TEXT: Tome of Horrors 4
  305
  ISBN: 978-1-62283-192-0
  
  Tome of Horrors 4
  1
  Lead Designer
  Scott Greene
  Designers/Contributors
  Erica Balsley, Casey Christofferson,  
  Jim Collura, Lance Hawvermale,  
  Patrick Lawringer, Phillip Larwood, Bill Webb
  Cover Artists
  Charles A. Wright & MKUltra Studios
  Interior Artist
  Chris McFann
  Development
  Bill Webb, Scott Greene, Skeeter Green
  Playtesters/Feedback
  Kristi Arenas, Erica Balsley, Rebecca Charles, 
  Chris Gann, Danielle Gordon, Scott Greene, 
  Meghan Greene, Shane Griffin, Claire Hatch, 
  Matt Hicks, Justin Heaton, Aaron Holloway, 
  Shelly Isaacson, John Lloyd, David Lomas, 
  Hannah Parks, Randy Polston, Brandon Reed, 
  Russ Shuler, Keith Tallent, Michael Tallent, 
  Eileen Wick.
  Special Thanks To
  Amy, Mark, Peyton, Tracey, Meghan, Erica, 
  Dave, Sammy, Elijah, Abby, Kevin “Boz” 
  Baase the Creature Catalog guru, Erik Mona 
  and the Paizo gang for keeping the game 
  going, the “One Step at a Time” crew on 
  the Necromancer Games forums, all the 
  Necromancer Games, Frog God Games, and 
  Paizo fans around the world, Mike Chaney, 
  Ryan Dancey, and of course E. Gary Gygax, 
  Dave Arneson, Clark Peterson, and Bill Webb.
  Dedication
  This book is dedicated to Eric “Shade” 
  Jansing (1971–2012). Thanks for keeping the 
  Creature Catalog flame burning at ENWorld. 
  You will be missed my friend.
  Dedication
  This book is dedicated to Ransom Jones 
  (1958–2012); one of the best people I’ve ever 
  known. Always missed; never forgotten.
  The Tome of Horrors 4
  Credits
  ©2013 Frog God Games.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  
  2
  One can simply never have enough monsters. The greatest trick a GM can play is to show up with something new that the 
  players have never heard of before. Anyone who has been doing this for very long knows the drill, “Goblins, ok, fighters to 
  the front so they get multiple attacks”, or “a troll! Get fire and acid ready!”.
  Imagine what happened to the first group of players that encountered a nilbog—and watched it grow in size as the fighters 
  each hit it 5 times. What about a pyrohydra—fire had no way to stop it from growing new heads… “Oh my, what do we do 
  now?” may have been the next battlecry.
  Its not always necessary to make every monster a death-dealing enigma, however fear of the unknown is one of the 
  strongest tools in the GM’s arsenal. It keeps players on their toes and makes the game more fun. Certainly the old mundane 
  standby’s need a place at the table (and the miniature case). After all, what is a dungeon without a troll or ten?
  One of the things I have been most proud of about my career in the game industry has been my company’s ability to bring 
  new and interesting denizens to light. Starting with our collaboration with White Wolf on the Creature Collection in 1999, 
  and continuing with our award winning Tome of Horrors series and Monstronomicon, Necromancer Games, and its spawn 
  Frog God Games have always been at the leading edge of the new monster game.
  Thus we are proud to bring you Tome of Horrors IV, fresh from the mind of that evil genius Scott Greene and his 
  henchwoman Erica Balsley (otherwise known as D&D Chick). This book will be our first foray into the world of color 
  monster books. All of these critters are never seen before and new to the table, and I am told, are anxious to get off the page 
  and onto what they do best…eat adventurers.
  Much in the same way I like my monsters to use the unexpected tactics my dungeons are so famous for, Scott and his crew 
  have come up with a vast array of new beasts and demons to frighten and challenge your players. I personally cannot wait 
  for this book to ship, as there are several creatures I cannot wait to add to my bi-monthly Rappan Athuk updates!
  Enjoy this new trove of monsters, and feedback is, as always, welcome!
  — Bill Webb
  CEO Frog God Games
  INTRODUCTION
  
  Tome of Horrors 4
  3
  Introduction ...........................................2
  Addath .................................................... 5
  Algidarch................................................ 6
  Amalgamation .......................................7
  Amber Skeleton ..................................... 8
  Animal, Elemental ................................. 9
  Argos ....................................................10
  Astral Spider ........................................ 11
  Aswang ................................................. 12
  Aurochs, Northlands ........................... 13
  Baba Yaga ............................................14
  Baboonwere ......................................... 15
  Banshee, Lesser ................................... 16
  Battlehulk............................................. 17
  Bear, Shadow Dire ...............................19
  Beetle, Ravager ....................................20
  Beetle, Stench ....................................... 21
  Blaze Boa .............................................. 22
  Blood Orchid
       Blood Orchid .................................... 23
       Blood Orchid Savant ........................23
       Blood Orchid Grand Savant .............24
  Bloodsoaker Vine ................................ 25
  Bloodworm........................................... 26
  Boarfolk ............................................... 27
  Bone Crawler ....................................... 28
  Bone Delver ..........................................29
  Boobrie ................................................. 30
  Borsin ................................................... 31
  Bronze Minotaur .................................32
  Bucentaur ............................................. 33
  Burning Ghat .......................................34
  Carrion Claw .......................................35
  Cavern Crawler ................................... 36
  Char Shambler ....................................37
  Chike ....................................................38
  Chuul-Ttaen......................................... 39
  Cimota
       Cimota ..............................................40
       Guardian Cimota ..............................40
       High Cimota .....................................41
  Cinder Knight ...................................... 43
  Cobalt Viper
       Cobalt Viper .....................................44
       Giant Cobalt Viper ........................... 44
  Conshee ................................................45
  Crimson Death ....................................46
  Crysolax ...............................................47
  Daochyn ...............................................48
  Dark Custodian ................................... 49
  Deathstroke Serpent ...........................50
  Defender Globe ....................................51
  Demon
       Demon, Ciratto .................................52
       Demon, Kytha .................................. 53
       Demon, Tatarux ................................54
  Demonic Mist ....................................... 55
  Devil, Dantalion (Duke of Hell) .......... 56
  Devouring Mist .................................... 57
  Dinosaur
       Dinosaur, Euparkeria .......................58
       Dinosaur, Gorgosaurus .....................59
       Dinosaur, Nothosaurus .....................60
       Dinosaur, Podokesaurus ...................61
  Dire Animals
       Dire Fox ...........................................62
       Dire Mastiff ...................................... 62
       Dire Stag .......................................... 63
  Dobie
       Dobie ................................................ 64
       Enlarged Dobie ................................64
  Domovoi ...............................................65
  Dracohydra ..........................................66
  Dragon, Grey ....................................... 67
  Drake
       Drake, Brine ..................................... 71
       Drake, Storm .................................... 72
       Drake, Vile .......................................73
  Drakeling
       Drakeling, Flame ..............................74
       Drakeling, Frost ............................... 75
  Dreadweed ........................................... 76
  Dune Horror ........................................ 77
  Dwarf, Frost ......................................... 78
  Ebony Horse ........................................ 79
  Edon .....................................................80
  Eel, Fire ................................................ 81
  Ekimmu ................................................82
  Elemental Lords
       Inder (Fire Elemental Lord) .............83
       Lypso (Water Elemental Lord) ......... 84
       Onyst (Earth Elemental Lord) ..........85
       Susir (Air Elemental Lord) .............. 86
  Elementals
       Elemental, Salt .................................87
       Elemental, Smoke ............................ 89
       Elemental, Wood ..............................91
  Emberleaf ............................................. 92
  Fachan .................................................. 93
  Firebird ................................................94
  Fisherman ............................................ 95
  Flayed Angel ........................................97
  Fountain Fungus ................................. 98
  Fungus Man
       Fungus Man .....................................99
       Fungus Man King ............................99
  Galley Beggar .................................... 100
  Gargoyle, Spitting .............................101
  Gelatinous Emperor ..........................102
  Genie, Seraph .................................... 103
  Ghaggurath ........................................104
  Ghirru ................................................ 105
  Giant
       Giant, Coral ....................................106
       Giant, Crag ..................................... 107
       Giant, Jotun .................................... 108
  Gibbering Abomination .................... 109
  Gibbering Orb
       Gibbering Orb ................................ 111
       Gibbering Orb, Lesser .................... 112
  Glacial Haunt .................................... 114
  Gloom Haunt ..................................... 115
  Golem
       Golem, Crystalline ......................... 116
       Golem, Necromantic ...................... 117
       Golem, Philosopher ........................ 118 
       Golem, Skiff ................................... 120
       Golem,  
       Spontaneous-Ossuary Golem ......... 121
  Grave Mount ..................................... 122
  Grey Spirit .........................................123
  Gribbon .............................................. 124
  Grimlock ............................................125
  Grimshrike ......................................... 126
  Hag Nymph ........................................127
  Hedon ................................................. 128
  Hellwidow .......................................... 129
  Hooded Horror ..................................130
  Horde, Zombie ................................... 131
  Horse, Rhianna ..................................132
  Inphidian
       Inphidian, Death’s Head .................133
       Inphidian, Grey-Scale ....................134
  Jolly Jelly ...........................................136
  Jynx ....................................................137
  Kamarupa .......................................... 138
  Kapre .................................................. 139
  Knight Gaunt .....................................140
  Korog
       Korog Technician ...........................141
       Korog Scientist ............................... 141
  Kulgreer .............................................142
  Lamprey, Burrowing ........................ 143
  Leonine ............................................... 144
  Leviathan ........................................... 145
  Lightning Bladder ............................. 146
  Lightning Lamprey ........................... 147
  Living Disease
       Festering Lung ............................... 148
       Blackrot ..........................................148
  Living Monolith
       Living Monolith .............................150
       Crawling Offspring ........................ 151
  Lizard
       Lizard, Giant Forest .......................152
  Table of Contents
  
  Table of Contents
  4
       Lizard, Lava ................................... 153
  Lupin ..................................................154
  Lurker Wraith ...................................155
  Lycanthrope, Werewolverine ........... 156
  Malkeen .............................................. 157
  Mandrake, Deadly............................. 158
  Megaswarm
       Megaswarm, Dire Rat ....................159
       Megaswarm, Dretch ....................... 160
  Mimic, Undead .................................. 161
  Monkey, Ghoul .................................. 162
  Monkey, Spire .................................... 163
  Mordnaissant .....................................164
  Mummy, Asp
       Mummy, Asp ..................................165
       Asp Swarm .....................................165
  Naga
       Naga, Death .................................... 166
       Naga, Ha-Naga ............................... 167
       Naga, Hanu-naga ............................ 168
  Narwhal ..............................................169
  Necro-Phantom.................................. 170
  Neomimic ........................................... 171
  Niserie ................................................. 172
  Nithu ...................................................173
  Noble Steed ........................................174
  Ommoth .............................................175
  Ooze
       Ooze, Ebon ..................................... 176
       Ooze, Spawn of Jubilex ................. 177
  Oozeanderthal ................................... 178
  Peg Powler .........................................179
  Pestilential Cadaver ..........................180
  Petrified Horror ................................. 181
  Piranha
       Giant Flying Piranha ......................182
       Piranha Swarm ............................... 182
  Plant Guardian
       Algant .............................................183
       Banyant .......................................... 184
       Sargassant....................................... 184
       Cactant ...........................................184
  Plantoid
       Plantoid ..........................................185
       Plaintoid King ................................185
       Plantoid Servitor ............................186
  Proto-Creature
       Proto-Creature ................................187
       Giant Proto-Creature ......................187
  Rakewood........................................... 188
  Rat-Ghouls .........................................189
  Ravager .............................................. 190
  Salamander, Ice .................................193
  Sciurian .............................................. 194
  Scorpionfolk....................................... 195
  Screamer ............................................196
  Sea Serpent, Finback ........................ 197
  Sealwere
       Sealwere ......................................... 198
       Seal ................................................. 199
  Serpent Creeper ................................200
  Sewer Sludge ...................................... 201
  Shadow Hunter
       Shadow Hunter ...............................202
       Shadow Hunter Hatchlings ............ 202
  Shadow Wing .....................................203
  Shark, Swordtooth ............................ 204
  Shattered Soul, Impaled Spirit ........205
  Silverfish
       Silverfish, Giant ............................. 206
       Silverfish Swarm ............................ 206
  Sirine Flower .....................................207
  Skin Feaster ....................................... 208
  Skull Child .........................................209
  Slitherrat ............................................ 210
  Slug, Dimensional .............................. 211
  Sojourner of the Sea .......................... 212
  Soul Knight ........................................213
  Sphinx, Dromosphinx ....................... 214
  Spider
       Spider, Albino Cave .......................215
       Spider, Giant Funnel-Web .............. 216
       Spider, Shard .................................. 217
       Spider, Lich ....................................218
  Stone Idol
       Frog Stone Idol .............................. 219
       Variant Frog Stone Idol ..................219
       Gargoyle Stone Idol .......................220
       Shedu Stone Idol ............................ 220
       Sphinx Stone Idol ........................... 221
  Stygian Spawn ................................... 222
  Swarm
       Swarm, Bladecoin ..........................223
       Swarm, Bone .................................. 224
       Swarm, Lamprey ............................225
       Swarm, Skeletal .............................226
       Swarm, Stirge ................................. 227
       Swarm, Sparksting ......................... 228
  Sword Spider .....................................229
  Talorani .............................................. 230
  Thought Eater ...................................231
  Tombotu ............................................. 232
  Treant
       Treat, Razor .................................... 233
       Treant, Stone .................................. 234
  Troll
       Troll, Black .................................... 235
       Troll, Huge Black ........................... 235
       Troll, River ..................................... 236
       Troll, Undead .................................237
  Uggoth ................................................238
  Undead Elemental, Fire ....................239
  Valeany ...............................................240
  Vampire Spawn, Feral ...................... 241
  Voltar .................................................. 242
  War Flower ........................................243
  Wasp, Elven ....................................... 244
  Water Leaper .....................................245
  Weirds
       Weird, Lesser, Acid ........................ 246
       Weird, Lesser, Frost .......................246
       Weird, Lesser, Magma ................... 247
       Weird, Lesser, Mud ........................247
       Weird, Lesser, Ooze .......................247
       Weird, Lesser, Smoke .....................247
       Weird, Greater, Air ......................... 247
       Weird, Greater, Earth .....................248
       Weird, Greater, Fire ........................ 248
       Weird, Greater, Water .....................248
  Wichtlein ............................................249
  Wight, Sword .....................................250
  Witchlights
       Withclight ....................................... 251
       Elder Withclight .............................251
  Worg, Dire.......................................... 252
  Xacon ..................................................253
  Xothotak............................................. 254
  Yhakkor .............................................255
  Zombie, Pyre...................................... 256
  Zombyre ............................................. 257
  Appendix A: Templates
       Chose of Lilith ...............................258
      Crazed ............................................. 260
      Crystalline Creature ........................ 261
      Death Knight ................................... 263
      Fallen Elf .........................................265 
      Fleshewn .........................................266
      Guardian Beast ................................267
      Meat Puppet .................................... 269
      Minikin ............................................ 270
      Reborn ............................................. 271
      Refracted Creature .......................... 273
      Shade ............................................... 275
      Soulless ........................................... 276
      Vapor Creature ................................ 277
      Winged Creature ............................. 278
      Zombie, Hungry .............................. 280
  Appendix B:  
     Universal Monster Rules ............... 281
  Appendix C: New Feats .................... 288
  Appendix D: Creature Types ...........289
  Appendix E: Monsters by Type .......295
  Appendix F: Monsters by CR .......... 296
  Legal Appendix.................................. 297
  
  Tome of Horrors 4
  Tome of Horrors 4
  5
  Addath
  This creature appears to be a giant twenty-legged spider with no head. 
  Its underside holds a large ravenous maw from which four long foul 
  tentacles emerge.
  XP 76,800
  CE Huge aberration
  Init +6; Senses blindsight 60 ft., darkvision 60 ft., tremorsense 
  60 ft.; Perception +26
   
  AC 28, touch 10, flat-footed 26 (+2 Dex, +18 natural, –2 size)
  hp 220 (21d8+126)
  Fort +15; Ref +11; Will +14
  Defensive Abilities bristles, spider poison immunity; DR 15/
  cold iron; Resist cold 20, fire 20; SR 27
   
  Speed 40 ft., climb 40 ft.
  Melee 4 tentacles +24 (2d6+10 plus grab), bite +24 (4d6+10 
  plus poison)
  Space 15 ft.; Reach 10 ft.
  Special Attacks bristles, constrict (2d6+10), poison, swallow 
  whole (4d6+15 acid damage, AC 19, 22 hp)
   
  Str 31, Dex 15, Con 23, Int 12, Wis 14, Cha 14
  Base Atk +15; CMB +27 (+31 grapple); CMD 39 (51 vs. trip)
  Feats Bleeding Critical, Cleave, Critical Focus, Great 
  Fortitude, Improved Critical (tentacle), Improved Initiative, 
  Lightning Reflexes, Power Attack, Vital Strike, Weapon 
  Focus (bite, tentacle)
  Skills Acrobatics +15, Climb +42, Escape Artist 
  +26, Perception +26, Stealth +18, Survival +16
  Languages Common, Undercommon
   
  Environment any underground
  Organization solitary
  Treasure standard
   
  Bristles (Ex) Long bristles cover the 
  addath’s spidery legs. With the 
  addath’s erratic movements in 
  combat, any creature adjacent 
  to and attacking the addath has 
  a chance of being hit by the 
  bristles. Each time a creature 
  attacks an addath with a 
  melee attack it must make 
  a DC 22 Reflex save to avoid 
  being punctured by several 
  bristles. Each time a creature 
  is punctured by these bristles, 
  it takes 1d6 points of piercing 
  damage and is exposed to the 
  addath’s poison. A creature 
  that grapples an addath is 
  automatically hurt by these bristles. 
  The save DC to avoid the bristles is 
  Dexterity-based.
  Poison (Ex) Bristles or bite—injury; save 
  DC 26 Fort; frequency 1/round for 6 
  rounds; effect 1d6 Strength damage; 
  cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Spider Poison Immunity (Ex) An addath is 
  immune to the venom of ordinary spiders, giant 
  spiders, and phase spiders. 
  Tentacles (Ex) The addath’s tentacles are always a primary 
  attack for the creature. It can transfer a grabbed creature 
  from a tentacle to its mouth as a move action.
  The addath is a fearsome subterranean hunter that makes its home in 
  caves, caverns, and ruins. It is a highly aggressive predator that paralyzes 
  its victim, carries it back to its nest, and devours it at its leisure. 
  Addaths do not spin webs, but live in large tunnels and chambers or 
  within ruined structures that can accommodate their massive size. Addath 
  lairs are typically littered with the bones and carcasses of uneaten meals 
  and so emanate the stench of death that is easily detectable (and functions 
  as a warning to others not to intrude).
  An addath stands almost 20 feet tall. Its body is dark in color and 
  covered with dark (usually black) hairs. Its legs are long and sleek and 
  covered in deadly black bristles. The creature’s mouth is located on its 
  underside and is surrounded by four long tentacles. The tentacles are slick 
  and hairless and either dark brown or black in color. The creature’s eyes, 
  tiny and almost undetectable are spaced evenly around its central form.
  Addaths, when hunting, attack from ambush, usually clinging to an 
  overhang or ceiling and waiting for prey to pass beneath. Some prefer 
  hiding in shadows and springing out when prey is detected, and still 
  others prefer hiding in huge pits and holes, rushing forth whenever their 
  tremorsense detects movement in the area. Addaths attack by grabbing 
  their prey with their tentacles biting it repeatedly. Addaths try to stay in 
  melee range at all times, knowing eventually a creature can’t help but 
  contact its poisonous bristles.
  ADDATH 
  CR 16
  
  Addath to Aurochs, Northland
  6
  Algidarch
  This monstrous humanoid is dressed in furs and carries a massive 
  sword slung across its back. Its flesh is bluish-white, and its hair the color 
  of snow.
   
  XP 1,600
  CE Large humanoid (cold, giant)
  Init +0; Senses low-light vision; Perception +7
  Aura cold (10 ft., 1d6 cold)
   
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 66 (7d8+28 plus 7)
  Fort +9; Ref +2; Will +4
  Immune cold
  Weaknesses vulnerability to fire
   
  Speed 40 ft.
  Melee greatsword +10 (3d6+9) or 2 slams +10 (1d6+6 plus 
  1d6 cold)
  Space 10 ft.; Reach 10 ft.
  Special Attacks avalanche, freezing wind
   
  Str 22, Dex 10, Con 18, Int 10, Wis 11, Cha 12
  Base Atk +5; CMB +12; CMD 22
  Feats Intimidating Prowess, Iron Will, Power Attack, 
  Toughness
  Skills Climb +6, Intimidate +7, Perception +7, Stealth +1 (+5 in 
  snow), Survival +5; Racial Modifiers +4 Stealth in snow
  Languages Giant
   
  Environment cold hills and moutains
  Organization solitary, pair, gang (3–4), hunting band (3–4 
  plus 5–8 frost men, 1–2 winter wolves), or tribe (5–16 plus 
  50% noncombatants, 4–8 frost men, 4–6 winter wolves, plus 
  1 adept, cleric, or sorcerer of 3rd–5th level; 1 barbarian of 
  4th–6th level)
  Treasure standard (greatsword, other treasure)
   
  Avalanche (Su) Once per day, as a standard action, an 
  algidarch can cause a deluge of snow and ice to rains 
  down in a 60-foot radius. This ability has a range of 100 
  feet. Creatures caught in the area take 5d6 points of cold 
  damage and the avalanche affects a creature as if hit 
  with a bull rush (CMB +17). A DC 17 Reflex save reduces the 
  damage by half. The save DC is Constitution-based.
  Freezing Wind (Su) Once per day, as a standard action, 
  an algidarch can create a freezing wind that functions 
  as a wind wall spell (CL 7th) and that deals 5d6 points of 
  cold damage (DC 17 Fortitude save for half) to creatures 
  affected by the wind. The save DC is Constitution-based. 
  Algidarchs are an offshoot of giants (possibly jotuns or frost giants) 
  and dwell in crude structures built atop hills and rocky outcroppings. 
  Entire villages are sometimes found jutting from the side of a cliff or hill. 
  Villages are normally ruled by a chieftain (a fighter of 6th–8th level) and 
  some contain witch doctors or shamans (both being witches, sorcerers, or 
  clerics of 4th–6th level).
  Algidarchs are a selfish, malevolent race that takes great pride in 
  both of those facts. They frequently waylay travelers on nearby roads, 
  stealing goods, treasure, women, and whatever else they desire at the 
  time. Captured humanoids are kept as slaves or sold to other giant races as 
  slaves. Algidarchs rarely eat humanoids they capture. In tough times when 
  food is scarce they might, but the meat portion of their diet is generally 
  deer, elk, moose, and even mastodon.
  Algidarch adults stand around 9 feet tall and weigh roughly 1,000 pounds. 
  Skin color among algidarchs is always pale with a slight hint of blue. 
  Algidarchs’ hair is always worn long and though color can vary slightly, it is 
  almost always white or some shade of white. Most males have long beards 
  they wear braided or tied. Females are slightly smaller in stature than males, 
  but no less effective in combat. Algidarchs can live to be 225 years old.
  An algidarch announces its presence by flooding the area with freezing 
  winds and a sudden avalanche. This avalanche can take the form of their 
  special ability or can be a true avalanche caused by several algidarchs 
  perched atop a snow-covered hillside or mountaintop. Survivors are 
  attacked in melee with the intent of capturing or killing them. Slain 
  opponents are left to scavengers after their bodies are looted.
  ALGIDARCH 
  CR 5
  
  Tome of Horrors 4
  7
  Amalgamation
  A large collection of items rises up, forming into a swirling chaos 
  that is the body of this being. The items move about throughout its bulk, 
  somehow not touching one another in their mad dance. 
   
  XP 307,200
  N Gargantuan construct
  Init +9; Senses blindsight 100 ft., darkvision 60 ft., low-light 
  vision; Perception +5
   
  AC 25, touch 25, flat-footed 16 (+10 deflection, +9 Dex, –4 size)
  hp 225 (30d10+60)
  Fort +10; Ref +19; Will +15
  DR 10/—; Immune construct traits (+60 hp), 
  magic
   
  Speed 10 ft., fly 50 ft. (perfect)
  Melee varies +33 (damage by 
  weapon)
  Ranged varies +35 (damage 
  by weapon)
  Space 20 ft.; Reach 15 ft.
  Special Attacks multiple 
  attacks, swarm attack (10d6)
   
  Str 24, Dex 28, Con —, Int —, 
  Wis 20, Cha 1
  Base Atk +30; CMB +41; 
  CMD 60
  SQ item use
   
  Environment 
  underground
  Organization solitary 
  Treasure standard 
  (varies with individual 
  Amalgamation) 
   
  Item Use (Su) The 
  amalgamation can use 
  any of the items contained 
  within its bulk. When 
  activating magic items, it is 
  considered to be using them as if 
  a person of the required class, with a 
  20 in any relevant ability scores (or its natural 
  scores, whichever are better). Furthermore, 
  because of its innate magical nature, the save DC 
  against any effects produced by magic items is 2 greater 
  than normal. Finally, it can wield weapons and items as if it 
  were of the appropriate size class for their type, so it suffers 
  no hit penalties for being a Gargantuan construct with such 
  items. Unless instructed otherwise, the amalgamation uses 
  items at random from its bulk. However, it does not target 
  them randomly—it uses them with care and precision, as if 
  it had 18 Intelligence. Items with limited uses, such as scrolls 
  and wands, are expended normally. 
  Multiple Attacks (Ex) The amalgamation can activate and 
  use up to five items per round. It can therefore attack with 
  weapons, activate magic items, hurl alchemical items like 
  thunderstones, or slam random objects against opponents. 
  Swarm Attack (Ex) The amalgamation can move over 
  enemies and damage them with the flying weapons and 
  objects composing its bulk. It does this simply by moving 
  over its victims, who are allowed either a DC 34 Reflex save 
  or an attack of opportunity against the amalgamation, 
  at their option. Anyone who begins their turn engulfed 
  by the amalgamation takes 10d6 points of damage per 
  round, with a DC 34 Reflex save allowed for half. This is not 
  considered an area effect for the purposes of evasion and 
  similar abilities. The damage inflicted by the amalgamation 
  overcomes all forms of damage reduction except 
  epic. The save DC for both Reflex 
  saves is Dexterity-based. Further, 
  this damage is considered 
  continuous for the purposes 
  of determining if it disrupts 
  spellcasting, concentration 
  and the like. 
  Immunity to Magic (Ex) 
  The amalgamation 
  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: Dispel 
  magic and greater 
  dispel magic can be 
  used to deactivate 
  magic items, as per a 
  targeted item dispel. 
  Mage’s disjunction 
  causes it to subside into 
  quiescence for 1d4+1 
  rounds, during which time 
  it is considered helpless.
  The amalgamation is a special 
  creation used by certain ancient 
  spellcasters to defend their hordes 
  and treasure vaults—for even should 
  the guardian fall, most of the items being 
  guarded would be destroyed, and hence not fall into enemy hands. The 
  creature is composed of a large number of magical and mundane items, 
  and it can use any of them to attack. Because of its magical nature, the 
  amalgamation can even wield magic items such as wands without penalty. 
  The amalgamation resembles a vortex or cloud of items 20 ft. in diameter, 
  swirling within a shimmering field of energy. The precise appearance of 
  the construct depends on the items that comprise its bulk. 
  Credit
  Originally appearing in Rappan Athuk Reloaded  
  (© Necromancer Games, 2006)
  AMALGAMATION 
  CR 20
  
  Addath to Aurochs, Northland
  8
  This amber-colored skeleton shambles forward wielding a spear 
  encased in crackling fire.
  XP 2,400
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 21, touch 9, flat-footed 21 (–1 Dex, +12 natural)
  hp 69 (9d10+20)
  Fort +3; Ref +2; Will +3
  DR 10/—; Immune construct traits (+20 hp), magic
  Weaknesses vulnerability to water
   
  Speed 30 ft.
  Melee spear +14/+9 (1d8+7 plus 2d6 fire) or 2 slams +14 
  (1d8+5 plus 2d6 fire)
  Special Attacks fire bolt, heated body
   
  Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +9; CMB +14; CMD 23
   
  Environment any
  Organization solitary or gang (2–5)
  Treasure none
   
  Fire Bolt (Su) Once per round, as a standard action, an 
  amber skeleton can discharge a line of fire from its spear. 
  The bolt has a range of 40 feet and deals 6d6 points of fire 
  damage against a single target (Reflex save DC 14 for half). 
  This is a function of the amber skeleton and not the spear 
  itself. The save DC is Constitution-based.
  Heated Body (Ex) Any creature striking an amber skeleton 
  unarmed or with natural weapons takes 2d6 points of fire 
  damage (no save). Weapons striking an amber skeleton 
  take this same fire damage unless the attacker succeeds on 
  a DC 14 Fortitude save. Damage caused to weapons in this 
  manner is not halved, but hardness does prevent some of 
  the damage dealt. The save DC is Constitution-based.
  Immunity to Magic (Ex) An amber skeleton is immune to 
  spells or spell-like abilities that allow spell resistance. Certain 
  spells and effects function differently against it, as noted: 
  A magical attack that deals fire damage heals 1 point of 
  damage for each 3 points of damage the attack would 
  otherwise deal. If the amount of healing would cause the 
  amber skeleton to exceed its full normal hit points, it gains 
  any excess as temporary hit points. An amber skeleton gets 
  no saving throw against fire effects.
  Vulnerability to Water (Ex) A significant amount of water, 
  such as that created by a create water spell, the contents 
  of a large bucket, or a blow from a water elemental, that 
  strikes an amber skeleton forces the creature to make a DC 
  20 Fortitude save to avoid being staggered for 2d4 rounds. 
  An amber skeleton that is immersed in water must make 
  a DC 20 Fortitude save each round (the DC increases by 
  +1 each subsequent round) or take 1d6 points of damage 
  each round until the water is gone.
  Amber skeletons are constructed and used by high level spellcasters, 
  often acting as guardians to keep secret some unknown or lost knowledge. 
  An amber skeleton appears as an amber-colored skeleton, about 7 feet 
  tall, with two large gemstones that function as eyes. It is often mistaken 
  for an undead creature. The gemstones can be pried out of a destroyed 
  amber skeleton with a DC 20 Strength check. Each gemstone is worth 
  1,000 gp if fully intact and not damaged when it is removed.
  Construction
  An amber skeleton’s body is made from 3,000 pounds of amber worth 
  a total of 5,000 gp.
  AMBER SKELETON
  CL 12th; Price 69,000 gp
   
  CONSTRUCTION
  Requirements Craft Construct, animate objects, flame strike, 
  geas/quest, spell turning, creator must be caster level 12th; 
  Skill Craft (sculptures) or Craft (stonemasonry) DC 16; Cost 
  64,000 gp
  Amber Skeleton
  AMBER SKELETON 
  CR 6
  
  Tome of Horrors 4
  9
  Animal, Elemental
  At various places in the planes, rifts of special tears appear and allow 
  the mundane creatures of one plane to intermix with the creatures of other 
  planes. On these occasions, it is most often not the terrible beasts such 
  as demons or angels that pour through, but much less powerful (but not 
  harmless) creatures mirroring the beasts of the natural realm.
   
  XP 200
  N Tiny vermin (fire)
  Init +2; Senses darkvision 60 ft.; Perception +4
   
  AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
  hp 5 (1d8+1)
  Fort +3; Ref +2; Will +0 
  Immune fire, vermin traits 
  Weaknesses cold vulnerability 
   
  Speed 30 ft., swim 20 ft. 
  Melee 2 claws +0 (1d2–2 plus grab and heat) 
  Space 2–1/2 ft.; Reach 0 ft. 
  Special Attacks constrict (1d2–2), heat (1d4 fire damage)
   
  Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2 
  Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip) 
  Skills Perception +4, Swim +10; Racial Modifiers +4 
  Perception, uses Dex to modify Swim
   
  Environment any warm or hot 
  Organization solitary or clutch (2–20) 
  Treasure none 
  These small crabs are about the size of a man’s fist. They are a deep 
  reddish color, tapering to yellow on the underbelly. 
  The fire crab’s heat extends roughly 3 to 5 ft. 
  Fire crabs are omnivorous; they feed on other animals and any plant life 
  that survives the fire crabs native environment. The fire crabs may survive 
  temperatures lower than 100 degrees for 1 hour per point of Constitution, 
  or run the risk of freezing.
   
  XP 600 
  N Medium vermin (fire)
  Init +1; Senses darkvision 60 ft.; Perception +4
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 19 (3d8+6)
  Fort +5; Ref +2; Will +1
  Immune fire, vermin traits
  Weaknesses cold vulnerability
   
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +4 (1d4+2 plus grab and heat)
  Special Attacks constrict (claw) 1d4+2, heat (+1d6 fire 
  damage)
   
  Str 14, Dex 12, Con 14, Int –, Wis 10, Cha 2
  Base Atk +2; CMB +4 (+8 to grapple); CMD 15
  Skills Perception +4, Swim +10; Racial Modifiers +4 
  Perception, uses Dex to modify Swim
   
  Environment any warm or hot
  Organization solitary or clutch (2–20)
  Treasure none
  Significantly larger than their cousins, the medium fire crab is a 
  monstrosity slightly larger than a dog. The pincers, if they could extend 
  fully (the joints of a fire crab almost turn in on themselves), would reach 
  some 10 ft. or more. 
  The coloration of a medium fire crab varies from a bright red to nearly 
  maroon in older specimens.
  Fire crabs are omnivorous; they feed on other animals and any plant life 
  that survives the fire crabs native environment. The fire crabs may survive 
  temperatures lower than 100 degrees for 1 hour per point of Constitution, 
  or run the risk of freezing.
   
  XP 400
  N Small animal (aquatic*, fire)
  Init +6; Senses low-light vision, tremorsense 10 ft.; Perception +7
  Aura heat (5 ft. radius)
   
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 13 (3d8) 
  Fort +3; Ref +5; Will +2
  Immune fire
  Weaknesses vulnerability to cold
   
  Speed swim 40 ft.
  Melee slam –1 (1d4–4 plus heat)
  Special Attacks heat (1d4 fire damage)
   
  Str 3, Dex 14, Con 10, Int 1, Wis 12, Cha 5
  Base Atk +2; CMB +0; CMD 12
  Feats Alertness, Improved Initiative
  Skills Perception +7, Sense Motive +3, Swim +16; Racial 
  Modifiers uses Dex to modify Swim
   
  Environment Plane of Fire
  Organization solitary or school (4–80)
  Treasure none 
   
  Aquatic Firefish can swim and breathe in molten lava as 
  easily as a regular fish in water. They are ‘aquatic’ only in the 
  sense that their natural environment is lava instead of water. 
  Light orange to bright red in color, the fire fish is approximately the size 
  of a common salmon. Firefish frequently stay in their schools; a solitary 
  fish is easy prey for many predators.
  Firefish spawn yearly, and attempt to return to their place of origin to 
  do so. If unable, a firefish locates a warm, rocky area to deposit their eggs. 
  The females perish within a day after depositing the eggs. The males, after 
  fertilizing the eggs, swim off, living perhaps another week before perishing.
  These are just a few of the possible creatures available, but they should 
  be a good starting point to create other elemental animals. 
  Credit
  Originally appearing in Rappan Athuk Reloaded  
  (© Necromancer Games, 2006)
  FIRE FISH 
  CR 1
  FIRE CRAB, SMALL 
  CR 1/2
  FIRE CRAB, MEDIUM 
  CR 2
  
  Addath to Aurochs, Northland
  10
  Argos
  This monstrous piscine humanoid has a scaly hide of dark grayish-blue. 
  Its muscular arms end in webbed claws.
   
  XP 800
  NE Medium monstrous humanoid (aquatic, extraplanar)
  Init +1; Senses blindsense 60 ft., darkvision 60 ft.; Perception 
  +8 
   
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 30 (4d10+8)
  Fort +5; Ref +5; Will +5
  Immune poison; effects of the River Styx; Resist electricity 10
  Weakness light sensitivity
   
  Speed 30 ft., swim 60 ft.
  Melee spear +7 (1d8+4), bite +2 (1d4+3) or 2 claws +7 
  (1d4+3), bite +7 (1d4+3)
   
  Str 16, Dex 13, Con 15, Int 14, Wis 13, Cha 12
  Base Atk +4; CMB +7; CMD 18
  Feats Great Fortitude, Power Attack
  Skills Diplomacy +3, Intimidate +8, Knowledge (planes) +4, 
  Perception +8, Stealth +8, Survival +8, Swim +18
  Languages Aquan, Argos, Common
  SQ amphibious
   
  Environment any (River Styx)
  Organization Solitary, pair, team (5–8), patrol (11–20 
  plus 1 lieutenant of 5th level), band (20–80 plus 100% 
  noncombatants, 1 lieutenant of 5th level and 1 chieftain 
  of 6th level per 20 adults), or tribe (70–160 plus 100% 
  noncombatants, 1 lieutenant of 5th level per 20 adults, 1 
  chieftain of 6th level per 40 adults, 9 guards of 6th level, 1–4 
  water priestesses of 4th–7th level, 1 priestess of 8th level, 1 
  priest-king of 7th–9th level)
  Treasure standard (spear, other treasure)
  Believed by some to be far-distant relatives of the 
  sahuagin, the argos are an aggressive race of aquatic 
  creature that dwell in the depths of the River Styx living 
  in great underwater castles and cities. Argosian cities and 
  strongholds are constructed of stone and coral. The argos 
  are a highly superstitious race, not really trusting arcane 
  magic, but reveling in the miracles of divine magic and 
  what it can do. Most argosian towns, cities, and strongholds 
  have a temple at the center. Some have several temples; one 
  larger one dedicated to the Drowning Lord and several 
  smaller temples dedicated to the lesser aquatic deities. 
  Rulers in argosian society are known as priest-kings, 
  and all are mid- to high-level clerics. These individuals 
  are revered by all argos and many consider them to be 
  the living embodiment of their deity. To kill an argosian 
  priest or priestess is punishable by death. In some argosian 
  societies, even merely offending a priest or priestess brings 
  swift and harsh punishment. 
  The typical argos stand 6 feet tall and weigh just over 200 pounds. Its hide 
  is scaly grayish-blue shading to light colors on its chest. A long dark gray fin 
  runs from the crown of its head to its lower back. Its clawed hands and feet 
  are both webbed, and its eyes are the color of soot. Females stand just less 
  than 6 feet tall and are usually lighter in color. Argos mate once every few 
  years generally, and gestation lasts about 6 months. Young are born live and 
  are light gray in color, reaching maturity within 15 months. An argos 
  typically lives to about 40 years of age. The typical argos diet consists 
  of shark, small fish, seaweed and undersea plants and humanoid flesh. 
  Argos are particularly fond of humans, elves, aquatic elves, and merfolk; the 
  latter being considered a delicacy. Squid is never eaten by an argos; the animal 
  being considered sacred and the favored animal of the Drowning Lord.
  In combat, an argos prefers to fight with a spear and its vicious bite. If 
  disarmed or simply by choice, an argos can fight with its webbed claws 
  to rend and slash its foes. When battling, an argos prefers to fight in the 
  water where it has the advantage. Favored tactics include swooping down 
  on prey from above or swimming up beneath prey and attacking from 
  surprise. When attacking seaside towns civilizations, argos raiding bands 
  attack at night and can number up to 80 individuals. They prefer to swarm 
  their opponents and attack using their great numbers to overwhelm their 
  opponents. They use the same general tactics when attacking seagoing 
  vessels as well, swarming their targets and crushing them under the 
  onslaught. Prisoners are rarely taken in such raids as most land-based 
  life cannot breathe underwater or survive the memory-draining power of 
  the River Styx. Some argosian cities do use magic however to sustain air 
  breathing slaves and prisoners. These are rare, as most prisoners are slain 
  and devoured within a few hours.
  ARGOS 
  CR 3
  
  Tome of Horrors 4
  11
  Astral Spider
  This giant silvery spider has ten legs, and a glossy silver abdomen with 
  tiny black streaks that seem to move and sway on their own.
   
  XP 4,800
  N Large outsider
  Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +25
   
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 104 (11d10+44)
  Fort +11; Ref +12; Will +6
   
  Speed 40 ft., climb 40 ft.
  Melee 4 legs +15 (1d6+5), bite +15 (1d8+5 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks web (+13 ranged, DC 23, 16 hp)
   
  Str 20, Dex 17, Con 18, Int 2, Wis 13, Cha 11
  Base Atk +11; CMB +17; CMD 30 (42 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, Lunge, 
  Power Attack, Skill Focus (Perception)
  Skills Climb +25, Perception +25, Stealth 
  +17 (+21 in webs); Racial Modifiers +12 
  Climb, +4 Perception, +4 Stealth (+8 in 
  webs)
  SQ strong webs
   
  Environment any (Astral Plane)
  Organization solitary or band 
  (2–5)
  Treasure incidental
   
  Poison (Ex) Bite—injury; save DC 
  21 Fort; frequency 1/round for 8 
  rounds; effect 1d4 Con; cure 2 
  consecutive saves. The save DC 
  is Constitution-based and gains 
  a +2 racial bonus.
  Strong Webs (Ex) An astral 
  spider’s webs gain a +4 bonus to 
  the DC to break or escape, and 
  have +50% hit points. 
  Astral spiders are ambush hunters that 
  dwell on the Astral Plane, using their 
  silvery webs to capture and entangle prey. 
  They make their lairs wherever they can 
  on their endless plane; using dead planar 
  travelers (that aren’t devoured), bits of 
  planar refuse, bits of solid matter, and 
  anything else they can cobble together. 
  An astral spider’s lair can stretch over 
  several hundred feet.
  A typical lair contains a single female 
  astral spider who several times a year lays 
  up to 30 eggs at a time. These eggs are 
  wrapped tightly in the spider’s webs and 
  attached to some part of the lair. Within 6–8 
  weeks, the eggs hatch, the newborn astral 
  spiders using their sharpened mandibles to 
  tear through the eggs and webbing. Most 
  hatchlings don’t survive, being eaten by 
  other astral spiders, astral sharks, or some 
  other denizen of the plane. Those that do reach 
  adulthood, journey off into the Astral Plane a few 
  months after hatching.
  Astral spiders sustain themselves on a diet of other creatures, 
  particularly astral sharks and planar travelers. When food is scarce, an 
  astral spider can enter a state of semi-hibernation, remaining motionless 
  in its web without food for months at a time.
  An astral spider is about 8 feet long with a glossy silver body covered 
  in tiny, dancing black streaks. Its ten legs are glossy silver and its eyes 
  appear as small dots of black ink. The creature’s mandibles are slightly 
  oversized and dull silver in color. Its underside is dull silver, fading to a 
  dull grayish-silver near the spider’s rear legs. Older astral spiders have 
  completely gray undersides.
  An astral spider rarely initiates combat and simply lies in wait, 
  motionless, in its webs. When it detects movement, it scuttles out and 
  attacks. In combat, an astral spider rears on its back six legs and slashes 
  its foes with its front four legs, following quickly with its deadly bite. 
  Particularly bothersome opponents are webbed and immobilized with the 
  spider moving into bite its trapped foe quickly. Slain prey and webbed 
  prey are carried back to its lair and fed to the young. Portions of the prey 
  not devoured are webbed and worked into solid makeup of the lair.
  ASTRAL SPIDER 
  CR 8
  
  Addath to Aurochs, Northland
  12
  This hideous creature wears rags and has long unkempt black hair, 
  filthy claws, bloodshot eyes, and a long black snake-like tongue.
  XP 2,400
  CE Medium undead
  Init +8; Senses corpse scent 100 ft., darkvision 60 ft.; 
  Perception +14
   
  AC 21, touch 14, flat-footed 17 (+4 Dex, +7 natural)
  hp 60 (8d8+16 plus 8)
  Fort +4; Ref +6; Will +7
  Defensive Abilities channel resistance +4; DR 10/cold iron; 
  Immune undead traits; Resist cold 10
  Weaknesses vulnerability to garlic
   
  Speed 40 ft.
  Melee 2 claws +8 (1d4+2 plus grab), bite +8 (1d6+2/18–20)
  Special Attacks blood drain, deceiving sound, devour 
  heart
   
  Str 15, Dex 18, Con —, Int 13, Wis 13, Cha 15
  Base Atk +6; CMB +8 (+12 grapple); CMD 22
  Feats Alertness, Improved Initiative, Power 
  Attack, Toughness
  Skills Acrobatics +8, Climb +9, Craft +8, Disguise 
  +13, Knowledge (any) +5, Perception +14, 
  Stealth +19; Racial Modifiers +4 Stealth
  Languages Common, plus any one
  SQ change shape (human, alter self, or 
  black dog, beast shape I)
   
  Environment any
  Organization solitary
  Treasure none
   
  Blood Drain (Su) An aswang can suck blood 
  from a grappled opponent; if the aswang 
  establishes or maintains a pin, it drains blood, 
  dealing 1d4 points of Constitution damage. The 
  aswang heals 5 hit points or gains 5 temporary 
  hit points for 1 hour (up to a maximum number 
  of temporary hit points equal to its full normal hit 
  points) each round it drains blood.
  Corpse Scent (Ex) An aswang can detect 
  corporeal undead within 100 feet. It can 
  detect fresh corpses (creatures killed within 
  the last two hours) to a range of one mile.
  Deceiving Sound (Su) An aswang can 
  produce a ‘tik-tik’ sound from its throat 
  that seemingly originates from up to 100 
  feet away from the aswang’s actual 
  location. Creatures hearing this sound 
  can attempt a DC 16 Perception 
  check to pinpoint the aswang’s 
  true location.
  Devour Heart (Ex) An aswang’s 
  bite attack threatens a critical 
  hit on an 18–20. If an aswang 
  kills a foe with a critical hit, 
  it can tear out the victim’s 
  heart as a free action. 
  An aswang that devours 
  a victim’s heart gains a +4 
  bonus to Strength for 1 hour. 
  Devouring multiple hearts does not increase 
  this bonus. Such a victim cannot be restored 
  to life by a raise dead spell (though 
  resurrection and true resurrection can 
  still revive the victim). Any creature that 
  witnesses this event must succeed on a 
  DC 16 Will save or be shaken 1d4 rounds. 
  The save DC is Charisma-based.
  Vulnerability to Garlic (Ex) Aswangs 
  cannot tolerate the odor of garlic, and 
  will not enter an area laced with it. It 
  doesn’t harm an aswang—it merely 
  keeps it at bay.
  Aswangs are extremely malevolent undead 
  with a taste for blood. These creatures drink 
  the blood of both the living and the recently 
  dead; including devouring the victim’s heart 
  should it still be intact. Aswangs generally 
  haunt graveyards and ruins, but can be found 
  just about anywhere. 
  Aswangs sleep during the day and venture out 
  at night. Sunlight doesn’t harm aswangs; they just 
  prefer to hunt at night. Many aswangs prefer to dwell 
  in cities where they have their pick of victims. These 
  aswangs make use of their shapechanging ability 
  to appear human and blend in with the population. 
  Aswangs sleep on grave dirt or in coffins filled 
  with grave dirt. Sages debate whether this is by 
  necessity or simply a ritual performed by aswangs.
  Aswangs disorient potential victims by using 
  their deceiving sound ability hoping to catch them 
  unaware. In combat, aswangs attack with their 
  claws and nasty bite. Aswangs that kill their foes 
  devour the heart, though not during combat. They 
  are smart enough to wait until all opponents are 
  dead or fleeing.
  Aswang
  ASWANG 
  CR 6
  Detecting an Aswang
  One method of detecting a nearby aswang is through the use 
  of exotic oils made from mammal fat mixed with rare herbs. The 
  mixture is then blessed by a cleric of 6th level or higher. Whenever 
  an aswang (even one currently using its change shape ability) 
  approaches within 50 feet of the blessed mixture, the concoction 
  boils and bubbles, and quickly fades to a dark brown color. This 
  mixture is good for a single use and lasts three weeks if sealed in 
  an air-tight container and unused.
  
  Tome of Horrors 4
  13
  Aurochs, Northlands
  This massive ox is as tall as a man at the shoulders. Its coat is black 
  with a pale stripe down its spine. Great lyre-shaped horns sweep forward 
  from its bony brow. 
  XP 3,200
  N Huge animal 
  Init +0; Senses low-light vision, scent; Perception +20 
   
  AC 20, touch 8, flat-footed 20 (+12 natural, –2 size) 
  hp 105 (10d8+50 plus 10) 
  Fort +14; Ref +7; Will +4 
   
  Speed 40 ft. 
  Melee gore +16 (2d8+15) 
  Space 15 ft.; Reach 10 ft. 
  Special Attacks powerful charge (gore +18, 4d8+15), 
  stampede, trample (2d8+15, DC 25) 
   
  Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7 
  Base Atk +7; CMB +19; CMD 29 (33 vs. trip) 
  Feats Endurance, Great Fortitude, Toughness, Skill Focus 
  (Perception), Weapon Focus (gore) 
  Skills Perception +20 
   
  Environment Northlands forests and plains 
  Organization solitary, pair, or herd (3–12) 
  Treasure none 
   
  Stampede (Ex) A frightened herd of aurochs (3 or more) 
  flees as a group in a random direction (but always away 
  from the perceived source of danger). They literally run 
  over (as an overrun that does not provoke attacks of 
  opportunity) anything of size Gargantuan or smaller that 
  is in their path, but no CMB check is necessary, and the 
  target cannot choose to let them pass without taking any 
  damage. The stampede deals 5d6 points of damage for 
  every two aurochs in the herd (rounded up). Any victims 
  of the stampede can make a DC 25 Reflex save for half 
  damage. The save DC is Strength-based. 
  These massive aurochs (singular and plural) are prehistoric cattle that 
  once roamed the plains and forests of the world in vast herds but are now 
  on the verge of extinction, being found only in the primeval forests and 
  remote places of the Northlands where their horns are prized trophies of 
  the hunt—though many a hunter has fallen beneath their spearlike horns 
  and crushing hooves in the attempt. Massive beasts, these prehistoric 
  aurochs have been used as symbols of fertility and strength for many cults 
  down through the ages appearing in decoration from the crudest cave 
  paintings to ornate temples. When captured they command a high price 
  for use in the arenas of cosmopolitan regions, though they often take a 
  heavy toll among the matadors who face them. 
  Northlands aurochs stand 6 feet or more high at the withers with their 
  heads rising 2 feet above that. Their characteristic lyre-shaped horns 
  extend upward another 2 feet. They grow up to 18 feet long and can weigh 
  as much as 8,000 pounds. Males have a black coat with a pale stripe down 
  the spine, and females and calves have a reddish coat. A light load for a 
  Northlands aurochs is up to 3,200 pounds; a medium load 3,201–6,400 
  pounds; and a heavy load 6,401–9,600 pounds. An aurochs can drag 
  48,000 pounds.
  Credit
  Original author Greg A. Vaughan/Kenneth Spencer
  Originally appearing in Northlands Saga 3: The Death Curse of 
  Sven Oakenfist (© Frog God Games/Kenneth Spencer, 2011)
  NORTHLANDS AUROCHS (DIRE KINE) 
  CR 7
  
  Baba Yaga to Burning Ghat
  14
  Baba Yaga
  This hideous crone has brownish-green flesh, a large nose and razor-
  sharp teeth.
  XP 9,600
  NE Medium monstrous humanoid
  Init +8; Senses darkvision 60 ft.; Perception +27
  Aura fear (30 ft., DC 20)
   
  AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)
  hp 114 (12d10+48)
  Fort +8; Ref +12; Will +14
  DR 10/cold iron and magic; Immune charm, fear, sleep; 
  Resist cold 10, fire 10; SR 22
   
  Speed 30 ft.
  Melee 2 claws +17 (1d6+5 plus grab), bite +17 (1d8+5)
  Special Attacks decaying hex (DC 22), evil eye (DC 22), 
  rend (2d6+7)
  Spells Prepared (CL 12th; melee touch +17, ranged touch 
  +16):
  6th—greater dispel magic, flesh to stone (DC 22), mass 
  suggestion (DC 22)
  5th—dominate person (DC 21), feeblemind (DC 21), hold 
  monster (DC 21), summon monster V
  4th—enervation, ice storm, poison (DC 20), scrying (DC 20)
  3rd—bestow curse (DC 19), dispel magic, fly (DC 19), 
  screech (DC 19), spit venom (DC 19)
  2nd—alter self, death knell (DC 18), enthrall (DC 18), hold 
  person (DC 18), touch of idiocy, web (DC 18)
  1st—cause fear (DC 17), charm person (DC 17), dancing 
  lantern, mage armor (DC 17), obscuring mist, sleep (DC 17)
  0 (at will)—bleed (DC 16), dancing lights, putrefy food and 
  drink (DC 16), touch of fatigue (DC 16)
   
  Str 20, Dex 19, Con 19, Int 23, Wis 18, Cha 19
  Base Atk +12; CMB +17 (+21 grapple); CMD 31
  Feats Alertness, Combat Casting, Empower Spell, Improved 
  Initiative, Iron Will, Quicken Spell
  Skills Bluff +16, Intimidate +19, Knowledge (arcana) 
  +18, Knowledge (nature) +22, Knowledge (planes) +18, 
  Perception +27, Sense Motive +20, Spellcraft +18, Stealth +19 
  (+27 in swamps), Use Magical Device +16; Racial Modifiers 
  +4 Knowledge (nature), +4 Perception, +8 Stealth in swamps
  Languages Abyssal, Common, Draconic, Giant, Infernal, 
  Sylvan
  SQ swamp stride
   
  Environment temperate swamps
  Organization solitary or coven (3)
  Treasure standard
   
  Aura of Fear (Su) This aura functions as a fear spell (CL 12th). 
  A creature that successfully saves against the baba yaga’s 
  aura is unaffected by the same baba yaga’s aura for one 
  day. This is a mind-affecting effect. The save DC is Charisma-
  based. A baba yaga can suppress or restart this aura as a 
  free action.
  Evil Eye (Su) As a standard action, a baba yaga can crush 
  the will of a foe within 30 feet that she can see. The target 
  must succeed on a DC 22 Will save or take a –4 penalty on 
  attack rolls, saving throws, and skill checks until the evil eye 
  is removed. This is a curse effect. The save DC is Intelligence-
  based. A creature currently affected by a baba yaga’s evil 
  eye cannot be affected again (by the same or a different 
  baba yaga).
  Decaying Hex (Su) As a standard action, a baba yaga 
  can place a hex on any living creature within 60 feet. If 
  the creature fails a DC 22 Fortitude save it takes 3d6 points 
  of damage plus 2d6 bleed damage. A creature that fails 
  its save by 5 or more also takes 1d2 points of Constitution 
  damage. The bleeding can be stopped with a DC 15 Heal 
  check or through the application of any magical healing. 
  The save DC is Intelligence-based.
  Spells A baba yaga casts spells as a 12th-level witch 
  (Pathfinder Roleplaying Game Advanced Player’s Guide). 
  They do not gain access to any other witch abilities.
  Swamp Stride (Ex) A baba yaga can move through bogs 
  and quicksand without penalty at its normal speed.
  Long thought to be a solitary or unique being (similar to the medusa), 
  sages and scholars have come to believe the baba yaga are in fact a race 
  of evil crones related to the hag race. Perhaps this theory is accurate, or 
  perhaps it is what the true Baba Yaga wants the world to believe; no one 
  is quite sure what is true and what isn’t when it comes to the baba yaga.
  A baba yaga makes its home deep in the darkest and most remote 
  swamps and fens. There in the center of the swamp is her home: a large 
  wooden hut perched atop two tall and muscular chicken legs. The hut 
  is believed to be highly magical, ten times larger on the inside than it 
  appears outside, and possibly contain portals to other planes. It is also 
  believed by some to be some sort of construct or golem, though no proof 
  of such claims exists. Surrounding the hut is a small dark picket fence 
  which holds the skulls of the baba yaga’s victims. The hut can lower 
  itself to the ground so the baba yaga can enter, but it only functions if she 
  chants, and it only functions for the baba yaga that dwells there. No other 
  creature has figured out how to control the baba yaga’s hut.
  Adventurers who have seen a baba yaga on the move say she moves 
  through her swampy lair at in a giant mortar, steering it with a large pestle 
  in one hand, and using a magic broom to sweep all traces of her passing 
  with the other. This mortar, rumors say, can only be driven by a baba yaga 
  or high level spellcaster, but again, no one is certain what the truth is.
  A baba yaga appears as a slightly hunched, old, and hideously ugly 
  crone, with a large nose, long sharp 
  teeth, and hands that end in 
  wicked claws. She dresses 
  in loose fitting ugly brown 
  cloaks. 
  When 
  moving 
  about in civilized areas, 
  a baba yaga often pulls 
  the hood of her cloak 
  over her head, walks 
  slowly, and carries 
  a 
  crooked 
  and 
  rotting walking 
  stick.
  BABA YAGA 
  CR 10
  
  Tome of Horrors 4
  15
  Baboonwere
  This lithe creature has the head of a baboon, a fur-covered body, and 
  sharpened fangs that glisten with fresh blood.
  XP 600
  CE Medium magical beast (shapechanger)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
   
  AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 
  natural)
  hp 15 (2d10+4)
  Fort +5; Ref +6; Will +1
  DR 5/cold iron
   
  Speed 30 ft.
  Melee longsword +5 (1d8+1), bite +0 (1d6 plus disease) or 
  bite +5 (1d6+1 plus disease)
  Special Attacks weapon intuition
   
  Str 13, Dex 17, Con 14, Int 11, Wis 12, Cha 12
  Base Atk +2; CMB +3; CMD 16
  Feats Weapon Finesse
  Skills Acrobatics +5, Bluff +4, Climb +3, Perception +5, 
  Stealth +7, Survival +4; Racial Modifiers +2 Acrobatics, +2 
  Bluff, +2 Climb, +2 Survival
  Languages Common
  SQ baboon empathy, change shape
   
  Environment warm forests and plains
  Organization solitary, pair, gang (1–2 plus 6–10 
  baboons), or troop (3–6 plus 10–20 baboons)
  Treasure standard (leather armor, longsword, 
  other treasure)
   
  Baboon Empathy (Ex) A baboonwere can 
  communicate and empathize with baboons, 
  and can use Bluff as if it were Diplomacy to 
  change a baboon’s attitude, receiving a +4 
  racial bonus to do so.
  Change Shape (Su) A baboonwere has three 
  forms. Its natural form is that of a baboon, but 
  it can also take the form of a human or human-
  baboon hybrid. A baboonwere’s human form 
  is fixed—it cannot assume different human forms. 
  A baboonwere can only use its diseased bite in 
  hybrid or baboon form. In baboon form, it functions 
  as a baboon. In its hybrid form, a baboonwere can 
  make a bite attack as a secondary attack, while in 
  human form it lacks its bite entirely. A baboonwere 
  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 baboon form.
  Disease (Ex) Filth Fever: Bite—injury; save DC 13 Fort; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex 
  damage and 1d3 Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Weapon Intuition (Ex) A baboonwere is proficient 
  with simple and martial melee weapons.
  Baboonweres are evil baboons born with the ability to 
  assume human or hybrid human form.  Baboonweres are most 
  often found among normal baboons, though some prefer to maintain 
  their human form and live amongst ordinary people in small towns and 
  villages. Usually when the livestock and cattle begin turning up missing 
  or slain is when the baboonwere moves on, before the finger of suspicion 
  is pointed its way.
  In its hybrid form, a baboonwere stands just over 5 feet tall and weighs 
  roughly 130 pounds. Its hair tends to be either light brown or dark brown. 
  Eyes are always brown.
  Baboonweres fight with weapons, usually longswords, short swords, 
  and spears or crossbows and a diseased bite. Slain foes are dragged back 
  to their lairs and eaten at the baboonwere’s leisure.
  Baboonweres are frequently found among normal baboons and are 
  indistinguishable from them when in animal form. The statistics for 
  a standard baboon may be found in the Pathfinder Roleplaying Game 
  Bestiary 2.
  BABOONWERE 
  CR 2
  
  Baba Yaga to Burning Ghat
  16
  Banshee, Lesser
  A beautiful , ghostlike elven woman beckons you closer, ever closer. 
  The air seems to chill as she opens her mouth…
  XP 25,600
  NE Medium undead (incorporeal) 
  Init +11; Senses darkvision 60 ft., lifesense; Perception +24
   
  AC 23, touch 23, flat-footed 15 (+7 deflection, +5 Dex +1 
  dodge) 
  hp 142 (15d8+75) 
  Fort +10; Ref +12; Will +13
  Defensive Abilities incorporeal traits; Immune undead traits
  Weaknesses sunlight powerlessness
   
  Speed fly 60 ft. (perfect)
  Melee incorporeal touch +18 (1d6 plus energy drain) 
  Special Attacks create spawn, energy drain (1 level, DC 22), 
  wail (DC 24)
   
  Str —, Dex 24, Con —, Int 16, Wis 18, Cha 20
  Base Atk +10; CMB +18; CMD 41(cannot be grappled 
  or tripped)
  Feats Ability Focus (wail), Combat Reflexes, Dodge, 
  Flyby Attack, Improved Initiative, Mobility, Spring Attack, 
  Weapon Finesse
  Skills Diplomacy +20, Fly +33, Intimidate +23, Knowledge 
  (arcane) +21, Perception +24, Sense Motive +22, Stealth 
  +25; Racial Modifiers +2 Perception
  Languages Common, Elven
   
  Environment any (usually tombs)
  Organization solitary or rarely pair
  Treasure none
   
  Create Spawn (Su) The spirit of any female humanoid 
  that is slain by a lesser t’s death wail or energy drain rises 
  to become a banshee in 1d4 rounds. Similarly, any male 
  humanoid slain by a banshee’s death wail or energy drain 
  rises to become a dread wraith in 1d4 rounds. 
  Lifesense (Ex) Lesser banshee’s can detect living creatures 
  within 60 feet, as if they possessed the blindsight ability. In 
  addition, the lesser banshee senses the strength and life-
  force of the creature, as the spell deathwatch.
  Sunlight Powerlessness (Ex) A banshee is powerless in natural 
  sunlight (not merely a daylight spell) and flees from it, 
  typically by hiding within a solid object. A banshee caught 
  in sunlight cannot attack or use its wail and can take only a 
  single standard or move action in a round.  
  Unnatural Aura (Su) Animals can sense the aura of a lesser 
  banshee at a distance of 30 feet. The animal will not willingly 
  near a lesser banshee, and panics if forced to do so.
  Wail (Su) A lesser banshee may let loose a wail so horrible 
  that those within 30 feet must make a DC 24 Fortitude save 
  or die. The lesser banshee may only use her death wail at 
  night, and no more than twice per day. After using this 
  ability a lesser banshee must wait for 1d6 rounds before 
  using it again. The save is Charisma-based, and includes the 
  bonus from the Ability Focus feat.
  Lesser banshees are the spirits of departed women (especially of 
  elven heritage) that were cruel and evil in life. Lesser banshees appear 
  as ghostly, translucent figures, and bear the same beauty they possessed 
  in life.  Lesser banshees attack with their incorporeal touch, and drain 
  the energy of their foes. They are most widely known for their horrible 
  keening (death wail), and fondness for attacking from solid objects.
  Lesser banshees cling to areas they were familiar with in life; many 
  lesser banshees may be found in dark forests or rolling moors; rarely, their 
  incorporeal nature allows them to travel to new places, and such creatures 
  become interred in dungeons or mausoleums, completely unaware of 
  where they are or why they are there. This infuriates the banshees even 
  more, and makes them far deadlier opponents.
  Credit
  Original author William Loran 
  Christensen
  Originally appearing in Fane of the 
  Fallen (© Frog God Games/ William 
  Loran Christensen, 2010)
  BANSHEE, LESSER 
  CR 13
  
  Tome of Horrors 4
  17
  Battlehulk
  A massive block of stone rolls ponderously forward on great stone 
  rollers. Iron plates armor this stone monstrosity, the front of which is 
  studded with spikes of iron, adamantine and stone. Great stone clubs 
  capped in iron sprout from loopholes in the sides like the arms of a giant. 
  The top of this huge structure is a platform surrounded by stone merlons 
  to provide cover for any defenders riding upon it. At the back edge of 
  this platform extend two chains that end in great stone spheres that spin 
  on a pivoted base and lay waste to anyone behind the mobile fortress. 
   
  XP 25,600 
  N Huge construct (good) 
  Init –4; Senses darkvision 60 ft., low-light vision; Perception +0 
   
  AC 27, touch 4, flat-footed 27 (+2 armor, –4 Dex, +21 natural, 
  –2 size) 
  hp 177 (25d10+40) 
  Fort +8; Ref +4; Will +8 
  DR 15/adamantine; Immune acid, cold, electricity, fi re, 
  construct traits (+40 hp); SR 20 
   
  Speed 10 ft.; charge 
  Melee ram +38 (4d8+22) and 4 slams +38 (2d10+15) 
  Space 15 ft.; Reach 5 ft. (10 ft. with slams) 
  Special Attacks bull rush, charge, ram, sweep, trample 
  (8d8+44, DC 37) 
   
  Str 40, Dex 3, Con —, Int —, Wis 11, Cha 1 
  Base Atk +25; CMB +42 (+46 bull rush); CMD 48 (52 vs. bull 
  rush, can’t be tripped) 
  Feats Greater Bull RushB, Improved Bull RushB 
   
  Environment any relatively flat and dry terrain 
  Organization solitary 
  Treasure none 
   
  Bull Rush (Ex) If the battlehulk is charging it can opt to 
  make a bull rush attack without provoking an attack of 
  opportunity. If the bull rush is successful, the defender is 
  automatically pushed back the distance that the battlehulk 
  moves forward past his position. The battlehulk does 
  not require a check result of 5 or more higher than the 
  defender’s check result to determine how far back the 
  defender can be pushed. The battlehulk can bull rush as 
  many opponents as occupy the squares in its path of travel 
  with the usual –4 penalty to additional combat maneuver 
  checks. 
  Charge (Ex) Each round a battlehulk double moves in 
  a straight line, it adds an additional 10 ft. to its speed as 
  its weight and inertia propel it forward. It can reach a 
  maximum speed of 80 feet in this way. A battlehulk can 
  stop after charging only by striking an unyielding obstacle 
  (like a mountain) or by gradually slowing. It can reduce 
  its speed by 10 feet per round as it slows its momentum. A 
  battlehulk can only turn when going at a speed of 30 feet 
  or less. If traveling downhill on a steep slope, the battlehulk 
  accelerates twice as fast (i.e. it goes from 10 feet, to 30 feet, 
  to 50 feet, etc.) and decelerate twice as slow (i.e. it takes 
  2 rounds to decelerate from 80 feet to 70 feet and so on). 
  Likewise if traveling up hill on a steep slope it decelerates 
  twice as fast and accelerates twice as slow. 
  Immunities (Ex) A battlehulk is immune to acid, cold, 
  electricity, and fire and confers this immunity to anyone 
  sealed within its inner compartment. 
  Ram (Ex) The ram attack of the battlehulk is with the 
  ironplated and spike-studded front face. The damage this 
  BATTLEHULK 
  CR 13
  
  Baba Yaga to Burning Ghat
  18
  attack deals is considered both piercing and bludgeoning. 
  Because of the different metal compositions used in the 
  spikes and enchantments placed on this front facing, this 
  attack is both cold iron and adamantine and is considered 
  magic and good-aligned for the purpose of overcoming 
  damage reduction. This attack is particularly useful against 
  evil outsiders. 
  Sweep (Ex) As a full round action a battlehulk can make a 
  bull rush attack with each of its slamming arms on targets 
  within range without provoking attacks of opportunity. Each 
  stone arm is considered a Large creature for this purpose 
  and has a combat maneuver bonus of +45. The flail on the 
  back is also capable of making this bull rush attack on any 
  targets atop the platform (roll separately for each target). 
  Anyone moved off the platform results in a 15-foot fall to the 
  ground below for 1d6 points of damage. 
  Battlehulks are constructs crafted for war. They were created by the 
  Army of Light to roll over enemy lines, smash enemy fortifications and, if 
  necessary, fight toe-to-toe with even the mightiest balor demon. 
  It resembles a squat stone building surmounting massive stone rollers 
  that provide it mobility. From embrasures in the sides (one on each side 
  and one in back) project long stone arms capped in iron that the construct 
  uses for slam attacks. In addition at the upper edge of the back is a massive 
  swivel-mounted double flail that also provides a slam attack. 
  The front is studded with many spikes for ramming opponents. 
  Defenders can ride atop the platform and obtain cover from its merlons 
  while firing down on enemy troops. Normally they would lower a rope 
  or ladder to allow other riders on — otherwise it requires a DC 25 Climb 
  check (DC 35 if the battlehulk is moving). The battlehulk is able to reach 
  those atop it with its flail slam if enemies reach that position, though not 
  with its club slams. 
  In the center of the platform is a secret door (DC 25 Perception check to 
  locate) leading to an interior chamber large enough to hold two Medium 
  creatures. This compartment is sealed against water and air and holds 
  enough air to supply two Medium creatures for 10 minutes before the 
  door must be opened again or suffocation begins. Ordinarily the controller 
  would ride here. Anyone opening this door other than the controller must 
  make a DC 40 Strength check or deal 60 points of damage against a 
  Hardness 8. These hit points are not deducted from the battlehulk’s total. 
  Slaying the controller does not stop the battlehulk, which continues to 
  carry out the controller’s last command. 
  A battlehulk is a 15-foot cube atop three 5-foot diameter stone rollers. 
  It weighs about 50,000 pounds. 
  A battlehulk is nonintelligent and has no forms of communication, 
  taking direction telepathically from its controller. It rolls with a grinding 
  rumble, crushing anything in its path. Despite its bulk it is able to maneuver 
  well since its rollers are able to swivel individually to some extent. 
  A battlehulk is a terror to behold in combat, and very few will willingly 
  stand against one. Entire enemy formations are often routed by the mere 
  presence of a battlehulk on the field. Against obstacles and large masses 
  of troops, the battlehulk usually attempts its bull rush, ram, and trample 
  attacks, flailing with its slamming arms at any who linger near. Against 
  smaller groups it divides its slam attacks against those within range and 
  focuses its ram and trample attacks at those who appear to be inflicting 
  the most damage. 
  Construction 
  A battlehulk is constructed from a single block of granite and exotic 
  metals and processes that cost 10,000 gp. When created it is attuned to 
  an amulet or ring that is worn by a controller who can command the 
  battlehulk telepathically within a quarter mile.
  BATTLEHULK 
  CL 18th; Price 250,000 gp 
   
  CONSTRUCTION 
  Requirements Craft Construct, bull’s strength, geas/ 
  quest, limited wish, polymorph any object, align weapon, 
  creator must be caster level 18th; Skill Craft (sculptures) or 
  (stonemasonry) DC 18; Cost 70,000 gp.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  
  Tome of Horrors 4
  19
  A looming shadow like that of a massive bear with claws like sickles 
  rises before you. 
  XP 9,600 
  CE Large undead (incorporeal) 
  Init +5; Senses darkvision 60 ft.; Perception +11 
   
  AC (incorporeal) 13, touch 13, flat-footed 11 (+2 deflection, 
  +1 Dex, +1 dodge, –1 size) or 
  AC (partially corporeal) 18, touch 11, flat-footed 16 (+1 Dex, 
  +1 dodge, +7 natural, –1 size) 
  hp 90 (12d8+24 plus 12) 
  Fort +6; Ref +5; Will +9 
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits 
   
  Speed fly 40 ft. (good) 
  Melee 3 incorporeal touches +10 (1d6 Strength damage) or 
  claw +19 (1d6+10 plus grab) and bite +18 (1d8+10) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks create spawn 
   
  Str 31, Dex 13, Con —, Int 2, Wis 12, Cha 14 
  Base Atk +9; CMB +11 (incorporeal) or +20 (partially 
  corporeal); CMD 24 (incorporeal) or 32 (partially corporeal) 
  Feats Dodge, Improved Initiative, Skill Focus (Perception), 
  Toughness, Weapon Focus (claw), Weapon Focus 
  (incorporeal touch) 
  Skills Fly +10, Perception +11, Stealth +4 (+8 dim light); 
  Racial Modifiers +4 Stealth in dim light (–4 in bright 
  light) 
  SQ partially corporeal 
   
  Environment any 
  Organization solitary 
  Treasure none 
   
  Create Spawn (Su) Any animal reduced to 
  Strength 0 by a shadow dire bear becomes 
  a shadow animal within 1d4 rounds. It is not 
  under the control of its killer but attacks all 
  living targets immediately. 
  Grab (Ex) While partially corporeal, 
  a shadow dire bear that hits with a 
  claw attack can then attempt to start 
  a grapple as a free action without 
  provoking an attack of opportunity. The 
  grapple is lost if the shadow dire bear 
  becomes incorporeal again. If the shadow 
  sire bear gains a hold, it automatically deals 
  bite damage each round that the hold is 
  maintained. 
  Partially Corporeal (Su) As a move action a 
  shadow dire bear can become partially corporeal 
  without provoking attacks of opportunity. It can 
  likewise resume its incorporeal state as a move 
  action without provoking attacks of opportunity. 
  While in its partially corporeal state the shadow 
  dire bear benefits from its natural armor and its 
  Strength bonus for attacks and damage. 
  In this state its attacks have a 20% 
  chance to ignore natural armor, 
  armor, and shields. Likewise, though 
  attacks against it with magic 
  weapons can hit normally, it can ignore damage from 
  attacks with normal weapons from a corporeal source 50% 
  of the time. It does not retain any of the other incorporeal 
  traits while in this state. 
  Strength Damage (Su) The touch of a shadow dire bear 
  while incorporeal deals 1d6 points of Strength damage to a 
  living creature. This is a negative energy effect. A creature 
  dies if this Strength damage equals or exceeds its actual 
  Strength score. 
  A strange incarnation of sentient darkness and feral rage, this is an 
  incorporeal form of a dire bear that resembles its earthly form in all other 
  respects. Its origin lies in the strange result of a shadow’s create spawn 
  ability affecting an animal. How such an outcome occurred is anyone’s 
  guess, but sages in the lore of undeath have been unable to recreate it 
  since. It is difficult to see in dark or gloomy places but is clearly visible 
  in bright illumination. 
  Like a dire bear the shadow dire bear is over 12 feet long, but it is 
  weightless except when partially corporeal when it weighs about 1,000 lb. 
  A shadow dire bear attacks aggressively like its living counterparts with 
  its incorporeal claws and bite alternating this with its grab and tearing 
  claws as it becomes partially corporeal.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering 
  Tsar (© Frog God Games/ Greg 
  A. Vaughan, 2012)
  Bear, Shadow Dire
  SHADOW DIRE BEAR 
  CR 10
  
  Baba Yaga to Burning Ghat
  20
  Beetle, Ravager
  This creature is covered in a jet black carapace with whitish markings 
  crisscrossing its back and gold-tinted wing covers.
  XP 600
  N Medium vermin
  Init +0; Senses darkvision 60 ft., 
  tremorsense 60 ft.; Perception +0
   
  AC 19, touch 10, flat-footed 19 
  (+9 natural)
  hp 26 (4d8+8)
  Fort +6; Ref +1; Will +1
  Immune mind-affecting 
  effects
   
  Speed 30 ft., fly 20 ft. (poor)
  Melee bite +6 (1d8+4 plus 
  poison and grab)
   
  Str 16, Dex 10, Con 14, Int —, Wis 
  10, Cha 6
  Base Atk +3; CMB +6; CMD 16 (24 
  vs. trip)
  Skills Fly –4
   
  Environment temperate forests
  Organization solitary, pair, cluster 
  (3–8) or nest (9–20)
  Treasure none
   
  Gnaw (Ex) A ravager beetle 
  that is grappling a foe and 
  chooses to damage the foe with 
  an additional grapple check 
  deals twice its normal bite damage 
  (2d8+8 points of damage for most ravager beetles), in 
  addition to injecting an additional dose of poison with each 
  successful check.
  Poison (Ex) Bite—injury; save DC 14 Fort; frequency 1/
  round for 6 rounds; effect 1d2 Constitution damage and 
  excruciating pain (–2 penalty on attack rolls, checks, and 
  saves); cure 1 save. Multiple bites do not result in cumulative 
  penalties to attack rolls, checks, and saves. Apply the 
  penalties only once for the duration of the poison. The save 
  DC is Constitution-based.
  Ravager beetles are omnivorous beetles found in temperate or warm 
  forests, hills, and swamps. While generally sustaining themselves on 
  a diet of foliage and grasses, they sometimes scavenge the remains of 
  creatures killed by other predators.
  Like most beetles, a ravager has a thick plated carapace and two large 
  mandibles it uses to crush and chew its food. Its carapace is black in color 
  with several white streaks crisscrossing it. Its mandibles are dark bluish-
  black. Its wing covers are black with hints of gold. A typical ravager 
  beetle is about 4 feet long.
  Ravagers have a single life cycle that spans an entire year. Females 
  generally lay 4–8 eggs in soft earth or soil and within two weeks the 
  larva emerges. Young are almost always born in the warmer spring and 
  early summer months. Young are noncombatants and rely solely on their 
  mother for protection and food, feeding generally for 10 days before 
  entering the pupa stage. After about 20 days, the pupae become adults.
  Ravager beetles are generally scavengers by nature, and rarely 
  attack, except in times when food is scarce. Even then, they usually 
  limit their attacks to weakened, sleeping, wounded, or otherwise 
  incapacitated prey. When attacking, ravager beetles lock onto an 
  opponent with their mandibles and continue biting and crushing the 
  target until it is dead.
  RAVAGER BEETLE 
  CR 2
  
  Tome of Horrors 4
  21
  Beetle, Stench
  This beetle is about the size of a small dog and has a mottled green 
  carapace with darker legs fading to black near the ends. Its mandibles 
  are dull brown.
  XP 200
  N Small vermin
  Init +0; Senses darkvision 60 ft.; Perception +0
  Aura stench (DC 11, 10 rounds)
   
  AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
  hp 9 (2d8)
  Fort +3; Ref +0; Will +0
  Immune mind-affecting effects
   
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +2 (1d4)
  Special Attacks death throes
   
  Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 6
  Base Atk +1; CMB +0; CMD 10 (18 vs. trip)
  Skills Fly -2
   
  Environment temperate forests or plains
  Organization cluster (3–6) or colony (7–16)
  Treasure none
   
  Death Throes (Ex) When a stench beetle dies violently, its 
  body splits open and releases a deluge of nauseating fluids 
  and gasses. Creatures within 10 feet must make DC 13 
  Fortitude save or be nauseated for 1d4 rounds and sickened 
  for 1d6+2 minutes thereafter. The save DC is Constitution-
  based and includes a +2 racial bonus.
  Stench beetles are small, nocturnal hunters that sustain themselves 
  on a diet of grains, fruits, vegetables, and leaves. In civilized lands they 
  are considered a nuisance for the damage they cause, especially in larger 
  groups, to crops and farmlands. If faced with extreme hunger, stench 
  beetles eat cattle, small game animals, and the occasional child that 
  wanders too far into the forests.
  Stench beetles make their lairs in large hollow logs and fallen trees. 
  A typical lair can contain almost twenty of these creatures with half that 
  number in noncombatant young. Females lay up to a dozen eggs at a given 
  time, usually once per year. Eggs are laid on leaves, and the female chews 
  the ends of the leaves so it curls and folds around the eggs, concealing 
  them from predators and protecting the eggs from the elements. Young go 
  from larvae to adulthood in the span of a year. When they reach adulthood 
  most stench beetles leave the lair.
  Stench beetles attack with their bite, seeking retreat if combat goes 
  against them.
  STENCH BEETLE 
  CR 1/2
  
  Baba Yaga to Burning Ghat
  22
  Blaze Boa
  This enormous, muscular snake has crimson scales and emerald eyes. 
  Its charcoal tongue flicks rapidly as it slithers forward.
  XP 2,400
  N Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
   
  AC 21, touch 13, flat-footed 17 (+3 Dex, +1 dodge, +8 
  natural, –1 size)
  hp 85 (9d10+27 plus 9)
  Fort +9; Ref +9; Will +4
  DR 5/magic; Resist fire 30
   
  Speed 30 ft., climb 20 ft., swim 20 ft.
  Melee bite +16 (2d6+10/19–20 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (2d6+10 plus conflagration)
   
  Str 25, Dex 17, Con 16, Int 2, Wis 12, Cha 6
  Base Atk +9; CMB +17 (+21 grapple); CMD 
  31 (can’t be tripped)
  Feats Dodge, Improved Critical (bite), Skill 
  Focus (Perception), Toughness, Weapon 
  Focus (bite)
  Skills Acrobatics +17, Climb +15, 
  Perception +14, Stealth +9, Swim +15; 
  Racial Modifiers +8 Acrobatics, +4 
  Perception, +4 Stealth
   
  Environment warm forests and marshes
  Organization solitary or pair
  Treasure incidental
   
  Conflagration (Su) A blaze boa that has an 
  opponent wrapped in its coils can ignite its 
  body as a free action. This deals 2d6 points 
  of fire damage (in addition to constriction 
  damage) to the grappled target each 
  round the grapple persists. Once the 
  grapple ends, the blaze boa’s fire 
  burns out. A blaze boa can stop 
  and restart this ability as a free 
  action (once per turn), but can 
  only use it if it is grappling a foe.
  Blaze boas are dangerous constrictor 
  snakes found in jungles, warm forests, 
  and swamplands. From the treetops 
  they survey the area, ever watching for 
  potential prey. These creatures sustain 
  themselves on insects, wild animals, 
  and small humanoids (particularly 
  halflings and goblins). Cannibalism is 
  not unknown among blaze boas.
  Blaze boas reproduce on average, once 
  per year, with the female giving birth to 
  live young after a gestation period of roughly 
  8–9 months. The female can birth up to twenty 
  newborns at one time. Blaze boas are dark red in 
  color when newborn. Young reach maturity within 
  two years.
  Blaze boas can reach lengths of 40 feet or more, though the 
  average blaze boa is 10–15 feet long and weighs 150 pounds. Its 
  body is a crimson colored background overlaid with dark red blotches. 
  Its eyes are emerald and set high on its head. Its tongue is the color of 
  charcoal. Faint wisps of smoke seem to rise from the body of a blaze boa.
  Blaze boas lurk in treetops or just beneath the surface of the water, 
  waiting for prey to come close. When prey is detected, a blaze boa strikes 
  from its hiding place, wrapping the creature in its deadly coils. Prey that 
  proves resistant to its constriction attack is subjected to the blaze boa’s 
  conflagration ability. Slain prey is either devoured immediately or carried 
  back to the creature’s lair to feed the young.
  BLAZE BOA 
  CR 6
  
  Tome of Horrors 4
  23
  Blood Orchid
  This beast has three downward curving “petals” of flesh with a dark, 
  pebbly outer hide and a pallid whitish underside. The petals end with 
  split tip, and converge at the blood orchid’s center. On its underside at 
  the center dangle a swarm of writhing pallid tentacles: 16 manipulator 
  arms and eight thinner tendrils with red eyes at the ends. At the center of 
  these tentacles is a sphincter-shaped mouth at the end of a flexible trunk 
  one foot long and six inches in diameter. At the apex of the creature there 
  is another cluster of eye tendrils. 
   
  XP 1,600 
  LE Large aberration 
  Init +5; Senses all-around vision, darkvision 60 ft.;  
  Perception +15 
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size) 
   
  hp 52 (7d8+21) 
  Fort +5; Ref +5; Will +8 
  Immune sonic; Resist acid 10, cold 10, 
  electricity 10, fire 10 
   
  Speed 5 ft., fly 30 ft. (good) 
  Melee 6 tentacles +7 (1d3+2 
  plus grab plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks blood 
  drain 
   
  Str 15, Dex 12, Con 
  16, Int 11, Wis 12, 
  Cha 13 
  Base Atk +5; CMB 
  +8 (+12 grapple); 
  CMD 19 
  Feats Improved 
  Initiative, Iron 
  Will, Lightning 
  Reflexes, 
  Weapon Focus 
  (tentacle) 
  Skills Fly +7, 
  Intimidate +10, 
  Knowledge 
  (dungeoneering) 
  +10, Perception 
  +15, Stealth +7; Racial 
  Modifiers +4 Perception 
  SQ telepathic link 
   
  Environment underground 
  Organization solitary, brood 
  (3–8), or colony (9–20) 
  Treasure standard 
   
  All-Around Vision (Ex) A blood 
  orchid sees in all directions at 
  once. It cannot be flanked. 
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood. 
  Poison (Ex) Tentacle—injury; save DC 16 Fort; frequency 1/ 
  round for 4 rounds; effect unconsciousness; cure 1 save. 
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other. 
   
  XP 2,400 
  Blood orchid sorcerer 4 
  LE Large aberration 
  Init +6; Senses all-around vision, darkvision 60 ft.;  
  Perception +21 
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size) 
  hp 71 (7d8+14 plus 4d6+8 plus 4) 
  Fort +5; Ref +7; Will +14 
  Immune sonic; Resist acid 10, cold 10, electricity 
  10, fire 10 
   
  Speed 5 ft., fly 30 ft. (good) 
  Melee 6 tentacles +9 (1d3+2 plus grab plus 
  poison) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks blood drain 
  Bloodline Spell-Like Abilities (CL 
  4th; ranged touch +9):
  7/day—acidic ray (1d6+1) 
  Spells Known (CL 4th; melee 
  touch +9, ranged touch +9): 
  2nd (4/day)—
  touch of idiocy 
  1st (7/day)—
  burning hands, 
  cure light 
  wounds, magic 
  missile, shield 
  0 (at will)—daze, 
  detect magic, flare, 
  light, mage hand, 
  resistance 
  Bloodline Aberrant 
   
  Str 15, Dex 14, Con 14, Int 
  13, Wis 16, Cha 18 
  Base Atk +7; CMB +10 (+14 
  grapple); CMD 22 
  Feats Combat Casting, Eschew 
  MaterialsB, Extend Spell, Improved 
  Initiative, Iron Will, Lightning Reflexes, 
  Weapon Focus (tentacle) 
  Skills Fly +9, Intimidate +13, 
  Knowledge (arcana) +12, Knowledge 
  (dungeoneering) +11, Perception +21, Spellcraft 
  +10, Stealth +9; Racial Modifiers +4 Perception 
  SQ telepathic link 
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked. 
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  BLOOD ORCHID 
  CR 5
  BLOOD ORCHID SAVANT 
  CR 6
  
  Baba Yaga to Burning Ghat
  24
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood. 
  Poison (Ex) Tentacle—injury; save DC 17 Fort; frequency 1/ 
  round for 4 rounds; effect unconsciousness; cure 1 save. 
  Spells: The blood orchid savant replaces its bloodline bonus 
  spells with the following: cure light wounds (3rd), cure 
  moderate wounds (5th), cure serious wounds (7th). Also, 
  blood orchid savants do not cast spells in the same way 
  most creatures do. Their spells require no verbal or material 
  components to be cast, though somatic components 
  (tentacle writhing) is still required. 
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other. 
  XP 6,400 
  Blood orchid sorcerer 7 
  LE Huge aberration 
  Init +5; Senses all-around vision, darkvision 60 ft.; Perception 
  +20 
   
  AC 22, touch 12, flat-footed 20 (+2 deflection, +1 Dex, +1 
  dodge, +10 natural, –2 size) 
  hp 119 (7d8+28 plus 7d6+28 plus 7) 
  Fort +8; Ref +7; Will +15 
  Immune sonic; Resist acid 10, cold 10, electricity 10, fire 10 
   
  Speed 5 ft., fly 30 ft. (good) 
  Melee 6 tentacles +14 (1d3+6 plus grab plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks blood drain 
  Bloodline Spell-Like Abilities (CL 7th; ranged touch +8):
  8/day—acidic ray (1d6+1) 
  Spells Known (CL 7th; melee touch +13, ranged touch +8): 
  3rd (5/day)—lightning bolt (DC 18), vampiric touch 
  2nd (7/day)—cure moderate wounds, false life, scorching 
  ray, touch of idiocy 
  1st (8/day)—burning hands, color spray (DC 16), cure light 
  wounds, mage armor, magic missile, shield 
  0 (at will)—daze, dancing lights, detect magic, flare, light, 
  mage hand, resistance 
  Bloodline Aberrant 
   
  Str 23, Dex 13, Con 18, Int 13, Wis 16, Cha 20 
  Base Atk +8; CMB +15 (+19 grapple); CMD 26 
  Feats Arcane Strike, Combat CastingB, Dodge, Eschew 
  MaterialsB, Extend Spell, Improved Initiative, Iron Will, 
  Lightning Reflexes, Weapon Focus (tentacle) 
  Skills Fly +7, Intimidate +14, Knowledge (arcana) +14, 
  Knowledge (dungeoneering) +11, Perception +20, Spellcraft 
  +12, Stealth +8; Racial Modifiers +4 Perception 
  SQ telepathic link 
  Gear ring of protection +2 
   
  All-Around Vision (Ex) A blood orchid sees in all directions at 
  once. It cannot be flanked. 
  Blood Drain (Ex) On a successful grapple check with two or 
  more tentacles against a single foe a blood orchid can pull 
  the grappled creature to the mouth on its underside as a 
  free action that does not provoke an attack of opportunity. 
  The mouth latches on and drains blood from the victim. 
  Each round it maintains its grapple, the blood orchid 
  automatically deals 1d4 points of bite damage and 1 point 
  of Constitution damage as it drains its victim’s blood. 
  Poison (Ex) Tentacle—injury; save DC 21 Fort; frequency 1/ 
  round for 4 rounds; effect unconsciousness; cure 1 save. 
  Spells: The blood orchid savant replaces its bloodline bonus 
  spells with the following: cure light wounds (3rd), cure 
  moderate wounds (5th), cure serious wounds (7th). Also, 
  blood orchid savants do not cast spells in the same way 
  most creatures do. Their spells require no verbal or material 
  components to be cast, though somatic components 
  (tentacle writhing) is still required. 
  Telepathic Bond (Ex) Blood orchids communicate through 
  a non-magical telepathic bond. They can sense emotions 
  in other blood orchids at a distance of 100 ft. or less, and 
  emotions in other creatures at a range of five feet. They 
  can communicate mentally with each other through full 
  telepathy at a distance of 20 ft. or less, and can share 
  knowledge very rapidly when touching each other.
  Blood orchids are territorial, xenophobic, and possessive. They rarely 
  form alliances with other creatures, as their alien mindset keeps them from 
  forming any common ground. They regard other races as aberrant and not 
  to be trusted, even other lawful creatures. 
  Communication for blood orchids is through a means of empathy/ 
  telepathy. They have no sense of hearing, which helps render them immune 
  to sonic effects. The blood orchid can close its outer petals downward and 
  rest on the ground, where it resembles a rocky nodule or fungus of some 
  kind. 
  Blood orchids occasionally develop sorcerous talents, and transform 
  into savants. When their abilities have reached a certain level, they can 
  evolve into a grand savant. Normally each colony of blood orchids is led 
  by a single grand savant, and another cannot evolve while one is present. 
  Typically, a blood orchid savant ready to become a grand savant leaves 
  the colony with a few followers, and set out to establish a new brood 
  elsewhere. 
  Credit
  Originally appearing in Rappan Athuk Reloaded  
  (© Necromancer Games, 2006)
  BLOOD ORCHID GRAND SAVANT 
  CR 9
  
  Tome of Horrors 4
  25
  Bloodsoaker Vine
  The vines dangling from the treetops are about as thick as a halfling’s 
  leg. They sway gently and almost innocently in the breeze, but the 
  wicked barbs along their lengths glisten unwholesomely with a reddish 
  liquid. The smell of decaying flesh is unmistakable.
  XP 6,400
  N Large plant (extraplanar)
  Init +0; Senses blindsight 60 ft., tremorsense 60 
  ft.; Perception +9
   
  AC 19, touch 9, flat-footed 19 (+10 
  natural, –1 size)
  hp 115 (11d8+55 plus 11)
  Fort +14; Ref +3; Will +6
  DR 10/slashing; Immune plant traits
   
  Speed 10 ft., climb 10 ft.
  Melee 6 tendrils +14 (1d8+6 plus 
  bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), 
  rend (2 tendrils, 1d8+9)
   
  Str 22, Dex 10, Con 21, Int 2, Wis 
  12, Cha 6
  Base Atk +8; CMB +15; CMD 25 
  (can’t be tripped)
  Feats Great Fortitude, Iron Will, 
  Power Attack, Toughness, Vital 
  Strike, Weapon Focus (tendril)
  Skills Climb +14, Perception +9, 
  Stealth +5
   
  Environment temperate forests or 
  marshes
  Organization solitary or colony (2–5)
  Treasure incidental
  The bloodsoaker vine is a horrid plant that is believed to have its 
  origins in the blood-stained fields of the Plane of Agony. Some unknown 
  botanist–perhaps one of the N’gathau themselves–supposedly spliced an 
  unknown root from that dismal place with the assassin vine to create this 
  monstrosity. Several other theories as to this plant’s origin abound, but 
  this one is the most widely accepted.
  The root system of the bloodsoaker vine needs blood to 
  survive in the same manner as other plants need 
  water. The vine provides nourishment 
  for itself and the host tree from 
  which it dangles by shredding 
  unfortunate forest travelers into 
  easily degraded bits. The trees 
  benefit from the meaty compost 
  while the bloodsoaker vine–true to 
  the name–hungrily feeds on the blood of 
  its victim and any that saturates the nearby 
  soil.
  A typical bloodsoaker vine is a mass 
  of roots, vines, and tendrils. Coloration 
  ranges from deep greens to various 
  browns, and all colors in between. 
  The bloodsoaker vine eventually 
  changes colors to better match its 
  surroundings the longer it remains 
  in one location.
  Ironically, the bloodsoaker vine 
  produces an orchid-like flower 
  thought by many to be among 
  the most beautiful in creation. 
  Far above the carnage below, 
  where its tendrils break the forest 
  canopy, delicate pink blossoms 
  spread their petals and nourish 
  birds and insects with sweet-
  smelling nectar.
  BLOODSOAKER VINE 
  CR 9
  
  Baba Yaga to Burning Ghat
  26
  Bloodworm
  This creature appears to be a large semi-translucent worm about 15 
  feet long. Pale red stripes line its segmented body.
   
  XP 1,200
  N Large vermin
  Init +0; Senses bloodsense 120 ft., darkvision 60 ft., 
  tremorsense 60 ft.; Perception +0
   
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 45 (6d8+18)
  Fort +8; Ref +2; Will +2
  Immune mind-affecting effects
   
  Speed 20 ft., burrow 10 ft., swim 20 ft.
  Melee bite +8 (2d6+7 plus bleed)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bleed (1d6)
   
  Str 21, Dex 10, Con 
  17, Int —, Wis 10, 
  Cha 2
  Base Atk +4; 
  CMB +10; CMD 20 
  (can’t be tripped)
  Skills Swim +13
   
  Environment temperate 
  and warm coastlines and 
  underground
  Organization solitary or 
  gang (2–5)
  Treasure incidental
   
  Bloodsense (Ex) When a 
  bloodworm bites an opponent, it 
  secretes a pheromone that mixes 
  with the blood and that can be 
  detected by other bloodworms to a range 
  of 120 ft. This functions on both land and in water.
  Bloodworms are carnivorous hunters with voracious appetites, and 
  though not aquatic by nature, prefer a diet of fish, especially smaller 
  sharks and dolphins, shellfish, and the occasional swimmer. Hunting 
  occurs whenever the bloodworm is hungry–day or night. 
  A bloodworm’s lair is beneath the ground, usually in soft earth near 
  the shoreline of lakes and streams. A typical lair is at least as deep as the 
  bloodworm is long and terminates in a large round chamber. Here the 
  bloodworm dine on captured prey and spawn during mating season.
  Bloodworms mate during the late summer months. Young are born 
  alive and kept wet by secretions from the larger bloodworms as well as 
  water from nearby lakes and rivers. The young do not hunt yet and are 
  cared for by the adults. Within a few months the young are strong enough 
  to fend for themselves and do so, going out on their own.
  Bloodworms are pale and slightly pink in color. They can grow to a 
  length of 40 feet or more, though most average about 12–15 feet long. 
  The red stripes seen along its body are actually a combination of its 
  bodily fluids and the fluids of recently devoured prey flowing through 
  the creature.
  A bloodworm lies in wait for its prey, most often just beneath the silt 
  and sand near shorelines. When it detects a potential meal, the bloodworm 
  lunges from its hiding spot, striking with its extended proboscis. Slain 
  prey is dragged into its lair and devoured.
  BLOODWORM 
  CR 4
  
  Tome of Horrors 4
  27
  Boarfolk
  A group of large, wild-pig-faced humanoids snort derisively and head 
  towards you. They do not appear to be friendly at all.
  XP 9,600
  N Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
   
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 126 (13d10+42 plus 13)
  Fort +12; Ref +11; Will +5 
  Defensive Abilities ferocity 
   
  Speed 40 ft.
  Melee greatclub +20/+15 (1d10+10), gore +20 (2d6+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks trample (1d6+10, DC 23) 
   
  Str 24, Dex 16, Con 18, Int 6, Wis 8, Cha 8
  Base Atk +13; CMB +21 (+23 sunder); CMD 34 (36 vs. sunder)
  Feats Cleave, Great Cleave, Improved Sunder, Iron Will, 
  Martial Weapon Proficiency (greatclub), Power Attack, 
  Toughness
  Skills Perception +6, Stealth +6, Swim +15 
  Languages boarfolk
  SQ rage (32 rounds/day) 
  Gear Greatclubs 
   
  Environment temperate forest
  Organization solitary, pair, or club (4–9)
  Treasure no coins; 50% goods 
  Boarfolk are giant humanoids standing some 9 to 10 feet tall, weighing 
  nearly 700 pounds. They possess boar-like features, including large tusks 
  that protrude from their mouths. 
  Boarfolk are created by the sorceress, Circe, on the Isle of the Phoenix, 
  in the Land of the Dead. There she uses her powers to transmute travelers 
  that are unfortunate enough to cross her path. Once transmuted the 
  boarfolk grow enthralled by her beauty and charisma, and serve her 
  without question.
  Boarfolk speak an offshoot of Common, but so thickly accented as to 
  make it a separate language.
  The boarfolk live in nomadic, tribal fashion. Should the influence of 
  Circe ever depart, the boarfolk would turn to infighting and barbaric tribal 
  law; the strongest would rule, and the rest of the boarfollk would split into 
  warring tribes.
  Credit
  Original author William Loran Christensen
  Originally appearing in Fane of the Fallen (© Frog God 
  Games/ William Loran Christensen, 2010)
  BOARFOLK 
  CR 10
  
  Baba Yaga to Burning Ghat
  28
  Bone Crawler
  Unarmored, the bone crawler is a fleshy disc-shaped lump approximately 
  six ft. in diameter, with a slightly concave top. The bottom curves downward, 
  and ends with a circular mouth at its nadir. From the central mass sprout 
  several dozen tentacles, each specialized to perform different functions: stubby 
  muscular ones provide movement, thin graceful tendrils are tipped with sensory 
  organs, and the long, limber whipfronds are used as a means of attack and 
  manipulation. The flesh of a bone crawler ranges from olive green to slate 
  grey to jet black. When it is encased in bone armor, the bone crawler appears 
  much different. When still, it resembles a 15 ft. diameter mound of bones, 
  piled haphazardly together. A canny observer may note fleshy tendrils or roots 
  webbed through the mass. Once it begins to move, the armored crawler is a 
  whirling nightmare of interlocked bones forming a 15 ft. diameter central mass, 
  with bony tentacles extending out from it in all directions. 
   
  XP 19,200 
  N Huge aberration 
  Init +3; Senses blindsight 60 ft.; Perception +15 
   
  AC 11, touch 11, flat-footed 8 (+3 Dex, –2 size) or 
  AC 18, touch 8, flat-footed 18 (+10 natural armor, –2 size) in 
  bone armor 
  hp 114 (12d8+60) 
  Fort +9; Ref +9; Will +10 
  Defensive Abilities bone armor, cannot be flanked; SR 23 
   
  Speed 20 ft. in bone armor (30 ft. base), climb 
  10 ft. 
  Melee up to 12 bone blades +16 
  (1d8+8/19–20) and/or up to 12 
  whipfronds +15 (1d4+8) 
  Space 15 ft.; Reach 10 ft. 
  Special Attacks bone blades, 
  whipfronds, whirling frenzy 
   
  Str 26, Dex 16, Con 21, Int 9,  
  Wis 15, Cha 9 
  Base Atk +9; CMB +19; CMD 32 
  Feats Cleave, Improved Critical 
  (bone blade), Lightning Reflexes, 
  Lunge, Power Attack, Weapon 
  Focus (bone blade) 
  Skills Acrobatics +11, Climb +25 (+15 in 
  bone armor), Disguise +5 (+15 disguised 
  as mound of bones), Perception +15, Stealth +8; Racial 
  Modifiers when in bone armor, a bone crawler gains a +10 
  on disguise checks to resemble a mound of bones, and 
  takes a –10 armor check penalty on Climb checks 
  Languages Aklo 
   
  Environment underground 
  Organization solitary 
  Treasure standard 
   
  Bone Armor (Ex) The bone crawler is normally encountered 
  encased in a shell of iron-hard bones. This shell has a hardness 
  of 10, takes half damage from energy attacks (except sonic 
  attacks) and has hit points equal to 10 x (HD + 1). Bone armor 
  weighs 1 pound per hit point. It can take damage like any 
  object, though it receives the bone crawler’s saving throws and 
  spell resistance. Unlike carried objects, area of effect attacks 
  require the bone crawler to roll a separate saving throw for 
  its bone armor, even if it makes the saving throw itself. Spell 
  resistance is checked just once for the overall creature and its 
  armor, however. While it bears bone armor, the bone crawler 
  receives no bonus to AC for its Dexterity. After the first 10 hit 
  points of damage, every 10 hit points worth of bone armor 
  provides the bone crawler with one bone blade that it can use 
  in melee as described below. As its armor receives damage, it 
  likewise loses these bone blades. The last 10 hit points of bone 
  armor represent those protecting the main body itself; until the 
  armor is destroyed, the central body is considered to have total 
  cover. A bone crawler can repair its armor by absorbing new 
  bones into its mass. This requires a 24-hour period while enzymes 
  secreted by specialized tendrils harden the bone. The number 
  of hit points gained depends on the size of the skeleton or bone 
  collection absorbed: a Tiny skeleton repairs 1 hit point, a Small 
  skeleton 1d4 hit points, a Medium skeleton 2d4 hit points, and 
  Large and larger skeletons 4d4 hit points. Note that skeletons of 
  Huge size and larger contain many bones that are too large for 
  the bone crawler to absorb effectively into its mass, which is why 
  the hit points gained do not increase after Large size. 
  Bone Blade (Ex) The bone crawler has a number of bony 
  limbs that it can manipulate with its whipfronds. When 
  attacking with these, it gains its full attack bonus as a 
  primary weapon attack. It can only attack a creature or 
  creatures in a single 5 ft. square with a maximum of 4 bone 
  blades at once. Sunder attacks directed at bone blades do 
  damage to the creature’s bone armor (see above). 
  Whipfrond (Ex) The bone crawler’s primary attacking tentacles 
  are called whipfronds. It has one whipfrond per hit die. A 
  whipfrond can be severed with a 
  successful Sunder attack with a 
  slashing weapon that inflicts, in a 
  single blow, a number of points 
  of damage equal to or greater 
  than the bone crawler’s hit dice. 
  Whipfronds cannot be sundered 
  while encased in bone armor; 
  the armor must be destroyed 
  first. As with the bone blades, the 
  bone crawler can only attack a 
  single 5 ft. square area with up to 4 
  whipfronds at a time, no more. 
  Whirling Frenzy (Ex) As a full round 
  action the bone crawler may whirl 
  its bone blades around it in a swirling 
  storm of sharpened edges. This attack 
  inflicts 1d8+4 points of damage per three 
  bone blades used (round down) on anyone within the bone 
  crawler’s reach. A DC 19 Reflex save is allowed to take 
  only half damage from this attack; alternately, a targeted 
  creature may opt instead to make an attack of opportunity 
  against the bone crawler instead. The save DC is Dexterity-
  based.
  The bone crawler is an unusual aberration that girds itself with 
  hardened bones, fused together and manipulated by lenticular limbs 
  called whipfronds, to serve as both a weapon and a defense. 
  Bone crawlers exist by attacking and killing just about anything they 
  can come to grips with. They feast upon the flesh of their enemies, and 
  then integrate the bones of their prey into their armor, repairing any 
  damage it has sustained. Some bone crawlers have been known to seek 
  out crypts and graveyards, exhuming bodies for their bones. 
  Bone crawlers understand and may speak Aklo, but rarely converse 
  with their victims.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  BONE CRAWLER 
  CR 12
  
  Tome of Horrors 4
  29
  This rotting humanoid wears tattered rags that hang loosely about its 
  twisted and hunched form. Its face is twisted into a visage of pain and 
  rage, and its clawed hands clutch the tools of its trade—a shovel and a 
  lantern that glows with an eerie red hue.
  XP 600
  CE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +6
  Aura grave light (10 ft.)
   
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 13 (2d8+4); fast healing 2
  Fort +2; Ref +3; Will +4
  Immune undead traits
   
  Speed 30 ft.
  Melee shovel +4 (1d6+1 plus disease) or 2 claws +4 (1d4+1 
  plus disease)
  Special Attacks grave light, scream of agony
   
  Str 13, Dex 16, Con —, Int 10, Wis 13, Cha 14
  Base Atk +1; CMB +2; CMD 15
  Feats Weapon Finesse
  Skills Disable Device +9, Knowledge (local) +2, Perception 
  +6, Stealth +10; Racial Modifiers +4 Disable Device, +2 
  Stealth
  Languages Common
  SQ shovel
   
  Environment any land
  Organization solitary or crew (2–5)
  Treasure standard (shovel, bone delver’s lantern, thieves’ 
  tools, other treasure)
   
  Disease (Ex) Filth Fever: claws or shovel—injury; 
  save DC 13 Fort; onset 1d3 days; frequency 1/
  day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves. The 
  save DC is Charisma-based.
  Grave Light (Su) A bone delver’s lantern 
  sheds light in a 10-foot radius. Living 
  creatures within the area take 1 point 
  of damage each round. Additionally, 
  a bone delver’s fast healing only works 
  when it is within 10 feet of its lantern. 
  The lantern can be extinguished with 
  a bless spell (it relights after 1 hour) or 
  attacked and destroyed (hardness 5, 
  hp 10). This lantern functions only for the 
  bone delver to which it belongs. In the 
  hands of living creatures it functions 
  differently (see below).
  Scream of Agony (Su) A bone delver 
  can unleash a bone-chilling shriek 
  that affects all who hear it within 
  30 feet. An affected creature must 
  make a DC 13 Will save or be shaken 
  for 1d4+2 rounds. Creatures with 
  more than 4 HD are unaffected 
  by this attack. Creatures that 
  successfully save are immune to the 
  scream of agony of that bone delver 
  for one day. The save DC is Charisma-
  based.
  Shovel A bone delver suffers no penalties on attack rolls 
  when wielding a shovel as a weapon.
  Cemeteries and graveyards are well known for their 
  concentration of negative energy and it is this, rather 
  than the mere presence of the buried dead, that can 
  cause all manner of creatures to rise from their graves 
  to haunt the living. A few braves souls make their 
  gruesome livelyhood by preying on graves, digging up 
  the treasures and riches sometimes laid to rest with their 
  owners. Thes graverobbers are detested by most civilized 
  societies for their callous nature, and all too often would 
  be graverobbers fall foul to the unliving denizens of the 
  graveyard.
  Bone delvers were in life graverobbers that died whilst 
  performing their nefarious tasks. Some may have inadvertently 
  awoken undead creatures in their graves, others were outwitted 
  by cunning traps placed in well protected mausoleums. Bone 
  delvers usually appear as hunched, shambling humanoids 
  with faces twisted into a visage of pain and rage. They 
  visibly carry the wounds that caused their demise. Bone 
  delvers forever carry the tools of their trade—a lantern 
  and a shovel, though lockpicks are also commonly found 
  on their walking corpses. The lantern still burns, though 
  with an unnatural and eerie red glowing light.
  A bone delver initiatiate its attack by uttering 
  a chilling scream of terribly agony, rage, and 
  frustration that transcensds death itself. Those not 
  affected by the scream are made targets of melee 
  attacks with the creature’s shovel or filthy claws.
  Bone Delver
  BONE DELVER 
  CR 2
  Bone Delver Lantern
  Aura moderate divination; CL 6th
  Slot hand; Price 4,000 gp; Weight 2 lbs.
   
  The lanterns bone delvers perpetually carry are 
  formerly mundane hooded lanterns that were infused 
  with negative energy in the same way as their unliving 
  bearers. In between the hours of dusk and dawn, a 
  bone delver lantern glows with a red glowing light 
  and continually emanates an effect that functions as 
  detect undead (CL 6th). In addition, it increases the 
  effectiveness of negative energy channeling by +2. 
  This +2 bonus adds to damage done (or healed) by a 
  negative energy burst, and increases the Will save for 
  the Command Undead feat by +2. 
  The bone delver lantern is completely powerless 
  during daylight hours, and does not show an aura 
  if detect magic is cast on it during that time. A 
  bone delver lantern is an innately evil creation, and 
  generates one negative level in any good creature 
  that carries it. This negative level cannot be removed 
  until the good-aligned creature gets rid of the lantern. 
  The lantern must be taken from a bone delver before 
  the creature is destroyed in order for the item to retain 
  any power.
   
  Requirements special; a bone delver lantern cannot 
  be crafted as they are spontaneously created when 
  a slain grave robber rises as a bone delver.
  
  Baba Yaga to Burning Ghat
  30
  Boobrie
  BOOBRIE 
  CR 5
  This creature stands taller than a normal human and resembles 
  a crane with rich, black feathers that fade to dull gray on its 
  undercarriage. Its bill is long, slightly curved, and serrated. Its feet are 
  sharp and sport wicked talons that resemble twisted, almost humanoid 
  clawed hands.
   
  XP 1,600
  N Large magical beast (aquatic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
   
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 67 (9d10+18)
  Fort +8; Ref +8; Will +5
  Immune poison
  Weakness marsh bound
   
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +11 (1d8+3/19–20), bite +11 (2d6+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks wail
   
  Str 17, Dex 15, Con 15, Int 3, Wis 14, Cha 12
  Base Atk +9; CMB +13; CMD 25
  Feats Ability Focus (wail), Alertness, Improved 
  Critical (claw), Power Attack, Swim-By Attack
  Skills Perception +8, Stealth +7, Swim +16
  Languages Common
  SQ amphibious, 
  change shape
   
  Environment 
  temperate 
  marshes
  Organization 
  solitary or flock 
  (3–6 plus 100% 
  noncombatants)
  Treasure none
   
  Change Shape (Su) A 
  boobrie can assume the 
  form of a Large heavy 
  warhorse as a standard 
  action. In this form, it can run 
  on top of water (including 
  deep water such as rivers and 
  lakes) and marshy ground as if it 
  were solid, flat terrain. The boobrie 
  is still marsh bound in this form 
  and suffers the normal penalties if it 
  moves too far from its environment.
  Marsh Bound (Ex) A boobrie can survive 
  away from its marshy home for 1 hour per 
  2 points of Constitution. After that, refer to 
  the drowning rules.
  Wail (Su) Once every 2d4 rounds as a 
  standard action, a boobrie can emit an 
  eerie wail that deals 4d6 points of sonic 
  damage to all creatures within 40 feet 
  that hear it. A DC 18 Fortitude save 
  reduces the damage by half. Further, 
  a creature failing its save is paralyzed 
  for 2d4 rounds. This is a sonic mind-
  affecting attack. A creature that 
  successfully saves is immune to the wail of that boobrie for 
  one day. The save DC is Constitution-based and includes a 
  +2 bonus from the boobrie’s Ability Focus feat.
  The boobrie, or marsh terror, is a quick-moving, malign, flightless bird 
  found haunting desolate and overgrown swamps, wetlands, and marshes. 
  It is carnivorous by nature and feasts on a diet of crocodile meat, fish, 
  and humans (the last of which is one of its favorite meals). When food 
  is scarce, boobrie flocks often war with each other, eating the fallen and 
  the slain.
  A boobrie flock dwells in thick, overgrown (and usually well-hidden) 
  marsh groves. A typical flock consists of more males than females and a 
  number of young equal to the combined total of adult boobries. A single 
  dominate male acts as the leader of the flock and commands 
  the others of the flock in carrying out particular 
  tasks. Boobrie flocks sometimes settle near 
  (but not too near) human settlements 
  and conduct raids into the settlements, 
  stealing livestock, children, and even 
  lone adults.
  Boobries speak broken Common 
  and their own language of hoots, 
  croaks, and clicks.
  Boobries are vicious creatures 
  with voracious appetites. They 
  are almost always hungry and 
  usually attack prey on 
  sight. A boobrie attacks 
  with two sharpened 
  talons and a nasty bite 
  from its serrated bill. 
  Slain prey is dragged 
  to the lair and given 
  to the young who 
  promptly tear it to 
  shreds, 
  devouring 
  as much of the kill as 
  they can. Leftovers are 
  simply discarded and 
  left to rot or discarded for 
  other scavengers to claim.
  
  Tome of Horrors 4
  31
  Borsin
  A borsin is a creature with the head, arms, and upper body of an 
  ape joined to the body and legs of a quadruped. The lower half may be 
  that of a boar, equine, or hound; these may be a race of battle-beasts 
  magically crossbred in antiquity. 
   
  XP 800
  N Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +7
   
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 30 (4d10+8)
  Fort +3; Ref +6; Will +6
   
  Speed 45 ft. 
  Melee 2 claws +8 (1d6+4) and bite +3 (1d4+4) 
  Special Attacks rend (2 claws, 1d6+6)
   
  Str 18, Dex 14, Con 15, Int 7, Wis 14, Cha 12
  Base Atk +4; CMB +8; CMD 20 (24 against trip)
  Feats Fleet, Improved Initiative, RunB
  Skills Intimidate +6, Perception +7, Survival +9
  Languages Aklo
   
  Environment temperate forest or plains 
  Organization solitary, pair or tribe (3–12 plus 1 8HD 
  leader)
  Treasure none 
  A borsin is a savage, cunning beast capable of problem-solving 
  and setting crude traps. They do not use weapons or tools, or carry 
  treasure, although pack leaders will drape themselves in the skins 
  and furs of creatures they have killed – including humans and 
  adventurers.
  Borsin form packs led by the strongest member. They attack 
  with two claws and a bite, and use pack tactics to drive opponents 
  and prey into traps, kill zones, or natural hazards such as cliffs 
  and ravines. Borsin packs stake out their territory by making small 
  cairns topped with the skulls of their kills, and patrol their borders 
  regularly. Borsin are omnivorous and hardy, capable of surviving 
  on plant matter, yet enjoying a fresh kill. 
  Borsin speak Aklo, but rarely speak with those outside of 
  their own tribe.
  Credit
  Original author Scott Wylie Roberts, “Myrystyr”; 
  Pathfinder conversion by Skeeter Green
  Originally appearing in Jungle Ruins of Madaro-
  Shanti (© Frog God Games, 2010)
  BORSIN 
  CR 3
  
  Baba Yaga to Burning Ghat
  32
  Bronze Minotaur
  This massive bronze figure is shaped as a common minotaur, although 
  its sheer bulk and slow movements bely it is an automaton of some kind.
   
