TEXT: BesTiary 3
  BesTiary 3
  BesTiary 3
  
  BesTiary 3
  BesTiary 3
  BesTiary 3
  
  CREDITS
  Lead Designer: Jason Bulmahn
  Designers: Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor
  Cover Artist: Wayne Reynolds
  Interior Artists: Alex Alexandrov, Dave Allsop, Eric Belisle, Peter Bergting, Branko Bistrovic, Eric Braddock, Christopher Burdett, 
  Dmitry Burmak, Michele Chang, Nicholas Cloister, Concept Art House, Victor Pérez Corbella, Mike Corriero, Kev Crossley,  
  Alberto Dal Lago, Paul Davidson, Carolina Eade, Emrah Elmasli, Jason Engle, Jorge Fares, Mariusz Gandzel, John Gravato,  
  Francesco Graziani, Andrew Hou, Andrew Kim, Mathias Kollros, Eric Lofgren, Damien Mammoliti, Raven Mimura, Anna Mohrbacher, 
  Jim Nelson, Andrew Olson, Jim Pavelec, Ryan Portillo, Scott Purdy, Maichol Quinto, Jean-Baptiste Reynaud, Chris Seaman,  
  Dean Spencer, Florian Stitz, J. P. Targete, Svetlin Velinov, Tyler Walpole, Eva Widermann, Ben Wootten, Kevin Yan, and Kieran Yanner
  Creative Director: James Jacobs
  Managing Editor: F. Wesley Schneider
  Development: Jason Bulmahn, James Jacobs, Stephen Radney-MacFarland, Sean K Reynolds, and F. Wesley Schneider
  Editing: Judy Bauer, Christopher Carey, Rob McCreary, Erik Mona, Mark Moreland, Patrick Renie, 
  F. Wesley Schneider, and James L. Sutter
  Editorial Intern: Meredith Kniest
  Senior Art Director: Sarah E. Robinson
  Graphic Designer: Andrew Vallas
  Production Specialist: Crystal Frasier
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Director of Sales: Pierce Watters
  Sales Assistant: Dylan Green
  Finance Manager: Christopher Self
  Staff Accountant: Kunji Sedo
  Technical Director: Vic Wertz
  Special Thanks: The Paizo Customer Service, Warehouse, and Website Teams, Ryan Dancey, Clark Peterson,  
  and the proud participants of the Open Gaming Movement.
  This game is dedicated to Gary Gygax and Dave Arneson.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game 
  designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. 
  Thank you for all of your time and effort.
  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG 
  GameMastery Guide, Pathfinder RPG Ultimate Combat, and Pathfinder RPG Ultimate Magic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference 
  Document at paizo.com/pathfinderRPG/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 
  edition of the world’s oldest fantasy roleplaying game. The OGL can be found on page 319. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: 
  All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have 
  previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in 
  the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.
  Pathfinder Roleplaying Game Bestiary 3 is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, 
  the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder 
  Module, Pathfinder Player Companion, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC. 
  First printing December 2011.
  Printed in China.
  Paizo Publishing, LLC
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  paizo.com
  Bestiary 3
  Bestiary 3
  Bestiary 3
  
  Adaro 
  7
  Adherer 
  8
  Adhukait (asura) 
  22
  Adlet 
  9
  Aghash (div) 
  83
  Aghasura (asura) 
  23
  Ahuizotl 
  10
  Akhlut 
  11
  Akvan (div) 
  84–85
  Allip 
  12
  Alraune 
  13
  Androsphinx 
  251
  Animal lord 
  14–15
  Annis hag 
  16
  Antelope (herd animal) 
  147
  Archelon (megafauna) 
  192
  Ascomoid 
  20
  Ash giant 
  126
  Asurendra (asura) 
  24–25
  Atomie 
  28
  Augur (kyton) 
  171
  Axe beak 
  29
  Azruverda 
  30
  Baku 
  31
  Baluchitherium (megafauna) 
  192
  Bandersnatch 
  32–33
  Baregara 
  34
  Basilosaurus (megafauna) 
  193
  Baykok 
  35
  Berbalang 
  40
  Bhuta 
  41
  Bogeyman 
  42
  Bone golem 
  133
  Brain ooze 
  43
  Brass golem 
  134
  Cairn linnorm 
  182
  Cannon golem 
  135
  Carbuncle 
  44
  Carnivorous crystal 
  45
  Caryatid column 
  46
  Catfolk 
  47
  Caulborn 
  48
  Cave giant 
  127
  Cecaelia 
  49
  Ceratioidi 
  50
  Cerberi 
  51
  Cerebric fungus 
  52
  Clockwork goliath 
  54
  Clockwork leviathan 
  55
  Clockwork servant 
  56
  Clockwork soldier 
  57
  Clockwork spy 
  58
  Cold rider 
  59
  Coloxus (demon) 
  72
  Contract devil 
  76–77
  Criosphinx 
  252
  Crucidaemon (daemon) 
  62
  Dandasuka (rakshasa) 
  225
  Deadfall scorpion 
  237
  Death’s head jellyfish 
  155
  Deathtrap ooze 
  64
  Deathweb 
  65
  Deep sea serpent 
  240
  Demilich 
  66–67
  Derhii 
  75
  Desert drake 
  105
  Desert giant 
  128
  Dimetrodon (dinosaur) 
  78
  Dire corby 
  80
  Disenchanter 
  81
  Doru (div) 
  86
  Dragonne 
  104
  Dybbuk 
  108
  Ecorche 
  109
  Elk (herd animal) 
  147
  Eremite (kyton) 
  172–173
  Faerie dragon 
  91
  Faun 
  114
  Festrog 
  115
  Fey creature 
  116–117
  Fire yai (oni) 
  206
  Fjord linnorm 
  183
  Flail snail 
  118
  Flumph 
  119
  Flying squirrel (familiar) 
  112
  Foo creature 
  120–121
  Foo dog 
  120
  Foo lion 
  120
  Forest dragon 
  94–95
  Fossil golem 
  136
  Fox (familiar) 
  112
  Fuath (gremlin) 
  142
  Fungus leshy 
  177
  Garden ooze 
  122
  Garuda 
  123
  Ghawwas (div) 
  87
  Ghorazagh 
  124
  Ghost scorpion 
  237
  Ghul 
  125
  Giant adult ant lion 
  17
  Giant ant lion 
  17
  Giant chameleon (lizard) 
  186
  Giant crab spider 
  254
  Giant gecko (lizard) 
  186
  Giant owl 
  213
  TABLE OF CONTENTS
  INTRODUCTION 
  5
  MONSTERS A TO Z 
  7–289
  APPENDIX 1: MONSTER CREATION 
  290
  APPENDIX 2: MONSTER ADVANCEMENT 290
  APPENDIX 3: GLOSSARY 
  292
  APPENDIX 4: MONSTERS AS PCS 
  308
  APPENDIX 5: MONSTER FEATS 
  308
  APPENDIX 6: MONSTER COHORTS 
  310
  ALPHABETICAL LISTING OF MONSTERS
  APPENDIX 7: ANIMAL COMPANIONS 
  310
  APPENDIX 8: MONSTERS BY TYPE 
  312
  APPENDIX 9: MONSTERS BY CR 
  313
  APPENDIX 10: MONSTERS BY TERRAIN 
  314
  APPENDIX 11: VARIANT MONSTER INDEX 
  317
  APPENDIX 12: ABILITY INDEX 
  317
  APPENDIX 13: MONSTER ROLES 
  318
  
  Giant porcupine 
  222
  Giant rot grub (parasite) 
  215
  Giant sea anemone 
  238
  Giant skunk 
  247
  Giant vulture 
  284
  Girtablilu 
  130
  Globster 
  131
  Goat (familiar) 
  112
  Goblin snake 
  132
  Gorynych 
  137
  Gourd leshy 
  178
  Graveknight 
  138–139
  Graven guardian 
  140–141
  Great cyclops 
  61
  Great horned owl 
  213
  Grodair 
  143
  Grootslang 
  144
  Guecubu 
  145
  Harbinger archon 
  18
  Hekatonkheires (titan) 
  268–269
  Hellwasp swarm 
  146
  Hieracosphinx 
  253
  Hodag 
  148
  Hollow serpent 
  149
  Huecuva 
  150
  Humbaba 
  151
  Hungry fog 
  152
  Ice yai (oni) 
  207
  Iguanodon (dinosaur) 
  78
  Iku-turso 
  153
  Incubus (demon) 
  73
  Interlocutor (kyton) 
  174
  Jackalwere 
  154
  Jiang-shi vampire 
  278–279
  Jinushigami (kami) 
  160–161
  Jorogumo 
  156
  Jotund troll 
  272
  Jubjub bird 
  157
  Jungle giant 
  129
  Kamadan 
  158
  Kangaroo (marsupial) 
  191
  Kappa 
  166
  Kech 
  167
  Kirin 
  168
  Kodama (kami) 
  162
  Kongamato 
  169
  Kuwa (oni) 
  208
  Lammasu 
  175
  Leaf leshy 
  179
  Legion archon 
  19
  Lukwata 
  187
  Lunar naga 
  197
  Maftet 
  188
  Magmin 
  189
  Maharaja (rakshasa) 
  226–227
  Manananggal 
  190
  Marai (rakshasa) 
  228
  Megalania (megafauna) 
  193
  Mobogo 
  194
  Moon-beast 
  195
  Moss troll 
  273
  Myceloid 
  196
  Nephilim 
  200
  Nixie 
  201
  Norn 
  202
  Nuckelavee 
  203
  Nue 
  204
  Ogre spider 
  254
  Otter (familiar) 
  113
  Pachycephalosaurus (dinosaur) 
  79
  Pairaka (div) 
  88
  Pale stranger 
  214
  Penanggalen 
  216–217
  Peri 
  218
  Phantom fungus 
  219
  Pig (familiar) 
  113
  Plasma ooze 
  220
  Popobala 
  221
  Porcupine 
  222
  Pukwudgie 
  223
  Raccoon (familiar) 
  113
  Raktavarna (rakshasa) 
  229
  Ratfolk 
  231
  Rift drake 
  106
  River drake 
  107
  Rot grub swarm (parasite) 
  215
  Royal naga 
  198
  Rusalka 
  232
  Sabosan 
  233
  Sagari 
  234
  Sapphire jellyfish 
  155
  Sargassum fiend 
  235
  Sasquatch 
  236
  Schir (demon) 
  74
  Sea bonze 
  239
  Sea dragon 
  96–97
  Seaweed leshy 
  180
  Sepid (div) 
  89
  Shadow mastiff 
  241
  Shae 
  242
  Shaggy demodand 
  69
  Shark-eating crab 
  60
  Shedu 
  243
  Shikigami (kami) 
  163
  Shinigami 
  244
  Shipwrecker crab 
  60
  Shira (div) 
  90
  Simurgh 
  245
  Siyokoy 
  246
  Skunk 
  247
  Sky dragon 
  98–99
  Sleipnir 
  248
  Slimy demodand 
  70
  Snake swarm 
  249
  Sovereign dragon 
  100–101
  Spider eater 
  255
  Spinosaurus (dinosaur) 
  79
  Spirit oni 
  209
  Sprite 
  256
  Stymphalidies 
  257
  Suli 
  258
  Taiga linnorm 
  184
  Tanuki 
  259
  Taotieh 
  260
  Tarry demodand 
  71
  Tataka (rakshasa) 
  230
  Tatzlwyrm 
  261
  Tempest behemoth 
  37
  Terra-cotta soldier 
  262
  Thalassic behemoth 
  38
  Thriae queen 
  264–265
  Thriae seer 
  266
  Thriae soldier 
  267
  Thunder behemoth 
  39
  Thylacine (marsupial) 
  191
  Tojanida 
  270
  Tophet 
  271
  Tor linnorm 
  185
  Toshigami (kami) 
  164
  Tripurasura (asura) 
  26
  Trollhound 
  274
  Tupilaq 
  275
  Tzitzimitl 
  276
  Underworld dragon 
  102–103
  Unfettered eidolon 
  110–111
  Upasunda (asura) 
  27
  Valkyrie 
  277
  Vanara 
  280
  Venomous snake swarm 
  249
  Vishkanya 
  281
  Vodyanoi 
  282
  Void yai (oni) 
  210–211
  Voonith 
  283
  Vulnudaemon (daemon) 
  63
  Vulture 
  284
  Water naga 
  199
  Water yai (oni) 
  212
  Wolf-in-sheep’s-clothing 
  285
  Yithian 
  286
  Yuki-onna 
  287
  Zoog 
  288
  Zuishin (kami) 
  165
  Zuvembie 
  289
  
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Desert
  Forest/Jungle
  Hill
  Mountain
  Plain
  Ruins/Dungeon
  Sky
  Swamp
  Underground
  Urban
  Water
  Cold
  Creature Type
  Terrain
  Climate
  Tropical
  Temperate
  Extraplanar
  INTRODUCTION
  Welcome to the Pathfinder Roleplaying Game Bestiary 3! Within 
  the pages of this tome lurk a wide range of monsters, ready to 
  challenge adventurers of every type. The creatures featured 
  herein have been drawn from a multitude of sources, from 
  real-world legends and myths (from which we get our kami 
  and oni, as well as our cerberi and sasquatches), to the rich 
  history of roleplaying games (which provide the demodands, 
  the demilich, and the flumph), to the inventions of fantasy’s 
  greatest writers (including H. P. Lovecraft’s moon-beasts, 
  vooniths, yithians, and zoogs, Lewis Carroll’s bandersnatch 
  and jubjub bird, Robert E. Howard’s zuvembie, and China 
  Miéville’s ceratioidi). In order to fully use the creatures 
  in the Pathfinder RPG Bestiary 3, you’ll need a copy of the 
  Pathfinder RPG Core Rulebook and the Pathfinder RPG 
  Advanced Player’s Guide. Additional monsters can be found 
  in the Pathfinder RPG Bestiary and Pathfinder RPG Bestiary 2.
  While each monster is a unique creature, many possess 
  similar special attacks, defenses, and qualities. Unique 
  abilities are described below the monster’s stat block. 
  Many abilities common to several monsters appear in 
  the universal monster rules in Appendix 3. If a monster’s 
  listed special ability does not appear in its description, 
  you’ll find it there. Check pages 292–301 of this book for 
  the complete universal monster rules.
  This book’s appendices also contain a wealth of other 
  information—you’ll find charts organizing the monsters 
  into several different categories, new templates and 
  variants, and more.
  Each monster description on the following pages is 
  presented in the same format, split into three specific 
  areas: Introduction, Stat Block, and Description.
  Introduction
  Each monster is presented alphabetically. In the case of a 
  group of monsters sharing similar traits (such as outsider 
  races and some animals or vermin), the monster’s basic 
  name is listed first.
  Stat Block
  This is where you’ll find all of the information you need to 
  run the monster in an encounter. A stat block is organized 
  as follows (note that in cases where a line in a stat block has 
  no value, that line is omitted).
  Name and CR: The monster’s name is presented first, 
  along with its challenge rating (CR) and three icons 
  you can use to quickly identify the creature’s role in the 
  game. Challenge rating is a numerical indication of how 
  dangerous a monster is—the higher the number, the 
  deadlier the creature. Challenge rating is detailed on page 
  397 of the Pathfinder RPG Core Rulebook.
  XP: Listed here are the total experience points that PCs 
  earn for defeating the monster.
  Race, Class, and Level: Some monsters do not possess 
  racial Hit Dice and are instead defined by their class levels. 
  For these monsters, their race, class, and level appear here. 
  Unless otherwise noted, the first class listed is the class 
  chosen by the monster as its favored class.
  Alignment, Size, and Type: While a monster’s size and 
  type remain constant (unless changed by the application of 
  templates or other unusual modifiers), alignment is far 
  more fluid. The alignments listed for the monsters in this 
  book represent the norm for those monsters—they can 
  vary as you require them to in order to serve the needs of 
  your campaign. Only in the case of relatively unintelligent 
  monsters (creatures with an Intelligence score of 2 or lower 
  are almost never anything other than neutral) and planar 
  monsters (outsiders with alignments other than those 
  listed are unusual and typically outcasts from their kind) 
  is the listed alignment relatively unchangeable.
  Init and Senses: The creature’s initiative modifier followed 
  by any special senses and its Perception check modifier.
  Monster Icons
  Each monster in this book is presented with three visual 
  cues to help you quickly identify the monster’s role and 
  niche in the game. The first of these icons indicates the 
  monster’s type. The second indicates the terrain where the 
  creature can normally be encountered. The third shows 
  what sort of climate the creature prefers. More precise 
  notes on each monster’s type (and subtypes), preferred 
  terrain, and climate appear elsewhere in its stat block, 
  but these three icons can help you recognize this basic 
  information at a glance.
  5
  Introduction
  Introduction
  
  Aura: If the creature has a particular magical or 
  exceptional aura, that aura is listed here, along with its 
  radius from the creature and, as applicable, a save DC to 
  resist the aura’s effects.
  AC: The creature’s Armor Class, touch Armor Class, and 
  flat-footed Armor Class. The modifiers that generate its AC 
  are listed parenthetically at the end of this entry.
  hp: The creature’s hit points, followed by its Hit Dice 
  (including modifiers from Constitution, favored class 
  levels, creature type modifiers, and the Toughness feat). 
  Creatures with PC class levels receive maximum hit points 
  for their first HD, but all other HD rolls are assumed to 
  be average. Fast healing and regeneration values, if any, 
  follow the creature’s HD.
  Saving Throws: The creature’s Fortitude, Reflex, and 
  Will saves, followed by situational modifiers to those rolls.
  Defensive Abilities/DR/Immune/Resist/SR: All of the 
  creature’s unusual defensive abilities. Damage reduction, 
  immunities, resistances, and spell resistance are called 
  out separately as necessary.
  Weaknesses: All of the creature’s unusual weaknesses 
  are listed here.
  Speed: The creature’s land speed, and additional speeds 
  as necessary for the creature.
  Melee: The creature’s melee attacks are listed here, with 
  its attack roll modifier listed after the attack’s name, 
  followed by the damage in parentheses.
  Ranged: As Melee above, but for ranged attacks.
  Space/Reach: The creature’s space and reach—if the 
  creature’s space and reach are standard (one 5-foot square 
  and a reach of 5 feet), this line is omitted.
  Special Attacks: The creature’s special attacks. Full 
  details for these attacks are given at the end of the stat 
  block or in the universal monster rules in Appendix 3.
  Spell-Like Abilities: After listing the caster level of the 
  creature’s spell-like abilities, this section lists all of the 
  creature’s spell-like abilities, organized by how many times 
  per day it can use the abilities. Constant spell-like abilities 
  function at all times but can be dispelled. A creature can 
  reactivate a constant spell-like ability as a swift action.
  Spells Known/Prepared: If the creature can actually 
  cast spells, its caster level is indicated here, followed 
  by the spells it knows or typically has prepared. Unless 
  otherwise indicated, a spellcasting creature does not 
  receive any of a spellcasting class’s other abilities, such as 
  a cleric’s ability to spontaneously convert prepared spells to 
  cure or inflict spells.
  Ability Scores: The creature’s ability scores are listed 
  here. Unless otherwise indicated, a creature’s ability scores 
  represent the baseline of its racial modifiers applied to 
  scores of 10 or 11. Creatures with NPC class levels have stats 
  in the standard array (13, 12, 11, 10, 9, 8), while creatures 
  with character class levels have the elite array (15, 14, 13, 12, 
  10, 8); in both cases, the creature’s ability score modifiers 
  are listed at the end of its description.
  Base Atk/CMB/CMD: These values give the creature’s 
  base attack, its Combat Maneuver Bonus, and its Combat 
  Maneuver Defense score.
  Feats: The creature’s feats are listed here. A bonus feat is 
  indicated with a superscript “B.”
  Skills: The creature’s skills are listed here. Racial 
  modifiers to skills are indicated at the end of this entry.
  Languages: The languages most commonly spoken by 
  the creature are listed here. For unusual creatures, you can 
  swap out the languages known for other choices as needed. 
  A creature with a higher than normal Intelligence score 
  receives the appropriate number of bonus languages.
  SQ: Any special qualities possessed by the creature.
  Environment: The regions and climates in which the 
  creature is typically encountered are listed here; these 
  often present wider ranges than the icons at the top of the 
  stat block indicate. In this case, the icon listed at the top 
  of the stat block indicates the creature’s preferred terrain.
  Organization: This lists how the creature is organized, 
  including number ranges as appropriate.
  Treasure: The exact value of the creature’s treasure 
  depends on whether you’re running a slow, medium, 
  or fast game, as summarized on Table 12–5 on page 
  399 of the Pathfinder RPG Core Rulebook. In cases where 
  a creature has specific magical gear assigned to it, the 
  assumption is a medium game—if you play a fast or 
  slow game, you’ll want to adjust the monster’s gear as 
  appropriate. “Standard” treasure indicates the total value 
  of the creature’s treasure is that of a CR equal to the 
  average party level, as listed on Table 12–5 on page 399 in 
  the Core Rulebook. “Double” or “triple” treasure indicates 
  the creature has double or triple this standard value. 
  “Incidental” indicates the creature has half this standard 
  value, and then only within the confines of its lair. “None” 
  indicates that the creature normally has no treasure (as is 
  typical for an unintelligent creature that has no real lair, 
  although such creatures are often used to guard treasures 
  of varying amounts). “NPC gear” indicates the monster 
  has treasure as normal for an NPC of a level equal to the 
  monster’s CR (see page 454 of the Core Rulebook).
  Special Abilities: Finally, any of the creature’s more 
  unique special abilities are detailed in full here.
  Description
  Here you’ll find information on how the monster fits into 
  the world, notes on its ecology and society, and other bits 
  of useful lore and flavor that will help you breathe life into 
  the creature when your PCs encounter it. Some monsters 
  have additional sections that cover variant creatures, notes 
  on using the monsters as PCs, methods of constructing 
  the creature, and so on.
  6
  
  Adaro
  This hybrid of human and shark holds its spear menacingly, 
  thick, glistening saliva dripping from its razor-sharp teeth.
  ADARO 
  CR 3
  XP 800
  NE Medium monstrous humanoid (aquatic)
  Init +3; Senses blindsense 30 ft., darkvision 6o ft., low-light 
  vision, keen scent; Perception +8
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 30 (4d10+8)
  Fort +3, Ref +7, Will +5
  OFFENSE
  Speed 10 ft., swim 50 ft.
  Melee spear +8 (1d8+4/×3 plus poison), bite +2 (1d6+3)
  Ranged spear +8 (1d8+3/×3)
  Special Attacks rain frenzy
  STATISTICS
  Str 16, Dex 17, Con 14, Int 10, Wis 13, Cha 13
  Base Atk +4; CMB +7; CMD 20
  Feats Deadly Aim, Weapon Focus (spear)
  Skills Intimidate +8, Perception +8, Stealth +10, Swim +18
  Languages Aquan, Common; speak with sharks
  SQ amphibious, poison use
  ECOLOGY
  Environment warm oceans
  Organization solitary, hunting party (2–6), or tribe (7–12)
  Treasure standard (3 spears, other treasure)
  SPECIAL ABILITIES
  Poison (Ex) Adaros favor a paralytic toxin secreted by the flying 
  nettlefin pufferfish—a sticky venom that doesn’t wash away 
  in water.
  Nettlefin Toxin: Spear—injury; save Fort DC 15; frequency 
  1/minute for 4 minutes; effect paralyzed for 1 minute; cure 
  2 consecutive saves.
  Poison Use (Ex) Adaros are skilled in the use of poison and 
  never risk accidentally poisoning themselves.
  Rain Frenzy (Su) Adaros revere storms, and their lust for 
  blood is amplified exponentially while it is raining. While 
  fighting in the rain or during other stormy weather, adaros 
  act as though affected by the rage spell. An adaro gains 
  this benefit even if it is underwater, but only as long as it 
  remains within a move action away from the water’s surface 
  (50 feet for most adaros).
  Speak with Sharks (Su) An adaro can communicate 
  telepathically with sharks to a distance of 100 feet. This 
  communication is limited to simple concepts, such as 
  “come,” “defend,” or “attack.”
  Malevolent denizens of the waters, adaros are among the 
  fiercest sentient hunters of the tropical seas. They are 
  known and feared by sailors on many exotic shores, as well 
  as by common folk who just happen to live near the ocean. 
  Many have witnessed a fellow sailor or fisher suddenly go 
  rigid, a poisoned spear jutting from his guts, only to fall 
  into the water and be taken by the vicious adaro responsible 
  for the assault.
  Strictly carnivorous, adaros feed upon their victims 
  almost immediately after slaying them. Their brutally 
  sharp teeth cut through bone almost as easily as through 
  flesh, and their powerful digestive systems are capable of 
  handling most organic matter. Adaros usually eat once 
  every couple of days, gorging on meals half their weight.
  Adaros’ strange relationship with storms has intrigued 
  scholars for centuries. These sea-dwellers have a special 
  connection to the deadly creatures of the water and the 
  wildness of foul weather, and it is no coincidence that they 
  attack humanoids more often during rough seas. Adaros 
  are seminomadic by nature; a tribe travels until it finds a 
  suitable hunting ground, and leaves either when its presence 
  becomes too well known or when its game runs low.
  An adaro is 7-1/2 feet long and weighs 250 pounds.
  7
  Illustration by Victor Pérez Corbella
  Adaro
  Adaro
  
  Adherer
  This pallid humanoid creature is wrapped in wispy strips of skin, 
  with bits of detritus and a sour stink clinging to it.
  ADHERER 
  CR 3
  XP 800
  LE Medium monstrous humanoid 
  Init +3; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 30 (4d10+8)
  Fort +3, Ref +7, Will +5
  DR 5/—; SR 14
  OFFENSE
  Speed 30 ft., climb 10 ft.
  Melee 2 slams +6 (1d6+2 plus grab)
  Special Attacks grab (Large)
  STATISTICS
  Str 14, Dex 16, Con 15, Int 4, Wis 13, Cha 11
  Base Atk +4; CMB +7 (+15 grapple); CMD 19
  Feats Agile Maneuvers, Combat Reflexes
  Skills Climb +10, Craft (cloth) +3, Craft (traps) +1, 
  Perception +5, Stealth +11; Racial Modifiers +2 Craft 
  (cloth), +4 Stealth
  Languages Aklo
  SQ adhesive
  ECOLOGY
  Environment any temperate or underground
  Organization solitary, gang (2–5), or nest (6–12)
  Treasure standard
  SPECIAL ABILITIES
  Adhesive (Su) A weapon that strikes an adherer becomes 
  stuck fast to the creature’s adhesive flesh unless the 
  wielder succeeds at a DC 14 Reflex save. A creature 
  adjacent to the adherer can attempt to pry off a 
  stuck weapon with a DC 17 Strength check, but 
  doing so provokes an attack of opportunity 
  from the adherer. The adherer’s adhesive 
  flesh gives it a +8 racial bonus on grapple 
  checks. It can attempt to grapple a foe as a free 
  action whenever a creature successfully hits it 
  with a natural attack or an unarmed strike. 
  An adherer does not gain the grappled 
  condition when it grapples a foe, nor does 
  it provoke attacks of opportunity when 
  it attempts to do so. Fire can temporarily 
  burn away an adherer’s adhesive coating—whenever an 
  adherer takes at least 10 points of fire damage, it loses its 
  adhesive special quality for 1d4 rounds. Universal solvent, 
  alchemical solvent, or a similar fluid removes an adherer’s 
  adhesive quality for 1 hour if it fails a DC 15 Reflex save, 
  or for 1d4 rounds if it makes the save. The adherer’s skin 
  loses its adhesive quality 1 hour after the adherer dies. An 
  adherer can release anything stuck to it as a free action. The 
  save DCs are Constitution-based.
  Adherers look vaguely like embalmed and mummified 
  corpses wrapped in dirty linen, but they are in fact 
  otherworldly beings of an entirely different nature. 
  Transformed by hideous processes on the Ethereal Plane, 
  their bodies are riddled with tiny, adhesive strands that 
  can stick to anything, allowing adherers to bind their 
  enemies’ weapons and capture living creatures for their 
  depraved rituals.
  Though once human, adherers have forgotten all traces 
  of humanity, and now hunt their former kindred with 
  gleeful abandon. Adherers digest food unusually slowly, 
  and as such can feed on a single creature (humans are 
  their favorite meal) for days or even weeks, taking only 
  one or two bites a day and forcing their living captives to 
  endure a hellish, drawn-out death.
  8
  Illustration by Damien Mammoliti
  
  Adlet
  This humanoid wolf’s fur is snowy white and its eyes piercing 
  blue; it grips an ornate spear in its fist. 
  ADLET 
  CR 10
  XP 9,600 each
  CN Medium humanoid (adlet, cold)
  Init +12; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 25, touch 20, flat-footed 15 (+8 Dex, +2 dodge, +5 natural)
  hp 127 each (15d8+60)
  Fort +9, Ref +17, Will +8
  Immune cold
  Weaknesses vulnerability to fire 
  OFFENSE
  Speed 40 ft.
  Melee +1 spear +17/+12/+7 (1d8+7/×3), bite +10 (1d6+2 plus 1d6 cold)
  Special Attacks frozen breath
  Spell-Like Abilities (CL 10th; concentration +11)
  Constant—pass without trace, ray of frost
  3/day—fog cloud, sleet storm
  1/day—ice storm, wind walk (self only)
  STATISTICS
  Str 18, Dex 26, Con 18, Int 13, Wis 17, Cha 13
  Base Atk +11; CMB +15; CMD 35
  Feats Diehard, Dodge, Improved Initiative, Multiattack, Power 
  Attack, Run, Self-Sufficient, Weapon Focus (spear)
  Skills Acrobatics +13 (+17 when jumping), Climb +12, Handle 
  Animal +9, Heal +5, Perception +13, Stealth +13 (+21 in snow), 
  Survival +20, Swim +9; Racial Modifiers +8 Stealth in snow
  Languages Common, Adlet
  SQ arctic stride
  ECOLOGY
  Environment cold plains, hills, or mountains
  Organization solitary, pair, or pack (3–18 plus 1 shaman)
  Treasure standard (+1 spear, other treasure)
  SPECIAL ABILITIES
  Arctic Stride (Ex) An adlet can move through any sort 
  of difficult terrain at its normal speed while within 
  arctic or snowy terrain. Magically altered terrain 
  affects an adlet normally.
  Frozen Breath (Su) An adlet’s breath is 
  supernaturally cold, and deals an additional 1d6 
  points of cold damage with its bite as a result. 
  Once every 1d4 rounds as a swift action, it can 
  exhale, filling a 10-foot-radius spread around 
  it with frigid air that deals 2d6 points of cold 
  damage and staggers those in the area 
  with numbing cold. A DC 21 Fortitude 
  save negates the staggered effect but 
  not the cold damage. The save DC is 
  Constitution-based.
  Adlets are cunning hunters of the arctic wilds. Tall, 
  sinewy, nimble, and very quick, they see themselves as the 
  true heritors of untamed arctic lands, and are offended 
  by any other humanoid species that attempts to settle 
  in such regions. Although not normally evil, adlets are 
  very aggressive and warlike. They also have no social 
  taboo against cannibalism, and their practice of eating 
  their dead rather than burying them only further builds 
  misconceptions about their morality.
  Deeply religious, adlets worship the power and cruelty 
  of nature, seeing divinity in the lash of the blizzard’s wind, 
  the ferocity of the polar bear, and the immensity of the 
  towering iceberg. Many become oracles or druids, but all 
  adlets know their place in the natural 
  world. One in every dozen adlets is a 
  shaman: an adlet with the advanced 
  creature template and the ability 
  to summon a greater ice elemental 
  or 1d4+1 large ice elementals (see 
  Bestiary 2 114) and commune with nature 
  once per day each as spell-like abilities. 
  An adlet is 6 feet tall and 
  weighs 250 pounds.
  9
  Illustration by J. P. Targete
  Adherer–Adlet
  Adherer–Adlet
  
  Ahuizotl
  This bear-sized beast has a body like a squat simian, a dog’s face, 
  and a long tail that ends in a clawed hand.
  AHUIZOTL 
  CR 6 
  XP 2,400
  NE Large magical beast (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +9, Will +4
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +12 (2d6+5), claw +12 (1d8+5/19–20 plus grab)
  Space 10 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks rake (2 claws +5, 1d4+5)
  STATISTICS
  Str 20, Dex 17, Con 17, Int 9, Wis 14, Cha 16
  Base Atk +8; CMB +14 (+18 grapple); CMD 27 (31 vs. trip)
  Feats Blinding CriticalB, Combat Reflexes, Improved Critical 
  (claw)B, Improved Initiative, Skill Focus (Stealth), Stand Still
  Skills Bluff +9, Stealth +9, Swim +20; Racial Modifiers +6 Bluff
  Languages Common
  SQ amphibious, tenacious grapple, voice mimicry
  ECOLOGY
  Environment warm lakes, rivers, or swamps
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Tenacious Grapple (Ex) An ahuizotl does not gain 
  the grappled condition when it grapples a foe. 
  Voice Mimicry (Ex) An ahuizotl can perfectly mimic 
  the sound of humanoid sobbing and can even attempt to 
  mimic voices it has heard. When mimicking a voice, an 
  ahuizotl must make a Bluff check opposed by its listener’s 
  Sense Motive check. If the listener has never heard the 
  voice the ahuizotl is attempting to mimic, the listener 
  takes a –8 penalty on the Sense Motive check.
  A carnage-hungry denizen of swamps, the ahuizotl 
  is a ferocious-looking predator, even before one 
  takes into consideration its most distinctive 
  feature—a long tail that ends in a clawed but all-
  too-humanoid hand. Whether from the 
  entrance of its aquatic home (typically 
  a sunken mass of trees or a flooded 
  cavern) or the thick reeds and flora 
  that grow at the water’s edge, an ahuizotl 
  remains watchful for any intruder that 
  might trespass into its territory. Upon 
  sighting such prey, the beast uses its 
  uncanny ability to mimic the sound of a humanoid in 
  distress to lure victims near, so it can snatch them with its 
  tail claw. Ahuizotls are particularly fond of feasting upon 
  a victim’s eyes, and their tail claws are particularly adept 
  at swiping away such organs for the beasts to feed upon. 
  Teeth and fingernails are another of the creature’s favorite 
  meals, and the appearance of mutilated bodies missing 
  eyes, teeth, and nails along a river’s banks is sure evidence 
  of an ahuizotl attack.
  Despite its preference for cruelty, an ahuizotl might 
  come to mutually advantageous arrangements with 
  other pernicious denizens of the swamps. Will-o’-wisps 
  and ahuizotls often find themselves in such cooperative 
  relationships, with the will-o’-wisp coaxing creatures 
  near the ahuizotl’s lair and then lingering to feed upon 
  the victims’ fear as the ahuizotl drags them into the 
  depths. Some wily humanoids who fall into an ahuizotl’s 
  clutches—typically lizardfolk, boggards, or swamp-
  dwelling humans—have successfully managed to bargain 
  away the lives of others in exchange for their own. Such 
  arrangements always lead to a series of vicarious murders, 
  as the aquatic predator’s proxy coaxes new victims into 
  the swamp for its fearsome partner to dine upon.
  Ahuizotls are exceptionally long-lived, and a single 
  individual might live and feed in a particular area for 
  several human generations. An ahuizotl is 9 feet long and 
  weighs 1,200 pounds.
  1010
  Illustration by Scott Purdy
  
  Akhlut
  A dorsal fin rises up from the back of this immense black-and-
  white-furred, wolflike beast.
  AKHLUT 
  CR 13
  XP 25,600
  N Huge magical beast (cold, shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision, scent, snow 
  vision; Perception +14
  DEFENSE
  AC 29, touch 11, flat-footed 26 (+2 Dex, +1 dodge, +19 natural, 
  –2 size)
  hp 189 (18d10+90)
  Fort +16, Ref +13, Will +10
  DR 15/magic; Immune cold
  Weaknesses vulnerability to fire 
  OFFENSE
  Speed 40 ft., swim 60 ft.
  Melee bite +27 (4d8+15/15–20 plus 4d6 cold and grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks savage bite, shore storming, swallow whole 
  (2d8+15 bludgeoning damage plus 4d6 cold, AC 19, 18 hp)
  Spell-Like Abilities (CL 18th; concentration +16)
  1/day—control weather (windy or cold weather only)
  STATISTICS
  Str 31, Dex 15, Con 20, Int 4, Wis 15, Cha 6
  Base Atk +18; CMB +30 (+34 grapple); CMD 43 (47 vs. trip)
  Feats Dodge, Improved Critical (bite), Improved Initiative, 
  Improved Vital Strike, Iron Will, Power Attack, Skill Focus 
  (Stealth), Vital Strike, Weapon Focus (bite)
  Skills Acrobatics +8 (+12 when jumping), Perception +14,  
  Stealth +16 (+28 in snow), Swim +18; Racial 
  Modifiers +4 Perception, +12 Stealth in snow
  SQ change shape (orca; beast shape III), hold 
  breath, snow walking
  Languages Aquan (cannot speak)
  ECOLOGY
  Environment cold lakes, plains, or oceans
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Savage Bite (Ex) An akhlut’s bite threatens a 
  critical hit on a roll of 18–20.
  Shore Storming (Ex) An akhlut automatically 
  transforms into an orca whenever it is fully 
  immersed in water, losing its legs and fur. 
  Likewise, when an akhlut emerges from the water, it 
  automatically transforms into its wolf-orca hybrid form. 
  If an akhlut moves from water to land (or vice versa) on the 
  round before initiating combat, it gains a +8 bonus on its 
  initiative check. This initial attack resolves as a charge. 
  An akhlut has the same statistics in both forms.
  Snow Vision (Ex) An akhlut can see perfectly well in snowy 
  conditions, and does not take any penalties on Perception 
  checks while in snowy weather. 
  Snow Walking (Su) An akhlut can walk on snow or thin sheets 
  of ice as though affected by water walk. It only leaves a trail 
  on such surfaces when it wants to.
  Resembling nothing so much as a killer whale mixed with a 
  wolf, the rarely seen akhlut stalks frigid seas and the frozen 
  lands nearby, shrouded by perpetual blizzards. Legend 
  holds that the first akhlut was born fully-formed in the eye 
  of a polar hurricane, the merciless anger of the elements 
  made flesh. Whether or not the tale is true, the akhlut’s 
  ferocity is certainly as memorable as that of any storm.
  While the akhlut appears as a wolf-orca hybrid on land, 
  when it enters the water, its legs and fur vanish and it 
  transforms fully into the form of an orca. Akhluts are 
  particularly skilled at charging into and out of water, 
  their transformation between shapes occurring in the 
  blink of an eye.
  Each akhlut fiercely defends its hunting grounds from 
  other predators, and especially against other akhluts. 
  While this does reduce the number of dangerous predators 
  in a region, it’s unclear whether replacing lesser predators 
  with something as dangerous as an akhlut is actually 
  preferable. Typically, an akhlut considers its territory to 
  be the boundaries of the storm created by its control weather 
  spell-like ability, and rarely travels far from this storm’s 
  borders.
  An akhlut is 22 feet long and weighs 8,000 pounds.
  1111
  Illustration by Emrah Elmasli
  Ahuizotl–Akhlut
  Ahuizotl–Akhlut
  
  Allip
  This malignant cloud of shadows boils in the air, its skeletal maw 
  eerily babbling as the creature’s claws manifest from the darkness.
  ALLIP 
  CR 3
  XP 800
  CE Medium undead (incorporeal)
  Init +5; Senses darkvision 60 ft.; Perception +7
  Aura babble (60 ft., DC 15)
  DEFENSE
  AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
  hp 30 (4d8+12)
  Fort +4, Ref +4, Will +4
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +4 (1d4 Wisdom damage)
  Special Attacks babble, touch of insanity
  STATISTICS
  Str —, Dex 12, Con —, Int 11, Wis 11, Cha 16
  Base Atk +3; CMB +4; CMD 17
  Feats Improved Initiative, Lightning Reflexes
  Skills Fly +16, Intimidate +10, Perception +7, 
  Stealth +8
  Languages Aklo, Common
  SQ madness
  ECOLOGY
  Environment any
  Organization solitary, pair, or haunt (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Babble (Su) An allip constantly 
  mutters to itself, creating 
  a hypnotic effect. All sane 
  creatures within 60 feet 
  of the allip must succeed 
  at a DC 15 Will save or be 
  fascinated for 2d4 rounds. 
  While a target is fascinated, 
  the allip can approach it without 
  breaking the effect, but an attack by 
  the allip does end the effect. Creatures 
  that successfully save cannot be affected 
  by the same allip’s 
  babble for 24 hours. 
  This is a sonic, 
  mind-affecting 
  compulsion 
  effect. The save 
  DC is Charisma-
  based.
  Madness (Su) Anyone targeting an allip with a thought detection, 
  mind control, or telepathic effect makes direct contact with its 
  tortured mind and takes 1d4 points of Wisdom damage.
  Touch of Insanity (Su) The touch of an allip deals 1d4 points of 
  Wisdom damage (DC 15 Will negates). A successful critical 
  hit causes 1d4 points of Wisdom damage and 1 point of 
  Wisdom drain (instead of double Wisdom damage). With 
  each successful attack, an allip gains 5 temporary hit points. 
  The save DC is Charisma-based.
  Those who fall prey to madness and take their own 
  lives sometimes find themselves lost on the path to the 
  afterlife, trapped in a state between life and death. These 
  unfortunates, known as allips, suffer from the violent and 
  incurable insanity they faced in life and take out their 
  terror, confusion, and rage upon the living. They reach 
  out to those they encounter—possibly in wrath, but also 
  perhaps oblivious to their own insane nature—spreading 
  the psychoses that led to their own untimely deaths.
  In combat, allips relentlessly attack the nearest living 
  creature, relying on their babble to let them close in before 
  attacking with their touch of insanity. Many seem to be 
  driven to states of ferocity upon witnessing the terror 
  living creatures exhibit when facing their spectral forms, 
  or when faced with the intangibility of their incorporeal 
  states. While allips have no way to kill creatures, those 
  knocked unconscious by an allip’s 
  Wisdom-draining 
  touch 
  often 
  emerge from the state suffering 
  from insanity (see pages 250–251 
  of the GameMastery Guide)—a fate 
  that many would say qualifies as 
  worse than death.
  Allips often seek to 
  harm 
  those 
  who 
  played a part in 
  causing their mad, 
  unholy condition. 
  When faced with 
  such foes, an allip 
  ignores 
  all 
  other targets 
  that confront 
  it in favor of 
  its hated enemies, 
  attacking them until its tormentors 
  have been forced into a vacant 
  stupor. 
  Alas, 
  such 
  vengeance 
  does not put the allip to rest, but 
  simply serves to further fuel its 
  madness as it finds itself trapped in 
  a world now no longer even holding 
  the satisfaction of vengeance.
  1212
  Illustration by Florian Stitz
  
  Alraune
  An attractive green-skinned woman sits in the depths of this 
  enormous, sweet-smelling flower.
  ALRAUNE 
  CR 13
  XP 25,600
  NE Large plant 
  Init +5; Senses low-light vision; Perception +17
  Aura calming fragrance (60 ft., DC 24)
  DEFENSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 199 (19d8+114)
  Fort +17, Ref +9, Will +11
  Immune plant traits; SR 24
  OFFENSE
  Speed 40 ft.
  Melee 4 vines +20 (1d10+7 plus grab and bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (2d6), constrict (1d10+10), feed
  Spell-Like Abilities (CL 13th; concentration +18)
  At will—charm monster (DC 18), detect thoughts (DC 17),  
  suggestion (DC 18)
  3/day—quickened glitterdust (DC 17), hold monster (DC 20)
  1/day—commune with nature, mind fog, wall of thorns
  STATISTICS
  Str 24, Dex 13, Con 22, Int 10, Wis 17, Cha 21
  Base Atk +14; CMB +22 (+26 grapple); CMD 33 (can’t be tripped)
  Feats Alertness, Cleave, Deceitful, Great Cleave, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Quicken Spell-Like Ability (glitterdust), Vital Strike
  Skills Bluff +16, Disguise +9, Knowledge (nature) +9, 
  Perception +17, Sense Motive +14
  Languages Aklo, Common, Elven, Sylvan
  ECOLOGY
  Environment temperate forests
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Calming Fragrance (Su) A supernaturally sweet 
  perfume that calms the nerves and blunts 
  aggression constantly surrounds an alraune 
  to a radius of 60 feet. Any creature in this area of 
  effect must make a DC 24 Will save at the start of its turn 
  to avoid falling under the effects of calm emotions for 
  1 round. Creatures that could be attracted to the 
  alraune’s current apparent gender take a –2 penalty 
  on this Will save, while all other creatures gain a 
  +2 bonus on the save. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Feed (Ex) An alraune’s roots can feed on a helpless 
  or willing target. At the end of an hour of 
  feeding, the victim takes 1d6 points of both 
  Constitution and Intelligence drain, and the alraune heals 
  3d6 points of damage.
  An alraune relies on its supernaturally soothing odor to 
  render enemies incapable of making hostile acts against 
  it—even if the alraune attacks a foe, its calming scent can 
  wipe away any thoughts of violence from its prey. At rest, 
  an alraune appears to be merely a large thorny plant with a 
  single enormous and brightly colored flower at its center.
  When an alraune attacks, its thorny vines lash out and 
  its flower blooms, revealing an attractive, green-skinned 
  humanoid form within. An alraune’s apparent gender can 
  vary even from encounter to encounter, for the plant can 
  reshape its humanoid portions as it desires to increase the 
  likelihood of setting its victims at ease. Regardless of the 
  plant’s apparent gender, it is itself asexual and reproduces 
  (typically once or twice per decade) by budding a single 
  offspring over the course of a spring season.
  Despite their appearance, alraunes are quite mobile 
  (capable of walking almost like a spider upon their 
  numerous long roots and thorny vines). They hunt by using 
  commune with nature to locate potential prey, preferring 
  humanoid flesh over all others. When an alraune needs 
  prey, it uses its mind-affecting abilities to convince foes to 
  dig their own graves and bury themselves—once a foe is 
  helplessly buried in the soil, the alraune can feed from it via 
  its flesh-burrowing roots, converting the 
  victim’s blood and memories into 
  the strange nutrients it so 
  craves.
  1313
  Illustration by Carolina Eade
  Allip–Alraune
  Allip–Alraune
  
  Animal Lord
  This dark-skinned woman’s languid movements are grace 
  personified, her sparkling eyes those of a cat.
  CAT LORD 
  CR 11
  XP 12,800
  Human animal lord ranger 10
  NG Medium outsider (native, shapechanger)
  Init +7; Senses low-light vision, scent; Perception +17
  DEFENSE
  AC 25, touch 18, flat-footed 18 (+3 armor, +1 deflection, +6 Dex, 
  +1 dodge, +4 natural)
  hp 139 (10d10+80)
  Fort +13, Ref +14, Will +7
  Defensive Abilities evasion; DR 10/silver
  OFFENSE
  Speed 30 ft., climb 20 ft.; leap
  Melee bite +15 (1d6+5 plus grab), 2 claws +15 (1d3+5)
  Ranged +1 keen composite longbow +18/+13 (1d8+6/×3)
  Special Attacks favored enemy (evil outsiders +6, giants +2, 
  undead +2), pounce, rake (2 claws +15, 1d3+5)
  Spell-Like Abilities (CL 10th; concentration +12)
  At will—charm animal (cats only, DC 13) 
  Ranger Spells Prepared (CL 7th; concentration +11)
  3rd—greater magic fang
  2nd—cat’s grace, hold animal (DC 16)
  1st—charm animal (DC 15), longstrider, pass without trace
  STATISTICS
  Str 20, Dex 24, Con 22, Int 12, Wis 18, Cha 14
  Base Atk +10; CMB +17 (+21 grapple); CMD 34
  Feats Agile Maneuvers, Deadly Aim, Dodge, Endurance, Point-
  Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, 
  Toughness, Vital Strike
  Skills Acrobatics +17 (+22 when jumping), Climb +26, Handle Animal 
  +15, Knowledge (nature) +14, Perception +17, Sense Motive +14, 
  Stealth +20 (+24 in undergrowth), Survival +17; Racial Modifiers 
  +5 Acrobatics when jumping, +4 Stealth in undergrowth
  Languages Common, Sylvan; speak with animals (cats only)
  SQ change shape (leopard; shapechange), favored terrain 
  (jungle +4, plains +2), hunter’s bond (leopard), swift tracker, 
  track +5, wild empathy +12, woodland stride
  ECOLOGY
  Environment warm jungles
  Organization solitary
  Treasure NPC gear (+1 leather armor, +1 keen composite 
  longbow [+5 Str] with 20 arrows, amulet of natural armor +1, 
  ring of protection +1, other treasure)
  When the gods of nature or powerful spirits desire a 
  champion to defend the animal world, they invest a token of 
  their power in a chosen vessel—be it animal or humanoid. 
  Traditionally, only one animal lord for a specific animal 
  species is active on a world at any one time, although 
  sometimes, when an extant animal lord strays from its 
  charge or otherwise fails, the force that created it might 
  create a replacement to send against the fallen animal lord 
  to challenge it in a combat to the death, with the victor 
  claiming the right to rule or a chance at redemption.
  An animal lord does not dwell among humanity—the 
  wild is its domain. How an animal lord interacts with a 
  humanoid society largely depends on how that society treats 
  the animals of that lord’s affinity. Societies that honor and 
  respect those animals, even if they use the animals as a food 
  source, earn the animal lord’s (sometimes grudging) respect, 
  but those who abuse or otherwise harm animals of that 
  lord’s species find a powerful and ardent enemy in the lord.
  The cat lord above uses a leopard as the base animal—
  this particular cat lord represents a newly created animal 
  lord. The longer an animal lord exists, the higher its level 
  should be. 
  CREATING AN ANIMAL LORD
  “Animal Lord” is an inherited template that can be added 
  to any humanoid of 10 Hit Dice or more, referred to 
  hereafter as the base creature. The animal lord also gains 
  the characteristics of one type of animal (of a size no larger 
  than one step larger than the base creature’s size), referred 
  to hereafter as the base animal.
  CR: Same as the base creature or the base animal 
  (whichever is higher) +2.
  Alignment: Any neutral.
  Type: The base creature’s type changes to outsider 
  (native, shapechanger). Do not recalculate class Hit Dice, 
  BAB, or saves.
  Senses: An animal lord gains the senses of both the 
  base creature and the base animal in both of its forms.
  AC: An animal lord gains the base animal or base 
  creature’s natural armor bonus, whichever is higher, 
  in both of its forms—this bonus is increased by +2 to 
  determine the animal lord’s actual natural armor bonus.
  Defensive Abilities: An animal lord gains DR 10/silver. 
  It also gains all of the base animal’s defensive abilities in 
  both of its forms.
  Speed: An animal lord’s base speed is that of its base 
  creature form or its base animal form, whichever is 
  greater. Animal lords whose base animal has a burrow, 
  climb, fly, or swim speed can use that mode of movement 
  even in humanoid form, instantly growing the necessary 
  appendages as necessary. 
  Melee: An animal lord in humanoid form can 
  instantaneously transform parts of its body to make all 
  of the natural attacks possessed by the base animal. An 
  animal lord typically prefers to use its natural attacks in 
  melee combat, but often carries manufactured ranged 
  weapons to diversify its combat options as well.
  1414
  Illustration by Eric Belisle
  
  Special Attacks: An animal lord gains all of the special 
  attacks possessed by the base animal and can employ them 
  in both humanoid and animal form. It also gains abilities 
  determined by its species affinity (see below).
  Ability Scores: Animal lords use the higher ability score 
  between the base creature and the base animal as their base 
  ability scores, then increase all of these ability scores by +4. 
  Skills: An animal lord gains all of the base animal’s 
  racial modifiers to skill checks.
  Special Qualities: An animal lord gains the following 
  special qualities.
  Change Shape (Su): An animal lord has two forms—a 
  humanoid and an animal form. When an animal lord in 
  humanoid form uses the base animal’s defensive abilities, 
  movement types, attacks, and other features, the animal 
  lord’s body instantaneously changes as appropriate to 
  allow the use of that ability, growing wings or claws or 
  fangs as necessary. The animal lord can use this ability 
  to take the shape of the base animal (as shapechange) as a 
  move action. 
  Dominion (Su): In both forms, an animal lord is 
  treated as if constantly under the effects of a speak 
  with animals spell, but this only applies to creatures 
  of the animal lord’s species affinity (see below). 
  In addition, an animal lord can cast charm 
  animal on any animal of its affinity as 
  a spell-like ability at will (CL equals the 
  animal lord’s HD). 
  Species Affinity
  Animal lords can be made from almost any 
  creature of the animal type, but most are 
  grouped into larger categories known as 
  species affinities. The most common 
  animal lord kingdom affinities are 
  detailed below, but many others exist. 
  Animals listed in parenthesis list 
  typical base animals for that lord.
  Bear Lord (Grizzly Bear): Bear lords 
  have broad shoulders, sharp teeth, 
  and thick fingers. Bear lords gain 
  the following additional ability.
  Bear Hug (Ex): A bear lord deals 
  +1d6 extra points of damage 
  when it makes a grapple check 
  to damage a creature. 
  Canine Lord (Dog, Hyena, 
  Wolf): Canine lords are hirsute, 
  have pronounced canines, and have 
  slightly pointed ears. Canine lords gain 
  the following additional ability.
  Savage (Ex): A canine lord deals +1d6 extra points of damage 
  on its first attack in a round against a prone opponent. 
  Cat Lord (Leopard, Lion, Tiger): Cat lords move with a 
  fluid agility, and have slender bodies and catlike eyes. Cat 
  lords gain the following additional ability.
  Leap (Ex): A cat lord adds half its Hit Dice to all Acrobatics 
  checks made to jump, and is always treated as if it had a 
  running start when jumping.
  Crocodile Lord (Crocodile): Crocodile lords have reptilian 
  eyes, sharp teeth, and a scaly ridge along the spine. Crocodile 
  lords gain the following additional ability.
  Thick Skin (Ex): A crocodile lord’s base natural armor 
  bonus improves by an additional +2 in both of its forms.
  Dinosaur Lord (Deinonychus, Tyrannosaurus): A 
  dinosaur lord tends to have sharp teeth, scaly skin, and 
  a booming voice. Dinosaur lords gain the following 
  additional ability.
  Primeval Mind (Ex): A dinosaur lord is immune to charm 
  effects and gains a +2 bonus on all Will saves.
  Raptor Lord (Eagle, Falcon): Raptor lords have 
  feathery-looking and brightly colored hair, wide 
  searching eyes, and aquiline noses. Raptor 
  lords gain the following additional ability.
  Raptor’s Dive (Ex): A raptor lord deals double 
  damage with any charge that starts 10 or more 
  feet above its target.
  Rat Lord (Giant Rat): Rat lords have 
  pointed chins and pointed ears, and move 
  with quick, jittery motions. Rat lords gain 
  the following additional ability.
  Hearty (Ex): Rat lords are immune to disease 
  and gain a +2 bonus on all Fortitude saves. 
  Shark Lord (Shark): Shark lords have black 
  eyes, pale skin, sharp teeth, and little to 
  no body hair. They gain the following 
  additional ability.
  Brutal Jaws (Ex): A shark lord’s 
  bite attack causes bleed (1d6). 
  Serpent Lord (Snake): 
  Serpent lords tend to 
  have unusual skin 
  colors, often with 
  stripes 
  or 
  other 
  patterns), snakelike 
  eyes, and forked 
  tongues. 
  Serpent 
  lords 
  gain 
  the 
  following ability.
  Poison Immunity (Ex): 
  Serpent lords are immune 
  to poison.
  1515
  Animal Lord
  Animal Lord
  
  Annis Hag
  This repulsive, hunchbacked crone has skin the color of a fresh 
  bruise. Despite her hunch, she looms taller than a human. 
  ANNIS HAG 
  CR 6
  XP 2,400
  CE Large monstrous humanoid 
  Init +1; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 66 (7d10+28)
  Fort +8, Ref +6, Will +6
  DR 5/bludgeoning; SR 17
  OFFENSE
  Speed 40 ft.
  Melee bite +13 (1d6+7), 2 claws +13 (1d6+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 2d6+10) 
  Spell-Like Abilities (CL 7th; concentration +7)
  3/day—alter self, fog cloud
  STATISTICS
  Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10
  Base Atk +7; CMB +15 (+19 grapple); CMD 26
  Feats Alertness, Blind-Fight, Great Fortitude, Intimidating Prowess
  Skills Bluff +7, Diplomacy +7, Intimidate +17, Perception +13, 
  Sense Motive +3, Stealth +7
  Languages Common, Giant
  ECOLOGY
  Environment cold marshes
  Organization solitary or coven (3 hags of any kind)
  Treasure standard
  Also known as black hags or iron hags, annis hags are 
  the largest and most physically intimidating of their foul 
  brood. Known for their iron-hard, wart-covered skin 
  that varies from shades of deep blue to black and their 
  claws like rusty blades, annis hags forgo much of the 
  cunning and deceptiveness of their kind to revel in 
  the more visceral evils of torture and slaughter. The 
  typical annis hag stands just over 8 feet tall and 
  weighs upward of 300 pounds.
  Dwelling in dark caves, tangled hollows, and cursed 
  ruins deep within frozen swamps or icy moors, annis 
  hags stalk forth by night to sow fear and hunt the unwary. 
  Although possessed of cunning minds, annis prove more 
  decadent than most other hags, frequently indulging 
  in their taste for living flesh and the music of pleading 
  screams. Unlike green hags, they use their ability to 
  assume humanoid form via alter self not to infiltrate 
  societies but to lure victims into a false sense of security 
  before attacking—often posing as travelers in need of aid 
  or pilgrims seeking to share a camp.
  Annis hags find the flesh of children, young animals, 
  and the pure of heart particularly pleasing, both for the 
  tenderness of such meals and for the sorrow such murders 
  spread. After gorging themselves, these hags delight 
  in stripping the skin from their victims, often garbing 
  themselves in the grisly trophies. They are also known 
  to retain and even preserve identifiable portions of their 
  victims (such as heads) for later use in spreading misery. An 
  annis who eats the children of a local farmer might keep the 
  heads (or at least the faces) handy to return to the victims’ 
  parents, for example—often in the guise of an anonymous 
  gift. The most insidious of annis hags present these gifts in 
  ways that implicate friends or family in the victim’s death.
  Like most hags, annis sometimes join covens of their 
  repulsive sisters, though many prove resistant to such 
  cooperation. They are particularly unlikely to join covens 
  that already include other annis, though groups of related 
  annis—typically horrible triplets—are not unknown. A 
  typical annis coven consists of one annis leader along with 
  two green hags or sometimes even a witch or two. Annis 
  covens often seek to recruit additional creatures as guardians 
  and are particularly fond of trolls and ogres for such roles.
  1616
  Illustrations by Nicholas Cloister
  
  Ant Lion, Giant
  This gigantic burrowing insect has an oversized abdomen. A 
  terrifying set of long, hooked mandibles protrudes from its head.
  GIANT ANT LION 
  CR 5
  XP 1,600
  N Large vermin 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 60 (8d8+24)
  Fort +9, Ref +2, Will +2
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., burrow 10 ft.
  Melee bite +10 (2d8+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks sand trap
  STATISTICS
  Str 20, Dex 11, Con 17, Int —, Wis 11, Cha 10
  Base Atk +6; CMB +12 (+16 grapple); CMD 22 (30 vs. trip)
  ECOLOGY
  Environment warm deserts 
  Organization solitary or nest (2–4)
  Treasure incidental
  SPECIAL ABILITIES
  Sand Trap (Ex) A giant ant lion can create a 60-foot-diameter, 
  20-foot-deep pit in any sand or soft earth surface. 
  Creating a sand trap takes 1 hour. A DC 15 Perception 
  check allows a creature to realize such a depression in the 
  sand is in fact a trap. Any creature that steps into the trap 
  slides to the center if it fails a DC 14 Reflex save—such 
  victims take no damage, but they do 
  fall prone. A giant ant lion 
  can make an attack of 
  opportunity against 
  any creature that 
  falls to the bottom of 
  its sand trap. These 
  creatures can move 
  across sand traps at their 
  normal speed and 
  are immune to the 
  trap’s effects. Other creatures can 
  navigate the trap’s walls with a DC 20 
  Climb check.
  Perils of the desert depths, giant ant 
  lions construct traps from the shifting 
  sands. These beasts lurk at the base of 
  these pits, half buried and patiently 
  awaiting unwary prey.
  Ant Lion, Giant Adult
  This spindly insect, borne aloft on four delicate wings, snaps its 
  mandibles in obvious hunger.
  GIANT ADULT ANT LION 
  CR 6
  XP 2,400
  N Huge vermin 
  Init +3; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 19, touch 11, flat-footed 16 (+8 armor, +3 Dex, –2 size)
  hp 85 (10d8+40)
  Fort +11, Ref +6, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +12 (2d8+10)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 24, Dex 16, Con 19, Int —, Wis 11, Cha 10
  Base Atk +7; CMB +16; CMD 29 (37 vs. trip)
  Skills Fly +7
  ECOLOGY
  Environment warm deserts
  Organization solitary or cloud (2–12)
  Treasure none
  When a giant ant lion reaches maturity, it creates a cocoon 
  of sand and dirt around itself. Over the course of a month, 
  the ant lion undergoes a dramatic metamorphosis—when 
  it emerges, its body has become elongated and thin and 
  it has gained a set of enormous, lacy wings. Depending 
  on the region, giant adult ant lions are often called giant 
  lacewings, giant damselflies, or giant spindleflies, but 
  regardless of their regional name, they remain ravenous 
  and deadly, replacing the sand trap cunning of 
  their larval form with swift flight and 
  greater battlefield mobility.
  1717
  Annis Hag–Ant Lion
  Annis Hag–Ant Lion
  
  Archon, Harbinger
  What appears to be a miniaturized orrery zips through the air, 
  with thin, sharp blades flashing periodically from within.
  HARBINGER ARCHON 
  CR 2
  XP 600
  LG Tiny outsider (archon, extraplanar, good, lawful)
  Init +6; Senses darkvision 60 ft., detect evil, low-light vision; 
  Perception +7
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, 
  +2 size)
  hp 16 (3d10)
  Fort +1, Ref +5, Will +4; +4 vs. poison
  DR 5/evil; Immune 
  electricity, petrification
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee 3 blades +4 (1d4–1)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks wrath
  Spell-Like Abilities (CL 6th; 
  concentration +7)
  Constant—detect evil
  At will—dancing lights (duration 
  lasts until dismissed)
  3/day—cure light wounds, 
  protection from evil
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 6, Dex 15, Con 11, Int 10, Wis 13, Cha 12
  Base Atk +3; CMB +3; CMD 12
  Feats Dodge, Improved Initiative
  Skills Diplomacy +7, Fly +20, Knowledge (planes) +6, 
  Knowledge (religion) +6, Perception +7, Sense Motive +7
  Languages Celestial, Draconic, Infernal; truespeech
  SQ disassemble, minor archon
  ECOLOGY
  Environment any (Heaven)
  Organization solitary, pair, or constellation (3–12)
  Treasure none
  SPECIAL ABILITIES
  Blades (Ex) A harbinger can extend blades from its body to 
  strike with as primary natural attacks. These blades possess 
  a +1 enhancement bonus on attack and damage rolls, 
  and are treated as both magic and good-aligned for the 
  purposes of penetrating damage reduction.
  Disassemble (Su) As a move-equivalent action, a harbinger 
  can break apart into its components. This is treated as 
  gaseous form, except the archon retains its full flight speed 
  and DR, and cannot fit through gaps smaller than 1 inch in 
  diameter. Reforming into an orrery is a standard action.
  Minor Archon (Ex) Harbinger archons lack the aura of menace 
  and teleport abilities of more powerful archons.
  Wrath (Su) Once per minute, a harbinger archon can emit a 
  blast of energy that deals 2d6 points of force damage to 
  adjacent creatures. A DC 12 Reflex save halves this damage. 
  The harbinger can choose to omit any target from this blast 
  that it desires, damaging only those foes it chooses. The 
  save DC is Charisma-based.
  Though counted among 
  the least of the archons, 
  harbingers nonetheless 
  remain steadfast in their 
  dedication to combating 
  evil. These tiny beings 
  serve as heralds and 
  assistants for the forces 
  of Heaven. While on the 
  Material 
  Plane, 
  they 
  advise mortals on how 
  best to serve the causes 
  of order and light. 
  Some even venture to 
  the other Outer Planes 
  as minor ambassadors. 
  Harbingers 
  can 
  also 
  be 
  bound into service as familiars, 
  a role they accept eagerly, taking 
  full responsibility for guiding their 
  masters’ souls toward salvation. A spellcaster 
  must have the Improved Familiar feat, a lawful good 
  alignment, and be an arcane caster level of 7th or higher to 
  gain a harbinger familiar.
  A harbinger resembles a whirling mechanical model 
  of a planetary system. Its sun, moons, and planets are 
  crafted of tiny glowing jewels whose color shifts with the 
  harbinger’s mood. Electric arcs and sparks of magical 
  essence dance between its whirling pieces. The harbinger 
  can dismantle itself into its component parts to squeeze 
  through tiny gaps, its rings dissolving into glowing vapor 
  while its star and planets remain. Harbingers shed light as 
  brightly as a torch under normal conditions, but can dim 
  to a faint glow if desired, and frequently spin off bits of 
  their essence into dancing lights.
  A harbinger archon’s voice resembles the ringing of a 
  dozen tiny bells, and regardless of the language the archon 
  speaks, it retains that tinkling musical quality.
  Most harbinger archons form from souls that led 
  simple lives of wisdom and piety before their deaths. 
  They remember nothing of their mortal existences, but 
  retain a decidedly practical, if parochial, view of worldly 
  matters. Only rarely does a harbinger want for a parable 
  or proverb apropos to the task at hand.
  1818
  Illustrations by Eric Belisle
  
  Archon, Legion
  This celestial knight bears a flaming blade as it flies through the 
  air on metallic wings that seem to grow from its armor.
  LEGION ARCHON 
  CR 7
  XP 3,200
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +1; Senses darkvision 60 ft. detect evil, low-light vision; 
  Perception +13
  Aura aura of menace (DC 17)
  DEFENSE
  AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 natural; 
  +2 deflection vs. evil)
  hp 76 (8d10+32)
  Fort +10, Ref +3, Will +8; +4 vs. poison, +2 vs. evil
  DR 10/evil; Immune electricity, petrification; SR 18
  OFFENSE
  Speed 40 ft., fly 90 ft. (average)
  Melee +1 flaming burst greatsword +13/+8 (2d6+5/17–20 plus 
  1d6 fire)
  Ranged +1 flaming javelin +10 (1d6+4 plus 1d6 fire)
  Special Attacks flames of faith
  Spell-Like Abilities (CL 8th; concentration +11)
  Constant—detect evil, magic circle 
  against evil
  At will—aid, continual flame, greater teleport 
  (self plus 50 lbs. of objects only), message
  3/day—align weapon, mirror image, versatile weapon*
  * See the Advanced Player’s Guide.
  STATISTICS
  Str 16, Dex 12, Con 19, Int 10, Wis 15, Cha 17
  Base Atk +8; CMB +11; CMD 22
  Feats Improved Bull Rush, Improved Critical (greatsword)B, 
  Power Attack, Vital Strike, Weapon Focus (greatsword), 
  Whirlwind AttackB
  Skills Diplomacy +14, Fly +12, Intimidate +14, Knowledge 
  (religion) +11, Perception +13, Sense Motive +9, Survival +9
  Languages Celestial, Draconic, Infernal; truespeech
  SQ second skin
  ECOLOGY
  Environment any (Heaven)
  Organization solitary, pair, or squad (3–12)
  Treasure standard (masterwork full plate, other treasure)
  SPECIAL ABILITIES
  Flames of Faith (Ex) A legion archon can manifest a +1 flaming 
  burst greatsword or +1 flaming javelin as a move-equivalent 
  action. The legion archon’s sword vanishes if it leaves its hand, 
  and its javelin vanishes after striking or missing its target. 
  Second Skin (Ex) A legion archon is proficient in all forms of 
  armor. It takes no reduction to its speed or any armor check 
  penalties from wearing any sort of armor. Most legion 
  archons wear full plate armor. 
  Where shield archons are the bulwarks of the armies of 
  Heaven, legion archons are the swords, sent in file after 
  file to match evil’s boundless hordes.
  Legion archons stand 6-1/2 feet in height and weigh 
  200 pounds. Beneath their helmets and armor, they have 
  pale or nearly jet-black hairless skin. Their eyes burn 
  bright with the flames of their faith, flaring brightest 
  when they conjure forth their weapons. Regardless of the 
  armor they choose to wear, their metallic wings merge 
  with and extend beyond the armor, allowing them flight 
  even when wearing the heaviest of protection.
  Despite their warlike mien, legion archons prefer 
  errands of peace and mercy. Their masters dispatch 
  unarmed legion archons as celestial envoys, though still 
  clad in their heavenly armor. In this fashion, they spread 
  the word and love of Heaven to widely scattered realms. 
  1919
  Archon, Harbinger–Archon, Legion
  Archon, Harbinger–Archon, Legion
  
  Ascomoid
  This misshapen sphere of pale yellow-green fungus rolls with an 
  unnerving speed, spewing clouds of foul spores as it advances.
  ASCOMOID 
  CR 5
  XP 1,600
  N Large plant 
  Init +1; Senses tremorsense 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
  hp 52 (7d8+21)
  Fort +8, Ref +3, Will +2
  DR 10/piercing; Immune plant traits; Resist electricity 10, fire 10
  OFFENSE
  Speed 40 ft.
  Melee slam +8 (2d8+6)
  Space 10 ft.; Reach 5 ft.
  Special Attacks poison, spores, trample (2d8+6, DC 17)
  STATISTICS
  Str 18, Dex 13, Con 17, Int —, Wis 11, Cha 1
  Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
  Feats Improved OverrunB
  ECOLOGY
  Environment underground
  Organization solitary or cluster (2–8)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Spores—inhaled; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d2 Str damage; cure 2 saves. The save DC 
  is Constitution-based.
  Spores (Ex) Once per round as a free action, an ascomoid can 
  release a jet of deadly spores to a range of 30 feet. Upon 
  impacting a solid surface, such as a wall or creature, the jet 
  billows out into a cloud of spores that fills a 10-foot-radius 
  spread. This cloud lasts for 1 round before dispersing. Any 
  creature in the cloud must make a DC 16 Fortitude save 
  or become nauseated as long as it remains in the cloud. 
  Any creature that fails to save against this nausea is also 
  exposed to the ascomoid’s poison (see above). The save 
  DC is Constitution-based.
  Oversized fungi, ascomoids are frequently mistaken 
  for giant puff balls until they begin to move, rolling 
  toward any living prey that they sense. Once they have 
  crushed the life out of a creature, they quickly move on, 
  leaving spores behind in their victim’s body to grow new 
  ascomoids. Ascomoids can grow to a width of 10 feet, but 
  they rarely weigh more than 400 pounds.
  While ascomoids require no light to grow, they do 
  require a moist environment. They do not keep traditional 
  lairs, but often wander the same areas over and over, 
  littering these routes with the bones of past victims.
  Although they are typically solitary creatures, ascomoids 
  dwelling in areas of ample moisture with generous 
  sources of food—or frequent unwitting passersby—
  sometimes form deadly clusters. Such colonies of these 
  giant fungi often lurk in large caverns among other pallid 
  vegetation. Given ascomoids’ ability to detect vibrations, 
  the slightest quake or potential footfall sets them 
  rolling, turning their cavernous lairs into churning meat 
  grinders. Bounding about violently, groups of ascomoids 
  sometimes take hours to settle back down, unable to 
  distinguish between the movements of prey and the 
  tumbling of their own kind. In some cases, ascomoids 
  have been known to lair at the top of steep rises, crushing 
  climbers as they roll in terrible fungal avalanches.
  Those crushed by an ascomoid or who fall victim to 
  an ascomoid’s spores face a revolting end, their bodies 
  becoming hosts to quick-growing colonies of rampant 
  fungi. Immature ascomoid mold sprouts quickly, typically 
  appearing within 24 hours. After 48 hours, such victims 
  become so overgrown with this furry, brown-green mold 
  that they can no longer be restored to life by raise dead, 
  as their bodies are too vitally pervaded and thoroughly 
  consumed by the swiftly spreading mold. Within a month, 
  a new ascomoid emerges from the foul mess.
  2020
  Illustration by Nicholas Cloister
  
  Asura
  Asuras are immortal beings whose origins are rooted in 
  rejection and destruction. They are manifestations of 
  divine accident, living blasphemies risen from mistakes 
  made by the gods themselves. Given horrible life through 
  these unspeakable divine errors, the asuras seek to sow 
  doubt among mortals and ultimately revenge themselves 
  upon the gods for their accursed existences. 
  Most asuras share a cohesive philosophy that culminates 
  in nothing less than the systematic destruction of 
  everything the gods have had a hand in creating. To this 
  end, asuras study and meditate on the nature of creation so 
  that they might better know how the cosmos can be unmade. 
  The simplest among these fiends seek out the pious to 
  torment, as well as holy places and relics to pollute with the 
  taint of loathing and faithlessness. Once the destruction or 
  corruption of a holy place is complete, asuras might take up 
  residence in the area to contemplate what they have wrought 
  and consider future misdeeds. The precise records and 
  histories some temples keep can end up being the undoing 
  of other bastions of faith. Thus, asuras spread.
  Asuras have reason to seek places to dwell and brood, 
  for unlike many other outsiders, the asuras have no realm 
  to call their own. While the largest population of them 
  dwells in the vast wildernesses of Hell, these fiends can 
  be found throughout the Great Beyond, living anywhere 
  they can make room for themselves. Asuras spend time 
  plotting and nurturing their vast abhorrence of all 
  things. They perfect arts of war and ruin. Even devils are 
  unsafe in asura domains, because although asuras share 
  the alignment of their hellspawned neighbors, devils are 
  proper creatures of the extant multiverse. So consuming 
  is asura antipathy that devils too must eventually fall for 
  asuras to accomplish their ultimate goal.
  Despite their warlike and devastating actions, most 
  asuras have an ascetic quality and great insight into 
  reality. They know a great deal about the cosmos. Further, 
  little in the way of material wealth or comfort can sway 
  them from their goals. An asura might possess treasure, 
  probably pillaged from temples lost to asura raids, and it 
  might have servants to see to its wants and needs. However, 
  it values such aspects of existence only insofar as they help 
  the asura move toward its ends.
  Other asuras perfect modes of fighting or act as 
  guardians or even extraplanar mercenaries. Such asuras 
  become instruments of ruin, their presence antithetical to 
  the lives of their enemies, whomever those foes might be. 
  They rarely care whom or what they are hired to battle, so 
  long as they can end the existence of a deity’s work. 
  Asuras often collect and guard treasuries of looted 
  religious relics, letting such objects serve as bait for pious 
  heroes powerful enough to locate such treasures despite 
  the asuras’ elusive aura. The fiends know the loss of such 
  holy objects often grieves and undermines the beliefs of 
  common members of a faith, and so do all they can to 
  draw out such spiritual suffering. 
  While an asura’s individual incarnations can be slain, 
  these fiends are nearly impossible to destroy permanently. 
  The divine spark in them returns to the presence of 
  mighty asura lords, the asura ranas, in Hell or elsewhere. 
  Within a variable amount of time, usually some multiple 
  of 7 years, a slain asura reincarnates as a weaker asura. A 
  truly devoted asura that died in service to the asura cause 
  might be given its old form at the cost of some of the asura 
  rana’s essence. Reincarnated asuras remember their past 
  lives, their origins, and any enemy who has wronged them, 
  and while their appearances and resources change, their 
  thirst for revenge is eternal.
  Rarely, however, contemplation on the nature of the 
  multiverse or a desire for something more than eternal 
  strife causes an asura to choose a different course. Such 
  asuras meditate to become closer to that which they 
  once sought to destroy, purifying themselves of their 
  soul-burning hatred. Redeemed asuras are seldom good 
  or religious, but they do wander the planes, dispensing 
  wisdom and working against wanton destruction. Evil 
  asuras loathe these traitors, and seek them out to destroy 
  them with teeming fervor.
  Known Asura Ranas
  Asuras can grow mighty indeed in their endless cycle of 
  reincarnation. The most powerful among them are the asura 
  ranas who dwell in ruined holy places, abandoned deific 
  domains, or in the wilds of Hell. These potent fiends have 
  unique forms, and can demand anything of lesser members 
  of their race, as they are revered as sages and profane 
  bodhisattvas. They usually dwell in places that allow them to 
  deny devotees of the deities access to holy objects or sites. 
  The following list includes several asura ranas named in myth 
  and tales of woe.
  Andak the Dismembered
  Bohga the Treasurer
  Chugarra the Guru of Butchers
  Chupurvagasti, Lady of Poison Mist 
  Gavidya the Numberless
  Hydim of the Eternal Fast
  Ioramvol with the Mouth Full of Boulders
  Maeha, Father of False Worlds
  Onamahli the Twice Pure
  Rahu the Sun Eater
  Rytara, Serpent of the Eastern Eye
  Taraksun, Awakener of Wrath
  Zurapadyn, the Beast Who Waits in Smoke
  2121
  Ascomoid–Asura
  Ascomoid–Asura
  
  Asura, Adhukait
  A pair of spiked fiends, interwoven through bodily cavities and 
  impaling limbs, spin in a dance with their twin curved knives.
  ADHUKAIT 
  CR 7
  XP 3,200
  LE Medium outsider (asura, evil, extraplanar, lawful)
  Init +3; Senses all-around vision, darkvision 60 ft.; Perception +19
  Aura elusive (30 ft.) 
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
  hp 76 (9d10+27); regeneration 5 (good weapons, good spells)
  Fort +6, Ref +11, Will +9; dual mind, +2 vs. enchantments
  DR 5/good; Immune curse effects, disease, flanking, poison; 
  Resist acid 10, electricity 10; SR 18
  OFFENSE
  Speed 40 ft.
  Melee 2 mwk kukris +15/+10 (1d4+5/18–20), 2 claws +9 (1d4+2)
  Special Attacks dance of disaster
  Spell-Like Abilities (CL 6th; concentration +9)
  At will— feather fall, greater teleport (self plus 50 lbs. of 
  objects only), spider climb
  3/day—blink, blur, mirror image, spike growth
  1/day—summon (level 4, 1 adhukait 35%)
  STATISTICS
  Str 20, Dex 17, Con 17, Int 13, Wis 16, Cha 16
  Base Atk +9; CMB +14; CMD 28
  Feats Combat Reflexes, Dodge, Lightning Reflexes, Mobility, 
  Nimble Moves
  Skills Acrobatics +15 (+19 when jumping), Bluff +15, Escape Artist 
  +21, Intimidate +11, Knowledge (planes) +9, Perception +19, 
  Perform (dance) +14, Stealth +15; Racial Modifiers Acrobatics 
  (+4 when jumping), +6 Escape Artist, +4 Perception
  Languages Common, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or band (3–12)
  Treasure standard (2 masterwork kukris, other treasure)
  SPECIAL ABILITIES
  Dance of Disaster (Su) Whenever an adhukait hits with a 
  melee attack during a full-attack action, it can move 10 
  feet before making its next attack. The adhukait’s normal 
  speed does not limit this movement—it can move 10 feet 
  after any successful hit among its four attacks, as long 
  as it has another attack to make.
  Dual Mind (Su) An adhukait is a single creature 
  with two distinct minds, so it can 
  attempt two saving throws 
  against mind-affecting effects. 
  If either saving throw succeeds, 
  the mind-affecting effect fails 
  to affect the adhukait.
  Known also as the twinned ones, adhukaits are warrior 
  asuras, specialized at quick raids designed for theft, 
  assassination, or kidnapping. An adhukait is adept at 
  infiltration and escape. In killing, the fiend is brutally 
  efficient unless it wishes to prolong pain to demoralize 
  or enrage its enemies.
  Although an adhukait appears to be two connected 
  creatures, it is one entity with two minds. The creature’s 
  personality and purpose is as unified as its bizarre form. 
  An adhukait is 6 feet tall. It weighs 330 pounds.
  Adhukaits prefer desolate spots as lairs, especially 
  those that recall past terror or sorrow. In such dens, 
  they keep trophies from their engagements as focuses 
  for meditation and objects of study. Adhukaits also keep 
  treasures stolen from temples and holy places. While 
  at rest, adhukaits remain near any ill-gotten items to 
  ensure no meddling magician can locate the lost objects.
  Legend holds that the first adhukaits emerged 
  from the shattered remains of two godlike brigands. 
  These burglars, their names long since lost to history, 
  attempted to raid a celestial hall. The resident deity 
  and his or her servants slew the thieves, crushed their 
  bodies together into one, and hurled their remains to the 
  earth. As their crumbling, entwined bodies struck the 
  world, they caused terrible earthquakes and tsunamis 
  that slew thousands of innocents—including many 
  worshipers of the headstrong deity who accidentally 
  caused the devastation. The 
  first adhukaits grew from the 
  shattered, mingled remains 
  of these brigands, 
  rising from the 
  blasted crater to 
  serve the asuras 
  as elite soldiers.
  2222
  Illustrations by Alex Alexandrov
  
  Asura, Aghasura
  This immense creature looks like a horned rattlesnake, save for its 
  two muscular arms, each of which wields a scimitar.
  AGHASURA 
  CR 11
  XP 12,800
  LE Huge outsider (asura, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., scent; Perception +19
  Aura attraction (50 ft.), elusive (75 ft.)
  DEFENSE
  AC 23, touch 11, flat-footed 20 (+6 armor, +3 Dex, +6 natural, 
  –2 size)
  hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
  Fort +15, Ref +9, Will +11; +2 vs. enchantment spells 
  DR 10/good; Immune curse effects, disease, poison; Resist 
  acid 10, electricity 10; SR 22
  OFFENSE
  Speed 35 ft., swim 20 ft.
  Melee 2 mwk scimitars +26 (2d6+12/15–20 plus poison), bite 
  +19 (2d8+6 plus grab and poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks dual wielder, infused weapons, swallow whole 
  (2d6+12 acid damage, AC 13, 16 hp)
  Spell-Like Abilities (CL 11th; concentration +15)
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—deeper darkness
  1/day—cloudkill (DC 19), summon (level 4, 1d4+1 adhukaits, 
  45%, or 1 aghasura, 20%)
  STATISTICS
  Str 34, Dex 17, Con 23, Int 11, Wis 14, Cha 18
  Base Atk +14; CMB +28 (+32 grapple); CMD 41 (can’t 
  be tripped)
  Feats Cleave, Critical Focus, Great Cleave, 
  Improved Critical (scimitar), Lightning Reflexes, 
  Power Attack, Weapon Focus (scimitar)
  Skills Acrobatics +17, Bluff +19, Escape Artist +6, 
  Intimidate +17, Knowledge (planes) +13, Perception 
  +19, Sense Motive +19, Stealth +9, Swim +17; Racial 
  Modifiers +6 Escape Artist, +4 Perception 
  Languages Common, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Hell)
  Organization solitary or troop (2–9)
  Treasure standard (masterwork breastplate,  
  2 masterwork scimitars, other treasure)
  SPECIAL ABILITIES
  Attraction Aura (Su) An aghasura exudes a 50-
  foot aura whenever it remains motionless 
  for at least 1 round. All nonevil creatures 
  that enter this area must make a DC 21 
  Will save to avoid being compelled to 
  move toward the aghasura’s location. If the 
  aghasura moves, the effect ends for all currently affected 
  creatures. This is a mind-affecting compulsion. The save DC 
  is Charisma-based.
  Dual Wielder (Ex) An aghasura does not take a penalty on 
  attack or damage rolls when attacking with two weapons.
  Infused Weapons (Su) Weapons an aghasura wields are 
  considered to be magic for the purposes of overcoming 
  damage reduction. In addition, such weapons gain the ability 
  to deliver the aghasura’s poison on a successful attack.
  Poison (Ex) Bite or weapon—injury; save Fort DC 23; frequency 
  1/round for 6 rounds; effect 1d4 Con damage; cure 2 
  consecutive saves.
  Aghasuras, or the poison ones, are massive fiends who 
  have perfected the art of ambush and hold to duties of 
  guardianship and butchery. It is said that these frightful 
  ophidian monsters came into being when a deity granted 
  free will to her favorite serpent pets, but when these 
  pets were left to their own devices, they slipped into the 
  deity’s favored temple and slew all of her greatest priests. 
  The serpents who survived the deity’s wrath became the 
  first aghasuras.
  An aghasura is 30 feet long and weighs nearly 7 tons.
  2323
  Asura, Adhukait–Asura, Aghasura
  Asura, Adhukait–Asura, Aghasura
  
  Asura, Asurendra
  This four-armed humanoid horror is garbed in golden armor and 
  surrounded by a nimbus of floating, glowing weaponry.
  ASURENDRA 
  CR 20
  XP 307,200
  LE Huge outsider (asura, evil, extraplanar, lawful)
  Init +12; Senses all-around vision, darkvision 60 ft., low-light 
  vision, scent, true seeing; Perception +34
  Aura dimensional lock (20 ft., enemies only), elusive (100 ft.)
  DEFENSE
  AC 35, touch 25, flat-footed 26 (+5 deflection, +8 Dex, +1 dodge, 
  +3 insight, +10 natural, –2 size)
  hp 385 (22d10+264); regeneration 10 (good weapons, good spells)
  Fort +25, Ref +17, Will +20; +2 vs. enchantment spells, 
  DR 15/chaotic and good; Immune curse effects, disease, flanking, 
  poison, polymorph; Resist acid 10, electricity 10; SR 31
  OFFENSE
  Speed 50 ft., climb 50 ft., fly 50 ft. (perfect), swim 50 ft.
  Melee bite +28 (2d6+6 plus grab and poison), 6 claws +33 
  (2d6+13 plus curse)
  Space 15 ft.; Reach 15 ft.
  Special Attacks curse of false wisdom, spirit blades (+27, 
  3d6+7/19–20), swallow whole (4d6+19 bludgeoning plus 
  4d8+12 acid damage, AC 15, 34 hp)
  Spell-Like Abilities (CL 20th; concentration +30)
  Constant—dimensional lock (enemies only), freedom of 
  movement, tongues, true seeing
  At will—death knell (DC 22), greater dispel magic, greater 
  scrying, greater teleport (self plus 50 lbs. of objects only)
  3/day—quickened baleful polymorph (DC 25), quickened 
  blade barrier (DC 26), blasphemy (DC 27), quickened death 
  knell (DC 22), deeper darkness, demand (DC 28)
  1/day—power word stun, summon (level 9, any 1 CR 19 or 
  lower asura 100%), time stop
  STATISTICS
  Str 36, Dex 26, Con 34, Int 25, Wis 25, Cha 31
  Base Atk +22; CMB +37 (+41 grapple); CMD 61
  Feats Awesome Blow, Cleave, Combat ReflexesB, Critical Focus, 
  Deflect ArrowsB, DodgeB, Great Cleave, Improved Bull Rush, 
  Improved Initiative, Lightning Reflexes, MobilityB, Power 
  Attack, Quicken Spell-Like Ability (baleful polymorph, blade 
  barrier, death knell), Snatch ArrowsB, Spring AttackB
  Skills Acrobatics +31 (+39 when jumping), Bluff +33, Climb +21, 
  Diplomacy +30, Escape Artist +14, Fly +35, Intimidate +33, 
   Knowledge (arcana) +27, Knowledge (history) +13, 
  Knowledge (planes) +30, Knowledge (religion) +27, 
  Perception +34, Perform (dance) +33, Sense Motive +30, 
  Spellcraft +27, Stealth +23, Swim +21, Use Magic Device +30; 
  Racial Modifiers Acrobatics (+8 when jumping), +6 Escape 
  Artist, +4 Perception
  Languages Common, Infernal; tongues, telepathy 100 ft.
  ECOLOGY
  Environment any (Hell)
  Organization solitary or pair
  Treasure double
  SPECIAL ABILITIES
  Curse of False Wisdom (Su) Claw—contact; save Will DC 31; 
  frequency 1 day; effect 1d6 Wis drain.
  Poison (Ex) Bite—injury; save Fort DC 33; frequency 1/round 
  for 6 rounds; effect 1d6 Con; cure 2 consecutive saves.
  Spirit Blades (Su) As a swift action, an asurendra can call forth 
  up to six longsword-shaped force effects that float near the 
  asurendra until directed. The asurendra can use a standard 
  action to direct one blade to attack a target up to a distance of 
  50 feet away, or use a full-attack action to cause all six blades 
  to attack up to six different targets up to a distance of 50 feet 
  away, each to a different location if desired. Once an asurendra 
  directs a spirit blade to attack a foe, the blade continues 
  to make a single attack against that foe each round on the 
  asurendra’s turn until directed otherwise by the asurendra and 
  as long as the foe remains within 50 feet of the asurendra. As 
  a move action, the asurendra can direct all currently attacking 
  blades to switch targets to new foes within 50 feet. These 
  weapons attack using the asurendra’s base attack bonus 
  modified by its Wisdom modifier (+29 for most asurendras), 
  and deal 3d6 points of damage plus an amount of force 
  damage equal to the asurendra’s Wisdom modifier (3d6+7 for 
  most asurendras). Physical attacks do no affect these blades, 
  but disintegrate, a sphere of annihilation, or a rod of cancellation 
  (touch AC 25) causes them to vanish. If a spirit blade’s target 
  dies or moves beyond a 50-foot range and the asurendra 
  does not retarget that blade by the end of its turn, the blade 
  vanishes. Likewise, any blades that are not within 50 feet of the 
  asurendra at the end of its turn also vanish.
  With the notable exception of the unique asura ranas, 
  asurendras are the mightiest of their kind. Although few 
  asurendras possess anything resembling an extended realm, 
  in Hell or elsewhere, these asuras are the “wise ones” of 
  asura kind. Most dwell within shrinelike fortresses in which 
  they can practice their ruinous mysticism and command 
  lesser asuras who seek their teachings. To most asuras, an 
  asurendra’s order is something akin to a deific edict.
  Each asurendra is a humanoid creature of immense 
  proportions. Their exact appearance varies just as the 
  appearances of humanoids vary, but all asurendras have 
  six arms and multiple eyes and heads. An asurendra’s 
  body is an example of physical perfection, athletically and 
  gracefully built, but its face has monstrous or inhuman 
  features, such as tusks or bizarrely placed features. Most 
  asurendras are 19 feet tall and weigh 8,000 pounds.
  Few asurendras were born to their might—they achieve 
  their power only over the course of countless lifetimes 
  spent as lesser asuras. Throughout each incarnation, 
  2424
  Illustration by Alex Alexandrov
  
  these tenacious asuras sought unity with some concept of 
  destruction. Eventually, through dark meditation and vile 
  action, the asuras ascended to a state of being united with 
  some aspect of unmaking. They also gained power over 
  their own being and slowly reshaped themselves into a 
  vision of their perfect selves, instruments of annihilation 
  ideally suited to fell gods and their divine works.
  In battle, an asurendra does its best to destroy all 
  enemies, taking a moment to ensure death when any foe 
  falls. Asurendras enjoy eating the bodies of fallen foes, 
  and some can even use the flesh and bone of those they 
  consume to create new asuras to serve them.
  BLASPHEMOUS SAGES
  Each asurendra follows its own bliss toward a specific 
  method of vengeance against the divine. Like philosophers 
  dispensing wisdom, they teach their ways to others so that 
  more asuras might ascend into perfection. Listed here are 
  some ideas of the vile ways asurendras 
  might use their “enlightened” hatred.
  Death: All living things can die. 
  Instead of war, an asurendra can focus on 
  the aftermath of war. Such an asurendra 
  replaces quickened baleful polymorph with 
  quickened slay living and quickened blade barrier 
  with quickened circle of death. Its 
  spirit blades deal negative 
  energy damage, not force 
  damage, and can thus be 
  used to heal allied undead 
  creatures as easily as they 
  can 
  serve 
  as 
  weapons 
  against the living.
  Sacrilege: Blasphemy is joy to 
  any asura, but truly impious asurendras 
  learn talents that mimic divine miracles. 
  Cults to these asurendras, which almost 
  always seem benevolent on first glance, turn 
  people from the worship of real deities. These 
  asurendras do not possess a spirit blade special attack, 
  but can use miracle as a spell-like ability once per day 
  as long as the miracle granted is in keeping with 
  their blasphemous design.
  Shaping: Some asurendras like 
  to remake what the gods have 
  created. Nothing escapes a shaper’s 
  vision, and its enemies find their 
  bodies, minds, and souls are like clay 
  in a shaper’s hands.  An asurendra sage of 
  shaping lacks a spirit blade special attack, but gains 
  the following special ability.
  Create Asura (Su): As a full-round action, an asurendra 
  can turn a creature that it has eaten within the last 24 
  hours into a tripurasura (see page 26) that it then excretes 
  into existence. Such tripurasuras remain loyal to the 
  asurendra that created them as long as they remain 
  tripurasuras. If an asurendra has enough tripurasuras at 
  hand, it can consume them as well and transform them 
  into more powerful asuras using this ability. An asurendra 
  can  transform any tripurasuras it has eaten within the last 
  24 hours into a number of Hit Dice worth of other asuras 
  equal to the number of tripurasuras it has consumed. An 
  asurendra can create as many tripurasuras as it wishes 
  with this ability, but can only create more powerful 
  asuras by combining multiple tripurasuras once per day. 
  An asurendra cannot create another asurendra with this 
  ability. A newly formed asura considers the asurendra to 
  be its master. Not all of a creature’s soul is consumed 
  when it is used to create a tripurasura—beings 
  swallowed and used to create asuras in this 
  manner are dead, but can be restored to life 
  as normal.
  2525
  Asura, Asurendra
  Asura, Asurendra
  
  Asura, Tripurasura
  This tiny monstrosity has the body of a well-muscled man, a 
  crown of frilled horns, and eyes that glow like rubies.
  TRIPURASURA 
  CR 2
  XP 600
  LE Tiny outsider (asura, evil, extraplanar, lawful)
  Init +2; Senses darkvision 60 ft., detect magic; Perception +10
  DEFENSE
  AC 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 insight, 
  +2 size)
  hp 19 (3d10+3); fast healing 2
  Fort +4, Ref +3, Will +5, +2 vs. enchantments
  DR 5/cold iron or good; Immune curse effects, disease, 
  poison; Resist acid 10, electricity 10
  OFFENSE
  Speed 20 ft.
  Melee sting +8 (1d4–1 plus poison)
  Spell-Like Abilities (CL 6th; concentration +7)
  Constant—detect magic
  At will—feather fall
  3/day—levitate, locate object, spider climb
  1/week—commune (6 questions, CL 12th)
  STATISTICS
  Str 8, Dex 14, Con 12, Int 13, Wis 15, Cha 13
  Base Atk +3; CMB +3; CMD 13
  Feats Dodge, Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Appraise +4, Bluff 
  +7, Escape Artist +8, Knowledge (arcana) +4, Knowledge 
  (planes) +7, Perception +10, Perform (dance) +5, Spellcraft +4, 
  Stealth +14; Racial Modifiers –4 Acrobatics when jumping, 
  +6 Escape Artist, +4 Perception
  Languages Common, Infernal
  SQ change shape (any Small humanoid; alter self ), elusive
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or gang (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Change Shape (Su) The tripurasura has only one alternative 
  form—when it uses change shape, it always appears 
  as the same Small humanoid. Most take the form 
  of gnomes or human children.
  Elusive (Su) The tripurasura and items 
  it carries are considered to 
  be under the effects of a 
  nondetection spell. A caster must 
  succeed at a DC 14 caster level 
  check to overcome this effect.
  Poison (Ex) Tongue—injury; save 
  Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 
  Wis damage; cure 1 save.
  Tripurasuras, or sly ones, are among the weakest asuras, 
  manifestations not of divine mistakes but instead 
  creations of the most powerful of asuras exhibiting 
  their loathing of the gods by creating blasphemous 
  mockeries of their creations. A newly created tripurasura 
  most commonly exists for one of two reasons: to give 
  an asurendra sage the raw materials it needs to create 
  more powerful asuras, or to seek out mortals—especially 
  mortal spellcasters—to recruit into the asura cause.
  Using its power to assume a pleasing or innocuous form, 
  a tripurasura wanders the world, seeking pious mortals 
  to corrupt. When it encounters a promising spellcaster 
  (typically one who has some sort of link to a church or 
  religion, but not necessarily a divine spellcaster), the 
  tripurasura presents itself as an apprentice, pilgrim, or 
  other type of curious student eager to learn from the 
  spellcaster. The tripurasura keeps its true nature and 
  its powers hidden, and seeks opportunities to steer its 
  “master” away from decisions it might have made in good 
  conscience to acts that promote the collapse of religious 
  belief, faith, and society. When, as it inevitably does, the 
  wayward spellcaster runs afoul of justice or is confronted 
  by those seeking revenge, the tripurasura fades away to 
  watch the final stage of the spellcaster’s fall from grace, 
  then seeks a new victim in another city or region.
  Some spellcasters, on the other hand, actually seek out 
  these tiny fiends to employ as familiars. A tripurasura 
  greatly values these opportunities, since it need not abandon 
  its master once its work is done and can continue to spread 
  its agenda for as long as its master 
  survives. A spellcaster 
  must be lawful evil, at 
  least 7th level, and have 
  the Improved Familiar 
  feat to gain a tripurasura 
  as a familiar.
  2626
  Illustration by Alex Alexandrov
  
  Asura, Upasunda
  This six-armed woman has three fanged faces on her head. She 
  wears colorful robes, and her hands wield several exotic weapons.
  UPASUNDA 
  CR 9
  XP 6,400
  LE Medium outsider (asura, evil, extraplanar, lawful)
  Init +7; Senses all-around vision, darkvision 60 ft.; Perception +23
  Aura elusive (50 ft.)
  DEFENSE
  AC 24, touch 21, flat-footed 16 (+7 Dex, +1 dodge, +3 insight, 
  +3 natural)
  hp 114 (12d10+48); regeneration 5 (good weapons, good spells)
  Fort +12, Ref +11, Will +15
  Defensive Abilities improved evasion; DR 10/good; Immune 
  curse effects, disease, flanking, poison; Resist acid 10, 
  electricity 10; SR 20
  OFFENSE
  Speed 50 ft.
  Melee mwk longsword +20/+15/+10 (1d8+6/19–20), mwk spear  
  +19 (1d8+6/�3), mwk kukri +19 (1d4+6/18–20) or 
  6 slams +18 (1d4+6)
  Special Attacks infused weapons, multiweapon mastery
  Spell-Like Abilities (CL 9th; concentration +13)
  At will—disguise self, greater teleport (self plus 50 lbs. of 
  objects only), feather fall, see invisibility, spider climb
  3/day—deeper darkness, levitate, rainbow pattern (DC 18)
  1/day—haste, hold monster (DC 18), summon (level 4,  
  2 adhukaits 45% or 1 upasunda 20%)
  STATISTICS
  Str 22, Dex 24, Con 19, Int 15, Wis 24, Cha 19
  Base Atk +12; CMB +18 (+20 grapple); CMD 36 (38 grapple)
  Feats Cleave, Combat ReflexesB, Deflect ArrowsB, Dodge, 
  Great Cleave, Improved GrappleB, Mobility, Power Attack, 
  Spring Attack
  Skills Acrobatics +19 (+27 when jumping), Bluff +16, 
  Diplomacy +13, Escape Artist +25, Intimidate +16, 
  Knowledge (arcana) +8, Knowledge (planes) +14, 
  Perception +23, Perform (dance) +16, Sense Motive 
  +19, Stealth +19; Racial Modifiers +8 Acrobatics when 
  jumping, +6 Escape Artist, +4 Perception
  Languages Common, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or squad (3–6)
  Treasure standard (weapons listed above plus other treasure)
  SPECIAL ABILITIES
  Infused Weapons (Su) In addition to being evil and lawful, 
  weapons an upasunda wields are considered to be magic for 
  the purposes of overcoming damage reduction.
  Multiweapon Mastery (Ex) An upasunda takes no penalties 
  when fighting with multiple weapons.
  Upasundas, also called beatific ones, are asuras who 
  devote themselves to martial meditations and physical 
  perfection. Upasundas seek monklike poise and skill, 
  and through it, the ability to deal flawless destruction 
  wherever they go. Their nickname suggests purity, 
  and indeed, each beatific one is an expression of asura 
  purity through devotion to the ideal of annihilation. It 
  is believed that the first upasundas were created from 
  the jealous followers of a man who achieved divinity 
  through his own force of will. Those of his followers 
  who felt abandoned when this new deity ascended to the 
  Great Beyond sought other ways to achieve immortality, 
  and fell pray to one of the asura ranas, who granted them 
  their desire by transforming them into beatific ones.
  Upasundas never surrender to foes in combat and 
  rarely flee from battle. They hope to increase in skill and 
  wisdom or to die in battle. On either path lies evolution 
  toward a greater understanding of destruction in its 
  countless forms.
  An upasunda is 7 feet tall and weighs 240 pounds.
  2727
  Illustration by Eva Widermann
  Asura, Tripurasura–Asura, Upasunda
  Asura, Tripurasura–Asura, Upasunda
  
  Atomie
  This miniscule, green-skinned humanoid wields a needle-thin 
  rapier. A pair of dragonfly wings holds the wee creature aloft.
  ATOMIE 
  CR 1
  XP 400
  CN Diminutive fey 
  Init +7; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 9 (2d6+2)
  Fort +1, Ref +6, Will +5
  DR 2/cold iron
  OFFENSE
  Speed 20 ft., fly 50 ft. (good)
  Melee rapier +8 (1d2–2/18–20)
  Space 1 ft.; Reach 0 ft.
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 6th; concentration +10)
  Constant—speak with animals
  At will—dancing lights, reduce person (DC 15)
  3/day—invisibility (self only)
  1/day—shrink item
  STATISTICS
  Str 6, Dex 17, Con 13, Int 11, Wis 14, Cha 18
  Base Atk +1; CMB +0; CMD 8
  Feats Improved InitiativeB, Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Bluff +9, Escape Artist +7,  
  Fly +18, Perception +7, Sense Motive +6, Stealth +20
  Languages Common, Sylvan; speak with animals
  ECOLOGY
  Environment any temperate
  Organization solitary, pair, gang (3–6), or band (7–14)
  Treasure standard (rapier, other treasure)
  Atomies perceive themselves as larger than they actually 
  are. Like pups standing up to a full-grown cur, atomies 
  never back down from aggression, and take tremendous 
  pride in defeating and humiliating foes larger than 
  themselves. Atomies find great pleasure in shoring up the 
  odds in a fight against larger foes. They make use of their 
  reduce person spell-like ability as an offensive measure, 
  hoping to shock and humiliate humanoid opponents, 
  giving them a chance to make a killing jab. Atomies 
  employ their invisibility spell-like ability to get in close and 
  make sneak attacks before darting back out of reach.
  In lands thick with fey, atomies often serve as border 
  sentries or bodyguards to nymphs, dryads, or other 
  more powerful fey creatures. While atomies prove only 
  passable in their ability to defend such creatures, other 
  fey accept their fealty out of respect and perhaps with a 
  bit of mirth as well. Atomies enjoy their time as honor 
  guards, but often grow bored and leave their posts in 
  search of adventure.
  These nimble creatures adore swordplay and practice 
  with their blades endlessly. Atomies often travel their 
  lands seeking adventure tinged with mischief. Sensitive 
  to bullying and oppression, atomies revel in turning 
  the tables on a cruel mayor or tormenting dishonorable 
  mercenary bands. Atomies, enamored with tales of epic 
  duels and the defeat of great evils, sometimes follow 
  adventuring parties and eavesdrop on their nightly tales 
  by the campfire. If a warrior in the group tends to boast of 
  his swordplay, an atomie rarely resists the urge to humble 
  him by sabotaging his equipment or invisibly reducing 
  him and challenging him to a duel.
  Atomies get along well with grigs, and it is not 
  uncommon to see the two types of creatures banding 
  together for defense or companionship. Some sages claim 
  the two creatures share a past link, pointing out their 
  similar insectile wings. Anyone questioning an atomie 
  or grig about this theory is greeted with bouts of shrill 
  tiny laughter. An atomie stands just under a foot tall and 
  weighs 2 pounds. 
  2828
  Illustration by Dmitry Burmak
  
  Axe Beak
  This stout flightless bird stands upon two long, taloned legs, but 
  it is its axe-shaped beak that looks the most ferocious. 
  AXE BEAK 
  CR 2 
  XP 600
  N Large animal 
  Init +3; Senses low-light vision; Perception +9
  DEFENSE
  AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
  hp 22 (3d8+9)
  Fort +6, Ref +6, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite +5 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sudden charge
  STATISTICS
  Str 18, Dex 17, Con 16, Int 2, Wis 11, Cha 10
  Base Atk +2; CMB +7; CMD 20
  Feats Run, Skill Focus (Perception)
  Skills Perception +9
  ECOLOGY
  Environment temperate plains 
  Organization solitary, pair, or flock (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Sudden Charge (Ex) When making a charge attack, an axe beak 
  makes a single bite attack. If successful, it 
  may also attempt to trip its opponent 
  as a free action without provoking 
  an attack of opportunity. If the 
  attempt fails, the axe beak cannot 
  be tripped in return.
  Keen-witted and powerful avian 
  predators, axe beaks compete with 
  wolves and hunting cats for prey upon 
  vast, open steppes and prairies. Although 
  feared for their boldness and territorial natures, 
  these giant birds prove eminently tamable, making useful 
  guardians, hunters, and even steeds when kept well fed. 
  Axe beaks are relatively social creatures, forming small 
  groups in which both males and females hunt together. 
  They nest in immense mounds made of sticks, branches, 
  leaves, and whatever else they can scavenge (including the 
  bones and equipment of previous meals), with each nest 
  used by a large group of axe beaks. Females typically lay 
  clutches of 1d4+1 eggs once per year, which the parents take 
  turns keeping warm for 2 months before they hatch. 
   Mature axe beaks stand 9 feet tall and weigh as much 
  as 500 pounds. Their plumage varies widely, from 
  gray to brown to black in temperate climes, but taking on 
  exotic shades of gold, red, blue, and other vibrant hues in 
  more tropical environs. Axe beaks have lifespans of up to 
  50 years.
  An axe beak requires training before it will bear a 
  rider. Taming an axe beak requires 6 weeks of work and a 
  DC 25 Handle Animal check, after which it can be taught 
  tricks as normal. Riding an axe beak requires an exotic 
  saddle. Axe beak eggs are worth 1,000 gp apiece on the 
  open market, while young are worth 1,500 gp each. A light 
  load for an axe beak is up to 200 pounds; a medium load, 
  201–400 pounds; and a heavy load, 401–600 pounds.
  Other types of large, predatory flightless birds exist—
  the axe beak is but the most commonly encountered and 
  well known of this breed of predator. Two less common 
  variants of the axe beak are summarized below.
  Diatryma: While the dark-feathered, orange-beaked 
  diatrymas are smaller than the average axe-beak, 
  standing at a mere 6 to 7 feet in height, they are no less 
  ferocious. Diatrymas are axe beaks reduced to Medium 
  size; they have 2 Hit Dice and are CR 1.
  Terror Bird: Terror birds stand a full foot taller than 
  the average axe beak, and their powerful talons serve as 
  additional weapons. Terror birds are axe beaks advanced 
  to 5 HD that gain Improved Critical (bite) as a bonus feat. 
  They also have two additional natural attacks, a pair of 
  talons that do a base damage of 1d4 damage each. Terror 
  birds are CR 4.
  2929
  Illustration by Ben Wootten
  Atomie–Axe Beak
  Atomie–Axe Beak
  
  Azruverda
  A humanoid head peers forth from this enormous creature’s 
  beautifully iridescent, spike-covered beetle carapace. 
  AZRUVERDA 
  CR 13
  XP 25,600
  CG Huge aberration 
  Init +2; Senses darkvision 60 ft., tremorsense 100 ft.; 
  Perception +22
  DEFENSE
  AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
  hp 168 (16d8+96)
  Fort +11, Ref +7, Will +15
  DR 10/magic and slashing; Immune acid; Resist cold 10
  OFFENSE
  Speed 50 ft., climb 30 ft.
  Melee bite +21 (2d6+11), 2 claws +21 (1d10+11)
  Ranged acid spit +13 touch (10d6 acid)
  Space 15 ft.; Reach 15 ft.
  Special Attacks acid spit, rend (1d10+11)
  Spell-Like Abilities (CL 16th; concentration +23)
  At will—dancing lights, faerie fire 
  3/day—daylight, giant vermin, insect plague, repel vermin 
  (DC 21), summon swarm
  STATISTICS
  Str 32, Dex 15, Con 23, Int 14, Wis 16, Cha 25
  Base Atk +12; CMB +25 (+29 bull rush); CMD 37 (39 vs. bull 
  rush, 45 vs. trip)
  Feats Awesome Blow, Combat Reflexes, Greater Bull Rush, 
  Improved Bull Rush, Iron Will, Point-Blank 
  Shot, Power Attack, Weapon Focus (acid spit)
  Skills Climb +26, Handle Animal 
  +17, Intimidate +26, Knowledge 
  (dungeoneering) +12, Knowledge 
  (nature) +12, Perception +22, Sense 
  Motive +13, Spellcraft +15, Survival +16
  Languages Aklo, Common, Undercommon
  SQ vermin master
  ECOLOGY
  Environment underground
  Organization solitary, pair, or brood (3–7)
  Treasure standard
  SPECIAL ABILITIES
  Acid Spit (Ex) An azruverda can spit a stream 
  of acid at a target within 60 feet as a 
  ranged touch attack that deals 10d6 
  points of acid damage.
  Vermin Master (Su) An azruverda 
  can mentally control to up to 
  32 HD (twice the azruverda’s 
  racial Hit Dice) of vermin at any 
  one time through a combination 
  of supernatural pheromones and magical manipulation. To 
  control a vermin, the azruverda must be able to see it, and 
  it must be within 120 feet. Attempting to control a vermin 
  is a standard action—the vermin can resist this attempt 
  with a DC 25 Will save.  If the vermin fails this save, the 
  azruverda can issue a simple mental command like “fight,” 
  “come here,” “go there,” or “stand still” as a swift action. 
  Though composed of thousands of individuals, vermin with 
  the swarm subtype are vulnerable to this ability as well. An 
  azruverda can release a creature from this control as a free 
  action. Vermin affected by this ability act normally unless 
  an azruverda is actively controlling it, but never attack their 
  master azruverda. The save DC is Charisma-based.
  Although repulsive in shape, these enormous, human-
  faced insectoid creatures are generally peaceful and 
  serene. Left to its own devices, an azruverda is typically 
  content to cultivate fungal gardens in deep underground 
  sanctuaries. These gardens are beautiful to behold—
  masterful combinations of fungi, rocks, and other objects 
  arranged in an artistic manner. Although generally 
  solitary, azruverdas collaborate when a threat intrudes 
  upon one of their underground homes. 
  Azruverdas stand 16 feet tall on their many legs and 
  weigh close to 4,000 pounds.
  3030
  Illustration by Eric Braddock
  
  Baku
  This floating creature has long brown fur. Its face features a pair 
  of long tusks and a curious elongated trunk for a snout.
  BAKU 
  CR 8
  XP 4,800
  N Medium magical beast 
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE
  AC 15, touch 15, flat-footed 10 (+5 Dex)
  hp 95 (10d10+40)
  Fort +11, Ref +12, Will +8
  DR 10/cold iron; Immune mind-affecting effects, sleep; SR 19
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee 2 claws +15 (1d4+2), gore +15 (1d6+2)
  Special Attacks mental drain
  Spell-Like Abilities (CL 10th; concentration +17)
  At will—invisibility, lullaby, sleep (DC 18)
  3/day—deep slumber (DC 20), dream
  1/day—ethereal jaunt, modify memory (DC 21)
  STATISTICS
  Str 14, Dex 21, Con 18, Int 15, Wis 16, Cha 25
  Base Atk +10; CMB +12; CMD 27 (31 vs. trip)
  Feats Alertness, Flyby Attack, Improved Initiative, Iron Will, 
  Weapon Finesse
  Skills Diplomacy +15, Fly +18, Perception +16, Sense Motive +13, 
  Spellcraft +8, Stealth +16
  Languages Aklo, Celestial, Common
  SQ dream claws
  ECOLOGY
  Environment any 
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Dream Claws (Ex) A baku’s claws are treated as cold iron and 
  magic for purposes of overcoming damage reduction.
  Dream Eating (Su) A baku can feed upon the dreams of any 
  single sleeping creature within 100 feet. Alternatively, 
  the baku can feed upon the dreams of a creature that 
  it manages to contact with its dream spell-like ability. 
  A creature can resist this effect with a DC 22 Will 
  save. When a baku feeds in this way, it can elect to 
  consume only nightmares or all dreams. If it only 
  consumes nightmares, the target creature is immune 
  to the effects of the nightmare spell, the dream 
  haunting ability of the night hag, and other similar attacks 
  for that period of sleep. If the baku instead feeds on all of 
  the creature’s dreams, that creature is fatigued upon waking 
  and does not gain any benefits it would have received from 
  sleep, such as natural healing or the ability to regain spells 
  after resting. This is a mind-affecting sleep effect. The save 
  DC is Charisma-based.
  Mental Drain (Su) When a baku attacks with a claw, it can 
  choose, as a swift action, to deal 1d4 points of Intelligence 
  damage on that attack. A DC 22 Will save negates this 
  ability damage. The save DC is Charisma-based.
  Bizarre creatures that feed on thoughts, bakus stay 
  hidden from humanoids and feed on their creativity 
  and dreams as well as their fears and nightmares. Bakus 
  rarely encounter others of their kind, living largely 
  solitary lives. Some sages speculate the creatures are not 
  born, but rather spontaneously manifest as if spun from 
  dreams, nightmares, and creative thoughts. Bakus are 
  about 5 feet long and weigh 100 pounds.
  Bakus dislike feeding on thoughts concerning 
  themselves, and tend to cease when their target begins 
  thinking of the baku. For this reason, bakus keep hidden 
  in settlements, floating in the evening air above bedrooms 
  and boarding houses, siphoning sustenance from the 
  dreaming populace. Bakus themselves do not sleep. 
  Given their connection to dreams and nightmares, 
  bakus are mortal enemies of night hags. Though usually 
  calm and gentle creatures, bakus that encounter night 
  hags dedicate themselves to hunting them down and 
  ridding the world of their dark influence. A baku uses its 
  ethereal jaunt spell-like ability to fight night hags as they 
  inflict nightmares on their victims.
  3131
  Illustration by Dmitry Burmak
  Azruverda–Baku
  Azruverda–Baku
  
  Bandersnatch
  This six-limbed beast stalks forward with a fluid grace. Barbed 
  quills run along its back, and its eyes glow with a blue light. 
  BANDERSNATCH 
  CR 17
  XP 102,400
  N Gargantuan magical beast 
  Init +11; Senses blindsense 120 ft., darkvision 120 ft., low-light 
  vision, scent; Perception +26
  DEFENSE
  AC 33, touch 13, flat-footed 26 (+7 Dex, +20 natural, –4 size)
  hp 310 (23d10+184); fast healing 10
  Fort +21, Ref +20, Will +11
  Defensive Abilities quick recovery, quill defense; Immune 
  fear, paralysis, poison, sleep
  OFFENSE
  Speed 60 ft., climb 20 ft.
  Melee bite +32 (2d8+13 plus grab), 2 claws +32 (2d6+13/19–20), 
  tail slap +27 (2d8+19/�3 plus pain)
  Ranged 4 quills +26 (1d10+13/19–20)
  Space 20 ft.; Reach 15 ft. (20 ft. with tail slap)
  Special Attacks bounding charge, brutal tail, gaze, lash out, 
  pounce, rake (4 claws, +32, 2d6+13/19–20), rend (2 claws, 
  2d6+19) 
  STATISTICS
  Str 36, Dex 25, Con 27, Int 2, Wis 15, Cha 18
  Base Atk +23; CMB +40 (+44 grapple); CMD 57 (65 vs. trip)
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical 
  Mastery, Exhausting Critical, Improved Critical (claws), 
  Improved Critical (quills), Improved Initiative, Improved Iron 
  Will, Iron Will, Skill Focus (Stealth), Tiring Critical
  Skills Acrobatics +19 (+31 when jumping), Climb +21, 
  Perception +26, Stealth +18 (+26 forests), Survival +3 (+23 
  tracking); Racial Modifiers +8 Acrobatics, +10 Perception, 
  +4 Stealth (+12 forests), +20 Survival when tracking
  SQ planar acclimation, relentless tracker
  ECOLOGY
  Environment any forests
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Bounding Charge (Ex) A bandersnatch can move through 
  difficult terrain when it charges.
  Brutal Tail (Ex) The quills and barbs on a bandersnatch’s 
  tail cause triple damage on a critical hit from its tail slap. 
  A bandersnatch adds 1-1/2 times its strength bonus on 
  attack rolls when using its tail slap.
  Gaze (Su) Confused, range 30 feet, Fortitude DC 29 negates. A 
  bandersnatch can direct its gaze attack against a single foe 
  as a swift action. This is a mind-affecting compulsion effect. 
  The save DC is Constitution-based.
  Lash Out (Ex) As a swift action, a bandersnatch can make a 
  single attack with a bite, claw, or tail slap. A bandersnatch 
  cannot lash out on the same round it charges. 
  Pain (Ex) Whenever a creature takes damage from a 
  bandersnatch’s tail slap attack, quills, or quill defense, that 
  creature must make a DC 28 Reflex save or a quill lodges in 
  its flesh, causing the creature to become sickened until the 
  quill is removed. Removing one quill requires a DC 20 Heal 
  check made as a full-round action. For every 5 by which the 
  check exceeds the DC, one additional quill can be removed. 
  On a failed check, a quill is still removed, but the process 
  deals 1d10+6 points of damage to the victim. The save DC is 
  Dexterity-based.
  Planar Acclimation (Ex) A bandersnatch is always considered 
  to be on its home plane, regardless of what plane it finds 
  itself upon. It never gains the extraplanar subtype.
  Quill Defense (Ex) Any creature that strikes a bandersnatch 
  with a non-reach melee weapon, unarmed strike, or natural 
  weapon takes 1d10 points of piercing damage from the 
  bandersnatch’s quills and suffers from the bandersnatch’s 
  pain attack.
  Quick Recovery (Su) A debilitated bandersnatch recovers with 
  frightening speed. If a bandersnatch starts its turn affected 
  by any or all of the following conditions, these conditions 
  end at the end of its turn: confused, dazed, dazzled, 
  exhausted, fatigued, nauseated, sickened, and stunned. 
  Furthermore, a bandersnatch affected by ability damage, 
  ability drain, or a mind-affecting effect that allows a save 
  receives a single additional save against the effect of its 
  choice at the original DC at the end of its turn in order to 
  shake off the effect.
  Quills (Ex) With a snap of its tail, a bandersnatch can loose a 
  volley of four quills as a standard action (make an attack roll 
  for each spike). This attack has a range of 300 feet with no 
  range increment. All targets must be within 30 feet of each 
  other. Launched quills regrow in a single round, during 
  which the bandersnatch’s defensive abilities are unaffected.
  Relentless Tracker (Ex) A bandersnatch can move at up to 
  double its speed and still track without penalty. It gains a 
  +10 competence bonus on Survival checks made to track 
  creatures it has wounded.
  Bandersnatches are consummate hunters, and only the 
  deadliest predators or the most cunning intelligent prey 
  offer them sport. Once a bandersnatch has marked a 
  creature for death, it runs it to ground without fear, rest, 
  or remorse.
  Bandersnatches rely on speed, shock, and terror to bring 
  down prey. They pace their quarry from a distance, hidden 
  among the trees, then break from cover, savage their 
  target, and dart away again. They drag smaller creatures 
  away to dispatch at leisure, while engaging larger ones 
  in skirmishes until they gradually wear their prey down. 
  An outmatched bandersnatch withdraws at full speed, 
  3232
  Illustration by Dave Allsop
  
  Bandersnatch
  Bandersnatch
  stopping only to pick off pursuers that distance themselves 
  from their allies. Once its wounds heal, the bandersnatch 
  returns to the scene of its defeat, picks up the trail of its 
  assailants, and eliminates them one by one.
  In appearance, a bandersnatch resembles a tawny, 
  six-legged great cat, but with wickedly barbed quills 
  running the length of its body and down to the tip of its 
  long, flexible tail. Its quills serve to deter attackers, but 
  also act as a formidable weapon. With a single flick of 
  its muscular tail, a bandersnatch can fling as many as a 
  half-dozen quills at distant foes with surprising accuracy. A 
  bandersnatch captivates any prey that meets the gaze of 
  its saucerlike, luminous eyes. A bandersnatch measures 40 
  feet in length plus another 10 feet of tail and weighs 12,000 
  pounds. Despite their bulk, bandersnatches move with 
  speed, grace, and even considerable stealth when required.
  Bandersnatches were once native to the primal world of 
  the fey, where they preyed on the greatest hunters of that 
  ancient realm. As with other legendary creatures from this 
  realm, such as the jabberwock, bandersnatches belong to a 
  group of creatures known collectively as the “Tane.” Whether 
  the fey were careless in guarding their portals or released 
  the first bandersnatches into Material Plane deliberately 
  cannot be said with certainty. Rare in the extreme on the 
  Material Plane, bandersnatches lair within forgotten forests 
  where ancient beasts walk the world. 
  Bandersnatches mate only rarely. A female becomes fertile 
  perhaps once or twice per century, leaving the male soon 
  after mating and giving birth to only one or two kittens per 
  litter. The mother brings meat to her ravenous young, which 
  mature into lesser bandersnatches (see below) within a year. 
  Bandersnatches live for a thousand years or longer.
  VARIANT BANDERSNATCHES
  Though no bandersnatch is ordinary, some are 
  rarer than others. The most famous 
  is the frumious bandersnatch, 
  brimming with rage so fierce it 
  burns. Variant bandersnatches 
  may combine two or more 
  of the abilities below. 
  Confounding Bandersnatch (+1 CR): Confounding 
  bandersnatches drip infectious madness from their 
  quills and claws. Poison (Ex) Claws and quills—injury; 
  save Fort DC 29; frequency 1/minute for 6 minutes; effect 
  confused for 1 minute; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Frumious 
  Bandersnatch 
  (+2 
  CR): 
  A 
  frumious 
  bandersnatch seethes with barely repressed rage and anger. 
  If it misses with its bite attack or falls below half of its hit 
  points, it succumbs to such uncontrollable fury that it bursts 
  into flame. While engulfed in these flames, a frumious 
  bandersnatch is affected as by a haste spell (this effect 
  cannot be dispelled) and causes an additional 2d6 points 
  of fire damage with each of its melee attacks and its quill 
  defense ability. The fury lasts for 5 rounds, after which the 
  bandersnatch cannot enter a fury again for another 5 rounds. 
  A frumious bandersnatch has fire resistance 30.
  Lesser Bandersnatch (–4 CR): Smaller or younger 
  bandersnatches are still fearsome predators in their 
  own right. A lesser bandersnatch is Huge, with 4 fewer 
  Hit Dice than a typical bandersnatch. Reduce its physical 
  ability scores by 4 each and its Wisdom and Charisma by 
  2 each. A lesser bandersnatch lacks quick recovery and 
  deals 1d8+4 points of damage with its quill defense and 
  pain abilities. Lesser bandersnatches never have any 
  additional variant powers.
  Magicbane Bandersnatch (+3 CR): These bandersnatches 
  radiate an antimagic aura in a 20-foot radius. Should 
  the aura be brought down, it returns automatically as a 
  free action on the bandersnatch’s next turn. Magicbane 
  bandersnatches lack gaze and quick recovery.
  Primal Bandersnatch (+2 CR): Primal bandersnatches 
  have kept their ties to the ancient world of the fey. 
  They have the extraplanar subtype, 
  SR equal to 11 plus their CR, DR 10/
  cold iron, and the advanced creature 
  simple template.
  3333
  
  Baregara
  This lumbering apelike monster has blood-red fur, twisted horns, 
  and a hideous fanged orifice set in the center of its chest.
  BAREGARA 
  CR 12
  XP 19,200
  CE Large outsider (chaotic, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +22
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
  hp 168 (16d10+80)
  Fort +15, Ref +14, Will +10
  DR 10/good; Immune electricity, poison, Resist acid 10, cold 10, 
  fire 10; SR 23
  OFFENSE
  Speed 30 ft., climb 40 ft.
  Melee bite +23 (1d8+4), 2 claws +23 (1d10+8 plus grab), gore +18 
  (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks devouring grapple, monstrous challenge, one-
  armed hold
  Spell-Like Abilities (CL 16th; concentration +19)
  Constant—see invisibility
  At will—dispel magic, teleport (self plus 50 lbs. of objects only)
  3/day—quickened hold person (DC 15)
  1/day—summon (level 4, 1d4 dire apes 50% or 1d2 girallons 
  35%), unholy blight (DC 17)
  STATISTICS
  Str 26, Dex 19, Con 20, Int 15, Wis 16, Cha 17
  Base Atk +16; CMB +25 (+29 grapple); CMD 39
  Feats Critical Focus, Improved Initiative, Intimidating 
  Prowess, Iron Will, Power Attack, Quicken Spell-Like Ability 
  (hold person), Step Up, Throw Anything
  Skills Acrobatics +15, Bluff +14, Climb +27, Diplomacy +11, 
  Intimidate +30, Knowledge (nature) +10, Knowledge 
  (planes) +13, Perception +22, Sense Motive +14, Stealth 
  +19, Survival +19, Swim +16
  Languages Abyssal, Celestial, Common, Draconic; 
  telepathy 100 ft.
  ECOLOGY
  Environment warm forests (Abyss)
  Organization solitary, pair, or troop (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Devouring grapple (Ex) The mouth at the center of a 
  baregara’s chest automatically deals 2d8+4 points 
  of damage per round to any creature the baregara 
  successfully grapples.
  Monstrous Challenge (Su) As a standard action, 
  a baregara can make an Intimidate check to 
  demoralize an opponent. If this check is successful, 
  the baregara surges with power and gains a +4 
  enhancement bonus to Strength and Constitution for 10 
  minutes. This ability is usable three times per day.
  One-Armed Hold (Ex) A baregara’s huge arms allow it to initiate 
  and maintain a grapple without the standard –4 penalty for 
  not having both hands free.
  Although natives of the Abyss that often serve as minions 
  for powerful demons or demon lords, baregaras are not 
  in fact demons themselves. Some scholars classify them 
  as “proto-demons”—monsters like bebiliths or xacabras 
  that could perhaps someday complete their supernatural 
  evolution into full demonic glory, but that have not quite 
  yet reached that end. Of course, to the baregara’s victims, 
  these debates are incidental.
  In the Abyss, baregaras form small troops just like 
  the apes of the Material Plane. These troops are led by 
  the strongest fighter or an individual anointed by a 
  powerful demon the baregara troop serves. Rivalries 
  between troops are part of a complex hierarchy that is 
  all but incomprehensible to non-baregaras, but planar 
  scholars have observed that all baregaras take trophies 
  from notable kills, and that these grisly mementos play 
  some role in establishing the convoluted social standing 
  of the troop leaders and their followers.
  Even when knuckle-walking on their enormous hands, 
  baregaras stand over 12 feet high when measured to the top 
  of their horns, and their dense bodies can weigh 
  up to 1,500 pounds.
  3434
  Illustration by Scott Purdy
  
  Baykok
  This howling corpse swoops through the air with hideously 
  elongated legs and a bow made of bone.
  BAYKOK 
  CR 9
  XP 6,400
  NE Medium undead 
  Init +10; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 24, touch 17, flat-footed 17 (+6 Dex, +1 dodge, +7 
  natural)
  hp 97 (15d8+30)
  Fort +7, Ref +11, Will +9
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +14 (1d6+3)
  Ranged +1 composite longbow +20/+15/+10 (1d8+4/19–20/�3 
  plus 1d6 negative energy and paralysis)
  Special Attacks devour soul, dread howl, infused arrows
  STATISTICS
  Str 17, Dex 22, Con —, Int 11, Wis 10, Cha 15
  Base Atk +11; CMB +14; CMD 31
  Feats Dodge, Improved Critical (composite longbow), 
  Improved Initiative, Point-Blank Shot, Precise Shot, Rapid 
  Shot, Shot on the Run, Weapon Focus (composite longbow)
  Skills Fly +28, Intimidate +20, Perception +18, Stealth +24
  Languages Common
  ECOLOGY
  Environment any
  Organization solitary, gang (2–5), or flight (6–12)
  Treasure standard (+1 composite longbow [+3 Str], other 
  treasure)
  SPECIAL ABILITIES
  Devour Soul (Su) A baykok can take a standard action to 
  devour the soul of an adjacent dead or dying creature. A 
  dying creature can resist this attack with a DC 19 Fortitude 
  save. If it fails, the target is instantly slain. If the creature 
  is already dead, it does not make a saving throw, although 
  the body cannot be more than 1 hour dead. A creature 
  subjected to this attack cannot be brought back to life via 
  raise dead (resurrection and more powerful effects work 
  normally). When a baykok devours a soul in this way, it 
  heals 5d6+10 points of damage and becomes hasted for 4 
  rounds (as if affected by haste). This is a death effect. The 
  save DC is Charisma-based.
  Dread Howl (Su) Once per day, a baykok can unleash a blood-
  curdling howl. Any living creature within a 30-foot-radius 
  burst becomes paralyzed with fear for 1 round unless it 
  resists with a DC 19 Will save. Any creature that makes this 
  saving throw is instead shaken for 1 round. This is a fear 
  effect. The DC is Charisma-based.
  Infused Arrows (Su) A baykok creates 
  arrows of bone as it fires its bow—it need 
  not carry arrows as ammunition. These bone 
  arrows do normal damage for arrows fired from 
  the bow, but gain a +1 enhancement bonus on 
  attack and damage rolls. In addition, each arrow 
  deals an additional 1d6 points of negative energy on 
  a hit. Further, the first creature struck in a round by a 
  baykok’s arrow must make a DC 19 Fortitude save to avoid 
  being paralyzed for 1d3 rounds. A baykok can fire normal 
  arrows from its bow if it wishes—such arrows, however, do 
  not gain the special negative energy damage or paralysis 
  effects. The DC is Charisma-based. 
  When hunters become utterly obsessed with the chase and 
  indulge excessively in the savagery of the kill, their souls 
  become progressively tainted. When such remorseless 
  hunters perish before they can capture and kill their 
  quarry, they sometimes rise from death as baykoks—
  flying undead horrors that kill purely for the ecstasy that 
  only murder can bring them. 
  Unlike many undead who feed on and hate all living 
  things, a baykok seeks always to prove its mastery of the 
  hunt. Though thoroughly wicked, baykoks often ignore 
  all but the most powerful-looking foe in a group, only 
  picking off lesser creatures if they dare to get between 
  the baykok and its true prey. When it finally lays low its 
  quarry, the baykok swoops down on the victim to devour 
  the creature’s soul in an attempt to make sure the creature 
  never returns to seek revenge.
  3535
  Illustration by Eric Belisle
  Baregara–Baykok
  Baregara–Baykok
  
  Behemoth
  Immense, ageless, and very nearly invincible, behemoths 
  deliver divine retribution to the mortal realms. Shaped 
  from the primal energies of creation and infused with 
  elemental might, behemoths resemble living creatures, 
  but lack the frailties of flesh. Marginally more intelligent 
  than the smartest animal, behemoths can understand 
  Aklo but cannot speak. Nothing less than a god or the most 
  potent of legendary artifacts can command a behemoth, 
  and even the gods feel some trepidation at unleashing 
  one, lest the behemoth cast off its reins and turn its wrath 
  against its maker.
  For nearly as long as mortals have worshiped the gods, 
  mortals have known hubris and the gods’ righteous 
  anger. When a mortal’s offense grows too great for divine 
  patience to suffer, the gods lash out through plagues 
  and floods, and through their terrible servants. Of these 
  vengeful minions, the behemoths are among the most 
  feared. A god or coalition of gods creates a behemoth 
  from the wellsprings of primal chaos, binds it into a 
  semblance of flesh, and fills its mind with righteousness 
  and the thirst to destroy all in its path. The beast is 
  then turned loose upon its victims—those deemed most 
  deserving of bearing the brunt of the wrath of the gods. 
  Some deities stay close at hand as their beasts savage the 
  lands, the better to turn the creatures aside once their 
  divine anger is appeased, while others turn their backs 
  on mortal plights, leaving behemoths to expend their 
  anger until naught but lifeless cinders remain. Entire 
  worlds have been destroyed by these living retributions. 
  Such shattered lands might have nothing left alive save 
  for the conquering behemoths themselves, immortal, 
  living monuments to murdered worlds.
  While behemoths are created by the gods, their 
  forms and countenances are the result of which of three 
  domains they have been created to rule—air, earth, or 
  sea. Each of these realms is in turn associated with one 
  of three common types of behemoths—if the application 
  of a word like “common” is even appropriate for such an 
  uncommon creature.
  Behemoths cast upon a world’s landmasses are known 
  as thunder behemoths. These are the least of their kind, 
  yet they are formidable, nigh unstoppable engines of 
  armageddon nevertheless. They are the behemoths of 
  choice when it comes to destroying a single nation or 
  empire, for while devastating, they are bound to the land 
  itself, and their advances across a globe are thus more 
  limited than those of the two greater behemoths.
  When several nations or regions evoke the gods’ wrath, 
  a thalassic behemoth is sent into that world’s oceans to 
  wreak havoc. By disrupting oceanic trade, destroying 
  port cities, and rendering well-populated shores all but 
  uninhabitable, thalassic behemoths excel at destroying 
  civilizations where they are most vulnerable. A vengeful 
  god  may inflict several thunder behemoths upon a realm 
  that has  wronged it, placing a thalassic behemoth in the 
  ocean to finalize the devastation.
  The most devastating of the three common behemoths 
  is the tempest behemoth, a tremendous birdlike monster 
  capable of devastating numerous lands in a short amount 
  of time. Because it rules the skies above those lands the 
  gods wish to smite, the tempest behemoth has greater 
  mobility than its other kin. When the gods are truly 
  vexed, they might set upon a world numerous behemoths, 
  but the conditions that might call for the deployment of 
  more than a solitary tempest behemoth boggle the mind 
  nearly as much as the sheer size of any of these monsters 
  does—few worlds are capable of the level of blasphemy 
  and hubris that would necessitate multiple tempest 
  behemoths as divine punishment.
  Other behemoths exist, such as sirocco behemoths that 
  flay with air and fire, behemoths of the lightless depths 
  of the oceans, and dread holocaust behemoths forged of 
  lightning and fire. Some deities take particular delight in 
  spawning truly unique and powerful behemoths—many 
  scholars place the legendary tarrasque in this category, 
  even though its powers are quite different than those 
  shared by most other behemoths. Regardless of their 
  nature, each behemoth suffers a single flaw by which it 
  might be slain, a chink in its immortality. Some attribute 
  this weakness, however small, to the imperfect process 
  of binding chaos to order, others to divine caution, lest a 
  behemoth one day prove a match for the gods themselves.
  A behemoth’s creation is not always the act of a cruel 
  god seeking to inflict devastation on an innocent world—
  often, these monsters are created by good or neutral deities 
  to serve as instruments of justice. Perhaps ironically, gods 
  of a more lawful or civilized bent are the most apt to call 
  up a behemoth, as gods of the natural world either aren’t 
  inclined to punish mortals at all, or would instead make 
  use of natural disasters like earthquakes and storms to 
  teach lessons to their wayward followers. While a single 
  behemoth usually suffices, multiple creatures of this 
  kind are sometimes visited upon a world. While it may be 
  small solace, behemoths are incapable of procreation—
  regardless of the total number of behemoths active on 
  a world at any one time, that number does not increase 
  without the direct, vengeful intervention of a deity.
  Even societies that refrain from insulting the gods are 
  not immune to the behemoth’s wrath, for the gods rarely 
  remove these beasts when their work is done. An ancient 
  civilization destroyed by a behemoth may still harbor 
  in its ruined heart a slumbering monster, waiting only 
  for the right moment or a tragic accident to waken and 
  ravage once again.
  3636
  Illustration by Tyler Walpole
  
  Behemoth, Tempest
  Three pairs of wings beat rhythmically, churning up hurricane-
  force winds around this vast, birdlike monstrosity.
  TEMPEST BEHEMOTH 
  CR 22
  XP 614,400
  N Colossal magical beast (air, behemoth)
  Init +9; Senses blindsense 60 ft., darkvision 60 ft.; 
  Perception +31
  DEFENSE
  AC 40, touch 8, flat-footed 34 (+5 Dex, +1 dodge, +32 natural, 
  –8 size)
  hp 445 (33d10+264); regeneration 20
  Fort +26, Ref +23, Will +16
  Defensive Abilities unstoppable; DR 15/epic; Immune 
  ability damage, aging, bleed, disease, electricity, energy 
  drain, fire, mind-affecting effects, negative levels, 
  paralysis, permanent wounds, petrification, poison, 
  polymorph; SR 33
  Weaknesses vulnerable to miracles and wishes
  OFFENSE
  Speed 40 ft., fly 200 ft. (good)
  Melee bite +41 (4d6+16/19–20 plus bleed), 2 talons (2d8+16 
  plus bleed), wings +36 (8d8+8)
  Ranged 6 scales +31 (1d10+16/19–20 plus bleed)
  Space 30 ft.; Reach 30 ft.
  Special Attacks bleed (2d6), gale, ruinous, thunderbolt
  Spell-Like Abilities (CL 20th; concentration +22)
  3/day—storm of vengeance (DC 21)
  STATISTICS
  Str 43, Dex 21, Con 26, Int 3, Wis 16, Cha 14
  Base Atk +33; CMB +57; CMD 73
  Feats Combat Reflexes, Dodge, Flyby Attack, Greater Vital 
  Strike, Hover, Improved Critical (feathers), Improved Critical 
  (bite), Improved Initiative, Improved Vital Strike, Iron Will, 
  Lightning Stance, Mobility, Power Attack, Snatch, Vital 
  Strike, Weapon Focus (feathers), Wind Stance
  Skills Fly +29, Perception +31, Stealth –7, Survival +15; Racial 
  Modifiers +20 Fly, +10 Perception
  Language Aklo (cannot speak)
  ECOLOGY
  Environment any air
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Gale (Su) A tempest behemoth can generate winds of up to 
  hurricane force as a free action, blowing in as many as three 
  different directions at once. The winds blow either away 
  from or directly toward the behemoth in a 30-foot-wide 
  path that extends for 1,000 feet.
  Scales (Ex) A tempest behemoth can hurl up to six scales from 
  its wings (range increment 100 feet) as a standard action.
  Thunderbolt (Su) As a 
  swift action once 
  every 1d4 rounds, a 
  behemoth can shoot a 
  bolt of lightning that deals 15d6 points of electricity 
  damage and 15d6 points of sonic damage, and that causes 
  permanent deafness in a 200-foot line (DC 34 Reflex save 
  halves damage and negates deafness). The save DC is 
  Constitution-based.
  Riding the winds on a triple set of wings, tempest behemoths 
  fly above all, death riding in their shadows. In battle, they 
  snatch up foes only to cast them away from great heights, 
  smash enemies with their wings, or hurl razor-edged scales 
  at distant targets. A tempest behemoth’s divine heritage 
  wards its body, mind, and soul against harm. Only the most 
  powerful magic or attack can pierce its defenses. Serene in 
  their immortality, tempest behemoths fear no other being.
  As living forces of divine retribution, tempest behemoths 
  are sent forth into the world to raze far-flung cities, 
  ravage towns with mighty storms, level remote mountain 
  temples, and tear apart siege fortresses impregnable from 
  the ground.
  The advent of a tempest behemoth is generally 
  presaged by foul weather and terrific storms that drive 
  flocks of birds before their headwinds. The day before the 
  behemoth arrives, the storms suddenly abate—ironically 
  encouraging victims to emerge into the open just as the 
  behemoth strikes.
  3737
  Behemoth–Behemoth, Tempest
  Behemoth–Behemoth, Tempest
  
  Behemoth, Thalassic
  Two massive limbs drag the bulk of this whale-like beast’s body 
  from the churning waters of the sea.
  THALASSIC BEHEMOTH 
  CR 20
  XP 307,200
  N Colossal magical beast (aquatic, behemoth, water)
  Init –1; Senses blindsense 60 ft., darkvision 60 ft..; Perception +34
  DEFENSE
  AC 37, touch 1, flat-footed 37 (–1 Dex, +36 natural, –8 size)
  hp 391 (29d10+232); regeneration 20 (fire)
  Fort +24, Ref +17, Will +14
  Defensive Abilities unstoppable; DR 15/epic; Immune ability 
  damage, aging, bleed, cold, disease, energy drain, fire, 
  mind-affecting effects, negative levels, paralysis, permanent 
  wounds, petrification, poison, polymorph; SR 31
  Weaknesses vulnerable to miracles and wishes
  OFFENSE
  Speed 20 ft., swim 200 ft.
  Melee bite +39 (6d6+18/19–20 plus grab), 2 claws +39 (3d6+18), 
  tail slap +34 (4d6+9 plus trip)
  Ranged water jet +20 (4d8+18/19–20 plus stun and push)
  Space 30 ft.; Reach 20 ft.
  Spell-Like Abilities (CL 20th; concentration +22)
  3/day—tsunami* (DC 21)
  Special Attacks capsize (DC 25),  fast swallow, push 
  (water jet, 20 ft.), rend (claws, 3d6+18), ruinous, 
  swallow whole (4d6+27 bludgeoning, AC 28, 39 hp)
  * See the Advanced Player’s Guide.
  STATISTICS
  Str 47, Dex 8, Con 27, Int 3, Wis 16, Cha 14
  Base Atk +29; CMB +55 (+59 grapple); CMD 64
  Feats Ability Focus (water jet), Cleave, Great Cleave, Greater 
  Sunder, Greater Vital Strike, Improved Critical (bite, water jet), 
  Improved Iron Will, Improved Sunder, Improved 
  Vital Strike, Iron Will, Lightning Reflexes, 
  Power Attack, Skill Focus (Perception), Vital Strike
  Skills Perception +34, Stealth –13, Survival +18, Swim 
  +30; Racial Modifiers +10 Perception
  SQ amphibious
  Language Aklo (cannot speak)
  ECOLOGY
  Environment any water
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Water Jet (Su) A thalassic behemoth can blast water from its 
  blowhole with surprising force and accuracy. This water jet 
  has a range of 240 feet with no range penalties. A target hit 
  by the water jet is subject to the behemoth’s push ability 
  and must succeed at a DC 32 Fortitude save or be stunned 
  for 1d4+1 rounds. The save DC is Constitution-based.
  Sent by the gods to punish those who dwell near the sea, 
  thalassic behemoths scourge ships and other vessels from 
  the waters before turning their attention toward structures 
  and survivors on land. Despite their massive bulk, thalassic 
  behemoths swim incredibly fast and can easily outpace all 
  but the fleetest of ships. On land, they can be more readily 
  escaped, at least by those willing and able to leave homes and 
  belongings behind. Though capable of surviving indefinitely 
  on land and employing a clumsy, seal-like locomotion, 
  thalassic behemoths soon weary of gravity’s never-ending 
  drag. They rarely venture more than a mile or two from shore 
  before returning to the comforting buoyancy of the seas.
  Thalassic behemoths resemble immense sperm whales 
  in the water, but they can quickly haul themselves ashore 
  using their mighty forelimbs. Tail and limb alike shatter 
  wood and stone with but a single blow, while their jaws 
  gape wide enough to swallow smaller boats whole. 
  The coming of a thalassic behemoth is typically 
  foreshadowed by a dramatic increase in missing ships, 
  strange tides, and the uncanny sight of sea life purposefully 
  beaching upon shores. Thalassic behemoths  generally 
  spend much of their time lurking a few hundred 
  feet below the surface—but legends hold that 
  even greater behemoths, the dread 
  leviathans, dwell in the deepest 
  oceanic reaches.
  3838
  Illustrations by Tyler Walpole
  
  Behemoth, Thunder
  This enormous beast has rocky, armored plates on its body. 
  Elaborate horns crown its horrific head.
  THUNDER BEHEMOTH 
  CR 18
  XP 153,600
  N Colossal magical beast (behemoth, earth)
  Init –2; Senses blindsense 60 ft., darkvision 60 ft., tremorsense 
  60 ft.; Perception +27
  DEFENSE
  AC 35, touch 0, flat-footed 35 (–2 Dex, +35 natural, –8 size)
  hp 337 (25d10+200); regeneration 20
  Fort +22, Ref +12, Will +12
  Defensive Abilities unstoppable; DR 15/epic; Immune ability 
  damage, acid, aging, bleed, disease, energy drain, fire, 
  mind-affecting effects, negative levels, paralysis, permanent 
  wounds, petrification, poison, polymorph; SR 29
  Weaknesses vulnerable to miracles and wishes
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee bite +33 (4d6+16 plus grab), gore +33 (4d6+16), 2 stomps 
  +28 (2d8+8 plus trip)
  Ranged 4 rocks +15 (3d6+24 plus stun)
  Space 30 ft.; Reach 20 ft.
  Spell-Like Abilities (CL 20th; concentration +22)
  3/day—earthquake (DC 20)
  Special Attacks fast swallow, mighty roar, rock spitting, 
  ruinous, swallow whole (4d6+24 bludgeoning and 4d6 fire 
  damage, AC 27, 33 hp), trample (2d8+24, DC 38)
  STATISTICS
  Str 43, Dex 6, Con 26, Int 3, Wis 14, Cha 15
  Base Atk +25; CMB +49 (+53 grapple); CMD 57 (61 vs. trip)
  Feats Awesome Blow, Cleave, Great Cleave, 
  Greater Bull Rush, Greater Overrun, 
  Greater Sunder, Improved Bull Rush, 
  Improved Overrun, Improved 
  Sunder, Iron Will, 
  Lunge, Power 
  Attack, Snatch
  Skills Perception +27, 
  Survival +14, 
  Swim +28; Racial 
  Modifiers +10 
  Perception
  Language Aklo (cannot 
  speak)
  ECOLOGY
  Environment any 
  land
  Organization solitary 
  or pair
  Treasure none 
  SPECIAL ABILITIES
  Mighty Roar (Su) Every 1d4 rounds as a standard action, a 
  thunder behemoth can issue a mighty roar in a 60-foot 
  cone that duplicates the effect of an empowered greater 
  shout (Fortitude DC 30 for half damage). This is a sonic 
  effect. The save DC is Constitution-based.
  Rock Spitting (Ex) A thunder behemoth can spit rocks from 
  the essentially inexhaustible store in its gizzard. It can 
  spit up to four rocks as a standard action, with a range 
  increment of 60 feet. A creature that is critically hit by one 
  of these rocks must make a DC 38 Fortitude save to resist 
  being stunned for 1 round. The save DC is Strength-based.
  Swallow Whole (Ex) A thunder behemoth has five stomachs 
  and can shunt a swallowed victim into any one of them 
  (usually choosing an empty stomach).
  Thunder behemoths walk the land as little more than 
  roving appetites, driven by an all-consuming hunger 
  to devour every animal, plant, and even building in 
  sight. They indiscriminately gorge their five seemingly 
  bottomless stomachs on forests and jungles, collapse mine 
  and mountain alike in search of ore, and raze settlements 
  and strongholds for the cowering morsels within.
  Thunder behemoths are sent out by the gods to destroy 
  wicked cities, raze great temples or monuments that 
  offend divine eyes, and otherwise act as instruments 
  of divine wrath either on the surface of a world or just 
  below it. The days before a thunder behemoth arrives are 
  fraught with minor but unnerving earthquakes, mass 
  exoduses of burrowing animals to the surface, and an 
  unexplained increase in fallen trees and sinkholes.
  3939
  Behemoth, Thalassic–Behemoth, Thunder
  Behemoth, Thalassic–Behemoth, Thunder
  
  Berbalang
  This hunched, bat-winged horror moves with an uncanny grace, 
  its glowing eyes and long tongue presenting a frightening visage.
  BERBALANG 
  CR 6
  XP 2,400
  CE Medium undead
  Init +4; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
  hp 68 (8d8+32)
  Fort +6, Ref +6, Will +9
  DR 10/good or silver; Immune undead traits
  Defensive Abilities projection
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee 1 bite +10 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 
  plus paralysis) or
  incorporeal touch +10 (1d4 Con damage)
  Special Attacks paralysis (1d4+1 rounds, DC 18)
  Spell-Like Abilities (CL 9th; 
  concentration +13)
  At will—bleed, ghost sound (DC 14)
  3/day—alter self, charm person (DC 15)
  STATISTICS
  Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
  Base Atk +6; CMB +9; CMD 26
  Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
  Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, 
  Knowledge (religion) +6, Perception +14, Stealth +15
  Languages Common
  ECOLOGY
  Environment any land
  Organization solitary or pack (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Projection (Su) Once per day as a full-round action, a berbalang 
  can enter a trance that separates the creature’s spirit from 
  its body. This splits the berbalang’s current hit points in half 
  between its body and its spirit. The berbalang’s spirit body 
  gains the incorporeal subtype and special ability; otherwise, 
  it retains the same statistics as its physical self with the 
  following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, 
  +4 deflection, +1 dodge), single incorporeal touch attack that 
  deals 1d4 Constitution damage on a hit as its sole attack. 
  This spirit projection can travel no more than 
  1 mile away from the berbalang’s 
  body. Because the creature is only 
  partially in existence when in this 
  state, its body gains displacement 
  as the spell. When separated in 
  this way, the berbalang’s body 
  is unconscious and helpless. If 
  the berbalang’s body is injured 
  while in this state, the separated projection 
  immediately returns to its body, and the 
  body loses displacement. If the physical body 
  is slain, the spirit body immediately dies as well. If the 
  spirit is reduced to 0 or fewer hit points, it returns to the 
  body immediately. A berbalang in spirit form can end the 
  effect at any time as a standard action, at which point the 
  spirit immediately returns to the body. When a berbalang’s 
  spirit form returns to the body, add both the spirit body’s hit 
  points and the physical body’s hit points back together to 
  determine the creature’s current hit point total. 
  Berbalangs prefer to make their homes within a day’s 
  travel of humanoid settlements. These lairs are well 
  hidden and sometimes protected by other undead 
  creatures. Some berbalangs set themselves up as secluded 
  shamans or wise old crones, using alter self to appear 
  human. Ultimately cowardly, berbalangs rarely attack a 
  settlement directly, preferring to pluck its meals from those 
  who stray too far from civilization. A berbalang stands as 
  tall as a human and rarely weighs more than 100 pounds.
  4040
  Illustration by Dmitry Burmak
  
  Bhuta
  This ghostly apparition floats in the air on backward-facing feet. 
  Its hands end in sharp talons, and its eyes glow with blue fire. 
  BHUTA 
  CR 11
  XP 12,800
  NE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., scent; Perception +13
  DEFENSE
  AC 25, touch 25, flat-footed 17 (+7 deflection, +7 Dex, +1 dodge)
  hp 147 (14d8+84)
  Fort +10, Ref +11, Will +10
  Defensive Abilities incorporeal, channel resistance +4; 
  Immune undead traits
  Weaknesses cold iron
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee 2 incorporeal claws +17 (5d8 plus bleed)
  Special Attacks bleed (1d8), blood drain (1d6 Constitution)
  Spell-Like Abilities (CL 11th; concentration +17) 
  At will—animal trance (DC 18), speak with animals, veil 
  (self only, as animal with backward feet; DC 22)
  3/day—charm animal (DC 17)
  1/day—magic jar (animals only, DC 21)
  STATISTICS
  Str —, Dex 25, Con —, Int 11, Wis 8, Cha 22
  Base Atk +10; CMB +17; CMD 35
  Feats Animal Affinity, Dodge, Flyby Attack, Iron 
  Will, Lunge, Mobility, Stealthy
  Skills Bluff +16, Escape Artist +9, Fly +15, 
  Handle Animal +14, Knowledge 
  (nature) +8, Perception +13, 
  Ride +9, Sense Motive +13, 
  Stealth +24
  Languages Common
  ECOLOGY
  Environment any 
  aboveground natural area
  Organization solitary or with a 
  group of animals
  Treasure none
  SPECIAL ABILITIES
  Blood Drain (Su) As a 
  standard action, a bhuta 
  can suck blood from an 
  adjacent opponent that is 
  taking bleed damage. 
  The target takes 1d6 
  points of Constitution 
  damage (Fort DC 23 for 
  half). The bhuta heals 5 hit 
  points when it drains blood. 
  Cold Iron Weakness (Su) A cold iron weapon is considered to 
  be magical when used against a bhuta. A magic cold iron 
  weapon always functions as a ghost touch weapon when 
  used against a bhuta.
  A bhuta is a ghostlike undead creature born of horrible 
  death or murder in a natural setting. It is a manifestation 
  of rage at the injustice of a death that interrupted 
  important business or unsated desires. Doomed to haunt 
  the wilderness within several miles of the site of its demise, 
  a bhuta turns to the local fauna as tools for its vengeance.
  A bhuta can appear in a variety of animalistic forms 
  by using its veil ability, but its natural appearance is that 
  of a bestial humanoid phantom that floats a foot above 
  the ground as it moves. While bhutas are incorporeal, the 
  touch of their claws creates horrific, bleeding wounds. 
  A bhuta’s feet point backward. To disguise its nature, a 
  bhuta can appear solid, manifesting in long robes that 
  help disguise the fact that it floats and has strange feet. 
  By means of its magic jar spell-like ability, a bhuta can 
  also possess living animals to use as its minions; an 
  animal possessed by a bhuta casts no shadow, and 
  therefore prefers to lurk in heavily canopied or 
  thicketed areas, waiting for the right time to 
  strike out and attack intruders.
  Animals find themselves attracted to bhutas, 
  which use their spell-like abilities to manipulate 
  such victims toward evil and deceptive ends. 
  Bhutas generally avoid influencing animal 
  companions or domesticated animals, for 
  changes in behavior among such creatures 
  can easily arouse suspicion and reveal a 
  bhuta’s presence and influence.
  A bhuta might have tasks it wishes to 
  complete from its previous existence 
  as a living creature, or it might 
  work against those who slew its 
  living form. This link to its past 
  life is vague and compulsive 
  rather than clear, unlike that 
  of a ghost.
  Bhutas who have no specific 
  target 
  for 
  retribution 
  still 
  seek to trouble those living in or near 
  their domains, coaxing passersby into 
  accepting them as traveling companions 
  and using their influence over animals 
  as a testament to their benevolence. 
  When invited to join a group, a bhuta 
  can journey outside its normal territory. 
  However, a bhuta’s hunger for living 
  blood usually drives it to attack its 
  companions before it wanders far.
  4141
  Illustration by Eric Braddock
  Berbalang–Bhuta
  Berbalang–Bhuta
  
