TEXT: Monsters Only Pack
  
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  NORTHWINTER PRESS
  Haunted Eve
  Monster Pack
  
  Table of Contents ................................................................ii
  Introduction ....................................................................... 1
  The Story of Haunted Eve... ..............................................1
  Haunted Eve Monsters .......................................................2
  What’s Changed? ............................................................ 3
  Variant Monsters ............................................................. 3
  What’s New? ................................................................... 3
  Table: Monsters by CR ................................................. 3
  Chaos Slasher (Craos) ...................................................... 4
  Companion Monsters ...................................................... 5
  The Pack ....................................................................... 5
    Ghoul Hound Companion (Festrog Pup) ....................... 6
    Ghoul Hound Hero (Festrog) ..........................................7
    Ghoul Hound Champion (Dire Festrog) ..........................7
    Jinx Cat Companion (Binx) ............................................. 8
    Jinx Cat Warrior (Ghanima) ........................................... 9
    Jinx Cat Champion (Circemera) ..................................... 9
    Jack-o’-Lantern Companion (Carver) ........................... 10
    Jack-o’-Lantern Hero (Scarecrow).................................11
    Jack-o’-Lantern King (Pumpkin Lord) ........................... 12
  Crawling Claw ................................................................ 13
  Demons ......................................................................... 14
    Shift Demon (Chlorite)................................................. 14
  Devils ............................................................................. 15
    True Bone Devil (Osyluth) ............................................ 15
    Osyluth, Greater Winged ............................................. 16
  Dream Imp Cousin (Mogweird) ......................................17
  ProdigyUM ....................................................................17
  Elcu ................................................................................ 18
  Elcu Adult (Cucuy) ......................................................... 18
  Elcu Elder (Cucalon) ...................................................... 19
  Fang Critter.................................................................... 20
    Farrealm Life Concept (Divinispawn) ............................21
  Farrealmer Traits ........................................................21
    Farrealm Wrath Concept (Fleshspawn) ....................... 22
  Fel’Kraz .......................................................................... 23
  Fel’Kraz Warrior (Kytharion) .......................................... 24
  New Feat: Spectral Dodge ......................................... 24
  Fourclaw Impspawn ...................................................... 25
  Fourclaw ........................................................................ 26
  Gnole ..............................................................................27
  Gremlins ........................................................................ 28
  Gremlin ......................................................................... 28
  Gremlin Heritage ....................................................... 29
    Gremlin Batspawn ....................................................... 30
    Gremlin Foulspawn ......................................................31
    Gremlin Lightningspawn.............................................. 32
    Gremlin Spiderspawn .................................................. 33
  Grindylow ...................................................................... 34
  Lagomorphs .................................................................. 35
    Lagomorph Death Rune (Ihwa) ................................... 35
  Nightwalker ................................................................... 36
  Skaldak ...........................................................................37
  Timeslayer Impspawn .................................................... 38
  Timeslayer ..................................................................... 38
  Troglospear .................................................................... 40
  Troglospell ......................................................................41
  Vargouille Champion ..................................................... 42
  Zoog ............................................................................... 43
  Template: Skeleton Monsters ........................................ 44
  Rebuild Rules................................................................. 44
    Crurotar Skeleton ........................................................ 45
    Owlbear Skeleton ........................................................ 46
    Scoundrite Skeleton .....................................................47
  Template: Zombie Monsters .......................................... 48
  Rebuild Rules................................................................. 48
    Gray Render Zombie .................................................... 49
    Hydra Zombie .............................................................. 50
    Moncroak Zombie ........................................................51
    Treant Zombie ............................................................. 52
  Monster Training ..............................................................53
  Trainer Spells ................................................................. 53
  Alternative Summoning Options ................................... 54
  Eidolon Evolutions ......................................................... 55
  INDEX: MONSTERS BY SPELL GRANTED .........................56
  Open Gaming License V1.0a ..........................................63
  Table of Contents
  
  elf and her people cried for their families over the course of the 
  next week. Their tears are said to have transformed the Brush 
  into the marsh that it is at present.
  Now, each year, during the week that the soldiers suffered 
  their losses, the Scribe’s Marsh dries up and the veil between 
  worlds thins, allowing the dead to return as monsters. Over the 
  years, the haunting truth of the story has been downplayed by 
  the humans and twisted into a children’s holiday wherein trainers 
  visit the marsh in search of rare and difficult to capture monsters.
  Haunted Eve Monsters
  Powerful magic from beyond the realm of the living is 
  awakened during Haunted Eve that changes some monsters and 
  lures out others who remain very well hidden during the rest 
  of the year. Existing monsters are joined by 22 new monsters, 
  20 example variants, and 2 breeder templates. Trainers seeking 
  these monsters may even find new spells and items as well.
  Introduction
  Welcome back to the Kingdom of Monsters as we celebrate 
  the most ghoulish time of year! Recognized across the land as 
  a festive introduction to the Fall season, Haunted Eve is a full 
  7 days of children dressed as heroes, villains, and monsters 
  in hopes of garnering candy from locals that they can eat and 
  share with their companions if they have them. It’s also a special 
  occasion for monster trainers to capture some otherwise elusive 
  monsters lingering in and around the Scribe’s Marsh.
  the story of haunted eve...
  The Scribe’s Marsh is a swampy region within the Kingdom 
  where creepy, oft-feared monsters hide away from the rest of the 
  world. Over the years, researchers who have studied the Scribe’s 
  Marsh have come to the conclusion that this area’s strange 
  climate is a result of the magic that permeates the nearby Painted 
  Forest, but the local inhabitants have a different explanation.
  In the early days of the Great War, when the elves battled the 
  humans within the forest, many of the fey sent their families 
  beyond the wooded region and into what was then called 
  Scribe’s Brush. When the human general learned of this through 
  his resources, he sent a small battalion to use the women and 
  children as leverage.
  After giving his men a three days head start, the general sent a 
  parlay to the elven warlord guarding the forest. In his letter, the 
  general issued his demands and explained his positioning. 
  The warlord responded by pulling back her soldiers and 
  retreating to defend the innocents, but it was too late.
  After the battalion reached the Brush, they moved on 
  the communities that had formed there; only to be resisted 
  by the young men and women who called the area home. The 
  first soldier to fall would also be the last, for the 
  remaining humans, with their years of military 
  training, slaughtered the elven folk without 
  a second thought.
  When the warlord arrived, she and her 
  company finished off the humans, but the 
  casualties were too much. Desperate, the elf 
  drafted a letter to the dwarves in the 
  nearby mountain, detailing the 
  events. Her letter would be proof 
  enough that it was time for 
  the equally ancient race to 
  join the elves’ cause and 
  bring an end to the 
  human king. With her letter sent, the 
  
  Haunted Eve Monsters
  
  It isn’t just the people of the Kingdom who celebrate Haunted 
  Eve. Thanks to the magic that settles over the land, several 
  monsters within and around the Scribe’s Marsh are similarly 
  changed; their flesh turning rotten or sloughing off completely. 
  Others, like the elusive zoogs and grindylows are driven from 
  their muddy burrows and pools by the drying of the swamp, 
  while the festrogs use the holiday to breed more of their kind 
  and transform into more dangerous beasts than before.
  In other areas of the swamp, researchers working for the local 
  arena master, Maurice, raise jinx cats, festrog pups, and jack-o’-
  lanterns for trainers just starting on their journey. In their early 
  days of training, these potential adventurers face off against 
  crawling claws, gnoles, and mogweirds. Once they’re ready to 
  strike out on their own, Scribe’s Marsh trainers have battled 
  gremlins, fang critters, and even scarecrows.
  Stronger trainers visiting the swamp during Haunted Eve will 
  also find trials more suited to their abilities. Those with some 
  experience under their belts can challenge monsters ranging 
  from pumpkin lords and impspawns to farrealmers and elcus. 
  The most powerful of trainers can even risk themselves against 
  troglodytes, timeslayers, and the extremely rare greater winged 
  osyluth.
  What’s changed?
  Mystical: Kingdom of Monsters introduced over 150 monsters, 
  some of which are featured again here. As a general rule, when 
  a monster is detailed in two different places, there are variations 
  that, for trainers out of game, mean they will want to have access 
  to the tome in which the monster gains the spells and abilities 
  they are looking for. In game, even monsters of the same breed 
  can have differences between them in color, strength, and even 
  ability.
  For example, the Kingdom of Monsters timeslayer gains the 
  Magic Fang and Greater Magic Fang spells. In Haunted Eve, it 
  gains Cause Fear and Speak with Dead instead. The only in game 
  way to capture such a monster is to find it in the Scribe’s Marsh 
  during Haunted Eve.
  variant Monsters
  Monsters of the same breed (festrog and elcu, for example), 
  that are presented as different levels with no other physical 
  change are variant monsters. They usually grant trainers one 
  or more different spells from their counterparts in Kingdom of 
  Monsters.
  Under regular circumstances, variant monsters have to be 
  captured separately from their lower or higher-level versions. 
  Only a monster breeder is able to tap into the potential of her 
  companion and change it around as she sees fit. Without this 
  Table: Monsters by CR
  CR 1/2: Crawling Claw, Grindylow, Zoog
  CR 1: Binx, Carver, Festrog Pup
  CR 2: Gnole, Mogweird, Scoundrite Skeleton
  CR 3: Gremlin, Fang Critter, Ihwa
  CR 4: Ghanima, Scarecrow
  CR 5: Gremlin Batspawn, Gremlin Foulspawn, Gremlin 
  Lightningspawn, Gremlin Spiderspawn
  CR 6: Festrog, Moncroak Zombie, Owlbear Skeleton, 
  Timeslayer Impspawn
  CR 7: Fel’Kraz
  CR 8: Elcu, Fleshspawn
  CR 9: Circemera, Fourclaw Impspawn
  CR 10: Hydra Zombie, Kytharion
  CR 11: Crurotar Skeleton, 
  Divinispawn
  CR 12: Dire Festrog, Skaldak
  CR 13: Bone Devil, Cucuy, 
  Troglospell
  CR 14: Timeslayer, Treant 
  Zombie
  CR 15: Craos, Vargouille
  CR 16: Chlorite, Troglospear
  CR 17: Gray Render Zombie, Greater 
  Winged Osyluth
  CR 19: Cucalon, Pumpkin Lord
  CR 20: Nightwalker, Fourclaw
  ability, other trainers must either wait for special times of year, 
  such as Haunted Eve, if they hope to capture variants.
  Variant monsters will have underlined spells in their spell lists. 
  These are spells introduced with Haunted Eve that can be learned 
  by a monster captured during the holiday or under control of a 
  breeder.
  What’s neW?
  When adventuring in the Kingdom, the new monsters presented 
  here can only be found during Haunted Eve, and most of them 
  can only be found within Scribe’s Marsh (see the individual 
  entries for exact details). 22 original monsters, some of which are 
  the child or elder stage of previously introduced creatures, are 
  interspersed with variant monsters.
  In addition, two new templates (available to monster breeders) 
  add zombies and skeletons to the Kingdom. Example monsters 
  with the templates applied can be captured by anybody during 
  Haunted Eve, but again, only breeders can gain access to them 
  outside of the holiday or other special means.
  3
  Next
  
  chaos slasher (craos)
  Many years ago, a sect of the Kingdom’s Thieves’ Guild known 
  as the Callers of the Void opened vortexes beneath the original 
  site of the human king’s castle. Through these vortexes, the 
  callers brought dangerous monsters such as chaos slashers and 
  the chlorites. As the castle was overrun, the king’s mightiest 
  reeves traveled into the its lowest depths and defeated their 
  enemies, closing the vortexes for good.
  But the damage was already done. These monsters are now 
  a part of the world that will remain changed forever. Some 
  researchers speculate that the king’s grandson, who would 
  eventually give the order to begin the Purge, was only a baby 
  when the castle was attacked, and that he was touched by the 
  warping energies of the chaos slashers. This is, of course, only 
  one of many theories for why the Mad King would continue to do 
  as he has since coming into power.
  During Haunted Eve, the craos are at their worst; stalking 
  through Scribe’s Marsh alongside shift demons in search of 
  battle.
  CR 15 
  XP 14,400
  CN Large outsider (chaotic, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 28, touch 13, flat-footed 23 (+4 Dex, +1 dodge, +14 natural, 
  –1 size)
  hp 190 (20d10+80); Fort +16, Ref +14, Will +9
  Defensive Abilities Slick Skin (DC 15); DR 10/lawful; Immune 
  chaos, color blind, polymorph; SR 26
  OFFENSE
  Speed 40 ft.; climb 40 ft.
  Melee 2 claws +26 (2d8+7/19-20 plus rend), bite +26 (2d8+7)
  Special Attacks rend (2 claws, 2d8+10), retaliate
  SPELL-LIKE ABILITIES (CL 12th)
  At Will—battlemind link
  3/day—chaos hammer (DC 17), hold person (DC 15)
  1/day—hold monster (DC 18), telekinesis (DC 18)
  STATISTICS
  Str 24, Dex 15, Con 19, Int 8, Wis 11, Cha 16
  Base Atk +20; CMB +28; CMD 41 (51 vs. grapple)
  Feats Dodge, Great Cleave, Improved Bull Rush, Improved Critical 
  (claw), Improved Initiative, Improved Natural Attack (claw), 
  Intimidating Prowess, Iron Will, Power Attack
  Skills Acrobatics +25, Climb +38, Intimidate +37, Perception +23, 
  Stealth +25
  Languages Common
  SPECIAL ABILITIES
  Color Blind (Ex): Slashers are naturally immune to the following 
  effects - color spray, prismatic sphere, prismatic spray, prismatic 
  wall, scintillating pattern and any similar spell or effect.
  Retaliate (Ex): A slasher can make a claw attack as an immediate 
  action when it takes damage.
  Slick Skin (Su): The slasher is naturally slick, as if having the 
  grease spell cast on armor. A creature that strikes a slasher 
  with a melee weapon must succeed at a Reflex save or drop 
  the weapon.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  1st
  Blend, Doom, Hunter's Howl
  2nd
  Daze Monster, Delay Poison, Hold Person, Protection 
  from Arrows, Savage Maw
  3rd
  Arcane Sight, Disrupting Roar, Poison, Twilight Knife
  4th
  Aura of Doom, Battle Trance, Dimension Door, Mass 
  Daze
  4
  Previous
  
  The Pack
  Maurice felt the pull of the monster’s magic as he was 
  drawn into the past. When he reappeared, he was standing in 
  the same place, but the Scribe’s Marsh wasn’t as he knew it.
  Looking around, the researcher marveled at the sparse 
  trees that lived here in this day and age. His history books told 
  him the area was originally known as Scribe’s Brush, and that 
  it was at one time home to elves defending themselves from 
  the human kingdom’s army.
  The sound of approaching footsteps drew Maury’s attention 
  and he quickly ducked behind one of the trees.
  “I don’t know where they came from, dad,” a young boy of 
  around ten was telling an older gentlemen as they walked 
  past. “I was just playing over by some of the fallen trees when 
  I found them.”
  “It’s okay, lad,” the man replied. “We’ll have a look, then I’ll 
  get the reeves out here to clear them out.”
  Intrigued, Maurice followed the pair for a while before they 
  stopped by a small ditch. Peaking from around a tree, the 
  trainer could just make out a pack of festrogs. He knew the 
  ghoul hounds had existed before the humans started training 
  monsters, but he never knew how different the beasts were 
  in this time period.
  Absent was the feral nature of the festrogs he grew up with. 
  These acted more like canines and less like undead. When the 
  man and his son approached them, the alpha strode forward 
  confidently and growled in an attempt to warn them off. Even 
  for a dire festrog, it was quite the specimen.
  When the man had seen what he came for, he took his son 
  by the shoulders and guided the boy away, telling him that the 
  king’s soldiers would be here soon to take care of the beasts.
  After they were gone, Maurice stepped out to have a look 
  at the festrogs for himself. The pack consisted of the alpha, a 
  handful of females, and at least twelve pups. Without thinking, 
  the researcher stepped down into the ditch and called forth 
  his own festrog.
  As with all of his companions, Maurice’s festrog appeared 
  from a cloud of blue fog that resembled a tear in the veil 
  between worlds. Curious about why he called upon it, the 
  monster looked between the others and him.
  “I need you to warn them,” Maury explained while scratching 
  the top of the creature’s head. “Tell them that some dangerous 
  men are coming to hurt the pack. They must leave.”
  His monster nodded and moved over to the alpha. While 
  the two communicated in whatever language they shared, 
  Maurice watched one of the pups run over to him and start 
  to pull at his pants leg. Looking at the creature, Maurice’s 
  empathic link to the breed told him it wanted to go with him.
  coMPanion Monsters
  Companion Monsters are a subset of monster found within 
  the Kingdom that are raised by Breeders and given away to new 
  Trainers by Researchers. Their growth and training focuses on a 
  more defined role in battle. Some companions are better suited 
  as warriors or spellcasters, while others excel at the tasks of 
  sneaking around or keeping a party whole and healthy.
  Quill may be the most recognized of starting locations for 
  fledgling trainers, but it is not the only one. In Scribe’s Marsh, 
  trainers work with Maurice, the local Researcher, to choose 
  if they want to gain a ghoul hound, jinx cat, or jack-o’-lantern 
  companion. Outside of Haunted Eve, these companions are only 
  available through this method.
  5
  Next
  
  ghoul hound coMPanion (festrog PuP)
  The King’s necromancers’ guild used to take any and all corpses 
  they could find to help build up the population of festrogs that 
  now roam both halves of the Kingdom, scavenging whatever 
  fresh corpses they can for sustenance. After an incident where 
  a regent lord’s grandson was turned into one of these beasts 
  without proper sanctions or permission, the creation of festrogs 
  was put under better supervision, and the process is now 
  guarded closely by the King’s reeves.
  Haunted Eve is an important time of year for festrogs, 
  especially within the Scribe’s Marsh. With the veil between life 
  and death thin, the ghoul hounds form into packs able to create 
  more of their own kind by awakening and transforming corpses 
  through twisted magic. The alphas who lead these packs also use 
  this temporary boost in power to become dire festrogs.
  CR 1 
  XP 400
  NE Small undead
   Init +2; Senses darkvision 60 ft., scent; Perception +6
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +1 
  natural, +1 size)
  hp 13 (3d8)
  Fort +1, Ref +3, Will +4
  Immune undead traits
  OFFENSE
  Speed 20 ft.; four-footed run (40 ft.)
  Melee bite +4 (1d4+1 plus feed), 2 claws –1 (1d3)
  Special Attacks diseased pustules, feed (5 hp)
  STATISTICS
  Str 13, Dex 15, Con —, Int 10, Wis 12, Cha 11
  Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
  Feats Combat Reflexes, Dodge
  Skills Climb +7, Perception +7, Stealth +12, Survival +4
  Languages understands Common
  SPECIAL ABILITIES
  Diseased Pustules (Ex): When a festrog takes damage from a 
  piercing or slashing weapon, some of its boils rupture, squirting 
  the attacker with pus like fluids. The noxious secretions act as 
  Stinking Cloud, except they only target that creature. The effect
  lasts 1d4+1 rounds.
  Feed (Su): Every time a festrog makes a successful bite attack, it 
  feeds on its opponent’s flesh and gains 5 temporary hit points. 
  The festrog cannot have more than 5 temporary hit points 
  gained by this ability at one time.
  AVAILABLE TRAINER SPELLS (All Ghoul Hounds)
  Level
  Spells
  0
  Acid Splash, Bleed, Guidance
  1st
  Detect Undead, Doom, Hunter's Howl, Inflict Light 
  Wounds, Magic Fang
  2nd
  Bloodhound, False Life, Inflict Moderate Wounds, 
  Savage Maw, Spectral Hand
  3rd
  Eruptive Pustules, Greater Magic Fang, Inflict Serious 
  Wounds, Stinking Cloud
  4th
  Aura of Doom, Bestow Curse, Greater False Life, 
  Inflict Critical Wounds
  5th
  Aspect of the Wolf, Blight, Cloudkill, Mass Inflict Light 
  Wounds
  6th
  Circle of Death, Major Curse, Mass Inflict Moderate 
  Wounds
  7th
  Caustic Eruption, Mass Inflict Serious Wounds, 
  Regenerate
  8th
  Frightful Aspect, Iron Body, Mass Inflict Critical 
  Wounds
  9th
  Energy Drain, Transmute Blood to Acid
  Four-Footed Run (Ex): A festrog pup can run on all fours at a 
  speed of 40 feet if it doesn’t hold or carry anything in its hands. 
  When running on all fours, it is treated as if it had the Run feat.
  6
  Previous
  
  ghoul hound hero (festrog)
  CR 6 
  XP 2,400
  NE Medium undead
  Init +2; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
  hp 49 (9d8+9)
  Fort +5, Ref +5, Will +9
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.; four-footed run (50 ft.)
  Melee bite +11 (1d6+4 plus feed), 2 claws +10 (1d4+4)
  Special Attacks charging trip, diseased pustules, feed (5 hp)
  STATISTICS
  Str 18, Dex 14, Con —, Int 10, Wis 12, Cha 11 
  Base Atk +6; CMB +10; CMD 22 (16 vs. trip)
  Feats Combat Reflexes, Dodge, Great Fortitude, Iron Will, 
  Toughness
  Skills Climb +16, Perception +13, Stealth +14, Survival +10
  Languages understands Common
  SPECIAL ABILITIES
  Charging Trip (Ex): A 
  festrog that hits with its 
  bite after making a 
  charge attack on all fours 
  can attempt to trip its opponent 
  (+4 bonus). This trip does not 
  provoke attacks of opportunity.
  ghoul hound chaMPion (dire festrog)
  CR 12 
  XP 19,200
  NE Large undead
  Init +8; Senses darkvision 60 ft., scent; Perception +24
  DEFENSE
  AC 27, touch 15, flat-footed 22 (+4 Dex, +1 dodge, +12 natural)
  hp 135 (18d8+54)
  Fort +8, Ref +10, Will +16
  DR 10/slashing; Immune undead traits
  OFFENSE
  Speed 40 ft.; four-footed run (60 ft.)
  Melee bite +20 (2d8+8/19-20 plus feed), 2 claws +20 (2d6+8)
  Special Attacks charging trip, diseased pustules, feed (10 hp)
  STATISTICS
  Str 26, Dex 18, Con —, Int 10, Wis 16, Cha 15
  Base Atk +12; CMB +21; CMD 35 (39 vs. trip)
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved Critical 
  (bite), Improved Initiative, Iron Will, Toughness, Weapon Focus 
  (bite, claw)
  Skills Climb +29, Perception +24, Stealth +21, Survival +21
  Languages understands Common
  7
  Next
  
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Detect Magic, Guidance, Read Magic, Touch of Fatigue
  1st
  Cause Fear, Doom, Heightened Awareness, 
  Hypnotism, Repair Undead
  2nd
  Cat’s Grace, Burning Gaze, Haunting Mists, Scare, 
  Stricken Heart
  3rd
  Arcane Sight, Hostile Levitation, Howling Agony, 
  Strangling Hair
  4th
  Bestow Curse, Fear, Mirror Transport, Shadow Step
  5th
  Break Enchantment, Hostile Juxtaposition, Major 
  Curse, Prying Eyes
  6th
  Analyze Dweomer, Banshee Blast, Eyebite
  7th
  Greater Hostile Juxtaposition, Lunar Veil, Power Word 
  Blind
  8th
  Greater Prying Eyes, Moment of Prescience, Trap the 
  Soul
  9th
  Foresight, Time Stop
  Jinx cat coMPanion (Binx)
  The first jinx cats appeared after a group of monster researchers 
  started dabbling in unknown magic possessed by the witches 
  who moved into the Scribe’s Marsh after its transformation. 
  Some believe that the researchers upset the witches’ dark 
  practices and, in retaliation, one coven transformed the trainers 
  into cat familiars. When the witches’ magic mingled with the 
  trainer’s essence, the resulting monsters retained their human 
  intelligence.
  During most of the year, jinx cats who have neither grown into 
  ghanimas nor been captured by trainers appear to be regular 
  black cats. Their magic, and the hats that mark them as special, 
  show up during Haunted Eve. This is the best time to capture the 
  monsters, since there is little to no guesswork involved.
  CR 1 
  XP 400
  N Tiny magical beast
  Init +3; Senses darkvision 60 ft., low-light vision Perception –1
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 size)
  hp 15 (2d10+4); Fort +2, Ref +6, Will +2; SR 13
  OFFENSE
  Speed 20 ft.  
  Space 2-1/2 ft.; Reach 0 ft.
  Melee Bite +1 (1d3–3), 2 claws +1 (1d2–3)
  Special Attacks misfortune (DC 14, 1 round)
  STATISTICS
  Str 5, Dex 17, Con 14, Int 16, Wis 8, Cha 13
  Base Atk +2; CMB –3; CMD 10 (14 vs. trip)
  Feats Combat Casting
  Skills Knowledge (arcana, religion) +8, Spellcraft +10, Stealth 
  +11, Survival +4, Use Magic Device +8; Racial Modifiers +2 
  Spellcraft, +2 Use Magic Device
  Languages understands Common
  SQ trainer spells (CL 1, uses Intelligence)
  SPECIAL ABILITIES
  Misfortune (Su): The jinx cat can cause a creature within 30 feet 
  to suffer grave misfortune for 1 round as a standard action. 
  Anytime the creature makes an ability check, attack roll, saving 
  throw, or skill check, it must roll twice and take the worse 
  result. A Will save (DC 14) negates misfortune. This affects all 
  rolls the target must make while it lasts. Whether or not the 
  save is successful, a creature cannot be the target of the jinx 
  cat’s misfortune again for 1 day.
  8
  Previous
  MONSTORIN TRAITS
  +2 Dex, +2 Int, –2 Wis: Jinx Cat monstorin often become 
  witches.
  Medium: A jinx cat’s size gives no bonuses or penalties.
  Base Movement: Jinx cats have a base speed of 30 ft.
  Low-Light Vision: Jinx cats can see twice as far as humans in 
  conditions of dim light.
  Darkvision: Jinx cats gain darkvision out to 60 ft.
  Lucky (Ex): Jinx cats gain a +1 racial bonus to all saving throws
  Magical (Ex): +2 racial bonus to Spellcraft and Use Magic Device
  Fickle Fortune (Sp): Once per day, as a standard action, a jinx 
  cat can choose one ally or enemy within 30 feet of it. For one 
  round, anytime that creature makes an ability check, attack 
  roll, saving throw, or skill check, it rolls twice and takes the 
  better result (if an ally) or the worse result (if an enemy). A Will 
  saving throw (DC 10 + 1/2 the jinx cat’s level + its Intelligence 
  modifier) negates this ability.
  