  XP 12,800
  N Large construct 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0 
   
  AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
  hp 107 (14d10+30)
  Fort +4; Ref +3; Will +4
  DR 5/adamantine; Immune construct traits (+30 hp), magic 
   
  Speed 20 ft.
  Melee large greataxe +23/+18/+13 (3d6+13/x3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breathe fire (4d6, DC 17) 
   
  Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +14; CMB +24; CMD 33 
   
  Environment any 
  Organization solitary
  Treasure none
   
  Immunity to Magic (Ex) A bronze minotaur 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: A magical 
  attack that deals electricity damage slows a bronze 
  minotaur (as the slow spell) for three rounds with 
  no saving throw. A magical attack that deals fire 
  damage breaks any slow effect on the bronze 
  minotaur and heals one point of damage 
  for every three points of damage the attack 
  would otherwise deal. If the amount of healing 
  would cause the bronze minotaur to exceed 
  its full normal hit points, it gains any excess as 
  temporary hit points. A bronze minotaur gets no 
  saving throw against fire attacks. 
  Breath Fire (Su) A bronze minotaur can breathe 
  fire as a free action on the first round of combat 
  and every other round thereafter. A bronze 
  minotaur’s fiery breath shoots from its mouth in a 
  30 foot cone inflicting 4d6 damage. A DC 17 Reflex 
  save can reduce the damage by half. The save DC is 
  Constitution based.
  Tall, dark and powerfully built, the bronze minotaur is an intimidating 
  sight. Standing over 8 feet tall, and weighing nearly 4,000 pounds, it is a 
  massive and impressive guardian.  
  Bronze minotaurs can understand simple commands from their 
  creators. They follow these orders unswervingly. 
  Construction 
  A bronze minotaur is constructed from 5,000 pounds of bronze, forged 
  with rare minerals and oils casting at least 10,000 gp.
  BRONZE MINOTAUR 
  CL 16th; Price 120,000 gp 
   
  CONSTRUCTION 
  Requirements Craft Construct, burning hands, geas/ 
  quest, limited wish, polymorph any object, creator 
  must be caster level 16th; Skill Craft (blacksmithing) DC 18; 
  Cost 60,000 gp.
  Credit
  Original author Mark R. Shipley
  Originally appearing in The Black Monastery (© Frog God 
  Games/ Mark R. Shipley, 2011)
  BRONZE MINOTAUR 
  CR 11
  
  Tome of Horrors 4
  33
  Bucentaur
  This hulking brute has the lower torso of a powerful black bull and the 
  upper torso of a powerfully built man with the head of a bull.
   
  XP 2,400
  CE Large monstrous humanoid
  Init +1; Senses darkvision 60 ft.; Perception +14
   
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
  hp 68 (8d10+24)
  Fort +7; Ref +7; Will +7
  Defensive Abilities natural cunning
   
  Speed 40 ft.
  Melee greataxe +12/+7 (3d6+7), 2 hooves +7 (1d6+5), gore 
  +7 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore +12, 2d6+7)
   
  Str 21, Dex 12, Con 16, Int 8, Wis 12, Cha 10
  Base Atk +8; CMB +14; CMD 25 (29 vs. trip)
  Feats Great Fortitude, Improved Bull Rush, Power Attack, 
  Run
  Skills Intimidate +9, Perception +14, Stealth +6, Survival 
  +14; Racial Modifiers +4 Perception, +4 Survival
  Languages Giant
   
  Environment temperate forests and plains or 
  underground
  Organization solitary, pair, band (3–6), or herd 
  (7–16 plus leader of 10th–12th level)
  Treasure standard (greataxe, other 
  treasure)
   
  Natural Cunning (Ex) Although 
  bucentaurs are not especially 
  intelligent, they possess innate 
  cunning and logical ability. This 
  gives them immunity to maze spells 
  and prevents them from 
  ever becoming lost. 
  Further, they are 
  never caught flat-
  footed.
  These 
  beings, 
  also 
  known 
  as 
  mantaurs 
  or 
  bulltaurs are the progeny of a 
  minotaur and a heifer, though rarely (1% 
  chance) one is born to normal minotaurs. 
  Bucentaurs are considered to be a blessing 
  by many minotaur clans, and are often raised 
  by minotaur priests to be kings and rulers 
  of a minotaur tribe. Their battle prowess 
  is legendary, the skulls of many heroes 
  adorning the walls of their pen. 
  Bucentaurs make their home in 
  desolate forests and ruins, generally away 
  from civilized races. They are fiercely 
  territorial, attacking any who trespass 
  their realm, including other bucentaur clans 
  on occasion. Hunts are a standard occasion 
  and can see up to six or eight of these creatures 
  strike out to capture and kill large game.
  Bucentaurs stand almost 8 feet tall and weigh over 2,200 
  pounds. Skin colors vary widely, but most tend to be darker colors such 
  as blacks or blackish-blue. Eyes are almost always dark. Bucentaurs 
  typically live to 50 years of age.
  Bucentaurs are straightforward combatants, bull rushing and goring 
  foes before cutting them down with their greataxes. They are savage 
  creatures, and rarely flee from a fight, preferring to inflict as much damage 
  as possible on their foes before the need to escape.
  BUCENTAUR 
  CR 6
  
  Baba Yaga to Burning Ghat
  34
  Burning Ghat
  A humanoid figure stands swathed in smoke, its distinct features 
  obliterated by the charred and blackened flesh. Ash perpetually trails 
  from the creature as it moves and small patches of burnt skin flake from 
  its body. Its eyes are small dots of brilliant crimson fire. 
   
  XP 800
  CE medium undead (fire)
  Init +2; Senses darkvision 60 ft.; Perception +9
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +3; Ref +3; Will +6
  DR 5/magic; Immune fire, undead traits
  Weaknesses vulnerability to cold
   
  Speed 30 ft.
  Melee 2 claws +5 (1d4+1 plus burn)
  Special Attacks burn (2d6, DC 14), burning 
  blood, fire burst
   
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
  Base Atk +3; CMB +4; CMD 16
  Feats Blind-Fight, Weapon Finesse
  Skills Climb +8, Escape Artist +6, Intimidate 
  +9, Perception +9, Stealth +9
  Languages Common
  SQ odor
   
  Environment any
  Organization solitary or gang (2–4)
  Treasure standard
   
  Burning Blood (Su) When a burning 
  ghat takes damage from a slashing 
  or piercing weapon, its flesh bursts 
  open and sprays the attacker with a 
  mixture of burning fluids. The attacker 
  must succeed on a DC 14 Reflex save 
  or take 1d6 points of fire damage. The 
  save DC is Charisma-based.
  Fire Burst (Ex) Once per day, a burning 
  ghat can unleash a burst of flames in a 
  20-foot radius centered on itself. Creatures 
  caught in the burst take 4d6 points of fire 
  damage. A successful DC 14 Reflex save 
  reduces the damage by half. The burning ghat 
  is slowed (as the slow spell) for 1d4 rounds after 
  using this ability. The save DC is Charisma-based.
  Odor (Ex) A burning ghat reeks of charred 
  flesh, which can be detected at a range of 30 
  feet with a DC 10 Perception check. Creatures 
  with the scent ability automatically detect its 
  presence as soon as they come within 60 feet of 
  a burning ghat.
  The burning ghat is a rare form of undead created in areas of unusually 
  high negative energy when a living creature is put to death by fire for 
  a crime it did not commit. Utterly twisted and maddened by its fate, a 
  burning ghat is a fearsome creature, consumed with a hatred for the living 
  and seeking to end life wherever it finds it. The distinct and pungent 
  stench of burnt flesh is often the harbinger of a burning ghat’s arrival 
  and is easily noticeable within 30 feet of the creature. They can often still 
  be found wearing the clothes they wore as they burned to death, if the 
  garments survived the flames, though a burning ghat of any great age will 
  usually have none.
  Burning ghats inhabit remote areas near places where they were 
  put to death. They are not bound to this area as some undead seem 
  to be, but they seldom wander more than a mile or so away from 
  their death site. Most encounters are with a lone burning ghat, but 
  occassionally when more than one innocent has been put to the 
  flames, a pack of these creatures can be found. Burning ghats 
  are nocturnal pack hunters, feasting on the charred flesh of 
  those they encounter and kill. They are seldom found 
  with other undead, preferring to keep company with 
  their own kind or operating alone.
  A typical burning ghat is 6 feet tall and weighs 
  150 pounds. A burning ghat can communicate in 
  the Common tongue and any other language it 
  knew in life. Its voice crackles and hisses like a 
  freshly-stoked fire.
  A burning ghat attacks with its claws, seeking 
  to slay any living creature it encounters. A 
  burning ghat’s claws heats the blood of living 
  creatures upon contact, causing great pain as 
  it sizzles and boils away into the air. It favors 
  burning its victims to death but is content to 
  rend them apart if they should prove immune 
  to fire.
  BURNING GHAT 
  CR 3
  
  Tome of Horrors 4
  35
  Carrion Claw
  This insect-like horror has six large, spear-like legs and a poison bite. 
  It crawls about on hundreds of legs, using its six spears to impale victims 
  which it then bites. It resembles a centipede. Its body is covered with 
  tiny hair-like barbs that allow this creature to grapple a man sized or 
  smaller opponent. 
   
  XP 2,400 
  NE Large magical beast 
  Init +6; Senses darkvision 60 ft., low-light vision; 
  Perception +6 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 
  natural, –1 size) 
   
  hp 51 (6d10+12 plus 6) 
  Fort +7; Ref +7; Will +3 
  Weaknesses light sensitivity, vulnerable to 
  magical light 
   
  Speed 40 ft., climb 40 ft. 
  Melee 6 claws +10 (1d6+4 plus grab), bite +9 
  (1d3+4 plus paralysis)
  Space 10 ft.; Reach 5 ft. 
  Special Attacks hatred of elves (+1 to hit and 
  damage), paralysis (1d4 hours, DC 15) 
   
  Str 18, Dex 14, Con 14, Int 4, Wis 12, Cha 11 
  Base Atk +6; CMB +11 (+15 grapple); CMD 
  23 (can’t be tripped) 
  Feats Improved Initiative, Toughness, 
  Weapon Focus (claw) 
  Skills Climb +17, Perception +6, Stealth 
  +11; Racial Modifiers +8 Stealth 
  SQ superior climbing 
   
  Environment underground or temperate forest 
  Organization solitary, gang (2–5) or fist (5–30) 
  Treasure incidental 
   
  Superior Climbing (Ex) A carrion claw need not make Climb 
  checks to traverse a vertical or horizontal surface (even 
  upside down). It retains its Dexterity bonus to Armor Class 
  while climbing, and opponents get no special bonus to their 
  attacks against it. It cannot, however, use the run action 
  while climbing. 
  Vulnerable to Magical Light (Ex) A carrion claw that is the 
  target of a spell with the light descriptor must succeed on a 
  Will save or be dazed for 1 round. The Will save DC is equal 
  to 10 + the spell level + the caster’s key ability. 
  Carrion claws have a preferential taste for elf flesh, and seek to attack 
  and eat elves before other opponents. It does not like halfling flesh, and 
  kills but does not devour halflings. 
  The creature can climb any surface, even hanging upside down from 
  the ceiling if desired. The carrion claw is terrified of and hates magical 
  light. 
  Carrion claws hunt in packs, with one claw feigning injury on a floor, 
  while the rest of its pack circle prey along the walls and ceiling to drop 
  and attack with surprise.
  Carrion claws are used by drow to hunt down elves frequenting their 
  underground lairs. Forward posts of the dark elves usually have up to a 
  dozen carrion claws used for shock troops against elven incursions.
  Credit
  Original author John Bentley Webb
  Originally appearing in Rappan Athuk (© Frog God Games/ 
  John Bentley Webb, 2012)
  CARRION CLAW 
  CR 6
  
  Carrion Claw to Crysolax
  36
  Cavern Crawler
  This creature appears to be a wild mix of giant centipede and slate 
  gray reptile.
   
  XP 1,200
  N Medium magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +10
   
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 51 (6d10+18)
  Fort +8; Ref +7; Will +3
   
  Speed 30 ft., climb 30 ft.
  Melee bite +11 (1d8+6 plus disease)
   
  Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +6; CMB +10; CMD 22 (34 vs. trip)
  Feats Power Attack, Skill Focus (Perception), 
  Weapon Focus (bite)
  Skills Climb +22, Perception +10; Racial 
  Modifiers +4 Climb
   
  Environment any underground
  Organization solitary, gang (2–5), or 
  swarm (6–12)
  Treasure none
   
  Disease (Ex) Cavern Sickness: 
  Bite—injury; save DC 16 Fort; 
  onset 1 minute; frequency 1 
  day; effect 1d2 Str damage 
  and –2 penalty on all attack 
  rolls, checks, and saves 
  while underground; cure 2 
  consecutive saves. Note: 
  Failing two consecutive saves 
  results in the victim being 
  affected as if by a confusion 
  spell for the duration of 
  the disease. The save DC is 
  Constitution-based.
  Cavern crawlers are subterranean 
  creatures that make their lairs in narrow 
  pits and shafts, feeding on cave rats, 
  monstrous centipedes and spiders, and other 
  such underground denizens. They are feared by 
  subterranean dwellers for their toxic bite which 
  causes its victims to become delusional or lost in deep 
  dark cavern recesses. 
  Cavern crawlers lair in areas where food is plentiful; when 
  their source of food runs out, they move the entire lair to a new 
  area, digging new tunnels and chambers as needed by the nest. A 
  cavern crawler can go roughly a week without food before it begins 
  to exhibit signs of starvation. Many resort to cannibalism before that 
  happens however. A cavern crawler nest consists of a single female and 
  several male workers and soldiers. The workers hunt for and supply 
  needed food for the nest while the soldiers guard the female and young. 
  The female lays 10–20 eggs at one time which are buried beneath the 
  ground in a special chamber dug off the main chamber of the lair. Eggs 
  hatch 60–90 days after incubation and young reach maturity in about 
  12 months. 
  A cavern crawler has a reptilian head similar to that of an iguana and 
  eighteen short clawed legs on each side of its body which allows it to 
  climb on any rocky surface with ease. Its body is slate gray and lighter on 
  the underside. Its legs are covered in short bristles of dark gray or black. A 
  typical cavern crawler can reach lengths of 6 feet or more. Some species 
  up to 12 feet long are rumored to have been encountered by unsuspecting 
  adventurers, but these reports have yet to be confirmed.
  A cavern crawler attacks from ambush, clinging to stalactites or 
  overhangs and dropping on its unsuspecting prey. The target is subjected 
  to repeated bites and dragged to a safe place before being devoured by the 
  cavern crawler. 
  CAVERN CRAWLER 
  CR 4
  
  Tome of Horrors 4
  37
  Char Shambler
  The humanoid creature looks like a mass of charred skin, burned black 
  and hard with cracks showing raw, red flesh beneath. Visible waves of 
  heat rise from this creature and a miasma of foul smoke seems to follow 
  its every shuffling step, and the stench of scorched flesh and acrid smoke 
  clings to its flesh. 
  XP 12,800 
  CE Medium magical beast (fire) 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +7 
  Aura desecrating aura (20 ft.), smoke cloud (10 ft., DC 24), 
  stench (10 ft., DC 22, 1d8 rounds) 
  AC 25, touch 10, flat-footed 25 (+15 natural) 
   
  hp 147 (14d10+70) 
  Fort +14; Ref +9; Will +6 
  Immune fire 
  Weaknesses vulnerability to cold 
   
  Speed 20 ft. 
  Melee bite +19 (1d6+4 plus 1d6 fire), 2 claws +18 
  (1d4+4 plus 1d6 fire plus grab) 
  Special Attacks burning touch 
   
  Str 18, Dex 10, Con 20, Int 7, Wis 10, Cha 12 
  Base Atk +14; CMB +18 (+22 grapple); CMD 28 
  Feats Ability Focus (smoke cloud), Cleave, 
  Improved Initiative, Iron Will, Power Attack, Skill Focus 
  (Stealth), Weapon Focus (bite) 
  Skills Intimidate +6, Perception +7, Stealth +11 
  Languages Undercommon (cannot speak) 
   
  Environment any land or underground near cities 
  Organization solitary or pair 
  Treasure none 
   
  Burning Touch (Su) A char shambler that 
  wins a grapple check establishes a hold, 
  latching onto the opponent’s body and 
  automatically doing bite damage each 
  round that the hold is maintained. In 
  addition the fire damage from the bite 
  attack increases from 1d6 on the first round 
  to 3d6 points of damage on the third round.  As 
  the char shambler makes this attack it slowly begins 
  charring its opponent. If it kills an opponent in this 
  manner, the victim’s flesh and tissues are completely 
  charred away while the char shambler inhales the 
  resulting smoke for its sustenance. It then devours the 
  scorched and crumbling bones in 1d4 rounds. 
  Desecrating Aura (Su) Through the sheer foulness of its 
  presence, a char shambler emits an aura within a 20- 
  foot radius similar in effect to the secondary function of 
  a desecrate spell (i.e. cutting off an area’s connection 
  to a non-associated deity and countering consecrate). 
  This effect does not offer any bonuses to undead within 
  the radius. Furthermore, it counters and dispels spells with 
  the good descriptor within its area as if it was casting 
  dispel magic as a 5th-level wizard. 
  Smoke Cloud (Ex) In addition to its stench, a char 
  shambler continually gives off a cloud of acrid 
  smoke from its scorched flesh. This cloud likewise 
  affects all within 10 feet of the char shambler. The 
  smoke provides concealment (20% miss chance) to 
  those within the cloud and they must make a Fortitude save 
  each round (DC 24, +1 per previous check) or spend that 
  round coughing and choking. This is saving throw in addition 
  to the sickening effects of the char shambler’s stench. A 
  character who chokes for 2 consecutive rounds takes 1d6 
  points of nonlethal damage. The save DC is Constitution-
  based and includes a +2 bonus from its Ability Focus feat. A 
  char shambler is immune to the effects of smoke (its own or 
  otherwise) and ignores the concealment it provides as well. 
  A char shambler is the result of a failed experiment to create a creature 
  known as a charfiend (see Creature Collection by Sword and Sorcery 
  Studios) from some base stock. The only documented examples come 
  from the work of the lich Saca-Baroo and his experiments with the silid 
  race (see The Tome of Horrors Complete by Frog God Games), but 
  other examples may exist. 
  As described, a char shambler’s skin is charred and broken, and 
  the creature lives in constant searing pain from the failed process that 
  created it. It typically stands 6 to 7 feet tall and weighs 300 pounds. 
  Its face is a mask of charred flesh hiding the appearance of the 
  original creature. This tough, charred shell provides it with good 
  natural armor. 
  Whether a char shambler can speak or not is unknown, as 
  none have ever been known to. They do respond to commands 
  in Common when under magical compulsion or a similar 
  condition. 
  A char shambler’s existence is typically occupied by its 
  never-ending desire to feed, and its actions tend to follow this 
  course. When prey is spotted, it tries to disperse its enemies 
  with its stench and smoke cloud so that it can focus on 
  capturing and feeding on one individual without distractions.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog 
  God Games/ Greg A. Vaughan, 2012)
  CHAR SHAMBLER 
  CR 11
  
  Carrion Claw to Crysolax
  38
  Chike (Croc Folk)
  This green-scaled reptilian humanoid is powerfully built and has the 
  head of a crocodile.
  XP 600
  NE Large humanoid (reptilian)
  Init +0; Senses low-light vision; Perception +8
   
  AC 11, touch 9, flat-footed 11 (+2 natural, –1 size)
  hp 30 (4d8+12)
  Fort +7; Ref +1; Will +1
   
  Speed 30 ft., swim 30 ft.
  Melee battleaxe +6 (2d6+4), bite +1 (1d8+2) or 2 claws +6 
  (1d6+4), bite +6 (1d8+4)
  Space 10 ft.; Reach 10 ft.
   
  Str 18, Dex 11, Con 16, Int 7, Wis 10, Cha 11
  Base Atk +3; CMB +8; CMD 18
  Feats Power Attack, Skill Focus (Perception)
  Skills Perception +8, Stealth –2 (+6 in water), Swim +13; 
  Racial Modifiers +4 Perception, +8 Stealth in water
  Languages Chike
  SQ crocodile empathy, hold breath
   
  Environment temperate and warm marshes and rivers
  Organization solitary, pair, raiding party (3–6 plus 2–3 
  crocodiles), band (7–12), or tribe (20–40 plus 4–6 crocodiles 
  plus 1–2 dire crocodiles)
  Treasure standard (battleaxe, other treasure)
   
  Crocodile Empathy (Ex) A chike can communicate and 
  empathize with crocodiles and dire crocodiles. They can 
  use Diplomacy to alter such an animal’s attitude, and when 
  doing so gain a +4 racial bonus on the check.
  Hold Breath (Ex) A chike can hold its breath for a number of 
  rounds equal to 4 times its Constitution score before it risks 
  drowning.
  Chike are savage crocodilian humanoids (called Crocfolk by other 
  races) that make their homes deep within swamps and marshlands. They 
  are believed to be descended from or related to actual crocodiles, though 
  scholars cannot find a link between the two somewhat related creatures. 
  Chike usually live in small tribal villages of up to 
  40 individuals led by a tribal leader (usually 
  the strongest of the group). Buildings are 
  constructed of whatever natural resources 
  and materials the chike can find. Larger 
  tribes also have one or two shamans in their 
  midst. Chike are extremely territorial, 
  generally sharing their domain only with 
  actual crocodiles. Some tribes however 
  do associate with marsh-dwelling 
  races such as lizardfolk engaging in 
  trade and allying against common 
  enemies.
  Chike 
  are 
  diurnal 
  hunters, 
  preferring the heat of the day vs. the 
  cold and darkness of night. Favored 
  meals include birds, fish, humans, goblins, 
  and reptiles (including other chike if food 
  truly becomes scarce). Being cold-blooded, 
  a chike’s metabolism allows it to survive up to 3 
  months without eating.
  Chike males stand over 8 feet tall while females stand just about 8 feet 
  tall on average. Greenish-brown scales cover the chike’s back while their 
  sides and underbellies are generally smooth and lighter in color. Chike 
  reproduce on average once per year with the female laying up to six 
  eggs at a time. Eggs are buried deep within their muddy lair in a special 
  incubation hut. The female spends most of her time with the eggs until 
  they hatch. Both the eggs and young are protected by all adults in the 
  tribe. Females fight to the death to protect their eggs and young.
  Chike are feared by many other races for their brutality and savagery 
  in battle. These creatures prefer to use weapons and a fearsome bite, but 
  particularly savage chike forego weapons and simply rend their opponents 
  to pieces using their powerful claws. When hunting, chike submerge 
  in water, leaving only their eyes and snout exposed. When their quarry 
  moves within range, chike spring to attack. Though chike possess tails, 
  they do not normally use them in combat.
  CHIKE 
  CR 2
  
  Tome of Horrors 4
  39
  Chuul-Ttaen
  A thick armored shell protects this Abyssal-dwelling lobster-like 
  creature. Tiny glowing-red eyes gleam above a mouth full of writhing 
  tentacles. 
   
  XP 6,400 
  CE Large aberration (aquatic) 
  Init +7; Senses blindsight 60 ft.; darkvision 60 ft.;  
  Perception +19 
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size) 
   
  hp 138 (14d8+56) 
  Fort +8; Ref +7; Will +11 
  Defensive Abilities darkvision camouflage; Immune poison 
  Weakness light blindness 
   
  Speed 30 ft., swim 20 ft. 
  Melee 2 claws +17 (2d6+7 plus grab) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks constrict (3d6+7), larvae spray, paralytic 
  tentacles 
   
  Str 25, Dex 16, Con 18, Int 10, Wis 14, Cha 5 
  Base Atk +10; CMB +18 (+22 grapple); CMD 31 (35 vs. trip) 
  Feats Ability Focus (paralysis), Alertness, Blind-Fight, Combat 
  Reflexes, Improved Initiative, Improved Natural Attack 
  (claw), Weapon Focus (claw) 
  Skills Knowledge (nature) +10, Perception +23, Sense Motive 
  +11, Stealth +13, Swim +32 
  Languages Common, Undercommon 
  SQ amphibious 
   
  Environment warm subterranean lakes and rivers 
  Organization solitary, pair, or pack (3–6) 
  Treasure standard 
   
  Darkvision Camouflage (Ex) A chuul-ttaen is virtually 
  impossible to detect solely using darkvision. A chuul-ttaen 
  is considered invisible (+40 Stealth or +20 Stealth when 
  moving) when encountered in the dark by a creature using 
  darkvision. In lit areas, a chuul-ttaen appears as a ghostly 
  white surface-dwelling chuul. 
  Larvae Spray (Ex) Once per week as a free action, 
  a female chuul-ttaen can release a spray (15-foot 
  cone) of minute barbed larvae. The initial blast 
  deals 1d8 points of damage and injects larvae 
  into the opponent’s body. The affected creature 
  must succeed on a DC 23 Fortitude save to 
  avoid implantation. The save DC is Constitution 
  based. If a chuul-ttaen implants larvae into a 
  paralyzed or otherwise helpless creature, it gets 
  no saving throw. The larvae pupate over the 
  course of 10 days. The host becomes increasing ill 
  suffering a –1 to Strength, Constitution and Dexterity 
  each day of the pupation (–10 maximum) as the 
  pupae absorb nutrients. At the end of the 10 
  day gestation, 2d4 Diminutive chuul-ttaen burst 
  from the host, killing it in the process. A remove 
  disease or heal spell rids a victim of the larvae/
  pupae as does a DC 25 Heal check. If the 
  check fails, the healer can try again, but each 
  attempt (successful or not) deals 1d4 points 
  of damage to the patient. The ability score 
  damage heals normally after the larvae/pupae 
  have been removed. 
  Paralytic Tentacles (Ex) A chuul-ttaen can transfer a 
  grappled victim from a claw to its tentacles as a move 
  action. The tentacles grapple with the same strength as 
  the claw but deal no damage, instead exuding a paralytic 
  secretion. Anyone held in the tentacles must succeed on a 
  DC 23 Fortitude save each round on the chuul-ttaen‘s turn 
  or be paralyzed for 6 rounds. The save DC is Constitution- 
  based. While held in the tentacles, paralyzed or not, a 
  victim automatically takes1d8+7 points of damage each 
  round from the creature’s mandibles. 
  Chuul-ttaens are similar to their normal chuul cousins, possessing 
  many of the same skills, attacks and defenses. 
  The ttaen versions are said to swim in the cold depths of the world and 
  only find their way to the surface when summoned by particularly vile 
  wizards. Others claim they are simply underground albino versions of 
  a normal chuul – albeit a more intelligent and deadly monstrosity. The 
  heavily armored chuul-ttaens are excellent swimmers, and often rise up 
  from the depths to grab land-bound creatures in their claws and tentacles. 
  Some scholars say the ttaen addition to their names is a designation of 
  royalty or a higher ranking in chuul society, although this has not been 
  confirmed. 
  The ttaens are able to communicate more easily with other races via a 
  raspy Common speech. Chuul-ttaens have little interest in conversation, 
  however, and are much more likely to attack before asking questions. 
  Only extremely powerful foes give them pause and might warrant words 
  before weapons. 
  Underground races fear the chuul-ttaens, claiming the hideous creatures 
  were bred to wipe out all life in the tunnels under the land. They are 
  perfect assassins and even the deadly drow fear these versions that can 
  hide from darkvision.
  Credit
  Original author Gary Schotter & Jeff Harkness
  Originally appearing in Splinters of Faith Adventure 8: Pains 
  of Scalded Glass (© Frog God Games/ Gary Schotter & Jeff 
  Harkness, 2011)
  CHUUL-TTAEN 
  CR 9
  
  Carrion Claw to Crysolax
  40
  Cimota
  A figure materializes out of the surrounding shadows. It has the 
  black cloak and cowl of a monk, floating in the air with no visible body. 
  Menacing green eyes glare from inside the dark hood. 
  XP 1,200
  LE Medium undead 
  Init +7; Senses darkvision 60 ft., lifesense; Perception +10
  Aura unnatural aura (30 ft.) 
   
  AC 18, touch 13, flat-footed 15 (+5 natural, +3 Dex)
  hp 47 (5d8+25)
  Fort +6; Ref +4; Will +6
  Defensive Abilities channel resistance +2, displacement, 
  unholy existence; Immune cold, electricity, undead traits;  
  SR 12 
   
  Speed fly 60 ft. (good)
  Melee 2 claws +6 (1d6+3/19–20) 
  Special Attack manifestation 
   
  Str 16, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +3; CMB +6; CMD 19
  Feats Combat Reflexes, Improved Initiative, Weapon Finesse
  Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge 
  (planes) +7, Perception +10, Sense Motive +10, Stealth +11
  Languages Common, Infernal 
   
  Environment any 
  Organization solitary, pair, or haunt (3–6) 
  Treasure standard 
   
  Displacement (Su) Cimota manifest on the Prime Material 
  Plane as a shifting cloud of shadows that coalesce into their 
  cloaked and hooded forms. On any round that a cimota 
  first manifests (see below), its shifting forms affect it as a 
  displacement spell. Attacks on a cimota at this time have a 
  50% miss chance as if the cimota had total concealment. 
  Unlike actual total concealment, this displacement does 
  not prevent enemies from targeting a cimota normally. This 
  effect is canceled one round after a cimota manifests, or if 
  a cimota takes any action in its new locale. 
  Lifesense (Su) A cimota notices and locates living creatures 
  within 60 ft., just as if it possessed the blindsight ability. 
  Manifestation (Su) As a standard action, a cimota can 
  transport itself via planar travel from any point on the Prime 
  Material Plane to another point within its defined area, or 
  within 300 ft. of the artifact to which it is bound. A cimota 
  may also lurk on the Negative Material Plane, prepared to 
  manifest on the Prime Material if certain conditions are met, 
  such as trespassers entering the area they are doomed 
  to guard. A cimota cannot attack or move in the same 
  round in which it manifests, although it may manifest as 
  partial surprise action before initiative. A cimota benefits 
  from displacement (see above) on the round in which it first 
  manifests. 
  Unholy Existence (Su) Although it is possible to temporarily 
  destroy a cimota’s physical form, it will return in 1d6 days, 
  manifesting again to continue its unholy existence. The 
  only way to permanently destroy a cimota is to disrupt 
  its existence by consecrating the ground to which it is 
  tied or the destruction of the artifact to which it is bound. 
  Sometimes, significant alteration of an unholy place, such 
  as demolition of an evil temple or burning a haunted 
  forest, could cause cimota to fade away permanently. 
  Although their physical forms may be damaged by 
  normal attacks, their unholy existence grants them SR 17. 
  Because cimota exist partially on the Negative Material 
  Plane they are subject to banishment or other spells that 
  affect outsiders. 
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 ft. of a cimota unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check. This aura takes effect 
  when a cimota manifests on the Prime Material Plane. 
  Animals that come within 30 ft. of a place where cimota 
  are lurking on the Negative Material Plane, or an artifact to 
  which a cimota is bound; Will be uneasy and show signs of 
  disquiet. 
  XP 2,400
  LE Medium undead 
  Init +8; Senses darkvision 60 ft., lifesense; Perception +13 
  Aura unnatural aura (30 ft.) 
   
  AC 20, touch 14, flat-footed 16 (+6 natural, +4 Dex)
  hp 85 (8d8+48)
  Fort +8; Ref +7; Will +8
  Defensive Abilities channel resistance +4, displacement, 
  unholy existence; Immune cold, electricity, undead traits; SR 
  15 
   
  Speed fly 60 ft. (good)
  Melee 2 scimitars +11 (1d6+4 plus 1d6 negative 
  energy/18–20, evil-aligned)
  Special Attack manifestation, superior two-weapon fighting 
   
  Str 18, Dex 16, Con —, Int 14, Wis 14, Cha 22
  Base Atk +6; CMB +10; CMD 20
  Feats Combat Reflexes, Improved Initiative, Lightning 
  Reflexes, Weapon Focus (scimitar)
  Skills Diplomacy +13 Fly +12, Intimidate +17, Knowledge 
  (planes) +10, Perception +13, Sense Motive +13, Stealth +13
  Languages Common, Infernal 
   
  Environment any 
  Organization solitary or pair 
  Treasure standard 
   
  Displacement (Su) Cimota manifest on the Prime Material 
  Plane as a shifting cloud of shadows that coalesce into their 
  cloaked and hooded forms. On any round that a cimota 
  first manifests (see below), its shifting forms affect it as a 
  displacement spell. Attacks on a cimota at this time have a 
  50% miss chance as if the cimota had total concealment. 
  Unlike actual total concealment, this displacement does 
  not prevent enemies from targeting a cimota normally. This 
  effect is canceled one round after a cimota manifests, or if 
  a cimota takes any action in its new locale. 
  Lifesense (Su) A cimota notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability. 
  Manifestation (Su) As a standard action, a cimota can 
  transport itself via planar travel from any point on the Prime 
  Material Plane to another point within its defined area, or 
  within 300 feet of the artifact to which it is bound. A cimota 
  may also lurk on the Negative Material Plane, prepared to 
  manifest on the Prime Material if certain conditions are met, 
  such as trespassers entering the area they are doomed to 
  guard. A cimota cannot attack or move in the same round 
  in which it manifests, although it may manifest as partial 
  CIMOTA 
  CR 4
  GUARDIAN CIMOTA 
  CR 6
  
  Tome of Horrors 4
  41
  surprise action before initiative. A cimota benefits from 
  displacement (see above) on the round in which it first 
  manifests. 
  Superior Two-Weapon Fighting (Ex) A black skeleton 
  usually fights with a short sword in each hand. 
  Because of its magical nature, its Two-Weapon 
  Fighting feat allows it to attack with both 
  weapons at no penalty. 
  Unholy Existence (Su) Although it is possible to 
  temporarily destroy a cimota’s physical form, 
  it will return in 1d6 days, manifesting again to 
  continue its unholy existence. The only way to 
  permanently destroy a cimota is to disrupt its 
  existence by consecrating the ground to which 
  it is tied or the destruction of the artifact to which 
  it is bound. Sometimes, significant alteration of 
  an unholy place, such as demolition of an evil 
  temple or burning a haunted forest, could 
  cause cimota to fade away permanently. 
  Although their physical forms may be 
  damaged by normal attacks, their unholy 
  existence grants them spell resistance 17. 
  Because cimota exist partially on the Negative 
  Material Plane they are subject to banishment 
  or other spells that affect outsiders. 
  Unnatural Aura (Su) Animals do not willingly 
  approach within 30 feet of a cimota unless 
  a master makes a DC 25 Handle Animal, 
  Ride, or wild empathy check. This aura 
  takes effect when a cimota manifests on 
  the Prime Material Plane. Animals that 
  come within 30 feet of a place where 
  cimota are lurking on the Negative 
  Material Plane, or an artifact to 
  which a cimota is bound; Will 
  be uneasy and show signs of 
  disquiet. 
  XP 6,400
  LE Medium undead 
  Init +8; Senses darkvision 60 ft., 
  lifesense; Perception +20
  Aura unnatural aura (30 ft.) 
   
  AC 21, touch 14, flat-footed 17 
  (+7 natural, +4 Dex)
  hp 141 (14d8+84)
  Fort +10; Ref +10; Will +12
  Defensive Abilities 
  channel resistance +4, 
  displacement, undead 
  traits, unholy existence; 
  Immune cold, electricity; 
  SR 17 
   
  Speed fly 60 ft. (good)
  Melee 2 scimitars +15 (1d6+4 plus 1d6 
  electrical/15–20, evil-aligned)
  Special Attack dark fury, manifestation, 
  superior two-weapon fighting
   
  Str 18, Dex 18, Con —, Int 14, Wis 16, Cha 22
  Base Atk +10; CMB +14; CMD 28
  Feats Combat Reflexes, Improved Critical 
  (scimitar), Improved Initiative, Lightning 
  Reflexes, Improved Lightning Reflexes, Two-
  Weapon Fighting, Weapon Focus (scimitar)
  Skills Diplomacy +20, Fly +13, Intimidate +23, Knowledge 
  (planes) +16, Perception +20 Sense Motive +20, Stealth +19 
  Languages Common, Infernal 
   
  Environment any 
  Organization solitary 
  Treasure standard 
  Dark Fury (Su) As a free action a high cimota may 
  generate a field of negative energy in the form 
  of black lightning. A high cimota may use this 
  power at the start of combat and every 1d3 
  rounds thereafter. This field of energy may 
  take the form of black lightning either in a 
  20 ft. radius ball around the high cimota 
  or as a 100 foot line extending from 
  the high cimota’s invisible fingertips. 
  Dark fury inflicts 6d6 negative energy 
  damage on any living creature in its 
  area of effect unless it succeeds on a 
  DC 19 Reflex save. This save is charisma 
  based. Undead, constructs and other 
  non-living objects are not affected by 
  dark fury. 
  Displacement (Su) Cimota manifest on 
  the Prime Material Plane as a shifting 
  cloud of shadows that coalesce into 
  their cloaked and hooded forms. On 
  any round that a cimota first manifests 
  (see below), its shifting forms affect it 
  as a displacement spell. Attacks on a 
  cimota at this time have a 50% miss 
  chance as if the cimota had total 
  concealment. Unlike actual total 
  concealment, this displacement 
  does not prevent enemies from 
  targeting a cimota normally. This 
  effect is canceled one round 
  after a cimota manifests, or if a 
  cimota takes any action in its 
  new locale. 
  Manifestation (Su) As a 
  standard action, a cimota 
  can transport itself via 
  planar travel from any 
  point on the Prime 
  Material Plane to 
  another point within 
  its defined area, 
  or within 300 feet 
  of the artifact 
  to which it is 
  bound. A cimota 
  may also lurk on 
  the Negative 
  Material Plane, 
  prepared to 
  manifest on the 
  Prime Material if 
  certain conditions 
  are met, such as 
  trespassers entering the 
  area they are doomed 
  to guard. A cimota cannot 
  attack or move in the same 
  round in which it manifests, 
  although it may manifest as 
  partial surprise action before 
  initiative. A cimota benefits from 
  displacement (see above) on the 
  round in which it first manifests. 
  Lifesense (Su) A cimota notices and locates living creatures 
  HIGH CIMOTA 
  CR 9
  
  Carrion Claw to Crysolax
  42
  within 60 feet, just as if it possessed the blindsight ability. 
  Superior Two-Weapon Fighting (Ex) A black skeleton usually 
  fights with a short sword in each hand. Because of its 
  magical nature, its Two-Weapon Fighting feat allows it to 
  attack with both weapons at no penalty.
  Unholy Existence (Su) Although it is possible to temporarily 
  destroy a cimota’s physical form, it will return in 1d6 days, 
  manifesting again to continue its unholy existence. The 
  only way to permanently destroy a cimota is to disrupt 
  its existence by consecrating the ground to which it is 
  tied or the destruction of the artifact to which it is bound. 
  Sometimes, significant alteration of an unholy place, such 
  as demolition of an evil temple or burning a haunted forest, 
  could cause cimota to fade away permanently. Although 
  their physical forms may be damaged by normal attacks, 
  their unholy existence grants them spell resistance 17. 
  Because cimota exist partially on the Negative Material 
  Plane they are subject to banishment or other spells that 
  affect outsiders. 
  Unnatural Aura (Su) Animals do not willingly approach within 
  30 feet of a cimota unless a master makes a DC 25 Handle 
  Animal, Ride, or wild empathy check. This aura takes effect 
  when a cimota manifests on the Prime Material Plane. 
  Animals that come within 30 feet of a place where cimota 
  are lurking on the Negative Material Plane, or an artifact to 
  which a cimota is bound; Will be uneasy and show signs of 
  disquiet.
  Cimota are the physical manifestations of evil thoughts and actions. 
  They exist on the Negative Material Plane, manifesting in the Prime 
  Material as cloaked figures. Their existence is always tied to a specific 
  area or artifact that is imbued with ancient and highly malevolent evil. 
  A cimota is able to manifest itself anywhere within an accursed locale 
  that has given it life, or within 300 feet of an evil artifact to which it is 
  attached. 
  The physical form of a cimota is a floating figure in a monk’s cassock. 
  Green eyes glow deep within their raised cowls, but their bodies are 
  entirely invisible. See invisibility, true sight, or some similar ability to 
  see invisible objects will reveal a ghostly, black human figure within the 
  cimota’s cloak. Cimota are manifestations of evil that may be touched 
  like any other creature. They take damage from normal weapons. Their 
  unnatural existence allows them to fly on the Prime Material Plane just 
  like an incorporeal creature, except that they cannot pass through solid 
  objects. When a cimota is destroyed in combat only a few shreds of 
  tattered black cloth remain to show that they ever existed.
  Cimota are bound to repeat the evil thoughts and actions that created 
  them. When they manifest they will endlessly repeat the deeds that 
  spawned them. So, for instance, a group of cimota may haunt a ruined 
  temple, re-enacting evil rituals. Cimota may guard an unholy site such 
  as a city, forest or building. They will fight to the death to defend these 
  places. Cimota who are bound to an artifact may act out the intentions of 
  that artifact. A cimota might follow the owner of an artifact, for instance, 
  slaying the owner’s friends and associates while keeping its existence 
  a secret.  Within the parameters of their creation, cimota are capable of 
  strategy, deception and intelligent tactics.
  Cimota are created by evil energy. Their supernatural nature gives them 
  the ability to fight with two fists or two weapons without penalty, each 
  attack landing with the force and accuracy of a single weapon attack. 
  Cimota attacks are either a rake of invisible claws or a blow from a fist. 
  They are capable of delivering slashing or bludgeoning blows as needed.
  Cimota are capable of speaking Common and Infernal. Their voices 
  are either hollow, ringing and unnatural, or malevolent whispers. Most 
  often cimota use their voices to chant or to shout out dire condemnations 
  at intruders. They do not parley and they never negotiate unless it is to 
  deceive mortals to their deaths.
  Credit
  Original author Mark R. Shipley
  Originally appearing in The Black Monastery (© Frog God 
  Games/ Mark R. Shipley, 2011)
  
  Tome of Horrors 4
  43
  Cinder Knight
  This intimidating figure stands unmoving, an immense sword clutched 
  in its hands. Wisps of smoke rise from its blackened armor.
  XP 12,800
  N Medium outsider (elemental, extraplanar, fire)
  Init +3; Senses darkvision 60 ft.; Perception +19
  Aura heat (10 ft., 1d6 fire)
   
  AC 26, touch 11, flat-footed 25 (+9 armor, +1 Dex, 
  +6 natural)
  hp 142 (15d10+60)
  Fort +15; Ref +8; Will +12
  Immune elemental traits, fire; SR 21
  Weaknesses vulnerability to cold
   
  Speed 30 ft. (40 ft. unarmored)
  Melee mwk greatsword +24/+19/+14 
  (2d6+10 plus 1d6 fire) or 2 slams +22 (1d4+7 
  plus 1d6 fire)
   
  Str 24, Dex 16, Con 18, Int 11, Wis 12, 
  Cha 11
  Base Atk +15; CMB +22; CMD 35
  Feats Cleave, Critical Focus, Great 
  Cleave, Great Fortitude, Iron Will, 
  Power Attack, Vital Strike, Weapon 
  Focus (greatsword)
  Skills Diplomacy +18, Intimidate 
  +18, Knowledge (planes) +18, 
  Perception +19, Sense Motive 
  +19, Survival +19
  Languages Common, Ignan
   
  Environment any (Plane of Fire)
  Organization solitary
  Treasure standard (full plate armor, 
  masterwork greatsword, other 
  treasure)
  Cinder knights are elemental creatures composed completely of fire and 
  encased in suits of irremovable armor. Over time, the armor adheres to the 
  cinder knight’s form, and the armor chars and blackens as the flames of 
  the cinder knight’s body scorch and burns it. Cinder knights dwell on the 
  Plane of Fire among other fire elementals and creatures. The creature’s 
  true origins are unknown, but some believe the cinder knight to be an 
  advanced form of fire elemental or perhaps a fire elemental punished for 
  some transgression.
  A cinder knight stands over 6 feet tall and weighs 200 pounds (without 
  its armor, its true form weighs less). The creature’s true form is never 
  seen, for when a cinder knight dies, its fires extinguish, and it 
  vanishes in wisps of smoke, leaving only its armor behind. The 
  armor is extremely hot to the touch and deals 1d6 points of fire 
  damage to any creature touching it. One hour after a cinder 
  knight dies, the armor, while still warm, can be handled 
  without taking damage.
  A cinder knight rarely attacks using natural 
  attacks, preferring the use of weapons in combat. 
  Greatswords are the most common weapon, 
  followed by mauls, longswords, and flails. 
  Regardless of the weapon used, a cinder 
  knight deals fire damage with its fire attack 
  (a product of the creature itself and not the 
  weapon).
  CINDER KNIGHT 
  CR 11
  
  Carrion Claw to Crysolax
  44
  Cobalt Viper
  This creature appears to be a metallic blue-scaled snake with crystal 
  eyes. Its forked red tongue flicks from its fanged mouth.
  XP 1,200
  N Medium magical beast (extraplanar)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  Aura poison (10 ft., DC 17)
   
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 42 (5d10+15)
  Fort +7; Ref +7; Will +3
   
  Speed 30 ft., climb 20 ft., swim 20 ft.
  Melee bite +9 (1d8+1 plus poison)
   
  Str 12, Dex 17, Con 16, Int 2, Wis 14, Cha 10
  Base Atk +5; CMB +6; CMD 19 (can’t be tripped)
  Feats Improved Initiative, Weapon Finesse, 
  Weapon Focus (bite)
  Skills Acrobatics +15, Climb +15, 
  Perception +11, Stealth +11, 
  Swim +11; Racial Modifiers +8 
  Acrobatics, +4 Perception, +4 
  Stealth; Dexterity modifies 
  Climb and Swim
   
  Environment any (Plane of 
  Molten Skies)
  Organization solitary, pair, 
  or nest (3–6)
  Treasure incidental
   
  Poison (Ex) Bite—injury; 
  save DC 17 Fort; frequency 1/
  round for 6 rounds; effect 1d3 
  Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-
  based and includes a +2 racial bonus.
  Poison Aura (Ex) A cobalt viper’s 
  poison is so potent, that it exudes it in 
  an aura around its body. A creature 
  that starts its turn within the area 
  is subjected to the cobalt viper’s 
  poison. The poison from this aura is 
  weaker than its bite however, and 
  deals only 1 point of Con damage 
  (instead of 1d3 Con damage).
   
  XP 3,200
  N Large magical beast (extraplanar)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
  Aura poison (20 ft., DC 17)
   
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 104 (11d10+44)
  Fort +11; Ref +10; Will +6
   
  Speed 30 ft., climb 20 ft., swim 20 ft.
  Melee bite +17 (2d6+9 plus poison)
  Space 10 ft.; Reach 5 ft.
   
  Str 22, Dex 17, Con 18, Int 2, Wis 17, 
  Cha 12
  Base Atk +11; CMB +18; CMD 31 
  (can’t be tripped)
  Feats Improved Initiative, Power 
  Attack, Skill Focus (Stealth), Vital Strike, 
  Weapon Finesse, Weapon Focus 
  (bite)
  Skills Acrobatics +16, Climb +19, 
  Perception +14, Stealth +12, 
  Swim +14; Racial Modifiers +8 
  Acrobatics, +4 Perception, +4 
  Stealth
   
  Environment any (Plane of 
  Molten Skies)
  Organization solitary, pair, 
  or nest (3–6)
  Treasure incidental
   
  Poison (Ex) Bite—injury; save 
  DC 21 Fort; frequency 1/
  round for 6 rounds; effect 1d6 
  Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-based and 
  includes a +2 racial bonus.
  Poison Aura (Ex) A cobalt viper’s poison is so potent, that 
  it exudes it in an aura around its body. A creature that 
  starts its turn within the area is subjected to the cobalt 
  viper’s poison. The poison from this aura is weaker than its 
  bite however, and deals only 1d2 points of Con damage 
  (instead of 1d6 Con damage).
  Cobalt vipers are poisonous snakes found on the Plane of Molten 
  Skies. Whatever magic transported the Steel Garden to that realm is 
  thought to have brought the vipers here as well. They are indigenous to 
  the Garden and are virtually unknown outside of it.
  A cobalt viper appears to be constructed of metal; in fact its scales are 
  actually a composite of the steel found within the Steel Garden and normal 
  snake scales. How exactly these creatures came to exist is unknown. 
  A typical cobalt viper is about 5 feet long though species up to 12 feet 
  long or more have been sighted. Cobalt vipers are sometimes hunted by 
  intelligent races for their scales. The scales are taken and fashioned into 
  various pieces of jewelry or used to adorn armor and weapons.
  Cobalt vipers are highly aggressive predators that prefer to attack from 
  ambush. Normally, a cobalt viper trails its prey allowing its poison aura to 
  sap the target’s strength. After its prey is sufficiently weakened, the cobalt 
  viper lunges from its hiding place and strikes.
  COBALT VIPER 
  CR 4
  GIANT COBALT VIPER 
  CR 7
  
  Tome of Horrors 4
  45
  Conshee
  This creature appears to be a tiny, hairless, gray-skinned humanoid 
  with leathery wings, small horns, and bulbous crimson eyes.
  XP 135
  CN Tiny fey
  Init +2; Senses detect evil, detect good, low-light vision; 
  Perception +7
   
  AC 16 touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 3 (1d6)
  Fort +0; Ref +4; Will +3
  DR 4/cold iron
   
  Speed 30 ft., fly 50 ft. (perfect)
  Melee dagger +0 (1d2–2)
  Ranged short bow +4 (1d3–2)
  Space 2–1/2 ft.; Reach 0 ft.
  Spell-Like Abilities (CL 5th):
  Constant—detect evil, detect good
  3/day—faerie fire, light, silent image (DC 12)
  2/day—blink, entangle (DC 12), invisibility (DC 13), levitate
  1/day—fear (DC 15), silence (DC 13), warp wood (DC 13)
   
  Str 6, Dex 15, Con 11, Int 12, Wis 13, Cha 13
  Base Atk +0; CMB +0; CMD 12
  Feats Alertness
  Skills Bluff +5, Diplomacy +5, Escape Artist +6, Fly +18, 
  Perception +7, Sleight of Hand +6, Stealth +14
  Languages Common, Sylvan
   
  Environment any underground
  Organization troop (3–6), band (7–12), or swarm (13–22)
  Treasure standard (dagger, shortbow with 20 arrows, other 
  treasure)
  Conshee make their homes in large, open subterranean caverns 
  far from the surface world. They spend most of their days mining, 
  collecting minerals, or simply enjoying the natural beauty of their 
  surroundings. Conshee don’t take intrusions lightly and are moved 
  to anger quickly when their homes are threatened. The conshee 
  have an intense dislike for mites (see the Tome of Horrors 
  Complete) and generally attack them on sight. 
  Captured mites are killed almost immediately; very 
  rarely are they ever taken prisoner. Mites seem 
  to dislike the conshee equally as much, though 
  captured conshee are often kept as slaves or sold 
  back to their conshee clan or family.
  Conshee prefer ambush tactics to straight-forward 
  combat, attacking at range with their short bows and 
  spell-like abilities. Some conshee also use daggers, 
  saps, and other such weapons, allowing them to 
  attack quickly and often times unnoticed. Conshee 
  also employ a wide array of traps, snares, and pitfalls 
  to injure, confuse, or capture would-be opponents. The 
  corridors and passages leading to a conshee lair are often 
  rife with all manner of such traps and pitfalls. Conshee often 
  employ natural poisons as well, taken from the various plants, 
  leaves, and underground flowers near their lairs.
  An adult conshee stands about 2 feet tall. It is a small lithe creature with 
  grayish skin, a hairless body, and two leathery bat-like wings growing 
  from its back. Its hands end in claws, though they are not strong enough 
  to use in combat. 
  CONSHEE 
  CR 1/3
  
  Carrion Claw to Crysolax
  46
  Crimson Death
  Seemingly made of red vapor, the crimson mist is an outstanding stealth 
  hunter. The crimson death is vaguely humanoid in appearance, with arms, 
  torso and a head being discernible. The creature has no distinct facial 
  features, other than 2 glowing points where eyes should be. 
   
  XP 9,600 
  NE Medium aberration 
  Init +8; Senses darkvision 60 ft.; Perception +29 
   
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 
  natural) 
  hp 127 (17d8+51) 
  Fort +10; Ref +11; Will +15 
  DR 5/magic and silver; SR 21 
   
  Speed 60 ft. (30 ft. after feeding) 
  Melee 2 tentacles +17 (1d6 plus 
  engulf) 
  Special Attacks engulf (DC 18, 
  1d6 plus 1d6 Con) 
   
  Str 11, Dex 18, Con 16,  
  Int 17, Wis 16, Cha 16 
  Base Atk +12;  
  CMB +16; CMD 26 
  Feats Agile 
  Maneuvers, 
  Great Fortitude, 
  Improved Initiative, 
  Iron Will, Lightning 
  Reflexes, Skill Focus 
  (Perception), Skill 
  Focus (Stealth), 
  Weapon Finesse, 
  Weapon Focus 
  (tentacles) 
  Skills Climb +20, 
  Escape Artist 
  +24, Knowledge 
  (dungeoneering) +23, 
  Perception +29, Stealth 
  +30 (+42 in mist or fog), Survival 
  +23, Swim +20; Racial Modifiers +12 
  Stealth in mist or fog 
  Languages Aklo (can’t speak) 
  SQ susceptibility 
   
  Environment swamp or underground 
  Organization solitary 
  Treasure incidental 
   
  Engulf (Ex) When a crimson death strikes a target with one 
  of its tentacles, it can immediately make an engulf attack, 
  including moving into the opponent’s square. Targeted 
  creatures can make attacks of opportunity against 
  the crimson death, 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 (DC 18) save 
  to avoid being engulfed—on a success, they 
  are pushed back or aside (target’s choice) as 
  the crimson death moves forward. Engulfed 
  opponents gain the pinned condition, are 
  in danger of suffocating, are trapped 
  within the crimson death’s body until they 
  are no longer pinned, and suffer 1d6 
  points of damage and 1d6 points of 
  Constitution damage every round. 
  A victim reduced to 0 Constitution 
  dies. The save DC is Strength-based. 
  Susceptibility (Ex) After draining its 
  victim’s Constitution, the crimson 
  death, sated from its feeding, 
  moves at half its normal speed, 
  loses its racial bonus to 
  Stealth checks (because it 
  flushes crimson, hence the 
  name), and suffers a –4 
  circumstance penalty to 
  AC. These effects last for 
  1 hour.
  A crimson death attacks 
  from ambush, usually hiding 
  in naturally occurring fog and 
  waiting for potential prey to 
  wander close. Often times, a 
  crimson death uses sound (imitating 
  cries for help, for example) in an attempt to 
  lure a victim into its grasp.
  A crimson death can understand Aklo, 
  although it does not speak. 
  Credit
  Originally appearing in Rappan Athuk 
  Reloaded (© Necromancer Games, 2006)
  CRIMSON DEATH 
  CR 10
  
  Tome of Horrors 4
  47
  Crysolax
  This creature looks like a horrible amalgam of a centipede and a 
  praying mantis made out of translucent white crystal with brilliant 
  multifaceted blue eyes.
   
  XP 51,200
  LE Huge outsider (earth, elemental, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +24
  Aura scintillating aura (20 ft.; DC 20 Will)
   
  AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
  hp 172 (15d10+90)
  Fort +17; Ref +12; Will +7
  DR 10/magic and bludgeoning; Immune blindness, light-
  based effects; Resist cold 10, electricity 10, fire 10; SR 26 
  Weakness vulnerable to sonic
   
  Speed 50 ft.
  Melee 2 claws +22 (1d8+8/19–20 plus grab), bite +21 (2d6+8 
  plus 1d6 Dex damage)
  Space 15 ft.; Reach 10 ft.
  Special Attacks petrifying bite, scintillating aura
   
  Str 27, Dex 16, Con 22, Int 12, Wis 14, Cha 16
  Base Atk +15; CMB +25 (+29 grapple); CMD 38 (50 vs. 
  trip)
  Feats Ability Focus (petrifying bite), Alertness, Improved 
  Critical (claw), Improved Initiative, Power Attack, 
  Weapon Focus (claw), Great Fortitude, Vital Strike
  Skills Acrobatics +21, Climb +26, Escape Artist +21, 
  Knowledge (planes) +19, Perception +24, Sense Motive 
  +4, Stealth +13, Survival +20
  Languages Common, Terran
   
  Environment any (Plane of Earth)
  Organization solitary or carat (2–4)
  Treasure incidental coins and items; twice standard 
  gemstones
   
  Petrifying Bite (Ex) The bite of a crysolax deals 1d6 
  points of Dexterity damage. A creature reduced to 
  Dex 0 is turned to crystal (as the stone to flesh spell) 
  permanently if it fails a DC 25 Fortitude save. The 
  save DC is Constitution-based and includes a +2 
  bonus from the crysolax’s Ability Focus feat.
  Scintillating Aura (Ex) As long as there is a light 
  source present within 30 feet of it, the crysolax 
  constantly radiates an aura that duplicates the 
  effects of a rainbow pattern spell (CL 15th). The 
  save is Charisma-based.
  A terrifying predator native to the Plane of Earth (and also 
  a pocket dimension known as the Demiplane of Crystal), the 
  crysolax is a hunter, active most often during the daylight hours. 
  During the day, natural sunlight refracts from the crysolax causing 
  it to appear to be a multitude of different colors. It uses this natural 
  sunlight to activate its aura when hunting or in combat. 
  A crysolax spends its days hunting creatures native to the Plane of Earth, 
  while at night, the creature is usually found in its lair, a large and complex 
  maze of twisting corridors, caverns, and spiraling tunnels located deep 
  within the rocky earth of its native plane. A crysolax lair usually consists 
  of 2–4 adults and twice that number in smaller noncombatant crysolax. 
  The female lays 4–8 large crystal eggs usually once per year. These 
  eggs usually hatch within 60 days and a crysolax reaches 
  maturity within two years. Its lair is also scattered with any 
  treasure it may have gathered. Though not a creature known for collecting 
  treasure, a crysolax is quite fond of gemstones, and as such a large amount 
  of said treasure usually can be found in its lair. While a crysolax has no 
  need to eat, some do enjoy ingesting certain gemstone (the exact type 
  seems to vary between each crysolax).
  A crysolax attacks with its bite, attempting to petrify the strongest 
  opponents first. It also rakes and slashes with its razor-sharp claws or 
  grabs a foe and repeatedly subjects it to its bite attack, knowing that 
  eventually the victim will succumb to its petrifying nature.
  CRYSOLAX 
  CR 15
  
  Daochyn to Dwarf, Frost
  48
  Daochyn
  This creature resembles a manta-ray in general outline. It is a bat-
  like, with a long, powerful tail and membranous “wings” with which it 
  effortlessly darts through the water. The mouth of a creature is wide, like a 
  shark’s, and contains multiple rows of razor-sharp serrated teeth. The tip 
  of each wing ends in cruel-looking claws.
  XP 1,600
  N Medium outsider (extraplanar, water)
  Init +3; Senses darkvision 60 ft.; Perception +12
   
  AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 
  natural)
  hp 76 (8d10+32)
  Fort +10; Ref +9; Will +3
  DR 5/magic; Immune cold
   
  Speed swim 50 ft.
  Melee bite +11 (1d6+3), 2 claws +11 (1d4+3), tail slap +6 
  (1d6+1) or tongue +11 (desalination and grab)
  Special Attacks desalination
   
  Str 17, Dex 16, Con 18, Int 7, Wis 12, Cha 12
  Base Atk +8; CMB +11 (+15 grapple); CMD 25 (can’t be 
  tripped)
  Feats Dodge, Lunge, Mobility, Power Attack
  Skills Knowledge (planes) +9, Perception +12, Stealth +14 
  (+22 in water), Swim +22; Racial Modifiers +8 Stealth in water
   
  Environment any (Plane of Water)
  Organization solitary, pair, or pod (4–12)
  Treasure none
   
  Desalination (Ex) The touch of a daochyn’s 
  tongue wicks away salt and other vital minerals 
  from a living opponent, dealing 1d2 points 
  of Constitution damage. A daochyn that is 
  grappling with its tongue automatically deals 
  this damage each round to the grappled 
  opponent for as long as it maintains the 
  grapple. A daochyn that is grappling an 
  opponent with its tongue cannot use its bite 
  attack.
  The daochyns (or sea phantoms), are creatures from the 
  Plane of Water. It is uncertain how the daochyns manage 
  to cross from their home plane to the Material Plane. 
  Sailors’ legends say that in the middle of the deepest 
  ocean there is a massive waterspout that is the nexus of 
  a permanent gate between this world and the Plane of 
  Water. This waterspout has never been documented 
  or proven to exist, however, so that tale remains in 
  doubt. The most powerful daochyns are sometimes 
  worshipped as gods by seafaring creatures such as 
  sahuagin and some clans of merfolk.
  Daochyns are in a constant state of motion 
  and never stop swimming. Generally an 
  encounter is with a solitary creature, 
  though some do travel in pods 
  or family units of up to twelve 
  creatures. Sages are not sure how 
  daochyns procreate but encounters 
  with young have been reported 
  (though these encounters could in 
  fact be with smaller adult daochyns 
  rather than young).
  On the Plane of Water daochyns sustain themselves on a diet of small 
  elemental fish and other creatures. On the Material Plane, daochyns eat 
  a variety of foods ranging from aquatic plants to fish to those swimmers 
  unlucky enough to run across a hungry sea phantom.
  A typical daochyn is 5 feet long and weighs 150 pounds.
  In combat, a daochyn lashes out with its tongue, attempting to weaken 
  stronger opponents with its desalination attack, while attacking other 
  opponents with its tail and raking claws. An opponent that gets too close 
  is subjected to a bite from its massive jaws. A daochyn has the ability to 
  alter its coloration to appear almost transparent while in water and does 
  so if attacking from ambush or attempting to flee.
  DAOCHYN 
  CR 5
  
  Tome of Horrors 4
  49
  Dark Custodian
  A dark robed and hooded figure moves across the floor effortlessly, 
  almost as if floating. Its hands are tucked away in the sleeves of its cassock, 
  and where its face should be is only the blackness of the pit. 
   
  XP 6,400 
  NE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., lifesense 60 ft.; Perception +25 
  Aura unnatural aura (30 ft.) 
   
  AC 16, touch 16, flat-footed 12 (+2 deflection, +3 Dex, +1 
  dodge) 
  hp 91 (14d8+28) 
  Fort +6; Ref +7; Will +11 
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune undead traits 
  Weaknesses sunlight powerlessness 
   
  Speed fly 80 ft. (perfect) 
  Melee incorporeal touch +13 (1d8 plus energy 
  drain and incorporeal grab) 
  Special Attacks devour, energy drain (1 level, 
  DC 19), silence of the grave 
   
  Str 20, Dex 16, Con —, Int 14, Wis 14, Cha 15 
  Base Atk +10; CMB +15 (+19 grapple); CMD 
  31 
  Feats Blind-Fight, Dodge, Improved 
  Initiative, Mobility, Skill Focus (Perception), 
  Spring Attack, Weapon Finesse 
  Skills Fly +28, Intimidate +19, Knowledge 
  (religion) +19, Perception +25, Spellcraft 
  +19, Stealth +20 
  Languages Abyssal, Common, Infernal 
   
  Environment any 
  Organization solitary, gang (2–4), or swarm 
  (6–11) 
  Treasure none 
   
  Devour (Su) Any living creature that is pinned 
  by a dark custodian’s grapple gains two 
  negative levels per round that the hold is 
  maintained rather than the standard one 
  negative level of its energy drain. Any 
  creature slain by the dark custodian’s 
  energy drain is left a steaming, bloody 
  skeleton, all of its soft tissues having been 
  consumed by the undead. 
  Incorporeal Grab (Su) If a dark custodian 
  hits with an incorporeal touch, it can 
  then attempt to start a grapple as a 
  free action without provoking an attack of 
  opportunity. During the course of this grapple, 
  the dark custodian becomes partially corporeal 
  and its opponent becomes partially incorporeal. 
  This has no game effect other than allowing the dark 
  custodian to use its Strength bonus in its CMB. If it wins the 
  grapple, it establishes a hold at which point its opponent 
  becomes completely incorporeal, as well, along with the 
  dark custodian. The dark custodian automatically begins 
  to devour the held opponent each round he is held. The 
  opponent remains incorporeal until he manages to break 
  the grapple at which time he becomes immediately 
  corporeal. If this occurs within a solid object, the opponent 
  is forcefully ejected from the object’s nearest surface, and 
  the opponent takes 1d6 points of damage in the process. 
  The dark custodian must then try to hit with its incorporeal 
  touch attack again to try to reestablish the grapple. Once 
  the dark custodian has an opponent pinned, it attempts 
  to drag him away to devour him in peace. Lifesense (Su) A 
  dark custodian notices and locates living creatures within 60 
  feet, just as if it possessed the blindsight ability. It also senses 
  the strength of their life force automatically, as if it had cast 
  deathwatch. Walls less than 5 feet thick are no impediment 
  to this ability. 
  Silence of the Grave (Su) As a standard action a dark 
  custodian can use its silence of the grave ability. This 
  creates a silence effect as the spell in a 20-foot radius 
  for 7 rounds. This silent zone acts as a desecrate spell 
  giving the dark custodian a +1 profane bonus on 
  attack rolls, damage rolls and saving throws, as 
  well as, imposing a –3 profane penalty on turn 
  checks. Any living creature within the area of 
  affect must succeed on a DC 19 Will save or 
  become dazed for 1 round. A new save is 
  allowed each round. This is a sonic mind-
  affecting compulsion effect. Because it 
  takes place in an area of silence, it cannot 
  be counteracted by bardic music. A 
  creature that successfully saves cannot be 
  affected by the daze effect of the same 
  dark custodian’s silence of the grave for 
  24 hours. The save DC is Charisma-based. 
  Sunlight Powerlessness (Ex) Dark custodians 
  are powerless in natural sunlight (not merely 
  a daylight spell) and flee from it. A dark 
  custodian caught in sunlight cannot attack and 
  can take only a single move action or attack 
  action in a round. 
  Unnatural Aura (Su) Animals, whether wild 
  or domesticated, can sense the unnatural 
  presence of a dark custodian at a distance of 
  30 feet. They do not willingly approach nearer 
  than that and panic if forced to do so; they 
  remain panicked as long as they are within 
  that range. 
  Dark custodians are the undead remains of evil 
  clerics tasked to remain behind after death and guard 
  the sacred places of their vile worship. They hate 
  all living things and seek to devour any who come 
  within their guarded precincts. They do not require 
  these feedings for sustenance but rather merely take 
  pleasure in the carnage and brutality. 
  A dark custodian’s true form is hidden beneath 
  its ghostly burnoose with a lightless black void 
  where its face should be. Only in combat are its hands 
  seen, appearing pale with thickened, clawlike nails. They 
  understand the languages they knew in life, but cannot speak. 
  A dark custodian prefers to attack from ambush, leaping through 
  a solid wall to make an incorporeal grab before dragging its prey back 
  through with it. When attacking in groups they usually surround their prey 
  and use their silence of the grave abilities before trying to grab and drag 
  individual opponents in different directions to be consumed.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  DARK CUSTODIAN 
  CR 9
  
  Daochyn to Dwarf, Frost
  50
  Deathstroke Serpent
  This gigantic serpent has dark green and black mottled scales. There 
  appears to be a hint of intelligence behind its pale gray eyes.
  XP 19,200
  CE Huge magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent, see 
  invisibility; Perception +19
   
  AC 25, touch 10, flat-footed 23 (+1 Dex, +1 dodge, +15 
  natural, –2 size)
  hp 161 (14d10+70 plus 14)
  Fort +14; Ref +10; Will +6
  DR 10/cold iron; Resist cold 10, electricity 10, fire 10; SR 23
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +24 (3d6+16/19–20 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks constrict (3d6+16)
  Spell-Like Abilities (CL 14th; melee touch +23, ranged touch 
  +13):
  Constant—see invisibility
  At will—detect good, detect magic
  3/day—lightning bolt (DC 15), magic circle against good, 
  unholy aura (DC 20), unholy blight (DC 16), wall of fire
  1/day—blasphemy (DC 19), desecrate, greater teleport (self 
  plus 50 lbs. of objects only)
   
  Str 33, Dex 13, Con 20, Int 12, Wis 14, Cha 14
  Base Atk +14; CMB +27 (+31 grapple); CMD 39 (can’t be 
  tripped)
  Feats Dodge, Improved Critical (bite), Improved Initiative, 
  Power Attack, Skill Focus (Perception), Toughness, Weapon 
  Focus (bite)
  Skills Acrobatics +19, Climb +25, Knowledge (any) +8, 
  Knowledge (arcana) +3, Knowledge (planes) +8, Knowledge 
  (religion) +3, Perception +19, Stealth +7, Swim +19; Racial 
  Modifiers +8 Acrobatics, +4 Perception, +4 Stealth
  Languages Common, Undercommon
   
  Environment temperate and warm lands and underground
  Organization solitary
  Treasure standard
   
  Deathstroke serpents are greatly feared predators found dwelling in 
  forests, jungles, marshes, and bogs. These creatures generally sustain 
  themselves on a diet of large game and other animals, but eat anything 
  readily available, including humanoids if the opportunity presents itself. 
  These creatures are generally solitary, so mating and reproduction 
  information is unknown, though scholars assume these rituals mimic other 
  serpentine creatures.
  Deathstrokes, because of their intelligence and cunning are often 
  worshipped by scaly humanoids as gods or quasi-deities. The deathstroke 
  does nothing to dismiss these beliefs as the worshippers keep it supplied 
  with a steady supply of animal and humanoid sacrifices.
  Deathstroke serpents can reach lengths of 50 feet. Colorations may also 
  vary depending on climate and habit, but most deathstrokes are dark green 
  with mottled scales. Deathstroke serpents spend large parts of their days 
  sleeping, being mostly active at night. Prey is often ambushed and killed, 
  and then returned to the deathstroke’s lair to be devoured. After feeding, 
  deathstrokes can sleep for up to one week.
  A deathstroke serpent attacks by biting and grabbing its opponent. 
  A grappled foe is quickly wrapped in its coils and constricted, while 
  remaining foes are assaulted by the deathstroke’s lightning bolts and 
  blasphemy spell-like abilities.
  DEATHSTROKE SERPENT 
  CR 12
  
  Tome of Horrors 4
  51
  Defender Globe
  This small glowing orb radiates light similar to that of a lantern. Small 
  filaments of electrical energy dance across its illuminated surface. 
  XP 800 
  N Small outsider (elemental, native) 
  Init +3; Senses darkvision 60 ft.; Perception +8 
   
  AC 17, touch 17, flat-footed 13 (+2 deflection, +3 Dex, +1 
  dodge, +1 size) 
  hp 26 (4d10+4) 
  Fort +2; Ref +7; Will +5 
  Defensive Abilities awareness, defensive aura; Immune 
  electricity; Resist cold 10, fire 10 
   
  Speed 5 ft., 40 ft. fly (perfect) 
  Ranged electrical bolt +8 (2d6 electricity) 
  Spell-Like Abilities (CL 4th):
  Continuous—light 
   
  Str 4, Dex 16, Con 12, Int 4, Wis 12, Cha 14 
  Base Atk +4; CMB +0; CMD 16 (can’t be tripped) 
  Feats Dodge, Mobility 
  Skills Fly +20, Knowledge (planes) +4, Perception +8 
   
  Environment any 
  Organization solitary 
  Treasure incidental 
   
  Awareness (Ex) A defender globe cannot be surprised or 
  flanked. 
  Defensive Aura (Ex) A defender globe adds its Charisma 
  bonus to its AC and CMD as a deflection bonus. 
  Flight (Su) A defender globe can cease or resume flight 
  as a free action. The ability is supernatural, so it becomes 
  ineffective in an antimagic field, and the defender globe 
  loses its ability to fly for as long as the antimagic effect 
  persists.
  This small outsider is bound by spellcasters using the summon monster 
  III or lesser planar binding spells, serving for up to 1 day per caster level. 
  Using more powerful incantations can bind the globes for longer periods 
  (GM’s discretion). 
  They can understand, but not speak, any language spoken by their 
  summoner. The summoned globes can understand simple orders, and 
  carries out their last order until destroyed or dismissed. 
  Credit
  Originally appearing in Rappan Athuk (© Frog God Games, 
  2012)
  DEFENDER GLOBE 
  CR 3
  
  Daochyn to Dwarf, Frost
  52
  Demon, Ciratto
  This powerful entity has the lower torso of a black horse and the upper 
  torso of a charcoal-colored humanoid. Its eyes blaze the color of fire and 
  two downward curving horns protrude from its head. Four long, sinewy 
  snakes seem to grow from the humanoid back of this creature. 
   
  XP 76,800
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +24
  Aura unholy aura (DC 24)
   
  AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
  hp 187 (15d10+105)
  Fort +12; Ref +14; Will +17
  DR 10/good; Immune electricity, poison; Resist acid 10,  
  cold 10, fire 10; SR 27
   
  Speed 60 ft.
  Melee mwk heavy mace +23/+18/+13 (2d6+8/19–
  20), 4 snakes +18 (1d6 plus poison), 2 hooves +17 
  (1d6+8)
  Ranged composite longbow +19/+14/+9 (2d6+8)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 15th; melee touch +22, 
  ranged touch +19):
  Constant—see invisibility, unholy aura (DC 24)
  At will—call lightning (DC 19), greater dispel magic, 
  greater teleport (self plus 50 lbs. of objects only), slow 
  (DC 19), unholy blight (DC 20)
  1/day—blasphemy (DC 23), summon (level 5, 1 
  ciratto 20%, 1 nalfeshnee 35%, or 1d6 glabrezus 60%)
   
  Str 27, Dex 21, Con 25, Int 21, Wis 22, Cha 22
  Base Atk +15; CMB +24; CMD 39 (43 vs. trip)
  Feats Cleave, Critical Focus, Great Cleave, Improved 
  Critical (heavy mace), Iron Will, Power Attack, Vital Strike, 
  Weapon Focus (snakes)
  Skills Bluff +24, Diplomacy +24, Escape Artist +20, 
  Intimidate +24, Knowledge (arcana) +20, Knowledge 
  (planes) +23, Perception +24, Sense Motive +24, 
  Stealth +23, Survival +24, Use Magical Device +24
  Languages Abyssal, Celestial, Common, 
  Draconic, telepathy 100 ft.
   
  Environment any (Abyss)
  Organization solitary or troop (1 ciratto and 
  1–4 glabrezu)
  Treasure standard (masterwork heavy mace, 
  composite longbow, other treasure)
   
  Poison (Ex) Bite—injury; save DC 24 Fort; frequency 1/round 
  for 6 rounds; effect 1d2 Constitution damage; cure 2 saves. 
  The save DC is Constitution-based.
  Ciratto demons are bred for combat, and as such are often found 
  leading other demonic troops in battle. Cirattos can be found on any of 
  the Abyssal layers in the employ of numerous lords and nobles. When not 
  carrying out the orders of their master, they often spend their time hunting 
  lesser demons and adventurers foolish enough to wander into the Abyss. 
  Ciratto demons are centaur-like demons with the lower torso of a black 
  horse and the upper torso of a dark-skinned demon. Its head sports two 
  large gray horns and its mouth is lined with small needle-like teeth. Four 
  large poisonous dark mottled vipers grow from its back. A ciratto demon 
  stands over 8 feet tall and weighs around 2,500 pounds.
  Ciratto demons enjoy wading into battle. They attack with an array 
  of weapons including maces, morningstars, and spiked clubs. In combat, 
  they quickly close ranks with their opponents after unleashing a barrage 
  of spell-like abilities so they can use their hooves and poisonous snakes. 
  Slain foes are usually devoured immediately. Those not eaten, or parts 
  of creatures not eaten, are left for scavengers. Ciratto, while they enjoy 
  hunting devils, never eat their flesh, finding it disgusting to both smell 
  and taste.
  CIRATTO 
  CR 16
  
  Tome of Horrors 4
  53
  Demon, Kytha
  This powerful creature has bluish-black scaly skin, a triangular head, 
  large ruby-colored eyes, and two downward-curving horns. Its mouth is 
  filled with needle-sharp fangs, and a small ridge of spines runs from the 
  crown of its head to the small of its back.
   
  XP 6,400
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +22
   
  AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)
  hp 112 (9d10+54 plus 9)
  Fort +12; Ref +6; Will +8
  DR 10/cold iron or good; Immune electricity, poison; Resist 
  acid 10, cold 10, fire 10; SR 20
   
  Speed 40 ft.
  Melee 2 claws +16 (1d6+7), bite +16 (1d8+10/19–20), tongue 
  +16 (1d6+7 plus poison)
  Spell-Like Abilities (CL 9th; melee touch +16, ranged touch 
  +12):
  At will—deeper darkness, greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—enervation, silence (DC 15)
  1/day—mass hold person (DC 20), summon (level 4, 1 kytha 
  40% or 1d2 babaus 30%)
   
  Str 24, Dex 16, Con 22, Int 12, Wis 14, Cha 16
  Base Atk +9; CMB +16; CMD 29
  Feats Blind-Fight, Cleave, Improved Initiative, Power Attack, 
  ToughnessB, Vital Strike
  Skills Bluff +15, Diplomacy +15, Intimidate +19, Knowledge 
  (planes) +13, Perception +22, Sense Motive +14, Stealth +15; 
  Racial Modifiers +4 Intimidate, +8 Perception
  Languages Abyssal, Abyssal, Celestial, Celestial, Draconic, 
  Draconic, telepathy 100 ft.
   
  Environment any (Abyss)
  Organization solitary or gang (2–4)
  Treasure standard
   
   Poison (Ex) tongue—injury; save DC 18 Fort; frequency 1 
  round for 8 rounds; effect 1d6 Strength damage, creatures 
  reduced to Str 0 suffocate; cure 2 saves. The save DC is 
  Constitution-based.
  Serrated Bite (Ex) A kytha’s bite always deals 1–1/2 its 
  Strength modifier on damage rolls and threatens a critical hit 
  on a roll of 19–20.
  Kytha are lesser demons found throughout the various layers of 
  the Abyss. Though native to just about all of the Abyssal planes, they 
  generally avoid those steeped in cold and ice (they have no particular 
  vulnerability to cold; they just don’t like it).
  Kytha are often employed by the Abyssal dukes and nobles as ground 
  troops and soldiers in their battles against one another and against 
  interlopers from other planes. The kytha’s love of blood and battle greatly 
  enhances their usefulness in the eyes of many of the Abyssal nobility.
  When not serving in the rank-and-file of some Abyssal noble’s army, 
  these monsters are found roaming the various Abyssal planes hunting and 
  tracking down food, which to a kytha is just about anything it can catch 
  and kill. It has a great fondness for the flesh of minor demons (dretch for 
  example) and humans. Captured prey is usually devoured on the spot; 
  rarely does a kytha kill something and save it for later.
  A kytha stands about 7 feet tall and weighs around 300 pounds. Its skin 
  is usually blue-black or solid black, and its eyes red. The fin-like spines 
  running down its back are coal black.
  Upon entering combat, a kytha often frightens its opponents as 
  it seemingly changes into a mindless killing machine; roaring and 
  growling, drooling and hissing, as it circles its prey. A kytha attacks with 
  its wickedly-sharp claws and with its envenomed tongue. Kytha enjoy 
  combat, especially against creatures weaker than themselves, and so they 
  never flee unless facing overwhelming odds. Many kytha however, equate 
  fleeing with cowardice and choose to fight to the death, no matter the 
  odds.
  DEMON, KYTHA 
  CR 9
  
  Daochyn to Dwarf, Frost
  54
  Demon, Tatarux
  This massive creature stands well over 10 feet tall. Its lower torso 
  is covered in black fur and its powerful legs end in cloven hooves. The 
  monster’s eyes are black with white pupils and its mouth is filled with 
  serrated teeth. 
   
  XP 25,600
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +19
  Aura unholy aura (DC 22)
   
  AC 28, touch 13, flat-footed 24 (+4 Dex, +15 natural, –1 size)
  hp 188 (13d10+117)
  Fort +19; Ref +8; Will +13
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 24
   
  Speed 40 ft.
  Melee 2 claws +22 (2d6+10 plus bleed), bite +22 
  (2d8+10/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (2d6), rend (2 claws, 
  2d6+15)
  Spell-Like Abilities (CL 13th; melee touch +22, 
  ranged touch +16):
  Constant—unholy aura (DC 22)
  At will—detect good, greater dispel magic, 
  greater teleport (self plus 50 lbs. of objects 
  only)
  3/day—blasphemy (DC 21), bull’s 
  strength
  1/day—fire storm (DC 22), haste, 
  summon (level 5, tatarux, 25%, 1d4 
  vrocks 40%, or 1d4 gulazu 40%)
   
  Str 30, Dex 18, Con 28, Int 16, Wis 16, 
  Cha 18
  Base Atk +13; CMB +24; CMD 38
  Feats Awesome Blow, Great Fortitude, 
  Improved Bull Rush, Improved Critical 
  (bite), Improved Initiative, Iron Will, 
  Power Attack
  Skills Bluff +20, Diplomacy +20, Escape 
  Artist +20, Intimidate +20, Knowledge 
  (planes) +19, Perception +19, Sense 
  Motive +19, Stealth +20, Survival +19
  Languages Abyssal, Celestial, Draconic, 
  telepathy 100 ft.
   
  Environment any (Abyss)
  Organization solitary or band (1–2 
  plus 2–5 vrocks)
  Treasure standard
  The bestial tatarux spends its days 
  roaming the Abyss, always on the hunt. 
  This ferocious creature relishes the blood 
  of battle and the cries of its enemies as 
  they fall to this monstrous creature. 
  Though they can be found on any 
  Abyssal plane, they prefer layers with 
  mires and swamps or overgrown 
  jungles. These layers offer more 
  places for their enemies to hide, 
  and more excitement when the 
  tatarux hunts them down and finally slays them.
  Though quite intelligent, the tatarux prefers to embrace its animalistic 
  side and is rarely found leading other demons. Most of their time is spent 
  hunting, feeding, or resting. They do have an affinity for vrocks and both 
  races can often be found hunting together. 
  A tatarux stands 12 feet tall and weighs just over 4,000 pounds. Its body 
  is dark, usually black, and its fur is always black and often caked with 
  the dried blood of those it has slain. These demons are manifested from 
  the souls of murders and cold-blooded killers who died without remorse.
  Tatarux demons charge into combat first by unleashing a fire storm on their 
  foes, followed quickly by blasphemy. Creatures left standing are put to the 
  tatarux’s claws and ripped to pieces. 
  Against powerful opponents, 
  they use bull’s strength and 
  haste to deal maximum 
  damage.
  TATARUX 
  CR 13
  
  Tome of Horrors 4
  55
  Demonic Mist
  This cloud of sickly green mist seems to move as if it were alive.
  XP 1,600
  CE Medium outsider (chaotic, evil, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +9
   
  AC 16, touch 16, flat-footed 10 (+5 Dex, 
  +1 dodge)
  hp 47 (5d10+20)
  Fort +8; Ref +9; Will +2
  Defensive Abilities amorphous; DR 5/
  magic; Immune acid, cold; Resist fire 
  10; SR 16
  Weaknesses vulnerability to wind
   
  Speed fly 50 ft. (perfect)
  Melee touch +10 (5d6)
  Special Attacks psychic crush
  Spell-Like Abilities (CL 5th; melee 
  touch +10):
  At will—detect magic
  2/day—enervation, vampiric touch
  1/day—cause fear (DC 14), 
  confusion (DC 17)
   
  Str —, Dex 21, Con 18, Int 11, Wis 13, 
  Cha 16
  Base Atk +5; CMB +5; CMD 21 (can’t be 
  tripped)
  Feats Dodge, Improved Initiative, Weapon 
  Finesse
  Skills Acrobatics +13, Escape Artist +13, Fly 
  +21, Knowledge (planes) +8, Perception +9, 
  Stealth +13 (+21 in fog or mist); Racial Modifiers 
  +8 Stealth in fog or mist
  Languages Abyssal, Common; telepathy 100 ft.
  SQ gaseous
   
  Environment any (Abyss)
  Organization solitary, pair, or gang (3–6)
  Treasure standard
   
  Gaseous (Ex) A demonic mist can pass through small 
  holes, even cracks, without reducing its speed. It cannot 
  enter water or other liquid. It has no Strength score, and 
  cannot manipulate objects.
  Psychic Crush (Su) Three times per day, as a standard 
  action, a demonic mist can attempt to crush the mind of a 
  single creature within 40 feet. The target must make a DC 
  15 Will save or take 3d6 points of damage and become 
  sickened for 1d4+1 rounds. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Vulnerability to Wind (Ex) A demonic mist is treated as a Tiny 
  creature for the purposes of determining the effects high 
  wind has upon it.
  Some scholars and sages believe a demonic mist is the incomplete 
  manifestation of a demon on the Material Plane. Others conjecture it is a 
  representation of chaos unleashed by the denizens of the Abyss. Whatever 
  the true nature of its origin, a demonic mist is a creature wholly 
  chaotic and evil. When encountered on the Material Plane 
  it is most often in areas of consecrated ground such as 
  graveyards, temples, and holy sites. In their native 
  environment, demonic mists are found haunting 
  the most putrid and disgusting of the Abyssal 
  planes. Those planes covered with oozes, 
  mires, fens, and swamps are favored by 
  these creatures. Demonic mists have 
  voracious appetites and always seem 
  to be on the hunt. They are carnivorous 
  creatures devouring just about anything 
  they came across. Once a demonic mist 
  slays its prey, it moves over the body 
  and rapidly digests it, draining blood 
  and body fluids, and leaving nothing 
  more than a dried husk.
  A demonic mist’s semi-solid body 
  is composed of a strange, sickly green 
  and ever-shifting mist. It can change 
  its color to a semi-translucent whitish 
  smoke, thereby blending in and hiding 
  in areas of normal fog and mist. When 
  hiding in this way, a demonic mist seeks 
  to quickly close ground with its target and 
  attack from ambush, unleashing its psychic 
  crush and enervating attacks at the closest 
  and strongest opponents.
  Demonic mists are often found in the 
  employ of clerics dedicated to the demonic 
  lords (particularly Tsathogga and Jubilex), 
  serving as temple guards or assassins.
  DEMONIC MIST 
  CR 5
  
  Daochyn to Dwarf, Frost
  56
  Devil, Dantalion (Duke of Hell)
  This creature appears to be a handsome human with deep reddish-
  brown skin, dark hair, and fiery yellow eyes. It stands about 9 feet tall 
  and wears robes of gold and black. Its small black horns and snake-like 
  barbed tail betray its true origins.
   
  XP 1,230,000
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +12; Senses darkvision 60 ft., detect magic, detect 
  thoughts, see in darkness, see invisibility; Perception +34
   
  AC 40, touch 25, flat-footed 32 (+8 Dex, +15 natural, –1 size, 
  +8 profane)
  hp 356 (23d10+230); regeneration 10 (good weapons, good 
  spells)
  Fort +19; Ref +17; Will +19
  DR 15/good and silver; Immune fire, poison; Resist acid 10, 
  cold 10; SR 35
   
  Speed 40 ft.
  Melee +4 unholy heavy mace +37/+32/+27/+22 (2d6+14) 
  and tail sting +32 (1d6+10 plus poison)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 23rd; melee touch +32, ranged touch 
  +35):
  Constant—detect magic, see invisibility
  At will—blasphemy (DC 25), detect thoughts (DC 20), fireball 
  (DC 21), greater dispel magic, greater scrying (DC 25), 
  greater teleport (self plus 50 lbs. of objects only), hold person 
  (DC 21), lightning bolt (DC 21), magic circle against good, 
  mass charm monster (DC 26), power word blind, suggestion 
  (DC 21), touch of idiocy, trap the soul (DC 26), unholy aura 
  (DC 26), wall of fire, web (DC 20)
  3/day—baleful polymorph (DC 23), energy drain (DC 27), 
  flame strike (DC 23), heat metal (DC 20), meteor swarm (DC 
  27), persistent image (DC 23), phantasmal killer (DC 22)
  1/day—harm (DC 24), power word kill, summon (level 9, 
  1d8+3 barbed devils, 100%; 1d4 pit fiends, 90%)
   
  Str 31, Dex 26, Con 31, Int 27, Wis 27, Cha 26
  Base Atk +23; CMB +34; CMD 52
  Feats Blind-Fight, Cleave, Combat Casting, Deceitful, 
  Empower Spell, Great Fortitude, Improved Initiative, Iron Will, 
  Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike, 
  Weapon Focus (mace)
  Skills Bluff +36, Climb +36, Diplomacy +34, Disguise +33, 
  Intimidate +34, Knowledge (arcana) +31, Knowledge 
  (planes) +34, Knowledge (religion) +34, Perception +34, 
  Sense Motive +34, Spellcraft +31, Stealth +34, Survival +34, 
  Use Magical Device +31
  Languages Abyssal, Celestial, Common, Draconic, Giant, 
  Infernal, telepathy 100 ft.
   
  Environment any (Nine Hells)
  Organization solitary or troupe (Dantalion plus 4–12 barbed 
  devils)
  Treasure triple standard (+4 unholy heavy mace, other 
  treasure)
   
  Poison (Ex) Tail sting—injury; save DC 31 Fort; frequency 1/
  round for 10 rounds; effect 1d8 Constitution damage; cure 3 
  consecutive saves. The save DC is Constitution-based.
   
  Dantalion is a Duke of Hell and commands 30 legions of barbed 
  devils in service to Baalzebul, Lord of the Seventh Hell. He is a highly 
  charismatic creature and rules by wits and wile more than by might and 
  power. Those who know him however, know he is capable of much more 
  than he appears, and none, especially those serving him, dare cross him.
  Dantalion once served as viceroy to Lucifer, millennia ago when 
  Lucifer ruled the Nine Hells. When the battle for rulership came, 
  Dantalion first showed loyalty to his master and fought against the armies 
  of Asmodeus and Mephistopheles. 
  Feeling 
  the 
  tide 
  turning, 
  Dantalion betrayed Lucifer 
  at crucial moment in the war 
  and switched allegiances, 
  forever 
  pledging 
  fealty 
  to Asmodeus. When the 
  war 
  ended, 
  Asmodeus 
  rewarded 
  him 
  by 
  appointing him Duke under 
  Baalzebul. Lucifer, now an 
  outcast, would like nothing 
  more than to see Dantalion’s 
  devilish smile wiped from his 
  face and his head at the end of 
  Alastor’s greataxe.
  Dantalion’s fortified black 
  stone keep rests atop a craggy 
  mountain within the seventh 
  Hell. Many barbed devils 
  guard the only passage leading 
  to his castle, killing any who 
  do not have Dantalion’s 
  permission to traverse the 
  road. A large company of 
  barbed devils, rumored to be 
  several hundred in number, 
  make their home beneath the 
  keep. There they stand guard, 
  awaiting Dantalion’s orders 
  should the castle walls ever 
  be sieged.
  DANTALION (DUKE OF HELL) 
  CR 24
  
  Tome of Horrors 4
  57
  Devouring Mist
  This drifting nightmare resembles a cloud of dark red vapor about 10 
  ft. in diameter.
  XP 9,600
  NE Large undead (swarm)
  Init +4; Senses darkvision 60 ft.; Perception +26
   
  AC 14, touch 14, flat-footed 9 (+4 Dex, +1 dodge, –1 size)
  hp 133 (14d12+42)
  Fort +9; Ref +10; Will +12 
  Defensive Abilities channel resistance +4, swarm traits; 
  Immune undead traits, weapon damage; SR 24
  Weaknesses swarm traits
   
  Speed fly 40 ft. (perfect)
  Melee swarm (blood drain)
  Space 10 ft.; Reach 0 ft.
  Special Attacks create spawn, distraction (DC 20)
   
  Str 1, Dex 19, Con —, Int 8, Wis 16, Cha 16
  Base Atk +10; CMB —; CMD —
  Feats Dodge, Great Fortitude, Improved Channel 
  Resistance, Lightning Reflexes, Mobility, Skill Focus 
  (Perception), Skill Focus (Stealth)
  Skills Fly +27, Perception +26, Stealth +23 (+33 in 
  the Bloodways); Racial Modifiers +10 circumstance 
  bonus on Stealth checks while in the red mists of the 
  Bloodways
   
  Environment underground (the Bloodways)
  Organization solitary
  Treasure none
   
  Blood Drain (Ex) Creatures in the devouring mist’s space 
  at the end of its movement each round take 1d4 points 
  of Constitution damage as it siphons blood out of 
  the victim’s body. For every point so drained, the 
  devouring mist heals 5 hit points of damage. 
  Creatures without blood take no damage from 
  the devouring mist.
  Create Spawn (Su) Any creature slain by a 
  devouring mist rises as a vampire spawn in 1d4 
  days, unless the remains are blessed. If the victim 
  had more than 5 hit dice, there is a 1% chance 
  per hit die that it arises as a full-fledged vampire 
  instead, or a 5% chance per hit die if the victim was 
  of the humanoid type.
  Spawned of the dreams of the Bloodwraith, devouring mists are undead 
  composed of equal parts blood and malice, wedded together by negative 
  energy. They drift the halls of the Bloodways, looking for living prey to 
  feed on and torment. When they strike, they surround their enemies and 
  draw their blood from their bodies. 
  Devouring mists are possessed of a malicious cunning. They are quite 
  capable of blending into the mists of the Bloodways so as to take their 
  prey unaware. They may also follow creatures for a time and attack when 
  they are distracted or preoccupied. A devouring mist may even stalk its 
  prey over hours or even days, striking again and again, in effect milking 
  them of blood.
  Devouring mists do not speak, nor can they be communicated with.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  DEVOURING MIST 
  CR 10
  
  Daochyn to Dwarf, Frost
  58
  Dinosaur, Euparkeria
  This grayish-green reptile is about the size of a small dog. Its snout is 
  long and its mouth is filled with needle-like teeth.
  XP 200
  N Small animal
  Init +2; Senses low-light vision, scent; Perception +10
   
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 13 (2d8+4)
  Fort +7; Ref +5; Will +1
   
  Speed 40 ft.
  Melee bite +3 (1d4+1), 2 claws (1d3+1)
   
  Str 12, Dex 15, Con 14, Int 2, Wis 12, Cha 8
  Base Atk +1; CMB +1; CMD 13
  Feats Great Fortitude
  Skills Perception +10; Racial Modifiers +4 Perception
   
  Environment any land
  Organization gang (2–4) or pack (5–12)
  Treasure none
  Euparkeria is a nocturnal carnivore, feeding on insects and 
  small game. When moving, it usually moves on 
  all fours; however, when running or in combat, it 
  stands and fights on its back legs.
  A euparkeria can reach lengths of 3 feet or 
  more. Skin coloration is gray or grayish-green.
  When attacking prey, the euparkeria stands on its 
  hind legs and attacks with a vicious bite. Its front 
  legs feature a small thumb-like claw that it uses 
  to slash its opponents.  Much like other small 
  dinosaurs, by itself the euparkeria doesn’t pose 
  much of a threat. In large numbers however, 
  they can easily catch and kill prey much larger 
  than themselves.
  EUPARKERIA 
  CR 1/2
  
  Tome of Horrors 4
  59
  Dinosaur, Gorgosaurus
  This huge reptile has small two-fingered forelimbs, strong powerful 
  legs, and an enormous mouth filled with rows of sharp teeth.
  XP 3,200
  N Huge animal
  Init +5; Senses low-light vision, scent; Perception +30
   
  AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
  hp 105 (14d8+42)
  Fort +12; Ref +10; Will +7
   
  Speed 40 ft.
  Melee bite +15 (3d6+14/19–20 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks swallow whole (2d6+7, AC 15, 10 hp)
   
  Str 25, Dex 13, Con 16, Int 2, Wis 12, Cha 10
  Base Atk +10; CMB +19 (+23 grapple); CMD 30
  Feats Critical Focus, Diehard, Endurance, Improved Critical 
  (bite), Improved Initiative, Iron Will, Skill Focus (Perception)
  Skills Perception +30; Racial Modifiers +6 Perception
  SQ powerful bite
   
  Environment warm plains and shorelines
  Organization solitary or pack (2–4)
  Treasure none
   
  Powerful Bite (Ex) A 
  gorgosaurus applies twice 
  its Strength modifier to bite 
  damage.
  A gorgosaurus is about 28 
  feet long from snout to tail and 
  weighs almost 6,000 pounds. 
  Its coloration can vary from 
  dark shades of green to 
  various shades of gray. Its 
  diet consists of anything it 
  can catch and kill, including 
  large animals such as 
  mastodons and mammoths, 
  brontosauruses, and other 
  such creatures.
  A gorgosaurus’s tactics 
  are simple: charge, bite, 
  swallow.
  GROGOSAURUS 
  CR 7
  
  Daochyn to Dwarf, Frost
  60
  Dinosaur, Nothosaurus
  This grayish-blue reptile has a long sleek body, webbed feet, and long 
  jaws that open to reveal needle-like teeth.
  XP 2,400
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +13
   
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 76 (9d8+36)
  Fort +12; Ref +8; Will +4
   
  Speed 10 ft., swim 40 ft.
  Melee bite +12 (2d6+9 plus grab)
  Space 10 ft.; Reach 5 ft.
   
  Str 22, Dex 15, Con 18, Int 2, Wis 12, Cha 6
  Base Atk +6; CMB +13 (+17 grapple); CMD 25 (can’t be 
  tripped)
  Feats Great Fortitude, Improved Initiative, Skill Focus 
  (Perception), Swim-By Attack, Weapon Focus (bite)
  Skills Perception +13, Stealth +3 (+11 in water), Swim +18; 
  Racial Modifiers +8 Stealth in water
  SQ hold breath, speed surge
   
  Environment temperate and warm aquatic
  Organization solitary, pair, or school (3–6)
  Treasure none
   
  Hold Breath (Ex) A nothosaurus can hold its breath 
  for a number of minutes equal to 6 times its 
  Constitution score before it risks 
  drowning.
  Speed Surge (Ex) Three times 
  per day as a swift action, a 
  nothosaurus may take an 
  additional move action in that 
  round.
  A nothosaurus is about 13 feet long and 
  grayish-blue in color. When swimming, its 
  uses its webbed feet, fin-like tail, and powerful 
  legs to propel it through the water. It sustains itself 
  on a diet of fish, seals, walruses, and other marine 
  animals. The nothosaurus breathes air and moves slowly on 
  land, rarely venturing far away from the shoreline. When not hunting, a 
  nothosaurus often suns itself on large rocks.
  Nothosaurus is an ambush hunter, moving quietly through the water as 
  it sneaks up on its prey. As the nothosaurus draws closer, it uses 
  its speed surge to close rapidly and grab the prey with its 
  powerful jaws.
  NOTHOSAURUS 
  CR 6
  
  Tome of Horrors 4
  61
  Dinosaur, Podokesaurus
  This small bipedal reptile has a long, narrow head and sharp, curved 
  teeth.
   
  XP 135
  N Tiny animal
  Init +8; Senses low-light vision, scent; Perception +4
   
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 6 (1d8+2)
  Fort +4; Ref +6; Will +0
   
  Speed 60 ft.
  Melee bite +1 (1d3–1), 2 claws +1 (1d2–1)
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks pounce
   
  Str 8, Dex 19, Con 14, Int 2, Wis 11, Cha 5
  Base Atk +0; CMB +2; CMD 11
  Feats Improved Initiative, RunB
  Skills Perception +4
   
  Environment warm forests
  Organization gang (5–12) or pack (13–24)
  Treasure none
  Podokesaurus are small, swift-footed pack hunters 
  that feast on a diet of meat, often attacking prey much 
  larger than themselves. In such instances, they use their 
  overwhelming numbers to bring their quarry down.
  An adult podokesaurus stands about 1 foot tall and is 
  around 3 feet long. Its long tail acts as a counterweight to 
  keep it upright when it is running at a high rate of speed. 
  Skin color varies slightly, but is usually varying shades 
  of browns and grays. Its teeth are curved and serrated to 
  aid in tearing meat for consumption. 
  A lone podokesaurus isn’t much of a threat, especially to larger 
  opponents. In large numbers however, these creatures become extremely 
  dangerous, using pack and swarming tactics to attack. Prey that attempts 
  to escape is easily run down by the swarming podokesaurus.
  PODOKESAURUS 
  CR 1/3
  
  Daochyn to Dwarf, Frost
  62
  Dire Animals
  Dire animals are large, feral looking animals. They are not just bigger 
  versions of normal animals, however. On the whole, dire animals are 
  bigger, stronger, faster, and much more aggressive than their normal 
  counterparts.
  Scholars are uncertain as to the origins of dire animals. Some maintain 
  nature caused animals to adapt to the ever-changing world around them, 
  while others insist dire animals are a regression to a more savage time.
  Dire Fox
  This giant fox has dark red fur and a mouthful of white glistening fangs.
  XP 600
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +11
   
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 34 (4d8+16)
  Fort +10; Ref +8; Will +4
   
  Speed 50 ft.
  Melee bite +7 (1d6+4)
   
  Str 16, Dex 19, Con 18, Int 2, Wis 16, Cha 10
  Base Atk +3; CMB +6; CMD 20 (24 vs. trip)
  Feats Great Fortitude, Weapon Finesse
  Skills Acrobatics +6, Perception +11, Stealth +13, Survival +8; 
  Racial Modifiers +2 Acrobatics, +4 Perception, +4 Stealth, +4 
  Survival
   
  Environment cold and temperate forests and plains
  Organization solitary
  Treasure none
  Dire foxes are larger and fiercer versions 
  of the normal fox. They are solitary 
  creatures whose hunting grounds can 
  cover up to 10 square miles.
  Dire foxes spend about one-
  third of their day hunting for 
  food. They are excellent 
  hunters and have no 
  problem attacking and 
  bringing 
  down 
  large prey. They 
  are omnivorous 
  and feast on a 
  diet 
  of 
  rodents, 
  dire rodents (such 
  as dire rats), insects 
  and giant insects, 
  and various plants 
  and herbs. If food is 
  scarce, dire foxes live 
  off of carrion until their 
  food supply increases.
  Mating 
  season 
  varies depending on 
  climate. Dire foxes 
  found in colder 
  climates mate 
  during the 
  late winter 
  and early spring months. Those found in warmer climates mate during the 
  winter. This is the only time more than one dire fox will be encountered 
  and such encounters consist of one male and at least one female (two 
  females sometimes). If pups are present, there will be 2d6 of them. Young 
  dire foxes reach maturity at about 10 months of age and leave the den to 
  claim their own hunting territory which can be up to 250 miles away from 
  their birthplace. 
  Dire foxes are about 5 feet long and have yellowish-red or reddish-
  brown fur. A strip of black fur runs across their shoulders and down the 
  center of their backs. The dire fox’s underbelly is white more often than 
  not, but a gray underbelly is not uncommon. Dire foxes have thick, bushy 
  tails with the same color fur as their body. The tail ends in a black or white 
  bushy tip. The lower legs of a dire fox are either black or white and their 
  eyes are yellow. A rare breed of dire fox has silver or silver-black fur. 
  A dire fox prefers to sneak up on its prey and catch it unaware. When it 
  spots a potential meal, the dire fox stands motionless, waiting for its target 
  to move closer. When its prey is within range, it leaps out and attacks. If 
  cornered, dire foxes fight to the death.
  Dire Mastiff
  This large black hound is about the size of a small horse.
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +9
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 42 (5d8+20)
  Fort +8; Ref +6; Will +2
   
  Speed 50 ft.
  Melee bite +7 (1d8+6 plus trip)
  Space 10 ft.; Reach 5 ft.
   
  Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
  Feats Power Attack, Skill Focus (Perception), Weapon Focus 
  (bite)
  Skills Acrobatics +7 (+11 jumping), Perception +9, Survival 
  +2 (+6 scent tracking); Racial Modifiers +4 Acrobatics when 
  jumping, +4 Survival when tracking by scent
   
  Environment any
  Organization solitary, pair, or pack (3–12)
  Treasure none
  Dire mastiffs are the domestic equivalent of dire wolves. They are large, 
  vicious canines highly prized for their ability to track and kill opponents 
  much larger than themselves. Domesticated dire mastiffs are often trained 
  and outfitted for war in spiked, studded leather armor. Orcs often use 
  trained dire mastiffs in warfare. 
  Dire mastiffs are much like wolves, and in the wild, they commingle 
  in packs of up to twelve. The dominant male is always the leader, though 
  other males frequently challenge for the position. Such exchanges, while 
  violent, rarely result in death. The loser of the contest simply submits to 
  the victor and acknowledges it as the new pack leader.
  Dire mastiffs are carnivores and their diet consists of just about 
  any animal or creature they can catch and kill. Favorite meals include 
  leopards, skunks, horses, and rodents. They rarely devour humanoid flesh, 
  but will do so if food is scarce. Kills are often carried back to the lair and 
  distributed among the pups and females.
  Dire mastiffs breed twice a year, usually every 6 months. The 
  DIRE FOX 
  CR 2
  DIRE MASTIFF 
  CR 3
  
  Tome of Horrors 4
  63
  actual month or time varies depending on climate, terrain, and other 
  environmental factors. Gestation lasts about 4 months after which time 
  the female gives birth to 1d3+3 pups. Pups depend on their mother or the 
  hunters of a pack to feed them and rarely journey out on their own until 
  they reach 4 months of age. Dire mastiffs reach maturity around 8 months 
  after birth.
  Before attacking, the hair on the neck of a dire mastiff rises, its ears 
  fold back, its tail stiffens, and it bears its sharpened teeth, through 
  which a low growl is often heard. A dire mastiff rushes its opponent 
  and bites ferociously with its powerful jaws.
  Dire Stag
  This gigantic stag stands as tall as a human at the shoulders and has 
  antlers that are almost twice that long.
  XP 800
  N Large animal
  Init +3; Senses low-light vision, scent; Perception +12
   
  AC 17, touch 13, flat-footed 13 (+3 Dex, +1 dodge, +4 
  natural, –1 size)
  hp 42 (5d8+20)
  Fort +8; Ref +9; Will +3
   
  Speed 40 ft.
  Melee gore +7 (1d8+5), 2 hooves +5 (1d6+2)
  Space 10 ft.; Reach 5 ft.
   
  Str 21, Dex 17, Con 18, Int 2, Wis 15, Cha 10
  Base Atk +3; CMB +9; CMD 23 (27 vs. trip)
  Feats Dodge, Lightning Reflexes, MultiattackB, Run
  Skills Perception +12, Stealth +8; Racial Modifiers +4 
  Perception, +4 Stealth
   
  Environment cold or temperate forests and plains
  Organization solitary, pair, or herd (10–50 deer plus 1 dire 
  stag per 10 deer)
  Treasure none
  Dire stags are impressive creatures found in all but the warmest regions. 
  Most inhabit forests and plains, though some often roam more rugged 
  territory. Dire stags are aggressive giant versions of male deer.
  Dire stag are nocturnal creatures and exist on a diet of leaves, vines, 
  ivy, and meat, the latter consisting of rodents and small animals (rabbits, 
  moles, pigs, and wolves). A typical male’s territory covers a range of 5 
  square miles. Dire stags mark territorial boundaries by digging holes with 
  their antlers. Such holes can measure up to 6 feet wide and 3 feet deep. 
  They often thrash the ground throughout their territory, stirring up the 
  leaves and underbrush, to further define their territory.
  Dire stags are solitary creatures, but sometimes band together, usually 
  during mating or rutting season. During rutting season, a dire stag gathers 
  up to 12 female deer in its territory. Mating season is usually late fall and 
  gestation typically lasts 8 months. Newborn are nursed by the females 
  and are dependent on their mother for the first few months of their lives. 
  Young are slowly weaned over a period of 6 months and reach maturity 
  by 18 months.
  A dire stag stands 6 feet at the shoulder and about 12 feet long with 
  its weight exceeding 1,000 pounds. Its antlers average up to 8 feet wide, 
  though some of the largest dire stag have antlers reaching up to 12 feet 
  wide. Its coat varies in color from brown to brownish-white to black, with 
  its underbelly being lighter, and usually white. Its antlers are brown or 
  black. Dire stags are hunted for their meat as well as their tough hides. A 
  reasonably intact dire stag hide is worth 500 gp or more.
  Dire stags are aggressive animals and rarely back down from a challenge. 
  They unleash a guttural, blood-curdling bleat before attacking. This serves 
  to warn the females and young as well as potential aggressors. Dire stags 
  almost never retreat, preferring to fight to the death against a foe.
  A dire stag attacks with its antlers, goring its opponent, or it rears onto 
  its hind legs and slashes with its hooves. Most dire stags fight to the death 
  to protect their young.
  DIRE STAG 
  CR 3
  
  Daochyn to Dwarf, Frost
  64
  Dobie
  This sylvan creature resembles a 5-foot tall elf with brownish-tan skin, 
  large pointed ears, and brown eyes.
   
  XP 1,200
  CN Medium fey
  Init +7; Senses low-light vision; Perception +11
   
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 
  natural)
  hp 33 (6d6+12)
  Fort +4; Ref +8; Will +9
  DR 5/cold iron
  Weaknesses vulnerability to fire
   
  Speed 30 ft.
  Melee longsword +4 (1d8+1/19–20)
   
  Str 12, Dex 16, Con 14, Int 12, Wis 15, Cha 15
  Base Atk +3; CMB +4; CMD 18
  Feats Dodge, Improved Initiative, Iron Will
  Skills Bluff +11, Craft (any one) +7, Diplomacy +8, Escape 
  Artist +12, Handle Animal +5, Knowledge (nature) 
  +10, Perception +11, Perform (dancing) +8, 
  Stealth +12
  Languages Common, Sylvan
  SQ size alteration
   
  Environment temperate forests
  Organization solitary or pair
  Treasure standard (longsword, other treasure)
   
  Size Alteration (Su) At will as a standard 
  action, a dobie  can change its size between 
  Medium and Large. Weapons, armor, 
  and other objects on the dobie’s person 
  grow proportionally when it changes 
  sizes (objects revert to normal size one 
  round after a dobie releases them). 
  When a dobie becomes Large, its 
  speed increases to 40 feet, it gains 
  +6 Strength, –2 Dexterity, and +4 
  Constitution, and takes a –1 size 
  penalty to AC.
  A dobie can use this ability only in its 
  natural environment. If a dobie leaves 
  its natural environment while enlarged, 
  it immediately reverts to its normal size. 
  Additionally, an enlarged dobie that takes 
  10 points of fire damage or more from a 
  single fire effect immediately reverts to its 
  normal size. It cannot enlarge itself again for 3 
  rounds after being hit by a fire effect.
  Dobies are forest creatures believed by some to be 
  the offspring of a spriggan and a dryad, though most 
  learned sages brush this off as simple folklore. They 
  are generally good-natured creatures and aid good-
  aligned or neutral creatures in need. Creatures they 
  encounter destroying their forests or slaughtering 
  its denizens are attacked almost immediately without 
  question.
  Dobies build their homes deep within the 
  forests they protect. Though their homes 
  are generally secluded so prying eyes 
  don’t disturb them, they always fashion them in such a way that allows 
  the dobie to keep a watchful eye on its domain at all times. Dobies are 
  solitary creatures; if more than one is encountered they are likely a mated 
  pair. Dobies mate for life.
  Dobies stand about 5 feet tall but can alter their size to attain heights 
  of 10 feet. They dress in brightly colored clothes and overcoats of green, 
  brown, red, and tan. Dobies can live to be 600 years old, generally 
  reaching maturity around age 100.
  Dobies enlarge themselves at the start of combat, seeking to gain any 
  advantage they can over their enemies, attacking with both weapons and 
  spell-like abilities. If the battle is going against a dobie, it uses its summon 
  ability to bring forest creatures to its aid and to cover its escape.
  XP 1,200
  CN Large fey
  Init +6; Senses low-light vision; Perception +11
   
  AC 15, touch 12, flat-footed 12 (+2 Dex, +1 dodge, +3 
  natural, –1 size)
  hp 45 (6d6+24)
  Fort +6; Ref +7; Will +9
  DR 5/cold iron
  Weaknesses vulnerability to fire
   
  Speed 40 ft.
  Melee longsword +6 (2d6+4/19–20)
  Space 10 ft.; Reach 10 ft.
   
