
  they’ve got their passengers in 
  dangerous realms.
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  Dark Slayer
  This small humanoid is clothed in tattered rags from head to foot. 
  Only its sinister eyes and pale hands are visible.
  daRk sLayeR 
  cR 3
  XP 800
  CE Small humanoid (dark folk)
  init +4; senses detect magic, see in darkness; Perception +4
  defense
  ac 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 22 (4d8+4)
  fort +2, Ref +5, Will +1
  Weaknesses light blindness
  offense
  speed 30 ft.
  melee kukri +8 (1d3–1/18–20 plus black smear poison) 
  special attacks death throes, poison use, sneak attack +2d6, 
  soul harvest
  spell-Like abilities (CL 4th; concentration +6)
  Constant—detect magic
  At will—bleed (DC 12), chill touch (DC 13), darkness, 
  spectral hand
  3/day—daze monster (DC 14), death knell (DC 14), 
  inflict moderate wounds (DC 14)
  statistics
  str 9, dex 18, con 12, int 10, Wis 11, cha 15
  Base atk +3; cmB +1; cmd 15
  feats Skill Focus (Use Magic Device),  
  Weapon Finesse
  skills Climb +3, Perception +4, 
  Spellcraft +7, Stealth +12, 
  Use Magic Device +12; 
  Racial modifiers +4 Climb,  
  +4 Stealth, +4 Perception
  Languages Dark Folk 
  sQ magical knack
  ecoLogy
  environment any 
  underground
  organization solitary, gang (1 dark slayer and 2–5 
  dark stalkers), or clan (20–80 dark creepers 
  plus 1 dark stalker or dark slayer per 
  20 dark creepers)
  treasure standard (kukri, black smear 
  [2 doses] [see Bestiary 54], other gear)
  sPeciaL aBiLities
  death throes (su) When a dark 
  slayer is slain, its body 
  implodes violently into 
  nothingness, leaving its 
  gear in a heap on the ground. 
  All creatures within a 10-foot 
  burst take 1d8 points of sonic damage and must make a DC 
  13 Fortitude save or be deafened for 2d4 rounds. The save DC 
  is Constitution-based.
  magical knack (ex) Spellcraft and Use Magic Device are always 
  class skills for dark slayers.
  soul harvest (su) When a dark slayer damages a flat-footed 
  foe or a foe it is flanking with a melee touch spell or spell-
  like ability that deals hit point damage, the spell does an 
  additional 1d6 points of damage and the dark slayer gains 
  an equal amount of temporary hit points. These temporary 
  hit points last for a maximum of 1 hour.
  Dark slayers are a relatively rare sub-race of the dark folk 
  imbued with malign energies that grant them a suite of 
  deadly spell-like abilities beyond those normally accessible 
  to their kin. They are usually encountered leading small 
  bands of dark creepers, and seethe with barely concealed 
  envy of the dark stalkers, ever scheming to displace them 
  and claim a dark folk tribe of their own. Dark stalkers 
  direct the slayers for their own ends, grooming them for 
  use against enemies, ever ready to sacrifice a slayer in 
  battle for an advantage, however temporary.
  Unlike other dark folk, dark slayers embrace 
  their evil impulses. Their pleasures extend 
  more to murder and pain than to theft 
  or mayhem. Dark slayers are obsessed 
  with magical trinkets, coveting them 
  above all else. Sadly, their obsessive 
  need to fiddle and tinker often 
  leaves their pretties broken 
  or depleted.
  Dark slayers stand 
  just short of 4 feet 
  tall and weigh 50 
  pounds. 
  Most 
  have a persistent 
  tremor 
  visible 
  in their hands, 
  stilled only when 
  fondling a newfound 
  magic item. Their skin 
  is dead white, dry, and 
  hot to the touch; their 
  eyes are dark and 
  narrow. Dark slayers 
  wear salvaged rags 
  like dark creepers 
  do, but they discard 
  the rags when they 
  grow too tattered or  
  foul-smelling. 
  Daemon, Thanadaemon–Dark Slayer
  Daemon, Thanadaemon–Dark Slayer
  Illustrations by Alberto Dal Lago
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  Death Worm
  This large worm’s body is muscular and scaly, its mouth a 
  nightmare of row upon row of triangular teeth.
  death WoRm 
  cR 6
  XP 2,400
  N Large magical beast 
  init +1; senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +11
  defense
  ac 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +7, Will +4
  defensive abilities corrosive blood, venomous skin; immune 
  acid, electricity, poison
  offense
  speed 20 ft., burrow 20 ft. 
  melee bite +11 (2d8+6 plus poison)
  Ranged electrical jolt +8 ranged touch (4d6 electricity)
  space 10 ft.; Reach 5 ft.
  special attacks breath weapon (30-ft. line, 8d6 acid damage, 
  Reflex DC 17 for half, usable every 1d4 rounds)
  statistics
  str 18, dex 13, con 16, int 3, Wis 11, cha 5
  Base atk +8; cmB +13; cmd 24
  feats Cleave, Improved Overrun, Iron Will, Power Attack
  skills Perception +11, Stealth –3 (+13 in deserts); Racial 
  modifiers +16 Stealth in deserts or rocky areas
  Languages Terran
  ecoLogy
  environment warm deserts, plains, or hills
  organization solitary
  treasure none
  sPeciaL aBiLities
  corrosive Blood (ex) A death worm’s blood can corrode 
  metal on contact. If a creature damages a death worm 
  with a piercing or slashing weapon made of metal, the 
  creature’s blood deals 3d6 points of acid damage to 
  the metal weapon (unlike most forms of energy 
  damage, this damage is not halved when applied 
  to a metal object, although it 
  does still have to penetrate 
  the metal’s hardness). The 
  weapon’s wielder can halve 
  the damage the weapon 
  takes by making a successful 
  DC 17 Reflex save. Creatures 
  made of metal that deal slashing 
  or piercing damage to a 
  death worm with a natural 
  attack take 3d6 points of acid 
  damage (a DC 17 Reflex save 
  halves this damage). The corrosive elements of the blood 
  fade 1 round after it leaves the worm’s body or the worm 
  dies. The save DC is Constitution-based.
  electrical Jolt (su) A death worm can fire a jolt of electricity 
  from its mouth as a standard action. The range increment 
  for this ranged touch attack is 60 feet.
  Poison (ex) Bite—injury, or skin—contact; save Fort DC 17; 
  frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 
  2 saves.
  Venomous skin (ex) A death worm’s skin secretes a noxious, 
  waxy substance. This venomous sheen poisons any creature 
  that touches a death worm, either by making a successful 
  attack with an unarmed strike or natural weapon or with a 
  touch attack. A creature that grapples a death worm is also 
  exposed to the creature’s venomous skin.
  The reclusive death worm is much feared in the deserts, 
  badlands, and steppes in which it dwells, for it brings to a 
  battle multiple harrowing ways of inf licting death upon 
  its foes—acid, lightning, poison, and its ravenous jaws. 
  The creatures are remarkably good at hiding amid the 
  sands and rocks of their favored terrain, 
  and devilishly efficient at selecting 
  foes that they can easily kill. This 
  combination makes stories 
  of these creatures hard to 
  confirm, and in most urban 
  centers, common wisdom 
  is that the tales of death 
  worms are fabrications—
  attempts to impress city folk 
  or hallucinations born of too 
  much drink.
  A death worm is 15 feet long and 
  weighs 1,200 pounds—
  although rumors of 
  much larger death 
  worms persist.
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  Illustration by Branko Bistrovic
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  Decapus
  This swollen cephalopod has ten writhing tentacles and a hideously 
  monstrous face with pale, milky eyes on its bulbous body.
  decaPus 
  cR 4
  XP 1,200
  CE Medium aberration 
  init +1; senses darkvision 60 ft.; Perception +11
  defense
  ac 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 45 (6d8+18)
  fort +4, Ref +3, Will +5
  offense
  speed 10 ft., climb 30 ft.
  melee bite +7 (1d6+3), tentacles +8 (2d4+3  
  plus grab)
  space 5 ft.; Reach 5 ft.
  special attacks constrict (2d4+4)
  spell-Like abilities (CL 6th; 
  concentration +7)
  At will—minor image 
  (DC 12)
  statistics
  str 16, dex 13, con 15,  
  int 10, Wis 11, cha 12
  Base atk +4; cmB +5 
  (+9 grapple); cmd 16 (can’t be 
  tripped)
  feats Skill Focus (Bluff), Toughness, 
  Weapon Focus (tentacles)
  skills Acrobatics +7 (–1 jump), Bluff +7, 
  Climb +16, Escape Artist +5, Intimidate +7, 
  Perception +11, Spellcraft +6, Stealth +7; 
  Racial modifiers +4 Perception
  Languages Aklo 
  sQ sound mimicry (voices), tentacles 
  ecoLogy
  environment temperate forests or 
  underground
  organization solitary or mated pair
  treasure standard
  sPeciaL aBiLities
  tentacles (ex) A decapus’s tentacles must all strike at a 
  single target, but they do so as a primary attack.
  Named for its resemblance to a 10-armed octopus, the 
  strange decapus is one of many bizarre creatures that 
  hail from the deepest caverns of the world. When they are 
  encountered aboveground, their affinity for forests (they 
  particularly enjoy clambering around in tangled canopies) 
  suggests that their original source might be some strange, 
  deep underground cavern wherein magical jungles grow.
  The decapus is a fairly intelligent creature—an ambush 
  predator that makes excellent use of its ability to weave 
  magical visual illusions and to imitate the voices of other 
  creatures it has heard speaking. Typical decapuses know 
  only the Aklo tongue, but when they use their sound 
  mimicry ability to imitate creatures speaking in other 
  languages, they can typically form short (up to three 
  words long) sentences even when imitating a language 
  they don’t actually know.
  The decapus’s physical structure most resembles that 
  of a bloated octopus with 10 tentacles. It lacks bones and 
  takes its shape from its rubbery, muscular flesh. Most 
  have sickly, olive skin patched with scraggly tangles 
  of hair, with darker blue or purple coloration 
  around their faces and crimson or orange 
  tips to their tentacles. These tentacles 
  are covered with tiny suction cups and 
  hooks, affording them great skill 
  at climbing or clutching prey. On 
  the ground, though, they are 
  slow, plodding creatures that 
  flop and wriggle relatively 
  inefficiently. As a result, 
  they prefer regions like forest 
  canopies, narrow fissures, 
  stalactite forests, or other 
  regions where they can 
  use their climb speed.
  The decapus favors 
  humanoid 
  flesh 
  over all other 
  food; most are 
  quite fond of 
  gnome flesh in 
  particular. This 
  creature 
  has 
  an 
  enormous appetite that 
  often drives it to consume whatever food 
  is available—the decapus is not above 
  cannibalism when other food sources are 
  scarce. For this reason, these monsters are largely 
  solitary creatures, except when the urge to mate 
  overwhelms their urge to feed. Females give birth 
  to small litters of 2–4 live offspring. The females 
  often need to defend them from the males, which, 
  if left unsupervised, typically eat the newborn decapuses. 
  The young mature rapidly, growing to full size after a 
  mere 7 to 11 months, after which they depart to claim 
  their own territories. Once a decapus reaches maturity, it 
  can live to 100 years old—although their violent natures 
  usually result in much shorter lifespans.
  A typical decapus has a legspan of 8 feet and weighs 
  200 pounds.
  7777
  Illustration by Scott Purdy
  Death Worm–Decapus
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  Demon, Kalavakus
  This muscular, violet demon walks upon elephantine feet. Large, 
  razor-sharp horns cover its body.
  kaLaVakus 
  cR 10
  XP 9,600
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  init +1; senses darkvision 60 ft.; Perception +24
  defense
  ac 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
  hp 125 (10d10+70)
  fort +10, Ref +8, Will +10
  dR 10/good; immune electricity, poison; Resist acid 10, cold 10, 
  fire 10; sR 21
  offense
  speed 30 ft.
  melee bite +16 (1d6+6), 2 claws +16 (1d8+6), gore +16 (2d6+6)
  special attacks enslave soul, horns, powerful charge (gore, 4d6+12)
  spell-Like abilities (CL 12th; concentration +15)
  At will—command (DC 14), greater teleport (self plus 50 lbs. 
  of objects only), telekinesis (DC 18)
  3/day—air walk, dominate person (DC 18), haste
  1/day—greater command (DC 18), summon (level 4,  
  1 kalavakus 40%), symbol of persuasion (DC 19)
  statistics
  str 22, dex 13, con 24, int 15, Wis 17, cha 16
  Base atk +10; cmB +16 (+22 disarm); cmd 27
  feats Combat Expertise, Improved Bull Rush, 
  Improved Disarm, Improved Trip, Power Attack
  skills Acrobatics +14, Climb +19, Intimidate +16, 
  Knowledge (planes) +15, Perception +24, 
  Sense Motive +16, Stealth +14, 
  Use Magic Device +16; Racial 
  modifiers +8 Perception
  Languages Abyssal, Celestial, 
  Common, Draconic; 
  telepathy 100 ft.
  ecoLogy
  environment any (the Abyss)
  organization solitary, pair, or 
  slaver gang (3–6 kalavakuses 
  plus 10–20 slaves)
  treasure standard
  sPeciaL aBiLities
  enslave soul (su) A kalavakus can 
  attempt to enslave the soul of any 
  mortal creature within 60 feet as 
  a swift action. The kalavakus must 
  have line of sight to the target. 
  The target can resist this special 
  attack with a DC 18 Will save, but is staggered for 1 round 
  even if the save is successful. If the save is successful, the 
  creature is immune to this ability for 24 hours. If the save is 
  a failure, the target’s soul is enslaved—this creature takes 
  a –6 penalty on all attack rolls and saving throws against 
  that kalavakus. If a creature with an enslaved soul is slain by 
  that kalavakus, the soul immediately infuses the demon’s 
  body, affecting it with a heal spell (CL 12th). A kalavakus can 
  have only one mortal soul enslaved at a time—if it enslaves 
  a second soul, the first is released. This is a mind-affecting 
  death effect. The save DC is Charisma-based.
  horns (ex) The kalavakus’s numerous horns can easily catch 
  weapons and yank them away from opponents. The demon 
  gains a +4 racial bonus on all disarm attempts as a result.
  Known to some as “horned demons,” the kalavakus 
  demons are hulking, muscled beasts. They work as slavers 
  on the Abyss, sometimes as harem keepers or captains of 
  the guard for a more powerful demon, and at other times 
  as mercenaries who sell their captured victims for profit 
  to anyone with the funds to pay.
  A kalavakus is 7 feet tall and weighs 450 pounds. They 
  form from the souls of evil mortals who were slavers in 
  their mortal lives.
  7878
  Illustrations by Tyler Walpole
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  Demon, Omox
  This rancid-smelling mound of animated ooze has about its 
  shifting countenance the hideous shape of a half-melted man.
  omoX 
  cR 12
  XP 19,200
  CE Medium outsider (aquatic, chaotic, demon, evil, extraplanar)
  init +11; senses darkvision 120 ft.; Perception +28
  defense
  ac 28, touch 18, flat-footed 20 (+7 Dex, +1 dodge, +10 natural)
  hp 162 (13d10+91)
  fort +15, Ref +13, Will +12
  dR 10/good; immune acid, critical hits, disease, electricity, 
  paralysis, poison, polymorph, sleep effects, stunning; Resist 
  cold 10, fire 10; sR 23
  offense
  speed 40 ft., climb 20 ft., swim 80 ft.
  melee 2 slams +21 (1d6+8 plus 3d6 acid and grab)
  Ranged slime +20 (1d6 plus 3d6 acid and entangle)
  special attacks smothering
  spell-Like abilities (CL 12th; concentration +16)
  At will—create water, greater teleport (self plus 50 lbs. of 
  objects only), liquid leap (see below), telekinesis (DC 19)
  3/day—gaseous form, control water, poison (DC 18), stinking 
  cloud (DC 17)
  1/day—acid fog, summon (level 4, 1 omox 30% or 1d4 
  babaus 60%)
  statistics
  str 26, dex 25, con 24, int 15, Wis 19, cha 18
  Base atk +13; cmB +21; cmd 39 (can’t be tripped)
  feats Combat Reflexes, Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility, Spring Attack, Vital Strike
  skills Acrobatics +23 (+27 jump), Climb +32, Escape Artist +23, 
  Knowledge (dungeoneering) +18, Knowledge (planes) +18, 
  Perception +28, Sense Motive +20, Stealth +23 (+33 when 
  submerged), Swim +32; Racial modifiers +16 Escape Artist, 
  +8 Perception, +10 Stealth when submerged
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  sQ amorphous, amphibious, compression
  ecoLogy
  environment any (the Abyss)
  organization solitary or clot (2–6)
  treasure standard
  sPeciaL aBiLities
  Liquid Leap (sp) As long as an omox is in contact with liquid, 
  it can use dimension door as a swift action (CL 12th); its 
  starting and ending points must be connected by a 
  contiguous mass of liquid.
  slime (su) An omox’s nauseating body is composed of 
  sticky, acidic slime. As an attack action, it can hurl a 
  glob of slime (range increment 20 feet). Any creature 
  that is struck by the glob must make a DC 23 Reflex 
  save or become entangled for 1d6 rounds. The save DC is 
  Constitution-based.
  smothering (ex) An omox can use its grab ability against a 
  creature of any size. When it grabs a foe, it attempts to 
  flow over and into the victim’s mouth and nose to smother 
  it. Each round the omox maintains its grapple, its victim 
  cannot breathe or speak. See page 445 of the Pathfinder RPG 
  Core Rulebook for rules on how long a victim can hold its 
  breath and the consequences of suffocation.
  Amorphous beings of living slime, these repulsive demons 
  lurk in fetid pools and lakes of filth, eager to drown unwary 
  passersby. When summoned to the Material Plane, omoxes 
  typically guard places of sacred filth or waters watched 
  over by cults of Jubilex, the demon lord with which these 
  foul demons are most commonly associated.
  A typical omox stands 7 feet tall and weighs 1,200 
  pounds. They form from the souls of those who destroyed 
  beautiful things in life, or who befouled and desecrated 
  objects of purity.
  7979
  Demon, Kalavakus–Demon, Omox
  Demon, Kalavakus–Demon, Omox
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  Demon, Shemhazian
  This enormous, bestial demon combines the worst aspects of a 
  bear, a mantis, a wolf, and a reptilian humanoid.
  shemhazian 
  cR 16
  XP 76,800
  CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
  init +4; senses darkvision 60 ft., detect good, scent, true seeing; 
  Perception +36
  defense
  ac 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, 
  –4 size)
  hp 246 (17d10+153)
  fort +19, Ref +11, Will +18
  dR 10/cold iron and good; immune electricity, poison; Resist 
  acid 10, cold 10, fire 10; sR 27
  offense
  speed 40 ft., climb 20 ft., fly 60 ft. (good)
  melee bite +25 (2d6+12 plus 2d4 Strength drain), 2 claws +25 
  (2d6+12), 2 pincers +23 (1d12+6), tail slap +23 (2d6+6)
  space 20 ft.; Reach 20 ft. (30 ft. with tail slap)
  special attacks paralyzing gaze, rend (2 claws, 2d6+18)
  spell-Like abilities (CL 15th; concentration +18)
  Constant—detect good, fly, true seeing
  At will—greater teleport (self plus 50 lbs. 
  of objects only), invisibility, telekinesis 
  (DC 18)
  3/day—clairaudience/clairvoyance, 
  mass inflict serious wounds (DC 20), 
  prying eyes
  1/day—blasphemy (DC 20), summon 
  (level 5, 1 shemhazian 30% or 1d4 
  vrocks 60%)
  statistics
  str 35, dex 19, con 29, int 10, Wis 26, 
  cha 16
  Base atk +17; cmB +33; cmd 48
  feats Awesome Blow, Combat Reflexes, 
  Dodge, Improved Bull Rush, Improved 
  Vital Strike, Lightning Reflexes, Multiattack, 
  Power Attack, Vital Strike
  skills Bluff +23, Climb +20, Fly +2,  
  Heal +28, Intimidate +23, Knowledge 
  (religion) +20, Perception +36, 
  Sense Motive +28; Racial modifiers 
  +8 Perception
  Languages Abyssal, Celestial, 
  Draconic; telepathy 100 ft.
  ecoLogy
  environment any (the Abyss)
  organization solitary
  treasure standard
  sPeciaL aBiLities
  Paralyzing gaze (su) Paralysis for 1 round, 30 feet, Fortitude 
  DC 21 negates. Evil creatures are immune to this effect. The 
  save DC is Charisma-based.
  strength drain (su) A shemhazian demon deals 2d4 points of 
  Strength drain with each successful bite. A DC 27 Fortitude 
  save reduces this amount to 1d4 points of Strength damage. 
  The save DC is Constitution-based.
  Although nearly all the horrors of the Abyss prey upon one 
  another in an endless, eternal bloodbath, shemhazians are 
  predators among predators. They are more intimidating 
  and physically powerful than most demons, combining 
  the features of numerous insectile and bestial hunters 
  into one massive, deadly form. Although they don’t 
  require sustenance, shemhazians take perverse delight 
  in mutilating and eating their victims.
  A shemhazian stands 35 feet tall and weighs 12,000 
  pounds. They form from the sinful souls of 
  torturers and those who enjoyed mutilating 
  living victims to death.
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  Demon, Vrolikai
  This black-skinned, bat-winged demon has four arms; a long, 
  thin tail; and a leering, fanged face with dead, white eyes. 
  VRoLikai 
  cR 19
  XP 204,800
  CE Large outsider (chaotic, demon, evil, extraplanar)
  init +10; senses darkvision 120 ft., low-light vision, true seeing; 
  Perception +36
  defense
  ac 35, touch 16, flat-footed 28 (+6 Dex, +1 dodge, +19 natural, 
  –1 size)
  hp 332 (19d10+228)
  fort +18, Ref +17, Will +17
  dR 15/cold iron and good; immune death effects, electricity, 
  poison; Resist acid 10, cold 10, fire 10; sR 30
  offense
  speed 40 ft., fly 60 ft. (perfect)
  melee +1 black flame knife +29/+24/+19/+14 (1d6+11/19–20 plus 
  energy drain), 3 +1 black flame knives +29 (1d6+6/19–20 plus 
  energy drain), bite +23 (1d8+5), sting +23 (1d6+5 plus madness) 
  or bite +28 (1d8+10),  
  4 claws +28 (1d6+10), sting 
  +28 (1d6+10 plus madness)
  space 10 ft.; Reach 10 ft.
  special attacks black flame knives, death-
  stealing gaze, multiweapon mastery
  spell-Like abilities (CL 19th; concentration +27)
  Constant—true seeing
  At will—deeper darkness, enervation, greater 
  teleport (self plus 50 lbs. of objects only), 
  telekinesis (DC 23)
  3/day—quickened enervation, regenerate, 
  silence (DC 20), vampiric touch
  1/day—mass hold monster (DC 27), summon 
  (level 6, 1 marilith 50% or 1d4 glabrezus 
  75%), symbol of death (DC 27)
  statistics
  str 30, dex 23, con 35, int 22, Wis 23, cha 26
  Base atk +19; cmB +30; cmd 47
  feats Cleave, Combat Expertise, Dodge, Flyby 
  Attack, Improved Initiative, Improved Vital 
  Strike, Mobility, Power Attack, Quicken 
  Spell-Like Ability (enervation), Vital Strike
  skills Acrobatics +25 (+29 jump), Bluff +30, 
  Fly +34, Intimidate +27, Knowledge  
  (arcana) +25, Knowledge (planes) +28, Perception 
  +36, Sense Motive +28, Spellcraft +25, Stealth +24 
  (+32 in shadowy areas), Survival +25, Use Magic  
  Device +27; Racial modifiers +8 Perception, +8 Stealth in  
  shadowy areas
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  ecoLogy
  environment any (the Abyss)
  organization solitary
  treasure double
  sPeciaL aBiLities
  Black flame knives (su) A vrolikai can manifest daggers made 
  of crystallized black flames in each of its four hands as a free 
  action. These weapons function as +1 daggers that bestow 
  one permanent negative level on a successful hit. A DC 27 
  Fortitude negates the negative level, although on a critical 
  hit, no save is allowed. The save DC is Charisma-based.
  death-stealing gaze (su) 1 permanent negative level, 30 ft., 
  DC 27 negates. Creatures slain by these negative levels 
  become juju zombies (see page 291) under the vrolikai’s 
  control. The save DC is Charisma-based.
  madness (su) A creature stung by a vrolikai’s tail must make 
  a DC 27 Will save to resist taking 1d6 points of Charisma 
  drain and becoming confused for 1d4 rounds. On a 
  successful save, the victim is instead staggered for 1d4 
  rounds as strange visions assault its mind. This is a mind-
  affecting effect. The save DC is Charisma-based.
  multiweapon mastery (ex) A vrolikai never takes penalties on 
  its attack roll when fighting with multiple weapons.
  A vrolikai is 14 feet tall but weighs only 500 pounds. 
  Unlike other demons, it does not form from a sinful 
  soul—it instead manifests from a nabasu demon 
  that returns to the Abyss after growing to maturity 
  on the Material Plane. Not all nabasus survive this 
  transformation, but those who do become powerful 
  indeed—vrolikai usually rule large regions of 
  unclaimed Abyssal land, and often serve as 
  assassins or ambassadors to demon lords in 
  need of an agent in a distant realm.
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  Denizen of Leng
  Shrouded in tattered leather robes, this strange humanoid looks 
  more alien and horrific the more one studies its twitching visage.
  denizen of Leng 
  cR 8
  XP 4,800
  CE Medium outsider (chaotic, evil, extraplanar)
  init +4; senses darkvision 60 ft.; Perception +16
  defense
  ac 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 95 (10d10+40); planar fast healing 5
  fort +11, Ref +11, Will +6
  defensive abilities no breath, unusual anatomy; immune 
  poison; Resist cold 30, electricity 30; sR 19
  offense
  speed 40 ft.
  melee bite +14 (1d6+2 plus 1d6 Dexterity drain),  
  2 claws +14 (1d4+2)
  special attacks sneak attack +5d6
  spell-Like abilities (CL 10th; 
  concentration +15)
  Constant—tongues
  3/day—detect thoughts (DC 17), 
  hypnotic pattern (DC 17), levitate, 
  minor image (DC 17)
  1/day—locate object, plane shift 
  (DC 20, self only)
  statistics
  str 14, dex 18, con 19, int 18, 
  Wis 17, cha 21
  Base atk +10; cmB +12; cmd 27
  feats Deceitful, Dodge, Mobility, 
  Persuasive, Weapon Finesse
  skills Bluff +22, Diplomacy +7, Disable 
  Device +14, Disguise +12 (+16 
  as humanoid), Intimidate +12, 
  Knowledge (any one) +17, 
  Perception +16, Profession 
  (sailor) +8, Sense Motive +16, 
  Sleight of Hand +17, Spellcraft +12, 
  Stealth +17, Use Magic Device +18; 
  Racial modifiers +4 Disguise 
  when disguised as a 
  Medium humanoid
  Languages Aklo; tongues
  ecoLogy
  environment any land
  organization solitary, gang 
  (2–5), or crew (6–15)
  treasure double (500 
  to 2,000 gp in rubies, 
  other treasure)
  sPeciaL aBiLities
  dexterity drain (su) The otherworldly teeth and tongues of 
  a denizen of Leng deal 1d6 points of Dexterity drain with a 
  bite. Constructs, elementals, and other creatures that do not 
  possess flesh are immune to this effect. A successful DC 19 
  Fortitude save reduces the Dexterity drain to 1 point. The 
  save DC is Constitution-based.
  Planar fast healing (su) A denizen of Leng maintains a 
  connection to Leng at all times, and when away from 
  Leng, it has fast healing 5. It loses this ability on Leng or in 
  areas where planar connections do not function. If killed, 
  a denizen’s body dissolves into nothingness in 1d4 rounds, 
  leaving behind its equipment. A slain denizen reforms in 
  Leng, similar to a slain summoned creature; it can only be 
  permanently killed if its fast healing is negated.
  unusual anatomy (ex) A denizen’s internal anatomy varies 
  from individual to individual, and has a 50% chance to treat 
  any critical hit or sneak attack against it as a normal hit.
  These eerie denizens travel the universe from their 
  strange homeland of Leng, walking uncontested only 
  when they disguise themselves as humans by wearing 
  loose-fitting robes and wrappings about the 
  head and face. Under these disguises, they 
  have horned brows, clawed fingers, 
  mouths full of tentacles, and crooked 
  goatish legs with cloven hooves.
  Many scholars have argued over where 
  the otherworldly realm of Leng lies—
  some believe it can be found among 
  the Outer Planes, while others are 
  convinced it can only be reached 
  via a dimension of dreams. The 
  denizens of Leng can travel to 
  other planes freely, and often 
  do so in strange, black ships, 
  constantly seeking new breeds 
  of slaves or trading rubies for 
  unusual services or magical treasures. 
  At other times, their visits 
  are much more violent, 
  focusing 
  on 
  abducting 
  victims for use as slaves 
  or worse. On Leng, these 
  denizens have long fought 
  a war against that realm’s 
  monstrous spiders, a war 
  that sometimes spills 
  over into other worlds. 
  A denizen of Leng 
  weighs 200 pounds 
  and stands roughly 5-1/2 
  feet tall.
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  Destrachan
  The hunched, reptilian beast lopes on two clawed feet, its eyeless 
  head dominated by a huge circular maw filled with jagged teeth.
  destRachan 
  cR 8
  XP 4,800
  NE Large aberration
  init +5; senses blindsight 100 ft.; Perception +27
  defense
  ac 19, touch 11, flat-footed 17 (+1 Dex, +1 dodge, +8 natural, –1 size)
  hp 90 (12d8+36)
  fort +9, Ref +7, Will +12
  defensive abilities protection from sonics; immune gaze 
  attacks, visual effects, illusions, and attacks relying on sight; 
  Resist sonic 30
  offense
  speed 30 ft.
  melee bite +12 (2d6+4), 2 claws +12 (1d8+4)
  space 10 ft.; Reach 5 ft.
  special attacks destructive harmonics
  statistics
  str 18, dex 13, con 16, int 13, Wis 18, cha 13
  Base atk +9; cmB +14; cmd 26
  feats Dodge, Great Fortitude, Improved 
  Initiative, Lightning Reflexes, Mobility, 
  Vital Strike
  skills Climb +19, Perception +27, Sense 
  Motive +16, Stealth +12, Survival +19; Racial 
  modifiers +8 Perception (hearing only)
  Languages Common (cannot speak)
  ecoLogy
  environment underground
  organization solitary, pair, 
  or pack (3–5)
  treasure incidental
  sPeciaL aBiLities
  destructive harmonics (su) 
  A destrachan can project a 
  blast of sonic energy in a cone 
  up to 80 feet long or in a 30-foot-
  radius burst centered on itself 
  as a standard action. It can 
  adjust the harmonics 
  of its sonic cry to 
  generate one of two 
  different effects on 
  targets within the 
  area of effect, but 
  can only create one of 
  these effects with each use 
  of this ability. The save DCs are 
  Constitution-based.
  Destruction: All creatures within the area of effect of the 
  destructive harmonics take 8d6 points of sonic damage—a 
  DC 19 Reflex save halves this damage. If the destrachan 
  wishes, this damage can instead deal nonlethal damage 
  rather than sonic damage. Alternatively, the destrachan 
  can target a single crystal, metal, stone, or wooden object 
  within 80 feet with this attack—that object takes 8d6 points 
  of damage. This damage is not halved when applied to the 
  object’s hit points, but is reduced by the object’s hardness. 
  A magical or attended object can attempt a DC 19 Reflex 
  save to halve the damage. 
  Pain: Rather than deal damage, the destrachan can cause 
  intense pain and overwhelming sound to affect all creatures 
  within the area. Targets in the area must succeed on a DC 
  19 Fortitude save to avoid being stunned for 1 round and 
  deafened for 1d6 rounds.
  Protection from sonics (ex) A destrachan gains a +4 racial 
  bonus on all saves against sonic attacks. It is immune to 
  the effects of its own destructive harmonics. A destrachan 
  whose sense of hearing is impaired 
  is effectively blinded, treating 
  all targets as if they had total 
  concealment.
  Despite its bestial appearance, the 
  destrachan is in fact a creature of 
  cunning and cruel intellect that enjoys 
  inflicting pain and viciously toying with 
  its prey. It has no eyes, and is completely 
  blind, but possesses a pair of complex, 
  tripartite ears it can adjust to different 
  levels of sensitivity to sound, allowing 
  the destrachan to hunt in absolute 
  darkness as if it were able to see.
  Destrachans 
  are 
  carnivores, 
  preferring 
  to 
  stalk 
  and 
  kill 
  live prey, although they also 
  feast on carrion. This habit 
  serves them well, since they 
  often kill more than they can 
  immediately consume. They 
  often hunt in packs, using 
  a complex series of clicks, 
  shrieks, and whistles to 
  communicate with each 
  other. While destrachans 
  cannot speak, they are 
  capable of understanding 
  spoken languages like the 
  common tongue, and often 
  take pleasure in their 
  victims’ cries and 
  pleas for mercy.
  8383
  Illustration by Damien Mammoliti
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  Devil, Accuser
  This childlike blasphemy conjoins the features of a plump human 
  infant and a gigantic, gore-fattened fly.
  accuseR deViL (zeBuB) 
  cR 3
  XP 800
  LE Small outsider (devil, evil, extraplanar, lawful)
  init +8; senses darkvision 60 ft.; Perception +9
  defense
  ac 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 30 (4d10+8)
  fort +6, Ref +10, Will +3
  dR 5/good or silver; immune 
  fire, poison; Resist acid 10, 
  cold 10
  offense
  speed 20 ft., fly 60 ft. (perfect)
  melee bite +5 (1d6 plus 1d6 acid 
  and disease)
  spell-Like abilities (CL 8th; concentration +9)
  At will—greater teleport (self plus 50 lbs. of 
  objects only), invisibility (self only)
  3/day—grease, summon swarm, 
  whispering wind
  1/day—summon (level 3, 1 zebub or 1d4 
  lemures, 40%)
  statistics
  str 11, dex 18, con 14, int 9, Wis 15, cha 12
  Base Atk +4; CMB +3; CMD 17
  feats Improved Initiative, Lightning Reflexes
  skills Bluff +8, Fly +21, Knowledge (planes) +6, 
  Perception +9, Stealth +15
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  sQ infernal eye
  ecoLogy
  environment any (Hell)
  organization solitary, pair, or swarm (3–28)
  treasure standard
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  disease (ex) Devil Chills: Bite—injury; save Fort DC 14; onset 
  1d4 days; frequency 1 day; effect 1d4 Str damage; cure 3 
  consecutive saves.
  infernal eye (su) A zebub records all that it sees and may pass its 
  visions on to another creature. By remaining in contact with 
  a willing creature, it can replay up to 24 hours of witnessed 
  events, or shorter incidents if it so chooses. It takes a zebub 1 
  round to replay 1 hour of recorded images, which the target 
  receives in a flash of information, without sound or other 
  sensory information. After relaying its findings, the zebub 
  cannot replay its visions of those events again. A zebub cannot 
  replay its visions for an unwilling creature or as an attack, no 
  matter how horrific the events it might have witnessed.
  Childlike souls tormented and scoured of innocence by 
  the flames of Hell and then reshaped by the mad whims 
  of the archdevil Baalzebul, accuser devils embody the 
  foul, merciless, and pervasive corruptions of the infernal 
  host. From the depths of the Pit they 
  rise in buzzing, shrieking plagues 
  unleashed to taint the land, despoil 
  weak flesh, and reveal exploitable 
  secrets. En masse they display little 
  of the cunning or subtlety typical of 
  devilkind, spreading ruin at the will of 
  their fiendish masters. Alone, though, a 
  zebub is a craven, deceitful thing, lurking 
  in darkness and filth, endlessly spying and 
  vying for the petty favors of greater evils.
  Accuser devils are almost exclusively 
  formed amid the cesspits of frozen 
  Cocytus, the seventh layer of Hell. 
  Within the Pit they serve countless 
  infernal lords as messengers 
  and spies, with droves being 
  unleashed upon myriad mortal 
  worlds with a mandate to seek 
  out souls ripe for corruption or 
  those whose sins might lead to 
  greater damnations. Many zebubs 
  overstep the freedoms of such vague 
  missions, seeking to manipulate weak-
  willed or easily intimidated mortals into 
  all manner of trivial evils, dispensing shrill 
  orders in their buzzing, childlike voices. Despite the fact 
  that many zebub plots end in the zebubs’ own revelation 
  and destruction, few diabolical lords allow the slaying of 
  their spies to go unpunished.
  The zebub’s ability to grant other creatures visions 
  of what it has witnessed makes it an unusually useful 
  creature to many conjurers. Relatively easy to conjure 
  with a spell like lesser planar ally or lesser planar binding, 
  an accuser devil can be an invaluable spy. One simply 
  orders the foul little devil to become invisible and then 
  infiltrate an area where visual information is hidden, 
  with orders to teleport back to its point of origin to grant 
  visions of what it observed to its master. Those who 
  make use of accuser devils in this manner should take 
  care to watch their own actions or what they reveal, of 
  course, for such a creature can just as easily be bribed or 
  intimidated into revealing visions that some conjurers 
  might not want being made public. It’s common 
  practice among conjurers to kill their accuser devils 
  once they’ve completed their missions of infiltration 
  and observation.
  These lesser devils stand just over 2 feet tall and rarely 
  weigh more than 25 pounds.
  8484
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  Devil, Belier
  This amphisbaenic monstrosity has the body of a slug with a leech’s 
  mouth at one end and a knot of three human heads at the other.
  BeLieR deViL (BdeLLaVRitRa) cR 16
  XP 76,800
  LE Large outsider (devil, evil, extraplanar, lawful)
  init +10; senses darkvision 60 ft., see in darkness; Perception +28
  defense
  ac 33, touch 15, flat-footed 27 (+6 Dex, +18 natural, –1 size)
  hp 212 (17d10+119)
  fort +17, Ref +11, Will +20
  dR 10/good and silver; immune fire, poison; Resist acid 10, 
  cold 10; sR 28
  offense
  speed 20 ft., fly 60 ft. (perfect)
  melee bite +23 (4d8+7), 3 tongues +23 (2d6+7/19–20 plus grab)
  space 10 ft.; Reach 10 ft. (20 ft. with tongues)
  special attacks blood drain (1d4 Con damage), constrict 
  (1d6+7), possession, strangle
  spell-Like abilities (CL 17th; concentration +24)
  At will—acid arrow, greater dispel magic, greater teleport (self 
  plus 50 pounds of objects only), persistent image (DC 22)
  3/day—acid fog, dimensional anchor, dominate person (DC 22), 
  greater scrying (DC 24), mass suggestion (DC 23)
  1/day—blasphemy (DC 24), demand (DC 25), magic jar 
  (DC 22), plane shift (DC 22), summon (level 6,  
  3 barbed devils 45%), waves of exhaustion
  statistics
  str 24, dex 23, con 25, int 25, Wis 26, cha 24
  Base atk +17; cmB +25 (+29 grapple); cmd 41 
  (can’t be tripped)
  feats Combat Expertise, Combat Reflexes, Greater 
  Disarm, Greater Trip, Improved Critical 
  (tongue), Improved Disarm, Improved 
  Initiative, Improved Trip, Iron Will
  skills Appraise +24, Bluff +27,  
  Diplomacy +27, Fly +32,  
  Intimidate +24, 
  Knowledge (arcana, 
  local, nobility, 
  and planes) +27, 
  Perception +28, 
  Sense Motive +28, 
  Spellcraft +24, 
  Stealth +22
  Languages 
  Celestial, 
  Common, 
  Draconic, 
  Infernal; 
  telepathy 100 ft.
  ecoLogy
  environment any (Hell)
  organization solitary
  treasure double
  sPeciaL aBiLities
  Possession (su) When a belier devil uses its magic jar spell-like 
  ability, it can identify and pinpoint life forces accurately, 
  allowing it to select its victims with ease. It does not require 
  a receptacle to use magic jar. If it uses magic jar on a host 
  while on the Material Plane, its own body becomes ethereal 
  for the duration of the possession and the magic jar effect 
  lasts until the effect is dispelled, the devil ends the effect, it 
  is forced out of its host body, or it or its host body is slain. 
  Masterful possessors and foul manipulators, belier devils 
  are among the most feared masterminds of Hell. Known 
  as bdellavritras to devilkind, these worm-like fiends avoid 
  physical confrontation. Instead, they target influential 
  individuals for possession, using them to manipulate 
  events by proxy. If their schemes are uncovered, the devils 
  retaliate with all the power at their host bodies’ disposal.
  A bdellavritra’s voice can emanate from its worm-like 
  maw, from any of its human-like mouths, or from all four 
  at once, as it desires. Each mouth has its own distinct 
  voice, often pleasing to the human ear. Bdellavritras 
  typically reach lengths of 16 feet from 
  worm-mouth to human heads, 
  and weigh 3,000 pounds.
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  Devil, Handmaiden
  Twin tentacles stretch from the crown of this feminine fiend’s head, 
  while her lower body blooms in a gown of writhing tendrils.
  handmaiden deViL (gyLou) cR 14
  XP 38,400
  LE Medium outsider (devil, evil, extraplanar, lawful)
  init +11; senses darkvision 60 ft., true seeing; Perception +23
  defense
  ac 31, touch 17, flat-footed 24 (+7 Dex, +14 natural)
  hp 187 (15d10+105)
  fort +16, Ref +16, Will +10
  dR 10/good; immune fire, poison; Resist acid 10, cold 10; sR 25
  offense
  speed 40 ft., fly 60 ft. (average)
  melee 2 claws +22 (2d8+7/19–20/×3), 2 tentacles +20 (1d6+3 
  plus grab)
  space 5 ft.; Reach 5 ft. (10 ft. with tentacle)
  special attacks tentacle cage (4d8+10 bludgeoning, AC 17, 18 hp)
  spell-Like abilities (CL 14th; concentration +19)
  Constant—fly, spider climb, true seeing
  At will—alter self, dispel good (DC 20), enthrall (DC 17), 
  greater teleport (self plus 1 entrapped creature and 50 lbs. 
  of goods only), persistent image (DC 20)
  3/day—black tentacles, charm monster (DC 19)
  1/day—summon (level 5, 3 erinyes 65%)
  statistics
  str 24, dex 25, con 25, int 22, Wis 21, cha 20
  Base atk +15; cmB +22 (+26 grapple); cmd 39 
  (can’t be tripped)
  feats Acrobatic Steps, Combat Expertise, 
  Combat Reflexes, Improved Initiative, Improved Trip, 
  Multiattack, Nimble Moves, Strike Back
  skills Acrobatics +25 (+29 jump), Bluff +23, Diplomacy +23, 
  Disguise +23, Escape Artist +22, Fly +14, Knowledge (arcana) 
  +21, Knowledge (planes) +24, Perception +23, Perform (sing) 
  +23, Sense Motive +23, Spellcraft +21, Stealth +25
  Languages Celestial, Common, Draconic, Infernal, 
  telepathy 100 ft.
  sQ agile grappler
  ecoLogy
  environment any (Hell)
  organization solitary, retinue (1 gylou and 2d4 
  erinyes), or cortege (1–4 gylous and 2d10 erinyes)
  treasure standard
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  agile grappler (ex) A gylou does not gain the 
  grappled condition if she grapples a foe.
  tentacle cage (su) If a gylou successfully grapples a 
  creature, she transfers that creature into her lower body’s 
  nest of cage-like tentacles. This works like swallow whole. The 
  gylou’s tentacles are AC 17 and have 18 hp for the purpose of 
  an entrapped creature cutting itself out. A gylou’s tendrils heal 
  quickly, allowing her to use this ability 1 round after a creature 
  cuts itself free.
  Known as handmaiden devils, Mothers of Pain, and Maids 
  of Miscarriage, gylous attend to the whims and schemes 
  of Hell’s few female overlords. Like manipulative matrons 
  amid decadent mortal courts, these deceivers hide their 
  fathomless evil beneath illusions of beauty, graciousness, 
  and tradition. Gylous particularly loathe children. It’s said 
  that the persistent cry of a babe can sometimes cause these 
  fiends to abandon their illusions and viciously attack.
  As greater devils, gylous can command many lesser 
  devils, yet harbor an exclusive favoritism for erinyes. A 
  gylou weighs 160 pounds and stands stiffly at 5-1/2 feet—
  though many wear their head-sprouting tentacles in tall, 
  elaborate coiffures.
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  Devil, Immolation
  Ash and embers encrust the smoldering humanoid frame of this 
  imperious, dragon-winged devil.
  immoLation deViL (PuRagaus) cR 19
  XP 204,800
  LE Large outsider (devil, evil, extraplanar, lawful)
  init +8; senses darkvision 60 ft., true seeing; Perception +27
  defense
  ac 36, touch 17, flat-footed 28 (+8 Dex, +19 natural, –1 size)
  hp 315 (18d10+216); regeneration 5 (good weapons or good spells)
  fort +23, Ref +19, Will +14
  dR 15/good and silver; immune fire, poison; Resist acid 10, 
  cold 10; sR 30
  offense
  speed 30 ft., fly 80 ft. (good)
  melee bite +29 (2d6+12 plus burn), 2 claw +29 (1d8+12 plus burn), 
  gore +29 (2d8+12 plus burn), 2 wings +27 (1d8+6)
  space 10 ft.; Reach 10 ft.
  special attacks burn (2d6, DC 31), hellfire
  spell-Like abilities (CL 17th; concentration +24)
  Constant—fire shield, true seeing
  At will—fireball (DC 20), greater teleport (self 
  plus 50 lbs. of objects only), persistent 
  image (DC 22), wall of fire
  3/day—dictum (DC 24), firestorm (DC 25), 
  mass charm monster (DC 25)
  1/day—summon (level 9, any 2d4 
  devils of CR 10 or lower, 90%)
  statistics
  str 34, dex 26, con 35, int 24, Wis 23, 
  cha 24
  Base atk +18; cmB +31; cmd 49
  feats Blind-Fight, Blinding 
  Critical, Combat Expertise, 
  Combat Reflexes, 
  Critical Focus, Iron Will, 
  Multiattack, Power Attack, 
  Stand Still
  skills Bluff +28, Diplomacy +28, 
  Disable Device +26, Fly +31, 
  Intimidate +28, Knowledge 
  (arcana, nobility) +25, 
  Knowledge (engineering, planes) +28, 
  Perception +27, Sense Motive +27, 
  Spellcraft +28, Stealth +25
  Languages Celestial, Common, Draconic, 
  Infernal; telepathy 100 ft.
  ecoLogy
  environment any (Hell)
  organization solitary, pair, or council (3–6)
  treasure double
  sPeciaL aBiLities
  hellfire (su) Any fire damage caused by an immolation devil’s 
  abilities and spells is half fire damage, half unholy damage.
  Immolation devils are tyrant warlords and terrifying 
  field generals among Hell’s legions. While many other 
  greater devils manipulate and corrupt subtly and from 
  afar, puragaus surround themselves with lesser diabolical 
  minions, lead interplanar incursions, hold infernal 
  redoubts upon mortal worlds, or strike against any who 
  would defy the will of Hell.
  Immolation devils stand just over 10 feet tall, with 
  wingspans nearing 20 feet, and weigh 900 pounds. 
  Devil, Handmaiden–Devil, Immolation
  Devil, Handmaiden–Devil, Immolation
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  Devilfish
  This purple, seven-armed octopoid monstrosity is the size of a 
  horse, with hook-lined tentacles and cold, blue eyes.
  Devilfish 
  CR 4
  XP 1,200
  NE Large magical beast (aquatic)
  init +3; senses low-light vision, see in darkness; Perception +5
  Defense
  AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
  hp 42 (5d10+15)
  fort +7, Ref +7, Will +2
  Resist cold 10
  Offense
  speed 10 ft., swim 40 ft.; jet (240 ft.)
  Melee tentacles +7 (3d6+4 plus grab)
  space 10 ft.; Reach 15 ft.
  special Attacks savage bite (+7 melee, 2d6+4/18–20 plus 
  poison), unholy blood
  stAtistiCs
  str 17, Dex 17, Con 16, int 3, Wis 12, Cha 8
  Base Atk +5; CMB +9 (+13 grapple); CMD 22 (can’t be tripped)
  feats Cleave, Combat Reflexes, Power Attack
  skills Escape Artist +5, Perception +5, Stealth +3, Swim +15
  languages Abyssal, Aquan, Common
  sQ water dependency
  eCOlOgy
  environment any aquatic
  Organization solitary
  treasure none
  sPeCiAl ABilities
  Poison (ex) Savage bite—injury; save Fort DC 15; 
  frequency 1/round for 6 rounds; effect 1d2 Str; 
  cure 2 consecutive saves.
  savage Bite (ex) A devilfish can attack with 
  its savage bite whenever it makes a 
  successful grapple check. This attack 
  is in place of any other action made 
  with a successful grapple check. The bite 
  threatens a critical hit on a roll of 18–20, 
  and injects the target with poison as well.
  Unholy Blood (su) A devilfish’s blood is infused with 
  fiendish magic. Once per day, as a swift action, a 
  devilfish can emit a night-black cloud of this foul 
  liquid, filling a 20-foot-radius cloud if underwater, 
  or a 20-foot-radius burst on land. In water, the 
  blood provides total concealment for everything 
  but a devilfish (which can see through the blood 
  with ease); on land the slippery blood coats the 
  ground, making the area difficult terrain. The blood 
  persists for 1 minute before fading. Anyone who enters a 
  cloud of the blood in the water or who is within the area of a 
  burst of blood on land must make a DC 16 Fortitude save or 
  be nauseated for 1d4 rounds—this save need be made only 
  once per cloud. The save DC is Constitution-based.
  Water Dependency (ex) A devilfish can survive out of the 
  water for 1 hour, after which it becomes fatigued. After 
  2 hours, the devilfish becomes exhausted and begins to 
  suffocate (Pathfinder RPG Core Rulebook 445).
  Although the devilfish superficially resembles a seven-
  armed octopus, it is an altogether different creature. 
  Possessing a rudimentary intellect, a devilfish can 
  understand and even speak a few words and phrases 
  in various languages, although when it speaks, it has a 
  tendency to mix languages together, making it somewhat 
  difficult to understand for anyone who doesn’t speak all 
  the languages known by the devilfish.
  More than those of a mere animal, the devilfish’s 
  intelligence and several of its abilities are gifts from a 
  fiendish legacy—most sages believe that the original 
  devilfish were once outsiders from the Abyss, and that 
  over the course of thousands of years they became true 
  natives of the Material Plane’s oceans. Rumors of far 
  more intelligent devilfish dwelling in the deepest ocean 
  trenches persist, although if these rumors are true, these 
  deep-dwelling devilfish do not often come to the surface.
  A devilfish is 10 feet long and weighs 500 pounds.
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  Devilfish–Dhampir
  Devilfish–Dhampir
  Dhampir 
  This unnaturally graceful man moves without a sound, his gaze 
  just as piercing as the needle-sharp blade he effortlessly wields.
  DhAMPiR 
  CR 1/2
  XP 200
  Dhampir fighter 1 
  CE Medium humanoid (dhampir)
  init +3; senses darkvision 60 ft., low-light vision; Perception +1
  Defense
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 13 (1d10+3)
  fort +2, Ref +3, Will –1 (+2 vs. disease and mind-affecting effects)
  Defensive Abilities negative energy affinity, resist level drain
  Weakness light sensitivity
  Offense
  speed 30 ft.
  Melee rapier +4 (1d6+1/18–20)
  spell-like Abilities (CL 1st)
  3/day—detect undead
  stAtistiCs
  str 13, Dex 17, Con 10, int 10, Wis 8, Cha 16
  Base Atk +1; CMB +2; CMD 15
  feats Toughness, Weapon Finesse
  skills Bluff +5, Intimidate +7, Perception +1, Ride +7, 
  Survival +3; Racial Modifiers +2 Bluff, +2 Perception
  languages Common 
  eCOlOgy
  environment any land
  Organization solitary, pair, or court (3–8 and 1 vampire)
  treasure NPC gear (chain shirt, rapier, other treasure)
  sPeCiAl ABilities
  Resist level Drain (ex) A dhampir takes no penalties 
  from energy draining effects, though he can still be 
  killed if he accrues more negative levels then he has Hit 
  Dice. After 24 hours, any negative levels a dhampir takes are 
  removed without the need for an additional saving throw. 
  Cursed from birth, dhampirs result from the rare and 
  unnatural union of vampires and humans. Although 
  not driven to consume blood for survival as their 
  undead progenitors are, dhampirs nonetheless know 
  a lifelong desire for blood that nothing else can truly sate. 
  Those who survive their early years face a life of fear and 
  mistrust, their unnatural beauty and incredible reflexes 
  marking them as scions of the night just as surely as their 
  sensitivity to light. Although polluted by undeath, dhampirs 
  do grow old and die, aging at a rate similar to elves.
  Dhampir CharaCters
  Dhampirs are defined by class levels—they don’t possess 
  racial Hit Dice. All dhampirs have the following racial traits.
  +2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are 
  fast and seductive, but closer to death than most mortals.
  Senses: Low-light vision and darkvision 60 feet.
  Manipulative: +2 racial bonus on Bluff and Perception.
  Undead Resistance: Dhampirs gain a +2 racial bonus on 
  saving throws against disease and mind-affecting effects.
  Light Sensitivity, Negative Energy Affinity: See 
  universal monster rules.
  Spell-Like Ability: A dhampir can use detect undead three 
  times per day as a spell-like ability. The caster level for this 
  ability equals the dhampir’s class level.
  Resist Level Drain: See above.
  Languages: Dhampirs begin play speaking Common. 
  Those with high Intelligence can choose any language as a 
  bonus language (except druidic and other secret languages).
  Illustration by Kekai Kotaki
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  Dinosaur, Allosaurus
  This bipedal dinosaur has a mouth filled with sharp teeth and 
  short, powerful arms that end in sharp claws.
  AllOsAURUs 
  CR 7
  XP 3,200
  N Huge animal
  init +5; senses low-light vision, scent; Perception +28
  Defense
  AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
  hp 93 (11d8+44)
  fort +11, Ref +8, Will +7
  Offense
  speed 50 ft.
  Melee bite +14 (2d6+8/19–20 plus grab), 2 claws (1d8+8)
  space 15 ft.; Reach 15 ft.
  special Attacks pounce, rake (2 talons +14, 1d8+8)
  stAtistiCs
  str 26, Dex 13, Con 19, int 2, Wis 15, Cha 10
  Base Atk +8; CMB +18; CMD 29
  feats Alertness, Improved Critical (bite), Improved Initiative, 
  Iron Will, Nimble Moves, Run
  skills Perception +28; Racial Modifiers +8 Perception
  eCOlOgy
  environment temperate or warm forests or plains
  Organization solitary, pair, or pack (3–6)
  treasure None
  A huge, swift hunter, the allosaurus measures 30 feet in 
  length and weighs 10,000 pounds.
  Dinosaur, Compsognathus
  This small reptile has a snake-like neck and head, a bird-like 
  body with strong legs for running, and a whip-like tail.
  COMPsOgnAthUs 
  CR 1/2
  XP 200
  N Tiny animal 
  init +6; senses low-light vision, scent; Perception +4
  Defense
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 6 (1d8+2)
  fort +4, Ref +4, Will +0
  Offense
  speed 40 ft., swim 20 ft.
  Melee bite +1 (1d3–1 plus poison)
  space 2-1/2 ft.; Reach 0 ft.
  stAtistiCs
  str 8, Dex 15, Con 14, int 2, Wis 11, Cha 5
  Base Atk +0; CMB +0; CMD 9
  feats Improved Initiative
  skills Perception +4, Swim +7
  eCOlOgy
  environment temperate or warm forests or plains
  Organization solitary, pair, or pack (5–20)
  treasure none
  sPeCiAl ABilities
  Poison (ex) Bite—injury; save Fort DC 12; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save.
  The compsognathus is a small dinosaur 
  that moves in swift, darting 
  motions. Its bite injects a venom 
  that causes numbness and 
  weakness, a trait that the 
  animal uses to bring down 
  larger prey. A compsognathus 
  measures 3 feet long and weighs 
  15 pounds.
  These dinosaurs can serve 
  spellcasters as a familiar. A compsognathus familiar 
  grants its master a +4 bonus on Initiative checks.
  allosaurus Companions
  Starting Statistics: Size Medium, Speed 40 ft.; 
  AC +4 natural armor; Attack bite (1d6), 2 claws (1d4); 
  Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 
  10; Special Qualities low-light vision, scent.
  7th-Level Advancement: Size Large; 
  AC +2 natural armor; Attack bite 
  (1d8), 2 claws (1d6); Ability Scores 
  Str +8, Dex –2, Con +4; Special 
  Qualities grab, pounce.
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  Dinosaur, Parasaurolophus
  This thick-bodied dinosaur has a whip-like tail and a long neck, 
  its head topped by the crest of a backward-curving horn.
  PARAsAUROlOPhUs 
  CR 4
  XP 1,200
  N Huge animal
  init +2; senses low-light vision, scent; Perception +13
  Defense
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 45 (6d8+18)
  fort +8, Ref +7, Will +3
  Offense
  speed 30 ft.
  Melee tail +8 (2d6+9)
  space 15 ft.; Reach 15 ft.
  special Attack trample (2d6+9; DC 19)
  stAtistiCs
  str 23, Dex 14, Con 17, int 2, Wis 13, Cha 10
  Base Atk +4; CMB +14; CMD 26
  feats Improved Bull Rush, Power Attack, Skill Focus (Perception)
  skills Perception +13
  eCOlOgy
  environment warm forests or plains
  Organization solitary, pair, or herd (3–12)
  treasure none
  This herbivore is 30 feet long and weighs 10,500 pounds. It 
  is notable for the long, curved crest atop its skull.
  parasaurolophus Companions
  Starting Stats: Size Medium; Speed 30 ft.; AC +2 
  natural armor; Attack tail (1d6); Ability Scores 
  Str 11, Dex 18, Con 9, Int 2, Wis 13, Cha 10; SQ 
  low-light vision, scent.
  7th-level Advancement: Size Large; 
  AC +2 natural armor; Attack tail 
  (1d8); Ability Scores Str 
  +8, Dex –2, Con +4; 
  SQ trample (1d8).
  tylosaurus 
  Companions
  Starting Stats: Size 
  Medium; Speed 20 ft., 
  swim 50 ft.; AC +3 natural 
  armor; Attack bite (1d6); Ability 
  Scores Str 10, Dex 17, Con 10, Int 2, 
  Wis 13, Cha 9; SQ low-light vision, scent.
  7th-level Adv.: Size Large; AC +2 natural armor; Attack 
  bite (1d8); Ability Scores Str +8, Dex –2, Con +4; SQ grab.
  Dinosaur, Allosaurus–Dinosaur, Tylosaurus
  Dinosaur, Allosaurus–Dinosaur, Tylosaurus
  Dinosaur, Tylosaurus
  Surging out of the water, this massive lizard is shaped like a 
  giant fish with a powerful, toothed maw.
  tylOsAURUs 
  CR 8
  XP 4,800
  N Gargantuan animal
  init +1; senses low-light vision, darkvision 60 ft.; Perception +14
  Defense
  AC 20, touch 8, flat-footed 18 (+1 Dex, +1 dodge, +12 natural, –4 size)
  hp 105 (10d8+60)
  fort +15, Ref +8, Will +8
  Offense
  speed 20 ft., swim 50 ft.
  Melee bite +15 (2d8+18 plus grab)
  space 15 ft.; Reach 15 ft.
  special Attacks swallow whole (2d6+12 bludgeoning, AC 16, hp 10)
  stAtistiCs
  str 34, Dex 13, Con 22, int 2, Wis 13, Cha 9
  Base Atk +7; CMB +23 (+27 grapple); CMD 34 (38 vs. trip)
  feats Dodge, Cleave, Great Fortitude, Mobility, Power Attack
  skills Perception +14, Swim +16
  eCOlOgy
  environment warm aquatic
  Organization solitary, pair, or school (3–6)
  treasure None
  This predatory marine lizard swims with four flippered 
  limbs and a powerful, fluke-like tail. Its extended snout 
  is filled with sharp teeth, and it feeds on both aquatic and 
  surface prey. They are known to attack ships, mistaking 
  them for basking whales or other creatures. A tylosaurus 
  grows up to 50 feet in length and weighs 
  30,000 pounds.
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  Dragon, Primal
  Though chromatic and metallic dragons are the most 
  widely known, other categories of true dragon exist. 
  Presented on the following pages are the five primal 
  dragons—powerful creatures that hail from the elemental 
  planes and the Plane of Shadows. 
  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 column shows the number of size categories 
  to increase the dragon’s base size by, 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 increasing 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 the 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 a dragon of that size does not possess that 
  natural attack). Dragons gain other abilities described 
  here 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 darkvision 120 feet and 
  blindsense 60 feet. They see four times as well as a human 
  in dim light and twice as well in normal light.
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  Dragon, Primal
  Dragon, Primal 
  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 in the universal 
  monster rules in the appendix.
  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 
  effects and paralysis effects. In addition, a dragon is 
  immune to one or more additional forms of attack or 
  energy damage no matter what its age, as given in its 
  specific description.
  Spell Resistance (Ex) As dragons grow older, they 
  become more resistant to spells and spell-like abilities, 
  as indicated in the specific dragon descriptions. A 
  dragon’s SR is equal to 11 + its CR.
  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 
   
                   
  Breath Weapon
  size 
  (maneuverability) 
  1 Bite 
  2 Claws 
  2 Wings 1 tail slap 
  1 Crush 1 tail 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.
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  Primal Dragon, Brine
  A blue-green neck frill sweeps back from the head of this dragon, 
  leading to a body of shiny scales and fin-like crests.
  BRine DRAgOn
  LN dragon (extraplanar, 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 16, Dex 15, Con 11, int 13, Wis 10, Cha 11
  eCOlOgy
  environment any aquatic (Plane of Water)
  Organization solitary
  treasure triple
  sPeCiAl ABilities
  Capsize (ex) An old or older brine dragon 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 the ship is than the brine dragon’s 
  size, the dragon takes a cumulative –10 penalty on the check.
  Desiccating Bite (su) An ancient brine dragon’s bite causes 
  weakness, dealing 1d2 points of Strength drain in addition 
  to its normal damage. A great wyrm’s bite deals 1d4 points 
  of Strength drain. A Fortitude save (DC equals the dragon’s 
  breath weapon save DC) negates the Strength drain.
  Painful strikes (su) A great wyrm brine dragon’s natural attacks 
  are so laden with salt and acidic crystals that every time 
  it strikes a creature with one of these attacks, the target 
  must make a Fortitude save (DC equals the dragon’s breath 
  weapon save DC) or be stunned for a round from the pain.
  spell-like Abilities (sp) A brine dragon gains the following spell-like 
  abilities, usable at will (unless indicated otherwise) at the listed 
  age. Very young—speak with animals (fish only); Young—
  obscuring mist; Juvenile—water breathing; Adult—control water; 
  Ancient—horrid wilting (3/day); Great wyrm—tsunami* (3/day).
  * This spell is from the Pathfinder RPG Advanced Player’s Guide.
   
   
  Age Category special Abilities 
  Caster level
  Wyrmling 
  Immunity to acid, water breathing 
  —
  Very young 
  Speak with animals (fish only) 
  —
  Young 
  Obscuring mist 
  1st
  Juvenile 
  Water breathing 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Frightful presence, control water 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Capsize 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Desiccating bite, horrid wilting 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Painful strikes, tsunami* 
  19th
  yOUng BRine DRAgOn 
  CR 7
  XP 3,200
  LN Medium dragon (water)
  init +5; senses dragon senses; Perception +12
  Defense
  AC 20, touch 11, flat-footed 9 (+1 Dex, +9 natural)
  hp 68 (8d12+16)
  fort +8, Ref +7, Will +7
  immune acid, paralysis, sleep
  Offense
  speed 60 ft., fly 150 ft. (average), swim 60 ft.
  Melee bite +15 (1d8+10), 2 claws +15 (1d6+7), 2 wings +10 (1d4+3)
  special Attacks breath weapon (60-ft. line, 6d6 acid, DC 16)
  spell-like Abilities (CL 8th; concentration +9)
  At will—obscuring mist, speak with animals (fish only)
  spells Known (CL 1st; concentration +2)
  1st (4/day)—color spray (DC 12), touch of the sea*
  0 (at will)—detect magic, mage hand, open/close, prestidigitation
  stAtistiCs
  str 24, Dex 13, Con 15, int 15, Wis 12, Cha 13
  Base Atk +8; CMB +15; CMD 26 (30 vs. trip)
  feats Hover, Improved Initiative, Power Attack, Skill Focus (swim)
  skills Diplomacy +12, Fly +12, Heal +12, Knowledge (nature) +13, 
  Perception +12, Sense Motive +12, Survival +12, Swim +29
  languages Aquan, Common, Draconic
  sQ water breathing
  ADUlt BRine DRAgOn 
  CR 11
  XP 12,800
  LN Large dragon (water)
  init +4; senses dragon senses; Perception +22
  Aura frightful presence (180 ft., DC 20)
  Defense
  AC 27, touch 9, flat-footed 27 (+18 natural, –1 size)
  hp 147 (14d12+56)
  fort +13, Ref +11, Will +12
  DR 5/magic; immune acid, paralysis, sleep; sR 22
  Offense
  speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +23 (2d6+15), 2 claws +23 (1d8+10), tail slap +18 
  (1d8+15), 2 wings +18 (1d6+5)
  space 10 ft.; Reach 5 ft. (10 ft. with bite)
  special Attacks breath weapon (80-ft. line, 12d6 acid, DC 21)
  spell-like Abilities (CL 14th; concentration +17)
  At will—control water, obscuring mist, speak with animals 
  (fish only), water breathing
  spells Known (CL 7th; concentration +10)
  3rd (5/day)—aqueous orb* (DC 16), sleet storm (DC 16)
  2nd (7/day)—alter self, invisibility, slipstream*
  1st (7/day)—color spray (DC 14), feather fall, flare burst* (DC 
  14), ray of enfeeblement, touch of the sea*
  0 (at will)—detect magic, detect poison, mage hand, open/
  close, prestidigitation, read magic, resistance
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  Dragon (Primal), Brine
  Dragon (Primal), Brine
  stAtistiCs
  str 30, Dex 11, Con 19, int 19, Wis 16, Cha 17
  Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
  feats Hover, Improved Initiative, Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Skill Focus (swim), Vital Strike
  skills Bluff +20, Diplomacy +20, Fly +11, Heal +20, Knowledge 
  (arcana and nature) +21, Perception +22, Sense Motive +22, 
  Survival +20, Swim +41
  languages Aquan, Common, Draconic, Elven, Halfling
  sQ water breathing
  AnCient BRine DRAgOn 
   
  CR 16
  XP 76,800
  LN Huge dragon (water)
  init +3; senses dragon senses; Perception +30
  Aura frightful presence (300 ft., DC 26)
  Defense
  AC 37, touch 9, flat-footed 37 (–1 
  Dex, +30 natural, –2 size)
  hp 275 (22d12+132)
  fort +19, Ref +14, Will +18
  DR 15/magic; immune acid, paralysis, 
  sleep; sR 27
  Offense
  speed 60 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +34 (2d8+21 plus 1d2 Str), 2 claws 
  +34 (2d6+14), tail slap +29 (2d6+21), 2 wings 
  +29 (1d8+7)
  space 15 ft.; Reach 10 ft. (15 ft. with bite)
  special Attacks breath weapon (100-ft. line, 20d6 
  acid, DC 26), capsize, crush, desiccating bite
  spell-like Abilities (CL 22nd; concentration +27)
  At will—control water, obscuring mist, speak with 
  animals (fish only), water breathing
  3/day—horrid wilting (DC 23), tsunami*
  spells Known (CL 15th; concentration +20)
  7th (4/day)—control weather, mass fly*
  6th (6/day)—fluid form*, true seeing, transformation
  5th (7/day)—break enchantment, dismissal, teleport, wall of force
  4th (7/day)—ball lightning* (DC 19), ice storm, greater 
  invisibility, solid fog
  3rd (7/day)—aqueous orb* (DC 18), deep slumber (DC 18), 
  dispel magic, sleet storm (DC 18)
  2nd (7/day)—alter self, detect thoughts, 
  invisibility, make whole, slipstream*
  1st (8/day)—color spray (DC 16), feather 
  fall, flare burst* (DC 16), ray of 
  enfeeblement, touch of the sea*
  0 (at will)—arcane mark, detect 
  magic, detect poison, mage 
  hand, message, open/
  close, prestidigitation, 
  read magic, resistance
  stAtistiCs
  str 38, Dex 9, Con 23, int 23, Wis 20, Cha 21
  Base Atk +22; CMB +38; CMD 47 (51 vs. trip)
  feats Awesome Blow, Greater Vital Strike, Hover, Improved Bull 
  Rush, Improved Initiative, Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Skill Focus (Swim), Vital Strike, Wingover
  skills Bluff +30, Diplomacy +30, Fly +16, Heal +30, Knowledge 
  (arcana, geography, nature) +31, Perception +30, Sense 
  Motive +30, Survival +30, Swim +53, Use Magic Device +30
  languages Aquan, Common, Draconic, Dwarven, Elven, 
  Gnome, Halfling
  sQ water breathing
  Although not inherently evil, brine dragons have little 
  patience for kindness and philanthropy. As they age, they 
  grow more and more opinionated and obsessed with 
  power—by adult age, a brine dragon 
  counts itself a failure if it doesn’t 
  rule over a collection of “lesser 
  beings” such as humans, 
  merfolk, locathah, or 
  even sahuagin. 
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  Primal Dragon, Cloud
  The blue-white scales of this four-horned dragon exude wisps of 
  fog. The dragon’s snout is short but filled with sharp teeth.
  ClOUD DRAgOn
  CN dragon (air, extraplanar)
  BAse stAtistiCs
  CR 5; size Small; hit Dice 6d12
  speed 40 ft., swim 40 ft.
  natural Armor +5; Breath Weapon cone, 2d8 electricity
  str 10, Dex 13, Con 13, int 10, Wis 14, Cha 13
  eCOlOgy
  environment any sky (Plane of Air)
  Organization solitary
  treasure triple
  sPeCiAl ABilities
  Cloud form (su) An adult or older cloud dragon can change 
  itself into a cloudy vapor as a swift action for a number of 
  rounds per day equal to its Hit Dice. This ability functions 
  as gaseous form but the dragon’s fly speed is unchanged.
  Cloud Breath (su) A great wyrm cloud dragon’s breath 
  weapon creates a cloud that persists in its cone shape 
  for 1d4 rounds. Treat this cloud as a fog cloud that deals 
  electricity damage equal to half the dragon’s breath weapon 
  damage to any creature that ends its turn still within the 
  cloud (Reflex save halves the damage—DC equals the 
  dragon’s breath weapon save DC).
  Mist vision (su) A cloud dragon can see through fog, clouds, 
  and similar obscuring effects with perfect clarity.
  spell-like Abilities (sp) A cloud dragon gains the following 
  spell-like abilities, usable at will (unless indicated otherwise) on 
  reaching the listed age category. Very young—obscuring mist; 
  Young—fog cloud; Adult—solid fog; Old—cloudkill (3/day); 
  Ancient—wind walk; Great wyrm—storm of vengeance (1/day).
  thundering Bite (su) An ancient or older cloud dragon’s bite 
  makes a thundering crash whenever it attacks, dealing 
  an additional 2d6 points of sonic damage. A great wyrm’s 
  thundering bite deals an additional 4d6 sonic damage.
  Age Category special Abilities 
  Caster level
  Wyrmling 
  Immune to electricity, mist vision 
  —
  Very young 
  Obscuring mist 
  —
  Young 
  Fog cloud 
  —
  Juvenile 
  Frightful presence 
  1st
  Young adult 
  DR 5/magic, spell resistance 
  3rd
  Adult 
  Cloud form, solid fog 
  5th
  Mature adult 
  DR 10/magic 
  7th
  Old 
  Cloudkill 
  9th
  Very old 
  DR 15/magic 
  11th
  Ancient 
  Thundering bite, wind walk 
  13th
  Wyrm 
  DR 20/magic 
  15th
  Great wyrm 
  Cloud breath, storm of vengeance 
  17th
  yOUng ClOUD DRAgOn 
  CR 9
  XP 6,400
  N Large dragon (air)
  init +0; senses dragon senses, mist vision; Perception +16
  Defense
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 95 (10d12+30)
  fort +10, Ref +7, Will +10
  immune electricity, paralysis, sleep
  Offense
  speed 40 ft., fly 200 ft. (poor), swim 40 ft.
  Melee bite +13 (2d6+6), 2 claws +14 (1d8+4), 2 wings +11 
  (1d6+2), tail slap +11 (1d8+6)
  special Attacks breath weapon (80-ft. line, 6d8 electricity, DC 18)
  spell-like Abilities (CL 10th; concentration +12)
  At will—fog cloud, obscuring mist
  stAtistiCs
  str 18, Dex 11, Con 17, int 12, Wis 16, Cha 15
  Base Atk +10; CMB +15; CMD 25 (29 vs. trip)
  feats Dazzling Display, Multiattack, Power Attack, Skill Focus 
  (Diplomacy), Weapon Focus (claws)
  skills Appraise +14, Diplomacy +21, Fly +7, Intimidate +15, 
  Knowledge (planes) +14, Perception +16, Stealth +9, Swim +12
  languages Auran, Draconic
  ADUlt ClOUD DRAgOn 
  CR 13
  XP 25,600
  N Huge dragon (air)
  init +3; senses dragon senses, mist vision; Perception +24
  Aura frightful presence (180 ft., DC 22)
  Defense
  AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
  hp 184 (16d12+80)
  fort +15, Ref +9, Will +15
  DR 5/magic; immune electricity, paralysis, sleep; sR 24
  Offense
  speed 40 ft., fly 200 ft. (poor), swim 40 ft.
  Melee bite +22 (2d8+10/19–20), 2 claws +22 (2d6+7), tail slap 
  +19 (2d6+10), 2 wings +19 (1d8+3)
  space 15 ft.; Reach 10 ft. (15 ft. with bite)
  special Attacks breath weapon (100-ft. line, 12d8 electricity, 
  DC 23), crush
  spell-like Abilities (CL 16th; concentration +20)
  At will—fog cloud, obscuring mist, solid fog
  spells Known (CL 5th; concentration +9)
  2nd (5/day)—blur, see invisibility
  1st (7/day)—charm person (DC 15), detect secret doors, shield, 
  true strike
  0 (at will)—dancing lights, detect poison, light, message, 
  prestidigitation, read magic
  stAtistiCs
  str 24, Dex 9, Con 21, int 16, Wis 20, Cha 19
  Base Atk +16; CMB +25; CMD 34 (38 vs. trip)
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  Dragon (Primal), Cloud
  Dragon (Primal), Cloud
  feats Critical Focus, Improved Critical (bite), Improved 
  Initiative, Multiattack, Power Attack, Skill Focus 
  (Diplomacy), Weapon Focus (bite, claws)
  skills Appraise +22, Diplomacy +29, Fly +10, Intimidate +23, 
  Knowledge (planes) +22, Perception +24, Sense Motive +24, 
  Stealth +10, Survival +24, Swim +15
  languages Auran, Common, Draconic, Elven
  sQ cloud form (16 rounds/day)
  AnCient ClOUD DRAgOn 
   
       CR 18
  XP 153,600
  N Gargantuan dragon (air)
  init +2; senses dragon senses, mist vision; Perception +34
  Aura frightful presence (300 ft., DC 28)
  Defense
  AC 36, touch 4, flat-footed 36 (–2 Dex, +32 natural, –4 size)
  hp 324 (24d12+168)
  fort +21, Ref +12, Will +21
  DR 15/magic; immune electricity, paralysis, sleep; sR 29
  Offense
  speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
  Melee bite +32 (4d6+16/19–20 plus 
  2d6 sonic), 2 claws +32 (2d8+11), 
  tail slap +29 (2d8+16), 2 wings 
  +29 (2d6+5)
  space 20 ft.; Reach 15 ft. (20 ft. 
  with bite)
  special Attacks breath 
  weapon (120-ft. line, 
  20d8 electricity, DC 29), 
  crush, tail sweep
  spell-like Abilities (CL 
  24th; concentration +30)
  At will—fog cloud, 
  obscuring mist, solid 
  fog, wind walk
  3/day—cloudkill (DC 21)
  spells Known (CL 13th; 
  concentration +19)
  6th (5/day)—chain lightning 
  (DC 22), greater dispel magic
  5th (7/day)—cone of cold (DC 21), 
  dismissal (DC 21), teleport
  4th (7/day)—elemental body, ice storm, 
  lesser geas (DC 20), river of wind*
  3rd (7/day)—arcane sight, cloak of winds*, 
  stinking cloud (DC 19), suggestion (DC 19)
  2nd (8/day)—eagle’s splendor, glitterdust (DC 18), gust 
  of wind, locate object, see invisibility
  1st (8/day)—alter winds*, charm person (DC 15), 
  detect secret doors, erase, true strike
  0 (at will)—dancing lights, detect 
  poison, light, mage 
  hand, message, prestidigitation, read magic, resistance, 
  touch of fatigue
  * This spell is from the Pathfinder RPG Advanced Player’s Guide.
  stAtistiCs
  str 32, Dex 7, Con 25, int 20, Wis 24, Cha 23
  Base Atk +24; CMB +39; CMD 47 (51 vs. trip)
  feats Critical Focus, Dazzling Display, Flyby Attack, Improved 
  Critical (bite), Improved Initiative, Multiattack, Power 
  Attack, Skill Focus (Diplomacy), Snatch, Stunning Critical, 
  Weapon Focus (bite, claws)
  skills Appraise +32, Diplomacy +39, Fly +11, Intimidate +33, 
  Knowledge (local) +32, Knowledge (planes) +32, Perception +34, 
  Sense Motive +34, Stealth +13, Survival +34, Swim +46
  languages Auran, Common, Draconic, Elven
  sQ cloud form (24 rounds/day)
  Cloud dragons stay out of the complicated political 
  schemes and obsessions of other dragons (especially the 
  chromatic dragons), preferring to live their lives freely 
  and as the whim to travel strikes them. Exploration and 
  viewing new lands from far above 
  are the cloud dragon’s greatest joy, 
  rivaled only by speaking 
  with new creatures and 
  gaining exotic treasures 
  from them. They keep 
  lairs on high mountain 
  peaks, but are often away 
  on journeys of discovery, 
  returning home only when 
  they’ve claimed a new treasure 
  that needs to be placed in 
  safekeeping back home.
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  Primal Dragon, Crystal
  This brilliantly colored dragon has scales, teeth, and claws made 
  of multicolored crystal, and its wings are sheets of flexible glass.
  CRystAl DRAgOn
  LN dragon (earth, extraplanar)
  BAse stAtistiCs
  CR 2; size Tiny; hit Dice 3d12
  speed 60 ft., burrow 30 ft., climb 30 ft.
  natural Armor +2; Breath Weapon cone, 2d4 sonic
  str 9, Dex 16, Con 13, int 10, Wis 11, Cha 16
  eCOlOgy
  environment any underground (Plane of Earth)
  Organization solitary
  treasure triple
  sPeCiAl ABilities
  Razor sharp (sp) All of a crystal dragon’s natural attacks deal 
  slashing damage.
  Ray Reflection (ex) An ancient crystal dragon’s scales reflect 
  ray spells back upon the ray’s source if the ray fails to 
  overcome the dragon’s spell resistance.
  scintillating Aura (su) A great wyrm crystal dragon radiates 
  an aura of scintillating color from its jeweled scales to a 
  radius of 60 feet. All within this area must make a Will save 
  each round to avoid being stunned (if the victim has 15 or 
  fewer Hit Dice) or confused (if the victim has more than 15 
  Hit Dice) for 1 round. The save DC is equal to the dragon’s 
  breath weapon save DC. This is a mind-affecting effect. The 
  dragon can activate or suppress this aura as a free action.
  spell-like Abilities (sp) A crystal dragon gains the following 
  spell-like abilities, usable at will (unless indicated otherwise) 
  upon reaching the listed age category. Very young—color 
  spray; Juvenile—glitterdust; Adult—rainbow pattern; 
  Old—stone to flesh (3/day); Ancient—prismatic spray (3/day); 
  Great wyrm—imprisonment (1/day).
  tremorsense (ex) A juvenile crystal dragon gains tremorsense to a 
  range of 30 ft. (increases to 60 ft. at adult, and to 120 ft. at old).
  Age Category special Abilities 
  Caster level
  Wyrmling 
  Immunity to sonic, razor sharp 
  —
  Very young 
  Color spray 
  —
  Young 
  Tremorsense 
  —
  Juvenile 
  Glitterdust 
  —
  Young adult 
  DR 5/magic, spell resistance 
  —
  Adult 
  Frightful presence, rainbow pattern 1st
  Mature adult 
  DR 10/magic 
  3rd
  Old 
  Stone to flesh 
  5th
  Very old 
  DR 15/magic 
  7th
  Ancient 
  Ray reflection, prismatic spray 
  9th
  Wyrm 
  DR 20/magic 
  11th
  Great wyrm 
  Imprisonment, scintillating aura 
  13th 
  yOUng CRystAl DRAgOn 
  CR 6
  XP 2,400
  CG Medium dragon (earth)
  init +2; senses dragon senses, tremorsense 30 ft.; 
  Perception +11
  Defense
  AC 20, touch 12, flat-footed 18 ( +2 Dex, +8 natural)
  hp 66 (7d12+21)
  fort +10, Ref +9, Will +6
  immune paralysis, sleep, sonic
  Offense
  speed 60 ft., burrow 30 ft., climb 30 ft., fly 150 ft. (average)
  Melee bite +10 (1d8+4), 2 claws +10 (1d6+3), 2 wings +5 (1d4+1)
  space 5 ft.; Reach 5 ft. (10 ft. with bite)
  special Attacks breath weapon (30-ft. cone, 6d4 sonic, DC 16)
  spell-like Abilities (CL 4th; concentration +8)
  At will—color spray (DC 15)
  stAtistiCs
  str 17, Dex 14, Con 17, int 12, Wis 13, Cha 18
  Base Atk +7; CMB +10; CMD 22 (26 vs. trip)
  feats Deceitful, Great Fortitude, Lightning Reflexes, Power Attack
  skills Bluff +16, Climb +21, Disguise +6, Fly +12, Intimidate +14, 
  Knowledge (dungeoneering) +11, Perception +11, Stealth +12
  languages Draconic, Undercommon
  sQ razor sharp
  ADUlt CRystAl DRAgOn 
  CR 10
  XP 9,600
  CG Large dragon (earth)
  init +1; senses dragon senses, tremorsense 60 ft.; 
  Perception +19
  Aura frightful presence (180 ft., DC 22)
  Defense
  AC 27, touch 10, flat-footed 26 ( +1 Dex, +17 natural, –1 size)
  hp 149 (13d12+65)
  fort +13, Ref +11, Will +11
  DR 5/magic; immune paralysis, sleep, sonic; sR 21
  Offense
  speed 60 ft., burrow 30 ft., climb 30 ft., fly 200 ft. (poor)
  Melee bite +19 (2d6+9/19–20), 2 claws +18 (1d8+6), tail slap +16 
  (1d8+9), 2 wings +16 (1d6+3)
  space 10 ft.; Reach 5 ft. (10 ft. with bite)
  special Attacks breath weapon (40-ft. cone, 12d4 sonic, DC 21)
  spell-like Abilities (CL 13th; concentration +18)
  At will—color spray (DC 17), glitterdust (DC 18), rainbow 
  pattern (DC 20)
  spells Known (CL 1st; concentration +7)
  1st (4/day)—shield, unseen servant
  0 (at will)—acid splash, detect magic, ghost sound, read magic 
  stAtistiCs
  str 23, Dex 12, Con 21, int 16, Wis 17, Cha 22
  Base Atk +13; CMB +20; CMD 31 (35 vs. trip)
  feats Deceitful, Great Fortitude, Improved Critical (bite), 
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  Dragon (Primal), Crystal
  Dragon (Primal), Crystal
  Lightning Reflexes, Multiattack, Power Attack, Weapon 
  Focus (bite)
  skills Bluff +26, Climb +30, Disguise +23, Fly +11, Intimidate 
  +22, Knowledge (dungeoneering) +19, Perception +19, Sense 
  Motive +19, Stealth +13
  languages Common, Draconic, Terran, Undercommon
  sQ razor sharp
  AnCient CRystAl DRAgOn 
  CR 15
  XP 51,200
  CG Huge dragon (earth)
  init +4; senses dragon senses, tremorsense 120 ft.; 
  Perception +29
  Aura frightful presence (300 ft., DC 28)
  Defense
  AC 37, touch 8, flat-footed 37 ( +29 natural, –2 size)
  hp 283 (21d12+147)
  fort +19, Ref +14, Will +17
  Defensive Abilities ray reflection; DR 15/magic; immune 
  paralysis, sleep, sonic; sR 26
  Offense
  speed 60 ft., burrow 30 ft., climb 30 ft., fly 200 ft. (poor)
  Melee bite +30 (2d8+15/19–20), 2 claws +29 (2d6+10), tail slap 
  +27 (2d6+15), 2 wings +27 (1d8+5)
  space 10 ft.; Reach 5 ft. (10 ft. 
  with bite)
  special Attacks breath weapon 
  (50-ft. cone, DC 27, 20d4 
  sonic, DC 27), 
  crush
  spell-like 
  Abilities 
  (CL 13th; 
  concentration +21)
  At will—color spray 
  (DC 19), glitterdust 
  (DC 20), rainbow pattern (DC 22)
  3/day—prismatic spray (DC 25), 
  stone to flesh (DC 24)
  spells Known (CL 9th; 
  concentration +17)
  4th (6/day)—dimension door, 
  phantasmal killer (DC 22)
  3rd (8/day)—displacement, lightning 
  bolt (DC 21), major image (DC 21)
  2nd (8/day)—blindness/deafness (DC 20), 
  invisibility, minor image (DC 20), 
  mirror image
  1st (8/day)—alarm, feather fall, 
  magic aura, silent image 
  (DC 19), unseen 
  servant
  0 (at will)—acid splash, detect magic, detect poison, ghost 
  sound, mage hand, message, read magic, touch of fatigue
  stAtistiCs
  str 31, Dex 10, Con 25, int 20, Wis 21, Cha 26
  Base Atk +21; CMB +33; CMD 43 (47 vs. trip)
  feats Deceitful, Great Fortitude, Greater Vital Strike, 
  Improved Critical (bite), Improved Initiative, Improved Vital 
  Strike, Lightning Reflexes, Multiattack, Power Attack, Vital 
  Strike, Weapon Focus (bite)
  skills Bluff +36, Climb +42, Disguise +33, Fly +16, Intimidate +32, 
  Knowledge (dungeoneering, geography) +29, Perception +29, 
  Sense Motive +29, Stealth +16, Survival +29
  languages Common, Draconic, Dwarven, Elven, Terran, 
  Undercommon
  sQ razor sharp
  Crystal dragons are generally good-natured, though their 
  incredible vanity sometimes causes them to seem aloof 
  and cocky. Any perceived insult against its appearance is 
  all but assured to send a crystal dragon into a rage—which 
  is a problem, as most crystal dragons are prone to seeing 
  insults even where none are intended. Crystal dragons 
  prefer underground lairs, and often go for decades or 
  even centuries without emerging from their extensive 
  cavern lairs onto the surface world above.
  Crystal dragons tend to be exacting and even obsessive-
  compulsive, their personalities mirroring the precise and 
  ordered nature of the facets of their scales. A crystal 
  dragon’s lair is a well-ordered place—these 
  dragons find the very idea of the 
  classic sprawl of a dragon’s 
  hoard to be shameful. 
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  Primal Dragon, Magma
  Between this dragon’s jet-black scales run glowing rivulets of lava, 
  and veins aglow with heat shine in the membranes of its wings.
  MAgMA DRAgOn
  CN dragon (extraplanar, fire)
  BAse stAtistiCs
  CR 4; size Tiny; hit Dice 5d12
  speed 40 ft.
  natural Armor +4; Breath Weapon cone, 2d6 fire
  str 13, Dex 16, Con 13, int 12, Wis 12, Cha 11
  eCOlOgy
  environment any mountains or underground (Plane of Fire)
  Organization solitary
  treasure triple
  sPeCiAl ABilities
  Magma tomb (su) Once per day, a great wyrm magma 
  dragon can spit lava onto a target within 120 feet, dealing 
  damage normally for its breath weapon. This magma cools 
  instantly—it does not continue doing damage at this point 
  but does entrap the victim (see universal monster rules in 
  appendix; DC equals the dragon’s breath weapon save DC, 
  3d6 minutes, hardness 8, hp 45). 
  Magma Breath (su) Three times per day, an ancient or older 
  magma dragon can breathe a cone of lava instead of fire. 
  The damage is unchanged, but the magma clings to those it 
  damages, dealing half damage each round thereafter for 1d3 
  rounds. After this magma cools, it crumbles to dust. 
  spell-like Abilities (sp) A magma dragon gains the following 
  spell-like abilities, usable at will (unless indicated 
  otherwise) on reaching the listed age category. Very 
  young—burning hands; Juvenile—scorching ray; Adult—
  wall of fire; Old—fire shield (warm shield, constant); 
  Ancient—delayed blast fireball (3/day); Great wyrm—wall 
  of lava*.
  * This spell is from the Pathfinder RPG Advanced Player’s Guide.
  superheated (su) At young age and older, a magma dragon’s bite 
  attack deals additional fire damage equal to its age category.
  Age Category special Abilities 
  Caster level
  Wyrmling 
  Immune to fire, vulnerable to cold 
  —
  Very young 
  Burning hands 
  —
  Young 
  Superheated 
  1st
  Juvenile 
  Scorching ray 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Frightful presence, wall of fire 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Fire shield 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Magma breath, delayed blast fireball 15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Magma tomb, wall of lava* 
  19th
  yOUng MAgMA DRAgOn 
  CR 8
  XP 4,800
  CN Medium dragon (fire)
  init +6; senses dragon senses; Perception +14
  Defense
  AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
  hp 85 (9d12+27)
  fort +11, Ref +8, Will +10
  immune fire, paralysis, sleep
  Weaknesses vulnerable to cold
  Offense
  speed 40 ft., burrow 30 ft., fly 150 ft. (average)
  Melee bite +17 (1d8+12 plus 3 fire), 2 claws +17 (1d6+8), 2 wings 
  +12 (1d4+4)
  special Attacks breath weapon (30-ft. cone, 6d6 fire, DC 17)
  spell-like Abilities (CL 9th; concentration +10)
  At will—burning hands (DC 12)
  spells Known (CL 1st; concentration +2)
  1st (4/day)—flare burst* (DC 12), grease (DC 12)
  0 (at will)—bleed (DC 11), detect magic, open/close, spark*
  stAtistiCs
  str 27, Dex 14, Con 17, int 14, Wis 14, Cha 13
  Base Atk +9; CMB +17; CMD 29 (33 vs. trip)
  feats Great Fortitude, Improved Initiative, Iron Will, Power 
  Attack, Vital Strike
  skills Acrobatics +11 (+15 jump), Climb +17, Fly +14, Intimidate +13, 
  Perception +14, Sense Motive +14, Stealth +14, Swim +17
  languages Common, Draconic, Ignan
  sQ superheated
  ADUlt MAgMA DRAgOn 
  CR 12
  XP 19,200
  CN Large dragon (fire)
  init +5; senses dragon senses; Perception +22
  Aura frightful presence (180 ft., DC 20)
  Defense
  AC 30, touch 11, flat-footed 28 (+2 Dex, +19 natural, –1 size)
  hp 172 (15d12+75)
  fort +16, Ref +10, Will +15
  DR 5/magic; immune fire, paralysis, sleep; sR 23
  Weaknesses vulnerable to cold
  Offense
  speed 40 ft., fly 200 ft. (poor)
  Melee bite +22 (2d6+12/19–20 plus 6 fire), 2 claws +22 
  (1d8+8/19–20), tail slap +17 (1d8+12), 2 wings +17 (1d6+4)
  space 10 ft.; Reach 5 ft. (10 ft. with bite)
  special Attacks breath weapon (40-ft. cone, 12d6 fire, DC 22)
  spell-like Abilities (CL 15th; concentration +18)
  At will—burning hands (DC 14), scorching ray, wall of fire
  spells Known (CL 7th; concentration +10)
  3rd (5/day)—dispel magic, fireball (DC 16)
  2nd (7/day)—dust of twilight*, flaming sphere (DC 15), 
  glitterdust (DC 15), scorching ray
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  Dragon (Primal), Magma
  Dragon (Primal), Magma
  1st (7/day)—feather fall, flare burst* (DC 14), grease (DC 14), 
  shield, true strike
  0 (at will)—bleed (DC 13), detect magic, detect poison, open/
  close, read magic, spark*, touch of fatigue
  stAtistiCs
  str 27, Dex 12, Con 21, int 18, Wis 18, Cha 17
  Base Atk +15; CMB +24; CMD 35 (39 vs. trip)
  feats Great Fortitude, Improved Critical (bite), Improved 
  Critical (claws), Improved Initiative, Improved Vital Strike, 
  Iron Will, Power Attack, Vital Strike
  skills Acrobatics +16 (+20 jump), Climb +26, Escape Artist +16, 
  Fly +13, Intimidate +21, Perception +22, Sense Motive +22, 
  Sleight of Hand +16, Stealth +15, Swim +26
  languages Common, Draconic, Dwarven, Elven, Ignan
  sQ superheated
  AnCient MAgMA DRAgOn 
  CR 17
  XP 102,400
  CN Huge dragon (fire)
  init +4; senses dragon senses; Perception +32
  Aura frightful presence (300 ft., DC 26)
  Defense
  AC 39, touch 8, flat-footed 39 (+31 natural, –2 size)
  hp 310 (23d12+161)
  fort +22, Ref +13, Will +21
  DR 15/magic; immune fire, paralysis, sleep; sR 28
  Weaknesses vulnerable to cold
  Offense
  speed 40 ft., fly 200 ft. (poor)
  Melee bite +33 (2d8+18/19–20 plus 10 fire), 
  2 claws +33 (2d6+12/19–20), tail slap +31 
  (2d6+18), 2 wings +31 (1d8+6)
  space 15 ft.; Reach 10 ft. (15 ft. with bite)
  special Attacks breath weapon (50-ft. cone, DC 28, 20d6 
  fire plus special), crush, magma breath
  spell-like Abilities (CL 23rd; concentration +28)
  Constant—fire shield (warm)
  At will—burning hands (DC 16), scorching ray, wall of fire
  3/day—delayed blast fireball (DC 22)
  spells Known (CL 15th; concentration +20)
  7th (4/day)—greater polymorph, prismatic spray (DC 22)
  6th (6/day)—chain lightning (DC 21), contagious 
  flame* (DC 21), eyebite (DC 21)
  5th (7/day)—hungry pit* (DC 20), 
  polymorph, teleport, wall of force
  4th (7/day)—acid pit* (DC 19), 
  dimensional anchor, 
  fire shield, wall of fire 
  (DC 19)
  3rd (7/day)—
  displacement, dispel 
  magic, fireball (DC 18), 
  wind wall
  2nd (7/day)—darkness, dust of twilight*, flaming sphere (DC 
  17), glitterdust (DC 17), scorching ray
  1st (8/day)—feather fall, flare burst* (DC 16), grease (DC 16), 
  shield, true strike
  0 (at will)—bleed (DC 15), detect magic, detect poison, ghost 
  sound, light, open/close, read magic, spark*, touch of fatigue
  stAtistiCs
  str 35, Dex 10, Con 25, int 22, Wis 22, Cha 21
  Base Atk +23; CMB +37; CMD 47 (51 vs. trip)
  feats Flyby Attack, Great Fortitude, Greater Vital Strike, 
  Improved Bull Rush, Improved Critical (bite), Improved 
  Critical (claws), Improved Initiative, Improved Vital Strike, 
  Iron Will, Multiattack, Power Attack, Vital Strike
  skills Acrobatics +23 (+27 jump), Climb +38, Escape Artist +23, 
  Fly +18, Intimidate +31, Knowledge (planes) +32, Perception 
  +32, Sense Motive +32, Sleight of Hand +23, Stealth +18, 
  Survival +32, Swim +38
  languages Common, Draconic, Dwarven, Elven, Gnome, 
  Halfling, Ignan
  sQ superheated
  Temperamental and prone to violent outbursts, magma 
  dragons are regarded by most other dragons as dangerously 
  insane—an assumption that, more often than not, proves 
  correct. One can rarely predict a magma dragon’s state of 
  mind until it either attacks or attempts to 
  engage in conversation. For their part, 
  magma dragons can justify all 
  of their actions—they just 
  rarely feel the need to 
  do so.
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  Primal Dragon, Umbral
  This sleek, dark dragon moves with a disturbing, serpentine 
  grace, its eyes glowing as if lit from within by crimson embers.
  UMBRAl DRAgOn
  CE dragon (extraplanar)
  BAse stAtistiCs
  CR 6; size Small; hit Dice 7d12
  speed 40 ft.
  natural Armor +6; Breath Weapon cone, 2d8 negative energy
  str 13, Dex 14, Con 13, int 14, Wis 15, Cha 14
  eCOlOgy
  environment any
  Organization solitary
  treasure triple
  sPeCiAl ABilities
  Breath Weapon (su) Although it deals negative energy damage, an 
  umbral dragon’s breath weapon does not heal undead creatures.
  Create shadows (su) Any creature slain by an ancient or older umbral 
  dragon rises as a shadow (if 8 HD or less) or greater shadow (if 
  above 8 HD) under the umbral dragon’s control 1d4 rounds later.
  energy Drain (su) A great wyrm umbral dragon deals 1 negative 
  level with each successful bite or claw attack (1 level, DC 32).
  ghost Bane (su) A young or older umbral dragon’s physical 
  attacks deal damage to incorporeal creatures normally.
  Umbral scion (ex) Umbral dragons have negative energy 
  affinity and are immune to energy drain and death effects.
  shadow Breath (su) Three times per day, an adult or older umbral 
  dragon can breathe a cone of shadows. Creatures who fail a 
  Fortitude save are blinded for 1d4 rounds and take 1 point of Str 
  drain per age category possessed by the dragon. A successful 
  save negates the blindness and reduces Str drain to 1d4 points.
  spell-like Abilities (sp) An umbral dragon gains the following 
  spell-like abilities, usable at will (unless indicated otherwise) on 
  reaching the listed age category. Young—darkness; Juvenile—
  vampiric touch; Adult—shadow walk; Old—project image; 
  Ancient—finger of death (3/day), Great wyrm—shades.
  Age Category special Abilities 
  Caster level*
  Wyrmling 
  Umbral scion, immune to cold 
  —
  Very young 
  Darkness 
  —
  Young 
  Ghost bane 
  1st
  Juvenile 
  Frightful presence, vampiric touch 3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Shadow breath, shadow walk 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Project image 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Create shadows, finger of death 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Energy drain, shades 
  19th
  * An umbral dragon can cast cleric spells as arcane spells.
  yOUng UMBRAl DRAgOn 
  CR 10
  XP 9,600
  CE Large dragon (extraplanar)
  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 +10
  immune cold, death effects, negative energy, paralysis, sleep
  Offense
  speed 40 ft., fly 200 ft. (poor)
  Melee bite +15 (2d6+7/19–20), 2 claws +15 (1d8+5), 2 wings +13 
  (1d6+2), tail slap +13 (1d8+7)
  special Attacks breath weapon (40-ft. cone, 6d8 neg. energy, DC 18)
  spell-like Abilities (CL 11th; concentration +14)
  At will—darkness
  spells Known (CL 1st; concentration +4)
  1st (4/day)—inflict light wounds (DC 14), shield
  0 (at will)—bleed (DC 13), detect magic, detect poison, 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 Critical (bite), Improved Initiative, 
  Multiattack, Power Attack, Vital Strike
  skills Bluff +17, Diplomacy +17, Fly +9, Knowledge (arcana, local, 
  planes) +17, Perception +17, Sense Motive +17, Stealth +11
  languages Abyssal, Common, Draconic, Undercommon
  sQ ghost bane, umbral scion
  ADUlt UMBRAl DRAgOn 
  CR 14
  XP 38,400
  CE Huge dragon (extraplanar)
  init +4; senses dragon senses; Perception +25
  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 +10, Will +15
  DR 5/magic; immune cold, death effects, negative energy, 
  paralysis, sleep; sR 25
  Offense
  speed 40 ft., fly 200 ft. (poor)
  Melee bite +23 (2d8+12/19–20), 2 claws +23 (2d6+8), tail slap 
  +21 (2d6+12), 2 wings +21 (1d8+4)
  special Attacks breath weapon (50-ft. cone, DC 23, 12d8 
  negative energy, DC 23), crush, shadow breath (6 Str)
  spell-like Abilities (CL 17th; concentration +22)
  At will—darkness, shadow walk, vampiric touch
  spells Known (CL 7th; concentration +12)
  3rd (5/day)—dispel magic, inflict serious wounds (DC 18)
  2nd (7/day)—command undead (DC 17), invisibility, web (DC 17)
  1st (7/day)—grease (DC 16), inflict light wounds (DC 16), 
  magic missile, reduce person (DC 16), shield
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  Dragon (Primal), Umbral
  0 (at will)—bleed (DC 15), detect magic, detect poison, disrupt 
  undead (DC 15), mage hand, ray of frost, read magic
  stAtistiCs
  str 27, Dex 10, Con 21, int 20, Wis 21, Cha 20
  Base Atk +17; CMB +27; CMD 37 (41 vs. trip)
  feats Critical Focus, Hover, Improved Critical (bite), Improved 
  Initiative, Improved Vital Strike, Multiattack, Power Attack, 
  Skill Focus (Stealth), Snatch, Vital Strike
  skills Bluff +25, Diplomacy +25, Fly +12, Knowledge (arcana, 
  local, planes) +25, Perception +25, Sense Motive +25, 
  Spellcraft +25, Stealth +18
  feats Hover, Imp. Critical (bite), Imp. Initiative, Imp. Vital Strike, 
  Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
  skills Bluff +24, Diplomacy +24, Fly +16, Know (arcana, local, planes) 
  +24, Perception +24, Sense Motive +24, Stealth +18, Survival +24
  languages Abyssal, Common, Draconic, Undercommon, 2 more
  sQ ghost bane, umbral scion
  AnCient UMBRAl DRAgOn 
  CR 19
  XP 204,800
  CE Gargantuan dragon (extraplanar)
  init +3; senses dragon senses; Perception +35
  Aura 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 +13, Will +21
  DR 15/magic; immune death effects, negative energy, 
  paralysis, sleep; sR 30
  Offense
  speed 40 ft., fly 250 ft. (clumsy)
  Melee bite +33 (4d6+18/19–20), 2 claws +33 (2d8+12), tail slap 
  +31 (2d8+18), 2 wings +31 (2d6+6)
  special Attacks breath weapon (60-ft. cone, 20d8 neg. energy, DC 
  29), create shadows, crush, shadow breath (10 Str), tail sweep
  spell-like Abilities (CL 25th; concentration +32)
  At will—darkness, project image, shadow walk, vampiric touch
  3/day—finger of death (DC 24)
  spells Known (CL 15th; concentration +22)
  7th (4/day)—destruction (DC 24), limited wish
  6th (7/day)—harm (DC 23), mislead, veil (DC 23)
  5th (7/day)—greater command (DC 22), slay 
  living (DC 22), teleport, unhallow
  4th (7/day)—enervation, inflict crit. wounds (DC 21), 
  phantasmal killer (DC 21), unholy blight (DC 21)
  3rd (7/day)—dispel magic, haste, inflict serious 
  wounds (DC 20), lightning bolt (DC 20)
  2nd (7/day)—alter self, blur, command 
  undead (DC 19), invisibility, web (DC 17)
  1st (7/day)—inflict light wounds (DC 18), grease 
  (DC 18), magic missile, reduce person (DC 18), shield
  0 (at will)—acid splash, bleed (DC 17), detect magic, 
  detect poison, disrupt undead (DC 17), ghost sound, 
  mage hand, ray of frost, read magic
  stAtistiCs
  str 35, Dex 8, Con 25, int 24, Wis 25, Cha 24
  Base Atk +25; CMB +41; CMD 50 (54 vs. trip)
  feats Bleeding Critical, Critical Focus, Flyby Attack, Greater Vital 
  Strike, Hover, Imp. Critical (bite), Imp. Initiative, Imp. Vital Strike, 
  Multiattack, Power Attack, Skill Focus (Stealth), Snatch, Vital Strike
  skills Appraise +35, Bluff +35, Diplomacy +35, Fly +13, Knowledge 
  (arcana, local, planes, religion) +35, Perception +35, Sense 
  Motive +35, Spellcraft +35, Stealth +21, Survival +35
  languages Abyssal, Common, Draconic, Undercommon, 4 more
  sQ ghost bane, umbral scion
  Cruel and sadistic, umbral dragons prefer the taste of 
  undead flesh or ghostly ectoplasm, yet never turn down 
  opportunities to consume living flesh.
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  Dragon Horse
  The glossy alabaster coat of this noble horse ripples with muscles, 
  while its hooves shimmer with pale blue energy.
  Dragon Horse 
  Cr 9
  XP 6,400
  NG Large magical beast (air)
  Init +7; senses darkvision 120 ft., know alignment, low-light 
  vision; Perception +17
  Defense
  aC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, 
  –1 size)
  hp 105 (10d10+50)
  fort +12, ref +10, Will +9
  offense
  speed 60 ft., fly 120 ft. (good)
  Melee 2 hooves +16 (2d6+7 plus 1d6 electricity)
  special attacks breath weapons, 
  flying charge
  space 10 ft.; reach 10 ft.
  statIstICs
  str 24, Dex 17, Con 21, Int 16, Wis 18, 
  Cha 21
  Base atk +10; CMB +18; 
  CMD 32 (36 vs. trip)
  feats Dodge, Flyby Attack, 
  Improved Initiative, Iron 
  Will, Mobility
  skills Fly +18, Knowledge 
  (planes) +13, Perception 
  +17, Sense Motive +14, 
  Survival +14
  Languages Auran, 
  Common, Draconic; 
  telepathy 100 ft.
  sQ shift planes
  eCoLogy
  environment any
  organization solitary
  treasure none
  sPeCIaL aBILItIes
  Breath Weapons (su) As 
  a standard action, a 
  dragon horse can breathe 
  out a 30-foot cone of mist. This mist either deals 
  10d6 points of cold damage (DC 20 Reflex half), 
  creates a region of fog in the area that lasts for 1 
  minute (similar to that created by a fog cloud spell), 
  or creates a blast of severe wind (see Pathfinder 
  RPG Core Rulebook 439) in the area. The dragon 
  horse may use this breath weapon once every 
  1d4 rounds. The save DC is Constitution-based. 
  flying Charge (ex) A dragon horse gains a +4 bonus on 
  damage rolls if it charges while flying.
