TEXT: Golem, Ice 
  This icy statue stands a head taller than a normal human. A rime of frost coats it, and razor-sharp shards of 
  ice adorn its limbs. 
  ICE GOLEM CR 5 
  XP 1,600 
  N Medium construct (cold) 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0 
  DEFENSE 
  AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural) 
  hp 53 (6d10+20) 
  Fort +2, Ref +1, Will +2 
  DR 5/adamantine; Immune construct traits, cold, magic 
  Weaknesses vulnerability to fire 
  OFFENSE 
  Speed 30 ft. 
  Melee 2 slams +9 (1d6+3 plus 1d6 cold) 
  Special Attacks breath weapon (20-ft. cone, 3d6 cold damage, Reflex DC 13 half, usable once every 
  1d4 rounds), cold (1d6), icy destruction 
  STATISTICS 
  Str 16, Dex 9, Con —, Int —, Wis 11, Cha 1 
  Base Atk +6; CMB +9; CMD 18 
  ECOLOGY 
  Environment any cold 
  Organization solitary or gang (2–4) 
  Treasure none 
  SPECIAL ABILITIES 
  
  Cold (Ex) An ice golem's body generates intense cold, dealing 1d6 points of damage with its touch. 
  Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage 
  each time one of their attacks hits. 
  Icy Destruction (Ex) When reduced to 0 hit points, an ice golem shatters in an explosion of jagged 
  shards of ice. All creatures within a 10-foot burst take 3d6 points of slashing damage and 2d6 points of 
  cold damage; a DC 13 Reflex save halves the damage. The save DC is Constitution-based. 
  Immunity to Magic (Ex) An ice golem is immune to any spell or spell-like ability that allows spell 
  resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it 
  normally. In addition, certain spells and effects function differently against the creature, as noted below. 
  • A magical attack that deals electricity damage slows an ice golem (as the slow spell) for 2d6 
  rounds, with no saving throw. 
  • A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of 
  damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An ice 
  golem gets no saving throw against cold effects. 
  Ice golems are humanoid automatons formed of carved ice. Their appearance can range from roughly chiseled 
  figures of ice and snow to elaborately detailed ice sculptures and beautiful crystalline statues. 
  Ice golems cannot speak, and move with the sound of cracking and popping ice. An ice golem stands 7 feet tall 
  and weighs 500 pounds. 
   
  Pathfinder Reference Document Link: http://paizo.com/pathfinderRPG/prd/bestiary/golem.html 
   
   
   
   
  
  Troll 
  This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked 
  underbite. 
  ADVANCED TROLL CR 6 
  XP 1,600 
  CE Large humanoid (giant) 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +10 
  DEFENSE 
  AC 18, touch 11, flat-footed 16; (+2 Dex, +7 natural, –1 size) 
  hp 75 (6d8+48); regeneration 5 (acid or fire) 
  Fort +13, Ref +6, Will +5 
  OFFENSE 
  Speed 30 ft. 
  Melee bite +10 (1d8+7), 2 claws +10 (1d6+7) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks rend (2 claws, 1d6+7) 
  STATISTICS 
  Str 25, Dex 18, Con 27, Int 10, Wis 13, Cha 10 
  Base Atk +4; CMB +10; CMD 22 
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception) 
  Skills Intimidate +11, Perception +10 
  Languages Giant 
  ECOLOGY 
  Environment cold mountains 
  Organization solitary or gang (2–4) 
  Treasure standard 
  Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly 
  any wound. They are stooped, fantastically ugly, and astonishingly strong—combined with their claws, their 
  
  strength allows them to literally tear apart flesh to feed their voracious appetites. Trolls stand about 14 feet tall, 
  but their hunched postures often make them appear shorter. An adult troll weighs around 1,000 pounds. 
  A troll's appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at 
  the nearest living creature and attack with all of its fury. Only fire seems to cause a troll to hesitate, but even 
  this mortal threat is not enough to stop a troll's advance. Those who commonly battle with trolls know to locate 
  and burn any pieces after a fight, for even the smallest scrap of flesh can regrow a full-size troll given enough 
  time. Fortunately, only the largest part of a troll regrows in this way. 
  Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work 
  as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending 
  them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female 
  for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast 
  amounts each day or face starvation. Due to this need, most trolls stake out large territories as their own, and 
  fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others' 
  weaknesses and will use such knowledge to kill their own kind if food is scarce. 
  Pathfinder Reference Document Link: http://paizo.com/pathfinderRPG/prd/bestiary/troll.html 
  Template Reference Document Link: 
  http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html 
   