  Jinx cat Warrior (ghaniMa)
  CR 4 
  XP 1,200
  N Small magical beast
  Init +2; Senses darkvision 60 ft., low-light vision Perception –1
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 34 (4d10+12)
  Fort +4, Ref +6, Will +3; DR 5/cold iron; SR 15
  OFFENSE
  Speed 30 ft.
  Melee Bite +7 (1d4–1), 2 claws +7 (1d3–1)
  Special Attacks misfortune (DC 15, 1 round)
  STATISTICS
  Str 9, Dex 15, Con 16, Int 17, Wis 8, Cha 13
  Base Atk +4; CMB +2; CMD 14 (18 vs. trip)
  Feats Combat Casting, Weapon Finesse
  Skills Knowledge (arcana, religion) +10, Spellcraft +12, Stealth 
  +6, Survival +6, Use Magic Device +10; Racial Modifiers +2 
  Spellcraft, +2 Use Magic Device
  Languages understands Common
  SQ trainer spells (CL 4, uses Intelligence)
  Jinx cat chaMPion (circeMera)
  CR 9 
  XP 6,400
  N Medium magical beast
  Init +2; Senses darkvision 60 ft., low-light vision Perception –1
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 85 (9d10+36)
  Fort +8, Ref +10, Will +7; DR 10/cold iron; SR 20
  OFFENSE
  Speed 40 ft.
  Melee Bite +11 (1d6+1), 2 claws +11 (1d4+1)
  Special Attacks misfortune (DC 18, 2 rounds)
  STATISTICS
  Str 13, Dex 15, Con 16, Int 18, Wis 8, Cha 13
  Base Atk +9; CMB +10; CMD 22 (26 vs. trip)
  Feats Combat Casting, Great Fortitude, Iron Will, Toughness, 
  Weapon Finesse
  Skills Knowledge (arcana, nature, religion) +16, Spellcraft +18, 
  Stealth +14, Survival +11, Use Magic Device +15; Racial 
  Modifiers +2 Spellcraft, +2 Use Magic Device
  Languages understands Common
  SQ trainer spells (CL 9, uses Intelligence)
  9
  Next
  
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Create Water, Detect Magic, Disrupt Undead, Haunted 
  Fey Aspect
  1st
  Cause Fear, Dancing Lantern, Doom, Entangle, Repair 
  Undead
  2nd
  Burning Gaze, Continual Flame, Heat Metal, Scare, 
  Sickening Entanglement
  3rd
  Arcane Sight, Heart of the Metal, Speak with Plants, 
  Spike Growth
  4th
  Dragon’s Breath (fire only), Fear, Fire Shield, Flame 
  Strike
  5th
  Blight, Mass Repair Undead, Unbreakable Construct, 
  Wall of Thorns
  6th
  Analyze Dweomer, Chains of Fire, Ironwood
  7th
  Fire Storm, Greater Arcane Sight
  8th
  Horrid Wilting, Incendiary Cloud, Iron Body
  9th
  Fiery Body
  Jack-o’-lantern coMPanion (carver)
  Pumpkins grow naturally at the edge of Scribe’s Marsh, 
  drawing in water and the natural magic from the region over the 
  course of the year. Haunted Eve is harvest time for pumpkins, 
  and it is during this time that some of the gourds become Jack-
  o’-Lantern monsters.
  CR 1 
  XP 400
  NE Medium plant
  Init –2; Senses low-light vision, tremorsense 30 ft.; Perception +7
  Aura fear (20 ft., DC 13)
  DEFENSE
  AC 11, touch 8, flat-footed 11 (–2 Dex, +3 natural)
  hp 11 (2d8+2)
  Fort +4, Ref –2, Will +2
  Immune plant traits; Resist fire 15
  OFFENSE
  Speed 15 ft.
  Melee bite +3 (1d6+2), slam +3 (1d4+2 plus strangling ensnare)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  Special Attacks breath weapon (20-ft. cone, 1d10 fire, 
  Reflex DC 12 half, usable every 1d4 rounds), explode, 
  strangling ensnare (DC 14)
  STATISTICS
  Str 15, Dex 7, Con 12, Int 2, Wis 14, Cha 7
  Base Atk +1; CMB +3; CMD 11 (can’t be tripped)
  Feats Ability Focus (strangling ensnare)
  Skills Perception +7
  SQ pumpkin form
  SPECIAL ABILITIES
  Explode (Ex): One round after a jack-o’-lantern is reduced to 0 
  or fewer hit points, it explodes in a burst of flaming spores. 
  Creatures within 10 feet of an exploding jack-o’-lantern must 
  succeed at a DC 12 Reflex save or take 2d6 points of fire damage 
  and be stunned for 1 round. A successful save halves the 
  damage and negates the stun. The DC is Constitution-based.
  Fear Aura (Su): Any creature within 30 feet of a jack-o’-lantern 
  must succeed at a DC 13 Will save or be shaken for 2d6 minutes. 
  If the Will save is successful, the creature is immune to that 
  jack-o’-lantern’s fear aura for 24 hours. This is a vision-based 
  mind-affecting fear effect. The save DC is Charisma-based and 
  includes a +4 racial bonus.
  Pumpkin Form (Su): A jack-o’-lantern can shrink in size and douse 
  its sinister fiery radiance, allowing it to blend in almost perfectly 
  with normal pumpkins and take 20 on its Stealth checks to hide 
  in plain sight as a normal pumpkin. While using this ability, a 
  jack-o’-lantern loses its fear aura. A jack-o’-lantern can use this 
  ability as a full-round action and end it as a free action.
  Strangling Ensnare (Ex): A jack-o’-lantern’s slam attack entangles 
  the target in its vines for 2d4 rounds unless the target succeeds 
  at a DC 14 Reflex save. The target can attempt to burst these 
  entangling vines before the duration expires with a successful 
  DC 12 Strength or Escape Artist check as a full-round action. 
  While the target is entangled, its vines also grasp at the target’s 
  mouth. The target cannot speak or cast spells with verbal 
  components while it is entangled by the jack-o’-lantern. When 
  a creature is entangled by this ability, the jack-o’-lantern loses 
  its slam attack, but it can end this ability as a free action. The 
  save and the burst DCs are Constitution-based.
  10
  Previous
  
  MONSTORIN TRAITS
  +2 Wis, +2 Cha: Jack-o’-lantern monstorin are attentive and 
  intimidating.
  Medium: A jack-o’-lantern’s size gives no bonuses or penalties.
  Slow Speed: Jack-o’-lanterns have a base speed of 20 ft. Their 
  speed is never modified by armor or a heavy load.
  Low-Light Vision: Jack-o’-lanterns can see twice as far as 
  humans in conditions of dim light.
  Deathless Spirit: Jack-o’-lanterns gain resistance 5 against 
  negative energy damage. They do not lose hit points when 
  they gain a negative level, and they gain a +2 racial bonus on 
  saving throws against death effects, energy drain, negative 
  energy, and spells or spell-like abilities of the necromancy 
  school.
  Fertile Soil: Jack-o’-lantern sorcerers with the verdant bloodline 
  count their Charisma as +2 higher for all sorcerer spells and 
  class abilities. Jack-o’-lantern clerics with the plant domain 
  and trainers with access to pumpkin companion spells use 
  domain powers and cast spells at +1 caster level. This only 
  effects the potency of powers and spells. It does not grant 
  early access to them.
  Pumpkin Resistance: Jack-o’-lanterns gain resist fire 5 and 
  electricity 5.
  Jack-o’-lantern hero (scarecroW)
  Over time, some pumpkin companions shrink as their power 
  becomes more potent. Once they’re reached an appropriate size, 
  these jack-o’-lanterns steal the bodies from unliving scarecrows 
  scattered throughout the marsh by researchers and take them 
  over for their own needs. As scarecrows, these monsters become 
  constructs while still maintaining some of their original plant 
  traits.
  CR 10 
  XP 9,600
  N Medium construct (augmented plant)
  Init +0; Senses low-light vision; Perception +15
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 75 (10d10+20)
  Fort +7, Ref +7, Will +9
  Defensive Abilities unnatural grace; DR 10/slashing; Immune 
  construct traits, polymorph; Resist fire 15
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +14 (1d8+3/19-20 plus fear)
  Special Attacks fascinating stare (DC 19)
  STATISTICS
  Str 16, Dex 11, Con –, Int 9, Wis 14, Cha 15
  Base Atk +10; CMB +13; CMD 23
  Feats Ability Focus (fascinating stare), Great Fortitude, Improved 
  Critical (slam), Lightning Reflexes, Weapon Focus (slam)
  Skills Perception +15; SQ freeze, trainer spells (CL 10)
  SPECIAL ABILITIES
  Fascinating Stare (Su): The target is fascinated, 30 feet, Will DC 
  19 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. The subject cowers in fear and 
  freezes in place. It is aware and breathes normally but cannot 
  take any actions, even speech. Each round on its turn, the 
  subject may attempt a Will saving throw (DC 17) to end the 
  effect. This is a full-round action that does not provoke attacks 
  of opportunity. This is a mind-affecting fear effect. The save DC 
  is Charisma-based.
  Freeze (Ex): As pumpkin form, but the jack-o’-Lantern 
  hero appears to be a normal scarecrow.
  Unnatural Grace (Su): The 
  scarecrow gains a bonus to 
  all saving throws equal to 
  its Charisma modifier. This 
  bonus does not stack with 
  similar bonuses or 
  abilities.
  11
  Next
  
  Jack-o’-lantern king (PuMPkin lord)
  The oldest of jack-o’-lanterns and scarecrows become 
  pumpkin lords. These scarecrow skeletons are a truly terrifying 
  sight, with a small, white head much like a skull and clothes 
  that have blackened with age. Their hands end in long, claw-like 
  fingers, and their arms and legs extend out to disproportionate 
  lengths. When the wind passes through these monsters’ tattered 
  forms, it makes a creepy, musical sound, as if the skeletons are 
  humming a familiar toon.
  It’s not just the appearance of the pumpkin lords that puts 
  fear in even the most stalwart of heroes, though. They are also 
  accomplished spellcasters, able to call forth powerful magic 
  otherwise only available to the trainers who capture them.
  CR 19 
  XP 204,800
  N Medium undead (augmented plant)
  Init +6; Senses low-light vision; Perception +37
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 247 (26d8+130)
  Fort +18, Ref +16, Will +21
  Defensive Abilities unnatural grace; DR 15/adamantine and 
  bludgeoning; Immune fire, polymorph, undead traits
  OFFENSE
  Speed 40 ft.; climb 40 ft.
  Melee 2 slams +23 (bludgeoning, 2d8+3/19-20 plus terrify) or 2 
  claws +23 (slashing, 2d6+3/19-20 plus terrify)
  Ranged pumpkin bomb* +21 (splash 10 ft., 3d8/1d8 fire)
  Space 5 ft.; Reach 10 ft.
  Special Attacks Wail of the Banshee (1/day, DC 25)
  STATISTICS
  Str 16, Dex 15, Con –, Int 11, Wis 14, Cha 19
  Base Atk +19; CMB +22; CMD 34
  Feats Ability Focus (wail of the banshee), Combat Casting, Great 
  Fortitude, Improved Critical (claw, slam), Improved Initiative, 
  Lightning Reflexes, Skill Focus (acrobatics, perception, stealth), 
  Weapon Focus (claw, pumpkin bomb, slam)
  Skills Acrobatics +34, Climb +43, Perception +34, Stealth +34
  SQ freeze, trainer spells (CL 19)
  Combat Gear pumpkin bomb (20)
  SPECIAL ABILITIES
  Freeze (Ex): As pumpkin form, but the jack-o’-Lantern king 
  appears to be a normal scarecrow.
  Terrify (Su): A pumpkin lord’s touch infuses its target with 
  overwhelming waves of terror. The subject cowers in fear and 
  freezes in place. It is aware and breathes normally but cannot 
  take any actions, even speech. Each round on its turn, the 
  subject may attempt a Will saving throw (DC 27) to end the 
  effect. This is a full-round action that does not provoke attacks 
  of opportunity. Only mindless creatures are immune to this 
  effect. The save DC is Charisma-based.
  Unnatural Grace (Su): The scarecrow gains a bonus to all saving 
  throws equal to its Charisma modifier. This bonus does not 
  stack with similar bonuses or abilities.
  Wail of the Banshee (Su): As the spell, once per day.
  * This item counts as alchemist’s fire, except it deals 3d8 points of fire damage on a direct 
  hit and creatures surrounding the target area take 1d8 points of fire damage instead.
  12
  Previous
  
  craWling claW
  When the Scribe’s Brush started its twisted transformation 
  into a swamp, investigators and slayers were hired by the king 
  to find out why it was happening. On several occasions, the 
  creatures that these adventurers found would lash out, maiming 
  or outright killing them. Eventually, only slayers would venture 
  into the marsh at night, and only under direct orders to do so. 
  Still, many never returned whole.
  As time passed and monster training became the prevalent 
  occupation within the Kingdom, researchers and scouts would 
  take the place of the slayers, capturing monsters and researching 
  them. The magic used by the trainers seeped into the ground, 
  filling the area in which so many had lost limb and life.
  The side effect of these events is the crawling claw; a creature 
  some fear for its eerie resemblance to a humanoid hand. Despite 
  the natural tendency to avoid them, spellcasters in recent 
  years have started to use crawling claws as familiars, seeking 
  knowledge locked away within the magic that animates them. 
  Trainers in particular have learned to harness that magic and put 
  it to use.
  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 (2 plus grab)
  Space 1 ft.; Reach 0 ft.
  Special Attacks sneak attack +1d6, strangle, studied target (+1)
  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)
  SPECIAL ABILITIES
  Grab (Ex): The claw can grab up to a medium-sized creature.
  Studied Target (Ex): As a move action, the claw can study an 
  opponent it can sense, granting it a +1 bonus to attacks and 
  damage against that target. If it hits with sneak attack, the 
  claw can apply its studied target effect as an immediate action 
  instead. A trainer with this ability must be able to see the target.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Mage Hand, Touch of Fatigue
  1st
  Anticipate Peril, Chill Touch, Shocking Grasp, Stone 
  Fist, True Strike
  2nd
  Barkskin, Frigid Touch, Knock, Spectral Hand, Stricken 
  Heart
  3rd
  Pain Strike, Resinous Skin, Vampiric Touch
  4th
  Bloody Claws, Lesser Simulacrum, Rusting Grasp, 
  Stoneskin
  5th
  Interposing Hand, Mass Pain Strike
  6th
  Forceful Hand
  MONSTORIN TRAITS
  +2 Str, +2 Dex: The transformation from crawling claw into 
  monstorin returns some semblance of the original creature 
  to the race in the form of a puppet-like body onto which the 
  claw attaches itself.
  Small: Crawling Claws are Small creatures and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty 
  to their CMB and CMD, and a +4 size bonus on Stealth checks.
  Fast Movement: Crawling claws have a base speed of 30 ft.
  Darkvision: Crawling claws have darkvision out to 60 ft.
  Puppet Body: The crawling claw’s monstorin body is little more 
  than a puppet through which the hand can speak and interact 
  with others. As a result, the claw takes half damage from 
  critical hits unless that damage could be dealt to its hands. 
  It also takes half damage from any attack that is specifically 
  aimed at a body part other than its hands.
  Having a body isn’t perfect, however. Crawling claw monstorin 
  possess all of the relevant senses of a humanoid creature and 
  lose their blindsense ability. They can be affected in all ways 
  by spells and abilities that target humanoids. If the claw’s 
  body dies and it is not removed by some means, 
  the claw will also die within 1 minute. Many 
  crawling claw monstorin who find 
  themselves in danger will cut off their hands, 
  transfering the magic back into the severed 
  appendage. A recently severed claw has its 
  climb and movement speeds reduced to 
  15 ft. for 24 hours and cannot take on 
  another body for at least 3 weeks 
  (21 days) minus 1 day for 
  each character level it 
  possesses.
  True Strike (Sp): A 
  crawling claw can cast 
  true strike as a spell-like ability 
  once per day. Its caster level is equal to its character level.
  13
  Next
  
  deMons
  Ghouls and ghosts are not the only things that bump around 
  in Scribe’s Marsh. After a rogue band of cultists broke away from 
  the Thieves’ Guild and set out to overthrow the human king in 
  their own way. They called themselves the Callers of the Void, 
  and even after their attempts were routed, the creatures that 
  the Callers brought into the world would taint it forever after.
  shift deMon (chlorite)
  The attack on the castle orchestrated by the Callers of the Void 
  brought many dangerous monstorin into the Kingdom. When the 
  castle grounds were moved further west, several groups of the 
  monsters that remained made their way into the Scribe’s Marsh, 
  where they took up residence and have remained since.
  Chlorite, while originally thought to be a form of Fel’Kraz, was 
  one of the demons brought into the world during that world-
  changing event. This monster’s most dangerous talent is its 
  ability to grow into forms similar to other monstorin; a fact that 
  makes it one of the hardest enemies to predict and expect 
  during battle.
  CR 16 
  XP 76,800
  CE Tiny outsider (chaotic, demon, evil, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +39
  Aura confusion (5 ft., DC 23)
  DEFENSE
  AC 27, touch 18, flat-footed 21 (+6 Dex, +9 natural, +2 size)
  hp 226 (23d10+100); Fort +19, Ref +19, Will +11
  DR 5/cold iron and good; Immune electricity, poison, polymorph; 
  Resist acid 10, cold 10, fire 
  10; SR 29
  OFFENSE
  Speed 15 ft. 
   
  Space 2-1/2 ft.; 
  Reach 0 ft.
  Melee slam +32 (1d4–1 
  plus scorching ray), 2 
  claws +32 (1d2–1)
  Special Attacks breath
  weapon 
  (15-ft. 
  cone, 
  11d6 
  damage, Fort DC 25 half, usable 
  every 1d4 rounds), scorching 
  ray
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Bleed, Detect Magic, Flare, Light, Read Magic
  1st
  Bristle, Cause Fear, Doom, Inflict Light Wounds, 
  Repair Undead
  2nd
  Burning Gaze, Darkness, Invisibility, Produce Flame, 
  See Invisibility
  3rd
  Continual Flame, Dispel Magic, Gaseous Form
  4th
  Aura of Doom, Bestow Curse, Fear, Scorching Ash 
  Form
  5th
  Damnation Stride, Feast on Fear, Suffocation
  6th
  Blade Barrier, Major Curse, Mass Inflict Moderate 
  Wounds
  7th
  Fire Storm
  8th
  Frightful Aspect, Incendiary Cloud, Iron Body
  9th
  Mass Suffocation, Power Word Kill
  SPELL-LIKE ABILITIES (CL 18TH)
  At will—fear (DC 18), damnation stride (DC 19)
  3/day—mass inflict moderate wounds (DC 20)
  1/day— Frightful Aspect
  STATISTICS
  Str 9, Dex 23, Con 18, Int 12, Wis 14, Cha 18
  Base Atk +23; CMB +27; CMD 36
  Feats Agile Maneuvers, Combat Casting, Dodge, Great Fortitude, 
  Improved Initiative, Iron Will, Mobility, Quicken Spell-Like 
  Ability (scorching ray), Skill Focus (Perception), Weapon 
  Finesse, Weapon Focus (claw, slam)
  Skills Bluff +25, climb +27, Escape Artist +27, Intimidate +25, 
  Perception +37, Sense Motive +23, Survival +20; Racial 
  Modifiers +8 Perception
  Languages Abyssal, Celestial, Common; telepathy 100 ft.
  SPECIAL ABILITIES
  Aura of Confusion (Su): As the spell. A creature that successfully 
  saves cannot be affected again by that chlorite’s aura of 
  confusion for one day. Other demons are immune to the 
  chlorite’s aura of confusion. The save DC is Charisma-based.
  Breath Weapon (Su): Once every 1d4 rounds, a chlorite can 
  breathe forth a cone of bluish gas in a 40-foot cone. The gas 
  lingers in the area for 1d2 rounds before dispersing. The save 
  DC is Constitution-based.
  Scorching Ray (Sp): As a swift action, the chlorite can apply 
  scorching ray to its slam attack as though it were a spell storing 
  weapon.
  14
  Previous
  
  devils
  Demons may have been brought into the world by the 
  machinations of humans, but devils found their way into the 
  Kingdom without help. Lured by the promise of power and the 
  temptation of corruption, devils make themselves well known to 
  trainers in search of their talents.
  true Bone devil (osyluth)
  Careful research has recently revealed that the osyluths found 
  around the Kingdom are actually lesser beings, sometimes 
  referred to as thusylos by their ilk. Thusylos look to their bone 
  devil cousins in jealous reverence while striving to live up to their 
  potential as the great tricksters of the Abyssal realms.
  CR 13 
  XP 25,600
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +10; Senses darkvision 60 ft.; Perception +25
  Aura fear aura (10 ft., DC 22, 1d6 rounds)
  DEFENSE
  AC 26, touch 15, flat-footed 20 (+6 Dex, +11 natural, –1 size)
  hp 168 (16d10+80);  
  Fort +15, Ref +16, Will +9
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +22 melee (1d8+6), 2 claws +22 melee (1d6+6), sting 
  +22 melee (3d4+6 plus poison)
  Space 10 ft.; Reach 10 ft.
   SPELL-LIKE ABILITIES (CL 13th)
  Constant—fly
  At will—shadow step, invisibility (self only)
  5/day—bloody claws, major image (DC 17)
  3/day—quickened invisibility (self only)
  1/day—unwilling shield (DC 20)
  STATISTICS
  Str 22, Dex 22, Con 20, Int 16, Wis 15, Cha 18
  Base Atk +16; CMB +21; CMD 37
  Feats Alertness, Combat Reflexes, Improved Initiative, 
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Detect Magic, Disrupt Undead, Ghost Sound, Haunted 
  Fey Aspect, Ray of Frost, Read Magic
  1st
  Disguise Self, Frost Bite, Hide from Undead, Lesser 
  Confusion, Vanish
  2nd
  Alter Self, Ghostbane Dirge, Invisibility, Savage Maw, 
  Scare
  3rd
  Fly, Halt Undead, Major Image, Suggestion
  4th
  Anti-Incorporeal Shell, Bloody Claws, Confusion, 
  Greater Invisibility
  5th
  Mass Ghostbane Dirge, Persistent Image, Polymorph, 
  Spell Resistance
  6th
  Mislead, Undeath to Death, Unwilling Shield
  7th
  Ethereal Jaunt, Insanity, Project Image
  8th
  Iron Body, Polar Ray, Protection from Spells
  9th
  Etherealness, Foresight, Polar Midnight
  Iron Will, Quicken Spell-Like Ability (invisibility), Weapon Focus 
  (bite, claw, sting)
  Skills Bluff +23, Diplomacy +23, Fly +28, Intimidate +23, 
  Knowledge (planes) +22, Perception +25, Sense Motive +25, 
  Spellcraft +22, Stealth +21
  Languages Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SPECIAL ABILITIES
  Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; 
  effect 1d3 Str damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  15
  Next
  