  Bogeyman
  Dressed in a long dark coat and a tall hat, this lanky, fanged 
  humanoid exudes an almost palpable aura of horror.
  BOGEYMAN 
  CR 10
  XP 9,600
  NE Medium fey 
  Init +9; Senses low-light vision; Perception +23
  Aura deepest fear (30 ft., DC 25) 
  DEFENSE
  AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 dodge)
  hp 93 (17d6+34); terrible rejuvenation 5
  Fort +9, Ref +15, Will +13
  DR 15/cold iron; SR 21
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d8+8/19–20)
  Special Attacks sneak attack +6d6, striking 
  fear
  Spell-Like Abilities (CL 10th; 
  concentration +17)
  Constant—detect thoughts, tongues 
  At will—darkness, gaseous form, ghost 
  sound (DC 17), invisibility, suggestion 
  (DC 20)
  3/day—crushing despair (DC 21), hold 
  person (DC 20), quickened phantasmal 
  killer (DC 21)
  1/day—nightmare (DC 22)
  STATISTICS
  Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 25
  Base Atk +8; CMB +9; CMD 32
  Feats Dodge, Great Fortitude, Improved 
  Critical (claw), Improved Initiative, 
  Mobility, Quicken Spell-Like Ability 
  (phantasmal killer), Skill Focus (Stealth), 
  Spring Attack, Weapon Finesse
  Skills Bluff +27, Diplomacy +20, Disable Device 
  +15, Escape Artist +18, Intimidate +28, 
  Knowledge (local) +16, Perception +23, Sense 
  Motive +23, Spellcraft +12, Stealth +35; Racial 
  Modifiers +4 Intimidate, +4 Stealth
  Languages Aklo, Common; tongues
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Deepest Fear (Su) A bogeyman is cloaked in 
  a 30-foot aura of fear. This aura manifests 
  as a shifting haze of images that reflect the 
  viewer’s deepest fears. The first time it 
  ends its turn within the aura, a creature must make a DC 25 
  Will save or become shaken for as long as it stays within the 
  aura. If the creature succeeds at the saving throw, it cannot 
  be affected again by the aura for another 24 hours. This is a 
  fear effect. The DC is Charisma-based.
  Striking Fear (Su) If a bogeyman confirms a critical hit or a sneak 
  attack with one of its claws on a target currently suffering a 
  fear effect, that effect automatically becomes one step more 
  severe (shaken creatures become frightened, frightened 
  creatures become panicked, and panicked creatures cower 
  in fear). A DC 25 Will save negates this increase. In addition, 
  a critical hit from the bogeyman’s claw forces any target that 
  has successfully saved against the creature’s fear aura to make 
  another Will save against its effects, even if 24 hours have not 
  yet passed. This is a fear effect. The DC is Charisma-based.
  Terrible Rejuvenation (Su) A bogeyman gains fast healing 5 while 
  any creature within its deepest fear aura is suffering from a 
  fear effect, including any fear effect created by the aura itself.
  Many believe that the most cruel and mischievous 
  fey become bogeymen as a punishment or a 
  reward for their actions. Others 
  see bogeymen as supernatural 
  manifestations 
  of 
  society’s 
  willingness to do itself harm.
  Bogeymen use their powers to 
  haunt houses or secluded natural 
  places where they can hunt prey 
  unobserved. 
  They 
  relish 
  using 
  their ghost sound ability to hint at 
  their presence long before they 
  fully reveal themselves. It is not 
  uncommon for a bogeyman to 
  hide under a bed, or in a closet 
  left slightly ajar, for days or even 
  weeks, all the while feeding on 
  its victims’ growing realization 
  that they are not alone.
  The most evil bogeymen 
  are 
  those 
  who 
  abandon 
  the tactic of feeding on 
  one person’s fears at a 
  time and take up roles of 
  mass murderers or serial 
  killers, or other pursuits 
  designed to drive fear into 
  the hearts of an entire city of 
  victims. True to their name, all 
  bogeymen are male. Sometimes, 
  children whom they steal away to secret 
  lairs emerge years later, transformed 
  into new bogeymen, and return home to 
  continue their supernatural father’s work. 
  4242
  Illustration by Branko Bistrovic
  
  Brain Ooze
  Two slimy tentacles protrude from the sides of this brain-shaped 
  mass of quivering ooze.
  BRAIN OOZE 
  CR 7
  XP 3,200
  NE Tiny ooze
  Init +6; Senses blindsight 60 ft.; 
  Perception +11
  Aura psychic noise (10 ft., 
  DC 19)
  DEFENSE
  AC 23, touch 19, flat-
  footed 18 (+4 armor,  
  +4 Dex, +1 dodge,  
  +2 insight, +2 size)
  hp 75 (10d8+30)
  Fort +6, Ref +9, Will +6
  Defensive Abilities evasion, 
  prescience; Immune ooze 
  traits
  OFFENSE
  Speed 5 ft., fly 60 ft. (good)
  Melee 2 tentacles +13 touch (1d6 electricity plus neural pulse)
  Space 2-1/2 feet; Reach 0 ft.
  Spell-Like Abilities (CL 10th; concentration +14)
  Constant—detect thoughts, mage armor
  At will—charm monster (DC 18), dominate animal (DC 17), 
  dominate person (DC 19)
  3/day—dispel magic, modify memory (DC 18)
  STATISTICS
  Str 4, Dex 19, Con 16, Int 15, Wis 12, Cha 19
  Base Atk +7; CMB +9; CMD 22 (can’t be tripped)
  Feats Defensive Training, Dodge, Iron Will, Mobility, 
  Weapon Finesse
  Skills Bluff +10, Diplomacy +5, Fly +23, Perception +11, Sense 
  Motive +11, Stealth +15
  Languages Aklo (cannot speak); telepathy 100 ft.
  ECOLOGY
  Environment any ruins or underground
  Organization solitary, pair, flight (3–6), or colony (7–12)
  Treasure incidental
  SPECIAL ABILITIES
  Neural Pulse (Su) Creatures hit by a brain ooze’s tentacle must 
  succeed at a DC 18 Fortitude save or take 1d6 points of 
  Intelligence damage and be staggered for 1d4 rounds. Each 
  time a brain ooze causes Intelligence damage, it gains 5 
  temporary hit points. The save DC is Constitution-based.
  Prescience (Su) Limited precognitive abilities grant a brain ooze 
  a +2 insight bonus on initiative checks, on Reflex saves, and to 
  its Armor Class. Brain oozes are never surprised or flat-footed.
  Psychic Noise (Su) The discordant psychic noise emitted by 
  a brain ooze dazes nearby creatures for 1d4 rounds. When 
  a creature begins its turn within the aura, it must succeed 
  at a DC 19 Will save to negate this 
  effect. Whether or not the save is 
  successful, that creature cannot 
  be affected again by the same 
  brain ooze’s psychic noise for 
  24 hours. An affected creature 
  may attempt a new save to shake off 
  the effect at the end of each of 
  its turns. This is a mind-
  affecting effect. The save 
  DC is Charisma-based.
  A brain ooze (sometimes 
  known as a “killer brain”) 
  resembles almost precisely 
  the raw brain of a human, 
  save for the eldritch energy 
  surrounding it and the twin 
  tentacles 
  extending 
  from 
  its 
  sides. The creature’s thought patterns are 
  unusually powerful, and cause painful 
  mental feedback in the minds 
  of other conscious beings.
   Other intelligent beings 
  are nothing more than cattle 
  and playthings to brain oozes—victims to be tormented, 
  thought patterns to be consumed. Brain oozes prefer to 
  manipulate their prey from the shadows. Rather than 
  assaulting openly, they provoke fights and conflict 
  within groups, or lure one or two victims away for the kill. 
  Brain oozes derive particular satisfaction from forcing 
  an individual to commit terrible acts, then wiping away 
  all knowledge of the crimes from the victim’s memory. 
  They torment such hapless puppets again and again, 
  forcing them to commit ever greater atrocities. Once 
  weary of their sport they return the modified memories 
  with dispel magic, and feast upon the delicious misery of 
  the victim’s final despair.
  Brain oozes feed through their tentacles by extracting 
  the thoughts of living creatures. Animals and less 
  intelligent creatures provide little nourishment, but they 
  prize fey, outsiders, and spellcasters as delicacies. After 
  several feedings, a brain ooze divides into two nearly 
  identical brains, each retaining only a portion of the 
  knowledge and experiences of the parent.
  The similarities between intellect devourers and 
  brain oozes have not gone unnoticed, but the two species 
  appear to have little in common beyond appearance. 
  Some theorize that brain oozes are actually the result of 
  an ancient race’s failed attempt to achieve immortality 
  by preserving their minds via alien technology or magic.
  4343
  Illustration by Andrew Hou
  Bogeyman–Brain Ooze
  Bogeyman–Brain Ooze
  
  Carbuncle
  This small, awkward reptile with a fist-sized gem jutting from 
  between its two bulging eyes seems both surprised and perplexed.
  CARBUNCLE 
  CR 1
  XP 400
  N Tiny magical beast 
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 12, touch 10, flat-footed 12 (–2 Dex, +2 natural, +2 size)
  hp 13 (2d10+2)
  Fort +4, Ref +1, Will +3
  Weaknesses vulnerability to suggestion
  OFFENSE
  Speed 20 ft.
  Melee bite +1 (1d3–3)
  Special Attacks fatal faker, specious suggestion
  Spell-Like Abilities (CL 3rd; concentration +3)
  3/day—daze (DC 10), jump, levitate (self only, up to 10 feet)
  STATISTICS
  Str 5, Dex 7, Con 12, Int 6, Wis 13, Cha 10
  Base Atk +2; CMB –2; CMD 5 (9 vs. trip)
  Feats Iron Will
  Skills Stealth +10 (+14 in grass or brush), Survival +2; Racial 
  Modifiers –4 Acrobatics when jumping, +4 Stealth in grass 
  or brush
  Languages empath 30 ft.
  ECOLOGY
  Environment any forests or swamps
  Organization solitary or group (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Empath (Su) Carbuncles possess a crude form of telepathy, 
  allowing them to transmit mild impressions and 
  remembered sensations to other creatures. This form of 
  telepathy cannot convey language or hinder a target 
  in any way (such as by transmitting pain). Thus, a 
  carbuncle can relate a feeling of fear or the faint 
  smell of leaves, but cannot directly warn an ally of 
  a monster or tell of a treasure under a dirt mound.
  Fatal Faker (Su) As a standard action three times 
  per day, a carbuncle can teleport as per the spell 
  dimension door, but only within a range of 30 
  feet. Upon teleporting, the carbuncle leaves 
  behind a perfect replica of itself amid a colored flash 
  and the sound of a reptilian choke. This replica duplicates 
  the carbuncle in all ways, though it is obviously dead and the 
  colorless stone in its head is reduced to worthless dust. 
  Specious Suggestion (Su) As a standard action three times per 
  day, a carbuncle can concentrate intently on one creature 
  within its line of sight and attempt to impose its will 
  upon the target. A DC 11 Will save is enough to resist this 
  compulsion. If the target fails to resist, roll 1d6. On a result of 
  1–2, the target gains a flash of insight and a +2 insight bonus 
  to its Armor Class for 1 minute. On a result of 3–4, the victim 
  is affected as if by suggestion for 1 minute, and must follow 
  a single (usually embarrassing, always harmless) suggestion 
  from the carbuncle. On a result of 5–6, the victim’s thoughts 
  are garbled with those of the carbuncle, imposing a –2 
  penalty to the victim’s Will saving throws for 1 minute. This is 
  a mind-affecting effect. The save DC is Charisma-based.
  Vulnerability to Suggestion (Ex) Any mind-affecting spell can 
  affect a carbuncle regardless of creature type limitations. 
  A spell like charm person, for example, which typically only 
  affects humanoid creatures, can also affect carbuncles.
  Never have legend and misinformation met upon a more 
  inauspicious brow than that of the lowly carbuncle. Even 
  the creature’s name summons ideas that range from the 
  grandiose to the grotesque. Carbuncles appear to be little 
  more than ungainly reptiles. What sets them apart, however, 
  is their strange magical abilities and the fist-sized gemstone 
  horn jutting from above their bulging eyes. Although tales 
  differ regarding the type and value of the stone, many claim 
  it is a ruby or garnet. In truth, however, a carbuncle’s gem 
  is merely a highly reflective growth, not unlike a fingernail.
  Carbuncles exhibit a peculiar attraction to magic-users, 
  especially sorcerers with the fey bloodline and any who 
  pack supplies of fresh fruit. Many enchanters laud the 
  extraordinary mind-control powers of these intense creatures 
  and extol the aid they can offer mages of their field—though 
  others consider such tales something of an academic in-joke.
  A neutral spellcaster with the Improved Familiar feat can 
  gain a carbuncle as a familiar at 5th level.
  4444
  Illustration by Scott Purdy
  
  Carnivorous Crystal
  The facets of this crystalline formation shift and vibrate, as 
  though in anticipation.
  CARNIVOROUS CRYSTAL 
  CR 11
  XP 12,800
  N Medium ooze (earth, extraplanar)
  Init –5; Senses blindsight 120 ft.; Perception –5
  Aura subsonic hum (60 ft., DC 22) 
  DEFENSE
  AC 17, touch 5, flat-footed 17 (–5 Dex, +12 natural)
  hp 136 (16d8+64)
  Fort +9, Ref +0, Will +0
  DR 10/—; Immune cold, electricity, ooze traits; Resist fire 20
  Weaknesses brittle, vulnerable to sonic 
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +18 (7d8+9/18–20 plus entrap)
  Special Attacks crystallize, entrap (DC 22, 1d10 rounds, 
  hardness 10, hp 10), razor sharp
  STATISTICS
  Str 22, Dex 1, Con 18, Int —, Wis 1, Cha 1
  Base Atk +12; CMB +18; CMD 23 (can’t be tripped)
  Skills Climb +14, Stealth +0 (+5 in rocky environs); Racial 
  Modifiers +5 stealth (+10 in rocky environs)
  SQ freeze, split (critical hit from a bludgeoning or sonic attack, 
  15 hp)
  ECOLOGY
  Environment any underground (Plane of Earth)
  Organization solitary, colony (2–4), or formation (5–10)
  Treasure incidental
  SPECIAL ABILITIES
  Brittle (Ex) Bludgeoning and sonic attacks can inflict critical 
  hits on a carnivorous crystal. A successful critical hit from 
  such attacks causes the carnivorous crystal to split, even if 
  the attack causes no damage. The crystal remains immune 
  to precision-based damage, such as damage from 
  sneak attacks.
  Crystallize (Ex) A creature entrapped by a 
  carnivorous crystal’s attack must succeed at a 
  DC 22 Fortitude save each round or become 
  helpless. If a helpless creature fails this save, 
  it becomes petrified as its body crystallizes. In 
  1d4 hours, the petrified victim shatters and a new 
  carnivorous crystal emerges from the remains. 
  The save DC is Constitution-based.
  Razor Sharp (Ex) A carnivorous crystal’s slam attack 
  deals devastating piercing and slashing damage, 
  and threatens a critical hit on a roll of 18, 19, or 20.
  Subsonic Hum (Su)  An active carnivorous crystal 
  gives off supernatural sonic vibrations. Any 
  living creature starting its turn within 
  this aura must succeed at a DC 22 Fortitude save or be 
  stunned for 1 round. A creature that successfully saves 
  cannot be affected by the same carnivorous crystal’s 
  subsonic hum for 24 hours. This is a sonic mind-affecting 
  effect. The save DC is Constitution-based.
  Natives of the endless caverns of the Plane of Earth, 
  carnivorous crystals normally lead quiet existences, 
  subsisting on minerals leeched from the surrounding 
  rock. Living creatures, however, provide a veritable feast, 
  as devouring the minerals in their bones and blood 
  allows a crystal to reproduce in mere hours instead of 
  years. Though lacking in anything that could be called 
  intelligence, carnivorous crystals sense the living, and 
  hunger for the sustenance trapped within their bodies. 
  On the Plane of Earth and in the deepest caverns of 
  the Material Plane, ancient carnivorous crystals grow 
  without bounds, reaching incredible sizes.
  4545
  Illustration by Andrew Hou
  Carbuncle–Carnivorous Crystal
  Carbuncle–Carnivorous Crystal
  
  Caryatid Column
  With its feet planted firmly together, this marble statue of a female 
  warrior holding a stone sword rises up to support the ceiling.
  CARYATID COLUMN 
  CR 3
  XP 800
  N Medium construct 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 14, touch 9, flat-footed 14 (–1 Dex, +5 natural)
  hp 36 (3d10+20)
  Fort +1, Ref +0, Will +1
  DR 5/—; Immune construct traits, magic
  Defensive Abilities shatter weapons
  OFFENSE
  Speed 20 ft.
  Melee mwk longsword +8 (1d8+4/19–20)
  STATISTICS
  Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +3; CMB +7; CMD 16 (cannot be disarmed)
  SQ statue
  ECOLOGY
  Environment any
  Organization solitary, pair, or colonnade (6–11)
  Treasure standard (masterwork longsword, 
  other treasure)
  SPECIAL ABILITIES
  Immunity to Magic (Ex) A caryatid column 
  is immune to any spell or spell-like ability 
  that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below.
  •	 A	transmute rock to mud spell deals 1d6 points 
  of damage per caster level to a caryatid 
  column, with no saving throw.
  •	 Transmute mud to rock immediately heals 
  any and all damage currently suffered by a 
  caryatid column.
  •	 A	stone to flesh spell does not actually change 
  the column’s structure but negates its damage 
  reduction and immunity to magic for 1 round.
  Shatter Weapons (Ex) Whenever a character 
  strikes a caryatid column with a weapon 
  (magical or nonmagical), the weapon takes 
  3d6 points of damage. Apply the weapon’s 
  hardness normally. Weapons that take 
  any amount of damage in excess of their 
  hardness gain the broken quality.
  Statue (Ex) A caryatid column can 
  stand perfectly still, emulating a 
  statue (usually one that is holding 
  up the ceiling, like a carved 
  column). An observer must succeed at a DC 20 Perception 
  check to notice the caryatid column is alive. If a caryatid 
  column initiates combat from this pose, it gains a +6 bonus 
  on its initiative check.
  Caryatid columns are the lesser cousins of true golems, 
  constructs created by spellcasters to guard objects or areas. 
  Unlike true golems, caryatid columns cannot be made 
  into shield guardians, but they are often used in greater 
  numbers because of their relatively inexpensive creation 
  cost. Each caryatid column is programmed to guard an 
  object or area when created, and once set, this command 
  cannot be changed. Caryatid columns are often given 
  specific parameters concerning whom to ignore and whom 
  to attack, but since they have no special form of 
  detection, such restrictions can be overcome 
  with disguises if the parameters are known.
  A caryatid column stands 7 feet tall and 
  weighs 1,500 pounds. Caryatid columns are always 
  equipped with a masterwork weapon that appears to 
  be made out of stone as long as the construct remains 
  in statue form. The weapon can be recovered after 
  a caryatid column has been defeated. Arming 
  a caryatid column with magical weapons is 
  expensive but feasible—even the most powerful 
  of magic weapons appear as nothing more than 
  stone when held by a caryatid column. Since a 
  weapon held in this manner does not radiate 
  magic, many use this trait as a method to 
  hide potent or powerful weapons from both 
  casual observation and study via detect magic. 
  True seeing reveals such disguised weapons for 
  what they really are. Often, only particularly 
  powerful caryatid columns (typically those with 
  advanced Hit Dice, but rarely those made much 
  larger than Medium size) are entrusted with the 
  care and protection of such weapons. Of course, 
  the constructs themselves make full use of any 
  magic weapons they are given to guard.
  CONSTRUCTION
  A caryatid column’s body is carved from a single 
  2,000-pound block of stone, such as granite or 
  marble. The stone must be of exceptional quality, 
  and costs 2,000 gp.
  CARYATID COLUMN
  CL 9th; Price 12,000 gp
  CONSTRUCTION
  Requirements Craft Construct, lesser geas, 
  polymorph, shatter, caster must be at least 
  9th level; Skill Craft ( sculpting) or Craft 
  (stonemasonry) DC 15; Cost 7,000 gp
  4646
  Illustration by Nicholas Cloister
  
  Catfolk
  This lithe, catlike humanoid has a long tail and pointed ears. Her 
  feline eyes sparkle with curiosity and mischief. 
  CATFOLK 
  CR 1/2
  XP 200
  Catfolk ranger 1
  NG Medium humanoid (catfolk)
  Init +3; Senses low-light vision; Perception +2
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +0
  OFFENSE
  Speed 30 ft.
  Melee longsword +3 (1d8+2/19–20)
  Ranged longbow +5 (1d8/�3)
  Special Attacks favored enemy (magical beasts +2)
  STATISTICS
  Str 14, Dex 17, Con 12, Int 8, Wis 11, Cha 12
  Base Atk +1; CMB +3; CMD 16
  Feats Weapon Focus (longbow)
  Skills Climb +5, Handle Animal +5, Knowledge (nature) +3, 
  Perception +2, Stealth +8, Survival +6; Racial Modifiers +2 
  Perception, +2 Stealth, +2 Survival
  Languages Catfolk, Common
  SQ cat’s luck, sprinter, track +1, wild empathy +2
  ECOLOGY
  Environment any temperate or warm forest or plains, or urban
  Organization solitary, pair, pride (3–12 plus 1 leader of 3rd 
  level and 1–4 cheetahs or leopards), or tribe (13–60 plus 50% 
  noncombatants and 1 subchief of 3rd level per 10 adults, and 
  1 chief of 6th level plus 6–12 cheetahs or leopards)
  Treasure NPC gear (studded leather armor, longbow with 20 
  arrows, longsword, other treasure)
  SPECIAL ABILITIES
  Cat’s Luck (Ex) Once per day when a catfolk makes a 
  Reflex saving throw, it can roll the saving throw twice 
  and take the better result. It must decide to use this 
  ability before the saving throw is attempted.
  Sprinter (Ex) A catfolk gains a 10-foot racial bonus 
  to its speed when using the charge, run, or 
  withdraw actions.
  Most catfolk are tribal hunter-gatherers 
  who dwell in harmony with nature, though some 
  tribes have acclimated well to urban environments. As 
  a culture, catfolk are loyal, generous, and amiable. They 
  like belonging to and being at harmony with a group 
  whose members work together to accomplish their needs 
  and wants. Tribal catfolk prefer for the most capable 
  societal members to lead, so every tribe has a council 
  of elevated subchiefs. A tribe’s chief is usually the most 
  competent (and magically talented) member of that tribe.
  Personal growth is part of catfolk culture, as is 
  expression as a means of personal exploration. Catfolk 
  have few taboos, and often exhibit harmless but strange 
  eccentricities. Individuals cultivate a wide range of 
  pursuits and self-expression, taking risks others might 
  label unwise. Most individual catfolk like to be the center 
  of attention, but not at the cost of group cohesion. 
  CATFOLK CHARACTERS
  Catfolk have no racial Hit Dice, gaining their capabilities 
  from class levels. All catfolk have the following racial traits.
  +2 Dexterity, –2 Wisdom, +2 Charisma: Catfolk are 
  agile and amiable, but they are known for their lack of 
  common sense and self-control.
  Low-Light Vision: In dim light, catfolk can see twice 
  as far as humans.
  Cat’s Luck: See above. 
  Sprinter: See above.
  Natural Hunter: Catfolk receive a +2 racial bonus on 
  Perception, Stealth, and Survival checks.
  Languages: Catfolk speak Catfolk 
  and Common. A catfolk who 
  has a high Intelligence score 
  can choose from the following 
  bonus languages: Elven, Gnoll, 
  Gnome, Goblin, 
  Halfling, 
  Orc, 
  and Sylvan.
  4747
  Illustration by Carolina Eade
  Caryatid Column–Catfolk
  Caryatid Column–Catfolk
  
  Caulborn
  This creature has a split-jawed mouth, a hoodlike growth on its 
  head, and two hideously elongated fingers on each hand.
  CAULBORN 
  CR 7
  XP 3,200
  N Medium outsider (extraplanar)
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., thoughtsense; 
  Perception +15
  DEFENSE
  AC 19, touch 18, flat-footed 15 (+4 deflection, +4 Dex, +1 natural)
  hp 76 (9d10+27)
  Fort +6, Ref +8, Will +13
  Defensive Abilities premonition, psychic deflection; Immune 
  visual effects
  OFFENSE
  Speed 30 ft.
  Melee bite +13 (2d6+3), 2 claws +12 (1d6+3)
  Special Attacks consume thoughts
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—detect magic, detect thoughts (DC 16), 
  read magic
  3/day—charm monster (DC 18), daze monster 
  (DC 16), hold monster (DC 19), hypnotic 
  pattern (DC 16), vampiric touch (DC 17)
  1/week—plane shift (willing targets only)
  STATISTICS
  Str 16, Dex 19, Con 16, Int 25, Wis 20, Cha 19
  Base Atk +9; CMB +12; CMD 30
  Feats Combat Casting, Combat 
  Expertise, Combat Reflexes, 
  Iron Will, Weapon Focus (bite)
  Skills Acrobatics +12, Appraise 
  +12, Bluff +14, Intimidate 
  +14, Knowledge (all) +14, 
  Perception +15, Sense 
  Motive +12, Stealth +11,  
  Use Magic Device +9
  Languages Abyssal, Aklo, 
  Aquan, Celestial, Common, 
  Draconic, Giant, Infernal; 
  telepathy 100 ft.
  SQ cooperative scrying, 
  hive mind
  ECOLOGY
  Environment any
  Organization solitary, pair, or colony (3–12)
  Treasure double
  SPECIAL ABILITIES
  Consume Thoughts (Ex) A 
  caulborn can consume 
  the thoughts of 
  a willing, helpless, or fascinated creature with a touch 
  attack. If the target fails a DC 18 Will save, the caulborn 
  can alter the victim’s memory as if using modify memory. 
  This process deals 1d4 points of Intelligence and Wisdom 
  damage to the target. The save DC is Charisma-based. 
  Cooperative Scrying (Sp) Three or more caulborn joining 
  hands can scry on a place or creature as if using the scrying 
  spell (DC 20), but with no limit to the spell’s duration so 
  long as at least three of the caulborn involved continue to 
  join hands and concentrate. This ability functions at CL 
  7th (or at the highest CL available to the most powerful 
  caulborn in the group). The save DC is Charisma-based, 
  adjusted by the modifier of the caulborn with the highest 
  Charisma score.
  Hive Mind (Ex) As long as there are at least two caulborn 
  within 300 feet of each other, if one caulborn in the group 
  is aware of a particular danger, they all are. No caulborn 
  in a group is considered flanked or flat-footed unless all of 
  them are.
  Psychic Deflection (Su) A caulborn adds its Charisma modifier 
  as a deflection bonus to its AC. The caulborn loses this 
  bonus when unconscious.
  Thoughtsense (Su) A caulborn notices and locates 
  living, conscious creatures within 60 feet, 
  just as if it possessed the blindsight ability. 
  Spells such as nondetection or mind 
  blank make an affected creature 
  undetectable by this sense.
  Caulborn are a race of 
  telepathic 
  prophets 
  and 
  historians 
  who 
  subsist 
  on the psychic energy of 
  others. They wander the 
  planes in search of new facts and 
  concepts to add to the pulsating 
  brain-sacks that serve as their 
  collective memories. When a band 
  of caulborn find a particularly 
  interesting site, they settle down 
  to dwell there for many years 
  until they feel that they have 
  learned all there is to know 
  about the location.
  A caulborn is literally a 
  creature of the mind. Its 
  body is self-sustaining, and 
  it exists solely to record 
  and catalogue new thoughts. 
  While they are not evil, 
  caulborn have little interest 
  in alliances or friendship with 
  other races.
  4848
  Illustration by Chris Seaman 
  
  Cecaelia
  In place of legs, this handsome humanoid sports an octopus’s 
  eight writhing tentacles.
  CECAELIA 
  CR 5
  XP 1,600
  CN Medium monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft., tentacle sense 10 ft.; 
  Perception +1
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 45 (6d10+12)
  Fort +4, Ref +9, Will +6
  OFFENSE
  Speed 30 ft., swim 40 ft., jet 200 ft.
  Melee mwk spear +11/+6 (1d8+4/×3), 2 tentacles +5 (1d4+1 plus grab)
  Ranged mwk spear +12 (1d8+3/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacles)
  STATISTICS
  Str 16, Dex 19, Con 14, Int 9, Wis 12, Cha 11
  Base Atk +6; CMB +9 (+13 grapple); CMD 23 (can’t be tripped)
  Feats Combat Reflexes, Weapon Focus (spear), Weapon 
  Focus (tentacles)
  Skills Stealth +13, Survival +10, Swim +12
  Languages Aquan, Common
  SQ amphibious
  ECOLOGY
  Environment warm water
  Organization solitary, pair, or hunting party (2–7)
  Treasure standard (masterwork spear, other treasure)
  SPECIAL ABILITIES
  Ink Cloud (Ex) Once per hour as a standard action, a cecaelia 
  can emit a 10-foot-radius sphere of ink while 
  underwater. This ink cloud provides total 
  concealment and persists for 1 minute.
  Tentacle Sense (Ex) As a swift action while 
  swimming and while it is not grappled or 
  grappling, the cecaelia can spread its 
  tentacles wide to form a sensory net 
  around it. This grants blindsight 
  to a range of 10 feet and 
  lasts as long as the cecaelia 
  concentrates. While this 
  effect lasts, the creature 
  cannot attack with its 
  tentacles or move.
  Cecaelias are intelligent human-
  octopus hybrids that hunt coastlines 
  and ocean reefs. A cecaelia’s humanoid upper 
  body varies individually but generally reflects 
  the features of the inhabitants of the 
  nearest humanoid settlements. Sages think this is an 
  adaptive trait, akin to an octopus’s natural camouflage, 
  allowing cecaelias to mutate within one to two generations 
  to blend in with humanoids sharing their territory. 
  Cecaelia stand 6 feet tall on land, and weigh just over 200 
  pounds. They generally live to be 60 years old. 
  Cecaelias don’t normally wear clothes, but often carry 
  woven seaweed backpacks. They prefer not to wear armor, 
  though when they do, they prefer light, flexible varieties. 
  Tattoos are a common form of decoration as well. 
  Cecaelias are inquisitive creatures, but wary of 
  strangers, and are quickly frustrated by wordy attempts 
  at diplomacy—which they nearly always view as attempts 
  at deception. As allies, they can be valuable to coastal 
  communities since they often dig up treasures from the 
  seabed that they then trade for fragments of polished glass 
  or bits of “land fare,” as they refer to food not taken from 
  the sea.
  4949
  Illustration by Alberto Dal Lago
  Caulborn–Cecaelia
  Caulborn–Cecaelia
  
  Ceratioidi
  This flabby, fishlike humanoid has the wide mouth, bulging eyes, 
  and dangling, luminescent flesh lure of a deep-sea predator.
  CERATIOIDI 
  CR 3
  XP 800
  N Medium monstrous humanoid (aquatic)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 30 (4d10+8)
  Fort +3, Ref +4, Will +6
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee 2 shortspears +8 (1d6+3) or  
  2 slams +7 (1d4+3)
  Ranged 2 shortspears +5 (1d6+3)
  Special Attacks lure
  STATISTICS
  Str 17, Dex 10, Con 15, Int 15, Wis 14, Cha 12
  Base Atk +4; CMB +7; CMD 17
  Feats Ability Focus (lure), Weapon Focus (shortspear)
  Skills Bluff +5, Intimidate +8, Perception +9, Sense 
  Motive +6, Stealth +7, Swim +10
  Languages Aquan, Common
  SQ dual mind, primitive amphibian
  ECOLOGY
  Environment any saltwater
  Organization solitary, mated individual, or clan (3–20)
  Treasure standard
  SPECIAL ABILITIES
  Dual Mind (Ex) The fact that each ceratioidi is actually 
  two creatures sharing the same body gives it a 
  number of unique abilities. A ceratioidi can delegate 
  various actions and physical processes to the individual 
  minds, allowing it to fight with two weapons simultaneously 
  without any penalties. It can also select two favored 
  classes. The telepathic tangle between its twin 
  consciousnesses makes a ceratioidi impervious 
  to mind-affecting effects.
  Lure (Su) As a free action, a ceratioidi can light 
  the dangling lure on its forehead, forcing all 
  non-ceratioidi within a 20-foot radius to make a DC 15 Will 
  save or become fascinated for 1 round. Regardless of the 
  preceding interaction between the ceratioidi and its target, 
  a creature affected by this ability does not view the ceratioidi 
  who has fascinated it as a potential threat until that 
  ceratioidi actually attacks—allowing it to approach without 
  breaking the fascination. Once a creature successfully saves 
  against this effect, it is immune to the same ceratioidi’s lure 
  ability for 24 hours. The save DC is Charisma-based. 
  Primitive Amphibian (Ex) Ceratioidi have rudimentary lungs 
  capable of breathing air indefinitely, but their skin must 
  be bathed in salt water regularly or it begins drying out 
  painfully. They can go for a number of hours equal to twice 
  their Constitution score (30 hours for most ceratioidi) 
  before they need to be bathed in salt water—if they don’t, 
  they take 1 point of Constitution damage per hour. Any 
  Constitution damage accrued is reversed after they spend 
  at least 10 minutes immersed in salt water.
  Rulers of deep ocean trenches, ceratioidi share several 
  unusual traits with the aquatic predators of the ceratiidae 
  family, also known as angler fish. From their strange, 
  spired cities beneath the waves, ceratioidi cast their nets 
  of influence far and wide.
  Perhaps the strangest aspect of the ceratioidi is that each 
  individual is in fact two entities—a powerful, imposing 
  female, and a rat-sized parasitic male who spends most 
  of his life attached to his mate’s neck. A female without a 
  mate loses her dual mind ability, while a male unattached 
  to a female retains his intelligence but otherwise has the 
  same statistics as an electric eel (without the electricity 
  special ability or electricity resistance).
  5050
  Illustration by Scott Purdy
  
  Cerberi
  Every strip of this three-headed hound’s hide has been peeled away, 
  leaving wet sinew and bulging tendons exposed.
  CERBERI 
  CR 6
  XP 2,400
  LE Medium outsider (evil, extraplanar, lawful)
  Init +6; Senses soul scent; Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 76 (8d10+32)
  Fort +10, Ref +8, Will +4
  OFFENSE
  Speed 40 ft.
  Melee 3 bites +11 (1d6+4 plus cerberus’s jaws)
  Special Attacks rend (2 bites, 1d6+4 or 3 bites, 1d6+8)
  STATISTICS
  Str 16, Dex 14, Con 19, Int 6, Wis 15, Cha 9
  Base Atk +8; CMB +11; CMD 23 (27 vs. trip)
  Feats Alertness, Combat Reflexes, Improved Initiative, Stand Still
  Skills Acrobatics +13 (+17 when jumping), Perception +15, Sense 
  Motive +4, Stealth +13, Survival +10 (+14 when tracking 
  undead); Racial Modifiers +4 Survival when tracking undead
  Languages Infernal (cannot speak)
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or pack (3–9)
  Treasure standard
  SPECIAL ABILITIES
  Cerberus’s Jaws (Su) Curse—bite; save 
  Fort DC 18; effect dimensional anchoring. A 
  creature affected by this curse cannot 
  utilize extradimensional travel such as 
  teleport, as if it were under the effect of a 
  dimensional anchor spell. The save DC is 
  Constitution-based.
  Soul Scent (Su) This ability functions as the scent 
  ability, save that it also grants the cerberi a +4 
  racial bonus on Survival checks made to track 
  undead. This ability even allows a cerberi to track 
  the passage of an incorporeal creature.
  The mythical watchdogs of Hell, cerberi bear the bodies 
  of terrible, powerful hounds combined with the essences 
  of fiends. Relied upon by villains and frightful beings 
  as guardians and jailers, these three-headed canine 
  abominations possess far greater cunning than their 
  flensed, 
  bestial 
  appearances 
  would 
  suggest—a 
  terrible intellect they pour largely into malice and 
  enjoyment of their victims’ tormented ends.
  Cerberi draw upon a legendary pedigree, 
  all reputedly tracing their lineage to a single 
  primordial evil beast said to still guard the foundations 
  of some forsaken, deathly realm. Brethren to hell hounds, 
  cerberi loathe their distant kin, viciously attacking such 
  hellspawn if not kept at heel by a tyrannical master. 
  In their natural infernal environments, cerberi 
  might be found anywhere powerful fiends have need for 
  guardians. Cerberi’s incredible ability to trap victims 
  on planes and track the dead make them highly coveted 
  servants across the multiverse. The hounds’ bestial 
  appearances and love of slaughter often cause those 
  who consider themselves cerberi owners to forget the 
  deviousness of their allies, a development that often ends 
  poorly, if not bloodily, for the unwary and the weak.
  Outside of the devil-tamed reaches of Hell and other foul 
  extraplanar wildernesses, small groups of cerberi gather 
  in harsh, packlike communities. Typically dominated by 
  the strongest or wiliest member, such packs form swift 
  and deadly throngs, stalking trespassers upon their vast 
  hunting grounds and doggedly pursuing any scent of lost 
  souls. Although cerberi gain no sustenance from attacking 
  the dead, all gain a vicious satisfaction at the feeling 
  of an immortal essence discorporating forever 
  within their deadly jaws, as befits their 
  infernal nature.
  A typical cerberi stands a broad 4 feet 
  tall and weighs over 200 pounds.
  5151
  Illustration by Jim Pavelec 
  Ceratioidi–Cerberi
  Ceratioidi–Cerberi
  
  Cerebric Fungus
  A swollen, brainlike bulb encrusted with fungal shelves squats 
  atop several ropy legs. A wide mouth bisects the bulb’s crown.
  CEREBRIC FUNGUS 
  CR 3
  XP 800
  N Medium plant 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
  Aura unsettling appearance (60 ft., DC 14)
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 30 (4d8+12); fast healing 2
  Fort +7, Ref +1, Will +6
  Defensive Abilities otherworldly mind; Immune plant traits, 
  Resist cold 5
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d6+2), 2 tendrils +3 (1d4+1 plus pull)
  Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
  Special Attacks pull (tendril, 5 ft.), star-shriek
  Spell-Like Abilities (CL 4th; concentration +6)
  Constant—detect thoughts (DC 14)
  At will—touch of madness (DC 14)
  3/day—calm emotions (DC 14), touch of idiocy (DC 14)
  STATISTICS
  Str 14, Dex 11, Con 16, Int 15, Wis 20, Cha 15
  Base Atk +3; CMB +5; CMD 15 (21 vs. trip)
  Feats Improved Initiative, Multiattack
  Skills Bluff +6, Diplomacy +6, Perception +12, Stealth +7
  Languages telepathy 100 ft.
  ECOLOGY
  Environment any
  Organization solitary, pair, or colony (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Otherworldly Mind (Ex) Any creature attempting to contact 
  a cerebric fungus’s mind or read its thoughts with a 
  divination spell or similar ability must succeed at a DC 
  16 Will save or be overwhelmed by the alien thoughts 
  in the creature’s head. Those who fail take 1d6 points 
  of nonlethal damage and are confused for 1d6 rounds, 
  and the divination effect immediately ends. The save is 
  Charisma-based and includes a +2 racial bonus.
  Star-Shriek (Ex) Once per day as a full-round action, 
  a cerebric fungus can unleash a shrill scream of 
  madness. All creatures (except other cerebric fungi) 
  within 30 feet must make a DC 15 Will save or be 
  nauseated for 1d4 rounds. This is a sonic, mind-
  affecting effect. The save DC is Constitution-based.
  Touch of Madness (Sp) The cerebric fungus may 
  daze one living creature by making a successful 
  touch attack. The target creature must succeed at a DC 14 
  Will save, or it becomes dazed for 1 round per caster level 
  (4 rounds for most cerebric fungi). The dazed subject is not 
  stunned (so attackers get no special advantage against it). 
  This is a mind-affecting enchantment, equivalent to a 2nd-
  level spell.
  Unsettling Appearance (Su) A cerebric fungus constantly 
  scans the minds of those around it, projecting around 
  itself a confusing collage of images gleaned from their 
  thoughts. Creatures within 60 feet that can see the fungus 
  must succeed at a DC 14 Will save or take a –2 penalty on 
  attack rolls. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  Cerebric fungi are a race of carnivorous, intelligent fungi 
  native to a distant planet. Although they are one of the 
  lowliest life forms on their homeworld, the fungi still 
  possess an alien intellect far beyond that of most terrestrial 
  creatures. Cerebric fungi display great curiosity about 
  other races and species when they visit other worlds, asking 
  endless, apparently senseless, questions and engaging in 
  disturbing experiments. Some eccentric scholars claim to 
  have learned unsettling secrets from these interrogations.
  Although capable of fine manipulation with their 
  prehensile filaments, cerebric fungi normally forgo the 
  use of weapons in favor of their natural attacks.
  5252
  Illustration by Eric Braddock
  
  Clockwork
  Clockwork constructs are the technological cousins 
  of golems, constructed with a combination of magic 
  and precise technologies dependant upon the internal 
  churning and turning of thousands of intricate springs, 
  screws, and gears. 
  There are those who would scoff at the work of 
  clockwork engineers, whose constructs seem at best merely 
  imitations of the creations brought to life by practitioners 
  of the purely arcane arts. However, those canny enough 
  to realize the potential of clockwork engines know their 
  true power to be both exotic and potent. In worlds where 
  clockworks are common, these creatures can rival even 
  the most powerful of golems for raw power. Massive 
  giants comprising countless nuts and bolts have torn 
  entire empires asunder. Time and time again, clockwork 
  creatures have proven themselves a formidable presence 
  in the face of more traditional rivals, and those who have 
  borne witness to the feats of these creatures know to hold 
  their tongues before questioning the constructs’ power.
  Clockwork creatures function by combining magical 
  energies and clockwork mechanisms. The myriad metal 
  parts that go into the construction of a clockwork creation 
  require absolute precision in order to function properly, so 
  they must be built by only the steadiest of hands. Amateurish 
  attempts at clockwork construction typically result in 
  nonfunctional units or misfires, and many an engineering 
  lab has been burned to the ground by novices seeking to learn 
  the basics of clockworks and the elements that power them.
  Particularly guileful crafters may construct miniature 
  clockwork spies that can record sound, and rumors tell of 
  even more advanced technologies that allow visual recording. 
  While magical wonders such as spells can allow the user 
  to scry information or to see where one isn’t normally 
  physically able to, clockwork spies provide an edge in that 
  their memories are concrete and incorruptible, enabling 
  them to make flawless recordings of events not subject to the 
  regular perversions of human memories.
  Clockwork creations, as their names suggests, must be 
  wound up before they animate. The creator of a clockwork 
  crafts a unique key for each creation. This key is typically 
  inserted into the clockwork’s back and turned clockwise to 
  wind it. Turning the key counterclockwise has the effect 
  of winding the machine down, though only a willing 
  (or completely helpless) machine will allow itself to be 
  unwound in this way, meaning either its creator or someone 
  its creator has specifically designated can normally do so. 
  Since each key is totally unique, construction of a new key 
  (or bypassing a key entirely) requires a successful Disable 
  Device check (DC = 20 + the clockwork’s CR). Larger 
  clockworks tend to have larger keys, and particularly huge 
  keys require more than one set of hands to turn. Rather 
  than seek assistance from other engineers, eccentric 
  or hermetic inventors often rely upon other clockwork 
  creations to help them turn keys or aid in the creation 
  of more monumental constructs. Other times, engineers 
  give copies of keys to their most trusted clockworks, which 
  can be programmed to wind allies and even themselves as 
  the situation requires.
  Much like golems and animated objects, clockwork 
  creatures can be given any number of commands; a 
  perpetually turning script in their core records those 
  orders and programs the rest of the machine. Only one 
  who possesses a key to the clockwork can program it, 
  but any commands given to the construct last until the 
  clockwork is reprogrammed or destroyed. An individual 
  clockwork’s potential is only limited by its creator’s 
  innovation and aptitude. Unlike many golems, which 
  are trapped in bodies resembling lumbering and fallible 
  cages, clockwork constructs can be repeatedly reworked 
  and reengineered—gears can be oiled, springs can 
  be replaced, and pistons can be fine-tuned. The ever-
  adjustable framework of these mechanical beasts allows 
  for extreme variation from creation to creation.
  Since clockwork creations are mostly mechanical 
  and are at the mercy of their creator’s adeptness with 
  the technology, they are prone to the follies of human 
  error. Loose bolts, improper programming, or lack of 
  maintenance are all cause for malfunctions, errors that 
  can range from minute energy leaks to deadly explosions. 
  The most common cause of malfunction, however, is 
  not imparted by the creator, but by the clockwork’s 
  destroyer. Creatures attacking the machine gradually 
  unhinge screws and twist cogs with each landed blow, 
  giving the clockwork a greater chance of backfire. Many 
  combat clockworks are thus accompanied by clockwork 
  servants—servitor clockworks that quickly and readily 
  fix their mechanical allies in the heat of battle.
  In the earlier days of clockwork technology, many 
  practical hindrances prevented rapid maturation of 
  the devices. Clockwork machines were powered by 
  inefficient, costly resources; however, the advent of arcane 
  enchantment not only has allowed for greater precision 
  in the crafting of gears and other key components, but 
  has also opened up a wide new range of possibilities for 
  defensive systems and offensive weaponry. Early attempts 
  to combine clockwork with steam power or other 
  nonmagical forms of energy tended to overcomplicate 
  the already delicate machinery, and have long since 
  been abandoned as a result. Whispers abound of an even 
  more unusual category of clockwork that has solved this 
  problem and has merged the complexities of steam power 
  with the adaptability of magical energies, yet such exotic 
  and unusual clockworks remain nothing more than 
  rumors in most worlds at this time.
  5353
  Cerebric Fungus–Clockwork
  Cerebric Fungus–Clockwork
  
  Clockwork Goliath
  The gears of this enormous, four-armed mechanical giant shriek 
  and grind in a deafening cacophony as it lumbers forth.
  CLOCKWORK GOLIATH 
  CR 19
  XP 204,800
  N Gargantuan construct (clockwork)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 35, touch 13, flat-footed 28 (+5 Dex, +2 dodge, +22 natural, 
  –4 size)
  hp 214 (28d10+60)
  Fort +9, Ref +16, Will +9
  DR 15/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 40 ft.
  Melee 4 slams +41 (3d6+17)
  Ranged cannon +29/+24/+19/+14 (6d6/×4)
  Space 20 ft.; Reach 20 ft.
  Special Attacks self-destruction, trample (3d6+25, DC 41)
  STATISTICS
  Str 45, Dex 20, Con —, Int —, Wis 11, Cha 1
  Base Atk +28; CMB +49; CMD 66
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ swift reactions, winding
  ECOLOGY
  Environment any
  Organization solitary, pair, or siege (3–6)
  Treasure none
  SPECIAL ABILITIES
  Cannon (Ex) One of a goliath’s arms ends in 
  a cannon. The goliath may use this as 
  one of its four slam attacks, or it 
  can use it to fire cannonballs. A 
  cannon has a range increment of 
  100 feet, and deals 6d6 points 
  of bludgeoning and piercing 
  damage on a hit with a ×4 
  critical modifier. A clockwork 
  goliath’s cannon can hold up 
  to 12 cannonballs—reloading a 
  single cannonball is a standard action. 
  Self-Destruction (Su) When a goliath’s hit 
  points are reduced to 10% its total (21 
  hp for most clockwork goliaths) or less 
  but still above 0, it self-destructs on its 
  next turn, bursting in an explosion of 
  metal scraps and steam that deals 12d6 points 
  of slashing damage plus 12d6 points of fire damage to all 
  creatures within a 20-foot-radius burst. A successful DC 24 
  Reflex save halves the damage. The save is Constitution-based.
  The thunderous clockwork goliath is easily recognized as 
  the epitome of technology created to destroy. The exact 
  nature of a clockwork goliath’s “hands” varies—they all 
  resolve as slam attacks in melee combat, though.
  The clockwork goliath towers over most creatures and 
  buildings; standing at a height of 45 feet, it weighs over 
  100 tons.
  CONSTRUCTION
  The clockwork goliath is one of the most difficult of 
  its kind to create. The creator must start with crafted 
  clockwork pieces worth 20,000 gp. 
  CLOCKWORK GOLIATH
  CL 18th; Price 300,000 gp
  CONSTRUCTION
  Requirements Craft Construct, Gunsmithing (Ultimate 
  Combat 103), animate objects, geas/quest, and limited 
  wish, creator must be at least caster level 18th; Skill Craft 
  (clockwork) DC 25; Cost 160,000 gp
  5454
  Illustrations by Andrew Hou
  
  Clockwork Leviathan
  Long and metallic, this serpentine construction resembles a 
  mechanical eel with several paddle-like limbs.
  CLOCKWORK LEVIATHAN 
  CR 12
  XP 19,200
  N Huge construct (clockwork)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 28, touch 14, flat-footed 22 (+4 Dex, +2 dodge, +14 natural, 
  –2 size)
  hp 128 (16d10+40)
  Fort +5, Ref +11, Will +5
  DR 10/adamantine; Immune fire, construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee bite +25 (2d6+11), 2 slam +25 (1d8+11 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (60-ft. line, 12d8 fire damage, 
  DC 18 for half, usable every 1d4 rounds, 3/day), grind, 
  swallow whole (2d8+16 slashing damage plus 2d6 fire 
  damage, AC 17, 20 hp)
  STATISTICS
  Str 33, Dex 18, Con —, Int —, Wis 11, Cha 1
  Base Atk +16; CMB +29 (+33 grapple); CMD 45 
  (can’t be tripped)
  Feats Improved InitiativeB, Lightning ReflexesB
  Skills Stealth +8 (+12 in water), Swim +19; 
  Racial Modifiers +12 Stealth (+16 in water)
  SQ swift reactions, winding
  ECOLOGY
  Environment any
  Organization solitary or pod (2–4)
  Treasure none
  SPECIAL ABILITIES
  Breath Weapon (Su) A clockwork leviathan’s 
  breath weapon is a powerful jet of scorching 
  steam—it functions equally well above and 
  under water.
  Grind (Ex) A clockwork leviathan deals an additional 
  1d8+16 points of slashing damage when 
  it makes a successful grapple check 
  because of the myriad twisting gears 
  and churning pistons that make up its 
  jagged underbelly.
  Swallow Whole (Ex) A clockwork leviathan’s interior 
  is filled with injurious grinding gears and 
  superheated water—in addition to taking damage, 
  a swallowed creature must hold its breath or risk 
  drowning as long as it remains inside a clockwork 
  leviathan’s “stomach.”
  Clockwork leviathans are equally capable of functioning 
  on land and in water. Sailors who are haunted by the 
  memories of these treacherous machines need not 
  exaggerate their yarns, for the reality of an aquatic 
  construct such as this holds enough terror in its story for 
  even the hardiest of seafarers.
  A clockwork leviathan’s numerous metal plates and 
  links are made of such resilient material that they never 
  rust, even after long exposure to the briny sea waters that 
  leviathans often patrol. 
  Clockwork leviathans are 25 feet long and weigh just 
  over 3 tons.
  CONSTRUCTION
  When creating these clockworks, great care must be 
  taken to waterproof their components. The creator must 
  start with crafted clockwork pieces worth 10,000 gp. 
  CLOCKWORK LEVIATHAN
  CL 12th; Price 130,000 gp
  CONSTRUCTION
  Requirements Craft Construct, freedom of 
  movement, geas/quest, heat metal, and limited 
  wish, creator must be at least caster level 
  12th; Skill Craft (clockwork) DC 20; 
  Cost 70,000 gp
  5555
  Clockwork Goliath–Clockwork Leviathan
  Clockwork Goliath–Clockwork Leviathan
  
  Clockwork Servant
  This four-armed, human-sized clockwork construct balances on 
  three legs that rise into a central body.
  CLOCKWORK SERVANT 
  CR 2
  XP 600
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+2 Dex, +2 dodge, +2 natural)
  hp 31 (2d10+20); fast healing 2
  Fort +0, Ref +4, Will +0
  Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d4+6)
  Ranged net +4 (entangle, see page 147 of the Core Rulebook)
  STATISTICS
  Str 19, Dex 14, Con —, Int —, Wis 11, Cha 1
  Base Atk +2; CMB +6; CMD 20
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ repair clockwork, swift reactions, winding
  ECOLOGY
  Environment any
  Organization solitary, team (2–4), or squadron (5–10)
  Treasure none
  SPECIAL ABILITIES
  Net (Ex) As a standard action, a clockwork servant can 
  launch a net from its shoulder. The launcher itself can 
  contain up to five nets—loading a folded net into the 
  launcher is a standard action. Some clockwork servants 
  are outfitted with masterwork or even magic nets, 
  although the clockwork servant presented here is armed 
  with standard nets.
  Repair Clockwork (Ex) Clockwork servants are adept 
  at repairing other clockwork constructs. As a 
  standard action that does not provoke an 
  attack of opportunity, a clockwork 
  servant can repair damage done 
  to either itself or an adjacent 
  clockwork creature, healing 1d10 
  points of damage to the target.
  Since clockwork engineers can’t always 
  be present to make sure their devices are working 
  at full capacity, the clockwork servant was invented to 
  serve that role. Clockwork servants excel at repairing 
  themselves and other clockworks on the battlefield, 
  proving useful for skirmishes and campaigns alike.
  Rumors of clockwork servants with magically imparted 
  intelligence persist among explorers of certain strange 
  ruins—while no smarter than the average human, such 
  “awakened” clockwork servants have skills and feats 
  as appropriate for their Hit Dice (Disable Device +7, 
  Perception +2, and Skill Focus [Disable Device] for most 
  intelligent clockwork servants), and are said to serve 
  in more complex roles than mere repair workers. An 
  intelligent clockwork has an Intelligence score of 11 and 
  can speak one language.
  Clockwork servants are about 5 feet tall and weigh over 
  400 pounds.
  CONSTRUCTION
  The creator of a clockwork servant must start with crafted 
  clockwork pieces worth 500 gp. 
  CLOCKWORK SERVANT
  CL 12th; Price 7,500 gp (13,500 for an intelligent servant)
  CONSTRUCTION
  Requirements Craft Construct, geas/quest and make whole, 
  creator must be at least caster level 12th; Skill Craft 
  (clockwork) DC 20; Cost 4,000 gp (7,000 for an intelligent 
  clockwork servant)
  5656
  Illustrations by Andrew Hou
  
  Clockwork Soldier
  Cogs and gears are visible in the gaps of this metallic creature’s 
  armor. It wields a polearm as it stands ready at attention.
  CLOCKWORK SOLDIER 
  CR 6
  XP 2,400
  N Medium construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+2 Dex, +2 dodge, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +6, Will +2
  DR 5/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft.
  Melee +1 halberd +18/+13 (1d10+13/×3)
  Special Attacks latch
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 
  vs. disarm)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ efficient winding, proficient, standby, swift reactions
  ECOLOGY
  Environment any
  Organization solitary, pair, trio, troop (3–8), or company (9–12 
  plus 1–4 clockwork servants)
  Treasure standard (+1 halberd, other treasure)
  SPECIAL ABILITIES
  Efficient Winding (Ex) A clockwork soldier can function for 2 
  days per Hit Die every time it is wound.
  Latch (Ex) Clockwork soldiers have specially designed hands 
  that easily grasp and lock onto weapons and objects. A 
  soldier can attempt to disarm or grapple as a standard action 
  without provoking an attack of opportunity, and it receives 
  a +2 bonus on disarm checks. In addition, it receives a 
  +2 bonus to CMD against attempts to disarm it.
  Proficient (Ex) A clockwork soldier is proficient with all 
  simple and martial weapons.
  Standby (Ex) A clockwork soldier can place itself on standby 
  as a standard action. While on standby, a clockwork soldier 
  cannot move or take any actions. It remains aware of its 
  surroundings but takes a –4 penalty on Perception checks. 
  Time spent on standby does not count against the soldier’s 
  wind-down duration. A clockwork soldier can exit standby 
  as a swift action—if it does so to initiate combat, it gains a 
  +4 racial bonus on its Initiative check.
  The clockwork soldier is a mechanical mercenary that 
  fights to the death for its creator. With the ability to 
  wield most weapons with full proficiency, clockwork 
  soldiers are versatile and wholly unpredictable foes. Most 
  are armed with magic weapons—a +1 halberd being the 
  most common armament.
  Clockwork soldiers are among the most efficient 
  constructs of their kind. They are ideal for sentry and 
  guard duty. Clockwork soldiers have the same basic shape 
  as a human. They are 6 feet tall and weigh 500 pounds.
  CONSTRUCTION
  The creator must start with crafted clockwork pieces worth 
  1,000 gp; the cost of the soldier’s weapon is not included in 
  this price.
  CLOCKWORK SOLDIER
  CL 12th; Price 37,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest and heroism, 
  creator must be at least caster level 12th; Skill Craft 
  (clockwork) DC 20; Cost 19,000 gp
  5757
  Clockwork Servant–Clockwork Soldier
  Clockwork Servant–Clockwork Soldier
  
  Clockwork Spy
  This tiny steel creature has one oversized eye, a spherical body, 
  and several spiderlike legs of grinding metal.
  CLOCKWORK SPY 
  CR 1/2
  XP 200
  N Tiny construct (clockwork)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +3, Will +0
  Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee slam +3 (1d2)
  Special Attacks record audio, self-destruct
  STATISTICS
  Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +1; CMB +0; CMD 12
  Feats Improved InitiativeB, Lightning ReflexesB
  Skills Climb +2, Fly –3, Stealth +11; Racial Modifiers +2 Climb, 
  +2 Stealth
  SQ swift reactions, winding
  ECOLOGY
  Environment any
  Organization solitary
  Treasure incidental (gemstone worth 50 gp)
  SPECIAL ABILITIES
  Record Audio (Su) A clockwork spy can record nearby sounds 
  as a swift action, archiving all sound within a 20-foot spread 
  onto a small gemstone worth 50 gp embedded in its body. 
  The clockwork spy can record up to 1 hour of sound per 
  Hit Die it possesses. Starting and stopping playback of 
  recorded sound is a swift action. Removing a gemstone or 
  installing a gemstone into a clockwork spy requires a DC 25 
  Disable Device check as a full-round action—failure does 
  not damage the gemstone but does erase any recorded 
  sounds on the gemstone. Since clockwork spies are not 
  intelligent, they must be given simple commands as to 
  when they are to start recording sounds. A clockwork spy 
  can differentiate between creature types and subtypes, 
  but not between specific individuals—a spy can be 
  ordered to start recording sound as soon as a 
  humanoid (human) or an aberration comes in 
  range, but it cannot be ordered to 
  start recording when a specific 
  person comes within range. Once 
  a clockwork spy begins recording 
  sound, it cannot cease recording 
  early. Likewise, it cannot record 
  sound onto a gemstone that already contains a recording.
  Self-Destruct (Su) Unless specifically programmed otherwise 
  by its creator, a clockwork spy explodes 1 round after it 
  is destroyed. During this round, the thing shrieks and 
  thrashes about as if undergoing convulsions. On what 
  would normally have been the clockwork spy’s next action, 
  it explodes, dealing 1d6 points of fire damage in a 5-foot 
  radius (Reflex DC 10 for half damage). A DC 20 Disable 
  Device check made as a standard action can halt the spy’s 
  self-destruct sequence, but does not prevent it from dying. 
  A clockwork spy that self-destructs automatically destroys 
  its gemstone, along with any information contained inside 
  it. The save DC is Constitution-based.
  These spindly and discreet mechanical arachnids are ideal 
  for surveillance and reconnaissance missions, and can be 
  vital tools in political intrigues or illicit consortium tactics. 
  Their retractable, insectile wings make the swift creatures 
  even craftier foes than most would anticipate. As they are 
  less combat-oriented than many other clockworks, if a 
  clockwork spy is caught in the act of recording its target, 
  escape is usually the most practical course of action for it.
  Clockwork spies are about 2 feet wide from leg to leg, 
  and weigh less than 40 pounds.
  CONSTRUCTION
  These delicate constructs are full of small parts and 
  difficult to construct. The creator must start with crafted 
  clockwork pieces worth 250 gp. 
  CLOCKWORK SPY
  CL 12th; Price 1,250 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest and ghost sound, 
  creator must be at least caster level 12th; Skill Craft 
  (clockwork) DC 20; Cost 750 gp
  5858
  Illustration by Andrew Hou
  
  Cold Rider
  Jagged, twisting antlers of dark blue ice crown the helm of this 
  ice-armored humanoid figure.
  COLD RIDER 
  CR 8
  XP 4,800
  CE Medium fey (cold)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +18
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
  hp 97 (13d6+52); fast healing 5
  Fort +8, Ref +11, Will +10
  Defensive Abilities implements of ice; Immune cold; SR 19
  Weaknesses vulnerable to fire and sonic, susceptible to shatter
  OFFENSE
  Speed 30 ft.; icewalking
  Melee +2 icy burst glaive +12/+7 (1d10+6/×3 plus 1d6 cold) or 
  gore +9 (2d6+3 plus 1d6 cold)
  Spell-Like Abilities (CL 10th; concentration +13)
  Constant—pass without trace
  At will—chill metal (DC 15), deep slumber  
  (DC 16), ghost sound (DC 13), obscuring 
  mist, phantom steed, ray of frost
  1/day—freedom of movement, ice storm
  STATISTICS
  Str 17, Dex 16, Con 18, Int 14, Wis 15, Cha 17
  Base Atk +6; CMB +9; CMD 22
  Feats Improved Initiative, Mounted Combat, 
  Ride-By Attack, Skill Focus (Ride), Spirited 
  Charge, Trample, Weapon Focus (glaive)
  Skills Acrobatics +19, Handle Animal +16, 
  Intimidate +16, Knowledge (nature) +18, 
  Perception +18, Ride +22, Sense Motive 
  +18, Stealth +19
  Languages Common, Elven, Sylvan
  ECOLOGY
  Environment any cold
  Organization solitary, pair, or cavalry (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Icewalking (Ex) A cold rider and any creature it 
  rides can move across icy surfaces without 
  penalty and do not need to make Acrobatics 
  checks to run or charge on ice. They may 
  climb icy surfaces as if under the effects 
  of the spider climb spell.
  Implements of Ice (Su) A cold rider wears 
  full plate armor and wields a +2 icy 
  burst glaive made of magical ice as hard 
  as steel. Its armor has no armor check 
  penalty. When a cold rider dies, its armor 
  and glaive melt into water in 1d6 rounds.
  Susceptible to Shatter (Ex) A shatter spell deals 3d6 points 
  of damage to a cold rider (no save) and reduces its armor 
  bonus by 2 for 1 minute. Shatter spells automatically 
  overcome a cold rider’s spell resistance.
  Cold riders are terrifying armored majesties, clad in cloaks 
  of frost with a pair of large crystal-blue antlers cresting 
  their almost skeletal heads. Their icy armor and weapons 
  are as much a part of them as their frozen flesh. Cold riders 
  delight in perversion, slaughter, and the corruption of other 
  fey. They prefer undead or cold-resistant steeds, but even 
  when they have no access to such, their phantom steed spell-
  like ability ensures they never go long without a mount. 
  Cold riders are 7 feet tall, though their antlers easily add 
  another 2 feet to their height. They weigh 300 pounds.
  5959
  Illustration by John Gravato
  Clockwork Spy–Cold Rider
  Clockwork Spy–Cold Rider
  
  Crab, Shipwrecker
  Claws the size of rowboats dominate the form of this massive 
  crab. Barnacles and sea grass cling to the creature’s thick shell. 
  SHIPWRECKER CRAB 
  CR 13
  XP 25,600
  N Colossal vermin (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 27, touch 5, flat-footed 24 (+3 Dex, +22 natural, –8 size)
  hp 189 (14d8+126)
  Fort +18, Ref +7, Will +6
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +16 (2d8+21 plus grab)
  Space 30 ft.; Reach 30 ft.
  Special Attacks constrict (2d8+21)
  STATISTICS
  Str 38, Dex 16, Con 28, Int —, Wis 14, Cha 5
  Base Atk +10; CMB +32 (+36 grapple); CMD 45 (61 vs. trip)
  Skills Perception +10, Swim +22
  SQ powerful claws
  ECOLOGY
  Environment any water
  Organization solitary or cast (2–12)
  Treasure none
  SPECIAL ABILITIES
  Powerful Claws (Ex) A shipwrecker crab’s claw attacks deal 
  damage equal to 1-1/2 times its Strength modifier. In 
  addition, a shipwrecker crab ignores up to 5 points of 
  hardness when damaging objects.
  A bane to all vessels traveling the seas, shipwrecker crabs 
  can ruin the career of a merchant captain in minutes, 
  destroying her ship, dumping its cargo into 
  the waters below, and plucking her 
  drowning crew from the wreckage 
  for food. 
  Shipwrecker crabs live 
  most of their lives in 
  shallow seas, coming near 
  the coast or surface to 
  hunt and feed. 
  A shipwrecker crab 
  measures 
  50 
  feet 
  across, 
  with 
  two 
  long arms capable of 
  extending a further 
  30 feet each, and 
  weighs 6 tons.
  Crab, Shark-Eating
  This spiny, long-legged crab towers over its surroundings. Its 
  quick and powerful claws thrash wildly, eager for prey.
  SHARK-EATING CRAB 
  CR 7
  XP 3,200
  N Huge vermin (aquatic)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, –2 size)
  hp 84 (8d8+48)
  Fort +12, Ref +4, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee 2 claws +13 (1d8+9 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (1d8+9), darting claw
  STATISTICS
  Str 29, Dex 14, Con 22, Int —, Wis 12, Cha 2
  Base Atk +6; CMB +17 (+21 grapple); CMD 29 (41 vs. trip)
  Skills Perception +5, Swim +17; Racial Modifiers +4 Perception
  SQ water dependency
  ECOLOGY
  Environment any water
  Organization solitary or cast (2–8)
  Treasure none
  SPECIAL ABILITIES
  Darting Claw (Ex) Evolved for snatching fast prey, a shark-
  eating crab is exceptionally quick with its claws. When 
  making a full attack, if a shark-eating crab misses with both 
  of its claw attacks, it can make an additional claw attack at a 
  –2 penalty against any creature within its reach. 
  Extremely fast and agile for such a large creature, 
  the shark-eating crab preys on predators of 
  the sea. Not limiting its consumption 
  to just sharks, these crabs feed on 
  fast-moving fish like barracudas 
  and tuna, and even mollusks like 
  giant squid. Their hunting skills 
  have evolved over the ages to 
  track the movements of fast 
  creatures swimming above 
  them as the crabs blend 
  into their surroundings.
  The typical shark-
  eating crab stands 
  16 feet tall and 
  weighs just over 
  4,000 pounds.
  6060
  Illustration by Mariusz Gandzel 
  
  Cyclops, Great
  This misshapen but incredibly muscular humanoid has a single 
  huge bloodshot eye set under a short, jagged horn on its brow. 
  GREAT CYCLOPS 
  CR 12
  XP 19,200
  CE Huge humanoid (giant)
  Init +1; Senses low-light vision; Perception +22
  DEFENSE
  AC 26, touch 9, flat-footed 25 (+4 armor, +1 Dex, +13 natural, 
  –2 size)
  hp 195 (17d8+119)
  Fort +12, Ref +6, Will +14
  OFFENSE
  Speed 50 ft.
  Melee mwk greatclub +24/+19/+14 (3d8+19), gore +17 (1d8+6) or  
  gore +23 (1d8+13), 2 slams +23 (2d6+13)
  Ranged rock +11 (2d6+19)
  Space 15 ft.; Reach 15 ft.
  Special Attacks powerful charge (gore, 4d8+24), rock 
  throwing (120 ft.)
  STATISTICS
  Str 36, Dex 13, Con 25, Int 7,  
  Wis 14, Cha 8
  Base Atk +12; CMB 
  +27; CMD 38
  Feats Awesome 
  Blow, Cleave, 
  Critical Focus, 
  Diehard, Endurance, 
  Improved Bull Rush, 
  Iron Will, Power Attack, 
  Staggering Critical
  Skills Perception +22
  Languages Common, Cyclops, Giant
  SQ flash of brutality
  ECOLOGY
  Environment any temperate or tropical
  Organization solitary, colony (2–5), or tribe (6–14)
  Treasure standard (masterwork greatclub, hide 
  armor, other treasure)
  SPECIAL ABILITIES
  Flash of Brutality (Su) Once per day as a swift 
  action, a great cyclops can gain a burst of 
  savage of inspiration. When it does, it doubles 
  the threat range of all weapons, natural attacks, 
  and rock attacks it makes until the start of its 
  next turn. Furthermore, once per day, when the 
  great cyclops reaches 0 or fewer hit points and 
  is conscious because of its Diehard feat, this ability 
  recharges, allowing it to use the ability a second 
  time that same day.
  Degenerate giants of cyclops-kind, the legendary great 
  cyclopes embody the rage and dark doom of this race of 
  uncanny seers. In their eyes blaze endless possibilities 
  for bloodshed and terror, their myopic gazes seeming to 
  witness the potential for infinite deaths and devastations 
  hidden within each moment. Gigantic but dull-witted, 
  these massive savages are usually loners, but occasionally 
  either need or fate drives them to rampages from which 
  few are safe. Such undeniable force brings with it a dread 
  that, in many instances, grows to reverence, giving rise 
  to strange cults that cloak these cyclopes with veils of 
  menace and dark legends.
  Denizens of remote and primeval parts of the world, 
  great cyclopes typically dwell in lands where none might 
  intrude upon them—deserted islands, high craggy 
  mountains, and stoic hill countries often provide the 
  great caves they favor as lairs. While most avoid well-
  traveled or populated lands, spending much of their time 
  hunting megafauna and even monstrous prey in the wilds, 
  some, driven by hunger or a desperation to wander, seek 
  out the paths and settlements 
  of humanoids, finding that 
  their fragile buildings are easily 
  shattered and that the mewling 
  creatures make savory meals.
  The average great cyclops 
  stands approximately 30 feet 
  tall and weighs upward of 4 
  tons, though individuals of 
  significantly 
  greater 
  size are known.
  6161
  Illustration by Alberto Dal Lago
  Crab–Cyclops, Great
  Crab–Cyclops, Great
  
  Daemon, Crucidaemon
  Its body seemingly made of iron, this shapely feminine form has 
  wrists pierced by chains that end in curved blades.
  CRUCIDAEMON 
  CR 15
  XP 51,200
  NE Medium outsider (daemon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., deathwatch, detect good, true 
  seeing; Perception +23
  DEFENSE
  AC 29, touch 16, flat-footed 23 (+5 Dex, +1 dodge, +13 natural)
  hp 212 (17d10+119)
  Fort +17, Ref +12, Will +13
  DR 10/good and silver; Immune acid, bleed, death effects, 
  disease, poison; Resist cold 10, electricity 10, fire 10; SR 26
  OFFENSE
  Speed 50 ft.
  Melee daggers +29/+29/+24/+19/+14 (1d4+11/17–20)
  Space 5 ft.; Reach 10 ft.
  Special Attacks bleed (2d6), chained daggers, trap making
  Spell-Like Abilities (CL 16th; concentration +25)
  Constant—air walk, deathwatch, detect good, true seeing
  At will—fear (DC 23), greater teleport (self plus 50 lbs. of 
  objects only), invisibility
  3/day—greater glyph of warding (DC 25), hold monster (DC 24) 
  1/day—insanity (DC 26), summon (level 4,  
  2 piscodaemons 50%), symbol of pain (DC 24)
  STATISTICS
  Str 28, Dex 21, Con 24, Int 16, Wis 17, Cha 29
  Base Atk +17; CMB +26; CMD 42
  Feats Dodge, Improved Critical 
  (daggers), Improved Initiative, 
  Lightning Reflexes, Mobility, 
  Spring Attack, Stealthy, Step Up, 
  Weapon Focus (daggers)
  Skills Bluff +29, Craft (traps) +31, 
  Disable Device +25, Escape Artist +7, 
  Intimidate +29, Knowledge (arcana, 
  engineering) +11, Perception +23, Sense 
  Motive +16, Spellcraft +18, Stealth +29, 
  Use Magic Device +19; Racial Modifiers 
  +8 Craft (traps)
  Languages Abyssal, Draconic, Infernal; 
  telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or inquisition (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Chained Daggers (Su) A crucidaemon fights 
  with the two daggers chained to its wrists as 
  if dual wielding daggers with a reach of 10 
  feet (although it can also attack adjacent foes with no 
  penalty). It takes no penalty on attack or damage rolls while 
  wielding both of these daggers at once. These daggers 
  are considered to be +2 daggers that deal 2d6 points of 
  bleed damage. The daggers become nonmagical upon the 
  daemon’s death, and cannot be disarmed. A crucidaemon 
  may remanifest a destroyed dagger as a standard action.
  Trap Making (Ex) A crucidaemon can use Disable Device 
  to disarm magic traps. When it uses its greater glyph of 
  warding spell-like ability to create a spell glyph, it may 
  utilize any 6th-level or lower spell from the cleric or the 
  wizard spell list, even though it otherwise can’t cast these 
  spells. The Perception and Disable Device DCs for any traps 
  a crucidaemon creates gain a +2 bonus.
  Bloody representations of death by traps or torture, 
  crucidaemons spend their existence subjecting creatures 
  to an eternity of pain and terror. Whereas many daemons 
  are quick to feed on the soul of mortals they capture, a 
  crucidaemon lets its victims linger, marinating their 
  souls in torment and pain so that when the time for 
  feeding finally comes, they welcome their final oblivion 
  with tears of gratitude.
  Crucidaemons are 6 feet tall and weigh 250 pounds.
  6262
  Illustrations by Tyler Walpole
  
  Daemon, Vulnudaemon
  A bloody, tooth-filled mouth that looks almost like a horrific gash 
  gasps in the neck of this pale, childlike horror.
  VULNUDAEMON 
  CR 4
  XP 1,200
  NE Small outsider (daemon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., detect good, detect magic; 
  Perception +10
  Aura aura of doom (30 ft., DC 18) 
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 39 (6d10+6)
  Fort +6, Ref +5, Will +6
  DR 5/good or silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee short sword +10/+5 (1d4+2/19–20 plus bleed), bite +5 (1d3+1)
  Special Attacks bleed (1d4), sneak attack +1d6
  Spell-Like Abilities (CL 7th; concentration +10)
  Constant—detect good, detect magic
  3/day—blur, death knell (DC 15), invisibility, minor image (DC 14)
  1/day—inflict critical wounds (DC 17), summon (level 2, 1d4 
  cacodaemons 40%)
  STATISTICS
  Str 14, Dex 17, Con 13, Int 12, Wis 13, Cha 16
  Base Atk +6; CMB +7; CMD 20
  Feats Ability Focus (aura of doom), Combat Casting, 
  Weapon Finesse
  Skills Bluff +12, Diplomacy +10, Fly +11, Knowledge (arcana) +7, 
  Knowledge (planes) +8, Perception +10, Sense Motive +10, 
  Spellcraft +8, Stealth +16
  Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary, pair, or murder (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Aura of Doom (Su) As a free action, a vulnudaemon can radiate 
  an aura of dread and hopelessness. Any creature within 30 
  feet of the vulnudaemon must succeed at a DC 18 Will save 
  or become shaken for as long as it remains in the aura.
  These deceptive daemons personify death resulting from 
  murder accented with betrayal. Most often formed from 
  the souls of evil creatures killed by family or friends, 
  vulnudaemons spread their insanity throughout the 
  worlds by deceiving and killing all creatures they meet.
  Vulnudaemons stalk their prey, infecting them with a 
  sense of impending doom and watching their reactions, 
  learning their responses before attacking and savoring 
  their death. These daemons serve as excellent assassins, 
  hiding in the shadows before debilitating their enemies, 
  or striking from the protection of invisibility in order to 
  deliver the killing blow. When facing stronger enemies, 
  vulnudaemons seek to wear them down through a series 
  of attacks, nicking at them and darting off, then repeating 
  the process until their opponents bleed out.
  Vulnudaemons often find themselves called to the 
  Material Plane by cultists of deities associated with 
  murder and assassination. These cultists often see 
  vulnudaemons as sacred creatures favored by their deity, 
  and rather than simply use the daemons as assassins, 
  cultists often grant them a shocking degree of freedom 
  to wander the region as they will, picking victims to fit 
  their own agendas and murdering whomever they wish. 
  Cultists who conjure vulnudaemons into the world 
  usually take care to show the daemons a secret hand sign 
  or other code that members of the cult can show them, 
  lest the monsters decide to target one of the believers 
  for an attack. Whether or not an accidentally targeted 
  cultist has the time to flash her safety sign to the daemon 
  should the creature attack her at a later date is, of course, 
  another matter.
  Vulnudaemons stand 3 feet tall and weigh 25 pounds.
  6363
  Daemon, Crucidaemon–Daemon, Vulnudaemon
  Daemon, Crucidaemon–Daemon, Vulnudaemon
  
  Deathtrap Ooze
  The killing blade of this horrific trap drips with an animated 
  sheen of foul brown-orange slime.
  DEATHTRAP OOZE 
  CR 8
  XP 4,800
  N Large ooze (shapechanger)
  Init –4; Senses Perception –5
  DEFENSE
  AC 10, touch 5, flat-footed 10 (–4 Dex, +5 natural, –1 size)
  hp 126 (12d8+72)
  Fort +10, Ref +0, Will –1
  Immune acid, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +13 (2d6+6 plus 2d6 acid and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+6 plus 2d6 acid)
  STATISTICS
  Str 20, Dex 3, Con 22, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +15 (+19 grapple); CMD 21 (can’t be tripped)
  Skills Climb +13
  SQ compression, trap form
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) A deathtrap ooze secretes acid that dissolves only 
  flesh. Creatures made of materials other than flesh are 
  immune to this acid.
  Trap Form (Su) Taking 1 minute to do so, a deathtrap ooze 
  can assume the form of any Medium or Large mechanical 
  trap that has no more than one moving part (excluding 
  pits). The ooze can maintain this form indefinitely. The 
  trap it can assume the form of must be of a CR equal to 
  or less than that of the deathtrap ooze itself—appropriate 
  traps from pages 420–421 of the Core Rulebook include 
  the swinging axe trap (CR 1), the wall scythe trap (CR 4), 
  and the falling block trap (CR 5). In trap form, the ooze 
  uses its attack bonus, but otherwise functions as the 
  emulated trap and uses that trap’s statistics and damage. 
  If a creature searching for traps exceeds the DC to find the 
  ooze’s trap form, a successful follow-up DC 19 Knowledge 
  (dungeoneering) check allows the creature that discovered 
  the trap to discern its true nature. If the ooze takes any 
  damage, it reverts to its normal form as a free action. 
  Otherwise, reverting to its normal form takes a swift action.
  A deathtrap ooze is a disgusting mass of brown-orange 
  sludge that moves and hunts of its own volition. It exists 
  only to feed. Thought to be related to ochre jellies, the 
  deathtrap ooze is up to 12 feet wide and 6 inches deep in 
  its normal, mobile form. While moving, it shrinks a foot 
  or two in width, gaining about 6 inches of height, and 
  rolls forward in a quivering mass.
  Deathtrap oozes are less inclined to look for prey 
  than are other oozes—they prefer to hunt by ambush. 
  Their ability to assume the form of simple mechanical 
  traps has long intrigued scholars, but this ability is 
  not something born out of intellect as much as by 
  supernatural cunning. A deathtrap ooze lacks any 
  creative ability—it can only mimic traps that it has 
  encountered during its wanderings, and even then, the 
  repertoire of trap designs it can draw upon is limited to 
  just the last few it has encountered.
  These oozes surely have an origin rooted in magical 
  meddling. Countless ancient crypts have such oozes 
  within, lurking patiently in ageless trap form, awaiting 
  would-be tomb-raiders for a first-in-centuries breakfast. 
  Those who have studied the deathtrap ooze suppose that 
  wizards of some lost culture altered ochre jellies into 
  perfect guardians.
  Like ochre jellies, elder deathtrap oozes can grow to 
  be enormous. Rumor holds that some can also duplicate 
  even more complex traps that release toxic fumes, spray 
  acid, or contain poison. Some even claim there are oozes 
  so huge that they can duplicate traps that fill entire 
  rooms with multiple moving parts.
  6464
  Illustration by Maichol Quinto
  
  Deathtrap Ooze–Deathweb
  Deathtrap Ooze–Deathweb
  Deathweb
  This animated husk from an enormous spider seems filled with 
  thousands of living spiders that fall from its body like drops of blood.
  DEATHWEB 
  CR 6
  XP 2,400
  N Large undead 
  Init +6; Senses darkvision 60 ft.; Perception +15
  Aura infestation (5 ft., 1d6 plus poison)
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 71 (11d8+22)
  Fort +5, Ref +5, Will +8
  Immune undead traits
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +15 (2d8+12)
  Space 10 ft.; Reach 10 ft.
  Special Attacks web (+9 ranged, DC 15, 11 hp)
  STATISTICS
  Str 26, Dex 14, Con —, Int 7, Wis 13, Cha 15
  Base Atk +8; CMB +17; CMD 29 (41 vs. trip)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Initiative, Power Attack, Vital Strike
  Skills Climb +16, Perception +15, Stealth +16; Racial Modifiers 
  +4 Stealth
  SQ compression
  ECOLOGY
  Environment any
  Organization solitary, pair, or nest (3–8)
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Infestation—injury; save Fort DC 17; frequency 
  1/round for 6 rounds; effect 1d4 Str damage; cure 2 
  consecutive saves. The save DC is Charisma-based.
  Infestation (Su) An infestation of poisonous 
  spiders, which nest within this creature’s 
  exoskeleton, constantly surrounds a deathweb, 
  to a radius of 5 feet. Any creature within the 
  infestation takes 1d6 points of damage at the end of 
  each round it remains in the area. A creature that 
  takes this damage must make a DC 17 Fortitude 
  save or be nauseated for 1 round. In addition, 
  those damaged by this infestation are poisoned as 
  well. Any area effect attack that deals 10 or more points 
  of damage to a deathweb destroys its infesting spiders, 
  removing its aura for 3 rounds, after which a new batch of 
  spiders swarms out of the undead’s body to replenish the 
  infestation. The save DC is Charisma-based.
  A deathweb is the undead exoskeleton of a massive 
  spider animated with the vilest necromancy. The spells 
  that create this monstrosity bind to it thousands of normal 
  spiders, which together form the mind of the undead beast 
  like an arachnid hive. These smaller spiders live in and 
  direct their exoskeleton home, working together to swarm 
  around the deathweb and weave its web sheets.
  The exoskeleton of a deathweb is cracked and full of holes 
  to allow the resident spiders easy passage into and out of 
  it. Although the exoskeleton can be up to 10 feet long, the 
  largest spiders within are only 6 inches in length. The 
  variety in the sizes of the internal spiders allows them to 
  ably move all parts of the exoskeleton, giving the massive 
  carapace amazing dexterity and swiftness, as well as 
  cleverness, perception, and presence.
  These capabilities make deathwebs resourceful and 
  frightening opponents, especially when adversaries mistake 
  them for normal monstrous arachnids or mindless undead. 
  Because of their ability to squeeze into tight surroundings, 
  deathwebs may be found lurking in all manner of niches.
  Deathwebs lair where they can build webs to trap 
  passersby, such as among thick trees or in caves or tunnels. 
  The creatures don’t actively collect valuables, but they kill 
  indiscriminately to feed the multitude of spiders within. 
  Webs in a deathweb’s lair are thus likely to contain 
  valuables despite the creature’s lack of interest in wealth.
  6565
  Illustration by Kev Crossley
  
  Demilich
  Glittering jewels encrust this leering skull as it floats up into the 
  air on a swirling vortex of dust and shimmering magic. 
  DEMILICH 
  CR 14
  XP 38,400
  NE Tiny undead 
  Init +7; Senses darkvision 60 ft., true seeing; Perception +27
  DEFENSE
  AC 25, touch 21, flat-footed 21 (+3 Dex, +1 dodge, +4 natural, 
  +5 profane, +2 size)
  hp 142 (15d8+75)
  Fort +14, Ref +15, Will +21
  Defensive Abilities channel resistance +5, rejuvenation, 
  unholy grace; DR 20/—; Immune acid, cold, electricity, 
  magic, polymorph, undead traits
  Weaknesses torpor, vorpal susceptibility
  OFFENSE
  Speed fly 30 ft. (perfect)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks devour soul
  Spell-Like Abilities (CL 20th; concentration +25)
  Constant—true seeing
  At will—greater bestow curse (DC 21), telekinesis (DC 19), 
  wail of the banshee (20-ft.-radius spread centered on the 
  demilich; DC 24)
  STATISTICS
  Str 6, Dex 17, Con —, Int 21, Wis 20, Cha 21
  Base Atk +11; CMB +12; CMD 30
  Feats Ability Focus (devour soul), Alertness, Defensive Combat 
  Training, Dodge, Flyby AttackB, Improved Initiative, Iron 
  Will, Lightning Reflexes, Mobility
  Skills Bluff +20, Fly +23 Knowledge (arcana) +23, Knowledge 
  (dungeoneering) +20, Knowledge (history) +15, Knowledge 
  (planes) +15, Knowledge (religion) +18, Perception +27, Sense 
  Motive +27, Spellcraft +23, Stealth +24
  Languages Abyssal, Aklo, Common, Draconic, Giant, Infernal
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Devour Soul (Su) As a standard action with a range of 300 feet, 
  a demilich can imprison the soul of a living creature within 
  one of 10 special gems embedded in its skull. If the target 
  succeeds at a DC 24 Fortitude save, it gains two permanent 
  negative levels. If it fails, its soul is immediately drawn into 
  one of the gems in the demilich’s skull. The soul remains 
  trapped within the gem, visible as but a gleam except under 
  true seeing. The soulless body corrupts and decays rapidly, 
  reducing to dust in a single round. As long as the dead 
  creature’s soul remains trapped in the gemstone, it cannot be 
  restored to life via any means save direct divine intervention. 
  Gems with souls trapped in them can be retrieved from a 
  destroyed demilich, at which point they can either be crushed 
  to release any souls within to their afterlife or used in the 
  place of the usual material components to restore the soul 
  and body with resurrection or true resurrection. After 24 hours, 
  the demilich can choose to consume any soul trapped in 
  a gem, healing it 1d6 hit points per Hit Die of the soul, at 
  which point only miracle or wish can restore the dead creature 
  to life. The save DC is Charisma-based, and includes a +2 
  bonus for the Ability Focus feat.
  Greater Bestow Curse (Sp) This spell-like ability functions 
  like bestow curse, but can have one of the following effects: 
  –12 to one ability score; –6 to two ability scores; –8 penalty 
  on attack rolls, saves, and checks; or a 25% chance to act 
  normally. This ability is treated as a 6th-level spell.
  Immunity to Magic (Su) A demilich is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells function differently against the creature, as noted below.
  •	 A	dispel evil spell deals 2d6 points of damage, with no 
  saving throw.
  •	 Holy smite affects a demilich normally.
  •	 A	power word kill spoken by an ethereal caster deals 50 points 
  of damage to the demilich if it fails a Fortitude save (with a 
  DC determined as though the spell allowed a saving throw).
  •	 A	shatter spell deals 1d6 points of damage per two caster 
  levels (maximum 10d6), with no saving throw.
  Rejuvenation (Su) A destroyed demilich reforms in 2d6 days. To 
  permanently destroy a demilich, holy water must be poured 
  over its remains within the area of a hallow spell. To complete 
  the destruction, holy word or dispel evil must be cast. If the 
  caster succeeds at a caster level check with a DC equal to 10 + 
  the demilich’s Hit Dice, the demilich is permanently destroyed.
  Telekinetic Storm (Su) As a special use of its telekinesis spell-like 
  ability, a demilich can churn up its treasure, dust, bones, and 
  other loose debris in the area into a whirling storm about its 
  skull. The storm obscures vision as a fog cloud within a 20-foot 
  spread centered on the demilich’s skull. Creatures within the 
  storm take 12d6 points of damage per round on the demilich’s 
  turn (Reflex DC 20 for half damage). The demilich can maintain 
  the storm indefinitely by concentrating.
  Torpor (Ex) A demilich takes no actions against intruders 
  unless its remains or treasure are disturbed.
  Unholy Grace (Su) A demilich gains a bonus on saves and a 
  profane bonus to AC equal to its Charisma modifier.
  Vorpal Susceptibility (Ex) Vorpal weapons of any kind ignore a 
  demilich’s damage reduction.
  In their endless years of unlife, some liches lose themselves 
  in introspection, and can no longer rouse themselves 
  to face the endless march of days. Still others cast their 
  consciousness far from their bodies, wandering planes 
  and realities far beyond mortal ken. Absent the vitality 
  6666
  Illustration by Jean-Baptiste Reynaud
  
  of the soul, such a lich’s physical form succumbs to decay 
  over the centuries. In time, only the lich’s skull remains 
  intact. Yet the bonds of undeath keep the lich’s remains 
  from final dissolution. Vestiges of the lich’s intellect 
  remain within the skull, and wake to terrible wrath should 
  it be disturbed. Traces of the lich’s will to live strengthen 
  the skull, rendering it harder than any steel. The lich’s 
  greed and lust for power manifest in the growth of gems 
  in its skull. Lastly, though only the barest remnants of the 
  lich’s eldritch might survive, a demilich aroused to anger 
  still retains enough power to flense the very soul from any 
  defiling its final rest.
  The lich’s phylactery invariably fails during the slow 
  decline of lich into demilich, losing its last vestiges 
  of enchantment if not crumbling into dust with the 
  lich’s body. But even without the preserving power of 
  the phylactery, demiliches retain a tenacious grip on 
  existence. Only powerful and precise use of magic can 
  permanently destroy a demilich and its remains. 
  To the unwary adventurer, a demilich looks like nothing 
  more than dust and bones within the lich’s former sanctum. 
  Indeed, until disturbed, a demilich has only the vaguest 
  awareness of intruders, and ignores their presence. Any 
  attempt to steal the demilich’s possessions, disturb 
  its remains, or harm its domain rouses the demilich’s 
  slumbering mind, causing it to rise up in the air and voice 
  its wail of the banshee before again settling to the ground. 
  Should the interlopers relent, the skull returns to its torpor. 
  But if they persist, the skull rises again, not to rest again 
  until all in its sight have perished. Fortunately for intruders, 
  demiliches never pursue those wise enough flee.
  BECOMING A DEMILICH
  Most demiliches achieved their state through apathy, not 
  volition. For each decade that a demilich fails to stir itself 
  to meaningful action, there is a 1% cumulative chance 
  that its corporeal body decays into dust, save for the skull. 
  Any return to activity resets the chance of transformation 
  to 0%. Once the lich’s body decays, the lich’s intellect 
  returns to its phylactery as normal. However, the skull 
  rejects the return of the lich’s consciousness, keeping the 
  lich trapped in its deteriorating phylactery for 1d10 years. 
  If during that time the lich’s remains are destroyed or 
  scattered (for example, by wandering adventurers), the 
  lich’s phylactery forms a new body and the intellect leaves 
  the phylactery as normal, returning the lich to life. But if 
  the lich’s remains survive unperturbed, the phylactery’s 
  magic fails catastrophically, releasing the lich’s soul 
  and causing 5d10 points of damage to the phylactery. 
  Regardless of whether or not the phylactery physically 
  survives, the energies released by its failure channel into 
  the lifeless skull of the lich, allowing the last remnants of 
  the lich’s soul to transform it into a demilich. The lich’s 
  soul itself either is utterly destroyed, reaches its final 
  reward or punishment, or is condemned to wander the 
  edges of the multiverse forever.
  For wandering liches, the process is similar, but based on 
  the number of decades the lich spends without its intellect 
  returning to its body. While the lich’s body still decays, 
  its mind remains at large, only becoming trapped in the 
  phylactery if the lich tries to return during the period 
  in which its body has failed, but it has not yet become 
  a demilich. Should the lich’s phylactery fail before the 
  wandering lich returns, the skull becomes a demilich, and 
  the lich’s mind is doomed to wander until the end of days.
  AWAKENED DEMILICHES
  Under exceptional conditions, a lich’s full consciousness 
  survives its transformation into a demilich, or a lich’s 
  wandering intellect manages to return to its jeweled skull. 
  Such creatures are awakened demiliches, and combine 
  the powers and near-invulnerability of a demilich with 
  the mind and spellcasting prowess of a lich. An awakened 
  demilich has the full spellcasting abilities of the lich it 
  was before, and gains Eschew Materials and Still Spell as 
  bonus feats. Awakened liches keep their original lich Hit 
  Dice, and any mental attributes that are higher than the 
  demilich’s minimums. They otherwise have all the special 
  abilities and defenses of a demilich, and no abilities of the 
  original lich beyond spellcasting and mental attributes. 
  An awakened demilich has a CR of 16, or the CR of the 
  original lich + 3, whichever is higher.
  6767
  Demilich
  Demilich
  
  Demodand
  In an ancient war forgotten by most mortals, the thanatotic 
  titans rose up against the gods in a horrific war. When 
  the titans who launched this war were defeated, the gods 
  banished them to the Abyss for eternity, where the gods 
  hoped the titans’ immense power would be contained. 
  For millennia, the exiled titans seethed and brooded, 
  convinced that only they were truly worthy of the adulation 
  and worship of mortals—the bitter seed that had grown 
  into their rebellion. This festering hatred mixed with 
  arrogance led the thanatotic titans to create their own 
  race of worshipers. They kneaded together the dark earth 
  and polluted waters of the Abyss into clay the color of a 
  starless night. The greatest of their sculptors and lifeshapers 
  sculpted the clay into humanoid likenesses of themselves, 
  the size of men but more comely, with proud visages, great 
  draconic wings, and chiseled frames. Then the creators cut 
  themselves and let their own blood flow into the empty 
  shells of their creations, and let their own breath act as 
  bellows, pumping blood and air into the sculpted figures to 
  awaken them. Deeming their own powers to be deific, the 
  titans reasoned that they could craft life and existence as 
  well as the old gods. They were wrong.
  The titans’ sculpted paragons of might charred and 
  melted, oozing into twisted shapes. These shapes, however, 
  clung tenaciously to the spark of life imparted to them. 
  Thus the demodands were born—a hideous race of 
  creatures imbued with the fickle cruelty of their masters. 
  Misshapen and foul to behold, demodands are known 
  by some scholars as titanspawn. Despite their physical 
  repulsiveness, however, all demodands possess a drop 
  of their creators’ titanic power. This trace of near-
  divine power makes them as formidable as they are 
  vicious, and many demon lords have spent years, if not 
  centuries, waging wars, foiling raids, and undoing the 
  damage that demodands cause. As the thanatotic titans 
  expand their influence and holdings in the Abyss with 
  immortal patience, it is the demodands who act as their 
  shock troops, generals, and slavers. Their preferred 
  captives are mortals with some connection to the gods, 
  such as clerics, paladins, or other believers. Demodands 
  take great pleasure in torturing such captives before 
  subjecting them to lives of abject servitude. During the 
  countless years of ensuing labor, demodands slip foul, 
  insidious whispers into the ears of their slaves, designed 
  to challenge and ultimately erode their captives’ 
  faith. Those that succumb are taken before one of the 
  thanatotic titans to be “redeemed,” and are then sent back 
  into the world as new believers, spreading the “true” faith 
  of the evil titans. Such mortals often form clandestine 
  cults dedicated to thanatotic worship, and are closely 
  monitored by the demodands who first captured them. 
  For those mortal slaves whose faith will not break, the 
  demodands ensure that their bodies eventually do. 
  Demodands have no such ulterior motives when they take 
  demons as slaves, for they see their abyssal cohorts as little 
  more than powerful servants to be used for their innate 
  strength and spell-like powers. In particular, demodands 
  prize powerful demons like glabrezus or nalfeshnees as 
  status symbols if they can be held, and turn these slaves 
  into bodyguards, or gladiators in the fabled thanatotic 
  arenas. Shaggy demodands are also known to mount 
  entire invasions into alternate planes of the Abyss to 
  capture incubi and succubi to serve as pleasure slaves to 
  themselves or their titan masters.
  Unlike demons, who are created from the foulest of 
  mortal souls, demodands procreate within the foul corners 
  of the Abyss. Female demodands birth clutches upon 
  clutches of eggs and then leave them to fend for themselves. 
  Those that survive to the point of hatching then enter a 
  gruesome race with their siblings, for demodands always 
  hatch with a great hunger. With no parents to provide for 
  them and no guaranteed source of food, they invariably 
  turn on their brood mates for their first meal. Both the 
  titans and the other demodands see this fight for survival 
  as a necessity to make the race stronger. On occasion, more 
  than one hatchling survives, usually by fleeing the dread 
  hunger of its siblings.
  When not gleefully carrying out the domineering 
  orders of their masters, demodands rove the Abyss looking 
  for foolish travelers and lost souls. Others use stealth to 
  walk the Material Plane, where they can strike out in the 
  name of their makers. Such demodands busy themselves 
  defacing temples and holy sites, murdering religious 
  leaders, or subverting entire communities. 
  Despite worshiping their masters like deities, all 
  demodands are imbued with the same bitter hatred of 
  the divine that cast their makers from the heavens. This 
  heretical fervor makes them particularly resistant to 
  divine magic in all its forms, and all demodands have 
  a weaker form of their progenitors’ godslayer ability. 
  Demodands take particular pleasure in disrupting the 
  link between gods and their servants, and on the rarest 
  of occasions have let prospective victims live after such 
  attacks, knowing that it was not just its enemy’s power, but 
  its very faith that was shaken.
  The only hatred that eclipses the demodands’ loathing 
  of demons and the religiously faithful is their fury at the 
  celestial races. Within these vessels of divine power—
  angels above all others—the demodands see the incarnate 
  form of all they were crafted to despise and destroy. 
  Indeed, powerful individuals and evil cults alike who 
  seek to destroy a good-aligned outsider often find that the 
  payments they need to offer to enlist the services of even 
  the mightiest of demodands are greatly reduced.
  6868
  Illustration by Tyler Walpole
  
  Demodand, Shaggy
  This toad-faced humanoid is bloated and swollen, with folds of 
  obsidian skin hanging down beneath two immense bat wings.
  SHAGGY DEMODAND 
  CR 18
  XP 153,600
  CE Medium outsider (chaotic, demodand, evil, extraplanar)
  Init +11; Senses blindsense 30 ft., darkvision 60 ft., detect 
  good, detect magic, see invisibility; Perception +36
  DEFENSE
  AC 32, touch 17, flat-footed 25 (+7 Dex, +15 natural)
  hp 262 (25d10+125)
  Fort +19, Ref +17, Will +18; +4 vs. divine spells
  DR 15/good and magic; Immune acid, poison; Resist cold 10, 
  fire 10; SR 29
  OFFENSE
  Speed 40 ft., fly 50 ft. (average)
  Melee +2 unholy morningstar +36/+31/+26/+21 (1d8+11), bite +32 
  (2d6+4), claw +32 (1d6+4) or
  bite +34 (2d6+9), 2 claws +34 (1d6+9)
  Special Attacks faith-stealing strike
  Spell-Like Abilities (CL 20th; concentration +25)
  Constant—detect good, detect magic, see invisibility
  At will—detect thoughts (DC 17), fear (DC 19), gaseous form, 
  greater dispel magic, invisibility (self only), magic circle 
  against good
  3/day—empowered cloudkill (DC 20), fog cloud, 
  quickened ray of enfeeblement (DC 16), 
  stinking cloud (DC 18)
  1/day—blasphemy (DC 22), chaos 
  hammer (DC 19), mass charm 
  monster (DC 23), summon 
  (level 6, 1d6 tarry 
  demodands or 1d4 slimy 
  demodands 60%)
  STATISTICS
  Str 29, Dex 24, Con 21, Int 19, 
  Wis 18, Cha 20
  Base Atk +25; CMB +34; 
  CMD 51
  Feats Alertness, Cleave, 
  Combat Casting, 
  Combat Reflexes, 
  Empower Spell-Like 
  Ability (cloudkill), Flyby Attack, Great 
  Cleave, Improved Initiative, Intimidating 
  Prowess, Lightning Reflexes, Multiattack, 
  Power Attack, Quicken Spell-Like Ability (ray 
  of enfeeblement)
  Skills Acrobatics +35 (+39 when jumping), Bluff +28, 
  Diplomacy +28, Fly +35, Intimidate +42, Knowledge 
  (arcana) +26, Knowledge (planes) +15, Knowledge 
  (religion) +15, Perception +36, Sense Motive +36, Spellcraft 
  +29, Use Magic Device +30
  Languages Abyssal, Celestial, Common
  SQ heretical soul
  ECOLOGY
  Environment any (Abyss)
  Organization solitary or warband (1 shaggy demodand plus 
  2–5 tarry demodands)
  Treasure double (+2 unholy morningstar, other treasure)
  Shaggy demodands are obese outsiders that occupy the 
  highest status within demodand society. The fleshy tyrants 
  stand just under 7 feet tall and have huge bat wings capable 
  of supporting their 600-pound weight. Their faces have 
  the broad-set eyes of a toad and toothy underbites.
  Although they still answer to their titanic masters, 
  shaggy demodands are the masters of their kind, and 
  serve the thanatotic titans as advisors, covert agents, or 
  battlefield generals. In the Abyss, shaggy demodands 
  command great armies, leading them against demonic 
  hordes as the balance of Abyssal power ebbs and flows. 
  Often underestimated due to their shape, these demodands 
  are both intelligent and cunning, and approach battle with 
  an effective mixture of strategy and ruthless detachment.
  6969
  Demodand–Demodand, Shaggy
  Demodand–Demodand, Shaggy
  
  Demodand, Slimy
  This muscular, frog-headed humanoid has tattered flesh hanging 
  from its batlike wings and is covered in a viscous slime.
  SLIMY DEMODAND 
  CR 16 
  XP 76,800
  CE Medium outsider (chaotic, demodand, evil, extraplanar)
  Init +4; Senses darkvision 120 ft., detect good, detect magic, see 
  invisibility; Perception +2
  Aura stench (DC 26, 1d6 rounds)
  DEFENSE
  AC 30, touch 13, flat-footed 27 (+6 armor, +3 Dex, +11 natural)
  hp 241 (21d10+126)
  Fort +18, Ref +13, Will +14; +4 vs. divine spells
  DR 10/good and magic; Immune acid, poison; Resist cold 10, 
  fire 10; SR 27
  OFFENSE
  Speed 20 ft., fly 40 ft. (average)
  Melee bite +30 (1d10+9 plus 2d6 acid), 2 claws +30 (2d6+13/19–
  20 plus 2d6 acid and grab)
  Special Attacks acid, dread claws, faith-
  stealing strike
  Spell-Like Abilities (CL 16th; concentration +19)
  Constant—detect good, detect magic, see invisibility
  At will—detect thoughts (DC 15), fear (DC 17)
  3/day—acid fog, greater dispel magic
  1/day—summon (level 6, 1d4 tarry demodands 50%)
  STATISTICS
  Str 28, Dex 18, Con 23, Int 14, Wis 15, Cha 17
  Base Atk +21; CMB +30 (+34 grapple); CMD 44
  Feats Bleeding Critical, Blind-Fight, Critical Focus, Flyby 
  Attack, Greater Vital Strike, Improved Critical (claw), 
  Improved Vital Strike, Intimidating Prowess, Lightning 
  Reflexes, Power Attack, Vital Strike
  Skills Acrobatics +11, Bluff +27, Climb +19, Fly +25, Intimidate +36, 
  Knowledge (arcana) +13, Knowledge (planes) +13, Sense 
  Motive +26, Spellcraft +20, Stealth +25, Survival +20
  Languages Abyssal, Celestial, Common
  SQ heretical soul
  ECOLOGY
  Environment any (Abyss)
  Organization solitary or slaving party (2 slimy demodands and 
  2–5 tarry demodands)
  Treasure standard (masterwork breastplate, other treasure)
  SPECIAL ABILITIES
  Acid (Su) A slimy demodand is 
  coated in an ever-dripping 
  layer of acid that deals 
  an extra 2d6 points 
  of acid damage 
  on a successful 
  natural attack. 
  In addition, 
  opponents that successfully 
  strike a slimy demodand with an 
  unarmed strike or natural attack 
  take 2d6 points of acid damage.
  Dread Claws (Ex) A slimy 
  demodand adds 1-1/2 times 
  its strength bonus on all 
  attack rolls made when using 
  its claws.
  Slimy demodands are more muscular than shaggy 
  demodands, but aren’t as lithe or quick as their tarry 
  brethren. They have froglike heads, similar to those of 
  the shaggy demodands, but their constantly darting eyes 
  give them a more feral look. A slimy demodand stands  
  6 feet tall and weighs 500 pounds. 
  Slimy demodands often serve as shock troops in 
  demodand armies, but they are also frequently put in 
  charge of gathering and keeping slaves. Slimy demodands 
  have no magical mind control powers, but prefer to 
  rely upon intimidation and physical threats anyway to 
  manage their slaves and keep them in line.
  7070
  Illustrations by Tyler Walpole
  
  Demodand, Tarry
  This lithe, toothy creature’s jet-black skin looks like living tar, and 
  ooze drips from the claws that cap its long arms. 
  TARRY DEMODAND 
  CR 13
  XP 25,600
  CE Medium outsider (chaotic, demodand, evil, extraplanar)
  Init +9; Senses darkvision 120 ft., detect good, detect magic; 
  Perception +22
  DEFENSE
  AC 26, touch 13, flat-
  footed 23 (+6 armor, +3 
  Dex, +7 natural)
  hp 171 (18d10+72)
  Fort +15, Ref +11, Will +12; +4 vs. divine spells
  DR 10/good and magic; Immune acid, poison; Resist 
  cold 10, fire 10; SR 24
  OFFENSE
  Speed 40 ft., fly 40 ft. (average)
  Melee mwk short sword +26/+21/+16/+11 
  (1d6+9/19–20), mwk short sword +26/+21/+16 (1d6+4/19–20), 
  bite +22 (1d8+4)
  Special Attacks adhesion, faith-stealing strike
  Spell-Like Abilities (CL 13th; concentration +24)
  Constant—detect good, detect magic
  3/day—dispel magic
  1/day—chaos hammer (DC 17), summon (level 4, 
  1d2 tarry demodands 40%)
  STATISTICS
  Str 28, Dex 21, Con 18, Int 12, Wis 13, Cha 17
  Base Atk +18; CMB +27; CMD 42 (46 vs. disarm)
  Feats Combat Reflexes, Greater Two-Weapon Fighting, 
  Improved Bull Rush, Improved Initiative, Improved Two-
  Weapon Fighting, Lunge, Power Attack, Two-Weapon 
  Fighting, Weapon Focus (short sword)
  Skills Bluff +16, Climb +19, Fly +23, Intimidate +24, Knowledge 
  (arcana) +14, Knowledge (planes) +14, Perception +22, Sense 
  Motive +14, Stealth +17, Survival +14
  Languages Abyssal, Celestial, Common
  SQ heretical soul
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, or patrol (3–8)
  Treasure standard (masterwork breastplate, 2 masterwork 
  short swords, other treasure)
  SPECIAL ABILITIES
  Adhesion (Ex) A creature striking a tarry demodand with a 
  manufactured weapon must make a DC 23 Reflex save; 
  failure means the weapon sticks to the demodand and 
  cannot be used to make attacks until freed. Freeing a stuck 
  weapon requires a successful grapple check. This adhesion 
  grants a +4 racial bonus to CMD against disarm attempts.
  Tarry demodands are lithe and lean compared to other 
  demodands. Despite this difference, all tarry demodands 
  are strong and agile. Although their batlike wings appear 
  tattered and useless, they can still fly. A tarry demodand 
  stands 7 feet tall and weighs 400 pounds.
  The tarry demodand is the grunt of the demodand 
  army—bred for battle, these swift and deadly demodands 
  make up the bulk of any demodand legion. That they 
  themselves are more powerful than most outsiders is as 
  much a testament to their race as anything else—a single 
  tarry demodand is a formidable opponent, to say nothing 
  of a group of the creatures. Although tarry demodands 
  are quite strong, they prefer using light weapons—one in 
  each hand. Tarry demodands only rarely use larger 
  weaponry, and then only when directly ordered 
  by a superior. They lack the terrific claws of the 
  greater demodands, and a tarry demodand 
  with no weapons tends to flee combat as 
  soon as possible, only to return when it 
  is properly armed.
  7171
  Demodand, Slimy–Demodand, Tarry
  Demodand, Slimy–Demodand, Tarry
  
  Demon, Coloxus
  This figure would be the picture of elegance and refinement were 
  it not for its grotesque fly head and shivering insectile wings.
  COLOXUS 
  CR 12
  XP 19,200
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +13; Senses darkvision 60 ft., scent; Perception +31
  DEFENSE
  AC 26, touch 19, flat-footed 17 (+9 Dex, +7 natural)
  hp 168 (16d10+80)
  Fort +15, Ref +19, Will +9
  DR 10/good; Immune electricity, disease, poison; Resist acid 10, 
  cold 10, fire 10; SR 23
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +25 (1d6+4 plus siphon), 2 slams +25 (1d4+4)
  Special Attacks droning wings, siphon, sneak attack +4d6
  Spell-Like Abilities (CL 12th; concentration +18)
  Constant—tongues
  At will—contagion (DC 20), invisibility, suggestion (DC 19)
  3/day—confusion (DC 20), haste, quickened invisibility, 
  mind fog (DC 21)
  1/day—giant vermin, shadow evocation (DC 21)
  STATISTICS
  Str 19, Dex 28, Con 20, Int 17, Wis 18, Cha 23
  Base Atk +16; CMB +25; CMD 39
  Feats Agile Maneuvers, Combat Reflexes, 
  Deceitful, Flyby Attack, Hover, 
  Improved Initiative, Quicken Spell-Like 
  Ability (invisibility), Weapon Finesse
  Skills Acrobatics +28, Appraise +14, 
  Bluff +29, Diplomacy +14, 
  Disguise +19, Fly +32, Knowledge 
  (arcana, history, planes, and 
  religion) +14, Perception +31, 
  Sleight of Hand +17, Stealth 
  +28; Racial Modifiers  
  +8 Perception
  Languages Abyssal, 
  Celestial, Common, 
  Infernal; telepathy 
  100 ft., tongues
  ECOLOGY
  Environment urban 
  (Abyss)
  Organization solitary, pair, or swarm (3–8)
  Treasure double
  SPECIAL ABILITIES
  Droning Wings (Ex) Once per day, when 
  it flutters its wings as a standard action, a 
  coloxus can create a mesmerizing display of color 
  and a sound-dampening buzzing drone. All creatures within 
  30 feet that can see the coloxus must make a DC 24 Will 
  save or be slowed for up to 6 rounds. Each subsequent 
  round, the coloxus must take a swift action to maintain the 
  effect or the effect ceases at the end of its turn. Additionally, 
  the sound creates a buffer against sonic energy, granting 
  the fly demon immunity to sonic attacks or effects while it 
  continues to drone. The save DC is Charisma-based. 
  Siphon (Su) Any creature bitten by a coloxus must make a DC 23  
  Fortitude save or take 1d4 points of Charisma damage. A 
  coloxus heals itself of 5 points of damage for every point of 
  Charisma damage it deals. The save DC is Constitution-based. 
  Coloxus demons, known also as fly demons, resemble 
  humans with the head of a fly and twin pairs of gossamer 
  wings. Even their smallest movements and gestures seem 
  infused with manic quickness and alertness. A coloxus 
  prefers to wear opulent clothing and jewels that would rival 
  the wealthiest nobility of any race. A coloxus is 6 feet 
  tall and weighs 150 pounds.
  Ironically—given their grotesque, insectile 
  appearance—coloxus demons are demons 
  of vanity. They are formed from the 
  souls of narcissistic mortals responsible 
  for disasters or tragedy through their 
  careless self-absorption.
  Despite their foul appearance, coloxus 
  demons consider themselves cultured 
  and elite. They are unusually 
  patient and well mannered for 
  demons, and as a result are 
  often used as emissaries, 
  diplomats, and negotiators 
  by marilith generals, balors, 
  and 
  even 
  demon 
  lords. 
  Even when facing hated foes, 
  coloxus demons are the epitome 
  of courtesy, but such manners 
  are always a deceitful veneer, 
  masking the creatures’ efforts 
  to gain the upper hand.
  Evil mortal spellcasters are 
  fond of conjuring coloxus 
  demons for similar roles, but 
  the monsters also work well 
  as assassins. Even in this role, 
  a coloxus is dignified and polite. 
  Only when presented with a reflection of 
  itself does the normally civilized coloxus 
  show its true demonic colors—any creature 
  foolish enough to trick a coloxus into looking 
  at a mirror finds herself the eternal foe of 
  an insulted and scandalized demon.
  7272
  Illustration by Dmitry Burmak
  
  Demon, Incubus
  This darkly handsome humanoid’s batlike wings, curving horns, 
  and bestial legs betray his demonic origin. 
  INCUBUS 
  CR 6
  XP 2,400
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 76 (8d10+32)
  Fort +10, Ref +6, Will +8
  DR 10/cold iron or good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10; SR 17
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee mwk scimitar +14/+9 (1d6+5/18–20) or 
  2 slams +13 (1d4+5)
  Special Attacks pain redoubled
  Spell-Like Abilities (CL 8th; concentration +13)
  Constant—tongues
  At will—charm person (DC 16), detect thoughts (DC 17), greater 
  teleport (self plus 50 lbs. of objects only), suggestion (DC 18)
  1/day—crushing despair (DC 19), summon (level 3, 2 schirs 40%)
  STATISTICS
  Str 20, Dex 15, Con 18, Int 16, Wis 15, Cha 21
  Base Atk +8; CMB +13; CMD 25
  Feats Flyby Attack, Lightning Reflexes, Power Attack, Vital Strike
  Skills Acrobatics +6, Bluff +16, Diplomacy +16, Escape Artist 
  +6, Fly +13, Intimidate +16, Knowledge (planes) +14, 
  Perception +13, Sense Motive +13, Spellcraft +14, Stealth +11; 
  Racial Modifiers +8 Intimidate, +8 Perception
  Languages Abyssal, Celestial, Common; telepathy 100 ft., tongues
  SQ change shape (Small or Medium humanoid; alter self )
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, or wing (2–8)
  Treasure standard (masterwork scimitar, other treasure)
  SPECIAL ABILITIES
  Pain Redoubled (Su) When an incubus confirms a critical hit 
  with a melee weapon or a natural weapon, that attack deals 
  an additional 2d6 points of nonlethal damage and the target 
  must succeed at a DC 19 Fortitude save or be wracked by 
  pain, becoming sickened for 1d6 rounds. Multiple uses 
  of this ability extend the duration. The save DC is 
  Charisma-based.
  An incubus in his true form is always muscular 
  and attractive, with long hair and intense eyes. 
  His skin can be of any color, but is always 
  smooth and silky. When not using his wings for 
  flight, an incubus can fold them to drape across 
  its shoulders like a cloak—many decorate both the inside 
  and outside of their wings with tattoos, ink, or self-
  inflicted scars. Incubi stand between 6 and 6-1/2 feet tall 
  and typically weigh 200 pounds.
  When not in battle, incubi serve as counselors, torturers, 
  and companions for greater demons. They are also 
  often conjured for similar roles by mortal spellcasters, 
  although care must be taken in dalliances with incubi, 
  for they delight in causing pain to their companions.
  Like succubi, incubi form from the chaotic evil souls 
  of particularly lustful and rapacious mortals. Yet whereas 
  succubi are subtle and methodical about using their charms 
  to cause ruin, the typical incubus is forthright and forceful 
  about his insatiable desires.
  7373
  Illustration by Tyler Walpole
  Demon, Coloxus–Demon, Incubus
  Demon, Coloxus–Demon, Incubus
  
  Demon, Schir
  This goat-headed humanoid is covered in a mangy gray hide that 
  only partly covers its gaunt but muscled frame. 
  SCHIR 
  CR 4
  XP 1,200
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +2; Senses darkvision 60 ft., see invisibility; Perception +13
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 37 (5d10+10)
  Fort +6, Ref +3, Will +3
  DR 5/cold iron or good; Immune disease, electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 15
  OFFENSE
  Speed 30 ft.
  Melee mwk halberd +10 (1d10+4/×3 plus disease), gore +3  
  (1d6+2) or
  gore +8 (1d6+4)
  Special Attacks powerful charge (gore, 3d6+4)
  Spell-Like Abilities (CL 6th; concentration +4)
  Constant—see invisibility, tongues
  3/day—arcane lock, expeditious retreat, protection 
  from good
  1/day—summon (level 2, 1d3 schirs 20%)
  STATISTICS
  Str 17, Dex 14, Con 15, Int 8, Wis 5, Cha 6
  Base Atk +5; CMB +8; CMD 20
  Feats Iron Will, Power Attack, Weapon Focus (halberd)
  Skills Acrobatics +10 (+18 jumping), Climb +11, Intimidate 
  +6, Perception +13, Survival +2; Racial Modifiers +8 
  Acrobatics when jumping, +8 Perception
  Languages Abyssal; telepathy 100 ft., tongues
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, or pack (2–8)
  Treasure standard (masterwork halberd, other treasure)
  SPECIAL ABILITIES
  Disease (Ex) A schir gnaws constantly at the ends of its 
  halberd. This infuses the blades with disease from the 
  demon’s filthy spittle. Any creature struck by a schir’s 
  halberd must succeed at a DC 15 Fortitude save or contract 
  gray pox—a frightening disease that causes weakness, gray 
  splotches on the skin, and eventual catatonia. The save DC 
  is Constitution-based.
  Gray Pox: Halberd—injury; save Fort DC 15; onset 1 
  day; frequency 1/day; effect 1d6 Str damage; cure 2 
  consecutive saves.
  A schir resembles a tall, muscular humanoid with the 
  head and hooves of a demonic goat. A ragged hide covers 
  patches of a schir’s body, usually around the forearms 
  and lower legs, with a crestlike patch running down from 
  the creature’s crown to the nape of its neck. Schir demons 
  are 7 feet tall, though they usually stoop and so appear 
  shorter, and weigh 300 pounds. 
  Also known as spite demons, schirs are among the most 
  violent and vile-tempered inhabitants of the Abyss. Schirs 
  are formed from the souls of mortals who either committed 
  or framed others for heinous crimes—acts committed for 
  the sole purpose of petty retribution. Despite such origins, 
  schirs occupy one of the lowest orders in the demonic 
  hierarchy, often serving as front-line infantry in demonic 
  armies or as guards for minor demonic commanders.
  Although not especially intelligent, schirs are cunning 
  warriors and able sentries. Although they prefer to charge 
  into combat, a schir’s natural jumping ability makes it a 
  nimble enemy, capable of using its surroundings astutely. 
  A schir will often jump on top of rocks, crumbling walls, 
  or any other high place to hack with its disease-ridden 
  halberd. For all of schirs’ capabilities, their spitefulness 
  makes them distrustful of any creature that has not 
  proven its greater power and strength numerous times.
  A schir set loose upon the Material Plane quickly 
  seeks to set itself up as a leader of its own army—
  often, schirs seek out tribes of savage humanoids 
  and attempt to replace the current leaders. They are 
  particularly fond of infiltrating gnoll tribes.  
  7474
  Illustration by Tyler Walpole
  
  Derhii
  Powerful black wings beat from the back of this large ape, which 
  carries a wickedly curved sword in its simian hands.
  DERHII 
  CR 5
  XP 1,600
  N Large monstrous humanoid 
  Init +3; Senses darkvision 60 ft., scent; Perception +14
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 59 (7d10+21)
  Fort +5, Ref +8, Will +8
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 60 ft. (poor)
  Melee mwk falchion +12/+7 (2d6+7/18–20) or 
  2 slams +11 (1d6+5)
  Ranged javelin +9 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks aerial charge, knockdown
  STATISTICS
  Str 21, Dex 16, Con 17, Int 9, Wis 12, Cha 10
  Base Atk +7; CMB +13; CMD 26
  Feats Acrobatic, Combat Reflexes, Iron Will, Skill Focus 
  (Perception)
  Skills Acrobatics +12, Climb +13, Fly +9, Perception +14
  Languages Auran, Common
  SQ booming voice
  ECOLOGY
  Environment warm forests and mountains
  Organization solitary, pair, troop (3–5), or tribe (8–48)
  Treasure standard (masterwork falchion, 4 javelins, 
  other treasure)
  SPECIAL ABILITIES
  Aerial Charge (Ex) When airborne, a derhii can dive at twice 
  its normal flying speed. This is the equivalent of a charge, 
  granting a +2 bonus on the attack roll and a –2 penalty to AC.
  Booming Voice (Ex) A derhii can use its own booming voice as 
  a signal. The sound can be heard up to 12 miles away as a 
  thrumming in the air that conveys 20 words of information 
  in 5 minutes.
  Knockdown (Ex) When a derhii confirms a critical hit with a 
  two-handed weapon, it has a chance to knock an opponent 
  prone in addition to the damage dealt by the critical hit. If 
  the derhii’s confirmation roll exceeds its opponent’s CMD, 
  the opponent is knocked prone as if from the trip combat 
  maneuver. This does not provoke an attack of opportunity, 
  nor can the derhii be tripped if the confirmation roll fails to 
  exceed the CMD.
  The derhii, or flying ape, is a carnivorous and dangerous 
  form of the gentler earthbound ape. Derhii resemble 
  gorillas with the enormous black-and-gray wings of 
  buzzards or vultures. They stand 
  9 feet tall and weigh 400 pounds.
  Derhii form relatively small 
  groupings known as troops, which 
  usually consist of a single adult 
  male, several adult females, and their 
  offspring. 
  Occasionally, 
  multiple 
  males or females band together in 
  single-gender troops with no young, 
  but such groupings are usually formed 
  for a specific purpose, such as hunting, 
  raiding, or war, and break up when they 
  have fulfilled that purpose. Multiple troops of 
  derhii form large primitive tribes, usually under the rule 
  of a single powerful chieftain.
  Derhii often roost in jungle canopies and in cliff 
  dwellings, preferring nests woven in tall trees or cliff-
  side caves high above ground level. From these roosts, 
  derhii sometimes demand tribute from lesser apes, 
  while allying themselves with even more powerful flying 
  creatures, such as dragons or dragonnes. Occasionally, 
  derhii can be found inhabiting crumbling and overgrown 
  ruins hidden deep in the jungle. 
  Derhii are carnivorous by nature and hunters by 
  preference, attacking prey from high above with javelins 
  thrown from their powerful arms before descending to 
  finish things off with their blades, but when meat is scarce, 
  they eat fruits and roots or whatever else they can forage.
  7575
  Illustration by Ben Wootten
  Demon, Schir–Derhii
  Demon, Schir–Derhii
  
  Devil, Contract
  With rust-colored skin and a jutting crown of ridge-like horns, 
  this muscular devil is draped in lengthy contracts.
  CONTRACT DEVIL 
  CR 10
  XP 9,600
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +11; Senses darkvision 60 ft., see in darkness; Perception +26
  DEFENSE
  AC 25, touch 18, flat-footed 17 (+7 Dex, +1 dodge, +7 natural)
  hp 136 (13d10+65)
  Fort +9, Ref +15, Will +16
  DR 10/good; Immune fire, mind-affecting effects, poison; 
  Resist acid 10, cold 10; SR 21
  OFFENSE
  Speed 30 ft.
  Melee binding contract (whip) +20/+15/+10 (1d4+7 plus bleed), 
  gore +11 (2d6+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with binding contract)
  Special Attacks binding contract, bleed (1d6), impale (2d8+4)
  Spell-Like Abilities (CL 13th; concentration +19)
  Constant—tongues
  At will—bestow curse (DC 20), detect thoughts (DC 18), 
  dimension door, erase, identify, major image (DC 19), 
  produce flame, sending
  3/day—arcane eye, break enchantment, greater teleport (self 
  plus 50 lbs. of objects only), hold person (DC 18), locate 
  creature, mage’s private sanctum, scorching ray, silence (DC 
  18), vision
  1/day—contact other plane, delayed blast fireball (DC 23), 
  dismissal (DC 21), plane shift (DC 23), summon (level 4, 
  1d6 bearded devils or 1 bone devil 50%), symbol of pain 
  (DC 21)
  STATISTICS
  Str 17, Dex 25, Con 20, Int 24, Wis 23, Cha 22
  Base Atk +13; CMB +16; CMD 34
  Feats Alertness, Deceitful, Dodge, Improved Initiative, Iron 
  Will, Mobility, Persuasive
  Skills Bluff +26, Diplomacy +26, Disguise +8, Intimidate +26, 
  Knowledge (arcana) +23, Knowledge (nobility) +23, Knowledge 
  (planes) +23, Knowledge (religion) +23, Linguistics +20, 
  Perception +26, Profession (scribe) +19, Sense Motive +26, 
  Sleight of Hand +20, Spellcraft +20
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, 
  Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; 
  telepathy 100 ft., tongues
  SQ infernal contract, infernal investment
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or court (2–12)
  Treasure standard
  SPECIAL ABILITIES
  Binding Contract (Su) All contract devils carry numerous 
  lengthy contracts draped over their horns or within their 
  numerous carrying cases. They can wield these contracts 
  like whips, but deal lethal damage regardless of the armor 
  bonus of their target. A contract devil modifies attack 
  and damage rolls when using a binding contract by its 
  Intelligence modifier, not its Strength modifier (this equates 
  to a +7 bonus for most contract devils). Wounds created by 
  a binding contract resemble horrifically deep paper cuts and 
  cause 1d6 points of bleed damage. A contract devil can use 
  its binding contract to disarm and trip foes as if the contract 
  were a whip. If it is itself disarmed of the contract, the devil 
  can rearm itself with a new contract as an immediate action.
  Impale (Ex) As a swift action, a contract devil can impale an 
  opponent grappled by its binding contract, dealing 2d8+4 
  points of piercing damage.
  Infernal Contract (Su) As a full-round action, a contract devil 
  can produce an infernal contract for a single living mortal 
  creature. This contract can grant a wide range of abilities 
  and effects, as detailed on the following page. To receive 
  any of these bonuses, however, the mortal must sign its 
  true name to the document of its own free will. Upon 
  doing so, that mortal’s soul is sworn to the contract devil, 
  condemning the soul to an eternity of servitude in Hell 
  rather than whatever fate would naturally befall it upon the 
  mortal’s death. Breaking a contract with a contract devil 
  is difficult and dangerous (see the next page); as long as 
  the infernal contract remains in effect, the victim cannot 
  be restored to life after death save by a miracle or a wish. 
  If a mortal is restored to life in this way, the contract devil 
  immediately senses the development—it not only knows 
  which soul has been restored to life, but also gains the 
  benefits of a discern location spell targeted on the character 
  or creature that restored the damned soul to life. 
  Infernal Investment (Su) As a subclause of all infernal 
  contracts, a contract devil can use greater scrying at will 
  upon any creature it has a contract with. The target creature 
  always fails its save against the devil’s scrying attempt—this 
  ability otherwise functions at caster level 20th.
  A contract devil, also a called phistophilus, always appears 
  handsome and confident, its chiseled features housing 
  a perpetually smug grin. Contract devils have red skin 
  and black hair and stand near 6-1/2 feet in height, not 
  counting their horns. The thicket of horns around a 
  contract devil’s body increases its height to 7 feet and its 
  weight to 350 pounds.
  Contract devils serve Asmodeus, archfiends, and the 
  vast bureaucracy of Hell as clerks, scribes, and bargainers 
  for mortal souls. They exist to keep track of the damned,  
  to manage Hell’s endless ordinances, and, when time and 
  opportunity permit, to coax mortals into damnation. 
  7676
  Illustration by Concept Art House
  
  Most phistophiluses spend their eternities in the various 
  courts of Hell’s nine layers, particularly in the maze-
  like fortress-libraries where all infernal laws and oaths 
  are recorded. Occasionally they serve similar roles on 
  the Material Plane when summoned by particularly 
  desperate, arrogant, or foolish mortals.
  When one of the souls damned by a contract devil is 
  restored to life (typically via powerful magic like a wish 
  or miracle), the phistophilus immediately notices the 
  transgression. Usually, the contract devil recruits the aid 
  of more powerful allies to track down and punish such 
  transgressors and to collect the escaped soul as quickly 
  as possible.
  INFERNAL CONTRACTS
  While numerous types of infernal contracts exist, the 
  following two are those most often offered to mortals by 
  contract devils.
  Evil Wishes: Upon signing this contract, a mortal is 
  granted three wishes, as per the spell. It must use these 
  wishes within 24 hours of signing the contract—if it 
  does not, the wishes are wasted but it remains bound to 
  the contract nevertheless. While the mortal chooses the 
  intention of the wishes, the contract devil decides upon the 
  specifics, allowing for its own diabolical interpretation of 
  the results should the mortal imprecisely phrase a wish.
  Infernal Slave: A mortal can negotiate with a 
  contract devil for the lifelong service of a devil. 
  The mortal chooses any type of devil (except for 
  a contract devil) of a CR equal to or less than its 
  own character level at the time of the bargain. 
  Upon signing the contract, the mortal’s infernal slave 
  appears and is bound to do the mortal no harm and 
  follow its orders for as long as it lives. Although 
  the devil must obey its master’s commands, many 
  devils delight in corrupting the intentions of these 
  orders in all manner of cruel or mischievous ways.
  BREAKING AN INFERNAL CONTRACT
  An agreement with a contract devil can only be broken 
  in two ways. When a contract is signed, a second copy 
  manifests; one copy is retained by the devil and the 
  other is given to the mortal. Mortals are free to do 
  whatever they please with the lengthy, obviously 
  evil documents, while contract devils typically 
  keep active contracts with them at all times. Should 
  both copies of a contract be destroyed, any effects 
  caused by the contract are canceled or reversed and 
  the mortal’s soul goes to its normal place of rest 
  after death and can be resurrected as normal. Merely 
  absconding with both copies of the contract is not 
  enough to break the contract—as long as both copies 
  exist, the signer’s soul remains forever damned. 
  Alternatively, a second mortal might be allowed to 
  adopt the terms of a contract—with its soul replacing 
  that of the original contract signer after death. The 
  mortal who seeks to pay the debt of another must contact 
  the contract devil who holds the relevant contract. The 
  contract devil has a choice of whether or not to allow one 
  mortal to pay another’s debt, but values religious and 
  good-aligned souls over others. Shrewd manipulators, 
  contract devils often only agree to allow one mortal to 
  pay another’s debt in return for some service or proof of 
  worth. If a contract devil agrees to accept another soul in 
  payment, the original contract signer retains all of the 
  benefits of the contract, but is released from damnation 
  and may be resurrected as normal. The new signer, 
  however, receives no benefits, cannot be returned to life 
  upon dying, and spends an eternity in Hell after death.
  7777
  Devil, Contract
  Devil, Contract
  
  Dinosaur, Dimetrodon
  The massive sail on the back of this squat reptilian creature flexes 
  and twitches as the beast stalks forward.
  DIMETRODON 
  CR 3
  XP 800
  N Large animal 
  Init +6; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +6, Will +2
  OFFENSE
  Speed 30 ft.
  Melee bite +8 (1d8+7/19–20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks tearing bite
  STATISTICS
  Str 20, Dex 15, Con 18, Int 1, Wis 12, Cha 3
  Base Atk +3; CMB +9; CMD 21 (25 vs. trip)
  Feats Improved Initiative, Weapon Focus (bite)
  Skills Perception +6, Stealth +3
  ECOLOGY
  Environment warm forests
  Organization solitary, pair, or pack (3–12)
  Treasure none
  SPECIAL ABILITIES 
  Tearing Bite (Ex) A dimetrodon’s jaws are filled with razor-sharp 
  teeth of two different sizes. This gives the creature a threat 
  range of 19–20 with its bite attack.
  A dimetrodon is a quadrupedal reptile similar in shape 
  to a crocodile, but with a blunter snout filled with jagged, 
  sharp teeth. Its most distinguishing feature is the 
  massive sail that runs the length of its back. By extending 
  or contracting the fin, the cold-blooded reptile can 
  control its body temperature with ease. While they are 
  not technically dinosaurs, dimetrodons are still often 
  Dinosaur, Iguanodon
  This dinosaur seems comfortable on two legs or four. Its front 
  limbs are each adorned with a cruel-looking, thumblike spike. 
  IGUANODON 
  CR 6
  XP 2,400
  N Huge animal 
  Init +2; Senses low-light vision, scent; Perception +12
  DEFENSE
  AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
  hp 76 (9d8+36)
  Fort +10, Ref +8, Will +4
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d8+8/×3)
  Space 15 ft.; Reach 15 ft.
  Special Attacks thumb spikes
  STATISTICS
  Str 27, Dex 14, Con 19, Int 2, Wis 12, Cha 7
  Base Atk +6; CMB +16; CMD 28 (32 vs. trip)
  Feats Power Attack, Run, Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Focus (claw)
  Skills Perception +12, Stealth +4
  ECOLOGY
  Environment warm forests or swamps
  Organization solitary, pair, or pack (3–6)
  Treasure none
  SPECIAL ABILITIES
  Thumb Spikes (Ex) An iguanodon’s thumb spikes can inflict 
  grievous wounds—they deal triple damage on a successful 
  critical hit.
  Iguanodons are large, herbivorous dinosaurs that inhabit 
  swamps and forests where they can take advantage of 
  abundant vegetation. The iguanodon is capable of moving 
  on two feet or on four, 
  quickly 
  switching 
  from one stance 
  to 
  the 
  other, 
  depending 
  on 
  whether it needs to 
  move through dense foliage 
  or to reach delectable morsels 
  hanging up in the canopy.
  Although 
  iguanodons 
  are 
  herbivores, they are notoriously 
  quick to anger. Their thumb spikes 
  make their claws particularly devastating 
  weapons—a well-placed blow from one of these 
  claws can turn a hungry predator into a cowering 
  beast with one swift strike. Iguanodons are  
  30 feet long and weigh 6,000 pounds.
  found dwelling in 
  regions inhabited by 
  such creatures.
  A 
  fully 
  grown 
  adult 
  dimetrodon can reach 
  a length of up to 15 feet 
  and weigh upward of 
  2,000 pounds.
  7878
  Illustration by Ben Wootten
  
  Dinosaur, Pachycephalosaurus
  This bipedal reptile has a rounded, dome-like head adorned 
  with bony frills and ridges. 
  PACHYCEPHALOSAURUS 
  CR 4
  XP 1,200
  N Large animal 
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 40 ft.
  Melee slam +8 (2d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks clobbering charge
  STATISTICS
  Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 5
  Base Atk +3; CMB +10; CMD 22
  Feats Improved Bull Rush, Power Attack, Run
  Skills Perception +8, Stealth +2
  ECOLOGY
  Environment warm or temperate plains
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Clobbering Charge (Ex) When a pachycephalosaurus hits a 
  target with its slam attack at the end of a charge, it can 
  initiate a bull rush as a free action to move the struck target 
  back in the same direction as the dinosaur’s charge. The 
  pachycephalosaurus cannot move with the target of the bull 
  rush. If a pachycephalosaurus scores a critical hit against a 
  creature with its slam attack at the end of a charge, it also 
  staggers the target for 1 round. If the victim succeeds at 
  a DC 18 Fortitude save, the stagger effect is negated, but 
  the victim still suffers the effects of the dinosaur’s bull rush 
  attempt. The save DC is Strength-based.
  A pachycephalosaurus is a normally 
  peaceful dinosaur that grows irate and 
  violent during mating season or when 
  its herd is intruded upon by potential 
  predators. The dinosaur’s skull has 
  a 
  distinctive 
  dome-shaped 
  crown 
  surrounded by numerous bony horns—
  this, combined with the dinosaur’s 
  powerful, compact neck, allows it to 
  make battering-ram-like charges capable 
  of inflicting great damage.
  Pachycephalosauruses grow to a length of 15 feet and 
  weigh 1,400 pounds. 
  Dinosaur, Spinosaurus
  This titanic saurian has a crocodilian snout, powerful front 
  claws, and a colorful sail-like ridge that runs down its back. 
  SPINOSAURUS 
  CR 11
  XP 12,800
  N Gargantuan animal 
  Init +6; Senses low-light vision, scent; Perception +25
  DEFENSE
  AC 24, touch 8, flat-footed 22 (+2 Dex, +16 natural, –4 size)
  hp 170 (20d8+80)
  Fort +16, Ref +16, Will +9
  OFFENSE
  Speed 40 ft., swim 30 ft.
  Melee bite +23 (2d8+12/19–20 plus grab), 2 claws +23 (2d6+12)
  Space 20 ft.; Reach 20 ft.
  Special Attacks pounce, swallow whole (2d8+12, AC 18, 17 hp)
  STATISTICS
  Str 34, Dex 15, Con 18, Int 2, Wis 13, Cha 13
  Base Atk +15; CMB +31 (+35 grapple); CMD 43
  Feats Critical Focus, Diehard, Endurance, Improved Critical 
  (bite), Improved Initiative, Iron Will, Lightning Reflexes, 
  Run, Skill Focus (Perception), Staggering Critical
  Skills Perception +25, Swim +28
  SQ hold breath
  ECOLOGY
  Environment warm forests or swamps
  Organization solitary, pair, or pack (3–6)
  Treasure none
  Larger even than the tyrannosaurus, the spinosaurus is 
  60 feet long and weighs 25,000 pounds or more. It hunts 
  primarily along coastal and river shorelines.
  7979
  Illustration by Florian Stitz
  Dinosaur, Dimetrodon–Dinosaur, Spinosaurus
  Dinosaur, Dimetrodon–Dinosaur, Spinosaurus
  
  Dire Corby
  This creature looks like a humanoid crow with oily black feathers, 
  glittering eyes, and a sharp beak.
  DIRE CORBY 
  CR 1
  XP 400
  NE Medium monstrous humanoid 
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 15 (2d10+4)
  Fort +2, Ref +4, Will +3
  Defensive Abilities ferocity
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 claws +3 (1d4+1)
  Special Attacks leap, rend (2 claws, 1d4+1)
  STATISTICS
  Str 13, Dex 12, Con 15, Int 7, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 14
  Feats Blind-Fight, Skill Focus (Stealth)
  Skills Acrobatics +10, Climb +13, Perception +6, Stealth +8; 
  Racial Modifiers +8 Acrobatics, +2 Perception
  Languages Undercommon
  ECOLOGY
  Environment any underground
  Organization gang (2–5), hunting flock (1–3 dread 
  corbies and 5–10 dire corbies), or rookery (1–10 dread 
  corbies and 10–50 dire corbies plus 1 barbarian or fighter of 
  3rd–5th level per 10 adults)
  Treasure standard
  SPECIAL ABILITIES
  Leap (Ex) A dire corby can perform a special kind of pounce 
  attack by jumping into combat. When a dire corby charges, 
  it can make a DC 20 Acrobatics check to jump into the air 
  and land next to its enemies. If it succeeds at this Acrobatics 
  check, it can make a full attack (two claw attacks, plus a 
  rend attack if both claws hit) against foes in reach. If it fails, 
  it can still make its one attack as normal for a charge.
  Dire corbies are subterranean predators that resemble 
  humanoid crows with muscular arms and fearsome 
  claws. Though they make their cliff-side homes on 
  the walls of underground chasms, where they climb 
  and leap with death-defying agility, they are most 
  frequently encountered in the tunnels where they 
  wait to ambush prey, leaping down from the ceiling 
  to rend and tear.
  Dire corbies are intelligent, but have little use 
  for society outside of the rough, squabbling 
  pecking order of their rookeries, where their 
  social order is little better than that of the 
  mundane birds they resemble. Along with the near-suicidal 
  savagery with which they launch themselves into combat, 
  dire corbies are known for their terrifying screeches, songs 
  of doom capable of unsettling even experienced explorers.
  In addition to being savage predators, dire corbies are 
  also notorious cannibals when it comes to their young, 
  and a mother dire corby must carefully defend her eggs 
  lest a flock of males from the same rookery descend on her 
  nest and devour the unborn children in a flurry of yolk 
  and blood. This ultimately counterproductive tendency 
  only further supports the impression most races have of 
  dire corbies as dangerously unbalanced beings, and may 
  explain why the creatures remain relatively rare.
  A typical dire corby stands 5 feet tall and weighs between 
  125 and 150 pounds.
  DREAD CORBY
  These powerful dire corbies are the offspring of dire 
  corbies and harpies. They have the advanced template and 
  gain the following special attack.
  Screech of Doom (Su): Once per day, a dread corby can 
  shriek at a target within 30 feet. The target must make 
  a DC 12 Will save or become frightened for 1d4 rounds. 
  This is a sonic, mind-affecting fear effect. The save DC is 
  Charisma-based.
  8080
  Illustration by Scott Purdy
  
  Disenchanter
  This blue-furred creature sports a short trunk and a camel-like 
  body. The air around it seems to shimmer with magical energy.
  DISENCHANTER 
  CR 3
  XP 800
  N Large magical beast 
  Init +3; Senses darkvision 60 ft., detect magic, low-light vision; 
  Perception +9
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +4
  DR 5/magic
  Weaknesses vulnerable to dispel magic
  OFFENSE
  Speed 50 ft.
  Melee trunk +7 touch (disenchant), 2 hooves +2 (1d6+2)
  Space 10 ft.; Reach 5 ft. (10 ft. with trunk)
  Special Attacks power spray
  Spell-Like Abilities (CL 4th; concentration +3)
  Constant—detect magic
  3/day—magic weapon
  1/day—dimension door
  STATISTICS
  Str 19, Dex 17, Con 14, Int 5, Wis 12, Cha 8
  Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
  Feats Iron Will, Skill Focus (Perception)
  Skills Escape Artist +5, Perception +9
  Languages none
  ECOLOGY
  Environment warm land
  Organization solitary, pair, or family (2 adults and 1–2 calves 
  with the young creature template)
  Treasure none
  SPECIAL ABILITIES
  Disenchant (Ex) A disenchanter can use its trunk to make a 
  melee touch attack against a target’s worn, held, or carried 
  magic item in an attempt to drink the item’s magic. The 
  disenchanter makes a caster level check (+4) opposed 
  by the target’s Fortitude save. If the check succeeds, 
  the disenchanter drains the item’s magic, rendering it 
  nonmagical. To determine which of a target’s magic 
  items is affected, use Table 9–2 on page 216 of the Core 
  Rulebook (though a disenchanter never uses this ability 
  on a headband or similar head-slot item unless it has first 
  tried to wear the item). Disenchanters may instead target 
  specific visible items, in which case they generally target 
  the most obvious items. Artifacts are immune to this ability. 
  Disenchant only works against objects that a disenchanter 
  can touch, and even a thin layer of cloth effectively protects 
  items from it.
  Power Spray (Su) Once per day, a disenchanter can release a 
  20-foot cone-shaped burst of raw magical energy through 
  its trunk. Creatures in the cone take 4d6 points of damage 
  (DC 14 Reflex save for half). Creatures immune to magic 
  effects that allow spell resistance (such as golems) are 
  immune to this ability. The save DC is Constitution-based.
  Vulnerable to Dispel Magic (Ex) A disenchanter targeted by dispel 
  magic takes 1d6 points of damage per caster level (maximum 
  10d6, Fortitude save for half). Greater dispel magic functions 
  similarly (maximum 20d6 damage, Fortitude save for half).
  A disenchanter is a blue-furred creature that resembles 
  a single-humped camel with a prehensile trunk. The 
  creatures can sense magic, which they consume for 
  sustenance, draining the power of magic items and storing 
  their magical energy in their humps. Disenchanters are 
  social creatures, and often seek the companionship of 
  other intelligent beings, making excellent mounts and 
  trackers for treasure hunters. A typical disenchanter is  
  8 feet long and weighs 1,600 pounds.
  8181
  Dire Corby–Disenchanter
  Dire Corby–Disenchanter
  Illustration by Victor Pérez Corbella
  
  DIV
  While demons exist to destroy, devils yearn to corrupt and 
  control, and daemons seek the death of all things, the foul 
  beings known as divs strive to ruin and despoil all things 
  created by mortals. Spawned from corrupted genies exiled 
  to the accursed depths of Abaddon, divs harbor an ancient 
  hatred against all mortalkind, doing all in their power not 
  simply to destroy but also to torment all that lives. Patient 
  and vicious, divs seek to spoil all things beautiful and joyous, 
  dooming their victims to existences full of frustration and 
  suffering before succumbing to lengthy, painful deaths. 
  The most ancient of myths claim that divs were the 
  aides and architects of numerous magical and forgotten 
  mortal empires in an age of wondrous and mysterious 
  antiquity. During this unfathomably ancient time these 
  masters of creation served as helpful genies, allied to 
  thankful and gracious masters. However, this bond with 
  mortals soon frayed, as generations of the shorter-lived 
  races ebbed and flowed like ripples in a puddle, forgetting 
  the oaths and respect their forbearers gave divs; some 
  began to abuse and neglect their otherworldly allies, while 
  others merely turned away from genies to rely upon and 
  extol the creations of mortalkind. As the contributions of 
  geniekind were ignored and the deities celebrated the rise 
  of their mortal creations across the worlds, many of the 
  ancient architects rose in rebellion against mortals and 
  the ancient deities who shepherded them. In turning from 
  the paths of inspiration and creation, these genie rebels 
  fell under the sway of a power of destruction known as 
  Ahriman, who granted them not only the vicious might 
  to avenge themselves against mortalkind, but also twisted 
  forms marking them as paragons of depredation, havoc, 
  and ruin. Thus did first divs come into being.
  Ever since, divs have arisen from the spirits of the most 
  nefarious and spiteful evil genies. Rather than returning 
  to the Elemental Planes upon their destruction, these foul 
  genies find their way into the claws of Ahriman, a spirit of 
  annihilation who has haunted geniekind since the earliest 
  days of creation. Having forged a realm upon the ruined 
  hinterlands of the foul plane of Abaddon, Ahriman uses 
  the innate corruption of that realm along with his own 
  immortal evil to inspire wickedness in the souls drawn to 
  him, warping such profane spirits into div servitors of a 
  variety of terrible forms. Indifferent to the genie race from 
  which the soul hailed, the Lord of the Divs sees only the evil 
  within and grants it an abhorrent shape particular to the 
  vices that brought the genie to his domain. What emerges 
  from Ahriman’s grip is a dreadful new fiend, an enemy of 
  mortalkind and the deities of good, a hateful spirit given a 
  form with which to wreak its revenge. The dark god’s touch 
  leaves behind nothing of the individual genie that once 
  was—only hatred, entitlement, and vengeance remain.
  Although as varied in form as any of the more pervasive 
  fiendish races, divs often demonstrate the pride, 
  affectations, and tastes of geniekind, drawing them toward 
  desert realms, ancient sites, and opulent displays of power. 
  Yet for all their varied powers, most divs prefer using 
  mortals to foster the dooms they envision, manipulating 
  those they hate to become the masters of their own 
  destruction. Nothing pleases a div as much as seeing a 
  powerful mortal squander everything she’s built to end up 
  poor, faithless, and resentful. Divs also treat genies with 
  spite and hatred, eagerly slaying them or working them 
  into their degenerate plans. 
  As a flaw of their spiritual reshaping, each type of div 
  has a strange weakness that compels it to act in a certain 
  way, such as always attacking the most beautiful opponent, 
  bargaining to learn a secret, or avoiding the color red. 
  Although the wisest know and tell of these weaknesses, every 
  div is aware of its compulsions and avoids being entrapped 
  by them while also plotting ways to exploit opponents who 
  think it vulnerable.
  Ahriman
  Ahriman appears as a bestial fiend, his hands clawed like 
  those of a tiger and feet taloned like those of a vulture. Oily 
  snakes worm through his scarred black flesh, riddling their 
  host and all near him with deadly venoms. Horns etched 
  with ancient curses crown the tigerlike face of Ahriman, and 
  beyond a great maw filled with soul-rending fangs lies a gate 
  to a realm of darkness rivaled only by oblivion.
  An ancient evil, Ahriman sprung from the creation of 
  the first genies. Scholars say when the act of creation that 
  brought genies to life occurred, a shadow of destruction 
  followed. This shadow cast itself across the world, countering 
  light and creation where it fell. Over countless millennia, this 
  spirit of annihilation came to be known as Ahriman.
  Ahriman’s ultimate goal is oblivion. To aid him in his 
  immortal plots he has spawned innumerable blasphemies 
  over countless ages, but the corrupted genie spirts known as 
  divs are his most numerous slaves. Ahriman and his minions 
  delight in influencing mortals toward destructive decisions 
  and the abandonment of wisdom. As ageless and patient as 
  he is vicious, this force of ancient evil seeks to ease the world 
  toward dissolution one failure at a time.
  A conniving demigod, Ahriman accepts the worship of evil 
  mortals despite his and his minions’ loathing of such beings. 
  Clerics of Ahriman are either nihilists or deluded cultists who 
  work to corrupt others, sow misfortune, and tear down the 
  works of geniekind. Ahriman grants access to the domains of 
  Darkness, Death, Destruction, and Evil. Ahriman’s symbol is 
  a black circle with a thin sliver of light overtaken by darkness, 
  and his favored weapon is the whip. 
  8282
  Illustration by Eva Widermann
  
  Div, Aghash
  Draped in rags and hunched over on goatlike legs, this creature 
  possesses a featureless face, save for a large eye ringed by fangs.
  AGHASH 
  CR 4
  XP 1,200
  NE Medium outsider (div, evil, extraplanar)
  Init +2; Senses darkvision 60 ft., see in darkness; Perception +11
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 42 (5d10+15)
  Fort +4, Ref +6, Will +7
  DR 5/cold iron or good; Immune fire, poison; Resist acid 10, 
  electricity 10; SR 15
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +8 (1d6+2)
  Special Attacks cursed gaze, sandstorm
  Spell-Like Abilities (CL 6th; concentration +10)
  At will—bestow curse (DC 16), detect good, detect magic, 
  dimension door, minor image (DC 15), spectral hand
  1/day—suggestion (DC 16), summon (level 3, 1d2 dorus 25%) 
  STATISTICS
  Str 14, Dex 15, Con 16, Int 13, Wis 13, Cha 18
  Base Atk +5; CMB +7; CMD 19
  Feats Alertness, Iron Will, Weapon Focus (claw)
  Skills Bluff +10, Disguise +12, Intimidate +10, Knowledge 
  (arcana) +7, Knowledge (planes) +7, Perception +11, Sense 
  Motive +9, Spellcraft +9, Stealth +10
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Cursed Gaze (Su) Aghash’s choice: confused for 
  1 round, shaken for 1 round, stunned for 1 
  round, or deals 1d4 points of damage, 30 
  feet, Fortitude DC 16 negates. Any creature 
  under the effects of protection from evil is 
  immune to an aghash’s gaze. The save DC is 
  Charisma-based.
  Sandstorm (Su) Once per day, as a full-round action, an 
  aghash can create a temporary sandstorm. This storm 
  has a radius of 100 feet centered on the aghash and 
  lasts for 1 minute per Hit Die the aghash possesses 
  (typically 5). This functions as a sandstorm (Core 
  Rulebook 431).
  Aghashes embody the evil eye, a curse granted 
  by merely witnessing these embodiments of 
  ruin and misfortune. Terrifying, haglike beings, 
  aghashes wander deserts of the Material Plane spreading 
  doom with their gazes. These wretched creatures hold 
  nothing sacred, taking particular pleasure in bringing 
  vain and arrogant mortals, particularly spellcasters, to 
  ruin. Ragged and filthy, an aghash moves with a staggering 
  motion. Its hoofed legs bend like those of a goat, giving its 
  emaciated frame an obscene, jerking gait. 
  All divs exhibit some manner of compulsion, and 
  aghashes’ is to despise beautiful mortals. If given a choice 
  between attacking two different opponents, an aghash 
  always chooses the most physically becoming foe. Such 
  is their loathing—or, perhaps, jealousy—that an aghash 
  might stalk attractive foes, delighting in afflicting 
  them with curses that sap their Charisma or otherwise 
  undermines their charm. With its spectral hand ability an 
  aghash can deliver curses from a distance, leading some 
  victims to believe they’ve been afflicted by a disease or 
  cursed by the gods themselves. All the while, the aghash 
  lingers nearby, delighting in the suffering it has caused. 
  An aghash stands between 5 and 6 feet tall and weighs 
  about 100 pounds. 
  8383
  DIV–Div, Aghash
  DIV–Div, Aghash
  