  Know alignment (su) Dragon horses automatically know the 
  alignment of any creature they can see.
  shift Planes (su) A dragon horse can enter the Ethereal Plane, 
  Astral Plane, Plane of Air, or Material Plane once per day 
  as a standard action. This functions as plane shift, but 
  the dragon horse can only bring up to two other willing 
  creatures with it, and only if they are on its back.
  Despite their name, dragon horses are not related to 
  dragons. These noble creatures gain their name from 
  their ability to fly through the air without wings and to 
  create different effects with their misty breath.
  Dragon horses are solitary creatures, spending most of 
  their time up among the clouds and rarely setting hoof to 
  solid ground. A mated pair of dragon horses 
  remains together to raise its young, but 
  otherwise individuals prefer to 
  be on their own. They are fierce 
  and reclusive, but peaceful and 
  even playful under the right 
  circumstances. Dragon horses 
  sometimes 
  offer 
  aid 
  and 
  assistance to decent folk in 
  need, taking care to use their 
  ability to know alignment to 
  avoid accidentally providing 
  aid to evil creatures, whom 
  they despise.
  Dragon horse foals are highly 
  prized as potential steeds, 
  but as dragon horses are 
  highly intelligent creatures, 
  they cannot be trained as if 
  they were animals. Instead, 
  one who seeks a dragon horse 
  mount must use diplomacy to 
  secure the creature’s aid.
  Peaceful 
  creatures 
  by 
  nature, dragon horses prefer 
  to avoid combat by flying 
  away. When they are forced 
  to fight (often in response to 
  an evil creature’s mayhem), 
  they attempt to deal nonlethal 
  damage to all but evil-aligned 
  foes, leaving any unconscious 
  opponents unharmed. Those who 
  have chosen evil ways may sometimes receive 
  the same mercy, in the hope that it helps them see 
  the light, but innately evil foes are dispatched as 
  quickly and cleanly as possible.
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  Dragon Horse–Dragonfly, Giant
  Dragon Horse–Dragonfly, Giant
  Dragonfly, Giant
  This glittering blue dragonfly is about the size of a horse and is 
  large enough to carry off small farm animals or people.
  gIant DragonfLy 
  Cr 4
  XP 1,200
  N Medium vermin
  Init +2; senses darkvision 60 ft.; Perception +1
  Defense
  aC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 45 (7d8+14)
  fort +7, ref +4, Will +3
  Immune mind-affecting effects
  offense
  speed 20 ft., fly 80 ft. (perfect)
  Melee bite +9 (2d8+6 plus grab)
  special attack darting charge
  statIstICs
  str 19, Dex 15, Con 14, Int —, Wis 12, Cha 9
  Base atk +5; CMB +9 (+13 grappling, or +17 grappling on a 
  charge); CMD 21 (29 vs. trip)
  feats Flyby AttackB
  skills Fly +10
  eCoLogy
  environment temperate or warm land
  organization solitary or flight (2–5)
  treasure incidental
  sPeCIaL aBILItIes
  Darting Charge (ex) A giant dragonfly is adept at swooping 
  in to attack prey with a powerful bite and then, just as 
  quickly, swooping back up out of reach. As a result, a giant 
  dragonfly gains Flyby Attack as a bonus feat. In addition, if a 
  giant dragonfly charges while flying, it receives a +4 bonus 
  on CMB checks made to grapple foes.
  Giant dragonflies are rare compared to other varieties of 
  giant insects, and fortunately so, since they are voracious 
  hunters of warm-blooded prey, including humanoids.
  The creatures typically lair in overgrown or lightly 
  wooded areas, using foliage as cover. When they spot 
  potential prey out in the open, the dragonflies swoop 
  to the attack, using their superior flight speed and 
  maneuverability to run most prey to ground or carrying 
  off smaller foes to eat them somewhere safe. Giant 
  dragonflies feed on carrion when fresh prey is not 
  available, and the scent of a fresh kill often attracts them.
  Many swamp-dwelling cultures attach religious 
  significance to brightly colored and ravenous giant 
  dragonflies, particularly boggards. The frog-men attach 
  particular significance to a giant dragonfly’s color, 
  and their priest-kings often refuse to eat anything but 
  specific colors of giant dragonflies.
  gIant DragonfLy nyMPH 
  Cr 3
  XP 800
  N Small vermin (aquatic)
  Init +1; senses darkvision 60 ft.; Perception +1
  Defense
  aC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 32 (5d8+10)
  fort +6, ref +2, Will +2
  Immune mind-affecting effects
  offense
  speed 10 ft., swim 30 ft.
  Melee bite +6 (2d6+3)
  space 5 ft.; reach 5 ft. (10 ft. with bite)
  special attacks extending jaw
  statIstICs
  str 15, Dex 13, Con 14, Int —, Wis 12, Cha 5
  Base atk +3; CMB +4; CMD 15 (23 vs. trip)
  skills Stealth +1 (+9 in shallow water) , Swim +10; racial 
  Modifiers +8 Stealth in shallow water
  eCoLogy
  environment temperate or warm water
  organization solitary, pair, or brood (3–8)
  treasure incidental
  sPeCIaL aBILItIes
  extending Jaw (ex) A giant dragonfly nymph can extend its jaws 
  with surprising speed. Not only does this extend the nymph’s 
  reach with its bite attack, but during the surprise round, a 
  nymph gains a +4 bonus on attack rolls with its bite.
  Giant dragonflies lay clutches of eggs in swampy terrain 
  or areas of standing water. Their young, called nymphs, 
  voraciously eat carrion and small prey, growing and 
  maturing rapidly until they sprout fully functional wings 
  and become adult dragonflies.
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  Drake, Flame
  This ferocious creature looks like a red-and-yellow scaled dragon, 
  but with only two legs.
  fLaMe DraKe 
  Cr 5
  XP 1,600
  CE Large dragon (fire)
  Init +5; senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  Defense
  aC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 57 (6d12+18)
  fort +8, ref +6, Will +6
  Immune fire, paralysis, sleep
  Weakness vulnerability to cold
  offense
  speed 20 ft., fly 60 ft. (average)
  Melee bite +10 (2d6+5 plus 1d6 fire), tail slap +5 (1d6+2)
  space 10 ft.; reach 10 ft.
  special attacks fireball breath
  statIstICs
  str 21, Dex 13, Con 16, Int 9, Wis 12, Cha 10
  Base atk +6; CMB +12; CMD 23
  feats Flyby Attack, Improved Initiative, Power Attack
  skills Fly +8, Intimidate +9, Perception +10, 
  Stealth +6, Survival +10
  Languages Draconic
  sQ speed surge
  eCoLogy
  environment temperate 
  mountains or hills
  organization 
  solitary, pair, or 
  rampage (3–12)
  treasure standard
  sPeCIaL aBILItIes
  fireball Breath 
  (su) A flame 
  drake can, as a 
  standard action, 
  breathe a ball 
  of flame that 
  explodes like a 
  fireball. This attack 
  has a range of 180 
  feet and deals 5d6 
  points of fire damage 
  (DC 16 Reflex half) to all 
  creatures within a 20-foot-radius 
  spread. Once a flame drake has 
  used its fireball breath, it cannot do so again for 
  1d6 rounds. The save DC is Constitution-based.
  speed surge (ex) Three times per day as a swift action, a 
  flame drake may draw on its draconic heritage for a boost 
  of strength and speed to take an additional move action in 
  that round.
  Flame drakes are the degenerate cousins of red dragons, 
  with all of the rage and temper of true red dragons but 
  little of the reason and intelligence. Flame drakes are 
  brutal bullies who terrorize the lands they inhabit. 
  From those they can frighten, flame drakes exact harsh 
  tribute, and they viciously attack any not so easily cowed.
  Flame drakes gather in small hunting packs called 
  “rampages,” working together easily during raids but 
  often falling prey to squabbling and infighting over the 
  spoils. Males and females form their own packs divided 
  by gender, coming together only during the annual 
  mating season.
  Flame drakes mate once a year. Males play no part in 
  raising their offspring, and abandon their partners soon 
  after mating. Females lay clutches of two or three eggs in 
  secluded mountain nests, and raise their hatchlings for 
  only 2 years before rejoining their packs and abandoning 
  their offspring to their fates. Flame drakes mature in 5 
  years, and can live up to 150 years. They generally grow to 
  12 feet long and weigh 1,500 pounds.
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  Drake, Forest
  This green-scaled dragon has two powerful legs and a pair of 
  long, leathery wings. A long spike adorns its thrashing tail.
  forest DraKe 
  Cr 4
  XP 1,200
  LE Large dragon (earth)
  Init +6; senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  Defense
  aC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 42 (5d12+10)
  fort +6, ref +6, Will +4
  Immune acid, paralysis, sleep
  offense
  speed 30 ft., fly 60 ft. (average), swim 30 ft.
  Melee bite +8 (1d8+4), tail slap +3 (1d8+2)
  space 10 ft.; reach 10 ft.
  special attacks acidic cloud
  statIstICs
  str 19, Dex 14, Con 14, Int 9, Wis 11, Cha 12
  Base atk +5; CMB +10; CMD 22
  feats Improved Initiative, Power Attack, Skill Focus (Perception)
  skills Fly +8, Intimidate +9, Perception +11, Stealth +6, 
  Swim +20
  Languages Draconic
  sQ aquatic adaptation, speed surge
  eCoLogy
  environment any forests
  organization solitary, pair, or rampage (3–12)
  treasure standard
  sPeCIaL aBILItIes
  acidic Cloud (su) A forest 
  drake can, as a standard 
  action, spit a ball of acid 
  that bursts into a cloud 
  on impact. This attack 
  has a range of 60 feet and 
  deals 4d6 points of acid damage (Reflex DC 14 half) 
  to all creatures within the resulting 10-foot-radius spread. 
  The cloud remains for 1d4 rounds once created, acting as a 
  10-foot-radius obscuring mist (it no longer causes damage), 
  but a strong wind disperses it in a single round. Once a forest 
  drake has used its acidic cloud breath, it cannot do so again 
  for 1d6 rounds. The Reflex save is Constitution-based.
  aquatic adaptation (ex) A forest drake can breathe underwater 
  indefinitely and can freely use its breath weapon and other 
  abilities while underwater. The acidic cloud created by that 
  attack dissipates after 1 round if used underwater.
  speed surge (ex) Three times per day as a swift action, a forest 
  drake may draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round.
  Forest drakes are the degenerate cousins of green 
  dragons, possessed of cruel cunning but little actual 
  wit. Like most drakes, forest drakes are bullies, prowling 
  deep forests in search of their favorite prey—elves and 
  fey. Forest drakes eagerly attack communities of such 
  forest creatures unless driven off with arrows or other 
  shows of force.
  Like many other drake types, forest drakes organize 
  themselves in packs called “rampages,” and keep 
  communal lairs in secluded forest locations. Such packs 
  are usually made up of siblings who break from the pack 
  only during mating season. A forest drake pack has a 
  distinct pecking order, with younger and newer members 
  receiving the least desirable portions of pack kills and 
  the fewest mating options.
  Forest drakes mate once a year, but do little to raise their 
  offspring. A female lays a clutch of four to eight eggs, but 
  abandons her young as soon as they hatch. Forest drake 
  hatchlings immediately band together in a pack.
  While few survive so long, forest drakes can live up to 
  200 years. Forest drakes are typically about 10 feet long 
  with equally long tails, and weigh around 1,000 pounds.
  Drake, Flame–Drake, Forest
  Drake, Flame–Drake, Forest
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  Drake, Frost
  This two-legged dragon has dull blue scales tinged with bright 
  blue ice. A freezing mist issues from between its powerful jaws.
  frost DraKe 
  Cr 7
  XP 3,200
  CE Large dragon (cold)
  Init +5; senses darkvision 60 ft., low-light vision, scent, snow 
  vision; Perception +10
  Defense
  aC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, 
  –1 size)
  Languages Draconic
  sQ speed surge, icewalking
  eCoLogy
  environment cold mountains
  organization solitary, pair, or rampage (3–12)
  treasure standard
  sPeCIaL aBILItIes
  freezing Mist Breath (su) A frost drake can, as a standard 
  action, spit a ball of liquid that bursts into a cloud of freezing 
  mist. This attack has a range of 60 
  feet and deals 7d6 points of cold 
  damage (DC 18 Reflex half) to 
  all creatures in a 20-foot-radius 
  spread. The mist cakes all surfaces 
  in the area with a sheet of slippery 
  ice that turns the area into difficult 
  terrain for 2d4 rounds, after which the 
  ice cracks or melts enough to revert to the 
  normal terrain features in the area. Once a 
  frost drake has used its freezing mist breath, 
  it cannot do so again for 1d6 rounds. The Reflex 
  save is Constitution-based.
  Icewalking (ex) This ability works like spider climb, 
  but the surfaces the drake climbs must be icy. It 
  can move across icy surfaces without penalty and 
  does not need to make Acrobatics checks to run 
  or charge on ice.
  speed surge (ex) Three times per day as a 
  swift action, a frost drake may draw on its 
  draconic heritage for a boost of strength and 
  speed to take an additional move action in 
  that round.
  snow Vision (ex) A frost drake can see perfectly 
  well in snowy conditions, and does not take any 
  penalties on Perception checks while in snow.
  Degenerate cousins of white dragons, frost dragons are 
  ferocious predators. They are larger than other drakes, 
  reaching heights of up to 16 feet and weighing upward of 
  2,500 pounds. Their wide, clawed feet enable them to easily 
  burrow through snow, though not through dirt or clay.
  Young frost drakes form adolescent hunting packs 
  divided along gender lines, but older frost drakes are 
  usually encountered in mated pairs. Frost drakes mate for 
  life, leaving their packs when they find a suitable mate. 
  Mated pairs make a nest together, and the female lays a 
  clutch of two to five eggs. Both parents care for their 
  offspring when they hatch, and families usually form small 
  packs until the young reach maturity at 5 years of age. At 
  this point, the parents abandon their offspring, usually 
  laying a new clutch of eggs in a new nest elsewhere, and 
  leaving the fledgling drakes to find their own adolescent 
  packs to join.
  hp 84 (8d12+32)
  fort +10, ref +7, Will +5
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
  offense
  speed 20 ft., burrow 20 ft. (snow only), fly 60 ft. (average)
  Melee bite +13 (2d6+6 plus 1d6 cold), tail slap +8 (1d8+3)
  space 10 ft.; reach 10 ft.
  special attacks freezing mist breath
  statIstICs
  str 22, Dex 13, Con 18, Int 8, Wis 9, Cha 13
  Base atk +8; CMB +15; CMD 26
  feats Flyby Attack, Improved Initiative, Power Attack, Vital Strike
  skills Climb +17, Fly +10, Intimidate +12, Perception +10, Stealth +8
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  Drake, Sea
  Not quite sea serpent or dragon, this vicious beast is covered with 
  shiny blue-green scales. Its arms serve as both wings and flippers.
  sea DraKe 
  Cr 6
  XP 2,400
  NE Large dragon (aquatic)
  Init +6; senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  Defense
  aC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 73 (7d12+28)
  fort +9, ref +9, Will +5
  Immune electricity, paralysis, sleep
  offense
  speed 20 ft., fly 60 ft. (average), swim 60 ft.
  Melee bite +12 (1d8+6 plus 1d6 electricity), 
  tail slap +7 (1d8+3)
  space 10 ft.; reach 10 ft.
  special attacks ball lightning breath, capsize
  statIstICs
  str 23, Dex 15, Con 18, Int 8, Wis 10, Cha 9
  Base atk +7; CMB +14; CMD 26
  feats Improved Initiative, Lightning Reflexes, 
  Power Attack, Skill Focus (Stealth)
  skills Fly +10, Intimidate +9, Perception +10, 
  Stealth +11, Swim +24
  Languages Draconic
  sQ amphibious, speed surge
  eCoLogy
  environment any coastlines
  organization solitary, pair, or rampage (3–12)
  treasure standard
  sPeCIaL aBILItIes
  Ball Lightning Breath (su) A sea drake can, as a 
  standard action, breathe a ball of electricity that 
  strikes one target first, then arcs to other targets 
  like chain lightning. This attack has a range of 100 
  feet, and deals 6d6 points of electricity damage (DC 
  17 Reflex half) to the primary target. After it strikes, 
  the ball lightning can arc to a number of secondary 
  targets equal to the sea drake’s Hit Dice (usually 7) 
  within 20 feet of the primary target. The secondary 
  bolts each strike one target and deal as much damage 
  as the primary bolt. Once a sea drake has used its 
  ball lightning breath, it cannot do so again for 1d6 
  rounds. The Reflex save is Constitution-based.
  Capsize (ex) A sea drake 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.
  speed surge (ex) Three times per day as a swift action, a sea 
  drake may draw on its draconic heritage for a boost of strength 
  and speed to take an additional move action in that round.
  While obviously the product of draconic inbreeding, 
  the heritage of sea drakes is less clear than that of other 
  drakes. Among the strongest of the drakes, sea drakes 
  still lack the mental acuity of their true dragon forebears, 
  though they remain as brutally cunning as other drakes. 
  Although amphibious, sea drakes spend the majority of 
  their time in shallow coastal waters.
  Sea drakes are up to 14 feet long from their noses to the 
  tips of their powerful tails. They weigh 2,000 pounds.
  The most solitary of all drakes, sea drakes prefer to 
  hunt alone. Occasionally, however, they band together 
  in packs to hunt larger prey. Such rampages can be a 
  significant danger to coastal shipping.
  Drake, Frost–Drake, Sea
  Drake, Frost–Drake, Sea
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  Draugr
  This barnacle-encrusted walking corpse looks like a zombie, but 
  is dripping with water and gives off a nauseating stench.
  Draugr 
  Cr 2
  XP 600
  CE Medium undead (water) 
  Init +0; senses darkvision 60 ft., Perception +6
  Defense
  aC 14, touch 10, flat-footed 14 (+2 armor, +2 natural)
  hp 19 (3d8+6)
  fort +2, ref +1, Will +3
  Dr 5/bludgeoning or slashing; Immune undead traits; 
  resist fire 10
  offense
  speed 30 ft., swim 30 ft.
  Melee greataxe +5 (1d12+4/×3 plus nausea) or
  slam +5 (1d10+4 plus nausea)
  statIstICs
  str 17, Dex 10, Con —, Int 8, Wis 10, Cha 13
  Base atk +2; CMB +5; CMD 15
  feats Power Attack, Toughness
  skills Climb +6, Perception +6, Stealth +6, 
  Swim +11
  Languages Common (cannot speak)
  eCoLogy
  environment any coastal
  organization solitary or crew (2–8)
  treasure standard (greataxe, leather armor, 
  other treasure)
  sPeCIaL aBILItIes
  nausea (su) A creature that is damaged by a draugr 
  must make a DC 12 Fortitude save or be nauseated 
  for 1 round. The save DC is Charisma-based.
  Draugr smell of decay and the sea, and 
  drip water wherever they go. These foul 
  beings are usually created when humanoid 
  creatures are lost at sea in regions haunted by 
  evil spirits or necromantic effects. The corpses 
  of these drowned sailors cling fiercely to 
  unlife, attacking any living creatures that 
  intrude upon them. Their attacks smear 
  rancid flesh, rotting seaweed, and swaths 
  of vermin on whatever they hit.
  In the case of draugr who manifest 
  when an entire ship sinks, these 
  undead usually stay with the wreck 
  of their ship. Some draugr may 
  be found under the control of aquatic 
  necromancers, while others may wander 
  the seas as undead pirates aboard ghost ships.
  Draugr Captain (Cr 3)
  Draugr captains have malevolent, burning red eyes. They 
  may be more richly dressed than other draugr, though 
  their clothes are always in a similar tattered condition.
  A draugr captain is a draugr with the advanced simple 
  template. In addition to this, most draugr captains have 
  additional class levels, usually as barbarians, fighters, or 
  rogues. Draugr captains can also use obscuring mist as a 
  spell-like ability (CL 5th, concentration +8) three times 
  per day, and instead of causing nausea with a successful 
  hit, they bestow 1 negative level on a hit. A draugr captain 
  can even bestow a negative level via a weapon it wields, 
  but if it gains multiple attacks with a weapon, it can only 
  bestow 1 negative level per round in this manner.
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  Dullahan
  Clad in ragged black robes and tarnished armor, this grim, 
  headless rider is surrounded by an aura of menace.
  DuLLaHan 
  Cr 7
  XP 3,200
  LE Medium undead
  Init +2; senses blindsight 60 ft.; Perception +16
  aura frightful presence (30 ft., DC 19)
  Defense
  aC 21, touch 11, flat-footed 20 (+10 armor, +1 Dex)
  hp 85 (10d8+40); fast healing 5
  fort +7, ref +5, Will +12
  Defensive abilities channel resistance +4; Immune undead 
  traits; sr 18
  offense
  speed 30 ft. (20 ft. in armor)
  Melee +1 keen longsword +14/+9 (1d8+6/17–20 plus 1d6 cold)
  special attacks chilling blade, death’s calling, summon mount
  statIstICs
  str 20, Dex 14, Con —, Int 14, Wis 16, Cha 18
  Base atk +7; CMB +12; CMD 24
  feats Iron Will, Mounted Combat, Ride-By Attack, Trample, 
  Weapon Focus (longsword)
  skills Handle Animal +14, Intimidate +17, 
  Perception +16, Ride +7, Spellcraft +15, 
  Stealth +10
  Languages Common, Sylvan
  eCoLogy
  environment any
  organization solitary
  treasure double (+1 full plate,  
  +1 longsword, other treasure)
  sPeCIaL aBILItIes
  Chilling Blade (su) A dullahan is 
  proficient with all simple and 
  martial slashing weapons. When 
  it wields a slashing weapon, 
  the blade inflicts +1d6 cold 
  damage and gains the 
  keen weapon property.
  Death’s Calling (su) Once 
  per day as a standard 
  action, a dullahan may 
  place death’s calling on a target within 60 
  feet (DC 22 Fortitude negates). If the dullahan knows and 
  speaks the target’s name, the target takes a –2 penalty on 
  the save. If the victim fails the save, he becomes staggered 
  for 1d6 rounds. For the next 24 hours (or until the dullahan is 
  slain), all critical hits against the victim automatically confirm. 
  Finally, the victim automatically fails all Constitution checks 
  to stabilize while dying. This is a mind-affecting curse effect. 
  The save DC is Charisma-based.
  summon Mount (su) As a standard action, a dullahan can 
  summon a war-trained heavy horse with the fiendish 
  creature simple template. This horse remains until it is slain 
  or the dullahan dismisses it. He can only have one such 
  horse in his service at a time.
  Terrifying reapers of souls, dullahans are created by 
  powerful fiends from the souls of particularly cruel 
  generals, watch-captains, or other military commanders. 
  Sent back from the pits of Hell to sow terror and harvest 
  new souls, dullahans return to the towns or villages they 
  lived in as mortals. While their favored victims are evil 
  men and women (or their living descendants) whose souls 
  are destined for Hell, the dullahans have no qualms about 
  adding innocents to their lists of victims.
  Legends tell of powerful dullahans who can summon 
  not just a single fiendish mount, but an entire carriage 
  pulled by six powerful ebony horses. Known as a “Coach 
  of the Silent,” these powerful undead are CR 14 with 20 
  Hit Dice, the advanced creature simple template, and the 
  ability to cast trap the soul on those who fail to resist their 
  death’s calling. These souls take seats in the coach, where 
  they languish forever—or at least until the dullahan 
  himself is slain. 
  Draugr–Dullahan
  Draugr–Dullahan
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  Dust Digger
  A tremendous starfish-like creature emerges from the sand, its 
  five long arms surrounding a circular toothy maw.
  Dust DIgger 
  Cr 4 
  XP 1,200
  N Large aberration 
  Init +4; senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
  Defense
  aC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 42 (5d8+20)
  fort +5, ref +1, Will +4
  offense
  speed 10 ft., burrow 20 ft.
  Melee bite +5 (1d8+3 plus grab), 5 tentacles +3 (1d4+1 plus grab)
  space 10 ft.; reach 10 ft.
  special attacks sinkhole, swallow whole (2d8+4 bludgeoning, 
  AC 13, 4 hp)
  statIstICs
  str 17, Dex 11, Con 18, Int 2, Wis 11, Cha 10
  Base atk +3; CMB +7; CMD 17
  feats Improved Initiative, Multiattack, Skill Focus (Stealth)
  skills Perception +5, Stealth +5 (+13 in ambush); 
  racial Modifiers +8 Stealth in ambush
  eCoLogy
  environment warm deserts
  organization solitary, pair, or colony (3–10)
  sPeCIaL aBILItIes
  sinkhole (ex) A dust digger can burrow 
  into sand, loose soil, or dirt to lie in 
  ambush just under the surface. When it 
  feels (via tremorsense) prey walk into a 
  square it threatens, it can deflate its body 
  as an immediate action, causing the sand 
  and other loose soil above to shift and slide. 
  All creatures who were standing in the 
  dust digger’s reach must make a DC 
  15 Reflex save or become entangled as 
  long as they remain in the dust digger’s 
  reach. All creatures who were standing 
  at least partially in the dust digger’s actual 
  space must make a DC 15 Reflex save or 
  become entangled and fall prone—if such 
  a creature makes this save, it immediately 
  moves to the closest adjacent unoccupied 
  square. If this results in more than a 5-foot move, 
  the creature moves that distance and then falls prone. 
  The save DC is Strength-based.
  Dust diggers most resemble mammoth starfish, with 
  thick sandy-colored exoskeletons covered with rough, 
  burr-like spines. Its five arms are long and thin, and 
  covered with hundreds of barbed, tubular cilia that the 
  creature uses to move as well at grab and grapple prey. At 
  the fleshy center of the creature’s body gapes a circular 
  maw lined with large sharp teeth.
  As ambush predators, dust diggers spend the majority 
  of their lives buried beneath the sand, waiting patiently 
  for prey to stumble over their ambush site. 
  Dust diggers are asexual. They reproduce by budding, 
  splitting off young three to four times over the course of 
  their 10-year lives—smaller versions of themselves that 
  must immediately move away from the parent to avoid 
  being snatched up and eaten. Dust digger young are just 
  over 4 feet across, and can move relatively quickly through 
  sand (their burrow speed is 40 feet). Usually, a young dust 
  digger travels at least a mile from its parent before it 
  settles down to create its first ambush—the amount of life 
  in the region it has chosen as its new lair often determines 
  whether the new dust digger thrives or starves to death, for 
  once it digs its first ambush, it rarely moves more than a 
  few hundred feet away over the course of its life.
  112112
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  D’ziriak 
  This four-armed creature looks like a cross between a human and a 
  black and ochre termite. Its body and arms display glowing runes.
  D’zIrIaK 
  Cr 3
  XP 800
  N Medium outsider (extraplanar)
  Init +2; senses darkvision 120 ft., low-light vision; Perception +9
  Defense
  aC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 26 (4d10+4)
  fort +2, ref +6, Will +6
  offense
  speed 30 ft.
  Melee 2 claws +6 (1d6+1 plus grab)
  special attacks dazzling burst
  spell-Like abilities (CL 3rd; 
  concentration +6)
  1/day—plane shift (self only, to Plane of 
  Shadow only)
  statIstICs
  str 13, Dex 15, Con 12, Int 13, Wis 14, 
  Cha 16
  Base atk +4; CMB +5 (+9 grapple); 
  CMD 17
  feats Combat Reflexes, Weapon 
  Focus (claw)
  skills Climb +8, Knowledge (arcana) +8, 
  Knowledge (planes) +8, Perception +9, Sense 
  Motive +9, Stealth +9, Survival +7, Use 
  Magic Device +8
  Languages D’ziriak; telepathy 100 ft.
  sQ glow
  eCoLogy
  environment any land (Plane of Shadow)
  organization solitary, pair, swarm (3–20), or 
  hive (21–100)
  treasure standard
  sPeCIaL aBILItIes
  Dazzling Burst (su) Once per day, a d’ziriak can 
  cause its body to flare with intense, colorful 
  light as a swift action. Non-d’ziriaks within a 
  20-foot radius must make a DC 13 Fortitude 
  save or be dazzled for 1 minute. After using 
  this ability, the d’ziriak’s brilliant glow is 
  extinguished for 24 hours. This ability is 
  a light effect, and creatures that cannot 
  see are immune to it. The save DC is 
  Constitution-based.
  glow (ex) The colorful runes that decorate 
  a d’ziriak’s body create dim light in a 20-
  foot radius from its body.
  Dust Digger–D’ziriak
  Dust Digger–D’ziriak
  Natives of the Plane of Shadow, d’ziriaks are a mysterious 
  race of human-sized insectoids. From their partially 
  buried hive cities rise spires and steeples adorned 
  with alchemical fire and illusory flame, dim beacons 
  of sanctuary in the foreboding twilight. The d’ziriaks 
  remain staunchly neutral in most affairs, and are 
  typically happy to converse with travelers via their eerie 
  telepathy (their own language of buzzes and chitters is an 
  obscure one known by few outside their race), but their 
  unknown, obscure goals lead most others to regard this 
  race with caution.
  The average d’ziriak is 7 feet tall and has four arms, 
  two legs, a termite-like abdomen, and a mandibled visage 
  somewhere between that of insect and human. Two of its 
  arms are large and possess sharp claws, while the other two 
  are relatively small and used for 
  fine manipulations, not combat. 
  Strangely for a race native to the realm 
  of shadows, the d’ziriaks have 
  a colorful collection of runic 
  shapes, almost like glowing 
  tattoos, upon their chitinous 
  flesh. These runes help to 
  denote what role in d’ziriak 
  society each of these 
  beings serves.
  Illustration by Jim Pavelec
  D’ziriaks rarely travel off 
  the Plane of Shadow except 
  on orders of their rulers, 
  and prefer to live their 
  lives out in their hive 
  cities. They remain 
  open to trade and 
  diplomacy 
  with 
  any brave enough 
  to travel the Plane 
  of 
  Shadow, 
  and 
  are valued by many 
  both on and off their 
  plane for their artisans’ 
  ability to weave light into 
  tangible art and create 
  weapons of great quality 
  and beauty.
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  Elemental, Ice
  From the waist up, this icy creature’s features are humanoid, but 
  below its body is a snake-like, slithering tail.
  ICe eLeMentaL
  Languages Aquan
  eCoLogy
  environment any land or water (Plane of Water)
  organization solitary, pair, or gang (3–8)
  treasure none
  sPeCIaL aBILItIes
  Ice glide (su) A burrowing ice elemental can pass through 
  nonmagical ice and snow as easily as a fish swims through 
  water. Its burrowing leaves behind no tunnel or hole, nor 
  does it create any ripple or other sign of its presence. A 
  control water spell cast on an area containing a burrowing 
  ice elemental flings the elemental back 30 feet, stunning 
  the creature for 1 round unless it succeeds on a DC 15 
  Fortitude save.
  Icewalking (ex) This ability works like the spider climb spell, 
  but the surfaces the elemental climbs must be icy. The 
  elemental can move across icy surfaces without penalty and 
  does not need to make Acrobatics checks to run or charge 
  on ice.
  numbing Cold (su) When an ice elemental deals cold damage 
  to a creature, that creature must succeed on a Fortitude 
  save or be staggered for 1 round. The save DC is listed in 
  the elemental’s stat block and is Constitution-based.
  snow Vision (ex) An ice elemental can see perfectly well 
  in snowy conditions and does not take any penalties on 
  Perception checks while in snow.
  sMaLL ICe eLeMentaL 
  Cr 1
  XP 400
  N Small outsider (air, cold, elemental, extraplanar, water)
  Init –1; senses darkvision 60 ft., snow vision; Perception +5
  Defense
  aC 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, ref +2, Will +0
  Immune cold, elemental traits
  Weaknesses vulnerable to fire
  offense
  speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee slam +4 (1d4+1 plus 1d3 cold)
  special attacks numbing cold (DC 12)
  statIstICs
  str 12, Dex 8, Con 13, Int 4, Wis 11, Cha 11
  Base atk +2; CMB +2; CMD 11 (can’t be tripped)
  feats Power Attack
  skills Knowledge (planes) +2, Perception +5, Stealth +8, Swim +9
  sQ ice glide, icewalking
  MeDIuM ICe eLeMentaL 
  Cr 3
  XP 800
  N Medium outsider (air, cold, elemental, extraplanar, water)
  Init +0; senses darkvision 60 ft., snow vision; Perception +7
  Defense
  aC 16, touch 10, flat-footed 16 (+6 natural)
  hp 30 (4d10+8)
  fort +6, ref +4, Will +1
  Immune cold, elemental traits
  Weaknesses vulnerable to fire
  offense
  speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee slam +7 (1d6+4 plus 1d4 cold)
  special attacks numbing cold (DC 14)
  statIstICs
  str 16, Dex 10, Con 15, Int 4, Wis 11, Cha 11
  Base atk +4; CMB +7; CMD 17 (can’t be tripped)
  feats Cleave, Power Attack
  skills Knowledge (planes) +4, Perception +7, Stealth +7, Swim +11
  sQ ice glide, icewalking
  Large ICe eLeMentaL 
  Cr 5
  XP 1,600
  N Large outsider (air, cold, elemental, extraplanar, water)
  Init +5; senses darkvision 60 ft., snow vision; Perception +11
  Defense
  aC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, ref +7, Will +2
  Dr 5/—; Immune cold, elemental traits
  Weaknesses vulnerable to fire
  offense
  speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +12 (1d8+5 plus 1d6 cold)
  space 10 ft.; reach 10 ft.
  special attacks numbing cold (DC 17)
  statIstICs
  str 20, Dex 12, Con 17, Int 6, Wis 11, Cha 11
  Base atk +8; CMB +14; CMD 25 (can’t be tripped)
  feats Cleave, Great Cleave, Improved Initiative, Power Attack
  skills Intimidate +11, Knowledge (planes) +9, Perception +11, 
  Stealth +8, Swim +13
  sQ ice glide, icewalking
  Huge ICe eLeMentaL 
  Cr 7
  XP 3,200
  N Huge outsider (air, cold, elemental, extraplanar, water)
  Init +7; senses darkvision 60 ft., snow vision; Perception +13
  Defense
  aC 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, –2 size)
  hp 95 (10d10+40)
  fort +11, ref +10, Will +3
  Dr 5/—; Immune cold, elemental traits
  114114
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  Elemental, Ice
  Elemental, Ice
  Weaknesses vulnerable to fire 
  offense
  speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +15 (2d6+7 plus 1d8 cold)
  space 15 ft.; reach 15 ft.
  special attacks numbing cold (DC 19)
  statIstICs
  str 24, Dex 16, Con 19, Int 6, Wis 11, Cha 11
  Base atk +10; CMB +19; CMD 33 (can’t be tripped)
  feats Cleave, Dodge, Great Cleave, Improved Initiative,  
  Power Attack
  skills Intimidate +13, Knowledge (planes) +11, Perception +13, 
  Stealth +8, Swim +15
  sQ ice glide, icewalking
  greater ICe eLeMentaL 
  Cr 9
  XP 6,400
  N Huge outsider (air, cold, elemental, extraplanar, water)
  Init +8; senses darkvision 60 ft., snow vision; Perception +16
  Defense
  aC 23, touch 13, flat-footed 18 (+4 Dex, +1 dodge, +10 natural, –2 size)
  hp 123 (13d10+52)
  fort +12, ref +14, Will +4
  Dr 10/—; Immune cold, elemental traits
  Weaknesses vulnerable to fire
  offense
  speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +20 (2d8+9 plus 2d6 cold)
  space 15 ft.; reach 15 ft.
  special attacks numbing cold (DC 20)
  statIstICs
  str 28, Dex 18, Con 19, Int 8, Wis 11, Cha 11
  Base atk +13; CMB +24; CMD 39 (can’t be tripped)
  feats Cleave, Combat Reflexes, Dodge, Improved Initiative, 
  Lightning Reflexes, Power Attack, Vital Strike
  skills Escape Artist +20, Intimidate +16, Knowledge (planes) +15, 
  Perception +16, Stealth +12, Swim +17
  sQ ice glide, icewalking
  eLDer ICe eLeMentaL 
  Cr 11
  XP 12,800
  N Huge outsider (air, cold, elemental, extraplanar, water)
  Init +9; senses darkvision 60 ft., snow vision; Perception +19
  Defense
  aC 24, touch 14, flat-footed 18 (+5 Dex, +1 dodge,  
  +10 natural, –2 size)
  hp 152 (16d10+64)
  fort +14, ref +17, Will +5
  Dr 10/—; Immune cold, elemental traits
  Weaknesses vulnerable to fire
  offense
  speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
  Melee 2 slams +24 (2d10+10/19–20 plus 2d8 cold)
  space 15 ft.; reach 15 ft.
  special attacks numbing cold (DC 22)
  statIstICs
  str 30, Dex 20, Con 19, Int 10, Wis 11, Cha 11
  Base atk +16; CMB +28; CMD 44 (can’t be tripped)
  feats Cleave, Combat Reflexes, Dodge, Improved Critical 
  (slam), Improved Initiative, Lightning Reflexes, Power Attack, 
  Vital Strike
  skills Escape Artist +24, Intimidate +19, Knowledge (planes) +19, 
  Perception +19, Stealth +16, Swim +37
  sQ ice glide, icewalking
  Ice elementals are creatures made of animated snow and 
  ice. They form in especially cold parts of the Plane of 
  Water and along its border with the Plane of Air, where 
  giant icebergs careen off of world-high waterfalls into the 
  open sky. Ice elementals vary in their exact appearance.
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  Elemental, Lightning
  This creature looks like a dark storm cloud, with sparks suggesting 
  eyes and long sweeping arms charged with bolts of lightning.
  LIgHtnIng eLeMentaL
  Languages Auran
  eCoLogy
  environment any (Plane of Air)
  organization solitary, pair, or gang (3–8)
  treasure none
  sPeCIaL aBILItIes
  Metal Mastery (ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  spark Leap (ex) A lightning elemental gains a +10 bonus 
  on bull rush, disarm, overrun, and trip attacks when 
  it charges a creature against whom its metal mastery 
  ability applies.
  sMaLL LIgHtnIng eLeMentaL 
  Cr 1
  XP 400
  N Small outsider (air, elemental, extraplanar)
  Init +6; senses darkvision 60 ft.; Perception +5
  Defense
  aC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 11 (2d10)
  fort +3, ref +5, Will +0
  Immune electricity, elemental traits
  offense
  speed fly 100 ft. (perfect)
  Melee slam +5 (1d4 plus 1d3 electricity)
  special attacks metal mastery, spark leap
  statIstICs
  str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
  Base atk +2; CMB +1; CMD 13
  feats Improved Initiative, Weapon FinesseB
  skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge 
  (planes) +1, Perception +5
  MeDIuM LIgHtnIng eLeMentaL 
  Cr 3
  XP 800
  N Medium outsider (air, elemental, extraplanar)
  Init +8; senses darkvision 60 ft.; Perception +7
  Defense
  aC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)
  hp 26 (4d10+4)
  fort +5, ref +8, Will +1
  Immune electricity, elemental traits
  offense
  speed fly 100 ft. (perfect)
  Melee slam +8 (1d6+3 plus 1d4 electricity)
  special attacks metal mastery, spark leap
  statIstICs
  str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11
  Base atk +4; CMB +6; CMD 21
  feats Dodge, Improved Initiative, Weapon FinesseB
  skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge 
  (planes) +2, Perception +7
  Large LIgHtnIng eLeMentaL 
  Cr 5
  XP 1,600
  N Large outsider (air, elemental, extraplanar)
  Init +10; senses darkvision 60 ft.; Perception +11
  Defense
  aC 18, touch 16, flat-footed 11 (+6 Dex, +1 dodge, +2 natural, 
  –1 size)
  hp 60 (8d10+16)
  fort +8, ref +12, Will +2
  Dr 5/—; Immune electricity, elemental traits
  offense
  speed fly 100 ft. (perfect)
  Melee 2 slams +13 (1d8+3 plus 1d6 electricity)
  space 10 ft.; reach 10 ft.
  special attacks metal mastery, spark leap
  statIstICs
  str 16, Dex 23, Con 14, Int 6, Wis 11, Cha 11
  Base atk +8; CMB +12; CMD 29
  feats Dodge, Flyby Attack, Improved Initiative, Mobility, 
  Weapon FinesseB
  skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge 
  (planes) +9, Perception +11
  Huge LIgHtnIng eLeMentaL 
  Cr 7
  XP 3,200
  N Huge outsider (air, elemental, extraplanar)
  Init +12; senses darkvision 60 ft.; Perception +13
  Defense
  aC 19, touch 17, flat-footed 10 (+8 Dex, +1 dodge, +2 natural, 
  –2 size)
  hp 85 (10d10+30)
  fort +10, ref +15, Will +5
  Dr 5/—; Immune electricity, elemental traits
  offense
  speed fly 100 ft. (perfect)
  Melee 2 slams +16 (2d6+5 plus 1d8 electricity)
  space 15 ft.; reach 15 ft.
  special attacks metal mastery, spark leap
  statIstICs
  str 20, Dex 27, Con 16, Int 6, Wis 11, Cha 11
  Base atk +10; CMB +17; CMD 36
  feats Dodge, Flyby Attack, Improved Initiative, Iron Will, 
  Mobility, Weapon FinesseB
  skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge 
  (planes) +11, Perception +13
  Illustration by Alberto Dal Lago
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  Elemental, Lightning
  Elemental, Lightning
  greater LIgHtnIng eLeMentaL 
  Cr 9
  XP 6,400
  N Huge outsider (air, elemental, extraplanar)
  Init +13; senses darkvision 60 ft.; Perception +16
  Defense
  aC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, 
  –2 size)
  hp 110 (13d10+39)
  fort +11, ref +17, Will +6
  Dr 10/—; Immune electricity, elemental traits
  offense
  speed fly 100 ft. (perfect)
  Melee 2 slams +20 (2d8+6 plus 2d6 electricity)
  space 15 ft.; reach 15 ft.
  special attacks metal mastery, spark leap
  statIstICs
  str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11
  Base atk +13; CMB +21; CMD 41
  feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, 
  Iron Will, Mobility, Power Attack, Weapon FinesseB
  skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16, 
  Knowledge (planes) +15, Perception +16
  eLDer LIgHtnIng eLeMentaL 
  Cr 11
  XP 12,800
  N Huge outsider (air, elemental, extraplanar)
  Init +14; senses darkvision 60 ft.; Perception +19
  Defense
  aC 25, touch 19, flat-footed 14 (+10 Dex, +1 
  dodge, +6 natural, –2 size)
  hp 136 (16d10+48)
  fort +13, ref +20, Will +7
  Dr 10/—; Immune electricity, elemental traits
  offense
  speed fly 100 ft. (perfect)
  Melee 2 slams +24 (2d8+8 plus 2d8 electricity)
  space 15 ft.; reach 15 ft.
  special attacks metal mastery, spark leap
  statIstICs
  str 26, Dex 31, Con 16, Int 10, Wis 11, Cha 11
  Base atk +16; CMB +26; CMD 47
  feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Weapon FinesseB
  skills Acrobatics +29, Escape Artist +29, Fly +14, Intimidate +19, 
  Knowledge (planes) +19, Perception +19, Stealth +21
  Though most think of the Plane of Air as a vast expanse 
  of clear sky, that plane also holds the power of the storm, 
  including monstrous hurricanes larger than entire 
  worlds and thunderstorms whose peals and claps can 
  shatter stone. Whether lightning elementals are the by-
  product of common air elementals spending too much 
  time near these electrically charged storms or are merely 
  calved off like forgotten flurries, they are aggressive and 
  almost suicidal in their willingness to leap into battle. 
  They particularly enjoy attacking creatures that are made 
  of metal and creatures that wear metal armor or wield 
  metal weapons.
  Many lightning elementals have a roughly humanoid 
  shape, but some prefer animalistic shapes (particularly 
  birds and dragons), and a few appear to be nothing more 
  than large disembodied heads made of dark clouds with 
  flickering lightning tongues. Regardless of the shape a 
  lightning elemental takes, the air around the creature 
  hums and throbs with the promise of electrocution and 
  the tangy stink of ozone.
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  Elemental, Magma
  This rocky monster glows with an internal heat. Red light spills 
  from its eyes and mouth, as well as fractures in its outer surface.
  MagMa eLeMentaL
  Languages Ignan
  eCoLogy
  environment any (Plane of Fire)
  organization solitary, pair, or gang (3–8)
  treasure none
  sPeCIaL aBILItIes
  Burn (ex) A magma elemental’s burn DC includes a –2 racial 
  penalty, as their fires don’t burn quite as hot as true 
  elemental flames.
  earth glide (ex) A burrowing magma elemental can pass 
  through stone, dirt, lava, or almost any other sort of earth 
  except metal as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it create 
  any ripple, though the area it passes through feels warm 
  for 1 round afterward and often retains a strangely smooth 
  texture, as if the stone had been polished. A move earth spell 
  cast on an area containing a burrowing magma elemental 
  flings the elemental back 30 feet, stunning the creature for 1 
  round unless it succeeds on a DC 15 Fortitude save.
  Lava Puddle (su) Once per day as a full-round action, 
  a magma elemental can vomit forth a puddle of lava 
  (Pathfinder RPG Core Rulebook 444) that fills its space to 
  a depth of 2–3 inches and counts as difficult terrain. Any 
  creature that moves through this puddle of lava takes 
  2d6 points of fire damage. This damage continues for 1d3 
  rounds after the creature leaves the lava pool, although then 
  it only inflicts 1d6 points of fire damage per round. The 
  lava puddle solidifies and is safe to touch after a number 
  of rounds equal to the elemental’s Hit Dice. At the GM’s 
  discretion, this puddle of lava could start secondary fires. 
  sMaLL MagMa eLeMentaL 
  Cr 1
  XP 400
  N Small outsider (earth, elemental, extraplanar, fire)
  Init +3; senses darkvision 60 ft.; Perception +5
  Defense
  aC 15, touch 10, flat-footed 15 (–1 Dex, +5 natural, +1 size)
  hp 11 (2d10)
  fort +3, ref +2, Will +0
  Immune fire, elemental traits
  Weaknesses vulnerable to cold
  offense
  speed 20 ft., burrow 20 ft.; earth glide
  Melee slam +3 (1d3 plus burn)
  special attacks burn (1d4, DC 9), lava puddle
  statIstICs
  str 10, Dex 8, Con 11, Int 4, Wis 11, Cha 11
  Base atk +2; CMB +1; CMD 10
  feats Improved Initiative
  skills Knowledge (dungeoneering) +2, Perception +5, Stealth +8
  sQ earth glide
  MeDIuM MagMa eLeMentaL 
  Cr 3
  XP 800
  N Medium outsider (earth, elemental, extraplanar, fire)
  Init +3; senses darkvision 60 ft.; Perception +7
  Defense
  aC 16, touch 9, flat-footed 16 (–1 Dex, +7 natural)
  hp 30 (4d10+8)
  fort +6, ref +3, Will +1
  Immune fire, elemental traits
  Weaknesses vulnerable to cold
  offense
  speed 20 ft., burrow 20 ft.; earth glide
  Melee slam +6 (1d6+3 plus burn)
  special attacks burn (1d4, DC 12), lava puddle
  statIstICs
  str 14, Dex 8, Con 15, Int 4, Wis 11, Cha 11
  Base atk +4; CMB +6; CMD 15
  feats Improved Initiative, Power Attack
  skills Knowledge (dungeoneering) +4, Perception +7, Stealth +6
  Large MagMa eLeMentaL 
  Cr 5
  XP 1,600
  N Large outsider (earth, elemental, extraplanar, fire)
  Init +3; senses darkvision 60 ft.; Perception +11
  Defense
  aC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
  hp 60 (8d10+16)
  fort +8, ref +5, Will +2
  Dr 5/—; Immune fire, elemental traits
  Weaknesses vulnerable to cold
  offense
  speed 20 ft., burrow 20 ft.; earth glide
  Melee 2 slams +11 (1d8+4 plus burn)
  space 10 ft.; reach 10 ft.
  special attacks burn (1d6, DC 14), lava puddle
  statIstICs
  str 18, Dex 8, Con 15, Int 6, Wis 11, Cha 11
  Base atk +8; CMB +13; CMD 22
  feats Cleave, Improved Bull Rush, Improved Initiative, Power Attack
  skills Climb +15, Knowledge (dungeoneering) +9, Perception +11, 
  Stealth +6
  Huge MagMa eLeMentaL 
  Cr 7
  XP 3,200
  N Huge outsider (earth, elemental, extraplanar, fire)
  Init +3; senses darkvision 60 ft.; Perception +13
  Defense
  aC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size)
  Illustration by Alberto Dal Lago
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  Elemental, Magma
  Elemental, Magma
  hp 85 (10d10+30)
  fort +10, ref +6, Will +3
  Dr 5/ —; Immune fire, elemental traits
  Weaknesses vulnerable to cold
  offense
  speed 20 ft., burrow 20 ft.; earth glide
  Melee 2 slams +14 (2d6+6 plus burn)
  space 15 ft.; reach 15 ft.
  special attacks burn (1d8, DC 16), lava puddle
  statIstICs
  str 22, Dex 8, Con 17, Int 6, Wis 11, Cha 11
  Base atk +10; CMB +18; CMD 27
  feats Cleave, Greater Bull Rush, Improved Bull Rush, 
  Improved Initiative, Power Attack
  skills Climb +19, Knowledge (dungeoneering) +11, Perception +13, 
  Stealth +4
  greater MagMa eLeMentaL 
  Cr 9
  XP 6,400
  N Huge outsider (earth, elemental, extraplanar, fire)
  Init +3; senses darkvision 60 ft.; Perception +16
  Defense
  aC 23, touch 7, flat-footed 19 (–1 Dex, +16 natural, –2 size)
  hp 123 (13d10+52)
  fort +12, ref +7, Will +4
  Dr 10/—; Immune fire, elemental traits
  Weaknesses vulnerable to cold
  offense
  speed 20 ft., burrow 20 ft.; earth glide
  Melee 2 slams +18 (2d8+7 plus burn)
  space 15 ft.; reach 15 ft.
  special attacks burn (2d6, DC 18), lava puddle
  statIstICs
  str 24, Dex 8, Con 19, Int 8, Wis 11, Cha 11
  Base atk +13; CMB +22; CMD 31
  feats Cleave, Greater Bull Rush, Greater Overrun, 
  Improved Bull Rush, Improved Initiative, Improved 
  Overrun, Power Attack
  skills Climb +23, Intimidate +16, Knowledge 
  (dungeoneering) +15, Perception +16, 
  Stealth +7
  eLDer MagMa eLeMentaL 
  Cr 11
  XP 12,800
  N Huge outsider (earth, elemental, 
  extraplanar, fire)
  Init +3; senses darkvision 60 ft.; Perception +19
  Defense
  aC 25, touch 7, flat-footed 25 (–1 Dex,  
  +18 natural, –2 size)
  hp 152 (16d10+64)
  fort +14, ref +4, Will +10
  Dr 10/—; Immune fire, elemental traits
  Weaknesses vulnerable to cold
  offense
  speed 20 ft., burrow 20 ft.; earth glide
  Melee 2 slams +22 (3d6+8 plus burn)
  space 15 ft.; reach 15 ft.
  special attacks burn (3d6, DC 20), lava puddle
  statIstICs
  str 26, Dex 8, Con 19, Int 10, Wis 11, Cha 11
  Base atk +16; CMB +26; CMD 35
  feats Cleave, Greater Bull Rush, Greater Overrun, Improved 
  Bull Rush, Improved Initiative, Improved Overrun, Power 
  Attack, Vital Strike
  skills Climb +27, Intimidate +19, Knowledge (dungeoneering) +19, 
  Knowledge (planes) +19, Perception +19, Stealth +10
  In the border areas between the Plane of Earth and 
  Plane of Fire, volcanoes and continent-sized lava flows 
  are commonplace. Elementals in this area tend to have 
  aspects of both planes, and the typical sort is the magma 
  elemental, an earth elemental with a core of liquid fire. 
  Magma elementals generally have a somewhat feral or 
  bestial appearance.
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  Elemental, Mud
  This animate pile of mud seems barely able to maintain the 
  semblance of a humanoid form made of dripping sludge.
  Mud ElEMEntal
  languages Terran
  Ecology
  Environment any land or water (Plane of Earth)
  organization solitary, pair, or gang (3–8)
  treasure none
  SpEcial abilitiES
  Earth glide (Ex) A burrowing mud elemental can pass through 
  dirt, gravel, or other loose or porous solid matter as easily 
  as a fish swims through water. It cannot use this ability to 
  pass through a solid barrier such as a stone or brick wall. 
  Its burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other sign of its presence. A move earth 
  spell cast on an area containing a burrowing mud elemental 
  flings the elemental back 30 feet, stunning the creature for 
  1 round unless it succeeds on a DC 15 Fortitude save.
  Entrap (Ex) The mud from an elemental’s entrap ability can be 
  washed away in 1d3 rounds of immersion in water.
  SMall Mud ElEMEntal 
  cR 1
  Xp 400
  N Small outsider (earth, elemental, extraplanar, water)
  init –1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
  dEfEnSE
  ac 16, touch 10, flat-footed 16 (–1 Dex, +6 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, Ref +2, Will +0
  immune acid, elemental traits
  offEnSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee slam +5 (1d6+3 plus entrap)
  Special attacks entrap (DC 12, 10 minutes, hardness 5, hp 5)
  StatiSticS
  Str 14, dex 8, con 13, int 4, Wis 11, cha 11
  base atk +2; cMb +3; cMd 12
  feats Improved Bull RushB, Power Attack
  Skills Climb +6, Escape Artist +3, Knowledge (planes) +1, 
  Perception +5, Stealth +7, Swim +10
  MEdiuM Mud ElEMEntal 
  cR 3
  Xp 800
  N Medium outsider (earth, elemental, extraplanar, water)
  init +0; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7
  dEfEnSE
  ac 16, touch 10, flat-footed 16 (+6 natural)
  hp 30 (4d10+8)
  fort +6, Ref +4, Will +1
  immune acid, elemental traits
  offEnSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee slam +7 (1d8+4 plus entrap)
  Special attacks entrap (DC 14, 10 minutes, hardness 5, hp 5)
  StatiSticS
  Str 16, dex 10, con 15, int 4, Wis 11, cha 11
  base atk +4; cMb +7; cMd 17
  feats Cleave, Improved Bull RushB, Power Attack
  Skills Climb +8, Escape Artist +5, Knowledge (planes) +2, 
  Perception +7, Stealth +5, Swim +11
  laRgE Mud ElEMEntal 
  cR 5
  Xp 1,600
  N Large outsider (earth, elemental, extraplanar, water)
  init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +11
  dEfEnSE
  ac 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +7, Will +2
  dR 5/—; immune acid, elemental traits
  offEnSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee 2 slams +12 (1d8+5 plus entrap)
  Space 10 ft.; Reach 10 ft.
  Special attacks entrap (DC 17, 10 minutes, hardness 5, hp 10)
  StatiSticS
  Str 20, dex 12, con 17, int 4, Wis 11, cha 11
  base atk +8; cMb +14; cMd 25
  feats Cleave, Great Cleave, Greater Bull Rush, Improved Bull 
  RushB, Power Attack
  Skills Climb +12, Escape Artist +8, Knowledge (planes) +4, 
  Perception +11, Stealth +4, Swim +13
  HugE Mud ElEMEntal 
  cR 7
  Xp 3,200
  N Huge outsider (earth, elemental, extraplanar, water)
  init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +13
  dEfEnSE
  ac 20, touch 12, flat-footed 16 (+3 Dex, +1 dodge, +8 natural, 
  –2 size)
  hp 95 (10d10+40)
  fort +11, Ref +10, Will +3
  dR 5/—; immune acid, elemental traits
  offEnSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee 2 slams +15 (2d6+7 plus entrap)
  Space 15 ft.; Reach 15 ft.
  Special attacks entrap (DC 19, 10 minutes, hardness 5, hp 15)
  StatiSticS
  Str 24, dex 16, con 19, int 6, Wis 11, cha 11
  base atk +10; cMb +19; cMd 33
  feats Cleave, Dodge, Great Cleave, Greater Bull Rush, 
  Improved Bull RushB, Power Attack
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  Skills Climb +17, Escape Artist +13, Knowledge (planes) +7, 
  Perception +13, Stealth +8, Swim +15
  gREatER Mud ElEMEntal 
  cR 9
  Xp 6,400
  N Huge outsider (earth, elemental, extraplanar, water)
  init +4; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +16
  dEfEnSE
  ac 22, touch 13, flat-footed 17 (+4 Dex, +1 dodge, +9 natural, 
  –2 size)
  hp 123 (13d10+52)
  fort +12, Ref +14, Will +4
  dR 10/—; immune acid, elemental traits
  offEnSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee 2 slams +20 (2d8+9 plus entrap)
  Space 15 ft.; Reach 15 ft.
  Special attacks entrap (DC 20, 10 minutes, hardness 10, hp 15)
  StatiSticS
  Str 28, dex 18, con 19, int 8, Wis 11, cha 11
  base atk +13; cMb +24; cMd 39
  feats Awesome Blow, Cleave, Dodge, Great Cleave, Greater 
  Bull Rush, Improved Bull RushB, Lightning Reflexes, 
  Power Attack
  Skills Climb +25, Escape Artist +20, Knowledge (planes) +15, 
  Perception +16, Stealth +12, Swim +17
  EldER Mud ElEMEntal 
  cR 11
  Xp 12,800
  N Huge outsider (earth, elemental, extraplanar, water)
  init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +19
  dEfEnSE
  ac 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, 
  –2 size)
  hp 152 (16d10+64)
  fort +14, Ref +17, Will +5
  dR 10/—; immune acid, elemental traits
  offEnSE
  Speed 20 ft., burrow 10 ft., swim 30 ft.; earth glide
  Melee 2 slams +24 (2d10+10/19–20 plus entrap)
  Space 15 ft.; Reach 15 ft.
  Special attacks entrap (DC 22, 10 minutes, hardness 5, hp 15)
  StatiSticS
  Str 30, dex 20, con 19, int 10, Wis 11, cha 11
  base atk +16; cMb +28; cMd 44
  feats Awesome Blow, Cleave, Dodge, Great Cleave, 
  Greater Bull Rush, Improved Bull RushB, 
  Improved Critical (slams), Lightning Reflexes, 
  Power Attack
  Skills Climb +29, Escape Artist +24, Intimidate 
  +19, Knowledge (planes) +19, Perception +19, 
  Stealth +16, Swim +18
  Where the Plane of Earth borders the Plane of Water, 
  a mixing of the fundamental elements occurs—it is in 
  this borderland that the mud elementals dwell. Scorned 
  by earth and water elementals, mud elementals usually 
  look like vaguely recognizable blobs of mud in the shape 
  of a Material Plane creature, whether a humanoid, an 
  animal, or even an immense insect. The exact density of 
  their muddy bodies varies—some might be composed of 
  silty water, while others are thick, like river clay. Large 
  and powerful mud elementals tend to have worm-like, 
  reptilian, or frog-like forms. 
  Elemental, Mud
  Elemental, Mud
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  Faceless Stalker
  This hairless, leathery biped has a face dominated by grotesque 
  and unsettling whorls and slits instead of actual features. 
  facElESS StalkER (ugotHol) cR 4
  Xp 1,200
  CE Medium aberration (shapechanger)
  init +7; Senses darkvision 60 ft.; Perception +2
  dEfEnSE
  ac 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 42 (5d8+20)
  fort +5, Ref +4, Will +6 
  dR 5/piercing or slashing
  offEnSE
  Speed 30 ft.
  Melee mwk longsword +8 (1d8+4/19–20), slam +2 (1d6+2 plus grab)
  Space 5 ft.; Reach 10 ft. 
  Special attacks blood drain (1 Constitution), sneak attack +2d6
  Spell-like abilities (CL 5th; concentration +8)
  Constant—tongues
  StatiSticS
  Str 18, dex 17, con 18, int 13, Wis 15, cha 16
  base atk +3; cMb +7 (+11 grapple); cMd 20
  feats Combat Reflexes, Deceitful, 
  Improved Initiative
  Skills Bluff +10, Disguise +14 (+24 when 
  using change shape), Escape Artist 
  +19, Sleight of Hand +8, Stealth +11 
  Racial Modifier +4 Disguise, +8 
  Escape Artist 
  languages Aquan, Common; tongues
  SQ change shape (Medium humanoid, 
  alter self ), compression, faceless
  Ecology
  Environment any swamps or underground
  organization solitary, pair, or gang (3–9)
  treasure standard (masterwork 
  longsword, other treasure)
  SpEcial abilitiES
  change Shape (Su) A faceless stalker 
  can assume the form of a Medium 
  humanoid at will but requires 
  10 uninterrupted minutes to 
  alter its body. Performing this 
  transformation is somewhat 
  painful, but the 
  faceless stalker 
  can maintain 
  its new form 
  indefinitely 
  once it has 
  achieved 
  it. It can change back to its true form as a swift action and 
  gains a +2 morale bonus on attack rolls, damage rolls, 
  skill checks, and saving throws for 1 round after it does 
  so. Faceless stalkers retain their own innate abilities when 
  they assume their new form and do not gain any of those 
  belonging to the creature they mimic. A faceless stalker 
  gains a +10 bonus on Disguise checks when they are used 
  in conjunction with this ability. 
  faceless (Su) In its natural form, a faceless stalker has no 
  discernible facial features. It gains a +4 bonus on saving 
  throws made to resist attacks or effects that target the 
  senses. This includes gaze attacks, odor-based attacks, 
  sonic attacks and similar attacks. This bonus does not 
  apply to illusions. 
  Ugothols (as faceless stalkers call themselves) are one of 
  the many tools created and then discarded by the aboleths 
  in their long war against the surface dwellers. Scorned 
  by their former masters when the scheme for which they 
  were designed unraveled, the faceless stalkers fled into 
  swamps, marshes, or any other dark, wet places they 
  could find—the closest they could come to the aquatic 
  cities they once considered home. 
  Originally designed to serve as spies that could walk 
  uncontested among the air-breathing races, faceless 
  stalkers adopt new forms by reshaping their 
  skin and contorting their rubbery bodies. 
  This painful process takes approximately 
  10 uninterrupted minutes—an ugothol 
  typically seeks a private place to do it, 
  avoiding even others of its own kind. 
  The sensation of returning to its true 
  form is quite exhilarating and results in 
  a momentary burst of euphoria. 
  Faceless stalkers cannot digest solid 
  food even when in the form of a creature 
  with a mouth. Instead, they subsist on 
  liquids, including blood. In their natural 
  forms, they have three hollow tongues 
  which they use to penetrate and lap blood 
  from their victims. Since they have no 
  particular skill at grappling foes, most 
  ugothols wait until a victim is helpless or 
  asleep before attempting to drink 
  its blood—although the best is 
  when a victim is helpless 
  but 
  conscious 
  during 
  the process, so that the 
  faceless stalker can “play 
  with its food” by having 
  grisly and cruel 
  conversations 
  with it.
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  Fetchling
  This gaunt man appears drained of color, like a person viewed at 
  twilight or in a dark alley.
  fEtcHling (kayal) 
  cR 1/2
  Xp 200
  Fetchling rogue 1
  N Medium outsider (native)
  init +3; Senses darkvision 60 ft., low-light vision; Perception +3
  dEfEnSE
  ac 17, touch 13, flat-footed 13 (+4 armor, +3 Dex)
  hp 6 (1d8+2)
  fort +2, Ref +5, Will –1
  Resist cold 5, electricity 5
  offEnSE
  Speed 30 ft.
  Melee dagger +3 (1d4+1/19–20)
  Special attacks sneak attack +1d6
  Spell-like abilities (CL 1st; concentration –3)
  1/day—disguise self (humanoid only)
  StatiSticS
  Str 13, dex 17, con 14, int 8, Wis 8, cha 14
  base atk +0; cMb +1; cMd 14
  feats Weapon Finesse
  Skills Appraise +3, Bluff +6, Diplomacy +6,  
  Knowledge (local) +3, Knowledge  
  (planes) +2, Perception +3, Sense  
  Motive +3, Stealth +8; Racial Modifiers  
  +2 Knowledge (planes),  
  +2 Stealth
  languages Common
  SQ trapfinding +1
  Ecology
  Environment 
  any (Plane of 
  Shadow)
  organization solitary, pair, 
  guild (3–12), or enclave 
  (13–30 plus 1–4 2nd–4th level 
  rogue spies, 1–4 2nd–4th 
  level sorcerers, and 1 3rd–6th 
  level fighter/rogue leader)
  treasure NPC gear (chain shirt, 
  dagger, other treasure)
  SpEcial abilitiES
  Shadow blending (Su) Attacks against 
  a fetchling in dim light have a 
  50% miss chance instead 
  of the normal 20% miss 
  chance. This ability does 
  not grant total concealment; 
  it just increases the miss chance.
  Fetchlings are descended from generations of humans 
  trapped on the Plane of Shadow. Infused with the essence 
  of that plane, they are more and less than human, and 
  often serve as middlemen in planar trade and politics. 
  Other than their yellow eyes, their flesh has no color—it 
  is either stark white, midnight black, or a shade of gray. 
  On the Material Plane, they conceal themselves with heavy 
  clothing or dim light so they can work without prejudice. 
  The name “fetchling” is a human word; their own name 
  for their race is kayal, meaning “shadow people.”
  A fetchling stands 6 feet tall, but is generally lithe and 
  wiry of frame, weighing only 150 pounds. Fetchlings live 
  as long as half-elves.
  Fetchling characters
  Fetchlings are defined by their class levels—they do not 
  possess racial HD. They have the following racial traits.
  +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are 
  quick and forceful, but often strange and easily distracted 
  easily by errant thoughts.
  Darkvision: Fetchlings see in the dark up to 60 feet.
  Low-Light Vision: Fetchlings can see twice as far as 
  humans in conditions of dim light.
  Skilled: Fetchlings have a +2 racial 
  bonus on Knowledge (planes) and 
  Stealth checks.
  Shadow Blending: See above.
  Shadowy Resistance: Fetchlings 
  have cold resistance 5 and electricity 
  resistance 5.
  Spell-Like Abilities (Sp): A fetchling 
  can use disguise self once per day as 
  a spell-like ability. It can assume 
  the form of any humanoid creature 
  using this spell-like ability. When 
  a fetchling reaches 9th level in any 
  combination of classes, it gains shadow 
  walk (self only) as a spell-like ability 
  usable once per day, and at 13th level, it 
  gains plane shift (self only, to the Plane 
  of Shadow or the Material Plane only) 
  usable once per day. A fetchling’s 
  caster level is equal to its total  
  Hit Dice.
  Languages Fetchlings begin 
  play 
  speaking 
  Common. 
  A 
  fetchling with a high Intelligence 
  score can choose any of the 
  following 
  languages: 
  Aklo, 
  Aquan, 
  Auran, 
  Draconic, 
  D’ziriak (understanding only, 
  cannot speak), Ignan, Terran, 
  and any regional human tongue.
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  Fly, Giant
  Bristling with coarse hairs, this enormous fly’s legs twitch just 
  before it launches into the air on buzzing wings. 
  giant fly 
  cR 1
  Xp 400
  N Medium vermin 
  init +3; Senses darkvision 60 ft.; Perception +2
  dEfEnSE
  ac 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  fort +6, Ref +3, Will –2
  immune disease, mind-affecting effects 
  offEnSE
  Speed 20 ft., climb 20 ft., fly 60 ft. (good)
  Melee bite +2 (1d6+1 plus disease)
  StatiSticS
  Str 12, dex 17, con 16, int —, Wis 7, cha 2
  base atk +1; cMb +2; cMd 15 (21 vs. trip)
  Skills Climb +9, Fly +7, Perception +2; Racial Modifiers +4 
  Perception
  Ecology
  Environment any temperate or tropical
  organization solitary, pair, or swarm (3–12)
  treasure none
  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. Some flies might 
  carry other diseases, at the GM’s discretion. The save DC is 
  Constitution-based.
  Much like their tiny cousins, giant flies feed upon carrion. 
  Wholly monstrous, these disgusting creatures have been 
  known to sometimes attack still-living foes, particularly 
  when they are hungry or living creatures disturb their 
  meals. Some species of giant fly bear their larva live, ejecting 
  piles of undulating giant maggots from 
  their engorged abdomens rather 
  than laying eggs in decaying 
  corpses.
  Maggot, Giant
  This enormous maggot has greasy, pale flesh and a dripping, 
  circular mouth filled with tiny, sharp teeth. 
  giant Maggot 
  cR 1/2
  Xp 200
  N Medium vermin
  init –1; Senses darkvision 60 ft.; Perception –3
  dEfEnSE
  ac 9, touch 9, flat-footed 9 (–1 Dex)
  hp 7 (1d8+3)
  fort +5, Ref –1, Will –3
  immune disease, mind-affecting effects
  offEnSE
  Speed 10 ft., burrow 5 ft.
  Melee bite +0 (1d6)
  Special attacks regurgitate 
  StatiSticS
  Str 10, dex 8, con 16, int —, Wis 5, cha 1
  base atk +0; cMb +0; cMd 9 (can’t be tripped)
  Ecology
  Environment any temperate or tropical
  organization solitary or swarm (2–12)
  treasure none
  SpEcial abilitiES
  Regurgitate (Ex) Once per day, a giant maggot can empty its 
  putrid stomach upon one creature within 5 feet. The target 
  must make a DC 13 Fortitude save or be sickened for 1 
  minute (or until the target spends a full-round action with 
  at least a gallon of water to wash off the filth). The save DC 
  is Constitution-based.
  Voracious scavengers, giant maggots feed constantly, 
  gorging themselves on the dead in preparation for their 
  transformation into giant flies. Their pallid, corpulent 
  bodies are the size of human children, and their rasping 
  teeth are capable of eating even the bones of a corpse. Giant 
  maggots have no legs, and 
  move with a disturbing 
  undulation 
  as 
  they 
  crawl over their meals. 
  Giant maggots feed 
  for 2 weeks (often 
  moving from one 
  corpse to another) 
  before entering a 
  pupal stage, after 
  which they 
  emerge as 
  giant flies.
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  Forlarren
  This humanoid creature has the legs of a bald goat, a completely 
  hairless body, and a horned head with a sinister expression.
  foRlaRREn 
  cR 2
  Xp 600
  NE Medium fey 
  init +2; Senses low-light vision; Perception +11
  dEfEnSE
  ac 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 18 (4d6+4)
  fort +2, Ref +6, Will +5
  dR 5/cold iron
  Weaknesses remorse
  offEnSE
  Speed 30 ft.
  Melee 2 claws +4 (1d6+1)
  Spell-like abilities (CL 4th; concentration +3)
  3/day—heat metal (DC 11)
  StatiSticS
  Str 12, dex 15, con 12, int 4, Wis 13, cha 9
  base atk +2; cMb +3; cMd 15
  feats Skill Focus (Perception), Weapon Finesse
  Skills Acrobatics +9, Perception +11, Stealth +9
  languages Common, Sylvan
  Ecology
  Environment temperate plains or forests
  organization solitary
  treasure standard
  SpEcial abilitiES
  Remorse (Ex) Whenever a forlarren kills a living creature, 
  it must make a DC 15 Will save to avoid becoming 
  overwhelmed with remorse. If it fails this save, the 
  forlarren becomes nauseated for 1d6 rounds. This is a 
  mind-affecting effect.
  A nymph’s charm and beauty are such that she 
  can seduce nearly any creature that she sets 
  her attentions on—and often, unfortunately, 
  creatures she would rather not consort with. 
  When a nymph catches the attention of a fiend 
  and the fiend takes advantage of the creature, the 
  resulting offspring is not always a half-fiend. 
  Roughly one in 20 such incidents results instead 
  in a strange creature known as a forlarren—a 
  unique creature that possesses its own 
  unusual abilities and qualities.
  Few nymphs survive the ordeal 
  of giving birth to a forlarren—
  those who do might attempt to 
  raise their children in loving 
  environments, but the evil 
  that lurks in a forlarren’s soul is powerful. In most cases 
  where a nymph attempts to raise a forlarren child, it’s 
  only a matter of time before the forlarren grows resentful 
  and its evil nature compels it to murder its mother.
  Most forlarrens are female, and few are capable of 
  conceiving children of their own. A forlarren grows to 
  adulthood with astonishing speed, reaching full growth 
  in only a year—even those who come into the world as 
  orphans are capable of defending themselves and seeking 
  out food. Yet despite the rapidity with which they reach 
  maturity, few forlarrens survive to adulthood. Cast out 
  from both sylvan and fiendish society, the typical forlarren 
  is a lonely creature, cursed by its own existence. It detests 
  itself and everything it sees, and soon becomes consumed 
  by hatred of life itself. The forlarren vents its rage on good 
  and evil alike, lashing out at anything that approaches it.
  The forlarren attacks with its clawed hands, typically 
  focusing on a single opponent at a time and attacking 
  until it or its opponent is slain. Yet curiously, when a 
  forlarren succeeds in killing an opponent, the kindly 
  traits of its fey mother sometimes surface, and it shows 
  profound remorse for its cruelty. With such a pendulum 
  of erratic behavior, it is no wonder that forlarrens are all 
  but incapable of forming lasting friendships—even with 
  others of their own kind.
  The majority of forlarrens 
  inherit little in the way of the 
  magical abilities possessed by 
  their fey mothers, but they do gain 
  a small measure of the powers 
  of their fiendish fathers. In 
  most cases, this manifests as the 
  ability to use heat metal three times 
  per day, but some forlarren instead 
  gain a different spell-like ability 
  chosen from the following list: chill 
  metal, flame blade, flaming sphere, 
  gust of wind, summon swarm, or 
  warp wood.
  A forlarren stands 6 feet tall 
  and weighs about 160 pounds. 
  In theory, these creatures can 
  live for hundreds of years, but 
  most perish through violence 
  before they turn 10.
  Fly–Forlarren
  Fly–Forlarren
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  Frost Worm
  This immense white worm has a single circular eye in the center 
  of its head. Wisps of icy fog waft up from between its mandibles.
  fRoSt WoRM 
  cR 12
  Xp 19,200
  N Huge magical beast (cold)
  init +7; Senses darkvision 60 ft., low-light vision; Perception +17
  dEfEnSE
  ac 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
  hp 168 (16d10+80)
  fort +15, Ref +13, Will +10
  immune cold
  Weaknesses vulnerable to fire
  offEnSE
  Speed 30 ft., burrow 10 ft.
  Melee bite +25 (4d10+15 plus 4d6 cold)
  Space 15 ft.; Reach 10 ft.
  Special attacks breath weapon (60-ft. cone, 15d6 cold damage, 
  Reflex DC 23 half, usable once per hour), death throes, trill
  StatiSticS
  Str 31, dex 16, con 21, int 2, Wis 16, cha 11
  base atk +16; cMb +28; cMd 41 (can’t be tripped)
  feats Cleave, Combat Reflexes, Improved Initiative, Iron Will, 
  Power Attack, Skill Focus (Perception), Stand Still, Weapon 
  Focus (bite)
  Skills Perception +17, Stealth +6 (+14 in ice and snow); Racial 
  Modifiers +8 Stealth in ice and snow
  SQ cold
  Ecology
  Environment cold plains or mountains
  organization solitary
  treasure incidental
  SpEcial abilitiES
  cold (Su) A frost worm’s body generates intense cold, 
  allowing it to deal an additional 4d6 cold damage with 
  its bite attack. Any creature that attacks a frost worm with 
  an unarmed strike or a natural weapon takes 1d6 points of 
  cold damage per successful hit. A creature that grapples 
  or is grappled by a frost worm takes 4d6 points of cold 
  damage per round the grapple is maintained.
  death throes (Su) When killed, a frost worm explodes in a 
  100-foot-radius burst that deals 12d6 cold damage and 
  8d6 piercing damage (DC 23 Reflex half). The save DC is 
  Constitution-based.
  trill (Su) As a full-round action, a frost worm can 
  emit a strange trilling sound that affects 
  all creatures within a 100-foot radius. 
  Creatures must succeed on a DC 18 
  Will save or be fascinated for as long as the worm 
  continues to trill (the frost worm can maintain this trill 
  by concentrating). Once a creature has resisted or broken 
  the effect, it cannot be affected again by that same frost 
  worm’s trill for 24 hours. This is a sonic mind-affecting 
  effect. The save DC is Charisma-based.
  With armor-crushing jaws, flesh that radiates cold, 
  and a terrible keening cry capable of holding creatures 
  fascinated, frost worms are apex predators of the frozen 
  tundra and glaciers. In the frost worms’ far-reaching 
  hunting grounds, they fear only the remorhaz, for the 
  heat generated by an enraged remorhaz causes intense 
  pain to a frost worm.
  This extreme aversion to heat, as well as its freezing 
  touch and devastating breath weapon, stems from an 
  unusual facet of frost worm physiology—veins that 
  run with magically cold blood. This creature’s ichor is 
  clear, but infused with such sub-freezing temperatures 
  that the monster’s f lesh can freeze water in the skin of 
  creatures that touch it. When a frost worm dies, this 
  magical energy dissipates, and both blood and muscle 
  immediately freeze solid and then explode into a 
  catastrophic barrage of icy shrapnel. As a result, even 
  those predators that might legitimately prey upon the 
  burrowing monstrosities tend to leave frost worms well 
  enough alone.
  An adult frost worm measures 35 feet long and weighs 
  8,000 pounds.
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  Fungal Crawler
  This giant fanged cricket is caked in pungent fungal growths and 
  topped with a mushroom-like cap.
  fungal cRaWlER 
  cR 3
  Xp 800
  N Small aberration 
  init +9; Senses darkvision 60 ft.; Perception +6
  dEfEnSE
  ac 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
  hp 26 (4d8+8)
  fort +3, Ref +6, Will +5
  defensive abilities plant defenses; immune mind-affecting 
  effects, paralysis, poison, polymorph effects, sleep, stunning
  offEnSE
  Speed 20 ft., climb 40 ft.
  Melee bite +6 (1d6+2 plus poison), 2 claws +6 (1d4+2) 
  Special attacks leap 
  StatiSticS
  Str 14, dex 20, con 15, int 2, Wis 13, cha 7
  base atk +3; cMb +4; cMd 19
  feats Improved Initiative, Step Up
  Skills Acrobatics +10 (+14 jumping), Climb +10, Perception +6; 
  Racial Modifiers +14 on Acrobatics checks made to jump
  Ecology
  Environment any underground
  organization solitary, pair, or swarm (3–12)
  treasure none
  SpEcial abilitiES
  leap (Ex) A fungal crawler can perform a special kind of 
  pounce attack by jumping into combat. When a fungal 
  crawler 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 it cannot make a bite attack.
  plant defenses (Ex) A fungal crawler is part plant 
  and shares many of the immunities that plant 
  creatures possess. A fungal crawler is immune 
  to mind-affecting effects, paralysis, poison, 
  polymorph, sleep, and stunning.
  poison (Ex) Bite—injury; save 
  Fort DC 14; frequency 1/
  round for 4 rounds; effect 
  1d2 Str and 1d2 Con; 
  cure 1 save. The save DC is 
  Constitution-based.
  Fungal crawlers are a perverse 
  fusion of animal and plant. 
  Over thousands of years, 
  they have prospered and 
  spread beneath the world, 
  dominating the wildest depths of these underground 
  regions. Like hyenas, fungal crawlers are top-tier 
  scavengers. They are efficient hunters, but just as often 
  feed on found carrion or take meals from other predators. 
  When times are especially lean, fungal crawlers can even 
  survive without food, subsisting on radiation and heat 
  absorbed through the fungal flutes covering their pale, 
  sickly bellies.
  Thousands of breeds of fungal crawlers exist across the 
  world, varying in appearance and habits, but all share a few 
  common features. They invariably appear as monstrous 
  crickets or locusts fused with fungal growths, often topped 
  with mushroom-like caps. This hybridization makes them 
  adept survivors, and infestations are notoriously difficult 
  to clear out entirely. Their needle-like teeth cannot chew 
  solid food, so most fungal crawlers rely on digestive 
  enzymes injected through their bite to make their meals 
  palatable. Average specimens grow to 30 pounds and 3 
  feet in length. They reproduce by releasing spores, which 
  remain viable for decades until they contact organic matter 
  and eventually develop into small, pale grubs.
  Many subterranean civilizations tame fungal crawlers 
  as guard animals, pets, or food. Though simple-minded, 
  they are amicable enough to be trained when well-fed. 
  Fungal crawlers hold no loyalties, though, and often flee 
  or attack their keepers at the slightest provocation.
  Thanks to the bizarre energies that suffuse their 
  homes, fungal crawlers are incredibly diverse. They have 
  adapted over millennia to fill every environment: flying 
  variants fill subterranean rifts with the deafening drone 
  of their wings, while aquatic breeds skim across the 
  surfaces of underground lakes, and still others thrive in 
  the fiery chambers and tunnels of volcanic networks.
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  Gar
  This long, lean fish has a muscular body and a head with long 
  jaws filled with sharp teeth.
  gaR 
  cR 1
  Xp 400
  N Medium animal (aquatic)
  init +6; Senses low-light vision; Perception +6
  dEfEnSE
  ac 13, touch 11, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (2d8+4)
  fort +5, Ref +5, Will +1
  offEnSE
  Speed swim 60 ft.
  Melee bite +3 (1d6+3 plus grab)
  Space 5 ft.; Reach 5 ft.
  StatiSticS
  Str 14, dex 14, con 15, int 1, Wis 13, cha 2
  base atk +1; cMb +3 (+7 grapple); cMd 15 (can’t be tripped)
  feats Improved Initiative
  Skills Perception +6, Swim +10
  Ecology
  Environment temperate freshwater
  organization solitary, pair, or school (3–6)
  treasure none
  Gars are predatory fish that live in deep lakes and 
  rivers. Sleek and swift, they regard anything their own 
  size or smaller as food. A typical gar is 7 feet 
  long and weighs 200 pounds. 
  One species known as 
  the alligator gar can 
  grow to lengths 
  of 10 feet. An 
  alligator gar is 
  a gar with the 
  advanced creature 
  template.
  gar 
  companions
  Starting Statistics: Size 
  Medium; Speed swim 60 
  ft., ac +1 natural, attack 
  bite 1d6; ability Scores Str 
  14, Dex 14, Con 15, Int 1, Wis 
  13, Cha 2; Special ability grab.
  7th-level advancement: Size 
  Large; ac +3 natural, attack bite 
  1d8, ability Scores +8 Str, –2 Dex, 
  +4 Con.
  Gar, Giant
  This fish is enormous—a sleek predator with bony scales and a 
  long set of toothy jaws.
  giant gaR 
  cR 6
  Xp 2,400
  N Huge animal (aquatic)
  init +4; Senses low-light vision; Perception +11
  dEfEnSE
  ac 19, touch 8, flat-footed 19 (+11 natural, –2 size)
  hp 73 (7d8+42)
  fort +11, Ref +7, Will +5
  offEnSE
  Speed swim 60 ft.
  Melee bite +14 (2d6+15 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special attacks swallow whole (2d6+10 bludgeoning damage, 
  AC 15, hp 7)
  StatiSticS
  Str 30, dex 10, con 23, int 1, Wis 13, cha 2
  base atk +5; cMb +17 (+21 grapple); cMd 27 (can’t be tripped)
  feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack
  Skills Perception +11, Swim +18
  Ecology
  Environment temperate freshwater
  organization solitary, pair, or school (3–6)
  treasure none
  Although typical gars are 
  frightening enough, tales 
  of enormous giant 
  gars that lurk in 
  the deepest rivers 
  and lakes persist 
  in many regions. 
  These creatures 
  are true monsters, 
  often growing to 
  lengths of 30 feet 
  or more and capable 
  of swallowing a horse 
  and rider in a single 
  gulp. Fortunately, giant 
  gars are much rarer than 
  their smaller kin.
  Giant gars are often kept 
  as pets and guard animals 
  by aquatic creatures such 
  as merrows, scrags (aquatic 
  trolls), and the rare sea hags 
  who dwell in freshwater dens. 
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  Giant, Marsh
  Cold, black eyes stare out from the fish-like face of this hideous 
  green-skinned, web-fingered, and obese giant.
  MaRSH giant 
  cR 8
  Xp 4,800
  CE Large humanoid (giant)
  init +3; Senses low-light vision; Perception +11
  dEfEnSE
  ac 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
  hp 102 (12d8+48)
  fort +12, Ref +7, Will +8
  defensive abilities rock catching
  offEnSE
  Speed 40 ft., swim 20 ft.
  Melee gaff +16/+11 (2d6+12) or
  2 slams +16 (1d6+8) 
  Ranged rock +12 (2d6+9) 
  Space 10 ft.; Reach 10 ft.
  Special attacks rock throwing (120 ft.)
  Spell-like abilities (CL 12th; concentration +13)
  3/day—augury, bestow curse (DC 15), fog cloud
  StatiSticS
  Str 27, dex 17, con 19, int 8, Wis 15, cha 12
  base atk +9; cMb +18; cMd 31
  feats Combat Reflexes, Improved Iron Will, Improved 
  Sunder, Iron Will, Power Attack, Vital Strike
  Skills Perception +11, Stealth +5 (+13 in swamps), Swim +16; 
  Racial Modifiers +8 Stealth in swamps
  languages Boggard, Giant
  Ecology
  Environment temperate marshes
  organization solitary, gang (2–6), or tribe (7–22, plus 
  20% noncombatants plus 1 cleric or witch leader 
  of 4th–8th level, 1–3 barbarian or fighter 
  champions of 2nd–5th level, 2–12 merrows, 
  10–20 boggards, and 6–12 giant frogs)
  treasure standard (gaff, other treasure)
  Hideously ugly, marsh giants dwell 
  in the most desolate of swamps—
  preferably those that share a sodden 
  border with the sea. Marsh giants typically use a 
  hooked club called a gaff (wielded in both hands) 
  in combat—treat these weapons as flails, save 
  that they do piercing damage. 
  Marsh giants are hateful thugs bound together 
  by a common zealotry. Powerful opponents and 
  beasts are the most prized of meals, though many 
  marsh giants are also cannibals—they often attack 
  fellow tribe members just to gorge on a particularly 
  fearsome or delicious-looking relative. 
  Gar–Giant, Marsh
  Gar–Giant, Marsh
  Some marsh giants mingle with abominations from the 
  deepest seas, creatures they believe are sent by their god. 
  This has further contributed to their racial degradation, 
  but the immediate offspring of these unholy unions are 
  powerful. Deformed with tentacles, scales, and other 
  aquatic traits, these marsh giants are known as “brineborn.” 
  They are advanced marsh giants with the aquatic subtype, 
  a swim speed of 40 feet, the amphibious special quality, 
  and the following additional spell-like abilities:
  Constant—speak with animals; 3/day—contagion (DC 15), 
  confusion (DC 14), quench (DC 14).
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  Giant, Rune
  This giant’s skin is black and pitted, like roughly cast iron, and 
  etched with glowing red runes.
  RunE giant 
  cR 17
  Xp 102,400
  LE Gargantuan humanoid (giant)
  init +0; Senses low-light vision; Perception +29
  dEfEnSE
  ac 30, touch 6, flat-footed 30 (+9 armor, +15 natural, –4 size)
  hp 270 (20d8+180)
  fort +15, Ref +6, Will +20
  immune cold, electricity, fire
  offEnSE
  Speed 35 ft. (50 ft. without armor); air walk
  Melee mwk longsword +27/+22/+17 (4d6+22/17–20) or
  2 slams +26 (2d6+15)
  Ranged mwk spear +12/+7/+2 (4d6+15/×3)
  Space 20 ft.; Reach 20 ft.
  Special attacks command giants, runes, spark shower
  Spell-like abilities (CL 20th; concentration +24)
  Constant—air walk
  At will—charm person (DC 15), suggestion (DC 17)
  3/day—mass charm monster (DC 22), dominate person (DC 19)
  1/day—demand (DC 22), true seeing
  StatiSticS
  Str 41, dex 11, con 28, int 14, Wis 23, cha 18
  base atk +15; cMb +34; cMd 44
  feats Awesome Blow, Critical Focus, Improved Bull Rush, 
  Improved Critical (longsword), Improved Vital Strike, Iron Will, 
  Power Attack, Quick Draw, Staggering Critical, Vital Strike
  Skills Acrobatics +15 (+23 jump), Craft (any one) +25, Knowledge 
  (history) +12, Knowledge (nobility) +12, Perception +29
  languages Common, Giant, Terran
  Ecology
  Environment cold mountains
  organization solitary, pair, patrol (3–6), squad (7–12), or 
  company (13–30 plus 2–4 fighters or rogues of 2nd–4th 
  level, 1 oracle or sorcerer of 5th–8th level, 1 ranger or monk 
  commander of 5th–6th level, 10–20 yetis, 1–4 cloud giants, 
  8–12 frost giants, 10–16 stone giants, 4–8 lamia matriarchs, 
  and 1–2 adult blue dragons)
  treasure standard (masterwork full plate armor, masterwork 
  longsword, 3 masterwork spears, other treasure)
  SpEcial abilitiES
  command giant (Su) A rune giant gains a +4 racial bonus on the 
  save DC of charm or compulsion effects used against giants.
  Runes (Ex) As a free action, whenever a rune giant uses its 
  spark shower or spell-like abilities, it can cause the runes 
  on its body to flash with light. All creatures within 10 feet of 
  the giant must make a DC 24 Fortitude save or be blinded 
  for 1 round. The saving throw is Charisma-based.
  Spark Shower (Su) As a standard action, a rune giant can 
  cause a shower of sparks to erupt out of one of the runes on 
  its body. These sparks function as a breath weapon (30-ft. 
  cone; 10d6 fire and 10d6 electricity damage; Reflex DC 
  29 half; usable once every 1d4 rounds). The save DC is 
  Constitution-based.
  Magically crafted and crossbred from taiga 
  and fire giant slaves by ancient wizards, 
  rune giants are anathema to their own kind. 
  Given power to command and magically 
  control other giants, the rune giants themselves served 
  their even more powerful masters, and in so doing 
  granted ancient empires armies of giants to command. 
  In the eons since these ancient empires collapsed, rune 
  giants have persisted as a race of their own, little more 
  than bogeymen, horrors whispered of late at night by 
  superstitious giants.
  Rune giants’ charcoal flesh is decorated by dozens of 
  runes—manifestations of their eldritch powers. Rune 
  giants are 40 feet tall and weigh 25,000 pounds.
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  Giant, Taiga
  This muscular giant has dark gray skin and fiery red hair. Its lower 
  jaw bears sharp fangs, and it wields a huge, primitive spear.
  taiga giant 
  cR 12
  Xp 19,200
  CN Huge humanoid (giant)
  init +2; Senses low-light vision; Perception +13
  dEfEnSE
  ac 26, touch 14, flat-footed 24 (+4 armor, +4 deflection,  
  +2 Dex, +8 natural, –2 size)
  hp 157 (15d8+90)
  fort +15, Ref +9, Will +10
  defensive abilities rock catching; immune enchantment and 
  illusion spells
  offEnSE
  Speed 30 ft. (40 ft. without armor)
  Melee spear +19/+14/+9 (3d6+15/×3) or
  2 slams +19 (1d8+10) 
  Ranged rock +11 (2d6+15) or
  spear +11 (3d6+10/×3)
  Space 15 ft.; Reach 15 ft.
  Special attacks rock throwing (140 ft.)
  StatiSticS
  Str 31, dex 14, con 22, int 12, Wis 17, cha 15
  base atk +11; cMb +23; cMd 39
  feats Alertness, Cleave, Endurance, Iron Will, Lightning Reflexes, 
  Power Attack, Self-Sufficient, Shot on the RunB, Vital Strike
  Skills Climb +15, Knowledge (religion) +11, Perception +13, 
  Stealth +6 (+12 in undergrowth), Survival +20; Racial 
  Modifiers +6 Stealth in undergrowth
  languages Common, Giant
  SQ spirit summoning
  Ecology
  Environment cold mountains or forests
  organization solitary, warband (2–7), 
  or tribe (20–50 plus 30% 
  noncombatants, 1 druid or 
  oracle of 3rd–5th level, 2–4 
  barbarian or ranger hunters of 3rd–5th level, 1 chieftain 
  barbarian or fighter of 4th–7th level, 2–6 dire bears, 2–6 
  dire tigers, and 8–12 stone giants)
  treasure standard (hide armor, spear, other treasure)
  SpEcial abilitiES
  Spirit Summoning (Su) Once per day, a taiga giant may 
  perform a 10-minute ritual to tap into the power and 
  insight of his ancestral spirits. These spirits provide a 
  +4 deflection bonus to AC, immunity to enchantment 
  and illusion spells, and one of the following spell effects: 
  bless, endure elements, protection from evil, protection from 
  good, or see invisibility. The effects of a spirit summoning 
  persist for 24 hours.
  Giant, Rune–Giant, Taiga
  Giant, Rune–Giant, Taiga
  Taiga giants wander endlessly to keep from depleting 
  the food supply of any one area. Aurochs and mammoths 
  are their preferred inland prey, while whales, seals, 
  and walruses provide food in coastal regions. These 
  animals form the cornerstone of tribal survival, not 
  just for the food they provide but because nearly all of a 
  tribe’s possessions, from their portable shelters to their 
  weapons, are crafted from the bone, hides, and sinews of 
  felled beasts. Little is wasted. 
  Taiga giants are also deeply spiritual, worshiping their 
  ancestors. Every tribe member learns to call forth ancestor 
  spirits at a young age. Taiga giants are ashamed of being 
  the ancestors of rune giants as, like most giants, they both 
  hate and fear rune giants as slavers and monsters.
  A typical taiga giant stands 20 feet in height and weighs 
  10,000 pounds. Skin tones vary from dark to pale gray, 
  with hair color ranging from dark brown to red.
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  Giant, Wood
  Standing tall and graceful, this sharp-eared giant’s skin is pale. 
  Its large brow gives it a somewhat primitive visage.
  Wood giant 
  cR 6
  Xp 2,400
  CG Large humanoid (giant)
  init +5; Senses low-light vision; Perception +11
  dEfEnSE
  ac 20, touch 14, flat-footed 15 (+2 armor, +5 Dex, +4 natural, –1 size)
  hp 67 (9d8+27)
  fort +9, Ref +8, Will +7
  defensive abilities rock catching
  offEnSE
  Speed 40 ft.
  Melee longsword +10/+5 (2d6+5/19–20) or 
  2 slams +10 (1d6+5) 
  Ranged mwk longbow +9/+9/+4 (2d6+5/×3) 
  Space 10 ft.; Reach 10 ft.
  Spell-like abilities (CL 7th; concentration +8)
  Constant—pass without trace, speak with animals
  3/day—charm animal (DC 12), quench, tree shape
  1/day—enlarge person (self only), spike growth
  StatiSticS
  Str 20, dex 21, con 17, int 14, Wis 15, cha 12
  base atk +6; cMb +12; cMd 27
  feats Deadly Aim, Iron Will, Point-Blank Shot, Precise Shot, 
  Rapid Shot
  Skills Acrobatics +8 (+12 jump), Climb +14, Knowledge (nature) 
  +8, Perception +11, Profession (farmer) +8, Stealth +7 (+11 in 
  forests), Survival +8; Racial Modifiers +4 Stealth in forests
  languages Common, Giant, Sylvan; speak with animals
  Ecology
  Environment temperate forests
  organization solitary, gang (2–4), hunting party (5–9, plus 
  1–4 dire wolves), or clan (10–40, plus 35% noncombatants, 
  1–3 druids or witches of 2nd–4th level, 1 ranger chieftain of 
  3rd–7th level, 4–10 dire wolves, and 2–8 giant eagles) 
  treasure standard (leather armor, longsword, masterwork 
  composite longbow with 20 arrows, other treasure)
  Wood giants are the wardens of the deepest, wildest 
  portions of the world’s forests. Unlike many of their kin, 
  wood giants are slow to anger, peaceful, and artistic, and 
  display an infinite patience in their duty. A wood giant’s 
  role is to preserve and protect the 
  wilderness—a role they believe 
  that nature itself granted them, 
  the proof of which manifests in their 
  magical abilities tied to the natural world.
  Wood giant culture is as complex as their 
  forest homes. Much of a tribe’s time is spent tending 
  to a forest’s health: planting new trees, clearing away dead 
  brush, and hunting abominations that pervert the natural 
  order. Individuals may even cultivate their forest homes 
  into elaborate demesnes, mazes, or living temples. They 
  are an isolated race, only rarely meeting to trade with 
  other tribes or the occasional elven settlement. While 
  primarily good-natured, wood giants are distrustful 
  of outsiders and prone to great melancholies.
  Small clans claim enormous tracts of wooded 
  land, but rarely build permanent homes. Members may 
  spread out over their entire region by day only to gather 
  and bed down, exposed to the elements, after sundown. 
  In harsh weather, tribes cluster close together in the 
  densest thickets with their backs turned outward.
  Wood giants stand 14 feet tall and weigh 1,200 pounds. 
  They are vegetarians by choice, resorting to eating meat 
  only when no other option is available.
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  Gloomwing
  This immense moth has huge purple wings marked with spiraling 
  black patterns that seem to shift and writhe.
  glooMWing 
  cR 4
  Xp 1,200
  N Large outsider (extraplanar)
  init +3; Senses darkvision 60 ft.; Perception +8
  dEfEnSE
  ac 19, touch 12, flat-footed 16 (+3 
  Dex, +7 natural, –1 size)
  hp 37 (5d10+10)
  fort +2, Ref +7, Will +5
  offEnSE
  Speed 10 ft., fly 40 ft. (good)
  Melee bite +6 (1d8+2), 2 claws +6 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special attacks confusion, implant, pheromones
  StatiSticS
  Str 15, dex 17, con 15, int 2, Wis 12 cha 10
  base atk +5; cMb +8; cMd 21
  feats Ability Focus (confusion), Flyby Attack, Hover
  Skills Fly +5, Perception +8, Stealth +7 (+11 in dim 
  light); Racial Modifiers +4 Stealth in dim light
  Ecology
  Environment any (Plane of Shadow)
  organization solitary
  treasure none
  SpEcial abilitiES
  confusion (Su) The eerie shifting of patterns on a gloomwing’s 
  wings is hypnotic—any creature within 30 feet that does 
  not avert its gaze from the gloomwing must make a DC 14 
  Will save at the start of each turn or become confused for 
  1 round. This is a mind-affecting effect—gloomwings and 
  tenebrous worms are immune to this effect. The save DC is 
  Charisma-based.
  implant (Ex) A gloomwing can lay eggs inside a Small or 
  larger helpless or dead creature as a full-round action that 
  provokes attacks of opportunity. A creature implanted 
  with gloomwing eggs must make a DC 14 Fortitude save 
  each morning to avoid suffering 1d4 points of Constitution 
  damage. Within 24 hours of a creature’s death from this 
  damage, 1d4 young tenebrous worms (see page 259) emerge 
  from the corpse, devouring it completely in the process. 
  The eggs can be destroyed via any effect that cures disease, 
  but the eggs themselves are not treated as a disease for 
  purposes of what creatures are immune to this effect. The 
  save DC is Constitution-based. 
  pheromones (Su) After the first round of combat, a 
  gloomwing can emit a strange, musky scent in a 30-foot 
  radius as a free action. All creatures within this area (save for 
  other gloomwings or tenebrous worms) must make a DC 
  14 Fortitude save each round to avoid becoming weakened 
  by the pheromones. Once a creature fails a save against 
  this effect, it takes a –4 penalty to its Strength score—this 
  penalty lasts for as long as the battle continues and for 
  1 hour thereafter. Lesser restoration or any other effect 
  capable of healing ability damage immediately removes this 
  Strength penalty. The save DC is Constitution-based.
  Giant, Wood–Gloomwing
  Giant, Wood–Gloomwing
  Gloomwings are strange, moth-like natives of the Plane 
  of Shadow. Despite their appearance, they are not vermin 
  and possess a crude but serviceable intelligence. While 
  gloomwings can be conjured via spells like lesser planar 
  ally or lesser planar binding to serve as guardians or even 
  mounts, occasionally a gloomwing will slip through a 
  tear in the fabric of the planes and make the journey to 
  the Material Plane on its own. A gloomwing loose on the 
  Material Plane is active for 2 to 3 hours at dawn and again 
  for 2 to 3 hours at dusk, preferring to spend the remaining 
  hours of the day hiding in abandoned buildings, caves, or 
  deep canyons or foliage where the shadows are thickest. 
  During its periods of activity, it flies through the sky on 
  the hunt for creatures to attack and implant its eggs in—
  the gloomwing does not need to eat, leaving this urge to 
  propagate its species as its primary drive.
  For all the dangers a gloomwing presents, it is the 
  creature’s young that pose the gravest threat. These 
  creatures are known as tenebrous worms (see page 260), 
  and despite being the larval form of the adult gloomwing, 
  are much more dangerous creatures. The fact that a 
  gloomwing can lay several eggs a day if presented with 
  enough living hosts makes them dangerous not for what 
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  Golem, Adamantine
  This huge construct of black metal is all spikes and armor, save 
  for several forge-like stacks that burn atop its crown and back.
  adaMantinE golEM 
  cR 19
  Xp 204,800
  N Huge construct 
  init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  dEfEnSE
  ac 33, touch 7, flat-footed 33 (–1 Dex, +26 natural, –2 size)
  hp 205 (30d10+40); fast healing 10
  fort +10, Ref +9, Will +10
  defensive abilities indestructible; dR 15/epic; immune 
  construct traits, magic
  offEnSE
  Speed 30 ft.
  Melee 2 slams +41 (6d10+13/19–20)
  Space 15 ft.; Reach 15 ft.
  Special attacks destructive strike, trample (6d10+19, DC 38)
  StatiSticS
  Str 36, dex 9, con —, int —, Wis 11, cha 1
  base atk +30; cMb +45; cMd 54
  Ecology
  Environment any
  organization solitary or gang (2–4)
  treasure none
  SpEcial abilitiES
  destructive Strike (Ex) An adamantine golem’s slam 
  attacks threaten a critical hit on a 19 or 20. In addition, 
  whenever an adamantine golem scores a critical hit, it deals 
  6d10+13 points of damage to the target’s armor or 
  shield in addition to the normal damage, as if it had 
  also made a successful sunder combat maneuver.
  indestructible (Ex) An adamantine golem is nearly impossible 
  to destroy. Even if reduced below 0 hit points, its fast 
  healing continues to restore hit points, though the 
  golem is helpless unless above 0 hit points. It can only be 
  permanently destroyed if reduced to negative hit points and 
  then decapitated using an adamantine vorpal weapon—
  alternatively, miracle or wish can be used to slay it while it 
  is at negative hit points.
  immunity to Magic (Ex) An adamantine golem is immune 
  to any spell or spell-like ability that allows spell resistance, 
  except as noted below.
  •	 Transmute metal to wood slows an adamantine golem for 
  1d4 rounds, during which time its damage reduction is 
  reduced to 15/adamantine (no save).
  Made using one of the hardest and most precious 
  substances, the adamantine golem is a deadly work of 
  art. It can crush the life from foes that dare to get 
  in its way and is nearly impossible to permanently 
  destroy. The vast amount of adamantine required to build 
  even one of these destructive golems is so significant that 
  most worlds do not have enough resources, forcing the 
  creator to travel to the Plane of Earth or remote Outer 
  Planes simply to gather the raw materials needed to build 
  the golem’s body.
  construction
  A adamantine golem’s body is made of more than 4,000 
  pounds of adamantine, mithral, gold, platinum, and 
  other metals worth a total of 100,000 gp.
  adaMantinE golEM
  cl 20th; price 600,000 gp
  conStRuction
  Requirements Craft Construct, crushing fist, geas/quest, heal, 
  stoneskin, wish, creator must be caster level 20th; Skill Craft 
  (sculpture) DC 35; cost 350,000 gp
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  Golem, Alchemical
  A rickety construction of glass tubing, metal, and wood convey 
  the brain and two eyes afloat in this figure’s glass skull. 
  alcHEMical golEM 
  cR 9
  Xp 6,400
  N Large construct 
  init +4; Senses darkvision 60 ft., low-light vision; Perception +0
  dEfEnSE
  ac 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 96 (12d10+30)
  fort +4, Ref +8, Will +4
  dR 10/adamantine or bludgeoning; immune construct traits, magic
  offEnSE
  Speed 30 ft.
  Melee 2 slams +19 (2d8+8 plus alchemy)
  Ranged bomb +15 (8d6 energy damage)
  Space 10 ft.; Reach 10 ft.
  Special attacks alchemy, bombs, splash
  StatiSticS
  Str 27, dex 18, con —, int —, Wis 11, cha 1
  base atk +12; cMb +21; cMd 35
  Ecology
  Environment any
  organization solitary or gang (2–4)
  treasure none
  SpEcial abilitiES
  alchemy (Ex) When an alchemical golem strikes a foe, the attack 
  has an additional random effect, chosen from the options below. 
  The attack can either deal 1d6 points of acid, cold, electricity, or 
  fire damage, or cause the target to become sickened (Fortitude 
  DC 16 negates) or entangled (Reflex DC 16 negates) for 1d4 
  rounds. These save DCs are Constitution-based.
  bombs (Ex) As a standard action, an alchemical golem can throw 
  a bomb as a ranged touch attack to a distance of 60 feet (no 
  range increment). If the attack misses, treat it as a thrown 
  splash weapon to determine where it lands. Anyone struck by 
  an alchemical golem’s bomb takes 8d6 points of acid, cold, 
  electricity, or fire damage (determine type randomly). All 
  creatures adjacent to the location where the bomb hits take 
  1d6 points of energy damage of the same type.
  immunity to Magic (Ex) An alchemical golem is immune to 
  spells or spell-like abilities that allow spell resistance, 
  save for spells with the sonic descriptor. Shatter 
  damages an alchemical golem as if it were a 
  crystalline creature.
  Splash (Ex) Any strike on an alchemical golem with 
  a non-reach melee weapon deals 1 point of acid, 
  cold, electricity, or fire damage (determine type 
  randomly) to the attacker. This amount increases 
  to 1d6 points of damage if the attack is 
  a critical hit.
  This golem is a walking alchemical nightmare, capable 
  of inflicting all manner of painful wounds on its foes. 