  osyluth, greater Winged
  During Haunted Eve, bone devils migrate to Scribe’s Marsh for 
  a perverse rite of passage wherein the strongest among them 
  consume the year’s harvest of corrupted pixies from the nearby 
  Painted Forest and grow into greater winged osyluths.
  Osyluths of this variety are powerful enough to challenge even 
  the toughest of greater devils and a number of lesser archdevils 
  as well. In the heavens, they contend with valoren, while on the 
  material plane, they battle just as strongly against timeslayers, 
  shardragons, and nightwalkers, with or without their poison.
  CR 17 
  XP 25,600
  LE Huge outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft.; Perception +29
  Aura fear aura (10 ft., DC 24, 1d6 rounds)
  DEFENSE
  AC 27, touch 13, flat-footed 22 (+5 Dex, +14 natural, –2 size)
  hp 250 (20d10+140);  
  Fort +18, Ref +19, Will +10
  DR 15/cold iron and good; Immune fire, poison; Resist acid 
  10, cold 10; SR 26
  OFFENSE
  Speed 40 ft., fly 60 ft. (average)
  Melee bite +29 melee (2d8+10), 2 claws +29 melee (2d6+10), 
  sting +29 melee (3d6+10 plus poison)
  Space 15 ft.; Reach 15 ft.
  SPELL-LIKE ABILITIES (CL 13th)
  At will—shadow step, invisibility (self only)
  5/day—bloody claws, major image (DC 17)
  3/day—quickened invisibility (self only)
  1/day—unwilling shield (DC 20)
  STATISTICS
  Str 30, Dex 21, Con 24, Int 16, Wis 15, Cha 18
  Base Atk +20; CMB +32; CMD 47
  Feats Alertness, Combat Reflexes, Critical Focus, Improved 
  Initiative, Iron Will, Quicken Spell-Like Ability (invisibility), Skill 
  Focus (stealth), Weapon Focus (bite, claw, sting)
  Skills Bluff +27, Diplomacy +27, Fly +27, Intimidate +27, 
  Knowledge (planes) +26, Perception +29, Sense Motive +29, 
  Spellcraft +26, Stealth +26
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 
  ft.
  SPECIAL ABILITIES
  Sting—injury; save Fort DC 27; frequency 1/round for 6 rounds; 
  effect 1d3 Str damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  16
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  ProdigyUM
  Benefit: Choose two Craft, Perform, or Profession skills in 
  any combination (two Craft skills, a Craft skill and a Perform 
  skill, and so on). You receive a +2 bonus on checks with these 
  skills. If you have 10 or more ranks in any one of these skills, 
  the bonus increases to +4 for that skill.
  Special: You can gain this feat multiple times. Its effects do 
  not stack. Each time you take the feat, it applies to two new 
  skills.
  dreaM iMP cousin (MogWeird)
  The Dream Imp gets its title, the little fantasy, because it is a 
  joy for any researcher to find and capture one. In their first year 
  of life, wild moggish forage and build their first tools that they 
  will later use to craft more complex objects and, eventually, the 
  kit they need to grow into moggles.
  But not all dream imps are inclined toward eventually growing 
  up. These childish monsters are called mogweirds, because 
  they trade their inventiveness for clever action and occasional 
  trickery. This is why mogwierds love Haunted Eve and the 
  Kingdom’s various gift-giving holidays so much; it lets them flex 
  their creative muscles without fear of reprise.
  So unwilling are they to change that, when forced to grow, 
  mogweirds don’t become moggles; they become gremlins 
  instead. Often, gremlins who were once mogweirds harbor ill will 
  and anger toward their trainers or whomever forced the change 
  upon them. These feelings manifest as evil pranks and dangerous 
  games that usually end in somebody getting hurt.
  CR 2 
  XP 600
  NG Tiny dragon
  Init +1; Senses dragon senses; Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
  hp 22 (4d12–4); Fort +5, Ref +5, Will +5
  Immune electricity, paralysis, sleep
  OFFENSE
  Speed 20 ft.  
  Space 2-1/2 ft.; Reach 0 ft.
  Melee 2 claws +7 (1d3+1)
  Special Attacks hydraulic push (CL 4th, see text)
  STATISTICS
  Str 12, Dex 13, Con 9, Int 14, Wis 9, Cha 14
  Base Atk +4; CMB +3; CMD 14
  Feats Great Fortitude, Iron Will
  MONSTORIN TRAITS
  +2 Int, +2 Cha: Dream imp monstorin are smart and charismatic.
  Medium: Dream imps’ size gives no bonuses or penalties.
  Base Speed: Dream imps have a base speed of 30 feet.
  Dragon’s Blood: Dream Imps are immune to magic sleep effects 
  and gain a +2 racial bonus on saving throws made against 
  paralysis spells and effects. They are also treated as dragons 
  for the purpose of spells and effects related to creature type.
  Low-Light Vision: Dream imps can see twice as far as humans in 
  conditions of dim light.
  Devious Nature: Mogweirds gain a +2 racial bonus to Bluff and 
  Sense Motive checks. They also gain Prodigy as a bonus feat.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Detect Magic, Lullaby, Read Magic
  1st
  Expeditious Retreat, Mage Armor, Magic Weapon, 
  Remove Fear, Sleep
  2nd
  Bear’s Endurance, Fog Cloud, Glitterdust, Make Whole, 
  Wood Shape
  3rd
  Arcane Sight, Deep Slumber, Greater Magic Weapon
  4th
  Minor Creation, Solid Fog, Stone Shape
  5th
  Fabricate, Major Creation, Symbol of Sleep
  6th
  Cloak of Dreams, Ironwood, Mass Bear’s Endurance
  7th
  Greater Arcane Sight, Reverse Gravity, Simulacrum
  8th
  Moment of Prescience
  9th
  Foresight, Mage’s Disjunction
  Skills Appraise +9, Bluff +11, Heal +6, Knowledge (religion) +9, 
  Perception +6, Perform (any one) +9, Sense Motive +8, Spellcraft 
  +9, Stealth +9; Racial Modifiers +2 Bluff, +2 Sense Motive
  Languages Common, Draconic, Elven
  SPECIAL ABILITIES
  Hydraulic Push (Su): Every 1d4 rounds, a mogweird can 
  spit water, creating an effect identical to the hydraulic 
  push spell cast by a 4th-level spellcaster.
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  elcu
  Elcu are the offspring of fully grown cucuy and cucalon who 
  imbue a piece of their burning, ghostly essence into a child’s 
  toy they have stolen. Despite warnings from experienced 
  researchers, children and young trainers enjoy finding wild elcu 
  because they can take on the semblance of the doll onto which 
  they were imprinted, This sometimes has peculiar consequences 
  since the wild monstorin grow by feeding on a child’s latent aura.
  CR 8 
  XP 4,800
  CN Small outsider (native, incorporeal)
  Init +8; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+4 Dex, +5 deflection, +1 size)
  hp 65 (10d10+10)
  Fort +6; Ref +11; Will +7; Defensive Abilities incorporeal
  OFFENSE
  Speed 20 ft., fly 20 ft. (perfect)
  Melee incorporeal touch +15 (1d4 plus spine tingler)
  Special Attacks spine tingler (DC 21)
  SPELL-LIKE ABILITIES (CL 8th)
  Constant—dancing lantern
  At will—haunted fey aspect (DC 15), ghostbane dirge (DC 17), 
  scorching ash form (self only, DC 19)
  3/day—fear (DC 19), that which was
  STATISTICS
  Str —, Dex 18, Con 12, Int 12, Wis 10, Cha 20
  Base Atk +10; CMB +13; CMD 23 (can’t be tripped)
  Feats Alertness, Ability Focus (spine tingler), Great Fortitude, 
  Lightning Reflexes, Improved Initiative
  Skills Bluff +18, Intimidate +18, Knowledge (the planes) +14, 
  Perception +17, Sense Motive +17, Stealth +21, Survival +13
  Languages Common
  SQ ghostly games (large), that which was (CL 8th, CR 8, 
  4th-level spells, DC 20)
  SPECIAL ABILITIES
  Ghostly Games (Sp): As a full 
  round action, an elcu can take 
  possession of an unattended 
  large or smaller object. This 
  turns the elcu into an animated 
  object of the appropriate size 
  for up to one round per hit dice
  of the elcu. Once the duration is up, the object is destroyed, or 
  the elcu otherwise leaves the object, it can escape on its next 
  turn, taking half the damage dealt to the object it possessed in 
  the process.
  Spine Tingler (Su): A living creature touched by an elcu must 
  make a DC 21 Fortitude save or immediately drops anything it 
  is holding and fall prone, shivering for 1 round. It is not helpless 
  but is unable to make any actions during this round. The save 
  DC is Constitution-based and includes a +2 racial bonus.
  That Which Was (Su): As a standard action, an elcu can imitate 
  any spell of 4th level or lower or spell-like ability of a CR 8 or 
  lower creature used within 30 feet of it since the end of its last 
  turn. The elcu has a caster level of 8th. The save DC (if any) to 
  resist an imitated spell or spell-like ability is 10 + one-half the 
  elcu’s hit dice + the elcu’s Charisma modifier.
  In addition, any spell or spell-like ability meeting the same 
  requirements that directly targets an elcu is reflected back on 
  the attacker with full effect (caster level and save DC equal to 
  that of the original caster). The spell does still affect the elcu 
  as well.
  elcu adult (cucuy)
  Some researchers believe cucuy to be the most dangerous 
  member of the cucalon family. Because of its unstable form, 
  cucuy requires a constant source of energy to prevent it from 
  reverting back into elcu. Trainers who raise these monstorin 
  possess the essence required to hold them in a solid state, but 
  even they sometimes complain of bad dreams after a hard day of 
  battling with their cucuy companion.
  CR 13 
  XP 25,600
  CN Medium outsider (native, incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 19, touch 19, flat-footed 16 (+3 Dex, +6 deflection)
  hp 120 (16d10+32)
  Fort +9; Ref +15; Will +10 
  Defensive Abilities incorporeal
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Melee incorporeal touch +19 (1d4 plus spine tingler)
  Special Attacks spine tingler (DC 25)
  18
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  elcu elder (cucalon)
  The first cucalon were created in archaic rituals using 
  spiritual torches and dummies carved from deadwood trees. 
  The spellcasters used their new companions to travel through 
  the veil, past the kytharia who blocked their way, and to lands 
  beyond the waking world.
  Over time, the cucalon came into their own power, first 
  mastering the rituals, then simplifying them to create lesser 
  beings, called elcu. When the spellcasters ceased their own 
  practices, the cucalon left into the swamps of the Kingdom, 
  where they and their ilk seek power with which to sustain their 
  cravings.
  CR 19 
  XP 102,400
  CN Medium outsider (native, incorporeal)
  Init +9; Senses darkvision 60 ft.; Perception +38
  DEFENSE
  AC 23, touch 23, flat-footed 18 (+5 Dex, +8 deflection)
  hp 166 (23d10+40)
  Fort +13; Ref +20; Will +15 Defensive Abilities incorporeal
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Melee incorporeal touch +28 (1d4 plus spine tingler)
  Special Attacks spine tingler (DC 29)
  SPELL-LIKE ABILITIES (CL 19th)
  Constant—dancing lantern
  At will—haunted fey aspect (DC 18), ghostbane dirge (DC 20), 
  scorching ash form (self only, DC 22)
  3/day—fear (DC 20), greater shadow conjuration (DC 25), greater 
  shadow evocation (DC 26), that which was
  1/day—shades (DC 27)
  SPELL-LIKE ABILITIES (CL 13th)
  Constant—dancing lantern
  At will—haunted fey aspect (DC 16), ghostbane dirge (DC 18), 
  scorching ash form (self only, DC 20)
  3/day—fear (DC 20), shadow conjuration (DC 20), shadow 
  evocation (DC 21), that which was
  STATISTICS
  Str —, Dex 16, Con 14, Int 12, Wis 10, Cha 22
  Base Atk +16; CMB +19; CMD 29 (can’t be tripped)
  Feats Alertness, Ability Focus (spine tingler), Combat Casting, 
  Great Fortitude, Lightning Reflexes, Improved Initiative, 
  Improved Spell Focus (illusion)
  Skills Bluff +25, Intimidate +25, Knowledge (the planes) +20, 
  Perception +23, Sense Motive +23, Stealth +22, Survival +19
  Languages Common; SQ ghostly games (huge), that which was 
  (CL 13th, CR 13, 6th-level spells, DC 24)
  STATISTICS
  Str —, Dex 20, Con 18, Int 16, Wis 14, Cha 26
  Base Atk +23; CMB +28; CMD 38 (can’t be tripped)
  Feats Alertness, Ability Focus (spine tingler), Combat Casting, 
  Great Fortitude, Improved Initiative, Improved Spell Focus 
  (illusion), Lightning Reflexes, Skill Focus (bluff, perception, 
  sense motive, stealth)
  Skills Bluff +40, Intimidate +34, Knowledge (the planes) +29, 
  Perception +38, Sense Motive +38, Stealth +37, Survival +28
  Languages Common; SQ ghostly games (gargantuan), that which 
  was (CL 19th, CR 19, 9th-level spells, DC 29)
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Flare, Ghost Sound, Haunted Fey Aspect, Light, That 
  Which Was
  1st
  Blurred Movement, Dancing Lantern, Hypnotism, 
  Vanish
  2nd
  Continual Flame, Ghostbane Dirge, Jitterbugs, Scare
  3rd
  Gaseous Form, Hostile Levitation, Major Image, 
  Speak with Dead
  4th
  Fear, Scorching Ash Form, Shadow Conjuration
  5th
  Damnation Stride, Mass Ghostbane Dirge, Shadow 
  Evocation
  6th
  Animate Objects, Programmed Image
  7th
  Greater Shadow Conjuration
  8th
  Frightful Aspect, Greater Shadow Evocation, 
  Irresistible Dance
  9th
  Shades
  19
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  fang critter
  Before being called into the world, fang critters were kept as 
  pets by the farrealmers. When their masters joined the monsters 
  that already existed within the Kingdom, the fang critters weren’t 
  far behind.
  Despite their small size, fang critters are dangerous in numbers. 
  A group of six, sometimes called a cluster or swarm, could wipe 
  out a party of unprepared adventurers, while a family of ten or 
  more might threaten an entire village or small garrison. Families 
  sometimes gather into a single, large ball of fangs and sharp 
  fur, able to withstand hits that would kill an individual member 
  and trample over small creatures leaving nothing but bone in its 
  wake.
  CR 3 
  XP 800
  CN Tiny magical beast
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
  hp 30 (4d10+8); Fort +6, Ref +6, Will +2
  Defensive Abilities curl
  OFFENSE
  Speed 30 ft.
  Melee bite +6 (1d6/x3 plus grab), 2 claws +1 (1d3)
  Special Attacks poison barb (DC 14), shatter (3/day, DC 10)
  STATISTICS
  Str 11, Dex 14, Con 15, Int 12, Wis 9, Cha 6
  Base Atk +4; CMB +4; CMD 14
  Feats Dodge, Iron Will
  Skills Acrobatics +9, Intimidate +5, Perception +6, Stealth 
  +10
  Languages understands Common
  SPECIAL ABILITIES
  Curl (Ex): Swift action; grants +4 natural armor and DR 
  2/–, but the fang critter cannot use bite or claw. 
  Free action to uncurl.
  Poison Barb (Ex): Injury; saving throw Fort 
  DC 14; frequency 1/round for 4 
  minutes; effect sleep; cure 1 save or 
  removal of the barb.
  Shatter (Su): As the spell; 3/day; caster level 4th.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  1st
  Cause Fear, Jump, Mage Armor, Magic Fang, Sleep
  2nd
  Delay Poison, Lockjaw, Savage Maw, Scare, Shatter
  3rd
  Burrow, Deep Slumber, Greater Magic Fang, Poison
  4th
  Fear, Freedom of Movement, Stoneskin, Strong Jaw
  MONSTORIN TRAITS
  +2 Dex, +2 Int, –2 Wis: Fang critter monstorin are quick and 
  smart, but can be stubborn and hard to reason with.
  Small: Fang critters are Small creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty to 
  their CMB and CMD, and a +4 size bonus on Stealth checks.
  Fast Movement: Fang critters have a base speed of 30 ft.
  Monstrous Humanoid: As monstrous humanoids, fang critters 
  have darkvision out to 60 ft.
  Bite: Fang critters have a natural bite attack that deals 1d3 
  damage on a hit. This attack can be a primary attack or a 
  secondary attack if the fang critter is wielding manufactured 
  weapons.
  Curl: As a standard action, a fang critter can curl up into a 
  ball, granting it a +4 natural armor bonus and DR 2/–. It can 
  still move while curled up in this way, but can take no other 
  actions. It can uncurl as a move action or as a free action 
  while moving.
  20
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  Farrealmer Traits
  Farrealmers are chaotic outsiders that call the Dreamlands 
  their home. Only the toughest of farrealmers ever survive on 
  the material plane.
  Traits: Farrealmers possess a particular suite of traits (unless 
  otherwise noted in a creature’s entry) as summarized here.
  • Immunity to mind-affecting effects.
  • When a farrealmer is dealt damage, it gains resistance 
  and/or damage reduction against similar attacks for 1 round. 
  The resistance equals the farrealmer’s hit dice.
  • Farrealmers gain Toughness as a bonus feat. For every 5 
  hit dice a farrealmer possesses, it gains a +2 deflection bonus 
  to AC.
  • Farrealmers have good Fortitude, Reflex, and Will saves.
  • Except where otherwise noted, farrealmers speak 
  Common. Farrealmer aberrations speak the original languages 
  of their race.
  • A farrealmer’s natural weapons, as well as any weapons 
  it wields, are treated as chaotic for the purpose of resolving 
  damage reduction.
  farrealM life concePt (divinisPaWn)
  Originally, farrealmers were chaotic outsiders so far out on 
  the fringe of reality that their actions were inconsequential 
  to the rest of the planes. It wasn’t until the Callers of the Void 
  started tampering with magic they didn’t understand that the 
  farrealmers were drawn to the world and began their attempt to  
  conquer all realms.
  The farrealmers that exist in the Kingdom now are men and 
  women who were touched by the Void and transformed into 
  what they are now. Divinispawn are what remain of clerics and 
  other healers when they are afflicted in such a way.
  CR 11 
  XP 12,800
  CN Medium outsider (chaotic, extraplanar, farrealmer)
  Init +7; Senses Darkvision 60 ft.; Perception +8
  Aura madness 30 ft., DC 20
  DEFENSE
  AC 25, touch 17, flat-footed 22 (+3 Dex, +4 deflection, +8 natural)
  hp 95 (10d10+40); Fort +10, Ref +10, Will +14
  Immune farrealmer traits; Resist varies
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +14/+9 (1d6+5) or 2 slams +13 (1d4+3)
  Special Attacks corrupting touch (4/day), vision of madness (+5, 
  8/day)
  STATISTICS
  Str 16, Dex 17, Con 16, Int 10, Wis 20, Cha 8
  Base Atk +10; CMB +13; CMD 26
  Feats Combat Casting, Improved Initiative, Iron Will, Spell Focus 
  (enchantment), Toughness, Weapon Focus (quarterstaff)
  Skills Knowledge (history, planes, religion) +13, Perception +18, 
  Sense Motive +18, Spellcraft +13
  Languages Common; SQ trainer spells (CL 10th, uses Wisdom)
  SPECIAL ABILITIES
  Aura of Madness (Su): As a standard action, the divinispawn 
  can generate an aura of madness for up to 10 rounds per day. 
  Enemies within this aura are affected by confusion unless 
  they make a Will save (DC 20). The confusion effect ends 
  immediately when the creature leaves the area or the aura 
  expires. Creatures that succeed on their saving throw are 
  immune to this aura for 24 hours. These rounds need not be 
  consecutive. The save DC is Wisdom-based.
  Corrupting Touch (Su): A divinispawn can let chaotic power flow 
  through it to inflict the creature with a minor condition with a 
  melee touch attack . Its touch can cause the dazed, fatigued, 
  shaken, sickened, or staggered condition. A successful Will 
  saving throw (DC 20) negates this. The divinispawn chooses 
  which condition is inflicted. It can use this ability 4 times per 
  day. The save DC is Wisdom-based.
  Vision of Madness (Sp): The divinispawn can give a creature a 
  vision of madness as a melee touch attack. Choose one of the 
  following: attack rolls, saving throws, or skill checks. The target 
  receives a +5 bonus to the chosen rolls and a –5 penalty to the 
  other two types of rolls. This effect fades after 3 rounds.
  21
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  farrealM Wrath concePt (fleshsPaWn)
  As former barbarians, fleshspawn have become unthinking 
  muscle and flesh that relish in the annihilation of their enemies.
  CR 8 
  XP 4,800
  CN Large outsider (extraplanar, farrealmer)
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 21, touch 10, flat-footed 18 (+2 deflection, +1 Dex, +11 
  natural, –2 enrage, –1 size)
  hp 148 (9d10+99); loses 36 hit points when not enraged
  Fort +11, Ref +7, Will +11
  Immune farrealmer traits, frightened, nauseated, shaken, 
  sickened; Resist varies
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +15 (1d8+14/19-20 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks Enrage (27 rounds/day, applied here), 
  unarmed slam
  STATISTICS
  Str 24, Dex 13, Con 24, Int 14, Wis 13, Cha 9
  Base Atk +9; CMB +17; CMD 28
  Feats Critical Focus, Improved Natural Attack (slam), Iron Will, 
  Power Attack, Toughness, Weapon Focus (slam)
  Skills Acrobatics +13, climb +19, Intimidate +11, 
  Knowledge (planes) +14, Perception +13, Stealth +9
  Languages Common
  SPECIAL ABILITIES
  Enrage (Ex): The fleshspawn can enter a barbarian rage, as the 
  class feature, for up to 27 rounds per day. While enraged, it 
  grows one size category larger, the critical threat range of its 
  attacks doubles, and it deals double its strength damage with 
  attacks (already represented).
  A fleshspawn does not become fatigued if its enrage is dispelled 
  and may enrage again on its next turn if conscious and able to 
  do so.
  Unarmed Slam (Ex): The fleshspawn’s slam attack counts as an 
  unarmed strike for the purpose of feats, spells and abilities.
  AVAILABLE TRAINER SPELLS (ALL FARREALMERS)
  Level
  Spells
  0
  Daze, Detect Magic, Disrupt Undead, Guidance, Mage 
  Hand, Resistance
  1st
  Color Spray, Hypnotism, Lesser Confusion, Mage 
  Armor, Silent Image
  2nd
  Daze Monster, Detect Thoughts, Hold Person, 
  Jitterbugs, Pox Pustules
  3rd
  Blindness/Deafness, Pain Strike, Rage, Twilight Knife
  4th
  Blood Crow Strike, Mass Daze, Thorn Body, Vitriolic 
  Mist
  5th
  Break Enchantment, Cloudkill, Mass Pain Strike, 
  Shadow Evocation
  6th
  Blade Barrier, Transformation, Undeath to Death
  7th
  Insanity, Project Image, Regenerate
  8th
  Frightful Aspect, Greater Shadow Evocation, Mass 
  Charm Monster
  9th
  Foresight, Transmute Blood to Acid
  22
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  fel’kraz
  In its natural state, the fel’kraz is little more than a shadowy 
  ball of fur that wants nothing more than to be fed. The people 
  who are unlucky enough to interact with it learn the hard way 
  that this monstorin feeds on fear and has no direct control of 
  its powers. When viewed by any creature with fear in its heart, 
  the fel’kraz becomes a living embodiment of that fear in order to 
  draw nourishment from its subject.
  Fel’Kraz that feed regularly are able to grow and learn to 
  control their power. Eventually, a well fed fel’kraz can even 
  become a kytharion.
  CR 7 
  XP 3,200
  N Tiny aberration (shapechanger)
  Init +1; Senses darkvision 60 ft.; Perception +12
  Aura frightful presence (60 ft., DC 18)
  DEFENSE
  AC 19, touch 19, flat-footed 17 (+5 deflection, +1 Dex, +1 dodge, 
  +2 size)
  hp 58 (9d8+18)
  Fort +7, Ref +8, Will +10
  Defensive Abilities incorporeal; Immune charm, sleep
  OFFENSE
  Speed 30 ft.
  Melee bite +9 (1d3)
  SPELL-LIKE ABILITIES (CL 18th)
  At will—detect thoughts (DC 16)
  STATISTICS
  Str – (18 while corporeal), Dex 13, Con 14, Int 13, Wis 14, Cha 18
  Base Atk +6; CMB +5; CMD 15 (19 while corporeal)
  Feats Dodge, Great Fortitude, Iron Will, Lightning Reflexes, 
  Spectral Dodge*
  Skills Bluff +20 (+24 while using change shape ability), Diplomacy 
  +9, Disguise +20 (+40 while using change shape ability), 
  Perception +14, Sense Motive +14, Stealth +18; Racial Modifiers 
  +4 Bluff, +4 Disguise
  Languages Empath (60 ft.) or Common when able to speak.
  SQ change shape (see text), perfect copy, mimicry
  SPECIAL ABILITIES
  Change Shape (Su): A fel’kraz uses its ability to detect thoughts 
  to learn the fears of other creatures. When threatened, it tries 
  to become something that represents those fears. A fel’kraz 
  can use its change shape to mimic any polymorph spell of 5th 
  level or lower. The fel’kraz loses its incorporeal trait if it takes 
  the form of a corporeal creature.
  Empath (Su): Fel’kraz possess a crude form of telepathy, allowing 
  them to transmit mild impressions and remembered sensations 
  to other creatures. A fel’kraz can relate a feeling of fear or the 
  faint smell of leaves, but cannot directly harm an enemy, warn 
  an ally of a monster, or tell of a treasure under a dirt mound.
  Mimicry (Ex): A fel’kraz is proficient in all weapons, armor, and 
  shields. In addition, a fel’kraz that takes an appropriate form 
  (has limbs, is able to speak, etc..) can use any spell trigger or 
  spell completion item as if the spells were on its spell list. Its 
  caster level is 7.
  Perfect Copy (Ex): When a fel’kraz uses change shape, it can 
  assume the appearance of specific individuals.
  AVAILABLE TRAINER SPELLS
  In addition to the spells below, all fel’kraz grant their trainers 
  access to every polymorph spell with a target of you at the 
  appropriate levels.
  Level
  Spells
  0
  Detect Magic, Disrupt Undead, Mage Hand, Read 
  Magic
  1st
  Cause Fear, Doom, Hide from Undead, Magic Fang, 
  Shadow Weapon
  2nd
  Alter Self, Blur, Detect Thoughts, Savage Maw, 
  Spectral Hand
  3rd
  Displacement, Gaseous Form, Greater Magic Fang, 
  Speak with Dead
  4th
  Aura of Doom, Bloody Claws, Shadow Projection, True 
  Form
  5th
  Feast on Fear, Interposing Hand, Polymorph, Telepathic 
  Bond
  6th
  Antilife Shell, Forceful Hand, Shadow Walk
  23
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  New Feat: Spectral Dodge
  Prerequisites: Incorporeal, Cha 13.
  Benefit: The creature’s deflection bonus to AC increases by 
  +1. A creature can gain this feat multiple times. Each time the 
  creature takes the feat, its deflection bonus to AC increases 
  by another point.
  Special: If the creature becomes corporeal temporarily, this 
  deflection bonus becomes a natural armor bonus instead. 
  A creature that permanently becomes corporeal loses the 
  benefit of this feat.
  fel’kraz Warrior (kytharion)
  Long have the people of the Kingdom feared the kytharia as 
  a race of shadowy monsters and giant harbingers of death; but 
  few have ever truly seen a kytharion. Only those who have been 
  touched by the realm of shadow can begin to know the true 
  purpose of these draconic monstorin.
  Rare though they may be, the trainers who do capture kytharia 
  recognize that these creatures are, in fact, guardians who protect 
  the veil between worlds and prevent beings from crossing over 
  to either side until it is their time. In places where the veil is 
  weak and other monsters such as cucalon push through into 
  reality from the shadowed beyond, the kytharia arrive to keep 
  the outbreak at a minimum.
  As creatures who straddle life and death, Kytharia themselves 
  never die. When it has lived out its current cycle or been 
  destroyed by some means, a kytharion will regress back into a 
  Fel’kraz and begin again.
  CR 10 
  XP 9,600
  N Large monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +17
  Aura frightful presence (60 ft., DC 20)
  DEFENSE
  AC 24, touch 8, flat-footed 23 (–2 Dex, +1 dodge, +16 natural, 
  –1 size)
  hp 108 (8d10+64)
  Fort +12, Ref +6, Will +8
  Defensive Abilities displaced; Immune charm, polymorph, sleep
  OFFENSE
  Speed 30 ft.
  Melee bite +16 (2d6+12/19-20), 4 claws 
  +13 (1d8+8)
  Space 10 ft.; Reach 10 ft. (15 ft. with 2 
  claws)
  Special Attacks blur, savage bite
  SPELL-LIKE ABILITIES (CL 18th)
  At will—mage hand, spectral hand
  1/day—feast on fear (DC 19)
  STATISTICS
  Str 26, Dex 7, Con 26, Int 13, Wis 14, Cha 18
  Base Atk +8; CMB +17; CMD 25 (27 vs. Trip)
  Feats Combat Expertise, Dodge, Great Fortitude, Lightning 
  Reflexes, Weapon Focus (bite)
  Skills Climb +20, Bluff +18, Diplomacy +11, Intimidate +22, 
  Perception +17, Sense Motive +17, Racial Modifiers +4 Climb, 
  +4 Intimidate
  Languages Common, Empath (60 ft.); SQ mimicry
  SPECIAL ABILITIES
  Displaced (Su): When hit by a magic, corporeal attack or spell, a 
  kytharion has a 50% chance to take half damage. When attacking 
  an incorporeal creature, it only has a 50% chance to deal half 
  damage. Antimagic fields make a kytharion incorporeal.
  Mimicry (Ex): A kytharion is proficient in all weapons, armor, 
  and shields. In addition, it can use any spell trigger or spell 
  completion item as if the spells were on its spell list. Its caster 
  level is 6.
  Savage Bite (Ex): A kytharion’s bite is particularly dangerous. 
  It applies 1-1/2 times its Strength modifier to damage inflicted 
  with its bite attack, and threatens a critical hit on a 19-20.
  24
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  fourclaW iMPsPaWn
  The impspawn are underdeveloped monsters that resemble 
  more powerful beings such as fourclaws and timeslayers. They 
  will often attack weak or weary adventurers, but hide as best 
  they are able from more powerful foes.
  Fourclaw impspawn often hide amongst their more powerful 
  brethren, When unable to find one that will protect it, an 
  impspawn will seek out and join maimspawn farrealmers and 
  gremlin foulspawn. Together, these bands of monsters play 
  mischievous tricks played on the villages within Scribe’s Marsh.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  1st
  Doom, Ear-Piercing Scream, Inflict Light Wounds, 
  Magic Fang, Vanish
  2nd
  Bloodhound, False Life, Inflict Moderate Wounds, 
  Shatter, Stricken Heart
  3rd
  Battlefield Adept, Greater Magic Fang, Howling 
  Agony, Inflict Serious Wounds
  4th
  Aura of Doom, Bloody Claws, Dimension Door, Inflict 
  Critical Wounds
  CR 9 
  XP 6,400
  CN Small outsider (chaotic, extraplanar)
  Init +11; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +21
  DEFENSE
  AC 23, touch 18, flat-footed 16 (+7 Dex, +5 natural, +1 size)
  hp 110 (13d10+39)
  Fort +11, Ref +11, Will +13
  OFFENSE
  Speed 30 ft.; climb 15 ft., swim 15 ft.
  Melee bite +19 (1d8+5), 4 claws +19 (1d6+5)
  SPELL-LIKE ABILITIES (CL 9th)
  Constant—detect law, tongues
  At will—vanish
  5/day—dimension door, ear-piercing scream (DC 16), rage, 
  shatter (DC 17)
  3/day—battlefield adept, poison (DC 18)
  STATISTICS
  Str 21, Dex 25, Con 16, Int 12, Wis 20, Cha 21
  Base Atk +13; CMB +17; CMD 34
  Feats Blind-Fight, Cleave, Combat Reflexes, Improved 
  Initiative, Power Attack, Improved Vital Strike
  Skills Acrobatics +21, Bluff +21, Climb +17, Intimidate +21, 
  Knowledge (arcana, planes) +17, Perception +21, Sense Motive 
  +21, Stealth +11, Swim +17
  Languages Common; tongues
  25
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  fourclaW
  Deadly warriors from the void, trainers who capture fourclaws 
  learn that they are the shock troopers of an army that grows 
  with every evil deed committed by the people of the Kingdom. 
  Researchers who are told of this disbelieve the tale and denounce 
  fourclaws as liars no better at making up such stories than any 
  other creature from the chaotic realm.
  CR 20 
  XP 307,200
  CE Large outsider (chaotic, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +33
  DEFENSE
  AC 32, touch 14, flat-footed 27 (+5 Dex, +9 natural, –1 size)
  hp 322 (28d10+168)
  Fort +17, Ref +21, Will +21
  DR 15/cold iron and slashing; SR 34
  OFFENSE
  Speed 50 ft.; climb 20 ft., swim 20 ft.
  Melee bite +34 (2d6+7), 4 claws +35 (2d8+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 2d8+10)
  SPELL-LIKE ABILITIES (CL 20th)
  Constant—detect law, tongues
  At will—battlefield adept, dimension door, vanish
  5/day—ear-piercing scream (DC 22), feast on fear (DC 26), poison 
  (DC 24), rage, shatter (DC 23)
  3/day—unwilling shield (DC 27)
  STATISTICS
  Str 25, Dex 21, Con 22, Int 12, Wis 20, Cha 33
  Base Atk +28; CMB +40 (+39 bull rush); CMD 52 (54 vs. bull rush, 
  54 vs. trip)
  Feats Blind-Fight, Combat Reflexes, Great Cleave, Great Fortitude, 
  Improved Initiative, Greater Vital Strike, Power Attack, Greater 
  Spell Penetration, Weapon Focus (bite, claw)
  Skills Acrobatics +21, Bluff +22, Climb +19, Intimidate +32, 
  Knowledge (arcana) +29, Knowledge (planes) +29, 
  Perception +33, Sense Motive +33, Stealth +25, Swim +19
  Languages Common; tongues
  26
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  gnole
  Gnoles may be the unfortunate result of tampering with magic 
  using the blood of trolls, but during Haunted Eve, weaker groups 
  of these monsters go back to their gnomish roots. With the 
  added cruelty of their troll heritage, these tricksters’ pranks are 
  rarely fun for their victims and are rivaled only by the increasingly 
  dangerous games played by the gremlins and impspawn who 
  also come out during the holiday.
  Gnoles captured during Haunted Eve rarely grow into 
  trollspawn because doing so means they only grant access to 1st 
  through 4th-level spells.
  CR 2 
  XP 600
  CN Medium monstrous humanoid (augmented fey)
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 20, touch 14, flat-footed 16; (+4 Dex, +6 natural)
  hp 27 (5d10); regeneration 2 (acid or fire)
  Fort +4, Ref +5, Will +4; +2 vs. illusion
  Defensive Abilities nondetection
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +6 (1d4+1)
  Special Attacks sneak attack +1d6
  SPELL-LIKE ABILITIES (CL 2nd)
  3/day—Disguise Self (DC 14), Vanish
  1/day—Hypnotism (DC 14)
  STATISTICS
  Str 13, Dex 18, Con 10, Int 15, Wis 11, Cha 17
  Base Atk +5; CMB +6; CMD 20
  Feats Improved Initiative
  Skills Bluff +11, Intimidate +11, Perception +8, Sense 
  Motive +8, Spellcraft +10, Stealth +16
  Languages Common, Gnomish, Giant
  SPECIAL ABILITIES
  Nondetection (Su): As the spell. This 
  ability is constant, and the gnole 
  can turn it on or off as a free 
  action.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Bleed, Ghost Sound, Haunted Fey Aspect, Mage Hand
  1st
  Cause Fear, Hypnotism, Magic Fang, Speak with Animals, 
  Stone Fist
  2nd
  Barkskin, Bloodhound, Certain Grip, Jitterbugs, Make 
  Whole
  3rd
  Agonizing Rebuke, Greater Magic Fang, Hostile 
  Levitation, Rage
  4th
  Bloody Claws, Fear, Shadow Step, Strong Jaw
  5th
  Blight, Break Enchantment, Nightmare, Spell Resistance,
  6th
  Animate Objects, Mislead, Programmed Image
  7th
  Animate Plants, Insanity, Reverse Gravity
  8th
  Frightful Aspect, Mass Atavism, Horrid Wilting
  9th
  Foresight, Prismatic Sphere, Shades
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  greMlins
  At the start of every Haunted Eve, three distinct groups of 
  monsters celebrate the week-long holiday exclusively by playing 
  tricks on the people and other monsters that live within the 
  Kingdom; they are the gnoles, the gremlins, and the impspawn. 
  Seen as pests by some and true threats by others, these rival 
  species of monsters are nonetheless sought out by trainers as a 
  direct result of their rarity during the rest of the year.
  Few are aware of this fact, but gremlins are one reason the 
  gnomes agreed to experiment with the darker magic that 
  eventually turned many of them into trollspawn. If not for the 
  constant damaging of gnomish inventions and magic at the 
  hands of the gremlins, the Kingdom may not have suffered the 
  loss of one of its brightest races.
  greMlin
  CR 1 
  XP 400
  CE Tiny fey
  Init +4; Senses darkvision 120 ft., low-light vision; 
  Perception +6
  DEFENSE
  AC 17, touch 16, flat-footed 13 (+4 Dex, +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 (1d3–1/19-20), bite +1 (1d2–1)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks sneak attack +1d6, tinker (CL 6, DC 16)
  SPELL-LIKE ABILITIES (CL 1st)
  At Will—haunted fey aspect
  1/hour—dimension door (self plus 5 lbs. only)
  STATISTICS
  Str 8, Dex 19, Con 11, Int 15, Wis 14, Cha 14
  Base Atk +0; CMB +2; CMD 11
  Feats Toughness
  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
  SPECIAL ABILITIES
  Tinker (Sp): A group of six gremlins working together over the 
  course of an hour can cast bestow curse on any living creature. 
  This effect has a range of 60 feet, and the target creature must 
  be either willing or helpless (but still gets a saving throw to 
  resist).
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Acid Splash, Daze, Detect Magic, Haunted Fey Aspect, 
  Read Magic
  1st
  Blinding Dust, Bungle, Doom, Lesser Confusion, Ray of 
  Enfeeblement
  2nd
  Chill Metal, Daze Monster, Heat Metal, Silence, Wood 
  Shape
  3rd
  Arcane Sight, Dispel Magic, Halt Undead, Rage
  4th
  Bestow Curse, Mass Daze, Remove Curse, Stone Shape
  5th
  Break Enchantment, Dispel Chaos/Evil/Good/Law, Spell 
  Resistance, Telekinesis
  6th
  Analyze Dweomer, Antimagic Field, Greater Dispel 
  Magic
  Alternatively, the group of gremlins 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. A gremlin can take part in a tinkering only once 
  per day, and may only tinker with a creature or object that isn’t 
  already cursed.
  MONSTORIN TRAITS
  +2 Str, +2 Int: Gremlin monstorin are strong and smart.
  Small: Gremlins are Small creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty to 
  their CMB and CMD, and a +4 size bonus on Stealth checks.
  Fast Movement: Gremlins have a base speed of 30 ft.
  Gremlin Heritage (Su): Each gremlin chooses up to two of the 
  abilities presented on the next page and gains access to them 
  as described.
  28
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  Gremlin Lice (Ex)
  The gremlin is infested with gremlin lice. Whenever a warm-
  blooded creature comes in physical contact with the gremlin, 
  there is a 25% chance it contracts gremlin lice. 1d4 rounds later, 
  the creature begins to itch. The itch proves so distracting that 
  for the duration of the infestation, the individual takes a –1 
  penalty on all concentration and initiative checks. Fortunately, 
  these annoying parasites cannot live long on non-gremlins, and 
  only survive for 24 hours. Submersion in water or exposure to 
  freezing temperatures also kills a gremlin lice infestation.
  Kneecapper (Ex)
  The gremlin gains a +4 racial bonus on combat maneuver 
  checks to trip an opponent.
  Magic Bag (Su)
  The gremlin always carries a pouch with it. This pouch 
  contains an extradimensional space and operates like a bag 
  of holding (type I). The gremlin must keep the pouch in sight 
  and on its person at all times. If this pouch is separated from 
  the gremlin, all of its former contents are lost, and it becomes 
  a normal bag that contains a number of coins equal to half 
  the value of the gremlin’s lost possessions. There is a 50% 
  chance the bag can fall off when the goblin is critically hit 
  or reduced to 0 or fewer hit points. A gremlin that loses its 
  pouch must create a new one, a process that takes 1d4 days, 
  or suffer a –1 morale penalty to all attacks, saves, and skill 
  checks until it begins doing so. Until the new pouch is finished, 
  it remains a non-magical bag, only becoming a fully functional 
  extradimensional space once completed.
  Misplacement (Su)
  Any time the gremlin succeeds at a Sleight of Hand check 
  against a creature, it also rearranges that creature’s possessions. 
  The next time that creature attempts to produce a weapon 
  or item, it finds its possessions misplaced or disarranged; 
  retrieving a stored item or drawing a weapon then requires a 
  standard action instead of a move action (unless the gremlin 
  Gremlin Heritage
  has stolen the item in question). After spending this standard 
  action, the target takes mental inventory and is no longer 
  affected by this ability.
  Putrid Vomit (Ex)
  Every 1d4 rounds, the gremlin can spew a 30-foot line of 
  vomit as a standard action. Treat this as a ranged touch attack 
  with no range increment. Anyone struck must succeed at a 
  Fortitude save (DC 10 + half the gremlin’s level + its Constitution 
  modifier) or be nauseated for 1d4 rounds.
  Speedy Sabotage (Su)
  When using the Disable Device skill, the gremlin treats all 
  devices as being one category simpler for the purposes of 
  determining how long it takes to use the skill.
  Tinker (Sp)
  Once per day, the gremlin can gain the following effect. Its 
  caster level is equal to its character level. The gremlin can 
  choose Tinker more than once.
   