  Div, Akvan
  Ornate armor covers this hulking creature, rocky protrusions 
  jutting from its hide and fierce horns crowning its broad head.
  AKVAN 
  CR 20
  XP 307,200
  NE Gargantuan outsider (div, evil, extraplanar)
  Init +12; Senses darkvision 60 ft., see in darkness, true 
  seeing; Perception +34
  Aura hopelessness (30 ft., DC 30)
  DEFENSE
  AC 38, touch 10, flat-footed 34 (+13 armor, +4 Dex, +15 natural, 
  –4 size)
  hp 372 (24d10+240)
  Fort +18, Ref +22, Will +21
  DR 15/cold iron and good; Immune fire, poison; Resist acid 10, 
  electricity 10
  OFFENSE
  Speed 50 ft., fly 120 ft. (good)
  Melee bite +32 (2d8+12 plus grab/19–20), 2 claws +32 (2d6+12), 
  tail slap +30 (2d10+6)
  Space 20 ft.; Reach 20 ft. (25 ft. with tail)
  Special Attacks create ghul, rend (2 claws, 2d6+18), shake 
  faith, swallow whole (6d6+18 plus 4d6 energy damage,  
  AC 25, 37 hp), torturous gullet, trample (2d8+18, DC 34)
  Spell-Like Abilities (CL 20th; concentration +28)
  Constant—true seeing
  At will—align weapon, detect magic, greater teleport (self 
  plus 50 lbs. of objects only), magic circle against good, 
  telekinesis (DC 23)
  3/day—blasphemy (DC 25), disintegrate (DC 24), dispel magic, 
  forcecage (DC 25), protection from energy
  1/day—geas/quest, plane shift, summon (level 6, 1d2 sepids 
  100%)
  STATISTICS
  Str 35, Dex 26, Con 30, Int 19, Wis 24, Cha 27
  Base Atk +24; CMB +40; CMD 58
  Feats Awesome Blow, Cleave, Combat Reflexes, Critical 
  Focus, Great Cleave, Improved Bull Rush, Improved 
  Initiative, Improved Critical (bite), Multiattack, Power 
  Attack, Staggering Critical, Stunning Critical
  Skills Acrobatics +28 (+36 when jumping), Bluff +43, 
  Diplomacy +31, Fly +27, Intimidate +31, Knowledge 
  (arcana) +31, Knowledge (planes) +31, Knowledge 
  (religion) +19, Perception +34, Sense Motive +30, 
  Spellcraft +22, Use Magic Device +23; Racial Modifiers +8 
  Acrobatics when jumping, +8 Bluff
  Languages Abyssal, Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ armor training 4
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure standard (+5 half-plate, other treasure)
  SPECIAL ABILITIES
  Armor Training (Ex) An akvan is created wearing armor, and 
  is naturally experienced in its use. An akvan possesses the 
  armor training ability of a 15th-level fighter.
  Aura of Hopelessness (Su) All creatures within 30 feet of an 
  akvan must make a successful DC 30 Will save or take a 
  –4 penalty on attack rolls, saving throws, skill checks, and 
  ability checks. This is a mind-affecting effect. The save DC 
  is Charisma-based.
  Create Ghul (Su) Any genie that is slain by an akvan becomes 
  a ghul (see page 125) in 1d4 rounds. Such ghuls are under 
  the command of the akvan that created them and remain 
  enslaved until it dies, at which point they become free-
  willed ghuls. They do not possess any of the abilities they 
  had in life.
  Shake Faith (Su) Anytime an akvan strikes a divine spellcaster 
  with any of its melee attacks, the target must make a 
  DC 30 Will save or be shaken for 1d4 rounds. If the save is 
  successful, the target is instead shaken for 1 round. The 
  save DC is Charisma-based.
  Torturous Gullet (Su) As hunters of otherworldly beings, 
  akvans are uniquely drawn to digest creatures with a variety 
  of resistances. In addition to the damage dealt by crushing 
  internal organs, creatures swallowed by an akvan take 4d6 
  points of acid, cold, electricity, or fire damage per round. 
  The akvan chooses what type of energy damage those in its 
  stomach will take every round, and may change this from 
  round to round. Additionally, an akvan’s stomach is thickly 
  armored, allowing it to benefit from its entire natural armor 
  bonus instead of merely half.
  Akvans number among the most physically powerful 
  and openly destructive servants of Ahriman, directly 
  carrying out his ancient plans for oblivion. Their twisted 
  minds bend toward desolation, ruin, and blasphemy, and 
  their hatred of the gods of creation and beings renowned 
  for inspiring art and wonder knows few equals. Whereas 
  most divs turn their cruelty and vengefulness exclusively 
  upon mortals, akvans broaden the scope of their hatred 
  to encompass geniekind as well.
  Akvans seek out wonders to destroy—monuments 
  from lost ages that have long inspired awe and pride or 
  beings and establishments said to be invincible. While 
  divs typically spread their taint through more subtle 
  ways, akvans target symbols for destruction, bringing 
  down not just stone and mortar but hopes and dreams. 
  Additionally, these masters of destruction promote the 
  creation of new horrors, transforming their most hated 
  victims, genies, into nightmares known as ghuls. Thus, 
  an akvan’s evil does not end with its victim’s death, as 
  slain genies arise from the battlefield—or are belched up 
  8484
  Illustration by Eva Widermann
  
  from an akvan’s gullet—as blasphemous undead servants. 
  These undead minions serve their terrifying master and, 
  over the ages, gather around it as an army of profane slaves.
  Hatred and hunger for genies and those allied with 
  them constitute the racial compulsion to which all 
  akvans bow. These divs always go out of their way to hunt, 
  destroy, and consume any genie they encounter. While 
  wise enough to not waste their lives in combat against 
  foes obviously more powerful then they, akvans seek to 
  bring low any such opponents, if not by brute strength, 
  then by guile. 
  Akvans stand approximately 40 feet tall and weigh over 
  30,000 pounds.
  AKVAN PRINCES
  As akvans go through existence slaying mortals and genies, 
  many gravitate toward one of the races of geniekind, 
  targeting members of that race with particular passion. 
  Over ages of service, akvans who prove especially lethal in 
  slaughtering genies garner the attention of Ahriman, who 
  blesses such divs with increased power, transforming them 
  into akvan princes.
  Each 
  akvan 
  prince 
  dedicates 
  itself 
  to 
  extinguishing a particular type of genie and 
  gains special abilities with which to slaughter 
  genies of that type. An 
  akvan prince gains an 
  additional 4–8 Hit Dice, 
  a +4 bonus to three 
  ability scores, and has a CR of 22 –24. 
  The akvan prince also gains one of the 
  following sets of abilities, depending 
  on what type of genies it hunts.
  Crumbling Earth: A shaitan-hunting 
  akvan prince shatters the strongest 
  stone. It gains the stone glide ability, 
  tremorsense 100 feet, and a burrow 
  speed of 100 feet, and its natural 
  attacks are treated as adamantine 
  for the purposes of overcoming 
  damage reduction. It also gains 
  the following spell-like abilities: 
  3/day—quickened stone shape, 
  transmute 
  mud 
  to 
  rock, 
  transmute rock to mud, wish.
  Dying Ember: An efreet-
  hating akvan prince holds 
  dominion 
  over 
  flame. 
  It gains resist fire 30, an 
  efreeti’s heat special attack (1d6 when struck, 6d6 when 
  grappling or grappled), and the following spell-like 
  abilities: at will—quickened quench, scorching ray, 
  wall of fire; 3/day—wish.
  Gasping Wind: A djinn-hunting akvan prince gains 
  power over the wind. It gains resist electricity 30 and the 
  whirlwind ability, its fly speed increases to 120 feet (perfect 
  maneuverability), and it gains the following spell-like 
  abilities: at will—invisibility; 3/day—gaseous form, wish. 
  Thirsty Sea: A marid-slaying akvan prince controls and 
  poisons water. It gains a swim speed of 100 feet, a marid’s 
  water’s fury special attack (8d6 points of damage, blinds 
  and stuns for 1d6 rounds), and the following spell-like 
  abilities: constant—water breathing, water walk; at will—
  quickened control water; 3/day—horrid wilting, wish.
  Unbalanced Soul: A jann-killing akvan prince spreads 
  failure and defeat. It gains resist acid, cold, and electricity 
  20, and the following spell-like abilities: at will—ethereal 
  jaunt, invisibility; 3/day—insanity, mage’s disjunction, wish.
  8585
  Div, Akvan
  Div, Akvan
  
  Div, Doru
  This disembodied and bestial head covered in lashing hair and 
  curling horns flies through the air.
  DORU 
  CR 2
  XP 600
  NE Tiny outsider (div, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., detect good, detect magic, see 
  in darkness; Perception +7
  DEFENSE
  AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural,  
  +2 size)
  hp 16 (3d10)
  Fort +3, Ref +4, Will +4
  DR 10/cold iron or good; 
  Immune fire, poison; 
  Resist acid 10, 
  electricity 10; SR 13
  OFFENSE
  Speed 20 ft., fly 
  40 ft. (perfect)
  Melee bite +9 
  (1d4–1 plus 
  poison)
  Space 2-1/2 ft.; 
  Reach 0 ft.
  Spell-Like Abilities 
  (CL 6th; concentration +8)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  3/day—charm person (DC 13), minor image (DC 13)
  1/day—suggestion (DC 14)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14
  Base Atk +3; CMB +4; CMD 13 (can’t be tripped)
  Feats Weapon Finesse, Weapon Focus (bite)
  Skills Bluff +8, Fly +11, Knowledge (arcana) +6, Knowledge 
  (planes) +6, Perception +7, Spellcraft +6, Stealth +17
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d2 Wis; cure 2 consecutive saves.
  Dorus are the divs that whisper in the night, the foul 
  inspiration that drifts upon fetid winds, the messengers 
  of pretender gods. Wild hair whips around a doru’s six 
  twisting horns, while a flat nose, a fanged mouth, and red 
  glowing eyes complete the terrifying image of this bodiless 
  monstrosity. Dorus almost always fly, preferring to stay at 
  heights that keep them at the eye level of those with whom 
  they would have dealings. When not flying, dorus roll 
  across the ground in a disturbing manner, horns bouncing 
  and teeth clattering as the creatures cackle and cartwheel, 
  terrifying children and shocking the faint of heart.
  The least of the divs, dorus serve as messengers and servants 
  of other divs and sometimes mortal spellcasters. While not 
  strong combatants, dorus prefer to sow ruin in more subtle 
  ways. They enjoy tainting mortals with exaggerated news and 
  outright lies, trying to turn impressionable 
  beings to waste and wickedness. Even 
  if a doru fails to fully corrupt 
  an intelligent being itself, it 
  attempts to weaken the target’s 
  will, making the victim 
  more pliable to future 
  corruption and ruin.
  All 
  divs 
  have 
  some 
  manner of esoteric flaw 
  in their personalities—
  dorus are obsessed with 
  secrets. These covetous 
  fiends hoard secrets and 
  legends like a miser hoards 
  gold. This thirst for information 
  causes the curious dorus to enter into 
  ridiculous bargains to obtain hidden 
  knowledge from those they believe 
  hold tales of special interest or value, 
  especially when such information has the potential to aid 
  in the corruption of future souls. Such bargains are usually 
  what seal dorus to servitude, whether their service be to 
  other divs or to mortal spellcasters. Cunning creatures, 
  dorus often act as double (and sometimes triple) agents, 
  but they rarely maintain this complex series of lies and 
  deceptions for long. Dorus abhor mortals, as all divs do, 
  and find it difficult to remain obedient to such beings for 
  more than a span of a few decades at most. Only the most 
  precious and profane secrets have the potential to keep a 
  doru faithful to a mortal master for more than a century. 
  Serving greater divs or mortal spellcasters, divs deliver 
  messages, most directly plucked from secret sources. 
  Dorus’ spell-like abilities make them excellent spies, 
  granting them the ability to infiltrate, eavesdrop while 
  invisible, and charm their way out of perilous situations. 
  Those serving mortals pride themselves on manipulating 
  their masters into furthering the divs’ own ends. Many evil 
  spellcasters seeking profane power and ancient evil secrets 
  seek to take dorus as familiars. A neutral evil spellcaster of 
  at least 7th level who takes the Improved Familiar feat can 
  select a doru as a familiar.
  8686
  Illustration by Eric Lofgren
  
  Div, Ghawwas
  Bristling with spiny ridges, coral horns, and needle-sharp teeth, this 
  menacing biped seems to have emerged from some poisoned sea.
  GHAWWAS 
  CR 10
  XP 9,600
  NE Large outsider (aquatic, div, evil, extraplanar)
  Init +6; Senses darkvision 60 ft., detect good, detect magic, see 
  in darkness; Perception +19
  DEFENSE
  AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, –1 size)
  hp 161 (14d10+84)
  Fort +10, Ref +13, Will +11
  Defensive Abilities rough hide; DR 10/cold iron and good; 
  Immune fire, poison; Resist acid 10, electricity 10; SR 21
  OFFENSE
  Speed 30 ft., swim 80 ft.
  Melee bite +22 (1d8+7/19–20), 2 claws +20 (1d6+7), sting +20 
  (1d6+7 plus poison) or
  spear +20/+15/+10 (2d6+7/�3 plus poison)
  Ranged spear +15 (2d6+7/�3 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks boiling sea
  Spell-Like Abilities (CL 12th; concentration +14)
  Constant—detect good, detect magic
  At will—control water, curse water, deeper darkness, 
  dimension door
  3/day—hallucinatory terrain (DC 16), stinking cloud (DC 
  15), summon (level 6, 1 pairaka 60%), quench (DC 15)
  STATISTICS
  Str 24, Dex 15, Con 23, Int 12, Wis 15, Cha 14
  Base Atk +14; CMB +22; CMD 34
  Feats Combat Reflexes, Greater Weapon Focus (bite), 
  Improved Critical (bite), Improved Initiative, Lightning 
  Reflexes, Power Attack, Weapon Focus (bite)
  Skills Bluff +19, Knowledge (geography and planes) +18, 
  Perception +19, Stealth +15, Survival +19, Swim +32
  Languages Abyssal, Aquan, Celestial, Infernal; 
  telepathy 100 ft.
  SQ amphibious
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Boiling Sea (Su) As a standard action, a ghawwas can cause 
  the waters around it to boil. Any creature within 50 feet of 
  the ghawwas, within the same body of water, and at least 
  half submerged takes 6d6 points of heat damage (DC 22 
  Fortitude save for half). The save DC is Constitution-based.
  Poison (Ex) Sting—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
  Rough Hide (Ex) Ghawwas have rough hides studded with 
  jagged barbs and spiny protrusions. Any creature striking a 
  ghawwas with a natural weapon or an unarmed strike takes 
  1d6 points of slashing and piercing damage.
  Full of poison and treachery, ghawwas foul the seas and seek 
  to bring ruin to those who dwell there. Ghawwas resemble 
  a mixture of hulking humanoid, prehistoric fish, and 
  poisonous bottom-feeder. While most ghawwas live in salt 
  water, they sometimes teleport to oases to defile them or 
  suck them dry. Although they see all mortals as enemies, 
  ghawwas bear a particular grudge against peaceable, water-
  breathing creatures such as merfolk and locathah.
  All ghawwas find the tolling of bells insufferable, the 
  sound filling them with rage and driving them to seek out 
  the source and destroy either the bell or those ringing it. 
  The typical ghawwas stands 12 feet tall and weighs close 
  to 1,200 pounds. 
  8787
  Illustration by Paul Davidson
  Div, Doru–Div, Ghawwas
  Div, Doru–Div, Ghawwas
  
  Div, Pairaka
  Blue-skinned and draped in revealing attire, this humanoid fiend 
  has a sultry gaze suggesting all manner of debased pleasures.
  PAIRAKA 
  CR 7
  XP 3,200
  NE Medium outsider (div, evil, extraplanar, shapechanger)
  Init +9; Senses darkvision 60 ft., detect good, detect magic, see 
  in darkness; Perception +16
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural)
  hp 76 (9d10+27)
  Fort +6, Ref +11, Will +10
  DR 10/cold iron or good; Immune fire, poison, disease; Resist 
  acid 10, electricity 10; SR 22
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee 2 claws +14 (1d6+3 plus disease)
  Spell-Like Abilities (CL 12th; concentration +19)
  Constant—detect good, detect magic
  At will—charm monster (DC 20), dimension door (self 
  plus 50 lbs. of objects only), misdirection (DC 19)
  1/day—insect plague, summon (level 3, 1d4 dorus 50%)
  STATISTICS
  Str 17, Dex 20, Con 16, Int 14, Wis 18, Cha 24
  Base Atk +9; CMB +12; CMD 27
  Feats Deceitful, Flyby Attack, Hover, Improved 
  Initiative, Weapon Finesse
  Skills Bluff +20, Diplomacy +18, Disguise +18, Fly +16, 
  Intimidate +16, Knowledge (local) +13, Knowledge 
  (planes) +13, Perception +16, Sense 
  Motive +13, Stealth +17
  Languages Abyssal, Celestial, 
  Infernal; telepathy 100 ft.
  SQ change shape (any Small 
  or Medium animal or 
  humanoid; polymorph)
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Disease (Su) A pairaka carries two 
  diseases. Its claws infect targets with 
  bubonic plague, and any willing contact 
  with its skin (such as through caressing, 
  grappling, or more) exposes victims to 
  the shakes. 
  Bubonic Plague: Claw—injury; 
  save Fort DC 17; onset 1 day; 
  frequency 1/day; effect 1d4 Str 
  damage, 1 Cha damage, and 
  target is fatigued; cure 2 consecutive saves. 
  Shakes: Contact; save Fort DC 13; onset 1 day; frequency 
  1/day; effect 1d8 Dex damage; cure 2 consecutive saves.
  Lustful Dreams (Su) Pairakas can torment sleeping creatures. 
  While an intelligent creature sleeps, a pairaka can slip into 
  the target’s mind and twist its dreams to lusty nocturnal 
  visions. The victim must be asleep for the pairaka to use this 
  ability and the pairaka must be within 100 feet. If the victim 
  fails a DC 21 Will save, it experiences vivid hallucinations 
  of a lurid nature that leave it breathless and fatigued upon 
  waking. The victim, even a depraved soul, rarely considers 
  the sexual nature of these dreams enjoyable, as the images 
  exploit any number of taboos the pairaka suspects its victim 
  might harbor. The save DC is Charisma-based. Creatures 
  that do not sleep or dream are immune to this effect.
  A sensual pairing of seduction and destruction, pairakas 
  embody the corruptive nature of unbridled lust. Pairakas 
  spend little time in their true form while on the 
  Material Plane, choosing to cloak 
  themselves instead in alluring 
  forms to seduce potential victims, 
  ruin relationships, and foment 
  obsession. In its true form, a 
  pairaka’s body is a foul landscape 
  of blazing rashes, oozing pustules, 
  and taut blisters suggestive of the 
  corruptions it harbors, bodily and 
  spiritually.
  Pairakas pride themselves on 
  perversion. They love nothing 
  more than turning lovers against 
  one another or destroying the bonds 
  of friendship. Pairakas feed off this 
  slow torment and savor each broken heart 
  or disappointment. They use lust and 
  sexuality as their primary tools, wielding 
  taboos and carnal appetites to sever once-
  friendly 
  relationships. 
  Pairakas 
  also 
  use their seduction to spread disease, 
  charming victims into physical contact.
  Just as all other divs suffer a weakness, 
  pairakas cannot stand the color red. 
  They never wear the color or enter 
  a place that is painted red, 
  and they always attack 
  creatures that are 
  garbed in clothes 
  of a crimson 
  hue first.
  Pairakas stand 6 feet tall and weigh 
  around 150 pounds. Their skin color 
  varies widely between individuals.
  8888
  Illustration by Tyler Walpole
  
  Div, Sepid
  Twice the height of a human, this horned monstrous warrior 
  wields a massive blade.
  SEPID 
  CR 14
  XP 38,400
  NE Large outsider (div, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +22
  DEFENSE
  AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
  hp 202 (15d10+120)
  Fort +13, Ref +16, Will +15
  DR 10/cold iron and good; Immune fire, poison; Resist acid 10, 
  electricity 10; SR 25
  OFFENSE
  Speed 40 ft.
  Melee +1 falchion +23/+18/+13 (2d6+11/15–20) or 
  2 claws +21 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rain of debris
  Spell-Like Abilities (CL 15th; concentration +21)
  At will—comprehend languages, deeper 
  darkness, greater teleport (self 
  plus 50 lbs. of objects only), 
  nondetection, speak with dead 
  (DC 19)
  3/day—blindness/deafness (DC 18), 
  fly, ice storm, invisibility, mirror 
  image, scorching ray, touch of idiocy, 
  true strike
  1/day—animate dead, baleful polymorph 
  (DC 21), bestow curse (DC 20), 
  break enchantment, create undead, 
  disintegrate (DC 22), 
  enervation, fireball  
  (DC 19), hold monster 
  (DC 21), summon 
  (level 4, 1 ghawwas 
  or 1 shira 40%), true 
  seeing
  STATISTICS
  Str 25, Dex 20, Con 27, Int 19,  
  Wis 19, Cha 22
  Base Atk +15; CMB +23; 
  CMD 38
  Feats Cleave, Combat Reflexes, 
  Deflect ArrowsB, Improved 
  Critical (falchion), 
  Improved Initiative, Iron 
  Will, Lightning Reflexes, 
  Power Attack, Weapon 
  Focus (falchion)
  Skills Bluff +24, Fly +15, Intimidate +24, Knowledge (arcana) +22, 
  Knowledge (planes) +22, Knowledge (religion) +15, Perception 
  +22, Sense Motive +20, Spellcraft +22, Stealth +19, Use Magic 
  Device +24
  Languages Abyssal, Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ deflect rays
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure standard (+1 falchion, other treasure)
  SPECIAL ABILITIES
  Deflect Rays (Su) Once per round as an immediate action, a 
  sepid can use its Deflect Arrows feat to deflect a ray or a 
  spell that uses a ranged touch attack.
  Rain of Debris (Su) Three times per day as a standard action, 
  a sepid can call forth a hail of stones, wood, 
  metal, and similar debris. The debris 
  rains down and pelts all creatures 
  in a 10-foot-high, 40-foot-radius 
  cylinder centered on the 
  sepid, dealing 15d6 points of 
  bludgeoning damage (Reflex 
  DC 25 for half). This attack 
  does not harm the sepid, and 
  counts as an evil attack for the 
  purpose of damage reduction. The 
  save DC is Constitution-based.
  Warlords 
  among 
  the 
  divs, 
  sepids spread fear, slaughter, 
  and despair wherever they pass. 
  They 
  foster 
  battles, 
  incite rebellions, and 
  seek heroes to slay, 
  destroying all that which 
  gives 
  common 
  people 
  hope. With their falchions 
  in hand, sepids often stand 
  at the fore of the foul legions 
  they raise.
  Sepids delight in twisting the 
  truth, but while all divs are 
  liars, sepids make themselves 
  predictable by always 
  doing the opposite 
  of what they claim, 
  and wise opponents 
  turn this knowledge to their 
  own advantage.
  Sepids stand 13 feet 
  tall and weigh upward 
  of 1,500 pounds.
  8989
  Illustration by Jason Engle
  Div, Pairaka–Div, Sepid
  Div, Pairaka–Div, Sepid
  
  Div, Shira
  Moving with deadly grace, this brutal, thickly furred humanoid 
  figure’s head is that of a lioness with dead black eyes. 
  SHIRA 
  CR 12
  XP 19,200
  NE Large outsider (div, evil, extraplanar)
  Init +11; Senses darkvision 60 ft., see in darkness, true seeing; 
  Perception +21
  DEFENSE
  AC 27, touch 16, flat-footed 20 (+7 Dex, +11 natural, –1 size)
  hp 150 (12d10+84)
  Fort +11, Ref +15, Will +14
  DR 10/cold iron and good; Immune fire, poison; Resist acid 10, 
  electricity 10; SR 23
  OFFENSE
  Speed 50 ft.
  Melee bite +21 (1d8+9/19–20), 2 claws +21 (1d8+9 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks consume essence, dusty pelt, rake (2 claws +21, 
  1d8+9)
  Spell-Like Abilities (CL 13th; concentration +18)
  Constant—true seeing
  At will—greater teleport (self plus 50 lbs. of objects only)
  3/day—magic circle against good, waves of fatigue
  1/day—summon (level 5, 1d2 pairakas or 1 shira 
  35%)
  STATISTICS
  Str 28, Dex 25, Con 25, Int 13, 
  Wis 22, Cha 20
  Base Atk +12; CMB +22 
  (+26 grapple); CMD 39
  Feats Improved Critical 
  (bite), Improved Initiative, 
  Power Attack, Run, 
  Weapon Focus (claw), 
  Weapon Focus (bite)
  Skills Acrobatics +22 (+30 
  when jumping), 
  Bluff +20, Climb 
  +24, Intimidate 
  +20, Perception 
  +21, Stealth +18, 
  Survival +21
  Languages Abyssal, Celestial, Infernal; 
  telepathy 100 ft.
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Consume Essence (Su) A shira’s 
  deadliest attacks drain away a portion of its victim’s 
  essence. Whenever a shira hits with a coup de grace attack 
  using its bite, or confirms a critical hit with its claws or 
  bite, the target must succeed at a DC 23 Fortitude save 
  or take 1d4 points of Constitution drain. The save is 
  Constitution-based.
  Dusty Pelt (Ex) A shira collects and produces copious amounts 
  of dust and ash within the coarse hairs of its furry hide. As 
  a move action, it can shake itself, creating a cloud of dust 
  that fills its space, providing it concealment. Any attack that 
  deals at least 10 points of bludgeoning, piercing, or slashing 
  damage to the shira (before DR) automatically activates 
  this ability. The dust cloud lasts for 1 round. A light wind 
  disperses this cloud immediately.
  Bestial stalkers, shiras live to hunt and feed. Resembling 
  anthropomorphic lionesses, these divs use their powerful 
  builds, keen senses, and deadly instincts to track the 
  proudest mortals and slay the most formidable foes. They 
  embody the deadly nature of the wilds and the dispassion 
  with which beast and land might turn against mortals, 
  delighting in proving to civilized beings how small and 
  helpless they are in the face of a savage world.
  Shiras prefer hunting alone, keeping company with 
  even others of their own kind only long enough to form 
  temporary hunting bands. With a hunger for intelligent 
  prey, they savor the taste of mortal souls, savaging 
  not just victims’ bodies but also their vital 
  essences. Despite being the most feral of 
  all divs, shiras sometimes serve as 
  scouts and assassins for div hordes. 
  Such arrangements usually prove 
  to be temporary, however, lasting 
  only until the shiras’ savage 
  instincts or lust for the hunt 
  again takes hold.
   Shiras never go after 
  an easy kill, and instead 
  target the most obviously 
  powerful of the possible 
  targets. When acting on 
  this compulsion, a shira 
  weighs its chances for 
  survival and the glory of 
  its intended kill, planning 
  its tactics carefully and not 
  necessarily 
  charging 
  savagely 
  forth. Though savage, a shira is also 
  a cunning hunter and might wait 
  weeks for the perfect opportunity 
  to bring down its chosen prey.
  Most shiras stand 10 feet tall and weigh approximately 
  1,200 pounds.
  9090
  Illustration by Tyler Walpole
  
  Dragon, Faerie
  A pair of brightly colored butterfly wings sprouts from the back of 
  this miniature dragon.
  FAERIE DRAGON 
  CR 2
  XP 600
  CG Tiny dragon 
  Init +3; Senses darkvision 60 ft., low-light 
  vision; Perception +8
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, 
  +2 natural, +2 size)
  hp 22 (3d12+3)
  Fort +4, Ref +6, Will +5
  Immune paralysis, sleep; SR 13
  OFFENSE
  Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
  Melee bite +4 (1d3–1)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 
  negates, usable every 1d4 rounds)
  Spell-Like Abilities (CL 3rd; concentration +6)
  3/day—greater invisibility (self only)
  Spells Known (CL 3rd; concentration +6)
  1st (6/day)—grease (DC 14), silent image (DC 14), sleep (DC 14)
  0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), 
  mage hand, open/close
  STATISTICS
  Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
  Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
  Feats Acrobatic, Dodge
  Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, 
  Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, 
  Use Magic Device +9
  Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary or clan (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, 
  DC 12 Fortitude negates. Creatures affected by euphoria 
  are staggered, sickened, and immune to fear effects for the 
  duration. A faerie dragon can use this breath weapon once 
  every 1d4 rounds. The save DC is Constitution-based.
  Spells A faerie dragon casts spells as a 3rd-level sorcerer.
  Related to pseudodragons, faerie dragons are whimsical, 
  playful pranksters that spend most of their time either 
  relaxing in cool forest glades or engaged in some sort of 
  prank. Although such mischief is usually spontaneous, 
  some faerie dragons have been known to spend months 
  or even years in preparation of one truly spectacular joke. 
  Travelers making their way through lands known to 
  be inhabited by these good-natured—but sometimes 
  annoying—tricksters are advised to keep up their guard lest 
  they face all manner of creative annoyances (horses painted 
  with berry juice, squirrels placed inside bedrolls, and 
  clothing decorating high branches being a few examples).
  Unlike true dragons, faerie dragons do not grow larger 
  with age, but their scales do change color, starting with 
  red and moving through the rainbow to reach dark violet 
  at old age. Faerie dragons grow in power as spellcasters 
  as they age (typically gaining levels in sorcerer), learning 
  more powerful spells to complement their innate 
  abilities. The spells of faerie dragons tend to focus on 
  tools that can be used to create or enhance pranks, and 
  illusion and enchantment spells are particularly popular.
  Faerie dragons avoid combat unless there is no other 
  option. If forced to fight, faerie dragons attempt to confound 
  enemies rather than kill them, using both spells and breath 
  weapon to weaken and scatter foes before fleeing. The only 
  exception to this is when a faerie dragon’s clan or allies are 
  in danger. As capricious as these tiny dragons can be, many 
  prove quick to bond with goodly creatures, especially fey 
  and others they find interesting or hilarious—adventurers 
  often fall into this latter camp, particularly those most 
  outraged by a faerie dragon’s tricks. 
  Faerie dragons sometimes ally with spellcasters, serving 
  as curious, occasionally reckless, but always true familiars. 
  An arcane spellcaster of at least 7th level with an alignment 
  within 1 step of chaotic good who has the Improved Familiar 
  feat may select a faerie dragon as a familiar.
  9191
  Illustration by Anna Mohrbacher
  Div, Shira–Dragon, Faerie
  Div, Shira–Dragon, Faerie
  
  Dragon, Imperial
  Although chromatic and metallic dragons are the most 
  widely known, other categories of true dragon exist. 
  Presented here are the five imperial dragons, regal 
  guardians of ancient lands and servants of cosmic balance. 
  AGE CATEGORIES
  Many of a true dragon’s abilities, attacks, and other statistics 
  improve as the dragon grows older. These increases are divided 
  into 12 age categories—as a dragon ages, its base statistics 
  change as noted on the Dragon Age Categories table.
  Age Category: This is the age category’s name.
  Age in Years: This is the dragon’s actual age.
  CR: This column modifies the dragon’s base CR.
  Size: This column shows the number of size categories 
  to increase the dragon’s base size by, depending on its age 
  (from Tiny to Small, Small to Medium, and so on). A true 
  dragon does not gain the standard increases to ability 
  scores when it achieves a larger size—instead, true dragons 
  gain ability score increases according to their age category, 
  as indicated on the Dragon Ability Scores table.
  Hit Dice: This shows how many additional Hit Dice a 
  dragon gains over its base Hit Dice as it grows. Increases 
  to Hit Dice grant extra hit points, feats, and skill ranks 
  as well as increasing the dragon’s base attack bonus and 
  base save bonuses. A dragon has skill ranks equal to 6 + its 
  Intelligence modifier per Hit Die. A dragon’s increases to 
  ability scores for gaining Hit Dice are included in the total 
  ability score increases (see the Dragon Ability Scores table).
  Natural Armor: This shows the amount the dragon’s base 
  natural armor bonus increases by with each age category.
  Breath Weapon: Each dragon has a breath weapon (see 
  Combat) that deals a base amount of damage. This multiplier 
  increases the number of dice of damage dealt by the dragon’s 
  breath weapon. For example, a mature adult dragon with a base 
  breath weapon that deals 2d6 points of acid damage would 
  deal 14d6 points of acid damage (due to the ×7 multiplier).
  COMBAT
  The Dragon Attacks and Speeds table lists the attacks 
  a dragon can employ and the damage it deals (a dash 
  indicates a dragon of that size does not possess that natural 
  attack). Dragons gain other abilities described here when 
  they reach a specific age category.
  Fly Speed: A dragon’s fly speed increases as indicated, 
  according to its size. Imperial dragons are wingless and 
  their flight is a supernatural ability.
  Bite: This is a primary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus 
  (even though it has more than one attack). A dragon’s bite 
  attack has reach as if the creature were one size category 
  larger (+10 feet for Colossal dragons).
  Claws: These primary attacks deal the indicated damage 
  plus the dragon’s Strength bonus.
  Gore: As they are wingless, Medium and larger imperial 
  dragons make gore attacks with their horns instead of wing 
  attacks. A gore is a primary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus. An 
  imperial dragon’s gore attack has reach as if the creature were 
  one size category larger (+10 feet for Colossal dragons).
  Tail Slap: The dragon can slap one foe each round with its 
  tail. A tail slap is a secondary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (this is 
  an exception to the normal secondary attack rules).
  Crush (Ex): A flying or jumping Huge or larger dragon can 
  land on foes as a standard action, using its whole body to crush 
  them. Crush attacks are effective only against opponents three 
  or more size categories smaller than the dragon. A crush attack 
  affects as many creatures as fit in the dragon’s space. Creatures 
  in the affected area must succeed at a Reflex save (DC equal to 
  that of the dragon’s breath weapon) or be pinned, automatically 
  taking bludgeoning damage during the next round unless the 
  dragon moves off them. If the dragon chooses to maintain the 
  pin, it must succeed at a combat maneuver check as normal. 
  Pinned foes take damage from the crush each round if they 
  don’t escape. A crush attack deals the indicated damage plus 
  1-1/2 times the dragon’s Strength bonus.
  Tail Sweep (Ex): This allows a Gargantuan or larger dragon 
  to sweep with its tail as a standard action. The sweep affects 
  a half-circle with a radius of 30 feet (or 40 feet for a Colossal 
  dragon), extending from an intersection on the edge of the 
  dragon’s space in any direction. Creatures within the swept 
  area are affected if they are four or more size categories 
  smaller than the dragon. A tail sweep automatically deals 
  the indicated damage plus 1-1/2 times the dragon’s Strength 
  bonus. Affected creatures can attempt Reflex saves to take half 
  damage (DC equal to that of the dragon’s breath weapon).
  Breath Weapon (Su): Using a breath weapon is a standard 
  action. A dragon can use its breath weapon once every 1d4 
  rounds, even if it possesses more than one breath weapon. 
  A breath weapon always starts at an intersection adjacent to 
  the dragon and extends in a direction of the dragon’s choice. 
  Breath weapons come in two shapes, lines and cones, whose 
  areas vary with the dragon’s size. If a breath weapon deals 
  damage, those caught in the area can attempt Reflex saves 
  to take half damage. The save DC against a breath weapon is 
  10 + 1/2 the dragon’s HD + the dragon’s Con modifier. Saves 
  against various breath weapons use the same DC; the type of 
  saving throw is noted in the variety descriptions. A dragon can 
  use its breath weapon when it is grappling or being grappled.
  ADDITIONAL DRAGON RULES
  Dragon Senses (Ex): Dragons have darkvision 120 feet 
  and blindsense 60 feet. They see four times as well as a 
  human in dim light and twice as well in normal light.
  9292
  
  Frightful Presence (Ex): A dragon’s frightful presence 
  has a range equal to 30 feet × the dragon’s age category, 
  but otherwise functions as detailed in the universal 
  monster rules in the appendix.
  Spells: A dragon knows and casts arcane spells as a 
  sorcerer of the level indicated in its specific description. 
  Its caster level depends on its age, as shown for each type.
  Spell-Like Abilities: A dragon’s caster level for its 
  spell-like abilities is equal to its total Hit Dice.
  Damage Reduction: Dragons gain damage reduction 
  as they age, as indicated in each dragon’s specific entry. 
  Their natural weapons are treated as magic weapons for 
  the purpose of overcoming damage reduction.
  Immunities (Ex): Every dragon is immune to sleep 
  effects and paralysis effects. In addition, a dragon is 
  immune to one or more additional forms of attack or 
  energy damage no matter what its age, as given in its 
  specific description.
  Spell Resistance (Ex): As dragons grow older, they 
  become more resistant to spells and spell-like abilities, 
  as indicated in the specific dragon descriptions. A 
  dragon’s SR is equal to 11 + its CR.
  Dragon Age Categories
  Age 
  Age in 
   
   
   
  Natural 
  Breath
  Category 
  Years 
  CR 
  Size 
  Hit Dice 
  Armor 
  Weapon
  1 Wyrmling 
  0–5 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  6–15 
  Base + 2 
  Base + 1 
  Base + 2 
  Base + 3 
  Base × 2
  3 Young 
  16–25 
  Base + 4 
  Base + 2 
  Base + 4 
  Base + 6 
  Base × 3
  4 Juvenile 
  26–50 
  Base + 5 
  Base + 2 
  Base + 6 
  Base + 9 
  Base × 4
  5 Young adult 
  51–100 
  Base + 7 
  Base + 3 
  Base + 8 
  Base + 12 
  Base × 5
  6 Adult 
  101–200 
  Base + 8 
  Base + 3 
  Base + 10 
  Base + 15 
  Base × 6
  7 Mature adult 
  201–400 
  Base + 9 
  Base + 3 
  Base + 12 
  Base + 18 
  Base × 7
  8 Old 
  401–600 
  Base + 11 
  Base + 4 
  Base + 14 
  Base + 21 
  Base × 8
  9 Very old 
  601–800 
  Base + 12 
  Base + 4 
  Base + 16 
  Base + 24 
  Base × 9
  10 Ancient 
  801–1,000 
  Base + 13 
  Base + 4 
  Base + 18 
  Base + 27 
  Base × 10
  11 Wyrm 
  1,001–1,200 
  Base + 14 
  Base + 4 
  Base + 20 
  Base + 30 
  Base × 11
  12 Great wyrm 
  1,201+ 
  Base + 16 
  Base + 5 
  Base + 22 
  Base + 33 
  Base × 12 
  Dragon Ability Scores
  Age Category 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
  1 Wyrmling 
  Base 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  Base + 4 
  Base – 2 
  Base + 2 
  Base + 2 
  Base + 2 
  Base + 2
  3 Young 
  Base + 8 
  Base – 2 
  Base + 4 
  Base + 2 
  Base + 2 
  Base + 2
  4 Juvenile 
  Base + 10 
  Base – 2 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  5 Young adult 
  Base + 12 
  Base – 4 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  6 Adult 
  Base + 14 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  7 Mature adult 
  Base + 16 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  8 Old 
  Base + 18 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  9 Very old 
  Base + 20 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  10 Ancient 
  Base + 22 
  Base – 6 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  11 Wyrm 
  Base + 24 
  Base – 8 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  12 Great wyrm 
  Base + 26 
  Base – 8 
  Base + 14 
  Base + 12 
  Base + 12 
  Base + 12
  Dragon Attacks and Speeds
   
  Fly Speed 
   
     
  Breath Weapon
  Size 
  (Maneuverability) 
  1 Bite 
  2 Claws 
  Gore 
  1 Tail Slap 
  1 Crush 1 Tail Sweep 
  Line 
  Cone
  Tiny 
  100 ft. (average) 
  1d4 
  1d3 
  — 
  — 
  — 
  — 
  30 ft. 
  15 ft.
  Small 
  150 ft. (average) 
  1d6 
  1d4 
  — 
  — 
  — 
  — 
  40 ft. 
  20 ft.
  Medium 
  150 ft. (average) 
  1d8 
  1d6 
  1d6 
  — 
  — 
  — 
  60 ft. 
  30 ft.
  Large 
  200 ft. (poor) 
  2d6 
  1d8 
  1d8 
  1d8 
  — 
  — 
  80 ft. 
  40 ft.
  Huge 
  200 ft. (poor) 
  2d8 
  2d6 
  2d6 
  2d6 
  2d8 
  — 
  100 ft. 
  50 ft.
  Gargantuan 
  250 ft. (clumsy) 
  4d6 
  2d8 
  2d8 
  2d8 
  4d6 
  2d6 
  120 ft. 
  60 ft.
  Colossal 
  250 ft. (clumsy) 
  4d8 
  4d6 
  4d8 
  4d6 
  4d8 
  2d8 
  140 ft. 
  70 ft.
  9393
  Dragon, Imperial
  Dragon, Imperial
  
  Imperial Dragon, Forest
  This massive serpentine and wingless creature has jade scales 
  and antlers, and sounds like grinding stones as it stalks forth.
  FOREST DRAGON
  CE dragon (earth)
  BASE STATISTICS
  CR 6; Size Small; Hit Dice 7d12
  Speed 40 ft, burrow 20 ft., climb 30 ft.
  Natural Armor +6; Breath Weapon cone, 2d6 piercing
  Str 15, Dex 14, Con 14, Int 10, Wis 11, Cha 10
  ECOLOGY
  Environment any forest
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) An adult or older forest dragon can assume 
  any humanoid form three times per day as if using polymorph.
  Destructive Crush (Su) When an old or older forest dragon 
  makes a crush attack, the impact kicks up debris in a 
  20-foot-radius burst for 1d6 rounds. The debris obscures 
  the vision of creatures within the debris field and grants 
  concealment to those creatures. The forest dragon can see 
  normally within and through the debris field.
  Elemental Breath (Su) Once per day, when an ancient or older 
  forest dragon uses its breath weapon, it can summon a 
  greater earth elemental within the cone. The caster level for 
  these effects is the same as the dragon’s caster level.
  Sound Imitation (Ex) A very young or older forest dragon can 
  mimic any voice or sound it has heard by making a successful 
  Bluff check against the listener’s Sense Motive check. 
  Stony Death (Su) Any creature reduced to 0 or fewer hit points 
  by a great wyrm forest dragon’s breath weapon must also 
  make a Fortitude save (same DC as the forest dragon’s 
  breath weapon) or be petrified as the flesh to stone spell. 
  This is a death effect. 
  Woodland Stride (Ex) As the druid ability of the same name.
  Age  
  Special  
  Caster
  Category 
  Abilities 
  Level
  Wyrmling  
  Woodland stride, immunity to poison —
  Very young  
  Sound imitation 
  —
  Young  
  Pass without trace 
  1st
  Juvenile  
  Frightful presence, entangle 
  3rd 
  Young adult  
  DR 2/adamantine 
  5th
  Adult  
  Change shape, blight 
  7th
  Mature adult  DR 5/adamantine 
  9th
  Old  
  Destructive crush, tree stride 
  11th
  Very old  
  DR 10/adamantine 
  13th
  Ancient  
  Elemental breath, animate plants 
  15th
  Wyrm 
  DR 15/adamantine  
  17th
  Great wyrm 
  Stony death, earthquake 
  19th
  YOUNG FOREST DRAGON 
  CR 10
  XP 9,600
  CE Large dragon (earth)
  Init +5; Senses dragon senses, tremorsense 60 ft.; Perception +15
  DEFENSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)
  hp 126 (11d12+55)
  Fort +11, Ref +8, Will +8
  Immune paralysis, poison, sleep
  OFFENSE
  Speed 40 ft., burrow 20 ft., climb 30 ft., fly 200 ft. (poor)
  Melee bite +17 (2d6+9), 2 claws +16 (1d8+6), gore +16 (1d8+9), 
  tail slap +14 (1d8+9)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite and gore)
  Special Attacks breath weapon (40-ft. cone, 6d6 piercing 
  damage, DC 19)
  Spell-Like Abilities (CL 11th; concentration +12)
  At will—pass without trace
  Spells Known (CL 1st; concentration +12)
  1st (4/day)—obscuring mist, shield
  0 (at-will)—ghost sound, read magic, resistance, touch of fatigue
  STATISTICS
  Str 23, Dex 12, Con 18, Int 12, Wis 13, Cha 12
  Base Atk +11; CMB +18; CMD 29 (33 vs. trip)
  Feats Improved Initiative, Multiattack, Power Attack, Skill 
  Focus (Stealth), Toughness, Weapon Focus (bite)
  Skills Acrobatics +10 (+14 when jumping), Bluff +15, Climb 
  +28, Fly –3, Intimidate +15, Knowledge (arcana, nature) +9, 
  Perception +15, Stealth +17, Survival +10
  Languages Common, Draconic
  SQ sound imitation, woodland stride
  ADULT FOREST DRAGON 
  CR 14
  XP 38,400
  CE Huge dragon (earth)
  Init +4; Senses dragon senses, tremorsense 60 ft.; Perception +23
  Aura frightful presence (180 ft., DC 21) 
  DEFENSE
  AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
  hp 229 (17d12+119)
  Fort +16, Ref +10, Will +15
  DR 2/adamantine; Immune paralysis, poison, sleep; SR 25
  OFFENSE
  Speed 40 ft., burrow 20 ft., climb 30 ft., fly 200 ft. (poor)
  Melee bite +25 (2d8+13), 2 claws +24 (2d6+9), gore +24 (2d6+13), 
  tail slap +22 (2d6+13)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite and gore)
  Special Attacks breath weapon (50-ft. cone, 12d6 piercing 
  damage), crush (DC 24, 2d8+13)
  Spell-Like Abilities (CL 17th; concentration +20)
  At will—blight (DC 18), entangle (DC 14), pass without trace
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—wind wall, stinking cloud (DC 16)
  9494
  Illustration by Jim Nelson
  
  2nd (7/day)—fog cloud, hideous laughter (DC 15), touch of idiocy
  1st (7/day)—hypnotism (DC 14)1, obscuring mist, magic 
  missile, ray of enfeeblement (DC 14), shield
  0 (at-will)—daze (DC 13), detect magic, ghost sound, mage 
  hand, read magic, resistance, touch of fatigue
  STATISTICS
  Str 29, Dex 10, Con 22, Int 16, Wis 17, Cha 16
  Base Atk +17; CMB +28; CMD 38 (42 vs. trip)
  Feats Improved Initiative, Improved Natural Armor, Iron Will, 
  Multiattack, Power Attack, Skill Focus (Stealth), Stealthy, 
  Toughness, Weapon Focus (bite)
  Skills Acrobatics +11 (+15 when jumping), Bluff +23, Climb +37, 
  Escape Artist +2, Fly +12, Intimidate +23, Knowledge (arcana, 
  nature) +15, Perception +23, Spellcraft +23, Stealth +22, 
  Survival +16
  Languages Common, Draconic, Sylvan
  SQ change shape, sound imitation, woodland stride
  ANCIENT FOREST DRAGON 
  CR 19
  XP 204,800
  CE Gargantuan dragon (earth)
  Init +3; Senses dragon senses, tremorsense 60 ft.; Perception +33
  Aura frightful presence (300 ft., DC 29) 
  DEFENSE
  AC 39, touch 5, flat-footed 39 (–1 Dex, +34 natural, –4 size)
  hp 387 (25d12+225)
  Fort +22, Ref +13, Will +21
  DR 10/adamantine; Immune paralysis, poison, sleep; SR 30
  OFFENSE
  Speed 40 ft., burrow 20 ft., climb 30 ft., fly 250 ft. (clumsy)
  Melee bite +36 (4d6+19/19–20), 2 claws +34 (2d8+13), gore +34 
  (2d8+19), tail slap +32 (2d8+19)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite and gore)
  Special Attacks breath weapon (60-ft. cone, 20d6 piercing 
  damage, DC 32) crush (DC 32, 2d8+19), destructive 
  crush, tail sweep (2d6+19, DC 35) 
  Spell-Like Abilities (CL 25th; concentration +30)
  At will—animate plants, entangle (DC 16), 
  blight (DC 20), pass without trace, tree stride
  Spells Known (CL 15th; concentration +20)
  7th (4/day)—power word blind, waves of 
  exhaustion (DC 22)
  6th (6/day)—acid fog, disintegrate (DC 21), 
  move earth
  5th (7/day)—baleful polymorph (DC 20), 
  cloudkill (DC 20), feeblemind (DC 20), passwall
  4th (7/day)—bestow curse (DC 19), charm monster 
  (DC 19), solid fog, stone shape
  3rd (7/day)—lightning bolt (DC 18), wind wall, 
  slow (DC 18), stinking cloud (DC 18)
  2nd (7/day)—fog cloud, glitterdust, 
  hideous laughter, invisibility, touch 
  of idiocy 
  1st (8/day)—hypnotism (DC 16), obscuring mist, magic missile, 
  ray of enfeeblement (DC 16), shield
  0 (at-will)—dancing lights, daze (DC 15), detect magic, ghost 
  sound, mage hand, mending, read magic, resistance, touch 
  of fatigue
  STATISTICS
  Str 37, Dex 8, Con 26, Int 20, Wis 21, Cha 20
  Base Atk +25; CMB +42; CMD 51 (55 vs. trip)
  Feats Combat Casting, Deceitful, Greater Weapon Focus 
  (bite), Improved Critical (bite), Improved Initiative, Improved 
  Natural Armor, Iron Will, Multiattack, Power Attack, Skill 
  Focus (Stealth), Stealthy, Toughness, Weapon Focus (bite)
  Skills Acrobatics +25 (+29 when jumping), Bluff +35, Climb 
  +47, Disguise +7, Escape Artist +28, Fly +0, Intimidate +33, 
  Knowledge (arcana, nature) +31, Perception +33, Spellcraft 
  +33, Stealth +25, Survival +29
  Languages Common, Draconic, Elven, Goblin, Sylvan, Terran
  SQ change shape, sound imitation, woodland stride
  Forest dragons, or dilung, are fickle and malevolent 
  dragons that dwell in deep, rugged woodlands. 
  While a forest dragon can fly,  
  it prefers to stalk the  
  earth, flying only 
  to pursue objects of 
  its wrath. 
  9595
  Dragon (Imperial), Forest
  Dragon (Imperial), Forest
  
  Illustration by Jim Nelson
  Imperial Dragon, Sea
  The long, undulating body of this serpentine dragon rolls and 
  bends with scales the color of the ocean’s waves. 
  SEA DRAGON
  CG dragon (water)
  BASE STATISTICS
  CR 4; Size Small; Hit Dice 5d12
  Speed 40 ft., swim 60 ft.
  Natural Armor +5; Breath Weapon cone, 2d6 fire
  Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
  ECOLOGY
  Environment any water
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) A young or older sea dragon can assume any 
  humanoid form three times per day as if using polymorph.
  Sea Strider (Su) Three times per day as a standard action, an 
  old or older sea dragon can move from one body of water 
  to another as if using the teleport spell (self only).
  Tidal Wave (Su) Once per day, a great wyrm sea dragon can 
  create a tidal wave. This ability is the same as the bronze 
  dragon’s ability of the same name (Bestiary 104).
  Torrent Breath (Su) Instead of a cone of super-heated steam, 
  a very young or older sea dragon can breathe a line of 
  pressurized water twice the length of the sea dragon’s cone 
  breath weapon. This line deals bludgeoning damage. 
  Unfettered Swimmer (Su) A juvenile sea dragon gains a 
  10-foot bonus to its swim speed. The sea dragon’s swim 
  speed continues to increase by an additional 10 feet every 
  two age categories. Furthermore, while swimming, the 
  sea dragon is treated as if under the effects of the spell 
  freedom of movement. 
  Age  
  Special  
  Caster
  Category 
  Abilities 
  Level
  Wyrmling  
  Immunity to electricity,  
  — 
   
  water breathing
  Very young  
  Torrent breath 
  —
  Young  
  Change shape, create water 
  1st
  Juvenile  
  Frightful presence, hydraulic  
  3rd 
   
  push*, unfettered swimmer  
  Young adult  
  DR 5/magic, spell resistance 
  5th
  Adult  
  Call lightning 
  7th
  Mature adult  
  DR 10/magic 
  9th
  Old  
  Control water, sea strider 
  11th
  Very old  
  DR 15/magic 
  13th
  Ancient  
  Water walk 
  15th 
  Wyrm 
  DR 20/magic  
  17th
  Great wyrm 
  Tidal wave, vortex* 
  19th
  * See the Advanced Player’s Guide. 
  YOUNG SEA DRAGON 
  CR 8
  XP 4,800
  CG Large dragon (water)
  Init +5; Senses dragon senses; Perception +5
  DEFENSE
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
  hp 85 (9d12+27)
  Fort +11, Ref +7, Will +9
  Immune electricity, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor), swim 60 ft.
  Melee bite +13 (2d6+7), 2 claws +13 (1d8+5), gore +13 (1d8+7), 
  tail slap +11 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite and gore)
  Special Attacks breath weapon (40-ft. cone, 6d6 fire damage, 
  DC 17), torrent breath
  Spell-Like Abilities (CL 9th; concentration +12)
  At will—create water
  Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), sleep (DC 14)
  0 (at will)—acid splash, mage hand, ray of frost, resistance
  STATISTICS
  Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
  Base Atk +9; CMB +15; CMD 26 (30 vs. trip)
  Feats Alertness, Great Fortitude, Improved Initiative, 
  Lunge, Multiattack
  Skills Diplomacy +15, Fly +7, Intimidate +15, Knowledge 
  (arcana, nature) +15, Perception +5, Sense Motive +17, 
  Stealth +9, Survival +15, Swim +25
  Languages Aquan, Common, Draconic
  SQ change shape, water breathing
  ADULT SEA DRAGON 
  CR 12
  XP 19,200
  CG Huge dragon (water)
  Init +4; Senses dragon senses; Perception +27
  Aura frightful presence (180 ft., DC 22)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 172 (15d12+75)
  Fort +16, Ref +11, Will +14
  DR 5/magic; Immune electricity, paralysis, sleep; SR 23
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor), swim 80 ft.
  Melee bite +22 (2d8+12), 2 claws +22 (2d6+8), gore +21 
  (2d6+12), tail slap +19 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite and gore)
  Special Attacks breath weapon (50-ft. cone, 12d6 fire damage, 
  DC 22), crush (DC 22, 2d8+12), torrent breath
  Spell-Like Abilities (CL 15th; concentration +20)
  At will—call lightning (DC 18), create water, hydraulic push*
  Spells Known (CL 7th; concentration +12)
  3rd (5/day)—hold person (DC 18), sleet storm
  9696
  
  2nd (7/day)—gust of wind (DC 17), mirror image, see invisibility
  1st (8/day)—charm person (DC 16), chill touch, color spray 
  (DC 16), expeditious retreat, sleep (DC 16) 
  0 (at will)—acid splash, daze (DC 15), detect magic, mage 
  hand, ray of frost, read magic, resistance 
  * See the Advanced Player’s Guide. 
  STATISTICS
  Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
  Base Atk +15; CMB +25; CMD 35 (39 vs. trip)
  Feats Alertness, Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Lunge, Multiattack, Weapon Focus (bite and claw)
  Skills Diplomacy +23, Fly +10, Intimidate +23, Knowledge 
  (arcana, geography, nature) +23, Perception +27, Sense 
  Motive +27, Stealth +10, Survival +23, Swim +34
  Languages Aquan, Auran, Celestial, Common, Draconic, Elven
  SQ change shape, unfettered swimmer, water breathing
  ANCIENT SEA DRAGON 
  CR 17
  XP 102,400
  CG Gargantuan dragon (water)
  Init +3; Senses dragon senses; Perception +37
  Aura frightful presence (300 ft., DC 28) 
  DEFENSE
  AC 37, touch 5, flat-footed 37 (–1 Dex, +32 natural, –4 size)
  hp 310 (23d12+161)
  Fort +22, Ref +14, Will +20
  DR 15/magic; Immune electricity, paralysis, sleep; SR 28
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy), swim 100 ft.
  Melee bite +33 (4d6+18), 2 claws +32 (2d8+12), gore +32 
  (2d8+18), tail slap +29 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite and gore)
  Special Attacks breath weapon (60-ft. cone, 20d6 fire 
  damage, DC 28), crush (DC 28, 4d6+18), tail sweep 
  (DC 28, 2d6+18), torrent breath
  Spell-Like Abilities (CL 23rd; concentration +30)
  At will—control water, call lightning (DC 20), create 
  water, hydraulic push*, water walk
  Spells Known (CL 15th; concentration +22)
  7th (5/day)—insanity (DC 24), 
  plane shift (DC 24)
  6th (7/day)—chain lightning (DC 23), 
  freezing sphere (DC 23), forceful hand
  5th (7/day)—cone of cold (DC 22), dream, 
  mind fog (DC 22), persistent image (DC 22)
  4th (7/day)—black tentacles, confusion (DC 
  21), lesser geas (DC 21), rainbow 
  pattern (DC 21)
  3rd (8/day)—haste, hold person 
  (DC 20), lightning bolt 
  (DC 20), sleet storm
  2nd (8/day)—gust 
  of wind (DC 19), 
  mirror image, obscure object, scare (DC 19), see invisibility
  1st (8/day)—charm person (DC 18), chill touch, color spray 
  (DC 18), expeditious retreat, sleep 
  0 (at will)—acid splash, daze (DC 17), detect magic, ghost sound, 
  mage hand, message, ray of frost, read magic, resistance
  * See the Advanced Player’s Guide. 
  STATISTICS
  Str 35, Dex 8, Con 25, Int 24, Wis 25, Cha 24
  Base Atk +23; CMB +39; CMD 48 (52 vs. trip)
  Feats Alertness, Flyby Attack, Great Fortitude, Greater Weapon 
  Focus (bite), Improved Initiative, Lightning Reflexes, Lunge, 
  Multiattack, Snatch, Weapon Focus (bite, claws, gore)
  Skills Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, 
  Knowledge (arcana, geography, history, nature) +33, Perception 
  +37, Sense Motive +37, Stealth +13, Survival +33, Swim +46
  Languages Aquan, Auran, Celestial, Common, Draconic, 
  Elven, Gnome, Sylvan
  SQ change shape, sea strider, unfettered swimmer, water breathing
  Infused with the power of waves and storms, sea dragons—
  or jiaolungs, as they are known in many lands—are draconic 
  protectors of oceans and their creatures. Possessing 
  tempestuous natures, sea dragons wander widely, sometimes 
  claiming thousands of miles 
  of ocean and coastlines 
  as their protectorates.
  9797
  Dragon (Imperial), Sea
  Dragon (Imperial), Sea
  
  Imperial Dragon, Sky
  Although wingless, this dragon twists gracefully though the sky, 
  its scales reflecting the shifting hues of the heavens.
  SKY DRAGON
  LG dragon (air)
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 6d12
  Speed 40 ft.
  Natural Armor +6; Breath Weapon cone, 2d8 electricity
  Str 13, Dex 14, Con 13, Int 14, Wis 15, Cha 14
  ECOLOGY
  Environment temperate or warm mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Borne Aloft (Su) Old or younger sky dragons fly with good 
  maneuverability while all older sky dragons have perfect.
  Celestial Emissary (Su) Three times per day, a great wyrm sky 
  dragon can imbue others with the celestial aspect of the 
  oracle spell divine vessel*, but it can only be cast on another 
  willing creature of good alignment. 
  Change Shape (Su) A young or older sky dragon can assume any 
  humanoid form three times per day as if using polymorph.
  Cloud Sight (Su) A very young or older sky dragon’s sight is not 
  impeded by clouds or fog, or by spells that create areas of fog. 
  Grounding Breath (Su) Any flying creature damaged by the 
  breath weapon of an ancient or older sky dragon must 
  make a Fortitude save with the same DC as the sky dragon’s 
  breath weapon or lose the ability to fly for 1d4 rounds.
  Primal Lightning (Su) An old or older sky dragon’s breath 
  weapon can affect creatures normally immune or resistant 
  to electricity damage. A creature immune to electricity 
  damage still takes half damage from the breath weapon (no 
  damage with a successful saving throw). Resistant creatures’ 
  electricity resistance is treated as 10 less than normal. 
  Age  
  Special  
  Caster
  Category 
  Abilities 
  Level
  Wyrmling  
  Borne aloft, immunity to electricity 
  —
  Very young  
  Cloud sight 
  —
  Young  
  Change shape, detect evil 
  1st 
  Juvenile  
  Feather fall, frightful presence 
  3rd 
  Young adult  
  DR 5/magic, spell resistance 
  5th
  Adult  
  Gust of wind 
  7th
  Mature adult  DR 10/magic 
  9th
  Old  
  Call lightning storm, primal lightning 11th
  Very old  
  DR 15/magic 
  13th
  Ancient  
  Control winds, grounding breath  
  15th
  Wyrm 
  DR 20/magic  
  17th
  Great wyrm 
  Celestial emissary, stormbolts* 
  19th
  * See the Advanced Player’s Guide.
  YOUNG SKY DRAGON 
  CR 9
  XP 6,400
  LG Large dragon (air)
  Init +1; Senses cloud sight, dragon senses; Perception +22
  DEFENSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)
  hp 95 (10d12+30)
  Fort +10, Ref +10, Will +10
  Immune electricity, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 200 ft. (good)
  Melee bite +14 (2d6+7), 2 claws +14 (1d8+5), gore +14 (1d8+7), 
  tail slap +12 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite and gore)
  Special Attacks breath weapon (40-ft. cone, 6d8 electricity 
  damage, DC 18)
  Spell-Like Abilities (CL 10th; concentration +13)
  At will—detect evil
  Spells Known (CL 1st; concentration +4)
  1st (4/day)—obscuring mist, shocking grasp
  0 (at will)—disrupt undead, mending, message, read magic
  STATISTICS
  Str 21, Dex 12, Con 17, Int 16, Wis 17, Cha 16
  Base Atk +10; CMB +16; CMD 27 (31 vs. trip)
  Feats Flyby Attack, Hover, Lightning Reflexes, Multiattack, 
  Skill Focus (Perception)
  Skills Diplomacy +16, Fly +16, Heal +16, Knowledge (arcana, 
  religion) +16, Perception +22, Perform (sing) +16, Sense 
  Motive +16, Spellcraft +16
  Languages Auran, Common, Draconic
  SQ borne aloft, change shape
  ADULT SKY DRAGON 
  CR 13
  XP 25,600
  LG Huge dragon (air)
  Init +4; Senses cloud sight, dragon senses; Perception +30
  Aura frightful presence (180 ft., DC 23) 
  DEFENSE
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 184 (16d12+80)
  Fort +15, Ref +12, Will +17
  DR 5/magic; Immune electricity, paralysis, sleep; SR 24
  OFFENSE
  Speed 40 ft., fly 200 ft. (good)
  Melee bite +22 (2d8+12/19–20), 2 claws +22 (2d6+8), gore +22 
  (2d6+12), tail slap +20 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite and gore)
  Special Attacks breath weapon (50-ft. cone, 12d8 electricity 
  damage, DC 23), crush (DC 23, 2d8+12)
  Spell-Like Abilities (CL 16th; concentration +21)
  At will—detect evil, feather fall, gust of wind (DC 17)
  Spells Known (CL 7th; concentration +12)
  3rd (5/day)—blink, lightning bolt (DC 18)
  9898
  Illustration by Jim Nelson
  
  2nd (7/day)—glitterdust (DC 17), invisibility, resist energy
  1st (8/day)—endure elements, expeditious retreat, magic 
  missile, obscuring mist, shocking grasp
  0 (at will)—detect magic, disrupt undead, mage hand, 
  mending, message, ray of frost, read magic
  STATISTICS
  Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20
  Base Atk +16; CMB +26; CMD 36 (40 vs. trip)
  Feats Flyby Attack, Hover, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Multiattack, Skill Focus (Perception)
  Skills Acrobatics +19 (+23 when jumping), 
  Diplomacy +24, Fly +19, Heal +24, Knowledge 
  (arcana, geography, religion) +24, Perception +30, 
  Perform (sing) +24, Sense Motive +24, Spellcraft +24
  Languages Auran, Celestial, Common, Draconic, 
  Infernal, Sylvan
  SQ borne aloft, change shape
  ANCIENT SKY DRAGON 
  CR 18
  XP 153,600
  LG Gargantuan dragon (air)
  Init +3; Senses dragon senses; Perception +39
  DEFENSE
  AC 38, touch 5, flat-footed 38 (–1 Dex, +33 
  natural, –4 size)
  hp 333 (23d12+184)
  Fort +20, Ref +14, Will +22
  DR 15/magic; Immune electricity, 
  paralysis, sleep; SR 29
  OFFENSE
  Speed 40 ft., fly 250 ft. (perfect)
  Melee bite +32 (4d6+18/19–20), 2 claws +31 (2d8+12), gore +31 
  (2d8+18), tail slap +29 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite and gore)
  Special Attacks breath weapon (60-ft. cone, 20d8 electricity, 
  DC 28) crush (DC 28; 2d6+18), grounding breath, primal 
  lightning, tail sweep (DC 28; 2d6+18), 
  Spell-Like Abilities (CL 23th; concentration +30)
  At will—call lightning storm (DC 22), control winds (DC 22), 
  detect evil, feather fall, gust of wind (DC 19)
  Spells Known (caster level 15th; concentration +22)
  7th (5/day)—forcecage (DC 24), mass hold person (DC 24)
  6th (7/day)—acid fog, chain lightning (DC 23), legend lore
  5th (7/day)—break enchantment, cloudkill (DC 22), teleport
  4th (7/day)—dimension door, greater invisibility, ice storm, 
  rainbow pattern (DC 21)
  3rd (8/day)—blink, lightning bolt (DC 20), sleet storm (DC 20),  
  wind wall
  2nd (8/day)—daze monster (DC 19), fog cloud, glitterdust 
  (DC 19), invisibility, resist energy
  1st (8/day)—endure elements, expeditious retreat, magic 
  missile, obscuring mist, shocking grasp
  0 (at will)—dancing lights, daze (DC 17), 
  detect magic, disrupt undead, mage hand, 
  mending, message, ray of frost, read magic
  STATISTICS
  Str 35, Dex 8, Con 25, Int 24, Wis 25, Cha 24
  Base Atk +23; CMB +39; CMD 48 (52 vs. trip)
  Feats Flyby Attack, Hover, Improved Critical (bite), Improved 
  Initiative, Iron Will, Lightning Reflexes, Lunge, Multiattack, Skill 
  Focus (Perception), Toughness, Vital Strike, Weapon Focus (bite)
  Skills Acrobatics +22 (+26 when jumping), Appraise +33, 
  Diplomacy +33, Fly +27, Heal +33, Knowledge (arcana) +33,  
  Knowledge (geography) +33, Knowledge (planes) +33, 
  Knowledge (religion) +33, Perception +39, Perform (sing) +30, 
  Sense Motive +33, Spellcraft +33
  Languages Auran, Celestial, Common, Draconic, Elven, 
  Gnome, Infernal, Sylvan
  SQ borne aloft, change shape
  Benevolent and noble, sky dragons, or tienlungs, are 
  fearsome champions of good and protectors of those in 
  need. They are often sought out for their wise council, 
  which they grant only to the deserving and true.
  9999
  Dragon (Imperial), Sky
  Dragon (Imperial), Sky
  
  Imperial Dragon, Sovereign
  This magnificent dragon is covered in splendid gold scales, and 
  horns jut from its head like a crown. 
  SOVEREIGN DRAGON 
  N dragon 
  BASE STATISTICS
  CR 7; Size Small; Hit Dice 8d12
  Speed 50 ft.
  Natural Armor +7; Breath Weapon cone, 2d6 sonic
  Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 14 
  ECOLOGY
  Environment any mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) A young or older sovereign dragon can 
  assume any humanoid form three times per day as polymorph.
  Dogmatic Discordance (Su) Good or evil creatures take a 
  –2 penalty when making saving throws against a sovereign 
  dragon’s spells, spell-like abilities, breath weapon, and aura.   
  Golden Armor (Su) Once per day as a standard action, an old 
  or older sovereign dragon can cover its form in golden 
  armor, granting it a +4 armor bonus to AC and energy 
  resistance 15 to one energy type, chosen at the time the 
  armor is summoned. This armor lasts for a number of 
  rounds equal to the dragon’s age category. The sovereign 
  dragon can dismiss the armor as a free action.
  Master Counterspelling (Su) A great wyrm sovereign dragon can 
  counterspell once per round as an immediate action. It need 
  not know the spell it is countering, but can instead expend any 
  spell that is one level higher to automatically counter the spell. 
  Violent Retort (Ex) When a young or older sovereign dragon 
  takes damage from a melee attack critical hit, it can, as an 
  immediate action, make a claw or tail slap attack against the 
  creature that made the critical hit.
  Age  
  Special  
  Caster
  Category 
  Abilities 
  Level
  Wyrmling  
  Dogmatic discordance 
  —
  Very young  
  Detect evil/good 
  —
  Young  
  Change shape, violent retort 
  1st 
  Juvenile  
  Calm emotions, frightful presence 
  3rd
  Young adult  
  DR 5/magic, spell resistance 
  5th
  Adult  
  Tongues 
   7th
  Mature adult  
  DR 10/magic 
  9th
  Old  
  Golden armor, sympathetic vibration 11th
  Very old  
  DR 15/magic 
  13th
  Ancient  
  Prismatic spray 
  15th
  Wyrm 
  DR 20/magic  
  17th
  Great wyrm 
  Master counterspelling,  
  19th 
   
  moment of prescience
  YOUNG SOVEREIGN DRAGON 
  CR 11
  XP 12,800
  N Large dragon 
  Init +5; Senses dragon senses; Perception +18
  DEFENSE
  AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, –1 size)
  hp 126 (12d12+48)
  Fort +12, Ref +11, Will +13
  Immune paralysis, sleep
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +19 (2d6+10), 2 claws +18 (1d8+7), gore +18 (1d8+10), 
  tail slap +16 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite and gore)
  Special Attacks breath weapon (40-ft. cone, 6d6 sonic 
  damage, DC 20), violent retort
  Spell-Like Abilities (CL 12th; concentration +15)
  At will—detect good/evil
  Spells Known (CL 1st; concentration +4)
  1st (4/day)—charm person (DC 14), color spray (DC 14)
  0 (at will)—daze (DC 13), detect magic, read magic, resistance
  STATISTICS
  Str 25, Dex 12, Con 19, Int 16, Wis 17, Cha 16
  Base Atk +12; CMB +20; CMD 31 (35 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Multiattack, Persuasive, Weapon Focus (bite)
  Skills Appraise +18, Bluff +18, Diplomacy +22, Fly –3, 
  Intimidate +22, Knowledge (arcana, history) +18, 
  Perception +18, Sense Motive +18, Spellcraft +18
  Languages Celestial, Common, Draconic, Infernal
  SQ change shape, dogmatic discordance
  ADULT SOVEREIGN DRAGON 
  CR 15
  XP 51,200
  N Huge dragon 
  Init +4; Senses dragon senses; Perception +26
  Aura frightful presence (180 ft., DC 24)
  DEFENSE
  AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
  hp 225 (18d12+108)
  Fort +17, Ref +13, Will +18
  DR 5/magic; Immune paralysis, sleep; SR 26
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +27 (2d8+15/19–20), 2 claws +26 (2d6+10), gore +26 
  (2d6+15), tail slap +24 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite and gore)
  Special Attacks breath weapon (40-ft. cone, 12d6 sonic 
  damage, DC 25), crush (DC 25, 2d8+15), violent retort
  Spell-Like Abilities (CL 18th; concentration +22)
  At will—calm emotions, detect good/evil, tongues
  Spells Known (CL 7th; concentration +12)
  3rd (5/day)—lightning bolt (DC 18), suggestion (DC 18) 
  100
  100
  Illustration by Jim Nelson
  
  2nd (7/day)—detect thoughts (DC 17), hideous laughter (DC 17), 
  scorching ray
  1st (8/day)—charm person (DC 16), chill touch (DC 16), color 
  spray (DC 16), endure elements, true strike
  0 (at will)—daze (DC 15), detect magic, flare (DC 15), ghost 
  sound, message, read magic, resistance 
  STATISTICS
  Str 31, Dex 10, Con 23, Int 20, Wis 21, Cha 20
  Base Atk +18; CMB +30; CMD 40 (44 vs. trip)
  Feats Flyby Attack, Hover, Improved Critical (bite), Improved 
  Initiative, Iron Will, Lightning Reflexes, Multiattack, 
  Persuasive, Weapon Focus (bite)
  Skills Appraise +26, Bluff +26, Diplomacy +30, Fly –4, Heal +26, 
  Intimidate +30, Knowledge (arcana, history, nobility) +26, 
  Perception +26, Sense Motive +26, Spellcraft +26
  Languages Abyssal, Auran, Celestial, Common, Draconic, Infernal
  SQ change shape, dogmatic discordance
  ANCIENT SOVEREIGN DRAGON 
  CR 20
  XP 307,200
  N Gargantuan dragon 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +42
  Aura frightful presence (300 ft., DC 30)
  DEFENSE
  AC 39, touch 5, flat-footed 39 (–1 Dex, +34 natural, –4 size)
  hp 377 (26d12+208)
  Fort +23, Ref +16, Will +24
  DR 15/magic; Immune paralysis, sleep; 
  SR 31
  OFFENSE
  Speed 50 ft., fly 250 ft. (clumsy)
  Melee bite +37 (4d6+21/19–20), 2 claws +37 
  (2d8+14/19–20), gore +36 (2d8+21), tail slap +34 
  (2d8+21)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite and gore)
  Special Attacks breath weapon (60-ft. cone, 
  20d6 sonic damage, DC 31), crush (DC 31,  
  4d6+21), tail sweep (DC 31, 2d6+21), 
  violent retort
  Spell-Like Abilities (CL 26th; concentration +33)
  At will—calm emotions, detect good/evil, prismatic 
  spray, sympathetic vibration, tongues
  Spells Known (CL 15th; concentration +22)
  7th (5/day)—greater teleport, limited wish
  6th (7/day)—eyebite (DC 23), mass suggestion (DC 
  23), transformation
  5th (7/day)—break enchantment, dismissal 
  (DC 22), dominate person (DC 22), 
  feeblemind (DC 22)
  4th (7/day)—confusion (DC 21), lesser 
  geas (DC 21), locate creature, 
  rainbow pattern (DC 21)
  3rd (8/day)—gaseous form,  
  hold person (DC 20), lightning bolt (DC 20), suggestion (DC 20)
  2nd (8/day)—detect thoughts (DC 19), fog cloud, hideous 
  laughter (DC 19), scorching ray, touch of idiocy
  1st (8/day)—charm person (DC 18), chill touch (DC 18), color 
  spray (DC 18), endure elements, true strike 
  0 (at will)—daze (DC 17), detect magic, flare (DC 17), ghost 
  sound, mage hand, mending, message, read magic, resistance 
  STATISTICS
  Str 39, Dex 8, Con 27, Int 24, Wis 25, Cha 24
  Base Atk +26; CMB +44; CMD 53 (57 vs. trip)
  Feats Flyby Attack, Hover, Improved Critical (bite, claw), 
  Improved Initiative, Improved Iron Will, Iron Will, Lightning 
  Reflexes, Multiattack, Persuasive, Skill Focus (Perception), 
  Weapon Focus (bite, claw)
  Skills Appraise +36, Bluff +36, Diplomacy +40, Fly –9, Heal 
  +36, Intimidate +40, Knowledge (arcana, history, nobility, 
  planes) +36, Perception +42, Perform (oratory) +36, Sense 
  Motive +36, Spellcraft +36
  Languages Abyssal, Auran, Celestial, Common, Draconic, 
  Ignan, Infernal, Terran
  SQ change shape, dogmatic discordance, golden armor
  Guardians of balance, sovereign dragons, 
  or lungwangs as they are also known, 
  were placed in the skies by the gods 
  themselves to safeguard 
  harmony in the world.
  101101
  Dragon (Imperial), Sovereign
  Dragon (Imperial), Sovereign
  
  Imperial Dragon, Underworld
  This serpentine dragon has skin the color of deep volcanic rock, 
  enormous claws, and jagged, stonelike horns and scales.
  UNDERWORLD DRAGON 
  LE dragon (fire)
  BASE STATISTICS
  CR 3; Size Tiny; Hit Dice 4d12
  Speed 40 ft., burrow 30 ft.
  Natural Armor +4; Breath Weapon line, 2d6 fire
  Str 13, Dex 14, Con 13, Int 10, Wis 11, Cha 10
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Adamantine Claws (Ex) The claws of an underworld dragon 
  are made of adamantine, and have the qualities of a weapon 
  made from that material.
  Change Shape (Su) A young or older underworld dragon 
  can assume any humanoid form three times per day as if 
  using polymorph.
  Lava Eruption (Su) As a full-round action, a great wyrm 
  underworld dragon can burrow through the ground up to 
  twice its burrow speed. At the end of that movement, if 
  the underworld dragon has use of its breath weapon, it can 
  emerge from the ground spouting lava in a 30-foot-radius 
  burst, dealing damage as the breath weapon.
  Smoke Vision (Ex) A very young and older underworld dragon 
  can see perfectly in smoky conditions (such as those created 
  by pyrotechnics).
  Underworld Burrower (Ex) An adult underworld dragon 
  gains a 10-foot bonus to its burrow speed. When the 
  underworld dragon becomes old and every two age 
  categories thereafter, its burrow speed increases by an 
  additional 10 feet.
  Age  
  Special  
  Caster
  Category 
  Abilities 
  Level
  Wyrmling  
  Adamantine claws, immunity to fire 
  —
  Very young  
  Smoke vision 
  —
  Young  
  Change shape, soften earth and stone — 
  Juvenile  
  Frightful presence, stone shape 
  1st
  Young adult  
  DR 5/magic, spell resistance 
  3rd
  Adult  
  Spike stones, underworld burrower 
  5th
  Mature adult  DR 10/magic 
  7th
  Old  
  Wall of stone 
  9th
  Very old  
  DR 15/magic 
  11th
  Ancient  
  Repel metal or stone 
  13th 
  Wyrm 
  DR 20/magic  
  15th
  Great wyrm 
  Clashing rocks*, lava eruption 
  17th
  * See the Advanced Player’s Guide.
  YOUNG UNDERWORLD DRAGON 
  CR 7
  XP 3,200
  LE Medium dragon (fire)
  Init +5; Senses dragon senses, smoke vision; Perception +12
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
  hp 76 (8d12+24)
  Fort +9, Ref +7, Will +7 
  Immune fire, paralysis, sleep
  Weaknesses vulnerability to cold 
  OFFENSE
  Speed 40 ft., burrow 30 ft., fly 150 ft. (average)
  Melee bite +14 (1d8+5), 2 claws +13 (1d6+5/19–20), gore +13 (1d6+5)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite and gore)
  Special Attacks adamantine claws, breath weapon (60-ft. line, 
  6d6 fire damage, DC 17)
  Spell-Like Abilities (CL 8th; concentration +9)
  At will—soften earth and stone
  Spells Known (CL 1st; concentration +2)
  1st (4/day)—burning hands (DC 12), cause fear (DC 12)
  0 (at will)—acid splash, bleed (DC 11), flare (DC 11), read magic
  STATISTICS
  Str 21, Dex 12, Con 17, Int 12, Wis 13, Cha 12
  Base Atk +8; CMB +13; CMD 24 (28 vs. trip)
  Feats Improved Critical (claw), Improved Initiative, Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Appraise +12, Climb +16, Intimidate +12, Knowledge 
  (dungeoneering, geography) +12, Perception +12, Stealth +15
  Languages Common, Draconic
  SQ change shape
  ADULT UNDERWORLD DRAGON 
  CR 11
  XP 12,800
  LE Large dragon (fire)
  Init +4; Senses dragon senses, smoke vision; Perception +20
  Aura frightful presence (180 ft., DC 20) 
  DEFENSE
  AC 28, touch 9, flat-footed 28 (+19 natural, –1 size)
  hp 161 (14d12+70)
  Fort +14, Ref +9, Will +12
  DR 5/magic; Immune fire, paralysis, sleep; SR 22
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 40 ft., burrow 40 ft., fly 200 ft. (poor)
  Melee bite +22 (2d6+12), 2 claws +22 (1d8+8/19–20), gore +21 
  (1d8+12), tail slap +16 (1d8+12)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite and gore)
  Special Attacks adamantine claws, breath weapon (80-ft. line, 
  12d6 fire damage, DC 22)
  Spell-Like Abilities (CL 14th; concentration +17)
  At will—soften earth and stone, spike stones (DC 17), stone shape
  Spells Known (CL 5th; concentration +8)
  2nd (5/day)—flaming sphere (DC 15), scorching ray
  102
  102
  Illustration by Jim Nelson
  
  1st (7/day)—burning hands (DC 14), cause fear (DC 14) magic 
  missile, ray of enfeeblement (DC 14)
  0 (at will)—acid splash, bleed (DC 13), detect magic, flare 
  (DC 13), read magic, resistance
  STATISTICS
  Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 16
  Base Atk +14; CMB +23; CMD 33 (37 vs. trip)
  Feats Improved Critical (claws), Improved Initiative, Improved 
  Natural Armor, Lunge, Skill Focus (Stealth), Weapon Focus 
  (bite, claw)
  Skills Appraise +20, Bluff +20, Climb +25, Fly +11, Intimidate +20, 
  Knowledge (dungeoneering, geography) +20, Perception +20, 
  Stealth +19
  Languages Common, Draconic, Ignan, Terran
  SQ change shape, underworld burrower
  ANCIENT UNDERWORLD DRAGON 
  CR 16
  XP 76,800
  LE Huge dragon (fire)
  Init +3; Senses dragon senses, smoke vision; Perception +30
  Aura frightful presence (300 ft., DC 26) 
  DEFENSE
  AC 38, touch 7, flat-footed 38 (–1 Dex, +31 natural, –2 size)
  hp 297 (22d12+154)
  Fort +20, Ref +12, Will +18
  DR 15/magic; Immune fire, paralysis, sleep; SR 27
  Weaknesses vulnerability to cold 
  OFFENSE
  Speed 40 ft., burrow 50 ft., fly 200 ft. (poor)
  Melee bite +30 (2d8+12), 2 claws +29 (2d6+8/19–20), gore +29 
  (2d6+12), tail slap +24 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks adamantine claws, breath weapon (100-ft. line, 
  20d6 fire damage, DC 28), crush (DC 28, 2d8+12)
  Spell-Like Abilities (CL 22nd; concentration +27)
  At will—repel metal or stone, soften earth and stone, 
  spike stones (DC 19), stone shape, wall of stone
  Spells Known (CL 13th; concentration +18)
  6th (4/day)—disintegrate (DC 21), flesh to 
  stone (DC 21)
  5th (7/day)—passwall, transmute rock to mud, waves of fatigue
  4th (7/day)—enervation, shout (DC 19), solid fog, stone shape
  3rd (7/day)—displacement, fireball (DC 18), protection from 
  good, rage, slow
  2nd (7/day)—acid arrow, daze monster (DC 17), flaming sphere 
  (DC 17), scorching ray
  1st (8/day)—burning hands (DC 16), cause fear (DC 16) magic 
  missile, ray of enfeeblement (DC 16), true strike
  0 (at will)—acid splash, bleed (DC 15), detect magic, flare 
  (DC 15), ghost sound, mage hand, read magic, resistance, 
  touch of fatigue (DC 15)
  STATISTICS
  Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
  Base Atk +22; CMB +36; CMD 45 (49 vs. trip)
  Feats Greater Weapon Focus (claw), Improved Bull Rush, 
  Improved Critical (bite, claw), Improved Initiative, Improved 
  Natural Armor, Lunge, Power Attack, Skill Focus (Stealth), 
  Weapon Focus (bite, claw)
  Skills Acrobatics +24 (+28 when jumping), Appraise +30, 
  Bluff +30, Climb +37, Fly +16, Intimidate +30, Knowledge 
  (dungeoneering, geography, planes) +30, Perception +30, 
  Stealth +22
  Languages Common, Draconic, Dwarven, Giant, Ignan, Terran
  SQ change shape, underworld burrower
  Underworld dragons—also called futsanglungs—are 
  calculating, greedy creatures that carve great labyrinthine 
  tunnels beneath the world, defending their hidden 
  treasures. Preferring the earth to the heavens, 
  they channel the fires of the world’s core within 
  their twisting, stonelike bodies and through 
  flaming breath hot enough to turn 
  granite into slag. 
  103
  103
  Dragon (Imperial), Underworld
  Dragon (Imperial), Underworld
  
  Dragonne
  This creature has the features of a lion but the wings and scales of 
  a brass dragon, and a wild mane matching its scales.
  DRAGONNE 
  CR 7
  XP 3,200
  N Large magical beast 
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 76 (9d10+27)
  Fort +9, Ref +9, Will +4
  OFFENSE
  Speed 40 ft., fly 30 ft. (poor)
  Melee bite +13 (1d8+5), 2 claws +13 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks roar, pounce
  STATISTICS
  Str 21, Dex 17, Con 17, Int 6, Wis 12, Cha 12
  Base Atk +9; CMB +15; CMD 28 (32 vs. trip)
  Feats Blind-Fight, Combat Reflexes, Flyby Attack, Improved 
  Initiative, Power Attack
  Skills Fly +5, Perception +12; Racial Modifiers +4 Perception
  Languages Draconic
  ECOLOGY
  Environment temperate deserts
  Organization solitary, pair, or pride (5–10)
  Treasure standard
  SPECIAL ABILITIES
  Roar (Su) A dragonne can unleash a devastating roar every 
  1d4 rounds as a standard action. All creatures except 
  dragonnes within 120 feet must succeed at a DC 17 
  Fortitude save or become fatigued. Those within 30 feet 
  who fail their saves are also deafened for 2d4 rounds. This 
  is a sonic effect. The save DC is Constitution-based.
  Possessing the savage instincts of lions with the cunning of 
  brass dragons, dragonnes combine the fiercest features of 
  these noble creatures into predators both awe-inspiring 
  and deadly.
  The origin of dragonnes generates endless speculation. 
  The odds of these creatures being direct crossbreeds of 
  dragons and lions are quite remote, for numerous reasons: 
  the two creatures rarely share the same territories; few 
  creatures as clever as brass dragons would choose to 
  mate with simple lions; and dragonne abilities differ 
  significantly from those of metallic dragons. While 
  otherworldly breeding experiments and magical mishaps 
  remain possibilities, few satisfying explanations make 
  themselves apparent.  
  Although many creatures rightly fear these ferocious 
  hunters, few dragonnes are blatantly evil—most are just 
  highly territorial and seek to defend their homes and 
  hunting grounds from interlopers. Creatures 
  that draw too close to a dragonne’s lair 
  are typically met by the resident’s 
  fearsome roar, followed by its 
  claws and fangs if this warning is 
  ignored. Those who attempt to settle 
  in a dragonne’s territory find themselves 
  harassed constantly until they decide to leave or 
  the dragonne is slain. These intimidating predators 
  spend the majority of their time on the ground, 
  even when in combat, since their wings prove 
  somewhat ungainly. They typically search for 
  prey and intruders from the air, then land 
  nearby to charge and pounce. 
  Despite their deadliness, dragonnes 
  form strong bonds with those they consider 
  members of their pride, sometimes even 
  adopting creatures of other races. A character 
  with the Leadership feat can take a dragonne as a 
  cohort. Such characters must have an effective leadership 
  level of 10th. Most dragonne cohorts gain levels in 
  barbarian, fighter, or ranger.
  A dragonne measures between 10 and 12 feet 
  long and weighs up to 1,200 pounds.
  104
  104
  Illustration by Concept Art House
  
  Drake, Desert
  This sleek dragon has scales mottled in desert colors, lacks 
  forelimbs, and sports massive wings on its lissome back.
  DESERT DRAKE 
  CR 8
  XP 4,800
  NE Large dragon (earth)
  Init +6; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 30 ft.; Perception +12
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 103 (9d12+45)
  Fort +11, Ref +8, Will +8
  Immune paralysis, sleep; Resist electricity 20
  OFFENSE
  Speed 30 ft., burrow 20 ft., fly 60 ft. (average)
  Melee bite +15 (2d6+9/19–20 plus 1d10 electricity), tail slap +9 
  (1d8+3 plus push)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dazzling emergence, push (tail slap, 10 ft.), 
  sandstorm breath, savage bite
  STATISTICS
  Str 22, Dex 15, Con 21, Int 8, Wis 11, Cha 12
  Base Atk +9; CMB +16; CMD 28
  Feats Dazzling Display, Improved Initiative, Iron Will, Power 
  Attack, Weapon Focus (bite)
  Skills Fly +12, Intimidate +13, Perception +12, Stealth +10, 
  Survival +12
  Languages Draconic
  SQ speed surge
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, or rampage (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Dazzling Emergence (Ex) During a 
  surprise round, a desert drake 
  can use Dazzling Display as a 
  standard action.
  Sandstorm Breath (Su) As 
  a standard action, a 
  desert drake can spit 
  a ball of electrically 
  charged sand that 
  bursts into a cloud. 
  This attack has a range 
  of 60 feet and deals 3d6 points 
  of damage plus 4d8 points 
  of electricity damage 
  in a 15-foot-radius 
  spread (Reflex DC 19 
  for half). The cloud 
  remains for 1d4 rounds, dealing no damage but otherwise 
  acting as obscuring mist. Once a desert drake uses its 
  breath, it cannot do so again for 1d6 rounds. The save DC is 
  Constitution-based.
  Savage Bite (Ex) A desert drake applies 1-1/2 times its Strength 
  modifier to damage dealt with its bite attack, and it 
  threatens a critical hit on a 19–20.
  Speed Surge (Ex) Three times per day as a swift action, a 
  desert drake can draw on its draconic heritage for a boost 
  of strength and speed that allows it to take an additional 
  move action that round.
  Among the fiercest of their kind, desert drakes exhibit 
  a lust for destruction as merciless as any desert storm. 
  These fierce, ambush predators hunt by finding high 
  perches among rocky outcroppings and surveying their 
  surroundings. When likely prey wanders into sight, a 
  desert drake dives into the sand and burrows toward 
  its quarry or flies low with cover from dunes or other 
  outcroppings. Drawing near the likely path of its victims, 
  it bursts from the sand or dives from above to catch foes 
  off guard, preferring to attack targets that exhibit the 
  most fear first. Before enemies can recover from the initial 
  onslaught, a desert drake exhales a cloud of electrified 
  dust, using its superior senses to press the attack. Mated 
  pairs of desert drakes hunt larger prey and groups of 
  victims, and rampages of the beasts might gather near 
  overland trade routes to devour whole caravans.
  A typical desert drake measures 15 feet long from nose 
  to tail tip, has a supple, wormlike build, and 
  weighs about 2,500 pounds.
  105
  105
  Illustration by Branko Bistrovic
  Dragonne–Drake, Desert
  Dragonne–Drake, Desert
  
  Drake, Rift
  Horns jut from this muscular dragon’s beaked head, and spikes 
  cover the dragon’s hide even in places on its winged arms. 
  RIFT DRAKE 
  CR 9
  XP 6,400
  CE Large 
  dragon (earth)
  Init +7; Senses 
  darkvision 60 ft., 
  low-light vision, scent; 
  Perception +14
  DEFENSE
  AC 23, touch 12, flat-footed 20  
  (+3 Dex, +11 natural, –1 size)
  hp 126 (11d12+55)
  Fort +12, Ref +10, Will +8
  Immune paralysis, sleep; Resist acid 30
  OFFENSE
  Speed 30 ft., climb 20 ft., fly 60 ft. 
  (average)
  Melee bite +18 (2d8+10/19–20 plus 
  bleed), tail slap +12 (1d10+3 
  plus trip)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), 
  clinging corrosion, pounce, 
  savage bite
  STATISTICS
  Str 25, Dex 17, Con 20, Int 8,  
  Wis 12, Cha 11
  Base Atk +11; CMB +19; CMD 32
  Feats Bleeding Critical, Critical Focus, Flyby Attack, Improved 
  Initiative, Power Attack, Weapon Focus (bite)
  Skills Climb +15, Fly +14, Intimidate +12, Perception +14, Sense 
  Motive +11, Stealth +12, Survival +13
  Languages Draconic
  SQ speed surge
  ECOLOGY
  Environment warm hills or mountains
  Organization solitary, pair, or rampage (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Clinging Corrosion (Su) As a standard action, a rift drake 
  can spit a ball of caustic gas that bursts into a cloud upon 
  impact. This attack has a range of 60 feet and deals 5d10 
  points of acid damage to all creatures within the resulting 
  15-foot-radius spread. Additionally, any creature damaged 
  by this attack is affected as though by the spell slow for 
  1d4 rounds. A successful DC 20 Reflex save halves the 
  damage and negates the slowing effect. Once a rift drake 
  uses its breath weapon, it cannot do so again for 1d6 
  Creatures of the badlands and regions scarred by the 
  gods, rift drakes are as savage and brutal as the lands they 
  hunt. Their strength and savagery often make them seem 
  like mere deadly beasts, but rift drakes simply delight in 
  battle more than most drakes, frequently clashing even 
  with other members of their own kind. They rarely deign 
  to talk with other creatures, often doing so only as a cruel 
  game in which they make more and more outrageous 
  demands until their victims realize the drakes are toying 
  with them or the manipulative drakes grow bored.
  A rift drake rarely stays on land for long, preferring 
  to circle high above near ominous peaks or spires and 
  roosting in the crevices of the same. When a rift drake 
  spies prey from such heights, it breaks from its flight to 
  dive onto victims, scattering groups and sowing terror 
  with its sudden emergence. With particularly agile foes, a 
  rift drake will use its breath to slow victims first, then pick 
  them off one by one. Rift drakes enjoy the taste of blood, 
  and focus their attacks on the fleshiest-looking creatures. 
  A rift drake is around 14 feet long, end to end. Its burly, 
  spiky body weighs about 2,500 pounds.
  rounds. The save DC is Constitution-based.
  Savage Bite (Ex) A rift drake applies 1-1/2 times its Strength 
  bonus to damage dealt with its bite attack, and it threatens 
  a critical hit on a 19–20.
  Speed Surge (Ex) Three times per day as a swift action, a 
  rift drake can draw on its draconic heritage for a boost 
  of strength and speed that allows it to take an additional 
  move action that round.
  106
  106
  Illustration by Branko Bistrovic
  
  Drake, River
  With graceful wings and wide fins, this sleek dragon looks equally 
  well equipped to glide through sea and sky.
  RIVER DRAKE 
  CR 3
  XP 800
  NE Medium dragon (aquatic, water)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 34 (4d12+8)
  Fort +6, Ref +7, Will +4
  Immune paralysis, sleep; Resist acid 20
  OFFENSE
  Speed 20 ft., fly 60 ft. (average), swim 30 ft. 
  Melee bite +7 (2d4+3), tail slap +2 (1d4+1)
  Special Attacks caustic mucus, pounce
  STATISTICS
  Str 17, Dex 16, Con 15, Int 8, Wis 10, Cha 9
  Base Atk +4; CMB +7; CMD 20
  Feats Improved Initiative, Power Attack
  Skills Fly +10, Intimidate +6, Perception +7, 
  Stealth +10, Survival +7, Swim +11
  Languages Draconic
  SQ amphibious, speed surge
  ECOLOGY
  Environment temperate rivers or lakes
  Organization solitary, pair, or rampage (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Caustic Mucus (Su) As a standard action, a river drake can 
  spit a ball of caustic mucus that explodes in a 5-foot-radius 
  spread. This attack has a range of 50 feet, deals 2d8 points 
  of acid damage, and entangles creatures in the area. A DC 
  14 Reflex save halves the damage and negates the entangle 
  effect. An entangled creature takes 1d4 points of acid 
  damage each round on its turn, and may attempt a new 
  saving throw at the end of its turn every round to escape 
  the entanglement and end the acid damage. Once a river 
  drake spits mucus, it cannot do so again for 1d6 rounds. 
  The save DC is Constitution-based.
  Speed Surge (Ex) Three times per day as a swift action, a 
  river drake can draw on its draconic heritage for a boost 
  of strength and speed that allows it to take an additional 
  move action that round.
  Preying upon fish and fishermen with equal ease, river 
  drakes are scourges of freshwater expanses. They are 
  thought to be related to black dragons, as evidenced by 
  their acidic spit, water affinity, viciousness, and preference 
  for rotten meat. 
  Like other drakes, river drakes are cruel hunters, using a 
  play-and-prey hunting style. When not hungry, they amuse 
  themselves by stalking and harassing other creatures and 
  travelers. An offering of treasure thrown into the water 
  can distract a river drake, but such a bribe is unlikely to 
  stave off a particularly hungry individual. River drakes 
  often slay more than they can immediately eat because 
  they favor aged meat, keeping underwater larders stuffed 
  with kills in various stages of decay.
  A river drake is a crafty, careful hunter that uses its watery 
  home to provide concealment from creatures on the shore. 
  If caught unawares while on land, it retreats to the water, or 
  takes to flight if its enemies are prepared for aquatic combat, 
  making constant use of its caustic mucus and great speed.
  River drakes are much more likely to hunt in groups 
  than most other drakes, threatening river traffic or 
  assaulting lakefront or riverside towns if their numbers 
  are large enough. However, these disorganized raids are 
  quick to retreat from any hint of significant resistance.  
  River drakes are 8 feet long and look much like small 
  sea drakes. An adult river drake weighs about 700 pounds.
  107
  107
  Illustration by Dmitry Burmak
  Drake, Rift–Drake, River
  Drake, Rift–Drake, River
  
  Dybbuk
  This grinning spectre has mad eyes and blood-red hands that 
  twitch and jerk like a puppeteer’s.
  DYBBUK 
  CR 15
  XP 51,200
  NE Medium undead (incorporeal)
  Init +15; Senses darkvision 60 ft.; Perception +29
  DEFENSE
  AC 28, touch 28, flat-footed 17 (+7 deflection, +11 Dex)
  hp 207 (18d8+126)
  Fort +13, Ref +17, Will +17
  Defensive Abilities incorporeal, channel resistance +4; DR 10/
  good; Immune undead traits; SR 26
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee pain touch +19 touch (7d6)
  Special Attacks malevolence
  Spell-Like Abilities (CL 18th; 
  concentration +25)
  At will—detect thoughts 
  (DC 19), telekinesis 
  (DC 22)
  3/day—dominate monster 
  (DC 22), feeblemind 
  (DC 22), inflict serious 
  wounds (DC 20)
  1/day—greater heroism, 
  modify memory (DC 21), 
  tongues
  STATISTICS
  Str —, Dex 32, 
  Con —, Int 15, 
  Wis 18, Cha 25
  Base Atk +13; CMB +24; CMD 41
  Feats Alertness, Blind-Fight, 
  Combat Reflexes, Flyby Attack, 
  Improved Initiative, Iron Will, Lunge, 
  Step Up, Weapon Finesse
  Skills Bluff +25, Diplomacy +25, Fly +19, 
  Intimidate +28, Perception +29, Sense 
  Motive +29, Stealth +32
  Languages Abyssal, Celestial, Common
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Malevolence (Su) Once per round, a dybbuk can 
  merge itself with a creature on the Material 
  Plane. This ability is similar to a magic jar 
  spell (caster level 18th), except that 
  it does not require a receptacle. To use this ability, the 
  dybbuk must be adjacent to the target. The target can resist 
  the attack with a successful DC 26 Will save. A creature 
  that successfully saves is immune to that same dybbuk’s 
  malevolence for 24 hours. The save DC is Charisma-based.
  Pain Touch (Su) With a successful touch attack, a dybbuk 
  causes painful spasms throughout the target’s body, dealing 
  7d6 points of damage. Creatures that are immune to pain 
  take no damage from this touch.
  Possess Object (Su) A dybbuk can use its malevolence 
  ability to possess a Large or smaller unattended object, 
  animating it as if using animate objects, except the dybbuk 
  merges with and controls the object as if it were a living 
  creature. The dybbuk cannot speak or use its other special 
  abilities while possessing the object.
  A dybbuk is a misplaced soul who has eluded 
  judgment because of a some 
  great transgression or a pitiful 
  suicide. Like a ghost, it 
  lingers on in the mortal 
  world, either trying to 
  fulfill an insane need 
  to right some great 
  failure that has marked 
  its soul for eternity or 
  merely to spread the torment 
  it is condemned to face for 
  eternity. 
  Bodiless 
  and 
  left to wander, dybbuks 
  grow increasingly bitter and 
  resentful over the loss of 
  their bodies and endlessly 
  seek 
  mortal 
  or 
  even 
  inanimate forms to steal 
  and use to sow suffering. 
  Vile manipulators, they 
  seek bodies that have 
  the greatest potential 
  to cause pain in 
  those closest to 
  their 
  victims, 
  taking pleasure 
  in 
  shifting 
  a 
  leader’s agenda toward the destruction of 
  her followers or torturing an innocent from 
  within. Dybbuks also often animate unliving 
  things to spread fear, reveling in the chaos 
  resulting from manipulating corpses to confuse 
  and terrify. Most also realize they have all of eternity 
  to torment their chosen victims, and might lurk 
  quietly near a living target for weeks or months, waiting 
  for the right moment to act and begin their terrors anew.
  108
  108
  Illustration by Alberto Dal Lago
  
  Ecorche
  This brawny creature has had its skin completely flensed from its 
  form, revealing the violent pulsing of its massive, exposed muscles.
  ECORCHE 
  CR 16
  XP 76,800
  CE Large undead 
  Init +9; Senses darkvision 60 ft.; Perception +25
  Aura frightful presence (60 ft., DC 26)
  DEFENSE
  AC 30, touch 14, flat-footed 25 (+5 Dex, +16 natural, –1 size)
  hp 209 (22d8+110); fast healing 5
  Fort +12, Ref +12, Will +15
  Defensive Abilities channel resistance +2; DR 15/good and 
  silver; Immune acid, undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +27 (3d6+11/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1 Con drain), rend (2 claws, 
  3d6+11 plus bleed and seize skin)
  STATISTICS
  Str 32, Dex 20, Con —, Int 9, Wis 11, 
  Cha 21
  Base Atk +16; CMB +28; CMD 43
  Feats Awesome Blow, 
  Blinding Critical, 
  Combat 
  Reflexes, 
  Critical Focus, 
  Improved Bull 
  Rush, Improved 
  Critical (claw), 
  Improved Initiative, 
  Iron Will, Power Attack, 
  Stand Still, Weapon 
  Focus (claw)
  Skills Disguise +30, Perception +25, Stealth +26
  Languages Common
  SQ wear skin
  ECOLOGY
  Environment any land
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Seize Skin (Su) Whenever an ecorche 
  damages a target with its rend ability, 
  the target must succeed at a DC 
  25 Fortitude save to resist 
  being skinned alive. Those 
  who fail the save become 
  staggered and 
  take 1 point of Constitution drain per round. Both of these 
  effects are permanent but can be removed with a regenerate 
  or heal spell (or 1 round of regeneration). The ecorche can 
  use its wear skin ability to don a skin stolen in this way as a 
  full-round action. The save DC is Dexterity-based.
  Wear Skin (Su) An ecorche can steal the skin of a dead Small, 
  Medium, or Large humanoid and wear it as its own. When 
  it does this, the ecorche takes on the creature’s size and 
  appearance and gains a +10 bonus on Disguise checks made 
  to impersonate the victim. While wearing a stolen skin, an 
  ecorche cannot use its frightful presence. This stolen skin 
  is preserved while the ecorche wears it, but is destroyed if 
  the ecorche takes more than 10 points of damage or if the 
  ecorche chooses to destroy the skin as a standard action. 
  Those within 60 feet who see an ecorche’s stolen skin 
  destroyed are immediately subjected to its frightful presence 
  and take a –5 penalty on the related Will save. An ecorche 
  reverts to its normal size if its stolen skin is destroyed.
  The 
  bodyguards 
  and 
  spies 
  of 
  undead 
  masterminds, ecorches appear as gory giants with 
  musculatures overdeveloped by infusions 
  of necromantic toxins and grafts of 
  reanimated 
  sinew. 
  Although 
  its 
  natural form possesses no skin, 
  an ecorche can steal the flesh of 
  another creature, flaying its victim 
  in mere seconds and leaving it in 
  unimaginable shock and pain 
  with only moments to seek 
  aid before perishing. Yet this 
  gruesome act of violence is only 
  the first stage of the chaos an 
  ecorche spreads with its violence. 
  An ecorche possesses incredible 
  control over its gruesome form, 
  allowing it to compress its body 
  into the skin of a much smaller 
  creature. Wearing such grisly 
  garb, these terrors walk among 
  the living, doing the bidding of 
  their terrible masters or searching for 
  more influential individuals to murder, skin, 
  and impersonate. If an ecorche’s unholy nature is 
  revealed, the monster is quick to dispose of its now-
  useless disguise, bursting from the suit of flesh and 
  exposing its terrible form to the unprepared, few of 
  whom can withstand such unabashed gore.
  An ecorche stands approximately 
  8-1/2 feet tall and 
  weighs upward 
  of 600 pounds. 
  109
  109
  Illustration by Francesco Graziani
  Dybbuk–Ecorche
  Dybbuk–Ecorche
  
  Eidolon, Unfettered
  This bizarre amalgam of monstrous parts rampages forth, an 
  eldritch rune seared upon its forehead.
  UNFETTERED EIDOLON 
  CR 8
  XP 4,800
  CN Medium outsider (extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 26, touch 14, flat-footed 22 (+4 Dex, +12 natural)
  hp 85 (10d10+30)
  Fort +7, Ref +11, Will +9
  Defensive Abilities evasion
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 40 ft. (good)
  Melee bite +14 (1d6+3 plus 1d6 electricity), gore +14 (1d6+3 
  plus 1d6 electricity), slam +14 (1d8+3 plus 1d6 electricity), tail 
  slap +12 (1d6+1 plus 1d6 electricity)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  STATISTICS
  Str 16, Dex 19, Con 14, Int 7, Wis 10, Cha 11
  Base Atk +10; CMB +13; CMD 27 (can’t be tripped)
  Feats Combat Reflexes, Great Fortitude, Iron Will, 
  MultiattackB, Toughness, Weapon Finesse
  Skills Bluff +13, Climb +11, Fly +16, Knowledge (planes) +6, 
  Perception +13, Sense Motive +8, Stealth +12
  Languages Common
  SQ evolution points (bite, climb, energy attacks, flight [2], gore, 
  improved natural armor [2], reach [bite], slam, tail, tail slap)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  An eidolon is usually tied to a summoner who forges an 
  unbreakable link with a being not of his world, calling 
  upon it and sending it back to its otherworldly home as he 
  needs. When a summoner dies, this link is destroyed and the 
  eidolon is banished back from whence it came. Occasionally, 
  however, this link between eidolon and summoner is 
  unnaturally severed, usually as a result of powerful magic or 
  some bizarre death, freeing the eidolon upon the world. Few 
  can predict what specific events might cause an eidolon to 
  become unfettered, but those that do become stranded on a 
  plane alien to them, released to act as they please. An eidolon 
  that loses its link to its summoner loses its link to its home 
  realm, and many unfettered eidolons go mad, the glowing 
  runes that once represented their bonds burning painful 
  scars onto their bodies. Unfettered eidolons are not quite as 
  powerful as normal eidolons, but without their evolutions 
  tied to their summoners’ whims, these bizarre and varied 
  creatures continue to evolve and advance on their own.
  CREATING AN UNFETTERED EIDOLON
  Unfettered eidolons can take on many shapes and sizes. 
  The stats presented here are for a Medium unfettered 
  eidolon with the serpentine base form and 15 evolution 
  points, but an eidolon can take almost any form. An 
  unfettered eidolon has one of four base forms: aquatic, 
  biped, quadruped, or serpentine. Each base form 
  determines an eidolon’s speed, good and bad saves, and 
  ability scores, and allots 5 evolution points to starting 
  evolutions (the bonuses from these starting evolutions 
  are already factored into the starting statistics). Each base 
  form starts at Medium size. An unfettered eidolon can 
  increase to Large size or larger by spending additional 
  evolution points (see below). 
  Aquatic Base Form: Speed 20 ft., swim 40 ft.; Saves Fort 
  (good), Ref (good), Will (bad); Ability Scores Str 16, Dex 
  12, Con 13, Int 7, Wis 10, Cha 11; Starting Evolutions bite, 
  gills, improved natural armor, swim (2).
  Biped Base Form: Speed 30 ft.; Saves Fort (good), Ref 
  (bad), Will (good); Ability Scores Str 16, Dex 12, Con 13, Int 
  7, Wis 10, Cha 11; Starting Evolutions arms, claws, legs.
  Quadruped Base Form: Speed 40 ft.; Saves Fort (good), 
  Ref (good), Will (bad); Ability Scores Str 14, Dex 14, Con 
  13, Int 7, Wis 10, Cha 11; Starting Evolutions bite, legs (2).
  Serpentine Base Form: Speed 20 ft., climb 20 ft.; Saves 
  Fort (bad), Ref (good), Will (good); Ability Scores Str 12, 
  Dex 16, Con 13, Int 7, Wis 10, Cha 11; Starting Evolutions 
  bite, climb, reach (bite), tail, tail slap.
  An unfettered eidolon begins with 1 Hit Die, a +2 
  natural armor bonus, and the evasion ability. As an 
  unfettered eidolon’s Hit Dice increase (see Evolution 
  Points, below), it gains additional bonuses and abilities. 
  At 2 Hit Dice, and every 3 HD thereafter, an unfettered 
  eidolon’s base armor bonus increases by +2. This bonus 
  may be split between an armor bonus and a natural 
  armor bonus. Also at 2 Hit Dice, and every 3 HD 
  thereafter, an unfettered eidolon adds +1 to both its 
  Strength and Dexterity scores. At 5 Hit Dice, and every 4 
  HD thereafter, an unfettered eidolon adds +1 to any one 
  of its ability scores. At 7 Hit Dice, an unfettered eidolon 
  gains Multiattack as a bonus feat.
  Evolution Points
  Unfettered eidolons have a number of evolution points 
  (EP) you can use to purchase abilities and defenses in 
  addition to those presented above. An unfettered eidolon 
  starts with 8 EP, regardless of its base form. For each 
  additional EP spent beyond 8, an unfettered eidolon’s Hit 
  Dice increase by 1. An unfettered eidolon’s CR increases 
  with its Hit Dice, as outlined on Table 1–2 on page 291 
  of the Pathfinder RPG Bestiary using the “outsider” line. 
  Many of these abilities are universal monster rules 
  detailed starting on page 292 of this book.
  110110
  Illustration by Alberto Dal Lago
  
  Arms (Ex, 2 EP): Grows 
  an additional pair of arms 
  and hands. The eidolon 
  must have the Weapon 
  Training evolution in order 
  to use weapons.
  Bite (Ex, 1 EP): Gains a bite attack 
  (1d6 damage).
  Burrow (Ex, 3 EP): Gains a burrow 
  speed equal to 1/2 its base speed. The 
  eidolon must have at least 7 Hit Dice 
  to select this evolution.
  Claw (Ex, 1 EP): Gains two claw attacks 
  (1d4 damage). The eidolon must have arms 
  or legs to take this evolution.
  Climb (Ex, 1 EP): Gains a climb speed equal to 
  its base speed. For each additional EP spent on this 
  evolution, this speed increases by 20 feet.
  Energy Attacks (Su, 2 EP): Choose one energy type (acid, 
  cold, electricity, or fire). All of the eidolon’s natural attacks 
  deal +1d6 points of damage of this energy type. The eidolon 
  must have at least 4 Hit Dice to select this evolution.
  Flight (Ex, 2 EP): Grows wings, gaining a fly speed 
  equal to its base speed (good maneuverability). For each 
  additional EP spent, the fly speed increases by 20 feet. The 
  eidolon must have at least 4 Hit Dice to select this evolution.
  Gills (Ex, 1 EP): Can breathe underwater indefinitely in 
  addition to air.
  Gore (Ex, 2 EP): Gains a gore attack (1d6 damage).
  Huge (Ex, 6 EP): Grows to Huge size (adjusting its 
  Strength, Constitution, Dexterity, natural armor bonus, 
  and size modifier to attacks and AC as detailed on page 
  296 of the Bestiary, and increasing the damage of all of its 
  attacks as detailed on page 297 of this book). If the eidolon 
  has the biped base form, its reach increases to 15 feet (10 feet 
  for all other base forms). The eidolon must have the Large 
  evolution and at least 10 Hit Dice to select this evolution.
  Improved Evasion (Ex, 3 EP): Gains improved evasion.
  Improved Natural Armor (Ex, 1 EP): Gains a +2 bonus to its 
  natural armor. This evolution can be taken once if it has 
  3 or fewer Hit Dice, and one additional time for every 4 
  additional Hit Dice the eidolon has.
  Large (Ex, 4 EP): Grows to Large size (adjusting its 
  Strength, Constitution, Dexterity, natural armor bonus, 
  and size modifier to attacks and AC as detailed on page 
  296 of the Bestiary, and increasing the damage of all of its 
  attacks as detailed on page 297 of this book). If the eidolon 
  has the biped base form, it also gains 10-foot reach. The 
  eidolon must have at least 6 Hit Dice to select this evolution.
  Legs (Ex, 2 EP): Grows an additional pair of legs. Each 
  pair of legs increases the eidolon’s base speed by 10 feet.
  Magical Flight (Su, 4 EP): Flies by means of magic, gaining 
  a fly speed equal to its base speed (perfect maneuverability). 
  For each additional EP 
  spent, this speed increases by 20 
  feet. The eidolon must have at least 4 
  Hit Dice before selecting this evolution.
  Reach (Ex, 1 EP): The reach of one of the 
  eidolon’s attacks increases by 5 feet.
  Resistance (Ex, 1 EP): Gains resistance 5 against one 
  energy type (acid, cold, electricity, fire, or sonic). 
  Slam (Ex, 1 EP): Gains a slam attack (1d8 damage). The 
  eidolon must have arms to take this evolution.
  Sting (Ex, 1 EP): Gains a sting attack (1d4 damage). The 
  eidolon must have a tail to take this evolution.
  Swim (Ex, 1 EP): Gains a swim speed equal to its base 
  speed. For each additional EP spent, this speed increases 
  by 20 feet.
  Tail (Ex, 1 EP): Grows a long, powerful tail, gaining a 
  +2 racial bonus on Acrobatics checks made to balance on 
  a surface.
  Tail Slap (Ex, 1 EP): Gains a tail slap attack (1d6 damage). 
  The eidolon must have a tail to take this evolution.
  Weapon Training (Ex, 2 or 4 EP): Gains Simple Weapon 
  Proficiency as a bonus feat. For 2 additional EP, it gains 
  proficiency with all martial weapons as well.
  Small Eidolons
  The standard eidolon starts as Medium-sized, but Small 
  eidolons are also possible. Compared to a Medium eidolon, 
  a Small eidolon gains +2 to its Dexterity, –4 to its Strength, 
  and –2 to its Constitution. It also gains a +1 size bonus to its 
  AC and on attack rolls, a –1 size penalty on its CMB and to 
  its CMD score, and a +4 size bonus on Stealth skill checks. If 
  it can fly, it gains a +2 size bonus on Fly skill checks. Reduce 
  the damage of all of its attacks by one step.
  111111
  Eidolon, Unfettered
  Eidolon, Unfettered
  
  Illustration by Alberto Dal Lago
  Familiar
  Presented on these pages are base animal statistics for six 
  additional familiars beyond those most commonly used 
  by spellcasters—of course, these statistics can also be 
  used for normal animals as well. These familiars utilize 
  all the standard rules for familiars presented on pages 
  82–83 of the Core Rulebook. Tiny or smaller familiars in 
  this section use Dexterity to modify Climb and Swim 
  skill checks.
  SMALL FAMILIARS
  Small familiars threaten the areas around them like 
  Small creatures, and can be used to flank enemies, 
  though both familiars and their masters are often loath to 
  use such tactics, as the result is often a dead familiar. Small 
  familiars are also harder to keep on a master’s person 
  than Tiny or smaller familiars. Often they require some 
  form of magic item, like a bag of holding, to remain truly 
  out of sight.
  Familiar 
  Special Ability
  Flying squirrel 
  Master gains a +3 bonus on Fly checks
  Fox 
  Master gains a +2 bonus on Reflex saves
  Goat 
  Master gains a +3 bonus on Survival checks
  Otter 
  Master gains a +3 bonus on Swim checks
  Pig 
  Master gains a +3 bonus on Diplomacy checks
  Raccoon 
  Master gains a +3 bonus on Sleight of 
  Hand checks
  FLYING SQUIRREL 
  CR 1/3
  XP 135
  N Tiny animal 
  Init +2; Senses low-light vision; Perception +1
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +4, Will +1
  OFFENSE
  Speed 20 ft., fly 40 ft. (clumsy)
  Melee bite +4 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 6
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  Feats AcrobaticB, Weapon Finesse
  Skills Acrobatics +8 (+12 when jumping), Climb +10, Fly +4; 
  Racial Modifiers +11 Acrobatics (+8 when jumping), +8 Climb
  SQ glide
  ECOLOGY
  Environment temperate forests
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Glide (Ex) A flying squirrel cannot use its fly speed to hover. 
  When flying, a flying squirrel must end its movement at 
  least 5 feet lower in elevation than where it started.
  Although not capable of actual flight, a flying squirrel 
  possesses a furry membrane stretching between its wrists 
  and ankles, allowing it to glide for long distances.
  FOX 
  CR 1/4
  XP 100
  N Tiny animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +4, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +1 (1d3–1)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6
  Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
  Feats Skill Focus (Perception)
  Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth 
  +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 
  Acrobatics when jumping, +4 Survival when tracking by scent
  ECOLOGY
  Environment any
  Organization solitary, pair, or skulk (3–12)
  Treasure none
  This cunning yet wary animal pounces on live prey.
  GOAT 
  CR 1/3
  XP 135
  N Small animal
  Init +1; Senses low-light vision; Perception +0
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +3, Will +0
  OFFENSE
  Speed 30 ft.
  Melee gore +2 (1d4+1)
  STATISTICS
  Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 5
  Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  Feats Nimble Moves
  Skills Acrobatics +1 (+5 when jumping), Climb +5, Survival 
  +0 (+4 to find food); Racial Modifiers +4 Acrobatics when 
  jumping, +4 Survival to find food
  112112
  
  Familiar
  Familiar
  ECOLOGY
  Environment any
  Organization solitary, pair, or herd (3–12)
  Treasure none
  Goats are often ill-tempered and stubborn, but they have 
  an uncanny knack for finding food in the strangest of 
  places and can digest almost anything.
  OTTER 
  CR 1/4
  XP 100
  N Tiny animal
  Init +3; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +5, Will +1
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee bite +5 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
  Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
  Feats Weapon Finesse
  Skills Escape Artist +4, Swim +10
  ECOLOGY
  Environment any water
  Organization solitary or family (2–16)
  Treasure none
  Otters are curious and playful, and enjoy investigating new 
  objects, sliding down wet rocks, and other simple games.
  PIG 
  CR 1/3
  XP 135
  N Small animal
  Init +1; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, 
  +1 size)
  hp 6 (1d8+2)
  Fort +6, Ref +3, Will +1
  OFFENSE
  Speed 30 ft.
  Melee bite +1 (1d4)
  STATISTICS
  Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4
  Base Atk +0; CMB –1; CMD 10 (14 vs. trip)
  Feats Great Fortitude
  Skills Perception +5
  ECOLOGY
  Environment any
  Organization solitary, pair, or herd (3–12)
  Treasure none
  This clever, sociable animal may be trained to do many tasks.
  RACCOON 
  CR 1/2
  XP 200
  N Tiny animal 
  Init +2; Senses low-light vision, scent; Perception +3
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +3
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +4 (1d3–1)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5
  Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
  Feats Weapon Finesse
  Skills Climb +7, Sleight of Hand +3
  ECOLOGY
  Environment temperate forests
  Organization solitary or gaze (2–4)
  Treasure none
  Raccoons are inquisitive 
  and cunning, and often 
  have strangely humanoid 
  mannerisms, like washing 
  their food in streams.
  113113
  
  Faun
  This capricious figure has the upper torso, arms, and head of a 
  man, but goatlike legs, a tail, and curling horns on his head.
  FAUN 
  CR 1
  XP 400
  CG Medium fey 
  Init +3; Senses low-light vision; Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 13 (3d6+3)
  Fort +2, Ref +6, Will +5
  DR 2/cold iron
  OFFENSE
  Speed 30 ft.
  Melee dagger +4 (1d4+2/19–20)
  Ranged shortbow +4 (1d6/×3)
  Special Attacks panpipes
  Spell-Like Abilities (CL 3rd; concentration +6)
  At will—ghost sound (DC 13)
  1/day—hideous laughter (DC 14), sleep (DC 14)
  STATISTICS
  Str 14, Dex 16, Con 13, Int 11, Wis 14, Cha 17
  Base Atk +1; CMB +3; CMD 16
  Feats Point-Blank Shot, Weapon Finesse
  Skills Acrobatics +8, Bluff +9, Perception 
  +8, Perform (wind) +9, Sense Motive +7, Stealth 
  +9, Survival +4
  Languages Common, Sylvan
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or band (3–8)
  Treasure standard (dagger, shortbow with 20 arrows, 
  masterwork panpipes, other treasure)
  SPECIAL ABILITIES 
  Panpipes (Su) Three times per day, a faun can use its 
  masterwork panpipes to augment its spell-like abilities. 
  Doing so is a swift action that increases the DC of the next 
  spell-like ability it uses on its turn by +2. 
  Often mistaken for satyrs, fauns are far more benevolent 
  than their unpredictable cousins. Many people use the 
  two names interchangeably, a fact that irritates both 
  fauns and satyrs. The vast majority of fauns are male, 
  although unlike satyrs, females of this species do exist—
  they’re simply less common than male fauns.
  While satyrs breeding with their seduced victims always 
  produce full-blooded satyrs, fauns are the result of a willing 
  pairing between satyrs and goodly fey or kindhearted 
  humanoids such as humans or elves. Even in this case, the 
  babies of such unions are usually stolen away and raised by 
  their fey parent or some other sylvan foster family. 
  Like satyrs, fauns enjoy wine, music, dancing, 
  nature, and carnal pleasures. Gentle hedonists, fauns 
  also have a dedicated connection to the countryside, 
  helping hardworking humanoids who make peace with 
  the land and take little more than they need. They help 
  these frontier folk by fighting off significant threats 
  and keeping less savory fey creatures away from their 
  settlements. While they prefer to go unnoticed, in dire 
  times a band of fauns may present themselves to villagers 
  to warn their neighbors of an upcoming threat.
  Fauns find nymphs exceptionally attractive, more so 
  than all others who dare view them. Nymphs find beauty 
  in fauns’ good nature and steadfast dedication to the 
  natural world, and often humor their advances before 
  almost accidentally falling in love with them.
  As tall as a human, a faun stands on stark white goat 
  legs and has short horns protruding from its head. It also 
  has a short tail that swishes playfully when it is excited 
  or entertained, and its hair falls 
  gracefully around its horns 
  and ears. Its humanoid 
  torso is always lithe but 
  chiseled because of its 
  constant activity and 
  play—fauns rarely 
  laze 
  about 
  too 
  long. Fauns stand 
  nearly 6 feet tall and 
  weigh little more 
  than 150 pounds.
  114114
  Illustration by Eva Widermann
  
  Festrog
  This hideously malformed, hairless, pustule-covered corpse moves 
  and snarls more like an undead hound than an undead man.
  FESTROG 
  CR 1
  XP 400
  NE Medium undead 
  Init +1; Senses darkvision 60 ft., scent; Perception +6
  DEFENSE
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 9 (2d8)
  Fort +0, Ref +1, Will +4
  Immune undead traits
  OFFENSE
  Speed 30 ft.; four-footed run
  Melee bite +4 (1d6+3 plus feed), 2 claws +5 (1d4+3)
  Special Attacks charging trip, diseased pustules, feed
  STATISTICS
  Str 17, Dex 13, Con —, Int 10, Wis 12, Cha 11
  Base Atk +1; CMB +4; CMD 15 (19 vs. trip)
  Feats Weapon Focus (claw)
  Skills Climb +8, Perception +6, Stealth +6, Survival +3
  Languages Common
  ECOLOGY
  Environment any land
  Organization solitary, pair, gang (3–5), or pack (6–11)
  Treasure standard
  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.
  Diseased Pustules (Ex) When a festrog takes damage from 
  a piercing or slashing weapon, some of its boils rupture, 
  squirting the attacker with puslike fluids. The noxious 
  secretions carry a potent contact disease that causes those 
  infected to break out into painful necrotic boils. 
  Necrotic Boils: Disease—contact; save Fort DC 11; onset 1 
  day; frequency 1/day; effect 1d4 Con; cure 1 save.  
  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.
  Four-Footed Run (Ex) A festrog can run on all fours at speed 
  of 50 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.
  A festrog is an undead abomination spawned when a 
  creature is killed by a massive release of negative energy 
  (perhaps due to planar bleeding, the destruction of a 
  potent artifact, or even certain magical attacks by powerful 
  undead), and then mutilated by an outside force, such as 
  the scavenging of wild animals. Sometimes called dog-
  ghouls for their ability to run on all fours, the name often 
  causes opponents to misinterpret this creature’s abilities 
  and grossly underestimate its intelligence, for the festrog 
  is in fact a rather canny monstrosity.
  Festrogs inhabit remote areas near places where they 
  were slain. It’s not uncommon for a tribe of festrogs to 
  share territories with ghouls. Most festrogs gather in small 
  bands, based on whatever loose affiliations they might 
  recall from when they were alive, and choose dwellings 
  in sunless areas easily defended with group tactics. Like 
  ghouls, they tend to skulk about graveyards, though they 
  prefer ones with tombs and mausoleums so they can 
  hide during the day. They hunt nocturnally in packs, 
  preferring open areas like plains, farmlands, or open 
  forests where they can track down prey with few places for 
  it to run or hide. These packs wander seminomadically, 
  often traveling miles beyond their dwellings in pursuit of 
  mortal flesh.
  115115
  Illustration by Eric Belisle
  Faun–Festrog
  Faun–Festrog
  
  Fey Creature
  Little about this enormous toad is ordinary, from its graceful wings 
  to its colorful purple and pink skin to its bright, shining eyes.   
  FEY GIANT TOAD 
  CR 3
  XP 800
  CN Large fey 
  Init +3; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 22 (3d8+9)
  Fort +6, Ref +8, Will +0; +4 vs. mind-affecting effects
  Defensive Abilities poison skin; DR 5/cold iron; Resist cold 10, 
  electricity 10
  OFFENSE
  Speed 30 ft., fly 45 ft. (good), swim 15 ft.
  Melee bite +4 (1d6+4 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks swallow whole (1d4 bludgeoning damage, 
  AC 11, 2 hp)
  Spell-Like Abilities (CL 3rd; concentration +2)
  3/day—dancing lights
  1/day—entangle (DC 10), faerie fire, glitterdust (DC 11)
  STATISTICS
  Str 17, Dex 17, Con 16, Int 3, Wis 8, Cha 8
  Base Atk +2; CMB +6 (+10 grapple); CMD 19 (23 vs. trip)
  Feats Lightning Reflexes, Skill Focus (Perception)
  Skills Acrobatics +11 (+15 when jumping), Fly +9, Perception +7, 
  Stealth +8, Swim +11; Racial Modifiers +4 Acrobatics (+8 when 
  jumping), +4 Stealth
  Languages Sylvan
  SQ vanish (3 rounds/day)
  ECOLOGY
  Environment temperate forests, plains, or swamps
  Organization solitary, pair, or knot (3–12)
  Treasure none
  SPECIAL ABILITIES
  Poison Skin (Ex) A creature that strikes a fey giant toad with 
  an unarmed strike or natural weapon exposes itself to the 
  toad’s poisonous skin.
  Skin—contact; save Fort DC 14; frequency 1/round for  
  4 rounds; effect 1d2 Wisdom damage; cure 1 save.
  Fey creatures resemble the mundane creatures they derive 
  from, but with brighter colors, delicate features, and elegant 
  wings such as those of a pixie or sprite. Despite their fragile-
  seeming appearance, fey creatures are every bit as hardy as 
  their non-fey relations, though they sacrifice raw might for 
  grace and the ability to fly. They live long lives, barring death 
  by misadventure, and rarely show outward signs of age.
  Some fey creatures owe their nature to fey ancestors 
  interbreeding with mortal beings, while others are races in 
  their own right. Still others began life as ordinary creatures 
  and were infused with fey essence through the magic of 
  learned spellcasters or the influence of ancient powers of 
  nature. As a rule, fey creatures rarely dwell in civilized lands, 
  both by preference and because the conditions that give 
  rise to the fey rarely occur in urban surroundings. If not 
  already born into realms of primeval wild or areas touched 
  by great fey powers, fey creatures soon seek them out.
  Though more prone to mischief than mayhem, fey 
  creatures run the gamut from inimical to sprightly in 
  behavior. Those inclined toward play and jest take a dim 
  view of interlopers lacking in good humor. Such foul-
  tempered intruders risk humiliation at best if they insult 
  the fey, and much worse if they raise arms against them. 
  More aggressive fey still possess a well-developed though 
  sadistic sense of humor. Such wicked fey use their inborn 
  powers to lure outsiders to their doom, rather than into 
  mere inconvenience.
  Fey creatures generally have cordial relationships with 
  animals, allies of nature such as druids, and other fey. 
  Exceptions exist where rival communities of fey dwell in 
  proximity to one another. In these cases, any fey creatures 
  in the vicinity ally with one side or the other according 
  to their own inclinations, only rarely standing outside such 
  conflicts. Fey creatures derived from horses and the like 
  often serve as mounts, though only to other fey or to allies 
  of nature who acknowledge them as at least near-equals, if 
  not full partners. 
  CREATING A FEY CREATURE
  “Fey Creature” is an inherited or acquired template that 
  can be added to any living, corporeal creature. A fey 
  creature retains the base creature’s statistics and special 
  abilities except as noted here.
  CR: 9 HD or less, as base creature +1; 10 HD or more, as 
  base creature +2.
  Alignment: Any non-lawful.
  Type: The creature’s type changes to fey. Do not 
  recalculate HD, BAB, or saves.
  Senses: A fey creature gains low-light vision.
  Armor Class: Reduce the creature’s natural armor, if 
  any, by 1 (minimum of 0).
  Defensive Abilities: A fey creature gains a +4 bonus 
  on saves against mind-affecting effects, resist cold and 
  electricity 10, and DR 5/cold iron (if 11 HD or less) or DR 10/
  cold iron (if 12 HD or more). 
  Speed: Unless the base creature flies better, the fey 
  creature flies at 1-1/2 times the base creature’s land speed 
  (good maneuverability), rounded down to the nearest 
  multiple of 5 feet. If the creature already has flight with a 
  maneuverability of good, it increases to perfect.
  Special Abilities: A fey creature gains one of the 
  following abilities for every 4 HD or fraction thereof.
  116116
  Illustration by Branko Bistrovic
  
  Camouflage (Ex) A fey creature can use Stealth to hide 
  in any sort of natural terrain, even if the terrain does not 
  grant cover or concealment. It gains a +4 racial bonus on 
  Stealth checks. This bonus does not stack with any racial 
  Stealth bonus possessed by the base creature.
  Change Shape (Su) A fey creature can change shape into 
  a single form. Possible forms include a normal specimen 
  of its base creature, a humanoid creature within one size 
  category, or an animal within one size category. In all 
  cases, the fey creature appears as the same individual of 
  its alternate form each time it changes shape. The type 
  of polymorph spell used should be chosen as appropriate 
  based on the alternate form, such as alter self for taking 
  humanoid form. This ability can be selected more than 
  once, granting an additional form each time.
  Energy Resistance (Ex) A fey creature gains resistance 10 
  to one energy type, or increases an existing resistance by 
  10. Resistance increased beyond 30 becomes immunity 
  instead. This ability can be selected more than once. 
  Evasion (Ex) A fey creature gains evasion, as the rogue 
  ability of the same name.
  Long Step (Su) A fey creature can teleport up to 10 feet 
  per Hit Die as a move action. It may use this ability once 
  every 1d4 rounds.
  Spell Resistance (Ex) A fey creature gains SR equal to 11 + 
  its CR. This does not stack with any existing SR possessed 
  by the base creature.
  Trackless Step (Ex) A fey creature does not leave a trail in 
  natural surroundings and cannot be tracked. It can choose 
  to leave a trail, if it so desires.
  Vanish (Su) As a swift action, a fey creature can vanish for 
  1 round as if affected by invisibility. It can use this ability for 
  1 round per day per Hit Die.
  Woodland Stride (Ex) A fey 
  creature can move through 
  any sort of undergrowth 
  (such as natural thorns, 
  briars, overgrown areas, and 
  similar terrain) at its normal 
  speed and without taking damage 
  or suffering any other impairment. 
  Thorns, briars, and overgrown 
  areas that have been magically 
  manipulated 
  to 
  impede 
  motion 
  still 
  affect 
  it. 
  Optionally, this ability may 
  function in a different type 
  of terrain, to allow the fey 
  creature to move through, 
  swamps, rocky areas, ice, 
  and so forth. Whatever 
  the choice, this ability 
  only functions in one 
  type of terrain. This ability can be selected more than 
  once, for a different terrain each time.
  Spell-Like Abilities: A fey creature with an Intelligence 
  or Wisdom score of 8 or more has a cumulative number 
  of spell-like abilities depending on its Hit Dice. Unless 
  otherwise noted, an ability is usable once per day. Caster 
  level equals the creature’s HD (or the caster level of the 
  base creature’s spell-like abilities, whichever is higher).
  HD 
  Abilities
  1–2 
  Dancing lights 3/day, faerie fire
  3–4 
  Entangle, glitterdust
  5–6 
  Deep slumber
  7–8 
  Major image
  9–10 
  Confusion
  11–12 
  Feeblemind
  13–14 
  Mislead
  15–16 
  Project image
  17–18 
  Irresistible dance
  19–20 
  Scintillating pattern
  Abilities: A fey creature gains a +4 bonus to Dexterity 
  and a +2 bonus to Intelligence and Charisma. A fey 
  creature receives a –2 penalty to Strength. Fey creatures 
  derived from creatures without an Intelligence score gain 
  an Intelligence of 3.
  Skills: A fey creature with racial Hit Dice has skill 
  points per racial Hit Die equal to 6 + its Intelligence 
  modifier. It gains Acrobatics, Bluff, Fly, and Stealth 
  as class skills.
  Languages: Fey creatures speak Sylvan as well 
  as any languages spoken by the base creature.
  117117
  Fey Creature
  Fey Creature
  
  Flail Snail
  This enormous snail has a brightly colored shell and four tentacles 
  on its head, each tipped with a mace-like club.
  FLAIL SNAIL 
  CR 4
  XP 1,200
  N Large magical beast 
  Init –1; Senses blindsense 30 ft., darkvision 60 ft., low-light 
  vision, scent, tremorsense 60 ft.; Perception +5
  DEFENSE
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 30 (4d10+8)
  Fort +6, Ref +3, Will +2
  Defensive Abilities retraction, warp magic; Immune poison; 
  Resist fire 10
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee 4 slams +7 (1d4+3)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 16, Dex 8, Con 14, Int 5, Wis 12, Cha 8
  Base Atk +4; CMB +8; CMD 17 (can’t be tripped)
  Feats Power Attack, Weapon Focus (slam)
  Skills Climb +15, Perception +5, Stealth +0
  Languages Flail Snail (sign language, slime writing, cannot speak)
  SQ mucus, slime rope, suction
  ECOLOGY
  Environment underground
  Organization solitary, pair, or rout (3–30)
  Treasure standard (shell worth 800 gp, other treasure)
  SPECIAL ABILITIES
  Mucus (Ex) As a free action, a flail snail can 
  excrete a trail of mucus that covers its 
  space and lasts for 10 minutes. This 
  mucus comes in two types: slimy and 
  sticky. A character who attempts to move 
  through an area covered in 
  slippery mucus must make 
  a DC 14 Reflex save each 
  round or fall prone. Sticky 
  mucus transforms squares into 
  difficult terrain. Only one type 
  of mucus can be in effect at a time 
  in any one square. Flail snails can move 
  through either type of slime with ease. A square 
  of mucus exposed to a fire source dries and reverts to 
  normal. The save DC is Constitution-based.
  Retraction (Ex) A flail snail can pull its fleshy parts into its shell 
  as a swift action, increasing its natural armor 
  bonus by +6, but it cannot move or 
  attack while retracted. It can return 
  to normal as a free action.
  Slime Rope (Ex) A flail snail can turn its mucus into a ropelike 
  strand up to 60 feet long, and can use this rope to hang itself 
  and up to 1,000 extra pounds from the ceiling indefinitely, 
  or to lower itself safely at a speed of 20 feet per round. It can 
  climb back up this rope at a speed of 10 feet per round. Once 
  the snail breaks contact with the rope, the slime decomposes 
  in 1d4 rounds. While the slime rope exists, other creatures 
  can climb the rope with a DC 20 Climb check.
  Suction (Ex) A flail snail’s foot adheres to surfaces so well that its 
  10-foot climb speed applies even to perfectly sheer surfaces 
  and ceilings, with no chance of the flail snail falling off unless 
  it is actively pinned and peeled away as part of a grapple.
  Warp Magic (Su) Anytime a spell targets a flail snail, there is 
  an 80% chance that it produces a random effect instead of 
  affecting the snail. Only spells that directly target the flail 
  snail are warped; area effect spells are not affected. If a spell 
  is warped, roll 1d10 and consult the following table.
  1–3 
  Spell misfires. For the next 1d4 rounds, the 
  caster must make a DC 15 concentration check to 
  successfully cast spells.
  4–6 
  Spell misfires. The creature nearest the flail snail is 
  affected as if the spell had been cast on it instead.
  7–9 
  Spell fails. Nothing happens.
  10 
  Spell rebounds on caster (as spell turning).
  Flail snails are intelligent gastropods that subsist on 
  fungus, mold, and vermin, though they may attack larger 
  creatures in self-defense. Known for their magic-warping 
  shells and club-like tentacles, flail snails roam slowly 
  through subterranean caverns writing great epics 
  in their slime trails.
  118118
  Illustration by Tyler Walpole
  
  Flumph
  This pale, jellyfish-like creature floats gently in the air, two long 
  eyestalks extending from either side of its puckered mouth.
  FLUMPH 
  CR 1
  XP 400
  LG Small aberration 
  Init +3; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)
  hp 9 (2d8)
  Fort +0, Ref +3, Will +5
  OFFENSE
  Speed 5 ft., fly 20 ft. (perfect)
  Melee sting +5 (1d4 plus acid injection)
  Special Attacks stench spray
  STATISTICS
  Str 10, Dex 16, Con 11, Int 10, Wis 14, Cha 10
  Base Atk +1; CMB +0; CMD 13
  Feats Weapon Finesse
  Skills Diplomacy +2, Fly +18, Perception +7, Sense Motive +3, 
  Stealth +11
  Languages Aklo, Common
  ECOLOGY
  Environment any land or underground
  Organization solitary, pair, or colony (4–16)
  Treasure standard
  SPECIAL ABILITIES
  Acid Injection (Ex) When a flumph strikes an opponent with 
  its spikes, it injects a burning, irritating acid that deals 1d4 
  points of acid damage immediately and another 1d4 points 
  of acid damage on the round after the attack. The target can 
  end the acid’s effects by submerging the wound in water 
  for a round or by being treated with a DC 15 Heal check. 
  A creature that grapples or swallows the flumph takes this 
  acid damage automatically every round it maintains this 
  contact with a living flumph.
  Stench Spray (Ex) A flumph can spray a 20-foot line of foul- 
  smelling liquid once every 1d4 rounds. This spray functions 
  like the stench universal monster ability, except it only 
  affects creatures struck by the spray, which must make 
  a DC 10 Fortitude save or be sickened for 5 rounds. The 
  save DC is Constitution-based. Alternatively, the flumph 
  can concentrate the spray on a single target within 5 feet. 
  To use this version of its stench spray, the flumph must 
  succeed at a ranged touch attack (+5 for most flumphs). If 
  the target is hit, it must make a DC 10 Fortitude save or 
  become nauseated for 5 rounds; otherwise, it is sickened for 
  5 rounds. The odor from this spray lingers in the area and 
  on all creatures struck for 1d4 hours, and can be detected 
  at a range of 100 feet (creatures with the scent ability can 
  smell it at double this range).
  Come from distant stars to protect unprepared worlds from 
  cosmic horrors, flumphs are jellyfish-like creatures that 
  float in the air and hunt with acidic spikes growing from 
  their undersides. Gentle at heart, flumphs understand that 
  their appearance often terrifies viewers, and thus conceal 
  themselves and observe neighboring settlements from 
  afar, only revealing themselves when absolutely necessary. 
  They also know full well the limitations of their fragile 
  forms, and rather than directly opposing the horrors they 
  seek to defeat, they prefer to recruit and advise heroes to 
  tackle these dangerous tasks instead.
  Flumphs float and speak via a constant flow of air 
  through tiny pores in their white bodies, emitting a 
  rhythmic puffing whenever they’re aloft. Typical flumphs 
  weigh 15 pounds and are 3 feet across. Flumphs deeply 
  revere dreams, seeing them as omens and portents. While 
  they normally mate and reproduce on the world of their 
  birth, flumphs occasionally engage in a ritual called the 
  Seeding, in which seed pods are flung into outer space in 
  order to provide other planets with guardians.
  119119
  Illustration by Andrew Hou
  Flail Snail–Flumph
  Flail Snail–Flumph
  
  Foo Creature
  There can be no mistaking this animal-like creature for a mere 
  beast, for its face has an almost supernaturally human look to it.
  FOO DOG 
  CR 2
  XP 600
  NG Medium outsider (augmented animal, good, extraplanar)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 17 (2d10+6)
  Fort +6, Ref +5, Will +3
  Defensive Abilities paired protectors, stony defense 2/day; 
  DR 5/bludgeoning; Immune poison, disease, paralysis, sleep
  OFFENSE
  Speed 30 ft.
  Melee bite +4 (1d6+4 plus trip)
  STATISTICS
  Str 17, Dex 15, Con 17, Int 6, Wis 12, Cha 6
  Base Atk +1; CMB +4; CMD 16 (20 vs. trip)
  Feats Iron WillB, Skill Focus (Perception)
  Skills Acrobatics +6 (+10 when jumping), Perception +8; Racial 
  Modifiers Acrobatics (+4 when jumping), +4 Survival when 
  tracking by scent
  Languages Celestial, Common
  SQ freeze
  ECOLOGY
  Environment any (Nirvana)
  Organization solitary or pair
  Treasure none
  FOO LION 
  CR 4
  XP 1,200
  NG Large outsider (augmented animal, good, extraplanar)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 42 (5d10+15)
  Fort +7, Ref +7, Will +4
  Defensive Abilities paired protectors, stony defense 5/day; 
  DR 5/bludgeoning; Immune poison, disease, paralysis, sleep
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d8+6 plus grab), 2 claws +8 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pounce, rake (2 claws +7, 1d4+5)
  STATISTICS
  Str 23, Dex 17, Con 17, Int 6, Wis 12, Cha 6
  Base Atk +3; CMB +10 (+14 grapple); CMD 23 (27 vs. trip)
  Feats Improved Initiative, Iron WillB, Run, Skill Focus (Perception)
  Skills Acrobatics +11 (+15 when jumping), Perception +8, Stealth 
  +6 (+14 in undergrowth); Racial Modifiers +4 Acrobatics 
  when jumping, +4 Perception, +4 Stealth (+8 in undergrowth)
  Languages Celestial, Common
  SQ freeze
  ECOLOGY
  Environment any (Nirvana)
  Organization solitary or pair
  Treasure none
  Foo creatures are benevolent guardian spirits that hail 
  originally from the Outer Plane of Nirvana, where they 
  spend their days cavorting in the idyllic wilds or aiding 
  that realm’s inhabitants, particularly the agathions, 
  in their work. Yet while they come from Nirvana, foo 
  creatures are often encountered on the Material Plane as 
  well, for they are favorite conjurations of many cultures 
  and religions.
  Countless species of foo creatures exist—for if an 
  animal dwells upon the Material Plane, it is certain 
  that somewhere in the vast wilds of Nirvana its spiritual 
  double frolics and plays. Nonetheless, certain foo 
  creatures are more common than others, and the most 
  often encountered of all are dogs and lions. 
  A foo creature can be called to the Material Plane for 
  any reason a conjurer can imagine—these monsters are 
  generally much more intelligent than their mundane 
  counterparts, and can not only follow complex orders but 
  can speak and converse as well. Typically, a foo creature is 
  contacted to serve for a time as a guardian—by adopting 
  its statue form using its freeze ability, a foo creature can 
  appear as little more than an ornate decoration astride 
  the facade of a building or standing guard over a fountain 
  in a city plaza. They are not as often called upon to serve 
  as soldiers in armies, for foo creatures detest war. They 
  generally dislike serving as mounts as well, although for 
  particularly pious and kindly folk, they have been known 
  to make exceptions.
  CREATING A FOO CREATURE
  “Foo Creature” is an inherited template that can be added 
  to any animal, referred to hereafter as the base creature. 
  A foo creature retains all the base creature’s statistics and 
  abilities except as noted here. 
  Challenge Rating: Same as the base creature +1.
  Alignment: Any good.
  Type: The base creature’s type changes to outsider 
  with the good subtype. It gains the augmented subtype. 
  Do not recalculate BAB, saves, or skill ranks.
  Senses: As the base creature, plus darkvision 60 feet.
  AC: A foo creature’s natural armor bonus increases by +2.
  Hit Dice: The base creature’s racial Hit Dice change 
  to d10s. 
  120
  120
  Illustration by Andrew Olson
  
  Defensive Abilities: A foo creature retains all of the 
  base creature’s defensive abilities and special qualities. It 
  also gains the following. 
  Damage Reduction (Ex): A foo creature gains DR/
  bludgeoning based on its Hit Dice. A foo creature with up 
  to 10 HD gains DR 5/bludgeoning. A foo creature with 11 
  or more HD gains DR 10/bludgeoning.
  Paired Protectors (Su): When two or more foo creatures 
  are within 30 feet of one another, they both gain the 
  benefit of a protection from evil spell. The caster level of 
  this protection from evil effect is equal to the highest Hit 
  Dice of the affected foo creatures. This effect can be 
  dispelled, but if it is, a foo creature can reactivate it as 
  a swift action. 
  Stony Defense (Su): A number of times per day equal to its 
  Hit Dice, a foo creature can harden its skin to unyielding 
  stone as an immediate action. It gains hardness 8 until 
  the end of its next turn, but its speed is reduced by 10 feet 
  for the same duration. 
  Special Abilities: A foo creature retains all of the base 
  creature’s special attacks and special abilities. It also 
  gains the following special quality. 
  Freeze (Ex): A foo creature can hold itself so still it 
  appears to be a statue. A foo creature that uses freeze can 
  take 10 on its Stealth check to hide in plain sight as a 
  stone statue. A foo creature can maintain this position 
  for as long as it wishes.
  Abilities: +2 Strength, +2 Constitution, +4 Intelligence.
  Feats: All foo creatures gain Iron Will as a bonus feat.
  Languages: All foo creatures speak Common and Celestial.
  CREATING AN IMPERIAL FOO 
  CREATURE
  Among foo creatures there exist what are known as 
  the “imperials”—the leaders of particular races of 
  foo creatures. Imperial foo creatures are much more 
  powerful than the typical examples of their kind, and 
  possess a wide array of additional magical powers. Each 
  imperial foo creature is a unique entity; only one exists 
  at any one time. When an imperial foo creature is 
  slain, the next most powerful foo creature of its 
  species immediately transcends to this role to 
  replace the one that was lost.
  To create an imperial foo creature, first generate 
  the statistics for a regular foo creature. The steps 
  you’ll go through to create the imperial version of 
  that foo creature are more akin to those you’d go 
  through to advance a creature by Hit Dice rather 
  than a standard template.
  Step One—Increase Ability Scores: Upon becoming 
  an imperial, the foo creature gains a +6 bonus to all of 
  its ability scores, save for Intelligence, which increases to 
  20 (unless the +6 increase would normally increase its 
  Intelligence to an even higher score, in which case use that 
  score instead). 
  Step Two—Advance Hit Dice: An imperial foo creature 
  always has at least double the original foo creature’s Hit 
  Dice—you can give the imperial foo creature even more 
  Hit Dice than this if you want to make a particularly 
  powerful one. Base attack bonus, saves, skill ranks, feats, 
  and all other variables dependant upon Hit Dice change 
  as normal.
  Step Three—Increase Size: Increase the foo creature’s 
  size by one category, applying the modifiers for size 
  changes as summarized on Table 2–2 on page 296 of the 
  Pathfinder RPG Bestiary.
  Step Four—Spellcasting: An imperial foo creature 
  casts spells as a 10th-level sorcerer, and can cast spells 
  from the cleric list as well as those normally available to 
  a sorcerer. Cleric spells are considered arcane spells for 
  an imperial foo creature. The imperial foo creature gains 
  Eschew Materials as a bonus feat, but gains no other class 
  ability normally granted by the sorcerer class.
  Step Five—Determine CR: Compare the foo creature’s 
  statistics to those presented on Table 1–1 on page 291 of the 
  Pathfinder RPG Bestiary to determine the creature’s final 
  CR. An imperial foo creature has a minimum CR score 
  of 11. If your creation’s statistics aren’t good enough to 
  qualify for this CR minimum, continue adding racial Hit 
  Dice until the imperial’s statistics reach this minimum.
  121121
  Foo Creature
  Foo Creature
  
  Garden Ooze
  What seems to be a mass of diseased fibers growing on a plant 
  suddenly moves and slithers independently from its sickly host.
  GARDEN OOZE 
  CR 2
  XP 600
  N Small ooze 
  Init +3; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 19 (3d8+6)
  Fort +3, Ref +4, Will –4
  Defensive Abilities ooze traits; Immune acid
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +3 (1d4 plus 1d8 acid)
  Special Attacks acid, stink
  STATISTICS
  Str 11, Dex 16, Con 15, Int —, Wis 1, Cha 2
  Base Atk +2; CMB +1; CMD 14 (can’t be tripped)
  Skills Climb +8
  SQ camouflage
  ECOLOGY
  Environment temperate forests, marshes, and urban
  Organization solitary, pair, or patch (3–5)
  Treasure none
  SPECIAL ABILITIES
  Acid (Ex) A garden ooze excretes digestive acid that can 
  dissolve flesh. Creatures made of harder materials or plant 
  matter are immune to the ooze’s acid.
  Camouflage (Ex) A garden ooze is difficult to spot when it is 
  at rest among plant growth of any type. A DC 15 Perception 
  check is required to notice the ooze is a separate entity and 
  not a diseased portion of the plant it rests upon. The ooze 
  automatically hits with a slam against any creature that fails 
  to notice the ooze and enters its square.
  Stink (Ex) Once every 24 hours, a garden ooze can release 
  foul-smelling gases in a 5-foot-radius spread centered on 
  the ooze. The ooze usually does so after it is first injured. 
  The stench of these vapors is overpowering during the first 
  round it exists, causing living creatures within it to become 
  sickened for 1d3 rounds (Fort DC 13 negates). This is a 
  poison effect. The save DC is Constitution-based. 
  A garden ooze is an animate, acidic mass of 
  protoplasmic goo that dwells among foliage and 
  scavenges proteins in the form of carrion or small 
  animals that blunder into its vicinity. Although 
  garden oozes are occasionally found in underground 
  regions near the surface—such as sewers, sinkholes, 
  and shallow caves—these oozes prefer the outdoors. 
  One reason for this is that garden oozes are attracted 
  to large collections of organic material where other tiny 
  creatures might come to scavenge.
  Quick and cunning hunters when compared to most 
  oozes, garden oozes are particularly dangerous because 
  they readily attack creatures that wander nearby regardless 
  of the creatures’ size. Oozes that sense prey moving closer 
  are likely to wait to attack until the potential meal is 
  within reach. The oozes also give chase when prey flees. 
  Garden oozes innately change hue to match the ground 
  underneath them, so they can be hard to spot. 
  When a garden ooze attacks, it lashes out with a 
  whiplike appendage coated with a potent flesh-eating 
  acid. If injured, the ooze releases a disgusting stench that 
  makes it harder to fight off. Further, when one garden 
  ooze attacks, any other garden oozes nearby join in, 
  piling on and making escape all but impossible. 
  Fortunately for larger potential prey, most garden oozes 
  are quite small, the largest among them reaching 3 feet in 
  diameter before they split into smaller oozes. These oozes 
  are also known as rat-catcher oozes or compost oozes, and 
  some brave gardeners actually encourage the growth of 
  such oozes in their gardens as a way to combat pests. Once 
  the pests are under control, however, the oozes themselves 
  must be hunted and slain before the garden is safe to tend. 
  122122
  Illustration by Alberto Dal Lago
  