  Str 18, Dex 14, Con 18, Int 12, Wis 15, 
  Cha 15
  Base Atk +3; CMB +8; CMD 21
  Feats Dodge, Improved Initiative, Iron Will
  Skills Bluff +11, Craft (any one) +7, 
  Diplomacy +8, Escape Artist +11, Handle 
  Animal +5, Knowledge (nature) +10, 
  Perception +11, Perform +8, Stealth +7
  Languages Common, Sylvan
  SQ size alteration
   
  Environment temperate forests
  Organization solitary or pair
  Treasure standard (longsword, 
  other treasure)
  DOBIE 
  CR 4
  DOBIE (ENLARGED) 
  CR 4
  
  Tome of Horrors 4
  65
  Domovoi
  This small hairy humanoid has pointed ears, a long dirty beard, and 
  wields a short sword in its wicked clawed hands.
  XP 1,200
  CE Small fey
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
   
  AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
  hp 26 (4d6+8 plus 4)
  Fort +3; Ref +8; Will +5
  DR 5/cold iron; SR 15
   
  Speed 30 ft., climb 20 ft.
  Melee short sword +7 (1d4+1), bite +2 (1d4) or 2 claws +7 
  (1d3+1 plus grab), bite +7 (1d4)
  Special Attacks sneak attack (2d6), telekinesis
  Spell-Like Abilities (CL 4th; melee touch +4, ranged touch 
  +7):
  At will—dancing lights, prestidigitation (DC 11)
  3/day—heat metal (DC 13), sleep (DC 12), snare
   
  Str 13, Dex 18, Con 15, Int 11, Wis 12, Cha 13
  Base Atk +2; CMB +2 (+6 grapple); CMD 16
  Feats Toughness, Weapon Finesse
  Skills Acrobatics +11, Climb +14, Craft (any one) +7, Escape 
  Artist +9, Intimidate +5, Perception +8, Stealth +15
  Languages Sylvan, Undercommon
  SQ knocker spirit
   
  Environment any urban or underground
  Organization solitary or gang (2–5)
  Treasure standard (short sword, other treasure)
   
  Knocker Spirit (Su) A domovoi killed by violence rises in 1 
  hour as a poltergeist. 
  Telekinesis (Su) As a standard action once per turn, a 
  domovoi can use telekinesis. This ability functions as the 
  telekinesis spell with a CL equal to the domovoi’s Hit Dice 
  (CL 4th for most domovoi). A typical domovoi has a ranged 
  attack roll of +5 when using telekinesis to hurl objects or 
  creatures, and can use this ability on objects or creatures of 
  up to 75 pounds. If a domovoi attempts to hurl a creature 
  with this ability, that creature can resist the effect with a 
  successful DC 13 Will save. The save DC is Strength-based.
  Domovoi are wicked fey found at the forests’ edge, in underground 
  caves, and in small cities and towns, usually dwelling in ruined buildings 
  or in attics and crawlspaces of occupied residences. They are capricious 
  and violent creatures and take great delight in inflicting harm on those that 
  cross them—and sometimes on those that don’t.
  Domovoi stand just over 2 feet tall and weigh around 60 pounds. Their 
  clothes are usually dirty and smelly, but other than that seem to be well 
  kept (no holes, no tears, for example). The creature’s hair is dark and 
  wildly unkempt. Males have long dirty beards the same color as their hair. 
  No females or young domovoi have been encountered.
  Domovoi prefer to attack from ambush, startling their opponents with 
  sudden attacks and catching them unaware. A favored tactic is to stay 
  hidden and assault a target with random objects through the use of the 
  domovoi’s telekinesis. 
  DOMOVOI 
  CR 4
  
  Daochyn to Dwarf, Frost
  66
  Dracohydra
  Five dragon-like heads of varying colors rise from the sleek, serpentine 
  body of this hideous monster.
  XP 9,600
  N Huge magical beast
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
   
  AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, –2 size)
  hp 105 (10d10+50); fast healing 10
  Fort +11; Ref +10; Will +5
  Defensive Abilities all-around vision; Resist acid 10, cold 10, 
  electricity 10, fire 10
   
  Speed 30 ft., swim 20 ft.
  Melee 5 bites +14 (2d6+5/19–20)
  Space 15 ft.; Reach 10 ft.
  Special Attacks 5 breath weapons (30-ft. cone, DC 19, 4d6 
  damage; see text), savage bite
   
  Str 21, Dex 12, Con 19, Int 6, Wis 11, Cha 12
  Base Atk +10; CMB +17; CMD 28 (can’t be tripped)
  Feats Combat Reflexes, Iron Will, Lightning Reflexes, Lunge, 
  Toughness, Weapon Focus (bite)B
  Skills Intimidate +6, Perception +12, Swim +13; Racial 
  Modifiers +4 Perception
  Languages Common, Draconic
  SQ hydra traits, regenerate head
   
  Environment any
  Organization solitary
  Treasure double standard
   
  Breath Weapon (Su) Each of a dracohydra’s heads has a 
  single breath weapon. To determine each head’s color and 
  the associated breath weapon, choose from or roll on the 
  table below.
   1d10 
  Head Color 
  Breath Weapon
   1–2 
  Black 
  Acid
   3–4 
  Blue 
  Electricity
   5–6 
  Green 
  Acid
   7–8 
  Red 
  Fire
   9–10 
  White 
  Cold
  Fast Healing (Ex) A dracohydra’s fast healing applies only to 
  damage inflicted on the dracohydra’s body.
  Hydra Traits (Ex) A dracohydra can be killed by severing 
  its heads or slaying its body. Any attack that is not an 
  attempt to sever a head affects the body, including area 
  attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make a 
  sunder attempt with a slashing weapon targeting a head. 
  A head is considered a separate weapon with hardness 
  0 and 10 hit points. To sever a head, an opponent must 
  inflict enough damage to reduce the head’s hit points to 
  0 or less. Severing a head deals 10 points of damage to 
  the dracohydra’s body. A dracohydra can’t attack with a 
  severed head, but takes no other penalties.
  Regenerate Head (Ex) When a dracohydra’s head is 
  destroyed, two heads regrow in 1d4 rounds. The heads 
  are of the same color as the one that was severed. A 
  dracohydra cannot have more than 10 heads at any one 
  time. To prevent new heads from growing, at least 5 points of 
  acid or fire damage (after overcoming the dracohydra’s 
  resistances) must be dealt to the stump (a touch attack 
  to hit) before they appear. Acid or fire damage from area 
  attacks can affect stumps and the body simultaneously. A 
  dracohydra doesn’t die from losing its heads until all are cut 
  off and the stumps seared by acid or fire.
  Savage Bite (Ex) A dracohydra 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.
  Believed to be either the mating of a hydra and a dragon or the offspring 
  of a draconic deity, the dracohydra is truly a fearsome monster. Most 
  intelligent creatures do their best to avoid trespassing on a dracohydra’s 
  domain for these creatures are extremely territorial, even more so than 
  some dragons. Dracohydras prefer lairing in remote locations such as 
  mountaintops and ruins, far away from civilization and far away from 
  adventurous treasure seekers. 
  Dracohydras, while solitary, often make pacts with local humanoids; 
  most often orcs, gnolls, and hobgoblins. Generally these pacts are lopsided 
  deals that favor the dracohydra: give it food and it won’t eat your village. 
  Such food usually consists of herd animals or cattle, and sometimes 
  humanoids if necessary to sate the dracohydra’s voracious appetite. 
  Humanoid sacrifices usually take the form of slaves or prisoners, but if 
  either of those is in low numbers, tribes have been known to sacrifice their 
  own to appease a dracohydra.
  Betraying their draconic origin, dracohydras amass treasure in great 
  quantities. Most treasures are left strewn about the lair, but some, such as 
  rare gemstones and small trinkets are devoured by dracohydras.
  Dracohydras do not associate with other dracohydras, hydras, or 
  dragons. Hydras are particularly reviled for unknown reasons, and are 
  attacked on sight and slaughtered, their bodies being almost completely 
  devoured by a dracohydra.
  A dracohydra’s body is usually dark gray or dark grayish-blue. Its 
  dragon-like heads are scaled and vary in color blending into the body at 
  the neckline.  A dracohydra’s eyes are always sapphire blue, regardless of 
  the color of the dragon’s head.
  DRACOHYDRA 
  CR 10
  
  Tome of Horrors 4
  67
  Dragon, Gray
  Steam emanates from the nostrils and mouth of this slate gray dragon.
  NE dragon (water)
   
  CR 2; Size Tiny; Hit Dice 3d12
  Speed 60 ft., swim 40 ft.
  Natural Armor +4; Breath Weapon line, 2d6 fire
  Str 11, Dex16, Con 13, Int 9, Wis 11, Cha 9
   
  Environment warm coastlines
  Organization solitary
  Treasure triple standard
   
  Breath Weapon (Su) A gray dragon’s breath weapon is a 
  superheated line of steam.
  Gray dragons are evil dragons that inhabit mountains and hills near 
  coastlines. They have little regard for other races and often enslave others 
  to do their bidding. Adult and older gray dragons are rarely found without 
  a retinue of humanoid slaves. Gray dragons mate for life and a single 
  mated pair often terrorizes nearby villages, laying waste to those that 
  oppose the dragon’s will. 
  AGE CATEGORY SPECIAL ABILITIES 
  CASTER LEVEL
  Wyrmling 
  immunity to poison 
  —
  Very Young 
  water breathing 
  —
  Young 
  change shape, fog cloud 
  —
  Juvenile 
  create water 
  1st
  Young Adult 
  DR 5/magic, spell resistance 
  3rd
  Adult 
  corrupt water,  
   
  frightful presence 
  5th
  Mature Adult 
  DR 10/magic 
  7th
  Old 
  control winds 
  9th
  Very Old 
  DR 15/magic 
  11th
  Ancient 
  control water 
  13th
  Wyrm 
  DR 20/magic 
  15th
  Great Wyrm 
  — 
  17th
  Change Shape (Su) A young or older gray dragon can take 
  any animal or humanoid form 3/day as if using polymorph. 
  Corrupt Water (Sp) Once per day an adult or older gray 
  dragon can stagnate 10 cubic feet of still water, making it 
  foul and unable to support water-breathing life. The ability 
  spoils liquids containing water. Liquid-based magic items 
  (such as potions) and items in a creature’s possession must 
  succeed on a Will save (DC 19) or become ruined. This 
  ability is the equivalent of a 1st-level spell. Its range is 180 ft. 
  Spell-Like Abilities (Sp)
  A gray dragon gains the following spell-like abilities, usable 
  at will upon reaching the listed age category.
  • Young—fog cloud;
  • Juvenile—create water;
  • Old—control winds;
  • Ancient—control water;
  Water Breathing (Ex) A gray dragon breathes water and can 
  use its breath weapon, spells, and abilities underwater.
  XP 600
  NE Tiny dragon (water)
  Init +7; Senses dragon senses; Perception +6
   
  AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
  hp 22 (3d12+3)
  Fort +4; Ref +8; Will +3
  Immune paralysis, sleep
   
  Speed 60 ft., fly 100 ft. (average), swim 40 ft.
  Melee 2 claws +5 (1d3), bite +5 (1d4)
  Space 1/2 ft.; Reach 0 ft. (5 ft. with bite)
  Special Attacks breath weapon (30-ft. line, 2d6 fire; DC 12 
  Ref half)
   
  Str 11, Dex 16, Con 13, Int 9, Wis 11, Cha 9
  Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
  Feats Improved Initiative, Lightning Reflexes
  Skills Bluff +5, Fly +13, Intimidate +5, Perception +6, Stealth 
  +17, Swim +8
  Languages Draconic
  XP 1,200
  NE Small dragon (water)
  Init +6; Senses dragon senses; Perception +11
   
  AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
  hp 42 (5d12+10)
  Fort +6; Ref +8; Will +5
  Immune paralysis, sleep
   
  Speed 60 ft., fly 150 ft. (average), swim 40 ft.
  Melee 2 claws +8 (1d4+2), bite +8 (1d6+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. line, 4d6 fire; DC 14 
  Ref half)
   
  Str 15, Dex 14, Con 15, Int 11, Wis 13, Cha 11
  Base Atk +5; CMB +6; CMD 18 (22 vs. trip)
  Feats Alertness, Improved Initiative, Lightning Reflexes
  Skills Bluff +8, Fly +12, Intimidate +8, Knowledge (local) +7, 
  Perception +11, Sense Motive +3, Stealth +14, Swim +14
  Languages Draconic
  XP 2,400
  NE Medium dragon (water)
  Init +6; Senses dragon senses; Perception +13
   
  AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
  hp 66 (7d12+21)
  Fort +8; Ref +9; Will +6
  Immune paralysis, sleep
   
  Speed 60 ft., fly 150 ft. (average), swim 40 ft.
  Melee 2 claws +11 (1d6+4), bite +11 (1d8+6), 2 wings +11 
  (1d4+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (60-ft. line, 6d6 fire; DC 16 
  Ref half)
   
  Str 19, Dex 14, Con 17, Int 11, Wis 13, Cha 11
  Base Atk +7; CMB +11; CMD 23 (27 vs. trip)
  Feats Alertness, Improved Initiative, Lightning Reflexes, 
  Multiattack
  Skills Bluff +10, Fly +12, Intimidate +10, Knowledge (local) +8, 
  Perception +13, Sense Motive +3, Stealth +12, Swim +17
  Languages Draconic
  GRAY DRAGON 
  WYRMLING GRAY DRAGON 
  CR 2
  YOUNG GRAY DRAGON 
  CR 6
  VERY YOUNG GRAY DRAGON 
  CR 4
  
  Daochyn to Dwarf, Frost
  68
  YOUNG ADULT GRAY DRAGON 
  CR 9
  JUVENILE GRAY DRAGON 
  CR 7
  XP 3,200
  NE Medium dragon (water)
  Init +6; Senses dragon senses; Perception +16
   
  AC 25, touch 12, flat-footed 23 (+2 Dex, +13 natural)
  hp 94 (9d12+36)
  Fort +10; Ref +10; Will +8
  Immune paralysis, sleep
   
  Speed 60 ft., fly 150 ft. (average), swim 40 ft.
  Melee 2 claws +14 (1d6+5), bite +15 (1d8+7), 2 wings +14 (1d4+5)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (60-ft. line, 8d6 fire; DC 18 
  Ref half)
  Spells Known (CL 1st; melee touch +13, ranged touch +11):
  1st (4/day)—protection from good, obscuring mist
  0 (at will)—dancing lights, detect magic, ray of frost, resistance
   
  Str 21, Dex 14, Con 19, Int 13, Wis 15, Cha 13
  Base Atk +9; CMB +14; CMD 26 (30 vs. trip)
  Feats Alertness, Improved Initiative, Lightning Reflexes, 
  Multiattack, Weapon Focus (bite)
  Skills Bluff +13, Fly +14, 
  Intimidate +13, Knowledge 
  (local) +13, Perception +16, 
  Sense Motive +4, Stealth 
  +14, Swim +25
  Languages Common, 
  Draconic
  XP 6,400
  NE Large dragon (water)
  Init +5; Senses dragon senses; Perception +18
   
  AC 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
  hp 115 (11d12+44)
  Fort +11; Ref +10; Will +9
  Immune paralysis, sleep; SR 20
   
  Speed 60 ft., fly 200 ft. (average), swim 40 ft.
  Melee 2 claws +16 (1d8+6), bite +17 (2d6+9), 2 wings +14 
  (1d6+3), tail slap +14 (1d8+9)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, 10d6 fire; DC 19 
  Ref half)
  Spells Known (CL 3rd; melee touch +16, ranged touch +11):
  1st (6/day)—burning hands (DC 12), protection from good, 
  obscuring mist
  0 (at will)—acid splash, dancing lights, detect magic, ray of 
  frost, resistance
   
  Str 23, Dex 12, Con 19, Int 13, Wis 15, Cha 13
  Base Atk +11; CMB +18; CMD 29 (33 vs. 
  trip)
  Feats Alertness, Improved 
  Initiative, Lightning Reflexes, 
  Multiattack, Power Attack, 
  Weapon Focus (bite)
  Skills Bluff +15, Fly +13, 
  Intimidate +15, Knowledge 
  (local) +15, Perception 
  +20, Sense Motive +4, 
  
  Tome of Horrors 4
  69
  Stealth +11, Swim +28
  Languages Common, Draconic
  XP 9,600
  NE Large dragon (water)
  Init +5; Senses dragon senses; Perception +21
  Aura frightful presence (180 ft., DC 18)
   
  AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, –1 size)
  hp 149 (13d12+65)
  Fort +13; Ref +11; Will +11
  Immune paralysis, sleep; SR 21
   
  Speed 60 ft., fly 200 ft. (average), swim 40 ft.
  Melee 2 claws +19 (1d8+7), bite +20 (2d6+10/19–20), 2 wings 
  +17 (1d6+3), tail slap +17 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, 12d6 fire; DC 21 
  Ref half)
  Spells Known (CL 5th; melee touch +19, ranged touch +13):
  2nd (5/day)—blur, eagle’s splendor
  1st (7/day)—burning hands (DC 13), magic missile, obscuring 
  mist, protection from good
  0 (at will)—acid splash, dancing lights, detect magic, light, 
  ray of frost, resistance
   
  Str 25, Dex 12, Con 21, Int 15, Wis 17, Cha 15
  Base Atk +13; CMB +21; CMD 32 (36 vs. trip)
  Feats Alertness, Improved Critical (bite), Improved Initiative, 
  Lightning Reflexes, Multiattack, Power Attack, Weapon 
  Focus (bite)
  Skills Bluff +18, Fly +15, Intimidate +18, Knowledge (local) +18, 
  Perception +23, Sense Motive +23, Stealth +13, Swim +31
  Languages Aquan, Common, Draconic
  XP 12,800
  NE Large dragon (water)
  Init +5; Senses dragon senses; Perception +23
  Aura frightful presence (210 ft., DC 19)
   
  AC 32, touch 10, flat-footed 31 (+1 Dex, +22 natural, –1 size)
  hp 172 (15d12+75)
  Fort +14; Ref +12; Will +12
  Immune paralysis, sleep; SR 22
   
  Speed 60 ft., fly 200 ft. (average), swim 40 ft.
  Melee 2 claws +22 (1d8+8), bite +23 (2d6+12/19–20), 2 wings 
  +20 (1d6+4), tail slap +20 (1d8+8)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, 14d6 fire; DC 22 
  Ref half)
  Spells Known (CL 7th; melee touch +22, ranged touch +15):
  3rd (4/day)—dispel magic, gaseous form
  2nd (7/day)—blur, eagle’s splendor, locate object
  1st (7/day)—burning hands (DC 13), magic missile, obscuring 
  mist, protection from good, shield
  0 (at will)—acid splash, dancing lights, detect magic, light, 
  ray of frost, read magic, resistance
   
  Str 27, Dex 12, Con 21, Int 15, Wis 17, Cha 15
  Base Atk +15; CMB +24; CMD 35 (39 vs. trip)
  Feats Alertness, Flyby Attack, Improved Critical (bite), 
  Improved Initiative, Lightning Reflexes, Multiattack, Power 
  Attack, Weapon Focus (bite)
  Skills Bluff +20, Fly +17, Intimidate +20, Knowledge (local) +20, 
  Perception +25, Sense Motive +25, Stealth +15, Swim +34
  Languages Aquan, Common, Draconic
  XP 25,600
  NE Huge dragon (water)
  Init +4; Senses dragon senses; Perception +26
  Aura frightful presence (240 ft., DC 21)
   
  AC 33, touch 8, flat-footed 33 (+25 natural, –2 size)
  hp 212 (17d12+102)
  Fort +16; Ref +12; Will +14
  Immune paralysis, sleep; SR 24
   
  Speed 60 ft., fly 200 ft. (average), swim 40 ft.
  Melee 2 claws +24 (2d6+9), bite +25 (2d8+13/19–20), 2 wings 
  +22 (1d8+4), tail slap +22 (2d6+13)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, 16d6 fire; DC 24 
  Ref half)
  Spells Known (CL 9th; melee touch +24, ranged touch +15):
  4th (4/day)—dimension door, greater invisibility
  3rd (7/day)—dispel magic, gaseous form, protection from 
  energy
  2nd (7/day)—blur, eagle’s splendor, locate object, mirror 
  image
  1st (7/day)—burning hands (DC 14), magic missile, 
  protection from good, obscuring mist, shield
  0 (at will)—acid splash, dancing lights, detect magic, light, 
  mage hand, ray of frost, read magic, resistance
   
  Str 29, Dex 10, Con 23, Int 17, Wis 19, Cha 17
  Base Atk +17; CMB +28; CMD 38 (42 vs. trip)
  Feats Alertness, Cleave, Flyby Attack, Improved Critical 
  (bite), Improved Initiative, Lightning Reflexes, Multiattack, 
  Power Attack, Weapon Focus (bite)
  Skills Bluff +23, Fly +16, Intimidate +23, Knowledge (local) 
  +23, Perception +28, Sense Motive +28, Spellcraft +23, 
  Stealth +12, Swim +37
  Languages Aquan, Common, Draconic, Giant
  XP 36,400
  NE Huge dragon (water)
  Init +4; Senses dragon senses; Perception +28
  Aura frightful presence (270 ft., DC 22)
   
  AC 36, touch 8, flat-footed 36 (+28 natural, –2 size)
  hp 237 (19d12+114)
  Fort +17; Ref +13; Will +17
  Immune paralysis, sleep; SR 25
   
  Speed 60 ft., fly 200 ft. (average), swim 40 ft.
  Melee 2 claws +27 (2d6+10), bite +28 (2d8+15/19–20), 2 
  wings +25 (1d8+5), tail slap +25 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, 18d6 fire; DC 25 
  Ref half)
  Spells Known (CL 11th; melee touch +27, ranged touch +17):
  5th (4/day)—cloudkill (DC 18), telekinesis
  4th (6/day)—dimension door, greater invisibility, scrying (DC 17)
  3rd (7/day)—dispel magic, gaseous form, protection from 
  energy, ray of exhaustion (DC 16)
  2nd (7/day)—blur, eagle’s splendor, gust of wind (DC 15), 
  locate object, mirror image
  1st (7/day)—burning hands (DC 14), magic missile, 
  protection from good, obscuring mist, shield
  0 (at will)—acid splash, dancing lights, detect magic, light, 
  mage hand, ray of frost, read magic, resistance, touch of 
  fatigue (DC 14)
   
  Str 31, Dex 10, Con 23, Int 17, Wis 19, Cha 17
  ADULT GRAY DRAGON 
  CR 10
  MATURE GRAY DRAGON 
  CR 11
  OLD GRAY DRAGON 
  CR 13
  VERY OLD GRAY DRAGON 
  CR 14
  
  Daochyn to Dwarf, Frost
  70
  Base Atk +19; CMB +31; CMD 41 (45 vs. trip)
  Feats Alertness, Cleave, Flyby Attack, Improved Critical 
  (bite), Improved Initiative, Iron Will, Lightning Reflexes, 
  Multiattack, Power Attack, Weapon Focus (bite)
  Skills Bluff +25, Fly +18, Intimidate +25, Knowledge (local) +25, 
  Perception +30, Sense Motive +30, Spellcraft +25, Stealth +14, 
  Swim +40
  Languages Aquan, Common, Draconic, Giant
  XP 51,200
  NE Huge dragon (water)
  Init +4; Senses dragon senses; Perception +31
  Aura frightful presence (300 ft., DC 24)
   
  AC 39, touch 8, flat-footed 39 (+31 natural, –2 size)
  hp 283 (21d12+147)
  Fort +19; Ref +14; Will +19
  Immune paralysis, sleep; SR 26
   
  Speed 60 ft., fly 200 ft. (average), swim 40 ft.
  Melee 2 claws +30 (2d6+11), bite +31 (2d8+16/19–20), 2 
  wings +28 (1d8+5), tail slap +28 (2d6+11)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, 20d6 fire; DC 27 
  Ref half)
  Spells Known (CL 13th; melee touch +30, ranged touch +19):
  6th (4/day)—flesh to stone (DC 20), move earth
  5th (6/day)—cloudkill (DC 19), telekinesis, transmute rock to mud
  4th (7/day)—dimension door, greater invisibility, scrying (DC 
  18), stoneskin
  3rd (7/day)—dispel magic, gaseous form, protection from 
  energy, ray of exhaustion (DC 17)
  2nd (7/day)— blur, eagle’s splendor, gust of wind (DC 16), 
  locate object, mirror image
  1st (7/day)—burning hands (DC 15), magic missile, 
  protection from good, obscuring mist, shield
  0 (at will)—acid splash, dancing lights, detect magic, light, 
  ray of frost, read magic, resistance, touch of fatigue (DC 14)
   
  Str 33, Dex 10, Con 25, Int 19, Wis 21, Cha 19
  Base Atk +21; CMB +34; CMD 44 (48 vs. trip)
  Feats Alertness, Cleave, Flyby Attack, Great Cleave, 
  Improved Critical (bite), Improved Initiative, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack, Weapon Focus (bite)
  Skills Bluff +28, Fly +20, Intimidate +28, Knowledge (arcana) 
  +28, Knowledge (local) +28, Perception +33, Sense Motive 
  +33, Spellcraft +28, Stealth +16, Swim +43
  Languages Abyssal, Aquan, Common, Draconic, Giant
  XP 76,800
  NE Huge dragon (water)
  Init +3; Senses dragon senses; Perception +33
  Aura frightful presence (330 ft., DC 25)
   
  AC 41, touch 7, flat-footed 41 (–1 Dex, +34 natural, –2 size)
  hp 310 (23d12+161)
  Fort +20; Ref +14; Will +20
  Immune paralysis, sleep; SR 27
   
  Speed 60 ft., fly 200 ft. (average), swim 40 ft.
  Melee 2 claws +33 (2d6+12), bite +34 (2d8+18/19–20), 2 
  wings +31 (1d8+6), tail slap +31 (2d6+18)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, 22d6 fire; DC 28 
  Ref half)
  Spells Known (CL 15th; melee touch +33, ranged touch +20):
  7th (4/day)—power word blind, waves of exhaustion
  6th (6/day)—flesh to stone (DC 20), greater heroism, move earth
  5th (6/day)—cloudkill (DC 18), telekinesis, transmute rock to 
  mud, wall of stone
  4th (7/day)—dimension door, greater invisibility, scrying (DC 
  18), stoneskin
  3rd (7/day)—dispel magic, gaseous form, protection from 
  energy, ray of exhaustion (DC 17)
  2nd (7/day)— blur, eagle’s splendor, gust of wind (DC 16), 
  locate object, mirror image
  1st (7/day)—burning hands (DC 15), magic missile, 
  protection from good, obscuring mist, shield
  0 (at will)—acid splash, dancing lights, detect magic, light, 
  ray of frost, read magic, resistance, touch of fatigue (DC 14)
   
  Str 35, Dex 8, Con 25, Int 19, Wis 21, Cha 19
  Base Atk +23; CMB +37; CMD 46 (50 vs. trip)
  Feats Alertness, Cleave, Flyby Attack, Great Cleave, 
  Improved Critical (bite), Improved Initiative, Iron Will, 
  Lightning Reflexes, Multiattack, Power Attack, Vital Strike, 
  Weapon Focus (bite)
  Skills Bluff +30, Fly +21, Intimidate +30, Knowledge (arcana) 
  +30, Knowledge (local) +30, Perception +35, Sense Motive 
  +35, Spellcraft +30, Stealth +17, Swim +46
  Languages Abyssal, Aquan, Common, Draconic, Giant
  XP 153,600
  NE Gargantuan dragon (water)
  Init +3; Senses dragon senses; Perception +36
  Aura frightful presence (360 ft., DC 27)
   
  AC 42, touch 5, flat-footed 42 (–1 Dex, +37 natural, –4 size)
  hp 362 (25d12+200)
  Fort +22; Ref +15; Will +22
  Immune paralysis, sleep; SR 29
   
  Speed 60 ft., fly 250 ft. (average), swim 40 ft.
  Melee 2 claws +34 (2d6+13), bite +35 (2d8+19/19–20), 2 
  wings +32 (2d6+6), tail slap +32 (2d8+19)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (120-ft. line, 24d6 fire; DC 30 
  Ref half)
  Spells Known (CL 17th; melee touch +34, ranged touch +20):
  8th (4/day)—horrid wilting (DC 23), moment of prescience
  7th (6/day)—limited wish, power word blind, waves of exhaustion
  6th (6/day)—flesh to stone (DC 21), greater heroism, move earth
  5th (7/day)—cloudkill (DC 20), telekinesis, transmute rock to 
  mud, wall of stone
  4th (7/day)—dimension door, greater invisibility, scrying (DC 
  19), stoneskin
  3rd (7/day)—dispel magic, gaseous form, protection from 
  energy, ray of exhaustion (DC 18)
  2nd (7/day)—blur, eagle’s splendor, gust of wind (DC 17), 
  locate object, mirror image
  1st (8/day)—burning hands (DC 16), magic missile, 
  protection from good, obscuring mist, shield
  0 (at will)—acid splash, dancing lights, detect magic, light, 
  mage hand, ray of frost, read magic, resistance, touch of 
  fatigue (DC 15)
   
  Str 37, Dex 8, Con 27, Int 21, Wis 23, Cha 21
  Base Atk +25; CMB +42; CMD 51 (55 vs. trip)
  Feats Alertness, Cleave, Flyby Attack, Great Cleave, 
  Improved Critical (bite), Improved Initiative, Improved Vital 
  Strike, Iron Will, Lightning Reflexes, Multiattack, Power Attack, 
  Vital Strike, Weapon Focus (bite)
  Skills Bluff +33, Fly +21, Intimidate +33, Knowledge (arcana) 
  +33, Knowledge (local) +33, Knowledge (nature) +33, 
  Perception +38, Sense Motive +38, Spellcraft +33, Stealth 
  +15, Swim +49, Use Magical Device +33
  Languages Abyssal, Aquan, Common, Draconic, Giant, Infernal
  ANCIENT GRAY DRAGON 
  CR 15
  WYRM GRAY DRAGON 
  CR 16
  GREAT WYRM GRAY DRAGON 
  CR 18
  
  Tome of Horrors 4
  71
  Drake, Brine
  This creature resembles a giant eel with a draconic head and a mouth 
  full of razor-sharp teeth. The creature’s head has small pectoral and 
  caudal fins. A sail-like dorsal fin runs from the base of its skull to the tip 
  of its tail.
   
  XP 6,400
  NE Large dragon (aquatic)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
   
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 105 (10d12+40)
  Fort +11; Ref +11; Will +8
  Immune paralysis, sleep
   
  Speed 20 ft., swim 60 ft.
  Melee bite +14 (2d6+5/19–20 plus grab), tail slap +9 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (2d6+7), maelstrom, watery 
  breath
   
  Str 21, Dex 15, Con 18, Int 8, Wis 12, Cha 12
  Base Atk +10; CMB +16; CMD 28 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes, Power 
  Attack, Skill Focus (Stealth), Swim-By Attack
  Skills Intimidate +14, Perception +14, Stealth +17, Survival 
  +14, Swim +26
  Languages Draconic
  SQ amphibious, speed surge
   
  Environment any oceans
  Organization solitary, pair, or wing (3–8)
  Treasure standard
   
  Maelstrom (Ex) Once per day, as a standard action, a brine 
  drake can create a whirlpool within 100 feet. The whirlpool 
  is 50 feet deep and covers a 30-foot radius at 
  its top. Ships and creatures of the brine drake’s 
  size or smaller that come into contact with the 
  whirlpool must succeed on a DC 19 check 
  (Swim check for creatures, Profession [sailor] 
  check for ships) or be pulled into the swirling 
  waters and trapped, spinning around the 
  whirlpool and taking 6d6 points of bludgeoning 
  damage initially and 3d6 points of bludgeoning 
  damage for another 1d6 rounds at which point 
  the whirlpool dissipates. A brine dragon is immune 
  to the effects of its own maelstrom. The check DC is 
  Constitution-based.
  Savage Bite (Ex) A brine 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 
  brine drake may draw on its draconic heritage for a boost 
  of strength and speed to take an additional move action in 
  that round.
  Watery Breath (Su) Once per round, as a standard action, 
  a brine drake can unleash a blast of salt water in a 60-foot 
  cone. Creatures caught in the area take 7d6 points of 
  bludgeoning damage (DC 19 Reflex half). Once a brine 
  drake has used its watery breath, it cannot use it again for 
  1d6 rounds. The save DC is Constitution-based.
  Brine drakes are often confused with sea dragons and have a similar 
  appearance to their much larger, and deadlier cousins. Like true sea 
  dragons, brine drakes are the bane of major shipping lanes, lying in 
  shallow water near the surface and attacking small lightly armed vessels 
  and hunting lesser creatures.
  Brine drakes make their homes in underwater caverns and the hulls 
  of sunken vessels large enough to handle their huge size. What treasures 
  they scour from the depths of the sea are piled within their caverns. 
  Brine drakes thankfully mate only once every few years, with a female 
  producing a clutch of two to six eggs. Eggs hatch within 8 months and 
  young reach maturity in roughly 5 years. Brine drakes are over 12 feet 
  long and weigh around 1,600 pounds. They live up to 300 years.
  Brine drakes attack from beneath whenever possible, rising from the 
  waters at great speed, latching their jaws around their target and coiling 
  themselves around other prey or crushing the hulls of vessels under 30 
  feet in length. Brine drakes drive other creatures away with slaps of its 
  deadly tail. 
  BRINE DRAKE 
  CR 9
  
  Daochyn to Dwarf, Frost
  72
  Drake, Storm
  This powerful dragon is dull gray in color and sports massive wings. Its 
  mouth is lined with razor-sharp fangs the length of daggers.
   
  XP 3,200
  LE Large dragon (air)
  Init +5; Senses darkvision 60 ft., low-light vision, scent, storm 
  vision; Perception +12
   
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 84 (8d12+32)
  Fort +10; Ref +7; Will +9
  Immune paralysis, sleep; Resist electricity 20
   
  Speed 30 ft., fly 60 ft. (average)
  Melee bite +13 (2d6+6/19–20), 2 claws +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks lightning breath, savage bite
  Spell-Like Abilities (CL 8th):
  3/day—call lightning (DC 14), fog cloud, 
  obscuring mist, sleet storm
  1/day—control weather, control winds (DC 16)
   
  Str 22, Dex 13, Con 18, Int 8, Wis 12, Cha 13
  Base Atk +8; CMB +15; CMD 26
  Feats Flyby Attack, Improved Initiative, Iron 
  Will, Power Attack
  Skills Fly +10, Intimidate +12, Knowledge 
  (nature) +6, Perception +12, Stealth +8, 
  Survival +8
  Languages Draconic
  SQ speed surge
   
  Environment temperate mountains
  Organization solitary, pair, or wing (3–8)
  Treasure standard
   
  Lightning Breath (Su) A storm drake can, as a standard 
  action, breathe a ball of electricity that explodes upon 
  contact with a solid surface or target. This attack has 
  a range of 100 feet and deals 7d6 points of electricity 
  damage (DC 18 Reflex half) to all creatures within a 20-foot 
  radius spread. Once a storm drake has used its lightning 
  breath, it cannot do so again for 1d6 rounds. The save 
  DC is Constitution-based.
  Savage Bite (Ex) A storm 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 storm drake may draw on its draconic 
  heritage for a boost of strength and speed to take 
  an additional move action in that round.
  Storm Vision (Ex) A storm drake can see through fog, 
  clouds, and similar obscuring effects with perfect clarity, 
  including areas affected by spells such as obscuring mist 
  and fog cloud.
  Storm drakes are fierce creatures that make their lairs high atop storm-
  ravaged mountains. From here, they can survey their territory, and dive 
  to the attack when a potential meal is spotted. Favored meals include hu-
  manoids of all kinds, and large game such as deer, elk, and moose.
  Storm drakes are generally 20 feet long from nose to tail and weigh 
  over 3,000 pounds. Colors range from dark, dull gray to slate gray mottled 
  with lighter grays. Claws and talons are black and its eyes are the color of 
  dark storm clouds. Storm drakes typically live 300 years.
  A storm drake is merciless in combat, biting and slashing its foes with 
  its dagger-like teeth and claws. An ambush hunter by nature, a storm 
  drake’s approach is usually foreshadowed by a sudden shift in the weather 
  from clear or slightly overcast skies to dark skies and storms.
  STORM DRAKE 
  CR 7
  
  Tome of Horrors 4
  73
  Drake, Vile
  This sleek dragon is black in color with graceful wings and a horned 
  head. Sizzling acid drips from its toothy maw.
  XP 4,800
  CE Large dragon (water)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
   
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 94 (9d12+36)
  Fort +10; Ref +10; Will +6
  Immune paralysis, sleep; Resist acid 20
   
  Speed 30 ft., fly 50 ft. (average), swim 20 ft.
  Melee bite +13 (2d6+5/19–20 plus disease), 2 claws +13 
  (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks acid breath, disease, savage bite
   
  Str 21, Dex 14, Con 18, Int 8, Wis 10, Cha 12
  Base Atk +9; CMB +15; CMD 27
  Feats Flyby Attack, Improved Initiative, Lightning Reflexes, 
  Power Attack, Skill Focus (Perception)
  Skills Fly +12, Intimidate +13, Perception +15, Stealth +10, 
  Survival +7, Swim +21
  Languages Draconic
  SQ speed surge, swamp stride, water breathing
   
  Environment temperate and warm marshes
  Organization solitary, pair, or wing (3–8)
  Treasure standard
   
  Acid Breath (Su) A vile drake can, as a standard 
  action, spit a ball of liquid that explodes into a cloud 
  of acid. This attack has a range of 60 feet and deals 
  6d6 points of acid damage (DC 17 Reflex half) to all 
  creatures in a 20-foot radius spread. Additionally, a 
  creature that fails its save takes 3d6 points of acid 
  damage one round after failing its save. Once a 
  vile drake has used its acid breath, it cannot do so 
  again for 1d6 rounds. The save DC is Constitution-
  based.
  Disease (Su) Marsh Sickness: Bite—injury; save DC 
  17 Fort; onset 1 day; frequency 1/day; effect 1d3 
  Con and 1d3 Int damage. A creature whose 
  Int score drops below 12 as a result of marsh 
  sickness acts as if affected by a confusion spell 
  (CL 9th) until the disease is cured; cure 2 saves. 
  The save DC is Constitution-based. 
  Savage Bite (Ex) A vile 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 vile drake may draw on its draconic 
  heritage for a boost of strength and speed to take 
  an additional move action in that round.
  Swamp Stride (Ex) A vile drake can move through 
  bogs and quicksand without penalty at its normal 
  speed.
  Water Breathing (Ex) A vile drake can breathe 
  underwater indefinitely and can freely use its acid breath 
  and other abilities while submerged.
  Vile drakes prey upon those creatures unlucky enough to find them-
  selves caught in the drake’s territory. Travelers, fishermen, crocodiles, liz-
  ardfolk, and chikes (see their entry in this book) are the usual victims and 
  subsequent meals of vile drakes. Prey that is not devoured immediately 
  is carried back to their swampy lairs and stored under the muck and mud 
  for later consumption.
  Vile drakes are about 9 feet long and weigh close to 800 pounds. Their 
  scales are usually black or dark gray, with lighter colors present on their 
  undersides. Eyes are always dark in color. Vile drakes mate for life with 
  the female laying a clutch of up to five eggs once per year. Eggs are laid in 
  the mud and buried to hide them from predators and poachers. Eggs hatch 
  within 9 months. Young reach maturity rapidly, usually within 3 years. 
  Vile drakes, on average, live up to 200 years.
  Vile drakes often stalk their prey for miles before attacking. They are 
  generally pack hunters and so encounters with a solitary vile drake are 
  rare. When they spring to attack, vile drakes open with their breath weap-
  on, and then rush in to bite with their nasty fangs.
  VILE DRAKE 
  CR 8
  
  Daochyn to Dwarf, Frost
  74
  Drakeling, Flame
  This tiny creature looks like a miniature red dragon.
  XP 600
  N Tiny dragon (fire)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
   
  AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
  hp 22 (3d12+3)
  Fort +4; Ref +6; Will +4
  Immune fire, paralysis, sleep
  Weaknesses vulnerability to cold
   
  Speed 20 ft., fly 40 ft. (poor)
  Melee bite +8 (1d6–2 plus 1d4 fire)
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks fire breath, heat generation
   
  Str 6, Dex 17, Con 12, Int 6, Wis 13, Cha 8
  Base Atk +3; CMB +4; CMD 12
  Feats Flyby Attack, Weapon Finesse
  Skills Fly +9, Intimidate +5, Perception +7, Stealth +17
  Languages Draconic
   
  Environment warm hills and mountains
  Organization solitary, pair, or band (3–6)
  Treasure standard
   
  Fire Breath (Su) A flame drakeling can, as a standard 
  action, spit a line of liquid fire to a range of 20 feet. 
  A creature struck takes 2d6 points of fire damage (DC 12 
  Reflex half). Further, a creature that fails its save catches on 
  fire and takes 1d6 points of fire damage each round until 
  the flames are extinguished. Once a flame drakeling uses its 
  fire breath, it cannot do so again for 1d4 rounds. The save 
  DC is Constitution-based.
  Heat Generation (Su) As a free action, a flame drakeling 
  can increase its body temperature to extreme levels. 
  Creatures attacking the flame drakeling with natural 
  weapons or touching the flame drakeling take 1d4 points of 
  fire damage each round of contact.
  Fire drakelings are believed to somehow be related to red dragons or 
  flame drakes, but scholars have yet to find any connection linking the 
  races together. Fire drakelings are generally docile creatures and make 
  their lairs near active volcanoes. They are active during the day most of 
  the time, feeding on insects and small game.
  Flame drakelings are about 12 inches long and weigh close to 70 pounds. 
  Scales are varying hues of red, with darker scales running the length of 
  the drakelings back and wings. Females and males are indistinguishable 
  from one another. Flame drakelings mate twice per year with the female 
  laying a small clutch of 4–6 eggs in the lair. eggs incubate for up to 8 
  months before hatching, and hatchlings reach maturity within 2 years. 
  Flame drakelings live up to 150 years on average. 
  Flame drakelings generally shun combat with larger foes, seeking 
  refuge among the hills and mountains where their opponents can’t reach 
  them. If cornered or defending their young, flame drakelings attack with 
  a vicious bite and surprisingly potent breath weapon.
  FLAME DRAKELING 
  CR 2
  
  Tome of Horrors 4
  75
  Drakeling, Frost
  This miniature dragon has dull blue scales and long wings with ice blue 
  tipped claws. 
  XP 800
  N Tiny dragon (cold)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
   
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 
  natural, +2 size)
  hp 25 (3d12+6)
  Fort +5; Ref +6; Will +4
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to fire
   
  Speed 20 ft., burrow 20 ft., fly 40 ft. (poor)
  Melee bite +8 (1d6–1 plus 1d4 cold)
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks icy breath, cold generation
   
  Str 8, Dex 17, Con 14, Int 6, Wis 13, Cha 8
  Base Atk +3; CMB +4; CMD 13
  Feats Flyby Attack, Weapon Finesse
  Skills Climb +4, Fly +8, Intimidate +4, Perception 
  +7, Stealth +17
  Languages Draconic
  SQ icewalking
   
  Environment cold hills and mountains
  Organization solitary or band (2–4)
  Treasure standard
   
  Cold Generation (Su) As a free 
  action, a frost drakeling can 
  decrease its body temperature 
  to extreme levels. Creatures 
  attacking the frost drakeling 
  with natural weapons or 
  touching the frost drakeling 
  take 1d4 points of cold 
  damage each round of 
  contact.
  Icewalking (Ex) This 
  ability works like spider 
  climb, but the surfaces 
  the frost drakeling 
  climbs must be icy. 
  It can move across 
  icy surfaces without 
  penalty and does 
  not need to make 
  Acrobatics checks to 
  run or charge on ice.
  Icy Breath (Su) A frost drakeling can, as a standard action, 
  spit a line of freezing ice to a range of 20 feet. A creature 
  struck takes 3d6 points of cold damage (DC 13 Reflex half). 
  Further, a creature that fails its save is slowed (as the slow 
  spell) for 1d4 rounds. Once a frost drakeling uses its icy 
  breath, it cannot use it again for 1d4 rounds. The save DC is 
  Constitution-based.
  Frost drakelings are, like their counterparts the flame drakelings, 
  believed to be related to or an offshoot of dragons or drakes (in this case 
  white dragons or frost drakes). As with the flame drakelings however, 
  scholars find nothing linking the races together. 
  Frost drakelings are diurnal hunters and feed upon small game found in 
  their artic territories. Frost drakelings hunts are known to span several 
  miles from their lair, especially if tracking game. Prey is 
  killed and dragged back to their lair (usually a frigid cave 
  complex set into the side of a mountain out of reach of 
  other predators).
  Frost drakelings are about 18 inches long and 
  weigh 50 pounds. Their scales are dull blue with 
  some frost drakelings having white blotches on 
  their bodies. Wings are long and thin and usually 
  icy blue in color. Eyes are deep, rich blue in 
  color. Frost drakelings mate for life and when 
  reproducing, the female lays a small clutch of one 
  to three eggs. Eggs are small, frail, and sapphire blue 
  in color, resembling large gemstones. The eggs hatch 
  within 6 months, and young reach maturity within 2 years. 
  Frost drakelings live up to 120 years on average.
  Frost drakelings, unlike other drakelings, do not shy away 
  from combat. When confronted, the creature unleashes its 
  frigid breath weapon and swoops in to attack with its 
  bite.
  FROST DRAKELING 
  CR 3
  
  Daochyn to Dwarf, Frost
  76
  Dreadweed
  This humanoid figure appears to be comprised of a tangle of roots and 
  vines.
  XP 4,800
  CE Medium plant
  Init +7; Senses low-light vision, tremorsense 60 ft.; Perception 
  +9
  Aura enervating aura (10 ft., DC 19)
   
  AC 22, touch 14, flat-footed 18 (+3 Dex, +1 dodge, +8 
  natural)
  hp 76 (8d8+40)
  Fort +11; Ref +5; Will +4
  Defensive Abilities negative energy affinity; DR 10/magic or 
  good; Immune plant traits
   
  Speed 30 ft.
  Melee bite +10 (1d8+4 plus poison)
  Ranged 4 vines +10 (1d6+4 plus 1d4 negative energy 
  plus pull)
  Space 5 ft.; Reach 5 ft. (20 ft. with vine)
  Special Attacks enervating ray, pull (vine, 5 ft.)
   
  Str 18, Dex 17, Con 21, Int 4, Wis 14, Cha 15
  Base Atk +6; CMB +10 (+14 with pull); CMD 24
  Feats Combat Reflexes, Dodge, Improved 
  Initiative, Weapon Focus (vine)
  Skills Perception +9, Stealth +10
   
  Environment any temperate or warm 
  land
  Organization solitary or cluster (2–8)
  Treasure incidental
   
  Enervating Aura (Su) Negative 
  energy weeps from a dreadweed’s 
  form. Living creatures in the area 
  take 2d6 points of negative energy 
  damage each round. A successful 
  DC 19 Fortitude save negates the 
  damage that round. A new save must 
  be made each round. The save DC is 
  Constitution-based.
  Enervating Ray (Su) Once per round 
  and no more than three times per day, 
  as a standard action, a dreadweed can fire 
  a ray of negative energy at a single target to a range of 30 
  feet. This ray functions as an enervation spell (CL 8th). Each 
  time a dreadweed uses this ray, it suppresses its enervating 
  aura for 1d4 rounds.
  Poison (Ex) Bite—injury; save DC 19 Fort; frequency 1/round 
  for 6 rounds; effect 1d4 Con damage; cure 1 save. The save 
  DC is Constitution-based.
  Vines (Ex) A dreadweed can extend up to four vines from its 
  body at a time, launching them to a maximum range of 20 
  feet. A dreadweed’s attacks with its vines resolve as ranged 
  touch attacks. These vines are quite strong, but can be 
  severed by any amount of slashing damage (a vine is AC 
  20).If a dreadweed uses its pull ability to pull a target within 
  reach of its bite attack, it can immediately make a free bite 
  attack with a +4 bonus on its attack roll against that target.
  A dreadweed is a strange plant creature that grows on unholy ground. 
  Infused with negative energy, it feeds on any living creature it encounters. 
  A dreadweed never stops growing as long as it is able to find food, so in 
  the right cursed soil these plants can grow to truly monstrous proportions. 
  At rest, a dreadweed resembles a matted, chaotic tangle of vines and 
  undergrowth, filled with old sticks, briars, thistles, and nettles. Once 
  roused, however, the dreadweed pulls together into a vaguely humanoid 
  shape and emits a chilling aura that saps the life from living creatures. 
  A dreadweed is about 6 feet tall but only weighs 75 pounds.
  A dreadweed attacks with its vine-like tentacles, tearing at its prey and 
  injecting a powerful poisonous sap with its bite attack. It often attacks 
  in ambush, leaping towards its victim in a swirl of lashes. During battle, 
  a dreadweed can focus its negative energy aura into a powerful ray that 
  further damages its foes.
  DREADWEED 
  CR 8
  
  Tome of Horrors 4
  77
  Dune Horror
  This gigantic sand-colored scorpion-like creature has two large claws, 
  a long tail ending in a massive stinger, and a long thick neck that ends in 
  a large snake-like head. 
  XP 25,600
  N Huge magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +21
   
  AC 24, touch 8, flat-footed 24 (+16 natural, –2 size)
  hp 168 (16d10+80)
  Fort +17; Ref +10; Will +7
  DR 10/magic; Immune mind-affecting effects; Resist fire 20; 
  SR 24
   
  Speed 40 ft., burrow 30 ft.
  Melee 2 claws +25 (1d8+10 plus grab), bite +25 (2d6+10/19–
  20 plus poison), sting +25 (1d8+10 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (1d8+10), rapid sting
   
  Str 31, Dex 10, Con 21, Int 2, Wis 14, Cha 10
  Base Atk +16; CMB +28 (+32 grapple); CMD 38 (50 vs. 
  trip)
  Feats Awesome Blow, Great Fortitude, 
  Improved Bull Rush, Improved Critical (bite), 
  Improved Initiative, Power Attack, Weapon 
  Focus (bite, sting), Weapon Focus (claw)B
  Skills Climb +14, Perception +21, Stealth 
  +11; Racial Modifiers +4 Climb, +8 
  Perception, +8 Stealth
   
  Environment warm deserts
  Organization solitary
  Treasure incidental
   
  Poison (Ex) Bite or Sting—injury; save DC 23 
  Fort; frequency 1/round for 6 rounds; effect 
  1d4 Strength damage and 1d4 Constitution 
  damage; cure 3 consecutive saves. The 
  save DC is Constitution-based.
  Rapid Sting (Ex) A dune horror can 
  make one additional 
  attack in a round with 
  its sting as a swift 
  action.
  The dune horror is a massive and vicious creature that makes its lair 
  in the warmer regions of the world, usually deserts, but occasionally 
  underground. A typical underground lair is a large rocky cave while 
  those living aboveground dwell beneath the sand and earth. Dune horrors 
  sustain themselves on a diet of plants such as mosses or cacti and meat, 
  such as preferring larger animals and humanoids, including giants to other 
  sources of meat.
  A typical dune horror is 20 feet long with a light brown carapace. Its 
  legs and claws are dark brown, growing darker near the ends. Its tail is 
  dark brown as well, and the stinger black. The dune horror’s serpentine 
  neck is covered in light brown scales and its eyes are ruby-colored. Males 
  and females are indistinguishable from one another, save the females 
  are sometimes smaller. A typical female dune horror lays 2–16 eggs 
  once every few years, with the eggs usually hatching 90–100 days later. 
  Juvenile dune horrors are dark brown in color and are blind for the first 
  month of their life. They mature rapidly, reaching adulthood within 6 
  months. Dune horrors generally live for 20 years.
  Dune horrors prefer to attack from ambush, often hiding just beneath the 
  surface waiting for prey to come close. When prey 
  is detected, the dune horror springs to the attack, 
  rending its prey with its claws, stinging it 
  with its deadly stinger, and biting it with its 
  serpentine fanged maw. Grabbed prey is 
  stung to death and devoured. Dune 
  horrors do not collect treasure; any 
  treasure found within its lair is the 
  remnants of a previous meal.
  DUNE HORROR 
  CR 13
  
  Daochyn to Dwarf, Frost
  78
  Dwarf, Frost
  This stocky humanoid is about 4 feet tall with bright blue eyes and long 
  bluish-white hair.
  XP 400
  CN (evil tendencies) Medium humanoid (cold, dwarf)
  Init +0; Senses darkvision 60 ft.; Perception +1
   
  AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
  hp 13 (2d8+4)
  Fort +5; Ref +0; Will +1
  Immune cold
  Weaknesses vulnerability to fire
   
  Speed 20 ft.
  Melee battleaxe +3 (1d8+1 plus 1d4 cold)
  Special Attacks breath weapon (20-ft. line, 2d6 cold 
  damage; DC 13 Ref half, 3/day)
   
  Str 13, Dex 10, Con 14, Int 11, Wis 13, Cha 6
  Base Atk +1; CMB +2; CMD 12
  Feats Weapon Focus (battleaxe)
  Skills Craft (any) +5, Perception +1, Stealth +0 
  (+4 in snow), Survival +6; Racial Modifiers +4 
  Stealth in snow
  Languages Common, Dwarf, Giant
  SQ dwarf traits
   
  Environment cold mountains
  Organization Team (2–4), squad (9–16 plus 3 3rd-
  level sergeants and 1 leader of 3rd-8th level, 
  or clan (30–100 plus 30% non-combatants 
  plus 1 3rd level sergeant per 10 adults, 5 5th-
  level lieutenants, and 3 7th level captains, 
  or jarldom (2–6 clans plus one jarl or king of 
  level 10+)
  Treasure standard (leather, battleaxe, 
  other treasure)
   
  Cold (Su) When a frost dwarf is in a cold 
  climate, it deals an extra 1d4 points of 
  cold damage with both weapons and 
  natural attacks. This does not function if 
  the frost dwarf is in temperate or warmer 
  climates.
  Frost dwarves are chaotic and untamed as the glacial expanses 
  which they inhabit. Often they have lairs hidden deep beneath 
  snow and ice packs burrowed deep into the living stone where 
  they plunder for gemstones and metals as any other dwarf. 
  Skilled crafters, frost dwarves trade freely with frost giants, 
  constructing many of their massive weapons and armor in 
  exchange for loot and protection. They are typically disliked 
  and dismissed by their “true” dwarven kin who consider them 
  to be abominations or worse. 
  Frost dwarves are known for their rudeness and coarse sense 
  of humor. They are however famed for their skill at craftsmanship 
  and the enchantment of strange and unusual magical items. Most 
  typically frost dwarves are worshippers of Thrym and enjoy his taste 
  in puzzles and conundrums. Frost dwarf traps are legendary amongst 
  the frozen wastes of the world. 
  Frost dwarves are proficient combatants and make use 
  of their natural surroundings to their advantage. They 
  assault enemies with crossbows from distance and use 
  their battleaxe to crush charges. They enjoy surprise 
  and prefer to attack using dirty tricks such as unleashing avalanches 
  upon unsuspecting travelers, then pick through their frozen carcasses 
  for loot. Higher level frost dwarves often ride winter wolves as 
  mounts. It is not uncommon for 1–2 of the beasts to be in the company 
  of a frost dwarf squad. 
  Frost Dwarf Society
  Frost dwarves are commonly found serving frost giant masters. In their 
  own nations they elect a king from the ruling clans. This jarl rules for life 
  though does not necessarily establish any form of dynasty. Frost dwarf 
  clans organize themselves loosely after the fashion of their mountain and 
  hill dwarf cousins, but are more tribal in nature. Frost dwarves keep a 
  semblance of military titles amongst the various clans. Frost dwarves 
  are attuned to the use of magic and many of their leaders are powerful 
  wizards or clerics. They are equally likely to be barbarians. 
  There are no frost dwarf females.  Frost dwarves are born 
  to the union of a frost dwarf and dwarf (any), human, 
  gnome, or frost or hill giant. Any child conceived 
  from such a union is always born a frost dwarf 
  male and reaches full size within a matter of weeks. 
  Frost dwarf children are often abandoned near 
  known frost dwarf communities where it is expected 
  they will be found and cared for or claimed by their 
  father’s clan. Frost dwarves are often shunned by 
  their maternal parent as an abomination, 
  especially among hill and mountain 
  dwarves who likely banish the 
  mother from their halls if she 
  survives the child’s birth. The 
  exception to this rule is that 
  of frost dwarves born to frost 
  giant and jotun mothers. In 
  frost giant culture, frost 
  dwarves are considered a 
  sign of good luck. They 
  are however still sent to 
  live amongst others of 
  their kind until they reach 
  the age of maturity, which 
  is about 50 years old, when 
  they are welcomed back 
  amongst the frost giants who 
  sired them. 
  FROST DWARF 
  CR 1
  
  Tome of Horrors 4
  79
  Ebony Horse
  This large horse has black skin, a black mane, and inky-black hooves.
  XP 2,400
  N Large outsider (extraplanar, native)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +16
   
  AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, –1 size)
  hp 84 (8d10+40)
  Fort +7; Ref +10; Will +9
   
  Speed 50 ft., fly 90 ft. (good)
  Melee 2 hooves +7 (1d6+2), bite +12 (1d8+5)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 8th):
  1/day— plane shift (self plus five others to elemental planes, 
  Astral Plane, or Material Plane only)
   
  Str 20, Dex 18, Con 21, Int 13, Wis 17, Cha 11
  Base Atk +8; CMB +14; CMD 28 (32 vs. trip)
  Feats Alertness, Endurance, Flyby Attack, Run
  Skills Fly +17, Intimidate +11, Knowledge (planes) +12, 
  Perception +16, Sense Motive +16, Stealth +11, Survival +14
  Languages Common, any two elemental languages 
  (Aquan, Auran, Ignan, Terran), any one planar language 
  (Abyssal, Celestial, Infernal)
  SQ elemental endurance
   
  Environment warm and temperate plains
  Organization solitary or herd (2–4)
  Treasure none
   
  Elemental Endurance (Ex) An ebony horse can remain on 
  the Planes of Air, Earth, Fire, or Water for up to 24 hours 
  at a time. An ebony horse can extend this protection to 
  its rider and up to four of the rider’s allies in a 30 foot 
  radius around itself. If the ebony 
  and horse and any protected 
  allies move more than 30 
  feet apart, the protection 
  ends for that individual and 
  cannot be regained for 24 
  hours. If the ebony horse is 
  killed, this protection ends 
  immediately. Failure to 
  return to the Material Plane 
  before that time expires 
  causes an ebony horse 
  to take 1 point of damage 
  per additional hour spent on 
  the elemental plane, until it dies or returns to 
  the Material Plane. Other creatures protected by 
  elemental endurance suffer damage normally from the 
  elemental plane when that time expires.
  Ebony horses are massive stallions prized for their loyalty, running 
  speed, their ability to fly, and their ability to enter the various elemental 
  planes unharmed. These creatures are often used by genies, demons, dev-
  ils, and others due to their innate ability to withstand the various planar 
  atmospheres and survive unharmed while simultaneously extending this 
  protection to others. 
  Ebony horses are generally solitary creatures but on very rare occasions 
  a small herd of these creatures may be encountered. When not travel-
  ing the many planes of existence, ebony horses spend their time roaming 
  vast grasslands on the Material Plane. They do not associate with normal 
  horses or other steeds, preferring to keep company with their own. 
  Ebony horses kick with their front hooves and lash out with a nasty 
  bite when forced into combat. They are strong-willed and brave creatures, 
  rarely backing down when confronted. They are, however, smart enough 
  to know when the battle is lost and take to the air in such times. An ebony 
  horse is fiercely loyal creature to its rider and, if on a hostile plane and 
  protecting a rider with its elemental endurance ability, it will not flee and 
  end this protection, even fighting to its death if necessary. Ebony horses 
  have no known enemies, but tend to show aggression around nightmares. 
  While no known enmity exists between the two, combat is as likely to 
  occur as is no confrontation at all.  
  Larger ebony horses (10 HD, Huge size) are known to exist and are 
  used extensively by the seraphs (see the Genie, Seraph entry in this book) 
  in their ongoing wars with the efreet. 
  EBONY HORSE 
  CR 6
  
  Ebony Horse to Emberleaf
  80
  Edon
  This creature resembles a small hairy ape-like humanoid with long 
  muscular arms that end in slightly oversized clawed hands.
  XP 400
  N Small magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
  Aura stench (DC 13, 1d4 rounds)
   
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, 
  +1 size)
  hp 15 (2d10+4)
  Fort +5; Ref +5; Will +1
  Immune sonic
   
  Speed 30 ft., climb 20 ft.; brachiate
  Melee 2 claws +5 (1d3+1), bite +5 (1d4+1)
   
  Str 12, Dex 15, Con 14, Int 4, Wis 12, Cha 8
  Base Atk +2; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +10, Climb +13, Perception +5; 
  Racial Modifiers +4 Acrobatics, +4 Climb
  Languages Sylvan (can’t speak)
  SQ deaf
   
  Environment warm or temperate forests
  Organization gang (2–5) or pack (6–11)
  Treasure standard
   
  Brachiate (Ex) An edon can move its climb 
  speed through treetops by leaping 
  from tree to tree so long as the trees 
  are no more than 10 feet apart and 
  the creature’s hands are empty.
  Deaf (Ex) An edon is deaf and 
  automatically fails any Perception check 
  based on sound. It is immune to any effect 
  that requires the target be able to hear.
  Stench Aura (Ex) An edon’s stench aura 
  affects only humans and halflings, and creatures with 
  the scent special ability. All other creatures are immune 
  to its effects. An edon can suppress its stench for 1d2 
  hours by rubbing juniper berries on its body. Doing so 
  negates the aura for the duration.
  Edons are forest-dwelling creatures with a great fondness for human 
  and halfling flesh. At first glance they appear to be monkeys or small apes 
  with powerful arms and sharp claws. They are territorial creatures that 
  dine on mosses, leaves, small forest animals, and of course their favorite 
  meal: humans and halflings. Edons are active during the day and rest in 
  their treetop lairs at night.
  An edon stands about 3 feet tall and weighs around 60 pounds. Its fur 
  is brown or brownish-gray and its eyes are gray. An edon has a lifespan 
  of roughly 50 years.
  Edons are completely deaf and do not speak, though they do seem to 
  understand the Sylvan tongue. They communicate with others of their 
  kind through body motion and sign language.
  Edons attack by hiding among the treetops and dropping on 
  unsuspecting prey. They are relentless in their attacks, slashing and biting 
  their foe until it is dead. Edons realize they are not the strongest or largest 
  creatures, so they rely on their sheer numbers to gang up on their foes. 
  Recent encounters with packs of edons have led to stories of pack leaders 
  who appear to be smarter than the average edon and who employ traps 
  such as tripwires and deadfalls to catch or disable their prey.
  EDON 
  CR 1
  
  Tome of Horrors 4
  81
  Eel, Fire
  This eel is about 10 feet long and roughly one foot thick. It has a broad, 
  triangular head and dark gray scales.
  XP 1,600
  N Large magical beast (aquatic)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 51 (6d10+18)
  Fort +8; Ref +9; Will +4
  Resist fire 20
   
  Speed swim 40 ft.
  Melee bite +12 (2d6+9 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks fire shroud
   
  Str 22, Dex 14, Con 16, Int 2, Wis 14, Cha 11
  Base Atk +6; CMB +13 (+16 grapple); CMD 25 (can’t be 
  tripped)
  Feats Improved Initiative, Lightning Reflexes, Weapon 
  Focus (bite)
  Skills Escape Artist +10, Perception +7, Stealth +3, 
  Swim +19; Racial Modifiers +8 Escape Artist
   
  Environment temperate and warm oceans
  Organization solitary, pair, or nest (3–10)
  Treasure incidental
   
  Fire Shroud (Ex) A fire eel constantly secretes 
  highly flammable oil from its body. Upon contact with the 
  air, the oil bursts into flames. The oil normally burns for 1 
  minute before extinguishing itself. Anyone contacting the 
  burning oil takes 3d6 points of fire damage. 
  Underwater, a fire eel can release this oil quickly (as a 
  swift action) in a 10-foot radius around its body. The oil 
  automatically ignites at the start of the fire eel’s next turn. 
  It deals the same fire damage as above, but only burns for 
  5 rounds underwater. A fire eel can ignite its oil once per 
  minute in this way.
  Fire eels are a beautiful but dangerous species of aquatic beast that 
  secrete and can ignite an oily residue on their skin to drive away predators 
  and attract a mate. The flames emitted by a fire eel can be green, blue, red, 
  or violet, or even a pattern of these colors, depending on the individual 
  eel. Fire eels can be particularly dangerous to seagoing vessels during 
  their mating season, when they come to the surface en masse to perform 
  fiery courtship rituals, and are more aggressive than usual. 
   
  Fire eels are at home in both saltwater and freshwater, and 
  live in groups of up to 10 eels. A fire eel lair consists of a number 
  of long and winding tunnels burrowed into sand, rocks, or mud in 
  shallow water. These tunnels eventually empty into a large central 
  chamber. Fire eels, normally non-aggressive, become highly 
  aggressive if their lair is threatened.
  Fire eels are normally inoffensive, and avoid combat if possible. 
  However, if they are attacked, grabbed, or if it is their mating season, 
  they become more aggressive, and use their fire shroud to ward off 
  attacks while they bite relentlessly until their opponents are driven 
  away.
  FIRE EEL 
  CR 5
  
  Ebony Horse to Emberleaf
  82
  Ekimmu
  This spectral figure moves forward, its face bent and twisted in anguish.
  XP 3,200
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense 60 ft.; Perception +13
  Aura unnatural aura (30 ft.)
   
  AC 19, touch 19, flat-footed 15 (+5 deflection, +1 dodge, +3 Dex)
  hp 84 (8d8+40 plus 8)
  Fort +7; Ref +5; Will +10
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +9 (7d6, DC 19 Fort half)
  Special Attacks malevolence, paralyzing howl
   
  Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
  Base Atk +6; CMB +9; CMD 28
  Feats Ability Focus (malevolence)B, Dodge, Improved 
  Initiative, Iron Will, Toughness
  Skills Fly +22, Intimidate +16, Knowledge (local) +10, 
  Perception +13, Sense Motive +13, Stealth +14
  Languages Common
   
  Environment any
  Organization solitary
  Treasure none
   
  Incorporeal Touch (Su) By passing part of its incorporeal 
  body through a foe’s body as a standard action, the 
  ekimmu  inflicts 7d6 damage. This damage is not negative 
  energy—it manifests in the form of physical wounds and 
  aches from supernatural aging. Creatures immune to 
  magical aging are immune to this damage, but otherwise 
  the damage bypasses all forms of damage reduction. A 
  Fortitude save halves the damage inflicted.
  Lifesense (Su) An ekimmu notices and locates living creatures 
  within 60 feet, just as if it possessed the blindsight ability.
  Malevolence (Su) The ekimmu’s jealousy of the living is 
  particularly potent. Once per round, the ekimmu can merge 
  its body with a creature on the Material Plane. This ability is 
  similar to a magic jar spell (CL 8th), except that it does not 
  require a receptacle. To use this ability, the ekimmu must be 
  adjacent to the target. The target can resist the attack with 
  a successful DC 21 Will save. A creature that successfully 
  saves is immune to that same ekimmu’s malevolence for 
  one day. The save DC is Charisma-based and includes a +2 
  bonus from the ekimmu’s Ability Focus feat.
  Paralyzing Howl (Su) At will, an ekimmu can let out a 
  fearsome howl that paralyzes all within a 30 feet radius for 
  1d4+1 rounds unless they succeed on a DC 19 Will save. A 
  creature that successfully saves is immune to that ekimmu’s 
  howl for one day. The save DC is Charisma-based.
  Rejuvenation (Su) In most cases, it’s difficult to destroy an 
  ekimmu through simple combat: the “destroyed” spirit 
  restores itself in 2d6 days. Even the most powerful spells 
  are usually only temporary solutions. The only way to 
  permanently destroy an ekimmu is to determine the reason 
  for its existence and set right whatever prevents it from 
  entering the underworld.
  Unnatural Aura (Su) Animals do not willingly approach 
  within 30 feet of an ekimmu, unless a master makes a DC 25 
  Handle Animal, Ride, or wild empathy check. 
  An ekimmu is the evil ghost of one who has been denied entrance to 
  the underworld and is doomed to wander the earth. It is greatly feared, for 
  it attaches itself quite easily to virtually any living person regardless of 
  whether that person has been acquainted with the dead one. Once it has 
  possessed a living host, it is very difficult to exorcise. 
  An ekimmu roams the lands near where it was killed. Though it is not 
  bound to the area, it feels a sense of connection to it and rarely wanders 
  more than a few miles from it. An ekimmu has no permanent lair and 
  wanders its realm perpetually, always on the move.
  An ekimmu roams the earth, seeking victims to possess and using its 
  hosts to bring misfortune and death to the living. Its howling in the night 
  is often the only warning of its approach. In battle, it uses its array of abili-
  ties to defeat and destroy its opponents, opening combat with its paralyz-
  ing howl and then using its malevolence to attack a target it deems weak-
  willed and open for possession.
  EKIMMU 
  CR 7
  
  Tome of Horrors 4
  83
  Elemental Lords
  For every type of elemental, there is a ruler, a huge elemental of mas-
  sive size and strength that holds dominion over its own kind. These rulers 
  are often worshipped by elementals and some are even worshipped by 
  cults on the Material Plane. At the GM’s discretion, clerics who worship 
  an elemental ruler gains access to one elemental domain related to the 
  elemental lord, plus another domain. Suggested domains are below.
  Command Elementals (Su) As a standard action, an 
  elemental lord can attempt to gain control of any 
  elemental creature of the same element within 100 feet. 
  Elementals receive a Will save to negate the effect. The DC 
  for this Will save is equal to 10 + 1/2 the elemental lord’s + 
  its Charisma modifier. Elementals that make their save are 
  immune to the command of that elemental lord for one 
  day. Elementals that fail their saves fall under the elemental 
  lord’s control, obeying its commands to the best of their 
  ability. An elemental lord does not need to concentrate to 
  maintain control over commanded elementals.
  Once commanded, an elemental serves until either it 
  dies, the elemental lord dies, the elemental lord dismisses 
  it, or the summoning magic ends (if the elemental was 
  summoned). An elemental lord can command any number 
  of elementals, so long as their total Hit Dice do not exceed 
  twice the elemental lord’s Hit Dice. If an elemental creature 
  is under the control of another creature, the elemental lord 
  can attempt an opposed Charisma check to gain control of 
  the elemental.
  Elemental Lord Element 
  Domains
  Inder 
  Fire 
  Fire, Healing
  Lypso 
  Water 
  Water, Travel 
  Onyst 
  Earth 
  Earth, Strength
  Susir 
  Air 
  Air, Weather
  Inder (Lord of Fire Elementals)
  This creature appears to be a 20-foot tall column of fire, vaguely 
  humanoid in shape.
  XP 820,000
  N Huge outsider (elemental, extraplanar, fire)
  Init +17; Senses darkvision 60 ft.; Perception +50
  Aura searing heat (30 ft., DC 37)
   
  AC 34, touch 22, flat-footed 20 (+13 Dex, +1 dodge, +12 
  natural, –2 size)
  hp 500 (40d10+280)
  Fort +31; Ref +35; Will +22
  DR 15/—; Immune elemental traits, fire; SR 34
  Weaknesses vulnerability to cold
   
  Speed 60 ft.
  Melee 2 slams +51 (4d6+12 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (4d6, DC 37), command fire elementals 
  (DC 37)
  Spell-Like Abilities (CL 20th; melee touch +50, ranged touch 
  +51):
  At will—detect magic, dispel magic, greater teleport (self 
  plus 50 lbs. of objects only), heat metal (DC 19), scorching 
  ray
  3/day—fire storm (DC 25), fireball (DC 20), flame strike (DC 
  22), wall of fire
  1/day—incendiary cloud (DC 25), summon (level 9, 1d2 
  elder fire elementals, 1d4 greater fire elementals, 1d4 efreet, 
  or 4–8 salamanders 100%)
   
  Str 35, Dex 37, Con 24, Int 22, Wis 24, Cha 24
  Base Atk +40; CMB +54; CMD 78
  Feats Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, 
  Critical Focus, Dodge, Great Cleave, Great Fortitude, 
  Improved Initiative, Improved Vital Strike, Iron Will, Lightning 
  Stance, Lunge, Mobility, Power Attack, Spring Attack, Vital 
  Strike, Weapon Finesse, Whirlwind Attack, Wind Stance
  Skills Acrobatics +56, Climb +52, Diplomacy +47, Escape 
  Artist +53, Intimidate +50, Knowledge (arcana) +49, 
  Knowledge (planes) +49, Knowledge (religion) +49, 
  Perception +50, Sense Motive +50, Stealth +48, Survival +47
  Languages Aquan, Auran, Common, Ignan, Terran; 
  telepathy 100 ft.
   
  Environment any (Plane of Fire)
  Organization solitary or band (Inder plus 2–4 greater fire 
  elementals)
  Treasure triple standard
   
  Searing Heat (Ex) Any creature that 
  starts its turn within 30 feet of 
  Inder must succeed on a DC 37 
  Fortitude save or take 2d8 points 
  of fire damage. Anyone striking 
  Inder with a natural weapon 
  or unarmed strike takes 4d6 
  points of fire damage (DC 
  37 Reflex save for half). A 
  creature that grapples 
  Inder or is grappled by 
  Inder takes 4d6 points 
  of fire damage each 
  round the grapple persists 
  (DC 37 Reflex save for 
  half). The save DCs are 
  Constitution-based.
  Inder rules over fire elementals 
  and makes his home within a massive 
  fiery lake on the Plane of Fire. He is 
  attended by 4 elder fire elementals who 
  serve in his court as advisors. Other 
  fire-based creatures such as efreet, 
  azer, and lesser fire elementals serve 
  him in the court in minor roles. 
  Inder also keeps a large retinue 
  of female fire-based creatures as 
  his harem, having over thirty 
  wives at last count.
  Inder rarely engages in 
  battle, preferring to let his 
  fire elementals fight for him. 
  If forced however, he opens 
  with a fireball, incendiary 
  cloud, and fire storm, before 
  summoning creatures to his 
  aid. When facing a large 
  number of opponents, he 
  often rides a red dragon of 
  largest size into battle.
  INDER 
  CR 23
  
  Ebony Horse to Emberleaf
  84
  Lypso (Lord of Water Elementals)
  This massive creature appears to be a gigantic crashing wave. No other 
  features are discernible on its form.
  XP 820,000
  N Huge outsider (elemental, extraplanar, water)
  Init +11; Senses darkvision 60 ft.; Perception +50
   
  AC 32, touch 16, flat-footed 24 (+7 Dex, +1 dodge, +16 
  natural, –2 size)
  hp 540 (40d10+320)
  Fort +32; Ref +31; Will +22
  DR 15/—; Immune elemental traits; SR 34
   
  Speed 30 ft., swim 100 ft.
  Melee 2 slams +55 (4d6+16/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks command water elementals (DC 37), 
  drench, vortex (DC 46), water mastery
  Spell-Like Abilities (CL 20th; melee touch +54, ranged touch 
  +45):
  At will—control water (DC 23), create water, detect magic, 
  dispel magic, fog cloud, greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—cone of cold (DC 22), horrid wilting (DC 25), 
  ice storm
  1/day— summon (level 9, 1d2 elder water 
  elementals, 1d4 greater water elementals, 1d4 
  marid, or 20–40 sahuagin 100%)
   
  Str 43, Dex 25, Con 27, Int 22, Wis 24, Cha 24
  Base Atk +40; CMB +58; CMD 76
  Feats Blind-Fight, Cleave, Combat 
  Expertise, Critical Focus, Dodge, Great 
  Cleave, Great Fortitude, Improved 
  Bull Rush, Improved Critical (slam), 
  Improved Initiative, Improved 
  Sunder, Improved Vital Strike, Iron 
  Will, Lightning Reflexes, Mobility, 
  Power Attack, Spring Attack, 
  SwimBy Attack, Vital Strike, 
  Weapon Focus (slam)
  Skills Acrobatics +50, Diplomacy 
  +47, Escape Artist +47, Intimidate +50, 
  Knowledge (arcana) +49, Knowledge 
  (planes) +49, Knowledge (religion) +49, 
  Perception +50, Sense Motive +50, Stealth 
  +42, Survival +47, Swim +67
  Languages Aquan, Auran, Common, Ignan, 
  Terran; telepathy 100 ft.
   
  Environment any (Plane of Water)
  Organization solitary or band (Lypso plus 2–4 greater water 
  elementals)
  Treasure triple standard
   
  Drench (Ex) Lypso’s touch puts out 
  nonmagical flames of Large size or smaller. 
  He can dispel magical fire he touches as 
  dispel magic (CL 20th).
  Vortex (Su) Lypso can create a whirlpool 
  as a standard action, at will. This ability 
  functions identically to the whirlwind 
  special attack, but can only form 
  underwater and cannot leave the water.
  Water Mastery (Ex) Lypso gains a +1 bonus 
  on attack and damage rolls if both he and his opponent 
  are touching water. If the opponent or Lypso is touching 
  the ground, Lypso takes a –4 penalty on attack and 
  damage rolls. These modifiers apply to bull rush and overrun 
  maneuvers, whether Lypso is initiating or resisting these kinds 
  of attacks.
  Lypso rules over water elementals and those who call the Plane of 
  Water home. His lair is a massive cavern deep within the Plane of Water. 
  His court consists of water elementals, water weirds, and marid. His 
  most trusted advisor is a marid of ancient age and power. Lypso keeps an 
  “aviary” of water mephitis for his amusement as well. Legends tell of a 
  great enmity between Lypso and Inder, the Lord of Fire Elementals, and 
  that a great elemental war is brewing between the two. This same legend 
  reveals that Lypso and Inder are brothers. Whether this is truth or not is 
  currently unknown.
  In combat, Lypso uses his vortex attack and horrid wilting attack to 
  begin battle. Creatures that survive are subjected to his ice storm ability 
  as well as a pummeling by his powerful slam attacks. If outclassed, Lypso 
  summons water creatures, or a small army of sahuagin to his aid.
  LYPSO 
  CR 23
  
  Tome of Horrors 4
  85
  Onyst (Lord of Earth Elementals)
  This 15-foot tall hulking humanoid appears to have been chiseled from 
  stone. Its face is mostly featureless though dark recesses seem to function 
  as eyes.
  XP 1,230,000
  N Huge outsider (earth, elemental, extraplanar)
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +49
   
  AC 37, touch 11, flat-footed 34 (+2 Dex, +1 dodge, +26 
  natural, –2 size)
  hp 660 (40d10+440)
  Fort +35; Ref +24; Will +21
  DR 15/—; Immune elemental traits; SR 35
   
  Speed 30 ft., burrow 30 ft.; earth glide
  Melee 2 slams +58 (4d8+19/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks command earth elementals (DC 
  36), earth mastery
  Spell-Like Abilities (CL 20th; melee touch +57, 
  ranged touch +40):
  At will—detect magic, dispel magic, greater 
  teleport (self plus 50 lbs. of objects only), 
  soften earth and stone, stone shape
  3/day—flesh to stone (DC 22), move 
  earth, wall of stone (DC 21)
  1/day—earthquake (DC 24), 
  summon (level 9, 1d2 elder 
  earth elementals, 1d4 greater 
  earth elementals, 1d4 shaitan, 
  or 4–8 xorn 100%)
   
  Str 49, Dex 14, Con 32, Int 20, Wis 
  22, Cha 22
  Base Atk +40; CMB +61; CMD 
  74
  Feats Awesome Blow, Blind-
  Fight, Cleave, Critical Focus, 
  Dodge, Great Cleave, Great 
  Fortitude, Greater Bull Rush, 
  Greater Overrun, Greater 
  Sunder, Improved Bull Rush, 
  Improved Critical (slam), 
  Improved Overrun, Improved 
  Sunder, Improved Vital Strike, 
  Iron Will, Lunge, Power Attack, 
  Vital Strike, Weapon Focus (slam)
  Skills Climb +62, Diplomacy +46, Intimidate +46, Knowledge 
  (arcana) +48, Knowledge (dungeoneering) +48, Knowledge 
  (planes) +48, Knowledge (religion) +45, Perception +49, 
  Sense Motive +49, Stealth +37, Survival +49
  Languages Aquan, Auran, Common, Ignan, Terran; 
  telepathy 100 ft.
   
  Environment any (Plane of Earth)
  Organization solitary or band (Onyst plus 2–4 greater earth 
  elementals)
  Treasure triple standard
   
  Earth Glide (Ex) Onyst 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, he can even glide through lava. His burrowing 
  leaves behind no tunnel or hole, nor does it create any 
  ripple or other sign of his presence. A move earth spell 
  cast on an area containing him flings him back 30 feet, 
  stunning him for 1 round unless he succeeds on a DC 
  15 Fortitude save.
  Earth Mastery (Ex) Onyst gains a +1 bonus on 
  attack and damage rolls if both he and his 
  foe are touching the ground. If an opponent 
  is airborne or waterborne, Onyst takes a –4 
  penalty on attack and damage rolls. These 
  modifiers apply to bull rush and overrun 
  maneuvers, whether Onyst is initiating 
  or resisting these kinds of attacks. 
  (These modifiers are not included 
  in the statistics block.)
  Onyst makes his home in a gigantic 
  complex of caverns hollowed into 
  the side of an enormous mountain 
  of stone on the Plane of Earth. 
  He is constantly attended by 
  various earth elementals, stone 
  giants, and xorn. He has a 
  blue dragon of advanced age; 
  some say the dragon serves as 
  advisor and counsel, others say 
  it is nothing more than a pet.
  In battle, Onyst likes to 
  pound his foes with his 
  enormous fists. Creatures that 
  prove meddlesome are turned 
  to stone and then pulverized, 
  their remains scattered to the 
  winds.
  ONYST 
  CR 24
  
  Ebony Horse to Emberleaf
  86
  Susir (Lord of Air Elementals)
  This enormous cloud-like creature has no discernible features as it 
  spins into cyclone form.
  XP 820,000
  N Huge outsider (air, elemental, extraplanar)
  Init +18; Senses darkvision 60 ft.; Perception +49
   
  AC 35, touch 23, flat-footed 20 (+14 Dex, +1 dodge, 
  +12 natural, –2 size)
  hp 500 (40d10+280)
  Fort +31; Ref +38; Will +21
  Defensive Abilities air mastery; DR 15/—; Immune 
  elemental traits; SR 34
   
  Speed fly 120 ft. (perfect)
  Melee 2 slams +53 (4d6+14)
  Space 15 ft.; Reach 15 ft.
  Special Attacks command air elementals (DC 
  36), whirlwind (DC 44)
  Spell-Like Abilities (CL 20th; melee touch +52, 
  ranged touch +52):
  At will—control winds (DC 21), detect magic, 
  dispel magic, greater teleport (self plus 50 lbs. of 
  objects only), gust of wind (DC 18), obscuring mist
  3/day—chain lightning (DC 22), control weather, wind wall 
  (DC 19)
  1/day— summon (level 9, 1d2 elder air elementals, 1d4 
  greater air elementals, 1d4 djinn, or 4–8 invisible stalkers 
  100%)
   
  Str 39, Dex 38, Con 24, Int 20, Wis 22, Cha 22
  Base Atk +40; CMB +56; CMD 81
  Feats Blind-Fight, Cleave, Combat Expertise, Combat 
  Reflexes, Critical Focus, Dodge, Flyby Attack, Greater Flyby 
  Attack, Great Cleave, Great Fortitude, Improved Initiative, 
  Iron Will, Lightning Reflexes, Lunge, Mobility, Power Attack, 
  Spring Attack, Weapon Finesse, Weapon Focus (slam), 
  Whirlwind Attack
  Skills Acrobatics +57, Diplomacy +46, Fly +61, Intimidate 
  +46, Knowledge (arcana) +48, Knowledge (planes) +48, 
  Knowledge (religion) +48, Perception +49, Sense Motive +49, 
  Stealth +49, Survival +49
  Languages Aquan, Auran, Common, Ignan, Terran; 
  telepathy 100 ft.
   
  Environment any (Plane of Air)
  Organization solitary or band (Susir plus 2–4 greater air 
  elementals)
  Treasure triple standard
   
  Air Mastery (Ex) Airborne creatures take a –1 penalty on 
  attack and damage rolls against Susir.
  Susir makes his home hidden among the fog and clouds of the Plane of 
  Air. His great airy palace is formed of the same material as the Plane itself 
  and swirls and shifts across the great expanse of the Plane of Air. Within 
  his palace dwell air elementals of all sizes and ages, invisible stalkers, 
  will-o-wisps, and an array of other air-based creatures.
  Susir dislikes combat, believing it a boring and mundane activity. If 
  forced into battle however, he attacks first using his chain lighting attacks, 
  followed by his whirlwind.
  SUSIR 
  CR 23
  
  Tome of Horrors 4
  87
  Elemental, Salt
  This crystalline humanoid is slightly translucent and light gray in color. 
  Its head has no discernible features and its power arms end in massive 
  fists.
  Languages Terran
   
  Environment any (Plane of Earth)
  Organization solitary, pair, or gang (3–8)
  Treasure none
   
  Dehydration Aura (Su) A salt elemental’s aura draws 
  moisture from an area centered on itself. Living creatures 
  within range take damage (damage is detailed with each 
  elemental) each round they remain in the area. A successful 
  Fortitude save reduces the damage by half. This effect 
  is especially devastating to plants, animals, and aquatic 
  creatures, which take a –4 penalty on their saving throws. 
  The save DC is Constitution-based.
  Earth Mastery (Ex) A salt elemental gains a +1 bonus on 
  attack and damage rolls if both it and its foe are touching 
  the ground. If an opponent is airborne or waterborne, the 
  elemental takes a –4 penalty on attack and damage rolls. 
  These modifiers apply to bull rush and overrun maneuvers, 
  whether the elemental is initiating or resisting these kinds 
  of attacks. (These modifiers are not included in the 
  statistics block.)
  Salt Poisoning (Ex) Anyone hit by a salt elemental’s 
  claw attack is sickened for 3 rounds + 1 round per 
  Hit Dice of the salt elemental. A successful Fortitude 
  save negates this effect. The save DC is Constitution-
  based.
  Vulnerability to Water (Ex) A salt elemental 
  submerged in water that covers at least half its 
  body takes 1d6 points of damage each round until 
  it escapes. Damage from water-based attacks (such 
  as the slam attack of a water elemental) deal +50% 
  damage to a salt elemental.
  Size 
  Height 
  Weight
  Small 
  4 ft. 
  60 lbs.
  Medium 
  8 ft. 
  560 lbs.
  Large 
  16 ft. 
  4,500 lbs.
  Huge 
  20 ft. 
  25,000 lbs.
  Greater 
  26 ft. 
  30,000 lbs.
  Elder 
  32 ft. 
  36,000 lbs.
  XP 200
  N Small outsider (earth, elemental, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +4
  Aura dehydration (10 ft., DC 10, 1d4)
   
  AC 16, touch 11, flat-footed 16 (+5 natural, +1 size)
  hp 5 (1d10)
  Fort +2; Ref +0; Will +2
  Immune elemental traits
  Weaknesses vulnerability to water
   
  Speed 20 ft.
  Melee claw +3 (1d4+1 plus salt poisoning)
  Special Attacks salt poisoning (4 rounds, DC 10)
   
  Str 13, Dex 10, Con 11, Int 4, Wis 11, Cha 11
  Base Atk +1; CMB +1; CMD 11
  Feats Power Attack
  Skills Climb +5, Perception +4, Stealth +8
   
  XP 600
  N Medium outsider (earth, elemental, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +6
  Aura dehydration (10 ft., DC 12, 1d6)
   
  AC 17, touch 10, flat-footed 17 (+7 natural)
  hp 19 (3d10+3)
  Fort +4; Ref +1; Will +3
  Immune elemental traits
  Weaknesses vulnerability to water
   
  Speed 20 ft.
  Melee claw +5 (1d6+3 slashing plus salt poisoning)
  Special Attacks salt poisoning (6 rounds, DC 12)
   
   
  Str 15, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +3; CMB +5; CMD 15
  Feats Cleave, Power Attack
  Skills Climb +8, Perception +6, 
  Stealth +6
   
  SALT ELEMENTAL 
  SMALL SALT ELEMENTAL 
  CR 1/2
  MEDIUM SALT ELEMENTAL 
  CR 2
  
  Ebony Horse to Emberleaf
  88
  XP 1,200
  N Large outsider (earth, elemental, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +9
  Aura dehydration (10 ft., DC 15, 1d8)
   
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 45 (6d10+12)
  Fort +7; Ref +2; Will +5
  DR 5/—; Immune elemental traits
  Weaknesses vulnerability to water
   
  Speed 20 ft.
  Melee 2 claws +9 (1d8+4 slashing plus salt poisoning)
  Space 10 ft.; Reach 10 ft.
  Special Attacks salt poisoning (9 rounds, DC 15)
   
  Str 18, Dex 10, Con 15, Int 6, Wis 11, Cha 11
  Base Atk +6; CMB +11; CMD 21
  Feats Cleave, Great Cleave, Power Attack
  Skills Climb +13, Knowledge (dungeoneering) +4, 
  Knowledge (planes) +4, Perception +9, Stealth +5
   
  XP 2,400
  N Huge outsider (earth, elemental, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +11
  Aura dehydration (20 ft., DC 17, 2d6)
   
  AC 18, touch 9, flat-footed 17 (+1 dodge, +9 natural, –2 size)
  hp 68 (8d10+24)
  Fort +9; Ref +2; Will +6
  DR 5/—; Immune elemental traits
  Weaknesses vulnerability to water
   
  Speed 20 ft.
  Melee 2 claws +11 (2d6+5 plus salt poisoning)
  Space 15 ft.; Reach 15 ft.
  Special Attacks salt poisoning (11 rounds, DC 17)
   
  Str 21, Dex 10, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +15; CMD 26
  Feats Cleave, DodgeB, Endurance, Great Cleave, Mobility, 
  Power Attack
  Skills Climb +16, Knowledge (dungeoneering) +5, 
  Knowledge (planes) +5, Perception +11, Stealth +3
   
  XP 4,800
  N Huge outsider (earth, elemental, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +13
  Aura dehydration (20 ft., DC 19, 2d8)
   
  AC 20, touch 10, flat-footed 18 (+1 Dex, +1 dodge, +10 
  natural, –2 size)
  hp 95 (10d10+40)
  Fort +11; Ref +4; Will +7
  DR 10/—; Immune elemental traits
  Weaknesses vulnerability to water
   
  Speed 20 ft.
  Melee 2 claws +14 (2d8+6 plus salt poisoning)
  Space 15 ft.; Reach 15 ft.
  Special Attacks salt poisoning (13 rounds, DC 19)
   
  Str 23, Dex 13, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +18; CMD 29
  Feats Cleave, Dodge, Great Cleave, Mobility, Power Attack
  Skills Climb +17, Knowledge (dungeoneering) +8, 
  Knowledge (planes) +7, Perception +13, Stealth +5
   
  XP 9,600
  N Huge outsider (earth, elemental, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +15
  Aura dehydration (20 ft., DC 20, 2d10)
   
  AC 22, touch 10, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 114 (12d10+48)
  Fort +12; Ref +5; Will +8
  DR 10/—; Immune elemental traits
  Weaknesses vulnerability to water
   
  Speed 20 ft.
  Melee 2 claws +18 (2d8+7 plus salt poisoning)
  Space 15 ft.; Reach 15 ft.
  Special Attacks salt poisoning (15 rounds, DC 20)
   
  Str 25, Dex 13, Con 19, Int 10, Wis 11, Cha 11
  Base Atk +12; CMB +21; CMD 33
  Feats Cleave, Great Cleave, Improved Bull Rush, Power 
  Attack, Step Up, Weapon Focus (claws)
  Skills Climb +22, Intimidate +12, Knowledge 
  (dungeoneering) +15, Knowledge (planes) +15, Perception 
  +15, Stealth +8
  Salt elementals inhabit regions rich in salt upon the Plane of Earth. 
  Some believe they originated on a pocket plane somewhere near the en-
  ergy planes and Plane of Water; perhaps an Elemental Plane of Salt. Salt 
  elementals, avoid large expanses of water at all costs, knowing exposure 
  to such a large quantity spells disaster.
  Salt elementals spend most of their time wandering their realm and of-
  ten make forays into other planes (except the Plane of Water), seeking 
  creatures on which to feed. They are particularly fond of plants, which are 
  extremely vulnerable to their dehydrating ability.
  A salt elemental generally appears as a humanoid with no discernible 
  features, though they can take other forms, and some do, preferring to ap-
  pear in the shape of large animals or giant vermin (usually beetles).
  LARGE SALT ELEMENTAL 
  CR 4
  HUGE SALT ELEMENTAL 
  CR 6
  GREATER SALT ELEMENTAL 
  CR 8
  ELDER SALT ELEMENTAL 
  CR 10
  
  Tome of Horrors 4
  89
  Elemental, Smoke
  A black cloud of acrid smoke drifts ahead.
  Languages Auran
   
  Environment any (Plane of Air, Plane of Fire, or Plane of 
  Smoke)
  Organization solitary, pair, or gang (3–8)
  Treasure none
   
  Air Mastery (Ex) Airborne creatures take a –1 penalty on 
  attack and damage rolls against a smoke elemental.
  Burn (Ex) A smoke elemental’s burn DC includes a –2 
  racial penalty, as their fires don’t burn as hot as a true fire 
  elemental’s flames.
  Engulf (Ex) A smoke elemental can engulf creatures of its size 
  or smaller into its smoky form as part of a standard action. It 
  cannot make any other attack in which it engulfs. The smoke 
  elemental 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 move back or aside (target’s choice). The 
  smoke obscures all sight, including darkvision, beyond 5 feet 
  and grants concealment to creatures inside the cloud from 
  attacks by opponents that are not adjacent to them.
  Engulfed opponents do not gain the pinned condition 
  and may move normally. Each round a creature begins 
  its turn engulfed, it suffers from burning eyes (–2 on attack 
  rolls and Perception checks) and takes 3d6 points of fire 
  damage from smoke inhalation. The penalties and damage 
  continue for a number of rounds equal to the smoke 
  elemental’s Hit Dice even after escaping the engulf. A 
  creature can make a Fortitude save (DC is listed with each 
  elemental) to end the penalties and damage. The save DCs 
  are Constitution-based.
  Gaseous (Ex) A smoke elemental can pass through small 
  holes or narrow openings without reducing its speed. 
  Vulnerability to Wind (Ex) A smoke elemental is treated as 
  two sizes smaller for purposes of determining the effects high 
  wind has upon it.
  Size 
  Height 
  Weight
  Small 
  4 ft. 
  1 lbs.
  Medium 
  8 ft. 
  2 lbs.
  Large 
  16 ft. 
  4 lbs.
  Huge 
  20 ft. 
  6 lbs.
  Greater 
  26 ft. 
  7 lbs.
  Elder 
  32 ft. 
  8 lbs.
  XP 400
  N Small outsider (air, elemental, extraplanar, fire)
  Init +2; Senses darkvision 60 ft.; Perception +5
   
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 11 (2d10)
  Fort +3; Ref +5; Will +0
  Defensive Abilities air mastery, amorphous; Immune 
  elemental traits, fire
  Weaknesses vulnerability to cold, vulnerability to wind
   
  Speed fly 80 ft. (perfect)
  Melee slam +3 (1d4 plus burn)
  Special Attacks burn (1d3, DC 9), engulf (DC 11)
   
  Str 11, Dex 15, Con 11, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13 (can’t be tripped)
  Feats Flyby Attack
  Skills Fly +17, Perception +5, Stealth +11 (+19 in smoke or 
  fog); Racial Modifiers +8 Stealth in smoke or fog
  SQ gaseous
   
  XP 800
  N Medium outsider (air, elemental, extraplanar, fire)
  Init +8; Senses darkvision 60 ft.; Perception +7
   
  AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
  hp 30 (4d10+8)
  Fort +6; Ref +8; Will +1
  Defensive Abilities air mastery, amorphous; Immune 
  elemental traits, fire
  Weaknesses vulnerability to cold, vulnerability to wind
   
  Speed fly 80 ft. (perfect)
  Melee slam +5 (1d6+1 plus burn)
  Special Attacks burn (1d4, DC 11), engulf (DC 13)
   
  Str 13, Dex 19, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +5; CMD 19 (can’t be tripped)
  Feats Flyby Attack, Improved Initiative
  Skills Fly +19, Perception +7, Stealth +11 (+19 in smoke or 
  fog); Racial Modifiers +8 Stealth in smoke or fog
  SQ gaseous
   
  XP 1,600
  N Large outsider (air, elemental, extraplanar, fire)
  Init +10; Senses darkvision 60 ft.; Perception +11
   
  AC 19, touch 15, flat-footed 13 (+6 Dex, +4 natural, -1 size)
  hp 60 (8d10+16)
  Fort +8; Ref +12; Will +2
  Defensive Abilities air mastery, amorphous; DR 5/—; Immune 
  elemental traits, fire
  Weaknesses vulnerability to cold, vulnerability to wind
   
  Speed fly 80 ft. (perfect)
  Melee 2 slams +13 (1d8+3 plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d6, DC 15), engulf (DC 17)
   
  Str 16, Dex 23, Con 15, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +12; CMD 28 (can’t be tripped)
  Feats Combat Reflexes, Flyby Attack, Improved Initiative, 
  Weapon Finesse
  Skills Escape Artist +17, Fly +23, Perception +11, Stealth +13 (+21 
  in smoke or fog); Racial Modifiers +8 Stealth in smoke or fog
  SQ gaseous
   
  XP 3,200
  N Huge outsider (air, elemental, extraplanar, fire)
  Init +12; Senses darkvision 60 ft.; Perception +13
   
  AC 22, touch 17, flat-footed 13 (+1 dodge, +8 Dex, +5 
  natural, –2 size)
  SMOKE ELEMENTAL 
  SMALL SMOKE ELEMENTAL 
  CR 1
  HUGE SMOKE ELEMENTAL 
  CR 7
  MEDIUM SMOKE ELEMENTAL 
  CR 3
  LARGE SMOKE ELEMENTAL 
  CR 5
  
  Ebony Horse to Emberleaf
  90
  GREATER SMOKE ELEMENTAL CR 9
  hp 85 (10d10+30)
  Fort +10; Ref +15; Will +3
  Defensive Abilities air mastery, amorphous; 
  DR 5/—; Immune elemental traits, fire
  Weaknesses vulnerability to cold, 
  vulnerability to wind
   
  Speed fly 80 ft. (perfect)
  Melee 2 slams +16 (2d6+5 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (1d8, DC 18), engulf (DC 20)
   
  Str 20, Dex 27, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +17; CMD 36 (can’t be 
  tripped)
  Feats Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Weapon Finesse
  Skills Escape Artist +21, Fly +25, Perception 
  +13, Stealth +13 (+21 in smoke or fog); Racial 
  Modifiers +8 Stealth in smoke or fog
  SQ gaseous
   
  XP 6,400
  N Huge outsider (air, elemental, 
  extraplanar, fire)
  Init +13; Senses darkvision 60 ft.; 
  Perception +16
   
  AC 24, touch 18, flat-footed 14 (+1 
  dodge, +9 Dex, +6 natural, –2 size)
  hp 123 (13d10+52)
  Fort +12; Ref +17; Will +4
  Defensive Abilities air mastery, 
  amorphous; DR 10/—; Immune elemental 
  traits, fire
  Weaknesses vulnerability to cold, 
  vulnerability to wind
   
  Speed fly 80 ft. (perfect)
  Melee 2 slams +20 (2d8+7 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6, DC 18), engulf (DC 23)
   
  Str 24, Dex 29, Con 18, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +22; CMD 42 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Mobility, Weapon Finesse
  Skills Escape Artist +25, Fly +29, Intimidate +16, Perception 
  +16, Stealth +17 (+25 in smoke or fog); Racial Modifiers +8 
  Stealth in smoke or fog
  SQ gaseous
   
  XP 12,800
  N Huge outsider (air, elemental, extraplanar, fire)
  Init +14; Senses darkvision 60 ft.; Perception +19
   
  AC 27, touch 19, flat-footed 16 (+1 dodge, +10 Dex, +8 
  natural, –2 size)
  hp 152 (16d10+64)
  Fort +14; Ref +20; Will +5
  Defensive Abilities air mastery, amorphous; DR 10/—; 
  Immune elemental traits, fire
  Weaknesses vulnerability to cold, vulnerability to wind
   
  Speed fly 80 ft. (perfect)
  Melee 2 slams +24 (2d8+8 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d8, DC 24), engulf (DC 26)
   
  Str 27, Dex 31, Con 18, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +26; CMD 47 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Mobility, Spring Attack, Weapon Finesse
  Skills Escape Artist +29, Fly +33, Intimidate +19, Knowledge 
  (planes) +19, Perception +19, Stealth +21 (+29 in smoke or 
  fog); Racial Modifiers +8 Stealth in smoke or fog
  SQ gaseous
  Smoke elementals are creatures of elemental smoke: part fire, part air. 
  Where the Elemental Plane of Air meets the Elemental Plane of Fire lies 
  a para-elemental plane, that of Elemental Smoke. It is from that black 
  clouded region that these creatures hail.
  Smoke elementals spend most of their time on their home plane, only 
  occasionally venturing into the Elemental Planes of Air or Fire. Rarely do 
  they ever enter the Material Plane unless called by a spellcaster.
  A smoke elemental appears as a cloud of black smoke or thick fog. No 
  discernible features can be seen in its form, though it can reshape itself at 
  will to form two large eyes and a mouth of empty darkness (which serve 
  no purpose other than to perhaps startle onlookers).
  ELDER SMOKE ELEMENTAL 
  CR 11
  
  Tome of Horrors 4
  91
  Elemental, Wood
  Wood elementals appear as twiggy, wooden beings, with long, elf-like 
  ears and curious features. They are quite strong, although slow moving 
  and deliberate. Wood elementals encountered are always huge beings, 
  and it is not known if smaller versions exist.
  XP 76,800 
  N Huge outsider (elemental, native)
  Init +3; Senses darkvision 60 ft.; Perception +24 (+28 in forests) 
   
  AC 26, touch 7, flat-footed 26 (–1 Dex, +19 natural, –2 size)
  hp 252 (21d10+105)
  Fort +17; Ref +6; Will +15
  DR 15/slashing; Immune elemental traits 
  Weakness vulnerability to fire 
   
  Speed 30 ft.
  Melee 2 slams +33 (3d6+13/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks flesh to wood (touch +32, DC 21), 
  forest mastery 
   
  Str 37, Dex 8, Con 21, Int 14, Wis 12, Cha 12
  Base Atk +21; CMB +36 (+38 sunder); CMD 45 (47 vs. sunder)
  Feats Awesome Blow, Bleeding Critical, Cleave, Critical 
  Focus, Improved Bull RushB, Improved Critical 
  (slam), Improved Initiative, Improved Natural 
  Attack (slam), Improved Sunder, Iron Will, 
  Power Attack, Weapon Focus (slam)
  Skills Intimidate +21, Knowledge (history) 
  +12, Knowledge (local) +25, Knowledge 
  (nature) +25, Knowledge (the planes) +25, 
  Perception +24 (+28 in forests), Sense Motive 
  +24 , Stealth +12 (+28 in forests), Survival +24; 
  Racial Modifiers +4 Perception and +16 Stealth in forests 
  Languages Sylvan 
   
  Environment any forest or jungle (Prime Material Plane)
  Organization solitary, pair or stand (3–6)
  Treasure none 
   
  Flesh to Wood (Su) Once every 1d4 rounds a wood 
  elemental may attempt to turn flesh to wood with a 
  successful touch attack. A DC 21 Fortitude save negates. 
  The save is Constitution-based. This malady cannot be 
  remedied short of a wish, miracle, or Dobrynya the druid’s 
  intervention.
  Forest Mastery (Ex) A wood elemental gains a +1 bonus to 
  both attack and damage rolls if she and her opponent are 
  both in a forested area. This ability has been added in to the 
  above stat block. 
  Wood elementals serve as protectors of the forest, and each forest usu-
  ally has one, while great primeval forests may boast several. Wood el-
  ementals spend most of their time in a euphoric slumber, waking only 
  when their forest is in danger. At these times the wood elemental moves 
  forth to seek and destroy that which threatens the forest. At times they 
  are known to ally with factions that work to protect and save the forest, 
  especially elves. Wood elementals attack with a slam attack, as their limbs 
  are strong and powerful, much like those of a treants.
  Huge wood elementals stand 16 to 24 feet tall, with a 3 foot to 7 foot 
  trunk, weighing 1,500 to 4,000 pounds. Wood elementals typically repli-
  cate the look of the native trees of their forest; some wood elementals ap-
  pear as mighty oaks, some as maples, birch, pine or majestic cedar trees. 
  More exotic species are certainly possible (tiger wood, ipe, etc.).
  Credit
  Original author William Loran Christensen
  Originally appearing in Fane of the Fallen (© Frog God 
  Games/ William Loran Christensen, 2010)
  WOOD ELEMENTAL 
  CR 16
  
  Ebony Horse to Emberleaf
  92
  Emberleaf
  This small flowering plant has dark green leaves shot through with 
  crimson. Several small bright yellow flowers are sprinkled around its form.
  XP 1,200
  N Small plant
  Init +6; Senses blindsight 60 ft., scent; Perception +4
  Aura heat (10 ft., 1d6 fire)
   
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 51 (6d8+24)
  Fort +9; Ref +4; Will +3
  Defensive Abilities fire healing; Immune fire, plant traits
  Weaknesses vulnerability to cold
   
  Speed 20 ft., climb 20 ft.
  Melee 2 tendrils +7 (1d6+2 plus 1d6 fire)
  Special Attacks ring of fire
   
  Str 14, Dex 15, Con 19, Int 6, Wis 12, Cha 7
  Base Atk +4; CMB +5; CMD 17 (21 vs. trip)
  Feats Combat Reflexes, Improved 
  Initiative, Skill Focus (Perception)
  Skills Climb +10, Perception +4, Stealth 
  +15
  Languages Sylvan (can’t speak) 
   
  Environment temperate forests
  Organization solitary or patch (2–4)
  Treasure incidental
   
  Fire Healing (Ex) An emberleaf subjected to fire damage 
  regains 1 hit point for every 3 points of damage the 
  attack would have otherwise dealt.
  Heat Aura (Ex) An emberleaf can suppress or restart 
  its heat aura as a free action. If it uses its ring of fire 
  ability, its heat aura automatically dissipates and it 
  cannot restart it again for 1 hour.
  Ring of Fire (Su) Once per day as a standard action, an 
  emberleaf can create an immobile, blazing ring of fire in a 
  30-foot radius around its form. This fire is similar to a wall of 
  fire spell. The ring of fire is 20 feet tall, and deals 2d6 points of 
  fire damage to creatures within 10 feet of it. Those beyond 
  10 feet but within 20 feet take 1d6 points of fire damage. 
  Creatures passing through the ring take 3d6 points of fire 
  damage. The ring deals this damage when it appears, and 
  to all creatures in the area on the emberleaf’s turn each 
  round. The ring of fire lasts a number of rounds equal to the 
  emberleaf’s Hit Dice (6 rounds for a standard emberleaf). 
  The emberleaf cannot use this ability to invoke its fire 
  healing.
  The emberleaf is a sentient plant found deep within darkened and 
  desolate forests where it preys on insects and other small game animals. 
  Often times, an emberleaf makes its lair near trails or roads that wend 
  their way through the forests in hopes of catching a larger meal passing 
  through.
  An emberleaf appears as a small flowering plant with various yellow, 
  sweet smelling flowers. It typical grows no taller than two or three feet 
  and when at rest resembles an ordinary plant. The creature is active during 
  the day and rests during the nighttime hours. During warmer months, 
  the creature is more active, while during cooler months and winter, the 
  creature is dormant most of the time. An emberleaf can go up to one 
  month without eating.
  Emberleafs do not actively hunt prey. Rather, they wait for their prey 
  to come to them. The sweet smelling flowers and aroma given off by the 
  flowers usually attracts insects and small game who unknowingly wander 
  into range of the emberleaf’s tendrils. Particularly tough opponents are 
  subjected to its heat aura. If extremely hungry, an emberleaf uses its ring 
  of fire attack to prevent its prey from escaping.
  EMBERLEAF 
  CR 4
  
  Tome of Horrors 4
  93
  Fachan
  This hideous creature is a bizarre giant that has a single leg, one arm 
  that sprouts from the middle of its chest, and one eye in the middle of its 
  forehead. 
  XP 2,400
  NE Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 73 (7d8+35 plus 7)
  Fort +10; Ref +1; Will +4; +4 vs. fear effects
  DR 5/—
   
  Speed 30 ft.
  Melee greatclub +12 (2d8+10) or slam +11 (2d6+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks horrific visage, powerful grip
   
  Str 25, Dex 9, Con 20, Int 6, Wis 10, Cha 12
  Base Atk +5; CMB +13; CMD 22 (can’t be tripped)
  Feats Cleave, Great Cleave, Improved Bull RushB, Iron 
  Will, Power Attack, ToughnessB, Weapon Focus 
  (greatclub) B
  Skills Intimidate +11
  Languages Giant
  SQ one-legged stance
   
  Environment any land
  Organization solitary, gang (2–5), or tribe 
  (10–30)
  Treasure standard (greatclub, other treasure)
   
  Horrific Visage (Ex) Any creature within 30 feet viewing a 
  fachan must succeed on a DC 16 Will save or be shaken for 
  1d4+2 rounds. A creature that makes its save is immune to 
  the horrific visage of that fachan for one day. The save DC is 
  Charisma-based and includes a +2 racial bonus. 
  One-Legged Stance (Ex) Fachans are surprisingly nimble 
  while hopping on their single leg. This unusual mode of 
  movement allows the fachans to ignore the effects of 
  difficult terrain on movement and makes it impossible to trip.
  Powerful Grip (Ex) A fachan can wield a two-handed 
  weapon in its single hand, gaining all the usual benefits for 
  wielding a two-handed weapon.
  Fachans are foul-tempered and foul-smelling beasts with a taste for 
  human flesh. Despite having only one leg and arm, they are extremely agile. 
  Having only one eye does not hamper their vision any more than one leg 
  hampers their mobility. Some sages believe fachans are an offshoot of one 
  of the giant races while others believe fachans are the deformed offspring of 
  a failed hill giant and ogre or cyclops mating. These creatures are shunned 
  by other giant races, except hill giants with whom they have a distant but 
  tolerable relationship. They rarely associate with other races for any reason.
  Fachans take up residence wherever they can find a warm, dry spot. They 
  are not against building huts and hovels when they must, but they prefer 
  the convenience of driving out the residents of an existing structure and 
  claiming it as their own. They are most often encountered in wastelands 
  and swamps. Fachan villages can consist of up to 30 individuals plus 30% 
  noncombatant young. Fachan leaders are always fighters or barbarians.
  Fachans stand 12 feet tall and weigh 1,000 pounds. Their hair is unkempt 
  and matted. Skin tone is usually bronze or brown, and their hair is dark.
  A fachan makes for an odd opponent at best. It most often attempts a 
  bull rush against its largest foe in the first round of combat, and tries to 
  avoid spellcasters. After this, it moves in with its melee attacks.
  FACHAN 
  CR 6
  
  Fachan to Fungus Man
  94
  Firebird
  A majestic bird about 8 feet long swoops overhead. Its feathers shine 
  like silver and gold and its eyes are the color of crystals.
  XP 4,800
  NG Large magical beast
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +15
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 85 (9d10+36)
  Fort +10; Ref +8; Will +7
  Defensive Abilities magic circle against evil; DR 10/evil; 
  Resist cold 10, fire 10; SR 19
  Speed 30 ft., fly 70 ft. (good)
  Melee 2 claws +13 (1d8+5), bite +13 (2d6+5), 2 wings +11 
  (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blinding brilliance, breath weapon (60-ft. 
  cone, 5d6 fire damage; DC 18 Ref half, every 1d4 rounds)
  Spell-Like Abilities (CL 9th):
  Constant—magic circle against evil
  At will—detect evil, flare (DC 12)
  3/day—cure moderate wounds (DC 14), hold person (DC 
  15; evil creatures only)
  1/day—fire shield, sunburst (DC 20)
  Str 21, Dex 15, Con 19, Int 15, Wis 14, Cha 15
  Base Atk +9; CMB +15; CMD 27
  Feats Alertness, Flyby Attack, Improved Initiative, Iron Will, 
  Multiattack
  Skills Diplomacy +11, Fly +8, Heal +11, Knowledge (any one) 
  +11, Perception +15, Sense Motive +8; Racial Modifiers +4 
  Perception
  Languages Auran, Celestial, Common, Sylvan
  SQ chant
  Environment temperate forests
  Organization solitary or pair
  Treasure standard
  Blinding Brilliance (Su) At will as a swift action, a firebird can 
  increase the light output of its tail feathers so they radiate 
  brilliant yellow light in a 100-foot radius. Creatures in the 
  affected area must succeed on a DC 18 Fortitude save 
  or be blinded for 2d4 rounds. The save DC is Constitution-
  based.
  Chant (Su) By chanting for one full round, a firebird 
  can create any one of the following effects: cure 
  serious wounds, remove blindness/deafness, 
  remove disease, remove fear, or slow poison. 
  Each is usable once per round at will, but a 
  single creature can only gain the benefit of 
  each one once per day. Each functions as 
  the spell of the same name with a caster 
  level equal to the firebird’s Hit Dice.
  Firebirds are considered by many to be 
  good luck. Sighting one on a journey is 
  considered to be a boon (unless of course 
  you are evil, in which case it is deemed 
  bad luck to see a firebird). Firebirds are 
  thought of as protectors and guardians 
  of the forest and often befriend elves, 
  dryads, and druids and can sometimes be found in the company of such 
  creatures. They dislike orcs, goblins, and any who would despoil and 
  destroy the forests.
  These creatures roost in great caves far away from civilized lands 
  and are usually only seen in the early morning or evening hours. Once 
  a month firebirds take to the night sky at the stroke of midnight. To the 
  casual observer a firebird in the night sky appears to be a shooting star or 
  comet flying across the sky. 
  Firebirds claim vast amounts of territory as their own, protecting this 
  domain from evil, and also using it as their own personal hunting ground. 
  Such domains often overlap with other firebirds (which suits each just fine 
  as they share the duties of guardianship over the overlapping territory). 
  Firebirds live on a diet of game animals, fruits, nuts, and berries. 
  A firebird appears as a large bird about 8 feet long with golden and 
  silver feathers. A majestic crest of gold runs from its head, along its back, 
  and disappears into its tail feathers. Its beak and claws are the color of 
  pearls and its eyes shine like crystal.
  Firebirds almost always attack evil-aligned creatures and those that 
  would despoil their forests. They prefer to fight from 
  the air and always enter battle with their magic circle 
  against evil in effect. A firebird usually begins 
  combat using its blinding brilliance, followed 
  quickly by its breath weapon. Foes that 
  continue to press the fight are held (if evil) 
  or subjected to a sunburst.
  FIREBIRD 
  CR 8
  
  Tome of Horrors 4
  95
  Fisherman
  This large humanoid stands over 10 feet tall,  
  and is clad in the garb of a mundane fisherman.  
  Its eyes glow with an eerie blue light and its  
  grizzled face is trimmed with a gnarled beard  
  from which scuttle small crabs, fish, and shrimp.
  XP 51,200
  LE Large outsider (aquatic, evil, lawful,  
  native)
  Init +2; Senses darkvision 60 ft., deathwatch  
  15 miles, weather sense 30 miles; Perception +23
   
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural,  
  –1 size)
  hp 202 (15d10+120)
  Fort +13; Ref +11; Will +16
  DR 15/magic; Immune cold; Resist electricity 10, fire 10; 
  SR 26
   
  Speed 40 ft., swim 30 ft.
  Melee +3 boat hook +26/+21/+16 (1d8+13) or  
  +3 boat hook +22/+17/+12 (1d8+9), +3 boat hook  
  +22 (1d6+9) or +3 boat hook +22/+17/+12 (1d8+9),  
  +3 gaff hook +22 (1d8+9)
  Ranged net +16 (entangle)
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 15th):
  Constant — deathwatch (15 mile radius), freedom of 
  movement (underwater)
  1/day—summon nature’s ally V
  Spells Prepared (CL 9th; melee touch +23, ranged 
  touch +16): 
  5th—slay living (DC 20, x2)
  4th—control water, spell immunity, unholy blight  
  (DC 19)
  3rd—bestow curse (DC 18), deeper darkness, magic 
  circle against good, water walk
  2nd—align weapon, darkness, death knell (DC 17), 
  enthrall (DC 17), silence (DC 17)
  1st—bane (DC 16), command (DC 16), curse water x2, 
  obscuring mist, sanctuary (DC 16)
  0—bleed (DC 15), create water, detect magic, 
  mending
   
  Str 28, Dex 15, Con 26, Int 15, Wis 21, Cha 20
  Base Atk +15; CMB +25; CMD 37
  Feats Cleave, Diehard, Endurance, Great Cleave, Iron 
  Will, Power Attack, Two-Weapon Fighting, Vital Strike
  Skills Bluff +23, Craft (any) +20, Diplomacy +23, 
  Intimidate +23, Knowledge (local) +20, Perception +23, 
  Sense Motive +23, Swim +35
  Languages Aquan, Sylvan
  SQ amphibious, create soul cage, exotic weapons, 
  gambling
   
  Environment any aquatic
  Organization solitary
  Treasure standard (+3 boat hook, +3 gaff hook, net, 
  other treasure)
   
  Create Soul Cage (Su) Using debris that floats to the 
  bottom of the ocean, a fisherman can construct a soul 
  cage. The soul cage is a magical construction that, 
  through its crafting, has been endowed with a trap the 
  FISHERMAN 
  CR 15
  
  Fachan to Fungus Man
  96
  soul spell. The spell requires no material components other 
  than the debris from which it is created. The magic of the 
  soul cage only functions for fishermen and the souls remain 
  trapped for as long as the fisherman wishes and remains 
  on the Material Plane. Usually, only upon the death of the 
  fisherman may the trapped souls be released. A soul cage 
  can hold up to six souls at any given time.
  Deathwatch (Sp) A fisherman makes constant use of the 
  spell deathwatch, as cast by a 15th level cleric. The range 
  of a fisherman’s deathwatch is 1 mile per hit die, allowing it 
  to sense the life state of any creature within its territory. This 
  ability can be negated, but the fisherman can reactivate it 
  the next round as a free action.
  Exotic Weapons (Ex) A fisherman is proficient in the use of 
  the boat hook and gaff hook.
  Gambling (Ex) Fishermen are fond of games and gambling 
  and should one be offered a fair chance of odds, he 
  may find a wager impossible to resist. In this way, it may 
  be possible to bargain for the release of the soul of a 
  companion or loved one. Although evil, fishermen are 
  bound by a personal code and honor the terms of a wager 
  if they lose.
  Spells Fishermen cast divine spells as 9th-level clerics. They 
  do not gain access to domains or other cleric abilities.
  Weather Sense (Su) A fisherman always knows the condition 
  of the weather within a 30 mile radius, even if he is currently 
  underwater.
  The fisherman is a rare creature not often encountered by the mortals of 
  the material world. Sages and scholars often postulate these aquatic spirits 
  may hail from some other plane of existence, whilst others assume the 
  fisherman is some strange form of undead, the powerful soul of a legendary 
  seaman fated to lurk in the depths of the ocean. Sailors know only that 
  they are to be feared. Although they do not often engage in melee combat, 
  many have found to their own detriment that fishermen are quite skilled. 
  Fighting with a variety of maritime tools and weapons, fishermen favor 
  boathooks, gaff hooks, and nets to ensnare and slay those who intrude 
  upon their habitat. All fishermen seem to be male — no female of the 
  species has ever been witnessed by any sailor. They are powerful creatures 
  who enjoy tormenting seafarers and work hard to collect the souls of those 
  who die at the hands of the sea. At the bottom of the ocean they may be 
  found tending to devices called soul cages that resemble ordinary lobster 
  traps, though they are used to imprison the spirits of the drowned. The 
  territory of a fisherman can extend over a dozen miles from its lair.
  Fishermen stand between 11 and 12 feet tall and weigh 1,600 pounds.
  When a fisherman detects a great storm at sea, or is otherwise aware 
  that sailors are meeting watery deaths, it rises to the surface in order to 
  start collecting as many of the souls as it can. An individual fisherman 
  may tend to as many as 3d6 soul cages, each containing the incarcerated 
  spirits of 1d6 unfortunate sailors, all of which have met their deaths 
  through storm, shipwreck, or some other maritime disaster. Those slain by 
  intentional violence are left to wander the depths by the fisherman. They 
  are very competitive with others of their kind but occasionally they swap 
  souls to enhance their own collections.
  Special Weapons
  Boat Hook: A boat hook resembles a quarterstaff with a barbed hook 
  at one end. Sailors use boat hooks to snag mooring lines and pull in small 
  boats. Because a boat hook is not intended to be used as a weapon, it 
  requires the Exotic Weapon Proficiency to be used in that capacity. A boat 
  hook is a double weapon. The damage is given as hook/staff.
  Cost 6 gp; Small 1d4/1d3, Medium 1d6/1d4, Large 1d8/1d6; Critical 
  x2; Weight 5 lb.; Type Bludgeoning/Piercing.
  Gaff Hook: A gaff hook is a curved metallic hook with a cross bar. Gaff 
  hooks are used by fishermen to lift heavy catches into their boats. Because 
  a gaff hook is not intended to be used as a weapon, it requires the Exotic 
  Weapon Proficiency to be used in that capacity.
  Cost 4 gp; Small 1d4, Medium 1d6, Large 1d8; Critical x2; Weight 3 lb.; 
  Type Piercing.
  