  • The gremlin can cast Bungle once per day.
   
  • At 3rd level, if two gremlins with this ability are within 
  10 feet of each other, they can use aid another to cast 
  Bestow Curse as a full round action. At 11th level, they 
  can cast Major Curse instead.
   
  • At 5th level, if three gremlins with this ability are within 
  20 feet of each other, they can use aid another to 
  cast Dispel Magic. At 10th level, they can cast Break 
  Enchantment instead.
  Unluck Aura (Su)
  For one round per day, the gremlin can radiate 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. These rounds need not be 
  consecutive. This is a mind-affecting effect that does not work 
  on animals, other gremlins, or gnoles. Any character who gains 
  any sort of luck bonus is immune to the gremlin unluck aura.
  29
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  greMlin BatsPaWn
  Their unstable nature make gremlins the perfect candidates 
  to grow into strange versions of themselves. The batspawn, for 
  example are gremlins frequently exposed to the bats that nest 
  around the Scribe’s Marsh. Adapting much like the lagomorphs 
  of the Kingdom, the gremlins grow wings and nearly double in 
  size to avoid being picked off by the hungry, flying mammals.
  CR 5 
  XP 1,600
  CE Small fey
  Init +4; Senses blindsense 40 ft., low-light vision; Perception +6
  DEFENSE
  AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +3 natural, +1 
  size)
  hp 27 (5d6+10)
  Fort +4, Ref +8, Will +6
  DR 5/cold iron; SR 16
  OFFENSE
  Speed 40 ft., fly 40 ft. (good)
  Melee Bite +7 (1d4+1)
  Special Attacks putrid vomit (30-ft. line, DC 15, nauseated)
  SPELL-LIKE ABILITIES (CL 5th)
  At Will—haunted fey aspect
  3/day—adhesive spittle (DC 13), lockjaw
  STATISTICS
  Str 12, Dex 19, Con 13, Int 15, Wis 14, Cha 14
  Base Atk +2; CMB +3; CMD 16
  Feats Great Fortitude, Toughness, Weapon 
  Finesse
  Skills Bluff +10, Craft (traps) +10, Disable Device 
  +14, Escape Artist +12, Fly +12, Perception +10, 
  Sleight of Hand +12, Stealth +16, Use Magic Device 
  +10; Racial Modifiers +4 Disable Device
  Languages Undercommon; SQ gremlin lice
  SPECIAL ABILITIES
  Gremlin LIce (Ex): All gremlin batspawn 
  are infested with gremlin lice. 
  Whenever a warm-blooded 
  creature comes in physical 
  contact with a batspawn, there 
  is a 25% chance it contracts 
  gremlin lice. 1d4 rounds later, 
  the creature begins to itch. 
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Acid Splash, Daze, Detect Magic, Haunted Fey Aspect, 
  Read Magic
  1st
  Adhesive Spittle, Blinding Dust, Doom, Lesser Confusion, 
  Ray of Enfeeblement
  2nd
  Daze Monster, Jitterbugs, Lockjaw, Savage Maw, Silence
  3rd
  Arcane Sight, Dispel Magic, Fly, Rage
  4th
  Bloody Claws, Mass Daze, Stoneskin, Strong Jaw
  5th
  Break Enchantment, Nightmare, Spell Resistance, 
  Vampiric Shadow Shield
  6th
  Analyze Dweomer, Greater Dispel Magic, Transform
  The itch proves so distracting that for the duration of the 
  infestation, the individual takes a –1 penalty on all concentration 
  and initiative checks. Fortunately, these annoying parasites 
  cannot live long on non-gremlins, and only survive for 24 hours. 
  Submersion in water or exposure to freezing temperatures also 
  kills a gremlin lice infestation.
  Putrid Vomit (Ex): Every 1d4 rounds, a gremlin batspawn can 
  spew a 30-foot line of vomit as a standard action. Treat this as 
  a ranged touch attack with no range increment. Anyone struck 
  must succeed at a DC 15 Fortitude save or be nauseated for 1d4 
  rounds. The save DC is Constitution-based.
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  greMlin foulsPaWn
  When the farrealmers’ pure chaos imbues itself into an already 
  mischievous gremlin, the result is a deadly, four-armed monster 
  with a penchant for toying with its enemies. Worse, these 
  foulspawn also happen to be the hardest to take down of any 
  gremlin.
  CR 5 
  XP 1,600
  CE Tiny fey
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 21, touch 20, flat-footed 15 (+2 deflection, +5 Dex, 
  +1 dodge, +1 natural, +2 size)
  hp 27 (5d6+10)
  Fort +4, Ref +9, Will +6
  Defensive Abilities evasion, uncanny dodge; DR 5/cold iron; 
  Immune farrealmer traits; Resist varies; SR 16
  OFFENSE
  Speed 40 ft.
  Melee 4 shortswords +7/+7/+7/+7 (1d3–1/19-20) or 4 slams +9 
  (1d2–1)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks kneecapper, sneak attack +1d6
  SPELL-LIKE ABILITIES (CL 5th)
  3/day—daze (DC 12)
  2/day—disguise self
  1/hour—dimension door (self plus 5 lbs. only)
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Daze, Detect Magic, Guidance, Haunted Fey Aspect, 
  Read Magic
  1st
  Blinding Dust, Doom, Lesser Confusion, Magic Weapon, 
  Ray of Enfeeblement
  2nd
  Daze Monster, Detect Thoughts, Hold Person, Mirror 
  Image, Silence
  3rd
  Arcane Sight, Dispel Magic, Greater Magic Weapon, 
  Rage
  4th
  Chaos Hammer, Greater Invisibility, Mass Daze, Thorn 
  Body
  5th
  Break Enchantment, Cloudkill, Persistent Image, Spell 
  Resistance
  6th
  Analyze Dweomer, Blade Barrier, Greater Dispel Magic
  STATISTICS
  Str 8, Dex 20, Con 12, Int 15, Wis 14, Cha 14
  Base Atk +2; CMB +5 (+9 trip); CMD 14
  Feats Dodge, Great Fortitude, Multiweapon Fighting, Toughness
  Skills Bluff +10, Climb +11, Disable Device +17, Escape Artist 
  +13, Perception +10, Sleight of Hand +13, Stealth +21, Use 
  Magic Device +10; Racial Modifiers +4 Climb, +4 Disable 
  Device
  Languages Undercommon
  SPECIAL ABILITIES
  Kneecapper (Sp): The gremlin foulspawn has a +4 racial bonus 
  on combat maneuver checks to trip an opponent.
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  greMlin lightningsPaWn
  Over the years, trainers have been increasingly aware of the 
  gremlins’ capacity to quickly grow and adapt, leading many 
  breeders to try and find different ways to blend the essence of 
  their gremlins with that of other monsters.
  One particular success story comes from a researcher who 
  once lived on the edge of the Scribe’s Marsh. When his wife, a 
  talented breeder, passed unexpectedly, the trainer claimed her 
  newly freed monsters to honor her. Her favorite companion, a 
  gremlin she captured on their first excursion together, resisted 
  at first, but was soon drawn in by the aura of the researcher’s 
  lightning elemental. After finally convincing it to join him, the 
  researcher learned that the gremlin had absorbed his elemental’s 
  essence and grown into the first lightningspawn. Other gremlins 
  soon learned how to do the same and these monsters have lived 
  in remembrance of the researcher’s wife ever since.
  CR 3 
  XP 800
  CE Tiny fey (air)
  Init +4; Senses darkvision 120 ft., low-light vision; 
  Perception +6
  DEFENSE
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 13 (3d6+3); fast healing 2 (storm in the blood)
  Fort +3, Ref +7, Will +5
  DR 5/magic; Immune electricity; SR 14
  OFFENSE
  Speed 40 ft.; fly 40 ft. (perfect)
  Melee slam +7 (1d2–1 plus 1d3 electricity)
  Space 2-1/2 ft.; Reach 0 ft.
  SPELL-LIKE ABILITIES (CL 3rd)
  At Will—light
  1/hour—ride the lightning (DC 15, see text)
  STATISTICS
  Str 8, Dex 19, Con 11, Int 4, Wis 14, Cha 3
  Base Atk +1; CMB +3; CMD 12
  Feats Skill Focus (bluff), Toughness
  Skills Bluff +5, Perception +8, Stealth +12
  Languages Undercommon; SQ trainer spells (CL 3rd)
  SPECIAL ABILITIES
  Metal Mastery (Ex): The lightningspawn 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).
  Ride the LIghtning (Sp): As the spell, but the lightning spawn can 
  only travel up to 40 ft. and deals 3d6 electricity damage. The 
  ability lasts for up to 3 rounds per use.
  Spark Leap (Ex): The lightningspawn gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  Storm in the Blood (Su): The lightningspawn gains fast healing 
  2 for 3 rounds anytime it would take electricity damage (its 
  immunity prevents the damage, then it gains fast healing 2).
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Daze, Detect Magic, Light, Read Magic, Stabilize
  1st
  Blinding Dust, Doom, Lesser Confusion, Ray of 
  Enfeeblement, Shocking Grasp
  2nd
  Daze Monster, Levitate, Mirror Image, Silence, Stricken 
  Heart
  3rd
  Arcane Sight, Dispel Magic, Heart of the Metal, Rage
  4th
  Elemental Body I (lightning only*), Freedom of 
  Movement, Mass Daze, Rainbow Pattern
  5th
  Break Enchantment, Elemental Body II (lightning only)*, 
  Lightning Arc, Spell Resistance
  6th
  Analyze Dweomer, Greater Dispel Magic, Repulsion
  * Elemental Body (lightning): As Elemental Body (air), but the 
  creature loses whirlwind, gains metal mastery, and deals +1d6 
  electricity damage with its attacks.
  32
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  greMlin sPidersPaWn
  So cruel and sadistic is the gremlin spiderspawn that even 
  other gremlins avoid it when able. Nobody knows for sure how 
  this terrible union of arachnid and gremlin came to be, but 
  trainers who survive and manage to capture one in the wild 
  quickly become well-known heroes or villains.
  CR 5 
  XP 1,600
  CE Medium fey
  Init +4; Senses darkvision 120 ft., low-light vision; Perception +6
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 37 (5d6+20)
  Fort +4, Ref +8, Will +5
  DR 5/cold iron; SR 16
  OFFENSE
  Speed 40 ft.; climb 40 ft.
  Melee bite +7 (1d3+4 plus poison), 2 slams +6 (1d4+4)
  SPELL-LIKE ABILITIES (CL 3rd)
  At Will—detect magic
  1/hour—dimension door (self plus 5 lbs. only)
  STATISTICS
  Str 18, Dex 15, Con 17, Int 15, Wis 12, Cha 14
  Base Atk +2; CMB +3; CMD 15 (27 vs. trip)
  Feats Lightning Reflexes, Toughness, Weapon Focus (bite)
  Skills Bluff +6, Climb +20, Disable 
  Device +9, Escape Artist +8, 
  Perception +6, Sleight of Hand +8, 
  Stealth +16, Use Magic Device +6; 
  Languages Undercommon
  SPECIAL ABILITIES
  Magic Bag (Su): A gremlin 
  spiderspawn always 
  carries a pouch with 
  it. This pouch 
  contains an 
  extradimensional 
  space and 
  operates 
  like a 
  bag of holding (type I). If this pouch is separated from the 
  spiderspawn, all of its former contents are lost, and it becomes a 
  normal bag that contains a number of coins equal to double the 
  treasure value of a creature of the gremlin’s CR. A spiderspawn 
  that loses its pouch must create a new one, a process that takes 
  1d4 days. Until the new pouch is finished, it remains a non-
  magical bag, only becoming a fully functional extradimensional 
  space once completed.
  Poison (Ex): Bite—injury; save Fort DC 14; frequency 1/round 
  for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is 
  Constitution-based.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Acid Splash, Daze, Detect Magic, Haunted Fey Aspect, 
  Read Magic
  1st
  Adhesive Spittle, Cause Fear, Doom, Jump, Ray of 
  Enfeeblement
  2nd
  Darkness, Daze Monster, Silence, Spider Climb, Web
  3rd
  Arcane Sight, Dispel Magic, Poison, Rage
  4th
  Aura of Doom, Black Tentacles, Dimension Door, Mass 
  Daze
  5th
  Absorb Toxicity, Break Enchantment, Spell Resistance, 
  Whip of Centipedes
  6th
  Acid Fog, Analyze Dweomer, Greater Dispel Magic
  33
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  grindyloW
  The grindylow are a race of water-dwelling goblinoids that have 
  adapted to living in the small pools that dot the swamplands of 
  the Kingdom. During Haunted Eve, when the watertable is at its 
  lowest point, these monsters are driven out of their homes to 
  roam the area, angry and without proper food or living conditions 
  for an entire week. Because of this, it comes as no surprise to 
  most researchers that the grindylow lash out at trainers and their 
  companions until the swamps return to normal for another year.
  Grindylow monstorin resemble normal goblins, except they 
  often have tentacles either protruding from their mouths or 
  backs. They can survive without submersion in water, but prefer 
  to douse themselves regularly to keep their squishy flesh from 
  drying out.
  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 +2 (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 (+4 trip); CMD 12 (18 vs. trip)
  Feats Weapon Finesse
  Skills Perception +4, Stealth +14, Swim +13; Racial Modifiers +4 
  Stealth, +8 Swim
  Languages Aquan
  SQ amphibious
  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.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Acid Splash, Create Water, Fury Guard, Resistance
  1st
  Anticipate Peril, Blend, Entangle, Hunter's Howl, 
  Hydraulic Push
  2nd
  Darkness, Fog Cloud, Lockjaw, Savage Maw, Sickening 
  Entanglement
  3rd
  Aqueous Orb, Deeper Darkness, Gloomblind Bolts, 
  Resinous Skin
  4th
  Battle Trance, Black Tentacles, Ride the Waves, Stoneskin
  5th
  Absorb Toxicity, Acidic Spray, Geyser, Suffocation
  6th
  Acid Fog, Control Water, Fluid Form
  7th
  Caustic Eruption, Regenerate, Vortex
  8th
  Seamantle
  9th
  Mass Suffocation, Polar Midnight
  MONSTORIN TRAITS
  +4 Dex, –2 Str, –2 Cha: Like their cousins, grindylow are fast, 
  weak, and hard to like.
  Small: Grindylow are Small creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty to 
  their CMB and CMD, and a +4 size bonus on Stealth checks.
  Fast Movement: Grindylow have a base speed of 30 ft.
  Darkvision: Grindylow see perfectly in the dark up to 60 feet.
  Dry Skin: A grindylow that hasn’t doused itself in water at least 
  once within the last 24 hours takes a –2 penalty to attacks, 
  saves and skill checks until it can do so.
  Swim: Grindylow monstorin have a 30 ft. swim speed. This 
  grants them a +8 racial bonus to Swim checks.
  Tentacles: The grindylow’s tentacles grant it a +2 racial bonus 
  to grapple and trip checks and allow it to grapple or trip 
  creatures as though it were medium-size (it takes no size 
  penalty to grapple or trip).
  34
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  lagoMorPhs
  One of the first families of monsters to be summoned into 
  the Kingdom, lagomorphs also happen to be one of the most 
  interesting. With their ability to grow into one of several other 
  monsters, lagomorphs have become a very popular catch 
  amongst trainers.
  No matter how many lagomorphs are captured, there always 
  seems to be more. So many, in fact, that some see them as little 
  more than pests.
  lagoMorPh death rune (ihWa)
  On Haunted Eve, the lagomos in and around the Scribe’s Marsh 
  draw in the ambient anger and remembered loss that fills the 
  area during the holiday. In doing so, they transform into ihwas; 
  seemingly scary monsters that straddle the line between help 
  and hurt.
  CR 3 
  XP 800
  N Small magical beast
  Init +1; Senses scent; Perception +9
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 28 (3d10+12)
  Fort +6, Ref +4, Will +4; +2 vs. spells and spell-like abilities
  DR 2/–; Immune paralysis, phantasms, and poison
  OFFENSE
  Speed 30 ft.; burrow 5 ft. (leaves tunnels), swim 15 ft.
  Melee bite +5 (1d4+1 plus poison), 2 claws +5 (1d3+1 plus 1d6 
  acid)
  Special Attacks kick +5 (1d8+1 plus 1d6 acid)
  STATISTICS
  Str 12, Dex 13, Con 16, Int 3, Wis 12, Cha 9
  Base Atk +3; CMB +3; CMD 14
  Feats Iron Will, Toughness
  Skills Acrobatics +9, Perception +9, Swim +13; Racial Modifiers 
  +4 Acrobatics, +4 Perception
  SPECIAL ABILITIES
  Kick (Ex): When flanked or grappled, an ihwa can use its powerful 
  back legs to kick its enemy as  a swift action. No check is required 
  to use this attack.
  Poison (Ex): Bite—injury; save Fort DC 14; frequency 1/round for 
  3 rounds; effect 1d2 Str damage; cure 1 save. The save DC is 
  Constitution-based.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Acid Splash, Touch of Fatigue
  1st
  Doom, Expeditious Retreat, Hunter's Howl, Nauseating 
  Dart, Remove Fear
  2nd
  Animal Aspect, Delay Poison, Protection from Arrows, 
  Pernicious Poison, Remove Paralysis
  3rd
  Battlefield Adept, Burrow, Poison, 
  Venomous Bolt
  4th
  Death Ward, Greater Animal 
  Aspect, True Form, Vitriolic Mist
  5th
  Aspect of the Wolf, Break 
  Enchantment, Spell Resistance, 
  Vampiric Shadow Shield
  6th
  Antilife Shell, Repulsion, 
  Transformation
  7th
  Caustic Eruption, 
  Lunar Veil, Waves of 
  Exhaustion
  8th
  Frightful Aspect, 
  Greater Spell 
  Immunity, Protection 
  from Spells
  9th
  Foresight, Transmute 
  Blood to Acid
  MONSTORIN TRAITS
  +2 Con: Ihwa monstorin always grow from tough lagomorphs.
  Small: Lagomorphs are Small creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty to 
  their CMB and CMD, and a +4 size bonus on Stealth checks.
  Slow Speed: Lagomorphs have a base speed of 20 ft., but gain 
  +10 feet when using charge or withdraw.
  Skills: Lagomorphs gain a +2 racial bonus to Acrobatics and 
  Perception. When jumping, they are always considered to 
  have a running start.
  Lucky: Lagomorphs gain a +1 bonus to all saving throws. In 
  addition, Ihwa monstorin gain a +2 racial bonus on saving 
  throws against spells and spell-like abilities.
  Natural Armor: Lagomorphs gain a +1 natural armor bonus.
  Immunities: Ihwa monstorin are immune to paralysis, 
  phantasms, and poison.
  35
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  nightWalker
  Like the humans who are transformed into foulspawn, fey 
  beings that are touched by the Void sometimes become shadowy 
  monstorin known as nightshades. Because the taint of the Void 
  has only recently started to permeate the fey courts, there are 
  only a handful of these once proud warriors stalking the forests 
  of the Kingdom at night on a hunt that will never end.
  CR 20 
  XP 307,200
  CE Huge undead (extraplanar, nightshade)
  Init +7; Senses darksense, darkvision 60 ft., low-light vision, 
  detect magic; Perception +29
  Aura desecrating aura (30 ft.)
  DEFENSE
  AC 36, touch 15, flat-footed 29 (+7 Dex, +21 natural, –2 size)
  hp 299 (26d8+182)
  Fort +17, Ref +17, Will +22
  DR 20/good and silver; Immune cold, undead traits; SR 32
  Weaknesses light aversion
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +31 (3d6+29/19-20 plus 4d6 cold)
  Space 15 ft.; Reach 15 ft.
  Special Attacks channel 
  energy (10d6, DC 30, 
  8/day), fear gaze, 
  swift sundering
  SPELL-LIKE ABILITIES (CL 20th)
  Constant—air walk, detect magic, greater magic fang
  5/day—deeper darkness, dimension door, greater dispel magic, 
  terrible remorse (DC 21)
  3/day—confusion (DC 21), haste, hold monster (DC 22), 
  invisibility, quickened moonstruck(DC 21)
  1/day—cone of cold (DC 22), insanity (DC 24), summon (level 7, 
  4 greater shadows), word of chaos (DC 24)
  STATISTICS
  Str 35, Dex 24, Con —, Int 24, Wis 25, Cha 25
   Base Atk +19; CMB +33; CMD 50
   Feats Combat Expertise, Command Undead, Great Fortitude, 
  Greater Sunder, Greater Vital Strike, Improved Critical (claw), 
  Improved Disarm, Lightning Reflexes, Power Attack (used), 
  Quicken Spell-Like Ability (moonstruck)
  Skills Acrobatics +36, Climb +41, Intimidate +36, Knowledge 
  (arcana, planes, religion) +36, Perception +36, Sense Motive 
  +36, Spellcraft +36, Stealth +36 (+44 in dim light and darkness), 
  Swim +41; Racial Modifiers +8 Stealth in dim light and darkness
  Languages Abyssal, Common, Infernal; telepathy 100 ft.
  SPECIAL ABILITIES
  Darksense (Ex): Nightwalkers 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 nightwalker’s true seeing.
  Fear Gaze (Su): Cower in fear for 1 round, 30 feet, Will DC 30 
  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.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Bleed, Daze, Detect Magic, Disrupt Undead, Haunted 
  Fey Aspect
  1st
  Cause Fear, Detect Undead, Frostbite, Hide from 
  Undead, Repair Undead
  2nd
  Blur, Daze Monster, Desecrate, Ghostbane Dirge, 
  Haunting Mists
  3rd
  Arcane Sight, Blink, Halt Undead, Unliving Rage
  4th
  Anti-Incorporeal Shell, Bestow Curse, Moonstruck, 
  Terrible Remorse
  5th
  Mass Ghostbane Dirge, Mass Repair Undead, Spell 
  Resistance, Vampiric Shadow Shield
  6th
  Major Curse, True Seeing, Undeath to Death
  7th
  Ethereal Jaunt, Greater Arcane Sight, Insanity
  8th
  Antipathy, Frightful Aspect
  9th
  Etherealness, Polar Midnight
  36
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  skaldak
  True form skaldak, dubbed eyedolors by researchers, are 
  masterful tacticians who rarely let something get the jump on 
  them. When faced with a challenge, an eyedolor will try to think 
  its way through before resorting to battle. If it finds no other way 
  to resolve a conflict, the monster can fall back on its powerful 
  ray attacks while keeping enemies at bay with its magic-blocking 
  talents.
  Until it is strong enough to survive on its own, a young eyedolor 
  will acquire a humanoid host, usually from the nearby troglodyte 
  tribes, and take it over, sealing the unfortunate soul in specially 
  crafted armor that gives the monster total control. Occasionally, 
  the skaldak will become comfortable enough with its physical 
  form that it will remain in the armor nigh indefinitely.
  CR 12 
  XP 19,200
  LE Medium aberration
  Init +10; Senses darkvision 60 ft., true seeing; Perception +37
  DEFENSE
  AC 27, touch 13, flat-footed 24 (+9 armor, +3 Dex, +5 natural)
  hp 161 (17d6+102)
  Fort +11, Ref +11, Will +15; SR 23
  Defensive Abilities all-around vision
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +15 (1d6+6)
  Ranged up to 5 rays +17 ranged touch (see rays)
  Special Attacks counterspell, rays (CL 12th)
  STATISTICS
  Str 22, Dex 18, Con 22, Int 17, Wis 15, Cha 19
  Base Atk +8; CMB +14; CMD 28
  Feats Arcane Strike (CL 12th), Alertness, Amateur Gunslinger 
  (gunslinger’s dodge), Fortified Armor Training, Improved 
  Initiative, Iron Will, Lightning Reflexes, Weapon Focus (slam, 
  ray)
  Skills Intimidate +24, Knowledge (arcana, dungeoneering) +23, 
  Perception +30, Sense Motive +26, Spellcraft +27, Stealth +19; 
  Racial Modifiers +4 Perception, +4 Spellcraft
  Languages Common, telepathy 100 ft.
  SQ antimagic glare; Equipment +3 breastplate
  SPECIAL ABILITIES
  Antimagic Glare (Sp): As a standard action, the skaldak can 
  create an antimagic field in a 15 ft. cone. That area lasts until it 
  moves or until the end of its next turn. The skaldak can use this 
  ability at will once per round.
  To attack the skaldak’s central eye in melee, a creature must 
  stand within the area of the glare. A creature with a ranged 
  weapon must place the zone between it and the skaldak.
  Counterspell (Sp): The skaldak can counter any spell it is able to 
  cast without readying an action to do so. If it counters a spell 
  that it can use as a ray attack, the skaldak cannot make that 
  ray attack on its following turn. It can use this ability once per 
  round or once per ray attack it uses to counter a spell.
  Gunslinger’s Dodge (Ex): Once per day, when a ranged 
  attack is made against the skaldak, it can move 5 feet as 
  an immediate action; doing so grants the skaldak a +2 bonus to 
  AC against the triggering attack. This movement is not a 5-foot 
  step, and provokes attacks of opportunity. Alternatively, the 
  skaldak can drop prone to gain a +4 bonus to AC against the 
  triggering attack.
  Rays (Su): The skaldak casts rays randomly within 120 ft. as a 
  12th-level caster. It cannot fire a ray into an antimagic field, and 
  can only fire up to 2 rays at any target each round. If it rolls the 
  same ray more than once, the skaldak loses that attack.
  These rays function as the listed spells with the addition that 
  the skaldak must succeed at a ranged touch attack to use them 
  if they didn’t already require one.
  1 - Acid Splash, 2 - Bungle (DC 15), 
  3 - Burning Gaze (DC 16), 
  4 - Moonstruck (DC 18), 
  5 - Fear (DC 18), 
  6 - Inflict Moderate 
  Wounds (DC 16), 
  7 - Deep Slumber 
  (DC 17), 8 - Slow 
  (DC 17), 9 - Eyebite 
  (DC 20), 10 - Poison 
  (DC 17), 11 - Flesh to Stone 
  (DC 20), 12 - Bestow Curse 
  (DC 18)
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Acid Splash, Ray of Frost
  1st
  Bungle, Ray of Enfeeblement
  2nd
  Acid Arrow, Burning Gaze, Inflict Moderate Wounds, 
  Scorching Ray
  3rd
  Countless Eyes, Deep Slumber, Poison, Slow
  4th
  Bestow Curse, Confusion, Fear, Moonstruck
  5th
  Suffocation
  6th
  Antimagic Field, Eyebite, Flesh to Stone
  7th
  Insanity
  8th
  Iron Body, Irresistible Dance, Polar Ray
  9th
  Transmute Blood to Acid
  37
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  tiMeslayer iMPsPaWn
  With so few timeslayers occuring naturally within the 
  Kingdom, the impspawn have taken it upon themselves 
  to immitate the astral stalkers in and around the Scribe’s 
  Marsh. Continual interaction with a trainer’s complex essence 
  eventually transforms these monsters into true, if slightly 
  weaker, timeslayers in their own right.
  CR 6 
  XP 1,600
  LN Small outsider (extraplanar, lawful)
  Init +10; Senses blindsight 60 ft., darkvision 60 ft., low-light 
  vision; Perception +11
  Aura slow (5 ft., DC 17)
  DEFENSE
  AC 20, touch 18, flat-footed 13 (+6 Dex, +1 dodge, +2 natural, 
  +1 size)
  hp 57 (5d10+30)
  Fort +7, Ref +10, Will +9
  Defensive Abilities evasion; DR 5/adamantine; Immune 
  electricity; SR 16
  OFFENSE
  Speed 50 ft. (haste); Climb 35 ft. (haste)
  Melee 3 claws +8 (1d6+3/19-20 x3 plus 1d3 cold)
  STATISTICS
  Str 17, Dex 23, Con 23, Int 12, Wis 16, Cha 20
  Base Atk +5; CMB +7; CMD 23
  Feats Improved Initiative, Intimidating Prowess
  Skills Acrobatics +11, Bluff +11, Intimidate +8, Knowledge 
  (arcana, planes) +9, Perception +11, Sense Motive +11, 
  Spellcraft +9, Stealth +14
  Languages Common
  SQ haste
  SPECIAL ABILITIES
  Haste (Su): The timeslayer impspawn is under a persistent haste 
  effect, granting it +30 ft. speed, a +1 dodge bonus to AC and 
  CMD, and an extra attack during a full attack action.
  Slow Aura (Su): Creatures within 5 ft. of a timeslayer impspawn 
  must succeed at a Will Save (DC 17) or be slowed, as the spell, 
  until they leave the aura. Creatures must make this save every 
  round in which they enter or are within the aura.  A creature 
  that saves becomes immune to that impspawn’s aura for 24 
  hours.
  tiMeslayer
  A beast from beyond time. Typically trapped within the astral 
  realm, timeslayers occasionally find their way into the world 
  through the rifts created by celedeen or the summoning of other 
  monsters.
  With the discovery of timeslayer impspawns, researchers 
  have located a number of timeslayers who were easier to catch 
  than their stronger variants. While still timeslayers in their own 
  right, these monsters can be controlled by less experienced 
  adventurers, and even grow directly from a trainer’s interactions 
  with her timeslayer impspawn.
  CR 14 
  XP 38,400
  LE Large outsider (evil, extraplanar, lawful)
  Init +13; Senses blindsight 60 ft., darkvision 60 ft., low-light 
  vision; Perception +21
  Aura slow (15 ft., DC 22) 
  DEFENSE
  AC 29, touch 24, flat-footed 17 (+9 Dex, +1 dodge, +5 natural, –1 
  size, +5 Wis)
  hp 188 (13d10+117);  
  Fort +17, Ref +19, Will +9
  Defensive Abilities improved evasion, wisdom of ages; DR 10/
  adamantine; Immune electricity; SR 24
  OFFENSE
  Speed 70 ft. (haste); Climb 35 ft. (haste)
  Melee 3 claws +22 (1d6+9/19-20 x3 plus 2d6 cold and rend)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+13 plus 2d6 cold plus 1d4 
  Cha damage)
  38
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  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Detect Magic, Flare, Read Magic
  1st
  Blurred Movement, Cause Fear, Magic Fang, Silent 
  Image, Sleep
  2nd
  Blur, Bull’s Strength, Eagle’s Splendor, Invisibility, 
  Stricken Heart
  3rd
  Greater Magic Fang, Haste, Pain Strike, Slow
  4th
  Battle Trance, Dimension Door, Dimensional Anchor, 
  Remove Curse
  5th
  Damnation Stride, Mass Pain Strike, Spell Resistance, 
  Telepathic Bond
  6th
  Circle of Death, Cloak of Dreams, Mass Bull’s Strength
  7th
  Grasping Hand, Greater Arcane Sight, Regenerate
  8th
  Antipathy, Frightful Aspect, Moment of Prescience
  9th
  Cursed Earth (famine or living death only), Foresight, 
  Time Stop
  STATISTICS
  Str 29, Dex 29, Con 29, Int 16, Wis 20, Cha 23
  Base Atk +13; CMB +23; CMD 42
  Feats Critical Focus, Improved Critical (claw), Improved 
  Initiative, Intimidating Prowess, Lightning Reflexes, Skill Focus 
  (intimidate), Weapon Focus (claw)
  Skills Acrobatics +25, Bluff +22, Intimidate +37, Knowledge 
  (arcana, planes) +19, Perception +21, Sense Motive +21, 
  Spellcraft +19, Stealth +21
  Languages Common, telepathy 100 ft.
  SQ ageless, haste
  SPECIAL ABILITIES
  Haste (Su): The Timeslayer is under a persistent haste effect, 
  granting it +30 ft. speed, a +1 dodge bonus to AC and CMD, and 
  an extra attack during a full attack action.
  Slow Aura (Su): Creatures within 15 ft. of a timeslayer must 
  succeed at a Will Save (DC 22) or be slowed, as the spell, until 
  they leave the aura. Creatures must make this save every round 
  in which they enter or are within the aura.
  Wisdom of Ages (Ex): A timeslayer adds its Wisdom modifier 
  as an insight bonus to its AC. If the timeslayer would lose its 
  Dexterity to AC, it also loses this bonus.
  39
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  troglosPear
  Troglodytes hale from the Kingdom’s most disparaging and 
  desolate areas. The many tribes share some traits with each 
  other and differ in others.
  Troglospears are disgusting monsters that have taken to living 
  in the refuse and landfills of the Kingdom to evade capture. Only 
  trainers with strong determination and stronger stomachs have 
  claimed a troglospear for their collection.
  Haunted Eve sees the ascension of worthy troglodytes to a 
  new place in their tribes. While these monsters don’t grow in the 
  traditional sense, several of them become much more powerful 
  and unpredictable in battle.
  CR 16 
  XP 76,800
  CN Medium monstrous humanoid (reptilian)
  Init +9; Senses darkvision 90 ft.; Perception +0
  Aura stench (30 ft., DC 25, 10 rounds)
  DEFENSE
  AC 31, touch 15, flat-footed 26 (+10 armor, +5 Dex, +6 
  natural)
  hp 241 (21d10+126)
  Fort +14, Ref +19, Will +14
  OFFENSE
  Speed 20 ft.
  Melee longspear +26/+21/+16/+11 (1d8+7/x3), bite +21 (1d4+2) 
  or 2 claws +20 (1d4+5), bite +20 (1d4+5)
  Ranged +1 returning javelin +27/+22 (1d6+6)
  STATISTICS
  Str 20, Dex 21, Con 20, Int 8, Wis 11, Cha 7
  Base Atk +21; CMB +26; CMD 41 (43 vs. trip)
  Feats Greater Vital Strike, Improved Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Quick Draw, Skill Focus 
  (stealth), Toughness
  Skills Stealth +39 (+43 in rocky areas); Racial Modifiers +4 Stealth 
  (+8 in rocky areas)
  Languages Common, Draconic
  Equipment +4 mithral breastplate, longspear, +1 returning javelin
  SPECIAL ABILITIES
  Stench Aura (Ex): All living creatures (except those with the stench 
  special ability) within 30 feet of a troglodyte must succeed on a 
  Fortitude save (DC 25) or be sickened for 10 rounds. Creatures 
  that successfully save cannot be affected by the troglodyte’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. The 
  save is Constitution-based.
  40
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  troglosPell
  The shamanistic troglospells are often the medicinemen and 
  chieftains of troglodyte tribes. Rather than an alternate form of 
  troglospear, these monstorin appear to be around the same level 
  of power, leading to the pervasive idea that each has grown from 
  some other, younger troglodyte monster.
  Within the troglodyte tribes, sacred rites handed down through 
  generations are practiced during the week of Haunted Eve. 
  These rituals grant the bravest and most worthy of troglodytes 
  increased strength and ability without changing them into 
  something else.
  CR 13 
  XP 25,600
  CN Medium monstrous humanoid (reptilian)
  Init +5; Senses darkvision 90 ft.; Perception +0
  Aura stench (30 ft., DC 18, 10 rounds)
  DEFENSE
  AC 28, touch 16, flat-footed 26 (+6 armor, +4 deflection, +1 Dex, 
  +1 dodge, +6 natural)
  hp 165 (17d10+72)
  Fort +12, Ref +13, Will +12
  OFFENSE
  Speed 30 ft.
  Melee Staff +17/+12/+7/+2 (1d8), bite +12 (1d4)
  STATISTICS
  Str 11, Dex 13, Con 20, Int 8, Wis 11, Cha 16
  Base Atk +17; CMB +17; CMD 28 (30 vs. trip)
  AVAILABLE TRAINER SPELLS (ALL TROGLODYTES)
  Level
  Spells
  0
  Detect Magic, Detect Poison, Ray of Frost, Read Magic
  1st
  Frostbite, Mage Armor, Identify, Sanctuary, Shield
  2nd
  Adhesive Blood, Augury, Blood Armor, Spider Climb, 
  Web
  3rd
  Arcane Sight, Gloomblind Bolts, Stinking Cloud, Vampiric 
  Touch
  4th
  Bestow Curse, Blood Crow Strike, Death Ward, Flame 
  Strike
  5th
  Cone of Cold, Interposing Hand, Snake Staff, Vampiric 
  Shadow Shield
  6th
  Banshee Blast, Major Curse, Unwilling Shield