  Its ability to follow orders is granted by the otherwise 
  mindless humanoid brain that floats in its dome-like 
  head, while its animating force is a curious combination 
  of alchemy and elemental spirits bound into the fluids and 
  metals of its body.
  construction
  An alchemical golem’s body is made of alchemical gear 
  weighing 1,000 pounds and worth a total of 3,000 gp.
  alcHEMical golEM
  cl 10th; price 33,000 gp
  conStRuction
  Requirements Craft Construct, geas/quest, gentle repose, major 
  creation, resist energy, telekinesis, creator must be caster level 
  10th; Skill Craft (alchemy) DC 20; cost 18,000 gp
  Golem, Adamantine–Golem, Alchemical
  Golem, Adamantine–Golem, Alchemical
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  Golem, Carrion
  A lurching mash-up of rotting flesh, jagged bone, and coarse hair, 
  this humanoid monstrosity reeks of death and decay.
  Carrion Golem 
  Cr 4
  XP 1,200
  N Medium construct 
  init +1; Senses blindsense 10 ft., darkvision 60 ft., low-light 
  vision; Perception +0
  aura foul stench (DC 12, 1 round)
  DefenSe
  aC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 42 (4d10+20)
  fort +1, ref +2, Will +1
  Dr 5/bludgeoning or slashing; immune construct traits, magic
  offenSe
  Speed 30 ft.
  melee 2 slams +7 (1d8+3 plus disease)
  Special attacks plague carrier
  StatiStiCS
  Str 17, Dex 12, Con —, int —, Wis 11, Cha 1
  Base atk +4; CmB +7; CmD 18
  eColoGy
  environment any land
  organization solitary or gang (2–4)
  treasure none
  SPeCial aBilitieS
  foul Stench (ex) This functions as the 
  stench ability, but causes affected 
  creatures 
  to be 
  nauseated 
  rather than 
  sickened.
  immune to magic (ex) 
  A carrion 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.
  •	 Gentle repose causes a 
  carrion golem to become 
  stiff and helpless for 1d4 
  rounds if it fails a Will save 
  against the spell.
  •	 Animate dead causes 
  the various parts of 
  the golem’s body to 
  shudder and tear, dealing 1d6 points of damage per caster 
  level to the golem (no save).
  •	 Any	magical	attack	that	deals	cold	or	fire	damage	slows	a	
  carrion golem (as the slow spell) for 2d6 rounds (no save).
  •	 Any	magical	attack	that	deals	electricity	damage	hastes	a	
  carrion golem (as the haste spell) for 2d6 rounds.
  Plague Carrier (ex) When a carrion golem is created, its 
  creator	infects	it	with	a	specific	disease.	The	carrion	golem	
  can then infect those it strikes with its slams with this 
  disease—most	carrion	golems	inflict	filth	fever.	The	save	
  DC is Constitution-based and includes a +2 racial bonus.
  Filth Fever: Slam—injury; save Fortitude DC 14; onset 1d3 
  days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves.
  Carrion golems are made from the partially decayed parts 
  of numerous dead creatures—no two carrion golems 
  are exactly alike in appearance. Most are created from 
  the corpses of humanoid creatures that are then 
  augmented here and there with parts taken from 
  animals, resulting in a monster that stands 6 feet 
  tall and weighs 120 pounds.
  ConstruCtion
  A carrion golem’s body can be constructed 
  using at least two Medium corpses and 
  four smaller corpses. Special reagents 
  worth 500 gp are also required.
  Carrion Golem
  Cl 7th; Price 10,500 gp
  ConStruCtion
  requirements Craft Construct, 
  animate dead, contagion, false 
  life, gentle repose, lesser geas, 
  creator must be caster level 
  7th; Skill Craft (leather) 
  or Heal DC 13; Cost 
  5,500 gp
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  Golem, Carrion–Golem, Clockwork
  Golem, Carrion–Golem, Clockwork
  Golem, Clockwork
  A vaguely humanoid shape made of metal lurches to life with the 
  grinding whir and frantic ticking of hundreds of gears.
  CloCkWork Golem 
  Cr 12
  XP 19,200
  N Large construct 
  init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  DefenSe
  aC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
  hp 118 (16d10+30)
  fort +5, ref +6, Will +5
  Dr 10/adamantine; immune construct traits, magic
  offenSe
  Speed 30 ft.
  melee 2 slams +23 (2d10+8 plus grab)
  Space 10 ft.; reach 10 ft.
  Special attacks death burst, grind, wall of gears
  StatiStiCS
  Str 27, Dex 12, Con —, int —, Wis 11, Cha 1
  Base atk +16; CmB +25 (+29 grapple); CmD 36
  eColoGy
  environment any
  organization solitary or gang (2–4)
  treasure none
  SPeCial aBilitieS
  Death Burst (ex) When a clockwork golem is reduced to 0 
  or fewer hit points, it explodes in a shower of razor-sharp 
  gears and debris. All creatures within a 10-foot burst take 
  12d6 points of slashing damage—a DC 18 Reflex save 
  results in half damage. The save DC is Constitution-based.
  Grind (ex) A clockwork golem deals an additional 2d10+12 
  points of slashing damage when it makes a successful 
  grapple check as razor-sharp gears and blades 
  emerge from its body to grind and slice its foe.
  immunity to magic (ex) A clockwork golem is 
  immune to any spell or spell-like ability that allows 
  spell resistance. In addition, certain spells and 
  effects function differently against a clockwork 
  golem, as noted below.
  •	 A	grease spell cast on the golem causes it to move quickly for 
  1d6 rounds, as if under the effects of haste.
  •	 A	rusting grasp spell deals damage to a clockwork golem 
  normally, and makes the golem staggered for 1d6 rounds 
  (no save).
  Wall of Gears (Su) As a standard action, a clockwork golem can 
  fold into a whirling wall of grinding gears measuring 10 feet 
  by 10 feet or 5 feet by 20 feet. Anyone passing through 
  the wall takes 15d6 points of slashing damage. If the 
  wall appears in a creature’s space, that creature can 
  attempt a DC 18 Reflex save to leap to one side 
  and avoid the damage entirely. The clockwork 
  golem can take no actions while in this form except to resume 
  its normal form as a move action. A clockwork golem’s AC 
  and immunities remain the same while it is in this form.
  Forged from thousands of gears, the clockwork golem 
  is a precision creation. In combat, a clockwork golem 
  is ruthlessly efficient, moving with swift conviction to 
  grind and slice its foes to ribbons.
  ConstruCtion
  A clockwork golem’s body is made up of hundreds of 
  carefully crafted copper, iron, and silver gears, weighing 
  almost 1,500 pounds, and worth a total of 10,000 gp.
  CloCkWork Golem
  Cl 15th; Price 120,000 gp
  ConStruCtion
  requirements Craft Construct, animate objects, blade barrier, 
  geas/quest, grease, telekinesis, creator must be caster level 
  15th; Skill Craft (clocks) or Craft (locks) DC 20; Cost 65,000 gp
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  Golem, Glass
  This jagged construct of glass has a human’s shape, save that one 
  arm ends in a jagged hammer and another in a spike of glass.
  GlaSS Golem 
  Cr 8
  XP 4,800
  N Large construct 
  init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DefenSe
  aC 21, touch 8, flat-footed 21 (–1 Dex, +13 natural, –1 size)
  hp 96 (12d10+30)
  fort +4, ref +3, Will +4
  Defensive abilities reflect spells; Dr 5/adamantine; immune 
  magic, construct traits
  offenSe
  Speed 30 ft.
  melee 2 slams +16 (2d8+5 plus bleed)
  Space 10 ft.; reach 10 ft.
  Special attacks bleed (1d8), dazzling brightness
  StatiStiCS
  Str 20, Dex 9, Con —, int —, Wis 11, Cha 1
  Base atk +12; CmB +18; CmD 27
  eColoGy
  environment any land
  organization solitary or gang (2–5)
  treasure none
  SPeCial aBilitieS
  Dazzling Brightness (ex) A glass golem in an 
  area of bright 
  light dazzles 
  any creature 
  within 30 
  feet that 
  sees it 
  (Fortitude DC 
  16 negates). Once 
  a creature makes 
  its save against this 
  ability, it is immune to that 
  golem’s brightness for 24 hours. 
  The DC is Constitution-based.
  immune to magic (ex) A glass golem 
  is immune to any spell or spell-like 
  ability that allows spell resistance. In 
  addition, certain spells and effects 
  function differently against a glass 
  golem, as noted below.
  •	 A	shatter spell damages a glass golem 
  as if it were a crystalline creature.
  •	 A	keen edge spell affects all of a 
  glass golem’s slam attacks as if 
  they were slashing weapons.
  •	 A	magical	attack	that	deals	cold	damage	slows	a	glass	
  golem (as the slow spell) for 3 rounds (no saving throw).
  •	 A	magical	attack	that	deals	fire	damage	ends	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. A glass golem gets no saving throw 
  against	fire	effects.
  reflect Spells (ex) As a free action once every 1d4 rounds, 
  a glass golem can align its internal structure to enhance 
  its resistance to magic for 1 round. During this time, the 
  golem reflects spells (even spells that function differently 
  against the golem as described in its immune to magic 
  ability) as if under the effect of a spell turning spell.
  A glass golem is a sizable guardian constructed by a 
  powerful caster, usually in the shape of an armored 
  humanoid. They are more common 
  in desert lands where quartz-based 
  sand is readily available, or in 
  urban centers where glassblowing is 
  commonplace.
  A typical glass golem is 10 feet tall 
  and weighs 2,500 pounds.
  Stained Glass Golems (+0 CR): 
  Divine casters sometimes 
  build glass golems that 
  resemble the windowpanes 
  commonly found in temples. 
  Thin and agile, these colorful 
  beings often act as spies, 
  wielding powers of stealth that 
  their larger counterparts do not 
  possess. A stained glass golem has 
  a +8 racial bonus on Stealth checks.
  ConstruCtion
  A glass golem’s body is made from 
  2,500 pounds of glass mixed with special 
  salts and rare minerals worth 1,000 gp.
  GlaSS Golem
  Cl 10th; Price 33,000 gp (glass); 
  39,400 (stained glass)
  ConStruCtion
  requirements Craft Construct, 
  animate objects, flame strike, geas/
  quest, spell turning, creator must 
  be caster level 10th; Skill Craft 
  (sculptures) DC 17; Cost 17,000 gp 
  (glass golem); 20,200 gp (stained 
  glass golem)
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  Golem, Mithral
  Made of polished silvery metal, this immense humanoid construct 
  moves with shocking grace and speed.
  mithral Golem 
  Cr 16
  XP 76,800
  N Huge construct 
  init +7; Senses darkvision 60 ft., low-light vision; Perception +0
  DefenSe
  aC 31, touch 15, flat-footed 24 (+7 Dex, +16 natural, –2 size)
  hp 172 (24d10+40)
  fort +8, ref +15, Will +8
  Dr 15/adamantine, evasion; immune construct traits, magic
  offenSe
  Speed 50 ft.
  melee 2 slams +33 (4d10+11)
  Space 15 ft.; reach 15 ft.
  Special attacks fluid form, quickness
  StatiStiCS
  Str 33, Dex 24, Con —, int —, Wis 11, Cha 1
  Base atk +24; CmB +37; CmD 54
  feats DodgeB, MobilityB, RunB, Spring AttackB
  eColoGy
  environment any
  organization solitary or gang (2–4)
  treasure none
  SPeCial aBilitieS
  fluid form (ex) A mithral golem’s body can take on a form 
  like liquid silver as a swift action. While in this 
  form, the mithral golem’s reach increases to 30 
  feet and its DR becomes 15/bludgeoning and 
  adamantine. A mithral golem in this form can 
  also move through 
  any crack or hole 
  in a wall or door, 
  no matter how 
  small, without 
  impeding its 
  movement. A mithral 
  golem can maintain this 
  form for up to 10 rounds per 
  day, but these rounds do not need to be 
  consecutive. Reverting to its normal form is a 
  free action.
  immunity to magic (ex) A mithral golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance. In 
  addition, certain spells 
  and effects function 
  differently against 
  a mithral golem, as 
  noted below.
  •	 A	slow spell cast on the golem causes it to lose its quickness 
  ability for 1d6 rounds.
  •	 A	haste spell heals the golem of 1d6 points of damage per 
  level of the caster (maximum 10d6).
  •	 Hitting	a	mithral	golem	in	fluid	form	with	any	spell	of	6th	
  level or higher with the cold descriptor causes the golem to 
  take 10d6 points of damage (no save) and lose the use of its 
  fluid form ability for 24 hours.
  Quickness (ex) A mithral golem is incredibly quick. It can take 
  an extra move action during its turn each round. This means 
  it can move up to its speed and still make a full attack.
  Created from a massive quantity of the purest mithral, this 
  golem is a thing of shining beauty. Unlike most golems, 
  mithral golems are extremely agile, capable of moving at 
  great speed and striking swiftly.
  ConstruCtion
  A mithral golem’s body is made of 3,000 pounds of mithral 
  and other precious metals, worth a total of 50,000 gp.
  mithral Golem
  Cl 18th; Price 250,000 gp
  ConStruCtion
  requirements Craft Construct, animate objects, geas/quest, 
  haste, polymorph any object, wish, creator must be caster 
  level 18th; Skill Craft (sculpture) DC 25; Cost 150,000 gp
  Golem, Glass–Golem, Mithral
  Golem, Glass–Golem, Mithral
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  Illustration by Tyler Walpole
  Gray Render
  This hulking beast has slick, gray, hairless skin. Its numerous 
  yellow eyes and wide toothy maw are its only facial features.
  Gray renDer 
  Cr 8
  XP 4,800
  N Large magical beast 
  init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  DefenSe
  aC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
  hp 100 (8d10+56)
  fort +13, ref +7, Will +4
  offenSe
  Speed 30 ft.
  melee bite +14 (2d6+7), 2 claws +15 (1d8+7 plus grab)
  Space 10 ft.; reach 10 ft.
  Special attacks rend (2 claws, 1d8+10)
  StatiStiCS
  Str 25, Dex 13, Con 24, int 3, Wis 14, Cha 8
  Base atk +8; CmB +16 (+20 grapple); CmD 27
  feats Awesome Blow, Improved Bull Rush, Power Attack, 
  Weapon Focus (claw)
  Skills Perception +13, Survival +6; racial modifiers +4 Perception
  SQ double damage against objects
  languages Giant
  eColoGy
  environment temperate marshes
  organization solitary (plus bonded 
  creatures if any)
  treasure incidental
  SPeCial aBilitieS
  Double Damage against objects (ex) 
  A gray render that makes a full attack 
  against an object or structure deals 
  double damage.
  Standing over 9 feet tall and 
  weighing in excess of 4,000 
  pounds, a gray render is a solitary 
  and savage predator. Renders are 
  gifted with immense strength, and 
  some reports claim to have witnessed a gray 
  render uprooting a fully grown tree and tearing it 
  to splinters in order to catch prey hiding within. 
  Gray renders actively avoid forming groups or 
  communities with their own kind, and perhaps 
  only tolerate the presence of other renders when 
  it is time to mate. Some sages claim they 
  are asexual, but it is more likely they are 
  hermaphrodites able to self-fertilize, and 
  reproduce only rarely.
  Despite its solitary existence, a gray render often develops 
  an affectionate bond with other creatures, typically a herd 
  of herbivores or a small tribe of humanoids, but in some 
  cases a solitary denizen of its swamp. The render acts as a 
  guardian for this creature or creatures, never straying more 
  than a mile away, running to protect them if they are 
  attacked, and providing an offering of meat once each day, 
  as might a domesticated cat. A gray render never harms its 
  protected creatures, and retreats in confusion if they attack 
  it. Most animal “pets” grow to accept its presence, and 
  primitive humanoid “pets” often believe their guardian is 
  a sign of favor from the gods. A render’s bond may last from 
  a few months to as long as 10 years, after which it wanders 
  to a new territory and ignores its former favorites.
  Renders are generally not malicious, and only attack if 
  hungry or if they or their pets are threatened. A render 
  protecting its pets fights to the death.
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  Gremlin
  Well known for their mischievous natures, their nasty 
  senses of humor, and their destructive habits, the fey 
  creatures known as gremlins rightfully earn their 
  reputations as cruel pranksters and sadistic saboteurs. 
  Ranging in size from 3 feet in height down to barely 
  over a foot tall, numerous types of gremlins stalk the 
  world’s dark and unseen reaches, tending to linger near 
  thin spots in reality between the Material Plane and the 
  realms of the fey. The smaller a gremlin is, the stronger 
  its ties to the realm of the fey remain, and the stranger 
  and more potent its powers.
  Gremlins understand that they lack physical power, 
  and thus are usually encountered in large groups that 
  work together to defend each other and their lair. While 
  all gremlins share certain traits in common, such as a 
  resistance to damage from weapons save those made of 
  cold iron, a cruel and sadistic sense of humor, the ability 
  to use prestidigitation to enhance their mischievous plans, 
  and their slight statures, the single trait that gremlins are 
  most well known for is their ability to break, curse, and 
  otherwise ruin the works of other creatures. Gremlins 
  take great delight in ruining and breaking things, and 
  while each gremlin race has a particular “specialty” (be it 
  magical auras, complex machinery, coordinated tactics, 
  or even luck itself), all gremlins are fascinated by complex 
  devices and intricate social constructs. Nothing pleases 
  a gremlin more than being involved in the collapse of 
  something complex.
  Although gremlins originally hailed from the 
  mysterious realm of the fey, they have lived upon the 
  Material Plane for countless generations. In that time, 
  they have become natives of this realm, both in body 
  and soul. Yet not all gremlins have managed to retain 
  their strange powers to disrupt and destroy—the most 
  unfortunate gremlins are not even commonly known 
  as gremlins at all. These bizarre creatures are known 
  as mites. While they retain the gremlin ability to use a 
  few spell-like abilities, mites represent to their fellow 
  gremlins the ultimate shame and horror—a fall into 
  pathetic self-loathing and pitiful cowardice. As a result, 
  gremlins grow particularly sadistic and violent when 
  presented with an opportunity to torment a tribe of mites, 
  abandoning their more subtle methods of disrupting 
  communities and machinery in favor of all-out war, 
  invading mite homes and lairs with tiny knives in hand 
  and murder on their minds. Only mite tribes that have 
  managed to ally themselves with particularly dangerous 
  vermin generally have any chance at all to withstand an 
  invasion of this sort, and most tribes quickly surrender 
  to the gremlins. In some cases, the wholesale act of 
  surrender can cool the gremlins’ rage, and the attackers 
  simply take steps to subjugate and enslave the tribe of 
  mites, using them from that point on as a slave class to 
  serve their whims, but in other cases not even the mite 
  tribe’s complete surrender can save them.
  Against larger creatures, particularly humanoids (whom 
  gremlins particularly love to torment and vex), gremlins 
  adopt a much more subtle approach. Gremlins know that 
  they lack the physical strength to withstand a fight against 
  even the weakest humanoid societies, and thus keep to 
  the shadows when moving through cities and villages. 
  Gremlins seek out regions within urban areas where the 
  “big folk” don’t bother to visit often—places like sewers, 
  dumps, graveyards, and abandoned buildings make for 
  perfect gremlin lairs. Once a gremlin tribe establishes 
  itself in the shadows of a humanoid society, it begins 
  its work. Operating in pairs or even alone, the gremlins 
  move out into the society, seeking ways to undo anything 
  that can be undone. If a gremlin can arrange it, it prefers 
  to leave an object, relationship, or situation in such a 
  condition that it may seem stable and undamaged to the 
  casual observer, but falls apart or fails spectacularly the 
  next time it is used or encountered. A gremlin often waits 
  in hiding nearby so it can observe the calamitous results 
  of its mayhem, but takes pains to be well out of reach 
  when such a disaster occurs. Gremlins know that it’s not 
  good to be in arm’s reach of an angry humanoid once it 
  realizes it’s been visited by a gremlin.
  In areas where gremlin activity is well established, 
  many societies have developed unique and clever ways to 
  both protect themselves from gremlin-related mayhem 
  and root out the little monsters from their lairs. One 
  common method of dealing with gremlins is to use objects 
  known as gremlin bells. Crafted from bronze, brass, or 
  other semiprecious metals and measuring no more than 
  an inch tall, gremlin bells are hung from delicate chains 
  or silken cords over door frames and windows, or affixed 
  to precious objects. The belief is that the presence of a 
  gremlin bell sickens the creatures and even renders their 
  supernatural and spell-like abilities useless. Strangely 
  enough, many gremlins believe this as well, and even 
  when the gremlin bells aren’t magic, gremlins won’t risk 
  tinkering with most objects that seem to be warded in 
  such a manner.
  Other communities take a much more active path in 
  ridding themselves of gremlins, training small animals 
  like cats, dogs, falcons, or even weasels to seek out and 
  attack gremlins on sight. Tiny trained animals can 
  pursue gremlins into their cramped warrens with ease 
  and, when their claws are fitted with cleverly constructed 
  cold iron spikes, can inflict significant damage on a tribe 
  of these creatures. Many gremlin tribes have learned 
  from such tactics, however, and utilize trained (or not) 
  animals in their own lairs for protection. 
  Gray Render–Gremlin
  Gray Render–Gremlin
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  Illustration by Eric Lofgren
  Gremlin, Jinkin
  Grimacing like a maniac, this lean little bat-eared horror displays 
  a mouth full of needle-like teeth and glowing, orange eyes.
  Jinkin 
  Cr 1
  XP 400
  CE Tiny fey
  init +4; Senses darkvision 120 ft., low-light vision; Perception +6
  DefenSe
  aC 18, touch 17, flat-footed 13 (+4 Dex, +1 dodge, +1 natural, 
  +2 size)
  hp 6 (1d6+3)
  fort +0, ref +6, Will +4
  Dr 5/cold iron; Sr 12
  offenSe
  Speed 40 ft.
  melee short sword +6 (1d3–4/19–20), bite +1 (1d2–4)
  Space 2-1/2 ft.; reach 0 ft.
  Special attacks sneak attack +1d6, tinker
  Spell-like abilities (CL 1st; concentration +3)
  At will—prestidigitation
  1/hour—dimension door (self plus 5 lbs. only)
  StatiStiCS
  Str 3, Dex 19, Con 11, int 14, Wis 14, 
  Cha 15
  Base atk +0; CmB +2; CmD 9
  feats Dodge, ToughnessB, Weapon FinesseB
  Skills Bluff +6, Craft (traps) +10, Disable 
  Device +9, Escape Artist +8, Perception +6, 
  Sleight of Hand +8, Stealth +16, Use Magic 
  Device +6; racial modifiers +4 Craft (traps),  
  +4 Disable Device
  languages Undercommon
  eColoGy
  environment any underground or urban
  organization solitary, pair, mob (3–12), or 
  infestation (13–20 with 1–3 sorcerers of 
  1st–3rd level, 1 rogue leader of 2nd–4th 
  level, 2–8 trained stirges, 2–5 trained 
  darkmantles, and 1–2 trained dire bats)
  treasure standard (short sword, other treasure)
  SPeCial aBilitieS
  tinker (Sp) A group of six jinkins working together 
  over the course of an hour can create an effect 
  identical to bestow curse on any living creature. This 
  effect functions at CL 6th, and the target creature must 
  be either willing or helpless (but still gets a saving throw 
  to	resist).	The	save	is	DC	14	+	the	Charisma	modifier	of	
  the jinkin with the highest Charisma score (DC 16 for most 
  groups of jinkins). Alternatively, the group of jinkins can 
  attempt to infuse a magic item with a curse. The nature of 
  this curse is determined randomly; half of these 
  curses make the magic item unreliable (each time the item 
  is used, there is a 20% chance it does not function), while 
  the other half give the item a random requirement (see 
  page 537 of the Pathfinder RPG Core Rulebook). A jinkin can 
  take part in a tinkering only once per day, and may only 
  tinker with a creature or object that isn’t already cursed. 
  Once a tinkering curse is in place, it is permanent until 
  removed via an effect like remove curse. All jinkin tinkerings 
  function as a curse created by a 6th-level caster.
  Sneaky and sadistic, jinkins are hideous gremlins that 
  inhabit the dark places underground. Well acclimated to 
  the shadows, they hide in cramped quarters and attack 
  larger creatures when they’re strategically positioned. 
  Jinkins commonly work with or near larger or more 
  powerful creatures; these larger creatures provide cover 
  for the jinkins’ trickery. They use dimension door to exit any 
  battle that goes badly, taking any stolen goods with them.
  Jinkins delight in leading larger creatures into 
  dangerous caves or pits, usually by lunging out of the 
  shadows to make a single sneak attack against 
  a creature and then running away, taking care 
  while “fleeing” to remain visible to their target so 
  that they can lure the victim into a trap.
  Jinkins also hold dangerous grudges, and one 
  might follow a creature that supposedly slighted 
  it for weeks, looking for an opportunity to 
  take revenge. This revenge can take 
  many forms, from leading horses astray 
  to contaminating food supplies to 
  directing larger monsters toward the 
  begrudged creature.
  One of the most direct and 
  unwelcome revenges of the jinkins is 
  the destruction or cursing of magical 
  items. Many times they’ll observe 
  camped enemies from a distance and 
  either steal an item to tinker with it 
  or just use their tinkering magic 
  at a distance to annoy the item’s 
  owner. Once a jinkin has worked 
  its sabotage on a stolen item, 
  the jinkin either grows bored 
  with the item or may attempt to 
  return it to its owner. Jinkin lairs are often 
  cluttered with stolen items that bear curses the 
  jinkins themselves have forgotten all about.
  Dwarves in particular hate jinkins, with 
  numerous tales in their folklore telling of 
  tragedy at the hands of the gremlins. 
  The loathing is largely mutual.
  The average jinkin stands almost 2 
  feet tall and weighs about 13 pounds.
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  Gremlin, Nuglub
  This hideous, hunchbacked creature has three glowing blue eyes. 
  Oily hair grows from its head and back, covering it like a cloak.
  nuGluB 
  Cr 2
  XP 600
  CE Small fey
  init +4; Senses darkvision 120 ft., low-light vision; 
  Perception +9
  DefenSe
  aC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
  hp 19 (3d6+9)
  fort +3, ref +7, Will +2
  Dr 5/cold iron; Sr 13
  offenSe
  Speed 30 ft., climb 20 ft.
  melee bite +3 (1d4+1 plus grab), 2 claws +4 (1d3+1 plus trip)
  Spell-like abilities (CL 3rd; concentration +4)
  At will—prestidigitation
  1/hour—heat metal, shocking grasp, snare
  StatiStiCS
  Str 13, Dex 18, Con 15, int 8, Wis 9, Cha 12
  Base atk +1; CmB +1 (+5 grapple and trip); CmD 15
  feats Step Up, ToughnessB, Weapon Focus (claw)
  Skills Acrobatics +10, Climb +9, Craft (traps) +9, Intimidate +8, 
  Perception +9, Stealth +14; racial modifiers +4 Craft (traps), 
  +4 Intimidate, +4 Perception
  languages Undercommon
  SQ kneecapper
  eColoGy
  environment any underground or urban
  organization solitary, pair, or mob (3–6)
  treasure standard
  SPeCial aBilitieS
  kneecapper (ex) A nuglub has a +4 racial bonus on combat 
  maneuver checks to trip an opponent.
  Nuglub gremlins are deranged; they enjoy combat with 
  a manic glee that other gremlins reserve for destroying 
  devices or creating complex traps. Indeed, 
  they spend long hours sharpening their 
  claws, filing their teeth, and looking 
  for the perfect ledge from which to leap 
  into the fray. If combat doesn’t come to 
  them, they seek it out, entering villages 
  and killing innocents by night. Their idea of a good time 
  is murder so silent that the victim never wakes up, so the 
  family members find the remains the next morning and 
  accuse one another of the atrocity. 
  Nuglubs jealously attack armored foes, as the 
  gremlins’ hunchbacked forms make it difficult to wear 
  armor made for other humanoids. A group may use 
  its heat metal and shocking grasp abilities to weaken an 
  opponent before mobbing it and trying to knock the 
  foe prone. As soon as an enemy falls to the ground, all 
  nuglubs descend on that target in a frenzy of bloodlust, 
  grappling and biting, holding on like perverse leeches 
  until nothing remains.
  Though less technically inclined than some of their 
  kin, nuglubs like using traps. Unlike most gremlins, who 
  prefer to sabotage existing machines, nuglubs delight in 
  the stealthy construction of traps in areas their victims 
  consider familiar, rigging these painful and often deadly 
  surprises on front doors, around the floor of beds, or 
  near cribs in nurseries.
  Nuglubs are the brutes of gremlin-kind. Groups of 
  nuglubs remain small, as they tend to quarrel with each 
  other and cannibalize those on the wrong side of an 
  angry argument. Lone nuglubs often work with other 
  gremlins, as they like proving they’re the strongest, 
  and aren’t likely to kill and eat their smaller allies 
  (though those slain by other enemies are fair game for 
  a little snacking).
  Nuglubs typically stand 2-1/2 feet tall and weigh 
  approximately 25 pounds.
  Gremlin, Jinkin–Gremlin, Nuglub
  Gremlin, Jinkin–Gremlin, Nuglub
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  Gremlin, Pugwampi
  As if the world’s most revolting lapdog had somehow learned to 
  walk on its back legs, this sickly creature slinks forward carefully.
  PuGWamPi 
  Cr 1/2
  XP 200
  NE Tiny fey
  init +5; Senses darkvision 120 ft., low-light vision; Perception +6
  aura unluck (20 ft.)
  DefenSe
  aC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 6 (1d6+3)
  fort +0, ref +3, Will +4
  Dr 2/cold iron; Sr 7
  offenSe
  Speed 30 ft.
  melee dagger +3 (1d2–4/19–20)
  ranged shortbow +3 (1d3–4/×3)
  Space 2-1/2 ft.; reach 0 ft.
  Spell-like abilities (CL 1st; concentration –1)
  At will—prestidigitation, speak with animals
  1/day—shatter (DC 10)
  StatiStiCS
  Str 3, Dex 13, Con 11, int 10, Wis 14, Cha 6
  Base atk +0; CmB –1; CmD 5
  feats Improved Initiative, ToughnessB, Weapon FinesseB
  Skills Bluff +2, Craft (traps) +4, Disable Device +2, 
  Perception +6 (+2 Listening), Ride +2, Stealth +17; racial 
  modifiers +4 Stealth, –4 Perception when listening
  languages Gnoll, Undercommon
  eColoGy
  environment warm hills
  organization solitary, pair, mob (3–12), or infestation 
  (13–20	with	1–3	druids	of	1st–3rd	level,	1	fighter	
  leader of 2nd–4th level, 2–8 trained stirges, 
  and 2–5 trained baboons)
  treasure standard (dagger, shortbow with 
  20 arrows, other treasure)
  SPeCial aBilitieS
  unluck aura (Su) A pugwampi radiates an 
  aura of unluck to a radius of 20 feet. Any 
  creature in this area must roll two d20s 
  whenever a situation calls for a d20 roll 
  (such as an attack roll, a skill check, or 
  a saving throw) and must use the lower 
  of the two results generated. This is a 
  mind-affecting effect that does not 
  work on animals, other gremlins, 
  or gnolls. Any character who gains 
  any sort of luck bonus (such as that 
  granted by a luckstone or divine favor) is 
  immune to the pugwampi unluck aura.
  Mean, dog-faced, and cowardly, pugwampis are loved 
  by no one—not even other gremlins. These gremlins 
  take disproportionate amounts of enjoyment from the 
  accidents and missteps of other creatures, often going 
  to great lengths to manufacture the perfect deadfalls or 
  stumbling blocks. They then wait nearby, both to laugh 
  at the inevitable mishaps and to make sure their personal 
  unluckiness is passed off on their victims.
  Pugwampis live in caves or ruined buildings, 
  occasionally venturing forth to find victims upon which 
  to inflict their sick senses of humor. Their “jokes” tend 
  to involve spikes and excrement, or sometimes pits full 
  of spiders or campsites that flood with swamp water. 
  Certainly only the pugwampis consider their jokes funny. 
  As all pugwampis are somewhat deaf, when not trying to 
  be stealthy, they tend to scream and yell loudly so they 
  can hear themselves and each other.
  At some point in the distant past, pugwampis became 
  enamored of gnolls, seeing in the beast-men a kindred 
  form and thus aspiring to the height and deadly prowess 
  of the savage warriors, whom they honor as gods. Gnolls, 
  for their part, hate pugwampis even more than other 
  creatures, mostly because of the gremlins’ weakness and 
  sickening fawning, though they sometimes keep the 
  gremlins around just to torment them.
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  Gremlin, Vexgit
  With a head like an angry crustacean, this fierce little insectoid 
  creature clacks and rattles with a tiny but solid-looking hammer.
  VeXGit 
  Cr 1
  XP 400
  LE Tiny fey
  init +1; Senses darkvision 120 ft., low-light vision; Perception +5
  DefenSe
  aC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
  hp 8 (1d6+5)
  fort +2, ref +3, Will +3
  Dr 5/cold iron; Sr 12
  offenSe
  Speed 20 ft., climb 20 ft.
  melee warhammer +3 (1d4–2/×3), bite –2 (1d3–2)
  Space 2-1/2 ft.; reach 0 ft.
  Special attacks speedy sabotage, wrecking crew
  Spell-like abilities (CL 1st; concentration +1)
  At will—prestidigitation
  1/hour—rusting grasp, snare
  StatiStiCS
  Str 6, Dex 13, Con 14, int 12, Wis 13, Cha 11
  Base atk +0; CmB –1; CmD 7
  feats Skill Focus (Disable Device), ToughnessB, Weapon FinesseB
  Skills Appraise +2, Climb +10, Craft (traps) +5, Disable Device +9, 
  Knowledge (engineering) +2, Perception +5, Stealth +13 (+17 
  in metal or stony areas, +9 when moving); racial modifiers 
  +4 Disable Device, +4 Stealth in metal or stony areas, –4 
  Stealth when moving
  languages Undercommon
  eColoGy
  environment any underground or urban
  organization solitary, pair, mob (3–12), or infestation (13–20 
  with 1–3 sorcerers of 1st–3rd level, 1 rogue leader 
  of 2nd–4th level, 2–14 trained dire rats, 2–5 trained 
  venomous snakes, and 1–3 rat swarms)
  treasure standard (warhammer, other treasure)
  SPeCial aBilitieS
  Speedy Sabotage (Su) Vexgits are adept at disassembling 
  machinery, reducing even complex devices to trash with 
  shocking speed. When using the Disable Device skill, 
  these gremlins treat all devices as being one category 
  simpler for the purposes of determining how long it 
  takes to use the skill. Thus, difficult devices count as 
  tricky, tricky devices count as simple, and simple 
  devices can be dismantled as a free action.
  Wrecking Crew (Su) A group of up to six vexgits can 
  work together to dismantle a device. This ability 
  functions like the aid another action, but a single 
  vexgit	can	receive	help	from	up	to	five	other	vexgits,	
  granting it up to a +10 bonus on its Disable Device check.
  Gremlin, Pugwampi–Gremlin, Vexgit
  Gremlin, Pugwampi–Gremlin, Vexgit
  Maniacally destructive little brutes, vexgits delight in 
  scrapping and sabotaging the works of larger races. The 
  larger and more complicated the target, the better. While 
  one of these spiteful gremlins might delight in trapping 
  someone behind a door with a jammed lock, loosening 
  the wheels on a carriage, or sneakily removing all the 
  nails from a small boat, it’s when groups of vexgits get 
  together that they’re truly dangerous. In such instances, 
  the portcullis of a vexgit-infested gatehouse turns into a 
  deadly weapon, while a clock tower becomes an avalanche 
  of gears waiting to topple. Engineers warn apprentices 
  of masterful constructions destroyed by these unruly 
  gremlins, with many blaming their greatest failures on 
  such tiny saboteurs.
  Like most gremlins, vexgits prefer to live underground, 
  but cities and the devices they find there fascinate them, 
  often drawing mobs of the dangerous fey to sewer tunnels 
  and abandoned warehouses.
  Vexgits stand 1-1/2 feet tall and weigh approximately 
  16 pounds.
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  Illustration by Branko Bistrovic
  Grick
  This pallid, slimy, worm-like creature is the size of a human, its 
  mouth a sickening tangle of tentacles and hooked jaws.
  GriCk 
  Cr 3
  XP 800
  N Medium aberration 
  init +2; Senses darkvision 60 ft., scent; Perception +12
  DefenSe
  aC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 27 (5d8+5)
  fort +2, ref +3, Will +6
  Dr 10/magic
  offenSe
  Speed 30 ft., climb 20 ft.
  melee bite +4 (1d4+1), 4 tentacles –1 (1d4)
  StatiStiCS
  Str 12, Dex 14, Con 13, int 3, Wis 14, Cha 5
  Base atk +3; CmB +4; CmD 16 (can’t be tripped)
  feats Combat Reflexes, Skill Focus (Perception), Stand Still
  Skills Climb +9, Perception +12, Stealth +6 (+14 in rocky 
  terrain); racial modifiers +8 Stealth in rocky terrain
  languages Aklo (cannot speak)
  eColoGy
  environment any underground
  organization solitary or cluster (2–5)
  treasure incidental
  The worm-like grick is a terror of the caverns and tunnels 
  in which it dwells, lying in wait near heavily traveled 
  underground passages or subterranean cities for 
  the chance to reach forth from the darkness and 
  take its prey. Those laid low by a grick are rarely 
  consumed on the spot. Instead, 
  fresh food is hauled 
  back to the grick’s lair 
  in a tight burrow or 
  high on a cavern 
  ledge, where it 
  is consumed in 
  small bites at the 
  grick’s leisure.
  The origins of 
  the grick are not 
  known. 
  Even 
  though 
  the 
  grick has a 
  rudimentary intelligence, it does not have any society 
  to speak of, and most are encountered alone. On those 
  occasions when unfortunate travelers meet multiple 
  specimens, groups of gricks do not appear to communicate 
  or work together; each instead attacks individual targets 
  and retreats with its prize as soon as it manages to bring 
  down an opponent. Capable predators, gricks also have 
  a strangely weapon-resistant hide that makes them 
  especially dangerous. Many novice adventurers have 
  fallen to grick attacks merely because they were unable 
  to damage the creature with their nonmagical weapons. 
  Those that are familiar with gricks (especially dwarves, 
  morlocks, and troglodytes) know the best strategy for 
  dealing with them is to fall back and wait for more 
  powerful or magical reinforcements.
  Gricks rely on their dark coloration and ability to 
  climb walls to keep them out of sight until they’re ready 
  to spring an ambush. On occasions when food is scarce 
  in a given region, gricks have been known to travel to the 
  surface and roam the wilderness in search of prey, but 
  these sojourns are almost always out of necessity, and end 
  as soon as the gricks find entrances to new subterranean 
  lairs. They prefer darkness and the comfort of a ceiling 
  overhead, avoiding the open sky and going to great 
  lengths to keep the cover of trees, low clouds, or 
  buildings between them and the empty gulf 
  overhead.
  Jungle griCks
  These surface-adapted varieties of the 
  underground grick are shades of green and 
  lurk in the undergrowth of jungles or climb 
  low-hanging branches to drop on unsuspecting 
  prey. Their racial bonus on Stealth checks applies 
  in forested terrain instead of rocky terrain. Jungle 
  gricks 
  are 
  heartier 
  creatures 
  than 
  their 
  underground-dwelling kin—all jungle gricks 
  possess the advanced creature simple template 
  and gain Toughness as a bonus feat.
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  Grig
  Perched on the prickly legs of a cricket, this tiny creature has 
  gossamer wings and the upper body of an elven woman. 
  GriG 
  Cr 1
  XP 400
  NG Tiny fey 
  init +4; Senses low-light vision; Perception +5
  DefenSe
  aC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
  hp 4 (1d6+1)
  fort +1, ref +6, Will +3
  Dr 5/cold iron; Sr 16
  offenSe
  Speed 30 ft., fly 40 ft. (average)
  melee short sword –1 (1d3–3/19–20)
  ranged longbow +6 (1d4–3/×3)
  Space 2-1/2 ft.; reach 0 ft.
  Special attacks	fiddle
  Spell-like abilities (CL 9th; concentration +11)
  3/day—disguise self, entangle (DC 13), invisibility (self only), 
  pyrotechnics (DC 14)
  StatiStiCS
  Str 5, Dex 18, Con 13, int 10, Wis 13, Cha 14
  Base atk +0; CmB +2; CmD 10 (16 vs. trip)
  feats Dodge
  Skills Acrobatics +8 (+12 jump), Escape Artist +8, Fly +12, 
  Perception +5, Perform (string) +6, Stealth +16
  languages Common, Sylvan
  eColoGy
  environment temperate forests
  organization solitary, gang (2–5), or band (6–11)
  treasure NPC gear (short sword, longbow with 20 
  arrows, other treasure)
  SPeCial aBilitieS
  fiddle (Su) Grigs are capable of rubbing their legs 
  together like a cricket to create a surprisingly pleasant 
  sound	not	unlike	that	of	a	tiny	fiddle.	As	a	standard	
  action, a grig can create a catchy tune that compels 
  any creature within a 20-foot spread to 
  dance and caper. A creature can resist this 
  compulsion by making a DC 12 Will save. 
  Creatures that fail are compelled to dance 
  and shuffle their feet, and are effectively 
  staggered as long as the grig continues 
  to	fiddle.	A	grig	can	maintain	this	effect	
  for up to 10 rounds per day by 
  concentrating. Once a creature 
  makes the save against a grig’s 
  fiddle,	it	is	immune	to	further	
  fiddle	effects	from	that	grig	for	24	hours.	This	is	a	
  sonic mind-affecting effect. The save DC is Charisma-based.
  Grick–Grig
  Grick–Grig
  Grigs are tiny fey with the upper bodies of elf-like sprites 
  and cricket bodies below. Their humanoid features vary 
  wildly in individual appearance, but they usually wear 
  their brown, silver, or green hair long and uncombed. 
  In most cases, grigs’ skin bears gold or green stripes or 
  markings, and their legs are brightly colored. They prefer 
  to eschew clothes entirely, wearing clothing only when 
  such apparel has desirable magical effects. Grigs stand 
  1-1/2 feet tall, and weigh just under 10 pounds.
  Grigs make their homes in thick woods alongside 
  rolling hills, often near bodies of water. In every grig 
  community may be found a clearing where the group 
  observes the moon during its many lunar holidays.
  Despite their tiny size, grigs are eager to confront 
  evil and vanquish ugliness—as a result, grigs often find 
  themselves in trouble. They rarely attack directly, instead 
  preferring the element of surprise. In combat, grigs 
  maintain their distance and either depend on their spell-
  like abilities or fire their longbows from afar. Grigs use 
  their movement to their advantage, frequently jumping 
  about their enemies or flying beyond their reach.
  Gigs excel at music, and can create lively ditties simply 
  by sawing their legs against their bodies. Grig music 
  often stirs people to dance, even when the grigs don’t 
  enhance their music with supernatural compulsions. In 
  addition to loving music, grigs enjoy the visual 
  arts, especially paintings and sketches, and they 
  often decorate their homes with bright colors 
  and delightful images. 
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  Grindylow
  With a large head and numerous teeth, this unsightly creature 
  resembles a goblin from the waist up and a greasy octopus below.
  GrinDyloW 
  Cr 1/2
  XP 200
  CE Small aberration (aquatic)
  init +2; Senses darkvision 60 ft.; Perception +4
  DefenSe
  aC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 5 (1d8+1)
  fort +1, ref +2, Will +2
  offenSe
  Speed 15 ft., swim 30 ft., jet 200 ft.
  melee spear +3 (1d6+1/×3), bite –2 (1d3)
  ranged spear +3 (1d6+1/×3)
  Special attack tangling tentacles
  StatiStiCS
  Str 12, Dex 14, Con 13, int 9, Wis 10, Cha 9
  Base atk +0; CmB +0; CmD 12 (18 vs. trip)
  feats Weapon Finesse
  Skills Perception +4, Stealth +14, Swim +13; racial modifiers 
  +4 Stealth 
  languages Aquan
  SQ amphibious
  eColoGy
  environment any water
  organization solitary, pair, gang 
  (3–9), warband (10–16 with 
  1–2 octopus minions), or tribe 
  (17–40 plus 1 ranger sergeant of 
  1st–3rd level per 20 members, 1 
  cleric or barbarian leader of 4th-8th 
  level, 2–8 octopus pets, and 1–2 
  devilfish	guardians)
  treasure NPC gear (spear, 
  other treasure)
  SPeCial aBilitieS
  tangling tentacles 
  (ex) Although a 
  grindylow can’t 
  attack to cause damage 
  with its six tentacles, 
  these wriggling 
  legs constantly writhe and reach out to tug at and trip 
  adjacent foes. During the grindylow’s turn, it can make a 
  single trip attack against any adjacent foe as a swift action. 
  It gains a +4 racial bonus on trip attacks made with its 
  tangling tentacles, and if it fails to trip a foe, that creature 
  can’t attempt to trip the grindylow in retaliation.
  About 4 feet long from head to tentacle tip, grindylows 
  appear to be half-goblin and half-octopus, the split 
  occurring at the waist. Grindylows are violent, ravenous 
  creatures that use their spears to hunt or just to poke at 
  things that scream and cry.
  While grindylows resemble goblins, they are not 
  humanoid creatures. Nonetheless, these aquatic monsters 
  are just as wicked as the most sadistic of goblins, and take 
  immense pleasure in others’ misfortunes and the spread 
  of mayhem. Thanks to this twisted desire, grindylows have 
  a nasty reputation among both other intelligent water-
  dwelling creatures and most land-dwelling beings.
  Grindylows eat whatever they can kill, giving them a 
  rather wide selection of meals. High or low, no one is safe 
  from the brutish assaults; tribes of merfolk have been 
  overwhelmed by bands of grindylows, as have galleons 
  full of experienced sailors. While obvious predators such 
  as giant eels or sharks evoke great fear from grindylows, 
  no enemies are more hated than the squid, be it common 
  or giant. None are sure where this disdain stems from, but 
  it is speculated that a squid is to an octopus 
  for a grindylow what a dog is to a goblin 
  dog for goblins. Incredibly fond of their 
  similarly designed kin, grindylows believe 
  octopuses to be the epitome of beauty, with 
  squids being regarded as hideous freaks in 
  comparison. There 
  is no greater insult 
  to a grindylow than 
  being called a squid.
  While grindylows can 
  take class levels to gain power, 
  certain grindylows are freakish 
  throwbacks to a primal age—
  these grindylows never cease 
  growing, and in time can 
  become massive beasts of Huge 
  size. Unlike the typical 
  grindylow, 
  these 
  giants can attack 
  with all six of 
  their tentacles 
  and 
  constrict 
  with great effect. 
  Giant grindylows are 
  fortunately quite rare.
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  Grippli
  Its slick skin a mottled pattern of bright colors, this agile, frog-like 
  humanoid carries a bow and wears leather armor.
  GriPPli 
  Cr 1/2
  XP 200
  Grippli ranger 1
  N Small humanoid (grippli)
  init +3; Senses darkvision 60 ft.; Perception +5
  DefenSe
  aC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 11 (1d10+1)
  fort +3, ref +5, Will +1
  offenSe
  Speed 30 ft., climb 20 ft.
  melee short sword +3 (1d4+1/19–20)
  ranged dart +5 (1d3+1) or
  net +5 (special)
  Special attacks favored enemy (vermin +2)
  StatiStiCS
  Str 12, Dex 17, Con 13, int 12, Wis 12, Cha 8
  Base atk +1; CmB +1; CmD 14
  feats Self-Sufficient
  Skills Acrobatics +4, Climb +13, Handle Animal +3, Heal +7,  
  Perception +5, Stealth +11, (+15 in forests or marshes) 
  Survival +7; racial modifiers +4 Stealth in forests or marshes 
  languages Common, Grippli
  SQ swamp stride, track, wild empathy
  eColoGy
  environment warm forests or marshes
  organization solitary, gang (2–5), pack (6–11), or tribe (21–30 
  plus 1 cleric leader of 3rd level)
  treasure NPC gear (leather 
  armor, 4 darts, net, short 
  sword, other treasure)
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  Swamp Stride (ex) A grippli can 
  move through difficult terrain at 
  its normal speed while within a 
  swamp. Magically altered terrain 
  affects a grippli normally.
  These small, intelligent, humanoid tree frogs live 
  in primitive societies deep in the forests and marshes 
  of the world. They hunt giant insects and eat fruits and 
  flowers from their tree homes. They often barter with more 
  advanced creatures for metal and gemstone ornaments.
  Grippli hatchlings develop into adults in less than a 
  year. Unless they meet a savage end from a forest threat, 
  they can live 60 years, their skin graying and losing its 
  luster as they age. A grippli stands just over 2 feet in height 
  and weighs 30 pounds.
  grippli CharaCters
  Gripplis are defined by their class levels—they do not 
  possess racial Hit Dice. They have the following racial traits.
  +2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are 
  nimble and alert, but spindly.
  Small: Gripplis are Small sized.
  Fast Speed: Gripplis have a base speed of 30 feet and a 
  base climb speed of 20 feet.
  Darkvision: Gripplis can see in the dark up to 60 feet.
  Camouflage: +4 Stealth in marshes or forested areas.
  Swamp Stride: See above.
  Weapon Familiarity: Gripplis are proficient with nets.
  Languages: Gripplis speak Common and Grippli. 
  Gripplis with high Int scores can choose from the following: 
  Boggard, Draconic, Elven, Gnome, Goblin, Sylvan.
  Grindylow–Grippli
  Grindylow–Grippli
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  Gryph
  This hawk-sized avian looks much like a six-legged stork. Its 
  feathers are unkempt and greasy, and its beak is razor-sharp.
  GryPh 
  Cr 1
  XP 400
  NE Small magical beast 
  init +2; Senses darkvision 60 ft., low-light vision; Perception +5
  DefenSe
  aC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 15 (2d10+4)
  fort +5, ref +5, Will +1
  offenSe
  Speed 30 ft., fly 50 ft. (good)
  melee bite +5 (1d6/×3), claw +5 (grab)
  Special attacks implant eggs
  StatiStiCS
  Str 11, Dex 15, Con 14, int 2, Wis 12, Cha 7
  Base atk +2; CmB +1 (+5 start grapple, +9 maintain grapple); 
  CmD 13 (21 vs. trip)
  feats Weapon Finesse
  Skills Fly +8, Perception +5, Stealth +10
  eColoGy
  environment temperate forests or underground
  organization solitary, flock (2–8), or throng (9–20)
  treasure incidental
  SPeCial aBilitieS
  Grab (ex) A gryph can use its grab attack on a creature of up 
  to Medium size. It has a +4 racial bonus on grapple checks to 
  maintain a grapple (in addition to the +4 from the grab ability).
  implant eggs (ex) Once per day, a gryph can implant eggs 
  into a helpless target or a target it is grappling. As a full-
  round action, the gryph extends an ovipositor from its 
  abdomen and penetrates the victim’s flesh by making a 
  successful sting attack (+5 melee). On a hit, the ovipositor 
  deals 1 point of damage and implants 1d4 eggs in the 
  victim. The eggs draw nutrients from the target’s flesh, 
  and give the target the sickened condition. The eggs grow 
  swiftly, hatching in a mere 1d4 minutes into ravenous gryph 
  chicks that immediately burrow out of the victim’s body. 
  This deals 2 points of Constitution damage per gryph chick, 
  after which the hatchlings immediately take wing and fly 
  away (if needed, use game statistics for a bat familiar to 
  represent a hatchling). Removing implanted eggs requires 
  a DC 20 Heal check (a full-round action); each attempt 
  deals 1 hit point of damage. Although immunity to disease 
  offers no special protection against gryph egg implantation, 
  remove disease, heal, or similar effects automatically destroy 
  any implanted gryph eggs.
  Gryphs are bird-like creatures usually found underground, 
  but they also favor dark and tangled forests. Gryphs normally 
  survive on carrion and small animals, but take on larger 
  game when driven by hunger or if they feel threatened. 
  Most disturbing is their means of reproduction. Gryphs 
  are hermaphroditic and mate frequently, such that their 
  egg pouches are rarely empty. When they encounter a 
  suitable host—a warm-blooded creature of size Small or 
  larger, ideally alone—the gryphs swoop down, latch on to 
  the target, and implant their eggs directly into its flesh. 
  As long as the target is conscious, the flock continues its 
  assault, though if the target flees the area, the gryphs return 
  to their nest. The eggs quicken swiftly once implanted, and 
  gryph chicks hatch forth mere minutes later in a bloody 
  birth that is often fatal to the host.
  Gryphs have a strange affinity for vermin, often 
  lairing in close proximity to one or more insect swarms 
  or vermin of Medium size or smaller. The insects avoid 
  the gryphs instinctively, feeding off the remains of the 
  flock’s meals and on creatures too small for the gryphs 
  to bother with.
  Most gryphs have six legs, but some have four or 
  even eight. Individual flocks are always made up of 
  gryphs with the same number of limbs. A gryph is 3 feet 
  tall and weighs 45 pounds.
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  Gug
  This towering menace has a horrible, vertically aligned mouth and 
  arms that split at the elbows into twin clawed hands. 
  GuG 
  Cr 10
  XP 9,600
  CE Large aberration 
  init +1; Senses darkvision 60 ft.; Perception +27
  DefenSe
  aC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 127 (15d8+60)
  fort +9, ref +6, Will +12
  immune disease, poison
  offenSe
  Speed 40 ft., climb 20 ft.
  melee bite +17 (1d8+7), 4 claws +17 (1d6+7)
  Space 10 ft.; reach 15 ft.
  Special attacks rend (2 claws, 1d6+10)
  StatiStiCS
  Str 25, Dex 12, Con 18, int 11, Wis 16, Cha 11
  Base atk +11; CmB +19; CmD 30
  feats Awesome Blow, Blind-Fight, Combat Reflexes, Greater 
  Bull Rush, Improved Bull Rush, Lunge, Power Attack, Skill 
  Focus (Perception)
  Skills Climb +15, Escape Artist +13, Knowledge (dungeoneering) 
  +10, Perception +27, Stealth +15, Survival +21; racial 
  modifiers +4 Escape Artist
  languages Undercommon
  SQ compression
  eColoGy
  environment any underground
  organization solitary, pair, or camp (3–10)
  treasure standard
  Gugs are inhuman monstrosities that dwell in 
  the deep places of the world. Whether they were 
  banished to the dark lands by ancient gods or the 
  light-loving races they terrorized, or perhaps were 
  brought to the deep realms by dark powers from 
  some even more inhuman nightmare realm, is 
  unknown, but gugs are loathed by other races 
  for their carnal rites of slaughter.
  Gugs are 16 feet tall and weigh nearly 2,000 
  pounds, but they move with an eerie, unnatural 
  gait as though their limbs contained far too 
  many joints. They can contort and distend their 
  limbs for greater reach or to wriggle easily 
  through impossibly small passages. Gugs may 
  cling for long hours to cave walls or just within 
  dark side-caverns, lying in wait for prey to stumble too 
  close. Their senses are keen, however, and their joy in 
  the bloody hunt is considerable and gugs who catch the 
  scent of blood may stalk their prey for long days, even 
  venturing at times beyond their caves to dare the bright 
  lands of the surface in search of tasty meat to drag back 
  for their horrific sacrifices.
  Gugs are savage fighters when driven by a strong 
  leader, but on their own may flee if brought to fewer 
  than half their hit points, carrying off fresh meat for 
  later feasting if they are able. They can subsist on fungi, 
  slimes, and molds as well as carrion and even undead 
  flesh—particularly that of ghouls.
  Some bloodthirsty gugs gain awful powers as gifts from 
  their alien patrons. These monsters are known as savants. 
  They have a Charisma of 18 and can use invisibility, spike 
  stones, transmute rock to mud, and unholy blight once per 
  day each as spell-like abilities (CL 10th, concentration 
  +14). Some become actual clerics or oracles of their mad 
  gods—strange powers of darkness, insanity, and blood. 
  Gug savants add +1 to their CR.
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  Hangman Tree
  This sinister tree looms above a field strewn with bones. Numerous 
  leafy vines, their tips looped into nooses, hang from its branches.
  Hangman Tree 
  Cr 7
  XP 3,200
  NE Huge plant 
  Init +3; Senses blindsight 60 ft.; Perception +11
  DefenSe
  aC 20, touch 7, flat-footed 20 (–1 Dex, +13 natural, –2 size)
  hp 84 (8d8+48)
  fort +12, ref +3, Will +5
  Immune plant traits; Sr 18
  Weaknesses vulnerable to electricity
  OffenSe
  Speed 10 ft.
  melee 3 vines +11 (1d6+7 plus grab and pull) 
  Space 15 ft.; reach 15 ft.
  Special attacks constrict (1d6+7), hallucinatory spores, pull 
  (vine, 5 feet), strangle, swallow whole (2d6+7 acid damage, 
  AC 16, 7 hp), vines
  STaTISTICS
  Str 25, Dex 8, Con 23, Int 7, Wis 12, Cha 10
  Base atk +6; CmB +15 (+19 grapple); CmD 24
  feats Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Perception)
  Skills Perception +11, Stealth –2
  Languages Sylvan
  eCOLOgy
  environment temperate forests
  Organization solitary or pair
  Treasure standard
  SPeCIaL aBILITIeS
  Hallucinatory Spores (ex) Once per 
  day as a standard action, a hangman tree 
  can release a cloud of spores in a 
  50-foot-radius spread. Creatures 
  in the area must make a DC 20 
  Will save or believe the hangman 
  tree to be a perfectly ordinary 
  tree—or at worst, a treant or 
  some other friendly tree-like 
  creature. An affected creature 
  becomes passive for 2d6 
  minutes and refuses to attack the 
  hangman tree during this time. 
  An affected creature can attempt 
  a new Will save each round that the 
  tree attacks an ally—if a hallucinating 
  creature is attacked by the tree, it gains a +4 bonus on its Will 
  save to see through the hallucination. This is a mind-affecting 
  compulsion effect. The save DC is Constitution-based.
  Vines (ex) A hangman tree’s vines are primary attacks that 
  deal bludgeoning damage. When a hangman tree grapples 
  a foe with its vines, the tree does not gain the grappled 
  condition. A hangman tree that uses swallow whole 
  transfers a pinned creature from a vine to inside its trunk.
  The hangman tree prefers to lie in wait near remote 
  forest tracks and game trails, waiting for victims to 
  wander by. These carnivorous plants are incredibly 
  patient, and can wait for months in a single location for 
  food to approach. When prey does draw near, the tree’s 
  vines lash like striking snakes. The tree often uses its 
  pull ability to hoist grappled foes 10 to 15 feet in the air 
  so that they are out of reach of allies while they slowly 
  strangle. The tree generally only swallows one foe whole 
  at a time, letting its other captured victims dangle and 
  ripen until it is ready to feed on them.
  A hangman tree is 30 feet tall and weighs 12,000 pounds.
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  Hellcat
  This eerie beast appears to be the animated skeleton of a huge 
  fanged cat, its bones glowing with fire and seething with smoke.
  HeLLCaT 
  Cr 7
  XP 3,200
  LE Large outsider (evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., scent; Perception +18
  DefenSe
  aC 21, touch 15, flat-footed 15 (+5 Dex, +1 dodge, +6 natural, –1 size)
  hp 85 (9d10+36)
  fort +10, ref +13, Will +5
  Defensive abilities invisible in light; Dr 5/good; resist fire 10; 
  Sr 18
  OffenSe
  Speed 40 ft.
  melee bite +13 (1d8+5), 2 claws +13 (1d6+5/19–20 plus grab)
  Space 10 ft.; reach 5 ft.
  Special attacks pounce, rake (2 claws +13, 1d6+5/19–20)
  STaTISTICS
  Str 21, Dex 21, Con 19, Int 10, Wis 14, Cha 10
  Base atk +9; CmB +15 (+19 grapple); CmD 31 (35 vs. trip)
  feats Combat Reflexes, Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility
  Skills Acrobatics +17 (+21 jump), Climb +17, Perception +18, 
  Stealth +17, Survival +14, Swim +17; racial modifiers +4 
  Perception, +4 Stealth 
  Languages Infernal (can’t speak); telepathy 100 ft.
  eCOLOgy
  environment any land (Hell)
  Organization solitary, pair, or pack (3–8)
  Treasure standard
  SPeCIaL aBILITIeS
  Invisible in Light (Su) In bright light, a hellcat has natural 
  invisibility. In normal light, a hellcat has partial 
  concealment (20% miss chance). In dim light, it has no 
  concealment. In darkness, a hellcat’s flickering glow 
  limits it to partial concealment, unless the darkness 
  is magical in nature.
  The hellcat is a devious predator native to 
  the fiery pits of Hell. While the hellcat 
  is not a devil itself, it often acts as 
  a guardian or mount for devils. 
  Some might assume that 
  hellcats serve devils as 
  pets, but since hellcats 
  are as intelligent as 
  humans, they take 
  offense to the idea 
  that they might be 
  anyone’s pet.
  On its own, a hellcat prefers to spend its time hunting 
  and stalking prey. While the hellcat, as an outsider, need 
  not eat to survive, it does enjoy eating for pleasure, often 
  leaving significant portions of its kills behind for others 
  to find. A hellcat that enters into an alliance with a devil is 
  often used as a sort of hunter as a result. Human mortals 
  can use spells like planar ally or planar binding to conjure 
  hellcats for similar purposes. Those who do so are well 
  advised to treat the hellcat with respect, for should any 
  master prove too haughty with his hellcat or treat it as a 
  dumb animal, the hellcat nurtures a lasting grudge. In 
  such instances, the hellcat goes to great lengths to plan 
  and coordinate revenge on the spellcaster, hoping to 
  satisfy its own pride and to provide a lesson and example 
  to all those who would deal with their kind.
  Though incapable of speech themselves, hellcats 
  understand the Infernal tongue of their home plane, and 
  can communicate by telepathy with any creature capable 
  of speech. Hellcats are quick to retreat if they are clearly 
  overmatched or up against foes they cannot reach, but 
  they never forget prey that escapes them, and will often 
  track potential victims and try to lead allies (including 
  other hellcats) to them in order to make coordinated 
  attacks or ambushes.
  The hellcat is only clearly visible in dim light, at these 
  times appearing as a skeletal dire tiger with hellish flames 
  burning and flickering along the surface of its bones. 
  Despite this eerie appearance, the hellcat is neither undead 
  nor an elemental creature. The “fires” are actually its blood 
  coursing through transparent flesh. In bright light, the 
  hellcat’s entire body fades away into obscurity, while in 
  darkness its glowing blood is muted. 
  Hellcats are as large as tigers, 
  measuring 9 feet long and 
  weighing 900 pounds.
  Illustration by Tyler Walpole
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  Herd Animal, Camel 
  This somewhat irritated-looking, one-humped camel has been 
  outfitted with a bridle and saddle. 
  CameL  
  Cr 1
  XP 400
  N Large animal 
  Init +3; Senses low-light vision, scent; Perception +5
  DefenSe
  aC 13, touch 12, flat-footed 10 (+3 Dex, +1 natural, –1 size)
  hp 13 (2d8+4)
  fort +5, ref +6, Will +0 
  OffenSe
  Speed 50 ft.
  melee bite +4 (1d4+6)
  Special attack spit (+3 ranged touch)
  STaTISTICS
  Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
  Base atk +1; CmB +6; CmD 18 (22 vs. trip)
  feats Endurance 
  Skills Perception +5
  eCOLOgy
  environment warm deserts
  Organization solitary
  Treasure none
  SPeCIaL aBILITIeS
  Spit (ex) Once per hour, a camel can regurgitate 
  the contents of its stomach, spitting the foul 
  material at a single target within 10 feet. The 
  target must make a DC 13 Fortitude 
  save or be sickened for 1d4 
  rounds. The save DC is 
  Constitution-based.
  Camels are large, 
  desert-dwelling 
  herd animals 
  noted for their 
  stamina and 
  ill tempers. 
  A typical 
  camel stands 
  about 6 
  feet at the 
  shoulder 
  and 7 feet 
  at the 
  hump.
  Herd Animal, Ram
  A formidable pair of heavy horns curls from the forehead of this 
  sturdy, brown-and-white-furred ram.
  ram 
  Cr 1
  XP 400
  N Medium animal 
  Init +2; Senses low-light vision, scent; Perception +6
  DefenSe
  aC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 11 (2d8+2)
  fort +4, ref +5, Will +2 
  OffenSe
  Speed 40 ft.
  melee gore +3 (1d4+3) 
  Special attacks powerful charge (gore, 1d8+3)
  STaTISTICS
  Str 14, Dex 15, Con 13, Int 2, Wis 14, Cha 7
  Base atk +1; CmB +3; CmD 15 (19 vs. trip)
  feats Improved Bull RushB, Skill Focus (Acrobatics)
  Skills Acrobatics +13 (+17 jump), Perception +6; racial 
  modifiers +4 Acrobatics
  eCOLOgy
  environment temperate mountains
  Organization solitary, pair, or herd (3–30)
  Treasure none
  Rams are mountain-dwelling herd animals noted for 
  their prominent horns.
  A typical ram stands about 3 feet tall, is 5 
  feet long, and weighs up to 300 pounds. You 
  can 
  create 
  stats 
  for 
  smaller, 
  similar 
  animals 
  (such as 
  goats) 
  by 
  a p p l y i n g 
  the young creature 
  template to a ram.
  Ram 
  Companions
  Starting Statistics: Size Small; Speed 40 
  ft.; AC +1 natural; Attack gore (1d3); Ability 
  Scores Str 10, Dex 17, Con 11, Int 2, Wis 14, 
  Cha 7; Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack 
  gore (1d4); Ability Scores Str +4, Dex –2, Con +2; 
  Special Attacks powerful charge (1d8); Bonus 
  Feat Improved Bull Rush.
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  Hippocampus
  This creature has the foreparts of a horse and the hindquarters of 
  a fish. Its forelegs end in splayed fins rather than hooves.
  HIPPOCamPuS 
  Cr 1
  XP 400
  N Large magical beast (aquatic)
  Init –1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DefenSe
  aC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size)
  hp 15 (2d10+4)
  fort +5, ref +2, Will +1
  OffenSe
  Speed 5 ft., swim 60 ft.
  melee bite +4 (1d4+3), tail slap –1 (1d4+1)
  Space 10 ft.; reach 5 ft.
  STaTISTICS
  Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11
  Base atk +2; CmB +6; CmD 15
  feats Endurance
  Skills Perception +6, Swim +11
  SQ water dependency
  eCOLOgy
  environment any water
  Organization solitary, pair, or school (3–16)
  Treasure none
  SPeCIaL aBILITIeS
  Water Dependency (ex) A hippocampus can survive out 
  of the water for 1 minute per point of Constitution. 
  Beyond this limit, a hippocampus runs the risk of 
  suffocation, as if it were drowning.
  A hippocampus’s scales vary in color from ivory to 
  deep green to cerulean blue with shades of silver. 
  Aquatic races such as merfolk and locathahs often 
  train hippocampi as steeds or as draft animals used to 
  pull cunningly designed underwater carriages. In the 
  wild, hippocampi prefer to dwell in 
  relatively shallow waters where their 
  favorite food (seaweed and kelp) is 
  more plentiful and larger predators 
  are less common. These creatures 
  often travel in large schools, analogous 
  to free-roaming herds of wild horses on 
  the surface world.
  The hippocampus is relatively easily 
  trained—the amount of work and cost 
  it requires is equivalent to what it takes 
  to train a horse. As armor impacts the 
  creature’s swim speed, those who train 
  hippocampi for war rarely bother to put 
  barding on these creatures—when they do, they generally 
  opt for the lightest armor, such as padded or leather 
  barding. Mounted combat on a hippocampus is similar to 
  fighting while riding a horse, although the hippocampus 
  is a clumsy creature on land and cannot move at all out 
  of the water if it has a rider weighing it down. Although 
  a hippocampus has only two front legs, determine its 
  carrying capacity as if it were a quadruped. Thus, a light 
  load for a hippocampus is up to 228 pounds. Medium loads 
  are up to 459 pounds, and heavy loads up to 690 pounds.
  A number of variant species of hippocampus exist, 
  although the majority of these species differ from the 
  creature presented here only in color and feat choice. 
  Common feats other than Endurance for alternative 
  hippocampus species are Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Skill Focus 
  (Swim), and Toughness. A few species of hippocampus 
  are heartier and tougher all around—these creatures are 
  generally those found in colder waters and are known 
  as polar hippocampi. A polar hippocampus has the 
  advanced creature simple template. Most impressive of 
  all are hippocampi that dwell in the deeper seas. These 
  creatures, known as giant hippocampi, are much larger—
  to generate stats for a giant hippocampus, 
  advance the standard hippocampus to 
  Huge size and increase its Hit Dice to 
  10. A giant hippocampus is CR 8.
  Herd Animal–Hippocampus
  Herd Animal–Hippocampus
  Illustration by Andrew Hou
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  Hippogriff
  This large, brown, horse-like creature has a hawk’s wings, 
  talons, and hooked beak.
  HIPPOgrIff 
  Cr 2
  XP 600
  N Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DefenSe
  aC 14, touch 12, flat-footed 13 (+2 Dex,  
  +1 dodge, +2 natural, –1 size)
  hp 22 (3d10+6)
  fort +6, ref +5, Will +2
  OffenSe
  Speed 40 ft., fly 100 ft. (average)
  melee bite +4 (1d6+2), 2 claws +4 (1d4+2)
  Space 10 ft.; reach 5 ft. 
  STaTISTICS
  Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9
  Base atk +3; CmB +6; CmD 19
  feats Dodge, Wingover
  Skills Fly +5, Perception +9; racial modifiers +4 Perception
  eCOLOgy
  environment temperate hills or plains
  Organization solitary, pair, or flight (7–12)
  Treasure none
  The hippogriff bears the wings, forelegs, and 
  head of a great raptor bird and the tail and 
  body of a magnificent horse. As horses are a 
  preferred meal for griffons, sages claim some 
  flesh-warping wizard with an ironic sense of 
  humor long ago created this unfortunate fusion of 
  horse and hawk as a joke. 
  A hippogriff’s feathers bear coloration similar to 
  those of a hawk or an eagle; however, some breeders have 
  managed to produce specimens with stark white or coal 
  black feathers. A hippogriff’s torso and hind end are 
  most often bay, chestnut, or gray, with some coats bearing 
  pinto or even palomino coloration. Hippogriffs measure 
  11 feet long and weigh upward of 1,500 pounds.
  Territorial, hippogriffs fiercely protect the lands 
  under their domain. Hippogriffs must also watch the 
  skies for other predators, as they are a preferred meal 
  of griffons, wyverns, and young dragons. Hippogriffs 
  nest in sweeping grasslands, rugged hills, and flowing 
  prairies. Exceptionally hardy hippogriffs make their 
  home nestled into niches on canyon walls, from which 
  they comb the rocky deserts for coyotes, deer, and the 
  occasional humanoid. Hippogriffs prefer mammalian 
  prey, yet they graze after every meal of flesh to aid their 
  digestion. Their dietary habits can be 
  dangerous to both ranchers and their 
  livestock, so ranching communities 
  often set bounties on them. Victims 
  of these hunts are often taxidermied, 
  and preserved hippogriffs frequently 
  decorate frontier taverns and remote outposts.
  Far easier to train than griffons, yet easily as intelligent 
  as horses, hippogriffs are trained as mounts by some elite 
  companies of mounted soldiers, patrolling the skies and 
  swooping down on unsuspecting enemies. Although they 
  are magical beasts, if captured young, hippogriffs can be 
  trained using Handle Animal as if they were animals. An 
  adult hippogriff is more difficult to train, and attempts to 
  do so follow the normal rules for training magical beasts 
  using the skill. A hippogriff saddle must be specially 
  crafted so as to not impact the movement of the creature’s 
  wings—these saddles are always exotic saddles.
  Hippogriffs lay eggs rather than birthing live young—
  as a general rule, a hippogriff nest only contains one 
  egg at a time. A hippogriff’s egg is worth 200 gp, but a 
  healthy young hippogriff is worth 500 gp. A fully trained 
  hippogriff mount can command prices of up to 5,000 
  gp or more. A hippogriff can carry 198 pounds as a light 
  load, 399 pounds as a medium load, and 600 pounds as a 
  heavy load.
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  Hippopotamus
  This lumbering bull hippopotamus lunges out of the water and 
  yawns wide, displaying an impressive set of tusk-like teeth.
  HIPPOPOTamuS  
  Cr 5
  XP 1,600
  N Large animal 
  Init +4; Senses low-light vision, scent; Perception +8
  DefenSe
  aC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 66 (7d8+35)
  fort +10 (+12 vs. nonmagical disease), ref +5, Will +2 
  Defensive abilities sweat 
  OffenSe
  Speed 40 ft.
  melee bite +9 (2d8+6)
  Space 10 ft.; reach 5 ft. 
  Special attacks capsize, trample (1d8+6, DC 17)
  STaTISTICS
  Str 19, Dex 10, Con 16, Int 2, Wis 13, Cha 5
  Base atk +6; CmB +11; CmD 21 (25 vs. trip)
  feats Endurance, Imp. Initiative, Power Attack, Skill Focus (Perception)
  Skills Perception +8, Stealth +0 (+10 underwater), Swim +8; 
  racial modifiers +10 Stealth underwater
  SQ hold breath
  eCOLOgy
  environment warm rivers
  Organization solitary, pair, or bloat (3–20)
  Treasure none 
  SPeCIaL aBILITIeS
  Capsize (ex) A hippopotamus can overturn a boat 
  of its size or smaller 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.
  Sweat (ex) A hippo’s reddish sweat protects it from 
  nonlethal damage from hot environments, and 
  grants it a +2 racial bonus on saving throws 
  against nonmagical disease.
  The ill-tempered “river horse” has a well-
  earned reputation for hostility, despite the 
  fact that it is a herbivore.
  Hippo Companions
  Starting Statistics: Size Medium; Speed 40 
  ft.; AC +6 natural armor; Attack bite (1d8); Ability 
  Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; 
  Special Qualities low-light vision, scent, sweat.
  7th-Level Advancement: Size Large; AC +2 
  nat. arm.; Attack bite (2d8); Ability Scores Str 
  +8, Dex –2, Con +4; Special Ability trample.
  Hippogriff–Hippopotamus
  Hippogriff–Hippopotamus
  Hippopotamus, Behemoth
  This immense behemoth of a hippo is larger than an elephant. Its 
  teeth are like scimitars, and it moves with an indomitable gait. 
  BeHemOTH HIPPOPOTamuS  Cr 10
  XP 9,600
  N Huge animal 
  Init +3; Senses low-light vision; Perception +12
  DefenSe
  aC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
  hp 133 (14d8+70)
  fort +14 (+16 vs. nonmagical disease), ref +8, Will +7
  Defensive abilities sweat
  OffenSe
  Speed 50 ft.
  melee bite +17 (4d8+13/19–20 plus grab)
  Space 15 ft.; reach 15 ft.
  Special attacks capsize, trample (2d6+13, DC 26)
  STaTISTICS
  Str 29, Dex 8, Con 20, Int 2, Wis 13, Cha 5
  Base atk +10; CmB +21 (+25 grapple); CmD 30 (34 vs. trip)
  feats Diehard, Endurance, Improved Critical (bite), Improved 
  Initiative, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Perception +12, Stealth +2 (+12 underwater), Swim +13; 
  racial modifiers +10 Stealth underwater
  SQ hold breath
  eCOLOgy
  environment warm rivers
  Organization solitary or bloat (2–8)
  Treasure none 
  The behemoth hippopotamus is a true monster. 
  Standing taller than an elephant, this animal has 
  few enemies in the natural world—even dinosaurs 
  and dire crocodiles avoid fights with them. Making 
  them even more dangerous is the fact that they 
  are practically carnivores—while not above 
  eating plant matter, they devour carrion or 
  foolish creatures that come too close.  
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  Hound of Tindalos
  This gaunt, long-limbed quadruped has huge, soulless eyes and a 
  toothy maw. The lean creature moves with a predatory grace. 
  HOunD Of TInDaLOS 
  Cr 7
  XP 3,200
  NE Medium outsider (evil, extraplanar)
  Init +9; Senses darkvision 120 ft.; Perception +18
  DefenSe
  aC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
  hp 85 (10d10+30)
  fort +10, ref +12, Will +8
  Dr 10/magic; Immune mind-affecting effects, poison
  OffenSe
  Speed 40 ft.
  melee bite +15 (2d6+3), 2 claws +15 (1d8+3)
  Special attacks ripping gaze
  Spell-Like abilities (CL 10th; concentration +13)
  Constant—air walk
  At will—fog cloud, invisibility, locate creature
  3/day—dimensional anchor, discern location, greater scrying 
  (DC 20), haste, slow (DC 16)
  STaTISTICS
  Str 17, Dex 21, Con 16, Int 16, Wis 21, Cha 16
  Base atk +10; CmB +13; CmD 28 (32 vs. trip)
  feats Blind-Fight, Combat Reflexes, Improved Initiative, Vital 
  Strike, Weapon Finesse
  Skills Acrobatics +18 (+22 jump), Intimidate +16, Knowledge 
  (arcana) +16, Knowledge (geography) +13, Knowledge 
  (planes) +16, Perception +18, Sense Motive +18, 
  Stealth +18, Survival +18
  Languages Aklo
  SQ angled entry, otherworldly mind
  eCOLOgy
  environment any
  Organization solitary or pack (2–12)
  Treasure none
  SPeCIaL aBILITIeS
  angled entry (Su) Hounds of Tindalos move through 
  the dimensions in ways other creatures cannot 
  comprehend. They may use greater teleport (self 
  only) once per round as a swift action and 
  plane shift (self only) 3/day as a standard 
  action (caster level 10th). A hound 
  of Tindalos can use these powers 
  anywhere, but its destination 
  point must be adjacent 
  to a fixed angle or 
  corner in the physical 
  environment, 
  such as a 
  wall, floor, 
  or ceiling (as determined by the GM); temporary angles 
  created by cloth, flesh, or small items are not sufficient. It 
  cannot use these abilities to enter curved architecture or 
  open outdoor environments.
  Otherworldly mind (ex) Any non-outsider attempting to read 
  the thoughts of a hound of Tindalos or communicate with it 
  telepathically takes 5d6 points of nonlethal damage and must 
  make a DC 18 Will save or become confused for 2d4 rounds. 
  This is a mind-affecting effect. The save DC is Charisma-based.
  ripping gaze (Su) 5d6 slashing damage, 30 feet, Fortitude DC 
  18 negates. A creature that succeeds on its save is immune to 
  that hound’s gaze for 24 hours. Damage caused by a ripping 
  gaze can be defeated by damage reduction, but it bypasses 
  DR/magic and slashing. The save DC is Charisma-based.
  Hounds of Tindalos are otherworldly predators from 
  beyond the bounds of known reality, usually appearing only 
  when summoned by reckless spellcasters. Little is known 
  about their nature outside of blood-spattered notes and 
  deranged writings of the nearly insane survivors of their 
  attacks. Although possessed of great cunning and cruel 
  intellect, the hounds show no evidence of understanding 
  or communicating with mortals. They enter the physical 
  world on their own in pursuit of those who have trodden 
  too much the netherways beyond time and reality—time 
  travelers (be it physical travel or simply 
  divinatory glimpses forward 
  or backward in time) and 
  creatures 
  that 
  teleport 
  without regard to how this 
  movement impacts subtle 
  magical currents in the 
  multiverse particularly 
  draw their interest.
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  Howler
  This vile predator has a hide as thick and tough as leather. Wicked 
  ebony quills run from its head, tail, and back.
  HOWLer 
  Cr 3
  XP 800
  CE Large outsider (chaotic, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +13
  DefenSe
  aC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 37 (5d10+10)
  fort +6, ref +6, Will +3
  Defensive abilities quill defense
  OffenSe
  Speed 60 ft.
  melee bite +8 (1d8+4), quills +3 (1d4+2 plus pain)
  Space 10 ft.; reach 5 ft. 
   
  Special attacks howl
  STaTISTICS
  Str 18, Dex 15, Con 15, Int 6, Wis 14, Cha 11
  Base atk +5; CmB +10; CmD 22
  feats Combat Reflexes, Improved 
  Initiative, Skill Focus (Perception)
  Skills Acrobatics +10 (+22 jump), Climb +12, 
  Perception +13, Stealth +6
  Languages Abyssal (cannot speak)
  eCOLOgy
  environment any land (Abyss)
  Organization solitary or pack (2–4)
  Treasure incidental
  SPeCIaL aBILITIeS
  abyssal Strike (ex) A howler’s bite and quills 
  are considered to be chaotic-aligned and 
  evil-aligned for the purpose of overcoming 
  damage reduction.
  Howl (Su) A howler’s constant howling is a grating, 
  exhausting baying that can drive listeners insane. 
  All beings other than outsiders within 120 feet 
  of a howling howler must succeed on a DC 
  12 Will save or become cursed by the 
  creature’s howl. Once a creature 
  becomes cursed in this way, she 
  takes no additional penalty for being 
  exposed to additional howlers’ howls 
  until the current howler curse is lifted. This 
  is a sonic mind-affecting effect. The save DC is 
  Charisma-based.
  Howler Howl: Curse—howl; save Fort 
  DC 12 negates; frequency 1/hour; effect 1 Wis 
  damage; cure 1 save.
  Pain (ex) Whenever a creature takes damage from 
  a howler’s quill attack or its quill defense, that 
  creature must make a DC 14 Reflex save or a quill breaks 
  off in its flesh, causing the target to become sickened until 
  the quill is removed. Removing one quill requires a DC 
  15 Heal check made as a full-round action. For every 5 by 
  which the check is exceeded, one additional quill can be 
  removed. On a failed check, a quill is still removed, but 
  the process deals 1d4+1 points of damage to the victim. 
  The save DC is Dexterity-based.
  Quill Defense (ex) Any creature that strikes a howler with 
  a non-reach melee weapon, unarmed strike, or natural 
  weapon takes 1d4+1 points of piercing damage from the 
  howler’s quills and suffers from the howler’s pain attack.
  The howler is a native to the Abyss, an Outer Plane where 
  madness is the norm and cruelty is expected and often 
  rewarded. The howler prowls these Abyssal realms, 
  serving the role of a hungry predator like a lion or tiger, 
  save for the fact that the typical howler is much more 
  intelligent than a big cat. Worse, howlers have little 
  interest in eating their prey—they need not feed to live, 
  but rather enjoy the process of stalking, mauling, and 
  killing living creatures. In a way, the act of inflicting 
  intense pain and madness upon mortal life 
  is what fills a howler’s life instead of 
  the desire to feed.
  The howler’s mane of razor-
  sharp quills makes it a poor choice 
  of mount for most creatures, but 
  it serves quite well as a guardian 
  or 
  sentinel—especially 
  for 
  outsiders, who may not enjoy the 
  creature’s constant howling, 
  but aren’t adversely affected 
  by the supernatural sounds. 
  When a howler sees prey, the 
  tenor of its howls changes—
  howlers 
  cannot 
  speak, 
  but 
  they can use their howls to 
  communicate quite a bit of 
  information if required. They 
  understand the Abyssal tongue, 
  and when serving demons 
  as guardians, their howls 
  can not only alert their 
  masters to the presence 
  of intruders, but also to 
  their number, appearance, 
  and weaknesses.
  A howler is about the size 
  of a tiger—12 feet from snout to 
  tail and weighing 6,000 pounds. They 
  are normally pale in color, with darker quills 
  and milky eyes.
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  Ifrit
  This muscular, fiery-skinned man has flaming hair and spotted 
  horns upon his brow.
  IfrIT 
  Cr 1/2
  XP 200
  Ifrit sorcerer 1 
  N Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception –2
  DefenSe
  aC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 8 (1d6+2)
  fort +1, ref +3, Will +0
  resist fire 5
  OffenSe
  Speed 30 ft.
  melee scimitar +0 (1d6)
  Ifrit Spell-Like abilities (CL 1st; concentration +4)
  1/day—burning hands (DC 14)
  Sorcerer Spell-Like abilities (CL 1st; concentration +5)
  6/day—elemental ray (1d6 fire)
  Sorcerer Spells Known (CL 1st; concentration +5)
  1st (4/day)—mage armor, magic missile
  0 (at will)—acid splash, detect magic, flare (DC 15), 
  prestidigitation
  Bloodline elemental (fire)
  STaTISTICS
  Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
  Base atk +0; CmB +0; CmD 13
  feats Eschew MaterialsB, Martial Weapon Proficiency (scimitar)
  Skills Bluff +7, Knowledge (arcana) +5, Spellcraft +5
  Languages Common, Gnome, Ignan
  SQ bloodline arcana, elemental affinity
  eCOLOgy
  environment any land
  Organization solitary, pair, or gang (3–5)
  Treasure NPC gear (scimitar, other treasure)
  SPeCIaL aBILITIeS
  elemental affinity (ex) Ifrit sorcerers with the elemental (fire) 
  bloodline treat their Charisma score as 2 points higher for all 
  sorcerer spells and class abilities. Ifrit spellcasters with the Fire 
  domain use their domain powers and spells at +1 caster level.
  Ifrits are humans whose ancestry includes beings of 
  elemental fire, such as efreet. Ifrits have pointed ears, 
  red or mottled horns on the brow, and hair that flickers 
  and waves as if it were aflame.
  All ifrits are at some level pyromaniacs. Adoring fire 
  in all its forms, they tend to be passionate and quick 
  to action, with a predilection for striking first in any 
  conflict—a trait which keeps them alive but doesn’t make 
  them a lot of friends. Ifrits generally seek out the company 
  of either less-powerful minions who can be browbeaten 
  into following orders, or calm, cool individuals who can 
  balance the ifrits out.
  ifRit CHaRaCteRs
  Ifrits are defined by class levels—they do not possess 
  racial Hit Dice. Ifrits have the following racial traits.
  +2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are 
  passionate and quick, but also impetuous and destructive.
  Darkvision: Ifrits can see in the dark up to 60 feet.
  Spell-Like Ability: Burning hands 1/day (caster level 
  equals the ifrit’s total Hit Dice).
  Elemental Resistance: Ifrits have fire resistance 5.
  Elemental Affinity: See above.
  Languages: Ifrits begin play speaking Common and 
  Ignan. Ifrits with high Intelligence scores can choose 
  any of the following bonus languages: Aquan, Auran, 
  Dwarven, Elven, Gnome, Halfling, and Terran.
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  Inevitable
  Originally invented and forged in the Outer Planes by the 
  axiomites (see page 36), inevitables are living machines 
  whose sole purpose is to seek out and destroy agents of 
  chaos wherever they can.
  During the height of the first war between law and 
  chaos, while the Outer Planes were still forming from 
  the raw chaos of the primal reality, inevitables were 
  constructed by the axiomites as an unf linching army—
  soldiers powerful and devoted enough to march on the 
  madness-inducing hordes of proteans who sought to 
  unmake reality and return it all to the primal chaos 
  they so adored. While this war has long since cooled 
  to a simmer, and the reality of the Outer Planes is now 
  not so easily threatened by the entropic inf luence of 
  the proteans and their home plane, the defense of the 
  axiomites’ home plane remains the inevitables’ primary 
  goal. Despite the proteans’ subsequent adaptation and 
  study of how best to make themselves more resistant 
  to the inevitables’ attacks, these constructed soldiers 
  remain imposingly effective.
  Today, many inevitables—almost all of those encountered 
  on the Material Plane—pursue a new aspect of their 
  original mission: tracking down those who flagrantly 
  flout the forces of law and redeeming them or, more 
  often, eliminating the threat they present to the ordered 
  nature of the multiverse. Matched on the side of chaos 
  by the manipulative imentesh proteans, new inevitables 
  awake to find themselves locked in a proxy war, knowing 
  that losing the Material Plane to chaos would place their 
  masters in a dangerous position.
  Genderless, incorruptible, and caring nothing for 
  power or personal advancement, inevitables are cunning 
  and valiant shock troops in the service of law. Though they 
  regularly interact with their creator race on their home 
  plane, they have no society of their own, and are almost 
  always encountered singly on other planes, each more than 
  capable of pursuing its own mission. These individual 
  crusades range from enforcing important or high-profile 
  contracts and laws to forcibly correcting those mortals 
  who would seek to cheat death. How they deal with the 
  guilty varies according to the transgression: sometimes 
  this means a simple geas or mark of justice to ensure that 
  the target works to right his wrongs or never again strays 
  from the path of law, but just as often an offense worthy 
  of an inevitable’s attention is severe enough that only 
  immediate execution will suffice. Such decisions are not 
  always popular—for the kindly priest who transcends 
  mortality and the freedom fighter who battles the evil-
  yet-rightful king are every bit as guilty as grave-robbing 
  necromancers and demon-worshipers—but the inevitables 
  are always just, and few dare stand in the way of their 
  Ifrit–Inevitable
  Ifrit–Inevitable
  judgment. Those inevitables who have completed a given 
  mission often wander through whatever society they find 
  themselves in, seeking other lawbreakers worthy of their 
  ministrations. Brave souls with a worthy cause are always 
  welcome to approach an inevitable and present their case, 
  but should be wary of invoking the help of such powerful, 
  single-minded beings—for an inevitable may not see the 
  situation the same way they do, and though all inevitables 
  do their best to preserve innocent life, they’re not above 
  sacrificing a few allies or innocents in an effort to bring 
  down a greater villain.
  Physically, inevitables often have humanoid forms 
  or aspects, but their bodies appear somewhere between 
  clockwork constructs and fine statues in the greatest 
  classical tradition. Constructed of stone, adamantine, 
  and even more precious materials, each inevitable is 
  brought to sentience in the axiomites’ forges already 
  programmed with the details of its first target. Though 
  they know that all beings outside of the lawful planes 
  harbor chaos in their hearts, inevitables also understand 
  that such conflicted creatures may yet be forces for law 
  as much as for chaos, and thus overlook all but the most 
  flagrant offenses. The most commonly recognized types 
  of inevitables are as follows.
  Arbiters: Scouts and diplomats, often assigned to 
  wizards as familiars in the hopes of directing such 
  individuals to the cause of law.
  Kolyaruts: Cloaked and stealthy humanoid warriors 
  who track and punish those who break contracts.
  Lhaksharuts: Juggernauts who search for permanent 
  breaches and links between planes and invasions from 
  one dimension to another.
  Maruts: Towering beings of stone, steel, and storm 
  who bring a fitting end to those mortals who try to cheat 
  death in attempts to live forever.
  Zelekhuts: Winged, centaur-like constructs who 
  track down those who flee just and legal punishment, 
  returning them to their rightful judges or carrying out 
  the sentence themselves.
  pRimal inevitables
  While the lhaksharuts are generally thought of as the 
  most powerful caste of inevitable, there exist others of 
  even greater skill and strength—these are known as 
  the primal inevitables. These goliaths were among the 
  first weapons of war forged by the axiomites to fight 
  the protean menace—the methods to create more have 
  long been lost to the axiomites, and those few primals 
  who remain alive to this day have become legendary. 
  None have been encountered in living memory, but the 
  possibility of a primal’s emergence is enough to give the 
  proteans second thoughts when ideas of invading the 
  inevitables’ home plane arise.
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  Inevitable, Arbiter
  A sphere of bronze and copper set with a single eye, this winged 
  creature has two clawed hands, one of which clutches a knife. 
  arBITer 
  Cr 2
  XP 600
  LN Tiny outsider (extraplanar, 
  inevitable, lawful)
  Init +3; Senses darkvision 60 ft., 
  detect chaos, low-light vision; 
  Perception +5
  DefenSe
  aC 16, touch 15, flat-footed 13 (+3 
  Dex, +1 natural, +2 size)
  hp 15 (2d10+4); regeneration 2 (chaotic)
  fort +5, ref +3, Will +3
  Defensive abilities constant vigilance, 
  constructed; Sr 13
  OffenSe
  Speed 20 ft., fly 50 ft. (average)
  melee short sword +7 (1d3/19–20)
  Space 2-1/2 ft.; reach 0 ft.
  Special attacks electrical burst
  Spell-Like abilities (CL 2nd; 
  concentration +4)
  Constant—detect chaos
  3/day—command (DC 13), 
  make whole, protection 
  from chaos
  1/week—commune (CL 12th,  
  6 questions)
  STaTISTICS
  Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14
  Base atk +2; CmB +3; CmD 13
  feats Flyby Attack, Weapon FinesseB
  Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, 
  Perception +5, Sense Motive +5, Stealth +16
  Languages truespeech
  SQ locate inevitable
  eCOLOgy
  environment any
  Organization solitary, pair, or flock (3–14)
  Treasure none
  SPeCIaL aBILITIeS
  Constant Vigilance (Su) An arbiter gains a +4 bonus to 
  recognize and disbelieve illusions created by creatures with 
  the chaotic subtype or possessing the chaotic descriptor.
  electrical Burst (ex) An arbiter can release electrical energy 
  from its body in a 10-foot-radius burst that deals 3d6 
  electricity damage (DC 13 Reflex half). Immediately 
  following such a burst, the arbiter becomes stunned for 24 
  hours. The save DC is Constitution-based.
  Locate Inevitable (Su) An arbiter can always sense the direction 
  of the nearest non-arbiter inevitable on the plane, the better 
  to help it report back to its superiors. It cannot sense the 
  range to this inevitable.
  Stealthy, observant, and frequently 
  persuasive, arbiter inevitables are 
  the scouts and diplomats of the 
  inevitable race. Found throughout 
  the multiverse in courts and on 
  battlefields, arbiters keep a close eye 
  on the forces of chaos and do their 
  best to keep the lawful from straying, 
  while simultaneously winning over the 
  hearts and minds of those who might yet 
  be saved. Though their assorted abilities 
  make them extremely useful, arbiters see 
  themselves less as servants than as advisers and 
  counselors, preferring to ride around on their 
  summoners’ shoulders and help guide their 
  “partners” on the path of law. They detest 
  being summoned by chaotic individuals, and 
  when teamed with such a creature, they aren’t 
  above using Diplomacy to try to influence 
  the summoner’s friends or refusing to 
  undertake actions that seem contrary to 
  their programming.
  An arbiter who comes across evidence 
  of a significant insurgence of chaos upon 
  a given plane does everything in its power to 
  rally its allies against the dangerous instability, 
  and in situations that are clearly beyond its ability 
  to handle, it may refuse to continue onward until the 
  group agrees to help it reach the nearest greater inevitable 
  and make a full report, or else may travel to Utopia itself 
  and present its urgent information in person.
  Arbiters typically bear the shapes of tiny clockwork 
  spheres with shiny metal wings. Generally peaceful unless 
  combating true creatures of chaos, arbiters prefer to cast 
  protection from chaos on their allies and use command to 
  make opponents drop their weapons and run. Their most 
  powerful weapon, the ability to release their internal 
  energy as a deadly burst, is reserved for dire need and 
  battles of the utmost service to law, as the resulting period 
  of darkness while they’re powered down is the only thing 
  that seems to truly scare the tiny automatons.
  An arbiter inevitable can serve a spellcaster as a familiar. 
  Such a spellcaster must be lawful neutral, must be at least 
  caster level 7th, and must have the Improved Familiar 
  feat. Arbiter inevitables measure 1 foot in diameter but 
  are surprisingly heavy, weighing 60 pounds. Their ability 
  to fly on metal wings is as much a supernatural ability as 
  a physical one.
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  Inevitable, Kolyarut
  Beneath its cloak, this man-shaped creature appears to be part 
  statue and part metallic machine.
  KOLyaruT 
  Cr 12
  XP 19,200
  LN Medium outsider (extraplanar, inevitable, lawful)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +22
  DefenSe
  aC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
  hp 150 (12d10+84); regeneration 5 (chaotic)
  fort +14, ref +10, Will +11
  Defensive abilities constructed; Dr 10/chaotic; Sr 23
  OffenSe
  Speed 30 ft.
  melee +2 bastard sword +20/+15/+10 (1d10+8/19–20), slam +13 
  (2d6+3) or
  2 slams +18 (2d6+6)
  Spell-Like abilities (CL 12th; concentration +15)
  At will—discern lies (DC 17), disguise self, enervation, fear 
  (DC 17), hold person (DC 16), invisibility (self only), locate 
  creature, suggestion (DC 16), vampiric touch
  3/day—hold monster (DC 17), mark of justice, quickened 
  suggestion (DC 16)
  1/week—geas/quest
  STaTISTICS
  Str 22, Dex 19, Con 23, Int 10, Wis 17, Cha 16
  Base atk +12; CmB +18; CmD 32
  feats Alertness, Combat Casting, Combat Reflexes, 
  Improved Initiative, Lightning Reflexes, Quicken Spell-
  Like Ability (suggestion)
  Skills Diplomacy +22, Disguise +19, Knowledge (planes) +15, 
  Perception +22, Sense Motive +22, Survival +18; racial 
  modifiers +4 Diplomacy, +4 Disguise
  Languages truespeech
  eCOLOgy
  environment any
  Organization solitary, pair, or inquisition (3–6)
  Treasure standard (+2 bastard sword, other treasure)
  Kolyaruts are enforcers of bargains, traveling to the 
  very edges of the planes in order to punish oath-
  breakers and see that contracts are kept. They 
  care little for the terms of the agreements 
  in question, only that promises are 
  fulfilled, debts are paid, and balance 
  is maintained.
  Least conspicuous of the inevitables, 
  even in their natural form, kolyaruts 
  are the size of tall humans, though 
  they weigh far more because of their 
  composition. Capable of using both 
  Inevitable, Arbiter–Inevitable, Kolyarut
  Inevitable, Arbiter–Inevitable, Kolyarut
  invisibility and disguise self to pass completely unnoticed 
  through humanoid lands, kolyaruts most frequently 
  appear as cloaked warriors bearing finely crafted bastard 
  swords, allowing others to chalk up any metallic noises 
  to the clanking of hidden armor until the moment when 
  they pull back their hoods and let their quarries look upon 
  their mechanical faces, understanding only too late the 
  nature of the mysterious strangers.
  Perhaps because their missions can be the murkiest and 
  most open to interpretation, kolyaruts are by far the most 
  talkative of the inevitables, naturally possessing a courtly 
  grace and an encyclopedic knowledge of social customs, 
  which they use both to assist them in gathering information 
  on their targets and in issuing challenges (or executing 
  dignified sentences) on the battlefield. Though naturally as 
  solitary as their kindred, kolyaruts are occasionally content 
  to let members of other races tag along and assist them in 
  achieving shared goals, though they have little problem 
  abandoning or even exploiting these “comrades” if it brings 
  them closer to fulfilling their mission.
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  Inevitable, Lhaksharut
  This six-armed creature appears to be made of stone. Its lower 
  torso is a collection of whirring rings of metal.
  LHaKSHaruT 
  Cr 20
  XP 307,200
  LN Huge outsider (extraplanar, inevitable, lawful)
  Init +5; Senses darkvision 60 ft., detect chaos, detect magic, low-
  light vision, true seeing; Perception +34
  aura shield of law (DC 23)
  DefenSe
  aC 36, touch 18, flat-footed 35 (+4 deflection, +1 Dex, +5 insight, 
  +18 natural, –2 size)
  hp 337 (22d10+216); regeneration 10 (chaotic)
  fort +25, ref +12, Will +22
  Defensive abilities constructed; Dr 15/chaotic; Immune 
  energy spells; Sr 31
  OffenSe
  Speed fly 60 ft. (perfect)
  melee +2 wounding spear +32/+27/+22/+17 (3d6+17/19–20 plus 
  1 bleed), +2 wounding longsword +32 (3d6+12/19–20 plus 
  1 bleed), +2 wounding morningstar +32 (3d6+12 plus  
  1 bleed) or
  4 slams +30 (2d8+10)
  ranged 2 energy bolts +21 (10d6 energy)
  Space 15 ft.; reach 15 ft.
  Special attacks cunning reflexes, multiweapon mastery, 
  perfect prediction, wounding weapons
  Spell-Like abilities (CL 22th; concentration +27)
  Constant—detect chaos, detect magic, shield of law (DC 23), 
  true seeing
  At will—dispel magic, greater teleport (self plus 50 lbs. of 
  objects only), sending
  3/day—dictum (DC 22), dimensional anchor (DC 19), 
  dimensional lock (DC 23), disintegrate (DC 21), dismissal (DC 
  20), greater scrying (DC 22), plane shift (DC 20), wall of force
  1/day—imprisonment (DC 24)
  STaTISTICS
  Str 31, Dex 13, Con 26, Int 14, Wis 21, Cha 20
  Base atk +22; CmB +34; CmD 45 (can’t be tripped)
  feats Blind-Fight, Combat Expertise, Combat Reflexes, 
  Greater Bull Rush, Greater Vital Strike, Improved Bull 
  Rush, Improved Disarm, Improved Initiative, Improved 
  Vital Strike, Power Attack, Vital Strike
  Skills Fly +30, Intimidate +30, Knowledge (arcana) +24, 
  Knowledge (geography) +24, Knowledge (planes) +27, 
  Perception +34, Sense Motive +30, Spellcraft +24; racial 
  modifiers +4 Perception
  Languages truespeech
  SQ perfect prediction
  eCOLOgy
  environment any
  Organization solitary
  Treasure double (+2 longsword, +2 spear, +2 morningstar, 
  other treasure)
  SPeCIaL aBILITIeS
  Cunning reflexes (ex) A lhaksharut uses its Wisdom 
  modifier, rather than its Dexterity modifier, to determine 
  how many additional attacks of opportunity it gains with 
  the Combat Reflexes feat. For most lhaksharut inevitables, 
  this benefit equates to 5 additional attacks of opportunity 
  per round.
  energy Bolt (Su) A lhaksharut can fire bolts of elemental 
  energy from two of its six arms—it never wields weapons 
  in these hands. These attacks have a range increment of 
  100 feet and deal 10d6 energy damage of the inevitable’s 
  choice (acid, cold, electricity, or fire, chosen for each bolt as 
  it is thrown). It can throw two bolts of energy as a standard 
  action, and cannot attack with these hands when it makes 
  weapon or slam attacks with its other limbs.
  Immunity to energy Spells (ex) A lhaksharut is immune to any 
  spell or spell-like ability with the acid, cold, electricity, fire, 
  or sonic descriptor that allows spell resistance.
  multiweapon mastery (ex) A lhaksharut never takes penalties 
  on its attack rolls when fighting with multiple weapons.
  Perfect Prediction (Su) A lhaksharut gains an insight bonus to 
  AC equal to its Wisdom bonus.
  Wounding Weapons (Su) Any weapon wielded by a lhaksharut 
  gains the wounding weapon quality as long as it remains in 
  the creature’s grasp.
  A typical lhaksharut is a six-armed construct that appears 
  to be made of a mix of metals and stone. Where a human 
  would have legs, it instead possesses a complex orb of 
  spinning rings similar in shape to an orrery—it is this 
  whirling machine that grants the lhaksharut the ability to 
  fly. Though a lhaksharut has huge, metal wings, they serve 
  as little more than stabilizers when it’s in flight. Four of the 
  construct’s arms end in functional hands that it normally 
  uses to carry a mix of weapons. The lhaksharut’s lower two 
  arms hold large, flaming metal spheres in their hands—it 
  uses these spheres to generate elemental bolts of energy that 
  it can hurl great distances to damage foes.
  Lhaksharuts are tasked with maintaining the separation 
  between different planes of reality, especially the 
  elemental planes. They do not concern themselves with 
  petty trespasses by visitors from one plane to another, nor 
  even the occasional creation of a pocket plane or hijacking 
  of a chunk of one reality to serve as a base within another. 
  What does trouble a lhaksharut is anything that represents 
  a permanent link between planes, or an effort by the 
  denizens of one plane to invade and conquer another. They 
  often find themselves in conflict with the machinations of 
  powerful outsiders who seek to create beachheads on other 
  planes to serve as launching pads for massive incursions.
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  Inevitable, Lhaksharut
  Inevitable, Lhaksharut
  When possible, a lhaksharut enforces the separation 
  of planes through the simple expedient of smashing any 
  device that creates a 
  dangerous breach, or 
  killing any creature 
  that seems determined 
  to mix or blend realities. 
  The inevitable does not 
  care why such infractions 
  occur, and is often deaf to 
  any excuse suggesting even 
  a temporary linking of planes 
  is a good idea. However, while 
  singled-mined, a lhaksharut is  
  not mindless or incapable of 
  reason. They are emotionless, but 
  can be negotiated with if a problem 
  cannot be solved by smashing and 
  killing violators. 
  Rarely, a lhaksharut can even be 
  convinced that maintaining a planar 
  link is important enough to let the gate 
  stand, if only temporarily. In such cases, 
  the lhaksharut always volunteers to guard the 
  portal until the time comes to shut it down. These 
  arrangements must include a detailed explanation 
  on how a desired course of action will directly 
  lead to meeting the lhaksharut’s goal. Only when 
  facing the most overwhelmingly powerful foe 
  does a lhaksharut agree to assist in a task not related 
  to its primary function, and then only to win allies to 
  help it achieve success in an area where the lhaksharut 
  has already met with failure. Even if convinced to 
  undertake such an alliance, a lhaksharut is likely to 
  insist its mission be accomplished first. A creature of 
  pure order, a lhaksharut is incapable of defaulting on 
  a promise made in good faith, but it is aware that not 
  all creatures are so bound. If for some reason the 
  needs of its allies must be put first, a lhaksharut 
  insists on guarantees that its allies will meet 
  their commitments to it once they have what 
  they want.
  In combat, a lhaksharut uses its speed and 
  mobility to get close to targets. A lhaksharut sees groups 
  as imperfect machines, and knows that the best way to 
  overcome them is to disrupt their smooth functioning. 
  While creatures able to directly harm the inevitable are 
  dealt with if necessary, it much prefers to first eliminate 
  healers, scouts, and shield-bearers before tackling 
  powerful fighters or spellcasters. A lhaksharut cannot be 
  taunted or baited into changing its course of action—it is 
  completely emotionless and only cares about the efficiency 
  of its battle plan. It also fights without care for its own  
  survival, trusting 
  that 
  either 
  its 
  regeneration will restore 
  it to life, or a new inevitable 
  will be created to replace it.
  When unaware of a threat to the 
  sanctity of the division of the planes, 
  and not threatened, a lhaksharut can be a 
  surprisingly good conversationalist. They are 
  as likely to be found floating through a void as 
  maintaining any kind of stronghold. Lhaksharuts are 
  aware that the domains they wish to patrol are too vast to 
  be directly viewed with any efficiency. Some lhaksharuts 
  thus forge networks of informants who can patrol the 
  many planes, and send word to the inevitable to alert it of 
  any apparent breaches. The constructs have no other need 
  for the treasure that they gather from transgressors, and 
  sometimes even pay for tips that might lead to a planar 
  infraction. Anyone who might prove to be a valuable 
  informant is treated with respect, and may even be able 
  to gain insights into the planes from the lhaksharut’s 
  vast knowledge on the subject, as long as questions 
  never wander into the dangerous territory of combining  
  two planes.