  Tome of Horrors 4
  97
  Flayed Angel
  This once angelic being has been reduced to a twisted mass of oozing, 
  raw flesh and muscle tissue, every bit of the skin having been stripped 
  away from the body. The neck ends at a jagged stump, and the tattered, 
  shredded remains of once-beautiful wings extend behind it. 
  XP 76,800 
  NE Large undead (extraplanar) 
  Init +8; Senses blindsight 120 ft.; Perception +18 
   
  AC 32, touch 24, flat-footed 27 (+4 Dex, +1 dodge, +8 
  natural, +10 profane, –1 size) 
  hp 252 (24d8+120 plus 24) 
  Fort +17; Ref +14; Will +19 
  Defensive Abilities channel resistance +6, profane presence; 
  DR 10/evil; Immune acid, undead traits; SR 27 
   
  Speed 40 ft. 
  Melee 2 slams +25 (2d6+7/19–20 plus 2d6 acid) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks gout of blood, rend (2 slams, 
  3d6+10 plus 2d6 acid) 
   
  Str 25, Dex 18, Con —, Int 6, Wis 16, Cha 21 
  Base Atk +18; CMB +26; CMD 51 
  Feats Cleave, Dodge, Great Fortitude, 
  Improved Critical (slam), Improved 
  Initiative, Improved Natural Attack 
  (slam), Mobility, Power Attack, Skill Focus 
  (Acrobatics), Spring Attack, Toughness, 
  Weapon Focus (slam) 
  Skills Acrobatics +34 (+46 jump), Climb 
  +22, Perception +18; Racial Modifiers +8 
  Acrobatics to jump 
   
  Environment any 
  Organization solitary 
  Treasure none 
   
  Gout of Blood (Ex) Whenever a flayed angel is 
  physically struck in battle, the impact causes a spray 
  of acidic blood to fly off the creature at anyone within 
  5 feet. Anyone in the area of affect must make a DC 24 
  Reflex save or take 1d6 points of acid damage from this 
  splatter. The save DC is Dexterity-based. 
  Profane Presence (Su) The existence of a flayed angel 
  is such an anathema to the order of the multiverse that 
  its very presence is a profanity of nature. This presence 
  provides it with a +10 profane bonus to Armor Class and a 
  +2 profane bonus to its saves. 
  On some rare occasions when an extremely powerful angel is captured, 
  tortured to death and subjected to particularly vile rituals, dark gods of 
  evil will intervene and prevent that being’s essence from returning to 
  its celestial home, instead trapping it within the mutilated corpse as a 
  horrifyingly profane undead abomination. Such creations are anathema to 
  the heavenly hosts and are actively hunted down by angles and archons 
  whenever their existence is discovered. They seek to erase the stain upon 
  the forces of good by the perversion of such a champion and to release its 
  essence back to its rightful plane. 
  A flayed angel is horribly mutilated, its skin flayed away, its wings 
  crippled, and its head removed. The preparation ritual also involves the 
  introduction of an acidic embalming fluid that mingles with the blood left 
  in its body as a continually-leaking, caustic brew. 
  A flayed angel stands around 8 feet tall due to the removal of its head 
  and weighs about 450 pounds. 
  Flayed angels have lost most of their original battle prowess becoming 
  little more than lumbering death dealers. However, they are still quite agile 
  and, as former flyers of great renown, are still expert jumpers. They often 
  climb to a higher position in order to leap down on their foes and attack in 
  a sad caricature of their former ability to swoop down upon enemies from 
  above. Regardless, their attacks soon devolve into brutish attempts to rend 
  their foes into unrecognizable hunks of meat. 
  They strangely retain their inherent damage reduction that can only 
  be overcome by evil-aligned weapons, often making them difficult and 
  confusing foes. Their natural attacks are no longer considered good-
  aligned for the purpose of overcoming damage reduction. 
  The acidic blood mixture that continually oozes through their bodies 
  splatters upon a foe on a successful melee hit and deals acid damage as 
  well.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  FLAYED ANGEL 
  CR 16
  
  Fachan to Fungus Man
  98
  Fountain Fungus
  This appears to be a large fountain covered in vines and mold.
  XP 4,800
  N Large plant
  Init +5; Senses blindsight 60 ft., low-light vision; Perception +9
   
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 114 (12d8+60)
  Fort +15; Ref +5; Will +5
  Immune plant traits; Resist acid 20
   
  Speed 10 ft.
  Melee 2 tendrils +16 (1d6+7 plus grab), bite +15 (2d6+10)
  Space 10 ft.; Reach 10 ft. (20 ft. with tendril)
  Special Attacks acid fountain, swallow whole (4d6 acid 
  damage, AC 15, 11 hp)
   
  Str 25, Dex 13, Con 20, Int 1, Wis 12, Cha 6
  Base Atk +9; CMB +17 (+21 grapple); CMD 28 (can’t be 
  tripped)
  Feats Cleave, Great Fortitude, Improved Initiative, Power 
  Attack, Skill Focus (Stealth), Weapon Focus (tendril) 
  Skills Perception +9, Stealth +10 (+18 in undergrowth); Racial 
  Modifiers +8 Stealth in undergrowth
  SQ camouflage
   
  Environment any non-cold
  Organization solitary
  Treasure incidental
   
  Acid Fountain (Ex) As a standard action every 1d4 rounds, a 
  fountain fungus can spray acid into the air. This acid quickly 
  falls and covers a 10-foot-radius burst around the fountain 
  fungus. Creatures in the area take 7d6 points of acid 
  damage. A DC 21 Reflex save reduces the damage by half. 
  The save is Constitution-based.
  Camouflage (Ex) Since a fountain fungus looks like 
  a normal moss-covered fountain when at rest, a DC 
  20 Perception check is required to notice it before it 
  attacks for the first time. Anyone with ranks in Survival or 
  Knowledge (nature) can use either of those skills instead 
  of Perception to notice the plant.
  A fountain fungus is a semi-intelligent plant creature that enjoys luring 
  other creatures to their doom and then devouring them. While it appears 
  to be an ordinary fountain carved of stone and covered with mold and 
  vegetation, the fountain fungus is 100% vegetable matter through and 
  through. The gray coloration of its central body lends to its deception.
  Fountain funguses can be found just about anywhere save the coldest 
  of climates. Many are encountered underground as these creatures seem 
  to have a particular like for the dampness and darkness that dungeons 
  and caverns provide. Fountain funguses subsist on a diet of blood, so 
  regardless of where they lair, they always make sure a supply of fresh food 
  is readily available (e.g., a popular dungeon perhaps where adventurers 
  like to explore). When a fountain fungus’s food supply dwindles it simply 
  rolls itself into a ball and moves to another location.
  A fountain fungus is about 10 feet in diameter. Its central body is stone 
  gray with many vines, leaves, and mushroom-like growths of varying 
  greens covering it. Somewhere in this tangled mass are four tentacles that 
  look like thick rugged vines.
  A fountain fungus’s tactics are simple: spray acid on foes, slap and 
  whip foes with its tendrils, and finally grab an opponent and attempt to 
  swallow it. Creatures killed by a fountain fungus are wrapped in its vines 
  and pulled into its body. The fountain fungus spends the next few days 
  absorbing all fluids and nutrients from its prey before ejecting a dried out 
  husk of its victim onto the ground.
  FOUNTAIN FUNGUS 
  CR 8
  
  Tome of Horrors 4
  99
  Fungus Man
  These small, non-aggressive plant-men appear to be mobile toadstools, 
  with brightly colored caps, stubby arms and thick, trunk-like legs. They do 
  not speak, but they hold up their hands in a sign of peace or supplication.
  XP 600
  N Small plant 
  Init +2; Senses low-light vision; Perception +9
   
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 16 (3d8+3) 
  Fort +4; Ref +3; Will +2 
  DR 5/slashing or piercing; Immune poison, plant traits,  
  Resist cold 5
  Weaknesses vulnerable to fire
   
  Speed 20 ft.
  Melee slam +5 (1d3–2)
  Special Attacks spore cloud
   
  Str 6, Dex 15, Con 13, Int 9, Wis 12, Cha 10
  Base Atk +2; CMB +3; CMD 11 
  Feats Agile Maneuvers, Skill Focus (Perception), Weapon FinesseB
  Skills Perception +9, Stealth +10 
   
  Environment underground
  Organization pod (4–16), branch (17–30), colony (30+, plus a 
  fungus man king)
  Treasure incidental
   
  Spore Cloud (Ex) Once per round as a standard action,  
  a fungus man can release a cloud of noxious spores.  
  All living creatures within 5 ft. must make a DC 12 Fortitude 
  save or become nauseated for 1d4+1 rounds. The save  
  DC is Constitution-based. This is a poison effect, and once a 
  creature successfully saves it is immune to the spore cloud of 
  that particular fungus man for 24 hours.
  XP 1,200
  Male giant fungus man
  N Medium plant 
  Init +1; Senses low-light vision; Perception +12
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 45 (6d8+18) 
  Fort +8; Ref +3; Will +5 
  DR 5/slashing or piercing; Immune poison, plant traits,  
  Resist cold 5
  Weaknesses vulnerable to fire
   
  Speed 20 ft.
  Melee slam +5 (1d4)
  Special Attacks spore cloud
   
  Str 10, Dex 13, Con 17, Int 9, Wis 12, Cha 10
  Base Atk +4; CMB +5; CMD 15 
  Feats Agile Maneuvers, Iron Will, Skill Focus (Perception), 
  Weapon FinesseB
  Skills Perception +12, Stealth +5 
   
  Environment underground
  Organization solitary or colony (with 30+ fungus men)
  Treasure incidental
   
  Spore Cloud (Ex) Once per round as a standard action, 
  a fungus man can release a cloud of noxious spores. All 
  living creatures within 5 ft. must make a DC 16 Fortitude 
  save or become nauseated for 1d4+1 rounds. The save DC 
  is Constitution-based. This is a poison effect, and once a 
  creature successfully saves it is immune to the spore cloud of 
  that particular fungus man for 24 hours.
  Fungus men are an extremely peaceful and easy-going race of intelligent 
  plants. They are bipedal, in a squat, humanoid fashion. The fungus men 
  are sexless, and reproduce by means of spore clouds. They lack the 
  appendages for fine manipulation of objects, but are quite dexterous in 
  their own way. The fungus men are fiercely loyal to their fungus man king, 
  and attack immediately if it is threatened.
  Fungus men do not communicate by verbal means; they have learned to 
  deal with outsiders by using hand gestures and supplicating movements. 
  They communicate with each other by pheromones and spores release.
  Fungus men cohabitate in enclaves throughout the underdark, farming 
  lichen and mosses to trade with other races for soil and excrement (their 
  sources of food). Some fungus man colonies keep “domesticated” giant 
  lizards available to replenish their dung fields and for pack animal uses. 
  Fungus man colonies are not hostile towards each other; neither do they 
  work together in any societal fashion.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  FUNGUS MAN 
  CR 2
  FUNGUS MAN KING 
  CR 4
  
   Galley Beggar to Grimshrike
  100
  Galley Beggar
  This creature looks like a translucent, headless, skeletal humanoid 
  wrapped in a tattered black shroud. Tucked under its arm is its rotting and 
  seemingly lifeless head. The creature floats a few feet above the ground.
  XP 4,800
  CE Medium undead (incorporeal)
  Init +6; Senses darkvision 60 ft.; Perception +19
  Aura frightful presence (40 ft., DC 18)
   
  AC 16, touch 16, flat-footed 13 (+3 deflection, +1 dodge, +2 
  Dex)
  hp 85 (10d8+30 plus 10)
  Fort +6; Ref +7; Will +8
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune undead traits
   
  Speed fly 50 ft. (perfect)
  Melee incorporeal touch +9 (5d6+3, DC 18 Fort half) or 
  incorporeal drain +9 (1d4 Cha drain)
  Special Attacks annihilating wail, draining touch, unholy 
  touch
   
  Str —, Dex 15, Con —, Int 13, Wis 13, Cha 16
  Base Atk +7; CMB +9; CMD 25
  Feats Alertness, Dodge, Improved Initiative, Lightning 
  Reflexes, Toughness
  Skills Bluff +8, Diplomacy +8, Fly +23, Intimidate +16, 
  Knowledge (any) +6, Perception +19, Sense Motive +11, 
  Stealth +18; Racial Modifiers +8 Perception, +8 Stealth
  Languages Common
   
  Environment any
  Organization solitary
  Treasure none
   
  Annihilating Wail (Su) Once per minute, a galley beggar 
  can emit a piercing and heart-stopping scream that affects 
  all creatures within 60 feet that hear it. Affected creatures 
  must make a DC 18 Fortitude save. Those making their save 
  are blinded for 1d4+4 rounds. Those failing their save take 
  10d6 points of damage. A creature that makes its save is 
  immune to the annihilating wail of that galley beggar for 
  one day. The save DC is Charisma-based.
  Draining Touch (Su) The incorporeal touch of a galley 
  beggar drains 1d4 points of Charisma. On a successful 
  attack, the galley beggar also heals 5 points of damage to 
  itself.
  Incorporeal Touch (Su) By passing part of its incorporeal 
  body through a foe’s body as a standard action, the galley 
  begger inflicts 5d6+3 damage. This damage is not negative 
  energy—it manifests in the form of physical wounds and 
  aches from supernatural aging. Creatures immune to 
  magical aging are immune to this damage, but otherwise 
  the damage bypasses all forms of damage reduction. A 
  Fortitude save halves the damage inflicted.
  Unholy Touch (Su) A galley beggar adds its Charisma 
  modifier to damage for its incorporeal touch attack.
  Galley beggars are the ghostly remains of travelers who met their 
  demise before their journey was complete. Therefore most encounters 
  with galley beggars occur on roads and paths between cities and towns. 
  A galley beggar generally haunts a single area of no more than 1 square 
  mile, and though it is not tied to the area, it rarely ever ventures far from 
  the place where it died.
  A galley beggar is a hateful creature, unhappy and resentful of its current 
  state of unlife. It seeks nothing more than to kill any living creature it 
  encounters.
  Galley beggars are believed to speak Common and at least one other 
  language, though sages are unsure of this as no galley beggar has ever 
  conversed with a living creature (or at least conversed with any living 
  creature that lived to tell about it).
  A galley beggar begins combat the instant it encounters a living 
  creature. It opens a battle using its annihilating wail if any opponent is 
  within range by extending a skeletal arm and showing its severed head 
  to its foes. If no opponent is within range the galley beggar moves in 
  and uses its annihilating wail as soon as possible. It follows this with its 
  incorporeal or draining touch.
  GALLEY BEGGAR 
  CR 8
  
  Tome of Horrors 4
  101
  Gargoyle, Spitting
  A grotesque winged humanoid, it has a stony hide and wickedly-pointed 
  horns. Its mouth is a gaping “O” like a water spout, and its chin is stained 
  with a green patina of corrosion. 
  XP 1,600 
  CE Medium monstrous humanoid (earth) 
  Init +2; Senses darkvision 60 ft.; Perception +10 
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) 
  hp 52 (5d10+20 plus 5) 
  Fort +5; Ref +6; Will +4 
  DR 10/magic 
   
  Speed 40 ft., fly 60 ft. (average) 
  Melee 2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2) 
  Special Attacks acid spit 
   
  Str 15, Dex 14, Con 18, Int 10, Wis 11, Cha 7 
  Base Atk +5; CMB +7; CMD 19 
  Feats Hover, Skill Focus (Fly), Toughness 
  Skills Fly +13, Perception +10, Stealth +12 (+16 stony 
  environs), Survival +8; Racial Modifiers +2 Perception, +2 
  Stealth (+6 in stony environs) 
  Languages Common, Terran 
  SQ freeze 
   
  Environment any 
  Organization solitary, pair, or nasty (5–16) 
  Treasure standard 
   
  Acid Spit (Ex) 30-foot line, once every 4 rounds, damage 
  3d6 acid, Reflex DC 16 half. The save DC is Constitution 
  based. 
  Freeze (Ex) A spitting gargoyle can hold itself so still it appears 
  to be a statue. A spitting gargoyle that uses freeze can take 
  20 on its Stealth check to hide in plain sight as a stone statue. 
  Like its cousin the common gargoyle, spitting gargoyles are cruel 
  creatures taking great delight in torturing others just to watch their 
  suffering. Before closing to attack with their melee attacks, spitting 
  gargoyles often dive to use their acid spit attacks initially to soften up their 
  targets. Other than the variations mentioned here, they in all other ways 
  conform to the standard gargoyle as detailed in the Pathfinder Roleplaying 
  Game Bestiary.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  SPITTING GARGOYLE 
  CR 5
  
   Galley Beggar to Grimshrike
  102
  Gelatinous Emperor
  This large, reddish-brown amorphous blob moves slowly forward.
  XP 102,400
  CE Huge ooze (chaotic, evil, extraplanar)
  Init +4; Senses blindsight 60 ft.; Perception +23
   
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 256 (19d8+171)
  Fort +17; Ref +8; Will +10
  DR 10/magic and good; Immune acid, electricity, ooze 
  traits; Resist cold 10, fire 10; SR 28
   
  Speed 20 ft., climb 20 ft.
  Melee 2 tentacles +23 (2d8+10 plus 2d8 acid)
  Space 15 ft.; Reach 15 ft.
  Special Attacks spew acid, trample (2d8+15 plus 2d8 acid, 
  DC 29)
  Spell-Like Abilities (CL 15th):
  1/day—summon (level 7, 1d4 black puddings 100%, 1d4 
  gelatinous cubes 100%, or 1d2 15 HD black puddings 50%)
   
  Str 31, Dex 10, Con 28, Int 10, Wis 15, Cha 13
  Base Atk +14; CMB +26; CMD 36 (can’t be tripped)
  Feats Alertness, Critical Focus, Great Fortitude, 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Skill Focus 
  (Perception), Staggering Critical, 
  Weapon Focus (tentacle)
  Skills Climb +27, Perception +23, 
  Sense Motive +4, Stealth +1,  
  Swim +19
  Languages Abyssal (cannot speak)
   
  Environment any (Abyss)
  Organization solitary or gang (1 emperor plus 2–5 
  advanced black puddings)
  Treasure none
   
  Acid (Ex) A gelatinous emperor’s acid does not 
  harm metal or stone.
  Spew Acid (Ex) A gelatinous emperor can, 
  as a standard action, spew forth acid 
  in a 30-foot line at a single target. A 
  creature struck takes 12d6 points of acid 
  damage. A DC 28 Reflex save reduces 
  the damage by half. Once a gelatinous 
  emperor has spewed acid, it cannot do 
  so again for 1d4 rounds. The save DC is 
  Constitution-based.
  Gelatinous emperors are intelligent, foul oozes found in the court of 
  Jubilex. What purpose and in what capacity they serve the Faceless Lord 
  is anyone’s guess. From his Abyssal plane they strike out, devouring 
  anything and everything they run across. They are eternal hunters, always 
  moving and always hungry. When a gelatinous emperor slips into the 
  Material Plane it quickly ravages the area leaving it devoid of all life. 
  Thankfully these creatures are not often found on the Material Plane.
  A gelatinous emperor is believed to be a foul mix of gelatinous cube, 
  gray ooze, black pudding, and all other manner of puddings and oozes 
  meshed together by Jubilex, either for some nefarious purpose or for 
  nothing more than his sheer amusement. Sages believe the latter to be the 
  truer of the two theories.
  A gelatinous emperor attacks by forming multiple pseudopods from 
  its amorphous body and lashing out at its opponents. If the emperor can 
  maneuver its opponents into a tight group it employs its trample attack, 
  crushing as many of its foes in one move as possible.
  GELATINOUS EMPEROR 
  CR 17
  
  Tome of Horrors 4
  103
  Genie, Seraph
  This creature resembles a ten foot tall human with brick-red skin and 
  coal-black hair, long and braided.
  XP 4,800
  NG Large outsider (extraplanar, fire)
  Init +8; Senses darkvision 60 ft.; Perception +15
   
  AC 20, touch 14, flat-footed 15 (+4 Dex, +1 dodge, +6 
  natural, –1 size)
  hp 95 (10d10+40)
  Fort +7; Ref +11; Will +9
  Immune fire
  Weaknesses vulnerability to cold
   
  Speed 40 ft., fly 30 ft. (perfect)
  Melee mwk scimitar +14/+9 (1d8+4 plus 1d6 fire) or 2 slams 
  +13 (1d8+4 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fire burst, heat
  Spell-Like Abilities (CL 12th; melee touch +13, ranged touch 
  +13):
  Constant—detect evil, detect magic
  At will—flame blade, plane shift (willing targets to elemental 
  planes, Astral Plane, or Material Plane only), produce flame, 
  pyrotechnics (DC 15)
  3/day—fireball (DC 16), flame strike (DC 18), invisibility (self 
  only), see invisibility, wall of fire
  1/day—fire storm (DC 21), wish (to non-genies only)
   
  Str 19, Dex 18, Con 18, Int 14, Wis 15, Cha 17
  Base Atk +10; CMB +15; CMD 30
  Feats Combat Casting, Combat Reflexes, Dodge, Improved 
  InitiativeB, Mobility, Power Attack
  Skills Craft (any one) +15, Diplomacy +16, Fly +23, 
  Knowledge (planes) +15, Perception +15, Sense Motive +15, 
  Spellcraft +15, Stealth +13
  Languages Celestial, Common, Ignan, telepathy 100 ft.
   
  Environment any (Plane of Fire)
  Organization solitary, pair, company (3–6), or band (7–12)
  Treasure standard (masterwork scimitar, other treasure)
   
  Fire Burst (Su) Once every 1d4 rounds as a standard action, 
  a seraph can emit a blast of elemental fire in a 30-foot-
  radius burst. Creatures in the area take 8d6 points of fire 
  damage. A successful DC 19 Reflex save reduces the 
  damage by half. The save DC is Constitution-based.
  Heat (Ex) A seraph generates so much heat that its mere 
  touch deals an additional 1d6 points of fire damage. A 
  seraph’s metallic weapons also conduct this heat. A seraph 
  can start or stop this ability as a free action once per round 
  on its turn.
  The seraphs are genies from the Plane of Fire, and the sworn enemies of 
  the efreet. A violent war between the two genie races has spanned centuries 
  and spilled into an uncountable number of planes. Any encounter between 
  a seraph and an efreeti sparks a battle that only ends when one or the other 
  is killed. Those that aid the efreeti are treated by seraphs as if they were 
  efreeti themselves; no mercy is shown in battle to an ally of the hated fire 
  genies. The seraphs often align themselves with djinn as they both share 
  the efreeti as a common enemy. 
  A seraph prefers to use its spell-like abilities over melee weapons 
  in combat, often allowing its opponents to move in close so the seraph 
  can unleash its fire burst. A seraph facing overwhelming odds in battle 
  attempts to flee; covering its escape by turning invisible or erecting a wall 
  of fire between itself and its enemies. When battling efreet, a seraph often 
  employs cold-based magic weapons such as frost scimitars and icy burst 
  spears.
  A typical seraph stands 10 feet tall and weighs about 1,500 pounds.
  Some seraphs are noble, known as 
  beys or caliphs. A noble seraph has 
  14 Hit Dice and gains the following 
  spell-like abilities: 3/day—fire 
  seeds, heat metal; 1/day—
  elemental swarm (fire elementals 
  only), greater invisibility. A 
  noble seraph’s caster level for its 
  spell-like abilities is 16th. Noble 
  seraphs are CR 10.
  GENIE, SERAPH 
  CR 8
  
   Galley Beggar to Grimshrike
  104
  Ghaggurath
  This massive creature appears to be a pile of brownish-gray flesh 
  covered in large eyes. Eight long tentacles sprout from its body, each 
  ending in a mouth lined with sharpened fangs. Its large central mass is 
  amoeba-like and oozes a foul-smelling liquid.
  XP 153,600
  N Huge aberration
  Init +5; Senses all-around vision, darkvision 60 ft., tremorsense 
  60 ft.; Perception +36
   
  AC 31, touch 13, flat-footed 26 (+5 Dex, +18 natural, –2 size)
  hp 304 (21d8+210)
  Fort +19; Ref +12; Will +20
  Defensive Abilities resistant to poison; DR 15/—; Immune 
  charm, fear, paralysis, sleep; Resist acid 20, cold 20, fire 20, 
  sonic 20; SR 29
   
  Speed 20 ft., climb 20 ft.
  Melee 8 bites +27 (2d6+13/19–20 plus grab)
  Ranged 4 thrall worms +18 (1d8 plus poison)
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacle)
  Special Attacks thrall
   
  Str 37, Dex 21, Con 30, Int 24, Wis 22, Cha 21
  Base Atk +15; CMB +30 (+34 grapple); CMD 45 (can’t be tripped)
  Feats Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, 
  Endurance, Great Fortitude, Improved Critical (bite), Iron Will, 
  Power Attack, Skill Focus (Perception), Weapon Focus (bite)
  Skills Bluff +26, Climb +45, Escape Artist +29, Intimidate +29, 
  Knowledge (any) +31, Knowledge (history) +28, Knowledge 
  (planes) +28, Perception +36, Sense Motive +27, Stealth +21, 
  Survival +30, Swim +22
  Languages Abyssal, Common, Giant, Goblin, Infernal, 
  Terran, Undercommon; telepathy 100 ft.
   
  Environment any underground
  Organization solitary
  Treasure double standard
   
  Poison (Ex) Thrall worm—injury; save DC 30 Fort; frequency 
  1/round for 6 rounds; effect 1d6 Wisdom damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Resistance to Poison (Ex) A ghaggurath is highly resistant to 
  poison. Whenever it makes a saving throw against poison, it 
  can roll its save twice, keeping the better result.
  Spittle (Ex) In lieu of biting, a tentacle mouth can eject a 
  fleshy worm, called a thrall worm, at a single target to a 
  range of 50 feet. A target that is hit is automatically bitten 
  by the worm and subjected to the ghaggurath’s poison. 
  Regardless of which head fires the worm, a ghaggurath can 
  launch only 24 such worms in any 24-hour period.
  When a thrall worm strikes its target, it quickly burrows into 
  the target’s body. This worm can be safely removed with a 
  successful DC 30 Heal check or by the application of a cure 
  spell; otherwise removing the worm deals an extra 1d6 points 
  of damage to the target. After 1d4 rounds, the worm works 
  its way so deep into the target’s body that it can only be 
  removed by cutting open the area (dealing 1d8 points of 
  damage to the victim) before attempting a Heal check or 
  casting a cure spell. A remove disease spell destroys the worm 
  if the caster succeeds on a caster level check against DC 30. 
  As long as a thrall worm remains inside a target, the target 
  cannot heal the Wisdom damage dealt by the ghaggurath’s 
  poison. A creature can only ever have one thrall worm inside 
  it at one time; it can however be attacked by and bitten by 
  multiple thrall worms. The check DCs are Constitution-based.
  Thrall (Su) A victim whose Wisdom score drops to 0 from 
  the ghaggurath’s poison is automatically dominated (as 
  by a dominate monster spell, CL 20th). This effect lasts until 
  the thrall worm is removed and at least 1 point of Wisdom 
  is restored. The ghaggurath does not have to concentrate 
  each day to maintain this effect, and a dominated 
  creature does not receive a save to break the effects. If 
  the ghaggurath is slain, any thrall under its command fall 
  unconscious and remain so until the thrall worm is removed 
  and at least 1 point of Wisdom is restored.
  The ghaggurath is a massive subterranean creature feared for its ability 
  to enslave others to its will, and feared for its ability to devour just about 
  anything it desires. Though the ghaggurath has a seemingly endless 
  hunger, it can in fact go up to 6 months without a meal; its body enters a 
  sort of hibernation to sustain the creature. During this time, many creatures 
  assume the ghaggurath is vulnerable; it isn’t. Though the creature appears 
  to be hibernating, it is completely aware of its surroundings. Many would-
  be predators and foolish adventurers have stumbled upon a hibernating 
  ghaggurath assuming it unaware, only to become the creature’s next meal.
  Resourceful adventurers who have braved the subterranean worlds tell 
  of huge cities governed by ghagguraths and whose entire populations are 
  enslaved and under command of these creatures. Other tales speak of an 
  underground race of humans that worship the ghaggurath as deities. Most 
  subterranean races fear these creatures and avoid them at all costs.
  In combat, a ghaggurath lashes out with its tentacles, the mouths biting 
  and gnashing its opponents. A grabbed foe is held and subjected to multiple 
  bites. Stronger opponents, particularly spellcasters, are of great interest to 
  a ghaggurath, and it usually subjects such opponents to its thrall worms, 
  attempting to bring them under its control. Controlled spellcasters are forced 
  to do the ghaggurath’s bidding or carried back to their great underground 
  cities, enslaved, and experimented upon. Eventually, when a ghaggurath 
  grows weary of the creature, it devours it.
  GHAGGURATH 
  CR 18
  
  Tome of Horrors 4
  105
  Ghirru
  This undead creature’s flesh is burned and charred and hangs loosely 
  about its form. The stench of burnt flesh permeates the air as it draws 
  closer.
  XP 6,400
  LE Large undead (extraplanar, fire)
  Init +3; Senses darkvision 60 ft.; Perception 
  +19
   
  AC 23, touch 13, flat-footed 19 (+3 Dex,  
  +1 dodge, +10 natural, –1 size)
  hp 95 (10d8+50)
  Fort +10; Ref +6; Will +9
  DR 5/good; Immune fire, undead traits
  Weaknesses vulnerability to cold
   
  Speed 30 ft.
  Melee 2 claws +15 (1d8+8 plus burn and grab), bite 
  +14 (2d6+8 plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d8, DC 20)
   
  Str 27, Dex 17, Con —, Int 12, Wis 14, Cha 20
  Base Atk +7; CMB +16 (+20 grapple); CMD 30
  Feats Cleave, Dodge, Great Fortitude, Power Attack, 
  Weapon Focus (claws)
  Skills Bluff +15, Intimidate +18, Perception +19, Sense Motive 
  +15, Stealth +12; Racial Modifiers +4 Perception
  Languages Aquan, Auran, Common, Ignan, Terran
  SQ change shape (flame-spawned dire wolf; does not 
  detect as undead in this form; beast shape II), genie-kin
   
  Environment any (Plane of Fire)
  Organization solitary or pack (2–6)
  Treasure standard
   
  Burn (Ex) A ghirru deals burn damage each round it 
  grapples. A creature that catches on fire cannot extinguish 
  the flames until it first escapes the grapple.
  Change Shape (Su) A ghirru can assume the shape of a 
  Large flame-spawned dire wolf. A flame-spawned dire wolf 
  is an 8 HD dire wolf with the following abilities: immunity to 
  fire, vulnerability to cold, deals 1d6 points of fire damage 
  with its bite attack. 
  Genie-kin (Ex) For all race-related effects (such as a 
  ranger’s favored enemy), a ghirru is considered a genie 
  even though its type is undead.
  Ghirru are undead efreet, returned to the land of the living by efreeti 
  necromancers through foul and dark magic. A ghirru closely resembles its 
  original efreeti form, save its flesh is charred and hangs loosely about it, 
  sometimes falling off in pieces as the creature moves.
  Ghirru haunt cemeteries, ruins, ancient temples to the efreet gods, and 
  other such places. Legend speaks of a large lair of these creatures led by 
  a sorcerer of vast power hidden somewhere beneath the fabled City of 
  Brass. None have found this secret lair thus far. And few go looking for it.
  Ghirru have a taste for genie flesh, particularly djinn and marid, though 
  the latter is often hard to come by on the Plane of Fire. When hunting on 
  the Material Plane, ghirru are found in warmer lands, often near extinct 
  volcanoes and other such warm places.
  A ghirru stands 12 feet tall and weighs around 1,500 pounds. Its skin 
  is charred and burned, though in a few places the original crimson color 
  shines through. Its body constantly emanates small wisps of smoke, and 
  the smell of burnt flesh lingers in the air around the creature.
  A ghirru attacks with its claws and bite, attempting to grab its prey and 
  set it on fire. A grappled creature is held and incinerated, then promptly 
  devoured by the ghirru.
  GHIRRU 
  CR 9
  
   Galley Beggar to Grimshrike
  106
  Giant, Coral
  This towering humanoid has reddish skin and long, dark hair. It is clad 
  in loose-fitting clothes and carries a massive trident. 
  XP 6,400
  CN Large humanoid (giant)
  Init +2; Senses darkvision 
  60 ft., low-light vision; 
  Perception +13
   
  AC 23, touch 12, flat-
  footed 20 (+2 Dex, +1 
  dodge, +11 natural, 
  –1 size)
  hp 123 (13d8+65)
  Fort +13; Ref +6,  
  Will +5
  Defensive Abilities rock 
  catching; Resist cold 20
   
  Speed 40 ft., swim 40 ft.
  Melee mwk trident +17/+12 
  (2d6+10) or 2 slams +15 (1d8+7)
  Ranged rock +11 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing 
  (150 ft.), water mastery
   
  Str 25, Dex 14, Con 21, Int 11, Wis 
  12, Cha 10
  Base Atk +9; CMB +17; CMD 30
  Feats Alertness, Cleave, Dodge, 
  Intimidating Prowess, Power Attack, 
  Skill Focus (Perception), Weapon 
  Focus (trident)
  Skills Craft (jewelry) +9, Intimidate 
  +14, Perception +13, Sense Motive +3, 
  Survival +10, Swim +21
  Languages Giant
  SQ amphibious, water stride
   
  Environment temperate and warm aquatic
  Organization solitary, gang (2–5), hunting 
  party (6–9), or clan (10–20 plus 1 fighter chief 
  of 5th level, and 11–20 sharks)
  Treasure standard (masterwork trident, other 
  treasure)
   
  Water Mastery (Ex) A coral giant gains a +1 
  bonus on attack and damage rolls if both it and 
  its opponent are touching water. If the opponent 
  or the coral giant is touching the ground, the coral 
  giant takes a –4 penalty on attack and damage 
  rolls. These modifiers apply to bull rush and overrun 
  maneuvers, whether the coral giant is initiating or resisting 
  these kinds of attacks. 
  Water Stride (Ex) A coral giant suffers no penalties for 
  fighting in or under water (as if affected by a freedom of 
  movement spell).
  Coral giants are 12-foot tall humanoids that dwell 
  beneath the waves. They make their homes in great 
  undersea castles constructed of stone. They are 
  generally peaceful creatures and spend their days 
  fishing and tending to their coral farms. Their 
  diet typically consists of undersea plants, fish, 
  and the like, with occasional forays onto land 
  to hunt large game. Trade with other intelligent 
  races is common, with coral giant jewelry being 
  prized by many races. These creatures are on 
  generally good terms with merfolk, tritons, 
  storm giants, and humans. Wars are waged 
  against the sahuagin, krakens, and aboleths, 
  the latter being a particularly hated foe.
  Coral giant homes are most always 
  constructed of smooth stone and contain 
  large, open expanses and rooms. Their 
  homes usually contain a few rooms 
  constructed 
  for 
  air-breathers 
  so 
  land-based visitors can move about 
  somewhat freely. Homes are deep under 
  the waters, but no so deep as to be 
  inaccessible to other races looking to 
  trade and bargain. Though coral giants 
  can survive in any waters, they prefer 
  temperate or warm environments to 
  cold temperatures. They can also 
  freely breathe air, but prefer life 
  underwater to land.
  Coral giants are, on average, 12 feet 
  tall and weigh 1,500 pounds. Females 
  tend to be slightly smaller and lighter 
  than males. Skin tones vary in color but 
  are always some shade of coral. Hair 
  color varies from deep blacks to light 
  reds. On very rare occasions, a coral giant 
  is encountered that has white hair. Coral giant’s 
  eyes are usually dark blue or green. They can live 
  to be 400 years old. Coral giant leaders are typically 
  fighters or barbarians, though a few are rangers. Druids 
  and clerics are common among coral giants; other 
  spellcasting classes are not.
  Coral giants fight with massive tridents in 
  combat, fiercely protecting their territory and 
  young. Creatures not driven off are slaughtered 
  and left for scavenging fish to feed upon.
  CORAL GIANT 
  CR 9
  
  Tome of Horrors 4
  107
  Giant, Crag
  This muscular giant has dark brown skin and wild, long, black hair. It 
  wields a huge club in its massive hands.
  XP 12,800
  CE Large humanoid (giant)
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +14
   
  AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
  hp 133 (14d8+70)
  Fort +14; Ref +4; Will +7
  Defensive Abilities rock catching
   
  Speed 40 ft., climb 30 ft.
  Melee greatclub +18/+13 (2d8+13) or 2 slams +18 (1d8+9)
  Ranged rock +10 (2d8+13)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery, rock throwing (180 ft.)
  Spell-Like Abilities (CL 14th):
  1/day—earthquake (DC 19), summon monster VII (earth 
  elementals only)
   
  Str 29, Dex 10, Con 21, Int 10, Wis 12, Cha 12
  Base Atk +10; CMB +20; CMD 30
  Feats Awesome Blow, Cleave, Improved Bull Rush, 
  Improved Sunder, Intimidating Prowess, Iron Will, 
  Marital Weapon Proficiency (greatclub)B, Power 
  Attack
  Skills Climb +24, Intimidate +20, Perception +14, 
  Stealth +2, Survival +5
  Languages Giant
  SQ stonecunning
   
  Environment any mountains
  Organization solitary, gang (2–5), band (4–8), or tribe 
  (10–20 plus 40% noncombatants, 1–2 elders, and 4–8 
  gargoyles)
  Treasure standard (greatclub, other treasure)
   
  Earth Mastery (Ex) A crag giant gains a +1 bonus on 
  attack and damage rolls if both it and its foe are 
  touching the ground. If an opponent is airborne or 
  waterborne, the crag giant takes a –4 penalty on 
  attack and damage rolls. These modifiers apply to 
  bull rush and overrun maneuvers, whether the crag 
  giant is initiating or resisting these kinds of attacks. 
  (These modifiers are not included in the statistics 
  block.)
  Stonecunning (Ex) This ability functions as the 
  dwarf’s stonecunning ability.
  Crag giants are malicious and capricious giants 
  found inhabiting mountains and hills. They are highly 
  territorial and attack most any creatures that wander 
  into their lands. Bestial creatures are slaughtered and 
  served as food while humanoids, especially dwarves, 
  orcs, and humans are enslaved and forced into manual 
  labor serving the crag giants and their ilk. When labor 
  is in short supply and high demand, crag giant hunting 
  parties venture forth, raiding nearby civilized lands 
  and capturing whatever humanoids they can. 
  Slave trade is common between crag giants, 
  other giant races, and drow.
  Crag giants stand 11 feet in height, 
  and typical weigh around 1,100 pounds. 
  Skin color is almost always dark brown, but some slate gray crag giants 
  have been encountered. Hair on both males and females tends to be long 
  and worn in ponytails. Hair color ranges from black to brown to red. Eyes 
  are usually brown or green. Crag giants generally live to be 250 years old.
  Crag giants are violent creatures and wade headlong into combat, 
  swinging their massive clubs or smashing their foes with their great fists. 
  If interlopers are detected early and crag giants have the high ground, they 
  bombard their foes with rocks, moving in to mop up any survivors.
  CRAG GIANT 
  CR 11
  
   Galley Beggar to Grimshrike
  108
  Giant, Jotun
  This large muscular humanoid has frost-white skin, bright blue eyes, 
  and bluish-white hair.
   
  XP 12,800
  CE Large humanoid (cold, giant)
  Init +0; Senses low-light vision; Perception +15
   
  AC 23, touch 9, flat-footed 23 (+4 armor, +10 natural, –1 size)
  hp 152 (16d8+80)
  Fort +15; Ref +5; Will +7
  Defensive Abilities rock catching; Immune cold
  Weaknesses vulnerability to fire
   
  Speed 40 ft.
  Melee mwk greataxe +22/+17/+12 (3d6+15) or 2 slams +21 
  (1d6+10)
  Ranged rock +11 (1d8+15)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  Spell-Like Abilities (CL 16th):
  3/day—alter self
  1/day—enlarge person (self only), major image 
  (DC 14), reduce person (self only)
   
  Str 31, Dex 10, Con 21, Int 14, Wis 14, Cha 12
  Base Atk +12; CMB +23; CMD 33
  Feats Cleave, Critical Focus, Great Cleave, 
  Improved Overrun, Improved Sunder, Martial 
  Weapon Proficiency (greataxe), Power 
  Attack, Skill Focus (Stealth)
  Skills Climb +22, Craft (any) +11, Diplomacy 
  +9, Intimidate +14, Knowledge (any) +10, 
  Knowledge (local) +8, Perception +15, 
  Stealth +6 (+12 in snow); Racial Modifiers +6 
  Stealth in snow
  Languages Common, Giant
   
  Environment cold mountains
  Organization Solitary, gang (2–4), band (2–4 plus 
  2–8 frost giants plus 1 wizard or cleric of 3rd–5th level), 
  hunting/raiding party (3–6 plus 3–9 frost giants plus 1 
  cleric or wizard of 4th–8th level plus 2–4 winter wolves 
  and 2–3 ogres), or tribe (10–20 plus 15–30 frost giants 
  plus 35% noncombatants plus 1 wizard, cleric, or 
  sorcerer of 6th or 10th level plus 12–30 winter wolves, 
  12–22 ogres, and 1–2 young white dragons)
  Treasure standard (masterwork chain shirt, 
  masterwork greataxe, other treasure)
  Jotuns are the purest blooded of the frost giant race, 
  from which all other frost giants sprang. As brutal as their 
  lesser cousins, they are also highly intelligent, possessing 
  the knowledge of ancient runes with which they may tap 
  into great magical powers. The jotun lineage is said to go 
  back to that of the elder gods, with some jotun females 
  having been the mothers of demigods still worshipped 
  by various races to this day. Jotuns are held as nobility 
  amongst normal frost giant tribes, who obey them as the 
  true children of the frost giant god. 
  Jotuns love games of chance, puzzles and 
  conundrums. The sometimes offer prisoners such 
  a game to win their freedom; of course, the jotun 
  frequently cheat at these games, taking perverse 
  pleasure in doing so.
  Unlike normal frost giants, Jotuns have a taste for finery, not usually 
  found amongst their lesser cousins. They prefer masterwork and magical 
  gear as well as finely tailored furs to the sloppy filth of normal frost giants. 
  Truly ancient jotuns rival titans in size and the power of their illusions. 
  A jotun’s skin is white as snow and their eyes glitter like blue diamonds. 
  Their hair color ranges from red, yellow, blue-grey and even white. 
  Females of the species are quite beautiful and have been known to seduce 
  human men to their death with their feminine wiles. Jotun females are 
  frequently sorcerers. 
  Adult males stand 15–17 feet tall and weigh between 2,800 and 3,200 
  lbs. Females are only slightly smaller averaging 14–16 feet in height. 
  Jotuns’ have a potential lifespan of over 1,000 years and continue to grow 
  in size and magical prowess throughout the span of their lives. 
  It is not uncommon for a jotun to have a few levels of sorcerer, wizard 
  (Illusionist) or cleric as well as their natural powers and abilities. 
  A jotun prefers to conceal itself with powerful illusions and take its 
  enemies by surprise, attacking one opponent at a time until 
  all are subdued or slain. When ganged up on by 
  greater numbers of smaller foes it overruns 
  them, stomping its opponents into the 
  snow, slaughtering them before 
  they have a chance to rise. 
  When threatened with 
  death, a jotun may 
  attempt to flee or 
  barter for its life. 
  JOTUN 
  CR 11
  
  Tome of Horrors 4
  109
  Gibbering Abomination
  This massive fleshy conglomeration is covered with madly staring eyes, 
  gaping mouths in screaming faces, and pulsing orifices exuding foul-
  smelling substances.
  XP 25,600
  CE Large aberration
  Init +7; Senses all-around vision, darkvision 60 ft., tremorsense 
  60 ft.; Perception +18
   
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 162 (13d8+91 plus 13); fast healing 3
  Fort +13; Ref +9; Will +8 
  Defensive Abilities amorphous; DR 10/bludgeoning; Immune 
  critical hits, nausea, pain, precision damage, sickening; 
  Resist electricity 10, sonic 10
   
  Speed 10 ft., climb 10 ft.
  Melee 6 bites +12 (1d8+4 plus grab /19–20)
  Space 10 ft.; Reach 5 ft.
  Special Attacks arcane frenzy, blood drain, disruptive 
  cacophony
  Spell-like Abilities (CL 13th; ranged touch +12):
  At will—blur, confusion (single target only, DC 18), daze 
  monster (no HD limit, DC 16), dispel magic, 
  enfeeblement (as ray but no ranged 
  attack required, DC 15), fear (single 
  target only DC 18), freedom of 
  movement, freezing ray (as 
  scorching ray but cold 
  damage) overland 
  flight, telekinesis 
  (325 pounds 
  max, DC 19)
   
  Str 18, Dex 16, 
  Con 25, Int 10, 
  Wis 6, Cha 19
  Base Atk +9; 
  CMB +14 (+18 
  grapple); CMD 27 (can’t be tripped)
  Feats Combat Reflexes, EnduranceB, Great FortitudeB, 
  Improved Critical (bite), Improved Initiative, Iron Will, 
  Lightning Reflexes, Toughness, Weapon Focus (bite)
  Skills Climb +11, Fly +8, Knowledge (dungeoneering) +8, 
  Perception +18, Spellcraft +12, Stealth +14, Survival +9; 
  Racial Modifiers +4 Perception
  Languages Aklo
  SQ deathless
   
  Environment forest or underground
  Organization solitary
  Treasure standard
   
  All-around Vision (Ex) A gibbering abomination sees in all 
  directions at once. It cannot be flanked List special ability 
  info here. 
  Amorphous (Ex) A gibbering abomination’s body is 
  malleable and shapeless. It is immune to precision damage 
  (like sneak attacks) and critical hits, and can move through 
  an area as small as one-quarter its space without squeezing 
  or one-eighth its space when squeezing.
  Arcane Frenzy (Ex) A gibbering abomination is capable 
  of using its spell-like abilities more frequently than other 
  creatures. It may use a single spell-like ability each 
  round as a swift action, two spell-like abilities as a 
  standard action, or four spell-like abilities as 
  a full-round action; it may not choose to 
  do more than one of these in the same 
  round, and cannot use this ability in 
  the same round it uses Disruptive 
  Cacophony. When engaging in 
  an arcane frenzy, the gibbering 
  abomination may use the same 
  spell-like ability multiple times, 
  but may not use the same spell-
  like ability against the same 
  target twice in one round. If 
  more than one spell-like ability 
  is used, the specific spell-like 
  GIBBERING ABOMINATION 
  CR 13
  
   Galley Beggar to Grimshrike
  110
  abilities and their targets must be determined before any 
  effects are determined, including saves and attack rolls.
  Blood Drain (Ex) On a successful grapple check after 
  grabbing, several of the creature’s mouths attach to its 
  target. Each round it maintains its grapple, the gibbering 
  abomination automatically deals 3d6+12 points of bite 
  damage and 1 point of Constitution damage as it drains its 
  victim’s blood.
  Deathless (Su) When a gibbering abomination is slain, it is 
  not truly dead, and 1 hour later it returns to life at 0 hit points, 
  allowing fast healing thereafter to resume healing it. A 
  gibbering abomination can be permanently destroyed only 
  with death magic or complete incineration of its remains 
  (such as dumping it into a pool of magma).
  Disruptive Cacophony (Su) As a free action the gibbering 
  abomination may produce a horrible quasi-arcane 
  chanting that is highly disruptive to nearby magic effects. 
  Any creature that can clearly hear this chanting (maximum 
  range 100 ft.) must make a concentration check (DC 20 
  plus level of spell) to successfully cast a spell or use a spell-
  like ability. The check DC is Charisma-based. A gibbering 
  abomination that uses this ability may not use any of its spell-
  like abilities on its current turn, or until the start of its next turn.
  Pain Immunity (Ex) Because the gibbering abomination 
  is already in incredible pain, it is immune to any effect or 
  condition caused as a result of extreme pain or agony. This 
  ability does not protect it against any physical damage it 
  might suffer as well, however.
  A horrifying expanse of fused faces and parts of faces, the gibbering 
  abomination is the result of foul arcane experiments studying the creation 
  of chimerical creatures. It bears a close superficial resemblance to a gib-
  bering mouther or lesser gibbering orb, and may be mistaken for one of 
  those, but they are no true relation. Instead, the gibbering abomination 
  has been cobbled together from the faces and organs of dozens of human-
  oid creatures; its innards are a bizarre tangle of brains, hearts, and other 
  organs. The gibbering abomination is in constant pain as a result of the 
  process that created it, haunted by half-remembered memories from the 
  creatures it was composed from. 
  Gibbering abominations have clear memories of the experiments and 
  procedures they suffered in their formation, and value nothing more than 
  their own personal freedom. Beyond that, their constant anguish has given 
  them a hateful attitude toward other creatures.
  Gibbering Abomination Variants
  As the result of the twisted experiments that created them, no two gib-
  bering abominations have the same selection of spell-like abilities. The 
  abilities listed in the stat block above are merely an example of a typical 
  specimen—if such a term could be applied to a creature as bizarre as this.
  When creating new gibbering abominations, use the following guide-
  lines to assist in assigning spell-like abilities to the creature:
   1 
  The abomination should have between 8 and 12 
   
   
  spell-like abilities, with a combined total spell level 
   
   
  of 38–45.
   2 
  Roughly half the spell-like abilities should be derived 
   
   
  from 1st to 3rd–level spells, and the other half 4th to 
   
   
  6th–level spells. Just one should be of 7th to 9th 
   
   
  level; the higher level that spell is, the more 
   
   
  it should be a non-primary combat spell effect. 
   3 
  Any spell with an area effect should be changed to 
   
   
  affect a single target only with a range of Close.  
   
   
  Similarly, any spell that would normally generate a 
   
   
  ray effect no longer needs a ranged touch at
   
   
  tack to hit, but if the spell would normally generate 
   
   
  multiple rays, any additional rays are lost. 
   4 
  Any caps for maximum hit dice of creatures 
   
   
  affected should be removed, but other level-
   
   
  dependent caps, such as maximum number of dice 
   
   
  of damage, should remain.
   5 
  Do not use spell-like abilities with casting times 
   
   
  greater than one standard action, such as most 
   
   
  summoning spells.
   6 
  In general, it is best to pick spell-like abilities with a 
   
   
  balance of offensive, defensive, tactical, and 
   
   
  utilitarian spell effects. However,  creating a 
   
   
  gibbering abomination focused for a particular task 
   
   
  is certainly possible, as the mad beings who created 
   
   
  it may have designed it with just such a purpose in 
   
   
  mind.
  Credit
  Originally appearing in Rappan Athuk (© Frog God Games, 
  2012)
  
  Tome of Horrors 4
  111
  Gibbering Orb
  These great masses of floating amorphous flesh appear to be covered in 
  bloodshot, weeping eyes and disgustingly vile mouths. The gibbering orb 
  is a pulsing mass of sickly greyish-green flesh, roughly 20 ft. in diameter. 
  The orb distends and undulates as it flies, seeming to spasm through the 
  air rather than fly. The creature does not seem to have a top or bottom, nor 
  does it have any form of appendages for handling objects.
  XP 3,276,800
  CE Huge aberration
  Init +16; Senses darkvision 60 ft.; Perception +37
   
  AC 48, touch 32, flat-footed 36 (+12 Dex, +12 insight, +16 
  natural, –2 size)
  hp 337 (27d8+216)
  Fort +17; Ref +21; Will +24 
  Defensive Abilities all-around vision; DR 10/
  epic; Immune critical hits, flanking; SR 
  37
   
  Speed 5 ft., fly 20 ft. (good)
  Melee 12 bites +30 
  (2d8+11/19–20 plus grab)
  Ranged 24 eye rays +31 
  touch 
  Space 15 ft.; Reach 
  10 ft.
  Special Attacks 
  eye rays, gibbering 
  (60 ft.; DC 29 Will), 
  steal spell, steal 
  spell-like ability, 
  swallow whole 
  (4d8 constriction 
  damage plus 3d10 
  acid damage, AC 
  18, hp 33)
  Spell-like Abilities 
  (CL 27th; save DC 16 
  + spell level):
  At will—two stolen 
  spells or spell-like abilities 
  per round
   
  Str 32, Dex 35, Con 27, Int 40, 
  Wis 24, Cha 22
  Base Atk +20; CMB +33 (+37 
  to grapple); CMD 55 (can’t be 
  tripped) 
  Feats Bleeding Critical, Critical Focus, Die 
  Hard, Endurance, Flyby Attack, Greater Vital 
  Strike, Improved Initiative, Improved Critical (bite), Improved 
  Iron Will, Improved Vital Strike, Iron Will, Vital Strike, Weapon 
  Focus (eye ray), Weapon Focus (bite)
  Skills Acrobatics +42, Bluff +33, Diplomacy +33, Escape Artist 
  +42, Fly +42, Heal +34, Intimidate +36, Knowledge (arcana) 
  +45, Knowledge (dungeoneering) +42, Knowledge (history) 
  +42, Knowledge (local) +42, Knowledge (planes) +45, 
  Knowledge (religion) +27, Linguistics +42, Perception +41, 
  Sense Motive +34, Spellcraft +45 , Stealth +34, Survival +37, 
  Use Magic Device +33; Racial Modifiers +4 Perception
  Languages all
  SQ flight
   
  Environment any
  Organization solitary
  Treasure standard
   
  Eye Rays (Su) Two dozen of the eyes can each produce a 
  magical ray each round, with each eye emulating a spell 
  from among the list of spells below (CL 27th). The save DCs, 
  where applicable, are 16 + spell level. A gibbering orb has 
  no directional limitations on where it can point its eye rays, 
  because the eyes orbiting around its body drift and float 
  wherever needed. However, a gibbering orb can never aim 
  more than five rays at any single target, due to limitations of 
  aiming. All rays have a range of 150 ft. Each of these effects 
  functions as a ray, regardless of the normal parameters 
  of the spell it resembles. That is, each is usable against a 
  single target and requires a ranged touch attack. The eye 
  rays are: cone of cold, disintegrate, dominate 
  monster, energy drain, feeblemind, finger 
  of death, flesh to stone, greater dispel 
  magic, harm, hold monster, horrid 
  wilting, implosion, inflict critical 
  wounds, lightning bolt, magic 
  missile, mage’s disjunction, 
  irresistible dance, baleful 
  polymorph, power word 
  blind, power word kill, 
  power word stun, 
  prismatic spray, slay 
  living, and temporal 
  stasis.
  Flight (Ex) The 
  gibbering orb’s 
  body is naturally 
  buoyant. This 
  buoyancy allows 
  it to fly as the spell, 
  as a free action, 
  at a speed of 20 
  ft. This buoyancy 
  also grants it a 
  permanent feather 
  fall effect with 
  personal range. 
  Gibbering (Su) The 
  cacophony of speech 
  emanating from the scores 
  of mouths that make up the 
  orb forces all within 60 ft. of the 
  creature to succeed at a DC 29 
  Will save each round or suffer the 
  effects of an insanity spell.
  Steal Spell/Steal Spell-Like Ability (Su) When 
  a creature dies by being swallowed whole (or when a 
  creature killed by the gibbering orb in some other fashion 
  is eaten by it), the gibbering orb absorbs the creature’s 
  known spells, prepared spells, and spell-like abilities. The 
  orb can use any two of those abilities per round as a free 
  action. Each originates from an eye that is not producing an 
  eye ray (see above) that round. Stolen spells and spell-like 
  abilities are lost after 24 hours.
  These great harbingers of insanity and chaos are fortunately very rare 
  indeed. Locked away by whatever powers preserve order and sanity, 
  the gibbering orbs occasionally make their way to the civilized world 
  to satiate its ravenous hunger for sentient beings. While the gibbering 
  orb looks like a mass of chaotic, insanely impossible flesh, it is a clever 
  GIBBERING ORB 
  CR 27
  
   Galley Beggar to Grimshrike
  112
  Gibbering Orb, Lesser
  These hideous masses of floating flesh appear to be covered with staring 
  eyes and hungry mouths. The lesser gibbering orb is a pulsing mass of 
  sickly greyish-green flesh, roughly 8 ft. in diameter. The orb seems to fly in 
  starts and fits, but this is a ruse, for the creature is nimble for its bulk. It 
  may be a distant cousin to the eye of the deep or similarly-orbed entities.
  XP 12,800
  CE Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +23
   
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 91 (14d8+42)
  Fort +7; Ref +7; Will +13 
  Defensive Abilities all-around vision; Immune critical hits, 
  flanking; SR 21
   
  Speed 5 ft., fly 30 ft. (good)
  Melee 6 bites +12 (1d8+3 plus grab)
  Ranged 6 eye rays +13 touch 
  Space 10 ft.; Reach 5 ft.
  Special Attacks eye rays, gibbering (60 ft.; DC 23 Will), 
  steal spell, steal spell-like ability, swallow whole (1d8 acid 
  damage, AC 14, hp 9)
  Spell-like Abilities (CL 14th; save DC 16 + spell level)
  Constant—fly
  At will—one stolen spell or spell-like ability per round
   
  Str 16, Dex 17, Con 17, Int 20, Wis 14, Cha 22
  Base Atk +10; CMB +14 (+18 grapple); CMD 27 (can’t be 
  tripped) 
  Feats Diehard, Endurance, Flyby Attack, Improved Initiative, 
  Iron Will, Vital Strike, Weapon Focus (eye ray)
  Skills Acrobatics +20, Fly +22, Intimidate +23, Knowledge 
  (arcana) +22, Knowledge (dungeoneering) +19, Linguistics 
  +19, Perception +23, Sense Motive +16, Stealth +19; Racial 
  LESSER GIBBERING ORB 
  CR 11
  and very intelligent adversary. If any being is so foolish as to attack a 
  gibbering orb, it hurls itself at its foes with complete abandon, somehow 
  making tactical decisions despite its completely random approach to 
  destruction.
  Gibbering orbs speak all languages, and frequently speak in several 
  tongues at once to disorient their opponents. Gibbering orbs are incapable 
  of speaking in a non-dominant role, their egos are too vast.
  Gibbering orbs are 20 feet or more in diameter, weighing at least 8,000 
  pounds. Their coloration varies from a sickly, mottled gray to luminescent 
  green or deep magenta at random intervals. The orbs flesh spasms and 
  twitches constantly, and the entire surface is covered in eyes, mouths 
  and other incomprehensible appendages. The orb has no obvious top or 
  bottom; as it hovers, the entire mass continuously rotates so no one side is 
  ever in direct contact with opponents for longer than a few seconds.
  Gibbering orbs are planar travelers; fortunately, they grow bored of 
  one place quickly. The only time gibbering orbs maintain a residence for 
  long in any one place is if they are guarding some location for their own 
  amusement, or if they are stranded or bound to a location. Woe to those 
  who stumble upon an orb that cannot leave of its own free will!
  Gibbering orbs in combat are forces of nature. They attack with seeming 
  abandon, although they are incredibly intelligent, their ego does not allow 
  them to comprehend the concept other being are as powerful as they are. 
  Gibbering orbs consume there foes fully, drawing them into their various 
  mouths; thus, any treasure found with a gibbering orb is one the inside of 
  the creature. 
  Gibbering orbs are never found together. It is unknown how they 
  reproduce, and such an event would most likely take place in a very 
  secluded lair.
  Credit
  Originally appearing in Rappan Athuk (© Frog God Games, 
  2012)
  Lesser gibbering orbs are an immature or offshoot form of the great 
  and terrible aberrations that are known to inhabit the dark recesses of 
  the world. Created in some manner of magical nightmare, the orbs are 
  as different as their underground realms. If the GM so desires, these 
  additional eye powers are presented as possible replacements. 
  Eye Rays (Su) Six of the eyes can each produce a 
  magical ray each round, with each eye emulating a 
  spell from among the list of spells below as if cast by 
  a 14th-level caster. The save DCs, where applicable, 
  are 16 + spell level. A gibbering orb has no directional 
  limitations on where it can point its eye rays, because 
  the eyes orbiting around its body drift and float wherever 
  needed. However, a gibbering orb can never aim more 
  than three rays at any single target, due to limitations of 
  aiming. All rays have a range of 80 feet. Each of these 
  effects functions as a ray, regardless of the normal 
  parameters of the spell it resembles. That is, each is 
  usable against a single target and requires a ranged 
  touch attack.
  A lesser gibbering orb can have up to 6 eye rays, each 
  based on a 0–3rd level cleric or sorcerer spell. The rays 
  can be determined by the GM or rolled randomly on the 
  table below.
   ROLL 
  EYE RAY
   
  1 
  acid arrow
   
  2 
  blindness/deafness
   
  3 
  chill touch
   
  4 
  color spray
   
  5 
  daze monster
   
  6 
  dispel magic
   
  7 
  flaming sphere
   
  8 
  glitterdust
   
  9 
  grease
   10 
  hypnotism
   11 
  hypnotic pattern
   12 
  inflict light wounds
   13 
  inflict moderate wounds
   14 
  magic missile
   15 
  ray of enfeeblement
   16 
  ray of frost
   17 
  shatter
   18 
  sleep
   19 
  slow
   20 
  touch of fatigue
  Lesser Gibbering Orb Eye Rays
  
  Tome of Horrors 4
  113
  Modifiers +4 Perception
  Languages all
  SQ flight
   
  Environment any
  Organization solitary or occulum (2–3)
  Treasure standard
   
  Eye Rays (Su) Six of the eyes can produce a magical ray 
  per round, with each eye emulating a spell from among 
  the list of spells below as if cast by a 14th-level caster. The 
  save DCs, where applicable, are 16 + spell level. A 
  gibbering orb has no directional limitations on 
  where it can point its eye rays, because the 
  eyes orbiting around its body drift and float 
  wherever needed. However, a gibbering 
  orb can never aim more than three rays 
  at any single target, due to limitations of 
  aiming. All rays have a range of 80 feet. 
  Each of these effects functions as a ray, 
  regardless of the normal parameters 
  of the spell it resembles. That is, each 
  is usable against a single target and 
  requires a ranged touch attack. The eye 
  rays are: daze monster, dispel magic, 
  flaming sphere, inflict moderate wounds, 
  magic missile, and ray of enfeeblement. The 
  save DC is Charisma-based.
  Flight (Sp) The gibbering orb’s body is naturally buoyant. 
  This buoyancy allows it to cast fly, as the spell, as a free 
  action, at a speed of 30 ft. This buoyancy also grants it a 
  permanent feather fall effect with personal range. 
  Gibbering (Su) As a free action, no more than once per 
  1d4 rounds, a gibbering orb can emit a cacophony of 
  maddening sound. All creatures other than gibbering 
  mouthers and gibbering orbs within 60 feet must succeed 
  on a DC 23 Will save or be confused for 1d4 rounds. This is a 
  mind-affecting compulsion insanity effect. A creature that 
  saves cannot be affected by the same orb’s gibbering for 
  24 hours. The save DC is Charisma-based.
  Steal Spell/Steal Spell-Like Ability (Su) When a creature dies 
  by being swallowed whole (or when a creature killed by 
  the gibbering orb in some other fashion is eaten by it), the 
  gibbering orb absorbs the creature’s known spells, prepared 
  spells, and spell-like abilities. The orb can use any one of 
  those abilities per round as a free action. Each originates 
  from an eye that is not producing an eye ray (see above) 
  that round. Stolen spells and spell-like abilities are 
  lost after 24 hours.
  The lesser gibbering orb is either a smaller or 
  younger version of the gibbering orb, or so similar 
  it makes no difference for naming purposes. These 
  odd beasts are not quite the force of nature their 
  larger brethren are, but they are every bit as chaotic 
  and hungry as the larger version. These creatures 
  are very distinct, and no two lesser gibbering 
  orbs encountered are the same, if the encounter is 
  survived at all!
  The gibbering orb has the ability to bite its foes 
  by extending a pseudopod with one of its mouths 
  protruding from the end. The orb can extend two of 
  these at any one foe, or a total of six in any given round. At 
  the same time, the legions of eyes have the ability to cast a host 
  of spells at a rapid rate.
  Like their larger kin, lesser gibbering orbs speak any language, and 
  constantly babble and gurgle unintelligible gibberish to confuse and 
  disorient their foes.
  Credit
  Originally appearing in Rappan Athuk (© Frog God  
  Games, 2012)
  
   Galley Beggar to Grimshrike
  114
  Glacial Haunt
  This humanoid has pale white skin and is partially covered in ice and 
  snow. Its hair appears stiff and frozen, glittering with small particles of 
  ice. Its eyes are deep blue and show no signs of life.
  XP 600
  CE Medium undead (cold)
  Init +2; Senses darkvision 60 ft., lifesense 100 ft.; Perception +8
  Aura bitter cold (10 ft.)
   
  AC 17, touch 13, flat-footed 14 (+1 dodge, +2 Dex, +4 
  natural)
  hp 22 (4d8+4)
  Fort +2; Ref +3; Will +5
  Defensive Abilities channel resistance +2; Immune cold, 
  undead traits
  Weaknesses vulnerability to fire
   
  Speed 30 ft., burrow 20 ft. (ice and snow only); snow glide
  Melee slam +6 (1d4+3 plus heat drain)
   
  Str 14, Dex 15, Con —, Int 8, Wis 12, Cha 13
  Base Atk +3; CMB +5; CMD 18
  Feats Dodge, Weapon Focus (slam)
  Skills Climb +9, Perception +8, Stealth +9
  Languages Common
   
  Environment cold lands
  Organization solitary or gang (2–5)
  Treasure none
   
  Bitter Cold (Ex) A glacial haunt radiates intense cold in a 10-
  foot radius. Creatures in or entering the area take 1d2 points 
  of cold damage each round. 
  Heat Drain (Su) A glacial haunt’s slam attack drains away 
  body heat from living creatures. This attack deals 1d4 points 
  of Strength damage to a living creature. This is a negative 
  energy effect. A creature freezes to death if this Strength 
  damage equals or exceeds its actual Strength score.
  Lifesense (Ex) A glacial haunt can detect living creatures 
  within 100 feet by the heat their bodies radiate. This includes 
  invisible creatures. 
  Snow Glide (Ex) A burrowing glacial haunt can pass through 
  ice and snow as easily as a fish swims through water. Its 
  burrowing leaves behind no tunnel or hole, nor does it 
  create any ripple or other sign of its presence.
  The icy wastes sometimes grant unlife to those who freeze to death at 
  her unforgiving hands. The result is a glacial haunt, the utter bane of the 
  unwary traveler, for the glacial haunt is drawn to the heat of all sources, 
  be it from magic, fires, or the warmth given off by living creatures. Glacial 
  haunts spend most of their time wandering their frigid domains seeking 
  to kill and devour anything they encounter. When winter spreads her icy 
  embrace to other lands, the glacial haunt’s hunting grounds increase.
  A glacial haunt is 6 feet tall and weighs about 165 pounds. It is usually 
  dressed in the attire it wore at the time of its death, though much of it has 
  rotted or fallen away. Glacial haunts seem to understand, and possibly be 
  able to speak, the Common tongue, but no encounters with these creatures 
  has born any hard evidence of this. Multiple glacial haunts in a single 
  encounter is rare and believed to come about when a group of adventurers 
  succumb to the cold and perish together. Others have speculated that 
  glacial haunts actually reproduce by melting and then splitting into two 
  identical creatures. 
  Glacial haunts detest living creatures and attack them on sight. A 
  favored tactic of glacial haunts is to burrow into the snow when it detects 
  living creatures in its domain, and then spring from ambush to assault 
  them when they move near. Glacial haunts batter their foes with their fists, 
  seeking to destroy them by literally smashing the life from them. 
  GLACIAL HAUNT 
  CR 2
  
  Tome of Horrors 4
  115
  Gloom Haunt
  A vaguely humanoid shape composed of darkness rises from the 
  shadows.
  XP 1,600
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., see in darkness;  
  Perception +13
  AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
  hp 57 (6d8+30)
  Fort +7; Ref +5; Will +7
  Defensive Abilities incorporeal, channel resistance +2, 
  shadowy resolve; Immune undead traits
   
  Speed fly 50 ft. (good)
  Melee incorporeal touch +7 (3d6+5 plus pain touch)
  Special Attacks shadow mastery
  Str —, Dex 17, Con —, Int 14, Wis 14, Cha 20
  Base Atk +4; CMB +7; CMD 25
  Feats Alertness, Flyby Attack, Improved Initiative
  Skills Fly +16, Intimidate +14, Knowledge (any one) +8, 
  Perception +13, Sense Motive +13, Stealth +12 (+16 in dim 
  light, +8 in bright light); Racial Modifiers +4 Stealth in dim 
  light (–4 in bright light)
  SQ creeping shadows
   
  Environment any
  Organization solitary or gang 
  (gloom haunt plus 2–4 shadows)
  Treasure standard
   
  Creeping Shadows (Su) Once per 
  day, a gloom haunt can emanate 
  an inky darkness in a 30-foot-radius 
  burst as a standard action. This functions 
  as a deeper darkness spell (CL 6th).
  Incorporeal Touch (Su) By passing part of its 
  incorporeal body through a foe’s body as a standard 
  action, the gloom haunt inflicts 7d6 damage. This damage 
  is not negative energy—it manifests in the form of physical 
  wounds and aches from supernatural aging. Creatures 
  immune to magical aging are immune to this damage, 
  but otherwise the damage bypasses all forms of damage 
  reduction. A Fortitude save halves the damage inflicted.
  Pain Touch (Su) A gloom haunt adds its Charisma modifier 
  on damage rolls with its incorporeal touch. Additionally, 
  the touch of a gloom haunt sends a wave of intense pain 
  through the opponent’s body. A creature touched must 
  succeed on a DC 18 Fortitude save or be stunned for 1 
  round and shaken for 1d4+2 rounds thereafter. The save DC 
  is Charisma-based.
  Shadow Mastery (Su) A gloom haunt is a creature of 
  darkness. In areas of total darkness (including that created 
  by its creeping shadows ability), a gloom haunt gains a 
  +2 racial bonus on attack rolls, saves, and checks. These 
  bonuses are not included in the statistics block.
  Shadowy Resolve (Su) In areas of shadowy illumination or 
  total darkness, a gloom haunts channel resistance increases 
  to +4.
  Gloom haunts are believed to somehow be related to shadows though 
  most learned scholars agree that people simply relate them to shadows 
  because of their resemblance to said creatures. In actuality, gloom haunts 
  are different creatures, unrelated to the aforementioned undead at all. 
  While both prefer areas of gloom and darkness, and both seem to be 
  formed of shadowstuff, that’s where the similarities end.
  Gloom haunts are vile evil creatures, who seem to have no ties to the 
  living (i.e., scholars cannot find any reasonable explanation as to why 
  they exist), though a few learned sages believe gloom haunts to be the 
  spiritual remains of paladins who were sacrificed by evil clerics to their 
  vile and dark gods. Gloom haunts are found haunting graves, dungeons, 
  and catacombs. These creatures detest light (though they are not harmed 
  by it) and move about at night when their natural coloration and abilities 
  help them the most. 
  A gloom haunt appears as a humanoid-shaped somewhat translucent 
  creature formed of darkness. Two small pinpoints of red light function as 
  eyes. A gloom haunt does not speak or utter any sounds.
  Gloom haunts use their ability to hide in shadows to wait for living 
  creatures to come close. When such a creature does, glooms haunt leap 
  to the attack.
  GLOOM HAUNT 
  CR 5
  
   Galley Beggar to Grimshrike
  116
  A man-size biped made entirely of what looks like glass or crystal 
  moves forward, the light reflecting off is faceted form in a dizzying array.
  XP 1,600
  N Medium construct 
  Init –1; Senses darkvision 60 ft., low-light vision; 
  Perception +0 
   
  AC 17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
  hp 44 (8d10+20)
  Fort +2; Ref +1; Will +2
  DR 5/adamantine; Immune construct traits (+20 hp), 
  electricity, fire, magic 
  Weakness vulnerability to sonic
   
  Speed 30 ft.
  Melee 2 slams +11 (1d6+3)
  Special Attacks crystalline destruction 
  Str 16, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +8; CMB +11; CMD 20 
   
  Environment any
  Organization solitary
  Treasure none
   
  Crystalline Destruction (Ex) When reduced 
  to 0 hit points, a crystal golem shatters in 
  an explosion of jagged shards of rock. All 
  creatures within a 10-foot burst take 3d6 
  points of slashing damage and 2d6 points of 
  bludgeoning damage; a DC 13 Reflex save 
  halves the damage. The save DC is Constitution-
  based. 
  Immunity to Magic (Ex) A crystal golem is immune to any 
  spell or spell-like ability that allows spell resistance, with the 
  exception of spells and spell-like abilities that have the sonic 
  descriptor. In addition, certain spells and effects function 
  differently against the creature, as noted: A transmute rock 
  to mud spell slows a crystalline golem (as the slow spell) for 
  2d6 rounds, with no saving throw, while transmute mud to 
  rock heals all of its lost hit points. A stone to flesh spell does 
  not actually change the golem’s structure but negates its 
  damage reduction and immunity to magic for 1 full round. 
  Crystalline golems are man-shaped growths of crystal, animated by a 
  powerful wizard and possessed of rudimentary intelligence. They attack 
  by clubbing with their rock-like fists. These are comparably quite a weak 
  form of golem, but the process of creating them is not as arduous as for 
  the other sorts. 
  Construction
  Crystalline golems are created out of fine quartz or other crystal 
  weighing 1,200 pounds, and worth 3,000 gp. The crystal is shaped into a 
  man-size form, and infused with electricity to spark its animation.
  CRYSTALLINE GOLEM
  CL 8th; Price 6,000 gp
   
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, limited wish, 
  shocking grasp, creator must be caster level 8th; Skill; Cost 
  3,000 gp
  Credit
  Original author Matthew J. Finch
  Originally appearing in The Spire of Iron and Crystal (© Frog 
  God Games/Matthew J. Finch, 2011)
  Golem, Crystalline
  CRYSTALLINE GOLEM 
  CR 5
  
  Tome of Horrors 4
  117
  Golem, Necromantic
  This creature looks like a large, rotting humanoid whose body has been 
  stitched together with cord, wires, and string.
  XP 4,800
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +1
   
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 90 (11d10+30)
  Fort +3; Ref +3; Will +4
  DR 5/adamantine; Immune construct traits (+30 hp), magic
   
  Speed 30 ft.
  Melee 2 slams +14 (2d6+4 plus 1d6 negative energy)
  Space 10 ft.; Reach 10 ft.
  Special Attacks enervating ray, unholy blast
   
  Str 18, Dex 10, Con —, Int —, Wis 12, Cha 1
  Base Atk +11; CMB +16; CMD 26
  SQ rejuvenation
   
  Environment any
  Organization solitary
  Treasure none
   
  Enervating Ray (Su) Once per day, a necromantic golem 
  can unleash a ray of negative energy in a 30-foot line. A 
  creature struck must make a DC 17 Fortitude save or gain 
  2d4 negative levels. Even on a successful save, the victim 
  gains 1d4 negative levels. Assuming the target survives, it 
  regains lost levels after 11 hours have passed. Negative 
  levels from a necromantic golem do not have a chance of 
  becoming permanent. The save DC is Constitution-based 
  and includes a +2 racial bonus.
  Immunity to Magic (Ex) A necromantic golem is immune 
  to any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature, as noted: A magical attack that 
  heals living creatures slows a necromantic golem (as the 
  slow spell) for 2d6 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 
  amount of healing would cause the golem to exceed its 
  full normal hit points, it gains any excess as temporary hit 
  points. A necromantic golem gets no saving throw against 
  attacks that deal negative energy damage. A raise dead 
  spell deals 6d6 points of damage to a necromantic golem. 
  A necromantic golem gets no saving throw against this 
  effect. A resurrection or true resurrection spell negates its DR 
  and immunity to magic for 1 minute. In an area affected 
  by a hallow spell, a necromantic golem takes a –2 penalty 
  on attack rolls, damage rolls, checks, and saves, and a 
  –2 penalty to AC. In areas affected by an unhallow spell, 
  a necromantic golem gains a +2 bonus on attack rolls, 
  damage rolls, checks, and saves, and a +2 bonus to AC.
  Rejuvenation (Su) A necromantic golem heals 1 hit point 
  every hour up to its maximum hit points. If reduced to 0 hit 
  points or less, the golem continues to heal. A necromantic 
  golem can be permanently destroyed by reducing it to 0 
  hit points or less, casting a hallow spell on the corpse, and 
  dousing the golem with holy water. 
  Unholy  Blast (Su) As a free action once every 1d4+1 rounds, 
  a necromantic golem can unleash a blast of negative 
  energy in a 20-foot cone. Creatures caught in the area 
  take 6d6 points of negative energy damage (good-aligned 
  outsiders caught in the area take 6d8 points of negative 
  energy damage). A DC 15 Reflex save reduces the damage 
  by half. The save DC is Constitution-based.
  A necromantic golem resembles a flesh golem, and is often times 
  mistaken for said creature. It is assembled in much the same way as a 
  flesh golem is (humanoid body parts stitched together into a single form), 
  and infused with negative energy during the construction process.
  A necromantic golem stands 8 feet tall and weighs around 500 pounds. 
  Its sickly greenish flesh is drawn tight around its frame in areas and rotted 
  completely away in others. Its form weeps fluids from various sores and 
  injuries. A necromantic golem wields no weapons and wears whatever its 
  creator gives it, usually ragged clothing and nothing more.
  A necromantic golem cannot speak, though it does seem to understand 
  basic commands spoken in the Common tongue. 
  In combat, a necromantic golem attacks with its unholy blast and 
  powerful slam attacks, usually opening battle with its enervating ray. It is 
  relentless and fights to the death unless otherwise instructed by its creator. 
  A necromantic golem moves and walks with a stiff gait.
  Construction
  The pieces of a necromantic golem must come from normal humanoid 
  corpses that have not decayed significantly. Assembly requires a minimum 
  of six different bodies—one for each 
  limb, the torso (including head), 
  and the brain. In some cases, more 
  bodies may be necessary. Special 
  unguents and bindings worth 500 
  gp are also required. Note that 
  creating a necromantic golem 
  requires casting a spell with 
  the evil descriptor.
  NECROMANTIC 
  GOLEM
  CL 10th;  
  Price 24,500 gp
   
  CONSTRUCTION
  Requirements Craft 
  Construct, animate 
  dead, bull’s 
  strength, enervation, 
  geas/quest, limited 
  wish, creator must 
  be caster level 10th; 
  Skill Craft (leather) or 
  Heal DC 15;  
  Cost 12,000 gp
  NECROMANTIC GOLEM 
  CR 8
  
   Galley Beggar to Grimshrike
  118
  Golem, Philosopher
  This creature appears as a nine-foot tall humanoid crafted from lapis 
  lazuli. It has a regal bearing and wields a rod of platinum in its hand.
  XP 6,400
  N (usually; but any) Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +14
   
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 112 (15d10+30)
  Fort +5; Ref +5; Will +9
  DR 10/adamantine; Immune construct traits (+30 hp), magic
   
  Speed 30 ft.
  Melee platinum rod +19/+14 (1d8+5) or 2 slams +19 (2d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spells
  Spells Known (CL 7th; melee touch +19, ranged touch +14):
  3rd (4/day)—lightning bolt (DC 15), sleet storm
  2nd (7/day)—flaming sphere (DC 14), invisibility, web (DC 14)
  1st (7/day)—burning hands (DC 13), charm person (DC 13), 
  detect secret doors, ray of enfeeblement (DC 13), true strike
  0 (at will)—bleed (DC 12), dancing lights, detect magic, flare 
  (DC 12), mage hand, read magic, touch of fatigue (DC 12)
   
  Str 20, Dex 11, Con —, Int 15, Wis 15, Cha 15
  Base Atk +15; CMB +21; CMD 31
  Feats Alertness, Combat Casting, Craft ConstructB, Craft 
  Wondrous Item, Extend Spell, Iron Will, Maximize Spell, Power 
  Attack, Quicken Spell
  Skills Craft (any one) +12, Knowledge (any one) +12, 
  Knowledge (arcana) +12, Perception +14, Sense Motive +4, 
  Spellcraft +12, Use Magical Device +12
  Languages Common, plus two others
   
  Environment any
  Organization solitary
  Treasure platinum rod (1,500 gp)
   
  Immunity to Magic (Ex) A philosopher golem is immune 
  to any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against the creature as noted: A shatter spell deals 
  damage to a philosopher golem as if it were a crystalline 
  creature. A keen edge spell affects a philosopher golem’s 
  slam attacks as if they were slashing weapons. A magical 
  attack that deals cold damage slows a philosopher 
  golem (as the slow spell) for 3 rounds (no saving throw). 
  A magical attack that deals fire damage ends any slow 
  effect on the golem and heals 1 point of damage for 
  each 3 points of damage the attack would otherwise 
  deal. If the amount of healing would cause the golem 
  to exceed its full normal hit points, it gains any excess as 
  temporary hit points. A philosopher golem gets no saving 
  throw against fire effects.
  Spells When a philosopher golem is created, it is 
  programmed with spells. The creator can add as many or 
  as few spells as desired up to the limit of the golem’s caster 
  level. A philosopher golem has a caster level equal to one-
  half its Hit Dice. A philosopher golem does not require any 
  spell components or focuses to cast its spells, and once a 
  spell is cast, it is expended until the golem recharges it. To 
  recharge its expended spells, a philosopher golem must 
  remain idle (resting, more or less) for 8 hours.
   
  The philosopher golem is a completely self-aware construct, designed 
  as an aid to powerful spellcasters. The philosopher golem is subservient to 
  its master but acts more as a companion and confidant, having its own mind 
  as to choices of right and wrong or good and evil. Philosopher golems are 
  often used as proxies in the crafting of dangerous magical items by their 
  creators who use the philosopher golem in the handling of volatile spell 
  PHILOSOPHER GOLEM 
  CR 9
  
  Tome of Horrors 4
  119
  components or in the acquisition of reagents from hostile environments. 
  Philosopher golems can, or so it is rumored, teach other spellcasters the 
  spells they have programmed if the spellcaster is of sufficient level to cast 
  the spell. A philosopher golem cannot change its programmed spells, but 
  its creator or another spellcaster can. Spells can be added, removed, or 
  changed by the creator or another spellcaster. 
  Philosopher golems are most often found in the employ of wizards, 
  sorcerers, and clerics. In combat, philosopher golem uses its programmed 
  spells and powerful slam attacks to dispatch its foes. It can also attack 
  with its platinum rod (treat as a club).
  Reprogramming a Philosopher Golem
  A spellcaster can add, remove, or change the philosopher golem’s 
  programmed spells.
  Adding a New Programmed Spell
  The following rules apply when adding a new spell to an existing 
  philosopher golem.
  The philosopher golem must have available spell slots. A golem has as 
  many spell slots as would a spellcaster equal to its caster level. 
  A new spell can only be added in a spell slot of the spell’s level or 
  higher. 
  The spellcaster must be able to cast the spell to be added and must have 
  access to it (that is, it must appear on his spell list and he must have access 
  to it via spellbook, prepared spell or known spell, scroll, etc.)
  Adding a new spell takes 1 hour per spell level and the spellcaster must 
  expend a number of gold pieces equal to the spell’s level x the philosopher 
  golem’s caster level x 500 gp. 0th level spells cost one-half this price. 
  The spellcaster makes a Spellcraft check (DC 20 if the spellcaster is the 
  golem’s creator; DC 25 if not + the spell’s level). If successful, the new 
  spell is added to the golem. If the check fails, both time and cost are 
  wasted.
  Removing a Programmed Spell
  Removing a programmed spell from a philosopher golem takes 1 hour 
  per spell level and requires a DC 20 Spellcraft check. Modify the DC as 
  follows (add all that apply).
  Circumstance 
  DC
  Spellcaster is not the golem’s creator 
  +5
  Spell doesn’t appear on spellcaster’s list  
  (or doesn’t know the spell) 
  +5
  Spell is of a higher level  
  than spellcaster can cast 
  +5 per level over
  If the Spellcraft check succeeds, the spell is removed. If the check 
  fails, the spell is not removed. The spellcaster can try again, but the DC to 
  remove that spell increases by +5 each time he fails this check.
  Changing a Programmed Spell
  Changing a spell requires the spellcaster to first remove the spell (using 
  the rules above), and then add the spell to the golem (using the rules 
  above).
  Construction
  A philosopher golem’s body is chiseled from a single block of lapis 
  lazuli, weighing at least 2,000 pounds. The lapis lazuli must be of 
  exceptional quality, and costs 10,000 gp.
  PHILOSOPHER GOLEM
  CL 14th; Price 64,000 gp
   
  CONSTRUCTION
  Requirements Craft Construct, antimagic field, geas/quest, 
  limited wish, all of the spells the creator wants to program 
  into the philosopher golem, creator must be caster level 
  14th; Skill Craft (sculpting) or Craft (jewelrymaking) DC 17; 
  Cost 37,000 gp
  
   Galley Beggar to Grimshrike
  120
  Golem, Skiff
  This unusual river skiff is constructed of finely-crafted wood. On the 
  bow of the ship stands a statue of a skeletal figure dressed in a hooded 
  black robe. Its hand clutches a long staff.
  XP 12,800
  N Huge construct (extraplanar)
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 21, touch 6, flat-footed 21 (–2 Dex, +15 natural, –2 size)
  hp 122 (15d10+40)
  Fort +5; Ref +3; Will +5
  DR 10/adamantine; Immune construct traits (+40 hp), 
  magic; Resist fire 20
   
  Speed 40 ft., swim 50 ft.
  Melee quarterstaff +23/+18/+13 (2d6+15 plus paralysis)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (30-ft. cone, 7d6 electricity 
  damage; DC 17 Ref half, usable five times/day), man 
  overboard, paralysis (2d4 rounds, DC 17)
  Spell-Like Abilities (CL 15th):
  1/day—passwall, summon (level 8, 1d4 charonadaemons 
  35%)
   
  Str 31, Dex 6, Con —, Int —, Wis 11, Cha 11
  Base Atk +15; CMB +27; CMD 35 (can’t be tripped)
  Skills Swim +18
  Languages Abyssal, Common, Infernal (cannot speak any)
   
  Environment any (lower planes)
  Organization solitary
  Treasure none
   
  Immunity to Magic (Ex) A skill golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted: Warp wood or wood shape slows a 
  skiff golem (as the slow spell) for 2d6 rounds (no save). A 
  magical attack that deals cold damage breaks any slow 
  effect on the skiff golem and heals 1 point of damage for 
  every 3 points of damage the attack would otherwise deal. 
  If the amount of healing would cause the golem to exceed 
  its full normal hit points, it gains any excess as temporary hit 
  points. A skiff golem gets no saving throw against attacks 
  that deal cold damage. Repel wood drives the skiff golem 
  back 30 feet and deals 2d12 points of damage to it (no 
  save). Ironwood heals a skiff golem of all its lost hit points.
  Man Overboard (Ex) A skiff golem can rock itself violently 
  back and forth as a move action, causing all those onboard 
  to fall into the water (which if on the River Styx could be a 
  very bad thing indeed). A creature can attempt to maintain 
  its footing and grab onto the skiff golem by succeeding on 
  a DC 27 Acrobatics check. The check DC is Strength-based. 
  Crafted by Charon, the Boatman 
  of the Lower Planes and his 
  servants, these creatures serve as an 
  automated means of transportation 
  across the Styx. A rider’s destination 
  need merely be whispered in the golem’s 
  ear and payment dropped into a nearby 
  container on the skiff. When these conditions 
  are met, the skiff sets out immediately at full 
  speed, polling across water and land alike with 
  otherworldly determination. 
  If attacked, or if travelers attempt to board the skiff without first paying, 
  a skiff golem attacks with its ebon staff and breath weapon (the skeletal 
  figure pivots to face its opponents). If it manages to paralyze an opponent 
  with its staff, it attempts to knock that foe from its skiff into the waiting 
  waters. If threatened with destruction, the skiff golem summons several 
  charonadaemons to its aid or makes haste to retreat, poling thru rock, 
  stone, magical obstructions, water and fire if necessary.
  Construction
  The construction of a skiff 
  golem is a closely guarded secret, 
  known only to Charon and some 
  of his most loyal servants.
  SKIFF GOLEM 
  CR 11
  
  Tome of Horrors 4
  121
  Golem, Spontaneous — Ossuary Golem
  A massive amalgamation of jagged bones bears a multitude of wickedly 
  clawed arms and a head formed of numerous skulls held in place together. 
  It moves quickly on its many limbs before rising to its full height of 12 feet 
  and bringing its four skeletal arms to bear. 
  XP 12,800 
  N Large construct 
  Init +4; Senses darkvision 60 ft., low-light vision;  
  Perception +20 
  AC 23, touch 9, flat-footed 23 (+14 
  natural, –1 size) 
   
  hp 96 (12d10+30) 
  Fort +4; Ref +6; Will +6 
  Defensive Abilities disassemble; 
  DR 10/adamantine and 
  bludgeoning; Immune 
  construct traits (+30 hp), 
  magic 
   
  Speed 40 ft. 
  Melee 4 slams 
  +18 (2d10+6 plus 
  wounding) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks wounding 
   
  Str 22, Dex 10, Con —, Int 2,  
  Wis 14, Cha 10 
  Base Atk +12; CMB +19; 
  CMD 29 (37 vs. trip) 
  Feats Cleave, Improved 
  initiative, Lightning Reflexes, 
  Power Attack, Skill Focus 
  (Perception), Weapon Focus 
  (slam) 
  Skills Disguise +0 (+20 as pile of 
  bones), Perception +20, Stealth –4 
  (+26 among other bones); Racial 
  Modifiers +20 Disguise as pile of 
  bones, +30 Stealth when among 
  other bones such as battlefields, 
  catacombs, etc. 
   
  Environment any 
  Organization solitary 
  Treasure none 
   
  Disassemble (Ex) When at rest with no living 
  prey nearby, an ossuary golem as a free action 
  separates into its component skeletons that lie 
  inert in true death. In this form it is immune to 
  all damage short of disintegration. As a free 
  action, an ossuary golem can reassemble into 
  its conglomerate form to attack. While living 
  prey is nearby, an ossuary golem will not use its 
  disassemble ability. Use of this ability does not 
  provoke attacks of opportunity. 
  Immunity to Magic (Ex) An ossuary golem is 
  immune to any spell or spell-like ability that 
  allows spell resistance. In addition, certain 
  spells and effects function differently against 
  the creature as noted: An animate dead 
  spell causes several of the golem’s bones to 
  temporarily fall away from its body which slows (as the slow 
  spell) the golem for 1d4 rounds. A raise dead spell with 
  a successful touch attack deals 5d6 points of damage. 
  A resurrection spell with a successful touch attack deals 
  1d6 points of damage per caster level 
  (15d6 maximum). A speak with dead 
  spell stuns the golem for 1 round as 
  the spirits of the many deceased 
  temporarily confuse it while vying for 
  control of their individual bodies. 
  A true resurrection spell with a 
  successful touch attack deals 10 
  points of damage per caster 
  level to a maximum of 150 
  points at 15th level (as the 
  harm spell). 
  Wounding (Ex) The 
  jagged, bony claws of an 
  ossuary golem function as 
  wounding weapons, dealing 
  1 point of bleed damage per hit. 
  Bleeding creatures take the bleed damage 
  at the start of their turns. Bleeding can be 
  stopped by a DC 15 Heal check or through 
  the application of any spell that cures hit point 
  damage. A critical hit does not multiply the 
  bleed damage. Creatures immune to 
  critical hits are immune to this 
  bleed damage. 
  Spontaneous 
  golems 
  are 
  constructs, much like the more 
  common golem varieties, but they 
  have no creator and are completely 
  independent. A place of great pain, 
  great fear, or great sorrow may, 
  if conditions are just right, become 
  the birthplace of one of these hideous, 
  soulless things. These rare and possibly 
  unique creatures possess a degree of 
  cunning spurring them on in whatever 
  violent impulse takes them. 
  Ossuary golems form only after many 
  souls were slain in some catastrophic calamity and 
  large quantities of intact bone lie exposed for long 
  periods of time. 
  An ossuary golem cannot speak. It walks with a 
  spindly though agile gait. Composed entirely of dry 
  bones calcified into hardened rods, it weighs only 200 
  pounds. 
  An ossuary golem is vicious in combat raking with 
  its many claws leaving horrid wounds in their wake. 
  Typically it focuses its multitude of attacks on a single 
  opponent until the target is reduced to bloody ribbons 
  before moving on to another. Based on the Spontaneous 
  Golem type from Creature Collection III: Savage 
  Bestiary by Sword & Sorcery Studio.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar 
  (© Frog God Games/ Greg A. Vaughan, 
  2012)
  OSSUARY GOLEM 
  CR 11
  
   Galley Beggar to Grimshrike
  122
  Grave Mount
  This eerie black warhorse is rotting and decaying; its skeleton exposed 
  in many places across its body. Its eyes burn red and its jet black mane is 
  falling out in clumps.
  XP 1,200
  LE Large undead
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  Aura frightful presence (30 ft., DC 14)
   
  AC 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 33 (6d8+6)
  Fort +3; Ref +4; Will +6
  DR 10/magic; Immune undead traits
   
  Speed 30 ft.
  Melee bite +7 (1d8+4 plus bleed), 2 hooves +5 (1d8+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bleed (1d4), breath weapon (30-ft. cone, 
  DC 14 Fort, tomb fever, usable 3/day)
   
  Str 18, Dex 15, Con —, Int 12, Wis 12, Cha 13
  Base Atk +4; CMB +9; CMD 21 (25 vs. trip)
  Feats Improved Initiative, Multiattack, Run 
  Skills Bluff +7, Intimidate +10, Perception +10, Sense Motive 
  +10, Stealth +7
  Languages Common (can’t speak) 
   
  Environment any land
  Organization solitary
  Treasure none
   
  Disease (Su) Tomb Fever—inhaled; save DC 14 Fort, onset 
  1d6 days, frequency 1/day, effect 1d4 Dex damage and 
  1d4 Con damage, cure 2 consecutive saves. The DC is 
  Charisma-based.
  The grave mount is the insult to all that is good and holy when a 
  paladin’s steed is returned from the dead to wreak havoc upon the world. 
  These undead creatures are rare and usually created when a death knight 
  rises from the grave to ride the steed he owned in his former life, though 
  a few necromancers are also able to raise a grave mount given time and 
  study.
  Grave mounts stand 5 to 6 feet tall at the shoulder and weigh between 
  800 and 1,000 pounds.
  A grave mount begins melee with its breath weapon. Once engaged, it 
  uses its hooves and bite attack to battle its opponents.
  GRAVE MONUT 
  CR 4
  
  Tome of Horrors 4
  123
  Grey Spirit
  The lone female figure is clad in long, flowing grey robes and scarves 
  which whip around her wildly even in the absence of a strong wind. Her 
  head is covered by a wrapped veil, shielding her face from those who 
  would see it.
  XP 1,600
  NE Medium undead (incorporeal)
  Init +3; Senses darkvision 60 ft.; Perception +12
  Aura frightful presence (30 ft., DC 17)
   
  AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
  hp 51 (6d8+24)
  Fort +6; Ref +5; Will +5
  Defensive Abilities channel resistance +4, incorporeal, 
  rejuvenation; Immune undead traits
   
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +8 (2d6 cold plus energy drain)
  Special Attacks energy drain (1 level, DC 17), ravages of 
  death gaze
   
  Str —, Dex 16, Con —, Int 11, Wis 11, Cha 18
  Base Atk +4; CMB +7; CMD 24
  Feats Ability Focus (gaze), Skill Focus 
  (Perception), Weapon Focus (incorporeal 
  touch)
  Skills Fly +11, Intimidate +13, Perception +12, 
  Sense Motive +9, Stealth +12
  Languages Common
  SQ harbinger
   
  Environment any land
  Organization solitary
  Treasure none
   
  Harbinger (Su) The appearance of a grey spirit is usually a 
  harbinger of some future catastrophe, such as a great 
  storm or a shipwreck. Such events occur within 1d6 days 
  of the sighting of a grey spirit. Note that the grey spirit 
  does not cause this catastrophe, rather she predicts it.
  Ravages of Death Gaze (Su) Any living creature 
  that sees the face of a grey spirit suddenly knows 
  her pain, frustration, and rage, and has glimpse of 
  the anguish of what it is like to die broken hearted. 
  Any opponent experiencing this tragic emotion 
  must succeed on a DC 19 Will save or be stunned 
  for 2d6 rounds. A creature stunned by a grey spirit 
  is wrought with despair, weeping and wailing 
  uncontrollably. A calm emotions spell ends this 
  effect. This is a mind-affecting effect A creature 
  who succeeds on the save cannot be affected 
  by the same grey spirit’s gaze for one day. The 
  save DC is Charisma-based and includes a +2 
  bonus from the grey spirit’s Ability Focus feat.
  Rejuvenation (Su) In most cases, it’s difficult to 
  destroy a grey spirit through simple combat: 
  the “destroyed” spirit restores itself in 2d4 days. 
  Even the most powerful spells are usually only 
  temporary solutions. The only way to permanently 
  destroy a grey spirit is to confront her with 
  irrefutable evidence of her loved one’s death. The 
  exact means varies with each spirit and may require 
  a good deal of research, and should be created 
  specifically for each different grey spirit by the GM.
  Many a sailor who ventures out into the trackless sea is destined never 
  to look again on the loved ones he left behind. Either death or the lure of 
  foreign lands keeps them from returning to those who wait patiently for 
  them. A grey spirit, usually female, is the shade of someone who died 
  heartbroken and alone, pining away on shore and ultimately dying of a 
  broken heart while waiting for the return of a loved one from across the 
  sea. 
  A grey spirit attacks any creature that approaches her, her rage and 
  frustration at having lost her loved one knowing no bounds. In melee, a 
  grey spirit fails wildly with her ghostly arms and hands, screaming and 
  cursing all the while. If an opponent proves to be particularly strong, a 
  grey spirit pulls aside the cowl that covers her face. 
  GREY SPIRIT 
  CR 5
  
   Galley Beggar to Grimshrike
  124
  Gribbon
  This wicked little creature looks like an oversized monkey with leathery 
  bat wings. It clutches a needle-like dagger in its claws.
  XP 200
  NE Small monstrous humanoid
  Init +3; Senses darkvision 60 ft.; Perception +4
   
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 6 (1d10+1)
  Fort +1; Ref +5; Will +2
   
  Speed 30 ft., fly 30 ft. (poor)
  Melee dagger +3 (1d3+1/19–20) or 2 claws +3 (1d3+1 plus 
  grab)
  Ranged dart +5 (1d3+1)
  Special Attacks coordinated attack, grab (Medium)
   
  Str 12, Dex 16, Con 13, Int 10, Wis 10, Cha 11
  Base Atk +1; CMB +1 (+5 grapple); CMD 14
  Feats Flyby Attack
  Skills Climb +5, Fly +5, Perception +4, Stealth +11 (+15 in 
  forests); Racial Modifiers +4 Stealth in forests
   
  Environment temperate forests
  Organization gang (2–5), band (6–11), or tribe (10–100 plus 
  champion of 3rd level per 20 adults, 1 priestess of 3rd–5th 
  level, 1 sorceress leader of 5th–8th level, and 2–8 wolves)
  Treasure standard (dagger, dart, other treasure)
   
  Coordinated Attack (Ex) When making a combat maneuver 
  check, a gribbon gains a +2 bonus on its CMB check for the 
  first gribbon adjacent to it, and an additional +1 bonus on 
  CMB checks for each additional adjacent gribbon.
  Gribbons, at first glance, resemble large monkeys with bat wings. 
  Closer examination, however, reveals facial features of a more human 
  than simian nature. Their bodies are covered in a coarse, brown fur, 
  and their hands end in powerful and sharp claws. These creatures are 
  fiercely territorial and prefer to swoop down from the treetops and assault 
  trespassers without warning. Though they greatly prefer forests, gribbons 
  have been known to reside in caves and caverns, especially those higher 
  up with outcroppings where they can perch and survey their territory.
  Gribbons are equally as likely to attack their opponents with weapons 
  (preferring daggers and darts, though sometimes employing short swords) 
  as they are with their claws. Their favorite tactic is to grab an opponent, 
  fly above the ground and drop it.
  GRIBBON 
  CR 1/2
  
  Tome of Horrors 4
  125
  Grimlock
  This hulking stone gray humanoid is dressed in rags and torn clothes, 
  and grips a sharpened axe in its hands. Its hair is filthy and dark, and its 
  eyes are clouded milky white.
  XP 400
  NE Medium monstrous humanoid
  Init +1; Senses blindsight 40 ft., scent; Perception +9
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 15 (2d10+4)
  Fort +2; Ref +4; Will +2
  Immune gaze attacks, illusions, visual effects
  Weaknesses blindness
   
  Speed 30 ft.
  Melee battleaxe +4 (1d8+2) or 2 slams +4 (1d4+2)
   
  Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 6
  Base Atk +2; CMB +4; CMD 15
  Feats AlertnessB, Skill Focus (Perception)
  Skills Climb +7, Perception +9, Sense Motive +1, Stealth 
  +6 (+14 in stony environs), Survival +4; Racial Modifiers +8 
  Stealth in stony environs
  Languages Grimlock, Undercommon
   
  Environment any underground
  Organization Gang (2–4), hunting party (5–8), pack (10–20), 
  or tribe (10–60 plus 1 leader of 3rd–5th level per 10 adults)
  Treasure standard (battleaxe, other treasure)
  Grimlocks are evil and foul subterranean dwellers 
  believed to be descendants of an ancient human 
  race. Legends speak of long ago wars between 
  various races that drove humans underground. 
  For a while, they survived on what food 
  they could forage, but eventually turned 
  to cannibalism; beginning with small 
  underground animals such as rats and 
  other rodents, and eventually turning 
  to aboveground raids on other races. 
  Grimlocks dine on humanoid flesh and 
  blood (with humans and dwarves being 
  their favorite meals). They are primitive 
  creatures, living in tribal communities of up to 
  60 or more individuals in underground caves and 
  tunnels. Raiding and hunting bands often venture to the 
  surface world to attack nearby settlements, capturing or killing those 
  they encounter and returning to their lair to feast upon their spoils. Raids 
  such as these are always conducted at night under the cover of darkness 
  when grimlocks have the advantage. Grimlocks detest sunlight but are 
  not harmed by it.
  When not raiding the surface world, grimlocks often battle with other 
  subterranean races including drow, dwarves, duergar, and even other 
  grimlock tribes. Such battles can consist of outright warfare, but 
  most of the time the battles are simple raids into other underground 
  lairs to procure food (usually human or dwarven slaves kept by the 
  other underground races). When engaged in wars with other races, 
  grimlock leaders often ride basilisks into battle. Some larger grimlock 
  lairs often have at least one medusa in midst as well.
  A grimlock stands 5 to 6 feet tall and weighs 150 to 200 pounds. 
  Its skin is slate gray and its hair is oily and matted. The creature 
  emanates a stench that most others find nauseating, yet to a 
  grimlock, it’s a means of identification, for each scent is 
  unique to a grimlock. Such fine distinctions are noticeable 
  to other grimlocks, and possibly other creatures with a strong olfactory 
  sense.
  Due to their lack of sight, grimlocks prefer melee to ranged combat 
  and close on enemies quickly when engaged. They attack with their 
  menacing axes or powerful slams, slashing or pummeling their foes until 
  their opponents are dead. Opponents that attempt to flee are run down and 
  killed. Grimlocks that fall in combat are “honored” by being carried off 
  the field of battle and devoured by their own.
  Recent forays into underground caverns and caves by an intrepid band 
  of adventurers speak of another race of grimlocks, civilized, and non-
  cannibalistic. These same adventurers speak of a large underground city 
  full of these creatures. Whether these are truly advanced grimlocks or 
  another race entirely is yet to be confirmed.
  GRIMLOCK 
  CR 1
  
   Galley Beggar to Grimshrike
  126
  Grimshrike
  A gaunt, gargoyle-like figure passes silently overhead. It has bat-like 
  wings, long, cruel talons, and its eyes seem to burn with a cold white fire. 
  Two serpentine tails, ten feet long, trail behind the creature as it wheels 
  around and dives to attack.
  XP 1,200
  NE Medium undead (extraplanar)
  Init +1; Senses darkvision 60 ft.; Perception +8
   
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 37 (5d8+15)
  Fort +4; Ref +2; Will +6
  DR 5/darkwood; Immune undead traits
   
  Speed 30 ft., fly 40 ft. (good)
  Melee 2 claws +6 (1d6+3), bite +6 (1d8+3), 2 tail slaps +4 
  (1d6+1)
  Special Attacks negative energy breath, gaze of lost souls
   
  Str 17, Dex 12, Con —, Int 8, Wis 14, Cha 16
  Base Atk +3; CMB +6; CMD 17
  Feats Command Undead, Flyby Attack, 
  Multiattack
  Skills Fly +11, Intimidate +9, Knowledge 
  (arcana) +5, Perception +8, Stealth +7
  Languages Abyssal, Common, Infernal, 
  Grimshrike
   
  Environment any
  Organization solitary, pair, or flight (3–12)
  Treasure standard
   
  Negative Energy Breath (Su) Once per 
  round and no more than 6 times per day, 
  as a standard action, a grimshrike can 
  exhale a 30-foot cone of negative energy 
  that functions as the channel negative 
  energy ability of an evil cleric whose 
  level equals the grimshrike’s Hit Dice. 
  This cone deals 3d6 points of damage 
  to living creatures (DC 15 Will save for 
  half) or heals 3d6 points of damage 
  on undead creatures in the area (no 
  save). If a grimshrike takes levels in 
  a class that provides the channel 
  energy ability, its racial Hit Dice 
  stack with the levels of that class 
  for the purposes of determining the 
  damage dealt or healed and the 
  save DC. This ability counts as the 
  channel energy class ability for any 
  feat that requires it. The save DC is 
  Charisma-based. 
  Gaze of Lost Souls (Su) Creatures meeting 
  a grimshrike’s gaze must succeed on a 
  DC 15 Will save or take 1d4 points of Wisdom 
  damage and be paralyzed 1d4 rounds. The save 
  DC is Charisma-based. This is a gaze effect.
  Grimshrikes are native to a dark demiplane about which little is known 
  other than its terrible history. The place was once vibrant and full of life every 
  bit as diverse and beautiful as the Material Plane. Centuries ago, however, all 
  that changed. Something rent the boundaries between that placid demiplane 
  and the Negative Energy Plane. Dark energies spilled forth unchecked, 
  fouling the very essence of which the demiplane was created. In a matter 
  of hours, all life in that plane ceased to exist. The primary inhabitants of the 
  demiplane, a race of twin-tailed gargoyles, were reanimated as the tortured 
  servants of the nightshades. Grimshrikes are often given as rewards to 
  powerful necromancers who have performed some service of the nightshades. 
  An army of zombies or skeletons is made all the more frightening by presence 
  of grimshrikes urging them on and bolstering their strength.
  A grimshrike is about 7 feet tall and weighs 350 pounds.
  To look into the eyes of a grimshrike is to invite madness. A grimshrike 
  is forever tortured by the horrible vision of death and agony that befell 
  its home plane. It can temporarily relieve itself of the vision by mentally 
  transferring the vision into the mind of a living victim with but a gaze. A 
  grimshrike attacks first with its gaze, attempting to bring down the most 
  powerful opponents as quickly as possible. In combat, it concentrates its 
  attacks on clerics and paladins first, before moving to fighters and arcane 
  spellcasters. In melee, a grimshrike tries to remain out of reach of its 
  opponent, lashing with its tails or further weakening its opponent with its 
  foul breath weapon.
  GRIMSHRIKE 
  CR 4
  
  Tome of Horrors 4
  127
  Hag Nymph
  This hideous, bent crone has sickly green skin, thin dark green hair 
  and hands that end in wicked claws with filthy nails.
  XP 9,600
  CE Medium fey
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
   
  AC 25, touch 21, flat-footed 19 (+1 dodge, +5 Dex, +4 
  natural, +5 profane)
  hp 75 (10d6+40)
  Fort +12; Ref +17; Will +15
  DR 10/cold iron; Resist cold 10, fire 10; SR 21
   
  Speed 30 ft.
  Melee 2 claws +11 (1d6+2)
  Special Attacks profane beauty, spells
  Spell-Like Abilities (CL 10th; melee touch +10, ranged touch 
  +10):
  Constant—detect good, detect magic
  At will—alter self, inflict light wounds (DC 16)
  3/day—inflict serious wounds (DC 18)
  1/day—baleful polymorph (DC 20), summon (level 7, 1d3 
  shadow demons 50%)
  Spells Known (CL 10th; melee touch +10, ranged touch +10):
  5th (4/day)—beast shape III
  4th (6/day)—bestow curse (DC 19), greater invisibility
  3rd (7/day)—fly, haste (DC 18), lightning bolt (DC 18)
  2nd (7/day)—blindness/deafness (DC 17), fog cloud, ghoul 
  touch (DC 17), spider climb (DC 17)
  1st (8/day)—cause fear (DC 16), charm person (DC 16), chill 
  touch (DC 16), disguise self, ray of enfeeblement (DC 16)
  0 (at will)—acid splash, bleed (DC 15), daze (DC 15),  
  flare (DC 15), ghost sound (DC 15), open/close, 
  prestidigitation (DC 15), read magic, touch of fatigue (DC 15)
   
  Str 15, Dex 21, Con 18, Int 16, Wis 17, Cha 21
  Base Atk +5; CMB +10; CMD 28
  Feats Agile Maneuvers, Combat Casting, Dodge, Weapon 
  Finesse, Weapon Focus (claw)
  Skills Bluff +18, Diplomacy +16, Escape Artist +18, Handle 
  Animal +11, Intimidate +15, Knowledge (nature) +12, 
  Knowledge (planes) +13, Perception +16, Sense Motive +16, 
  Stealth +18
  Languages Common, Draconic, Giant, Sylvan
  SQ profane grace
   
  Environment temperate and cold forests
  Organization solitary or coven (3 hag nymphs)
  Treasure standard
   
  Profane Beauty (Su) This ability affects all 
  humanoids within 30 feet of a hag nymph. 
  Those who look directly at a hag nymph must 
  succeed on a DC 20 Fortitude save or take 2d4 
  points of Strength damage. A hag nymph can 
  suppress or resume this ability as a free action. 
  A creature that saves or fails its save cannot be 
  affected by the same hag nymph’s profane beauty for 
  one day. The save DC is Charisma-based.
  Profane Grace (Su) A hag nymph adds her Charisma 
  modifier as a racial bonus on all her saving throws, and as a 
  profane bonus to her Armor Class.
  Spells A hag nymph casts spells as a 10th-level sorcerer, and 
  does not need any material components.
  The true origins of the hag nymph are cloaked in secrecy. Tales speak 
  of a band of nymphs that blasphemed their goddess and were punished 
  for dare offending her. Other legends say the hag nymph is the resulting 
  offspring of a demon and nymph. Regardless, these creatures are vile and 
  evil and take great pleasure in tormenting others.
  Hag nymphs live deep within dark forests in huts composed of mud 
  and timber. These huts are well constructed and littered with the rotting 
  remains of creatures they devour. Hag nymphs relish the taste of humanoid 
  flesh, but sustain themselves on a diet of forest animals when humanoids 
  are scarce. Forays under the cover of darkness into towns on the edge of 
  the forest are not unheard of. In such raids, children are the most likely 
  victims as they are easier to carry away.
  Hag nymphs stand 6 feet tall and weigh 150 pounds. Their frames are 
  somewhat emaciated, almost corpse-like in appearance. Their clothes 
  usually carry the bloodstains of previous victims. Hag nymphs live for 
  150 years.
  Hag nymphs attack from range bombarding their foes with an array of 
  spells. Slain opponents are dragged to the hag nymph’s lair and devoured 
  at her leisure. Occasionally hag nymphs seek to capture rather than kill 
  their opponents. Such opponents are taken prisoner and used as slaves by 
  the hag nymphs, performing manual labor for them or being used as blood 
  sacrifices in dark rituals.
  HAG NYMPH 
  CR 10
  
  Hag Nymph to Horse, Rhianna
  128
  Hedon
  This creature resembles an ugly elf with the lower torso of a giant 
  bird. Its legs are the clawed talons of a falcon, covered in sickly 
  greenish-brown feathers. Its hands end in wicked claws with dirty brown 
  nails. A forked black tongue dances across the creature’s lips, revealing 
  a mouth of sharpened fangs.
  XP 800
  CE Medium fey
  Init +6; Senses low-light vision; Perception +8
   
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 16 (3d6+6)
  Fort +5; Ref +5; Will +5
  DR 5/cold iron
   
  Speed 30 ft.
  Melee 2 claws +2 (1d4+1 plus grab)
  Special Attacks rake (2 claws, 1d6+1)
  Spell-Like Abilities (CL 3rd; melee touch +2, ranged touch 
  +3):
  Constant—detect good, speak with animals
  3/day—entangle (DC 13), heat metal (DC 14), scare (DC 
  14), shatter (DC 14), shocking grasp
  1/day—snare
   
  Str 12, Dex 15, Con 14, Int 10, Wis 14, Cha 15
  Base Atk +1; CMB +2 (+6 grapple); CMD 14
  Feats Great Fortitude, Improved Initiative
  Skills Bluff +8, Escape Artist +8, Knowledge (nature) +6, 
  Perception +8, Perform (dancing) +8, Stealth +8
  Languages Common, Sylvan, speak with animals
   
  Environment temperate forests
  Organization solitary or gang (2–5)
  Treasure standard
  The origins of the hedon are shrouded in mystery but many sages and 
  scholars believe the creatures to be the union of a harpy and an elf or a 
  harpy and some fey creature. Other sages dispute these claims and believe 
  the hedon are the result of a curse laid on an entire community of fey 
  creatures by a vengeful annis or hag.
  Hedons are malevolent and violent fey creatures that dwell in darkened 
  forests found on the fringes of civilization. They take great delight in 
  tormenting travelers and townsfolk and always lair near heavily traveled 
  roads or paths and communities. Many hedons sneak into nearby towns 
  under the cover of darkness and slaughter livestock or kidnap children 
  (because they are easier to carry and control than adults).
  Hedons lair in caverns, caves, or nests built from branches, straw, twigs, 
  and so on. Lairs are always kept well hidden away from prying eyes and 
  are difficult to locate by all but the best of scouts and trackers. A typical 
  hedon lair contains 2–4 adults and an equal number of noncombatant 
  young. Mating season for hedons is year round and the female lays a 
  clutch of 1d4 eggs. The eggs hatch after about 3 months and young reach 
  maturity within 2 or 3 years.
  A hedon appears as a tan-skinned elf with the lower torso of a hawk or 
  falcon. It rarely wears clothes, but should it choose to do so (and some do, 
  especially to hide their appearance when they attempt to move through a 
  populated area without drawing undue attention to themselves), it usually 
  dons a long hooded cloak or robe of green, gray, or brown. Hedons rarely 
  carry weapons, preferring to fight with their claws.
  A hedon attacks with its spell-like abilities, targeting the strongest 
  perceived foes first. It quickly follows this barrage with melee by grabbing 
  its foe and raking with its clawed feet.
  HEDON 
  CR 3
  
  Tome of Horrors 4
  129
  Hellwidow
  This massive long-legged giant spider is crimson in color with dull 
  red, barely visible, hourglass-shaped markings on its underside.
  XP 4,800
  LE Large magical beast (extraplanar)
  Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 
  60 ft.; Perception +8
   
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 95 (10d10+40)
  Fort +13; Ref +12; Will +5
  Defensive Abilities venom resistance; DR 10/silver; Immune 
  fire; Resist acid 10, cold 10
   
  Speed 40 ft., climb 30 ft.
  Melee bite +17 (2d8+10 plus 1d6 fire and poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks fiery webs, web (+12 ranged, DC 19, 10 hp)
   
  Str 24, Dex 17, Con 18, Int 7, Wis 15, Cha 12
  Base Atk +10; CMB +18; CMD 31 (39 vs. trip)
  Feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Skill Focus (Stealth), Weapon Focus (bite)
  Skills Climb +22, Perception +8, Stealth +8
  Languages Infernal (can’t speak)
   
  Environment any (Nine Hells)
  Organization solitary, pair, or gang (3–6)
  Treasure incidental
   
  Fiery Webs (Ex) The hellwidow can set any of its webs 
  on fire as a free action at the start of its turn merely 
  by touching the webbing. Creatures caught in the 
  webs when they catch fire take 2d6 points of fire 
  damage each round until they escape. After 
  escaping, creatures continue 
  taking this damage each 
  round unless they succeed on 
  a DC 15 Reflex save. A new 
  save can be made each 
  round to extinguish the fire. 
  Poison (Ex) Bite—injury; save 
  DC 23 Fort; frequency 1/
  round for 6 rounds; effect 
  1d4 Constitution damage 
  plus 1d6 fire damage 
  and staggered; cure 2 
  saves. The save DC is 
  Constitution-based and 
  includes a +4 racial 
  bonus.
  Venom Resistance 
  (Ex) Hellwidows gain 
  a +4 racial bonus 
  on saving throws 
  against spider 
  venom.
  Hellwidows are giant spiders that make their home within the Nine Hells. 
  They are believed to be the result of diabolical experiments that crossed 
  giant black widows with devils. These creatures, while possibly related to 
  black widows, are much more cunning and intelligent. Hellwidows dwell 
  on the warmer planes of Hell’s layers, generally avoiding the colder lower 
  planes. Giant web-filled caverns serve as their lairs. When encountered 
  on the Material Plane, it is most often in thick forests or caverns in 
  warmer climates. Evil spellcasters occasionally summon a hellwidow to 
  the Material Plane and strike a bargain with the creature offering food, 
  treasure, or the like in return for some service (usually guarding a location 
  or killing a particular enemy).
  Hellwidows are roughly 9 feet long and weighs nearly 1,000 pounds, 
  with males being slightly smaller than females. Hellwidows mate several 
  times per year with the female laying up to 100 eggs in a single dull gray 
  egg sac. The eggs hatch within 30 days, with only about 25% of the young 
  surviving. Young are blood red in color with dull yellow stripes on their 
  abdomens. Young mature rapidly, reaching adulthood within six months. 
  Hellwidows are carnivores and prey on various types of other creatures, 
  including lesser devils, fiendish insects, and even other hellwidows. Prey 
  is quickly cocooned in the hellwidow’s webbing, set on fire, and then 
  bitten repeatedly until it succumbs to the widow’s poison. Once the prey is 
  dead, the hellwidow carries it back to its lair to be devoured. Hellwidows 
  prefer to hunt by ambush; usually hiding in dark corners within their webs. 
  When they detect movement, such as a creature becoming entangled in 
  their webs, they quickly move to strike.
  HELLWIDOW 
  CR 8
  
  Hag Nymph to Horse, Rhianna
  130
  This creature looks like a humanoid dressed in a tattered and rotting 
  brownish-black hooded robe. Its head and face are obscured by the 
  hood, though its eyes seem to flash the color of blood.
  XP 4,800
  CE Medium undead
  Init +7; Senses darkvision 60 ft., detect thoughts, true seeing; 
  Perception +15
  Aura horrific appearance (30 ft.)
   