   
   
  
  Redcap 
  Like some miniscule, wicked old man, this snarling little humanoid wears metal boots and a blood-red pointed 
  cap. 
  REDCAP CR 6 
  XP 2,400 
  NE Small fey 
  Init +8; Senses low-light vision; Perception +12 
  DEFENSE 
  AC 20, touch 15, flat-footed 16 (+2 armor, +4 Dex, +3 natural, +1 size) 
  hp 60 (8d6+32); fast healing 3 
  Fort +6, Ref +10, Will +7 
  DR 10/cold iron 
  Weaknesses irreligious 
  OFFENSE 
  Speed 60 ft. 
  Melee Medium scythe +10 (2d4+10/×4), kick +4 (1d4+6) 
  STATISTICS 
  Str 18, Dex 19, Con 18, Int 16, Wis 13, Cha 15 
  Base Atk +4; CMB +7; CMD 21 
  Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (scythe) 
  Skills Acrobatics +15 (+27 jump), Bluff +13, Climb +15, Escape Artist +15, Intimidate +10, Knowledge 
  (nature) +14, Perception +12, Sense Motive +12, Stealth +19 
  Languages Aklo, Common, Giant, Sylvan 
  SQ boot stomp, heavy weapons, red cap 
  ECOLOGY 
  Environment temperate forests, mountains, or underground 
  Organization solitary, pair, or gang (3–12) 
  Treasure NPC gear (leather armor, Medium scythe, other treasure) 
  
  SPECIAL ABILITIES 
  Boot Stomp (Ex) A redcap wears heavy iron boots with spiked soles that it uses to deadly effect in 
  combat. These boots give the redcap a kick attack that it can make as a secondary attack, either as part 
  of a full-attack action or as part of its movement just as if it had the Spring Attack feat. 
  Heavy Weapons (Ex) A redcap can wield weapons sized for Medium creatures without penalty. 
  Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a 
  foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must 
  make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who 
  successfully saves is shaken for 1 minute. 
  Red Cap (Su) A redcap wears a tiny, shapeless woolen hat, dyed over and over with the blood of its 
  victims. While wearing this cap, a redcap gains a +4 bonus on damage rolls (included in the above totals) 
  and fast healing 3. These benefits are lost if the cap is removed or destroyed. Caps are not transferable, 
  even between redcaps. A redcap can create a new cap to replace a lost cap with 10 minutes of work, 
  although until the redcap takes a standard action to dip the cap in the blood of a foe the redcap helped to 
  kill, the cap does not grant its bonuses. 
  Redcaps embody both capriciousness and sadism. These stumpy, misanthropic fey freaks exist seemingly to 
  indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they 
  mollycoddle their own inefficiencies and miseries in gore. Redcaps are most widely recognized for their long 
  woolen caps, which they drench in the blood of their victims. Rumors and fairy stories abound concerning 
  rituals and the cultural significance of their blood-soaked caps, though the practice likely evolved as an easy 
  way for the brutish runts to create both fear and spectacle. Redcaps typically stand only 3 feet tall, with twisted 
  frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod 
  boots that make a distinctive clanging when they run. 
   
  Pathfinder Reference Document Link: http://paizo.com/pathfinderRPG/prd/bestiary2/redcap.html 
   
   
   
   
  
  Gargoyle 
  Seemingly carved from a dark gray stone, this sinister crouching humanoid resembles a horned, winged 
  demon. 
  GARGOYLE CR 4 
  XP 1,200 
  CE Medium monstrous humanoid (earth) 
  Init +6; Senses darkvision 60 ft.; Perception +5 
  DEFENSE 
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) 
  hp 42 (5d10+15) 
  Fort +4, Ref +6, Will +4 
  DR 10/magic 
  OFFENSE 
  Speed 40 ft., fly 60 ft. (average) 
  Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2) 
  STATISTICS 
  Str 15, Dex 14, Con 16, Int 6, Wis 11, Cha 7 
  Base Atk +5; CMB +7; CMD 19 
  Feats Hover, Improved Initiative, Skill Focus (Fly) 
  Skills Fly +12, Perception +5, Stealth +11 (+17 in stony areas); Racial Modifiers +2 Stealth (+6 in stony 
  environs) 
  Languages Common, Terran 
  SQ freeze 
  ECOLOGY 
  Environment any 
  Organization solitary, pair, or wing (3–12) 
  Treasure standard 
  SPECIAL ABILITIES 
  