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  Inevitable, Marut
  This humanoid is mostly hidden behind plates of elaborate golden 
  armor, the spaces in between revealing flesh of black stone.
  maruT 
  Cr 15
  XP 51,200
  LN Large outsider (extraplanar, inevitable, lawful)
  Init +3; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +26
  DefenSe
  aC 30, touch 13, flat-footed 26 (+3 Dex, +1 dodge, +17 natural, –1 size)
  hp 214 (16d10+126); regeneration 10 (chaotic)
  fort +16, ref +8, Will +13
  Defensive abilities constructed; Dr 15/chaotic; Sr 26
  OffenSe
  Speed 30 ft.
  melee 2 slams +27 (2d6+12 plus 3d6 electricity or 
  sonic and blindness or deafness)
  Space 10 ft.; reach 10 ft.
  Special attacks fists of lightning and thunder
  Spell-Like abilities (CL 16th; concentration +23)
  Constant—air walk, true seeing
  At will—dimension door, fear (DC 
  21), greater command (DC 22), 
  greater dispel magic, mass 
  inflict light wounds (DC 22), 
  locate creature
  1/day—chain lightning (DC 23), 
  circle of death (DC 23), mark 
  of justice, wall of force
  1/week—earthquake (DC 25), 
  geas/quest, plane shift (DC 22)
  STaTISTICS
  Str 35, Dex 16, Con 23, Int 12, Wis 17, 
  Cha 24
  Base atk +16; CmB +29; CmD 43
  feats Ability Focus (fists of lightning and 
  thunder), Awesome Blow, Combat 
  Casting, Dodge, Improved Bull Rush, 
  Improved Vital Strike, Power Attack, 
  Vital Strike
  Skills Diplomacy +26, Intimidate +26, 
  Knowledge (planes) +20, Knowledge 
  (religion) +17, Perception +26, Sense 
  Motive +22, Survival +22; racial 
  modifiers +4 Perception
  Languages truespeech
  eCOLOgy
  environment any
  Organization solitary, pair, or 
  patrol (3–5)
  Treasure none
  SPeCIaL aBILITIeS
  fists of Lightning and Thunder (Su) A marut’s fists strike with 
  the power of a thunderstorm. For any given slam attack, 
  a marut can choose whether that attack uses lightning or 
  thunder. A lightning attack deals an additional 3d6 points of 
  electricity damage, and the resulting flash blinds the target 
  for 2d6 rounds (Fortitude DC 26 negates the blindness). 
  A thunder attack deals an additional 3d6 points of sonic 
  damage, and the resulting thunderclap deafens the target 
  for 2d6 rounds (Fortitude DC 26 negates the deafness). The 
  save DCs are Constitution-based.
  Behemoths of onyx and golden armor, maruts shake  
  the ground when they walk, each thunderous step 
  ringing a death knell for those they’ve come to take. Rarely  
  seeming to hurry, a marut’s onslaught is deliberate, 
  purposeful, and relentless. Its quarry may impede it 
  or flee, running for decades or centuries, but from 
  the initial meeting onward, the target must always 
  look over its shoulder with the knowledge that, like 
  death itself, the marut is ever at its heels, slowly but 
  surely approaching, bringing balance through 
  inevitable oblivion. 
  Maruts primarily target those mortal  
  souls who have artificially extended 
  their lifespans beyond what is 
  feasible for their race, such as 
  liches and other powerful 
  magic users. Extraordinary 
  but natural means 
  of 
  cheating 
  death  
  are sometimes also 
  punished, such as 
  the magistrate who 
  murders 
  an 
  entire 
  starving town to save 
  himself, or those who foresee their own 
  deaths via divination magic and are 
  therefore able to avoid them. 
  Although 
  they 
  are 
  capable 
  of speaking eloquently in any 
  language, and frequently gather vast 
  amounts of information from those 
  who are intimidated by their mere 
  presence, maruts rarely engage in 
  conversation or strategic alliances 
  with mortals. Even on the battlefield, 
  the juggernauts prefer to remain 
  silent, knowing that their targets 
  are already aware of their own 
  transgressions and that all 
  mortals 
  secretly 
  harbor 
  dreams of immortality.
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  Inevitable, Zelekhut
  This creature looks like a mechanical centaur. Golden, clockwork 
  wings sprout from its back, and its arms end in barbed chains.
  ZeLeKHuT 
  Cr 9
  XP 6,400
  LN Large outsider (extraplanar, inevitable, lawful)
  Init +9; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +20
  DefenSe
  aC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 115 (10d10+60); regeneration 5 (chaotic)
  fort +10, ref +8, Will +10
  Defensive abilities constructed; Dr 10/chaotic; Sr 20
  OffenSe
  Speed 50 ft., fly 60 ft. (average)
  melee 2 chains +17 (2d6+7 plus 1d6 electricity and trip)
  Space 10 ft.; reach 10 ft.
  Spell-Like abilities (CL 10th; concentration +13)
  Constant—true seeing
  At will—clairaudience/clairvoyance, dimensional 
  anchor, dispel magic, fear (DC 17), hold person 
  (DC 16), locate creature
  3/day—hold monster (DC 17), mark of justice
  1/week—lesser geas (DC 16)
  STaTISTICS
  Str 25, Dex 20, Con 16, Int 10, Wis 17, Cha 17
  Base atk +10; CmB +18; CmD 34 (38 vs. trip)
  feats Dodge, Improved Initiative, Mobility, 
  Weapon Focus (chain), Vital Strike
  Skills Acrobatics +18 (+26 jump), 
  Diplomacy +16, Fly +16, Perception +20, 
  Sense Motive +20, Survival +16; racial 
  modifiers +4 Perception, +4 Sense Motive
  Languages truespeech
  SQ chains
  eCOLOgy
  environment any land (lawful plane)
  Organization solitary
  Treasure none
  SPeCIaL aBILITIeS
  Chains (ex) A zelekhut’s arms end in 
  long lengths of barbed metal. These 
  chains deal slashing damage and 1d6 
  points of electricity damage with  
  each hit.
  Zelekhuts 
  are 
  bounty 
  hunters 
  and 
  executioners all rolled into one. They seek 
  out those beings who continually evade 
  justice—either through active flight, or 
  through power and station—and bring law and justice to 
  the multiverse’s most notorious fugitives and criminals.
  Ironically, while zelekhuts are implacable and unrelenting 
  in their duty, they have little interest in passing judgment 
  of their own, a fact that often confuses other races. Rather, 
  a zelekhut is content to enforce the laws of any given society, 
  and while it might hunt a condemned serial killer or 
  notorious thief across half a dozen planes, it will not shift 
  a single hoof to capture a corrupt ruler whose offenses are 
  10 times worse, so long as the atrocities are within her 
  technical rights as ruler. All zelekhuts understand that 
  laws can and must differ from place to place, and it is not 
  the zelekhut’s job to moralize, merely to track down those 
  who seek to flee their punishment.
  Inevitable, Marut–Inevitable, Zelekhut
  Inevitable, Marut–Inevitable, Zelekhut
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  Jabberwock
  This dragon has a long neck and terrible claws. The beast shrieks 
  and babbles, thrashing its tail and wings in a violent manner.
  Jabberwock 
  cr 23
  XP 819,200
  CE Huge dragon (air, fire)
  Init +5; Senses blindsight 120 ft., darkvision 120 ft., low-light 
  vision, scent, true seeing; Perception +38
  aura frightful presence (120 ft., DC 31)
  DefenSe
  ac 40, touch 14, flat-footed 34 (+5 Dex, +1 dodge, +26 natural, 
  –2 size)
  hp 481 (26d12+312); fast healing 15
  fort +27, ref +20, will +24
  Dr 15/vorpal; Immune fire, dragon traits; resist acid 30, 
  electricity 30, sonic 30; Sr 34
  weaknesses fear of vorpal weapons, vulnerable to cold
  offenSe
  Speed 40 ft., fly 80 ft. (poor)
  Melee bite +37 (4d8+13/17–20/×3), 2 claws +37 (3d6+13/19–20 
  plus grab), tail slap +32 (2d8+19), 2 wings +32 (1d8+6)
  ranged 2 eye rays +29 touch (15d6 fire/19–20 plus burn)
  Space 15 ft.; reach 15 ft.
  Special attacks burble, burn (6d6, DC 34), eye rays, whiffling
  StatIStIcS
  Str 37, Dex 20, con 33, Int 12, wis 29, cha 26
  base atk +26; cMb +41 (+45 grapple); cMD 57
  feats Awesome Blow, Bleeding Critical, Critical Focus, 
  Dodge, Flyby Attack, Improved Bull Rush, Improved 
  Critical (bite, claws, eye rays), Mobility, Power Attack, 
  Spring Attack, Vital Strike
  Skills Acrobatics +31 (+35 jump), Escape Artist +31, Fly +26, 
  Intimidate +37, Knowledge (nature) +30, Perception +38, 
  Sense Motive +38
  Languages Aklo, Common, Draconic, Gnome, Sylvan
  SQ planar acclimation
  ecoLogy
  environment any forests
  organization solitary
  treasure triple
  SPecIaL abILItIeS
  burble (Su) A jabberwock can burble once every 1d4 rounds 
  as a standard action. This blast of strange noises and 
  shouted nonsense in the various languages known to 
  the jabberwock (and invariably some languages it doesn’t 
  know) affects all creatures within a 60-foot-radius 
  spread—these creatures must make a DC 31 Will save 
  or become confused for 1d4 rounds. Alternatively, the 
  jabberwock can focus its burble attack to create a 60-
  foot line of sonic energy that deals 20d6 points of sonic 
  damage (DC 31 Reflex save for half). The confusion effect 
  is mind-affecting; both are sonic effects. The save DC is 
  Charisma-based.
  Damage reduction (ex) A jabberwock’s damage reduction 
  can be bypassed only by weapons that possess the vorpal 
  weapon enhancement.
  eye rays (Su) The jabberwock can project beams of fire from 
  its eyes as a ranged touch attack as a standard action, with 
  a range increment of 60 feet. It projects two beams, and 
  can target different creatures with these beams if it wishes 
  as long as both targets are within 30 feet of each other. A 
  creature that takes damage from an eye beam suffers burn.
  fear of Vorpal weapons (ex) A jabberwock knows that a vorpal 
  weapon can kill it swiftly. As soon as it takes damage from a 
  vorpal weapon, a jabberwock becomes shaken for 1 round. If 
  it is hit by a critical threat from a vorpal weapon, whether or 
  not the critical hit is confirmed, the jabberwock is staggered 
  for 1 round.
  Planar acclimation (ex) A jabberwock is always considered to 
  be on its home plane, regardless of what plane it finds itself 
  upon. It never gains the extraplanar subtype.
  whiffling (ex) A jabberwock’s wings and violent motions 
  create a significant amount of wind whenever it makes a 
  full attack action. These winds surround the monster to a 
  radius of 30 feet, and are treated as severe winds—ranged 
  attacks take a –4 penalty when targeting a jabberwock while 
  it is whiffling, and Medium creatures must make a DC 10 
  Strength check to approach the creature. Small or smaller 
  creatures in this area that fail a DC 15 Strength check 
  are blown away. See page 439 of the Pathfinder RPG Core 
  Rulebook for further details on the effects of severe winds.
  The jabberwock is a true creature of legend—a subject 
  of poetry, song, and myth in many cultures. It is known 
  to be a devastating creature in combat whose arrival 
  presages times of ruin and violence; these stories also tell 
  of the creature’s fear of the tools some say were created in 
  ancient times for the sole purpose of defeating them—
  vorpal weapons. A jabberwock is 35 feet tall and weighs 
  8,000 pounds.
  The jabberwock is not a creature of the Material Plane, 
  but one from the primal world of the fey. It comes from a 
  region of reality where life is more robust, where emotions 
  are more potent, and where dreams and nightmares 
  can come alive. Even in such incredible realms, though, 
  the jabberwock is a creature to be feared. It belongs to a 
  category of powerful creatures whose shapes and types 
  run the gamut of possibility—a group known collectively 
  as the “Tane.” Of the Tane, the jabberwock is said to be 
  the most powerful, but the others in this grouping are 
  far from helpless. Said to have been created as goliaths 
  of war and madness, dreamt and stitched into being by 
  the strange gods of this primeval reality, the Tane are as 
  mysterious as they are powerful. Two other creatures of 
  Illustration by Eric Belisle
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  Jabberwock
  Jabberwock
  the Tane are presented in this book—the sard and the 
  thrasfyr. None of the Tane are lower than CR 16 in power 
  and all possess the planar acclimation special quality, 
  but beyond that, they generally share no specific abilities 
  or characteristics save for their common source in the 
  primal world.
  When a jabberwock comes to the Material Plane, it 
  does so to spread destruction and ruin. Typically, the 
  monster seeks out a remote forest lair at least a day’s 
  f light from civilization, then emerges from this den 
  once a week to seek out a new place to destroy. It has 
  no true interest in amassing treasure, but often gathers 
  objects of obvious value to bring back to its den in order 
  to encourage heroes to seek it out—to a jabberwock, 
  it makes no difference whether it seeks out things to 
  destroy or lets those things come to it.
  Jabberwocks age, eat, drink, and sleep like any living 
  creature, but they do not reproduce in the classic sense 
  of the word. The creation of a new jabberwock—or of 
  any of the Tane, in fact—is regulated by the strange and 
  unknowable godlike entities that dwell in the primeval 
  world. These fey lords create new jabberwocks as they 
  are needed—sometimes varying the exact particulars 
  (see Variant Jabberwocks, below), but always 
  creating a fully formed adult creature. 
  No young jabberwock has ever been 
  encountered as a result.
  The strange vulnerability a jabberwock 
  possesses against vorpal weapons has long 
  been a matter of intrigue and speculation 
  among scholars. Most believe that, once 
  upon a time, only one jabberwock existed, a 
  creature of such great power that nothing could hurt 
  it. Nothing, that is, save for a legendary sword forged for 
  a mortal hero by a now-forgotten artisan or god. So epic 
  was this battle that it created strange echoes throughout 
  reality, and as a result, these echoes, in the form of the 
  vorpal swords and jabberwocks known today, can be 
  found on many worlds. 
  Variant Jabberwocks
  The notion of a “lesser” jabberwock is something of 
  a misnomer, for even these creatures are powerful 
  foes. A lesser jabberwock is generally a CR 20 
  version of the typical jabberwock—you can achieve 
  a creature of this power by lowering the typical 
  jabberwock’s Hit Dice by 3 and by reducing its 
  ability scores by 4 points each. Alternatively, you 
  can apply the young creature simple template, but 
  bear in mind that such a monster isn’t technically any 
  younger than a typical jabberwock. 
  As creatures from the primal world of the fey, some 
  jabberwocks are as varied as the strange terrains and 
  realms in that primal world, as if these environs have 
  more to do with their manifestation than most scholars 
  suspect. Generally, these changes simply alter the type of 
  damage a jabberwock’s eye beams deal and the types of 
  energy it is immune to. A jabberwock from a primeval 
  glacial world would possess eye beams that deal cold 
  damage, while a jabberwock from a storm-lashed 
  world would deal electricity damage with its 
  eye beams. If the nature of a jabberwock’s eye 
  beams change, its burn ability changes to 
  match, and it replaces its immunity to fire 
  with immunity to the new energy type 
  (while gaining resist fire 30 in place of 
  the lost immunity to fire).
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  Illustration by Dean Spencer
  Jellyfish, Giant
  The bell of this enormous amber jellyfish is as large as a carriage. 
  A sinister bloom of tentacles dangles and writhes below. 
  gIant JeLLyfISh  
  cr 7 
  XP 3,200
  N Large vermin (aquatic)
  Init +2; Senses darkvision 60 ft.; Perception +0
  DefenSe
  ac 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
  hp 94 (9d8+54)
  fort +12, ref +5, will +3
  Defensive abilities amorphous; Dr 10/
  piercing or slashing; Immune mind-
  affecting effects
  offenSe
  Speed swim 20 ft.
  Melee 4 tentacles +9 (1d6+4 
  plus poison)
  Space 10 ft.; reach 15 ft.
  StatIStIcS
  Str 18, Dex 15, con 22, 
  Int —, wis 11, cha 1
  base atk +6; cMb +11; 
  cMD 23 (can’t be tripped)
  Skills Swim +12
  SQ compression
  ecoLogy
  environment any oceans
  organization solitary, pack (2–5), or 
  bloom (6–12)
  treasure None 
  SPecIaL abILItIeS
  Poison (ex) Tentacles—injury; save Fort DC 17; 
  frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 
  consecutive saves. The save DC is Constitution based. 
  Unlike its smaller cousins, the giant jellyfish is an 
  active predator that seeks out prey. Capable of slithering 
  through narrow cracks, a giant jellyfish is a horrifying 
  beast to encounter lurking in the hold of a flooded or 
  sunken ship. Other species of these vermin exist, as 
  summarized on the following table—these variants 
  often have different types of poison or other abilities like 
  translucency or constriction.
  Species 
  cr 
  Size 
  hD
  Death’s head jellyfish 
  1 
  Small 
  2
  Crimson jellyfish 
  4 
  Medium 
  5
  Sapphire jellyfish 
  11 
  Huge 
  12
  Vampire jellyfish 
  14 
  Gargantuan 
  16
  Whaler jellyfish 
  17 
  Colossal 
  20
  Jellyfish Swarm 
  All but invisible in the water, this foul swarm of fist-sized jellyfish 
  wriggles and writhes, a virtual wall of stinging tentacles.
  JeLLyfISh SwarM  
  cr 6
  XP 2,400
  N Diminutive vermin (aquatic, swarm)
  Init +1; Senses darkvision 60 ft.; Perception +0
  DefenSe
  ac 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 54 (12d8)
  fort +8, ref +5, will +4 
  Immune swarm traits, weapon damage
  offenSe
  Speed swim 20 ft.
  Melee swarm (3d6 plus distraction 
  and poison)
  Space 10 ft.; reach 0 ft.
  Special attacks distraction  
  (DC 16)
  StatIStIcS
  Str 1, Dex 13,  
  con 10, Int —,  
  wis 10, cha 2
  base atk +9; cMb 
  —; cMD —
  Skills Swim +4, Stealth 
  +29; racial Modifiers 
  Stealth +16
  ecoLogy
  environment any aquatic
  organization solitary or bloom (2–8)
  treasure none
  SPecIaL abILItIeS
  Poison (ex) Swarm–injury; save Fort DC 16; frequency 1/
  round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves.
  Jellyfish often cluster together during springtime or 
  when environmental conditions such as an increase in 
  ocean temperature favor it. When conditions are right, 
  jellyfish shift from being a nuisance to being a menace, 
  if accidentally so, for a jellyfish swarm, unlike more 
  aggressive monstrous kin like the giant jellyfish, comprises 
  not aggressive hunters but rather opportunistic strikers. 
  They do not generally move to attack nearby prey, but their 
  nearly translucent coloration makes it horrifically easy for 
  a creature to swim into a swarm unawares. Once a jellyfish 
  swarm deals damage to a creature, the swarm pursues it for 
  several rounds before giving up the chase. Many aquatic 
  races use jellyfish swarms as defensive guardians, trusting 
  a swarm’s lack of interest in moving to keep it stationary for 
  long periods of time.
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  Jyoti
  This phoenix-like humanoid is surrounded by a halo of radiant 
  energy. Its spear is tipped with a carved crystal blade.
  JyotI 
  cr 9
  XP 6,400
  N Medium outsider 
  (extraplanar)
  Init +5; Senses darkvision 
  60 ft., low-light vision; 
  Perception +20
  DefenSe
  ac 24, touch 16, flat-footed 18 (+4 
  armor, +5 Dex, +1 dodge, +4 natural)
  hp 104 (11d10+44); fast healing 10
  fort +11, ref +8, will +11; +2 vs. divine
  Defensive abilities divine aversion, 
  positive energy affinity; Immune death 
  attacks, disease, energy drain, poison; 
  resist acid 10, cold 10, electricity 10, fire 10, 
  sonic 10; Sr 20
  offenSe
  Speed 30 ft., fly 90 ft. (good)
  Melee +1 spear +14/+9/+4 (1d8+4/×3 plus 1d6 fire), 
  bite +8 (1d6+1 plus 1d6 fire)
  ranged ray +16 ranged touch (by spell)
  Special attacks breath weapon (60-ft. cone, 11d6 fire, Reflex 
  DC 19 half, usable once every 1d4 rounds), positive energy
  Spell-Like abilities (CL 11th; concentration +13)
  Constant—mage armor
  3/day—aid, cure serious wounds, 
  daylight, dimension door, lesser 
  restoration, searing light
  1/day—breath of life, disrupting weapon
  StatIStIcS
  Str 14, Dex 20, con 19, Int 12, wis 15, cha 15
  base atk +11; cMb +13; cMD 29
  feats Combat Casting, Dodge, Flyby Attack, Iron Will, 
  Mobility, Wind Stance
  Skills Fly +9, Heal +16, Intimidate +16, Knowledge (planes) 
  +19, Knowledge (religion) +19, Perception +20, Sense Motive 
  +16, Stealth +19; racial Modifiers +4 Knowledge (planes), +4 
  Knowledge (religion), +4 Perception
  Languages Aquan, Auran, Common, Ignan, Terran
  ecoLogy
  environment any (Positive Energy Plane)
  organization solitary, pair, or flight (3–8)
  treasure double (+1 spear, other treasure)
  SPecIaL abILItIeS
  breath weapon (Su) A jyoti’s breath weapon is a focused burst 
  of searing fire infused with positive energy. Undead in the 
  area take 11d8 damage rather than 11d6.
  Divine aversion (Su) Jyoti dislike deities and are never divine 
  spellcasters. Jyoti gain a +2 racial bonus on saves against 
  divine magical effects.
  Positive energy (Su) A jyoti’s natural weapons and 
  any weapons it wields strike 
  as if they were ghost touch 
  weapons. In addition, 
  any weapon (natural or 
  manufactured) a jyoti 
  uses deals +1d6 
  fire damage 
  on a hit.
  Positive 
  energy affinity 
  (ex) A jyoti can 
  exist comfortably on 
  the Positive Energy 
  Plane, and does not 
  benefit (or suffer) from that 
  plane’s overwhelming infusions 
  of life-giving energies. Whenever a jyoti is 
  subjected to a magical healing effect, that 
  effect functions at its full potential, as if 
  enhanced by Maximize Spell. 
  Enigmatic and swift to anger, the 
  avian race known as the jyoti are 
  xenophobic natives of the Positive Energy 
  Plane. Though some believe the jyoti are inherently 
  good because their home plane is the source of all 
  life, these beliefs are quite in error, for the jyoti 
  react to all other races with wary suspicion at best, 
  and usually assume the worst and attack before they 
  can themselves be attacked. They guard their crystalline 
  cities from all intrusion, especially by creatures from 
  other planes and servants of the gods. They have been 
  known to hold dangerous artifacts in their vaults on 
  behalf of desperate visitors, though in the case of holy or 
  unholy artifacts, the jyoti are more likely to destroy the 
  artifacts as soon as possible.
  Jyoti loathe natives of the Shadow Plane and the Negative 
  Energy Plane in particular, though there is an element of 
  pity in their actions toward undead. They never discuss 
  the sceaduinar, and even hearing that name inflames 
  jyoti into immediate anger. Those who dare argue on the 
  sceaduinar’s behalf are immediately attacked.
  Jellyfish–Jyoti
  Jellyfish–Jyoti
  Illustration by Mike Corriero
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  Kelpie
  This hideous humanoid creature has slimy, transparent skin; 
  webbed, humanoid hands; and a snaggletoothed, horse-like face.
  keLPIe 
  cr 4
  XP 1,200
  NE Medium fey (aquatic, shapechanger)
  Init +7; Senses low-light vision; Perception +13
  DefenSe
  ac 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 38 (7d6+14)
  fort +4, ref +8, will +6
  resist fire 10
  offenSe
  Speed 40 ft., swim 40 ft.
  Melee 2 slams +6 (1d6+2 plus grab)
  Special attacks captivating lure
  StatIStIcS
  Str 15, Dex 16, con 15, Int 8, wis 12, cha 17
  base atk +3; cMb +5 (+9 grapple); cMD 18
  feats Alertness, Deceitful, Improved Initiative, Weapon Finesse
  Skills Bluff +15, Disguise +15, Perception +13, Sense Motive +13, 
  Stealth +13, Swim +10
  Languages Aquan, Common, Sylvan; telepathy (1 mile, 
  previously touched creatures only)
  SQ amphibious, change shape (hippocampus or horse, beast 
  shape IV; Small or Medium humanoid, alter self )
  ecoLogy
  environment any water
  organization solitary or shoal (2–5)
  treasure standard
  SPecIaL abILItIeS
  captivating Lure (Su) Once per day, a kelpie can use a 
  powerful mental attack to lure in a single creature within 
  60 feet. The target must make a DC 16 Will saving throw 
  or become captivated by the kelpie, thinking it is a 
  desirable woman in mortal danger or (if in hippocampus 
  or horse form) a valuable steed. A victim under the effects 
  of the captivating lure moves toward the kelpie using the 
  most direct means available. If the path leads it into a 
  dangerous area such as through fire or off a cliff, that 
  creature receives a second saving throw to end the 
  effect before moving into peril; the victim does not 
  consider water a dangerous area, and will enter the 
  water even if it cannot swim or breathe. A captivated 
  creature can take no actions other than to move toward 
  the kelpie and defend itself, even if it is drowning. A 
  victim within 5 feet of the kelpie simply stands and offers 
  no resistance to its attacks. This effect continues as long 
  as the kelpie is alive and the victim is within 1 mile of the 
  kelpie. This is a mind-affecting charm effect. The save DC 
  is Charisma-based.
  A kelpie is a deadly shapechanging predator that, in 
  its natural form, appears as a hideous combination 
  of emaciated horse and sickly humanoid, with slimy, 
  transparent skin and long, stringy hair. Its face is long 
  and equine, with a mouth filled with jagged teeth. 
  Few, however, ever see a kelpie in its true form, for 
  kelpies almost always encounter other creatures while 
  in disguise as a humanoid, horse, or hippocampus, 
  reverting to their true form only after their targets have 
  drowned so that they can feast on their victims, leaving 
  behind only the heart and liver (as both of these organs 
  are distasteful to most kelpies).
  Kelpies can be found in saltwater and freshwater 
  environments, including fens, rivers, swamps, and 
  underground pools and lakes. Communities living 
  near kelpie lairs believe that folk who die on the water 
  or are killed by a kelpie become kelpies themselves. 
  Kelpies may serve as steeds for aquatic fey or other water 
  monsters while in their hippocampus forms, sometimes 
  without their riders ever knowing the truth of the steed’s 
  sinister nature.
  A typical kelpie is 6 feet tall and weighs 170 pounds.
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  Korred
  This knobby-kneed, stunted humanoid, has a particularly thick 
  beard and wild mane of hair, hiding most of its body from view.
  korreD 
  cr 4
  XP 1,200
  CN Small fey 
  Init +3; Senses low-light vision; Perception +14
  DefenSe
  ac 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, +1 size)
  hp 33 (6d6+12)
  fort +4, ref +8, will +7
  Dr 5/cold iron; Sr 15
  offenSe
  Speed 30 ft.
  Melee club +8 (1d4+6)
  ranged rock +8 (1d6+4)
  Special attacks animated hair, stunning laugh, rock throwing 
  (100 ft.)
  Spell-Like abilities (CL 6th; concentration +7)
  At will—animate rope, shatter (DC 13), stone shape
  1/day—stone tell
  StatIStIcS
  Str 19, Dex 17, con 14, Int 12, wis 14, cha 13
  base atk +3; cMb +6; cMD 20
  feats Dodge, Mobility, Skill Focus (Perception)
  Skills Acrobatics +12, Bluff +10, Craft (rope) +10, Craft 
  (sculpture) +10, Perception +14, Perform (dance) +10, 
  Stealth +16
  Languages Common, Sylvan
  SQ stone stride
  ecoLogy
  environment temperate forests
  organization solitary, pair, or gang (3–6)
  treasure standard (club, rope, shears, other treasure)
  SPecIaL abILItIeS
  animated hair (Su) A korred’s hair is constantly writhing and 
  twitching. As a free action, a korred can cause its long hair 
  to reach out and interfere with adjacent creatures—
  tugging at clothes and weapons, tangling feet 
  and arms, tickling, and generally making a 
  nuisance of itself. The korred can select which 
  adjacent targets are affected by its animated hair. 
  These targets must make a successful DC 16 Reflex 
  save each round to avoid becoming entangled for 1 
  round. The save DC is Dexterity-based.
  Stone Stride (Su) This ability works like tree stride, except 
  it requires loose boulders at least as large as the korred, and 
  only has a range of 30 feet. The korred can use this ability 
  once per round as a standard action.
  Stunning Laugh (Su) Three times per day as a standard action, 
  a korred can unleash a strange laugh that stuns all creatures 
  within a 30-foot burst for 1d2 rounds (Fortitude DC 14 
  negates). This is a sonic, mind-affecting effect. Fey are 
  immune to this ability. The save DC is Charisma-based.
  Korreds are an ancient fey race who like forested areas 
  with nice, rocky ground. They resemble small, wild-
  haired humanoids with wild, knotted hair. Korreds 
  especially like to dance in ancient stone circles within 
  forest glades, often led by satyrs with panpipes. They are 
  a shy race and do not take kindly to outsiders discovering 
  them, even by accident. They almost always attack non-
  korreds who stumble into their territory, seeking to kill 
  them or at least drive them off.
  Korred clothing normally consists of a simple leather 
  apron, jerkin, or kilt, leaving their legs uncovered and 
  their feet bare. Their clothes usually have a large pocket 
  or pouch to hold their belongings. A korred’s hair and 
  beard grow quickly, sometimes an inch a day, and the 
  korred trims its hair when the locks become too unruly, 
  saving the trimmings in its pocket so it can weave them 
  into ropes for its animate rope spell-like ability.
  Kelpie–Korred
  Kelpie–Korred
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  Krenshar 
  This earless, panther-like beast snarls as the skin of its face 
  twitches, then peels back to reveal the bone and flesh beneath.
  krenShar 
  cr 1
  XP 400
  N Medium magical beast 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
  DefenSe
  ac 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 13 (2d10+2)
  fort +4, ref +5, will +1
  offenSe
  Speed 40 ft.
  Melee bite +2 (1d6), 2 claws +2 (1d4)
  Special attacks skullface
  StatIStIcS
  Str 11, Dex 14, con 13, Int 6, wis 12, cha 13
  base atk +2; cMb +2; cMD 14 (18 vs. trip)
  feats Improved Initiative
  Skills Intimidate +1 (+5 to demoralize), Perception +5, Stealth +10; 
  racial Modifiers +4 Intimidate to demoralize, +4 Stealth
  Languages Sylvan (can’t speak)
  ecoLogy
  environment temperate forests or plains
  organization solitary, pair, or pride (6–10)
  treasure none
  SPecIaL abILItIeS
  Skullface (Su) As a standard action, a krenshar can pull the 
  skin back from its face, revealing the musculature and bony 
  structures of its skull. This counts as using Intimidate to 
  demoralize an opponent, and is an extraordinary ability. The 
  krenshar can emit a loud screech while peeling back its skin, 
  causing potent fear in a single creature within 100 feet that 
  can see the krenshar. The targeted creature must make a DC 
  12 Will save or become frightened (if the target has 6 or fewer 
  Hit Dice) or shaken (if the target has more than 6 Hit Dice) 
  for 1d4 rounds. A creature that successfully saves cannot be 
  affected again by the same krenshar’s skullface ability for 24 
  hours. This is a sonic, mind-affecting fear effect. The save DC 
  is Charisma-based.
  The krenshar is a strange creature that resembles a large 
  but earless hunting cat, save that it can retract the fur 
  and skin on its face to reveal the glistening skull and 
  musculature underneath. Combined with its strange, 
  keening wail, this horrifying display is enough to 
  paralyze prey and send formidable opponents running.
  Krenshar’s retractable skin allows it to dine on carrion 
  with a lower risk of picking up disease-carrying vermin, 
  much like a vulture’s bare head and neck. When the creature 
  finishes eating, restoring the facial skin to its normal 
  position scrapes off gore and clinging 
  bugs. The ability to retract their skin 
  is demonstrated in other contexts 
  as well—male krenshars bare their 
  skulls at rivals as a challenge over 
  mates, females use this ability to ward 
  off undesired suitors, and hunting adults use it to 
  scare prey into ambushes.
  Though krenshars generally prefer to stalk herd 
  animals like deer or cattle, they have no qualms about 
  taking on humanoids when food is scarce. They average 4 
  to 5 feet in length and weigh approximately 175 pounds.
  Scholars have long debated the confusing nature of 
  krenshar intelligence. While clearly more intelligent 
  than mere animals, the creatures seem to lack all but 
  the most rudimentary language of snarls and yowls, and 
  aside from the scare tactics that make them notorious, 
  tend to behave much like mundane cats or wolves, even 
  going so far as to occasionally be befriended by rangers 
  or druids. Those who deny krenshars’ intelligence, 
  however, need only look into their strange violet eyes 
  or observe the ease with which they manipulate and 
  outmaneuver their prey to realize their folly—an error 
  few make twice.
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  Lamia Matriarch
  This creature looks like a beautiful human woman from the waist 
  up, but below is the body and tail of an immense snake.
  LaMIa MatrIarch 
  cr 8
  XP 4,800
  CE Large monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
  DefenSe
  ac 21, touch 13, flat-footed 17 (+4 Dex, +8 natural, –1 size)
  hp 102 (12d10+36)
  fort +7, ref +12, will +11
  Immune mind-affecting effects; Sr 19
  offenSe
  Speed 40 ft., climb 40 ft., swim 40 ft.
  Melee +1 scimitars +14/+14/+9/+9/+4 (1d6+6/15–20 plus 1 Wisdom 
  drain on first hit each round) or
  touch +16 (1d4 Wisdom drain)
  Space 10 ft.; reach 5 ft.
  Special attacks Wisdom drain
  Spell-Like abilities (CL 12th; concentration +17)
  At will—charm monster (DC 19), ventriloquism (DC 16)
  3/day—deep slumber (DC 18), dream, major image (DC 18), 
  mirror image, suggestion (DC 18)
  Spells known (CL 6th; concentration +11)
  3rd (4/day)—haste
  2nd (6/day)—death knell (DC 17), invisibility
  1st (8/day)—cure light wounds, divine favor, mage armor, 
  magic missile
  0 (at will)—dancing lights, daze (DC 13), detect magic, ghost 
  sound (DC 13), mage hand, mending, prestidigitation
  StatIStIcS
  Str 20, Dex 19, con 17, 
  Int 16, wis 16, cha 21
  base atk +12; cMb +18; 
  cMD 32 (can’t 
  be tripped)
  feats Double 
  Slice, Extend 
  Spell, Improved 
  Critical (scimitar), Improved Two-Weapon 
  Fighting, Two-Weapon Fighting, 
  Weapon Focus (scimitar)
  Skills Acrobatics +8 (+12 jump),  
  Bluff +21, Climb +13, Diplomacy +11, 
  Disguise +11, Intimidate +20, 
  Knowledge (any one) +15, 
  Knowledge (arcana) +15, 
  Spellcraft +15, Swim +13, 
  Use Magic Device +21; 
  racial Modifiers +4 Bluff, +4 
  Use Magic Device
  Languages Abyssal, Common, Draconic
  SQ change shape (fixed Medium humanoid form, alter self ), 
  undersized weapons
  ecoLogy
  environment any land
  organization solitary, pair, or cult (3–6)
  treasure double (two +1 scimitars, other treasure)
  SPecIaL abILItIeS
  Spells A lamia matriarch casts spells as a 6th-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 lamia matriarch.
  wisdom Drain (Su) A lamia matriarch drains 1d4 points of 
  Wisdom each time she hits with her melee touch attack. 
  The first time each round that she strikes a foe with a melee 
  weapon, she also drains 1 point of Wisdom. A DC 21 Will save 
  negates the Wisdom drain. Unlike with other kinds of ability 
  drain attacks, a lamia matriarch does not heal damage when 
  she uses her Wisdom drain. The save DC is Charisma-based.
  The queens of a race consumed by 
  bitterness and predatory instinct, lamia 
  matriarchs mastermind all manner 
  of foul plots in hopes of breaking 
  the bestial curse that afflicts their 
  race. They move with shocking ease 
  from silken-tongued temptresses 
  to dervishes, striking with all the 
  deadly precision of vipers. Quick 
  to covet, enslave, and overindulge, 
  lamia matriarchs luxuriate in gory 
  feasts, violent trysts, and bloody 
  entertainments, reveling until their 
  playthings are broken or until they 
  tire and move on.
  Krenshar–Lamia Matriarch
  Krenshar–Lamia Matriarch
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  Leng Spider
  This immense purple spider has a legspan of nearly forty feet and 
  a hideously bloated body, yet still moves with fluid grace.
  Leng SPIDer 
  cr 14
  XP 38,400
  CE Huge magical beast (extraplanar)
  Init +13; Senses arcane sight, darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception +21
  DefenSe
  ac 29, touch 17, flat-footed 20 (+9 Dex, +12 natural, –2 size)
  hp 202 (15d10+120); fast healing 10
  fort +17, ref +18, will +10
  Immune cold, confusion and insanity effects, poison, sonic; Sr 25
  offenSe
  Speed 40 ft., climb 40 ft.
  Melee mwk flail +22/+17/+12 (3d6+8), bite +16 (2d6+4 plus poison)
  ranged mwk bolas +23 (1d8+8)
  Space 15 ft.; reach 15 ft.
  Special attacks web (+24 ranged, DC 15, 5 hp), web weaponry
  Spell-Like abilities (CL 15th; concentration +21)
  Constant—arcane sight, freedom of movement, tongues
  At will—dispel magic, fabricate (webs only)
  3/day—air walk, invisibility, major image (DC 19)
  1/day—charm monster (DC 20), insanity (DC 23), mirage 
  arcana (DC 21), veil (DC 22)
  StatIStIcS
  Str 26, Dex 29, con 26, Int 21, wis 17, cha 22
  base atk +15; cMb +25; cMD 44 (54 vs. trip)
  feats Combat Expertise, Combat Reflexes, Improved Initiative, 
  Improved Trip, Iron Will, Point-Blank Shot, Precise Shot, 
  Vital Strike
  Skills Acrobatics +27 (+31 jump), Climb +34, Craft (traps) +20, 
  Knowledge (any one) +20, Perception +21, Spellcraft +20, 
  Use Magic Device +21
  Languages Aklo; tongues
  ecoLogy
  environment any
  organization solitary, pair, or cult (3–6)
  treasure double
  SPecIaL abILItIeS
  Poison (Su) Bite—injury; save Fort DC 25; 
  frequency 1/round for 6 rounds; effect 
  1d4 Con plus confusion for 1 round; 
  cure 2 consecutive saves. A Leng spider’s 
  venom causes flesh to blister and rot 
  away and the mind to experience vivid and 
  horrific hallucinations—these visions cause the 
  poisoned creature to react in an unpredictable 
  manner, as if confused. The hallucination 
  element of this poison is mind-affecting. The 
  save DC is Constitution-based.
  web weaponry (ex) A Leng spider is talented at using its 
  webs to construct masterwork weapons. This technique of 
  weapon creation allows the spider to effectively create a flail 
  or bolas by attaching a heavy object such as a rock or chunk 
  of metal to a cord of webbing. The spider attaches one end 
  of this webbing to a leg and can then wield the weighted 
  cord as a masterwork flail or a masterwork bolas. It can only 
  wield one such weapon at a time—it must use its other legs 
  to walk. If a Leng spider drops or loses a web weapon, it 
  can create a new one as a full-round action, provided it has 
  access to heavy-weight objects of the correct size (such as 
  loose rocks or skulls).
  The spiders of Leng have long warred with that realm’s 
  more humanoid denizens, yet this does not make the 
  spiders allies of sane life. These spiders see themselves as 
  deserving of true positions of power, and the only creatures 
  they suffer to live apart from their kin are their magically 
  controlled slaves. Fortunately, the spiders have no intrinsic 
  way to travel to the Material Plane, and must use portals 
  or other methods to visit this world. Artistic trap builders, 
  Leng spiders construct lairs of dangerous and haunting 
  beauty made of webs and other materials found nearby.
  A Leng spider’s body is 18 feet long and weighs 6,000 
  pounds. Most leng spiders possess only 7 legs, but some 
  possess 9, 11, or only 5—they never possess an even number.
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  Leprechaun
  This small humanoid has pointed ears, green eyes, and a wicked 
  grin. He carries a bottle in one hand and a club in the other.
  LePrechaun 
  cr 2
  XP 600
  CN Small fey 
  Init +7; Senses low-light vision; Perception +17
  DefenSe
  ac 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 18 (4d6+4)
  fort +2, ref +7, will +6
  Dr 5/cold iron; Sr 13
  offenSe
  Speed 40 ft.
  Melee +1 club +7 (1d8–1)
  Spell-Like abilities (CL 4th; concentration +7)
  Constant—shillelagh
  At will—dancing lights, ghost sound (DC 13), invisibility (self 
  only), mage hand, major image (visual and auditory elements 
  only, DC 16), prestidigitation, ventriloquism (DC 14)
  3/day—color spray (DC 14), fabricate (1 cubic foot of 
  material only)
  1/day—major creation
  StatIStIcS
  Str 7, Dex 16, con 13, Int 14, wis 15, cha 16
  base atk +2; cMb –1; cMD 12
  feats Improved Initiative, Weapon Finesse
  Skills Bluff +10, Escape Artist +10, Knowledge (nature) +9, 
  Perception +17, Perform (comedy) +8, Perform 
  (dance) +8, Sense Motive +9, Sleight of 
  Hand +14, Stealth +14; racial Modifiers +8 
  Perception, +4 Sleight of Hand
  Languages Common, Elven, Halfling, Sylvan
  SQ leprechaun magic
  ecoLogy
  environment temperate forests
  organization solitary, pair, band (3–6), or family 
  (7–10)
  treasure standard (club, other treasure)
  SPecIaL abILItIeS
  Leprechaun Magic (Sp) When a leprechaun uses any of its spell-
  like abilities to deceive, trick, or humiliate a creature (at the 
  GM’s discretion), the spell-like ability resolves at caster level 
  8th rather than 4th. If a leprechaun uses its spell-like abilities 
  in this manner, it has a bonus of +11 on concentration checks.
  Leprechauns are small, fun-loving tricksters. They are 
  most commonly found in forests and share the close 
  connection with nature that is possessed by most fey 
  creatures. Leprechauns love playing tricks on unknowing 
  passersby—almost as much as they love a fine bottle of 
  Leng Spider–Leprechaun
  Leng Spider–Leprechaun
  wine and a plateful of hot food in their bellies. They often 
  steal something of worth from adventurers just to provoke 
  a chase. Using their ability to disappear at will to its full 
  potential, they wait until their victims appear to be about 
  to give up the chase before reappearing once more to let the 
  chase resume. They are not greedy creatures, and eventually 
  drop what they’ve stolen, slipping away while their angry 
  pursuers claim the lost property. The exception is gold—
  leprechauns love gold and often hoard it in secret, hidden 
  places. It is rumored that a person who finds a gold coin 
  in the forest and returns it to the leprechaun that dropped 
  it will be granted a wish as a reward. Unfortunately, these 
  rumors are false—likely perpetuated by the leprechauns 
  themselves in order to trick others into bringing them gold.
  Leprechauns prefer not to kill other creatures unless 
  the ones attacking them are malicious or known enemies 
  of the forest or fey. They often use their powers to 
  befuddle and annoy evil folk, tricking creatures such as 
  goblins and orcs into thinking a forest is haunted.
  Illustration by Eva Widermann
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  Leucrotta
  This freakish beast has the head of a badger, the hooves of a stag, 
  and a wide mouth with sharp ridges of bone instead of teeth. 
  Leucrotta 
  cr 5
  XP 1,600
  CE Large magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +2
  DefenSe
  ac 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 57 (6d10+24)
  fort +9, ref +6, will +4
  Immune disease, poison
  offenSe
  Speed 60 ft., climb 30 ft.
  Melee bite +10 (2d6+7/19–20), 2 hooves +5 (1d6+2)
  Space 10 ft.; reach 5 ft.
  Special attacks lure, powerful bite
  StatIStIcS
  Str 21, Dex 12, con 18, Int 11, wis 14, cha 17
  base atk +6; cMb +12; cMD 23 (27 vs. trip)
  feats Improved Initiative, Skill Focus 
  (Bluff), Skill Focus (Stealth)
  Skills Bluff +12, Climb +13, Stealth +9
  Languages Common
  SQ sound mimicry (voices)
  ecoLogy
  environment temperate or tropical 
  the effects of a suggestion to approach the sound of the 
  leucrotta’s voice. This effect functions identically to a mass 
  suggestion spell with a caster level equal to the leucrotta’s 
  Hit Dice. A creature that saves cannot be affected again 
  by the same leucrotta’s lure for 24 hours. The lure is a 
  language-dependant effect, and if the leucrotta uses the 
  victim’s name during the lure, the victim takes a –4 penalty 
  on its saving throw. This is a sonic mind-affecting charm 
  effect. The save DC is Charisma-based.
  Powerful bite (ex) A leucrotta’s bite attack always applies 1-1/2 
  times its Strength modifier on damage rolls and threatens 
  a critical hit on a roll of 19–20. When a leucrotta bites an 
  object, its bite treats the object as having a hardness of 5 
  less than the object’s actual hardness rating.
  Reputed to be descended from hyenas and a demon 
  lord, these creatures are intelligent and cruel, using 
  their astounding vocal mimicry to lure foolish and 
  unsuspecting creatures to where the pack can torment 
  them at its leisure before finally devouring them.
  Five feet tall at the shoulder, its tawny fur often coated 
  with dried and clotted filth, the leucrotta is a powerful 
  beast weighing over 800 pounds. The sharp bone ridges 
  that line its oversized jaws instead of teeth are incredibly 
  durable and, combined with massive jaw muscles, allow 
  its bite to shear through bone and even steel. Leucrottas 
  consume their prey gear and all; they vomit up what they 
  cannot digest and pick through the debris in search of 
  valuable items that might help them lure in prey.
  Leucrottas sometimes lead packs of gnolls, or even 
  of their bestial cousins the crocottas (see below). They 
  refuse to let themselves be used as beasts of burden, 
  but sometimes allow favored gnoll companions to ride 
  them into battle as steeds. The leucrotta in a gnoll pack 
  generally thinks of itself as the leader of that group, and 
  treats any established gnoll chieftain poorly in an attempt 
  to goad that gnoll into attacking it. Those leucrottas that 
  succeed in slaying a gnoll leader typically find it much 
  easier to assume the role of tribal leader.
  crocotta
  These degenerate offshoots of leucrottas have animal-
  level intelligence, but sense a kinship with leucrottas and 
  obey them instinctively. Treat a crocotta as an advanced 
  dire hyena with Improved Critical (bite) as a bonus feat.
  A crocotta looks similar to a leucrotta, save that it has 
  shorter back legs, giving it a hunched, more hyena-like 
  appearance. Leucrottas view crocottas with disdain and 
  even shame, but it’s not unusual to find these large 
  hyena-like beasts in close proximity to a leucrotta 
  pack. Crocottas are popular attractions in traveling 
  carnivals, where unscrupulous con artists bill 
  them as cursed humanoids or animals.
  forests or hills
  organization solitary, pair, or 
  pack (3–12)
  treasure standard
  SPecIaL abILItIeS
  Lure (Su) At any point that a leucrotta’s targets 
  are unaware of it (for example, if the leucrotta 
  is hiding or concealed in darkness), the leucrotta 
  can call out to the targets, who must be in line of 
  sight and within 60 feet. When the leucrotta calls out, 
  the targets must make a DC 16 Will save or fall under 
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  Locathah
  This lean humanoid bears crested fins on its head and back, and 
  has the wide-eyed and wide-lipped face of a fish.
  Locathah 
  cr 1/2
  XP 200
  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 9 (2d8)
  fort +3, ref +1, will +1
  offenSe
  Speed 10 ft., swim 60 ft.
  Melee longspear +2 (1d8/×3)
  ranged light crossbow +2 (1d8/19–20)
  StatIStIcS
  Str 10, Dex 12, con 10, Int 13, wis 13, cha 11
  base atk +1; cMb +1; cMD 12
  feats Weapon Focus (longspear)
  Skills Craft (any one) +6, Perception +3, Survival +6, Swim +8
  Languages Aquan
  SQ amphibious
  ecoLogy
  environment temperate or warm aquatic
  organization solitary, band (2–10), or tribe (11–30 plus 2 fighter 
  sergeants of 1st–3rd level and 1 cleric leader of 3rd–6th level)
  treasure standard (longspear, light crossbow 
  and 10 bolts, other treasure)
  Leucrotta–Locathah
  Leucrotta–Locathah
  ceramics and metal tools and weapons, as well as tubers, 
  which they view as a delicacy.
  These creatures dislike combat and flee when disarmed or 
  outnumbered. Locathahs hold community in the highest 
  regard, never leaving a friend behind and often going 
  to great lengths to retrieve a fallen companion. Among 
  their own kind and races friendly toward them, locathahs 
  are social creatures who live a very human-like, albeit 
  simple, lifestyle. Locathahs work in stone, coral, and 
  bone to produce the crude implements they use. Some 
  take coral work to obsessive levels, with certain clans 
  taking generations to grow their preferred medium in its 
  desired form before carving it. They feed on crustaceans, 
  undersea plants, and shellfish, and rarely on large fish 
  that are caught during ritualized hunts.
  Locathah matriarchs serve their undersea tribes not 
  only as chieftains, but also as the primary egg layers of the 
  community. Each adult member of the tribe is responsible 
  for raising a single young locathah as his or her own. 
  Locathahs tame moray eels, keeping them near their lairs 
  as humans keep dogs. Some locathah soldiers and hunting 
  groups use giant moray eels as mounts, chasing down their 
  quarry and attacking with narrow-tipped spears. More 
  powerful aquatic races use locathahs as slaves, abducting 
  breeding matriarchs to produce a constant 
  wave of new workers.
  Locathah stand roughly as tall 
  as humans, yet their fins jut out, 
  giving them an imposing 
  stature. Lean and strong, 
  locathahs weigh roughly 
  160 pounds.
  Simple aquatic creatures shunned 
  by landwalkers and undersea folk 
  alike, locathahs live in tight-knit communities scattered 
  throughout the world’s seas, lakes. and waterways. 
  Locathahs possess scaly ochre skin tinged with green 
  and yellow. Ridged, rust-colored skin covers their chests 
  and stomachs, and a mottled wash of green, brown, and 
  orange colors their fins like aging kelp. Locathahs exude 
  a strong fishy odor when above water that, in addition to 
  their already unnerving appearance, repulses most land-
  dwellers. Despite this animosity, locathahs go to great 
  lengths to befriend surface folk, offering safe passage 
  through the waters, pointing out dangerous reefs, and 
  hinting at sunken treasures in return for durable 
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  Lurker in Light
  This large-eyed humanoid looks like a glowing, emaciated elven 
  child save for its small, transparent wings.
  Lurker In LIght 
  cr 5
  XP 1,600
  NE Small fey (extraplanar)
  Init +8; Senses low-light vision; Perception +16
  DefenSe
  ac 18, touch 15, flat-footed 14 (+4 Dex,  
  +3 natural, +1 size)
  hp 44 (8d6+16)
  fort +4, ref +10, will +9
  Defensive abilities blend with light; 
  Immune blindness Dr 5/cold iron
  offenSe
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +9 (1d3+1) or
  dagger +9 (1d3+1/19–20 plus poison)
  Special attacks sneak attack +3d6
  Spell-Like abilities (CL 8th; concentration +11)
  At will—dancing lights, flare (DC 13), ghost 
  sound (DC 14), light, mage hand
  3/day—daylight, blindness/deafness  
  (DC 16)
  StatIStIcS
  Str 13, Dex 18, con 15, Int 14, wis 16, cha 17
  base atk +4; cMb +4; cMD 18
  feats Alertness, Flyby Attack, Improved Initiative, Weapon Finesse
  Skills Acrobatics +15, Escape Artist +15, Fly +17, Knowledge 
  (arcana) +10, Knowledge (planes) +10, Perception +16, 
  Stealth +19, Survival +11
  Languages Aklo, Common, Sylvan
  SQ daylight door, poison use, ritual gate
  ecoLogy
  environment any land (extraplanar)
  organization solitary, pair, or gang (3–8)
  treasure standard (dagger, other treasure)
  SPecIaL abILItIeS
  blend with Light (Su) In areas of bright light, lurkers are 
  invisible. As with greater invisibility, they may attack and 
  still remain invisible. In shadowy illumination, a lurker 
  loses this invisibility, though like all creatures in shadows, 
  they have concealment unless the viewer has darkvision. If 
  the lurker is flying, its fluttering wings partially negate this 
  effect, giving it only partial concealment (20%) rather than 
  total concealment.
  Daylight Door (Sp) Once per day, a lurker can use dimension 
  door, transporting only itself and up to 50 pounds of material. 
  The start and end points of the teleport must be in areas 
  of bright light; if the destination lacks sufficient light, the 
  teleport fails but does not expend the ability for the day.
  Poison (ex) Lurkers typically coat their daggers with shadow 
  essence poison.
  Shadow essence poison: Injury; save Fortitude DC 17; 
  frequency 1/round for 6 rounds; 
  initial effect 1 Str drain; secondary 
  effect 1d3 Str damage; cure 1 save.
  ritual gate (Su) By sacrificing 
  one or more humanoid victims, a 
  lurker or group of lurkers can create a 
  gate to the Material Plane, one of the 
  Elemental Planes, or the realm of the 
  fey, either to return home or to conjure 
  allies. Creating a gate for travel requires the 
  sacrifice of five victims—the gate created 
  remains open for 1 minute. Creating a gate to 
  bring allies to the Material Plane requires one 
  sacrifice for every HD of 
  the creature intended to 
  pass through the gate (so 
  five sacrifices can bring a 
  lurker or a Medium air elemental, 
  eight can bring a Large earth elemental, 
  and so on). The sacrifices do not need 
  to be simultaneous; as long all sacrifices 
  occur at some point during the hour-long 
  ritual, the magic continues to build until it 
  reaches the required total.
  Malicious and alien fey, lurkers in light 
  venture to the Material Plane to perpetrate 
  strangely targeted mischief, stealing and 
  killing according to a logic or system of justice only they 
  understand. Gnomes in particular seem to incur these 
  unexplained attacks, leading some to believe that lurkers 
  may be agents of ancient and vengeful forces. Creatures 
  of the light, lurkers are visible only in dim illumination, 
  with anything brighter than a flickering torch making 
  them completely invisible, even as they savage their 
  enemies—a prospect terrifying to those civilized races 
  that equate light with safety.
  A lurker in light turns conventional wisdom on its head, 
  for they detest darkness and the creatures that dwell in it, 
  yet they themselves are sadistic and evil. They particularly 
  hate darkmantles, dwarves, and creatures from the Plane 
  of Shadow, and given the time, they enjoy torturing such 
  creatures to death if they can capture them alive.
  If killed, a lurker in light disintegrates over the course 
  of several minutes into 2d6 pounds of dust that radiates 
  faint evocation magic and glows for 1d6 days with a 
  cold light equal to that provided by a candle. This dust 
  damages shadows as if it were holy water, with a pound 
  of dust equal to one f lask of holy water.
  A lurker in light is 3 feet tall, but weighs only 20 pounds.
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  Lycanthrope, Werebear
  This humanoid is covered in shaggy fur and carries a heavy axe 
  in one of his clawed hands.
  werebear (huMan forM) cr 4
  XP 1,200
  Human natural werebear ranger 4
  CG Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +8
  DefenSe
  ac 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 34 (4d10+8)
  fort +5, ref +6, will +2
  offenSe
  Speed 30 ft.
  Melee mwk battleaxe +9 (1d8+4/×3)
  ranged mwk throwing axe +7 (1d6+3)
  Special attacks favored enemy (orcs +2)
  ranger Spells Prepared (CL 1st; concentration +2)
  1st—detect poison
  StatIStIcS
  Str 16, Dex 14, con 13, Int 12, wis 12, cha 8
  base atk +4; cMb +7; cMD 19
  feats Endurance, Point-Blank Shot, Power Attack, 
  Run, Weapon Focus (battleaxe)
  Skills Climb +8, Handle Animal +6, Heal +8, 
  Knowledge (nature) +8, Perception +8, 
  Stealth +7, Survival +8, Swim +8
  Languages Common
  SQ change shape (human, hybrid, 
  and bear; polymorph), favored 
  terrain (forest +2), hunter’s bond 
  (companions), lycanthropic 
  empathy (bears and dire 
  bears), track +2
  ecoLogy
  environment any forests
  treasure NPC gear (chain 
  shirt, masterwork battleaxe, 
  2 masterwork throwing axes, 
  other treasure)
  werebear (hybrID forM)
  XP 1,200
  Human natural werebear ranger 4
  LG Medium humanoid (human, 
  shapechanger)
  Init +2; Senses low-light vision, scent; 
  Perception +8
  DefenSe
  ac 18, touch 12, flat-footed 16 (+4 
  armor, +2 Dex, +2 natural)
  hp 38 (4d10+12)
  fort +6, ref +6, will +2
  Dr 10/silver
  offenSe
  Speed 30 ft.
  Melee mwk battleaxe +10 (1d8+4/×3), bite +3 (1d6+2 plus curse 
  of lycanthropy), claw +3 (1d6+4 plus grab)
  ranged mwk throwing axe +7 (1d6+4)
  Special attacks favored enemy (orcs +2)
  ranger Spells Prepared (CL 1st; concentration +2)
  1st—detect poison
  StatIStIcS
  Str 18, Dex 14, con 15, Int 12, wis 12, cha 8
  base atk +4; cMb +8 (+12 grapple); cMD 20
  feats Endurance, Point-Blank Shot, Power Attack, Run, 
  Weapon Focus (battleaxe)
  Skills Climb +9, Handle Animal +6, Heal +8, Knowledge 
  (nature) +8, Perception +8, Stealth +7, Survival +8, Swim +9
  Languages Common
  SQ change shape (human, hybrid, and bear; polymorph), 
  favored terrain (forest +2), hunter’s bond (companions), 
  lycanthropic empathy (bears and dire bears), track +2
  In their humanoid forms, werebears tend to be 
  muscular and broad-shouldered, with stark 
  facial features and dark eyes. Their hair 
  is usually red, brown, or black, and 
  they look like they are used to a 
  lifetime of hard work. Though by 
  far the most benign of common 
  lycanthropes, 
  werebears 
  are 
  shunned by most normal 
  folk, who fear and 
  mistrust their animal 
  transformations. Most  
  live as recluses in forested 
  areas or in small family 
  units among their own kind. 
  They avoid confrontations with 
  strangers but do not hesitate 
  to drive evil humanoids out of  
  their territory.
  Some werebears are angry 
  and violent, because of either 
  temperament or a lifetime of 
  harassment from others, and 
  these mean ones aren’t afraid 
  to put an axe in a trespasser’s 
  face or eat someone who pushes 
  them too far. Cool-headed 
  werebears don’t like to speak 
  of these individuals 
  with strangers.
  Lurker in Light–Lycanthrope, Werebear
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  Lycanthrope, Wereboar
  This potbellied creature has the body of a man and the head of a 
  crazed boar. Large tusks jut from his upper jaw.
  wereboar (huMan forM) cr 2
  XP 600
  Human natural wereboar barbarian 2
  CN Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +7
  DefenSe
  ac 12, touch 9, flat-footed 11 (+3 armor, +1 Dex, –2 rage)
  hp 31 (2d12+13)
  fort +7, ref +1, will +4
  Defensive abilities uncanny dodge
  offenSe
  Speed 40 ft.
  Melee dagger +6 (1d4+4/19–20), bite +1 (1d4+4)
  ranged dagger +4 (1d4+4/19–20)
  Special attacks rage (8 rounds/day), rage powers (animal fury)
  StatIStIcS
  Str 19, Dex 13, con 18,  
  Int 10, wis 14, cha 8
  base atk +2; cMb +6; 
  cMD 17
  feats Power Attack, 
  Toughness
  Skills Handle Animal +4, 
  Intimidate +4, Knowledge 
  (nature) +5, Perception +7, 
  Profession (farmer) +4
  Languages Common
  SQ change shape 
  (human, hybrid, and 
  boar; polymorph), 
  fast movement, 
  lycanthropic empathy 
  (boars and dire boars) 
  ecoLogy
  environment any forests or plains
  organization solitary, pair, 
  brood (3–8), or troupe (3–8 
  plus 1–4 boars)
  treasure NPC gear (studded leather 
  armor, 2 daggers, other treasure)
  wereboar (hybrID forM)
  XP 600
  Human natural wereboar barbarian 2
  CN Medium humanoid (human, 
  shapechanger)
  Init +1; Senses low-light vision, 
  scent; Perception +7
  DefenSe
  ac 14, touch 9, flat-footed 13 (+3 armor, +1 Dex, +2 natural, –2 rage)
  hp 30 (2d12+17)
  fort +8, ref +1, will +4
  Defensive abilities ferocity; uncanny dodge, Dr 10/silver
  offenSe
  Speed 40 ft.
  Melee dagger +8 (1d4+6/19–20), bite +3 (1d4+6/curse of 
  lycanthropy), gore +3 (1d8+6)
  ranged dagger +3 (1d4+6/19–20)
  Special attacks rage (8 rounds/day), rage powers (animal fury)
  StatIStIcS
  Str 23, Dex 13, con 23, Int 10, wis 14, cha 8
  base atk +2; cMb +8; cMD 19
  feats Power Attack, Toughness
  Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, 
  Perception +7, Profession (farmer) +4
  Languages Common
  SQ lycanthropic empathy (boars and dire boars), fast movement, 
  change shape (human, hybrid, and boar; polymorph)
  In their humanoid forms, wereboars tend to be stout with 
  upturned noses, bristly hair, and a noticeable overbite. 
  They usually have red, brown, or black hair, though a 
  few are golden blond, pale blond, or even bald. 
  Chin whiskers are common, but males often 
  can’t grow full beards. Because they can 
  be stubborn and aggressive when riled up, 
  wereboars usually live in their own 
  communities rather than mixing 
  with non-lycanthropes; a wereboar’s 
  farm or ranch doesn’t look out 
  of the ordinary. Wereboars 
  tend to have large families with 
  many children.
  Many wereboars are known 
  to have especially bad tempers, 
  rivaling those of murderous 
  werewolves, and even other 
  lycanthropes tend to avoid 
  them. This suits the wereboars 
  fine, 
  especially 
  as 
  some 
  weretigers and werewolves 
  have been known hunt 
  young wereboars.
  Note that the statistics 
  presented 
  here 
  for 
  wereboars assume that 
  the creatures are in their 
  barbarian 
  rage—if 
  the 
  creatures are encountered 
  at another time, simply adjust 
  their statistics accordingly.
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  Lycanthrope, Weretiger
  This humanoid tiger has striped fur and a muscular, lanky frame. 
  Its feline face has sharp fangs and slitted eyes.
  weretIger (huMan forM) cr 4
  XP 1,200
  Human natural weretiger rogue 4
  NE Medium humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +10
  DefenSe
  ac 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 29 (4d8+8)
  fort +2, ref +7, will +4
  Defensive abilities evasion, trap sense +1, uncanny dodge
  offenSe
  Speed 30 ft.
  Melee mwk short sword +5 (1d6+1/19–20)
  ranged mwk dagger +6 (1d4+1/19–20)
  Special attacks sneak attack +2d6
  StatIStIcS
  Str 13, Dex 16, con 12, Int 10, wis 16, cha 8
  base atk +3; cMb +4; cMD 17
  feats Improved Initiative, Power Attack, Skill Focus (Stealth)
  Skills Acrobatics +9, Climb +7, Handle Animal +3, 
  Intimidate +6, Perception +10, Sense Motive +10, 
  Stealth +12, Survival +7, Swim +7
  Languages Common
  SQ change shape (human, hybrid, and tiger; 
  polymorph), lycanthropic empathy (tigers and 
  dire tigers), rogue talents (bleeding 
  attack +2, fast stealth), trapfinding +2
  ecoLogy
  environment any plains or swamps
  organization solitary or pair
  treasure NPC gear (studded leather, masterwork short 
  sword, 2 masterwork daggers, other treasure)
  weretIger (hybrID forM)
  XP 1,200
  Human natural weretiger rogue 4
  NE Medium humanoid (human, shapechanger)
  Init +7; Senses low-light vision, scent; 
  Perception +10
  DefenSe
  ac 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, 
  +2 natural)
  hp 38 (4d8+20)
  fort +5, ref +7, will +4
  Defensive abilities evasion, trap sense +1, uncanny dodge
  Dr 10/silver
  offenSe
  Speed 30 ft.
  Melee bite +10 (2d6+7), 2 claws +10 (1d8+7)
  ranged mwk dagger +7 (1d4+7/19–20)
  Special attacks sneak attack +2d6
  StatIStIcS
  Str 25, Dex 16, con 19, Int 10, wis 16, cha 8
  base atk +3; cMb +10; cMD 23
  feats Improved Initiative, Power Attack, Skill Focus (Stealth)
  Skills Acrobatics +9, Climb +13, Handle Animal +3, Intimidate 
  +6, Perception +10, Sense Motive +10, Stealth +12, Survival 
  +7, Swim +13
  Languages Common
  SQ change shape (human, hybrid, and tiger; polymorph), 
  lycanthropic empathy (tigers and dire tigers), rogue talents 
  (bleeding attack +2, fast stealth), trapfinding +2
  Weretigers in humanoid form have large eyes, long 
  noses, and sharp cheekbones. Most have brown or red 
  hair, though a few have white, black, or even blue-gray. 
  Their movements appear careful yet casual, and a person 
  observing one could easily assume he’s watching a skilled 
  pickpocket, graceful dancer, or sultry courtesan.
  Weretigers tend to be solitary creatures, only spending 
  time with others of their kind when they feel the urge 
  to breed. Evil weretigers enjoy the thrill of hunting 
  intelligent prey.
  Lycanthrope, Wereboar–Lycanthrope, Weretiger
  Lycanthrope, Wereboar–Lycanthrope, Weretiger
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  Magma Ooze
  This seething mass of bubbling molten rock churns and moves of 
  its own hungry accord.
  MagMa OOze 
  CR 7
  XP 3,200
  N Large ooze (fire)
  Init –5; Senses blindsight 60 ft.; Perception –5
  DefenSe
  aC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
  hp 85 (9d8+45)
  fort +8, Ref –2, Will –2
  Defensive abilities split (cold and slashing, 8 hp); Immune 
  fire, ooze traits
  Weaknesses vulnerability to cold, vulnerability to water
  OffenSe
  Speed 10 ft., climb 10 ft.
  Melee slam +14 (2d6+13 plus 2d6 fire, grab, and burn)
  Space 10 ft.; Reach 5 ft.
  Special attacks burn (2d6, DC 19), constrict (2d6+13 plus 2d6 
  fire plus burn)
  StatIStICS
  Str 28, Dex 1, Con 21, Int —, Wis 1, Cha 1
  Base atk +6; CMB +16 (+20 grapple); CMD 21 (can’t be tripped)
  Skills Climb +17
  SQ lava body
  eCOlOgy
  environment any volcano or underground
  Organization solitary
  treasure none
  SPeCIal aBIlItIeS
  lava Body (ex) The magma ooze is formed of molten rock. 
  Whenever a creature strikes a magma ooze with a weapon, 
  that weapon takes 4d6 points of fire damage unless the 
  attacker makes a DC 19 Fortitude save. Damage caused to 
  weapons in this manner is not halved, but hardness does 
  help prevent some of the damage dealt. The save DC is 
  Constitution-based.
  Vulnerability to Water (ex) A significant amount of 
  water, such as that created by a create water spell, 
  the contents of a large bucket, or a blow from 
  a water elemental, that strikes a magma 
  ooze forces the creature to make a DC 
  20 Fortitude save to avoid 
  being staggered for 2d4 
  rounds. A magma ooze that 
  is immersed in water must 
  make a DC 20 Fortitude save 
  each round (this DC increases 
  by +1 each subsequent round) 
  or become petrified, reverting 
  once the water is gone.
  Magma oozes are living pools of molten rock. They roam 
  the borders of the Plane of Earth and Plane of Fire, and on 
  the Material Plane they sometimes arise spontaneously 
  from strange magic, usually in the vicinity of volcanoes. 
  Magma oozes avoid water, and if forced into enough of it, 
  they become encased in a cooled stony shell, unharmed but 
  immobilized, waiting indefinitely until the water retreats.
  A typical magma ooze grows to 10 feet across and is 
  about 6 inches thick.
  Variant MagMa OOzes
  Differing types of molten stone and the nature of the 
  magic that created them can influence what types of 
  magma ooze form.
  Brimstone: Influenced by fiendish energy, brimstone 
  magma oozes stink of evil, and the patterns of cooled stone 
  and hot lava on their surfaces resemble tortured or demonic 
  faces. They have the fiendish creature simple template.
  Crystalline: Formed from rock densely laced with rare 
  minerals, crystalline magma oozes have hot gases trapped 
  within their bodies. Striking a crystalline magma ooze with 
  a non-reach melee weapon causes this gas to erupt, dealing 
  1d6 points of fire damage to the attacking creature.
  Poisonous: Whether from toxic metals or magical 
  contamination, these oozes are deadly poison in addition 
  to mobile burning death. A poisonous ooze is +1 CR.
  Magma Ooze Poison: Slam—injury; save Fort DC 19; 
  frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 
  consecutive saves.
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  Magma Ooze–Mandragora
  Magma Ooze–Mandragora
  Mandragora
  This filthy creature resembles a small, wide-mouthed fat child 
  made from leaves, vines, tree bark, dirt, and pallid tubers.
  ManDRagORa 
  CR 4
  XP 1,200
  CE Small plant 
  Init +4; Senses low-light vision; Perception +9
  DefenSe
  aC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 37 (5d8+15)
  fort +7, Ref +7, Will +2
  Immune plant traits; Resist acid 5, cold 5, electricity 10
  Weaknesses vulnerable to supernatural darkness
  OffenSe
  Speed 40 ft., burrow 10 ft., climb 40 ft.
  Melee bite +8 (1d6+2 plus grab), 2 slam +8 (1d4+2 plus poison)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  Special attacks blood drain (1d2 Constitution), shriek
  StatIStICS
  Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
  Base atk +3; CMB +4 (+8 grapple); CMD 18
  feats Lightning Reflexes, Skill Focus (Perception),  
  Weapon Finesse
  Skills Climb +10, Perception +9, Stealth +14 (+22 in vegetation); 
  Racial Modifiers +8 Stealth in vegetation
  languages Abyssal, Common
  eCOlOgy
  environment cold or temperate forests
  Organization solitary, pair, or grove (3–12)
  treasure standard
  SPeCIal aBIlItIeS
  Poison (ex) Slam—injury; save Fort DC 15; 
  frequency 1/round for 4 rounds; effect confusion 
  and fatigue; cure no saves but “act normally” 
  result on the confusion behavior table ends 
  the effect.
  Shriek (Su) Once per day as a standard action, a 
  mandragora can give voice to an unsettling 
  shriek. All creatures within a 30-foot spread 
  of a shrieking mandragora must make a 
  DC 15 Will save or become nauseated for 
  1d4 rounds. This is a sonic, mind-affecting 
  ability. The save DC is Constitution-based.
  Vulnerable to Supernatural Darkness (ex) In areas 
  of supernatural darkness (such as those created 
  by deeper darkness, but not by darkness), a 
  mandragora is slowed, as the slow spell.
  A mandragora rises spontaneously from 
  a mandrake root that has drawn nutrition 
  from the corpse or ichor of a demon. A 
  typical mandragora stands at just over 3 feet tall and only 
  weighs 30 pounds. However, its size hides the creature’s 
  fantastic strength and brutality. When a mandragora 
  attacks, its fingers grow into whipping, thorny vines nearly 
  10 feet long, with which it makes its slam attacks.
  A mandragora rarely strays far from its lair amid tangled 
  roots or vines, but when it encounters any other creature, 
  it attacks regardless of the odds. However, a mandragora 
  can usually recognize druids and does not attack them or 
  their animal companions unless they attack it first. It has 
  no qualms about attacking a druid’s allies.
  When mandragora poison is mixed with its thick, gooey, 
  sap-like blood and 1,000 gp worth of alchemical reagents, 
  the resulting fluid can be used as a focus for the scrying 
  spell. The fluid only lasts for the duration of the spell’s 
  casting time and resulting effects but the subject of the 
  spell takes a –4 penalty on the save to resist it.
  A mandrake root that is growing on or near a 
  demon’s corpse or ichor has a 2% chance of 
  awakening as a mandragora within a day 
  of first absorbing the tainted material. A 
  creature that wants to create a mandragora can do 
  so with alchemy; the process requires a day of work, 
  a mandrake root, several pints of ichor or the body 
  of a demon of CR 6 or above, and a successful DC 25 
  Craft (alchemy) check. The newly created mandragora 
  is hostile, even to its creator.
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  Megafauna, Arsinoitherium
  This creature is much like a rhino, some six feet tall and ten feet long, 
  with a pair of massive, knife-like horns curving up from its nose.
  aRSInOItheRIuM 
  CR 7
  XP 3,200
  N Large animal
  Init +0; Senses low-light vision, scent; Perception +13
  DefenSe
  aC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 85 (9d8+45)
  fort +13, Ref +6, Will +4
  OffenSe
  Speed 30 ft.
  Melee gore +14 (4d8+13)
  Space 10 ft.; Reach 5 ft.
  Special attacks powerful charge (4d8+24), trample (2d8+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, Improved 
  Overrun, Power Attack
  Skills Perception +13
  eCOlOgy
  environment temperate plains
  Organization solitary, pair, or herd (3–12)
  treasure none
  The arsinoitherium is a herbivore, 
  but it displays a fierce and 
  threatening behavior when 
  it 
  perceives 
  danger: 
  bellowing, stamping, and 
  tossing its head. Threats 
  that do not recede from 
  such warnings are met 
  with a fierce bellow and 
  a charge.
  arsinOitheriuM 
  COMpaniOns
  Starting 
  Statistics: 
  Size 
  Medium; Speed 30 ft.; AC 
  +4 natural; Attack gore (1d8); 
  Ability Scores Str 14, Dex 12, 
  Con 15, Int 2, Wis 13, Cha 3; Special 
  Qualities low-light vision, scent.
  7th-Level Adv.: Size Large; AC 
  +2 natural; Attack gore (2d8); 
  Ability Scores Str +8, Dex 
  –2, Con +4; Special Qualities 
  powerful charge (2d8), trample.
  Megafauna, Gylptodon
  This armored creature has a bony, turtle-like shell from which 
  protrude short limbs, a blunt head, and a short spiky tail.
  gylPtODOn 
  CR 6
  XP 2,400
  N Large animal
  Init +0; Senses low-light vision, scent; Perception +16
  DefenSe
  aC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 67 (9d8+27)
  fort +11, Ref +6, Will +4
  OffenSe
  Speed 20 ft.
  Melee 2 claws +12 (1d10+7)
  Space 10 ft.; Reach 5 ft.
  StatIStICS
  Str 25, Dex 10, Con 17, Int 2, Wis 13, Cha 6
  Base atk +6; CMB +14; CMD 24 (28 vs. trip)
  feats Endurance, Great Fortitude, Improved Bull Rush, Power 
  Attack, Skill Focus (Perception)
  Skills Perception +16
  eCOlOgy
  environment temperate plains
  Organization solitary or pair
  treasure none
  The gylptodon is often hunted 
  for the value of its outer armor, 
  made up of bony plates 
  in turn composed of 
  many smaller, knobby 
  “scales.” The creature 
  is quite capable of 
  defending itself with 
  swipes from its deadly 
  claws, as its ill-tempered 
  nature often urges it to do.
  gylptOdOn 
  COMpaniOns
  Starting Statistics: Size Medium; 
  Speed 20 ft.; AC +5 natural armor, 
  Attack 2 claws (1d8); Ability Scores 
  Str 13, Dex 12, Con 13, Int 2, Wis 13, 
  Cha 6; Special Qualities low-light 
  vision, scent.
  7th-Level 
  Advancement: 
  Size Large; AC +2 natural 
  armor; Attack 2 claws (1d10); 
  Ability Scores Str +8, Dex –2,  
  Con +4.
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  Megafauna, Megaloceros
  The massive and majestic elk stands fully the height of a human 
  at its shoulder, and its antlers stretch over ten feet across.
  MegalOCeROS 
  CR 4
  XP 1,200
  N Large animal 
  Init +2; Senses low-light vision, scent; Perception +9
  DefenSe
  aC 16, touch 10, flat-footed 16 (+2 Dex, +5 natural, –1 size)
  hp 34 (4d8+16)
  fort +8, Ref +8, Will +3
  OffenSe
  Speed 50 ft.
  Melee gore +7 (2d6+5), 2 hooves +2 (1d4+2)
  Space 10 ft.; Reach 5 ft.
  Special attacks powerful charge (4d6+7)
  StatIStICS
  Str 20, Dex 15, Con 18, Int 2, Wis 15, Cha 5
  Base atk +3; CMB +9; CMD 21 (25 vs. trip)
  feats Endurance, Lightning Reflexes, RunB
  Skills Perception +9
  eCOlOgy
  environment cold or 
  temperate forest and plains
  Organization solitary, pair, 
  or herd (3–50)
  treasure none
  The megaloceros is a powerful 
  and enormous elk, also known 
  as a “great elk” or “king stag.” 
  It stands about 6 feet tall at 
  the shoulder and has antlers 
  spanning up to 12 feet. It 
  weighs 1,400 pounds.
  MegalOCerOs 
  COMpaniOns
  Starting 
  Statistics: 
  Size 
  Medium; Speed 50 ft.; AC +3 
  natural armor, Attack gore 
  (1d8); Ability Scores Str 12, 
  Dex 17, Con 14, Int 2, Wis 15, 
  Cha 5; Special Abilities low-
  light vision, scent.
  7th-Level Adv.: Size Large; 
  AC +2 natural armor; Attack 
  gore (2d6), 2 hooves (1d4); 
  Ability Scores Str +8, Dex 
  –2, Con +4; Special Qualities 
  powerful charge (2d6).
  Megafauna, Arsinoitherium–Megafauna, Megatherium
  Megafauna, Arsinoitherium–Megafauna, Megatherium
  Megafauna, Megatherium
  The great sloth, standing on its hind legs, can reach the treetops 
  with its agile tongue to grab at foliage.
  MegatheRIuM 
  CR 5
  XP 1,600
  N Huge animal 
  Init +0; Senses low-light vision, scent; Perception +14
  DefenSe
  aC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
  hp 59 (7d8+28)
  fort +9, Ref +5, Will +3
  OffenSe
  Speed 30 ft., climb 10 ft.
  Melee 2 claws +10 (1d8+7 plus trip)
  Space 15 ft.; Reach 10 ft.
  Special attacks rend (2 claws, 1d8+10)
  StatIStICS
  Str 25, Dex 10, Con 19, Int 2, Wis 13, Cha 6
  Base atk +5; CMB +14; CMD 24 (28 vs. trip)
  feats Awesome Blow, Improved Bull Rush, Power Attack, Skill 
  Focus (Perception)
  Skills Climb +15, Perception +14
  eCOlOgy
  environment temperate or warm forest
  Organization solitary or pair
  treasure none
  The megatherium is a massive sloth 
  weighing 10,000 pounds. It can balance 
  on its hind legs and tail, allowing it 
  to reach up to 20 feet high.
  MegatheriuM 
  COMpaniOns
  Starting 
  Statistics: 
  Size 
  Medium; Speed 40 ft., climb 
  10 ft.; AC +5 natural armor, 
  Attack 2 claws (1d4); Ability 
  Scores Str 9, Dex 14, Con 11, 
  Int 2, Wis 13, Cha 6; 
  Special Qualities low-
  light vision, scent.
  7th-Level 
  Adv.: 
  Size Large; AC +2 
  natural armor; 
  Attack 2 claws 
  (1d6), Ability 
  Scores 
  Str 
  +8, Dex –2, Con 
  +4; Special Qualities 
  rend (2 claws, 1d8).
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  Mercane
  The tall, blue-skinned humanoid is clad in loose, flowing robes. Its 
  alien face has too many eyes and its hands have too few fingers.
  MeRCane 
  CR 5
  XP 1,600
  LN Large outsider (extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +12
  DefenSe
  aC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 natural, 
  –1 size)
  hp 51 (6d10+18)
  fort +8, Ref +4, Will +8
  SR 20
  OffenSe
  Speed 30 ft.
  Melee mwk Large 
  falchion +8/+3 
  (2d6+3/18–20)
  Space 10 ft.; Reach 
  10 ft.
  Spell-like 
  abilities (CL 9th; 
  concentration +11)
  3/day—dimension door, 
  invisibility (self only)
  1/day—plane shift (DC 17)
  StatIStICS
  Str 15, Dex 14, Con 16, Int 20, 
  Wis 17, Cha 15
  Base atk +6; CMB +9; CMD 22
  feats Combat Casting, Combat Expertise, 
  Dodge
  Skills Appraise +14, Bluff +11, Diplomacy 
  +8, Intimidate +8, Knowledge (arcana) 
  +14, Knowledge (planes) +14, Perception 
  +12, Profession (merchant) +9, Sense 
  Motive +12, Sleight of Hand +11, 
  Spellcraft +14
  languages Abyssal, Celestial, Common, 
  Draconic, Infernal; telepathy 100 ft.
  SQ secret chest
  eCOlOgy
  environment any land or underground
  Organization solitary or company (1–4 and 
  3–12 bodyguards of various races)
  treasure double (masterwork Large 
  falchion, other treasure)
  SPeCIal aBIlItIeS
  Secret Chest (Sp) A mercane can 
  retrieve or hide an extradimensional 
  storage chest, as the secret chest spell 
  (caster level 5th). The mercane does not need an expensive 
  replica chest to use this ability; any chest will do. It can only 
  use this ability on one chest at a time.
  Mysterious merchants of all things magical, mercanes 
  are relatively weak and noncombative for creatures of 
  their size. They prefer to bargain and haggle rather than 
  to fight, but because they wander the planes seeking 
  and trading magical goods, they typically travel with an 
  entourage of hired bodyguards. Mercanes are capable of 
  defending themselves, and often carry masterwork Large 
  falchions. Yet these weapons are primarily for show, 
  as mercanes prefer to let their bodyguards deal with 
  violent opponents. If a situation turns ugly, mercanes 
  typically use their magical abilities to f lee, abandoning 
  their hirelings if necessary.
  Mercanes are known throughout the planes as traders 
  in magical items. Each has a secret chest filled with 
  wares stashed away, ready to be pulled out when it’s 
  time to haggle and close a deal (or to bribe 
  a potential obstacle). Mercanes are 
  therefore not easily robbed, and they 
  only surrender the contents of a 
  secret chest when they have no 
  other choice. Mercanes have no 
  interest in mundane goods, 
  no matter how fine or rare. 
  Only magical objects earn 
  their attention and their coin. 
  They’re known for driving 
  hard, but fair, bargains, and 
  for hiring adventurers from time to 
  time to recover certain goods of interest 
  for a fair price. Although they are not 
  particularly brave, they hold contracts 
  sacrosanct and keep their agreements.
  Rumors and legends abound as to the 
  origins of the mercanes and their reasons 
  for seeking out and buying magical 
  items. Their home plane is unknown, 
  and they have wandered between the 
  worlds for as long as any can recall. 
  Stories claim the mercanes feed on 
  the magic items they acquire, or even 
  need them in order to reproduce. 
  There are also tales of a war in a 
  far corner of the planes, with the 
  mercanes serving the roles of 
  arms merchants, aggressors, or 
  defenders, depending on who 
  tells the story.
  Mercanes are 10 feet tall 
  and weigh 500 pounds.
  Illustrations by Hector Ortiz
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  Merrow
  This giant has pale green, scaled skin and large, webbed hands 
  and feet. On either side of its neck are slotted gills. 
  MeRROW, fReShWateR 
  CR 3
  XP 800
  NE Large humanoid (aquatic, giant)
  Init +4; Senses low-light vision; Perception +5
  DefenSe
  aC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
  hp 30 (4d8+12)
  fort +7, Ref +5, Will +3
  OffenSe
  Speed 40 ft., swim 40 ft.
  Melee 2 claws +6 (1d6+4 plus grab)
  Ranged javelin +6 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  StatIStICS
  Str 19, Dex 18, Con 17, Int 6, Wis 10, Cha 7
  Base atk +3; CMB +8 (+12 grapple); 
  CMD 22
  feats Iron Will, Power Attack
  Skills Perception +5, Stealth +2 (+6 
  in water), Swim +12; Racial 
  Modifiers +4 Stealth in water
  languages Giant
  SQ amphibious
  eCOlOgy
  environment temperate lakes 
  or rivers
  Organization solitary, pair, 
  gang (3–4), or family (5–16)
  treasure standard (2 javelins, 
  other treasure)
  MeRROW, SaltWateR CR 6
  XP 2,400
  NE Huge humanoid (aquatic, giant)
  Init +3; Senses low-light vision; 
  Perception +7
  DefenSe
  aC 19, touch 11, flat-footed 16 (+3 Dex, 
  +8 natural, –2 size)
  hp 73 (7d8+42)
  fort +11, Ref +5, Will +4
  OffenSe
  Speed 40 ft., swim 40 ft.
  Melee 2 claws +11 (1d8+7 plus grab)
  Ranged javelin +6 (2d6+7)
  Space 15 ft.; Reach 15 ft.
  StatIStICS
  Str 25, Dex 16, Con 23, Int 6, Wis 10, Cha 7
  Base atk +5; CMB +14 (+18 grapple); CMD 27
  feats Iron Will, Power Attack, Vital Strike, Weapon Focus (claw)
  Skills Perception +7, Stealth –2 (+2 in water), Swim +13; Racial 
  Modifiers +4 Stealth in water
  languages Giant
  SQ amphibious
  eCOlOgy
  environment temperate oceans
  Organization solitary, pair, gang (3–4), or family (5–16)
  treasure standard (2 javelins, other treasure)
  Merrows are best described as the aquatic cousins of 
  ogres. Although their green, scaled skin and webbed 
  hands and feet make them appear different, merrows are 
  just as cruel, savage, and wicked as their ogre relatives. 
  The saltwater variety grows much larger than the 
  freshwater variety, but the behavior 
  and society of the two types are 
  otherwise similar.
  Merrows are known for 
  pillaging small fishing 
  villages and towns 
  under cover of night. 
  Similar to ogres, 
  merrows 
  have 
  a strong sense 
  of 
  family 
  and 
  typically hunt in 
  gangs, preferring 
  to grab a couple of 
  villagers and head 
  back into the water 
  rather than sticking 
  around and dealing 
  with armed resistance. 
  Merrows have a stronger sense of 
  unity than ogres do, and rarely will the 
  leader of a tribe be challenged. When 
  they have chosen a village or town to 
  plunder, they attack as a gang and 
  share the spoils.
  A freshwater merrow is 12 feet 
  tall and weighs 500 pounds. 
  Saltwater 
  merrows 
  easily 
  reach 20 feet tall and 
  4,000 pounds, and have 
  been known to hunt 
  whales. 
  The 
  two 
  species do not often 
  come 
  in 
  contact, 
  but when they do, 
  feuding and conflict 
  are swift to develop.
  Mercane–Merrow
  Mercane–Merrow
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  Mihstu
  A miasmal form roils as barbed tentacles emerge from the central 
  mass, coalescing into razor-sharp talons and claws.  
  MIhStu 
  CR 8
  XP 4,800
  NE Medium outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +13
  DefenSe
  aC 22, touch 17, flat-footed 15 (+6 Dex, +1 dodge, 
  +5 natural)
  hp 92 (8d10+48)
  fort +12, Ref +12, Will +4
  Defensive abilities wind 
  defense; DR 10/magic; 
  Immune electricity, elemental 
  traits; SR 19
  Weaknesses susceptible to cold
  OffenSe
  Speed 20 ft., fly 20 ft. (good)
  Melee 4 tentacles +14 (1d4+1 
  plus grab)
  Special attacks deadly embrace
  StatIStICS
  Str 12, Dex 23, Con 23, Int 14, 
  Wis 14, Cha 13
  Base atk +8; CMB +9 (+13 grapple); 
  CMD 26 (can’t be tripped)
  feats Dodge, Improved Initiative, 
  Mobility, Weapon Finesse
  Skills Acrobatics +17, Bluff +12, Escape 
  Artist +17, Fly +21, Knowledge (planes) +13, 
  Perception +13, Sense Motive +13, Stealth +17
  languages Auran
  SQ gaseous
  eCOlOgy
  environment any (Plane of Air)
  Organization solitary
  treasure standard
  SPeCIal aBIlItIeS
  gaseous (ex) A mihstu can pass through small holes, even 
  cracks, without reducing its speed.
  Deadly embrace (ex) A mihstu that pins an opponent 
  completely surrounds that creature and deals 1d2 
  Constitution damage every round as it siphons away blood, 
  tears, and other vital fluids. Maintaining a pin is a free action 
  for a mihstu and it does not gain the grappled condition 
  (allowing it to attack other creatures with its tentacles).
  Susceptible to Cold (ex) Magical cold stuns a mihstu rather 
  than damaging it. If the creature fails its save against a 
  magical cold effect, it is stunned for 1 round and then 
  staggered for an additional 1d4 rounds.
  Wind Defense (ex) The churning winds of a mihstu’s 
  body automatically deflect nonmagical projectiles 
  (such as arrows, bolts, and sling stones). All other 
  ranged weapons (including magical projectiles and 
  thrown weapons) have a 20% miss chance. Weapons of 
  significant size, such as giant-thrown boulders, siege 
  engine projectiles, and other massive ranged weapons 
  are not affected by this ability.
  The deadly mihstus hail from the Plane of Air. When 
  they come to the Material Plane, they 
  prefer to inhabit dank dungeon 
  corridors, abandoned ruins, and 
  the forgotten corridors of lost 
  civilizations. Scholars dispute 
  what drives the ambitions of 
  these creatures, or even what 
  they seek on the Material 
  Plane, but all agree that 
  they are deadly combatants 
  and merciless hunters. Their 
  semi-solid bodies appear to be 
  composed of a strange, white 
  smoke, and they can shape 
  their vaporous bodies at will to 
  seep through small cracks and 
  openings in pursuit of prey. When 
  attacking, they coalesce the tips of 
  their misty tentacles into wickedly 
  barbed talons, slashing at opponents 
  with these razor-sharp appendages. 
  Mihstus rely on their insubstantial nature 
  to close with opponents quickly, engulfing 
  the nearest threat while continuing to attack 
  any who seek to deprive them of their chosen 
  victim. When a mihstu manages to embrace a foe with 
  its body, it drains away the creature’s vital fluids at an 
  alarming rate. These fluids churn in the creature’s body 
  for a few rounds before spattering against nearby walls or 
  on the floor—the mihstu seems to gain no nourishment 
  from these fluids, so this attack may be nothing more 
  than a favorite method of cruelty.
  Mihstus are immortal unless slain by violence, and 
  if properly bargained with, these deadly outsiders can 
  actually be intriguing sources of information. Mihstus 
  are normally interested in little more than stalking and 
  consuming prey, and as a result only tend to provide 
  reliable information or cooperate when supplied with 
  intriguing victims to pursue and destroy. Nefarious 
  creatures such as rakshasas and evil cloud giants often 
  utilize mihstus as trackers and assassins, or sometimes 
  employ them as guards in the forgotten corridors of 
  their lairs.
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  Mongrelman
  Ivory tusks, insect chitin, matted fur, scaly flesh, and more 
  combine to form a hideous humanoid shape. 
  MOngRelMan 
  CR 1
  XP 400
  LN Medium monstrous humanoid 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
  DefenSe
  aC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 15 (2d10+4)
  fort +2, Ref +4, Will +4
  OffenSe
  Speed 30 ft.
  Melee club +4 (1d6+3) or
  slam +4 (1d4+3)
  StatIStICS
  Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 7
  Base atk +2; CMB +4; CMD 15
  feats Skill Focus (Stealth)
  Skills Climb +6, Perception +6, Sleight of Hand +7, 
  Stealth +13, Survival +5; Racial Modifiers +4 Sleight 
  of Hand, +4 Stealth
  languages Common, Undercommon
  SQ sound mimicry (voices)
  eCOlOgy
  environment any ruins or underground
  Organization solitary, pair, gang (3–6), 
  band (7–12), or tribe (21–30 plus 
  30% noncombatants, 2–4 rogues 
  of 1st–3rd level, 1–2 oracles 
  or witches of 2nd–4th level, 1 
  fighter or ranger chieftain of 
  3rd–6th level, 4–6 dire bats, and 3–20 dire rats)
  treasure standard (club, other treasure)
  Despite their monstrous appearances, mongrelmen 
  are generally hardworking and peaceful creatures. A 
  mongrelman can produce offspring with any humanoid, 
  mixing bloodlines in strange ways to create hardier 
  crossbreeds. No two mongrelmen look the same. One 
  may have a face that is half hobgoblin, half lizardfolk, 
  with one human-like foot and one cloven hoof, while 
  his sister may have elven ears, a dwarven beard, orc 
  tusks, and clawed hands. Each mongrelman usually has 
  characteristics from at least a half-dozen different races. 
  This strange mixture enforces mongrelmen’s place in 
  the edges of the world, for they are shunned by all who 
  fear their twisted appearance. Mistaken as enemies by 
  all, mongrelmen prefer to be left alone.
  Most mongrelmen live below the surface of the 
  world in hidden caves far from civilization. These 
  creatures pride themselves on their survival skills, 
  for the bowels of the earth are no place for weaklings. 
  Other foul and intelligent races who claim dominion in 
  the underworld take mongrelmen as slaves (particularly 
  morlocks), finding this deformed race’s docile nature and 
  hardworking attitude makes them extremely useful as 
  tools of labor. In this role, mongrelmen still fall back on 
  their pride of survival, slow to rebel and patiently waiting 
  for the overthrow of their masters.
  Mongrelmen dwelling on the surface sometimes live 
  amid the hustle and bustle of cities, sequestering themselves 
  in ghettos and sewers to avoid notice. Urban mongrelmen 
  may rely on begging and pickpocketing to get by, but most 
  form rural communities near trading routes.
  Despite their varied physical forms, most mongrelmen 
  average 5–6 feet tall and weigh between 150 and 250 
  pounds on average. A tragically short lifespan limits the 
  creatures’ population growth— mongrelmen rarely live 
  past 35 years.
  Mihstu–Mongrelman
  Mihstu–Mongrelman
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  Moonflower
  A twisted trunk clustered with bulbous blossoms holds up a 
  gaping mouth ready to swallow a victim whole.
  MOOnflOWeR 
  CR 8
  XP 4,800
  N Huge plant 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +9
  DefenSe
  aC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
  hp 104 (11d8+55); fast healing 5
  fort +12, Ref +3, Will +4
  DR 10/slashing; Immune electricity, plant traits; Resist cold 10
  Weaknesses vulnerable to fire
  OffenSe
  Speed 20 ft.
  Melee bite +15 (2d6+9 plus grab), 2 tentacles +13 (1d8+4)
  Space 15 ft.; Reach 15 ft.
  Special attacks light pulse, pod prison
  StatIStICS
  Str 28, Dex 10, Con 21, Int 5, Wis 12, Cha 17
  Base atk +8; CMB +19 (+23 grapple); 
  CMD 29 (can’t be tripped)
  feats Blind-Fight, Improved 
  Initiative, Improved Sunder, 
  Multiattack, Power Attack, Skill 
  Focus (Stealth)
  Skills Perception +9, 
  Stealth +4 (+20 
  in thick vegetation); 
  Racial Modifiers +16 
  Stealth in thick vegetation 
  languages telepathy (1 mile, 
  other moonflowers only)
  SQ pod spawn
  eCOlOgy
  environment any land
  Organization solitary or cluster 
  (2–8)
  treasure standard
  SPeCIal aBIlItIeS
  light Pulse (Su) As 
  a standard action, a 
  moonflower can release a 
  pulse of bright light. All 
  creatures within a 50-
  foot burst that can see the 
  moonflower must make a DC 20 
  Fortitude save or be blinded for 1d4 
  rounds. Moonflowers are immune 
  to this ability. The save DC is 
  Constitution-based.
  Pod Prison (ex) This works like the swallow whole ability, except 
  the moonflower can only use it once every 1d4 rounds, and 
  the swallowed creature is immediately wrapped in a tight 
  digestive cocoon and expelled into an adjacent square, where 
  it takes damage every round (2d6 bludgeoning and 2d6 acid, 
  AC 15, 25 hp). The cocooned target cannot use Escape Artist 
  to get out of the cocoon. Other creatures can aid the target 
  by attacking the cocoon with piercing or slashing weapons, 
  but the creature within takes half the damage from any attack 
  against the cocoon. Once the cocoon is destroyed, it deflates 
  and decays. Each creature swallowed by a moonflower is 
  encased in its own cocoon.
  Pod Spawn (ex) Should a moonflower’s pod prison kill and 
  digest a Small or larger creature, the pod transforms into an 
  adult moonflower with full hit points after 1d4 hours. The 
  newly formed moonflower has its own consciousness, but 
  some aspect of its trunk or blossoms resembles the creature 
  that died within. The dead creature’s equipment remains 
  inside the new moonflower and can be retrieved by killing it.
  A fully grown moonflower easily stands 20 feet tall, its 
  massive trunk frequently 4 feet or more 
  in diameter. The roots extend 
  away from the base and into 
  the soil, making the plant 
  seem well anchored, but the 
  roots themselves possess an 
  agility that belies the great 
  size of the plant and allows 
  the moonflower to uproot 
  itself and move with 
  surprising speed. The 
  tendrils of the plant are 
  independently prehensile 
  and writhe around the large 
  flytrap-like “head” that 
  crowns the stem.
  Moonflowers have never 
  been known to communicate 
  with other creatures, even with 
  druids and others who regularly 
  converse 
  with 
  plants. 
  The plants do possess 
  some manner of strange 
  telepathy, though, and are 
  in constant communication 
  with their nearby brethren. 
  Those who manage to intrude 
  upon 
  the 
  creatures’ 
  alien 
  thoughts face an assault of 
  horrible visions of terrifying 
  jungles filled with ancient, 
  sentient, and malign plants.
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  Mosquito, Giant
  A bloated, red belly dangles beneath the furiously beating wings 
  of this massive mosquito.
  gIant MOSQuItO 
  CR 6
  XP 2,400
  N Medium vermin 
  Init +7; Senses darkvision 60 ft., scent; Perception +9
  DefenSe
  aC 19, touch 17, flat-footed 12 (+7 Dex, +2 natural)
  hp 60 (8d8+24)
  fort +9, Ref +9, Will +3
  Immune mind-affecting effects
  OffenSe
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +10 (1d8+6 plus bleed, disease, and grab)
  Special attacks bleed (2d4), blood drain (1d2 Constitution)
  StatIStICS
  Str 18, Dex 25, Con 17, Int —, Wis 13, Cha 6
  Base atk +6; CMB +10 (+14 grapple); CMD 27 (35 vs. trip)
  Skills Fly +11, Perception +9; Racial Modifiers Perception+8
  eCOlOgy
  environment temperate or tropical swamps
  Organization solitary, pair, or swarm (3–12)
  treasure none
  SPeCIal aBIlItIeS
  Disease (ex) Malaria: Bite—injury; save Fortitude DC 
  17; onset 1d3 days; frequency 1 day; effect 1d3 Con 
  damage and 1d3 Wis Damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Horrifically enlarged versions of the 
  common mosquito, giant mosquitoes 
  bring death on swift wings. A single 
  specimen can drain the blood from 
  a human adult with shocking speed, 
  while swarms of fist-sized mosquitoes 
  can lay waste to herds of livestock 
  or entire villages. In the wild, giant 
  mosquitoes prey upon megafauna like 
  dinosaurs and other huge creatures.
  Giant mosquitoes grow to 6 feet in 
  length, and weigh up to 150 pounds. 
  Variant species of giant mosquitoes 
  exist, although not in the great diversity 
  seen in many other giant vermin. The 
  most common variant is the smaller 
  goblin mosquito (a giant mosquito with 
  the young creature template), but stories of 
  Large jungle mosquitoes (giant mosquitoes 
  with the advanced and giant simple 
  templates) are not unheard of.
  Moonflower–Mosquito
  Moonflower–Mosquito
  Mosquito Swarm
  The droning and spastic movements of this cloud of hungry 
  mosquitoes promise a painful ordeal.
  MOSQuItO 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 mind-affecting 
  effects, weapon damage
  OffenSe
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (2d6 plus disease and bleed)
  Space 10 ft.; Reach 5 ft.
  Special attacks bleed (1d6), disease (malaria, DC 13), 
  distraction (DC 13)
  StatIStICS
  Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
  Base atk +5; CMB —; CMD —
  Skills Fly +5, Perception +9; Racial 
  Modifiers Perception +8
  eCOlOgy
  environment tropical swamps
  Organization solitary, pair, fury (3–6 
  swarms), or scourge (7–12 swarms)
  treasure none
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  Mothman
  A shroud of dark wings cloaks this thin, humanoid shape. Two 
  monstrous red eyes glare malevolently from its narrow face.
  MOthMan 
  CR 6
  XP 2,400
  CN Medium monstrous humanoid 
  Init +8; Senses darkvision 60 ft.; Perception +16
  DefenSe
  aC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 76 (9d10+27)
  fort +6, Ref +10, Will +10
  SR 17
  OffenSe
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claw +13 (1d6+1)
  Special attacks mind-warping gaze
  Spell-like abilities (CL 12th; 
  concentration +16)
  Constant—blur
  At will—detect thoughts (DC 
  16), ghost sound (DC 14), 
  misdirection (DC 16)
  3/day—greater invisibility, major 
  image (DC 17), modify memory 
  (DC 17), nightmare (DC 19), 
  phantasmal killer (DC 18), shadow 
  walk (DC 20), suggestion (DC 17)
  1/day—agent of fate, false vision, mind 
  fog (DC 19), mislead (DC 20), project 
  image (DC 21)
  StatIStICS
  Str 12, Dex 19, Con 16, Int 17, Wis 19, Cha 18
  Base atk +9; CMB +13; CMD 24
  feats Agile Maneuvers, Blind-Fight, Flyby Attack, 
  Improved Initiative, Weapon Finesse
  Skills Fly +20, Knowledge (any two) +12, 
  Perception +16, Sense Motive +13,  
  Spellcraft +12, Stealth +16
  languages Common, Sylvan, Undercommon 
  (can’t speak); telepathy 100 ft.
  eCOlOgy
  environment any land
  Organization solitary
  treasure standard
  SPeCIal aBIlItIeS
  agent of fate (Sp) A mothman may recreate the 
  effects of any spell of 5th level or lower once 
  per day as a spell-like ability, but only if doing 
  so steers the flow of fate in its proper course. 
  What the proper flow of fate entails is determined 
  by the GM. Typical uses of this ability include 
  casting major image to coax someone to a portentous 
  location, casting raise dead to return someone with an 
  important fate to life, or using rusting grasp to weaken a 
  structure and cause some necessary calamity.
  Mind-Warping gaze (Su) Fear, 30 feet, Will DC 18 negates. A 
  creature that fails a save against this attack becomes shaken 
  for 1d6 rounds. A creature currently suffering from a fear 
  effect that fails this save instead takes 1d4 points of Wisdom 
  damage. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Little is known of these strange creatures, save that 
  when they appear, calamity follows. Mothmen 
  see themselves as agents of fate, exhibiting 
  extraordinary powers to guide the hands 
  of destiny. More often than not, citizens 
  encounter a mothman and never 
  recall the meeting, yet fall right 
  into the creature’s obscure plans.
  Mothmen stand almost 7 feet 
  tall and weigh 100 pounds.
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  Mu Spore
  Tentacles and eyes cover this floating, fungoid monster, and its 
  vast mouth opens like a toothy cavern.
  Mu SPORe 
  CR 21
  XP 409,600
  CN Colossal plant 
  Init +3; Senses blindsight 240 ft., low-light vision; Perception +43
  DefenSe
  aC 37, touch 1, flat-footed 37 (–1 Dex, +36 natural, –8 size)
  hp 418 (31d8+279); fast healing 10
  fort +26, Ref +11, Will +19
  Defensive abilities grasping tendrils; DR 10/epic; Immune 
  acid, plant traits; Resist acid 30
  OffenSe
  Speed 40 ft., fly 30 ft. (perfect)
  Melee bite +32 (6d6+16/19–20 plus grab), 4 tentacles +27 
  (3d8+8/19–20 plus grab)
  Space 30 ft.; Reach 30 ft. (60 ft. with tentacle)
  Special attacks spore cough, constrict (3d8+16), swallow whole 
  (20d8 acid, AC 28, 41 hp)
  StatIStICS
  Str 42, Dex 9, Con 29, Int 18, Wis 28, Cha 29
  Base atk +23; CMB +47 (+51 grapple); CMD 56 (can’t be tripped)
  feats Awesome Blow, Critical Focus, Greater Bull Rush, 
  Greater Vital Strike, Improved Bull Rush, Improved Critical 
  (bite), Improved Critical (tentacles), Improved Initiative, 
  Improved Lightning Reflexes, Improved Vital Strike, 
  Lightning Reflexes, Power Attack, Staggering 
  Critical, Vital Strike, Weapon Focus 
  (bite), Weapon Focus (tentacles)
  Skills Fly +33, Knowledge 
  (dungeoneering, geography, 
  nature) +35, Perception +43, 
  Sense Motive +40
  languages Aklo, 
  Common, Terran, 
  Undercommon
  eCOlOgy
  environment any
  Organization 
  solitary or pair
  treasure standard
  SPeCIal aBIlItIeS
  grasping tendrils 
  (ex) Sticky, arm-length 
  tendrils cover a mu spore. A 
  mu spore can use these 
  tendrils to attempt a 
  grab as an immediate 
  action when an 
  adjacent creature hits 
  Mothman–Mu Spore
  Mothman–Mu Spore
  it with a melee attack. As it is only using the tendrils (instead 
  of conducting the grapple normally), it takes a –20 penalty 
  to its CMB to make and maintain the grapple (+31 CMB with 
  tendrils). The mu spore does not gain the grappled condition 
  while grappling a creature with its tendrils.
  Spore Cough (Su) Once every 1d4 rounds as a standard action, 
  a mu spore can release a cloud of burrowing spores in a 
  100-foot cone. The burrowing spores deal 20d8 points of 
  damage to all creatures and wooden structures in the area, or 
  half damage to any creatures that make a DC 34 Reflex save. 