  7th
  Changestaff, Grasping Hand, Reverse Gravity
  8th
  Frightful Aspect, Moment of Prescience, Polar Ray
  9th
  Cursed Earth (famine or living death only), Polar 
  Midnight, Power 
  Word Kill
  Feats Combat Casting, Dodge, Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Skill Focus (knowledge 
  arcana, stealth), Toughness
  Skills Knowledge (arcana) +16, Stealth +17 (+15 in rocky areas); 
  Racial Modifiers +4 Stealth (+8 in rocky areas)
  Languages Common, Draconic; SQ trainer spells (CL 13th)
  Equipment +6 Bracers of Armor, +4 Ring of Protection
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  vargouille chaMPion
  When the first vargouilles were summoned into the Kingdom, 
  they overtook their unwitting summoners and disappeared into 
  the countryside. Over the course of the next several decades, 
  sightings and attacks became more frequent, necessitating the 
  capture and destruction of most of the vargouille population. 
  Even now that they are better contained, these monsters are a 
  constant reminder of the threat they once posed.
  CR 15 
  XP 51,200
  NE Small outsider (evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 25, touch 16, flat-footed 20; (+4 Dex, +1 dodge, +9 natural, 
  +1 size)
  hp 210 (20d10+100)
  Fort +18, Ref +18, Will +10
  DR 10/good and silver
  OFFENSE
  Speed 5 ft.; fly 30 ft. (good)
  Melee bite +25 (1d6 plus poison), 3 tentacles +20 (1d4)
  Special Attacks poison, shriek, sneak attack +4d6
  STATISTICS
  Str 10, Dex 18, Con 19, Int 5, Wis 15, Cha 8
  Base Atk +20; CMB +19; CMD 33 (can’t be tripped)
  Feats Dodge, Great Fortitude, Iron Will, Lightning Reflexes, 
  Mobility, Skill Focus (Perception, Stealth), Toughness, 
  Vital Strike, Weapon Finesse
  Skills Fly +29, Intimidate +22, Perception +24, 
  Stealth +30
  Languages Common, Infernal
  SPECIAL ABILITIES
  Poison (Su): Bite—injury; save Fort DC 24; frequency once; effect 
  damage caused by bite can only be healed with magic if the 
  spellcaster succeeds on a DC 26 caster level check; cure 1 save. 
  The save DC is Constitution-based.
  Shriek (Su): Instead of biting, a vargouille can open its distended 
  mouth to shriek. Those within 60 feet (except other vargouilles) 
  who hear the shriek and can clearly see the creature must 
  succeed on a DC 24 Fortitude save or be paralyzed for 2d4 
  rounds or until the monster attacks them, goes out of range, or 
  leaves their sight. A creature that successfully saves cannot be 
  affected again by the same vargouille’s shriek for 24 hours. The 
  save DC is Constitution-based.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  1st
  Cause Fear, Ear-Piercing Scream, Hunter’s Howl, Ray of 
  Enfeeblement, True Strike
  2nd
  Daze Monster, Lockjaw, Savage Maw, Scare, Shatter
  3rd
  Fly, Howling Agony, Poison, Vampiric Touch
  4th
  Bloody Claws, Discordant Blast, Mass Daze
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  zoog
  Early trainers lacked the ability to control undead because the 
  necromantic energies returning the body to life would convolute 
  a creature’s essence, making it nigh impossible to capture them. 
  It wasn’t until one intrepid necromancer decided to try his hand 
  at monster training that such was no longer the case.
  With the creation and capture of the first zoog, which itself is 
  not actually an undead but an amalgamation of living flesh and 
  fur, monster trainers learned how to wrap their auras around 
  undead monsters; a talent that purists try to avoid but idealists 
  and completionists embrace wholeheartedly.
  CR 1 
  XP 400
  CN Tiny magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent, spell 
  sight; Perception +5 
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 14 (2d10+3)
  Fort +3, Ref +5, Will +1 
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +6 (1d3-2 plus bleed 1), 2 claws +6 (1d2-2)
  Special Attacks bleed 1
  SPELL-LIKE ABILITIES (CL 20th)
  Constant—detect magic, speak with animals
  STATISTICS
  Str 6, Dex 15, Con 10, Int 5, Wis 12, Cha 5
  Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
  Feats Toughness
  Skills Acrobatics +12, Climb +12, Perception +5; Racial Modifiers 
  +6 Acrobatics, +6 Climb
  Languages Aklo; speak with animals
  SQ otherworldly touch
  SPECIAL ABILITIES
  Otherworldly Touch (Ex): A zoog’s natural attacks can strike 
  incorporeal creatures as if they were ghost touch weapons.
  Spell Sight (Su): A zoog’s eyes radiate normal light in a 15-foot 
  cone and increase the light level by one step for 
  an additional 15 feet beyond that area. Any 
  magic effect in this area glows faintly. This 
  glow does not reveal the magic effect’s school 
  or strength. A zoog can quell or renew this 
  light as a swift action.
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Detect Magic, Disrupt Undead, Read Magic
  1st
  Anticipate Peril, Bless Weapon, Hide from Undead, 
  Identify, Speak with Animals
  2nd
  False Life, Ghostbane Dirge, Remove Paralysis, Wake of 
  Light
  3rd
  Arcane Sight, Blade of Bright Victory*, Halt Undead, 
  Speak with Dead
  4th
  Anti-Incorporeal Shell, Blaze of Glory, Death Ward, 
  Greater False Life
  5th
  Break Enchantment, Breath of Life, Dispel Chaos/Evil, 
  Mass Ghostbane Dirge
  6th
  Analyze Dweomer, True Seeing, 
  Undeath to Death
  7th
  Greater Arcane Sight, Regenerate
  8th
  Iron Body, Moment of Prescience
  9th
  Foresight
  * While this monster is active, any weapon you wield counts 
  as your bonded 
  weapon
  MONSTORIN TRAITS
  +2 Dex, +2 Con, –2 Str: Zoog monstorin are quick and tough, 
  but their small size inhibits their strength.
  Small: Zoogs are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty to their 
  CMB and CMD, and a +4 size bonus on Stealth checks.
  Fast Movement: Zoogs have a base speed of 30 ft.
  Monstrous Humanoid: As monstrous humanoids, zoogs have 
  darkvision out to 60 feet.
  Detect Magic (Sp): A zoog constantly detects magic as a 
  spellcaster of its character level.
  Ghost Touch (Sp): As a standard action, a zoog can give any 
  weapon it wields the ghost touch property until the end of its 
  next turn. It can use this ability for a number of rounds each 
  day equal to 3 + its character level. These rounds need not be 
  consecutive.
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  teMPlate: skeleton Monsters
  It’s no wonder that strange things happen to the monsters of 
  the Kingdom during Haunted Eve. What confounds researchers 
  are the phenomena of skeleton monsters and zombie monsters.
  Unlike traditional skeletons, skeleton monsters are not 
  the reanimated remains of their dead ilk. They are, instead, a 
  collection of monsters that take on the likeness of other creatures 
  in order to gain access to their essence and magic. For this reason, 
  a trainer’s normal monster cannot grow into a skeleton monster; 
  he would have to capture one, but a breeder can augment hers 
  using advanced monster growth. Some researchers have also 
  been able to craft specialized monster scrolls that can change a 
  monster into its skeleton monster counterpart, but such items 
  are very difficult to find.
  What follows is a sample of skeleton monsters that can be 
  found during Haunted Eve. Skeleton monster is an inherent 
  template (except when applied by breeders) that can be applied 
  to any monster able to grant spells to a monster trainer (referred 
  to hereafter as the base creature). Skeleton monsters 
  cannot become Zombie monsters and vice versa.
  reBuild rules
  Challenge Rating: +2
  Armor Class: +2 natural armor (medium or large), +4 natural 
  armor (huge and above).
  Type: The base creature’s type changes to undead. It retains 
  any subtypes and gains the augmented subtype.
  Hit Dice: The base creature’s racial hit dice become d8’s. 
  The skeleton monster uses its Cha modifier (instead of its Con 
  modifier) to determine bonus hit points.
  Defensive Abilities: The skeleton monster gains unnatural 
  grace, which gives it a bonus to all saving throws equal to its 
  Charisma modifier. This bonus does not stack with similar bonuses 
  or abilities. It also gains undead traits and spell resistance equal 
  to 11 + its adjusted CR. Medium and large skeleton monsters gain 
  DR 5/bludgeoning and magic, while huge and larger skeletons 
  gain DR 10/bludgeoning and magic instead.
  Speed: The skeleton monster loses nonmagical means of flight.
  Attacks: The skeleton monster retains all the natural attacks 
  and proficiencies of the base creature, except for attacks that 
  can’t work without flesh. A creature with hands gains one primary 
  claw attack per hand. Keep existing claw damage if better.
  Special Attacks: The skeleton monster retains any aura or 
  breath weapon attacks of the base creature, but loses all others.
  Spell-Like Abilities: Remain (but see Abilities below).
  Abilities: +4 Dex, +4 Cha. Skeleton monsters have no Con 
  score, and their Int score becomes 10 regardless of what it 
  was previously. if the base creature relied on Intelligence for 
  spellcasting, it loses access to all but 0-level spells.
  BAB: The skeleton’s base attack is equal to 3/4 of its hit dice.
  Skills: The skeleton monster loses all skill ranks possessed by 
  the base creature. It gains 4 skill points per hit dice and gives 
  preference to skills possessed by the base creature first in order 
  of Strength, Dexterity, Charisma, Wisdom, Intelligence.
  Feats: The skeleton monster gains Toughness as a bonus 
  feat. If the base creature possessed any feats that are no longer 
  relevant, the skeleton trades them for Spell Focus (necromancy), 
  Spell Penetration, or similar.
  Special Qualities and Trainer Spells: The skeleton monster only 
  retains extraordinary special qualities that improve its melee or 
  ranged attacks. It gains trainer spells (as a monster performer). 
  Its caster level is equal to its adjusted CR. If the base creature 
  granted 7th, 8th, and 9th-level spells to its trainer, those spells 
  are lost. If the base creature has any spells that rely on flesh or 
  hair (barkskin or ironbeard, for example), or if it is missing any 
  spells, it gains one or more of the following as replacements.
  Level
  Spells
  0
  Daze, Touch of Fatigue
  1st
  Frostbite, Hunter’s Howl
  2nd
  Dread Bolt, False Life, Lockjaw, Savage Maw, Stricken 
  Heart
  3rd
  Agonizing Rebuke, Gloomblind Bolts, Unliving Rage
  4th
  Fear, Greater False Life
  5th
  Feast on Fear, Nightmare
  6th
  Antilife Shell, Circle of Death
  44
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  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Bleed, Daze, Resistance, Touch of Fatigue
  1st
  Bristle, Command, Frostbite, Hunter’s Howl, Magic Fang
  2nd
  Dread Bolt, False Life, Lockjaw, Savage Maw, Stricken 
  Heart
  3rd
  Agonizing Rebuke, Gloomblind Bolts, Greater Magic 
  Fang, Unliving Rage
  4th
  Fear, Greater False Life, Lesser Globe of Invulnerability, 
  Strong Jaw
  5th
  Feast on Fear, Greater Command, Nightmare, Spell 
  Resistance
  6th
  Antilife Shell, Circle of Death
  crurotar skeleton
  Powerful jaws make crurotar the only remaining natural 
  predator of suidae and wildesau monsters. Although slow and 
  ungainly on land, a crurotar that can drag its prey into the water 
  will soon be fed quite well. Less well-documented versions of 
  crurotar are even amphibious, which allows them to wait just 
  below the surface for prey to come looking for a drink.
  A crurotar skeleton is a mockery of its counterpart’s usually 
  physical nature. While it can still hold its own in melee, the 
  crurotar skeleton prefers to stay hidden in the reeds and swampy 
  water where it lairs, casting dread magic at enemies who draw 
  too close.
  CR 11 
  XP 12,800
  N Huge undead (augmented magical beast)
  Init +6; Senses low-light vision; Perception +23
  DEFENSE
  AC 25, touch 10, flat-footed 17 (+2 Dex, +15 natural, –2 size)
  hp 90 (12d8+36); Fort +6, Ref +8, Will +14
  Defensive Abilities unnatural grace (already applied); DR 10/
  bludgeoning and magic; Immune undead traits; SR 22
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +17 (2d6+13/19-20 
  plus grab), 2 claws +16 (1d8+13), and tail slap +11 
  (2d10+4)
  Space 15 ft.; Reach 15 ft.
  Special Attacks death roll (2d6+13 plus trip)
  STATISTICS
  Str 29, Dex 14, Con –, Int 10, Wis 14, Cha 15
  Base Atk +9; CMB +20; CMD 32 (38 vs. trip)
  Feats Improved Critical (bite), Improved Initiative, Iron Will, Skill 
  Focus (Perception, Stealth), Toughness, Weapon Focus (bite)
  Skills Intimidate +17, Perception +23, Stealth +15 (+23 in 
  water), swim +24; Racial Modifiers +8 Stealth in water
  Languages understands Common
  SQ trainer spells (as performer, CL 11th)
  SPECIAL ABILITIES
  Death Roll (Ex): When grappling a foe of its size or smaller, a 
  crurotar skeleton can perform a death roll upon making a 
  successful grapple check. As it clings to its foe, it tucks in its legs 
  and rolls rapidly, twisting and wrenching its victim. The crurotar 
  skeleton inflicts its bite damage and knocks the creature prone. 
  If successful, the crurotar maintains its grapple.
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  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Daze, Touch of Fatigue
  1st
  Ear-Piercing Scream, Enlarge Person, Hunter’s Howl, 
  Magic Fang, Sanctuary
  2nd
  Dread Bolt, False Life, Knock, Owl’s Wisdom, Savage 
  Maw
  3rd
  Disrupting Roar, Gloomblind Bolts, Greater Magic 
  Fang, Unliving Rage
  4th
  Discordant Blast, Fear, Greater False Life, Strong Jaw
  5th
  Feast on Fear, Nightmare
  6th
  Antilife Shell, Circle of Death
  oWlBear skeleton
  Owlbears have always been a beast to fear in the forests of the 
  Kingdom. With the strength of a bear and the cunning of a bird of 
  prey, these monstorin are an easy enough catch while still being 
  able to hold their own in battle.
  Owlbear skeletons use their magic to intimidate and weaken 
  opponents before taking them down. They are as cunning as 
  their living counterparts while also being smarter and more 
  tactical about their actions during combat
  CR 6 
  XP 2,400
  N Large undead (augmented magical beast)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +12
  DEFENSE
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 37 (5d8+15); Fort +5, Ref +6, Will +7
  Defensive Abilities unnatural grace (already applied); DR 5/
  bludgeoning and magic; Immune undead traits; SR 17
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +8 (1d6+4 plus grab), bite +8 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 19, Dex 16, Con –, Int 10, Wis 12, Cha 14
  Base Atk +3; CMB +8 (+12 grapple); CMD 21 (25 vs. trip)
  Feats Improved Initiative, Great Fortitude, Skill Focus 
  (Perception), Toughness
  Skills Climb +12, Intimidate 10, Perception +12, Sense Motive +9
  Languages understands Common
  SQ trainer spells (as performer, CL 6th)
  46
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  AVAILABLE TRAINER SPELLS
  Level
  Spells
  0
  Bleed, Daze, Lullaby, Touch of Fatigue
  1st
  False Life, Frostbite, Hunter’s Howl, Sleep, True Strike
  2nd
  Daze Monster, Invisibility, Knock, Silence, 
  Stricken Heart
  3rd
  Agonizing Rebuke, Battlefield Adept, Deep Slumber, 
  Gloomblind Bolts
  4th
  Fear, Greater False Life, Greater Invisibility, Shadow 
  Projection
  5th
  Feast on Fear, Nightmare, Persistent Image
  6th
  Antilife Shell, Circle of Death, Cloak of Dreams
  scoundrite skeleton
  Trainers who use their monsters for roguish actions, whether 
  in or out of battle, may unknowingly create scoundrites. These 
  homunculi are the hardest of their kind to locate, since their very 
  nature is to go unseen. Even when a trainer wishes to create or 
  capture a scoundrite, he or she must do so before the monster 
  burns itself out trying to hide again.
  Scoundrite skeletons are a little more worrisome than the 
  homunculi they emulate. Rather than run off and hide, these 
  monsters will turn and face their potential captors with all the 
  accuracy and murderous intent they can muster.
  CR 2 
  XP 600
  N Tiny undead (augmented construct, living golem)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
  hp 12 (1d8+8)
  Fort +5, Ref +5, Will +8
  Defensive Abilities unnatural grace (already 
  applied), Immune undead traits; SR 13
  OFFENSE
  Speed 20 ft.
  Melee dagger +7 (1d2/19–20) or 
  2 claws +7 (1d2)
  Ranged dagger +6 (1d2/ 19–20)
  Special Attacks sneak attack (1d6)
  Space 2-1/2 ft.; Reach 0 ft
  STATISTICS
  Str 11, Dex 20, Con –, Int 10, Wis 12, Cha 21
  Base Atk +0; CMB +3; CMD 13
  Feats spell penetration, toughness
  Skills Acrobatics +9, Bluff +9, Perception +5, Stealth +17
  Languages Common
  SQ trainer spells (as performer, CL 2nd)
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  teMPlate: zoMBie Monsters
  Zombie monsters are brutish, unthinking recreations of their 
  former selves. While any trainer with a flare for necromancy, 
  or a friend with such talents, could technically create a zombie 
  monster from what is left of their companions, doing so is seen 
  as a perversion of monster training and of the bond between 
  trainer and monster. As such, most zombie monsters are 
  naturally occurring or brought into being by breeders who can 
  change their companions without first killing them.
  What follows is a sample of zombie monsters that can be 
  found during Haunted Eve. Zombie monster is an inherent 
  template (except when applied by breeders) that can be applied 
  to any monster able to grant spells to a monster trainer (referred 
  to hereafter as the base creature). Skeleton monsters cannot 
  become Zombie monsters and vice versa.
  reBuild rules
  Challenge Rating: +2
  Alignment: Zombie monsters are only evil when created 
  by an evil act. Otherwise, they retain their alignment.
  Armor Class: +2 natural armor (medium or large), +4 
  natural armor (huge and above).
  Type: The base creature’s type changes to undead. It retains 
  any subtypes and gains the augmented subtype.
  Hit Dice: The base creature’s racial hit dice become d12’s. 
  The zombie monster uses its Cha modifier (instead of its Con 
  modifier) to determine bonus hit points.
  Saves and Defensive Abilities: The zombie monster retains the 
  base creature’s saving throws and gains undead traits. Medium 
  and smaller zombie monsters gain +2 natural armor and DR 5/
  slashing and magic, while larger zombies gain +3 natural armor 
  and DR 10/slashing and magic instead.
  Speed: The zombie monster loses any nonmagical means of 
  flight. It cannot move and attack in the same round unless it 
  charges.
  Attacks: The zombie monster has a primary bite attack 
  appropriate for its size. It also has a slam attack as a creature 1 
  size larger that it can use as a primary attack or a secondary attack 
  when wielding a manufactured weapon. If the base creature has 
  any bite or slam attacks, increase the damage by 1 size category.
  Special Attacks: The zombie monster loses any special attacks 
  it can’t use with slam or bite. If it lost any special attacks or 
  abilities, it adds 1-1/2 times its Str modifier to the primary 
  damage of its slam attack or its full Str modifier to the secondary.
  Spell-Like Abilities: The zombie monster loses its spell-like 
  abilities if they relied on the base creature’s Intelligence score.
  Abilities: +4 Str, +4 Cha. Zombie monsters have no Constitution 
  or Intelligence scores. If the base creature relied on Intelligence 
  for spellcasting, it loses access to all spells.
  BAB: The zombie’s base attack is equal to its hit dice.
  Skills: The zombie monster loses all skill ranks possessed by 
  the base creature. It gains 1 skill rank per hit dice 
  and gives preference to skills possessed by the 
  base creature first in order of Strength, Wisdom, 
  Dexterity, Charisma.
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  Level
  Spells
  1st
  Adhesive Spittle, Anticipate Peril, Heightened Awareness
  2nd
  Adhesive Blood, Blood Armor, False Life, Pox Pustules, 
  Stricken Heart
  3rd
  Eruptive Pustules, Nauseating Trail, Unliving Rage
  4th
  Battle Trance, Bloatbomb, Greater False Life
  Feats: The zombie monster loses any feats the base creature 
  possessed, but gains Power Attack as a bonus feat. It always uses 
  this feat.
  Special Qualities and Trainer Spells: The zombie monster only 
  retains extraordinary special qualities that improve its melee 
  or ranged attacks. It gains trainer spells (as a monster scout). 
  Its caster level is equal to its adjusted CR. If the base creature 
  granted 0, 5th, 6th, 7th, 8th, or 9th-level spells to its trainer, 
  those spells are lost. If the base creature is missing any spells, it 
  gains one or more of the following as replacements.
  gray render zoMBie
  Gray Renders were the first naturally occurring monsters to be 
  captured by trainers in the early days of the Kingdom. Even before 
  monsters were introduced, there existed men and women who 
  had been “adopted” by these large beasts. With the additional 
  magic of a trainer’s essence binding it, a gray render can 
  become even stronger than its native, wild cousins.
  Gray render zombies are fearsome opponents with 
  no concern for themselves or anything they may 
  strike out at.
  CR 17 
  XP 102,400
  N Large undead (augmented magical beast)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +31
  DEFENSE
  AC 32, touch 12, flat-footed 29 (+3 Dex, +20 natural, –1 size)
  hp 210 (20d12+80)
  Fort +12, Ref +15, Will +10
  DR 10/slashing and magic; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +25 (2d6+33), slam +25 (1d8+33)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 34, Dex 17, Con –, Int –, Wis 18, Cha 18
  Base Atk +20; CMB +33; CMD 46
  Feats power attack (used)
  Skills Perception +31, Survival +6; Racial Modifiers +4 Perception
  SQ double damage against objects, trainer spells (as scout, CL 
  17); Languages –
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  1st
  Adhesive Spittle, Anticipate Peril, 
  Heightened Awareness, Sanctuary, 
  Shield, Stone Fist
  2nd
  Blood Armor, Bull’s Strength, Knock, 
  Pox Pustules, Stricken Heart
  3rd
  Eruptive Pustules, Nauseating Trail, 
  Rage, Unliving Rage
  4th
  Battle Trance, Bloatbomb, Greater 
  False Life, Stoneskin
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  hydra zoMBie
  The many heads of the Kingdom’s hydras each have their own 
  personality, goals, and plots. When severed from the body, they 
  are able to grow new limbs and become their own, separate 
  monsters or monstorin; even while the remaining creature heals 
  itself and grows a new head.
  Hydra zombies lose their ability to heal and regrow heads, but 
  their resulting ferocity is matched by very few.
  CR 10 
  XP 9,600
  N Huge undead (augmented magical beast)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
  DEFENSE
  AC 24, touch 9, flat-footed 23 (+1 Dex, +15 natural, –2 size)
   hp 85 (10d12+20);  Fort +7, Ref +8, Will +3
  DR 10/slashing and magic; Immune undead traits
  OFFENSE
  Speed 20 ft., swim 20 ft.
   Melee 4 bites +11 (2d6+11), slam +11 (1d8+11)
  Space 15 ft.; Reach 10 ft.
   Special Attacks pounce 
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  1st
  Adhesive Spittle, Anticipate Peril, Cause Fear, 
  Heightened Awareness, True Strike
  2nd
  Adhesive Blood, Blood Armor, Bloodhound, False Life, 
  Scorching Ray
  3rd
  Disrupting Roar, Eruptive Pustules, Unliving Rage
  4th
  Bloatbomb, Dragon’s Breath, Fear, Greater False Life, 
  Ride the Waves
  STATISTICS
  Str 21, Dex 12, Con –, Int –, Wis 11, Cha 14
   Base Atk +10; CMB +17; CMD 28 (can’t be tripped)
   Feats Power Attack (used)
   Skills Perception +15, swim +11; Racial Modifiers +2 Perception
   SQ hydra traits, trainer spells (as scout, CL 10)
  SPECIAL ABILITIES
  Hydra Traits (Ex): A hydra can be killed by severing all of its heads 
  or slaying its body. Any attack that is not an attempt to sever 
  a head affects the body, including area attacks or attacks that 
  cause piercing or bludgeoning damage. To sever a head, an 
  opponent must make a sunder attempt with a slashing weapon 
  targeting a head. A head is considered a separate weapon with 
  hardness 0 and hit points equal to the hydra’s HD. To sever a 
  head, an opponent must inflict enough damage to reduce the 
  head’s hit points to 0 or less. Severing a head deals damage to 
  the hydra’s body equal to the hydra’s current HD. A hydra can’t 
  attack with a severed head, but takes no other penalties.
  50
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  AVAILABLE TRAINER SPELLS (MONCROAK)
  Level
  Spells
  1st
  Adhesive 
  Spittle, 
  Blend, 
  Ear-Piercing 
  Scream, 
  Expeditious Retreat, Jump
  2nd
  Acid Arrow, Blood Armor, Certain Grip, Shatter, 
  Stricken Heart
  3rd
  Ablative Barrier, Disrupting Roar, Nauseating Trail, 
  Resinous Skin
  4th
  Discordant Blast, Shout, Solid Fog, Strong Jaw
  Moncroak zoMBie
  Moncroak is a peculiar monster; originally laughed at for 
  its unique and different appearance. When the first of these 
  creatures defeated a local champion through its unique battle 
  style, the trainers of the Kingdom finally took the marsh lurker 
  seriously. Even now, moncroak remains a staple powerhouse of 
  the monstorin tournament scene.
  During Haunted Eve, the moncroaks of the Scribe’s Marsh take 
  on a disturbing visage as the magic of the holiday twists and 
  tears their skin, changing them into zombies. Enhanced strength 
  and agility coupled with a dangerous slam attack make these 
  monsters a threat to the unprepared.
  CR 6 
  XP 2,400
  N Medium undead (augmented monstrous humanoid)
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 19, touch 9, flat-footed 17 (+2 Dex, +7 natural)
  hp 45 (6d12+6)
  Fort +2, Ref +8, Will +5
  OFFENSE
  Speed 30 ft.; swim 60 ft.
  Melee halberd +10/+5 (1d10+13/×3 plus trip) and 
  slam + 5 (1d6+5 plus trip), or bite +10 (1d8+10) and 
  slam +10 (1d6+10)
  Special Attacks powerful charge (slam +10, 2d6+6 plus 
  trip)
  STATISTICS
  Str 23, Dex 17, Con –, Int –, Wis 10, Cha 12
  Base Atk +6; CMB +11; CMD 21
  Feats Power Attack (used)
  Languages –; SQ jump, trainer 
  spells (as scout, CL 6)
  SPECIAL ABILITIES
  Jump (Ex): Always jumps as 
  though with a running start.
  Powerful Charge (Ex): 
  Ignores difficult terrain when 
  charging. Can jump as part of charge to attack higher 
  creatures.
  51
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  treant zoMBie
  Treants are unwilling participants in the king’s training 
  regiments when new reeves are taught how to battle in forested 
  areas of the Kingdom. They are used because the elves refuse 
  to allow humans into their lands now that the king has made it 
  known he intends to go to war.
  Treant zombies reanimate from the remains of treants left 
  in the swamps of the Kingdom during Haunted Eve. Without 
  the moral compass of their former selves, these monsters are 
  particularly dangerous when approached by anybody; even fey.
  CR 14 
  XP 38,400
  N Huge undead (augmented plant)
  Init –1; Senses low-light vision; Perception +20
  DEFENSE
  AC 24, touch 7, flat-footed 24 (–1 Dex, +17 natural, –2 size)
  hp 178 (17d12+68); Fort +13, Ref +4, Will +8
  DR 10/slashing and magic; Immune polymorph, undead traits
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 30 ft.
  Melee bite +21 (2d6+21), 2 slams +21 (2d8+21)
  Ranged rock +14 (2d6+19)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (180 ft.),
  trample (2d8+16, DC 27)
  STATISTICS
  Str 33, Dex 8, Con –, Int –, Wis 16, Cha 18
  Base Atk +17; CMB +30; CMD 39
  Feats Power Attack (used)
  Skills Perception +20, Sense 
  Motive +9, Stealth –9 (+7 in 
  forests); Racial Modifiers 
  +16 Stealth in forests
  Languages –
  SQ double damage 
  against objects, 
  trainer spells (as
  scout, CL 14)
  AVAILABLE TRAINER SPELLS
  Level
  Spells
  1st
  Anticipate Peril, Bristle, Entangle, Heightened 
  Awareness, Shillelagh
  2nd
  Barkskin, Blood Armor, False Life, Stricken Heart, Tree 
  Shape
  3rd
  Eruptive Pustules, Nauseating Trail, Resinous Skin, 
  Speak with Plants
  4th
  Arboreal Hammer, Battle Trance, Greater False Life, 
  Thorn Body
  52
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  Monster training
  Monster Training
  trainer sPells
  With Haunted Eve comes a new list of potential spells that 
  trainers can gain access to through the monsters they capture 
  and raise. In addition, at the end of this list are a few new spells 
  that monsters introduced here can grant their companions.
  Some of these spells can be found in sources outside of the 
  Pathfinder Roleplaying Game Core Rulebook. ACG = Advanced 
  Class Guide, APG = Advanced Player’s Guide, ARG = Advanced Race 
  Guide, UC = Ultimate Combat, and UM = Ultimate Magic. A Spell 
  with * after it is a new spell introduced at the end of the list.
  0-Level Trainer Spells
  Acid Splash: Orb deals 1d3 acid damage.
  Disrupt Undead: Deals 1d6 damage to one undead.
  Haunted Fey AspectUC: You surround yourself with disturbing 
  illusions.
  Touch of Fatigue: Touch attack fatigues target.
  1st-Level Trainer Spells
  Adhesive SpittleACG: Spit a tanglefoot bag at a creature.
  Anticipate PerilUM: Target gains a bonus on one initiative check.
  Bless Weapon: Weapon strikes true against evil foes.
  Blurred MovementACG: As blur, but only while you are moving.
  BungleUM: –20 penalty on target’s next attack roll or check.
  Confusion, Lesser: One creature is confused for 1 round.
  Dancing LanternAPG: Animates a lantern that follows you.
  Doom: One subject takes –2 on attack rolls, damage rolls, 
  saves, and checks.
  FrostbiteUM: Target takes cold damage and is fatigued.
  Heightened AwarenessACG: Your recall and ability to process 
  information improve.
  Hide from Undead: Undead can’t perceive one subject/level.
  Hunter’s HowlAPG: Treat enemies as favored for 1 round/level.
  Hypnotism: Fascinates 2d4 HD of creatures.
  Nauseating DartACG: Poisonous stinger deals 1d2 damage and 
  sickens target.
  Repair UndeadACG: Heals one undead.
  2nd-Level Trainer Spells
  Adhesive BloodACG: Weapons stick to your gluey blood.
  Blood ArmorACG: Your blood hardens when you are wounded.
  Burning GazeAPG: Inflict fire damage by looking at a creature.
  Delay Poison: Stops poison from harming subject.
  Desecrate: Fills area with negative energy, making undead 
  stronger.
  Dread BoltUM: Harm and possibly sicken good creatures.
  False Life: Gain 1d10 temporary hp + 1/level (max +10).
  Ghostbane DirgeAPG: Incorporeal creature takes half damage 
  from nonmagical weapons.
  Haunting MistsUM: Creatures are shaken and take Wis damage.
  JitterbugsARG: Targets gets –4 penalty on all Dex and Dex-based 
  skill checks, and cannot take the delay, ready, or total defense 
  actions.
  LockjawAPG: Gives creature grab ability with a natural attack.
  Pox PustulesAPG: Subject is sickened and has –4 Dex.
  Remove Paralysis: Frees creatures from paralysis or slow 
  effect.
  Savage MawARG: Gain a bite attack.
  Sickening EntanglementACG: As entangle, but plants have 
  sickening sap.
  Stricken HeartACG: Touch attack deals 3d6 damage and staggers 
  target.
  Wake of LightAPG: Magical trail aids good, hinders evil.
  3rd-Level Trainer Spells
  Agonizing RebukeARG: Cause mental distress and pain to 
  a target if it attacks you.
  Blade of Bright VictoryUM: Weapon gains ghost touch.
  Countless EyesUM: Extra eyes give all-around vision.
  Eruptive PustulesUM: Acid boils burst when you are attacked.
  Gloomblind BoltsARG: Ranged touch attack that deals 4d6 
  negative energy, 1 bolt +1/four levels (max 3).
  Halt Undead: Immobilizes undead for 1 round/level.
  Heart of the MetalACG: Enable weapons to overcome DR like 
  adamantine, cold iron, or silver.
  Hostile LevitationUC: Lifts targeted creature off the ground.
  Howling AgonyUM: Screaming pain limits the target’s actions.
  Nauseating TrailACG: Creature leaves a trail of stinking cloud 
  squares.
  Pain StrikeAPG: Inflicts 1d6 nonlethal damage 1 round/level.
  Speak with Dead: Corpse answers one question/two levels.
  Strangling HairUM: Your hair animates and grapples.
  Twilight KnifeAPG: Floating knife attacks with you.
  Unliving RageACG: As rage, except affecting only undead.
  Venomous BoltAPG: Arrow or bolt poisons target.
  4th-Level Trainer Spells
  Anti-Incorporeal ShellACG: Incorporeal creatures stay away.
  Aura of DoomUM: Creatures in your aura become shaken.
  Battle TranceARG: Gain ferocity monster special ability, 
  temporary hit points, and a morale bonus against mind-affecting 
  effects.
  Blaze of GloryAPG: Last stand cures good creatures, hurts evil.
  53
  