  Freeze (Ex) A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can 
  take 20 on its Stealth check to hide in plain sight as a stone statue. 
  Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing 
  them to surprise their foes. Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their 
  kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few 
  examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend 
  toward a solitary lifestyle, though they sometimes form fearsome groups called "wings" for protection and 
  sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable 
  alliances with a gargoyle tribe can collapse for the smallest of reasons—gargoyles are nothing if not 
  treacherous, petty, and vindictive. Gargoyles have been known to dwell in the heart of the largest of cities, 
  crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight by day and 
  swoop down to feed on vagabonds, beggars, and other unfortunates at night. 
  The longer a tribe of gargoyles abides in a region of ruins or buildings, the more its members come to resemble 
  that region's architectural styles. The changes a gargoyle's appearance undergoes are slow and subtle, but over 
  the course of years, it can shift radically. 
  One unusual variant of gargoyle dwells not amid buildings and ruins but under the waves of the sea. These 
  creatures are known as kapoacinths—they have the same basic statistics as normal gargoyles, save that they 
  have the aquatic subtype and their wings grant them a swim speed of 60 feet (but are useless for actual flight). 
  Kapoacinths dwell in shallow, coastal regions where they can shamble up from the surf to prey on those that 
  reside there. They are more likely to form wings, as kapoacinths prefer group living to a solitary lifestyle. 
  Pathfinder Reference Document Link: 
  http://paizo.com/pathfinderRPG/prd/bestiary/gargoyle.html 
   
   
   
   
  
  Yeti 
  This creature stands like a man, yet is half again the height of most men and covered with a coat of thick white 
  fur. 
  YETI CR 4 
  XP 1,200 
  N Large monstrous humanoid (cold) 
  Init +1; Senses darkvision 60 ft., scent; Perception +10 
  DEFENSE 
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size) 
  hp 45 (6d10+12) 
  Fort +6, Ref +6, Will +6 
  Immune cold 
  Weaknesses vulnerability to fire 
  OFFENSE 
  Speed 40 ft., climb 30 ft. 
  Melee 2 claws +9 (1d6+4 plus 1d6 cold) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks frightful gaze, rend (2 claws, 1d6+6 plus 1d6 cold) 
  STATISTICS 
  Str 19, Dex 12, Con 15, Int 9, Wis 12, Cha 10 
  Base Atk +6; CMB +11; CMD 22 
  Feats Cleave, Great Fortitude, Power Attack 
  Skills Climb +21, Intimidate +9, Perception +10, Stealth +1 (+9 in snow); Racial Modifiers +4 Stealth 
  (+12 in snow) 
  Languages Aklo 
  ECOLOGY 
  Environment cold mountains 
  Organization solitary, pair, or tribe (3–8) 
  
  Treasure standard 
  SPECIAL ABILITIES 
  Cold (Su) A yeti's body generates intense cold, dealing 1d6 points of cold damage to any creature that 
  contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack. 
  Frightful Gaze (Su) Creatures within 30 feet that meet a yeti's gaze must succeed on a DC 13 Will save 
  or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that 
  successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is 
  Charisma-based. 
  Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest 
  mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of "abominable 
  snowmen" who come down from the heights to raid, taking livestock or even humans as prey and leaving 
  behind only monstrous barefoot tracks in the bloodstained snow. 
  Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they 
  are not when it comes to ascribing the yeti's temperament and source. They dwell in small tribes atop their 
  distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel 
  natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti 
  are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh. 
  The source of such cruel madness can often be traced to a singular source—proximity to strange, eldritch 
  dimensions. The yetis' mountain lairs rise high in places where the boundaries between this world and others 
  rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by 
  otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell 
  beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane. 
  Pathfinder Reference Link: http://paizo.com/pathfinderRPG/prd/bestiary/yeti.html 
   
   
   
   
  