  Plants and plant creatures are immune to this damage. The 
  save DC is Constitution-based.
  A mu spore is a thankfully rare plant of vast power and 
  strange intellect. The smallest of mu spores (such as the 
  one presented here) are never less than a hundred feet long 
  from tentacle tip to tentacle tip, and weigh a minimum of 
  200,000 pounds. Yet despite their vast bulk, mu spores are 
  capable of flying with an uncommon grace, venting jets of 
  foul-smelling spores to guide their flight through the air.
  Mu spores dwell in vast caverns, but sometimes drift 
  up to the surface through immense pits or tunnels—they 
  have no fear of sunlight, but prefer nocturnal habits. Mu 
  spores are more than just ravenous eaters of nations—they 
  possess uncommon intellects, and if peaceful contact can 
  be made, their knowledge can be quite valuable. Even more 
  valuable, to many debased alchemists, are the strange 
  secretions and spores they emit, for these rare materials 
  can be brewed into the strangest of 
  drugs and elixirs.
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  Necrophidius
  The soft scrape of bone reveals the long, sinuous skeleton of a 
  large snake, its head a humanoid skull with a snake’s jaws.
  neCROPhIDIuS 
  CR 3
  XP 800
  N Medium construct 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  DefenSe
  aC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 36 (3d10+20)
  fort +1, Ref +4, Will +1
  DR 5/bludgeoning; Immune construct traits
  OffenSe
  Speed 30 ft.
  Melee bite +6 (1d8+4 plus paralysis)
  Special attacks dance of death
  StatIStICS
  Str 16, Dex 17, Con —, Int —, Wis 11, 
  Cha 1
  Base atk +3; CMB +6; CMD 19 (can’t  
  be tripped)
  Skills Stealth +15; Racial Modifiers 
  +12 Stealth
  eCOlOgy
  environment any
  Organization solitary or coil (2–6)
  treasure none
  SPeCIal aBIlItIeS
  Dance of Death (ex) A necrophidius can entrance opponents 
  by swaying back and forth as a full-round action. 
  All creatures within 30 feet who can see the 
  necrophidius when it uses its dance of 
  death must succeed on a DC 15 Will save 
  or be dazed for 2d4 rounds. This is a 
  mind-affecting effect. The save DC is 
  Constitution-based and includes a +4 
  racial bonus.
  Paralysis (Su) Any living creature that 
  is bitten by a necrophidius must 
  succeed on a DC 13 Fortitude 
  save or be paralyzed for 1d4 
  rounds. The save DC is 
  Constitution-based  
  and includes a +2  
  racial bonus.
  Despite 
  its 
  sinister 
  appearance, the snake-
  like necrophidius is not an 
  undead creature. Rather, it is 
  a magical construct built from 
  the skeleton of a giant snake and then mounted with the 
  skull of a humanoid creature. Fangs are cemented into 
  the jaws of the skull, after which the entire creation can 
  be brought to life by a series of obscure and expensive 
  rituals—these rituals are traditionally well guarded by 
  those who discover them.
  As a mindless construct that requires neither food 
  nor sleep, a necrophidius makes an excellent guardian, 
  and its innate stealth allows it to slip up on the unwary 
  undetected. In certain areas, the necrophidius is 
  commonly employed as an assassin, able to disable its 
  quarries with its dance of death or paralyzing bite before 
  disposing of them in a gruesome manner—as long as the 
  assassination doesn’t require any particular intelligence 
  to carry out. Particularly macabre creators might even 
  construct the creature from the skull of a friend or loved 
  one of the intended victim in order to magnify 
  the horror of the assassination, leaving 
  much of the flesh on the skull so the 
  victim can recognize its source. This 
  flesh rots eventually—only freshly 
  crafted necrophidiuses have this 
  grisly feature (although regular 
  applications of gentle repose 
  spells can keep such a morbid 
  decoration fresh for a much 
  longer period of time).
  Although a necrophidius 
  is mindless, it can follow the 
  simple commands of its creator. 
  These can include commands to 
  lie dormant until some specific 
  condition is met or to follow and kill 
  an indicated target to the exclusion of all 
  other activities.
  A typical necrophidius is 10 feet long and 
  weighs 200 pounds.
  COnstruCtiOn
  A necrophidius’s body consists 
  of a human skull and 
  the skeletal remains of 
  a constrictor snake, all 
  treated with rare oils and 
  powders worth 1,000 gp.
  neCROPhIDIuS
  Cl 10th; Price 7,500 gp
  COnStRuCtIOn
  Requirements Craft Construct, cat’s grace, daze 
  monster, geas/quest, ghoul touch, creator must be 
  caster level 7th; Skill Craft (sculpture) or Heal DC 15; 
  Cost 4,250 gp
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  Neh-Thalggu
  This crab-like nightmare has a lamprey mouth, twitching eyes on its 
  legs, and several blisters along its back that hold human brains. 
  neh-thalggu 
  CR 8
  XP 4,800
  CE Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +17
  DefenSe
  aC 21, touch 19, flat-footed 18 (+3 Dex, +2 natural, +7 insight, –1 size)
  hp 105 (10d8+60)
  fort +9, Ref +6, Will +11
  DR 10/magic; Immune confusion effects; SR 19
  OffenSe
  Speed 10 ft., fly 40 ft. (perfect)
  Melee bite +13 (1d8+7 plus poison), 2 claws +13 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Special attacks rend (2 claws, 2d6+7)
  Sorcerer Spells Known (CL 7th; concentration +17)
  3rd (5/day)—lightning bolt (DC16), hold person (DC 16)
  2nd (7/day)—acid arrow, alter self, invisibility
  1st (7/day)—grease (DC 14), magic missile, ray of enfeeblement 
  (DC 14), shield, unseen servant
  0 (at will)—acid splash, dancing lights, detect magic, mage 
  hand, open/close, prestidigitation, read magic
  StatIStICS
  Str 24, Dex 16, Con 23, Int 19, Wis 18, Cha 17
  Base atk +7; CMB +15; CMD 28 (cannot be tripped)
  feats Arcane Strike, Extend Spell, Combat Reflexes, Eschew 
  MaterialsB, Improved Initiative, Power Attack
  Skills Fly +15, Knowledge (arcana, dungeoneering, and planes) +23, 
  Perception +17, Sense Motive +17, Spellcraft +17, 
  Stealth +12, Use Magic Device +16
  languages Abyssal, Aklo, Common, 
  Draconic, Protean, Undercommon; 
  telepathy (100 feet)
  SQ brain collection
  eCOlOgy
  environment any 
  Organization solitary
  treasure double
  SPeCIal aBIlItIeS
  Brain Collection (ex) A neh-thalggu can 
  store up to seven humanoid brains and 
  use them to enhance its knowledge and 
  power. Each stored brain grants a neh-
  thalggu a cumulative +1 insight bonus to 
  AC, concentration checks, and Knowledge 
  checks. A neh-thalggu can extract a brain 
  from a helpless opponent with a coup de grace 
  attack, or as a standard action from a body 
  that has been dead for no more than 1 minute. 
  A neh-thalggu that has fewer than seven brains gains one 
  negative level for each missing brain. These negative levels 
  can never become permanent, but they can only be removed 
  by replacing one of its collected brains. The stats presented 
  here assume a monster with a full collection.
  Poison (ex) Bite—injury; save Fort DC 21; frequency 1/round for 
  6 rounds; effect 1d2 Strength damage and staggered; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Spells A neh-thalggu casts spells as a 7th-level sorcerer. For 
  each negative level it takes from missing brains, its caster 
  level is reduced by 1. A neh-thalggu with no collected brains 
  cannot cast any of its spells.
  Known also as brain collectors, the alien neh-thalggus 
  hail from distant worlds, traveling the gulfs of space 
  on immense living ships that swiftly decay when they 
  land upon a new world, leaving behind a deadly cargo of 
  hungry monsters. Neh-thalggus are carnivores, but they 
  do not digest humanoid brains they eat—rather, these 
  brains lodge in one of several bulbous blisters on the 
  creature’s back and help to increase its intellect.
  Some speculate that neh-thalggus encountered in this 
  reality may merely be juveniles of their kind, perhaps 
  exiled from their home worlds by greater kin until they can 
  prove their worth on other worlds. Their brain collections 
  may be a morbid form of currency in their home realm, or 
  the thoughts in these brains may merely be fuel for a dark 
  apotheosis into an even more sinister mature form.
  Necrophidius–Neh-Thalggu
  Necrophidius–Neh-Thalggu
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  Nereid
  This beautiful woman has pearlescent skin and long, dark hair. 
  Her nudity is barely hidden by a diaphanous, wet shawl.
  neReID 
  CR 10
  XP 9,600
  CN Medium fey (water)
  Init +9; Senses low-light vision; Perception +21
  aura beguiling aura
  DefenSe
  aC 25, touch 25, flat-footed 15 (+5 deflection, +9 Dex, +1 dodge)
  hp 126 (12d6+84)
  fort +11, Ref +17, Will +14
  Defensive abilities transparency; DR 10/cold iron; Immune 
  cold, poison; SR 21
  Weaknesses shawl
  OffenSe
  Speed 30 ft., swim 60 ft.
  Melee touch +10 (poison)
  Ranged spray +15 touch (poison)
  Special attacks drowning kiss
  Spell-like abilities (CL 12th; concentration +17)
  At will—control water, suggestion (DC 20; only against 
  creatures that are currently fascinated by her beguiling aura)
  1/day—summon monster VI (water elementals only)
  StatIStICS
  Str 11, Dex 29, Con 24, Int 14, Wis 22, Cha 21
  Base atk +6; CMB +15; CMD 37
  feats Ability Focus (poison), Agile Maneuvers, Defensive 
  Combat Training, Dodge, Mobility, Weapon Finesse
  Skills Bluff +20, Escape Artist +24, Knowledge (nature) 
  +17, Perception +21, Perform (sing) +20, 
  Sense Motive +21, Stealth +24, Swim +23
  languages Aquan, Common, Sylvan
  SQ change shape (medium water 
  elemental, elemental body II), 
  unearthly grace
  eCOlOgy
  environment any aquatic
  Organization solitary or 
  troupe (1 nereid plus 1 
  giant squid, 1 giant 
  octopus, 1 
  giant moray 
  eel, or 
  an orca)
  treasure standard
  SPeCIal aBIlItIeS
  Beguiling aura (Su) Any creature sexually attracted to women 
  runs the risk of being beguiled by a nereid if it looks upon her 
  beauty from a distance of 30 feet or less. If the creature fails a 
  DC 25 Will save, it is immediately fascinated. A nereid may use 
  her suggestion spell-like ability at will against creatures that 
  are fascinated by her beguiling aura. This is a mind-affecting 
  compulsion effect. The save DC is Charisma-based.
  Drowning Kiss (Su) A nereid can flood the lungs of a willing, 
  helpless, or fascinated creature by touching it (traditionally by 
  kissing the creature on the lips). If the target cannot breathe 
  water, it cannot hold its breath and immediately begins to 
  drown. On its turn, the target can attempt a DC 23 Fortitude 
  save to cough up this water; otherwise it falls unconscious 
  at 0 hp. On the next round, the target must save again or 
  drop to –1 hit points and be dying; on the third round it must 
  save again or die (see page 445 of the Pathfinder RPG Core 
  Rulebook). The save DC is Constitution-based.
  Poison (ex) Touch or spray—contact; save Fort DC 23; 
  frequency 1/round for 6 rounds; effect 1d2 Con plus 
  blindness; cure 2 consecutive saves.
  Shawl (ex) A nereid’s shawl (hardness 2, hp 6) contains a portion 
  of her life force. If the shawl is ever destroyed, the nereid 
  takes 1d6 points of Constitution drain per 
  hour until she dies. A nereid can craft a new 
  shawl from water by making a DC 25 Will 
  save, but each attempt takes 1d4 hours to 
  complete. Attempts to destroy or steal 
  a nereid’s shawl require the sunder or 
  disarm attempts.
  transparency (Su) When 
  underwater, a nereid’s body 
  becomes transparent, 
  effectively rendering her 
  invisible. She can become 
  visible or transparent at 
  will as a free action.
  unearthly grace (Su) A 
  nereid adds her Charisma bonus as 
  a deflection bonus to her Armor Class 
  and CMD if she wears no armor.
  Nereids are capricious and often dangerous 
  aquatic fey that appear as strikingly beautiful 
  women, often seen bathing unclothed in the water. 
  Many sailors have met their doom following a nereid, 
  for though a nereid’s beauty is otherworldly, her watery 
  kiss is death. Others seek out nereids, for if one can secure 
  control over the creature’s shawl, the cloth can be used to 
  force the nereid’s compliance. A nereid forced to obey in this 
  manner immediately attempts to slay her master as 
  soon as she can secure her shawl’s safety.
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  Nightshade
  The malevolent nightshades are a mysterious form of 
  necrotic abominations composed of equal parts darkness 
  and ineffable evil. They are living wells of hatred and 
  death, their mere presence sapping the light, heat, and 
  life from all around them, leaving nothing but the heavy, 
  hanging pallor of an open grave in their passing. To 
  nightshades, life is a corruption and a blight. Creation 
  must be purged of this disruption, so that all existence 
  can be welcomed into the sweet embrace of darkness and 
  death. To this end, nightshades seek nothing less than 
  the annihilation of all that is, that was, and that will be. 
  Nightshades call to themselves legions of undead and 
  shadow-spirits —those who hate the burning sun and the 
  sweet spark of life as much as they themselves do. They 
  rarely ally with living beings who share their vision of 
  extinguishing the sun and exterminating all who stand 
  before them, though such alliances do, at times, occur. 
  Adapting the forms of their kind to pursue the cause 
  of death in every environment and situation, upon the 
  land, in the sky and the sea, and even in the deep places 
  of the world beneath, nightshades marshal their unliving 
  armies. Yet for all their singleness of purpose, they are 
  no mindless beasts. They are clever and patient planners, 
  willing to grant favors to allies or minions as long as they 
  prove themselves useful, and equally willing to turn on 
  them and destroy them the moment their usefulness has 
  been exhausted, rendering their tortured and murdered 
  spirits into deathless slaves.
  Nightshades originate in the deepest voids at the 
  planar juncture of the Plane of Shadow and the Negative 
  Energy Plane, where reality itself ends. Here lies a vast 
  adumbral gulf where the weight of infinite existence 
  compresses the null-stuff of unlife and the tenebrous 
  webs of shadow-reality into matte, crystalline plates and 
  shards of condensed entropy. Many fiends seeking the 
  power of ultimate destruction have sought this place, 
  hoping to harness its power for their own ends, but the 
  majority discover the power of distilled entropy is far 
  greater than they bargained for. Their petty designs are 
  washed away as they become one with the nothing, with 
  first their minds and then their bodies being remade, 
  forged no longer of living flesh but of the lifeless, 
  deathless matter of pure darkness incarnate. Recast 
  into one of a handful of perfected entropic forms (some 
  whisper, forged by a dark being long imprisoned at the 
  uttermost end of reality), these immortal fiendish spirits 
  still burn with the freezing fire of insensate evil, but are 
  now distilled and refined through the turning of ages to 
  serve entropy alone. To say that nightshades form from 
  the necrotic flesh and transformed souls of powerful 
  fiends is technically correct, but the transformation 
  that these foolish paragons of evil undergo is even more 
  hideous than such words might suggest.
  While the majority of nightshades are the product of such 
  fiendish arrogance, this is by no means the only source 
  for these powerful undead creatures. Many nightshades 
  commit themselves to the harvesting of immortal souls of 
  every race and loyalty, casting their broken and shattered 
  bodies into the negative voidspace, where the residue of 
  their divine essence slowly precipitates and congeals in 
  the nighted gulf. Whatever their origin, in this heart of 
  darkness all souls embrace destruction. When a critical 
  mass of immortal soul energy is reached, a new nightshade 
  is spawned. The souls of mortals lost to the negative plane 
  are drawn up and reborn as undead long before becoming 
  co-opted within the gulf; mortal spirits are the servants of 
  the nightshades, but only the essence of immortality can 
  provide the spiritual fuel to ignite the fire of their unlife.
  The most common nightshades are the nightwalkers, 
  long-striding giant fiends often found at the head of 
  undead armies. They are the generals of the nightshade 
  army, the commanders of legions and the organizers of 
  the deaths of worlds.
  Yet in places the nightwalkers cannot easily reach, the 
  vast gulfs of the sea and the soaring heights of the clouds 
  above, other nightshades rule. Above flop the immense bat-
  like nightwings, deadly in their own right yet content to 
  serve at the behest of their stronger cousins. When these 
  monstrosities come to the Material Plane, they swoop down 
  in the dawn to take shelter in abandoned necropolises or 
  vast crypts, emerging at dusk to prey upon nations.
  As above, so do the realms below quake from the passage 
  of nightshades. Here, immense nightcrawlers slither and 
  creep. These umbral worms do not often venture forth 
  from the deep, forgotten caverns they dwell in, but when 
  they do, entire kingdoms die as their nighted coils writhe 
  and work their inevitable way through the population.
  But for all of the nightmare potential posed by these 
  undead paragons, they all pale in comparison to the 
  mightiest nightshades of all—the shark-like nightwave. 
  This monstrosity prowls the lightless depths of ocean 
  trenches, gathering the souls of the countless drowned 
  dead or preying upon deep aquatic races. Yet those who 
  cleave to the shallows or ply the surface of the seas are 
  not safe from the ravenous nightwaves either, for in the 
  darkest night, these undead monsters rise up to harvest 
  souls from ships and shore as well.
  Yet even the dreaded nightwaves are not enough to fill 
  the nightmares of great heroes. Rumors of more powerful 
  nightshades are whispered fearfully in certain circles—
  creatures of such immense power that their mere existence 
  can drain entire planets of life in a matter of weeks. If such 
  monstrosities truly exist, then all life may be but a fleeting 
  spark in the dark folds of a forever-doomed future.
  Nereid–Nightshade
  Nereid–Nightshade
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  Nightshade, Nightcrawler
  This immense worm is covered with plates of dead-black, 
  chitinous armor. Its toothy maw yawns like a cave.
  Nightcrawler 
  cr 18
  XP 153,600
  CE Gargantuan undead (extraplanar, nightshade)
  init +4; Senses darksense, darkvision 120 ft., detect magic, 
  tremorsense 120 ft.; Perception +33
  aura desecrating aura (30 ft.)
  DefeNSe
  ac 33, touch 6, flat-footed 33 (+27 natural, –4 size)
  hp 312 (25d8+200)
  fort +16, ref +10, will +23
  Dr 15/good and silver; immune cold, undead traits; Sr 29
  weaknesses light aversion
  OffeNSe
  Speed 30 ft., burrow 60 ft.
  Melee bite +32 (4d10+20/19–20 plus 4d6 cold and grab), sting 
  +32 (4d6+20/19–20 plus 4d6 cold and poison)
  Space 20 ft.; reach 20 ft.
  Special attacks channel negative energy (9d6, DC 31, 9/day), 
  energy drain (1 level, DC 28), swallow whole (4d10+22 
  bludgeoning plus energy drain, AC 23, 31 hp)
  Spell-like abilities (CL 18th; concentration +24)
  Constant—air walk, detect magic, magic fang
  At will—contagion (DC 20), deeper darkness, greater dispel 
  magic, invisibility, unholy blight (DC 20)
  3/day—quickened cone of cold (DC 21), confusion (DC 20), 
  haste, hold monster (DC 21)
  1/day—finger of death (DC 23), mass hold monster (DC 25), 
  plane shift (DC 23), summon (level 8, 6 greater shadows)
  StatiSticS
  Str 41, Dex 10, con —, int 20, wis 21, cha 23
  Base atk +18; cMB +37 (+41 grapple); cMD 47 
  (can’t be tripped)
  feats Combat Expertise, Command 
  Undead, Critical Focus, Greater 
  Vital Strike, Improved Critical 
  (bite), Improved Critical (sting), 
  Improved Initiative, Improved 
  Vital Strike, Iron Will, 
  Power Attack, Quicken 
  Spell-Like Ability (cone 
  of cold), Staggering 
  Critical, Vital Strike
  Skills Intimidate +34, 
  Knowledge (arcana) +33, 
  Knowledge (planes) +30, 
  Knowledge (religion) +33, 
  Perception +33, Sense  
  Motive +33, Spellcraft +33,  
  Stealth +16 (+24 in darkness), Swim +40; racial Modifiers 
  +8 Stealth in dim light and darkness
  languages Abyssal, Common, Infernal; telepathy 100 ft.
  ecOlOgy
  environment any (Negative Energy Plane)
  Organization solitary or pair
  treasure standard
  SPecial aBilitieS
  energy Drain (Su) A creature that has been swallowed whole 
  by a nightcrawler gains 1 negative level each round.
  Poison (Su) Sting—injury; save Fort DC 28; frequency 1/round for 
  6 rounds; effect 1d4 Constitution drain and 1 negative level; 
  cure 3 consecutive saves. The save DC is Charisma-based.
  Although the nightcrawler might appear to be little 
  more than an immense and frightening vermin, with 
  its centipede-like body and numerous glowing eyes, it 
  is actually incredibly intelligent. When not cleansing 
  the deep caverns of life, the nightcrawler spends its time 
  plotting how best to carry out its own private stages of the 
  overall nightshade plan to expunge life from all worlds, 
  conferring with its undead minions and, when necessary, 
  observing living creatures from afar while invisible to 
  learn about hidden enclaves that its depredations might 
  otherwise have missed.
  It would be one thing if the nightcrawlers remained in 
  the deep caverns, for these regions are rife with foul life 
  the world is better off without. Yet unfortunately for those 
  who dwell upon the surface, nightcrawlers often crawl 
  up through the tunnels to bring their devastation to the 
  night above. Although they always retreat underground 
  before the first tentative rays of dawn color the eastern 
  skies, they can spread an incredible amount of ruin in the 
  span of a few short hours each night.
  A nightcrawler is 60 feet long and weighs 10,000 pounds.
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  Nightshade, Nightcrawler–Nightshade, Nightwalker
  Nightshade, Nightcrawler–Nightshade, Nightwalker
  Nightshade, Nightwalker
  This towering, night-black giant has demonic features, including 
  a huge pair of ram-like horns. Its arms end in massive blades.
  Nightwalker 
  cr 16
  XP 76,800
  CE Huge undead (extraplanar, nightshade)
  init +2; Senses darksense, darkvision 60 ft., detect magic; 
  Perception +29
  aura desecrating aura (30 ft.)
  DefeNSe
  ac 31, touch 10, flat-footed 29 (+2 Dex, +21 natural, –2 size)
  hp 241 (21d8+147)
  fort +14, ref +11, will +19
  Dr 15/good and silver; immune cold, undead traits; Sr 27
  weaknesses light aversion
  OffeNSe
  Speed 40 ft.
  Melee 2 claws +28 (3d6+15/19–20 plus 4d6 cold)
  Space 15 ft.; reach 15 ft.
  Special attacks channel energy (8d6, DC 29, 8/day), fear gaze, 
  swift sundering
  Spell-like abilities (CL 16th; concentration +21)
  Constant—air walk, detect magic, magic fang
  At will—contagion (DC 19), deeper darkness, greater dispel 
  magic, unholy blight (DC 19)
  3/day—confusion (DC 19), haste, hold monster (DC 20), 
  invisibility, quickened unholy blight (DC 19)
  1/day—cone of cold (DC 20), finger of death (DC 22), plane 
  shift (DC 22), summon (level 7, 4 greater shadows)
  StatiSticS
  Str 35, Dex 14, con —, int 20, wis 21, cha 21
  Base atk +15; cMB +29; cMD 41
  feats Combat Expertise, Command Undead, Greater Sunder, 
  Greater Vital Strike, Improved Critical (claws), Improved 
  Disarm, Improved Sunder, Improved Vital Strike, Power 
  Attack, Quicken Spell-Like Ability (unholy blight), Vital Strike
  Skills Intimidate +29, Knowledge (arcana) +29, Knowledge 
  (planes) +26, Knowledge (religion) +29, Perception +29, Sense 
  Motive +29, Spellcraft +29, Stealth +18 (+26 in darkness),  
  Swim +33; racial Modifiers +8 Stealth in dim light and darkness
  languages Abyssal, Common, Infernal; telepathy 100 ft.
  ecOlOgy
  environment any (Negative Energy Plane)
  Organization solitary, pair, or gang (3–4)
  treasure standard
  SPecial aBilitieS
  fear gaze (Su) Cower in fear for 1 round, 30 feet, Will DC 25 
  negates. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Swift Sundering (Su) A nightwalker can make a sunder attempt 
  as a swift action with one of its claws. 
  The most commonly encountered nightshade is the 
  giant-like nightwalker. This powerful foe leads armies 
  of undead against the living, but unlike most mortal 
  generals the nightwalker is not content to stand back and 
  observe the battles from safety. The undead creature is 
  ever eager to put its tactics and plans to the test itself, 
  and takes part in battles in every possible occurrence 
  save for those that the creature has determined are self-
  destructive. This is not to say that the nightwalker never 
  sacrifices its troops to gain a tactical advantage—just 
  that these attacks are the only ones the monster feels no 
  urge to participate in directly.
  Nightwalkers enjoy inflicting despair before death, 
  particularly by destroying valued objects or murdering 
  loved ones before delivering the final blow to a foe.
  A nightwalker is 20 feet tall and weighs 5,000 pounds.
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  Nightshade, Nightwave
  Immense almost beyond belief, this sleek, midnight-black shark 
  rises from the sea like an unholy island heaved up from below.
  Nightwave 
  cr 20
  XP 307,200
  CE Colossal undead (aquatic, extraplanar, nightshade)
  init +7; Senses darksense, darkvision 120 ft., detect magic, low-
  light vision; Perception +37
  aura blackest depths (60 ft.), desecrating aura (30 ft.)
  DefeNSe
  ac 36, touch 5, flat-footed 33 (+3 Dex, +31 natural, –8 size)
  hp 391 (29d8+261)
  fort +18, ref +16, will +25
  Dr 15/good and silver; immune cold, undead traits; Sr 29
  weaknesses light aversion
  OffeNSe
  Speed fly 60 ft. (good), swim 60 ft.
  Melee bite +35 (5d10+22/19–20 plus 4d6 cold, energy drain, and 
  grab), tail slap +30 (4d8+12/19–20 plus 4d6 cold)
  Space 30 ft.; reach 30 ft.
  Special attacks channel energy (10d6, DC 33, 10/day), energy 
  drain (2 levels, DC 31), swallow whole (5d10+28 bludgeoning 
  plus energy drain, AC 25, 39 hp)
  Spell-like abilities (CL 20th; concentration +27)
  Constant—detect magic, fly, magic fang, see invisibility
  At will—confusion (DC 21), contagion (DC 21), deeper darkness, 
  greater dispel magic, invisibility, unholy blight (DC 21)
  3/day—quickened cone of cold (DC 22), finger of 
  death (DC 24), haste, hold monster (DC 22)
  1/day—mass hold monster (DC 26), 
  plane shift (DC 24), summon 
  (level 9, 1 nightwing), wail 
  of the banshee (DC 26)
  StatiSticS
  Str 49, Dex 16, con —, int 22, wis 21, cha 25
  Base atk +21; cMB +48 (+52 grapple); cMD 61 (can’t be tripped)
  feats Combat Reflexes, Command Undead, Critical Focus, 
  Greater Vital Strike, Improved Bull Rush, Improved Critical 
  (bite, tail slap), Improved Initiative, Improved Vital Strike, 
  Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-
  Like Ability (cone of cold), Staggering Critical, Vital Strike
  Skills Fly +37, Intimidate +39, Knowledge (arcana) +38, 
  Knowledge (planes) +35, Knowledge (religion) +38, 
  Perception +37, Sense Motive +37, Spellcraft +38, Stealth +19 
  (+27 in darkness), Swim +56; racial Modifiers +8 Stealth 
  in dim light and darkness
  languages Abyssal, Common, Infernal; telepathy 100 ft.
  ecOlOgy
  environment any (Negative Energy Plane)
  Organization solitary
  treasure standard
  SPecial aBilitieS
  Blackest Depths (Su) The waters in which a nightwave swims 
  become as chill, dark, and heavy as those in the ocean’s 
  deepest reaches. All waters within 60 feet are completely 
  dark (as deeper darkness), and creatures within this radius 
  take 6d6 points of damage (half cold, half bludgeoning) at 
  the end of their turn each round if they remain in the area 
  at this time. A DC 31 Fortitude save negates the crushing 
  damage. Incorporeal creatures and creatures with the 
  aquatic or water subtypes native to deep waters do not take 
  this damage, and freedom of movement protects completely 
  against the damage. Any magical light effect within this 
  radius at the beginning of the nightwave’s turn is dispelled 
  (treat as greater dispel magic). This effect does not extend 
  out of the water. The save DC is Charisma-based.
  energy Drain (Su) A creature that has been swallowed whole 
  by a nightwave gains 2 negative levels each round.
  The most powerful of the known types of nightshade is 
  the ravenous nightwave, an unholy personification of the 
  remorseless gluttony of death given the form of a shark 
  the size of the largest whales. Although the nightwave 
  is most at home in the ocean’s deeps, it has no need to 
  breathe, and its constant fly spell-like ability allows it to 
  bring ruin above the waves as the need presents itself.
  A nightwave is 100 feet long and weighs 200 tons.
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  Nightshade, Nightwing
  This enormous, bat-like creature is shaped from utter darkness, 
  its eyes tiny red stars in the blackest night.
  NightwiNg 
  cr 14
  XP 38,400
  CE Huge undead (extraplanar, nightshade)
  init +8; Senses darksense, darkvision 60 ft., 
  detect magic; Perception +25
  aura desecrating aura (30 ft.)
  DefeNSe
  ac 29, touch 12, flat-footed 25 (+4 Dex, 
  +17 natural, –2 size)
  hp 195 (17d8+119)
  fort +12, ref +11, will +17
  Dr 15/good and silver; immune cold, 
  undead traits; Sr 25
  weaknesses light aversion
  OffeNSe
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +23 (4d10+18/19–
  20 plus 4d6 cold and  
  magic drain)
  Space 15 ft.; reach 15 ft.
  Special attacks channel energy 
  (7d6, DC 28, 8/day)
  Spell-like abilities (CL 14th; 
  concentration +19)
  Constant—detect magic, 
  magic fang
  At will—contagion (DC 19), 
  deeper darkness, unholy blight (DC 19)
  3/day—confusion (DC 19), greater dispel 
  magic, haste, hold monster (DC 20), invisibility
  1/day—cone of cold (DC 20), finger of death 
  (DC 22), plane shift (DC 22), summon (level 6, 
  2 greater shadows)
  StatiSticS
  Str 31, Dex 18, con —, int 18, wis 21, cha 21
  Base atk +12; cMB +24; cMD 38
  feats Cleave, Combat Reflexes, Command Undead, Great 
  Cleave, Improved Critical (bite), Improved Initiative, 
  Improved Sunder, Power Attack, Snatch
  Skills Fly +24, Knowledge (arcana) +24, Knowledge 
  (religion) +24, Perception +25, Sense Motive +25, 
  Spellcraft +24, Stealth +16 (+24 in darkness), Swim +27; 
  racial Modifiers +8 Stealth in dim light and darkness
  languages Abyssal, Common, Infernal; telepathy 100 ft.
  ecOlOgy
  environment any (Negative Energy Plane)
  Organization solitary, pair, or flight (3–6)
  treasure standard
  SPecial aBilitieS
  Magic Drain (Su) The bite of a nightwing drains magical 
  power and energy. When a nightwing bites a foe, the victim 
  must make a DC 23 Will save or one spell effect currently 
  affecting him immediately ends—determine which spell 
  is drained randomly if the target is under the effects of 
  more than one spell. The nightwing heals damage equal 
  to twice the level of the spell drained—hit points in excess 
  of its maximum are instead gained as temporary hit 
  points that last for 1 hour. If a nightwing attempts to 
  sunder a magic item with its bite, its magic-draining 
  bite renders the item nonmagical for 1d4 rounds 
  (if the item is a permanent magic item), drains 
  1d8 charges (if the item has charges), or renders 
  it permanently nonmagical (if the item is a 
  one-use item). The item (or its wielder, if 
  the item is attended) can resist this effect 
  with a DC 23 Will save. 
  Damage dealt to an item 
  is applied after the 
  effects of magic drain 
  are applied. The save DC 
  is Charisma-based.
  The least of the known types 
  of nightshade, the nightwing 
  is nevertheless a deadly foe. 
  Nightwings often serve more 
  powerful nightshades as 
  aerial support. These 
  nightshades 
  are 
  also 
  the most likely to be 
  found serving a non-undead 
  master—nightwings 
  are 
  often 
  used by powerful mortals as 
  guardians or sentinels. Despite this, 
  nightwings still hope to someday slay 
  any master they serve. They enter servitude 
  primarily as a method of aiding a destructive 
  or murderous mortal in their task of mass 
  murder; once this task is over, or if at any point 
  the nightwing believes its master is slacking in 
  its murderous duties, the nightwing is swift to 
  turn on its one-time ally.
   A nightwing found on the Material Plane 
  not in the employ of a more powerful 
  master is typically encountered in rugged 
  terrain where there are numerous locations 
  that can provide shelter when the sun rises. 
  The monsters prefer caves and abandoned 
  buildings for this purpose.
  A nightwing’s body is 20 feet long, but its wingspan is 
  80 feet. It weighs 4,500 pounds.
  Nightshade, Nightwave–Nightshade, Nightwing
  Nightshade, Nightwave–Nightshade, Nightwing
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  Ogrekin
  Its body twisted and deformed, this lumbering giant has tiny eyes 
  and a mouth of jagged teeth presented in a furious roar.
  OgrekiN (half-Ogre) 
   cr 2
  XP 600
  Male human ogrekin fighter 2
  CE Medium humanoid (giant)
  int +5; Senses low-light vision; Perception +1
  DefeNSe
  ac 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 25 (2d10+10)
  fort +7, ref +1, will +1
  Defensive abilities bravery +1
  OffeNSe
  Speed 30 ft.
  Melee shortspear +7 (1d6+5), bite +2 (1d4+2)
  StatiSticS
  Str 21, Dex 13, con 18, int 8, wis 12, cha 6
  Base atk +2; cMB +7; cMD 18
  feats Cleave, Improved Initiative, Iron Will, Power Attack
  Skills Climb +7, Swim +7
  languages Giant
  SQ deformities (oversized maw, weak mind)
  ecOlOgy
  environment any
  Organization solitary or 
  family (2–6)
  treasure NPC gear 
  (spear, other 
  treasure)
  The result of an unfortunate union between an ogre 
  and a humanoid, the ogrekin (or half-ogre) is cursed 
  with horrific malformations due to its tragic ancestry. 
  Shunned by both parents, ogrekin tend to form unstable 
  clans of their own, often resorting to inbreeding to 
  sustain the collective. While good-natured ogrekin are 
  not entirely unheard of, they are far and few between.
  Creating an Ogrekin
  “Ogrekin” is an inherited template that can be added 
  to any Medium humanoid (referred to hereafter as the 
  base creature). An ogrekin retains all the base creature’s 
  statistics and special abilities except as noted here.
  CR: Same as base creature +1 (minimum 2).
  Alignment: Usually evil.
  Type: The creature’s subtype changes to giant.
  Armor Class: Natural armor improves by +3.
  Ability Scores: Str +6, Con +4, Int –2, Cha –2.
  Special Qualities and Defenses: An ogrekin gains low-
  light vision. In addition, ogrekin receive two random 
  deformities—one beneficial and one disadvantageous.
  Beneficial Deformities: The ogrekin gains one of these, 
  chosen randomly.
  1: Oversized Limb: The ogrekin can wield weapons one 
  size category larger than normal without any penalty and 
  gains a +2 bonus to its Strength.
  2: Oversized Maw: The ogrekin gains a bite attack (1d4).
  5: Quick Metabolism: The ogrekin gains a +2 racial bonus 
  on Fortitude saves.
  4: Thick Skin: Improve natural armor bonus by +2.
  5: Vestigial Limb: Vestigial third arm (can’t be 
  used to use items) grants a +4 racial bonus 
  on grapple checks.
  6: Vestigial Twin: A malformed 
  twin’s head juts out from the 
  ogrekin, providing the ogrekin 
  with all-around vision.
  Disadvantageous Deformities: 
  The ogrekin gains one of these, 
  chosen randomly.
  1: Deformed Hand: One hand can’t 
  wield weapons; –2 penalty on attack 
  rolls with two-handed weapons.
  2: Fragile: The ogrekin is particularly frail and gaunt. It 
  loses its +4 racial bonus to Con.
  3: Light Sensitive: The ogrekin gains light sensitivity.
  4: Obese: The ogrekin takes a –2 penalty to Dexterity 
  (minimum score of 1).
  5: Stunted Legs: The ogrekin’s base speed is reduced 
  by 10 feet (minimum base speed of 5 feet).
  6: Weak Mind: The ogrekin’s head is huge 
  and misshapen. It gains a –2 penalty on 
  Will saving throws.
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  Oread 
  This large warrior appears heavy and solid, with chiseled, angular 
  features that make her look almost like a statue brought to life.
  OreaD 
  cr 1/2
  XP 200
  Oread fighter 1 
  N Medium outsider (native)
  init +2; Senses darkvision 60 ft.; Perception +2
  DefeNSe
  ac 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 12 (1d10+2)
  fort +4, ref +2, will +2
  resist acid 5
  OffeNSe
  Speed 20 ft.
  Melee longsword +3 (1d8+3/19–20)
  ranged composite longbow +4 (1d8+2/×3)
  Spell-like abilities (CL 1st; concentration +0)
  1/day—magic stone
  StatiSticS
  Str 15, Dex 15, con 14, int 8, wis 14, cha 8
  Base atk +1; cMB +3; cMD 15
  feats Iron Will, Weapon Focus (longbow)
  Skills Intimidate +3
  languages Common, Terran 
  SQ elemental affinity
  ecOlOgy
  environment any land
  Organization solitary, pair, or team (3–5)
  treasure NPC Gear (leather armor, longsword, 
  composite longbow with 20 arrows, other treasure)
  SPecial aBilitieS
  elemental affinity (ex) Oread sorcerers with the 
  Elemental (earth) bloodline treat their Charisma score as 2 
  points higher for all sorcerer spells and class abilities. Oread 
  clerics with the Earth domain cast their domain powers and 
  spells at +1 caster level.
  Oreads are humans whose ancestry includes the touch 
  of an elemental being of earth somewhere along its line, 
  often that of a shaitan genie. Oreads are strong and solidly 
  built, and prefer wearing earth tones that match the 
  coloration of their flesh and hair—shades of gray, brown, 
  black, or white. In rare cases, oreads’ stone-like traits are 
  so strong as to leave no question as to their nature, with 
  growths like rocky outcroppings protruding from 
  their skin or hair like crystalline spikes. 
  Oreads tend to be stoic and contemplative, 
  slow to anger but terrible when roused. 
  Outside of combat, they tend to be quiet, 
  dependable, and protective of their friends.
  Oread CharaCters
  Oreads are defined by class levels—they do not possess 
  racial Hit Dice. Oreads have the following racial traits.
  +2 Strength, +2 Wisdom, –2 Charisma: Oreads are 
  strong, solid, stable, and stoic.
  Darkvision: Oreads can see in the dark up to 60 feet.
  Spell-Like Ability: Magic stone 1/day (caster level equals 
  the oread’s total Hit Dice).
  Elemental Resistance: Oreads have acid resistance 5. 
  Elemental Affinity: See above.
  Languages: Oreads begin play speaking Common 
  and Terran. Oreads with high Intelligence scores can 
  choose any of the following bonus languages: Aquan, 
  Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and 
  Undercommon.
  Ogrekin–Oread
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  Pech
  This pale yellow humanoid has blank, bulging white eyes and 
  gangly arms and legs. It clutches a pickaxe in its knobby hands.
  Pech 
  cr 3
  XP 800
  N Small fey (earth)
  init +1; Senses darkvision 60 ft., low-light vision; Perception +10
  DefeNSe
  ac 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
  hp 27 (6d6+6)
  fort +5, ref +6, will +6
  Dr 5/cold iron; immune petrification; Sr 14
  weaknesses light blindness
  OffeNSe
  Speed 20 ft.
  Melee mwk heavy pick +9 (1d4+6/×4)
  Special attacks earth mastery, pech magic, stone knowledge 
  Spell-like abilities (CL 10th; concentration +11)
  3/day—stone shape, stone tell
  StatiSticS
  Str 19, Dex 12, con 13, int 12, wis 13, cha 12
  Base atk +2; cMB +5; cMD 16
  feats Cleave, Great Fortitude, Power Attack
  Skills Climb +13, Craft (stonemasonry) +14, 
  Knowledge (dungeoneering) +7, Knowledge 
  (engineering) +7, Perception +10, Profession 
  (miner) +11, Stealth +14; racial Modifiers 
  +4 Craft (stonemasonry), +4 Profession 
  (miner)
  languages Terran, Undercommon
  ecOlOgy
  environment any underground 
  (Plane of Earth)
  Organization solitary, pair, 
  gang (3–4), pack (5–10), 
  or tribe (11–40 plus 50% 
  noncombatants, 1–4 
  fighters of 2nd–4th 
  level, and 1–2 druids of 
  2nd–4th level)
  treasure standard 
  (masterwork heavy 
  pick, other treasure)
  SPecial aBilitieS
  earth Mastery (ex) 
  A pech gains a +1 
  bonus on attack 
  and damage rolls 
  if both it and its 
  foes are touching 
  the ground. If an 
  opponent is airborne or waterborne, the pech takes a –4 
  penalty on attack and damage rolls. These modifiers are not 
  precalculated into the statistics here.
  Pech Magic (Sp) Four pechs working together can cast wall of 
  stone once per day. Eight pechs working together can cast 
  stone to flesh (DC 17) once per day. These spell-like abilities 
  function at CL 10th. Each pech must use a full-round action 
  to take part in the casting. The save DCs are modified by 
  the highest Charisma modifier in the group.
  Stone knowledge (ex) A pech’s knowledge of earth and stone 
  grants a +1 racial bonus on attack and damage rolls and the 
  benefits of the Improved Critical feat against creatures and 
  objects made of stone or earth or with the earth subtype. 
  Knowledge (dungeoneering), Knowledge (engineering) and 
  Profession (miner) are always class skills for a pech.
  Untold ages ago, the pechs served forgotten masters in 
  the deepest caverns of the world. In time, their masters 
  moved on, leaving the pechs bereft of guidance. Some 
  sought refuge in seemingly safer tunnels nearer the 
  surface. The unspeakable horrors they encountered there 
  transformed them into derros over the course of 
  several generations. Those pechs that stayed 
  close to their ancestral caverns survive to 
  this day, though in such small numbers 
  and in such isolation that few of the 
  surface world know of their existence.
  Pechs are skilled miners and 
  stonemasons, and are at times 
  employed or enslaved as such by 
  other subterranean races. They have 
  learned to hide the entrances to their 
  lairs most carefully, blending 
  their 
  narrow 
  entranceways 
  into the living rock such that 
  they can only be seen from 
  exactly the right angle. When 
  interlopers do find a 
  pech’s lair, they are 
  met with open arms, 
  friendly advice, and 
  a firm insistence 
  that the pech is 
  to be left alone. 
  The typical 
  pech 
  stands 
  only 3-1/2 feet 
  tall, but its 
  dense flesh 
  gives it a 
  weight 
  of 
  100 pounds.
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  Peryton
  This creature has a stag’s body, a hawk’s wings and talons, and the 
  head of a slavering wolf with a rack of sharp antlers on its brow.
  PerytON 
  cr 4
  XP 1,200
  CE Medium magical beast 
  init +7; Senses darkvision 60 ft., low-light vision; Perception +10
  DefeNSe
  ac 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 42 (5d10+15)
  fort +7, ref +7, will +3
  Dr 5/magic
  OffeNSe
  Speed 30 ft., fly 60 ft. (good)
  Melee gore +9 (1d6+3/18–20), 2 hooves +3 (1d4+1)
  Special attacks horrific critical, shadow mark
  StatiSticS
  Str 17, Dex 16, con 17, int 11, wis 14, cha 12
  Base atk +5; cMB +8; cMD 21 (25 vs. trip)
  feats Flyby Attack, Improved Initiative, Weapon Focus (gore)
  Skills Fly +12, Perception +10, Stealth +9
  languages Common
  ecOlOgy
  environment any
  Organization solitary, pair, or flock (3–9)
  treasure standard
  SPecial aBilitieS
  horrific critical (ex) A peryton’s gore attack threatens a 
  critical hit on an 18–20. If a peryton kills a humanoid foe 
  with a critical hit, it can tear out the victim’s heart with its 
  wolf-like teeth as a free action. Any creature that witnesses 
  this savage event must make a DC 13 Fortitude save or be 
  shaken for 1 round. This is a mind-affecting fear effect. The 
  save DC is Charisma-based.
  Shadow Mark (Su) As a free action, a peryton can make 
  a ranged touch attack by flying over a humanoid 
  target—the maximum range of this attack is 300 feet. 
  If the peryton hits, its shadow transforms to match 
  the shadow of the creature struck. Once a peryton has 
  established this link, it gains a +2 morale bonus on 
  attack rolls and damage rolls made against that target, 
  and every time the peryton hits that target with an 
  attack, the creature must make a DC 13 Will save or 
  become frightened for 1 round. This is a mind-affecting 
  fear effect. The save DC is Charisma-based.
  Savage creatures of nightmare, perytons 
  combine the features of stags, wolves, 
  and great birds of prey. Though 
  vicious beasts, perytons possess all 
  the intelligence of a human. Perytons 
  hunt any creature weaker than themselves, but prefer 
  humanoid prey, as they particularly relish the taste of 
  such creatures’ still-beating hearts. 
  Perytons loathe all other creatures, even their own 
  kind, and adult male perytons often attack one another 
  on sight. However, strong females sometimes lead small 
  family flocks composed of the alpha female, two or three 
  weaker females, and up to six fledglings. The flock drives 
  off males when they come of age, but females are allowed 
  to join the pack when they mature, provided they swear 
  allegiance to the alpha female. Unpaired males frequently 
  attack such flocks in the hope of making off with a mate; 
  failing that, they approach more peacefully, with offers 
  of warm humanoid hearts (or even still-living victims) to 
  attract females.
  Perytons mate once per year. The mating ritual is short, 
  brutal, and in the end often fatal for the male. Afterward, 
  the female lays a single, foot-tall black egg, which hatches 
  7 months later.
  A peryton is 4 feet in length with a wingspan of 11 feet. 
  It weighs 250 pounds.
  Pech–Peryton
  Pech–Peryton
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  Petitioner
  Something seems strange and disturbingly familiar about this 
  wispy, ghostly humanoid shape. 
  PetitiONer  
  cr 1
  XP 400
  Human petitioner
  Any alignment Medium outsider (extraplanar)
  init +0; Senses darkvision 60 ft., Perception +5
  DefeNSe
  ac 10, touch 10, flat-footed 10
  hp 16 (2d10+5)
  fort +4, ref +3, will +0
  immune mind-affecting effects 
  OffeNSe
  Speed 30 ft. 
  Melee slam +2 (1d4)
  StatiSticS
  Str 11, Dex 10, con 13, int 10, wis 11, cha 10
  Base atk +2; cMB +2; cMD 12
  feats Toughness
  Skills Craft (any two) +5, Knowledge (planes) +5, Perception +5, 
  Sense Motive +5, Stealth +5
  languages Common
  SQ petitioner traits
  ecOlOgy
  environment any (Outer Planes)
  Organization solitary, pair, group (3–12), or army (13 or more) 
  treasure none 
  SPecial aBilitieS
  Petitioner traits A petitioner has additional abilities and 
  features depending upon its home plane. Its alignment 
  matches the alignment of its home plane. 
  Petitioners are the souls of mortals brought to the Outer 
  Planes after death in order to experience their ultimate 
  punishment, reward, or fate. A petitioner retains fragments 
  of its memories from life, and its appearance depends 
  not only upon the shape it held in life but also upon the 
  nature of the Outer Plane to which it has come. The stat 
  block detailed above presents a typical petitioner formed 
  from the soul of an average human—it does not include 
  any of the plane-specific abilities or features a petitioner 
  gains, and should be modified as appropriate depending 
  on the plane to which the petitioner is assigned.
  Creatures who die, become petitioners, and then return 
  to life retain no memories of the time they spent as 
  petitioners in the afterlife. A petitioner who dies is gone 
  forever—its “life force” has either returned to the Positive 
  Energy Plane or, in some cases, provided the energy to 
  trigger the creation of another outsider. Petitioners 
  who please a deity or another powerful outsider can 
  be granted rewards—the most common such reward 
  manifests as a transformation into a different outsider, 
  such as an archon, azata, demon, or devil, depending 
  upon the petitioner’s alignment. In rare cases, a creature 
  can retain its personality from life all the way through 
  its existence as a petitioner and into its third “life” as an 
  outsider, although such events are rare indeed.
  Creating a PetitiOner
  “Petitioner” is an acquired template that can be added 
  to any creature whose soul migrates to one of the Outer 
  Planes following its death (henceforth referred to as the 
  base creature). The petitioner uses all of the base creature’s 
  statistics and abilities except as noted below.
  CR: A petitioner’s CR is 1. In some cases, at the GM’s 
  discretion, particularly large or unusual petitioners 
  with higher than normal ability scores may begin with 
  a higher CR; compare the petitioner’s statistics to the 
  values on Table 1–1 on page 293 to help determine an 
  unusual petitioner’s starting CR. 
  Alignment: A petitioner’s alignment is identical to that 
  of its home plane.
  Size and Type: The creature’s type changes to outsider. 
  It loses all subtypes. Its size does not change.
  Senses: Petitioners lose any unusual senses they had, 
  but gain darkvision 60 feet. 
  Armor Class: The petitioner loses all racial bonuses to 
  its Armor Class.
  Hit Dice: Petitioners lose all racial and class-based Hit 
  Dice and gain 2d10 racial Hit Dice as outsiders. 
  Saves: Petitioners have good Fortitude and Reflex saves; 
  a petitioner’s base saves are Fort +3, Ref +3, Will +0.
  Defensive Abilities: Petitioners lose all the defensive 
  abilities of the base creature. Petitioners are immune to 
  mind-affecting effects. 
  Attacks: The creature’s BAB is +2, subject to 
  modification for size and Strength. It loses all natural 
  attacks and gains a slam attack as appropriate for a 
  creature of its size.
  Special Attacks: Petitioners lose all special attacks. 
  Abilities: Same as the base creature. 
  Feats: Petitioners lose all feats. As a 2 HD outsider, a 
  petitioner gains one feat—typically Toughness. 
  Skills: Petitioners lose all skill ranks they possessed as 
  mortals. As a 2 HD outsider, a petitioner has 12 skill ranks 
  it can spend on skills (with a maximum of 2 ranks in any 
  one skill), and gains bonus skill ranks as appropriate for 
  its Intelligence. Unlike most outsiders, petitioners do not 
  gain an additional 4 class skills beyond those available to 
  all outsiders. 
  Special Qualities: Petitioners lose all special qualities, 
  along with all abilities granted by class levels (including 
  increases on saving throws and to HD and BAB). 
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  Petitioner
  Petitioner
  PetitiOner traits
  A petitioner gains additional traits based on its home plane.
  Abaddon (Neutral Evil): The “hunted” have bodies that 
  are identical to what they had in life—these petitioners 
  are doomed to be stalked and eventually consumed by the 
  daemons that lust for souls. A hunted that survives long 
  enough eventually warps and twists into a daemon. The 
  hunted gain DR 5/— and fast healing 1 so that they provide a 
  slightly more robust hunt for their daemonic predators. 
  Abyss (Chaotic Evil): “Larvae” are perhaps the most 
  hideous of petitioners—they appear as pallid, maggot-
  like creatures with heads similar to those they possessed 
  in life. Larvae that feed long enough on Abyssal filth 
  eventually transform into demons. They have cold, 
  electricity, and fire resistance 10, and instead of a slam 
  attack gain a bite attack as appropriate for their size.
  Elysium (Chaotic Good): The “chosen” have idealized 
  versions of their mortal bodies. In time, after experiencing 
  the pleasures Elysium has to offer, the chosen become 
  azatas. The chosen gain resistance to cold and fire 10 and 
  a +2 bonus to Charisma.
  Heaven (Lawful Good): The “elect” appear similar to 
  their mortal forms, save that they possess a golden halo 
  and feathered wings. After spending enough 
  time aiding heavenly tasks, the elect become 
  archons. They gain a fly speed equal to 
  their base speed (average mobility). 
  Hell (Lawful Evil): The “damned” 
  retain their mortal forms, but are 
  heavily scarred by various tortures. 
  Those who endure the torments of Hell 
  long enough may eventually be approved 
  for transformation into devils. The 
  damned gain immunity to fire (but not 
  immunity to the pain caused by fire—
  whenever one of the damned takes fire 
  damage, it must make a DC 15 Fortitude 
  save to resist being stunned by the 
  pain for 1d4 rounds). 
  Limbo (Chaotic Neutral): The 
  “shapeless“ retain their basic forms, 
  but these forms constantly waver 
  and shimmer, as if they were 
  ghosts in peril of dissolving 
  away. After wallowing in the chaos 
  of Limbo for long enough, they 
  can transform into proteans. The 
  shapeless have the incorporeal 
  subtype, and all advantages granted 
  by that defensive ability. 
  Nirvana 
  (Neutral 
  Good): 
  The 
  “cleansed” take on the forms of animals 
  that closely approximate their personalities. 
  Upon achieving true enlightenment, they transform into 
  agathions. The cleansed gain cold and sonic resistance 10 
  and a +2 bonus to Wisdom.
  Purgatory (Neutral): The “dead” appear as animated 
  skeletons but are not undead—in time, they can earn the 
  right to become aeons. They gain DR 10/bludgeoning and 
  immunity to cold. 
  Utopia (Lawful Neutral): The “remade” retain the same 
  body shape but have milky white skin covered in dense 
  black script, as if some strange scribe had used them for 
  parchment. Upon deciphering the riddles posed by these 
  complex lines of script, one of the remade can enter an 
  axiomite forge to be transformed into an inevitable. The 
  remade are immune to hostile transmutation effects and 
  gain a +2 bonus to Intelligence.
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  Phycomid
  This tangle of purple-capped mushrooms growing out of a nasty 
  green sludge shudders and writhes, wafting tendrils of smoke. 
  PhycOMiD 
  cr 4
  XP 1,200
  N Small plant 
  init +0; Senses tremorsense 30 ft.; Perception +0
  DefeNSe
  ac 17, touch 11, flat-footed 17 (+6 natural, +1 size)
  hp 39 (6d8+12)
  fort +7, ref +2, will +2
  immune acid, plant traits
  OffeNSe
  Speed 10 ft.
  ranged acid pellet +4 touch (2d6 acid plus spores)
  StatiSticS
  Str 5, Dex 10, con 15, int —, wis 11, cha 1
  Base atk +4; cMB +0; cMD 10 (can’t be tripped)
  ecOlOgy
  environment any underground
  Organization solitary or infestation (2–8)
  treasure incidental
  SPecial aBilitieS
  acid Pellet (ex) A phycomid attacks by firing a glob of acid 
  from one of its several mushroom-like stalks. This attack 
  has a range increment of 10 feet. A phycomid can fire up 
  to six acid pellets per minute—during rounds in which the 
  fungus has no acid pellets, it has no method of attacking at 
  all and must wait until its acid stores replenish in 4 rounds 
  before continuing a battle.
  Spores (ex) Any creature that takes damage from a 
  phycomid’s acid pellet (or consumes even a small 
  portion of the fungus) becomes exposed to the 
  fungus’s spores. These spores grow quickly in 
  living creatures. This affliction is a disease effect, 
  although its course runs much faster 
  than most diseases and is more 
  poison-like in its speed, and 
  like a poison, the spores 
  “burn out” after a short 
  period. A creature that 
  is slain by a phycomid 
  spore infestation 
  bursts open in 1d4 
  rounds as a 
  fully grown 
  new phycomid 
  emerges.
  Phycomid Spores: Disease—injury or ingested; save 
  Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Con 
  damage; cure 1 save. The save DC is Constitution-based.
  Typically found in damp dungeons, refuse heaps, and 
  forgotten, filthy chambers, phycomids are dangerous 
  fungoid creatures that grow in small, steaming patches 
  among decomposing organic matter. The phycomid’s 
  main body is a mass of green-brown mold that can 
  slither and move when necessary to seek out new carrion 
  to feed upon. Numerous mushrooms sprout from the 
  main body—vile green stalks topped with purple or 
  red caps that seem to steam with rank-smelling smoke. 
  This smoke is in fact vapor escaping from the numerous 
  globs of acid the plant produces as a method of both self-
  defense and reproduction.
  This acidic substance is expelled from the phycomid 
  whenever it senses movement nearby, and seasoned 
  adventurers can often trick a phycomid into giving away 
  its true nature by simulating movement within range 
  of the fungus. Less fortunate encounters are typically 
  marked by large infestations of phycomids growing 
  among a scattered collection of dead bodies. 
  Because of the filthy environment in which this fungus 
  thrives, goblins are one of the few races that have learned 
  to coexist with phycomids. Not content to simply give 
  the fungi a wide berth, these foolish goblins actually 
  harvest the phycomids, prodding them into positions in 
  their warrens 
  where they can 
  serve as guards 
  and sentinels, utilizing 
  long 
  poles 
  they 
  call 
  “slime sticks” or placing 
  delicious-smelling carrion to 
  attract the fungus to a desired position. 
  Although phycomids are deadly to 
  eat, many goblin tribes view those 
  who eat a phycomid mushroom and 
  survive as great heroes. Needless to 
  say, most goblin lairs that attempt 
  to utilize phycomids as guardians 
  eventually become nothing more than 
  phycomid lairs—a goblin tribe’s luck 
  can only hold up for so long, after all.
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  Poltergeist
  A ghostly, skeletal figure rises up amid a whirling cyclone of tools, 
  plates, utensils, and other loose objects. 
  POltergeiSt 
  cr 2
  XP 600
  LE Medium undead (incorporeal) 
  init +1; Senses darkvision 60 ft.; Perception +9
  DefeNSe
  ac 12, touch 12, flat-footed 11 
  (+1 deflection, +1 Dex)
  hp 16 (3d8+3)
  fort +2, ref +2, will +4
  Defensive abilities incorporeal, 
  natural invisibility, rejuvenation; 
  immune undead traits
  OffeNSe
  Speed fly 20 ft. (perfect)
  Special attacks frightener, telekinesis
  StatiSticS
  Str —, Dex 13, con —, int 5, wis 12, cha 12
  Base atk +2; cMB —; cMD —
  feats Ability Focus (fear), Alertness
  Skills Fly +5, Perception +9
  languages Common
  SQ site bound
  ecOlOgy
  environment any
  Organization 
  solitary or 
  haunting (2–7)
  treasure incidental
  SPecial aBilitieS
  frightener (Su) Once 
  per minute as a 
  standard action, 
  a poltergeist 
  can temporarily 
  drop its natural 
  invisibility, revealing 
  itself to be a skeletal, 
  ghost-like humanoid. All 
  creatures within 30 feet when a 
  poltergeist uses this ability must make a DC 14 Will save to 
  avoid becoming frightened for 1d4 rounds. The poltergeist 
  then resumes its invisibility at the end of its turn as a free 
  action. A creature that successfully saves is immune to the 
  fear effect of that poltergeist for 24 hours. If the poltergeist’s 
  natural invisibility is negated via other methods, it cannot use 
  this ability. Likewise, those that can see invisible creatures are 
  immune to this special attack. This is a mind-affecting fear 
  effect. The save DC is Charisma-based.
  Phycomid–Poltergeist
  Phycomid–Poltergeist
  rejuvenation (Su) When a poltergeist is destroyed, it only 
  remains destroyed for 2d4 days. After this time, the undead 
  spirit reforms where it was destroyed, fully healed. The only 
  way to permanently destroy a poltergeist is to determine 
  the reason for its existence and set right whatever prevents 
  it from resting in peace. The exact means varies with each 
  spirit and may require a good deal of research, and should 
  be created specifically for each different poltergeist or 
  group of poltergeists by the GM.
  Site Bound (ex) A poltergeist cannot travel more 
  than 120 feet from the point at which it was created 
  or formed.
  telekinesis (Su) A poltergeist has no method of 
  attacking apart from telekinesis. 
  This ability functions as the 
  spell telekinesis, with a CL 
  equal to the poltergeist’s 
  Hit Dice (CL 3rd for most 
  poltergeists). A typical 
  poltergeist has a ranged 
  attack roll of +3 when 
  using telekinesis to hurl 
  objects or creatures, and 
  can use the ability on objects 
  or creatures of up to 75 pounds. If a 
  poltergeist attempts to hurl a creature 
  with this ability, that creature can resist 
  the effect with 
  a successful 
  DC 12 Will save. 
  The save DC is 
  Charisma-based.
  A poltergeist is an 
  angry spirit that 
  forms from the soul 
  of a creature that, 
  for whatever reason, 
  becomes unable to leave 
  the site of its death. Sometimes, 
  this might be due to an unfinished task—
  other times, it might be due to a powerful 
  necromantic effect. Desecrating a grave site 
  by building a structure over the body below 
  is the most common method of accidentally 
  creating a poltergeist. The poltergeist experiences great 
  trauma over its condition; this trauma twists its psyche to 
  evil and fosters an overall hatred of the living expressed 
  in outbursts of rage. A poltergeist is bound to a specific 
  place, usually a building, room, or recognizable area (a 
  section of a cemetery, a stretch of lonely road, and so on). 
  This place typically corresponds to its place of death or 
  the resting place of its mortal remains.
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  Primate, Baboon
  A hairy, stout animal with opposable thumbs, this creature has a 
  pronounced muzzle and bright red buttocks.
  BaBOON 
  cr 1/2
  XP 200
  N Small animal
  init +2; Senses low-light vision; Perception +1
  DefeNSe
  ac 13, touch 13, flat-
  footed 10 (+2 Dex, 
  +1 size)
  hp 5 (1d8+1)
  fort +3, ref +4, 
  will +1
  OffeNSe
  Speed 30 ft.
  Melee bite +3 (1d4+1)
  StatiSticS
  Str 12, Dex 15, con 12, 
  int 2, wis 12, cha 5
  Base atk +0; cMB +0; 
  cMD 12
  feats Weapon 
  Finesse
  Skills Acrobatics 
  +10, Climb 
  +5; racial 
  Modifiers  
  +4 Acrobatics,  
  +4 Climb
  ecOlOgy
  environment warm forests or plains
  Organization solitary, pair, or mission (3–6)
  treasure none
  Baboons are known for their aggressive nature and 
  distinctive build, including a canine-like maw filled 
  with sharp teeth, strong jaw muscles, a short tail, and  
  prominent calluses on their brightly colored and 
  protruding buttocks. Though they are primarily 
  vegetarians, baboons are known to eat fish, insects, 
  shellfish, and other small creatures. Ferociously 
  territorial, baboons are quick to rise and defend their 
  homes from any sort of intruders.
  A baboon is 3 feet tall and weighs 70 pounds.
  BaBOOn COmPaniOns
  Starting Statistics: Size: Small; Speed: 30 ft.; Attack bite 
  (1d4); Ability Scores: Str 12, Dex 15, Con 12, Int 2, Wis 12, 
  Cha 5; Special Qualities: low-light vision.
  4th-Level Advancement: Ability Scores Str +2, Con +2.
  Primate, Monkey Swarm
  Screeches and bestial calls precede this pack of monkeys, each 
  primate propelling itself forward on calloused knuckles.
  MONkey SwarM 
  cr 2
  XP 600
  N Tiny animal (swarm)
  init +3; Senses low-light vision; Perception +5
  DefeNSe
  ac 15, touch 15, flat-footed 12 (+3 
  Dex, +2 size)
  hp 22 (3d8+9)
  fort +6, ref +8, will +2
  Defensive abilities half damage 
  from weapons, 
  swarm traits
  OffeNSe
  Speed 30 ft., climb 20 ft.
  Melee swarm (2d6 plus 
  distraction)
  Space 10 ft.; reach 
  0 ft.
  Special attacks 
  distraction (DC 14)
  StatiSticS
  Str 7, Dex 16, con 
  17, int 2, wis 12, 
  cha 11
  Base atk +2; cMB —; cMD —
  feats Lightning Reflexes, Weapon Finesse
  Skills Acrobatics +11, Climb +10, Perception 
  +5; racial Modifiers +4 Acrobatics, +8 Climb
  SQ coordinated swarm
  ecOlOgy
  environment warm forests
  Organization solitary, pair, mission (3–6 swarms), or tribe 
  (7–12 swarms plus 1–4 gorillas)
  treasure none
  SPecial aBilitieS
  coordinated Swarm (ex) A monkey swarm coordinates 
  its attacks more than a typical swarm, and deals swarm 
  damage one step higher than a swarm of its HD would 
  normally cause.
  Monkeys sometimes travel in huge colonies of hundreds 
  of individuals. In such quantities, these primates can 
  become quite dangerous, capable of overwhelming many 
  foes by their sheer numbers.
  Unlike most swarms, monkey swarms work well 
  together. A swarm of monkeys does not possess a true 
  hive mind, but it is capable of working in tandem with 
  other swarms to make basic tactical decisions in combat.
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  Protean 
  Beings of pure chaos, the serpentine proteans slither 
  through the anarchic improbabilities of Limbo, 
  remaking reality according to their whims. According to 
  their own history, they were already here when the first 
  gods pulled forth the other planes from raw chaos—and 
  they have been battling against the indignity ever since. 
  Hereditary and ideological enemies of Axis, Heaven, and 
  Hell, and especially of the residents of those planes, all 
  proteans see it as their sacred duty to return the bland, 
  static expanses of mundane reality to the beautiful 
  incongruities of Limbo, for the planes’ own good and 
  for the greater glory of their mysterious god, a dualistic 
  deity which may be a living aspect of Limbo itself. They 
  are Limbo’s living, breathing immune system, rooting 
  out infections of mundanity and replacing them with 
  beautiful entropy. 
  Primeval in shape and philosophy, proteans are the 
  race that most perfectly embodies the twin aspects of 
  creation and destruction (although certain aeons might 
  contest this claim). Even their language is mutable, 
  evolving so quickly that few outsiders can understand it 
  without magical aid. Ecological study is nearly impossible, 
  as reproduction can take a wide variety of forms, from 
  sexual union to fission to spontaneous generation. 
  Despite their deceptively similar natural appearances, 
  the two things that truly unify the protean race are slavish 
  devotion to their strange god and a fervent desire for the 
  dissolution of reality as we know it.
  Proteans are organized into several sub-races or castes, 
  each with its own individual abilities and roles. Other 
  proteans than the four presented here doubtless exist, 
  but they do not interact with other races nearly to the 
  extent that these four types do.
  Voidworms: Disowned by greater proteans, who find 
  these tiny beings shameful, voidworms nevertheless 
  retain all the characteristics of true proteans, and are 
  frequently found swimming through Limbo in vast 
  schools or serving as spellcasters’ familiars.
  Naunets: Possessing little in the way of culture, 
  the powerful naunets are the most bestial of the true 
  proteans, representing the lowest recognized caste. 
  Naunets are the shock troops of the protean race, and 
  patrol the borderlands between Limbo and other planes, 
  seeking out lawful incursions and making daring, savage 
  raids into the realms of their enemies.
  Imenteshes: These cunning proteans seek to subvert the 
  forces of order from within their own systems, whispering 
  information and insinuations where they can do the most 
  damage. Endlessly creative, they adore reforming the 
  landscapes of Limbo to suit their fancies, but enjoy warping 
  the vistas and creatures of other planes even more.
  Keketars: Priest-kings and voices of Limbo itself, 
  keketars rule their fellows in the name of their bizarre god. 
  Though their forms are extremely mutable, keketars can 
  always be recognized thanks to eyes that glow amber 
  or violet and floating crowns of swirling and changing 
  symbols that often appear above their heads. Organized 
  into cabals called choruses, keketars seek only to 
  understand and follow the will of entropy.
  PrOtean LOrds
  While the keketars are the highest caste of the protean 
  race, there exist a few scattered individuals who put even 
  the mightiest chorus to shame. Equal in power to demon 
  lords or empyreal lords, the beings known as protean 
  lords are an enigma, far older than other proteans and 
  perhaps spawned in a previous iteration of the multiverse 
  or somewhere beyond the depths of Limbo. Disdaining 
  direct leadership, protean lords act according to their own 
  desires, occasionally appearing to advise their lesser kin 
  or keep an inscrutable eye on entities whose powers rival 
  their own.
  WarPWaves
  Many proteans, particularly the imenteshes, have the 
  ability to create and manipulate ripples in reality known 
  as warpwaves. Yet even a protean can’t predict what effects 
  a warpwave might have. When a creature is affected by 
  a warpwave, roll 1d20 and consult the table below to see 
  what effect the entropic energies have.
  d20 warpwave effect
  1 
  Target takes 2 Strength damage.
  2 
  Target takes 2 Dexterity damage.
  3 
  Target takes 2 Constitution damage.
  4 
  Target takes 2 Intelligence damage.
  5 
  Target takes 2 Wisdom damage.
  6 
  Target takes 2 Charisma damage.
  7 
  Target gains 1 negative level.
  8 
  Target is blinded or deafened for 1d4 rounds.
  9 
  Target is confused for 1d4 rounds.
  10 
  Target is entangled by filaments of energy for 1d4 rounds.
  11 
  Target becomes fatigued (or exhausted if already fatigued).
  12 
  Target becomes nauseated for 1d4 rounds.
  13 
  Target is stunned for 1d4 rounds.
  14 
  Target is sickened for 1d4 rounds.
  15 
  Target is staggered for 1d4 rounds.
  16 
  Target gains 4d6 temporary hit points.
  17 
  Target is affected by a heal spell (CL = protean’s CR).
  18 
  Target is turned to stone.
  19 
  Target is affected by baleful polymorph (CL = protean’s CR).
  20 
  Portions of target’s body burst with energy of a random 
  type (choose between acid, cold, electricity, or fire), 
  dealing 4d6 points of damage of the appropriate type 
  to the target.
  Primate–Protean
  Primate–Protean
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  Protean, Imentesh
  This serpentine creature has the lower body of a snake, a 
  humanoid torso, and a bird-like head and claws.
  iMeNteSh 
  cr 10
  XP 9,600
  CN Large outsider (chaotic, extraplanar, protean, shapechanger)
  init +7; Senses blindsense 30 ft., darkvision 60 ft.; Perception +20
  DefeNSe
  ac 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
  hp 123 (13d10+52); fast healing 5
  fort +12, ref +7, will +14
  Defensive abilities amorphous, freedom of movement; Dr 
  10/lawful; immune acid, polymorph; resist electricity 10, 
  sonic 10; Sr 21
  OffeNSe
  Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
  Melee bite +19 (2d6+7), 2 claws +19 (1d8+7), tail +17 (1d8+3 plus grab) 
  Space 10 ft.; reach 10 ft.
  Special attacks constrict (1d8+7), inflict warpwave, sneak 
  attack +4d6
  Spell-like abilities (CL 10th; concentration +15)
  Constant—detect law, tongues
  At will—dimension door (self plus 50 lbs. of objects only), 
  make whole, major creation, shatter (DC 17), shrink item
  3/day—chaos hammer (DC 19), dispel magic, slow 
  (DC 18)
  1/day—break enchantment, dispel law (DC 20), haste, 
  polymorph any object (DC 23)
  StatiSticS
  Str 24, Dex 17, con 18, int 23, wis 18, cha 21
  Base atk +13; cMB +21 (+25 grapple); 
  cMD 34 (can’t be tripped)
  feats Combat Expertise, Combat 
  Reflexes, Improved Feint, 
  Improved Initiative, Iron Will, 
  Multiattack, Persuasive
  Skills Acrobatics +19, Bluff +21, Diplomacy 
  +25, Disable Device +19, Fly +11, 
  Intimidate +25, Knowledge (arcana) +22, 
  Knowledge (planes) +22, Knowledge (any 
  two) +19, Perception +20, Sense Motive +20, 
  Stealth +15, Swim +15
  languages Abyssal, Protean; tongues
  SQ change shape (greater polymorph)
  ecOlOgy
  environment any (Limbo)
  Organization solitary, pair, or envoy (3–10)
  treasure standard
  SPecial aBilitieS
  inflict warpwave (Su) As a standard action, an imentesh can 
  inflict a warpwave upon any corporeal creature within 
  100 feet. The target can resist the warpwave’s effects 
  with a DC 20 Fortitude save. If the imentesh wishes, it 
  can use this ability as a swift action, but if it does so, it 
  is affected by the warpwave as well unless it resists the 
  effects with its own Fortitude save. See page 213 for a list 
  of possible effects caused by a warpwave. The save DC is 
  Constitution-based.
  Missionaries of chaos and heralds of reality’s eventual 
  unraveling, imenteshes are the proteans most likely to be 
  encountered outside of Limbo. Despite their sometimes 
  loquacious and courtly manner, imenteshes’ entropic 
  agenda is ever at the front of their minds, and this inherent 
  madness is evident in the soft, telepathic susurrus that 
  constantly surrounds them, threatening to warp the 
  minds of the weak-willed.
  An imentesh is 15 feet long and weighs 1,200 pounds.
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  Protean, Keketar 
  Colors dance over this serpentine creature’s scales. A strange 
  crown of energy glows above the thing’s reptilian head.
  keketar 
  cr 17
  XP 102,400
  CN Large outsider (chaotic, extraplanar, protean, shapechanger)
  init +5; Senses blindsense 60 ft., darkvision 60 ft.; Perception +33
  aura spatial riptide (30 ft.)
  DefeNSe
  ac 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
  hp 287 (23d10+161); fast healing 10
  fort +22, ref +14, will +22
  Defensive abilities amorphous, freedom of movement; immune 
  acid, polymorph; resist electricity 10, sonic 10; Sr 28
  OffeNSe
  Speed 40 ft., fly 40 ft. (perfect), swim 40 ft.
  Melee bite +31 (4d8+9 plus warpwave), 2 claws +31 (2d6+9 plus 
  warpwave), tail slap +29 (2d8+4 plus grab) 
  Space 10 ft.; reach 10 ft.
  Special attacks constrict 1d8+9 
  Spell-like abilities (CL 17th; concentration +24)
  Constant—detect law, tongues
  At will—chaos hammer (DC 21), greater dispel magic, 
  greater teleport (self plus 50 lbs. of objects only), 
  major creation, move earth, shatter (DC 19)
  3/day—quickened confusion (DC 21), dispel  
  law (DC 22), empowered chaos hammer 
  (DC 21), polymorph any object (DC 25)
  1/day—disintegrate (DC 23), prismatic spray (DC 24), 
  prismatic sphere (DC 26), reshape reality
  StatiSticS
  Str 29, Dex 21, con 24, int 20, wis 25, cha 24
  Base atk +23; cMB +33 (+35 bull rush,  
  +37 grapple); cMD 48 (can’t be tripped)
  feats Combat Expertise, Combat Reflexes, 
  Empower Spell-like Ability (chaos hammer), 
  Great Fortitude, Improved Bull Rush, Improved Vital 
  Strike, Iron Will, Lightning Reflexes, Multiattack, Power 
  Attack, Quicken Spell-like Ability (confusion), Vital Strike
  Skills Acrobatics +31, Bluff +33, Diplomacy +33, Fly +11, 
  Intimidate +33, Knowledge (arcana, planes) +31, Knowledge 
  (any two) +31, Perception +33, Stealth +27, Swim +40
  languages Abyssal, Protean; telepathy 100 ft.
  SQ change shape (greater polymorph), flight
  ecOlOgy
  environment any (Limbo)
  Organization solitary or chorus (2–4)
  treasure standard
  SPecial aBilitieS
  reshape reality (Sp) This ability functions as the spell mirage 
  arcana heightened to a 9th-level spell, except the changes 
  created are quasi-real, like those created by shadow conjuration. 
  A creature that interacts with reshaped reality may make a 
  DC 26 Will save to see through the semi-real illusion. Terrain 
  can provide concealment, and against foes who do not make 
  the Will save to see through the facade, reshaped reality can 
  provide cover. For disbelievers, quasi-real objects and terrain 
  have only 20% normal hardness and hit points, and break 
  DCs are 10 lower than normal. Dangerous terrain cannot 
  exceed 5d6 points of damage per round (1d6 per round against 
  disbelievers). This ability cannot damage existing structures, 
  nor does it function in areas where planar travel is prohibited.
  Spatial riptide (Su) Any non-protean teleporting into or out 
  of the protean’s aura must make a DC 28 Fortitude save or 
  enter a state of suspended animation (identical to temporal 
  stasis) for 1d3 rounds; success means the creature is merely 
  nauseated for 1 round. The save DC is Constitution-based.
  warpwave (Su) A creature struck by a keketar’s claw or bite 
  must make a DC 28 Fortitude save or be affected by a 
  warpwave. The save DC is Constitution-based.
  Priests and prophets, keketars are the leaders 
  of their race, guiding proteans in 
  their sacred mission to return all 
  existence to primal chaos.
  Protean, Imentesh–Protean, Keketar
  Protean, Imentesh–Protean, Keketar
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  Protean, Naunet 
  Tentacles tipped with snapping jaws emerge from this serpentine 
  creature’s back, complementing the vicious maw in its reptilian face.
  NauNet 
  CR 7
  XP 3,200
  CN Large outsider (chaotic, extraplanar, protean, shapechanger)
  Init +7; Senses blindsense 30 ft., darkvision 60 ft., detect law; 
  Perception +15
  DefeNSe
  aC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 94 (9d10+45)
  fort +11, Ref +11, Will +6
  Defensive abilities amorphous, freedom of movement; DR 
  5/lawful; Immune acid, polymorph; Resist electricity 10, 
  sonic 10; SR 18
  OffeNSe
  Speed 30 ft., fly 30 ft. (perfect), swim 30 ft.
  Melee bite +14 (1d8+5) , tail slap +11 (1d6+2 plus grab),  
  2 tentacles +11 (1d6+2 plus confusion)
  Space 10 ft.; Reach 10 ft.
  Special attacks adaptive strike, coalesce chaos, constrict (1d6+5) 
  Spell-Like abilities (CL 7th; concentration +9)
  Constant—detect law
  At will—acid arrow, fog cloud, dimension door (self plus 50 
  lbs. of objects only), shatter (DC 14)
  1/day—chaos hammer (DC 16)
  StatIStICS
  Str 20, Dex 17, Con 20, Int 11, Wis 16, Cha 15
  Base atk +9; CMB +15; CMD 28
  feats Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Multiattack, Weapon Focus (bite)
  Skills Acrobatics +15, Fly +11, Intimidate +14, Perception +15, 
  Stealth +11, Survival +15, Swim +25
  Languages Abyssal, Protean 
  SQ change shape (polymorph)
  eCOLOgy
  environment any (Limbo)
  Organization solitary, pair, or cacophony (3–12)
  treasure none
  SPeCIaL aBILItIeS
  adaptive Strike (Su) A naunet’s natural weapons count as 
  magical and chaotic for the purposes of overcoming 
  damage reduction. As a free action once per round, a 
  naunet may infuse all of its natural attacks with adamantine, 
  silver, or cold iron, thereby allowing it to overcome damage 
  reduction of those types as well.
  Coalesce Chaos (Su) Once per day as a standard action, three 
  or more naunets working together can create a roiling 
  cloud of multicolored chaos matter. This effect is identical 
  to solid fog (CL 12th) and lasts for 2d6 rounds. If six or more 
  naunets are present, the coalesced chaos instead functions 
  as acid fog (CL 12th).
  Confusion (Su) A creature struck by a naunet’s 
  tentacle attack is infused with raw chaos, and must 
  make a DC 19 Will save or be confused for 1 round. 
  Rounds of confusion dealt in this manner stack. A 
  creature with a chaotic component to its alignment 
  gains a +4 bonus on saves against this effect, and 
  creatures with the chaotic subtype are immune. This is 
  a mind-affecting effect. The save DC is Constitution-
  based.
  Far more bestial than their kin, naunets are the 
  lowest caste of the true proteans, the shock 
  troops of their race and roving marauders 
  in the cause of chaos. Primarily found in the 
  shifting borderlands between Limbo and other 
  planes, naunets are driven half-insane by the 
  stability and stasis of such areas, and frequently 
  rampage through the edges of other planes, tearing up the 
  very fabric of reality itself and returning vast swaths of 
  land to the beautiful, formless potentiality of their home.
  A naunet is 12 feet long and weighs 900 pounds.
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  Protean, Naunet–Protean, Voidworm
  Protean, Naunet–Protean, Voidworm
  Protean, Voidworm
  This tiny, iridescent serpent slithers through empty space, the air 
  around it distorting as if from heat.
  VOIDWORM 
  CR 2
  XP 600
  CN Tiny outsider (chaotic, extraplanar, protean, shapechanger)
  Init +3; Senses blindsense 30 ft., darkvision 30 ft., detect law; 
  Perception +8
  DefeNSe
  aC 15, touch 15, flat-footed 12 
  (+3 Dex, +2 size)
  hp 16 (3d10); fast healing 2
  fort +1, Ref +6, Will +2
  Defensive abilities 
  amorphous, freedom 
  of movement; 
  Immune acid; Resist 
  electricity 10, sonic 10
  OffeNSe
  Speed 20 ft., fly 50 ft. (perfect)
  Melee bite +8 (1d3–2), tail slap 
  +3 (1d3–2 plus confusion)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like abilities (CL 6th; 
  concentration +7)
  Constant—detect law
  At will—dancing lights, ghost sound  
  (DC 12), prestidigitation
  3/day—blur (self only), obscuring mist
  1/week—commune (CL 12th, 6 questions)
  StatIStICS
  Str 7, Dex 17, Con 10, Int 8, Wis 8, Cha 13
  Base atk +3; CMB +4; CMD 12 (can’t be tripped)
  feats Skill Focus (Perception), Weapon Finesse
  Skills Acrobatics +9 (+5 jump), Bluff +7, Escape 
  Artist +7, Fly +19, Knowledge (arcana) +5, Perception +8, 
  Stealth +15
  Languages Common, Protean 
  SQ change shape (2 forms, both of which must be Tiny 
  animals; beast shape II)
  eCOLOgy
  environment any (Limbo)
  Organization solitary, pair, or school (3–18)
  treasure none
  SPeCIaL aBILItIeS
  Confusion (Su) A creature struck by a voidworm’s tail slap must 
  make a DC 12 Will save or become confused for 1 round. This 
  is a mind-affecting effect. The save DC is Charisma-based.
  Debate rages as to whether or not the strange and 
  capricious creatures called voidworms are actually 
  proteans at all. To the wizards and sorcerers who 
  summon them as familiars, the answer seems obvious—
  these tiny dwellers of Limbo have all the requisite racial 
  traits of proteans, down to their serpentine shapes. 
  Yet the established protean castes find such claims 
  outright insulting, claiming instead that it is such acts 
  of conjuration that call voidworms forth from the raw 
  stuff of Limbo, giving them shape and life according 
  to the spellcasters’ expectations, and that these lesser 
  beings are but pale reflections of their formidable kin. 
  Voidworms themselves have little to say on the matter—
  creatures of the moment, and sparing little thought 
  for the constantly mutable concept of “reality,” 
  voidworms only barely grasp cause and effect, 
  and the past has no more 
  substance or significance 
  for them than a dream. 
  In 
  order 
  to 
  gain 
  a 
  voidworm as a familiar, 
  a spellcaster must be 
  chaotic neutral, be caster 
  level 7th, and have the 
  Improved Familiar feat.
  Regardless 
  of 
  their 
  actual origins, voidworms 
  maintain a thriving ecology 
  in the chaos of Limbo, forming 
  together into darting, flashing 
  schools that are often hunted for 
  sport by naunets and other predators 
  of chaos. Mortal wizards, however, most 
  commonly encounter voidworms as summoned 
  familiars. These tiny, serpentine creatures are 
  particularly valued by illusionists, evokers, 
  and other magical practitioners who deal with 
  distorting or molding reality, though the familiars’ 
  bizarre logic and miniscule attention spans sometimes 
  make them more trouble than they’re worth. Still, 
  their confusing attack and remarkable hardiness have 
  saved more than one wizard on the battlefield, and 
  their strange thought processes can sometimes offer 
  unique insights in the laboratory. When traveling in 
  more mundane lands, wizards often order voidworm 
  familiars to use their change shape ability to disguise 
  themselves as ordinary pets or animal familiars, though 
  these disguises tend to slip when the voidworm grows 
  curious or playful.
  A voidworm is only 2 feet long and weighs a mere 2 
  pounds. No two voidworms are exactly alike in their 
  coloration or markings. Their two feathery wings generally 
  take on brighter colors than the rest of their bodies, and in 
  the case of voidworms conjured as familiars, these “wings” 
  are the same color as their masters’ eyes.
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  Qlippoth
  Before the Abyss was taught how to process and transform 
  larvae into demons—indeed, before larvae even existed 
  or the idea of mortal life had been conceived—it was rife 
  with foul life. These creatures exist still, yet in drastically 
  reduced numbers and often only in the deepest pits of 
  the plane. Known as the qlippoth (the singular and plural 
  are identical), these fiends may well be the oldest form 
  of life in the Great Beyond—certainly, they were already 
  in existence before the proteans discovered them. Some 
  believe that the qlippoth come from an unknowable 
  realm on what might be described as the “outside shell” 
  of the Outer Sphere, but if the qlippoth are to be taken 
  as indicative of what order of existence rules in such a 
  realm, it is a good thing indeed that this outer realm is so 
  impossibly distant.
  The qlippoth do not possess in their forms anything 
  approximating the human shape except by cosmic fluke 
  or sinister mockery. In their twitching, squirming 
  visages, the mad might make comparisons to life’s most 
  primeval shapes—spiders and cephalopods, insects and 
  worms, and even baser forms of life. What this might 
  imply about these lower forms of life has disturbed 
  philosophers for ages, and is not a train of thought that 
  many enjoy lingering upon.
  Since the rise of mortal sin, the rule of the Abyss 
  has passed from the qlippoth to the much more fecund 
  demons. When the Abyss first “learned” how to transform 
  mortal souls into demons, the resulting explosion of 
  demonic life culminated in a violent and destructive 
  war with the then-rulers of the Abyss—the qlippoth. For 
  unguessed millennia this war raged across the countless 
  layers of the Abyss. The qlippoth had the advantage of 
  knowing their ancient realm and, as a general rule, were 
  individually more powerful than most demons, but the 
  demons had numbers on their side. And as the demons 
  continued to win battle after battle, new powers among 
  their kind rose—balors, balor lords, nascent demon lords, 
  and eventually demon lords themselves. Over time, the 
  qlippoth were hunted nearly to extinction on the upper 
  layers of the Abyss, and were forced to retreat deep into 
  that realm’s darkest and most remote realms, to places 
  even the demons feared to tread.
  Here, the qlippoth have festered and lurked for ages. 
  None can say how many qlippoth survived that ancient 
  war, for none can know how deep the Abyss goes. 
  The qlippoth dwell in these darkest pits, periodically 
  emerging to do battle against their hated demonic foes, 
  yet their wrath is not limited to the demonic host. The 
  qlippoth know that daemons played a role in “teaching” 
  the Abyss how to birth demonic life, and their war with 
  the denizens of Abaddon is one fueled more by a driving 
  need to punish than any need for survival. Yet as the eons 
  have worn on, the qlippoth have come to realize that the 
  true enemy is not a fiendish race—it is mortal life itself. 
  For as long as mortal life continues to sin and die, the 
  Abyss can continue to birth demons into its pits and 
  rifts. The destruction of sin, by changing the way mortals 
  live, would halt demonic growth, yet the qlippoth have 
  no concept of how this goal might be achieved—to the 
  qlippoth, only the murder of all mortality can suffice.
  As a result, all qlippoth possess within their minds a 
  burning hatred of mortal life, particularly humanoids, 
  whom they know to be the primary seeds of sin. When 
  a qlippoth is conjured to the Material Plane, it seeks 
  any way to escape control in order to maul and destroy 
  humans—they have a particular hatred of children and 
  pregnant women, and if given a choice between harming 
  someone already dying or close to death and someone 
  with a full life ahead of them, they always choose to 
  attack the latter, save for the rare case where the death 
  of an elder or a dying loved one might result in a chain 
  reaction of death among the young.
  When called via spells like planar ally that require 
  opposed Charisma checks or similar mechanics in order 
  for the conjuring spellcaster to secure the outsider’s aid, 
  evil humanoids take a –6 penalty when interacting with 
  qlippoth due to the sin in their souls. The promise of 
  a task that would afford the qlippoth the opportunity 
  to kill many humanoids, or a sacrifice of a pregnant 
  woman or a child, can sometimes offset this penalty. 
  When a qlippoth shakes off the shackles of a conjuration, 
  it attempts to remain on the Material Plane as long as 
  possible, and during that time tries to murder as many 
  mortals as it can, doing its part to deprive the Abyss of 
  possible future sinful souls to build demons from.
  Qlippoth lords
  That the qlippoth have among their kind paragons akin 
  to demon lords is indisputable, yet these powers rarely, 
  if ever, emerge from the deepest realms of the Abyss to 
  interact with the rest of the multiverse. They are only 
  rarely worshiped on the Material Plane, but such cults, 
  where they exist, are singularly destructive and ruinous.
  Yet the power granted by mortal worship can have 
  a curious effect on a qlippoth—it can, in a way, infect it 
  with the sins of its worshipers. Qlippoth who become 
  so infected are either murdered by their kin or forced to 
  flee to the upper realms of the Abyss, where they complete 
  their transformation and, instead of remaining qlippoth 
  lords, become demon lords. One can know the nature of 
  a demon lord that began life as a qlippoth most easily by 
  its shape—those demon lords, such as ichthyic Dagon 
  or foul and festering Jubilex, bear little or no sign of a  
  humanoid frame.
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  Qlippoth, Augnagar
  This enormous, spider-like creature has three clawed tails and 
  eight legs connected by leathery webs of flesh.
  augNagaR 
  CR 14
  XP 38,400
  CE Huge outsider (chaotic, evil, extraplanar, qlippoth)
  Init +3; Senses blindsight 30 ft., darkvision 60 ft., scent, true 
  seeing; Perception +22
  DefeNSe
  aC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
  hp 203 (14d10+126)
  fort +18, Ref +10, Will +9
  DR 10/lawful; Immune cold, poison, mind-affecting effects; 
  Resist acid 10, electricity 10, fire 10
  OffeNSe
  Speed 50 ft., climb 50 ft., fly 50 ft. (average)
  Melee bite +23 (2d6+11 plus 1d8 bleed and rotting curse), 
  3 claws +23 (1d8+11 plus 1d8 bleed)
  Space 15 ft.; Reach 15 ft. (30 ft. with claws)
  Special attacks horrific appearance (DC 21)
  Spell-Like abilities (CL 14th; concentration +18)
  Constant—true seeing
  3/day—dimension door, protection from law
  1/day—waves of exhaustion
  StatIStICS
  Str 32, Dex 9, Con 28, Int 5, Wis 20, Cha 19
  Base atk +14; CMB +27; CMD 36 (44 vs. trip)
  feats Flyby Attack, Hover, Improved Initiative, Improved Vital 
  Strike, Lightning Reflexes, Power Attack, Vital Strike
  Skills Climb +19, Fly +12, Perception +22, Stealth +24; Racial 
  Modifiers +16 Stealth
  Languages Abyssal; telepathy 100 ft.
  eCOLOgy
  environment any (Abyss)
  Organization solitary
  treasure standard
  SPeCIaL aBILItIeS
  Horrific appearance (Su) Creatures 
  that succumb to an augnagar’s 
  horrific appearance are driven 
  momentarily insane with 
  fear. This results in 2 points 
  of Charisma damage and 
  leaves the victim confused 
  for 1d3 rounds.
  Rotting Curse (Su): 
  Bite—injury; Save Fort 
  DC 26; Frequency 1/
  day; Effect 1d6 Con 
  drain plus constant 
  stench. A creature 
  that suffers the rotting curse imparted by an augnagar’s 
  bite displays hideous, festering wounds that exude a horrific 
  stench. This functions as the stench universal monster rule 
  (see page 302), save that it affects all creatures except those 
  that are immune to poison. The victim of this curse receives no 
  saving throw to avoid becoming sickened by the stench, but 
  other creatures can attempt a DC 26 Fortitude save to negate 
  this condition—those who fail remain sickened as long as 
  they remain within 30 feet of the cursed victim. The horrific 
  stench also imparts a –8 penalty on all Stealth checks made 
  by the cursed victim. The save DC is Constitution-based.
  The immense augnagar is relatively slow-witted. As an 
  outsider, it does not need to eat to survive, yet it remains 
  ravenous and feeds on anything it can overpower. 
  The augnagar prefers the taste of well-rotted flesh—
  particularly rotted demon flesh—and the horrific 
  curse its bite imparts flavors its meals perfectly. Yet the 
  augnagar’s favorite feast is of a much more cannibalistic 
  type. These creatures find the flesh of their own kind to 
  be the greatest delicacy. When an augnagar feeds upon 
  enough of its own kind, it grows enormously bloated such 
  that it can no longer fly, at which point it uses its clawed 
  tails to tear its body apart in a frenzy of self-destruction. 
  From this storm of torn fat and shredded viscera emerges 
  a fully grown thulgant qlippoth—a creature similar in 
  shape to an augnagar, yet much more intelligent and even 
  more dangerous.
  An augnagar has a wingspan of 30 feet and weighs 
  6,000 pounds.
  Qlippoth–Qlippoth, Augnagar
  Qlippoth–Qlippoth, Augnagar
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  Qlippoth, Chernobue
  This slippery, writhing mass of tentacles and stalked mouths has 
  one huge hideous eye and a fanged maw for a belly.
  CHeRNOBue 
  CR 12
  XP 19,200
  CE Large outsider (chaotic, evil, extraplanar, qlippoth)
  Init +4; Senses darkvision 60 ft., scent; Perception +18
  aura misfortune (30 ft.)
  DefeNSe
  aC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, –1 size)
  hp 150 (12d10+84)
  fort +15, Ref +10, Will +11
  DR 10/lawful; Immune cold, poison, mind-affecting effects; 
  Resist acid 10, electricity 10, fire 10; SR 23
  Weaknesses light vulnerability 
  OffeNSe
  Speed 40 ft.
  Melee 2 slams +19 (1d6+8/19–20 plus 1 Con damage), bite +19 
  (2d6+8 plus poison), 2 tentacles +14 (1d6+4)
  Space 10 ft.; Reach 5 ft. (10 ft. with slams and tentacles)
  Special attacks horrific appearance (DC 20)
  Spell-Like abilities (CL 12th; concentration +16)
  Constant—air walk, arcane sight
  At will—chaos hammer (DC 18), darkness
  3/day—confusion (DC 18), quickened darkness, dispel magic, 
  protection from law
  1/day—plane shift (DC 21)
  StatIStICS
  Str 26, Dex 18, Con 24, Int 13, Wis 17, Cha 19
  Base atk +12; CMB +21; CMD 35 (39 vs. trip)
  feats Blind-Fight, Improved Critical (slam), Lightning Reflexes, 
  Power Attack, Quicken Spell-Like Ability 
  (darkness), Vital Strike
  Skills Acrobatics +19 (+23 jump), Escape Artist +19, Intimidate +19, 
  Knowledge (planes) +16, Perception +18, Sense Motive +18, 
  Stealth +15
  Languages Abyssal; telepathy 100 ft.
  eCOLOgy
  environment any (the Abyss)
  Organization solitary, pair, or gang (3–6)
  treasure standard
  SPeCIaL aBILItIeS
  aura of Misfortune (Su) A chernobue radiates an aura of evil 
  malaise to a radius of 30 feet. All lawful or good creatures 
  in this area take a –1 penalty on attack rolls and weapon 
  damage rolls. Lawful good creatures take a –3 penalty and 
  upon first entering the aura must make a DC 20 Fortitude 
  save or be sickened for as long as they remain in the area. 
  This ability is Charisma-based.
  Horrific appearance (Su) Creatures that succumb to a 
  chernobue’s horrific appearance become paralyzed with 
  disgust for 2d6 rounds; a paralyzed creature gets a new save 
  each round to recover from the effect, provided he is no 
  longer aware of the chernobue or within 30 feet of it.
  Light Vulnerability (ex) A chernobue within an area of bright 
  light takes 1 point of Constitution damage per minute it 
  remains in the area.
  Poison (Su) Bite—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick, 
  orange poison injected by a chernobue is semi-alive. As 
  soon as the poisoned victim is cured of the poison (by 
  making a save, being targeted with an effect like neutralize 
  poison, or enduring the full duration of the poison), the 
  orange fluid bursts from the victim’s body, causing 1d6 
  Charisma damage and rendering the victim unconscious 
  for 2d6 rounds unless he makes a final DC 23 Fortitude 
  save. The save DC is 
  Constitution-based.
  The chernobue is a 
  living manifestation of 
  the vile fecundity of the 
  Abyss—a 
  monstrous, 
  alien pregnancy made 
  f lesh. By infecting 
  creatures with the 
  Abyssal taint they 
  carry, they spread 
  pain and misfortune 
  wherever they f lop and 
  writhe—and with their 
  plane shift ability, they are 
  ready to spread their 
  filth throughout the 
  multiverse. A chernobue is 
  13 feet long and weighs 500 pounds.
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  Qlippoth, Cythnigot
  This six-legged horror has a spider’s face and a fibrous stalk 
  growing out of its back—a stalk ending in a snapping mouth.
  CytHNIgOt 
  CR 2
  XP 600
  CE Tiny outsider (chaotic, evil, extraplanar, qlippoth)
  Init +1; Senses darkvision 60 ft., detect law, detect magic; 
  Perception +5
  DefeNSe
  aC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
  hp 16 (3d10)
  fort +1, Ref +6, Will +2
  DR 5/cold iron or lawful; Immune cold, poison, mind-affecting 
  effects; Resist acid 10, electricity 10, fire 10
  OffeNSe
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +6 (1d6+1 plus spores)
  Space 2-1/2 ft.; Reach 0 ft.
  Special attacks horrific appearance (10 feet, DC 9)
  Spell-Like abilities (CL 6th, concentration +4)
  Constant—detect law, detect magic, fly
  1/day—soften earth and stone, warp wood
  1/week—commune (six questions)
  StatIStICS
  Str 12, Dex 12, Con 11, Int 11, Wis 8, Cha 7
  Base atk +3; CMB +2; CMD 13 (21 vs. trip)
  feats Lightning Reflexes, Weapon Finesse
  Skills Acrobatics +7 (+11 jump), Fly +15, 
  Knowledge (nature) +6, Knowledge 
  (planes) +6, Perception +5, Stealth +15
  Languages Abyssal; telepathy (touch)
  eCOLOgy
  environment any (Abyss)
  Organization solitary or bloom (2–12)
  treasure standard
  SPeCIaL aBILItIeS
  Horrific appearance (Su) Creatures that succumb to a 
  cythnigot’s horrific appearance become sickened for 1 
  round—a cythnigot’s horrific appearance only functions to 
  a range of 10 feet. Once a creature makes a saving throw 
  against a particular cythnigot’s horrific 
  appearance, that creature is immune to 
  the horrific appearance of all cythnigots 
  for 24 hours. A spellcaster that has 
  a cythnigot as a familiar is immune 
  to the horrific appearance of all 
  cythnigots, and also gains a +4 
  bonus on saving throws made 
  against any qlippoth’s  
  horrific appearance. 
   
  Spores (Su) Any creature bitten by a cythnigot must make 
  a DC 11 Fortitude save or become infested by the creature’s 
  otherworldly spores. These spores cause twitching spikes 
  and hideous pallid growths of hair-like fibers to erupt from 
  the bite wound and to writhe and wrap around the target’s 
  limbs. A creature suffering from these spores is entangled, 
  and can attempt a new DC 11 Fortitude save in later rounds 
  as a standard action to rip the tendrils free and escape the 
  entangled condition. The effects of multiple cythnigot bites 
  on a creature do not stack. Plant creatures take a –4 penalty 
  on saves against this effect. This is a disease effect. The save 
  DC is Constitution-based.
  The cythnigot is a foul fungal parasite that grows and 
  thrives within the corpses of small animals. The fungus 
  transforms the host corpse in hideous ways, adding legs 
  or rearranging features—a rat might gain an extra pair 
  of legs and an insectoid visage, while a cat could lose 
  all its legs and fur and gain a snake-like body. The only 
  thing that all cythnigots have in common is a long stalk 
  of fungal material that extends up from the creature’s 
  body, ending in a surprisingly strong set of fanged jaws. A 
  cythnigot without a host body appears as little more than 
  a foul-smelling puff ball the size of a human’s fist.
  Chaotic evil spellcasters of caster level 7th 
  who have the Improved Familiar feat can 
  gain a cythnigot as a familiar—to 
  do so, the spellcaster must already 
  have a Tiny animal as a familiar. 
  Infusing this familiar with the 
  spores results in a cythnigot that is 
  a loyal, if rather disgusting, minion 
  of the spellcaster.
  A cythnigot is about 20 inches long and 
  weighs 10 pounds.
  Qlippoth, Chernobue–Qlippoth, Cythnigot
  Qlippoth, Chernobue–Qlippoth, Cythnigot
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  Qlippoth, Iathavos
  This immense creature has four bat-like wings and a spherical body. 
  Red eyes peer from all sides, and two huge claws dangle below.
  IatHaVOS 
  CR 20
  XP 307,200
  CE Colossal outsider (chaotic, evil, extraplanar, qlippoth)
  Init –1; Senses all-around vision, darkvision 60 ft., low-light 
  vision; Perception +37
  aura stench (DC 32, 10 rounds)
  DefeNSe
  aC 37, touch 7, flat-footed 37 (+4 deflection, –1 Dex, +2 insight, 
  +30 natural, –8 size)
  hp 372 (24d10+240); fast healing 15
  fort +28, Ref +15, Will +28
  Defensive abilities ichor, never surprised or flat-footed; 
  DR 15/cold iron and lawful; Immune cold, poison, mind-
  affecting effects; Resist acid 30, electricity 10, fire 10; SR 31
  OffeNSe
  Speed 20 ft., fly 50 ft. (perfect)
  Melee 2 claws +31 (4d6+15/19–20 plus grab), 4 wings +26 
  (2d8+7)
  Space 30 ft.; Reach 30 ft.
  Special attacks abyssal transformation, entropic beams, 
  horrific appearance
  Spell-Like abilities (CL 20th; concentration +28)
  Constant—cloak of chaos (DC 26), foresight, freedom of 
  movement, true seeing
  At will—dimension door, dispel law, greater dispel magic, 
  magic missile, plane shift (DC 25), wind walk, word of recall
  3/day—black tentacles, dimensional lock, horrid wilting (DC 26), 
  insanity (DC 25), word of chaos (DC 25)
  1/day—quickened heal, imprisonment (DC 27)
  StatIStICS
  Str 40, Dex 8, Con 31, Int 29, Wis 30, Cha 27
  Base atk +24; CMB +47 (+51 grapple); CMD 60 (can’t be tripped)
  feats Awesome Blow, Critical Focus, Greater Vital Strike, 
  Improved Bull Rush, Improved Critical (claw), Improved 
  Vital Strike, Lightning Reflexes, Power Attack, Quicken 
  Spell-Like Ability (heal), Spell Penetration, Staggering 
  Critical, Vital Strike
  Skills Bluff +35, Escape Artist +23, Fly +26, Intimidate +35, 
  Knowledge (arcana) +36, Knowledge (dungeoneering) +33, 
  Knowledge (geography) +33, Knowledge (history) +33, 
  Knowledge (planes) +36, Knowledge (religion) +33,  
  Perception +37, Sense Motive +37, Spellcraft +36,  
  Stealth +10, Use Magic Device +35
  Languages Abyssal; telepathy 300 ft.
  eCOLOgy
  environment any (Abyss)
  Organization solitary
  treasure double
  SPeCIaL aBILItIeS
  abyssal transformation (Su) If an iathavos establishes a hold 
  on a creature of Large or smaller size, it can place that 
  creature deep within the bristly folds of its flesh. Treat this 
  as an engulf attack (see page 296), except that at the start 
  of the iathavos’s turn, an engulfed creature must make a 
  DC 30 Fortitude save or be transformed into a nyogoth 
  qlippoth that immediately squirms out of the iathavos’s 
  body to serve its new master. Creatures transformed 
  into nyogoths are not controlled by the iathavos, but 
  function and behave as if they were typical members of 
  that species—they retain no memories or abilities they 
  may have possessed in their previous lives. Items held or 
  worn by the unfortunate victim remain lodged within the 
  folds of the iathavos’s body and can only be retrieved if the 
  iathavos is helpless or dead. A creature transformed into a 
  nyogoth in this manner can be restored to its true shape 
  via break enchantment, miracle, or wish. Otherwise, slaying 
  the nyogoth allows the poor soul to be restored to life via 
  reincarnation, resurrection, or true resurrection. The save DC 
  is Charisma-based.
  entropic Beams (Su) As a standard action once every minute, 
  an iathavos can fire beams of entropic energy from its 10 
  eyes. Each of these beams of energy can be directed at a 
  single target within 300 feet of the iathavos, but no more 
  than one beam may be directed at any one creature. Beams 
  that are not directed at a creature are wasted. The qlippoth 
  must make a +15 ranged touch attack to hit with each beam. 
  Each beam has the same effect as a CL 20th disintegrate 
  (40d6 damage, DC 32 Fortitude partial for 5d6 damage), 
  except a creature killed by this damage explodes in a 5-foot 
  burst of energy, flesh, shadow, and smoke instead of 
  turning into dust. Any creature in this burst must make a 
  DC 32 Will save or be staggered for 1 round. The save DCs 
  are Constitution-based.
  Horrific appearance (Su) Creatures that succumb to the 
  iathavos’s horrific appearance are affected by a feeblemind 
  effect and permanently blinded.
  Ichor (Su) As long as the iathavos has taken any hit point 
  damage, thick and stringy ropes of black ichor weep from 
  the fissures and folds in its bristly hide. This ichor extrudes 
  from the creature’s body in a writhing nimbus of filaments at 
  a rate of 5 feet per round, to a maximum range equal to its 
  reach (30 feet). At the start the iathavos’s turn, all creatures 
  in reach of these strands of ichor must make a DC 32 Reflex 
  save or become entangled. At the start the iathavos’s turn, 
  all creatures entangled by the ichor take 4d6 points of acid 
  damage. If the qlippoth ends its turn with no hit point 
  damage, the ichor melts away into harmless mist, releasing 
  all entangled creatures. The save DC is Constitution-based.