  Garuda
  This winged creature has clawed hands and bird’s talons. Large, 
  glinting eyes and a serrated beak dominate its avian face.
  GARUDA 
  CR 9
  XP 6,400
  CG Medium outsider (native)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +20
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
  hp 115 (11d10+55)
  Fort +8, Ref +12, Will +9
  DR 10/evil or magic; SR 21
  OFFENSE
  Speed 30 ft., fly 80 ft. (good)
  Melee bite +16 (1d6+3), 2 claws +16 (1d4+3), 2 talons +16 
  (1d4+3), 2 wings +11 (1d4+1)
  Ranged +1 shock longbow +17/+12/+7 (1d8+4/×3 plus 1d6 electricity)
  Special Attacks hatred, swooping pounce, talon or wing
  Spells Known (CL 7th; concentration +10)
  3rd (5/day)—displacement, haste
  2nd (7/day)—alter self, protection from 
  arrows, see invisibility
  1st (7/day)—grease (DC 14), mage armor, 
  shield, shocking grasp, true strike
  0 (at will)—detect magic, detect 
  poison, light, mage hand, 
  mending, message, 
  prestidigitation
  STATISTICS
  Str 16, Dex 21, Con 20, Int 15, 
  Wis 14, Cha 17
  Base Atk +11; CMB +14; CMD 29
  Feats Deadly Aim, Manyshot, 
  Point-Blank Shot, Power 
  Attack, Precise Shot, Rapid 
  Shot, Weapon FinesseB
  Skills Acrobatics +19, Fly +23, 
  Intimidate +21, Perception +20, 
  Sense Motive +20, Spellcraft +13, Stealth 
  +19, Survival +13; Racial Modifiers +4 
  Intimidate, +4 Perception, +4 Sense Motive
  Languages Common, Garuda
  ECOLOGY
  Environment tropical hills and mountains
  Organization solitary, pair, or aerie (3–6)
  Treasure double (+1 shock composite longbow [+3 Str], other 
  treasure)
  SPECIAL ABILITIES
  Hatred (Ex) Garudas receive a +1 racial bonus on attack and 
  damage rolls against nagas and other serpentine monsters 
  of the aberration type.
  Spells Garudas cast spells as 7th-level sorcerers.
  Swooping Pounce (Ex) When a garuda makes a diving aerial 
  charge, it can make a full attack with its natural weapons.
  Talon or Wing (Ex) A garuda cannot use its wing attacks while 
  flying, and cannot use its talon attacks while not flying.
  Garudas are noble, birdlike creatures that inhabit rugged 
  hills. While they remain detached from humanoid 
  societies, they are impetuous and gallant, often serving 
  as protectors of nearby communities.
  Most garudas stand around 6 feet tall with a wingspan 
  of 15 feet and weigh approximately 150 
  pounds.
  123
  123
  Illustration by Carolina Eade
  Garden Ooze–Garuda
  Garden Ooze–Garuda
  
  Ghorazagh
  With an armored spherical body, numerous tentacular legs,  and 
  a multi-eyed visage, this creature is truly hideous.
  GHORAZAGH 
  CR 13
  XP 25,600
  NE Large aberration 
  Init +3; Senses bloodsense, darkvision 30 ft.; Perception +21
  DEFENSE
  AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, –1 size)
  hp 187 (15d8+120)
  Fort +15, Ref +10, Will +12
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft., climb 40 ft., fly 40 ft. (perfect)
  Melee bite +16 (2d6+6), 2 claws +16 (1d8+6), 4 tentacles +14 
  (1d6+3 and grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain (1d4 Con), bloodspray
  STATISTICS
  Str 22, Dex 17, Con 26, Int 15, Wis 17, Cha 16
  Base Atk +11; CMB +18; CMD 31
  Feats Bleeding Critical, Critical Focus, Flyby Attack, Great 
  Fortitude, Improved Bull Rush, Lightning Reflexes, 
  Multiattack, Power Attack
  Skills Bluff +18, Climb +14, Fly +27, Knowledge (dungeoneering) 
  +17, Perception +21, Stealth +17, Survival +21
  Languages Aklo; chemical communication
  ECOLOGY
  Environment any underground
  Organization solitary, pair, colony (3–9), or hive (10–40, 
  including 6 brood guards of 17 HD and 1 hive lord of 21 HD)
  Treasure standard
  SPECIAL ABILITIES
  Bloodsense (Su) A ghorazagh notices living creatures within 
  60 feet just as if it possessed the blindsight ability.
  Bloodspray (Su) Once every 1d4 rounds, a ghorazagh can 
  unleash a 20-foot cone of blood and eldritch enzymes. Any 
  living creature struck by a ghorazagh’s bloodspray must 
  make a DC 25 Fortitude save or be affected as by the spell 
  slow. A slowed creature struck by a ghorazagh’s bloodspray 
  a second time must make an additional save or be 
  paralyzed. These effects last for 2d6 rounds. A ghorazagh 
  can also consciously alter its enzymes, producing a spray 
  that removes all effects of this ability. The save DC is 
  Constitution-based.
  Chemical Communication (Ex) Ghorazaghs can 
  communicate with other ghorazaghs within 
  60 feet via pheromone transmission. In a 
  ghorazagh hive, this range extends to cover the 
  entire hive. This is a silent and instantaneous mode of 
  communication that only ghorazaghs can understand.
  Ghorazaghs—or gore weavers—float like tumorous 
  specters through the deepest, most alien cavities of 
  the lightless underground, preying upon the wretched 
  vermin of those horrid places. Cunning, with minds 
  and drives unknowable and obscene to those of lands 
  above, the gore weavers only recently became aware of 
  the fertility and bounty of the surface world and are now 
  slowly turning their ebon eyes upward.
  While ghorazaghs can digest nearly anything, they are 
  incapable of digesting blood. Their digestive systems 
  process flesh, bone, and all other organic material, 
  filtering out blood and storing it in large reservoirs 
  within their bodies, whereupon the blood is mixed 
  internally with mucus and other strange fluids to form 
  a thick, gluelike substance. While a ghorazagh can spray 
  this fluid as an attack to impede prey, the primary use of 
  the foul substance is as a building material. Ghorazagh 
  hives are constructed entirely of this material, which 
  when it dries has the strength of metal while retaining 
  a dark red resinlike appearance. A ghorazagh hive is a 
  nightmare place as a result—twisting tunnels with an 
  eerily organic appearance that can wind for miles on end.
  124
  124
  Illustration by Andrew Kim
  
  Ghul
  Draped in fine dark robes, this undead creature’s body seems to 
  be made of equal parts bone, leathery flesh, and blood-red smoke. 
  GHUL 
  CR 5
  XP 1,600
  CE Medium undead (shapechanger)
  Init +2; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 51 (6d8+24)
  Fort +8, Ref +4, Will +7
  DR 5/good; Immune undead traits; Resist fire 10
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +10 (1d6+6), 2 claws 
  +10 (1d4+6 plus bleed)
  Special Attacks bleed (1), cursed 
  claws, rend (1d6+6)
  STATISTICS
  Str 22, Dex 15, Con —, Int 14, Wis 15, 
  Cha 18
  Base Atk +4; CMB +10; CMD 22
  Feats Great Fortitude, Power 
  Attack, Step Up
  Skills Bluff +10, Climb +18, 
  Diplomacy +7, Disguise +11, 
  Intimidate +11, Perception +15,  
  Stealth +11, Survival +8 (+16 
  when following tracks); 
  Racial Modifiers +4 
  Perception, +8 Survival 
  when following tracks
  Languages Common, one 
  elemental language (Aquan, 
  Auran, Ignan, or Terran), 
  one planar language (Abyssal, 
  Celestial, or Infernal)
  SQ change shape (hyena; does not detect as 
  undead in this form; beast shape I), genie-kin
  ECOLOGY
  Environment warm deserts
  Organization solitary or pack (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Cursed Claws (Ex) A ghul’s claws count as 
  both cold iron and magic for the purpose 
  of bypassing damage reduction.
  Genie-kin (Ex) For all race-related 
  effects (such as a ranger’s favored 
  enemy), a ghul is considered a genie 
  even though its type is undead.
  Ghuls are undead jann whose eternal existence was 
  twisted by fate and wrought through the displeasure of 
  Ahriman, Lord of the Divs. As if the curse of undeath and 
  ravenous hunger were not enough, these once-majestic 
  creatures now bear donkey hooves as feet. Despite their 
  horrific undead appearance, this feature shames them 
  the most, and they hide their feet from view.
  Ghuls, like ghouls and ghasts, haunt cemeteries and 
  other places of the dead hoping to feed on corpses. They 
  also hunt mourners and grave tenders, as they enjoy the 
  taste of living prey as well as that of the dead. Selective 
  in their diets, ghuls choose their victims by personality, 
  believing innocence and youth taste more delicious than 
  the barely palatable flesh of the bitter and old. Sometimes 
  a ghul follows a funeral procession in hyena form, 
  keeping a safe distance until the ceremony, 
  whereupon it changes into its true form to 
  attack and feast. Sorrow and despair taste as 
  delicious as innocence to a ghul.
  While 
  not 
  directly 
  affected 
  by 
  sunlight, ghuls despise its presence 
  and only move about during the day if 
  forced to by necessity. They primarily 
  hunt at night, sometimes straying 
  far from their graveyard lairs and 
  burial caves in search of fresh prey 
  to sate their hunger. 
  The longer a ghul goes without 
  feeding, the more ferocious and 
  primal the creature becomes. A 
  well-sated ghul organizes with 
  others of its kind and lesser 
  undead, tormenting nearby 
  towns and settlements. A 
  ghul involved with this 
  level of organization 
  often has a scattered 
  set of lairs throughout 
  the desert. These allow 
  the ghul to strike far from 
  its home lair and hide again 
  without having to travel during 
  the blistering daylight sun. 
  When a ghul goes for too long 
  without feeding, it becomes 
  increasingly feral and violent—
  its statistics don’t change, but 
  it grows less concerned with 
  fleeing combat, even when it 
  is obviously outmatched.
  Ghuls stand 6 feet tall and 
  weigh 90 pounds.
  125
  125
  Illustration by Tyler Walpole
  Ghorazagh–Ghul
  Ghorazagh–Ghul
  
  Giant, Ash
  Towering above a typical human, this misshapen giant’s pale 
  flesh is covered in purulent sores and bulbous tumors.
  ASH GIANT 
  CR 11
  XP 12,800
  CN Large humanoid (giant)
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 25, touch 11, flat-footed 23 (+4 armor, +2 Dex, +10 natural, –1 size)
  hp 147 (14d8+84)
  Fort +15, Ref +6, Will +5
  Defensive Abilities rock catching; Immune disease, poison
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee Huge club +20/+15 (2d6+11 plus disease), slam +15 
  (1d8+5 plus disease) or
   2 slams +20 (1d8+11 plus disease)
  Ranged rock +13 (1d8+16 plus disease)
  Space 10 ft.; Reach 10 ft.
  Special Attacks disease, rock throwing (120 ft.)
  STATISTICS
  Str 33, Dex 14, Con 23, Int 9, Wis 12, Cha 10
  Base Atk +10; CMB +22; CMD 34
  Feats Catch Off-Guard, Cleave, Great Cleave, Point-Blank 
  Shot, Power Attack, Precise Shot, Self-Sufficient
  Skills Climb +14, Heal +7, Intimidate +6, Perception +8, 
  Survival +9
  Languages Common, Giant
  SQ oversized weapon, vermin empathy +14
  ECOLOGY
  Environment any wastelands
  Organization solitary, gang (2–5), band (6–9), 
  raid (9–12 plus 1d4 giant vermin), or tribe 
  (13–30 plus 35% noncombatants, plus 
  1 barbarian or fighter chief 
  of 6th–8th level and 6–8 
  giant vermin)
  Treasure standard (hide 
  armor, Huge club, other 
  treasure)
  SPECIAL ABILITIES
  Disease (Su) While ash giants are immune to 
  disease, they carry a contagious form of 
  leprosy. Any creature struck by an ash giant’s 
  attacks is exposed to this virulent sickness.
  Ash Leprosy: Injury; save Fort 23; 
  onset 1 minute; frequency 1 day; effect 
  1d2 Con damage, 1d2 Cha drain; cure 
  2 consecutive saves. The save DC is 
  Constitution-based.
  Oversized Weapon (Ex) An ash giant 
  can wield Huge weapons without penalty.
  Vermin Empathy (Ex) This ability functions as a druid’s wild 
  empathy ability, save that it works only on vermin. An ash 
  giant gains a racial bonus on this check equal to its Hit Dice 
  (+14 for most ash giants). Vermin are normally mindless, 
  but this empathic communication imparts upon them a 
  modicum of implanted intelligence, allowing the ash giant 
  to train vermin and use them as guardians (although it does 
  not grant them skills or feats).
  Whether because of disruptive magic, unearthed deep 
  elements, or alien technology that fell calamitously from 
  the sky, ash giants are victims of their barren terrains. Yet 
  they somehow survive and even thrive in these desperate 
  lands. Ash giants have an uncanny ability to bond with 
  the enormous and often mutated vermin they share the 
  landscape with, and sometimes use the largest of these 
  creatures as mounts.
  Ash giants are brash and violent, and their humor is 
  incredibly dark. Killing someone through a prank is just 
  as funny as tripping a friend while on a hunt. While not 
  inherently evil, lifetimes of being antagonized by 
  other tribes have practically bred violence into 
  their minds.
  Ash giants are 10 feet tall 
  and weigh 1,200 pounds.
  126
  126
  Illustrations by Mathias Kollros
  
  Giant, Cave
  Bestial tusks jut from the jaw of this hunched-over giant. It is clad 
  in armor patched together from the bones of past victims.
  CAVE GIANT 
  CR 6
  XP 2,400
  CE Large humanoid (giant)
  Init +0; Senses darkvision 120 ft., low-light vision; Perception +5
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+4 armor, +6 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +3, Will +3
  Defensive Abilities ferocity, rock catching
  Weaknesses light sensitivity
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee battleaxe +12/+7 (2d6+9/×3) or  
  2 slams +11 (1d8+6)
  Ranged rock +5 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (100 ft.)
  STATISTICS
  Str 23, Dex 10, Con 17, Int 6, Wis 10, Cha 7
  Base Atk +6; CMB +13; CMD 23
  Feats Cleave, Improved Sunder, Power Attack, Vital Strike, 
  Weapon Focus (battleaxe)
  Skills Climb +6, Intimidate +7, Perception +5
  SQ axe wielder
  ECOLOGY
  Environment any underground
  Organization solitary, gang (2–5), band (6–8 
  plus 1–2 monitor lizards), raiding party 
  (9–12 plus 1–4 monitor lizards), or tribe 
  (13–20 plus 30% noncombatants, 
  plus 1 barbarian, fighter, or 
  ranger chief of 3rd–5th level; 
  2–9 monitor lizards; 1–4 giant 
  frilled lizards; and 10–15 dwarf, 
  orc, or troglodyte slaves)
  Treasure standard 
  (battleaxe, hide 
  armor, other 
  treasure)
  SPECIAL ABILITIES
  Axe Wielder (Ex) 
  All cave giants are 
  proficient with handaxes, 
  battleaxes, and greataxes.
  Stooped over in a perpetual crouch, cave 
  giants move as if they had never mastered 
  walking erect. Their faces mix the worst features 
  of ogre and feral orc. The largest would measure 10 feet in 
  height if they ever stood straight. The typical cave giant 
  weighs 1,000 pounds. Though few survive past 60 years, 
  cave giants can live as long as 150 years.
  While they prove remarkably adept with axes of all 
  varieties, cave giants lack the patience to work metal. What 
  metal a cave giant possesses was likely stolen from other 
  giants or worked by enslaved subterranean smiths.
  Slaves such as dwarves, orcs, and troglodytes do most 
  of the labor in cave giant settlements. Poor treatment 
  and the need for meat keep slave populations small 
  and ever-rotating. New slaves are brought in whenever 
  raiding parties remember to reign in their blood lust. Any 
  prisoners who fail to submit to their new masters find 
  themselves served on the dinner table or tossed screaming 
  into the giant’s cave lizard pens. 
  Giant lizards of all types serve as both guard beasts and 
  sport for the cave giants. Giant frilled lizards are rarely pets, 
  as most cave giants opt to keep less dangerous monitor lizards 
  instead. Kept in check only by fear and brutal beatings, such 
  pets turn on their handlers at the first sign of weakness. At 
  feeding time, live captives are tossed into the 
  pens, a festive event filled with boisterous 
  cheers and spirited betting.
  127127
  Giant, Ash–Giant, Cave
  Giant, Ash–Giant, Cave
  
  Giant, Desert
  Loose robes conceal the sand-etched features of this lanky giant. 
  In each hand he grips a scimitar nearly the length of a human.
  DESERT GIANT 
  CR 9
  XP 6,400
  LN Large humanoid (giant)
  Init +3; Senses low-light vision; Perception +9
  DEFENSE
  AC 24, touch 13, flat-footed 20 (+2 armor, +3 Dex, +1 dodge, 
  +9 natural, –1 size)
  hp 123 (13d8+65)
  Fort +9, Ref +11, Will +5
  Defensive Abilities rock catching; Immune fire
  OFFENSE
  Speed 50 ft.
  Melee mwk scimitars +16/+16/+11/+11 (1d8+8/15–20) or 
  2 slams +16 (1d8+8)
  Ranged rock +11 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (100 ft.), scimitar training
  STATISTICS
  Str 26, Dex 17, Con 21, Int 13, Wis 12, Cha 10
  Base Atk +9; CMB +18; CMD 32 (36 vs. disarm and sunder)
  Feats Combat Reflexes, Dodge, Improved Critical (scimitar), 
  Improved Two-Weapon Fighting, Mobility, Two-Weapon 
  Fighting, Weapon Focus (scimitar)
  Skills Acrobatics +16 (+24 when jumping), Intimidate +11, 
  Perception +9, Survival +17
  Languages Common, Giant
  SQ sandwalking
  ECOLOGY
  Environment warm desert
  Organization solitary, gang (2–4), band (5–8), raiding 
  party (9–12 plus 1 fighter of 1st–3rd level), or tribe 
  (10–30 plus 35% noncombatants, 1–3 clerics of 
  2nd–4th level, 2–4 fighters of 1st–3rd level, and  
  1 fighter sheik of 4th–6th level, 50% chance of 
  10–20 human slaves)
  Treasure standard (2 masterwork scimitars, 
  leather armor, other treasure)
  SPECIAL ABILITIES
  Sandwalking (Ex) A desert giant travels at full 
  speed across sand, rocky ground, or dust, and leaves 
  no trail behind unless it chooses to.
  Scimitar Training (Ex) All desert giants are proficient with 
  scimitars, and can wield them as if they were light weapons. 
  A desert giant adds its full Strength bonus to attacks made 
  with a scimitar wielded in its off hand, and gains a +4 bonus 
  to CMD versus disarm and sunder attempts when fighting 
  with a scimitar in each hand.
  Desert giants rove the stark and majestic sands, rarely 
  dwelling in permanent camps. They roam from oasis to 
  oasis, sleeping beneath the stars or in easily dismantled 
  yurts, breaking camp as whim strikes or when food 
  sources grow scarce.
  Desert giants stand 15 feet tall on average, but have slender 
  builds and rarely weigh more than 2,000 pounds, a fact that 
  greatly contributes to their grace and speed. The giants favor 
  loose robes with keffiyehs for protection from the scouring 
  desert winds, as well as traveling leathers worn beneath 
  the robes. They require little water, and are able to survive 
  for as long as 2 weeks on food alone. When such goods are 
  available, they drink water, milk, and juices in prodigious 
  amounts, but they spurn beer, wine, and stronger spirits. 
  The bulk of their diet comes from figs, olives, and similar 
  bounty of the oases, supplemented by meat if required. The 
  eldest desert giants live as long as 300 years.
  Despite their nomadic ways, desert giants guard their 
  territory fiercely, driving away all interlopers, whether 
  intelligent or bestial.
  128
  128
  Illustrations by Mathias Kollros
  
  Giant, Jungle
  This towering, plant-encrusted woman wields a massive bow, 
  and her dark skin is decorated with numerous intricate tattoos.
  JUNGLE GIANT 
  CR 10
  XP 9,600
  N Huge humanoid (giant)
  Init +4; Senses low-light vision; Perception +15
  DEFENSE
  AC 24, touch 16, flat-footed 20 (+4 deflection, +4 Dex, +8 natural, 
  –2 size)
  hp 127 (15d8+60)
  Fort +9, Ref +13, Will +7
  Defensive Abilities rock catching, spell storing, warding 
  tattoos; Immune disease, poison
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +17 (2d6+8)
  Ranged mwk composite longbow +15/+10/+5 (3d6+8/19–20/×3)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 26, Dex 19, Con 19, Int 10, Wis 14, Cha 11
  Base Atk +11; CMB +21; CMD 39
  Feats Deadly Aim, Improved Critical 
  (longbow), Improved Precise Shot, 
  Point-Blank Shot, Precise Shot, Rapid 
  Shot, Skill Focus (Stealth), Weapon 
  Focus (longbow)
  Skills Climb +12, Craft (bows) +8, 
  Perception +15, Stealth +12 (+20 in forests), 
  Survival +10; Racial Modifiers +4 Climb, 
  +8 Stealth in forests
  Languages Common, Giant
  SQ archery expert
  ECOLOGY
  Environment warm forests
  Organization solitary, hunting party (2–9 plus 1–3 girallons), or 
  tribe (10–40, plus 35% noncombatants, 1–3 druids or sorcerers 
  of 2nd–5th level, 1 ranger or barbarian of 3rd–7th level, and 
  2–8 girallons)
  Treasure standard (masterwork composite longbow [+8 Str] 
  with 40 arrows, other treasure)
  SPECIAL ABILITIES
  Archery Expert (Su) A jungle giant is proficient with all bows, and 
  does not provoke an attack of opportunity when firing a bow 
  in melee combat.
  Spell Storing (Su) Once per day as a immediate action, a jungle 
  giant can absorb a targeted or ranged touch spell used 
  against it, negating the effects against it but not against 
  any other targets. It can retain this stored power for up to 
  1 minute, during which time its tattoos glow with blue fire. 
  If it damages a target with a successful hit using a melee 
  or ranged weapon, it can cast the spell on the target as a 
  free action, as if it were using a spell storing weapon. This 
  spell uses the caster level and DC of the original caster. This 
  discharges the stored spell.
  Warding Tattoos (Su) A jungle giant’s magical tattoos grant it 
  a +4 deflection bonus to Armor Class. The giant loses this 
  bonus if it wears armor.
  Reclusive by nature, jungle giants lair deep within the 
  rainforest. These giants distrust the ways of civilization 
  and resent trespassers. More than one vine-covered lost 
  city in the deep jungle owes its fall to jungle giant ire. 
  The warrior-women of these tribes usually fight with 
  bows, sacred weapons often passed down over generations 
  from mother to daughter. To touch a jungle giant’s bow 
  without permission is a mortal insult.
  Jungle giants stand 17 feet tall and weigh 4,000 pounds. 
  Their barklike skin bears runic brands etched into each 
  giant as a rite of passage into adulthood. Jungle giant 
  tribes are matriarchal, ruled by an elder female warrior. 
  Males traditionally defend 
  the village, gather food, 
  tend livestock, and raise 
  children.
  129
  129
  Giant, Desert–Giant, Jungle
  Giant, Desert–Giant, Jungle
  
  Girtablilu
  The body of a spear-wielding woman rises from the front of this 
  monstrously huge scorpion.
  GIRTABLILU 
  CR 8
  XP 4,800
  N Large monstrous humanoid 
  Init +6; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +14
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+2 armor, +2 Dex, +1 dodge, 
  +8 natural, –1 size)
  hp 105 (10d10+50)
  Fort +8, Ref +11, Will +9
  OFFENSE
  Speed 50 ft.
  Melee mwk spear +15/+10 (1d8+7/×3), 2 claws +9 (1d6+2 plus 
  grab), sting +9 (1d6+2 plus poison)
  Ranged mwk spear +12 (1d8+5/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+5)
  Spell-Like Abilities (CL 10th; concentration +10)
  1/day—summon nature’s ally V (1d3 giant scorpions)
  STATISTICS
  Str 20, Dex 15, Con 21, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +16 (+20 grapple); CMD 29 (41 vs. trip)
  Feats Dodge, Improved Initiative, Lightning Reflexes, 
  Mobility, Vital Strike
  Skills Climb +17, Craft (any one) +8, Knowledge (history) +5, 
  Perception +14, Sense Motive +7, Stealth +10, Survival +15; 
  Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Common, Girtablilu
  SQ scorpion empathy +10, undersized weapons
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, patrol (3–5 plus 2–4 giant scorpions), 
  or cult (6–14 plus 3–6 temple guardians of 3rd level, 1 cleric or 
  oracle leader of 6th level, and 4–9 giant scorpions)
  Treasure standard (leather armor, masterwork spear)
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 20; frequency 
  1/round for 6 rounds; effect 1d4 Dex; cure  
  2 consecutive saves.
  Scorpion Empathy (Ex) This 
  ability functions as a 
  druid’s wild empathy 
  ability, save that it 
  works only on scorpions. 
  A girtablilu gains a racial 
  bonus on this check equal 
  to its Hit Dice (normally 
  +10). Scorpions are normally 
  mindless, but this empathic communication imparts 
  upon them a modicum of implanted intelligence, allowing 
  girtablilus to train scorpions and use them as guardians 
  (though it does not grant them skills or feats).
  Girtablilus fiercely guard ancient places and treasures lost 
  to history. Far from civilized eyes, they thrive and piously 
  protect their charges with the aid of monstrously large 
  scorpions that girtablilus keep as pets.
  All girtablilus share a zeal for religion, although the objects 
  of veneration vary from tribe to tribe. Some girtablilu tribes 
  still serve long-forgotten deities, preserving the divinities’ 
  names and holy rituals. Others embrace religions derived 
  from prehistoric worship, devoted to the idea of gods that 
  once were or might never have been.
  Girtablilu leaders are clerics or oracles, and are responsible 
  for the tribe’s religious observances and laws. Tradition 
  and service to the group are important. Those who violate 
  tribal beliefs are killed or exiled into the harsh wasteland. 
  Girtablilus believe that no sacrifice in life (including death 
  in the service of the gods) goes unrewarded in the hereafter;  
  this belief makes them fierce and fearless fighters.
  A girtablilu is 13 feet long and weighs 800 pounds.
  130
  130
  Illustration by Francesco Graziani
  
  Globster
  This grotesque mass of blubber and rancid flesh piles up hideously 
  upon itself, opening a vast maw filled with teeth.
  GLOBSTER 
  CR 5
  XP 1,600
  N Large ooze (aquatic)
  Init –5; Senses Perception –5
  Aura stench (DC 18, 10 rounds)
  DEFENSE
  AC 16, touch 4, flat-footed 16 (–5 Dex, +12 natural, –1 size)
  hp 57 (6d8+30)
  Fort +7, Ref –3, Will –3
  Immune acid, bludgeoning and piercing damage, ooze traits; 
  Resist cold 10, electricity 10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee slam +9 (2d6+9 plus grab and nausea)
  Space 10 ft.; Reach 5 ft.
  Special Attacks create spawn, constrict (2d6+9)
  STATISTICS
  Str 16, Dex 1, Con 20, Int —, Wis 1, Cha 1
  Base Atk +4; CMB +11 (+15 grapple); CMD 16 (can’t be tripped)
  Skills Swim +14
  SQ decompose, water dependency
  ECOLOGY
  Environment any oceans or coastlines
  Organization solitary, pair, or beaching (3–8)
  Treasure none
  SPECIAL ABILITIES
  Create Spawn (Ex) When a globster eats 
  a living creature, it only digests a 
  small portion of the remains. As the 
  undigested remains accumulate inside 
  of it, the globster grows more and 
  more bloated. As a full-round action that 
  does not provoke attacks of opportunity, 
  a globster can regurgitate these foul 
  remains along with portions of its own 
  mass. Doing so causes the globster 
  1d6 points of damage, but creates 
  a new, fully grown globster that 
  immediately attacks the nearest 
  non-globster target. A globster 
  can create spawn up to once per day, 
  though only after it has fed upon at 
  least four Medium-sized creatures 
  (or the equivalent number of 
  creatures of other sizes).
  Decompose (Ex) A slain globster 
  decays into a mass of goo in 
  the span of 24 hours. However, the 
  corpse retains the creature’s stench aura for 1d10 days after 
  its death.
  Nausea (Ex) Any creature struck by a globster must make a DC 
  18 Fortitude save to avoid being nauseated for 1 round. Once 
  a creature makes this saving throw, it is immune to further 
  nausea effects from that particular globster for 24 hours. This 
  is a poison effect. The save DC is Constitution-based.
  A globster is a living collection of half-digested parts from 
  large sea creatures such as whales and squid. Passersby 
  usually discover it by smell long before they see it. Many 
  unfortunate folk who happen upon a globster mistake it 
  for the carcass of a beached sea animal, getting too close 
  before discovering the seemingly dead creature is very 
  much alive. For a time, sages believed globsters were 
  undead—that they were simply undulating wads of rotting 
  flesh animated with a drive to feed. However, globsters are 
  actually living creatures.
  Globsters usually wash up on a beach or float to the shore 
  to feed on terrestrial stock for a few hours before returning 
  to the safety of water. Some say the tides and phases of the 
  moon are to blame for the times globsters come to land to 
  feed. Globsters reproduce by mixing parts of their own foul 
  bodies with the poorly digested remains of their meals.
  131131
  Illustration by Ryan Portillo
  Girtablilu–Globster
  Girtablilu–Globster
  
  Goblin Snake
  A gray, lipless goblin head with serpent’s fangs sits atop the 
  sinuous black body of this greasy-scaled snake.
  GOBLIN SNAKE 
  CR 1
  XP 400
  CE Small aberration
  Init +2; Senses darkvision 60 ft., scent; Perception +5
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 13 (2d8+4)
  Fort +2, Ref +2, Will +4
  OFFENSE
  Speed 30 ft., burrow 5 ft., swim 20 ft.
  Melee bite +2 (1d4+3)
  Special Attacks goblin breath
  STATISTICS
  Str 14, Dex 15, Con 14, Int 9, Wis 12, Cha 13
  Base Atk +1; CMB +2; CMD 14 (can’t be tripped)
  Feats LungeB, Skill Focus (Bluff)
  Skills Bluff +6, Intimidate +5, Knowledge (local) +3, Perception 
  +5, Stealth +10
  Languages Common, Goblin
  SQ snake empathy +7
  ECOLOGY
  Environment any underground or swamps
  Organization solitary, pair, or nest (3–12 plus 1–6 
  venomous snakes)
  Treasure standard
  SPECIAL ABILITIES
  Goblin Breath (Ex) Once every 1d4 rounds, a 
  goblin snake can release a disgusting belch 
  as a standard action. Any creature within 
  5 feet of the goblin snake must succeed 
  at a DC 13 Fortitude save or be sickened 
  for 1d6 rounds by the stench. Creatures 
  that successfully save cannot be affected 
  by the same goblin snake’s goblin breath 
  for 24 hours. Goblin snakes and goblins 
  are immune to this effect. This is a poison 
  effect. The save DC is Constitution-based. 
  Snake Empathy (Ex) This ability functions similarly 
  to a druid’s wild empathy ability, 
  but allows a goblin snake 
  to verbally communicate 
  with and be understood by 
  snakes and similar serpentine 
  reptiles. The bonus equals the 
  goblin snake’s racial Hit 
  Dice plus its Charisma 
  modifier and a +4 
  racial bonus.
  Tenacious predators and bullies, goblin snakes are shrill, 
  impulsive, and endlessly hungry. When their instinctual 
  cunning takes hold, however, these maniacal creatures 
  exhibit all the stealth and deadly cunning of serpents 
  coupled with the capricious destructiveness of goblins. 
  Cruel and selfish, goblin snakes care for little more 
  than their next meals and indulging their unfounded 
  arrogance. Like goblins, they can easily eat their body 
  weight in food daily, but goblin snakes are also lazy, and 
  are more likely to settle for easy meals rather than ones 
  they must work to find. As a result, goblins snakes eat 
  almost anything within reach and readily available, from 
  carrion to rubbish (the source of their horrendous and 
  nauseating breath). Goblin snakes delight in fresh meat, 
  but strongly prefer having others bring it to them over 
  hunting and killing it themselves.
  Enjoying the company of snakes, goblin snakes are often 
  accompanied by several smaller venomous serpents, which 
  the goblin snakes use to protect their lairs and supplement 
  their food supply. Goblin snakes are exceedingly jealous 
  of nagas, however, envying their serpentine majesty and 
  mastery of magic. Enterprising and cunning goblin snakes 
  have been known to impersonate nagas, demanding tribute 
  and food from gullible creatures in awe of the “naga’s” 
  supposed magical abilities. Some scholars have noted the 
  superficial similarities between goblin snakes and nagas, 
  and have gone as far as to theorize that the goblin snake 
  might be a particularly weak breed of naga—a theory that 
  most nagas do not appreciate at all.
  Although goblin snakes are not as smart as 
  goblins, their terrifying shape allows them 
  to take positions of inflated prominence 
  within goblin society. Fearful goblins 
  typically defer to the beasts, which 
  well suits the goblin snakes’ innate 
  arrogance and sense of superiority. 
  Goblin snakes affiliated with goblin 
  tribes usually treat their goblin 
  associates as servants at best and 
  slaves at worst.
  Goblin snakes share goblins’ fear of horses 
  (who could easily step on and crush an 
  unwary goblin snake) and love of fire 
  (though their lack of arms gives them little 
  opportunity to indulge in arson), but they 
  are not as superstitious as goblins. Goblin 
  snakes eagerly embrace magic if given the 
  opportunity, and it is not uncommon 
  for a goblin snake with adept, 
  cleric, oracle, or sorcerer 
  class levels to serve as a 
  goblin tribe’s shaman 
  or high priest. 
  132
  132
  Illustration by Andrew Hou
  
  Golem, Bone
  This horrific humanoid figure is a mass of bones and skulls tied 
  together with slick ropes of sinew.
  BONE GOLEM 
  CR 8
  XP 4,800
  N Large construct 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 90 (11d10+30)
  Fort +3, Ref +5, Will +3
  DR 5/adamantine and bludgeoning; Immune construct 
  traits, magic
  OFFENSE
  Speed 30 ft.
  Melee bite +14 (1d8+4), 2 slams +14 (2d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bone prison (ranged touch +12)
  STATISTICS
  Str 18, Dex 15, Con —, Int —, Wis 10, Cha 1
  Base Atk +11; CMB +16 (+20 disarm or grapple); CMD 28
  Feats Improved InitiativeB
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Bone Prison (Ex) As a standard 
  action, a bone golem can throw 
  some of its bones at a creature 
  within 30 feet—it must make 
  a ranged touch attack to 
  hit. These bones magically 
  duplicate and form a cage 
  surrounding struck creatures. 
  Each round, the cage makes a 
  combat maneuver check to deal 
  the golem’s slam damage, using the golem’s 
  CMB. If the check fails, the target is still trapped but 
  takes no damage. The target can escape the grapple normally, 
  or can break out of the bones by dealing 15 points of damage to 
  the prison, which has the same AC, DR, and saves as the bone 
  golem itself. Damage to the prison has no effect on the golem. 
  The golem can only have one bone prison active at a 
  time. If it wishes to create a second one, it (or some 
  other creature) must first destroy the existing one.
  Immunity to Magic (Ex) A bone golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and 
  abilities function differently against the 
  creature, as noted below.
  •	 Magical	effects	that	heal	living	creatures	slow	a	bone	golem	
  (as the slow spell) for 1d4 rounds (no save).
  •	 A	magical	attack	that	deals	negative	energy	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 healing 
  would cause the golem to exceed its full normal hit points, it 
  gains any excess as temporary hit points. A bone golem gets no 
  saving throw against attacks that deal negative energy damage.
  •	 A	raise dead, resurrection, or true resurrection spell negates 
  its DR and immunity to magic for 1 minute.
  Bone golems are most often crafted as guardians of tombs—
  and sometimes formed from the very corpses they guard.
  CONSTRUCTION
  The golem’s body consists of bones from at least a dozen 
  Medium or larger skeletons. The bones must be treated 
  with oils and shellac worth 1,000 gp.
  BONE GOLEM
  CL 9th; Price 41,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, limited wish, 
  telekinesis, and either animate dead or animate objects, 
  creator must be at least caster level 9th; Skill Craft 
  (sculpture) or Heal DC 15; Cost 21,000 gp
  133
  133
  Illustration by Mathias Kollros
  Goblin Snake–Golem, Bone
  Goblin Snake–Golem, Bone
  
  Golem, Brass
  This towering brass statue, built to resemble an evil horned 
  humanoid, carries a gigantic curved sword in its metal fists.
  BRASS GOLEM 
  CR 14
  XP 38,400
  N Huge construct 
  Init +0; Senses darkvision 60 ft., low-light vision, see invisibility; 
  Perception +1
  DEFENSE
  AC 30, touch 8, flat-footed 30 (+22 natural, –2 size)
  hp 150 (20d10+40)
  Fort +6, Ref +6, Will +7
  DR 15/adamantine; Immune construct traits, fire, magic
  OFFENSE
  Speed 40 ft.
  Melee brass falchion +29 (3d6+11/18–20 plus 2d6 fire), slam 
  +29 (2d6+11 plus 2d6 fire)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath weapon (DC 20), heat (2d6 fire)
  Spell-Like Abilities (CL 17th; concentration +12)
  Constant—see invisibility
  STATISTICS
  Str 32, Dex 11, Con —, Int —, Wis 13, Cha 1
  Base Atk +20; CMB +33; CMD 43
  SQ death throes, brass falchion
  ECOLOGY
  Environment any
  Organization solitary or watch (2–4)
  Treasure none
  SPECIAL ABILITIES
  Brass Falchion (Ex) A brass golem’s falchion deals damage as a 
  Huge falchion, but is actually a primary natural attack, not a 
  manufactured weapon, and cannot be disarmed.
  Breath Weapon (Su) As a free action once every 1d4 rounds, 
  a brass golem can expel a cloud of smoke and cinders that 
  fills a 20-foot cube. This functions as an incendiary cloud that 
  persists for 1d6 rounds, dealing 6d6 points of fire damage (DC 
  20 Reflex for half). The save DC is Constitution-based.
  Death Throes (Ex) A brass golem explodes when it is 
  destroyed. All creatures within 30 feet of the golem take 
  12d8 points of fire damage (DC 20 Reflex for half). The save 
  DC is Constitution-based.
  Immunity to Magic (Ex) A brass golem is immune to any spell or 
  spell-like ability that allows spell resistance. In addition, certain 
  spells and effects function differently against the creature. 
  •	 A	magical	attack	that	deals	cold	damage	slows	a	brass	golem	
  (as per the slow spell) for 1d6 rounds, with no saving throw.
  •	 A	magical	attack	that	deals	fire	damage	breaks	any	
  slow effect on the golem and heals 1 point of 
  damage for each 3 points of damage the attack 
  would otherwise deal. If the amount of 
  healing would cause the golem to exceed its full normal hit 
  points, it gains any excess as temporary hit points. A brass 
  golem gets no save against fire effects.
  Implacable automatons of elemental fire and extraplanar 
  brass, brass golems stand sentinel over the palaces, 
  treasuries, and harems of their creators. Brass golems are 
  24 feet tall and weigh 18,000 pounds.
  CONSTRUCTION
  Crafting a brass golem requires 18,000 pounds of 
  brass, cast with several rare mineral solutions and ore 
  compounds that cost at least 20,000 gp.
  BRASS GOLEM
  CL 17th; Price 180,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, incendiary cloud, limited 
  wish, see invisibility, creator must be caster level 17th; Skill Craft 
  (armor) or Craft (blacksmithing) DC 22; Cost 100,000 gp
  134
  134
  Illustration by Andrew Hou
  
  Golem, Cannon
  This collection of jagged metal rears up into a humanoid form, its 
  enormous cannon tracking movement with mechanical precision. 
  CANNON GOLEM 
  CR 15
  XP 51,200
  N Large construct 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 31, touch 16, flat-footed 24 (+7 Dex, +15 natural, –1 size)
  hp 140 (20d10+30) 
  Fort +6, Ref +13, Will +8
  DR 15/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +29 (2d10+10)
  Ranged cannon +26/+21 (6d6+7/19–20/×4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks cannon
  STATISTICS
  Str 30, Dex 24, Con —, Int —, Wis 15, Cha 2
  Base Atk +20; CMB +31; CMD 48
  Feats Improved Critical (cannon)B
  SQ alloyed, blasting critical, gun training 
  ECOLOGY
  Environment any land
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Alloyed (Ex) A cannon golem’s slam and cannon attacks 
  count as adamantine, cold iron, and silver for the 
  purpose of overcoming damage reduction.
  Blasting Critical (Ex) 
  When a cannon 
  golem confirms 
  a critical hit with 
  a slam attack, 
  it can make one 
  cannon attack 
  against that target as a free action (as 
  long as the cannon is loaded).
  Cannon (Ex) The golem’s cannon has a range increment of 
  100 feet and deals 6d6 points of bludgeoning and piercing 
  damage on a hit with a ×4 critical modifier. The cannon’s 
  magazine can hold up to 20 cannonballs at a time—reloading 
  a single cannonball into this magazine is a standard action 
  for the golem, while loading a cannonball into the cannon 
  itself to fire it is a swift action; this allows the golem to take 
  two shots per round with the cannon. 
  Gun Training (Ex) A cannon golem adds its Dex 
  modifier to the damage dealt by its cannon.
  Immunity to Magic (Ex) A cannon golem is immune to 
  spells and spell-like abilities that allow spell resistance. Certain 
  spells and effects function differently against it, as noted below.
  •	 Any	spell	with	the	water	descriptor	that	affects	a	cannon	
  golem renders its cannon unusable for 1 round (no save).
  •	 A	heat metal spell causes the golem’s cannon to instantly 
  backfire, dealing 6d6 points of damage to the golem and 
  staggering it for 1 round (no save).
  A cannon golem’s internal workings are a mechanical 
  labyrinth; its extradimensional pockets constantly process 
  new black powder. A cannon golem stands 12 feet tall.
  CONSTRUCTION
  A cannon golem is built from 2,000 pounds of adamantine, 
  brass, cold iron, and mithral.
  CANNON GOLEM
  CL 17th; Price 200,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, limited wish, plane shift 
  or secret chest, creator must be caster level 17th; Skill Craft (siege 
  engine) and Knowledge (engineering) DC 25; Cost 105,000 gp
  135
  135
  Illustration by Mathias Kollros
  Golem, Brass–Golem, Cannon
  Golem, Brass–Golem, Cannon
  
  Golem, Fossil
  Fossilized bones make up the body of this animated construct, 
  from its horned shoulders to its tyrannosaur-skulled hands.
  FOSSIL GOLEM 
  CR 12
  XP 19,200
  N Huge construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 26, touch 9, flat-footed 25 (+1 Dex, +17 natural, –2 size)
  hp 122 (15d10+40)
  Fort +5, Ref +6, Will +5
  DR 10/adamantine and bludgeoning; Immune construct 
  traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 bites +20 (6d6+7 plus petrification)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 25, Dex 13, Con —, Int —, Wis 10, Cha 1
  Base Atk +15; CMB +24; CMD 35
  Feats Combat ReflexesB
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  Treasure none 
  SPECIAL ABILITIES
  Immunity to Magic (Su) A fossil golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and abilities function differently against the 
  creature, as noted below.
  •	 A	transmute rock to mud spell slows a fossil golem (as the 
  slow spell) for 2d6 rounds, with no saving throw.
  •	 A	stone to flesh spell negates its damage reduction and 
  petrification ability for 1 round.
  Petrification (Su) The attacks of a fossil golem gradually turn 
  living flesh to stone. Each time the golem hits a target with 
  one of its natural attacks, the target must make a DC 19  
  Fortitude save or take 1d6 points of Dexterity drain. A 
  creature that is reduced to 0 Dexterity by this attack turns 
  completely to stone, as if by a flesh to stone spell. Casting 
  stone to flesh on the creature removes all Dexterity drain 
  caused by this attack. The save DC is Constitution-based 
  and includes a +2 racial bonus.
  A fossil golem is constructed of the stony bones of long-
  dead dinosaurs and other prehistoric creatures. These 
  bones are generally not assembled with any attempt 
  to accurately model the original creature—usually, 
  the skulls of powerful predatory dinosaurs (such as 
  tyrannosauruses) serve in the place of hands, granting 
  the fossil golem a pair of devastating bite attacks. The 
  magical energies that infuse a fossil golem create an 
  additional peril—they transform fossilization into a 
  terrible form of contagion that can affect any 
  creature they damage.
  Fossil golems are often used to guard caverns 
  and other natural fortifications. A fossil golem 
  at rest might look to the untrained eye like nothing 
  more than a strange display of bones. A fossil golem is 
  20 feet tall and weighs 8,000 pounds.
  CONSTRUCTION
  A fossil golem must be constructed from the 
  fossilized skeletons of at least two creatures of Huge 
  size or greater. The fossilized bone making 
  up the golem requires extensive 
  preservation and reassembly 
  with alchemical solutions 
  at a cost of 5,000 gp.
  FOSSIL GOLEM
  CL 15th; Price 125,000 gp
  CONSTRUCTION
  Requirements Craft Construct, 
  flesh to stone, geas/quest, limited 
  wish, stone shape, creator must be at 
  least caster level 15th; Skill Craft (sculpture) or Heal DC 20; 
  Cost 65,000 gp
  136
  136
  Illustration by Mathias Kollros
  
  Gorynych
  This sleek, three-headed dragon rears up on its hind legs, wings 
  spread and flames licking out from behind three sets of fangs.
  GORYNYCH 
  CR 15
  XP 51,200
  CE Huge dragon 
  Init +2; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +23
  DEFENSE
  AC 28, touch 10, flat-footed 26 (+2 Dex, +18 natural, –2 size)
  hp 212 (17d12+102); regeneration 5 (acid)
  Fort +16, Ref +14, Will +15
  DR 10/lawful; Immune fire, paralysis, poison, sleep; SR 26
  OFFENSE
  Speed 30 ft., fly 100 ft. (poor), swim 50 ft.
  Melee 3 bites +24 (2d8+8), 2 claws +23 (1d8+8)
  Space 15 ft.; Reach 10 ft. (20 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 5d6 fire, Reflex 
  DC 24 for half, usable every 1d4 rounds)
  Spell-Like Abilities (CL 15th; concentration +19)
  Constant—true seeing
  At will—charm person (DC 15), dancing 
  lights, message
  3/day—alter self, bestow curse 
  (DC 18), greater dispel magic
  1/day—lesser geas (DC 18), 
  limited wish, mislead (DC 20)
  STATISTICS
  Str 27, Dex 15, Con 22, Int 12, Wis 17, Cha 18
  Base Atk +17; CMB +27; CMD 39
  Feats Awesome Blow, Combat Reflexes, 
  Flyby Attack, Improved Bull Rush, Iron 
  Will, Lightning Reflexes, Power Attack, 
  Stand Still, Weapon Focus (bite)
  Skills Bluff +17, Diplomacy +17, Fly +7, 
  Intimidate +17, Knowledge (arcana) +14, 
  Knowledge (nature) +14, Perception +23, 
  Sense Motive +16, Spellcraft +14, Stealth 
  +14, Swim +24
  Languages 
  Common, 
  Draconic, 
  Sylvan
  SQ multi-headed
  ECOLOGY
  Environment 
  temperate forests
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Breath Weapon (Su) Each of a 
  gorynych’s heads has its own separate breath weapon. When 
  a gorynych uses its breath weapon, it can breathe with one, 
  two, or all three heads. If the areas of two or more breath 
  weapons overlap, a creature caught in that overlapping area 
  takes a –2 penalty on its Reflex save (or –4 if three breath 
  weapons overlap). Damage done by overlapping breath 
  weapons stacks and is considered to be a single source 
  of fire damage for the purpose of tracking fire resistance. 
  Regardless of how many heads breathe fire, the gorynych can 
  only use its breath weapon once every 1d4 rounds.
  Multi-Headed (Ex) All three of a gorynych’s heads can act 
  independently of each other. When it makes a full attack, 
  each head can either bite or use its breath weapon, in any 
  combination (two bites and one breath, three breaths and 
  no bites, and so on).
  This sinister beast threatens entire countrysides with its 
  plundering actions. No friend to its true dragon cousins, 
  a gorynych sometimes threatens green and black dragons 
  for mastery of their lands. A gorynych seeks out young 
  dragons that have only established small hoards, killing 
  the rival creatures and claiming their treasures as its 
  own. It dominates drakes and wyverns, but 
  true dragons consider it a repulsive 
  throwback to an ancient line of mutants 
  and deviants.
  Motivated by greed, gluttony, and 
  unnatural lust, a gorynych lives to collect 
  treasure, feast as often as possible, and 
  chase after humanoid maidens, using 
  alter self and charm person as necessary. 
  Gorynyches are particularly creative 
  with the use of their limited wishes in 
  duplicating other spell effects to 
  secure their desires and complete 
  their hideous tasks.
  When not busily stalking 
  young dragons in order to 
  steal their hoard or selecting 
  maidens to kidnap, most 
  gorynyches 
  search 
  out 
  ancient ruins. There they 
  install themselves as 
  guardians, sometimes 
  even gathering whole 
  tribes of monstrous 
  humanoids to act 
  as their servants.
  137
  137
  Illustration by Kieran Yanner
  Golem, Fossil–Gorynych
  Golem, Fossil–Gorynych
  
  Graveknight
  Shadows veil what lurks within the dark, imposing armor of this 
  figure, though two piercing eyes gaze from its closed visor.
  GRAVEKNIGHT 
  CR 11
  XP 12,800
  Human graveknight fighter 10
  LE Medium undead (augmented humanoid)
  Init +5; Senses darkvision 60 ft.; Perception +19
  Aura sacrilegious aura (30 ft., DC 19)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +4 natural)
  hp 139 (10d10+80)
  Fort +13, Ref +6, Will +6; +3 vs. fear
  Defensive Abilities bravery +3, channel resistance +4, 
  rejuvenation; DR 10/magic; Immune acid, cold, electricity, 
  undead traits; SR 22
  OFFENSE
  Speed 30 ft.
  Melee +1 greatsword +25/+20 (2d6+19 plus 2d6 acid)
  Ranged composite longbow +14/+9 (1d8+11/×3)
  Special Attacks channel destruction, devastating blast (6d6 
  acid, DC 19), undead mastery (DC 19), weapon training 
  (heavy blades +2, bows +1)
  STATISTICS
  Str 27, Dex 12, Con 10, Int 15, Wis 12, Cha 18
  Base Atk +10; CMB +18; CMD 29
  Feats Cleave, Critical Focus, Dazzling Display, Greater Weapon 
  Focus (greatsword), Improved InitiativeB, Mounted CombatB, 
  Power Attack, Ride-By AttackB, Shatter Defenses, Spirited 
  Charge, ToughnessB, Trample, Unseat, Vital Strike, Weapon 
  Focus (greatsword), Weapon Specialization (greatsword)
  Skills Climb +13, Intimidate +25, Knowledge (nobility) +12, 
  Perception +19, Ride +19, Swim +13; Racial Modifiers +8 
  Intimidate, +8 Perception, +8 Ride
  Languages Common, Dwarven, Infernal
  SQ armor training 2, phantom mount, ruinous revivification
  ECOLOGY
  Environment any land
  Organization solitary or troop (graveknight plus 12–24 
  skeletal champions)
  Treasure NPC gear (+1 full plate, +1 greatsword, composite 
  longbow [+8 Str] with 20 arrows, belt of giant strength +2, 
  other treasure)
  Undying tyrants and eternal champions of the undead, 
  graveknights arise from the corpses of the most 
  nefarious warlords and disgraced heroes—villains too 
  merciless to submit to the shackles of death. They bear 
  the same weapons and regalia they did in life, though 
  warped or empowered by their profane resurrection. 
  The legions they once held also flock to them in death, 
  ready to serve their wicked ambitions once more. A 
  graveknight’s essence is fundamentally tied to its armor, 
  the bloodstained trappings of its battle lust. This armor 
  becomes an icon of its perverse natures, transforming 
  into a monstrous second skin over the husk of desiccated 
  flesh and scarred bone locked within.
  CREATING A GRAVEKNIGHT
  “Graveknight” is an acquired template that can be added 
  to any living creature with 5 or more Hit Dice (referred to 
  hereafter as the base creature). Most graveknights were 
  once humanoids. A graveknight uses the base creature’s 
  statistics and abilities except as noted here.
  CR: Same as base creature +2. 
  Alignment: Any evil. 
  Type: The graveknight’s type changes to undead 
  (augmented). Do not recalculate class Hit Dice, BAB, or saves.
  Senses: A graveknight gains darkvision 60 ft.
  Aura: A graveknight emanates the following aura.
  Sacrilegious Aura (Su): A graveknight constantly exudes an 
  aura of intense evil and negative energy in a 30-foot radius. 
  This aura functions as the spell desecrate and uses the 
  graveknight’s armor as an altar of sorts to double the effects 
  granted. The graveknight constantly gains the benefits 
  of this effect (including the bonus hit points, as this aura 
  is part of the graveknight’s creation). In addition, this 
  miasma of fell energies hinders the channeling of positive 
  energy. Any creature that attempts to summon positive 
  energy in this area—such as through a cleric’s channel 
  energy ability, a paladin’s lay on hands, or any spell with 
  the healing subtype—must make a concentration check 
  with a DC equal to 10 + 1/2 the graveknight’s Hit Dice + the 
  graveknight’s Charisma modifier. If the character fails, 
  the effect is expended but does not function.
  Armor Class: Natural armor improves by +4.
  Hit Dice: Change all racial Hit Dice to d8s. Class Hit 
  Dice are unaffected. As an undead, a graveknight uses its 
  Charisma modifier to determine bonus hit points.
  Defensive Abilities: A graveknight gains channel 
  resistance +4; DR 10/magic; and immunity to cold, 
  electricity, and any additional energy type noted by its 
  ruinous revivification special quality. A graveknight also 
  gains spell resistance equal to its augmented CR + 11.
  The graveknight also gains the following ability.
  Rejuvenation (Su): One day after a graveknight is 
  destroyed, its armor begins to rebuild the undead 
  horror’s body. This process takes 1d10 days—if the body 
  is destroyed before that time passes, the armor merely 
  starts the process anew. After this time has elapsed, the 
  graveknight wakens fully healed.
  Attacks: A graveknight gains a slam attack if the base 
  creature didn’t have one. Damage for the slam depends 
  on the graveknight’s size (see Bestiary 302).
  138
  138
  Illustration by Chris Seaman
  
  Special Attacks: A graveknight gains the following 
  special attacks. Save DCs are equal to 10 + 1/2 the 
  graveknight’s HD + the graveknight’s Charisma modifier 
  unless otherwise noted.
  Channel Destruction (Su): Any weapon a graveknight 
  wields seethes with energy, and deals an additional 1d6 
  points of damage for every 4 Hit Dice the graveknight has. 
  This additional damage is of the energy type determined 
  by the ruinous revivification special quality.
  Devastating Blast (Su): Three times per day, the 
  graveknight may unleash a 30-foot cone of energy as a 
  standard action. This blast deals 2d6 points of damage 
  for every 3 Hit Dice a graveknight has (Reflex for half). 
  This damage is of the energy type determined by the 
  graveknight’s ruinous revivification special quality.
  Undead Mastery (Su): As a standard action, a graveknight 
  can attempt to bend any undead creature within 50 feet to 
  its will. The targeted undead must succeed at a Will save 
  or fall under the graveknight’s control. This control is 
  permanent for unintelligent undead; an undead with an 
  Intelligence score is allowed an additional save every day 
  to break free from the graveknight’s control. A creature 
  that successfully saves cannot be affected again by the 
  same graveknight’s undead mastery for 24 hours.
  A graveknight can control 5 Hit Dice of undead 
  creatures for every Hit Die it has. If the graveknight 
  exceeds this number, the excess from earlier uses of the 
  ability becomes uncontrolled, as per animate dead.
  Special Qualities: A graveknight gains the following.
  Phantom Mount (Su): Once per hour, a graveknight can 
  summon a skeletal horse similar to a phantom steed. This 
  mount is more real than a typical phantom steed, and can 
  carry one additional rider. The mount’s powers are based 
  on the graveknight’s total Hit Dice rather than caster 
  level. A graveknight’s mount looks distinctive and always 
  appears the same each time it is summoned. If the 
  mount is destroyed, it can be summoned again with 
  full hit points 1 hour later.
  Ruinous Revivification (Su): At the time of its creation, 
  the graveknight chooses one of the following energy types: 
  acid, cold, electricity, or fire. This energy type should be 
  relevant to the graveknight’s life or death, defaulting to 
  fire if none are especially appropriate. This energy type 
  influences the effects of several of a graveknight’s 
  special abilities.
  Ability Scores: Str +6, Int +2, Wis +4,  
  Cha +4. As an undead creature, a 
  graveknight has no Constitution score.
  Skills: Graveknights gain a +8 racial bonus on 
  Intimidate, Perception, and Ride checks.
  Feats: Graveknights gain Improved 
  Initiative, Mounted Combat, Ride-By 
  Attack, and Toughness as bonus feats.
  GRAVEKNIGHT ARMOR
  In death, the graveknight’s life force lingers on in its 
  armor, not its corpse, in much the same way that a lich’s 
  essence is bound within a phylactery. Unless every part 
  of a graveknight’s armor is ruined along with its body, a 
  graveknight can rejuvenate after it is destroyed. A typical suit 
  of full plate graveknight armor has hardness 10 and 45 hit 
  points, though armor with enhancements or made of special 
  materials proves more difficult to destroy. Merely breaking a 
  graveknight’s armor does not destroy it; it must 
  be ruined, such as by being disintegrated, 
  taken to the Positive Energy Plane, or 
  thrown into the heart of a volcano.
  139
  139
  Graveknight
  Graveknight
  
  Graven Guardian
  This jackal-headed, brightly painted clay statue animates and 
  lurches forward, hefting a wickedly hooked sword.
  GRAVEN GUARDIAN 
  CR 5
  XP 1,600
  N Medium construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 53 (6d10+20); fast healing 2
  Fort +2, Ref +4, Will +3
  DR 5/adamantine; Immune construct traits; SR 16
  Weaknesses faith bound
  OFFENSE
  Speed 40 ft.
  Melee +1 keen scimitar +10/+5 (1d6+5/15–20 plus bleed) or  
  slam +9 (1d6+4)
  Special Attacks bleed 2, magic weapon, rest eternal
  Spell-Like Abilities (CL 5th; concentration +0)
  1/day—haste (self only)
  STATISTICS
  Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +6; CMB +9; CMD 21
  SQ guardian domains (Death, Repose)
  ECOLOGY
  Environment any land
  Organization solitary, band (2–4), or assembly (5–12)
  Treasure incidental (masterwork scimitar, other treasure)
  SPECIAL ABILITIES
  Faith Bound (Su) A graven guardian cannot attack any creature 
  that openly wears or displays the holy or unholy symbol of 
  the deity to which the graven guardian is dedicated unless 
  that creature first attacks the graven guardian.
  Magic Weapon (Su) A graven guardian that carries its deity’s 
  favored weapon treats that weapon as a +1 weapon as long 
  as it is wielded by the guardian. If the weapon is a melee 
  weapon, it gains the keen weapon special ability (even if 
  the weapon is a bludgeoning weapon). If it is a thrown 
  weapon, it gains the returning weapon special ability. If it is 
  a ranged weapon, it gains the seeking weapon special ability, 
  and generates new ammunition with each attack (this 
  ammunition is destroyed whether or not it hits).
  Graven guardians are human-sized constructs of clay, 
  stone, wood, or similar materials, crafted and painted to 
  resemble a deity or a deity’s favored servants. When not in 
  motion, a graven guardian appears identical to a temple 
  or crypt’s statue, but while active, graven guardians look 
  extremely lifelike.
  Graven guardians are inexorably tied to a specific 
  deity’s faith. While unintelligent and thus lacking any 
  real personality, a graven guardian has the ability to 
  recognize fellow worshipers or minions of its deity and 
  does not treat them as enemies unless they first attack. 
  This recognition does not extend so far as to allow these 
  worshipers (or those cunningly disguised as worshipers) 
  to give a graven guardian new orders. As with all 
  constructs, a graven guardian follows only the orders of 
  its creator.
  GUARDIAN DOMAINS
  Each graven guardian gains a special ability from two 
  domains assigned during construction. Save DCs for these 
  abilities are Wisdom-based (DC 14 for most guardians). 
  Caster level for these abilities is equal to the graven 
  guardian’s Hit Dice (CL 5th for most graven guardians).
  Air: Flight (Su)—The graven guardian gains a fly speed 
  equal to its base speed with average maneuverability and 
  a Fly skill of +6 (this includes a +4 racial bonus).
  Animal: Beast Ward (Su)—Animals must make a Will 
  save before they can attack the graven guardian. Any attack 
  on an animal (but not its allies) by the graven guardian 
  breaks this protection. Once the animal makes this Will 
  save, it need not save again against that particular graven 
  guardian on subsequent attacks.
  Artifice: Repair (Ex)—The graven guardian’s fast 
  healing increases to 5.
  Chaos: Chaotic Weapons (Su)—The graven guardian’s 
  weapon and slam attacks are treated as chaotic-aligned. Its 
  magic weapon deals +1d6 points of damage to lawful targets.
  Charm: Command (Su)—The graven guardian can cast 
  command three times per day as a spell-like ability.
  Community: Alliance (Su)—Adjacent worshipers and 
  graven guardians dedicated to the same god gain a +1 luck 
  bonus on attack rolls, weapon damage rolls, and saves.
  Darkness: Darkness (Su)—The graven guardian can cast 
  darkness two times per day as a spell-like ability.
  Death: Bleed (Ex)—The graven guardian’s weapon deals 
  2 points of bleed damage on a hit.
  Destruction: Shatter (Ex)—The graven guardian can 
  cast shatter two times per day as a spell-like ability.
  Earth: Rocky (Ex)—The graven guardian’s natural 
  armor bonus increases by +2.
  Evil: Evil Weapons (Su)—The graven guardian’s weapon 
  and slam attacks are treated as evil-aligned. Its magic 
  weapon deals +1d6 points of damage to good targets.
  Fire: Flaming (Su)—The graven guardian’s weapon 
  gains the flaming property. 
  Glory: Glorious (Su)—The graven guardian’s magic 
  weapon and slam attack deal an additional 1d6 points of 
  damage against undead creatures.
  Good: Good Weapons (Su)—The graven guardian’s 
  weapon and slam attacks are treated as good-aligned. Its 
  magic weapon deals +1d6 points of damage to evil targets.
  140
  140
  Illustration by Chris Seaman
  
  Healing: Recovery (Su)—Once per day, when reduced 
  below half hit points, the graven guardian automatically 
  heals 3d10+6 points of damage.
  Knowledge: Familiarity (Su)—The graven guardian gains 
  a +2 bonus on attack rolls again any creature it attacked in 
  the past round.
  Law: Lawful Weapons (Su)—The graven guardian’s weapons 
  and slam attacks are treated as lawful-aligned. Its magic 
  weapon deals +1d6 points of damage to chaotic targets.
  Liberation: Unfettered (Su)—The graven guardian gains a 
  +4 bonus to its CMD.
  Luck: Lucky (Su)—Once per day, the graven guardian 
  may roll a saving throw twice and take the better of the 
  two results as the actual result.
  Madness: Confusion (Su)—The graven guardian can cast 
  confusion once per day as a spell-like ability.
  Magic: Resistant (Su)—The graven guardian’s SR 
  increases by 5.
  Nobility: Honored (Su)—The graven guardian gains a  
  +1 bonus on attack rolls and combat maneuver checks.
  Plant: Entangle (Su)—The graven 
  guardian can cast entangle three times 
  per day as a spell-like ability.
  Protection: 
  Protected 
  (Su)—The 
  graven guardian gains a +2 bonus 
  on all saves.
  Repose: Rest Eternal (Su)—
  Damage dealt by the graven 
  guardian resists any magical 
  healing. Attempting to use 
  magical healing to cure this 
  damage requires a successful 
  caster level check against 
  the 
  guardian’s 
  SR. 
  This 
  ability does not affect natural 
  healing or healing provided by 
  extraordinary abilities.
  Rune: Rune Carved (Su)—Runes cover 
  the graven guardian. Whenever the graven 
  guardian takes energy damage or energy damage 
  fails to overcome its SR, for the next round, its attacks 
  deal +1d6 points of damage of that energy type. If more 
  than one type of energy attack occurs in a round, roll 
  randomly to determine what kind of extra energy damage 
  it deals.
  Strength: Powerful (Ex)—The graven guardian gains 
  Power Attack as a bonus feat.
  Sun: Dazzling (Su)—When the graven guardian 
  scores a critical hit with its magic weapon, a bright flash 
  blinds the target for 1d4 rounds (Fortitude save negates).
  Travel: Speedy (Su)—The guardian gains Mobility as a 
  bonus feat, and all of its modes of movement increase by 
  +10 feet.
  Trickery: Trip (Su)—The graven guardian gains the trip 
  ability with its melee weapon and slam attacks.
  War: Enhanced (Su)—The enhancement bonus of the 
  graven guardian’s weapon increases to +2.
  Water: Swimmer (Ex)—The guardian gains a swim 
  speed equal to its base speed, and a Swim skill of +11.
  Weather: Shocking Weapon (Su)—The graven guardian’s 
  weapon gains the shock special ability.
  CONSTRUCTION
  A graven guardian’s body must be sculpted from clay, 
  stone, or wood, and adorned with precious stones, rare 
  woods, or metal inlays worth 500 gp. The Hit Dice and 
  size of graven guardians can be increased as though they 
  were golems (Bestiary 158).
  GRAVEN GUARDIAN
  CL 7th; Price 18,500 gp
  CONSTRUCTION
  Requirements Craft Construct, greater magic weapon, haste, 
  imbue with spell ability, make whole, stone shape, creator 
  must be caster level 7th; Skill Craft (sculpture) or Craft 
  (pottery) DC 15; Cost 9,500 gp
  141141
  Graven Guardian
  Graven Guardian
  
  Gremlin, Fuath
  This waterlogged gremlin has lobster claws for hands and an 
  almost canine face with webbed ears.
  FUATH 
  CR 1
  XP 400
  CE Tiny fey (aquatic)
  Init +5; Senses darkvision 120 ft., low-light vision; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
  hp 7 (1d6+4)
  Fort +1, Ref +3, Will +3
  DR 5/cold iron; Resist cold 10; SR 12
  Weaknesses vulnerable to fire and sunlight
  OFFENSE
  Speed 20 ft., climb 10 ft., swim 30 ft.
  Melee 2 claws +3 (1d3–2)
  Ranged dart +3 (1d2–2)
  Special Attacks congeal water
  Spell-Like Abilities (CL 1st; concentration +0)
  At will—create water, prestidigitation
  1/day—sleep (DC 10)
  STATISTICS
  Str 7, Dex 13, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +0; CMB –1; CMD 7
  Feats Improved Initiative, ToughnessB, Weapon FinesseB
  Skills Climb +6, Escape Artist +5, Handle Animal +4, 
  Perception +5, Stealth +13, Swim +10, Use Magic Device +3; 
  Racial Modifiers +4 Handle Animal
  Languages Aquan
  SQ amphibious
  ECOLOGY
  Environment any water
  Organization solitary, pair, mob (3–12), or school (13–20 with 
  1–3 druids of 1st–3rd level, 1 druid leader of 4th–6th level, 
  and 2–5 reefclaws)
  Treasure standard (6 darts, other treasure)
  SPECIAL ABILITIES
  Congeal Water (Su) Once per day, a fuath can surround a 
  creature in a thin layer of magically viscous water as a 
  standard action at a range of 30 feet. A target that fails 
  a DC 10 Reflex save becomes entangled and must hold 
  its breath or risk drowning. The target or an adjacent 
  creature can spend a full-round action on its turn 
  scraping off the clinging fluid, allowing a new Reflex 
  save with a +2 bonus; otherwise, the effect lasts for 1d4 
  minutes. A fuath can use this ability even if there is no 
  source of water nearby. The save DC is Charisma-based and 
  includes a +1 racial bonus.
  Vulnerable to Sunlight (Ex) A fuath takes 1 point of Constitution 
  damage after every hour it is exposed to sunlight. Water of a 
  depth of at least 1 foot negates this harmful effect.
  Drowners of sailors and sinkers of ships, a fuath (FOO-ah) 
  is a wicked gremlin found in the sea. It climbs aboard ships 
  in the dead of night to sever ropes, bore holes in barrels, 
  soil provisions, and murder any hapless crew it puts to 
  sleep or catches alone. It delights in drowning creatures 
  by surrounding them with magically thickened water, 
  cackling with wicked glee as its victims claw desperately 
  for the air only inches from their mouths. 
  A fuath wears seaweed, shells, and coral like other 
  creatures wear armor, clothes, and jewelry. Its body is 
  protected by a hard, hunchbacked carapace. It stands less 
  than 2 feet tall and weighs 12 to 15 pounds.
  Fuaths don’t share a common language with other types 
  of gremlins, though they can pantomime to each other fairly 
  effectively. They have a surprising rapport with other sea 
  creatures, even foul-tempered beasts like reefclaws (Bestiary 
  2 234). Small groups of fuaths lair in sea caves or rocky 
  crevices. Larger groups frequently lay claim to whole sections 
  of ruined ships. Their lairs usually include several trained 
  guard animals. Fuaths prefer the taste of “land-meat” to 
  anything from the sea, and often raid shore and ships to slake 
  their hunger. They adore sea hags to the point of worship.
  142
  142
  Illustration by Emrah Elmasli
  
  Grodair
  Several water-dripping tentacles sprout from this four-eyed fish’s 
  belly, while long fins protrude from its back.
  GRODAIR 
  CR 5
  XP 1,600
  CN Medium magical beast (aquatic, extraplanar)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 16, touch 9, flat-footed 16 (–1 Dex, +7 natural)
  hp 66 (7d10+28)
  Fort +11, Ref +4, Will +5
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee bite +11 (1d8+4), 2 tentacles +6 (1d4+2 plus trip)
  Ranged water blast +7 touch (1d8 plus push)
  Special Attacks death flood, push (water blast, 5 ft.)
  Spell-Like Abilities (CL 7th; concentration +9)
  At will—control water
  STATISTICS
  Str 18, Dex 8, Con 19, Int 12, Wis 13, Cha 15
  Base Atk +7; CMB +11; CMD 20 (24 vs. trip)
  Feats Combat Reflexes, Great Fortitude, Iron Will, Weapon 
  Focus (water blast)
  Skills Knowledge (nature) +8, Survival +8, Swim +22
  Languages Aquan, Sylvan
  SQ amphibious, muddy field
  ECOLOGY
  Environment any water or coastlines
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Death Flood (Su) When a grodair is killed, it 
  immediately explodes in a 15-foot-radius 
  burst of highly pressurized water that 
  deals 5d6 points of damage (DC 17 
  Reflex for half). After the explosion, a 
  successful DC 25 Survival check allows 
  a creature to recover a cluster of strange 
  organs from the remains. This cluster 
  functions as a decanter of endless water for 
  2d6 hours, but can only produce a “stream” 
  or “fountain” effect. Failing this Survival check 
  by 5 or more causes the cluster to burst, dealing 
  an additional 2d6 points of damage to 
  that creature (no save) and destroying 
  the organs entirely. The save DC is 
  Constitution-based. 
  Muddy Field (Su) As a standard action when on 
  sand, soil, or other types of loose earth, a grodair 
  can gush standing water into the area surrounding 
  it. Upon doing so, the land within 15 feet of the 
  grodair is treated as a shallow bog (Core Rulebook 427). This 
  water remains as long as the grodair is within 15 feet and 
  wishes to maintain the water. The bog instantly disperses as 
  soon as the grodair is killed or moves out of the area.
  Water Blast (Ex) The grodair’s ranged attack is a pressurized 
  blast of water. This attack has a range of 60 feet with no 
  range increment.
  A grodair is a bloated aquatic creature from the primal 
  world of the fey. The bulbous sac on its spine is an 
  extradimensional space that can contain thousands of 
  gallons of water. The creature drains water (including small  
  bits of debris and even very small creatures) from one place 
  and releases it in another, typically creating boggy areas 
  as it moves so it can travel more quickly than its tentacles 
  can carry it. A grodair can rise up to 6 feet on its tentacles, 
  measures 7 feet long, and weighs about 400 pounds.
  A grodair is intelligent, but extremely absentminded 
  and careless. Its memory is poor, and it has difficulty 
  remembering things it was told even 5 minutes prior—
  though it can recall some events of the 
  distant past with perfect (and 
  often frustrating) clarity.
  143
  143
  Illustration by Damien Mammoliti
  Gremlin, Fuath–Grodair
  Gremlin, Fuath–Grodair
  
  Grootslang
  This enormous beast has the combined features of an elephant 
  and a serpent. Its tremendous maw sports six frightening tusks.
  GROOTSLANG 
  CR 16
  XP 76,800
  CE Gargantuan magical beast 
  Init +4; Senses darkvision 120 ft., scent; Perception +28
  DEFENSE
  AC 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, 
  –4 size)
  hp 283 (21d10+168)
  Fort +20, Ref +16, Will +12
  DR 10/magic; SR 27
  OFFENSE
  Speed 40 ft., swim 30 ft.
  Melee bite +30 (4d8+13/19–20), 2 stomps +25 (2d6+6), tail slap 
  +25 (2d6+6)
  Space 20 ft.; Reach 20 ft.
  Special Attacks impaling bite, thunderous stomp (DC 28), 
  trample (2d6+19, DC 33)
  STATISTICS
  Str 36, Dex 19, Con 26, Int 15, Wis 20, Cha 15
  Base Atk +21; CMB +38; CMD 53 (55 vs. trip)
  Feats Awesome Blow, Bleeding Critical, Cleave, Critical Focus, 
  Dodge, Improved Bull Rush, Improved Critical (bite), 
  Mobility, Multiattack, Power Attack, Spring Attack
  Skills Acrobatics +15 (+19 when jumping), Bluff +4, 
  Intimidate +15, Perception +28, Sense Motive 
  +13, Stealth +10,  
  Swim +45
  Languages Aquan, Common, 
  Draconic
  SQ aquatic elusion, hold breath
  ECOLOGY
  Environment warm lakes and rivers
  Organization solitary
  Treasure double (at least 50% gems)
  SPECIAL ABILITIES
  Aquatic Elusion (Su) As 
  a standard action, a 
  grootslang that 
  is fully immersed in water can teleport to another body of 
  water without error. This ability functions like tree stride, but 
  the grootslang can exit from any body of water within 1 mile 
  so long as both the entry and exit are wide enough for the 
  creature to enter.
  Impaling Bite (Ex) A grootslang can make a bite attack against 
  any creature it is grappling with its tail. If this attack hits, it 
  is automatically treated as a critical threat.
  Thunderous Stomp (Ex) As a full-round action, a grootslang 
  can rear up on its serpentine body to bring its massive 
  forelimbs down with awesome force. The grootslang 
  chooses two adjacent targets to be affected as though 
  trampling them. In addition, each creature within 10 feet 
  must make a DC 28 Reflex save or be knocked prone. The 
  save DC is Constitution-based
  Legends claim that the grootslang is a primordial creature 
  as old as the world itself. Such tales state that in those 
  ancient days, the gods—new to the crafting of things—
  made a terrible mistake in the grootslang’s creation, for 
  they gave it tremendous strength, cunning, and intellect. 
  Upon realizing their mistake, the gods split the grootslang 
  into separate creatures and thus created the first elephants 
  and the first snakes. But one of the original grootslangs 
  escaped, and from this first sire all other grootslangs were 
  born. Scholars debate the veracity of such stories, and 
  have looked to either biological or magical explanations 
  of the creature’s origins, but nevertheless bards and sages 
  alike agree that the grootslang’s fearsome 
  reputation is well deserved.
  A grootslang’s thick, leathery hide 
  has a metallic sheen and 
  a dull copper color, shot 
  through with thin 
  veins of green. Both 
  males and females grow 
  to a length of 60 feet and 
  stand 20 feet tall. Little 
  differentiation exists between 
  sexes save for a lighter green hue to the 
  female’s hide. Grootslangs can weigh 20 tons 
  and live up to 500 years.
  All grootslangs covet gems, particularly 
  diamonds, and despite the creatures’ lust 
  for cruelty, victims can often bargain for 
  their freedom by offering a grootslang 
  enough precious gems.
  144
  144
  Illustration by Scott Purdy
  
  Guecubu
  A skeletal carcass pulls itself from the ground, its body formed as 
  much from earth and soil as from bones and rotting flesh.
  GUECUBU 
  CR 8
  XP 4,800
  CE Medium undead (earth)
  Init +8; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18
  Aura broken ground (30 ft., DC 20)
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 104 (11d8+55); fast healing 5
  Fort +8, Ref +7, Will +11
  Defensive Abilities channel resistance +2; DR 5/bludgeoning; 
  Immune electricity, undead traits; Resist cold 10
  OFFENSE
  Speed 30 ft., burrow 15 ft.; earth glide
  Melee bite +14 (1d8+6 plus misfortune), 2 slams +14 (1d6+6 
  plus misfortune)
  Spell-Like Abilities (CL 8th; concentration +13)
  At will—stone shape
  3/day—soften earth and stone, spike growth (DC 18)
  1/day—spike stones (DC 19), transmute mud to rock (DC 20), 
  transmute rock to mud (DC 20)
  STATISTICS
  Str 22, Dex 18, Con —, Int 13, Wis 18, Cha 21
  Base Atk +8; CMB +14; CMD 29
  Feats Combat Expertise, Dodge, Improved Initiative, Mobility, 
  Spring Attack, Whirlwind Attack
  Skills Acrobatics +15, Knowledge (nature) +12, Perception +18, 
  Sense Motive +18, Stealth +18
  Languages Abyssal, Common
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Broken Ground (Su) The ground in a 30-foot 
  radius around a guecubu ripples and shudders 
  unnaturally. This transforms the area surrounding 
  a guecubu into difficult terrain. A guecubu can move 
  through this area with no penalty. Consecrated ground 
  cannot be affected by this ability, nor can any area warded 
  by a magic circle against chaos or a magic circle against evil.
  Misfortune (Su) A creature struck by a guecubu must make 
  a DC 20 Will save or become permanently cursed with 
  misfortune. The victim of this curse takes a –4 penalty on all 
  attack rolls, saving throws, and skill checks, and any critical 
  threat against the victim automatically confirms. If a guecubu 
  hits a creature already suffering from this curse, the victim 
  must make a DC 20 Will save or be staggered for 1 round. 
  This is a curse effect. The save DC is Charisma-based.
  Often when a particularly evil criminal is executed, 
  suspicious folk fear that the criminal’s remains might 
  rise from death to continue to plague the living. To 
  combat this possibility, many mobs or rural justices take 
  to the practice of burning the bodies, grinding the bones, 
  and scattering the remains in the wild. Yet in the case of 
  particularly evil criminals, even these steps are in vain, 
  for their will is enough to reassemble a body from earth, 
  stone, roots, and plants drawn from the region into which 
  the remains were scattered. Such an undead horror rises 
  as a guecubu, a harbinger of misfortune and vengeance 
  from beyond the grave.
  A newly formed guecubu remembers well how its 
  enemies treated it, and while the undead creature retains 
  none of its previous life’s talents, its undead state grants it 
  many new tools to seek revenge with. Typically, a guecubu 
  does not limit its revenge to those directly involved with its 
  execution—entire villages and towns fall victim to its rage. 
  The guecubu’s tactics tend toward the subtle, and it seeks to 
  spread misfortune and death on a person-by-person basis, 
  slaying its enemies one at a time until they flee, so that all 
  that remains is a ghost town.
  A guecubu is 6 feet tall and weighs 
  100 pounds.
  145
  145
  Illustration by Andrew Hou
  Grootslang–Guecubu
  Grootslang–Guecubu
  
  Hellwasp Swarm
  This hideous, buzzing cloud of insects is comprised of black and 
  yellow wasps with hungry red eyes. 
  HELLWASP SWARM  
  CR 8
  XP 4,800 each
  LE Diminutive vermin (extraplanar, swarm)
  Init +10; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 21, touch 21, flat-footed 14 (+6 Dex, +1 dodge, +4 size)
  hp 90 (12d8+36)
  Fort +10, Ref +10, Will +7
  DR 10/good; Immune swarm traits, weapon damage; Resist fire 10
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (3d6 plus distraction and poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 18), inhabit
  STATISTICS
  Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
  Base Atk +9; CMB +11; CMD 16 (can’t be tripped)
  Feats Ability Focus (poison), Dodge, Improved Initiative, Iron 
  Will, Skill Focus (Perception), Toughness
  Skills Fly +25, Perception +4, Stealth +24
  Languages Infernal
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or infestation (3–6)
  Treasure incidental
  SPECIAL ABILITIES 
  Inhabit (Ex) A hellwasp swarm can enter the body 
  of a helpless or dead creature by crawling into its 
  mouth and other orifices. Inhabiting a body requires 
  1 minute, and the victim must be Small, Medium, or Large. 
  The swarm can abandon the body at any time as a full-round 
  action. Any attack against the host deals half damage to the 
  hellwasp swarm as well, although the swarm’s DR, 
  resistances, and immunities may negate 
  some or all of this damage.
         When a hellwasp swarm inhabits a 
  dead body, it effectively transforms the 
  corpse into a zombie of the appropriate 
  size under the swarm’s control. If a hellwasp 
  swarm inhabits a living victim, it can neutralize the 
  effects of its own poison and control the victim’s movement 
  and actions as if using dominate monster. Hellwasps quickly 
  consume a living victim, dealing 2d4 points of Constitution 
  damage per hour.
  A hellwasp-inhabited creature is easy to spot, since its 
  skin crawls with the forms of the insects inside. A swarm 
  can attempt a Disguise check to conceal its inhabitation of a 
  host, with a –4 penalty if currently inhabiting a Small host.
  A remove disease or heal spell cast on an inhabited victim 
  forces the hellwasp swarm to abandon its host.
  Poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves. 
  Even Hell’s fiendish inhabitants know to stay clear of the 
  maddening buzz of hellwasp swarms. While individual 
  hellwasps are mindless, when swarmed together they gain a 
  hive mind that torments the living and the dead alike. Sages 
  and diabolists argue as to why this happens, but a favored 
  explanation is that all hellwasps contain the dispersed 
  soul of some greater devil, scattered and imprisoned by 
  his rivals for infractions lost to mortal knowledge. 
  Though intelligent, these swarms are often difficult to 
  understand and reason with. A hellwasp swarm can speak 
  in a fashion with its myriad droning wings. The chatter 
  is often little more than repetitive mantras of insults and 
  the voicing of the twisted and base desires of the swarm. 
  A hellwasp swarm has little use for reason, diplomacy, or 
  discourse in other circumstances, for its desires are as 
  savage as its home plane.
  146
  146
  Illustration by Mariusz Gandzel
  
  Herd Animal, Antelope
  This graceful animal has long slender legs and a pair of sharp, 
  sturdy horns arching back from its head.
  ANTELOPE 
  CR 1/2
  XP 200
  N Small animal 
  Init +3; Senses low-light vision; Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 6 (1d8+2)
  Fort +4, Ref +7, Will +1
  OFFENSE
  Speed 60 ft.
  Melee gore +1 (1d4)
  Special Attack powerful charge (gore, 1d4+2)
  STATISTICS
  Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7
  Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
  Feats Lightning Reflexes, RunB
  Skills Perception +5
  ECOLOGY
  Environment temperate or warm plains
  Organization solitary, pair, or herd (3–50)
  Treasure none
  A typical antelope stands a bit less than 3 feet at the 
  shoulder, measures 4 feet in length, and weighs 60 pounds. 
  In some species, both males and females have horns; in 
  others, only males. Females that lack horns have the same 
  statistics but lack an effective attack.
  Antelopes graze in large herds, ever on the watch 
  for predators. Even the hint of a threat can send the 
  whole herd springing away toward safer pastures. 
  Antelopes rarely fight except among 
  themselves during mating season or 
  when cornered by a predator.
  The statistics presented above work 
  well not only for numerous species 
  of antelope, but also for smaller-
  sized, deerlike herbivores found 
  throughout the world.
  Of course, not all antelopes are 
  Small. You can generate statistics for larger 
  antelope species, such as elands or kudus, by 
  advancing 
  the 
  antelope 
  presented above by 
  2 
  Hit 
  Dice 
  and 
  increasing its size 
  category to Medium. 
  All antelopes of this 
  size are CR 1 creatures.
  Herd Animal, Elk
  This majestic beast stands the height of a man at its shoulders, a 
  many-tipped rack of proud antlers crowning its head.
  ELK 
  CR 1
  XP 400
  N Medium animal 
  Init +3; Senses low-light vision; Perception +7
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  Fort +6, Ref +8, Will +2
  OFFENSE
  Speed 50 ft.
  Melee gore +3 (1d6+2), 2 hooves –2 (1d3+1)
  STATISTICS
  Str 14, Dex 17, Con 16, Int 2, Wis 15, Cha 7
  Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
  Feats Lightning Reflexes, RunB
  Skills Perception +7
  ECOLOGY
  Environment cold or temperate plains
  Organization solitary, pair, or herd (3–50)
  Treasure none
  Elk range in great herds throughout the plains, hills, and 
  forests of many wilderness areas. Their size, strength, 
  and antlers allow them to contend with most of their 
  environment’s dangers, though herds generally favor 
  flight to combat. Elk also prove exceptionally adaptable 
  survivors, capable of living through severe 
  weather changes without concern. Most 
  breeds of elk stand between 3 and 5 feet tall 
  and weigh between 350 and 550 pounds, with 
  females far slighter than the males.
  Numerous species of elk exist. Some larger 
  species can stand up to 6 feet tall at the shoulder and can 
  be used as mounts by Medium humanoids; 
  these elk have 3 Hit Dice and are Large. 
  One particularly unusual species of 
  elk, the river elk, is an excellent 
  swimmer—these elk gain a 
  swim speed of 30 feet. All 
  elk of this size are CR 
  2 creatures.
  147
  147
  Illustration by Scott Purdy
  Hellwasp Swarm–Herd Animal
  Hellwasp Swarm–Herd Animal
  
  Hodag
  Spikes cover the body of this vaguely reptilian creature. Its 
  fearsome face features dagger-sharp teeth and glowing red eyes.
  HODAG 
  CR 6
  XP 2,400
  N Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +8, Will +5
  Defensive Abilities ferocity
  OFFENSE
  Speed 30 ft., burrow 15 ft.
  Melee bite +11 (1d8+4), 2 claws +11 (1d6+4), tail slap +11 (1d4+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spiked tail, toss
  STATISTICS
  Str 19, Dex 14, Con 15, Int 7, Wis 12, Cha 10
  Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
  Feats Iron Will, Multiattack, Power Attack, Vital Strike
  Skills Climb +10, Perception +7, Stealth +2, Swim +8
  Languages Common (cannot speak)
  SQ trackless
  ECOLOGY
  Environment temperate forests or marshes
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Spiked Tail (Ex) A hodag’s tail spikes allow 
  the creature’s tail slap to deal both 
  bludgeoning and piercing damage. A 
  hodag’s tail slap is a primary attack. 
  Toss (Ex) A hodag charging 20 feet or more 
  that damages a foe with an attack can throw its 
  foe with a special combat 
  maneuver check. The 
  opponent must 
  be corporeal and 
  at least one size 
  category smaller 
  than the hodag. If 
  the combat maneuver 
  check succeeds, the 
  hodag’s opponent is 
  thrown 10 feet through 
  the air in a direction 
  chosen by the hodag and 
  falls prone. The hodag can only 
  toss its opponent in a straight line. 
  If an obstacle prevents the creature’s movement, both the 
  creature tossed and the object struck take 1d6 points of 
  damage, and the creature falls prone in the space adjacent to 
  the obstacle. A hodag can also toss an opponent 10 feet up 
  into the air. The victim lands in the same square it started in, 
  falls prone, and takes 1d6 points of damage.
  Trackless (Ex) A hodag sweeps its tail behind itself in a way 
  that obscures its tracks. Attempts to track a hodag have 
  their normal DC increased by +10.
  As stout as a bull with a reptile’s scaly, spiked body, hodags 
  are legendary forest predators that hunt along the edges of 
  civilization in thick woods. Green, gray, and black scales 
  cover the beasts, helping them blend in amid underbrush, 
  and sharp spikes stand along their backs and run down 
  their powerful, dangerous tails. Loggers share stories of 
  being followed by hodags and seeing their glowing red 
  eyes in the otherwise oppressive darkness of the deep 
  forest. In the wintertime, when snow and ice blankets the 
  region, hodags grow a foul-smelling coat of greasy, dark 
  brown fur that sprouts in tufts from between their scales.
  Many believe that hodags are not simply strong beasts 
  but rather unique and specific terrors that have lived and 
  hunted certain woodlands for ages. Others living near 
  such wildernesses, however, consider hodags a myth, 
  nothing more than the sort of tall tale that is typical of 
  excitable rural folk. A male hodag measures 10 feet long 
  and weighs 700 pounds.
  148
  148
  Illustrations by Scott Purdy
  
  Hollow Serpent
  This creature looks like an oversized, empty snakeskin, its body 
  covered in barbs and maw filled with jagged teeth.
  HOLLOW SERPENT 
  CR 16
  XP 76,800
  NE Large undead
  Init +9; Senses darkvision 60 ft., lifesense; Perception +17
  Aura desiccation aura (30 ft., DC 16)
  DEFENSE
  AC 31, touch 19, flat-footed 21 (+9 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 230 (20d8+140); fast healing 10
  Fort +14, Ref +17, Will +18
  Defensive Abilities channel resistance +4, freedom of 
  movement; DR 10/magic and silver; Immune undead traits; 
  SR 27
  OFFENSE
  Speed 50 ft., climb 50 ft.
  Melee 2 bites +23 (4d10+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks channel negative energy (8d6, DC 24,  
  9/day), constrict (4d10+10 plus energy drain), 
  energy drain (1 level, DC 26), life-
  draining coils
  Spell-Like Abilities (CL 16th; 
  concentration +22)
  Constant—freedom of movement
  1/day—horrid wilting (DC 24), waves 
  of exhaustion
  STATISTICS
  Str 25, Dex 29, Con —, Int 6, Wis 19, Cha 22
  Base Atk +15; CMB +25 (+29 grapple); CMD 43 
  (can’t be tripped)
  Feats Agile Maneuvers, Channel 
  Smite, Dodge, Great Fortitude, 
  Iron Will, Lightning Reflexes, 
  Lunge, Toughness, Vital Strike, 
  Weapon Finesse
  Skills Climb +28, Escape Artist +19,  
  Perception +17, Stealth +18
  Languages Aklo; telepathy 100 ft.
  SQ swift strike
  ECOLOGY
  Environment any 
  underground
  Organization solitary, pair, or 
  nest (3–8)
  Treasure double
  SPECIAL ABILITIES
  Channel Negative Energy 
  (Su) As a standard action, 
  a hollow serpent can channel negative energy in a 30-foot 
  burst as a 16th-level evil cleric. This ability requires no 
  divine focus. The save DC is Charisma-based.
  Desiccation Aura (Su) A cloud of moisture-draining dust 
  fills the air in a 30-foot radius around a hollow serpent. 
  Living creatures within this area must make a DC 26 
  Fortitude save or take 1d6 points of Strength damage 
  as water is leached from their flesh. Whether or not the 
  save is successful, a creature cannot be affected again by 
  the same hollow serpent’s desiccation aura for 24 hours. 
  Creatures without fleshy bodies are immune to this 
  aura, while creatures with the aquatic or water subtypes 
  take a –4 penalty on the saving throw. The save DC is 
  Constitution-based. 
  Life-Draining Coils (Su) A hollow serpent seethes with 
  negative energy capable of sapping the life force of 
  creatures trapped within its coils. Every time a creature 
  takes constriction damage from a hollow serpent, it 
  gains one negative level. The hollow serpent also gains 5 
  temporary hit points for each negative level it bestows.
  Lifesense (Su) A hollow serpent notices and locates living 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability.
  Swift Strike (Ex) When a hollow serpent takes 
  a full-attack action, it can make two bite 
  attacks instead of just one.
  Crafted from the shed skins of great 
  snakes by serpentfolk necromancers 
  and other foul spellcasters, hollow 
  serpents are plagued by an eternal 
  hunger they can never sate. The 
  act of draining energy from living 
  creatures blunts these supernatural 
  pangs, driving the hollow serpent to 
  constantly seek new prey.
  A hollow serpent is a difficult undead to 
  create—most of them were crafted 
  by a long-forgotten god of 
  the serpentfolk and not 
  by mortal spellcasters 
  at 
  all. 
  The 
  exact 
  methods by which a 
  mortal might create 
  a 
  hollow 
  serpent 
  are obscure, but most 
  scholars have come to the 
  conclusion that the use of 
  powerful artifacts or the aid 
  of a demigod may be required 
  for such a feat.
  A hollow serpent is 15 feet 
  long and weighs 500 pounds. 
  149
  149
  Hodag–Hollow Serpent
  Hodag–Hollow Serpent
  
  Huecuva
  Rotting vestments hang across the withered flesh of this walking 
  corpse, and its mouth hangs open in a silent scream.
  HUECUVA 
  CR 2
  XP 600
  CE Medium undead 
  Init +6; Senses darkvision 60 ft.; Perception +5
  Aura faithlessness (30 ft.) 
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 16 (3d8+3)
  Fort +2, Ref +3, Will +4
  DR 5/magic or silver; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +4 (1d4+1 
  plus disease)
  STATISTICS
  Str 13, Dex 14, Con —, Int 4, 
  Wis 12, Cha 12
  Base Atk +2; CMB +3; CMD 15
  Feats Improved Initiative, Weapon 
  Focus (claw)
  Skills Perception +5, Survival +7
  Language Common
  SQ false humanity
  ECOLOGY
  Environment any
  Organization solitary, pair, or cloister 
  (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Aura of Faithlessness (Su) The 
  huecuva and all undead 
  creatures within 30 feet 
  receive a +2 profane bonus 
  on Will saves made to resist 
  channeled energy and positive 
  energy effects.
  Disease (Ex) Filth fever: Injury; save 
  Fort DC 12; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex 
  damage and 1d3 Str damage; cure 2 
  consecutive saves. The save DC is 
  Charisma-based.
  False Humanity (Su) During the day, 
  a huecuva is cloaked in an illusion 
  that makes it look, sound, and 
  feel like the living creature 
  it once was. This effect 
  functions similarly to 
  disguise self—if a creature interacts directly with a huecuva, 
  it can attempt a DC 12 Will save to see through the illusion. 
  Regardless, the huecuva’s scent never changes—it always 
  exudes a faint stench of grave dust and decay. Creatures 
  with the scent ability receive a +4 bonus on any Will saving 
  throw made to see through this illusion. At night (regardless 
  of whether the huecuva itself knows night has fallen) this 
  illusion fades and reveals the creature for what it truly is. 
  The save DC is Charisma-based.
  Huecuvas are the risen corpses of heretical clerics who 
  blasphemed and renounced their deities before meeting 
  death. In unlife, they hate and seek to destroy those pious 
  souls who keep their vows. Although easily mistaken 
  for zombies or even skeletons, huecuvas have a spark of 
  intelligence that makes them cunning and deceptive foes. 
  During daylight hours, a huecuva becomes shrouded in 
  an illusion that causes it to appear as it did in life—at 
  these times, a huecuva might seek to infiltrate society 
  to dwell among those it hates. When night falls, it 
  emerges to seek out its prey. Fortunately for the 
  living, the typical huecuva has only fragments 
  of  intellect remaining, so it is usually not long 
  before the undead creature makes an error 
  of judgment or simply reveals itself for the 
  monster it is.
  Most huecuvas remember little of their 
  former lives except for the blasphemies that 
  led them to their cursed fates. They often 
  find themselves drawn to the ruins of old 
  temples, where they rage against or seek 
  hopeless absolution from the deities who so 
  afflicted them. Huecuvas sometimes work 
  in concert with other undead creatures that 
  share the same area.
  While most huecuvas arise when a god 
  rejects a heretic priest’s soul, forcing the 
  slain to rise as horrible undead, a huecuva 
  can also be created with create undead. The 
  caster must be at least 11th level, and the 
  body to be transformed must have been 
  an evil cleric in life. The spell can be 
  used to create a huecuva using the 
  body of a nonevil 
  cleric, but doing so 
  requires a DC 20 
  caster level check.
  150
  150
  Illustration by Tyler Walpole
  
  Humbaba
  This towering, horned, lion-faced giant has long, braided hair 
  and is outfitted in various pieces of plate armor. 
  HUMBABA 
  CR 19
  XP 204,800
  CN Colossal monstrous humanoid 
  Init +7; Senses darkvision 120 ft., true seeing; Perception +32
  Aura prismatic aura (30 ft., DC 26) 
  DEFENSE
  AC 34, touch 2, flat-footed 34 (+8 armor, +24 natural, –8 size)
  hp 341 (22d10+220); fast healing 10
  Fort +17, Ref +16, Will +22
  Immune blindness, death effects, fire, sonic; SR 30
  OFFENSE
  Speed 60 ft. (40 ft. in armor)
  Melee longsword +29/+24/+19/+14 (6d6+15/17–20) or 
  2 slams +29 (2d8+15)
  Ranged rock +18 (2d8+22)
  Space 30 ft.; Reach 30 ft.
  Special Attacks breath weapon (60-ft. cone, 20d6 fire, DC 31, 
  usable every 1d4 rounds), rock throwing (180 ft.)
  Spell-Like Abilities (CL 20th; concentration +25)
  Constant—true seeing
  3/day—greater shout (DC 23)
  1/day—destruction (DC 22), earthquake 
  (DC 23), power word stun
  STATISTICS
  Str 41, Dex 16, Con 30, Int 11, 
  Wis 24, Cha 21
  Base Atk +22; CMB +45; CMD 58
  Feats Awesome Blow, Cleave, 
  Critical Focus, Improved 
  Bull Rush, Improved Critical 
  (longsword), Improved  
  Initiative, Intimidating 
  Prowess, Iron Will, 
  Power Attack, Staggering 
  Critical, Vital Strike
  Skills Climb +34, Intimidate +45, 
  Perception +32, Survival +32
  Languages Abyssal, Common, Giant
  ECOLOGY
  Environment any forests
  Organization solitary
  Treasure standard (masterwork half-plate, longsword, 
  other treasure)
  SPECIAL ABILITIES
  Prismatic Aura (Su) As a swift action once per day, a 
  humbaba can activate its prismatic aura. Doing 
  so causes brilliant light to radiate from 
  the humbaba to a radius of 30 feet.  
  Each round at the start of the humbaba’s turn, roll 1d8 and 
  consult the table of prismatic spray effects on page 325 of the 
  Core Rulebook to determine the color and effect of the light 
  (reroll results of 8). If a creature begins its turn in the prismatic 
  aura’s area, it must make the appropriate saving throw (DC 26) 
  against that effect. Once activated, a humbaba’s prismatic aura 
  lasts for 7 rounds. The save DC is Charisma-based. 
  Humbabas are monstrous humanoids of tremendous size 
  and power that prowl the forgotten places of the world. 
  Although a humbaba has the body of a powerful, muscular 
  human, its face is a twisted mockery that seems more leonine 
  than human. They often braid portions of their manes or 
  otherwise decorate them with skulls and weapons, and 
  prefer to wear half-plate armor and fight with longswords.
  The first humbabas were once the favored minions 
  of the demon lord Pazuzu. In those days, humbabas had 
  magnificent birdlike wings. But when the mightiest of 
  the humbabas dared to attack Pazuzu in an ill-conceived 
  attempt to claim the demon lord’s throne, Pazuzu 
  punished the entire humbaba race by stripping 
  them of their wings and casting them into 
  the Material Plane. There they now dwell, 
  forever denied the skies and cursed to live 
  lonely lives, incapable of forming even 
  the barest of friendships or alliances 
  with others of their kind.
  151151
  Illustration by Ryan Portillo
  Huecuva–Humbaba
  Huecuva–Humbaba
  
  Hungry Fog
  Horrid shapes form within this cloying green mist, which pulses 
  sporadically and with seeming voracity.
  HUNGRY FOG 
  CR 6
  XP 2,400
  N Huge ooze
  Init –3; Senses Perception –5
  Aura bewitching brume (10 ft., DC 8)
  DEFENSE
  AC 5, touch 5, flat-footed 5 (–3 Dex, –2 size)
  hp 59 (7d8+28)
  Fort +6, Ref –1, Will –3
  Defensive Abilities gaseous, 
  negative energy affinity; DR 
  10/magic; Immune acid, 
  electricity, ooze traits, 
  sonic; Resist cold 10
  Weaknesses vulnerable  
  to wind
  OFFENSE
  Speed fly 15 ft. 
  (perfect)
  Melee +5 touch (6d6 
  negative energy)
  Space 15 ft.; Reach 
  15 ft.
  Special Attacks 
  enveloping 
  mists (DC 17, 3d6 
  negative energy and 
  staggered)
  STATISTICS
  Str  —, Dex 4, Con 18, Int —, Wis 1, 
  Cha 1
  Base Atk +5; CMB +5; CMD 12 (can’t be tripped)
  ECOLOGY
  Environment any temperate
  Organization solitary, pair, or bank (3–10)
  Treasure none
  SPECIAL ABILITIES
  Bewitching Brume (Su) Any creature within 10 feet of a hungry 
  fog or currently being affected by its enveloping mists must 
  succeed on a DC 8 Will save at the start of that creature’s 
  turn or become shaken for 1 round at the half-glimpsed 
  shapes of phantoms floating within the fog. This is a mind-
  affecting fear effect. The save DC is Charisma-based.
  Enveloping Mists (Ex) A hungry fog can engulf foes (see 
  Universal Monster Rules in the Appendices). A creature 
  engulfed by a hungry fog does not gain the pinned condition 
  and may move normally—such a creature is not in danger 
  of suffocating, but as long as it begins its turn engulfed, it is 
  staggered in addition to the damage the attack causes. The 
  save DC to avoid the enveloping mists is Constitution-based.
  Gaseous (Ex) A hungry fog has a body composed of eerie 
  mist. It can pass through small holes or narrow openings, 
  even mere cracks, but cannot enter water or other liquid. 
  It has no Strength score, and cannot manipulate objects 
  as a result.
  Vulnerable to Wind (Ex) A hungry fog is treated as a Tiny 
  creature for the purposes of determining the effects high 
  wind has upon it (see page 439 of the Core Rulebook).
  This eerie, vaporous ooze slips silently through the air, 
  a roiling cloud of green fog within which dance the 
  indistinct shapes of twisted, spooky ghosts. 
  Despite its haunting appearance, and 
  despite the fact that hungry fogs 
  often dwell in old graveyards or 
  hunt battlefields, a hungry fog is 
  not an undead creature. Rather, 
  it is a form of gaseous ooze 
  infused with negative energy. 
  Thus, while a hungry 
  fog is not an undead 
  creature, undead gain 
  considerable boons 
  by fighting within 
  a hungry fog, 
  for 
  its 
  mists 
  heal them as 
  surely 
  as 
  they 
  drain vitality from 
  the living creatures 
  caught within.
  Within a hungry 
  fog, the ooze’s mists interact 
  strangely with fragments of those 
  it has consumed, creating eerie phantasms of its past 
  victims. Periodically, one of these shapes might flash 
  with light as if momentarily holding a lantern aloft, but 
  as soon as the figure is approached, it fades away into the 
  surrounding mists, often giving the observer a quick and 
  unsettling glimpse of a skull-like countenance. These 
  shapes, like the fog itself, are not truly undead, but the 
  fact that a hungry fog is hurt by positive energy as surely 
  as if it were helps to blur the distinction and spread even 
  more confusion about its actual nature.
  A hungry fog is instinctively drawn to areas where 
  negative energy is strong. These nocturnal creatures 
  are particularly fond of sites that are haunted, such as 
  old houses, abandoned graveyards, or shipwrecks along 
  shorelines—although their vulnerability to high winds 
  means that they are rarely encountered in areas where 
  storms are common.
  152
  152
  Illustration by Ryan Portillo
  
  Iku-Turso
  This grotesque, emerald-scaled creature resembles a crossbreed of 
  an eel, a viperfish, and a clawed humanoid.
  IKU-TURSO 
  CR 8
  XP 4,800
  NE Medium aberration (aquatic)
  Init +7; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
  DEFENSE
  AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural)
  hp 102 (12d8+48)
  Fort +8, Ref +9, Will +11
  Immune disease
  Weaknesses light blindness
  OFFENSE
  Speed 20 ft., swim 60 ft.
  Melee bite +16 (1d8+7 plus disease), 2 claws +16 (1d6+7)
  Special Attacks light lure
  STATISTICS
  Str 24, Dex 16, Con 19, Int 7, Wis 12, Cha 17
  Base Atk +9; CMB +16; CMD 30
  Feats Combat Reflexes, Critical Focus, Dodge, Improved 
  Initiative, Iron Will, Lightning Reflexes
  Skills Perception +12, Stealth +14, Survival +12, Swim +15
  Languages Aklo, Aquan, Undercommon
  SQ amphibious
  ECOLOGY
  Environment cold or temperate water or underground
  Organization solitary, pair, or cell (3–8)
  Treasure standard
  SPECIAL ABILITIES
  Disease (Su) An iku-turso’s bite inflicts 
  a strange, supernatural disease called 
  tursas. This disease causes the victim’s 
  skin to grow painfully scaly, causes 
  strange hallucinations, and eventually 
  transforms the victim into an iku-turso.
  Tursas: Bite—injury; save Fort DC 20; 
  onset 1 minute; frequency 1/day; effect 
  1d3 Wis damage and 1d6 Cha drain; 
  cure 2 consecutive saves. As long as 
  a victim suffers any ability damage 
  from tursas, it gains the ability to 
  breathe water. A creature reduced to 
  0 Charisma by this disease transforms 
  into a fully grown and healthy iku-
  turso—it immediately forgets its 
  previous life and abilities and seeks 
  out the nearest iku-turso community to 
  join it. A wish or miracle can reverse 
  this transformation. The save DC is 
  Constitution-based.
  Light Lure (Su) As a standard action, an iku-turso can call 
  forth a few small points of light, functioning like a dancing 
  lights spell (CL equals the iku-turso’s HD) except as 
  described here. Creatures within 100 feet of one of these 
  lights must make a DC 18 Will save upon sighting them 
  or be compelled to approach them by the safest and most 
  direct path. A creature that successfully saves is immune 
  to the same iku-turso’s light lure for 24 hours. If a subject 
  of this effect has to move through hazardous terrain to 
  reach the lights, that subject receives another saving 
  throw to end the effect before entering the hazardous 
  terrain. This effect ends once the character reaches the 
  light or takes any form of damage. This is a visual mind-
  affecting charm effect. The save DC is Charisma-based.
  Iku-tursos are hideous denizens of the deep sea. There, 
  they venerate sinister gods of plague and contagion and 
  torment victims plucked from ship and shore in special 
  air-filled torture chambers. Disease is sacred to the iku-
  tursos, and those who suffer from sickness are considered 
  blessed—an iku-turso often chooses to leave obviously 
  diseased victims to their fates rather than attempt to 
  capture them. 
  153
  153
  Illustration by Eric Braddock
  Hungry Fog–Iku-Turso
  Hungry Fog–Iku-Turso
  
  Jackalwere
  This armored humanoid has a jackal’s head, bulging muscles, 
  and a gaze that makes the world drift away. 
  JACKALWERE 
  CR 2
  XP 600
  CE Medium magical beast (shapechanger)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 dodge, 
  +1 natural)
  hp 22 (3d10+6)
  Fort +5, Ref +6, Will +2
  DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +6 (1d8+2/×3), bite +0 (1d6+1) or  
  bite +5 (1d6+3)
  Special Attacks sleep gaze, weapon intuition
  STATISTICS
  Str 15, Dex 17, Con 15, Int 12, Wis 12, Cha 12
  Base Atk +3; CMB +5; CMD 19
  Feats Alertness, Dodge
  Skills Acrobatics +7, Bluff +6, Perception +7, Sense Motive +3, 
  Stealth +7, Survival +6; Racial Modifiers +2 Bluff, +2 Survival
  Languages Common
  SQ change shape (human, hybrid, and 
  jackal; polymorph), jackal empathy
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, hunt (1–2 
  jackalweres and 3–8 jackals), or pack (2–5 
  plus 3–12 jackals)
  Treasure standard (leather armor, masterwork battleaxe, 
  other treasure)
  SPECIAL ABILITIES
  Change Shape (Su) A jackalwere has three forms. Its natural 
  form is that of a jackal, but it can also take the form of a 
  human or a human-jackal hybrid. A jackalwere’s human 
  form is fixed—it cannot assume different human forms. 
  A jackalwere can use its sleep gaze in any of its forms. 
  In jackal form, it functions as a dog (Bestiary 87). 
  In its hybrid form, a jackalwere can make 
  a bite attack as a secondary attack, while 
  in human form it lacks its bite attack 
  entirely. A jackalwere can shift into any of 
  its three alternate forms as a move action. 
  Equipment does not meld with the new 
  form between human and hybrid forms 
  but does between those forms and its 
  jackal form. 
  Jackal Empathy (Ex) A jackalwere can communicate and 
  empathize with jackals (use stats for Small dog; see Bestiary 
  87), and can use Bluff as if it were Diplomacy to change a 
  jackal’s attitude, receiving a +4 racial bonus to do so. 
  Sleep Gaze (Su) Sleep for 3 minutes (a standard action rouses 
  the creature, as does damage), 30 feet, Will DC 12 negates. 
  A creature that succeeds at the saving throw cannot be 
  affected by the same jackalwere’s sleep gaze for 24 hours. 
  This is a sleep effect. The save DC is Charisma-based. 
  Weapon Intuition (Ex) A jackalwere is proficient with simple 
  and martial melee weapons.
  Jackalweres are evil, supernatural jackals born with the 
  ability to assume human form. Some folks superstitiously 
  consider jackalweres to be emissaries of evil spirits or 
  wicked desert gods, and it is easy to understand why, as 
  they can take the shape of a human and possess a keen 
  intellect; however, they also have a taste for murder and 
  humanoid flesh.
  In its hybrid form, a 
  jackalwere stands 6 feet tall 
  and weighs 150 pounds.
  154
  154
  Illustration by Kevin Yan
  
  Jellyfish, Death’s Head
  This long-tentacled jellyfish has a wide bell with a vaguely skull-
  shaped pattern on it.
  DEATH’S HEAD JELLYFISH 
  CR 1
  XP 400
  N Small vermin (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +3, Will +0
  Defensive Abilities amorphous; DR 5/piercing or slashing; 
  Immune mind-affecting effects
  OFFENSE
  Speed swim 20 ft.
  Melee 2 tentacles +3 (1d3+1 plus poison)
  Space 5 ft.; Reach 10 ft.
  STATISTICS
  Str 12, Dex 17, Con 16, Int —, Wis 10, Cha 1
  Base Atk +1; CMB +1; CMD 14 (can’t be tripped)
  Skills Swim +9
  SQ compression
  ECOLOGY
  Environment any oceans
  Organization solitary, pack (2–5), or bloom (6–13)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Tentacle—injury; save Fort DC 14; frequency 1/
  round for 6 rounds; effect 1 Con and 1 Cha; 
  cure 2 
  consecutive saves. If a creature fails 
  two consecutive saving throws, 
  its jaw locks, its tongue swells, 
  and its lips pull back, making 
  speech impossible. This 
  condition ends when the 
  Charisma damage is healed.
  Most common in warm 
  or temperate waters, the 
  death’s head jellyfish is 
  an aggressive predator. 
  The creature derives its 
  name from the pattern 
  on its 4-foot-wide bell 
  and from the poison it 
  delivers with its tentacles. 
  Those unfortunate enough 
  to be subjected to this toxin 
  develop rigor of the facial 
  muscles that results in a wide-
  eyed grimace if left untreated.
  Jellyfish, Sapphire
  This tremendous, translucent jellyfish glows with blue internal light, 
  and the water around its bell vibrates with an electrical charge.
  SAPPHIRE JELLYFISH 
  CR 11
  XP 12,800
  N Huge vermin (aquatic)
  Init +4; Senses blindsense 30 ft., darkvision 60 ft.; Perception +1
  DEFENSE
  AC 24, touch 12, flat-footed 20 (+4 Dex, +12 natural, –2 size)
  hp 138 (12d8+84)
  Fort +15, Ref +8, Will +5
  Defensive Abilities amorphous, DR 10/piercing or slashing; 
  Immune electricity, mind-affecting effects
  OFFENSE
  Speed swim 30 ft.
  Melee 4 tentacles +15 (1d8+8 plus poison)
  Space 15 ft.; Reach 20 ft.
  Special Attacks electricity blast
  STATISTICS
  Str 26, Dex 19, Con 24, Int —, Wis 12, Cha 1
  Base Atk +9; CMB +19; CMD 33 (can’t be tripped)
  Skills Swim +16
  SQ compression
  ECOLOGY
  Environment warm or temperate oceans
  Organization solitary, pack (2–3), or bloom (4–7)
  Treasure none
  SPECIAL ABILITIES
  Electricity Blast (Ex) Once every 1d6 rounds as a standard 
  action, a sapphire jellyfish can discharge a 20-foot-radius 
  blast of electricity, dealing 8d6 points of electricity damage 
  (DC 22 Reflex for half). Any creature that takes damage 
  from this electricity must also make a DC 22 Fortitude save 
  to avoid being staggered for 1d4 rounds.  
  Poison (Ex) Tentacle—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d4 Dex and 1d4 Con; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Like other giant jellyfish, a sapphire 
  jellyfish is an active hunter. It 
  stores 
  powerful 
  electrical 
  charges in its domelike 
  bell, which is 16 feet in 
  diameter. Its sensory 
  tentacles can trail for 
  twice that length, 
  but the dangerous 
  toxic tentacles are 
  positioned within 
  about 20 feet of 
  the creature’s bell.
  155
  155
  Illustration by Andrew Olson
  Jackalwere–Jellyfish
  Jackalwere–Jellyfish
  
  Jorogumo
  Eight spindly spider legs, flocked with coarse black hairs, stretch 
  from the back of this otherwise beautiful black-haired woman.
  JOROGUMO 
  CR 12
  XP 19,200
  NE Medium monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 60 ft.; Perception +18
  DEFENSE
  AC 27, touch 15, flat-footed 22 (+4 Dex, +1 dodge, +12 natural)
  hp 161 (14d10+84)
  Fort +10, Ref +13, Will +14
  DR 10/cold iron and magic; Immune poison
  OFFENSE
  Speed 30 ft., climb 50 ft., swim 40 ft.
  Melee bite +20 (1d4+6/19–20 plus poison), 2 claws +20 (1d6+6)
  Special Attacks sneak attack +3d6, web (+18 ranged, DC 23, 14 hp)
  Spell-Like Abilities (CL 12th; concentration +19)
  At will—charm person (DC 18), detect thoughts (DC 19)
  3/day—bestow curse (DC 21), suggestion (DC 19)
  1/day—hold monster (DC 22), summon nature’s ally V (1 ogre 
  spider or 1d3 giant black widow spiders or 1d4+1 giant spiders)
  STATISTICS
  Str 22, Dex 19, Con 22, Int 15, Wis 17, Cha 24
  Base Atk +14; CMB +20; CMD 35
  Feats Dodge, Improved Critical (bite), Improved Iron Will, Iron 
  Will, Mobility, Power Attack, Spring Attack
  Skills Acrobatics +14, Bluff +19, Climb +29 (+37 with spider 
  legs), Diplomacy +18, Perception +18, Perform (string) 
  +10, Sense Motive +15, Stealth +19, Swim +14; 
  Racial Modifiers +8 Climb with spider legs
  Languages Aklo, Common, Sylvan
  SQ change shape (giant spider; vermin shape I*), 
  spider empathy +21, swift shapechanger
  * See Ultimate Magic.
  ECOLOGY
  Environment temperate mountain valleys
  Organization solitary or cult (2–6 plus 2–8 spiders of various sizes)
  Treasure standard
  SPECIAL ABILITIES 
  Poison (Ex) Bite—injury; save Fort DC 23; 
  frequency 1/round for 6 rounds; effect 1d6 
  Wisdom damage; cure 3 saves.
  Spider Empathy (Ex) This ability 
  functions as a druid’s wild empathy, 
  save that it works only on spiders. 
  A jorogumo gains a racial bonus 
  on this check equal to her Hit 
  Dice (normally +14). Spiders 
  are normally mindless, but this empathic 
  communication imparts upon them a 
  modicum of implanted intelligence, 
  allowing the jorogumo to train them and use them as 
  guardians (though it does not grant them skills or feats).
  Spider Legs (Ex) A jorogumo’s spider legs can emerge or 
  retract as a free action. When a jorogumo’s spider legs 
  are present, she gains a +8 circumstance bonus on Climb 
  checks and gains Deflect Arrows as a bonus feat.
  Swift Shapechanger (Ex) A jorogumo can assume spider or 
  human form as a swift action.
  Jorogumos are seductive schemers who secret themselves 
  away in isolated mountain valleys where they lure 
  travelers, especially men, to their dooms. Exclusively 
  female, jorogumos must mate with humanoids to produce 
  fertile eggs. After copulation, a jorogumo paralyzes her 
  partner by poisoning him into a coma. She lays a single egg 
  within the father’s body, then cocoons the corpse and hides 
  the victim. Periodic visits to re-poison the victim ensure 
  his coma lasts for the 2d4 days required for the young 
  jorogumo to hatch and feed. Jorogumos are enthusiastic 
  enemies of tengus and attack them on sight—they never 
  take tengus as “mates.”
  156
  156
  Illustration by Eva Widermann
  
  Jubjub Bird
  This enormous bird has a lizardlike tail and bright purple feathers on 
  its back and wings; the rest of its body is bare and scaly. 
  JUBJUB BIRD 
  CR 15
  XP 51,200
  N Huge magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +24
  DEFENSE
  AC 31, touch 11, flat-footed 28 (+2 Dex, +1 dodge, +20 natural, 
  –2 size)
  hp 230 (20d10+120); fast healing 10
  Fort +18, Ref +14, Will +11; 
  Defensive Abilities adaptive defense; Immune acid; SR 26
  OFFENSE
  Speed 50 ft., fly 20 ft. (poor)
  Melee bite +31 (3d6+19/19–20/×3 plus grab), 2 talons +31 
  (1d8+13)
  Space 15 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks deadly bite, shriek, swallow whole (3d6+19 
  bludgeoning plus 2d6 acid damage, AC 20, 23 hp)
  STATISTICS
  Str 37, Dex 15, Con 22, Int 2, Wis 16, Cha 13
  Base Atk +20; CMB +35 (+39 grapple); CMD 48
  Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved 
  Critical (bite), Iron Will, Mobility, Power Attack, Run, 
  Spring Attack
  Skills Acrobatics +14 (+22 when jumping), 
  Fly +7, Perception +24; Racial Modifiers 
  +12 Acrobatics, +8 Perception
  SQ planar acclimation
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary or pair
  Treasure incidental
  SPECIAL ABILITIES
  Adaptive Defense (Su) When first encountered, 
  a jubjub bird has no energy resistance. When 
  damaged by an attack that causes cold, 
  electricity, fire, or sonic damage, it gains 
  resistance 30 to that energy type until the 
  end of its next turn. If an attack causes more 
  than one type of energy damage, the jubjub 
  bird gains resistance 30 to all the types of energy 
  damage dealt.
  Deadly Bite (Ex) A jubjub bird applies 1-1/2 times its 
  Strength modifier to damage dealt by its bite attack. A 
  successful critical hit decapitates and instantly slays a Large 
  or smaller victim (DC 33 Fortitude negates decapitation; 
  creatures without a head are immune to this effect) and deals 
  triple normal damage regardless of the decapitation result. 
  The save DC is Strength-based.
  Planar Acclimation (Ex) A jubjub bird is always considered to 
  be on its home plane, regardless of what plane it finds itself 
  upon. It never gains the extraplanar subtype.
  Shriek (Ex) Once every 1d6 rounds as a standard action, a jubjub 
  bird can voice a piercing screech. All creatures (other than 
  jubjub birds) within a 60-foot-radius spread must succeed at 
  a DC 26 Fortitude save or be stunned for 1d4 rounds. This is 
  a sonic effect. The save DC is Constitution-based.
  The jubjub bird is a rare and dangerous bird that resembles 
  a giant dodo bird, but with long, muscular legs and wings 
  that provide functional, if awkward, flight. When attacked 
  with magic, a jubjub bird’s plumage shifts randomly in 
  hue and pattern with each spell hurled against it. 
  Like the bandersnatch and other legendary creatures 
  such as the jabberwock, the jubjub bird originally hails 
  from the primal world of the fey. It has the dubious honor 
  of being the least powerful and least intelligent of these 
  creatures, which are known collectively as the “Tane,” 
  yet one should never assume that the jubjub bird is a 
  pushover—its penchant for snapping off heads with its 
  razor-sharp beak can quickly put such ideas to rest.
  Powerful fey sometimes keep jubjub birds as guardians, 
  and there are even reports of giants (particularly powerful 
  tribes of jungle giants) using them as mounts. Such avian 
  allies must be carefully trained, for few giants and fey are 
  able to comfortably exist alongside a creature so prone to 
  uttering such stunning shrieks so often.
  Jubjub birds stand about 20 feet tall and weigh 
  roughly 6,000 pounds.
  157
  157
  Illustration by Dean Spencer
  Jorogumo–Jubjub Bird
  Jorogumo–Jubjub Bird
  
  Kamadan
  This large leopard has six colorful snakes, hissing and ready to 
  strike, sprouting from its shoulders.
  KAMADAN 
  CR 4
  XP 1,200
  NE Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, –1 size)
  hp 42 (5d10+15)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +7 (1d6+3), 2 claws +7 (1d3+3), snakes +2 (1d4+1)
  Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
  Special Attacks breath weapon (30-ft. cone, sleep, Fortitude 
  DC 15 negates, usable every 1d4 rounds), pounce
  STATISTICS
  Str 17, Dex 15, Con 16, Int 5, Wis 12, Cha 9
  Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
  Feats Combat Reflexes, Dodge, Mobility
  Skills Acrobatics +6 (+10 when jumping), Perception +8, 
  Stealth +6; Racial Modifiers +4 Stealth
  Languages Aklo
  ECOLOGY
  Environment temperate or warm plains
  Organization solitary, pair, or pack (3–9)
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) A kamadan can exhale a 
  cone of gas that makes living creatures fall 
  asleep for 5 minutes (Fortitude DC 15 negates). 
  Slapping or wounding awakens a creature put 
  to sleep by this attack, but normal noise does not. 
  This is a sleep effect. The save 
  DC is Constitution-based.
  Snakes (Ex) A kamadan’s 
  snakes attack 
  simultaneously; 
  this is always a 
  secondary attack.
  Kamadans are wicked 
  hunters that enjoy stalking 
  and toying with prey, especially when their 
  quarry is relatively intelligent. When a 
  kamadan attacks, it first uses its soporific 
  breath, then pounces on any targets that remain 
  awake. Kamadans stand about 3 feet at the shoulder, 
  about 9 feet long and weighing up to 500 pounds.
  Although kamadans are certainly magical creatures, 
  they share many psychological and sociological traits 
  with other big cats. Even when hunting alone to avoid 
  competition, a kamadan is often a member of a larger 
  pride. In areas where wildlife or natives are more powerful, 
  kamadan packs are more likely to hunt as a unit.
  Kamadans prefer underground lairs, but settle for rocky 
  outcroppings or dens inside brambles or other thick bushes, 
  and they use their snakes to manipulate the bones and baubles 
  of their prey into decorative arrangements. Occasionally, a 
  kamadan shares its lair with another creature, but only if 
  the other creature is more powerful or plies the kamadan 
  regularly with tributes of food and treasure.
  Though the above statistics represent the most common 
  breed of kamadan, two rarer but more dangerous variants 
  are detailed in brief below.
  Dusk Kamadan (CR +1): A dusk kamadan has midnight 
  black fur and snakes bearing black and red ring patterns 
  on their bodies. A dusk kamadan has the advanced creature 
  template, and its snakes have a poisonous bite: Snakes—
  injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 
  1d2 Con; cure 2 consecutive saves.
  Polar Kamadan (CR +2): A polar kamadan has white 
  fur with black spots like a snow leopard. Its snakes are 
  furred as well. A polar kamadan has the advanced creature 
  template and batlike wings that grant it a fly speed of 
  60 ft. (average). The breath weapon of a polar kamadan 
  is particularly cold—those who succumb to it also suffer 
  1d4 points of Dexterity damage from numbness.
  158
  158
  Illustration by Eric Belisle
  
  Kami
  Kami are ancient, mystical, and otherworldly spirits 
  created eons ago by the gods. Originally intended as 
  guardians of those parts of nature that could not protect 
  themselves, kami have proven remarkably adaptive. As 
  the nature of reality changes, so do the kami.
  There are countless species of kami—in theory, every 
  type of animal, plant, object, and location could be served 
  by its own type of kami. These are collectively called 
  “wards” by kami, who often think of them similar to 
  how a human might think of a young child placed into 
  his or her care. In practice, there are far more wards in 
  creation than there are kami. As such, all kami seek to 
  reproduce and thus expand their influence—the more 
  kami, the more wards what benefit from their protection. 
  Accordingly, kami influence is usually regional in 
  nature—the kami simply aren’t numerous enough yet to 
  protect all of creation.
  Further 
  complicating 
  attempts 
  to 
  catalog 
  and 
  categorize kami is the fact that there seems to be no 
  rhyme or reason as to what sorts of wards get specific 
  types of kami. The jinushigami, for example, are a 
  race of kami that associate with all manner of regions, 
  while the kodama concern themselves narrowly with 
  the protection of specific trees. To the kami, these 
  apparently arbitrary classifications make perfect sense, 
  and their attempts to explain the reasoning to others 
  generally result in confused listeners and frustrated 
  kami. One thing that does remain constant, though, is 
  the relationship between a kami’s size and the import of 
  its ward. A kami associated with a knife, frog, or single 
  pebble in a stream would generally be quite small and 
  unimposing, while a kami associated with a mountain, 
  redwood tree, or elephant would be proportionally larger 
  and more powerful. Of course, even here there seem to 
  be exceptions, and frustrated scholars often wonder only 
  half-jokingly whether the gods themselves vary these 
  rules only to cause scholastic arguments and frustration.
  Kami come into existence either as a spontaneously 
  manifesting spirit or as the reincarnation of a 
  particularly noble soul. Souls of creatures who died to 
  protect an element of nature are particularly prone to 
  returning to life as a kami. In this latter way, many kami 
  arise from the souls of dedicated rangers or druids who 
  perished while defending their homelands, or monks 
  who spent a lifetime meditating on the serenity of nature. 
  Once reincarnated, however, few kami remember any of 
  their former lives, and their forms never resemble their 
  former bodies. The rare kami who do recall their prior 
  lives are the kami most likely to become more than mere 
  guardians—these kami often take class levels and grow 
  quite powerful.
  Kami exist as ever-morphing spirits rather than souls 
  trapped in concrete forms. Most exist to watch over 
  a single tree, stone, or bend of a stream, and can have 
  no more influence on the world than a single insect. A 
  kami spends the majority of its existence merged with its 
  ward—in this shape, it has no ability to interact with the 
  world at all, but it can observe its surroundings with ease. 
  There is no reliable way to determine whether an object, 
  plant, animal, or location is protected by a kami, so those 
  who travel or live in regions where kami are common 
  generally assume that everything has a kami guardian. 
  The kami do little to dissuade this, since the belief that 
  kami are present is often just as potent a protection as 
  having a kami in the first place.
  All kami can assume physical form. Most somewhat 
  resemble their ward, but again, in apparent eagerness to 
  baffle and frustrate scholars, this is not always the case. 
  When a kami assumes physical form, it always initially 
  appears adjacent to its ward, manifesting suddenly as 
  if teleporting. It is considered impolite by kami to pop 
  into view, though—most prefer to manifest bodies while 
  hiding, such as behind a tree, then step out of hiding to 
  reveal themselves to those they wish to speak to.
  Kami are generally a peaceable race, cohabitating 
  with friendly fey and other magical beings that reside 
  in natural environments. Dryads and treants alike find 
  the company of kami to be quite favorable, as these 
  noble spirits are willing to defend their lands to the 
  death. Being more destructive, troublesome fey find 
  themselves unwelcome in lands overseen by kami, who 
  use the power of nature itself to obliterate intruders who 
  make a nuisance of themselves. Kami’s peaceful nature 
  never vanishes more quickly than when they face oni, 
  however, for no other creature is as hated by the kami as 
  these. Kami view oni as defilers of the natural world and 
  monsters whose goals and actions are in direct conflict 
  with those of the nature spirits. When oni are spotted 
  in areas guarded by kami, all kami alert each other to 
  this intrusion, and band together to root out the dark 
  presence. The fact that when a kami falls from grace it 
  runs the risk of becoming an oni has much to do with 
  this hatred—essentially, kami see oni as physical proof 
  of their race’s capacity for failure and shame.
  While kami are rarely evil, they place the protection of 
  their wards above all else. Often, this puts them at odds 
  with other creatures, and as a result, many tend to view 
  kami as troublemakers at best and outright monsters at 
  worst. The kami have little care for how they are viewed 
  by non-kami, of course—what matters to them is the 
  safety of their wards.
  The most powerful kami are known as kami lords. 
  These mysterious and unique creatures are fantastically 
  powerful, often on par with demigods or greater entities. 
  159
  159
  Kamadan–Kami
  Kamadan–Kami
  
  Kami, Jinushigami
  This enormous amalgamation of stone and plant matter takes 
  the shape of an old man leaning on an equally huge staff.
  JINUSHIGAMI 
  CR 20
  XP 307,200
  N Gargantuan outsider (earth, kami, native)
  Init +11; Senses darkvision 60 ft., tremorsense 60 ft., true 
  seeing; Perception +38
  DEFENSE
  AC 34, touch 14, flat-footed 26 (+7 Dex, +1 dodge, +20 natural, –4 size)
  hp 348 (24d10+216); fast healing 20
  Fort +25, Ref +17, Will +23
  DR 15/cold iron and bludgeoning; Immune bleed, mind-
  affecting effects, petrification, polymorph; Resist acid 10, 
  electricity 10, fire 10; SR 31
  OFFENSE
  Speed 50 ft., burrow 40 ft.; earth glide
  Melee +5 quarterstaff +30/+25/+20/+15 (3d6+14), +5 quarterstaff 
  +30 (3d6+9) or 
  2 slams +29 (2d10+9)
  Space 20 ft.; Reach 20 ft.
  Spell-Like Abilities (CL 20th; concentration +30)
  Constant—true seeing, speak with animals, speak with plants, 
  stone tell
  At will—detect thoughts (DC 22), greater teleport (self only, only 
  within the boundaries of its ward), stone shape, wood shape
  3/day—control plants (DC 28), earthquake (DC 28), heal, repel 
  metal or stone, summon nature’s ally IX
  1/day—true resurrection
  STATISTICS
  Str 28, Dex 25, Con 28, Int 23, Wis 24, Cha 31
  Base Atk +24; CMB +37 (+39 bull rush and overrun); CMD 55 
  (57 vs. bull rush and overrun)
  Feats Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Great Fortitude, Improved Bull Rush, Improved Initiative, 
  Improved Overrun, Iron Will, Lightning Reflexes, Power 
  Attack, Two-Weapon Fighting
  Skills Acrobatics +31 (+39 when jumping), Bluff +37, Diplomacy 
  +34, Heal +34, Intimidate +34, Knowledge (geography) +33, 
  Knowledge (nature) +33, Perception +38, Sense Motive +38, 
  Spellcraft +33, Stealth +22, Survival +31
  Languages Common, Terran; speak with animals, speak with 
  plants, stone tell, telepathy 300 ft.
  SQ infused quarterstaff, manipulate terrain, merge with ward, 
  ward (region)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Infused Quarterstaff (Su) Any quarterstaff a jinushigami wields 
  functions as a +5 quarterstaff (unless the quarterstaff already 
  has a greater enhancement bonus). If a jinushigami is within 
  its regional ward, it can create a Gargantuan quarterstaff out 
  of the surrounding terrain as a standard action.
  Manipulate Terrain (Su) A jinushigami can help any number of 
  creatures travel within its territory. Creatures aided in this 
  way receive a +10 bonus on Survival checks and do not suffer 
  reductions to overland movement from terrain or lack of a 
  highway or other roadway, regardless of the presence of roads 
  or the type of terrain they actually travel through. Alternatively, 
  a jinushigami can make terrain more difficult for any number 
  of creatures to travel through, imparting a –10 penalty on all 
  Survival checks and causing overland movement to be reduced 
  to one-tenth its normal speed. A jinushigami can affect as 
  many creatures as it wishes with this ability, selecting whether 
  it aids or impedes travel for each, as long as it can notice 
  the creature and the creature is within its regional ward. A 
  jinushigami may use this ability while merged with its ward.
  Ward (Su) A jinushigami treats an entire region as its ward. 
  This region can be a single forest, swamp, mountain, lake, 
  or any other natural feature, with a maximum radius of 
  5 miles. Most jinushigami have smaller regional wards, 
  since not all regions are large enough to fill this area, but 
  no region with a radius smaller than 1 mile radius can 
  support (or deserves) a jinushigami. As long as it is within 
  its territory (either merged with it or in its physical form), a 
  jinushigami can observe the world from any point within its 
  regional ward as if it were at that point. While merged with 
  its ward, it can observe all points simultaneously in this 
  way. As a standard action, it can convey information about a 
  creature within its ward (effectively imparting a description 
  and exact location) to all kami within its regional ward.
  Guardians of significant natural wonders like mountains, 
  large lakes, forests, and so on, jinushigami (known also as 
  land kami) are the most powerful and revered of all kami, 
  commanding the very forces of nature itself to ensure the 
  safety and security of their wards. These potent spirits 
  garner the most respect among other kami, wielding great 
  influence over both them and the native creatures that dwell 
  within their territories. Jinushigami tend to stay hidden 
  amongst their land, however, knowing that their intimate 
  tie with the environment makes them highly desirable 
  targets among those who would seek to do harm to nature.
  Strangers to lands protected by jinushigami are well-
  advised to take the utmost care to not offend the powerful 
  spirit creatures. When displeased, jinushigami can eradicate 
  trails and warp the contours of their terrain, forcing 
  travelers to endure unreasonable hardship in travel. These 
  goliaths have little patience for those who would defile their 
  efforts, and offenders who fail to listen to a jinushigami’s 
  initial hints quickly discover how devastating the kami’s 
  powers can be as they are forced from the land either by 
  160
  160
  Illustration by Eric Belisle
  
  the lesser kami who serve their superior or by the towering 
  jinushigami itself. Of course, those who respect and honor 
  the jinushigami see the kami’s other side, as the kami eases 
  their travel by lessening undergrowth, shifting rivers, and 
  otherwise providing subtle but incredible aid to travelers.
  Jinushigami are ancient and wise, and while they are 
  no fools, they prefer to give visitors to their domains the 
  benefit of the doubt. Only when an individual makes 
  known his disruptive intentions toward the structure and 
  cohesion of nature does a jinushigami react with violence. 
  Of course, those who align themselves with naturally 
  opposing forces of the kami, such as the oni, do not receive 
  this friendly grace period, and a jinushigami can perceive 
  most treacherous thoughts, sensing a suspicious visitor 
  through its connection with the land, then tracking it 
  down to stealthily observe it more closely.
  A jinushigami is 38 feet tall and weighs over 30,000 
  pounds. When they manifest physical bodies, they appear 
  as lumbering humanoid forms made of earth and stone 
  and plant matter, sometimes with strange humanoid 
  affectations like hats or jewelry.
  ELDER JINUSHIGAMI
  Of all the kami, land kami are the most ancient and 
  powerful, yet even among these immense outsiders there 
  are variations in that power. Newly formed jinushigami 
  have statistics as presented above, but a jinushigami 
  grows more powerful as the legend and fame of the 
  site it guards grows. For example, a jinushigami 
  of part of a mountain range is impressive, but a 
  jinushigami whose region includes the range’s 
  tallest mountain is even more so.
  When a jinushigami becomes this 
  powerful, it is known as an elder 
  jinushigami. An elder jinushigami 
  is generally a Colossal creature, 
  and rarely has fewer than 28 Hit 
  Dice—most are between CR 22 and 
  CR 25, although exact details vary. 
  An elder jinushigami’s ward can cover 
  a much larger area than that of a typical 
  jinushigami, usually with a radius of 1 mile 
  per CR possessed by the elder jinushigami. An 
  elder jinushigami also gains additional spell-
  like abilities to more closely reflect its role in the 
  world. Listed below are several examples.
  Glacier Kami: An elder jinushigami associated with 
  a vast glacier, be it one that carves mountains or runs 
  along a polar coastline, appears as a humanoid made of 
  blocks of ice. These kami have the cold subtype instead 
  of the earth subtype (and thus gain immunity to cold and 
  vulnerability to fire), and can use cone of cold and wall of ice 
  as spell-like abilities three times per day each.
  Great Reef Kami: An elder jinushigami whose domain 
  contains a sizable coral reef of considerable age appears 
  as a humanoid constructed of living coral draped with 
  seaweed. Great reef kami have the water subtype instead 
  of the earth subtype, gain the aquatic subtype (and the 
  amphibious special quality), gain a swim speed of 60 ft., 
  and gain the ability to use tsunami (Advanced Player’s Guide 
  251) once per day as a spell-like ability.
  Mountain Kami: When an elder jinushigami’s ward 
  includes the tallest peak in a range or region, it gains the 
  use of flesh to stone and wall of stone three times per day each.
  Volcano Kami: An elder jinushigami that includes in 
  its ward an active volcano appears as a humanoid made of 
  equal parts molten rock and solid stone. A volcano kami 
  has the fire subtype instead of the earth subtype (and 
  thus gains immunity to fire and vulnerability to cold), 
  can use fireball three times per day as a spell-like ability, 
  and can use wall of lava (Advanced Player’s Guide 255) once 
  per day as a spell-like ability.
  161161
  Kami, Jinushigami
  Kami, Jinushigami
  
  Kami, Kodama
  This little green humanoid figure stands only three feet tall. Its 
  head is faceless save for two hollow pits for eyes.
  KODAMA 
  CR 5
  XP 1,600
  N Small outsider (kami, native)
  Init +1; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+1 Dex, +2 dodge, +4 natural, +1 size)
  hp 51 (6d10+18); fast healing 3
  Fort +10, Ref +6, Will +4
  DR 5/cold iron; Immune bleed, mind-affecting effects, 
  petrification, polymorph; Resist acid 10, electricity 10, fire 10; 
  SR 16
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +9 (1d3+2)
  Special Attacks distracting gaze, sneak attack +2d6
  Spell-Like Abilities (CL 6th; concentration +9)
  At will—speak with plants (trees only), tree shape
  3/day—charm animal (DC 14), entangle (DC 14), tree stride 
  (self plus 50 lbs. of objects only)
  STATISTICS
  Str 14, Dex 13, Con 16, Int 11, Wis 14, Cha 17
  Base Atk +6; CMB +7; CMD 20
  Feats Great Fortitude, Nimble Moves, Power 
  Attack
  Skills Climb +11, Escape Artist +10, 
  Perception +11, Sense Motive +11, Stealth 
  +14, Survival +11
  Languages Common; speak with plants, 
  telepathy 100 ft.
  SQ merge with ward, ward (wild trees)
  ECOLOGY
  Environment any forest
  Organization solitary, pair, group (3–7), or 
  grove (8–16)
  Treasure standard
  SPECIAL ABILITIES
  Distracting Gaze (Su) Staggered for 
  1d4 rounds, 30 feet, Will DC 16 
  negates. This is a mind-affecting 
  effect that requires the kodama to 
  be visible to those it wishes to affect. 
  The save DC is Charisma-based.
  Revered by druids and rangers for their 
  attunement with the wilds, kodama, 
  known also as tree kami, are the 
  guardians of the wild trees of 
  the forest—they do not 
  protect trees cultivated and grown in civilized areas. 
  (Those trees are protected by different kami, if at all.) A 
  kodama takes a single tree under its protection; typically, 
  all of the trees in a forest that are protected by kodama 
  are clustered together in one particular area. 
  A kodama in its physical form resembles a barely 
  humanoid creature with only the vaguest of features 
  on its semispherical head. A tree kami is 3 feet tall and 
  weighs 60 pounds. While one might expect the kami of 
  something as large as a tree to itself be larger, the fact that 
  forests are made up of so many trees tends to diminish the 
  singular “presence” any single tree might have. In cases 
  where a tree is particularly ancient or immense, however, 
  the kodama associated with it is much larger—statistics 
  for such rare kodama can be generated by advancing the 
  kodama given here by several Hit Dice and increasing its 
  size—theoretically, a Colossal kodama with more than 
  20 Hit Dice could exist somewhere in the world. Not all 
  kodama increase in power by gaining racial Hit Dice, 
  though, as some instead progress by gaining class levels, 
  particularly levels of druid, though a rare few kodama 
  kami—those possessed of minds more ordered and 
  structured than is normal for their race—take the path 
  of the monk.
  Kodama are more curious about visitors than most 
  kami, and often manifest their physical bodies 
  simply to watch and observe newcomers to 
  their groves. A kodama usually manifests 
  on the far side of its tree, or in the shadows 
  of the undergrowth, so that it can slowly 
  step out into visibility to quietly observe with 
  its distracting, empty-eyed gaze. This gaze can 
  be particularly unnerving. Those who have 
  fallen under its supernatural effects often 
  have different descriptions of how the gaze 
  made them feel (ashamed, frightened, 
  curious, amused, and nervous being the 
  most common reactions), yet the end 
  result is essentially the same. While 
  under observation by a curious 
  kodama, few are those who can 
  continue their actions without 
  being at least somewhat distracted 
  by the kami’s attention.
  When a kodama must fight (typically 
  in order to defend its tree or other kami), 
  it moves quickly—kodama work best in 
  groups, and when confronted alone 
  generally use tree stride to travel to 
  another part of the forest to raise 
  a small host of allies to aid it in 
  defending its home. 
  162
  162
  Illustration by Jim Nelson
  
  Kami, Shikigami
  This tiny, crudely carved statue of a robed man has glowing runes 
  running across its surface.
  SHIKIGAMI  
  CR 2
  XP 600
  LN Tiny outsider (kami, native)
  Init +1; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
  hp 19 (3d10+3); fast healing 2
  Fort +4, Ref +2, Will +8
  DR 5/cold iron; Immune bleed, mind-affecting effects, 
  petrification, polymorph; Resist acid 10, electricity 10,  
  fire 10
  OFFENSE
  Speed 30 ft.
  Melee improvised weapon +4 (1d4+2/×3)
  Ranged improvised weapon +6 (1d3+2/×3)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 6th; concentration +8)
  At will—invisibility (self only), statue (self only)
  3/day—hide from animals, purify food and drink
  1/week—commune with nature (CL 12th)
  STATISTICS
  Str 8, Dex 13, Con 12, Int 11, Wis 17, Cha 14
  Base Atk +3; CMB +2; CMD 11
  Feats Alertness, Catch Off-GuardB, Iron Will, 
  Throw AnythingB
  Skills Heal +9, Knowledge (nature) +6, 
  Perception +11, Sense Motive +11, 
  Stealth +15, Survival +9
  Languages Common
  SQ improvised weapon mastery, 
  merge with ward, ward (minor 
  works of civilization)
  ECOLOGY
  Environment any
  Organization solitary, pair, or 
  gang (3–8)
  Treasure standard
  SPECIAL ABILITIES
  Improvised Weapon Mastery (Ex) A 
  shikigami gains Catch Off-Guard and 
  Throw Anything as bonus feats, and 
  adds its Charisma modifier instead 
  of its Strength modifier to damage 
  done with any improvised weapon, 
  as attacks it makes with such 
  weapons seem supernaturally 
  lucky in landing damaging 
  blows. Although a shikigami 
  is Tiny, it never provokes attacks of opportunity when 
  it attacks an adjacent foe with a melee weapon. If a 
  shikigami critically hits an opponent with an improvised 
  weapon, it deals ×3 damage.
  Shikigami are the least of the kami, yet they make up for 
  their lowly status with their loyalty and bravery. Unlike 
  most other well-known types of kami, shikigami are 
  more often associated with rural and urban regions than 
  with natural settings. These kami are the protectors of 
  the minor works of civilization—things like milestones, 
  waymarkers, tiny garden statues, and other relatively 
  mundane works of art crafted by humanoid hands.
  No two shikigami look exactly alike, as befits a race 
  of kami that associates with such a wide range of wards. 
  While all shikigami have the ability to merge with their 
  wards, these kami are also fond of spending time in 
  their physical forms, watching over their wards either 
  invisibly or in the form of a tiny statue. In combat, a 
  shikigami fights with whatever objects it finds at hand. 
  Although relatively weak, these improvised weapons 
  have an uncanny knack for hitting harder than 
  they should.
  Shikigami are as friendly and curious as other 
  kami, but they are quick to leave an area they 
  see as being polluted by ideals that disrupt 
  the virtues of nature. When they do, they 
  generally take their wards with them. They 
  do not engage humanoids who desecrate 
  the environment, but their absence 
  leaves a profound mark on the morale 
  of perceptive villagers. Should the 
  shikigami leave, town officials who 
  know the function of the miniature 
  kami are quick to change policies in 
  their community to reflect a more 
  naturalistic 
  approach, 
  hoping 
  to rekindle the relationship 
  between shikigami and people, 
  lest the community fall into the 
  disfavor of more powerful and 
  less passive kami.
  Shikigami typically stand 2 feet tall 
  and weigh 30 pounds, or 50 pounds 
  when taking their statue forms. A 
  spellcaster must have the Improved 
  Familiar feat, an alignment of lawful 
  neutral, and an arcane caster level of 
  7th or higher to gain a shikigami 
  familiar. Whenever a shikigami 
  becomes a familiar, 
  it treats its master 
  as its ward.
  163
  163
  Illustration by Mariusz Gandzel
  Kami, Kodama–Kami, Shikigami
  Kami, Kodama–Kami, Shikigami
  
  Kami, Toshigami
  This strangely beautiful old woman is composed completely of 
  blossoms, bark, and antlerlike branches.
  TOSHIGAMI  
  CR 15
  XP 51,200
  NG Medium outsider (kami, native)
  Init +10; Senses darkvision 60 ft., deathwatch, true seeing; 
  Perception +25
  DEFENSE
  AC 30, touch 20, flat-footed 22 (+6 Dex, +2 dodge, +2 insight, 
  +10 natural) 
  hp 210 (20d10+100); fast healing 10
  Fort +11, Ref +23, Will +16
  DR 10/cold iron and evil; Immune bleed, mind-affecting effects, 
  petrification, polymorph; Resist acid 10, electricity 10, fire 10; 
  SR 26
  OFFENSE
  Speed 60 ft. (30 ft. without haste), fly 60 ft. (good)
  Melee +2 quarterstaff +22/+22/+17/+12/+6 (1d6+4 plus touch of 
  ages), +2 quarterstaff +22/+17/+12 (1d6+3 plus touch of ages) or 
  touch +22 (touch of ages)
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—deathwatch, fly, foresight, haste, speak with 
  plants, true seeing
  At will—cure moderate wounds, tree shape (cherry tree only), 
  tree stride (self plus 50 lbs. of objects only) 
  3/day—greater restoration, slow (DC 20)
  1/day—finger of death (DC 24), time stop, waves of exhaustion
  STATISTICS
  Str 15, Dex 22, Con 20, Int 15, Wis 14, Cha 25
  Base Atk +20; CMB +26; CMD 39
  Feats Agile Maneuvers, Combat Reflexes, Dodge, 
  Greater Two-Weapon Fighting, Improved 
  Initiative, Improved Two-Weapon Fighting, Iron 
  Will, Lightning Reflexes, Two-Weapon Fighting, 
  Weapon Focus (quarterstaff)
  Skills Bluff +30, Diplomacy +30, Fly +20, Heal +25, Knowledge 
  (nature) +25, Perception +25, Sense Motive +25, Stealth +29, 
  Survival +25
  Languages Common; speak with plants, telepathy 100 ft.
  SQ merge with ward, ward (cherry tree)
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard (+2 quarterstaff, other treasure)
  SPECIAL ABILITIES
  Touch of Ages (Su) When a toshigami hits a target with a touch 
  attack or any melee weapon, the target must succeed at a 
  DC 27 Fortitude save to avoid being magically aged. When a 
  toshigami strikes a foe, it must decide whether it wishes to 
  physically increase the target’s age or mentally reduce the 
  target’s age. If it increases the target’s physical age, the target 
  takes 1 point of Strength, Dexterity, and Constitution drain. If 
  it decreases the target’s mental age, the target takes 1 point 
  of Intelligence, Wisdom, and Charisma drain. Combined with 
  the toshigami’s numerous attacks, this can quickly devastate a 
  target, but once a target succeeds at its saving throw against 
  the touch of ages, it can no longer be affected by this ability for 
  1 round. This is a magical aging effect, but does not actually 
  alter the victim’s true age—it merely simulates the creeping 
  effect of age on the flesh or the reversion to an increasingly 
  infantile state of mind. The save DC is Charisma-based.
  Toshigami, known also as blossom kami, are associated 
  with cherry trees—particularly those that grow in inhabited 
  areas. Often, long after a city has fallen to ruin, these kami 
  guardians are all that remain to remember the lost city’s 
  glory. In this way, the toshigami are also associated with the 
  passing of time. 
  Toshigami rarely show themselves except to those 
  in dire need or who are harming their trees. Still, they 
  have a fascination with mortals, and have even been 
  known to form romantic 
  relationships with them on 
  occasion. A toshigami is 5 feet 
  tall and weighs 100 pounds.
  164
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  Illustrations by Eric Belisle
  
  Kami, Zuishin
  Within this elaborate suit of armor can be seen the partial form of 
  a determined warrior.
  ZUISHIN 
  CR 10
  XP 9,600
  LG Medium outsider (kami, native)
  Init +9; Senses darkvision 60 ft., detect evil, see invisibility; 
  Perception +20
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+6 armor, +3 Dex, +4 natural)
  hp 123 (13d10+52); fast healing 5
  Fort +8, Ref +13, Will +14
  DR 10/cold iron; Immune bleed, mind-affecting effects, petrification, 
  polymorph; Resist acid 10, electricity 10, fire 10; SR 21
  OFFENSE
  Speed fly 30 ft. (perfect, 40 ft. without armor)
  Melee +1 holy halberd +18/+13/+8 (1d10+7/×3)
  Ranged +1 holy composite longbow +20/+15/+10 
  (1d8+5/×3)
  Special Attacks healing arrow, holy weapons
  Spell-Like Abilities (CL 13th; concentration +18)
  Constant—detect evil, see invisibility
  At will—cure light wounds, dimension door
  3/day—alarm, breath of life, dispel magic, neutralize 
  poison, remove curse, remove disease, restoration
  1/day—dispel evil (DC 20), heal, true seeing
  STATISTICS
  Str 18, Dex 21, Con 18, Int 11, Wis 18, Cha 21
  Base Atk +13; CMB +17; CMD 34 (can’t be tripped)
  Feats Improved Initiative, Improved Precise Shot, Iron Will, Point-
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
  Skills Fly +10, Heal +20, Intimidate +18, Knowledge (nature) +16, 
  Perception +20, Sense Motive +20, Stealth +18
  Languages Common; telepathy 100 ft.
  SQ merge with ward, ward (gate, doorway, or shrine)
  ECOLOGY
  Environment any
  Organization solitary, pair, or warband (3–8)
  Treasure double (+1 composite longbow [+4 Str], +1 halberd, 
  masterwork breastplate, other treasure)
  SPECIAL ABILITIES
  Healing Arrow (Su) As a swift action, a zuishin can 
  infuse an arrow it fires to carry any of the following 
  effects: breath of life, cure light wounds, heal, 
  neutralize poison, remove curse, remove disease, or 
  restoration. Using one of these effects consumes a 
  use of the same spell-like ability. The zuishin must 
  make a touch attack to deliver the effect to the 
  target—the target takes no damage from the arrow.
  Holy Weapons (Su) Any weapon wielded by a zuishin 
  is treated as if it had the holy special ability.  
  A zuishin creates arrows out of nothing as part of its attacks 
  with any bow it wields.
  While all kami are enemies of oni, none are so fervent as the 
  zuishin. Known also as shrine kami, zuishin take as their 
  wards gates, doorways, religious places, and the spiritual 
  archways known as torii, ensuring that the gates are 
  respected. Zuishin can use many weapons, but tend to favor 
  the bow. A zuishin treats its equipment with utmost care, 
  viewing weapons as extensions of itself. It never discards its 
  bow voluntarily; if the weapon is ever lost or destroyed, a 
  zuishin can craft a new one in a month.
  Zuishin treat other kami with respect, and are always 
  willing to lend a helping hand. Creatures other than kami 
  must earn a zuishin’s trust before receiving its aid, and do 
  so by honoring the gate it guards or providing an offering to 
  the kami, such as a tree branch or other small piece of nature.
  Zuishin manifest as suits of armor with a partly manifest 
  warrior within, and wield glowing weapons. They stand 5 feet 
  tall and weigh 120 pounds.
  165
  165
  Kami, Toshigami–Kami, Zuishin
  Kami, Toshigami–Kami, Zuishin
  