  BloatbombACG: Kill a weak creature and turn its corpse into an 
  explosive trap.
  Blood Crow StrikeUM: Unarmed strikes create crows that deal 
  fire and negative energy damage.
  Bloody ClawsAPG: Causes bleed damage with natural attacks.
  Death Ward: Grants bonuses against death spells and negative 
  energy.
  Greater False LifeUM: Gain 2d10 temporary hp + 1/level.
  Lesser SimulacrumUM: Creates a double of a weak creature.
  Mirror TransportACG: Mirror becomes a multiple-use dimension 
  door.
  MoonstruckAPG: Subject is enraged and confused.
  Scorching Ash FormARG: As gaseous form, except you become 
  a swirl of ash.
  Shadow StepUM: Teleport from one shadow to another.
  Terrible RemorseUM: Creature is compelled to harm itself.
  Vitriolic MistUM: As fire shield, except acid damage.
  5th-Level Trainer Spells
  Aspect of the WolfAPG: +4 Str and Dex, +2 bonus on trip 
  attacks.
  Damnation StrideARG: Teleports you a short distance and 
  produce a burst of fire.
  Feast on FearACG: Targets are panicked, and you gain temporary 
  hit points.
  Ghostbane Dirge, MassAPG: As ghostbane dirge, but affects 
  multiple creatures.
  Nightmare: Sends vision dealing 1d10 damage, fatigue.
  Pain Strike, MassAPG: As pain strike, but affects multiple 
  creatures.
  Repair Undead, MassACG: Heals undead of 1d8 hp + 1/level; 
  affects 1 undead/level.
  SuffocationAPG: Target quickly suffocates to death.
  Unbreakable ConstructUM: Increase construct hardness or DR.
  Vampiric Shadow ShieldACG: As fire shield, except attackers 
  take negative energy damage and attacks heal you.
  Whip of CentipedesACG: Create a whip made of poisonous 
  centipedes.
  6th-Level Trainer Spells
  Antilife Shell: 10-ft.-radius field hedges out living creatures.
  Banshee BlastACG: Cone damages and panics creatures.
  Circle of Death: Kills 1d4/level HD of creatures.
  Undeath to Death: Destroys undead.
  Unwilling ShieldAPG: Subject shares wounds you receive.
  7th-Level Trainer Spells
  Grasping Hand: Hand provides cover, pushes, or grapples.
  Insanity: Subject suffers continuous confusion.
  Lunar VeilUM: Dispel light and revert lycanthropes.
  Waves of Exhaustion: Several targets become exhausted.
  8th-Level Trainer Spells
  Frightful AspectUC: Take on a terrifying, Large-sized form.
  Incendiary Cloud: Cloud deals 6d6 fire damage/round.
  Irresistible Dance: Forces subject to dance.
  9th-Level Trainer Spells
  Cursed EarthUM: Plants die or dead creatures rise as zombies.
  Polar MidnightUM: Cold darkness paralyzes and deals damage.
  Suffocation, MassAPG: One creature/level suffocates to death.
  Transmute Blood to AcidUM: Target and attackers take acid 
  damage.
  SUMMON MONSTER I
  NAME
  PAGE
  NOTES
  Grindylow
  34
  Amphibious, Swim, Tangling Tentacles
  Zoog
  43
  Bleed, Ghost Touch, Spell Sight
  SUMMON MONSTER II
  NAME
  PAGE
  NOTES
  Binx
  8
  Misfortune, Trainer Spells (CL 1st)
  Carver
  10
  Breath Weapon, Explode, Fear Aura, 
  Strangling Ensnare
  SUMMON MONSTER III
  NAME
  PAGE
  NOTES
  Fang Critter
  20
  Curl, Poison (sleep), Shatter
  SUMMON MONSTER IV
  NAME
  PAGE
  NOTES
  Ihwa
  35
  Burrow, 
  DR, 
  Immune 
  paralysis, 
  phantasms, and poison; Poison (Str), 
  Swim
  alternative suMMoning oPtions
  The following is a list of monsters introduced in this book that 
  can be summoned by the Summon Monster or Summon Nature’s 
  Ally spells. These are organized by spell level. Variant monsters 
  can be summoned in place of previously introduced monsters at 
  +/– 1 spell level for every 2 CR’s the variant is above/below its 
  predecessor.
  54
  