  Stench (Su) The iathavos’s stench ability is supernaturally 
  disgusting—creatures that succumb to this ability are 
  nauseated, while those that save are still sickened.
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  The most terrible of the qlippoth, with the exception of 
  the qlippoth lords, is doubtless the immense iathavos. 
  Believed by many to be a singular entity, a unique 
  qlippoth so abhorrent that even the Abyss cannot bear 
  to allow more than one to exist at any one time, the 
  iathavos is often encountered attended by numerous 
  nyogoth qlippoth that squirm over its body or under 
  its bulk, feeding upon the wastes and fragments left 
  behind by its shuddersome passing. These nyogoths are 
  invariably other creatures that the iathavos has absorbed 
  and remade—they represent one of the most heinous 
  fates that could await would-be explorers of the deepest 
  Abyssal rifts.
  The iathavos crusades against the demonic scourge, but 
  the monster does not limit its attentions to seeking out 
  and destroying demons in preparation for the 
  return of the Abyss to qlippoth rule. Indeed, 
  the iathavos has the ability to shift among 
  the various planes of the multiverse, 
  and often travels to Material Plane 
  worlds to systematically scour 
  realms clean of mortal 
  life, thus ensuring 
  that these worlds 
  can 
  no 
  longer 
  provide the raw 
  materials—sinful 
  mortal souls—the Abyss relies 
  upon to create new demons. 
  Worlds visited by the iathavos 
  are notable for the widespread 
  devastation and the unusually 
  large populations of nyogoths 
  that remain behind to consume 
  every last speck of decay the 
  iathavos leaves behind.
  The iathavos can be called via the most 
  powerful spells, such as gate, but its immunity to 
  mind-affecting effects and its vast size ensure that only 
  the most desperate or most insane ever attempt such a 
  self-destructive act. In all known cases, the deliberate 
  conjuration of the iathavos to another world has done 
  little more than draw the attention of the powerful 
  creature to that world, so that even if it is banished back 
  to the Abyss before it can cause too much devastation, the 
  iathavos remembers the visit. It often returns under its 
  own power at a later date to pursue its own goals on the 
  newly discovered world. Only if the iathavos is presented 
  with defenders that prevent it from achieving its 
  destructive ruin does it flee back to the Abyss via plane shift—
  in such cases, the qlippoth often waits for centuries or 
  even millennia before returning to that world, for there 
  are always easier realms to destroy.
  The iathavos is a powerful and horrifying monster 
  made all the more devastating by its incredible intellect. 
  The creature takes care to plan its major assaults on 
  demonic enclaves or mortal cities, even though it is 
  powerful enough that few creatures in the multiverse can 
  give it pause. 
  When the iathavos is slain, the multiverse typically 
  has only a relatively short time before the Abyss births a 
  replacement monstrosity for the defeated qlippoth. This 
  newly born iathavos is an entirely new creature—it does 
  not share the memories of the previous incarnation, nor 
  does it possess any advanced hit dice or class levels the 
  previous monster may have gained, yet its appetite and 
  hatred for demonic life and the sins that create such life 
  remain constant and unending.
  To 
  call 
  such 
  an 
  iathavos a “newborn” is 
  somewhat 
  misleading. 
  Although technically a 
  freshly created creature, 
  newborn iathavoses do not 
  undergo a “childhood.” 
  They form fully grown, as presented here. Yet with each 
  new incarnation of the qlippoth monstrosity, changes can 
  occur. A new iathavos might have slightly different spell-
  like abilities, for example, or the nature of its horrific 
  appearance might change from that presented here. As 
  an iathavos continues to hunt and destroy, it grows more 
  powerful—an advanced iathavos typically gains more 
  racial Hit Dice as a result. An iathavos that gains power by 
  taking class levels is not unheard of, but it is quite rare—
  most who do take levels in sorcerer.
  Qlippoth, Iathavos
  Qlippoth, Iathavos
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  Qlippoth, Nyogoth
  This appears to be a mass of floating intestines tangled around a 
  fanged mouth—the tips of its coils also end in toothy maws.
  NyOgOtH 
  CR 10
  XP 9,600
  CE Medium outsider (chaotic, evil, extraplanar, qlippoth)
  Init +5; Senses darkvision 60 ft.; Perception +17
  DefeNSe
  aC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
  hp 125 (10d10+70)
  fort +14, Ref +12, Will +7
  Defensive abilities acid spray; DR 10/lawful; Immune acid, cold, 
  poison, mind-affecting effects; Resist electricity 10, fire 10
  OffeNSe
  Speed 5 ft., fly 30 ft. (good)
  Melee 4 bites +16 (1d6+3/19–20 plus 1d4 acid), bite +16 
  (2d6+3/19–20 plus 1d4 acid)
  Special attacks horrific appearance
  Spell-Like abilities (CL 10th; concentration +13)
  At will—acid arrow
  7/day—fear (DC 17), protection from law
  1/day—acid fog, dimension door
  StatIStICS
  Str 16, Dex 21, Con 24, Int 9, Wis 19, Cha 16
  Base atk +10; CMB +13; CMD 28 (can’t 
  be tripped)
  feats Combat Reflexes, Improved 
  Critical (bite), Power Attack, Vital Strike, 
  Weapon Finesse
  Skills Fly +22, Intimidate +16, Knowledge 
  (planes) +12, Perception +17, Stealth +18
  Languages Abyssal; telepathy 100 ft.
  SQ flight
  eCOLOgy
  environment any (the Abyss)
  Organization solitary or brood (2–8)
  treasure standard
  SPeCIaL aBILItIeS
  acid Spray (Su) A nyogoth’s body is full of 
  highly corrosive digestive fluid. Every 
  time a nyogoth is damaged by a 
  piercing or slashing weapon, all 
  creatures adjacent to the nyogoth 
  take 1d6 points of acid damage 
  (2d6 acid damage if the attack is a 
  critical hit).
  Horrific appearance (Su) Creatures 
  that succumb to a nyogoth’s 
  horrific appearance become 
  nauseated for 1d8 rounds.
  The nyogoth’s role on the Abyss is that of a scavenger. 
  Essentially mobile clumps of buoyant intestines, these 
  writhing creatures squirt through the air in convulsive 
  movements like an octopus gliding through water, and are 
  constantly on the search for anything smaller than one of 
  their many mouths (either the relatively small ones that 
  pinch and gasp at the tips of their intestinal limbs or the 
  larger gaping one at their cores). They can subsist on the 
  waste and filth left behind by other denizens of the Abyss, 
  but particularly enjoy feeding on still-living creatures.
  Despite their seemingly lowly role in Abyssal ecosystems, 
  the nyogoths are far from stupid beasts. Most are nearly as 
  intelligent as the average human, and are capable of solving 
  relatively complex problems when it comes to securing 
  the next meal. As outsiders, nyogoths do not need to eat 
  to survive, yet this does not exempt them from hunger—a 
  nyogoth that goes for longer than 12 hours without a meal 
  becomes increasingly violent and erratic. Such a “starving” 
  nyogoth typically fights to the death when the prospect of 
  food is available, and may even resort to self-cannibalism, 
  drinking its own spurting digestive juices from its wounds 
  in a nauseating display.
  A typical nyogoth is 5 feet in diameter and weighs 260 
  pounds, although they are known to grow much larger.
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  Qlippoth, Shoggti
  This pale creature has four suckered arms that end in pincers. A 
  gnashing maw gapes in its head between two staring eyes.
  SHOggtI 
  CR 7
  XP 3,200
  CE Large outsider (chaotic, evil, extraplanar, qlippoth)
  Init +7; Senses darkvision 60 ft.; Perception +18
  DefeNSe
  aC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
  hp 80 (7d10+42)
  fort +11, Ref +5, Will +9
  Defensive abilities uncanny dodge; DR 10/cold iron or 
  lawful; Immune cold, poison, mind-affecting effects; 
  Resist acid 10, electricity 10, fire 10
  OffeNSe
  Speed 30 ft.
  Melee bite +12 (1d8+6), 4 tentacles +8 (1d4+3 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special attacks braincloud, horrific appearance, constrict (1d4+6)
  Spell-Like abilities (CL 7th; concentration +9)
  Constant—tongues
  At will—command (DC 13)
  3/day—charm person (DC 13), protection from law
  1/day—charm monster (DC 16), dimension door
  StatIStICS
  Str 22, Dex 16, Con 23, Int 12, Wis 19, Cha 15
  Base atk +7; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
  feats Combat Reflexes, Improved Initiative, Skill Focus (Use 
  Magic Device), Weapon Focus (tentacles)
  Skills Escape Artist +13, Intimidate +13, Knowledge (planes) +11, 
  Perception +18, Sense Motive +14, Stealth +9, Use Magic 
  Device +19; Racial Modifiers +4 Intimidate, +4 Perception, 
  +4 Use Magic Device
  Languages Abyssal; telepathy 100 ft.
  eCOLOgy
  environment any (the Abyss)
  Organization solitary, pair, or slaver band 
  (3–10 plus 6–12 slaves of various races)
  treasure standard
  SPeCIaL aBILItIeS
  Braincloud (Su) Once per round, 
  in place of a melee attack with 
  a tentacle, a shoggti can make a 
  melee touch attack with the pincer 
  on the end of that tentacle. If it hits, 
  the target takes 1d4 points of Wisdom 
  damage. Shoggti use this ability to mentally 
  debilitate their victims so they can more easily 
  use their charm spell-like abilities against them.
  Horrific appearance (Su) Creatures that succumb to 
  a shoggti’s horrific appearance become fascinated 
  Qlippoth, Nyogoth–Qlippoth, Shoggti
  Qlippoth, Nyogoth–Qlippoth, Shoggti
  by the creature’s hypnotically wriggling tentacles and the 
  strange, shimmering colors in its eyes. This effect persists 
  for 1d6 rounds (but can be ended by the normal methods of 
  defeating the fascinated condition).
  The shoggti are masters of mind manipulation, capable 
  of seizing control of the thoughts of others and charming 
  them into docile allies. They invade other realms in slaver 
  bands, seeking out creatures to capture alive and return 
  to the Abyss as charmed slaves—the fates of these poor 
  souls is unknown, but likely has something to do with the 
  qlippoth drive to reclaim the Abyss as their own.
  Although a shoggti lacks proper hands, it is capable 
  of performing incredibly dextrous manipulations with 
  the pincers at the tips of its tentacles. It cannot wield 
  weapons in these pincers, but it can utilize magic items 
  like wands, rods, staves, and the like. Shoggti are fond of 
  wands in particular, particularly those that create mind-
  affecting effects that are easy to inflict on victims of their 
  braincloud ability.
  A shoggti’s body is an egg-shaped mass about 8 feet 
  long—its tentacles are about 8 feet long as well. The 
  whole creature weighs 900 pounds.
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  Qlippoth, Thulgant
  This monster has ten spidery legs, a head writhing with dripping 
  tentacles above a clutch of red eyes, and three whipping stingers.
  tHuLgaNt 
  CR 18
  XP 153,600
  CE Large outsider (chaotic, evil, extraplanar, qlippoth)
  Init +12; Senses darkvision 60 ft., true seeing; Perception +31
  DefeNSe
  aC 33, touch 21, flat-footed 21 (+4 deflection, +12 Dex, +8 natural, 
  –1 size)
  hp 290 (20d10+180); fast healing 10
  fort +25, Ref +30, Will +18
  Defensive abilities evasion; DR 15/cold iron and lawful; 
  Immune acid, cold, poison, mind-affecting effects; Resist 
  electricity 10, fire 10; SR 25 vs. lawful spells and creatures
  OffeNSe
  Speed 40 ft., climb 40 ft.
  Melee 3 stings +27 (1d6+8/19–20 plus ability drain), 5 tentacles 
  +22 (1d6+4 plus 2d6 acid)
  Space 10 ft.; Reach 10 ft.
  Special attacks horrific appearance (DC 27), savage stingers
  Spell-Like abilities (CL 18th; concentration +25)
  Constant—cloak of chaos (DC 25), displacement, fly, freedom 
  of movement, true seeing
  At will—dimension door, greater dispel magic, telekinesis (DC 22)
  3/day—quickened dimension door, flesh to stone (DC 23), 
  word of chaos (DC 24)
  1/day—binding (DC 25), plane shift (DC 24), telekinetic sphere 
  (DC 25), temporal stasis (DC 25)
  StatIStICS
  Str 26, Dex 34, Con 29, Int 24, Wis 27, Cha 25
  Base atk +20; CMB +29; CMD 51 (67 vs. trip)
  feats Combat Expertise, Combat Reflexes, Critical 
  Focus, Greater Vital Strike, Improved Critical (sting), 
  Improved Vital Strike, Lightning Reflexes, Quicken Spell-Like 
  Ability (dimension door), Staggering Critical, Vital Strike
  Skills Acrobatics +35 (+39 jump), 
  Bluff +30, Climb +36, Fly +33, 
  Intimidate +27, Knowledge 
  (arcana) +27, Knowledge 
  (history) +30, Knowledge 
  (planes) +30, Perception +31, 
  Sense Motive +31, Spellcraft +27, 
  Stealth +31, Use Magic Device +30
  Languages Abyssal; telepathy 100 ft.
  SQ demon hunter
  eCOLOgy
  environment any (Abyss)
  Organization solitary, 
  pair, or patrol (3–4)
  treasure double
  SPeCIaL aBILItIeS
  ability Drain (Su) A thulgant’s stingers each drain a different 
  ability score on a hit. One stinger drains 1d4 points of 
  Strength, another drains 1d4 points of Dexterity, and the third 
  drains 1d4 points of Charisma. Any sting’s drain is negated by a 
  DC 29 Fortitude save. The save DC is Constitution-based.
  Demon Hunter (ex) A thulgant gains a +10 racial bonus on caster 
  level checks to penetrate the spell resistance of any demon. Its 
  attacks are treated as cold iron and good against demons.
  Horrific appearance (Su) Creatures that succumb to a 
  thulgant’s horrific appearance are stunned for 1d4 rounds 
  and take 1d6 points of Wisdom damage.
  Savage Stingers (ex) If a thulgant hits a single target with all 
  three stings in the same round, it tears through the victim’s 
  body, dealing an extra 3d6+12 points of damage and draining 
  an additional 2 ability points from all six of the victim’s ability 
  scores. A single DC 29 Fortitude save negates all of this 
  additional ability drain. The save DC is Constitution-based.
  The dreaded thulgant is among the most dangerous of the 
  qlippoth, for it supports an array of deadly and painful 
  physical attacks with a wide range of potent magical 
  powers. Born from the cannibalistic orgies of augnagar 
  qlippoth, each thulgant exists for one purpose only—the 
  eradication of all demons from the Abyss.
  Yet thulgants do not spend all of their lives hunting and 
  destroying demons. They rule horrific hives deep in the 
  Abyss populated by all manner of hideous minions, many 
  of which are bound into servitude via binding spells. These 
  qlippoth are fond of decorating their lairs with petrified or 
  enstasised victims of great power—the more powerful the 
  victims, the greater the prestige held by the thulgant.
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  Quickling
  This creature resembles a short and slight elf wearing drab clothes 
  and a wicked grin. In a blink, the thing darts from sight.
  QuICkLINg 
  CR 3
  XP 800
  CE Small fey 
  Init +7; Senses low-light vision; Perception +9
  DefeNSe
  aC 20, touch 19, flat-footed 12 (+7 Dex, +1 dodge, +1 natural, +1 size)
  hp 18 (4d6+4)
  fort +2, Ref +11, Will +6
  Defensive abilities evasion, natural invisibility, supernatural 
  speed, uncanny dodge; DR 5/cold iron
  Weaknesses slow susceptibility
  OffeNSe
  Speed 120 ft.
  Melee short sword +10 (1d4–1/19–20)
  Special attacks sneak attack +1d6
  StatIStICS
  Str 8, Dex 24, Con 13, Int 15, Wis 15, Cha 14
  Base atk +2; CMB +0; CMD 18
  feats Dodge, MobilityB, Spring AttackB, Weapon Finesse
  Skills Acrobatics +14 (+50 jump), Bluff +9, Craft (any one) +9, 
  Escape Artist +14, Perception +9, Spellcraft +6, Stealth +18, 
  Survival +4, Use Magic Device +7
  Languages Aklo, Common, Sylvan
  SQ poison use
  eCOLOgy
  environment temperate forests
  Organization solitary, gang (2–5), or band (4–11 plus 
  one advanced leader)
  treasure NPC gear (blue whinnis poison [4 doses], 
  Small short sword, other treasure)
  SPeCIaL aBILItIeS
  Natural Invisibility (Su) A quickling is invisible when 
  motionless. It loses this invisibility and remains 
  visible for 1 round in any round in which it takes an 
  action other than a free action.
  Supernatural Speed (Su) A quickling moves with 
  incredible speed. Save for when it remains 
  motionless (at which point it is invisible), the 
  quickling’s shape blurs and shimmers with this 
  speed, granting it concealment (20% miss 
  chance). In addition, this ability grants the 
  quickling evasion and uncanny dodge (as the 
  rogue abilities of the same names).
  Slow Susceptibility (ex) A quickling that 
  succumbs to a slow effect loses its 
  supernatural speed ability and is sickened 
  as long as the effect persists. This sickened 
  condition persists for 1 round after the slow effect ends.
  Qlippoth, Thulgant–Quickling
  Qlippoth, Thulgant–Quickling
  Few creatures can match the speed of a quickling. These 
  malicious fey creatures delight in striking with blinding 
  speed and accuracy, often killing their victims without 
  ever fully revealing themselves; the victim simply 
  spurts blood and falls over dead, with no witnesses to 
  the quickling’s deed. Though related to brownies and 
  grigs, quicklings share none of their kin’s generosity or 
  merriment, choosing instead to live a life of cruelty and 
  viciousness. Quicklings pride themselves on insults and 
  brutality, and frequently stalk and harass their quarry 
  until the victim gives up the chase. While quicklings 
  are naturally invisible when motionless, they rarely 
  contain themselves, and bob and twitch while standing 
  and talking to other creatures. Quicklings hate every 
  other race of creature, particularly elves, gnomes, and 
  other kinds of fey. They 
  barely tolerate their 
  own kind, and rarely 
  work together for longer 
  than a few weeks.
  Quicklings stand just 
  over 2-1/2 feet tall and 
  weigh 15 pounds.
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  Quickwood
  Were it not for the image of a sinister face peeking out from its 
  dark gray bark, this would look like any other ragged oak tree. 
  QuICkWOOD 
  CR 8
  XP 4,800
  N Huge plant 
  Init +3; Senses darkvision 120 ft., low-light vision, oaksight; 
  Perception +21
  aura fear aura (variable distance, DC 20)
  DefeNSe
  aC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 95 (10d8+50)
  fort +12, Ref +2, Will +5
  Defensive abilities spell absorption; Immune electricity, fire, 
  plant traits; SR 19 (see spell absorption)
  OffeNSe
  Speed 10 ft.
  Melee bite +14 (2d6+9), 3 roots +12 (1d6+4 plus pull)
  Space 5 ft.; Reach 15 ft. (60 ft. with root)
  Special attacks pull (root, 10 ft.)
  StatIStICS
  Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
  Base atk +7; CMB +18; CMD 27 (can’t 
  be tripped)
  feats Improved Initiative, Lunge, Multiattack, 
  Power Attack, Skill Focus (Perception)
  Skills Knowledge (nature) +11, Perception 
  +21, Stealth +4 (+8 in forests); Racial 
  Modifiers +4 Stealth in forests
  Languages Common, Sylvan
  eCOLOgy
  environment temperate forests
  Organization solitary
  treasure standard
  SPeCIaL aBILItIeS
  fear aura (Su) A quickwood with stored magical 
  energy can activate its fear aura as a standard action. 
  The aura has a radius of 10 feet per spell level 
  of the effect and lasts for 1 round (Will DC 20 
  negates). Creatures that fail their saving throws 
  become panicked for 1 minute. The DC is 
  Charisma-based and includes a +4 racial bonus.
  Oaksight (Su) A quickwood may observe the area 
  surrounding any oak tree within 360 feet as if 
  using clairaudience/clairvoyance. It can use this 
  ability on any number of oak trees in the area. 
  Although the quickwood does not need line of 
  sight to establish this link, if it does have line of sight 
  to even a single oak tree, it cannot be flanked. 
  Roots (ex) A quickwood has dozens of long roots, but can 
  only attack with up to six of them in any given round. If 
  the quickwood uses its pull ability to pull a target within reach 
  of its bite attack, it can immediately make a free bite attack 
  with a +4 bonus on its attack roll against that target.
  Spell absorption (Su) If a quickwood’s spell resistance protects 
  it from a magical effect, the creature absorbs that magical 
  energy into its body. It can release this energy to activate 
  its fear aura ability. While the plant is storing a spell, its SR 
  decreases by 5. It can only store one spell at a time.
  These carnivorous plants prize human and elven flesh, 
  but eat anything they manage to catch. Quickwoods 
  typically explore an area, taking note of any oak trees, 
  and then root themselves and wait for prey to wander 
  by. They use their oaksight ability to maintain constant 
  surveillance of their hunting grounds and send their roots 
  out to drag likely prey back to them. 
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  Rast
  This bulbous creature consists of many tangled legs, a bulging 
  body of puffed flesh, and a mouth filled with sharp fangs. 
  RaSt 
  CR 5
  XP 1,600
  N Medium outsider (extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +10
  DefeNSe
  aC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 51 (6d10+18)
  fort +8, Ref +6, Will +3
  Immune fire
  Weaknesses vulnerability to cold
  OffeNSe
  Speed 5 ft., fly 60 ft. (good)
  Melee bite +8 (1d6+2 plus grab), 4 claws 
  +9 (1d4+2)
  Special attacks blood drain (1d2 
  Constitution), paralyzing gaze
  StatIStICS
  Str 14, Dex 12, Con 17, Int 3, Wis 13, 
  Cha 12
  Base atk +6; CMB +8 (+12 grapple); 
  CMD 19 (can’t be tripped)
  feats Flyby Attack, Improved 
  Initiative, Weapon Focus (claw)
  Skills Fly +5, Perception +10, Stealth +10
  Languages Ignan (cannot speak)
  eCOLOgy
  environment any (Plane of Fire)
  Organization solitary, pair, cluster (3–6), or pack (7–15)
  treasure none
  SPeCIaL aBILItIeS
  Paralyzing gaze (Su) Paralyzed for 1d6 rounds, 30 feet, 
  Fortitude (DC 14) negates. The save DC is Charisma-based.
  Hailing from the barren wastes of the Plane of Fire, the 
  rast is as dangerous as it is bizarre. Its body is a single 
  tumorous sack that bulges with hidden organs and veins 
  and bears no sensory apparatus beyond two miniscule 
  eyes almost lost in the folds and wattles of its flesh. 
  Instead, its defining feature is a mouth of flesh-ripping 
  teeth and a wriggling mass of tangled legs. The exact 
  number of legs on a particular rast is seemingly a random 
  trait. Strangely, these tangled limbs do not support the 
  creature, but rather hang twitching and waving beneath it 
  as the rast floats through the air with an easy grace, only 
  reaching out to manipulate objects or—more often—to 
  slash at its prey.
  Though rasts do not appear to have any spoken 
  language, they display a degree of intelligence that places 
  them above mere animals, and use this innate cunning 
  to aid in their hunts. As prey is scarce in the barren, 
  ashy deserts of the Plane of Fire where they make their 
  home, rasts prefer to hunt in packs, swarming through 
  the skies like schools of fish, their movements precise 
  and coordinated despite their thrashing limbs. When 
  they come across a likely target, they descend en masse, 
  paralyzing those foes susceptible to their gaze and then 
  abandoning them temporarily to focus on any opponents 
  that remain mobile and dangerous, slashing with their 
  claws and latching on with thick-lipped mouths to suck 
  their victims’ blood and viscera. Though each rast has 
  roughly a dozen limbs, it can only control up to four 
  at any given time, leaving the others to 
  dangle uselessly.
  Quickwood–Rast
  Quickwood–Rast
  Rasts make their homes in small ashen burrows, no 
  more than holes scooped out by the thrashing of their 
  claws, and bear their squirming young live. An adult rast 
  is the size of a human and weighs 200 pounds. Rasts tend 
  to be red, yellow, or purple, with darker coloration on 
  their legs and heads, the better to blend in with the fiery 
  plains of their homeland. Though most other intelligent 
  species on the Plane of Fire are powerful enough (or wise 
  enough) to avoid direct conflict with a rast pack, a cluster 
  that stumbles through a portal to the Material Plane (or 
  perhaps more tragically, is summoned to the Material 
  Plane by a foolish spellcaster) can prove disastrous for the 
  local ecosystem, consuming everything in its path with 
  seemingly no limit to its repulsive hunger.
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  Ravener
  This immense skeletal dragon rears up to its full, towering height, 
  bones glowing and shimmering with vile green energy.
  ReD WyRM RaVeNeR 
  CR 22
  XP 614,400
  CE Gargantuan undead (fire) 
  Init +3; Senses blindsense 120 ft., darkvision 240 ft., smoke 
  vision; Perception +45
  aura cowering fear, fire, frightful presence (330 ft., DC 31)
  DefeNSe
  aC 45, touch 9, flat-footed 45 (+4 deflection, –1 Dex, +36 natural, 
  –4 size)
  hp 337 (27d8+216)
  fort +23, Ref +14, Will +23
  Defensive abilities channel resistance +4, soul ward (27 hp); 
  DR 20/good; Immune fire, undead traits; SR 33
  Weaknesses vulnerability to cold
  OffeNSe
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee bite +40 (4d6+24/17–20), 2 claws +40 (2d8+16/19–20), 
  tail slap +38 (2d8+24/19–20), 2 wings +38 (2d6+8/19–20)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special attacks breath weapon (60-ft. cone, DC 31, 22d10 fire 
  and 2 negative levels), crush, manipulate flames, melt stone, 
  soul consumption, soul magic, tail sweep
  Spell-Like abilities (CL 27th, concentration +35)
  At will—detect magic, find the path, pyrotechnics (DC 20), 
  suggestion (DC 21), wall of fire
  Sorcerer Spells known (CL 20th, concentration +28)
  9th—energy drain, time stop, wish
  8th—dimensional lock, horrid wilting (DC 26), maze
  7th—forcecage (DC 25), greater teleport, spell turning
  6th—chain lightning (DC 24), greater dispel magic, true seeing
  5th—cone of cold (DC 23), dominate person (DC 23), 
  feeblemind (DC 23), wall of force
  4th—charm monster (DC 22), confusion (DC 22), greater 
  invisibility, solid fog
  3rd—displacement, haste, slow (DC 21), vampiric touch
  2nd—detect thoughts (DC 20), false life, mirror image, see 
  invisibility, web (DC 20)
  1st—mage armor, magic missile, ray of enfeeblement (DC 19), 
  shield, true strike
  0—arcane mark, detect magic, mage hand, mending, message, 
  prestidigitation, ray of frost, read magic, touch of fatigue
  StatIStICS
  Str 45, Dex 8, Con —, Int 24, Wis 25, Cha 26
  Base atk +27; CMB +48; CMD 57 (61 vs. trip)
  feats Cleave, Critical Focus, Greater Vital Strike, Empower 
  Spell, Improved Critical (bite), Improved Initiative, Improved 
  Iron Will, Improved Vital Strike, Iron Will, Multiattack, 
  Power Attack, Quicken Spell, Stunning Critical, Vital Strike
  Skills Appraise +37, Bluff +37, Diplomacy +37, Fly +13, 
  Intimidate +45, Knowledge (arcana) +37, Knowledge 
  (history) +37, Knowledge (religion) +34, Perception +45, 
  Sense Motive +37, Spellcraft +37, Stealth +25
  Languages Abyssal, Aklo, Common, Draconic, Elven,  
  Giant, Infernal
  eCOLOgy
  environment warm mountains
  Organization solitary
  treasure triple
  Most evil dragons spend their lifetimes coveting and 
  amassing wealth, but when the end draws near, some 
  come to realize that all the wealth in the world cannot 
  forestall death. Faced with this truth, most dragons vent 
  their frustration on the countryside, ravaging the world 
  before their passing. Yet some seek a greater solution to 
  the problem and decide instead to linger on, hoarding 
  life as they once hoarded gold. These foul wyrms attract 
  the attention of dark powers, and through the blackest 
  of necromantic rituals are transformed into undead 
  dragons known as raveners.
  Although its body quickly rots away, a ravener does not 
  care for the needs of the flesh. It seeks only to consume life, 
  be it from wild animals, would-be dragonslayers, or even 
  other dragons. A ravener is often on the move, changing 
  lairs frequently as its territories become devoid of life.
  The ravener presented here is built from a red dragon 
  wyrm. See page 98 of the Pathfinder RPG Bestiary for rules 
  on this monster’s fire aura, manipulate flames, melt stone, 
  and smoke vision abilities.
  Creating a ravener
  “Ravener” is an acquired template that can be added to 
  any evil true dragon of an age category of ancient or older 
  (referred to hereafter as the base creature). A ravener 
  retains all the base creature’s statistics and special 
  abilities except as noted here.
  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. It keeps any 
  subtypes possessed by the base creature.
  Senses: A ravener’s darkvision increases to 240 feet, 
  and its blindsense increases to 120 feet.
  Armor Class: A ravener gains a deflection bonus to its 
  AC equal to half its Charisma bonus (minimum +1).
  Hit Dice: Change all of the base creature’s racial Hit 
  Dice to d8s. All Hit Dice derived from class levels remain 
  unchanged. As an undead, a ravener uses its Charisma to 
  determine bonus hit points instead of its Constitution.
  Saving Throws: As undead, a ravener uses its Charisma 
  modifier on Fortitude saves (instead of Constitution).
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  Defensive Abilities: A ravener gains channel resistance 
  +4 and all of the immunities derived from undead traits. 
  Its damage reduction changes from DR/magic to DR/
  good. A ravener also gains the following ability.
  Soul Ward (Su): An intangible field of siphoned soul 
  energy protects a ravener from destruction. This ward 
  has a maximum number of hit points equal to twice 
  the ravener’s Hit Dice, but starts at half this amount. 
  Whenever a ravener would be reduced below 1 hit point, 
  all damage in excess of that which would reduce it to 1 
  hit point is instead dealt to its soul ward. If this damage 
  reduces the soul ward to fewer than 0 hit points, the 
  ravener is destroyed.
  Attacks: A ravener retains all of the natural attacks of 
  the base creature, but each of these attacks threatens a 
  critical hit on a 19 or 20. Feats like Improved Critical can 
  increase this range further. If the ravener scores a critical 
  hit with a natural weapon, the target gains 1 negative level. 
  The DC to remove this negative level is equal to 10 + 1/2 
  the ravener’s Hit Dice + the ravener’s Charisma modifier. 
  Whenever a creature gains a negative level in this way, the 
  ravener adds 5 points to its soul ward.
  Special Attacks: A ravener retains all of the special 
  attacks of the base creature and gains the following 
  special attacks as described below. All save DCs are equal 
  to 10 + 1/2 the ravener’s HD + the ravener’s 
  Charisma modifier.
  Breath Weapon (Su): A ravener 
  keeps the breath weapon 
  of the base creature— 
  the save DC for this 
  breath weapon is now 
  Charisma-based. In addition, 
  a ravener’s breath weapon bestows 
  2 negative levels on all creatures 
  in the area. A successful Reflex save 
  halves the damage and reduces the 
  energy drain to 1 negative level. The 
  save DC to remove these negative levels 
  is equal to the ravener’s breath weapon 
  DC. The ravener adds 1 hit point to its 
  soul ward ability for each negative level 
  bestowed in this way.
  Cowering Fear (Su): Any creature shaken 
  by the ravener’s frightful presence is 
  cowering instead of shaken for the first 
  round of the effect, and 
  shaken for the rest of the 
  duration. Any creature 
  that is frightened by 
  its frightful presence 
  is instead cowering for 
  the duration.
  Soul Consumption (Su): When a living creature within 
  30 feet of a ravener dies, that creature’s soul is torn from 
  its body and pulled into the ravener’s maw if the dying 
  creature fails a Will save (DC equals the save DC of the 
  ravener’s breath weapon). This adds a number of hit points 
  to the ravener’s soul ward equal to the dead creature’s Hit 
  Dice. Creatures that have their souls consumed in this 
  way can only be brought back to life through miracle, true 
  resurrection, or wish.
  Soul Magic (Sp): A ravener retains the base creature’s 
  spellcasting capability, adding three levels to the base 
  creature’s caster level. This increases the number of spells 
  known by the ravener, but the ravener loses all spell slots. 
  Instead, whenever the ravener wishes to cast any one of its 
  spells known, it consumes a number of hit points from 
  its soul ward equal to the spell slot level necessary to cast 
  the spell (including increased levels for metamagic feats 
  and so on). If the soul ward has insufficient hit points, the 
  ravener cannot cast that spell. Casting a spell that reduces 
  its soul ward to exactly 0 hit points does not harm the 
  ravener (though most are not comfortable without this 
  buffer of soul-energy and try to replenish it quickly).
  Abilities: Str +4, Int +4, Wis +4, Cha +6. Being undead, a 
  ravener has no Constitution score.
  Skills: A ravener has a +8 racial bonus on Intimidate, 
  Perception, and Stealth checks. The ravener’s 
  class skills are otherwise the same as 
  those of the base creature.
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  Ray, Stingray
  A long tail fitted with a barbed stinger trails from this flat, 
  triangular fish’s body.
  Stingray 
  Cr 1/2
  XP 200
  N Medium animal (aquatic)
  init +1; Senses blindsense 30 ft., low-light vision; Perception +8
  DefenSe
  aC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
  hp 13 (2d8+4) 
  fort +5, ref +4, Will +1
  OffenSe
  Speed swim 40 ft.
  Melee sting +1 (1d4 plus poison) 
  StatiStiCS
  Str 10, Dex 13, Con 15, int 1, Wis 13, Cha 2
  Base atk +1; CMB +1; CMD 12
  feats Skill Focus (Perception)
  Skills Perception +8, Stealth +5 (+13 in sand or mud), Swim +8; 
  racial Modifier +8 Stealth in sand or mud
  eCOlOgy
  environment warm oceans
  Organization solitary, pair, or flight (3–12)
  treasure none
  SPeCial aBilitieS
  Poison (ex) Sting—injury; save Fort DC 13; frequency 1/round 
  for 4 rounds; effect 1d2 Dex and 1 Con; cure 1 save. The save 
  DC is Constitution-based.
  Often found buried in mud, sand, or sea grass, this 
  normally passive creature raises its tail above its body 
  like a scorpion when cornered or injured. Its stinger is 
  a barbed spine with two grooves allowing the toxin to 
  enter the wound. While often found in bays and estuaries, 
  some breeds of stingray can make their home in rivers 
  far upstream from salt water. Stingrays, like their larger 
  manta ray cousins, use a form of electrolocation to find 
  prey in the silt-laden waters.
  The stingray presented here is a relatively large 
  member of the species; for smaller stingrays, apply 
  the young creature template.
  Stingray Companion
  Starting Statistics: Size Small; Speed swim 40 
  ft.; Attack sting (1d3 plus poison); Ability Scores  
  Str 6, Dex 15, Con 13, Int 1, Wis 13, Cha 2; Special 
  Qualities low-light vision.
  4th-Level Advancement: Size Medium; AC +1 
  natural armor; Attack sting (1d4 plus poison); 
  Ability Scores Str +4, Dex –2, Con +2; Special Qualities 
  blindsense 30 ft.
  Ray, Manta
  Gliding gracefully through the water on wing-like fins, this large 
  ray scoops up tiny morsels in its wide mouth.
  Manta ray 
  Cr 1
  XP 400
  N Large animal (aquatic)
  init +1; Senses blindsense 30 ft., low-light vision; Perception +6
  DefenSe
  aC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, –1 size)
  hp 19 (3d8+6)
  fort +5, ref +4, Will +2
  OffenSe
  Speed swim 60 ft.
  Melee tail slap +4 (1d6+4) 
  Space 10 ft.; reach 10 ft.
  StatiStiCS
  Str 16, Dex 13, Con 15, int 1, Wis 13, Cha 2
  Base atk +2; CMB +6; CMD 17
  feats Improved Bull Rush, Power Attack
  Skills Perception +6, Swim +15
  eCOlOgy
  environment warm oceans
  Organization solitary, pair, or flight (3–12)
  treasure none
  manta ray Companion
  Starting Statistics: Size Medium; Speed swim 60 ft.; AC +1 
  natural; Attack tail slap (1d4); Ability Scores Str 8, Dex 15,  
  Con 11, Int 1, Wis 13, Cha 2; Special Qualities low-light vision.
  4th-Level Advancement: Size: Large; AC +2 natural 
  armor; Attack tail slap (1d6); Ability Scores Str +8, Dex –2, 
  Con +4; Special Qualities blindsense 30 ft.
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  Ray–Redcap
  Ray–Redcap
  Redcap
  Like some miniscule, wicked old man, this snarling little humanoid 
  wears metal boots and a blood-red pointed cap. 
  reDCaP 
  Cr 6
  XP 2,400
  NE Small fey 
  init +8; Senses low-light vision; Perception +12
  DefenSe
  aC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size)
  hp 60 (8d6+32); fast healing 3
  fort +6, ref +10, Will +7
  Dr 10/cold iron
  Weaknesses irreligious
  OffenSe
  Speed 60 ft.
  Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6)
  StatiStiCS
  Str 18, Dex 19, Con 18, int 16, Wis 13, Cha 15
  Base atk +4; CMB +7; CMD 21
  feats Cleave, Improved Initiative, Power Attack, Weapon 
  Focus (scythe)
  Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape 
  Artist +15, Intimidate +10, Knowledge (nature) +14, 
  Perception +12, Sense Motive +12, Stealth +19
  languages Aklo, Common, Giant, Sylvan
  SQ boot stomp, heavy weapons, red cap
  eCOlOgy
  environment temperate forests, mountains, or underground
  Organization solitary, pair, or gang (3–12)
  treasure NPC gear (leather armor, Medium scythe, other treasure)
  SPeCial aBilitieS
  Boot Stomp (ex) A redcap wears heavy iron boots with spiked 
  soles that it uses to deadly effect in combat. These boots 
  give the redcap a kick attack that it can make as a secondary 
  attack, either as part of a full-attack action or as part of its 
  movement just as if it had the Spring Attack feat.
  Heavy Weapons (ex) A redcap can wield 
  weapons sized for Medium creatures 
  without penalty.
  irreligious (ex) Bitter and blasphemous, 
  redcaps cannot stand the symbols of 
  good-aligned religions. If a foe spends 
  a standard action presenting such a 
  holy symbol, any redcap that can 
  see the creature must make a DC 
  15 Will save or become frightened 
  for 1 minute and attempt to flee. 
  A redcap who successfully saves is 
  shaken for 1 minute.
  red Cap (Su) A redcap wears a tiny, 
  shapeless woolen hat, dyed over and 
  over with the blood of its victims. While wearing this cap, 
  a redcap gains a +4 bonus on damage rolls (included in the 
  above totals) and fast healing 3. These benefits are lost if 
  the cap is removed or destroyed. Caps are not transferable, 
  even between redcaps. A redcap can create a new cap to 
  replace a lost cap with 10 minutes of work, although until 
  the redcap takes a standard action to dip the cap in the 
  blood of a foe the redcap helped to kill, the cap does not 
  grant its bonuses.
  Redcaps embody both capriciousness and sadism. These 
  stumpy, misanthropic fey freaks exist seemingly to indulge 
  in blissful bloodletting and self-indulgent slaughter. 
  Like prune-faced, angry old men, they mollycoddle their 
  own inefficiencies and miseries in gore. Redcaps are 
  most widely recognized for their long woolen caps, which 
  they drench in the blood of their victims. Rumors and 
  fairy stories abound concerning rituals and the cultural 
  significance of their blood-soaked caps, though the 
  practice likely evolved as an easy way for the brutish runts 
  to create both fear and spectacle. Redcaps typically stand 
  only 3 feet tall, with twisted frames, pointed ears, and 
  long white beards. They dress in soiled leather armor and 
  wear oversized, iron-shod boots that make a distinctive 
  clanging when they run.
  Illustration by Christopher Burdett
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  Illustration by Ben Wootten
  Reefclaw
  Blood-red spines run the length of this frightening creature, which 
  resembles a lobster in the front and an eel in the back. 
  reefClaW 
  Cr 1
  XP 400
  CN Small aberration (aquatic)
  init +5; Senses darkvision 60 ft., low-light vision; Perception +6
  DefenSe
  aC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 13 (2d8+4)
  fort +2, ref +1, Will +4
  Defensive abilities ferocity; resist cold 5
  OffenSe
  Speed 5 ft., swim 40 ft.
  Melee 2 claws +2 (1d4 plus grab and poison)
  Special attacks death frenzy, constrict (1d4)
  StatiStiCS
  Str 10, Dex 13, Con 14, int 5, Wis 12, Cha 13
  Base atk +1; CMB +0 (+8 grapple); CMD 11 (can’t be tripped)
  feats Improved Initiative
  Skills Perception +6, Swim +8
  languages Common (can’t speak)
  SQ amphibious
  eCOlOgy
  environment any water (coastal)
  Organization solitary, school (2–5), or harem (6–11)
  treasure none
  SPeCial aBilitieS
  Death frenzy (Su) When a reefclaw is killed, its 
  body spasms horrifically. Immediately upon 
  dying, the reefclaw makes a full attack against 
  a creature it threatens. If more than one 
  creature is within reach, roll randomly for each 
  attack to determine the target (which may be 
  another reefclaw).
  grab (ex) A reefclaw can use its grab ability on a target of any 
  size. Reefclaws have a +8 racial bonus on grapple checks; 
  this bonus replaces the normal +4 bonus a creature with 
  grab receives.
  Poison (ex) Claw—injury; save Fort DC 13; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is 
  Constitution-based.
  Reefclaws are vicious predators. They possess greater 
  intelligence than animals, but rely mainly on their 
  strength and instincts to survive. They hunt fish, giant 
  crabs, dolphins, and even land-dwelling creatures that 
  come within a hundred paces of the water.
  In populated areas, reefclaws prey on beachcombers, 
  divers, and fishermen, sometimes abandoning their 
  usual solitary nature and coordinating attacks with other 
  reefclaws. The creatures must be wary, however, because in 
  some regions, these abominations find their way to the 
  dinner plate. Brave fishermen troll bays and coastlines 
  infested with reefclaws, baiting the creatures with fresh 
  meat and then harvesting their powerful claws with axes.
  Reefclaws cannot speak, but the creatures understand 
  the languages used by humanoids near their hunting 
  grounds. They use this knowledge in order to avoid 
  fishermen and coordinate attacks. Reefclaws keep no 
  treasure, instead savoring the taste of flesh and crunch of 
  bone and shell as much as a miser covets his gold.
  A typical reefclaw reaches approximately 3-1/2 feet long 
  at adulthood and weighs 70 pounds. Females gather to 
  breed once every 2 to 3 years, engaging in a predatory 
  hunt for a male and leaving him shredded to pieces.
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  Revenant
  This shambling corpse is twisted and mutilated. Fingers of 
  sharpened bone reach out with malevolent intent. 
  revenant 
  Cr 6
  XP 2,400
  LE Medium undead 
  init +7; Senses darkvision 60 ft., sense murderer; Perception +13
  DefenSe
  aC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 76 (9d8+36)
  fort +7, ref +6, Will +7
  Dr 5/slashing; immune cold, undead traits; Sr 17
  Weaknesses self-loathing
  OffenSe
  Speed 30 ft.
  Melee 2 claws +14 (1d8+7 plus grab)
  Special attacks baleful shriek, constrict (1d6+7)
  StatiStiCS
  Str 24, Dex 17, Con —, int 7, Wis 12, Cha 19
  Base atk +6; CMB +13 (+17 grapple); CMD 26
  feats Cleave, Improved Initiative, Power Attack, Step Up, 
  Weapon Focus (claw)
  Skills Intimidate +16, Perception +13
  languages Common
  SQ reason to hate
  eCOlOgy
  environment any land
  Organization solitary
  treasure standard
  SPeCial aBilitieS
  Baleful Shriek (Su) Once every 1d4 rounds, a revenant can 
  shriek as a standard action. All creatures within a 60-foot 
  spread must make a DC 18 Will save or cower in fear 
  for 1d4 rounds. This is a mind-affecting fear effect. 
  The save DC is Charisma-based.
  reason to Hate (Su) A revenant’s existence is fueled by 
  its hatred for its murderer. As long as the murderer 
  exists, the revenant exists. If the murderer dies, the 
  revenant is immediately slain. A murderer who becomes 
  undead does not trigger a revenant’s destruction. When a 
  revenant encounters its murderer, it gains the benefits of 
  a haste spell (CL 20th) that lasts as long as its murderer 
  remains in sight. Against its murderer, the revenant also 
  gains a +4 profane bonus on attack rolls, weapon damage 
  rolls, grapple checks, and saving throws.
  Self-loathing (ex) When confronted with its reflection or any 
  object that was important to it in life, a revenant must make 
  a DC 20 Will save to avoid becoming overwhelmed with 
  self-pity. This condition renders the revenant helpless, 
  and lasts until the revenant is attacked or sees 
  its murderer. If a revenant resists becoming 
  overwhelmed, the revenant becomes obsessed with the 
  source that triggered the saving throw and does everything 
  it can to destroy it, reacting to the trigger as if the trigger 
  were its murderer and gaining bonuses from its reason to 
  hate ability.
  Sense Murderer (Su) A revenant knows the direction but not 
  the distance to its murderer—this sense can be blocked 
  by any effect that blocks scrying. Against its murderer, a 
  revenant has true seeing and discern lies in effect at all times 
  (CL 20th); these abilities cannot be dispelled.
  Fueled by hatred and a need for vengeance, a revenant rises 
  from the grave to hunt and kill its murderer. Devoid of 
  any compassion, emotion, or logic, a revenant has but one 
  purpose, and cannot rest until it has found vengeance.
  Reefclaw–Revenant
  Reefclaw–Revenant
  Illustration by John Gravato
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  Illustration by Jim Pavelec
  Sandman
  A whirling cloud of fine desert sand piles up upon itself, forming 
  into the shape of a humanoid figure.
  SanDMan 
  Cr 3
  XP 800
  NE Medium outsider (earth, elemental, extraplanar)
  init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7
  aura sleep (20 ft., DC 14)
  DefenSe
  aC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 30 (4d10+8)
  fort +6, ref +5, Will +3
  Defensive abilities amorphous; Dr 10/bludgeoning; 
  immune elemental traits
  OffenSe
  Speed 30 ft., burrow 30 ft.
  Melee slam +6 (1d6+3 plus sleep)
  StatiStiCS
  Str 14, Dex 13, Con 15, int 10, Wis 11, Cha 10
  Base atk +4; CMB +6; CMD 17
  feats Improved Initiative, Iron Will
  Skills Acrobatics +8, Climb +9, Knowledge 
  (planes) +7, Perception +7, Sense 
  Motive +7, Stealth +8 (+12 in sand); 
  racial Modifiers +4 Stealth in sand
  languages Terran
  SQ compression, sand form
  eCOlOgy
  environment any land 
  (Plane of Earth)
  Organization solitary, gang 
  (2–4), or shoal (5–10)
  treasure none
  SPeCial aBilitieS
  Sand form (Su) As a standard action, a 
  sandman can cause its humanoid form 
  to collapse into a pile of animated sand. 
  In this form, treat the sandman as if it 
  were a Small earth elemental made out of 
  sand. The sandman retains its compression 
  and sleep aura abilities when in sand form, 
  but loses its sleep attack and its damage 
  reduction, as its sandy body in this form is 
  much more compact and easier to scatter 
  with solid weapon blows.
  Sleep (Su) A creature struck by a sandman’s 
  slam attack must succeed on a DC 14 Will save 
  or immediately fall asleep, as if affected by a sleep spell 
  (caster level 8th). There is no limit to the number of Hit 
  Dice a sandman can affect with this ability. The save DC 
  is Constitution-based.
  Sleep aura (Su) A sandman radiates a 20-foot-radius spread 
  that puts creatures to sleep. Any creature in the area 
  must succeed on a DC 14 Will save or fall asleep, as if 
  affected by a sleep spell (caster level 8th). There is no limit 
  to the number of Hit Dice a sandman can affect with this 
  ability. A creature that successfully saves is immune to 
  that sandman’s sleep aura for 24 hours. The save DC is 
  Constitution-based.
  Stealthy and unpredictable, the sandman is a terror 
  to all travelers in the desert, whether they be traders, 
  messengers, or adventurers. When at rest, sandmen 
  resemble ordinary piles of sand, blending in perfectly 
  with barren surroundings or ancient tombs. They rely 
  on their soporific powers in most situations, putting 
  their enemies to sleep and killing their unconscious 
  opponents or dragging them back to their summoner.
  Although they themselves are elementals, sandmen 
  don’t typically associate with other elementals, seeing 
  their unquestioning obedience as weak. Sandmen pride 
  themselves as free thinkers, and when given a task 
  by a summoner, often interpret the task as they see 
  fit. Because of their arrogance, usually only the most 
  confident or most desperate mages bother with sandmen. 
  It is not uncommon for sandmen to voluntarily stay 
  on the Material Plane, fiendishly playing with its 
  inhabitants as they wreak silent havoc.
  A sandman takes the form of a rough humanoid 
  about 6 feet tall. Its shape is never quite certain, 
  and its animate muscles constantly shift and flex as 
  it pummels its targets. Sandmen can manipulate their 
  bodies in many ways, but prefer to keep their legs and 
  feet in the form of dusty clouds of sand, so as to easily 
  maneuver about in their preferred environments. 
  Some of these creatures pride themselves on their 
  ability to control their shapes. Just as a mortal artist 
  might sculpt incredible works of art from stone with a 
  chisel, so do these artist sandmen sculpt their own 
  bodies into works of art. Some enjoy using this 
  ability to reshape their appearance to mimic 
  that of their conjurer or their enemies, 
  allowing them an additional level of 
  theatrics by either assuming a 
  beautiful form or by allowing 
  their form to melt away in a 
  hideous manner. Given the 
  combination of their quick 
  imaginations and their 
  natural penchant for 
  cruelty, most sandmen 
  tend to opt for the latter 
  method of tormenting 
  their foes.
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  Sard
  This wriggling and leafless tree moves on spidery legs. Flickering 
  motes of blood-red lightning dance in the cracks of its bark.
  SarD 
  Cr 19
  XP 204,800
  CE Colossal plant
  init +8; Senses blindsight 30 ft., darkvision 60 ft., low-light 
  vision, tremorsense 30 ft.; Perception +32
  DefenSe
  aC 34, touch 10, flat-footed 26 (+8 Dex, +24 natural, –8 size)
  hp 333 (23d8+230); fast healing 10
  fort +23, ref +17, Will +13
  Defensive abilities death throes, electrical jolt; Dr 15/cold 
  iron and slashing; immune electricity, plant traits; resist 
  cold 30, fire 30; Sr 30
  Weaknesses vulnerable to sonic
  OffenSe
  Speed 50 ft., climb 30 ft.
  Melee 2 slams +25 (4d10+16/19–20 plus 4d6 electricity)
  ranged 4 thorns +17 (2d8+16 plus poison)
  Space 30 ft.; reach 30 ft.
  Spell-like abilities (CL 20th; concentration +27)
  At will—control weather, lightning bolt (DC 20), tree shape 
  (Colossal tree), transport via plants
  3/day—chain lightning (DC 23), 
  quickened lightning bolt (DC 20)
  1/day—storm of vengeance (DC 26), 
  whirlwind (DC 25)
  StatiStiCS
  Str 42, Dex 27, Con 30, int 9, Wis 22, Cha 25
  Base atk +17; CMB +41; CMD 59 (67 vs. trip)
  feats Awesome Blow, 
  Improved Bull Rush, 
  Improved Critical (slam), 
  Improved Lightning Reflexes, 
  Improved Precise Shot, 
  Improved Sunder, 
  Lightning Reflexes, Point-
  Blank Shot, Power Attack, Precise 
  Shot, Quicken Spell-Like Ability (lightning 
  bolt), Vital Strike
  Skills Climb +24, Perception +32
  languages Aklo, Sylvan
  SQ planar acclimation
  eCOlOgy
  environment any forests
  Organization solitary
  treasure triple
  SPeCial aBilitieS
  Death throes (Su) When a sard dies, its remains explode with 
  a blast of lightning into razor-sharp splinters of wood. All 
  creatures within 30 feet of a sard when it explodes in this 
  manner take 12d6 points of electricity damage and 12d6 
  points of piercing damage. A DC 31 Reflex save halves this 
  damage. The save DC is Constitution-based.
  electrical Jolt (Su) Every time a creature strikes a sard with a 
  metal melee weapon, arcs of electricity deal 1d10 points of 
  damage to the attacker.
  Planar acclimation (ex) A sard is always considered to be on 
  its home plane, regardless of what plane it finds itself upon. 
  It never gains the extraplanar subtype.
  Poison (ex) Thorn—injury; save Fort DC 31; frequency 1/
  round for 6 rounds; effect 1d2 Dex and 4d6 electricity; 
  cure 2 consecutive saves.
  The sard is an ancient elm, 
  oak, or pine tree that has been 
  infused with lightning and raw life 
  by one of the strange gods of the fey 
  realm. One of the legendary beasts known 
  as the Tane, a sard has “sap” that consists 
  of red lightning—all of the sard’s electrical 
  attacks manifest with this same eerie-
  colored energy.
  A sard can pass for an old dead tree—
  especially when the creature uses its 
  tree 
  shape 
  spell-like 
  ability. 
  Yet 
  despite its enormous size and 
  ungainly shape, the sard is in fact 
  a swift and agile monster. It can move with 
  unsettling grace and speed, crawling across the 
  ground on long spidery roots like an immense 
  insect. It attacks either with a single slam of 
  its immense trunk or by launching volleys 
  of foot-long thorns that inject the creature’s  
  poisonous, electrified sap.
  Sards are nearly as intelligent as most humans, 
  but few actually use this intelligence for 
  productive purposes—the first sards 
  were created as a form of living siege 
  engine, and they quite enjoy this 
  destructive role, often seeking 
  out fortresses or even towns to 
  systematically destroy.
  Sandman–Sard
  Sandman–Sard
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  Illustration by Mariusz Gandzel
  Scarecrow
  It suddenly becomes clear that this is no ordinary pumpkin-
  headed scarecrow when its eyes glow and it comes to jerky life.
  SCareCrOW 
  Cr 4
  XP 1,200
  N Medium construct
  init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DefenSe
  aC 16, touch 10, flat-footed 16 (+6 natural)
  hp 47 (5d10+20)
  fort +1, ref +1, Will +1
  immune cold, construct traits
  Weaknesses vulnerability to fire
  OffenSe
  Speed 20 ft.
  Melee 2 slams +8 (1d8+3 plus fear)
  Special attacks fascinating gaze
  StatiStiCS
  Str 16, Dex 10, Con —, int —, 
  Wis 11, Cha 14
  Base atk +5; CMB +8; CMD 18
  SQ freeze
  eCOlOgy
  environment any land
  Organization solitary, pair, or 
  gang (3–6)
  treasure none
  SPeCial aBilitieS
  fascinating gaze (Su) Target is 
  fascinated, 30 feet, Will DC 14 
  negates. Fascination lasts 
  as long as the scarecrow 
  remains within 300 feet of 
  the fascinated creature. 
  The approach or animation 
  of the scarecrow does not 
  count as an obvious threat 
  to the victim of this particular 
  fascination effect (although the 
  scarecrow’s attack does count as 
  an obvious threat and ends the 
  fascination immediately). This is 
  a mind-affecting effect. The save DC is 
  Charisma-based. 
  fear (Su) A scarecrow’s touch infuses its 
  target with overwhelming waves of 
  fear. If the victim fails a DC 14 
  Will save, she cowers and can 
  take no actions other than 
  attempting a new DC 14 Will 
  save at the end of the following round 
  (and each round thereafter) to end this fear. A successful 
  first save leaves the victim shaken for 1 round. This is a 
  mind-affecting fear effect. The save DC is Charisma-based.
  Animated scarecrows look just like mundane scarecrows 
  until they come to life, at which point their eyes and 
  mouths glow with fiery light. Scarecrows are usually 
  created as guardians to warn away trespassers. Each 
  scarecrow is unique, but most stand 5 to 6 feet tall and are 
  made of wood, cloth, and rope. Their stuffing of dried 
  grass or straw makes them vulnerable to fire.
  A scarecrow cannot speak, and the only sound it makes 
  is the creaking of its wooden frame and the rustling of  
  its straw stuffing when it moves.
  In combat, a scarecrow uses its fascinating 
  gaze, then chooses the 
  largest foe to pummel 
  with its slams. Although 
  unintelligent, the scarecrow 
  does not ignore other enemies, 
  using its fear touch to cow them 
  until the scarecrow kills its 
  first target. A scarecrow usually 
  does not pursue fleeing foes 
  unless specifically commanded to 
  do so by its creator.
  ConStruCtion
  Scarecrows are constructed of a 
  variety of materials, but usually 
  include a frame of wood bound 
  by rope or twine, covered in cloth 
  or ragged garments, then stuffed with 
  grass or straw. Some have simple heads 
  made from bags stuffed with straw, with 
  two holes cut for eyes, while others have 
  more elaborate pumpkin or gourd heads 
  carved with grotesque faces. Once the 
  basic 
  body 
  has 
  been constructed, 
  unguents 
  and 
  special powders 
  worth 500 gp are 
  also required.
  SCareCrOW
  Cl 6th; Price 15,500 gp
  COnStruCtiOn
  requirements Craft Construct, command, 
  fear, geas/quest, hypnotic pattern, creator 
  must be caster level 6th; Skill Craft 
  (carpentry), Craft (sculptures), or Profession 
  (farmer) DC 12; Cost 8,000 gp
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  Illustration by Kieran Yanner
  Sceaduinar
  This gargoyle-like creature has long spiky legs and a bat-like 
  head—its body seems to be made of living, dark purple crystal. 
  SCeaDuinar 
  Cr 7
  XP 3,200
  NE Medium outsider (extraplanar)
  init +5; Senses darkvision 120 ft., lifesense, low-light vision; 
  Perception +17
  DefenSe
  aC 20, touch 16, flat-footed 14  
  (+5 Dex, +1 dodge, +4 natural)
  hp 85 (9d10+36)
  fort +10, ref +11, Will +5
  Defensive abilities entropic 
  flesh, negative energy 
  affinity, void child; Dr 
  10/adamantine or good; 
  immune cold, death effects, 
  disease, energy drain, poison; 
  resist acid 10, electricity 10, 
  sonic 10; Sr 18
  OffenSe
  Speed 40 ft., fly 90 ft. (good)
  Melee bite +14 (1d6+3 plus 1d6 negative 
  energy and energy drain), 2 wings +9 
  (1d6+1 plus 1d6 negative energy)
  Special attacks energy drain (1 level, 
  DC 17), entropic touch
  Spell-like abilities (CL 9th; concentration +12)
  Constant—entropic shield, hide from undead 
  (DC 14)
  At will—bleed (DC 13), dimension door (self only), 
  dispel magic
  3/day—death knell (DC 15), deeper darkness, enervation, inflict 
  serious wounds (DC 16), silence
  1/day—antilife shell, greater teleport (self plus 50 lbs. of 
  objects only), harm (DC 19), slay living (DC 18)
  StatiStiCS
  Str 17, Dex 20, Con 18, int 13, Wis 14, Cha 17
  Base atk +9; CMB +12; CMD 28
  feats Dodge, Mobility, Skill Focus (Perception), Step Up, 
  Weapon Finesse
  Skills Escape Artist +14, Fly +9, Intimidate +12, Knowledge 
  (nature) +10, Knowledge (planes) +17, Perception +17, Sense 
  Motive +14, Stealth +25; racial Modifiers +4 Knowledge 
  (planes), +8 Stealth
  languages Aklo, Common, Daemon
  eCOlOgy
  environment any (Negative Energy Plane)
  Organization solitary or death squad (2–11)
  treasure standard
  SPeCial aBilitieS
  entropic flesh (ex) Any creature that hits a sceaduinar with a 
  melee attack takes 1d6 points of negative energy damage. 
  Attacking with a weapon that provides reach allows a 
  creature to avoid taking this damage.
  entropic touch (ex) A sceaduinar’s natural attacks can strike 
  incorporeal creatures as if they were ghost touch weapons. 
  All of a sceaduinar’s natural attacks deal +1d6 points of 
  negative energy damage to the target. This energy does 
  not heal creatures healed by inflict spells.
  void Child (ex) Sceaduinars are immune to 
  effects that target souls (such as trap 
  the soul) or require knowledge of a 
  creature’s identity (such as scrying). 
  When one is slain, it cannot be 
  restored to life by magic save 
  by a miracle or wish, or by 
  divine intervention.
  Sceaduinars are strange 
  creatures born of pure 
  entropy, the antithesis of 
  creation and life. In the cold 
  heart of the Negative Energy 
  Plane, the un-substance of that 
  realm coalesces into snowflake-like 
  crystals, and it is from these strange 
  formations that sceaduinars arise, 
  breaking free from their jagged “eggs” fully 
  grown. They hate the living and the undead 
  with equal passion, perhaps out of jealousy 
  for those who have a spark of life (even if 
  that spark is provided by a corruption 
  of life in the form of undeath), though 
  they usually ignore creatures from the 
  Outer Sphere. They believe their positive 
  energy counterparts, the jyoti, long ago stole their ability 
  to create, breaking the parallel between the two energy 
  planes and forcing these void-dwellers into an unwanted 
  role of pure destruction.
  In a way, their hatred parallels that of another native of 
  the Negative Energy Plane—the nightshade. Yet despite 
  their similar goals, the sceaduinars see nightshades as 
  just another corruption of life worthy of destruction—
  even though very few sceaduinars are powerful enough to 
  directly oppose one of these deadly undead. Sceaduinars 
  are quite intelligent, yet they have no real society to speak 
  of. When they gather together, it is always to form a larger 
  band to strike against a particularly dangerous foe.
  Scarecrow–Sceaduinar
  Scarecrow–Sceaduinar
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  Scorpion, Black 
  This towering scorpion’s carapace is as black as coal, and its 
  claws are each as long as a man’s body.
  BlaCk SCOrPiOn 
  Cr 15
  XP 51,200
  N Colossal vermin 
  init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DefenSe
  aC 30, touch 2, flat-footed 30 (+28 natural, –8 size)
  hp 228 (24d8+120)
  fort +19, ref +8, Will +8
  immune mind-affecting effects
  OffenSe
  Speed 60 ft.
  Melee 2 claws +23 (2d8+13 plus grab), sting +23 (2d6+13  
  plus poison)
  Space 30 ft.; reach 30 ft.
  Special attacks constrict (2d8+19), rapid stinging
  StatiStiCS
  Str 36, Dex 10, Con 20, int —, Wis 10, Cha 2
  Base atk +18; CMB +39; CMD 49 (61 vs. trip)
  Skills Climb +17, Perception +4, Stealth –12; racial Modifiers 
  +4 Climb, +4 Perception,  
  +4 Stealth
  eCOlOgy
  environment warm deserts
  Organization solitary
  treasure none
  SPeCial aBilitieS
  Poison (ex) Sting—injury; save 
  Fort DC 29; frequency 1/round 
  for 6 rounds; effect 1d4 Str, 
  1d4 Dex, and 1d4 Con; cure 
  3 saves.
  rapid Stinging (ex) 
  A black scorpion’s 
  stinger strikes with 
  astounding speed; 
  it can make one 
  additional attack in a 
  round with its sting 
  as a swift action.
  The 
  immense 
  black scorpion 
  is one of the 
  largest desert 
  predators. Capable of 
  stinging with blinding 
  speed, this creature is 
  constantly on the hunt. 
  Scorpion, Cave
  This man-sized, bulky scorpion has thick, unyielding armor that 
  makes it almost seem to be made of stone. 
  Cave SCOrPiOn 
  Cr 1
  XP 400
  N Medium vermin 
  init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DefenSe
  aC 12, touch 10, flat-footed 12 (+2 natural)
  hp 16 (3d8+3)
  fort +4, ref +1, Will +1
  immune mind-affecting effects
  OffenSe
  Speed 60 ft., climb 40 ft.
  Melee 2 claws +2 (1d4), sting +2 (1d4 plus poison)
  Special attacks rend (2 claws, 2d4)
  StatiStiCS
  Str 11, Dex 10, Con 13, int —, Wis 10, Cha 2
  Base atk +2; CMB +2; CMD 12 (24 vs. trip)
  Skills Climb +8, Perception +4, Stealth +0 (+12 in caves); racial 
  Modifiers +4 Perception, +12 Stealth in caves
  eCOlOgy
  environment any underground
  Organization solitary, pair, or swarm 
  (3–12)
  treasure none
  SPeCial aBilitieS 
  Poison (ex) Sting—injury; 
  save Fort DC 12; 
  frequency 1/round for 
  4 rounds; effect 1d2 
  Str; cure 1 save.
  The 
  squat 
  cave 
  scorpion is quite 
  well 
  suited 
  for 
  life in caves. With 
  its bulky armor, a 
  cave scorpion at rest 
  looks like a pile of 
  stones. The cave 
  scorpion’s favorite 
  food is dwarven 
  meat, and when a 
  cave scorpion finds a 
  working dwarven mine, 
  it can quickly become 
  a major inconvenience. 
  Dwarven societies often 
  post hefty bounties on 
  cave scorpion stingers.
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  Scylla
  This horrifying creature has the upper body of a beautiful woman, 
  but a lower body of snapping wolf heads and writhing tentacles.
  SCylla 
  Cr 16
  XP 76,800
  CE Huge aberration (aquatic)
  init +11; Senses all-around vision, blindsight 30 ft., darkvision 
  60 ft., low-light vision, see invisibility; Perception +29
  aura frightful presence (30 ft., DC 26), 
  DefenSe
  aC 31, touch 21, flat-footed 18 (+12 Dex, +1 dodge, +10 natural, 
  –2 size)
  hp 250 (20d8+160); fast healing 10
  fort +14, ref +17, Will +18
  Defensive abilities freedom of movement, improved evasion; 
  Dr 10/cold iron and lawful; immune cold, charm effects, 
  confusion and insanity effects; resist acid 20, fire 20; Sr 27
  OffenSe
  Speed 30 ft., fly 60 ft. (good), swim 50 ft.
  Melee 4 bites +25 (1d8+8/19–20 plus bleed), 4 tentacles +23 
  (1d6+4 plus grab)
  Space 15 ft.; reach 15 ft.
  Special attacks bleed (1d6), constrict (1d6+8)
  Spell-like abilities (CL 16th; concentration +22)
  Constant—fly, freedom of movement, 
  nondetection, see invisibility
  At will—acid arrow, control water, fog cloud, 
  greater dispel magic, major image (DC 19)
  3/day—black tentacles, charm monster (DC 20), 
  insanity (DC 23), mirage arcana (DC 21), solid fog
  1/day—control weather, power word stun, project 
  image (DC 23), summon (level 8, 1 charybdis)
  StatiStiCS
  Str 27, Dex 32, Con 27, int 20, Wis 23, Cha 22
  Base atk +15; CMB +25 (+29 grapple); CMD 47 (can’t 
  be tripped)
  feats Combat Reflexes, Dodge, Improved Critical (bite), 
  Mobility, Multiattack, Power Attack, Vital 
  Strike, Weapon Finesse, Weapon Focus (bite), 
  Weapon Focus (tentacles)
  Skills Acrobatics +34, Bluff +26, Fly +35, 
  Knowledge (nature) +25, Perception 
  +29, Sense Motive +26, Stealth +26, 
  Swim +39, Use Magic Device +26
  languages Abyssal, Aquan, Common
  SQ amphibious, change shape (1 humanoid 
  form, alter self), undersized weapons
  eCOlOgy
  environment any water
  Organization solitary
  treasure triple
  Scorpion–Scylla
  Scorpion–Scylla
  The scylla is one of the more nightmarish aberrations 
  to blight the mortal world. Conflicting tales of her 
  origins abound, from demonic flesh-crafting and arcane 
  experiments to a divine curse handed down by a vengeful 
  deity. The most popular stories cast the first scylla as 
  the monstrous spawn of a union between a mortal and a 
  god. Whatever the case, scyllas are fortunately quite rare, 
  enough so that many consider them nothing more than 
  tall tales told by sailors deep in their cups.
  Scyllas dwell along major shipping lanes, often near 
  coastlines, where they use their spell-like abilities to 
  lure entire ships to their doom. The hideous monsters 
  are intelligent creatures, though half-mad with hunger 
  and self-loathing. They normally do not use weapons, 
  but when they do, they prefer to fight with light weapons 
  wielded by their human-sized upper arms. However, they 
  much prefer to keep their hands free to utilize magic 
  items like wands, staves, and other powerful devices.
  Illustration by Tyler Walpole
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  Serpentfolk
  This serpentine humanoid has bright scaly skin, a long sinuous 
  tail, and a fanged serpent’s head.
  SerPentfOlk 
  Cr 4
  XP 1,200
  NE Medium monstrous humanoid 
  init +9; Senses darkvision 60 ft., scent; Perception +10
  DefenSe
  aC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
  hp 42 (5d10+15)
  fort +6, ref +9, Will +6
  immune mind-affecting effects, paralysis, poison; Sr 15
  OffenSe
  Speed 30 ft.
  Melee mwk dagger +11 (1d4–1/19–20), bite +5 (1d6–1 
  plus poison)
  Spell-like abilities (CL 4th; concentration +7)
  At will—disguise self (DC 14), ventriloquism
  1/day—blur, mirror image, suggestion (DC 16)
  StatiStiCS
  Str 8, Dex 21, Con 17, int 18, Wis 15, Cha 16
  Base atk +5; CMB +4; CMD 19
  feats Great Fortitude, Improved 
  Initiative, Weapon Finesse
  Skills Acrobatics +10, Disguise +8, 
  Escape Artist +18, Knowledge 
  (arcana) +9, Perception +10, 
  Sense Motive +7, 
  Spellcraft +9, Use 
  Magic Device +12; 
  racial Modifiers +4 
  Use Magic Device, 
  +8 Escape Artist
  languages Aklo, 
  Common, Draconic, 
  Undercommon; telepathy 
  100 ft.
  eCOlOgy
  environment any land (usually 
  jungles or underground)
  Organization solitary, pair, 
  or cult (3–12)
  treasure NPC gear 
  (masterwork dagger,  
  other treasure)
  SPeCial aBilitieS
  Poison (ex) Bite—injury; save 
  Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d2 Str; 
  cure 2 saves. The save DC is 
  Constitution-based.
  To the serpentfolk, the pursuit of knowledge and magic 
  is the highest goal. Their legends speak of how humanity 
  rose to power only through the theft of serpent magic, 
  a legend that may form the basis of the hatred toward 
  humanity most serpentfolk harbor. They view themselves 
  as the undisputed masters of magic, be it arcane or divine. 
  Yet despite this, the majority of serpentfolk today are 
  degenerates who have devolved to the point of primeval 
  savagery and have lost much of their magical legacy—
  more civilized serpentfolk generally regard these 
  degenerates with shame and disdain.
  Serpentfolk are 6 feet tall and weigh 120 pounds. 
  Degenerates are only 5 feet tall but weigh 200 pounds. All 
  serpentfolk are quite long-lived, and generally live to the 
  age of 500.
  advanCed Serpentfolk
  When a serpentfolk gains class levels, several of its 
  abilities increase as well, as detailed below.
  •  Spell Resistance equals total Hit Dice + 10.
  •  Poison bite save DC equals 10 + Con modifier 
  + 1/2 total Hit Dice.
  •  When it is 4th level in any class combination, 
  it gains two spell-like abilities usable once 
  per day each: dominate person and major 
  image. When it reaches 9th level 
  in any combination, it gains 
  two more usable once per 
  day each: mass suggestion 
  and teleport.
  •  A serpentfolk’s racial 
  ability score modifiers 
  are as follows: Str –2, 
  Dex +10, Con +6, Int +8, 
  Wis +4, Cha +6.
  degenerate Serpentfolk
  Degenerate serpentfolk possess the same 
  statistics as normal serpentfolk, save for the 
  following adjustments.
  •  They have no spell-like abilities.
  •  They lose the +4 racial bonus on Use 
  Magic Device checks, but gain a +4 racial 
  bonus on Perception checks.
  •  Their natural armor bonus increases 
  from +3 to +7.
  •  They have the following ability score 
  modifiers: Str +10, Dex +2, Con +8,  
  Int –6 (minimum 3), Wis +2, 
  Cha –4. A typical degenerate 
  serpentfolk’s ability scores are 
  Str 20, Dex 13, Con 19, Int 4,  
  Wis 13, Cha 6.
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  Seugathi
  This worm-like monster has a hideous face of eyes and hooked 
  jaws. It wields a wand and a sword in its twin tentacle tails.
  SeugatHi 
  Cr 6
  XP 2,400
  CE Large aberration 
  init +9; Senses darkvision 120 ft., detect thoughts, tremorsense 
  30 ft.; Perception +15
  aura madness (30 ft.)
  DefenSe
  aC 19, touch 14, flat-footed 14 (+4 armor, +5 Dex, +1 natural, –1 size)
  hp 67 (9d8+27); fast healing 5
  fort +6, ref +8, Will +9
  Dr 10/slashing or piercing; immune mind-affecting effects, 
  poison; Sr 17
  OffenSe
  Speed 30 ft.
  Melee mwk short sword +11/+6 (1d8+3/19–20), bite +5 (1d8+4 
  plus poison)
  Space 10 ft.; reach 10 ft.
  Special attacks confusion command
  Spell-like abilities (CL 6th; concentration +10)
  Constant—mage armor
  At will—detect thoughts (DC 16), levitate
  3/day—confusion (DC 18), dispel magic, suggestion (DC 17)
  1/day—mind fog (DC 19), phantasmal killer (DC 18)
  StatiStiCS
  Str 16, Dex 20, Con 17, int 14, Wis 17, Cha 19
  Base atk +6; CMB +10; CMD 25 (can’t be tripped)
  feats Ability Focus (aura of madness), Combat 
  Casting, Combat Reflexes, Improved 
  Initiative, Weapon Finesse
  Skills Escape Artist +17, Knowledge (religion) +11, 
  Perception +15, Sense Motive +12, Stealth +13, 
  Use Magic Device +16
  languages Aklo, Undercommon; telepathy 100 ft.
  SQ item use
  eCOlOgy
  environment any underground
  Organization single, pair, or expedition (3–8)
  treasure double (masterwork short sword, wand of 
  magic missile [CL 5th, 1d20+30 charges])
  SPeCial aBilitieS
  aura of Madness (Su) Any sane being within 30 feet 
  of a conscious seugathi must make a DC 20 Will 
  save each round or become confused for 
  1 round. A creature that fails 5 saves in a 
  row becomes permanently insane, as per 
  the insanity spell. A seugathi can suppress or 
  activate this aura as a free action. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Serpentfolk–Seugathi
  Serpentfolk–Seugathi
  Confusion Command (Su) As an immediate action, a seugathi 
  can issue a telepathic command to a confused creature 
  within 30 feet. This allows the seugathi to pick a result from 
  the confusion behavior table, rather than the confused 
  creature rolling randomly for its actions that round.
  item use (ex) A seugathi can utilize spell trigger devices as if it 
  were a spellcaster of the appropriate class. As a free action 
  by touch, it can identify all spell trigger properties an item 
  has. Use Magic Device is a class skill for seugathis.
  Poison (ex) Bite—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive 
  saves. Deafness persists as long as the ability damage caused 
  by the poison lasts. The save DC is Constitution-based.
  Seugathi are spawned by the hundreds by a single neothelid 
  that has performed rituals to impregnate itself. As part of 
  the strange process of being spawned in such rituals, the 
  seugathi assimilates an extensive list of missions from its 
  parent—once the seugathi completes these missions, it 
  perishes. No single seugathi knows the purpose of these 
  commands, but they trust that their neothelid masters have 
  a reason for sending them on these diverse and usually cruel 
  missions. A seugathi is 14 feet long and weighs 650 pounds.
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  Shantak
  Larger than an elephant, this scaly, bird-like creature has a 
  vaguely horse-like head and vast, slime-encrusted wings.
  SHantak 
  Cr 8
  XP 4,800
  CE Huge magical beast 
  init +3; Senses darkvision 60 ft., low-light vision; Perception +3
  DefenSe
  aC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, –2 size)
  hp 104 (11d10+44)
  fort +11, ref +10, Will +6
  Defensive abilities slippery; immune cold, disease
  OffenSe
  Speed 20 ft., fly 80 ft. (average)
  Melee bite +17 (2d6+8) 2 talons +17 (1d8+8 plus grab)
  Space 15 ft.; reach 15 ft.
  StatiStiCS
  Str 26, Dex 17, Con 19, int 8, Wis 17, Cha 10
  Base atk +11; CMB +21 (+25 grapple); CMD 34 (42 vs. grapple)
  feats Awesome Blow, Flyby Attack, Hover, Improved Bull 
  Rush, Power Attack, Wingover
  Skills Escape Artist +11, Fly +13; racial Modifiers +8 Escape Artist
  languages Aklo
  SQ no breath, share defenses, starflight
  eCOlOgy
  environment cold mountains
  Organization solitary, pair, or flock (3–12)
  treasure none
  SPeCial aBilitieS
  Share Defenses (Su) As a free action, 
  a shantak can extend its no 
  breath ability and cold 
  immunity to a single 
  creature touching 
  it. It can 
  withdraw this 
  protection as a 
  free action.
  Slippery (ex) A shantak’s 
  scales seep slippery slime. 
  This grants the creature a 
  +8 bonus on all Escape Artist 
  checks and to its CMD against 
  grapples, and imparts a –5 
  penalty on all Ride checks 
  made by creatures 
  attempting to 
  ride a shantak.
  Starflight (Su) A 
  shantak can 
  survive in 
  the void of outer space. It flies through space at an incredible 
  speed. Although exact travel times vary, a trip within a single 
  solar system should take 3d20 hours, while a trip beyond 
  should take 3d20 days (or more, at the GM’s discretion)—
  provided the shantak knows the way to its destination. 
  Shantaks speak in a shrill voice that sounds like glass 
  grinding against stone. They are intelligent creatures 
  and cannot be trained as mounts—a would-be shantak 
  rider must use diplomacy or magic to secure a shantak’s 
  cooperation as a mount, and even then, shantaks have a 
  tendency to deliberately strand riders in dangerous areas.
  Many shantaks have a strange and irrational fear of certain 
  creatures, such as the faceless nightgaunts said to dwell in 
  certain remote mountains, or specific types of harpies 
  or gargoyles in more civilized regions. A shantak avoids 
  confrontations with these types of creatures if possible.
  A shantak’s ability to travel the gulfs of space ensures 
  that these scaly, bird-like creatures can be found on 
  numerous worlds. Yet despite this unique ability, shantaks 
  are generally quite reluctant to seek out new worlds  
  unless faced with no other option, for a shantak knows well 
  that an attempt to fly to an unknown world could easily 
  result in being lost forever in the gulfs of space.
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  Shining Child 
  Surrounded by a nimbus of near-blinding light, this strange creature 
  looks something like an emaciated child with clawed hands.
  SHining CHilD 
  Cr 12
  XP 19,200
  CE Medium outsider (evil, extraplanar)
  init +7; Senses darkvision 120 ft.; Perception +25
  aura blinding light (60 feet)
  DefenSe
  aC 28, touch 21, flat-footed 24 (+7 deflection, +3 Dex, +1 dodge, 
  +7 natural)
  hp 152 (16d10+64)
  fort +14, ref +10, Will +10
  immune blindness, fire, poison; resist cold 10, sonic 10
  OffenSe
  Speed 30 ft., fly 50 ft. (perfect)
  Melee 2 touches +19 (4d10 fire plus burning touch)
  ranged searing ray +19 touch (10d6 fire)
  Spell-like abilities (CL 12th; 
  concentration +19)
  At will—greater teleport (self plus  
  50 lbs. of objects only), light,  
  major image (DC 20)
  3/day—greater dispel magic, mirage 
  arcana (DC 20), rainbow pattern 
  (DC 21), spell turning, 
  sunbeam, wall of force
  1/day—scintillating 
  pattern (DC 25), 
  screen (DC 25), symbol 
  of insanity (DC 25)
  StatiStiCS
  Str 10, Dex 17, Con 18,  
  int 15, Wis 11, Cha 24
  Base atk +16; CMB +16; 
  CMD 37
  feats Ability Focus (blinding 
  light), Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility, Skill 
  Focus (Perception), Spring Attack, 
  Weapon Finesse
  Skills Bluff +26, Diplomacy +23, Fly +11, 
  Intimidate +23, Knowledge (arcana) +18, 
  Knowledge (planes) +21, Perception +25,  
  Spellcraft +18, Use Magic Device +23
  languages telepathy 120 ft.
  SQ radiant armor
  eCOlOgy
  environment any land (extraplanar)
  Organization solitary, visitation (2–9), or incursion (11–20)
  treasure none
  SPeCial aBilitieS
  Blinding light (ex) A shining child can radiate a 60-foot-radius 
  aura of blinding light as a free action. Creatures within the 
  affected area must succeed on a DC 25 Fortitude save or 
  be permanently blinded. A creature that successfully saves 
  cannot be affected again by the same shining child’s aura 
  for 24 hours. The save is Constitution-based.
  Burning touch (Su) A shining child corrupts the positive 
  energy within a living creature into an unnatural burning 
  light. For the next 5 rounds after a successful touch attack 
  by a shining child, the target takes 2d6 points of fire 
  damage. The burning light can be “extinguished” by casting 
  darkness or deeper darkness on the target, or by entering an 
  area of natural darkness (not counting the light from the 
  burning target). 
  radiant armor (Su) The light that surrounds a shining child 
  grants a deflection bonus to its AC equal to its 
  Charisma bonus. The bonus is negated as 
  long as the shining child is in the area of 
  effect of a spell with the darkness descriptor 
  that is at least 3rd level.
  Searing ray (Su) A shining child’s 
  primary attack is a ray of searing 
  light. This attack has a range 
  of 120 feet and bypasses 
  all damage reduction. The 
  ray deals double damage to 
  undead creatures.
  Creatures of burning light 
  and strange geometry, 
  shining children are a 
  terror to behold. Beyond 
  the flares of energy that 
  constantly 
  burst 
  from 
  their forms (particularly 
  in beam-like gouts from 
  their eyes and mouths), the 
  creatures are vaguely humanoid, with 
  strange hands that each bear four fingers. 
  Occasionally summoned by powerful wizards 
  in search of rare arcane knowledge, the shining 
  children 
  (who 
  disdain 
  individual 
  names) 
  communicate via telepathy, a psychic roar like 
  metal tearing that sometimes resolves into 
  strained and raspy words.
  Though they harbor many secrets, their greatest 
  secret may be their own origin. Numerous theories 
  abound—that the shining children are beings from 
  another dimension, avatars of a dying star grown 
  sentient, or creatures of light battling living darkness 
  at the edge of reality. A shining child stands just over 
  4-1/2 feet tall and weighs 85 pounds.
  Shantak–Shining Child
  Shantak–Shining Child
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  Sinspawn
  This hairless humanoid lurches on back-bent, dog-like legs, its 
  hideous mouth flanked by tiny arms with three-fingered hands. 
  SinSPaWn 
  Cr 2
  XP 600
  NE Medium aberration 
  init +5; Senses darkvision 60 ft., sin-scent; Perception +7
  DefenSe
  aC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)
  hp 19 (3d8+6)
  fort +3, ref +2, Will +4
  immune mind-affecting effects; Sr 13
  OffenSe
  Speed 40 ft.
  Melee ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite) or
  bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)
  StatiStiCS
  Str 13, Dex 13, Con 14, int 10, Wis 13, Cha 12
  Base atk +2; CMB +3; CMD 15
  feats Dodge, Improved Initiative
  Skills Intimidate +7, Perception +7, Stealth +7, Survival +7
  languages Aklo
  SQ martial proficiency
  eCOlOgy
  environment any ruins
  Organization solitary, pair, or cult (3–8)
  treasure standard (ranseur, other treasure)
  SPeCial aBilitieS
  Martial Proficiency (ex) Sinspawn are proficient in all simple and 
  martial weapons, armor, and shields (except tower shields).
  Sin-Scent (Su) Sinspawn have scent against creatures whose nature 
  reflects the sinspawn’s sin. For example, wrathful sinspawn can 
  scent creatures using rage effects. The GM should adjudicate 
  what creatures a particular sinspawn can scent.
  Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed 
  with sinful thoughts (DC 12 Will save negates). These 
  emotions are so powerful that the target becomes sickened 
  for 1d6 minutes. An affected target that is bitten a second 
  time is staggered for 1 round if it fails its saving throw. Calm 
  emotions, remove curse, or break enchantment negates the 
  effects of sinful bite. The save DC is Charisma-based.
  Sinspawn are corrupted products of magic used by 
  spellcasters in a past era as shock troops for their armies. 
  Literally the embodiment of a sin made flesh, they are 
  sentient abominations of distilled ectoplasm imprinted 
  with the soul-image of slain creatures that possessed an 
  abundance of a particular sin.
  Seven typeS of SinSpawn
  The above stats represent a wrathspawn, the most common 
  type of this creature. Each type possesses unique ability 
  modifiers, which are listed after their name.
  Envyspawn (+2 Str, –2 Cha): Short and thin, envyspawn 
  often become rangers.
  Gluttonspawn (+2 Con, –2 Dex): Obese yet hardy and 
  strong, gluttonspawn often become fighters. 
  Greedspawn (+2 Dex, –2 Wis): Towering over 7 feet 
  in height, greedspawn have gold-tinged veins and often 
  become rogues. 
  Lustspawn (+4 Cha, –2 Con, –2 Wis): With perfectly 
  formed bodies sitting in grotesque counterpoint to 
  their monstrous faces and claws, lustspawn often 
  become sorcerers.
  Pridespawn (+4 Int, –2 Wis, –2 Cha): Unique 
  among sinspawn for their long manes of 
  hair, pridespawn are near-skeletal in their 
  gauntness. They often become wizards. 
  Slothspawn (+2 Wis, –2 Dex): Thick rolls 
  of excess skin drape a slothspawn’s hunched 
  frame. They often become clerics. 
  Wrathspawn: These sinspawn use the statistics given 
  above. They often become barbarians.
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  Siren
  This creature has the body of a hawk and the head of a beautiful 
  woman with long, shining hair.
  Siren 
  Cr 5
  XP 1,600
  CN Medium magical beast 
  init +3; Senses darkvision 60 ft., low-light vision; Perception +15
  DefenSe
  aC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
  hp 52 (8d10+8)
  fort +7, ref +11, Will +6
  immune mind-affecting effects
  OffenSe
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 talons +11 (1d6)
  Special attacks bardic performance, siren’s song, sneak 
  attack +2d6
  Spell-like abilities (CL 7th; concentration +12)
  3/day—cause fear (DC 16), charm person (DC 16), deep 
  slumber (DC 18), shout (DC 19)
  StatiStiCS
  Str 10, Dex 17, Con 12, int 14, Wis 19, Cha 21
  Base atk +8; CMB +8; CMD 22
  feats Dodge, Flyby Attack, Lightning Reflexes, Weapon Finesse
  Skills Fly +7, Knowledge (history) +10, Perception +15, Perform 
  (sing) +13, Stealth +14
  languages Auran, Common
  eCOlOgy
  environment temperate or warm hills
  Organization solitary or flight (2–7)
  treasure standard
  SPeCial aBilitieS
  Bardic Performance (Su) A siren may use bardic performance 
  as a 4th-level bard (9 rounds/day), and can use countersong, 
  distraction, fascinate, inspire competence, and inspire 
  courage. Levels in the bard class stack with this ability.
  Siren Song (Su) When a siren sings, all non-sirens within 
  a 300-foot spread must succeed on a DC 19 Will save or 
  become enthralled (see below). The effect depends on the 
  type of song the siren chooses, and continues for as long 
  as the siren sings and for 1 round thereafter. A creature that 
  successfully saves cannot be affected again by any of that 
  siren’s songs for 1 hour. These are sonic, mind-affecting 
  effects. The save DC is Charisma-based. Enthralled 
  creatures behave in one of the following four ways, which 
  the siren chooses when she begins singing.
  •	 Captivation: This functions exactly like a harpy’s captivating 
  song (Pathfinder RPG Bestiary 172).
  •	 Fascination: Affected creatures are fascinated.
  •	 Obsession: An obsessed victim becomes defensive of the 
  siren and does all he can to prevent harm from coming 
  to her, going so far as attacking his allies in her defense. 
  The victim is not controlled by the siren, but views her as a 
  cherished ally. This is a charm effect.
  •	 Slumber: The victim immediately falls asleep, rendering the 
  creature helpless. While the siren is singing, no noise will 
  wake the sleeping creature, though slapping or wounding 
  him does. The creature continues sleeping for 1d4 minutes 
  after the siren stops singing, but can be awakened by loud 
  noises or any other normal method.
  These bizarre beings have the bodies of hawks, owls, or 
  eagles, but the heads of beautiful human women. Their 
  faces typically reflect the human ethnicity dominant in 
  the area in which they lair, and they almost always bear a 
  vibrant and youthful countenance.
  All sirens are female and long-lived. The oldest known 
  sirens haunt their territories for nearly a millennium, 
  although most only live for a few hundred years. Sirens 
  require male humanoids to mate, and several times per 
  decade either capture or rescue bold or comely sailors who 
  enter their territories. Stories abound of sirens dying—
  either through heartache or suicide—when sailors they 
  attempted to lure overcame their compelling powers 
  and escaped their grasps. Sirens always live near the sea, 
  where their powerful voices can carry over the waves and 
  attract the attention of unwary sailors who trespass near 
  their isles.
  A typical siren has a wing span of 8 feet, and weighs 
  120 pounds. 
  Sinspawn–Siren
  Sinspawn–Siren
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  Skulk
  This smooth-skinned, hairless humanoid has penetrating eyes 
  and skin that shifts and changes to mimic his surroundings.
  Skulk 
  CR 1
  XP 400
  CE Medium humanoid (skulk)
  Init +6; Senses low-light vision; Perception +5
  DefenSe
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 16 (3d8+3)
  fort +2, Ref +5, Will +3
  OffenSe
  Speed 30 ft.
  Melee short sword +2 (1d6/19–20)
  Ranged dagger +4 (1d4/19–20)
  Special Attacks sneak attack +1d6
  StAtIStICS
  Str 11, Dex 14, Con 13, Int 10, Wis 14, Cha 7
  Base Atk +2; CMB +2; CMD 14
  feats Improved Initiative, Skill Focus (Stealth)
  Skills Perception +5, Stealth +16; Racial 
  Modifiers +8 Stealth
  languages Common, 
  Undercommon
  SQ camouflaged step, 
  chameleon skin
  eCOlOgy
  environment any land  
  or underground
  Organization solitary, pair, band 
  (3–8), or tribe (9–16)
  treasure standard (short sword, 
  2 daggers, other treasure)
  SPeCIAl ABIlItIeS
  Camouflaged Step (ex) Skulks can 
  pass through forest and subterranean 
  settings almost without a trace. Add +10 
  to the DC to track a skulk in  
  these environments.
  Chameleon Skin (ex) A skulk’s racial 
  bonus to Stealth comes from his 
  ability to change the color of his skin 
  to match his surroundings, even 
  complex or regular patterns like 
  bricks and mortar. A skulk loses this 
  conditional bonus if he is wearing 
  armor, or if he wears any clothing 
  that covers more than one-quarter of 
  his body, as skulks can only change 
  their own flesh, not things 
  they carry. A skulk 
  normally conceals small items behind his body; by putting 
  his back to a wall and changing his front half, he can hide the 
  item because observers don’t have line of sight to the item.
  Skulks are a race of cowardly and lazy humanoids that live 
  on the fringes of society, stealing what they need and doing 
  what they must—even committing casual murder—to 
  survive. Their unabashed cowardice is perhaps their most 
  widely known trait, but skulks don’t see themselves as 
  particularly craven. Instead, they view their dishonorable 
  behaviors as the most expedient method of survival. 
  They hate most other humanoids, viewing them as lazy 
  and foolish, and think nothing of sneaking into a home, 
  killing all the residents, and burglarizing what they can 
  carry off without getting caught.
  Skulks travel in small groups, rarely forming tribes 
  of more than 16, for in larger groups bickering quickly 
  leads to violent infighting. Murder between skulks is not 
  uncommon, but they understand safety in numbers, 
  and most frown upon treason within a group 
  that is already relatively small, punishing 
  traitors with a quick death. When possible, 
  they set up camps in discreet spots near other 
  settlements, commonly inhabiting 
  sewers, caves, or forests—though 
  their unsavory, murderous 
  tactics often force them to 
  relocate before local law 
  enforcement, quickly alerted 
  to their presence once the 
  remains of a family of victims 
  are discovered, finds them.
  Skulks are roughly the same 
  size as a human, averaging 6 feet 
  tall, though they are significantly 
  more gangly and nimble, 
  and commonly weigh 
  only 
  140 
  pounds. 
  Skinny arms and 
  legs help them sneak 
  around 
  obstacles 
  and 
  squeeze 
  into 
  narrow spaces. Skulks 
  can live up to 50 years, though most die 
  from violence long before that. Although 
  skulks have racial Hit Dice, they generally 
  advance in power by taking class levels. Rogue 
  is a favorite choice among skulks, for their 
  natural abilities at stealth and sneak 
  attacks fit well with this choice, but they 
  also excel in the roles of clerics, fighters 
  and rangers who specialize in ranged 
  weapons, and rarely as wizards (particularly illusionists).
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  Skulk–Slime Mold
  Skulk–Slime Mold
  Slime Mold
  What at first seemed to be a carpet of fungi and mushrooms 
  suddenly stirs to life, surging forward with a reek of decay.
  SlIMe MOlD 
  CR 2
  XP 600
  N Large ooze 
  Init –1; Senses Perception –5
  DefenSe
  AC 8, touch 8, flat-footed 8 (–1 Dex, –1 size)
  hp 28 (3d8+15)
  fort +6, Ref +0, Will –4
  Immune ooze traits; Resist fire 10
  OffenSe
  Speed 20 ft.
  Melee slam +4 (1d6+4 plus disease)
  Space 10 ft.; Reach 10 ft.
  Special Attacks engulf (DC 14, 1d6+4 bludgeoning plus disease)
  StAtIStICS
  Str 16, Dex 8, Con 21, Int —, Wis 1, Cha 1
  Base Atk +2; CMB +6; CMD 15 (can’t be tripped)
  SQ freeze
  eCOlOgy
  environment temperate forests
  Organization single or infestation (2–5)
  treasure none
  SPeCIAl ABIlItIeS
  Disease (ex) Fungal rot: Slam—contact; save Fortitude DC 
  16; onset 1 day; frequency 1/day; effect 1d2 Str damage and 
  1 Con damage and fatigue; cure 1 save. Any creature that 
  touches a slime mold with an unarmed strike or a natural 
  attack is also exposed to this foul disease. The save DC is 
  Constitution-based.
  Slime molds are revolting oozes that wallow 
  in rot and decay. A perfect example of 
  symbiosis, each slime mold is 
  covered in a thick garden of 
  fungi, mildew, and toadstools, 
  which helps it blend in with 
  the surroundings. As ambush 
  hunters, they can lie silently in wait 
  for days at a time, surging into 
  frenzied movement as soon 
  as prey comes within 
  reach. Most commonly 
  encountered in deep 
  forests, variations have 
  adapted to life in 
  caverns and sewers 
  as well. They lack 
  any ability to digest 
  food, and rely entirely on their symbiotic fungal gardens 
  to break down any organic matter they find into easily 
  absorbed compost and decay. The molds and mushrooms 
  that coat the ooze in turn receive ample food supplies, 
  and over countless generations, many have developed into 
  deadly variations of the forest or cave fungi from which 
  they evolved. This fungal breakdown is in many ways akin 
  to a disease—known as fungal rot, it can kill if allowed 
  to progress for long. Those who succumb to fungal rot 
  become tired and listless. Eventually, paralysis sets in and 
  the victim’s flesh begins to blacken and decay, running 
  from the body in liquid streams that the slime mold can 
  easily absorb. In a somewhat nauseating turnabout, certain 
  creatures find the unusual fungus that grows upon a slime 
  mold to be quite tasty, and these creatures actively hunt 
  slime molds to devour their gardens—although they take 
  care to avoid actual contact with the mold itself unless they 
  happen to be immune to disease.
  Slime molds are ovoid in shape, growing up to 12 feet 
  in length and weighing more than 600 pounds. Their 
  substance is normally a sickly greenish-brown, with the 
  coloration varying depending on their environment and 
  how recently they’ve fed. They instinctually keep their 
  coating of fungus and other vegetable detritus exposed 
  above them, granting the slime mold a distinctive, 
  undulating gait rather than the f luid movement of 
  most oozes.
  To reproduce, slime molds split off small patches of 
  their bodies whenever they encounter thick beds of fungi 
  or mold. Over several months, these tiny blobs acclimate 
  to the rot and absorb each another, until a single slime 
  mold (with the young creature simple template) sprouts 
  its own garden and begins hunting live prey.
  Illustration by Adam Vehige
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  Slithering Tracker
  A long, moist streak along the dark stone suddenly undulates like 
  a serpent and then rises up to attack.
  SlItheRIng tRACkeR 
  CR 4
  XP 1,200
  N Small ooze 
  Init +4; Senses blindsense 60 ft.; Perception +7
  DefenSe
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 42 (4d8+24)
  fort +7, Ref +5, Will +1
  Immune mind-affecting effects, ooze traits
  OffenSe
  Speed 10 ft., climb 10 ft.
  Melee 2 slams +7 (1d6+4 plus grab and paralysis)
  Special Attacks blood drain (1d2 Constitution), grab (Colossal)
  StAtIStICS
  Str 16, Dex 18, Con 23, Int 11, Wis 10, Cha 1
  Base Atk +3; CMB +5 (+9 grapple); CMD 19 (can’t be tripped)
  feats Skill Focus (Perception), Skill Focus (Stealth)
  Skills Climb +11, Perception +7, Stealth +19; Racial Modifiers 
  +4 Stealth
  languages Undercommon (cannot speak)
  SQ transparent
  eCOlOgy
  environment any ruins or underground
  Organization solitary or pair
  treasure incidental
  SPeCIAl ABIlItIeS
  Paralysis (ex) Any creature that is hit by a slithering tracker’s 
  slam attack comes into contact with the anesthetizing 
  slime it secretes. The opponent must succeed on a DC 18 
  Fortitude save or be paralyzed—at the end of each round 
  thereafter, the paralyzed victim can attempt a new Fortitude 
  save to recover from this paralysis. When a victim recovers 
  from a slithering tracker’s paralysis, the 
  victim is staggered for 1d6 rounds. This 
  DC is Constitution-based.
  transparent (ex) Because of its lack of 
  coloration, a slithering tracker is difficult to 
  discern from its surroundings in 
  most environments. The 
  slithering tracker gains 
  a +8 racial bonus on 
  Stealth checks as 
  a result, and can 
  move at full speed 
  without taking a penalty 
  on Stealth checks. A creature that 
  fails to notice a slithering tracker 
  and walks into it automatically takes 
  damage as if struck by the slithering tracker’s slam attack 
  and is immediately subject to a grab attempt and paralysis 
  by the ooze.
  An alien inhabitant of the dark underworld, the 
  slithering tracker is a glistening creature of transparent 
  ooze, typically about 3 inches thick and at least 3 feet in 
  diameter. When still, it looks like a wet patch of stone 
  or a patch of condensation on a wall. Comparatively slow 
  moving, the slithering tracker relies on its transparency 
  and knack for ambushing to surprise prey.
  Once a slithering tracker has paralyzed a living creature, 
  it flows over an exposed patch of flesh, grabbing on and 
  draining blood from the victim. A slithering tracker can 
  drain a human-sized creature of its blood with shocking 
  swiftness, leaving only a desiccated carcass behind. A 
  slithering tracker can go some time between meals, 
  but never turns down easy prey. The larger a slithering 
  tracker grows, the more voracious its appetite becomes, 
  until, after a particularly large feeding, the creature 
  splits into two smaller slithering trackers that eventually 
  go their separate ways in search of feeding territory.
  Slithering trackers are not harmed by bright light, 
  but still prefer to avoid areas of intense illumination or 
  natural sunlight, and so only venture aboveground at 
  night. They prefer the cool, damp environment of their 
  native caves and tunnels.
  Although intelligent and cunning, slithering trackers 
  are entirely alien creatures. They do not possess any 
  language of their own, although they can usually 
  understand the dominant language of the region they 
  dwell in—usually Undercommon. Some underworld 
  inhabitants do manage to forge alliances with slithering 
  trackers, or at least exist with them in symbiosis by 
  providing the creatures with easy and regular prey, but as 
  one can never truly know a slithering tracker’s desires or 
  motivations, such alliances are dangerous to rely upon.
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  Slurk 
  This disgusting beast looks like a slime-covered toad, but with 
  two walrus-like tusks jutting from its upper jaw.
  SluRk 
  CR 2
  XP 600
  N Medium magical beast 
  Init +6; Senses darkvision 60 ft.; Perception +0
  DefenSe
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 17 (2d10+6)
  fort +6, Ref +5, Will +0
  OffenSe
  Speed 30 ft., climb 30 ft.
  Melee bite +4 (2d6+3)
  Ranged slime squirt +4 ranged touch
  Special Attacks belly grease, slime
  StAtIStICS
  Str 15, Dex 14, Con 17, Int 3, Wis 10, Cha 10
  Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, grapple, 
  overrun, and trip)
  feats Improved Bull RushB, Improved Initiative, Improved OverrunB
  Skills Acrobatics +16, Climb +14, Escape Artist +6; Racial 
  Modifiers +4 Escape Artist
  languages Boggard (can’t speak)
  SQ hunker
  eCOlOgy
  environment temperate swamps or underground
  Organization solitary, pair, or pack (3–8)
  treasure none
  SPeCIAl ABIlItIeS
  Belly grease (ex) The slurk exudes a slippery grease 
  from its belly that grants it a +4 bonus on 
  Escape Artist skill checks and to its CMD 
  versus grapples. Once per minute, a 
  slurk may wallow on a solid surface as 
  a full-round action to coat the floor 
  in a 5-foot radius with this grease. 
  The smear created turns that area 
  of floor into difficult terrain for 10 
  minutes, after which the grease 
  dries to a nasty crust.
  hunker (ex) The slurk gains 
  a +4 bonus to its CMD to 
  avoid bull rush or overrun 
  attempts.
  Slime (ex) A slurk’s back is 
  crusted with thick, dry slime 
  and dozens of nodules. 
  As a standard action at 
  will, a slurk can squirt 
  a jet of this slime from 
  one of these nodules as a ranged touch attack against 
  any target within 30 feet. The slime quickly hardens to 
  the texture of cold tar, entangling the foe. Anyone the 
  slurk successfully bull rushes or overruns is automatically 
  squirted with back slime. The hardened slime can be 
  removed as a full-round action with a DC 15 Strength 
  check. The slurk’s back slime grants a creature riding it a 
  +8 bonus on Ride checks made to stay in the saddle, but a 
  –8 penalty on Ride checks to dismount.
  Slurks are frog-like creatures, the descendants of the failed 
  result of a dwarven attempt to domesticate and breed 
  subterranean frogs as food and labor animals. Though the 
  dwarves failed to create suitable livestock, the sticky frog-
  beasts are often befriended by other underground races.
  Slurks are carnivores and have a formidable bite, thanks 
  to their massive tusks. Their true strength, however, lies 
  in their foul-smelling and unnatural secretions. The 
  mucus exuded from the slurk’s back is incredibly sticky 
  and quickly hardens into a powerful resin, a quality the 
  creature turns to its advantage by squirting it at intruders 
  and then waiting for it to harden before closing for the 
  kill. At the same time, the liquid excreted by glands on a 
  slurk’s stomach is incredible slippery, allowing the slurk 
  to keep from being immobilized by its own back slime 
  and also making it extremely hard to grapple or maneuver 
  without its consent. Combined with slurks’ natural ability 
  to climb walls and hang from ceilings with ease, these 
  abilities make the foul-smelling creatures extremely 
  desirable to kobolds, who domesticate and train the frog-
  beasts as powerful mounts and guardians.
  Slithering Tracker–Slurk
  Slithering Tracker–Slurk
  Illustration by Eric Dechamps
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  Snake, Emperor Cobra
  This massive green cobra rears its head upward aggressively, its 
  brightly colored, scaly hood flaring in an unmistakable warning.
  eMPeROR COBRA 
  CR 5
  XP 1,600
  N Large animal 
  Init +6; Senses low-light vision, scent; Perception +13
  DefenSe
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 51 (6d8+24)
  fort +9, Ref +7, Will +5
  OffenSe
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +10 (2d6+9 plus poison)
  Space 10 ft.; Reach 10 ft.
  StAtIStICS
  Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 2
  Base Atk +4; CMB +11; CMD 23 (can’t be tripped)
  feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Acrobatics +10 (+6 jump), Climb +14, Perception +13, 
  Stealth +11, Swim +14; Racial Modifiers Acrobatics+8,  
  +4 Perception, +4 Stealth
  eCOlOgy
  environment temperate or warm swamps
  Organization solitary, pair, or nest (3–8)
  treasure none
  SPeCIAl ABIlItIeS
  Poison (ex) Bite—injury; save Fort DC 17; frequency 1/round for 
  6 rounds; effect 1d3 Con; cure 2 consecutive saves.
  Infamous among travelers for 
  its deadly poisonous bite, 
  the emperor cobra is a 
  foul-tempered snake 
  typically encountered 
  in bogs. The snake’s 
  scales are generally 
  a dark green, with 
  a pale green or even 
  ivory underbelly. Its 
  eyes are bright red 
  and lack the distinctive 
  serpentine slit most snake 
  eyes possess. Emperor cobras 
  are 
  often 
  trained 
  to 
  serve as guardians in 
  temples. They are 16 
  feet long and weigh 
  200 pounds.