  AC 24, touch 14, flat-footed 20 (+3 Dex, +1 dodge, +10 
  natural)
  hp 75 (10d8+30)
  Fort +6; Ref +8; Will +11
  Defensive Abilities channel resistance +4; DR 10/magic; 
  Immune undead traits
   
  Speed 30 ft.
  Melee 2 claws +10 (1d8+3)
  Special Attacks desiccating breath (40-ft. cone, 8d6 
  negative energy damage; DC 20 Will half, usable 
  every 1d4 rounds), horrific appearance
  Spell-Like Abilities (CL 10th):
  Constant—detect thoughts (DC 15), true seeing 
  1/day—blasphemy (DC 20), charm monster (DC 
  18), unholy blight (DC 17)
   
  Str 16, Dex 16, Con —, Int 15, Wis 15, Cha 16
  Base Atk +7; CMB +10; CMD 24
  Feats Ability Focus (desiccating breath), Dodge, 
  Improved Initiative, Iron Will, Lightning Reflexes
  Skills Disguise +11, Intimidate +16, Knowledge 
  (arcana) +10, Knowledge (planes) +7, Knowledge 
  (religion) +10, Perception +15, Sense Motive +15, 
  Stealth +16
  Languages Abyssal, Celestial, Common (can’t speak 
  any languages)
   
  Environment any
  Organization solitary
  Treasure standard
   
  Horrific Appearance (Su) A hooded horror can 
  pull back its hood and reveal its skeletal visage 
  to those who gaze upon it. Anyone within 30 
  feet who sets eyes upon the hooded horror must 
  succeed on a DC 18 Will save or be instantly 
  weakened, taking 1d6 points of Strength 
  damage. Creatures that are affected by 
  this ability or that successfully save against 
  it cannot be affected again by the same 
  hooded horror’s horrific appearance for 
  one day. This is a mind-affecting effect. The 
  save DC is Charisma-based. 
  A hooded horror is an undead creature believed to have 
  been created by Orcus in order to subjugate and corrupt 
  paladins and good-aligned priests. Though often 
  found wandering the Undead Lord’s great abyssal 
  palace, the hooded horror itself is not native to that 
  plane, as Orcus created and unleashed them on the 
  Material Plane (if the legends are to be believed). Hooded 
  horrors spend their time seeking out priests and paladins in 
  order to fulfill their desires and are often found amidst graveyards, 
  ruined temples to good-aligned deities, and other such places where its 
  chosen targets might be encountered.
  A hooded horror appears as a rotting and skeletal humanoid cloaked in 
  a brownish-black hooded robe. Its eyes are deep sockets, pitch black with 
  a small pinpoint of red light. Its hands end in razor-sharp talons.
  Hooded horrors understand Abyssal, Celestial, and Common, but do 
  not appear to speak any of these languages. Methods of communication 
  with (and between) these creatures is unknown.
  A hooded horror begins an encounter by revealing its desiccated 
  countenance to its foes thereby invoking fear in those that see it. 
  Creatures that succeed on their save are then assaulted by the creature’s 
  breath weapon and filthy claws. If it can, the hooded horror attempts to 
  charm and bring under its control any paladins and good-aligned priests it 
  encounters. Other good-aligned creatures that oppose the hooded horror 
  are simply destroyed.
  Hooded Horror
  HOODED HORROR 
  CR 8
  
  Tome of Horrors 4
  131
  Horde, Zombie
  A stumbling crush of moaning, reaching bodies comes towards you. 
  Empty eyes seek you out, each staggering footstep bringing the deathless 
  mass closer. Straining to grasp you, this group of zombies are so tightly 
  packed together it seems to be a single mass of undead, flailing limbs.
  XP 38,400
  NE Colossal undead (horde)
  Init +0; Senses darkvision 60 ft.; Perception +0
  AC 13, touch 2, flat-footed 13 (+11 natural, –8 size)
  hp 110 (20d8 plus 20)
  Fort +6; Ref +6; Will +12
  Defensive Abilities half damage from piercing weapons; DR 
  10/slashing; Immune undead traits
   
  Speed 30 ft.
  Melee horde attack (6d6)
  Space 30 ft.; Reach 5 ft.
  Special Attacks feral rage, rend (+3d6)
   
  Str 22, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +15; CMB +29; CMD 39 (can’t be tripped)
  Feats Improved OverrunB, ToughnessB
  Skills Stealth –16
   
  Environment any
  Organization solitary, mass (2–4 hordes), or apocalypse (5+ 
  hordes)
  Treasure none
  Feral Rage (Ex) The horde attacks as a ruthless mob, intent 
  only on tearing apart those that fall into their clutches. This 
  frenzy prevents them from using any sort of tactics, 
  and frees them from any form of control by 
  other beings. However, the sheer force 
  of the wave attack allows them to 
  deal 6d6 points of damage to 
  any creature whose space 
  they occupy at the end of 
  their move. This ability is 
  lost if the horde is broken 
  up.
  Horde Traits (Ex) Hordes 
  are not so called because 
  of the size of the group 
  but rather the size of the 
  creatures that compose 
  the horde. Unlike normal 
  swarms, hordes are 
  composed of 
  Medium creatures 
  which are usually 
  a normal version 
  of a creature but 
  otherwise behave in 
  a swarmlike manner. There are 
  usually around 50 creatures in 
  a horde. The net effect is that 
  they take only half damage 
  from piercing weapons but 
  take normal damage from other 
  weapons. In addition when the 
  swarm is reduced to 0 hit points 
  or lower and breaks up, unless 
  the damage was dealt by 
  area-affecting attacks, then 2d6 surviving members of the 
  horde continue their attack, though now only as individual 
  creatures. Otherwise, a horde conforms to all of the other 
  swarm traits as described in the Pathfinder Roleplaying 
  Game Bestiary.
  Rend (EX) Due to the grasping and clawing nature of the 
  zombie horde attack, any time the horde does more than 
  20 points of damage, add 3d6 slashing damage from the 
  additional pulling and tearing. This ability is lost if the swarm 
  is broken up.
  Zombies are one of the most used and abused of the mindless undead. 
  Singly, a zombie may be dealt with by experienced adventurers. When 
  gathered together in a horde, these mindless creatures are a terror to 
  behold. Packed together as tightly as they are, they appear as one solid 
  mass of decaying flesh and sinuous limbs.
  The flailing nature of the zombie horde’s limbs allow the throng to 
  grasp and tear at opponents, dealing rend damage in addition to their base 
  attack. Any time the horde is in an opponent’s square, the target risks 
  being completely overrun by the horde 
  If the horde takes enough individual damage to break it up, up to a 
  dozen of the creatures continue on their rampage of destruction, until 
  finally they too must be slain.
  Credit
  Originally appearing in Rappan Athuk (© Frog God Games, 
  2012)
  ZOMBIE HORDE 
  CR 14
  
  Hag Nymph to Horse, Rhianna
  132
  Horse, Rhianna
  This horse is shorter and less elegantly muscled than most other riding 
  breeds. It has a shaggy brown coat and a long, thick mane.
  XP 400
  N Large animal
  Init +1; Senses low-light vision, scent; Perception +6
   
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 16 (3d8+3)
  Fort +6; Ref +4; Will +2 
  Weakness encumbrance penalty
   
  Speed 60 ft.
  Melee 2 hooves –1 (1d4+1)
  Space 10 ft.; Reach 5 ft.
   
  Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
  Base Atk +2; CMB +6; CMD 17 (21 vs. trip) 
  Feats Endurance, Nimble Moves, RunB
  Skills Acrobatics +5 (+9 to balance), Perception +6; Racial 
  Modifiers +4 Acrobatics to balance
  SQ dexterous, docile, hardy
   
  Environment temperate plains
  Organization solitary, pair, or herd (3–30)
  Treasure none
   
  Dexterous (Ex) Rhiannas convey a +2 bonus to their riders’ 
  Ride checks to avoid obstacles.
  Docile (Ex) Unless specifically trained for combat (see the 
  Handle Animal skill), a Rhianna’s hooves are treated as 
  secondary attacks.
  Encumbrance Penalty (Ex) 
  Rhiannas lose the benefits 
  of the Run feat whenever 
  they are encumbered. 
  They may still run at 4 
  times their speed with 
  light encumbrance 
  (up to 228 lbs.), and 
  3 times their speed 
  with medium (459 lbs.) 
  or heavy (690 lbs.) 
  encumbrance.
  Hardy (Ex) Rhiannas 
  are extremely durable 
  creatures. Unlike 
  with other mounts, 
  anytime a hustle, 
  forced march or 
  spurred movement 
  would do damage to 
  these horses, they are 
  allowed a Constitution 
  save to negate the 
  damage.  
  Domesticated 
  Rhiannas 
  retain 
  the notable traits of their wild 
  ancestors: small size, endurance and 
  sure-footedness. They are especially 
  popular with woodsmen — those 
  who opt for mounted travels — due 
  to their hardiness, dexterity and 
  companionship. Most homesteaders choose the Rhianna breed as well, 
  as they are equally suited to long-distance rides over varied terrain and 
  drawing a market cart over rutted roads. Only the heaviest farm labors, 
  such as breaking sod, spring plowing and pulling stumps, are reserved for 
  larger draft horses, and many of the farmers of the valley make do with 
  Rhiannas alone.
  Rhianna horses differ from other light warhorses in several ways. 
  Although they are similar in build to warhorses, they cannot fight with 
  a rider. While their speed is the same, they do not perform as well when 
  heavily loaded. Due to their evolution in a valley littered with obstacles 
  such as trees, streams, boulders and scrub growth, they are extremely agile 
  and adept at negotiating obstacles. They are resistant to damage incurred 
  by fatigue, and may be pushed harder and for longer periods of time 
  without the risk of injury. Because of their intolerance for encumbrance, 
  Rhiannas make ideal mounts for lightly armed and armored heroes. Even 
  encumbered, their ability to increase their speed for short distances gives 
  them an advantage over common riding horses. This is especially useful 
  when difficult terrain disallows running and charging.
  Credit
  Original author Nathan Douglas Paul
  Originally appearing in The Eamonvale Incursion  
  (© Necromancer Games, 2008)
  HORSE, RHIANNA 
  CR 1
  
  Tome of Horrors 4
  133
  Inphidians
  Somewhere in humanities lost eons a race of malformed serpentine 
  humanoids rose, now known as inphidians. While the truth of their origins 
  has been long forgotten, most sages subscribe to one of two theories. The first 
  states the creatures are the failed results of horrific experiments performed 
  by the dark and nameless sorcerers of an ancient snake cult in their attempts 
  to ensorcel their followers. The second theory contends the inphidians were 
  once a cult of snake worshippers cursed by an ancient snake-god for some 
  transgression against the ethos. Whatever the truth, it appears as of late 
  that the inphidians have evolved into true race, beyond the machinations 
  of arcane experiments or curses. While several known species exist, recent 
  reports describe encounters with yet unidentified inphidians, and others are 
  sure to surface as encounters with the race grow more frequent.
  All inphidians, regardless of the subspecies, have viper heads in place 
  of their hands. The creatures use these in combat to deliver a powerful bite 
  that injects the victim with poison. Inphidians, particularly the craftsmen, 
  wear special gloves called inphidian gauntlets that let them use their hands 
  like any other humanoid with five digits (including an opposing thumb) 
  uses its hands.
  Inphidians trade with other races, particularly evil underground races 
  such as derro, driders, and drow. Trade usually takes the form of crafted 
  goods, food, or slaves. Inphidian craftsmen are some of the finest known 
  distillers of poisons, venoms, and antitoxins. Their products are highly 
  sought after by all manner of poison-using races.
  An important aspect of any inphidian community is religion. The 
  inphidian race as a whole worships the Great Serpent (Hassith-Kaa). Little 
  is known of this religion or the priests of the Great Serpent. Inphidian 
  clerics can choose from any of the two following domains: Evil, Serpent, 
  Strength, and Trickery.
  Inphidian, Death’s Head
  This tall slender humanoid is dressed in dark-colored robes. Its body is 
  covered in dull blue-green scales with whorls of reddish-brown. Its head is 
  viper-like and its arms end in snake-like hands. It clutches a long wooden 
  staff tipped with a ruby-encrusted snake’s skull.
  XP 1,600
  NE Medium monstrous humanoid (reptilian)
  Init +7; Senses darkvision 60 ft., scent; Perception +16
   
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 68 (8d10+24)
  Fort +7; Ref +9; Will +11
   
  Speed 40 ft.
  Melee quarterstaff +12/+7 (1d6+4 plus poison or grab) or 2 
  snake-hands +13 (1d8+4 plus bleed and poison)
  Special Attacks bleed (1d4), death’s head staff
  Spell-Like Abilities (CL 8th):
  Constant--speak with snakes (as speak with animals, but 
  snakes only)
  3/day—cause fear (DC 15), suggestion (DC 17)
  1/day—accelerate poison (DC 16; see sidebar), snake staff 
  (see sidebar)
   
  Str 18, Dex 17, Con 17, Int 19, Wis 20, Cha 18
  Base Atk +8; CMB +12 (+16 grapple with staff); CMD 25
  Feats Blind-Fight, Great Fortitude, Improved Initiative, 
  Weapon Focus (snake-hands)
  Skills Acrobatics +7, Bluff +8, Climb +11, Diplomacy +12, 
  Intimidate +15, Knowledge (history) +8, Knowledge (religion) 
  +11, Perception +16, Sense Motive +9, Stealth +14, Survival +16
  Serpent Domain
  Granted Powers Over time, your devotion bestows you with 
  serpentine traits. As the great serpent, you can hypnotize prey with 
  your gaze. You also slowly develop an immunity to poison.
  Serpent’s Gaze (Su) As a full-round action, you can attempt a 
  gaze attack to hypnotize a single opponent with 30 feet (as per a 
  hypnotism spell). You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
  Poison Resistance (Ex) At 8th level, whenever you make a 
  saving throw against poison, you can roll twice, taking the better 
  result. At 12th level, you gain immunity to poison.
  Domain Spells 1st—magic fang; 2nd—summon swarm (snakes 
  only); 3rd—greater magic fang; 4th—charm monster; 5th—
  animal growth; 6th—irresistible dance; 7th—creeping doom (Tiny 
  snakes); 8th—animal shapes (snake forms only); 9th—summon 
  nature’s ally IX (snakes only)
  DEATH’S HEAD INPHIDIAN 
  CR 5
  
  Inphidans
  134
  Languages Common, Inphidian, Sylvan, Undercommon, 
  speak with snakes
  SQ snake empathy
   
  Environment warm forests and plains or underground
  Organization band (1 death’s head inphidian plus 1–2 rattler 
  inphidians) or troupe (1 death’s head inphidian plus 1 night 
  adder inphidian, 1–2 rattler inphidians, and 3–4 giant vipers)
  Treasure standard
   
  Poison (Ex) Bite—injury; save DC 21 Fort; frequency 1/round 
  for 6 rounds; effect 1d4 Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-based and includes a +4 
  racial bonus.
  Snake Empathy (Ex) Snakes, including giant snakes, do not 
  willingly attack a death’s head inphidian, though they can 
  be forced to do so by magic. If the death’s head inphidian 
  attacks a snake, its protection against that creature ends.
  Death’s Head Staff (Ex) The staff of a death’s head inphidian 
  can hold poisons in a specially crafted chamber inside the 
  jewel encrusted snake skull. The chamber holds enough 
  poison to deliver three doses. Most death’s head inphidians 
  fill the chamber with their own poison (use the stats above).  
  In lieu of poisoning an opponent struck by the staff, 
  a death’s head can command its staff to grapple and 
  constrict its target. When a foe is successfully hit by the 
  staff, the death’s head inphidian can make an immediate 
  grapple check as a free action. If successful, the opponent 
  is pinned and takes 1d6+6 points of bludgeoning damage 
  each round until it escapes. (Use the death’s head 
  inphidian’s statistics above to resolve the grapple and 
  escape.) This staff functions only in the hands of a death’s 
  head inphidian. In the hands of any other creature, it acts 
  as a normal quarterstaff. The gem-encrusted snake skull is 
  worth a total of 1,000–3,000 gp.
  Death’s head inphidians may not be the strongest or largest of the 
  inphidian races, but they certainly are the most feared and respected; 
  hence the reason the death’s head is the leader of an inphidian nest. These 
  creatures rule by fear and maintain tight control over their nest. Rules, 
  commands, judgments, and punishments are all meted out by a death’s 
  head and all come quickly. As a death’s head ages and draws near the end 
  of its life, its position is often challenged by other death’s heads, all vying 
  for control of the inphidian nest. Such challenges generally end in the 
  death of all but one death’s head inphidian, who becomes the new leader 
  of the nest, after the current leader dies (which is often times aided by the 
  death’s head in waiting). For this reason, as a death’s head ages, it is rarely 
  ever encountered alone, always having a retinue of other inphidians or 
  giant snakes around it at all times.
  A typical death’s head inphidian stands 6 feet tall and weighs 180 
  pounds. Its dull blue-green scales darken and fade as it ages. A death’s 
  head has an average lifespan of 50 years.
  A death’s head in combat is a fearsome creature, having many tools 
  at its disposal—and it uses all of them to the best of its ability. It usually 
  opens combat with its spell-like abilities (suggestion or cause fear) and 
  then launches into melee with its snake hands and staff. A poisoned foe 
  is subjected to its accelerated poison spell-like ability. If overwhelmed, a 
  death’s head uses its snake staff ability to occupy its opponents while it 
  makes its escape.
  Inphidian, Gray-Scale
  This hulking brute is covered in slate gray scales. It has the head of a 
  giant venomous snake, and its long, muscular arms end in large snake 
  heads where its hands should be.
   
  XP 2,400
  NE Large monstrous humanoid (reptilian)
  Init –1; Senses darkvision 60 ft.; Perception +12
   
  AC 17, touch 8, flat-footed 17 (–1 Dex, +9 natural, –1 size)
  hp 76 (8d10+32)
  Fort +6; Ref +5; Will +7
   
  Speed 30 ft., climb 30 ft., swim 20 ft.
  Melee 2 snake-hands +13 (1d8+6 plus poison and grab), bite 
  +13 (2d6+6/19–20 plus poison)
  Space 10 ft.; Reach 10 ft.
   
  Str 22, Dex 8, Con 18, Int 6, Wis 12, Cha 12
  Base Atk +8; CMB +15 (+19 grapple); CMD 24
  Feats Cleave, Improved Critical (bite), Power Attack, 
  GRAY-SCALE INPHIDIAN 
  CR 6
  Accelerate poison
  School transmutation; Level druid 2, ranger 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a thorn)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You hasten the onset of poison in the target. If the poison 
  normally has an onset time, its effects begin immediately. If the 
  poison has no onset time, its frequency is doubled, requiring two 
  saving throws and inflicting damage twice per round or minute, 
  though its duration is halved. Accelerate poison does not change 
  the cure condition for the poison. If the target is affected by 
  more than one poison, you may choose which is affected if you 
  administered the poison; otherwise, randomly determine which 
  poison is affected.
  Snake Staff
  School transmutation; Level cleric 5, druid 5
  Casting Time 1 standard action
  Components V, S, M (a knife suitable for whittling)
  Range medium (100 ft. + 10 ft./level)
  Target 1 or more pieces of wood, no two of which 
  can be more than 30 ft. apart
  Duration 1 round/level
  Saving Throw Will negates (object); Spell 
  Resistance yes (object)
  With a long hissing whisper, you transform ordinary pieces of 
  wood into various sorts of snakes that immediately attack your 
  foes. As long as the snakes remain within sight, you can direct 
  their actions telepathically as a free action. You can only apply 
  this spell to wooden objects not in a creature’s possession or not 
  part of a larger structure or plant. Each time you cast this spell you 
  can create a number of snakes equal to your caster level. More 
  powerful snakes take up more than one of your available total, as 
  noted below. See snake statistics and advanced and giant simple 
  templates.
  Venomous Snake: A stick or piece of firewood (counts as 1 
  snake).
  Constrictor Snake: A staff or tree branch (counts as 2 snakes).
  Advanced Venomous Snake: A stick or piece of firewood (counts 
  as 2 snakes).
  Advanced Constrictor Snake: A staff or tree branch (counts as 
  3 snakes).
  Advanced Giant Venomous Snake: A log or pile of debris 
  (counts as 4 snakes).
  Advanced Giant Constrictor Snake: A fallen tree or a large pile 
  of debris (counts as 5 snakes).
  
  Tome of Horrors 4
  135
  Uncontrolled Rage
  Skills Climb +14, Intimidate +8, Perception +12, Stealth +2, 
  Swim +14
  Languages Inphidian
  SQ magic bane (see text)
   
  Environment warm forests and plains or underground
  Organization solitary or gang (1 gray-scale inphidian plus 
  2–3 cobra-back inphidians)
  Treasure incidental
   
  Magic Bane (Ex) There is a 50% chance that any gray-scale 
  encountered has this ability. It grants the gray-scale a +2 
  bonus on attack and damage rolls against spellcasters. A 
  gray-scale with this special ability also takes a –2 penalty on 
  all saves against spells and spell-like abilities.
  Poison (Ex) Bite—injury; save DC 20 Fort; frequency 1/
  round for 6 rounds; effect 1d4 Str and 1d4 Con; 
  cure 2 consecutive saves. The save DC is 
  Constitution-based and includes a +2 racial 
  bonus.
  Uncontrolled Rage Uncontrolled Rage is a 
  new feat detailed in the appendix.
  The gray-scale inphidian (also called the 
  abomination inphidian) is the result of a 
  magical experiment gone awry. Foul, dark 
  magic brought down by inphidian sorcerers 
  on others of their race resulted in this 
  creature; the strongest of the inphidian race 
  perhaps, but also the most weak-minded 
  and slowest. Most gray-scales seemingly 
  have no memories of their past life or the 
  tortures inflicted on them; those that do 
  however, have both a hatred and fear for 
  magic and those that wield it.
  Gray-scales are considered by many 
  inphidian nests to be dangerous, 
  unstable, and an abomination against 
  the race, particularly the gray-scales 
  with the magic bane quality. These 
  feelings, often times come from inphidian 
  night adders (some of whom likely assisted 
  in helping the gray-scale into its current state). 
  Most often, gray-scales are shunned by their 
  inphidian nest and cast out, left to wander the 
  world and survive on their own, by whatever 
  means they can. In some instances, a gray-
  scale stays with its nest, never fully accepted 
  by many of the other inphidians, but tolerated, 
  feared and respected for their battle skills. In 
  these cases, one or more gray-scales serve 
  as guards for the nest, or the muscle for an 
  inphidian raiding party.
  A gray-scale inphidian appears as 
  an 8-foot tall hulking and slightly 
  hunched humanoid with slate gray 
  scales, the head of a giant viper 
  with elongated fangs and red eyes, 
  and the distinguishing inphidian 
  characteristic: 
  the 
  heads 
  of 
  vipers in place of its hands. 
  They shun wearing both armor 
  and 
  clothing. 
  Gray-scales 
  understand the Inphidian 
  language, but seemingly 
  have trouble speaking it; 
  communicating in a slow 
  and broken tone.
  Perhaps a side-effect 
  of the experiments conducted on them, or perhaps by design, but no 
  sightings of female gray-scales have ever been reported. Likewise, 
  gray-scales appear to be sterile, unable to reproduce with others of the 
  inphidian race.
  In battle, a gray-scale inphidian prefers to overwhelm its opponents 
  with its pure strength instead of attacking from ambush. It lashes out with 
  both snake hands followed closely with a vicious bite from its viper head. 
  A grabbed opponent is repeatedly bitten by the gray-scale until either it is 
  dead or wounded enough to be out of the fight. The gray-scale then turns 
  its attention to another opponent. If faced with a spellcasting opponent, 
  it usually focuses all attention in the spellcaster’s direction, even pushing 
  through other opponents to get to the spellcaster.
  
  Jolly Jelly to Jynx
  136
   Jolly Jelly
  This creature appears to be a bright pink ooze speckled with spots of 
  green, yellow, and blue. Scattered across the body of the ooze are small 
  spiracles through which it apparently breathes.
  XP 1,600
  N Medium ooze
  Init –5; Senses blindsight 60 ft.; Perception –5
  Aura gloom (30 ft., DC 14)
   
  AC 10, touch 5, flat-footed 10 (–5 Dex, +5 natural)
  hp 63 (6d8+36)
  Fort +8; Ref –3; Will –3
  Immune fire, ooze traits
   
  Speed 30 ft.
  Melee 3 slams +6 (1d6+2)
  Special Attacks pheromones
   
  Str 14, Dex 1, Con 22, Int —, Wis 1, Cha 12
  Base Atk +4; CMB +6; CMD 11 (can’t be tripped)
   
  Environment temperate land
  Organization solitary
  Treasure none
   
  Aura of Gloom (Su) Any living creature that 
  comes within 30 feet of a jolly jelly must 
  succeed on a DC 14 Will save or take 1d2 
  points of Charisma damage. A new save 
  must be made each round the creature 
  remains in the area. A creature that takes 
  6 or more points of Charisma damage from 
  this attack is automatically affected as if by 
  a rage spell (CL 6th) with the exception that it 
  cannot tell friend from foe. The affected creature 
  remains enraged until it moves more than 30 feet 
  away from the jolly jelly. There is no save against the 
  rage effect. This is a mind-affecting effect. The save DC 
  is Charisma-based.
  Pheromones (Ex) Once per day, as a 
  swift action, a jolly jelly can emit a 
  cloud of pheromones containing 
  the distilled essence of the 
  positive emotions the jelly has 
  consumed. This cloud covers 
  a 20-foot-radius burst around 
  the jelly. Living creatures in the 
  cloud must succeed on a DC 
  19 Fortitude save or be affected 
  as by a hideous laughter spell 
  (CL 6th) for 2d4 rounds. The save 
  DC is Constitution-based.
  Jolly jellies are psychic vampires which feed on positive emotion. 
  The mere presence of a jolly jelly causes living creatures in its vicinity 
  to become dour and petulant. Often the victims of a jolly jelly descend 
  into violence against one another as all traces of happiness and mirth are 
  drained away by the creature. A jolly jelly needs no nourishment other 
  than the emotions it drains from its victims. A jolly jelly can go several 
  months between meals before the effects of starvation are noticed. 
  Jolly jellies are mostly active during sunrise and sunset, even 
  underground. During daylight hours they are sedentary in their lair which if 
  aboveground is usually under fallen trees or hollowed logs. Underground, 
  jolly jellies dwell in damp caves and caverns.
  Jolly jellies vary in size, but a typical specimen is 5 feet across and 
  weighs 100 pounds. A jolly jelly that has recently eaten (usually within 
  the last 4 hours) is flushed with a deeper pink hue than one that hasn’t.
  Unlike most oozes, a jolly jelly has no acid with which it can attack. 
  Its only means of physical defense are slams from its multi-colored 
  pseudopods. As a last-ditch defense, a jolly jelly can emit a cloud of 
  pheromones containing the mirth it has absorbed from its victims. It is 
  this laughter-inducing cloud that gave the jolly jelly its name.
  JOLLY JELLY 
  CR 5
  
  Tome of Horrors 4
  137
   Jynx
  This creature resembles a 3-foot tall elf with slightly longer ears and a 
  pair of glittering insect-like wings. Its clothes are varying shades of green, 
  and the creature carries a small short sword.
  XP 600
  CN Small fey
  Init +4; Senses low-light vision; Perception +7
   
  AC 17, touch 16, flat-footed 12 (+4 Dex, +1 dodge, +1 
  natural, +1 size)
  hp 9 (2d6+2)
  Fort +1; Ref +7; Will +5
  DR 5/cold iron; Immune electricity; SR 13
   
  Speed 30 ft., fly 80 ft. (perfect)
  Melee short sword +6 (1d4–2)
  Ranged shortbow +6 (1d4–2)
  Special Attacks jinxed
  Spell-Like Abilities (CL 6th; melee touch +0, ranged touch 
  +5):
  Constant—detect evil, detect good, detect magic
  At will—dancing lights, daze (DC 13)
  1/day—color spray (DC 14), detect thoughts (DC 15), dispel 
  magic, entangle (DC 14), misdirection (DC 15), ventriloquism 
  (DC 14)
   
  Str 7, Dex 18, Con 12, Int 15, Wis 14, Cha 16
  Base Atk +1; CMB –2; CMD 13
  Feats Dodge, Weapon FinesseB
  Skills Acrobatics +9, Bluff +8, Escape Artist +9, Fly +19, 
  Knowledge (nature) +7, Perception +7, Sense Motive +7, 
  Stealth +13
  Languages Common, Sylvan
   
  Environment temperate forests
  Organization solitary, gang (2–4), or band (6–11)
  Treasure standard (short sword, short bow, other treasure)
   
  Jinxed (Su) As a standard action, a jynx can place a 
  curse on a single creature within 30 feet. A DC 14 Will 
  save negates the effect. On a failed save, the target is 
  permanently cursed. The victim of the curse takes a –2 
  penalty on all attack rolls, saving throws, and checks until 
  the curse is removed. A creature can only be affected by a 
  single jynx at one time. This is a curse effect. The save DC is 
  Charisma-based.
  Jynx are small whimsical, fun-loving forest fey thought to be an offshoot 
  of the elven race. They live in small moss-covered caves within their 
  forests, with such caves often being located near well-travelled roads and 
  paths, but still well hidden from prying eyes. This location makes it much 
  easier for the jynx to partake in one of their favorite pastimes—leading 
  travelers astray. Jynx rarely try to harm the target of their pranks; they 
  simply delight in sewing confusion and watching the target’s reactions 
  to such events. Those that despoil the forests on the other hand, are led 
  astray and often led into jynx-placed traps that seek to maim or even kill 
  such creatures. 
  Jynx have good relations with other forest-dwelling humanoids and 
  creatures (elves, sprites, pixies, etc.) and can often be found in their midst. 
  They are on good terms with neutral and good-aligned druids and rangers 
  as well.
  A typical jynx stands around 3 feet tall and weighs about 40 pounds. 
  Skin color is usually tan and hair color varies wildly from the deepest 
  blacks to the brightest blondes. Eyes are most often deep blue or dark 
  green. A jynx’s lifespan is about 300 years.
  Jynx tend to avoid melee combat, preferring to assault their enemies 
  with their spell-like abilities and shortbows.
  JYNX 
  CR 2
  
  Kamarupa to Kulgreer
  138
  Kamarupa
  This floating nightmare has twisted facial features that are filled with 
  hatred for the living. Their voices sound like the screaming wind, and their 
  forms are insubstantial. 
  CE Medium undead (incorporeal) 
  Init +7; Senses darkvision 60 ft., low-light vision;  
  Perception +16 
   
  AC 16, touch 16, flat-footed 12 (+2 deflection, +3 Dex, +1 
  dodge) 
  hp 65 (10d8) 
  Fort +5; Ref +8; Will +12 
  Defensive abilities +4 channel resistance, incorporeal, 
  unnatural aura; Immune undead traits 
  Weakness Powerless in sunlight 
   
  Speed 40 ft., fly 80 ft. (perfect) 
  Melee incorporeal touch +10 (2d6 plus death touch) 
  Space 5 ft.; Reach 5 ft. 
  Special Attacks death touch, gaze attack, nightmare 
   
  Str —, Dex 16, Con —, Int 14, Wis 16, Cha 15 
  Base Atk +7; CMB +10; CMD 26 
  Feats Dodge, Improved Initiative, Iron Will, Lightning 
  Reflexes, Toughness 
  Skills Fly +24, Intimidate +16, Knowledge (history) +12, 
  Knowledge (religion) +10, Perception +16, Sense Motive +11, 
  Stealth +16 
   
  Environment any 
  Organization solitary 
  Treasure none 
   
  Death Touch (Su): Creatures hit by a 
  kamarupa’s incorporeal touch must make 
  a DC 17 Fort save or die as the touch stops 
  the heart. Even if the save is successful, the 
  creature suffers 2d6 points of damage as 
  the kamarupa clutches its heart. Often, a creature 
  surviving a touch attack acquires a harmless trait or 
  characteristic for 2d4 months. Traits can be a white streak of 
  hair, a nervous twitch, pale complexion or dilated eyes. The 
  save DC is Charisma-based. 
  Frightful Gaze (Su): A kamarupa’s glance creates dread in 
  living beings, at a range of up to 30 feet. Creatures meeting 
  the gaze must make a DC 17 Fortitude save or become 
  panicked for 3d4 rounds. Even if successful, the subject 
  becomes shaken for 1d4 rounds. The save DC is Charisma-
  based. 
  Nightmare (Su): Once per night, a kamarupa places a 
  nightmare on one creature it has encountered. They prefer 
  to send the nightmare to particularly powerful opponents or 
  priests night after night until the opponent dies. The target 
  can resist the attack with a DC 17 Will save. A creature that 
  drops any possession (while panicked) near the kamarupa 
  suffers a –4 penalty to the save until the item is recovered. A 
  creature that successfully saves is immune to the nightmare 
  for 24 hours. The save DC is Charisma-based.
  Powerless in Sunlight (Ex): Kamarupas are powerless in 
  natural sunlight (not merely a daylight spell) and fl ee before 
  it. A kamarupa caught in sunlight cannot attack and can 
  take only a single move action each round. Kamarupas 
  lose one-third of their hit points each round spent in direct 
  sunlight. 
  Unnatural Aura (Su): Animals sense the kamarupa’s 
  unnatural presence at 30 feet. They panic if forced to get 
  closer and remain panicked while within range.
  A kamarupa appears as a mockery of its former fleshbound life. Its 
  hollow eyes and mouth are black voids, and its facial features twist and 
  stretch into a nightmarish appearance. Kamarupa are the distorted souls of 
  evil priests betrayed and sacrificed to their deity. 
  Kamarupas are highly intelligent and communicate in voices similar 
  to the screaming wind. They hate life and light. A kamarupa is roughly 
  human-sized and weightless. A kamarupa attacks with its heart-stopping 
  touch. It uses its incorporeal nature to move through walls, ceilings and 
  floors to attack.
  Credit
  Original author Gary Schotter & Jeff Harkness
  Originally appearing in Splinters of Faith Adventure 5: Eclipse 
  of the Hearth (© Frog God Games/ Gary Schotter & Jeff 
  Harkness, 2010)
  KAMARUPA 
  CR 7
  
  Tome of Horrors 4
  139
  Kapre
  This humanoid creature has dark brown skin, the color of tree bark and 
  long black hair.
  XP 600
  N Medium fey
  Init +1; Senses low-light vision; Perception +10
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 18 (4d6+4)
  Fort +2; Ref +7; Will +5
  DR 5/cold iron; SR 13
   
  Speed 30 ft., climb 20 ft.
  Melee club +4 (1d6+2) or 2 claws +4 (1d4+2)
  Spell-Like Abilities (CL 4th):
  At will—dancing lights, ventriloquism (DC 13)
  3/day—confusion (DC 16)
  1/day—dispel magic, entangle (DC 13)
   
  Str 15, Dex 13, Con 13, Int 10, Wis 12, Cha 14
  Base Atk +2; CMB +4; CMD 15
  Feats Alertness, Lightning Reflexes
  Skills Bluff +7, Climb +15, Escape Artist +6, Knowledge 
  (nature) +5, Perception +10, Perform (singing) +9, Sense 
  Motive +3, Stealth +8, Survival +5
  Languages Common, Sylvan
  SQ woodland stride
   
  Environment temperate and warm forests
  Organization solitary or gang (2–5)
  Treasure standard (club, other treasure)
   
  Woodland Stride (Ex) A kapre 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. However, 
  thorns, briars, and overgrown areas that have been 
  magically manipulated to impede motion still affect it.
  Kapres are peaceful forest- and mountain-dwelling creatures that make 
  their homes in the dense, thick treetops of large trees. If threatened or 
  provoked, however, kapres do not hesitate to fight (especially if their lair 
  or young are threatened). They exist on a diet of plants, small forest game, 
  and nuts and berries. They are adept hunters and fishermen and prefer 
  rabbit, deer, and boar above all other meats. Though they appear to some 
  to be primitive savages, kapres do not eat humanoids and have no love 
  for human flesh. (Rumors speak of a degenerative race of kapres who 
  do in fact enjoy the taste of flesh; these rumors are believed to be stories 
  told by other humanoid races to their children in order to keep them from 
  wandering into the forests alone.)
  Kapres stand about 7 feet tall with dark hair and dark skin. Clothes are 
  usually well maintained and match the color of their surroundings. Kapres 
  live for up to 250 years.
  In battle, a kapre uses its confusion and then attacks with a large 
  wooden club, or if unarmed, slashes with its claws. It seeks to drive off 
  its foes rather than kill them if possible. If a battle goes against a kapre, it 
  attempts to take to the trees and flee. If its homeland, mate, or young are 
  threatened however, it fights to the death. Some kapre also wear magical 
  belts that grant them the ability of invisibility.
  KAPRE 
  CR 2
  Kapre Belt
  This is a thick leather belt, well-made and tailored. By activating 
  the power of the belt, the wearer gains the benefits of invisibility 
  for up to 5 minutes per day. The usage need not be consecutive.
  Faint illusion; CL 5th; Craft Wondrous Item, invisibility; 
  Price 12,500 gp; Weight 1 lb.
  
  Kamarupa to Kulgreer
  140
  Knight Gaunt
  This desiccated creature resembles a once proud knight fallen from 
  grace. Its armor reveals its former station. The creature’s eyes burn red 
  and its hands end in wicked claws.
  XP 800
  CE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +8
   
  AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 
  natural)
  hp 26 (4d8+8)
  Fort +3; Ref +2; Will +5
  Immune undead traits; Resist cold 10; SR 14
   
  Speed 20 ft. (base 30 ft.)
  Melee longsword +6 (1d8+3 plus bleed) or 2 claws +5 (1d4+2 
  plus bleed)
  Special Attacks bleed (1d4), smite good, weapon 
  attunement
   
  Str 15, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +3; CMB +5; CMD 16
  Feats Cleave, Power Attack
  Skills Intimidate +9, Perception +8, Ride +0, Stealth +3
  Languages Common
   
  Environment any
  Organization solitary or troop (2–8)
  Treasure standard (chainmail armor, longsword, other 
  treasure)
   
  Smite Good (Su) Once per day, a knight gaunt can smite 
  good. As a swift action, the knight gaunt chooses one 
  target within sight. If this target is good, the knight gaunt 
  adds its Charisma bonus on its attack rolls and adds its 
  Hit Dice on all damage rolls made against that target. 
  If the target is an outsider with the good subtype or a 
  good-aligned creature with levels of cleric of paladin, the 
  bonus to damage on the first successful attack is doubled. 
  Regardless of the target, smite good attacks automatically 
  bypass any DR the creature might possess. Additionally, the 
  knight gaunt gains a deflection bonus equal to its Charisma 
  bonus to AC against attacks made by the target of the 
  smite. The smite good remains in effect until the target of 
  the smite is dead or until 24 hours have passed.
  Weapon Attunement (Su) A knight gaunt gains a +1 
  bonus on attack rolls and damage rolls with any 
  melee weapon it wields. Additionally, it gains the 
  bleed special attack with any melee weapon it 
  wields.
  A knight gaunt is an undead creature created when a paladin falls in 
  battle. Other than a few fleeting thoughts perhaps of the martial training 
  they received in life, these creatures have no memories of their former 
  lives. A knight gaunt often wears the armor it wore in life and wields the 
  weapons it carried into its last battle before rising as undead. 
  Knight gaunts are most often found in the employ of death knights 
  serving as companions or knights-in-training. Others wander the world 
  seeking out goodness wherever they find it, squashing it beneath their 
  steel-booted heel and putting the righteous to their blades. Paladins and 
  clerics of good alignment are hated by many knight gaunts for they 
  represent everything the knight gaunt isn’t, and perhaps once was or once 
  strived to be.
  A typical knight gaunt stands 6 feet tall and weighs 180 pounds. It 
  wears the armor it wore when alive and still carries the weapons it wielded 
  in life. Its skin is ash gray in color and its eyes are milky white with fiery 
  red pupils.
  A knight gaunt fights with bladed weapons in battle, preferring 
  longswords, greatswords, and axes to all others. Only when disarmed does 
  it resort to using its claws. A knight gaunt that retains its mount (that is 
  undead now as well) or procures some undead steed to carry it into battle 
  wields a lance in addition to its other weapons. In battle, a knight gaunt 
  is relentless, attacking with its blades until all of its foes are vanquished.
  KNIGHT GAUNT 
  CR 3
  
  Tome of Horrors 4
  141
  Korog
  The Korog resemble tall men, but with a head somewhat like that of a 
  hairless horse with long teeth, and smoldering, malevolent eyes.
  XP 1,200
  LE Medium humanoid (korog)
  Init +2; Senses darkvision 90 ft.; Perception +4 
   
  AC 16, touch 12, flat-footed 14 (+1 armor, +2 Dex, +3 
  natural)
  hp 28 (4d8+4)
  Fort +2; Ref +3; Will +6 
   
  Speed 30 ft.
  Melee unarmed strike +5 (1d3+2)
   
  Str 15, Dex 15, Con 13, Int 18, Wis 11, 
  Cha 8
  Base Atk +3; CMB +5; CMD 17
  Feats Improved Iron Will, Iron Will
  Skills Craft (any) +13, Disable 
  Device +8, Knowledge 
  (dungeoneering) +8, Knowledge 
  (engineering) +8, Perception +4, 
  Profession (scientist) +7
  Languages Terran, Undercommon 
  Combat Gear wand of hold person 
  (CL7th; 5 charges; DC 15); Other 
  Gear masterwork tools, leather work 
  apron, 1d6 gp. 
   
  Environment any (underground)
  Organization solitary or consortium 
  (2–8)
  Treasure standard (wand of hold 
  person, other treasure)
  The Korog resemble tall men, but with a head somewhat like that of a 
  hairless horse with long teeth, and smoldering, malevolent eyes. Standing 
  between 6 and 7 feet tall, The korog are typically quite thin, weighing 
  around 150 to 180 pounds.  They possess horse-hooves, and natural 
  coloration is dull grays and light browns. 
  Various Korog “castes” exist, with differing abilities, but adventurers 
  most frequently encounter the technician and warrior castes. 
  All Korog technicians carry a silver wand with them at all times for 
  self-defense. These wands can be used by non-Korogs, but they carry only 
  five charges and can only be recharged in the Korog laboratories beneath 
  the earth. Korog warriors may use any weapon or armor, butprefer exotic 
  weapons and light armor.
  The Korog are the ancient race of beings from which the wizard 
  Iomnogoron evolved (see The Spire of Iron and Crystal from Frog 
  God Games for more information). Few yet live, but some of these still 
  continue very limited operations in the deep, dark places beneath the earth, 
  collecting surface essences for their machinations in deep underground 
  strongholds.
  XP 19,200 
  Male korog scientist sorcerer 10
  LE Large humanoid (korog) 
  Init +0; Senses darkvision 120 ft.; Perception +13 
   
  AC 16, touch 10, flat-footed 16 (+6 natural)
  hp 80 (4d8+4 plus 12d6+16)
  Fort +8; Ref +5; Will +14 
  Defensive Abilities protean resistance (+4), reality wrinkle (12 
  rounds); Resist acid 10 
   
  Speed 10 ft.
  Melee 2 tentacles +14/+9 (1d6+4 plus grab) 
  Special Attacks protoplasm (7/day) 
  Spells Known (CL 12th; melee touch +13, ranged touch +9):
  6th (3/day)—flesh to stone (DC 22) 
  5th (5/day)—baleful polymorph (DC 21), major creationB, 
  suffocation (DC 19) * 
  4th (7/day)—confusion (DC 18)B, detonate (DC 18) *, greater 
  invisibility, stone shape 
  3rd (7/day)—deep slumber (DC 17), dispel magic, 
  gaseous formB, haste, seek thoughts (DC 17) * 
  2nd (7/day)—blindness/deafness (DC 16), 
  blurB, hideous laughter (DC 16), levitate 
  (DC 18), resist energy, share language* 
  1st (7/day)—break (DC 15) *, charm 
  person (DC 15), entropic shieldB, ray 
  of enfeeblement (DC 15), reduce 
  person (DC 17), vanish* 
  0 (at will)—acid splash (DC 15), 
  arcane mark, bleed (DC 15), 
  detect magic, detect poison, 
  mage hand, message, open/
  close, touch of fatigue (DC 15) 
  Bloodline Protean*
   
  Str 18, Dex 10, Con 13, Int 3, Wis 
  11, Cha 18
  Base Atk +9; CMB +14 (+18 grapple); 
  CMD 24 (cannot be tripped)
  Feats Deepsight*, Extend Spell, Great 
  Fortitude, Improved Great Fortitude, 
  Improved Iron Will, Greater Spell Focus 
  (transmutation), Iron Will, Spell Focus (transmutation), Spell 
  Penetration 
  Skills Perception +16
  Languages Terran, Undercommon (does not speak) 
  SQ bloodline arcana 
   
  Environment any (underground)
  Organization solitary 
  Treasure standard 
  *Pathfinder Roleplaying Game Advanced Player’s Guide
  Iomnogoron is a desiccated, almost skeletal creature encased in a huge 
  pillar-like glob of transparent ooze, combining korog technology with his 
  massive sorcerous abilities. He is dependent on this ooze-prison for his 
  almost immortal lifespan. 
  The creature is no longer sane, but is cunning and still evidences a 
  dangerous intelligence.  Iomnogoron can cast spells at the same time his 
  outer ooze attacks with its two tentacles.
  SPECIAL: Due to Iomnogoron’s insanity, his concentration score is 
  reduced by half. While he may use his tentacles and spells in the same 
  round, he has only a 50% chance of doing so, due to his lack of coherent 
  thought. 
  Credit
  Original author Matthew J. Finch
  Originally appearing in The Spire of Iron and Crystal (© Frog 
  God Games/Matthew J. Finch, 2011)
  IOMNOGORON, KOROG SCIENTIST 
  CR 12
  KOROG 
  CR 4
  
  Kamarupa to Kulgreer
  142
  Kulgreer
  This is a macabre creature, possessing no evident features common to 
  other living creatures such as a cranium, appendages, or eyes. It has a 
  long, conical body and a horrific gaping maw.
  XP 76,800
  N Gargantuan aberration (aquatic)
  Init +4; Senses blindsight 120 ft., darkvision 60 ft.; Perception +27
   
  AC 22, touch 6, flat-footed 22 (+16 natural, –4 size)
  hp 252 (24d8+144)
  Fort +16; Ref +10; Will +16
  DR 20/magic; SR 27
   
  Speed swim 50 ft.
  Melee slam +27 (4d6+18/19–20)
  Space 20 ft.; Reach 15 ft.
  Special Attacks vortex
   
  Str 34, Dex 10, Con 22, Int 10, Wis 11, Cha 14
  Base Atk +18; CMB +34; CMD 44 (can’t be 
  tripped)
  Feats Awesome Blow, Cleave, Great 
  Cleave, Great Fortitude, Improved Bull Rush, 
  Improved Critical (slam), Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack, 
  Skill Focus (Swim), Weapon Focus (slam)
  Skills Escape Artist +15, Intimidate +29, 
  Knowledge (arcana) +12, Perception +27, 
  Swim +53
  Languages Common (can’t speak)
   
  Environment any oceans
  Organization solitary
  Treasure none
   
  Vortex (Su) Three times per day, a kulgreer can create a 
  powerful, self-contained whirlpool within its conical frame. 
  This lasts for 1d6+6 rounds. Huge and smaller creatures within 
  20 feet of the kulgreer must succeed on a DC 34 Swim 
  check or be yanked into the 30-foot diameter mouth of 
  the whirlpool. As the whirlpool spirals through the kulgreer’s 
  frame, creatures inside are thrashed violently about taking 
  2d6+18 points of damage each round. A successful DC 34 
  Reflex save or DC 34 Swim check negates the damage for 
  that round and allows the trapped creature to escape. The 
  save DCs are Strength-based.
  During the final round of the vortex’s duration, any creatures 
  still trapped are pulled through the sphere of dim, white 
  light in the kulgreer’s tapered outlet. Such creatures 
  must succeed on a DC 28 Fortitude save or take 
  12d6 points of damage. Those succeeding 
  on their save take only half damage and 
  are forcibly ejected from the kulgreer and 
  flung 40 feet away. There is a 5% chance 
  that any ejected creature is instead sent 
  to a random plane of existence (GM’s 
  choice as to which one). The save DC is 
  Constitution-based.
  The kulgreer is a massive, abominable being of 
  the deep sea that creates powerful whirlpools inside 
  its funnel-like body. It has a 30 foot long, conical body 
  resembling a funnel, beginning in a wide mouth 30 feet in 
  diameter, and tapering into a 5 foot diameter outlet of dim, 
  white light.
  The kulgreer navigates the depths in a non-cognizant state, pointed-
  end first; its conical body gradually rotates and propels itself forward 
  subconsciously, amassing various creatures into its frame as it passes 
  through. If awakened from this state, the kulgreer is generally violent. It 
  is popular belief that creatures sucked into the kulgreer’s funnel-like body 
  are teleported to another plane of existence.
  Though not consciously aggressive, the circumstances presented 
  through a kulgreer’s presence inevitably lead to conflict. If provoked, the 
  kulgreer typically tramples its opponent in a fit of sudden sentience and 
  conclude in the use of its supernatural ability.
  KULGREER 
  CR 16
  
  Tome of Horrors 4
  143
  Lamprey, Burrowing
  This eel-like creature has leathery-looking skin almost black in color. 
  No discernible features are present on its form.
  XP 600
  N Small magical beast (aquatic)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +5
   
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 8 (1d10+3)
  Fort +5; Ref +4; Will +1
   
  Speed 5 ft., swim 30 ft.
  Melee bite +4 (1d4 plus attach plus poison)
  Special Attacks attach, flesh burrow, poison 
   
  Str 10, Dex 15, Con 16, Int 1, Wis 12, Cha 2
  Base Atk +1; CMB +0 (+8 grapple when attached); CMD 12 
  (can’t be tripped)
  Feats Improved Initiative, Weapon FinesseB
  Skills Escape Artist +10, Perception +5, Swim +8; Racial 
  Modifiers +8 Escape Artist
  SQ amphibious
   
  Environment temperate and warm aquatic
  Organization cluster (2–5) or swarm (6–20)
  Treasure none 
   
   
  Attach (Ex) When a burrowing lamprey hits 
  with a bite attack, its suckered mouth 
  latches onto the target, anchoring it 
  in place. An attached burrowing 
  lamprey is effectively grappling its 
  prey. The burrowing lamprey loses its 
  Dexterity bonus to AC and has an 
  AC of 13, but holds on with great 
  tenacity. A burrowing lamprey 
  has a +8 racial bonus to maintain 
  its grapple on a foe once it is 
  attached. An attached burrowing 
  lamprey can be struck with a 
  weapon or grappled itself—if its prey 
  manages to win a grapple check 
  or Escape Artist check against it, the 
  burrowing lamprey is removed.
  Flesh Burrow (Ex) At the start of its next 
  turn, the round after it attaches to its 
  prey, a burrowing lamprey burrows into 
  the target’s flesh and subjects it to its 
  poison. Applying flame to the point of entry 
  deals 1d6 points of fire damage to both the 
  host and the burrowing lamprey. Cutting the 
  lamprey out works, but the longer the lamprey 
  remains in the host, the more damage this method 
  does. Cutting a lamprey out requires a slashing 
  weapon and a DC 20 Heal check, and deals  
  1d6 points of damage to the host per round 
  the lamprey has been inside it. If the Heal 
  check succeeds, one lamprey is removed. 
  Remove disease instantly kills any burrowing 
  lampreys inside a host.
  Poison (Ex) Flesh burrow—injury; save DC 14 
  Fort; effect 1d2 Constitution damage; cure —. 
  The save DC is Constitution-based. The lamprey’s 
  poison liquefies the host’s organs. A successful saving throw 
  can prevent Con damage for that round, but the only cure 
  is to remove the burrowing lamprey from the host.
  The burrowing lamprey is an eel-like fish that attaches to its prey, and 
  then burrows into its body, feasting on blood and the rich vital organs. 
  They are a danger to fish and aquatic mammals, and can be as deadly 
  as a school of piranha when encountered in large numbers. Burrowing 
  lampreys resemble eels three to four feet long, with sphincter-like mouths 
  positioned within hardened cartilaginous beaks.
  Although they are usually marine creatures, burrowing lampreys breed 
  in coastal freshwater swamps and rivers, and thus can be found in both 
  fresh and saltwater environments.
   
  They prefer to either ambush prey by hiding along the ocean 
  floor or in rocky crevices, or swarm around a target if traveling in 
  numbers. However, it is possible that they can be encountered inside a 
  dead creature’s remains, feeding on its vital organs.
   
  Medium- and large-sized burrowing lampreys are less common, 
  but sometimes found in the deeper sea, where they may attack large sharks 
  or even small whales. 
  Burrowing lampreys seek out targets at least equal to their size category, 
  and up to three sizes larger, if they can, though a starving lamprey attacks 
  just about anything. They attack with their bite, then immediately attempt 
  to burrow into their victim.
  BURROWING LAMPREY 
  CR 2
  
  Lamprey, Burrowing to Lyconthrope, Werewolverine
  144
  Leonine
  This muscular creature has the upper torso of a golden-skinned human 
  with long flowing braided hair and the lower torso of a powerful lion. Its 
  massive fists clutch tightly around a wicked-looking spear.
  XP 1,200
  NE (sometimes LE) Large monstrous humanoid
  Init +6; Senses darkvision 60 ft., scent; Perception +14
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, –1 size)
  hp 51 (6d10+18)
  Fort +7; Ref +7; Will +7
   
  Speed 40 ft.
  Melee spear +9/+4 (2d6+6), 2 fore-claws +9 (1d4+4) or 2 
  claws +9 (1d4+4), 2 fore-claws +9 (1d4+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce
  Spell-Like Abilities (CL 6th):
  Constant—speak with animals (lions and dire lions only)
   
  Str 19, Dex 15, Con 16, Int 10, Wis 14, Cha 10
  Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
  Feats Great Fortitude, Improved Initiative, Skill Focus 
  (Perception)
  Skills Acrobatics +12, Diplomacy +2, Intimidate +7, 
  Perception +14, Stealth +11; Racial Modifiers +4 Acrobatics, 
  +4 Stealth
  Languages Leonine
  SQ feline passivism
   
  Environment warm plains and forests
  Organization solitary, pair, hunting 
  party (3–8 plus 1–4 lions), or pride 
  (10–20 plus 4–6 lions)
  Treasure standard (spear, other 
  treasure)
   
  Feline Passivism (Ex) Lions 
  (including dire lions) do not 
  willingly attack a leonine, though 
  they can be forced to do so 
  through magic. If a leonine 
  attacks a lion or dire lion, 
  its protection against that 
  creature ends.
  Leonines are nomadic centaur-
  like creatures, part human and part 
  lion. They make their homes upon 
  the warm grasslands and plains of the 
  world, living in prides of up to 20 or more 
  individuals. Each pride has a leader, usually a 
  fighter of 3rd–5th level. Some prides also have 
  a shaman (a cleric of 2nd–4th level). Prides 
  are territorial with areas covering up to 5 
  square miles. Prides generally do not 
  encroach on another’s territory. In cases 
  where territories overlap, bloody battles 
  are fought between the prides with the 
  victors claiming rights to the area. 
  Some particularly evil leonine prides 
  worship Gorson, the Blood Duke (see 
  The Tome of Horrors Complete by Frog 
  God Games for details), and sacrifice 
  captured humanoids to him. These prides feel a connection to Gorson and 
  some believe he is the progenitor of the first leonines.
  A leonine stands 7 feet tall and can reach lengths of up to 10 feet long. 
  Average weigh is around 700 pounds. Males sport long, flowing hair of 
  black or brown and usually wear it braided. A strip of hair runs from the 
  base of its neck, down its back, and blends into its lion-like body. Females 
  are slightly smaller than males, wear their hair shorter, and do not have the 
  strip of hair running down their back. While females generally take care of 
  the young, they are just as fierce and effective in combat as males. Young 
  leonines are born live and reach maturity within three years. If the young 
  are threatened, the entire pride fights to protect them.
  Leonines fight with wicked, slightly curved spears and their forepaws. 
  If disarmed, they can slash with their clawed hands. They attack from 
  ambush when hunting, often tracking their quarry for several miles before 
  springing to the attack. Leonines have a longstanding hatred for the tabaxi 
  race and kill them on sight.
  LEONINE 
  CR 4
  
  Tome of Horrors 4
  145
  Leviathan
  This is a tremendous sea creature, resembling a whale of gigantic 
  proportions. Its humped back stands like a mountain, and its massive eye 
  is nearly as large as a sailing ship. Its cavernous blowhole spews forth a 
  jet of water like a cyclone.
  XP 204,800
  N Colossal magical beast
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +27
   
  AC 30, touch 0, flat-footed 30 (–2 Dex, +30 natural, –8 size)
  hp 310 (20d10+200)
  Fort +24; Ref +10; Will +12
  DR 20/magic; Immune cold, electricity; Resist fire 20, 
  sonic 20; SR 30
   
  Speed swim 60 ft.
  Melee bite +34 (6d6+22/19–20), tail slap +29 
  (4d6+11)
  Space 30 ft.; Reach 20 ft.
  Special Attacks capsize, smashing breach, swallow 
  whole (6d8+22 acid damage, AC 25, 31 hp), tail 
  storm, whale song
  Spell-Like Abilities (CL 20th):
  3/day—control weather, summon nature’s ally IX (aquatic 
  animals only)
   
  Str 54, Dex 6, Con 30, Int 18, Wis 18, Cha 21
  Base Atk +20; CMB +50; CMD 58 (can’t be tripped)
  Feats Augment SummoningB, Critical Focus, Diehard, 
  Endurance, Great Fortitude, Improved Bull Rush, Improved 
  Critical (bite), Iron Will, Power Attack, Skill Focus (Swim), 
  Staggering Critical
  Skills Knowledge (any one) +24, Knowledge (local) +24, 
  Knowledge (nature) +24, Perception +27, Stealth +5, Swim +59
  Languages Aquan
  SQ hold breath
   
  Environment any oceans
  Organization solitary
  Treasure standard
   
  Smashing Breach (Ex) As a full-round action, a leviathan 
  can make a special charge attack against creatures on the 
  surface of the water. At the end of its charge, the leviathan 
  breaches, then slams down onto the target with incredible 
  force. Any Huge or smaller creatures in the leviathan’s 
  space must make a DC 30 Reflex save or take 4d8+33 
  points of bludgeoning damage and be forced into the 
  nearest square that is adjacent to the whale. This breach 
  automatically attempts to capsize any boats caught wholly 
  or partially in this area. The save DC is Constitution-based.
  Tail Storm (Ex) As a full-round action, a leviathan can raise its 
  massive tail and bring it crashing down into the water, causing a 
  massive wave that sinks ships in the area. The resulting wave fans 
  out from the leviathan’s tail in a 100-foot cone. Huge or smaller 
  ships caught in the area and within 10 feet of the leviathan’s tail 
  automatically sink. Creatures in the water and within 10 feet of 
  the leviathan’s tail take 4d6+22 points bludgeoning damage. 
  A successful DC 42 Reflex save reduces the damage by half. 
  Additionally, a creature that fails its save is pushed 6d6 x 10 feet 
  away. Huge or smaller ships more than 10 feet away within the 
  area must succeed on a Profession (sailor) check or capsize. 
  The DC of this check is 42, decreasing by 5 for every 10 feet from 
  the leviathan a ship is. The DC increases by a cumulative +5 for 
  each size 
  smaller than 
  Huge a ship is. 
  The save and base 
  check DC is Strength-
  based.
  Whale Song (Su) As a 
  swift action, a leviathan 
  can unleash a song that 
  is so deep and of such low 
  frequency that the vibrations 
  alone have adverse effects on 
  living creatures. Any living creature 
  within 100 feet of a singing leviathan 
  must succeed on a DC 30 Fortitude save 
  or be stunned for 1d6 rounds. A creature that succeeds 
  on its save is unaffected by that leviathan’s whale song 
  for one day. This song is more felt than heard, and can 
  be detected by creatures up to 10 miles away. Creatures 
  capable of detecting extremely low-frequency sounds 
  (e.g. dolphins, whales, other leviathans) can detect this 
  song up to 100 miles away. The save DC is Constitution-
  based.
  Legend holds that there is but one leviathan in every ocean in the 
  world, each creature being the undisputed sovereign of its domain. 
  Smaller leviathans control the seas, whilst the tiniest—still massive by 
  any measure—lurk in a few secluded bays within the lonelier parts of 
  the world. Completely unopposed by any other creature, they dominate 
  their realms. When a leviathan grows to such size that it can no longer 
  be supported by its territory, it challenges another larger in size, seeking 
  to gain mastery of its sea or ocean. Failure in this challenge results in 
  death but if it overcomes its rival, the leviathan assumes sovereignty of 
  the domain. Battles between these titanic creatures are an awesome sight 
  to behold, for tidal waves and hurricanes erupt, devastating nearby coastal 
  settlements.
  Leviathans are over 500 feet long and weigh many hundreds of tons.
  Leviathans are seldom stirred to anger and only attack to defend 
  themselves from opponents who can truly harm them—a rare occurrence 
  indeed. They strike with their massive tail or by biting. A leviathan is 
  so immense that it cannot bite any creature smaller than Huge; such 
  small prey is simply swallowed whole. Any enemy flanking a leviathan 
  from behind is attacked with a devastating tail slap or subjected to the 
  leviathan’s tail storm attack.
  LEVIATHAN 
  CR 19
  
  Lamprey, Burrowing to Lyconthrope, Werewolverine
  146
  Lightning Bladder
  A roiling, bubble-like creature slowly oozes its way towards you, tiny 
  surges of electricity arc through its semi-transparent form, and an acrid 
  stench surrounds the creature like a cloud.
  XP 1,200
  N Medium ooze
  Init –5; Senses blindsight 60 ft.; Perception –5 
   
  AC 5, touch 5, flat-footed 5 (–5 Dex)
  hp 50 (4d8+32)
  Fort +9; Ref –4; Will –4
  Defensive Abilities ooze traits; Immune cold, electricity, fire 
   
  Speed 10 ft., swim 30 ft.
  Melee slam +6 (1d6+4 plus 1d6 acid)
  Special Attacks acid, electrical discharge 
   
  Str 16, Dex 1, Con 26, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +6; CMD 11 (can’t be tripped)
   
  Environment any (underground)
  Organization solitary
  Treasure none
   
  Acid (Ex) The corrosive acid that covers a lightning 
  bladder dissolves metals and organic material, but 
  not stone. Each slam attack deals 1d6 additional acid 
  damage. Armor or clothing worn by a creature touched 
  by a lightning bladder takes the same amount of acid 
  damage unless the wearer succeeds on a DC 20 Reflex 
  saving throw. A wooden or metal weapon that strikes the 
  creature takes 1d6 acid damage unless the weapon’s 
  wielder succeeds on a DC 20 Reflex save. The 
  bladder’s touch deals 12 points of acid damage 
  per round to wooden or metal objects, but the 
  bladder must remain in contact with the 
  material for 1 full round in order to deal this 
  damage. The save DCs are Constitution-
  based. 
  Electrical Discharge (Ex) Any hit 
  scored against a lightning bladder 
  with a piercing or slashing weapon 
  opens a hole in the creature’s 
  acidic membrane, through which 
  lightning-like charges of electricity 
  will blast out each subsequent 
  combat round. These bolts of 
  lightning inflict 2d6 points of 
  damage against a randomly 
  determined opponent (DC 15 
  Reflex save for half damage). The 
  bladder can have any number of such 
  openings before it is eventually killed 
  from the damage.  
  Lightning bladders are a form of ooze, contained within a thin, mem-
  branous skin; they resemble massive, half-filled blue water balloons some 
  5–6 feet in diameter. 
  The inside of the creature is charged with immense electrical potential, 
  clearly visible as lightning-like flashes and forks within the bluish-hued 
  interior of the shapeless mass. The exterior membrane is highly acidic, 
  and the creature will attack by slumping up against its opponents to slam 
  them. The more dangerous aspect of a lightning bladder, however, is what 
  happens when a pointed or cutting weapon pierces its outer membrane, 
  releasing the inner electrical charge.
  Credit
  Original author Matthew J. Finch
  Originally appearing in The Spire of Iron and Crystal (© Frog 
  God Games/Matthew J. Finch, 2011)
  LIGHTNING BLADDER 
  CR 4
  
  Tome of Horrors 4
  147
  Lightning Lamprey
  Lightning lampreys are floating, eel-like creatures about 3 ft. long that 
  are covered in static electricity, with arcs and bolts of tiny lightning flying 
  off in all directions.
  XP 600 
  N Small magical beast
  Init +1; Senses blindsight 30 ft.; Perception +0 
   
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 25 (3d10+6)
  Fort +5; Ref +4; Will +1
  Immune mind-affecting effects
   
  Speed 5 ft., fly 30 ft. (good)
  Melee bite +4 (1d2 plus 1d6 electrical)
   
  Str 11, Dex 12, Con 14, Int –, Wis 10, Cha 1
  Base Atk +3; CMB +2; CMD 13 (can’t be 
  tripped)
  Skills Fly +7, Stealth +5 (+13 in clouds); 
  Racial Modifiers +8 Stealth in clouds
   
  Environment any 
  Organization solitary or schools (2–20)
  Treasure none
  These strange, flying leeches are very similar to their water-born 
  kin; they are roughly 3 feet long, thin grayish-blue creatures 
  with tiny arcs of electricity playing over their bodies. They 
  constantly twitch and writhe, as if receiving electrical 
  stimulation throughout their bodies.
  Schools of lightning lampreys drift along in the wake of 
  storm clouds, feeding upon powerful electrical currents 
  and lightning. They are not normally encountered away 
  from electrical storms (some may sniff their way down 
  from higher altitudes if lightning is actually striking the 
  ground). However, they might be found in unusual magical 
  environments where electrical discharges or lightning is plentiful. 
  Their bodies are extremely good electrical conductors, and may have 
  uses in magical experiments (value 200 gp to an interested alchemist or 
  wizard). 
  Credit
  Original author Matthew J. Finch
  Originally appearing in The Spire of Iron and Crystal (© Frog 
  God Games/Matthew J. Finch, 2011)
  LIGHTNING LAMPREY 
  CR 2
  
  Lamprey, Burrowing to Lyconthrope, Werewolverine
  148
  Living Disease
  A cloud rises before you like a dark smear in the air, the smell of death 
  in its wake.
  XP 9,600 
  N Medium vermin (swarm) 
  Init +5; Senses lifesense 60 ft.; Perception +0 
   
  AC 15, touch 15, flat-footed 10 (+5 Dex) 
  hp 52 (15d8–15); fast healing 10 
  Fort +8; Ref +10; Will +5 
  Defensive Abilities evasion; Immune mind-
  affecting effects, weapon damage, 
  swarm traits, vermin traits 
  Weaknesses swarm traits, vulnerability 
  to remove disease 
   
  Speed fly 10 ft. (perfect) 
  Melee swarm (disease) 
  Space 5 ft.; Reach 0 ft. 
  Special Attacks disease, 
  distraction (DC 16) 
   
  Str —, Dex 20, Con 8, Int —, 
  Wis 10, Cha 1 
  Base Atk +11; CMB —; CMD — 
  Feats Ability Focus (disease)B 
  Skills Fly +13, Stealth +5 (+21 in 
  darkness); Racial Modifiers +16 
  Stealth in darkness 
   
  Environment any
  Organization solitary 
  Treasure none 
   
  Disease (Ex) Any 
  creature whose space 
  is occupied by the 
  living disease at 
  the end of its move 
  is exposed to the 
  form of disease of 
  which the swarm is 
  composed. Such a 
  creature must succeed 
  at a Fortitude save each 
  round that it is in the 
  swarm or take ability 
  damage for that round as 
  indicated under the disease 
  type. There is no incubation 
  period for this type of exposure and 
  its method of delivery is irrelevant 
  due to the sheer concentration 
  of disease organisms present. 
  Even after a creature leaves the 
  area of a swarm, it must make the 
  appropriate Fortitude save or continue 
  to take ability damage each day 
  as indicated by the disease. At this 
  point two successful saving throws in 
  a row indicate that the creature has 
  fought off the disease and recovers, 
  taking no more damage. However, 
  the disease can be contracted again 
  through regular exposure or another encounter with a living 
  disease. Once a creature has made a successful saving 
  throw against the disease of a living disease, it is immune to 
  future bouts of disease of that particular living disease for 1 
  year. 
  Festering Lung: This infection gets into the lungs of the 
  affected creature and begins to break down the respiratory 
  system, producing choking and copious amounts of bloody 
  phlegm. It saps the strength from the victim due to poor 
  oxygenation and renders him unable to speak or 
  make any vocal noises two days after contraction. 
  Creatures that do not breathe are immune to 
  festering lung. 
  Festering Lung: Swarm—inhaled; save DC 
  24 Fort; onset immediate; frequency 1/day; 
  effect 1d4 Str damage and 1d4 Con 
  damage; cure 2 consecutive saves. The 
  save DC is Dexterity-based. 
  Evasion (Ex) Due to its composition of 
  billions of highly resilient microscopic 
  organisms, if it makes a Reflex 
  saving throw against an attack 
  that normally deals half 
  damage on a successful save, 
  a living disease instead takes 
  no damage. It is identical to the 
  rogue ability of the same name. 
  Lifesense (Ex) The 
  overpowering drive to 
  propagate itself gives a living 
  disease the ability to notice and 
  locate living creatures within 
  60 feet, just as if it possessed the 
  blindsight ability. 
  Vulnerability to Remove Disease (Ex) 
  If a remove disease is cast on a living 
  disease or a victim currently in a space 
  occupied by a living disease and the 
  living disease fails a Fortitude save 
  against the spell, it deals 5d10 points 
  of damage to the living disease. A 
  creature that has remove disease 
  cast on it is not cured unless outside 
  of the swarm’s area when the spell is 
  cast or unless the living disease was 
  destroyed by the casting of the spell. 
  Otherwise, an infected creature will 
  require an additional remove disease 
  upon leaving the living disease’s 
  space if it contracted the disease while 
  within. 
  XP 76,800 
  N Medium vermin (swarm) 
  Init +5; Senses lifesense 60 ft.;  
  Perception +0 
   
  AC 15, touch 15, flat-footed 10 (+5 Dex) 
  hp 108 (24d8); fast healing 10 
  Fort +14; Ref +13; Will +8 
  Defensive Abilities evasion; 
  Immune mind-affecting effects, 
  weapon damage, swarm traits, 
  vermin traits 
  FESTERING LUNG 
  CR 10
                        BLACK ROT 
  CR 16
  
  Tome of Horrors 4
  149
  Weaknesses swarm traits, vulnerability to remove disease 
   
  Speed fly 10 ft. (perfect) 
  Melee swarm (disease) 
  Space 5 ft.; Reach 0 ft. 
  Special Attacks disease, distraction (DC 22) 
   
  Str —, Dex 21, Con 10, Int —, Wis 10, Cha 1 
  Base Atk +18; CMB —; CMD — 
  Feats Ability Focus (disease)B 
  Skills Fly +13, Stealth +5 (+21 in darkness); Racial Modifiers 
  +16 Stealth in darkness 
   
  Environment any
  Organization solitary 
  Treasure none 
   
  Disease (Ex) Black Rot: This highly infectious disease affects 
  the skin and muscles of the victim, creating an accelerated 
  gangrenous process that turns the affected tissue black and 
  eats it away. For every 4 points of Con damage sustained by 
  the victim, a random limb is lost and can only be recovered 
  by regeneration or similar magic. Black Rot: Swarm—
  contact; save DC 29 Fort; onset immediate; frequency 1/
  day; effect 1d6 Con damage, 1d6 Dex damage, and 1d3 
  Cha damage; cure 2 consecutive saves. The save DC is 
  Dexterity-based. 
  Living diseases are swarms of microscopic organisms, harmful bacteria 
  or viruses that have supernaturally gained limited sentience as a cohesive 
  swarm under certain exceedingly foul or magical conditions. They seek 
  out hosts through which to propagate their contagion. Though they are 
  considered swarms, their individual components are so small as to be 
  invisible to unaided sight, exponentially smaller than even Fine creatures, 
  and they are thus considered one Medium creature. They are only visible 
  at all due to the sheer number of individual organisms that comprise the 
  swarm; literally billions of them make up a single living disease. 
  Living diseases offer no resistance to items or creatures entering their 
  midst and cannot be physically felt. They make no sound whatsoever. A 
  living disease in the dark is terrible indeed, as there is no indication it is 
  present until its effects are first felt. 
  Living diseases neither see nor sleep. Their movements are by pure 
  instinct, and they locate potential hosts with their lifesense. Because of 
  their resilience and extremely high reproductive rate, the microorganisms 
  of a living disease give it fast healing 10. 
  Though extremely rare, there are many different kinds of living diseases 
  — potentially as many kinds as there are diseases. Two in particular are 
  described here: festering lung and black rot. 
  A living disease seeks to surround any potential host it senses. It 
  instinctively avoids undead, oozes, plants and constructs, which do not 
  make suitable hosts for the spreading of disease. Unlike normal swarms, 
  a living disease does not deal physical damage. Instead it exposes any 
  creature whose space it occupies at the end of its move to its form of 
  disease.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  
  Lamprey, Burrowing to Lyconthrope, Werewolverine
  150
  Living Monolith
  This massive creature appears to be an amorphous column of flesh 
  coated in a thick, bubbling slime. Several large maws litter its form, each 
  filled with sharpened teeth. Many long tentacles whip and flail about its 
  body.
  XP 25,600
  N Gargantuan ooze
  Init –2; Senses blindsight 120 ft., tremorsense 120 ft.; 
  Perception –5
   
  AC 24, touch 4, flat-footed 24 (-2 Dex, +20 natural, –4 size)
  hp 225 (18d8+144); regeneration 10 (fire)
  Fort +14; Ref +4; Will +1
  DR 10/—; Immune acid, electricity, ooze traits; Resist cold 20; 
  SR 24
   
  Speed 5 ft.
  Melee 4 tentacles +20 (2d6+11 plus 2d6 acid and grab) or 
  bite +20 (4d8+24 plus 2d6 acid; only against grabbed foe)
  Space 20 ft.; Reach 20 ft.
  Special Attacks spawn offspring, swallow whole (6d8 acid 
  damage, AC 20, 20 hp)
   
  Str 32, Dex 6, Con 26, Int —, Wis 1, Cha 1
  Base Atk +13; CMB +28 (+32 grapple); CMD 36 (can’t be 
  tripped)
   
  Environment underground
  Organization solitary
  Treasure standard
   
  Acid (Ex) A living monolith secrets a digestive acid that 
  dissolves organic material and metal quickly, but does not 
  affect stone. Each time a creature suffers damage from 
  a living monolith’s acid, its clothing and armor take the 
  same amount of damage from the acid. A DC 27 Reflex 
  save prevents damage to clothing and armor. A metal 
  or wooden weapon that strikes a living monolith takes 
  2d6 points of acid damage unless the weapon’s wielder 
  succeeds on a DC 27 Reflex save. If a living monolith 
  remains in contact with a wooden or metal object for 1 full 
  round, it inflicts 27 points of acid damage (no save) to the 
  object. The save DCs are Constitution-based.
  Spawn Offspring (Ex) Every 1d4 rounds, a living monolith 
  spawns 1d6 crawling offspring from its form, but 1d6 of these 
  are instantly destroyed or reabsorbed by the living monolith. 
  (See the Crawling Offspring entry below.)
  Tentacles (Ex) A living monolith can transfer a grabbed 
  opponent from a tentacle to one of its mouths as a move 
  action.
  The living monolith, sometimes called a monolith of fecundity, is a 
  slow-moving pillar of amorphous flesh dripping with slime. Along its 
  gigantic bulk are several gaping mouths and writhing pseudopods. This 
  loathsome being is usually brought forth by the summoning spells of 
  clerics who worship perverse fertility deities.
  At irregular intervals its flesh breaks open and instantly regenerates as 
  the living monolith spawns twisted offspring that crawl and slither away 
  from its progenitor. Some of these spawn are instantly disintegrated by the 
  acidic slime dripping from the monolith or torn to pieces by pseudopods 
  and ravenous mouths, but a few scuttle away and survive (see the crawling 
  offspring entry).
  A living monolith thrashes mindlessly at opponents with its tentacles. 
  When disturbed, it constantly seeps its acidic slime which is as likely 
  to destroy its crawling offspring as inflicting damage on opponents. An 
  opponent unlucky enough to be grabbed by a flailing tentacle is shoved 
  into one of the living monolith’s maws and swallowed whole, subjected to 
  the monster’s deadly digestive acids.
  LIVING MONOLITH 
  CR 13
  
  Tome of Horrors 4
  151
  Crawling Offspring
  This slime-covered humanoid lurches forward, its frame twisted, eyes 
  bulging.
  XP 1,600
  N Small aberration
  Init +0; Senses blindsight 60 ft., darkvision 60 ft.; Perception +9
   
  AC 16, touch 11, flat-footed 16 (+5 natural, +1 size)
  hp 60 (8d8+16 plus 8); fast healing 2
  Fort +6; Ref +2; Will +8
   
  Speed 30 ft.
  Melee slam +10 (1d3+4)
  Special Attacks varies (see below)
   
  Str 16, Dex 11, Con 14, Int 3, Wis 10, Cha 11
  Base Atk +6; CMB +8; CMD 18
  Feats Alertness, Great Fortitude, Iron Will, Toughness
  Skills Climb +10, Perception +9
   
  Environment any
  Organization pack (4–6) or swarm (7–12)
  Treasure none
  Crawling offspring are mindless creatures spawned from a living 
  monolith. There is great variety in the form and appearance of the crawling 
  offspring; such as bulging eyes, flapping wings, writhing tentacles, slime-
  covered pseudopods, and so on.
  Most crawling offspring are destroyed and re-absorbed by the living 
  monolith they were spawned from, but those few that escape wander or 
  crawl about seeking prey. A crawling offspring attempts to devour the 
  nearest living creature it detects.
  Each crawling offspring is unique; roll on the Crawling Offspring 
  Features table to determine the special attack of each.
  CRAWLING OFFSPRING 
  CR 5
  Living Monolith (Crawling Offspring)
  Crawling Offspring Features
  Roll 1d6 to determine the crawling offspring’s special 
  ability.
  1 
  Spit Acid (20-ft. line, 2d6 acid damage, 
   
  Reflex DC 16 half)
  2 
  Rotting Touch (1d3 Con damage)
  3 
  Tentacle Attack (10-ft reach, 1d3+3 damage, 
   
  in addition to slam attack)
  4 
  Regeneration (5 [fire]; replaces fast healing)
  5 
  Flight (fly 30 ft., average maneuverability)
  6 
  No special feature
  
  Lamprey, Burrowing to Lyconthrope, Werewolverine
  152
  Lizard, Giant Forest
  This giant lizard has brown and green markings on its body, a long, 
  thick tail, and a blunt snout that opens to reveal a mouth full of strong, 
  thick teeth.
  XP 1,600
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +11
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 68 (8d8+32)
  Fort +12; Ref +8; Will +3
   
  Speed 30 ft., climb 20 ft.
  Melee bite +12 (2d6+9 plus poison)
  Space 10 ft.; Reach 5 ft.
   
  Str 23, Dex 15, Con 19, Int 2, Wis 12, Cha 10
  Base Atk +6; CMB +13; CMD 25 (29 vs. trip)
  Feats Great Fortitude, Improved Initiative, Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Acrobatics +6 (+14 jumping), Climb +18, Perception 
  +11, Stealth +3 (+7 in undergrowth); Racial Modifiers +8 
  Acrobatics when jumping, +4 Stealth in undergrowth
  SQ powerful leaper
   
  Environment temperate forests
  Organization solitary or pack (2–5)
  Treasure none
   
  Poison (Ex) Bite—injury; save DC 18 Fort; frequency 1/round 
  for 6 rounds; effect 1d4 Dexterity damage; cure 2 saves. The 
  save DC is Constitution-based.
  Powerful Leaper (Ex) A giant forest lizard uses its Strength to 
  modify Acrobatics checks made to jump, and it has a +8 
  racial bonus on Acrobatics checks made to jump.
  Giant forest lizards are carnivorous animals that dwell in overgrown 
  forests, making their lairs in hidden caves and passages. These creatures 
  are highly territorial, nocturnal and spend most of the day sleeping in 
  their lair or sunning themselves on large tree limbs where the sun breaks 
  through the treetops. Giant forest lizards dine on other forest animals, 
  consuming almost anything they find. When food is scarce, they scavenge 
  as well. A typical giant forest lizard’s territory covers several square miles.
  A giant forest lizard is 9 feet long and weighs nearly 2,000 pounds. Its 
  coloration and markings are browns and greens, allowing it to adapt and 
  hide in the forests. These creatures mate but once a year with the female 
  depositing up to four eggs in the lair. Eggs hatch within 3 months and 
  young reach maturity within 10 months. Forest lizards can live to be 20 
  years old.
  When hunting, a giant forest lizard perches within the trees on strong, 
  overhanging limbs. When potential prey passes beneath it, it drops to 
  the ground and attacks. Prey that is killed is carried back to its lair and 
  eaten or saved for later consumption. In combat, or when warning other 
  creatures that have entered its territory, the giant forest lizard vocalizes, 
  emitting a deep, rolling hissing sound. 
  GIANT FOREST LIZARD 
  CR 5
  
  Tome of Horrors 4
  153
  Lizard, Lava
  This massive lizard is dark cherry red with a pale yellow underbelly.
  XP 4,800
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  Aura heat (10 ft., DC 18)
   
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 
  natural, –1 size)
  hp 94 (9d10+36 plus 9)
  Fort +12; Ref +9; Will +5
  Immune fire; Resist cold 20
   
  Speed 30 ft., climb 20 ft., swim 20 ft.
  Melee bite +14 (3d8+7 plus burn)
  Space 10 ft.; Reach 5 ft.
  Special Attacks burn (2d6, DC 18), heated flesh
   
  Str 21, Dex 13, Con 19, Int 2, Wis 14, Cha 10
  Base Atk +9; CMB +15; CMD 26 (30 vs. trip)
  Feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Skill Focus (Perception), ToughnessB, Weapon Focus (bite)
  Skills Climb +18, Perception +11, Stealth +2, Swim +18
  SQ lava affinity
   
  Environment warm mountains
  Organization solitary, pair, or band (3–8)
  Treasure none
   
  Heat Aura (Ex) A lava lizard radiates heat, and 
  any creature that starts its turn within 10 feet of 
  a lava lizard must succeed on a DC 18 Fortitude 
  save or take 1d6 points of fire damage. The save 
  DC is Constitution-based.
  Heated Flesh (Ex) Any metal weapon 
  striking a lava lizard must succeed at 
  a DC 18 Fortitude save or take 3d6 
  points of fire damage. Wooden 
  weapons take double damage. 
  Damage caused to weapons in this 
  manner is not halved, but hardness 
  does help prevent some of the damage 
  dealt. Unarmed and natural attacks made 
  against the lava lizard deal 2d6 points of fire damage to the 
  attacker. The save DC is Constitution-based.
  Lava Affinity (Ex) A lava lizard can breathe and swim while 
  submerged in lava and magma.
  Lava lizards make their lairs in or near active volcanoes, spending 
  their days swimming in the boiling magma. These creatures have few 
  predators, save for some red dragons and fire giants. Lava lizards prefer 
  to hunt during the day and sustain themselves on a diet of large game 
  animals or whatever happens to wander close to their lair. Most prey is 
  killed and carried back to the lair to be devoured later. Lava lizards often 
  store their prey in magma pools as they prefer high temperature food.
  Lava lizards are about 10 feet long and weigh around 600 pounds. Their 
  skin is always a shade of cherry red and their eyes are pale yellow. These 
  creatures reproduce once per year on average with the female laying 4 
  to 6 large reddish eggs. These eggs are usually tucked away beneath a 
  lava pool to not only incubate them, but also deter predators. Eggs hatch 
  within 60 days and young reach maturity with 3 years. Lava lizards live 
  about 100 years.
  Lava lizards generally avoid combat unless provoked, threatened, or 
  hunting. In combat they assault their prey with their bite attempting to 
  incinerate it as quickly as possible. Lava lizards that are outmatched flee if 
  possible, seeking refuge in nearby magma pools or lava tubes where most 
  attackers dare not venture.
  LAVA LIZARD 
  CR 8
  
  Lamprey, Burrowing to Lyconthrope, Werewolverine
  154
  Lupin
  This dog-headed humanoid has dirty, matted dark fur and appears 
  slightly taller than the average human.
  XP 600
  LE Medium humanoid (lupin)
  Init +1; Senses darkvision 60 ft., scent; Perception +6
   
  AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +2 
  natural, +1 shield)
  hp 22 (4d8+4)
  Fort +5; Ref +2; Will +1
   
  Speed 30 ft.
  Melee longsword +5 (1d8+2) and bite +5 (1d6+2)
  Ranged longbow +4 (1d8/x3)
   
  Str 15, Dex 12, Con 13, Int 10, Wis 11, Cha 12
  Base Atk +3; CMB +5; CMD 16
  Feats Alertness, Power Attack
  Skills Perception +6, Sense Motive +2, Stealth +3, Survival 
  +5 (+9 scent tracking); Racial Modifiers +4 Survival when 
  tracking by scent
  Languages Gnoll, Lupin
   
  Environment temperate and warm plains or desert
  Organization solitary, pair, hunting party (2–5 lupins and 
  1–2 dogs), band (10–100 adults plus 50% noncombatant 
  children, 1 sergeant of 5th level per 20 adults, 1 leader of 
  6th–8th level, and 5–8 dogs or wolves), or tribe (20–200 plus 1 
  sergeant of 5th level per 20 adults, 1 or 2 lieutenants of 6th 
  or 7th level, 1 leader of 8th–10th level, 7–12 dogs, and 
  4–7 wolves)
  Treasure standard (leather armor, light wooden 
  shield, longsword, longbow, 20 arrows, other 
  treasure)
  Lupins are dog-headed humanoids standing over 6 feet tall 
  with grayish skin and dark, usually filthy and matted fur. These 
  creatures have an excellent sense of smell, and their tracking 
  ability is often times unmatched. Lupins are colorblind and see 
  only in shades of gray.
  These creatures are believed to be related to both gnolls and 
  flinds though sages have never found a true link tying the races 
  together. These canine humanoids are carnivorous nocturnal pack 
  hunters and relish in the hunt, often toying with their prey before taking 
  it down. Though savage by some standards, lupins are still considered to 
  be more organized and civilized than their cousins the gnolls. 
  Lupin tribes form loose alliances with nearby tribes and settlements, 
  sometimes offering protection to weaker tribes (such as those 
  composed of goblins or kobolds) in exchange for gold, food, and 
  anything else the tribe feels it needs. Lupins are generally on good 
  terms with all the goblinoid races as well as minotaurs, orcs, 
  and the occasional ogre or hill giant tribe. Human settlements 
  sometimes form an alliance with a nearby lupin tribe as well; 
  out of mutual need, or out of fear. The other humanoid races, 
  dwarves, elves, gnomes, are generally treated with tolerance, but 
  few alliances between lupins and these races are known to exist. 
  Elves are often viewed as a weak race and, any such alliance 
  between a lupin tribe and elven settlement is extremely shaky 
  at best. Halflings are the single race the lupins detest (Sages are 
  uncertain as to the exact reasons for this hatred). Halflings 
  are killed on sight, carried back to the lupins’ lair, and fed 
  to the lupin pups. Other times, halflings are captured 
  and hunted for sport by the lupins, and then fed to 
  the pups afterward. Halfling settlements when found are ravaged and 
  burned to the ground. Halfling temples and holy grounds are desecrated 
  and defaced, the priests of these places torn to shreds, their bodies littered 
  about the ruined temples and grounds.
  Lupins are savage and ferocious in battle, attacking with longswords 
  and a vicious bite. Their battle tactics are well-organized and focused, 
  usually concentrating on the single strongest opponent, and only moving 
  to the next target, when that opponent falls. When overwhelmed and 
  outnumbered, lupins resort to ambush and hit-and-run tactics. In large 
  scale battles, lupins often employ gnolls and flinds (and occasionally, but 
  rarely, goblins and kobolds) as shock troops.
  Lupin leaders are generally rangers or fighters. Lupin females generally 
  take the role of caregiver in a lupin tribe, staying out of battles and tending 
  to the pups. Some however, seem more skilled in the magical arts than their 
  male counterparts, and sometimes take up the path of the sorcerer. Clerics 
  are highly regarded among lupin tribes and often serve as counselors to the 
  tribal leaders. Religion among lupin tribes is scattered and generally varies 
  from tribe to tribe. Lupins do not seem to have just one god they call their 
  own. Each tribe pays homage to its own god, usually one of the arch-devils. 
  Lucifer, Belial, Geryon, Moloch, 
  and Asmodeus seem to be 
  the most prevalent.
  LUPIN 
  CR 2
  
  Tome of Horrors 4
  155
  Lurker Wraith
  A diaphanous, almost translucent curtain blows on a nonexistent 
  breeze towards you. It spreads its folds wide as it approaches as if to 
  envelop you. 
  XP 9,600 
  NE Large undead 
  Init +5; Senses 
  darkvision 60 ft.; 
  Perception +11 
   
  AC 18, touch 
  10, flat-footed 
  17 (+1 Dex, +8 
  natural, –1 size) 
  hp 112 (15d8+30 plus 15) 
  Fort +7; Ref +8; Will +9 
  Defensive Abilities 
  amorphous, channel 
  resistance +4; DR 10/ 
  silver and piercing 
  or slashing; Immune 
  undead traits 
  Weaknesses sunlight 
  powerlessness, 
  vulnerability to fire 
   
  Speed fly 40 ft. (average) 
  Melee buffet +20 (2d4+15 plus 1d6 Con 
  drain and grab) 
  Space 10 ft.; Reach 5 ft. 
  Special Attacks create spawn, smother 
   
  Str 30, Dex 12, Con —, Int 6, Wis 11, Cha 14 
  Base Atk +11; CMB +22 (+26 grapple); CMD 
  33 (can’t be tripped) 
  Feats Blind-Fight, Deceitful, Hover, Improved 
  Initiative, Lightning Reflexes, Skill Focus 
  (Perception), Skill Focus (Stealth), Toughness 
  Skills Bluff +8, Disguise +12 (+20 as curtain, wall hanging 
  or textile), Fly +3, Perception +11, Stealth +25; Racial 
  Modifiers +4 Stealth, +8 Disguise as curtain, wall hanging or 
  textile 
   
  Environment any 
  Organization solitary or pair 
  Treasure none 
   
  Amorphous (Ex) Lurking wraiths are immune to precision 
  damage (like sneak attacks) and critical hits, and can move 
  through an area as small as one-quarter their space without 
  squeezing or one-eighth their space when squeezing. 
  Constitution Drain (Su) Creatures hit by a lurker wraith’s 
  buffet attack must succeed on a DC 19 Fortitude save 
  or take 1d6 points of Constitution drain. On each such 
  successful attack, the lurker wraith gains 5 temporary hit 
  points. The save DC is Charisma-based. 
  Create Spawn (Su) A humanoid slain by either a lurker 
  wraith’s Constitution drain or smother attack becomes a 
  ghoul in 1d4 rounds. Spawn are not under the command 
  of the lurker wraith (which typically ignores 
  them), but they do 
  instinctively protect their 
  creator. They do not 
  possess any of the 
  abilities they had 
  in life. A humanoid of 4 Hit 
  Dice or more rises as a 
  ghast, not a ghoul. 
  Smother (Ex) When a 
  lurker wraith grapples 
  a target, it continues 
  its Constitution drain 
  each round (though 
  the victim is still 
  allowed a save each 
  round). In addition it forms 
  an airtight seal around 
  its prey. A grappled target 
  cannot speak or cast spells with 
  verbal components and must hold 
  its breath (see “Suffocation” in 
  Chapter 13 of the Pathfinder 
  Roleplaying Game). 
  Sunlight Powerlessness (Ex) 
  A lurker wraith caught in 
  sunlight cannot attack 
  and is staggered. 
  If there is an undead form of 
  the aberrations known as lurkers, 
  this is surely it. They have a gauzy 
  appearance and resemble some thin cloth, 
  though close inspection reveals they are quite 
  durable and thick with a certain translucence. They 
  often disguise themselves as tapestries or curtains in order 
  to lure the unwary into their smothering embrace. Sometimes 
  they roll themselves up to appear as innocuous bolts of cloth 
  before unfurling and revealing the true horror. They tend to lurk 
  in subterranean areas or within ruins where they avoid rays of direct 
  sunlight. 
  A lurker wraith is about 10 feet long by 10 feet wide and approximately 
  1/4 inch thick. They weigh less than 50 pounds. Lurker wraiths typically 
  disguise themselves as ordinary textiles and then try to attack prey with 
  surprise by buffeting them and attempting to smother. 
  There are often a few stray ghouls lairing near where lurker wraiths 
  dwell — past victims that will come to defend their creator.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  LURKER WRAITH 
  CR 10
  
  Lamprey, Burrowing to Lyconthrope, Werewolverine
  156
  Lycanthrope, Werewolverine
  Howling out of the taiga comes a ferocious humanoid creature covered 
  in thick grey fur. Its hands are tipped in long claws.
  XP 800
  Human natural werewolverine barbarian 3 (Pathfinder 
  Roleplaying Game Core Rulebook)
  CN Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +7
   
  AC 13, touch 9, flat-footed 11 (+3 armor, +1 Dex, –2 rage,  
  +1 shield)
  hp 43 (3d12+12 plus 6)
  Fort +7; Ref +2; Will +4 
  Defensive Abilities uncanny dodge
   
  Speed 40 ft.
  Melee battleaxe +8 (1d8+5/x3)
  Ranged throwing axe +4 (1d6+5)
  Special Attacks rage (10 rounds), rage power (intimidating 
  glare)
   
  Str 21, Dex 13, Con 18, Int 8, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 19 
  Feats Power Attack, Skill Focus (Intimidate), Toughness
  Skills Climb +9, Intimidate +9, Perception +7, Survival +7 
  Languages Common
  SQ change shape (human, hybrid, and wolverine; 
  polymorph), fast movement, trap sense +1, lycanthropic 
  empathy (badgers and wolverines)
   
  Environment cold forests
  Organization solitary, pair, family (3–6), pack (6–10), or 
  troupe (11–20)
  Treasure NPC gear (battleaxe, 2 daggers, 2 throwing axes, 
  studded leather armor, small wooden shield, other gear)
  XP 800
  Human natural werewolverine barbarian 3 
  (Pathfinder Roleplaying Game Core Rulebook)
  CN Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +7
   
  AC 17, touch 9, flat-footed 15 (+3 armor, +1 
  Dex, +4 natural, –2 rage, +1 shield)
  hp 46 (3d12+15 plus 6)
  Fort +8; Ref +2; Will +4 
  Defensive Abilities uncanny dodge; DR 10/
  silver
   
  Speed 40 ft.
  Melee battleaxe +9 (1d8+6/x3), or 
  2 claws +9 (1d6+6), bite +9 (1d4+6  
  plus curse of lycanthropy; DC 15)
  Ranged throwing axe +4 
  (1d6+6)
  Special Attacks 
  rage (10 rounds), 
  rage power 
  (intimidating 
  glare)
   
  Str 23, Dex 13, Con 20, Int 8, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 19 
  Feats Power Attack, Skill Focus (Intimidate), Toughness
  Skills Climb +12, Intimidate +9, Perception +7, Survival +7 
  Languages Common
  SQ change shape (human, hybrid, and wolverine; 
  polymorph), fast movement, trap sense +1, lycanthropic 
  empathy (badgers and wolverines)
   
  Rage (Ex) A werewolverine in hybrid or animal form that 
  takes damage in combat flies into a rage on its next turn, 
  clawing and biting madly until either it or its opponent is 
  dead. The creature cannot end its rage voluntarily.
  In their humanoid forms, werewolverines are wiry, muscular folk 
  with broad shoulders and powerful hands. Their faces are almost 
  always contorted into a twitchy sneer. Quick to anger and slow to 
  calm, werewolverines are seemingly always on the brink of a powerful 
  emotional outburst. When angered, a werewolverine screams and howls 
  in a raspy voice that speaks of violent, primal rage.
  Instinctively brutal, werewolverines make the ideal strong-arms for 
  bandit gangs.
  Note that the statistics presented here for werewolverines assume that 
  the creatures are in their barbarian rage — if the creatures are encountered 
  at another time, simply adjust their statistics accordingly.
  Credit
  Original author Nathan Douglas Paul
  Originally appearing in The Eamonvale Incursion (© 
  Necromancer Games, 2008)
  WEREWOLVERINE (HUMAN FORM) 
  CR 3
  WEREWOLVERINE (HYBRID FORM) 
  CR 3
  
  Tome of Horrors 4
  157
  Malkeen
  This large cat resembles a brown-furred leopard.
  XP 2,400
  N Large magical beast
  Init +6; Senses darkvision 60 ft., low-light 
  vision; Perception +10
   
  AC 16, touch 12, flat-footed 13 (+2 Dex, 
  +1 dodge, +4 natural, –1 size)
  hp 76 (8d10+32)
  Fort +10; Ref +8; Will +4
  Immune mind-affecting effects
   
  Speed 40 ft.
  Melee 2 claws +13 (1d6+5), bite +12 (1d8+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks mind blast, pounce, rake (2 claws +13, 
  1d6+5)
   
  Str 21, Dex 15, Con 18, Int 6, Wis 14, Cha 12
  Base Atk +8; CMB +14; CMD 27 (31 vs. trip)
  Feats Dodge, Improved Initiative, Skill Focus (Perception), 
  Weapon Focus (claw)
  Skills Acrobatics +11, Perception +10, Stealth +7 (+11 in 
  marshes), Swim +10; Racial Modifiers +4 Acrobatics, +4 
  Stealth (+8 in marshes)
  Languages Common; telepathy 100 ft.
   
  Environment temperate and warm marshes
  Organization solitary or pair
  Treasure standard
   
  Mind Blast (Su) As a standard action, a malkeen can 
  deliver a massive blast of mental energy at a single 
  target within 50 feet. The target must succeed on 
  a DC 15 Will save or take 6d6 points of damage. 
  A malkeen can use this ability once every 1d6 
  rounds. The save DC is Charisma-based.
  Malkeens are intelligent, ferocious swamp cats that closely 
  resemble dark furred leopards. These creatures are extremely 
  territorial with the average malkeen’s territory covering 10 square 
  miles or more. Creatures entering its territory are stalked and watched 
  from afar before the malkeen moves in to attack. Malkeens are generally 
  passive creatures and only attack if threatened or hungry. They are 
  carnivores and dine on creatures such as alligators, marsh reptiles, marsh 
  birds, and wild game.
  Malkeens reach lengths of 12 feet or more and weigh up to 5,500 
  pounds. Malkeens can live for up to 50 years.
  Malkeens are ambush hunters and sneak up on their prey before 
  lunging to attack. These creatures almost always open combat with their 
  mind blast attack, attempting to kill or disable their opponent as quickly 
  as possible. After that, opponents left standing are assaulted by claws and 
  bites.
  MALKEEN 
  CR 6
  
  Malkeen to Mummy, Asp
  158
  Mandrake, Deadly
  This creature appears as a tiny humanoid, brownish-green in color with 
  a large flowering plant growing from its head.
  XP 600
  N Tiny plant
  Init +4; Senses low-light vision, tremorsense 60 ft.; Perception +7
   
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 16 (3d8+3)
  Fort +4; Ref +5; Will +2
  DR 5/cold iron; Immune plant traits; SR 13
   
  Speed 30 ft., burrow 10 ft.
  Melee 2 claws +8 (1d2–2)
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks death scream
  Spell-Like Abilities (CL 6th):
  At will—dancing lights, ghost sound (DC 13), prestidigitation 
  (DC 13)
  3/day—lesser confusion (DC 14), hypnotism (DC 14)
  1/day—hallucinatory terrain (DC 17), sleep (DC 14)
   
  Str 6, Dex 18, Con 13, Int 10, Wis 13, Cha 16
  Base Atk +2; CMB +4; CMD 12
  Feats Alertness, Weapon Finesse
  Skills Acrobatics +5, Escape Artist +5, Knowledge (nature) 
  +1, Perception +7, Perform (sing) +4, Sense Motive +3, Stealth 
  +16 (+24 in  vegetation); Racial Modifiers +8 in vegetation
  Languages Common, Sylvan
   
  Environment temperate forests
  Organization solitary or grove (2–6)
  Treasure standard
   
  Death Scream (Su) Once per minute, a deadly mandrake 
  may scream as a full-round action. The scream lasts until 
  the beginning of its next turn. All creatures within 40 feet of 
  the deadly mandrake when it begins its scream, as well as 
  those that end their turn within the area, must succeed on 
  a DC 14 Fortitude save. (This save is only required once per 
  scream.) Creatures under the effects of a fear effect take 
  a –2 penalty on this save. Creatures that make their save 
  are sickened for 1d2 rounds. Those that fail their save take 
  20 points of damage. If a screaming mandrake is damaged 
  during a scream, it must make a Will save (DC 15 + damage 
  taken) to maintain the scream; otherwise it ends. This is a 
  sonic death effect. The save DC is Charisma-based.
  Deadly mandrakes are mischievous plant creatures believed to be part 
  plant and part fey. They relish in playing tricks on those passing through 
  their domain. These tricks are always more playful than harmful, at least 
  to the deadly mandrake. Most such tricks take the form of lights or weird 
  sounds meant to distract and confuse travelers. 
  Deadly mandrakes sustain themselves on a diet of tree bark, leaves, and 
  berries, and are most active during the day. At night they burrow into the 
  ground to rest. Often times, a deadly mandrake burrows just far enough 
  into the ground to cover its body, leaving the flower on top of its head 
  exposed. Little else is known of these creatures thus far.
  Deadly mandrakes, despite their name, are generally inoffensive 
  unless disturbed. If disturbed or forced into battle, deadly mandrakes use 
  their death scream immediately in an attempt to end the confrontation 
  as quickly as possible. Creatures that resist are subjected to sleep, lesser 
  confusion, or hypnotism.  They can attack with their claws if needed, but 
  rarely do so.
  Any deadly mandrake killed has a 1% chance of returning in 1d4 days as 
  a mandragora. If the deadly mandrake’s body is doused with demon ichor 
  (from a demon CR 6 or above), or a deadly mandrake is killed by a demon 
  CR 6 or above, the chance rises to 10%. Using a deadly mandrake in the 
  alchemical creation of a mandragora lowers the Craft (alchemy) DC from 
  25 to 20. (See the Pathfinder Roleplaying Game Bestiary 2 “Mandragora”, 
  for details on the mandragora and the creation of a mandragora.)
  DEADLY MANDRAKE 
  CR 2
  
  Tome of Horrors 4
  159
  Megaswarm, Dire Rat
  A squirming horde of vicious rats the size of small dogs streams 
  forward. They have coarse, spiky fur, feral eyes, and jagged, yellowed 
  teeth. They surge ahead in a roiling mass of filth and stench. 
  XP 1,600 
  N Small animal (megaswarm) 
  Init +7; Senses low-light vision, scent; Perception +11 
   
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) 
  hp 52 (8d8+8 plus 8) 
  Fort +9; Ref +9; Will +3 
  Defensive Abilities half damage from 
  piercing weapons 
   
  Speed 40 ft., climb 20 ft., swim 20 ft. 
  Melee swarm (2d6 plus disease) 
  Space 10 ft.; Reach 0 ft. 
  Special Attacks disease, distraction  
  (DC 15) 
   
  Str 10, Dex 17, Con 13, Int 2, Wis 13,  
  Cha 4 
  Base Atk +6; CMB —; CMD — 
  Feats Great Fortitude, Improved Initiative, 
  Skill Focus (Perception), Toughness 
  Skills Climb +11, Perception +11, Stealth 
  +14, Swim +11; Racial Modifiers uses Dex to 
  modify Climb and Swim 
   
  Environment any urban 
  Organization solitary, pack (2–4 
  megaswarms), infestation (7–12 
  megaswarms) 
  Treasure none 
   
  Disease (Ex) Filth fever: Swarm—injury; 
  save DC 15 Fort; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex 
  damage and 1d3 Con damage; cure 
  2 consecutive saves. The save DC is 
  Constitution-based. 
  Megaswarm Traits (Ex) Megaswarms are 
  not so called because of the size of the 
  swarm but rather the size of the creatures 
  that compose the swarm. Unlike normal 
  swarms, megaswarms are composed of Small 
  creatures which are usually a megafauna version 
  of a normal swarm and otherwise behave in a 
  swarmlike manner. There are usually around 100 
  creatures in a megaswarm. The net effect is that they 
  take only half damage from piercing weapons but take 
  normal damage from other weapons. In addition when the 
  swarm is reduced to 0 hit points or lower and breaks up, 
  unless the damage was dealt by area-affecting attacks, 
  then 2d6 surviving members of the megaswarm continue 
  their attack, though now only as individual creatures. 
  Otherwise, a megaswarm conforms to all of the other swarm 
  traits as described in the Pathfinder Roleplaying Game 
  Bestiary. 
  Much like a swarm of ordinary rats, a dire rat swarm is composed of 
  a teeming mass of disease-ridden dire rats intent on feeding on whatever 
  they can catch. A dire rat swarm usually exists in abandoned ruins or city 
  dumps where there is a plentiful food supply and a lack of significant 
  predators.
  A dire rat swarm seeks to overrun and attack any warm-blooded prey 
  it encounters. It typically ignores undead and other creatures that are not 
  warm-blooded. 
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  DIRE RAT MEGASWARM 
  CR 5
  
  Malkeen to Mummy, Asp
  160
  Megaswarm, Dretch
  A roiling mass of rubbery skin and flailing limbs surges towards you. 
  Demonic eyes stare at you above slack, fang-filled mouths. This horde is 
  comprised of small creatures with pale, hairless hide compressed so close 
  together that it is difficult to tell where one of these rabid monstrosities 
  ends and the next one begins. 
  XP 19,200 
  CE Small outsider (chaotic, demon, evil, extraplanar, 
  megaswarm) 
  Init +4; Senses darkvision 60 ft.; Perception +25 
   
  AC 15, touch 12, flat-footed 13 (+1 dodge, +3 natural,  
  +1 size) 
  hp 136 (16d10+32 plus 16) 
  Fort +14; Ref +7; Will +12 
  Defensive Abilities half damage from piercing weapons; DR 
  5/cold iron or good; Immune electricity, poison; Resist acid 
  10, cold 10, fire 10 
   
  Speed 20 ft. 
  Melee swarm (6d6) 
  Space 10 ft.; Reach 0 ft. 
  Special Attacks distraction (DC 20), feral rage, 
  smite good 
   
  Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 
  Base Atk +16; CMB —; CMD — 
  Feats DodgeB, Endurance, Great Fortitude, 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Perception), Stealthy, 
  Toughness 
  Skills Escape Artist +20, Perception +25, 
  Stealth +23 
  Languages Abyssal (cannot speak); 
  telepathy 100 ft. (limited to Abyssal-
  speaking targets) 
   
  Environment any (Abyss)
  Organization solitary, 
  pack (2–4 megaswarms), 
  infestation (7–12 
  megaswarms) 
  Treasure none 
   
  Feral Rage (Ex) Dretch 
  megaswarms attack in a 
  mindless mob intent only 
  tearing apart those that 
  fall into their clutches. This 
  frenzy prevents them 
  from using any of 
  their regularly-
  available spell-
  like or summoning 
  abilities. However, 
  the wild abandon of their attack allows 
  them to deal 6d6 points of damage to 
  any creature whose space they occupy at the end of their 
  move rather than the 4d6 typical for a swarm of their HD. 
  This ability is lost if the swarm is broken up. 
  Megaswarm Traits (Ex) Megaswarms are not so called 
  because of the size of the swarm but rather the size of the 
  creatures that compose the swarm. Unlike normal swarms, 
  megaswarms are composed of Small creatures which 
  are usually a megafauna version of a normal swarm and 
  otherwise behave in a swarmlike manner. There are usually 
  around 100 creatures in a megaswarm. The net effect is that 
  they take only half damage from piercing weapons but 
  take normal damage from other weapons. In addition when 
  the swarm is reduced to 0 hit points or lower and breaks up, 
  unless the damage was dealt by area-affecting attacks, 
  then 2d6 surviving members of the megaswarm continue 
  their attack, though now only as individual creatures. 
  Otherwise, a megaswarm conforms to all of the other swarm 
  traits as described in the Pathfinder RPG Bestiary. 
  Smite Good (Su) The collective chaos and evil 
  concentrated in the existence of a dretch megaswarm 
  allows the swarm deal extra damage equal to its HD (+16) 
  once per day against a good foe. This ability is lost if the 
  swarm is broken up. 
  The lowly dretch are the most moblike of the demons and in certain 
  crowded conditions actually develop a pack mentality and form a swarm. 
  In their rabid mob, dretch swarms lose their ability to communicate with 
  others telepathically, though they can still receive the telepathic commands 
  of other demons to guide them in their attacks. 
  If the swarm breaks up, then surviving dretches continue 
  their attacks, though now as individual creatures regaining 
  their normal abilities and tactics (see Pathfinder Roleplaying 
  Game Bestiary) and losing their feral rage. 
  Like individual dretches, dretch megaswarms rely on 
  their sheer numbers when attacking. Unlike individuals, 
  though, megaswarms are not cowardly and attack 
  in a maddened frenzy regardless of the damage 
  they are taking or the stoutness of the adversity. 
  Their own mob mentality prods them on so 
  that the commanding presence of a more 
  powerful demon is not required 
  to motivate them. 
  A 
  dretch 
  megaswarm’s 
  natural 
  attacks 
  are 
  treated 
  as chaotic-aligned and evil-
  aligned for the purpose of 
  overcoming damage reduction.
  Credit
  Original author 
  Greg A. Vaughan
  Originally 
  appearing in 
  Slumbering Tsar 
  (© Frog God 
  Games/ Greg A. 
  Vaughan, 2012)
  DRETCH MEGASWARM 
  CR 12
  
  Tome of Horrors 4
  161
  Mimic, Undead
  Two sinewy tentacles sprout from what appears to be an ancient and 
  slime-covered chest.
  XP 2,400
  NE Medium undead (shapechanger)
  Init +5; Senses darkvision 60 ft.; Perception +15
   
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 59 (7d8+21 plus 7)
  Fort +5; Ref +5; Will +7
  Immune acid, undead traits
   
  Speed 10 ft.
  Melee slam +11 (1d8+7 plus adhesive)
  Special Attacks constrict (1d8+7), soul drain, weeping 
  discharge
   
  Str 21, Dex 12, Con —, Int 12, Wis 14, Cha 16
  Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Perception), ToughnessB, Weapon Focus (slam)
  Skills Climb +15, Disguise +13 (+33 when mimicking objects), 
  Knowledge (dungeoneering) +8, Perception +15, Stealth 
  +11; Racial Modifiers +20 Disguise when mimicking objects
  Languages Common
  SQ mimic object
   
  Environment any
  Organization solitary
  Treasure incidental
   
  Adhesive (Ex) An undead mimic exudes a thick 
  slime that acts as a powerful adhesive, holding fast 
  any creatures or items that touch it. An adhesive-
  covered undead mimic automatically grapples any 
  creature it hits with its slam attack. Opponents so grappled 
  cannot get free while the undead mimic is alive without 
  removing the adhesive first. A weapon that strikes an 
  adhesive-coated undead mimic is stuck fast unless the 
  wielder succeeds on a DC 18 Reflex save. A successful 
  DC 18 Strength check is needed to pry off a stuck 
  weapon. Strong alcohol or universal solvent dissolves 
  the adhesive, but the undead mimic can still grapple 
  normally. An undead mimic can dissolve its adhesive at 
  will, and the substance breaks down 5 rounds after the 
  creature is destroyed. The save DC is Strength-based.
  Mimic Object (Ex) An undead mimic can assume the 
  general shape of any Medium object, such as a massive 
  chest, a stout bed, or a door. The creature cannot 
  substantially alter its size, though. An undead mimic’s 
  body is hard and has a rough texture, no matter what 
  appearance it might present. An undead mimic gains a 
  +20 racial bonus on Disguise checks when imitating an 
  object in this manner. Disguise is always a class skill for an 
  undead mimic.
  Soul Drain (Su) An undead mimic can take a move action 
  to devour the soul of an adjacent creature it has recently 
  (within the last hour) killed. A creature whose soul is 
  drained cannot be restored to life until the undead mimic 
  containing its soul is destroyed. Each time an undead mimic 
  drains a soul it gains 1d8 temporary hit points and gains a 
  +2 bonus to Strength for 1 hour. These bonuses stack with 
  themselves. After 24 hours, the soul is completely devoured, 
  and the deceased creature cannot be brought back to life 
  via raise dead (resurrection and more powerful effects work 
  normally though the undead mimic must still be destroyed 
  before this magic works).
  Weeping Discharge (Ex) An undead mimic constantly leaks 
  and oozes its foul adhesive in a 20-foot-radius area around 
  its body. The area quickly becomes coated in the fluids 
  and is considered difficult terrain. Undead mimics are not 
  hampered by this secretion (their own or that of another 
  undead mimic). The slimy coating lasts for 1 hour before 
  becoming inert.
  Undead mimics are believed to be the result of experimentation on 
  mimics by insane necromancers. What possessed them to create an undead 
  version of a truly horrid creature is beyond most scholars’ comprehension.
  Undead mimics, unlike standard mimics, are evil, poisoned by the 
  necromantic magic that created them. They desire flesh and blood and 
  dine on the souls of those they slay.
  Undead mimics do not associate with standard mimics (or most other 
  creatures for that matter). Often times, an undead mimic is found in the 
  employ of an evil necromancer, possibly the one that created it.
  UNDEAD MIMIC 
  CR 6
  
  Malkeen to Mummy, Asp
  162
  Monkey, Ghoul
  Filthy, emaciated beasts, ghoul monkeys are depraved examples of 
  harmless animals saturated in evil.  
  XP 400
  CE small undead
  Init +2; Senses darkvision 60 ft.; Perception +7 
   
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 13 (2d8+4)
  Fort +2; Ref +2; Will +5
  Immune undead traits 
   
  Speed 30 ft., climb 30 ft.
  Melee bite +4 (1d2+1 plus disease) and 2 claws +4 (1d2+1 
  plus disease)
   
  Str 12, Dex 15, Con —, Int 10, Wis 14, Cha 14
  Base Atk +1; CMB +1; CMD 13
  Feats Weapon Finesse
  Skills Acrobatics +4, Climb +14, Perception +7, Stealth +11
   
  Environment warm jungles
  Organization solitary, pair, or pack (4–12)
  Treasure none
   
  Disease (Su) Ghoul Monkey Fever: 
  Bite—injury; save DC 13 Fort; onset 
  1 day; frequency 1/day; effect 1d2 
  Con and 1d2 Dex damage; cure 2 
  consecutive saves. The save DC is 
  Charisma-based.  
  Ghoul monkeys are cunning, undead monkeys 
  2–3 feet tall, weighing 10–20 pounds. These monkeys 
  often appear in jungle areas where there is great residue 
  of evil and chaos, such as forgotten temples or altars 
  where dead monkeys might rise in this vile form of 
  undeath. Unlike “human-type” ghouls, their bite does not 
  cause paralysis. 
  They extremely vulnerable to holy water (2d6 damage) 
  and to being turned (no channel resistance). 
  Ghoul monkeys lose the social drive of normal monkeys, 
  but occasionally group together when the draw of evil is 
  powerful enough.
  Credit
  Original author Scott Casper
  Originally appearing in Jungle Ruins of 
  Madaro-Shanti (© Frog God Games, 2010)
  GHOUL MONKEY 
  CR 1
  
  Tome of Horrors 4
  163
  Monkey, Spire
  The Spire Monkey is a two-headed, six-armed monkey that lives on 
  roofs (spires and minarets are preferred) and high in the treetops. In some 
  tropical countries they are tolerated in cities as messengers of the gods, 
  and roam temples with impunity.
  XP 100
  N Tiny animal
  Init +2; Senses low-light vision; Perception +5 
   
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  Fort +2; Ref +4; Will +1 
   
  Speed 30 ft., climb 30 ft.
  Melee 2 claws +4 melee (1d3–1) and bite –1 (1d3–1)
  Space 2–1/2 ft.; Reach 0 ft. 
   