  Monster training
  SUMMON MONSTER V
  NAME
  PAGE
  NOTES
  Ghanima
  9
  Misfortune, Trainer Spells (CL 4th)
  NAME
  PAGE
  NOTES
  Gremlin 
  Batspawn
  30
  Flying, Gremlin Lice, Putrid Vomit
  SUMMON MONSTER VI
  NAME
  PAGE
  NOTES
  Gremlin 
  Lightningspawn
  32
  Metal Mastery, Spark Leap, Storm in 
  the Blood
  Gremlin 
  Spiderspawn
  33
  DR, Magic Bag, Poison (Str), SR
  Timeslayer 
  Impspawn
  38
  DR, 
  Evasion, 
  Haste, 
  Immune 
  electricity; Slow Aura, SR
  Fourclaw 
  Impspawn
  25
  Spell-Like Abilities (CL 9th)
  SUMMON MONSTER VII
  NAME
  PAGE
  NOTES
  Gremlin 
  Foulspawn
  31
  Evasion, Farrealmer Traits, Resist 
  varies, 
  Sneak 
  Attack, 
  Spell-Like 
  Abilities, Uncanny Dodge
  Circemera
  9
  Misfortune, Trainer Spells (CL 9th)
  SUMMON NATURE’S ALLY I
  NAME
  PAGE
  NOTES
  Grindylow
  34
  Amphibious, Swim, Tangling Tentacles
  Zoog
  43
  Bleed, Ghost Touch, Spell Sight
  SUMMON NATURE’S ALLY II
  NAME
  PAGE
  NOTES
  Binx
  8
  Misfortune, Trainer Spells (CL 1st)
  Carver
  10
  Breath Weapon, Explode, Fear Aura, 
  Strangling Ensnare
  SUMMON NATURE’S ALLY III
  NAME
  PAGE
  NOTES
  Fang Critter
  20
  Curl, Poison (sleep), Shatter
  Gremlin
  28
  Sneak Attack, Tinker
  SUMMON NATURE’S ALLY IV
  NAME
  PAGE
  NOTES
  Ihwa
  35
  Burrow, 
  DR, 
  Immune 
  paralysis, 
  phantasms, and poison; Poison (Str), 
  Swim
  SUMMON NATURE’S ALLY V
  NAME
  PAGE
  NOTES
  Ghanima
  9
  Misfortune, Trainer Spells (CL 4th)
  Gremlin 
  Batspawn
  30
  Flying, Gremlin Lice, Putrid Vomit
  SUMMON NATURE’S ALLY VI
  NAME
  PAGE
  NOTES
  Gremlin 
  Lightningspawn
  32
  Metal Mastery, Spark Leap, Storm in 
  the Blood
  Gremlin 
  Spiderspawn
  33
  DR, Magic Bag, Poison (Str), SR
  SUMMON NATURE’S ALLY VII
  NAME
  PAGE
  NOTES
  Circemera
  9
  Misfortune, Trainer Spells (CL 9th)
  Gremlin 
  Foulspawn
  31
  Evasion, Farrealmer Traits, Resist 
  varies, 
  Sneak 
  Attack, 
  Spell-Like 
  Abilities, Uncanny Dodge
  eidolon evolutions
  Like the monsters regularly found throughout the Kingdom, 
  those who are found or exist only because of Haunted Eve can 
  be imitated by canny summoners. The following is a list of base 
  forms for the monsters introduced here.
  Base Forms
  Anon Monsters*: Gremlin Lightningspawn
  Aquatic Monsters: Grindylow
  Bipedal Monsters: Dire Festrog, Fang Critter, Festrog Pup, 
  Fourclaw Impspawn, Gremlin, Gremlin Batspawn, Gremlin 
  Foulspawn, Pumpkin Lord, Scarecrow, Timeslayer Impspawn
  Quadrupedal Monsters: Binx, Circemera, Crawling Claw, 
  Ghanima, Gremlin Spiderspawn, Zoog
  Serpentine Monsters: Carver
  *Anon monsters were first introduced 
  in Mystical: Kingdom of Monters.
  55
  