  Snake, Giant Anaconda
  An enormous coil of muscle and scales, this giant snake flicks its 
  arm-length tongue in the air as it scans the area for prey.
  gIAnt AnACOnDA 
  CR 10
  XP 9,600
  N Gargantuan animal 
  Init +6; Senses low-light vision, scent; Perception +22
  DefenSe
  AC 25, touch 9, flat-footed 22 (+2 Dex, +1 dodge, +16 natural, 
  –4 size)
  hp 126 (12d8+72)
  fort +14, Ref +10, Will +5
  OffenSe
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +19 (4d6+19/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (4d6+19)
  StAtIStICS
  Str 36, Dex 14, Con 23, Int 1, Wis 13, Cha 2
  Base Atk +9; CMB +26 (+30 grapple); CMD 39 (can’t be tripped)
  feats Dodge, Improved Critical (bite), Improved Initiative, 
  Power Attack, Skill Focus (Perception), Weapon Focus (bite)
  Skills Climb +21, Perception +22, Swim +21
  eCOlOgy
  environment warm swamps
  Organization solitary or pair
  treasure none
  Of the multitude of slithering predators that infest 
  jungles, forests, and swamps, few inspire 
  such terror as the giant anaconda. Incredibly 
  strong, fearless hunters, these creatures 
  are capable of taking down and eating 
  elephants, dinosaurs, and giants. Their 
  olive green and black mottled scales 
  afford them exceptional camouflage 
  in the murky waters they call home. A 
  giant anaconda can grow to a length 
  of 60 feet.
  Illustration by Dean Spencer
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  Solifugid, Giant
  This tan-colored creature looks like a ten-legged spider. Oversized 
  jaws grind together slowly beneath beady eyes.
  gIAnt SOlIfugID 
  CR 1
  XP 400
  N Small vermin 
  Init +2; Senses darkvision 60 ft.; Perception +4
  DefenSe
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 13 (2d8+4)
  fort +5, Ref +2, Will +0
  Immune mind-affecting effects
  OffenSe
  Speed 50 ft., climb 30 ft.
  Melee bite +3 (1d6+1), 2 claws +3 (1d3+1)
  Special Attacks rend (2 claws, 1d3+1)
  StAtIStICS
  Str 12, Dex 15, Con 15, Int —, Wis 11, Cha 2
  Base Atk +1; CMB +1; CMD 13 (25 vs. trip)
  Skills Climb +9, Perception +4, Stealth +10; Racial Modifiers 
  +4 Perception, +4 Stealth
  eCOlOgy
  environment warm deserts
  Organization solitary, pair, or colony (3–6)
  treasure none
  Solifugids are sometimes called “camel spiders,” “wind 
  scorpions,” or “sun spiders,” despite the fact that they are 
  neither spiders nor scorpions but rather their own unique 
  species. They have large pedipalps near their heads, used to 
  grab and hold prey while they feed with their twin sets of 
  vertically aligned mandibles. When hunting in groups, they 
  prefer to attack targets already grappled by other solifugids. 
  The various species of enormous solifugids generally have 
  eight legs, although the front two appendages are large 
  enough that they can easily be mistaken for an additional 
  pair of legs. Some species, like the albino cave solifugid, 
  have fewer legs, but all solifugids are aggressive vermin.
  The following table lists the most common variants 
  beyond the two presented above. Many of these 
  species have additional unique abilities, such as the 
  razormouth’s ability to cause hideous, bleeding 
  wounds in those it attacks. 
  Species 
  CR 
  Size 
  hD
  Dog-eating solifugid 
  1/2 
  Tiny 
  1
  Yellow terror solifugid 
  8 
  Large 
  10
  Razormouth solifugid 
  11 
  Huge 
  13
  Banshee solifugid 
  15 Gargantuan 16
  Duneshaker solifugid 
  18 
  Colossal 
  20
  Snake–Solifugid
  Snake–Solifugid
  Solifugid, Albino Cave
  This spider-like creature’s front legs end in immense, grasping 
  claws. Its mouth sports a pair of huge vertical mandibles.
  AlBInO CAve SOlIfugID 
  CR 4
  XP 1,200
  N Medium vermin 
  Init +1; Senses darkvision 60 ft.; Perception +4
  DefenSe
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 45 (6d8+18)
  fort +8, Ref +3, Will +2
  Immune mind-affecting effects
  OffenSe
  Speed 50 ft., climb 30 ft.
  Melee bite +7 (1d8+3), 2 claws +7 (1d4+3)
  Special Attacks pounce, rend (2 claws, 1d6+4)
  StAtIStICS
  Str 16, Dex 13, Con 17, Int —, Wis 11, Cha 2
  Base Atk +4; CMB +7; CMD 18 (26 vs. trip)
  Skills Climb +11, Perception +4, Stealth +5; Racial Modifiers 
  +4 Perception, +4 Stealth
  eCOlOgy
  environment any underground
  Organization solitary, pair, or colony (3–6)
  treasure none
  The six-legged albino cave solifugid is well known for its 
  aggressive hunting patterns. It has a legspan of 5 feet, and 
  weighs 100 pounds. 
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  Soul Eater
  Two elongated and deathly pallid arms protrude from this 
  creature’s smoky body as it slithers silently through the air.
  SOul eAteR 
  CR 7
  XP 3,200
  NE Medium outsider (evil, extraplanar)
  Init +10; Senses darkvision 60 ft., all-around vision; Perception +14
  DefenSe
  AC 21, touch 17, flat-footed 14 (+6 Dex, +1 dodge, +4 natural)
  hp 82 (11d10+22)
  fort +5, Ref +13, Will +7
  DR 10/magic; Immune critical hits, paralysis, 
  poison, sleep, stunning
  OffenSe
  Speed 30 ft., fly 100 ft. (perfect)
  Melee 2 claws +18 
  (1d6+1/19–20 plus 1d6 
  Wisdom damage)
  Special Attacks 
  find target, 
  soul drain
  StAtIStICS
  Str 13, Dex 22, 
  Con 14, Int 12, 
  Wis 11, Cha 11
  Base Atk +11; 
  CMB +12; CMD 29 
  (can’t be tripped)
  feats Dodge, Flyby Attack, 
  Improved Critical (claw), Improved 
  Initiative, Weapon Finesse, Weapon 
  Focus (claw)
  Skills Acrobatics +20 (+8 jump), Escape Artist +20, 
  Fly +28, Intimidate +14, Knowledge (planes) +15, 
  Perception +14, Stealth +20 (+28 darkness or smoke)
  languages Abyssal, Infernal
  SQ caster link
  eCOlOgy
  environment any Outer Plane (Abaddon)
  Organization solitary
  treasure none
  SPeCIAl ABIlItIeS
  Caster link (ex) When a soul eater is summoned, it creates 
  a mental link between itself and its conjurer. If the soul 
  eater’s assigned target (see find target ability) dies before 
  the soul eater can drain its soul, or if the soul eater is 
  defeated by its target (but not slain), it returns to its 
  conjurer at full speed and attacks her. While the soul 
  eater and the conjurer are on the same plane (regardless 
  of plane-traveling interruptions), it can use its find target 
  ability to locate its conjurer.
  find target (Su) When a soul eater’s conjurer orders it to find 
  a creature, it can do so unerringly, as though guided by a 
  locate creature spell that has no maximum range and is not 
  blocked by running water. The conjurer must have seen the 
  desired target and must speak the target’s name.
  Soul Drain (Su) If the Wisdom damage from a soul eater’s 
  claw attacks equals or exceeds an opponent’s actual 
  Wisdom score, rendering the victim helpless, the soul 
  eater can devour that creature’s soul as a standard action 
  that provokes an attack of opportunity. This attack kills the 
  victim. The dead victim can resist having her soul eaten 
  by making a (DC 17) Fortitude save; 
  success means she is still 
  dead, but can be 
  restored to life 
  normally. If she 
  fails this save, her 
  soul is consumed by 
  the soul eater. A 
  victim slain in this 
  manner cannot 
  be returned to 
  life with clone, 
  raise dead, or 
  reincarnation. She 
  can be restored to 
  life via resurrection, 
  true resurrection, 
  miracle, or wish, but only 
  if the caster can succeed on a 
  DC 30 caster level check. If the 
  soul eater is killed within 
  120 feet of its victim’s 
  corpse, and the victim has 
  been dead for no longer 
  than 1 minute, the victim’s soul 
  returns to her body and restores her 
  to life, leaving her unconscious and at  –1 hit point. This is a 
  death effect. The save DC is Constitution-based.
  Wisdom Damage (Su) A creature hit by a soul eater’s claw 
  must succeed on a DC 17 Fortitude save or take 1d6 points 
  of Wisdom damage. The save DC is Constitution-based.
  Summoned forth from the inky swamps of Abaddon, a 
  soul eater is an extraplanar entity devoid of emotion or 
  reason and possessing a hunger that may only be sated 
  by devouring the souls of the living. The very nature of a 
  soul eater makes it an ideal and terrifyingly efficient tool 
  of death, and it is for this reason they are often conjured 
  by vile spellcasters pursuing morbid agendas. Even when 
  not seeing to the heinous commands of a sinister magic 
  user, the soul eater prowls and hunts, constantly seeking 
  living souls upon which to gorge itself.
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  Soulbound Doll
  This doll’s glass eyes glisten with unmistakable curiosity as it 
  comes to life with a fluid grace.
  SOulBOunD DOll 
  CR 2
  XP 600
  N (but see below) Tiny construct 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +3
  DefenSe
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 19 (3d10+3)
  fort +1, Ref +3, Will +1
  DR 2/magic; Immune construct traits
  Weaknesses susceptible to mind-affecting effects
  OffenSe
  Speed 20 ft.
  Melee dagger +3 (1d2–2/19–20)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-like Abilities (CL 3rd, concentration +2)
  3/day—light, mage hand, open/close, prestidigitation
  1/day—levitate, one additional ability dependent on alignment
  Str 7, Dex 14, Con —, Int 11, Wis 10, Cha 9
  Base Atk +3; CMB +3; CMD 11
  feats Improved Initiative, Toughness
  Skills Perception +3, Stealth +13
  languages Common
  SQ alignment variation, soul focus
  eCOlOgy
  environment any
  Organization solitary, pair, or 
  family (3–12)
  treasure standard
  SPeCIAl ABIlItIeS
  Alignment variation (ex) Soulbound 
  dolls are at least partially neutral in 
  alignment, although they can also 
  be chaotic, evil, good, or lawful. 
  They have an alignment-dependent 
  spell-like ability usable once per 
  day as listed below.
  •	 Chaotic	Neutral: rage
  •	 Lawful	Neutral: suggestion 
  (DC 12)
  •	 Neutral: deep slumber (DC 12)
  •	 Neutral	Evil: inflict serious 
  wounds (DC 12)
  •	 Neutral	Good: heroism
  Susceptible to Mind-Affecting effects 
  (ex) The weakened conviction of 
  a soulbound doll’s soul makes it 
  susceptible to mind-affecting effects, 
  despite the fact that it is a construct.
  Soul focus (Su) The soul bound to the doll lives within a focus 
  integrated into the doll or its apparel, typically one of the 
  doll’s eyes or a gem embedded into its neck or chest. As 
  long as this soul focus remains intact, it can be used to 
  animate another doll, using the same cost as creating a 
  new construct. Once bound into the soul focus, the soul 
  continues to learn, and so if later it is put into a new doll 
  body, the soul retains its personality and memories from its 
  previous body or bodies. A soul focus has hardness 8, 12 hit 
  points, and a break DC of 20.
  These small, sentient dolls contain a fragment of another 
  creature’s soul. The binding process strips most of the 
  individuality from the soul, making a new soulbound doll 
  an almost blank slate. Despite this process, fragments of 
  the original creature’s personality remain.
  Soulbound dolls can serve as companions, surrogate 
  children, servants, guards, and sentries, as desired by 
  their creators. Creators of soulbound dolls typically take 
  care to take soul fragments from people whose personality 
  traits the crafters wish to see in their dolls.
  ConstruCtion
  A soulbound doll’s body is made from 
  wood, stone, or porcelain, with one 
  exquisite item worth at least 300 gp 
  to serve as the soul focus. Creation 
  requires a soul fragment from a 
  deceased creature that must die at some 
  point during the creation of the doll—
  as a result, most soulbound dolls are 
  created by evil spellcasters. Other 
  spellcasters can create soulbound dolls, 
  but if the donor soul is unwilling, they 
  may have alignment repercussions. An 
  unwilling soul can resist the procedure 
  with a DC 20 Will save. Stripping a soul 
  fragment from the dead does not 
  prevent the rest of the soul from 
  continuing on to the afterlife, 
  nor does it prevent the body 
  from later being resurrected 
  or raised from the dead. 
  SOulBOunD DOll
  Cl 7th; Price 4,000 gp
  COnStRuCtIOn
  Requirements Craft Construct, 
  false life, lesser geas, magic jar, minor 
  creation, soul of a living creature who 
  dies or is slain during the creation 
  process; Skill Craft (sculptures); Cost 
  2,000 gp.
  Soul Eater–Soulbound Doll
  Soul Eater–Soulbound Doll
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  Spider, Giant Black Widow
  This long-legged spider has a huge, glossy black abdomen, 
  marked on the underside with the shape of a crimson hourglass.
  gIAnt BlACk WIDOW SPIDeR CR 3
  XP 800
  N Large vermin 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DefenSe
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 37 (5d8+15)
  fort +7, Ref +3, Will +1
  Immune mind-affecting effects
  OffenSe
  Speed 30 ft., climb 30 ft.
  Melee bite +6 (1d8+6 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+4 ranged, DC 19, 5 hp)
  StAtIStICS
  Str 19, Dex 15, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8; CMD 20 (32 vs. trip)
  Skills Climb +20, Perception +4; Racial Modifiers +8 Climb, 
  +4 Perception, +4 Stealth 
  (+8 webs)
  SQ strong webs
  eCOlOgy
  environment any land
  Organization solitary, pair, 
  or colony (3–8)
  treasure incidental
  SPeCIAl ABIlItIeS
  Poison (ex) Bite—
  injury; save Fort 
  DC 17; frequency 1/
  round for 6 rounds; 
  effect 1d3 Con and 
  staggered; cure 2 
  saves. Save DC is 
  Con-based with a 
  +2 racial bonus.
  Strong Webs (ex) 
  A black widow’s 
  webs gain a +4 
  bonus to the DC to 
  break or escape.
  Females of this species 
  are larger than males. 
  Males are identical 
  to the typical giant 
  spider (Pathfinder RPG 
  Bestiary 258).
  Spider, Giant Tarantula
  A massive tarantula covered in bristly hairs strides forward with 
  deliberate steps, its eight eyes scanning for prey.
  gIAnt tARAntulA 
  CR 8
  XP 4,800
  N Gargantuan vermin 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DefenSe
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 115 (10d8+70)
  fort +14, Ref +4, Will +3
  Defensive Abilities barbed hairs; Immune mind-affecting effects
  OffenSe
  Speed 30 ft., climb 30 ft.
  Melee bite +15 (3d6+18 plus poison)
  Ranged barbed hairs +4 touch (nausea)
  Space 20 ft.; Reach 20 ft.
  StAtIStICS
  Str 35, Dex 13, Con 24, Int —, Wis 10, Cha 2
  Base Atk +7; CMB +23; CMD 34 (46 vs. trip)
  Skills Climb +28, Perception +4, Stealth –7 (–3 in webs); Racial 
  Modifiers +8 Climb+4 Perception+4 Stealth (+8 in webs)
  eCOlOgy
  environment any forests
  Organization solitary, pair, or colony (3–8)
  treasure incidental
  SPeCIAl ABIlItIeS
  Barbed hairs (ex) A tarantula can throw 
  barbed hairs from its back at a creature 
  as a ranged touch attack (range 
  increment 20 feet). 
  A creature struck by 
  these hairs must make 
  a DC 22 Fort save or 
  be nauseated for 1d6 
  rounds. A creature that 
  attacks a giant tarantula 
  with a non-reach melee 
  weapon must make a 
  DC 22 Reflex save to 
  avoid being struck by 
  these hairs. The save 
  DC is Con-based.
  Poison (ex) Bite—
  injury; save Fort 
  DC 24; frequency 1/
  round for 6 rounds; 
  effect 1d6 Str; cure 
  2 consecutive saves. 
  Save DC is Con-based 
  with a +2 racial bonus.
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  Spriggan
  Flecks of saliva drip from the corners of this filthy and ill-smelling 
  humanoid, and his large pointed ears twitch at every sound. 
  SPRIggAn 
  CR 3
  XP 800
  CE Small humanoid (gnome)
  Init +4; Senses low-light vision; Perception +7
  DefenSe
  AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
  hp 22 (4d8+4)
  fort +5, Ref +5, Will +1
  OffenSe
  Speed 20 ft.
  Melee mwk morningstar +5 (1d6–1)
  Ranged light crossbow +8 (1d6/19–20)
  Special Attacks sneak attack +2d6
  Spell-like Abilities (CL 4th; concentration +4)
  At will—flare (DC 10), scare (DC 12), shatter (DC 12)
  StAtIStICS
  Str 9, Dex 19, Con 12, Int 10, 
  Wis 10, Cha 9
  Base Atk +3; CMB +1; CMD 15
  feats Combat Reflexes, 
  Weapon Focus (morningstar)
  Skills Climb +1, Disable Device 
  +11, Perception +7, Sleight of 
  Hand +11, Stealth +15; Racial 
  Modifiers +2 Climb, +2 Disable 
  Device, +2 Perception, +2 
  Sleight of Hand, +2 Stealth
  languages Aklo, Gnome
  SQ size alteration, spriggan magic, 
  spriggan skills
  eCOlOgy
  environment any hills or forests
  Organization solitary, pair, or mob (3–12)
  treasure NPC Gear (leather armor, 
  masterwork morningstar, light crossbow 
  with 10 bolts, other treasure)
  SPeCIAl ABIlItIeS
  Size Alteration (Su) At will as a standard 
  action, a spriggan can change his size 
  between Small and Large. Weapons, 
  armor, and other objects on the 
  spriggan’s person grow proportionally 
  when he changes size (objects revert to 
  normal size 1 round after a spriggan 
  releases them). When a spriggan 
  becomes Large, his speed increases 
  to 30 feet, he gains +12 Strength, 
  –2 Dexterity, and +6 Constitution, 
  Spider–Spriggan
  Spider–Spriggan
  and he takes a –2 size penalty to his AC. While Large, a 
  spriggan cannot use his sneak attack or his racial spell-like 
  abilities (although if he possesses either from class levels or 
  templates, he retains their use in both sizes).
  Spriggan Magic (ex) A spriggan gains a +1 racial bonus on 
  concentration checks and to save DCs for all of its racial 
  spell-like abilities.
  Spriggan Skills (ex) Climb, Disable Device, Perception, Sleight 
  of Hand, and Stealth are class skills for spriggans.
  SPRIggAn (lARge SIze) 
  CR 3
  XP 800
  CE Large humanoid (gnome)
  Init +3; Senses low-light vision; Perception +7
  DefenSe
  AC 14, touch 12, flat-footed 11 (+2 armor, +3 Dex, –1 size)
  hp 34 (4d8+16)
  fort +8, Ref +4, Will +1
  OffenSe
  Speed 30 ft.
  Melee mwk morningstar +9 (2d6 +5)
  Ranged light crossbow +5 (2d6/19–20)
  Space 10 ft.; Reach 10 ft.
  StAtIStICS
  Str 21, Dex 17, Con 18, Int 10, Wis 10, 
  Cha 9
  Base Atk +3; CMB +9; CMD 22
  Skills Climb +7, Disable Device +10, 
  Perception +7, Sleight of Hand +10, 
  Stealth +6
  When the gnomes first traveled to the 
  mortal realm from the distant land of 
  the fey, some found the Material Plane so 
  strange and terrifying that they lost their 
  sense of joy. Seeing only the threats of the new 
  world but none of its wonders, they grimly 
  resolved to survive no matter the cost. Their 
  innate magic responded to this twisted goal 
  by reshaping them in mind and body over the 
  course of many generations, transforming them 
  into the creatures known as spriggans. Love, 
  happiness, and beauty have no meaning for 
  these poor souls, so they lead lives of violence 
  and malice. The best they can manage in place 
  of positive emotions is a muted satisfaction 
  when they make another suffer.
  Spriggans 
  resemble 
  ugly 
  gnomes 
  with an alien, feral appearance. Many 
  are gaunt and haggard. When 
  magically enlarged, they look 
  the same except much more 
  hale and muscular.
  Illustration by Tyler Walpole
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  Sylph
  This pale, waifish woman, her hair waving in a nonexistent breeze, 
  looks as if she might fade away into mist entirely at any minute.
  SylPh 
  CR 1/2
  XP 200
  Sylph rogue 1
  N Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception +6
  DefenSe
  AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
  hp 9 (1d8+1)
  fort +0, Ref +5, Will +2
  Resist electricity 5
  OffenSe
  Speed 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  Ranged dagger +3 (1d4–1/19–20)
  Special Attacks sneak attack +1d6
  Spell-like Abilities (CL 1st; concentration +1)
  1/day—feather fall
  StAtIStICS
  Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
  Base Atk +0; CMB –1; CMD 13
  feats Dodge
  Skills Acrobatics +7, Appraise +6, Bluff +4, Climb +3,  
  Diplomacy +4, Knowledge (local) +6,  
  Perception +6, Sleight of Hand +7,  
  Stealth +7, Use Magic Device +4
  languages Auran, Common,  
  Elven, Halfling
  SQ air affinity, trapfinding +1
  eCOlOgy
  environment any land
  Organization solitary, 
  pair, or gang (3–6)
  treasure NPC gear (leather 
  armor, two daggers, 
  other treasure)
  SPeCIAl ABIlItIeS
  Air Affinity (ex) Sylph sorcerers with the 
  elemental (air) bloodline treat their 
  Charisma score as 2 points higher for all 
  sorcerer class abilities. Sylph clerics with the 
  Air domain cast their domain powers and 
  spells at +1 caster level.
  Sylphs are humans whose family trees include elemental 
  beings of air, such as djinn. They tend to be pale and thin 
  to the point of appearing delicate, though their skinny 
  bodies are more resilient than they look. While many 
  can pass unnoticed through crowds of humans, sylphs 
  display their heritage in subtle ways, and those who study 
  them carefully sometimes notice that breezes seem to 
  follow a sylph wherever she goes, even inside rooms with 
  no windows. When consumed by fits of anger or passion, 
  these tendencies become more apparent, as winds 
  surround the sylph and tousle her hair or knock small 
  items from shelves. Many sylphs have complex markings 
  on their pale flesh that resemble tiny swirling designs 
  like blue and gray tattoos, and the most exotic of their 
  kind have hair that twists and coils almost as if it were 
  made of living mist.
  As people, sylphs tend to be shy and reclusive, blending 
  into crowds or skillfully avoiding those they don’t 
  desire to meet. Yet while they often prefer to manipulate 
  situations and avoid conf lict themselves, most sylphs 
  remain intensely curious about other people, and often 
  go to great lengths to 
  spy or eavesdrop on 
  those who spark 
  their interest (a 
  hobby frequently 
  referred 
  to 
  as 
  “listening to the wind”). 
  This combined love of 
  subterfuge and ability 
  to 
  slip 
  away 
  from 
  any 
  compromising 
  situation 
  makes 
  sylphs perfectly suited to lives as rogues, thieves, 
  and spies, and beneath the average sylph’s veneer 
  of shy waifishness lies a mind that’s capable 
  and calculating, constantly sizing up the 
  competition and analyzing the most effective 
  exits from any given room.
  sylph CharaCters
  Sylphs are defined by class levels—they 
  do not possess racial Hit Dice. Sylphs 
  have the following racial traits.
  +2 Dexterity, +2 Intelligence, –2 Constitution: 
  Sylphs are quick and insightful, but slight 
  and delicate.
  Darkvision: Sylphs can see in the dark 
  up to 60 feet.
  Sylph Magic: Feather fall 1/day (caster level 
  equals the sylph’s Hit Dice).
  Elemental Resistance: Sylphs have electricity 
  resistance 5.
  Elemental Affinity: See above.
  Languages: Sylphs begin play speaking Common 
  and Auran. Sylphs with high Intelligence scores 
  can choose any of the following bonus languages: 
  Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, 
  and Terran.
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  Sylph–Tendriculos
  Sylph–Tendriculos
  Tendriculos
  This plant’s thick trunk is capped by a crown of wide leaves, 
  whipping vines, mushrooms, and a ravenous purple maw.
  tenDRICulOS 
  CR 6
  XP 2,400
  N Huge plant 
  Init +3; Senses low-light vision; Perception +7
  DefenSe
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 76 (9d8+36); regeneration 10 (bludgeoning or fire)
  fort +10, Ref +4, Will +4
  Immune acid, plant traits
  OffenSe
  Speed 20 ft.
  Melee bite +11 (2d6+7 plus grab), 2 tentacles +6 (1d6+3 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks paralysis (3d6 rounds, DC 18), swallow whole 
  (2d6 acid damage plus paralysis, AC 15, 7 hp)
  StAtIStICS
  Str 24, Dex 9, Con 18, Int 3, Wis 8, Cha 3
  Base Atk +6; CMB +15 (+19 grapple); CMD 24 (can’t be tripped)
  feats Improved Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Skill Focus (Stealth)
  Skills Perception +7, Stealth +1 (+9 in undergrowth); Racial 
  Modifiers +8 Stealth in undergrowth 
  languages Sylvan (cannot speak)
  eCOlOgy
  environment temperate or warm forests
  Organization solitary, pair, or grove (3–6)
  treasure standard
  A tendriculos is a creature brought into 
  being through a corruption of nature, 
  often where foul magic has seeped 
  into the environs for many years, or 
  where the boundaries between the 
  Material Plane and the mysterious 
  realm of the fey have worn thin. Tales and 
  myths speak of arcane manipulation from other planes, 
  while others speak of a tendriculos as being the 
  manifestation of an angered spirit of nature. 
  A voracious carnivore, the tendriculos is an 
  active hunter when it needs to be but it prefers 
  to rely on ambush tactics, choosing well-
  traveled areas in the forest where it can lie 
  in wait in the undergrowth. The creature 
  is quick to swallow any prey it happens to 
  catch in its vines, relying upon the acid-
  filled reservoir in its trunk to finish off 
  prey that may still have a bit of fight left 
  in it. This acid not only consumes organic 
  material with shocking ease, but also contains a powerful 
  paralytic enzyme that further reduces a creature’s chance of 
  escape once it’s been gulped down by the plant.
  Although incapable of speech itself, the tendriculos 
  generally understands a handful of words in a single 
  language (usually Sylvan). While they tend to see all 
  smaller creatures as nothing more than food, tales exist 
  of certain creatures, particularly fey or druids, having 
  secured a sort of alliance with local tendriculoses. In 
  such cases, the tendriculos is more than willing to serve 
  its ally as a guardian, so long as the ally is diligent at 
  providing the plant with a regular supply of food.
  The fact that a tendriculos displays a curious mix of 
  plant, fungal, and even animal traits (in the form of its 
  almost fleshy, toothed maw) has long intrigued sages. 
  That the creature is a plant is firmly established, yet it 
  lays egg-like spheres when the need to reproduce strikes. 
  These “eggs” are in fact massive, puff ball-like fungi 
  filled with spores—when jostled, the cloud of spores that 
  is released can carry for miles, ensuring that a single 
  tendriculos can seed a huge territory.
  A tendriculos is 20 feet tall and 
  weighs 3,500 pounds.
  Illustration by Eric Belisle
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  Tenebrous Worm
  This pallid beast clatters upon dozens of small legs. Writhing 
  bristles twitch on its back, and its shadow seems strangely mobile. 
  teneBROuS WORM 
  CR 8
  XP 4,800
  N Medium outsider (extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DefenSe
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 105 (10d10+50)
  fort +14, Ref +6, Will +8
  Defensive Abilities bristles; Immune acid
  OffenSe
  Speed 20 ft.
  Melee bite +14 (2d6+4 plus 6d6 acid)
  Special Attacks poison
  StAtIStICS
  Str 17, Dex 16, Con 20, Int 2, Wis 13, Cha 7
  Base Atk +10; CMB +13; CMD 26 (can’t be tripped)
  feats Critical Focus, Great Fortitude, Improved Initiative, Iron 
  Will, Weapon Focus (bite)
  Skills Perception +14 Stealth +16
  eCOlOgy
  environment any land (Plane of Shadow)
  Organization solitary, pair, or swarm (3–6)
  treasure none
  SPeCIAl ABIlItIeS
  Acid (Su) The acid of a tenebrous worm’s bite affects only organic 
  matter—as it dissolves creatures, it converts their flesh to 
  shadow that swiftly fades away, leaving raw, jagged wounds 
  behind. In dim light, acid damage dealt by a tenebrous worm’s 
  bite increases to 8d6 points of damage, while in darkness or 
  bright light, the acid damage is reduced to 4d6.
  Bristles (Su) Long bristles of shadowstuff extend from between 
  the tenebrous worm’s armor plates. These bristles react swiftly 
  to attacks, stabbing at any creature that attempts to harm the 
  worm. Each time a creature attacks a tenebrous worm, it must 
  make a DC 18 Reflex save to avoid being punctured by several 
  bristles. Each time a creature is punctured by these bristles, 
  it takes 1d4 points of piercing damage and is exposed to the 
  tenebrous worm’s poison. A creature that grapples a tenebrous 
  worm is automatically hurt by these bristles. The save DC to 
  avoid the bristles is Dexterity-based.
  Poison (Su) Bristles—injury; save Fort DC 20, frequency 1/
  round for 6 rounds, effect paralysis for 1d4 rounds plus 
  1d2 Con (the duration of the paralysis is cumulative with 
  each failed save), cure 2 consecutive saves. The save DC is 
  Constitution-based.
  The caterpillar-like tenebrous worm is a voracious 
  predator that hungers for mortal flesh. The tenebrous 
  worm is the larval stage of the gloomwing (see page 
  133)—but in a strange reversal, these younger creatures 
  are more dangerous than the adults they grow into. A 
  native of the Plane of Shadow, a tenebrous worm hatches 
  from the body of an unfortunate creature that has been 
  implanted with an egg by a gloomwing. The tenebrous 
  worm is fully grown upon hatching, and immediately 
  begins to scour its environs for flesh to consume.
  Although the tenebrous worm tends to be relatively pale-
  colored, its internal organs seethe and roil with shadowy 
  energies and dark fluids. As the creature feeds, these 
  shadowy innards begin to grow out of its body, forming 
  strange bristle-like filaments of semisolid shadowstuff 
  not only capable of piercing the flesh of those who 
  would attack the worm, but also possessing a deadly 
  paralytic poison. Additional shadowy fluids constantly 
  seep from the worm’s mandibles—when it bites prey, these 
  fluids melt flesh into shadows that the creature can then 
  consume. When a tenebrous worm feeds on enough of 
  this shadowy flesh, the creature seeks out a secluded, 
  shady area (typically just within a cave entrance or 
  in a ruined building) and spins a shadowy cocoon 
  around itself. A tenebrous worm’s cocoon 
  exudes the effects of a darkness spell (CL 8th), 
  muting the surrounding light. After a period 
  of several days, the cocoon tears open and 
  a fully grown gloomwing emerges, 
  ready to seek a host for its eggs.
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  Tentamort
  This dark blue creature has a conical body covered in angry red eyes 
  and numerous tentacles, two of which are longer than the rest. 
  tentAMORt 
  CR 4
  XP 1,200
  N Medium aberration 
  Init +5; Senses all-around vision, blindsense 30 ft., darkvision 
  60 ft.; Perception +11
  DefenSe
  AC 17, touch 11, flat-footed 16  
  (+1 Dex, +6 natural)
  hp 39 (6d8+12)
  fort +4, 
  Ref +5, 
  Will +7
  OffenSe
  Speed 20 ft., climb 20 ft.
  Melee sting +6 (1d6+2 
  plus poison), tentacle +2  
  (1d6+1 plus grab)
  Space 5 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+1)
  StAtIStICS
  Str 15, Dex 13, Con 14, Int 1, Wis 14, Cha 6
  Base Atk +4; CMB +6 (+10 grapple); CMD 17 
  (can’t be tripped)
  feats Improved Initiative, Lightning Reflexes, 
  Weapon Focus (tentacle)
  Skills Climb +10, Perception +11
  eCOlOgy
  environment any marshes or underground
  Organization solitary, pair, or brood (3–6)
  treasure incidental
  SPeCIAl ABIlItIeS
  Poison (ex) Sting—injury; save Fort DC 15; frequency 2 
  rounds; effect 1d4 Con plus nausea; cure 1 save.
  Tentamorts are eerie ambush predators, preferring 
  to let prey come to them rather than seeking food out, 
  and relying on their excellent senses to warn them 
  of approaching meals. A tentamort possesses several 
  tentacles, most of which are used for locomotion but two 
  of which have evolved for singular purposes in securing 
  food. One of these longer tentacles is covered with tiny, 
  sticky nodules and is capable of constricting prey, while the 
  other ends in a long, thin stinger. The tentamort’s method 
  of attack is to grab its prey with its constricting tentacle 
  and sting the grappled target with the other. Tentamort 
  poison is particularly horrific, as it swiftly liquefies the 
  creature’s internal organs into a rancid slurry the monster 
  can then drink with the same stinger, siphoning out the 
  fluid with foul sucking sounds. Larger creatures often 
  require multiple stings (and multiple failed saving throws 
  against the venom) before they can be fully absorbed by 
  a tentamort. Tentamorts are almost mindless, possessing 
  just enough intellect to make crude animal judgments 
  about peril and food. Once a tentamort has grabbed prey, 
  it tends to focus entirely on that creature, ignoring attacks 
  upon it from other sources as long as its current victim 
  remains a source of nutrition. After a tentamort finishes 
  consuming a creature, all that typically remains are the 
  bones and skin.
  A well-fed tentamort 
  uses the hollow 
  corpse of its 
  meal as a sort 
  of incubator 
  for its eggs, 
  injecting the body 
  with a caviar-like mass 
  of black eggs that mature in 
  the rotting carcass for several 
  weeks until a dozen or so hand-sized 
  tentamorts hatch and crawl out of their 
  host’s orifices. Depending upon the 
  availability of other prey, anywhere from 
  one to six of these may survive, feeding on 
  rats and Tiny vermin, until they eventually 
  grow to adulthood. Tentamort young look 
  like dark blue starfish with a single red 
  eye in the center—they do not possess their 
  longer, specialized tentacles until they mature. 
  A young tentamort often attaches itself to a larger 
  predator, clinging to it much the same way a remora 
  clings to a shark, dropping off to feed innocuously 
  on its host’s kills while the creature sleeps.
  Some tentamorts grow much larger than their 
  human-sized kin. Known as greater tentamorts, these 
  ogre-sized creatures have at least 10 Hit Dice and are 
  Large sized. Their two specialized tentacles grow to 20 
  feet long, providing the creature with greater reach than 
  a Large monster normally possesses. Greater tentamorts 
  are never found in groups, for these creatures can only 
  achieve such monstrous size through cannibalism, as 
  if there were some key nutrient in another tentamort’s 
  body that allows them to exceed their typical physical 
  limitations. Some of these creatures have mutations 
  giving them two tentacles and two stingers. Yet the most 
  disturbing quality possessed by these monsters is their 
  unexpected intellect—greater tentamorts are often as 
  intelligent as humans, or more so. They cannot speak, but 
  possess an eerie form of telepathy that works only upon 
  creatures they are in physical contact with—a feature they 
  often use to “chat” with their food as they eat. 
  Tenebrous Worm–Tentamort
  Tenebrous Worm–Tentamort
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  Thoqqua
  This creature’s thick, serpentine body is protected by dense, horny 
  plates. A visible haze of heat rises from its red-hot scales.
  thOQQuA 
  CR 2
  XP 600
  N Medium outsider (earth, elemental, extraplanar, fire)
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +10
  Aura molten body
  DefenSe
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 22 (3d10+6)
  fort +5, Ref +4, Will +2
  Immune fire, elemental traits
  Weaknesses vulnerable to cold
  OffenSe
  Speed 30 ft., burrow 20 ft.
  Melee slam +4 (1d6+1 plus burn)
  Special Attacks burn (1d6, DC 13)
  StAtIStICS
  Str 13, Dex 13, Con 15, Int 6, Wis 12, Cha 10
  Base Atk +3; CMB +4; CMD 15 (can’t be tripped)
  feats Nimble Moves, Skill Focus (Perception)
  Skills Acrobatics +7, Perception +10, Stealth +7, Survival +7
  languages Ignan (cannot speak)
  eCOlOgy
  environment any land (Plane of Fire)
  Organization solitary or pair
  treasure none
  SPeCIAl ABIlItIeS
  Molten Body (Su) A 
  thoqqua’s body is hot 
  enough to melt stone. Anyone striking a thoqqua with 
  a natural weapon or unarmed strike takes 1d6 points of 
  fire damage. A creature that grapples a thoqqua or is 
  grappled by one takes 3d6 points of fire damage each 
  round the grapple persists. A creature that strikes a 
  thoqqua with a manufactured weapon can attempt a 
  DC 13 Reflex save to pull the weapon away from the 
  creature’s molten body quickly enough to avoid having 
  the weapon take 1d6 points of fire damage—damage 
  caused to a weapon in this manner is not halved as is 
  normal for damage caused to items, and ignores the 
  first 5 points of hardness possessed by the item. As a 
  result, most metal weapons can generally safely strike 
  a thoqqua without taking much damage, but wooden 
  weapons have a significant chance of burning away if 
  used against one of these creatures. The save DC is 
  Constitution-based.
  Thoqquas are cantankerous creatures of fire and slag. 
  Their bodies generate incredible heat that allows them 
  to burrow or melt through most surfaces, even solid 
  rock. Thoqquas are native to the vast ash deserts and lava 
  fields where the Plane of Fire abuts the Plane of Earth. 
  There they consume ore and minerals, which their 
  furnace-like bodies then smelt into armor plates that 
  grant the creatures their natural armor—as outsiders, 
  these creatures have no need to eat to survive, but a 
  “starving” thoqqua generally has a lower natural armor 
  bonus than a healthy one.
  A thoqqua’s frontmost body segment tapers into a 
  straight, horn-like beak that glows with a blistering 
  heat. Steam and smoke constantly hiss from its joints, 
  and from a distance a thoqqua can be mistaken for a 
  strange metallic construct. Adult thoqquas are 5 feet 
  long and weigh 200 pounds.
  Their fiery tempers make thoqquas dangerous 
  to approach—they attack without thinking when 
  startled or frustrated. If a thoqqua does not 
  immediately chase away humanoids within its 
  territory, then it gradually comes to view that 
  settlement as property, and even guards it.
  Mephits seem to understand the thoqqua 
  thought process, and occasionally broker deals 
  with the simple-minded worms. The mephits 
  say that the mountain-sized ancestors of modern 
  thoqquas were servants of the elemental lords, 
  and dug the first volcanoes in the young worlds 
  of the Material Plane. These progenitor worms 
  then retired to the worlds’ cores, where their heat 
  warms the planets even today. Thoqquas on the Material 
  Plane do indeed congregate around volcanoes—though 
  whether this is to protect a mineral-rich food site or a 
  sacred place is unknown.
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  Thrasfyr
  Neither quite bear nor bull nor serpent, this immense, six-legged 
  creature is bound in chains and covered with scintillating red scales.
  thRASfyR 
  CR 17
  XP 102,400
  CE Huge magical beast (fire)
  Init +5; Senses darkvision 120 ft., low-light vision, see 
  invisibility; Perception +28
  DefenSe
  AC 32, touch 9, flat-footed 31 (+1 Dex, +23 natural, –2 size)
  hp 279 (18d10+180); regeneration 15 (acid or cold)
  fort +21, Ref +14, Will +15
  DR 15/cold iron and slashing; Immune fire, sonic; Resist 
  electricity 30; SR 28
  Weaknesses vulnerable to cold
  OffenSe
  Speed 50 ft., climb 50 ft.
  Melee 2 bites +26 (2d6+10), 4 claws +26 (1d8+10), gore +26 (2d6+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (80-foot cone, 20d8 fire 
  damage, Reflex DC 29 half, usable once every 1d4 rounds), 
  entangling chains, powerful charge (gore, 4d8+24)
  Spell-like Abilities (CL 18th; concentration +23)
  Constant—air walk, see invisibility
  1/day—greater teleport (self plus 50 lbs. of 
  objects only, and only to a 
  master’s side)
  StAtIStICS
  Str 30, Dex 13, Con 31, Int 5, Wis 24, 
  Cha 20
  Base Atk +18; CMB +30; CMD 41 (49 vs. trip)
  feats Critical Focus, Greater Vital Strike, Improved 
  Initiative, Improved Vital Strike, Iron Will, Lightning 
  Reflexes, Power Attack, Staggering Critical, Vital Strike
  Skills Climb +18, Perception +28
  languages Aklo, Sylvan
  SQ master’s bond, planar acclimation
  eCOlOgy
  environment any
  Organization solitary
  treasure double
  SPeCIAl ABIlItIeS
  entangling Chains (Su) A thrasfyr can control 
  the six chains that hang from its body as if they 
  were its own limbs. As a standard action, it 
  can cause these chains to snake outward to a 
  radius of 30 feet. All creatures in this area take 10d6 points 
  of slashing damage and become entangled—a DC 20 
  Reflex save halves the damage and negates the entangled 
  condition. An entangled creature can escape with a DC 20 
  Reflex save or a DC 30 Escape Artist check made as a full-
  Thoqqua–Thrasfyr
  Thoqqua–Thrasfyr
  round action. The chains can also be sundered (hardness 
  10, hp 20, Break DC 28). The thrasfyr creates these chains 
  from its own body—destroyed chains regrow in 24 hours. 
  The save DC is Dexterity-based.
  Master’s Bond (Su) A thrasfyr can form a bond with a willing 
  creature by touching that creature. This allows the thrasfyr 
  to communicate telepathically with the bonded creature 
  with no range restriction (provided the thrasfyr and its 
  master are on the same plane). Both thrasfyr and master 
  can sense the other’s condition as if both were under the 
  effect of a status spell. A thrasfyr can maintain a bond with 
  only one master at a time.
  Planar Acclimation (ex) A thrasfyr is always considered to be 
  on its home plane, regardless of what plane it finds itself 
  upon. It never gains the extraplanar subtype.
  The legendary thrasfyr is one of the Tane—a group of 
  powerful monsters created by godlike beings from the 
  primal world of the fey. A thrasfyr without a master prefers 
  to dwell in rugged hilly regions, where it spends most of its 
  time slumbering and dreaming—it is said that all thrasfyrs 
  dream of themselves as graceful and beautiful fey, for 
  legends say that the first thrasfyrs were created from such 
  creatures as a form of punishment.
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  Thunderbird
  This enormous bird has feathers the color of a stormy sky, a 
  resemblance enhanced by the lightning that dances over its body. 
  Thunderbird 
  Cr 11
  XP 12,800
  N Gargantuan magical beast 
  init +7; Senses darkvision 60 ft., low-light vision, 
  stormsight; Perception +20
  Aura storm aura (100 ft.)
  defenSe
  AC 25, touch 10, flat-footed 21 (+3 Dex, +1 dodge, 
  +15 natural, –4 size)
  hp 147 (14d10+70)
  fort +14, ref +12, Will +9
  immune electricity, sonic
  OffenSe
  Speed 30 ft., fly 120 ft. (good)
  Melee 2 claws +18 
  (2d6+8/19–20 
  plus grab), bite +18 
  (2d8+8/19–20)
  ranged thunderbolt +13 
  ranged touch (6d6 
  electricity and 6d6 sonic)
  Space 20 ft.; reach 20 ft.
  Spell-Like Abilities (CL 11th; 
  concentration +12)
  At will—control weather
  STATiSTiCS
  Str 26, dex 17, Con 21, int 12, Wis 16, Cha 13
  base Atk +14; CMb +26 (+30 grapple); CMd 40
  feats Critical Focus, Dodge, Improved Critical 
  (bite), Improved Critical (claw), Improved Initiative, Iron 
  Will, Power Attack
  Skills Acrobatics +13, Fly +11, Perception +20, Perform (sing) +8, 
  Sense Motive +10
  Languages Auran
  eCOLOgy
  environment any hills or mountains
  Organization solitary
  Treasure none
  SPeCiAL AbiLiTieS
  Thunderbolt (Su) A thunderbird can fire a ray of thunder 
  and lightning from its outspread wings as a standard 
  action. This attack has a range of 200 feet with no range 
  increment, and requires a ranged touch attack to hit. 
  A creature critically hit by a thunderbolt is stunned and 
  deafened for 1 round if it fails a DC 22 Fortitude save. The 
  save DC is Constitution-based.
  Storm Aura (Su) A thunderbird is surrounded by a 100-foot-
  radius spread of severe winds that blow out from the center, 
  dissipating swiftly at the limit of the aura’s range. In this 
  area, ranged weapons (but not siege weapons) take a –4 
  penalty on attack rolls, Fly checks are made at a –4 penalty, 
  and exposed flames are extinguished. Small creatures must 
  make a DC 10 Strength check (if on the ground) or a DC 20 
  Fly check to move toward the thunderbird, while Tiny or  
  smaller creatures can be knocked backward (1d4 × 10 feet  
  if they are on the ground and fail a DC 15 Strength 
  check, or 2d6 × 10 feet if they are flying and fail a 
  DC 25 Fly check). Creatures on the ground that are 
  pushed back take 1d4 points of nonlethal 
  damage per 10 feet, and flying creatures 
  that are pushed back take 2d6 points 
  of nonlethal damage regardless 
  of the distance they are pushed. 
  In addition, once every 1d4 
  rounds, a bolt of lightning 
  strikes a random creature 
  (other than the thunderbird) 
  within the area of its 
  storm aura. This bolt 
  of lightning deals 12d6 
  points of electricity 
  damage (DC 22 Reflex 
  halves). The save DC 
  for the lightning 
  bolt is Constitution-
  based, while those 
  for resisting the wind 
  effects are fixed.
  Stormsight (ex) A 
  thunderbird ignores 
  all vision penalties and 
  concealment from weather effects, 
  including those created by fog cloud, obscuring mist, and 
  similar spells.
  Thunderbirds bring the storm on their wings. In times 
  of drought, they are welcomed with joy and celebration. 
  In other times, they are placated with gifts in hopes that 
  they might leave quickly before flooding begins. When 
  angered, thunderbirds can call down hurricanes and lay 
  waste to entire villages, so in regions where these birds 
  dwell, many villages maintain extensive rituals designed 
  to appease and honor the local thunderbirds. 
  Thunderbirds nest near the base of waterfalls, where the 
  constant thrum of crashing water prepares the hatchlings 
  for a life at the heart of a storm. Once the chicks have 
  hatched, their parents carry the offspring to nests at the 
  top of mountains, where the young are struck by their first 
  bolts of lightning and learn the mysteries of the storm.
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  Thunderbird–Tick
  Thunderbird–Tick
  Tick, Giant
  This dog-sized tick has a grotesquely bulbous body and a thin 
  head equipped with hooked mandibles. 
  giAnT TiCk 
  Cr 1
  XP 400
  N Small vermin 
  init +0; Senses darkvision 60 ft., scent; Perception +0
  defenSe
  AC 16, touch 11, flat-footed 16 (+5 natural, +1 size)
  hp 13 (2d8+4)
  fort +5, ref +0, Will +0
  immune mind-affecting effects
  OffenSe
  Speed 20 ft., climb 20 ft.
  Melee bite +2 (1d4 plus grab, attach, and disease)
  Special Attacks blood drain (1 Constitution)
  STATiSTiCS
  Str 11, dex 10, Con 15, int —, Wis 11, Cha 2
  base Atk +1; CMb +0 (+8 grapple); CMd 10 (22 vs. trip)
  Skills Climb +8, Stealth +8; racial Modifiers +4 Stealth
  eCOLOgy
  environment temperate forests
  Organization solitary, pair, cluster (3–6), or nest (7–12)
  Treasure none
  SPeCiAL AbiLiTieS
  grab (ex) A giant tick can grab targets of any size, and has a +8 
  racial bonus on grapple checks rather than the normal +4 
  bonus most creatures with grab possess.
  disease (ex) Red ache: Bite—injury; save Fort DC 13; onset 
  1d3 days; frequency 1/day; effect 1d6 Str damage; cure 2 
  consecutive saves. The DC is Constitution-based.
  In areas where large creatures like megafauna or 
  dinosaurs dwell, the giant tick behaves much like its 
  smaller kin—it lies in wait in the undergrowth, and 
  when a suitable host passes by, it drops onto the body 
  to feed. In other areas, these vermin are much more 
  aggressive, and actively hunt smaller 
  prey like dogs, livestock, or even 
  humanoids. A giant tick 
  drains blood quickly, 
  but once it has 
  caused 6 points 
  of 
  Constitution 
  damage, it drops 
  off, sated, to crawl 
  away to digest. A 
  giant tick is 
  3 feet long 
  and weighs 
  50 pounds.
  Tick Swarm
  The rasping legs of this hideous, shining carpet of fist-sized ticks 
  rattle ominously as the swarm skitters forward. 
  TiCk SWArM 
  Cr 9
  XP 6,400
  N Fine vermin (swarm)
  init +2; Senses darkvision 60 ft., scent; Perception +0
  defenSe
  AC 23, touch 20, flat-footed 21 (+2 Dex, +3 natural, +8 size)
  hp 120 (16d8+48)
  fort +13, ref +7, Will +5
  defensive Abilities swarm traits
  immune mind-affecting effects, weapon damage
  OffenSe
  Speed 30 ft., climb 30 ft.
  Melee swarm (4d6 plus disease, distraction, and blood drain)
  Special Attacks blood drain (1d4 Con), cling, distraction (DC 21)
  STATiSTiCS
  Str 1, dex 14, Con 16, int —, Wis 11, Cha 1
  base Atk +12; CMb  —; CMd —
  Skills Climb +10; racial Modifiers uses Dex on Climb checks
  eCOLOgy
  environment temperate forests
  Organization solitary, pair, or colony (3–6)
  Treasure none
  SPeCiAL AbiLiTieS
  Cling (ex) If a creature leaves a tick swarm’s square, the swarm 
  takes 1d6 points of damage to reflect the loss of its numbers 
  as several ticks cling to the victim. A creature with ticks 
  clinging to it takes swarm damage at the end of its turn each 
  round. As a full round action, the creature can remove the 
  ticks with a DC 20 Reflex save. At least 10 points of damage 
  from any area effect destroys all clinging ticks. The save DC 
  is Dexterity-based.
  disease (ex) Bubonic Plague: Bite—
  injury; save Fort DC 21; onset 1 day; 
  frequency 1/day; effect 1d4 Con 
  damage, 1 Cha damage, fatigue; 
  cure 2 consecutive saves. The 
  DC is Con-based.
  Tick 
  swarms 
  are 
  merciless 
  blights, 
  able 
  to 
  quickly 
  reduce the larger 
  animal life of a 
  region they infest 
  to blood-drained, 
  diseased husks. 
  Illustration by Dean Spencer
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  Titan, Elysian
  This titanic humanoid wears gilt-edged armor of ancient make 
  and carries an immense hammer made of gleaming metal. 
  TiTAn, eLySiAn 
  Cr 21
  XP 409,600
  CG Colossal outsider (chaotic, extraplanar, good)
  init +7; Senses darkvision 120 ft., true seeing; Perception +33
  defenSe
  AC 37, touch 5, flat-footed 34 (+9 armor, +3 Dex, +23 natural, 
  –8 size)
  hp 409 (21d10+294); regeneration 15 (evil)
  fort +21, ref +15, Will +21; +8 resistance vs. mind-affecting
  dr 15/evil; immune aging, death effects, disease; Sr 32
  OffenSe
  Speed 60 ft. (40 ft. in armor)
  Melee maul of the titans +33/+28/+23/+18 (6d8+28/17–20) or
  2 slams +30 (2d8+17)
  Space 30 ft.; reach 30 ft.
  Special Attacks trample (2d8+25, DC 37)
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—air walk, mind blank, true seeing
  At will—bestow curse (DC 21), break enchantment, divination, 
  greater dispel magic, sending
  3/day—greater scrying (DC 24), heal, mass suggestion (DC 23)
  1/day—freedom, greater planar ally, meteor swarm (DC 26)
  STATiSTiCS
  Str 45, dex 16, Con 39, int 21, Wis 28, Cha 24
  base Atk +21; CMb +46; CMd 59
  feats Awesome Blow, Critical Focus, 
  Greater Sunder, Greater 
  Vital Strike, Improved 
  Bull Rush, Improved 
  Initiative, Improved 
  Sunder, Improved Vital 
  Strike, Power Attack, 
  Staggering Critical, 
  Vital Strike
  Skills Bluff +31, Craft 
  (any) +29, Diplomacy +31, 
  Intimidate +31, Knowledge 
  (engineering) +26, Knowledge 
  (planes) +29, Perception +33, 
  Perform (any) +28, Sense Motive +33, 
  Spellcraft +29, Use Magic Device +31
  Languages Abyssal, Celestial, Common; 
  telepathy 300 ft. 
  SQ change shape (any humanoid; alter self)
  eCOLOgy
  environment any land (Elysium)
  Organization solitary, pair, or crusade (3–6)
  Treasure standard (+3 breastplate, maul of the titans, other treasure)
  A race that was old when the world was young, titans are 
  very near to the divine. This nearness inspired bitterness 
  in the hearts of the mightiest titans, and when they grew 
  jealous of the adulation the gods received from mortals, 
  they began a crusade to destroy mortal life. As this war 
  began, the Elysian titans turned against their kin and, 
  by sacrificing some of their power to the gods, convinced 
  the deities to banish their arrogant kin to the Abyss.
  Lone Elysian titans often wander the planes, seeking 
  enlightenment or exploring ancient places of power. 
  Others still have the crusading impulse of the ancient 
  war and can be found manipulating events from behind 
  the scenes, training aspiring heroes, counseling kings, 
  marshaling armies to overthrow tyranny, and inspiring 
  mortals to become legends. A titan does not age—unless 
  slain by violence, a titan is immortal.
  One in every dozen Elysian titans is a prophet—a titan 
  who manifests the goodwill of the gods and possesses 
  the spellcasting power of a 20th-level cleric. These titans 
  do not gain access to domains or any other cleric class 
  abilities. They are CR 22 creatures.
  Elysian titans are 70 feet tall and weigh 20 tons.
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  Titan, Thanatotic
  This titanic, armored figure wields an immense axe. Its hands 
  end in claws, and its voice thunders with ruinous power. 
  TiTAn, ThAnATOTiC 
  Cr 22
  XP 614,400
  CE Colossal outsider (chaotic, evil, extraplanar)
  init +4; Senses darkvision 120 ft., true seeing; Perception +31
  defenSe
  AC 38, touch 2, flat-footed 38 (+12 armor, +24 natural, –8 size)
  hp 471 (23d10+345)
  fort +22, ref +15, Will +20; +8 resistance vs. mind-affecting
  dr 15/lawful and epic; immune aging, death effects, disease; 
  Sr 33
  OffenSe
  Speed 60 ft. (40 ft. in armor)
  Melee +3 unholy battleaxe +37/+32/+27/+22 (6d6+22/19–20/×3), 
  claw +29 (2d8+9) or
  2 claws +34 (2d8+19)
  ranged rock +15/+10/+5/+0 (2d6+19)
  Space 30 ft.; reach 30 ft.
  Special Attacks godslayer, rock-throwing (100 ft.), 
  trample (2d8+28, DC 40)
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—air walk, mind blank, spell turning, true seeing
  At will—bestow curse (DC 21), break enchantment, 
  divination, greater dispel magic, sending
  3/day—disintegrate (DC 23), greater scrying  
  (DC 24), heal, mass suggestion (DC 23)
  1/day—greater planar ally, imprisonment (DC 26), meteor 
  swarm (DC 26), true resurrection
  STATiSTiCS
  Str 49, dex 10, Con 41, int 27, Wis 20, Cha 24
  base Atk +23; CMb +50; CMd 60
  feats Awesome Blow, Bleeding Critical, Critical Focus, 
  Greater Vital Strike, Improved Bull Rush, Improved Critical 
  (battleaxe), Improved Initiative, Improved Vital Strike, Iron 
  Will, Lightning Reflexes, Power Attack, Vital Strike
  Skills Bluff +33, Craft (any one) +34, Diplomacy +33, Intimidate +33, 
  Knowledge (arcana, history, and religion) +31, Knowledge 
  (planes) +34, Perception +31, Ride +18, Sense Motive +31, 
  Spellcraft +34, Stealth +5, Use Magic Device +33
  Languages Abyssal, Celestial, Common; telepathy 300 ft.
  SQ change shape (any humanoid, alter self )
  eCOLOgy
  environment any (Abyss)
  Organization solitary, pair, or war band (3–6)
  Treasure standard (+3 full plate, +3 unholy battleaxe, 
  other treasure)
  SPeCiAL AbiLiTieS
  godslayer (Su) When a thanatotic titan damages 
  a creature capable of casting divine spells, 
  that creature must make a DC 28 Will save or be unable to 
  cast any divine spells for 1d4 rounds and be shaken. If the 
  save is successful, the creature struck is merely shaken for 
  1 round. A thanatotic titan’s attacks are treated as epic and 
  evil for the purposes of overcoming damage reduction. 
  The save DC is Charisma-based.
  Some believe that the titans were the first children of 
  the gods—if this myth is true, then the fact that they 
  waged war upon the gods becomes even more tragic. 
  After they were betrayed to the gods by their own kin, 
  the Thanatotic titans were banished into the Abyss. 
  Today, they seethe with jealousy that their Elysian kin are 
  allowed to wander the planes at will, while they can leave 
  their Abyssal realm only by stealth. Now, these powerful 
  outsiders spend much of their time brooding, fighting 
  among themselves, and waging war for control of Abyssal 
  realms against the legions of various demon lords.
  Thanatotic titans see themselves as the true icons 
  worthy of worship. Some work to found personal cults 
  among mortals, while others simply wage unending 
  crusades against the minions of the gods. 
  Titan, Elysian–Titan, Thanatotic
  Titan, Elysian–Titan, Thanatotic
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  Toad, Giant
  Stubby warts dot the skin of this horse-sized brown toad. Its 
  throat bulges and ripples as though about to croak. 
  giAnT TOAd 
  Cr 2
  XP 600
  N Large animal 
  init +1; Senses low-light vision, scent; Perception +8
  defenSe
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 22 (3d8+9)
  fort +6, ref +6, Will +0
  defensive Abilities poison skin
  OffenSe
  Speed 30 ft., swim 15 ft.
  Melee bite +5 (1d6+6 plus grab)
  Space 10 ft.; reach 10 ft.
  Special Attacks swallow whole (1d4 bludgeoning, AC 12, 2 hp)
  STATiSTiCS
  Str 19, dex 13, Con 16, int 1, Wis 8, Cha 6
  base Atk +2; CMb +7 (+11 grapple); CMd 18 (22 vs. trip)
  feats Lightning Reflexes, Skill Focus (Perception)
  Skills Acrobatics +5 (+9 jump), Perception +8, Stealth +5, Swim +12; 
  racial Modifiers +4 Acrobatics (+8 jump), +4 Stealth
  eCOLOgy
  environment temperate forests, plains, or swamps
  Organization solitary, pair, or knot (3–12)
  Treasure none
  SPeCiAL AbiLiTieS
  Poison Skin (ex) A creature that strikes a giant toad with an 
  unarmed strike or natural weapon exposes itself to the 
  toad’s poisonous skin.
  Skin—contact; save Fort DC 14; frequency 1/
  round for 4 rounds; effect 1d2 Wisdom 
  damage; cure 1 save.
  Most giant toads live in dryer 
  areas after maturing, returning 
  to the water only to mate and 
  give birth.
  Giant 
  toad 
  companions 
  are identical to giant frog 
  companions (Pathfinder RPG 
  Bestiary 135), save 
  that they lack the 
  frog’s tongue and 
  pull abilities. 
  Instead, they 
  gain the 
  poison skin 
  ability at 
  4th level. 
  Toad, Glacier
  This improbably large toad has pale blue flesh and a body covered 
  with jagged, icy growths.
  gLACier TOAd 
  Cr 6
  XP 2,400
  N Large magical beast (cold)
  init +1; Senses low-light vision, scent; Perception +11
  Aura bitter cold (20 ft.)
  defenSe
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 73 (7d10+35)
  fort +10, ref +8, Will +3
  immune cold
  Weaknesses vulnerable to fire 
  OffenSe
  Speed 30 ft.
  Melee bite +13 (2d6+9 plus 1d6 cold and grab)
  Space 10 ft.; reach 10 ft.
  Special Attacks swallow whole (1d4 bludgeoning and 1d6 cold, 
  AC 14, 7 hp)
  STATiSTiCS
  Str 23, dex 13, Con 20, int 5, Wis 12, Cha 6
  base Atk +7; CMb +14 (+18 grapple); CMd 25 (29 vs. trip)
  feats Lightning Reflexes, Power Attack, Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Acrobatics +9 (+13 jumping), Perception +11, Stealth +6 
  (+14 in snow), Swim +14; racial Modifiers +4 Acrobatics,  
  (+8 jumping), +4 Stealth (+12 in snow)
  Languages Aklo
  eCOLOgy
  environment cold hills or glaciers
  Organization solitary, pair, or knot (3–12)
  Treasure standard
  SPeCiAL AbiLiTieS
  bitter Cold (Su) All creatures within 
  20 feet of a glacier toad take 1d6 
  points of cold damage each 
  round on the toad’s turn.
  Glacier toads are strange, magical 
  cousins of the more common giant 
  toads. None can say for certain 
  whether they were bred, 
  or evolved from exposure 
  to elemental energies. 
  Glacier 
  toads 
  have 
  no 
  practical 
  use 
  for most treasure, 
  but have a fondness 
  for shiny objects like 
  gems and glowing items.
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  Totenmaske 
  This spindly, skeletal humanoid has moldy green flesh, long 
  talons for hands, and a head that seems to be mostly mouth. 
  TOTenMASke 
  Cr 7
  XP 3,200
  NE Medium undead (shapechanger)
  init +10; Senses darkvision 60 ft.; Perception +15
  defenSe
  AC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
  hp 85 (10d8+40)
  fort +7, ref +9, Will +9
  immune undead traits; resist cold 20
  OffenSe
  Speed 50 ft.
  Melee bite +13 (1d8+4 plus 1d4 Cha drain), 2 claws +13 (1d6+4)
  Special Attacks devour memories, fleshdrink, shape flesh
  STATiSTiCS
  Str 18, dex 23, Con —, int 16, Wis 15, Cha 19
  base Atk +7; CMb +11; CMd 27
  feats Ability Focus (Charisma drain), Combat Expertise, 
  Combat Reflexes, Improved Initiative, Weapon Finesse
  Skills Acrobatics +16 (+24 jump), Bluff +14, Diplomacy +14, 
  Disguise +17, Perception +15, Sense Motive +15, Stealth +19
  Languages Abyssal, Celestial, Common, Infernal
  SQ change shape (the previous humanoid it successfully used 
  its fleshdrink ability on; alter self )
  eCOLOgy
  environment any land or underground
  Organization solitary or pair
  Treasure standard
  SPeCiAL AbiLiTieS
  Charisma drain (Su) A totenmaske can eat the hopes and 
  dreams of a creature it bites, dealing 1d4 points of Charisma 
  drain unless the victim makes a DC 21 Will save. The save 
  DC is Charisma-based.
  fleshdrink (Su) If a totenmaske hits a single creature with 
  both claw attacks, the hollow claws drain away some 
  of the target’s flesh, dealing 1d6 points of Constitution 
  damage and making the victim sickened for 1d4 rounds. A 
  successful DC 19 Fortitude save negates the Constitution 
  damage and reduces the sickened condition duration to 1 
  round. The save DC is Charisma-based.
  Shape flesh (Su) By spending 1 minute in contact with 
  a helpless creature, a totenmaske can reshape the 
  target’s face, causing flesh to cover vital features. 
  The target may attempt a DC 19 Fortitude save to 
  resist. Changes are permanent, but can be reversed 
  with heal, restoration, or regeneration, or by surgically 
  opening the sealed flesh with a DC 15 Heal check that 
  takes 1d3 rounds and deals 1d4 points of damage even 
  if the check is not successful. A totenmaske can use this 
  ability on one of four different features per use: ears (target 
  becomes deaf), eyes (target becomes blind), mouth (target 
  cannot speak or eat), or nose (target cannot smell). Multiple 
  uses can have increasingly serious effects (such as sealing 
  the mouth and nose, which causes suffocation). The save 
  DC is Charisma-based.
  Consumed by the same lusts and excesses that led them 
  in life, the souls of some sinners rise as totenmaskes, 
  drinking the flesh and memories of living creatures 
  and even stepping into their lives to once more pursue 
  their base desires. Incapable of resuming their sinful 
  pursuits in their natural form, totenmaskes often keep 
  their victims alive for as long as possible, renewing their 
  stolen identities regularly in order to continue indulging 
  in pleasures of the flesh.
  A totenmaske can be created from the corpse of a sinful 
  mortal by a cleric of at least 18th level using the create 
  greater undead spell. 
  A totenmaske is 6 feet tall and weighs 140 pounds.
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  Triton
  This scaly, finned humanoid has an athletic build and blue-green 
  coloration. Its legs end in wide flippers rather than feet.
  TriTOn 
  Cr 2
  XP 600
  NG Medium outsider (native, water)
  init +0; Senses darkvision 60 ft., low-light vision; Perception +7
  defenSe
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 19 (3d10+3)
  fort +4, ref +1, Will +4
  OffenSe
  Speed 5 ft., swim 40 ft.
  Melee mwk trident +5 (1d8+1)
  ranged heavy crossbow +3 (1d10/19–20)
  Spell-Like Abilities (CL 7th; concentration +7)
  1/day—summon nature’s ally II (Small 
  water elemental or 1d3 dolphins only)
  STATiSTiCS
  Str 12, dex 10, Con 12, int 13, Wis 13, Cha 11
  base Atk +3; CMb +4; CMd 14
  feats Mounted Combat, Ride-By Attack
  Skills Craft (any one) +7, Diplomacy +6, 
  Perception +7, Ride +6, Sense Motive +7, 
  Stealth +6, Survival +7, Swim +9
  Languages Aquan, Common
  eCOLOgy
  environment any oceans
  Organization solitary, company (2–5), squad (6–11), 
  or band (12–21 plus 2–16 dolphins)
  Treasure standard (masterwork trident, heavy 
  crossbow with 10 bolts, other treasure)
  These 
  aquatic 
  outsiders 
  resemble 
  merfolk, except where a merman has a 
  single fish tail, a triton has two scaly, 
  finned legs. They are the watchers 
  of the sea, often using dolphins or 
  other aquatic creatures as mounts, and 
  maintaining a vigil against the evil 
  races below the waves. Originally hailing 
  from the Plane of Water, long ago the 
  triton race migrated to the oceans of 
  the Material Plane, and they are now 
  fully adapted to life there. Their 
  split legs allow them to hobble 
  about slowly on land, but they  
  rarely do so, preferring 
  their natural environment 
  and the greater mobility 
  their forms afford there.
  Tritons make their homes on the sea f loor, growing 
  coral reefs and sculpting stones into gentle arcs to 
  create living spaces that are beautiful and natural-
  looking. Many of these sites lie near great thermal 
  vents, providing not only heat but also rich minerals 
  and nutrients for the fish and other creatures tritons 
  eat. Tritons can breathe air or water, but prefer water. 
  While their cities are designed for water-breathers, they 
  usually feature one or two airtight buildings set aside 
  to hold air for landwalking visitors. Triton settlements 
  can be found anywhere from arctic to tropical waters, 
  but most are in temperate locations. They generally 
  avoid the deepest reaches of the ocean, for it is here that 
  creatures like aboleths and krakens rule—creatures that 
  the tritons have long waged war against.
  Tritons maintain relationships with other good 
  undersea creatures, but mostly keep to themselves. They 
  aid others in fights against their enemies (primarily 
  krakens and aboleths, but also lesser evils like sahuagin 
  or skum). They typically form strong squadrons of aquatic 
  cavalry trained in coordinated attacks when they go to 
  war. Tritons tend to distrust outsiders, 
  and usually avoid land-dwellers. 
  They sometimes provide aid to air-
  breathers, even though they often 
  see them as trespassers under the sea; 
  when they do help landwalkers, their 
  price for this is high. Nevertheless, 
  when they witness a landwalker 
  do battle against and vanquish 
  a great evil such as an aboleth, 
  they are quick to cast aside 
  their prejudices and accept 
  the great hero into their 
  societies with open and 
  welcoming arms.
  Tritons 
  have 
  silvery 
  skin, hued in tones of aqua 
  blue and kelp green. Older tritons 
  often have barnacles, corals, and 
  seashells crusting the back, chest, and 
  shoulders, worn almost like jewelry as 
  a mark of status among their kind. They 
  have white, blue, or green hair. Tritons’ 
  eyes shine blue like sunlight upon a clear sea. A 
  typical triton stands 6 feet in height and weighs 
  180 pounds. While most exceptional tritons 
  advance by taking class levels (typically as 
  druids, oracles, or rangers), a rare few 
  tritons advance by increasing in size. 
  These Large tritons are great heroes 
  among their kind and have 8 racial Hit 
  Dice or more.
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  Troll, Ice
  This large creature has light blue-green skin and cold, piercing eyes. 
  Dressed in rough furs, its tusked jaw juts forth in a long underbite.
  iCe TrOLL 
  Cr 4
  XP 1,200
  CE Large humanoid (cold, giant)
  init +4; Senses darkvision 60 ft., low-light vision; Perception +9
  defenSe
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
  hp 45 (6d8+18); regeneration 5 (acid or fire)
  fort +5, ref +8, Will +2
  immune cold
  Weaknesses vulnerable to fire
  OffenSe
  Speed 30 ft.
  Melee battleaxe +7 (2d6+4), bite +2 (1d6+2), claw +2 (1d4+2) or
  bite +7 (1d6+4), 2 claws +7 (1d4+4) 
  Space 10 ft.; reach 10 ft.
  Special Attacks rend (2 claws, 1d6+6)
  STATiSTiCS
  Str 19, dex 18, Con 16, int 9, Wis 10, Cha 7
  base Atk +4; CMb +9; CMd 23
  feats Intimidating Prowess, Lightning Reflexes, Skill  
  Focus (Perception)
  Skills Intimidate +7, Perception +9, Survival +4
  Languages Giant
  eCOLOgy
  environment cold mountains or underground
  Organization solitary or band (3–6)
  Treasure standard
  Ice trolls are somewhat smaller than normal 
  trolls, but they possess greater intelligence and 
  cunning and are just as voraciously hungry. 
  They display the typical hunched posture 
  of trolls, combined with long arms tipped 
  with sharp claws and the distinctive  
  troll underbite. Like normal trolls, ice 
  trolls possess amazing regenerative 
  powers that enable them to 
  recover from almost any 
  wound. Unlike most trolls, 
  ice trolls often use weapons 
  in battle, but in the heat 
  of combat, they often cast 
  aside weapons in favor of 
  their rending claws. An ice 
  troll stands about 10 feet tall 
  and weighs up to 900 pounds.
  Because of their greater 
  intellects, ice trolls sometimes 
  work as mercenaries, and often serve as soldiers in 
  monstrous armies. They frequently ally with frost giants, 
  and may even be found among northern barbarian tribes, 
  as long as they are well fed and well paid.
  Ice trolls enjoy the taste of human flesh, and those not 
  working with humans frequently set traps near civilized 
  areas to catch their favorite prey. They will also raid 
  isolated settlements for food, often bringing captured 
  humans back to their icy lairs, where the unfortunate 
  victims are caged and fattened up before finally being 
  devoured by the voracious trolls.
  In combat, ice trolls are more cautious than normal 
  trolls. They do not normally rush headlong into battle, 
  instead focusing on weaker foes or those bearing fire. 
  They do not hesitate to attack opponents armed with fire, 
  but work together to defeat such enemies before they can 
  bring their dangerous weapons to bear.
  Ice troll society is more patriarchal than normal troll 
  society, and while males may form gangs to hunt or raid, 
  most ice trolls live in small family groups comprised of a 
  male, a female, and their offspring.
  Triton–Troll, Ice
  Triton–Troll, Ice
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  Troll, Rock
  This bulky creature has beady eyes, and rocky skin studded with 
  small crystals. Its jutting underbite holds large, crystalline teeth.
  rOCk TrOLL 
  Cr 6
  XP 2,400
  CE Large humanoid (earth, giant)
  init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  defenSe
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 80 (7d8+49); regeneration 5 (acid or sonic)
  fort +12, ref +3, Will +3
  Weaknesses sunlight petrification
  OffenSe
  Speed 30 ft.
  Melee bite +11 (1d8+7), 2 claw +12 (1d6+7)
  Space 10 ft.; reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
  STATiSTiCS
  Str 25, dex 12, Con 24, int 5, Wis 9, Cha 6
  base Atk +5; CMb +13; CMd 24
  feats Intimidating Prowess, Iron Will, Power Attack, Weapon 
  Focus (claw)
  Skills Climb +11, Intimidate +10, Perception +6
  Languages Giant
  eCOLOgy
  environment any underground
  Organization solitary or gang (2–5)
  Treasure standard
  SPeCiAL AbiLiTieS
  Sunlight Petrification (ex) A 
  rock troll that is exposed to 
  natural sunlight is staggered 
  and must make a DC 20 
  Fortitude save each round 
  to resist permanently 
  turning to stone. A stone 
  to flesh spell (or similar 
  effect) restores a petrified 
  rock troll, but if it remains exposed to sunlight, it must 
  immediately start making new Fortitude saves to avoid 
  petrification. Spells like sunray or sunburst that create 
  powerful natural sunlight cannot petrify a rock troll, but 
  the troll is staggered for 1d4 rounds after being exposed to 
  such an effect.
  Rock trolls are relatives of normal trolls and ice 
  trolls, but make their lairs far beneath the earth 
  in underground caverns. They rarely venture 
  forth from their subterranean lairs, for 
  they have a weakness unknown in other 
  troll subspecies—the light of the sun turns them to solid 
  stone. Rock trolls have stony skin studded with crystals, 
  but otherwise display typical troll characteristics—
  hunched posture, long arms, a large underbite, and 
  powerful regenerative abilities. Because of the crystalline 
  nature of their skin, however, rock trolls prove more 
  susceptible to sonic damage than other trolls, but they 
  are able to regenerate even wounds dealt by fire. Rock 
  trolls are larger and stronger than normal trolls, typically 
  standing 15 to 16 feet tall in height, and weighing upward 
  of 1,200 pounds.
  Rock trolls are fond of humanoid flesh, but eat whatever 
  food they can get their claws on. Most underground 
  creatures go out of their way to avoid rock trolls, as the 
  ravenous creatures will eat anything that passes through 
  their territory, as long as it is at least marginally edible. 
  Rock trolls also occasionally eat rocks and minerals, 
  though such fare seems to do little to soothe their 
  voracious hungers. Instead, these minerals supplement 
  the trolls’ diet, strengthening their skin, teeth, and claws. 
  Deposits of certain crystals seem especially tasty to rock 
  trolls, and a rock troll who finds such a collection will 
  often gorge himself on the crystalline delicacies.
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  Turtle, Snapping
  A thick shell encases this reptile’s body, from which only its tail,  
  its feet, and a head fitted with powerful jaws emerge. 
  SnAPPing TurTLe 
  Cr 1/3
  XP 135
  N Tiny animal 
  init –1; Senses low-light vision, scent; Perception +5
  defenSe
  AC 12, touch 11, flat-footed 12 (–1 Dex, +1 natural, +2 size)
  hp 5 (1d8+1)
  fort +3, ref +1, Will +1
  OffenSe
  Speed 10 ft., swim 20 ft.
  Melee bite +1 (1d3–3)
  Space 2-1/2 ft.; reach 0 ft.
  STATiSTiCS
  Str 4, dex 8, Con 13, int 1, Wis 13, Cha 6
  base Atk +0; CMb –3; CMd 4 (8 vs. trip)
  feats Weapon Finesse
  Skills Perception +5, Swim +5
  SQ hold breath, shell
  eCOLOgy
  environment temperate or warm water or shore
  Organization solitary or band (2–5)
  Treasure none
  SPeCiAL AbiLiTieS
  Shell (ex) As a move action, a snapping turtle can pull its 
  extremities and head into its shell. It cannot move or attack 
  as long as it remains in this state, but its armor bonus from 
  natural armor increases by +4 as long as it does.
  Snapping turtles are water-dwelling reptiles 
  known for their propensity to bite anyone they 
  deem threatening. Adult snapping turtles 
  are usually about 1-1/2 feet in diameter. A 
  spellcaster who can acquire a familiar can 
  choose a snapping turtle as a familiar. A 
  snapping turtle familiar grants its master  
  a +2 bonus on all Fortitude saves.
  Giant SnappinG turtle 
  CompanionS
  Starting Statistics: Size Medium; Speed 20 ft., 
  swim 20 ft.; AC +10 natural; Attack bite (1d6); 
  Ability Scores Str 8, Dex 10, Con 9, Int 1, 
  Wis 13, Cha 6; Special Qualities low-light 
  vision, hold breath, scent.
  7th-Level Advancement: Size Large; AC 
  +2 natural; Attack bite (1d8), Ability 
  Scores Str +8, Dex –2, Con +4; 
  Special Attack grab.
  Troll, Rock–Turtle
  Troll, Rock–Turtle
  Turtle, Giant Snapping 
  This lumbering turtle is the size of a house; its head features 
  powerful, razor-sharp beak. 
  giAnT SnAPPing TurTLe 
  Cr 9
  XP 6,400
  N Gargantuan animal 
  init +2; Senses low-light vision, scent; Perception +21
  defenSe
  AC 23, touch 4, flat-footed 23 (–2 Dex, +19 natural, –4 size)
  hp 115 (11d8+66)
  fort +12, ref +5, Will +6
  OffenSe
  Speed 20 ft., swim 20 ft.
  Melee bite +16 (4d6+16 plus grab)
  Space 20 ft.; reach 15 ft.
  Special Attacks swallow whole (2d8+16 bludgeoning, AC 23, 22 hp)
  STATiSTiCS
  Str 32, dex 6, Con 21, int 1, Wis 13, Cha 6
  base Atk +8; CMb +23 (+27 grapple); CMd 31 (35 vs. trip)
  feats Improved Initiative, Iron Will, Lunge, Skill Focus 
  (Perception), Toughness, Weapon Focus (bite)
  Skills Perception +21, Swim +19
  SQ armored stomach, hold breath, shell
  eCOLOgy
  environment temperate or warm water or shore
  Organization solitary or band (2–5)
  Treasure none
  SPeCiAL AbiLiTieS
  Armored Stomach (ex) A giant snapping turtle’s body is 
  difficult to cut through—its stomach gains a +4 bonus to its 
  AC and has double the normal hit points when determining 
  the success of a creature attempting to cut its way free.
  Giant snapping turtles typically grow to 
  diameters of about 35 feet and weigh 
  20,000 pounds.
  Illustration by Dean Spencer
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  Illustrations by Damien Mammoliti
  Twigjack
  This tiny, vaguely humanoid creature seems to be made  
  completely of bundles of sticks wound with thorny vines.
  TWigjACk 
  Cr 3
  XP 800
  CE Tiny fey 
  init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  defenSe
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 27 (5d6+10)
  fort +3, ref +7, Will +6
  Weaknesses vulnerable to fire
  OffenSe
  Speed 30 ft.
  Melee spear +3 (1d4–1) or
  2 claws +7 (1d4–1)
  Space 2-1/2 ft.; reach 0 ft. (5 ft. with spear)
  Special Attacks sneak attack +2d6, splinterspray
  STATiSTiCS
  Str 8, dex 16, Con 15, int 11, Wis 14, Cha 13
  base Atk +2; CMb +3; CMd 12
  feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge 
  (nature) +8, Perception +10, Stealth +22
  Languages Common, Sylvan
  SQ bramble jump, woodland stride
  eCOLOgy
  environment temperate forests
  Organization solitary, pair, or gang (3–8)
  Treasure standard
  SPeCiAL AbiLiTieS
  bramble jump (Su) A twigjack can travel 
  short distances between brambles, shrubs, or thickets 
  as if via dimension door as part of a move action. The 
  twigjack must begin and end this movement while in 
  an area of at least light undergrowth. The twigjack 
  can travel in this manner up to 60 feet per day. This 
  movement must be used in 10-foot increments and does 
  not provoke attacks of opportunity.
  Splinterspray (ex) A twigjack can eject 
  a barrage of splinters and brambles 
  from its body three times per day 
  as a standard action. This effect 
  creates a 15-foot conical burst of jagged 
  splinters, dealing 4d6 points of piercing damage to all 
  creatures in the area. A DC 14 Reflex saving throw halves 
  this damage. The save DC is Constitution-based.
  Deep in old-growth forests, twigjacks spend their 
  time tormenting intruders and wreaking 
  havoc on settlers. Maladjusted protectors 
  of the wood, these malicious fey constantly threaten any 
  attempts to civilize the wild. Twigjacks delight in breaking 
  wagon wheels from expansionists’ caravans, snapping 
  hunters’ bows, and sabotaging isolated cabins and villages. 
  Although they possess a keen intellect, few creatures, 
  even other fey, can tolerate these twig-born creatures 
  for long. Treants especially find twigjacks bothersome, 
  and resent any suggestion that they are related. Equally,  
  twigjacks resent being considered plants, and are proud  
  of their fey heritage. Twigjacks sometimes go out of their 
  way to impress dryads, an effort that is rebuffed almost 
  every time. But some spriggans, quicklings, and other 
  evil fey associate with twigjacks, and while goblins fear 
  and distrust the creatures, bugbears often bully them 
  into service.
  Gnarled sticks bundled by vines and brambles form a 
  twigjack’s entire body. Atop its head, a mossy growth not 
  unlike hair sprouts. The creature’s eyes appear as vacant 
  dark knotholes, and its mouth is just a canyon of 
  splintered and broken sticks bisecting 
  its face. Leaves and sprigs of new 
  growth randomly sprout from 
  the creature’s body.
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  Undine
  This blue-haired, blue-skinned man moves with a liquid grace. 
  His ears are fin-like, and his hands and feet are webbed.
  undine 
  Cr 1/2
  XP 200
  Undine cleric 1
  N Medium outsider (native)
  init +1; Senses darkvision 60 ft.; Perception +3
  defenSe
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 8 (1d8)
  fort +1, ref +3, Will +5
  resist cold 5
  OffenSe
  Speed 30 ft.; 20 ft. in armor, swim 30 ft.
  Melee trident +0 (1d8)
  ranged sling +2 (1d4)
  Special Attacks channel positive energy 5/day (DC 12, 1d6)
  Spell-Like Abilities (CL 1st; concentration +4)
  1/day—hydraulic push*
  domain Spell-Like Abilities (CL 1st; concentration +4)
  6/day—dazing touch
  6/day—icicle (1d6+1 cold damage)
  Cleric Spells Prepared (CL 1st; concentration +4)
  1st—bless, charm personD, divine favor
  0 (at will)—create water, guidance, stabilize
  d Domain spell; domains Charm, Water
  STATiSTiCS
  Str 11, dex 14, Con 8, int 10, Wis 17, Cha 14
  base Atk +0; CMb +0; CMd 12
  feats Weapon Focus (heavy mace)
  Skills Diplomacy +6, Knowledge (religion) +4, Swim +4
  Languages Aquan, Common
  SQ elemental affinity
  eCOLOgy
  environment any land
  Organization solitary, pair, or gang (3–5)
  Treasure NPC gear (scale mail, trident, other treasure)
  SPeCiAL AbiLiTieS
  elemental Affinity (ex) Undine sorcerers with the elemental (water) 
  bloodline treat their Charisma score as 2 points higher for all 
  sorcerer class abilities. Undine clerics with the Water domain 
  cast their Water domain powers and spells at +1 caster level.
  Undines are humans whose ancestry includes elemental 
  beings of water, such as marids. This connection with 
  the Plane of Water is most noticeably manifested in 
  their coloration, which tends to mimic that of lakes or 
  oceans—all undines have limpid, blue eyes, and their 
  skin and hair can range from pale blue-white to the  
  deep blue or green of the sea.
  Twigjack–Undine
  Twigjack–Undine
  undine CharaCterS
  Undines are defined by class levels—they do not possess 
  racial Hit Dice. Undines have the following racial traits.
  +2 Dexterity, +2 Wisdom, –2 Strength: Undines are 
  both perceptive and agile, but tend to adapt rather than 
  match force with force. 
  Speed: Undines have a swim speed of 30 feet.
  Darkvision: Undines can see in the dark up to 60 feet.
  Spell-Like Abilities: Hydraulic push* 1/day. (Caster level 
  equals the undine’s total Hit Dice.)
  Elemental Resistance: Undines have cold resistance 5.
  Elemental Affinity: See above.
  Languages: Undines begin play speaking Common 
  and Aquan. Undines with high Intelligence 
  scores can choose any of the following bonus 
  languages: Auran, Dwarven, Elven, Gnome, 
  Halfling, Ignan, and Terran.
  * This spell is detailed in the Pathfinder 
  RPG Advanced Player’s Guide.
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  Illustration by Damien Mammoliti
  Urdefhan
  This fanged humanoid has hideously transparent skin, revealing 
  the vivid colors of internal organs and ivory bones inside its body.
  urdefhAn 
  Cr 3
  XP 800
  NE Medium outsider (native)
  init +1; Senses darkvision 120 ft.; Perception +7
  defenSe
  AC 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 natural)
  hp 25 (3d10+9)
  fort +6, ref +4, Will +4
  defensive Abilities negative energy affinity; dr 5/good or 
  silver; immune death effects (see below), disease, fear, level 
  drain; resist acid 10; Sr 14
  OffenSe
  Speed 30 ft.
  Melee rhoka sword +8 (1d8+6/18–20), bite +2 (1d4+2 plus 2 Str) or
  bite +7 (1d4+4 plus 2 Str)
  ranged composite longbow +4 (1d8+4/×3)
  Special Attacks blood drain (1 Con)
  Spell-Like Abilities (CL 3rd; 
  concentration +5)
  At will—feather fall
  3/day—align weapon, 
  death knell (DC 14), 
  ray of enfeeblement 
  (DC 13)
  STATiSTiCS
  Str 19, dex 12, Con 17, int 14, 
  Wis 13, Cha 14
  base Atk +3; CMb +7; CMd 18
  feats Iron Will, Weapon Focus (rhoka sword)
  Skills Intimidate +8, Knowledge 
  (dungeoneering) +5, Knowledge (planes, 
  religion) +8, Perception +7, Ride +4, Sense 
  Motive +7, Survival +7
  Languages Aklo, Undercommon
  SQ daemonic pact
  eCOLOgy
  environment any land (Abaddon)
  Organization solitary, pair, gang (3–12), or cult (13–30 plus 
  2–6 fighters of 2nd–4th level, 1–4 necromancer wizards 
  of 3rd–6th level, 1 cleric high priest of 5th–9th level, 8–12 
  skavelings, and 1–3 ceustodaemons)
  Treasure NPC gear (studded leather, rhoka sword, composite 
  longbow (+4 Str) with 20 arrows, other treasure)
  SPeCiAL AbiLiTieS
  daemonic Pact (Su) Urdefhans are infused with daemonic 
  energy; as an immediate action, an urdefhan can attempt to 
  allow this energy to consume its soul (50% chance of success 
  per attempt). If it succeeds, the urdefhan dies and releases a 
  5-foot-radius burst of negative energy that deals 2d6 points 
  of damage (DC 14 Reflex half). The save DC is Con-based.
  Strength damage (Su) An urdefhan’s bite drains vitality, 
  turning the skin and muscle around the wound transparent 
  and causing 2 points of Strength damage unless the target 
  succeeds on a DC 14 Fortitude save. The flesh remains 
  transparent until the Strength damage is healed, but this does 
  not have any other effects. The save DC is Constitution-based. 
  Infused with fell energies from Abaddon, urdefhans are 
  an unsightly race dedicated to war. They have developed 
  many strange weapons, but none are more iconic than the 
  two-bladed rhoka sword. Rhoka swords are exotic one-
  handed melee weapons—all urdefhans are proficient 
  in their use. With such weapons, an urdefhan seeks to 
  inflict as much death as possible upon the world before 
  it perishes, so that its daemonic lords are pleased. Most 
  male urdefhans are sterile—as a result, the women often 
  turn to conjured daemons for mates. The products of such 
  unions are usually typical urdefhans, but sometimes 
  result in half-fiend urdefhans—these monsters usually 
  rise to positions of great power in their violent society.
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  Illustration by Matt Dixon
  Vampiric Mist
  A cloud of crimson vapor reeking of fresh blood hangs in the air, 
  reaching out with lashing claws. 
  VAMPiriC MiST 
  Cr 3
  XP 800
  NE Medium aberration (air, water)
  init +8; Senses darkvision 60 ft., sense blood; Perception +8
  defenSe
  AC 14, touch 14, flat-footed 10 (+4 Dex)
  hp 30 (4d8+12)
  fort +4, ref +5, Will +5
  defensive Abilities amorphous; dr 5/magic
  Weaknesses vulnerable to fire
  OffenSe
  Speed fly 50 ft. (perfect)
  Melee touch +7 (bleed and blood siphon)
  Special Attacks bleed (1d6)
  STATiSTiCS
  Str  —, dex 19, Con 16, int 7, Wis 13, Cha 10
  base Atk +3; CMb —; CMd —
  feats Improved Initiative, Weapon Finesse
  Skills Fly +12, Perception +8, Stealth +11
  Languages Aklo
  SQ blood overdose, misty form
  eCOLOgy
  environment temperate or warm swamps or underground
  Organization solitary, pair, or gang (3–6)
  Treasure incidental
  SPeCiAL AbiLiTieS
  blood Siphon (ex) A vampiric mist drains blood with each 
  melee touch attack dealing 1d3 points of Constitution 
  damage. Every time a vampiric mist damages a creature in 
  this way, it heals 1d8 hit points. Hit points healed in excess 
  of its maximum are gained as temporary hit points, 
  to a maximum amount equal to its Constitution 
  score. These temporary hit points last for 1 hour. 
  blood Overdose (Su) When a vampiric mist gorges on 
  blood to an extent that it gains temporary hit points, 
  it moves much more quickly. It gains a +2 haste bonus 
  to its Armor Class and on Reflex saves, and can take one 
  additional move action each round. 
  Misty form (ex) A vampiric mist’s body is composed of a 
  semisolid red mist similar in consistency to thick foam. The 
  vampiric mist does not have a Strength score, and it cannot 
  manipulate or wear solid objects. This form grants it the 
  amorphous defensive ability, and allows it to move through 
  areas as small as 1 inch in diameter with no reduction to its 
  speed. The creature can speak in a hissing voice. A vampiric 
  mist cannot enter water or other fluids, and is treated as a 
  creature two size categories smaller than its actual size (Tiny for 
  most vampiric mists) for the purposes of how wind affects it.
  Sense blood (ex) A vampiric mist can immediately sense the 
  presence of warm-blooded creatures in a 60-foot radius as 
  if by scent. It can detect exposed blood within a mile.
  Often mistaken for a vampire in gaseous form or an 
  unusual type of air elemental, the vampiric mist is in 
  fact a strange form of aberrant life. With an amorphous 
  body that consists as much of fluid as it does of air, this 
  creature dwells in swamps or moist underground regions 
  where its vulnerability to heat isn’t as much of a concern.
  Although somewhat intelligent, vampiric mists do not 
  form societies. They sometimes form into small gangs, 
  but even then they show little interest in working together. 
  Much of a vampiric mist’s time is spent seeking prey—a 
  pursuit that the monster often shows great creativity in 
  accomplishing. The creatures’ propensity for taking on 
  vague, skeletal forms of the creatures whose blood they 
  drink only further adds to their mystique and fuels rumors 
  that they have connections to the undead. Indeed, many 
  vampiric mists enjoy using this common misconception 
  to their advantage, causing foes to use foolish tactics—
  such as tricking spellcasters into using positive energy 
  against them as if they were undead monsters.
  Urdefhan–Vampiric Mist
  Urdefhan–Vampiric Mist
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  Illustration by Jim Pavelec
  Vemerak
  This huge monstrosity seems like some alien, clawed insect, with 
  vaguely humanoid features and three tentacular tails.
  VeMerAk 
  Cr 14
  XP 38,400
  CE Huge aberration 
  init +7; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +23
  Aura spore cloud (30 ft.)
  defenSe
  AC 29, touch 11, flat-footed 26 (+3 Dex, +18 natural, –2 size)
  hp 195 (17d8+119)
  fort +13, ref +8, Will +13
  dr 5/—; immune acid, electricity, disease, mind-affecting, 
  poison; resist sonic 20; Sr 25
  OffenSe
  Speed 40 ft., burrow 20 ft., climb 40 ft.
  Melee bite +22 (2d6+11), 2 claws +22 (1d8+11 plus grab),  
  3 tentacles +19 (1d6+5 plus grab)
  Space 15 ft.; reach 15 ft.
  Special Attacks breath weapon (90-foot line, 14d8 acid 
  damage, DC 24 half, once every 1d4 rounds), constrict 
  (tentacles 1d6+5 or claws 1d8+11), earthquake
  STATiSTiCS
  Str 32, dex 17, Con 23, int 5, Wis 16, Cha 22
  base Atk +12; CMb +25 (+29 grapple); CMd 38 (50 vs. trip)
  feats Awesome Blow, Great Fortitude, Improved Bull Rush, 
  Improved Initiative, Multiattack, Power Attack, Toughness, 
  Weapon Focus (bite), Weapon Focus (claws)
  Skills Climb +19, Perception +23
  Languages Aklo
  eCOLOgy
  environment any underground
  Organization solitary
  Treasure standard
  SPeCiAL AbiLiTieS
  breath Weapon (Su) A 
  vemerak’s acidic breath 
  weapon has no effect 
  on inorganic or undead 
  material. If the breath 
  weapon deals damage 
  to a living fleshy creature, the acid creates a transparent 
  cloud of foul-smelling vapor that fills that creature’s 
  space and persists for 1 round. Any creature in or passing 
  through the cloud must make a DC 24 Fortitude save or be 
  nauseated for 1d4 rounds. This cloud is a poison effect. The 
  save DCs are Constitution-based.
  earthquake (Su) As a full-round action, a vemerak can burrow 
  its tentacles, legs, and mouth into the ground—this action 
  does not provoke attacks of opportunity. At the start of the 
  next round, it creates an effect identical to an earthquake 
  spell (CL 17th). A vemerak can maintain this zone of 
  trembling earth indefinitely, as long as it continues to take 
  full-round actions to maintain the effect.
  Spore Cloud (Su) A unique form of magic-resistant mold 
  grows upon the body of a vemerak. This mold is the source 
  of the vemerak’s spell resistance. When the vemerak moves, 
  the mold exudes a cloud of spores in a 30-foot radius that 
  acts as a targeted greater dispel magic (CL 17th) against the 
  highest caster level magical effect the cloud touches as part 
  of the vemerak’s move that turn.
  Huge and otherworldly, the vemerak is a monster known 
  as much for its disturbing appearance as its violent and 
  cruel disposition.
  A vemerak is 10 feet tall and 20 feet long, its tentacle-
  like tails adding a further 15 feet to its length. It weighs 
  just over 6 tons. Caverns that serve as lairs to these 
  creatures invariably possess disturbing shrines where 
  the creatures offer up portions of every meal to dark  
  gods that dwell deep below the sane world—as a result, 
  many believe that vemeraks exist as the 
  physical manifestation of the will of a 
  particularly violent and insane deity.
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  Illustration by Branko Bistrovic
  Viper Vine
  Large tendrils ending in tiny claws unfurl from the central stalk of 
  this plant, which rises like a serpent ready to strike. 
  ViPer Vine 
  Cr 13
  XP 25,600
  N Large plant 
  init +8; Senses low-light vision, tremorsense 60 ft.; Perception +13
  defenSe
  AC 27, touch 14, flat-footed 22 (+4 Dex, +1 dodge, +13 natural, 
  –1 size)
  hp 190 (20d8+100)
  fort +16, ref +12, Will +6
  immune acid, plant traits
  Weaknesses cold lethargy
  OffenSe
  Speed 10 ft.
  Melee bite +23 (2d6+8/19–20 plus 3d6 acid), 4 tentacles +21 
  (1d6+4 plus grab)
  Space 10 ft.; reach 10 ft. (20 ft. with tentacle)
  Special Attacks captivating cloud, constrict (1d6+8)
  STATiSTiCS
  Str 26, dex 19, Con 19, int 1, Wis 10, Cha 6
  base Atk +15; CMb +24 (+28 grapple); CMd 39 (can’t be tripped)
  feats Combat Reflexes, Dodge, Improved 
  Critical (bite), Improved Initiative, Lightning 
  Reflexes, Multiattack, Power Attack, 
  Toughness, Weapon Focus (bite), Weapon 
  Focus (tentacle)
  Skills Perception +13, Stealth +13
  eCOLOgy
  environment temperate or warm forests  
  or swamps
  Organization solitary
  Treasure incidental
  SPeCiAL AbiLiTieS
  Captivating Cloud (Su) Once 
  per day as a swift action, a viper 
  vine can emit a transparent 
  cloud of pollen in a 60-foot 
  spread that has the power to 
  lull the minds of those that 
  smell it. Once activated, the 
  cloud persists for 5 rounds 
  unless dispersed by 
  moderate or stronger 
  wind. All creatures 
  in the cloud 
  must succeed 
  on a DC 24 Will 
  saving throw each 
  round or become 
  captivated. Once a creature becomes captivated, it takes no 
  actions save to approach the viper vine via the most direct 
  route possible. If this path leads it into a dangerous area, 
  such as through fire or off a cliff, that creature receives a 
  second saving throw to end the effect before moving into 
  peril. A victim that is attacked by the viper vine gets a new 
  saving throw as a free action during each of the vine’s 
  attacks to overcome the effect. This is a mind-affecting 
  effect. The save DC is Constitution-based.
  Cold Lethargy (ex) Exposure to any cold effect slows a viper 
  vine (as a slow spell) for 1d4 rounds.
  A voracious, flesh-eating carnivore, the viper vine has a 
  single enormous bloom arising from a thick, leafy tangle 
  of snake-like vines. When the plant senses the approach 
  of suitable prey through its sensitive, shallowly buried 
  root system, it rises up like an agitated snake and unfurls 
  its brightly colored bloom, an act that releases a cloud 
  of mind-numbing pollen. While stories speaking of the 
  plant’s ability to lure prey into its clutches by virtue of its 
  swaying motion persist, this effect is in fact created by 
  this invisible, odorless pollen cloud.
  Since viper vines gain nourishment through the 
  consumption of creatures rather than through moisture 
  and soil, they have developed rudimentary locomotion 
  and are able to drag themselves 
  along the ground with their 
  tentacle-like root system. 
  They even possess a form 
  of rudimentary sentience, 
  allowing them to not only 
  discern differences in prey 
  and make limited tactical 
  decisions, but also to 
  avoid creatures that are 
  particularly 
  large 
  or 
  dangerous looking. The 
  area around the hunting 
  grounds of these predators 
  is often strewn with the 
  remains of victims, and 
  it is not unusual to find 
  the rotting corpses of 
  wild animals, ill-
  fated adventurers, 
  and even giants in 
  their 
  immediate 
  vicinity, along with 
  a 
  scattering 
  of 
  incidental treasure 
  left behind by the 
  plant’s victims. 
  Vemerak–Viper Vine
  Vemerak–Viper Vine
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  Illustration by Adam Vehige
  Water Orm
  A reptilian head on a serpentine neck slowly surfaces. Shadows 
  beneath the water hint at a body of considerable size.
  Water Orm 
  Cr 10
  XP 9,600
  N Huge magical beast (aquatic)
  Init +7; Senses darkvision 120 ft., low-light vision; Perception +11
  DefenSe
  aC 24, touch 11, flat-footed 21 (+3 Dex, +13 natural, –2 size)
  hp 136 (13d10+65)
  fort +13, ref +13, Will +7
  Defensive abilities elusive; Immune cold; resist fire 20
  OffenSe
  Speed 20 ft., swim 50 ft.
  melee bite +19 (4d6+8/19–20 plus grab), tail slap +14 (2d8+4) 
  Space 15 ft.; reach 15 ft. (20 ft. with bite)
  Special attacks swallow whole (3d6+12 bludgeoning damage, 
  AC 16, 13 hp)
  StatIStICS
  Str 26, Dex 16, Con 21, Int 4, Wis 13, Cha 11
  Base atk +13; CmB +23 (+27 grapple); CmD 36 
  (40 vs. trip)
  feats Improved Critical (bite), 
  Improved Initiative, Improved 
  Iron Will, Iron Will, 
  Lightning Reflexes,  
  Power Attack, Skill  
  Focus (Stealth)
  Skills Perception +11, 
  Stealth +14, Swim +16; 
  racial modifiers  
  +4 Perception
  Languages Aquan (cannot speak) 
  SQ water travel
  eCOLOgy
  environment any lakes
  Organization solitary
  treasure none
  SPeCIaL aBILItIeS
  elusive (Su) Water orms are rarely discovered except by their 
  own choice. As a full-round action while in water, a water 
  orm can move up to its run speed (200 ft.) without 
  leaving any trace of its passage (identical in effect to 
  pass without trace). An elusive water orm gains a +40 
  circumstance bonus to its Stealth check. In addition, 
  when not in combat, a water orm is considered to be 
  under the effects of a nondetection spell. These effects 
  function at caster level 20th and cannot be dispelled.
  Water travel (Su) As a full-round action once per day, a water 
  orm can dissolve into water, appearing only as a long, 
  dark, serpentine stretch of water that looks similar to 
  the passage of a school of fish when viewed from above the 
  water. While in this form, the water orm swims at a speed of 
  600 feet per round (60 mph) and gains a +40 bonus on all 
  Swim checks. It cannot attack or take any action other than 
  swimming in this form, and can remain in this form for up 
  to 8 hours at a time. A water orm can revert to its solid form 
  from this state as a free action. Water orms are unable to 
  pass into or through salt water when using this ability. 
  Just as sailors tell stories of sea serpents, so do denizens 
  on the shores of remote lakes whisper of strange, secretive 
  monsters lurking in the depths of these large bodies 
  of water. Like sea serpents, proof of their existence is as 
  elusive as the beasts themselves. Known as water orms and 
  believed by some to be a strange link between linnorms and 
  sea serpents, most locals refer to any such local monster 
  (real or imagined) by a pet name or the name of the lake it 
  calls home. Water orms are craftier than sea serpents, and 
  generally inclined toward curiosity rather than violence. 
  Nevertheless, a water orm does not hesitate to attack any 
  creature it views as a threat to itself or its lake.
  Water orms are extremely long-lived. Several different 
  variants have been reported. With sightings rare and 
  unverifiable, it is unclear whether these are variations 
  within a single species, or several unrelated creatures. 
  Some are described as long-necked aquatic reptiles, 
  some as fresh-water sea serpents, others as bizarrely 
  elongated seals or whales, and still others as 
  impossibly large sea horses. Most are 40 to 45 feet 
  in length, and weigh 2,000 to 3,000 pounds.
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  Water Orm–Wendigo
  Water Orm–Wendigo
  Wendigo
  This hideous shape has the head of a feral elk with jagged teeth and 
  sharp antlers. Its humanoid legs end in blackened, burnt stumps. 
  WenDIgO 
  Cr 17
  XP 102,400
  CE Large outsider (cold, native)
  Init +13; Senses blindsight 60 ft., darkvision 60 ft., low-light 
  vision; Perception +26
  DefenSe
  aC 32, touch 18, flat-footed 23 (+9 Dex,  
  +14 natural, –1 size)
  hp 279 (18d10+180); regeneration 15 (fire)
  fort +21, ref +22, Will +11
  Dr 15/cold iron and magic; Immune cold, 
  fear; Sr 28
  Weaknesses vulnerability to fire
  OffenSe
  Speed fly 120 ft. (perfect)
  melee bite +26 (2d8+9/19–20 
  plus 4d6 cold and grab), 2 claws +26 
  (2d6+9/19–20 plus 4d6 cold)
  Space 10 ft.; reach 10 ft.
  Special attacks dream haunting, howl, rend  
  (2 claws, 1d8+13 plus 4d6 cold plus 1d4 Cha 
  damage), wendigo psychosis 
  Spell-Like abilities (CL 18th; concentration +25)
  At will—wind walk (DC 23; see below)
  1/day—control weather (as druid), nightmare (DC 22)
  StatIStICS
  Str 29, Dex 29, Con 31, Int 26, Wis 20, Cha 24
  Base atk +18; CmB +28 (+32 grapple); CmD 47
  feats Ability Focus (howl), Critical Focus, Flyby 
  Attack, Improved Critical (claws), Improved 
  Initiative, Lightning Reflexes, Multiattack, 
  Persuasive, Tiring Critical
  Skills Acrobatics +27, Bluff +28, Diplomacy 
  +9, Fly +33, Intimidate +29, Knowledge 
  (arcana, geography, nature, religion) +26, 
  Knowledge (planes) +29, Perception +26, 
  Sense Motive +26, Spellcraft +26, Stealth 
  +26, Survival +23
  Languages Aklo, Common, Giant; telepathy 1 mile
  SQ no breath
  eCOLOgy
  environment any cold
  Organization solitary
  treasure none
  SPeCIaL aBILItIeS
  Dream Haunting (Su) When a wendigo uses its nightmare spell-
  like ability, the victim is also exposed to wendigo psychosis. 
  Howl (ex) Three times per day as a standard action, a wendigo 
  can emit a forlorn howl that can be heard up to a mile away. 
  Any who hear the howl must make a DC 28 Will save to 
  avoid becoming shaken for an hour. Creatures within 120 
  feet become panicked for 1d4+4 rounds, and those within 
  30 feet cower with fear for 1d4 rounds. This is a mind-
  affecting fear effect. The save DC is Charisma-based.
  Wendigo Psychosis (Su) Curse—Nightmare or wind walk; save 
  Will DC 26; onset 1 minute; frequency 1/day; effect 
  1d4 Wis drain (minimum  
  Wis 1); cure 3 consecutive saves. 
  When a victim’s Wisdom 
  reaches 1, he seeks an 
  individual of his race to 
  kill and devour. After completing 
  this act, the afflicted individual takes off at a run, and 
  in 1d4 rounds sprints up into the sky at such a speed that 
  his feet burn away into jagged stumps. The transformation 
  into a wendigo takes 2d6 minutes as the victim wind walks 
  across the sky. Once the transformation is complete, the 
  victim is effectively dead, replaced by a new wendigo. 
  True resurrection, miracle, or wish can restore such 
  a victim to life, yet doing so does not harm the 
  new wendigo. The save is Charisma-based.