  Kappa
  This humanoid turtle crouches near the water, a suspicious look 
  in its eyes. The top of its bowl-shaped head is filled with water. 
  KAPPA 
  CR 2
  XP 600
  CN Small monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 19 (3d10+3)
  Fort +4, Ref +6, Will +5
  Resist acid 5, cold 5
  Weaknesses head bowl
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee 2 claws +5 (1d3+1 plus grab)
  Special Attacks grab (Medium), rake (2 claws +5, 1d3+1)
  STATISTICS
  Str 12, Dex 17, Con 13, Int 8, Wis 15, Cha 10
  Base Atk +3; CMB +3 (+7 grapple); CMD 16
  Feats Great Fortitude, Nimble Moves
  Skills Escape Artist +10, Heal +5, Sense Motive +5, Swim +9; 
  Racial Modifiers +4 Escape Artist
  Languages Aquan, Common
  SQ amphibious
  ECOLOGY
  Environment any lake or river
  Organization solitary, pair, or bale (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Head Bowl (Su) The basin atop a kappa’s head contains 
  water from its home river or lake. The water is emptied 
  only if the kappa willingly tips its head or a creature 
  pinning the kappa forces it to do so (requiring a grapple 
  check while pinned). If the water is emptied, the kappa 
  becomes immobile and staggered. It can still take 
  actions, but it cannot move from the spot on its own. 
  If the emptied head bowl is refilled with water, the 
  kappa recovers from this condition immediately. This 
  replacement water doesn’t have to be from the kappa’s 
  home, but the kappa refills its head bowl from there at 
  its first opportunity.
  A kappa is a strange amphibian resembling a humanoid 
  turtle. It dwells in fresh water, preferring a stream or river 
  to a lake or pond. It has a small shell on its back, a blunt 
  face, and webbed hands and feet that end in short claws. A 
  typical kappa is green in color, but kappa skin tones can 
  vary toward blue or yellow hues. The creature has a shallow 
  basin in the top of its head, in which the creature 
  carries water from its home at all times.
  Kappas are puckish and like to play tricks on those 
  who pass near or swim in their home. Kappa pranks are 
  usually harmless and annoying, such as peeking under 
  robes, stealing a bathers’ clothing, or pretending to be an 
  aquatic predator. A kappa might also challenge others to 
  grappling matches, hoping potential foes underestimate 
  its wrestling ability. An angry kappa can be dangerous, 
  attempting to drown mounts, animal companions, 
  or even people who enter its home waters. The most 
  degenerate kappas have been known to drown bathers 
  and eat them.
  Those wise to the ways of kappas know the creatures 
  have a few weaknesses. First of all, kappas love cucumbers 
  and horseflesh. If plied with such treats, a kappa is likely 
  to not bother intruders, and might even be convinced to 
  offer aid. Further, despite a kappa’s penchant for pranks, 
  it is unfailingly polite to courteous visitors. A kappa 
  confronted with a verbal rebuke rather than combat 
  quickly and almost shamefully apologizes for its pranks, 
  begging for forgiveness.
  If its head bowl is emptied, a kappa usually remains 
  stationary and pleads for help, continuing to fight only if 
  forced to. An opponent who refills the kappa’s head bowl 
  after spilling it receives the kappa’s deepest gratitude. 
  Only the wisest and smartest of kappa carry flasks of 
  water with them when they are forced to travel far from 
  their home—most kappa don’t think this far ahead.
  166
  166
  Illustration by Dave Allsop
  
  Kech
  This hairless simian’s leathery skin has a camouflage pattern to 
  it that shifts and changes as the creature moves.
  KECH 
  CR 3
  XP 800
  NE Medium monstrous humanoid 
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
  hp 26 (4d10+4)
  Fort +2, Ref +6, Will +5
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +5 (1d6+1), 2 claws +5 (1d4+1)
  Ranged longbow +6 (1d8/×3)
  Special Attacks rend (2 claws 1d4 +1)
  Spell-Like Abilities (CL 4th; concentration +4)
  Constant—pass without trace
  STATISTICS
  Str 13, Dex 15, Con 12, Int 10, Wis 12, Cha 11
  Base Atk +4; CMB +5; CMD 18
  Feats Dodge, Mobility
  Skills Acrobatics +9 (+13 when jumping), Climb +16, Perception 
  +10, Stealth +13 (+19 in forests and jungles); Racial Modifiers 
  +2 Perception, +4 Stealth (+10 in forests and jungles)
  Languages Kech
  ECOLOGY
  Environment warm forests
  Organization solitary, pair, or 
  tribe (3–36 plus 2–6 dire apes)
  Treasure standard (longbow with 
  20 arrows, other treasure)
  Not quite man nor ape, the kech is a 
  hairless primate that dwells in the deepest 
  jungles. There they live in sizable tribes, 
  relying upon their uncanny coloration and 
  skill with bows to hunt prey. The green-and-
  brown camouflage coloration of a kech’s flesh 
  shifts and adapts to all surroundings to aid in 
  stealth, but works particularly well in forests or jungles. 
  This, combined with its uncanny ability to move through 
  any terrain and leave no trace of its passage, makes the 
  kech a masterful ambush hunter. A kech is 6 feet tall and 
  weighs 240 pounds.
  These creatures prefer to dwell in ruined jungle 
  buildings, and when presented with an opportunity to 
  seize a remote town, slaughter the citizens, and move in, 
  the typical kech tribe does not hesitate. Keches are as cruel 
  as they are stealthy, and most jungle villages do not realize 
  that they are under attack by a band of keches until the 
  battle is already decided, with more than half the village 
  dead in their beds, never having had the chance to awake 
  and sound an alarm. Once a village does rouse to mount 
  a resistance, the keches often seek to subdue remaining 
  victims rather than kill them. Those who are slaughtered 
  are inevitably eaten within 24 hours as part of a tremendous 
  victory feast. Prisoners are often kept in cages in close 
  proximity to the feasting, for keches enjoy the sound of 
  wailing as their victims watch their kin being consumed.
  A kech tribe is typically led by a chieftain with 2–4 
  levels of ranger or fighter. Keches value magical support, 
  particularly divine magic, for the jungle has no shortage 
  of methods to wound, poison, or sicken those who dwell 
  within. A kech cleric is as likely to worship an evil deity as 
  it is one of the Four Horsemen or an evil elemental lord, 
  but most kech priests are in fact druids. The combination 
  of restorative magic and power over the natural world is 
  often too seductive a path for a devout kech to ignore. Kech 
  druids typically take apes as animal companions, and even 
  tribes that lack druids generally have a few well-trained 
  guard apes among them.
  Cannibalism is seen as a particularly vile taboo by 
  keches—this prohibition extends to the consumption of 
  ape or monkey flesh, but notably does not extend to the 
  flesh of humanoids.
  167
  167
  Illustration by Ben Wootten
  Kappa–Kech
  Kappa–Kech
  
  Kirin
  With draconic scales covering much of its body, this staglike 
  creature moves with awe-inspiring grace.
  KIRIN 
  CR 7
  XP 3,200
  LG Large magical beast (air)
  Init +6; Senses darkvision 60 ft., detect evil, low-light vision, 
  scent; Perception +17
  DEFENSE
  AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
  hp 85 (9d10+36)
  Fort +10, Ref +12, Will +10
  Resist cold 10, electricity 30, fire 10; SR 18
  OFFENSE
  Speed 60 ft., fly 120 ft. (good)
  Melee gore +14 (1d8+5), 2 hooves +8 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (15-ft. cone, 5d6 fire damage, 
  Reflex DC 18 for half, usable every 1d4 rounds), powerful 
  charge (gore, 2d8+14)
  Spell-Like Abilities (CL 9th; concentration +15)
  Constant—detect evil, water walk
  At will—gaseous form, gust of wind
  1/day—break enchantment, create food and water, major 
  creation, wind walk (self only)
  Spells Known (CL 6th; concentration +12)
  3rd (4/day)—lightning bolt (DC 19)
  2nd (7/day)—lesser restoration, scorching ray
  1st (8/day)—color spray (DC 17), cure light wounds, disguise 
  self, remove fear, sanctuary (DC 17)
  0 (at will)—arcane mark, create water, detect magic, guidance, 
  mage hand, mending, stabilize
  STATISTICS
  Str 20, Dex 23, Con 18, Int 18, Wis 21, Cha 23
  Base Atk +9; CMB +15; CMD 31 (35 vs. trip)
  Feats Combat Casting, Eschew MaterialsB, Flyby 
  Attack, Hover, Iron Will, Weapon Focus (gore)
  Skills Diplomacy +15, Fly +20, Knowledge (history) +13, 
  Perception +17, Perform (sing) +15, Sense Motive +14
  Languages Abyssal, Auran, Celestial, Common, Draconic; 
  telepathy 100 ft.
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Spells A kirin casts spells as a 6th-level sorcerer, and can cast 
  spells from the cleric list as well as those normally available 
  to a sorcerer. Cleric spells are considered arcane spells for 
  a kirin, meaning that the creature does not need a divine 
  focus to cast them.
  The noble kirin roam the sky, their feet rarely touching 
  soil. They have a stag’s graceful body and cloven hooves, 
  a pair of backward-facing horns, and a thick mane and 
  tail ranging from golden to brilliant reds or purples in 
  the hues of the setting sun. Their hide resembles that of a 
  dragon, the scales gleaming ebon or iridescent green.
  Rare in the extreme, kirin seldom meddle openly in 
  worldly affairs, preferring a subtle hand in overturning 
  the schemes of wicked spirits such as hags and oni. The 
  blood of young kirin runs hot, however, and such spirited 
  youths may serve as mounts for cavaliers and paladins of 
  clever wit and untarnished moral quality.
  The wisest and most powerful kirin are known as 
  emperor kirin, having earned this title through the 
  respect of their peers and the strength of their powers. 
  They resemble standard kirin, except their hooves give 
  off sparks as they gallop through the air.
  Emperor kirin have the advanced creature simple 
  template and additional racial Hit Dice. When advancing 
  a kirin’s Hit Dice to create an emperor kirin, make the 
  following additional changes.
  •	 CR: Increase by 1 + the number of additional HD.
  •	 Breath Weapon: Damage increases by 1d6 for every 2 
  additional HD.
  •	 Spellcasting: Increase sorcerer level (for the purpose of 
  spells known and spells per day) by 1 per additional HD.
  •	 Spell-Like Abilities: Increase caster level by +1 per 
  additional HD.
  •	 Spell Resistance: Increase by +1 per additional HD.
  168
  168
  Illustration by Eric Belisle
  
  Kongamato
  A massive draconic creature with a birdlike head dives from the 
  sky, letting loose a piercing scream as it descends.
  KONGAMATO 
  CR 15
  XP 51,200
  N Huge dragon 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +23
  DEFENSE
  AC 29, touch 11, flat-footed 26 (+3 Dex, +18 natural, –2 size)
  hp 261 (18d12+144)
  Fort +19, Ref +16, Will +13
  DR 10/magic; Immune magic paralysis and sleep; Resist acid 10, 
  cold 10, electricity 10, fire 10; SR 26
  OFFENSE
  Speed 40 ft., fly 160 ft. (average)
  Melee bite +28 (2d6+2), 2 claws +28 (1d8+12), tail slap +26 
  (2d6+6), 2 wings +26 (1d8+6)
  Space 15 ft.; Reach 15 ft.
  Special Attacks wailing dive, breath weapon (50-ft. cone, 14d6 
  sonic damage, Reflex DC 20 for half, usable every 1d4 rounds)
  STATISTICS
  Str 34, Dex 17, Con 26, Int 9, Wis 14, Cha 17
  Base Atk +18; CMB +32; CMD 45 (49 vs. trip)
  Feats Flyby Attack, Hover, Improved Initiative, Improved 
  Sunder, Lightning Reflexes, Multiattack, Power Attack, 
  Snatch, Wingover
  Skills Climb +19, Fly +20, Intimidate +16, Perception +23, 
  Sense Motive +15, Stealth +13, Survival +20
  Languages Draconic
  SQ compression, piercing beak
  ECOLOGY
  Environment tropical forests
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Piercing Beak (Ex) A kongamato’s beak 
  is extremely hard and adept at breaking 
  objects. When attempting to damage an item, 
  a kongamato’s beak attack does double 
  damage and is treated as if it 
  were adamantine for the 
  purposes of overcoming the 
  object’s hardness.
  Wailing Dive (Su) When a 
  kongamato makes 
  a charge while 
  flying or uses its 
  Flyby Attack feat, 
  the creature’s 
  body becomes 
  infused with 
  energy, causing its bite to deal an extra +1d6 points of sonic 
  damage on that attack.
  Kongamatos are primeval dragons that hunt the deep 
  jungles of the world. Although not as intelligent or 
  magically adept as their “true” cousins, kongamatos are 
  respected and feared for their resilience and awesome 
  strength. While the kongamato’s body is clearly draconic—
  squat and dense with sharp claws capping each of its four 
  limbs—the creature’s head is distinctly avian, with a long, 
  toothless beak and a pronounced crest. A kongamato’s hide 
  is a rich emerald hue, with an ash-colored underbelly 
  and crimson webbing on its broad wings. Females have 
  smaller head-crests than males, and a rosy hue colors both 
  the undersides of their wings and their underbellies.
  Kongamatos are apex predators that make their lairs in 
  the tops of the oldest and strongest trees, or in caves and 
  ruins. Kongamatos are carnivorous and prey on large herd 
  animals. Although they do not have teeth, their beaks are 
  sharp and strong, allowing them to carve their kills with 
  precision and to punch through wood, rock, and even metal. 
  When possible, kongamatos hunt on the perimeter of their 
  territories, gliding silently and gracefully through even the 
  thickest forest foliage to surprise prey.
  Both males and females grow to a length of almost 30 
  feet, with an equally broad wingspan, and can weigh up to 
  7 tons. Kongamatos live between 500 and 
  600 years.
  169
  169
  Illustration by Scott Purdy
  Kirin–Kongamato
  Kirin–Kongamato
  
  Kyton
  Despicably cruel and equally horrible to gaze upon, kytons 
  are evil fiends who feed on the fear and suffering of mortals 
  through painful supernatural means. Their monstrous 
  appearances vary, but their stoic and amoral dispositions 
  are universal, for no kyton cares anything for the plights 
  typical of the creatures they prey upon. They are beings 
  wholly dedicated to metamorphosis achieved through 
  horrific trials of self-mutilation and the mystical power 
  provided them by their sapping of mortal anguish.
  Despite being often categorized by mortals as shadow-
  dwelling devils, kytons calmly refute such claims, seeing 
  themselves as above the principles of Hell’s denizens. 
  Instead, kytons seek ecstasy through pain in the form of 
  deliberate and violent self-transformation, adhering to 
  the belief that by altering the physical and spiritual matter 
  that makes up their form, they can reach a state of perfect 
  being. Removing aspects of themselves and replacing 
  them with more desirable or powerful pieces one at a time, 
  kytons believe that experiences of heightened emotion and 
  sensation (typically in the forms of terror and pain) lead to 
  greater states of awareness and existence. The dedication 
  with which they practice this belief places them on the level 
  of zealots, their fanatical commitment made all the more 
  disturbing by their eerie composedness and unnaturally 
  cool dispositions.
  The original kytons were born of the first truly selfish 
  and depraved thoughts conceived by mortals. These 
  creatures surprised and horrified the early gods with their 
  power and hideous nature, and so the gods chained them 
  in a remote part of Hell. The kytons embraced their chains 
  and, seeking to fulfill their unnatural hunger for pain, 
  escaped to the Plane of Shadow, which lay much closer to 
  their mortal prey. Now, kytons are born of mortal souls that 
  were spiritually and physically tortured in life, victims of 
  their own masochism, sacrifices to gods of suffering, or 
  those promised to the fiends either by their own will or by 
  sadistic cultists. Obscure rituals force the sacrificed souls 
  to bypass the normal judgments of the afterlife and instead 
  become mired in the Plane of Shadow. Over an excruciating 
  and lengthy span of time, these souls are warped and 
  twisted until they emerge as frail new kytons. A kyton’s 
  first willing act must be to cut away part of its own flesh, 
  proving it is worthy of its kyton nature—the first step in an 
  immortal lifetime of replacing its own substance with the 
  stronger parts of other creatures. By drawing strength from 
  its new grafts, a kyton grows and becomes both stronger 
  and more terrible to behold. Thus, weaker kytons resemble 
  the mortal creatures they once were, whereas older ones are 
  horrifying patchworks of transplanted material that rarely 
  look like their original forms. Many kytons still proudly 
  wear the chains that bound them (either to Hell or to the 
  torture devices that created them), trophies of their power 
  to defy the gods or mortal fate.
  Kytons’ need to replace parts of themselves with those 
  of stronger mortals puts them in perpetual danger of 
  attacking creatures that are too powerful for them to kill. 
  For this reason, kytons are pragmatic and ruthless in their 
  battles, scrutinizing all potential outcomes of a situation 
  before taking action. Seeing strength in numbers, kytons 
  often attack or trap a mortal victim as a team, hauling the 
  unfortunate soul to the Plane of Shadow, converting their 
  prey into a new kyton or dividing its body and soul among 
  them for grafting and nourishment.
  The kytons of the Pathfinder RPG Bestiary are a specific 
  type of kyton (other kytons call them “evangelists”); they 
  have all the traits listed in the kyton subtype (see page 306). 
  The kytons listed here are but a few of the other known 
  types—many more exist on the Plane of Shadow.
  Kyton Demagogues
  The powerful kyton rulers called demagogues possess 
  strength hardly fathomable by mortals. They exist within 
  a power structure similar to that of archdevils. Lesser kytons 
  view these overseers as horrid sovereigns among their kind, 
  and though there are many outlying areas on the Plane of 
  Shadow not controlled by demagogues, kytons who find 
  themselves wandering through a demagogue’s territory 
  know to show respect for these lords of suffering.
  Demagogues are so advanced in their metamorphosis of self-
  mutilation and augmentation that no two look alike. Some are 
  strangely beautiful, some are horrors beyond sane description. 
  A demagogue’s powers are vaster than even many of their kyton 
  brethren dare consider—they construct enormous cities out of 
  the countless bodies of their victims, weaving entire networks 
  of veins and spiritual energy to create breathing, pulsating 
  metropolises. Demagogues seek to control as much of the 
  realm around their organic superstructures as they can, a feat 
  that proves forever challenging in the dark, shifting corners of 
  the Plane of Shadow. Though one rarely finds reason to leave 
  the confines of its home plane, a demagogue’s influence is 
  far-reaching, and kytons who value their lives do as they are 
  commanded, lest they incite the awful and calculating rage of a 
  mighty overlord. The following are some of the most powerful 
  kyton demagogues that reside in the Plane of Shadow, watching 
  over their pulsating kingdoms in massive, gory towers.
  Barravoclair, Lady of the Final Gasp 
  Fharaas, the Seer in Skin
  Inkariax, the White Death
  Morrobahn, the Parasite Seed
  Raetorgash, the Skull-Hoarder
  Sugroz, the Voice in Screams
  Vevelor of the Broken Dream
  170
  170
  Illustration by Ryan Portillo
  
  Kyton, Augur
  A single eye peers from behind the armor plates and keen-edged 
  blades that compose the cage-like exterior of this tiny flying orb.
  AUGUR 
  CR 2
  XP 600
  LE Tiny outsider (evil, extraplanar, kyton, lawful)
  Init +7; Senses darkvision 60 ft., deathwatch; Perception +7
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 19 (3d10+3); regeneration 2 (good weapons and spells, 
  silver weapons)
  Fort +2, Ref +8, Will +4
  DR 5/good or silver; Immune cold
  OFFENSE
  Speed 20 ft., fly 50 ft. (perfect)
  Melee gore +4 (1d4–1 plus bleed)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks bleed (1d2), unnerving gaze (30 ft., DC 9)
  Spell-Like Abilities (CL 6th; concentration +4)
  Constant—deathwatch
  At will—bleed (DC 8), mage hand, open/close
  3/day—inflict light wounds (DC 10)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 8, Dex 17, Con 12, Int 13, Wis 12, Cha 7
  Base Atk +3; CMB +4; CMD 13 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes
  Skills Bluff +4, Escape Artist +9, Fly +11, Intimidate +4, 
  Perception +7, Sense Motive +7, Sleight of Hand +9, 
  Stealth +17
  Languages Common, Infernal (cannot speak)
  ECOLOGY
  Environment any (Plane of Shadow)
  Organization solitary, pair, pack (3–5), or squad (6–8)
  Treasure standard
  SPECIAL ABILITIES
  Unnerving Gaze (Ex) A creature that succumbs to an augur’s 
  unnerving gaze becomes shaken for 1 round.
  Gory sentinels with a lust for flesh and the myriad bodily 
  fluids contained within, augurs number among the 
  most common—as well as most despicable—kytons on 
  the Plane of Shadow. Having given up their humanoid 
  bodies in favor of the more stealthy and wretched guise 
  of a singular large eye armored in bloodied metal 
  plates, augurs act as spies and sycophants for more 
  powerful kytons. Their miniscule size, sturdy exterior, 
  and unnerving gazes make them ideally equipped for 
  dangerous reconnaissance missions to the Material 
  Plane, where the augurs are able to scout out potential 
  raiding locations or spot vulnerable, lone travelers before 
  their more powerful kyton brethren cross the 
  planes to attack.
  While their usefulness in tasks of stealth and guile 
  makes augurs deadly companions, their insatiable lust 
  for blood often proves their ultimate downfall. Augurs, 
  like most kytons, find themselves in a heightened state of 
  arousal when witness to the destruction of flesh, but the 
  extent to which these muscular orbs find pleasure in blood 
  is far more treacherous than their more disciplined peers. 
  Many augurs cannot help but indulge themselves when 
  exposed to gore—rolling within and dipping their blades 
  into freshly spilled pools—an unfortunate trait which has 
  led many careless augurs to their capture or doom.
  An augur’s gruesome appearance is not always self-
  inflicted. They are sometimes constructed by other 
  kytons who seek to impose an everlasting punishment 
  upon a particularly unwilling mortal sacrifice; the 
  defiant individual’s body is cast aside for scraps as its 
  mind and soul are transferred into the monocular shell, 
  producing an augur when the ritual is complete. Augurs 
  are the least pragmatic type of all kytons, and thus the 
  least respected among their peers. The condemnation 
  of an individual’s spirit to the cage-like body of a kyton 
  augur is the precedent for a truly agonizing and lonely 
  existence.
  A lawful evil spellcaster can gain an augur as a familiar 
  at 7th level by taking the Improved Familiar feat. 
  A typical augur kyton is 1 foot in diameter and weighs 
  30 pounds.
  171171
  Kyton–Kyton, Augur
  Kyton–Kyton, Augur
  
  Kyton, Eremite
  This blood-soaked humanoid is festooned with razored shards of 
  metal. Skeletal wings protrude from its bleeding shoulders.
  EREMITE 
  CR 20
  XP 307,200
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +12; Senses darkvision 60 ft., true seeing; Perception +34
  DEFENSE
  AC 38, touch 19, flat-footed 29 (+8 Dex, +1 dodge, +19 natural)
  hp 310 (20d10+200); regeneration 15 (good weapons and 
  spells, silver weapons)
  Fort +22, Ref +16, Will +19
  DR 15/good and silver; Immune cold, fear effects, nonlethal 
  damage, pain; SR 31
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +30 (2d6+10 plus pain), 2 claws +30 (2d6+10/19–20 
  plus grab and pain), 2 wings +25 (1d8+5 plus pain)
  Special Attacks evisceration, unnerving gaze (30 ft., DC 31)
  Spell-Like Abilities (CL 20th; concentration +31)
  Constant—true seeing
  At will—greater teleport (self plus 50 lbs. of objects only), inflict 
  critical wounds (DC 25), shadow walk, telekinesis (DC 26)
  3/day—blade barrier (DC 27), dimensional lock, forcecage (DC 28),  
  greater shadow evocation (DC 29), heal (self only), insanity 
  (DC 28), mass inflict critical wounds (DC 29), plane shift  
  (DC 28), shades (DC 29), symbol of pain (DC 26), wall of force
  1/day—binding (DC 29), trap the soul (DC 29)
  STATISTICS
  Str 30, Dex 27, Con 30, Int 22, Wis 21, Cha 33
  Base Atk +20; CMB +30 (+34 grapple); CMD 49
  Feats Combat Casting, Combat Expertise, Combat Reflexes, 
  Dodge, Improved Critical (claws), Improved Initiative, 
  Iron Will, Lightning Reflexes, Skill Focus (Perception), 
  Spell Penetration
  Skills Bluff +34, Diplomacy +34, Fly +12, Heal +28, Intimidate +34, 
  Knowledge (arcana) +16, Knowledge (dungeoneering) +16, 
  Knowledge (nature) +16, Knowledge (planes) +29, Knowledge 
  (religion) +16, Perception +34, Sense Motive +28, Spellcraft +29, 
  Stealth +31, Use Magic Device +31
  Languages Common, Infernal; telepathy 100 ft.
  SQ graft flesh, shadow traveler
  ECOLOGY
  Environment any (Plane of Shadow)
  Organization solitary, pair, or cell (3–5)
  Treasure double
  SPECIAL ABILITIES
  Immune to Pain (Su) An eremite is immune to nonlethal 
  damage, as well as to all magical effects associated with 
  extreme pain, such as a symbol of pain, another eremite’s pain 
  attack, or similar effects at the GM’s discretion.
  Evisceration (Ex) When an eremite grapples a foe, it can 
  quickly eviscerate or otherwise surgically alter its victim 
  by excising a bit of flesh or a part of an internal organ as 
  a swift action, causing the victim to take 1d8 points of 
  ability drain—the exact ability score drained is chosen by 
  the eremite. The victim can resist this effect with a DC 28 
  Fortitude save. The save DC is Dexterity-based.
  Graft Flesh (Su) Once per day, an eremite may graft any bit 
  of flesh or bone harvested via its evisceration ability within 
  the previous hour to its own body as a full-round action 
  that provokes an attack of opportunity. Doing so grants the 
  eremite the effects of a heal and a greater restoration spell 
  (caster level 20th).
  Pain (Su) Any creature struck by an eremite’s natural attacks 
  must make a DC 30 Fortitude save or become staggered for 
  1 round from the pain. As long as a creature is staggered by 
  this effect, it takes a –4 penalty on all saving throws made 
  to resist the eremite’s spell-like and extraordinary abilities. 
  The save DC is Constitution-based.
  Shadow Traveler (Ex) When an eremite uses plane shift to 
  travel to the Plane of Shadow, it arrives at its intended 
  destination with complete accuracy. When an eremite uses 
  shadow walk, it moves at a rate of 100 miles per hour.
  Unnerving Gaze (Ex) A creature that succumbs to an 
  eremite’s unnerving gaze becomes paralyzed with fear 
  for 1d4 rounds as it finds itself almost longing to submit 
  its flesh to the kyton. At the end of any round it remains 
  paralyzed in this way, the victim must make a DC 31 Will 
  save or take 1d4 points of Wisdom drain from encroaching 
  madness. This is a mind-affecting fear effect.
  Eremites are among the eldest and most mutilated 
  of kytons, having inflicted such massive damage to 
  themselves that they feel little pain and no fear. The 
  typical eremite is completely covered in blood-caked 
  bandages, tattered cords of black leather, and thousands 
  of jagged shards of razor-sharp metal. These fragments 
  are all that holds the creature’s mutilated flesh together, 
  yet they do so with a strength far greater than that 
  granted by mortal flesh and bone.
  Rather than concentrating solely on physical or even 
  spiritual alterations, eremites seek to blur the very lines 
  around being, physicality, and individuality. They desire 
  only the most powerful beings to augment themselves 
  with, traveling across vast swaths of the Material Plane 
  in search of the most promising additions to their bodily 
  collection and harvesting only the finest parts—the 
  ripest spleen, the most alluring veins, the most succulent 
  eyes. When an eremite encounters a creature that 
  possess a so-called “perfect part,” the powerful kyton 
  seeks to capture that creature alive so that it can study 
  how that perfect part functions as part of the creature’s 
  physiology before it finally decides to surgically remove 
  172172
  Illustration by Ryan Portillo
  
  it and attach it to its own body—often in a way not quite 
  in keeping with the part’s original use. A gifted bard’s 
  tongue might, for example, be nailed to a kyton’s palm 
  or sewn into its heart, while the eyes of a beautiful queen 
  might be stitched into the kyton’s torso. To the eremite, 
  these hideous changes and choices somehow enhance 
  the perfection of the harvested part, while to others they 
  merely enhance the horror that the creature represents.
  While eremites do hold an appreciation for inspection 
  of their targets as well as introspection regarding their 
  own powers and identity, their primary occupation is 
  the understanding of pain and suffering, which they 
  pursue by inflicting the most heinous cruelties upon 
  their victims. An eremite seeks to deliver as much agony 
  as possible to its victims after capturing them, allowing 
  them to undergo extreme amounts of trauma before 
  letting them perish. An eremite often rends its own 
  flesh in the same manner as it does its victim’s, so as to 
  experience the pain alongside it.
  While pursuing a chosen victim, an eremite utilizes 
  its supernatural abilities to distract and distress a given 
  target before it captures and drags it back to the Plane of 
  Shadow via plane shift. Bargaining with an eremite is not 
  usually an option, though if a particularly powerful victim 
  can offer an eremite advice or aid, or otherwise assist 
  in harvesting an even more interesting catch, 
  an eremite can sometimes be convinced 
  to let the helpful victim escape. It’s 
  worth remembering, though, that 
  kytons as a whole have little patience 
  for the petty pursuits of honor and 
  pride, seeing such feelings as traits 
  that ultimately spell the end for 
  baser creatures. The only thing 
  that matters to an eremite is the 
  testing of its boundaries as well 
  as the boundaries of existence 
  itself. Just because an eremite 
  might be convinced to let 
  someone go in trade for an 
  opportunity for a greater 
  catch doesn’t mean that once 
  that other target is secured the eremite will 
  cease its attempts to capture and harvest its original 
  target. One who manages to distract and subsequently 
  escape an eremite is well-advised to spend the rest of his 
  life on the run.
  A typical eremite stands approximately 7 feet tall and 
  weighs about 200 pounds. While their general form is 
  something of a humanoid shape, exact appearances can 
  vary wildly between eremites as they harvest and graft 
  particularly unusual pieces of flesh to their bodies from 
  increasingly exotic victims.
  EREMITE OVERLORDS
  Eremites who surpass the limits of individuality and achieve 
  dominion over a certain realm of the Plane of Shadow are 
  referred to as eremite overlords. An overlord has focused 
  on a specific type of mutilation, and has taken that heinous 
  surgical procedure to the outer limits of pain and pleasure. 
  Those who worship and venerate the overlords often seek 
  to emulate their patron’s chosen mutilation, often fatally 
  so. Overlords keep in correspondence with one another and 
  sometimes collaborate in a Covenant of Overlords, and while 
  they do not view each other as enemies, they are by no means 
  allies, and often vie for the favor of the demagogues.
  Each overlord is a unique Large (or larger) eremite with 
  several additional Hit Dice. In addition, each has a unique 
  power linked to its chosen form of self-mutilation, as well 
  as 4–6 additional spell-like abilities along that mutilation’s 
  theme. For example, an overlord that has perfected the act 
  of skinning itself and wrapping its flesh in thorny black 
  vines might have an ability to send those thorny vines out at 
  great length to grapple and constrict distant foes, and 
  might gain black tentacles, entangle, wall of thorns, 
  and 1–3 similar spell-like abilities.
  173
  173
  Kyton, Eremite
  Kyton, Eremite
  
  Kyton, Interlocutor
  At the core of this multi-limbed monstrosity of claws and blades 
  struggles a glistening mass of veins, organs, and twisted flesh.
  INTERLOCUTOR 
  CR 12
  XP 19,200
  LE Large outsider (evil, extraplanar, kyton, lawful)
  Init +7; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 26, touch 13, flat-footed 22 (+3 Dex, +1 dodge, +13 natural, 
  –1 size)
  hp 147 (14d10+70); regeneration 5 (good weapons and spells, 
  silver weapons)
  Fort +14, Ref +9, Will +17
  DR 10/silver or good; Immune cold; SR 23
  OFFENSE
  Speed 40 ft.
  Melee 4 claws +20 (1d8+7/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), poison, rend (2 claws, 1d8+7), 
  surgical strikes, unnerving gaze (30 ft.; DC 22)
  Spell-Like Abilities (CL 14th; concentration +19)
  At will—bleed (DC 15), plane shift (from the Material Plane to 
  the Plane of Shadow Plane, self only), stabilize
  3/day—cure serious wounds, restoration
  1/day—breath of life
  STATISTICS
  Str 24, Dex 17, Con 21, Int 15, Wis 22, Cha 20
  Base Atk +14; CMB +22; CMD 36 (38 vs. trip)
  Feats Cleave, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack
  Skills Heal +23, Intimidate +22, 
  Knowledge (arcana, local, 
  religion) +9, Knowledge 
  (dungeoneering, nature, 
  planes) +12, Perception +23, 
  Sense Motive +23, Stealth +16
  Languages Common, Infernal
  ECOLOGY
  Environment any (Plane of Shadow)
  Organization solitary, pair, or gang (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Surgical Strikes (Ex) An interlocutor’s claws 
  threaten a critical hit on a roll of 19–20. On 
  a successful critical hit, that claw deals 2d6 
  bleed damage rather than 1d6.
  Unnerving Gaze (Ex) A creature that succumbs 
  to an eremite’s unnerving gaze becomes staggered for 1 
  round as it becomes convinced that it recognizes some of its 
  own body parts entangled in the interlocutor’s body.
  Interlocutors are the self-proclaimed surgeon-sculptors 
  among kytons, viewing their practice as more art than 
  medical process. Each victim is a new chance to study 
  the art of pain and sensation through horror-stricken 
  eyes. Their ability to heal the damage they inflict, even 
  to the extent of restoring life to a subject that has only 
  just expired, is perhaps more feared than their eagerness 
  to cut flesh. To an interlocutor’s victim, death is a mercy 
  that is rarely offered.
  Nowhere is the interlocutor’s mastery of flesh more 
  apparent than in their bodies, for their apotheosis from 
  mortal into kyton involves the shedding of useless parts 
  down to a tangle of nerves, veins, and various organs. 
  These are then incorporated into bodies made of semi-
  living metal fashioned from raw shadowstuff harvested 
  in strange reaches of the Plane of Shadow, giving the kyton 
  a terrifying body. Periodically, an arm or other “leftover” 
  limb is retained by the kyton, but only in the same way 
  someone might retain ownership of a treasured piece of 
  jewelry as a keepsake or memento. Some interlocutors 
  retain nothing of their old bodies of flesh save the brain, 
  nerves, and portions of their circulatory system.
  Interlocutors are 9 feet tall and weigh 800 pounds.
  174
  174
  Illustration by Ryan Portillo
  
  Lammasu
  This majestic creature has the body of a lion, the wings of an 
  eagle, and the face of a wise human man.
  LAMMASU 
  CR 8
  XP 4,800
  LG Large magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision; 
  Perception +15
  Aura magic circle against evil (20 ft.)
  DEFENSE
  AC 21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
  hp 94 (9d10+45)
  Fort +11, Ref +9, Will +8
  OFFENSE
  Speed 30 ft., fly 60 ft. (average)
  Melee 2 claws +14 (1d8+6), 2 wings +9 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks 
  pounce, rake 
  (2 claws +14; 
  1d8+6)
  Spell-Like 
  Abilities (CL 9th; 
  concentration +11)
  3/day—greater 
  invisibility
  1/day—dimension door
  Spells Known (CL 7th; 
  concentration +9)
  3rd (4/day)—cure serious wounds, 
  searing light
  2nd (7/day)—cure moderate wounds, lesser 
  restoration, resist energy
  1st (7/day)—bless, command (DC 13), cure light 
  wounds, detect evil, divine favor
  0 (at will)—detect magic, detect poison, guidance, 
  mending, purify food and drink, resistance, stabilize
  STATISTICS
  Str 23, Dex 12, Con 21, Int 16, Wis 17, Cha 14
  Base Atk +9; CMB +16; CMD 27 (31 vs. trip)
  Feats Blind-Fight, Eschew MaterialsB, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack
  Skills Diplomacy +11, Fly +11, Knowledge (arcana) +12, 
  Perception +15, Sense Motive +12
  Languages Celestial, Common
  ECOLOGY
  Environment temperate deserts
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Spells A lammasu casts spells as a 7th-level oracle 
  (Advanced Player’s Guide 44), but does not gain any other 
  class abilities possessed by an oracle. It ignores all divine 
  focus material components for spells it casts. 
  Lammasus are protectors of the weak and ever-vigilant 
  champions against evil. These noble creatures dwell in 
  crumbling desert ruins or other remote areas, where they 
  tirelessly fight against the forces of darkness, hoping to 
  defend those they consider lesser races from the evils that 
  often lurk in such places.
  Although most of these winged sentinels prove wise 
  and knowledgeable about those who would seek to do 
  evil in their lands, many races find lammasus arrogant, 
  dismissive, and patronizing, taking umbrage at their 
  superior attitudes and affectations. Such reactions confuse 
  and sometimes insult these highly honorable creatures, 
  who seek only to do good and aid those weaker than 
  themselves. Lammasus who witness members of other 
  races actively combating evil typically prove more sensitive 
  and address such allies as equals. Should good-aligned 
  creatures prove their skill and overcome any differences of 
  attitude they might have with one of these majestic beings, 
  they find a true and noble ally and an invaluable resource 
  for those hoping to defeat evil.
  Lammasus are quite parental toward those who join 
  their cause, bringing a lifetime of experience to any 
  struggle. This often makes them stern, but those who 
  know lammasus find them to be extremely caring about 
  those they protect. A lammasu eagerly lays down its own 
  life to protect those in peril if such a sacrifice might win 
  the day. Most lammasus are 8 feet in length and 
  weigh approximately 900 pounds.
  175
  175
  Illustration by Svetlin Velinov
  Kyton, Interlocutor–Lammasu
  Kyton, Interlocutor–Lammasu
  
  Leshy
  Originally grown as servants for more powerful fey and 
  intelligent plant life such as elder treants, leshys are 
  sentient plants who look after their unintelligent brethren 
  and serve as nature’s verdant watchers. Several breeds of 
  leshy exist, each being kindred to a broad group of plants 
  or fungi. Among the best known are superstitious gourd 
  leshys, wise seaweed leshys, strange fungus leshys, and 
  wary leaf leshys, though others are rumored to exist, such 
  as the surly cactus leshy, the sinister flytrap leshy, the 
  garrulous snapdragon leshy, and the enigmatic lotus leshy. 
  Leshys begin their existence as sentient though bodiless 
  spirits of nature of the sort contacted by spells such as 
  commune with nature. These spirits normally have no way 
  to directly manipulate the physical world, but a skilled 
  spellcaster (typically a druid) can grow a special plant body 
  for one of these spirits, giving the spirit a home to animate.
  Once accepted into a body, a leshy’s spirit remains 
  within unless the body is destroyed. Leshys do not fear 
  death as many other creatures do, knowing that should 
  they fall, their spirits merely return to the natural world 
  and can be called to inhabit a new leshy body at some 
  point in the future. As a leshy’s body dies, the magic 
  animating it unravels in a burst of life energy that infuses 
  its surrounding and quickens the growth of any plants in 
  the vicinity. Some leshys even voluntarily discorporate 
  to save the lives of ailing plants, knowing that their 
  sacrifice may mean the continuation of countless 
  otherwise helpless flora. Regardless of how a leshy dies, 
  leaving the body traumatizes the spirit, and the leshy 
  retains only faint memories of past corporeal existences. 
  Leshy spirits need not return to the same form if bound 
  again to a body. During the course of its existence a single 
  spirit can inhabit any number of different types of leshys. 
  A leshy without a body has no power to affect or contact 
  the material world.
  The rites and special materials required to create a 
  leshy’s physical form vary between individual leshys. Once 
  the creator assembles the necessary materials, a leshy must 
  typically be grown in an area of natural power, such as a 
  treant’s grove, a druidic circle, or a site of pristine natural 
  wonder. A newly born leshy is a free-willed, neutral being, 
  under no obligation to serve its creator.
  As a group, leshys share certain common attributes. 
  They resemble plants but with vaguely humanoid 
  appearances, and are always Small. While leshys of the 
  same species share the same general shape, leshys have 
  all the diversity of the plant world in appearance. For 
  example, one fungus leshy may have a classic red, white-
  dotted mushroom cap, while another might have the 
  spongier and darker contours of a morel, while a third 
  might have the coloration of a pale gray cave mushroom. 
  GROWING A LESHY
  The process of growing a leshy has some similarities 
  to making a construct, but doesn’t require the Craft 
  Construct feat. Typically, the creator of a leshy must 
  be a powerful druid, but anyone capable of making the 
  required Knowledge checks and casting the required 
  spells may attempt the process.
  Growing a leshy body takes 2 weeks per Hit Die, during 
  which the nascent form must be well fertilized, watered 
  as needed, and kept safe from harm. During this period 
  of growth, certain rare nutrients and fertilizer must be 
  used to prime the leshy’s transformation from a normal 
  plant into a sentient one—the cost of these components 
  varies according to the leshy, but is never less than 1,000 
  gp. The cultivator must make a successful Knowledge 
  check at this time (usually a Knowledge [nature] check) 
  in order for the plant body to be properly formed—the 
  exact check as well as the required DC varies according to 
  the leshy. If the check fails, the plant withers and dies and 
  the cultivator must begin anew.
  If, on the other hand, the skill check is successful, 
  the cultivator must then step in and perform a 24-hour 
  ritual within a day of the leshy’s cultivation. During this 
  ritual, the cultivator must cast a number of spells (see 
  each individual leshy for a list). At the ritual’s climax, 
  there’s a flat 50% chance that the attempt to create a leshy 
  succeeds—if this final check fails, no appropriate spirit 
  is close enough to answer the call. The plant body rots 
  and the creator must begin anew with fresh materials if 
  he wishes to try again. At the GM’s discretion, this final 
  chance for success might increase to 75% or even 100% for 
  particularly magical areas where leshy spirits are much 
  more common than normal. Discovering such a rare and 
  magical site should be the focus of its own adventure.
  If the ritual is successful, the leshy awakens fully 
  formed and able to serve as a minion. A freshly created 
  leshy is under no particular compulsion to obey its creator, 
  but most regard their makers as friends and allies.
  Plant creatures are particularly adept at growing 
  leshys. Such creators gain a +5 racial bonus on their 
  Knowledge checks, halve the time required to grow the 
  leshy, and reduce the cost to create the creature by 25%. 
  A plant creature is always successful in luring a spirit 
  into the body, and need not make the final percentile 
  roll for success.
  Leshys with more Hit Dice than normal can be created. 
  Each additional Hit Die adds 2,250 gp to the cost of creating 
  the leshy (and thus 4,500 gp to the overall price), increases 
  the DC of the Knowledge check by +2, and requires an 
  additional 2 weeks of growth. Attempts to create leshys 
  larger than Small always fail—the strange spiritual 
  energies that animate these creatures are only capable of 
  doing so to a body no larger than that of a human child.
  176
  176
  Illustration by Scott Purdy
  
  Leshy, Fungus
  Mismatched eyes dot this plant creature’s thick mushroom cap, 
  while below works an overlarge maw set with pale fungal teeth.
  FUNGUS LESHY 
  CR 2
  XP 600
  N Small plant (leshy, shapechanger)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +2, Will +2
  Immune electricity, sonic, plant traits
  OFFENSE
  Speed 20 ft.
  Melee bite +2 (1d6), 2 claws +2 (1d3)
  Ranged puffball +4 (1 plus spores)
  Special Attacks spores
  Spell-Like Abilities (CL 4th; concentration +6)
  Constant—pass without trace
  STATISTICS
  Str 10, Dex 15, Con 16, Int 7, Wis 14, Cha 15
  Base Atk +1; CMB +0; CMD 12
  Feats Blind-Fight
  Skills Stealth +10 (+14 in swamps and underground), Survival 
  +3 (+7 in swamps and underground); Racial Modifiers +4 
  Stealth and Survival in swamps and underground
  Languages Druidic, Sylvan; plantspeech (fungi)
  SQ change shape (Small fungus; tree shape), verdant burst
  ECOLOGY
  Environment any swamp or underground
  Organization solitary or cluster (2–16)
  Treasure standard
  SPECIAL ABILITIES
  Puffball (Ex) A fungus leshy can spit a puffball as a standard 
  action. If it hits, this attack deals 1 point of damage (this 
  damage is not modified by Strength) and affects the target 
  struck (but not adjacent targets) with the fungus leshy’s 
  spores. The puffball has a range increment of 20 feet.
  Spores (Ex) A fungus leshy is riddled with molds and spores. 
  Anytime a fungus leshy takes damage, a cloud of spores 
  bursts from its body, forcing all adjacent creatures to make 
  a DC 14 Fortitude save or have their vision reduced to 10 
  feet for 1 minute. Spending a full-round action to wash 
  one’s eyes with water ends this effect. The save DC is 
  Constitution-based.
  Keepers of cavernous mushroom forests 
  and rotting compost pits deep within 
  the swamp, fungus leshys preside over 
  subterranean growth and the rot that 
  fertilizes new life. Among the most 
  alien and monstrous-looking of all leshys, these tiny rot 
  farmers’ frightening appearance has more to do with the 
  asymmetrical eeriness intrinsic to molds and fungi than 
  an outward expression of evil. Like all their kin, fungus 
  leshys vary widely in form, often adopting the colors and 
  shapes of the mushrooms and other large fungi common 
  to the areas they tend.
  Fungus leshys are spawned from realms of underground 
  wonder or the rotting places of the natural world. They 
  perform an important service in the lands they keep, 
  encouraging the growth of fungi, transporting rotting 
  material to fertilize other plants, and making the most use 
  of growth that has died off. Fungus leshys are most active 
  at night and spend the day in the forms of plump fungi 
  amid their ripest compost heaps or fungal glens.
  Fungus leshys are 2 feet tall and weigh 25 pounds, their 
  spongy interiors full of hollows and fluffy spores.
  GROWING A FUNGUS LESHY
  A fungus leshy is usually grown amid the compost of a 
  treant’s groves, in dens of mold deep underground, or in 
  eerie hillocks at the heart of dense swamplands. 
  FUNGUS LESHY
  CL 8th; Price 2,500 gp
  RITUAL
  Requirements Knowledge (nature) 5 ranks, obscuring mist, 
  plant growth, summon nature’s ally II; Skill 
  Knowledge (dungeoneering or nature) DC 
  14; Cost 1,250 gp
  177
  177
  Leshy–Leshy, Fungus
  Leshy–Leshy, Fungus
  
  Leshy, Gourd
  This little plant man walks on legs like tangled vines and has a 
  pumpkin carved with eyes and a mouth for a head.
  GOURD LESHY 
  CR 1
  XP 400
  N Small plant (leshy, shapechanger)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 9 (1d8+5)
  Fort +4, Ref +2, Will +0
  Immune electricity, sonic, plant traits
  OFFENSE
  Speed 20 ft.
  Melee slam –1 (1d3–2 plus ensnare)
  Ranged seed +3 (1 plus ensnare)
  Special Attacks sneak attack +1d6
  Spell-Like Abilities (CL 2nd; concentration +4)
  Constant—pass without trace
  STATISTICS
  Str 6, Dex 15, Con 14, Int 6, Wis 11, Cha 15
  Base Atk +0; CMB –3; CMD 9
  Feats Toughness
  Skills Perception +4, Stealth +6 (+10 in plains and 
  undergrowth), Survival +0 (+4 in plains and 
  undergrowth); Racial Modifiers +4 Stealth  
  and Survival in plains and undergrowth
  Languages Druidic, Sylvan; plantspeech 
  (gourds)
  SQ change shape (Small gourd; tree 
  shape), keepsake, verdant burst
  ECOLOGY
  Environment any hills or plains
  Organization solitary or patch (2–16)
  Treasure standard
  SPECIAL ABILITIES
  Ensnare (Ex) The seeds and 
  slam attack of a gourd leshy 
  entangle the target in vines 
  for 2d4 rounds unless the 
  target makes a DC 12 Reflex 
  save. The target can 
  attempt to burst these 
  entangling vines before 
  the duration expires 
  with a DC 12 Strength 
  check as a full-round action. The save 
  and burst DCs are Constitution-based.
  Keepsake (Su) Gourd leshys can pop off the 
  top of their heads and store a single Fine-
  sized object such as a dagger or potion inside.  
  While within the leshy’s head, the item is warded by 
  nondetection. In addition, after 24 hours, the item within is 
  cleaned and polished, and, if damaged, repaired as if by a 
  mending spell. Both spell effects have a caster level equal to 
  twice the leshy’s Hit Dice (CL 2nd for most gourd leshys).
  Seed (Ex) A gourd leshy can hurl its seeds as a ranged attack. 
  If it hits, this attack deals 1 point of damage (this damage 
  is not modified by Strength) and affects the target with 
  the gourd leshy’s ensnare ability. This attack has a 10-foot 
  range increment. 
  With tangles of leafy vines for limbs and a carved gourd for 
  a head, gourd leshys present a rather comical appearance. 
  Intimately connected with the harvest season, gourd 
  leshys see to the health and sustainable harvest of crops, 
  especially vegetables and grains.
  Superstition and love of rituals run deep in gourd 
  leshys. They do their best to exactly reproduce what 
  worked before with every trivial activity, and change 
  seemingly random details when attempting tasks they 
  previously failed. Gourd leshys collect random odds and 
  ends as good luck charms, ranging from polished stones 
  to bird feathers to tarnished coins. Credulous to a fault, 
  gourd leshys believe nearly anything they hear from those 
  they trust. However, their admittedly hollow heads still 
  hold memories, and a gourd leshy betrayed rarely forgets.
  As gourd leshys aren’t particularly strong, they often 
  fight dirty. One favorite trick is to wait for an 
  enemy to come within striking distance 
  while in gourd form so that they can 
  assume their true form and make a 
  sneak attack in the same round. 
  GROWING A GOURD 
  LESHY
  Gourd leshys grow best in small 
  vegetable patches or in sunny 
  meadows. Carving eyes and a mouth 
  into a growing gourd leshy’s “face” 
  is an important part of the 
  growth ritual, for neglecting 
  to do this robs the gourd leshy 
  of its ability to see or speak. The 
  exact nature and appearance of a 
  gourd leshy’s features can vary 
  wildly between individuals. 
  GOURD LESHY
  CL 6th; Price 1,500 gp
  RITUAL
  Requirements Knowledge (nature) 5 ranks, 
  entangle, plant growth, summon nature’s ally I; 
  Skill Knowledge (nature) DC 13; Cost 750 gp
  178
  178
  Illustrations by Andrew Hou
  
  Leshy, Leaf
  This little plant person is clad in a winglike leaf cloak and 
  pinecone armor, wielding a twig as a makeshift spear.
  LEAF LESHY 
  CR 1/2
  XP 200
  N Small plant (leshy, shapechanger)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +1, Will +1
  Immune electricity, sonic, plant traits
  OFFENSE
  Speed 20 ft., climb 10 ft., fly 10 ft. (clumsy); glide
  Melee shortspear +2 (1d4–2/19–20)
  Ranged seedpods +2 touch (1 plus deafen)
  Spell-Like Abilities (CL 2nd; concentration +3)
  Constant—pass without trace
  STATISTICS
  Str 6, Dex 13, Con 12, Int 5, Wis 12, Cha 13
  Base Atk +0; CMB –3; CMD 8
  Feats Weapon Finesse
  Skills Fly –1, Stealth +5 (+9 in forests and jungles), Survival +1 
  (+5 in forests and jungles); Racial Modifiers +4 Stealth and 
  Survival in forests and jungles
  Languages Druidic, Sylvan; plantspeech (trees)
  SQ change shape (Small tree; tree shape), verdant burst
  ECOLOGY
  Environment any forest or hill
  Organization solitary or grove (2–16)
  Treasure standard
  SPECIAL ABILITIES
  Glide (Ex) A leaf leshy cannot use its fly speed to hover. When 
  flying, a leaf leshy must end its movement at least 5 feet 
  lower in elevation than it started.
  Seedpods (Ex) Leaf leshys sprout explosive acorns, pine 
  cones, or other seedpods, and can hurl these as ranged 
  attacks. A seedpod has a range increment of 10 feet and 
  detonates on contact to deal 1 point of bludgeoning 
  damage (this damage is not modified by Strength). 
  Anyone struck by a seedpod must succeed at a DC 11 
  Fortitude save or be deafened for 1 round. The save DC is 
  Constitution-based.
  Leaf leshys tend to the well-being of trees, whether 
  natural stands or cultivated orchards. In appearance, they 
  have soft, pulpy-looking bodies and wear clothing made 
  of dozens of leaves. Larger leaves cover their shoulders, 
  often giving them the appearance of wearing cloaks, 
  and most adorn their relatively featureless heads with 
  helmets made from pine cones, nuts, or fruit rinds. This 
  leafy layer of clothing functions as masterwork padded 
  armor for a leaf leshy, but not for any other creature.
  Leaf leshys love to play at war. When not laboring on 
  their trees, they wheedle any companions to engage in 
  mock duels with their twig spears, resorting to private 
  weapon drills when they must. In actual battle, they are 
  much more cautious, sticking to cover and harrying their 
  foes with hit-and-run tactics, as they have a strongly 
  developed sense of self-preservation.
  GROWING A LEAF LESHY
  Leaf leshys are usually grown under the shade of fruit or 
  nut trees. To grow a leaf leshy, the maker plants an acorn 
  and pine cone together, then mounds up leaves, sticks, and 
  needles around them. When first born, a leaf leshy has no 
  armor, leafy cape, or weapon, but can construct them from 
  available materials given a day and left to its own devices 
  (no Craft check required).
  LEAF LESHY
  CL 5th; Price 1,000 gp
  RITUAL
  Requirements Knowledge (nature) 5 ranks, magic stone, plant 
  growth, summon nature’s ally I; Skill Knowledge (nature) 
  DC 12; Cost 500 gp
  179
  179
  Leshy, Gourd–Leshy, Leaf
  Leshy, Gourd–Leshy, Leaf
  
  Leshy, Seaweed
  This vaguely humanoid plant creature has a body formed of 
  soggy green seaweed and wears crude armor made from seashells.
  SEAWEED LESHY 
  CR 3
  XP 800
  N Small plant (aquatic, leshy, shapechanger)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+1 armor, +1 Dex, +2 natural, 
  +1 size)
  hp 30 (4d8+12)
  Fort +6, Ref +2, Will +3
  Immune electricity, sonic, plant traits
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee slam +4 (1d6)
  Ranged water jet +5 (1 plus blind)
  Special Attack sneak attack +1d6
  Spell-Like Abilities (CL 8th; concentration +9)
  Constant—pass without trace
  1/day—entangle (in water only, DC 12)
  STATISTICS
  Str 10, Dex 13, Con 14, Int 9, Wis 15, Cha 12
  Base Atk +3; CMB +2; CMD 13
  Feats Ability Focus (water jet), Toughness
  Skills Perception +7, Stealth +9 (+13 in water), 
  Survival +3 (+7 in water), Swim +8; Racial 
  Modifiers +4 Stealth and Survival in water
  Languages Druidic, Sylvan; plantspeech 
  (seaweed)
  SQ air cyst, amphibious, change shape (Small 
  seaweed; tree shape), verdant burst
  ECOLOGY
  Environment any ocean or coastline
  Organization solitary or patch (2–16)
  Treasure standard
  SPECIAL ABILITIES
  Air Cyst (Su) Seaweed leshys 
  constantly grow small bulbs 
  filled with air. As a move 
  action, they can detach a bulb 
  and give it to another creature. If 
  consumed as a standard action, this 
  air cyst grants water breathing (as 
  the spell) for 10 minutes. Seaweed 
  leshys can have a maximum of four 
  usable air cysts at any one time, and air 
  cysts regrow at a rate of one per 24 hours.
  Water Jet (Ex) A seaweed leshy can expel a high-
  pressure jet of water from its mouth to a range of 
  30 feet. It must make a ranged touch attack to strike 
  a target—if it hits, the blast deals 1 point of bludgeoning 
  damage (this damage is not modified by Strength). In 
  addition, the creature hit must make a DC 15 Fortitude 
  save or be blinded by the water for 1 round. The save DC is 
  Dexterity-based.
  Seaweed leshys usually dwell along coastlines, happily 
  splashing and playing in tide pools, but they are equally 
  at home at sea, floating among large kelp beds. Although 
  perfectly capable of existing out of water indefinitely, 
  seaweed leshys prefer to limit their time away from the 
  sea almost out of a sense of pride. Most seaweed leshys 
  take a dim view of freshwater plant life, to the point of 
  mocking such plants in the same way an urbanite might 
  talk down to folk who live in more rural areas. Rumors of 
  freshwater leshys are a sure way to bring peals of mocking 
  laughter from a seaweed leshy.
  Seaweed leshys resemble miniature, waterlogged green 
  humans grown from leafy green seaweed, with skinny 
  arms and legs, webbed hands and feet, and long strands 
  of brown, green, or red seaweed for hair. They wear armor 
  made from a pair of large clam shells or from several 
  smaller shells tied together. This armor 
  functions as a suit of masterwork padded 
  armor for a seaweed leshy, but not for any 
  other creature.
  Patient and thoughtful by inclination 
  (save for matters associated with those 
  silly freshwater leshys), seaweed leshys 
  believe that in time nature brings 
  what is needed by the ebb and flow of 
  the tide or the steady flow of the river. 
  They counsel against hasty decisions and 
  rash actions, always preferring to wait and 
  see what another day might bring. 
  GROWING A SEAWEED LESHY
  Seaweed leshys must be grown in seawater. 
  The leshy’s maker plants a strand of kelp 
  or other seaweed in the water and treats 
  it daily with bone ash to encourage 
  algal growth. When first created, a 
  seaweed leshy has no armor, but can 
  construct it from available materials 
  given a day and left to its own devices (no 
  Craft check required).
  SEAWEED LESHY
  CL 10th; Price 4,500 gp
  RITUAL
  Requirements Knowledge (nature) 5 ranks, plant growth, 
  summon nature’s ally III, water breathing; Skill Knowledge 
  (nature) DC 16; Cost 2,250 gp
  180
  180
  Illustration by Andrew Hou
  
  Linnorm
  Treacherous primeval dragons of the northern regions of 
  the world, linnorms thrive on their hatred for those they 
  deem to be lesser creatures and seek to inflict as much 
  suffering as possible unto their unfortunate victims. 
  Sweeping bones and treasures alike into giant piles in its 
  lair, the typical linnorm has a barbaric nature made all 
  the worse by its insatiable greed and atrocious gluttony. 
  Few creatures are as bold and as cruel as linnorms, and 
  for that most people are thankful.
  Linnorms are not true dragons, but they nonetheless 
  possess incredible strength and deadly powers that often 
  rival authentic dragon brutality. Their massive frames 
  make crushing smaller enemies a simple task, and of 
  those who have felt the sting of a linnorm’s venomous 
  bite, few have survived the devastating poison long 
  enough to tell the tale. A linnorm’s body is serpentine 
  and lacks wings, yet these dragons fly through the air 
  with supernatural ease, accomplishing the feat as easily 
  as a fish through water.
  Beyond the physical might, venom, and devastating 
  breath weapons typical of all linnorms, the beasts all 
  share a potent final defense—the death curse. This 
  powerful plaguing of the mind manifests itself in myriad 
  forms, but always serves as a horrid vengeance against 
  any who might manage to slay a linnorm. Some theorize 
  that the curse is a sending from malevolent gods who 
  watch over linnorms and view them as destruction-
  loving pets. Others believe the linnorms’ curse is the 
  closest remaining connection they have to the primeval 
  world of the fey, from whence the first of these monsters 
  is said to have come. Whatever the case may be, its curse 
  makes killing a linnorm as dangerous as letting it live.
  True dragons of higher intellect often hold linnorms 
  in great scorn, viewing the beings as prematurely evolved 
  beasts and refusing to even acknowledge the creatures as 
  related to them. Linnorms have few feelings regarding 
  the matter, battling younger and older dragons alike 
  just as readily as any other creatures who dare to step 
  foot in their territories. Their simplemindedness stifles 
  any ability to assemble mass sieges or even cooperate 
  in small groups, so linnorms almost always function 
  alone, individually hunting over large territories in order 
  to waylay as many travelers as possible. Linnorms only 
  seek a mate once during their long lifetimes, the female 
  producing several clutches of up to six eggs as a result. 
  Of these eggs, only one will survive—the first to hatch 
  immediately feasts on its unhatched brethren.
  Despite their lust for devastation, linnorms usually 
  live in relatively remote areas, never straying far from the 
  northernmost reaches of the world. As they are universally 
  hated and feared by most other intelligent creatures, 
  their tendency to dwell in more isolated regions helps 
  ensure their survival; while linnorms are vicious and 
  unforgiving, their lack of organization makes them 
  highly susceptible to raiding parties seeking to eradicate 
  their presence, though such parties would need to be 
  made up of truly impressive individuals. More often than 
  not, a linnorm resides totally undisturbed in the spot 
  it chooses as its own for hundreds of years, stewing in 
  its own malevolence until finally snapping and going 
  on a rampage. Sometimes, villages aren’t even aware 
  of a slumbering linnorm’s proximity, but usually such 
  settlements have long traditions and local legends 
  revolving around “their linnorm.” Since a linnorm can 
  hibernate for centuries, villages composed of shorter-
  lived humanoids might consider these tales as little more 
  than quaint stories, but when the linnorm wakes, the 
  truth becomes impossible to doubt.
  Linnorms come in many different varieties, but all 
  share the qualities of being horribly strong and bestial. 
  They feast solely on meat, usually eating goats and other 
  mountain animals when more intelligent creatures 
  such as humanoids don’t readily present themselves. 
  Linnorms are prone to gorging and then falling into a 
  deep sleep near their treasure hordes, waking either 
  when they become aware of intruders in their vicinity or 
  to feed once more.
  The linnorms presented on the following pages 
  represent only four of their kind. The most legendary 
  linnorms are the crag linnorm, ice linnorm, and tarn 
  linnorm (Pathfinder RPG Bestiary), but others exist as well. 
  Rumors of even more powerful unique linnorms persist 
  in lands where these dragons are well-known and feared. 
  The largest of their kind, unique linnorms are never less 
  powerful than tor linnorms (who are often mistakenly 
  thought to be the most dangerous species).  
  LINNORM SPECIAL ABILITIES
  While each linnorm has several unique powers, they all 
  share certain abilities in common, as detailed below. 
  In addition to these, every linnorm possesses a breath 
  weapon and a poisonous attack, but the specific effects of 
  these attacks vary from species to species.
  Death Curse (Su): When a creature slays a linnorm, 
  it becomes targeted by that linnorm’s death curse. The 
  exact effects of a death curse vary, depending upon the 
  type of linnorm. The save DC of a linnorm’s death curse 
  is always Charisma-based.
  Freedom of Movement (Ex): A linnorm has continuous 
  freedom of movement, as per the spell of the same name. 
  This ability cannot be dispelled.
  True Seeing (Ex): A linnorm has continuous true 
  seeing, as per the spell of the same name. This ability 
  cannot be dispelled.
  181181
  Leshy, Seaweed–Linnorm
  Leshy, Seaweed–Linnorm
  
  Linnorm, Cairn
  Pallid and horribly gaunt, this enormous but emaciated dragonlike 
  creature has two forearms and no wings.
  CAIRN LINNORM 
  CR 18
  XP 153,600
  CE Gargantuan dragon
  Init +11; Senses darkvision 60 ft., low-light vision, scent, true 
  seeing; Perception +24
  DEFENSE
  AC 35, touch 13, flat-footed 28 (+7 Dex, +22 natural, –4 size)
  hp 290 (20d12+160); regeneration 10 (cold iron)
  Fort +20, Ref +21, Will +17
  Defensive Abilities freedom of movement; DR 15/cold iron; 
  Immune acid, curse effects, energy drain, mind-affecting 
  effects, negative energy, paralysis, poison, sleep; SR 29
  OFFENSE
  Speed 40 ft., climb 40 ft., fly 100 ft. (average)
  Melee bite +29 (3d8+13/19–20 plus poison), 2 claws +29 (2d6+13), 
  tail +24 (3d6+6 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks breath weapon, constrict (tail, 2d6+19), 
  death curse
  STATISTICS
  Str 37, Dex 24, Con 26, Int 5, Wis 20, Cha 27
  Base Atk +20; CMB +37 (+41 grapple); CMD 54 
  (can’t be tripped)
  Feats Blind-Fight, Cleave, Great Cleave, 
  Improved Critical (bite), Improved 
  Initiative, Improved Vital Strike, 
  Lightning Reflexes, Power Attack, 
  Skill Focus (Perception), Vital Strike
  Skills Climb +33, Fly +13, Perception +24, 
  Stealth +26, Swim +36; Racial Modifiers 
  Acrobatics (+4 when jumping), +8 Stealth
  Languages Aklo, Draconic, Sylvan
  ECOLOGY
  Environment cold hills
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Breath Weapon (Su) Once every 1d4 rounds 
  as a standard action, a cairn linnorm 
  can expel a 60-foot cone of 
  acidic bile, dealing 18d8 points of 
  acid damage to all creatures 
  struck. In addition, this bile is 
  infused with negative energy, 
  and inflicts 1d4 negative 
  levels on all creatures struck 
  by it. A successful DC 28 Reflex 
  save halves the damage and 
  completely negates the negative levels. The save DC is 
  Constitution-based. 
  Death Curse (Su) Curse of Decay: save Will DC 28; effect the 
  creature takes 1 point of Constitution damage per day, and 
  ages at an accelerated rate of 1 year per day, eventually 
  incurring all of the penalties of old age but none of the 
  benefits (Pathfinder RPG Core Rulebook 169).
  Poison (Ex) Bite—injury; save Fort DC 28; frequency 1/round for 
  10 rounds; effect 4d6 acid damage and 1d6 Con drain; cure 2 
  consecutive saves.
  Cairn linnorms prefer to dwell in necropolises, amid 
  reaches of burial mounds, or in caverns below the scorched 
  earth of legendary battlefields. These linnorms particularly 
  relish the flavor of undead flesh—while they cannot 
  consume incorporeal undead, regions they haunt are 
  typically barren of corporeal undead not canny enough to 
  avoid the cairn linnorm’s ravenous appetite. An incredibly 
  powerful undead creature might use a cairn linnorm as a 
  guardian, manipulating the dragon while it selects a cairn 
  or tomb well within the linnorm’s territory. While cairn 
  linnorms will not hesitate to feed on undead creatures 
  they encounter, some ancient superstition shared by all of 
  their kind prevents them from actually entering a tomb or 
  other enclosed burial site unless granted permission by 
  the tomb’s undead denizens or a priest devoted to the 
  religion associated with the site. Likewise, a cairn 
  linnorm somehow caught within a tomb large 
  enough to contain it prefers not to leave without 
  securing similar permission to 
  do so. These limitations are 
  purely psychological, and 
  if pressed (such as by an 
  enemy seeking to use a tomb 
  entrance as a defense), a cairn 
  linnorm can break such restrictions.
  A cairn linnorm is 60 feet long and weighs 
  12,000 pounds.
  182
  182
  Illustrations by J. P. Targete
  
  Linnorm, Fjord
  This massive, eel-like dragon has two webbed talons. Its tail ends 
  in large and powerful-looking flukes.
  FJORD LINNORM 
  CR 16
  XP 76,800
  CE Gargantuan dragon (aquatic)
  Init +10; Senses darkvision 60 ft., low-light vision, scent, true 
  seeing; Perception +24
  DEFENSE
  AC 30, touch 12, flat-footed 24 (+6 Dex, +18 natural, –4 size)
  hp 248 (16d12+144); regeneration 10 (cold iron)
  Fort +19, Ref +18, Will +15
  Defensive Abilities freedom of movement; DR 15/cold iron; 
  Immune cold, curse effects, mind-affecting effects, paralysis, 
  poison, sleep; SR 27
  OFFENSE
  Speed 30 ft., fly 100 ft. (average), swim 60 ft.
  Melee bite +25 (2d8+13/19–20 plus poison), 2 claws +25 (2d6+13), 
  tail +20 (2d6+6 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks breath weapon, constrict (tail, 2d6+19), death curse
  STATISTICS
  Str 36, Dex 23, Con 28, Int 5, Wis 21, Cha 26
  Base Atk +16; CMB +33 (+37 grapple); CMD 49 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Improved Bull Rush, 
  Improved Critical (bite), Improved Initiative, Lightning 
  Reflexes, Power Attack, Vital Strike
  Skills Fly +19, Perception +24, Swim +40
  Languages Aklo, Draconic, Sylvan
  SQ amphibious
  ECOLOGY
  Environment cold mountainous coastlines
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Breath Weapon (Su) Once every 1d4 rounds as a standard 
  action, a fjord linnorm can expel a 120-foot line of icy fluid, 
  dealing 16d8 points of cold damage to all creatures struck 
  (Reflex DC 27 for half damage). The freezing liquid quickly 
  hardens to sheets of ice, causing any creature that takes 
  damage to move at only half its normal speed for 1d4 rounds. 
  A DC 27 Strength check made as a full-round action allows 
  a character to break free of the ice before this duration 
  expires. The save DC and Strength check DC are 
  Constitution-based.
  Death Curse (Su)  Curse of Drowning: save Will DC 26; 
  effect creature can never gain the benefit of water 
  breathing, and if it possesses this ability, 
  loses it as long as it suffers the 
  curse. In addition, the creature 
  can hold its breath only half as 
  long as normal, and whenever the cursed creature holds its 
  breath, it functions as if sickened.
  Poison (Ex) Bite—injury; save Fort DC 27; frequency 1/round for 
  10 rounds; effect 3d6 cold damage and 1d6 Con drain; cure 2 
  consecutive saves.
  Fjord linnorms dwell among the deep waters that grace 
  northern coastlines where fingers of land create complex 
  rivulets, venturing out to sea to feed on sharks and whales 
  when they cannot find settlements or traveling caravans to 
  savage. As their favored haunts often overlap with coastal 
  trade routes, regions known to be within the territory of a 
  fjord linnorm are often avoided by ships. Fjord linnorms 
  are not particularly adept at capsizing ships, as are some 
  other large aquatic monsters, but one might argue that 
  such tactics are unnecessary for a creature the size and 
  power of a fjord linnorm in the first place.
  Both the curse and poison of a fjord linnorm are 
  extremely dangerous for those who frequent the waterways 
  of the north. The fjord linnorm’s curse is particularly 
  devastating to aquatic creatures, and such beings are 
  careful to avoid any possible conflict with such linnorms.
  A fjord linnorm is 60 feet long and weighs just over 
  10,000 pounds.
  183
  183
  Linnorm, Cairn–Linnorm, Fjord
  Linnorm, Cairn–Linnorm, Fjord
  
  Linnorm, Taiga
  With menacing black horns jutting from its head, this two-legged 
  dragon is covered in dark green scales and vicious black barbs.
  TAIGA LINNORM 
  CR 19
  XP 204,800
  CE Colossal dragon
  Init +11; Senses darkvision 60 ft., low-light vision, scent, true 
  seeing; Perception +30
  DEFENSE
  AC 34, touch 9, flat-footed 27 (+7 Dex, +25 natural, –8 size)
  hp 346 (21d12+210); regeneration 15 (cold iron)
  Fort +22, Ref +21, Will +18
  Defensive Abilities freedom of movement, spines; DR 15/
  cold iron; Immune curse effects, electricity, mind-affecting 
  effects, paralysis, poison, sleep; SR 30
  OFFENSE
  Speed 40 ft., fly 100 ft. (average), swim 60 ft.
  Melee bite +29 (3d8+16/19–20 plus poison), 2 claws +29 
  (2d6+16), tail +24 (3d6+8 plus grab)
  Space 30 ft.; Reach 30 ft.
  Special Attacks breath weapon, constrict (tail, 3d6+24), death curse
  STATISTICS
  Str 43, Dex 25, Con 30, Int 6, Wis 23, Cha 28
  Base Atk +21; CMB +45 (+49 grapple); CMD 62 (can’t be tripped)
  Feats Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, 
  Great Cleave, Improved Bull Rush, Improved Critical (bite), 
  Improved Initiative, Lightning Reflexes, Power Attack, 
  Vital Strike
  Skills Fly +23, Perception +30, Stealth +15 (+23 in forests), Swim 
  +48; Racial Modifiers +8 Stealth in forests
  Languages Aklo, Draconic, Sylvan
  ECOLOGY
  Environment cold forests
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Breath Weapon (Su) Once 
  every 1d4 rounds as 
  a standard action, a 
  taiga linnorm can 
  expel a 60-foot 
  cone of electrified 
  vapor, dealing 21d8 
  points of electricity damage 
  to all creatures struck (Reflex 
  DC 30 for half). The 
  vapor itself persists 
  for 1d4 rounds, 
  filling its 
  cone-shaped 
  area with 
  electrified mist that deals 4d6 points of electricity damage (no 
  save) to any creature that ends its turn in the mist. The mist 
  does not hinder vision. The save DC is Constitution-based.
  Death Curse (Su) Curse of Electrocution: save Will DC 29; effect 
  the creature gains vulnerability to electricity.
  Poison (Ex) Bite—injury; save Fort DC 30; frequency 1/round 
  for 10 rounds; effect 4d6 electricity damage and 1d8 Dex 
  drain; cure 3 consecutive saves.
  Spines (Ex) Any creature that makes a melee attack against 
  a taiga linnorm takes 1d6 points of piercing damage per 
  attack from the linnorm’s spines. A melee weapon with 
  reach provides protection from these spines.
  A beast covered with hundreds of spines, the taiga linnorm 
  is a terror to all those who venture through the arctic 
  forests of the north. Taiga linnorms take down foes and 
  prey first with their electrifying breath and finish their 
  victims off with their devastating bite.
  In winter, when light is sparse and the nights are long, it 
  is easy for a taiga linnorm to blend in with the coniferous 
  forests it dwells in, hiding among the trees and ambushing 
  imprudent travelers or unwary adventurers setting up 
  camp. A taiga linnorm often lies in wait for days—
  sometimes weeks—just for the opportunity to maim and 
  devour unsuspecting victims. When this subtler tactic 
  does not work, a taiga linnorm simply rampages through 
  the woods in order to find nearby settlements to pillage, 
  taking twisted delight in shocking the inhabitants before 
  shredding them with its massive jaws or destructive 
  forelimbs. In any event, taiga linnorms rarely venture far 
  from their woodland territories save for short flights to 
  attack outlying villages.
  A taiga linnorm is 50 feet long and weighs just over 
  13,000 pounds.
  184
  184
  Illustrations by Jean-Baptiste Reynaud
  
  Linnorm, Tor
  This gigantic, wingless, four-armed dragon has rivulets of bright 
  red magma coursing through its serpentine body.
  TOR LINNORM 
  CR 21
  XP 409,600
  CE Colossal dragon
  Init +14; Senses darkvision 60 ft., low-light vision, scent, true 
  seeing; Perception +34
  DEFENSE
  AC 37, touch 12, flat-footed 27 (+10 Dex, +25 natural, –8 size)
  hp 420 (24d12+264); regeneration 20 (cold iron)
  Fort +25, Ref +26, Will +21
  Defensive Abilities freedom of movement; DR 20/cold 
  iron; Immune curse effects, fire, mind-affecting effects, 
  paralysis, poison, sleep; SR 32
  OFFENSE
  Speed 40 ft., climb 40 ft., fly 100 ft. (average), swim 60 ft.
  Melee bite +34 (3d8+18/19–20 plus poison), 4 claws +34 
  (2d6+18), tail +29 (3d6+9 plus grab)
  Space 30 ft.; Reach 30 ft.
  Special Attacks breath weapon, constrict (tail, 3d6+27), death curse
  STATISTICS
  Str 46, Dex 30, Con 33, Int 7, Wis 25, Cha 28
  Base Atk +24; CMB +50 (+54 grapple); CMD 70 (can’t be tripped)
  Feats Awesome Blow, Blind-Fight, Cleave, Combat 
  Reflexes, Great Cleave, Improved Bull Rush, Improved 
  Critical (bite), Improved Initiative, Improved Vital 
  Strike, Lightning Reflexes, Power Attack, 
  Vital Strike
  Skills Climb +26, Fly +29, Perception +34, 
  Stealth +21, Swim +53
  Languages Aklo, Draconic, Sylvan
  SQ lava affinity
  ECOLOGY
  Environment cold volcanic mountains
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Breath Weapon (Su) Once every 1d4 rounds as a 
  standard action, a tor linnorm can expel a 60-
  foot cone of flame and ash, dealing 24d8 
  points of fire damage to all creatures 
  struck (Reflex DC 33 for half damage). 
  One round after this breath weapon 
  is used, the area affected 
  by the attack becomes 
  covered in a cloud 
  of thick, 
  scorching 
  smoke that 
  burns both 
  the lungs and eyes, dealing an additional 8d8 points of fire 
  damage to all creatures in the area. Each creature that begins 
  its turn in the smoke-covered area and breathes must make 
  a DC 33 (+ 1 per previous check) Fortitude save each round or 
  spend that round choking and coughing. Creatures that keep 
  their eyes open for more than 1 round while in the area of the 
  smoke must make a DC 33 Fortitude save or go blind for 1d3 
  hours. The smoke dissipates after 2d4 rounds. This duration is 
  halved in strong winds and quartered in more powerful winds. 
  The save DC is Constitution-based.
  Death Curse (Su) Curse of Boiling Blood: save Will DC 31; 
  effect creature gains vulnerability to fire and is permanently 
  staggered from the pain of its boiling blood. The save DC is 
  Charisma-based.
  Lava Affinity (Ex) A tor linnorm can breathe and swim while 
  submerged in lava and magma.
  Poison (Ex) Bite—injury; save Fort DC 33; frequency 1/round 
  for 10 rounds; effect 8d6 fire damage and 1d8 Con drain; 
  cure 3 consecutive saves.
  Tor linnorms epitomize the raw and untempered power 
  of their kin. They dwell in the tallest volcanic mountains, 
  either in naturally formed caverns or in the craters 
  themselves, and rain destruction down upon nearby 
  mountain villages whenever the urge strikes them. Tor 
  linnorms are brutes, but as far as linnorms go are relatively 
  intelligent. With this intelligence comes an overwhelming 
  vanity—unlike other linnorms, tor linnorms enjoy being 
  adored and worshiped by lesser creatures, and have 
  been known to delay eating prisoners who seem to 
  be particularly cowed by their presence, simply 
  basking in their victims’ fear.
  A tor linnorm is 50 feet long and weighs 
  15,000 pounds.
  185
  185
  Linnorm, Taiga–Linnorm, Tor
  Linnorm, Taiga–Linnorm, Tor
  
  Lizard, Giant Gecko
  With large bulging eyes to spot prey from afar, this oversized, 
  smooth-scaled lizard has splayed, padded feet and a toothy maw.
  GIANT GECKO 
  CR 1
  XP 400
  N Medium animal 
  Init +6; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +5, Will +2
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +2 (2d4+1)
  STATISTICS
  Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  Feats Improved Initiative
  Skills Climb +21, Perception +6; Racial Modifiers +8 Climb
  SQ expert climber
  ECOLOGY
  Environment warm forests or mountains
  Organization solitary, pair, or nest (3–6)
  Treasure none
  SPECIAL ABILITIES
  Expert Climber (Ex) A gecko’s feet allow it to climb virtually 
  any surface, no matter how slick or sheer. In effect, geckos 
  are treated as constantly being under a natural version of 
  the spell spider climb.
  These lizards are mostly docile and shy away from attacking 
  creatures larger than a cat or dog. Despite their shyness, 
  they are ultimately curious creatures, and often approach 
  bigger creatures simply to investigate. Of course, a 
  giant gecko is more than capable of defending 
  itself, biting creatures that 
  react violently to the 
  lizard when fleeing 
  is not an option. 
  Some humanoids 
  train giant geckos as 
  bestial guardians. Smaller 
  humanoids (in particular, goblins) can 
  even use the creatures as mounts, taking 
  advantage of their superior climbing skills to 
  attack from seemingly impossible positions 
  and angles. A giant gecko measures 8 feet 
  from nose to tail and weighs 120 pounds. 
  Coloration among giant geckos can 
  vary wildly, though most are some 
  shade of green.
  Lizard, Giant Chameleon
  Nearly invisible in its surroundings, this scaly lizard’s eyes dart 
  about independently of each other.
  GIANT CHAMELEON 
  CR 3
  XP 800
  N Large animal 
  Init +6; Senses low-light vision; Perception +4
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +6, Will +1
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +6 (2d6+4) or tongue +5 touch (grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tongue)
  Special Attacks tongue, pull (tongue, 5 ft.)
  STATISTICS
  Str 16, Dex 15, Con 18, Int 2, Wis 11, Cha 7
  Base Atk +3; CMB +7 (+11 grapple); CMD 19
  Feats Improved Initiative, Skill Focus (Stealth)
  Skills Climb +15, Perception +4, Stealth +18 (+28 when still); 
  Racial Modifiers +12 Stealth (+22 when still)
  ECOLOGY
  Environment warm forests and mountains
  Organization solitary, pair, or blend (3–6)
  Treasure none
  SPECIAL ABILITIES
  Tongue (Ex) A giant chameleon can grab a foe with its tongue 
  and draw the victim to its mouth. This tongue attack has 
  a reach of 15 feet. The attack does no damage, but allows 
  the creature to grab. A giant chameleon does not gain the 
  grappled condition while using its tongue in this manner.
  These large lizards have the 
  ability to shift the pigments 
  in their skin to match 
  their surroundings. 
  A giant chameleon 
  is typically 11 feet 
  long and weighs 
  160 pounds.
  186
  186
  Illustration by Dean Spencer
  
  Lukwata
  A long, spiny fin runs down the length of the dolphinlike body of 
  this eel-headed predator.
  LUKWATA 
  CR 11
  XP 12,800
  N Huge magical beast (aquatic)
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  AC 25, touch 12, flat-footed 21 (+4 Dex, +13 natural, –2 size)
  hp 147 (14d10+70)
  Fort +14, Ref +13, Will +8
  DR 10/nonmagical weapons; SR 27
  Weaknesses eldritch encrustation
  OFFENSE
  Speed swim 40 ft.
  Melee bite +22 (4d10+15/19–20 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks capsize (DC 25), digest magic, dispelling bite
  STATISTICS
  Str 30, Dex 19, Con 20, Int 2, Wis 15, Cha 11
  Base Atk +14; CMB +26 (+30 grapple); CMD 40
  Feats Awesome Blow, Bleeding Critical, Critical Focus, 
  Improved Bull Rush, Improved Critical (bite), Iron Will, 
  Power Attack
  Skills Perception +9, Stealth +0, Swim +30
  ECOLOGY
  Environment warm rivers, lakes, and swamps
  Organization solitary, pair, or school (3–8)
  Treasure standard
  SPECIAL ABILITIES
  Damage Reduction (Ex) A lukwata’s damage 
  reduction is penetrated only by nonmagical 
  weapons (temporary magical weapons, such as 
  those created by the spell magic weapon and 
  similar effects, count as magical weapons).
  Digest Magic (Su) A magic item swallowed by a 
  lukwata must make a DC 22 Fortitude save after 
  an hour or become permanently nonmagical. 
  Artifacts are immune to this effect. The save DC is 
  Constitution-based.
  Dispelling Bite (Su) When a lukwata scores a critical hit with 
  its bite, the victim is affected as if targeted by a greater 
  dispel magic spell. The caster level for this effect is equal to 
  the lukwata’s Hit Dice (CL 14th for most lukwatas).
  Eldritch Encrustation (Su) Crystalline growths along the 
  lukwata’s digestive tract contain large deposits of 
  magical energy. These nodes are responsible 
  for the magical feedback that surrounds each 
  lukwata, granting it its spell resistance, damage 
  reduction, dispelling bite, and digest magic 
  abilities. Dispel magic cast on a lukwata can negate these 
  powers for 1 minute—the CL of the effect is treated as the 
  lukwata’s Hit Dice (CL 11th for most lukwatas).
  Lukwatas slip through dark tropical waters, preying upon 
  all who dare enter their deep jungle rivers and pools, 
  including beasts typically considered apex predators. 
  While scholars say the beasts favor the dark, light doesn’t 
  deter them in their relentless pursuit of prey. Their long, 
  flat bodies are reminiscent of those of dolphins or large 
  fish, but lukwatas’ heads are distinctively eel-like. A 
  lukwata’s unusual ability to disrupt magical effects rises 
  from the strange crystalline growths that line its throat and 
  stomach—crystals that allow the lukwata to gain nutrients 
  from magical items as efficiently as from flesh and blood. 
  These same growths give the lukwata an unusually strong 
  resistance to all manner of magic attacks.
  Lukwatas hate crocodiles, their chief predatory rivals, 
  and attack them on sight, even if the lukwata has recently 
  fed. Most crocodilians are not large enough to pose 
  a significant threat; however, some accounts exist of 
  lukwatas and dire crocodiles 
  crossing paths. These 
  fights are renowned 
  for inflicting great 
  destruction, with the 
  embattled creatures 
  smashing to bits piers, 
  flotillas, and even dams in 
  their fury.
  A lukwata is 20 feet long 
  and weighs 4,000 pounds.
  187
  187
  Illustration by Jim Pavelec
  Lizard–Lukwata
  Lizard–Lukwata
  
  Maftet
  Broad hawk wings support this creature with the torso of a bronze-
  skinned human and the lower body of a tawny, bipedal lion.
  MAFTET 
  CR 6
  XP 2,400
  N Medium monstrous humanoid 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +3 natural)
  hp 68 (8d10+24)
  Fort +5, Ref +9, Will +8
  OFFENSE
  Speed 40 ft., fly 60 ft. (poor)
  Melee mwk scimitar +11/+11/+6/+6 (1d6+3/18–20)
  Special Attacks paired weapons, raptor dive
  Spell-Like Abilities (CL 8th; concentration +8)
  Constant—mage armor
  3/day—magic weapon
  1/day—cat’s grace, protection from evil
  STATISTICS
  Str 16, Dex 17, Con 16, Int 10, Wis 15, Cha 11
  Base Atk +8; CMB +11; CMD 24
  Feats Combat ReflexesB, Double Slice, Improved Two-Weapon 
  Fighting, Two-Weapon Fighting, Weapon Focus (scimitar)
  Skills Fly +10, Knowledge (history) +8, Perception +13, Stealth 
  +18; Racial Modifiers +4 Stealth
  Languages Common, Sphinx
  SQ runic tattoos
  ECOLOGY
  Environment temperate and warm deserts and 
  mountains
  Organization solitary, pair, or pride (6–10)
  Treasure standard (2 masterwork scimitars, 
  other treasure)
  SPECIAL ABILITIES
  Paired Weapons (Ex) Because of its intense 
  training wielding a scimitar in each hand, 
  a maftet’s off-hand scimitar is treated as a 
  light weapon.
  Raptor Dive (Ex) When airborne, a maftet can swoop down 
  and strike at lightning speed. This is equivalent to an aerial 
  charge, but it must move downward at least 10 feet and 
  may dive at twice its normal flying speed. Doing so grants 
  the maftet a +2 bonus on its attack rolls and allows it to 
  make a full attack at the end of the raptor dive. 
  Runic Tattoos (Su) The tattoos scribed on a maftet’s body 
  power its spell-like abilities and glow when those abilities 
  are used. A maftet can activate up to two of its spell-like 
  abilities as a standard action. It may make a Fortitude save 
  to resist the effects of an erase spell cast on its tattoos, but 
  if it fails, it loses access to its spell-like abilities for 24 hours.
  Dwelling in crumbling ruins and lost cities, maftets are a 
  race of winged feline humanoids. Accomplished hunters 
  and stalkers, maftets are highly skilled in fighting with 
  dual scimitars.
  A typical maftet is 7 feet tall and weighs 270 pounds. 
  The fur on their leonine bodies ranges in coloration from 
  a light buff to goldenrod or rust red. In some climates, 
  maftets have the spotted lower bodies of leopards, and in 
  rare circumstances they may possess white fur and pale 
  skin or black fur and grayish-purple skin. Such individuals 
  frequently rise to positions of power among their kind.
  At home in dry deserts and mountains, maftets prefer 
  to lair in abandoned ruins, mysteriously drawn to such 
  desolate places. They also make do with dens in cliff-
  side caves or mountaintop eyries, but only if no suitable 
  abandoned edifices can be found.
  When a young maftet comes of age, it receives its runic 
  tattoos from a shaman, usually the eldest female in the 
  pride. The art and magic of creating these tattoos has been 
  passed down from mother to daughter for thousands of 
  years, along with the race’s oral history and legends. Their 
  origins now lost to history, these tattoos are always the 
  same (with minor cosmetic variations between the sexes 
  and between different prides) and always have the same 
  effects. Under no circumstances are these tattoos ever 
  given to non-maftets.
  188
  188
  Illustration by Concept Art House
  
  Magmin
  Built of fire and magma, this short humanoid radiates intense 
  heat that causes the air around it to shimmer.
  MAGMIN 
  CR 3
  XP 800
  CN Small outsider (elemental, extraplanar, fire)
  Init +0; Senses darkvision 60 ft.; Perception +7
  Aura searing aura (20 ft., DC 14) 
  DEFENSE
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
  hp 30 (4d10+8)
  Fort +6, Ref +4, Will +3
  DR 5/magic; Immune elemental traits, fire
  Weaknesses vulnerable to cold 
  OFFENSE
  Speed 30 ft.
  Melee melee touch +7 (1 plus burn) or
  slam +7 (1d6+2 plus burn)
  Special Attacks burn (1d6, DC 14)
  STATISTICS
  Str 15, Dex 11, Con 15, Int 8, Wis 10, Cha 10
  Base Atk +4; CMB +5; CMD 15
  Feats Iron Will, Power Attack
  Skills Acrobatics +7, Climb +9, Perception +7,  
  Sense Motive +7, Stealth +11
  Languages Ignan
  SQ heated flesh
  ECOLOGY
  Environment any land (Plane of Fire)
  Organization solitary or gang (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Heated Flesh (Ex) Any metal 
  weapon striking a magmin 
  must succeed at a DC 14 
  Fortitude save or melt and 
  gain the broken condition. 
  Another strike by the same 
  weapon causes the metal 
  weapon to be destroyed if 
  it fails a second save. Wood 
  weapons are destroyed after only 
  one failed save. Unarmed and 
  natural attacks made against the 
  magmin deal 1 point of fire damage 
  to the attacker. The save DC is 
  Constitution-based.
  Searing Aura (Ex) A magmin radiates 
  extremely high temperatures, and 
  any creature that starts its turn 
  within 20 feet of a magmin must 
  succeed at a DC 14 Fortitude save or take 1d6 points of fire 
  damage. The save DC is Constitution-based.
  While magmins populate the Plane of Fire, they sometimes 
  slip through elemental rifts into the Material Plane. 
  These rifts usually occur in places of searing heat, such as 
  volcanoes or underground rivers of magma, or in places of 
  strong, unpredictable magic. The latter scenario usually 
  results in more problematic entrances, as magmins tend 
  to accidently set fire to any nearby flammable objects.
  Though not courageous, these small outsiders still 
  make formidable foes against any creature without 
  resistance to their intense heat. Their touch incinerates 
  clothing, and creatures that strike their bodies with steel 
  run the risk of reducing their weapons to slag. Magmins’ 
  best defense in their homes on the Plane of Fire is in their 
  sheer numbers. Their settlements, dotted with magma 
  pools and leaping geysers of molten rock, teem with 
  staggering numbers of the creatures.
  Magmins are paranoid and untrusting. Always fearful 
  of the larger denizens of the Plane of Fire, magmins 
  harangue any interlopers with dozens of 
  questions, asking where they 
  are going, where they came 
  from, and what they are 
  doing near the magmins’ 
  precious magma pools. 
  If 
  travelers’ 
  answers 
  are unsatisfactory, the 
  magmins try to shuffle 
  the 
  creatures 
  off 
  as 
  quickly as possible. Those 
  who refuse to leave risk 
  being thrown into a pool 
  of liquid rock.
  Magmins 
  take 
  great 
  pride in the cultivation 
  of their magma pools. 
  Each magma pool has a 
  different purpose, such 
  as bathing, cooking meals, 
  or relaxation. Magmins add 
  minerals and salts to these 
  pools to properly season them 
  for their intended uses. Cooking 
  pools (sometimes called “murder 
  pools” by strangers) burn hotter 
  than most others, and relaxation 
  pools are generally darker than 
  bathing pools.
  Upon reaching adulthood, magmins 
  stand 4 feet tall, their dense compositions 
  giving them a weight of 300 pounds.
  189
  189
  Illustration by Francesco Graziani
  Maftet–Magmin
  Maftet–Magmin
  
  Manananggal
  This disembodied female torso flaps through the air on batlike 
  wings, her fanged face a hateful mask.
  MANANANGGAL 
  CR 7
  XP 3,200
  CE Medium undead 
  Init +3; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, 
  +6 natural)
  hp 85 (10d8+40)
  Fort +7, Ref +8, Will +10
  DR 10/good or silver; Immune undead traits
  Weaknesses light sensitivity, vulnerable to light blades 
  OFFENSE
  Speed 30 ft., fly 100 ft. (good)
  Melee bite +11 (1d8+4), 2 claws +12 (1d8+4 plus grab)
  Special Attacks blood drain (1d2 Constitution)
  Spell-Like Abilities (CL 9th; concentration +13)
  At will—bleed (DC 14), dancing lights, touch of fatigue (DC 14)
  3/day—darkness, deep slumber (DC 17), fear (DC 18)
  STATISTICS
  Str 19, Dex 17, Con —, Int 12, Wis 16, Cha 19
  Base Atk +7; CMB +11 (+15 grapple); CMD 25
  Feats Deceitful, Dodge, Flyby Attack, Lightning Reflexes, 
  Weapon Focus (claws) 
  Skills Bluff +18, Disguise +21, Fly +16, Knowledge (religion) +11, 
  Perception +16, Sense Motive +11, Spellcraft +6
  Languages Abyssal, Common
  SQ separate
  ECOLOGY
  Environment any land
  Organization solitary or pack (2–6)
  Treasure standard
  SPECIAL ABILITIES
  Separate (Su) During the day, a manananggal looks like a 
  living human woman. She does not detect as undead 
  during the day, but is still an undead creature. At night, 
  her upper torso rips away (this is a full round action that 
  occurs at sunset), leaving her lower torso behind. Her 
  lower torso is helpless, but her upper torso gains its fly 
  speed and natural attacks at this time. The upper and lower 
  portions share the same pool of hit points (despite any 
  intervening distance), and if the helpless lower portion is 
  damaged, the manananggal is immediately aware of the 
  attack. Since manananggals can be destroyed by damage 
  to their lower bodies, they prefer to hide their lower torsos 
  when separated. A manananggal must return to its lower 
  torso and reattach to it (a full-round action) within the 
  hour before sunrise—each round a manananggal remains 
  separated after sunrise, it takes 1d6 points of damage until 
  it rejoins its lower torso or it crumbles into dust.
  Vulnerable to Light Blades (Ex): Light blades (such as daggers, 
  kamas, kukris, rapiers, short swords, sickles, and starknives) 
  deal double the weapon’s base damage on a successful hit 
  against a manananggal. 
  Horrid undead, manananggals walk among the living by 
  day and prey upon them at night. These creatures delight 
  in spreading fear and distrust. By day, they tend to stay 
  inside because of their light sensitivity. They mask this odd 
  behavior by either living just outside villages as reclusive 
  hermits or by obtaining roles within the community that 
  explain away or justify their eccentricities. 
  Manananggals pass themselves off as normal people, 
  usually posing as mad old women, midwives, hedge 
  witches, or mystics. This allows the undead creatures 
  to select their prey from within the community. 
  Manananggals particularly enjoy feeding upon pregnant 
  women, targeting them in their sleep so the undead may 
  feast on the blood of both mothers and the children they 
  carry. These foul creatures drain blood via their long, 
  black, hollow tongues. Manananggals despise the scent 
  of garlic and strong spices like cloves and anise. 
  As they fly through the night, manananggals make a 
  ticking or clicking sound, leading some villagers to call 
  the creatures “tik-tiks.” Once separated, a manananggal’s 
  mobile torso has a 6-foot wingspan.
  190
  190
  Illustration by Kieran Yanner
  
  Marsupial, Kangaroo
  As tall as a grown human, this mouse-faced creature stands on 
  powerful hind legs and has a stout tail trailing behind.
  KANGAROO 
  CR 1/2
  XP 200
  N Medium animal 
  Init +3; Senses low-light vision, scent; Perception +4
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 6 (1d8+2)
  Fort +4, Ref +5, Will +0
  OFFENSE
  Speed 50 ft.
  Melee kick +1 (1d6+1 plus trip)
  STATISTICS
  Str 12, Dex 16, Con 15, Int 2, Wis 11, Cha 7
  Base Atk +0; CMB +1; CMD 14
  Feats Skill Focus (Acrobatics)
  Skills Acrobatics +14 (+18 when jumping), Perception +4
  ECOLOGY
  Environment temperate hills or plains
  Organization solitary, pair, or mob (3–10)
  Treasure none
  These strange-looking animals have long pointy ears and 
  pronounced muzzles, and their strong legs carry them 
  about in amazing leaps. Like all marsupials, kangaroos 
  give birth to live young (“joeys”) that are relatively 
  undeveloped at birth and completely helpless, and must 
  remain within a protective pouch on the mother’s belly for 
  months before safely emerging. 
  While not particularly dangerous, a kangaroo 
  is more than capable of defending itself if 
  cornered or when forced to protect its 
  young, striking out at foes with 
  a powerful kick capable of 
  knocking unwary antagonists 
  off their feet. 
  A kangaroo stands over 6-1/2 
  feet tall and weighs upward of 200 
  pounds. To represent a smaller 
  species standing about 4 feet 
  tall and weighing 110 pounds, 
  apply the young simple template 
  or manually reduce the size from 
  Medium to Small. Kangaroos 
  reach maturity in less than a 
  year and can live up to 20 years, 
  but most individuals in the 
  wild are hunted by predators 
  within their first decade.
  Marsupial, Thylacine
  This catlike creature has a striped pelt and whiskers that jut from 
  a long muzzle filled with sharp teeth.
  THYLACINE 
  CR 1/2
  XP 200
  N Small animal 
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 7 (1d8+3)
  Fort +5, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee bite +2 (1d4+1/19–20)
  STATISTICS
  Str 12, Dex 15, Con 16, Int 2, Wis 13, Cha 7
  Base Atk +0; CMB +0; CMD 12 (16 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8
  SQ powerful jaws
  ECOLOGY
  Environment warm hills
  Organization solitary or pack (2–5)
  Treasure none
  SPECIAL ABILITIES
  Powerful Jaws (Ex) A thylacine’s muscular jaws threaten a 
  critical hit on a natural roll of 19 or 20.
  These carnivorous, wide-jawed marsupials typically hunt 
  at night and have a reputation for savagery. By day, they 
  nest in hollow trees or clusters of bushes.
  191191
  Illustration by Scott Purdy
  Manananggal–Marsupial
  Manananggal–Marsupial
  
  Megafauna, Archelon
  The shell of this immense sea turtle easily spans 12 feet in length. 
  Its narrow head ends in a hooked beak.
  ARCHELON 
  CR 5
  XP 1,600
  N Huge animal 
  Init +5; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 19, touch 9, flat-footed 18 (+10 armor, +1 Dex, –2 size)
  hp 59 (7d8+28)
  Fort +9, Ref +6, Will +5
  OFFENSE
  Speed 15 ft., swim 50 ft.
  Melee bite +10 (2d8+9)
  Space 15 ft.; Reach 10 ft.
  Special Attacks capsize (DC 25)
  STATISTICS
  Str 22, Dex 13, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +5; CMB +13; CMD 24 (28 vs. trip)
  Feats Improved Initiative, Iron Will, Lunge, Weapon Focus (bite)
  Skills Perception +10, Swim +18
  SQ hold breath
  ECOLOGY
  Environment warm or temperate water or coastlines
  Organization solitary or bale (2–6)
  Treasure none
  An ancient relative of the smaller leatherback sea turtle, 
  the archelon can grow up to 13 feet long and 16 feet from 
  flipper to flipper. Weighing as much as 5,000 pounds, the 
  archelon has an exceedingly powerful 
  bite, and doesn’t hesitate to use it to 
  deter aquatic nuisances.
  Like other sea turtles, female 
  archelons come ashore to lay and bury 
  their eggs in sandy beaches, 
  preferably 
  facing 
  deep 
  water and without coral 
  reefs. Once done, they 
  return to the sea, 
  leaving their eggs 
  defenseless.
  These creatures 
  are 
  often 
  used 
  by coastal tribes as guardians 
  and escorts from island to 
  island. Aquatic creatures, 
  particularly locathah, often 
  use them as beasts of burden, 
  but their relatively slow swim speed 
  makes them poor mounts.
  Megafauna, Baluchitherium
  This towering armored herbivore resembles a hornless rhinoceros, 
  but with longer legs and a longer neck.
  BALUCHITHERIUM 
  CR 8
  XP 4,800
  N Huge animal 
  Init +0; Senses low-light vision, scent; Perception +16
  DEFENSE
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 114 (12d8+60)
  Fort +15, Ref +8, Will +7
  OFFENSE
  Speed 40 ft.
  Melee 2 hooves +16 (2d8+9)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d8+13, DC 25)
  STATISTICS
  Str 29, Dex 10, Con 21, Int 2, Wis 13, Cha 6
  Base Atk +9; CMB +20 (+22 bull rush); CMD 30 (32 vs. bull 
  rush, 34 vs. trip)
  Feats Awesome Blow, Great Fortitude, Improved Bull Rush, 
  Iron Will, Power Attack, Skill Focus (Perception)
  Skills Perception +16, Swim +15
  ECOLOGY
  Environment warm forests
  Organization solitary, pair, or herd (3–8)
  Treasure none
  The immense baluchitherium stands nearly 18 feet 
  high at the shoulder, measures 30 feet from end to end, 
  and weighs 40,000 pounds. Despite its size, it lives a 
  peaceful life pulling leaves from the tops of trees unless 
  startled into action. When panicked, a 
  baluchitherium tramples any obstacle 
  in its path. If confronted, it 
  smashes its tormentors with 
  its elephantine feet.
  A 
  properly 
  trained 
  baluchitherium makes a 
  capable mount for ettins, 
  ogres, smaller giants, or other 
  Large humanoids, and is one of 
  the few mammals other than 
  an elephant able to fill 
  that role. Its relatively 
  ponderous pace limits 
  its 
  usefulness 
  to 
  some extent, but its 
  strength often more 
  than makes up for 
  this shortcoming.
  192
  192
  Illustrations by Ben Wootten
  
  Megafauna, Basilosaurus
  This immense primeval whale has a sleek body that looks more 
  serpentine than mammal, and jaws filled with sharp teeth.
  BASILOSAURUS 
  CR 12
  XP 19,200
  N Gargantuan animal 
  Init +5; Senses blindsense 60 ft., low-light vision; Perception +25
  DEFENSE
  AC 27, touch 7, flat-footed 26 (+1 Dex, +20 natural, –4 size)
  hp 161 (17d8+85)
  Fort +17, Ref +11, Will +7
  OFFENSE
  Speed swim 40 ft.
  Melee bite +23 (4d6+15/19–20 plus grab), tail slap +18 (2d8+7)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (4d6+15 bludgeoning damage, 
  AC 20, 16 hp)
  STATISTICS
  Str 41, Dex 12, Con 21, Int 2, Wis 11, Cha 6
  Base Atk +12; CMB +31; CMD 42
  Feats Diehard, Endurance, Great Fortitude, Improved Critical 
  (bite), Improved Initiative, Iron Will, Power Attack, Skill 
  Focus (Perception), Vital Strike
  Skills Perception +25, Swim +31; Racial Modifiers +4 Perception
  SQ hold breath
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or pod (3–10)
  Treasure none
  Despite their saurian name, basilosauruses are in 
  fact oceanic mammals, and at 60 feet in length are 
  highly formidable beasts of the sea. In appearance, 
  they resemble greatly elongated whales, but with long,  
  toothed jaws resembling an alligator’s. 
  Inexperienced observers often 
  confuse a basilosaurus with 
  a sea serpent or water orm—
  and in all fairness, in the 
  aftermath of a basilosaurus 
  attack 
  on 
  an 
  unsuspecting 
  ship, such distinctions are largely 
  academic anyway.
  A basilosaurus relies as much on 
  vision as echolocation to find prey, 
  but sometimes mistakes smaller 
  ships for food. Basilosauruses 
  have few natural predators; only 
  supernatural monsters like krakens, 
  thalassic behemoths, and the largest of sea 
  serpents can truly threaten a fully grown one.
  Megafauna, Megalania
  This gigantic lizard has short but powerful limbs, a muscular 
  tail, and a spiny crest that runs the length of its body.
  MEGALANIA 
  CR 7
  XP 3,200
  N Huge animal 
  Init +1; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 85 (10d8+40)
  Fort +11, Ref +8, Will +7
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +14 (2d8+12 plus grab and poison)
  Space 15 ft.; Reach 10 ft.
  Special Attacks swallow whole (2d8+12 bludgeoning damage, 
  AC 16, 8 hp)
  STATISTICS
  Str 27, Dex 13, Con 19, Int 2, Wis 14, Cha 6
  Base Atk +7; CMB +17; CMD 28 (32 vs. trip)
  Feats Iron Will, Lunge, Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Focus (bite)
  Skills Climb +12, Perception +10, Stealth +10 (+14 in rocks or 
  undergrowth), Swim +16; Racial Modifiers +4 Stealth (+8 in 
  rocks or undergrowth)
  ECOLOGY
  Environment warm forests or plains
  Organization solitary, pair, or pack (3–12)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite; save Fort DC 19; frequency 1/round for 6 rounds;  
  effect 1d4 Dex damage; cure 2 consecutive saves.
  The immense megalania is often mistaken for a 
  dragon or dinosaur. Certainly the lizard’s aggressive 
  attitude and deep, rumbling roars only encourage such 
  misidentifications. Large enough to catch and eat rhinos 
  and elephants, a megalania prefers hunting much 
  smaller prey that it can gulp down 
  in one greedy swallow. 
  Humanoids are among 
  its favorite meals. 
  A megalania is 
  20 feet long and 
  weighs 2,000 
  pounds.
  193
  193
  Megafauna, Archelon–Megafauna, Megalania
  Megafauna, Archelon–Megafauna, Megalania
  
  Mobogo
  This grotesque creature looks like a gigantic toad with leathery 
  wings, fangs, horns, and three bulbous eyes. 
  MOBOGO 
  CR 10
  XP 9,600
  CE Huge magical beast (aquatic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, –2 size)
  hp 136 (13d10+65); regeneration 5 (acid, cold, or fire)
  Fort +13, Ref +10, Will +8
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy), swim 40 ft.
  Melee bite +20 (2d6+9), 2 slams +20 (1d8+9) or 
  tongue +20 (1d6+9 plus grab and pull)
  Space 15 ft.; Reach 15 ft. (45 ft. with tongue)
  Special Attacks crush (DC 21, 2d8+13), pull (tongue, 5 ft.), 
  swallow whole (2d6+13 bludgeoning damage, AC 17, 13 hp), 
  vile croak
  Spell-Like Abilities (CL 8th; concentration +11)
  Constant—pass without trace, speak with animals
  At will—charm animal (DC 14), create water, sound burst (DC 15)
  3/day—control water, fog cloud, gust of wind (DC 15), plant 
  growth, quench (DC 16), soften earth and stone (DC 15)
  STATISTICS
  Str 28, Dex 15, Con 21, Int 6, Wis 15, Cha 16
  Base Atk +13; CMB +24 (+28 grapple); CMD 36 (40 vs. trip)
  Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull 
  Rush, Improved Overrun, Iron Will, Power Attack
  Skills Acrobatics +9 (+17 when jumping), Fly –6, 
  Perception +19, Stealth +0 (+8 in swamps), Swim 
  +17; Racial Modifiers +8 Perception, +8 Stealth 
  in swamps
  Languages Boggard; speak with animals
  SQ amphibious, swamp stride
  ECOLOGY
  Environment temperate swamps
  Organization solitary or gang (2–4)
  Treasure standard
  SPECIAL ABILITIES
  Swamp Stride (Ex) A mobogo can 
  move through any sort of natural 
  difficult terrain at its normal speed 
  while within a swamp. Magically 
  altered terrain affects it normally.
  Tongue (Ex) A mobogo’s tongue is a 
  primary attack with reach equal to three 
  times the mobogo’s normal reach (45 feet 
  for a typical mobogo). A mobogo does not 
  gain the grappled condition when using its 
  tongue to grapple a foe.
  Vile Croak (Su) As a standard action once every 1d4 rounds, a 
  mobogo can unleash a thunderous croak. Any non-boggard 
  or non-mobogo within 50 feet of the mobogo must make 
  a DC 19 Will save or become staggered for 1d4 rounds. 
  Once a creature makes its saving throw against a particular 
  mobogo’s vile croak, it is immune to that mobogo’s croak 
  for 24 hours. Any boggards or mobogos within the area of a 
  mobogo’s vile croak gains a +2 morale bonus on attack rolls 
  and saving throws against fear effects for 1 round. The save 
  DC is Charisma-based.
  Huge and hungry, mobogos merge the features of gigantic 
  toads and swampy dragons, and lair in the deepest, oldest 
  swamps. Here, whole tribes of boggards serve the beasts’ 
  fickle, capricious whims.
  Mobogos reside in the most primal swamps of the 
  world, grotesque eldritch wildernesses unchanged for 
  centuries. Boggards believe that in ancient times, after 
  their fecund demon goddess deposited her frogspawn in 
  the muddy morass of the world’s still-forming continents, 
  mobogos were among the first creatures to emerge. Ever 
  since, the mobogos have slept and fed, preying upon the 
  beasts of their fetid meres, growing huge and lethargic, 
  and dreaming inscrutable amphibious dreams of their 
  godly mother’s return. Nearly all mobogos are attended 
  by tribes of boggards. Mobogos care little for matters of 
  origins and philosophies—they care only for the endless 
  sacrifices of food, victims, and pleasing swamp art brought 
  to them by their obedient tribes.
  A mobogo is 18 feet tall and weighs 12,000 pounds.
  194
  194
  Illustration by Concept Art House
  
  Moon-Beast
  This creature has a pale, froglike appearance with clawed hands, 
  no eyes, a wide mouth, and a snout ending in pink tentacles.
  MOON-BEAST 
  CR 11
  XP 12,800
  CE Large aberration
  Init +7; Senses blindsight 90 ft.; Perception +21
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+3 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 133 (14d8+70)
  Fort +9, Ref +9, Will +15
  Defensive Abilities amorphous; DR 10/piercing or slashing; 
  Immune cold, gaze attacks, illusions, poison; Resist 
  electricity 30; SR 22
  OFFENSE
  Speed 50 ft., climb 20 ft.; air walk
  Melee 2 claws +15 (1d6+6), 4 tentacles +11 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 tentacles, 1d6+9 plus Wisdom drain)
  Spell-Like Abilities (CL 11th; concentration +18)
  Constant—air walk
  At will—detect thoughts (DC 19)
  3/day—charm monster (DC 20), dispel magic, dominate 
  person (DC 22), shadow conjuration (DC 21), shadow 
  evocation (DC 22), veil (DC 23)
  1/day—confusion (DC 21), major image (DC 20), mirage 
  arcana (DC 22), plane shift (self only)
  STATISTICS
  Str 22, Dex 17, Con 20, Int 19, Wis 18, Cha 25
  Base Atk +10; CMB +17; CMD 31
  Feats Combat Casting, Dodge, Improved Initiative, Iron 
  Will, Lightning Reflexes, Mobility, Weapon Focus 
  (tentacle)
  Skills Climb +14, Diplomacy +14, Intimidate +24, 
  Knowledge (arcana) +11, Knowledge (planes) +18, 
  Perception +21, Sense Motive +18, Spellcraft +21, 
  Stealth +24, Use Magic Device +21; Racial Modifiers 
  +8 Stealth
  Languages Aklo (cannot speak); telepathy 300 ft.
  SQ compression, no breath
  ECOLOGY
  Environment any land
  Organization solitary, pair, or cabal (3–5)
  Treasure double
  SPECIAL ABILITIES
  Wisdom Drain (Su) A creature that takes rend 
  damage from a moon-beast must succeed at a DC 
  22 Will save or take 1d4 points of Wisdom drain. A 
  moon-beast heals 5 points of damage for each point of 
  Wisdom it drains in this manner. If it drains a victim to  
  0 Wisdom, the moon-beast gains the effects of a heal spell. 
  The save DC is Constitution-based.
  Moon-beasts have no voice or eyes, yet they “see” more 
  than most and can project their thoughts into the very 
  minds of those they wish to communicate with. These 
  monstrosities hail not from any physical moon, but rather 
  from the shared satellite of all slumbering minds in the 
  Dimension of Dream beyond the wall of sleep. Here, the 
  moon-beasts raise stone cities on the oily shores of night-
  black seas found upon the dark side of the dreaming 
  moon, from which they launch long, dark galleys crewed 
  by not-quite-human slaves that sail through the void of 
  space down to the seas of the Dimension of Dream to seek 
  new slaves and stranger, more sinister wares.
  Moon-beasts are slavers, first and foremost. They use 
  their spell-like abilities to curb rebellion or to quickly 
  gain minions, but much prefer using physical and mental 
  regimens of torment and reconditioning to break the 
  spirit of their captives. They often work with the denizens 
  of Leng, a metaphysically nearby dimension of nightmare 
  and madness, although as often as not these planar 
  neighbors serve the moon-beasts merely as slaves.
  Worshipers of ageless entities from beyond the stars, 
  moon-beasts are often compelled to travel to the Material 
  Plane for strange and frightening causes, not the least 
  of which is gathering suitable 
  sacrifices for their mysterious 
  and demanding lords.
  A moon-beast is 9 
  feet long and weighs 
  800 pounds.
  195
  195
  Illustration by Alex Alexandrov
  Mobogo–Moon-Beast
  Mobogo–Moon-Beast
  
  Myceloid
  This shambling fungus creature bears a strong resemblance to a 
  rotund human, but with a mushroom cap for a head.
  MYCELOID 
  CR 4
  XP 1,200
  NE Medium plant 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DEFENSE
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +4
  DR 5/slashing; Immune plant traits; Resist cold 10, fire 10, 
  sonic 10
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee 2 claws +6 (1d6+3 plus disease)
  Special Attacks spore cloud
  Spell-Like Ability (CL 6th; concentration +6)
  1/day—spore domination (DC 14)
  STATISTICS
  Str 17, Dex 11, Con 16, Int 9, Wis 12, 
  Cha 10
  Base Atk +3; CMB +6; CMD 16
  Feats Improved Initiative, Iron Will, 
  Skill Focus (Stealth)
  Skills Perception +6, Sense Motive +5,  
  Stealth +9, Survival +5; Racial Modifiers  
  +4 Sense Motive, +4 Survival
  Languages Undercommon; 
  telepathy 60 ft. (myceloids 
  and purple pox sufferers only)
  ECOLOGY
  Environment any underground
  Organization solitary, pair, band (3–24), 
  or colony (25–250)
  Treasure standard
  SPECIAL ABILITIES
  Disease (Su) Purple Pox: inhaled or 
  injury; save Fort DC 15;  
  onset 1 minute; 
  frequency 1/day; effect 
  1d2 Wis and 1d2 Con 
  damage; cure 2 consecutive 
  saves. A creature that dies 
  of the purple pox becomes 
  bloated over the course 
  of 24 hours, after which its 
  body bursts open, releasing a 
  fully grown myceloid. Additionally, as 
  long as a creature takes at least 7 points of Wisdom damage 
  from the purple pox, it must make a DC 15 Will save each 
  day to avoid becoming affected by a lesser geas (no HD 
  limit) that compels the sickly character to seek out the 
  nearest myceloid colony in order to offer itself up for spore 
  domination. The save DCs are Constitution-based.
  Spore Cloud (Ex) Once per day as a standard action, a myceloid 
  can expel a 10-foot-radius burst of spores centered on itself. 
  This cloud persists for 1d3 rounds. Any creature caught 
  in this cloud or that moves through it is exposed to the 
  myceloid’s purple pox disease—a creature need save only 
  once against any one spore cloud, however, before becoming 
  permanently immune to that particular spore cloud’s effects. 
  The spore cloud does not hamper vision.
  Spore Domination (Sp) This spell-like ability functions 
  as charm monster, but functions only against creatures 
  currently infected with purple pox.  
  The walking fungi known as myceloids feed off of 
  decaying organic matter like many other fungi, yet 
  unlike typical mushrooms or molds, they take particular 
  pleasure in feeding from the rotting bodies of humanoids. 
  Myceloids claim to be able to taste things like 
  “innocence,” “despair,” and “hope” in 
  the ripeness of rancid meat, although 
  whether this is true or simply part 
  of the myceloids’ twisted sense of 
  humor is unclear.
  Most myceloids have deep 
  purple caps studded with white 
  lumps, and paler purple necks and bodies 
  of tough, leathery fungus. Their spores 
  grow 
  tenaciously 
  in 
  living 
  flesh, 
  causing a rapid spread of painful 
  purple lesions that, in advanced 
  stages of the sickness, sprout tiny 
  purple 
  mushrooms; 
  plucking 
  these mushrooms is painful to 
  the victim and causes bleeding. 
  This condition, known as purple 
  pox, is the method by which 
  myceloids both season their 
  meat and procreate. 
  Myceloids 
  prefer 
  to 
  capture victims alive 
  for later infection and 
  control. To a myceloid, 
  a living creature has three 
  uses—first as a slave, second 
  as a host from which to birth 
  new myceloids, and finally as 
  a banquet to feast upon once the 
  first two destinies have played out.
  196
  196
  Illustration by Kieran Yanner
  
  Naga, Lunar
  Stark white hair frames the fair face of this snake-bodied woman, 
  and its black scales sparkle hypnotically.
  LUNAR NAGA 
  CR 6
  XP 2,400
  CN Large aberration 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE
  AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 natural, 
  –1 size)
  hp 68 (8d8+32)
  Fort +6, Ref +8, Will +9
  OFFENSE
  Speed 40 ft.
  Melee bite +7 (2d6+3 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks hypnosis, sneak attack +3d6
  Spells Known (CL 5th; concentration +8)
  2nd (5/day)—invisibility, scorching ray
  1st (7/day)—charm person (DC 14), expeditious retreat, magic 
  missile, ray of enfeeblement (DC 14)
  0 (at will)—detect magic, disrupt undead, mage hand, open/
  close, prestidigitation, ray of frost
  STATISTICS
  Str 14, Dex 19, Con 18, Int 13, Wis 16, Cha 17
  Base Atk +6; CMB +9; CMD 24 (can’t be tripped)
  Feats Combat Casting, Dodge, Eschew MaterialsB, Lightning 
  Reflexes, Skill Focus (Stealth)
  Skills Bluff +7, Diplomacy +7, Knowledge (arcana) +5, Knowledge 
  (nature) +9, Perception +14, Spellcraft +8, Stealth +14
  Languages Aklo, Common
  ECOLOGY
  Environment any land
  Organization solitary or nest (2–4)
  Treasure standard
  SPECIAL ABILITIES
  Hypnosis (Su) Once per day, by weaving and coiling its body 
  and hissing as a standard action, a lunar naga can cause 
  its scales to shimmer and glow with moonlike radiance. All 
  creatures within 30 feet must make a DC 17 
  Will save to avoid becoming fascinated. The 
  lunar naga can maintain this fascination 
  effect as long as it concentrates; fascinated 
  creatures follow the still-glowing naga if it 
  moves as long as it maintains the 
  effect by concentrating. The save 
  DC is Charisma-based.
  Poison (Ex) Bite—injury; save Fort 
  DC 18; frequency 1/round for 6 
  rounds; effect 1d3 Con and 1 Wis; cure 1 save.
  Spells A lunar naga casts spells as a 5th-level sorcerer.
  Lunar nagas are patient watchers of the night sky. They 
  enjoy cosmology and believe strongly in astrology, 
  maintaining a handful of complex zodiacs. A few lunar 
  nagas even bear knowledge of the unspeakable things 
  from the dark spaces between the stars. A lunar naga 
  stretches over 10 feet from its pale face to the tip of its tail, 
  and weighs close to 200 pounds.
  Nocturnal creatures, lunar nagas often live in ruined 
  towers or atop mountains —any place open to the sky 
  at night. There they peer through astrological devices, 
  closely monitoring passing celestial markers, eager to 
  decipher more of the universe. Those living underground 
  make nightly trips to the open sky when they can. Cloudy 
  nights make lunar nagas agitated, and a creature is more 
  likely to run afoul of a lunar naga on these dark evenings. 
  Lunar nagas sometimes lead small cults of sky-watchers. 
  These followers aid the nagas in recording tome upon tome 
  of calculations of the stars and planets moving through 
  the inky black of the night sky. In small doses tempered 
  with water, fruit juices, and alcohol, lunar naga venom is 
  mildly hallucinogenic. The nagas’ cultist allies often take 
  the substance as a ritualistic drug.
  197
  197
  Illustration by Alex Alexandrov
  Myceloid–Naga, Lunar
  Myceloid–Naga, Lunar
  
  Naga, Royal
  This snake-bodied creature has five necks, each with a regal, 
  humanoid face in a cobralike hood.
  ROYAL NAGA 
  CR 11
  XP 12,800
  LN Huge aberration (shapechanger)
  Init +7; Senses darkvision 60 ft., see invisibility; Perception +27
  DEFENSE
  AC 26, touch 11, flat-footed 23 (+3 Dex, +15 natural, –2 size)
  hp 133 (14d8+70)
  Fort +9, Ref +9, Will +15
  OFFENSE
  Speed 40 ft.
  Melee 5 bites +14 (2d6+6 plus bleed)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bleed (1d6), dual gaze, rend (3 bites, 2d6+9)
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—see invisibility
   Spells Known (CL 9th; concentration +13)
  4th (5/day)—arcane eye, charm monster (DC 18)
  3rd (7/day)—blink, dispel magic, suggestion (DC 17)
  2nd (7/day)—enthrall (DC 16), hold person (DC 16), invisibility, 
  scorching ray
  1st (7/day)—charm person (DC 15), mage armor, magic 
  missile, ray of enfeeblement (DC 15), shield
  0 (at will)—daze (DC 14), detect magic, flare (DC 14), mage 
  hand, message, open/close, read magic, touch of fatigue
  STATISTICS
  Str 23, Dex 17, Con 21, Int 18, Wis 22, Cha 19
  Base Atk +10; CMB +18 (+22 grapple); CMD 31 (can’t be tripped)
  Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, 
  Eschew MaterialsB, Improved Initiative, Lightning Reflexes, 
  Stand Still
  Skills Acrobatics +20 (+24 when jumping), Bluff +18, Diplomacy +18, 
  Knowledge (arcana) +18, Knowledge (history) +11, Knowledge 
  (nobility) +11, Perception +27, Sense Motive +24, Stealth +12
  Languages Celestial, Common, Infernal
  SQ change shape (five humanoid shapes; alter self )
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Change Shape (Su) A royal naga can use this ability 
  to take one of five specific humanoid forms. Each 
  of these forms has a unique appearance (such as a 
  female dwarf with red hair, an elderly male 
  human, and so on) and the naga can 
  only use this ability to assume these 
  five forms. The naga can still use its 
  dual gaze in humanoid form.
  Dual Gaze (Su) A royal naga has a piercing stare capable of 
  crippling those that meet its gazes. The creature has two 
  gaze attacks and can switch between them as a move 
  action. One gaze causes those that succumb to it to become 
  permanently blinded, while the other causes those that 
  succumb to be permanently deafened. A DC 21 Fortitude 
  save negates the effects of either gaze; otherwise, the effects 
  are permanent until cured. Royal nagas generally prefer to 
  keep their deafening gaze active, switching to the blindness 
  gaze once combat begins and some of their foes have already 
  been deafened, since those who are blinded can no longer be 
  harmed by gaze attacks. The save DC is Charisma-based.
  Spells A royal naga casts spells as a 9th-level sorcerer.
  Regal and proud, royal nagas haunt lost cities and 
  forgotten kingdoms, guarding ancient treasures for their 
  own inscrutable reasons. A royal naga’s five faces are sharp 
  and fierce, taking on a terrifying countenance when it 
  becomes angered. Bespeaking their innate pride and 
  vanity, royal nagas adorn their serpentine hoods and faces 
  with elaborate and valuable piercings, crowns, or other 
  precious accessories. Royal nagas are 18 feet long, and 
  often weigh more than 750 pounds.
  Royal nagas tend to be stern in nature and commanding 
  in speech. Although naturally sociable, they are distrustful 
  of strangers and seem to have great 
  difficulty speaking to other 
  creatures as equals.
  198
  198
  Illustration by Scott Purdy
  
  Naga, Water
  Slender spines and brightly colored frills stretch back from the 
  humanlike face of this massive aquatic snake.
  WATER NAGA 
  CR 7
  XP 3,200
  N Large aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 20, touch 15, flat-footed 14 (+6 Dex, +5 natural, –1 size)
  hp 76 (8d8+40)
  Fort +7, Ref +10, Will +9
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +10 (2d6+5 plus poison), tail slap +5 (1d8+2)
  Space 10 ft.; Reach 5 ft.
  Spells Known (CL 7th; concentration +11)
  3rd (5/day)—protection from energy, suggestion (DC 17)
  2nd (7/day)—acid arrow, invisibility, mirror image
  1st (7/day)—expeditious retreat, magic missile, obscuring mist, 
  shield, true strike
  0 (at will)—acid splash, daze (DC 14), detect magic, light, 
  mage hand, open/close, read magic
  STATISTICS
  Str 20, Dex 23, Con 20, Int 11, Wis 17, Cha 18
  Base Atk +6; CMB +12; CMD 28 (can’t be tripped)
  Feats Combat Casting, Eschew MaterialsB, Lightning Reflexes, 
  Skill Focus (Perception), Skill Focus (Stealth)
  Skills Bluff +8, Knowledge (local) +4, Perception +17, 
  Spellcraft +11, Stealth +16, Swim +13
  Languages Aquan, Common
  SQ amphibious
  ECOLOGY
  Environment temperate water
  Organization solitary, pair, or nest (3–4)
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d2 Con damage; cure 2 saves.
  Spells A water naga casts spells as a 7th-level sorcerer.
  With mottled scales of blue and green, water nagas’ 
  serpentine beauty belies their deadliness. Although 
  doubtlessly intelligent, these nagas have more in 
  common with normal snakes than most of their 
  kind, preferring to be left to their own devices and 
  lashing out at any creatures that would disturb 
  them. A typical water naga measures 10 feet long 
  and weighs 250 pounds.
  Where many nagas claim particular lairs 
  as their homes, water nagas typically have a 
  number of retreats, migrating from one to the 
  next with the changing of the seasons. These nagas 
  keep elaborate summer and winter lairs, with several 
  favored shelters positioned between these so they can 
  make a circuit of familiar rivers and coasts throughout 
  the year. Fiercely territorial when it comes to their lairs, 
  water nagas typically attack any that intrude upon their 
  sanctuaries, only bothering to question interlopers once 
  such creatures have been weakened by poison, if at all.
  As their yearly treks make many water nagas especially 
  well traveled, those who live near the serpents’ lairs— 
  usually lizardfolk, fey, and human tribes—often court 
  the snake creatures’ good graces with offerings of rich 
  local delicacies, hoping to learn of nearby lands and 
  pass on their own stories to distant neighbors. Enjoying 
  flattery, exciting tales, and the adoration of those they see 
  as lesser creatures, most water nagas take pride in their 
  roles as travelers. However, while rarely malicious, they 
  quickly grow bored of repetitive, mundane anecdotes 
  and often embellish the stories they’ve heard with their 
  own fictions—caring little for the repercussions such 
  misleading tales might cause for their listeners. The 
  congeniality of some water nagas does not extend to the 
  entire race, and many unwary souls, even those with 
  only the best intentions, face these serpentine creatures’ 
  deadly bite.
  199
  199
  Illustration by Nicholas Cloister
  Naga, Royal–Naga, Water
  Naga, Royal–Naga, Water
  
  Nephilim
  The strength and stature of this giant-sized human is matched 
  only by the nobility of its bearing.
  NEPHILIM 
  CR 8
  XP 4,800
  N Large outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 22, touch 11, flat-footed 20 (+6 armor, +2 Dex, +5 natural, –1 size)
  hp 104 (11d10+44)
  Fort +13, Ref +5, Will +10; +2 vs. fear and sorrow effects
  Defensive Abilities soul of sorrow; DR 10/magic; Resist cold 10, 
  fire 10; SR 19
  OFFENSE
  Speed 30 ft.
  Melee +1 longsword +18/+13/+8 (2d6+11/17–20) or 
  2 slams +17 (1d6+7)
  Ranged mwk spear +13/+8/+3 (2d6+7/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks crushing blow, mortal challenge
  STATISTICS
  Str 25, Dex 15, Con 18, Int 14, Wis 16, Cha 17
  Base Atk +11; CMB +19 (+23 sunder); 
  CMD 31 (33 vs. sunder)
  Feats EnduranceB, Great FortitudeB, 
  Greater Sunder, Improved 
  Critical (longsword), Improved 
  Lightning Reflexes, 
  Improved Sunder, Power 
  Attack, Quick Draw
  Skills Bluff +12, Climb +13, 
  Diplomacy +17, Intimidate +17,  
  Knowledge (geography, 
  planes) +11, Perception +17, 
  Sense Motive +17, Stealth +9,  
  Survival +12
  ECOLOGY
  Environment warm hills
  Organization solitary, pair, or 
  tribe (3–8)
  Treasure double (masterwork 
  breastplate, +1 longsword,  
  4 masterwork spears, 
  other treasure)
  SPECIAL ABILITIES
  Crushing Blow (Ex) 
  When a nephilim makes 
  a successful critical hit with a melee 
  attack, the target must make a DC 22 
  Fortitude save or take an additional 
  3d6 points of nonlethal damage and 
  be staggered for 1 round. The save DC is Strength-based.
  Mortal Challenge (Su) When a nephilim spends a standard 
  action to roar a battle challenge, all humanoids and 
  monstrous humanoids within 100 feet of the nephilim 
  must make a DC 18 Will save to avoid becoming frightened 
  for 5d6 rounds. On a successful save, the creatures only 
  become shaken for that time. Creatures with more HD 
  than the nephilim become shaken if they fail their save, and 
  suffer no effect if they succeed. A creature that succeeds at 
  the save is immune to that nephilim’s mortal challenge for 
  24 hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based.
  Soul of Sorrow (Ex) A nephilim gains a +2 bonus on Will saves 
  against fear effects and any effect that causes sorrow.
  The nephilim are the offspring of demigods who bred 
  with humans. This joining resulted in a race of giant-sized 
  beings possessed of a shard of divine power and the 
  mortal consciousness of humans. A nephilim stands 11 
  feet tall and weighs 1,100 pounds. Its divine heritage 
  grants it a lifespan of almost 600 years.
  Nephilim are a nomadic, secretive race. This 
  isolationism has only heightened 
  the wild tales surrounding them, 
  making it even harder for other 
  races to trust them. While the 
  ancient animosity humans once 
  had against them has been largely 
  forgotten, zealots occasionally 
  try 
  to 
  mount 
  pogroms 
  and crusades to wipe the 
  nephilim out forever. The 
  nephilim 
  have 
  proven 
  strikingly resistant to 
  these efforts.
  200
  200
  Illustration by Jason Engle
  
  Nixie
  This green-skinned fey has webbed hands and feet. Its hair is the 
  color of seaweed, and is decorated with shells.
  NIXIE 
  CR 1
  XP 400
  N Small fey (aquatic)
  Init +3; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 9 (2d6+2)
  Fort +1, Ref +6, Will +4
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee short sword +5 (1d4–2/19–20)
  Ranged light crossbow +5 (1d6/19–20)
  Spell-Like Abilities (CL 6th; concentration +10)
  3/day—charm person (DC 15)
  1/day—water breathing (CL 12th)
  STATISTICS
  Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 18
  Base Atk +1; CMB –2; CMD 11
  Feats Weapon Finesse
  Skills Bluff +9, Craft (any one) +5, Escape Artist +8, Handle 
  Animal +6, Perception +6, Perform (sing) +8, Sense Motive +5,  
  Stealth +12, Swim +10
  Languages Aquan, Sylvan
  SQ amphibious, wild empathy +12
  ECOLOGY
  Environment temperate water
  Organization gang (2–4), band (6–11), or tribe (20–80)
  Treasure standard (light crossbow with 20 bolts, short sword, 
  other treasure)
  SPECIAL ABILITIES
  Wild Empathy (Ex) This ability works like the druid ability of 
  the same name. The nixie’s total includes a +8 racial bonus 
  on wild empathy checks.
  Nixies are guardians of ponds, rivers, lakes, and 
  springs. They prefer dwelling in idyllic places, 
  which they protect from the depredations of 
  predators and careless humanoids. While this 
  often involves confusing enemies and driving 
  foes away, nixies are not afraid of spilling 
  blood to protect their homes—though they 
  prefer not to resort to such means unless 
  completely necessary. Nixies are 4 feet tall 
  and rarely weigh more than 45 pounds.
  Nixies avoid combat if possible, using 
  charm person to lead humanoids away from 
  their lairs. They sometimes use this ability 
  to enslave people to act as protectors or help with a task 
  that is simply too big for them to deal with. They cast water 
  breathing on charmed creatures helping with tasks below 
  the surface. Nixies are reclusive and prefer to keep their 
  presence hidden. They make lairs underwater, forming 
  small communities if their numbers are great enough. 
  Legends speak of a secret nixie kingdom at the bottom of a 
  great lake, but no one has yet confirmed its location.
  BOG NIXIES 
  In some lands, nixies are evil creatures who lead folk to 
  drown in their waters, either by captivating their targets 
  with song or by assuming the form of an animal or 
  humanoid and tricking a hunter or explorer into dangerous 
  waters. These evil nixies prefer dwelling in festering 
  swamps or blighted fens, and are typically known as bog 
  nixies. The fact that a bog nixie can grant minor wishes, 
  ironically, only increases their opportunities for evil, as 
  brave or foolish explorers deliberately seek them out.
  A bog nixie is a neutral evil nixie with the advanced 
  creature template who has the following additional 
  powers. A bog nixie’s CR is +2 higher than a normal nixie’s.
  Captivating Song (Su): This works like the harpy ability 
  of the same name. The save DC is Charisma-based.
  Change Shape (Su): This works as polymorph, and allows 
  the bog nixie to assume the form of any Small or Medium 
  aquatic animal or humanoid.
  Minor Wish (Sp): Once per day, a bog 
  nixie can create a magical effect in 
  exchange for a gift or service from 
  a humanoid. The power of this 
  “wish” is no greater than what can 
  be done with a 3rd-level spell.
  201
  201
  Illustration by Concept Art House
  Nephilim–Nixie
  Nephilim–Nixie
  
  Norn
  This towering, stern woman wears her long blonde hair in braids. 
  She carries a reel of golden thread and a pair of shears.
  NORN 
  CR 18
  XP 153,600
  LN Large fey 
  Init +16; Senses all-around vision, blindsight 120 ft., low-light 
  vision, greater arcane sight, true seeing; Perception +30
  DEFENSE
  AC 33, touch 21, flat-footed 31 (+7 armor, +2 Dex, +10 insight, 
  +5 natural, –1 size)
  hp 270 (20d6+200); regeneration 10 (cold iron)
  Fort +18, Ref +18, Will +21
  Defensive Abilities death ward, fated, foresight, mind blank, 
  never surprised or flat-footed; DR 15/cold iron; Immune 
  cold; Resist acid 30, electricity 30, fire 30; SR 29
  OFFENSE
  Speed 40 ft. (30 ft. with armor)
  Melee shears +21/+21/+16 (1d8+12/15–20 plus energy drain), 
  touch +11 (energy drain)
  Space 10 ft.; Reach 10 ft.
  Special Attacks energy drain (2 levels, DC 30), shift fate, snip thread
  Spell-Like Abilities (CL 18th; concentration +28)
  Constant—death ward, foresight, greater arcane sight, mind 
  blank, tongues, true seeing
  At will—bestow curse (DC 23), divination, greater dispel 
  magic, geas/quest, vision, wind walk (self only)
  1/day—maze, moment of prescience, quickened phantasmal 
  killer (DC 24), power word kill, time stop, weird (DC 29)
  STATISTICS
  Str 25, Dex 14, Con 30, Int 21, Wis 24, Cha 31
  Base Atk +10; CMB +18; CMD 30
  Feats Combat Expertise, Combat Reflexes, DiehardB, Great 
  Fortitude, Improved Great Fortitude, Improved Initiative, 
  Improved Iron Will, Improved Lightning Reflexes, Iron Will, 
  Lightning Reflexes, Quicken Spell-Like Ability (phantasmal killer)
  Skills Bluff +23, Craft (cloth) +18, Heal +12, Intimidate +30, 
  Knowledge (all) +25, Perception +30, Perform (oratory) +18, 
  Sense Motive +30, Use Magic Device +23
  Languages Common, Giant, Sylvan; tongues
  SQ change shape (humanoid; alter self or giant form II)
  ECOLOGY
  Environment cold mountains
  Organization solitary, pair, or trio
  Treasure double (+3 hide armor, shears, golden thread worth 
  500 gp, other treasure)
  SPECIAL ABILITIES
  Fated (Su) A norn adds her Charisma modifier as an insight 
  bonus to AC and on initiative checks.
  Shears (Su) A norn’s shears function as a +5 mithral keen speed 
  scimitar, but only for a norn.
  Shift Fate (Su) As an immediate action, a norn can force any one 
  target within 120 feet to reroll a saving throw—this ability 
  must be used immediately after the saving throw is rolled, 
  and the target must abide by the result of this second roll.
  Snip Thread (Su) As a standard action up to three times per day 
  but no more often than once every 1d4 rounds, a norn may 
  produce a golden thread linked to a creature’s fate and then 
  attempt to snip it short with her shears. The target creature 
  must be within 120 feet and in the norn’s line of sight. The 
  target immediately takes 20d6 points of damage (Fortitude DC 
  30 for half). If the target dies from this damage, the norn has 
  cut through the thread—in this case, the target may only be 
  restored to life via miracle, wish, or divine intervention. This is a 
  death effect. The Save DC is Charisma-based.
  Ancient beyond imagining, the norns are a race of powerful 
  women who hold in their hands the physical manifestation 
  of fate and destiny in the form of golden thread. They watch 
  over all life, intervening with reluctance when called upon 
  or with a vengeance when the strands of fate are twisted 
  and abused by lesser beings. Worshiped as gods by some, 
  the norns do little to discourage this veneration.
  A norn stands 14 feet tall and weighs 800 pounds.
  202
  202
  Illustration by Francesco Graziani
  
  Nuckelavee
  This skinless creature resembles a horse and its humanoid rider, 
  fused into a single hideous being of rage and sickness.
  NUCKELAVEE 
  CR 9
  XP 6,400
  NE Large fey (aquatic)
  Init +7; Senses low-light vision; Perception +17
  Aura frightful presence (30 ft., DC 20)
  DEFENSE
  AC 23, touch 17, flat-footed 15 (+7 Dex, +1 dodge, +6 natural, –1 size)
  hp 104 (11d6+66)
  Fort +9, Ref +16, Will +10 
  DR 10/cold iron; Immune disease, poison
  OFFENSE
  Speed 50 ft., swim 50 ft.
  Melee mwk longsword +11 (1d8+9/19–20), bite +10 (1d8+6 plus 
  disease), 2 hooves +5 (1d6+3 plus disease)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (30-ft. cone, 10d6 damage plus 
  disease, Reflex DC 21 for half, usable every 1d4 rounds), 
  trample (1d6+7, DC 21)
  Spell-Like Abilities (CL 9th; concentration +14)
  3/day—control water, diminish plants, obscuring mist
  STATISTICS
  Str 22, Dex 24, Con 22, Int 13, Wis 17, Cha 21
  Base Atk +5; CMB +12; CMD 30 (34 vs. trip)
  Feats Dodge, Lightning Reflexes, 
  Lightning Stance, Mobility, 
  Spring Attack, 
  Wind Stance
  Skills Acrobatics 
  +21 (+29 when 
  jumping), 
  Escape Artist +21, 
  Intimidate +16, 
  Knowledge (nature) 
  +15, Perception +17, 
  Stealth +17, Swim +28
  Languages Aklo, Common, 
  Sylvan
  SQ amphibious, undersized weapons
  ECOLOGY
  Environment cold swamps or coastlines
  Organization solitary
  Treasure standard (masterwork longsword, other treasure)
  SPECIAL ABILITIES
  Breath Weapon (Su) A nuckelavee’s breath weapon is a 
  cone of withering foulness that causes painful welts, 
  cramps, and bleeding, and only harms living creatures—
  this damage bypasses all energy resistance and damage 
  reduction. Non-creature plants in the area are affected as if by 
  a blight spell. Any creature that fails its Reflex save against the 
  breath weapon must make a DC 21 Fortitude save or contract 
  mortasheen (see below). The save DC is Constitution-based.
  Disease (Su) Mortasheen: Contact; save Fort DC 21; frequency 
  1/day; effect 1d4 Con and target is fatigued; cure 2 consecutive 
  saves. Animals take a –2 penalty on their saves against this 
  disease. The save DC is Constitution-based.
  The dreaded nuckelavee is a manifestation of pollution and 
  filth, be it the natural decay of a red tide or the intrusive 
  pollution of sewage and other urban waste. A nuckelavee 
  is a living irony—a carrier of disease and a spreader of 
  corruption that unleashes its wrath against other sources 
  that bring corruption into the world. The corruption 
  spread by nuckelavees only serves to further their own 
  sense of self-loathing and overall rage. While nuckelavees 
  might, incidentally, carry out vengeance for the victims 
  of such pollution, defending the denizens of their rivers, 
  swamps, and bogs is not their primary drive, for they revel 
  in inflicting the very corruption they hate and enjoy little 
  more than watching their enemies sicken and die.
  Folktales tell of talismans to carry—fetishes of seaweed 
  garlands, horsehair soaked in brine, or vials of 
  sanctified seawater—or of prayers to recite to ward 
  away nuckelavees or convince them 
  the bearer is innocent. In truth, 
  however, these old solutions 
  offer no protection from the 
  vile plague-bearers.
  A nuckelavee is the same 
  size as a horse.
  203
  203
  Illustration by Scott Purdy
  Norn–Nuckelavee
  Norn–Nuckelavee
  
  Nue
  Materializing out of a noxious black cloud, this beast has the head 
  of a fanged monkey and the body of a tiger with a viper as a tail.
  NUE 
  CR 10
  XP 9,600
  NE Large magical beast 
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 24, touch 15, flat-footed 18 (+5 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 126 (12d10+60)
  Fort +13, Ref +13, Will +7
  OFFENSE
  Speed 30 ft.
  Melee bite +17 (2d6+6 plus energy drain), bite +17 (1d4+6 plus 
  poison), 2 claws +17 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks energy drain (2 levels, DC 16), pounce
  Spell-Like Abilities (CL 12th; concentration +12)
  3/day—contagion (DC 14), hold person (DC 13)
  1/day—nightmare (DC 15), shout (DC 14), waves of fatigue
  STATISTICS
  Str 22, Dex 21, Con 20, Int 7, Wis 17, Cha 10
  Base Atk +12; CMB +19; CMD 35 (39 vs. trip)
  Feats Combat Casting, Combat Reflexes, Dodge, Improved 
  Initiative, Mobility, Skill Focus (Stealth)
  Skills Climb +13, Perception +10, Stealth +11
  Languages Common
  SQ cloud form
  ECOLOGY
  Environment warm forests or 
  mountains
  Organization solitary, pair, 
  or ambush (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Cloud Form (Su) A 
  nue can change 
  into the form 
  of a 10-foot black 
  cloud or back to its 
  normal form as a standard 
  action. A nue in cloud 
  form is otherwise 
  treated as if under the 
  effects of gaseous form, except that it 
  obscures vision like fog cloud.
  Poison (Ex) Bite—injury; save Fort DC 21; 
  frequency 1/round for 6 rounds; effect 
  1d4 Strength damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  This strange creature has the body of a tiger, the head of a 
  fanged monkey, and a poisonous viper for a tail. Though 
  some call it a chimera and treat it as an exotic specimen 
  of that creature, it is a completely different breed of beast.
  Intelligent enough to enjoy cruelty as well as inflicting 
  terror upon its prey, a nue delights in toying with its 
  victim before dealing the killing blow. Often, a nue will 
  select a target and plague it with nightmares before it 
  even attempts an act of violence, wearing down the victim 
  with dreadful dreams and phantasmagoric terrors. Once 
  its prey is thoroughly exhausted, the nue will finally 
  steal into the victim’s sleeping chambers and engage in 
  combat, paralyzing its target with its magic and infecting 
  its prey with both disease and poison, letting the victim 
  writhe in pain before succumbing to death.
  A nue’s ghastly appearance in physical form is only 
  made eerier by its ability to turn into an inky cloud of 
  darkness. In this guise, a nue can hide amongst fog clouds 
  or shadows before emerging as the destructive horror it is. 
  By the time a nue crawls forth from the inscrutable black 
  cloud, its prey is often too fatigued from its strange night 
  terrors to defend itself. The dreams a nue impregnates 
  creatures’ minds with varies from victim to victim, but 
  all share the trait of an ever-present, foreboding cloud 
  that exudes a fierce and palpable sense of malice.
  Some legends suggest that nues are the spirits of children 
  warped into twisted forms to spread paranoia, exhaustion, 
  and fear among former friends and family. According to 
  these stories, such a cursed child wreaks terror upon its 
  friends and relatives until they are all either dead or driven 
  mad by fear. Then, the creature moves on, seeking more 
  challenging kills to sate its vicious hunger. The greatest joy 
  a nue can feel is snuffing the life of a once-
  strong and proud target that has been 
  brought low by its debilitating attacks.
  A nue is 9 feet long and 
  weighs 600 pounds.
  204
  204
  Illustration by Kieran Yanner
  
  Oni
  Oni are a race of evil spirits, native to the Material Plane, 
  that manifest physical bodies based upon the shapes and 
  desires of humanoid mortals. In pure spirit form, an oni 
  is nothing but a disembodied evil longing for the sins of 
  the flesh. In this form, oni are harmless and invisible. The 
  majority of these bodiless oni were once kami who failed 
  their wards, or more often, who deliberately abandoned 
  them. As punishment, they were stripped of their ability 
  to form a physical body and then cast into the void. Rarely, 
  a mortal creature’s soul can become a disembodied 
  oni upon death, or in even rarer cases, after a truly evil 
  individual has undergone a particularly vile ritual that 
  ends in suicide. These oni are more often destined for 
  positions of great power and strength than most. 
  Eventually, an oni’s spirit manifests a physical body 
  on the Material Plane. The methods by which this may 
  occur vary, but the process generally takes place in areas 
  already despoiled by sin, tragedy, or cruelty. The type 
  of oni a spirit transforms into is influenced by a wide 
  variety of variables, ranging from the nature of what the 
  oni spirit was before to the location where it is reborn 
  into the realm of flesh and blood. Once an oni manifests 
  its physical body, that body becomes its true form for 
  the rest of its life—all oni are shapechangers, but this 
  original form is the form in which they are born and the 
  form they revert to upon death.
  An oni’s true form is always similar to that of a specific 
  type of humanoid, save that it is always deformed and 
  monstrous to look upon. Tusks, additional eyes, or 
  strangely colored skin are common physical attributes. 
  Yet while they have hideous forms, all oni are capable of 
  changing their shape to assume forms more pleasant to 
  the civilized eye. The type of shapes an oni can assume 
  depend upon its species, but all can transform into some 
  form of humanoid. Oni use this ability to infiltrate 
  humanoid societies, either to prey upon the weak or to 
  rule them in disguise.
  In order to understand oni, it is important to consider 
  that most of these beings were once spirits tasked 
  with protecting a material realm they now believe is 
  undeserving of such care and concern—indeed, the 
  physical world is to be dominated and consumed. They 
  arrive in physical form starved for sensory experience, and 
  never fully sate their desire to gorge on such experiences. 
  Most oni seek to attain positions of leadership and power, 
  often in the guise of a normal humanoid, in order to 
  secure a never-ending supply of sensory experiences. It is 
  also important to understand that oni’s immoderation is 
  also motivated by their corrupted and evil natures—that 
  is, no pleasure is more enjoyable than one that deprives 
  or wounds another.
  Oni retain their hatred of the kami upon reentering 
  the Material Plane as physical creatures, and often their 
  depredations and violations of the world can be directly 
  tied to their efforts to destroy kami or the kami’s works. 
  Oni tend not to congregate with others of their kind, 
  being most comfortable in positions of leadership over 
  enslaved or oppressed societies populated by humanoids 
  they can masquerade as. Yet, at times, particularly 
  powerful oni abandon this mindset and instead gather to 
  their side entire legions of oni drawn from all types. The 
  oni known collectively as the yai—oni with an affinity for 
  true giants—are most often responsible for such actions, 
  and when a  yai builds such an army of oni, the humanoid 
  lands shake with terror.
  Theoretically, as many types of oni exist as there 
  are types of humanoids, although in reality, certain 
  types of oni are much more populous than others. The 
  ogre mage, an oni associated with ogres, is the best-
  known and most commonly encountered type of oni, 
  for reasons that still send scholars of oni lore into 
  spiraling arguments with seemingly no end. Beyond 
  the oni detailed on the following pages, the atamahuta 
  (ettins), ja noi (hobgoblins), nogitsune (kitsune), and 
  wind yai (cloud giants) are relatively well known. Oni 
  with associations to bugbears, great cyclopes, stone 
  giants, trolls, troglodytes, and other races exist as well. 
  And above even the mighty void yai there exist the oni 
  demigods—entities of nearly incomprehensible power 
  known as the oni daimyo.
  Known Oni Daimyo
  Countless oni stalk the world, slaking their greed and 
  bloodlust to the misery of humanoids. The great leaders 
  among the oni, beings known as daimyo, are as numerous as 
  the nations of the world, and all oni seek to climb the rungs 
  of power to become such powerful entities. The following list 
  includes oni daimyo that have power in ways that make them 
  known and feared outside their own domains. Most of these 
  nefarious oni command armies or control points through 
  which other oni can enter the world.
  Akuma, the Horned King (ogre mage)
  Chimon, Hunter of Blood (ogre mage)
  Guyuku, the Sea Devil (water oni)
  Inma, Empress of the World (void oni)
  Muronna, the Dark Mother (ogre mage)
  Nataka, the Red King (fire oni)
  Onmyuza, Dancer in Flesh (ogre mage)
  Ushitora, Keeper of the Oni Gate (void oni)
  Uzumae, Daimyo of the North (kuwa oni)
  Yabu, Lord of the Kazan Caldera (fire oni)
  205
  205
  Nue–Oni
  Nue–Oni
  
  Oni, Fire Yai
  This fanged, three-eyed giant rages in its finely crafted armor, its 
  skin as red as a smoldering ember.
  FIRE YAI 
  CR 15
  XP 51,200
  NE Large outsider (fire, giant, native, oni, shapechanger)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +23
  DEFENSE
  AC 29, touch 10, flat-footed 28 (+8 armor, +1 Dex, +11 natural, 
  –1 size)
  hp 229 (17d10+136); regeneration 5 (acid or cold)
  Fort +18, Ref +10, Will +15
  Immune fire; SR 26
  Weaknesses vulnerability to cold
  OFFENSE
  Speed 40 ft., fly 60 ft. (good); 30 ft., fly 40 ft. (good) in armor
  Melee +1 katana* +27/+22/+17/+12 (2d6+16/18–20) or  
  2 slams +26 (1d10+15)
  Ranged fiery missile +19 touch (4d6 fire plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (2d6, DC 26), smoke form
  Spell-Like Abilities (CL 15th; concentration +17)
  Constant—fly
  At will—darkness, invisibility (self only), scorching ray
  3/day—charm monster (DC 16), deep slumber (DC 15), fireball 
  (DC 15), fire shield (warm shield only), wall of fire
  1/day—incendiary cloud (DC 20)
  STATISTICS
  Str 31, Dex 16, Con 26, Int 14, Wis 17, Cha 15
  Base Atk +17; CMB +28; CMD 41
  Feats Cleave, Combat Reflexes, Great Cleave, Improved 
  Initiative, Improved Overrun, Iron Will, Lightning Reflexes, 
  Power Attack, Vital Strike
  Skills Bluff +22, Craft (weapons) +12, Craft (armor) +12, 
  Diplomacy +11, Disguise +11, Fly +14, Intimidate +22, 
  Knowledge (arcana) +14, Perception +23, Sense Motive +23, 
  Spellcraft +11, Use Magic Device +14
  Languages Common, Giant
  SQ change shape (Medium or Large humanoid; alter self or 
  giant form I)
  ECOLOGY
  Environment temperate or warm hills or mountains
  Organization solitary, band (1 plus 4–8 fire giants), tribe (1 
  plus 20–30 fire giants), or dynasty (1 plus 2–20 other oni)
  Treasure standard (+1 banded mail, +1 katana*, other treasure)
  SPECIAL ABILITIES
  Fiery Missile (Su) As a swift action, a fire yai can launch a bolt 
  of fire from its third eye. This attack has a range of 180 feet 
  with no range increment.
  Smoke Form (Sp) As a standard action, a fire yai can turn into 
  a cloud of smoke. This functions like gaseous form, except 
  the cloud has the properties of the smoke cloud from a 
  pyrotechnics spell (Fort DC 26 negates the effects of the smoke 
  cloud). The fire yai can end this ability as a standard action.
  * See Ultimate Combat.
  Fire yai prefer to live in luxury—an orderly and well-built 
  abode is essential. Even a lone fire yai prefers to build 
  or inhabit a fortified stone dwelling in its territory, and 
  surrounds itself with as many luxuries as it can acquire. 
  Vain, greedy, and brutal, fire yai are the most impulsive of 
  their kind—several tales tell of clever heroes taunting 
  fire yai to act rashly. They rarely let challenges pass 
  uncontested and react quickly to squelch any threat 
  to their rule.
  While many fire yai seek out tribes of fire giants to 
  infiltrate and rule, not all follow this compulsion. Capable 
  of assuming the form of many types of humanoid, some 
  fire yai seek to subtly invade and eventually rule entire 
  nations of humanoids from within.
  A fire yai is 16 feet tall and weighs 7,000 pounds.
  206
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  Illustrations by Jim Nelson
  
  Oni, Ice Yai
  This blue-skinned giant has three eyes, fangs, and claws. Its hair 
  seems to be formed of delicate strands of ice.
  ICE YAI 
  CR 14
  XP 38,400
  CE Large outsider (cold, oni, giant, native, shapechanger)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
  DEFENSE
  AC 27, touch 12, flat-footed 24 (+4 armor, +2 Dex, +1 dodge, 
  +11 natural, –1 size)
  hp 200 (16d10+112); regeneration 5 (fire or acid)
  Fort +17, Ref +7, Will +12
  Immune cold; SR 25
  Weaknesses vulnerability to fire 
  OFFENSE
  Speed 50 ft., fly 50 ft. (perfect)
  Melee 4 slams +24 (2d8+9)
  Ranged icy missile +17 (4d6 cold)
  Space 10 ft.; Reach 10 ft.
  Special Attacks staggering strikes
  Spell-Like Abilities (CL 18th; concentration +22)
  Constant—fly, mage armor
  At will—darkness, invisibility (self only)
  3/day— charm monster (DC 18), cone of cold (DC 19), deep 
  slumber (DC 17), gaseous form (self only)
  1/day—polar ray, solid fog
  STATISTICS
  Str 29, Dex 14, Con 25, Int 12, Wis 15, Cha 18
  Base Atk +16; CMB +26; CMD 39
  Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Mobility, 
  Power Attack, Spring Attack, Vital Strike
  Skills Bluff +23, Disguise +13, Fly +20, Intimidate +23,  
  Knowledge (arcana) +11, Perception +22, Sense 
  Motive +13, Spellcraft +8, Stealth +17 (+21 
  in snow), Use Magic Device +14; Racial 
  Modifiers +4 Stealth in snow
  Languages Common, Giant
  SQ change shape (Medium or Large humanoid; alter self 
  or giant form I)
  ECOLOGY
  Environment cold mountains
  Organization solitary or gang (1 plus 4–16 frost giants)
  Treasure standard
  SPECIAL ABILITIES
  Icy Missile (Su) As a swift action, the ice yai can 
  fire a dart of ice from its third eye. This dart is a 
  ranged touch attack (+20 attack bonus), dealing 4d6 
  points of cold damage on a hit. This attack has a range 
  of 180 feet with no range increment.
  Staggering Strikes (Ex) An ice yai can strike twice per round 
  with its two slam attacks. A creature struck by 
  more than two of these slam attacks in a round must make 
  a DC 28 Fortitude save or be staggered for 1 round. The 
  save DC is Strength-based.
  The ice yai is a sinister creature that combines the brutality 
  of a frost giant with the grace and style of a skilled martial 
  artist. Although its magical powers are formidable, it 
  prefers to fight in melee using its slam attacks, leading its 
  minions in merciless combat. It uses its mobility to cast 
  combat spells or launch shards of ice from its third eye.
  An ice yai is a natural leader among frost giants, tempering 
  their savagery with its own wisdom. A tribe led by an ice 
  yai may still raid settlements of neighboring humanoids, 
  but the tribe soon learns the value of establishing regular 
  tributes and willing sacrifices—the ice yai teach that 
  methods that rely upon the threat of violence are often even 
  more effective than actual violence. Despite this strangely 
  enlightened philosophy, an ice yai never passes up an 
  opportunity to reinforce its capacity for slaughter, and will 
  often demand that its subjects take part in show battles, both 
  for the entertainment of the tribe and to nurture the ice yai’s 
  insatiable ego and sense of dominion over its subjects.
  207
  207
  Oni, Fire Yai–Oni, Ice Yai
  Oni, Fire Yai–Oni, Ice Yai
  
  Oni, Kuwa
  This golden-skinned fiend has horns, fangs, and bulging eyes. It 
  grips a spiked club in its four-fingered claws.
  KUWA 
  CR 4
  XP 1,200
  LE Medium outsider (human, native, oni, shapechanger)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+8 armor, +1 natural)
  hp 42 (5d10+15); regeneration 5 (acid or fire)
  Fort +7, Ref +4, Will +6
  SR 15
  OFFENSE
  Speed 30 ft. (40 ft. without armor)
  Melee mwk greatclub +10 (1d10+6) or  
  2 claws +9 (1d6+6)
  Ranged mwk composite longbow +9 (1d8+4/×3)
  Spell-Like Abilities (CL 5th; concentration +8)
  3/day—darkness, fly
  1/day—charm person (DC 14), deep slumber (DC 16), 
  invisibility (self only)
  STATISTICS
  Str 18, Dex 17, Con 16, Int 12, Wis 15, Cha 17
  Base Atk +5; CMB +9; CMD 22
  Feats Cleave, Combat Reflexes, Power Attack
  Skills Bluff +11, Disguise +7, Intimidate +11, Knowledge 
  (arcana) +9, Perception +10, Sense Motive +10, 
  Spellcraft +3, Stealth +4, Use Magic Device +11
  Languages Common
  SQ change shape (any human; alter self )
  ECOLOGY
  Environment any
  Organization solitary or gang (1 plus 3–10 
  humans of 1st–3rd level)
  Treasure standard (masterwork half-plate, 
  masterwork greatclub, masterwork composite longbow  
  [+4 Str] with 20 arrows, other treasure)
  While the majority of oni tend to be larger than life, and 
  thus often end up having associations with giants and 
  other enormous humanoids, not all of them are born into 
  physical bodies that match their boundless appetites for 
  cruelty. The kuwa are an example of this, for they are oni 
  who clothe themselves in human flesh. While their true 
  forms remain unmistakably fiendish, with golden skin, 
  claws, and monstrous visages with short sharp horns, 
  kuwa are most at home living in disguise among humans. 
  As with most oni, they generally avoid their own kind, 
  and instead seek positions of power in human cities, often 
  as guard captains, guildmasters (particularly of thieves’ 
  guilds), and aristocrats. Most kuwa avoid taking on the 
  role of a spellcaster unless they possess class levels in an 
  appropriate class. Likewise, all but the most ambitious 
  kuwa avoid positions of true authority, such as king or 
  mayor. Kuwa are most comfortable in the upper echelon of 
  command, but avoid positions so important that they have 
  too many eyes on them. To a kuwa, a position of leadership 
  that doesn’t allow frequent abuse of that power is a waste, 
  and by aiming for less publicly visible positions, the kuwa 
  increases its opportunities for such abuse.
  Once a kuwa secures a position in a human society, the 
  accumulation of wealth becomes its primary motivation. A 
  kuwa wants to live a life of decadence and sensual pleasure, 
  and like any oni, it wants to propagate its own kind. Its 
  strength and magical powers enable it to easily dominate 
  normal folk, allowing it to gather groups of thuggish, like-
  minded humans to lead in banditry and worse.
  A typical kuwa stands about 6 feet in height and weighs 
  190 pounds.
  208
  208
  Illustration by Michele Chang
  
  Oni, Spirit
  This evil-looking animated mask shows the face of a horned 
  fiend, its eyes popping and its leering smile full of fangs.
  SPIRIT ONI 
  CR 2
  XP 600
  NE Tiny outsider (native, oni)
  Init +8; Senses darkvision 60 ft., detect magic; 
  Perception +7
  DEFENSE
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, 
  +2 size)
  hp 19 (3d10+3); fast healing 2
  Fort +2, Ref +7, Will +4
  OFFENSE
  Speed 10 ft., fly 30 ft. (good)
  Melee bite +9 (1d4–2), gore +9 (1d4–2 plus poison)
  Special Attacks poison
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—detect magic
  At will—invisibility (self only), mage hand
  1/day—command (DC 13), sleep (DC 13)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 6, Dex 19, Con 12, Int 13, Wis 12, Cha 15
  Base Atk +3; CMB +5; CMD 13 (can’t be tripped)
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +7, Bluff +8, Fly +16, Knowledge (arcana) +7, 
  Perception +7, Sense Motive +7, Spellcraft +4, Stealth +17
  Languages Common
  SQ mask symbiosis
  ECOLOGY
  Environment any
  Organization solitary, pair, or rack (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Mask Symbiosis (Ex) A spirit oni can be worn as a mask 
  by a willing Small or Medium creature. While worn in 
  this way, the wearer can see through the oni’s eyes and 
  speak through its mouth, although the wearer retains its 
  own senses and voice. The spirit oni remains a separate 
  creature, and must detach from its host’s face (as a move 
  action) if it wishes to take any action of its own (including 
  attacking or using a spell-like ability). While a spirit oni is 
  worn as a mask, it grants a +2 insight bonus on its host’s 
  Perception checks.
  Poison (Ex) Gore—injury; save Fort DC 12; frequency 1/round 
  for 6 rounds; effect 1d2 Cha; cure 2 consecutive saves.
  Most oni that emerge on the Material Plane do so into a 
  new body of humanoid flesh, yet this is not the case for 
  all oni. Periodically, when an evil spellcaster wishes to 
  engage the servitude of an oni as a familiar, the result 
  is something relatively unusual—an oni made flesh 
  directly from its spiritual form rather than one who takes 
  the features of a humanoid as its own.
  Any lawful evil 7th-level spellcaster who takes the 
  Improved Familiar feat can gain a spirit oni as a familiar. 
  The ritual to gain such a familiar requires the spellcaster 
  to craft a particularly fiendish and fierce-looking 
  oni mask—this does not require a Craft check or any 
  additional expenditure of gold, and is assumed to be part 
  of the overall ritual for securing the familiar. When the 
  ritual is complete a raw oni spirit is lured into the mask, 
  which immediately transforms it into the animate, living 
  creature presented here.
  While the ritual binds the oni to its new master, it 
  also robs the oni of its immediate chance to achieve a 
  human form. As a result, spirit oni are foul-tempered 
  and cantankerous creatures, even to their masters. They 
  must be regularly reprimanded and disciplined, lest 
  their jealousy and bitterness get the better of them. 
  When a spirit oni’s master dies, the spirit oni gains 
  free will and the ability to make its own choices—but 
  the spirit oni’s innate cowardice and dishonor usually 
  prevents it from taking its own life in hopes of returning 
  to true spirit form and then returning as a proper oni. 
  Rather than extinguishing themselves, such masterless 
  spirit oni seek out more powerful oni and offer their 
  services to their superiors, in hopes that they might 
  someday be granted a promotion from their lowly state 
  to something more befitting their egos and desires.
  209
  209
  Illustration by Jim Nelson
  Oni, Kuwa–Oni, Spirit
  Oni, Kuwa–Oni, Spirit
  
  Oni, Void Yai
  This towering, three-eyed horned giant carries himself with the 
  self-assurance of an undefeated champion of countless wars.
  VOID YAI 
  CR 20
  XP 307,200
  LE Huge outsider (giant, native, oni, shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +29
  DEFENSE
  AC 36, touch 9, flat-footed 35 (+9 armor, +1 Dex, +18 natural, 
  –2 size)
  hp 379 (23d10+253); regeneration 15 (fire or good spells)
  Fort +24, Ref +9, Will +21
  Immune cold; SR 31
  OFFENSE
  Speed 40 ft., fly 40 ft. (good); 60 ft., fly 60 ft. without armor
  Melee mwk greatclub +39/+34/+29/+24 (3d8+25/19–20) or  
  2 slams +23 (2d6+25)
  Ranged void missile +23 touch (6d6 plus energy drain)
  Space 15 ft.; Reach 15 ft.
  Special Attacks commanding voice, energy drain (2 levels, 
  DC 28), void trap
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—fire shield (chill shield), fly, true seeing
  At will—deeper darkness, gaseous form (self only), greater 
  dispel magic, greater teleport (self plus 50 lbs. of objects 
  only), invisibility (self only), minor creation, vision
  3/day—cone of cold (DC 22), demand (DC 25), dominate 
  person (DC 22), major creation, mass charm monster (DC 25), 
  polar ray, teleport object (DC 24)
  1/day—implosion (DC 26), plane shift (DC 24)
  STATISTICS
  Str 44, Dex 15, Con 32, Int 18, Wis 23, Cha 25
  Base Atk +23; CMB +42; CMD 54
  Feats Awesome Blow, Cleave, Combat Reflexes, Critical 
  Focus, Improved Bull Rush, Improved Critical (greatclub), 
  Improved Initiative, Improved Vital Strike, Iron Will, Power 
  Attack, Staggering Critical, Weapon Finesse
  Skills Acrobatics +17 (+25 when jumping), Bluff +30, Fly +20, 
  Intimidate +30, Knowledge (arcana) +27, Knowledge (history) 
  +24, Knowledge (nobility) +14, Knowledge (planes) +27, 
  Perception +29, Sense Motive +29, Spellcraft +24, Use Magic 
  Device +30
  Languages Common, Giant
  SQ change shape (Large, Huge, or Gargantuan humanoid; 
  giant form II), void form
  ECOLOGY
  Environment cold or temperate mountains
  Organization solitary
  Treasure double (masterwork full plate, masterwork greatclub, 
  other treasure)
  SPECIAL ABILITIES
  Commanding Voice (Su) A void oni gains a +4 racial bonus 
  on the save DC of any charm or compulsion effects it uses 
  against humanoids.
  Void Form (Su) A void yai may become incorporeal as a swift 
  action. In this form, it appears as a solid black shadow of its 
  true form. It gains the incorporeal subtype and incorporeal 
  defensive ability while in void form. Any gear or armor the 
  yai carries becomes incorporeal as well—it loses its AC 
  bonus from armor and natural armor, but gains a deflection 
  bonus to its AC equal to its Charisma modifier (+7 for most 
  void yai, for an AC of 16). It may still speak while incorporeal 
  and can still use its spell-like and special abilities. 
  Void Missile (Su) As a swift action, a void yai can launch a 
  bolt of darkness from its third eye. Damage caused by this 
  missile is negative energy damage. This attack has a range 
  of 180 feet with no range increment.
  Void Trap (Su) When a void oni uses any teleportation effect 
  on itself (including its greater teleport and plane shift spell-
  like abilities, but not its teleport object spell-like ability), it 
  can choose to arrive at its destination in void form as a free 
  action. When it does so, it leaves behind a temporary lesser 
  sphere of annihilation in a square of its choice that was part 
  of its space before it teleported. This sphere of annihilation 
  cannot be caused to move by other creatures, but the sphere 
  itself moves at a fly speed of 30 feet (perfect) toward the 
  closest Tiny or larger creature on the oni’s next turn. If no 
  appropriate creature is within 30 feet, the sphere does not 
  move that round. If the sphere enters a square occupied by 
  a creature (or if a creature touches the sphere), that creature 
  is affected as if by a disintegrate spell (CL 20th, DC 23). Once 
  the sphere damages a creature with this effect, the sphere 
  vanishes—it also vanishes on its own after 24 hours in the 
  unlikely event that it never discharges on a creature. The 
  save DC is Charisma-based.
   