  Str 8, Dex 15, Con 10, Int 2, Wis 12, Cha 5
  Base Atk +0; CMB –3; CMD 9
  Feats Weapon Finesse
  Skills Acrobatics +10, Climb +10, Perception +5;  
  Racial Modifiers +8 Acrobatics, uses Dex for Climb checks
   
  Environment warm jungles
  Organization solitary, pair, or clan (3–14)
  Treasure none
  Omnivorous and foul-tempered, spire monkeys 
  race from rooftop to rooftop and steal food (and 
  occasionally loose coins or trinkets) from the streets 
  below. Spire monkeys attack by clawing, as well as 
  by throwing rocks or other small objects (such as 
  roof tiles), and can divide their attacks between two 
  opponents. They can climb as fast as they can run, 
  and leap from tree to tree or building to building.
  Credit
  Original author Scott Wylie Roberts, 
  “Myrystyr”; Pathfinder conversion by 
  Skeeter Green
  Originally appearing 
  in Jungle Ruins of 
  Madaro-Shanti 
  (© Frog God 
  Games, 2010)
  SPIRE MONKEY 
  CR 1/4
  
  Malkeen to Mummy, Asp
  164
  Mordnaissant
  Floating before you is a horrid, shriveled human fetus nested within a 
  translucent sphere of dark energy. Its jet-black eyes glitter with intensity 
  as it twitches and spasms slightly, as if in great pain.
  XP 3,200
  NE Tiny undead
  Init +6; Senses darkvision 60 ft., lifesense; Perception +18
   
  AC 20, touch 20, flat-footed 18 (+6 deflection, +2 Dex,  
  +2 size,)
  hp 94 (9d8+54)
  Fort +9; Ref +5; Will +10 
  Defensive Abilities channel resistance +2, shield of agony; 
  Immune undead traits
   
  Speed 5 ft. (cannot run), fly 50 ft. (perfect) 
  Melee 2 claws +10 (1d2–4)
  Ranged lash of fury +11/+6 
  Space 2–1/2 ft.; Reach 0 ft. (30 ft. with lash)
  Special Attacks death curse, lash of fury, pain wail
   
  Str 3, Dex 14, Con —, Int 7, Wis 18, Cha 23
  Base Atk +6; CMB +6; CMD 18 
  Feats Ability Focus (lash of fury), Improved Initiative, Skill 
  Focus (Perception), Weapon Finesse, Weapon Focus (ray)
  Skills Fly +19, Perception +18, Stealth +21 
   
  Environment any
  Organization solitary, twins, or litter (3–8)
  Treasure none
   
  Death Curse (Su) As a final cruel jest to the 
  individual that puts a mordnaissant out of its 
  misery, the slayer must make a DC 20 Will save 
  or suffer from a terrible curse that reduces all 
  subsequent experience points awarded by 
  50%. The save DC is Charisma-based.
  Lash of Fury (Su) The mordnaissant can 
  lash out with its negative energy powers 
  and directly attack the vitality of living 
  creatures, in the form of a twisting stream 
  of black energy. The mordnaissant must 
  make a ranged touch attack against 
  its target as an attack action. If the 
  ray hits, the victim must make a DC 
  22 Fortitude save for half damage 
  or duration, depending on the specific 
  effect chosen by the mordnaissant. The save 
  DC is Charisma-based. The lash of fury has a 
  range of 30 ft. with no range increment.
  The mordnaissant can pick from three possible 
  lashes; it must make its choice prior to rolling 
  the attack. The three options are: whip 
  the flesh (as inflict moderate wounds, 
  2d8+9 damage), whip the mind (1d4 
  points of Intelligence damage), or whip 
  the soul (stun 1d4+1 rounds). A critical 
  hit doubles the damage rolled or the 
  duration, in the case of whip the soul. 
  Lifesense (Su) A mordnaissant notices and 
  locates living creatures within 60 ft., just as if it 
  possessed the blindsight ability.
  Pain Wail (Su) As a swift action, the mordnaissant 
  can produce a terrible wailing sound that reflects 
  the pain it experiences every moment of its existence. All 
  living creatures within 20 ft. must make a DC 20 Will save or 
  be dazed for one round. For every 20 points of damage the 
  mordnaissant takes, the save DC increases by +1.
  Shield of Agony (Su) A mordnaissant harnesses the pain of 
  its existence to shield it. It adds its Charisma modifier as a 
  deflection bonus to its AC and CMD.
  Occasionally when a gravid woman dies violently in a place infused 
  with unholy or negative energies, the unborn child within her does not 
  perish, but instead continues to grow, vitalized by dark power, until it 
  is capable of clawing its way free from its dead mother. This horrible 
  creature, known as a mordnaissant, lives an existence of eternal pain, 
  loneliness and suffering, relived only by its ability to inflict harm on those 
  around it. Mordnaissants avoid bright light if they can, though they suffer 
  no ill effects from it.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  MORDNAISSANT 
  CR 7
  
  Tome of Horrors 4
  165
  Mummy, Asp
  This humanoid is wrapped in loose-fitting and dirty bandages. Clutched 
  in each powerful fist and wrapped around the creature’s arms is a long 
  black snake. Several more snakes slither in and out of its bandages and 
  across the creature’s body.
  XP 4,800
  LE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +21
  Aura despair (30 ft., paralyzed for 1d4 rounds; DC 18 Will negates)
   
  AC 22, touch 10, flat-footed 22 (+12 natural)
  hp 85 (10d8+40)
  Fort +6; Ref +3; Will +11
  DR 5/—; Immune undead traits
  Weaknesses vulnerability to fire
   
  Speed 30 ft.
  Melee slam +16 (2d6+8 plus mummy rot), snakes +10 (1d6+8 
  plus poison)
  Special Attacks asp storm, writhing snakes
   
  Str 26, Dex 10, Con —, Int 8, Wis 15, Cha 17
  Base Atk +7; CMB +15; CMD 25
  Feats Iron Will, Power Attack, Skill Focus (Perception), 
  Toughness, Weapon Focus (slam)
  Skills Intimidate +16, Perception +21, Stealth +17; Racial 
  Modifiers +4 Stealth
  Languages Common
   
  Environment any
  Organization solitary, pair, or court (3–6)
  Treasure standard
   
  Asp Storm (Su) Once per day, as a standard 
  action, an asp mummy can call down a 
  deluge of poisonous asps. The rain of asps 
  functions as a venomous snake swarm (see 
  below).
  Despair (Su) All creatures within a 30-foot 
  radius that see an asp mummy must make a 
  DC 18 Will save or be paralyzed by fear for 1d4 
  rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the 
  same asp mummy’s despair ability for one 
  day. This is a paralysis and a mind-affecting 
  fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease—slam; 
  save DC 18 Fort; onset 1 minute; frequency 
  1/day; effect 1d6 Con and 1d6 Cha; 
  cure —. Mummy rot is both a curse and 
  disease and can only be cured if the 
  curse is first removed, at which point the 
  disease can be magically removed. Even 
  after the curse element of mummy rot is 
  lifted, a creature suffering from it cannot 
  recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted creature 
  must succeed on a DC 20 caster level check, or the 
  spell is wasted and the healing has no effect. Anyone 
  who dies from mummy rot turns to dust and cannot be 
  raised without a resurrection or greater magic. The 
  save DC is Charisma-based.
  Poison (Ex) Snake Bite—injury; save DC 20 
  Fort; frequency 1/round for 6 rounds; effect 1d3 
  Con damage; cure 2 consecutive saves. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  Writhing Snakes (Ex) When a creature adjacent to an asp 
  mummy makes a melee attack against it, that creature 
  must succeed on a DC 18 Reflex save or be subjected to 
  the asp mummy’s poison as the many snakes slithering in 
  and out of the its bandages spring and bite. The save DC is 
  Charisma-based.
  Similar in many respects to standard mummies, asp mummies are created 
  to guard tombs of regal kings and nobles. Some believe these creatures even 
  have a spark of the divine mixed in with their creation and are appointed by 
  the gods themselves to watch over their favored followers. Asp mummies 
  are known to be favored as guardians among the followers of Set.
  The creation of an asp mummy follows the same procedure as a 
  standard mummy, save that many small asps are placed into the hollowed 
  corpse along with the herbs and flowers.
  Asp Swarm
  The statistics for the asp swarm are taken from the Pathfinder 
  Roleplaying Game Bestiary 3 (Venomous Snake Swarm entry). See that 
  book for more information.
  XP 1,200
  N Tiny animal (swarm)
  Init +7; Senses low-light vision, scent; Perception +13
   
  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
   
  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)
   
  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
   
  Environment any
  Organization solitary, nest (2-4 swarms), or 
  knot (5-7 swarms)
  Treasure none 
   
  Poison (Ex) Swarm—injury; save DC 17 Fort; 
  frequency 1/round for 6 rounds; effect 1d3 
  Con damage; cure 2 consecutive saves. 
  The save DC is Constitution-based and 
  includes a +2 racial bonus.
  ASP MUMMY 
  CR 8
  ASP SWARM 
  CR 4
  
  Naga, Death to Noble Steed
  166
  Naga, Death
  A death naga is an undead snake covered in rotting or tattered scales 
  flowing down its sinuous body from its humanoid head. A horrible 
  stench emanates from the naga’s snake body as its tattered skin is a husk 
  containing rotted organs and entrails. Their eyes are missing, hollow voids 
  in their female faces. A few lack flesh completely and appear as skeletal 
  snakes with leering skull heads. Many have loose vertebrae jutting from 
  the tips of their tails to create bone rattles.
  XP 19,200 
  LE Large undead 
  Init +3; Senses darkvision 60 ft.; Perception +17 
   
  AC 24, touch 18, flat-footed 16 (+4 deflection, +3 Dex,  
  +1 dodge, +7 natural, –1 size) 
  hp 85 (12d8+48) 
  Fort +8; Ref +9; Will +11 
  Defensive Abilities infernal blessing; Immune undead 
  immunities 
   
  Speed 40 ft. 
  Melee bite +15 (1d8+4), sting +12 (2d4+4 plus poison) 
  Space 10 ft.; Reach 5 ft. (10 ft. with sting) 
  Special Attacks atrophic breath (DC 22) 
  Spells Known (CL 9th; melee touch +12, ranged touch +11): 
  4th (5/day)—greater invisibility, stoneskin 
  3rd (7/day)—displacement, haste, lightning bolt (DC 17) 
  2nd (7/day)—cat’s grace, command undead, scorching 
  ray, web 
  1st (7/day)—mage armor, magic missile, ray of 
  enfeeblement (DC 15), shield, silent image 
  0 (At will)—daze (DC 15), detect magic, ghost sound, light, 
  mage hand, open/close, ray of frost, read magic 
   
  Str 19, Dex 17, Con —, Int 16, Wis 17, Cha 19 
  Base Atk +9; CMB +14; CMD 32 (can’t be tripped) 
  Feats Ability Focus (atrophic breath), Alertness, 
  Combat Casting, Dodge, Eschew MaterialsB, 
  Lightning Reflexes, Stealthy 
  Skills Bluff +13, Diplomacy +13, Escape Artist +17, 
  Intimidate +13, Knowledge (arcana) +15, Perception 
  +17, Sense Motive +17, Spellcraft +15, Stealth +17 
  Languages Common, Infernal 
   
  Environment any underground 
  Organization solitary or nest (2–4) 
  Treasure standard 
   
  Atrophic Breath (Su) Once every 1d4 
  rounds, death nagas can blast 
  opponents with a 60-ft. cone 
  of deteriorating negative 
  energy. The blast deals 
  12d6 points of unholy 
  and negative 
  energy damage 
  (half of each). In 
  addition, those 
  within the cone 
  gain one negative 
  level. A Refl ex 
  DC 22 save halves 
  the damage and 
  prevents the negative 
  level. Undead remain 
  unharmed within the cone but gain 2d4x5 temporary hit 
  points for 1 hour. The save DC is Charisma-based. 
  Infernal Blessing (Su) A death naga adds her Charisma 
  modifier as a deflection bonus to her armor class. 
  Naga Venin Poison (Ex) Sting—injury; save DC 20 Fort; 
  frequency 1 round (2d4 rounds); effect 1d2 Constitution 
  damage; cure 2 consecutive saves. 
  Spells Death nagas cast spells as 9th-level sorcerers with 
  access to the divine domains of Death and Destruction as 
  sorcerer spells. 
  Death nagas are what remains of dark or spirit nagas slain by powerful 
  negative energy. It is unknown why or how these nagas return as undead 
  versions of their former selves. They often dominate ruins and remote 
  regions using zombies and skeleton minions. Death nagas often ally 
  themselves with powerful undead. Death nagas speak Common and any 
  languages known in life.
  Credit
  Original author Gary Schotter & Jeff Harkness
  Originally appearing in Splinters of Faith Adventure 10: 
  Remorse of Life (© Frog God Games/ Gary Schotter & Jeff 
  Harkness, 2011)
  DEATH NAGA 
  CR 12
  
  Tome of Horrors 4
  167
  Naga, Ha-Naga
  This enormous snake-like creature has the head of a gigantic humanoid.
  XP 76,800
  CE Huge aberration
  Init +10; Senses darkvision 60 ft., see invisibility; Perception +35
   
  AC 31, touch 15, flat-footed 24 (+6 Dex, +1 dodge,  
  +16 natural, –2 size)
  hp 250 (20d8+160)
  Fort +14; Ref +14; Will +20
  DR 10/magic; Immune charm, sleep; Resist cold 20, fire 20; 
  SR 27
   
  Speed 50 ft., fly 80 ft. (good)
  Melee bite +21 (2d8+8), sting +21 (1d8+8 plus poison), tail 
  slap +19 (2d6+4 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks charming gaze, constrict (2d6+8), poison
  Spell-Like Abilities (CL 15th):
  Constant—see invisibility
  3/day—plane shift (self plus willing targets only)
  Spells Known (CL 15th; melee touch +21, ranged touch +19):
  7th (5/day)—finger of death (DC 24), prismatic spray (DC 24)
  6th (7/day)—chain lightning (DC 23), summon monster VI, 
  true seeing
  5th (7/day)—baleful polymorph (DC 22), feeblemind (DC 
  22), symbol of sleep (DC 22), teleport (DC 22)
  4th (7/day)—bestow curse (DC 21), fear (DC 21), greater 
  invisibility, wall of fire
  3rd (8/day)—dispel magic, hold person (DC 20), magic 
  circle against good, sleet storm
  2nd (8/day)—blindness-deafness (DC 19), blur, gust of wind 
  (DC 19), invisibility, shatter (DC 19)
  1st (8/day)—chill touch (DC 18), mage armor, magic missile, 
  protection from good (DC 18), true strike
  0 (at will)—acid splash, bleed (DC 17), daze (DC 17), detect 
  magic, flare (DC 17), message, open/close, read magic, 
  touch of fatigue (DC 17)
   
  Str 27, Dex 23, Con 26, Int 24, Wis 26, Cha 24
  Base Atk +15; CMB +25 (+29 grapple); CMD 42 (can’t be 
  tripped)
  Feats Alertness, Combat Casting, Combat Reflexes, Dodge, 
  Eschew Materials, Flyby Attack, Improved Initiative, Lightning 
  Reflexes, Mobility, Multiattack
  Skills Acrobatics +25, Bluff +27, Diplomacy +27, Fly +24, 
  Intimidate +25, Knowledge (arcana) +30, Knowledge 
  (nobility) +27, Knowledge (planes) +27, Perception +35, 
  Sense Motive +32, Spellcraft +30, Stealth +21 (+29 blending); 
  Racial Modifiers +8 Stealth blend with surroundings
  Languages Abyssal, Celestial, Common, Draconic, Giant, 
  Infernal, any one elemental language (Aquan, Auran, 
  Ignan, Terran)
   
  Environment temperate and warm lands and underground
  Organization solitary
  Treasure double standard
   
  Charming Gaze (Su) This ability functions as a charm 
  monster spell (CL 20th); 90 feet; DC 27 Will negates. The save 
  DC is Charisma-based.
  Poison (Ex) Sting—injury; save DC 28 Fort; frequency 1/round 
  for 6 rounds; effect 1d6 Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  The ha-naga is a stronger, fiercer version of the more common naga 
  that spends its time moving from plane to plane, engaging in diplomacy, 
  courtly intrigues and plotting, and even hunting (both for sport and for 
  food). These creatures are known for their voracious appetites, eating 
  anything, both alive or dead, except for others of their own kind (even in 
  times of starvation). 
  Ha-nagas lair in deep, dark caves or ruins, far away from most civilized 
  lands. A typical ha-naga lair is a twisted maze of tunnels and chambers 
  with multiple entry and exit points, all camouflaged and trapped with both 
  mundane and magical traps.
  Ha-nagas are generally solitary creatures but can occasionally be 
  encountered with other nagas of evil disposition. These creatures 
  sometimes make truces with local evil humanoids (gnolls, inphidians 
  especially, or hobgoblins) allowing the humanoids to serve them or in 
  some cases even worship them as gods, and exchanging gifts and treasure 
  for knowledge, food, and other goods. 
  A typical ha-naga stretches over 20 feet and weighs over 600 pounds. 
  Larger versions are known to exist. They are stronger and smarter than the 
  ha-naga presented here. One unique ha-naga of Colossal size, Sss’ashisth, 
  dwells in the fabled City of Brass, spending his days in the court of the 
  Sultan. (See the City of Brass boxed set from Necromancer Games for 
  details.)
  HA-NAGA 
  CR 16
  
  Naga, Death to Noble Steed
  168
  Naga, Hanu-Naga
  Hanu-nagas are a predominantly tropical and subtropical form of 
  naga; rather than a human-headed giant snake, hanu-nagas have a feral 
  monkey head upon a great serpentine body.
  XP 1,200
  CE Large aberration
  Init +4; Senses darkvision 60 ft.; Perception +7 
   
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
  hp 47 (5d8+25)
  Fort +6; Ref +5; Will +5 
   
  Speed 30 ft., climb 20 ft.
  Melee bite +8 (1d6+5 plus poison and constrict)
  Ranged spit +6 touch (poison)
  Space 10 ft.; Reach 5 ft. 
  Special Attacks call monkey dance, constrict (1d6+7), 
  control simians
   
  Str 21, Dex 18, Con 20, Int 10, Wis 12, Cha 18
  Base Atk +3; CMB +9; CMD 23 (can’t 
  be tripped)
  Feats Acrobatic, Diehard, 
  Endurance
  Skills Acrobatics +15, 
  Climb +17, Escape 
  Artist +10, Intimidate 
  +11, Perception +7, 
  Stealth +8, Survival 
  +7; Racial Modifiers +4 
  Acrobatics, +4 Climb
  Languages Aklo, 
  common, speak with 
  simians 
   
  Call Monkey Dance (Su) 
  A hanu-naga calls 1d6 ghoul 
  monkeys every 1d4 rounds as a 9th-level sorcerer. The call 
  lasts as long as the hanu-naga performs its swaying dance. 
  The naga may use the dance 3/day. 
  Control Simians (Su) The hanu-naga may command any 
  simian within 60 ft. (no save). 
  Poison (Ex) Bite—injury or spit—contact; save DC 17 Fort; 
  frequency 1/round for 6 rounds; effect 1d2 Con damage; 
  cure 2 consecutive saves. The save DC is Constitution-
  based. 
  Spit (Ex) A hanu-naga can spit its venom up to 30 feet as 
  a standard action. This is a ranged touch attack with no 
  range increment. Opponents hit by this attack must make 
  successful saves (see above) to avoid the effect.
  The Hanu-nagas lair in jungles and rainforests, haunting forgotten 
  temples and ancient ruins, where many are worshipped by tribes of wild 
  monkeys and/or apes. The most intelligent of hanu-nagas may have 
  followings of tribesmen or cavemen. 
  The stylized, writhing dance of a hanu-naga allows it to exert a mystic 
  control over apes and monkeys within a radius of 300 ft. These controlled 
  creatures act at the naga’s mental command. It is not necessary for the 
  apes to actually see the naga’s dance to fall under its control; indeed, 
  when a hanu-naga begins its dance, simian creatures within one mile (to 
  a maximum of 20 apes) immediately begin moving at top speed to the 
  dancing naga’s presence. The naga may dance and attack at the same time. 
  The bite of a hanu-naga is poisonous, and if the naga hits with its 
  constricting attack it inflicts automatic damage of 1d6 per round until 
  killed.
  Credit
  Original author Scott Casper
  Originally appearing in Jungle Ruins of Madaro-Shanti (© 
  Frog God Games, 2010)
  HANU-NAGA 
  CR 4
  
  Tome of Horrors 4
  169
  Narwhal
  This creature appears as a large bluish-white whale with white blotches 
  on its skin. A horn, as long as a man grows from its head.
  XP 1,200
  NG Large magical beast
  Init +2; Senses darkvision 60 ft., low-light 
  vision, tremorsense 60 ft.; Perception +12
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, 
  –1 size)
  hp 42 (5d10+15)
  Fort +7; Ref +6; Will +3
  DR 10/evil; SR 15 (against spells cast by evil-aligned 
  creatures only)
   
  Speed swim 50 ft.
  Melee gore +10 (2d6+5) or slam +9 (1d8+5)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 5th):
  At will—aid, detect evil, magic circle against evil
  3/day—bless weapon, bless, prayer
   
  Str 21, Dex 15, Con 17, Int 6, Wis 14, Cha 12
  Base Atk +5; CMB +11; CMD 23 (can’t be tripped)
  Feats Alertness, Swim-By Attack, Weapon Focus (gore)
  Skills Perception +12, Swim +13
  Languages Celestial, Common (can’t speak any)
  SQ ghost form, hold breath
   
  Environment cold and temperate oceans
  Organization solitary, pair, or pod (3–6 plus 6–12 
  noncombatant young)
  Treasure none
   
  Ghost Form (Su) Once per day, a narwhal can 
  assume an ethereal form. This functions as the 
  etherealness spell (CL 10th).
  A narwhal (sometimes called a ghost whale or sea unicorn) is a good-
  aligned creature found swimming throughout the world’s oceans. Most 
  narwhals prefer colder waters and as such will be more commonly 
  encountered in arctic environments. These creatures do not like warm 
  waters and are never encountered in such places.
  Mistakenly, many who encounter a narwhal believe it to have a horn 
  growing from its head. Closer inspection reveals this to be false however. 
  The horn is actually a single tooth that grows straight from the creature’s 
  mouth and can reach lengths of 10 feet or more. Narwhals use this horn to 
  defend themselves and their young.
  Narwhals spend the majority of their time swimming through the 
  oceans feasting upon smaller sea life and plants (including coral, one of 
  their favorite meals). A typical narwhal school consists of 2–6 adults and 
  twice as many (noncombatant) young. Young narwhals lack the horn that 
  adults have (though by age 2 it has grown in).
  Narwhals typically average 10 to 12 feet in length, though they can 
  grow to a length of 15 feet. A typical narwhal weighs up to 1-1/2 tons. 
  Narwhals understand Celestial and Common but cannot speak.
  Narwhals are generally non-aggressive creatures only entering battle 
  when threatened, when their pod is threatened, or when it sees a good-
  aligned creature in trouble. Upon entering battle, a narwhal uses its horn 
  to spear and impale its enemies. When aiding good-aligned creatures (or 
  facing evil-aligned creatures on its own), a narwhal uses its bless and 
  magic circle spell-like abilities to aid itself and its allies.
  NARWHAL 
  CR 4
  
  Naga, Death to Noble Steed
  170
  Necro-Phantom
  This creature appears to be a rotting corpse dressed in dirty and torn 
  clothing. Its hair is unkempt, its nails long and filthy. Its eyes show no 
  semblance of life but glow with an eerie pale green light.
  XP 800
  CE Medium undead
  Init +1; Senses darkvision 60 ft., sense necromancy 60 ft.; 
  Perception +11
   
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +3; Ref +2; Will +5
  Defensive Abilities channel resistance +2, resist the grave;  
  DR 5/magic; Immune undead traits
   
  Speed 30 ft.
  Melee 2 claws +7 (1d6+3 plus 1d4 Con damage), bite +6 
  (1d6+3)
  Special Attacks grave touch
   
  Str 16, Dex 13, Con —, Int 10, Wis 12, Cha 14
  Base Atk +3; CMB +6; CMD 17
  Feats Skill Focus (Perception), Weapon Focus (claw)
  Skills Climb +8, Intimidate +9, Perception +11, Spellcraft +5, 
  Stealth +8
  Languages Common
   
  Environment any
  Organization solitary or gang (2–5)
  Treasure none
   
  Grave Touch (Su) The claws of a necro-phantom deal 1d4 
  points of Constitution damage (DC 14 Will save negates). 
  A successful critical hit causes 1d4 points of Constitution 
  damage and 1 point of Constitution drain (instead of 
  double Constitution damage). With each successful attack, 
  a necro-phantom gains 5 temporary hit points. The save DC 
  is Charisma-based.
  Resist the Grave (Ex) A necro-phantom gains a +4 racial 
  bonus on saving throws against spells and spell-like abilities 
  from the school of Necromancy.
  Sense Necromancy (Su) A necro-phantom can attempt a 
  Spellcraft check to identify a spell being cast within a 60-
  foot radius (DC 15 + spell level). The necro-phantom gains a 
  +4 racial bonus on its check if the spell is from the school of 
  Necromancy.
  A creature that dies (either of its own accord or one that is killed) in 
  an area poisoned by necromantic magic sometimes returns to the land 
  of the living as a necro-phantom, an evil undead creature with a hatred 
  for all things living, especially those who dabble in necromancy. Necro-
  phantoms are found haunting cemeteries, temples, mausoleums, and any 
  other place necromantic magic is or was once prevalent. Often more than 
  one necro-phantom is encountered; some strange effect of the magic that 
  created them seems to draw these creatures to one another.
  A necro-phantom appears as a rotting desiccated corpse still dressed in 
  the clothing it wore in life (though it is now tattered and worn). Its nails 
  are filthy and long and its teeth are broken. Each necro-phantom varies 
  in height from 5 feet to almost 7 feet tall and weighs anywhere from 100 
  pounds to over 200 pounds. Necro-phantoms can speak Common, but 
  seldom bother unless they are cursing a necromancy-wielding opponent.
  Necro-phantoms attack their opponents by raking and slashing with 
  their claws. A necro-phantom engaged in battle with a spellcaster uses 
  its sense magic ability to attempt to identify any spell being cast. If it 
  detects a necromancy spell, it focuses its attention on that spellcaster, 
  ignoring all other opponents until the necromancy-wielding caster flees 
  or is dead. If one necro-phantom out of a group successfully identifies a 
  necromancy spell, it signals to the others of its kind and all move to attack 
  the spellcaster.
  NECRO-PHANTOM 
  CR 3
  
  Tome of Horrors 4
  171
  Neomimic
  This creature is grey-green blob of what appears to be human flesh. 
  It shudders, and then begins growing arms and legs as it assumes a 
  humanoid shape.
  XP 1,600
  NE Medium aberration
  Init +6; Senses darkvision 60 ft.; Perception +12
   
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 52 (7d8+21)
  Fort +5; Ref +6; Will +7
  Defensive Abilities amorphous; Immune acid
   
  Speed 30 ft.
  Melee slam +10 (1d8+6 plus adhesive) or 2 slams (1d8+6 plus 
  adhesive)
   
  Str 19, Dex 14, Con 17, Int 13, Wis 15, Cha 13
  Base Atk +5; CMB +9; CMD 21
  Feats Armor Proficiency (Light, Medium)B, Improved 
  Initiative, Lightning Reflexes, Martial Weapon ProficiencyB, 
  Skill Focus (Stealth), Weapon Focus (slam)
  Skills Climb +14, Disguise +8, Intimidate +9, Knowledge 
  (dungeoneering) +8, Perception +12, Stealth +13
  Languages Common
  SQ change shape (small, medium, or large creature; 
  alter self, beast shape III, and plant shape I)
   
  Environment any land and underground
  Organization solitary
  Treasure none
   
  Adhesive (Ex) A neomimic exudes a thick slime 
  that acts as a powerful adhesive, holding fast 
  any creatures or items that touch it. An adhesive-
  covered neomimic automatically grapples any 
  creature it hits with its slam attack. Opponents so 
  grappled cannot get free while the neomimic is alive without 
  removing the adhesive first. A weapon that strikes an adhesive-
  coated neomimic is stuck fast unless the wielder succeeds on 
  a DC 17 Reflex save. A successful DC 17 Strength check 
  is needed to pry off a stuck weapon. Strong alcohol 
  or universal solvent dissolves the adhesive, but 
  the neomimic can still grapple normally. A 
  neomimic can dissolve its adhesive at 
  will, and the substance breaks down 5 
  rounds after the creature dies. The 
  save DC is Strength-based.
  Alter Physique (Ex) At will as a 
  standard action, a neomimic can 
  alter its physical structure to affect 
  its physique. A neomimic can 
  shift points between its Strength, 
  Dexterity, or Constitution by 
  reducing one or more of the scores 
  while raising one or more by the same 
  amount. The neomimic can shift no 
  more than 12 points at one time and no 
  score can be raised or lowered by more than 
  10 points. For example, a neomimic can reduce its 
  Strength from 19 to 10 while increasing its Dexterity from 14 to 
  18. It could not, however, decrease its Strength to less than 
  9, or increase its Dexterity to greater than 24. These changes 
  remain in effect until the neomimic uses this ability again.
  Unlike its lesser kin, the skin of a neomimic is soft and fleshy, and it 
  cannot substantially alter its texture to appear as wood or stone. When 
  taking the form of a creature of any kind, a neomimic cannot assume 
  the form of a specific individual. Anyone who examines the neomimic 
  can detect the ruse with a successful Perception check opposed by the 
  neomimic’s Disguise check.
  The neomimic is thought by sages to be an advanced species of mimic 
  perhaps from some distant future or unknown plane. Neomimics may also 
  be somehow related to doppelgangers, but any such relationship has not 
  been proven.
  In its natural state, a neomimic is an amorphous blob of fleshy substance 
  approximately 5 feet across. Its skin is the color of dead tissue, a sickening 
  grey-green hue tinged here and there with what appears to be healthy 
  human skin. Like normal mimics, a neomimic can assume nearly any 
  shape it can conceive. A neomimic often takes humanoid form, however, 
  and rarely resorts to taking the shape of inanimate objects.
  A neomimic in its natural form is 6 feet tall and weighs 200 pounds.
  In its natural form or the form of an inanimate object, a neomimic 
  pounds its opponent with powerful fist-shaped pseudopods in much the 
  same way as a normal mimic. While in the form of a creature, however, 
  a neomimic strives to fight as much as possible like the creature it is 
  emulating.
  NEOMIMIC 
  CR 5
  
  Naga, Death to Noble Steed
  172
  Niserie
  Reclining on a rock in the surf is a gorgeous and voluptuous female 
  humanoid with long golden hair, pearly white skin, and blue eyes. She is 
  clad in soft, silk-like cloth of white and gold.
  XP 3,200
  CN Medium fey (water)
  Init +6; Senses low-light vision; Perception +9
   
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 22 (4d6+8)
  Fort +5; Ref +6; Will +6
  Defensive Abilities water form; SR 18
   
  Speed 30 ft., swim 40 ft.
  Melee dagger +2 (1d4)
  Spell-Like Abilities (CL 7th):
  At will—control water (DC 20), fog cloud, water breathing 
  (on another)
  Spells Prepared (CL 7th; melee touch +2, ranged touch +4):
  4th—unholy blight (DC 16)
  3rd—bestow curse (DC 15), remove curse
  2nd—bear’s endurance (DC 14), cure moderate wounds, 
  silence (DC 14), sound burst (DC 14)
  1st—bane (DC 13), comprehend languages, cure light 
  wounds, doom (DC 13), obscuring mist
  0—bleed (DC 12), create water, purify food and 
  drink (DC 12), resistance (DC 12)
   
  Str 10, Dex 14, Con 14, Int 12, Wis 15, Cha 18
  Base Atk +2; CMB +2; CMD 15
  Feats DodgeB, Great Fortitude, Improved 
  Initiative
  Skills Bluff +11, Diplomacy +11, 
  Knowledge (local) +8, Knowledge 
  (nature) +8, Perception +9, Sense 
  Motive +9, Sleight of Hand +7, 
  Stealth +7 (+15 in water), Swim 
  +8; Racial Modifiers +8 Stealth in 
  water
  Languages Aquan, Sylvan
  SQ amphibious
   
  Environment any aquatic
  Organization solitary, pair, or gang (3–6)
  Treasure standard (dagger, other treasure)
   
  Spells Niserie can cast divine spells as 7th-level clerics. They 
  do not gain access to domains or other cleric abilities.
  Water Form (Ex) As a standard action, a niserie can turn 
  into a mobile pool of water. This functions like gaseous form, 
  except that the niserie cannot fly in this form. It retains its 
  own base speed, and its swim speed doubles to 80 feet. The 
  niserie can remain in her water form for a number of minutes 
  equal to twice her Constitution bonus and can end this 
  ability as a standard action.
  A spell with the cold descriptor inflicts no damage on a 
  niserie in its water form, but instead automatically slows the 
  creature as per the spell for 1d6 rounds or until she leaves 
  her water form.
  A spell with the electricity, fire, or sonic descriptor inflicts 
  normal damage on a niserie in its water form.
  Niserie (also called undine or true undine) are playful and mischievous 
  fey. On occasion they are malicious, taking great pleasure in luring sailors 
  to their watery graves. Also known as sea nymphs, niserie prefer trickery 
  to combat and flee if presented with overwhelming odds.
  Niserie stand from 5 to 6 feet tall and weigh around 130 pounds. They 
  are always female; there are no male niserie (that scholars are aware of). 
  While most niserie have golden hair, the rare niserie has seaweed green 
  hair with moss green eyes.
  If forced into combat, a niserie defends herself with her spell-like 
  abilities and dagger, seeking escape at the earliest convenience by 
  changing into water and flowing away.
  NISERIE 
  CR 7
  
  Tome of Horrors 4
  173
  Nithu
  This creature appears to be a semi-translucent and ever-shifting mass 
  of protoplasm floating a few feet above the ground. Four long and sinewy 
  tentacles writhe and sway from its form. It has no other discernible 
  features.
  XP 2,400
  NE Large aberration
  Init +5; Senses darkvision 60 ft.; Perception +18
  Aura stench (DC 17, 1d6 rounds)
   
  AC 21, touch 14, flat-footed 16 (+5 Dex, +7 natural, –1 size)
  hp 60 (8d8+24)
  Fort +5; Ref +7; Will +8
  DR 10/magic; Resist cold 10, fire 10
   
  Speed fly 40 ft. (good)
  Melee 4 tentacles +10 (1d8+3 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+3), disease
   
  Str 16, Dex 21, Con 16, Int 11, Wis 14, Cha 12
  Base Atk +6; CMB +10 (+14 grapple); CMD 25 (can’t be 
  tripped)
  Feats Alertness, Combat Reflexes, Skill Focus 
  (Perception), Weapon Finesse
  Skills Fly +16, Intimidate +10, Perception +18, Stealth +10, 
  Survival +11
  Languages Common (cannot speak)
   
  Environment temperate forests or marshes
  Organization solitary
  Treasure incidental
   
  Disease (Ex) A creature hit by two or more 
  tentacles in the same round is subjected to mire 
  blindness.
  Mire Blindness tentacle—injury; save DC 17 
  Fort; onset 1 day; frequency 1/day; effect 
  blindness and 1d3 Constitution damage; cure 2 
  consecutive saves. A creature that fails two saving 
  throws is rendered permanently blinded. The save 
  DC is Constitution-based.
  Nithus are evil monsters that dwell deep within darkened swamps, 
  bogs, mires, and marshes. These creatures sustain themselves on a diet of 
  swamp creatures: alligators, fish, and adventurers and just about anything 
  else that enters their domain. Slain prey is either devoured immediately or 
  dragged back to the nithu’s lair where it is slowly devoured over the course 
  of a few days. A nithu’s lair is a well-hidden and dark cave, cavern, or 
  other such place. Nithus occasionally make truces with nearby humanoids 
  (particularly orcs, gnolls, and goblins) in exchange for a steady supply of 
  food (victims).
  Nithus are solitary creatures and extremely territorial, even fighting 
  their own kind for control of an area. No encounters of multiple nithus 
  have been recorded. Sages are unsure how (and if) nithu reproduce. They 
  appear to be sexless creatures and no young have ever been encountered.  
  A typical nithu has a lifespan of 20 years. As a nithu ages, its color shifts 
  from translucent light gray to a darker, but still semi-translucent gray. Its 
  tentacles, usually the same color as the body change colors as well. 
  A nithu cares little to nothing for treasure; thus, any treasure found in or 
  around its lair is typically all that remains of those who have fallen prey to 
  the creature’s insatiable hunger.
  The nithu is an ambush hunter, preferring to lay in wait for potential prey 
  to pass near. A nithu picks and chooses its targets carefully. The creature’s 
  average intelligence is enough to let it to know when it is outmanned 
  and outclassed; thus it prefers to attack the lone straggler or a party 
  member who may have become lost in the monster’s swampy lair. Unless 
  extremely hungry, an nithu doesn’t attack a large group of creatures unless 
  it itself is threatened and attacked first or unless it is assured of victory.
  NITHU 
  CR 6
  
  Naga, Death to Noble Steed
  174
  Noble Steed
  The horse has a sturdy body and long, powerful legs. It has an extremely 
  long tail, nearly reaching the ground. Its mane is also unusually long and 
  flows back from its head and neck in long, graceful locks. The huge hooves 
  of the animal let loose a small shower of sparks as it runs.
  XP 1,200
  N Large magical beast
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +10
   
  AC 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, –1 size)
  hp 52 (5d10+25)
  Fort +9; Ref +8; Will +4
   
  Speed 70 ft., fly 70 ft. (perfect)
  Melee 2 hooves +10 (1d6+5), bite +9 (1d4+5)
  Space 10 ft.; Reach 5 ft.
   
  Str 20, Dex 18, Con 21, Int 4, Wis 17, Cha 11
  Base Atk +5; CMB +11; CMD 25 (29 vs. trip)
  Feats Endurance, Run B, Skill Focus (Fly), Weapon Focus 
  (hoof)
  Skills Fly +17, Perception +10
  Languages Auran (can’t speak)
   
  Environment any land
  Organization solitary, mated pair, family (solitary mare 
  plus 1–3 foals), or herd (5–20)
  Treasure none
   
  Flight (Su) A noble steed’s ability to fly is magical in 
  nature, and becomes ineffective in an antimagic 
  field. The noble steed loses the ability to fly for as 
  long as the antimagic effect persists or for as long 
  as it remains in the area.
  Noble steeds are highly prized as mounts. They are about the 
  same size as warhorses, but have leaner musculature and long, 
  flowing manes and tails. Noble steeds are incredibly fast, and can even 
  run on air. In the wild, noble steeds can often be found associating with 
  normal horses and pegasuses.
  Adult wild noble steeds are incapable of being tamed; these animals 
  must be raised as foals in captivity if they are to be tamed. Domesticated 
  adult noble steeds can cost as much as 800 gp when they can be found. 
  Noble steed foals cost around 400 gp.
  Noble steeds can vary in color just as standard horses do. Most tend 
  toward lighter shades however, with slightly darker manes and tails. 
  Noble steeds can breed with normal horses. The offspring however is 
  always a normal horse. Only the mating of two noble steeds produces 
  another noble steed. Noble steeds can live up to 50–60 years.
  Noble steeds are generally docile and avoid combat if possible. If the 
  family or herd is threatened however, the males move to attack while 
  females move to protect the young. Much like their mundane counterparts, 
  noble steeds attack with a combination of hooves and biting. If combat 
  goes against them, noble steeds can usually outrun their foes or can take 
  to the air and flee.
  NOBLE STEED 
  CR 4
  
  Tome of Horrors 4
  175
  Ommoth
  This twelve-foot long creature resembles a giant scorpion with four 
  menacing pincers and dual stingers.
  XP 1,600
  N Large magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 
  120 ft.; Perception +14
   
  AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
  hp 59 (7d10+21)
  Fort +10; Ref +5; Will +2
   
  Speed 40 ft.
  Melee 4 claws +13 (1d6+6 plus grab), 2 stings +13 (1d6+6 
  plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+6)
   
  Str 23, Dex 10, Con 16, Int 2, Wis 10, Cha 2
  Base Atk +7; CMB +14 (+18 grapple); CMD 24 (36 vs. trip)
  Feats Great Fortitude, Improved Initiative, Power Attack, 
  Weapon Focus (claw)
  Skills Climb +11, Perception +14, Stealth +5; Racial Modifiers 
  +8 Perception, +4 Stealth
   
  Environment warm or temperate deserts, forests, plains, or 
  underground
  Organization solitary, pair, hunting band (3–6)
  Treasure incidental
   
  Poison (Ex) Sting—injury; save DC 18 Fort; frequency 1/round 
  for 6 rounds; effect 1d4 Strength damage; cure 1 save. 
  The save DC is Constitution-based and includes a +2 racial 
  bonus.
  Ommoth are diurnal hunters that dine on giant insects and rodents; and 
  the occasional adventurer that wanders too close to their nest. Hunting 
  bands consist of both male and female ommoth with the strongest male 
  being the leader of the pack. Favored prey of an ommoth includes large 
  game, humanoids, and the occasional giant scorpion. Prey is always 
  killed and carried back to the lair to be devoured or fed to the young. 
  Young ommoth remain in the lair for three to six months 
  generally, before dispersing into the world. A 
  typical ommoth can live up to 30 years.
  An ommoth lair is an underground 
  burrow, either of their devising 
  or an existing and abandoned 
  burrow created by some 
  other burrowing creatures. 
  An existing burrow is often 
  reconfigured to consist of 
  a single long passageway 
  that empties into a large main 
  chamber. Here in the main 
  chamber is the ommoth’s nest. 
  Any 
  other 
  passageways 
  and 
  chambers are sealed off by the 
  ommoth with dirt, rocks, debris, and 
  anything else it can find.
  An ommoth is highly aggressive 
  and attacks any creature that wanders into 
  its territory. If cornered or threatened, it responds 
  by rearing its claws and poising its tail overhead. 
  Creatures that continue to harass the ommoth are met 
  with a series of tail stings and claw attacks. An ommoth flees if confronted 
  by a superior opponent, but if the nest is threatened, it fights to the death.
  An ommoth appears as a twelve foot long giant scorpion with four large 
  claws, two long tails that each end in a wicked stinger, and a carapace of 
  reddish-brown or black. It has one set of eyes on the front of its head and 
  two other pairs just behind those on the sides of its head. The creature has 
  two sets of serrated mandibles that help in rending its food. Its forelegs 
  are slightly longer and thinner than its others legs and it uses these to 
  detect prey and explore its surroundings. Some species have white or tan 
  markings on their undersides or white bands on their forelegs.
  OMMOTH 
  CR 5
  
  Ommoth to Oozeanderthal
  176
  Ooze, Ebon
  This is a jet-black, loathsome mass in a roughly spherical shape that 
  slithers forward with a wet slurping sound.
  XP 2,400
  NE Huge ooze
  Init +2; Senses blindsight 60 ft.; Perception +2
   
  AC 6, touch 6, flat-footed 6 (–2 Dex, –2 size)
  hp 100 (8d8+56 plus 8)
  Fort +9; Ref +2; Will +4
  Defensive Abilities negative energy affinity; Immune acid, 
  disease, ooze traits, sonic
   
  Speed 20 ft., swim 20 ft.
  Melee slam +12 (3d6+10 plus 2d6 acid plus grab)
  Space 15 ft.; Reach 10 ft. 
  Special Attacks disease (slimy doom, DC 21)
   
  Str 24, Dex 7, Con 24, Int 8, Wis 14, Cha 3
  Base Atk +6; CMB +15 (+19 to grapple); CMD 23 (can’t be 
  tripped) 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus 
  (Stealth), ToughnessB, Weapon Focus (slam)
  Skills Stealth +1 
   
  Environment underground 
  Organization solitary
  Treasure standard
   
  Negative Energy Affinity (Ex) An ebon ooze is healed by 
  negative energy attacks, and harmed by positive energy, 
  as if it were undead.
  Slimy Doom (Ex) Slam—injury; save DC 21 Fort; onset 1 
  day; frequency 1 day; effect 1d4 Con damage; cure 2 
  consecutive saves.
  The ebon ooze is a cousin of the black pudding. It has an affinity for 
  negative energy, and tends to dwell in locations near undead and evil 
  priests. Unlike most oozes, an ebon ooze is intelligent, and takes great 
  pleasure in stalking and devouring living creatures. Although it is not 
  harmed by sunlight, the ebon ooze finds it painful, and usually takes 
  shelter in a dark, shady location if outdoors during the day. 
  Ebon oozes are ambush predators, using terrain to their advantage to 
  conceal itself until prey draws near. If it feels it clearly outmatches its 
  prey, an ebon ooze may choose to forego grabbing and killing it outright, 
  instead stalking and toying with it. However, when facing a clearly 
  superior opponent, the ebon ooze is not afraid to retreat, and generally 
  tries to have some means of escape should a fight go against it, such as a 
  deep, narrow crevice or the bottom of a deep pool.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  EBON OOZE 
  CR 6
  
  Tome of Horrors 4
  177
  Ooze, Spawn of Jubilex
  This humanoid creature wears chain armor and wields a gleaming 
  battleaxe. Its entire form drips with viscous black slime.
  XP 2,400
  CE Medium ooze (extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +9
   
  AC 18, touch 9, flat-footed 18 (+6 armor, –1 Dex, +3 natural)
  hp 80 (7d8+49); fast healing 5
  Fort +9; Ref +1; Will +4
  Defensive Abilities amorphous; DR 5/magic; Immune acid, 
  ooze traits; Resist fire 10
   
  Speed 20 ft. (30 ft. unarmored)
  Melee mwk greataxe +10 (1d12+6 plus 
  1d6 acid) or 2 slams +9 (1d6+4 plus 
  1d6 acid)
  Special Attacks death throes
   
  Str 18, Dex 8, Con 24, Int 10, Wis 10, 
  Cha 6
  Base Atk +5; CMB +9; CMD 18
  Feats Alertness, Blind-Fight, Improved 
  Initiative, Iron Will
  Skills Perception +9, Sense Motive +2, Stealth +6
   
  Environment any (Abyss)
  Organization solitary or warband (2–7)
  Treasure standard (chainmail armor, masterwork greataxe, 
  other treasure)
   
  Acid (Ex) A spawn of Jubilex’s acid does not harm metal or 
  stone.
  Death Throes (Ex) When a spawn of Jubilex is slain, it melts 
  into a pool of caustic acid that quickly covers a 10-foot by 
  10-foot square area. Creatures within or entering the area 
  must succeed on a DC 20 Fortitude save or take 2d6 points 
  of acid damage each round they remain in the area. The 
  save DC is Constitution-based.
  Spawn of Jubilex were once human creatures corrupted by foul and 
  dark rituals at the hands of Jubilex the Faceless Lord. The first known 
  sighting of these creatures was in the Citadel (see G5 Chaos Rising, by 
  Necromancer Games) when Jubilex used his power to corrupt a group of 
  dwarves (known now as The Corrupted). Using his dark magic, Jubilex 
  slayed the dwarves, liquefied their remains, and reanimated them as his 
  spawn. 
  Spawn are not mindless, but do not retain much of their former lives. 
  Fleeting memories perhaps, but nothing else seems to remain. These 
  creatures are hateful and attack anything they encounter.
  Spawn look as they did in their former lives, save they are covered in a 
  thick, black slime that constantly weeps from their bodies.
  Spawn attack with weapons, favoring weapons they used in their former 
  life. These creatures rarely retreat from battle, their ever-consuming 
  hatred driving them to their own destruction.
  SPAWN OF JUIBLEX 
  CR 6
  
  Ommoth to Oozeanderthal
  178
  Oozeanderthal
  Oozeanderthals are humanoid host beings that have been magically 
  altered in a terrifying fashion. These host creatures are coated in a slimy 
  substance about an inch thick, a product of ancient and forgotten magic. 
  The bones of their forearms have been magically grown outward from the 
  skin, and drastically elongated, with the fingers extending out into foot-
  long, semi-crystallized claws.
  XP 200
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 22 (3d8+3)
  Fort +1; Ref +1; Will +3
  Immune electricity, turning
   
  Speed 30 ft.
  Melee 2 claws +5 (1d6+4 plus toxic ooze)
  Special Attacks toxic ooze (DC 15)
   
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +2; CMB +5; CMD 15
  Feats ToughnessB
  SQ ooze coating
   
  Environment any 
  Organization solitary or clan (2–7)
  Treasure standard 
   
  Ooze Coating (Su) Oozeanderthals are 
  entirely covered in slime approximately 
  1 in. thick. This slime is highly toxic to 
  others and if an oozeanderthal rakes an 
  opponent with its slime-covered claws the 
  victim must make a DC 15 Fortitude save or 
  fall twitching to the ground for 1d6 rounds from 
  muscle spasms. The nonconductive nature of 
  the ooze surrounding an oozeanderthal makes 
  it immune to electrical damage. The save is 
  Strength-based
  Undead creatures created from a lost form of magic, 
  the oozeanderthals are truly horrible wretches. Not able to 
  leave the mortal realm, the host body inside an oozeanderthal 
  dies slowly to feed the enveloping slime. The power of the sustaining 
  slime is enough to retain the oozeanderthal in a zombie-like existence 
  for many years, although it weakens and deteriorates over the centuries. 
  Oozeanderthals are completely non-intelligent and use straightforward 
  tactics. 
  Credit
  Original author Matthew J. Finch
  Originally appearing in The Spire of Iron and Crystal (© Frog 
  God Games/Matthew J. Finch, 2011)
  OOZEANDERTHAL 
  CR 1/2
  
  Tome of Horrors 4
  179
  Peg Powler
  This creature appears to be a bent, ugly crone with sickly green skin 
  and sharp teeth.
  XP 800
  CE Medium monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +9
   
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 38 (4d10+16)
  Fort +5; Ref +7; Will +6
  DR 5/cold iron; Immune charm, sleep
   
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +8 (1d6+4 plus grab)
  Special Attacks rend (2d6+6)
   
  Str 18, Dex 16, Con 18, Int 13, Wis 14, Cha 15
  Base Atk +4; CMB +8 (+12 grapple); CMD 21
  Feats Power Attack, Skill Focus (Stealth)
  Skills Bluff +10, Intimidate +9, Perception +9, Stealth +13, 
  Swim +19; Racial Modifiers +4 Bluff
  Languages Common, Giant
  SQ amphibious, sound mimicry (voices)
   
  Environment any aquatic
  Organization solitary or gang (2–5)
  Treasure standard
  A peg powler appears as an old crone, believed to be distantly related 
  to the various hags (particularly sea hags). The creature makes its home 
  on the bottom of rivers and lakes, but spends most of its time near the 
  shore where it attempts to lure fishermen, children, and sometimes even 
  animals to their watery graves. Though it can sustain itself on a diet of 
  seaweed, kelp, and various underwater plants, the peg powler prefers the 
  taste of flesh and blood. Stories told, perhaps only to scare children, speak 
  of swarms of peg powlers journeying far inland when their shoreline food 
  supplies run scarce. These stories tell of entire villages being destroyed 
  and every single inhabitant devoured by the ravenous peg powler swarm.
  Peg powlers tolerate the presence of sea hags, but there is no love lost 
  between the two races. Stories speak of some peg powlers enjoying the 
  taste of a sea hag’s flesh over that of any other creature. This doesn’t sit 
  well with sea hags who have heard this tale. 
  A peg powler appears as an emaciated woman with sickly green skin 
  wearing tattered rags. Her hair, wild and unkempt, is usually brown or 
  black. Her eyes are gray and appear almost pupiless. A typical peg powler 
  stands roughly 6 feet tall and weighs 140 pounds.
  A peg powler attacks with its claws, attempting to grab its foe, and drag 
  it into its watery lair. A favored tactic of the peg powler is to hide near the 
  riverbanks, grab an unsuspecting foe as it passes by, and then drag it into 
  the water where it is drowned.
  PEG POWLER 
  CR 3
  
  Peg Powler to Proto-Creature
  180
  Pestilential Cadaver
  This creature appears to be an animated corpse composed of 
  mismatched body parts, crudely stitched together. Maggots and worms 
  writhe from its rotting form.
  XP 3,200
  N Medium construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
  Aura disease (30 ft., DC 15)
   
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 64 (8d10+20); fast healing 5
  Fort +2; Ref +3; Will +2
  DR 5/magic; Immune construct traits (+20 hp), magic
   
  Speed 30 ft.
  Melee 2 slams +12 (1d8+3 plus sickness)
  Special Attacks disease aura, sickness
   
  Str 16, Dex 12, Con —, Int 10, Wis 10, Cha 12
  Base Atk +8; CMB +11; CMD 22
  Feats Ability Focus (disease), Alertness, Stealthy, 
  Weapon Focus (slam)
  Skills Disguise +7, Escape Artist +3, Perception +6, 
  Stealth +13; Racial Modifiers +4 Stealth
  Languages Abyssal, Common, Infernal 
  (cannot speak any languages)
   
  Environment any 
  Organization solitary
  Treasure none
   
  Disease Aura (Ex) A pestilential cadaver 
  exudes a putrid aura in a 30-foot radius 
  around itself. Creatures entering or 
  caught in the area must succeed 
  on a DC 15 Fortitude save or 
  contract one of the diseases 
  listed on the table below. A 
  creature that saves is immune 
  to the disease aura of that 
  pestilential cadaver for 
  one day. The save DC is 
  Charisma-based.
   1D8 
  DISEASE
   1 
  Blinding sickness
   2 
  Cackle fever
   3 
  Filth fever
   4 
  Mindfire
   5 
  Red ache
   6 
  Shakes
   7 
  Slimy doom
   8 
  Roll twice, ignoring any results of 8
  Fast Healing (Ex) A pestilential cadaver’s fast 
  healing only works if it is within 30 feet of a 
  fresh corpse. A fresh corpse is defined as any 
  living creature killed within the last 24 hours.
  Immunity to Magic (Ex) A pestilential cadaver 
  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: A magical attack that 
  deals fire damage dazes a pestilential 
  cadaver (as the daze spell) for 3 rounds (no save). A 
  magical attack that inflicts disease heals the cadaver of 
  1d6 hit points per level of the spellcaster. A remove disease 
  spell deals 1d6 points of damage per caster level (maximum 
  10d6) to a pestilential cadaver. The creature can attempt a 
  Fortitude save to reduce the damage by half. A heal spell 
  functions as a harm spell against a pestilential cadaver.
  Sickness (Ex) A living creature hit by a pestilential cadaver’s 
  slam attack must succeed on a DC 15 Fortitude save or 
  become sickened for 2d6 rounds. A creature that fails its 
  save by 5 or more is must immediately attempt another DC 
  15 Fortitude save or be subjected to one of the diseases 
  above just as if it had been affected by the cadaver’s aura. 
  A creature that succeeds on the second Fortitude 
  save is not subject to the disease effects of this 
  ability for one day, even if it fails any subsequent 
  Fortitude saves by 5 or more. The save DC is 
  Charisma-based.
  The pestilential cadaver is literally a walking disease, 
  a construct formed from the bodies of those who died of 
  plague and fever. It is ever active, seeking to spread its 
  contagion to all who live. It rots constantly, losing flesh 
  to decomposition, but gaining material from those 
  it slays.
  Although it moves awkwardly, in fits and 
  jerks, the pestilential cadaver is as swift and 
  dexterous as a healthy man, even capable of 
  running (though it rarely does so). It stands 
  about 6 feet in height, and weighs roughly 150 
  pounds. 
  The pestilential cadaver engages in combat 
  primarily as a means of infecting new victims and 
  absorbing their diseased remains once it slays them. It 
  is a straightforward combatant, deadly even to those it does 
  not touch.
  PESTILENTIAL CADAVER 
  CR 7
  
  Tome of Horrors 4
  181
  Petrified Horror
  A revolting stack of carnage stands before you. Its delicate silhouette 
  belies the true horror that it is. It is as if someone carved a human-sized 
  sculpture from the still-living flesh, bone and muscle of a much-larger 
  creature, and then somehow gave that figure life.
  XP 51,200
  N Medium construct
  Init +8; Senses blindsight 60 ft.; Perception +0
  Aura frightful presence (60 ft., DC 20)
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 140 (20d10+30)
  Fort +6; Ref +10; Will +6
  DR 5/adamantine; Immune construct traits (+30 hp), 
  magic
   
  Speed 30 ft.
  Melee 2 slams +25 (2d6+5)
  Special Attacks bloodstorm
   
  Str 21, Dex 19, Con —, Int —, Wis 11,  
  Cha 10
  Base Atk +20; CMB +25; CMD 39
  Feats Improved InitiativeB
   
  Environment any
  Organization solitary
  Treasure none
   
  Bloodstorm (Su) A petrified horror can 
  create a bloodstorm effect (as the 
  spell) centered upon itself as a free 
  action once every 2 minutes. The 
  bloodstorm forms a whirlwind of blood 
  in a column 25 feet in diameter and 
  40 feet high. The effect has a duration 
  of 12 rounds, requiring those within to 
  make a DC 20 Reflex save to avoid 
  being blinded while they remain within 
  the whirlwind and for 2d6 rounds after 
  leaving it and a DC 20 Will save to avoid 
  becoming panicked if less than 8 HD or 
  frightened if 8 HD or above for the duration 
  of the effect. Furthermore, creatures 
  fighting within the bloodstorm or ranged 
  attacks passing through it take –4 penalty 
  on attack rolls Finally, the blood is slightly 
  acidic and deals 1d4 points of acid damage 
  per round. The petrified horror is immune to the 
  effects of the bloodstorm, including the attack 
  penalties, and the whirlwind remains centered 
  on the petrified horror even if it moves. The save 
  DCs are Constitution-based. 
  Full details of the bloodstorm spell can be 
  found in Relics & Rituals by Sword & Sorcery 
  Studios.
  The name of the petrified horror belies the true nature of 
  this hideous construct. For while it is true that the construct 
  is crafted from the petrified remains of a Large creature, it is 
  not until the new Medium statue is returned to flesh from 
  its prison of stone that the horror is unleashed. Until 
  then it just resembles an ordinary statue in whatever 
  shape it was sculpted to be and is incapable of action. 
  This can be quite disconcerting when a delicate ballerina statue suddenly 
  becomes a lumbering pile of bleeding meat and bone. Creators of these 
  creatures often use them like time bombs, inert until freed by the spells 
  of an inquisitive intruder or as part of a trap activated by the intruders. 
  They instinctively recognize and avoid harming their creator but have no 
  compunctions about destroying anything and anyone else they see. 
  In statue form, a typical specimen stands 5 to 8 feet tall and, being 
  composed of solid stone, weighs anywhere from 1,000 to 1,800 
  pounds. Despite being a typical statue, it does give off a moderate 
  aura of transmutation. When the creator or someone else casts 
  stone to flesh or break enchantment the construct transforms to 
  flesh and weighs 300 to 500 pounds depending on its height. As 
  a construct it is does not require a Fortitude save to survive the 
  transformation. Because the petrified horror is constructed from 
  a larger creature, it gains the bonus hit points of a size Large 
  construct rather than a Medium. Because it has no actual eyes, 
  it sees through blindsight rather than with the traditional 
  darkvision and low-light vision of a construct. 
  Despite its lumbering appearance, a petrified 
  horror’s newly crafted form is quite quick and agile. 
  It moves with a discernable squishing noise and 
  leaves a trail of blood and ichor wherever it goes. 
  Petrified horrors are incapable of speech and do 
  not understand or heed commands. 
  Petrified horrors are typically left in out-of-the-
  way places by their creators, so when activated 
  the damages they cause can be minimized. Once 
  released from its stony imprisonment petrified 
  horrors immediately go into a rampage destroying 
  all they see, preferring living creatures over 
  inanimate objects but content to demolish even 
  inanimate objects if that is all there is. As part 
  of their programming, they rush directly into the 
  center of whatever group is nearest to them (bull 
  rushing if necessary) while flailing with their fists. 
  Once they are in amongst their foes, they use their 
  bloodstorm ability as they continue to fight.
  Construction 
  A petrified horror is carved from the petrified 
  form of a Large creature which usually costs 
  10,000 gp to procure. Special masterwork tools 
  for this process worth 500 gp are also required and 
  are ruined in the creation process. Sculpting the body 
  from the base material requires a DC 25 Craft (sculptures) 
  check. Failure means that the petrified creature’s form has 
  been cracked and ruined and a new Large petrified creature 
  must be procured.
  PETRIFIED HORROR
  CL 14th; Price 110,000 gp
   
  CONSTRUCTION
  Requirements Craft Construct, animate dead, 
  bloodstorm, flesh to stone, geas/quest, limited 
  wish, caster must be at least 14th level; Skill Craft 
  (sculptures) DC 25; Cost 65,500 gp.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog 
  God Games/ Greg A. Vaughan, 2012)
  PETRIFIED HORROR 
  CR 15
  
  Peg Powler to Proto-Creature
  182
  Piranha
  Perhaps no creature of the water is feared more than the piranha. 
  Lightning speed, coupled with vicious teeth and a pack-slaughter 
  mentality place this predator firmly at the top of the food chain. Whether 
  swarming together to take down larger prey, or developing wings to 
  attack land creatures, the ravenous piranha cannot be stopped.
  XP 600
  N Small animal (aquatic)
  Init +2; Senses low-light vision, scent; Perception +3 
   
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 18 (3d8)
  Fort +3; Ref +5; Will +2
   
  Speed swim 50 ft., fly 20 ft. (poor)
  Melee bite +6 (1d4–2 plus 2 bleed)
  Special Attacks bleed (2)
   
  Str 7, Dex 15, Con 11, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB –1; CMD 12 (cannot be tripped)
  Feats Alertness, Weapon FinesseB
  Skills Fly +6, Perception +3, Swim +10; Racial Modifiers +8 to 
  Swim, uses Dex for Swim
   
  Environment any warm saltwater
  Organization solitary or cloud (2–20)
  Treasure none
  Larger cousins to the standard piranha, the giant flying piranha is 
  vicious fish between 2–3 feet in length, with a silver-gray coloration 
  along the dorsal spine; brighter colors in red, orange, and yellow 
  decorate the underbelly. Rows of tightly packed teeth give the 
  piranha is distinctive underbite, with the individual teeth 
  being 1 inch in length, and broadly arrowhead-shaped. 
  Some humanoid tribes prize the giant teeth for use in 
  weapons and tools.
  Giant piranha usually attack intruders while in the 
  water, but may attempt to strike an unwary victim 
  walking near the water’s edge. The giant piranha’s 
  goal is to get prey in or very near water. While 
  they can fly for short periods, the giant piranha do cannot leave the 
  water for long before they being to suffocate (see suffocation rules in the 
  Pathfinder Roleplaying Games Core Rulebook).
  XP 1,200
  N Tiny animal (aquatic, swarm)
  Init +3; Senses low-light vision, scent; Perception +6
   
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 28 (5d8)
  Fort +4; Ref +7; Will +2
   
  Speed swim 70 ft.
  Melee swarm (1d6 plus bleed)
  Special Attacks bleed (2 points), distraction (DC 12)
   
  Str 3, Dex 16, Con 11, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB -3; CMD 10 (cannot be tripped)
  Feats Alertness, Skill Focus (perception), Skill Focus (swim), 
  Weapon FinesseB
  Skills Perception +6, Swim +22; Racial Modifiers +8 to Swim, 
  use Dex for Swim
   
  Environment any warm saltwater
  Organization solitary or mass (2–4 swarms)
  Treasure none
  This large grouping of piranha is a fearsome sight. While individual 
  piranha are frightening enough, the piranha swarm attacks as a single-
  minded mass of predatory fish. With lining speed, a piranha swarm can 
  strip the flesh of a Large creature in seconds.
  Credit
  Original author Scott Casper
  Originally appearing in Jungle Ruins of Madaro-Shanti (© 
  Frog God Games, 2010)
  GIANT FLYING PIRANHA 
  CR 2
  PIRANHA SWARM 
  CR 4
  
  Tome of Horrors 4
  183
  Plant Guardian
  The plant guardians are, as their name suggests, the self-proclaimed 
  protectors and wardens of regions of unspoiled wilderness. There are several 
  species of plant guardians, the most well-known of which is the treant. There 
  is at least one type of plant guardian for every imaginable environment.
  Plant guardians prefer to watch potential foes carefully before attacking. 
  They often charge suddenly from cover to trample the despoilers of their 
  environment. If sorely pressed, they animate plants as reinforcements.
  Plant Guardian
  Animate Plants (Sp) A plant guardian can animate any 
  plants of the same type within 180 feet at will, controlling 
  up to two such plants at a time. It takes 1 full round for the 
  plant to uproot itself, after which it moves at a speed of 
  10 feet and fights as a plant of the same type as the one 
  animating it (exceptions are noted in each entry below), 
  gaining the plant guardian’s vulnerability to fire. If the 
  plant guardian that animated it terminates the animation, 
  moves out of range, or is incapacitated, the plant 
  immediately takes root wherever it is and returns to 
  its normal state.
  Double Damage against Objects (Ex) A plant 
  guardian or animated tree that makes a full 
  attack against an object or structure deals 
  double damage.
  Plantspeech (Ex) A plant guardian has the ability 
  to converse with plants as if subject to a continual 
  speak with plants spell, and most plants greet 
  them with an attitude of friendly or helpful.
  Algant
  A large tentacle rises from this gigantic mass of 
  seaweed.
  XP 3,200
  NG Huge plant (aquatic)
  Init +2; Senses blindsense 60 ft., tremorsense 120 ft.; 
  Perception +11
   
  AC 20, touch 10, flat-footed 18 (+2 Dex, +10 natural, -2 size)
  hp 95 (10d8+50)
  Fort +12; Ref +5; Will +7
  DR 10/slashing; Immune plant traits
  Weaknesses vulnerability to fire
   
  Speed 10 ft., swim 30 ft.
  Melee slam +12 (2d6+10/19–20 plus grab)
  Space 15 ft.; Reach 10 ft.
   
  Str 25, Dex 14, Con 21, Int 12, Wis 15, Cha 12
  Base Atk +7; CMB +16 (+20 grapple); CMD 28
  Feats Alertness, Endurance, Improved Critical (slam)B, Iron 
  Will, Power Attack, Swim-By Attack
  Skills Diplomacy +7, Intimidate +7, Knowledge (nature) +7, 
  Perception +11, Sense Motive +8, Stealth +1 (+17 in native 
  environs), Swim +15; Racial Modifiers +16 Stealth in native 
  environment
  Languages Algant, Aquan, Common
  SQ amphibious, animate plants, double damage against 
  objects, plantspeech
   
  Environment any freshwater
  Organization solitary or patch (2–7)
  Treasure standard
   
  Engulf (Ex) An algant can simply engulf Huge or smaller 
  creatures in its path as a standard action. It cannot make 
  a slam attack during the round in which it engulfs. The 
  algant merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make attacks of 
  opportunity against the creature, but if they do so they are 
  not entitled to a saving throw. Those who do not attempt 
  attacks of opportunity can attempt a DC 22 Reflex save to 
  avoid being engulfed—in a success, they are pushed back 
  or aside (opponent’s choice) as the creature moves forward. 
  Engulfed creatures are subject to an automatic slam attack 
  each round, gain the pinned condition, are in danger of 
  drowning, and are trapped within the algant’s body until 
  they are no longer pinned. The save DC is Strength-based.
  The algants are the plant guardians of the water. An algant resembles a 
  large mass of algae and dwells in freshwater. 
  ALGANT
   
  CR 7
  
  Peg Powler to Proto-Creature
  184
  Banyant
  This animated tree has many large branches that writhe and thrash about it.
  XP 6,400
  CG Huge plant
  Init –1; Senses low-light vision; Perception +13
   
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 
  size)
  hp 114 (12d8+60)
  Fort +15; Ref +3; Will +8
  DR 10/slashing; Immune plant traits
  Weaknesses vulnerability to fire
   
  Speed 20 ft.
  Melee 4 slams +14 (1d8+7/19–20)
  Ranged rock +7 (2d6+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (150 ft.)
   
  Str 25, Dex 8, Con 21, Int 12, Wis 14, Cha 12
  Base Atk +9; CMB +18; CMD 27
  Feats Alertness, Cleave, Great Fortitude, Improved Critical 
  (slam), Iron Will, Power Attack
  Skills Diplomacy +7, Intimidate +7, Knowledge (nature) +7, 
  Perception +13, Sense Motive +8, Stealth –2 (+14 in native 
  environs), Survival +6; Racial Modifiers +16 Stealth in native 
  environment
  Languages Banyant, Common, Sylvan
  SQ animate plants, double damage against objects, 
  plantspeech
   
  Environment warm plains
  Organization solitary or grove (2–7)
  Treasure standard
   
  The banyants are the plant guardians of warm plains 
  such as savannas and equatorial grasslands. A banyant 
  resembles a banyan tree.
  Cactant
  This creature appears to be a gigantic animated cactus covered in 
  many sharp needles.
  XP 2,400
  CG Huge plant
  Init +2; Senses low-light vision; Perception +14
   
  AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
  hp 76 (9d8+36)
  Fort +10; Ref +5; Will +7
  DR 10/slashing; Immune plant traits
  Weaknesses vulnerability to fire
   
  Speed 30 ft.
  Melee 2 slams +11 (1d8+7 plus bleed)
  Ranged rock +7 (2d6+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bleed (1d4), needles, needle storm, rock 
  throwing (150 ft.)
   
  Str 25, Dex 14, Con 19, Int 12, Wis 15, Cha 12
  Base Atk +6; CMB +15; CMD 27
  Feats Alertness, Cleave, Iron Will, Power Attack, Skill Focus 
  (Perception)
  Skills Diplomacy +5, Intimidate +5, Knowledge (nature) +5, 
  Perception +14, Sense Motive +7, Stealth +1, Survival +6
  Languages Cactant, Common, Sylvan
  SQ animate plants, double damage against objects, 
  plantspeech
  Environment warm deserts
  Organization solitary or grove (2–7)
  Treasure standard
   
  Needles (Ex) The body and limbs of a cactant 
  are covered in the characteristic needles of 
  a cactus, and deal 1d4 bleed damage 
  with a slam attack. Any creature 
  grappling a cactant or attacking it with 
  a natural weapon automatically takes 
  bleed damage.
  Needle Storm (Ex) Once per round 
  as a standard action, a cactant can 
  release a hail of needles in a 30-foot-
  radius burst. Creatures caught in 
  the area take 7d6 points of piercing 
  damage and 2d4 bleed damage. A 
  successful DC 18 Reflex save reduces 
  the damage by half and negates the 
  bleed damage. A cactant can use this 
  ability once every 1d4 rounds, and no more 
  than five times per day. The save DC is 
  Constitution-based. 
  The cactants are the plant guardians of hot, dry 
  deserts. A cactant resembles a large saguaro cactus 
  with thick arms.
  Sargassant
  A variant of the algant is the sargassant. It 
  resembles a large floating mass of sargassum weed 
  and dwells in saltwater environments.
  BANYANT 
  CR 9
  CACTANT 
  CR 6
  
  Tome of Horrors 4
  185
  Plantoid
  This creature is a floating sphere of moss with several red eyes that 
  are randomly spaced over the surface of the sphere, looking out through 
  eyelid-like gaps.
  XP 1,200
  N Medium plant (extraplanar)
  Init +1; Senses low-light vision; Perception +11
   
  AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 
  natural)
  hp 42 (5d8+10)
  Fort +6; Ref +2; Will +4
  Immune bludgeoning damage, plant traits
   
  Speed fly 40 ft. (perfect)
  Melee 4 tendrils +3 (1d4–1 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tendrils)
  Special Attacks control, create servitor, moss tendrils (+1 to 
  grapple per tendril)
   
  Str 8, Dex 13, Con 14, Int 12, Wis 16, Cha 16
  Base Atk +3; CMB +2 (+6 grapple); CMD 14 (can’t be 
  tripped)
  Feats Dodge, Mobility, Weapon Focus (tendrils)
  Skills Fly +14, Knowledge (planes) +6, Perception +11, 
  Stealth +7
  Languages Plantoid
  SQ alien plant
   
  Environment any
  Organization group (1–8 plus 
  one servitor per plantoid) 
  Treasure none
   
  Alien Plant (Ex): 
  Plantoids are 
  extradimensional 
  fungi, and have the 
  same class skills as 
  aberrations.
  Moss Tendrils (Ex) A plantoid lashes out with several mossy 
  tendrils when it attacks, gaining a +1 bonus on its grapple 
  check for each tendril that hit its opponent.
  Control (Ex) The tendrils of a plantoid inject a mind-
  controlling substance, which it injects as a free action as 
  part of its grapple check. Anyone touched by the mossy 
  tendrils must succeed on a DC 15 Will save or fall under 
  control of the plantoid. This otherwise acts like the dominate 
  person spell except that the plantoid must touch the target 
  and it functions on any Medium humanoid or monstrous 
  humanoid. Control lasts for as long as the plantoid maintains 
  contact. The victim also gets another saving throw to 
  resist as described under the dominate person spell, and 
  once every 4 hours after control is initiated. The save DC is 
  Charisma-based.
  Create Servitor (Ex) Anyone who remains controlled by 
  a plantoid for more than 24 hours becomes a plantoid 
  servitor, all human reason irrevocably lost. A plantoid can 
  only control and transform a single creature or servitor at a 
  time.
  Plantoids are creatures from another dimension or plane of existence, 
  occasionally summoned forth into the Material Plane. The eyes are not 
  magical, but the long strands of moss trailing after the plantoid have a 
  very dangerous ability to enslave anyone caught within them. The soft, 
  mossy consistency of plantoids makes these creatures immune to blunt 
  weapons. The plantoids can snap their mossy beards out like whips, 
  attempting to touch a potential victim.
  Plantoid King
  It is rumored that plantoid 
  “Kings” exist, with 10 HD and 
  a limited immunity to both 
  spells (SR 11+ CR) and non-
  magic weapons (DR 5/
  magic).
  PLANTOID 
  CR 4
  
  Peg Powler to Proto-Creature
  186
  Plantoid Servitor
  These shambling humanoids resemble green-skinned zombies with 
  glowing red eyes, their heads draped with moss.
  XP 600
  N Medium plant
  Init +0; Senses low-light vision; Perception +4
   
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 22 (3d8+6 plus 3)
  Fort +5; Ref +1; Will +1
  Immune plant traits
   
  Speed 40 ft.
  Melee 2 slams +4 (1d4+2 plus grab)
  Special Attacks grab and bite (melee +4, 1d3+2 plus 
  poison), poison
   
  Str 14, Dex 11, Con 14, Int 2, Wis 11, Cha 1
  Base Atk +2; CMB +4 (+8 grapple); CMD 14
  Feats Endurance, Die HardB, Toughness
  Skills Perception +4, Stealth +5
  Combat Gear special (see description)
  Environment any
  Organization solitary, gang (2–5)
  Treasure special (see description)
   
  Grab and Bite (Ex) A plantoid servitor that succeeds on a 
  grapple check can make a bite attack against its opponent 
  as an immediate action. This attack uses the plantoid 
  servitor’s full attack bonus and deals 1d3+2 damage.
  Poison (Ex) Transformative Poison: Bite—injury; save DC 13 
  Fort; frequency 1/round for 4 rounds; effect special; cure 1 
  save. On the first failed save, the victim is paralyzed for 1d6 
  rounds. On the second failed saving throw, moss rapidly 
  grows on all skin surfaces. The victim gets a +2 bonus on 
  the third saving throw, but if the third save fails the victim 
  becomes a plantoid servitor under the control of the nearest 
  plantoid. There is a 25% chance that the victim becomes 
  a new plantoid in a hideous transformation that takes 24 
  hours. If the victim succeeds on his third saving throw, the 
  moss that grew on him withers and dies and falls away within 
  a few minutes. The save DC is Constiution-based.
  Plantoid servitors are humans (and their ilk) who have fallen prey to a 
  plantoid. It is possible for a plantoid servitor to operate independently of 
  a plantoid, in which case the eyes will not glow. Plantoid servitors acting 
  independently from one of the plantoid masters are capable of following 
  only the simplest of instructions, such as “attack anyone entering this 
  room,” and the plantoid is not able to give further instructions until it can 
  once again gain physical contact with the plantoid servitor.
  Plantoid servitors drop any held equipment when they are first 
  dominated, but retain any worn gear such as armor, backpacks, capes, 
  rings, and so on. At the GM’s discretion, a plantoid servitor may still be 
  wearing—and gaining the full benefit of—any special worn gear or magic 
  items it possessed in its previous life.
  Credit
  Originally appearing in Rappan Athuk (© Frog God Games, 
  2012)
  PLANTOID 
  CR 2
  
  Tome of Horrors 4
  187
  Proto-Creature
  You can tell that this creature was once something else, but it has 
  somehow been horribly misshapen. It still retains a vaguely humanoid 
  form, but it now consists of a terrible conglomeration of exposed organs 
  and bone, gnarled limbs, corded muscles with patches of strange, pebbly 
  flesh and eyes and mouths in unnatural locations.
  XP 4,800
  NE Medium monstrous humanoid
  Init –1; Senses darkvision 60 ft.; Perception +13
   
  AC 21, touch 9, flat-footed 21 (–1 Dex, +12 natural)
  hp 125 (10d10+60 plus 10); fast healing 10
  Fort +11; Ref +6; Will +7
  Defensive Abilities ferocity; Immune acid, electricity, 
  critical
  hits, nonlethal damage, sneak attacks
   
  Speed 30 ft.
  Melee 2 slams +16 (1d6+5 plus grab)
  Special Attacks acidic sweat (1d6 acid)
   
  Str 20, Dex 9, Con 22, Int 6, Wis 10, 
  Cha 5
  Base Atk +10; CMB +15 (+19 
  grapple); CMD 24
  Feats Cleave, Great Fortitude, 
  Power Attack, Toughness,
  Weapon Focus (slam)
  Skills Perception +13, Survival +13
  Languages Common (cannot 
  speak)
   
  Acidic Sweat (Ex) The 
  metabolism and biology 
  of a protocreature has been so corrupted, 
  that unidentifiable caustic fluids now course 
  through its body instead of the traditional 
  humors. In the third round of combat or heavy 
  exertion, a proto-creature begins to secrete 
  this fluid through the pores of its skin as sweat. 
  Anyone physically touching a protocreature (not 
  including with a weapon or other object) or who 
  is hit by a slam attack after this sweating begins 
  takes 1d6 acid damage. An opponent that is 
  grappled by a proto-creature takes double 
  this damage each round that the grapple 
  is maintained. A living proto-creature 
  continues to sweat this substance for 10 
  minutes following the completion of the 
  battle or other activity that initiated it. 
  XP 19,200
  NE Large monstrous humanoid
  Init –1; Senses darkvision 60 ft.; Perception +17
   
  AC 26, touch 8, flat-footed 26 (–1 Dex, +18 natural, –1 size)
  hp 203 (14d10+112 plus 14); fast healing 10
  Fort +14; Ref +8; Will +9
  Defensive Abilities ferocity; Immune acid, electricity, critical 
  hits, nonlethal damage, sneak attacks
   
  Speed 30 ft.
  Melee 2 slams +21 (2d6+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks acidic sweat (2d6 acid)
   
  Str 24, Dex 8, Con 26, Int 6, Wis 10, Cha 5
  Base Atk +14; CMB +22 (+26 grapple); CMD 31
  Feats Cleave, Great Cleave, Great Fortitude, Improved 
  Natural Attack (slam), Power Attack, Toughness, Weapon
  Focus (slam)
  Skills Perception +17, Survival +17
  Languages Common (cannot speak)
   
  Acidic Sweat (Ex) The acid damage from a giant 
  proto-creature is 2d6 points of damage. 
  Proto-creatures are the results of the failed early 
  experiments with protomatter by the Disciples of 
  Orcus in their attempts to create 
  ever better and more powerful 
  servants 
  and 
  warriors. 
  The 
  proto-creatures proved to be too 
  dumb and too difficult to control. 
  Rather than destroy the beasts, 
  they were instead placed in 
  suspended animation and secreted 
  away at various locations in case a use 
  should ever be found with them. 
  All proto-creatures encountered to date have 
  come from either humanoid or giant stock. Proto-creatures 
  stand about 7 feet tall and weigh as much as 350 pounds. 
  Giant proto-creatures are up to 12 feet tall and 1,500 
  pounds. 
  The secret of their accidental creation has been lost, 
  and proto-creatures cannot propagate their own species, 
  so their dwindling numbers are limited to those that were 
  first created by the Disciples of Orcus. 
  Proto-creatures exist in constant pain. The only 
  thing that distracts them from this pain is the release 
  of combat. Therefore, they always seek to engage 
  other creatures in combat upon first sighting them. 
  The fact that these opponents also serve as their 
  source of food is a merely a convenient byproduct. 
  A proto-creature’s body has been so warped and 
  twisted by the experiments that created it, that it 
  no longer has a recognizable physiology. This 
  combined with its extreme resilience makes it 
  immune to acid and electricity as well as sneak 
  attacks, critical hits, and nonlethal damage. 
  In combat, a proto-creatures prefers to focus 
  its attacks on a single opponent, grappling and 
  subjecting the victim to its acidic sweat as soon as 
  it begins to flow. They have been known to be fooled into 
  dropping a victim who goes limp and plays dead in order to move onto 
  other opponents. Such a subterfuge requires a Bluff check opposed to the 
  proto-creature’s Sense Motive.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012) 
  PROTO-CREATURE 
  CR 8
  GIANT PROTO-CREATURE 
  CR 12
  
  Rakewood to Ravager
  188
  Rakewood
  Poking up through the leaf litter is a rounded hump of green, woody 
  fungus. Waving in the air are three dull brown tendrils oozing a foul-
  smelling sap. 
  XP 6,400
  N Large plant
  Init +0; Senses blindsight 60 ft., tremorsense 60 ft.; Perception 
  +9
   
  AC 24, touch 9, flat-footed 24 (+15 natural, –1 size)
  hp 115 (11d8+66)
  Fort +13; Ref +3; t +4
  DR 10/slashing or piercing; Immune plant traits
   
  Speed 20 ft.
  Melee 3 slams +16 (1d8+8 plus grab), bite +16 (2d6+8/19–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks spores, swallow whole (3d6 acid damage, 
  AC 17, 11 hp)
   
  Str 26, Dex 10, Con 23, Int 1, Wis 12, Cha 11
  Base Atk +8; CMB +17 (+21 grapple); CMD 27 (can’t be 
  tripped)
  Feats Cleave, Improved Critical (bite), Power Attack, Step 
  Up, Weapon Focus (bite, slam)
  Skills Perception +9, Stealth +5 (+13 in undergrowth); Racial 
  Modifiers +8 Stealth in undergrowth
   
  Environment temperate forests
  Organization solitary or grove (2–5)
  Treasure incidental
   
  Spores (Ex) As a standard action once every 1d6 rounds, 
  a rakewood can release a cloud of deadly spores in a 
  20-foot-radius burst. Creatures caught in the cloud must 
  succeed on a DC 21 Fortitude save or be paralyzed 
  for 2d4 rounds. Creatures succeeding their save are 
  sickened for 1d4 rounds instead. The cloud lasts 
  for 1 round before dispersing. The save DC is 
  Constitution-based.
  A rakewood is a barely sentient plant creature that lives 
  deep within old-growth forests. It consists of a filthy, spheroid fungal 
  mass with a ring of three brown tendrils at the top. The tendrils surround 
  a sphincter-like mouth lined with razor-sharp spiny teeth. Although it can 
  move of its own accord through the use of finger-like cilia at its base, 
  a rakewood rarely moves once it has settled itself. Rakewoods live on 
  decaying plant matter, and generally they are content to let the world go 
  by as the soak up nutrients from the leaf litter. In less productive seasons 
  such as winter, rakewoods supplement their diet with animal flesh.
  Rakewoods are about 10 feet long and weigh 1,000 pounds. Coloration 
  can vary from rakewood to rakewood, but most are dark green in color 
  and covered in various fungi and molds. When at rest, a rakewood’s 
  tendrils appear to be tree roots or large, thick vines.
  A rakewood enters combat by releasing its cloud of paralytic spores. 
  Any opponents left standing are then pummeled with its slam attacks. A 
  grappled or paralyzed opponent is pulled into its maw to be swallowed.
  RAKEWOOD 
  CR 9
  
  Tome of Horrors 4
  189
  Rat-Ghouls
  The foulest form of common vermin, rat-ghouls are abnormally large 
  rats that have been infused with necrotic energy, either from proximity to 
  a source of foulness, or feasting upon necrotic flesh.
  XP 135
  N Small undead
  Init +3; Senses low-light vision, scent; Perception +4
   
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 4 (1d8)
  Fort +2; Ref +3; Will +3
  Immune undead traits
   
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +1 (1d4 plus disease)
  Special Attacks disease, paralysis (1d4 rounds, DC 10, elves 
  are immune to this effect)
   
  Str 10, Dex 17, Con —, Int 2, Wis 13, Cha 10
  Base Atk +0; CMB –1; CMD 12 (16 vs. trip)
  Feats Skill Focus (Perception)
  Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial 
  Modifiers uses Dex to modify Climb and Swim
   
  Environment any
  Organization solitary or flood (2–40)
  Treasure none
   
  Disease (Ex) Filth fever: Bite—injury; save DC 10 Fort; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Charisma-based.
  Resembling giant rats with desiccated, leathery skin, and patches of 
  missing fur and flesh, the rat-ghoul is created when normal or dire rats 
  feast on undead flesh, or being inundated with black magic or necrotic 
  forces. Rat-ghouls may be found in any evil area, and they act much as 
  normal rats in their typical environments.
  Rat-ghouls retain a spark of their former rat 
  intelligence. They tend to stay in packs, looking 
  to feast on flesh and detritus.  If no “normal” 
  food is available, the rat-ghouls begin 
  feasting on each other, and then possibly 
  even themselves, so strong is their 
  hunger.
  Rat-ghouls attack en masse, 
  and attempt to overrun their 
  opponents. 
  Rat-ghouls 
  that 
  successfully take an opponent 
  to the ground swarm and 
  eat the creature as soon as 
  possible. Rat-ghouls retain 
  the ability to paralyze foes 
  as normal ghouls.
  Credit
  Original author 
  James C. Boney
  Originally appearing 
  in Dread 
  Saecaroth  
  (© Frog God 
  Games, 
  2011)
  RAT-GHOULS 
  CR 1
  
  Rakewood to Ravager
  190
  Ravager
  The Ravager has three possible forms, and corresponding descriptions:
  The Crawler: This enormous creature stands 18 ft. high at the shoulders 
  and has a body 30 ft. long. Its body is long and narrow, with eight stubby 
  legs ending in ebon claws the size of large falchions. Its mouth is filled 
  with sharp black teeth, and its eyes are jet-black orbs the size of 
  dinner platters, set above a delicate muzzle like that of a bulldog. 
  The body is hairless, covered with a thick, leathery crimson hide.
  The Brawler: Towering 35 ft. high is a massive, apelike 
  creature, resting on two sets of powerfully muscled legs. A third 
  set of arms, thick and corded with muscle, bulges out from its 
  massive shoulders, ending with massive black claws. The mouth 
  is filled with jagged black teeth, and glistening black eyes are set 
  over a wide muzzle. Its skin is deep red, somewhat lighter on the 
  underbelly.
  The Flier: With a crack and boom, this creature spreads a 
  pair of great leathery wings over 50 ft. in span. Its body is lean 
  and covered with rippling muscle beneath a thick, leathery crimson 
  hide. Its claws and teeth are black, as are its eyes.
  XP 9,830,400
  N Gargantuan magical beast
  Init +7; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
  hp 857 (35d10+630 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +39; Ref +26; Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 50 ft., burrow 20 ft.
  Melee bite +46 (6d6+15/19–20/x3), 4 claws +46 (4d6+15/15–
  20)
  Space 20 ft.; Reach 15 ft.
  Special Attacks trample (4d6+22, DC 42)
   
  Str 40, Dex 24, Con 46, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +54; CMD 71 (75 vs. trip) 
  Feats Cleave, Combat Reflexes, Critical Focus, Great 
  Cleave, Great Fortitude, Improved Critical (bite), Improved 
  Critical (claw), Improved Natural Armor (x4), Improved 
  Natural Attack (bite), 
  Improved Natural 
  Attack (claw), 
  Improved Vital 
  Strike, Iron 
  Will, 
  Power 
  Attack, 
  Toughness, Vital Strike
  Skills Perception +45  
  SQ form-shifting
   
  Environment any
  Organization solitary
  Treasure none
  XP 9,830,400
  N Gargantuan magical beast
  Init +7; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 45, touch 13, flat-footed 38 (+7 Dex, +32 natural, –4 size)
  hp 612 (35d10+385 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +32; Ref +26; Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 70 ft.
  Melee bite +51 (3d8+20/x3), 2 claws +51 (3d8+20/15–20)
  Space 20 ft.; Reach 20 ft.
  Special Attacks trample (3d8+30, DC 45)
   
  Str 50, Dex 24, Con 32, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +59; CMD 76 
  Feats Awesome Blow, Cleave, Combat Reflexes, 
  Critical Focus, Great Cleave, Great Fortitude, 
  Improved Critical (claw), Improved Natural 
  Armor (x4), Improved Natural Attack (claw) 
  (x2), Improved Sunder, Iron Will, Power Attack, 
  Toughness, Vital Strike
  Skills Perception +45 
  SQ form-shifting
   
  Environment any
  Organization solitary
  THE RAVAGER (CRAWLER FORM) 
  CR 30
  THE RAVAGER (BRAWLER FORM) 
  CR 30
  
  Tome of Horrors 4
  191
  Treasure none
  XP 9,830,400
  N Gargantuan magical beast
  Init +14; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +45
   
  AC 52, touch 20, flat-footed 38 (+14 Dex, +32 natural, –4 size)
  hp 612 (35d10+385 plus 35); regeneration 20 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +34; Ref +33; Will +20 
  Defensive Abilities magic disruption (1–4 on d20); DR 30/
  epic; Immune energy drain; Resist death, energy 20
   
  Speed 20 ft., fly 140 ft. (good)
  Melee bite +46 (6d8+15/x3), 2 claws +46 (2d8+15/18–20)
  Space 20 ft.; Reach 15 ft.
   
  Str 40, Dex 38, Con 32, Int 6, Wis 25, Cha 24
  Base Atk +35; CMB +54; CMD 78
  Feats Cleave, Combat Reflexes, Critical Focus, Flyby Attack, 
  Great Cleave, Great Fortitude, Hover, Improved Natural 
  Attack (bite) (x2), Improved Natural Armor (x4), Improved 
  Vital Strike, Iron Will, Power Attack, SnatchB, Toughness, Vital 
  Strike
  Skills Perception +45 
  SQ form-shifting
   
  Environment any
  Organization solitary
  Treasure none
   
  Death Resistance (Ex) The Ravager possesses an innate 
  resistance to effects that would kill or permanently 
  incapacitate it, including petrification and imprisonment. 
  Against such effects it is considered to automatically make 
  any required saving throws.
  Energy Resistance (Ex) The Ravager possesses energy 
  resistance against all forms of energy attack (fire, cold, 
  electricity, acid, and sonic).
  Form-Shifting (Ex) The Ravager can physically alter its 
  physiology to take on one of the three listed forms: the 
  crawler, the brawler, or the flier. Doing so takes one minute, 
  and during this period it cannot take any other actions, 
  though it is not considered helpless.
  Magic Disruption (Su) Every time the Ravager comes into 
  contact with a spell or spell-like or supernatural effect, there 
  is a chance as indicated above that the magic does not 
  affect it. In the case of ongoing effects, a new check is 
  made each round.
  Regeneration (Ex) The Ravager and its brood treat all 
  damage as subdual, except damage from epic-level 
  weapons and artifacts.
  Trample (Ex) The Ravager gains its vampiric healing ability 
  on this damage where appropriate. The Ravager does not 
  have this ability in its flier form. Instead, it gains Snatch as a 
  bonus feat.
  Vampiric Healing (Su) Whenever the Ravager hits with 
  a melee attack, it is healed hit points equal to half the 
  damage it inflicts on its opponent. This ability cannot heal it 
  above its natural maximum hit points. This ability extends to 
  its trample special attack, where applicable.
  The Ravager was created eons ago by a primeval race of beings who 
  believed in the unity of three forces: body, mind, and spirit. In their 
  ongoing war with another race of savages, they created several weapons 
  of terrible power. The greatest of these is the living beast known only as 
  the Ravager.
  This beast was given incredible vitality, and the power to manipulate its 
  THE RAVAGER (FLIER FORM) 
  CR 30
  
  Rakewood to Ravager
  192
  own body to assume a form most advantageous to it: a crawling weasel-like 
  form that can burrow, a hulking apelike humanoid form with greater reach 
  and strength, and a winged form to allow it greater mobility and agility.
  After being used once or twice on the battlefield, those who created it 
  realized its awesome danger and contained it in the strongest prison they 
  could devise, suspended in time until it would once again be needed.
  However, due to the subsequent influence of Orcus near the vault where 
  the Ravager was contained, the wards were damaged, and a taint of evil 
  infected its quarantine. This has resulted in it reproducing asexually, and 
  has granted the ravager an astonishing capacity for growth. For every 
  week that it lives, it permanently gains 1 hit die. There is no known limit 
  to how far this advancement can go before it either devastates the planet it 
  lives on or collapses under its own weight.
  XP 307,200
  N Huge magical beast
  Init +5; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +40
   
  AC 40, touch 13, flat-footed 35 (+5 Dex, +27 natural, –2 size)
  hp 495 (30d10+300 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +29; Ref +22; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 40 ft., burrow 10 ft.
  Melee bite +37 (3d8+9/19–20/x3), 4 claws +37 (2d8+9/18–20)
  Space 15 ft.; Reach 10 ft.
   
  Str 28, Dex 20, Con 30, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +41 (+43 to bull rush); CMD 56 (58 vs. bull 
  rush, 60 vs. trip)
  Feats Cleave, Combat Reflexes, Critical Focus, Great 
  Cleave, Great Fortitude, Improved Bull Rush, Improved 
  Critical (bite), Improved Natural Armor (x3), Improved 
  Natural Attack (bite), Improved Natural Attack (claw), Iron 
  Will, Power Attack, Toughness
  Skills Perception +40 
  SQ form-shifting
   
  Environment any
  Organization solitary or brood (2–8)
  Treasure none
  XP 307,200
  N Huge magical beast
  Init +5; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +26
   
  AC 37, touch 13, flat-footed 32 (+5 Dex, +24 natural, –2 size)
  hp 405 (30d10+210 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +26; Ref +22; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 50 ft.
  Melee bite +40 (3d6+12/x3), 2 claws +40 (1d12+12/15–20)
  Space 15 ft.; Reach 15 ft.
   
  Str 34, Dex 20, Con 24, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +43 (+45 to bull rush); CMD 58 (60 vs. bull 
  rush)
  Feats Awesome Blow, Cleave, Combat Reflexes, Critical 
  Focus, Great Fortitude, Greater Vital Strike, Improved Bull 
  Rush, Improved Critical (claw), Improved Vital Strike, Iron 
  Will, Power Attack, Staggering Critical, Stunning Critical, 
  Toughness, Vital Strike
  Skills Perception +40 
  SQ form-shifting
   
  Environment any
  Organization solitary or brood (2–8)
  Treasure none
  XP 307,200
  N Huge magical beast
  Init +8; Senses darkvision 120 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +18
   
  AC 40, touch 16, flat-footed 32 (+8 Dex, +24 natural, –2 size)
  hp 405 (30d10+210 plus 30); regeneration 5 (epic-level 
  weapons and artifacts), vampiric healing
  Fort +25; Ref +27; Will +19 
  Defensive Abilities magic disruption (1 on d20); DR 15/epic; 
  Immune energy drain; Resist death, energy 5
   
  Speed 20 ft., fly 100 ft. (good)
  Melee bite +37 (3d6+9/x3), 2 claws +37 (1d12+9/18–20)
  Space 15 ft.; Reach 10 ft.
   
  Str 28, Dex 26, Con 24, Int 5, Wis 25, Cha 18
  Base Atk +30; CMB +41; CMD 59 
  Feats Cleave, Combat Reflexes, Critical Focus, Endurance, 
  Flyby Attack, Great Fortitude, Hover, Iron Will, Lightning 
  Reflexes, Lunge, Power Attack, Skill Focus (Fly), Snatch, 
  Toughness, Wingover
  Skills Fly +22, Perception +18 
  SQ form-shifting
   
  Environment any
  Organization solitary or brood (2–8)
  Treasure none
   
  Death Resistance (Ex) A Ravager spawn possesses an 
  innate resistance to effects that would kill or permanently 
  incapacitate it, including petrification and imprisonment. 
  Against such effects it is considered to automatically make 
  any required saving throws.
  Energy Resistance (Ex) A Ravager spawn possesses energy 
  resistance against all forms of energy attack (fire, cold, 
  electricity, acid, and sonic).
  Form-Shifting (Ex) A Ravager spawn can physically alter 
  its physiology to take on one of the three listed forms: the 
  crawler, the brawler, or the flier. Doing so takes one minute, 
  and during this period it cannot take any other actions, 
  though it is not considered helpless.
  Magic Disruption (Su) Every time a Ravager spawn comes 
  into contact with a spell or spell-like or supernatural effect, 
  there is a chance as indicated above that the magic does 
  not affect it. In the case of ongoing effects, a new check is 
  made each round.
  Regeneration (Ex) A Ravager spawn treats all damage as 
  subdual, except damage from epic-level weapons and 
  artifacts.
  Vampiric Healing (Su) Whenever a Ravager spawn hits 
  with a melee attack, it is healed hit points equal to half the 
  damage it inflicts on its opponent. This ability cannot heal it 
  above its natural maximum hit points. This ability extends to 
  its trample special attack, where applicable.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  RAVAGER SPAWN (CRAWLER FORM) 
  CR 20
  RAVAGER SPAWN (BRAWLER FORM) 
  CR 20
  RAVAGER SPAWN (FLIER FORM) 
  CR 20
  
  Tome of Horrors 4
  193
  Salamander, Ice
  This creature has the scaled upper torso of a humanoid, a snake-like 
  head, and the lower body of a four-legged lizard with thick powerful legs. 
  Its scales are icy blue and the creature’s underbelly is white.
  XP 1,600
  CE Medium outsider (air, cold, extraplanar, water)
  Init +5; Senses darkvision 60 ft.; Perception +12
  Aura bitter cold (10 ft.)
   
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 59 (7d10+21)
  Fort +8; Ref +6; Will +4
  DR 10/magic; Immune cold
  Weaknesses vulnerability to fire
   
  Speed 30 ft., burrow 20 ft. (ice and snow only)
  Melee spear +11/+6 (1d8+4/x3 plus 1d6 cold) or 2 
  claws +10 (1d6+3 plus 1d6 cold)
   
  Str 16, Dex 12, Con 16, Int 12, Wis 15, Cha 12
  Base Atk +7; CMB +10; CMD 21 (25 vs. trip)
  Feats Cleave, Improved Initiative, Power 
  Attack, Weapon Focus (spear)
  Skills Bluff +11, Intimidate +11, Knowledge 
  (planes) +11, Perception +12, Sense Motive +12, 
  Stealth +11, Survival +12
  Languages Aquan, Common
  SQ snow move, snow vision
   
  Environment any (Plane of Water)
  Organization solitary, pair, gang (3–5)
  Treasure standard (spear, other treasure)
   
  Bitter Cold (Ex) All creatures within 10 
  feet of an ice salamander take 1d6 
  points of cold damage each round on 
  the ice salamander’s turn. Additionally, 
  creatures that takes cold damage from 
  the salamander’s aura must succeed 
  on a DC 16 Fortitude save or be 
  staggered for 1 round. The save DC is 
  Constitution-based. 
  Snow Move (Ex) An ice salamander 
  suffers no penalties for moving through 
  snow-covered terrain.
  Snow Vision (Ex) An ice salamander can 
  see perfectly well in snowy conditions and 
  does not take any penalties on Perception 
  checks while in snow.
  Ice salamanders are malign creatures that 
  dwell on the elemental planes where Water meets 
  Air. Scholars speculate an entire plane (a para-
  elemental plane of cold or ice) exists where the 
  Plane of Air and Plane of Water meet. There, 
  the great ice salamanders make their homes 
  carved into great icebergs or upon vast sheets of 
  ice. Upon their home plane, the ice salamanders 
  gather in large, loose tribes, led by the strongest 
  member of the group. Infighting is common 
  among tribal members and should a 
  dispute escalate, it is usually settled in 
  a makeshift arena where all participants 
  fight to the death. 
  When summoned to the Material Plane ice salamanders can be found 
  in arctic regions where the temperatures are constantly freezing or lower 
  (which to an ice salamander is still too warm). On the Material Plane, ice 
  salamanders are often found acting as guards for high-level wizards or 
  temple guardians for clerics of the frost gods. Some ice salamanders find 
  their way to the Material Plane on their own, in areas where the elemental 
  planes have spilled over to the Material Plane.
  An ice salamander stands about 6 feet tall with a serpentine head and 
  the lower torso of a salamander. Its scales are blue mottled white, and its 
  underbelly is stark white. Its eyes are ice blue and its pupils are dark. Cold 
  seems to emanate from the creature at all times.
  Ice salamanders jump headlong into melee, slashing their opponents 
  with their wicked spears or claws. Prisoners are rarely taken, unless the 
  ice salamanders are instructed to do so. Most of the time, prey is devoured 
  as soon as it’s killed. 
  ICE SALAMANDER 
  CR 5
  
  Salamander, Ice to Sword Spider
  194
  Sciurian
  This halfling-sized creature is covered in gray fur. She has rounded 
  ears, large black eyes, and a long bushy tail that reaches up to the back of 
  her head before curling away.
  XP 200
  Sciurian ranger 1
  NG Small humanoid (sciruian)
  Init +3; Senses low-light vision; Perception +7
   
  AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 
  dodge, +1 size)
  hp 12 (1d10+1 plus 1)
  Fort +3; Ref +5; Will +3
   
  Speed 30 ft., climb 20 ft.; scamper
  Melee shortspear +2 (1d4)
  Ranged short bow +5 (1d4/x3)
  Special Attacks favored enemy (+2 
  magical beasts)
   
  Str 10, Dex 17, Con 13, Int 10, Wis 16, 
  Cha 8
  Base Atk +1; CMB +0; CMD 14
  Feats Dodge
  Skills Acrobatics +5, Climb +14, 
  Heal +7, Knowledge (nature) +4, 
  Perception +7, Stealth +11, Survival +7; 
  Racial Modifiers +2 Acrobatics, +2 Climb
  Languages Common, Sciurian
  SQ nature’s acrobat, scamper, track, wild 
  empathy
   
  Environment temperate forests
  Organization solitary, foraging party (2–4), 
  tribe (4–24 non-combatants plus 2d6 1st 
  level warriors, 1d4 1st level aristocrats and 
  one 5th level aristocrat chief)
  Treasure standard (leather armor, shortspear, short bow, 20 
  arrows, other treasure)
   
  Nature’s Acrobat (Ex): All sciurians have a +2 racial bonus 
  on Climb and Acrobatics checks. Climb is always class 
  skill for a Sciurian. Once per day, when a sciurian makes a 
  Reflex saving throw, she can roll the saving throw and take 
  the better result. The sciurian must decide to use this ability 
  before the saving throw is attempted.
  Scamper (Ex): A sciurian adds +10 ft. to its ground speed 
  when charging, running, or withdrawing.
  Sciurians resemble humanoid squirrels. They are a diminutive, furry 
  folk who dwell deep in the forests far from the intrusions of other races. A 
  typical sciurian is curious, but also somewhat skittish. They are prone to 
  nervous twitching of their tails, and often pause to scan the surrounding 
  area for danger. In a comfortable environment, sciurians are amiable 
  creatures and enjoy music and celebration.
  Sciurian fur ranges from gray to brown to orange-red, and fades to 
  white on their bellies. They have bushy, s-shaped tails. Their eyes are 
  large and dark, and their rounded ears are situated on the tops of their 
  heads. Sciurians have long fingers and toes tipped with claws which 
  enable them to climb with startling speed. Sciurians use the claws on their 
  hands and feet to climb, so they do not wear any sort of footwear. Magical 
  footwear worn by a sciurian becomes open-toed and thus does not hinder 
  her climbing ability.
  Sciurian Society
  Sciurians live in small tribal communities in huts built high in the tops of 
  tall trees. The huts are connected by a complex network of narrow walkways, 
  rope bridges, and swing-lines. Aside from allowing the sciurians to take 
  advantage of their natural abilities as agile climbers, these connections also act 
  as defensive barriers for the community, allowing the sciurians to freely move 
  about while hampering the movements of invaders. Sciurians are territorial, 
  and attempt to drive off any interlopers that stray too close to 
  their communities. Sciurian tribes are led by a shaman-chief, 
  elected from among the tribe’s spell casters. Most shaman-
  chiefs are divine spellcasters, but occasionally an arcane 
  spellcaster or even a rogue with magical abilities can be 
  found in the position. Sciurian tribes farm nut-producing 
  trees to provide food for their members, augmented by 
  ground-level foraging. They store away the excess to 
  provide food through harsh winters.
  Sciurians relate most easily to elves and gnomes, 
  the former because of the elves’ love of the natural world, 
  and the latter because of the gnomes’ fey nature. Humans and 
  dwarves tend to think of sciurians as silly and annoying, often 
  overlooking the quiet forest dwellers to their detriment. On 
  those occasions when halflings and sciurians meet, there 
  is a mutual respect between them due in part to their 
  similarities in size and nature. Half-orcs often need to be 
  reminded that sciurians are not food.
  Sciurians are fun-loving creatures who enjoy the 
  sights and sounds of the forest. Tall trees are near 
  and dear to the hearts of all sciurians. They revere the 
  Great Oak, an immense, neutral, treant-like goddess who is 
  all things: provider, teacher, protector, creator, and destroyer.
  Young sciurians bored with the day-to-day routines of 
  tree farming and foraging often seek adventure in the lands 
  beyond their community. Sciurian adventurers tend to be 
  eager to please, hoping to overcome their reputation as being 
  flighty tree-hoppers. Unfortunately, their eagerness often leads to 
  reinforcing those stereotypes instead. Sciurians are not strong in combat, and 
  thus avoid the more combative classes such as barbarian and fighter. Most 
  sciurian adventurers are divine spellcasters, rangers, and rogues.
  Sciurian Racial Traits
  Sciurians are defined by their class levels—they do not possess racial 
  Hit Dice. Sciurian clerics of the Great Oak can choose from among the 
  following domains: Community, Knowledge, Plant, and Protection. All 
  sciurians have the following racial traits.
  –2 Str, +2 Dex, +2 Wis: Sciurians are not physically powerful, but are 
  extremely agile and shrewd.
  Small: Sciurians are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat 
  Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus 
  on Stealth checks.
  Speed: Sciurians have a base speed of 30 ft. and a climb speed 20 ft..
  Nature’s Acrobat: All sciurians have a +2 racial bonus on Climb and 
  Acrobatics checks. Climb is always class skill for a Sciurian. Once per 
  day, when a sciurian makes a Reflex saving throw, she can roll the saving 
  throw twice and take the better result. The sciurian must decide to use this 
  ability before the saving throw is attempted.
  Scamper: A sciurian adds +10 ft. to its ground speed when charging, 
  running, or withdrawing.
  Languages: Sciurians begin play speaking Common and Sciurian. 
  Sciurians with high Intelligence scores can choose from the following 
  bonus languages: Elf, Gnome, Sylvan, Halfling, and Terran.
  SCIURIAN 
  CR 1/2
  
  Tome of Horrors 4
  195
  Scorpionfolk
  This creature has the upper torso of a muscular bronze-skinned 
  humanoid and the lower torso of a giant sand-colored scorpion.
  XP 1,600
  LE Large monstrous humanoid
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.;  
  Perception +14
   
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
  hp 59 (7d10+21)
  Fort +5; Ref +6; Will +9
  Defensive Abilities poison resistance; SR 16
   
  Speed 40 ft.
  Melee mwk falchion +11/+6 (2d6+6), sting +5 (1d6+2 
  plus poison) or 2 claws +10 (1d6+4), sting +10 
  (1d6+2 plus poison)
  Ranged mwk composite shortbow +8/+3 (1d8+4)
  Space 10 ft.; Reach 5 ft.
   