  Army Ant Swarm 
  A writhing carpet of ants seethes over the ground, consuming everything in its path. 
  ARMY ANT SWARM CR 5 
  XP 1,600 
  N Fine vermin (swarm) 
  Init +2; Senses darkvision 60 ft., scent; Perception +4 
  DEFENSE 
  AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex) 
  hp 49 (11d8) 
  Fort +7, Ref +5, Will +3 
  Defensive Abilities swarm traits; Immune weapon damage 
  OFFENSE 
  Speed 30 ft., climb 30 ft. 
  Melee swarm (3d6) 
  Space 10 ft.; Reach 0 ft. 
  Special Attacks cling, consume, distraction (DC 15) 
  STATISTICS 
  Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2 
  Base Atk +8; CMB —; CMD — 
  Skills Climb +10, Perception +4; Racial Modifiers +4 Perception 
  ECOLOGY 
  Environment any tropical 
  Organization solitary, pair, patrol (3–6 swarms), or legion (7–16 swarms) 
  Treasure none 
  SPECIAL ABILITIES 
  Cling (Ex) If a creature leaves an army ant swarm's square, the swarm suffers 1d6 points of damage to 
  reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. 
  A creature with army ants clinging to him takes 3d6 points of damage at the end of his turn each round. 
  
  As a full-round action, he can remove the ants with a DC 17 Reflex save. High wind or any amount of 
  damage from an area effect destroys all clinging ants. The save DC is Dexterity-based. 
  Consume (Ex) An army ant swarm can rapidly consume any creature it swarms over. Against helpless or 
  nauseated targets, an army ant swarm attack deals 6d6 points of damage. 
  The notoriety of the army ant swarm is well earned. Constantly on the march, a hive of army ants is capable of 
  eating anything that gets in the way of its unabating swath of destruction and ruin. 
   
  Pathfinder Reference Link: http://paizo.com/pathfinderRPG/prd/bestiary/ant.html 
   
  Mimic 
  What appeared to be a chest filled with treasure comes to life as it grows long, glistening tentacles and a 
  number of sharp teeth. 
  ADVANCED ENRAGED MIMIC CR 7 
  XP 3,200 
  N Medium aberration (shapechanger) 
  Init +5; Senses darkvision 60 ft.; Perception +16 
  DEFENSE 
  AC 16, touch 9, flat-footed 15 (+1 Dex, +7 natural, –2 Enraged) 
  hp 66 (7d8+35) 
  Fort +8, Ref +7, Will +8 
  Immune acid 
  OFFENSE 
  Speed 10 ft. 
  Melee slam +11 (1d8+9 plus adhesive) 
  Special Attacks constrict (slam, 1d8+6) 
  STATISTICS 
  Str 25, Dex 16, Con 23, Int 14, Wis 17, Cha 12 
  Base Atk +5; CMB +9; CMD 20 (can't be tripped) 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (slam) 
  
  Skills Climb +17, Disguise +12 (+30 when mimicking objects), Knowledge (dungeoneering) +12, 
  Perception +16; Racial Modifiers +20 Disguise when mimicking objects 
  Languages Common 
  SQ mimic object 
  ECOLOGY 
  Environment any 
  Organization solitary 
  Treasure incidental 
  SPECIAL ABILITIES 
  Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures 
  or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam 
  attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive 
  first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 
  19 Reflex save. A successful DC 19 Strength check is needed to pry off a stuck weapon. Strong alcohol 
  or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve 
  its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is 
  Strength-based. 
  Mimic Object (Ex) A mimic can assume the general shape of any Medium object, such as a massive 
  chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is 
  hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial 
  bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a 
  mimic. 
  Mimics are thought to be the result of an alchemist's attempt to grant life to an inanimate object through the 
  application of an eldritch reagent, the recipe for which is long lost. Over time, these strange but clever 
  creatures have learned the ability to transform themselves into simulacra of man-made objects, particularly in 
  locations that have infrequent traffic by small numbers of creatures, thus increasing their odds of successfully 
  attacking their victims. 
  Though mimics are not inherently evil, some sages believe that mimics attack humans and other intelligent 
  creatures for sport rather than merely for sustenance. The desire to completely fool others is thought to be a 
  part of their being, and their surprise attacks against others are a culmination of those desires. 
  A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 900 pounds. 
  Legends and tales speak of mimics of much greater sizes, with the ability to assume the form of houses, ships, 
  
  or entire dungeon complexes that they festoon with treasure (both real and false) to lure unsuspecting food 
  within. 
  Pathfinder Reference Link: http://paizo.com/pathfinderRPG/prd/bestiary/mimic.html 
   
  Pathfinder Reference Link Enraged: Permanent rage spell: 
  http://paizo.com/pathfinderRPG/prd/coreRulebook/spells/rage.html 
   
  Pathfinder Reference Link Advanced: 
  http://paizo.com/pathfinderRPG/prd/bestiary/monsterAdvancement.html 
   
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Wayward Rogue/Monster Appendix 1.pdf