  The concept of the void is a difficult one for many individuals 
  to grasp, for it encompasses more than just an absence 
  of anything. The concept of “void” as an element also 
  represents the heavens above, the dark places between 
  the stars, the nature of the spiritual world, and even the 
  capacity to create and envision new ideas. The void yai 
  represents all of these possibilities, interpreted in a way 
  that exemplifies the evil of the oni race.
  Unlike lesser oni, the void yai does not represent any 
  single humanoid race—the closest it comes is perhaps 
  the rune giant, and certainly the void yai superficially 
  resembles monsters of legend, with its dark, heavily 
  muscled body, horns, and fangs. A void yai manifests 
  when the combination of an extremely powerful oni spirt 
  and an overwhelmingly evil location intersect at precisely 
  the right time. Rarely, an eldritch transformation 
  spontaneously elevates an existing yai to the vaunted 
  210
  210
  Illustration by Jim Nelson
  
  status of void yai—whispers of vile rituals that an oni can 
  perform to quicken this transformation keep some sages 
  awake at night, for if such rituals existed, then all oni 
  could potentially become void yai—a sobering thought 
  indeed, given the void yai’s daunting capacity for cruelty. 
  As with almost all oni, the void oni’s use of weapons and 
  armor seems like cruel overkill. A void oni is 20 feet tall 
  and weighs 10,000 pounds.
  Void yai turn toward the Material Plane to satisfy their 
  desires, lording over lesser creatures with the aid of the 
  void. A void yai usually claims a huge territory, bringing 
  much larger creatures to heel as servants. As with fire yai, 
  a void yai makes frequent use of lesser oni as its minions, 
  but prefers to surround itself with whatever giant tribe 
  or society it has conquered. Rarely, a void yai commands 
  kingdoms of smaller humanoids, but since the immense 
  void yai has no ability to assume the shape of such small 
  and insignificant creatures, it often feels awkward and out 
  of place. More so than other yai, void yai are ashamed of 
  their true appearance—their vanity is such that most are 
  masters of using their change shape ability to appear as 
  breathtakingly handsome or beautiful giants, and it is in 
  this form they prefer to live. Only when combat begins does 
  their rage take control, causing them to revert to their true, 
  horrific shapes.
  VOIDLORDS
  Between the considerable power of the typical void yai and 
  the divine might of the oni daimyos exists a middling 
  category of unique void yai. But to even use the term 
  “middling” in this context is something of a folly, 
  for these unique void yai, known collectively as the 
  voidlords, are among the most powerful creatures 
  to walk the Material Plane.
  While void yai typically content themselves 
  with ruling nations, voidlords arrive with a 
  greater mission—to control entire worlds 
  and bring all that dwell upon these worlds to 
  their knees. Voidlords are always void yai with 
  additional racial Hit Dice or class levels—levels 
  of fighter, monk, and rogue are favorite 
  choices for voidlords. These powerful 
  outsiders generally eschew spellcasting 
  classes under the opinion that might and the oni’s inborn 
  supernatural abilities are a greater path to conquest than 
  mortal magic. In addition to having the typical void yai 
  abilities, each voidlord possesses an additional number 
  of powers keyed to that voidlord’s particular area of 
  focus. Two sample voidlord foci are listed below, but these 
  represent only a tiny fraction of the total possible.
  Martial Arts: A voidlord of martial arts always attacks 
  with unarmed strikes—it is treated as a 20th-level monk 
  with the flurry of blows ability for the purposes of 
  determining its damage and number of attacks per round 
  with its unarmed strikes. This voidlord gains Stunning 
  Fist as a bonus feat, and gains the use of the following 
  spell-like abilities three times per day: forceful hand, 
  grasping hand, and greater shout.
  Swordplay: A voidlord of sword fighting always carries 
  a sword of some sort—typically a katana. These voidlords 
  gain the ability to use the following spell-like abilities 
  three times per day: blade barrier, keen edge, and mage’s sword. 
  They are automatically proficient in the use of swords, and 
  any sword they wield is treated 
  as a +5 weapon, in addition to 
  any other magical qualities 
  the weapon might have. 
  A voidlord of swordplay 
  can also permanently 
  transform any magic 
  weapon (save for 
  artifacts) into a 
  sword of any 
  size or type 
  by touch.
  211211
  Oni, Void Yai
  Oni, Void Yai
  
  Oni, Water Yai
  This towering woman has blue skin, small fangs, and a third eye 
  glaring from her forehead. Her robes are soaking wet.
  WATER YAI 
  CR 18
  XP 153,600
  CE Huge outsider (aquatic, giant, native, oni, shapechanger, water)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +26
  DEFENSE
  AC 32, touch 11, flat-footed 29 (+6 armor, +3 Dex, +15 natural, 
  –2 size)
  hp 297 (22d10+176); regeneration 10 (fire or good spells)
  Fort +21, Ref +10, Will +18
  Defensive Abilities freedom of movement; Immune acid; SR 29
  OFFENSE
  Speed 50 ft., fly 60 ft. (good), swim 60 ft.
  Melee mwk spear +35/+30/+25/+20 (3d6+21/19–20/×3) or  
  2 slams +34 (2d6+14)
  Ranged acidic missile +23 (4d6 acid plus nausea)
  Space 15 ft.; Reach 15 ft. (20 ft. with spear)
  Spell-Like Abilities (CL 18th; concentration +24)
  Constant—fly, freedom of movement, water walk
  At will—invisibility (self only), liquid form, water breathing
  3/day—charm monster (DC 20), cone of cold (DC 21), control 
  water, polar ray
  STATISTICS
  Str 39, Dex 17, Con 27, Int 16, Wis 20, Cha 22
  Base Atk +22; CMB +38 (+40 bull rush, disarm); CMD 51 (53 vs. 
  bull rush, disarm)
  Feats Awesome Blow, Blind-Fight, Cleave, Combat Expertise, 
  Combat Reflexes, Critical Focus, Improved Bull Rush, 
  Improved Critical (spear), Improved Disarm, Improved 
  Initiative, Power Attack
  Skills Acrobatics +21 (+29 when jumping), Bluff +27, Disguise +24, 
  Fly +24, Intimidate +27, Knowledge (arcana) +24, Perception +26, 
  Perform (sing) +24, Sense Motive +26, Spellcraft +21, Swim +43
  Languages Common, Giant
  SQ amphibious, change shape (Medium, Large, or Huge 
  humanoid; alter self or giant form II)
  ECOLOGY
  Environment any water
  Organization solitary
  Treasure standard (masterwork spear, other treasure)
  SPECIAL ABILITIES
  Acidic Missile (Su) As a swift action, a water yai can 
  launch a bolt of acid from its third eye. Any creature 
  struck by this bolt must also make a DC 29 Fortitude 
  save to avoid becoming nauseated for 1 round by the 
  overwhelming stench of the acid. This attack has a 
  range of 180 feet with no range increment. The save DC 
  is Constitution-based.
  Flowing Robes (Su) A water yai wears a special silk kimono 
  infused with magical water. This kimono grants a +6 armor 
  bonus. These robes function as armor only for water yai.
  Liquid Form (Sp) As a standard action, a water yai can turn into a 
  mobile pool of water. This functions like gaseous form, except 
  that the yai cannot fly in this form. It retains its own base 
  speed, and its swim speed doubles to 120 feet. The water yai 
  can end this ability as a standard action.
  The water yai clad themselves in the flesh of storm giants, 
  yet these yai are more at home dwelling beneath the 
  waves than they are above them. Unlike most oni, water 
  yai have no real longing to rule or infiltrate societies—
  yet they still enjoy posing as humanoids. They often 
  assume the forms of enormous merfolk in the water, but 
  prefer to adopt the shapes of storm giants when on land. 
  The water yai then pursues its favorite decadence—the 
  acclimation of material wealth and 
  luxuries. Water yai tend to be easily 
  distracted by beautiful treasures, and 
  despite their evil natures are prone to 
  acts of unexpected frivolity.
  212212
  Illustration by Jim Nelson
  
  Owl, Great Horned
  This gray-and-white feathered owl has fluffy wings and a bulky 
  head that makes it look larger than most owls.
  GREAT HORNED OWL 
  CR 1/2
  XP 200
  N Small animal 
  Init +2; Senses low-light vision; Perception +10
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +4, Will +2
  Owl, Giant
  This enormous owl has a silent gracefulness and wisdom about it 
  despite its considerable size.
  GIANT OWL 
  CR 5
  XP 1,600
  LN Huge magical beast 
  Init +5; Senses low-light vision; Perception +17
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 57 (6d10+24)
  Fort +9, Ref +7, Will +5
  OFFENSE
  Speed 10 ft., fly 60 ft. (average)
  Melee 2 claws +9 (2d6+5)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 20, Dex 15, Con 18, Int 14, Wis 17, Cha 9
  Base Atk +6; CMB +13; CMD 25
  Feats Alertness, Combat Expertise, Improved Disarm
  Skills Fly +11, Knowledge (geography) +10, 
  Knowledge (history) +10, Knowledge (nature) 
  +10, Perception +17, Sense Motive +14, Stealth 
  +9; Racial Modifiers +4 Fly, +4 on all Knowledge skills, 
  +4 Perception, +8 Stealth
  Languages Sylvan (cannot speak); animal telepathy (30 ft.)
  SQ insightful senses, piercing stare
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or roost (3–10)
  Treasure none
  SPECIAL ABILITIES
  Animal Telepathy (Su) A giant owl can telepathically communicate 
  with other animals as if under the effects of speak with animals.
  Insightful Senses (Su) A giant owl’s senses are particularly 
  well honed to sensing danger or locating prey. It adds its 
  Wisdom modifier as an insight bonus (+3 for most giant 
  owls) on its initiative checks.
  Piercing Stare (Su) Up to three times per day as a swift action, 
  a giant owl can gain the effects of true seeing (as the spell) 
  for 1 round.
  The noble giant owl roosts in the tallest trees or in high 
  caves near its forest home. No mere animals, giant owls pride 
  themselves as intellectuals and keen judges of character. 
  Little passes a giant owl’s notice in its home forest. What 
  it doesn’t observe directly, it learns from its wide network 
  of animal informants. Giant owls view themselves more as 
  watchers than participants, rarely interfering in the affairs 
  of others barring a threat to their homes. Giant owls stand 
  18 feet tall and have 30-foot wingspans, yet they rarely weigh 
  over 600 pounds.
  OFFENSE
  Speed 10 ft., fly 60 ft. (average)
  Melee 2 claws +3 (1d4–1)
  STATISTICS
  Str 8, Dex 15, Con 13, Int 2, Wis 15, Cha 6
  Base Atk +0; CMB –2; CMD 10
  Feats Weapon Finesse
  Skills Fly +6, Perception +10, Stealth +10; Racial Modifiers +4 Fly, 
  +4 Perception, +4 Stealth
  ECOLOGY
  Environment temperate forests
  Organization solitary or pair
  Treasure none
  Though great horned owls seem large, most of their 
  apparent bulk comes from their particularly fluffy 
  feathers and rather large heads. Great horned owls have 
  wingspans of up to 5 feet and weigh up to 4 pounds. 
  Great horned owls primarily hunt at night, locating 
  prey through their excellent hearing. Their diet consists 
  of rodents supplemented by smaller birds and rabbits.
  213
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  Illustration by Dean Spencer
  Oni, Water Yai–Owl
  Oni, Water Yai–Owl
  
  Pale Stranger
  This nearly skeletal figure wields a pistol in each hand. Its garb is 
  dusty and weathered, and smells of old decay.
  PALE STRANGER 
  CR 10
  XP 9,600
  NE Medium undead 
  Init +9; Senses darkvision 60 ft.; Perception +22
  Aura fear (10 ft., DC 21)
  DEFENSE
  AC 25, touch 19, flat-footed 19 (+2 armor, +5 Dex, +1 dodge, 
  +3 luck, +4 natural)
  hp 127 (15d8+60)
  Fort +9, Ref +10, Will +13
  Defensive Abilities channel resistance +4; DR 10/bludgeoning 
  and magic; Immune undead traits; SR 21
  OFFENSE
  Speed 30 ft.
  Ranged +1 pistols +15/+15/+10/+10/+5/+5 (1d8+1/19–20/×4)
  Special Attacks pistols, stranger’s shot
  STATISTICS
  Str 17, Dex 21, Con 10, Int 11, Wis 18, Cha 18
  Base Atk +11; CMB +14; CMD 30
  Feats Deadly Aim, Dodge, Improved Critical 
  (pistol), Improved Initiative, Improved Two-
  Weapon Fighting, Point-Blank Shot, Precise 
  Shot, Quick Draw, Two-Weapon Fighting
  Skills Acrobatics +13, Climb +11, Intimidate +22, 
  Perception +22, Ride +15, Stealth +13, Swim +8
  Languages Common
  SQ stranger’s luck
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard (leather armor, 2 pistols, other treasure)
  SPECIAL ABILITIES
  Pistols (Su) A pale stranger fights with two pistols. A pistol has 
  a range increment of 20 feet and deals both bludgeoning 
  and piercing damage. At a range of up to 20 feet, 
  a pale stranger’s pistol attacks resolve as touch 
  attacks. While pistols normally consume bullets 
  and black powder when fired, a pale stranger’s 
  pistols supernaturally reload the instant it 
  fires them, allowing the undead to make 
  multiple attacks in a round with the weapons. 
  In addition, any pistol a pale stranger wields 
  functions as a +1 pistol. A pale stranger does not 
  provoke attacks of opportunity when it fires a 
  pistol in melee, and treats pistols as light weapons 
  for the purposes of determining penalties from two-
  weapon fighting. Further rules for pistols, and firearms in 
  general, can be found in Ultimate Combat.
  Stranger’s Luck (Su) A pale stranger gains a +3 luck bonus to 
  AC and has no chance of misfire when using firearms.
  Stranger’s Shot (Ex) As a full-round action, a pale stranger can 
  take careful aim with one of its firearms and take a single, 
  ruinous shot. This single shot always resolves as a touch 
  attack, regardless of the actual range. If the pale stranger 
  threatens a critical hit with this shot, it automatically 
  confirms the critical hit. Regardless of whether the shot is a 
  critical hit or not, it deals +6d6 points of damage. 
  Sometimes death itself cannot come between a gunslinger 
  and its final revenge. When a gunslinger is slain by a 
  hated enemy, or murdered before it can achieve vengeance 
  against a hated foe, the anger and wrath can animate its 
  remains as a vengeful undead monstrosity. When a pale 
  stranger first rises, it seeks out the source of its anger to 
  finish the job—thereafter, it wanders the desolate parts 
  of the world looking for new victims to vent its unending 
  rage upon.
  A pale stranger appears much as it did in life, though 
  desiccated and obviously undead. Rare pale strangers 
  have the ability to hide their undead nature and appear 
  as they did in life using veil as a constant spell-like ability 
  (CL equals their CR). These pale strangers are often more 
  powerful and have class levels in gunslinger or ranger, 
  and often attract large groups of adoring bandits 
  and followers who may or may not realize that their 
  murderous idol is in fact an unliving horror.
  A pale stranger stands 6-1/2 feet tall and weighs  
  130 pounds.
  214
  214
  Illustration by Carolina Eade
  
  Parasite, Rot Grub Swarm
  This nauseating carpet of wriggling white grubs undulates 
  outward in a pallid wave of hunger.
  ROT GRUB SWARM 
  CR 7
  XP 3,200
  N Fine vermin (swarm)
  Init +2; Senses blindsense 30 ft.; Perception +0
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
  hp 85 (10d8+40)
  Fort +11, Ref +5, Will +3
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects, weapon damage
  OFFENSE
  Speed 10 ft.
  Melee swarm +10 (2d6 plus distraction and infestation)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 19), infestation
  STATISTICS
  Str 1, Dex 15, Con 18, Int —, Wis 10, Cha 1
  Base Atk +7; CMB —; CMD — 
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Infestation (Ex) Any living creature that takes damage 
  from a rot grub swarm becomes infested unless 
  it succeeds at a DC 19 Reflex save. On a failed 
  save, the infested creature takes 1d4 points of 
  Constitution damage per round as the rot grubs 
  burrow through and consume its flesh—this 
  effect continues as long as the victim remains 
  in the swarm and continues for 1d6 rounds after it 
  leaves the swarm. Any energy-
  based attack (including damage 
  from negative energy) that 
  deals at least 5 points of damage 
  to the victim automatically 
  destroys all of the rot 
  grubs infesting it, ending 
  the effect prematurely. 
  Additionally, any effect that 
  removes disease 
  instantly ends a rot 
  grub infestation. 
  Immunity to disease 
  offers no defense. 
  The save DC is 
  Constitution-
  based. 
  Parasite, Giant Rot Grub
  This twitching, pale maggot is the size of a large dog. A circular 
  mouth quivers and gasps at one end of its pulsating body.
  GIANT ROT GRUB 
  CR 3
  XP 800
  N Small vermin 
  Init +1; Senses blindsense 30 ft.; Perception +0
  DEFENSE
  AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +2, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 20 ft.
  Melee bite +6 (1d6+3 plus poison and grab)
  Special Attacks gnaw, grab (Medium)
  STATISTICS
  Str 14, Dex 12, Con 18, Int —, Wis 10, Cha 1
  Base Atk +3; CMB +4 (+8 grapple); CMD 15
  ECOLOGY
  Environment any
  Organization solitary, pair, or nest (3–8)
  Treasure none
  SPECIAL ABILITIES
  Gnaw (Ex) A rot grub that is grappling a foe 
  and chooses to damage the foe with an 
  additional grapple check deals twice its 
  normal bite damage (2d6+6 for most 
  giant rot grubs), in addition to injecting 
  an additional dose of poison with each 
  successful check.
  Poison (Ex) Bite—injury; save Fort 
  DC 16; frequency 1/round 
  for 5 rounds; effect 1d3 
  Str; cure 1 save.
  Rot grubs are foul, 
  nauseating 
  parasites 
  that feed on flesh and use 
  corpses as nests in which 
  to grow. While a rot grub can 
  derive nourishment from dead 
  flesh, its true hunger is for the flesh of the 
  living. Thankfully, rot grub swarms occur 
  only rarely, as they require the infested 
  carcass of a Huge or larger creature and 
  many weeks to build up the numbers 
  necessary to constitute a swarm.
  In some cases, a rot grub continues 
  to feed and grow, eventually reaching 
  enormous size as a giant rot grub.
  215
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  Illustration by Scott Purdy
  Pale Stranger–Parasite
  Pale Stranger–Parasite
  
  Penanggalen
  A pale face framed by glossy black hair hangs in the air, trailing 
  viscera from the ragged stump of its neck like a grisly tail.
  PENANGGALEN 
  CR 5
  XP 1,600
  Human penanggalen witch 5
  NE Medium undead (augmented humanoid)
  Init +4; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 35 (5d6+15); fast healing 5
  Fort +4, Ref +5, Will +7
  Defensive Abilities channel resistance +4; DR 5/silver and 
  slashing; Immune undead traits; Resist cold 10, fire 10
  Weaknesses light sensitivity, penanggalen weaknesses
  OFFENSE
  Speed fly 60 ft. (good)
  Melee bite +6 (1d6+4 plus disease), slam +6 (1d4+4 plus grab 
  and wither)
  Special Attacks blood drain (1d4 Constitution), create spawn, 
  disease (filth fever, DC 15), hexes (cackle, evil eye, misfortune)
  Witch Spells Prepared (CL 5th; concentration +8)
  3rd—stinking cloud (DC 16)
  2nd—glitterdust (DC 15), hold person (DC 16), see invisibility
  1st—charm person (DC 15), command (DC 15), mage armor, 
  obscuring mist
  0 (at will)—bleed (DC 13), dancing lights, detect magic, read 
  magic, touch of fatigue (DC 13)
  Patron Plague
  STATISTICS
  Str 18, Dex 18, Con —, Int 17, Wis 16, Cha 16
  Base Atk +2; CMB +6 (+10 grapple); CMD 21
  Feats Dodge, Eschew Materials, Spell Focus (enchantment)
  Skills Bluff +11, Fly +16, Knowledge (arcana) +19, Knowledge 
  (nature) +7, Perception +16, Sense Motive +14, Spellcraft +11,  
  Stealth +17, Use Magic Device +11; Racial Modifiers +8 Bluff, 
  +8 Fly, +8 Knowledge (arcana), +8 Perception, +8 Sense 
  Motive, +8 Stealth
  Languages Common, Draconic, Gnoll, Infernal
  SQ separate, witch’s familiar (centipede)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure NPC gear
  SPECIAL ABILITIES
  Hexes A penanggalen witch can use one of her hexes at will 
  on any creature within 30 feet. Using a hex is a standard 
  action (unless otherwise noted) that does not provoke an 
  attack of opportunity. Save DCs are Intelligence-based.
  Cackle Hex (Su) As a move action, the penanggalen may 
  cackle. Any creature within 30 feet that is under the effects of 
  the penanggalen’s evil eye or misfortune hex has the duration 
  of that hex extended by 1 round.
  Evil Eye Hex (Su) This hex causes the target creature to take 
  a –2 penalty on one of the following (penanggalen’s choice): 
  AC, ability checks, attack rolls, saving throws, or skill checks. 
  This effect lasts for 6 rounds, or only 1 round if the target 
  succeeds at a DC 15 Will save. This is a mind-affecting effect.
  Misfortune Hex (Su) This hex causes a creature to suffer 
  grave misfortune for 1 round. Whenever the target makes an 
  ability check, attack roll, saving throw, or skill check during 
  this time, it must roll twice and take the worse result. A DC 15 
  Will save negates this effect. A creature may only be targeted 
  by this hex once per day.
  The hideous penanggalen is one of the most horrific 
  vampiric monstrosities. By day, a penanggalen appears 
  to be a normal humanoid, but at night or when provoked, 
  the creature’s head rips free from the rest of her body, 
  coils of viscera and entrails dangling from her throat 
  as she launches into the air, seeking blood to sate her 
  unholy thirst.
  Unlike most undead, the penanggalen is more akin to 
  the lich in that she willfully abandons both her mortality 
  and morality to become a hideous undead monster. 
  While penanggalens are traditionally female spellcasters, 
  any creature capable of performing the vile ritual of 
  transformation can become one. 
  Similar to a lich, a creature works toward becoming a 
  penanggalen. More than one such transformation ritual 
  exists, but all require heinous acts that symbolize the 
  casting aside of kindness, benevolence, and any semblance 
  of feelings other than cruelty. Many of these rituals call for 
  the repeated consumption of blood, bile, tears, and other 
  fluids drawn from captured and tortured innocents.
  A penanggalen keeps a vat of vinegar in her lair. When 
  returning from a night of feeding, a penanggalen’s organs 
  are swollen with blood. In order to fit back into her body, 
  the penanggalen must soak for 1 hour in this vat of vinegar. 
  Once reduced, a penanggalen slides back into her body. If a 
  penanggalen is slain away from her body, the body rapidly 
  deteriorates into foul-smelling grit.
  The penanggalen presented above was a witch in 
  life. The witch class is presented in full in the Advanced 
  Player’s Guide.
  CREATING A PENANGGALEN
  “Penanggalen” is an acquired template that can be added 
  to any living creature with 5 or more Hit Dice (referred to 
  hereafter as the base creature). Most penanggalens were 
  once humanoids or monstrous humanoids and nearly 
  every penanggalen is female. A penanggalen uses the base 
  creature’s stats and abilities except as noted here.
  CR: Same as base creature +1.
  216
  216
  Illustration by Kieran Yanner
  
  Alignment: Any evil.
  Type: The creature’s type changes to undead (augmented). 
  Do not recalculate class Hit Dice, BAB, or saves.
  Senses: A penanggalen gains darkvision 60 ft.
  Armor Class: Natural armor improves by +6.
  Hit Dice: Change the base creature’s racial HD to d8s. 
  All HD derived from class levels remain unchanged. As 
  undead, a penanggalen uses her Charisma modifier to 
  determine bonus hit points (instead of Constitution).
  Defensive Abilities: A penanggalen gains channel 
  resistance +4, DR 5/silver and slashing, resistance to cold 
  10 and fire 10, and all of the defensive abilities granted by 
  the undead type. A penanggalen also gains fast healing 5.
  Weaknesses: A penanggalen gains light sensitivity. In 
  addition, a penanggalen is staggered while outside of her 
  human body and exposed to direct sunlight.
  Speed: When a penanggalen is attached to her body, she 
  retains the same base speed as the base creature. When a 
  penanggalen is separated from her body, she has only a fly 
  speed of 60 feet with good maneuverability.
  Melee: A penanggalen gains a bite attack and a slam 
  attack when she is detached from her body. Damage is 
  standard for attacks of these types for the penanggalen’s 
  size. Both natural attacks are treated as magic for the 
  purpose of overcoming damage reduction.
  Special Attacks: A penanggalen retains all of the base 
  creature’s special attacks. She also gains the following 
  additional special attacks. Save DCs are equal to 10 + 1/2 
  the penanggalen’s HD + the penanggalen’s Charisma 
  modifier unless otherwise noted. 
  Blood Drain (Su): A penanggalen’s blood drain special 
  attack causes 1d4 Constitution damage.
  Create Spawn (Su): When a penanggalen slays a female 
  humanoid via blood drain, and if that slain humanoid had 
  at least 10 Hit Dice in life, that slain humanoid rises as 
  a manananggal at the next sunset. This manananggal is 
  under the command of the penanggalen who created it, and 
  remains enslaved until that penanggalen’s destruction. 
  A penanggalen may have enslaved spawn totalling 
  no more than twice its own Hit Dice; any spawn it 
  creates that would exceed this limit become free-
  willed undead.
  Disease (Su): Any creature a penanggalen bites 
  is exposed to filth fever—the save DC against this 
  disease is set by the penanggalen, not the disease 
  itself.
  Wither (Su): A penanggalen’s entrails drip with a foul 
  bile that blisters and weakens living flesh. Any creature 
  that is damaged by a penanggalen’s slam attack must 
  succeed at a Fortitude save or take 1d4 Dexterity and 1d4 
  Charisma damage. 
  Ability Scores: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an 
  undead creature, a penanggalen has no Constitution score.
  Skills: A penanggalen gains a +8 racial bonus on Bluff, 
  Fly, Knowledge (arcana), Perception, Sense Motive, and 
  Stealth checks.
  Special Qualities: A penanggalen gains the following 
  special quality.
  Separate (Su): During the day, a penanggalen has the 
  same appearance as she did in life, and does not detect 
  as undead (though she is still an undead creature). At 
  night, she can detach her head and entrails as a full-
  round action. Her physical but now hollow body exists 
  as dead flesh, but can be destroyed if it suffers damage 
  equal to the penanggalen’s normal hit point total. Before 
  a penanggalen can return to her body, she must soak her 
  entrails in vinegar for 1 hour—she can then reattach to 
  her body, at which point any damage done to the body 
  immediately heals (although damage the penanggalen 
  herself suffered remains). A penanggalen whose body is 
  destroyed can never again walk the day in living form, 
  but is otherwise unharmed (save for no longer having a 
  safe way to travel in direct sunlight). When a penanggalen 
  wears her body, she cannot use her natural attacks, her fly 
  speed, or any of her special penanggalen attacks.
  217217
  Penanggalen
  Penanggalen
  
  Peri
  This beautiful albino woman is wreathed in wings of 
  brilliant flame.
  PERI 
  CR 14
  XP 38,400
  NG Medium outsider (good, native)
  Init +7; Senses darkvision 60 ft., low-light vision, 
  smoke sight; Perception +26
  DEFENSE
  AC 30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 
  natural)
  hp 180 (19d10+76)
  Fort +12, Ref +18, Will +17
  DR 10/cold iron and evil; Immune electricity, fire; Resist 
  acid 10, cold 10; SR 25
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee +2 flaming burst scimitar +27/+22/+17/+12 (1d6+8/18–20 plus 
  1d6 fire), 2 wings +20 (1d6+3 plus burn)
  Special Attacks burn (2d6, DC 23), whirlwind dance 
  Spell-Like Abilities (CL 15th; concentration +23)
  Constant—fire shield (warm shield)
  At will—aid, flame jump, pyrotechnics (DC 20), scorching ray
  3/day—fireball (DC 21), flame strike (DC 23), wall of fire
  STATISTICS
  Str 22, Dex 24, Con 19, Int 21, Wis 19, Cha 26
  Base Atk +19; CMB +25; CMD 43
  Feats Combat Expertise, Combat Reflexes, Dodge, Great 
  Fortitude, Improved Disarm, Iron Will, Mobility, Power 
  Attack, Spring Attack, Whirlwind Attack
  Skills Acrobatics +29, Diplomacy +30, Fly +33, Heal +23, 
  Knowledge (planes) +27, Knowledge (religion) +24, 
  Perception +26, Perform (any one) +30, Sense Motive +26, 
  Spellcraft +27, Stealth +29
  Languages Celestial, Common, Draconic, Elven, Ignan; 
  telepathy 100 ft.
  ECOLOGY
  Environment any good-aligned plane
  Organization solitary or pair
  Treasure triple (+2 flaming burst scimitar, other treasure)
  SPECIAL ABILITIES
  Flame Jump (Sp) A peri can enter any fire equal to the peri’s 
  size or larger and travel any distance to another fire in a 
  single round, regardless of the distance between the two. 
  This ability otherwise functions as greater teleport (caster 
  level 14th), but the peri can transport only itself and up to 
  50 pounds of objects.
  Smoke Sight (Su) A peri can see through fire, fog, and smoke 
  without penalty.
  Whirlwind Dance (Su) Once per day as a full-round action, a 
  peri can spin in an ever-faster, whirling dance, transforming 
  itself into a spinning vortex of flame 10 to 40 feet high 
  for up to 9 rounds. This ability functions as the whirlwind 
  ability (DC 26 Reflex save), but any creature that comes in 
  contact with the whirlwind or is caught inside it takes 2d6+6 
  points of fire damage and is subject to the peri’s burn 
  special attack. The save DC is Dexterity-based.
  Peris are a race of celestials native to the good-aligned 
  Outer Planes, but they are also often found in the 
  company of mortals on the Material Plane. Believed to 
  be the descendants of fallen angels, peris do penance 
  for their ancestors’ sins before they can earn a place in 
  paradise. As a result, peris work tirelessly to aid and 
  support good heroes of the mortal realms in a never-
  ending battle against evil. 
  Peris hate the evil fiends known as divs, who constantly 
  seek to ruin the good works of mortals. Peris often work 
  to repair damage wrought by the destructive divs. For 
  their part, the divs take great pleasure in tormenting and 
  persecuting peris, locking the fiery-winged celestials in 
  cages of cold iron and endlessly torturing them.
  218
  218
  Illustration by Maichol Quinto
  
  Phantom Fungus
  Portions of this three-stalked fungoid monster’s body seem to fade 
  in and out of sight. A large maw gapes along its entire front.
  PHANTOM FUNGUS 
  CR 3
  XP 800
  N Medium plant 
  Init +0; Senses blindsight 30 ft., low-light vision, tremorsense 
  60 ft.; Perception +10
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 30 (4d8+12)
  Fort +7, Ref +1, Will +1
  Defensive Abilities phantom flesh; Immune plant traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +5 (2d6+3)
  STATISTICS
  Str 15, Dex 10, Con 16, Int 2, Wis 11, Cha 9
  Base Atk +3; CMB +5; CMD 15 (17 vs. trip)
  Feats Skill Focus (Perception), Skill Focus (Stealth)
  Skills Climb +10, Perception +10, Stealth +7; Racial Modifiers 
  +4 Stealth
  ECOLOGY
  Environment any underground
  Organization solitary or grove (2–5)
  Treasure incidental
  SPECIAL ABILITIES
  Phantom Flesh (Su) As a move action, a phantom fungus 
  can turn invisible as if using greater invisibility (caster 
  level 4th). A moment after it attacks with invisibility, 
  the creature appears briefly as a semi-
  transparent version of its normal 
  self. This allows any viewer with 
  line of sight to the phantom fungus to 
  pinpoint its location at the time of the attack 
  (though if the creature moves after it attacks, 
  opponents have to pinpoint it again). An 
  opponent can ready an action to strike at the 
  fungus when it momentarily appears, in which 
  case the creature only has concealment instead 
  of invisibility (20% miss chance). The fungus can 
  turn completely visible as a move action, though it 
  normally remains invisible all the time. If killed while 
  invisible, it becomes visible 1d4 minutes later.
  A phantom fungus is a tripedal carnivorous plant 
  that roams the vast and deep underground caverns 
  of the world. It wanders in search of food, 
  using its rootlike feet to detect movement 
  along the cavern floors and the sensitive tendrils 
  surrounding its mouth to pinpoint prey.
  A phantom fungus’s primary advantage as a predator 
  is its ability to vanish from sight. Stealthily patrolling 
  the perimeters of caverns, a phantom fungus remains 
  invisible until it is behind its prey, at which point it snaps 
  at its victim with its vicious maw.
  A phantom fungus prefers to ambush lone creatures. 
  When it encounters a larger group, a phantom fungus 
  often stalks prey for hours, waiting for the targets to spread 
  out or make camp so that it may attack a single foe at its 
  leisure. Though phantom fungi are not normally pack 
  hunters, there are reports of groves working together to 
  bring down larger foes. When faced with no other option 
  than to attack multiple foes, a group of phantom fungi 
  focuses its attacks on single targets. They prefer to attack 
  noisier foes if possible—characters wearing heavy armor 
  or those that make heavy use of loud attacks (such as bards 
  or spellcasters) are preferred over quieter creatures.
  The maw with which a phantom fungus attacks prey 
  is lined with row upon row of sharp, jagged teeth that 
  resemble pointed rocks more than actual fangs. This 
  “mouth” is not used to feed, however, and does not attach 
  to a digestive tract—it is nothing more than a gaping 
  natural weapon. When a phantom fungus feeds, it does 
  so by squatting down on its prey and infesting the corpse 
  with thousands of feeding filaments that burrow through 
  dead flesh to siphon away nutrients. 
  A typical phantom fungus is 6 feet tall and weighs 200 
  pounds. Although they prefer dwelling underground, 
  they have been encountered above ground as well.
  219
  219
  Illustration by Mariusz Gandzel
  Peri–Phantom Fungus
  Peri–Phantom Fungus
  
  Plasma Ooze
  This amorphous blob of violet energy ripples like a globe of floating 
  liquid. It periodically lashes out with tendrils of blue light.
  PLASMA OOZE 
  CR 16
  XP 76,800
  N Gargantuan ooze 
  Init +0; Senses blindsight 60 ft.; Perception –5
  Aura magnetic pulse (30 ft., DC 27)
  DEFENSE
  AC 6, touch 6, flat-footed 6 (–4 size)
  hp 241 (21d8+147)
  Fort +14, Ref +7, Will +2
  Defensive Abilities split (slashing or sonic, 46 hp); DR 
  15/—; Immune acid, electricity, bludgeoning and piercing 
  damage, ooze traits; Resist cold 30
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee slam +24 (4d6+19 plus 4d6 electricity, 4d6 fire, and grab)
  Ranged 1d4 plasma rays +11 touch (4d6 electricity plus 4d6 fire)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (4d6+19 plus 4d6 electricity 
  and 4d6 fire), engulf (DC 33, 4d6 electricity 
  plus 4d6 fire)
  STATISTICS
  Str 36, Dex 11, Con 24, Int —, 
  Wis 1, Cha 1
  Base Atk +15; CMB +32 (+36 
  grapple); CMD 42 (can’t be 
  tripped)
  Skills Fly +8
  SQ no breath
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Magnetic Pulse (Su) 
  A plasma ooze is 
  surrounded by an 
  aura of magnetism 
  that allows it to attract 
  metallic objects and 
  creatures. At the start 
  of the ooze’s turn as 
  a free action, the ooze 
  makes a combat maneuver 
  check against all metallic 
  creatures, all creatures wearing 
  metal armor, and all creatures 
  wielding metal weapons within 
  30 feet. If it beats the CMD of a 
  metal or armored creature with this check, that creature is 
  pulled 10 feet closer to the ooze and cannot move away from 
  the ooze for 1 round. If this causes the creature to move into 
  a square occupied by the plasma ooze, the ooze can attempt 
  to engulf that creature as a free action. If it beats the CMD of 
  a creature wielding a metal weapon, that weapon is disarmed 
  and pulled 10 feet closer to the ooze. Unattended metal 
  objects of size Large or smaller are automatically pulled 
  toward a plasma ooze. This magnetism is supernatural in 
  nature and affects all metal objects.
  Plasma Ray (Su) As a standard action, a plasma ooze can fire 
  1d4 plasma rays at up to 4 separate targets within 60 feet 
  (no more than one ray can attack a single creature). Each ray 
  deals 4d6 points of electricity damage and 4d6 points of fire 
  damage on a hit.
  Massive and devastating, plasma oozes are mysterious, 
  extraterrestrial beings made of superheated electromagnetic 
  sludge. While their origin is not fully known, it is widely 
  accepted that plasma oozes are not from this world. 
  Some scholars believe they dwell in the sun, while others 
  maintain they hail from the Plane of Fire. That plasma 
  oozes have been encountered in both of these locations 
  does little to help solve the debate.
  A plasma ooze flies by somehow interacting 
  with gravity and magnetic waves, 
  drifting through the air in a manner 
  similar to the way a jellyfish swims 
  in water. This creature’s only real 
  purpose is to consume, and it prefers 
  to do so by drawing prey into 
  its fiery, electrified core. 
  Scholars find it curious 
  that while a plasma ooze 
  can only attract and repel 
  metallic substances, the thing 
  can only digest organic matter, 
  and rather slowly at that.
  Survivors of plasma 
  ooze attacks are rare, 
  but 
  such 
  victims 
  describe the pain of 
  being struck by one’s 
  rays 
  as 
  like 
  being 
  pulled apart piece by 
  piece. Wounds left by a 
  plasma ooze’s touch 
  resemble 
  hideously 
  melted burn scars.
  A plasma ooze is 
  20 feet in diameter 
  and 
  weighs 
  6,000 
  pounds.
  220
  220
  Illustration by Alberto Dal Lago
  
  Popobala
  This brawny, sallow-skinned figure is muscular but lean, with 
  batlike wings and a single hideous eye in its noseless face.
  POPOBALA 
  CR 15
  XP 51,200
  CE Medium monstrous humanoid (shapechanger)
  Init +10; Senses blindsense 60 ft., darkvision 60 ft.; 
  Perception +24
  Aura frightful presence (30 ft., DC 26), stench (DC 26,  
  1d6 minutes)
  DEFENSE
  AC 29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +12 natural)
  hp 225 (18d10+126); fast healing 10 (see harvester of sorrow)
  Fort +12, Ref +17, Will +14
  Defensive Abilities harvester of sorrow; DR 10/magic; 
  Immune disease, nausea, poison, sickened, stunning
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 80 ft. (average)
  Melee bite +25 (2d6+6 plus 1d4 Cha drain), 2 talons +25 (1d6+6 
  plus grab and popobala fever), 2 wings +20 (1d6+3)
  Special Attacks rend (2 talons, 2d6+9)
  Spell-Like Abilities (CL 16th; concentration +22)
  At will—clairaudience/clairvoyance, ghost sound (DC 16), 
  ventriloquism (DC 17)
  3/day—dominate person (DC 21, can only dominate and 
  control one person at a time), eyebite (DC 22), feeblemind 
  (DC 21), spell turning, suggestion (DC 19), telekinesis (DC 21)
  1/day—animate objects
  STATISTICS
  Str 23, Dex 22, Con 22, Int 17, Wis 17, Cha 22
  Base Atk +18; CMB +24 (+28 grapple); CMD 41
  Feats Dodge, Flyby Attack, Improved Initiative, Mobility, 
  Power Attack, Skill Focus (Intimidate), Toughness, Weapon 
  Focus (bite), Weapon Focus (talons)
  Skills Acrobatics +18, Bluff +27, Climb +14, Disguise +18, 
  Intimidate +40, Knowledge (local) +24, Perception +24, 
  Perform (act) +18, Sense Motive +15, Stealth +27
  Languages Common
  SQ horrid haunting, change shape (bat, dire bat, or 
  humanoid; polymorph)
  ECOLOGY
  Environment warm coasts or forests
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Change Shape (Su) A popobala loses its frightful 
  presence, popobala fever, and stench abilities 
  when not in its true form.
  Harvester of Sorrow (Su) A popobala heals as a 
  result of the suffering of others. It gains 
  fast healing 10 if at least one creature 
  within 15 feet has one or more of the following conditions: 
  confused, cowering, dying, exhausted, fatigued, frightened, 
  nauseated, panicked, shaken, sickened, staggered, or stunned.
  Horrid Haunting (Su) A popobala may use ghost sound or 
  ventriloquism as a free action whenever it manipulates a 
  creature or object with animate objects, dominate person, or 
  telekinesis. The ghost sound or ventriloquism originates from 
  the controlled object or creature.
  Popobala Fever (Su) A creature wounded by a popobala’s 
  talons becomes sickened for 1d6 minutes unless it makes 
  a DC 25 Fortitude save. A creature already sickened by the 
  fever becomes nauseated for 1d6 rounds. One already 
  nauseated by the fever is helpless for 1d6 rounds. This is a 
  disease effect. The save DC is Constitution-based.
  The popobala is a much-feared shapeshifter that haunts 
  and hunts warm coastal lands, roaming night and day to 
  terrorize and spread anarchy and unrest while slaking its 
  insatiable twin urges for violence and prurience. Shifting 
  freely between bat, human, and its natural form, the 
  popobala is most dreaded for its mesmeric charms, but it 
  is more than capable of engaging in savage bloodletting 
  against those who anger it. Popobalas are attracted to 
  chaos, anarchy, and unrest, as the intensity of emotions 
  and uncertainty inflames its already fierce urges. War, 
  changes of government, and religious or ethnic strife 
  or persecution—all of these excite a popobala, and if a 
  society remains too settled and stable, the beast is never 
  above fomenting unrest through its own predations.
  A typical popobala is 5 feet tall with a 12 foot wingspan. 
  It weighs only 100 pounds. 
  221221
  Illustration by Damien Mammoliti
  Plasma Ooze–Popobala
  Plasma Ooze–Popobala
  
  Porcupine
  This small-eyed rodent has a rounded body with numerous quills 
  running all over its back.
  PORCUPINE 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +1; Senses low-light vision; Perception –1
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +5, Will –1
  Defensive Abilities quills
  OFFENSE
  Speed 30 ft.
  Melee tail slap +2 (1d3)
  STATISTICS
  Str 11, Dex 12, Con 12, Int 2, Wis 9, Cha 5
  Base Atk +0; CMB –1; CMD 9 (13 vs. trip)
  Feats Lightning Reflexes
  Skills Climb +4, Stealth +9 (+13 in grass); Racial Modifiers  
  +4 Stealth in grass
  ECOLOGY
  Environment temperate forests or plains
  Organization solitary, pair, or prickle (3–6)
  Treasure none
  SPECIAL ABILITIES
  Quills (Ex) Any creature attacking a porcupine with natural 
  weapons or an unarmed strike takes 1 point of piercing 
  damage. A creature that grapples a porcupine takes 1d3 
  points of piercing damage each round it does so.
  Porcupines are omnivorous mammals that often climb 
  trees in search of food. The spines on 
  their back provide camouflage as well 
  as protection from natural predators—
  typically other small mammals. 
  Though primarily nocturnal, 
  porcupines do occasionally 
  graze during the day, 
  eating the twigs, roots, 
  and stems of bushes, 
  coniferous 
  trees, 
  and other flora. 
  Porcupine quills 
  normally 
  lie 
  flat against the 
  creature’s 
  body, 
  but stand stiffly 
  on end when the 
  porcupine 
  feels 
  threatened.
  Porcupine, Giant
  This gray, human-sized porcupine’s round body is covered in 
  sharp, striped quills.
  GIANT PORCUPINE 
  CR 2
  XP 600
  N Medium animal 
  Init +1; Senses low-light vision; Perception +6
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +6, Ref +6, Will +2
  Defensive Abilities quills
  OFFENSE
  Speed 40 ft.
  Melee tail slap +5 (2d6+3)
  STATISTICS
  Str 17, Dex 12, Con 16, Int 2, Wis 13, Cha 5
  Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
  Feats Agile Maneuvers, Lightning Reflexes
  Skills Climb +7, Perception +6
  ECOLOGY
  Environment temperate forests or plains
  Organization solitary, pair, or prickle (3–6)
  Treasure none
  SPECIAL ABILITIES
  Quills (Ex) Any creature attacking a giant porcupine with 
  light or one-handed melee weapons, natural weapons, or 
  an unarmed strike takes 1d3 points of piercing damage. A 
  creature that grapples a giant porcupine takes 2d4 points of 
  piercing damage each round it does so.
  More so than its smaller kin, the 
  human-sized giant porcupine is a 
  foul-tempered creature that is just as 
  content chewing on carrion as 
  on living creatures. Worse, 
  giant 
  porcupines 
  are 
  notorious in their almost 
  foolhardy bravery, and have 
  been known to attack 
  creatures much larger 
  than their own size. 
  This unexpected 
  aggression, when 
  combined with 
  their tangle of 
  spearlike quills, 
  makes the giant 
  porcupine 
  a 
  dangerous foe.
  222
  222
  Illustration by Dean Spencer
  
  Pukwudgie
  A merging of an emaciated man and a porcupine, this sinister 
  creature smells of death and decay.
  PUKWUDGIE 
  CR 7
  XP 3,200
  NE Small monstrous humanoid (shapechanger)
  Init +4; Senses darkvision 60 ft., deathwatch, detect good, 
  detect magic; Perception +13
  DEFENSE
  AC 20, touch 16, flat-footed 15 (+4 Dex, +1 dodge, +4 natural, +1 size)
  hp 85 (9d10+36)
  Fort +7, Ref +10, Will +10
  Immune poison
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +14 (1d4+2 plus poison)
  Ranged 2 quills +14 (1d4+2 plus poison)
  Special Attacks sneak attack +3d6, spawn undead
  Spell-Like Abilities (CL 10th; concentration +14)
  Constant—deathwatch, detect good, detect magic
  At will—command undead (DC 16), produce flame
  3/day—animate dead, death knell (DC 16), invisibility, ray of 
  enfeeblement (DC 15), scare (DC 16)
  1/day—nondetection (DC 17)
  STATISTICS
  Str 14, Dex 18, Con 19, Int 15, Wis 14, 
  Cha 19
  Base Atk +9; CMB +10; CMD 25
  Feats Dodge, Iron Will, 
  Mobility, Weapon Finesse, 
  Weapon Focus (quill)
  Skills Bluff +10, Heal 
  +10, Knowledge 
  (arcana) +11, Knowledge 
  (religion) +11, 
  Perception +13, 
  Spellcraft +11, 
  Stealth +16
  Languages Common, 
  Draconic, Infernal
  SQ change shape 
  (porcupine, beast 
  shape II)
  ECOLOGY
  Environment 
  temperate 
  forests, hills, or 
  mountains
  Organization solitary, 
  pair, or cult (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Spawn Undead (Su) Any creature slain by a pukwudgie’s 
  poisonous quills rises in 24 hours as a zombie. Undead 
  created by this ability are not immediately under the control 
  of a pukwudgie, but they receive a –4 penalty on saves 
  against a pukwudgie’s control undead spell-like ability.
  Poison (Su) Quill—injury; save Fort DC 18; frequency 1/round 
  for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves. 
  The save DC is Constitution-based.
  Quills (Ex) A pukwudgie can fire two of its quills as a ranged 
  attack as a standard action. These quills have a range 
  increment of 40 feet. Any creature attacking a pukwudgie 
  with light or one-handed melee weapons, natural weapons, 
  or an unarmed strike takes 1d3 points of piercing damage. 
  A creature that grapples a pukwudgie takes 2d4 points of 
  piercing damage. Anyone who takes damage from these 
  quills is also exposed to the pukwudgie’s poison.
  The vile pukwudgie is a small, hunchbacked humanoid 
  covered with long, sharp quills. These quills, like those 
  of a porcupine, help protect the small creature but are 
  also dangerous offensive weapons, for the quills hold 
  a deadly poison that animates those it slays as zombies. 
  This necromantic nature, along with their penchant for 
  torment and sadistic ways, makes pukwudgies evil to the 
  core. A pukwudgie stands 3-1/2 feet tall and weighs a 
  little more than 30 pounds.
  Pukwudgies are frequently found in the company 
  of undead. This retinue usually 
  consists of zombies and skeletons 
  created via their poisonous quills 
  ability or their ability to animate 
  dead bodies. They have a strong 
  preference for animating the 
  bodies of dead animals over 
  other creatures, and often use 
  undead animals as mounts.
  A pukwudgie usually stays away 
  from well-traveled areas and 
  humanoid settlements, but 
  may sometimes slip into 
  small villages in the night 
  to steal children. The little 
  horrors enjoy the tender 
  flesh of newborn babies 
  immensely, and are often 
  willing to go through great 
  personal risk to secure 
  infantile repasts when they 
  are available. Their delight  
  in arson only further 
  makes them a bane of 
  small villages.
  223
  223
  Illustration by Scott Purdy
  Porcupine–Pukwudgie
  Porcupine–Pukwudgie
  
  Rakshasa
  Rakshasas are born on the Material Plane, but they are 
  not of it. They possess the powers and shapes of fiends, 
  but their fates are inexorably tied to the mortal world, and 
  it is there that they seek to rule. The reincarnations of 
  manipulators, traitors, and tyrants obsessed with earthly 
  pleasures, rakshasas are the embodiments of the very 
  nature of materialistic evil. After dying violent deaths, 
  these spirits are so tied to worldly decadence and selfish 
  concerns that they take shapes that better reflect the 
  baseness of their lives and are reborn as fiends. Thus have 
  sages come to know these beings as the “earthbound evils.”
  While there are many different types of rakshasas, from 
  the lowly raktavarna to the powerful maharaja, the most 
  commonly encountered members of this race (the rakshasas 
  presented in the Pathfinder RPG Bestiary) are not known 
  by any other name—they are more powerful than some 
  members of their kind and less powerful than others, and 
  represent the ideal midpoint between servitor and master. 
  These rakshasas can be recognized by their animal heads 
  (those of great cats, snakes, crocodiles, apes, and birds of 
  prey being the most common) and backward-facing hands. 
  Feral traits and strangely reversed joints are a hallmark of 
  all types of rakshasas, in fact, features that most rakshasas 
  can hide through their supernatural ability to change 
  shapes or by means of powerful illusions.
  A rakshasa cannot impregnate another of its own kind, 
  and so new rakshasas come into being via the coupling 
  of a rakshasa and a non-rakshasa or, rarely, that of two 
  non-rakshasas. A rakshasa born to non-rakshasa parents 
  generally only occurs when one or both of the parents 
  commits a great evil during the mother’s pregnancy, 
  allowing the disembodied spirit of a previously slain 
  rakshasa to reincarnate into the world by usurping the 
  unborn offspring’s body. Rarely, such blasphemous births 
  afflict good or innocent parents, typically in cases where 
  the parents are exposed to great evils beyond their control. 
  A rakshasa grows to maturity more quickly than a human, 
  and often functions as a full-grown adult earlier than age 
  14. Despite this quick maturation, a rakshasa can live for 
  500 years or more before dying, at which point its spirit 
  seeks a new host to be reborn in, continuing the vile cycle 
  of fiendish reincarnation over and over again.
  Rakshasas believe that each and every creature in 
  the universe has a proper role to play, and that success 
  comes from understanding one’s position and working 
  to improve it. Rakshasas don’t see castes as good or evil, 
  but rather as purely pragmatic. Creatures of higher caste 
  should be respected for their great power, and those of 
  lower caste should be pressed into willing service to 
  expand the holdings of those of higher castes as their 
  betters seek greater wealth and influence.
  There are seven castes in rakshasa society (from 
  lowest to greatest): pagala (traitors), goshta (food), adhura 
  (novices), darshaka (servants), paradeshi (rakshasa-kin), 
  hakima (lords), and samrata (lords of lords). The rakshasa 
  caste system encompasses not just all of rakshasa society, 
  but all of life—although only rakshasas can attain the 
  stations of darshaka and above.
  While rakshasas are forced to admit that the gods have 
  powers greater than their own, most rakshasas scoff at 
  the concept of divinity as a whole. The gods are among 
  the most powerful beings in existence, to be sure, but too 
  many examples of powerful, ambitious, or merely lucky 
  mortals attaining divinity exist for rakshasas to pay 
  religious homage to such creatures. Rakshasas see their 
  own transitions from mortals to otherworldly beings as 
  marks of their own fathomless potential and their initial 
  steps on the path to godhood. Thus, as a race, rakshasas 
  deny the worship of deities, although they welcome 
  alliances with the servants of such peerlessly potent 
  beings when it serves their purposes.
  The skin of a rakshasa is remarkably resistant to 
  physical damage, able to ignore or greatly reduce most 
  weapon attacks. Holy weapons capable of piercing this 
  skin, however, can reach a rakshasa’s vitals and do 
  significant damage. As a result, in lands where their kind 
  are well known, rakshasas take great pains to disguise 
  themselves with magic when they are among enemies.
  Rakshasa Immortals
  The rakshasa immortals are rakshasas who have ascended 
  beyond mortality—they are no longer bound to the cycle of 
  reincarnation and rebirth most rakshasas endure, and are truly 
  immortal. Such creatures, given the span of countless lifetimes 
  to perfect their art and master their cruelties, approach the 
  power of gods. The following list includes several (but by no 
  means all) rakshasa immortals known to the world. Among 
  them, Ravana is the greatest and most ancient.
  Aksha of the Second Breath
  Bundha the Singing Butcher
  Caera the Blood Bather
  Dradjit the Godslayer
  Hudima the Kinslayer
  Jyotah, He Who Walks Among the Gods
  Kunkarna the Dream Warrior
  Mursha the Beastmaster
  Otikaya the Spirit Archer
  Prihasta, General Between Heaven and Hell
  Ravana, The First and Last
  Surpa the Avenger
  Vibhishah the Seeker
  Zabha the Desecrator
  224
  224
  Illustration by Carolina Eade
  
  Rakshasa, Dandasuka
  This small creature looks like a well-dressed and jewelry-bedecked 
  fiendish gnome, its face mostly mouth and fangs.
  DANDASUKA 
  CR 5
  XP 1,600
  LE Small outsider (native, rakshasa, shapechanger)
  Init +4; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 19, touch 16, flat-footed 14 (+4 Dex, +1 dodge, +3 natural, +1 size)
  hp 51 (6d10+18)
  Fort +5, Ref +9, Will +6
  DR 5/good or piercing; SR 20
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +8 (1d6+1 plus bleed), 2 claws +8 (1d4+1)
  Special Attacks bleed 1d4, detect thoughts (DC 15), sneak 
  attack +1d6
  Spell-Like Abilities (CL 5th; concentration +7)
  1/day—clairaudience/clairvoyance
  Spells Known (CL 2nd; concentration +4)
  1st (7/day)—charm person (DC 13), ventriloquism (DC 13)
  0 (at will)—bleed (DC 12), daze (DC 12), detect magic, ghost 
  sound (DC 12), mage hand
  STATISTICS
  Str 13, Dex 18, Con 16, Int 13, Wis 12, Cha 15
  Base Atk +6; CMB +6; CMD 21
  Feats Dodge, Mobility, Spring Attack
  Skills Acrobatics +10, Bluff +15, Climb +10, Disguise +19, 
  Perception +9, Sense Motive +10, Sleight of 
  Hand +10, Stealth +17; Racial Modifiers  
  +4 Bluff, +8 Disguise
  Languages Common, Infernal, 
  Undercommon
  SQ change shape (any humanoid; alter self )
  ECOLOGY
  Environment any
  Organization solitary, pair, or murder (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Spells A dandasuka casts arcane spells as a 2nd-level sorcerer.
  Dandasukas, also known as “biters” among rakshasas, 
  serve as spies and assassins. They often appear as part of 
  a rakshasa’s retinue or secret network. Born to manipulate 
  and murder, they revel in their work and delight in the sight 
  of blood. Thus, dandasukas go about their work cheerfully, 
  laughing as they manipulate foes and butcher victims.
  All dandasukas are restless and energetic. They crave 
  activity and entertainment, preferring the sick and 
  cruel to conventional fare. Dandasuka pranks are rarely 
  amusing for the victim.
  Monstrous hunger gnaws at the hyperactive dandasuka’s 
  body, making the creature crave humanoid flesh and 
  blood. When such blood is spilled, a dandasuka is often 
  not able to contain its fiendish appetite. It might lick a 
  bloody blade, lap up fallen drops, or even take a bite out of 
  a fallen foe at the expense of a more tactically sound option 
  in a fight. A dandasuka settles for other meat when it must, 
  but it always prefers humanoid flesh.
  Murder and mayhem are not the only duties of a 
  dandasuka. Stronger rakshasas dispatch dandasukas 
  as emissaries and servants to allies. Despite their usual 
  disorderly habits, they bargain good-naturedly and in good 
  faith, only implying dire consequences for noncompliance. 
  Dandasuka negotiators efficiently take care of impasses if 
  no favorable resolution can be reached. Similarly, dandasuka 
  retainers serving rakshasa allies curb their fiendish ways as 
  best they can, though their employers would still do well to 
  keep them amused and fed. One has to be careful of keeping 
  dandasukas too pleased, however, since they are known to 
  take unwanted initiative because of off-hand remarks, such 
  as idle wishes that a certain person were dead.
  Dandasuka greed extends from amusements and food to 
  wealth. All dandasukas love comfort, fine clothing, and shiny 
  baubles. Most of them wear as much jewelry as they possibly 
  can without looking ridiculous, and some cross that line. A 
  dandasuka is 3 feet tall and weighs 55 pounds.
  225
  225
  Rakshasa–Rakshasa, Dandasuka
  Rakshasa–Rakshasa, Dandasuka
  
  Rakshasa, Maharaja
  Impeccably dressed and bedecked in exotic jewelry, this fiend 
  holds an ornate saber in its backward-facing hands.
  MAHARAJA 
  CR 20
  XP 307,200
  LE Medium outsider (native, shapechanger)
  Init +13; Senses all-around vision, darkvision 60 ft.; Perception +31
  DEFENSE
  AC 37, touch 24, flat-footed 27 (+4 deflection, +9 Dex, +1 dodge, 
  +13 natural)
  hp 310 (20d10+200)
  Fort +16, Ref +21, Will +18
  DR 20/good and piercing; SR 35
  OFFENSE
  Speed 40 ft., fly 30 ft. (good)
  Melee +3 falchion +31/+26/+21/+16 (2d4+15/15–20), 4 bites +23 
  (1d6+4)
  Special Attacks detect thoughts (DC 29), extra initiative
  Spell-Like Abilities (CL 18th; concentration +27)
  Constant—comprehend languages, tongues
  At will—clairvoyance/clairaudience
  1/day—dominate monster (DC 28)
  Spells Known (CL 18th; concentration +27)
  9th (4/day)—weird (DC 28)
  8th (6/day)—greater shadow evocation, mind blank 
  7th (7/day)—greater shadow conjuration, mass invisibility, 
  spell turning
  6th (7/day)—greater dispel magic, mass suggestion (DC 25), 
  true seeing
  5th (8/day)—baleful polymorph (DC 24), feeblemind (DC 24), 
  mind fog (DC 24)
  4th (8/day)—charm monster (DC 23), dimension door, lesser 
  globe of invulnerability, scrying
  3rd (8/day)—dispel magic, nondetection, suggestion (DC 22), 
  vampiric touch (DC 22)
  2nd (8/day)—darkness, knock, misdirection (DC 21), resist 
  energy, see invisibility
  1st (9/day)—charm person (DC 20), identify, mage armor, 
  magic missile, ventriloquism (DC 20)
  0 (at will)—arcane mark, bleed (DC 19), daze (DC 19), detect 
  magic, ghost sound, mage hand, message, prestidigitation, 
  read magic
  STATISTICS
  Str 27, Dex 28, Con 30, Int 25, Wis 22, Cha 29
  Base Atk +20; CMB +28; CMD 52
  Feats Combat Casting, Combat Reflexes, Dodge, Hover, 
  Improved Critical (falchion), Improved Initiative, Mobility, 
  Quicken Spell, Silent Spell, Still Spell
  Skills Acrobatics +27 (+31 when jumping), Appraise +25, Bluff +35,  
  Diplomacy +30, Disguise +30, Fly +31, Intimidate +30, 
  Knowledge (arcana, history, nobility, religion) +25, 
  Perception +31, Sense Motive +27, Spellcraft +25, Stealth +30; 
  Racial Modifiers +4 Bluff, +8 Disguise, +4 Perception
  Languages Abyssal, Common, Infernal, Undercommon; 
  comprehend languages, tongues
  SQ change shape (any humanoid; alter self )
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double (+3 falchion, other treasure)
  SPECIAL ABILITIES
  Extra Initiative (Su) When an encounter starts, a maharaja 
  rolls twice for initiative. The maharaja acts normally on 
  the higher of the two initiative counts each round. On 
  the lower initiative count, the maharaja can take a single 
  standard action.
  Spells A maharaja casts arcane spells as an 18th-level sorcerer.
  All rakshasas aspire to power, but there are those for 
  whom this hunger is more than an obsession: It’s a 
  birthright. Legends among the rakshasas tell of the 
  maharajas—those rakshasas whose depredations and 
  acts of cruelty have elevated them above others of their 
  kind and allowed them to reincarnate as embodiments 
  of every myth, fable, and cautionary tale involving the 
  beast-headed fiends. Accorded the respect and deference 
  of their lessers, maharajas inspire one emotion within 
  the rakshasa race that few can: fear.
  A maharaja rakshasa emerges only after a rakshasa 
  of great power and influence has spent several lives as 
  a member of the samrata, the height of the rakshasa’s 
  social-spiritual caste system. When a rakshasa ascends 
  to maharaja status, others of its kind take notice, with 
  rakshasas coming from far and wide to serve even a young 
  maharaja—eager to curry its favor at an early age. The birth 
  of a maharaja denotes that great change is imminent: The 
  maharaja will fulfill some terrible destiny, found a lasting 
  nation of rakshasas, undergo some manner of divine 
  ascension, or defeat some greater foe and commandeer 
  its domain, often splitting the region into large enough 
  chunks for its lieutenants and servants to claim and still 
  have room to expand. It is rare in the extreme for more 
  than a handful of maharajas to emerge in the same century.
  So great is a maharaja’s power and influence and so 
  long is its life that one can spend most of its time enjoying 
  the luxury of its years of toil. When not manipulating 
  armies or the machinations of lesser rakshasas, it can 
  often be found surrounded by the most beautiful of its 
  servitors—often charmed or dominated humanoids, 
  or, if the maharaja is powerful enough, good-aligned 
  outsiders—lounging in opulence.
  The lair of a maharaja is typically a glorious, decadent 
  mansion. After decades or centuries of work, gold filigree 
  decorates the columns, and great friezes embossed with 
  226
  226
  Illustration by Eva Widermann
  
  rakshasa myths and folklore decorate the walls. Rather 
  than couches or divans, luxurious pillows stuffed with 
  exotic feathers and crafted from the hides of even rarer 
  creatures serve for furniture, and all about hang the 
  trophies of a centuries-long life of tyranny: the crowns of 
  defeated rulers, the wealth of ruined countries, and the 
  heads of failed lieutenants.
  A maharaja’s great experience and power, however, does 
  not make it immune to or ignorant of threats. Disloyal 
  servants, powerful kings, ambitious rivals, and meddling 
  adventurers all might step forth to challenge a maharaja’s 
  rule. To that end, a maharaja employs devious methods to 
  ensure its own safety, with assassination, false rumors, and 
  illusory doubles serving as useful tools to ferret out threats. 
  Wary of attack and often with wide territories to control, 
  most rakshasa maharajas have several secluded palaces and 
  lavish redoubts, and travel among them endlessly.
  RAKSHASA RAJADHIRAJAS
  Each maharaja is unique, the process of its evolution 
  granting it strengths and weaknesses that differentiate 
  the being from all before it. Over its lifetimes, its path 
  teaches it myriad lessons and grants distinctive powers. A 
  typical maharaja is a master of divination, enchantment, 
  and illusion. Other maharajas master various other 
  techniques, such as necromancy or conjuration. As a 
  maharaja continues to grow in malignant might, its 
  powers outstrip those even of its peers. It might ultimately 
  ascend to the rank of rajadhiraja—a king of kings.
  Even more so than the maharajas, the rajadhirajas 
  are unique beings. A rajadhiraja is never lower 
  than CR 21—most have additional racial Hit 
  Dice beyond the standard maharaja. Each 
  additional racial Hit Die granted increases the 
  rakshasa’s CR by +1, but also increases its effective sorcerer 
  caster level by +1 and grants a new spell-like ability that 
  follows that rakshasa’s personal theme and philosophy. A 
  rajadhiraja that fancies itself a master of space and time 
  might gain the ability to use greater teleport three times per 
  day or the use of time stop once per day, while one who sees 
  itself as a master of forms might gain the ability to use 
  shapechange once per day or polymorph at will. A master of 
  combat might instead gain additional damaging spell-like 
  abilities. The type of new spell-like abilities the rakshasa 
  gains can be selected as needed—8th- and 9th-level spells 
  should be usable once per day, 5th- through 7th-level spells 
  usable three times per day, and spells lower than 5th level 
  at will, though even these guidelines can be adjusted as 
  you see fit to make a more interesting rajadhiraja.
  The cycle of reincarnation and the faint memories 
  it imparts provide rajadhirajas with the distinct power 
  to manipulate life and death according to this cycle. 
  A rajadhiraja can use its mastery of reincarnation to 
  alter these cycles for other creatures, and as a result, all 
  rajadhirajas gain the following special ability in addition 
  to their other powers.
  Reincarnate (Su): Once per day as a standard action, 
  a rajadhiraja can bring a dead creature back to life as if 
  using the reincarnate spell, except that the target must 
  have been dead less than 1 day and can have been killed 
  by a death effect. As with any effect that restores life to a 
  creature, the reincarnating creature can choose not to be 
  reincarnated if it wishes, but if it does allow the effect to 
  happen, it returns to life at full capacity, as if restored via 
  true resurrection in a new form. Some rajadhirajas slay their 
  own allies in combat, then use this ability to in order to 
  allow the allies to continue the battle in a new body. The 
  new form granted by this effect can be any form within 
  one size category of the dead creature’s original size—the 
  exact form of this new body is chosen by the rajadhiraja. 
  Use the results listed in the Core Rulebook for the reincarnate 
  spell as guidelines for determining the new body’s physical 
  ability score adjustments.
  227
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  Rakshasa, Maharaja
  Rakshasa, Maharaja
  
  Rakshasa, Marai
  This finely robed and nimble fiend has six colorful vipers in place 
  of arms, and a long, forked tongue in its fanged mouth.
  MARAI 
  CR 8
  XP 4,800
  LE Medium outsider (native, rakshasa, shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 21, touch 16, flat-footed 15 (+5 Dex, +1 dodge, +5 natural)
  hp 94 (9d10+45)
  Fort +8, Ref +11, Will +9
  DR 10/good and piercing; SR 23
  OFFENSE
  Speed 40 ft.
  Melee 7 bites +14 (1d4+2 plus confusion)
  Ranged 6 energy bolts +14 touch (1d8 plus special)
  Special Attacks detect thoughts (DC 18), energy bolts
  Spells Known (CL 5th; concentration +9)
  2nd (5/day)—invisibility, scorching ray
  1st (7/day)—charm person (DC 15), jump, mage armor, 
  magic missile 
  0 (at will)—bleed (DC 14), detect magic, ghost sound (DC 14), 
  mage hand, open/close, read magic
  STATISTICS
  Str 14, Dex 21, Con 20, Int 11, Wis 13, Cha 18
  Base Atk +9; CMB +11; CMD 27
  Feats Dodge, Iron Will, Silent Spell, Still Spell, Weapon Finesse
  Skills Acrobatics +14 (+18 when jumping), Bluff +20, Climb +7, 
  Disguise +16, Knowledge (arcana) +8, Perception +10, Sense 
  Motive +12, Spellcraft +8; Racial Modifiers +4 Bluff, +8 Disguise
  Languages Common, Infernal, Undercommon
  SQ change shape (any humanoid; alter self )
  ECOLOGY
  Environment any
  Organization solitary, pair, cult (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Confusion (Su) A creature bitten by a marai’s bite (from 
  either its actual mouth or the snakes it has for hands) must 
  succeed at a DC 19 Will save or become confused for 1 
  round. The save DC is Constitution-based.
  Energy Bolts (Ex) Once every 1d4 rounds as a standard action 
  that provokes an attack of opportunity, a marai’s six snake 
  arms can each spit a bolt of energy to a maximum range 
  of 60 feet. Each bolt deals 1d8 points of damage and has 
  an additional effect if the target fails to resist it with a DC 
  19 Fortitude save, as summarized below. The save DC is 
  Constitution-based.
  Amethyst Viper: Cold damage plus sickened for 1d4 rounds.
  Crimson Viper: Fire damage plus burn (1d4, DC 19).
  Emerald Viper: Acid damage plus nauseated for 1 round.
  Magenta Viper: Electricity damage plus staggered for 1 round.
  Turquoise Viper: Sonic damage plus stunned for 1 round.
  Violet Viper: Force damage plus knocked prone.
  Spells A marai casts arcane spells as a 5th-level sorcerer.
  Marai are deviant spellcasters first and fiendish corruptors 
  second. If allowed to indulge in their desire for perverse 
  mystical study, most marai are content to serve as part 
  of another rakshasa’s cabal. A solitary marai might pose 
  as a neophyte magician to infiltrate another spellcaster’s 
  abode. If the marai is successful, the master soon becomes 
  either the servant or a corpse.
  The possibility of new magical discoveries drives a 
  marai. Morality and compassion never constrain the 
  fiend’s experiments. A marai prefers to torment and 
  exploit mortals who have no idea of the rakshasa’s true 
  nature, and it takes great pleasure in using magical might 
  to bring would-be heroes, 
  especially 
  those 
  who 
  invade its lair, to their 
  knees. Such a game 
  offers a marai enjoyment, 
  however, only if subjects are unaware of the 
  danger or at least unable to oppose it.
  A marai is 6 feet tall and weighs 160 
  pounds. Its serpentine arms render fine 
  manipulation or wielding weapons unfeasible, 
  and so it typically assumes humanoid form when 
  working on experiments that require manual dexterity. A 
  marai unable to do so must rely upon cantrips like 
  mage hand for such tasks—or perhaps 
  the aid of a slave or charmed ally.
  228
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  Illustrations by Carolina Eade
  
  Rakshasa, Raktavarna
  What at first appears to be a bejeweled blade shimmers and 
  writhes, transforming into a hideous, red-eyed serpent.
  RAKTAVARNA 
  CR 2
  XP 600
  LE Tiny outsider (native, rakshasa, shapechanger)
  Init +3; Senses darkvision 60 ft., detect magic; Perception +9
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 22 (3d10+6)
  Fort +3, Ref +6, Will +4
  DR 5/good or piercing; SR 17
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +8 (1d4–2 plus poison)
  Special Attacks detect thoughts (DC 13)
  Spell-Like Abilities (CL 6th; concentration +8)
  Constant—comprehend languages
  1/day—charm person (DC 13), suggestion (DC 15)
  1/week—commune (CL 12th, 6 questions)
  STATISTICS
  Str 7, Dex 16, Con 15, Int 12, Wis 13, Cha 14
  Base Atk +3; CMB +4; CMD 12 (can’t be tripped)
  Feats Alertness, Weapon Finesse
  Skills Bluff +12, Climb +9, Disguise +16, Escape Artist +6, 
  Perception +9, Sense Motive +9, Stealth +17, Swim +6; 
  Racial Modifiers +4 Bluff, +8 Disguise
  Languages Common, Infernal, Undercommon; 
  comprehend languages
  SQ change shape (Tiny living object), master’s eyes
  ECOLOGY
  Environment any
  Organization solitary, pair, or rack (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Change Shape (Su) As a full-round action, a raktavarna can 
  take the shape of a handheld object, most often an 
  ornamental light, a one-handed weapon, or a piece 
  of treasure. If the rakshasa remains stationary 
  in such a form, it can attempt Stealth checks 
  even while being observed. It can remain 
  motionless in object form indefinitely, but 
  reverts to its true form as soon as it takes 
  any action. 
  Master’s Eyes (Su) A raktavarna can 
  designate a single creature as its master 
  as a standard action. If the raktavarna 
  is a spellcaster’s familiar, its master is 
  automatically that spellcaster, and the 
  raktavarna cannot change this. As a full-
  round action, a raktavarna’s master can observe 
  the world as if looking through the raktavarna’s eyes. The 
  master must concentrate to maintain this link each round. 
  The master’s visual senses are suppressed for this time, and 
  he uses the raktavarna’s darkvision, detect magic, and regular 
  eyesight to observe the world. This ability has no limit on 
  range, and functions even across planar boundaries. If the 
  raktavarna is slain while its master is using this ability, the 
  master is stunned for 1d4 rounds (no save).
  Poison (Su) Bite—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1d2 Wis plus modify memory; cure 1 save. 
  Each time a victim takes Wisdom damage from this poison, a 
  modify memory effect causes the victim to forget the previous 
  minute’s interactions with the raktavarna, as long as the 
  raktavarna is no longer visible or is in object form. The save 
  DC is Constitution-based.
  Made up of smoke, blood, and gold, raktavarnas are the 
  least of the rakshasas—they are born not from humanoids, 
  but from the souls of rakshasas who failed utterly in their 
  previous incarnation and who are thus reborn from a 
  serpent’s egg.
  These terrors drift through society, passing from hand 
  to hand as weapons or strange tokens from foreign lands, 
  curiosities brought home by traders and emissaries and 
  given to leaders as tribute. In this manner the raktavarnas 
  gain entry into corridors of power throughout the world, 
  and what they see, their foul masters know. A raktavarna’s 
  servitude to a master ends only when its master decrees, 
  or (more commonly) upon the master’s death. Little 
  disconcerts raktavarnas more than having no master, 
  and when they are cast adrift in this manner, they seek a 
  replacement as soon as they can.
  A 7th-level lawful evil spellcaster with 
  the Improved Familiar feat can gain a 
  raktavarna rakshasa as a familiar. 
  229
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  Rakshasa, Marai–Rakshasa, Raktavarna
  Rakshasa, Marai–Rakshasa, Raktavarna
  
  Rakshasa, Tataka
  This towering, blue-skinned woman has backward-facing hands 
  and a feral, animal-like visage with exaggerated features.
  TATAKA 
  CR 15
  XP 51,200
  LE Large outsider (native, rakshasa, shapechanger)
  Init +3; Senses darkvision 60 ft., scent, true seeing; Perception +19
  DEFENSE
  AC 28, touch 13, flat-footed 24 (+3 Dex, +1 dodge, +15 natural, 
  –1 size)
  hp 225 (18d10+126)
  Fort +18, Ref +9, Will +12
  DR 15/good and piercing; SR 30
  OFFENSE
  Speed 40 ft.; air walk
  Melee unarmed strike +24/+19/+14/+9 (2d6+7/19–20), 
  bite +19 (1d8+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks detect thoughts (DC 24), martial artist
  Spell-Like Abilities (CL 15th; concentration +20)
  Constant—air walk, true seeing
  Spells Known (CL 12th; concentration +17)
  6th (3/day)—heal
  5th (6/day)—flame strike (DC 20), telekinesis (DC 20)
  4th (7/day)—charm monster (DC 19), dimension door, 
  freedom of movement
  3rd (7/day)—dispel magic, fireball (DC 18), haste, rage
  2nd (7/day)—acid arrow, cure moderate wounds, death 
  knell (DC 17), invisibility, misdirection
  1st (8/day)—command (DC 16), mage armor, magic missile, 
  ray of enfeeblement (DC 16), shield of faith
  0 (at will)—acid splash, bleed (DC 15), light, mage hand, 
  mending, message, open/close, prestidigitation, read magic
  STATISTICS
  Str 24, Dex 16, Con 25, Int 13, Wis 13, Cha 20
  Base Atk +18; CMB +26; CMD 40
  Feats Cleave, Combat Reflexes, Critical Focus, Dodge, Great 
  Cleave, Improved Critical (unarmed strike), Improved Vital 
  Strike, Power Attack, Vital Strike
  Skills Acrobatics +18 (+22 when jumping), Bluff +23, Climb +17,  
  Disguise +26, Intimidate +23, Knowledge (religion) +10, 
  Perception +19, Sense Motive +19, Survival +16, Swim +18; 
  Racial Modifiers +4 Bluff, +8 Disguise
  Languages Common, Infernal, Undercommon
  SQ change shape (any humanoid; alter self or giant form I)
  ECOLOGY
  Environment any
  Organization solitary, pair, patrol (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Martial Artist (Su) A tataka’s unarmed strikes deal 2d6 points 
  of damage. If a tataka gains monk levels, it uses its tataka 
  unarmed strike damage or its monk unarmed strike damage, 
  whichever is higher. Its unarmed strikes function as lawful 
  and evil weapons for overcoming damage reduction.
  Spells A tataka casts spells as a 12th-level sorcerer. A tataka 
  can cast spells from the cleric list as well as those normally 
  available to a sorcerer. Cleric spells are considered arcane 
  spells for a tataka.
  Tataka rakshasas are the least subtle and largest of their 
  kind. They are philosophers and fanatics, loyal servants of 
  the rakshasa immortals. Their familiarity with religion 
  and its trappings makes them excellent corruptors and 
  blasphemers. Such rakshasas might assault sacred sites 
  or rituals directly so as to foil good works and slay holy 
  people. A tataka holds all religions in contempt save the 
  worship of rakshasas, and it openly mocks and assaults 
  any who dare believe otherwise.
  Tataka rakshasas are more than zealots, though, and 
  they train from an early age in martial arts—their strikes 
  can break bones as surely as any unarmed strike from 
  a monk or other practitioner of such 
  styles of combat.
  A typical tataka is 12 feet tall and 
  weighs 1,300 pounds.
  230
  230
  Illustration by Carolina Eade
  
  Ratfolk
  This small, ratlike humanoid has a twitching, whiskered snout, 
  pointed ears, and a long, leathery tail.
  RATFOLK 
  CR 1/3
  XP 135
  Ratfolk expert 1
  N Small humanoid (ratfolk)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
  hp 8 (1d8)
  Fort +0, Ref +2, Will +2
  OFFENSE
  Speed 20 ft.
  Melee dagger –1 (1d3–2/19–20)
  Ranged light crossbow +3 (1d6/19–20)
  Special Attacks swarming
  STATISTICS
  Str 6, Dex 15, Con 11, Int 14, Wis 10, Cha 9
  Base Atk +0; CMB –3; CMD 9
  Feats Skill Focus (Perception)
  Skills Appraise +6, Craft (alchemy) +8, Diplomacy +3, Disable 
  Device +6, Handle Animal +3 (+7 with rodents), Perception +9,  
  Sense Motive +4, Survival +4, Use Magic Device +11; Racial 
  Modifiers +2 Craft (alchemy), +4 Handle Animal to influence 
  rodents, +2 Perception, +2 Use Magic Device
  Languages Common
  ECOLOGY
  Environment warm deserts or urban
  Organization solitary, pair, pack (3–12), or colony (13–100)
  Treasure NPC gear (leather armor, light crossbow with 20 bolts, 
  dagger, other treasure)
  SPECIAL ABILITIES
  Swarming (Ex) Ratfolk are used to living and fighting communally, 
  and are adept at swarming foes for their own gain and their 
  foes’ detriment. Up to two ratfolk can share the same square at 
  the same time. If two ratfolk in the same square attack 
  the same foe, they are considered to be flanking that 
  foe as if they were in two opposite squares.
  Ratfolk are small, rodentlike humanoids 
  often found traveling in nomadic trading 
  caravans or perhaps dwelling in colonies 
  in slums, sewers, and other normally 
  undesirable urban sectors. Tinkerers 
  and hoarders by nature, many ratfolk 
  are shrewd merchants, carefully 
  navigating the shifting alliances 
  of black markets and bazaars. 
  They love their stockpiles of 
  interesting items far more 
  than money, and would rather trade for more baubles to 
  add to their hoards than for mere coins. 
  Ratfolk are extremely communal, and live in large 
  warrens with plenty of hidden crannies in which to stash 
  their hoards or flee in times of danger, gravitating toward 
  subterranean tunnels or tightly packed tenements in 
  city ghettos. They feel an intense bond with their large 
  families and kin networks, as well as with ordinary 
  rodents of all sorts, living in chaotic harmony and 
  fighting fiercely to defend each other when threatened.
  Ratfolk are generally 4 feet tall and weigh 80 pounds. They 
  often wear robes to conceal their forms in cities, as they know 
  other humanoids find their rodent features distasteful. 
  RATFOLK CHARACTERS
  Ratfolk are defined by their class levels—they do not possess 
  racial Hit Dice. All ratfolk have the following racial traits.
  –2 Strength, +2 Dexterity, +2 Intelligence: Ratfolk are 
  agile and clever, yet physically weak.
  Small: Ratfolk are Small and gain a +1 size bonus to their 
  AC, a +1 size bonus on attack rolls, a –1 penalty on CMB 
  and to CMD, and a +4 size bonus on Stealth checks.
  Darkvision: Ratfolk can see in the dark up to 60 feet.
  Tinker: Ratfolk gain a +2 bonus on Craft (alchemy), 
  Perception, and Use Magic Device checks. 
  Rodent Empathy: Ratfolk gain a +4 bonus on Handle 
  Animal checks made to influence rodents.
  Swarming: See above.
  Languages: Ratfolk begin play speaking Common. 
  Ratfolk with high intelligence can choose from any of 
  the following bonus languages: Aklo, Draconic, Dwarven, 
  Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.
  231
  231
  Illustration by Scott Purdy
  Rakshasa, Tataka–Ratfolk
  Rakshasa, Tataka–Ratfolk
  
  Rusalka 
  This beguiling female figure is partly obscured by long flowing 
  hair that dances and flows around her as if she were underwater.
  RUSALKA 
  CR 12
  XP 19,200
  NE Medium fey (aquatic)
  Init +10; Senses low-light vision; Perception +22
  DEFENSE
  AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
  hp 150 (20d6+80)
  Fort +12, Ref +18, Will +15
  DR 15/cold iron; Immune fire; SR 23
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee staggering touch +16 (stagger), 4 tresses +16 (2d6+5 
  plus grab)
  Space 5 ft.; Reach 5 ft. (15 ft. with tresses)
  Special Attacks beckoning call, constrict (2d6+7), tresses
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—blur, water walk
  At will—entangle (DC 18), fog cloud, invisibility
  3/day—quickened charm monster (DC 21), control water
  1/day—summon nature’s ally VI (water elementals only)
  STATISTICS
  Str 20, Dex 23, Con 19, Int 12, Wis 13, Cha 24
  Base Atk +10; CMB +16 (+20 when using tresses); CMD 32
  Feats Agile Maneuvers, Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Iron Will, Quicken Spell-Like 
  Ability (charm monster), Skill Focus (Perception), Skill Focus 
  (Stealth), Weapon Finesse
  Skills Acrobatics +14, Bluff +24, Diplomacy +15, Escape 
  Artist +18, Knowledge (arcana) +6, Knowledge (nature) +18, 
  Perception +22, Perform (dance) +14, Perform (sing) +27, 
  Sense Motive +15, Spellcraft +18, Stealth +27, Swim +31
  Languages Common, Sylvan
  SQ amphibious
  ECOLOGY
  Environment any water
  Organization solitary, pair, or eddy (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Beckoning Call (Su) As a standard action, a rusalka can sing 
  or speak, causing all non-fey creatures within a 300-foot 
  spread to approach its position as if compelled to do so 
  via a suggestion spell (DC 27 Will negates). A creature that 
  successfully saves is not subject to the same rusalka’s 
  beckoning call for 24 hours. When an affected creature begins 
  its turn adjacent to the rusalka, it is dazed for that round. 
  These effects continue as long as the rusalka takes a standard 
  action to maintain the effect, plus 1 additional round. This is 
  a mind-affecting effect. The save DC is Charisma-based.
  Staggering Touch (Su) A creature touched by a rusalka must 
  make a DC 27 Fortitude save or be staggered for 1 round by 
  overwhelming feelings of desire and shame. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Tresses (Su) A rusalka’s long hair is strong and capable of 
  making powerful primary natural attacks. When it uses its 
  tresses to grapple an opponent, a rusalka does not gain 
  the grappled condition itself. In addition, a rusalka uses its 
  Charisma modifier in addition to its Strength modifier for all 
  combat maneuver checks made with its tresses.
  Rusalkas are cruel and bitter fey who inhabit waterways near 
  humanoid settlements. Although rusalkas are not undead, 
  some persist in believing that these fey form from the 
  spirits of those who met a sinister end in the water. Rusalkas 
  do little to dissuade such rumors. Rusalkas are fond of 
  keeping a few charmed monsters or powerful humanoids 
  nearby to aid in their defense or for other forms of cruel 
  and humiliating entertainment, but quickly grow bored 
  with such pets. When this occurs, rusalkas generally 
  murder the creatures and seek more interesting 
  replacement pets.
  232
  232
  Illustration by J. P. Targete
  
  Sabosan
  This batlike humanoid has a lean, muscular body covered with 
  fur and two large, leathery wings. 
  SABOSAN 
  CR 5
  XP 1,600
  NE Medium monstrous humanoid 
  Init +8; Senses blindsense 60 ft., darkvision 60 ft., scent; 
  Perception +14
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 52 (7d10+14)
  Fort +4, Ref +9, Will +6
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  Melee bite +10 (1d6+3 plus bleed), 2 claws +10 (1d6+3 plus grab)
  Special Attacks bleed (1d4), blood drain (1 Constitution), dust 
  cloud, fell shriek, powerful charge (claw, 2d6+6)
  STATISTICS
  Str 16, Dex 18, Con 15, Int 9, Wis 13, Cha 10
  Base Atk +7; CMB +10; CMD 24
  Feats Flyby Attack, HoverB, Improved Initiative, Power 
  Attack, Skill Focus (Perception)
  Skills Acrobatics +14, Fly +8, Perception +14, Stealth +14
  Languages Abyssal 
  ECOLOGY
  Environment warm forests or underground
  Organization solitary, hunting party (2–6), or 
  clan (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Dust Cloud (Ex) A sabosan gains Hover 
  as a bonus feat, and can use this feat to 
  create a dust cloud even though it is not 
  Large. The resulting dust cloud has only a 
  30-foot radius. 
  Fell Shriek (Su) As a standard action, a 
  sabosan can emit a deafening cry in a 
  30-foot cone. Creatures in this area must 
  make a successful DC 15 Fortitude save 
  or be deafened for 1 minute. Sabosan are 
  immune to this ability. The save DC is 
  Constitution-based.
  Sabosan are an intelligent and evil race  
  of batlike humanoids that dwell in warm 
  and isolated forests or deep underground in 
  vast caverns. 
  Sabosan are vicious predators, combining human 
  intelligence with a bat’s natural adaptations for hunting. 
  They favor warm climates, preferring to make their lairs 
  in places that are inaccessible to most intruders, such 
  as mountaintop crags, abandoned ruins, subterranean 
  caverns near hidden hot springs, and dense canopies of 
  jungle trees. With wingspans almost three times their 
  height, sabosan are agile and graceful fliers, capable 
  of traveling miles on a single current of air in their 
  dauntless search for prey.
  Although they can see as well as any human in 
  daylight, sabosan hunt at twilight or after dark when 
  their echolocation-based blindsense ability gives them 
  a great advantage. Sabosan can also use their voices 
  offensively, funneling their screeches into blasts of high- 
  pitched sound capable of deafening other creatures. 
  When hunting en masse or attacking foes, a sabosan 
  employs its fell shriek on adversaries while other sabosan 
  use their massive wings to churn up great clouds of dust 
  and debris, rendering foes deaf and blind.
  A sabosan’s emaciated frame belies its strength and 
  agility, which are not apparent from its gaunt appearance. 
  Its giant, leathery wings can reach a span of almost 20 
  feet. Both males and females have red or dark brown fur 
  on their heads, necks, chests, and backs. Sabosan 
  stand just under 6 feet tall and weigh only 
  150 pounds.
  233
  233
  Illustration by Damien Mammoliti
  Rusalka–Sabosan
  Rusalka–Sabosan
  
  Sagari
  This unsettling creature has the head of a fanged, green-eyed 
  horse and a body that is little more than a writhing tentacle.
  SAGARI 
  CR 1/2
  XP 200
  NE Tiny aberration 
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 7 (1d8+3)
  Fort +3, Ref +4, Will +2
  OFFENSE
  Speed 10 ft., fly 30 ft. (perfect)
  Melee bite +1 (1d4–1), tentacle +1 (1d4–1)
  Space 2-1/2 ft.; Reach 2-1/2 ft.
  Special Attacks baleful whinny, lashing strike
  STATISTICS
  Str 8, Dex 15, Con 17, Int 6, Wis 11, Cha 14
  Base Atk +0; CMB +0; CMD 9 (can’t be tripped)
  Feats Lightning Reflexes
  Skills Fly +10, Perception +4, Stealth +14
  Languages Aklo
  SQ flight
  ECOLOGY
  Environment any forests
  Organization solitary, pair, herd (3–8), or harras (9–16)
  Treasure none
  SPECIAL ABILITIES
  Baleful Whinny (Su) As a standard action, a sagari can emit 
  a monstrous whinny. Any creature within 60 feet must 
  succeed at a DC 12 Will save or become sickened for 
  1d4 rounds by the hideous sound. This is a sonic, mind-
  affecting effect. Whether or not the save is successful, the 
  affected creature is immune to the same sagari’s baleful 
  whinny for 24 hours. The save DC is Charisma-based.
  Flight (Su) A sagari’s flight is supernatural in nature.
  Lashing Strike (Ex) Although a sagari is Tiny, it does not 
  provoke attacks of opportunity when it makes melee 
  attacks. In addition, its tentacle attack is a primary attack. 
  Sagaris haunt forest trails, hanging upside-down from 
  tree branches by the grotesque tentacles that make 
  up their necks. Unexpectedly intelligent, these cruel 
  aberrations swoop down from their perches to attack 
  unsuspecting travelers wandering through the forests. 
  Their piercing whinny causes sickness within those 
  who hear it, the sound waves reverberating within the 
  victims’ chests and causing them to feel unwell. Groups 
  of sagaris are particularly dangerous, filling the air with 
  their terrifying neighs and diving upon utterly helpless, 
  nauseated victims in a rush.
  The tentacle of a sagari is not strong enough to grab 
  or strangle enemies, but serves the creature well as an 
  additional attack to augment its bite. Sagaris are strictly 
  carnivorous, and while they resort to feeding on carrion 
  if necessary, they greatly prefer fresh meat. When a sagari 
  makes its way into a settlement either to wreak havoc or 
  by accident, it can be found hanging from the rafters of a 
  barn or some other structure with a tall ceiling. Stabled 
  livestock are ideal prey for sagaris, who can swiftly kill 
  and devour the flesh of a trapped animal in minutes. A 
  sagari will not attack a creature that it suspects is much 
  stronger, though it will sometimes assault groups of 
  creatures, hoping to sicken enough of its foes to distract 
  them while it attacks the weakest individual.
  Sagaris are thought to have originally come from the 
  vast caverns beneath the world’s surface. While sagaris 
  can speak, they rarely do so with those they deem prey, 
  seeing little point in communicating with food. Despite 
  their relative intelligence, sagaris rarely form societies of 
  any nature, at most traveling in roving packs in search of 
  larger prey to take down as a group.
  A sagari is 3 feet long from mouth to tentacle and 
  weighs 30 pounds.
  234
  234
  Illustration by Andrew Olson
  
  Sargassum Fiend
  This shifting mass of green seaweed transforms from the shape of 
  a humanoid back to a patch of algae, continually changing.
  SARGASSUM FIEND 
  CR 9
  XP 6,400
  N Large plant (aquatic)
  Init +6; Senses blindsense 60 ft., tremorsense 120 ft.; 
  Perception +11
  Aura mirage (300 ft., DC 18)
  DEFENSE
  AC 24, touch 12, flat-footed 21 (+2 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 123 (13d8+65)
  Fort +15, Ref +8, Will +4
  DR 5/slashing; Immune plant traits; Resist cold 10
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 40 ft.
  Melee 2 slams +16 (2d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d8+10), grab (Huge)
  STATISTICS
  Str 25, Dex 14, Con 20, Int 2, Wis 11, Cha 15
  Base Atk +9; CMB +17 (+25 grapple); CMD 30 (can’t be tripped)
  Feats Dodge, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Skill Focus (Perception), Stealthy, 
  Weapon Focus (slam)
  Skills Climb +19, Escape Artist +4, Perception +11, Stealth +7, 
  Swim +15
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or bed (3–8)
  Treasure incidental (1d6 sargassum fiend bulbs, other 
  treasure)
  SPECIAL ABILITIES
  Grab (Ex) A sargassum fiend can grab Huge or smaller 
  foes, and has a +8 racial bonus on grapple checks 
  rather than the normal +4 bonus most creatures with 
  grab possess.
  Mirage (Su) A sargassum fiend emits a powerful 
  scent that causes specific, miragelike 
  hallucinations. All creatures within 300 feet of a 
  sargassum fiend must make a DC 18 Will save or 
  become enraptured by the scent. An enraptured 
  creature sees the monster as whatever would 
  most compel it to approach. This might be 
  a lost loved one, a child in need of help, 
  an enchanting mermaid, the promise of 
  dry land, and so on. The extent of this 
  illusion functions as mirage arcana (CL 
  equals the sargassum’s CR), but is a mind-
  affecting phantasm, not a glamer. This effect 
  ends immediately if the plant makes an attack against any 
  target. The save DC is Charisma-based.
  A sargassum fiend is a free-floating mass of intelligent 
  seaweed capable of luring its victims to their deaths via a 
  powerful hallucinogenic pheromone. Once the sargassum 
  fiend lures prey within striking distance, it grabs the 
  entranced creature and attempts to crush it to death. 
  Experienced sailors tell tales of entire crews jumping 
  overboard to swim out to a murderous field of the sea plants.
  The strange pheromone produced by a sargassum fiend 
  can be harvested from the numerous bulbs that grow within 
  the fiend’s body, but these bulbs rot quickly once harvested. 
  A fresh bulb lasts for 1 hour before becoming useless; until 
  that point it can be crushed as a standard action to produce 
  a mirage effect as detailed above. A single sargassum fiend 
  generally has 1d6 bulbs of musk when slain—harvesting 
  one requires a DC 29 Survival check. To date, no alchemical 
  or magical process has successfully preserved this musk.
  Sargassum fiends usually reach sizes up to 10 feet 
  in diameter before splitting, their means of asexual 
  reproduction. Mutations have been known to exist, 
  however, and sea-faring scholars have recorded individual 
  sargassum fiends reaching masses of truly enormous size, 
  up to Colossal. Such enormous sargassum fiends can be 
  created by advancing their Hit Dice by a minimum of 5 HD 
  per size increase step.
  235
  235
  Illustration by Francesco Graziani
  Sagari–Sargassum Fiend
  Sagari–Sargassum Fiend
  
  Sasquatch
  Tall, burly, and hairy, this humanoid creature wields a large tree 
  branch for a club and has a swinging, apelike gait.
  SASQUATCH 
  CR 2
  XP 600
  N Medium humanoid (sasquatch)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +4, Ref +5, Will +1
  OFFENSE
  Speed 40 ft.
  Melee club +8 (1d6+9) or
  slam +8 (1d4+9)
  Ranged rock +5 (1d4+9)
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 22, Dex 15, Con 16, Int 9, Wis 10, Cha 11
  Base Atk +2; CMB +8; CMD 20
  Feats Self-Sufficient, Skill Focus (Stealth)
  Skills Heal +2, Perception +5, Stealth +10 (+14 in forested areas), 
  Survival +10; Racial Modifiers +4 Perception, +4 Stealth (+8 in 
  forested areas), +4 Survival
  Languages Sasquatch
  SQ pungency, woodland stride
  ECOLOGY
  Environment temperate or cold forests
  Organization solitary, pair, or family (3–7)
  Treasure standard
  SPECIAL ABILITIES
  Pungency (Ex) A sasquatch’s odor is quite powerful, and can be 
  detected at twice the normal distance by scent. 
  Woodland Stride (Ex) A sasquatch can move through any 
  sort of undergrowth (such as natural thorns, briars, 
  overgrown areas, and similar terrain) at normal speed and 
  without taking damage or suffering any other impairment. 
  Undergrowth that has been magically manipulated to 
  impede movement still affects the sasquatch. 
  The elusive sasquatches earn their 
  mysterious reputation rightly; 
  they live in unpopulated forests 
  and avoid confrontations with 
  humanoids, only becoming violent 
  when they feel threatened, when their 
  territory is encroached upon, or when they 
  feel they must protect their young. Left to 
  their own devices, sasquatch families are 
  perfectly content to live their lives in the deep 
  woods, leaving behind little to no trace of their passing save 
  for the periodic big footprint in the ground.
  Despite their considerable bulk, sasquatches are 
  incredibly stealthy creatures, capable of moving through 
  forests in particular with astonishing grace and efficiency. 
  The one trait that somewhat undermines sasquatches’ 
  stealth is their distinctive odor—a pungent, musky scent 
  that is often noticeable even when the hidden sasquatches 
  themselves are not apparent.
  The elusiveness of sasquatches is such that even in a 
  world where dragons and sea monsters are real, many 
  urban scholars doubt the existence of the creatures, citing 
  the lack of evidence of sasquatch lairs or remains as proof 
  of their nonexistence. In truth, sasquatches are simply far 
  more efficient at living in harmony with nature than most 
  humanoids could ever hope to be. To a sasquatch, a deadfall 
  in a forest makes a perfectly fine home. When a sasquatch 
  dies, its kin take pains to bury the body deep and hide all 
  trace of the gravesite to protect the remains from scavengers 
  and evil spirits alike. The sasquatch tongue is a relatively 
  complex language that mixes vocalizations, howls, and 
  “knocking”—the act of striking a solid surface (like a tree 
  or boulder) with a club or stone—and thus tends to blend in 
  with the ambient sounds of a forest.
  A sasquatch is 8 feet tall and weighs 570 pounds. Rural 
  populaces often have fond nicknames for these creatures, 
  such as wild men, skunk apes, and perhaps most popularly, 
  simply bigfoot.
  236
  236
  Illustration by Scott Purdy
  
  Scorpion, Deadfall
  Thick sheets of moss and other forest debris cling to the dark green 
  carapace of this huge scorpion.
  DEADFALL SCORPION 
  CR 8
  XP 4,800
  N Huge vermin 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, –2 size)
  hp 95 (10d8+50)
  Fort +12, Ref +5, Will +5
  Immune mind-affecting effects
  OFFENSE
  Speed 50 ft.
  Melee 2 claws +13 (1d8+8 plus grab), sting +13 (1d8+8 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (1d8+8), sudden strike
  STATISTICS
  Str 27, Dex 15, Con 20, Int —, Wis 14, Cha 2
  Base Atk +7; CMB +17 (+21 grapple); CMD 29 (41 vs. trip)
  Feats Skill Focus (Stealth)B
  Skills Perception +6, Stealth +5 (+13 in forests); Racial 
  Modifiers +4 Perception, +8 Stealth (+16 in forests)
  ECOLOGY
  Environment temperate forests
  Organization solitary or nest (2–5)
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d4 Str damage; cure 2 consecutive saves.
  Sudden Strike (Ex) A deadfall scorpion is adept at moving 
  quickly when its foes are surprised. During a surprise 
  round, a deadfall scorpion may act as if it had a full 
  round to act, rather than just one standard action.
  The enormous deadfall scorpion is disturbingly 
  stealthy for a creature of its size. So named for 
  the creatures’ habit of making their lairs 
  amid the hollows created by deadfalls of 
  old trees, deadfall scorpions adorn their 
  already camouflaged carapaces 
  with moss and old branches, then 
  lie in wait to ambush prey when it 
  draws near. They prefer to drag 
  their prey back to their hidden 
  deadfall lairs to eat, and 
  thus incidental treasure can 
  often be found within such 
  a den. A deadfall scorpion is  
  24 feet long and weighs 
  10,000 pounds.
  Scorpion, Ghost
  This outsized scorpion has a translucent shell, allowing one to see 
  through to the creature’s internal organs.
  GHOST SCORPION 
  CR 1/2
  XP 200
  N Small vermin 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
  hp 13 (2d8+4)
  Fort +5, Ref +0, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +2 (1d3), sting +2 (1d3 plus poison)
  Special Attacks pounce
  STATISTICS
  Str 10, Dex 11, Con 14, Int —, Wis 10, Cha 2
  Base Atk +1; CMB +0; CMD 10 (22 vs. trip)
  Skills Perception +4, Stealth +8; Racial Modifiers +4 Perception, 
  +4 Stealth
  ECOLOGY
  Environment warm deserts or underground
  Organization solitary, pair, nest (3–6)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round 
  for 4 rounds; effect 1 Str damage; cure 1 save.
  So named for their eerie, translucent carapaces, ghost 
  scorpions are nocturnal desert hunters. A ghost 
  scorpion’s body is 3 feet long with a 3-foot long 
  tail, and it weighs 45 pounds.
  237
  237
  Illustration by Dean Spencer
  Sasquatch–Scorpion
  Sasquatch–Scorpion
  
  Sea Anemone, Giant
  This giant, tubular creature ends in a mass of thick and brilliantly 
  colored tendrils arrayed around an enormous, toothless maw.
  GIANT SEA ANEMONE 
  CR 2
  XP 600
  N Large vermin (aquatic)
  Init +2; Senses blindsight 30 ft.; Perception +0
  DEFENSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 34 (4d8+16)
  Fort +8, Ref +3, Will +1
  Defensive Abilities amorphous; Immune gaze attacks, mind-
  affecting effects, poison, vision-based effects
  OFFENSE
  Speed 5 ft.
  Melee tentacles +3 (2d6+1 plus grab and poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks swallow whole (1d6+1 bludgeoning damage, 
  AC 11, 5 hp)
  STATISTICS
  Str 12, Dex 15, Con 18, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +5; CMD 17 (can’t be tripped)
  Skills Stealth +6; Racial Modifiers +8 Stealth
  SQ anchored, sightless
  ECOLOGY
  Environment any oceans or coastlines
  Organization solitary, pair, or cluster (2–10)
  Treasure incidental 
  SPECIAL ABILITIES
  Anchored (Ex) As a full-round action, a giant sea anemone can 
  affix itself to a solid surface. While anchored, it cannot move, 
  and it gains a +4 bonus to its CMD on all checks to resist being 
  bull-rushed, dragged, overrun, or repositioned. This bonus 
  increases by +4 for each size category larger the sea anemone 
  is compared to the opponent attempting the maneuver. The 
  creature can unanchor itself as a full-round action.
  Poison (Ex) Tentacle —injury; save Fort DC 16; frequency  
  1/round for 6 rounds; effect 1d2 Dex damage; cure  
  2 consecutive saves. 
  Sightless (Ex) A sea anemone is blind and 
  is not affected by any effect that relies on 
  sight, such as gaze attacks or blindness. 
  Giant sea anemones are beautiful but 
  deadly ocean-dwelling vermin that rely on 
  camouflage and paralytic toxins to draw 
  in their prey. A sea anemone has a 
  long, cylindrical body that ends in 
  a flat circular disc with a slitlike 
  orifice for both ingesting food 
  and dispelling waste. This disc is 
  surrounded by a thicket of tendrils that vary in thickness 
  from fine, hairlike cilia to thick, swollen appendages. The 
  creature uses all of these tentacles at once when it attacks 
  prey. Like their smaller kin, giant sea anemones come in 
  a broad spectrum of colors—many are known for their 
  brilliant hues.
  Giant sea anemones can move at a slow pace by walking 
  along the projections at their bases. More often, however, 
  these predators affix themselves to rock, coral, or sunken 
  objects like ships, then wait for prey to come to them.
  As mindless creatures, giant sea anemones have no use 
  for treasure, but the remains of prey digested and then 
  expelled often litter the area around these creatures. 
  Massive sea anemones big enough to eat dolphins, whales, 
  or even sea serpents reportedly exist in the deepest parts of 
  the ocean. Called deep tigers for their alternating fronds 
  of black and brilliant orange, these giant sea anemones 
  are said to lair in undersea ruins and sunken ships, where 
  the promise of sought-after treasure conveniently lures in 
  a constant food supply.
  Other species of sea anemones exist as well, some smaller 
  but most quite a bit larger and favoring different oceanic 
  regions and depths. You can adjust the stats for the giant 
  sea anemone by changing the Hit Dice and size (adjusting 
  Strength, Dexterity, and Constitution as appropriate) to 
  represent a wide range of species. Often, different species 
  have additional abilities, such as the darkforest anemone’s 
  constriction attack, or the deep tiger’s ability to squirt 
  acid. The following table lists the most common variants.
  Species  
  CR  
  Size  
  HD
  Common anemone  
  1/4  
  Tiny  
  1d8
  Bluehair anemone  
  1/2 
  Small  
  2d8
  Coffin anemone 
  1 
  Medium  
  3d8
  Darkforest anemone  
  6 
  Huge  
  9d8
  Siren’s bed anemone 
  9  
  Gargantuan  
  14d8
  Deep tiger anemone 
  13 
  Colossal  
  19d8 
  238
  238
  Illustration by Branko Bistrovic
  
  Sea Bonze
  Massive and blacker than the darkest depths of the sea, this 
  colossal watery form glares with two immense, hate-filled eyes.
  SEA BONZE 
  CR 15
  XP 51,200
  NE Gargantuan undead (aquatic)
  Init +4; Senses blindsight 120 ft.; Perception +33
  DEFENSE
  AC 30, touch 6, flat-footed 30 (+24 natural, –4 size)
  hp 231 (22d8+132)
  Fort +13, Ref +9, Will +19
  DR 10/magic and slashing; Immune cold, electricity, undead 
  traits; Resist acid 10, fire 10
  OFFENSE
  Speed 40 ft., swim 80 ft.
  Melee 2 slams +22 (4d10+15)
  Space 20 ft.; Reach 20 ft.
  Special Attacks capsize (DC 35), dooming gaze (60 ft., DC 27)
  STATISTICS
  Str 30, Dex 11, Con —, Int 13, Wis 18, Cha 23
  Base Atk +16; CMB +30; CMD 40 (can’t be tripped)
  Feats Alertness, Combat Reflexes, Critical Focus, Improved 
  Initiative, Improved Iron Will, Intimidating Prowess, Iron Will, 
  Lightning Reflexes, Power Attack, Stand Still, Vital Strike
  Skills Intimidate +41, Perception +33, Sense Motive +33, 
  Stealth +13, Swim +44; Racial Modifiers +4 Swim
  Languages Aquan, Common
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Dooming Gaze (Su) Paralyzed with fear for 1 round, 
  60 feet, Will DC 27 negates. A creature that is already 
  paralyzed by this gaze attack and fails a saving throw to 
  resist being paralyzed for 1 more round gains 1 negative 
  level (Fortitude DC 27 to remove after 24 hours). The 
  paralysis effect of this gaze is a mind-affecting fear 
  effect, but the negative level is not. The save DC is 
  Charisma-based.
  The ocean knows few terrors as unnatural and horrific 
  as the sea bonze. This undead goliath dwells near 
  established shipping lanes or offshore from coastal 
  settlements, where it lurks just beneath the surface of 
  the water until it can strike unsuspecting boats in the 
  dead of night. Sailors often advise launching ocean 
  voyages only during the day on the assumption that 
  doing so might protect them from the sea bonze’s 
  attention, but such tactics make little difference to 
  the creature itself, which will trail a particular ship 
  until after dusk, sometimes for hundreds of miles, only to 
  lurch out of the water and lay waste to an entire ship.
  Sea bonzes are formed from the combined despair and 
  horror of death at sea, such as when a ship sinks and its 
  entire crew drowns. No single restless soul empowers a 
  sea bonze—it combines the anger and doom of all who die 
  in such close proximity. Reawakened as mammoth ship-
  wreckers, these angry spirits have no memory of their 
  past lives, and seek to inflict the doom they suffered on 
  others who ply the seas. Their hatred does not make them 
  mindless, however, and more than one lucky crew member 
  has talked her entire ship’s way out of total annihilation. 
  Sea bonzes have an unusual respect for those with wit and 
  guile, and will sometimes consider sparing those they deem 
  worthy of their esteem. Those who try to defend themselves 
  with brawn and weapons, however, receive no mercy from 
  the enormous monsters.
  A sea bonze’s flesh is black and leathery like that of a 
  squid, and appears at first glance to be made out of the 
  black waters of the ocean itself. The entire creature is 
  featureless and smooth, making its empty visage all the 
  more horrifying.
  239
  239
  Illustration by Emrah Elmasli
  Sea Anemone, Giant–Sea Bonze
  Sea Anemone, Giant–Sea Bonze
  
  Sea Serpent, Deep
  This enormous, water-dwelling serpent has bright, bulging eyes 
  and rounded jaws filled with long, jagged teeth.
  DEEP SEA SERPENT 
  CR 19
  XP 204,800
  N Gargantuan magical beast (aquatic)
  Init +9; Senses darkvision 120 ft., low-light vision; 
  Perception +23
  DEFENSE
  AC 34, touch 12, flat-footed 28 (+5 Dex, +1 dodge, +22 natural, 
  –4 size)
  hp 333 (23d10+207)
  Fort +22, Ref +20, Will +12
  Defensive Abilities elusive; Immune cold; Resist fire 30
  OFFENSE
  Speed 10 ft., swim 50 ft.; surge 400 ft.
  Melee bite +33 (6d10+14/19–20 plus grab), tail slap +33 
  (6d8+14/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks capsize, constrict (6d8+21), powerful tail, 
  swallow whole (10d6+21 bludgeoning damage, AC 21, 33 hp)
  STATISTICS
  Str 39, Dex 20, Con 28, Int 2, Wis 17, Cha 11
  Base Atk +23; CMB +41 (+45 grapple); CMD 57 (can’t be tripped)
  Feats Critical Focus, Dodge, Improved Critical (bite), Improved 
  Critical (tail slap), Improved Initiative, Improved Iron Will, 
  Improved Vital Strike, Iron Will, Lightning Reflexes, Power 
  Attack, Skill Focus (Perception), Vital Strike
  Skills Perception +23, Stealth +8, Swim +22
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Elusive (Ex) As a full-round action while in water, a deep sea 
  serpent can move up to its run speed (200 feet) without 
  leaving any trace of its passing (identical in effect to pass 
  without trace). An elusive deep sea serpent gains a +40 
  circumstance bonus on its Stealth check. In addition, except 
  when in combat, a sea serpent is considered to be under 
  the effects of a nondetection spell. Both of these effects 
  function at caster level 20th and cannot be dispelled.
  Powerful Tail (Ex) A deep sea serpent’s tail slap is always a 
  primary attack. When a deep sea serpent deals damage to 
  an object with its tail slap or via constrict damage, it ignores 
  the first 10 points of hardness that object possesses.
  Surge (Ex) A deep sea serpent can surge forward as a full-
  round action at a speed of 400 feet. It must move in a 
  straight line, but does not provoke attacks of opportunity 
  while surging.
  An enormous monstrosity that makes its home in the 
  darkest depths of the ocean’s trenches, the deep sea serpent 
  is as elusive as it is terrifying, the nightmare of sailors 
  making their ways over the vast and seemingly bottomless 
  waters. A deep sea serpent is rarely seen unless it wishes 
  to be seen, and the beast usually has its own mysterious 
  reasons for occasionally coming to the surface. At other 
  times, those reasons are gruesomely obvious—the deep 
  sea serpent rises to the surface to crush ships and devour 
  sailors who tumble from the freshly shattered hulls.
  It is thought that in incredibly remote parts of the 
  underwater world, even more powerful deep sea serpents 
  exist, beasts with supernatural luminous lures that 
  can be used to blind foes, or with the ability to create 
  overwhelming blasts of electricity that stun or even 
  outright slay prey with a single stroke. Yet perhaps the 
  most unnerving are the rumors of deep sea serpents that 
  possess a remarkable intelligence. Such creatures, if they 
  even exist, are rarely if ever seen near the surface—both 
  their naturally elusive natures and the 
  remote reality of their habitats mean 
  that ensuring the veracity of 
  these claims requires truly 
  extraordinary efforts.
  A typical deep sea 
  serpent measures 50 
  feet long and weighs 
  35,000 pounds. 
  240
  240
  Illustration by Branko Bistrovic
  
  Shadow Mastiff
  This muscular canine has a maw full of sharp teeth and an inky 
  black coat that almost seems to drink in the light around it. 
  SHADOW MASTIFF 
  CR 5
  XP 1,600
  NE Medium outsider (evil, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 51 (6d10+18)
  Fort +8, Ref +7, Will +5
  Defensive Abilities shadow blend
  OFFENSE
  Speed 50 ft.
  Melee bite +10 (1d8+6 plus trip), tail slap +5 (1d6+3)
  Special Attacks bay
  STATISTICS
  Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
  Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
  Feats Improved Initiative, Iron Will, Power Attack
  Skills Perception +10, Stealth +11, Survival +10
  Languages Common (cannot speak)
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (3–8)
  Treasure none
  SPECIAL ABILITIES
  Bay (Su) When a shadow mastiff howls or barks, all 
  creatures within a 300-foot spread except evil outsiders 
  must succeed at a DC 16 Will save or become panicked for 
  1d4 rounds. This is a sonic, mind-affecting fear effect. A 
  creature that successfully saves cannot be affected by the 
  same mastiff’s bay for 24 hours. This is a mind-affecting 
  fear effect. The save DC is Charisma-based.
  Shadow Blend (Su) In any condition of illumination other 
  than full daylight, a shadow mastiff disappears into the 
  shadows, giving it concealment (50% miss chance). 
  Artificial illumination, even a light or continual flame spell, 
  does not negate this ability; a daylight spell, however, 
  does. A shadow mastiff can suspend or resume this ability 
  as a free action.
  Tireless hunters, stealthy trackers, and deadly predators, 
  shadow mastiffs stalk the dark corners of the Outer Planes, 
  preying upon all beings that stray from the light. These 
  beasts have little in common with actual canines aside 
  from their general forms (although with the notable 
  addition of a long, spiked tail), their bodies being the 
  evolution of countless centuries hunting the most merciless 
  wildernesses of the Outer Planes and the Shadow Plane. On 
  the Material Plane, they prefer to travel in shadow, moving 
  soundlessly and unseen to find prey, hunting in vicious 
  sport just as often as in hunger. Shadow mastiffs stand over 
  4 feet tall, with most weighing nearly 300 pounds.
  In combat, these stealthy beasts prefer to fight in 
  shadows; they shy from areas of bright light unless faced 
  with no other choice and use their bay to force their 
  enemies to flee from well-lit areas. Shadow mastiffs prefer 
  to hunt in groups, using pack tactics to lure prey into 
  traps and to draw it away from sources of light. They do 
  not make lairs, and are usually not found with any sort of 
  treasure, unless it is on the body of a recently slain victim.
  Shadow mastiffs are popular guardians among 
  spellcasters capable of conjuring them via lesser planar 
  ally or lesser planar binding. Undead spellcasters and evil 
  outsiders are immune to shadow mastiffs’ fearful bay; 
  others who are not immune might intentionally expose 
  themselves to the creatures’ bay at some point during the 
  daylight hours when the resulting panic won’t directly 
  impact other tasks. As a general rule, it’s safe to assume 
  that any site using shadow mastiffs as guardians has 
  already been affected by the bay, and that its inhabitants 
  are thus immune to the ability’s effects for the remaining 
  24 hours of that day.
  Larger shadow mastiffs exist—creatures the size of 
  horses or even bigger. These creatures have 
  different shapes, looking less like dogs 
  and more like larger creatures 
  such as lions, dinosaurs, or even 
  dragons. Such creatures have 
  additional racial Hit Dice, 
  and could even have extra 
  abilities such as flight 
  or breath weapons. 
  241
  241
  Illustration by Ben Wootten
  Sea Serpent, Deep–Shadow Mastiff
  Sea Serpent, Deep–Shadow Mastiff
  
  Shae
  A white porcelain mask and elegant white clothing provide form 
  and contrast to this shadowy woman’s body.
  SHAE 
  CR 4
  XP 1,200
  N Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 16, touch 16, flat-footed 10 (+6 Dex)
  hp 38 (4d10+16)
  Fort +8, Ref +7, Will +7
  Defensive Abilities amorphous, blur; Immune cold
  OFFENSE
  Speed 30 ft.
  Melee mwk falchion +8 (2d4+4/18–20 plus 1d6 cold) or  
  touch +7 (1d6 cold)
  Spell-Like Abilities (CL 4th; concentration +7)
  Constant—blur
  At will—lesser shadow evocation (DC 16)
  STATISTICS
  Str 16, Dex 22, Con 18, Int 21, Wis 13, Cha 17
  Base Atk +4; CMB +7; CMD 23
  Feats Combat Expertise, Iron Will
  Skills Acrobatics +13, Bluff +10, Diplomacy +10, Disguise +10, 
  Intimidate +7, Knowledge (arcana) +9, Knowledge (planes) 
  +12, Perception +8, Sense Motive +8, Stealth +13 (+23 in 
  regions of low light or darkness), Use Magic Device +10; Racial 
  Modifiers +10 Stealth in regions of low light or darkness
  Languages Aklo, Common, Shae
  ECOLOGY
  Environment any (Shadow Plane)
  Organization solitary, pair, or ascendance (3–12)
  Treasure standard (masterwork 
  falchion, other treasure)
  SPECIAL ABILITIES
  Cold (Su) A shae’s touch 
  saps heat from living creatures, 
  leaving patches of colorless flesh rather 
  than physical wounds. A shae can deal 1d6 points of cold 
  damage with a touch. It adds +1d6 points of cold damage to 
  any melee weapon damage it deals.
  Lesser Shadow Evocation (Sp) This spell-like ability functions 
  identically to the spell shadow evocation, but it can only 
  create quasi-real versions of sorcerer or wizard evocation 
  spells of 2nd level or lower. This spell-like ability is the 
  equivalent of a 3rd-level spell.  
  The mysterious people known as the shaes are natives 
  of the Shadow Plane. In their own language, their name 
  means “unbound” or “unfettered.” According to shae 
  history, they were once humanoids who through tireless 
  study and self-perfection managed to transcend the 
  bonds of a definite form. Though they still bear roughly 
  humanoid shapes, shaes’ outlines are perpetually wispy 
  and impossible for any non-shaes to focus directly on. 
  Though shaes may engage in all the same pursuits and 
  professions as other humanoids, their overwhelming 
  racial pride often leads them to see all other humanoids—
  especially humans—as lesser beings. Ironically, this 
  casual disdain sometimes leads individual shaes to 
  gather harems of worshipful human consorts, and it is 
  from these unions that fetchlings often issue. Humans 
  involved in such relationships often hope to learn the 
  secret of the shaes’ power over shadows, and claim that 
  only in sacred union with the creatures can one glimpse 
  their true features. 
  Shaes are roughly 6 feet tall and weigh 100 pounds. 
  They often wear masks and form-fitting clothing when 
  around other creatures in order to give the lesser beings 
  something to focus on (such garments do not impede 
  their blur ability).
  242
  242
  Illustration by Carolina Eade
  
  Shedu
  This noble creature stands strong and tall with the body of a 
  powerful bull and the head of a wise-looking human.
  SHEDU 
  CR 9
  XP 6,400
  LG Large magical beast 
  Init +7; Senses darkvision 60 ft., detect chaos, detect evil, low-
  light vision, true seeing; Perception +20
  DEFENSE
  AC 24, touch 16, flat-footed 23 (+1 Dex, +6 insight, +8 natural, 
  –1 size)
  hp 115 (11d10+55); fast healing 5
  Fort +12, Ref +14, Will +11
  Defensive Abilities prescience; DR 10/evil; Resist electricity 10, 
  fire 10; SR 20
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee gore +17 (2d8+7/19–20), 2 hooves +12 (1d6+3), 2 wings 
  +12 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks trample (2d6+10, DC 22)
  Spell-Like Abilities (CL 12th; concentration +18)
  Constant— detect chaos, detect evil, true seeing
  3/day—empowered cure moderate wounds, 
  dispel magic, magic circle against evil, 
  remove disease, shield other
  1/day—dismissal (DC 18), flame strike 
  (DC 18), restoration
  STATISTICS
  Str 24, Dex 13, Con 20, Int 19, Wis 22, Cha 19
  Base Atk +11; CMB +19 (+23 bull rush); 
  CMD 30 (32 vs. bull rush, 34 vs. trip)
  Feats Empower Spell-Like Ability (cure 
  moderate wounds), Greater Bull Rush, 
  Improved Bull Rush, Improved Critical 
  (gore), Iron Will, Power Attack
  Skills Diplomacy +15, Fly +13, Knowledge 
  (planes) +15, Knowledge (religion) +15, 
  Perception +20, Sense Motive +17
  Languages Auran, Celestial, Common; telepathy 100 ft.
  ECOLOGY
  Environment warm deserts
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Prescience (Su) A shedu can see all the possible 
  outcomes of any of its own futures. This 
  grants the creature an insight bonus 
  to its AC and on initiative checks and 
  Reflex saves equal to its Wisdom 
  bonus (+6 for most shedus).
  Shedus live far from the hustle and bustle of humanity in 
  harsh deserts. There they populate caves, ruins, or ancient 
  temples reclaimed from the shifting sands. In these places 
  of refuge, shedus contemplate the struggle between good 
  and evil throughout the universe. Tireless vehicles of good 
  and kindness, shedus fight against outsiders who corrupt 
  and threaten humanity. Skilled in healing, shedus focus 
  on eliminating plagues, even hunting down outsiders and 
  undead working in that destructive medium.
  Shedus rarely make their homes near each other. This 
  is not out of any sort of animosity, but rather from a feeling 
  that having two or more shedus within close proximity 
  wastes the opportunity to provide aid to a larger region. 
  When a shedu roams through the lands of another, it 
  always seeks out the local shedu for an opportunity to talk 
  and share knowledge over the course of 3 days. After this 
  period, the visiting shedu departs with a new perspective 
  and more points to ponder in its eternal struggle against 
  the evils of the world.
  243
  243
  Illustration by Eric Braddock
  Shae–Shedu
  Shae–Shedu
  
  Shinigami
  This emaciated, robed humanoid wields a scythe made of bone to 
  match the skeletal wings that protrude from its shoulders.
  SHINIGAMI 
  CR 17
  XP 102,400
  LN Large outsider (extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., detect chaos, detect law, true 
  seeing; Perception +31
  Aura fear aura (60 ft., DC 30)
  DEFENSE
  AC 31, touch 15, flat-footed 25 (+5 Dex, +1 dodge, +16 natural, –1 size)
  hp 275 (22d10+154); fast healing 10
  Fort +20, Ref +12, Will +19
  DR 10/chaotic and silver; Immune ability damage, ability drain, 
  cold, death effects, disease, energy drain, negative energy, 
  poison; Resist acid 10, fire 10; SR 28
  OFFENSE
  Speed 30 ft., fly 40 ft. (perfect)
  Melee +3 axiomatic scythe +30/+25/+20/+15 (2d6+10/×4), 2 wings 
  +21 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks destroy soul
  Spell-Like Abilities (CL 20th; concentration +29)
  Constant—detect chaos, detect law, tongues, true seeing
  3/day—destruction (DC 26), energy drain, greater 
  scrying (DC 26), soul bind (DC 28)
  STATISTICS
  Str 21, Dex 20, Con 24, Int 17, Wis 22, Cha 29
  Base Atk +22; CMB +28; CMD 44
  Feats Cleave, Combat Expertise, Combat 
  Reflexes, Dodge, Improved Initiative, Mobility, 
  Power Attack, Spring Attack, Stand Still, Weapon 
  Focus (scythe), Whirlwind Attack
  Skills Acrobatics +30, Diplomacy +34, Fly +36, Intimidate +34, 
  Knowledge (planes) +28, Perception +31, Sense Motive +31, 
  Spellcraft +28, Stealth +26
  Languages Celestial, Common, Draconic, Infernal; tongues
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double (+3 axiomatic scythe, other treasure)
  SPECIAL ABILITIES
  Destroy Soul (Su) A shinigami possesses six gems in which it 
  encapsulates souls with its soul bind spell-like ability. These 
  gems are only useful to the shinigami that owns them, and 
  if the shinigami dies, the gems are destroyed as well. As 
  a standard action once per day, a shinigami can hold up a 
  gem that currently contains a soul and crush it, permanently 
  destroying the soul within and releasing a 30-foot-radius 
  burst of negative energy that inflicts 1d6 negative levels 
  on all creatures in the area of effect. A successful DC 30 
  Fortitude save reduces this to 1 negative level. The soul 
  destroyed in the process of using this ability can only be 
  brought back to life by means of a miracle or wish spell. This 
  is a death effect. The save DC is Charisma-based.
  Feared as truly impartial and merciless harbingers of death, 
  shinigamis are relentless in their pursuit of dispensing 
  quick and just deaths upon those who would seek to disrupt 
  the delicate balance of life. Unlike other, more sinister 
  bringers of doom, shinigamis do not take pleasure in their 
  work and do not seek to impose suffering—although 
  there are exceptions. Some individuals, aptly described by 
  their kin as “rogue shinigamis,” subscribe to either more 
  merciful or more despicable forms of execution, and are 
  either lawful good or lawful evil. Victims who have had 
  their lives spared by kind shinigamis praise the angels 
  of death for their clemency and willingness to listen to 
  the victims’ plight, while other dastardly survivors have 
  successfully cheated or bribed their way out of death by 
  manipulating credulous or less honorable shinigami. A 
  shinigami is 9 feet tall and weighs 130 pounds.
  244
  244
  Illustration by Raven Mimura
  
  Simurgh
  This massive creature has the body of a resplendent 
  bird but the head of a regal canine.
  SIMURGH 
  CR 18
  XP 153,600
  NG Gargantuan magical beast
  Init +7; Senses darkvision 60 ft., detect evil, detect magic, low-
  light vision; Perception +27
  Aura peace (50 ft.)
  DEFENSE
  AC 34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 natural, 
  –4 size)
  hp 324 (24d10+192)
  Fort +22, Ref +17, Will +14
  Immune ability damage, ability drain, disease, fire, negative 
  energy, petrification, poison, sleep; Resist acid 10, cold 10, 
  electricity 10; SR 29
  OFFENSE
  Speed 40 ft., fly 120 ft. (good)
  Melee bite +32 (2d8+12 plus 2d6 fire), 2 claws +32 (2d8+12 plus 
  2d6 fire), tail slap +30 (1d4+6 plus banishing swipe)
  Ranged glaring ray +23 (20d6 fire)
  Space 20 ft.; Reach 20 ft.
  Special Attacks banishing swipe, glaring ray, radiant feathers
  Spell-Like Abilities (CL 16th; concentration +22)
  Constant—detect evil, detect magic, tongues
  At will—daylight, zone of truth (DC 18)
  3/day—flame strike (DC 21), mass cure critical wounds
  STATISTICS
  Str 34, Dex 16, Con 27, Int 16, Wis 19, Cha 23
  Base Atk +24; CMB +40; CMD 54
  Feats Combat Expertise, Combat Reflexes, Dodge, Flyby 
  Attack, Hover, Improved Disarm, Improved Initiative, Iron 
  Will, Mobility, Multiattack, Snatch, Wingover
  Skills Diplomacy +26, Fly +7, Heal +14, Knowledge (arcana) +33, 
  Knowledge (dungeoneering) +23, Knowledge (all others) +13,  
  Perception +27, Perform (sing) +19, Survival +14; Racial 
  Modifiers +10 Knowledge (all)
  Languages Celestial, Common, Draconic; tongues
  ECOLOGY
  Environment warm deserts or mountains
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Aura of Peace (Su) Creatures within a 50-foot spread from 
  a simurgh feel a sensation of peace wash over them, as if 
  affected by calm emotions, except the simurgh can choose 
  which creatures are affected. A DC 28 Will save negates 
  the effects of this aura for 1 round, but a new save must 
  be made each round to continue to resist the effects. The 
  saving throw is Charisma-based.
  Banishing Swipe 
  (Su) A simurgh 
  can use its radiant 
  tail to return creatures 
  to their native planes. In 
  addition to taking damage, 
  any extraplanar creature 
  touched by a simurgh’s 
  tail must succeed at a DC 28 
  Will save or be affected as 
  if by banishment. A creature 
  that makes this save cannot 
  be affected by the same 
  simurgh’s banishing swipe for 
  the next 24 hours. The save DC is 
  Charisma-based.
  Glaring Ray (Su) A simurgh can blast a 
  fiery ray of brilliant light from its eyes as 
  a standard action to a range of 100 feet.
  Radiant Feathers (Su) Once per day as a 
  standard action, a simurgh can fan out its 
  glimmering tail feathers and blast its foes with a 100-foot 
  cone of radiant light from its tail. Aside from its size, this 
  attack is identical to a prismatic spray (DC 28). The save is 
  Charisma-based.
  Regarded as living legends, simurghs are held in high 
  regard by desert dwellers. Those who live in the desert 
  lands where these benevolent creatures sometimes 
  reside consider it a lifetime’s worth of luck even to spot 
  one soaring through the sky. Simurghs prefer to keep to 
  themselves, well out of the way of lesser creatures and their 
  often dubious morals, though they can be relied upon for 
  aid when called by those in true need and with a pure heart. 
  A simurgh can live for thousands of years, and frequent 
  mentions of these giant avian beings throughout a region’s 
  historical record are more often than not sightings of the 
  same creature.
  245
  245
  Illustration by Andrew Hou
  Shinigami–Simurgh
  Shinigami–Simurgh
  
  Siyokoy
  This eel-like creature sports sharp frills that run along the back of 
  humanoid torso and down its long, powerful tail.
  SIYOKOY 
  CR 10
  XP 9,600
  N Medium aberration (aquatic)
  Init +5; Senses blindsight 60 ft., darkvision 60 ft., scent; 
  Perception +22
  DEFENSE
  AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge, +10 natural)
  hp 136 (13d8+78)
  Fort +10, Ref +9, Will +10
  DR 10/slashing; Immune cold, 
  electricity, poison
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee bite +18 
  (1d6+9/19–20 plus 
  grab), 2 claws +18 
  (1d6+9), tail slap 
  +14 (1d6+4 plus 
  stunning shock)
  Space 5 ft.; Reach 
  5 ft. (10 ft. with 
  tail slap)
  Special Attacks 
  constrict 
  (2d6+4), 
  stunning 
  shock, swim-
  by attack
  STATISTICS
  Str 28, Dex 21, Con 22, Int 12, Wis 15, Cha 11
  Base Atk +9; CMB +18 (+24 grapple); CMD 34
  Feats Alertness, Dodge, Improved Critical (bite), Improved 
  Grapple, Power Attack, Stealthy, Weapon Focus (tail slap)
  Skills Disable Device +16, Escape Artist +7, Intimidate +9, 
  Knowledge (geography) +10, Perception +22, Sense Motive +4, 
  Stealth +25, Survival +16, Swim +25
  Languages Aquan
  ECOLOGY
  Environment any ocean
  Organization solitary, pair, or bed (3–12)
  Treasure double
  SPECIAL ABILITIES
  Stunning Shock (Su) A siyokoy can emit a strong electrical 
  charge from its tail. When it hits a creature with its tail 
  slap, the attack deals 3d6 points of electrical damage and 
  the target must succeed at a DC 22 Fortitude save or be 
  stunned for 1d4 rounds. 
  Swim-By Attack (Ex) Extremely quick in the water, a siyokoy 
  gains Spring Attack as a bonus feat when swimming.
  Siyokoys are eel-like aquatic creatures often mistaken 
  for merfolk by sailors. On closer inspection, however, 
  siyokoys’ appearance might make one question the vision 
  of said sailors, for apart from their humanoid arms, 
  siyokoys are very much creatures of the sea.
  Two primary species of siyokoys exist, although 
  both are essentially identical as far as game statistics 
  are concerned. The most commonly encountered 
  siyokoys are those that dwell amid the caves and crags 
  of coral reefs in relatively shallow oceanic waters. These 
  siyokoys tend to have colorful patterns on their f lesh 
  to mimic the riot of hues the typical coral reef 
  displays. Reef-dwelling siyokoys are fond of 
  decorating their lairs with particularly 
  strange or colorful specimens of 
  coral, 
  especially 
  when 
  such 
  marine growths encrust 
  sunken treasures.
  A siyokoy variant 
  that is encountered 
  less 
  frequently 
  dwells 
  in 
  the 
  deeper abysses 
  of the ocean, far 
  below the limits 
  of 
  the 
  sun’s 
  ability to light. 
  These siyokoys are 
  darker colored, 
  and they tend 
  to be darker in 
  personality as well. Whereas 
  those dwelling in the bright, sunlit 
  environs of a coral reef might be capricious 
  or playful, those who dwell in the dark, vast deeps of the 
  sea are often morbid, morose, and even sadistic. Most evil 
  siyokoys dwell in such lightless, forgotten reaches of the 
  world’s oceans.
  Regardless of where they dwell, siyokoys adore 
  shipwrecks and long-forgotten ruins claimed by the 
  oceans. Exploring these relics and recovering strange and 
  wondrous treasures is what most siyokoys live for, and a 
  siyokoy’s lair is often decorated with the results of these 
  scavenging expeditions to sunken ships and flooded 
  cities. Strangely, siyokoys avoid making their lairs amid 
  such ruins, mostly out of a strange superstition the 
  creatures share about these areas—it is not lucky, say 
  siyokoys, to sleep in a place where air breathing creatures 
  have drowned.
  A siyokoy is 7 feet long and weighs 200 pounds.
  246
  246
  Illustration by Kieran Yanner
  
  Skunk
  Built like a small badger, this creature has black fur with white stripes 
  running from its face to its fluffy tail, which is raised in warning.
  SKUNK 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +2; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +4, Will +1
  OFFENSE
  Speed 30 ft.
  Melee bite +4 (1d3–4), 2 claws +4 
  (1d2–4)
  Ranged spray +4 touch (musk)
  Space 2-1/2 ft.; Reach 2-1/2 ft.
  Special Attacks musk
  STATISTICS
  Str 3, Dex 15, Con 9, Int 2, Wis 12, Cha 6
  Base Atk +0; CMB +0; CMD 6
  Feats Weapon Finesse
  Skills Perception +5
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or 
  surfeit (3–5)
  Treasure none
  SPECIAL ABILITIES
  Musk (Ex) Up to twice per day, a 
  skunk can spray a stream of 
  noxious musk at a single target 
  within 10 feet as a standard action. 
  With a successful ranged touch 
  attack, the creature struck by this 
  spray must make a DC 11 Fortitude 
  save or be nauseated for 1d4 rounds and then 
  sickened for 1d4 minutes by the horrific stench. A successful 
  save reduces the effect to only 1d4 rounds of being sickened. 
  A creature cannot use the scent ability as long as it is affected 
  by this musk. The save DC is Constitution-based, and 
  includes a +2 racial bonus.
  These small mammals are well known to humanoids 
  and forest creatures alike, with their distinctive black-
  and-white-striped markings and infamous scent glands. 
  Creatures like big cats or wolves that normally would 
  make a meal of such a small creature give skunks plenty of 
  space, for they have learned well that the combination of 
  black and white on a skunk’s back equates to a hideously 
  overpowering stench.
  Skunk, Giant
  Snarling and ferocious, this horse-sized skunk emits a frightening 
  growl as it smashes through the undergrowth.
  GIANT SKUNK 
  CR 3
  XP 800
  N Large animal 
  Init +3; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 27 (5d8+5)
  Fort +5, Ref +7, Will +2
  OFFENSE
  Speed 30 ft.
  Melee bite +5 (1d8+3), 2 claws +5 
  (1d6+3)
  Ranged spray +5 touch (musk)
  Space 10 ft.; Reach 5 ft.
  Special Attacks musk
  STATISTICS
  Str 17, Dex 16, Con 13, Int 2, Wis 12,  
  Cha 9
  Base Atk +3; CMB +7; CMD 20
  Feats Ability Focus (musk), 
  Power Attack, Weapon Finesse
  Skills Climb +7, Perception +7, 
  Survival +2
  ECOLOGY
  Environment temperate forests
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Musk (Ex) Up to twice per day, a 
  giant skunk can spray a stream 
  of noxious musk at a single target 
  within 30 feet as a standard action. With a 
  successful ranged touch attack, the creature 
  struck by this spray must make a DC 15 Fortitude 
  save or be nauseated for 1d6 rounds and then sickened for 1d6 
  minutes by the horrific stench. A successful save reduces the 
  effect to only 1d4 rounds of being sickened. A creature cannot 
  use the scent ability as long as it is affected by this musk. The 
  save DC is Constitution-based, and includes a +2 racial bonus.
  Much larger than their passive cousins, giant skunks are 
  an aggressive lot. Having a greater bulk to maintain, giant 
  skunks feed on creatures beyond just grubs and insects, 
  often hunting small mammals and reptiles by night in 
  addition to giant versions of insects. While giant skunks 
  are dangerous to nearby settlements, farmers find a 
  positive aspect in their presence, valuing the creatures’ 
  taste for giant insects and other more dangerous vermin.
  247
  247
  Illustration by Dean Spencer
  Siyokoy–Skunk
  Siyokoy–Skunk
  