  Wind Walk (Sp) If a wendigo pins a grappled 
  foe, it can attempt to wind walk with the 
  target by using its spell-like ability—it 
  automatically succeeds on all concentration 
  checks made to use wind walk. If the victim 
  fails to resist the spell, the wendigo hurtles 
  into the sky with him. Each round, a victim 
  can make a new DC 23 Will save to turn solid 
  again, but at this point he falls if he cannot 
  fly. Eventually, the wendigo strands the victim 
  in some rural area, usually miles from where  
   
  it began. A creature that wind walks with a 
  wendigo is exposed to wendigo psychosis. 
  The save DC is Charisma-based. 
  Beings of ancient evil, wendigos haunt 
  the minds of mortals, driving them to 
  desperation and, ultimately, cannibalistic 
  madness. They enjoy whittling down prey 
  before they strike, trailing victims for days, 
  even weeks, while plaguing their journeys with 
  nightmares and foul weather.
  Tribal humanoids sometimes worship 
  wendigos as gods, bringing them live 
  sacrifices or attempting to appease the creatures by 
  engaging in ritual cannibalism. They mark a wendigo’s 
  territory with fetishes and dress in the furs and hides 
  of whatever animal it most closely resembles. Wendigos 
  take little interest in the practices of their worshipers, 
  and view them only as an ample supply of victims.
  Illustration by Tyler Walpole
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  Whale 
  This immense whale moves slowly through the water with a grace 
  that seems incongruous, given its immense size.
  WHaLe 
  Cr 10
  XP 9,600
  N Gargantuan animal 
  Init +2; Senses blindsight 120 ft., low-light vision; Perception +23
  DefenSe
  aC 22, touch 4, flat-footed 22 (–2 Dex, +18 natural, –4 size)
  hp 157 (15d8+90)
  fort +17, ref +7, Will +7
  OffenSe
  Speed swim 40 ft.
  melee tail slap +21 (4d6+21) or
  bite +21 (4d6+21)
  Space 20 ft.; reach 20 ft.
  Special attacks capsize
  StatIStICS
  Str 38, Dex 6, Con 23, 
  Int 2, Wis 11, 
  Cha 5
  Base atk +11; 
  CmB +29; 
  CmD 37 (can’t 
  be tripped)
  feats Diehard, 
  Endurance, 
  Great Fortitude, 
  Improved Bull  
  Rush, Improved 
  Initiative, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Perception +23, Swim +30; racial modifiers +4 Perception
  SQ hold breath
  eCOLOgy
  environment any oceans
  Organization solitary, pair, or pod (3–16)
  treasure none 
  SPeCIaL aBILItIeS
  Capsize (ex) A whale 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 captain’s 
  Profession (sail0r) check, whichever is higher. For each size 
  category the ship is larger than the whale’s size, the whale 
  takes a cumulative –10 penalty on this CMB check.
  Whales are frequently hunted for their meat and the valuable 
  oil in their blubber. Baleen whales have no teeth and attack 
  with a tail slap; toothed whales like sperm whales instead 
  attack with a bite. Whale companions are smaller species—
  rules for such companions are the same as those for orcas 
  (see page 88 of the Pathfinder RPG Bestiary.)
  Whale, Great White 
  This immense whale has an enormous, box-shaped head over a 
  massive, toothy maw. Its rough white hide is laced with scars.
  great WHIte WHaLe 
  Cr 14
  XP 38,400
  N Colossal animal 
  Init –2; Senses blindsight 120 ft., low-light vision; Perception +13
  DefenSe
  aC 28, touch 0, flat-footed 28 (–2 Dex, 
  +28 natural, –8 size)
  hp 225 (18d8+144)
  fort +21, ref +9, Will +8
  OffenSe
  Speed swim 40 ft.
  melee bite +25 (6d6+20/19–
  20), tail slap +20 (3d6+10)
  Space 30 ft.; reach 30 ft.
  Special attacks capsize, 
  smashing breach
  StatIStICS
  Str 50, Dex 6,  
  Con 27, Int 2,  
  Wis 11, Cha 5
  Base atk +13; 
  CmB +41; CmD 49 
  (can’t be tripped)
  feats Critical Focus, 
  Diehard, Endurance, Great 
  Fortitude, Improved Bull Rush, 
  Improved Critical (bite), Iron Will, Power Attack, 
  Staggering Critical
  Skills Perception +13, Swim +39
  SQ hold breath
  eCOLOgy
  environment any oceans
  Organization solitary, pair, or pod (3–16)
  treasure none
  SPeCIaL aBILItIeS
  Smashing Breach (ex) As a full-round action, a great white 
  whale can make a special charge attack against creatures on 
  the surface of the water. At the end of its charge, the whale 
  breaches, then slams down onto the target with incredible 
  force. Any Huge or smaller creatures in the whale’s space 
  must make a DC 27 Reflex save or take 4d8+30 points of 
  bludgeoning damage and be forced into the nearest square 
  that is adjacent to the whale. This breach automatically 
  attempts to capsize any boats caught wholly or partially in 
  this area. The save DC is Constitution-based.
  Legendary in size and temper, great white whales are far 
  more aggressive than their smaller kin.
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  Winterwight
  Human-sized and of a deathly blue color, this long-taloned 
  skeletal creature is partially encased in jagged sheets of ice.
  WInterWIgHt 
  Cr 17
  XP 102,400
  CE Medium undead (cold)
  Init +10; Senses darkvision 60 ft.; Perception +27
  aura cold (10 ft.)
  DefenSe
  aC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural)
  hp 270 (20d8+180); fast healing 10
  fort +15, ref +14, Will +16
  Defensive abilities channel resistance +4; Dr 15/bludgeoning 
  and good; Immune cold, undead traits; Sr 28
  Weaknesses vulnerability to fire
  OffenSe
  Speed 30 ft.
  melee bite +30 (2d8+15 plus blightfire), 2 claws +30 (2d6+15 
  plus blightfire)
  Special attacks rend (2 claws 2d8+22)
  Spell-Like abilities (CL 17th; concentration +26)
  Constant—air walk
  At will—cone of cold (DC 24), dimension door, greater dispel 
  magic, sleet storm, wall of ice
  3/day—polar ray
  1/day—control weather
  StatIStICS
  Str 40, Dex 23, Con —, Int 11, Wis 18, Cha 29
  Base atk +15; CmB +30; CmD 46
  feats Blind-Fight, Combat Reflexes, Critical Focus, Greater 
  Vital Strike, Improved Initiative, Improved Vital Strike, 
  Lightning Reflexes, Power Attack, Staggering Critical, 
  Vital Strike
  Skills Acrobatics +26, Intimidate +32, Perception 
  +27, Stealth +29
  Languages Common
  eCOLOgy
  environment any cold land
  Organization solitary, pair, or incursion (3–6)
  treasure standard
  SPeCIaL aBILItIeS
  aura of Cold (Su) Winterwights are surrounded by a 10-foot 
  radius of deathly chill. Any creatures within this area during 
  the winterwight’s turn takes 2d10 points of cold damage. All 
  creatures of the cold subtype within this area (including the 
  winterwight) are treated as having fast healing 10.
  Blightfire (Su) Whenever a winterwight damages a creature 
  with a bite or claw, the wound erupts with tongues of 
  black fire. For the next 5 rounds, the victim must 
  make a DC 29 Fortitude saving throw at the start 
  of its turn or take 1d6 points of Constitution 
  drain. The winterwight gains 10 temporary hit points each 
  time the creature fails a saving throw against blightfire. A 
  creature cannot be affected by more than one instance of 
  blightfire at a time. The save DC is Charisma-based.
  The winterwight is an undead horror born from the 
  coldest depths of the negative energy plane. Infused with 
  the dark, cold magic that permeates this realm of death, 
  the winterwight takes the form of a skeleton coated in 
  armor of jagged ice.
  Though it resembles an ordinary skeleton from a 
  distance, the winterwight’s frame is much sturdier than 
  the average humanoid’s, its frozen armor intertwining 
  with its bone structure to form an incredibly hardy 
  chassis. Sometimes called hatewraiths because of their 
  insatiable lust for suffering, these frozen horrors are 
  often found in areas that suffer from magical cold or 
  frozen climates.
  Winterwights are 7 feet tall and weigh 250 pounds.
  Whale–Winterwight
  Whale–Winterwight
  Illustration by Alberto Dal Lago
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  Illustration by Concept Art House
  Witchfire
  Bathed in sickly green flames, this insubstantial specter of a 
  beautiful young woman floats just off the ground. 
  WItCHfIre 
  Cr 9
  XP 6,400
  CE Medium undead (incorporeal) 
  Init +10; Senses darkvision 60 ft.; Perception +16
  DefenSe
  aC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)
  hp 115 (10d8+70)
  fort +10, ref +11, Will +10
  Defensive abilities incorporeal, witchflame, Immune fire, 
  undead traits 
  OffenSe
  Speed fly 50 ft. (perfect)
  melee incorporeal touch +13 (8d6 fire plus witchflame)
  ranged witchflame bolt +13 (8d6 fire plus witchflame) 
  Spell-Like abilities (CL 9th)
  At will—dancing lights, disguise self, ghost 
  sound (DC 17), invisibility, pyrotechnics 
  (DC 18), ray of enfeeblement (DC 18)
  1/day—summon (level 4, 2 will-o’-
  wisps 50%)
  StatIStICS
  Str —, Dex 22, Con —, Int 17,  
  Wis 16, Cha 25
  Base atk +7; CmB +13; CmD 31
  feats Combat Reflexes, 
  Dodge, Improved 
  Initiative, Lightning 
  Reflexes, Mobility
  Skills Bluff +17, Fly +22, 
  Intimidate +20, 
  Knowledge (any 
  two) +13, Perception +16, 
  Sense Motive +11, Stealth +19
  Languages Auran, Common, Giant
  SQ sound mimicry (animal noises)
  eCOLOgy
  environment any swamps or 
  woodlands
  Organization solitary or coven  
  (3 witchfires and hags—see below)
  treasure standard
  SPeCIaL aBILItIeS
  Witchflame (Su) Any creature damaged by the 
  incorporeal touch or ranged bolt attacks of a 
  witchfire must succeed on a DC 22 Will save or 
  become engulfed in sickly green flames. While these 
  eerie flames deal no additional damage, the affected 
  creature glows as per faerie fire and becomes sickened. 
  While under the effects of the witchflame, the victim gains 
  vulnerability to fire and takes half again as much damage 
  (+50%) from fire attacks of any sort. This effect persists for 10 
  minutes. The supernatural flames can only be extinguished 
  before this duration expires by a break enchantment, miracle, 
  remove curse, or wish spell—the effective caster level of the 
  witchflame is equal to the witchfire’s HD (CL 10th for most 
  witchfires). Any creature entering the same square as a 
  witchfire or striking it with a melee attack must succeed on a 
  DC 22 Will save or begin burning with witchflame, even if the 
  attack would not otherwise harm the witchfire because of its 
  incorporeal nature. The save DCs are Charisma-based.
  When an exceptionally vile hag or witch dies with some 
  malicious plot left incomplete, or proves too horridly 
  tenacious to succumb to the call of death, the foul energies 
  of these wicked old 
  crones sometimes 
  spawn incorporeal undead 
  known as witchfires. These 
  ghostly creatures appear much 
  as they did in life, although the 
  grotesque undead energy that 
  births them makes them appear 
  young and attractive and wreathes 
  their insubstantial bodies in a powerful 
  aura of sickly green flame, a ghostly fire 
  referred to as “witchflame” in 
  local legends.
  Strings of will-o’-wisps are 
  often found in the 
  immediate vicinity 
  of 
  witchfires 
  and 
  are typically led by the 
  undead, leading scholars to 
  speculate that the creatures 
  feed off of a witchfire’s flames  
  and fury. 
  Witchfire covens
  Witchfires occasionally join or subjugate 
  existing hag covens (see page 167 of the Pathfinder 
  RPG Bestiary). A hag coven that includes a 
  witchfire gains the following additional coven 
  spell-like abilities: 3/day—blight, create undead, 
  fire storm (DC 21), nightmare (DC 18), 
  waves of exhaustion (DC 20). All abilities 
  function at CL 9th, and save DCs are 
  based on a Charisma score of 16. The 
  use of these abilities functions identically to 
  other coven abilities. Such covens must have 
  at least one living hag, as covens of three 
  witchfires gain no coven-related abilities.
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  nimbus around that hand (which is no longer considered 
  free). The energy lasts 6 rounds or until it is used to create a 
  force bolt. To use this ability, the witchwyrd must be aware 
  of the incoming magic missile and cannot be flat-footed.
  force Bolt (Su) A witchwyrd can “throw” a magic missile (1d4+1 
  damage) from each free hand as a free action (maximum of 
  two per round). If it has absorbed a magic missile, it can throw 
  an additional force bolt that round, expending the absorbed 
  energy (maximum of two additional bolts per round).
  Alien merchants that travel between planets and planes, 
  witchwyrds stand 7 feet tall, weigh 300 pounds, and are 
  covered in hairless blue-gray skin. Witchwyrds new to a 
  market or eager to avoid identification during an important 
  business deal fold their second sets of flexible arms behind 
  their backs and dress in robes, the better to pass as a less-
  infamous humanoid race. Witchwyrds tend to prefer the 
  driest, warmest regions of the areas they visit—perhaps an 
  indicator of their mysterious home world.
  Witchfire–Witchwyrd
  Witchfire–Witchwyrd
  Witchwyrd 
  This gray-skinned humanoid wears fine red robes. The being has 
  four arms, each ending in a three-fingered hand. 
  WItCHWyrD 
  Cr 6
  XP 2,400
  LN Medium monstrous humanoid 
  Init +6; Senses darkvision 60 ft., detect magic; Perception +8
  DefenSe
  aC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
  hp 68 (8d10+24)
  fort +7, ref +8, Will +9
  Defensive abilities absorb force; Dr 5/magic
  OffenSe
  Speed 30 ft.
  melee ranseur +11/+6 (2d4+4/×3), 2 slams 
  +6 (1d4+1 plus grab) or
  4 slams +11 (1d4+3 plus grab)
  Space 5 ft.; reach 5 ft. (10 ft. 
  with ranseur)
  Special attacks force bolt
  Spell-Like abilities (CL 8th; 
  concentration +13)
  Constant—detect magic, floating 
  disk, mage armor, resist energy 
  (one at a time), unseen servant
  3/day—dispel magic, displacement, 
  suggestion (DC 18)
  1/day—dimension door, resilient 
  sphere (DC 19)
  StatIStICS
  Str 16, Dex 15, Con 17, Int 18, Wis 13, Cha 20
  Base atk +8; CmB +11 (+15 grapple); 
  CmD 23
  feats Deflect ArrowsB, Great 
  Fortitude, Improved Initiative, Iron 
  Will, Persuasive
  Skills Appraise +12, Bluff +13, Diplomacy +11, Intimidate +18, 
  Knowledge (arcana) +12, Knowledge (geography) +12, 
  Knowledge (planes) +12, Perception +8, Sense Motive +5, 
  Use Magic Device +9
  Languages Common, Draconic, one or more planar 
  languages; tongues
  eCOLOgy
  environment any land
  Organization solitary, entourage (1 witchwyrd and 2–5 humanoid 
  guards), or enclave (2–5 witchwyrds and 11–20 humanoid guards)
  treasure double
  SPeCIaL aBILItIeS
  absorb force (Su) Once per round, a witchwyrd can use a 
  free hand to “catch” a magic missile fired at it. This 
  absorbs the missile and manifests as a glowing 
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  Worm That Walks
  Although this robed wizard stands and moves like a man, his 
  body is a writhing mass of squirming, slippery worms.
  WOrm tHat WaLkS 
  Cr 14
  XP 38,400
  Human worm that walks conjurer 13
  NE Medium vermin (augmented human)
  Init +8; Senses blindsight 30 ft., darkvision 60 ft.; Perception +22
  DefenSe
  aC 23, touch 17, flat-footed 18 (+6 armor, +4 Dex, +1 dodge, 
  +2 insight)
  hp 123 (13d6+78); fast healing 14
  fort +11, ref +12, Will +13
  Defensive abilities worm that walks traits; Dr 15/—; Immune 
  critical hits, disease, paralysis, poison, sleep
  OffenSe
  Speed 30 ft.
  melee slam +10 (1d4–1 plus grab)
  Special attacks discorporate, grab (Large), squirming embrace
  arcane School Spell-Like abilities (CL 13th; concentration +18)
  At will—dimensional steps (390 feet/day)
  8/day—acid dart (1d6+6 acid)
  Conjurer Spells Prepared (CL 13th; concentration +18)
  7th—plane shift (DC 22), project image
  6th—acid fog, disintegrate (DC 21), summon monster VI
  5th—cloudkill (DC 20), dismissal (DC 20), shadow evocation 
  (DC 20), telekinesis (DC 20), teleport
  4th—black tentacles, confusion (DC 19), dimension door (2), 
  phantasmal killer (DC 19), summon monster IV
  3rd—dispel magic, fly, protection from energy, slow (DC 18), 
  stinking cloud (DC 18), summon monster III
  2nd—acid arrow, detect thoughts (DC 17), fog cloud, 
  glitterdust (DC 17), invisibility, summon swarm
  1st—charm person (DC 16), feather fall, grease (DC 16), obscuring 
  mist, protection from good, reduce person (DC 16), shield
  0 (at will)—acid splash, detect magic, mage hand, 
  prestidigitation, read magic
  Opposition Schools Evocation, Necromancy
  StatIStICS
  Str 8, Dex 18, Con 17, Int 20, Wis 12, Cha 10
  Base atk +6; CmB +5 (+13 grapple); CmD 24
  feats Arcane Armor Training, Combat Casting, Combat 
  Reflexes, Craft Magic Arms and Armor, Craft Wondrous 
  Item, DiehardB, Dodge, Improved Initiative, Light Armor 
  Proficiency, Scribe Scroll, Toughness, Weapon Finesse
  Skills Craft (alchemy) +21, Fly +20, Intimidate +16, Knowledge 
  (arcana, dungeoneering, planes) +21, Perception +22, Sense 
  Motive +9, Spellcraft +21, Stealth +12; racial modifiers  
  +8 Perception, +8 Sense Motive, +8 Stealth
  Languages Abyssal, Aklo, Common, Infernal
  SQ arcane bond (staff), summoner’s charm (6 rounds)
  eCOLOgy
  environment any
  Organization solitary
  treasure NPC Gear (+4 leather armor, cloak of resistance +4, 
  staff of charming)
  When a powerful spellcaster with a strong personality, a 
  lust for life, and a remorselessly evil soul dies and is buried 
  in a graveyard infused with eldritch magic, a strange 
  phenomenon sometimes occurs. The flesh of the decaying 
  body fats and instructs the very worms that gnaw, and 
  these graveworms quicken not only on corruption but 
  upon the spellcaster’s memories and magical power. The 
  spellcaster’s very soul is consumed in this vile process, 
  only to be split apart to inhabit each of the individual 
  chewing worms in so many fragments. The result is a 
  hideous hive mind of slithering life known as a worm 
  that walks—a mass of worms that clings to the vague 
  shape of the body that granted it this new existence, and 
  can wield the powers and magic the spellcaster had in 
  life. A worm that walks retains memories of its life as a 
  spellcaster before its death, but is not undead—it is a 
  hideous new form of undulant life.
  creating a Worm that Walks
  “Worm that walks” is a template that can be added to any 
  evil spellcasting creature. A worm that walks retains all the 
  base creature’s statistics and abilities except as noted here.
  CR: Same as the base creature +2.
  Alignment: Any evil.
  Type: The base creature’s type changes to vermin. It 
  gains the augmented subtype. Do not recalculate BAB, 
  saves, or skill ranks. Worms that walk are intelligent 
  and do not possess the standard mindless trait of most 
  vermin. Note that while a worm that walks has the ability 
  to discorperate into a swarm, and while its body is made 
  up of countless wriggling worms, it does not itself gain the 
  swarm subtype.
  Size: Although the worms that make up the worm that 
  walks’s body are Fine creatures, the worm that walks is 
  treated as a creature the same size as the base creature.
  Senses: As the base creature, plus darkvision 60 feet 
  and blindsight 30 feet.
  AC: The worm that walks loses any natural armor bonus 
  the base creature may have had, but gains an insight bonus 
  to its AC equal to its Wisdom bonus (minimum of +2).
  Hit Dice: Change the base creature’s racial HD to d8s. 
  All HD derived from class levels remain unchanged.
  Defensive Abilities: A worm that walks retains all of the 
  base creature’s defensive abilities and special qualities. It 
  also gains the following additional defensive abilities. 
  Worm that Walks Traits: A worm that walks has no 
  discernible anatomy, and is not subject to critical hits or 
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  Worm That Walks
  flanking. Reducing a worm that walks to 0 hit points causes 
  it to discorporate (see below)—a worm that walks at 0 hit 
  points is staggered, and one at negative hit points is dying. 
  Worms that walk are immune to any physical spell or 
  effect that targets a specific number of creatures (including 
  single-target spells such as disintegrate), with the exception 
  of such spells and effects generated by the worm that 
  walks itself, which treat the worm that walks as one single 
  creature if it so chooses. Mind-affecting effects that target 
  single creatures function normally against a worm that 
  walks, since the creature’s individual components share 
  a hive mind. A worm that walks takes half again as much 
  damage (+50%) from damaging area effects, such as fireball 
  and splash weapons. Worms that walk are susceptible to 
  high winds—treat a worm that walks as a Fine creature 
  for the purposes of determining wind effects.
  Damage Reduction: A worm that walks loses 
  any damage reduction possessed by the base 
  creature and gains damage reduction 15/—.
  Fast Healing: A worm that walks gains 
  fast healing equal to its CR.
  Immunities: Worms that walk are 
  immune to disease, paralysis, poison, 
  and sleep effects.
  Melee Attacks: A worm that walks 
  loses any natural attacks the base 
  creature had, but gains a slam attack 
  that deals damage based on its size 
  (see Table 3–1: Natural Attacks by 
  Size, on page 299). This slam 
  has the grab ability and affects 
  creatures up to one size larger 
  than the worm that walks. A 
  worm that walks retains any 
  weapon proficiencies the base 
  creature had.
  Special Attacks: A worm that 
  walks retains all of the base 
  creature’s 
  special 
  attacks. 
  It also gains the following 
  additional special attacks.
  Discorporate (Su) A worm 
  that walks can collapse into 
  a shapeless swarm of worms  
  as a free action. All held, worn, 
  and carried items fall and 
  its Strength score drops to 
  1. The worm that walks 
  functions as a true swarm 
  while discorporated, with 
  a 
  reach of 0 feet (its space remains 
  unchanged). While discorporated, 
  the worm that walks loses all of its 
  defensive abilities and gains all of the standard swarm traits. 
  It loses its slam attacks and all special abilities and special 
  attacks, but can make a swarm attack that deals damage equal 
  to its engulf attack. A worm that walks can reform into its 
  true form (including equipping all gear in reach) as a full-
  round action as long as it has at least 1 hit point.
  Squirming Embrace (Ex) If a worm that walks grapples a foe, 
  as a swift action, it can cause a swarm of worms to squirm over 
  the grappled creature. These worms deal automatic swarm 
  damage with no attack roll needed (see the table below). If a 
  creature takes damage from the swarm, it is also subject to 
  the swarm’s distraction ability, and must make a Fortitude 
  save or be nauseated for 1 round. The save DC equals 10 + 1/2 
  the worm that walks’s HD + its Con modifier).
  A worm that walks 
  can only have 
  one embraced 
  target 
  at 
  a 
  time, but it 
  does not have 
  to 
  continue 
  grappling in 
  order to maintain 
  the embrace. If the 
  worm that walks moves 
  more than 5 feet from the 
  swarm or dismisses the 
  swarm (a free action), the 
  swarm dies. Any area attack 
  that damages the swarm or 
  any severe or stronger wind 
  effect that affects the swarm’s 
  target kills it.
  Tenacious 
  (Ex) 
  A 
  worm 
  that walks gains a +8 racial 
  bonus on CMB checks made to 
  grapple and a +4 racial bonus to 
  its CMD.
  Abilities: Dex +4, Con +4.
  Skills: Worms that walk gain a +8 
  racial bonus on Perception, Sense 
  Motive, and Stealth checks.
  Feats: Worms that walk gain Diehard as 
  a bonus feat.
  engulf Damage
  HD 
  engulf Damage
  1–5 
  1d6 + 1.5 Str bonus
  6–10 
  2d6 + 1.5 Str bonus
  11–15 
  3d6 + 1.5 Str bonus
  16–20 
  4d6 + 1.5 Str bonus
  21 or more 
  5d6 + 1.5 Str bonus
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  Xacarba
  This towering, three-tailed, six-eyed beast seems like three rune-
  backed serpents partially melded together into one body. 
  XaCarBa 
  Cr 15
  XP 51,200
  CE Gargantuan outsider (chaotic, evil, extraplanar)
  Init +9; Senses arcane sight, darkvision 120 ft., detect good, 
  low-light vision, scent, true seeing; Perception +29
  DefenSe
  aC 31, touch 12, flat-footed 25 (+5 Dex, +1 dodge, +19 natural, 
  –4 size)
  hp 210 (20d10+100)
  fort +17, ref +13, Will +20
  Dr 10/good; Immune electricity, poison; resist acid 10, cold 10, 
  fire 10; Sr 26
  OffenSe
  Speed 40 ft., climb 20 ft.
  melee bite +25 (3d8+9 plus poison), 3 tail slaps +20 (2d8+4 plus grab)
  Space 20 ft.; reach 15 ft.
  Special attacks constrict (2d6+9), redirect spell
  Spell-Like abilities (CL 18th; concentration +25)
  Constant—arcane sight, detect good, true seeing
  At will—detect thoughts (DC 19), greater teleport (self plus 50 lbs. 
  of objects only), invisibility, suggestion (DC 20)
  3/day—charm monster (DC 21), mass suggestion (DC 23), 
  scrying (DC 21), symbol of pain (DC 22), touch of idiocy, vision
  1/day—summon (level 5, 1 hezrou or 1d4 succubi, 50%)
  StatIStICS
  Str 29, Dex 21, Con 21, Int 26, Wis 22, Cha 24
  Base atk +20; CmB +33 (+37 grapple); CmD 49 (can’t be tripped)
  feats Combat Reflexes, Dodge, Improved Initiative, Improved 
  Iron Will, Improved Vital Strike, Iron Will, Lightning Reflexes, 
  Mobility, Spring Attack, Vital Strike
  Skills Acrobatics +25 (+29 jump), Bluff +30, Climb +17, 
  Diplomacy +27, Disguise +27, Intimidate +27, Knowledge 
  (arcana) +31, Knowledge (any two) +31, Linguistics +28, 
  Perception +29, Sense Motive +29, Spellcraft +31, 
  Stealth +16, Use Magic Device +27
  Languages Abyssal, Common, Draconic; telepathy 100 ft.
  SQ change shape (any humanoid as a swift action, but 
  always retains one serpentine trait that negates the 
  bonus to Disguise checks; alter self )
  eCOLOgy
  environment any land (Abyss)
  Organization solitary
  treasure standard
  SPeCIaL aBILItIeS
  Poison (Su) Bite—injury; save Fort DC 25; frequency 1/
  round for 6 rounds; effect one chosen by the xacarba 
  from three options; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Fiendish Bile: effect 1d4 Str damage (good-aligned 
  creatures also take 2d8 points of damage).
  Mysterious Blood: effect 1d4 Dex and 1d4 Wis damage plus 
  confusion for 1 round.
  Vile Disjunction: effect targeted greater dispel magic (CL 
  18th) on the creature.
  redirect Spell (Su) Any creature that attempts to cast a spell 
  within 30 feet of a xacarba must cast the spell defensively. 
  If the caster fails the concentration check to do so (or if the 
  caster opts to not cast defensively), the xacarba can choose 
  the target of the spell as a swift action. The new target must 
  be a legal target—if there’s no legal alternative target to 
  choose from, this ability cannot be used.
  Fiends hailing from the darkest reaches of the Abyss, 
  xacarbas are manipulation and destruction intertwined. 
  With their infamous ability to redirect spells, these 
  serpentine goliaths wreak havoc on the mind as well as 
  the body, turning allies against one another and reveling 
  in the destruction doing so produces.
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  Xtabay
  This patch of vines is ornamented with beautiful crimson and 
  violet flowers, the petals of which seem to bear tiny faces.
  XtaBay 
  Cr 1/2 
  XP 200
  N Small plant
  Init +1; Senses low-light vision, tremorsense 30 ft.; Perception +1
  DefenSe
  aC 12, touch 12, flat-footed 10 (+1 Dex, +1 size)
  hp 8 (1d8+4)
  fort +6, ref +1, Will +1
  Immune acid, plant traits
  OffenSe
  Speed 5 ft.
  melee 2 stings +0 (1d3–1 plus 1d2 acid)
  Special attacks devour, soporific pollen
  StatIStICS
  Str 8, Dex 13, Con 19, Int —, Wis 12, Cha 11
  Base atk +0; CmB –2; CmD 9 (can’t be tripped)
  eCOLOgy
  environment any land
  Organization solitary, pair, copse (3–5), or garden (6–12)
  treasure none
  SPeCIaL aBILItIeS
  Devour (ex) While a creature is under the effects of a xtabay’s 
  soporific pollen, the plant may, as a full-round action, 
  occupy the same square as the sleeping creature and 
  slowly sap the life from it. Every round the xtabay uses this 
  ability, the affected creature must make a DC 14 Fortitude 
  save or take 1d2 Con damage. This feeding is curiously 
  painless, and normally isn’t enough to waken a foe put 
  to sleep by the plant. Each round this feeding continues, 
  the sleeping victim can attempt a new DC 14 Will save to 
  awaken. This save DC is Constitution-based.
  Soporific Pollen (ex) As a standard action, a xtabay can release 
  sleep-inducing pollen into the air around it. Each creature 
  within a 10-ft.-radius burst centered on the xtabay must 
  make a DC 14 Will save or fall asleep for 1d3 minutes. A 
  creature that succeeds on the Fortitude save cannot be 
  affected by the same xtabay’s soporific pollen for 24 
  hours. A creature put to sleep by this pollen can be 
  awakened by vigorously shaking the sleeper (a standard 
  action) or by damaging it. This is a mind-affecting 
  sleep effect. The save DC is Constitution-based.
  Known for their potent—and ultimately 
  deadly—scent, xtabays are a floral hazard to 
  the unwary. As fast-spreading as ivy, a xtabay’s 
  vines are sturdy and adaptive, making the plant 
  a potential threat nearly everywhere—from 
  gardens to wells to forest groves.
  Xacarba–Xtabay
  Xacarba–Xtabay
  Attractive flowers blossom from the vines of xtabays, 
  emitting the spores that mean a slow death for their 
  victims. The strange, face-like patterns that grow on the 
  petals are disturbing but seem to have no real function. 
  Hermits or other reclusive types have been known to 
  surround their territory with xtabays, warding off pesky 
  creatures and adventurers alike. Instances of xtabays of 
  larger-than-usual size have also been reported. These 
  massive plants possess tendrils as thick as tree limbs and 
  flowers that can fell even the hardiest of warriors with 
  their overwhelming perfume. Underground, xtabays 
  thrive in the wet, dark environment, covering the walls 
  and floors of entire caverns and anesthetizing whole 
  dens of subterranean creatures.
  Nomadic plants, xtabays traverse large expanses of 
  land until they sense nearby life, at which point they 
  lie dormant and take on the guise of harmless flowers 
  while releasing their deceptive aroma. Once a creature 
  is subdued, the beast-like plant wastes no time in 
  devouring it, disregarding creatures unaffected by its 
  aroma. Because of their carnivorous nature, xtabays only 
  rarely run short on nutrients, consuming the entirety of 
  a victim’s body over the course of several days following 
  the initial process of draining its blood. Xtabays are able 
  to devour creatures thanks to their lengthy roots, which 
  produce a corrosive acid that breaks down and absorbs 
  flesh and bone.
  Illustration by Alberto Dal Lago
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  Yrthak
  This flying reptile has large, leathery wings and a vibrantly 
  colored crest on its horned, narrow-snouted head.
  yrtHak 
  Cr 9
  XP 6,400
  N Huge magical beast 
  Init +6; Senses blindsight 120 ft.; Perception +18
  DefenSe
  aC 23, touch 11, flat-footed 20 (+2 Dex, +1 dodge, +12 natural, 
  –2 size)
  hp 114 (12d10+48)
  fort +12, ref +12, Will +8
  Immune gaze attacks, visual effects and illusions, sight-based 
  attacks, sonic
  Weaknesses blind
  OffenSe
  Speed 20 ft., fly 60 ft. (average)
  melee bite +17 (2d6+7), 2 claws +17 (1d8+7)
  ranged sonic lance +12 ranged touch (8d6 sonic)
  Space 15 ft.; reach 10 ft.
  Special attacks explosion
  SPeCIaL aBILItIeS
  Blind (ex) A yrthak sees and senses exclusively through 
  its blindsight ability, which is based on sound and 
  movement—beyond 120 feet, it is considered blind. A deaf 
  yrthak is effectively blinded as well except against adjacent 
  foes—its weak eyesight functions enough for it to attack 
  targets this close, although in such cases these creatures 
  still gain the benefit of concealment (20% miss chance) 
  because of the creature’s poor vision. It is invulnerable to all 
  sight-based effects and attacks, including gaze attacks.
  explosion (ex) As a standard action, a yrthak can fire its sonic 
  lance at the ground, a large rock, a stone wall, or a similar 
  nonmagical object within 60 feet to create an explosion. 
  This attack deals 2d6 points of piercing damage to all within 
  10 feet of the effect’s center.
  Sonic Lance (ex) Once per round, a yrthak can focus sonic energy 
  in a 60-foot ray that deals 8d6 sonic damage to one target.
  Swift, cunning, and perpetually ravenous, the yrthak 
  terrorizes the barren wastelands in which it makes its 
  home, swooping down from on high to blast prey with 
  bursts of pure sound. Though technically blind, as its 
  eyes are tiny and barely capable of vision beyond a few 
  feet, the yrthak senses its surroundings via acute hearing 
  and echolocation. While its powerful jaws and claws are 
  equally capable of taking down 
  opponents, the yrthak generally 
  prefers to wheel through the 
  sky on its membranous wings, firing 
  bolt after bolt of sound into its prey, and 
  exulting in the thrill of the hunt. An 
  adult yrthak is 20 feet long and 
  weighs 1,500 pounds. 
  Yrthaks spend 
  most of their 
  time aloft—a 
  yrthak 
  hunt 
  often lasts several 
  days, with the yrthak 
  skimming roughly 100 feet over 
  the ground in its wide-ranging search for 
  live prey, only resorting to grazing on carrion 
  in direst need. While they have near-human 
  intelligence, yrthaks generally do not seem interested 
  in forming societies of their own—although the sight 
  of a clutch of yrthaks tormenting a captured morsel 
  might seem to indicate otherwise.
  StatIStICS
  Str 24, Dex 14, Con 18, Int 7, Wis 15, Cha 11
  Base atk +12; CmB +21; CmD 34 (38 vs. trip)
  feats Dodge, Flyby Attack, Improved  
  Initiative, Iron Will, Lightning Reflexes,  
  Skill Focus (Perception)
  Skills Fly +7, Perception +18; racial 
  modifiers +4 Perception
  Languages Draconic
  eCOLOgy
  environment temperate deserts, 
  hills, or mountains
  Organization solitary, pair, or clutch (3–6)
  treasure incidental
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  Zombie, Juju
  This wretched human figure has tight leathery skin, sunken eyes, 
  and an emaciated frame, yet it moves with eerie alacrity.
  Human JuJu ZOmBIe 
  Cr 2
  XP 600
  Human juju zombie rogue 2
  NE Medium undead (augmented human)
  Init +8; Senses darkvision 60 ft.; Perception +6
  DefenSe
  aC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
  hp 15 (2d8+3)
  fort +0, ref +7, Will +1
  Defensive abilities channel resistance +4; evasion,  
  Dr 5/magic and slashing; Immune cold, electricity, magic 
  missile, undead traits; resist fire 10
  OffenSe
  Speed 30 ft.
  melee mwk short sword +6 (1d6+4/19–20) or slam +5 (1d6+6)
  Special attacks sneak attack +1d6
  StatIStICS
  Str 18, Dex 19, Con —, Int 8, Wis 13, Cha 10
  Base atk +1; CmB +5; CmD 19
  feats Dodge, Improved InitiativeB, ToughnessB, Weapon Finesse
  Skills Acrobatics +8, Climb +16, Disable Device +8, Intimidate +5, 
  Perception +6, Sleight of Hand +9, Stealth +8, Survival +3, 
  Swim +8, Use Magic Device +5; racial modifiers +8 Climb
  Languages Common
  SQ rogue talents (combat trick), trapfinding +1
  eCOLOgy
  environment any land
  Organization solitary
  treasure NPC gear (masterwork 
  short sword, other treasure)
  A juju zombie is an animated 
  corpse of a creature, created to 
  serve as an undead minion, that 
  retains the skills and abilities it 
  possessed in life.
  creating a JuJu Zombie
  “Juju zombie” is an acquired template 
  that can be added to any living corporeal 
  creature, referred to hereafter as the base creature.
  CR: As base creature +1.
  Alignment: Any evil.
  Type: The creature’s type changes to undead. It retains 
  any subtype except for alignment subtypes and subtypes 
  that indicate kind.
  Armor Class: A juju zombie gains a +3 bonus to its natural 
  armor over the base creature’s natural armor bonus.
  Yrthak–Zombie, Juju
  Yrthak–Zombie, Juju
  Hit Dice: Change all the creature’s racial Hit Dice to d8s. 
  All Hit Dice derived from class levels remain unchanged. 
  As undead, juju zombies use their Charisma modifiers to 
  determine bonus hit points (instead of Constitution).
  Defensive Abilities: Juju zombies gain channel resistance 
  +4, DR 5/magic and slashing (or DR 10/magic and slashing 
  if it has 11 HD or more), and fire resistance 10. They are 
  immune to cold, electricity, and magic missile. 
  Speed: A winged juju zombie’s maneuverability drops 
  to clumsy. If the base creature flew magically, its fly speed 
  is unchanged. Retain all other movement types.
  Attacks: A juju 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 juju zombie’s size, but as if it were 
  one size category larger than its actual size.
  Abilities: Increase from the base creature as follows: 
  Str +4, Dex +2. A juju zombie has no Con score; as an 
  undead, it uses its Charisma in place of Constitution 
  when calculating hit points, Fortitude saves, or any 
  special ability that relies on Constitution.
  Feats: A juju zombie gains Improved Initiative and 
  Toughness as bonus feats.
  Skills: A juju zombie gains a +8 racial bonus on all 
  Climb checks.
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  Appendix 1: Monster CreAtion
  Pathfinder RPG Bestiary 2 provides all the information you 
  need to use and quickly modify the monsters presented in 
  this book. For information on creating new monsters, see 
  the Pathfinder RPG Bestiary. Table 1–1: Monster Statistics 
  by CR on the following page is an expanded (up to CR 25) 
  version of the table presented in the original Bestiary. 
  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. It gives precise 
  directions on how to change the original monster’s 
  statistics to transform it into the new monster.
  Acquired Templates: This kind of template is added to 
  a creature well after its birth or creation.
  Inherited Templates: This kind of template is 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.
  siMple teMplAtes
  Simple templates can be applied during the game with 
  minimal effort. 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 well 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 the target is dead or 
  the celestial creature rests).
  Entropic Creature (CR +0 or +1)
  Creatures with the entropic template live in planes where 
  chaos is paramount. They can be summoned using spells 
  such as summon monster and planar ally. An entropic creature’s 
  CR increases by +1 only if the base creature has 5 or more HD. 
  An entropic 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 law 1/day as a swift action (adds 
  Cha bonus to attack rolls and damage bonus equal to HD 
  against lawful foes; smite persists until the target is dead 
  or the entropic creature rests).
  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 
  using spells such as summon monster and planar ally. A 
  Celestial Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Electricity 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/evil
  11+ 
  15 
  10/evil
  Entropic Creature Defenses
  Hit Dice 
  Resist Acid and Fire 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/lawful
  11+ 
  15 
  10/lawful
  Fiendish Creature Defenses
  Hit Dice 
  Resist Cold and Fire 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/good
  11+ 
  15 
  10/good
  Resolute Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Fire 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/chaotic
  11+ 
  15 
  10/chaotic
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  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
  21  
  400 
  37 
  31 
  24 
  130 
  98 
  27 
  20 
  23 
  18
  22 
  440 
  39 
  32 
  25 
  140 
  105 
  28 
  21 
  23 
  18
  23  
  480 
  40 
  33 
  26 
  150 
  113 
  29 
  22 
  24 
  19
  24 
  520 
  42 
  35 
  27 
  165 
  124 
  30 
  23 
  25 
  20
  25  
  560 
  43 
  36 
  28 
  180 
  135 
  30 
  24 
  26 
  21
  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).
  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 on 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.
  Resolute Creature (CR +0 or +1)
  Creatures with the resolute template live in planes where 
  law is paramount. They can be summoned using spells such 
  as summon monster and planar ally. A resolute creature’s CR 
  increases by +1 only if the base creature has 5 or more HD. A 
  resolute 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 
  chaos 1/day as a swift action (adds Cha bonus to attack rolls 
  and damage bonus equal to HD against chaotic foes; smite 
  persists until target is dead or the resolute creature rests).
  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 on all Dex-based rolls, –2 on 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.
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  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.
  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. Ability 
  damage can be healed naturally. Ability drain is permanent 
  and can only be restored through magic. Format: 1d4 Str 
  drain; Location: Special Attacks or individual attacks.
  All-Around Vision (Ex) The creature sees in all 
  directions at once. It cannot be flanked. Format: all-
  around vision; Location: Defensive Abilities.
  Amorphous (Ex) The creature’s body is malleable and 
  shapeless. It is immune to precision damage (like sneak 
  attacks) and critical hits. Format: amorphous; Location: 
  Defensive Abilities.
  Amphibious (Ex) Creatures with this special quality 
  have the aquatic subtype, but they can survive indefinitely 
  on land. Format: amphibious; Location: SQ.
  Attach (Ex) The creature automatically latches onto its 
  target when it successfully makes the listed attack. The 
  creature is considered grappling, but the target is not. 
  The target can attack or grapple the creature as normal, 
  or break the attach with a successful grapple or Escape 
  Artist check. Most creatures with this ability have a racial 
  bonus to maintain a grapple (listed in its CMB entry). 
  Format: attach; Location: individual attacks.
  Bleed (Ex) A creature with this ability causes wounds that 
  continue to bleed, dealing the listed 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 this range. 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.
  Blood Drain (Ex) The creature drains blood at the end 
  of its turn if it grapples a foe, inflicting Constitution 
  damage. Format: blood drain (1d2 Constitution); Location: 
  Special Attacks.
  Blood Rage (Ex) When the creature takes damage in 
  combat, on its next turn it can fly into a rage as a free 
  action. It gains +2 Constitution and +2 Strength, but takes 
  a –2 penalty to its AC. The rage lasts as long as the battle 
  or 1 minute, whichever is shorter. It cannot end its rage 
  voluntarily. Format: blood rage; Location: Special Attacks.
  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 the breathing creature’s 
  racial HD + the 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. A creature affected by the burn ability must 
  also succeed on a Reflex save or catch fire, taking the 
  listed damage at the start of its turn for an additional 1d4 
  rounds (DC 10 + 1/2 the attacking creature’s racial HD + the 
  attacking 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. 
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  Creatures that hit the monster with natural weapons or 
  unarmed attacks take fire damage as though hit by the 
  monster’s burn attack and must make a Reflex save to 
  avoid catching on fire (see page 444 of the Pathfinder RPG 
  Core Rulebook). 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. The 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). Unless otherwise stated, it can 
  remain in an alternate form indefinitely. 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 descriptions. 
  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 
  channeled negative or positive energy. The creature 
  adds the listed bonus 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.
  Compression (Ex) The creature can move through an 
  area as small as one-quarter its space without squeezing 
  or one-eighth its space when squeezing. Format: 
  compression; Location: Special Qualities.
  Constrict (Ex) A creature with this special attack can 
  crush an opponent, dealing bludgeoning damage, when 
  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 the cursing creature’s racial HD 
  + the 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.
  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’s size, this ability has no effect. Format: curse 
  of lycanthropy; Location: 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-, chaotic-, 
  or lawful-aligned weapons, such as from an align weapon 
  spell or the holy magical weapon property. 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. 
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  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, such as “cold iron or magic.” A weapon that 
  inflicts damage of either of these types overcomes this 
  damage reduction.
  A few other creatures require combinations of different 
  types of attacks to overcome their damage reduction (such 
  as “magic and silver”), 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 the 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 remove 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 + the 1/2 creature’s HD + the creature’s Con 
  modifier) negates the effect. Format: distraction (DC 14); 
  Location: Special Attacks.
  Earth Glide (Ex) When the creature burrows, it 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 the burrowing 
  creature flings it back 30 feet, stunning it for 1 round 
  unless it succeeds on a DC 15 Fortitude save. Format: earth 
  glide; Location: Speed.
  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 
  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 the draining creature’s racial 
  HD + the 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.
  Engulf (Ex) The creature can engulf creatures in its 
  path as part of a standard action. It cannot make other 
  attacks during a round in which it engulfs. The creature 
  merely has to move over its opponents, affecting as many 
  as it can cover. Targeted creatures can make attacks of 
  opportunity against the creature, but if they do so, they 
  are not entitled to a saving throw against the engulf 
  attack. Those who do not attempt attacks of opportunity 
  can attempt a Reflex save to avoid being engulfed—on 
  a success, they are pushed back or aside (target’s choice) 
  as the creature moves forward. Engulfed opponents 
  gain the pinned condition, are in danger of suffocating, 
  are trapped within the creature’s body until they are 
  no longer pinned, and may be subject to other special 
  attacks from the creature. The save DC is Strength-based. 
  Format: engulf (DC 12, 1d6 acid and paralysis); Location: 
  Special Attacks.
  Entrap (Ex or Su) The creature has an ability that 
  restricts another creature’s movement, usually with a 
  physical attack such as ice, mud, lava, or webs. The target 
  of an entrap attack must make a Fortitude save or become 
  entangled for the listed duration. If a target is already 
  entangled by this ability, a second entrap attack means 
  the target must make a Fortitude save or become helpless 
  for the listed duration. The save DCs are Constitution-
  based. A target made helpless by this ability is conscious 
  but can take no physical actions (except attempting to 
  break free) until the entrapping material is removed. 
  The target can use spells with only verbal components or 
  spell-like abilities if it can make a DC 20 concentration 
  check. An entangled creature can make a Strength check 
  (at the same DC as the entrap saving throw DC) as a full-
  round action to break free; the DC for a helpless creature 
  is +5 greater than the saving throw DC. Destroying the 
  entrapping material frees the creature. Format: entrap 
  (DC 13, 1d10 minutes, hardness 5, hp 10); Location: special 
  attacks and individual attacks.
  Fast Healing (Ex) A creature with fast healing 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 
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  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.
  Fast Swallow (Ex) The creature can use its swallow 
  whole ability as a free action at any time during its turn, 
  not just at the start of its turn. Format: fast swallow; 
  Location: Special Attacks.
  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 the fearsome creature’s racial 
  HD + the 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 loses 1 hit point 
  each round. The creature still dies when its hit point total 
  reaches a negative amount equal to its Constitution score. 
  Format: ferocity; Location: Defensive Abilities.
  Flight (Ex, Sp, or Su) A creature with this ability can cease 
  or resume flight as a free action. If the creature has wings, 
  flight is an extraordinary ability. Otherwise, it is spell-like 
  or supernatural, and it is ineffective in an antimagic field; 
  the creature loses its ability to fly for as long as the antimagic 
  effect persists. Format: fly 30 ft. (average); Location: Speed.
  Freeze (Ex) The creature can hold itself so still it appears 
  to be an inanimate object of the appropriate shape (a statue, 
  patch of fungus, and so on). The creature can take 20 on its 
  Stealth check to hide in plain sight as this kind of inanimate 
  object. Format: freeze; Location: Special Qualities.
  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 than 
  the creature has. An opponent can resist the effects with 
  a successful Will save (DC 10 + 1/2 the frightful creature’s 
  racial HD + the frightful creature’s Cha modifier; the exact 
  DC is given in the creature’s descriptive text). On a failed 
  save, the opponent is shaken, or panicked if it has 4 Hit Dice 
  or fewer. 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 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. The type of saving throw for a gaze 
  attack is usually a Will or Fortitude save (DC 10 + the 1/2 
  gazing creature’s racial HD + the 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. 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) and does not have to make saving 
  throws against the gaze. However, 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 the gaze attacks of others of its kind 
  unless otherwise noted. Allies of a creature with a gaze 
  attack might be affected; these 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. The 
  creature has the option to conduct the grapple normally, 
  or simply to 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. 297
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  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 grab receive a +4 bonus on combat 
  maneuver checks made to start and maintain a grapple.
  Unless otherwise noted, grab works only against 
  opponents no larger than the same size category as the 
  creature. If the creature can use grab on sizes other 
  than the default, this is noted in the creature’s Special 
  Attacks line.
  Format: grab; Location: individual attacks.
  Format: grab (Colossal); Location: Special Attacks.
  Heat (Ex) The creature generates so much heat that its 
  mere touch deals additional fire damage. The creature’s 
  metallic melee weapons also conduct this heat. Format: 
  heat (1d6 fire); Location: Special Attacks.
  Hold Breath (Ex) The creature can hold its breath for a 
  number of minutes equal to 6 times its Constitution score 
  before it risks drowning. Format: hold breath; Location: 
  Special Qualities.
  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 affects 
  incorporeal undead. Corporeal spells and effects that do 
  not cause damage only have a 50% chance of affecting an 
  incorporeal creature (except for channel energy). 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 
  (minimum +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.
  Jet (Ex) The creature can swim backward as a full-round 
  action at the listed speed. It must move in a straight line 
  while jetting, and does not provoke attacks of opportunity 
  when it does so. Format: jet (200 ft.); Location: Speed.
  Keen Scent (Ex) The creature can notice other creatures 
  by scent in a 180-foot radius underwater and can detect 
  blood in the water at ranges of up to a mile. Format: keen 
  senses; Location: Senses.
  Lifesense (Su) The creature notices and locates living 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability. Format: lifesense; Location: Senses.
  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: Weaknesses light sensitivity; 
  Location: Weaknesses.
  Lycanthropic Empathy (Ex) In any form, natural 
  lycanthropes can communicate and empathize with 
  animals related to their animal form. They can use 
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  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. Format: lycanthropic empathy (bears and dire 
  bears); Location: Special Qualities.
  Multiweapon Mastery (Ex) The creature never takes 
  penalties on its attack rolls when fighting with multiple 
  weapons. 
  Format: 
  multiweapon 
  mastery; 
  Location: 
  Special Attacks.
  Natural Attacks Most creatures possess one or more 
  natural attacks (attacks made without a weapon). These 
  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 times the creature’s Strength bonus on damage 
  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 available natural 
  attacks as secondary attacks during that attack, regardless 
  of the attack’s original type.
  Some creatures do not have natural attacks. These 
  creatures can make unarmed strikes just like humans 
  do. 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.
  Natural Invisibility (Ex or Su) This ability is constant—
  the creature remains invisible at all times, even when 
  attacking. As this ability is inherent, it is not subject to 
  the invisibility purge spell. Format: natural invisibility; 
  Location: Defensive Abilities.
  Negative Energy Affinity (Ex) The creature alive, but 
  reacts to positive and negative energy as if it were undead—
  positive energy harms it, negative energy heals it. Format: 
  negative energy affinity; Location: Defensive Abilities.
  No Breath (Ex) The monster does not breathe, and 
  is immune to effects that require breathing (such as 
  inhaled poison). This does not give immunity to cloud 
  or gas attacks that do not require breathing. Format: no 
  breath; Location: Special Qualities.
  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 the paralyzing 
  creature’s racial HD + the 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 f lying in the air at the time that it is paralyzed 
  cannot f lap 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 
  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,P, and S 
  Primary
  Claw 
   — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B and 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, P, or S 
  Secondary
  * Individual creatures vary from this value as appropriate.
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  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 the poisoning creature’s 
  racial HD + the 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.
  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 an opponent 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 particular 
  successful attack (often a slam attack). If successful, this 
  check pushes an opponent 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 free 
  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 times 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.
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  Rock Throwing (Ex) This creature is an accomplished 
  rock thrower and has a +1 racial bonus on attack rolls 
  with thrown rocks. The 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 times its Strength bonus. Format: rock 
  throwing (120 ft.); Location: Special Attacks (damage is 
  listed in Ranged attack).
  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.
  See in Darkness (Su) The creature can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness. Format: see in darkness; Location: Senses.
  Sound Mimicry (Ex) The creature perfectly imitates 
  certain sounds or even specific voices. The creature 
  makes a Bluff check opposed by the listener’s Sense 
  Motive check to recognize the mimicry, although if the 
  listener isn’t familiar with the person or type of creatures 
  mimicked, it takes a –8 penalty on its Sense Motive check. 
  The creature has a +8 racial bonus on its Bluff check to 
  mimic sounds (including accents and speech patterns, if a 
  voice mimic) it has listened to for at least 10 minutes. The 
  creature cannot duplicate the effects of magical abilities 
  (such as bardic performance or a harpy’s captivating 
  song), though it may be able to mimic the sound of those 
  abilities. This ability does not allow the creature to speak 
  or understand languages it doesn’t know. Format: sound 
  mimicry (voices); Location: Special Qualities.
  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; unless otherwise stated, a 
  creature can only use a constant spell-like ability on itself. 
  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 whether 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 if the spell would normally 
  permit one. Format: SR 18; Location: Defensive Abilities.
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  Split (Ex) The creature splits into two identical copies 
  of itself if subject to certain attacks or effects. Each copy 
  has half the original’s current hit points (rounded down). 
  A creature reduced below the listed hit points cannot be 
  further split and can be killed normally. Format: split 
  (piercing and slashing, 10 hp); 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 this 
  ability) within 30 feet must succeed on a Fortitude save 
  (DC 10 + 1/2 the stench creature’s racial HD + the 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.
  Strangle (Ex) An opponent grappled by the creature 
  cannot speak or cast spells with verbal components. 
  Format: strangle; Location: Special Attacks.
  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 
  from 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.
  Sunlight Powerlessness (Ex) If the creature is in 
  sunlight (but not in an area of daylight or similar spells), 
  it cannot attack and is staggered. Format: sunlight 
  powerlessness; Location: Weaknesses.
  Swallow Whole (Ex) If a creature with this special attack 
  begins its turn with an opponent grappled in its 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 the creature’s HD + the 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; Location: individual attacks.
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  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.
  Undersized 
  Weapons 
  (Ex) 
  The 
  creature 
  uses 
  manufactured weapons as if it were one size category 
  smaller than the creature’s actual size. Format: undersized 
  weapons; Location: Special Qualities.
  Unnatural Aura (Su) Animals do not willingly approach 
  the creature unless the animal’s master makes a DC 25 
  Handle Animal, Ride, or wild empathy check. Format: 
  unnatural aura (30 ft.); Location: Aura.
  Vulnerabilities (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 the 
  creature’s HD + the creature’s Con modifier. Attempts to 
  burst a web by those caught in it take a –4 penalty.
  Web spinners can create sheets of sticky webbing up 
  to three times their size. They usually position these 
  sheets to snare flying creatures but can also try to trap 
  prey on the ground. Approaching creatures must succeed 
  on a 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 
  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 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.
  A creature that comes in contact with the whirlwind 
  must succeed on a Reflex save (DC 10 + 1/2 the monster’s 
  HD + the monster’s Strength modifier) or take damage as if 
  it were hit by the whirlwind creature’s slam attack. It must 
  also succeed on a second Reflex save or be picked up bodily 
  and held suspended in the powerful winds, automatically 
  taking the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round on its turn to 
  escape the whirlwind. The creature still takes damage that 
  round 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. As a free action, the whirlwind can 
  eject any carried creatures whenever it wishes, 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.
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  CreAtUre types
  Each creature has one type, which broadly defines 
  its abilities. Some creatures also have one or more 
  subtypes, as described on pages 305–310. 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. For full 
  information on creature types and subtypes (such as for 
  the purpose of advancing or creating new monsters), see 
  the Pathfinder RPG Bestiary.
  ABERRATioN
  An aberration has a bizarre anatomy, strange abilities, 
  an alien mindset, or any combination of the three.
  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 an Intelligence score of 1 or 2 (no creature with an 
  Intelligence score of 3 or higher can be an animal).
  CoNSTRuCT
  A construct is an animated object or artificially created 
  creature. A construct has the following traits.
  •	 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).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions,	morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	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 fewer.
  •	 A	construct	cannot	be	raised	or	resurrected.
  •	 A	construct	is	hard	to	destroy,	and	gains	bonus	hit	points	
  based on its size (included in its stat block).
  •	 Constructs	do	not	breathe,	eat,	or	sleep.
  DRAGoN
  A	dragon	is	a	reptile-like	creature,	usually	winged,	with	
  magical or unusual abilities.
  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.
  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, dark folk, or goblinoid.
  Humanoids	with	1	Hit	Die	exchange	the	features	of	their	
  humanoid	Hit	Die	for	the	class	features	of	a	PC	or	NPC	
  class.	Humanoids	with	more	than	1	Hit	Die	(such	as	giants)	
  are the only humanoids who make use of the features of the 
  humanoid type.
  MAGiCAL BEAST
  Magical beasts are similar to animals but can have 
  Intelligence scores higher than 2 (in which case the creature 
  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.
  MoNSTRouS HuMANoiD
  Monstrous humanoids are similar to humanoids, 
  but	with	monstrous	or	animalistic	features.	They	often	have	
  magical abilities as well. 
  oozE
  An ooze is an amorphous or mutable creature, usually 
  mindless. An ooze has the following traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	
  mind-affecting	effects	(charms,	compulsions,	phantasms,	
  patterns,	and	morale	effects).	Mindless	creatures	have	no	
  skills or feats. 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.
  •	 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. An outsider has the following traits.
  •	 Unlike	most	living	creatures,	an	outsider	does	not	have	a	
  dual nature—its soul and body form one unit. When an 
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  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.
  •	 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 Intelligence, Wisdom, and Charisma scores; even 
  though plants are alive, they are objects, not creatures. A plant 
  creature has the following traits.
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions,	morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	
  and stunning.
  •	 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 traits.
  •	 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).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions,	morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	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.
  •	 Undead	do	not	breathe,	eat,	or	sleep.
  VERMiN
  This type includes insects, arachnids, other 
  arthropods, worms, and similar invertebrates. Vermin have 
  the following traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	mind-
  affecting	effects	(charms,	compulsions,	morale	effects,	
  patterns, and phantasms). Mindless creatures have no feats 
  or	skills.	A	vermin-like	creature	with	an	Intelligence	score	is	
  usually either an animal or a magical beast, depending on 
  its other abilities.
  •	 Vermin	breathe,	eat,	and	sleep.
  CreAtUre sUbtypes
  Some creatures have one or more subtypes. Subtypes add 
  additional abilities and qualities to a creature. 
  Aeon Subtype:  Aeons are a race of neutral outsiders 
  who roam the planes maintaining the balance of reality. 
  Aeons possess the following traits.
  •	 Immunity	to	cold,	poison,	and	critical	hits.
  •	 Resistance	to	electricity	10	and	fire	10.
  Envisaging (Su) Aeons communicate wordlessly, almost 
  incomprehensibly. Caring little for the wants and desires 
  of other creatures, they have no need to engage in 
  exchanges of dialogue. Instead, aeons mentally scan beings 
  for their thoughts and intentions, and then retaliate with 
  flashes of psychic projections that emit a single concept 
  in response to whatever the other being was thinking. 
  The flash is usually a combination of a visual and aural 
  stimulation, which displays how the aeon perceives future 
  events might work out. For instance, an aeon seeking to 
  raze a city communicates this concept to non-aeons by 
  sending them a vivid image of the city crumbling to ash. 
  An aeon’s envisaging functions as a non-verbal form of 
  telepathy. Aeons cannot read the thoughts of any creature 
  immune to mind-affecting effects.
  Extension of All (Ex) Through an aeon’s connection to 
  the multiverse, it gains access to strange and abstruse 
  knowledge that filters through all existence. Much of 
  the knowledge is timeless, comprised of events long past, 
  present, and potentially even those yet to come. Aeons 
  gain a racial bonus equal to half their racial Hit Dice on all 
  Knowledge skill checks. This same connection also binds 
  them to other aeons. As a result, they can communicate 
  with each other freely, over great distances as if using 
  telepathy. This ability also works across planes, albeit 
  less effectively, allowing the communication of vague 
  impressions or feelings, not specific details or sights. Due 
  to the vast scope of the aeon race’s multiplanar concerns, 
  though, even the most dire reports of a single aeon rarely 
  inspire dramatic or immediate action.
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  Void Form (Su) Though aeons aren’t incorporeal, their 
  forms are only a semi-tangible manifestation of something 
  greater. An aeon’s void form grants it a deflection bonus 
  equal to 1/4 its Hit Dice (rounded down).
  Agathion Subtype: Agathions are beast-aspect outsiders 
  native to Nirvana. They have the following traits.
  •	 Low-light	vision
  •	 Immunity	to	electricity	and	petrification.
  •	 Resistance	to	cold	10	and	sonic	10.
  •	 Lay	 on	 hands	 as	 a	 paladin	 whose	 level	 equals	 the	
  agathion’s Hit Dice.
  •	 +4	racial	bonus	on	saving	throws	against	poison.
  •	 Except	 where	 otherwise	 noted,	 agathions	 speak	
  Celestial, Infernal, and Draconic.
  •	 Speak with Animals (Su) This ability works like speak with 
  animals (caster level equal to the agathion’s Hit Dice) 
  but is a free action and does not require sound.
  •	 Truespeech (Su) All agathions 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.
  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.
  •	 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 stat 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.
  •	 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 attack rolls, 
  on saves, and to AC for 24 hours or until they successfully 
  hit the archon that generated the aura. A creature that 
  has 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 (Sp) 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.
  •	 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 chaotic-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.
  Cold Subtype: A creature with the cold subtype has 
  immunity to cold and vulnerability to fire.
  Daemon Subtype: Daemons are neutral evil outsiders 
  that eat souls and thrive on disaster and ruin. They have 
  the following traits unless otherwise noted.
  •	 Immunity	to	acid,	death	effects,	disease,	and	poison.
  •	 Resistance	to	cold	10,	electricity	10,	and	fire	10.
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  •	 Summon (Sp) Daemons share the ability to summon 
  others of their kind, typically another of their type or 
  a small number of less powerful daemons.
  •	 Telepathy.
  •	 Except	where	otherwise	noted,	daemons	speak	Abyssal,	
  Draconic, and Infernal.
  Dark Folk Subtype: Dark folk are reclusive subterranean 
  humanoids with an aversion to light.
  Demon Subtype: Demons are chaotic evil outsiders 
  from the Abyss. Demons have the following traits.
  •	 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.
  Devil Subtype: Devils are lawful evil outsiders that hail 
  from the plane of Hell. Devils possess the following traits.
  •	 Immunity	to	fire	and	poison.
  •	 Resistance	to	acid	10	and	cold	10.
  •	 See	in	darkness.
  •	 Summon (Sp) Devils can 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.
  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	 bleed,	 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.
  •	 Elementals	do	not	breathe,	eat,	or	sleep.
  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 
  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.
  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 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.
  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.
  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 (see page 298).
  Inevitable Subtype: Inevitables are construct-like 
  outsiders built by the axiomites to enforce law. They have 
  the following traits.
  •	 Low-light	vision.
  •	 Constructed (Ex) Although inevitables are living 
  outsiders, their bodies are constructed of physical 
  components, and in many ways they function as 
  constructs. For the purposes of effects targeting 307
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  creatures by type (such as a ranger’s favored enemy 
  and bane weapons), inevitables count as both outsiders 
  and constructs. They are immune to death effects, 
  disease, mind-affecting 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). Inevitables are not subject 
  to nonlethal damage, ability damage, ability drain, 
  fatigue, exhaustion, or energy drain. They are not at 
  risk of death from massive damage. They have bonus 
  hit points as constructs of their size.
  •	 Saves: An inevitable’s good saving throws are Fortitude 
  and Will.
  •	 Skills: In addition to the class skills all outsiders have, 
  inevitables have Acrobatics, Diplomacy, Intimidate, 
  and Survival as class skills.
  •	 Regeneration (Ex) Inevitables have regeneration/
  chaotic. The regeneration amount varies by the type 
  of inevitable.
  •	 Truespeech (Su) An inevitable can speak with any 
  creature that has a language, as if using a tongues spell 
  (caster level 14th). This ability is always active.
  Lawful Subtype: This subtype is usually applied to 
  outsiders native to the lawful-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 lawful-aligned.
  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.
  Nightshade Subtype: Nightshades are monstrous 
  undead composed of shadow and evil. They have the 
  following traits.
  •	 Low-light	vision.
  •	 Desecrating Aura (Su) All nightshades have a 30-foot- 
  radius emanation equivalent to a desecrate spell 
  centered on a shrine of evil power. Undead within this 
  radius (including the nightshade) gain a +2 profane 
  bonus on attack and damage rolls and saving throws, 
  as well as +2 hit points per die, and the save DC of 
  channeled negative energy is increased by +6 (these 
  adjustments are included for the nightshades in their 
  entries). This aura can be negated by dispel evil, but a 
  nightshade can reactivate it on its turn as a free action. 
  A desecrating aura suppresses and is suppressed by 
  consecrate or hallow; both effects are negated within any 
  overlapping area of effect.
  •	 Channel Energy (Su) A nightshade can channel negative 
  energy as cleric of a level equal to its base CR. It can use 
  this ability a number of times per day equal to 3 + its 
  Charisma modifier.
  •	 Darksense (Ex) Nightshades gain true seeing in dim light 
  and darkness. Regardless of light conditions, they can 
  detect living creatures and their health within 60 feet, 
  as blindsense with deathwatch continuously active. 
  Mind blank and nondetection prevent the latter effect but 
  not the nightshade’s true seeing.
  •	 Light Aversion (Ex) A nightshade in bright light becomes 
  sickened—the penalties from this condition are 
  doubled when the nightshade is in natural sunlight.
  •	 Summon (Sp) Nightshades can summon undead 
  creatures. They can be summoned only within areas 
  of darkness, and summoned undead cannot create 
  spawn. The exact type and number of undead they can 
  summon vary according to the nightshade in question, 
  as detailed in each nightshade’s entry.
  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 
  shape has the shapechanger subtype.
  Protean Subtype: Proteans are serpentine outsiders of 
  pure chaos. They have the following traits.
  •	 Blindsense	(distance	varies	by	protean	type).
  •	 Immunity	to	acid.
  •	 Resistance	to	electricity	10	and	sonic	10.
  •	 Constrict	and	grab	as	special	attacks.
  •	 Supernatural	flight.
  •	 Freedom of Movement (Su) A protean has continuous 
  freedom of movement, as per the spell.
  •	 Amorphous Anatomy (Ex) A protean’s vital organs shift 
  and change shape and position constantly. This grants 
  it a 50% chance to ignore additional damage caused by 
  critical hits and sneak attacks, and grants it immunity 
  to polymorph effects (unless the protean is a willing 
  target). A protean automatically recovers from physical 
  blindness or deafness after 1 round by growing new 
  sensory organs to replace those that were compromised.
  •	 Change Shape (Su) A protean’s form is not fixed. 
  Once per day as a standard action, a protean may 
  change shape into any Small, Medium, or Large 
  animal, elemental, giant, humanoid, magical beast, 
  monstrous humanoid, ooze, plant, or vermin. A 
  protean can resume its true form as a free action, and 
  when it does so, it gains the effects of a heal spell (CL 
  equal to the protean’s HD).
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  Qlippoth Subtype: Qlippoth are chaotic evil outsiders 
  from the deepest reaches of the Abyss. They have the 
  following traits.
  •	 Immunity	to	cold,	mind-affecting	effects,	and	poison.
  •	 Resistance	to	acid	10,	electricity	10,	and	fire	10.
  •	 Horrific Appearance (Su) All qlippoth have such horrific 
  and mind-rending shapes that those who gaze upon 
  them suffer all manner of ill effects. A qlippoth can 
  present itself as a standard action to assault the senses 
  of all living creatures within 30 feet. The exact effects 
  caused by a qlippoth’s horrific appearance vary by 
  the type of qlippoth. A successful Will save (DC 10 + 
  1/2 the qlippoth’s Hit Dice + the qlippoth’s Charisma 
  modifier) reduces or negates the effect. This ability is 
  a mind-affecting gaze attack.
  •	 Telepathy.
  •	 Except	where	otherwise	noted,	qlippoth	speak	Abyssal.
  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 
  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. A swarm 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 discernible 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 stat block has “swarm” in the Melee 
  entries, with no attack bonus given. 
  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 309
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  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
  For simple rules on using monsters as player characters, 
  see page 313 of the Pathfinder RPG Bestiary.
  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 on 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 maneuver. If the 
  creature’s maneuver succeeds against a corporeal 
  opponent smaller than itself, its opponent takes 
  damage (typically slam damage plus Strength bonus) 
  and is knocked f lying 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 1 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 311. 
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  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 f lames of nonmagical origin. Clear 
  vision within the cloud is limited to 10 feet. Creatures 
  have concealment at 15 to 20 feet (20% miss chance). At 
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  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 (not an unarmed strike). 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 
  fewer, 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 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 below.
  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.
  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 Reflex save 
  against the creature’s breath weapon, if it has one.
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  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 per round, the creature can turn up to 
  180 degrees as a free action without making a Fly check. 
  This turn does cost the creature any movement.
  Normal: A flying creature can turn up to 90 degrees by 
  making a DC 15 Fly check and expending 5 feet of movement. 
  A flying creature can turn up to 180 degrees by making a DC 
  20 Fly check and expending 10 feet of movement.
  Appendix 6: Monster Cohorts
  The Leadership feat (see page 129 of the Pathfinder RPG 
  Core Rulebook) allows a character to gain a loyal cohort. 
  With the GM’s approval, this cohort can be a similarly 
  aligned monster. Monsters on the following list all work 
  well as cohorts (be they assassins, bodyguards, mounts, 
  etc.)—their effective cohort “level” corresponds to the 
  level available to the PC as afforded by his Leadership 
  score. 
  Use 
  these 
  monsters 
  as 
  guidelines 
  when 
  determining cohort levels for other monsters.
  For more information on monster cohorts, see page 316 
  of the Pathfinder RPG Bestiary.
  Monster Cohorts
  Monster 
  Level 
  Monster 
  Level
  Aranea	
  8th	
  Dragon	horse	
  16th
  Avoral 
  15th 
  Howler 
  7th
  Axiomite 
  14th 
  Leonal 
  17th
  Azer 
  5th 
  Leucrotta 
  9th
  Blink dog 
  4th 
  Redcap 
  10th
  Appendix 7: AniMAl CoMpAnions
  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
  Allosaurus 
  90 
  Manta ray 
  232
  Arsinoitherium 
  186 
  Megaloceros 
  187
  Baboon 
  212 
  Megatherium 
  187
  Compsognathus 
  90 
  Parasaurolophus 
  91
  Glyptodon 
  186 
  Snapping turtle 
  273
  Hippopotamus 
  157 
  Stingray 
  232
  Appendix 8: Monsters by type
  Listed below are all of the monsters in this book, organized 
  alphabetically by type.
  Aberration:	akata,	charybdis,	decapus,	destrachan,	dust	
  digger, faceless stalker, fungal crawler, grick, grindylow, 
  gug,	neh-thalggu,	reefclaw,	scylla,	seugathi,	sinspawn,	
  tentamort, vampiric mist, vemerak
  (Air):	belker,	cloud	dragon,	dragon	horse,	ice	elemental,	
  jabberwock, lightning elemental, mihstu
  Animal:	allosaurus,	arsinoitherium,	baboon,	badger,	
  behemoth hippopotamus, camel, compsognathus, dire 
  badger, emperor cobra, giant anaconda, giant gar, giant 
  snapping turtle, giant toad, glyptodon, great white whale, 
  hippopotamus, manta ray, megaloceros, megatherium, 
  monkey swarm, monstrous gar, parasaurolophus, ram, 
  snapping turtle, stingray, tylosaurus, whale
  (Aquatic):	bunyip,	charda,	charybdis,	devilfish,	draugr,	
  freshwater merrow, giant dragonfly nymph, giant gar, 
  grindylow, hippocampus, jellyfish swarm, kelpie, locathah, 
  manta ray, monstrous jellyfish, nereid, nightwave 
  nightshade, reefclaw, saltwater merrow, scylla, sea drake, 
  stingray, water orm
  (Cold):	frost	drake,	frost	worm,	ice	elemental,	glacier	toad,	ice	
  troll, wendigo, winterwight
  Construct:	adamantine	golem,	alchemical	golem,	carrion	
  golem, clockwork golem, glass golem, mithral golem, 
  necrophidius, scarecrow, soulbound doll
  Dragon:	brine	dragon,	cloud	dragon,	crystal	dragon,	flame	
  drake, forest drake, frost drake, jabberwock, magma 
  dragon, sea drake, umbral dragon
  (Earth):	crysmal,	crystal	dragon,	magma	elemental,	mud	
  elemental, pech, rock troll, sandman, thoqqua
  Fey:	brownie,	forlarren,	gremlins,	grig,	kelpie,	korred,	leprechaun,	
  lurker in light, nereid, pech, quickling, redcap, twigjack
  (Fire):	azer,	jabberwock,	magma	dragon,	mamga	elemental,	
  magma ooze, rast, thoqqua, thrasfyr
  (Giant):	athach,	freshwater	merrow,	ice	troll,	marsh	giant,	rock	
  troll, rune giant, saltwater merrow, taiga giant, wood giant
  Humanoid:	athach,	dark	slayer,	dhampir,	freshwater	merrow,	
  grippli, ice troll, locathah, marsh giant, ogrekin, rock troll, 
  rune giant, saltwater merrow, skulk, spriggan, taiga giant, 
  werebear, wereboar, weretiger, wood giant
  (incorporeal):	animate	dream,	banshee,	neh-thalggu,	
  poltergeist, witchfire
  Magical Beast:	amphisbaena,	aranea,	aurumvorax,	blindheim,	
  blink dog, bunyip, catoblepas, chupacabra, death worm, 
  devilfish, dragon horse, frost worm, glacier toad, gray 
  render,	gryph,	hippocampus,	hippogriff,	krenshar,	leng	
  spider, leucrota, mobat, peryton, shantak, siren, slurk, 
  thrasfyr, thunderbird, water orm, yrthak
  Monstrous Humanoid:	charda,	lamia	matriarch,	mongrelman,	
  mothman, serpentfolk, witchwyrd
  ooze:	amoeba	swarm,	carnivorous	blob,	giant	amoeba,	
  312
  312
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  130063
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  530397
  
  1300638
  130063
  530398
  530398
  magma ooze, slime mold, slithering tracker
  outsider:	aeons,	d’ziriak,	gloomwing,	jyoti,	mercane,	
  sceanduinar, soul eater, tenebrous worm 
  outsider (air):	belker,	ice	elemental,	lightning	elemental,	mihstu
  outsider (chaotic):	azata,	chaos	beast,	demons,	denizen	of	
  Leng, Elysian titan, howler, proteans, qlippoth, Thanatotic 
  titan, xacarba
  outsider (cold):	ice	elemental,	wendigo
  outsider (earth):	crysmal,	magma	elemental,	mud	elemental,	
  sandman, thoqqua
  outsider (elemental):	ice	elemental,	lightning	elemental,	magma	
  elemental, mihstu, mud elemental, sandman, thoqqua
  outsider (evil):	achaierai,	daemons,	demons,	denizen	of	Leng,	
  devils, hellcat, hound of Tindalos, howler, qlippoth, shining 
  child, Thanatotic titan, xacarba
  outsider (extraplanar):	aeons,	agathions
  outsider (fire):	azer,	magma	elemental,	rast,	thoqqua
  outsider (good):	agathions,	angels,	archons,	azatas,	
  Elysian titan
  outsider (lawful):	achaierai,	archons,	axiomite,	devils,	
  hellcat, inevitables
  outsider (native):	fetchling,	ifrit,	oread,	sylph,	triton,	undine,	
  urdefhan, wendigo
  outsider (water):	ice	elemental,	mud	elemental,	triton
  Plant:	hangman	tree,	mandragora,	moonflower,	mu	spore,	
  phycomid, quickwood, sard, tendriculos, viper vine, xtabay
  (Shapechanger):	aranea,	faceless	stalker,	imentesh	protean,	
  keketar protean, lamia matriarch, naunet protean, 
  voidworm protean, werebear, wereboar, weretiger
  (Swarm):	amoeba	swarm,	flesh-eating	cockroach	swarm,	
  jellyfish swarm, monkey swarm, mosquito swarm, tick swarm
  Template:	juju	zombie,	lycanthrope,	ogrekin,	petitioner,	
  ravener, worm that walks
  undead:	attic	whisperer,	banshee,	bodak,	crawling	hand,	crypt	
  thing, draugr, dullahan, giant crawling hand, juju zombie, 
  nightshades, poltergeist, ravener, revenant, skaveling, 
  totenmaske, winterwight, witchfire
  Vermin:	cave	scorpion,	colossal	black	scorpion,	flesh-eating	
  cockroach swarm, giant bee, giant black widow spider, giant 
  dragonfly, giant dragonfly nymph, giant fly, giant maggot, 
  giant mosquito, giant queen bee, giant solifugid, giant 
  tarantula, giant tick, giant whiptail centipede, goliath stag 
  beetle, jellyfish swarm, monstrous jellyfish, monstrous 
  roach, mosquito swarm, sicuel solifugid, slicer beetle, tick 
  swarm, titan centipede, worm that walks
  (Water):	brine	dragon,	ice	elemental,	mud	elemental,	
  nereid, triton
  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 the magma ooze and the 
  various giant vermin of alternate sizes) are not included 
  in this list—an index of these monsters appears instead 
  in Appendix 11: Variant Monster Index. In the case of 
  templates, like ogrekin and raveners, only the sample 
  creature presented with a full stat block at the start of 
  the template’s entry in this book is 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 1/2
  baboon, badger, crawling hand, dhampir, fetchling, giant 
  maggot, grindylow, grippli, ifrit, locathah, monstrous 
  roach, oread, pugwampi, snapping turtle, stingray, sylph, 
  undine, xtabay
  CR 1
  akata, amoeba swarm, brownie, camel, cave scorpion, 
  compsognathus, giant amoeba, giant bee, giant fly, giant 
  gar, giant solifugid, giant tick, grig, gryph, hippocampus, ice 
  elemental (Small), jinkin, krenshar, lightning elemental (Small), 
  magma elemental (Small), manta ray, mongrelman, mud 
  elemental (Small), ram, reefclaw, skulk, vexgit
  CR 2
  arbiter, azer, blindheim, blink dog, cacodaemon, cassisian, 
  cythnigot,	dire	badger,	draugr,	flesh-eating	cockroach	swarm,	
  forlarren,	giant	toad,	hippogriff,	juju	zombie,	leprechaun,	
  lyrakian, monkey swarm, nuglub, ogrekin, paracletus, 
  silvanshee, sinspawn, slime mold, slurk, soulbound doll, 
  thoqqua, triton, voidworm, wereboar
  CR 3
  accuser	devil,	bunyip,	chupacabra,	crysmal,	dark	slayer,	d’ziriak,	
  freshwater merrow, fungal crawler, giant black widow spider, 
  giant dragonfly nymph, giant whiptail centipede, grick, howler, 
  ice elemental (Medium), lightning elemental (Medium), magma 
  elemental (Medium), mobat, mosquito swarm, mud elemental 
  (Medium), necrophidius, pech, quickling, sandman, spriggan, 
  twigjack, urdefhan, vampiric mist
  CR 4
  amphisbaena, aranea, attic whisperer, carrion golem, decapus, 
  devilfish, dust digger, faceless stalker, forest drake, giant 
  dragonfly, gloomwing, ice troll, kelpie, korred, mandragora, 
  megaloceros, parasaurolophus, peryton, phycomid, 
  poltergeist, scarecrow, serpentfolk, sicuel solifugid, slicer 
  beetle, slithering tracker, tentamort, werebear, weretiger
  CR 5
  achaierai, crypt thing, emperor cobra, flame drake, giant 
  crawling hand, giant queen bee, hippopotamus, ice elemental 
  (Large), leucrota, lightning elemental (Large), lurker in light, 
  313
  313
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  Appendices
  1300638
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  530398
  
  1300639
  130063
  530399
  530399
  magma elemental (Large), megatherium, mercane, mud 
  elemental (Large), rast, siren, skaveling
  CR 6
  belker, ceustodaemon, death worm, giant mosquito, glacier toad, 
  glyptodon, jellyfish swarm, monstrous gar, mothman, redcap, 
  revenant, rock troll, saltwater merrow, sea drake, seugathi, 
  tendriculos, vulpinal, witchwyrd, wood giant, young crystal dragon
  CR 7
  allosaurus, arsinoitherium, chaos beast, charda, dullahan, frost 
  drake, hangman tree, hellcat, hound of Tindalos, ice elemental 
  (Huge), lightning elemental (Huge), magma elemental (Huge), 
  magma ooze, monstrous jellyfish, mud elemental (Huge), 
  naunet, sceaduinar, shoggti, soul eater, theletos, totenmaske, 
  young brine dragon
  CR 8
  animate dream, axiomite, bodak, denizen of Leng, destrachan, 
  giant tarantula, glass golem, goliath stag beetle, gray 
  render, hydrodaemon, lamia matriarch, marsh giant, mihstu, 
  moonflower,	neh-thalggu,	quickwood,	shantak,	tenebrous	
  worm, tylosaurus, young magma dragon
  CR 9
  alchemical golem, aurumvorax, avoral, dragon horse, giant 
  snapping turtle, ice elemental (Gargantuan), jyoti, leukodaemon, 
  lightning elemental (Gargantuan), magma elemental 
  (Gargantuan), mud elemental (Gargantuan), tick swarm, titan 
  centipede, witchfire, young cloud dragon, yrthak, zelekhut
  CR 10
  adult crystal dragon, behemoth hippopotamus, giant 
  anaconda, gug, imentesh, kalavakus, movanic deva, nereid, 
  nyogoth, piscodaemon, shield archon, water orm, whale, 
  young umbral dragon
  CR 11
  adult brine dragon, ice elemental (Colossal), lightning 
  elemental (Colossal), magma elemental (Colossal), 
  meladaemon, mud elemental (Colossal), thunderbird
  CR 12
  adult magma dragon, akhana, athach, catoblepas, chernobue, 
  clockwork golem, derghodaemon, frost worm, kolyarut, 
  leonal, monadic deva, omox, shining child, taiga giant
  CR 13
  adult cloud dragon, banshee, carnivorous blob, charybdis, 
  thanadaemon, viper vine
  CR 14
  adult umbral dragon, augnagar, great white whale, 
  handmaiden devil, leng spider, nightwing, vemerak, worm 
  that walks
  CR 15
  ancient crystal dragon, cetaceal, colossal black scorpion, 
  marut, xacarba
  CR 16
  ancient brine dragon, astradaemon, belier devil, bythos, 
  mithral golem, nightwalker, scylla, shemhazian
  CR 17
  ancient magma dragon, brijidine, keketar, rune giant, thrasfyr, 
  wendigo, winterwight
  CR 18
  ancient cloud dragon, nightcrawler nightshade, purrodaemon, 
  thulgant qlippoth
  CR 19
  adamantine golem, ancient umbral dragon, immolation devil, 
  sard, star archon, vrolikai
  CR 20
  draconal, iathavos, lhaksharut, nightwave, olethrodaemon, pleroma
  CR 21
  Elysian titan, mu spore
  CR 22
  Thanatotic titan, wyrm red dragon ravener
  CR 23
  jabberwock
  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 Material Plane. For example, 
  although death worms 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 aurumvoraxes 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 
  colossal black scorpion encountered in a cold forest, by 
  314
  314
  1300639
  130063
  530399
  530399
  
  1300640
  130064
  530400
  530400
  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
  adamantine golem, akata, alchemical golem, amoeba swarm, 
  banshee, carnivorous blob, carrion golem, clockwork golem, 
  crawling hand, denizen of Leng, dhampir, dragon horse, 
  dullahan, flesh eating cockroach swarm, giant amoeba, 
  glass golem, hound of Tindalos, ifrit, juju zombie, lamia 
  matriarch, leng spider, lurker in light, mercane, mithral golem, 
  monstrous roach, moonflower, mothman, necrophidius, 
  neh-thalggu,	ogrekin,	oread,	peryton,	petitioner,	poltergeist,	
  ravener, revenant, scarecrow, shining child, skulk, soulbound 
  doll, sylph, thrasfyr, totenmaske, umbral dragon, undine, 
  winterwight, witchwyrd, worm that walks, xtabay
  CoASTLiNE
  denizen of Leng, draugr, giant snapping turtle, reefclaw, scylla, 
  sea drake, snapping turtle, undine
  DESERT (TEMPERATE)
  yrthak
  DESERT (WARM)
  camel, colossal black scorpion, death worm, dust digger, giant 
  solifugid, sicuel solifugid
  FoREST (CoLD)
  forest drake, giant tarantula, jabberwock, mandragora, sard, 
  taiga giant, werebear, wereboar, witchfire
  FoREST (TEMPERATE)
  aranea, aurumvorax, badger, blink dog, brownie, decapus, 
  dire badger, forest drake, forlarren, giant tarantula, giant 
  tick, giant toad, giant whiptail centipede, grig, gryph, 
  hangman tree, jabberwock, korred, krenshar, leprechaun, 
  leucrota, mandragora, megaloceros, megatherium, quickling, 
  quickwood, redcap, sard, slicer beetle, slime mold, spriggan, 
  tendriculos, titan centipede, twigjack, viper vine, werebear, 
  wereboar, witchfire, wood giant, xtabay
  FoREST (WARM)
  allosaurus, baboon, compsognathus, forest drake, giant 
  mosquito, giant solifugid, giant tarantula, giant whiptail 
  centipede, goliath stag beetle, grippli, hangman tree, 
  jabberwock, leucrotta, megaloceros, megatherium, monkey 
  swarm, mosquito swarm, parasaurolophus, sard, sicuel 
  solifugid, tendriculos, tick swarm, titan centipede, viper vine, 
  werebear, wereboar, witchfire
  HiLLS (CoLD)
  glacier toad, thunderbird
  HiLLS (TEMPERATE)
  amphisbaena,	athach,	aurumvorax,	hippogriff,	leucrota,	
  redcap, siren, thunderbird
  HiLLS (WARM)
  chupacabra, leucrota, pugwampi, siren, thunderbird
  MouNTAiNS (CoLD)
  frost drake, frost worm, glacier toad, ice troll, magma dragon, 
  rune giant, shantak, thunderbird
  MouNTAiNS (TEMPERATE)
  flame drake, magma dragon, ram, redcap, thunderbird, yrthak
  MouNTAiNS (WARM)
  magma ooze, magma dragon, thunderbird
  oCEAN (CoLD)
  brine dragon, charda, charybdis, devilfish, draugr, great white 
  whale, grindylow, kelpie, nereid, reefclaw, scylla, triton, whale
  oCEAN (TEMPERATE)
  brine dragon, bunyip, charybdis, devilfish, draugr, great 
  white whale, grindylow, hippocampus, jellyfish swarm, kelpie, 
  locathah, monstrous jellyfish, nereid, reefclaw, saltwater 
  merrow, scylla, triton, whale
  oCEAN (WARM)
  brine dragon, bunyip, charybdis, devilfish, draugr, nereid, 
  great white whale, grindylow, jellyfish swarm, kelpie, locathah, 
  manta ray, monstrous jellyfish, reefclaw, scylla, stingray, 
  triton, tylosaurus, whale
  PLAiNS (CoLD)
  frost worm, glacial toad, taiga giant, wereboar, weretiger
  PLAiNS (TEMPERATE)
  arsinoitherium, aurumvorax, blink dog, brownie, forlarren, 
  giant bee, giant queen bee, giant toad, glyptodon, krenshar, 
  megaloceros, wereboar, weretiger 
  PLAiNS (WARM)
  allosaurus, chupacabra, compsognathus, giant bee, giant 
  queen bee, giant solifugid, giant toad, goliath stag beetle, 
  parasaurolophus, sicuel solifugid, wereboar, weretiger
  PLANAR (ABADDoN—NEuTRAL EViL)
  astradaemon, ceustodaemon, cacodaemon, derghodaemon, 
  hydrodaemon, leukodaemon, meladaemon, olethrodaemon, 
  piscodaemon, purrodaemon, thanadaemon
  PLANAR (ASTRAL)
  astradaemon, dragon horse, pleroma aeon
  315
  315
  Appendices
  Appendices
  1300640
  130064
  530400
  530400
  
  1300641
  130064
  530401
  530401
  PLANAR (ABySS—CHAoTiC EViL)
  augnagar qlippoth, bodak, chernobue qlippoth, cythnigot 
  qlippoth, iathavos qlippoth, kalavakus demon, nyogoth 
  qlippoth, omox demon, shemhazian demon, shoggti qlippoth, 
  Thanatotic titan, thulgant qlippoth, vrolikai demon, xacarba
  PLANAR (ELySiuM—CHAoTiC GooD)
  brijidine azata, Elysian titan, lyrakien azata
  PLANAR (ETHEREAL PLANE)
  animate dream, belier devil, dragon horse, hound of 
  Tindalos, monadic deva
  PLANAR (HEAVEN—LAWFuL GooD)
  shield archon, star archon
  PLANAR (HELL—LAWFuL EViL)
  accuser devil, achaierai, belier devil, handmaiden devil, hellcat, 
  immolation devil 
  PLANAR (LiMBo—CHAoTiC NEuTRAL)
  chaos beast, howler, imentesh protean, keketar protean, 
  naunet protean, voidworm protean
  PLANAR (NiRVANA—NEuTRAL GooD)
  avoral agathion, cassisian angel, cetaceal agathion, draconal 
  agathion, leonal agathion, monadic deva, movanic deva, 
  silvanshee agathion, vulpinal agathion
  PLANAR (NEGATiVE ENERGy PLANE)
  movanic deva, sceaduinar
  PLANAR (PLANE oF AiR)
  belker, cloud dragon, dragon horse, ice elemental, lightning 
  elemental, mihstu, monadic deva
  PLANAR (PLANE oF EARTH)
  crysmal, magma elemental, mud elemental, monadic deva, 
  pech, sandman
  PLANAR (PLANE oF FiRE)
  azer, magma elemental, monadic deva, rast, thoqqua
  PLANAR (PLANE oF SHADoW)
  d’ziriak,	fetchling,	gloomwing,	nightcrawler	nightshade,	
  nightwalker nightshade, nightwave nightshade, nightwing 
  nightshade, tenebrous worm
  PLANAR (PLANE oF WATER)
  ice elemental, monadic deva, mud elemental
  PLANAR (PoSiTiVE ENERGy PLANE)
  jyoti, movanic deva
  PLANAR (PuRGAToRy—NEuTRAL)
  akhana aeon, bythos aeon, paracletus aeon, pleroma aeon, 
  soul eater, theletos aeon
  PLANAR (uToPiA—LAWFuL NEuTRAL)
  arbiter inevitable, axiomite, kolyarut inevitable, lhaksharut 
  inevitable, marut inevitable, zelekhut inevitable
  RiVERS/LAkES
  behemoth hippopotamus, brine dragon, bunyip, devilfish, draugr, 
  freshwater merrow, giant dragonfly nymph, giant gar, giant 
  snapping turtle, hippocampus, hippopotamus, kelpie, locathah, 
  monstrous gar, nereid, snapping turtle, tylosaurus, water orm
  SWAMP (CoLD)
  catoblepas, faceless stalker, tentamort, weretiger, witchfire
  SWAMP (TEMPERATE)
  catoblepas, emperor cobra, faceless stalker, giant dragonfly, 
  giant fly, giant mosquito, giant toad, giant maggot, gray 
  render, grippli, marsh giant slurk, snapping turtle, tentamort, 
  vampiric mist, viper vine, weretiger, witchfire
  SWAMP (WARM)
  catoblepas, emperor cobra, faceless stalker, giant anaconda, 
  giant dragonfly, giant fly, giant maggot, giant mosquito, giant 
  toad, grippli, mosquito swarm, snapping turtle, tentamort, 
  viper vine, weretiger, witchfire
  uNDERGRouND
  amoeba swarm, amphisbaena, blindheim, cave scorpion, 
  charda, crypt thing, crysmal, crystal dragon, dark slayer, 
  decapus, destrachan, faceless stalker, fungal crawler, giant 
  amoeba, giant black widow, giant crawling hand, giant 
  solifugid, giant whiptail centipede, glacier toad, grick, 
  gryph, gug, ice troll, jinkin, magma ooze, mercane, mobat, 
  mongrelman, mu spore, necrophidius, nuglub, pech, 
  phycomid, redcap, rock troll, serpentfolk, seugathi, sicuel 
  solifugid, sinspawn, skaveling, skulk, slime mold, slithering 
  tracker, slurk, tentamort, titan centipede, totenmaske, 
  urdefhan, vampiric mist, vemerak, vexgit
  uRBAN
  attic	whisperer,	flesh-eating	cockroach	swarm,	jinkin,	nuglub,	
  revenant, soulbound doll, vexgit, witchwyrd
  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, such as the various kinds of sinspawn or alternate 
  versions of the chupacabra. Monster variants use the 
  standard monster’s stats but with specific changes, as 
  316
  316
  1300641
  130064
  530401
  530401
  
  1300642
  130064
  530402
  530402
  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 agathion leaders, primal inevitables, or protean lords, 
  are not indexed here).
  Variant Monster 
  Page 
  Variant Monster 
  Page
  blink dog sage 
  47 
  hound of Tindalos, greater 158
  ceustodaemon, greater 
  65 
  lustspawn 
  246
  ceustodaemon, lesser 
  65 
  magma ooze, brimstone 184
  chupacabra, variant 
  57 
  magma ooze, crystalline 184
  crocotta 
  178 
  magma ooze, poisonous 184
  draugr captain 
  110 
  pridespawn 
  246
  envyspawn 
  246 
  serpentfolk, advanced 
  242
  giant bumblebee 
  43 
  serpentfolk, degenerate  242
  giant ground bee 
  43 
  slothspawn 
  246
  gluttonspawn 
  246 
  void zombie 
  23
  greedspawn 
  246 
  wrathspawn 
  246
  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 a monster’s 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. Page numbers prefixed with 
  a B (such as B-92) refer to dragon abilities described in the 
  Pathfinder RPG Bestiary. All other page number references 
  point to pages in the Pathfinder RPG Bestiary 2.
  Ability 
  Page 
  Ability 
  Page
  ability damage 
  294 
  incorporeal 
  298
  ability drain 
  294 
  jet 
  298
  acid dart 
  80 
  keen scent 
  298
  all-around	vision	
  294	
  lay on hands 
  61
  amorphous 
  294 
  lifesense 
  298
  amorphous anatomy 
  308 
  light aversion 
  308
  amphibious 
  294 
  light blindness 
  298
  arcane bond 
  78 
  light sensitivity 
  298
  attach 
  294 
  low-light vision 
  564
  aura of courage 
  61 
  lycanthropic empathy 
  298
  aura of menace 
  306 
  manipulate flames 
  B-98
  bardic knowledge 
  35 
  multiweapon mastery 
  299
  bardic performance 
  35 
  natural attacks 
  299
  bleed 
  294 
  natural invisibility 
  299
  blindsense 
  294 
  negative energy affinity 299
  blindsight 
  294 
  no breath 
  299
  blood drain 
  294 
  ooze traits 
  304
  blood rage 
  294 
  paralysis 
  299
  bravery 
  55 
  plant traits 
  299
  breath weapon 
  294 
  poison 
  299
  burn 
  294 
  poison use 
  378
  change shape 
  295 
  pounce 
  300
  channel negative energy 40 
  powerful charge 
  300
  channel positive energy 40 
  protective aura 
  306
  channel resistance 
  295 
  pull 
  300
  compression 
  295 
  push 
  300
  constrict 
  295 
  rage 
  32
  construct traits 
  295 
  rage powers 
  32
  constructed 
  307 
  rake 
  300
  crush 
  B-92 
  regeneration 
  300
  curse 
  295 
  rend 
  300
  curse of lycanthropy 
  295 
  resistance 
  300
  damage reduction 
  295 
  rock catching 
  300
  darksense 
  308 
  rock throwing 
  301
  darkvision 
  562 
  rogue talents 
  68
  dazing touch 
  42 
  scent 
  301
  desecrating aura 
  308 
  see in darkness 
  301
  dimensional steps 
  80 
  sneak attack 
  68
  disease 
  296 
  sound mimicry 
  301
  distraction 
  296 
  speak with animals 
  306
  dragon senses 
  B-92	
  spell-like	abilities	
  301
  earth glide 
  296 
  spell resistance 
  301
  elemental ray 
  76 
  split 
  302
  elemental traits 
  307 
  stench 
  302
  energy drain 
  296 
  strangle 
  302
  engulf 
  296 
  summon 
  302
  entrap 
  296 
  summoner’s charm 
  80
  envisaging 
  305 
  sunlight powerlessness 302
  evasion 
  68 
  swallow whole 
  302
  fast healing 
  296 
  swarm traits 
  309
  fast swallow 
  297 
  tail sweep 
  B-92
  fast movement 
  31 
  telepathy 
  302
  favored enemy 
  64 
  track 
  64
  favored terrain 
  65 
  trample 
  302
  fear 
  297 
  trapfinding 
  68
  ferocity 
  297 
  trap sense 
  69
  flight 
  297 
  tremorsense 
  302
  freeze 
  297 
  trip 
  302
  frightful presence 
  297 
  truespeech 
  306
  gaze 
  297 
  uncanny dodge 
  69
  grab 
  297 
  undead traits 
  305
  hardness 
  173 
  undersized weapons 
  303
  heat 
  298 
  unnatural aura 
  303
  hold breath 
  298 
  vulnerabilities 
  303
  horrific appearance 
  309 
  web 
  303
  hunter’s bond 
  66 
  whirlwind 
  303
  icicle 
  48 
  wild empathy 
  50
  immunity 
  298 
  woodland stride 
  51
  improved evasion 
  70 
  317
  317
  Appendices
  Appendices
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  Appendix 13: Monster roles
  The following lists categorize all of the monsters in this book 
  into their roles. 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. 
  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 score 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.
  If you add levels in a key class to a monster, increase its 
  CR by +1 for every level in a key class. For more information 
  on adding class levels to a monster, see pages 296, 297, 
  and 323 of the Pathfinder RPG Bestiary.
  ANy RoLE
  azer, dhampir, fetchling, grippli, ifrit, locathah, oread, 
  serpentfolk, sylph, undine
  CoMBAT RoLE
  accuser devil, achaierai, akata, animate dream, arbiter, 
  astradaemon, athach, attic whisperer, augnagar, avoral, 
  axiomite, belier devil, belker, blindheim, blink dog, bodak, 
  brijidine, brine dragon, bythos, cacodaemon, catoblepas, 
  cetaceal, ceustodaemon, chaos beast, charda, charybdis, 
  chernobue, chupacabra, cloud dragon, crypt thing, 
  crysmal, crystal dragon, cythnigot, death worm, decapus, 
  derghodaemon, destrachan, devilfish, draconal, dragon 
  horse,	draugr,	dullahan,	d’ziriak,	Elysian	titan,	flame	drake,	
  forest drake, forlarren, freshwater merrow, frost drake, glacier 
  toad, gray render, grick, grindylow, gug, handmaiden devil, 
  hangman tree, hellcat, hippocampus, hound of Tindalos, 
  howler, hydrodaemon, iathavos, ice elemental, ice troll, 
  imentesh, immolation devil, jabberwock, jyoti, kalavakus, 
  keketar, kelpie, kolyarut, korred, krenshar, lamia matriarch, 
  leng spider, leonal, leukodaemon, lhaksharut, lightning 
  elemental, lurker in light, magma dragon, magma elemental, 
  mandragora, marsh giant, marut, meladaemon, mercane, 
  mihstu, mobat, monadic deva, mongrelman, moonflower, 
  movanic deva, mu spore, mud elemental, naunet, 
  nightcrawler, nightwalker, nightwave, nightwing, nuglub, 
  nyogoth, olethrodaemon, omox, pech, peryton, poltergeist, 
  pugwampi, purrodaemon, quickwood, rast, ravener, redcap, 
  reefclaw, revenant, rock troll, rune giant, saltwater merrow, 
  sandman, sard, sceaduinar, scylla, sea drake, seugathi, 
  shantak, shemhazian, shield archon, shining child, shoggti, 
  silvanshee, sinspawn, skaveling, slithering tracker, slurk, soul 
  eater, star archon, taiga giant, tendriculos, thanadaemon, 
  Thanatotic titan, theletos, thoqqua, thrasfyr, thulgant, 
  thunderbird, totenmaske, triton, twigjack, umbral dragon, 
  urdefhan, vampiric mist, vemerak, voidworm, vrolikai, water 
  orm, wendigo, winterwight, witchfire, witchwyrd, wood giant, 
  xacarba, yrthak, zelekhut
  No RoLE
  adamantine golem, alchemical golem, allosaurus, amoeba 
  swarm, amphisbaena, arsinoitherium, aurumvorax, baboon, 
  badger, behemoth hippopotamus, bunyip, camel, carnivorous 
  blob, carrion golem, cave scorpion, clockwork golem, colossal 
  black scorpion, compsognathus, crawling hand, dire badger, 
  dust	digger,	emperor	cobra,	flesh-eating	cockroach	swarm,	
  frost worm, fungal crawler, giant amoeba, giant anaconda, 
  giant bee, giant black widow spider, giant crawling hand, giant 
  dragonfly, giant dragonfly nymph, giant fly, giant gar, giant 
  maggot, giant mosquito, giant queen bee, giant snapping 
  turtle, giant solifugid, giant tarantula, giant tick, giant toad, 
  giant whiptail centipede, glass golem, gloomwing, glyptodon, 
  goliath	stag	beetle,	great	white	whale,	gryph,	hippogriff,	
  hippopotamus, jellyfish swarm, magma ooze, manta ray, 
  megaloceros, megatherium, mithral golem, monkey swarm, 
  monstrous gar, monstrous jellyfish, monstrous roach, 
  mosquito swarm, necrophidius, parasaurolophus, phycomid, 
  ram, scarecrow, sicuel solifugid, slicer beetle, slime mold, 
  snapping turtle, stingray, tenebrous worm, tentamort, tick 
  swarm, titan centipede, tylosaurus, viper vine, whale, xtabay
  SkiLL RoLE
  dark slayer, denizen of Leng, faceless stalker, grig, jinkin, 
  nereid, paracletus, siren, skulk, spriggan, vexgit, vulpinal
  SPECiAL RoLE
  akhana, banshee, cassisian, leucrota, mothman, quickling, 
  soulbound doll
  SPELL RoLE
  aranea, brine dragon, brownie, cloud dragon, crystal dragon, 
  draconal, lamia matriarch, leprechaun, lyrakian, magma 
  dragon,	monadic	deva,	movanic	deva,	neh-thalggu,	pleroma,	
  ravener, star archon, umbral dragon, worm that walks
  318
  318
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  open GAMe liCense Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
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  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 Roleplaying Game Core Rulebook,	©	2009,	Paizo	Publishing,	LLC;	Author	Jason	
  Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
  Pathfinder Roleplaying Game Bestiary,	 ©	 2009,	 Paizo	 Publishing,	 LLC;	 Author	 Jason	
  Bulmahn,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur,	Jason	Bulmahn,	Adam	Daigle,	Graeme	Davis,	Crystal	Frasier,	Joshua	J.	Frost,	Tim	
  Hitchcock,	Brandon	Hodge,	James	Jacobs,	Steve	Kenson,	Hal	MacLean,	Martin	Mason,	Rob	
  McCreary,	Erik	Mona,	Jason	Nelson,	Patrick	Renie,	Sean	K	Reynolds,	F.	Wesley	Schneider,	
  Owen	K.C.	Stephens,	James	L.	Sutter,	Russ	Taylor,	and	Greg	A.	Vaughan,	based	on	material	
  by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, 
  Chris	Pramas,	Robert	J.	Schwalb.
  Amphisbaena from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Authors	
  Scott Peterson and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott	Greene,	based	on	original	material	by	Dermot	Jackson.
  Crypt Thing from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, 
  Necromancer	Games,	Inc.;	Author	Scott	Greene,	based	on	original	material	by	Ian	McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott	Greene,	based	on	original	material	by	Jean	Wells.
  Demon, Nabasu from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	 Inc.;	
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene and Erica Balsley, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  kelpie from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Lawrence Schick.
  korred from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors,	Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	Scott	
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	Scott	
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott	Greene,	based	on	original	material	by	David	Cook.
  Spriggan from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors,	Revised,	©	2002,	Necromancer	Games,	
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, ice from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	Author	Scott	Greene.
  zombie, Juju from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  319
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  Appendices
  Appendices
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  New magus base class
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  G
  o beyond goblins with an army of fantasy’s most fearsome foes! Bestiary 2 presents 
  hundreds of different creatures for use in the Pathfinder Roleplaying Game. Within 
  this collection of creatures you’ll find undead dragons and mischievous gremlins, 
  shrieking banshees and unstoppable titans, the infamous jabberwock, and so much more! 
  Yet not all these monsters need to be foes, as new breeds of otherworldly guardians, 
  living shadows, and vampires all might take up adventure’s call. In addition, 
  new rules for customizing and advancing monsters and an expanded glossary 
  of creature abilities ensure that you’ll be prepared to challenge your heroes 
  wherever adventure takes them! 
  The Pathfinder RPG Bestiary 2 is the second indispensable volume of 
  monsters for use with the Pathfinder Roleplaying Game and serves as a 
  companion to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. 
  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 2 includes:
  ► More than 300 different monsters
  ► Creatures both new and familiar, drawing upon 
  the best-known beasts of legend, literature, and 
  Pathfinder RPG adventures
  ► Challenges for any adventure and every level of play
  ► Hosts of new templates and variants, including simple templates for 
  on-the-fly creature customization
  ► Numerous lists of monsters to aid in navigation, including lists 
  by Challenge Rating, monster type, and habitat
  ► New rules for creating and running high-level menaces
  ► Expanded universal monster rules to simplify special attacks, 
  defenses, and qualities
  ► New familiars, animal companions, and other allies
  ► And MUCH, MUCH MORE!
  ®
  Unleash The hoRdes!
  paizo.com/pathfinder
  Printed in China. PZO1116
  ™
  
SOURCE: textdata/thevault/Pathfinder/PZO1116 Bestiary 2.pdf