  Str 19, Dex 12, Con 16, Int 8, Wis 14, Cha 15
  Base Atk +7; CMB +12; CMD 23 (35 vs. trip)
  Feats Alertness, Cleave, Iron Will, Power Attack
  Skills Climb +8, Diplomacy +6, Intimidate +9, 
  Perception +14, Sense Motive +6, Stealth +4,  
  Survival +9; Racial Modifiers +4 Climb,  
  +4 Perception
  Languages Sadara
   
  Environment warm deserts
  Organization solitary, gang (2–5), band (6–10 plus 
  1–4 medium scorpions), troop (11–20 plus 2–8 
  medium scorpions and 1 giant scorpion), or tribe 
  (20–40 plus 8–16 medium scorpions and 2–4 
  giant scorpions)
  Treasure standard (masterwork falchion, 
  masterwork composite shortbow, 30 arrows, 
  other treasure)
   
  Poison (Ex) Sting—injury; save DC 16 Fort; 
  frequency 1/round; 
  effect 1d2 Strength 
  damage; cure 1 
  save. The save DC 
  is Constitution-
  based.
  Poison Resistance 
  (Ex) Scorpionfolk 
  gain a +4 racial 
  bonus on all saving 
  throws against poison.
  The people known as scorpionfolk (known as sadara among 
  their own kind) are a race of nomadic desert-dwellers known for their 
  cruelty and combat prowess. Believed to have once been a just and kind 
  race that became corrupted by magic, scorpionfolk are feared and avoided 
  by most intelligent desert-traveling races.
  Most scorpionfolk tribes tend to be nomadic and move around frequently, 
  only settling in one place until the food source runs out. These tribes use 
  tents for shelter and care little for any belongings other than what they 
  can carry. Some few tribes settle in an area and construct small towns and 
  villages of hardened mud, rock, and occasionally limestone. These tribes 
  tend to be slightly more civilized than the nomadic scorpionfolk, and are 
  often looked upon with disdain by their nomadic brothers. Larger tribes, 
  both nomadic and settled, often have a shaman (a cleric or sorcerer of 
  5th–8th level) in their midst. These shamans tend to the sick and injured 
  and sometimes take part in raids or excursions by the scorpionfolk. Tribal 
  leaders are fighters or barbarians of 6th–9th level.
  Scorpionfolk stand just over 6 feet tall and are over 10 feet long from 
  head to the base of the tail. Tails range from 8 to 10 feet long. Scorpionfolk, 
  on average, weigh around 2,000 pounds. Their skin is usually bronze, 
  brown, or black, and the lower scorpion torso dark tan or the color of dark 
  sand. Hair color varies, with most males shaving their heads and females 
  wearing their hair long in tightly knotted ponytails.
  Scorpionfolk prefer to attack with weapons and a tail sting, only 
  resorting to their clawed hands if necessary. Favored weapons of these 
  creatures include falchions, spears, scimitars, and shortbows.
  SCORPIONFOLK 
  CR 5
  
  Salamander, Ice to Sword Spider
  196
  Screamer
  Racing toward you is a ghostly form like the tattered shreds of 
  a translucent pennant. It retains a vaguely humanoid form trailing 
  behind its forward-facing head. Hollows mark its eyes above its most 
  distinguishing feature, a gaping mouth locked in a perpetual scream—like 
  a maw opening into eternal darkness. 
  XP 1,200
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +6
   
  AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
  hp 34 (4d8+16)
  Fort +5; Ref +4; Will +4
  Defensive Abilities channel resistance +2, 
  incorporeal, rejuvenation; Immune undead traits
   
  Speed fly 80 ft. (perfect)
  Melee incorporeal touch +6 (1d4 
  Charisma drain)
  Special Attacks Charisma drain, 
  malevolence, scream of 
  hopelessness, suicidal frenzy
   
  Str —, Dex 16, Con —, Int 6, 
  Wis 11, Cha 18
  Base Atk +3; CMB +6; CMD 
  23
  Feats Flyby Attack, 
  Improved Initiative
  Skills Fly +16, 
  Perception +6, 
  Stealth +9
   
  Environment any
  Organization solitary, 
  gang (2–4), or swarm 
  (6–11)
  Treasure none
   
  Charisma Drain (Su) 
  A screamer causes 
  1d4 points of Charisma 
  drain each time it hits 
  with its incorporeal 
  touch attack. On each 
  successful attack, it gains 5 
  temporary hit points. 
  Malevolence (Su) Once per round, a screamer can 
  merge its body with a creature on the Material Plane. This 
  ability is similar to a magic jar spell (caster level 10th or the 
  screamer’s Hit Dice, whichever is higher), except that it does 
  not require a receptacle. To use this ability the screamer 
  must try to move into the target’s space; moving into the 
  target’s space to use the malevolence ability does not 
  provoke attacks of opportunity. The target can resist the 
  attack with a successful DC 16 Will save, but the target adds 
  (or subtracts) its Charisma modifier to this saving throw roll. 
  A creature that successfully saves is immune to that same 
  screamer’s malevolence for 24 hours, and the screamer 
  cannot enter the target’s space. If the save fails, the 
  screamer vanishes into the target’s body. Screamers prefer 
  to use this attack after having made several Charisma drain 
  attacks to weaken a target’s resistance. The save DC is 
  Charisma-based. 
  Rejuvenation (Su) A screamer cannot be killed through 
  simple combat. If reduced to 0 hit points it disappears 
  only to reform 24 hours later. The only way for a screamer 
  to be truly laid to rest is for it to die while possessing a host 
  body with its malevolence ability. When the body dies, the 
  screamer spirit ceases to exist. 
  Scream of Hopelessness (Su) Once every hour, a screamer 
  can loose a horrific, mournful scream. Any living creature 
  within hearing distance of this scream (it can carry up to 
  a mile outdoors) must succeed on a DC 16 Will save or 
  become shaken for 2d4 rounds. This is a sonic, mind-
  affecting fear attack. Creatures that successfully 
  save cannot be affected by the same 
  screamer’s scream of hopelessness for 24 
  hours. The effects of multiple screamers’ 
  screams cannot stack. The save DC is 
  Charisma-based. 
  Suicidal Frenzy (Su) If a screamer 
  succeeds in possessing a target 
  with its malevolence ability, it 
  immediately begins to make 
  suicidal attacks on the 
  possessed body 
  with the body’s 
  own weaponry. 
  Each round, 
  the screamer 
  uses the body’s 
  full attacks 
  to direct its 
  weaponry 
  against itself. It 
  uses the possessed victim’s attack 
  and damage modifiers and must 
  only succeed on an attack against 
  the body’s flat-footed armor class. 
  Damage, including the possibility of 
  critical hits, is rolled normally. Due to 
  the inhabiting spirit, the possessed body 
  continues its attacks even between –1 and –9 hit 
  points, though only single attacks can be made at 
  this point. If the possessed body is made helpless the 
  screamer departs to find another target. If the possessed 
  body dies, the screamer’s spirit is destroyed as it goes to its 
  final rest. 
  These terrible undead are the remnant of soldiers who have fallen to 
  the horrors of mass conflict and warfare. Whether each of these creatures 
  is the remains of a single fallen soldier or a conglomerate of the scarred 
  psyches of several such casualties remains up for debate, however what 
  is known as that all of these creatures harbor an unending hatred of the 
  living and an unceasing quest for the release of death. These mutual 
  drives combine to create a horrifying fate for all those unfortunate enough 
  to encounter a screamer. 
  A screamer retains no language. 
  In combat a screamer emits a continual piercing keen which rises in 
  volume and pitch to become its scream attack. It uses this in conjunction 
  with its charisma-draining touch to wear down its victim and make them 
  susceptible to its malevolence attack. A screamer attack that is completely 
  successful always ends in the creature’s own destruction.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  SCREAMER 
  CR 4
  
  Tome of Horrors 4
  197
  Sea Serpent, Finback
  This enormous creature is mottled green and has a dark green dorsal 
  fin that runs the length of its body. Its mouth opens to reveal hundreds of 
  razor-sharp teeth.
  XP 51,200
  CE Gargantuan magical beast (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +10
   
  AC 30, touch 9, flat-footed 27 (+3 Dex, +21 
  natural, –4 size)
  hp 250 (20d10+140)
  Fort +21; Ref +15; Will +6
  Immune cold; Resist fire 30
   
  Speed swim 60 ft., surge 500 ft.
  Melee bite +28 (4d8+11/19–20 plus grab), 
  tail slap +22 (3d8+5 plus grab)
  Space 20 ft.; Reach 15 ft.
  Special Attacks breath weapon 
  (60-ft. cone, 8d12 fire damage; 
  DC 27 Ref half, usable every 
  1d4 rounds), capsize, constrict 
  (3d8+11), swallow whole 
  (4d8+16 bludgeoning damage 
  plus 2d8 fire damage, AC 20, 
  hp 25)
   
  Str 32, Dex 16, Con 24, Int 4, Wis 
  11, Cha 11
  Base Atk +20; CMB +35 (+39 
  grapple); CMD 48 (can’t be tripped)
  Feats Awesome Blow, Great Fortitude, Improved Bull Rush, 
  Improved Critical (bite), Improved Initiative, Power Attack, 
  Skill Focus (Stealth), Swim-By Attack, Vital Strike, Weapon 
  Focus (bite)
  Skills Perception +10, Stealth +5, Swim +27
  Languages Aquan (can’t speak)
   
  Environment any oceans
  Organization solitary
  Treasure none
   
  Breath Weapon (Su) The finback sea serpent’s breath 
  weapon is a cone of superheated steam and water.
  Capsize (Ex) A finback sea serpent can attempt to capsize 
  a boat or ship of its size or smaller by ramming it as a charge 
  attack and making a combat maneuver check. The DC of 
  this check is 25 or the result of the boat captain’s Profession 
  (sailor) check, whichever is higher.
  Surge (Ex) A finback sea serpent can surge forward as a 
  full-round action at a speed of 500 feet. It must move in a 
  straight line, but does not provoke attacks of opportunity 
  while surging.
  Finback sea serpents make their lairs deep beneath the ocean’s waves 
  in undersea caverns, often killing the former owner to claim such a lair. 
  Finbacks are malevolent creatures and take great pride in causing death 
  and destruction. These legendary creatures are both feared and respected 
  by sailors and seafarers.
  Finbacks spend much of their time dormant in their watery lair. When 
  roused to action, it is most often to feed or to ward off trespassers that 
  have unknowingly entered its domain. Finbacks dine on large aquatic 
  animals such as octopi, giant fish, and even krakens. Aquatic humanoids 
  are a delicacy as are land-based humanoids that sail their ships too close 
  to a finback’s lair.
  Finback sea serpents reach lengths of up to 60 feet and weigh close 
  to 5,000 pounds. Larger specimens are rumored to exist, but thankfully 
  none have been encountered thus far. Finback sea serpents are long, sleek 
  creatures, usually grayish-green in color, with a large sail-like dorsal fin 
  spanning the length of its body. 
  Finback sea serpents attack with a powerful breath weapon and 
  ferocious bite. When confronted by ship-sailing creatures, finbacks attack 
  the ship, attempting to capsize it and dump the crew into the water where 
  they are quickly disposed of.
  FINBACK SEA SERPENT 
  CR 15
  
  Salamander, Ice to Sword Spider
  198
  Sealwere
  This humanoid has the head of a seal with deep blue 
  eyes. Its mouth is lined with sharpened teeth.
  XP 600
  NE Medium magical beast 
  (shapechanger)
  Init +2; Senses darkvision 60 ft., 
  low-light vision, scent;  
  Perception +7
   
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 15 (2d10+4)
  Fort +5; Ref +5; Will +1
  DR 5/cold iron
   
  Speed 30 ft., swim 30 ft.
  Melee short sword +4 (1d6), bite +4 (1d6)
  Special Attacks gaze, weapon intuition
   
  Str 11, Dex 15, Con 15, Int 11, Wis 12, Cha 12
  Base Atk +2; CMB +2; CMD 14
  Feats Weapon Finesse
  Skills Bluff +4, Perception +7, Stealth +6, 
  Swim +12; Racial Modifiers +2 Bluff, +2 
  Perception
  SQ change shape, hold breath, seal 
  empathy
   
  Environment cold and temperate aquatic
  Organization solitary, pair, or gang (3–6 plus 8–12 seals)
  Treasure standard (short sword, other treasure)
   
  Charm Gaze (Su) This ability functions as a charm person 
  spell (CL 3rd) and has a range of 30 feet. A creature making 
  a successful DC 12 Will save negates the effect. A creature 
  that succeeds on its saving throw cannot be affected by 
  the same sealwere’s charm gaze for one day. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Change Shape (Su) A sealwere has three forms. Its natural 
  form is that of a seal, but it can also take the form of a 
  human or human-seal hybrid. A sealwere’s human form is 
  fixed—it cannot assume different human forms. A sealwere 
  can only use its bite in hybrid or seal form. In seal form, it 
  functions as a seal. In its hybrid form, a sealwere can make 
  a bite attack as a secondary attack, while in human form 
  it lacks its bite entirely. A sealwere 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 seal form.
  Hold Breath (Ex) A sealwere in hybrid form can hold its 
  breath for a number of minutes equal to 4 × its Constitution 
  score before it risks drowning.
  Seal Empathy (Ex) A sealwere can communicate and 
  empathize with seals, and can use Bluff as if it were 
  Diplomacy to change a seal’s attitude, receiving a +4 racial 
  bonus to do so.
  Weapon Intuition (Ex) A sealwere is proficient with simple 
  and martial melee weapons.
  Sealweres are anthropomorphs: animals that can take human or hybrid 
  form. These creatures spend most of their time in seal form moving among 
  normal animals of their kind. When hungry and on the hunt however, a 
  sealwere assumes human or hybrid form and stalks its prey, preferring to 
  attack from the shadows when possible. 
  A sealwere stands about 6 feet tall and weighs 150 pounds. Hair and eye 
  color vary among individuals, but eyes are almost always a shade of blue.
  SEALWERE 
  CR 2
  
  Tome of Horrors 4
  199
  Seal
  This sleek, aquatic mammal has a pair of flippered limbs, a powerful 
  tail, and a muzzle full of small sharp teeth.
  XP 135
  N Small animal
  Init +1; Senses low-light vision; Perception +12
   
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 4 (1d8)
  Fort +2; Ref +3; Will +1
   
  Speed 10 ft., swim 60 ft.
  Melee bite +2 (1d4)
   
  Str 10, Dex 13, Con 11, Int 2, Wis 13, Cha 6
  Base Atk +0; CMB –1; CMD 10 (can’t be tripped)
  Feats Skill Focus (Perception)
  Skills Perception +12, Swim +8; Racial Modifiers +4 
  Perception
  SQ hold breath
  Languages none
   
  Environment any oceans
  Organization solitary, pair, rookery (3–24)
  Treasure none
   
  Hold Breath (Ex) A seal can hold its breath for a number 
  of minutes equal to 6 × its Constitution score before it risks 
  drowning.
  Sleek-bodied aquatic mammals, seals spend the majority of their lives 
  in the water, whether in the harbors of tropical ports or amid wandering 
  icebergs. They prefer rocky beaches, upon which they rest, raise their 
  young, and dive to hunt fish, squid, sea birds, and other small aquatic 
  creatures. They are well known for their vocal communications consisting 
  of barks, grunts, and flipper slaps, traits that cause many humanoids to 
  remark on their intelligence and the ease with which they can be trained.
  SEAL 
  CR 1/3
  
  Salamander, Ice to Sword Spider
  200
  Serpent Creeper
  This large vine springs to life revealing a serpentine head with fanged 
  mouth.
  XP 1,200
  N Large plant
  Init +3; Senses low-light vision, tremorsense 60 ft.; Perception +11
   
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 51 (6d8+18 plus 6)
  Fort +8; Ref +5; Will +3
  Immune plant traits
   
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (1d8+7 plus acidic poison and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks acidic poison, constrict (1d8+7)
   
  Str 21, Dex 17, Con 16, Int 1, Wis 12, Cha 2
  Base Atk +4; CMB +10 (+14 grapple); CMD 23 
  (can’t be tripped)
  Feats Power Attack, Stealthy, Toughness
  Skills Climb +13, Disguise –2 (+10 as vine), 
  Escape Artist +5, Perception +11, Stealth +11; 
  Racial Modifiers +12 Disguise (as vine), +4 
  Perception, +4 Stealth
  SQ lure
   
  Environment temperate and warm forests
  Organization solitary or grove (2–6)
  Treasure incidental
   
  Acidic Poison (Ex) The bite of a serpent creeper deals 
  1d6 points of acid damage initially and 1d2 points of acid 
  damage each round thereafter. A DC 16 Fortitude saving 
  throw or a DC 16 Heal check ends the ongoing acid 
  damage. Multiple bites are cumulative. The save DC and 
  check DC are both Constitution-based.
  Lure (Ex) A serpent creeper has a special air sac in its 
  throat that it can turn inside out. By doing so, the air sac 
  appears to be a piece of low-hanging fruit. A serpent 
  creeper uses this ruse to draw its prey in closer. 
  When a serpent creeper does this, it gains a +8 
  bonus on Disguise checks beyond its normal 
  racial bonus.
  Serpent creepers are dangerous carnivorous plants 
  that resemble 12-foot long pythons. When at rest, their 
  green and brown coloration and the leafy patterns 
  on their scales make them hard to distinguish from 
  ordinary vines. Whether these creatures are naturally 
  occurring or some weird magical cross of serpent and 
  plant is unknown.
  Serpent creepers are typically 12–15 feet long. Their 
  bodies are green and brown scales covered with various 
  leaf-like patterns to aid them in their camouflage. Some serpent 
  creepers can change the color of their scales slightly to better match 
  their surroundings, adding to the ruse. Young serpent creepers are rarely 
  encountered, but have been spotted. They appear as smaller versions 
  of the adults, about 3 feet long. Reproduction and life cycles of serpent 
  creepers are unknown.
  Serpent creepers are quintessential ambush hunters. When hunting, a 
  serpent creeper hangs from a tree and puffs out its air sac, disguising it 
  as a fruit indigenous to the local area. When prey moves in to examine 
  or pluck the fruit, the serpent creeper springs to life and quickly coils 
  around the target while biting it. Slain prey is dragged to a safe place and 
  devoured over the course of several hours. An unfinished meal is left to 
  forest scavengers. Serpent creepers have a particular like for the flesh of 
  goblins and halflings.
  SERPENT CREEPER 
  CR 4
  
  Tome of Horrors 4
  201
  Sewer Sludge (Spawn of Dungie)
  Suddenly, the pile of sewage rises up and extends a long brown 
  pseudopod dripping with vulgar fluids.
  XP 800
  N Medium ooze (aquatic)
  Init +0; Senses blindsight 30 ft.; Perception –5
  Aura stench (10 ft., DC 17)
   
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 38 (4d8+20)
  Fort +6; Ref +1; Will -4
  Immune cold, electricity, ooze traits
   
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee slam +6 (1d8+4 plus disease and grab)
  Special Attacks constrict (1d8+4)
   
  Str 16, Dex 10, Con 20, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +6 (+10 grapple); CMD 16 (can’t be 
  tripped)
  Skills Climb +11, Swim +11
  SQ amphibious, camouflage
   
  Environment any
  Organization solitary or smattering (2–5)
  Treasure none
   
  Camouflage (Ex) Since a sewer sludge looks like normal 
  sludge when at rest, a DC 20 Perception check is required to 
  notice it before it attacks for the first time. Anyone with ranks 
  in Survival or Knowledge (dungeoneering) can use either of 
  those skills instead of Perception to notice the ooze.
  Cold Immunity (Ex) A sewer sludge hit by a cold-based 
  attack takes no damage. However, if the amount of 
  damage it would have otherwise taken exceeds its 
  Constitution score, the sewer sludge is slowed (as the slow 
  spell) for 1d6 rounds.
  Disease (Ex) Filth fever: Slam—contact; save DC 17 Fort; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex damage 
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Stench Aura (Ex) Creatures entering the area must succeed 
  on a DC 17 Fortitude save or be sickened for as long as they 
  remain in the area and for 1d4 rounds after leaving it. The 
  save DC is Constitution-based.
  A sewer sludge is a disgusting ooze that resembles nothing more than 
  a filthy pile of sewage. They lurk in the sewer and waste-water systems 
  of large cities, usually content to feed on rats and refuse that filters down 
  from the streets overhead.
  A sewer sludge is a globular mass about 4 feet across, and weighing 
  100 pounds.
  Sewer sludges are almost always hungry, and do not hesitate to attack 
  prey larger than themselves. A sewer sludge’s usual method of attack is to 
  glom onto the body of a creature struck by its pseudopod, grip it tightly, 
  and liquefy its flesh by releasing acidic digestive enzymes.
  SEWER SLUDGE 
  CR 3
  Spawn of Dungie
  The origin of sewer sludges was unknown until recently. 
  Diligent research by a curious adventurer named Bilark Weterson 
  finally tracked down where these creatures came from, and the 
  news was not good at all. Weterson realized that sewer sludges 
  first appeared in cities often frequented by travelers returning from 
  a certain famous dungeon. Following a hunch, he investigated 
  and was never heard from again. Weterson’s diary was recently 
  uncovered in a used book store in Bard’s Gate, and in it were 
  discovered his theories about sewer sludges.
  It is known that in the upper levels of the dungeon known as 
  Rappan Athuk there exists a creature called the Dung Monster. 
  The good news is that the Dung Monster, nicknamed ‘Dungie’ by 
  those few who have survived an encounter with that it, is content 
  to remain in Rappan Athuk and not venture into the outside world. 
  The bad news is that Dungie has begun to reproduce.
  Once every few years, Dungie grows odd nodules on its surface. 
  These nodules continue to bud until they fall away and take on a 
  life of their own. Sometimes, a bud finds its way outside of Rappan 
  Athuk, either on its own or hidden in the packs and clothing of 
  weary adventurers as they exit the dungeon. If undetected, these 
  buds drop out into the sewers of the great cities of the world 
  and grow into sewer sludges. Fortunately, sewer sludges remain 
  mindless oozes as they age. Were they to mature into adhesive, 
  shape-changing, immortal monsters like their progenitor, the 
  world might surely be doomed!
  
  Salamander, Ice to Sword Spider
  202
  Shadow Hunter
  The shadow hunter is a great, dark serpent that dwells in deep caverns 
  beneath the earth, where it hunts dark elves and other Medium to Large 
  sized creatures. An adult specimen is over 40 ft. long and nearly 5 ft. thick 
  in its midsection. In bright light it can be seen to be covered with non-
  reflective black scales, and its underbelly is the dark red of clotted blood. 
  Shadow hunters have the supernatural ability to blend in with shadows, 
  both to protect themselves and to stalk and ambush prey. Unlike normal 
  snakes, shadow hunters often work in groups of two or three to corner 
  prey in passages.
  XP 4,800
  N Huge magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +12
   
  AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
  hp 76 (8d10+32)
  Fort +10; Ref +8; Will +4 
  Defensive Abilities shadowblend
   
  Speed 30 ft., climb 20 ft., swim 30 ft.
  Melee bite +14 (1d8+10 plus poison plus grab)
  Space 15 ft.; Reach 10 ft.
   
  Str 24, Dex 15, Con 19, Int 5, Wis 14, Cha 3
  Base Atk +8; CMB +17 (+21 grapple); CMD 29 (can’t be 
  tripped) 
  Feats Ability Focus (poison), Skill Focus (Perception), Skill 
  Focus (Stealth), Weapon Focus (bite)
  Skills Climb +15, Perception +12, Stealth +4 (+14 in dimly lit & 
  unlit areas), Swim +15; Racial Modifiers +10 racial bonus on 
  Stealth checks in areas of dim or no light.
  SQ hunt by scent
   
  Environment underground
  Organization solitary, pair, trio, or nest (1–3 adults and 5–8 
  hatchlings)
  Treasure standard
   
  Shadowblend (Su) In areas of dim and no light, shadow 
  hunters gain improved concealment; there is a 40% miss 
  chance when attacking one in such conditions. 
  Poison (Ex) Bite—injury; save DC 20 Fort; frequency 1/
  round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Hunt by Scent (Ex) Shadow hunters are expert at tracking 
  prey through the dim warrens where they dwell. They can 
  track using their Perception skill in place of Survival.
  Shadow hunters generally prefer to hunt in networks of twisting 
  passages that allow them to move around their intended prey, or even 
  approach it from multiple directions. They are particularly fond of elf 
  flesh, but eats any Small to Large creature as long as it is living, organic, 
  and animal-based (i.e., not a plant or fungus). When they attack, they 
  prefer to strike and envenom their prey, holding on and chewing the 
  poison into their opponent until it stops struggling. If there is more than 
  one foe present, they do not try to grab their prey, preferring to strike at 
  those that threaten it, retreating if need be to return later to consume 
  their hopefully dead prey.
  XP 600
  N Medium magical beast
  Init +1; Senses darkvision 30 ft., low-light vision, scent, 
  tremorsense 30 ft.; Perception +9
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 22 (3d10+3)
  Fort +4; Ref +4; Will +1 
  Defensive Abilities shadowblend
   
  Speed 20 ft., climb 10 ft., swim 20 ft.
  Melee bite +6 (1d4+4 plus poison plus grab)
   
  Str 16, Dex 13, Con 12, Int 5, Wis 10, Cha 3
  Base Atk +3; CMB +6 (+10 to grapple); CMD 17 (can’t be 
  tripped) 
  Feats Ability Focus (poison), Skill Focus (Perception)
  Skills Climb +11, Perception +7, Stealth +6 (+16 in dimly lit & 
  unlit areas), Swim +11; Racial Modifiers +10 racial bonus on 
  Stealth checks in areas of dim or no light.
  SQ hunt by scent
   
  Environment underground
  Organization solitary, or nest (5–8 hatchlings)
  Treasure standard
   
  Poison (Ex) Bite—injury; save DC 14 Fort; frequency 1/
  round for 6 rounds; effect 1d4 Constitution damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Hunt by Scent (Ex) Shadow hunters are expert at tracking 
  prey through the dim warrens where they dwell. They can 
  track using their Perception skill in place of Survival.
  Shadowblend (Su) In areas of dim and no light, shadow 
  hunters gain improved concealment; there is a 40% miss 
  chance when attacking one in such conditions.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  SHADOW HUNTER 
  CR 8
  SHADOW HUNTER HATCHLINGS 
  CR 2
  
  Tome of Horrors 4
  203
  Shadow Wing
  This giant creature seemingly composed of the night itself resembles a 
  mix of hawk and manta ray.
  XP 4,800
  N Large magical beast
  Init +5; Senses darkvision 60 ft., superior low-light vision; 
  Perception +18
   
  AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
  hp 95 (10d10+40)
  Fort +11; Ref +12; Will +4
   
  Speed 20 ft., fly 80 ft. (average)
  Melee bite +13 (2d6+4), 2 wings +8 (1d8+2 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks shadow blend
   
  Str 19, Dex 21, Con 18, Int 8, Wis 12, Cha 11
  Base Atk +10; CMB +15; CMD 30
  Feats Alertness, Greater Flyby Attack, Flyby Attack, Power 
  Attack, Skill Focus (Stealth)
  Skills Fly +8, Perception +18, Sense Motive +3, Stealth +11 
  (+19 in darkness); Racial Modifiers +8 Perception, +8 Stealth 
  in darkness
  Languages Auran, Common
   
  Environment temperate mountains
  Organization solitary, flock (2–5), or roost (3–6)
  Treasure none
   
  Poison (Ex) Wing—injury; save DC 19 Fort; frequency 1/
  round for 6 rounds; effect 1d6 Strength damage; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Shadow Blend (Su) During any conditions other than bright 
  light, a shadow wing can disappear into the shadows as 
  a move-equivalent action, effectively becoming invisible. 
  Artificial illumination or light spells of 2nd level or lower do 
  not negate this ability.
  Superior Low-Light Vision (Ex) A shadow wing can see five 
  times as far as a human in dim light.
  Shadow wings are nocturnal predators formed of inky blackness that 
  resemble a cross between a giant hawk and giant tailless manta ray. They 
  are fierce hunters, and once prey is sighted, shadow wings are relentless in 
  their pursuit. A typical shadow wing hunter claims a territory in a 5 mile 
  radius around its lair. To the shadow wing, any living creature entering 
  this area is fair game.
  The common shadow wing makes its lair within a secluded and hard to 
  reach cave high in mountainous regions. A typical nest contains 2 adults 
  and 1d4 newborns or 2d4 eggs. Shadow wing eggs are blackish-blue in 
  color and soft and leathery to the touch. 
  Shadow wings prefer to scout for food under the cover of darkness 
  when their shadow blend ability is the most useful. Using its superior 
  vision it almost always sights its target before they ever know the shadow 
  wing is there. Prey is killed and either devoured on the spot or carried 
  back to the lair.
  A shadow wing measures 9 feet long and has a wingspan of 20 feet.  Its 
  body is composed of darkness and shadowstuff and it resembles a manta 
  ray with a hawk’s head. Its beak is formed of the same inky blackness as 
  the rest of its form. Other than two piercing red eyes no other discernible 
  features can be made out in its form. Shadow wings speak with a low, 
  raspy voice.
  A shadow wing attacks by swooping low at an opponent and slashing it 
  with its wings or stabbing with its beak. Since most attacks instigated by 
  shadow wings occur under the cover of darkness, they use their shadow 
  blend ability to conceal themselves from their foes.
  SHADOW WING 
  CR 8
  
  Salamander, Ice to Sword Spider
  204
  Shark, Swordtooth
  This giant gray shark opens its great mouth to reveal multiple rows of 
  dagger-like teeth.
  XP 800
  N Large animal (aquatic)
  Init +5; Senses blindsense 60 ft., keen scent, low-light vision; 
  Perception +10
   
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural,–1 size)
  hp 39 (6d8+12)
  Fort +9; Ref +6; Will +3
   
  Speed swim 60 ft.
  Melee bite +8 (2d6+8/18–20 plus bleed)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bleed (1d6, DC 15)
   
  Str 19, Dex 12, Con 15, Int 1, Wis 12, Cha 2
  Base Atk +4; CMB +9; CMD 20
  Feats Great Fortitude, Improved Initiative, 
  Weapon Focus (bite)
  Skills Perception +10, Swim +12
   
  Environment any oceans and underground
  Organization solitary, school (2–5), or pack (6–9)
  Treasure incidental
   
  Keen Scent (Ex) A swordtooth shark can notice creatures by 
  scent in a 180-foot radius underwater and can detect blood 
  in the water at ranges of up to a mile.
  Savage Bite (Ex) A swordtooth shark applies twice its 
  Strength bonus to damage dealt with its bite attack, and it 
  threatens a critical hit on an 18–20.
  Swordtooth sharks are highly aggressive carnivores that spend most 
  of their time hunting and killing. Swordtooth sharks are found in both 
  freshwater and saltwater, and while most dwell in the large expanse of the 
  world’s oceans, some take to underground rivers and lakes where the fish 
  are plentiful and other predators are rare. Swordtooth sharks, like their 
  brethren, are pure killing machines, highly aggressive when hungry, and 
  extremely territorial. A typical swordtooth’s territory can cover several 
  square miles.
  Swordtooths, like some other sharks, are not required to be in perpetual 
  motion. They often rest on the bottom of the ocean’s floors staying 
  motionless for up to 24 hours. When resting, a swordtooth is highly attuned 
  to its surroundings and always has its eyes open and focused on anything 
  moving near it. Because of their resting habits, some swordtooths have 
  developed ambush tactics, lying in wait on the ocean floor for prey to 
  swim nearby before striking with blinding speed.
  The average swordtooth shark is 10 feet long and weighs 350 pounds, 
  but can grow to lengths of up to 20 feet and weigh over 500 pounds. 
  A swordtooth shark has three rows of razor-sharp teeth, pointed lower 
  teeth for gripping its prey and serrated upper teeth for tearing flesh and 
  muscle. Smaller prey is usually swallowed whole, while large prey is torn 
  into large chunks before being eaten. Occasionally a swordtooth is cut 
  open and a small amount of treasure spills out; remnants of a previously 
  digested meal. A swordtooth has an average lifespan of 20–30 years while 
  those that have migrated underground have an average lifespan of roughly 
  20–25 years.
  SWORDTOOTH SHARK 
  CR 3
  
  Tome of Horrors 4
  205
  Shattered Soul, Impaled Spirit
  This ghostly spirit’s face is twisted in eternal torment. The creature 
  clutches a translucent spear-like pole.
  XP 9,600
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense 60 ft.; 
  Perception +17
  Aura unnatural aura (30 ft.)
   
  AC 19, touch 19, flat-footed 15 (+5 deflection, +1 
  dodge, +3 Dex)
  hp 126 (12d8+60 plus 12)
  Fort +9; Ref +7; Will +12
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune undead traits
   
  Speed fly 60 ft. (good)
  Melee incorporeal spike +12 (1d8 plus impale soul) or 
  incorporeal touch +12 (1d8 plus sickened)
  Reach 5 ft. (10 ft. with incorporeal spike)
  Special Attacks impale soul
   
  Str —, Dex 16, Con —, Int 15, Wis 15, Cha 21
  Base Atk +9; CMB +12; CMD 31
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  Initiative, Iron Will, Toughness
  Skills Fly +22, Intimidate +20, Knowledge  
  (religion) +17, Perception +17, Sense Motive +17, 
  Stealth +18
  Languages Common
   
  Environment any
  Organization solitary
  Treasure standard
   
  Impale Soul (Su): An 
  impaled spirit carries 
  an incorporeal version 
  of the spike that caused its death, a 10-foot long spear-like 
  instrument. On a successful melee attack with this spike, 
  the target must succeed on a DC 21 Will save or have its 
  soul impaled on the ghostly implement. A ghostly duplicate 
  of the impaling instrument and its victim now impaled on 
  the spike appear planted in the ground within 5 feet of the 
  target. A thin silvery cord connects the translucent, impaled 
  creature with its corporeal self. Another thin silvery cord 
  connects the ghostly impalement back to the impaled spirit.
  This attack deals 1d6 points of Constitution drain initially 
  and 1 point of Constitution drain each round thereafter until 
  the creature dies or is freed. Each round an impaled victim 
  takes Constitution drain, the impaled spirit connected to it 
  gains 5 temporary hit points. An impaled creature cannot 
  move more than 10 feet from the spot where its soul is 
  impaled, and takes a –2 penalty on all attack rolls, checks, 
  and saves from the pain until freed.
  An impaled creature can be freed if the ghostly spike 
  holding the victim is destroyed or pulled from the ground. 
  The ghostly spike is AC 20, hp 20, hardness 10. Corporeal 
  creatures cannot pull the spike from the ground but can 
  attack it with magic weapons. Normal weapons have no 
  effect. Ethereal creatures can attack the spike with normal 
  weapons or remove it from the ground with a successful 
  DC 21 Strength check. A heal, holy word, wish, or miracle 
  spell destroys the ghostly spike instantly. The save DC is 
  Charisma-based.
  Lifesense (Su) An impaled spirit notices and locates 
  living creatures within 60 feet, just as if it possessed the 
  blindsight ability.
  Unnatural Aura (Su) Animals do not willingly 
  approach within 30 feet of an impaled spirit, unless a 
  master makes a DC 25 Handle Animal, Ride, or wild 
  empathy check.
  Shattered souls are the 
  ghostly spirits of living 
  beings 
  executed 
  through 
  brutal 
  torture: 
  impalement, 
  disembowelment, or worse. Their 
  souls having not entirely departed the 
  Material Plane, they have risen to seek 
  vengeance on the living, particularly clerics or 
  other divine spellcasters whom they blame for having 
  forsaken them and allowed them to die in such a ghastly 
  manner.
  Impaled spirits are the ghostly remains of living beings 
  executed through impalement; a brutally slow and extremely 
  painful form of execution. 
  Impaled spirits are most often encountered above 
  ground in or near the place of their execution; rarely are 
  they found anywhere else. They are completely oblivious 
  to everything but pain, and seek to inflict as much on 
  a living creature as is inhumanly possible. They hold 
  no memories of their former life, save the pain and 
  suffering they endured at their time of execution.
  Am impaled spirit appears as a translucent humanoid 
  floating a few feet above the ground carrying a 10-foot 
  long ghostly spike or spear. It makes no noise, though 
  it almost seems to be trying to cry out in agony; a 
  silent reminder of the pain endured as the impalement 
  spike pierced its internal organs while it was dying. Its 
  eyes are glossy white. 
  An impaled spirit hates all living creatures and attacks any it encounters. 
  Though it can use its incorporeal touch attack, it prefers to attack with its 
  incorporeal spike, attempting to impale its foes. An impaled creature is 
  left to die an agonizing death. The impaled spirit turns its attention to 
  another foe, attempting to repeat the process. Much like other shattered 
  souls, an impaled spirit hates clerics and attacks them first.
  IMPALED SPIRIT 
  CR 10
  
  Salamander, Ice to Sword Spider
  206
  Silverfish, Giant
  Silverfish Swarm
  This giant insect is about 6 feet long with silver scales.
  XP 600
  N Medium vermin
  Init +3; Senses darkvision 60 ft., scent; Perception +0
   
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 22 (3d8+9)
  Fort +6; Ref +4; Will +1
  Immune mind-affecting effects
   
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus 1d6 acid)
   
  Str 13, Dex 16, Con 16, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
   
  Environment temperate and warm forests, underground, 
  and urban
  Organization solitary, gang (2–5), or infestation (6–15)
  Treasure none
   
  Acid (Ex) A giant silverfish’s acid does not harm metal or 
  stone.
  These creatures are thought to be one of the oldest insects in the world. 
  Silverfish live in and around dark, damp places replete with moisture but 
  can wander into any environment when hunting. These nocturnal hunters 
  consume just about anything they come across, including using their acid 
  to break down bits of paper and small wooden objects to extract what 
  nutrients they can from the material.
  Giant silverfish appear as almost flattened insects tapered at one end, 
  giving them a fish-like appearance. Their scales are grayish-silver in color 
  and their tails are composed of equal-length bristles that trail behind them 
  as they move. They use their long antennae to sense their environment. 
  Giant silverfish can grow to lengths of 8 feet or so, though most are around 
  6 feet long. Their typical lifespan is up to 8 years.
  Giant silverfish avoid combat most of the time unless they are hunting. 
  When attacking, they prefer to attack from ambush, either springing from a 
  secluded location to attack or dropping on unsuspecting prey from above.
  This mass of flattened, silver insects moves forward in a wriggling, fish-
  like motion. 
  XP 4,800
  N Fine vermin (swarm)
  Init +3; Senses darkvision 60 ft., scent; Perception +0
   
  AC 24, touch 21, flat-footed 21 (+3 Dex, +3 natural, +8 size)
  hp 105 (14d8+42)
  Fort +12; Ref +7; Will +4
  Defensive Abilities swarm traits, vermin traits; Immune mind-
  affecting effects, weapon damage
   
  Speed 30 ft.
  Melee swarm (3d6 plus distraction and 3d6 acid)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 20)
   
  Str 1, Dex 16, Con 16, Int —, Wis 10, Cha 2
  Base Atk +10; CMB —; CMD —
   
  Environment temperate and warm forests, underground, 
  and urban
  Organization solitary, pair, or infestation (3–6)
  Treasure none
  Silverfish swarms are highly destructive creatures, consuming anything 
  and everything they encounter.
  GIANT SILVERFISH 
  CR 2
  SILVERFISH SWARM 
  CR 8
  
  Tome of Horrors 4
  207
  Sirene Flower
  This creature appears as an animated plant with a flowering base and 
  several writhing stalks each topped with flowers of red, amber, gold, 
  silver, bronze, and purple.
  XP 800
  N Medium plant
  Init +4; Senses blindsight 60 ft., low-light vision; Perception +9
   
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 32 (5d8+10)
  Fort +8; Ref +1; Will +2
  Immune plant traits; Resist fire 5
   
  Speed 10 ft.
  Melee 4 tendrils +6 (1d4+2 plus grab)
  Special Attacks charming song, essence drain
   
  Str 14, Dex 10, Con 14, Int 10, Wis 12, Cha 14
  Base Atk +3; CMB +5 (+9 grapple); CMD 15
  Feats Great Fortitude, Improved Initiative, Weapon Focus 
  (tendril)
  Skills Perception +9, Stealth +8 (+18 in undergrowth); Racial 
  Modifiers +10 Stealth (in undergrowth)
  Languages Common (cannot speak)
   
  Environment temperate forests or marshes
  Organization solitary, pair, or grove (3–5)
  Treasure incidental
   
  Charming Song (Su) Sirine flowers emit a soothing and 
  tranquil humming in a 60-foot radius that resembles music 
  or birds singing. Those hearing the song must succeed on 
  a DC 16 Will save or become captivated by the sound. A 
  creature that successfully saves is not subject to the same 
  sirine flower’s song for one day. A victim under the effects 
  of this ability moves toward the sirine flower using the most 
  direct means available. If the path leads them into a 
  dangerous area such as through fire or off a 
  cliff, that creature receives a second saving 
  throw to end the effect before moving 
  into peril. Captivated creatures 
  can take no actions other than to 
  defend themselves. A victim within 
  5 feet of the sirine flower simply 
  stands and offers no resistance 
  to the sirine flower’s attacks. This 
  effect continues for as long as 
  the sirine flower sings and for 
  1 round thereafter. This is a 
  sonic mind-affecting charm 
  effect. The save DC is 
  Charisma-based 
  and includes a +2 
  bonus.
  Essence Drain (Su) A 
  grabbed creature 
  takes normal damage 
  plus 1d2 points of 
  Intelligence damage 
  each round until it escapes.
  Sirine flowers are sentient, slow-moving, 
  flesh-eating, 5-foot tall flowers with 
  many thick stalks and leaves. The 
  flower emits a pleasant odor noticeable to a range of 30 feet. They are 
  most often found in dense forests near other plants where they sit waiting 
  for prey to move within range. Typical prey for a sirine flower includes 
  small birds, rodents, and other such creatures. Such creatures supply the 
  sirine flower with sustenance for a time, but in order to gain the nutrients 
  it needs to sustain it, the sirine flower must kill an intelligent creature and 
  feed on its essence.
  The sirine flower typically stands about 5 feet tall from base to the tip 
  of its stalks. They can grow to a height of nearly 10 feet, though flowers 
  this large are uncommon at best. The base of a sirine flower is a thick, 
  leathery, brown-colored sac about 2 feet in diameter, located just beneath 
  the surface of the ground. Strong, thick roots grow in all directions from 
  the base, reaching lengths of 5 to 6 feet. Above ground, a thick clump of 
  leaves grows from the base of the plant. From these leaves a series of 6 to 
  10 stalks reach upward. Each stalk is thick, slightly coarse and leathery to 
  the touch with many small leaves and flowers growing from it. Flowers 
  are red, amber, gold, silver, bronze, purple, or gray. Hidden among the 
  base leaves and stalks are the creature’s four tendrils which it uses to 
  ensnare its prey. The tendrils, like the stalks, are grayish-brown in color.
  The sirine flower begins combat using its charm ability to lure its 
  prey in where it can attack with its tendrils. Once an opponent is within 
  range, it lashes out, attempting to grab the foe with its tendrils. A grabbed 
  opponent is held and drained of its Intelligence until it escapes, is slain, 
  or rendered unconscious (and helpless). Unconscious foes are slain and 
  devoured by the sirine flower’s roots but only if all other attackers have 
  been slain, rendered unconscious, or fled. If the sirine flower still faces 
  aggressors, it turns its attention to them. Only when 
  all are defeated or fled, does the sirine flower 
  digest its meal.
  SIRINE FLOWER 
  CR 3
  
  Salamander, Ice to Sword Spider
  208
  Skin Feaster
  This hideous creature is almost completely skinless. Its rotting muscles 
  and sinew are clearly visible as it moves. Its hands end in filthy claws and 
  its eyes are hollow sockets.
  XP 600
  CE Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +7
   
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 26 (4d8+8)
  Fort +3; Ref +4; Will +6
  Immune undead traits
  Weaknesses flesh consumption
   
  Speed 30 ft.
  Melee 2 claws +7 (1d6+1 plus necrotic touch)
   
  Str 12, Dex 16, Con —, Int 6, Wis 15, Cha 15
  Base Atk +3; CMB +4; CMD 17
  Feats Weapon Finesse, Weapon Focus (claw)
  Skills Acrobatics +5, Climb +6, Perception +7, Stealth +8
  Languages Common
  SQ skin regrowth
   
  Environment any
  Organization solitary or gang (2–7)
  Treasure incidental
   
  Flesh Consumption (Ex) A skin feaster that successfully 
  deals Constitution damage to a living humanoid creature 
  must succeed on a DC 15 Will save or spend its next turn 
  devouring the flesh that has fallen from that opponent. It 
  takes no other actions during this time but can defend itself 
  normally. It consumes an amount of flesh equal to 3 points of 
  Constitution damage (or drain) each round.
  Necrotic Touch (Su) The touch of a skin feaster deals 1d3 
  points of Constitution damage if the target fails a DC 
  14 Fortitude save. If the save fails by 5 or more, 1 point is 
  actually Constitution drain instead. The save DC is Charisma-
  based.
  Skin Regrowth (Su) If a skin feaster manages to consume an 
  amount of flesh equal to 6 points of Constitution damage in 
  any 24-hour period, it begins to regrow its skin. The process 
  requires 1d6 hours and for the next 1d3 days thereafter, the 
  skin feaster appears just as it did before its death. During this 
  time, the skin feaster loses its flesh consumption weakness 
  and appears human (though it is still undead). Once this 
  period ends, the skin feaster’s skin sloughs off, restoring it to 
  its original appearance.
  When a humanoid dies as a result of being skinned alive, it often returns 
  to the land of the living as a skin feaster; an undead creature driven by 
  an insatiable hunger for the skin and flesh of living creatures. Only by 
  consuming living flesh can a skin feaster relieve itself of the burning pain 
  of its raw muscles and nerves. 
  Skin feasters often make their lairs near populated areas where meals 
  are plentiful. The lair itself is usually a nearby cave complex or ruined and 
  abandoned buildings; places that allow the skin feaster to remain hidden, 
  yet keep it close enough to feed when hungry. Skin feaster raids into 
  towns and villages almost always occur at night. While they occasionally 
  consume the flesh of cattle and other small game, they prefer the flesh 
  of humanoids above all others; it’s also the only way a skin feaster can 
  regrow its flesh. During times when a skin feaster has regrown its skin, 
  it moves around villages and towns, mingling among living creatures, 
  planning its next meal.
  Skin feasters stand about 6 feet tall and generally weigh 150–180 
  pounds. 
  A skin feaster slashes at its opponents with its razor-sharp fingernails, 
  flaying off chunks of flesh with each strike. Skin feasters are so overcome 
  with agony that they often stop in the middle of combat to devour any 
  flesh they manage to tear away from their victims.
  SKIN FEASTER 
  CR 2
  
  Tome of Horrors 4
  209
  Skull Child
  This small child’s head is a pathetic skinless skull with gnashing teeth 
  and blazing red eyes.
  XP 1,200
  NE Small undead
  Init +2; Senses darkvision 60 ft.; Perception +7
   
  AC 15, touch 14, flat-footed 12 (+2 Dex, +1 dodge,  
  +1 natural, +1 size)
  hp 26 (4d8+8)
  Fort +3; Ref +3; Will +4
  Immune undead traits
   
  Speed 20 ft.
  Melee 2 claws +6 (1d4/19–20 plus energy drain), bite +6 (1d6 
  plus weakness)
  Special Attacks create spawn, energy drain (1 level, DC 14), 
  terrifying gaze, vicious claws, weakness
   
  Str 10, Dex 15, Con —, Int 8, Wis 11, Cha 15
  Base Atk +3; CMB +2; CMD 15
  Feats Dodge, Weapon Finesse
  Skills Bluff +13, Climb +5, Perception +7, Stealth +11; Racial 
  Modifiers +4 Bluff (Bluff is always a class skill)
  Languages Common
  SQ daylight powerlessness, masquerade
   
  Environment any land
  Organization solitary or gang (2–7)
  Treasure none
   
  Create Spawn (Su) A juvenile humanoid slain 
  by a skull child rises the following night as a 
  free-willed skull child. A bless spell cast on the 
  body before that time ceases the transformation. 
  Adults and non-humanoids killed by a skull child do 
  not rise as undead.
  Daylight Powerlessness (Su) A skull child’s energy 
  drain, create spawn, terrifying gaze, and 
  weakness abilities only function after sunset.
  Masquerade (Su) Between the hours of dawn 
  and dusk, it is impossible to tell a skull child from 
  another, normal, child of the race it is posing as. Any 
  form of detection, such as detect undead reveals nothing. 
  True seeing or similar spells show a dark haze around a skull 
  child during the day but nothing else. Additionally, Bluff is 
  always a class skill for a skull child.
  Terrifying Gaze (Su) Any living creature that meets the gaze 
  of a skull child must succeed on a DC 14 Will save or be 
  shaken for 1d4 rounds. Creatures with more than 5 HD are 
  immune to this effect. The save DC is Charisma-based.
  Vicious Claws (Su) The claws of a skull child are 
  supernaturally sharp. A skull child threatens a critical on a 
  19–20 with its claw attack.
  Weakness (Su) The bite of a skull child deals 1d4 points of 
  Constitution damage on a successful hit unless the target 
  succeeds on a DC 14 Fortitude save. A creature dies if 
  this Constitution damage equals or exceeds its actual 
  Constitution score. The save DC is Charisma-based.
  Skull children are small and pathetic but sadistic undead creatures, 
  often spoken of in folklore and myth, though few actually believe in 
  their existence. By day, a skull child is virtually indiscernible from any 
  humanoid child of its size and apparent age. It appears as a happy, playful 
  youngster who mixes with other, more normal children. At night however, 
  its true demeanor becomes all too apparent. As the sun sinks below the 
  horizon, the flesh retreats from the head of a skull child, revealing a bare 
  skull with blazing eye sockets and sharp, needle-like teeth. The rest of the 
  creature’s body becomes putrid and rotten. A skull child feeds on the life 
  force of other living creatures, draining the essence of its victims, though 
  only at night. A skull child often poses as an orphan in order to be taken 
  in by a well-meaning and unsuspecting family, while other skull children 
  operate in gangs as destitute children in larger cities.
  A skull child seeks to insinuate itself into groups of children, 
  camouflaging itself among the living and slowing preying upon them, 
  one by one. It is not known whether a skull child prefers to stalk children 
  in order to create more of its own kind or simply because children are far 
  easier targets than adults.
  Skull children stand between 2 and 4 feet tall, and weigh about 30 to 
  60 pounds.
  Skull children prefer to avoid combat if possible, all too aware that 
  their small forms are unsuited to melee. When forced to fight, however, 
  they attack with their bony claws and a vicious bite.
  SKULL CHILD 
  CR 4
  
  Salamander, Ice to Sword Spider
  210
  Slitherrat
  These rodents have a long three to four foot long snakelike body covered 
  in fur, with four almost vestigial legs on each side. The long body tapers 
  into a rat-like tail at the end, adding another foot to the creature’s overall 
  length. The head, although large, is clearly that of a giant rat; but the long 
  front teeth glitter, for they are made of thin, sharp diamond.
  XP 800
  N Medium animal
  Init +3; Senses low-light vision, scent; Perception +4
   
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
  hp 25 (4d8+4)
  Fort +5; Ref +7; Will +2
   
  Speed 30 ft., burrow 30 ft.
  Melee bite +6 (1d6+1)
  Special Attacks diamond teeth
   
  Str 10, Dex 17, Con 13, Int 2, Wis 13, 
  Cha 4
  Base Atk +3; CMB +3; CMD 16 (20 
  against trip)
  Feats Skill Focus (Perception), 
  Weapon Finesse
  Skills Climb +8, Perception +4, Stealth 
  +8; Racial Modifiers uses Dex to modify 
  Climb 
  SQ pass through crystal
   
  Environment any underground
  Organization solitary or cache (2–12)
  Treasure none
   
  Diamond Teeth (Ex) Because the teeth are 
  so hard and sharp, a slitherrat’s bite attack 
  bypasses all hardness and deals 1d6+1 
  damage
  Pass Through Crystal (Ex) Slitherrats may pass through 
  crystal and similar gemstone-like materials as if they were 
  not even present, leaving no trace of their passage.
  Slitherrats are a bizarre variant of the giant rat, sometimes found in 
  places with heavy crystalline mineral deposits. These strange creatures 
  use their teeth to dig through earth and solid rock when they encounter 
  such obstacles.
  Credit
  Original author Matthew J. Finch
  Originally appearing in The Spire of Iron and Crystal (© Frog 
  God Games/Matthew J. Finch, 2011)
  SLITHERRAT 
  CR 3
  
  Tome of Horrors 4
  211
  Slug, Dimensional
  This gigantic brownish-gray slug drips acid from its shimmering form.
  XP 9,600
  N Huge magical beast
  Init +2; Senses blindsight 60 ft.; Perception +10
   
  AC 25, touch 7, flat-footed 24 (–2 Dex, +1 dodge,  
  +18 natural, –2 size)
  hp 126 (12d10+60)
  Fort +15; Ref +6; Will +7
  Defensive Abilities ethereal jaunt; DR 10/slashing or piercing; 
  Immune acid
  Weaknesses vulnerability to salt
   
  Speed 20 ft.
  Melee tongue +20 (2d10+10 plus 2d8 acid)
  Ranged spit +8 (12d6 acid)
  Space 15 ft.; Reach 15 ft.
  Special Attacks crush, ethereal ambush
   
  Str 31, Dex 6, Con 20, Int 4, Wis 12, Cha 10
  Base Atk +12; CMB +24; CMD 33 (can’t be tripped)
  Feats DodgeB, Endurance, Great Fortitude, Improved 
  Initiative, Iron Will, Power Attack, Skill Focus (Stealth)
  Skills Climb +14, Perception +10, Stealth +1
  SQ malleable
   
  Environment any underground
  Organization solitary
  Treasure none
   
  Crush (Ex) A dimensional slug can rear up and fall on its 
  opponents, affecting as many Medium or smaller size 
  opponents as it can cover. Opponents in the affected 
  area must succeed on a DC 26 Reflex save or be pinned, 
  automatically taking 2d8+15 points of bludgeoning damage 
  during the next round unless the creature moves off them. 
  If the creature 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. 
  The save DC is Strength-based.
  Ethereal Ambush (Ex) A dimensional slug that attacks foes 
  on the Material Plane in a surprise round can take a full 
  round of actions if it begins the combat by phasing into the 
  Material Plane from the Ethereal Plane.
  Ethereal Jaunt (Su) A dimensional slug can shift from the 
  Ethereal Plane to the Material Plane as a free action, and 
  shift back again as a move action (or as part of a move 
  action). The ability is otherwise identical to ethereal jaunt 
  (CL 15th).
  Spit Acid (Ex) A dimensional slug can spit acid at an 
  opponent within 60 feet (no range increment). With a 
  successful ranged touch attack, the target takes 12d6 points 
  of acid damage (no save).
  Malleable (Ex) A dimensional slug’s body is very malleable, 
  allowing it to fit into narrow areas with ease. A dimensional 
  slug takes no penalty to its speed or checks when squeezing 
  in an area that is one size category smaller than its actual 
  size (10 feet wide for most dimensional slugs). A dimensional 
  slug can squeeze normally through an area two size 
  categories smaller than its actual size (5 feet wide for most 
  dimensional slugs).
  Vulnerability to Salt (Ex) A handful of salt burns a 
  dimensional slug as if the salt were a flask of acid, causing 
  1d6 points of damage per use.
  Dimensional slugs are offshoots of giant slugs that now dwell in the 
  Ethereal Plane. They feed upon the detritus, which is sometimes drawn 
  into the ether, and occasionally shift themselves into the Material Plane to 
  feed. These creatures detest phase spiders and attack them on sight.
  A dimensional slug commonly attacks by spraying acid and crushing its 
  opponents. If combat is going poorly for a dimensional slug, it shifts back 
  to the Ethereal Plane.
  DIMENSIONAL SLUG 
  CR 10
  
  Salamander, Ice to Sword Spider
  212
  Sojourner of the Sea
  This metallic construct appears as a crudely rendered statue of a 
  human male, with fully articulated joints. Though its facial features are 
  nothing more than vague shapes with little definition, its torso is carved 
  with an intricate pattern of runes. Along the area of its left “thigh” is a 
  long silvery abrasion, perhaps the result of some ancient battle.
  XP 51,200
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Perception +0
   
  AC 30, touch 10, flat-footed 30 (+20 natural)
  hp 150 (20d10+40)
  Fort +6; Ref +6; Will +6
  DR 20/—; Immune construct traits (+40 hp), magic
   
  Speed 20 ft., burrow 20 ft., climb 20 ft.
  Melee 2 slams +28 (2d8+12/19–20)
  Special Attacks aquatic combat, aquatic 
  entangle
   
  Str 27, Dex 11, Con —, Int —, Wis 11,  
  Cha 10
  Base Atk +20; CMB +28; CMD 38
  Skills Climb +16
  SQ resilient
   
  Environment any oceans
  Organization solitary
  Treasure none
   
  Aquatic Combat (Ex) A sojourner suffers no 
  penalties when fighting underwater.
  Aquatic Entangle (Su) Once every four rounds, 
  a sojourner can animate the local sea flora to 
  entrap its opponents. This ability functions as an 
  entangle spell (Reflex DC 20 partial; CL 20th).
  Immunity to Magic (Ex) A sojourner is immune to 
  spells or spell-like abilities that allow spell resistance. 
  Certain spells and effects function differently against 
  it, as noted below.
  A magic missile paralyzes a sojourner (as the hold 
  person spell) for 1 minute, with no saving throw.
  A magical attack that deals cold damage breaks 
  any hold effect on the sojourner 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 
  sojourner to exceed its full normal hit points, it gains any 
  excess as temporary hit points. A sojourner gets no saving 
  throw against cold effects.
  A sojourner is unaffected by rust attacks, such as those of a 
  rust monster or a rusting grasp spell.
  Powerful Blows (Ex) A sojourner deals one and a half times 
  its Strength modifier and threatens a critical hit on a 19–20 
  with its slam attacks.
  Resilient (Ex) A sojourner gains bonus hit points as a 
  construct as if it were two sizes larger.
  This metal construct, known as the sojourner of the sea, is believed 
  to be one of a kind, and for that the civilized world is thankful. The 
  sojourner is a man-shaped machine that constantly walks the ocean 
  floor on an unknown quest, destroying anything that attempts to sway 
  it from its inexorable path. 
  The sojourner was given its name by a maritime explorer 
  who encountered it, fought it, and retreated with his life 
  to tell the tale. No one knows the sojourner’s real name, 
  or even if it has one. The sojourner is fashioned from a 
  special, highly resilient metal of unknown origin, its 
  power source hidden somewhere deep inside its nearly 
  impregnable frame. It continuously and unstoppably walks 
  the lightless ocean floor, having traversed thousands of 
  miles since it was first spotted years ago. So far it has 
  proven indestructible. Its purpose remains a mystery. 
  The symbols on its torso are as inscrutable as the 
  sojourner itself.
  During its endless trek along the sea bed, if the 
  sojourner encounters an obstacle it cannot pass 
  through or climb over, it walks around the obstacle’s 
  perimeter or burrows beneath it, regardless of the 
  distance required. It descends into the deepest ocean 
  trenches and slowly advances up the far side. If a living 
  being attempts to impede its progress, the sojourner 
  attacks without hesitation, though it never initiates 
  combat until it is touched or attacked. The unrelenting 
  sojourner of the sea cannot swim. The creature is 
  immune to the corroding and rusting effects of water.
  In combat the sojourner is mindless, fearless, and 
  unremitting. Once battle commences, the sojourner does 
  not relent until all opponents are eliminated or have fled.
  SOJOURNER OF THE SEA 
  CR 15
  
  Tome of Horrors 4
  213
  Soul Knight
  A suit of blackened ornamental armor houses two red orbs where eyes 
  should be, and a cold malignance emanates from the creature like an evil 
  cloud.
  XP 2,400 
  NE medium undead
  Init +6; Senses darkvision 60 ft.; Perception +12
  Aura fear (30 ft., DC 17)
   
  AC 21, touch 11, flat-footed 19 (+9 armor, +2 Dex,  
  +1 Dodge)
  hp 68 (9d8+27)
  Fort +6; Ref +5; Will +6
  DR 5/bludgeoning; Immune undead traits
   
  Speed 30 ft.
  Melee mwk greatsword +12/+7 (2d6+6/19–20)
   
  Str 18, Dex 14, Con —, Int 10, Wis 10, Cha 17
  Base Atk +6; CMB +10; CMD 21
  Feats Dodge, Power Attack, Weapon Focus (greatsword), 
  Improved Initiative, Combat Reflexes
  Skills Climb +10, Intimidate +15, Perception +12, Knowledge 
  (religion) +12 
  SQ animated dead
  Gear masterwork plate armor, masterwork greatsword
   
  Environment any 
  Organization solitary
  Treasure (masterwork full plate, masterwork weapon, other 
  treasure)
   
  Fear Aura (Su) The soul knight projects a fear aura that 
  functions like the fear spell within a 30 ft. radius. Affected 
  creatures must make a DC 17 Will save to resist the effect. 
  Use of this ability is a free action. This save is Charisma-
  based.
  A soul knight is a suit of armor animated by the lingering soul of an evil 
  knight, cursed to undeath as punishment for having committed betrayal, 
  murder or other crimes.  The evil spirit continues to inhabit its old armor, 
  repeating the deeds that brought about the living knight’s ruin.  
  Soul knights seek out those that remind them of their past station 
  (good clerics, paladins, etc.) and attack those foes first in combat.
  Credit
  Original author Mark R. Shipley
  Originally appearing in The Black 
  Monastery (© Frog God Games/ Mark 
  R. Shipley, 2011)
  SOUL KNIGHT 
  CR 6
  
  Salamander, Ice to Sword Spider
  214
  Sphinx, Dromosphinx
  This creature has the black wings of a bird, the body of a lion, and the 
  long neck and head of a camel.
  XP 4,800
  NE Large magical beast
  Init +0; Senses darkvision 60 ft., low-light vision;  
  Perception +20
   
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 93 (11d10+33)
  Fort +10; Ref +7; Will +5
   
  Speed 30 ft., fly 60 ft. (poor)
  Melee 2 claws +17 (1d6+7), bite +17 (1d8+7/19–20 plus 1d6 
  acid)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, spit acid (+10 ranged touch)
   
  Str 25, Dex 10, Con 17, Int 14, Wis 14, Cha 14
  Base Atk +11; CMB +19; CMD 29 (33 vs. trip)
  Feats Alertness, Flyby Attack, Hover, Improved Critical (bite), 
  Power Attack, Skill Focus (Intimidate)
  Skills Bluff +13, Fly +2, Intimidate +19, Knowledge (any one) 
  +8, Perception +20, Sense Motive +4
  Languages Common, Sphinx
   
  Environment warm deserts and hills
  Organization solitary, pair, or flock (3–6)
  Treasure standard
   
  Spit Acid (Ex) Once every 1d4 rounds, a dromosphinx can 
  spit a line of highly caustic saliva at a single target within 
  20 feet. The target takes 6d6 points of acid damage. A 
  successful DC 18 Reflex save reduces the damage by half. 
  The save DC is Constitution-based.
  Some of the strongest and smartest of the sphinxes, dromosphinxes 
  are treacherous and merciless, caring little for anything and anyone. 
  All dromosphinxes are male. Dromosphinxes detest androsphinxes and 
  attack them on sight. Unlike the smaller and weaker hieracosphinxes, 
  dromosphinxes can generally hold their own against androsphinxes. They 
  are indifferent against the other sphinxes and often bully the smaller 
  hieracosphinxes into serving them for a period of time.
  Dromosphinxes are highly territorial and do not take intrusions 
  lightly. Trespassers are quickly disposed of when encountered. Since 
  dromosphinxes love riddles, when intelligent creatures are encountered, 
  they often present them with a riddle. If the targets answer incorrectly or 
  cannot answer, dromosphinxes attack and attempt to devour the victims. 
  Those answering the riddle correctly are allowed to continue on their way, 
  much to the dromosphinx’s dismay.
  When combat begins, a dromosphinx spits its acid at the closest foe. It 
  next pounces on the next closest foe, and disperses its opponents with a 
  combination of claws, bites, and acid. During combat, it often takes to the 
  air and uses a series of diving attacks to rid itself of its opponents while 
  keeping them off balance.
  DROMOSPHINX 
  CR 8
  
  Tome of Horrors 4
  215
  Spider, Albino Cave
  This tiny hunting spider is about the size of a man’s fist. It is pallid 
  white, often with irregular light brown blotches on its abdomen, which 
  helps it blend in with the toadstools and fungus which is its home. The 
  albino cave spider normally feeds on normal and dire rats, but it attacks 
  anything that comes within range.
  XP 200
  N Tiny vermin
  Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 17, touch 16, flat-footed 13 (+4 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2; Ref +4; Will +0 
  Immune vermin traits
   
  Speed 20 ft., climb 10 ft.
  Melee bite +6 (1d3–3 plus poison)
  Space 2 1/2 ft.; Reach 2 1/2 ft.
   
  Str 4, Dex 18, Con 10, Int —, Wis 10, Cha 3
  Base Atk +0; CMB +2; CMD 9 
  Feats Weapon Finesse B
  Skills Acrobatics +4 (+12 jump), Climb +12, Stealth +16; 
  Racial Modifiers +8 to Acrobatics when jumping, +4 
  Perception, +4 Stealth; use Dex to modify Climb
   
  Environment underground
  Organization solitary or nest (2–20)
  Treasure standard
   
  Poison (Ex) Bite—injury; save DC 14 Fort; frequency 1/round 
  for 4 rounds; effect 1d2 Constitution damage; cure 1 save. 
  The save DC is Constitution-based and includes a +4 racial 
  bonus.
  Albino cave spiders hunt rats in caves or in deep underground regions 
  where the sun never reaches. These tiny killers are extremely sensitive to 
  movement, and despite their unique coloring, are highly adept at hiding 
  and stealthy stalking.
  The albino cave spider is mildly toxic, as some of the other Under 
  Realm predators have discovered. They use their poisonous bite to sicken 
  prey and follow until they can feast on the remains.
  Male and female cave spiders are roughly the same size, with females 
  being slightly larger. The females are the predominant hunters, with the 
  males tending to the web-nest when an eggsack is present. Both sexes 
  are extremely protective of the eggsack, and attack larger foes when it is 
  threatened.
  ALBINO CAVE SPIDER 
  CR 1/2
  
  Salamander, Ice to Sword Spider
  216
  Spider, Giant Funnel-Web
  This gigantic spider is glossy bluish-black and hairless. It rears on its 
  back legs and reveals long fangs dripping with venom.
  XP 2,400
  N Large vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
  hp 68 (8d8+32)
  Fort +10; Ref +5; Will +2
  Immune mind-affecting effects
   
  Speed 30 ft., burrow 10 ft., climb 30 ft.
  Melee bite +12 (2d6+14 plus grab and poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks web (+8 ranged, DC 22, 8 hp)
   
  Str 25, Dex 17, Con 18, Int —, Wis 10, Cha 2
  Base Atk +6; CMB +14 (+18 grapple); CMD 27 (39 vs. trip)
  Feats LungeB, Virulent PoisonB
  Skills Climb +23, Perception +4, Stealth +3 (+7 in webs); 
  Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 in 
  webs)
  SQ hold breath
   
  Environment any temperate and warm
  Organization solitary or burrow (2–5)
  Treasure incidental
   
  Ambush Strike (Ex) A giant funnel-web spider is particularly 
  adept at moving quickly when its foes are surprised. During 
  a surprise round, a giant funnel-web spider gains a +4 racial 
  bonus on its attack roll.
  Hold Breath (Ex) By trapping air bubbles on tiny hairs around 
  its abdomen, a funnel-web spider can hold its breath for a 
  number of hours equal to its Constitution score before it risks 
  drowning.
  Poison (Ex) Bite—injury; save DC 22 Fort; frequency 1/round 
  for 8 rounds; effect 1d4 Constitution and sickened; cure 3 
  saves. The save DC is Constitution-based and includes a +4 
  racial bonus.
  Powerful Bite (Ex) A giant funnel-web spider applies twice its 
  Strength modifier to bite damage.
  Strong Webs (Ex) A giant funnel-web spider’s webs gain a +4 
  bonus to the DC to break or escape.
  Giant funnel-web spiders are deadly, nocturnal predators that dine 
  on living creatures. Most of their time is spent inside their tube-like lair 
  where they simply wait for prey to pass by. Once prey is detected, they 
  rush to the attack, quickly poisoning their target, and dragging it back into 
  their lair.
  Giant funnel-web lairs are large spiraling tubes with open funnel-like 
  mouths, typically built under large rocks, fallen trees, or straight into the 
  ground. The entirely of the tube is covered with thick spider webs. Trip 
  lines radiate outward from the mouth of the lair, up to 100 feet away. 
  These trip lines signal to the spider that prey is near.
  Female funnel-web spiders are generally larger than males, with shorter 
  legs and thicker abdomens. Females lay several egg sacs a few times each 
  year which quickly hatch. The young rapidly develop and reach maturity 
  within 2 years generally, and leave the lair to go out on their own. Giant 
  funnel-web spiders can live up to 20 years.
  A giant funnel-web spider is highly aggressive. If threatened or pro-
  voked, unlike other spiders, it rears on its back legs and displays its fangs. 
  This warning position signifies the spider is about to strike. When a fun-
  nel-web attacks, its grabs its prey and repeatedly injects it with its deadly 
  poison.
  GIANT FUNNEL-WEB SPIDER 
  CR 6
  
  Tome of Horrors 4
  217
  Spider, Shard
  This large hairy spider has a dull black body shot through with dull 
  red streaks. 
  XP 6,400
  N Large magical beast
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +11
   
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 114 (12d10+48)
  Fort +14; Ref +12; Will +5
  Defensive Abilities split (critical hit, 20 hp)
   
  Speed 40 ft., climb 20 ft.
  Melee bite +17 (2d6+9 plus poison and grab)
  Space 10 ft.; Reach 5 ft.
   
  Str 22, Dex 19, Con 18, Int 7, Wis 13, Cha 10
  Base Atk +12; CMB +19 (+23 grapple); CMD 33 (45 vs. trip)
  Feats Ability Focus (poison), Great Fortitude, Improved 
  Initiative, Power Attack, Skill Focus (Perception, Stealth)
  Skills Climb +21, Perception +11, Stealth +10
   
  Environment temperate forests
  Organization solitary
  Treasure none
   
  Poison (Ex) Bite—injury; save DC 22 Fort; frequency 1/round 
  for 8 rounds; effect 1d6 Strength damage; cure 2 saves. 
  The save DC is Constitution-based and includes a +2 racial 
  bonus from the shard spider’s Ability Focus feat.
  Shard spiders are giant, black, nocturnal hunting spiders that dwell in 
  dark forests and feed upon those creatures unlucky enough to stumble into 
  their lair. Shard spiders live under fallen trees or in tunnels in the ground. 
  A nest typically contains a single shard spider and up to 10 noncombatant 
  young. Shard spiders usually hunt denizens of the forests and drag their 
  prey back to their lair to be divided among the young.
  Shard spiders stand 8 feet tall. Their bodies are covered in short, thick 
  black fur. Though intelligent, shard spiders seem unable to converse with 
  any but their own kind. Communication among shard spiders takes the 
  form of body language and hissing sounds. Shard spiders have an average 
  lifespan of 30 years.
  A shard spider attacks from ambush, seeking to neutralize its prey as 
  quickly as possible with its poisonous bite. Due to its magical ability to 
  split, a shard spider welcomes melee and engages its foes as quickly as 
  possible.
  SHARD SPIDER 
  CR 9
  
  Salamander, Ice to Sword Spider
  218
  Spider Lich
  This chill of death emanates from this giant skeletal spider. Its blackened 
  eyes show a remarkable intelligence.
  XP 9,600
  CE Large undead
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.;  
  Perception +21
  Aura fear (60 ft. radius, DC 19)
   
  AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)
  hp 102 (12d8+48)
  Fort +7; Ref +7; Will +10
  Defensive Abilities channel resistance +4;  
  DR 15/bludgeoning and magic; Immune cold, electricity, 
  undead traits
   
  Speed 40 ft., climb 40 ft.
  Melee bite +11 (2d8+3 plus paralysis and poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks web (+11 ranged, DC 19, 12 hp)
  Spells Known (CL 12th; melee touch +10, ranged touch +11):
  6th (3/day)—chain lightning (DC 19)
  5th (5/day)—cloudkill (DC 18), dominate person (DC 18)
  4th (6/day)—bestow curse (DC 17), crushing 
  despair (DC 17), enervation
  3rd (7/day)—fireball (DC 16), haste (DC 
  16), rage, slow (DC 16)
  2nd (7/day)—alter self, blur (DC 
  15), darkness, see invisibility, web 
  (DC 15)
  1st (7/day)—burning hands 
  (DC 14), jump (DC 14), ray 
  of enfeeblement (DC 14), 
  shield, true strike
  0 (at will)—acid splash, 
  bleed (DC 13), daze (DC 
  13), detect magic, ghost 
  sound (DC 13), light, mage hand, ray of frost, 
  touch of fatigue (DC 13)
   
  Str 15, Dex 17, Con —, Int 16, Wis 14, Cha 16
  Base Atk +9; CMB +12; CMD 28 (36 vs. trip)
  Feats Blind-Fight, Combat Casting, Defensive 
  Combat Training, Empower Spell, Toughness, 
  Weapon Focus (bite)
  Skills Acrobatics +11, Climb +25, Intimidate +18, 
  Knowledge (arcana) +18, Knowledge (planes) 
  +9, Perception +21, Sense Motive +11, Spellcraft +18, Stealth 
  +18; Racial Modifiers +8 Acrobatics, +4 Perception, +4 
  Stealth
  Languages Common, Undercommon, plus two others
  SQ rejuvenation
   
  Environment any
  Organization solitary or troop (1 spider lich plus 2–4 wraiths or 
  spectres)
  Treasure standard
   
  Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius 
  that look at the spider lich must succeed on a DC 19 Will 
  save or become frightened. Creatures with 5 HD or more 
  must succeed at a Will save or be shaken for 1d6+6 rounds. 
  A creature that successfully saves cannot be affected 
  again by the same spider lich’s aura for one day. This is a 
  mind-affecting fear effect.
  Paralyzing Bite (Su) Any living creature a spider lich hits with 
  its bite attack must succeed on a DC 19 Fortitude save 
  or be paralyzed for 1d6+12 minutes. Remove paralysis or 
  any spell that can remove a curse can free the victim (see 
  the bestow curse spell description). The effect cannot be 
  dispelled. Anyone paralyzed by a spider lich seems dead, 
  though a DC 20 Perception check or a DC 15 Heal check 
  reveals that the victim is still alive.
  Poison (Ex) Bite—injury; save DC 21 Fort; frequency 1/round 
  for 6/rounds; effect 1d4 Strength damage; cure 1 save. The 
  save is Charisma-based and includes a +2 racial bonus.
  Rejuvenation (Su) When a spider lich is destroyed, its 
  phylactery (which is generally hidden by the spider lich in a 
  safe place far from where it chooses to dwell) immediately 
  begins to rebuild the undead spider lich’s body nearby. This 
  process takes 1d10 days—if the body is destroyed before that 
  time passes, the phylactery merely starts the process anew.
  Spells A spider lich does not require any verbal, somatic, or 
  material components to cast its spells.
  The true origin of the spider lich is 
  shrouded in mystery. Scholars argue 
  constantly about its origins and how it 
  came into existence. Some stand by 
  the theory that intelligent giant spiders, 
  perhaps phase spiders or some offshoot 
  race of that dreaded creature, discovered the 
  path to lichdom. Others contend a spider lich 
  is the byproduct of a failed sorcerer’s attempt 
  at lichdom. Still others argue that the 
  spider lich is simply a spellcaster’s 
  chosen form once it achieved 
  lichhood. Whatever its true 
  origins, the spider lich is 
  truly a dreaded creature 
  that many adventurers hope 
  they never run across.
  Spider liches are most often 
  encountered 
  underground 
  in 
  dungeons, caves, and crypts or in 
  ruined temples and shrines, leading to 
  further speculation among scholars as to 
  the creature’s origins. They do not associate 
  with true spiders but are often encountered with 
  other undead, particularly wraiths and spectres. 
  Spider liches have an insatiable thirst for knowledge. 
  Countless days, months, years are spent pouring over ancient texts and 
  tomes. Though evil by nature, spider liches often work with other creatures, 
  particularly evil spellcasters to quench their thirst for this knowledge.
  Spider liches stand over 8 feet tall and resemble skeletal spiders. Their 
  eight eyes are deep black in color. Other than the sound of their bony legs 
  clattering across stone floors, these creatures make no sound. They can 
  speak a variety of languages but rarely do so.
  The Spider Lich’s Phylactery
  An integral part of becoming a spider lich is the creation of the 
  phylactery in which the creature stores its spirit. The only way to get rid 
  of a spider lich for sure is to destroy its phylactery. Unless its phylactery is 
  located and destroyed, a spider lich can rejuvenate after it is killed.
  The typical spider lich phylactery is a gemstone of not less than 1,000 
  gp value. The spider lich hides the gemstone in a safe place and wraps it 
  securely in a complex mesh of super strong webbing (DR 10/—, 24 hp).
  SPIDER LICH 
  CR 10
  
  Tome of Horrors 4
  219
  Stone Idol
  Stone idols are automatons constructed to guard and watch over 
  temples, religious quarters, holy (or unholy) grounds, and often times 
  tombs of now-deceased high priests or other important religious figures. 
  Until disturbed, a stone idol sits or stands unmoving, appearing as nothing 
  more than a stone statue.
  Once triggered, a stone idol follows its creator’s orders until the condition(s) 
  that triggered it have been removed, destroyed, or otherwise eliminated.
  Stone idols vary in shape and size, some appearing as animals or 
  magical creatures, others appearing as humanoids. All are carved of fine 
  and smooth stone, though many may appear aged and weathered. Stone 
  idols often have holy or unholy symbols (representative of the creator’s 
  god) carved into their forms upon creation. 
   
  Environment any
  Organization solitary or pair
  Treasure none
   
  Immunity to Magic (Ex) A stone idol is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against the 
  creature, as noted below.
  A transmute rock to mud spell slows a stone idol (as 
  the slow spell) for 2d6 rounds, with no saving throw, while 
  transmute mud to rock heals all of its lost hit points.
  A stone to flesh spell does not actually change the stone 
  idol’s structure but negates its damage reduction and 
  immunity to magic for 1 full round.
  A disintegrate spell deals +50% damage to a stone idol.
  A chaos hammer, holy smite, order’s wrath, or unholy 
  blight spell deals 1d4 points of damage per two caster levels 
  to a stone idol if the creator’s alignment matches one of the 
  aforementioned spells.
  Rejuvenation (Su) Unless a stone idol’s main body is 
  shattered into small fragments and scattered to the winds, 
  the creature reforms itself at full strength in 1d4+2 days.
  Site Bound (Ex) A stone idol cannot travel more than 200 
  feet from a central point designated by its creator. Once 
  this point is selected, it can never be changed. A stone idol 
  taken outside the area ceases functioning until it is brought 
  back into the area. 
  Frog Stone Idol
  This giant frog statue has intricate markings and symbols carved into 
  its stony construction.
  XP 2,400
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 79 (9d10+30)
  Fort +3; Ref +3; Will +3
  Defensive Abilities rejuvenation; DR 10/adamantine; 
  Immune construct traits (+30 hp), magic
   
  Speed 20 ft.
  Melee bite +13 (2d6+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks crush (4d6+7; DC 16 Ref half)
   
  Str 21, Dex 10, Con —, Int —, Wis 11, Cha 1
  Base Atk +9; CMB +15; CMD 25 (29 vs. trip)
  Skills Acrobatics +0 (+8 jumping); Racial Modifiers +8 
  Acrobatics when jumping
  SQ powerful leaper, site bound
   
  Crush (Ex) A frog stone idol can land on foes as a standard 
  action, using its whole body to crush them. Crush attacks 
  are effective only against opponents one or more size 
  categories smaller than the frog stone idol. A crush attack 
  affects as many creatures as fit in the stone idol’s space. 
  Creatures in the affected area must succeed on a DC 16 
  Reflex save or be pinned, automatically taking bludgeoning 
  damage during the next round unless the stone idol moves 
  off them. If the stone idol 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. The save DC is Constitution-based and includes a 
  +2 racial bonus.
  Powerful Leaper (Ex) A frog stone idol uses its Strength to 
  modify Acrobatics checks made to jump, and it has a +8 
  racial bonus on Acrobatics checks made to jump.
  A stone idol frog is about 10 feet long and weighs 10,000 pounds. It 
  leaps at its foes attempting to crush as many as it can before resorting to 
  its powerful bite attack.
  Variant Frog Stone Idol
  The stone idol frog detailed above is not the only known to exist. One 
  such variant is detailed below.
  Tsathogga Frog Stone Idol: This creature is identical to the 
  standard stone idol frog. It also gains the following special 
  attack.
  Vile Croak (Su) Once every 1d4 rounds as a standard 
  action, a Tsathogga idol can unleash a croak that affects 
  all that hear it within 60 feet. Affected creatures take 5d6 
  points of negative energy damage. A DC 16 Will save 
  reduces the damage by half. The save DC is Constitution-
  based and includes a +2 racial bonus.
  Construction
  A stone idol frog is chiseled from a block of smooth stone that weighs 
  FROG STONE IDOL 
  CR 6
  
  Salamander, Ice to Sword Spider
  220
  at least 3,000 pounds. It must be of exceptional quality and have a value 
  of not less than 5,000 gp. 
  FROG STONE IDOL
  CL 10th; Price 69,000 gp
   
  Requirements Craft Construct, animate objects, geas/quest, 
  wall of stone, creator must be caster level 10th; Skill Craft 
  (sculpting) or Craft (stonemasonry) DC 16; Cost 37,000 gp.
  Gargoyle Stone Idol
  This crouching horned and winged automaton appears to be carved 
  from stone.
  XP 1,600
  N Medium construct
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 47 (5d10+20)
  Fort +1; Ref +3; Will +1
  Defensive Abilities rejuvenation; DR 10/adamantine; 
  Immune construct traits (+20 hp), magic
   
  Speed 30 ft.
  Melee 2 claws +9 (1d8+4), bite +9 (1d6+4), gore +9 (1d6+4)
  Special Attacks breath weapon (30-ft. cone, 4d6 fire 
  damage and see below, Reflex DC 14 half, usable every 
  1d4 rounds)
   
  Str 19, Dex 14, Con —, Int —, Wis 11, Cha 7
  Base Atk +5; CMB +9; CMD 21
  Skills Acrobatics +2 (+12 jumping); Racial Modifiers +10 
  Acrobatics when jumping
  SQ site bound
   
  Breath Weapon (Su) The stone gargoyle’s breath weapon is 
  a cone of superheated steam and water. Creatures of an 
  alignment opposite that of the cleric that created the stone 
  gargoyle are also sickened 1d4+3 rounds if they fail their 
  save. The save DC is Constitution-based and includes a +2 
  racial bonus.
  Stone gargoyles stand 7 feet tall and weigh about 600 pounds. Though 
  they have wings, they cannot fly. They can give the appearance of flight by 
  leaping from high places and flapping their stone wings.
  Construction
  A stone gargoyle’s body is chiseled from a single block of hard stone, 
  such as granite, weighing at least 2,000 pounds. The stone must be of 
  exceptional quality, and costs 3,000 gp.
  STONE GARGOYLE
  CL 12th; Price 39,000 gp
   
  Requirements Craft Construct, antimagic field, geas/
  quest, limited wish, bless water or curse water, creator 
  must be caster level 12th; Skill Craft (sculpting) or Craft 
  (stonemasonry) DC 17; Cost 21,000 gp
  Shedu Stone Idol
  This gigantic statue has the body of a powerful bull and the head of a 
  bearded human.
  XP 12,800
  N Huge construct
  Init -1; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +0
  Aura fear aura (20 ft., DC 13)
   
  AC 27, touch 7, flat-footed 27 (–1 Dex, +20 natural, –2 size)
  hp 128 (16d10+40)
  Fort +5; Ref +4; Will +5
  Defensive Abilities rejuvenation; DR 20/adamantine; 
  Immune construct traits (+40 hp), magic
   
  Speed 30 ft., fly 60 ft. (average)
  Melee gore +23 (2d8+9), 2 hoofs +23 (1d8+9)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (4d6+13, DC 27)
  GARGOYLE STONE IDOL 
  CR 5
  SHEDU STONE IDOL 
  CR11
  
  Tome of Horrors 4
  221
  Spell-Like Abilities (CL 16th):
  Constant—true seeing
   
  Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +16; CMB +27; CMD 36 (40 vs. trip)
  Skills Fly –5
  SQ site bound
   
  Smite (Su) As a free action, every 1d4+1 rounds, a shedu 
  stone idol can unleash a burst of holy energy from its body 
  in a 20-foot-radius burst. All creatures caught within the 
  area take damage as follows: evil-aligned outsiders, 10d6 
  points of damage; evil-aligned non-outsiders, 6d6 points of 
  damage; good- and neutral-aligned creatures, 6d6 points 
  of damage. A DC 20 Reflex save reduces the damage by 
  half. A creature that fails its save is blinded for 1d4 rounds as 
  well. The save DC is Constitution-based and includes a +2 
  racial bonus.
  A stone idol shedu stands almost 9 feet tall and can reach lengths of 15 
  feet. It typically weighs about 25,000 pounds. A stone idol shedu when 
  disturbed opens combat with its smite attack before attempting to trample 
  its foes.
  Construction
  A stone idol shedu is chiseled from a block of smooth stone that weighs 
  at least 6,000 pounds. It must be of exceptional quality and have a value 
  of not less than 10,000 gp.  
  SHEDU STONE IDOL
  CL 12th; Price 124,000 gp
   
  Requirements Craft Construct, animate objects, geas/quest, 
  holy smite, dispel evil, creator must be caster level 12th; Skill Craft 
  (sculpting) or Craft (stonemasonry) DC 20; Cost 67,000 gp.
  Sphinx Stone Idol
  This statue is constructed of smooth stone and has a leonine body with 
  the head of a jackal. Two large stony dragon-like wings protrude from its 
  back. Ruby red gemstones seem to function as eyes.
  XP 9,600
  N Huge construct
  Init +1; Senses darkvision 60 ft., low-
  light vision; Perception +0
   
  AC 29, touch 9, flat-footed 28 (+1 
  Dex, +20 natural, –2 size)
  hp 117 (14d10+40)
  Fort +4; Ref +5; Will +4
  Defensive Abilities 
  rejuvenation; DR 10/
  adamantine; Immune 
  construct traits (+40 hp), magic
   
  Speed 30 ft., fly 50 ft. (average)
  Melee bite +20 (4d6+8), 2 claws +20 (2d6+8)
  Space 15 ft.; Reach 10 ft.
  Special Attacks breath weapon (30 ft cone, 
  12d6 acid; DC 17 Ref half, usable every 1d4 
  rounds), roar
   
  Str 27, Dex 12, Con —, Int —, Wis 11, 
  Cha 10
  Base Atk +14; CMB +24; CMD 35 (39 
  vs. trip)
  Skills Fly +1; Racial Modifiers +4 Fly
   
  Environment any
  Organization solitary or pair
  Treasure none
  SQ site bound
   
  Roar (Su) A sphinx stone idol can roar up to three times per 
  day as a standard action. Affected creatures become 
  frightened for 2d6 rounds. A DC 17 Will save negates the 
  effect. The roar is a mind-affecting fear effect and a sonic 
  effect that fills a 100-foot-radius burst, centered on the stone 
  idol sphinx. A creature that successfully saves cannot be 
  affected again by the same sphinx stone idol’s roar for one 
  day. The save DC is Charisma-based.
  A stone idol sphinx is about 15 feet long and weighs around 29,000 
  pounds. A sphinx stone idol often has the head of an animal considered 
  sacred by the religion: jackal-headed, goat-headed, vulture-headed, and 
  so on. 
  A stone idol sphinx attacks first using its roar and then using its vicious 
  bite and slashing with its stony paws. It often takes to the air where it can 
  gain an advantage on its foes.
  Construction
  A stone idol sphinx is chiseled from a block of smooth stone that 
  weighs at least 6,000 pounds. It must be of exceptional quality and have a 
  value of not less than 10,000 gp.  
  SPHINX STONE IDOL
  CL 14th; Price 110,000 gp
   
  Requirements Craft Construct, acid fog, fear, shout, creator 
  must be caster level 14th; Skill Craft (sculpting) or Craft 
  (stonemasonry) DC 19; Cost 65,000 gp.
  SPHINX STONE IDOL 
  CR 10
  
  Salamander, Ice to Sword Spider
  222
  Stygian Spawn
  This creature resembles a monstrous amphibian, with equal 
  parts toad, newt, and salamander. Its smooth skin 
  erupts here and there with hideous lesions, each one 
  leaking a viscous ichor the color of mucus.
  XP 25,600
  NE Huge outsider (aquatic, evil, 
  extraplanar)
  Init +6; Senses darkvision 60 ft.;  
  Perception +18
   
  AC 24, touch 10, flat-footed 22 (+2 Dex,  
  +14 natural, –2 size)
  hp 162 (13d10+91)
  Fort +18; Ref +10; Will +8
  DR 10/good; Resist acid 10, cold 
  10, fire 10; SR 24
   
  Speed 40 ft., swim 30 ft.
  Melee bite +21 (2d6+10), 2 claws 
  +21 (1d8+10), tail slap +19 (1d8+5 
  plus grab) or tongue +22 touch 
  (1d8+10 plus grab) 
  Space 15 ft.; Reach 15 ft. (30 ft. with tongue)
  Special Attacks breath weapon (60 ft. line, 10d6 sonic, DC 
  23 half, usable every 1d4 rounds), swallow whole (6d6 acid 
  damage, AC 17, 16 hp), tongue
  Spell-Like Abilities (CL 9th):
  At will—detect good, detect magic
  3/day—magic circle against good, unholy blight (DC 17)
   
  Str 31, Dex 15, Con 24, Int 6, Wis 14, Cha 16
  Base Atk +13; CMB +25 (+29 grapple); CMD 37 (41 vs. trip)
  Feats Critical Focus, Great Fortitude, Improved Initiative, 
  Iron Will, Multiattack, Power Attack, Weapon Focus 
  (tongue)
  Skills Acrobatics +9, Intimidate +19, Knowledge 
  (planes) +14, Perception +18, Stealth +16, Swim +18
  Languages Abyssal, Common, Infernal
  SQ amphibious
   
  Environment any (River Styx)
  Organization solitary or pack (2–6)
  Treasure standard
   
  Tongue (Ex) A Stygian spawn’s tongue is a primary 
  attack with a reach equal to twice the spawn’s normal 
  reach. A Stygian spawn’s tongue is covered in sharpened 
  barbs and any attempt to break free of a grapple with 
  it, whether successful or not, deals an extra 1d6 points of 
  piercing damage to the target. A Stygian spawn does not 
  gain the grappled condition while using its tongue in this 
  manner.
  A Stygian spawn is a creature that lurks along the banks of the River 
  Styx. Unlike amphibians on the Material Plane, Stygian spawn spend 
  very little time in the water. Most of the time, these vile creatures reside 
  deep in the mud in a self-induced state of hibernation. Stygian spawns 
  only eat creatures not native to the lower planes; such creatures 
  are the spawns’ only source of food. Travelers in the realms of 
  the lower planes quickly learn to fear the horrid Stygian spawn, 
  which awaken from their hibernation and erupt from the mud 
  of the River Styx with surprising speed. A Stygian spawn 
  summoned to another plane is dangerous to all life there, 
  since it can eat any organic substance that fits in its mouth. 
  Occasionally, Stygian spawn are awakened on purpose 
  by bored charonadaemons who hunt the creatures for sport. Stygian 
  spawn tadpoles are harmless, and resemble pale, boneless fish that swim 
  mindlessly in the River Styx. These tadpoles are a frequent source of food 
  for hungry hydrodaemons.
  A fully-grown Stygian spawn is 20 feet long and weigh 3,000 pounds.
  Since their only source of food—extraplanar travelers—are so rare, 
  Stygian spawn attack with their barbed tongue, trying to grapple and 
  swallow their opponents as quickly as possible. In extended combats, 
  however, a Stygian spawn blasts at opponents with its breath weapon.
  STYGIAN SPAWN 
  CR 13
  
  Tome of Horrors 4
  223
  Swarm, Bladecoin
  What appeared at first to be a pile of copper, gold, and platinum coins 
  suddenly takes life and whirls into an amorphous cyclone of coins that 
  jingle, hum, and clank together as the creature moves forward.
  XP 2,400
  N Fine construct (swarm)
  Init +1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
   
  AC 19, touch 19, flat-footed 18 (+1 Dex, +8 size)
  hp 66 (12d10)
  Fort +4; Ref +5; Will +4
  Defensive Abilities swarm traits; DR 5/
  adamantine; Immune construct traits, magic, 
  weapon damage
   
  Speed fly 30 ft. (good)
  Melee swarm (3d6 slashing plus distraction and 
  bleed)
  Space 10 ft.; Reach 0 ft.
  Special Attacks bleed (1d6), distraction (DC 16)
   
  Str 1, Dex 13, Con —, Int —, Wis 11, Cha 1
  Base Atk +12; CMB —; CMD —
  Skills Fly +13
  SQ swarm traits
   
  Environment any
  Organization solitary, bankroll (2–3), or 
  jackpot (4–6)
  Treasure none
  Bladecoins are tiny constructs fashioned by tricky spellcasters 
  hoping to fool and detour would-be thieves. They are often 
  constructed by spellcasters for others, such as merchants, local 
  rulers, and sold to the client at a somewhat reasonable price. 
  At rest, a bladecoin swarm appears to be nothing more 
  than a pile of brass or copper coins. When it senses 
  intruders entering the area it is tasked with guarding, 
  it swirls into a cyclone form and moves to the attack, 
  slashing its opponents with its razor-sharp edges.
  Construction
  A bladecoin’s body is constructed from melted brass and 
  copper coins with a total value of at least 1,000 gp.
  BLADECOIN
  CL 9th; Price 30,000 gp
   
  Requirements Craft Construct, alarm, animate objects, 
  bleed, geas/quest, limited wish, creator must be caster level 
  9th; Skill Craft (sculpting) DC 15; Cost 15,500 gp
  BLADECOIN SWARM 
  CR 6
  
  Salamander, Ice to Sword Spider
  224
  Swarm, Bone
  Tumbling across the floor are the shattered remains of dozens of 
  skeletons: a mass of bone fragments, shards, teeth, and broken skulls.
  XP 1,200
  NE Tiny undead (swarm)
  Init +6; Senses darkvision 60 ft.; Perception +0
   
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 27 (6d8)
  Fort +2; Ref +4; Will +5
  Defensive Abilities channel resistance +2, 
  swarm traits; DR 5/bludgeoning; Immune cold, 
  undead traits, weapon damage
   
  Speed 30 ft.
  Melee swarm (2d6 slashing and piercing)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 13)
   
  Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
  Base Atk +4; CMB —; CMD —
  Feats Improved InitiativeB
   
  Environment any
  Organization any
  Treasure none
  A bone swarm is created when multiple animated 
  skeletons are destroyed more or less simultaneously, either 
  through a single powerful area attack or by simply being 
  smashed to pieces in melee. The bones of the skeletons 
  are scattered and smashed, but the necromantic magic 
  that animated them lingers on, pulling the bones back 
  together in a mass of clattering fragments.
  A bone swarm is ten feet across and is comprised of 
  hundreds of bones and bone shards. When it forms to 
  attack, it appears as a roiling mass of bone shards.
  BONE SWARM 
  CR 4
  
  Tome of Horrors 4
  225
  Swarm, Lamprey
  A black cloud of eel-like fish swims rapidly forward.
  XP 1,600
  N Tiny animal (aquatic, swarm)
  Init +6; Senses low-light vision; Perception +8
   
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 52 (8d8+16)
  Fort +8; Ref +10; Will +5
  Defensive Abilities swarm traits;  
  Immune weapon damage
   
  Speed 5 ft., swim 30 ft.
  Melee swarm (2d6 plus distraction and 
  blood drain)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 16)
   
  Str 5, Dex 15, Con 14, Int 1, Wis 12, Cha 2
  Base Atk +6; CMB —; CMD —
  Feats Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Swim)
  Skills Escape Artist +10, Perception +8, Swim 
  +15; Racial Modifiers +8 Escape Artist
  SQ amphibious, swarm traits
   
  Environment temperate and warm aquatic
  Organization solitary, pair, cluster (3–6 swarms)
  Treasure none
   
  Blood Drain (Ex) Any living creature that takes 
  damage from a lamprey swarm must succeed 
  on a DC 16 Reflex save. On a failed save, several 
  lampreys have attached themselves to the target 
  and the creature takes 1d3 points of Constitution 
  damage each round as the lampreys drain blood. 
  This effect continues as long as the victim remains in 
  the swarm and for 1d6 rounds after it leaves the swarm. 
  The attached lampreys can be killed instantly by dealing 
  at least 6 points of damage to the victim (any weapon or 
  energy-based attacks work), ending the effect prematurely. 
  A successful DC 16 Heal check reduces the duration by 1d6 
  rounds, ending the effect prematurely. The save DC and 
  check DC are both Constitution-based.
  A lamprey swarm is a mass of lampreys numbering in the hundreds, 
  possibly thousands. These creatures are attracted to living creatures in the 
  water and quickly attach themselves to their targeted prey. 
  Lamprey swarms attack any living prey encountered in their paths, 
  swimming over the creature and draining as much blood as possible. 
  When their prey is dead, they move on, seeking out a new source of 
  nourishment.
  LAMPREY SWARM 
  CR 5
  
  Salamander, Ice to Sword Spider
  226
  Swarm, Skeletal
  A clattering mass of dismembered skeletal hands, claws and assorted 
  limbs scuttles across the ground like a moving bony carpet.
  XP 4,800
  NE Tiny undead (swarm)
  Init +8; Senses darkvision 60 ft.; 
  Perception +0
   
  AC 17, touch 16, flat-footed 
  13 (+4 Dex, +1 natural, +2 size)
  hp 66 (12d8 plus 12)
  Fort +4; Ref +4; Will +8
  Defensive Abilities half damage 
  slashing or piercing;
  Immune cold, swarm traits, 
  undead traits
   
  Speed 20 ft., climb 20 ft.
  Melee swarm (3d6)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 16)
   
  Str 18, Dex 18, Con —, Int —, 
  Wis 10, Cha 10
  Base Atk +9; CMB —; CMD —
  Feats Improved InitiativeB, 
  ToughnessB
  Skills Climb +12
   
  Environment any
  Organization solitary or pack 
  (2–14 swarms)
  Treasure none
  Skeletal swarms are the remains of pieces cast off of whole skeletons 
  collected together and animated en mass. They scuttle about mindlessly, 
  often lying inert until something passes nearby for them to attack. A 
  skeletal swarm can be encountered anywhere that necromancers or other 
  practitioners of the dark arts who participate in grave robbing and undead 
  creation are found. 
  A skeletal swarm attacks as a massive bony wave moving to engulf 
  whatever living creatures are closest and not moving on until they have 
  been reduced to bloody shreds. Due to its unique composition of animated 
  hand and claw bones, the swarm gets its strength bonus added to its 
  swarm attacks.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  SKELETAL SWARM 
  CR 8
  
  Tome of Horrors 4
  227
  Swarm, Sparksting
  A cloud of two inch blobs resembling airborne jellyfish hover in the air. 
  Sparks of electricity snap and dance from creature to creature, and the 
  swarm produces a noticeable hum.
  XP 1,200
  N Diminutive magical beast (swarm)
  Init +8; Senses darkvision 60 ft., low-light vision, 
  synapse sense 60 ft.; Perception +1
   
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 44 (8d10)
  Fort +6; Ref +12; Will +5
  Defensive Abilities swarm traits; Immune 
  electricity, weapon damage
   
  Speed 10 ft., fly 40 ft. (average); speed burst
  Melee swarm (2d6 electricity plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 14)
   
  Str 3, Dex 18, Con 11, Int 1, Wis 12, Cha 9
  Base Atk +8; CMB —; CMD —
  Feats Improved Initiative, Improved Lightning 
  Reflexes, Iron Will, Lightning Reflexes
  Skills Fly +21, Perception +1
   
  Environment warm marshes
  Organization solitary, flight (2–5), or cloud (6–12)
  Treasure none
   
  Synapse Sense (Ex) A sparksting swarm 
  can detect the tiny charges caused by 
  electrical impulses of brain activity in living 
  creatures within 60 feet. Creatures without 
  an Intelligence score or creatures immune to 
  mind-affecting effects cannot be detected 
  using this ability.
  Speed Burst (Ex) A sparksting swarm can increase 
  its speed by 10 feet for 1d6 rounds. After using this 
  ability, it must wait 1 minute before it can use it again.
  Sparkstings are found in remote swamps and marshes and from 
  a distance, when the electricity in a swarm flashes, are often mistaken 
  for will-o-wisps. These electrical flashes are used not only for attracting 
  a mate, but also for luring in prey. Sparkstings are insectivores, and hunt 
  by flying into a swarm of insects and flailing about with their tentacles. 
  Electrocuted insects adhere to the tentacles, which the sparksting then 
  draws into its mouth, located under its body.
  Sparkstings are asexual and reproduce by budding. Mating season 
  for these creatures is every few months, and the number of spawn is 
  controlled by the amount of readily available light. Newborn sparkstings 
  have tiny tentacles and do not generate the electrical discharge adults 
  do. The tentacles grow rapidly however, and within three months, the 
  creature reaches adulthood. The typical lifespan of a sparksting is roughly 
  1 year. The sparksting has few natural predators: other sparkstings and a 
  few larger insects seem to enjoy dining on these creatures.
  A sparksting is a tiny creature about 2 inches across. It consists of a 
  membranous, fleshy bag with the consistency of egg yolk. Beneath the 
  main body of a sparksting hang its tentacles, a fibrous mass that flickers 
  with electrical arcs. 
  Sparksting swarms cloud the air around any creature that disturbs them, 
  attacking like angry bees.
  Some spellcasters have begun experimenting with using sparkstings as 
  alternate spell components for lightning bolt spells and in the construction 
  of shock-based magic weapons.
  SPARKSTING SWARM 
  CR 4
  
  Salamander, Ice to Sword Spider
  228
  Swarm, Stirge
  Even an animal-level of intelligence is enough for a creature to know 
  there is safety in numbers!
  XP 2,400
  N Tiny magical beast (swarm) 
  Init +8; Senses darkvision 60 ft., low-light vision; 
  Perception +11
   
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 78 (12d10 plus 12) 
  Fort +8; Ref +14; Will +5 
   
  Speed 10 ft., fly 40 ft. (average)
  Melee swarm (3d6 plus blood drain)
  Space 10 ft.; Reach 0 ft.
  Special Attacks blood drain (1d6 
  Constitution), distraction (DC 16)
   
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
  Base Atk +12; CMB —; CMD —
  Feats Improved Initiative, Improved 
  Lightning Reflexes, Lightning Reflexes, 
  Skill Focus (Perception), Skill Focus 
  (Stealth), Toughness
  Skills Fly +17, Perception +11,  
  Stealth +20 
  SQ diseased
   
  Environment underground or temperate 
  and warm swamps
  Organization solitary, or a pall (2–4 swarms)
  Treasure none
   
  Diseased (Ex) Stirges are harbingers of disease. 
  Any creature subjected to a stirge’s blood drain 
  attack has a 10% chance of being exposed to filth 
  fever, blinding sickness, or a similar disease (Pathfinder 
  Roleplaying Game Core Rulebook, “Diseases”). Once this 
  check is made, the victim can no longer be infected by 
  this particular stirge, though attacks by different stirges are 
  resolved normally and may result in multiple illnesses.
  A massive cluster of stirges, the stirge swarm is a band of flying 
  bloodsuckers combining their relatively small personal power to bring 
  down larger foes (and for self-preservation). Stirge swarms are found in 
  the same types of locals as normal stirges; however, they band together 
  when other predators are too powerful or too numerous for the singular 
  stirges to survive.
  Credit
  Originally appearing in Rappan Athuk (© Frog God Games, 
  2012)
  STIRGE SWARM 
  CR 6
  
  Tome of Horrors 4
  229
  Sword Spider
  This enormous spider is constructed from steel and its eight legs end in 
  large sharpened blades.
  XP 9,600
  N Large construct
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
   
  AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
  hp 112 (15d10+30)
  Fort +5; Ref +6; Will +5
  DR 10/adamantine; Immune construct traits (+30 hp), magic
   
  Speed 20 ft., climb 20 ft.
  Melee sword-leg +16/+11/+6 (2d6+2/19–20), 3 sword-legs 
  +16 (2d6+2/19–20), bite +16 (1d8+2 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks sword-legs
   
  Str 14, Dex 12, Con —, Int —, Wis 11, Cha 1
  Base Atk +15; CMB +18; CMD 29 (41 vs. trip)
  Skills Climb +10
   
  Environment any
  Organization solitary or pair
  Treasure none
   
  Immunity to Magic (Ex) A sword spider is immune to any 
  spell or spell-like ability that allows spell resistance, except 
  as noted: A keen edge spell affects all of a sword spider’s 
  sword-leg attacks as if they were slashing weapons.
  Transmute metal to wood slows a sword spider for 1d4 
  rounds (as the slow spell), during which time its damage 
  reduction is negated (no save). A magical attack that deals 
  fire damage ends any slow effect on the sword spider 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 sword spider to exceed its full normal hit points, 
  it gains any excess as temporary hit points. A sword spider 
  gets no saving throw against fire effects. A sword spider is 
  affected normally by rusting attacks, such as those of a rust 
  monster or a rusting grasp spell.
  Poison (Ex) A sword spider’s bite injects poison from a 
  hidden reservoir within its metal body. Because it is a 
  construct, the sword spider does not naturally produce this 
  poison, and its creator must manually refill this reservoir. The 
  reservoir holds enough poison for 5 successful bite attacks, 
  after which the sword spider deals only bite damage. 
  Refilling the reservoir takes 1 minute and provokes attacks of 
  opportunity. The creator can fill the reservoir with any injury 
  poison (typically spider venom), though acid, alchemical 
  substances, and even stranger liquids have been used.
  Giant Spider Venom: Bite—injury; save DC 14 Fort; 
  frequency 1/round for 4 rounds; effect 1d2 Strength 
  damage; cure 1 save.
  Sword-Legs (Ex) A sword spider’s legs act as longswords, 
  granting it iterative attacks just as if it wielded multiple 
  weapons. It cannot be disarmed and a sword spider never 
  takes penalties to its attack rolls (for multiweapon fighting) 
  when fighting with its sword-legs.
  A sword spider resembles a giant-sized arachnid constructed of steel. 
  Its eight spidery legs end in large sharpened blades resembles longswords 
  or greatswords. A typical sword spider stands 10 feet tall and weighs 
  3,000 pounds. 
  When activated, a sword spider fights relentlessly and tirelessly to 
  vanquish its foes, slashing them with up to four of its sword-like legs.
  Construction
  A sword spider’s body is constructed from at least 3,000 pounds of 
  smelted steel. The metal must be of exceptional quality, and costs at least 
  5,000 gp.
  SWORD SPIDER
  CL 14th; Price 122,000 gp
   
  Requirements Craft Construct, antimagic field, geas/quest, 
  keen edge, poison, creator must be caster level 14th; Skill Craft 
  (sculpting) or Craft (metalworking) DC 19; Cost 63,500 gp
  SWORD SPIDER 
  CR 10
  
  230
  Talorani
  This completely hairless humanoid creature has oversized hands and 
  feet which are webbed with thin membranes of flesh. Each finger and toe 
  has an extra joint. It has large, apparently pupil-less eyes and a small 
  nose. Two small gills line each side of its neck, and four larger ones open 
  and close rhythmically on each side of its chest.
  XP 200
  Talorani warrior 1
  CN Medium humanoid (aquatic, talorani)
  Init +0; Senses darkvision 120 ft., low-light vision; 
  Perception +0
   
  AC 11, touch 10, flat-footed 11 (+1 natural)
  hp 7 (1d10+2)
  Fort +4; Ref +0; Will +0
   
  Speed 20 ft., swim 30 ft.
  Melee longspear +2 (1d8+1)
   
  Str 13, Dex 11, Con 14, Int 9, Wis 10, Cha 8
  Base Atk +1; CMB +2; CMD 12
  Feats Endurance
  Skills Swim +13
  Languages Talorani; empathic 
  communication
  SQ amphibious
   
  Environment any aquatic
  Organization 
  solitary, band (2–5), 
  or tribe (6–11)
  Treasure standard 
  (longspear, other 
  treasure)
   
  Empathic Communication (Su) 
  Talorani have the ability to empathically 
  communicate basic ideas (little more than 
  emotion and direction) to any others of their kind within 
  20 feet. Other creatures must succeed on a DC 20 Sense 
  Motive check to receive empathic imagery from a talorani.
  The talorani, more commonly called underdwellers, are an aquatic 
  humanoid race thought to be the descendants of merfolk and elves. They 
  dwell in shallow coastal waters, having carved out a niche for themselves 
  between their aquatic elven ancestors close to shore and their merfolk 
  relatives in deeper waters. Their webbed hands and feet have an extra 
  joint in each finger and toe, allowing them to move through the water with 
  a speed and agility. On land, however, they are slow and ungainly.
  Talorani are about 5 feet tall and weigh 125 pounds.
  Talorani Society
  Underdwellers live in a clan-based social system comprising, in order 
  of increasing size: families – clans – houses – guilds – community. An 
  underdweller known as a Father leads a family, a Grand-Father leads a 
  clan, a Great-Father leads a house, a High-Father leads a guild, and an 
  All-Father leads the community.
  There is no true religion amongst the underdwellers as most other races 
  understand it, but the sea, called the Mother, is highly revered within the 
  community as a living entity that controls all within it. It is not worshipped as 
  a god but there are taboos and requirements in place that are observed to avoid 
  retribution from the Mother. A common reprimand from the matriarchs to warn 
  riotous youngsters is that ‘the Mother will see you’ if they misbehave. One major 
  taboo that jeopardizes one’s relation to the Mother is an unnecessary death. All 
  creatures of the sea are considered an inherent part of it, and a creature’s death 
  may mean that somewhere else, something will not come into being because 
  the creature was no longer present. To an underdweller, all creatures need all 
  other creatures, if not now, then in the future to survive. Of course, preventing 
  one’s own death is desirable for the same reason.
  Death is looked upon as a sad event and underdweller funerals do 
  not differ much from human ritual. The dead are interned within 
  caves near the shore, along with their most prized possessions. 
  The entrance is sealed with rock, and the place is marked. Even 
  enemies are buried this way, though are placed far from the 
  cemeteries of the community.
  Humans and all other land-based races are looked on with a 
  mixture of awe, fear, suspicion, and fascination. For centuries 
  untold, the underdwellers have kept to themselves and avoided 
  the petty attentions of the land races. Although there have 
  been no major altercations between the land races 
  and the underdwellers, complete avoidance of 
  all surface-dwelling races is usually the law in 
  underdweller communities.
  A normal underdweller mating ritual allows 
  for the complete polygamy of both sexes. Any 
  underdweller may have as many mates as they 
  desire. Children born of such unions are taken to the 
  community nursery to be raised by the matriarchs — 
  rearing children is the responsibility of the entire community 
  rather than just the child’s parents. Female underdwellers have 
  the ability to control their own fertility, so the choice to bear a 
  child is a mother’s alone, though it is the law for them to inform 
  prospective paramours of her intention to bear children. Other than that, 
  sex is common, often experienced, and willingly shared without many of 
  the taboos and discretion known by other races. A marriage ritual known as 
  life-binding occurs when two underdwellers agree to swear lifelong loyalty 
  to one another in the presence of the community All-Father and the Mother. 
  No other may mate with one who has been life-bound.
  Names amongst the underdwellers are descriptive of an individual’s 
  appearance, traits or some event in their life. Houses are constructed of 
  worked coral and shipwreck debris, shaped like upturned boats facing into 
  the current with entrances as round holes in the top of the dome. These 
  homes are often decorated with brightly colored rocks, coral, anemones, 
  and ship figureheads or name plates.
  Talorani Characters
  Talorani are defined by their class levels — they do not possess racial 
  hit dice. Talorani clerics revere “The Mother,” and have access to the 
  Animal, Travel, and Water domains. All Talorani have the following 
  racial traits.
  +2 Constitution, +2 Wisdom, −2 Charisma: Talorani are hardy and 
  wise but introverted.
  Slow: Speed 20 ft. A talorani is slower on land than in the water.
  Aquatic: Talorani are aquatic and amphibious. They and can breathe 
  both air and water, and have a swim speed of 30 ft.
  Natural Armor Bonus: Talorani have a +1 natural armor bonus.
  Deep-Dweller: All talorani have darkvision out to 120 ft. and low-light 
  vision.
  Empathic Communication: Talorani have the ability to empathically 
  communicate basic ideas (little more than emotion and direction) to any 
  others of their kind within 20 feet. Other creatures must succeed on a DC 
  20 Sense Motive check to receive empathic imagery from an underdweller.
  Languages: Talorani begin play speaking Talorani. Talorani with high 
  Intelligence scores can choose any of the following bonus languages: 
  Aquan, Common, Draconic, and Sahuagin.
  TALORANI 
  CR 1/2
  Talorani to Troll, Undead
  
  Tome of Horrors 4
  231
  Thought Eater
  This bizarre creature is about three feet long with a feline-like hairless 
  body. Its sickly gray and translucent flesh allows its skeletal and muscular 
  systems to be easily seen. The creature’s head seems to be a weird mix of 
  feline and avian.
  XP 600
  N Small aberration
  Init +8; Senses darkvision 60 ft.; Perception +11
   
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 13 (3d8)
  Fort +1; Ref +5; Will +4
  Defensive Abilities ethereal jaunt, spell absorption; SR 13
   
  Speed 40 ft.
  Melee touch +7 (1d2+1 plus eat thoughts)
  Spell-Like Abilities (CL 3rd):
  At will—daze (DC 12), detect magic
   
  Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14
  Base Atk +2; CMB +2; CMD 16
  Feats Improved Initiative, Weapon Finesse
  Skills Perception +11, Stealth +14; Racial Modifiers +4 
  Perception
  SQ precognition
   