  Sleipnir
  This mighty horse has eight powerful legs. Its hooves leave 
  shimmering hoofprints that quickly fade to mist.
  SLEIPNIR 
  CR 11
  XP 12,800
  N Large magical beast 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
  hp 147 (14d10+70)
  Fort +14, Ref +15, Will +9
  Immune electricity; Resist cold 10
  OFFENSE
  Speed 80 ft.; air walk
  Melee bite +19 (1d8+6), 4 hooves +17 (1d8+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (DC 22), powerful charge 
  (hooves, 2d8+12), trample (1d8+9, DC 23)
  Spell-Like Abilities (CL 11th; concentration +12)
  Constant—air walk
  STATISTICS
  Str 22, Dex 18, Con 21, Int 10, Wis 17, Cha 13
  Base Atk +14; CMB +21; CMD 35 (47 vs. trip)
  Feats Endurance, Flyby Attack, Iron Will, Lightning Reflexes, 
  Multiattack, Power Attack, Run
  Skills Acrobatics +18 (+38 when jumping), Perception +16, Swim +16
  Languages Auran (cannot speak)
  ECOLOGY
  Environment cold mountains
  Organization solitary, pair, or herd (3–10)
  Treasure none
  SPECIAL ABILITIES
  Breath Weapon (Su) As a standard 
  action, a sleipnir can exhale a 30-
  foot cone of shimmering, rainbow-
  colored light. Every creature in the 
  area is randomly struck by one or 
  more beams, as a prismatic spray 
  spell (DC 22 half or negates). 
  The sleipnir may use this ability 
  once every 1d6 rounds, up to 3 
  times per day. The save DC is 
  Constitution-based.
  Sleipnirs are a legendary 
  breed of magical, eight-
  legged 
  horses. 
  Most 
  sleipnirs have jet-black 
  coats and long, flowing 
  manes and tails, though 
  occasionally a sleipnir 
  foal is born with a white or shimmering silver coat. Such 
  rare sleipnirs sometimes display additional abilities 
  beyond those of their darker kin. A typical sleipnir stands 
  6 to 7 feet tall at the shoulder, measures about 12 feet long, 
  and weighs upward of 1,600 pounds.
  Believed to be descended from the mystical steeds of  
  gods, sleipnirs have spread throughout the Material Plane. 
  While sleipnirs cannot actually fly, they are able to walk 
  on air as easily as on land, and spend much of their time 
  galloping across the skies of their homes. Although sleipnirs 
  lack the ability to travel between planes themselves, riders 
  have brought them as mounts far beyond the Material 
  Plane, and populations of sleipnirs can be found on several 
  of the more hospitable Outer Planes as well. 
  Sleipnirs are highly prized as steeds, but as intelligent 
  magical beasts, they cannot be trained using the Handle 
  Animal skill, and those trying to do so find them 
  intractable and even violent. Although they cannot speak, 
  sleipnirs understand Auran, and one seeking a sleipnir 
  as a mount must convince the creature to serve using 
  Diplomacy, Intimidate, or other means. Sleipnirs are 
  generally indifferent to most creatures, meaning they can 
  be found serving as steeds to creatures of all alignments, 
  from good to evil.
  Riding a sleipnir requires no equipment other than a 
  normal saddle, and they are well trained in combat from 
  birth. A rider does not need to make a Ride check to control 
  a sleipnir in battle, but must make a Ride check to attack 
  in the same round that the sleipnir attacks. A sleipnir can 
  carry 519 pounds as a light load, 1,038 pounds as a medium 
  load, and 1,560 pounds as a heavy load.
  248
  248
  Illustration by Dean Spencer
  
  Snake Swarm
  Hissing menacingly, this mass of snakes resembles a pile of 
  slithering tentacles.
  SNAKE SWARM 
  CR 2
  XP 600
  N Tiny animal (swarm)
  Init +6; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 16 (3d8+3)
  Fort +4, Ref +7, Will +2
  Defensive Abilities swarm traits
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee swarm (1d6 plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 12)
  STATISTICS
  Str 9, Dex 15, Con 12, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +2; CMD 11 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes
  Skills Climb +14, Perception +9, Stealth +18, Swim +7; Racial 
  Modifiers +4 Perception, +4 Stealth, uses Dex to modify 
  Climb and Swim
  ECOLOGY
  Environment any
  Organization solitary or nest (2–4 swarms)
  Treasure none
  While all snake swarms are dangerous, swarms made up 
  of venomous snakes are typically the most lethal. Snake 
  swarms of both types can generally be encountered in the 
  same regions, dwelling in ruins or wilderness alike.
  Snake Swarm, Venomous
  Venomous snakes slither and crawl over each other in a furious 
  mass, their poison-dripping fangs glinting in the light.
  VENOMOUS SNAKE SWARM CR 4
  XP 1,200
  N Tiny animal (swarm)
  Init +7; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 37 (5d8+15)
  Fort +7, Ref +9, Will +2
  Defensive Abilities swarm traits
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 10 ft.
  Melee swarm (1d6 plus distraction and poison)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 15)
  STATISTICS
  Str 9, Dex 16, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB +4; CMD 13 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception)
  Skills Acrobatics +7 (+3 when jumping), Climb +15, Perception 
  +13, Stealth +19, Swim +11; Racial Modifiers +4 Perception, 
  +4 Stealth; uses Dex to modify Climb and Swim
  ECOLOGY
  Environment any
  Organization solitary, nest (2–4 swarms), or knot (5–7 swarms)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Swarm—injury; save Fort DC 15; 
  frequency 1/round for 6 rounds; effect 1d2 Con 
  damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  249
  249
  Illustration by Mike Corriero
  Sleipnir–Snake Swarm
  Sleipnir–Snake Swarm
  
  Sphinx
  The enigmatic sphinxes are closely related, yet diverse in 
  appearance, intellect, and personality. All combine a lion’s 
  body, a falcon’s wings, and a head of some other species. 
  The most intelligent and powerful of the species sport 
  humanoid heads—either male or female. The two types of 
  humanoid-headed sphinxes are, in fact, separate races, not 
  merely separate genders. These humanoid-headed races 
  are often called androsphinxes and gynosphinxes, terms 
  many sphinxes consider demeaning. Lesser sphinxes 
  have the heads of beasts and are invariably male; the most 
  commonly encountered are the ram-headed criosphinxes 
  and the savage, falcon-headed criosphinxes. Sphinxes deny 
  any common ancestry with other leonine hybrids such as 
  griffins and manticores, let alone celestial beings like 
  lammasus, and find such lines of conversation distasteful.
  Sphinxes prefer warm desert climes and the hills nearby, 
  both for the comforting warmth and the pleasant solitude. 
  The more intelligent sphinxes have contrary social natures, 
  alternately craving conversation and isolation as the mood 
  strikes them. Indeed, a bored or irritated sphinx often 
  takes leave in the midst of discussion, or perhaps slays and 
  devours its petitioners out of sheer annoyance.
  While sphinxes as a race are not truly immortal, they are 
  fantastically long-lived, save for the violent hieracosphinxes, 
  who rarely survive their second decade. Unless slain by 
  accident, violence, or misadventure, other sphinxes seem 
  to pass on only when they have at last wearied of living 
  and will themselves to die. The older a sphinx is, the less it 
  needs consume. The oldest of sphinxes dine perhaps once 
  per century, making them ideal guardians for monuments, 
  temples, and tombs.
  Sphinxes prefer to converse in their own tongue, but 
  most speak the languages of humans and dragons as 
  well. Addressing a sphinx in its own language with all 
  due politeness and deference goes a long way to ensure 
  peaceful conversation.  All sphinxes save hieracosphinxes 
  enjoy stimulating conversation, though for such long-
  lived creatures their memory for detail is sadly lacking. In 
  some cultures, “a mind like a sphinx” serves as a sarcastic 
  alternative to “scatter-brained.”
  Though sphinxes have a reputation for loving riddles, in 
  truth, only gynosphinxes truly enjoy them. Androsphinxes 
  prefer lofty philosophical discussions, while criosphinxes 
  prefer worldly topics or fawning praise. Hieracosphinxes 
  rarely converse at all, and respond only to threats from 
  creatures more powerful than they are.
  Neighboring humanoids generally adopt a policy of 
  avoiding local sphinxes, as the creatures grow increasingly 
  irritable each time their solitude is invaded. Even so, once 
  a sphinx’s lair is known, it can expect a steady flow of 
  visitors in search of the fabled wisdom of its race. Some 
  sphinxes move to quieter abodes once the interruptions 
  become too much to bear; others devour a few of the more 
  irritating supplicants until the visits cease.
  Sphinxes have peculiar breeding habits, contributing in 
  no small part to their scarcity and the strange diversity 
  of their species. Indeed, matters of mating occupy much 
  of the thoughts of all of the sphinxes save the prudish 
  androsphinxes. The female gynosphinxes have nothing 
  but scorn for animal-headed sphinxes, craving only the 
  attentions of the masculine androsphinxes. For their part, 
  androsphinxes consider petty rutting a waste of time and 
  energy, both of which are better spent on loftier pursuits 
  than the fleeting pleasures of the flesh. Criosphinxes and 
  hieracosphinxes alike lust after gynosphinxes. The former 
  abase themselves and attempt to curry favor with lavish 
  gifts. Hieracosphinxes scorn any such civilized gestures, 
  and mate by force on the rare occasions they have a female 
  at their mercy.
  From these rare couplings, two to four sphinxes of any 
  type may be born, regardless of the breed of the parents. 
  Instead, the nature of the coupling itself influences 
  the species of the resulting offspring. From those rare 
  matings engendered by love or respect, androsphinxes 
  and gynosphinxes are born. Those couplings motivated 
  by carnal lust or selfish urges most often produce 
  criosphinxes. Hieracosphinxes come from acts of hate and 
  violence, and their disgusted mothers quickly abandon 
  them to the mercy of the elements, lest the young turn 
  against them. Of all the males, only the criosphinx 
  willingly helps rear its own young, often as part of the 
  bargain for mating in the first place. 
  People of the desert sometimes honor the sphinx’s 
  form by crafting great stone sphinxes, often bearing the 
  faces of their own rulers and nobles. Legend holds the 
  first such monuments were modeled on the eldest and 
  greatest of sphinxes, paragons of knowledge and wisdom 
  far larger in size than any common sphinx. The oldest 
  and largest of these sphinxes settled into the desert sands 
  when at last they tired of immortality, and as they passed 
  into their final sleep, their bodies became as sandstone.
  These elder sphinxes may be androsphinxes or 
  gynosphinxes, or very rarely criosphinxes. They have 
  at minimum the advanced template, many additional 
  Hit Dice, and a size of at least Huge (and more often 
  Gargantuan or Colossal). They can use commune, contact 
  other plane, and legend lore as spell-like abilities once each 
  per day (CL equals the sphinx’s CR), and frequently possess 
  other powers and special attacks. Many such sphinxes can 
  enter a state of stony suspended animation that resembles 
  the freeze special ability, though they cannot easily rouse 
  themselves from such slumber. Other sphinxes, even the 
  bestial hieracosphinxes, defer to elder sphinxes in all 
  matters, treating them almost as gods.
  250
  250
  Illustration by Chris Seaman
  
  Sphinx, Androsphinx
  This regal, bird-winged lion has a human’s head, clad in the 
  golden raiment of a powerful pharaoh.
  ANDROSPHINX 
  CR 9
  XP 6,400
  CG Large magical beast 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +23
  DEFENSE
  AC 23, touch 9, flat-footed 23 (+14 natural, –1 size)
  hp 123 (13d10+52)
  Fort +12, Ref +8, Will +7
  OFFENSE
  Speed 40 ft., fly 60 ft. (poor)
  Melee 2 claws +20 (2d6+8/19–20 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +20, 2d6+8), roar
  Spells Prepared (CL 6th; concentration +9)
  3rd—bestow curse (DC 16), searing light, speak with dead
  2nd—bull’s strength, calm emotions (DC 15), cure 
  moderate wounds, resist energy
  1st—comprehend languages, divine 
  favor, remove fear, shield of faith
  0—detect magic, guidance, purify 
  food and drink, stabilize
  STATISTICS
  Str 27, Dex 10, Con 18, Int 16, Wis 17, 
  Cha 17
  Base Atk +13; CMB +22; CMD 32 (36 vs. trip)
  Feats Alertness, Cleave, Flyby Attack, Great 
  Cleave, Hover, Improved Critical (claw), 
  Power Attack
  Skills Fly +5, Intimidate +13, Knowledge (any 
  one) +16, Perception +23, Sense Motive +13, 
  Survival +16
  Languages Common, Draconic, Sphinx
  ECOLOGY
  Environment warm deserts or hills
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Roar (Su) An androsphinx can roar up to three 
  times per day as a standard action. Each 
  progressive roar has a different effect, 
  depending upon whether it is the first, 
  second, or third of the androsphinx’s 
  roars for that day. All of these roars are 
  sonic effects that fill a 60-foot-radius 
  burst, centered on the androsphinx; the 
  save DCs are Charisma-based. Sphinxes 
  are immune to all of the effects of an 
  androsphinx’s roars.
  First Roar: Affected creatures become frightened for 
  2d6 rounds (DC 19 Will negates). This is a mind-affecting 
  fear effect in addition to being a sonic effect.
  Second Roar: Affected creatures are paralyzed with fear and 
  deafened for 1d4 rounds (DC 19 Will negates). This is a mind-
  affecting fear effect in addition to being a sonic effect.
  Third Roar: Affected creatures take a 2d4 penalty to 
  Strength for 2d4 rounds and take 2d8 points of sonic 
  damage. Creatures smaller than the androsphinx are 
  knocked prone. A DC 19 Fortitude save negates the 
  Strength penalty and being knocked prone.
  Spells An androsphinx casts divine spells as a 6th-level cleric. 
  They do not gain access to domains or other cleric abilities.
  The mightiest of the common sphinxes, androsphinxes 
  see themselves as all that is worthy and noble in the species 
  and carry themselves as though the weight of the world 
  rests upon their good example. They view criosphinxes 
  with paternalistic condescension, hieracosphinxes with 
  poorly veiled disgust, and gynosphinxes as the only other 
  sphinxes worthy of their time. 
  Androsphinxes put on a gruff and cantankerous front 
  to outsiders. They make no effort to hide annoyance when 
  displeased. Androsphinxes tend to be territorial, though 
  less so than other sphinxes. They almost invariably warn 
  and bluster before attacking, and nearly always heed a 
  call to parley. Androsphinxes barter information and 
  conversation for safe passage, not treasure.
  Androsphinxes are 12 feet 
  tall and weigh 1,000 pounds. 
  251
  251
  Sphinx–Sphinx, Androsphinx
  Sphinx–Sphinx, Androsphinx
  
  Sphinx, Criosphinx
  This creature has the wings of a bird, the body of a lion, and the 
  head of a ram with sad, wise eyes.
  CRIOSPHINX 
  CR 7
  XP 3,200
  N Large magical beast 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 85 (10d10+30)
  Fort +10, Ref +7, Will +4
  OFFENSE
  Speed 30 ft., fly 60 ft. (poor)
  Melee 2 claws +15 (1d6+6), gore +16 (2d4+6/19-20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks swooping charge (gore, 4d6+12)
  Spell-Like Abilities (CL 10th; concentration +10)
  Constant—speak with animals
  STATISTICS
  Str 23, Dex 10, Con 17, Int 12, Wis 12, Cha 11
  Base Atk +10; CMB +17; CMD 27 (31 vs. trip)
  Feats Improved Bull Rush, Improved Critical (gore), Power 
  Attack, Skill Focus (Intimidate), Weapon Focus (gore)
  Skills Bluff +10, Fly +1, Intimidate +16, 
  Perception +10
  Languages Common, Sphinx; speak 
  with animals
  ECOLOGY
  Environment warm deserts or hills
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Swooping Charge (Ex) A charging criosphinx 
  deals 4d4+12 points of damage with its gore 
  attack. A flying criosphinx who drops 
  at least 20 feet in altitude as part of a 
  charge deals 6d4+18 points instead.
  Perhaps the least leonine of 
  all sphinxes, the ram-headed 
  criosphinx lacks the intellect of 
  androsphinxes and gynosphinxes, 
  but still outmatches the dim-witted 
  hieracosphinxes. Like hieracosphinxes and 
  androsphinxes, criosphinxes are always male. 
  At the start of a battle, a criosphinx lowers its horns 
  and crashes into foes, clawing enemies it has engaged. 
  It favors charging down on foes from great heights.
  Criosphinxes crave wealth over nearly all other things, 
  habitually extorting tolls for safe passage from any who pass 
  their lands. Groups who cannot pay must yield one of their 
  number or a pair of mounts for the criosphinx’s meal—
  single travelers must fight or die. Unlike gynosphinxes, 
  no mere riddle suffices—only the shine of metal or the 
  gleam of jewels can satisfy a criosphinx. Little can convince 
  a criosphinx to part with even a single coin save the lust 
  that its kind bears for the gynosphinx. Criosphinxes crave 
  mating with gynosphinxes above all else, and pay well for 
  the whereabouts of a female, or better yet, a well-crafted 
  riddle that might impress one. For their part, gynosphinxes 
  prefer to have little to do with what they mock as the sheep 
  of sphinxes, though they sometimes lower themselves to a 
  brief assignation in the rare event a criosphinx manages to 
  impress them with wealth or wit.
  Some criosphinxes set themselves as soothsayers of the 
  desert, trading upon the storied wisdom of androsphinxes 
  and gynosphinxes to deceive gullible travelers. Like their 
  more blustering brethren, they seek wealth from passersby, 
  but for the purposes of dispersing information rather than 
  in exchange for safe passage. Such reliable information as 
  they possess usually comes from idle conversation with the 
  creatures of the desert, with criosphinxes using their inborn 
  ability to speak with animals. A criosphinx lacking in sound 
  information usually fabricates a pleasing lie.
  Criosphinxes detest hieracosphinxes, regarding 
  them as little more than beasts and a disgrace to 
  their noble race. They drive off their falcon-
  headed cousins with mock-charges and 
  posturing, escalating to full-fledged 
  attacks if ignored. Androsphinxes 
  they view with mixed fear and 
  respect, and gynosphinxes with 
  disdain and lust.
  252
  252
  Illustration by Chris Seaman
  
  Sphinx, Hieracosphinx
  A cold-eyed falcon’s head and great wings adorn the body of this 
  otherwise leonine creature.
  HIERACOSPHINX 
  CR 5
  XP 1,600
  CE Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +8, Will +4
  OFFENSE
  Speed 30 ft., fly 60 ft. (poor)
  Melee bite +11 (1d10+4), 2 claws +11 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, shriek
  STATISTICS
  Str 19, Dex 14, Con 15, Int 6, Wis 15, Cha 10
  Base Atk +8; CMB +13; CMD 25 (29 vs. trip)
  Feats Cleave, Flyby Attack, Power Attack, Skill Focus (Perception)
  Skills Fly +3, Perception +16; Racial Modifiers +4 Perception
  Languages Sphinx
  ECOLOGY
  Environment warm hills
  Organization solitary, pair, or flock (3–8)
  Treasure incidental
  SPECIAL ABILITIES
  Shriek (Su) The shrill shriek of a hieracosphinx deafens non-
  sphinxes within a 60-foot-radius spread for 2d4 rounds (DC 
  16 Fortitude negates). Once a creature successfully saves 
  against this effect, it is immune to the hieracosphinx’s 
  shriek for 24 hours. Using this ability is a standard action. 
  The save DC is Constitution-based.
  The 
  least 
  intelligent 
  of 
  the 
  common 
  sphinxes, 
  hieracosphinxes are a cowardly, cruel-hearted lot. All are 
  male. They despise the larger and cleverer androsphinxes 
  and criosphinxes. Toward gynosphinxes they hold a twisted 
  mix of a lust and hate, simultaneously envying their beauty 
  and power while craving them as mates. Hieracosphinxes 
  attack other sphinxes whenever they have them 
  at a disadvantage. Male sphinxes of other species they 
  tear to shreds or drive away, whereas they prefer to leave 
  gynosphinxes ravaged but alive. The other species of sphinx 
  likewise hold nothing but disdain for hieracosphinxes, and 
  typically attack these vile beasts on sight.
  Hieracosphinxes guard their territory ruthlessly against 
  weaker intruders, seldom giving warning before they attack. 
  They have no use for banter and riddles, making most efforts 
  at diplomacy rather ineffective, but can be convinced to call 
  off their attacks by convincing shows of force coupled with 
  information on the location of weaker prey or a gynosphinx. 
  Though poor fliers, they still prefer to fight from the air, the 
  better to escape if the combat turns against them.
  As they lack the ego and resourcefulness of the rest of 
  their breed, hieracosphinxes can be pressed into service of 
  mounts, particularly by those of similarly evil dispositions. 
  Hieracosphinxes chafe under such service but submit to 
  more powerful riders, though they still inflict their foul 
  tempers on any weaker creatures that happen by. A grown 
  hieracosphinx can easily consume a full horse’s worth of meat 
  in a day, making their upkeep rather expensive. Even with 
  these drawbacks, hieracosphinx eggs command values of up 
  to 1,500 gp on the open market, as do young hieracosphinxes. 
  It takes 3 years for a hieracosphinx to reach maturity, after 
  which an untrained hieracosphinx only rarely accepts a rider 
  without magical compulsion. Trainers, though hard to come 
  by, charge thousands of gold pieces to rear and train a 
  hieracosphinx, owing to the risk to life and limb.
  A light load for a hieracosphinx is up to 350 
  pounds; a medium load, 351–700 pounds; 
  and a heavy load, 701–1,050 pounds. A 
  typical hieracosphinx is just short of 
  9 feet long and weighs 600 pounds.  
  Hieracosphinxes detest bearing a 
  rider into battle, thus increasing 
  the DCs of any combat-related 
  Ride checks by +5. 
  253
  253
  Illustration by Raven Mimura
  Sphinx, Criosphinx–Sphinx, Hieracosphinx
  Sphinx, Criosphinx–Sphinx, Hieracosphinx
  
  Spider, Giant Crab
  This pale yellow spider’s legs protrude on either side, giving it a 
  very distinctive stance. The thing is the size of a large dog.
  GIANT CRAB SPIDER 
  CR 1/2
  XP 200
  N Small vermin 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 11 (2d8+2)
  Fort +4, Ref +2, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +2 (1d4 plus poison)
  STATISTICS
  Str 10, Dex 15, Con 12, Int —, Wis 10, Cha 2
  Base Atk +1; CMB +0; CMD 12 (24 vs. trip)
  Skills Acrobatics +10, Climb +24, Perception +4, Stealth +10 (+25 
  when stationary); Racial Modifiers +8 Acrobatics, +16 Climb, 
  +4 Perception, +4 Stealth (+15 when stationary)
  SQ camouflage
  ECOLOGY
  Environment warm or temperate forests
  Organization solitary, pair, or colony (3–10)
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 14 (includes +2 
  racial bonus); frequency 1/round for 4 
  rounds; effect 1d2 Str; cure 1 save.
  Giant crab spiders are dangerous 
  ambush predators that live in 
  dense forest vegetation. 
  Though crab spiders 
  are not web spinners, 
  they are truly gifted 
  climbers 
  and 
  use 
  this talent to clamber 
  up into places where  
  they can observe 
  wide areas from  
  on high. Named for 
  their 
  curious 
  scuttling 
  walk 
  and wide-legged 
  stance, 
  giant 
  crab 
  spiders 
  are rarely larger 
  than a typical 
  adult halfling.
  Spider, Ogre
  This towering spider is the size of an elephant. Its legs have spiky 
  joints and its face looks vaguely, but disturbingly, humanoid.
  OGRE SPIDER 
  CR 5
  XP 1,600
  N Huge vermin 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
  DEFENSE
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +3
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (2d8+7 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks web (+5 ranged, DC 16, hp 7)
  STATISTICS
  Str 21, Dex 15, Con 16, Int —, Wis 12, Cha 2
  Base Atk +5; CMB +12; CMD 24 (36 vs. trip)
  Skills Climb +29, Perception +5, Stealth –2; Racial Modifiers 
  +16 Climb, +4 Perception, +4 Stealth
  SQ compression
  ECOLOGY
  Environment temperate or cold hills or 
  underground
  Organization solitary or pair
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save 
  Fort DC 18 (includes +2 racial 
  bonus); frequency 1/round for 
  6 rounds; effect 1d4 Str and 
  1d4 Dex; cure 1 save.
  Ogre spiders are brutal, 
  terrifying 
  hunters 
  that 
  spin tangled webs capable 
  of encasing entire trees. 
  So-named because the 
  arrangement of its eyes 
  and 
  mandibles 
  gives 
  it a face unnervingly 
  similar to that of an 
  ogre as much as 
  for their size, ogre 
  spiders 
  can 
  fit 
  into nooks and 
  tunnels far more 
  narrow than one 
  might expect.
  254
  254
  Illustration by Dmitry Burmak
  
  Spider Eater
  This strange beast resembles a wasp the size of a horse, but with 
  the head of a spider and two long appendages ending in pincers.
  SPIDER EATER 
  CR 5
  XP 1,600
  N Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, –1 size)
  hp 52 (5d10+25)
  Fort +9, Ref +6, Will +2
  Defensive Abilities freedom of movement
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee bite +9 (1d8+5), 2 pincers +4 (1d6+2), sting +9 
  (1d6+5 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks implant
  Spell-Like Abilities (CL 10th; concentration +10)
  Constant—freedom of movement
  STATISTICS
  Str 21, Dex 14, Con 21, Int 3, Wis 12, Cha 10
  Base Atk +5; CMB +11; CMD 24
  Feats Dodge, Hover, Skill Focus (Perception)
  Skills Fly +8, Perception +15
  Languages Aklo (cannot speak)
  ECOLOGY
  Environment temperate forests
  Organization solitary or brood (2–12)
  Treasure none
  SPECIAL ABILITIES
  Implant (Ex) A spider eaters grows its eggs inside of a living 
  host. Implanting an egg in a host is a full-round action 
  that provokes attacks of opportunity, and the target must 
  be helpless but alive. Once an egg is implanted, it exudes 
  paralytic enzymes that not only keep the victim in state of 
  perpetual paralysis, but also keep it nourished and alive in 
  its comatose but fully aware state. This condition lasts until 
  the egg hatches in 1d6 weeks, at which point the young 
  spider eater consumes most of its host, killing it. An egg 
  can be surgically removed with a DC 25 Heal check (this 
  check deals 2d6 points of damage to the host regardless of 
  success), at which point the host recovers from the paralysis 
  in 1d6 rounds. Any magical effect that removes paralysis or 
  disease (such as remove paralysis, remove disease, or heal) 
  also destroys the egg, but mere immunity to paralysis or 
  disease does not offer protection.
  Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/minute 
  for 6 minutes; effect paralysis for 1 minute; cure 1 save. The 
  save DC is Constitution-based.
  An amalgam of dangerous creatures, this predator, as its 
  name suggests, prefers to hunt and feed upon spiders. 
  Their greatest boon to spider hunting, aside from their 
  stinger, ability to fly, and strong pincers, is their ability 
  to slip through the stickiest of webs in order to get to their 
  prey. Unfortunately for other creatures, when a spider eater 
  is denied its preferred prey, it seeks out any living creature 
  it can find to serve as a host for its ravenous young.
  When hunting, a spider eater drops from the air onto 
  its victim, stinging the prey with its barbed tail. The 
  creature then returns to the air and hovers, waiting for 
  its venom to take hold. Once the opponent succumbs to 
  paralysis, the spider eater lands again, either to feed or 
  implant its egg.
  Although more intelligent than the typical beast, to the 
  point where it can understand a language (usually Aklo), 
  the spider eater is relatively slow-witted. Nevertheless, it 
  is intelligent enough that it resists training—those who 
  seek to ally with spider eaters must befriend them via 
  diplomacy and gifts of spiders to feed upon or implant 
  eggs into, or via intimidation and coercion.
  A spider eater measures roughly 14 feet long and stands 
  6 feet tall. The creature has a wingspan just over 20 feet 
  and weighs almost 2,000 pounds.
  255
  255
  Illustration by Mariusz Gandzel
  Spider–Spider Eater
  Spider–Spider Eater
  
  Sprite
  This lithe, diminutive creature looks like a humanoid with wispy, 
  mothlike wings and long, thin ears.
  SPRITE 
  CR 1/3
  XP 135
  CN Diminutive fey 
  Init +3; Senses detect evil, detect good, low-light vision; 
  Perception +6
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 3 (1d6)
  Fort +0, Ref +5, Will +2
  DR 2/cold iron
  OFFENSE
  Speed 15 ft., fly 60 ft. (perfect)
  Melee short sword +0 (1d2–4/19–20)
  Ranged short bow +7 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 5th; concentration +5)
  Constant—detect evil, detect good
  At will—dancing lights, daze (DC 10)
  1/day—color spray (DC 11)
  STATISTICS
  Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10
  Base Atk +0; CMB –1; CMD 5
  Feats Alertness
  Skills Escape Artist +15, Fly +21, Perception +6, Sense 
  Motive +2, Stealth +19
  Languages Common, Sylvan
  SQ luminous
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, troop (3–6), band (7–14), 
  or tribe (15–40) 
  Treasure standard (short sword, short 
  bow with 20 arrows, other treasure)
  SPECIAL ABILITIES
  Luminous (Su) A sprite naturally sheds light 
  equal to that provided by a torch. A sprite can 
  control the color and intensity of the light as a 
  swift action, reducing it to the dimness of a candle 
  or even extinguishing its luminosity entirely if it wishes.
  Sprites gather in groups deep in 
  forested lands, aligned to the 
  cause of defending nature. Whole 
  tribes of sprites deem themselves 
  protectors of a certain person, place, or 
  creature of importance in their lands, 
  even if the being doesn’t actually want or 
  need protecting.
  A sprite’s body is naturally luminous, although the 
  sprite can vary the color and intensity of its body as it 
  wishes. Shortly after death, a sprite’s body simply melts 
  away to a twinkling vapor. Sprites are among the smallest 
  of fey, standing just over 9 inches in height and rarely 
  weighing more than 1 or 2 pounds.
  Sprites are more primitive in many ways than most 
  fey. They enjoy each other’s company, but tend to be 
  distrustful of other fey and assume any humanoids and 
  any other creatures that they haven’t expressly chosen to 
  protect mean to do them ill. Even animals are generally 
  regarded as dangerous. Much of this is due to sprites’ 
  diminutive size, which makes them popular targets for 
  predators. As a result, a sprite’s initial reaction to danger 
  is typically to flee—it uses its spell-like abilities to delay 
  or distract pursuers, and relies on its speed in flight and 
  its size to allow it to escape in the end.
  While sprites themselves are relatively uncultured and 
  savage in nature, they do have a healthy curiosity for all 
  things magical in nature. They are particularly drawn to 
  sites of great but latent magical power, such as the ruins 
  of ancient temples. This curiosity makes them unusually 
  receptive to roles as familiars as well. A 5th-level chaotic 
  neutral spellcaster with the Improved Familiar feat can 
  gain a sprite as a familiar.
  256
  256
  Illustration by Eva Widermann
  
  Stymphalidies
  This towering, ibis-like bird appears to be sculpted from silver 
  and brass, yet it moves with the fluidity of a living creature.
  STYMPHALIDIES 
  CR 8
  XP 4,800
  N Large magical beast 
  Init +6; Senses low-light vision; Perception +12
  DEFENSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 94 (9d10+45)
  Fort +11, Ref +10, Will +5
  DR 10/magic and adamantine; Immune fire
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 20 ft., fly 120 ft. (poor)
  Melee bite +14 (1d8+6 plus bleed), 2 talons +14 (1d6+6), 2 wings 
  +9 (1d6+3 plus bleed)
  Ranged 2 wing razors +10 (1d6+6 plus bleed)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bleed (1d6), glare, wing razors
  STATISTICS
  Str 22, Dex 15, Con 20, Int 2, Wis 15, Cha 17
  Base Atk +9; CMB +16; CMD 28
  Feats Critical Focus, Flyby Attack, Improved Initiative, 
  Lightning Reflexes, Skill Focus (Perception)
  Skills Fly +4, Perception +12
  ECOLOGY
  Environment warm plains or coastlines
  Organization solitary, pair, or flight (3–9)
  Treasure incidental 
  SPECIAL ABILITIES
  Glare (Su) As a standard action, in any area of 
  normal or brighter light, a stymphalidies can ruffle its 
  metallic feathers in such a way as to blind all creatures 
  nearby. Any creature within 30 feet must succeed at a 
  DC 19 Fortitude save or be blinded for 1d6 minutes. A 
  creature can defend against this effect in the same way 
  it would a gaze attack. This is a sight-based effect. The 
  save DC is Constitution-based.
  Wing Razors (Ex) A stymphalidies’s metallic feathers are 
  razor-sharp. In addition to being able to slash creatures with 
  its wings as a melee attack, it may beat its wings, flinging 
  two large, feathered shards at a single target. These wing 
  razors deal 2d6 points of damage and cause bleed, with a 
  range increment of 50 feet. A stymphalidies can use this 
  attack a number of times per day equal to its Constitution 
  modifier (5 times per day for most stymphalidies).
  Man-eating birds of prey, the rare creatures known as 
  stymphalidies stalk plains and coastlines, shredding 
  warm-blooded animals and unwary travelers with their 
  steely-bladed feathers and daggerlike beaks. From a 
  distance, stymphalidies might easily be mistaken for 
  cranes, ibises, or other long-necked birds, though in full 
  sunlight their gleaming feathers and the haze of blood 
  lingering from past meals are impossible to mistake.
  When not at rest, flocks of the creatures soar high on 
  warm currents of air, relying upon their keen eyesight to 
  spot suitable prey far below. Because of their voracious 
  appetites, flocks of stymphalidies must claim a vast 
  swath of territory to maintain their feeding habits.
  Fortunately for the folk of civilized lands, stymphalidies 
  rarely encroach upon areas well traveled by humanoids 
  and other creatures clever enough to bring down one of 
  these metallic-winged avians. Stymphalidies breed at 
  an astonishing rate, however, and overpopulation and 
  exhaustion of game frequently force extraordinarily 
  large and deadly groups of the creatures to band together 
  in search of new lands and new prey to devour.
  Peculiarly, the feathers and beak of a stymphalidies are 
  made of steel-like material similar to the metallic hide 
  of a gorgon. Smaller varieties of stymphalidies exist, 
  including a variant with a penchant for swarming, but 
  the towering creature presented here is by far the most 
  commonly encountered of its kind. This stymphalidies 
  stands 13 feet tall, with a wingspan of 25 feet and a weight 
  of 250 pounds.
  257
  257
  Illustration by Peter Bergting
  Sprite–Stymphalidies
  Sprite–Stymphalidies
  
  Suli
  This fine-featured humanoid wears exotic clothing and has 
  flashing eyes; his arms are sheathed in a blaze of crackling flames.
  SULI 
  CR 1/2
  XP 200
  Suli ranger 1
  N Medium outsider (native)
  Init +1; Senses low-light vision; Perception –1
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
  hp 11 (1d10+1)
  Fort +2, Ref +3, Will –1
  Resist acid 5, cold 5, electricity 5, fire 5
  OFFENSE
  Speed 20 ft. (30 ft. without armor)
  Melee scimitar +4 (1d6+2/18–20)
  Ranged shortbow +2 (1d6/×3)
  Special Attacks elemental assault, favored enemy (humans +2)
  STATISTICS
  Str 15, Dex 12, Con 11, Int 10, Wis 9, Cha 10
  Base Atk +1; CMB +3; CMD 14
  Feats Weapon Focus (scimitar)
  Skills Diplomacy +3, 
  Knowledge (geography) +4,  
  Knowledge (nature) +4,  
  Ride +0, Sense Motive +2,  
  Survival +3; Racial 
  Modifiers +2 Diplomacy, 
  +2 Sense Motive
  Languages Common plus 
  one elemental language 
  SQ track +1, wild empathy +1
  ECOLOGY
  Environment any
  Organization single, pair, or 
  group (3–6)
  Treasure NPC gear (chainmail, 
  scimitar, short bow with 20 
  arrows, other treasure)
  SPECIAL ABILITIES
  Elemental Assault (Su) Once per day as a swift 
  action, a suli can call on the elemental power 
  lurking in its veins to shroud its arms in 
  acid, cold, electricity, or fire. Unarmed 
  strikes with its elbows or hands (or 
  attacks with weapons held in those 
  hands) deal +1d6 points of damage 
  of the appropriate energy type. This 
  lasts for 1 round per level. The suli 
  can end the effects of its elemental 
  power early as a free action.
  Sulis (or suli-jann) are minor offshoots of the jann that 
  live among humans. They are tall and look like ordinary 
  men and women but for their abnormal beauty and the 
  occasional flash of elemental light in their eyes. Though 
  physically superior to and more attractive than normal 
  humans, some suli-jann remain unaware of their genie 
  heritage until later in life, when contact with a full-blooded 
  genie draws forth a portion of their elemental power.
  While all sulis can trace their lineage back to a janni 
  ancestor, very few have an immediate janni parent. 
  In most cases, this legacy lies fallow in the blood for 
  generations, only to emerge decades or even centuries 
  later. Those whose powers become apparent early on 
  usually lead troubled lives as youths, as the question of 
  a child’s origins tears some families apart; few of these 
  unfortunate sulis grow up knowing anything of the peace 
  of a happy home.
  Sulis age at the same rate as humans and are physically 
  identical to humans in terms of height and weight. During 
  their youth, sulis tend to be slightly smaller than their 
  fully human peers, but grow quickly to their full 
  adult height upon reaching their teenage 
  years. Sulis are impulsive and passionate 
  by nature, and even those sulis who know 
  nothing of their genie blood possess a 
  measure of personal pride.
  SULI CHARACTERS
  Sulis are defined by class levels—they 
  do not possess racial Hit Dice. Sulis 
  have the following racial traits.
  +2 Strength, +2 Charisma, –2 
  Intelligence: Sulis tend to be strong 
  and charming, but slow-witted. 
  Low-Light Vision: Sulis 
  can see twice as far as 
  humans in dim light.
  Negotiator: Sulis are 
  keen negotiators, and gain 
  a +2 racial bonus on Diplomacy and 
  Sense Motive checks.
  Elemental Assault: See above. 
  Elemental Resistance: Sulis 
  have resistance to acid 5, cold 5, 
  electricity 5, and fire 5.
  Languages: Sulis begin play speaking 
  Common and any one elemental 
  language of their choice (Aquan, Auran, 
  Ignan, or Terran). Sulis with high 
  Intelligence scores can choose from 
  among the following bonus 
  languages: 
  Aquan, 
  Auran, 
  Draconic, Ignan, and Terran. 
  258
  258
  Illustration by Tyler Walpole
  
  Tanuki
  Short and pudgy, this raccoonlike humanoid wields a stout 
  quarterstaff and weaves a little as if intoxicated.
  TANUKI 
  CR 4
  XP 1,200
  CN Medium monstrous humanoid (shapechanger)
  Init +3; Senses darkvision 60 ft., detect poison, low-light vision; 
  Perception +8
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +3 natural, +1 shield)
  hp 47 (5d10+20)
  Fort +5, Ref +7, Will +6
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +7 (1d6+2), mwk quarterstaff +7 
  (1d6+1), slam +2 (1d6+1)
  Ranged sling +8 (1d4+2)
  Spell-Like Abilities (CL 7th; concentration +11)
  Constant—detect poison
  At will—purify food and drink
  3/day—magic stone, major creation (up to 1 cubic foot)
  1/day—create food and water, shrink item, veil (self only)
  STATISTICS
  Str 14, Dex 17, Con 18, Int 13, Wis 14, Cha 19
  Base Atk +5; CMB +7; CMD 20
  Feats Two-Weapon Defense, Two-Weapon Fighting, Weapon 
  Focus (quarterstaff)
  Skills Bluff +7, Diplomacy +6, Knowledge (nature) +5, 
  Perception +8, Perform (percussion) +8, Sense 
  Motive +4, Spellcraft +4, Stealth +10
  Languages Common, Tanuki
  SQ change shape (raccoon; beast shape II), sake affinity
  ECOLOGY
  Environment temperate forests or urban
  Organization solitary, pair, or gathering (3–8)
  Treasure standard (masterwork quarterstaff, 4 gulps of sake in 
  a gourd, other treasure)
  SPECIAL ABILITIES
  Sake Affinity (Su) As a swift action, a tanuki can take a 
  swig of sake from the gourd it always carries at its 
  side. When it does so, it gains the effect of one of 
  the following spells at caster level 7th: divine favor, 
  false life, haste, or rage. Unusual tanukis might have 
  additional spell effect choices at the GM’s discretion. 
  Each time a tanuki takes a swig of sake, it becomes 
  progressively drunker and takes a –1 penalty to its AC 
  and on Reflex saves for 1 minute. These penalties stack.
  Jolly tricksters, tanukis love deceiving humanoids and 
  other intelligent creatures. This mischief is usually 
  harmless, but can turn spiteful in some situations.  
  Popular folklore stories claim tanukis are the transformed 
  souls of tools and housewares that were used for more 
  than 100 years, a myth that probably results from tanukis’ 
  ability to magically create or alter objects.
  Mostly encountered in disguise, tanukis enjoy visiting 
  humanoid settlements and interacting with the people. 
  They usually visit taverns and eateries, joining in feasts 
  and celebrations whenever possible. Tanukis always 
  change their disguises and rarely visit the same town twice 
  in the same month.
  Tanuki mischief becomes spiteful to those who defile 
  nature. Hunters who kill for sport or those who log trees 
  from the forest without seeding new ones find their 
  weapons and tools transformed into bowls and teacups. 
  Tanukis also put more effort into their pranks when the 
  target is a braggart, a bully, or someone of poor moral 
  character. They like to prank brooding types as well, 
  always hoping to bring a smile to the hard faces of such 
  dour folk. Because of their trickster nature, tanukis get 
  along with many fey creatures. Some tanukis even deal 
  well with spirits, often helping them pass from this world.
  Though rare, violent and morbid tanukis occasionally 
  walk the lands, bringing suffering to those they encounter. 
  Filled with spite, these evil tanukis pull sadistic pranks, and 
  horror stories tell of tanukis killing old women and tricking 
  their husbands into eating soups made from their flesh.
  A tanuki is 5 feet tall and weighs 180 pounds.
  259
  259
  Illustration by Eric Belisle
  Suli–Tanuki
  Suli–Tanuki
  
  Taotieh
  This white marble statue resembles a large feline, but its body and 
  face are covered in decorative etchings and runes. 
  TAOTIEH 
  CR 11
  XP 12,800
  N Large construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 28, touch 11, flat-footed 26 (+2 Dex, +17 natural, –1 size)
  hp 107 (14d10+30)
  Fort +4, Ref +6, Will +6
  DR 10/adamantine; Immune construct traits; Resist acid 10, 
  cold 10, electricity 10, fire 10
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft.
  Melee bite +23 (1d8+10 plus grab), 2 claws +23 (1d6+10 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +23, 1d6+10), swallow 
  whole (suffocation, AC 17, hardness 8, 25 hp)
  STATISTICS
  Str 30, Dex 15, Con —, Int —, Wis 14, Cha 1
  Base Atk +14; CMB +25 (+29 grapple); CMD 37 (41 vs. trip)
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure incidental
  SPECIAL ABILITIES
  Swallow Whole (Su) A taotieh can expand its jaws to swallow 
  Large or smaller creatures. When swallowed, a victim is 
  transported to its own lightless pocket dimension—a stone 
  prison just large enough to contain the victim. Creatures do 
  not take damage within this pocket dimension, but there is 
  only enough air inside to last for 3 rounds. At the end of the 
  third round, the trapped creature must hold its breath or risk 
  suffocation. A creature that attempts to carve its way out of 
  this dimension with a weapon must be 
  able to penetrate the surrounding 
  walls’ hardness 8. When a 
  creature manages to cut 
  its way out of this 
  dimension, 
  it appears to leap out of the taotieh’s mouth to emerge 
  into any square adjacent to the taotieh’s space—no actual 
  hole is created in the creature, and new creatures that are 
  swallowed later must cut their own way out. When a taotieh 
  is destroyed, its body bursts open to allow the contents of its 
  extradimensional stomachs to spill out into adjacent spaces. 
  A taotieh can swallow up to four creatures at any one time.
  Symbols of power but also of gluttony, taotiehs are guardian 
  constructs formed of stone and built around a pocket of 
  extradimensional space. Taotiehs are used to ward sacred 
  or secluded areas from enemies and trespassers. Their 
  semblance to tigers extends even to the animal’s abilities 
  in combat, as taotiehs are feared for their vicious attacks. 
  The extradimensional space at the core of a taotieh allows 
  the construct to swallow opponents of its own size and then 
  shunt its victims into an airless pocket of space inside. A 
  creature capable of existing without air could well spend 
  an eternity inside a taotieh if it couldn’t smash its way out 
  or escape via plane-traversing magic, in which case it must 
  wait for outside forces to slay its captor. Tales abound of 
  great treasures and even greater dangers being unleashed 
  upon a taotieh’s destruction.
  CONSTRUCTION
  A taotieh is built from 12,000 pounds of marble, treated 
  with special unguents and chemicals. 
  TAOTIEH
  CL 14th; Price 105,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, limited wish, plane 
  shift, creator must be caster level 14th; Skill Craft (sculpture) 
  or Craft (stonemasonry) DC 25; Cost 55,000 gp
  260
  260
  Illustration by Jorge Fares
  
  Tatzlwyrm
  This serpentine creature has the head of a ferocious dragon and 
  two relatively small forearms that end in tiny claws.
  TATZLWYRM 
  CR 2
  XP 600
  N Medium dragon 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 22 (3d12+3)
  Fort +4, Ref +5, Will +5
  Immune paralysis, sleep
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d8+3 plus grab)
  Special Attacks poison gasp, pounce, rake (2 claws +5, 1d4+2)
  STATISTICS
  Str 14, Dex 15, Con 12, Int 5, Wis 14, Cha 11
  Base Atk +3; CMB +5 (+9 grapple); CMD 17 (can’t be tripped)
  Feats Nimble Moves, Stealthy
  Skills Climb +14, Escape Artist +5, Intimidate +4, Perception +8, 
  Stealth +10 (+16 in dense vegetation); Racial Modifiers +6 
  Stealth in dense vegetation
  Languages Draconic
  ECOLOGY
  Environment any forests
  Organization solitary or nest (2–5)
  Treasure standard
  SPECIAL ABILITIES
  Poison Gasp (Ex) A tatzlwyrm’s 
  breath contains a poisonous 
  vapor. While grappling, instead 
  of making a bite or rake 
  attack, a tatzlwyrm can 
  breathe poison into its 
  victim’s face. A tatzlwyrm 
  must begin its turn 
  grappling to use this ability—it 
  can’t begin a grapple and use its 
  poison gasp in the same turn.
  Tatzlwyrm poison: Breath—inhaled; 
  save Fort DC 12; frequency 1/round for 2 
  rounds; effect 1d2 Str damage; cure 1 save. 
  The save DC is Constitution-based.
  Tatzlwyrms 
  are 
  thought 
  to 
  be 
  primeval relatives of true dragons, 
  having branched off the line 
  millennia ago and 
  evolved in a way 
  that sets them  
  notably apart. Undersized compared to their larger 
  cousins, tatzlwyrms are nonetheless ferocious in their 
  own right. And while tatzlwyrms are hardly impressive 
  specimens when put beside their notorious relatives, 
  most other reptiles can’t compare to them mentally. 
  They understand Draconic, though other languages 
  are beyond most tatzlwyrms’ limited comprehension. 
  Nevertheless, tatzlwyrms are deeply cunning, building 
  complex lairs and rudimentary traps.
  Tatzlwyrms are quite rare, and only a few particularly 
  curious and lucky adventurers can claim to have seen 
  a living specimen. Reports do agree on some basic 
  features, however. About the size of a full-grown 
  human, tatzlwyrms have only two limbs and no wings, 
  and possess a weak poisonous breath similar to the 
  breath weapons of their true dragon relatives. An adult 
  tatzlwyrm is 6 to 8 feet long, including its winding, 
  organless tail, and it weighs between 400 and 500 
  pounds. A tatzlwyrm’s scales give the creature limited 
  camouf lage, ranging through various shades of green, 
  brown, and gray.
  Like true dragons, tatzlwyrms are strict carnivores. 
  They spend most of their time hiding, waiting to attack 
  any prey that ventures too near. They consume their 
  food slowly in the dark security and seclusion of their 
  lairs. Tatzlwyrms have a remarkable knack for ambush 
  and camouf lage.
  261
  261
  Illustration by Scott Purdy
  Taotieh–Tatzlwyrm
  Taotieh–Tatzlwyrm
  
  Terra-Cotta Soldier
  This perfectly sculpted, finely detailed, life-sized clay figure has a 
  look of fierce determination and a sword clenched in each hand.
  TERRA-COTTA SOLDIER 
  CR 6
  XP 2,400
  N Medium construct 
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +5, Will +2
  DR 5/bludgeoning; Immune construct traits, fire; SR 17
  OFFENSE
  Speed 30 ft.
  Melee longsword +10/+5 (1d8+3/19–20), short sword +10 
  (1d6+1/19–20) or
  2 slams +11 (1d6+3)
  Special Attacks keen weapons, rank fighting
  STATISTICS
  Str 16, Dex 16, Con —, Int 1, Wis 11, Cha 1
  Base Atk +8; CMB +11; CMD 24
  Feats Improved Initiative, Two Weapon Fighting, 
  Weapon Focus (longsword, shortsword)
  Skills Perception +8
  ECOLOGY
  Environment any
  Organization 
  solitary, troop (3–12), 
  or army (13+)
  Treasure incidental (longsword, 
  short sword, other treasure)
  SPECIAL ABILITIES
  Keen Weapons (Su) After it has engaged in 
  at least 1 round of combat, a terra-cotta 
  soldier’s weapons automatically gain 
  the benefits of keen weapon (CL 6th). 
  This effect persists until the end 
  of the battle.
  Rank Fighting (Ex) Whenever a 
  terra-cotta soldier is adjacent to 
  another terra-cotta soldier, it gains 
  a +2 dodge bonus to its AC and a 
  +2 bonus on saving throws, attack 
  rolls, and damage rolls.
  A terra-cotta soldier is crafted from 
  clay and fired into ceramic, and 
  is usually sculpted to resemble 
  an armored human soldier, 
  although terra-cotta soldiers 
  resembling other races, such as hobgoblins, tengus, or even 
  demons and oni, are also common. Terra-cotta soldiers 
  are often created to guard the tomb of powerful rulers, 
  standing in silent ranks to guard their liege even after 
  his or her death. These soldiers stand vigil for centuries, 
  animating only to defend the tomb and its riches from 
  tomb robbers. Terra-cotta soldiers are typically painted 
  with colored lacquer, though this decoration is often worn 
  away from use or faded with age. A terra-cotta soldier 
  stands 6 feet tall and weighs 600 pounds.
  Unlike most constructs, a terra-cotta soldier carries 
  within its form a spark of intelligence. This is hardly 
  enough to grant the construct the ability to speak or 
  otherwise engage in free will, but it is enough for it to 
  carry out more complex tactics than most constructs 
  are capable of. It’s not unusual for a terra-cotta soldier 
  to possess different feats or use different weapons. Two 
  relatively common variants are summarized below.
  Terra-Cotta Archer (+0 CR): Terra-cotta archers are 
  simply terra-cotta soldiers outfitted with composite 
  longbows. Terra-cotta archers have Improved Initiative, 
  Point-Blank Shot, Precise Shot, and Weapon Focus 
  (longbow) as feats.
  Terra-Cotta Horseman (+1 CR): Some 
  terra-cotta soldiers are crafted to resemble 
  warriors mounted on terra-cotta horses, 
  though rider and mount are one creature. 
  Terra-cotta horsemen are Large terra-cotta 
  soldiers with 10 racial Hit Dice and the 
  trample and undersized weapons 
  special 
  abilities. 
  Terra-cotta 
  horsemen are usually outfitted 
  with lances instead of swords, 
  and have Improved Bull Rush, 
  Improved Initiative, Improved 
  Overrun, Power Attack, and 
  Weapon Focus (lance) as feats.
  CONSTRUCTION
  A terra-cotta soldier’s body is 
  made from 600 pounds of clay, 
  fired with rare and magical 
  glazes worth 500 gp.
  TERRA-COTTA SOLDIER
  CL 9th; Price 19,000 gp
  CONSTRUCTION
  Requirements Craft Construct, 
  animate objects, cat’s grace,  geas/
  quest, keen edge, creator must be 
  caster level 9th; Skill Craft (pottery) 
  or Craft (sculptures) DC 14; Cost 
  10,000 gp
  262
  262
  Illustration by Ben Wootten
  
  Thriae
  Highly spiritual creatures and keepers of the world’s 
  greatest secrets, the thriae are a race of female, beelike 
  seers coveted for their powers of divination and prophecy. 
  Roughly humanoid in size and appearance, thriae keep to 
  the outskirts of civilization, tending to their mysterious 
  rituals and maintaining a watchful—if passive—eye over 
  the machinations of nearby societies. While possessing an 
  eerie air of mysticism, thriae are nonetheless startlingly 
  beautiful, their slender bodies giving an unexpected grace 
  to the otherwise unsightly mannerisms of giant bees.
  Settlements that find themselves near the hilly homes 
  of thriae hives often send a chosen citizen to visit the 
  creatures, hoping to glean helpful insight from the wise 
  prophetesses regarding the growth of the settlement’s 
  crops, the prosperity of its people, or the strength of its 
  warriors. Thriae have little interest in the affairs of most 
  humanoids, but do aid those who come bearing offerings 
  of gold or physically fit male consorts. All thriae are female, 
  and so the queen must breed with humanoid males in 
  order to propagate the colony. If a colony hasn’t received an 
  offering of a suitable consort recently, thriae sometimes 
  visit nearby settlements in the hope of garnering young 
  male volunteers to come and live with them for the rest of 
  their lives—living with the thriae exposes chosen males to 
  many of the mysterious race’s secrets, so the prophetesses 
  cannot afford to let them leave the thriae’s domains once 
  they have entered. The life of male consorts is one of 
  comfort and luxury, however, as they spend their days in 
  a blissful trance brought on by the mind-altering effects 
  of the thriae queen’s nourishing honey, a substance called 
  merope. Once they are too old to continue their duties, 
  the males are put in a deep, numbing sleep, whereupon 
  the thriae painlessly devour the consorts’ elderly bodies. 
  Thriae generally do not have emotional ties to their 
  humanoid mates, using them for procreation only—
  exceptions exist, particularly among non-queen thriae, 
  who cannot lay eggs but sometimes choose a willing 
  mate anyway. Only the queen can lay eggs; a typical queen 
  produce 400 to 500 eggs in her lifetime. The life span of a 
  typical thriae who does not die in battle is about 200 years. 
  Thriae choose particularly spiritual individuals to 
  become seers, members of the colony who perform the 
  rituals that allow them to divine their cryptic prophecies. 
  These seers drink from merope and derive meaning from 
  their spiritual hallucinations, traveling into the forests 
  or mountains to decode various patterns among nature. 
  Thriae hold a particular reverence for the structures and 
  communication patterns of common bees, patterns which 
  they often study intently while undergoing their merope-
  induced spiritual journeys. The bond thriae have with 
  common bees and giant bees extends beyond this, however, 
  as many powerful thriae possess the ability to call forth 
  such insects when they are in need of aid, such as while 
  protecting their homes. Thriae are extremely territorial, 
  and disrupt their normally stoic behavior to passionately 
  fight off intruders or creatures otherwise imposing upon 
  their domain. Many thriae colonies can trace back their 
  lineages thousands of years, keeping extensive archives 
  hidden within the catacombs of their labyrinthine hives. 
  The hives thriae reside in resemble the beehives of their 
  miniature relatives, but constructed on a much grander 
  fashion and scale. Since thriae fly wherever they go, they 
  tend to build their most important chambers higher up in 
  order to deter bipedal would-be burglars.
  Thriae come in various shapes and sizes, their abilities 
  ranging equally in terms of specialization. An individual 
  thriae’s occupation within the particular thriae society 
  she is born into is selected by her elders when she reaches 
  adolescence, several months after her development 
  as a larva and then as a pupa. Once her occupation is 
  determined, a young thriae is assigned a “mother,” and is 
  trained by this elder to perform her tasks perfectly so as 
  to keep the hive in fully autonomous order. Many thriae 
  never see battle in their lifetimes, instead performing 
  tasks such as recording scriptures derived from seers’ 
  verbal prophecies, cultivating the crops and herd animals 
  that thriae use for food, or crafting elaborate crowns, 
  necklaces, and other ornaments unique to thriae and 
  renowned by jewelers the world over. Thriae have a 
  fascination with all kinds of rare metals, and the intricate 
  ways in which they utilize these alloys in building their 
  wares exemplifies the race’s passion and ingenuity. They 
  do not regularly trade with outside societies except in 
  times of dire need, such as during a feud or war that cuts 
  off access to needed resources.
  THRIAE MEROPE
  Merope, the magical honey produced by thriae queens, 
  possesses numerous supernatural properties. Even 
  among thriae, the effects of drinking merope are 
  remarkably diverse. A specific amount of merope for 
  one thriae may put her into a tranquil haze, while the 
  same amount for another could set off a bout of insatiable 
  rage. The effect of merope on a specific type of thriae is 
  marked in a thriae’s stat block.
  To non-thriae, merope generally has similar effects 
  to strong alcohol. The substance can be addicting to 
  the weak-willed, and those who begin to rely on merope 
  quickly become addicted thralls and servants bound 
  to servitude within a hive. Some thriae claim to have 
  developed merope with the ability to affect non-thriae 
  with more potent effects, but such claims are regarded 
  as something between blasphemy and treason by most 
  thriae hives.
  263
  263
  Terra-Cotta Soldier–Thriae
  Terra-Cotta Soldier–Thriae
  
  Thriae Queen
  This towering, shapely, purple-skinned woman has an insectile 
  lower body, antennae on her brow, and the wings of a bee.
  THRIAE QUEEN 
  CR 18
  XP 153,600
  LN Huge monstrous humanoid 
  Init +4; Senses darkvision 60 ft., detect secret doors, low-light 
  vision, true seeing; Perception +37
  DEFENSE
  AC 33, touch 8, flat-footed 33 (+25 natural, –2 size)
  hp 312 (25d10+175); fast healing 10
  Fort +15, Ref +14, Will +21
  Defensive Abilities merope coat; Immune poison, sonic; 
  Resist acid 20; SR 29
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee +2 axiomatic light mace +35/+30/+25/+20 (2d6+11/19–20), 
  sting +27 (2d8+4/19–20 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks launch merope, spawn soldiers
  Spell-Like Abilities (CL 20th; concentration +29)
  Constant—detect secret doors, true seeing
  At will—daylight, detect thoughts (DC 21), greater scrying (DC 
  26), neutralize poison, remove disease, speak with dead (DC 22)
  3/day—charm monster (DC 23), find the path, giant vermin 
  (8 bees or 6 wasps), mass cure critical wounds, poison  
  (DC 23), restoration, slow (DC 22)
  1/day—foresight, mass heal, quickened regenerate
  STATISTICS
  Str 28, Dex 11, Con 25, Int 20, Wis 21, Cha 28
  Base Atk +25; CMB +36; CMD 46
  Feats Alertness, Combat Casting, Combat Expertise, Critical 
  Focus, Greater Spell Penetration, Improved Critical 
  (sting), Improved Critical (light mace), Improved Initiative, 
  Improved Iron Will, Iron Will, Quicken Spell-Like Ability 
  (regenerate), Spell Penetration, Weapon Focus (light mace)
  Skills Bluff +34, Diplomacy +34, Fly +24, Knowledge (arcana) +30, 
  Knowledge (religion) +30, Perception +37, Sense Motive +34, 
  Spellcraft +30, Use Magic Device +34
  Languages Common, Sylvan, Thriae; telepathy 300 ft.
  ECOLOGY
  Environment any
  Organization solitary or colony (1 queen, 3 seers, 11–20 soldiers, 
  and 3–30 giant bees)
  Treasure double (+2 axiomatic light mace, other treasure)
  SPECIAL ABILITIES
  Launch Merope (Su) A thriae queen can launch a stream of 
  merope from a gland in her lower body in a 60-foot line 
  as a standard action. A thriae queen using this ability can 
  control the purity of the merope she launches, which makes 
  it either harm those it touches or heal them. If a thriae 
  queen chooses to make her merope harmful, all creatures 
  in the area of effect take 20d8 points of acid damage 
  (Reflex DC 29 for half). In addition, any creature in the 
  area of effect is also staggered for 1d4 rounds (or 1 round 
  if it succeeds at its Reflex save). If she uses it to heal, the 
  merope heals all living creatures in the area of effect for 
  10d8 points of damage. A thriae queen can use this ability 
  once every 1d4 rounds. The save DC is Constitution-based.
  Merope Coat (Su) A thriae queen is covered in a thin layer of 
  merope. This coating acts as a magical barrier between spells 
  cast at the thriae queen, as though she were constantly under 
  the effects of spell turning. The coat affects a maximum of 
  eight spell levels—when a spell effect is turned, this coating 
  is depleted by a number of spell levels equal to the level of 
  the spell reflected. The queen regenerates this coating at a 
  rate of one spell level per round. A spell in excess of what 
  the merope coat can currently reflect is not reflected, and 
  reduces the merope coat to a score of 0. Spells that fail to 
  penetrate the queen’s spell resistance do not reduce the 
  merope coat’s efficiency in this manner.
  Spawn Soldiers (Su) Three times per day as a standard action, 
  a thriae queen can spawn a large swarm of wasps. This 
  functions as four separate wasp swarms (Bestiary 275) that 
  occupy all of the squares adjacent to the thriae queen. 
  These swarms do not harm any thriae, and while they move 
  with the queen as she moves, the swarms cannot leave her 
  side. The swarms last until they are destroyed or 1 hour 
  passes, at which point the swarms die on their own.
  Poison (Ex) Sting—injury; save Fort DC 29; frequency 1/round 
  for 6 rounds; effect 1d6 Con plus staggered for 1 round; cure 
  2 consecutive saves.
  The most powerful individual within any given thriae 
  colony, the queen is a divine soothsayer, a provider of life, 
  and a destroyer of those would seek to disrupt the order 
  of the colony. Viewed by her children as a benevolent 
  matriarch rather than a mother, the thriae queen is the only 
  fertile member of the colony, and thus the sole reproducer 
  should the colony’s population meet a devastating blow, 
  whether through plague, famine, or war. A queen is revered 
  by soldiers and seers alike, both for her physical might and 
  her divine power, and she exemplifies the very best of thriae 
  society in terms of strength, insight, and magnetism. While 
  a queen is often too busy to entertain guests of a thriae hive, 
  those intruders who do catch a glimpse of her are captured 
  by her beauty and grace, and many would follow her if only to 
  be by her side. But those who are allowed to enjoy the queen’s 
  company are few, and those few are carefully selected from 
  among the hive’s greatest warriors and priestesses, soldiers 
  and seers whose powers have shown them to be skillful as 
  well as loyal.
  Most thriae colonies only have one queen, though 
  particularly large or far-reaching hives have been known 
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  Illustration by Maichol Quinto
  
  to have as many as three at any given time. Thriae queens 
  are the ultimate authority within a hive, and make most of 
  the major decisions regarding the colony’s growth. Only 
  the wealthiest and most respected outsiders are granted 
  an audience with the ever-busy queen, whose numerous 
  duties around the hive are analogous to those of any other 
  ruler of a small kingdom. They grant only audiences 
  regarding matters of the utmost concern, matters that 
  stimulate the curiosity of a thriae queen and require not 
  merely the cryptic readings of seers but a true divination 
  as only a queen can provide.
  When not divining or performing governmental tasks, 
  a thriae queen can often be found in her private chamber, 
  where she lies with male consorts, lays eggs, cares for her 
  larvae, and creates the vast stores of merope used every 
  day within the hive. Consorts are chosen carefully, as they 
  are constantly within extremely close proximity to the 
  queen, who is far from vulnerable in her own right but 
  nonetheless often prefers to avoid conflicts with would-be 
  assassins or burglars.
  A thriae queen lays fertilized eggs in one of the waxy, 
  golden cells of her chamber walls. Thriae eggs go through 
  several stages of growth before becoming fully formed 
  thriae—the longest stage of development is the larval stage, 
  which is a crucial point in determining the formation of 
  a thriae. Most larvae are fed merope while they grow, but 
  in the height of her power, a thriae queen selects a single 
  larva to be her successor, and she feeds that individual a 
  special substance secreted from her merope gland called 
  royal merope. This thick, jellylike substance strengthens 
  the larva and causes it to grow greatly in size, and when it 
  pupates and hatches, it does so as a fully grown thriae queen.
  The mother queen teaches its successor in the ways of 
  divining as well as ruling a colony. The successor then 
  faces a choice—either remaining in the colony she was 
  born into and furthering the growth of the hive, or setting 
  out on her own to establish an allied colony. If she does 
  the latter, the remaining queen must birth another 
  successor, which is not considered so much a bother as 
  it is an unavoidable circumstance. Queens do not look 
  upon successors who leave as deserting daughters, instead 
  viewing them as future allies for the colony down the road.
  THRIAE LARVAE
  Larvae who are fed regular merope become soldiers, seers, 
  or other contributing members of thriae society. While 
  more susceptible to harm in the larval stage, thriae larvae 
  still pose a threat to unwary intruders who find themselves 
  among the cells of numerous unhatched thriae. Creatures 
  that succeed at a DC 15 Perception check or Knowledge 
  (nature) check notice larvae embedded in the hive’s waxy 
  walls. Unhatched thriae larvae can detect disturbances 
  outside their cell walls, and burst from the cells in order 
  to prey upon the nutritious intruders. Any creature within 
  5 feet of a larval cell must make a DC 15 Reflex save to avoid 
  becoming infested with the larvae. A creature that becomes 
  infested must make a successful DC 15 Fortitude save each 
  round to avoid taking 1d2 points of Constitution damage 
  and falling asleep—additional Constitution damage from 
  feeding larvae does not wake sleeping victims. Feeding 
  larvae can be detached from the creature they cling to by 
  cutting them off with a slashing weapon (which requires 
  a DC 20 Heal check that deals 1d4 points of damage per 
  larva attached) or by dealing cold damage to the larvae at 
  any time, which also deals half damage to the creature the 
  larvae are covering. Remove disease or a similar effect kills 
  any thriae larvae on the host.
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  Thriae Queen
  Thriae Queen
  
  Thriae Seer
  Lithe and beautiful, this half-bee, half-woman creature wears 
  elaborate makeup and wields an ornate staff.
  THRIAE SEER 
  CR 11
  XP 12,800
  LN Medium monstrous humanoid 
  Init +5; Senses darkvision 60 ft., detect secret doors, low-light 
  vision; Perception +27
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
  hp 133 (14d10+56)
  Fort +8, Ref +16, Will +15
  Immune poison, sonic; Resist acid 10; SR 22
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee +2 quarterstaff +16/+11/+6 (1d6+4), +2 quarterstaff 
  +16/+11 (1d6+3), sting +11 (1d8+3 plus mind sting)
  Special Attacks merope consumption
  Spell-Like Abilities (CL 14th; concentration +22)
  Constant—detect secret doors
  At will—calm emotions (DC 20), detect thoughts (DC 20), 
  sound burst (DC 20)
  3/day—divination, invisibility purge, locate object, 
  misdirection (DC 20), symbol of sleep (DC 23)
  1/day—summon bees (level 5, 1d3 giant queen bees or 
  1d4 wasp swarms), true seeing
  STATISTICS
  Str 14, Dex 20, Con 19, Int 19, Wis 22, Cha 27
  Base Atk +14; CMB +19; CMD 31
  Feats Agile Maneuvers, Alertness, Combat Casting, 
  Combat Reflexes, Improved Two-Weapon Fighting, 
  Lightning Reflexes, Two-Weapon Fighting
  Skills Bluff +22, Diplomacy +22, Fly +26, 
  Knowledge (arcana) +18, Perception +27, 
  Sense Motive +24, Spellcraft +18, Use 
  Magic Device +22
  Languages Common, Sylvan, Thriae
  ECOLOGY
  Environment any
  Organization solitary, pair, or triad
  Treasure double (+2 
  quarterstaff, 3 doses of 
  merope, other treasure)
  SPECIAL ABILITIES
  Merope Consumption (Su) 
  Three times per day as a 
  standard action, a thriae 
  seer can consume a 
  dose of merope in order to further tap into her 
  spiritual powers for 1d6+3 rounds. Starting on 
  the round after she consumes the merope, the 
  thriae seer gains an insight bonus to her AC and on damage 
  done with melee attacks equal to her Wisdom modifier (+6 for 
  most thriae seers).
  Mind Sting (Su) A target stung by a thriae seer becomes 
  confused for 1d4 rounds unless it makes a successful DC 
  21 Will save. This is a mind-affecting effect. The save DC is 
  Constitution-based.
  Sought after for their wisdom and guidance as well as 
  their enchanting beauty, thriae seers are among the 
  most spiritually gifted members of their colony. Their 
  prowess for foretelling the future and deciding upon 
  the soundest courses of action in dire situations earns 
  them respect from other thriae as well as outsiders from 
  other societies, and seers wield their gift with a stoic 
  humbleness. Nonetheless, most seers expect an offering 
  before they will grant an audience a divination. These 
  offerings usually consist of ornate jewelry and sums 
  of gold, though some seers desire the 
  company of humanoid male or female 
  consorts, many of whom gladly oblige the 
  captivating seer with their presence.
  While their combative abilities mainly 
  comprise their magical powers and they 
  appear at first glance to be thin and 
  frail, seers still possess the trademark 
  strength and resilience of all thriae.
   Thriae seers spend most of their 
  time meditating in one of the many 
  chambers in the colony’s hive dedicated 
  to such activities. Consuming large 
  amounts of their queen’s merope to 
  enhance their powers of divination, 
  seers ponder the best solutions to 
  their colony’s problems, and often act 
  as a sort of spiritual political council 
  for the queen. If a particularly 
  wealthy group of outsiders has 
  sought the counsel of several thriae 
  seers, this council of prophetesses 
  will combine their powers in order to 
  read a difficult divination.
  Thriae seers are 6 feet from head 
  to toe and weigh 150 pounds. The 
  thriae seer presented here represents 
  the least of her kind. Many thriae 
  seers take levels of monk or rogue 
  so as to be even more adept at 
  protecting their queen. Thriae 
  oracles and sorcerers are also 
  relatively common—such thriae 
  are particularly valued by their 
  hive for their magical abilities.
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  Illustrations by Maichol Quinto
  
  Thriae Soldier
  This creature has the upper body of a woman and the lower body of 
  a bee. She wields a longbow with uncanny skill.
  THRIAE SOLDIER 
  CR 4
  XP 1,200
  LN Medium monstrous humanoid 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 42 (5d10+15)
  Fort +4, Ref +7, Will +5
  Immune poison, sonic
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee sting +10 (1d8+7 plus poison)
  Ranged composite longbow +8 (1d8+5/×3 plus poison) or
  Rapid Shot +6/+6 (1d8+5/×3 plus poison)
  Special Attacks merope consumption
  STATISTICS
  Str 20, Dex 17, Con 16, Int 12, Wis 13, Cha 15
  Base Atk +5; CMB +10; CMD 23
  Feats Point-Blank Shot, Precise Shot, Rapid Shot
  Skills Fly +13, Intimidate +10, Perception +9, Stealth +9, 
  Survival +9
  Languages Common, Sylvan
  ECOLOGY
  Environment any
  Organization pair, troop (3–8), or company (9–20 soldiers, 2–4 
  rangers of 3–5th level, 1–2 rogues of 4–6th level, and 1 fighter 
  commander of 5–8th level)
  Treasure standard (chain shirt, composite longbow [+5 Str] 
  with 20 arrows, 1 dose of merope, other treasure)
  SPECIAL ABILITIES
  Merope Consumption (Su) Once per day as a standard action, 
  a thriae soldier can consume a dose of merope in order to 
  enhance her combat abilities for 1d6+3 rounds. Starting on 
  the round after the merope is consumed, the thriae soldier 
  gains a +2 insight bonus on attack rolls and saving throws, 
  and gains fast healing 3.
  Poison (Ex) Sting or arrow—injury; save Fort DC 15; frequency 
  1/round for 6 rounds; effect 1d2 Str; cure 1 save. As a free 
  action, a thriae soldier can apply her venom to an arrow as 
  she fires the shot. The save DC is Constitution-based.
  The guardians of the thriae colony and its treasures, thriae 
  soldiers make up the backbone of a hive’s defenses. Whether 
  patrolling the perimeter of the hive or protecting its queen 
  and seers from attackers, soldiers are a crucial asset 
  ensuring a colony’s survival, and so it makes sense that they 
  compose the majority of thriae populations. While not as 
  spiritually powerful as their seer and queen kin, soldiers 
  possess remarkable 
  agility and skill with 
  the bow. Guards remain 
  stationed in pairs outside 
  doors to important areas, 
  such as the meditation 
  chambers of seers and the 
  enormous private quarters of 
  the queen, and when their 
  duties take them outside the 
  walls of the hive, they travel in 
  large convoys. 
  A thriae soldier’s stinger carries within 
  it especially potent venom similar to that 
  of giant bees, and the soldier can easily apply 
  this poison to her weapons. While most soldiers 
  carry bows, they are also trained at an early age 
  with a multitude of both melee and ranged weapons, and 
  some prefer the feel of a sword or hammer. Regardless of 
  the type, all thriae weapons and armors are expertly crafted, 
  made of steel and gilded with intricate decorations of gold 
  and amber-hued gems. Thriae soldiers are often talented 
  artisans as well as warriors, and most create their own 
  weapons to bear in combat.
  Since there are exponentially more soldiers than seers 
  in any given colony, thriae queens ration merope sparingly 
  to soldiers, whose use of it doesn’t provoke the divine 
  insight cherished by thriae culture, but rather inspires 
  courage and brute strength on the battlefield. When a 
  thriae soldier consumes merope, her reflexes quicken, 
  her wits sharpen, and she gains a second wind, so most 
  individuals save their rationed doses for times of dire need. 
  When circumstances are especially grim, commanders of 
  thriae militias will order all of their troops to consume 
  their merope at once, giving the company the final burst 
  of strength it needs to turn the tide of battle.
  Thriae soldiers are heavier-set than most of their 
  slender thriae sisters, and average individuals weigh 
  about 200 pounds and measure 6 feet from head to toe.
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  Thriae Seer–Thriae Soldier
  Thriae Seer–Thriae Soldier
  
  Titan, Hekatonkheires
  This behemoth looks like a towering humanoid with fifty heads 
  and twice as many hands, each wielding a different weapon.
  HEKATONKHEIRES 
  CR 24
  XP 1,228,800
  CE Colossal outsider (chaotic, evil, extraplanar)
  Init +6; Senses all-around vision, darkvision 120 ft., true seeing; 
  Perception +35
  DEFENSE
  AC 42, touch 4, flat-footed 40 (+8 armor, +2 Dex, +30 natural, 
  –8 size)
  hp 516 (24d10+384); regeneration 10 (epic)
  Fort +30, Ref +12, Will +18
  DR 20/epic and lawful; Immune aging, death effects, disease, 
  mind-affecting effects; SR 35
  OFFENSE
  Speed 60 ft.; air walk
  Melee +3 weapon +38/+33/+28/+23 (6d6+22 plus hundred-
  handed whirlwind) or
  slam +37 (4d8+21 plus stun)
  Ranged rock +19/+14/+9/+4 (4d8+31/18–20)
  Space 30 ft.; Reach 30 ft.
  Special Attacks rock throwing (200 ft.), stunning slam
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—air walk, spell turning, true seeing
  At will—bestow curse (DC 21), break enchantment, chain 
  lightning (DC 23), greater dispel magic, find the path, sending
  3/day—greater scrying (DC 24), heal, mass suggestion (DC 23)
  1/day—dominate monster (DC 26), greater spell immunity, 
  imprisonment (DC 26), storm of vengeance (DC 26)
  STATISTICS
  Str 48, Dex 15, Con 43, Int 22, Wis 19, Cha 24
  Base Atk +24; CMB +51; CMD 71
  Feats Alertness, Cleave, Combat Expertise, Critical Focus, 
  Great Cleave, Greater Vital Strike, Improved Bull Rush, 
  Improved Initiative, Improved Vital Strike, Lightning 
  Reflexes, Power Attack, Vital Strike
  Skills Acrobatics +29 (+41 when jumping), Bluff +34, Climb +46, 
  Craft (any) +33, Diplomacy +31, Escape Artist +29, Intimidate 
  +34, Knowledge (history) +30, Knowledge (planes) +33, 
  Perception +35, Sense Motive +35, Survival +28
  Languages Abyssal, Celestial, Common; telepathy 300 ft.
  SQ hands of war, planar leap
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple (50–100 various weapons, other treasure)
  SPECIAL ABILITIES
  Hands of War (Su) Any weapon a hekatonkheires wields 
  gains a +3 enhancement bonus while the titan holds it. A 
  hekatonkheires’s attacks are treated as epic and evil for the 
  purposes of overcoming damage reduction. In addition, a 
  hekatonkheires’s multitude of arms allows it to effectively 
  block attacks, granting it a +8 armor bonus to its AC.
  Hundred-Handed Whirlwind (Ex) A hekatonkheires carries 
  several dozen weapons of various types in its hundred 
  hands, but when it attacks in melee, you don’t have to 
  resolve each of these as a separate attack. Instead, when 
  the titan attacks with its weapons, it rolls its attacks 
  normally (either one attack for a standard action, or four 
  as a full-round action) and hits every creature in its reach 
  each time an attack roll exceeds that creature’s AC. If 
  any such attack roll results in a possible critical hit, the 
  critical is applied to one creature of the hekatonkheires’s 
  choosing. The hekatonkheires can choose to deal 
  bludgeoning, piercing, or slashing damage as a free action 
  on each separate hit.
  Planar Leap (Su) A hekatonkheires traverses the planes 
  by physically smashing through planar boundaries and 
  crashing devastatingly into the target plane itself. Once 
  per year as a full-round action, a hekatonkheires can, 
  as part of a jump, plane shift to any other plane (as per 
  the spell of the same name). It can only bring itself 
  and its gear when it travels in this manner. When the 
  hekatonkheires reaches its destination plane, it falls from 
  the sky and crashes to the ground, creating a devastating 
  explosion of thunder and fire. Any creature within 300 feet 
  of the point where the hekatonkheires lands (including the 
  titan itself) takes 20d6 points of bludgeoning damage and 
  20d6 points of sonic damage (Reflex DC 38 for half). The 
  save DC is Constitution-based.
  Stunning Slam (Ex) As a standard action, a hekatonkheires 
  may forgo any weapon attacks to make a single slam 
  attack against any creature in reach. If it hits, the target 
  takes damage and must succeed at a DC 41 Fortitude save 
  to avoid being stunned for 1d6 rounds. The save DC is 
  Strength-based.
  Horrifying abominations shunned by the gods immediately 
  upon their creation, the hekatonkheires are perhaps the 
  most powerful and devastating race of titans in existence. 
  When the titans—envious of the gods’ divine strength—
  rebelled against the deities, the hekatonkheires were 
  among the first to pick up arms, weary of the scorn their 
  own creators felt for them. The betrayal of the Elysian titans 
  led to the hekatonkheires’ swift capture by the gods, who 
  found the hekatonkheires’ power to be so immense that 
  they were not banished to the Abyss with their Thanatotic 
  brethren. Instead, the gods cast the hekatonkheires into the 
  furthest reaches of the multiverse they could find. There, 
  the hekatonkheires drifted in expanses of nothingness 
  for unknown eons, and the madness wrought upon them 
  by isolation destroyed their memories. Yet from their 
  madness these shattered monstrosities spawned progeny to 
  268
  268
  Illustration by Eric Belisle
  
  replace them in their pursuit to destroy, and some of these 
  monstrous offspring discovered ways to break through 
  planar boundaries and wander the multiverse freely.
  The gods initially created only three hekatonkheires, 
  seeking to make the ultimate warriors in order to guard 
  the gates to the Abyss. These three ancient titans still 
  drift in the unknown expanses between planes—the 
  hekatonkheires that now walk the worlds are their 
  lesser spawn. But these so-called “lesser” titans remain 
  almost unimaginably powerful themselves. They have 
  no knowledge of why their forgotten ancestors were 
  originally banished, and so they wander in search of 
  answers, all the while destroying entire worlds. They 
  are warped engines of mayhem, their existence based 
  wholly on the devastation of life and anything that 
  might remind them of their age-old war against the 
  gods, having inherited only the haunting ghosts of such 
  memories from their ancestors.
  Those hekatonkheires who have emerged back into the 
  multiverse have done so in different realms, and to date, no 
  record of any two of these spawn meeting one another 
  exists. It is fortunate that only one hekatonkheires 
  is encountered on a world at any given time, as even 
  scholars cannot fathom the power that would arise 
  out of two or more of the titans’ collective strength. 
  They traverse the planes alone, caring not for 
  allies of any sort until they can remember 
  what their purpose was when they were born 
  eons ago.
  Though hekatonkheires are as intelligent 
  as the rest of their titan relatives, they wander 
  with such destructive and seemingly mindless 
  intentions that they spare no time in communicating 
  with other creatures, especially those that 
  would beg for mercy. The hekatonkheires 
  were created to destroy, and so that is all they 
  desire to do; the crushing blows of their 
  fists and the goring slashes of their 
  weapons speak for themselves. They 
  serve no master, and halt their otherwise endless 
  rampage only if called by their true names, which 
  few—if any—mortals know. Those that 
  do know these names speak them only in 
  whispers, for their mere utterance seems 
  to carry with it immeasurable power.
  A hekatonkheires can only be called via mighty 
  spells such as gate if a conjurer knows the plane the 
  titan is currently on, and only if the conjurer knows the 
  true name of the hekatonkheires it is seeking to call. Only 
  the mad or depraved would dare such a feat, however, as 
  the might of one of these unique goliaths is so massive 
  that the being cannot be controlled, and even if it is 
  banished back to the realm from whence it came, 
  it is never long before the hekatonkheires sets its sights 
  on the world it visited so briefly, if only to sate its lust for 
  destroying it.
  Each hekatonkheires has 50 heads and 100 arms so that 
  one is never caught off guard. The stones that it hurls with 
  its 100 hands are as big as boulders, and those who have 
  seen a hekatonkheires hurl such rocks and lived to tell 
  the tale have said that it is as though an entire mountain 
  is falling from the sky. In addition to their unworldly 
  strength, hekatonkheires are known for their awesome 
  control over the powers of lightning and thunder, and an 
  individual hekatonkheires’s arrival is often prefaced by an 
  abrupt and tumultuous storm in the area. Like all titans, 
  hekatonkheires are immortal, and do not die unless they 
  are slain.
  A hekatonkheires is 50 feet tall and weighs 25 tons.
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  Titan, Hekatonkheires
  Titan, Hekatonkheires
  
  Tojanida
  This creature resembles a cross between a turtle and a crab, with 
  flippers instead of legs, a snapping beak, and two pincers. 
  TOJANIDA 
  CR 5
  XP 1,600
  N Medium outsider (extraplanar, water)
  Init +1; Senses all-around vision, darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+1 Dex, +1 dodge, +9 natural)
  hp 51 (6d10+18)
  Fort +8, Ref +6, Will +3
  Resist electricity 10, fire 10
  OFFENSE
  Speed 10 ft., swim 90 ft.
  Melee bite +9 (1d6+3), 2 claws +9 (1d6+3)
  Space 5 ft.; Reach 5 ft.
  Special Attacks ink cloud
  STATISTICS
  Str 16, Dex 13, Con 17, Int 10, Wis 12, Cha 9
  Base Atk +6; CMB +9; CMD 21 (29 vs. trip)
  Feats Blind-Fight, Dodge, Power Attack
  Skills Bluff +5, Escape Artist +10, Knowledge (planes) +9, 
  Perception +14, Perform (act) +5, Sense Motive +10, Stealth +7, 
  Survival +7, Swim +11; Racial Modifiers +4 Perception
  Languages Aquan
  ECOLOGY
  Environment any water (Plane of Water)
  Organization solitary, pair, clutch (3–6), or cult (1 tojanida plus 
  2–12 humanoid followers)
  Treasure standard
  SPECIAL ABILITIES
  Ink Cloud (Ex) A tojanida can emit 
  a 30-foot-radius sphere of 
  ink once per minute as a 
  free action. The ink provides 
  total concealment in water, 
  and persists for 1 minute. If 
  used out of the water, the jet 
  of ink is a line 30 feet long, and 
  creatures in the area must succeed at 
  a DC 16 Reflex save or be blinded for 1 round. 
  The save DC is Constitution-based.
  Tojanidas are bizarre natives from 
  the Plane of Water that resemble 
  mixes between monstrous crabs and 
  enormous snapping turtles. Originally 
  elemental beings of water, tojanidas 
  were bound into their strange forms 
  long ago for unclear reasons, and no 
  longer know how they might eventually 
  return to their pure and formless state. Determined 
  to preserve their pride, the grotesque tojanidas ply the 
  waters of the planes seeking hedonistic pleasures—
  especially culinary ones—and the adoration of other 
  races. Loquacious when addressed with the proper 
  respect, they make excellent heralds and emissaries for 
  more powerful beings, and often enjoy posing as such 
  even when operating on their own. When riled, however, 
  tojanidas make fearsome opponents, violent and eager 
  juggernauts with snapping jaws and clacking pincers.
  Adult tojanidas are roughly 6 feet long and weigh 
  several hundred pounds. When threatened, a tojanida can 
  retract its limbs most of the way into its shell, which is an 
  irremovable part of its body. The ring of eyes completely 
  encircling the tojanida’s shell along its rim makes the 
  creature extremely difficult to catch by surprise. While 
  tojanidas adore eating, as they find flavor and texture to 
  be two of the most fascinating senses, they don’t actually 
  need to consume food, instead drawing sustenance 
  directly from the currents of arcane energy all around 
  them via the magic of their shells.
  Blessed (some might say cursed) with extremely long 
  racial memories, tojanidas wander the oceans and lakes 
  of innumerable worlds, attempting to find unusual 
  physical pleasures or conversation capable of distracting 
  them from the insufferable ennui and apathy born of 
  remembering their ancestors’ experiences. Though the 
  tojanidas themselves may not appreciate the burden of 
  memory, adventurers and scholars often seek the use of a 
  tojanida’s recalled lore.
  270
  270
  Illustration by Christopher Burdett
  
  Tophet
  A distended metal maw filled with blunt, sculpted teeth stretches 
  across the upper portion of this rotund iron effigy.
  TOPHET 
  CR 10 
  XP 9,600
  N Large construct 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 24, touch 8, flat-footed 24 (–1 Dex, +16 natural, –1 size)
  hp 107 (14d10+30)
  Fort +4, Ref +3, Will +5
  DR 5/adamantine; Immune fire, construct traits
  OFFENSE
  Speed 20 ft.
  Melee bite +21 (2d6+8 plus grab), 2 slams +16 (1d6+8)
  Space 10 ft.; Reach 5 ft.
  Special Attacks swallow whole (no damage [see below], AC 18, 
  40 hp), trample (2d6+12, DC 25)
  STATISTICS
  Str 26, Dex 8, Con —, Int —, Wis 12, Cha 1
  Base Atk +14; CMB +23 (+27 grapple); CMD 32 (36 vs. trip)
  SQ conductive
  ECOLOGY
  Environment any
  Organization solitary or prison (2–12)
  Treasure incidental
  SPECIAL ABILITIES
  Conductive (Ex) Anytime a tophet is affected by 
  an effect that deals fire damage, determine 
  how much damage the construct would 
  have taken if it were not immune to fire. 
  Creatures currently swallowed whole 
  by the construct take fire damage 
  equal to half of this amount.
  Swallow Whole (Ex) Once 
  swallowed by a tophet, 
  an opponent takes 
  no damage, but is 
  trapped inside 
  the creature’s 
  hollow interior. 
  The construct’s 
  maw locks down, 
  preventing creatures 
  from climbing back out. 
  A creature can attempt to 
  hack or smash its way out 
  as normal, but a tophet’s 
  stomach has hit points equal 
  to one-tenth its actual hit 
  points plus its bonus hit 
  points for being a construct (totalling 40 hit points for most 
  tophets). Alternatively, a swallowed creature can attempt to 
  pick the lock on the iron hatch in the tophet’s stomach by 
  making a DC 30 Disable Device check. If a creature exits by 
  picking the lock, the tophet closes its hatch and can swallow 
  whole again. These locks can also be picked from the 
  outside, but only after the tophet is slain. A Large tophet’s 
  belly can hold 1 Medium creature at a time.
  Known in some lands as furnace guards or iron gluttons, 
  tophets have long served in the palaces and prisons of 
  tyrants as vigilant sentinels and dreaded punishments. 
  Appearing as rotund iron statues, often bearing the 
  caricatured visages of past kings or dishonored nobles, 
  these constructs all possess yawning maws, capable of 
  easily gobbling up smaller creatures. Upon consuming 
  a victim, the animate statue becomes a walking prison, 
  holding its victim within with little chance for escape. 
  The iron statue can then return its victim to the proper 
  cell, the feet of its lord, or any other fate its creator 
  determines. In the most feared case, tophets capture or 
  are fed prisoners, then wander out into the desert heat 
  or even rivers of molten rock, where their interiors attain 
  hellish temperatures, torturing and often outright killing 
  those trapped within.
  Tophets are often assembled in groups of up to a 
  dozen, where cruel rulers incarcerate traitors 
  and other criminals. Mindless creatures capable 
  only of obeying their masters’ whims, these 
  unthinking constructs make incorruptible 
  guardians and are endlessly loyal.
  Tophets stand 10 feet tall and 
  weigh 3,000 pounds.
  CONSTRUCTION
  A tophet’s hollow body is 
  made of 3,000 pounds 
  of iron or steel forged 
  in heats comparable 
  to those found in 
  active 
  volcanoes. 
  Tophets 
  can 
  be 
  made 
  of 
  other 
  metals as well, such 
  as bronze or cold iron.
  TOPHET
  CL 12th; Price 45,000 gp
  CONSTRUCTION
  Requirements Craft Construct, 
  bull’s strength, endure elements, 
  creator must be CL 12th; Skill Craft 
  (sculptures) DC 20; Cost 22,500 gp.
  271271
  Illustration by Tyler Walpole
  Tojanida–Tophet
  Tojanida–Tophet
  
  Troll, Jotund
  This immense green-skinned brute wields a tree branch for a club 
  and has nine heads, each filled with jutting teeth and tusks. 
  JOTUND TROLL 
  CR 15
  XP 51,200
  CE Huge humanoid (giant)
  Init +3; Senses all-around vision, low-light vision, scent; 
  Perception +26
  DEFENSE
  AC 30, touch 7, flat-footed 30 (–1 Dex, +23 natural, –2 size)
  hp 216 (16d8+144); regeneration 10 (acid or fire)
  Fort +16, Ref +6, Will +13 (+17 vs. mind-affecting effects)
  Defensive Abilities multiple minds; Immune confusion and 
  insanity effects
  OFFENSE
  Speed 30 ft.
  Melee club +20/+15/+10 (2d6+10/19–20), bite +15 (2d6+5 plus 
  grab), claw +15 (1d8+5 plus grab)
  Ranged rock +10 (2d8+15)
  Space 15 ft.; Reach 15 ft.
  Special Attacks all-seeing attacks, cacophonous roar, fast 
  swallow, rock throwing (120 ft.), swallow whole (4d6+15 
  bludgeoning, AC 21, 21 hp)
  STATISTICS
  Str 31, Dex 8, Con 29, Int 10, Wis 17, Cha 6
  Base Atk +12; CMB +24 (+28 grapple); CMD 33
  Feats Awesome Blow, Great Fortitude, Improved Bull Rush, 
  Improved Critical (club), Improved Initiative, Lightning 
  Reflexes, Power Attack, Vital Strike
  Skills Climb +29, Perception +26; Racial Modifiers  
  +4 Perception
  Languages Giant
  ECOLOGY
  Environment cold hills or mountains
  Organization solitary or war party (1 jotund troll plus 2–5 hill 
  giants or 3–12 ogres)
  Treasure standard (club, other treasure)
  SPECIAL ABILITIES
  All-Seeing Attacks (Ex) A jotund troll can make nine additional 
  attacks of opportunity in a round, one for each head, although 
  no more than a single attack for any given opportunity.
  Cacophonous Roar (Su) Once every 1d4 rounds as a standard 
  action, a jotund troll can emit a cacophonous roar from its 
  nine heads. All creatures within a 60-foot spread of the troll 
  must make a DC 19 Will save or become confused for 1d4 
  rounds. This is a mind-affecting effect. The save DC is 
  Charisma-based.
  Multiple Minds (Ex) A jotund troll has nine different 
  minds that are in constant communication 
  with each other. The resulting jumble of 
  tangled thoughts grants the troll a  
  +4 racial bonus on all Will saving throws against mind-
  affecting effects. In addition, whenever a jotund troll must 
  make a Will save, it can roll the saving throw twice and take 
  the better of the two results as its actual saving throw.
  Jotund trolls are gigantic, nine-headed horrors. Prowling 
  frigid moors and marshes, these rapacious creatures have 
  the same insatiable appetites of common trolls but require 
  much more sustenance because of their excessive size. 
  Jotund trolls stand 30 feet tall and weigh roughly 25,000 
  pounds. They can live for up to 100 years.
  The jotund troll’s nine heads each have their own brains 
  and senses, but they share, after a fashion, the same mind. 
  Despite this, a jotund troll’s heads often argue and bicker, 
  particularly over which head gets to eat. The fact that all 
  nine maws lead to the same shared stomach makes little 
  difference in such culinary disagreements. 
  Jotund trolls spawn with either their own kind or with 
  other trolls. In the latter case, there is only a 5% chance 
  the offspring will be a jotund troll. Apart from brief 
  mating periods, jotund trolls are solitary, although some 
  cull together bands of other giants into devastating war 
  parties that can lay waste to 
  entire regions. 
  272
  272
  Illustrations by Scott Purdy
  
  Troll, Moss
  This large and lanky moss-colored humanoid has an elongated, 
  toothy snout and appears to be covered in bits of foliage. 
  MOSS TROLL 
  CR 3
  XP 800
  CE Large humanoid (giant, shapechanger)
  Init +4 (+8 when climbing trees); Senses darkvision 60 ft., low-
  light vision, scent; Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, –1 size)
  hp 30 (4d8+12); regeneration 5 (fire)
  Fort +7, Ref +5, Will +4
  Weaknesses fear of fire, vulnerable to fire
  OFFENSE
  Speed 30 ft., climb 10 ft.
  Melee bite +5 (1d4+3), 2 claws +5 (1d4+3)
  Space 10 ft.; Reach 10 ft. (15 ft. with claws)
  STATISTICS
  Str 16, Dex 19, Con 16, Int 9, Wis 12, Cha 7
  Base Atk +3; CMB +8; CMD 22
  Feats Intimidating Prowess, Iron Will
  Skills Acrobatics +7, Climb +11, Intimidate +5, Perception +5, 
  Stealth +5 (+9 in vegetation); Racial Modifiers +2 Acrobatics, 
  +4 Stealth (+8 in vegetation)
  Languages Giant
  SQ change shape (mossy tree; tree shape), tree climber
  ECOLOGY
  Environment cold or temperate forests
  Organization solitary, gang (2–3), or troop (4–8)
  Treasure standard
  SPECIAL ABILITIES
  Fear of Fire (Ex) A moss troll is shaken as long as it is within 30 
  feet of a visible fire or an open flame of at least torch size. 
  Tree Climber (Ex) When climbing trees and other foliage, a 
  moss troll’s climb speed increases to 30 feet. If a moss troll 
  falls while climbing in trees, it ignores the first 30 feet it 
  falls for the purposes of calculating total damage from the 
  fall. While climbing in trees, a moss troll gains a +4 racial 
  bonus on initiative checks. 
  Moss trolls are bent and gangly creatures. They are 
  smaller and thinner than normal trolls, yet their arms are 
  unusually long and spindly for the creatures’ size. Their 
  flesh supports the growth of moss and mold as surely as 
  tree bark.
  Although their appetites are notoriously powerful, 
  moss trolls are sly killers rather than simple brutes. They 
  travel in the trees, singing, climbing, and jumping with 
  unnerving ease. When a moss troll spots prey, it reaches 
  or leaps down from above, heedless of dropping great 
  distances in its eagerness to sate its ravenous appetite.
  Moss trolls are fearless except in the face of fire, which 
  does not stop a hungry moss troll from attacking, but can 
  often cause a wounded one to retreat. However, those who 
  fight moss trolls may be unpleasantly surprised to learn 
  that acid has no special effect on a moss troll’s regeneration.
  Moss trolls not only hunt from the trees, but also live, 
  breed, and hide their treasure among the branches. Their 
  weirdly long arms allow them to attack foes on the ground 
  without ever needing to set foot on the earth themselves. 
  Young moss trolls are adept at climbing and acrobatics, as 
  much as they are at eating and killing. Like other trolls, 
  adult moss trolls often drive juveniles away after training 
  them to hunt and fight. Gangs and troops of moss trolls 
  exist only where food is plentiful. While moss trolls can 
  digest almost any organic material, they prefer fresh 
  meat—particularly when said meat is served still alive 
  and squirming after a particularly invigorating session of 
  stalking and torture.
  A moss troll is 9 feet tall and weighs 550 pounds.
  273
  273
  Troll, Jotund–Troll, Moss
  Troll, Jotund–Troll, Moss
  
  Trollhound
  Foul-smelling fluids ooze from weeping sores across the scaly skin 
  of this squat, powerful, and vaguely canine beast.
  TROLLHOUND 
  CR 3
  XP 800
  N Medium magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 30 (4d10+8); regeneration 3 (acid or fire)
  Fort +6, Ref +5, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d10+6 plus disease and trip)
  STATISTICS
  Str 18, Dex 13, Con 15, Int 2, Wis 11, Cha 6
  Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Perception +8, Stealth +5, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival while scent tracking
  ECOLOGY
  Environment cold mountains
  Organization solitary, pair, or pack (3–8)
  Treasure incidental
  SPECIAL ABILITIES
  Disease (Ex) A trollhound’s saliva is an infectious brew of 
  contagion. Creatures bitten by a trollhound are often 
  afflicted with bloodfire fever, a disease characterized by 
  deep internal pain, as if the victim’s blood were on fire. 
  Additional symptoms include loss of muscular coordination, 
  pus-filled blisters, and overall lethargy and fatigue. Trolls 
  and trollhounds alike are immune to bloodfire fever, even 
  though trollhounds often exhibit the pus-filled blisters 
  that come with the disease.
  Bloodfire fever: Bite—injury; save Fort DC 14;  
  onset 1 day; frequency 1/day; effect 1d3 Str 
  damage, 1d3 Dex damage, and target is 
  fatigued; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Slavering and voracious, trollhounds 
  seem to be trolls in smaller canine 
  form, and indeed, are often found 
  as pets among gangs and tribes 
  of trolls. Requiring vast 
  amounts 
  of 
  food 
  to 
  fuel their regenerative 
  metabolisms, packs of 
  wild trollhounds range 
  far and wide through the 
  mountains of the north, their ravenous hunger driving 
  them to hunt and consume any prey they can track down 
  and kill.
  A typical trollhound stands 4 feet tall at the shoulder, 
  has short but powerful legs, and weighs around 350 
  pounds. A trollhound’s skin is somewhat scaly, with 
  patches of rough, greenish-black fur. It has oversized jaws 
  with a pronounced underbite, and its eyes are normally a 
  dull, hateful orange.
  Trollhounds are believed to be the outcome of infusing 
  particularly ferocious worgs with alchemically prepared 
  troll blood. The resulting beast loses the worg’s wicked 
  intelligence but gains the ability to regenerate even the 
  most grievous wounds, except those inflicted by fire or 
  acid. Whatever their origin, trollhounds breed true and 
  are often raised by trolls.
  Trollhounds are fearless on the hunt and in combat, 
  relying on their ability to regenerate to carry them 
  through. Not even the threat of fire is enough to repel 
  them, as the beasts are too dull to recognize the danger it 
  poses. Nevertheless, fire is one of the most effective tools 
  in combating trollhounds, and canny hunters know to 
  burn every last remnant of a slain trollhound, for as is 
  true of trolls, even the smallest piece of trollhound flesh 
  can eventually regrow back into a full-sized beast.
  Trollhounds are most often found in the company of 
  trolls, who breed the beasts as hunters, guards, pets, and 
  food. Trollhounds seem to have an affinity for their savage 
  masters, and tamed trollhounds always regard trolls as 
  alpha members of the pack. A trollhound will never attack 
  a troll without cause—although trolls often enjoy violent 
  roughhousing with these creatures nonetheless.
  274
  274
  Illustration by Scott Purdy
  
  Tupilaq
  This small humanoid figure grinds and clatters as it moves, its 
  body carved from bones decorated with fine scrimshaw.
  TUPILAQ 
  CR 7
  XP 3,200
  N Small construct 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 20, touch 15, flat-footed 16 (+4 Dex, +5 natural, +1 size)
  hp 59 (9d10+10)
  Fort +3, Ref +7, Will +3
  DR 10/bludgeoning; Immune construct traits
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee bite +15 (1d8+10/19–20 plus grab), 2 claws +15 (1d4+5)
  Special Attacks seek target, shearing jaws
  Spell-Like Abilities (CL 7th; concentration +4)
  3/day—invisibility
  STATISTICS
  Str 21, Dex 18, Con —, Int —, Wis 11, Cha 5
  Base Atk +9; CMB +13 (+17 grapple); CMD 27
  Skills Swim +13
  SQ scrimshaw magic
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Scrimshaw Magic (Sp) When a tupilaq is created, its 
  creator can inscribe a single spell he knows 
  (as long as that spell is no higher than 
  2nd level and requires no material 
  components) into the tupilaq as 
  a complex scrimshaw design. 
  The tupilaq gains the ability to 
  use that spell as a spell-like ability 
  (CL 7th) three times per day. The 
  tupilaq’s creator can inscribe a new 
  spell onto the tupilaq if he wishes, 
  replacing the previous 
  scrimshaw. Inscribing a 
  new scrimshaw requires 
  24 hours of work and 
  an expenditure of 500 gp 
  in materials. The tupilaq presented here 
  utilizes invisibility in this manner. Erase 
  can destroy a tupilaq’s scrimshaw if it 
  fails a Fortitude save against the spell. If a 
  tupilaq’s scrimshaw is removed in this manner, it loses 
  access to the spell as a spell-like ability, and seeks out 
  its creator to attack and kill him. The tupilaq’s creator becomes 
  the target of the tupilaq’s seek target ability in this case. If a 
  tupilaq’s creator is already dead, the tupilaq instead seeks out 
  the nearest living creature and attacks this new target on sight, 
  continuing this spree of murder until it is itself destroyed.
  Seek Target (Su) A tupilaq’s creator can place a drop of blood, lock 
  of hair, or other portion of a creature’s body in the tupilaq’s 
  maw as a standard action. From that point on, the tupilaq 
  constantly knows what direction that creature is located in, 
  and gains a +20 insight bonus on all Perception checks made 
  to locate the creature. A new target cannot be assigned to a 
  tupilaq in this manner until its previous target is dead.
  Shearing Jaws (Ex) All tupilaqs are crafted with oversized jaws 
  capable of tearing and pulling. A tupilaq applies twice its 
  Strength modifier to damage with a successful bite attack and 
  threatens a critical hit on a roll of 19–20. A tupilaq is treated as 
  Large for all checks made to move a grappled opponent.
  Tupilaqs are small constructs crafted out of whale bones 
  and whale teeth for the sole purpose of murdering the 
  creator’s enemies. A tupilaq’s appearance can vary based 
  on its construction, but all have prominent jaws and a 
  small body with hands and feet fit for swimming. A tupilaq 
  usually stands 3 feet tall and weighs only 30 pounds.
  Tupilaqs must be created in secrecy—if any other 
  person discovers the tupilaq is being created, the attempt 
  to build the construct immediately fails. As part of its 
  creation, the creator invites or lures a host spirit to 
  possess the tupilaq. Most often, the animus of a tupilaq 
  is that of a dead child or other small humanoid, and the 
  parity of size between the new vessel and the spirit’s 
  previous body is what gives the creature a speed and 
  agility on land and in water that is atypical for 
  most constructs. This trapped spirit is also what 
  makes a tupilaq so savage and murderous.
  CONSTRUCTION
  A tupilaq is built from 30 pounds of 
  whale bones, bound together 
  with sinew. When the 
  creature’s 
  creation 
  is 
  complete, the sinew falls 
  away and the bones fuse 
  together to create the 
  animated creature.  
  TUPILAQ
  CL 8th; Price 21,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, 
  keen edge, locate creature, creator must be 
  caster level 8th, creation must be done in 
  complete secrecy; Skill Craft (scrimshaw)  
  DC 20; Cost 10,500 gp
  275
  275
  Illustration by Dave Allsop
  Trollhound–Tupilaq
  Trollhound–Tupilaq
  
  Tzitzimitl
  Crusted with rock, this immense skeletal figure flies swiftly 
  through the air, strange gasses clinging to its nightmarish form.
  TZITZIMITL 
  CR 19
  XP 204,800
  NE Gargantuan undead 
  Init +9; Senses arcane sight, darkvision 60 ft., true seeing; 
  Perception +31
  DEFENSE
  AC 35, touch 11, flat-footed 30 (+5 Dex, +24 natural, –4 size)
  hp 319 (22d8+220); fast healing 15
  Fort +17, Ref +14, Will +19
  Defensive Abilities channel resistance +4, light to dark; DR 15/
  bludgeoning and good; Immune cold, electricity, undead 
  traits; Resist fire 15; SR 30
  OFFENSE
  Speed 50 ft., fly 60 ft. (good)
  Melee bite +26 (2d8+14 plus 3d6 electricity and 
  energy drain), 2 claws +27 (2d6+14/19–20 plus 
  3d6 electricity)
  Ranged eye beam +17 touch (10d6 electricity 
  and 10d6 force)
  Space 20 ft.; Reach 20 ft.
  Special Attacks eclipse, energy drain  
  (2 levels, DC 31)
  Spell-Like Abilities (CL 19th; concentration +29)
  Constant—arcane sight, fly, true seeing
  At will—bestow curse (DC 24), deeper darkness
  3/day—animate dead, contagion (DC 23), 
  greater teleport, haste
  1/day—create undead, temporal stasis  
  (DC 28), wail of the banshee (DC 29)
  STATISTICS
  Str 39, Dex 21, Con —, Int 20, Wis 23, Cha 30
  Base Atk +16; CMB +29; CMD 44
  Feats Awesome Blow, Combat Reflexes, 
  Improved Bull Rush, Improved 
  Critical (claw), Improved Initiative, 
  Lightning Reflexes, Point-Blank 
  Shot, Power Attack, Precise Shot, 
  Vital Strike, Weapon Focus (claw)
  Skills Fly +35, Knowledge (arcana) +28, 
  Knowledge (nature) +27, Knowledge (planes) +25, 
  Knowledge (religion) +30, Perception +31, Sense 
  Motive +31, Spellcraft +23, Survival +21, Use 
  Magic Device +30
  Languages Abyssal, Aklo, Celestial, Common
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Eclipse (Su) Anytime a tzitzimitl casts deeper darkness, any 
  creatures in the area of darkness when it is created take 8d6 
  points of cold damage (DC 31 Fortitude for half). Any creature 
  that takes damage from this effect becomes staggered as 
  long as it remains in the area of darkness and for 1d4 rounds 
  after it leaves that area. The save DC is Charisma-based.
  Eye Beam (Su) As a standard action, a tzitzimitl can fire a 
  glowing beam of force from its eyes at a range of 100 feet as 
  a ranged touch attack dealing 10d6 points of force damage 
  and 10d6 points of electricity damage.
  Light to Dark (Su) As an immediate action up to three times 
  per day, a tzitzimitl can convert a positive energy effect that 
  affects it into negative energy. Doing so transforms the 
  entire effect, such that it affects other creatures as well. A 
  tzitzimitl can transform channeled positive energy in this way 
  even if the positive energy would not otherwise harm it.
  Enigmatic creatures of darkness, some cultures 
  claim tzitzimitls attack and consume entire suns 
  to “shut down worlds” in preparation for the 
  end of days. Sages say that these creatures come 
  from the cold, dark places between the stars, 
  and that in the darkness of any eclipse, 
  one can see their immense, world-
  darkening shadows.
  Some claim ancient and forgotten 
  deities of death and destruction created 
  the first tzitzimitls as instruments of 
  apocalypse, while others speculate 
  they come from faraway worlds 
  where immense planets teem with 
  creatures of this scale, and that the 
  immortal dead of these dark globes 
  are banished to other worlds to 
  spread devastation.
  Tzitzimitls 
  as 
  a 
  whole 
  offer neither affirmation 
  nor 
  denial 
  for 
  these 
  claims, and in fact 
  seem to glory in such 
  legends. Certainly, the 
  arrival of a tzitzimitl upon a world 
  heralds the advent of a time of great 
  trouble, although whether or not the 
  tzitzimitl actually presages such 
  dark times or is the cause of them is 
  a matter of debate. On some planets, 
  tzitzimitls have already arrived, yet 
  they lie dormant in ancient tombs, 
  imprisoned ages ago by heroes 
  who are long forgotten today.
  A tzitzimitl is 50 feet tall.
  276
  276
  Illustration by Kieran Yanner
  
  Valkyrie
  Surrounded by lightning, this impressive female warrior wears a 
  gleaming golden breastplate and carries a shining spear.
  VALKYRIE 
  CR 12
  XP 19,200
  CN Medium outsider (extraplanar)
  Init +3; Senses darkvision 60 ft., deathwatch; Perception +24
  DEFENSE
  AC 27, touch 19, flat-footed 24 (+8 armor, +6 deflection, +3 Dex)
  hp 168 (16d10+80)
  Fort +10, Ref +13, Will +15
  DR 10/cold iron and lawful; Immune cold, electricity, poison; 
  Resist acid 10, fire 10; SR 23
  OFFENSE
  Speed 30 ft., fly 100 ft. (perfect)
  Melee +2 returning spear +23/+18/+13/+8 (1d8+8/×3)
  Ranged +2 returning spear +22 (1d8+6/×3)
  Spell-Like Abilities (CL 12th; concentration +18)
  Constant—deathwatch, tongues
  At will—aid, death ward, gentle repose, plane shift (self and 
  mount only)
  3/day—call lightning storm (DC 21), divine power, geas/quest
  1/day—breath of life, heal, summon (level 8, 1 sleipnir 100%)
  STATISTICS
  Str 18, Dex 17, Con 20, Int 13, Wis 20, Cha 23
  Base Atk +16; CMB +20; CMD 39
  Feats Mounted Combat, Power Attack, Ride-By Attack, 
  Skill Focus (Ride), Spirited Charge, Trample, Vital Strike, 
  Weapon Focus (spear)
  Skills Fly +27, Handle Animal +25, Heal +24, Knowledge (planes) 
  +20, Perception +24, Ride +28, Sense Motive +24
  Languages Celestial, Common; tongues
  SQ battle trained, choose the slain, holy zeal
  ECOLOGY
  Environment any
  Organization solitary or ride (2–8 valkyries)
  Treasure triple (+2 breastplate, +2 returning spear, other treasure)
  SPECIAL ABILITIES
  Battle Trained (Ex) A valkyrie is proficient with all armor. 
  Armor never impacts a valkyrie’s speed, nor does a 
  valkyrie take armor check penalties on Ride checks.
  Choose the Slain (Su) A valkyrie can draw the 
  soul from a newly dead body and store it in 
  her spear for transport to the Outer Planes. 
  This functions as soul bind, but the dead 
  creature must be willing to have its soul 
  taken. If the creature is unwilling, this 
  ability has no effect. 
  Holy Zeal (Su) A valkyrie adds her 
  Charisma modifier as a deflection 
  bonus to her Armor Class.
  Valkyries are outsiders who scour the battlefields of 
  the Material Plane for warriors of great prowess and 
  legendary renown. With a glance, a valkyrie can tell who 
  is near death and ready to give up life and who fights on 
  to live another day, and can either claim the soul of the 
  slain or aid the living to continue the fight.
  Valkyries are always female, and appear as strong and 
  beautiful human, dwarven, or elven women. A human 
  valkyrie is 6 feet tall and weighs close to 200 pounds. 
  Valkyries serve a variety of deities, though they are 
  most often associated with the gods of war, conflict, valor, 
  and courage. Although capable combatants in their own 
  right, valkyries are almost always encountered mounted, 
  typically on flying steeds such as dragon horses, pegasi, 
  or sleipnirs.
  277
  277
  Illustration by Chris Seaman
  Tzitzimitl–Valkyrie
  Tzitzimitl–Valkyrie
  
  Vampire, Jiang-Shi
  Its flesh pallid and a parchment burial prayer hanging from its 
  brow, this risen corpse lurches forward in a series of short hops.
  JIANG-SHI 
  CR 6
  XP 2,400
  Human jiang-shi monk 5
  LE Medium undead (augmented humanoid)
  Init +10; Senses blindsight 60 ft. (breathing creatures only), 
  darkvision 60 ft.; Perception +22
  DEFENSE
  AC 25, touch 22, flat-footed 18 (+6 Dex, +1 dodge, +3 natural, 
  +1 monk, +4 Wis)
  hp 51 (5d8++25); fast healing 5
  Fort +8, Ref +11, Will +9; +2 vs. enchantment
  Defensive Abilities channel resistance +4, evasion, prayer scroll; 
  DR 10/magic and slashing; Immune disease, spell completion 
  and spell trigger effects, undead traits; Resist cold 20
  Weaknesses jiang-shi weaknesses
  OFFENSE
  Speed 30 ft.
  Melee flurry of blows +9/+9 (1d8+3/19–20 plus grab), bite +4 
  (1d6+4)
  Special Attacks brutal claws, drain chi (DC 15), flurry of blows, 
  stunning fist (5/day, DC 16)
  STATISTICS
  Str 16, Dex 23, Con —, Int 12, Wis 18, Cha 16
  Base Atk +3; CMB +8 (+12 grapple); CMD 28 (can’t be tripped)
  Feats AlertnessB, Combat Reflexes, DodgeB, Improved 
  Initiative, Improved Unarmed Strike, MobilityB, Skill Focus 
  (Acrobatics)B, Spring AttackB, Stunning Fist, Toughness, 
  Weapon Finesse
  Skills Acrobatics +25 (+30 when jumping), Escape Artist +14, 
  Perception +22, Sense Motive +14, Stealth +22, Swim +11; 
  Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
  Languages Common
  SQ fast movement, high jump, ki pool (6 points, magic), 
  maneuver training, purity of body, slow fall 20 ft., still mind  
  ECOLOGY
  Environment any
  Organization solitary or brotherhood (2–8)
  Treasure NPC gear (amulet of natural armor +1, cloak of 
  resistance +1, potion of invisibility, alchemist’s fire [6])
  Jiang-shis (often known as “hopping vampires”) are undead 
  humanoid creatures that feed on the exhaled life energy of 
  the living. A jiang-shi’s appearance is based on the state of the 
  creature’s corpse at the time of its reanimation. Regardless 
  of the state of decay, most jiang-shis wear clothing or armor 
  that is at least one generation out of style. Additionally, 
  each has a short parchment prayer scroll affixed to its brow 
  by stitches; originally intended to protect the body from 
  restless spirits, this scroll grants a jiang-shi immunity to 
  magical effects unleashed by items like scrolls and wands. 
  A jiang-shi is created when a restless spirit does not 
  leave its corpse at the time of death, and is instead allowed 
  to fester and putrefy within. At some point during the 
  body’s decomposition, the thing rises in its grotesque 
  form and seeks living creatures to feed upon.
  CREATING A JIANG-SHI
  “Jiang-shi” is an acquired template that can be added 
  to any living creature with 5 or more Hit Dice (referred 
  to hereafter as the base creature). Most jiang-shis were 
  once humans, but any creature that undergoes specific 
  rites can acquire the template. A jiang-shi uses the base 
  creature’s stats and abilities except as noted here.
  CR: Same as the base creature +2.
  Alignment: Any evil.
  Type: The creature’s type changes to undead (augmented). 
  Do not recalculate class Hit Dice, BAB, or saves.
  Senses: A jiang-shi vampire gains darkvision 60 feet. 
  It also gains the ability to sense the breathing of living 
  creatures—a jiang-shi has blindsight to a range of 60 feet 
  against creatures that breathe. A creature may hold its breath 
  to prevent a jiang-shi from noticing it in this manner.
  Armor Class: Natural armor improves by +2.
  Hit Dice: Change all racial Hit Dice to d8s. Class Hit 
  Dice are unaffected. As undead, jiang-shis use their 
  Charisma modifier to determine bonus hit points 
  (instead of Constitution).
  Defensive Abilities: A jiang-shi gains channel 
  resistance +4, DR 10/magic and slashing, and resistance 
  to cold 20, in addition to all of the defensive abilities 
  granted by the undead type. A jiang-shi also gains fast 
  healing 5. In addition, all jiang-shis gain the following 
  defensive ability.
  Prayer Scroll (Su): The scroll attached to the brow of 
  a jiang-shi grants immunity to any effects generated 
  from spell-completion or spell-trigger magic items, 
  such as scrolls and wands. Such magical effects treat 
  the jiang-shi as if it had unbeatable spell resistance. A 
  jiang-shi‘s prayer scroll can be removed with a successful 
  steal combat maneuver (Advanced Player’s Guide 322), 
  which immediately ends the jiang-shi’s immunity to 
  these effects. If a jiang-shi’s prayer scroll is destroyed (a 
  standard action), the vampire also loses its fast healing 
  ability. A jiang-shi may create a replacement prayer scroll 
  by using any strip of parchment and a writing instrument, 
  but doing so requires 10 minutes of uninterrupted work. 
  Weaknesses: Jiang-shis recoil from mirrors or the sound of 
  handbells rung within 10 feet of them. Cooked rice, which 
  to jiang-shis mocks the fundamental fact that they no 
  longer eat food, shames them into recoiling as well. These 
  things don’t harm a jiang-shi vampire—they merely keep 
  278
  278
  Illustration by Eva Widermann
  
  it at bay for a period of time. A recoiling jiang-shi vampire 
  must stay at least 5 feet away from the object of its revulsion, 
  and cannot touch or make melee attacks against a creature  
  brandishing the object during that round. Holding a 
  jiang-shi vampire at bay takes a standard action. After being 
  held at bay for 1 round, a jiang-shi vampire can attempt to 
  overcome its revulsion of the object and function normally 
  each round it makes a DC 20 Will save at the start of its turn.
  Destroying a Jiang-Shi: If reduced to 0 hit points, a jiang-
  shi vampire crumbles to dust but is not destroyed. It 
  reforms in 1 minute with 1 hit point in the same space, or 
  the nearest unoccupied space. Scattering the dust before 
  the jiang-shi reforms destroys it permanently, as does 
  mixing rice into the dust with a dose of holy water. Jiang-
  shi vampires are also susceptible to wooden weapons 
  carved from peach trees, as such weapons represent the 
  unity of all elements and life to these creatures. A wooden 
  weapon carved from a peach tree automatically bypasses 
  a jiang-shi vampire’s damage reduction. Additionally, any 
  successful hit from such a weapon that reduces a jiang-shi 
  to 0 hit points immediately destroys the creature. 
  Although they normally retreat from daylight, 
  jiang-shi vampires are not destroyed by 
  sunlight like regular vampires and can move 
  around during the day without harm.
  Speed: A jiang-shi moves only by hopping. This 
  mode of movement is somewhat less swift than regular 
  movement, and thus a jiang-shi’s base speed is reduced by 
  10 feet from the base creature’s speed, to a minimum of 10 
  feet. This unusual mode of movement allows the jiang-
  shi to ignore the effects of difficult terrain on movement, 
  and makes it impossible to trip. Other speeds (like fly or 
  swim speeds) are not affected by this reduction.
  Melee: A jiang-shi gains a bite attack and 2 claw attacks 
  if the base creature didn’t have them. Damage for the bite 
  attack depends on the jiang-shi’s size, but its claw attacks 
  do damage as a creature two size categories larger. For a 
  Medium jiang-shi, a bite attack deals 1d6 points of damage 
  and a claw attack deals 1d8 points of damage. A jiang-shi’s 
  claws are even more dangerous than this, though—see the 
  “brutal claws” special attack below. A jiang-shi’s natural 
  weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction.
  Special Attacks: A jiang-shi gains several special attacks. 
  Save DCs are equal to 10 + 1/2 the jiang-shi’s Hit Dice + the 
  jiang-shi’s Charisma modifier unless otherwise noted.
  Brutal Claws (Ex): A jiang-shi’s nails are brutally sharp 
  and can extend and retract at will. They threaten a critical 
  hit on a roll of 19–20 and grant the grab ability. A jiang-
  shi with monk levels gains this enhanced critical threat 
  range and grab ability with its unarmed attacks, and uses 
  its unarmed monk damage or its claw damage, whichever 
  is higher, when making such attacks.
  Drain Chi (Su): Instead of draining blood, a jiang-shi 
  vampire drains “chi,” or life energy, from a victim’s breath. 
  When a jiang-shi makes a successful grapple check (in 
  addition to any other effects caused by a successful check, 
  including additional damage), the jiang-shi can attempt 
  to drain chi by drinking the victim’s breath. The victim 
  can resist this attack by making a successful Fortitude 
  save. On a failed save, the victim gains 1 negative level and 
  is staggered for 1d4 rounds.
  Ability Scores: Str +4, Dex +6, Int +2, Wis +4, Cha +2. As 
  an undead creature, a jiang-shi has no Constitution score.
  Feats: Jiang-shis gain Alertness, Dodge, Mobility, Skill 
  Focus (Acrobatics), and Spring Attack as bonus feats.
  Skills: Jiang-shis gain a +8 racial bonus on Acrobatics, 
  Perception, and Stealth checks.
  279
  279
  Vampire, Jiang-Shi
  Vampire, Jiang-Shi
  
  Vanara
  This lean, simian humanoid is covered in a layer of soft, lightly 
  colored fur and has a long, prehensile tail. 
  VANARA 
  CR 1/2
  XP 200
  Vanara monk 1
  LG Medium humanoid (vanara)
  Init +3; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
  hp 9 (1d8+1)
  Fort +2, Ref +5, Will +5
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee quarterstaff +1 (1d6+1) or 
  flurry of blows +0/+0 (1d6+1)
  Special Attacks flurry of blows, stunning fist (1/day, DC 13)
  STATISTICS
  Str 13, Dex 16, Con 10, Int 12, Wis 17, Cha 6
  Base Atk +0; CMB +1; CMD 18
  Feats Combat ReflexesB, Dodge, Improved Unarmed StrikeB, 
  Stunning FistB
  Skills Acrobatics +9, Climb +13, Perception +7, 
  Sense Motive +7, Stealth +9; Racial 
  Modifiers +2 Acrobatics, 
  +2 Stealth
  Languages Common, Sylvan, Vanaran
  SQ prehensile tail
  ECOLOGY
  Environment any forests
  Organization solitary, pair, party, (3–6), or community (7–100)
  Treasure NPC gear (quarterstaff)
  SPECIAL ABILITIES
  Prehensile Tail (Ex) All vanaras have long, flexible tails that they 
  can use to carry objects. They cannot wield weapons with 
  their tails, but the tails do allow them to retrieve small stowed 
  objects carried on their persons as a swift action. 
  Vanaras are intelligent, simian humanoids who live in 
  deep forests and jungles. They are both agile and clever, but 
  saddled with boundless curiosity and a love of pranks that, 
  while normally harmless, hinder ingratiations with those 
  they encounter. A vanara’s body is covered in a thin coat 
  of soft fur, and individuals with chestnut, ivory, and even 
  golden coats are common. Despite its fur, a vanara can grow 
  lengthy hair on its head just like a human, and both male 
  and female vanaras take pains to wear elaborate hairstyles 
  for important social functions. The hair on a vanara’s 
  head matches the color of its fur. All vanaras have long, 
  prehensile tails and handlike feet capable of well-articulated 
  movements. A vanara stands slightly shorter than a typical 
  human. Males weigh from 150 to 200 pounds at most, with 
  females weighing slightly less. Vanaras live for 60 to 75 years.
  Vanaras live in large, tree-top villages connected by 
  rope-bridges and ladders. Homes are carved out of trees 
  but usually left open to the elements except for woven leaf 
  canopies and overhangs. Vanara villages are typically led by 
  the community’s religious leader—usually a cleric, 
  oracle, or monk. 
  VANARA 
  CHARACTERS
  Vanaras are defined by 
  their class levels—they do 
  not possess racial Hit Dice. All vanaras have the following 
  racial traits.
  +2 Dexterity, +2 Wisdom, –2 Charisma: Vanaras are 
  agile and insightful, but are also rather mischievous.
  Climb Speed: Vanaras have a climb speed of 20 feet.
  Low-Light Vision: Vanaras can see twice as far as a 
  human in conditions of dim light.
  Nimble: Vanaras have a +2 racial bonus on Acrobatics 
  and Stealth checks.
  Prehensile Tail: See above.
  Languages: A vanara begins play speaking both 
  Common and Vanaran. Vanaras with high Int 
  scores can choose from among the following 
  bonus languages: Aklo, Celestial, Elven, 
  Gnome, Goblin, and Sylvan.
  280
  280
  Illustration by Francesco Graziani
  
  Vishkanya
  This lithe woman wears loose-fitting robes and wields a cruel-
  looking blade. Her eyes are pure white orbs.
  VISHKANYA 
  CR 1/2
  XP 200
  Vishkanya ninja 1 (Pathfinder RPG Ultimate Combat 13)
  N Medium humanoid (vishkanya)
  Init +3; Senses low-light vision; Perception +6
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 11 (1d8+3)
  Fort +2, Ref +5, Will +0; +1 vs. poison
  OFFENSE
  Speed 30 ft.
  Melee kukri +1 (1d4+1/18–20 plus poison)
  Ranged shuriken +3 (1d2+1 plus poison)
  Special Attacks poison (DC 12), sneak attack +1d6
  STATISTICS
  Str 13, Dex 17, Con 14, Int 8, Wis 10, Cha 12
  Base Atk +0; CMB +1; CMD 14
  Feats Deceitful
  Skills Acrobatics +7, Bluff +7, Disguise +7, Escape 
  Artist +9, Perception +6, Sense Motive +4, 
  Stealth +9; Racial Modifiers +2 Escape Artist,  
  +2 Perception, +2 Stealth
  Languages, Common, Vishkanya
  SQ poison use, toxic
  ECOLOGY
  Environment any
  Organization solitary, pair, or 
  squad (3–8)
  Treasure NPC gear (kukri,  
  10 shuriken, other treasure)
  SPECIAL ABILITIES
  Poison Use (Ex) Vishkanyas are skilled 
  with poison and never accidentally 
  poison themselves when using or 
  applying poison.
  Toxic (Ex) A number of times per 
  day equal to its Constitution 
  modifier (minimum 1/day), 
  a vishkanya can envenom 
  a weapon that it wields 
  with its toxic saliva or 
  blood (using blood 
  requires the vishkanya 
  to be injured when 
  it uses this ability). 
  Applying venom  
  in this way is a 
  swift action.
  Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the 
  vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; 
  frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  Vishkanyas are a race of exotic humanoids known for their 
  guile and affinity for poisons of all kinds. A vishkanya’s 
  flesh is made up of fine scales that from a distance of even 
  a few feet look just like particularly smooth skin. These 
  scales are usually a single dark color, although some of 
  them have complex patterns like stripes or even spirals. 
  A vishkanya’s tongue is forked like a serpent’s tongue, and 
  its eyes lack visible pupils.
  Although legends abound that the merest touch from 
  a vishkanya can slay a mortal humanoid, these tales are 
  patently false. A vishkanya’s skin is no more poisonous 
  than that of any human, but it is true that their blood, spit, 
  and other bodily fluids can be dangerous. Vishkanyas are 
  skilled in using their own spittle or even their blood to 
  envenom their weapons, and those who fight them should 
  be wary of exposure to the vishkanya’s poison. A 
  vishkanya is 6 feet tall and weighs 130 pounds.
  VISHKANYA CHARACTERS
  Vishkanyas are defined by their class levels—
  they do not possess racial Hit Dice. Vishkanyas 
  have the following racial traits.
  +2 Dexterity, +2 Charisma, 
  –2 Wisdom: Vishkanyas are 
  graceful and elegant, but 
  often irrational.
  Low-Light 
  Vision: 
  Vishkanyas can see twice as far as 
  humans in conditions of dim light.
  Keen Senses: Vishkanyas receive a 
  +2 racial bonus on Perception checks.
  Limber: Vishkanyas gain a +2 racial 
  bonus on Escape Artist and Stealth checks.
  Poison Resistance: A vishkanya 
  has a racial bonus on saves against 
  poison equal to its Hit Dice.
  Poison Use: See above.
  Toxic: See above.
  Weapon Familiarity: 
  Vishkanyas are always 
  proficient with blowguns, 
  kukri, and shuriken.
  Languages: Vishkanyas begin 
  play 
  speaking 
  Common 
  and Vishkanya. Vishkanyas 
  with high Intelligence scores can 
  choose any of the following bonus 
  languages: Aklo, Draconic, Elven, 
  Goblin, Sylvan, and Undercommon.
  281
  281
  Illustration by Eric Belisle
  Vanara–Vishkanya
  Vanara–Vishkanya
  
  Vodyanoi
  This humanoid salamander carries a gnarled staff in one hand. 
  Tendrils drape its chin, resembling the beard of an eccentric hermit.
  VODYANOI 
  CR 5
  XP 1,600
  CN Medium monstrous humanoid (aquatic)
  Init +8; Senses darkvision 60 ft.; Perception +14
  DEFENSE
  AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
  hp 51 (6d10+18)
  Fort +5, Ref +9, Will +10
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee shortspear +9/+4 (1d6+3), bite +2 (1d8+1)
  Special Attacks suffocating water
  Spell-Like Abilities (CL 6th; concentration +7)
  3/day— control water, dancing lights, grease  (DC 12), 
  hydraulic push* (DC 12), water breathing
  1/day—aqueous orb* (DC 14), cure disease, neutralize poison
  * See the Advanced Player’s Guide.
  STATISTICS
  Str 16, Dex 19, Con 17, Int 13, Wis 20, Cha 12
  Base Atk +6; CMB +9; CMD 24
  Feats Dodge, Improved Initiative, Skill Focus (Heal)
  Skills Diplomacy +3, Heal +18, Knowledge (arcana) +3, 
  Knowledge (nature) +5, Perception +14, Sense Motive +11, 
  Swim +18; Racial Modifiers +4 Heal
  Languages Aquan, Common, Sylvan
  SQ amphibious
  ECOLOGY
  Environment any rivers or marshes
  Organization solitary, pair, or family (3–12)
  Treasure standard
  SPECIAL ABILITIES 
  Suffocating Water (Su) Once per day as a standard action, 
  a vodyanoi can cause the water surrounding it up to 
  a radius of 30 feet to grow thick and slimy, making it 
  difficult for water-breathing creatures within the area 
  other than vodyanois to breathe. A vodyanoi can control 
  narrow currents of breathable water to provide oxygen to 
  up to 3 other creatures in the area of effect—vodyanois 
  themselves are immune to this effect. All other creatures 
  in an area of suffocating water must hold their breath 
  or risk suffocation. Once created, an area of suffocating 
  water does not move—it persists for a number of 
  minutes equal to the vodyanoi’s Hit Dice. The slimy 
  water does not impact swim speeds or visibility in 
  any significant manner. A creature can make 
  a DC 20 Perception check to notice the 
  difference between suffocating water and 
  any normal water that may surround it.
  Vodyanois resemble humanoid salamanders. They have 
  short noses, bulging eyes, and broad mouths covered 
  with thickets of fleshy tendrils. Skin color varies wildly 
  depending on the climate and terrain, from drab greens 
  and grays to vibrant oranges and reds. Vodyanois stand 
  roughly 5-1/2 feet tall and weigh just over 100 pounds. 
  They can live up to 120 years.
  Vodyanois are well known as enemies to boggards—
  another amphibious race often encountered in proximity to 
  vodyanoi lands. While vodyanois themselves are rarely evil, 
  they are capricious and often quick to anger, particularly 
  when they feel their territories have been intruded upon. 
  Their hatred of boggards is another sure way to arouse their 
  anger—a vodyanoi who suspects one of boggard collusion 
  will often attack on sight. Those who live in close proximity 
  to vodyanoi tribes learn quickly to leave the folk alone, and 
  when visits or intrusions into vodyanoi lands are necessary 
  (such as when one might need to seek out a vodyanoi for aid 
  in curing a disease), gifts of magic potions and exotic fruits 
  are highly recommended.
  282
  282
  Illustration by Eric Braddock
  
  Voonith
  This brightly colored, long-necked amphibian has six legs, a 
  fanged snout, and numerous finlets running down its spine.
  VOONITH 
  CR 4
  XP 1,200
  CN Small magical beast (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 37 (5d10+10)
  Fort +6, Ref +7, Will +2
  OFFENSE
  Speed 30 ft., swim 50 ft.
  Melee bite +8 (1d6+1 plus trip), 4 claws +7 (1d3+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks blood-freezing howl, pounce
  STATISTICS
  Str 13, Dex 16, Con 14, Int 5, Wis 12, Cha 13
  Base Atk +5; CMB +5; CMD 18 (26 vs. trip)
  Feats Ability Focus (blood-freezing howl), Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Perception +8, Stealth +12, Swim +17
  SQ amphibious
  Languages Aklo
  ECOLOGY
  Environment any rivers or marshes
  Organization solitary, pair, or clutch (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Blood-Freezing Howl (Su) As a standard action, a voonith 
  can unleash a bloodcurdling howl. All creatures within 
  a 30-foot-radius burst must succeed at a DC 15 Will 
  save or become dazed for 1 round and then shaken for 
  an additional 1d6 rounds. Any creature that makes a 
  successful save against a voonith’s howl is immune to the 
  same voonith’s howl for 24 hours. This is a sonic mind-
  affecting fear effect. The save DC is Charisma-based. 
  Cunning and aggressive, vooniths are amphibious 
  nocturnal predators with voracious appetites and mild 
  intelligence. A voonith’s howl is said to freeze the blood 
  and is more than capable of stopping a creature in its 
  tracks. Vooniths usually howl when they see prey too 
  far away from the water’s edge to ambush. While the 
  vooniths are native to the strange Dimension of Dream, 
  many have found their way out of that realm and into 
  the waking world to take up lairs in the swampy fens 
  and remote coastlines of the world. How the vooniths 
  originally managed to make this transition between 
  worlds is unclear.
  Although they look like little more than wild beasts, 
  vooniths are actually rather intelligent. While certainly 
  not as sharp as the average human, a voonith is smart 
  enough to know how to speak and often does so with others 
  of its kind. Vooniths do not often choose to communicate 
  with other creatures, giving rise to the misconception that 
  they’re little more than dumb animals, but on occasion, 
  travelers in swampy regions tell tales of overhearing 
  strange piping voices speaking among the reeds. Those few 
  who know the secrets of the Aklo tongue can understand 
  these words, although understanding of what the vooniths 
  whisper in the night when they think no one else can hear 
  is not always for the best.
  While not evil, vooniths have a decidedly dark sense 
  of humor, and take great pleasure in concocting violent 
  poems or grisly jokes. Punch lines in which non-voonith 
  creatures—particularly humans, cats, and gnomes—
  meet gory and ironic fates are the most entertaining to 
  vooniths. Some tales speak of canny travelers who, with the 
  ability to speak Aklo, manage to strike up unlikely 
  conversations with lurking vooniths. In truth, 
  vooniths are quite social, and when one breeches 
  the awkwardness arising from interspecies 
  conflict, a friendship with a voonith can 
  be an unexpected reward. Vooniths who 
  befriend travelers often escort them, 
  quietly and unseen, through dangerous 
  bogs, and when such travelers fall prey 
  to other dangers of the swamp, a friendly 
  voonith will provide what aid it can.
  Vooniths are 4 feet long and weigh 
  70 pounds, yet rumors tell of 
  vooniths that have grown 
  to 
  much 
  larger 
  sizes  
  than this.
  283
  283
  Illustration by Ben Wootten
  Vodyanoi–Voonith
  Vodyanoi–Voonith
  
  Vulture
  This dark-feathered vulture has a bald neck and head, and its 
  long, hooked beak is caked with carrion.
  VULTURE 
  CR 1/2
  XP 200
  N Small animal 
  Init +1; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 6 (1d8+2)
  Fort +6, Ref +3, Will +1; +4 vs. disease 
  OFFENSE
  Speed 10 ft., fly 50 ft. (average)
  Melee bite +2 (1d6+1)
  STATISTICS
  Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 7
  Base Atk +0; CMB +0; CMD 11
  Feats Great Fortitude
  Skills Fly +7, Perception +9; Racial Modifiers +8 Perception
  ECOLOGY
  Environment warm plains or hills
  Organization solitary, pair, or flock (3–24)
  Treasure none
  Though related to raptors and other birds of prey, vultures 
  mainly feed on carrion they spot or scent from on high. 
  Vultures have weak claws compared to predatory birds, but 
  their sharp and wickedly hooked beaks tear living flesh as 
  readily as the sharpest blade.
  Despite dining on carrion, vultures prefer their corpses 
  newly dead rather than rotten. Some even 
  hunt smaller prey when food is scarce. 
  Vulture, Giant
  A wickedly hooked beak and an immense bald head draw 
  attention from this enormous scavenger’s vast wingspan.
  GIANT VULTURE 
  CR 4
  XP 1,200
  N Large animal 
  Init +2; Senses low-light vision, scent; Perception +13
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 42 (5d8+20)
  Fort +10, Ref +6, Will +3; +4 vs. disease
  OFFENSE
  Speed 10 ft., fly 50 ft. (average)
  Melee bite +9 (2d6+9 plus disease)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 22, Dex 15, Con 18, Int 2, Wis 15, Cha 7
  Base Atk +3; CMB +10; CMD 22
  Feats Great Fortitude, Skill Focus (Perception), Toughness, 
  Weapon Focus (bite)
  Skills Fly +7, Perception +13; Racial Modifiers +4 Perception
  SQ diseased
  ECOLOGY
  Environment warm plains or hills
  Organization solitary, pair, or flock (3–8)
  Treasure none
  SPECIAL ABILITIES
  Diseased (Ex) Due to their filthy eating habits and constant 
  exposure to decaying flesh, giant vultures are harbingers 
  of disease—much more so than the standard vulture. Any 
  creature bitten by a giant vulture has a 10% chance of being 
  exposed to filth fever, blinding sickness, or a similar disease 
  (Core Rulebook 557). Once this check is made, a victim 
  can no longer be infected by this particular giant vulture, 
  though attacks by different giant vultures are resolved 
  normally and may result in multiple illnesses. While 
  vultures aren’t immune to all diseases, they do gain a +4 
  racial bonus on all saving throws against such ailments.
  Larger even than condors, giant vultures dwell only in 
  regions where carrion is both large and plentiful, such as the 
  primeval wildernesses where megafauna roam. They also 
  flock to regions torn by war, feasting on the dead with no 
  concern for allegiance or race. Giant vultures rarely wait for 
  wounded creatures to finish dying before they feed, and are 
  much braver than most wild animals. A giant vulture, for 
  example, wouldn’t think twice about swooping down on a 
  heavily armored column of soldiers just to snatch up a few 
  wounded stragglers from the end of the line.
  A giant vulture stands more than 13 feet tall, has a 
  wingspan of over 30 feet, and weighs 500 to 600 pounds.
  284
  284
  Illustration by Eric Belisle
  
  Wolf-in-Sheep’s-Clothing
  A small forest animal sits motionless atop a worn stump—and 
  then the stump’s face peels open into a maw of sharp teeth.
  WOLF-IN-SHEEP’S-CLOTHING CR 8
  XP 4,800
  N Medium aberration
  Init +4; Senses all-around vision, darkvision 60 ft.; Perception +14
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+11 natural)
  hp 97 (13d8+39)
  Fort +9, Ref +6, Will +10
  OFFENSE
  Speed 5 ft., burrow 5 ft., climb 5 ft.
  Melee bite +12 (1d6+3), 8 tentacles +11 (1d4+1 plus grab and pull)
  Space 5 ft.; Reach 5 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle 1d4+3), implant, pull 
  (tentacle, 5 ft.)
  STATISTICS
  Str 17, Dex 10, Con 17, Int 6, Wis 14, Cha 7
  Base Atk +9; CMB +12 (+16 grapple); CMD 22 (can’t be tripped)
  Feats Great Fortitude, Greater GrappleB, Greater Weapon 
  Focus (tentacle), Improved Initiative, Lightning Reflexes, 
  Multiattack, Skill Focus (Perception), Weapon Focus (tentacle)
  Skills Climb +15, Disguise –1 (+11 as tree stump), Knowledge 
  (nature) +4, Perception +14, Sense Motive +8, Stealth +9; 
  Racial Modifiers +12 Disguise as tree stump
  SQ corpse lure
  ECOLOGY
  Environment any forest
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Corpse Lure (Ex) By setting a corpse atop its stump and 
  riddling the body with small, extruded 
  filaments, a wolf-in-sheep’s-clothing 
  can crudely maneuver the corpse, 
  manipulating it like a puppet. The corpse 
  cannot leave the stump or perform 
  complex actions, but is instead used 
  to lure larger prey within range of the 
  wolf-in-sheep’s-clothing’s tentacles. The 
  largest corpse a wolf-in-sheep’s-clothing 
  can manipulate in this fashion is two size 
  categories smaller than itself (thus Tiny 
  creatures for a Medium wolf-in-
  sheep’s-clothing). When a 
  wolf-in-sheep’s-clothing 
  uses a corpse like this, 
  it gains a +8 bonus on 
  Disguise checks beyond 
  its normal racial bonus.
  Implant (Ex) A wolf-in-sheep’s-clothing can infest a creature 
  with its eggs in one of two ways. A creature that eats a carcass 
  used by the monster as a corpse lure automatically becomes 
  implanted. Alternatively, up to once per day, a wolf-in-
  sheep’s-clothing can implant an egg into a helpless or pinned 
  creature as part of a grapple action. The target can resist being 
  implanted with a DC 19 Fortitude save, but if it fails, the seed 
  gestates and becomes a self-aware creature that slowly steals 
  nourishment from its host before finally exploding free of its 
  host’s gut. The parasite can be cut free of the host’s belly with 
  a DC 25 Heal check, which takes 1 hour and deals 3d6 slashing 
  damage regardless of success or failure. Remove disease (or any 
  similar effect) also kills an implanted egg.
  Wolf-in-Sheep’s-Clothing Egg: Infestation—ingestion; 
  save Fort 19; onset 1 day; frequency 1/day; effect 1d4 Str 
  damage until host reaches 0, then 3d6 damage as parasite 
  bursts free; cure 3 consecutive saves. The save DC is 
  Constitution-based.
  A wolf-in-sheep’s-clothing appears at first to be little more 
  than a tree stump sitting in a clearing, perhaps with a 
  small animal sitting atop it. Only when a predator comes 
  close does it become clear that the small animal is in fact 
  long dead, given false life by tendrils springing up through 
  its form, but by then it’s too late, as the wolf-in-sheep’s-
  clothing drags the would-be hunter into its waiting maw.
  Though intelligent, these monsters see little need for 
  the company of others. Their method of reproduction is 
  as hideous as their tactic of using corpses as lures, for 
  they implant their parasitic eggs in living hosts, giving 
  their spawn a fresh meal to eat upon hatching.
  A wolf-in-sheep’s-clothing is usually about 4 to 5 feet 
  across and weighs 200 pounds.
  285
  285
  Illustration by Damien Mammoliti
  Vulture–Wolf-in-Sheep’s-Clothing
  Vulture–Wolf-in-Sheep’s-Clothing
  
  Yithian
  This bizarre creature has a conical body topped with four tentacles 
  tipped with pincers, tubes, and a tentacled, spherical head.
  YITHIAN 
  CR 9
  XP 6,400
  LN Large aberration 
  Init +1; Senses all-around vision, blindsense 60 ft., darkvision 
  60 ft.; Perception +25
  DEFENSE
  AC 23, touch 10, flat-footed 22 (+1 Dex, +13 natural, –1 size)
  hp 105 (14d8+42); fast healing 5
  Fort +9, Ref +5, Will +15
  DR 10/magic; Resist acid 10, cold 10, fire 10
  OFFENSE
  Speed 20 ft., climb 10 ft.
  Melee 2 pincers +15 (2d8+9/×3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks amnesia, deadly pincers, mind swap
  Spell-Like Abilities (CL 15th; concentration +19)
  At will—astral projection (self only), detect thoughts  
  (DC 16), hold monster (DC 19), modify memory (DC 18)
  STATISTICS
  Str 22, Dex 13, Con 17, Int 24, 
  Wis 19, Cha 18
  Base Atk +10; CMB +17; CMD 28
  Feats Alertness, Combat 
  Expertise, Great Fortitude, 
  Improved Great Fortitude, 
  Improved Iron Will, Iron Will, Vital Strike
  Skills Climb +14, Diplomacy +18, Heal +18, 
  Knowledge (arcana, engineering, geography, history, 
  planes) +24, Linguistics +24, Perception +25, 
  Sense Motive +22, Use Magic Device +18
  Languages Aklo, Common, Yithian, 20 other 
  languages; telepathy 100 ft.
  SQ scholar
  ECOLOGY
  Environment Any
  Organization 
  solitary, pair, 
  band (3–9), or 
  enclave (10–100)
  Treasure standard
  SPECIAL ABILITIES
  Amnesia (Su) Once per day as a 
  standard action, a yithian can 
  attempt to inflict amnesia 
  on a target it is able 
  to communicate 
  telepathically with. A 
  target can resist this 
  attack with a DC 21 Will save. If the target fails its save, it 
  takes a permanent –4 penalty on Will saving throws and 
  all skill checks, and loses all memories save for those the 
  yithian chooses to leave intact. This effect can be cured by 
  heal or greater restoration. This is a mind-affecting insanity 
  effect. The save DC is Charisma-based.
  Deadly Pincers (Ex) A yithian always applies 1-1/2 times its 
  Strength modifier to damage dealt by its pincer attacks, 
  and deals triple damage on a critical hit. Pincers are primary 
  attacks for yithians.
  Mind Swap (Su) As a full-round action, a yithian can trade 
  minds with another living creature it is able to communicate 
  telepathically with. This functions as magic jar, except the 
  two minds trade bodies. An unwilling target can resist the 
  mind swap with a DC 21 Will save, after which that particular 
  yithian cannot attempt to swap minds with that creature 
  again for 24 hours. The yithian can end the effect of this mind 
  swap at any time and over any distance as a full-round action, 
  instantly returning both minds to the proper bodies—if the 
  yithian wishes, it may attempt to use its amnesia power 
  on the other mind as a free action when it ends the 
  mind swap in this way. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Scholar (Ex) Yithians treat all 
  knowledge skills as class skills.
  Untold eons ago, the yithians 
  inhabited a dying world. 
  To escape their doomed planet, they 
  cast their minds through time and 
  space, eventually coming to rest in the 
  strange, alien bodies they possess today. While 
  these strange beings now reside in 
  a distant galaxy, the yithians 
  make use of their ability 
  to astrally project to 
  explore other planets, 
  eager to find new 
  worlds to explore.
  When 
  a 
  yithian 
  arrives upon a new 
  world, it often swaps 
  minds with the creatures 
  it encounters there so as to experience 
  that world as if it were a native. Those 
  who spend time in a yithian’s body 
  rarely tell of the strange times 
  they have experienced, for yithians 
  guard themselves well, and leave 
  those they use in this 
  manner amnesiacs who 
  remember the truth only 
  as fragmentary nightmares.
  286
  286
  Illustration by Kieran Yanner
  
  Yuki-Onna
  This beautiful but sad-looking woman wears an ornate robe and 
  is surrounded by a whirling mass of snow.
  YUKI-ONNA 
  CR 8
  XP 4,800
  LE Medium undead (cold, incorporeal)
  Init +8; Senses darkvision 60 ft.; Perception +17
  Aura snowstorm (200 ft.)
  DEFENSE
  AC 21, touch 21, flat-footed 16 (+6 deflection, +4 Dex, +1 dodge)
  hp 94 (9d8+54)
  Fort +9, Ref +7, Will +11
  Defensive Abilities incorporeal; Immune cold, undead traits
  Weaknesses vulnerable to fire, snow dependency
  OFFENSE
  Speed  fly 30 ft. (perfect)
  Melee 2 touches +10 (4d6 cold plus chilling touch)
  Special Attacks chilling touch, fascinating gaze
  Spell-Like Abilities (CL 10th; concentration +16)
  Constant—blur
  3/day—cone of cold (DC 21), eyebite (comatose 
  and panicked only, DC 22), ice storm
  STATISTICS
  Str —, Dex 18, Con —, Int 17, 
  Wis 21, Cha 22
  Base Atk +6; CMB +10; 
  CMD 27
  Feats Combat Casting, 
  Dodge, Improved 
  Initiative, Mobility,  
  Spring Attack
  Skills Bluff +15, Fly +12, Intimidate +18, 
  Perception +17, Sense Motive +17, 
  Spellcraft +15, Stealth +16, 
  Survival +14
  Languages Common
  ECOLOGY
  Environment any cold
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Chilling Touch (Su) A yuki-onna’s 
  touch causes 4d6 cold damage. 
  Whenever a creature takes 
  cold damage in this 
  manner, it must make a 
  DC 20 Fortitude save to 
  avoid being staggered 
  by the supernatural 
  cold for 1 round. This duration 
  stacks. The save DC is Charisma-based.
  Fascinating Gaze (Su) Fascinated for 1d4 rounds, 30 feet, Will 
  DC 20 negates. The save DC is Charisma-based.
  Snow Dependency (Ex) A yuki-onna is staggered if she is 
  ever in an area without snow while her snowstorm aura is 
  suppressed or otherwise not functioning.
  Snowstorm (Su) A yuki-onna is surrounded by whirling blasts 
  of snow, even in areas that wouldn’t allow for such weather, 
  that comprise a 200-foot-radius spread. Within this area, the 
  snowfall and wind gusts cause a –4 penalty on Perception 
  checks and ranged attacks. The wind itself blows in a 
  clockwise rotation around the yuki-onna, and functions as 
  severe wind (Core Rulebook 439). A yuki-onna is unaffected by 
  snowstorms or blizzards of any kind. Any effect that causes 
  these winds to drop below severe (such as control weather or 
  control winds) cancels the snowstorm effect entirely.
  A yuki-onna is the restless spirit of a woman who froze 
  to death in the snow and was never given a proper burial. 
  She roams the wilderness, constantly searching 
  for intelligent creatures to kill and always 
  appearing surrounded by swirling mists of 
  snow and ice. Eternally jaded by her unjust 
  departure to the afterlife, a yuki-onna seeks 
  to impose the same cruel fate upon those 
  who still live, particularly men and 
  those who sympathize or cooperate 
  with them. Many foolish individuals 
  are lured to their deaths by a yuki-
  onna’s unparalleled beauty, which 
  remains even as the evil spirit 
  steadily freezes and kills her 
  victims with her powers over frost.
  The transition from life 
  to undeath corrupts a yuki-
  onna’s soul, and even a well-
  intentioned, 
  good-hearted 
  individual who freezes in 
  the snow may become a 
  treacherous yuki-onna. Most 
  yuki-onnas immediately seek 
  out those who wronged them 
  in life, after which they reside 
  in an area near what was their 
  home, haunting and killing 
  anyone who dares to come near. 
  Yuki-onnas hardly ever make their 
  presences known in rural areas with larger 
  populations, and they prefer inhabiting 
  the countryside and wilderness. 
  When a yuki-onna is destroyed, her body 
  melts as though ice, leaving only a small 
  pool of water in its stead. A yuki-onna is 5-1/2 
  feet tall.
  287
  287
  Illustration by Eric Belisle
  Yithian–Yuki-Onna
  Yithian–Yuki-Onna
  