  Ablative Barrier
  Moncroak Zombie
  Absorb Toxicity
  Gremlin Spiderspawn, Grindylow
  Acid Arrow
  Skaldak, Moncroak Zombie
  Acid Fog
  Gremlin Spiderspawn, Grindylow
  Acidic Splash
  Festrog, Gremlin, Gremlin Batspawn, Gremlin Spiderspawn, 
  Grindylow, Ihwa, Skaldak
  Acidic Spray
  Grindylow
  Adhesive Blood
  Hydra Zombie, Troglodyte
  Adhesive Spittle
  Gremlin Batspawn, Gremlin Spiderspawn, Gray Render, Hydra, 
  Moncroak
  Agonizing Rebuke
  Crurotar Skeleton, Gnole, Scoundrite Skeleton
  Alter Self
  Fel’Kraz, Osyluth
  Analyze Dweomer
  Gremlin, Gremlin Batspawn, Gremlin Foulspawn, Gremlin 
  Lightningspawn, Gremlin Spiderspawn, Jack-o’-Lantern, Jinx 
  Cat, Zoog
  Animal Aspect/Greater Animal Aspect
  Ihwa
  Animate Objects
  Gnole
  Animate Plants
  Gnole
  Anticipate Peril
  Crawling Claw, Grindylow, Hydra Zombie, Treant Zombie, Zoog
  Anti-Incorporeal Shell
  Nightwalker, Osyluth, Zoog
  Antilife Shell
  Crurotar 
  Skeleton, 
  Fel’Kraz, 
  Ihwa, 
  Owlbear 
  Skeleton, 
  Scoundrite Skeleton
  Antimagic Field
  Gremlin, Skaldak
  Antipathy
  Nightwalker, Timeslayer
  Aqueous Orb
  Grindylow
  Arboreal Hammer
  Treant Zombie
  Arcane Sight/Detect Magic/Greater Arcane Sight
  Chlorite, Craos, Farrealmer, Fel’Kraz, Gremlin, Gremlin 
  tspawn, 
  Gremlin 
  Foulspawn, 
  Gremlin 
  Lightningspawn, 
  Gremlin Spiderspawn, Jack-o’-Lantern, Jinx Cat, Mogweird, 
  Nightwalker, Osyluth, Timeslayer, Troglodyte, Zoog
  Atavism/Mass Atavism
  Gnole
  Augury
  Troglodyte
  Aura of Doom/Doom
  Chlorite, Craos, Fel’Kraz, Festrog, Fourclaw, Gremlin, Gremlin 
  Batspawn, Gremlin Foulspawn, Gremlin Lightningspawn, 
  Gremlin Spiderspawn, Ihwa, Jack-o’-Lantern, Jinx Cat
  Banshee Blast
  Jinx Cat, Troglodyte
  Barkskin
  Crawling Claw, Gnole, Treant Zombie
  Battle Trance
  Craos, Grindylow, Timeslayer, Gray Render Zombie, Treant 
  Zombie
  Battlefield Adept
  Fourclaw, Ihwa, Scoundrite Skeleton
  Bear’s Endurance/Mass Bear’s Endurance
  Mogweird
  Bestow Curse/Major Curse
  Chlorite, Festrog, Gremlin, Jinx Cat, Nightwalker, Skaldak, 
  Timeslayer, Troglodyte
  Black Tentacles
  Gremlin Spiderspawn, Grindylow
  Blade Barrier
  Chlorite, Farrealmer, Gremlin Foulspawn
  Bleed
  Chlorite, Crurotar Skeleton, Festrog, Gnole, Nightwalker, 
  Scoundrite Skeleton
  Blend
  Craos, Grindylow, Moncroak Zombie
  Bless Weapon
  Zoog
  Blight
  Festrog, Gnole, Jack-o’-Lantern
  Blinding Dust
  Gremlin, Gremlin Batspawn, Gremlin Foulspawn, Gremlin 
  Lightningspawn
  index: Monsters By sPell granted
  56
  
  indices
  Blindness/Deafness
  Farrealmer
  Blink/Ethereal Jaunt/Etherealness
  Nightwalker, Osyluth
  Bloatbomb
  Gray Render Zombie, Hydra Zombie
  Blood Armor
  Gray Render Zombie, Hydra Zombie, Moncroak Zombie, Treant 
  Zombie, Troglodyte
  Blood Crow Strike
  Farrealmer, Troglodyte
  Bloodhound
  Festrog, Fourclaw, Gnole, Hydra Zombie
  Bloody Claws
  Crawling Claw, Fel’Kraz, Fourclaw, Gnole, Gremlin Batspawn, 
  Osyluth, Vargouille
  Blur/Blurred Movement
  Elcu, Fel’Kraz, Nightwalker, Timeslayer
  Break Enchantment
  Farrealmer, Gnole, Gremlin, Gremlin Batspawn, Gremlin 
  Foulspawn, Gremlin Lightningspawn, Gremlin Spiderspawn, 
  Ihwa, Jinx Cat, Zoog
  Breath of Life
  Zoog
  Bristle
  Chlorite, Crurotar Skeleton, Treant Zombie
  Bull’s Strength/Mass Bull’s Strength
  Gray Render Zombie, Timeslayer
  Bungle
  Gremlin, Skaldak
  Burning Gaze
  Chlorite, Jack-o’-Lantern, Jinx Cat, Skaldak
  Burrow
  Fang Critter, Ihwa
  Cause Fear
  Chlorite, Fel’Kraz, Gnole, Gremlin Spiderspawn, Hydra Zombie, 
  Jack-o’-Lantern, Jinx Cat, Nightwalker, Timeslayer, Vargouille
  Caustic Eruption
  Festrog, Grindylow, Ihwa
  Certain Grip
  Gnole, Moncroak Zombie
  Chains of Fire
  Jack-o’-Lantern
  Changestaff
  Troglodyte
  Chaos Hammer
  Gremlin Foulspawn
  Charm Monster/Mass Charm Monster
  Farrealmer
  Chill Metal
  Gremlin
  Chill Touch
  Crawling Claw, Festrog
  Circle of Death
  Crurotar Skeleton, Festrog, Owlbear Skeleton, Scoundrite 
  Skeleton, Timeslayer
  Cloak of Dreams/Deep Slumber/Sleep
  Fang Critter, Mogweird, Scoundrite Skeleton, Skaldak, 
  Timeslayer
  Cloudkill
  Farrealmer, Festrog
  Color Spray
  Farrealmer
  Command/Greater Command
  Crurotar Skeleton
  Cone of Cold
  Troglodyte
  Confusion/Lesser Confusion
  Farrealmer, Gremlin, Gremlin Batspawn, Gremlin Foulspawn, 
  Gremlin Lightningspawn, Osyluth, Skaldak
  Continual Flame
  Chlorite, Elcu, Jack-o’-Lantern
  Control Water
  Grindylow
  Countless Eyes
  Skaldak
  Create Water
  Grindylow, Jack-o’-Lantern
  Cursed Earth
  Timeslayer, Troglodyte
  Damnation Stride
  Chlorite, Elcu, Timeslayer
  Dancing Lantern
  Elcu, Jack-o’-Lantern
  Darkness/Deeper Darkness
  Chlorite, Gremlin Spiderspawn, Grindylow
  Daze/Daze Monster/Mass Daze
  Craos, Crurotar Skeleton, Farrealmer, Gremlin, Gremlin 
  Batspawn, Gremlin Foulspawn, Gremlin Lightningspawn, 
  Gremlin 
  Spiderspawn, 
  Nightwalker, 
  Owlbear 
  Skeleton, 
  Scoundrite Skeleton, Vargouille
  index: Monsters By sPell granted
  57
  
  Death Ward
  Ihwa, Jinx Cat, Zoog
  Delay Poison
  Craos, Fang Critter, Ihwa
  Desecrate
  Nightwalker
  Detect Thoughts
  Farrealmer, Fel’Kraz, Gremlin Foulspawn
  Detect Undead
  Festrog, Nightwalker
  Dimension Door
  Craos, Fourclaw, Gremlin Spiderspawn, Timeslayer
  Dimensional Anchor
  Timeslayer
  Discordant Blast
  Moncroak Zombie, Owlbear Skeleton, Vargouille
  Disguise Self
  Osyluth
  Dispel Chaos/Evil/Good/Law
  Gremlin, Zoog
  Dispel Magic/Greater Dispel Magic
  Chlorite, Gremlin, Gremlin Batspawn, Gremlin Foulspawn, 
  Gremlin Lightningspawn, Gremlin Spiderspawn
  Displacement
  Fel’Kraz
  Disrupt Undead
  Farrealmer, Fel’Kraz, Jack-o’-Lantern, Nightwalker, Osyluth, 
  Zoog
  Disrupting Roar
  Craos, Hydra Zombie, Moncroak Zombie, Owlbear Skeleton
  Dragon’s Breath
  Hydra Zombie, Jack-o’-Lantern
  Dread Bolt
  Crurotar Skeleton, Owlbear Skeleton
  Eagle's Splendor/Mass Eagle’s Splendor
  Timeslayer
  Ear-Piercing Scream
  Fourclaw, Moncroak Zombie, Owlbear Skeleton, Vargouille
  Elemental Body
  Gremlin Lightningspawn
  Energy Drain
  Festrog
  Enlarge Person
  Owlbear Skeleton
  Entangle
  Grindylow, Jack-o’-Lantern, Treant Zombie
  Eruptive Pustules
  Festrog, Gray Render Zombie, Treant Zombie
  Ethereal Jaunt/Etherealness
  Nightwalker, Osyluth
  Expeditious Retreat
  Ihwa, Mogweird, Moncroak Zombie
  Eyebite
  Jinx Cat, Skaldak
  Fabricate
  Mogweird
  False Life/Greater False Life
  Crurotar Skeleton, Festrog, Fourclaw, Gray Render Zombie, 
  Hydra Zombie, Owlbear Skeleton, Scoundrite Skeleton, Treant 
  Zombie, Zoog
  Fear
  Chlorite, Crurotar Skeleton, Elcu, Fang Critter, Hydra Zombie, 
  Jack-o’-Lantern, Jinx Cat, Owlbear Skeleton, Scoundrite 
  Skeleton, Skaldak
  Feast on Fear
  Chlorite, Crurotar Skeleton, Fel’Kraz, Owlbear Skeleton, 
  Scoundrite Skeleton
  Fiery Body
  Jack-o’-Lantern
  Fire Shield
  Jack-o’-Lantern
  Fire Storm
  Chlorite, Jack-o’-Lantern
  Flame Strike
  Jack-o’-Lantern, Troglodyte
  Flare
  Chlorite, Elcu, Timeslayer
  Flesh to Stone
  Skaldak
  Fluid Form
  Grindylow
  Fly/Mass Fly
  Gremlin Batspawn, Osyluth, Vargouille
  Fog Cloud
  Grindylow, Mogweird
  Forceful Hand
  Crawling Claw, Fel’Kraz
  Foresight
  Farrealmer, Gnole, Ihwa, Jinx Cat, Mogweird, Osyluth, 
  Timeslayer, Zoog
  Freedom of Movement
  Fang Critter, Gremlin Lightningspawn
  index: Monsters By sPell granted
  58
  
  indices
  Frightful Aspect
  Chlorite, Elcu, Farrealmer, Festrog, Gnole, Ihwa, Nightwalker, 
  Timeslayer, Troglodyte
  Frigid Touch
  Crawling Claw
  Frostbite
  Crurotar 
  Skeleton, 
  Nightwalker, 
  Scoundrite 
  Skeleton, 
  Troglodyte
  Fury Guard
  Grindylow
  Gaseous Form
  Chlorite, Elcu, Fel’Kraz
  Geyser
  Grindylow
  Ghost Sound
  Elcu, Gnole, Osyluth
  Ghosebane Dirge/Mass Ghostbane Dirge
  Elcu, Nightwalker, Osyluth, Zoog
  Glitterdust
  Mogweird
  Globe of Invulnerability/Lesser Globe of Invulnerability
  Crurotar Skeleton
  Gloomblind Bolts
  Crurotar Skeleton, Grindylow, Owlbear Skeleton, Scoundrite 
  Skeleton, Troglodyte
  Grasping Hands
  Timeslayer, Troglodyte
  Guidance
  Farrealmer, Festrog, Gremlin Foulspawn, Jinx Cat
  Halt Undead
  Gremlin, Nightwalker, Osyluth, Zoog
  Haste
  Timeslayer
  Haunting Fey Aspect
  Elcu, Gnole, Gremlin, Gremlin Batspawn, Gremlin Foulspawn, 
  Gremlin Spiderspawn, Jack-o’-Lantern, Nightwalker, Osyluth
  Haunting Mists
  Jinx Cat, Nightwalker
  Heart of the Metal
  Gremlin Lightningspawn, Jack-o’-Lantern
  Heat Metal
  Gremlin, Jack-o’-Lantern
  Heightened Awareness
  Gray Render Zombie, Hydra Zombie, Jinx Cat, Treant Zombie
  Hide from Undead
  Fel’Kraz, Nightwalker, Osyluth, Zoog
  Hold Person
  Craos, Farrealmer, Gremlin Foulspawn
  Horrid Wilting
  Gnole, Jack-o’-Lantern
  Hostile Juxtaposition/Greater Hostile Juxtaposition
  Jinx Cat
  Hostile Levitation
  Elcu, Gnole, Jinx Cat
  Howling Agony
  Fourclaw, Jinx Cat, Vargouille
  Hunter’s Howl
  Craos, Festrog, Grindylow, Ihwa
  Hydraulic Push
  Grindylow
  Hypnotism
  Elcu, Farrealmer, Gnole, Jinx Cat
  Identify
  Troglodyte, Zoog
  Inflict Wounds
  Chlorite, Festrog, Fourclaw, Skaldak
  Insanity
  Farrealmer, Gnole, Nightwalker, Osyluth, Skaldak
  Interposing Hand
  Crawling Claw, Fel’Kraz, Troglodyte
  Invisibility/Greater Invisibility
  Chlorite, Gremlin Foulspawn, Osyluth, Scoundrite Skeleton, 
  Timeslayer
  Iron Body
  Chlorite, Festrog, Jack-o’-Lantern, Osyluth, Skaldak, Zoog
  Ironwood
  Jack-o’-Lantern, Mogweird
  Irresistible Dance
  Elcu, Skaldak
  Jitterbugs
  Elcu, Farrealmer, Gnole, Gremlin Batspawn
  Jump
  Fang Critter, Gremlin Spiderspawn, Moncroak Zombie
  Knock
  Crawling Claw, Gray Render Zombie, Owlbear Skeleton, 
  Scoundrite Skeleton
  Levitate
  Gremlin Lightningspawn
  Light
  Chlorite, Elcu, Gremlin Lightningspawn
  Lightning Arc
  Gremlin Lightningspawn
  index: Monsters By sPell granted
  59
  
  Lockjaw
  Crurotar Skeleton, Fang Critter, Gremlin Batspawn, Grindylow, 
  Vargouille
  Lullaby
  Mogweird, Scoundrite Skeleton
  Lunar Veil
  Ihwa, Jinx Cat
  Mage Armor
  Fang Critter, Farrealmer, Mogweird, Troglodyte
  Mage Hand
  Crawling Claw, Farrealmer, Fel’Kraz, Gnole
  Mage's Disjunction
  Mogweird
  Magic Fang/Greater Magic Fang
  Crurotar Skeleton, Fang Critter, Fel’Kraz, Festrog, Fourclaw, 
  Gnole, Owlbear Skeleton, Timeslayer
  Magic Weapon/Greater Magic Weapon
  Gremlin Foulspawn, Mogweird
  Major Creation/Minor Creation
  Mogweird
  Major Image
  Elcu, Osyluth
  Make Whole
  Gnole, Mogweird
  Minor Creation
  Mogweird
  Mirror Image
  Gremlin Foulspawn, Gremlin Lightningspawn
  Mirror Transport
  Jinx Cat
  Mislead
  Gnole, Osyluth
  Moment of Prescience
  Jinx Cat, Mogweird, Timeslayer, Troglodyte, Zoog
  Moonstruck
  Nightwalker, Skaldak
  Nauseating Dart
  Ihwa
  Nauseating Trail
  Gray Render Zombie, Moncroak Zombie, Treant Zombie
  Nightmare
  Crurotar Skeleton, Gnole, Gremlin Batspawn, Owlbear 
  Skeleton, Scoundrite Skeleton
  Owl's Wisdom/Mass Owl’s Wisdom
  Owlbear Skeleton
  Pain Strike/Mass Pain Strike
  Crawling Claw, Farrealmer, Timeslayer
  Pernicious Poison
  Ihwa
  Persistent Image
  Gremlin Foulspawn, Osyluth, Scoundrite Skeleton
  Poison
  Craos, Fang Critter, Gremlin Spiderspawn, Ihwa, Skaldak, 
  Vargouille
  Polar Midnight
  Grindylow, Nightwalker, Osyluth, Troglodyte
  Polar Ray
  Osyluth, Skaldak, Troglodyte
  Polymorph
  Fel’Kraz, Osyluth
  Power Word Blind
  Jinx Cat
  Power Word Kill
  Chlorite, Troglodyte
  Pox Pustules
  Farrealmer, Gray Render Zombie
  Prismatic Sphere
  Gnole
  Produce Flame
  Chlorite
  Programmed Image
  Elcu, Gnole
  Project Image
  Farrealmer, Osyluth
  Protection from Arrows
  Craos, Ihwa
  Protection from Spells
  Ihwa, Osyluth
  Rage
  Farrealmer, Gnole, Gray Render Zombie, Gremlin, Gremlin 
  Batspawn, Gremlin Foulspawn, Gremlin Lightningspawn, 
  Gremlin Spiderspawn
  Rainbow Pattern
  Gremlin Lightningspawn
  Ray of Enfeeblement
  Gremlin, Gremlin Batspawn, Gremlin Foulspawn, Gremlin 
  Lightningspawn, Gremlin Spiderspawn, Skaldak, Vargouille
  Ray of Frost
  Osyluth, Skaldak, Troglodyte
  index: Monsters By sPell granted
  60
  
  indices
  Read Magic
  Chlorite, Fel’Kraz, Gremlin, Gremlin Batspawn, Gremlin 
  Foulspawn, Gremlin Lightningspawn, Gremlin Spiderspawn, 
  Jinx Cat, Mogweird, Osyluth, Timeslayer, Troglodyte, Zoog
  Regenerate
  Farrealmer, Festrog, Grindylow, Timeslayer, Zoog
  Remove Curse
  Gremlin, Timeslayer
  Remove Fear
  Mogweird, Ihwa
  Remove Paralysis
  Ihwa, Zoog
  Repair Undead/Mass Repair Undead
  Chlorite, Jack-o’-Lantern, Jinx Cat, Nightwalker
  Repulsion
  Gremlin Lightningspawn, Ihwa
  Resinous Skin
  Crawling Claw, Grindylow, Moncroak Zombie, Treant Zombie
  Resistance
  Crurotar Skeleton, Farrealmer, Grindylow
  Reverse Gravity
  Gnole, Mogweird, Troglodyte
  Ride the Waves
  Grindylow, Hydra Zombie
  Rusting Grasp
  Crawling Claw
  Sanctuary
  Gray Render Zombie, Owlbear Skeleton, Troglodyte
  Savage Maw
  Craos, Crurotar Skeleton, Fang Critter, Fel’Kraz, Festrog, 
  Gremlin Batspawn, Grindylow, Osyluth, Owlbear Skeleton, 
  Vargouille
  Scare
  Elcu, Fang Critter, Jack-o’-Lantern, Jinx Cat, Osyluth, Vargouille
  Scorching Ash Form
  Chlorite, Elcu
  Scorching Ray
  Hydra Zombie, Skaldak
  Seamantle
  Grindylow
  See Invisibility
  Chlorite
  Shades
  Elcu, Gnole
  Shadow Conjuration/Greater Shadow Conjuration
  Elcu
  Shadow Evocation/Greater Shadow Evocation
  Elcu, Farrealmer
  Shadow Projection
  Fel’Kraz, Scoundrite Skeleton
  Shadow Step/Shadow Walk
  Fel’Kraz, Gnole, Jinx Cat
  Shadow Weapon
  Fel’Kraz
  Shatter
  Fang Critter, Fourclaw, Moncroak Zombie, Vargouille
  Shield
  Gray Render Zombie, Troglodyte
  Shillelagh
  Treant Zombie
  Shocking Grasp
  Crawling Claw, Gremlin Lightningspawn
  Shout/Greater Shout
  Moncroak Zombie
  Sickening Entanglement
  Grindylow, Jack-o’-Lantern
  Silence
  Gremlin, Gremlin Batspawn, Gremlin Foulspawn, Gremlin 
  Lightningspawn, Gremlin Spiderspawn, Scoundrite Skeleton
  Silent Image
  Farrealmer, Timeslayer
  Simulacrum/Lesser Simulacrum
  Crawling Claw, Mogweird
  Slow
  Skaldak, Timeslayer
  Solid Fog
  Mogweird, Moncroak Zombie
  Speak with Animals
  Gnole, Zoog
  Speak with Plants
  Jack-o’-Lantern, Treant Zombie
  Spectral Hand
  Crawling Claw, Fel’Kraz, Festrog
  Spell Immunity/Greater Spell Immunity
  Ihwa
  Spell Resistance
  Crurotar Skeleton, Gnole, Gremlin, Gremlin Batspawn, Gremlin 
  Foulspawn, Gremlin Lightningspawn, Gremlin Spiderspawn, 
  Ihwa, Nightwalker, Osyluth, Timeslayer
  Spider Climb
  Gremlin Spiderspawn, Troglodyte
  index: Monsters By sPell granted
  61
  
  Spike Growth
  Jack-o’-Lantern
  Stabilize
  Gremlin Lightningspawn
  Stinking Cloud
  Festrog, Troglodyte
  Stone Fist
  Crawling Claw, Gnole, Gray Render Zombie
  Stone Shape
  Gremlin, Mogweird
  Stoneskin
  Crawling Claw, Fang Critter, Gray Render Zombie, Gremlin 
  Batspawn, Grindylow
  Strangling Hair
  Jinx Cat
  Stricken Heart
  Crawling Claw, Crurotar Skeleton, Gray Render Zombie, 
  Gremlin Lightningspawn, Jinx Cat, Moncroak Zombie, 
  Scoundrite Skeleton, Timeslayer, Treant Zombie
  Strong Jaw
  Crurotar Skeleton, Fang Critter, Gnole, Gremlin Batspawn, 
  Moncroak Zombie, Owlbear Skeleton
  Suffocation/Mass Suffocation
  Chlorite, Grindylow, Skaldak
  Suggestion/Mass Suggestion
  Osyluth
  Symbol of Sleep
  Mogweird
  Telekinesis
  Gremlin
  Telepathic Bond
  Fel’Kraz, Timeslayer
  Terrible Remorse
  Nightwalker
  That Which Was
  Elcu
  Thorn Body
  Farrealmer, Gremlin Foulspawn, Treant Zombie
  Time Stop
  Jinx Cat, Timeslayer
  Touch of Fatigue
  Crawling Claw, Crurotar Skeleton, Ihwa, Jinx Cat, Owlbear 
  Skeleton, Scoundrite Skeleton
  Transformation
  Farrealmer, Ihwa
  Transmute Blood to Acid
  Farrealmer, Festrog, Ihwa, Skaldak
  Tree Shape
  Treant Zombie
  True Form
  Fel’Kraz, Ihwa
  True Seeing
  Nightwalker, Zoog
  True Strike
  Crawling Claw, Hydra Zombie, Scoundrite Skeleton, Vargouille
  Twilight Knife
  Craos, Farrealmer
  Unbreakable Construct
  Jack-o’-Lantern
  Undeath to Death
  Farrealmer, Nightwalker, Osyluth, Zoog
  Unliving Rage
  Crurotar Skeleton, Gray Render Zombie, Hydra Zombie, 
  Nightwalker, Owlbear Skeleton
  Unwilling Shield
  Osyluth, Troglodyte
  Vampiric Shadow Shield
  Gremlin Batspawn, Ihwa, Nightwalker, Troglodyte
  Vampiric Touch
  Crawling Claw, Troglodyte, Vargouille
  Vanish
  Elcu, Fourclaw, Osyluth
  Venomous Bolt
  Ihwa
  Vitriolic Mist
  Farrealmer, Ihwa
  Vortex
  Grindylow
  Wake of Light
  Zoog
  Wall of Thorns
  Jack-o’-Lantern
  Waves of Exhaustion
  Ihwa
  Web
  Gremlin Spiderspawn, Troglodyte
  Whip of Centipedes
  Gremlin Spiderspawn
  Wood Shape
  Gremlin, Mogweird
  index: Monsters By sPell granted
  62
  
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  Mythic trainers, Mythic Monsters...
  To win the war that he started, the Mad King has unleashed his greatest engine 
  of destruction, Endergon. Free at last, the ancient dragon construct reveals its true 
  form and begins a destructive rampage throughout the Kingdom. Only with the help 
  of their new, mythic companions, can monster trainers hope to defeat this world-
  threatening monster.
  a new threat looMs on the horizon...
  As the Kingdom of Monsters continues to war, a new villain from the distant and 
  unknown west appears. Who is this strange man, how does he wield such awesome 
  power, and what are these different monsters he controls?
  a world of Monsters...
  The Mad King seeks to drive the Kingdom of Monsters to war with the elves and 
  dwarves of their world. Standing against him are the monster trainers; heroes 
  with the ability to capture monsters and raise them into powerful companions. 
  Introduces the monster trainer class and over 150 monsters ready for capture.
  Available on Drivethru RPG, d20PFSRD, and the Paizo store!
  and so Much More...
  We’ll have several announcements about Mystical: Kingdom of Monsters and other 
  projects from Northwinter Press over the next few months. So join us on Facebook or 
  Twitter for more information.
  www.facebook.com/mysticalkom  
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  @NW_Press
  fast play, Quick reference...
  Quick Reference Sheets are for use with the fast play rules presented in 
  Mystical: Kingdom of Monsters. These sheets cover monsters from both that 
  book and the Haunted Eve Monsters Only Pack, as well as a few new monsters 
  not yet released. They also include an easy to print spell list, challenge ratings, 
  and short definitions for the different monster groups.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Northwinter Press/Mystical Kingdom of Monsters - Haunted Eve Monsters Only Pack.pdf