  Zoog
  This skittish amalgam of beast parts has luminous eyes, a rat’s tail, 
  simian appendages, and tendrils extending from a mole-like nose
  ZOOG 
  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 11 (2d10)
  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 1st; concentration –2)
  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 Weapon Finesse
  Skills Acrobatics +12, Climb +12, Perception +5; Racial 
  Modifiers +6 Acrobatics, +6 Climb
  Languages Aklo; speak with animals
  SQ otherworldly touch
  ECOLOGY
  Environment any forest
  Organization solitary, pair, gang (3–14), tribe (15+ plus 
  50% noncombatants)
  Treasure incidental
  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.
  Spiteful, nasty creatures with a taste for the flesh of 
  sentient beings, zoogs lurk in the shadowy, moldering 
  places of the world. Often mistaken merely for 
  otherworldly animals, zoogs possess base intentions 
  and vicious demeanors that set them apart from lowly 
  beasts. Congregating in loose, tribal societies, these 
  sinister creatures claim the depths of dark woodlands or 
  moldy forests as their homes, favoring lands where the 
  boundaries between worlds and planes grow thin and 
  strange creatures—not unlike themselves—slip between 
  reality’s cracks. 
  Although lone zoogs shy away from attacking larger 
  creatures, when zoogs outnumber an invader they launch 
  deadly ambushes, leaping from sagging boughs and 
  hidden dens to swarm foes. Only strangers with quick 
  tongues and items that appeal to zoogs’ interest in magical 
  curiosities might manage to barter for safe passage 
  through zoog territory. While many victims of zoog attacks 
  are consumed on the spot, some less fortunate few are 
  dragged back to the mystical, strangely carved stones that 
  mark the center of zoog communities. There, such captives 
  become the doomed focus of strange ceremonies before 
  being sacrificed to the zoogs’ depraved deities.
  Commonly, zoogs eat fungi and plants, but they also 
  have a taste for the meat of sentient creatures, treating 
  the butchering and consumption of such beings as a rare 
  privilege. Zoogs also detest cats, and go to great lengths to 
  slay felines of any sort and devour them. 
  Occasionally a zoog allows a spellcaster of especial 
  depravity, or with interests in the mysteries of realms and 
  creatures beyond the mortal world, to employ it as a familiar. 
  A spellcaster must have the Improved Familiar feat, be 
  chaotic neutral, and have an arcane caster level of 5th or 
  higher to gain a zoog familiar.
  288
  288
  Illustration by Eric Braddock
  
  Zuvembie
  This withered old corpse has a feral glint in her eyes and clasps a 
  rusty axe in her yellow-nailed hands.
  ZUVEMBIE 
  CR 4
  XP 1,200
  NE Medium undead 
  Init +2; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
  hp 37 (5d8+15)
  Fort +3, Ref +3, Will +6
  Defensive Abilities channel resistance +4; DR 5/piercing; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +4 (1d8+1/�3), claw –1 (1d4) or  
  2 claws +4 (1d4+1)
  Special Attack corpse call (DC 16)
  Spell-Like Abilities (CL 4th; concentration +6)
  At will—darkness
  3/day—ghoul touch, scare (DC 14)
  1/day—animate dead, ray of exhaustion, summon (level 3,  
  1d3 bat or bird swarms [use the same stats], 1d2 
  constrictor snakes, 1d3 venomous snakes, or 1d4 wolves)
  STATISTICS
  Str 13, Dex 14, Con —, Int 11, Wis 14, Cha 15
  Base Atk +3; CMB +4; CMD 17
  Feats Ability Focus (corpse call), Dodge, Toughness
  Skills Bluff +7, Knowledge (arcana) +8, Perception +10, 
  Stealth +14; Racial Modifiers +4 Stealth
  Languages Common (can’t speak)
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard (battleaxe)
  SPECIAL ABILITIES
  Corpse Call (Su) Zuvembies cannot speak, but their strange 
  calls and whistles captivate the minds of those who hear 
  them. Once per day, a zuvembie may call out, and all 
  living creatures with an Intelligence score of 3 or 
  higher within a 100-foot spread must succeed at a 
  DC 16 Will save or move toward the zuvembie using 
  the most direct means possible. If this path leads 
  them into a dangerous area such as through fire 
  or off a cliff, the creatures receive a second saving 
  throw to end the effect before moving into peril. 
  Captivated creatures can take no actions other than to defend 
  themselves. A victim within 5 feet of the zuvembie simply 
  stands and offers no resistance to the zuvembie’s attacks. 
  This effect continues for as long as the zuvembie 
  continues its call as a standard action each round. 
  This is a sonic mind-affecting charm effect, and has no effect 
  on deaf creatures. The save DC is Charisma-based.
  Tied to the dark forces of nature and unholy magic, 
  zuvembies employ fear and the wild creatures of the land 
  to take their vengeance upon the living. Zuvembies appear 
  to be withered, animate corpses but possess ruthless 
  minds and blasphemous vigor. Revenge fuels a zuvembie, 
  a hatefulness directed toward those who wronged it in life. 
  Yet even when the last one who maligned it lies dead, its 
  rage remains, turning against all who live, especially the 
  relatives of the target of its original hate. 
  Most zuvembies willingly performed the vile rituals to 
  attain vengeance through unlife, but the transformation 
  can also be wrought upon a helpless victim. The 
  method of transforming into a zuvembie involves the 
  creation and consumption of a vial of oil of animate 
  dead, plus the performance of additional dark rites 
  that take a day to perform and cost 3,000 gp. The 
  ritual kills the target, who must make a DC 20 Will save. 
  Failure results in the victim’s death, while success means it 
  reanimates as a free-willed zuvembie. 
  Zuvembies stand between 5 and 6 feet tall and 
  rarely weigh over 100 pounds.
  289
  289
  Illustration by Scott Purdy
  Zoog–Zuvembie
  Zoog–Zuvembie
  
  Celestial Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Electricity 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/evil
  11+ 
  15 
  10/evil
  Entropic Creature Defenses
  Hit Dice 
  Resist Acid and Fire 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/lawful
  11+ 
  15 
  10/lawful
  Fiendish Creature Defenses
  Hit Dice 
  Resist Cold and Fire 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/good
  11+ 
  15 
  10/good
  Resolute Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Fire 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/chaotic
  11+ 
  15 
  10/chaotic
  APPENDIX 1: MONSTER CREATION
  Pathfinder RPG Bestiary 3 provides all the information you 
  need to use and quickly modify the monsters presented in 
  this book. For information on creating new monsters, see 
  the Pathfinder RPG Bestiary. Table 1–1: Monster Statistics 
  by CR on the following page is an expanded (up to CR 25) 
  version of the table presented in the original Bestiary. 
  APPENDIX 2: MONSTER ADVANCEMENT
  The following rules allow you to adjust monsters, 
  increasing (or even decreasing) their statistics and abilities 
  while still creating a balanced and fun encounter.
  TEMPLATES
  A template is a set of rules that you apply to a monster 
  to transform it into a different monster. It gives precise 
  directions on how to change the original monster’s 
  statistics to transform it into the new monster.
  Acquired Templates: This kind of template is added to 
  a creature well after its birth or creation.
  Inherited Templates: This kind of template is part of 
  a creature from the beginning of its existence. Creatures 
  are born or created with these templates already in place, 
  and have never known life without them.
  SIMPLE TEMPLATES
  Simple templates can be applied during the game with 
  minimal effort. All simple templates have two categories 
  of changes. The “quick rules” present a fast way to modify 
  die rolls made in play to simulate the template’s effects 
  without actually rebuilding the stat block—this method 
  works well for summoned creatures. The “rebuild rules” 
  list the exact changes you make to the base stat block if 
  you have the time to completely rebuild it—this method 
  works best when you have time during game preparation 
  to build full stat blocks. The two methods result in 
  creatures of similar, if not identical, abilities.
  Advanced Creature (CR +1)
  Creatures with the advanced template are fiercer and 
  more powerful than their ordinary cousins. 
  Quick Rules: +2 on all rolls (including damage rolls) 
  and special ability DCs; +4 to AC and CMD; +2 hp/HD.
  Rebuild Rules: AC increase natural armor by +2; Ability 
  Scores +4 to all ability scores.
  Celestial Creature (CR +0 or +1)
  Celestial creatures dwell in the higher planes, but can 
  be summoned using spells such as summon monster and 
  planar ally. A celestial creature’s CR increases by +1 only if 
  the base creature has 5 or more HD. A celestial creature’s 
  quick and rebuild rules are the same.
  Rebuild Rules: Senses gains darkvision 60 ft.; 
  Defensive Abilities gains DR and energy resistance as 
  noted on the table; SR gains SR equal to new CR +5; 
  Special Attacks smite evil 1/day as a swift action (adds 
  Cha bonus on attack rolls and damage bonus equal to 
  HD against evil foes; smite persists until the target is 
  dead or the celestial creature rests).
  Entropic Creature (CR +0 or +1)
  Creatures with the entropic template live in planes where 
  chaos is paramount. They can be summoned using spells 
  such as summon monster and planar ally. An entropic creature’s 
  CR increases by +1 only if the base creature has 5 or more HD. 
  An entropic creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses gains darkvision 60 ft.; 
  Defensive Abilities gains DR and energy resistance as 
  noted on the table; SR gains SR equal to new CR +5; 
  Special Attacks smite law 1/day as a swift action (adds 
  Cha bonus on attack rolls and damage bonus equal to 
  HD against lawful foes; smite persists until the target is 
  dead or the entropic creature rests).
  Fiendish Creature (CR +0 or +1)
  Creatures with the fiendish template live in the Lower 
  Planes, such as the Abyss and Hell, but can be summoned 
  using spells such as summon monster and planar ally. 
  290
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  Table 1–1: Monster Statistics by CR
    
  Hit 
  Armor 
  High 
  Low 
  Average Damage 
  Primary 
  Secondary 
  Good 
  Poor
  CR 
  Points 
  Class 
  Attack 
  Attack 
  High 
  Low 
  Ability DC 
  Ability DC 
  Save 
  Save
  1/2 
  10 
  11 
  1 
  0 
  4 
  3 
  11 
  8 
  3 
  0
  1  
  15 
  12 
  2 
  1 
  7 
  5 
  12 
  9 
  4 
  1
  2  
  20 
  14 
  4 
  3 
  10 
  7 
  13 
  9 
  5 
  1
  3  
  30 
  15 
  6 
  4 
  13 
  9 
  14 
  10 
  6 
  2
  4  
  40 
  17 
  8 
  6 
  16 
  12 
  15 
  10 
  7 
  3
  5  
  55 
  18 
  10 
  7 
  20 
  15 
  15 
  11 
  8 
  4
  6  
  70 
  19 
  12 
  8 
  25 
  18 
  16 
  11 
  9 
  5
  7  
  85 
  20 
  13 
  10 
  30 
  22 
  17 
  12 
  10 
  6
  8  
  100 
  21 
  15 
  11 
  35 
  26 
  18 
  12 
  11 
  7
  9  
  115 
  23 
  17 
  12 
  40 
  30 
  18 
  13 
  12 
  8
  10 
  130 
  24 
  18 
  13 
  45 
  33 
  19 
  13 
  13 
  9
  11  
  145 
  25 
  19 
  14 
  50 
  37 
  20 
  14 
  14 
  10
  12 
  160 
  27 
  21 
  15 
  55 
  41 
  21 
  15 
  15 
  11
  13  
  180 
  28 
  22 
  16 
  60 
  45 
  21 
  15 
  16 
  12
  14 
  200 
  29 
  23 
  17 
  65 
  48 
  22 
  16 
  17 
  12
  15  
  220 
  30 
  24 
  18 
  70 
  52 
  23 
  16 
  18 
  13
  16 
  240 
  31 
  26 
  19 
  80 
  60 
  24 
  17 
  19 
  14
  17  
  270 
  32 
  27 
  20 
  90 
  67 
  24 
  18 
  20 
  15
  18 
  300 
  33 
  28 
  21 
  100 
  75 
  25 
  18 
  20 
  16
  19  
  330 
  34 
  29 
  22 
  110 
  82 
  26 
  19 
  21 
  16
  20 
  370 
  36 
  30 
  23 
  120 
  90 
  27 
  20 
  22 
  17
  21  
  400 
  37 
  31 
  24 
  130 
  98 
  27 
  20 
  23 
  18
  22 
  440 
  39 
  32 
  25 
  140 
  105 
  28 
  21 
  23 
  18
  23  
  480 
  40 
  33 
  26 
  150 
  113 
  29 
  22 
  24 
  19
  24 
  520 
  42 
  35 
  27 
  165 
  124 
  30 
  23 
  25 
  20
  25  
  560 
  43 
  36 
  28 
  180 
  135 
  30 
  24 
  26 
  21
  A fiendish creature’s CR increases by +1 only if the base 
  creature has 5 or more HD. A fiendish creature’s quick and 
  rebuild rules are the same.
  Rebuild Rules: Senses gains darkvision 60 ft.; Defensive 
  Abilities gains DR and energy resistance as noted on the 
  table; SR gains SR equal to new CR +5; Special Attacks smite 
  good 1/day as a swift action (adds Cha bonus on attack rolls 
  and damage bonus equal to HD against good foes; smite 
  persists until target is dead or the fiendish creature rests).
  Giant Creature (+1)
  Creatures with the giant template are larger and stronger 
  than their normal-sized kin. This template cannot be 
  applied to creatures that are Colossal.
  Quick Rules: +2 on all rolls based on Str or Con, +2 hp/
  HD, –1 penalty on all rolls based on Dex.
  Rebuild Rules: Size increase by one category; AC increase 
  natural armor by +3; Attacks increase dice rolled by 1 step; 
  Ability Scores +4 size bonus to Str and Con, –2 Dex.
  Resolute Creature (CR +0 or +1)
  Creatures with the resolute template live in planes where 
  law is paramount. They can be summoned using spells such 
  as summon monster and planar ally. A resolute creature’s CR 
  increases by +1 only if the base creature has 5 or more HD. 
  A resolute creature’s quick and rebuild rules are the same.
  Rebuild Rules: Senses gains darkvision 60 ft.; Defensive 
  Abilities gains DR and energy resistance as noted on the 
  table; SR gains SR equal to new CR +5; Special Attacks smite 
  chaos 1/day as a swift action (adds Cha bonus on attack rolls 
  and damage bonus equal to HD against chaotic foes; smite 
  persists until target is dead or the resolute creature rests).
  Young Creature (CR –1)
  Creatures with the young template are immature 
  specimens of the base creature. You can also use this 
  simple template to easily create a smaller variant of a 
  monster. This template cannot be applied to creatures 
  that increase in power through aging or feeding (such as 
  dragons or barghests) or creatures that are Fine-sized.
  Quick Rules: +2 on all Dex-based rolls, –2 on all other 
  rolls, –2 hp/HD.
  Rebuild Rules: Size decrease by one category; AC reduce 
  natural armor by –2 (minimum +0); Attacks decrease 
  damage dice by 1 step; Ability Scores –4 Strength, –4 Con, 
  +4 size bonus to Dex.
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  Appendices
  Appendices
  
  APPENDIX 3: GLOSSARY
  This appendix includes the Universal Monster Rules, 
  Creature Types, and Creature Subtypes.
  UNIVERSAL MONSTER RULES
  The following rules are standard and are referenced (but 
  not repeated) in monster stat blocks. Each rule includes a 
  format guide for how it appears in a monster’s listing and 
  its location in the stat block.
  Ability Damage and Drain (Ex or Su) Some attacks 
  or special abilities cause ability damage or drain, 
  reducing the designated ability score by the listed 
  amount. Ability damage can be healed naturally. Ability 
  drain is permanent and can only be restored through 
  magic. Format: 1d4 Str drain; Location: Special Attacks or 
  individual attacks.
  All-Around Vision (Ex) The creature sees in all 
  directions at once. It cannot be flanked. Format: all-
  around vision; Location: Defensive Abilities.
  Amorphous (Ex) The creature’s body is malleable and 
  shapeless. It is immune to precision damage (like sneak 
  attacks) and critical hits. Format: amorphous; Location: 
  Defensive Abilities.
  Amphibious (Ex) Creatures with this special quality 
  have the aquatic subtype, but they can survive indefinitely 
  on land. Format: amphibious; Location: SQ.
  Attach (Ex) The creature automatically latches onto its 
  target when it successfully makes the listed attack. The 
  creature is considered grappling, but the target is not. 
  The target can attack or grapple the creature as normal, 
  or break the attach with a successful grapple or Escape 
  Artist check. Most creatures with this ability have a racial 
  bonus to maintain a grapple (listed in its CMB entry). 
  Format: attach; Location: individual attacks.
  Bleed (Ex) A creature with this ability causes wounds 
  that continue to bleed, dealing the listed damage each 
  round at the start of the affected creature’s turn. This 
  bleeding can be stopped by a successful DC 15 Heal skill 
  check or through the application of any magical healing. 
  The amount of damage each round is determined in the 
  creature’s entry. Format: bleed (2d6); Location: Special 
  Attacks and individual attacks.
  Blindsense (Ex) Using nonvisual senses, such as acute 
  smell or hearing, a creature with blindsense notices 
  things it cannot see. The creature usually does not need 
  to make Perception checks to pinpoint the location of a 
  creature within range of its blindsense ability, provided 
  that it has line of effect to that creature. Any opponent 
  the creature cannot see still has total concealment from 
  the creature with blindsense, and the creature still has 
  the normal miss chance when attacking foes that have 
  concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is 
  still denied its Dexterity bonus to Armor Class against 
  attacks from creatures it cannot see. Format: blindsense 
  60 ft.; Location: Senses.
  Blindsight (Ex) This ability is similar to blindsense, 
  but is far more discerning. Using nonvisual senses, such 
  as sensitivity to vibrations, keen smell, acute hearing, or 
  echolocation, a creature with blindsight maneuvers and 
  fights as well as a sighted creature. Invisibility, darkness, 
  and most kinds of concealment are irrelevant, though the 
  creature must have line of effect to a creature or object 
  to discern that creature or object. The ability’s range is 
  specified in the creature’s descriptive text. The creature 
  usually does not need to make Perception checks to notice 
  creatures within this range. Unless noted otherwise, 
  blindsight is continuous, and the creature need do 
  nothing to use it. Some forms of blindsight, however, 
  must be triggered as a free action. If so, this is noted 
  in the creature’s description. If a creature must trigger 
  its blindsight ability, the creature gains the benefits of 
  blindsight only during its turn. Format: blindsight 60 ft.; 
  Location: Senses.
  Blood Drain (Ex) The creature drains blood at the end 
  of its turn if it grapples a foe, inflicting Constitution 
  damage. Format: blood drain (1d2 Constitution); Location: 
  Special Attacks.
  Breath Weapon (Su) Some creatures can exhale a cone, 
  line, or cloud of energy or other magical effects. A breath 
  weapon attack usually deals damage and is often based 
  on some type of energy. Breath weapons allow a Reflex 
  save for half damage (DC 10 + 1/2 the breathing creature’s 
  racial HD + the breathing creature’s Con modifier; the 
  exact DC is given in the creature’s descriptive text). A 
  creature is immune to its own breath weapon unless 
  otherwise noted. Some breath weapons allow a Fortitude 
  save or a Will save instead of a Reflex save. Each breath 
  weapon also includes notes on how often it can be used, 
  even if this number is limited in times per day. Format: 
  breath weapon (60-ft. cone, 8d6 fire damage, Reflex DC 20 
  for half, usable every 1d4 rounds); Location: Special Attacks; if 
  the breath is more complicated than damage, it also appears 
  under Special Abilities with its own entry.
  Burn (Ex) A creature with the burn special attack deals 
  fire damage in addition to damage dealt on a successful 
  hit in melee. A creature affected by the burn ability must 
  also succeed at a Reflex save or catch fire, taking the 
  listed damage at the start of its turn for an additional 1d4 
  rounds (DC 10 + 1/2 the attacking creature’s racial HD + the 
  attacking creature’s Con modifier). A burning creature 
  can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit the monster with natural weapons or 
  unarmed attacks take fire damage as though hit by the 
  monster’s burn attack and must make a Reflex save to 
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  avoid catching on fire (see page 444 of the Pathfinder RPG 
  Core Rulebook). Format: burn (2d6, DC 15); Location: Special 
  Attacks and individual attacks.
  Capsize (Ex) A creature with this special quality can 
  attempt to capsize a boat or a ship by ramming it as a 
  charge attack and making a combat maneuver check. 
  The DC of this check is 25, or the result of the captain’s 
  Profession (sailor) check, whichever is higher. For each size 
  category the ship is larger than the creature attempting to 
  capsize it, the creature attempting to capsize the ship takes 
  a cumulative –10 penalty on its combat maneuver check. 
  Format: capsize; Location: special attacks. 
  Change Shape (Su) A creature with this special quality 
  has the ability to assume the appearance of a specific 
  creature or type of creature (usually a humanoid), but 
  retains most of its own physical qualities. The creature 
  cannot change shape to a form more than one size 
  category smaller or larger than its original form. This 
  ability functions as a polymorph spell, the type of which 
  is listed in the creature’s description, but the creature 
  does not adjust its ability scores (although it gains any 
  other abilities of the creature it mimics). Unless otherwise 
  stated, it can remain in an alternate form indefinitely. 
  Some creatures, such as lycanthropes, can transform into 
  unique forms with special modifiers and abilities. These 
  creatures do adjust their ability scores, as noted in their 
  descriptions. Format: change shape (wolf; beast form I); 
  Location: SQ, and in Special Abilities for creatures with 
  a unique listing.
  Channel Resistance (Ex) A creature with this special 
  quality (usually an undead) is less easily affected by 
  channeled negative or positive energy. The creature 
  adds the listed bonus on saves made to resist the effects 
  of channel energy, including effects that rely on the use 
  of channel energy (such as the Command Undead feat). 
  Format: channel resistance +4; Location: Defensive Abilities.
  Compression (Ex) The creature can move through an 
  area as small as one-quarter its space without squeezing 
  or one-eighth its space when squeezing. Format: 
  compression; Location: SQ.
  Constrict (Ex) A creature with this special attack can 
  crush an opponent, dealing bludgeoning damage, when 
  it makes a successful grapple check (in addition to any 
  other effects caused by a successful check, including 
  additional damage). The amount of damage is given in 
  the creature’s entry and is typically equal to the amount 
  of damage caused by the creature’s melee attack. Format: 
  constrict (1d8+6); Location: Special Attacks.
  Construct Traits (Ex) Constructs are immune to 
  death effects, disease, mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  necromancy effects, paralysis, poison, sleep, stun, and 
  any effect that requires a Fortitude save (unless the effect 
  also works on objects, or is harmless). Constructs are 
  not subject to nonlethal damage, ability damage, ability 
  drain, fatigue, exhaustion, or energy drain. Constructs 
  are not at risk of death from massive damage. Format: 
  construct traits; Location: Immune.
  Curse (Su) A creature with this ability bestows a curse 
  upon its enemies. The effects of the curse, including its 
  save, frequency, and cure, are included in the creature’s 
  description. If a curse allows a saving throw, it is usually 
  a Will save (DC 10 + 1/2 the cursing creature’s racial HD + 
  the creature’s Cha modifier; the exact DC is given in the 
  creature’s descriptive text). Curses can be removed through 
  remove curse and similar effects. Format: Curse Name (Su) 
  Slam—contact; save Will DC 14, frequency 1 day, effect 1d4 
  Str drain; Location: Special Attacks and individual attacks.
  Damage Reduction (Ex or Su) A creature with this special 
  quality ignores damage from most weapons and natural 
  attacks. Wounds heal immediately, or the weapon bounces 
  off harmlessly (in either case, the opponent knows the 
  attack was ineffective). The creature takes normal damage 
  from energy attacks (even nonmagical ones), spells, spell-
  like abilities, and supernatural abilities. A certain kind of 
  weapon can sometimes damage the creature normally, as 
  noted below.
  The entry indicates the amount of damage ignored 
  (usually 5 to 15 points) and the type of weapon that negates 
  the ability. 
  Some monsters are vulnerable to piercing, bludgeoning, 
  or slashing damage. Others are vulnerable to certain 
  materials, such as adamantine, alchemical silver, or cold-
  forged iron. Attacks from weapons that are not of the 
  correct type or made of the correct material have their 
  damage reduced, although a high enhancement bonus 
  can overcome some forms of damage reduction.
  Some monsters are vulnerable to magic weapons. Any 
  weapon with at least a +1 magical enhancement bonus on 
  attack and damage rolls overcomes the damage reduction 
  of these monsters. Such creatures’ natural weapons (but 
  not their attacks with weapons) are treated as magic 
  weapons for the purpose of overcoming damage reduction.
  A few very powerful monsters are vulnerable only to 
  epic weapons—that is, magic weapons with at least a +6 
  enhancement bonus. Such creatures’ natural weapons are 
  also treated as epic weapons for the purpose of overcoming 
  damage reduction.
  Some monsters are vulnerable to good-, evil-, chaotic-, 
  or lawful-aligned weapons, such as from an align weapon 
  spell or the holy magical weapon property. A creature 
  with an alignment subtype (chaotic, evil, good, or lawful) 
  can overcome this type of damage reduction with its 
  natural weapons and weapons it wields as if the weapons 
  or natural weapons had an alignment (or alignments) 
  that matched the subtype(s) of the creature. 
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  Appendices
  Appendices
  
  When a damage reduction entry has a dash (—) after 
  the slash, no weapon negates the damage reduction.
  A few creatures are harmed by more than one kind 
  of weapon, such as “cold iron or magic.” A weapon that 
  deals damage of either of these types overcomes this 
  damage reduction.
  A few other creatures require combinations of different 
  types of attacks to overcome their damage reduction (such 
  as “magic and silver”), and a weapon must be both types to 
  overcome this type of damage reduction. A weapon that is 
  only one type is still subject to damage reduction.
  Format: DR 5/silver; Location: Defensive Abilities.
  Disease (Ex or Su) A creature with this ability causes 
  disease in those it contacts. The effects of the disease, 
  including its save, frequency, and cure, are included in 
  the creature’s description. The saving throw to negate the 
  disease is usually a Fort save (DC 10 + 1/2 the infecting 
  creature’s racial HD + the creature’s Con modifier; the 
  exact DC is given in the creature’s descriptive text). 
  Disease can be removed through remove disease and 
  similar effects. Format: Disease Name (Ex) Bite—injury; 
  save Fort DC 15, onset 1d3 days, frequency 1 day, effect 1 Con 
  damage, cure 2 consecutive saves; Location: Special Attacks 
  and individual attacks.
  Distraction (Ex) A creature with this ability can 
  nauseate the creatures that it damages. Any living 
  creature that takes damage from a creature with the 
  distraction ability is nauseated for 1 round; a Fortitude 
  save (DC 10 + the 1/2 creature’s HD + the creature’s Con 
  modifier) negates the effect. Format: distraction (DC 14); 
  Location: Special Attacks.
  Earth Glide (Ex) When the creature burrows, it can 
  pass through stone, dirt, or almost any other sort of earth 
  except metal as easily as a fish swims through water. If 
  protected against fire damage, it can even glide through 
  lava. Its burrowing leaves behind no tunnel or hole, nor 
  does it create any ripple or other sign of its presence. A 
  move earth spell cast on an area containing the burrowing 
  creature flings it back 30 feet, stunning it for 1 round 
  unless it succeeds at a DC 15 Fortitude save. Format: earth 
  glide; Location: Speed.
  Energy Drain (Su) This attack saps a living opponent’s 
  vital energy and happens automatically when a melee or 
  ranged attack hits. Each successful energy drain bestows 
  one or more negative levels (the creature’s description 
  specifies how many). If an attack that includes an energy 
  drain scores a critical hit, it bestows twice the listed 
  number of negative levels. Unless otherwise specified 
  in the creature’s description, a draining creature gains 
  5 temporary hit points for each negative level it bestows 
  on an opponent. These temporary hit points last for a 
  maximum of 1 hour. Negative levels remain until 24 hours 
  have passed or until they are removed with a spell such 
  as restoration. If a negative level is not removed before 24 
  hours have passed, the affected creature must attempt a 
  Fortitude save (DC 10 + 1/2 the draining creature’s racial 
  HD + the draining creature’s Cha modifier; the exact DC 
  is given in the creature’s descriptive text). On a success, 
  the negative level goes away with no harm to the creature. 
  On a failure, the negative level becomes permanent. A 
  separate saving throw is required for each negative level. 
  Format: energy drain (2 levels, DC 18); Location: Special 
  Attacks and individual attacks.
  Engulf (Ex) The creature can engulf creatures in its 
  path as part of a standard action. It cannot make other 
  attacks during a round in which it engulfs. The creature 
  merely has to move over its opponents, affecting as many 
  as it can cover. Targeted creatures can make attacks of 
  opportunity against the creature, but if they do so, they 
  are not entitled to a saving throw against the engulf 
  attack. Those who do not attempt attacks of opportunity 
  can attempt a Reflex save to avoid being engulfed—on 
  a success, they are pushed back or aside (target’s choice) 
  as the creature moves forward. Engulfed opponents 
  gain the pinned condition, are in danger of suffocating, 
  are trapped within the creature’s body until they are 
  no longer pinned, and may be subject to other special 
  attacks from the creature. The save DC is Strength-based. 
  Format: engulf (DC 12, 1d6 acid and paralysis); Location: 
  Special Attacks.
  Entrap (Ex or Su) The creature has an ability that 
  restricts another creature’s movement, usually with a 
  physical attack such as ice, mud, lava, or webs. The target 
  of an entrap attack must make a Fortitude save or become 
  entangled for the listed duration. If a target is already 
  entangled by this ability, a second entrap attack means 
  the target must make a Fortitude save or become helpless 
  for the listed duration. The save DCs are Constitution-
  based. A target made helpless by this ability is conscious 
  but can take no physical actions (except attempting to 
  break free) until the entrapping material is removed. 
  The target can use spells with only verbal components or 
  spell-like abilities if it can make a DC 20 concentration 
  check. An entangled creature can make a Strength check 
  (at the same DC as the entrap saving throw DC) as a full-
  round action to break free; the DC for a helpless creature 
  is +5 greater than the saving throw DC. Destroying the 
  entrapping material frees the creature. Format: entrap 
  (DC 13, 1d10 minutes, hardness 5, hp 10); Location: special 
  attacks and individual attacks.
  Fast Healing (Ex) A creature with fast healing regains 
  hit points at an exceptional rate, usually 1 or more hit 
  points per round, as given in the creature’s entry. 
  Except where noted here, fast healing is just like natural 
  healing. Fast healing does not restore hit points lost 
  from starvation, thirst, or suffocation, nor does it allow 
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  a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit 
  points) until a creature dies, at which point the effects 
  of fast healing end immediately. Format: fast healing 5; 
  Location: hp.
  Fast Swallow (Ex) The creature can use its swallow 
  whole ability as a free action at any time during its turn, 
  not just at the start of its turn. Format: fast swallow; 
  Location: Special Attacks.
  Fear (Su or Sp) Fear attacks can have various effects.
  Fear Aura (Su) The use of this ability is a free action. The 
  aura can freeze an opponent (as in the case of a mummy’s 
  despair) or function like the fear spell. Other effects are 
  possible. A fear aura is an area effect. The descriptive text 
  gives the size and kind of the area.
  Fear Cone (Sp) and Ray (Su) These effects usually work 
  like the fear spell. If a fear effect allows a saving throw, it 
  is a Will save (DC 10 + 1/2 the fearsome creature’s racial 
  HD + the creature’s Cha modifier; the exact DC is given 
  in the creature’s descriptive text). All fear attacks are 
  mind-affecting fear effects.
  Format: fear aura (30 ft., DC 17); Location: Aura.
  Format: fear cone (50 ft., DC 19); Location: Special Attacks.
  Ferocity (Ex) A creature with ferocity remains conscious 
  and can continue fighting even if its hit point total is 
  below 0. The creature is still staggered and loses 1 hit point 
  each round. The creature still dies when its hit point total 
  reaches a negative amount equal to its Constitution score. 
  Format: ferocity; Location: Defensive Abilities.
  Flight (Ex, Sp, or Su) A creature with this ability can 
  cease or resume flight as a free action. If the creature 
  has wings, flight is an extraordinary ability. Otherwise, 
  it is spell-like or supernatural, and it is ineffective in an 
  antimagic field; the creature loses its ability to fly for 
  as long as the antimagic effect persists. Format: fly 30 ft. 
  (average); Location: Speed.
  Freeze (Ex) The creature can hold itself so still it 
  appears to be an inanimate object of the appropriate 
  shape (a statue, patch of fungus, and so on). The creature 
  can take 20 on its Stealth check to hide in plain sight as 
  this kind of inanimate object. Format: freeze; Location: SQ.
  Frightful Presence (Ex) This special quality makes a 
  creature’s very presence unsettling to foes. Activating this 
  ability is a free action that is usually part of an attack or 
  charge. Opponents within range who witness the action 
  may become frightened or shaken. The range is usually 
  30 feet, and the duration is usually 5d6 rounds. This 
  ability affects only opponents with fewer Hit Dice than 
  the creature has. An opponent can resist the effects with 
  a successful Will save (DC 10 + 1/2 the frightful creature’s 
  racial HD + the frightful creature’s Cha modifier; the exact 
  DC is given in the creature’s descriptive text). On a failed 
  save, the opponent is shaken, or panicked if it has 4 Hit Dice 
  or fewer. An opponent that succeeds at the saving throw is 
  immune to that same creature’s frightful presence for 24 
  hours. Frightful presence is a mind-affecting fear effect. 
  Format: frightful presence (60 ft., DC 21); Location: Aura.
  Gaze (Su) A gaze attack takes effect when foes look at 
  the attacking creature’s eyes. The attack can have any sort 
  of effect; petrification, death, and charm are common. 
  The typical range is 30 feet. The type of saving throw for 
  a gaze attack is usually a Will or Fortitude save (DC 10 + 
  the 1/2 gazing creature’s racial HD + the gazing creature’s 
  Cha modifier; the exact DC is given in the creature’s text). 
  A successful saving throw negates the effect. A monster’s 
  gaze attack is described in abbreviated form in its 
  description. Each opponent within range of a gaze attack 
  must attempt a saving throw each round at the beginning 
  of his or her turn in the initiative order. Opponents can 
  avoid the need to make the saving throw by not looking at 
  the creature, in one of two ways. 
  Averting Eyes: The opponent avoids looking at the 
  creature’s face, instead looking at its body, watching 
  its shadow, tracking it in a reflective surface, etc. Each 
  round, the opponent has a 50% chance to avoid having to 
  make a saving throw against the gaze attack. The creature 
  with the gaze attack, however, gains concealment from 
  that opponent.
  Wearing a Blindfold: The foe cannot see the creature at 
  all (also possible to achieve by turning one’s back on the 
  creature or shutting one’s eyes) and does not have to make 
  saving throws against the gaze. However, the creature with 
  the gaze attack gains total concealment from the opponent. 
  A creature with a gaze attack can actively gaze as an 
  attack action by choosing a target within range. That 
  opponent must attempt a saving throw but can try to 
  avoid this as described above. Thus, it is possible for an 
  opponent to save against a creature’s gaze twice during 
  the same round, once before the opponent’s action and 
  once during the creature’s turn. 
  Gaze attacks can affect ethereal opponents. A creature 
  is immune to the gaze attacks of others of its kind unless 
  otherwise noted. Allies of a creature with a gaze attack 
  might be affected; these allies are considered to be 
  averting their eyes from the creature with the gaze attack, 
  and have a 50% chance to not need to make a saving throw 
  against the gaze attack each round.  The creature can also 
  veil its eyes, thus negating its gaze ability.
  Format: gaze; Location: Special Attacks.
  Grab (Ex) If a creature with this special attack hits with 
  the indicated attack (usually a claw or bite attack), it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. The 
  creature has the option to conduct the grapple normally, or 
  simply to use the part of its body it used in the grab to hold 
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  the opponent. If it chooses to do the latter, it takes a –20 
  penalty on its combat maneuver check to make and maintain 
  the grapple, but does not gain the grappled condition itself. 
  A successful hold does not deal any extra damage unless 
  the creature also has the constrict special attack. If the 
  creature does not constrict, each successful grapple check 
  it makes during successive rounds automatically deals the 
  damage indicated for the attack that established the hold. 
  Otherwise, it deals constriction damage as well (the amount 
  is given in the creature’s descriptive text).
  Creatures with grab receive a +4 bonus on combat 
  maneuver checks made to start and maintain a grapple.
  Unless otherwise noted, grab works only against 
  opponents no larger than the same size category as the 
  creature. If the creature can use grab on sizes other than the 
  default, this is noted in the creature’s Special Attacks line.
  Format: grab; Location: individual attacks.
  Format: grab (Colossal); Location: Special Attacks.
  Heat (Ex) The creature generates so much heat that its 
  mere touch deals additional fire damage. The creature’s 
  metallic melee weapons also conduct this heat. Format: 
  heat (1d6 fire); Location: Special Attacks.
  Hold Breath (Ex) The creature can hold its breath for 
  a number of minutes equal to 6 times its Constitution 
  score before it risks drowning. Format: hold breath; 
  Location: SQ.
  Immunity (Ex or Su) A creature with immunities 
  takes no damage from listed sources. Immunities can 
  also apply to afflictions, conditions, spells (based on 
  school, level, or save type), and other effects. A creature 
  that is immune does not suffer from these effects, or any 
  secondary effects that are triggered due to an immune 
  effect. Format: Immune acid, fire, paralysis; Location: 
  Defensive Abilities.
  Incorporeal 
  (Ex) 
  An 
  incorporeal 
  creature 
  has 
  no physical body. It can be harmed only by other 
  incorporeal creatures, magic weapons or creatures that 
  strike as magic weapons, and spells, spell-like abilities, 
  or supernatural abilities. It is immune to all nonmagical 
  attack forms. Even when hit by spells or magic weapons, 
  it takes only half damage from a corporeal source. 
  Although it is not a magical attack, holy water affects 
  incorporeal undead. Corporeal spells and effects that do 
  not cause damage only have a 50% chance of affecting an 
  incorporeal creature (except for channel energy). Force 
  spells and effects, such as from a magic missile, affect an 
  incorporeal creature normally.
  An incorporeal creature has no natural armor bonus 
  but has a deflection bonus equal to its Charisma bonus 
  (minimum +1, even if the creature’s Charisma score does 
  not normally provide a bonus). 
  An incorporeal creature can enter or pass through solid 
  objects, but must remain adjacent to the object’s exterior, 
  and so cannot pass entirely through an object whose 
  space is larger than its own. It can sense the presence of 
  creatures or objects within a square adjacent to its current 
  location, but enemies have total concealment (50% miss 
  chance) from an incorporeal creature that is inside an 
  object. In order to see beyond the object it is in and attack 
  normally, the incorporeal creature must emerge. An 
  incorporeal creature inside an object has total cover, but 
  when it attacks a creature outside the object it only has 
  cover, so a creature outside with a readied action could 
  strike at it as it attacks. An incorporeal creature cannot 
  pass through a force effect.
  An incorporeal creature’s attacks pass through (ignore) 
  natural armor, armor, and shields, although deflection 
  bonuses and force effects (such as mage armor) work 
  normally against it. Incorporeal creatures pass through 
  and operate in water as easily as they do in air. Incorporeal 
  creatures cannot fall or take falling damage. Incorporeal 
  creatures cannot make trip or grapple attacks, nor can 
  they be tripped or grappled. In fact, they cannot take 
  any physical action that would move or manipulate an 
  opponent or its equipment, nor are they subject to such 
  actions. Incorporeal creatures have no weight and do not 
  set off traps that are triggered by weight.
  An incorporeal creature moves silently and cannot be 
  heard with Perception checks if it doesn’t wish to be. It has 
  no Strength score, so its Dexterity modifier applies to its 
  melee attacks, ranged attacks, and CMB. Nonvisual senses, 
  such as scent and blindsight, are either ineffective or only 
  partly effective with regard to incorporeal creatures. 
  Incorporeal creatures have an innate sense of direction 
  and can move at full speed even when they cannot see.
  Format: incorporeal; Location: Defensive Abilities.
  Jet (Ex) The creature can swim backward as a full-round 
  action at the listed speed. It must move in a straight line 
  while jetting, and does not provoke attacks of opportunity 
  when it does so. Format: jet (200 ft.); Location: Speed.
  Keen Scent (Ex) The creature can notice other creatures 
  by scent in a 180-foot radius underwater and can detect 
  blood in the water at ranges of up to a mile. Format: keen 
  senses; Location: Senses.
  Lifesense (Su) The creature notices and locates living 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability. Format: lifesense; Location: Senses.
  Light Blindness (Ex) Creatures with light blindness 
  are blinded for 1 round if exposed to bright light, such as 
  sunlight or the daylight spell. Such creatures are dazzled 
  as long as they remain in areas of bright light. Format: 
  light blindness; Location: Weaknesses.
  Light Sensitivity (Ex) Creatures with light sensitivity 
  are dazzled in areas of bright sunlight or within the radius 
  of a daylight spell. Format: Weaknesses light sensitivity; 
  Location: Weaknesses.
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  Multiweapon Mastery (Ex) The creature never takes 
  penalties on its attack rolls when fighting with multiple 
  weapons. 
  Format: 
  multiweapon 
  mastery; 
  Location: 
  Special Attacks.
  Natural Attacks Most creatures possess one or more 
  natural attacks (attacks made without a weapon). These 
  attacks fall into one of two categories: primary or 
  secondary attacks. Primary attacks are made using the 
  creature’s full base attack bonus and add the creature’s 
  full Strength bonus on damage rolls. Secondary attacks 
  are made using the creature’s base attack bonus –5 and 
  add only 1/2 the creature’s Strength bonus on damage 
  rolls. If a creature has only one natural attack, it is always 
  made using the creature’s full base attack bonus and adds 
  1-1/2 times the creature’s Strength bonus on damage 
  rolls. This increase does not apply if the creature has 
  multiple attacks but only takes one. If a creature has only 
  one type of attack, but has multiple attacks per round, 
  that attack is treated as a primary attack, regardless of its 
  type. Table 3–1 lists some of the most common types of 
  natural attacks and their classifications.
  Some creatures treat one or more of their attacks 
  differently, such as dragons, which always receive 
  1-1/2 times their Strength bonus on damage rolls with 
  their bite attack. These exceptions are noted in the 
  creature’s description.
  Creatures with natural attacks and attacks made with 
  weapons can use both as part of a full-attack action 
  (although often a creature must forgo one natural 
  attack for each weapon clutched in that limb, be it a 
  claw, tentacle, or slam). Such creatures attack with their 
  weapons normally but treat all of their available natural 
  attacks as secondary attacks during that attack, regardless of 
  the attack’s original type.
  Some creatures do not have natural attacks. These 
  creatures can make unarmed strikes just like humans 
  do. See Table 3–1 for typical damage values for natural 
  attacks by creature size.
  Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 
  (1d4+1); Location: Melee and Ranged.
  Negative Energy Affinity (Ex) The creature is alive, but 
  reacts to positive and negative energy as if it were undead—
  positive energy harms it, negative energy heals it. Format: 
  negative energy affinity; Location: Defensive Abilities.
  No Breath (Ex) The monster does not breathe, and 
  is immune to effects that require breathing (such as 
  inhaled poison). This does not give immunity to cloud 
  or gas attacks that do not require breathing. Format: no 
  breath; Location: SQ.
  Paralysis (Ex or Su) This special attack renders the 
  victim immobile. Paralyzed creatures cannot move, 
  speak, or take any physical actions. The creature is 
  rooted to the spot, frozen and helpless. Paralysis works 
  on the body, and a character can usually resist it with 
  a Fortitude saving throw (DC 10 + 1/2 the paralyzing 
  creature’s racial HD + the paralyzing creature’s Con 
  modifier; the DC is given in the creature’s description). 
  Unlike hold person and similar effects, a paralysis 
  effect does not allow a new save each round. A winged 
  creature f lying in the air at the time that it is paralyzed 
  cannot f lap its wings and falls. A swimmer can’t swim 
  and may drown. The duration of the paralysis varies 
  and is included in the creature’s description. Format: 
  paralysis (1d4 rounds, DC 18); Location: Special Attacks 
  and individual attacks.
  Plant Traits (Ex) Plants are immune to all mind-affecting 
  effects (charms, compulsions, morale effects, patterns, and 
  phantasms), paralysis, poison, polymorph, sleep, and stun. 
  Format: plant traits; Location: Immune.
  Poison (Ex or Su) A creature with this ability can poison 
  those it attacks. The effects of the poison, including its 
  save, frequency, and cure, are included in the creature’s 
  description. The saving throw to resist a poison is usually 
  a Fort save (DC 10 + 1/2 the poisoning creature’s racial HD 
  + the creature’s Con modifier; the exact DC is given in 
  the creature’s descriptive text). Poisons can be removed 
  Table 3–1: Natural Attacks by Size
    
   
   
   
   Base Damage by Size* 
   
   
   
  Damage 
  Attack
  Natural Attack 
  Fine 
  Dim. 
  Tiny 
  Small 
  Med. 
  Large 
  Huge 
  Garg. 
  Col. 
  Type 
  Type
  Bite 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  B,P, and S 
  Primary
  Claw 
   — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B and S 
  Primary
  Gore 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  P 
  Primary
  Hoof, tentacle, wing 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B 
  Secondary
  Pincers, tail slap 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  B 
  Secondary
  Slam 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B 
  Primary
  Sting 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  P 
  Primary
  Talons 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  S 
  Primary
  Other 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B, P, or S 
  Secondary
  * Individual creatures vary from this value as appropriate.
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  through neutralize poison and similar effects. Format: 
  Poison Name (Ex) Sting—injury; save Fort DC 22, frequency 
  1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive 
  saves; Location: Special Attacks and individual attacks.
  Pounce (Ex) When a creature with this special attack 
  makes a charge, it can make a full attack (including rake 
  attacks if the creature also has the rake ability). Format: 
  pounce; Location: Special Attacks.
  Powerful Charge (Ex) When a creature with this special 
  attack makes a charge, its attack deals extra damage in 
  addition to the normal benefits and hazards of a charge. 
  The attack and amount of damage from the attack is given 
  in the creature’s description. Format: powerful charge 
  (gore, 4d8+24); Location: Special Attacks.
  Pull (Ex) A creature with this ability can choose to make 
  a free combat maneuver check with a successful attack. 
  If successful, this check pulls an opponent closer. The 
  distance pulled is set by this ability. The type of attack 
  that causes the pull and the distance pulled are included 
  in the creature’s description. This ability only works on 
  creatures of a size equal to or smaller than the pulling 
  creature. Creatures pulled in this way do not provoke 
  attacks of opportunity and stop if the pull would move 
  them into a solid object or creature. Format: pull (tentacle, 
  5 ft.); Location: Special Attacks and individual attacks.
  Push (Ex) A creature with the push ability can choose 
  to make a free combat maneuver check with a particular 
  successful attack (often a slam attack). If successful, this 
  check pushes an opponent directly away as with a bull 
  rush, but the distance moved is set by this ability. The 
  type of attack that causes the push and the distance 
  pushed are included in the creature’s description. This 
  ability only works on creatures of a size equal to or 
  smaller than the pushing creature. Creatures pushed in 
  this way do not provoke attacks of opportunity and stop if 
  the push would move them into a solid object or creature. 
  Format: push (slam, 10 ft.); Location: Special Attacks and 
  individual attacks.
  Rake (Ex) A creature with this special attack gains extra 
  natural attacks under certain conditions, typically when 
  it grapples its foe. In addition to the options available to 
  all grapplers, a monster with the rake ability gains two 
  free claw attacks that it can use only against a grappled 
  foe. The bonus and damage caused by these attacks is 
  included in the creature’s description. A monster with 
  the rake ability must begin its turn already grappling 
  to use its rake—it can’t begin a grapple and rake in the 
  same turn. Format: rake (2 claws +8, 1d4+2); Location: 
  Special Attacks.
  Regeneration (Ex) A creature with this ability is 
  difficult to kill. Creatures with regeneration heal damage 
  at a fixed rate, as with fast healing, but they cannot die as 
  long as their regeneration is still functioning (although 
  creatures with regeneration still fall unconscious when 
  their hit points are below 0). Certain attack forms, 
  typically fire and acid, cause a creature’s regeneration 
  to stop functioning on the round following the attack. 
  During this round, the creature does not heal any damage 
  and can die normally. The creature’s descriptive text 
  describes the types of damage that cause the regeneration 
  to cease functioning. 
  Attack forms that don’t deal hit point damage are 
  not healed by regeneration. Regeneration also does 
  not restore hit points lost from starvation, thirst, or 
  suffocation. Regenerating creatures can regrow lost 
  portions of their bodies and can reattach severed limbs 
  or body parts if they are brought together within 1 hour 
  of severing. Severed parts that are not reattached wither 
  and die normally.
  A creature must have a Constitution score to have the 
  regeneration ability.
  Format: regeneration 5 (fire, acid); Location: hp.
  Rend (Ex) If it hits with two or more natural attacks in 
  1 round, a creature with the rend special attack can cause 
  tremendous damage by latching onto the opponent’s 
  body and tearing flesh. This attack deals an additional 
  amount of damage, but no more than once per round. The 
  type of attacks that must hit and the additional damage 
  are included in the creature’s description. The additional 
  damage is usually equal to the damage caused by one of 
  the attacks plus 1-1/2 times the creature’s Strength bonus. 
  Format: rend (2 claws, 1d8+9); Location: Special Attacks.
  Resistance (Ex) A creature with this special quality 
  ignores some damage of the indicated type each time 
  it takes damage of that kind (commonly acid, cold, 
  electricity, or fire). The entry indicates the amount and 
  type of damage ignored. Format: Resist acid 10; Location: 
  Defensive Abilities.
  Rock Catching (Ex)  The creature (which must be of 
  at least Large size) can catch Small, Medium, or Large 
  rocks (or projectiles of similar shape). Once per round, 
  a creature that would normally be hit by a rock can 
  make a Ref lex save to catch it as a free action. The DC 
  is 15 for a Small rock, 20 for a Medium one, and 25 for 
  a Large one. (If the projectile provides a magical bonus 
  on attack rolls, the DC increases by that amount.) The 
  creature must be aware of the attack in order to make 
  a rock catching attempt. Format: rock catching; Location: 
  Defensive Abilities.
  Rock Throwing (Ex)  This creature is an accomplished 
  rock thrower and has a +1 racial bonus on attack rolls 
  with thrown rocks. The creature can hurl rocks up to two 
  categories smaller than its size; for example, a Large hill 
  giant can hurl Small rocks. A “rock” is any large, bulky, and 
  relatively regularly shaped object made of any material with 
  a hardness of at least 5. The creature can hurl the rock up 
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  to five range increments. The size of the range increment 
  varies with the creature. Damage from a thrown rock is 
  generally twice the creature’s base slam damage plus 1-1/2 
  times its Strength bonus. Format: rock throwing (120 ft.); 
  Location: Special Attacks (damage is listed in Ranged attack).
  Scent (Ex) This special quality allows a creature to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. Creatures with the scent ability can identify 
  familiar odors just as humans do familiar sights.
  The creature can detect opponents within 30 feet by 
  sense of smell. If the opponent is upwind, the range 
  increases to 60 feet; if downwind, it drops to 15 feet. 
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be 
  detected at triple normal range.
  When a creature detects a scent, the exact location of 
  the source is not revealed—only its presence somewhere 
  within range. The creature can take a move action to note 
  the direction of the scent. When the creature is within 5 
  feet of the source, it pinpoints the source’s location.
  A creature with the scent ability can follow tracks by 
  smell, making a Wisdom (or Survival) check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age 
  of the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules for 
  the Survival skill. Creatures tracking by scent ignore the 
  effects of surface conditions and poor visibility.
  Format: scent; Location: Senses.
  See in Darkness (Su) The creature can see perfectly in 
  darkness of any kind, including that created by deeper 
  darkness. Format: see in darkness; Location: Senses.
  Sound Mimicry (Ex) The creature perfectly imitates 
  certain sounds or even specific voices. The creature 
  makes a Bluff check opposed by the listener’s Sense 
  Motive check to recognize the mimicry, although if the 
  listener isn’t familiar with the person or type of creatures 
  mimicked, it takes a –8 penalty on its Sense Motive check. 
  The creature has a +8 racial bonus on its Bluff check to 
  mimic sounds (including accents and speech patterns, if a 
  voice mimic) it has listened to for at least 10 minutes. The 
  creature cannot duplicate the effects of magical abilities 
  (such as bardic performance or a harpy’s captivating 
  song), though it may be able to mimic the sound of those 
  abilities. This ability does not allow the creature to speak 
  or understand languages it doesn’t know. Format: sound 
  mimicry (voices); Location: SQ.
  Spell-Like Abilities (Sp) Spell-like abilities are magical 
  and work just like spells (though they are not spells and so 
  have no verbal, somatic, focus, or material components). 
  They go away in an antimagic field and are subject to spell 
  resistance if the spell the ability is based on would be 
  subject to spell resistance.
  A spell-like ability usually has a limit on how often it 
  can be used. A constant spell-like ability or one that can 
  be used at will has no use limit; unless otherwise stated, a 
  creature can only use a constant spell-like ability on itself. 
  Reactivating a constant spell-like ability is a swift action. 
  Using all other spell-like abilities is a standard action 
  unless noted otherwise, and doing so provokes attacks of 
  opportunity. It is possible to make a concentration check 
  to use a spell-like ability defensively and avoid provoking 
  an attack of opportunity, just as when casting a spell. A 
  spell-like ability can be disrupted just as a spell can be. 
  Spell-like abilities cannot be used to counterspell, nor 
  can they be counterspelled.
  For creatures with spell-like abilities, a designated 
  caster level defines how difficult it is to dispel their 
  spell-like effects and to define any level-dependent 
  variables (such as range and duration) the abilities might 
  have. The creature’s caster level never affects which 
  spell-like abilities the creature has; sometimes the given 
  caster level is lower than the level a spellcasting character 
  would need to cast the spell of the same name. If no caster 
  level is specified, the caster level is equal to the creature’s 
  Hit Dice. The saving throw (if any) against a spell-like 
  ability is 10 + the level of the spell the ability resembles or 
  duplicates + the creature’s Charisma modifier.
  Some spell-like abilities duplicate spells that work 
  differently when cast by characters of different classes. 
  A monster’s spell-like abilities are presumed to be the 
  sorcerer/wizard versions. If the spell in question is not a 
  sorcerer/wizard spell, then default to cleric, druid, bard, 
  paladin, and ranger, in that order.
  Format: At will—burning hands (DC 13); Location: Spell-
  Like Abilities.
  Spell Resistance (Ex) A creature with spell resistance 
  can avoid the effects of spells and spell-like abilities 
  that directly affect it. To determine whether a spell or 
  spell-like ability works against a creature with spell 
  resistance, the caster must make a caster level check 
  (1d20 + caster level). If the result equals or exceeds the 
  creature’s spell resistance, the spell works normally, 
  although the creature is still allowed a saving throw 
  if the spell would normally permit one. Format: SR 18; 
  Location: Defensive Abilities.
  Split (Ex) The creature splits into two identical copies 
  of itself if subject to certain attacks or effects. Each 
  copy has half the original’s current hit points (rounded 
  down). A creature reduced below the listed hit points 
  cannot be further split and can be killed normally. 
  Format: split (piercing and slashing, 10 hp); Location: 
  Defensive Abilities.
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  Stench (Ex) A creature with the stench special ability 
  secretes an oily chemical that nearly every other 
  creature finds offensive. All living creatures (except 
  those with this ability) within 30 feet must succeed at 
  a Fortitude save (DC 10 + 1/2 the stench creature’s racial 
  HD + the stench creature’s Con modifier; the exact DC 
  is given in the creature’s descriptive text) or be sickened. 
  The duration of the sickened condition is given in the 
  creature’s descriptive text. Creatures that successfully 
  save cannot be affected by the same creature’s stench for 
  24 hours. A delay poison or neutralize poison spell removes 
  the effect from the sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on 
  their saving throws. Format: stench (DC 15, 10 rounds); 
  Location: Aura.
  Summon (Sp) A creature with the summon ability 
  can summon other specific creatures of its kind much 
  as though casting a summon monster spell, but it usually 
  has only a limited chance of success (as specified 
  in the creature’s entry). Roll d%: On a failure, no 
  creature answers the summons. Summoned creatures 
  automatically return from whence they came after 1 
  hour. A creature that is summoned in this way cannot 
  use any spells or spell-like abilities that require material 
  components costing more than 1 gp unless those 
  components are supplied, nor can it use its own summon 
  ability for 1 hour. An appropriate spell level is given 
  for each summoning ability for the purposes of Will 
  saves, caster level checks, and concentration checks. No 
  experience points are awarded for defeating summoned 
  monsters. Format: 1/day—summon (level 6, 1 pairaka 
  60%); Location: Spell-Like Abilities.
  Sunlight Powerlessness (Ex) If the creature is in 
  sunlight (but not in an area of daylight or similar spells), 
  it cannot attack and is staggered. Format: sunlight 
  powerlessness; Location: Weaknesses.
  Swallow Whole (Ex) If a creature with this special 
  attack begins its turn with an opponent grappled in its 
  mouth (see Grab), it can attempt a new combat maneuver 
  check (as though attempting to pin the opponent). If it 
  succeeds, it swallows its prey, and the opponent takes bite 
  damage. Unless otherwise noted, the opponent can be up 
  to one size category smaller than the swallowing creature. 
  Being swallowed causes the target to take damage each 
  round. The amount and type of damage varies and is 
  given in the swallowing creature’s statistics. A swallowed 
  creature keeps the grappled condition, while the creature 
  that did the swallowing does not. A swallowed creature 
  can try to cut its way free with any light slashing or piercing 
  weapon (the amount of cutting damage required to get 
  free is equal to 1/10 the creature’s total hit points), or it 
  can just try to escape the grapple. The Armor Class of 
  the interior of a creature that swallows whole is normally 
  10 + 1/2 its natural armor bonus, with no modifiers for 
  size or Dexterity. If a swallowed creature cuts its way out, 
  the swallowing creature cannot use swallow whole again 
  until the damage is healed. If the swallowed creature 
  escapes the grapple, success puts it back in the attacker’s 
  mouth, where it may be bitten or swallowed again. Format: 
  swallow whole (5d6 acid damage, AC 15, 18 hp); Location: 
  Special Attacks.
  Telepathy (Su) The creature can mentally communicate 
  with any other creature within a certain range (specified 
  in the creature’s entry, usually 100 feet) that has a 
  language. It is possible to address multiple creatures at 
  once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to 
  multiple people at the same time. Format: telepathy 100 
  ft.; Location: Languages.
  Trample (Ex) As a full-round action, a creature with the 
  trample ability can attempt to overrun any creature that 
  is at least one size category smaller than itself. This works 
  just like the overrun combat maneuver, but the trampling 
  creature does not need to make a check—it merely has to 
  move over opponents in its path. Targets of a trample take 
  an amount of damage equal to the trampling creature’s 
  slam damage + 1-1/2 times its Strength modifier. Targets 
  of a trample can make an attack of opportunity, but at a 
  –4 penalty. If targets forgo an attack of opportunity, they 
  can attempt to avoid the trampling creature and receive 
  a Reflex save to take half damage. The save DC against a 
  creature’s trample attack is 10 + 1/2 the creature’s HD + 
  the creature’s Strength modifier (the exact DC is given 
  in the creature’s descriptive text). A trampling creature 
  can only deal trampling damage to each target once per 
  round, no matter how many times its movement takes it 
  over a target creature. Format: trample (2d6+9, DC 20); 
  Location: Special Attacks.
  Tremorsense (Ex) A creature with tremorsense 
  is sensitive to vibrations in the ground and can 
  automatically pinpoint the location of anything that 
  is in contact with the ground. Aquatic creatures with 
  tremorsense can also sense the location of creatures 
  moving through water. The ability’s range is specified 
  in the creature’s descriptive text. Format: tremorsense 60 
  ft.; Location: Senses.
  Trip (Ex) A creature with the trip special attack can 
  attempt to trip its opponent as a free action without 
  provoking an attack of opportunity if it hits with the 
  specified attack. If the attempt fails, the creature is not 
  tripped in return. Format: trip; Location: individual attacks.
  Undead Traits (Ex) Undead are immune to death 
  effects, 
  disease, 
  mind-affecting 
  effects 
  (charms, 
  compulsions, morale effects, phantasms, and patterns), 
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  paralysis, poison, sleep, stun, and any effect that requires 
  a Fortitude save (unless the effect also works on objects 
  or is harmless). Undead are not subject to ability drain, 
  energy drain, or nonlethal damage. Undead are immune 
  to damage or penalties to their physical ability scores 
  (Strength, Dexterity, and Constitution), as well as to 
  fatigue and exhaustion effects. Undead are not at risk 
  of death from massive damage. Format: undead traits; 
  Location: Immune.
  Undersized 
  Weapons 
  (Ex) 
  The 
  creature 
  uses 
  manufactured weapons as if it were one size category 
  smaller than the creature’s actual size. Format: undersized 
  weapons; Location: SQ.
  Vulnerabilities (Ex or Su) A creature with vulnerabilities 
  takes half again as much damage (+50%) from a specific 
  energy type, regardless of whether a saving throw is 
  allowed or whether the save is a success or failure. 
  Creatures with a vulnerability that is not an energy type 
  instead take a –4 penalty on saves against spells and 
  effects that cause or use the listed vulnerability (such as 
  spells with the light descriptor). Some creatures might 
  suffer additional effects, as noted in their descriptions. 
  Format: vulnerability to fire; Location: Weaknesses.
  Water Breathing (Ex) A creature with this special ability 
  can breathe underwater indefinitely. It can freely use any 
  breath weapon, spells, or other abilities while submerged. 
  Format: water breathing; Location: SQ.
  Water Dependency (Ex) A creature with this special 
  ability can survive out of water for 1 minute per point of 
  Constitution. Beyond this limit, this creature runs the 
  risk of suffocation, as if it were drowning. Format: water 
  dependency; Location: SQ. 
  Web (Ex) Creatures with the web ability can use webs 
  to support themselves and up to one additional creature 
  of the same size. In addition, such creatures can throw 
  a web up to eight times per day. This is similar to an 
  attack with a net but has a maximum range of 50 feet, 
  with a range increment of 10 feet, and is effective against 
  targets up to one size category larger than the web 
  spinner. An entangled target can escape with a successful 
  Escape Artist check or burst the web with a Strength 
  check. Both are standard actions with a DC equal to 10 
  + 1/2 the creature’s Hit Dice + the creature’s Constitution 
  modifier. Attempts to burst a web by those caught in it 
  take a –4 penalty.
  Web spinners can create sheets of sticky webbing up to 
  three times their size. They usually position these sheets 
  to snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed at a DC 20 
  Perception check to notice a web; otherwise they stumble 
  into it and become trapped as though by a successful web 
  attack. Attempts to escape or burst the webbing gain a +5 
  bonus if the trapped creature has something to walk on 
  or grab while pulling free. Each 5-foot-square section of 
  web has a number of hit points equal to the Hit Dice of the 
  creature that created it and DR 5/—. A creature can move 
  across its own web at its climb speed and can pinpoint the 
  location of any creatures touching its web. Format: web  
  (+8 ranged, DC 16, 5 hp); Location: Special Attacks.
  Whirlwind (Su) Some creatures can transform 
  themselves into whirlwinds and remain in that form for 
  up to 1 round for every 2 HD they have. If the creature has 
  a fly speed, it can continue to fly at that same speed while 
  in whirlwind form; otherwise it gains a fly speed equal 
  to its base land speed (average maneuverability) while in 
  whirlwind form.
  The whirlwind is always 5 feet wide at its base, but its 
  height and width at the top vary from creature to creature 
  (minimum 10 feet high). A whirlwind’s width at its peak is 
  always equal to half its height. The creature controls the 
  exact height, but it must be at least 10 feet high.
  The whirlwind form does not provoke attacks of 
  opportunity, even if the creature enters the space 
  another creature occupies. Another creature might 
  be caught in the whirlwind if it touches or enters the 
  whirlwind, or if the whirlwind moves into or through 
  the creature’s space. A creature in whirlwind form 
  cannot make its normal attacks and does not threaten 
  the area around it.
  A creature that comes in contact with the whirlwind 
  must succeed at a Reflex save (DC 10 + 1/2 the monster’s HD 
  + the monster’s Strength modifier) or take damage as if it 
  were hit by the whirlwind creature’s slam attack. It must 
  also succeed at a second Reflex save or be picked up bodily 
  and held suspended in the powerful winds, automatically 
  taking the indicated damage each round. A creature that 
  can fly is allowed a Reflex save each round on its turn to 
  escape the whirlwind. The creature still takes damage that 
  round but can leave if the save is successful.
  Creatures trapped in the whirlwind cannot move 
  except to go where the whirlwind carries them or to 
  escape the whirlwind. Trapped creatures can otherwise 
  act normally, but must succeed at a concentration check 
  (DC 15 + spell level) to cast a spell. Creatures caught in the 
  whirlwind take a –4 penalty to Dexterity and a –2 penalty 
  on attack rolls. The whirlwind can have only as many 
  creatures trapped inside at one time as will fit inside the 
  whirlwind’s volume. As a free action, the whirlwind can 
  eject any carried creatures whenever it wishes, depositing 
  them in its space.
  If the whirlwind’s base touches the ground, it creates 
  a swirling cloud of debris. This cloud is centered 
  on the creature and has a diameter equal to half the 
  whirlwind’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 feet away 
  have concealment, while those farther away have total 
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  concealment. Those caught in the cloud of debris must 
  succeed at a concentration check (DC 15 + spell level) to 
  cast a spell.
  Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, 
  DC 15); Location: Special Attacks.
  CREATURE TYPES
  Each creature has one type, which broadly defines 
  its abilities. Some creatures also have one or more 
  subtypes, as described on pages 303–308. A creature 
  cannot violate the rules of its subtype without a special 
  ability or quality to explain the difference—templates 
  can often change a creature’s type drastically. For full 
  information on creature types and subtypes (such as for 
  the purpose of advancing or creating new monsters), see 
  the Pathfinder RPG Bestiary.
  ABERRATION
  An aberration has bizarre anatomy, strange abilities, an 
  alien mindset, or any combination of the three.
  ANIMAL
  An animal is a living, nonhuman creature, usually a 
  vertebrate with no magical abilities and no innate capacity 
  for language or culture. Animals usually have additional 
  information on how they can serve as companions. An 
  animal has an Intelligence score of 1 or 2 (no creature with an 
  Intelligence score of 3 or higher can be an animal).
  CONSTRUCT
  A construct is an animated object or artificially created 
  creature. A construct has the following traits.
  •	 No	Constitution	score.	Any	DCs	or	other	statistics	that	rely	
  on a Constitution score treat a construct as having a score 
  of 10 (no bonus or penalty).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions,	morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	disease,	death	effects,	necromancy	
  effects,	paralysis,	poison,	sleep	effects,	and	stunning.
  •	 Cannot	heal	damage	on	its	own,	but	often	can	be	repaired	
  via	exposure	to	a	certain	kind	of	effect	(see	the	creature’s	
  description	for	details)	or	through	the	use	of	the	Craft	
  Construct feat. Constructs can also be healed through 
  spells such as make whole. A construct with the fast healing 
  special quality still benefits from that quality.
  •	 Not	subject	to	ability	damage,	ability	drain,	energy	drain,	
  exhaustion, fatigue, or nonlethal damage.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	(unless	
  the	effect	also	works	on	objects,	or	is	harmless).
  •	 Not	at	risk	of	death	from	massive	damage,	but	is	immediately	
  destroyed when reduced to 0 hit points or fewer.
  •	 A	construct	cannot	be	raised	or	resurrected.
  •	 A	construct	is	hard	to	destroy,	and	gains	bonus	hit	points	
  based on its size (included in its stat block).
  •	 Constructs	do	not	breathe,	eat,	or	sleep.
  DRAGON
  A	dragon	is	a	reptile-like	creature,	usually	winged,	with	
  magical or unusual abilities.
  FEY
  A fey is a creature with supernatural abilities and 
  connections	to	nature	or	to	some	other	force	or	place.	Fey	are	
  usually	human-shaped.
  HUMANOID
  A humanoid usually has two arms, two legs, and one 
  head, or a humanlike torso, arms, and a head. Humanoids have 
  few or no supernatural or extraordinary abilities, but most can 
  speak	and	they	usually	have	well-developed	societies.	They	are	
  usually Small or Medium (with the exception of giants). Every 
  humanoid creature also has a specific subtype to match its race, 
  such as human, dark folk, or goblinoid.
  Humanoids	with	1	Hit	Die	exchange	the	features	of	their	
  humanoid	Hit	Die	for	the	class	features	of	a	PC	or	NPC	
  class.	Humanoids	with	more	than	1	Hit	Die	(such	as	giants)	
  are the only humanoids who make use of the features of the 
  humanoid type.
  MAGICAL BEAST
  Magical beasts are similar to animals but can have 
  Intelligence scores higher than 2 (in which case the creature 
  knows	at	least	one	language,	but	can’t	necessarily	speak).	
  Magical beasts usually have supernatural or extraordinary 
  abilities, but are sometimes merely bizarre in their 
  appearance or habits.
  MONSTROUS HUMANOID
  Monstrous humanoids are similar to humanoids, 
  but	with	monstrous	or	animalistic	features.	They	often	have	
  magical abilities as well. 
  OOZE
  An ooze is an amorphous or mutable creature, usually 
  mindless. An ooze has the following traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	
  mind-affecting	effects	(charms,	compulsions,	phantasms,	
  patterns,	and	morale	effects).	Mindless	creatures	have	no	
  skills or feats. An ooze with an Intelligence score loses 
  this trait.
  •	 Blind	(but	have	the	blindsight	special	quality),	with	
  immunity	to	gaze	attacks,	illusions,	visual	effects,	and	other	
  attack forms that rely on sight.
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	
  and stunning.
  •	 Oozes	eat	and	breathe,	but	do	not	sleep.
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  OUTSIDER
  An outsider is at least partially composed of the essence 
  (but not necessarily the material) of some plane other than the 
  Material Plane. An outsider has the following traits.
  •	 Unlike	most	living	creatures,	an	outsider	does	not	have	a	
  dual nature—its soul and body form one unit. When an 
  outsider is slain, no soul is set loose. Spells that restore 
  souls to their bodies, such as raise dead, reincarnate, 
  and resurrection,	don’t	work	on	an	outsider.	A	different	
  magical	effect,	such	as	limited wish, wish, miracle, or true 
  resurrection, is required to restore it to life. An outsider 
  with the native subtype can be raised, reincarnated, or 
  resurrected just as other living creatures can be.
  •	 Outsiders	breathe,	but	do	not	need	to	eat	or	sleep	
  (although	they	can	do	so	if	they	wish).	Native	outsiders	
  breathe, eat, and sleep. 
  PLANT
  This	type	comprises	vegetable	creatures.	Note	that	
  regular plants, such as one finds growing in gardens and 
  fields, lack Intelligence, Wisdom, and Charisma scores; even 
  though plants are alive, they are objects, not creatures. A plant 
  creature has the following traits.
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions,	morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	
  and stunning.
  •	 Plants	breathe	and	eat,	but	do	not	sleep.
  UNDEAD
  Undead	are	once-living	creatures	animated	by	
  spiritual or supernatural forces. An undead creature has the 
  following traits.
  •	 No	Constitution	score.	Undead	use	their	Charisma	score	
  in place of their Constitution score when calculating hit 
  points,	Fortitude	saves,	and	any	special	ability	that	relies	on	
  Constitution	(such	as	when	calculating	a	breath	weapon’s	DC).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions,	morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	death	effects,	disease,	paralysis,	poison,	
  sleep	effects,	and	stunning.
  •	 Not	subject	to	nonlethal	damage,	ability	drain,	or	energy	
  drain. Immunity to damage to its physical ability scores 
  (Constitution,	Dexterity,	and	Strength),	as	well	as	to	
  exhaustion	and	fatigue	effects.
  •	 Cannot	heal	damage	on	its	own	if	it	has	no	Intelligence	
  score,	although	it	can	be	healed.	Negative	energy	(such	
  as an inflict spell) can heal undead creatures. The fast 
  healing	special	quality	works	regardless	of	the	creature’s	
  Intelligence score.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	(unless	
  the	effect	also	works	on	objects	or	is	harmless).
  •	 Not	at	risk	of	death	from	massive	damage,	but	is	immediately	
  destroyed when reduced to 0 hit points.
  •	 Not	affected	by	raise dead and reincarnate spells or 
  abilities. Resurrection and true resurrection can affect 
  undead creatures. These spells turn undead creatures 
  back into the living creatures they were before 
  becoming undead.
  •	 Undead	do	not	breathe,	eat,	or	sleep.
  VERMIN
  This type includes insects, arachnids, other 
  arthropods, worms, and similar invertebrates. Vermin have 
  the following traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	mind-
  affecting	effects	(charms,	compulsions,	morale	effects,	
  patterns, and phantasms). Mindless creatures have no feats 
  or skills. A verminlike creature with an Intelligence score is 
  usually either an animal or a magical beast, depending on 
  its other abilities.
  •	 Vermin	breathe,	eat,	and	sleep.
  CREATURE SUBTYPES
  Some creatures have one or more subtypes. Subtypes add 
  additional abilities and qualities to a creature.
  Adlet Subtype: This subtype is applied to the strange 
  humanoid wolf creatures called adlets, and to creatures 
  related to adlets. 
  Air Subtype: This subtype is usually used for outsiders 
  with a connection to the Elemental Plane of Air. Air 
  creatures always have fly speeds and usually have perfect 
  maneuverability. Air creatures treat Fly as a class skill.
  Aquatic Subtype: These creatures always have swim 
  speeds and can move in water without making Swim 
  checks. An aquatic creature can breathe water. It cannot 
  breathe air unless it has the amphibious special quality. 
  Aquatic creatures always treat Swim as a class skill.
  Archon Subtype: Archons are a race of celestials, or 
  good outsiders, native to lawful good-aligned Outer 
  Planes. An archon possesses the following traits.
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Aura of Menace (Su) A righteous aura surrounds archons 
  that fight or get angry. Any hostile creature within a 
  20-foot radius of an archon must succeed at a Will save 
  to resist its effects. The save DC varies with the type of 
  archon, is Charisma-based, and includes a +2 racial 
  bonus. Those who fail take a –2 penalty on attack rolls, 
  on saves, and to AC for 24 hours or until they successfully 
  hit the archon who generated the aura. A creature that has 
  resisted or broken the effect cannot be affected again by 
  the same archon’s aura for 24 hours.
  •	 Immunity	to	electricity	and	petrification.
  •	 +4	racial	bonus	on	saves	against	poison.
  •	 Teleport (Sp) Archons can use greater teleport at will, as 
  the spell (caster level 14th), except that the creature 
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  can transport only itself and up to 50 pounds of 
  carried objects.
  •	 Truespeech (Su) All archons can speak with any creature 
  that has a language, as though using a tongues spell 
  (caster level 14th). This ability is always active.
  Augmented Subtype: A creature receives this subtype 
  when something (usually a template) changes its original 
  type. Some creatures (those with an inherited template) 
  are born with this subtype; others acquire it when they 
  take on an acquired template. The augmented subtype is 
  always paired with the creature’s original type.
  Asura Subtype: An asura has the following traits, 
  unless otherwise noted in the creature’s entry.
  •	 Immunity	to	curses,	disease,	and	poison.
  •	 Resistance	to	acid	10	and	electricity	10.
  •	 +2	racial	bonus	on	saving	throws	against	enchantment	
  spells.
  •	 Telepathy.
  •	 Elusive Aura (Su) Asuras exist within reality but apart 
  from it. All but the least of asuras exude an aura that 
  affects all creatures within the area as if by a nondetection 
  spell. The size of the aura is proportional to the asura’s 
  power. The caster level check to attempt divination on 
  creatures within the aura is 15 + the spell-like ability 
  caster level of the asura creating the aura. 
  •	 Regeneration (Ex) The divine spark at the core of their 
  being allows asuras to regenerate at varying rates. 
  Good weapons and spells can kill an asura.
  •	 Spell Resistance (Ex) Most asuras are resistant to magic 
  and have an SR equal to 11 + their CR. Only the weakest 
  asuras lack this ability.
  •	 Summon (Sp) Asuras share the ability to summon others 
  of their kind, typically another of their type or a small 
  number of weaker asuras.
  •	 An	asura’s	natural	weapons,	as	well	as	any	weapons	it	
  wields, are treated as lawful and evil for the purpose of 
  overcoming damage reduction.
  •	 +6	racial	bonus	on	Escape	Artist	checks	and	a	+4	racial	
  bonus on Perception checks.
  Behemoth Subtype: A behemoth is a neutral Colossal 
  magical beast of great strength and power. Behemoths 
  possess the following traits unless otherwise noted.
  •	 Blindsense	60	feet.
  •	 Immunity	 to	 ability	 damage,	 aging,	 bleed,	 disease,	
  energy drain, fire, mind-affecting effects, negative 
  levels, paralysis, permanent wounds, petrification, 
  poison, and polymorph. Some behemoths possess 
  additional immunities.
  •	 Regeneration (Ex) No form of attack can suppress a 
  behemoth’s 
  regeneration—it 
  regenerates 
  even 
  if 
  disintegrated or slain by a death effect. If a behemoth 
  fails a save against an effect that would kill it instantly, 
  it rises from death 3 rounds later with 1 hit point if no 
  further damage is dealt to its remains. It can be banished 
  or otherwise transported away as a means to save a region, 
  but the only way to truly kill a behemoth is to use miracle 
  or wish to negate its regeneration (see below).
  •	 DR	15/epic.
  •	 SR	equal	to	11	+	the	behemoth’s	CR.
  •	 Behemoths	understand	Aklo,	but	cannot	speak.
  •	 Behemoths	eat,	but	do	not	breathe	or	sleep.
  •	 Ruinous (Su) A behemoth’s natural attacks penetrate 
  damage reduction as if they were epic and magic, and 
  ignore up to 20 points of hardness on objects struck. As 
  a swift action, whenever it strikes a creature or object 
  with a spell effect in place, it can attempt to dispel one 
  randomly determined spell effect on that creature as if 
  with a greater dispel magic (CL 20th).
  •	 Unstoppable (Ex) If a behemoth starts its turn suffering 
  from any or all of the following conditions, it recovers 
  from them at the end of its turn: blind, confused, dazed, 
  deafened, dazzled, exhausted, fatigued, nauseated, 
  sickened, slowed, staggered, and stunned.
  •	 Vulnerable to Miracles and Wishes (Su) A spell effect 
  created by a miracle or wish spell is particularly effective 
  against a behemoth. A spellcaster gains a +6 bonus on 
  its caster level check to penetrate a behemoth’s SR with 
  a miracle or wish spell, and the behemoth suffers a –6 
  penalty on saves against these spells. A miracle or a wish 
  spell can negate a behemoth’s regeneration, but only 
  for 1d4 rounds per casting.
  Catfolk Subtype: This subtype is applied to the humanoid 
  felines called catfolk and creatures related to catfolk. 
  Chaotic Subtype: This subtype is usually applied to 
  outsiders native to the chaotic-aligned Outer Planes. 
  Most creatures that have this subtype also have chaotic 
  alignments; however, if their alignments change, they 
  still retain the subtype. Any effect that depends on 
  alignment affects a creature with this subtype as if the 
  creature had a chaotic alignment, no matter what its 
  alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the 
  chaotic subtype overcomes damage reduction as if 
  its natural weapons and any weapons it wields were 
  chaotically aligned.
  Clockwork Subtype: Clockworks are constructs created 
  through a fusion of magic and technology. They have the 
  following traits unless otherwise noted. 
  •	 Winding (Ex) Clockwork constructs must be wound with 
  special keys in order to function. As a general rule, a 
  fully wound clockwork can remain active for 1 day per 
  Hit Die, but shorter or longer durations are possible.
  •	 Vulnerable to Electricity: Clockwork constructs take 150% 
  as much damage as normal from electricity attacks.
  •	 Swift Reactions (Ex) Clockwork constructs generally 
  react much more swiftly than other constructs.  
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  They gain Improved Initiative and Lightning Reflexes 
  as bonus feats, and gain a +2 dodge bonus to AC.
  •	 Difficult to Create (Ex) The time and gp cost required 
  to create a clockwork is 150% of normal. Construction 
  requirements in individual clockwork monster entries 
  are already increased.
  Cold Subtype: A creature with the cold subtype has 
  immunity to cold and vulnerability to fire.
  Daemon Subtype: Daemons are neutral evil outsiders 
  that eat souls and thrive on disaster and ruin. They have 
  the following traits unless otherwise noted.
  •	 Immunity	to	acid,	death	effects,	disease,	and	poison.
  •	 Resistance	to	cold	10,	electricity	10,	and	fire	10.
  •	 Summon (Sp) Daemons share the ability to summon 
  others of their kind, typically another of their type or 
  a small number of less powerful daemons.
  •	 Telepathy.
  •	 Except	where	otherwise	noted,	daemons	speak	Abyssal,	
  Draconic, and Infernal.
  Demodand Subtype: Demodands are chaotic evil 
  outsiders who stalk the Abyss. Unless otherwise noted in 
  a creature’s entry, demodands possess the following traits.
  •	 Immunity	to	acid	and	poison.
  •	 Resistance	to	fire	10	and	cold	10.
  •	 Summon (Sp) Demodands share the ability to summon 
  others of their kind, typically another of their type or a 
  small number of less powerful demodands.
  •	 Faith-Stealing Strike (Su) When a demodand’s natural 
  attack or melee weapon damages a creature capable of 
  casting divine spells, that creature must make a Will 
  saving throw or be unable to cast any divine spells for 
  1 round. Once a creature makes this save, it is immune 
  to further faith-stealing strikes from that particular 
  demodand for 24 hours. The save DC is Charisma-based.
  •	 Heretical Soul (Ex) All demodands gain a +4 bonus on 
  saving throws against divine spells. In addition, any 
  attempts to scry on a demodand using divine magic 
  automatically fail. The caster can see the scryed area 
  normally, but the demodand simply does not appear. 
  •	 Except	 when	 otherwise	 noted,	 demodands	 speak	
  Abyssal, Celestial, and Common.
  •	 A	demodand’s	natural	weapons,	as	well	as	any	weapons	
  it wields, are treated as chaotic and evil for the purpose 
  of resolving damage reduction.
  Demon Subtype: Demons are chaotic evil outsiders 
  from the Abyss. Demons have the following traits unless 
  otherwise noted in a creature’s entry.
  •	 Immunity	to	electricity	and	poison.
  •	 Resistance	to	acid	10,	cold	10,	and	fire	10.
  •	 Summon (Sp) Demons share the ability to summon 
  others of their kind, typically another of their type or 
  a small number of less powerful demons. 
  •	 Telepathy.
  •	 Except	where	otherwise	noted,	demons	speak	Abyssal,	
  Celestial, and Draconic.
  Devil Subtype: Devils are lawful evil outsiders that hail 
  from the plane of Hell. Devils possess the following traits 
  unless otherwise noted in a creature’s entry.
  •	 Immunity	to	fire	and	poison.
  •	 Resistance	to	acid	10	and	cold	10.
  •	 See	in	darkness.
  •	 Summon (Sp) Devils can summon others of their kind, 
  typically another of their type or a small number of 
  less powerful devils.
  •	 Telepathy.
  •	 Except	when	otherwise	noted,	devils	speak	Celestial,	
  Draconic, and Infernal.
  Div Subtype: Divs are neutral evil outsiders that sow 
  misfortune and ruin. They have the following traits 
  unless otherwise noted.
  •	 Immunity	to	fire	and	poison.
  •	 Resistance	to	acid	10	and	electricity	10.
  •	 See in Darkness (Su) Some divs can see perfectly in 
  darkness of any kind, even that created by a deeper 
  darkness spell.
  •	 Summon (Sp) Some divs share the ability to summon 
  others of their kind. Each entry describes the success 
  chance and type of divs summoned.
  •	 Telepathy.
  •	 Except	 where	 otherwise	 noted,	 divs	 speak	 Abyssal,	
  Celestial, and Infernal.
  Earth Subtype: This subtype is usually used for 
  outsiders with a connection to the Elemental Plane 
  of Earth. Earth creatures usually have burrow speeds, 
  and most earth creatures can burrow through solid 
  rock. Earth creatures with a burrow speed possess 
  tremorsense.
  Elemental Subtype: An elemental is a being composed 
  entirely from one of the four classical elements: air, earth, 
  fire, or water. An elemental has the following features.
  •	 Immunity	to	bleed,	paralysis,	poison,	sleep	effects,	and	
  stunning.
  •	 Not	subject	to	critical	hits	or	flanking.	Does	not	take	
  additional damage from precision-based attacks, such 
  as sneak attack.
  •	 Elementals	do	not	breathe,	eat,	or	sleep.
  Evil Subtype: This subtype is usually applied to 
  outsiders native to the evil-aligned Outer Planes. Evil 
  outsiders are also called fiends. Most creatures that have 
  this subtype also have evil alignments; however, if their 
  alignments change, they still retain the subtype. Any 
  effect that depends on alignment affects a creature with 
  this subtype as if the creature had an evil alignment, 
  no matter what its alignment actually is. The creature 
  also suffers effects according to its actual alignment. 
  A creature with the evil subtype overcomes damage 
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  reduction as if its natural weapons and any weapons it 
  wields were evil-aligned.
  Extraplanar Subtype: This subtype is applied to any 
  creature when it is on a plane other than its native plane. A 
  creature that travels the planes can gain or lose this subtype 
  as it goes from plane to plane. Monster entries assume that 
  encounters with creatures take place on the Material Plane, 
  and every creature whose native plane is not the Material 
  Plane has the extraplanar subtype (but would not have 
  that subtype when on its home plane). Every extraplanar 
  creature in this book has a home plane mentioned in 
  its description. Creatures not labeled as extraplanar are 
  natives of the Material Plane, and they gain the extraplanar 
  subtype if they leave the Material Plane. No creature has the 
  extraplanar subtype when it is on a transitive plane, such as 
  the Astral Plane, the Ethereal Plane, or the Plane of Shadow.
  Fire Subtype: A creature with the fire subtype has 
  immunity to fire and vulnerability to cold.
  Giant Subtype: A giant is a humanoid creature of great 
  strength, usually of at least Large size. Giants have racial 
  Hit Dice and never substitute such Hit Dice for class 
  levels like some humanoids. Giants have low-light vision, 
  and treat Intimidate and Perception as class skills.
  Good Subtype: This subtype is usually applied to 
  outsiders native to the good-aligned Outer Planes. 
  Most creatures that have this subtype also have good 
  alignments; however, if their alignments change, 
  they still retain the subtype. Any effect that depends 
  on alignment affects a creature with this subtype as 
  if the creature had a good alignment, no matter what 
  its alignment actually is. The creature also suffers 
  effects according to its actual alignment. A creature 
  with the good subtype overcomes damage reduction as 
  if its natural weapons and any weapons it wields were 
  good-aligned.
  Human Subtype: This subtype is applied to humans 
  and creatures that are related to humans. 
  Incorporeal Subtype: An incorporeal creature has 
  no physical body. An incorporeal creature is immune 
  to critical hits and precision-based damage (such as 
  sneak attack damage) unless the attacks are made 
  using a weapon with the ghost touch special ability. In 
  addition, creatures with the incorporeal subtype gain the 
  incorporeal defensive ability (see page 296).
  Kami Subtype: Kami are a race of native outsiders who 
  serve to protect what they refer to as “wards”—animals, 
  plants, objects, and even locations—from being harmed 
  or dishonored. All kami are outsiders with the native 
  subtype. A kami possesses the following traits unless 
  otherwise noted in a creature’s entry.
  •	 Immune	to	bleed,	mind-affecting	effects,	petrification,	
  and polymorph effects.
  •	 Resist	acid	10,	electricity	10,	fire	10
  •	 Although	 they	 are	 native	 outsiders,	 kami	 do	 not	 eat,	
  drink, or breathe.
  •	 Telepathy.
  •	 Fast Healing (Ex) As long as a kami is within 120 feet 
  of its ward, it gains fast healing. The amount of fast 
  healing it gains depends on the type of kami.
  •	 Merge with Ward (Su) As a standard action, a kami can 
  merge its body and mind with its ward. When merged, 
  the kami can observe the surrounding region with its 
  senses as if it were using its own body, as well as via 
  any senses its ward might have. It has no control over 
  its ward, nor can it communicate or otherwise take any 
  action other than to emerge from its ward as a standard 
  action. A kami must be adjacent to its ward to merge 
  with or emerge from it. If its ward is a creature, plant, or 
  object, the kami can emerge mounted on the creature 
  provided the kami’s body is at least one size category 
  smaller than the creature. If its ward is a location, the 
  kami may emerge at any point within that location.
  •	 Ward (Su) A kami has a specific ward—a creature with a 
  2 or lower Intelligence (usually an animal or vermin), a 
  plant (not a plant creature), an object, or a location. The 
  type of ward is listed in parentheses in the kami’s stat 
  block. Several of a kami’s abilities function only when 
  it is either merged with its ward or within 120 feet of it. 
  If a kami’s ward is portable and travels with the kami to 
  another plane, the kami does not gain the extraplanar 
  subtype on that other plane as long as its ward remains 
  within 120 feet. If a ward is destroyed while a kami 
  is merged with it, the kami dies (no save). If a ward is 
  destroyed while a kami is not merged with it, the kami 
  loses its merge with ward ability and its fast healing, 
  and becomes permanently sickened.
  Kyton Subtype: Kytons are a race of lawful evil outsiders 
  native to the Plane of Shadow who feed on fear and pain. 
  Kytons possess the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Darkvision	60	feet.
  •	 Regeneration (Ex) The extent of a kyton’s regeneration 
  varies according to type, and can be neutralized by 
  good weapons, good spells, and silver weapons.
  •	 Immunity	to	cold.
  •	 Unnerving Gaze (Su) All kytons have a gaze attack that 
  manipulates the perceptions of those who look upon 
  them. An unnerving gaze has a range of 30 feet, and 
  can be negated by a Will save—the exact effects caused 
  by a particular kyton’s unnerving gaze depend on the 
  type of kyton. All kytons are immune to the unnerving 
  gazes of other kytons. Unnerving gaze is always a mind-
  affecting fear effect. The save DC is Charisma-based.
  Lawful Subtype: This subtype is usually applied to 
  outsiders native to the lawful-aligned Outer Planes. 
  Most creatures that have this subtype also have lawful 
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  alignments; however, if their alignments change, they 
  still retain the subtype. Any effect that depends on 
  alignment affects a creature with this subtype as if 
  the creature had a lawful alignment, no matter what 
  its alignment actually is. The creature also suffers 
  effects according to its actual alignment. A creature 
  with the lawful subtype overcomes damage reduction as 
  if its natural weapons and any weapons it wields were 
  lawful-aligned.
  Leshy Subtype: A leshy is a nature spirit that inhabits 
  the body of a specially grown plant. Regardless of their 
  kind, all leshys share the following traits in addition to 
  those granted by the plant type (unless otherwise noted in 
  a creature’s entry).
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Immunity	to	electricity	and	sonic.
  •	 Spell-Like Abilities: All leshys have pass without trace as a 
  constant spell-like ability (CL equal to twice the leshy’s 
  HD).
  •	 Change Shape (Su) All leshys can transform into plants, 
  with results similar to the tree shape spell. Unlike that 
  spell, this ability only allows transformation into Small 
  plants of the same type of growth the leshy is related to. 
  In this form, the leshy appears as a particularly healthy 
  specimen of that particular plant. A leshy can assume 
  plant form or revert to its true form as a swift action.
  •	 Plantspeech (Ex) All leshys can speak with plants as if 
  subject to a continual speak with plants spell, but only 
  with species they are related to.
  •	 Verdant Burst (Su) When slain, a leshy explodes in a burst 
  of fertile energies. All plant creatures within 30 feet of 
  a slain leshy heal 1d8 points of damage plus 1 point per 
  HD of the slain leshy, and plant life of the same type 
  as the leshy itself quickly infests the area. If the terrain 
  can support this type of plant, the undergrowth is dense 
  enough to make the region into difficult terrain for 24 
  hours, after which the plant life diminishes to a normal 
  level; otherwise, the plant life has no significant effect 
  on movement and withers and dies within an hour.
  •	 Except	where	otherwise	noted,	all	leshys	speak	Druidic	
  and Sylvan.
  Native Subtype: This subtype is applied only to 
  outsiders. These creatures have mortal ancestors or a 
  strong connection to the Material Plane and can be raised, 
  reincarnated, or resurrected just as other living creatures 
  can be. Creatures with this subtype are native to the 
  Material Plane. Unlike true outsiders, native outsiders 
  need to eat and sleep.
  Oni Subtype: An oni is an evil spirit who takes 
  humanoid form to become a native outsider. All oni have 
  the following traits, unless otherwise noted in a specific 
  creature’s entry.
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Change Shape (Su) All oni are shapechangers with the 
  shapechanger subtype, but an oni takes only other 
  shapes similar to its normal humanoid form.
  •	 Humanoid Shape: As evil spirits clad in humanoid flesh, 
  all oni possess a humanoid subtype.
  •	 Regeneration (Ex) The rate of regeneration and damage 
  type that suspends it depends on the type of oni, but is 
  typically acid or fire.
  Rakshasa Subtype: A rakshasa is a lawful evil spirit 
  born into the Material Plane. A shapechanger that can 
  walk with ease among humanoids, a rakshasa’s true 
  form has animalistic features and strangely jointed 
  limbs. All rakshasas are native to the Material Plane, 
  and have the following traits unless otherwise noted in 
  a creature’s entry.
  •	 Darkvision	60	feet.
  •	 Change Shape (Su) All rakshasas have the ability to 
  change shape into any humanoid, as if using alter self.
  •	 Detect Thoughts (Su) A rakshasa can detect thoughts as per 
  the spell of the same name. This effect functions at CL 
  18th. A rakshasa can suppress or resume this ability as 
  a free action. When a rakshasa uses this ability, it always 
  functions as if it had spent 3 rounds concentrating and 
  thus gains the maximum amount of information possible. 
  The Will save DC to resist this effect is equal to 10 + 1/2 the 
  rakshasa’s HD + the rakshasa’s Charisma modifier.
  •	 Enhanced Defenses (Ex) All rakshasas have DR that can 
  be penetrated by good and piercing weapons only. The 
  amount of damage reduction varies according to the 
  specific rakshasa. In addition, rakshasas are exceptionally 
  resistant to magic, and possess SR equal to their CR + 15.
  •	 Master of Deception (Ex) All rakshasas gain a +4 racial bonus 
  on Bluff checks and a +8 racial bonus on Disguise checks.
  •	 Spellcasting: All but the least of rakshasas have some level  
  of spellcasting ability, and can cast spells as sorcerers. 
  The rakshasa’s effective caster level as a sorcerer 
  depends on its type, but is generally equal to its CR – 3.
  Ratfolk Subtype: This subtype is applied to the humanoid 
  rodents called ratfolk and creatures related to ratfolk. 
  Reptilian Subtype: These creatures are scaly and 
  usually cold-blooded. The reptilian subtype is only used 
  to describe a set of humanoid races, not all animals and 
  monsters that are true reptiles. 
  Sasquatch Subtype: This subtype is applied to the 
  humanoid beings called sasquatches and creatures 
  related to sasquatches. 
  Shapechanger Subtype: A shapechanger has the 
  supernatural ability to assume one or more alternate 
  forms. Many magical effects allow some kind of 
  shapeshifting, and not every creature that can change its 
  shape has the shapechanger subtype.
  Swarm Subtype: A swarm is a collection of Fine, 
  Diminutive, or Tiny creatures that acts as a single creature. 
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  A swarm has the characteristics of its type, except as noted 
  here. A swarm has a single pool of Hit Dice and hit points, 
  a single initiative modifier, a single speed, and a single 
  Armor Class. A swarm makes saving throws as a single 
  creature. A single swarm occupies a square (if it is made up 
  of non-flying creatures) or a cube (if it is made up of flying 
  creatures) 10 feet on a side, but its reach is 0 feet, like its 
  component creatures. In order to attack, it moves into an 
  opponent’s space, which provokes an attack of opportunity. 
  A swarm can occupy the same space as a creature of any size, 
  since it crawls all over its prey. A swarm can move through 
  squares occupied by enemies and vice versa without 
  impediment, although the swarm provokes an attack of 
  opportunity if it does so. A swarm can move through cracks 
  or holes large enough for its component creatures.
  A swarm of Tiny creatures consists of 300 non-flying 
  creatures or 1,000 flying creatures. A swarm of Diminutive 
  creatures consists of 1,500 non-flying creatures or 5,000 
  flying creatures. A swarm of Fine creatures consists of 
  10,000 creatures, whether they are flying or not. Swarms 
  of non-flying creatures include many more creatures 
  than could normally fit in a 10-foot square based on their 
  normal space, because creatures in a swarm are packed 
  tightly together and generally crawl over each other and 
  their prey when moving or attacking. Larger swarms 
  are represented by multiples of single swarms. The area 
  occupied by a large swarm is completely shapeable, though 
  the swarm usually remains in contiguous squares.
  Swarm Traits: A swarm has no clear front or back and no 
  discernible anatomy, so it is not subject to critical hits or 
  f lanking. A swarm made up of Tiny creatures takes half 
  damage from slashing and piercing weapons. A swarm 
  composed of Fine or Diminutive creatures is immune 
  to all weapon damage. Reducing a swarm to 0 hit points 
  or less causes it to break up, though damage taken until 
  that point does not degrade its ability to attack or resist 
  attack. Swarms are never staggered or reduced to a dying 
  state by damage. Also, they cannot be tripped, grappled, 
  or bull rushed, and they cannot grapple an opponent.
  A swarm is immune to any spell or effect that targets 
  a specific number of creatures (including single-target 
  spells such as disintegrate), with the exception of mind-
  affecting effects (charms, compulsions, morale effects, 
  patterns, and phantasms) if the swarm has an Intelligence 
  score and a hive mind. A swarm takes half again as much 
  damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and many evocation spells.
  Swarms made up of Diminutive or Fine creatures are 
  susceptible to high winds, such as those created by a gust 
  of wind spell. For the purpose of determining the effects 
  of wind on a swarm, treat the swarm as a creature of the 
  same size as its constituent creatures. A swarm rendered 
  unconscious by means of nonlethal damage becomes 
  disorganized and dispersed, and does not reform until 
  its hit points exceed its nonlethal damage.
  Swarm Attacks: Creatures with the swarm subtype don’t 
  make standard melee attacks. Instead, they deal automatic 
  damage to any creature whose space they occupy at the 
  end of their move, with no attack roll needed. Swarm 
  attacks are not subject to a miss chance for concealment 
  or cover. A swarm’s stat block has “swarm” in the Melee 
  entries, with no attack bonus given. 
  A swarm’s attacks are nonmagical, unless the swarm’s 
  description states otherwise. Damage reduction sufficient 
  to reduce a swarm attack’s damage to 0, being incorporeal, 
  or other special abilities usually give a creature immunity 
  (or at least resistance) to damage from a swarm. Some 
  swarms also have acid, blood drain, poison, or other 
  special attacks in addition to normal damage.
  Swarms do not threaten creatures, and do not make 
  attacks of opportunity with their swarm attacks. 
  However, they distract foes whose squares they occupy, 
  as described below.
  Swarms possess the distraction universal monster rule. 
  Spellcasting or concentrating on spells within the area of 
  a swarm requires a caster level check (DC 20 + spell level). 
  Using skills that involve patience and concentration 
  requires a DC 20 Will save.
  Vanara Subtype: This subtype is applied to vanaras and 
  creatures related to vanaras.
  Vishkanya Subtype: This subtype is applied to 
  vishkanyas and creatures related to vishkanyas.
  Water Subtype: This subtype is usually used for 
  outsiders with a connection to the Elemental Plane of 
  Water. Creatures with the water subtype always have 
  swim speeds and can move in water without making 
  Swim checks. A water creature can breathe underwater 
  and can usually breathe air as well. Water creatures treat 
  the Swim skill as a class skill.
  APPENDIX 4: MONSTERS AS PCS
  For simple rules on using monsters as player characters, 
  see page 313 of the Pathfinder RPG Bestiary.
  APPENDIX 5: MONSTER FEATS
  Most of the following feats apply specifically to monsters, 
  although some player characters might qualify for them 
  (particularly Craft Construct).
  Ability Focus
  One of this creature’s special attacks is particularly difficult 
  to resist. 
  Prerequisite: Special attack.
  Benefit: Choose one of the creature’s special attacks. 
  Add +2 to the DC on all saving throws against the special 
  attack on which the creature focuses.
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  Special: A creature can gain this feat multiple times. 
  Its effects do not stack. Each time the creature takes the 
  feat, it applies to a different special attack.
  Awesome Blow (Combat)
  This creature can send opponents flying.
  Prerequisites: Str 25, Improved Bull Rush, Power 
  Attack, size Large or larger.
  Benefit: As a standard action, the creature may perform 
  an awesome blow combat maneuver. If the creature’s 
  maneuver succeeds against a corporeal opponent smaller 
  than itself, its opponent takes damage (typically slam 
  damage plus Strength bonus) and is knocked flying 10 feet 
  in a direction of the attacking creature’s choice and falls 
  prone. The attacking creature can only push the opponent 
  in a straight line, and the opponent can’t move closer to 
  the attacking creature than the square it started in. If an 
  obstacle prevents the completion of the opponent’s move, 
  the opponent and the obstacle each take 1d6 points of 
  damage, and the opponent is knocked prone in the space 
  adjacent to the obstacle.
  Craft Construct (Item Creation)
  You can create construct creatures like golems.
  Prerequisites: Caster level 5th, Craft Magic Arms and 
  Armor, Craft Wondrous Item.
  Benefit: You can create any construct whose 
  prerequisites you meet. The act of animating a construct 
  takes 1 day for each 1,000 gp in its market price. To create 
  a construct, you must use raw materials costing half of 
  its base price, plus the full cost of the basic body created 
  for the construct. Each construct has a special section 
  that summarizes its costs and other prerequisites. A 
  newly created construct has average hit points for its 
  Hit Dice.
  Empower Spell-Like Ability
  One of this creature’s spell-like abilities is particularly 
  potent and powerful.
  Prerequisite: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of the creature’s spell-like abilities, 
  subject to the restrictions described in this feat. The 
  creature can use that spell-like ability as an empowered 
  spell-like ability three times per day (or fewer, if the ability 
  is normally usable only once or twice per day).
  When a creature uses an empowered spell-like ability, 
  all variable, numeric effects of the spell-like ability are 
  increased by half (+50%). Saving throws and opposed 
  rolls are not affected. Spell-like abilities without random 
  variables are not affected.
  The creature can only select a spell-like ability 
  duplicating a spell with a level less than or equal to 1/2 
  its caster level (round down) – 2. For a summary, see the 
  table in the description of the Quicken Spell-Like Ability 
  feat on page 310. 
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  Flyby Attack
  This creature can make an attack during its move action 
  while flying.
  Prerequisite: Fly speed.
  Benefit: When flying, the creature can take a move 
  action and another standard action at any point during 
  the move. The creature cannot take a second move action 
  during a round when it makes a flyby attack.
  Normal: Without this feat, the creature takes a standard 
  action either before or after its move.
  Hover
  This creature can hover in place with ease and can kick 
  up clouds of dust and debris.
  Prerequisite: Fly speed.
  Benefit: A creature with this feat can halt its movement 
  while f lying, allowing it to hover without needing to 
  make a Fly skill check. 
  If a creature of size Large or larger with this feat hovers 
  within 20 feet of the ground in an area with lots of loose 
  debris, the draft from its wings creates a hemispherical 
  cloud with a radius of 60 feet. The winds generated can 
  snuff torches, small campfires, exposed lanterns, and 
  other small, open flames of nonmagical origin. Clear 
  vision within the cloud is limited to 10 feet. Creatures have 
  concealment at 15 to 20 feet (20% miss chance). At 25 feet or 
  more, creatures have total concealment (50% miss chance, 
  and opponents cannot use sight to locate the creature).
  Normal: Without this feat, a creature must make a Fly 
  check to hover and the creature does not create a cloud of 
  debris while hovering.
  Improved Natural Armor
  This creature’s hide is tougher than most.
  Prerequisites: Natural armor, Con 13.
  Benefit: The creature’s natural armor bonus increases 
  by +1.
  Special: A creature can gain this feat multiple times. 
  Each time the creature takes the feat, its natural armor 
  bonus increases by an additional +1.
  Improved Natural Attack
  Attacks made by one of this creature’s natural attacks 
  leave vicious wounds.
  Prerequisites: Natural weapon, base attack bonus +4.
  Benefit: Choose one of the creature’s natural attack 
  forms (not an unarmed strike). The damage for this natural 
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  attack increases by one step on the following list, as if the 
  creature’s size had increased by one category. Damage dice 
  increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 
  6d6, 8d6, 12d6. 
  A weapon or attack that deals 1d10 points of damage 
  increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
  Multiattack (Combat)
  This creature is particularly skilled at making attacks 
  with its natural weapons.
  Prerequisite: Three or more natural attacks.
  Benefit: The creature’s secondary attacks with natural 
  weapons take only a –2 penalty.
  Normal: Without this feat, the creature’s secondary 
  attacks with natural weapons take a –5 penalty.
  Multiweapon Fighting (Combat)
  This multi-armed creature is skilled at making attacks 
  with multiple weapons.
  Prerequisites: Dex 13, three or more hands.
  Benefit: Penalties for fighting with multiple weapons 
  are reduced by –2 with the primary hand and by –6 with 
  off hands.
  Normal: A creature without this feat takes a –6 penalty 
  on attacks made with its primary hand and a –10 penalty on 
  attacks made with all of its off hands. (It has one primary 
  hand, and all the others are off hands.) See Two-Weapon 
  Fighting in the Pathfinder RPG Core Rulebook.
  Special: This feat replaces the Two-Weapon Fighting 
  feat for creatures with more than two arms.
  Quicken Spell-Like Ability
  This creature can use one of its spell-like abilities with 
  next to no effort.
  Prerequisite: Spell-like ability at CL 10th or higher.
  Benefit: Choose one of the creature’s spell-like 
  abilities, subject to the restrictions described in this feat. 
  The creature can use that spell-like ability as a quickened 
  spell-like ability three times per day (or fewer, if the 
  ability is normally usable only once or twice per day).
  Using a quickened spell-like ability is a swift action that 
  does not provoke an attack of opportunity. The creature 
  can perform another action—including the use of another 
  spell-like ability (but not another swift action)—in the 
  same round that it uses a quickened spell-like ability.
  The creature can only select a spell-like ability duplicating 
  a spell with a level less than or equal to 1/2 its caster level 
  (round down) – 4. For a summary, see the table below.
  A spell-like ability that duplicates a spell with a casting 
  time greater than 1 full round cannot be quickened.
  Normal: The use of a spell-like ability normally requires 
  a standard action (at the very least) and provokes an attack 
  of opportunity.
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  Empowered and Quickened Spell-Like Abilities
  Spell 
  Caster Level 
  Caster Level
  Level 
  to Empower 
  to Quicken
  0  
  4th 
  8th
  1st 
  6th 
  10th
  2nd 
  8th 
  12th
  3rd 
  10th 
  14th
  4th 
  12th 
  16th
  5th 
  14th 
  18th
  6th 
  16th 
  20th
  7th 
  18th 
  —
  8th 
  20th 
  —
  9th 
  — 
  —
  Snatch
  This creature can grab other creatures with ease.
  Prerequisite: Size Huge or larger.
  Benefits: The creature can start a grapple when 
  it hits with a claw or bite attack, as though it had the 
  grab ability. If it grapples a creature three or more sizes 
  smaller, it squeezes each round for automatic bite or 
  claw damage with a successful grapple check. A snatched 
  opponent held in the creature’s mouth is not allowed a 
  Ref lex save against the creature’s breath weapon, if it 
  has one.
  The creature can drop a creature it has snatched as a 
  free action or use a standard action to fling it aside. A 
  flung creature travels 1d6 × 10 feet, and takes 1d6 points 
  of damage per 10 feet traveled. If the creature flings a 
  snatched opponent while flying, the opponent takes this 
  amount or falling damage, whichever is greater.
  Wingover
  This creature can make turns with ease while flying.
  Prerequisite: Fly speed.
  Benefits: Once per round, the creature can turn up to 
  180 degrees as a free action without making a Fly check. 
  This turn does not cost the creature any movement.
  Normal: A flying creature can turn up to 90 degrees 
  by making a DC 15 Fly check and expending 5 feet of 
  movement. A flying creature can turn up to 180 degrees 
  by making a DC 20 Fly check and expending 10 feet of 
  movement.
  APPENDIX 6: MONSTER COHORTS
  The Leadership feat (see page 129 of the Pathfinder RPG 
  Core Rulebook) allows a character to gain a loyal cohort. 
  With the GM’s approval, this cohort can be a similarly 
  aligned monster rather than a member of the standard 
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  player races. Monsters on the following list all work well 
  as cohorts (be they assassins, bodyguards, mounts, etc.)—
  their effective cohort “level” corresponds to the level 
  available to the PC as afforded by his Leadership score. 
  Use these monsters as guidelines when determining 
  cohort levels for other monsters.
  For more information on monster cohorts, see page 316 
  of the Pathfinder RPG Bestiary.
  Monster Cohorts
  Monster 
  Level
  Adlet 
  14
  Ahuizotl 
  11
  Derhii	
  10
  Dragonne	
  10
  Garuda 
  16
  Giant owl 
  8
  Giant vulture 
  7
  Kech 
  6
  Kirin 
  13
  Maftet 
  11
  Nephilim	
  13
  Sabosan 
  9
  Sasquatch 
  6
  Shadow mastiff 
  8
  Shae 
  7
  Shedu 
  14
  Sleipnir 
  16
  Tanuki 
  8
  APPENDIX 7: ANIMAL COMPANIONS
  The following list indexes all additional animal 
  companions found in this book, along with the page 
  numbers on which they can be located. Below the list are 
  the statistics for each animal companion. The rules for 
  choosing and progressing an animal companion can be 
  found on pages 51–53 of the Pathfinder RPG Core Rulebook. 
  Animal Companions
  Animal 
  Page
  Antelope 
  147
  Archelon 
  192
  Axe beak 
  29
  Baluchitherium 
  192
  Basilosaurus 
  193
  Dimetrodon	
  78
  Elk 
  147
  Giant chameleon 
  186
  Giant gecko 
  186
  Giant vulture 
  284
  Iguanodon 
  78
  Kangaroo 
  191
  Megalania 
  193
  Pachycephalosaurus 
  79
  Spinosaurus 
  79
  Thylacine 
  191
  Antelope Companions
  Starting Statistics: Size Small; Speed 60 ft.; AC +1 
  natural armor; Attack gore (1d4); Ability Scores Str 10, 
  Dex 17, Con 14; Int 2; Wis 13; Cha 5; Special Qualities 
  low-light vision.
  4th-Level Advancement: Ability Scores Str +2, Dex +2, 
  Con +2.
  Archelon Companions
  Starting Statistics: Size Medium; Speed 15 ft., swim 50 ft.; 
  AC +10 natural armor; Attack bite (1d6); Ability Scores Str 
  8, Dex 10, Con 9, Int 2, Wis 13, Cha 6; Special Qualities 
  low-light vision, hold breath, scent.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d8), Ability Scores Str +8, Dex –2, 
  Con +4.
  Axe Beak Companions
  Starting Statistics: Size Medium; Speed 50 ft.; Attack 
  bite (1d6 + 1-1/2 Str); Ability Scores Str 10, Dex 17, Con 
  12, Int 2, Wis 11, Cha 10; Special Qualities low-light 
  vision. 
  4th Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d8 + 1-1/2 Str); Ability Scores Str +8, 
  Dex –2, Con +4; Special Attacks sudden charge.
  Baluchitherium Companions
  Starting Statistics: Size Medium; AC +4 natural armor; 
  Speed 40 ft.; Attack 2 hooves (1d4); Ability Scores Str 14, 
  Dex 14, Con 15, Int 2, Wis 13, Cha 6; Special Qualities 
  low-light vision, scent.
  7th-Level Advancement: Size Large; AC +3 natural 
  armor; Attack 2 hooves (1d6); Ability Scores Str +8, Dex 
  –2, Con +4; Special Qualities trample.
  Basilosaurus Companions
  Starting Statistics: Size Medium; Speed swim 40 ft.; AC 
  +1 natural armor; Attack bite (1d4), tail slap (1d4); Ability 
  Scores Str 11, Dex 14, Con 12, Int 2, Wis 14, Cha 6; Special 
  Qualities low-light vision, hold breath.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d6), tail slap (1d6); Ability Scores Str 
  +8, Dex –2, Con +4; Special Qualities blindsense 60 ft.
  Dimetrodon Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +2 
  natural armor; Attack bite (1d8); Ability Scores Str 12, 
  Dex 16, Con 14, Int 1, Wis 12, Cha 3; Special Qualities 
  tearing bite.
  311311
  Appendices
  Appendices
  
  7th-Level Advancement: Size Large; AC +1 natural armor; 
  Attack bite (2d8); Ability Scores Str +8, Dex –2, Con +4.
  Elk Companions
  Starting Statistics: Size Medium; Speed 50 ft.; AC +1 
  natural armor; Attack gore (1d6) or 2 hooves (1d3); Ability 
  Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5; Special 
  Qualities low-light vision.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack gore (1d8) or 2 hooves (1d4); Ability Scores 
  Str +8, Dex –2, Con +4.
  Giant Chameleon Companions
  Starting Statistics: Size Medium; Speed 30 ft., climb 30 
  ft.; Attack bite (1d6); Ability Scores Str 12, Dex 14, Con 14, 
  Int 2, Wis 11, Cha 7; Special Qualities +10 Stealth when 
  still, low-light vision.
  4th-Level Advancement: Size Large; Speed 40 ft., 
  climb 40 ft.; AC +2 natural armor; Attack bite (1d8); 
  Ability Scores Str +4, Dex –2, Con +2; Special Attacks pull 
  (tongue, 5 ft.), tongue.
  Giant Gecko Companions
  Starting Statistics: Size Small; Speed 30 ft.; Attack bite 
  (1d6); Ability Scores Str 11, Dex 15, Con 12, Int 2, Wis 14, 
  Cha 7; Special Qualities expert climber, low-light vision.
  4th-Level Advancement: Size Medium; Speed 40 ft.; AC 
  +2 natural armor; Attack bite (2d4); Ability Scores Str +4, 
  Dex –2, Con +2.
  Giant Vulture Companions
  Starting Statistics: Size Medium; AC +2 natural armor; 
  Speed 10 ft., fly 50 ft. (average); Attack bite (1d8); Ability 
  Scores Str 12, Dex 15, Con 14, Int 2, Wis 15, Cha 7; Special 
  Qualities low-light vision, +4 on saves vs. disease.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.
  Iguanodon Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +3 
  natural armor; Attack claw (1d6); Ability Scores Str 17, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 7.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack claw (1d8); Ability Scores Str +8, Dex –2, 
  Con +4; Special Qualities thumb spikes.
  Kangaroo Companions
  Starting Statistics: Size Medium; Speed 40 ft.; Attack 
  kick (1d4); Ability Scores Str 12, Dex 14, Con 13, Int 2, Wis 
  11, Cha 7; Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; Speed 50 ft.; AC 
  +2 natural armor; Attack kick (1d6); Ability Scores Str +4, 
  Dex +2, Con +2.
  Megalania Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +1 
  natural armor; Attack bite (1d6 plus grab); Ability Scores 
  Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6; Special Qualities 
  low-light vision, scent.
  7th-Level Advancement: Size Large; AC +1 natural 
  armor; Attack bite (1d8 plus grab and poison); Ability 
  Scores Str +4, Dex –2, Con +4.
  Pachycephalosaurus Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +3 
  natural armor; Attack gore (1d8); Ability Scores Str 15, 
  Dex 16, Con 13, Int 2, Wis 12, Cha 5.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack gore (1d10); Ability Scores Str +8, Dex –2, 
  Con +4; Special Qualities clobbering charge.
  Spinosaurus Companions
  Starting Statistics: Size Medium; Speed 30 ft., swim 20 
  ft.; AC +3 natural armor; Attack bite (1d6), 2 claws (1d4); 
  Ability Scores Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 3.
  7th-Level Advancement: Size Large; AC +2 natural 
  armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str 
  +8, Dex –2, Con +4.
  Thylacine Companions
  Starting Statistics: Size Small; Speed 30 ft.; Attack bite 
  (1d4); Ability Scores Str 12, Dex 15, Con 16, Int 2, Wis 13, 
  Cha 7; Special Qualities low-light vision, powerful jaws.
  4th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack bite (1d6); Ability Scores Str +4, Dex -2, Con +4.
  APPENDIX 8: MONSTERS BY TYPE
  Listed below are all of the monsters in this book, 
  organized alphabetically by type.
  Aberration:	azruverda,	flumph,	ghorazagh,	goblin	snake,	iku-
  turso,	moon-beast,	lunar	naga,	royal	naga,	sagari,	siyokoy,	
  water	naga,	wolf-in-sheep’s-clothing,	yithian
  (Air):	kirin,	sky	dragon,	tempest	behemoth
  Animal:	antelope,	archelon,	axe	beak,	baluchitherium,	
  basilosaurus, dimetrodon, elk, flying squirrel, foo dog, foo 
  lion, fox, giant chameleon, giant gecko, giant porcupine, 
  giant skunk, giant vulture, goat, great horned owl, 
  iguanodon, kangaroo, megalania, otter, pachycephalosaurus, 
  pig, porcupine, raccoon, skunk, snake swarm, spinosaurus, 
  thylacine, venomous snake swarm, vulture
  (Aquatic):	adaro,	ahuizotl,	cecaelia,	ceratioidi,	death’s	head	
  jellyfish, deep sea serpent, fjord linnorm, fuath, ghawwas, 
  giant	sea	anemone,	globster,	grodair,	iku-turso,	kappa,	
  lukwata, mobogo, nixie, nuckelavee, river drake, rusalka, 
  sapphire jellyfish, sargassum fiend, sea bonze, seaweed 
  leshy,	shark-eating	crab,	shipwrecker	crab,	siyokoy,	thalassic	
  behemoth, vodyanoi, voonith, water naga, water yai
  312
  312
  
  (Cold):	adlet,	akhlut,	cold	rider,	ice	yai,	yuki-onna
  Construct:	bone	golem,	brass	golem,	cannon	golem,	
  caryatid column, clockwork goliath, clockwork leviathan, 
  clockwork servant, clockwork soldier, clockwork spy, 
  fossil	golem,	graven	guardian,	taotieh,	terra-cotta	soldier,	
  tophet, tupilaq
  Dragon:	cairn	linnorm,	desert	drake,	faerie	dragon,	fjord	
  linnorm, forest dragon, gorynych, kongamato, rift 
  drake, river drake, sea dragon, sky dragon, sovereign 
  dragon, taiga linnorm, tatzlwyrm, tor linnorm, 
  underworld dragon 
  (Earth):	carnivorous	crystal,	desert	drake,	forest	dragon,	
  guecubu,	jinushigami,	rift	drake,	thunder	behemoth	
  (Elemental):	magmin
  Fey:	atomie,	bogeyman,	cold	rider,	faun,	fey	giant	toad,	
  fuath, nixie, norn, nuckelavee, rusalka, sprite
  (Fire):	fire	yai,	magmin,	underworld	dragon
  (Giant):	ash	giant,	cave	giant,	desert	giant,	fire	yai,	great	
  cyclops, ice yai, jotund troll, jungle giant, moss troll, void 
  yai, water yai
  Humanoid:	adlet,	ash	giant,	catfolk,	cave	giant,	desert	giant,	
  great cyclops, jotund troll, jungle giant, moss troll, ratfolk, 
  sasquatch, vanara, vishkanya
  (Incorporeal):	allip,	bhuta,	dybbuk,	yuki-onna
  Magical Beast:	ahuizotl,	akhlut,	androsphinx,	baku,	
  bandersnatch, carbuncle, criosphinx, deep sea serpent, 
  disenchanter, dragonne, flail snail, giant owl, grodair, 
  grootslang, hieracosphinx, hodag, jackalwere, jubjub bird, 
  kamadan, kirin, lammasu, lukwata, mobogo, nue, shedu, 
  simurgh, sleipnir, spider eater, stymphalidies, tempest 
  behemoth, thalassic behemoth, thunder behemoth, 
  trollhound, voonith, zoog
  Monstrous Humanoid:	adaro,	adherer,	annis	hag,	cecaelia,	
  ceratioidi, derhii, dire corby, girtablilu, humbaba, 
  jorogumo,	kappa,	kech,	maftet,	popobala,	pukwudgie,	
  sabosan, tanuki, thriae queen, thriae seer, thriae soldier, 
  vodyanoi
  Ooze:	brain	ooze,	carnivorous	crystal,	deathtrap	ooze,	garden	
  ooze, globster, hungry fog, plasma ooze
  Outsider:	shae,	valkyrie
  Outsider (chaotic):	baregara,	coloxus,	hekatonkheires,	
  incubus, schir, shaggy demodand, slimy demodand, 
  tarry demodand
  Outsider (cold):	ice	yai
  Outsider (evil):	asuras,	augur,	baregara,	cerberi,	
  coloxus, contract devil, crucidaemon, divs, eremite, 
  hekatonkheires, incubus, interlocutor, schir, shadow 
  mastiff,	shaggy	demodand,	slimy	demodand,	tarry	
  demodand, vulnudaemon
  Outsider (fire):	magmin,	fire	yai
  Outsider (good):	foo	dog,	foo	lion,	harbinger	archon,	
  legion archon, peri
  Outsider (lawful):	asuras,	augur,	cerberi,	contract	devil,	eremite,	
  harbinger archon, interlocutor, legion archon, shinigami
  Outsider (native):	animal	lord,	garuda,	kami,	nephilim,	oni,	
  peri, rakshasas, suli
  Outsider (water):	tojanida,	water	yai
  Plant:	alraune,	ascomoid,	cerebric	fungus,	fungus	leshy,	gourd	
  leshy, leaf leshy, myceloid, phantom fungus, seaweed leshy, 
  sargassum fiend
  (Shapechanger):	akhlut,	animal	lord,	deathtrap	ooze,	fire	
  yai, fungus leshy, ghul, gourd leshy, ice yai, jackalwere, 
  jorogumo, kuwa, leaf leshy, moss troll, popobala, 
  pukwudgie, rakshasas, royal naga, seaweed leshy, tanuki, 
  water yai, void yai
  (Swarm):	hellwasp	swarm,	rot	grub	swarm,	snake	swarm,	
  venomous snake swarm
  Template:	animal	lord,	fey	creature,	foo	creature,	graveknight,	
  jiang-shi	vampire,	penanggalen
  Undead:	allip,	baykok,	berbalang,	bhuta,	deathweb,	demilich,	
  dybbuk, ecorche, festrog, ghul, graveknight, guecubu, 
  hollow	serpent,	huecuva,	jiang-shi	vampire,	manananggal,	
  pale	stranger,	penanggalen,	sea	bonze,	tzitzimitl,	yuki-
  onna, zuvembie
  Vermin:	deadfall	scorpion,	death’s	head	jellyfish,	ghost	
  scorpion, giant adult ant lion, giant ant lion, giant crab 
  spider, giant rot grub, giant sea anemone, hellwasp swarm, 
  ogre	spider,	rot	grub	swarm,	sapphire	jellyfish,	shark-eating	
  crab, shipwrecker crab
  (Water):	river	drake,	sea	dragon,	thalassic	behemoth,	
  tojanida, water yai
  APPENDIX 9: MONSTERS BY CR
  The following section lists all monsters included in this 
  book, alphabetically by CR. Variant monsters (such as 
  the alternate versions of the terra-cotta soldier and the 
  various giant vermin of alternate sizes) are not included 
  in this list—an index of these monsters appears instead 
  in Appendix 11: Variant Monster Index on page 317. In 
  the case of templates, like animal lords and jiang-shi 
  vampires, only the sample creature presented with a 
  full stat block at the start of the template’s entry in this 
  book is included. Creatures that are essentially toolboxes 
  which GMs might use to create their own creatures, 
  such as unfettered eidolons, also only see the example 
  version presented in this section. Similarly, for dragons, 
  only those that have full stat blocks presented in this 
  book are listed on the following tables (young, adult, and 
  ancient dragons)—dragons of other age categories are 
  not included on these lists.
  CR 1/4
  fox, otter, porcupine, skunk
  CR 1/3
  flying squirrel, goat, pig, ratfolk, sprite
  313
  313
  Appendices
  Appendices
  
  CR 1/2
  antelope, catfolk, clockwork spy, ghost scorpion, giant crab 
  spider, great horned owl, kangaroo, leaf leshy, raccoon, sagari, 
  suli, thylacine, vanara, vishkanya, vulture 
  CR 1
  atomie,	carbuncle,	death’s	head	jellyfish,	dire	corby,	elk,	
  faun, festrog, flumph, fuath, giant gecko, goblin snake, 
  gourd leshy, nixie, zoog 
  CR 2
  augur, axe beak, clockwork servant, disenchanter, doru, 
  faerie dragon, foo dog, fungus leshy, garden ooze, giant 
  porcupine, giant sea anemone, harbinger archon, huecuva, 
  jackalwere, kappa, raktavarna, sasquatch, shikigami, snake 
  swarm, spirit oni, tatzlwyrm, venomous snake swarm 
  CR 3 
  adaro, adherer, allip, caryatid column, ceratioidi, cerebric 
  fungus, dimetrodon, giant chameleon, giant rot grub, kech, 
  magmin, moss troll, phantom fungus, river drake, seaweed 
  leshy, tripurasura, trollhound
  CR 4
  aghash, flail snail, foo lion, giant skunk, giant vulture, 
  kamadan, kuwa, myceloid, pachycephalosaurus, schir, shae, 
  tanuki, thriae soldier, venomous snake swarm, voonith, 
  vulnudaemon, zuvembie
  CR 5
  archelon, ascomoid, cecaelia, dandasuka, derhii, ghul, giant 
  ant lion, giant owl, globster, graven guardian, grodair, 
  hieracosphinx, kodama, ogre spider, penanggalen, sabosan, 
  shadow	mastiff,	spider	eater,	tojanida,	vodyanoi
  CR 6
  ahuizotl, annis hag, berbalang, cave giant cerberi, clockwork 
  soldier, deathweb, giant adult ant lion, hodag, hungry fog, 
  iguanodon,	incubus,	jiang-shi	vampire,	lunar	naga,	maftet,	
  terra-cotta	soldier	
  CR 7
  adhukait, brain ooze, caulborn, criosphinx, dragonne, 
  kirin, legion archon, manananggal, megalania, pairaka, 
  pukwudgie,	shark-eating	crab,	tupilaq,	young	underworld	
  dragon, water naga 
  CR 8
  baku, baluchitherium, bone golem, cold rider, deadfall 
  scorpion, deathtrap ooze, desert drake, girtablilu, guecubu, 
  hellwasp	swarm,	iku-turso,	lammasu,	marai,	nephilim,	rot	
  grub	swarm,	stymphalidies,	unfettered	eidolon,	wolf-in-
  sheep’s-clothing,	young	sea	dragon,	yuki-onna
  CR 9
  androsphinx,	baykok,	desert	giant,	garuda,	nuckelavee,	rift	drake,	
  sargassum fiend, shedu, upasunda, yithian, young sky dragon
  CR 10
  adlet, bogeyman, contract devil, ghawwas, jungle giant, 
  mobogo, nue, pale stranger, shira, siyokoy, tophet, young 
  forest dragon, zuishin kami 
  CR 11
  adult underworld dragon, animal lord, aghasura asura, ash 
  giant,	bhuta,	carnivorous	crystal,	graveknight,	lukwata,	moon-
  beast, royal naga, sapphire jellyfish, sleipnir, spinosaurus, 
  taotieh, thriae seer, young sovereign dragon 
  CR 12
  adult sea dragon, baregara, basilosaurus, clockwork leviathan, 
  coloxus, fossil golem, great cyclops, interlocutor, jorogumo, 
  rusalka, valkyrie
  CR 13
  adult sky dragon, akhlut, alraune, azruverda, ghorazagh, 
  shipwrecker crab 
  CR 14
  adult forest dragon, brass golem, demilich, ice yai, peri, sepid 
  CR 15
  adult sovereign dragon, cannon golem, crucidaemon, dybbuk, 
  fire yai, gorynych, jotund troll, jubjub bird, kongamato, 
  popobala, sea bonze, tataka, toshigami 
  CR 16
  ancient underworld dragon, ecorche, fjord linnorm, 
  grootslang, hollow serpent, plasma ooze, slimy demodand
  CR 17
  ancient sea dragon, bandersnatch, shinigami
  CR 18
  ancient sky dragon, cairn linnorm, norn, shaggy demodand, 
  simurgh, thriae queen, thunder behemoth, water yai 
  CR 19
  ancient forest dragon, clockwork goliath, deep sea serpent, 
  humbaba, taiga linnorm, tzitzimitl
  CR 20
  akvan, ancient sovereign dragon, asurendra, eremite, 
  jinushigami, maharaja, thalassic behemoth, void yai 
  CR 21
  tor linnorm 
  314
  314
  
  CR 22
  tempest behemoth 
  CR 24
  hekatonkheires
  APPENDIX 10: MONSTERS BY TERRAIN
  The following lists group all of the monsters in this 
  book into their respective terrains. Note that there can 
  be a certain amount of crossover on these lists, especially 
  between climate bands, similar terrains, or a planar 
  terrain and the Material Plane. For example, although 
  maftets are normally encountered in warms deserts, 
  it’s certainly possible to encounter one in a temperate 
  desert (but much less likely to find one in a cold desert). 
  Likewise, while they usually limit their hunts to deserts, 
  it wouldn’t be unusual to find one in the mountains. It 
  also wouldn’t be unheard of to encounter once of these 
  creatures outside their usual habitat, but this typically 
  only happens when some need or event drives them 
  to leave the regions where they’re most comfortable. 
  Creatures listed under planar terrains can usually be 
  encountered anywhere on the Material Plane as well, 
  but are only very rarely encountered on planes other 
  than the one associated with them. In short, use these 
  lists as a guide, not as shackles—if your adventure works 
  better with a desert giant encountered in a cold forest, 
  by all means, go for it! Just keep in mind that you should 
  probably come up with an in-game reason to explain the 
  monster’s presence there, but that can lead to ideas for a 
  great adventure in its own right.
  AIR (TEMPERATE)
  tempest behemoth 
  ANY TERRAIN
  berbalang, bhuta, bogeyman, bone golem, brass golem, 
  cannon golem, caryatid column, catfolk, caulborn, 
  cerebric fungus, clockwork goliath, clockwork leviathan, 
  clockwork servant, clockwork soldier, clockwork spy, 
  dandasuka, deathweb, demilich, disenchanter, dybbuk, 
  ecorche, festrog, flumph, fossil golem, fox, giant rot 
  grub, goat, great cyclops, graveknight, graven guardian, 
  guecubu,	hekatonkheires,	huecuva,	hungry	fog,	jiang-shi	
  vampire, jinushigami, kirin, kuwa, lunar naga, maharaja, 
  manananggal,	marai,	moon-beast,	pale	stranger,	
  penanggalen, plasma ooze, pig, raktavarna, rot grub 
  swarm,	royal	naga,	shadow	mastiff,	shikigami,	shinigami,	
  snake	swarm,	spirit	oni,	suli,	taotieh,	tataka,	terra-cotta	
  soldier, thriae queen, thriae seer, thriae soldier, tophet, 
  toshigami, tupilaq, tzitzimitl, unfettered eidolon, valkyrie, 
  venomous snake swarm, vishkanya, yithian, zuishin, 
  zuvembie
  COASTLINE
  archelon, cecaelia, fjord linnorm, fuath, giant sea anemone, 
  globster, grodair, nuckelavee, otter, popobala, rusalka, 
  seaweed	leshy,	shark-eating	crab,	shipwrecker	crab,	
  stymphalidies, water yai
  DESERT (TEMPERATE)
  adherer, ash giant, atomie, dragonne, great cyclops, 
  lammasu,	maftet
  DESERT (WARM)
  androsphinx, ash giant, criosphinx, desert drake, desert giant, 
  ghul, giant adult ant lion, giant ant lion, girtablilu, great 
  cyclops,	jackalwere,	maftet,	ratfolk,	scorpion,	shedu,	simurgh
  FOREST (COLD)
  animal lord, bandersnatch, carbuncle, cold rider, forest 
  dragon, humbaba, kodama, leaf leshy, moss troll, sagari, 
  sasquatch,	taiga	linnorm,	tatzlwyrm,	wolf-in-sheep’s-
  clothing,	yuki-onna,	zoog
  FOREST (TEMPERATE)
  adherer, alraune, animal lord, atomie, bandersnatch, 
  carbuncle, catfolk, deadfall scorpion, faerie dragon, faun, 
  fey giant toad, forest dragon, flying squirrel, garden 
  ooze, giant crab spider, giant owl, giant porcupine, giant 
  skunk, gorynych, great cyclops, great horned owl, hodag, 
  humbaba, jubjub bird, kodama, leaf leshy, moss troll, 
  porcupine, pukwudgie, raccoon, sagari, sasquatch, skunk, 
  spider	eater,	sprite,	tanuki,	tatzlwyrm,	wolf-in-sheep’s-
  clothing, zoog
  FOREST (WARM)
  animal lord, aluchitherium, bandersnatch, carbuncle, catfolk, 
  derhii, dimetrodon, faerie dragon, forest dragon, giant 
  chameleon, giant crab spider, giant gecko, great cyclops, 
  humbaba, iguanodon, jubjub bird, jungle giant, kech, 
  kodama, kongamato, leaf leshy, megalania, nue, popobala, 
  sabosan,	sagari,	spinosaurus,	tatzlwyrm,	vanara,	wolf-in-
  sheep’s-clothing,	zoog	
  HILLS (COLD)
  adlet, cairn linnorm, cold rider, gourd leshy, jotund troll, leaf 
  leshy,	ogre	spider,	yuki-onna
  HILLS (TEMPERATE)
  adherer, atomie, fire yai, gourd leshy, great cyclops, kangaroo, 
  leaf leshy, ogre spider, pukwudgie, vanara
  HILLS (WARM)
  androsphinx, criosphinx, fire yai, garuda, giant vulture, gourd 
  leshy,	great	cyclops,	hieracosphinx,	leaf	leshy,	nephilim,	rift	
  drake, thylacine, vulture 
  315
  315
  Appendices
  Appendices
  
  MOUNTAINS (COLD)
  adlet, cold rider, jotund troll, ice yai, norn, sleipnir, sovereign 
  dragon,	tor	linnorm,	trollhound,	void	yai,	yuki-onna
  MOUNTAINS (TEMPERATE)
  adherer,	atomie,	fire	yai,	great	cyclops,	jorogumo,	maftet,	
  pukwudgie, sky dragon, sovereign dragon, thunder behemoth, 
  void yai 
  MOUNTAINS (WARM)
  fire yai, garuda, giant chameleon, giant gecko, great cyclops, 
  maftet,	nue,	rift	drake,	sky	dragon,	simurgh,	sovereign	dragon
  OCEAN (COLD)
  basilosaurus,	ceratioidi,	death’s	head	jellyfish,	deep	sea	
  serpent,	fuath,	giant	sea	anemone,	globster,	grodair,	iku-
  turso, otter, rusalka, sargassum fiend, sea bonze, sea dragon, 
  seaweed leshy, siyokoy, thalassic behemoth, water yai
  OCEAN (TEMPERATE)
  archelon,	basilosaurus,	ceratioidi,	death’s	head	jellyfish,	deep	sea	
  serpent,	fuath,	giant	sea	anemone,	globster,	grodair,	iku-turso,	
  nixie, otter, rusalka, sapphire jellyfish, sargassum fiend, sea 
  bonze,	sea	dragon,	seaweed	leshy,	shark-eating	crab,	shipwrecker	
  crab, siyokoy, thalassic behemoth, water naga, water yai
  OCEAN (WARM) 
  adaro,	ahuizotl,	basilosaurus,	cecaelia,	death’s	head	jellyfish,	
  deep sea serpent, fuath, giant sea anemone, globster, 
  grodair, otter, rusalka, seaweed leshy, sapphire jellyfish, 
  sargassum fiend, sea bonze, sea dragon, siyokoy, thalassic 
  behemoth, water yai 
  PLAINS (COLD)
  adlet,	akhlut,	animal	lord,	cold	rider,	elk,	gourd	leshy,	yuki-onna
  PLAINS (TEMPERATE)
  adherer, animal lord, antelope, atomie, axe beak, catfolk, elk, 
  fey giant toad, giant porcupine, gourd leshy, great cyclops, 
  kamadan, kangaroo, pachycephalosaurus, porcupine
  PLAINS (WARM)
  animal lord, antelope, catfolk, giant vulture, gourd leshy, 
  great cyclops, kamadan, megalania, pachycephalosaurus, 
  stymphalidies, vulture
  PLANAR (ABADDON—NEUTRAL EVIL)
  aghash, akvan, crucidaemon, doru, ghawwas, pairaka, sepid, 
  shira, vulnudaemon
  PLANAR (ABYSS—CHAOTIC EVIL)
  baregara, coloxus, incubus, schir, shaggy demodand, slimy 
  demodand 
  PLANAR (ELYSIUM—CHAOTIC GOOD)
  peri
  PLANAR (HEAVEN—LAWFUL GOOD)
  harbinger archon, legion archon, peri
  PLANAR (HELL—LAWFUL EVIL)
  adhukait, aghasura, asurendra, cerberi, contract devil, 
  hellwasp swarm, tripurasura 
  PLANAR (LIMBO—CHAOTIC NEUTRAL)
  peri
  PLANAR (NIRVANA—NEUTRAL GOOD)
  foo dog, foo lion
  PLANAR (PLANE OF EARTH)
  carnivorous crystal
  PLANAR (PLANE OF FIRE)
  magmin
  PLANAR (PLANE OF SHADOW)
  augur,	eremite,	interlocutor,	shae,	shadow	mastiff	
  PLANAR (PLANE OF WATER)
  tojanida
  RIVERS/LAKES
  ahuizotl, fuath, grodair, grootslang, kappa, lukwata, nixie, 
  otter, river drake, rusalka, vodyanoi, voonith, water naga, 
  water yai 
  SWAMP (COLD)
  annis hag, carbuncle, cold rider, fuath, fungus leshy, goblin 
  snake,	nuckelavee,	otter,	vodyanoi,	voonith,	yuki-onna
  SWAMP (TEMPERATE)
  carbuncle, fey giant toad, fuath, fungus leshy, garden ooze, 
  goblin snake, great cyclops, hodag, lukwata, mobogo, otter, 
  vodyanoi, voonith
  SWAMP (WARM)
  carbuncle, fuath, fungus leshy goblin snake, great cyclops, 
  iguanodon, lukwata, otter, spinosaurus, vodyanoi, voonith
  UNDERGROUND
  adherer, allip, ascomoid, azruverda, baykok, brain ooze, 
  carnivorous crystal, cave giant, deathtrap ooze, dire 
  corby, flail snail, flumph, fungus leshy, ghost scorpion, 
  ghorazagh,	goblin	snake,	hollow	serpent,	iku-turso,	
  myceloid, ogre spider, phantom fungus, sabosan, 
  underworld dragon
  316
  316
  
  URBAN
  catfolk, garden ooze, ratfolk, tanuki
  APPENDIX 11:
  VARIANT MONSTER INDEX
  Not all of the monsters presented in this book have their 
  own stat blocks. Many of them are merely variants on 
  a theme, such as the various kinds of bandersnatch or 
  alternate versions of the kamadan. Monster variants use 
  the standard monster’s stats but with specific changes, 
  as outlined in the text. The following list indexes all 
  of the monster variants in this book that are associated 
  with rules changes (creatures that are only mentioned 
  in passing, such as the asura blasphemous sages, elder 
  jinushigami, kyton demagogues, or akvan princes, are 
  not indexed here).
  Variant Monster 
  Page
  Awakened demilich 
  67
  Bog nixie 
  201
  Diatryma	
  29
  Dread	corby		
  80
  Dusk	kamadan	
  158
  Confounding bandersnatch 
  33
  Emperor kirin 
  168
  Eremite overlord 
  173
  Frumious	bandersnatch	
  33
  Lesser bandersnatch 
  33
  Magicbane bandersnatch 
  33
  Polar kamadan 
  158
  Primal bandersnatch 
  33
  Small unfettered eidolon 
  111
  Terra-cotta	archer	
  262
  Terra-cotta	horseman	
  262
  Terror bird 
  29
  APPENDIX 12: ABILITY INDEX
  The monsters detailed in this book have a wide range 
  of special attacks, defenses, and qualities—and only in 
  the case of relatively unique abilities are rules given in 
  a monster’s actual entry. Other abilities are detailed 
  in the universal monster rules, in shared abilities for 
  that creature’s type, or even as class abilities or other 
  features detailed in the Pathfinder RPG Core Rulebook. 
  Use the following ability index to track down the full 
  rules for monster abilities not detailed in a particular 
  monster’s entry.
  Note: Entries listed in bold are usually class abilities, 
  and thus the page number listed refers to a page in the 
  Pathfinder RPG Core Rulebook. Entries listed in bold italics 
  are usually class abilities from the Advanced Player’s 
  Guide. All other page number references point to pages in 
  the Pathfinder RPG Bestiary 3.
  Ability 
  Page 
  Ability 
  Page
  ability damage 
  292 
  light blindness 
  296
  ability drain 
  292 
  light sensitivity 
  296
  all-around	vision		
  292	
  maneuver training 
  59
  amorphous 
  292 
  multiweapon mastery 296
  amphibious 
  292 
  natural attacks 
  297
  armor training 
  55 
  negative energy affinity 297
  attach  
  292 
  no breath 
  297
  bleed 
  292 
  paralysis 
  297
  blindsense 
  292 
  plant traits 
  297
  blindsight 
  292 
  poison 
  297
  blood drain 
  292 
  pounce 
  298
  braver 
  55 
  powerful charge 
  298
  breath weapon 
  292 
  pull 
  298
  burn 
  292 
  purity of body 
  59
  capsize 
  293 
  push 
  298
  change shape 
  293 
  quarry 
  67
  channel energy 
  40 
  rake 
  298
  channel resistance 
  293 
  regeneration 
  298
  compression 
  293 
  rend 
  298
  constrict 
  293 
  resistance 
  298
  construct traits 
  293 
  rock catching 
  298
  crush 
  92 
  rock throwing 
  298
  curse 
  293 
  scent 
  299
  damage reduction 
  293 
  see in darkness 
  299
  disease 
  294 
  slow fall 
  59
  distraction 
  294 
  sneak attack 
  68
  dragon senses 
  92 
  sound mimicry 
  299
  earth	glide	
  294	
  spell-like	abilities	
  299
  energy drain 
  294 
  spell resistance 
  299
  engulf 
  294 
  split 
  299
  entrap 
  294 
  stench 
  299
  evasion 
  59 
  still mind 
  59
  fast healing 
  294 
  stunning fist 
  59
  fast movement 
  59 
  summon 
  300
  fast swallow 
  295 
  sunlight powerlessness 300
  favored enemy 
  64 
  swallow whole 
  300
  favored terrain 
  65 
  swift tracker 
  67
  fear 
  295 
  tail sweep 
  92
  ferocity 
  295 
  telepathy 
  300
  flight 
  295 
  trample 
  300
  flurry of blows 
  57 
  track 
  64
  freeze 
  295 
  tremorsense 
  300
  frightful presence 
  295 
  trip 
  300
  gaze 
  295 
  undead traits 
  300
  grab 
  295 
  undersized weapons 
  301
  heat 
  296 
  vulnerabilities  
  301
  hex 
  66 
  water breathing  
  301
  high jump 
  59 
  water dependency 
  301
  hold breath 
  296 
  web 
  301
  hunter’s bond 
  66 
  whirlwind 
  301
  immunity 
  296 
  wild empathy 
  64
  incorporeal 
  296 
  witch’s patron 
  70
  317
  317
  Appendices
  Appendices
  
  jet 
  296 
  witch’s familiar 
  67
  keen scent 
  296 
  weapon training 
  56
  ki pool 
  59 
  woodland stride 
  66
  lifesense 
  296 
  APPENDIX 13: MONSTER ROLES
  The following lists categorize all of the monsters in 
  this book into specific roles. These roles indicate the 
  creatures’ general strengths and what types of character 
  classes are treated as key classes for each monster.
  Combat monsters are good at ranged and melee combat. 
  Spell monsters have an inherent ability to cast magic 
  spells. Skill monsters are particularly adept at ambushing 
  prey, use sneak attacks, or have bard-like powers. Special 
  monsters have no key classes—their focus is on unique 
  tactics and abilities.
  Creatures listed as having “Any Role” do not use special 
  rules when advancing via class level—they lack racial Hit 
  Dice, and thus advance in level normally, as detailed in 
  the Pathfinder RPG Core Rulebook. All of the PC races listed 
  in that book fit into this category as well.
  Creatures listed in the “No Role” category have no 
  key classes—these are generally any creatures that are 
  mindless or have an Intelligence score of 2 or lower. 
  Creatures in this category cannot gain class levels at all, 
  and must advance using other methods. If a creature in 
  this category gains an Intelligence score of 3 or higher, 
  the creature becomes a Combat Role monster.
  Note that monster templates are not listed in this 
  appendix—with the exception of skeletons and zombies 
  (which lose their intelligence and thus have no key 
  classes), a templated monster’s key class is the same as 
  the base creature’s key classes.
  If you add levels in a key class to a monster, increase its 
  CR by +1 for every level in a key class. For more information 
  on adding class levels to a monster, see pages 296, 297, and 
  323 of the Pathfinder RPG Bestiary.
  ANY ROLE
  animal	lord,	catfolk,	graveknight,	jiang-shi	vampire,	ratfolk,	
  suli, vanara, vishkanya 
  COMBAT ROLE
  adaro, adherer, adhukait asura, adlet, annis hag, akvan, ash 
  giant, atomie, azruverda, bandersnatch, baregara, baykok, 
  berbalang, cairn linnorm, cave giant, cecaelia, ceratioidi, 
  cold rider, criosphinx, derhii, desert drake, desert giant, dire 
  corby, dragonne, ecorche, eremite, festrog, fire yai, fjord 
  linnorm, flail snail, forest dragon, ghawwas, ghorazagh, ghul, 
  girtablilu, great cyclops, hekatonkheires, hieracosphinx, 
  humbaba,	iku-turso,	jinushigami,	jotund	troll,	jungle	giant,	
  kech,	kongamato,	leaf	leshy,	legion	archon,	maftet,	magmin,	
  manananggal, moss troll, myceloid, nephilim, nuckelavee, 
  pale	stranger,	peri,	rift	drake,	river	drake,	sabosan,	
  sasquatch, sea dragon, schir, sepid, shaggy demodand, 
  shedu, shinigami, shira, simurgh, siyokoy, sky dragon, slimy 
  demodand, spirit oni, sprite, taiga linnorm, tarry demodand, 
  tanuki, tatzlwyrm, thriae soldier, tor linnorm, toshigami, 
  underworld dragon, unfettered eidolon, upasunda, valkyrie 
  NO ROLE
  adult giant ant lion, antelope, archelon, ascomoid, axe 
  beak, baluchitherium, basilosaurus, bone golem, brass 
  golem, carnivorous crystal, caryatid column, cerberi, 
  clockwork goliath, clockwork leviathan, clockwork servant, 
  clockwork soldier, clockwork spy, deadfall scorpion, 
  death’s	head	jellyfish,	deathtrap	ooze,	deathweb,	deep	sea	
  serpent, dimetrodon, disenchanter, elk, fey giant toad, 
  flying squirrel, foo dog, foo lion, fossil golem, fox, garden 
  ooze, ghost scorpion, giant ant lion, giant chameleon, 
  giant crab spider, giant gecko, giant owl, giant porcupine, 
  giant rot grub, giant sea anemone, giant skunk, giant 
  vulture, globster, goat, graven guardian, great horned owl, 
  hellwasp swarm, hodag, hungry fog, iguanodon, incubus, 
  jubjub bird, kamadan, kangaroo, kuwa, lukwata, megalania, 
  mobogo, nue, ogre spider, otter, pachycephalosaurus, 
  phantom fungus, plasma ooze, pig, porcupine, raccoon, rot 
  grub swarm, sapphire jellyfish, sargassum fiend, shadow 
  mastiff,	shark-eating	crab,	shipwrecker	crab,	skunk,	snake	
  swarm, spider eater, spinosaurus, stymphalidies, taotieh, 
  tempest	behemoth,	terra-cotta	soldier,	thalassic	behemoth,	
  thunder behemoth, tophet, thylacine, trollhound, tupilaq, 
  venomous snake swarm, void yai, vulture 
  SKILL ROLE
  aghash, aghasura, allip, alraune, bhuta, bogeyman, carbuncle, 
  coloxus, crucidaemon, dybbuk, faun, flumph, fuath, fungus 
  leshy, goblin snake, gourd leshy, interlocutor, jackalwere, 
  jorogumo, kodama, nixie, pairaka, popobala, rusalka, shae, 
  tripurasura,	yuki-onna,	zuishin	
  SPECIAL ROLE
  ahuizotl, akhlut, gorynych, grodair, grootslang, guecubu, 
  hollow	serpent,	kappa,	moon-beast,	sagari,	sea	bonze,	
  sleipnir,	tojanida,	voonith,	wolf-in-sheep’s-clothing,	
  yithian, zoog 
  SPELL ROLE
  androsphinx, asurendra, augur, baku, brain ooze, caulborn, 
  cerebric fungus, contract devil, dandasuka, demilich, 
  doru, faerie dragon, garuda, harbinger archon, shikigami, 
  huecuva, kirin, lammasu, lunar naga, maharaja, marai, 
  norn, penanggalen, pukwudgie, raktavarna, royal naga, 
  seaweed leshy, sovereign dragon, spirit oni, vulnudaemon, 
  tataka rakshasa, thriae queen, thriae seer, tzitzimitl, 
  vodyanoi, water naga, water yai, zuvembie
  318
  318
  
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  System	 Reference	 Document.	 ©	 2000.	 Wizards	 of	 the	 Coast,	 Inc;	 Authors	
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and	Dave	Arneson.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; 
  Author Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors 
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  Authors	John	Baichtal,	Wolfgang	Baur,	Ross	Byers,	Matthew	Cicci,	John	Flemming,	
  Jeremy	Jones,	Derek	Kagemann,	Phillip	Larwood,	Richard	Pett,	and	Stan!
  The Tome of Horrors III, ©	2005,	Necromancer	Games,	Inc.;	Author	Scott	Greene.
  Adherer from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer.
  Animal Lord from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Carbuncle from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Authors	Scott	Greene,	based	on	original	material	by	Albie	Fiore.
  Caryatid Column from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Daemon, Piscodaemon from the Tome of Horrors, Revised,	©	2002,	Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Shaggy from the Tome of Horrors, Revised,	©	2002,	Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dragon, Faerie from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	
  Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author	 Scott	 Greene,	 based	 on	 original	 material	 by	 Ian	 McDowell	 and	 Douglas	
  Naismith.
  Foo Creature from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author	Scott	Greene,	based	on	original	material	by	Underworld	Oracle.
  Jackalwere from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author	Scott	Greene,	based	on	original	material	by	Nick	Louth.
  Kech from the Tome of Horrors, Revised,	 ©	 2002,	 Necromancer	 Games,	 Inc.;	
  Author Scott Greene, based on original material by Gary Gygax.
  Marid from the Tome of Horrors III,	©	2005,	Necromancer	Games,	Inc.;	Author	
  Scott Greene.
  Rot Grub from the Tome of Horrors, Revised,	©	2002,	Necromancer	Games,	Inc.;	
  Author Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised,	©	2002,	Necromancer	
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  319
  319
  Appendices
  Appendices
  
  T
  est your courage against the most infamous foes of myth and legend! Bestiary 3 presents 
  hundreds of monsters for use in the Pathfinder Roleplaying Game. Within this book 
  you’ll find demiliches and demodands, grave knights and goblin snakes, 
  norns and nephilim, imperial dragons and unfettered eidolons, and 
  so much more! Yet not every creature needs to be an enemy, as 
  winged garudas, crafty tanukis, and leonine lammasus all wait 
  to join your party and answer the call of glory.
  The Pathfinder RPG Bestiary 3 is the third indispensable 
  volume of monsters for use with the Pathfinder 
  Roleplaying Game and serves as a companion to 
  the Pathfinder RPG Core Rulebook and Pathfinder RPG 
  Bestiary. This imaginative tabletop game builds upon 
  more than 10 years of system development and an Open 
  Playtest featuring more than 50,000 gamers to create a 
  cutting-edge RPG experience that brings the all-time best-
  selling set of fantasy rules into the new millennium.
  The Pathfinder RPG Bestiary 3 includes:
  ► More than 300 different monsters
  ► Classic terrors from myth and literature, from the frumious bandersnatch 
  and the righteous valkyrie to the cunning dybbuk and elusive kappa
  ► Hordes of new creatures you can construct, grow, or summon to aid your 
  party in its adventures
  ► New player-friendly races to let you adventure as canny ratfolk, genie-blooded 
  sulis, and more
  ► New familiars, animal companions, and other allies
  ► Challenges for any adventure and every level of play
  ► Some of the strangest and most beloved creatures from fantasy roleplaying history 
  and the Pathfinder campaign setting
  ► Hosts of new templates and variants
  ► Appendices to aid in monster navigation, including lists by Challenge Rating, 
  monster type, and habitat
  ► Expanded universal monster rules to simplify special attacks, defenses, and qualities
  ► And MUCH, MUCH MORE!
  NIGHTMARES AND LEGENDS
  paizo.com/pathfinder
  Printed in China. PZO1120
  
SOURCE: textdata/thevault/Bestiaries/Pathfinder - Bestiary 3.pdf