  Environment any (Ethereal Plane)
  Organization solitary
  Treasure none
   
  Detect Magic (Sp) A thought eater can use its detect magic 
  spell-like ability to detect magic-using creatures. Magic-
  using creatures are defined as creatures with levels in a 
  spellcasting class or creatures with spell-like abilities or the 
  ability to cast spells.
  Eat Thoughts (Su) The touch of a thought eater deals 1d2 
  points of Intelligence damage. A thought eater is sated 
  when it has consumed at least 12 points of Intelligence in a 
  given 24-hour period.
  Ethereal Jaunt (Su) A thought eater can shift from the 
  Ethereal Plane to the Material Plane as part of any move 
  action, and then shift back again as a free action. This 
  ability is otherwise identical to the ethereal jaunt spell (CL 
  10th).
  Precognition (Su) As a standard action, a thought eater 
  can concentrate and glimpse fragments of potential future 
  events—what it sees probably happens if no action is taken 
  to change it. The vision, however, is incomplete, and makes 
  no sense until the events begin to unfold. On its next action, 
  a thought eater gains a +2 insight bonus on a single attack 
  roll, damage roll, saving throw, or skill check. The bonus can 
  be applied to the roll after the results of the dice are known.
  Spell Absorption (Su) If a thought eater’s spell resistance 
  protects it form a magical effect, the creature absorbs that 
  magical energy into its body. Absorbing a spells heals a 
  thought eater a number of hit points equal to the absorbed 
  spell’s level. This cannot increase a thought eater’s hit points 
  above its normal maximum hit points.
  Thought eaters are bizarre creatures that spend their time swimming the 
  Ethereal Plane feeding on the thoughts and intelligence of living creatures. 
  What little is known of these strange creatures has only recently been 
  discovered. Thought eaters, on average, live about 15 years in the Ethereal 
  Plane. Whether this low life expectancy is the result of predation, natural 
  selection, or the result of some anomaly is unknown. Their diet consists 
  of only the thoughts, intelligence, and mental powers of other creatures. 
  They need not eat or drink anything else to survive. No juvenile or young 
  thought eaters have ever been seen, but it is hypothesized that young are 
  born live and mature very quickly.
  When a thought eater detects an intelligent creature, it manifests on the 
  Material Plane and attacks from ambush, seeking to feed its insatiable 
  appetite. A thought eater can spend a maximum of 1 minute (10 rounds) 
  on the Material Plane before its wispy flesh disintegrates and the creature 
  falls dead. If badly wounded, a thought eater seeks escape to the Ethereal 
  Plane rather than continuing the fight.
  THOUGHT EATER 
  CR 2
  
  232
  Tombotu
  This creature vaguely resembles a gorilla. It is gray in color, however, 
  and much more powerfully muscled than any natural ape. From its lower 
  jaw sprout two vicious upward-thrusting tusks.
  XP 1,200
  N Large monstrous humanoid
  Init +2; Senses darkvision 60 ft., scent; 
  Perception +11
   
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 
  natural, –1 size)
  hp 42 (5d10+15)
  Fort +4; Ref +6; Will +5
   
  Speed 30 ft., climb 30 ft.
  Melee 2 claws +9 (1d6+5 plus grab), bite +9 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
   
  Str 21, Dex 15, Con 16, Int 11, Wis 12, Cha 11
  Base Atk +5; CMB +11 (+15 grapple); CMD 23
  Feats Alertness, Endurance, Power Attack
  Skills Acrobatics +6, Climb +19, Diplomacy +3, Perception 
  +11, Sense Motive +3, Stealth +6
  Languages Common, Tombotu
   
  Environment warm forests, hills, mountains, and plains
  Organization solitary, pair, or gang (3–6)
  Treasure incidental
  Tombotu are believed to be the foul offspring of a quasi-deity ape 
  god (believed to be Bonjo Tombo or his twin brother Ponjo Tombo). 
  These gray, apelike humanoids are bred from human or apelike mothers, 
  although the resulting progeny often kills the mother. Tombotu may mate 
  with other tombotu. The tombotu are fairly intelligent aggressors and are 
  often found leading dire apes, girallons, and other ape-like creatures, 
  communicating with them through grunts and body language. 
  Some humanoid cultures journey to the tombotu homelands 
  where they conduct raids, capturing as many tombotu as they 
  can. Captured tombotu are sold as slaves and used as opponents 
  in gladiatorial contests where their ferocious skills are put to the 
  test. Some few tribes of tombotu have actually made truces with other 
  humanoid races, agreeing to sell off their children in exchange for food 
  and other things the tribe may need. Such things are frowned upon by 
  most other tombotu tribes, viewing those who engage in such practices as 
  savages and traitors to their own race.
  Tombotu are fond of human flesh and often organized massive hunts 
  where humans are the prey. Some tombotu tribes disdain this practice, 
  feeling it makes them little better than the animals they ascended from. 
  Others however, relish in the hunts, which can lasts for days at a time. 
  Humans are also kept as slaves by many tombotu tribes. Even those tribes 
  that look down upon the hunts keep human slaves. Most human slaves 
  are house slaves, tending to the needs of the family, such as cooking and 
  cleaning.
  In combat, a tombotu likes to attack using surprise, often hiding and 
  dangling from jungle trees as its prey pass beneath, snatching up the 
  unsuspecting prey and strangling it to death or breaking the neck of 
  its quarry while it is held immobile by the tombotu’s great strength. If 
  threatened with death, a tombotu attempts to flee rather than face certain 
  destruction. 
  TOMBOTU 
  CR 4
  Talorani to Troll, Undead
  
  Tome of Horrors 4
  233
  Treant, Razor
  This thin and gnarled black tree grows wickedly sharp razors 
  instead of leaves. The razors ring like a thousand tiny bells with every 
  wind gust.
  XP 12,800
  CE Huge plant
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +25
   
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 171 (18d8+90)
  Fort +18; Ref +6; Will +11 
  DR 10/slashing; Immune plant traits
  Weakness vulnerability to fire
   
  Speed 10 ft.
  Melee 2 slams +22 (2d6+11 plus 1d4 slashing plus 1 bleed)
  Space 15 ft.; Reach 10 ft.
  Special Attacks bloody autumn (10d4 slashing plus 1d4 
  bleed; DC 20 Ref for half and no bleed), razor leaves
   
  Str 32, Dex 11, Con 21, Int 15, Wis 16, Cha 12
  Base Atk +13; CMB +26; CMD 36 
  Feats Awesome BlowB, Cleave, Combat Reflexes, Great 
  Cleave, Great Fortitude, Improved Initiative, Improved 
  Sunder, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Bluff +15, Intimidate +18, Knowledge (nature) +16, 
  Perception +25, Sense Motive +17 
  Languages Infernal, Razor Treant, Sylvan
   
  Environment forests or jungle
  Organization solitary, pair, or grove (3–6)
  Treasure incidental
  Bloody Autumn (Ex) In this awesome 
  attack the razor treant violently shakes 
  itself as a full-round action, letting all 
  of its leaves fall off to the ground. All 
  creatures within 30 feet of the razor 
  treant suffer 10d4 slashing damage 
  and 1d4 bleed damage (DC 20 Reflex 
  save for half and no bleed damage). 
  Those who fail the Reflex save must 
  succeed on an additional DC 20 Will save 
  or be staggered for 1 round from the terrible 
  pain of the hundreds of small wounds inflicted 
  on them. 
  Using this attack leaves the razor treant without its 
  razor leaves for 2–6 days so it only resorts to this tactic in 
  desperate situations.
  Razor Leaves (Ex) Razor treants grow razors instead of 
  leaves, hence the name. These extremely keen steel blades 
  range from one to three inches in length and can easily 
  cut through flesh. Any physical attack made by a razor 
  treant is counted as being keen and wounding (already 
  incorporated into the statistics above). Even merely 
  touching a razor treant (including unarmed melee attacks) 
  inflicts 1d4 points of slashing damage plus wounding on the 
  victim.
  When a razor treant is struck for more than 20 points 
  of damage in a single blow, it loses some of its poorly 
  connected leaves. Everyone within 30 feet of the razor 
  treant suffers 1d4 points of wounding slashing damage  
  (DC 20 Reflex negates).
  The razor leaves break down quickly after the treant’s 
  death, remaining for only 1d2 rounds. The area around the 
  treant is considered difficult terrain during that time.
  Razor treants are the evil and hateful cousins of the treants, often 
  combating with treants over rulership of vast primordial forest in distant 
  and exotic lands. However, unlike their kind cousins, they hate all non-
  plant creatures with passion and enjoy nothing more than torturing a 
  hapless traveler for hours by inflicting on him hundreds of small wounds, 
  until he finally dies from pain, exhaustion or loss of blood.
  Animals know better than to come anywhere near the murderous trees, 
  making the area around the razor treant deathly still when there is no wind.
  Because of their slow movement rate, razor treants prefer to trick 
  their opponents into coming within its reach and then attacking with its 
  slam attack if there are few victims or with bloody autumn attack if it 
  is surrounded by a large group. Groups of razor treants enjoy “playing” 
  with their victims by hurling them at each other. Few are the heroes who 
  suffered these sadistic games and lived to tell the tale. Razor treants often 
  let wounded opponents flee on purpose, knowing they will die of loss of 
  blood within minutes anyway.
  Credit
  Original author Uri Kurlianchik
  Originally appearing in The Hollow Mountain (© Frog God 
  Games, 2011)
  RAZOR TREANT 
  CR 11
  
  234
  Treant, Stone
  This creature looks much like an animated sculpture of a tree. It has 
  a thick, corrugated hide of bark like stone, with many thick branches. It 
  travels along on clusters of humping and twining stone roots. It possesses 
  no discernible face.
  XP 76,800
  N Huge outsider (earth, elemental, native)
  Init –1; Senses darkvision 60 ft., tremorsense 120 ft.; 
  Perception +27
   
  AC 22, touch 7, flat-footed 22 (–1 Dex, +15 natural, –2 size)
  hp 346 (21d10+210 plus 21)
  Fort +17; Ref +13; Will +17 
  DR 10/slashing and adamantine; Immune elemental traits; 
  SR 31
   
  Speed 30 ft., burrow 5 ft.
  Melee 6 slams +32 (3d8+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks acidic blood (5d4 acid, DC 20 Reflex half), 
  trample (3d8+18, DC 32)
   
  Str 35, Dex 8, Con 30, Int 10, Wis 
  16, Cha 12
  Base Atk +21; CMB +35 (+39 
  bull rush and sunder); CMD 44 
  Feats Awesome Blow, Cleave, 
  Greater Sunder, Improved Bull 
  Rush, Improved Sunder, Iron 
  Will, Lightning Reflexes, Power 
  Attack, Toughness, Vital Strike, 
  Weapon Focus (slam)
  Skills Intimidate +25, Knowledge 
  (history) +24, Knowledge (planes) 
  +24, Perception +27, Sense Motive +27, 
  Stealth +15 (+21 in stony underground areas); 
  Racial Modifiers +6 Stealth in stony underground 
  areas
  Languages Sylvan, Terran
  SQ radial symmetry
   
  Environment underground
  Organization solitary, or grove (2–16)
  Treasure standard
   
  Acidic Blood (Ex) Anyone striking the stone treant with a 
  piercing or slashing attack and inflicting damage releases 
  a gout of acidic blood, which causes 5d4 points of acid 
  damage to the person who struck it. A DC 20 Reflex save 
  reduces this damage by half. The blood becomes inert one 
  round after leaving the elemental’s body.
  Radial Symmetry (Ex) Because of its shape, the stone treant 
  can bring no more than four of its slam attacks to bear on 
  any one target. However, it also perceives the area around 
  it equally well, and thus it cannot be flanked.
  The stone treant is a variant of the treant native to the Plane of Earth. 
  They are very rare even there, located in isolated pockets in the plane where 
  they tend groves of crystals and natural gem outcroppings. Knowledge of 
  their existence has been all but lost, as has the ritual of summoning and 
  binding them into service.
  A stone treant stands 20–30 ft. tall, with a trunk about 4 ft. in diameter. 
  It weighs close to 10,000 pounds.
  Stone treants are intelligent, and speak Terran. They generally do not 
  bother to communicate with non-earth elemental beings, however.
  Credit
  Originally appearing in Rappan Athuk Reloaded (© 
  Necromancer Games, 2006)
  STONE TREANT 
  CR 16
  Talorani to Troll, Undead
  
  Tome of Horrors 4
  235
  Troll, Black
  This tall, grotesque creature has a shiny black hide and hands that end 
  in wicked claws. Two large tusks protrude from its fang-filled mouth.
  XP 3,200
  CE Large humanoid (giant)
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 84 (8d8+48); regeneration 5 (acid or cold)
  Fort +12; Ref +3; Will +3
   
  Speed 30 ft.
  Melee bite +12 (1d8+7), 2 claws +13 (1d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
   
  Str 24, Dex 12, Con 23, Int 5, Wis 9, Cha 6
  Base Atk +6; CMB +14; CMD 25
  Feats Intimidating Prowess, Iron Will, Skill Focus 
  (Perception), Weapon Focus (claw)
  Skills Climb +12, Intimidate +11, 
  Perception +8
  Languages Giant
   
  Environment cold mountains
  Organization solitary or gang 
  (1–2 plus 2–5 trolls)
  Treasure standard
   
  Fire Absorption (Su) Any fire effect that 
  would deal 20 or more points of damage 
  to a fire troll causes the creature to grow 
  to Huge size. A black troll can induce this effect 
  itself by stepping into a large source of fire that deals 
  20 or more points of damage in a single round. It must 
  spend one full round in the flames for this method to work. 
  This size change lasts 1 hour before the black troll reverts to 
  its normal size.
  XP 3,200
  CE Huge humanoid (giant)
  Init +0; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
  hp 100 (8d8+64); regeneration 5 (acid or cold)
  Fort +14; Ref +2; Will +3
   
  Speed 40 ft.
  Melee bite +15 (2d6+11), 2 claws +16 (1d8+11)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 claws, 1d8+16)
   
  Str 32, Dex 10, Con 27, Int 5, Wis 9, Cha 6
  Base Atk +6; CMB +19; CMD 29
  Feats Intimidating Prowess, Iron Will, Skill Focus (Perception), 
  Weapon Focus (claw)
  Skills Climb +16, Intimidate +15, Perception +8
  Languages Giant
  Black trolls are an offshoot of standard trolls, believed to be 
  supernaturally altered by magic. They dwell in the same climate as their 
  normal brethren and often associate with them as well. Their appetites 
  are no less impressive than other trolls, and some would argue theirs is 
  even greater. Black trolls dine on anything they catch and kill, including 
  scavenging and dining on the leftovers of other animals’ meals. Black 
  trolls do not eat other trolls, regardless of the food situation. 
  Black trolls stand 14 feet tall and weigh around 1,000 pounds. When 
  they swell to Huge size, they reach heights of 21 feet or more and weigh 
  over 3,000 pounds. Black trolls flesh is rubbery to the touch and always 
  shiny black in color. Eyes are almost always dull gray, though a few 
  black trolls have bright blue eyes. Young are born live and reach maturity 
  relatively quickly. Black trolls can mate with other trolls, but the offspring 
  is always the same type as the other parent. Only black trolls mating with 
  their own spawn another black troll.
  A black troll attacks by slashing and biting its foes. Its ability to deal 
  horrendous amounts of damage is cause for concern among many that 
  have faced a black troll. Often when in combat, a black troll shuns fire, 
  hoping its opponent senses a weakness and decides to unleash a fire attack 
  at the troll. Many adventurers have met their untimely demise this way. If 
  the ruse doesn’t appear to work, and there is a large source of fire nearby, 
  a black troll subjects itself to the fire in order to grow to Huge size.
  BLACK TROLL 
  CR 7
  BLACK TROLL (HUGE SIZE) 
  CR 7
  
  236
  Troll, River
  Similar in many respects to their swamp-loving kin, river trolls prefer a 
  less slimy existence, and prefer to live in forested regions near rivers and 
  streams, or under bridges.
  XP 1,600
  CE Large humanoid (amphibious, giant)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, 
  –1 size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11; Ref +4; Will +3 
   
  Speed 30 ft., swim 40 ft.
  Melee bite +8 (1d8+5), 2 claws +8 
  (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
   
  Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22 
  Feats Intimidating Prowess, Iron Will, Skill 
  Focus (Perception)
  Skills Intimidate +9, Perception +8, Swim +13 
  Languages Giant
  SQ amphibious
   
  Environment temperate forest
  Organization solitary, or gang (3–6)
  Treasure standard 
  River trolls patrol the banks of large rivers, looking to hunt the 
  forest creatures that use the river for sustenance. Very rarely, the 
  river trolls are indigent enough to use crude nets or spears to 
  harvest fish and other aquatic foods from the river itself.
  River trolls are more frequently found as a group, as 
  they are somewhat smaller than a normal troll (those 
  only other trolls really notice this). They will work 
  together with those of their own kind, but not with 
  other common trolls.
  River trolls are adept swimmers, and like to lurk 
  underwater for prey near bridges, if possible. 
  Credit
  Originally appearing in Rappan Athuk 
  Reloaded (© Necromancer Games, 
  2006)
  RIVER TROLLS 
  CR 5
  Talorani to Troll, Undead
  
  Tome of Horrors 4
  237
  Troll, Undead
  tThis tall and hideous humanoid has sickly green, rotting flesh and 
  hands that end in filthy claws. 
  XP 2,400
  CE Large undead
  Init +2; Senses darkvision 60 ft., darkvision 60 ft., scent; 
  Perception +10
   
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 68 (8d8+24 plus 8); fast healing 5
  Fort +5; Ref +4; Will +7
  DR 5/magic; Immune undead traits; Resist cold 10, fire 10
   
  Speed 40 ft.
  Melee bite +12 (1d8+7), 2 claws +12 (1d6+7 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6), rend (2 claws, 1d6+10)
   
  Str 24, Dex 14, Con —, Int 6, Wis 9, Cha 16
  Base Atk +6; CMB +14; CMD 26
  Feats Intimidating Prowess, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Climb +11, Intimidate +18, Perception +10,  
  Stealth +6
  Languages Giant
   
  Environment cold mountains or any
  Organization solitary or pair
  Treasure standard
  Sometimes when a troll dies, the evilness within the creature 
  raises it as an undead troll; a mockery of life and even more 
  evil than it was before (if such is possible). Undead trolls despise 
  all living creatures, especially other trolls. Their sole purpose 
  now seems to be to kill and devour every living thing they encounter. 
  Undeath seems to have cursed them with an eternal hunger, and undead 
  trolls are forever seeking to satiate their appetite. Undead trolls do not eat 
  other undead trolls however. Though they tend to inhabit the same cold 
  mountains they did in life, undead trolls can be found anywhere.
  Undead trolls generally resemble normal trolls in stature. Their flesh 
  has taken on a sickly green appearance and is rotting in various places. 
  Their teeth and nails are filthy and these creatures are almost always 
  caked in dried blood.
  Undead trolls are relentless in combat, always fighting to the death. 
  They attack as do standard trolls, using wicked claws and bites. While 
  they lack the true regenerative powers of a standard troll, their ability to 
  quickly heal still complicates combat for a lot of would-be troll slayers.
  UNDEAD TROLL 
  CR 6
  
  238
  Uggoth
  This hideous humanoid creature has the lower torso of an octopus and 
  the upper torso of a human. Two long tentacles protrude from each side of 
  the creature’s body, just beneath its arms. Its head, while vaguely human, 
  is hairless and features an elongated skull.
  XP 4,800
  CE Medium aberration
  Init +6; Senses darkvision 60 ft., detect thoughts; Perception +16
   
  AC 22, touch 13, flat-footed 19 (+2 Dex, +1 dodge, +9 
  natural)
  hp 67 (9d8+27)
  Fort +6; Ref +7; Will +12
  Defensive Abilities spell reflection; DR 10/cold 
  iron; SR 19
   
  Speed 30 ft., swim 30 ft.
  Melee 2 claws +10 
  (1d4+4), 4 tentacles 
  +10 (1d6+4 plus grab)
  Special Attacks 
  mind thrust
  Spell-Like Abilities 
  (CL 12th):
  Constant—
  detect 
  magic
  At will—
  charm 
  person (DC 
  16), detect 
  thoughts (DC 17), 
  hypnotic pattern (DC 17), 
  suggestion (DC 18)
  1/day—charm monster 
  (DC 20), mass 
  suggestion (DC 21), 
  plane shift (DC 22)
   
  Str 19, Dex 15, Con 17, 
  Int 19, Wis 19, Cha 21
  Base Atk +6; CMB +10 
  (+14 grapple); CMD 23
  Feats Combat Casting, 
  Dodge, Improved Initiative, 
  Iron Will, Lightning Reflexes
  Skills Bluff +14, Diplomacy 
  +14, Intimidate +17, 
  Knowledge (any one) +13, 
  Knowledge (arcana) +16, Perception +16, Sense Motive +13, 
  Spellcraft +12, Swim +12, Use Magical Device +9
  Languages Aquan, Common, Draconic, Undercommon
  SQ water breathing
   
  Environment any underground
  Organization solitary or gang (2–4)
  Treasure standard
   
  Mind Thrust (Su) Three times per day, a uggoth can unleash 
  a blast of mental energy at a single target within 40 feet. 
  The blast deals 8d6 points of damage to a single target if 
  it fails a DC 24 Will save. This is a mind-affecting effect. The 
  save DC is Charisma-based.
  Spell Reflection (Su) Any spell that fails to overcome a 
  uggoth’s spell resistance is reflected back on the caster who 
  becomes the target of the spell. Area spells still affect the 
  area around the uggoth, but the portion that would affect it 
  is reflected back on the caster.
  Tentacles (Ex) A uggoth’s tentacles are always primary 
  attacks for the creature. 
  Uggoths are subterranean creatures 
  once bent on destruction and expanding 
  their own realm from the underworld to 
  the surface world. Legends say the uggoth 
  race was formed when a band of ancient 
  humans offended their gods 
  and were forever cursed. 
  Scholars cannot verify 
  or disprove this origin 
  myth.
  Uggoths dwell in 
  great underground 
  cities, 
  most 
  of 
  which 
  are 
  built 
  and maintained by 
  slave labor. Once 
  an ambitious race 
  with desires to rule 
  both underground 
  and aboveground, 
  uggoths now spend 
  most of their time 
  lounging in their homes or 
  in public places within the uggoth 
  cities partaking of various dream-
  inducing narcotics. They are still 
  very active in trade, usually trading 
  with other evil-aligned subterranean 
  races. In exchange for various foods, 
  manufactured weapons, and spices, 
  the uggoth receive slaves, exotic herbs, 
  and the like. 
  Uggoths stand between 6 and 7 feet 
  tall and weigh 160 to 180 pounds. Their 
  humanoid flesh is dark amber and leathery to 
  the touch. Their lower torsos are even darker amber 
  fading to black near the tips of the tentacles. Uggoths live for 150 years 
  typically.
  A uggoth attack with its mind thrust attack in an effort to dispatch its 
  enemies as quickly and efficiently as possible. Creatures that survive 
  are attacked with various spell-like abilities and slashed or grabbed by 
  the creature’s tentacles. Opponents that are killed are usually devoured 
  on the spot or carried back to the uggoth’s dwelling and eaten later or 
  fed to the young. Opponents that show promise as slaves are captured 
  instead of killed. Potential slaves are carted back to the uggoth’s city 
  and placed in a public slave pen where they are eventually sold to the 
  highest bidder. Occasionally the city’s overseer allows the uggoth to 
  keep captured slaves.
  UGGOTH 
  CR 8
  Uggoth to Undead Elemental, Fire
  
  Tome of Horrors 4
  239
  Undead Elemental, Fire
  A pillar of black flame glowing with a bluish nimbus seems to contain a 
  humanoid shape at its heart. The crackling flames give off an intense chill 
  that drains the heat from the surrounding air. 
  XP 4,800
  NE Medium undead (cold)
  Init +8; Senses darkvision 60 ft.; Perception +15
   
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 
  natural)
  hp 102 (12d8+36 plus 12)
  Fort +7; Ref +8; Will +8
  Defensive Abilities chill shield; Immune cold, fire, undead 
  traits
   
  Speed 50 ft.
  Melee slam +13 (1d6+4 plus 1d6 cold and coldfire)
   
  Str 16, Dex 19, Con —, Int 4, Wis 11, Cha 16
  Base Atk +9; CMB +12; CMD 27
  Feats Dodge, Improved Initiative, Mobility, Spring 
  Attack, Toughness, Weapon Finesse
  Skills Perception +15
  Languages Ignan
  SQ snuff
   
  Environment any
  Organization solitary
  Treasure none
   
  Chill Shield (Su) In addition to being immune to cold and 
  fire, the flames that wreath an undead fire elemental also 
  act as a fire shield spell. Any creature striking the undead 
  fire elemental with a natural or handheld weapon takes 
  1d6+12 points of cold damage. This effect cannot be 
  dispelled. 
  Coldfire (Su) Each time an undead fire elemental 
  successfully hits a living creature, that creature must make 
  a DC 19 Fortitude save or catch on fire from the elemental’s 
  cold flames. These flames deal 1d6 Strength damage per 
  round as the life-giving heat is snuffed from its body. The 
  afflicted creature is entitled to a new saving throw each 
  round. This coldfire burns for 1d6 rounds or until a successful 
  save is made. Resistance to cold or fire does not prevent this 
  damage, though death ward does. The save is Charisma 
  based. 
  Snuff (Ex) As a standard action (that does not provoke 
  an attack of opportunity), an undead fire elemental can 
  extinguish itself, thereby reducing itself to the form of its base 
  component — a small pile of cold ashes. The undead fire 
  elemental will rarely do this while in the presence of other 
  creatures because of the inherent vulnerability involved. 
  If the cold ash can be scooped up and placed in a 
  stoppered container, the undead fire elemental is trapped 
  until released. Likewise if the ash pile is exposed to winds 
  of 50 mph or greater, the undead fire elemental’s material 
  form is dispersed, and it is unable to manifest its burning form 
  again until it is able to reform its ash pile — a process usually 
  taking several years. While in its ash pile form, an undead 
  fire elemental can burst into its burning form as a free action 
  without provoking an attack of opportunity.
  Occasionally a horrible tragedy befalls a summoned fire elemental such 
  that it is destroyed but is not permitted to return to its plane of origin. 
  When this happens, what can eventually form is a horrendous creature 
  composed of its original element infused with raw negative energy. 
  The resulting undead creature is an abomination to its element, seeking 
  nothing more than to snuff out all heat it encounters. Divorced of its 
  natural element, undead fire elementals are no longer hindered by water 
  or bodies of nonflammable liquids. 
  An undead fire elemental stands 7 feet tall but weighs only 75 pounds 
  due to its ephemeral nature. 
  Undead fire elementals retain the ability to speak Ignan but rarely deign 
  to speak to those they are about to consume in their cold fury. 
  Undead fire elementals usually remain in their lairs, morosely 
  remembering their prior warm existence. However, when anything living 
  comes within range, they quickly resume their burning form and surprise 
  attack with glee to forever destroy the heat that they sense in their prey.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  UNDEAD FIRE ELEMENTAL 
  CR 8
  
  240
  An exquisitely beautiful creature with pointed ears and long flowing 
  hair emerges from the forest.
  XP 800
  CN Medium fey
  Init +4; Senses low-light vision; Perception +9
   
  AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, 
  +3 natural)
  hp 22 (4d6+8)
  Fort +3; Ref +8; Will +6
  DR 5/cold iron
   
  Speed 30 ft.
  Melee mwk dagger +7 (1d4/19–20) or 
  touch +6 (mark) or unarmed +6 (1d3 plus 
  grab)
  Special Attacks embrace
  Spell-Like Abilities (CL 6th; melee touch 
  +2, ranged touch +6)
  3/day—entangle (DC 15), hypnotism 
  (DC 15), suggestion (DC 17)
  1/day—call lightning (DC 17), 
  dimension door (DC 18), flame 
  blade, hold person (DC 17), 
  summon nature’s ally III, tree 
  shape
   
  Str 10, Dex 19, Con 15, Int 15, Wis 
  15, Cha 19
  Base Atk +2; CMB +2 (+6 
  grapple); CMD 17
  Feats Dodge, Weapon Finesse
  Skills Bluff +11, Diplomacy +11, 
  Handle Animal +8, Knowledge 
  (nature) +9, Perception +9, 
  Sense Motive +9, Stealth +11, 
  Survival +6
  Languages Common, Sylvan
  SQ nature’s empathy
   
  Environment temperate forests
  Organization
  Treasure standard (masterwork 
  dagger, other treasure)
   
  Embrace (Su) A valeany that grapples and pins a foe deals 
  1d4 points of Strength damage to the target each round 
  the pin is maintained.
  Mark (Su) A valeany can “mark” an opponent that instills 
  distrust in all animals. No animal, wild or domesticated, 
  approaches within 30 feet of a marked foe; if forced 
  to do so, the creature panics and remains so as long 
  as it’s within 30 feet of the target. The mark can 
  be removed by a break enchantment or dispel 
  magic (the latter of which must be cast by a 
  spellcaster whose caster level is equal to or 
  higher than the valeany’s Hit Dice). Dryads, 
  druids, and valeanys can sense a marked 
  creature within 60 feet.
  Nature’s Empathy (Su) This ability functions as 
  a druid’s wild empathy class feature, except 
  the valeany has a +4 racial bonus on the 
  check. The valeany’s effective druid level is 
  equal to her Hit Dice for determining her total 
  modifier to the check.
  The valeany or “forest girl” is thought to be 
  distantly related to the dryad and nymph. She makes 
  her home deep in a secluded area of a forest, not far 
  from civilized areas perhaps but secluded enough 
  that it is away from prying eyes. Valeanys 
  are free-spirited creatures that enjoy games, 
  frivolity, and nature. They are often found in 
  the company of dryads, nymphs, sirines, and 
  elves.
  A valeany appears as a comely human 
  female with long flowing golden hair that 
  nearly reaches the ground. The eyes of a 
  valeany are a deep golden blue or brown. 
  Skin color ranges from light golden to dark 
  tan. The valeany wears either lightly colored 
  and lightweight gowns or nothing at all.
  Valeany, like their cousins the dryad and nymph, 
  are not combatants. They seek to avoid combat when 
  possible, unless they themselves, their homes, or their 
  allies are threatened or harmed. Most often, a valeany 
  uses its spell-like abilities to slip away from battle as soon as 
  possible, marking its enemies as it does so.
  If forced into combat, a valeany fights using its spell-like 
  abilities and embrace. Incapacitated or weakened foes are left 
  where they fall.
  VALEANY 
  CR 3
  Valeany 
  Valeany to Voltar
  
  Tome of Horrors 4
  241
  Vampire Spawn, Feral
  This brutish monstrosity appears to have once been a human, though 
  its formerly fine grave clothes are tattered and smeared with the filth of a 
  boneyard. Massive muscles ripple beneath its cold, hard flesh contributing 
  to its hunched posture, and jagged, broken fangs extend from between its 
  bloodless lips. 
  XP 2,400
  CE Medium undead (augmented human)
  Init +6; Senses darkvision 60 ft., scent; Perception +8
   
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 68 (8d8+24 plus 8); fast healing 2
  Fort +7; Ref +6; Will +4
  Defensive Abilities channel resistance +4; DR 5/silver; 
  Immune undead traits; Resist cold 10, electricity 10
  Weaknesses vampire weaknesses
   
  Speed 30 ft.
  Melee slam +13 (1d6+10 plus energy drain)
  Special Attacks blood drain, energy drain (1 level, DC 10)
   
  Str 25, Dex 14, Con —, Int 2, Wis 6, Cha 16
  Base Atk +6; CMB +13; CMD 25
  Feats Great Fortitude, Improved Initiative, Lightning Reflexes, 
  Toughness
  Skills Climb +15, Perception +8, Stealth +13; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth
  Languages Common (cannot speak)
  SQ gaseous form, shadowless, spider climb
   
  Environment any
  Organization solitary or pack (2–5)
  Treasure none
   
  Blood Drain (Su) A feral vampire spawn can suck blood from 
  a grappled opponent; if the feral vampire spawn establishes 
  or maintains a pin, it drains blood, dealing 1d4 points of 
  Constitution damage. The feral vampire spawn heals 5 hit 
  points or gains 5 temporary hit points for 1 hour (up to a 
  maximum number of temporary hit points equal to its full 
  normal hit points) each round it drains blood. 
  Energy Drain (Su) A creature hit by a feral vampire spawn’s 
  slam gains one negative level. This ability only triggers once 
  per round, regardless of the number of attacks the feral 
  vampire spawn makes. 
  Fast Healing (Su) A feral vampire spawn has fast healing 2. If 
  reduced to 0 hit points in combat, it assumes gaseous form 
  and attempts to escape. It must reach its coffin home within 
  2 hours or be utterly destroyed. (It can travel up to 9 miles in 
  2 hours.) Additional damage dealt to a feral vampire spawn 
  forced into gaseous form has no effect. Once at rest, it is 
  helpless. It regains 1 hit point after 1 hour, then is no helpless 
  and resumes healing at the rate of 2 hit points per round. 
  Gaseous Form (Su) A feral vampire spawn can only assume 
  gaseous form when it has been reduced to 0 hit points in 
  combat. It then assumes gaseous form as the spell (caster 
  level 5th) and returns to its coffin. While gaseous it has a fly 
  speed of 20 feet with perfect maneuverability. 
  Shadowless (Ex) A feral vampire spawn casts no shadows 
  and shows no reflection in a mirror. 
  Spider Climb (Ex) A feral vampire spawn can climb sheer 
  surfaces as though with a spider climb spell. 
  Sometimes when vampires create minions something horrible happens 
  to the creature causing a fate worse than even that of a typical vampire 
  spawn. On these occasions whether by accident or design, upon waking 
  to its new undead existence the newly created spawn finds itself trapped 
  within its coffin or tomb and unable to free itself even in gaseous form. 
  In these instances the spawn rages and struggles to escape as it slowly 
  goes insane, a victim of its all-consuming hunger. When the master 
  vampire finally deigns to release its new spawn or it finally manages to 
  break free — sometimes years after its creation — the spawn is feral and 
  nearly mindless, though with a much greater strength due to its incessant 
  rage. Vampire masters often find such spawn less of a threat and easier to 
  dispose of when their usefulness has ended. 
  Unlike typical vampire spawn, feral vampire spawn resemble primitive 
  or Neanderthal-like versions of their former selves with heavy frames 
  supporting a massive musculature and a face twisted by rage and hate into 
  an almost animal-like mask. They are usually hunched over from long 
  confinement and weigh up to 200 pounds more than typical for a member 
  of their species of their relative size. 
  Feral vampire spawn have lost the ability to speak beyond inarticulate 
  roars, though they can understand and obey verbal commands from their 
  master. 
  Feral vampire spawn attack without thought or tactics using their 
  tremendous brute strength to smash their foes and feed. Though it is 
  presumed that they should still be capable of assuming gaseous form at 
  will or using their domination gaze like standard vampire spawn, feral 
  vampire spawn seem to have forgotten how to use these abilities.
  Credit
  Original author Greg A. Vaughan
  Originally appearing in Slumbering Tsar (© Frog God Games/ 
  Greg A. Vaughan, 2012)
  FERAL VAMPIRE SPAWN 
  CR 6
  
  242
  Voltar
  A man-sized humanoid whose body is covered with crackling and 
  arcing blue and white electricity stands before you. Its eyes are oversized 
  empty white sockets. Small sparks of electricity seem to dance inside the 
  empty sockets.
  XP 1,200
  N Medium outsider (electricity, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 37 (5d10+10)
  Fort +6; Ref +6; Will +3
  DR 5/magic; Immune cold, electricity, poison
  Weaknesses vulnerability to water
   
  Speed 30 ft.
  Melee longsword +9 (1d8+3 plus 1d6 electricity), 2 slams +3 
  (1d4+3 plus 1d6 electricity)
  Ranged lightning bolt +7 (2d6 electricity)
  Special Attacks death throes, lightning bolt
   
  Str 17, Dex 15, Con 15, Int 10, Wis 11, Cha 10
  Base Atk +5; CMB +8; CMD 20
  Feats Ability Focus (death throes), Iron Will, Weapon Focus 
  (longsword)
  Skills Diplomacy +5, Escape Artist +7, Knowledge (planes) 
  +8, Perception +8, Stealth +10, Survival +5
  Languages Common (can’t speak), Voltar
   
  Environment any (Quasi-Elemental Plane of Lightning)
  Organization solitary or pair
  Treasure incidental (longsword, other treasure)
   
  Death Throes (Su) When reduced to 0 hit points or less, a 
  voltar explodes in a blinding flash of electricity that radiates 
  outward and deals 5d6 points of electricity damage to 
  everything within 30 feet. A DC 16 Reflex save reduces the 
  damage by half. The save DC is Constitution-based.
  Lightning Bolt (Su) A voltar’s lightning bolt has a range of 100 
  feet.
  Vulnerable to Water (Ex) A voltar submerged in enough 
  water to cover its entire body is immediately reduced to 0 
  hit points and explodes just as if it had used its death throes 
  ability.
  Voltars are organic creatures semi-composed of lightning that hail from 
  the Quasi-Elemental Plane of Lightning. Though rarely encountered on 
  other planes, they do enjoy traveling to the Material Plane from time to 
  time, journeying to the plane via lightning storms and riding the lightning 
  bolts to the ground.
  On the Material Plane, voltars make their lairs near civilized areas, 
  but not close enough to draw attention to them. Most such lairs consist 
  of well-hidden and camouflaged caves or caverns in dense forests or 
  hilly areas. They enjoy watching natives of the Material Plane and 
  often make forays into nearby civilized areas to observe the locals.
  Voltars are nocturnal hunters, preferring to hunt during 
  thunderstorms, rainstorms, and especially lightning storms. A 
  voltar’s diet consists primarily of whatever it can catch and kill 
  supplemented with a mix of berries, nuts, and fruits. 
  A voltar appears as a milky-white slender and lithe humanoid 
  standing about 6-1/2 feet tall. Its body, armor, and weapon is 
  covered in dancing and arcing crackling electricity of blue and 
  white. Its eyes are white and empty (save for the small sparks of electricity 
  that seem to play in them). Its head is long and rectangular and its mouth 
  long and wide. No teeth seem to be present in its mouth.
  A voltar speaks its own tongue consisting of clicks and guttural sounds. 
  It seems to understand Common, but does not appear to be able to speak it.
  A lone voltar does not attack if outnumbered (unless it is cornered and 
  cannot escape). When more than one voltar is present, however, they often 
  attack creatures that wander too close to their lair. In combat, a voltar 
  attacks with its electrically-charged fists, weapon, or by hurling a bolt of 
  lightning at an opponent. 
  VOLTAR 
  CR 4
  Valeany to Voltar
  
  Tome of Horrors 4
  243
  War Flower
  This beautiful and yet disturbing flower resembles a man-sized 
  sunflower that grows daggers instead of petals and has a great, round eye 
  in its center. From its thin stem a small iron shield and a needle thin rapier 
  sprout. Suddenly, the thing stirs.
  XP 1,200
  N Medium plant
  Init +9; Senses low-light vision; Perception +9
   
  AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
  hp 33 (6d8+6)
  Fort +6; Ref +9; Will +2 
  Immune plant traits
  Weakness thin stem
   
  Speed 40 ft.
  Melee mwk rapier +10 (1d6+2/18–20), or dagger +9 
  (1d4+2/19–20)
  Special Attacks dagger wind (1d4 daggers; DC 18 Ref 
  avoids)
  Spell-like Abilities (CL 6th):
  1/day—haste (self only)
   
  Str 14, Dex 21, Con 12, Int 1, Wis 10, Cha 6
  Base Atk +4; CMB +6; CMD 21 
  Feats Lightning Reflexes, Improved Initiative, Weapon Finesse
  Skills Perception +9 
   
  Environment temperate forests (The Hollow Mountain)
  Organization garden (3–12)
  Treasure (masterwork rapier, dagger, other treasure)
   
  Dagger Wind (Ex) A war flower can lunch all its dagger-
  petals in all directions at once. Every creature in a 30 
  ft. radius must succeed a DC 18 Reflex save or be hit 
  by 1d4 daggers for 1d4+2 damage each. This attack is 
  usually performed when the flower is mortally wounded or 
  hopelessly outnumbered. The save DC is Dexterity-based.
  Thin Stem (Ex) A war flower has a thin and fragile stem. The 
  thin stem makes it extremely vulnerable to slashing weapons. 
  A war flower that suffers a critical hit from a slashing weapon 
  must make a Fortitude save equal to DC 10 + the damage 
  dealt or die as result of its stem being chopped in two.
  War flowers were among of the first of the Tree That Sees creations 
  (see The Hollow Mountain from Frog God Games for more information 
  on the Tree That Sees), a union of the gentleness and beauty of the flower 
  with the grace and deadliness of a rapier. Although only slightly smarter 
  than normal flowers they nevertheless can follow one-word orders, tell 
  the difference between friends and foes and fight with unpredictable style 
  and elegance.
  War flowers usually wait until an enemy comes close enough to rain a 
  hail of daggers on him before charging with their rapiers. Since they are 
  nearly mindless they fight until either they or their designated target are 
  dead.
  The group stumbles upon a group of warflowers lying in ambush for 
  any trespassers into the Tree That Sees’ realm. There is a 20% chance for 
  a dead adventurer along with his treasure to lie in the area.
  Credit
  Original author Uri Kurlianchik
  Originally appearing in The Hollow Mountain (© Frog God 
  Games, 2011)
  WAR FLOWER 
  CR 4
  
  244
  Wasp, Elven
  This large wasp has a sapphire blue body and jet black wings.
  XP 1,200
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Perception +9
   
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 58 (9d8+18)
  Fort +8; Ref +5; Will +4
  Immune mind-affecting effects
   
  Speed 20 ft., fly 60 ft. (good)
  Melee sting +9 (1d6+4 plus poison)
   
  Str 16, Dex 15, Con 14, Int —, Wis 12, Cha 10
  Base Atk +6; CMB +9; CMD 21
  Skills Fly +6, Perception +9, Stealth +6; Racial Modifiers +8 
  Perception, +4 Stealth
   
  Environment temperate forests
  Organization solitary, group (2–5), or nest (6–12)
  Treasure incidental
   
  Poison (Ex) Sting—injury; save Fortitude DC 18; frequency 
  1/round for 6 rounds; effect 1d4 Dexterity damage; cure 1 
  save. The save DC is Constitution-based and includes a +2 
  racial bonus. Non-elves gain a +2 bonus on their Fortitude 
  saves against an elven wasp’s poisonous sting.
  Elven wasps build their lairs deep within the ground in temperate 
  forests, plains, and hills. A rare species is believed to inhabit warm and 
  tropical forests and hills as well. A typical lair is a spiraling tunnel that 
  empties into a large open chamber. The entrance to the lair is usually well-
  hidden and difficult to locate (Search DC 20). The wasps also build a 
  special incubating nest nearby (usually within 500 feet of the main nest); 
  another large spiraling tunnel that empties into a large main chamber. It is 
  in this incubating nest where they store their victims and the female lays 
  her eggs.
  Elven wasps are hunters; their favorite food being elves. Though not 
  particularly picky with their elven diet, they prefer surface elves to drow 
  or aquatic elves. 
  Elves that fall prey to these wasps are used not only as food, but also as 
  “incubators” for the young. A paralyzed elf is dragged back to the wasp’s 
  incubating lair and dropped into the main chamber. While still alive and 
  paralyzed, the elf’s abdomen is slit open and the female elven wasp lays 
  a single large egg in the wound. The female then leaves the chamber and 
  seals the entrance. In a short time the egg hatches and the elven wasp 
  larvae begin devouring the still living elf. After devouring the majority of 
  the elf, the larvae spin cocoons and pupate, hatching several months later 
  as elven wasps—they then dig their way out of the lair and fly off on their 
  own into the world.
  Elven wasps are large 6-foot long wasps, though they can grow to be up 
  to 10 feet in length. Females tend to be slightly larger and more aggressive 
  than males.
  An elven wasp attacks with a vicious stinger that can paralyze its victim. 
  A paralyzed victim, if it’s an elf, is dragged back to the wasp’s lair where 
  it is used as food and an incubator for the queen’s eggs. Non-elf victims 
  are stung to death or left to other predators and scavengers. Some elven 
  wasps, seemingly aware that their paralyzed victims occasionally shake 
  off the effects of their venom, break an elven victim’s legs to prevent or 
  hamper any chance a recovered victim has of escaping the lair.
  ELVEN WASP 
  CR 4
  War Flower to Worg, Dire
  
  Tome of Horrors 4
  245
  Water Leaper
  This creature resembles a dog-sized legless toad with large bat-like 
  wings and a tail. It is a rotund, slimy beast with bulging eyes and a 
  massive mouth filled with dagger-like teeth.
  XP 600
  N Medium magical beast (aquatic)
  Init +2; Senses darkvision 60 ft., low-light 
  vision; Perception +8
   
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 
  natural)
  hp 22 (3d10+6)
  Fort +5; Ref +5; Will +4
   
  Speed 20 ft., fly 10 ft. (clumsy), swim 30 
  ft.
  Melee bite +5 (1d8+3/19–20), tail 
  barb +5 (1d4+2)
  Special Attacks powerful bite
   
  Str 15, Dex 15, Con 14, Int 5, Wis 12, 
  Cha 16
  Base Atk +3; CMB +5; CMD 17 (21 vs. 
  trip)
  Feats Iron Will, Skill Focus (Perception)
  Skills Fly –1, Perception +8, Stealth +6 
  (+14 in water), Swim +10; Racial Modifiers 
  +4 Stealth (+12 in water)
  SQ amphibious
   
  Environment any aquatic
  Organization solitary or brood (2–6)
  Treasure none
   
  Powerful Bite (Ex) A water leaper’s bite attack 
  always applies 1–1/2 times its Strength modifier 
  on damage rolls and threatens a critical hit on a 
  roll of 19–20.
  Wail (Su) As a standard action, a water leaper can 
  unleash a high-pitched wail that causes living 
  creatures within 60 feet that hear it to make a DC 14 
  Will save or be paralyzed for 1d4 rounds. Whether 
  or not the save succeeds, that creature cannot 
  be affected again by that water leaper’s wail for 
  one day. This is a sonic, mind-affecting effect. 
  The save DC is Charisma-based.
  Water leapers are the bane of fresh water fisherman. They 
  snap angling lines and nets as easily one would snap a spider 
  web. They lie in ambush in the shallows of lakes to attack 
  anything that comes down for a drink, and overturn boats to 
  feast on the fishermen as they struggle in the water. Water 
  leapers inhabit nearly any source of fresh water, from river to 
  lakes. They remain in the shallow parts of the lakes, only diving 
  to deeper waters to avoid capture.
  A water leaper lair is underwater and usually close to the shoreline. 
  Here the female deposits up to 30 eggs, most of which hatch within two 
  to three weeks. Young water leapers resemble adults save their wings and 
  tail. The wings are almost non-existent, consisting of two small ridges 
  on the water leaper’s back. The tail of a young water leaper is short and 
  round, and lacks the barbed stinger of the adult. Both are fully developed 
  by the time the young reaches maturity (in about 5 months). A water 
  leaper has a lifespan of roughly 20 years.
  Water leapers are about 6 feet long and weigh 300 pounds. Coloration 
  varies depending on the creature’s surroundings and environment (water 
  leapers gradually change colors over time to blend more with their 
  surroundings), but usually consists of gray or brownish-green. Eyes are 
  always dull brown. 
  Water leapers hide in the water, waiting for prey to move close so they 
  can spring to attack. They wail to immobilize their opponents then leap 
  from their hiding places and attack, biting and stinging their prey.
  WATER LEAPER 
  CR 2
  
  246
  Weirds are creatures from the elemental planes. Lesser weirds are made 
  up of elements from the demi-, para-, and quasi-elemental planes, while 
  greater weirds are composed of elements from the pure elemental planes 
  (air, earth, fire, and water).
  Both types can be encountered on the Material Plane, often in the 
  employ of a powerful spellcaster. Bribery is the usual means of gaining 
  the services of a weird, though some spellcasters resort to even more 
  deceitful practices or trickery to gain the services of these creatures. 
  Spellcasters beware! Weirds are intelligent creatures and do not take 
  kindly to deception (unless they are the ones engaging in such trickery). 
  Many weirds are bound to an area when summoned (caster’s choice). 
  If bound, the area usually covers an area in a 100-foot radius (or less) 
  centered on the point where the weird first appears. Most casters bind 
  weirds into pools of their element, such as an acid weird being summoned 
  and bound into a large pool of acid or a mud weird being bound into a 
  large mud pool. A weird that is bound to an area can move freely within 
  the area but cannot leave it.
  All weirds, regardless of their makeup, are serpent-like creatures about 
  10 feet long (lesser weirds are 8 feet long), and being of an evil and malign 
  nature. Weirds speak the common language of weirds and the language 
  native to their home plane. Some speak more languages, and still some 
  can speak Common.
  Weird, Lesser
  This creature resembles an 8-foot long serpent formed of elemental 
  material.
  XP 1,200
  CE Large outsider (extraplanar, varies)
  Init +6; Senses darkvision 60 ft.; Perception +11
   
  AC 16, touch 12, flat-footed 13 (+2 Dex, +1 dodge, +4 
  natural, –1 size)
  hp 51 (6d10+18); fast healing 5
  Fort +8; Ref +7; Will +4
  Defensive Abilities rejuvenation, transparency; DR 5/
  bludgeoning
   
  Speed 40 ft.
  Melee bite +11 (1d8+7 plus grab)
  Space 10 ft.; Reach 5 ft.
   
  Str 21, Dex 15, Con 16, Int 11, Wis 14, Cha 11
  Base Atk +6; CMB +12 (+16 grapple); CMD 25 (can’t be 
  tripped)
  Feats Dodge, Improved InitiativeB, Mobility, Weapon Focus 
  (bite)
  Skills Acrobatics +11, Bluff +9, Intimidate +9, Knowledge 
  (planes) +9, Perception +11, Stealth +7 (+19 submergd in 
  element); Racial Modifiers +12 Stealth when submerged in 
  element
  Languages Weirdling, one appropriate elemental language 
  (Aquan, Auran, Ignan, or Terran)
   
  Environment any (elemental planes, quasi-elemental planes, 
  para-elemental planes)
  Organization solitary or pack (2–4)
  Treasure standard
   
  Command Elemental (Su) As a standard action, a lesser 
  weird can attempt to enslave elementals of the same 
  type within 30 feet. Elementals receive a DC 15 Will save to 
  negate the effect. Elementals that fail their saves fall under 
  the lesser weird’s control, obeying its commands to the best 
  of their ability as if under the effects of a dominate monster 
  spell. Intelligent elementals receive a new save once each 
  week to resist command. A lesser weird can command any 
  number of elementals, so long as their total Hit Dice do not 
  exceed its own. If the elemental is under the command of 
  another creature, the lesser weird must make an opposed 
  Charisma check to gain control of the elemental. The save 
  DC is Charisma-based and includes a +2 racial bonus.
  Rejuvenation (Su) When reduced 
  to 0 hit points or less, a lesser 
  weird collapses. If contacting 
  its element, it reforms 1 
  minute later with 5 hit points, 
  allowing its fast healing 
  thereafter to resume healing 
  it.
  Transparency (Ex) When 
  submerged in its element, 
  a lesser weird is effectively 
  invisible and gains total 
  concealment (50% miss 
  chance). Additionally, a 
  submerged lesser weird 
  gains a +12 racial bonus 
  on Stealth checks and can 
  move at full speed without 
  taking a penalty on Stealth 
  checks.
  Acid Weird (Acid)
  Acid weirds are normally 
  encountered on the Quasi-
  Elemental Plane of Acid or 
  on the Material Plane.
  Fast Healing Works only 
  when in contact with acid.
  Speed Swim 40 ft.
  Immune Acid
  Weaknesses Vulnerability to 
  water
  Melee plus 1d8 acid 
  Vulnerability to Water (Ex) A 
  significant amount of water, such as 
  that created by a create water spell, the 
  contents of a large bucket, or a 
  blow from a water elemental, 
  that strikes an acid weird 
  forces the creature to make a 
  DC 20 Fortitude save to avoid 
  being staggered for 2d4 rounds. An 
  acid weird that is immersed in water 
  must make a DC 20 Fortitude save 
  each round (this DC increases 
  by +1 each subsequent round) or 
  take 1d6 points of damage each 
  round until the water is gone.
  Frost Weird (Cold)
  Frost weirds are normally 
  encountered on the Para-
  Elemental Plane of Ice, the 
  Plane of Water, the Plane of Air, or 
  on the Material Plane.
  Weirds
  LESSER WEIRD 
  CR 4
  War Flower to Worg, Dire
  
  Tome of Horrors 4
  247
  Fast Healing Works only when in contact with 
  ice or snow.
  Immune Cold
  Weaknesses Vulnerability to fire
  Melee plus 1d6 cold 
  Magma Weird (Fire)
  Magma weirds are normally 
  encountered on the Para-Elemental 
  Plane of Magma, the Plane of Fire, 
  the Plane of Earth, or on the Material 
  Plane.
  Fast Healing Works only when in 
  contact with magma or lava.
  Speed Burrow 20 ft.; magma glide
  Immune Fire
  Weaknesses Vulnerability to cold
  Melee plus 1d6 fire 
  Magma Glide (Ex) This ability 
  functions as an earth elemental’s earth 
  glide, but allows the magma weird to 
  pass through lava as well.
  Mud Weird (Earth)
  Mud weirds are normally 
  encountered on the Plane of 
  Earth or on the Material Plane.
  Fast Healing Works only when 
  in contact with mud.
  Speed Burrow 20 ft.; earth glide
  Immune Acid
  Melee bite +11 (2d6+7 plus grab) 
  (replaces the line in the stat 
  block)
  Ooze Weird (Water)
  Ooze weirds are normally 
  encountered on the Para-
  Elemental Plane of Ooze, the 
  Plane of Water, the Plane of 
  Earth, or on the Material Plane.
  Fast Healing Works only in wet or 
  muddy environments.
  Speed Swim 30 ft.
  Melee plus sickened
  Sickened (Ex) Anyone bitten by 
  an ooze weird must succeed 
  on a DC 16 Fortitude save or 
  be sickened for 1d6 rounds.
  Smoke Weird (Air)
  Smoke weirds are normally 
  encountered on the Para-Elemental 
  Plane of Smoke, the Plane of 
  Air, the Plane of Fire, or on the 
  Material Plane.
  Fast Healing Works only in 
  smoky environments.
  Immune Fire
  Weaknesses Vulnerability to cold, 
  vulnerability to wind
  Melee bite +11 (2d6+7 plus grab) 
  (replaces the line in the stat block)
  Vulnerability to Wind (Ex) A smoke weird is treated as two sizes 
  smaller for purposes of determining the effects high wind has upon it.
  Weird, Greater
  This creature resembles a 10-foot long serpent formed of elemental 
  material.
  XP 4,800
  N Large outsider (elemental, extraplanar, varies)
  Init +6; Senses darkvision 60 ft.; Perception +25
   
  AC 20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 
  natural, –1 size)
  hp 95 (10d10+40); fast healing 5
  Fort +11; Ref +9; Will +5
  Defensive Abilities rejuvenation, transparency; DR 10/
  bludgeoning
   
  Speed 40 ft.
  Melee bite +15 (1d8+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks command elemental, constrict (1d8+7)
   
  Str 21, Dex 15, Con 18, Int 11, Wis 14, Cha 14
  Base Atk +10; CMB +16 (+20 grapple); CMD 29 (can’t be 
  tripped)
  Feats Dodge, Improved Initiative, Mobility, Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Acrobatics +15, Bluff +10, Climb +15, Intimidate +10, 
  Knowledge (planes) +13, Perception +25, Stealth +15 (+27 
  submerged in element); Racial Modifiers +4 Perception, +4 
  Stealth (+16 when submerged in element)
  Languages Weirdling, one appropriate elemental language 
  (Aquan, Auran, Ignan, or Terran)
   
  Environment any (elemental planes, quasi-elemental planes, 
  para-elemental planes)
  Organization solitary or pack (1 greater weird plus 2–4 lesser 
  weirds of the same element)
  Treasure standard
   
  Command Elemental (Su) As a standard action, a greater 
  weird can attempt to enslave elementals of the same 
  subtype within 30 feet. Elementals receive a DC 19 Will save 
  to negate the effect. Elementals that fail their saves fall 
  under the greater weird’s control, obeying its commands to 
  the best of their ability as if under the effects of a dominate 
  monster spell. Intelligent elementals receive a new save 
  once each week to resist command. A greater weird can 
  command any number of elementals, so long as their total 
  Hit Dice do not exceed its own. If the elemental is under 
  the command of another creature, the greater weird must 
  make an opposed Charisma check to gain control of the 
  elemental. The save DC is Charisma-based and includes a 
  +2 racial bonus.
  Rejuvenation (Su) When reduced to 0 hit points or less, a 
  greater weird collapses. If contacting its element, it reforms 
  1 minute later with 5 hit points, allowing its fast healing 
  thereafter to resume healing it.
  Transparency (Ex) When submerged in its element, a greater 
  weird is effectively invisible and gains total concealment 
  (50% miss chance). Additionally, a submerged greater weird 
  gains a +12 racial bonus on Stealth checks and can move 
  at full speed without taking a penalty on Stealth checks.
  Air Weird (Air)
  Air weirds are normally encountered on the Plane of Air or on the 
  Material Plane.
  Fast Healing Works only in airy environments.
  GREATER WEIRD 
  CR 8
  
  248
  Weaknesses Vulnerability to wind
  Speed Fly 60 ft. (good)
  Melee bite +15 (2d6+7 plus grab) (replaces the line in the stat block)
  Skills Fly +0
  Vulnerability to Wind (Ex) An air weird is treated as two sizes smaller 
  for purposes of determining the effects high wind has upon it.
  Earth Weird (Earth)
  Earth weirds are normally encountered on the Plane of Earth or on the 
  Material Plane.
  Fast Healing Works only when in contact with earth.
  Immune Acid
  Speed Burrow 20 ft.; earth glide
  Melee bite +15 (2d6+7 plus grab) (replaces the line in the stat block)
  Fire Weird (Fire)
  Fire weirds are normally encountered on the Plane of Fire or on the 
  Material Plane.
  Fast Healing Works only when in contact with fire.
  Immune Fire
  Weaknesses Vulnerability to cold
  Speed 60 ft. (replaces the line in the stat block)
  Melee bite +15 (1d8+7 plus grab and burn) (replaces the line in the stat 
  block)
  Burn (Ex) A fire weird deals fire damage in addition to damage dealt 
  on a successful hit in melee. Those affected by its burn ability must also 
  succeed on a DC 19 Reflex save or catch fire, taking 1d8 points of fire 
  damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and 
  rolling on the ground grants a +4 bonus on this save. Creatures that hit 
  a burning creature with natural weapons or unarmed attacks take fire 
  damage as though hit by the burning creature and must make a DC 19 
  Reflex save to avoid catching on fire. The save DC is Constitution-based.
  Water Weird (Water)
  Water weirds are normally encountered on the Plane of Water or on the 
  Material Plane.
  Fast Healing Works only in water.
  Defensive Abilities Resistance to fire 10
  Speed Swim 60 ft.
  Special Attacks Drench, water mastery
  Skills Swim +13
  War Flower to Worg, Dire
  
  Tome of Horrors 4
  249
  Wichtlein
  The creature sliding out of the stone appears to be a tiny man with ugly, 
  bulbous features, dull gray skin, and gemstone teeth. It is clad in dirty 
  overalls and wears a floppy cap on its head.
  XP 800
  NG Tiny fey
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
   
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 19 (3d6+9)
  Fort +4; Ref +6; Will +5
  DR 5/cold iron; SR 15
   
  Speed 20 ft., earth glide
  Melee pickaxe +6 (1d3) or touch +6 (slow)
  Space 2 1/2 ft.; Reach 0 ft.
  Special Attacks fear, slowing touch (as the slow spell, CL 5th; 
  DC 13 Will)
   
  Str 10, Dex 16, Con 17, Int 9, Wis 14, Cha 8
  Base Atk +1; CMB +2; CMD 15
  Feats Alertness, Weapon Finesse
  Skills Knowledge (dungeoneering) +3, Perception +10, 
  Profession (miner) +5, Stealth +17 (+25 underground), Survival 
  +5; Racial Modifiers +8 Stealth while underground
  Languages Sylvan
  SQ limited precognition, stonecunning
   
  Environment any underground
  Organization solitary, gang (2–4), or team (5–25)
  Treasure standard
   
  Fear (Su) By scrunching up its face, a wichtlein causes fear 
  in those within 30 feet that look upon it. Creatures affected 
  must succeed on a DC 10 Will save or be affected by fear 
  (CL 5th). Creatures that save are unaffected by the same 
  wichtlein’s fear for one day. Creatures with 6 or more HD are 
  not affected by this fear. The save is Charisma-based.
  Limited Precognition (Su) Wichtlein are immediately 
  aware of upcoming danger, so long as the hazard is not 
  deliberately created by an intelligent creature. Thus, a 
  wichtlein could sense a coming cave-in, or the approach of 
  a bestial monster, but not a raiding party of drow or a miner 
  planning a murder. A wichtlein can sense this danger 3d10 
  minutes before it occurs, and always attempts to warn any 
  other intelligent creatures within the area.
  Earth Glide (Ex) A wichtlein can move through any sort of 
  natural earth or stone as easily as a fish swims through water. 
  It leaves no sign of its passage or hint at its presence to 
  creatures that don’t possess tremorsense. A move earth spell 
  cast on an area containing a wichtlein moves the witchlein 
  back 30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save. A wichtlein moving 
  through stone cannot pick up or carry anything it finds within 
  the stone; thus, they still spend a great deal of their time 
  mining.
  Wichtlein are a race of shy yet helpful fey who primarily dwell in mines, 
  caves, and other underground locations. Although they prefer not to be 
  seen, they are well known for warning miners and explorers of coming 
  dangers, such as cave-ins or approaching monsters. Some communities 
  believe the wichtlein are bad omens, actually causing the disasters about 
  which they warn others, but this is just a myth.
  Wichtlein are about the size of small halflings, and are occasionally 
  mistaken for such until the viewer draws near enough to recognize how 
  truly ugly the wichtlein is.
  Unfortunately while helpful, wichtlein are not especially bright, and 
  usually fail to accurately convey the sort of danger approaching. Most 
  of the time, wichtlein simply pound on nearby rock and stone to indicate 
  danger, a sign that miners are wise to heed.
  Individual wichtlein occasionally leave their mines to dwell in and 
  under the homes of humans or other humanoids. This happens when 
  a wichtlein becomes smitten with a human of the opposite gender, 
  something which occurs rather more frequently than might be expected. 
  These “house wichtlein” maintain the home, cleaning and repairing to the 
  best of their ability while their beloved is away. Such “relationships” most 
  frequently end when the wichtlein finally reveals itself to the object of its 
  affections, and is usually rejected. Some wichtlein, despite their generally 
  good alignment, wreak havoc on the home of the one who rejected it 
  before returning, dejected, to its mine.
  Wichtlein dislike confrontation, and prefer to flee when possible. If 
  they have no opportunity to run, and cannot create such an opportunity 
  with their slow and fear abilities, they try to bribe their attackers with 
  knowledge of the local mines and caves. (Wichtlein almost always know 
  where to find gems and valuable metals.) Only if all else fails do they 
  engage in combat.
  WICHTLEIN 
  CR 3
  
  250
  Wight, Sword
  These wicked and depraved creatures lived and died by the sword, and 
  now, their dark taint passes through their weapons to tear at your soul.
  XP 2,400
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +15
   
  AC 21, touch 11, flat-footed 20 (+6 armor, +1 Dex, +4 
  natural)
  hp 60 (8d8+16 plus 8)
  Fort +4; Ref +3; Will +7 
  Defensive Abilities channel resistance +4, undead traits
   
  Speed 20 ft. (base 30 ft.) 
  Melee greatsword +8/+3 (2d6+1 plus energy drain/19–20), or 
  slam +7 (1d4+1 plus energy drain)
   
  Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
  Base Atk +6; CMB +7; CMD 18 
  Feats Blind-Fight, Skill Focus (Perception), Toughness, 
  Weapon Focus (greatsword)
  Skills Acrobatics +4, Climb +7, Perception +15, Stealth +12 
  SQ sword channel
  Gear chainmail, greatsword, gold circlet set with a sapphire 
  (worth 800 gp for the gem, or 1,000 gp for the entire circlet)
   
  Environment any 
  Organization solitary, or garrison (2–20)
  Treasure standard
   
  Sword Channel (Ex) A sword wight’s energy drain ability 
  functions through melee weapon attacks it makes, in 
  addition to its slam attacks.
  Much like the standard wight, these undead abominations are warped 
  and twisted caricatures of their former selves. The sword wight bears a 
  massive greatsword, and the cold touch of the grave courses through the 
  creature, through the weapon, into the hapless target.
  Credit
  Originally appearing in Rappan Athuk Reloaded  
  (© Necromancer Games, 2006)
  SWORD WIGHT 
  CR 6
  War Flower to Worg, Dire
  
  Tome of Horrors 4
  251
  Witchlights
  These fey, when young, resemble caterpillars or worms 1/2 in. long 
  with miniscule elven faces. Once they mature they resemble tiny elves no 
  larger than a fat housefly, with moth-like wings on their backs. They emit 
  a beautiful pastel glow, and when doing so at night they appear to be no 
  more than bobbing globes of soft light.
  XP 0
  N Fine fey
  hp 1 (common witchlights have no combat 
  capabilities; see the stats below for elder 
  witchlights and the side bar for further 
  details).
  Witchlights are a race of diminutive fey that are 
  bred by pixies and other sylvan creatures to provide 
  illumination and atmosphere to their events. They are born 
  on midsummer in their larval state. In the autumn they spin 
  cocoons for themselves in which they ride out the winter, hatching 
  in early spring in their adult form. As adults, their beating wings 
  release thousands of spores which, when it comes in contact with flower 
  pollen and moonlight, germinate into eggs. 
  Adult witchlights are vulnerable to cold temperatures, 
  and in all but the warmest climates they die in the 
  fall when the weather turns chilly. 
  However, favored witchlights may be cared for 
  through the harsh winter months; those that survive 
  become elder witchlights. They increase to 1 HD fey, and gain +1 
  hit point per year of life until they have reached the maximum possible 
  for their hit dice. Elder witchlights have an Intelligence score of 2, which 
  increases to 3 when they reach maximum hit points. The most intelligent 
  witchlights have limited sentience, capable of understanding the sylvan 
  language to a degree and even speaking a few words of it.
  For every point of intelligence an elder witchlight possesses, it gains 
  one of the following spell-like abilities usable at will: stabilize, dancing 
  lights, daze, flare, ghost sound, light, prestidigitation, purify food and 
  drink (1/hour only), or virtue. 
  Larval and normal witchlights have no combat abilities, and are worth 
  no XP. Elder witchlights may be worth ad-hoc experience (no more than 
  CR 1/4) if they have spell-like abilities usable in combat. 
  XP 100
  N Fine fey
  Init +4; Senses low-light vision; Perception +4
   
  AC 21, touch 21, flat-footed 18 (+3 Dex, +8 size)
  hp 4 (1d6–2)
  Fort –2; Ref +5; Will +3 
   
  Speed fly 30 ft. (perfect)
  Melee none
  Spell-Like Abilities (CL 1st)
  At will—daze (DC 11), ghost sound (DC 11), virtue (elder #1)
  dancing lights, flare (DC 11), purify food and drink (1/hour) 
  (elder #2)
  daze (DC 11), light, prestidigitation (elder #3)
   
  Str 1, Dex 16, Con 6, Int 3, Wis 13, Cha 12
  Base Atk +0; CMB –5; CMD 0 
  Feats Skill Focus (Perception)
  Skills Acrobatics +7, Fly +19, Perception +8, Stealth +19 
  Languages Sylvan (limited)
   
  Environment temperate forest
  Organization solitary, pair or cloud (4–20), summer swarm 
  (20–100)
  Treasure standard
   
  Glimmer (Su) Witchlights produce a luminance in their larval 
  stage equal to a candle in brightness. In their adult and 
  elder stage the light is up to half torchlight intensity (bright 
  light in a 10 ft. radius). They can change the intensity or 
  extinguish this light as a free action. The glimmer is a steady, 
  soft glow, and may be silvery-white or just about any color, 
  though the fey that raise them favor pastel shades. Each 
  witchlight has its own unique color which it cannot change.
  Witchlight Familiars
  A witchlight may be taken as a familiar through the Improved Familiar 
  feat. The minimum level to acquire such a familiar is caster level 3. Elder 
  witchlights do not gain additional spell-like abilities for having their 
  intelligence raised due to being a familiar.
  Credit
  Originally appearing in Rappan Athuk Reloaded  
  (© Necromancer Games, 2006)
  WITCHLIGHTS 
  CR —
  ELDER WITCHLIGHTS 
  CR 1/4
  
  252
  Worg, Dire
  A black-furred wolf the size of a horse, this beast has eyes that seem to 
  glow with a sinister intelligence.
  XP 2,400
  NE Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
   
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 68 (8d10+24)
  Fort +9; Ref +8; Will +4
   
  Speed 50 ft.
  Melee bite +17 (2d6+13 plus trip)
  Space 10 ft.; Reach 5 ft.
   
  Str 29, Dex 15, Con 17, Int 6, Wis 14, Cha 14
  Base Atk +8; CMB +18; CMD 31 (34 vs. trip)
  Feats Improved Natural Attack (bite), Run, Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Acrobatics +7, Perception +12, Stealth +5, Survival +6; 
  Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
  Languages Common, Giant
   
  Environment temperate forests and plains
  Organization solitary, pair, or pack (6–11)
  Treasure 1/10 coins; 50% goods; 50% items
  These creatures are to worgs what dire wolves are to their more ordinary 
  kin. They still tend to associate with evil creatures but rarely anything 
  as mundane or insignificant as a goblinoid. Occasionally they serve as 
  mounts for ogres or hill giants. Like their lesser kin, dire worgs typically 
  hunt in packs, though they don’t limit their fare to herbivores or the sick 
  and infirm. 
  Dire worgs often challenge the most powerful member of an animal 
  pack knowing that if the leader is killed, the rest are usually easy pickings. 
  They have also been known to seek out isolated humanoid settlements and 
  leave them as little more than smashed buildings and a few well-chewed 
  and bloody bones. 
  A dire worg has black fur, sometimes with reddish highlights, giving it 
  an almost demonic appearance, and grows to be 10 feet long and 7 feet 
  high at the shoulder. It weighs 1,200 pounds. 
  Dire worgs typically attack in packs holding particularly powerful prey 
  at bay until their giant allies or additional worgs arrive. A mated pair of 
  dire worgs often has a pack of normal worgs serving them as bush beaters 
  to chase prey into the dire worgs’ clutches. Like their lesser cousins, they 
  prefer to harry and exhaust tougher prey before moving in with flanking 
  and trip attacks.
  DIRE WORG 
  CR 6
  War Flower to Worg, Dire
  
  Tome of Horrors 4
  253
  Xacon
  This creature resembles a mottled-green humanoid, about 6 feet tall, 
  composed of bark, vines, leaves, and other plant material. Its hand end 
  in wicked claws and a gaping maw dominates its head. No eyes appear 
  to be present.
  XP 600
  N Medium plant
  Init +2; Senses blindsight 60 ft., low-light vision; Perception +3
   
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (4d8+4)
  Fort +5; Ref +3; Will +2
  Immune plant traits
   
  Speed 30 ft., climb 30 ft.
  Melee 2 claws +5 (1d4+2), bite +5 (1d6+2)
   
  Str 15, Dex 15, Con 12, Int 6, Wis 12, Cha 8
  Base Atk +3; CMB +5; CMD 17
  Feats Alertness, Stealthy
  Skills Climb +10, Escape Artist +4, Perception +7, Sense 
  Motive +3, Stealth +10 (+18 in undergrowth); Racial Modifiers 
  +8 Stealth in undergrowth
  SQ adaptation, tree meld
  Languages Sylvan (can’t speak)
   
  Environment temperate forests
  Organization solitary, pair, or pack (3–6)
  Treasure standard
   
  Adaptation (Su) A xacon can, by touching an earthen, 
  metal, stone, or wooden item of Small or larger size, can 
  absorb a portion of the item’s properties. A xacon that 
  touches a wooden or earthen item (including the ground), 
  increases its natural armor  bonus to +5 (granting the xacon 
  AC 17, touch 12, flat-footed 15). If the xacon touches a 
  metal or stone item, its natural armor bonus increases to 
  +8 (granting the xacon AC 20, touch 12, flat-footed 18). 
  This bonus to its natural armor lasts for 1 minute. After using 
  this ability, the xacon must wait 1d4 rounds before it uses it 
  again.
  Tree Meld (Su) Once per day, a xacon can meld its body 
  and possessions into a tree. This ability functions similar to a 
  meld into stone spell with no duration. 
  Xacons are plant creatures that inhabit thickly wooded forests and 
  forested hills and mountains. They act as protectors of nature, often times 
  working with good- or neutral-aligned druids and other forest denizens 
  when the area comes under attack or defilement by evil-aligned druids, 
  foresters, and others who destroy the trees and surroundings without care 
  or recourse. 
  Xacons make their homes in treetops, using the largest and sturdiest of 
  the trees to hold their dwellings (small wooden huts). A typical dwelling 
  holds up to four of these creatures (who may or may not be an interrelated 
  family). All inhabitants of a single dwelling are adults. No young xacons 
  have ever been seen. Xacon reproduction methods are unknown but sages 
  believe they procreate through some form of budding. 
  Xacons stand 6 feet tall and weigh around 160 pounds. They seem to 
  converse with others of their own kind through a series of hand signals 
  and other gestures. They understand Sylvan but cannot speak.
  A xacon attacks by slashing and tearing at its foes with its thorny claws. 
  During battle (or before battle if it is aware of its foes), a xacon contacts a 
  natural object (such as a large stone or tree) in order to fortify its natural 
  armor against its foes. 
  XACON 
  CR 2
  
  254
  Xothotak
  This primitive humanoid clutches a spear in its hand. Its skin tone 
  seems to change colors shifting to match its surroundings.
  XP 200
  Xothotak warrior 1
  N Medium humanoid (xothotak)
  Init +1; Senses low-light vision; Perception +2
   
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
  hp 7 (1d10+2 plus 1)
  Fort +4; Ref +1; Will +0
   
  Speed 30 ft.
  Melee spear +3 (1d8+3)
   
  Str 14, Dex 13, Con 14, Int 8, Wis 11, Cha 9
  Base Atk +1; CMB +3; CMD 14
  Feats Alertness
  Skills Perception +2, Sense Motive +2, Stealth +9 (+13 when 
  not moving); Racial Modifiers +4 Stealth (+8 when not 
  moving)
  Languages Xothotak
   
  Environment warm jungles and forests
  Organization solitary, gang (2–4), hunting band (5–12 
  plus 1 leader of 3rd–6th level), or tribe (30–100 plus 150% 
  noncombatants, 1 tribal warrior of 3rd level per 10 adults, 
  1–3 shamans of 3rd–6th level, 1 veteran warrior of 5th level 
  per 20 adults, plus 1 leader of 8th level)
  Treasure standard (leather armor, spear, other treasure)
  The xothotak are a savage race of cannibals that make their homes deep 
  in the jungles and forests, far away from civilized lands. Bands of xothotak 
  conduct raids into civilized settlements when food, women, and sacrifices 
  are scarce. Captured men, women, and children are beaten, bound, and 
  forced into slavery for a period of time, 
  before being sacrificed to one of the 
  xothotak’s dark gods or served as a meal 
  at a xothotak banquet.  Xothotak bands 
  also 
  conduct 
  raids on other 
  xothotak tribes, 
  often traveling 
  many miles to 
  attack 
  a 
  tribe. 
  Many tribes form 
  loose alliances with 
  each other, trading food 
  and women when needed 
  or in abundance; but even 
  that doesn’t protect one from 
  the other when food is scarce 
  or when the gods demand a 
  sacrifice. Tribes also form alliances 
  when the son or daughter of the tribal 
  leader marries into another tribe. Such 
  an alliance is considered sacred, and 
  breaking it is believed to bring the wrath 
  of the gods down on one that betrays such 
  an allegiance.
  Xothotak culture and civilization varies 
  from tribe to tribe, with some living in mud 
  or wooden huts hidden among the trees, 
  and larger more advanced tribes building 
  clearing great expanses of trees and undergrowth to build elaborate cities 
  of stone.
  Smaller xothotak tribes dwell in crude huts fashioned of timber and 
  other resources found in the jungles or forests. Such huts are usually 
  built in a circular formation around a great tree or sacred spring. One hut, 
  larger than the others, houses the tribal leader and his family. A sacred hut 
  where the xothotak shaman lives often adjoins or sits nearby. This temple 
  is considered sacred by all in the tribe. To desecrate it is to bring death 
  upon oneself. 
  Larger and more advanced xothotak tribes live in what could only be called 
  small cities or towns. Such locations tend to integrate the surrounding land 
  and natural resources into their construction, such as houses or temples built 
  into the sides of rock formations. These cities seem to have a haphazard and 
  scattered design about them, the only organized and planned area being the 
  plazas, temples, and shrines usually found at the center of a xothotak city. Large 
  open plazas are where the xothotak gather to communicate, trade, buy, worship, 
  or sell whatever they can find and whatever they can afford. These plazas are 
  surrounded by temples, great pyramids dedicated to a plethora of gods, shrines, 
  and the palace of the xothotak leader. As one leaves the plaza’s center, smaller 
  temples and shrines, as well as noble houses can be found encircling those 
  closest to the plaza. Poor and common houses are found at the outer band of 
  such a layout.
  Xothotaks standing still are extremely hard to detect as they can alter 
  their skin coloration to blend with their surroundings just as a chameleon 
  can. Thus, these humanoids prefer to attack from ambush whenever 
  possible. Traps are sometimes set to injure, maim or capture their prey. 
  Xothotak warriors rely on primitive weapons in battle, and rarely if ever 
  wear armor. Xothotak shamans rarely enter battle, preferring to use their 
  magic to aid those going into battle or tend to those returning from battle. 
  Xothotaks fear arcane magic and do not associate with arcane spellcasters 
  (except to sacrifice such a caster to one of their gods or to serve the caster 
  as food at an elaborate xothotak feast).
  Xothotaks tend to be warriors, fighters, or barbarians. Xothotaks never 
  take levels in any arcane spellcasting class. Xothotak shamans are always 
  clerics.
  Xothotak Characters
  Xothotaks are defined by their class levels—they do not possess racial 
  Hit Dice. All xothotaks have the following racial traits.
  +2 Strength, +2 Dexterity, +2 Constitution, –2 Intelligence, –2 
  Charisma.
  Sneaky: Xothotaks have a +4 racial bonus on Stealth checks. This 
  bonus increases to +8 when the xothotak isn’t moving. Stealth is always a 
  class skill for a xothotak.
  Languages: All xothotaks begin play speaking their own native 
  language. Xothotaks with high Intelligence scores can choose any of the 
  following bonus languages: Common, Goblinoid, Sylvan, and Orc.
  XOTHOTAK 
  CR 1/2
  Below is a listing of some of the Xothotak gods and goddesses:
  Itlatl — The Creator
  Xolaca — The Lord of the Sky
  Quentzalma — Lord of the Underworld
  Atzin — God of Rain and Storms
  Ochactl — The Lord of Thunder and Lightning
  Ahuaxpin — God of the Hunt
  Malacihe — Goddess of Marriage and Sexuality
  Cahitli — Goddess of Midwives and Fertility
  Xacon to Xothotak
  
  Tome of Horrors 4
  255
  Yhakkor
  This slavering humanoid has feral eyes and elongated claws. Its tattered 
  clothes hang loosely on its emaciated frame.
  XP 600
  CE Medium monstrous humanoid
  Init +1; Senses darkvision 60 ft., scent; Perception +6
  Aura putrid stench (10 ft., DC 15)
   
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
  hp 28 (3d10+12)
  Fort +5; Ref +4; Will +3
  Immune undead immunities
   
  Speed 40 ft.
  Melee 2 claws +8 (1d4+4 plus disease)
  Special Attacks rend (2 claws, 1d4+6)
   
  Str 19, Dex 13, Con 18, Int 6, Wis 10, Cha 9
  Base Atk +3; CMB +7; CMD 18
  Feats Stealthy, Weapon Focus (claw) 
  Skills Escape Artist +3, Perception +6, Stealth +9
  Languages Common
   
  Environment any land and underground
  Organization gang (2–5) or pack (6–20)
  Treasure standard
   
  Disease (Ex) Filth Fever: Claw—injury; save DC 15 Fort; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Putrid Stench Aura (Ex) Yhakkor emanate the stench of 
  death in a 10-foot radius. Those within 10 feet must succeed 
  on a DC 15 Fortitude save or be nauseated for as long as 
  they remain in the area and sickened for 1d4+1 minutes 
  after leaving the area. A creature that makes its save 
  cannot be affected again by the same yhakkor’s putrid 
  stench for one day. The save DC is Constitution-based.
  Undead Immunities (Ex) Immunity to all mind-affecting 
  effects (charms, compulsions, morale effects, patterns, and 
  phantasms); immunity to bleed, death effects, disease, 
  paralysis, poison, sleep effects, and stunning; not subject to 
  nonlethal damage, ability drain, or energy drain. Immune to 
  damage to its physical ability scores (Constitution, Dexterity, 
  and Strength), as well as to exhaustion and fatigue effects.
  Yhakkor are half-bestial, stunted creatures; the result of foul necromantic 
  rites merging the essences of ghouls with human slaves. According to lore, these 
  creatures are named for their creators, dark and foul necromancers from an an-
  cient civilization. Yhakkor are usually found in the employ of powerful wizards 
  and necromancers, while others are found prowling ruins, and other such places.
  Yhakkor are slavering humanoid things, with feral eyes and elongated 
  nail-claws. The rituals used in their creation have drained them of much 
  intelligence, but greatly increased their strength. Yhakkor might easily 
  be mistaken for ghouls, but they are not undead and have none of their 
  weaknesses. They remember little of their former human lives. These un-
  savoury creatures prefer a diet of human flesh above all else.
  Due to their low intelligence, yhakkor are usually assigned to simple 
  guard duty or other menial tasks. A strong-minded individual, such as a 
  wizard, is required to control their chaotic nature. Yhakkor seem to under-
  stand Common; it is unknown if they can actually speak it.
  In melee, yhakkor gang up on a single opponent and attempt to tear it to 
  pieces with their knife-like claws. Yhakkor tactics consist of attacking a foe 
  until it is dead. Combat with yhakkor is always a savage and bloody affair.
  YHAKKOR 
  CR 2
  
  256
  Zombie, Pyre
  A rotting corpse walks forward, without the usual hesitation and 
  stuttering steps. After a few steps, it bursts into flames that lick its entire 
  body, although it does not seem harmed in the slightest bit.
  XP 200
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8 plus 3)
  Fort +0; Ref +0; Will +3
  DR 5/slashing; Immune fire, undead traits
   
  Speed 30 ft.
  Melee slam +4 (1d6+4)
  Special Attacks immolation
   
  Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +4; CMD 14
  Feats ToughnessB
  Special Qualities non-staggered
   
  Immolation (Ex) The pyre zombie may immolate itself 1/day 
  to cause 2d6 fire damage to all creatures in a 5 ft. radius 
  for 2 rounds. If a pyre zombie is reduced to 0 hot points, it 
  immediately explodes for 1d6 points of fire damage in a 10 
  ft. radius.
  Non-Staggered (Ex) Pyre zombies do not gain the staggered 
  condition as normal zombies.
  Pyre zombies are the sad, tortured remains of those who were killed 
  just before being burned alive. When the soul departed, their body was 
  taken over by some malignant spirit. The spirit fortified the body from 
  destruction by the fire, and the undead form escape the pyre to wreak its 
  vengeance on the living.
  Pyre zombies are not harmed by fire, but neither do they seek it out.
  Credit
  Original author James C. Boney
  Originally appearing in Dread Saecaroth (© Frog God 
  Games, 2011)
  PYRE ZOMBIE 
  CR 1
  Yhakkor to Zombyre
  
  Tome of Horrors 4
  257
  Zombyre
  This creature appears to be a rotting corpse, dressed in tattered and 
  torn clothing. Its form is bloated and drips a constant stream of foul, dark 
  water.
  XP 800
  NE Medium undead (aquatic, extraplanar)
  Init –1; Senses darkvision 60 ft.; Perception +7
  Aura nausea (10 ft., DC 14)
   
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 37 (5d8+10 plus 5)
  Fort +3; Ref +0; Will +7
  Immune undead traits, effects of the River Styx; Resist fire 20
  Weaknesses vulnerability to electricity
   
  Speed 20 ft., swim 60 ft.
  Melee slam +6 (1d8+3 plus grab), bite +6 (1d6+3 plus 
  disease)
   
  Str 17, Dex 8, Con —, Int 4, Wis 12, Cha 14
  Base Atk +3; CMB +6 (+10 grapple); CMD 15
  Feats Iron Will, Power Attack, Toughness
  Skills Perception +4, Swim +16
  SQ staggered, Stygian healing
  Languages Common (can’t speak)
   
  Environment any (River Styx)
  Organization solitary, pair, or pack (3–8)
  Treasure none
   
  Aura of Nausea (Ex) A zombyre exudes a sickly stench of 
  death and decay in a 10-foot radius. Creatures entering or 
  within the area must succeed on a DC 14 Fortitude save or 
  become nauseated for as long as they remain in the area 
  plus 1d4 rounds after. Creatures succeeding on their save 
  are immune to the effects of the aura for one day. The save 
  DC is Charisma-based.
  Disease (Ex) Stygian Sickness: Bite; save DC 14 Fort; onset 
  1day; frequency 1/day; effect 1d4 Intelligence and 1d2 
  Constitution damage; cure 2 consecutive saves. Anyone 
  who dies while infected rises as a zombyre in 2d6 hours. The 
  save is Charisma-based.
  Staggered (Ex) Zombyres have poor reflexes and can only 
  perform a single move action or standard action each 
  round. A zombyre can move up to its speed and attack in 
  the same round as a charge action. This flaw only affects 
  zombyres when on land; while underwater, in combat, a 
  zombyre loses this flaw.
  Stygian Healing (Su) A zombyre regains 1 hit point each 
  hour when fully submerged in the River Styx. This healing 
  cannot restore more hit points than the maximum the 
  zombyre possesses and it does not restore any lost limbs.
  A zombyre is a living creature that drowned in the River Styx, reanimated 
  by the magic of the Stygian waters for some unknown purpose. It is a 
  free-willed, semi-intelligent creature appearing much as a normal 
  zombie, though bloated from its time spent underwater. 
  Zombyres tend to dwell in packs, loosely organized but 
  seemingly bound together by some unknown force. Some 
  sages speculate this happens when a group of individuals all 
  drown together, such as a group of sailors who perish when 
  their ship sinks. Zombyres tend to stay within the area 
  where they drowned; sometimes making their lair in the 
  very ship that sank beneath the waves and cost them their 
  life. They do not appear to be bound to the area as some undead are to the 
  place where they died. Zombyres are most active at night, rarely venturing 
  onto land during the day. Even nighttime excursions rarely see a zombyre 
  travel more than several hundred feet from the water’s edge. Creatures 
  that venture too close to a zombyre pack are attacked and dragged into the 
  water, where the zombyre pack feasts and dines on the remnants of those 
  so foolhardy.
  In battle, groups of zombyres are relentless combatants and generally 
  swarm their opponents, attacking with their powerful fists and diseased 
  bite. Large packs of zombyres have been known to climb aboard anchored 
  ships, pull the seamen overboard, and attack them in the Stygian waters 
  where the zombyres are faster and more at home. Such sailors pulled 
  overboard are often times held under the water and drowned.
  ZOMBYRE 
  CR 3
  
  258
  Chosen of Lilith
  The Chosen of Lilith are those fallen elves that have gained the favor of 
  the succubus goddess Lilith. Creatures must be of Chaotic Evil alignment 
  to be a Chosen of Lilith. Apply the following changes to creatures that 
  take on this template. All other entries (those not shown here) remain the 
  same as the base creature. 
  Creating a Chosen of Lilith
  “Chosen of Lilith” is an acquired template that can be added to any 
  living creature (referred to hereafter as the base creature), provided it has 
  gained the favor of the goddess Lilith. The Chosen of Lilith retains all 
  the base creature’s statistics and special abilities except as noted here.
  CR: Same as the base creature + 2.
  Alignment: Chaotic Evil.
  Type: The creature’s type changes to Outsider. Do not recalculate 
  BAB, saves, or skill ranks.
  Senses: The Chosen gain darkvision 60 ft.
  Armor Class: The Chosen gain a +5 natural armor bonus or the base 
  creature’s natural armor bonus, whichever is better.
  Hit Dice: Change all of the creature’s racial Hit Dice to d10s. All Hit 
  Dice derived from class levels remain unchanged. 
  Defensive Abilities: The Chosen of Lilith gain DR 10/cold iron and good; 
  Resistance to acid 5, cold 5, electricity 10, fire 5; Immunity fallen harpy 
  special abilities, poison; SR 15. 
  Special Attacks: The Chosen of Lilith gain the special attacks described 
  below. Save DCs are equal to 10 + 1/2 the Chosen’s HD + Cha modifier 
  unless otherwise noted.
  Command Fallen Harpies (Su) Chosen of Lilith may command fallen 
  harpies as a free action when within a one-mile radius of any fallen 
  harpies This is a supernatural ability granted to the chosen of Lilith by 
  the succubus goddess.
  Energy Drain, kiss (Ex) Any Chosen of Lilith may drain a victim’s 
  energy with a single kiss. This is most often done by first charming the 
  victim, but need not be. Otherwise she must succeed in a grapple against 
  the opponent, provoking an attack of opportunity. The kiss bestows one 
  negative level on the victim, and acts as a suggestion spell, asking the 
  victim to kiss her again. The victim is allowed a DC 20 Will save to 
  negate the suggestion, and a DC 20 Fortitude save to remove a negative 
  level bestowed with a kiss.
  Spell-Like Abilities: Constant—tongues; 3/day—suggestion (DC 16); 1/
  day—summon (level 6, 1 succubus 30%)
  Abilities: Int +2, Wis +4, Cha +6. 
  Feats: Base creature gains the Augment Summoning and Persuasive feats 
  if she did not have them already.
  Vladimir, Chosen of Lilith
  Vladimer appears as a beautiful man with large bat wings, covered in 
  scars. Whether these are battle scars, or self-inflicted, is difficult to determine.
   
  XP 76,800 
  Male fallen elf cleric 8/fighter 6 
  CE Medium Outsider (chaotic, evil) 
  Init +2; Senses low-light vision, darkvision 60 ft.; Perception +6
   
  AC 26, touch 12, flat-footed 24 (+9 armor, +2 Dex, +5 natural) 
  hp  121 (8d8+24 plus 6d10+18 plus 6)
  Fort +14; Ref +6; Will +12; +14 vs. fear 
  Defensive abilities bravery 2; DR 10/cold iron and good; 
  Immunities fallen harpy special abilities, poison, sleep; Resist 
  acid 5, cold 5, electricity 10 fire 5; SR 15
   
  Speed 30 ft., fly 50 ft.  
  Melee +2 shock greatsword +19/+14/+9 (2d6+9/17–20) 
  Special Attacks channel negative energy (4d6, DC 18, 7/
  day), command fallen harpies, death’s embrace, energy 
  drain (kiss), scythe of evil (4 rounds, 1/day), weapon training 
  (heavy blades +1) 
  Domain Spell-Like Abilities (CL 8th; melee touch +15. 
  ranged touch+14):
  7/day—bleeding touch (1d6 bleed, 4 rounds), touch of evil 
  (sickened, 4 rounds)
  Spell-Like Abilities (CL 12th; melee touch +15. ranged 
  touch+14):
  Constant—tongues
  3/day—suggestion (DC 17)
  1/day—summon (level 6, 1 succubus 30%)
  Spells Prepared (CL 8th; melee touch +15, ranged touch+14):
  4th—cure critical wounds, dimensional anchor, dismissal (DC 
  18), unholy blightD (DC 18)
  VLADIMIR, CHOSEN OF LILITH 
  CR 16
  Appendix A: Templates
  
  Tome of Horrors 4
  259
  3rd—bestow curse (DC 17), dispel magic, invisibility purge, 
  magic circle against goodD, searing light
  2nd—aid, bear’s endurance, bull’s strength, desecrate, 
  death knellD (DC 16)
  1st—command (DC 15), detect good, divine favor, doom 
  (DC 15), cause fearD (DC 15), summon monster I
  0 (at will)—bleed, detect magic, light, read magic
  D domain spell; Domains Death, Evil
   
  Str 17, Dex 14, Con 16, Int 10, Wis 18, Cha 18 
  Base Atk +12; CMB +15; CMD 27 
  Feats Augment SummoningB, Cleave, Combat Casting, 
  Critical Focus, Dazzling Display, Improved Critical, 
  Improved Vital Strike, PersuasiveB, Power Attack, Skill Focus 
  (Intimidate), Vital Strike, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword)  
  Skills Diplomacy +14, Fly +7, Intimidate +15, Knowledge 
  (religion) +13, Perception +6, Sense Motive +13 
  Languages Abyssal, Common, Elven, tongues, telepathy  
  100 ft. 
  SQ armor training 1  
  Gear +2 shock greatsword, +3 elven chain, castle keys 
   
  Environment Novgorod (temperate forest)
  Organization solitary
  Treasure standard (+2 shock greatsword, +3 elven chain, 
  castle keys, other treasure)
   
  Command Fallen Harpies (Sp) Vladimir may command 
  fallen harpies as a free action when within a one-mile radius 
  of any fallen harpies. This is a supernatural ability granted to 
  the chosen of Lilith by the succubus goddess.
  Energy Drain, Kiss (Su) As a chosen of Lilith, Vladimir 
  may drain a victim’s energy with a single kiss. This is most 
  often done by first charming the victim, but need not 
  be. Otherwise he must succeed in a grapple against the 
  opponent, provoking an attack of opportunity. The kiss 
  bestows one negative level on the victim, and acts as a 
  suggestion spell, asking the victim to kiss him again. The 
  victim is allowed a DC 17 Will save to negate the suggestion, 
  and a DC 17 Fortitude save to remove a negative level 
  bestowed with a kiss.
  Immune to Effects of Fallen Harpies (Ex) Vladimir is immune 
  to the wail of insanity and captivating song of all fallen 
  harpies
  Fallen Harpy
  Fallen harpies were once fallen elves that sought 
  power through service to the goddess Lilith. For 
  one reason or another, Lilith spurned the favors 
  of these followers, and transformed them into 
  creatures doomed to serve the other fallen elves 
  as slaves. The creatures still retain the beauty of the 
  fallen elves, and interestingly enough, oftentimes grow 
  more beautiful. Their beauty is no doubt a mask for their 
  inherent evil, and the creatures often tempt victims with their 
  beauty and harmonious songs. 
  XP 12,800
  CE Medium monstrous humanoid 
  Init +2; Senses darkvision 60 ft.; Perception +15
   
  AC 18, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 dodge, 
  +1 natural) 
  hp 91 (14d10+14) 
  Fort +7; Ref +13; Will +10
   
  Speed 20 ft., fly 80 ft. (average) 
  Melee longsword +14/+9/+4 (1d8) or 2 talons +9/+4 (1d6) 
  Special Attacks captivating song (DC 23), wail of insanity 
  (DC 21)
   
  Str 10, Dex 18, Con 12, Int 10, Wis 12, Cha 18 
  Base Atk +14; CMB +14; CMD 29 
  Feats Ability Focus (captivating song), Dodge, Flyby Attack, 
  Great Fortitude, Hover, Skill Focus (bluff), Skill Focus (perform) 
  Skills Bluff +22, Fly +18, Intimidate +18, Perception +15, 
  Perform (song) +18
  SQ commanded by the Chosen of Lilith 
  Languages common
  Gear Longswords
   
  Environment temperate forest
  Organization solitary, pair or flight (4–12)
  Treasure none
   
  Captivating Song (Su) When fallen harpies sing all within 
  a 300 foot spread must succeed on a DC 19 Will save or 
  become captivated. Those succeeding cannot be affected 
  by the same fallen harpy’s song for another 24 hours. 
  Those that become captivated move in the most direct 
  route toward the fallen harpy. If the path leads through a 
  dangerous area the character is allowed a second save.
  Wail of Insanity (Su) Fallen harpies can let loose a wail of 
  insanity once per day. All within a 100 foot spread of the 
  fallen harpy must succeed on a DC 21 Will save or become 
  insane, as described under the insanity spell.
  Commanded by the Chosen of Lilith (Sp) Any chosen of 
  Lilith can command fallen harpies when within a one-mile 
  radius of any such creatures. The fallen harpies are under 
  the complete command of the chosen, and thus implicitly 
  follow all of their orders.
  Like standard harpies, the fallen harpy has a captivating song ability 
  that it uses to lure its victims. Unlike standard harpies, fallen harpies have 
  no claw attacks, and so are often equipped with longswords by their fallen 
  elf keepers. 
  FALLEN HARPY 
  CR 11
  
  260
  Crazed
  Wild-eyed and insane, a crazed creature is slightly more than a wild 
  animal.
  Creating a Crazed creature
  “Crazed” is an acquired template that can be added to any living, corporeal 
  creature with an Intelligence score of 3 or greater (hereafter referred to as 
  the “base creature.” Normally, when a creature is reduced to 0 Wisdom, it 
  falls unconscious; within the confines of levels Rappan Athuk, however, 
  such creatures instead gain this template. A crazed creature retains all the 
  abilities of the base creature, except it cannot cast spells or use spell-like 
  abilities, nor can it make use of ranged weapons of any kind. 
  A crazed creature cannot easily be cured of its insanity. In order to 
  cure a crazed creature, it must first be targeted with a heal spell followed 
  immediately with a remove curse spell. At that point, the curse is broken, 
  and creatures loses the crazed template; it has a Wisdom score of 1, 
  making it susceptible to suffering the curse again the next day.
  CR: Same as the base creature.
  Immune: A crazed creature is immune to all mind-affecting effects—
  including those that would otherwise be beneficial, such as the spells aid 
  and bless.
  Melee Attacks: A crazed creature gains a bite attack, if it didn’t already 
  have one. This attack is a primary natural attack, or can be used as a 
  secondary natural attack if the creature opts to attack with manufactured 
  weapons. 
  If the base creature gains a bite attack from this template the damage is 
  given on Table 3–1: Natural Attacks by Size in the Pathfinder Roleplaying 
  Game Bestiary as if the base creature was one size category smaller.
  Special Attacks: A crazed creature gains the following special attack.
       Disease (Ex) Filth fever: Bite—injury; save Fortitude DC 12; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; 
  cure 2 consecutive saves.
  Abilities: A crazed creature has a –2 racial modifier to Charisma and a 
  Wisdom score of 0. Treat the creature’s Wisdom as being 1 (–5 modifier) 
  for all abilities and effects, such as Will save and skill modifiers.
  SQ: Add the following special quality to the base creature:
  Insane (Ex) A crazed creature’s mind is shattered. A crazed creature no 
  longer desires magical trinkets such as weapons, armor, or wondrous 
  items. Instead, it seeks only to take trophies from those it kills, such as 
  teeth or ears. It leaves behind anything of actual value. Typically a crazed 
  creature possesses one weapon and ratty leather or hide armor.
  Crazed Goblin Scout
  A wild-eyed goblin rushes out from the darkness, drooling and 
  gibbering the entire time!
  XP 800
  Male or female crazed goblin rogue 4 (Pathfinder 
  Roleplaying Game Bestiary, “Goblin”)
  NE Small humanoid (goblinoid)
  Init +5; Senses darkvision 60 ft.; Perception –5
   
  AC 19, touch 17, flat-footed 13 (+2 armor, +5 Dex, +1 dodge, 
  +1 size)
  hp 29 (4d8+4 plus 4) 
  Fort +2; Ref +9; Will –4 
  Defensive Abilities evasion, trap sense +1, uncanny dodge; 
  Immune mind-affecting effects
   
  Speed 30 ft.
  Melee handaxe +5 (1d4+1/x3) and bite +0 (1d3 plus 
  disease)
  Special Attacks disease, rogue talent (surprise attack), 
  sneak attack +2d6
   
  Str 12, Dex 20, Con 13, Int 10, Wis 0, Cha 4 
  Base Atk +3; CMB +7; CMD 19 
  Feats Agile Maneuvers, Dodge
  Skills Acrobatics +12, Climb +10, Disable Device +10, Escape 
  Artist +12, Ride +13, Sleight of Hand +12, Stealth +20, Swim 
  +8; Racial Modifiers +4 Ride, +4 Stealth
  Languages Goblin
  SQ insane, rogue talent (ledge walker), trapfinding (+2)
  Gear leather armor, handaxe, ear trophies
   
  Environment Rappan Athuk (level 9B and 9C)
  Organization solitary or gaggle (2–20)
  Treasure none
   
  Disease (Ex) Filth Fever: Bite—Injury; save DC 12 Fort; onset 
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 
  1d3 Con damage; cure 2 consecutive saves.
  Insane (Ex) A crazed creature’s mind is shattered. A 
  crazed creature no longer desires magical trinkets such as 
  weapons, armor, or wondrous items. Instead, it seeks only 
  to take trophies from those it kills, such as teeth or ears. It 
  leaves behind anything of actual value. Typically, a crazed 
  creature possesses one weapon and ratty leather or hide 
  armor.
  CRAZED GOBLIN SCOUT 
  CR 3
  Appendix A: Templates
  
  Tome of Horrors 4
  261
  Crystalline Creature
  Crystalline creatures are those that have been exposed to the petrifying 
  effects of the Demiplane of Crystal, and rather than petrify and be absorbed 
  by the plane, actually survive the process and changed form. 
  Creating a Crystalline Creature
  “Crystalline Creature” is an acquired template that can be added to 
  any corporeal living creature. A crystalline creature retains all the base 
  creature’s statistics and special abilities except as noted here.
  Challenge Rating: Same as the base creature +1.
  Type: The creature’s type changes to outsider. It gains the earth, elemental 
  and extraplanar subtypes if it did not already have them. Do not recalculate 
  HD, BAB, saves, or skill ranks.
  Senses: A crystalline creature has darkvision 60 ft.
  Armor Class: A crystalline creature gains a +4 natural armor bonus. This 
  stacks with any existing natural armor bonus the base creature possesses.
  Immune blindness, light-based attacks, and polymorph; Resist cold 10, 
  electricity 10; DR 5/magic (if HD 11 or less) or DR 10/magic (if HD 12 
  or more).
  Weakness: A crystalline creature gains the following weakness.
  Vulnerable to Sonic (Ex) A crystalline creature takes half again as much 
  damage (+50%) from sonic-based attacks, regardless of whether a saving 
  throw is allowed or if the save is a success or failure.
  Speed: A crystalline creature’s base speed (all forms of movement) is 
  reduced by 10 ft. (to a minimum of 20 ft.). A creature whose speed is 
  already 20 ft. or less does not further reduce its speed.
  Special Attacks: A crystalline creature gains the following special attacks.
  Spell-Like Abilities (Su) A crystalline creature with a Charisma score 
  of 8 or higher has a cumulative number of spell-like abilities set by its 
  Hit Dice. Unless otherwise noted, each is usable 1/day. CL equals the 
  creature’s Hit Dice (or the CL of the base creature’s spell-like abilities, 
  whichever is higher).
  Crystalline Creature Special Attacks
   HD 
  Spell-Like Abilities
   1–4 
  color spray
   5–8 
  rainbow pattern
   9–12  
  prismatic spray
   13+ 
  scintillating pattern
  Ability Scores: A crystalline creature gains a +2 bonus to Strength 
  and a +2 bonus to Constitution. A crystalline creature receives a –4 
  penalty to Dexterity (to a minimum of 8).
  Crystalline Scorpion
  This massive scorpion appears to be constructed from opaque crystal.
  XP 1,200
  N Large outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
   
  AC 19, touch 8, flat-footed 19 (–1 Dex, +11 natural, –1 size)
  hp 42 (5d8+20)
  Fort +8; Ref +0; Will +1
  DR 5/magic; Immune blindness, light-based effects, 
  polymorph; Resist cold 10, electricity 10
  Weaknesses vulnerable to sonic
   
  Speed 40 ft.
  Melee 2 claws +7 (1d6+5 plus grab), sting +7 (1d6+5 plus 
  poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+5)
   
  Str 21, Dex 8, Con 18, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +9 (+13 grapple); CMD 18 (30 vs. trip)
  Skills Climb +9, Perception +4, Stealth –1; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
   
  Environment any (Elemental Plane of Earth)
  Organization solitary
  Treasure none
   
  Poison (Ex) Sting—injury; save DC 18 Fort; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. The 
  save DC is Constitution-based and includes a +2 racial bonus.
  CRYSTALLINE SCORPION 
  CR 4
  
  262
  Crystalline Succubus
  Tiny horns, bat-like wings, and a sinuous tail betray the demonic 
  nature of this alluring woman who appears to be made of finely polished 
  and translucent crystal.
  XP 4,800
  CE Medium outsider (chaotic, demon, earth, elemental, evil, 
  extraplanar)
  Init +1; Senses darkvision 60 ft., detect good; Perception +21
   
  AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)
  hp 92 (8d10+48)
  Fort +8; Ref +7; Will +10
  DR 10/cold iron or good, 5/magic; Immune blindness, 
  electricity, fire, light-based effects, poison, polymorph; Resist 
  acid 10, cold 10; SR 18
  Weaknesses vulnerable to sonic
   
  Speed 20 ft., fly 40 ft.
  Melee 2 claws +10 (1d6+2)
  Special Attacks energy drain, profane gift
  Spell-Like Abilities (CL 12th; melee touch +10, ranged touch 
  +10):
  Constant—detect good, tongues
  At will—charm monster (DC 22), detect thoughts (DC 
  20), ethereal jaunt (self plus 50 lbs. of objects only), 
  suggestion (DC 21), greater teleport (self plus 50 
  lbs. of objects only), vampiric touch
  1/day— color spray (DC 19), dominate person 
  (DC 23), rainbow pattern (DC 22), summon 
  (level 3, babau 50%)
   
  Str 15, Dex 13, Con 22, Int 18, Wis 14, 
  Cha 27
  Base Atk +8; CMB +10; CMD 22
  Feats Agile Maneuvers, 
  Combat Reflexes, Iron Will, 
  Weapon Finesse
  Skills Bluff +27, Diplomacy 
  +19, Disguise +19, 
  Escape Artist +9, Fly 
  +12, Intimidate +16, 
  Knowledge (local) 
  +15, Perception +21, 
  Sense Motive +13, 
  Stealth +12; Racial 
  Modifiers +8 Bluff, +8 
  Perception
  Languages Abyssal, 
  Celestial, Common, 
  Draconic; tongues, 
  telepathy 100 ft.
  SQ change shape 
  (alter self, Small or 
  Medium humanoid)
   
  Environment any 
  (Elemental Plane of 
  Earth)
  Organization solitary, pair, or harem 
  (3–12)
  Treasure double standard
   
  Energy Drain (Su) A crystalline succubus drains 
  energy from a mortal she lures into an act of 
  passion, such as a kiss. An unwilling victim must 
  be grappled before the crystalline succubus can use this 
  ability. The crystalline succubus’s kiss bestows one negative 
  level. The kiss also has the effect of a suggestion spell, 
  asking the victim to accept another act of passion from 
  the crystalline succubus. The victim must succeed on a DC 
  22 Will save to negate the suggestion. The DC is 22 for the 
  Fortitude save to remove a negative level. These save DCs 
  are Charisma-based.
  Profane Gift (Su) Once per day as a full-round action, a 
  crystalline succubus may grant a profane gift to a willing 
  humanoid creature by touching it for 1 full round. The 
  target gains a +2 profane bonus to an ability score of his 
  choice. A single creature may have no more than one 
  profane gift from a crystalline succubus at a time. As long 
  as the profane gift persists, the crystalline succubus can 
  communicate telepathically with the target across any 
  distance (and may use her suggestion spell-like ability 
  through it). A profane gift is removed by dispel evil or 
  dispel chaos. The crystalline succubus can remove it as 
  well as a free action (causing 2d6 Charisma drain to the 
  victim, no save).
  CRYSTALLINE SUCCUBUS 
  CR 8
  Appendix A: Templates
  
  Tome of Horrors 4
  263
  Death Knight
  Creating a Death Knight
  “Death knight” is an acquired template that can be applied to any lawful 
  humanoid or monstrous humanoid with 5 or more Hit Dice (referred to 
  hereafter as the base creature). A death knight retains all the base creature’s 
  statistics and special abilities except as noted here.
  Special Note: A paladin that rises as a death knight trades its paladin 
  class levels for anti-paladin class levels on a one-for-one basis (see the 
  Pathfinder Roleplaying Games Advanced Player’s Guide, “Antipaladin“).
  Challenge Rating: Same as base creature +2
  Alignment: A death knight is always lawful evil, unless it was a paladin 
  before its transformation. Death knights who were paladins in life return 
  as depraved monsters, and are always chaotic evil.
  Type: The creature’s type changes to undead, and it gains the augmented 
  subtype. Do not recalculate class Hit Dice, BAB, saves, or skill ranks.
  Senses: A death knight gains darkvision 60 ft.
  Aura A death night emanates the following aura.
  Fear Aura (Su) Creatures of less than 5 HD in a 10-foot radius that look 
  at the death knight must succeed on a Will save or become frightened. 
  Creatures with 5 HD or more must succeed at a Will save or be shaken for 
  a number of rounds equal to the death knight’s Hit Dice. A creature that 
  successfully saves cannot be affected again by the same death knight’s aura 
  for one day. This is a mind-affecting fear effect and is Charisma-based. 
  Armor Class: The base creature’s natural armor improves by +4.
  Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. 
  As undead, a death knight uses its Charisma modifier to determine bonus 
  hit points (instead of Constitution).
  Defensive Abilities: A death knight gains channel resistance +4, damage 
  resistance 15/bludgeoning and magic, spell resistance equal to 15 + the 
  death knight’s adjusted CR, and immunity to cold and electricity (in 
  addition to those granted by its undead traits).
  Special Attacks: A death knight gains the special attacks described below. 
  Save DCs are Charisma-based unless otherwise noted.
  Command Undead (Su) A death knight can, as a standard action, attempt 
  to control an undead creature within 60 feet. The undead must succeed on 
  a Will save or fall under command of the death knight. For unintelligent 
  undead, this command is permanent. Intelligent undead can make a new 
  save once a week to break the control. A creature that successfully saves 
  cannot be affected again by the same death knight’s command undead for 
  one day. A death knight may control a number of undead whose Hit Dice 
  total no more than twice the death knight’s own Hit Dice. It can release 
  commanded undead at any time in order to command another undead.  A 
  death knight cannot command an undead that’s Hit Dice is higher than 
  its own.
  Infuse Weapon (Su) A death knight can channel negative energy through 
  its weapon. A number of times per day equal to 3 + its Charisma modifier, 
  a death knight can deal extra damage on a successful weapon attack. This 
  damage is negative energy damage and is equal to1d6 points of damage 
  plus 1d6 points of damage for every two Hit Dice the death knight has 
  beyond the first (2d6 at 3rd, 3d6 at 5th, and so on). A successful Will save 
  reduces the damage by half. 
  Spell-Like Abilities At will—darkness, desecrate, detect good, detect 
  magic, and see invisibility; 1/day—animate dead, blasphemy, protection 
  from good, plus the death knight’s choice of symbol of pain or symbol of 
  fear, to be selected when the template is applied. The death knight’s caster 
  level is equal to its total Hit Dice.
  Special Qualities: A death knight gains the following special quality.
  Undead Mount (Su) A death knight loses the base creature’s special 
  mount (if it had one) and gains the service of an undead mount (see below 
  for statistics). A death knight of 10th level or higher gains the service of 
  a grave mount (see the grave mount entry) instead. If a death knight’s 
  mount is destroyed, it can summon a new one after one week.
  Ability Scores: A death knight gains +4 Strength, +2 Wisdom, and +4 
  Charisma. As an undead creature, a death knight has no Constitution score.
  Skills: Death knights gain a +8 racial bonus to Intimidate and Perception 
  checks. A death knight always treats Intimidate and Perception as class 
  skills. Otherwise, skills are the same as the base creature.
  Feats: Death knights gain Toughness as a bonus feat.
  
  264
  Death Knight
  This knight, dressed in cold black armor and wielding a shining silver 
  sword, stands silent and motionless.
  XP 12,800
  Human death knight cavalier 9 (Pathfinder Roleplaying 
  Game Advanced Player’s Guide, “Cavalier”)
  LE Medium undead (augmented human)
  Init +2; Senses darkvision 60 ft.; Perception +16
  Aura fear (10 ft., DC 18)
   
  AC 28, touch 11, flat-footed 27 (+10 armor, +1 Dex, +4 
  natural, +3 shield)
  hp 99 (9d10+36 plus 9)
  Fort +10; Ref +5; Will +5
  Defensive Abilities channel resistance +4; DR 15/
  bludgeoning and magic; Immune cold, electricity, undead 
  traits; SR 26
   
  Speed 20 ft. (30 ft. unarmored)
  Melee +1 longsword +16/+11 (1d8+6/19–20)
  Special Attacks cavalier’s charge, challenge 3/day, 
  command undead, infuse weapon (7/day, 5d6 negative 
  energy; DC 18 Will half), steal glory
  Spell-Like Abilities (CL 9th):
  At will—darkness, desecrate, detect good, detect magic, 
  see invisibility
  1/day—animate dead, blasphemy (DC 21), protection from 
  good (DC 15), symbol of pain (DC 19)
   
  Str 20, Dex 14, Con—, Int 11, Wis 10, Cha 18
  Base Atk +9; CMB +14; CMD 25
  Feats Cleave, Dazzling DisplayB, Great Cleave, Iron Will, 
  Mounted Combat, Power Attack, Quick Draw, Shatter 
  DefensesB, ToughnessB, Vital Strike, Weapon Focus 
  (longsword)
  Skills Diplomacy +12, Handle Animal +16, Intimidate +19, 
  Knowledge (local) +9, Knowledge (nobility) +4, Knowledge 
  (religion) +9, Perception +16, Ride +8 (+14 own mount); 
  Racial Modifiers +8 Intimidate, +8 Perception
  Languages Common
  SQ banner, braggart (order of the cockatrice), greater 
  tactician, expert trainer
   
  Environment any
  Organization solitary
  Treasure standard (+1 full plate armor, +1 heavy steel shield, 
  +1 longsword, other treasure)
   
  Doomed to devastate the world they once cherished and sought to 
  protect, death knights are the result of damning curses visited upon once 
  noble knights who fell from grace at the moment of death. A lifetime 
  of duty and loyalty becomes forfeit as the undead creature, rising from 
  its grave within days of being laid to rest, is driven by an intense desire 
  to annihilate all life and bring as much harm as it can muster to any 
  within reach. It is the tragedy of the death knight that most remain 
  conscious and aware of their actions within unlife, forever grieving for 
  their actions, past and present, yet unable to withstand the compulsion to 
  destroy.
  They retain all the fighting skills they learned in their former life and, 
  melded with the powers of the undead, a death knight can prove to be a 
  fearsome foe as it swings its weapon with consummate ease, ignoring the 
  puny strikes of its enemies whilst staring into their eyes with orbs of dull 
  crimson that betray nothing but pure evil.
  XP 600
  N Large undead
  Init +8; Senses low-light vision, scent; Perception +9
   
  AC 19, touch 13, flat-footed 15 (+2 armor, +4 Dex, +4 natural, 
  –1 size)
  hp 27 (5d8+5)
  Fort +9; Ref +8; Will +4
  Defensive Abilities evasion; Immune undead traits
   
  Speed 50 ft.
  Melee bite +7 (1d4+5), 2 hooves +2 (1d6+2)
  Space 10 ft.; Reach 5 ft.
   
  Str 21, Dex 19, Con —, Int 2, Wis 17, Cha 13
  Base Atk +3; CMB +9; CMD 23 (27 vs. trip)
  Feats Armor Proficiency (Light), Endurance, Improved 
  Initiative, RunB
  Skills Intimidate +5, Perception +9
  SQ link, tricks (combat trained; attack, come, defend, down, 
  guard, heel, stay, seek)
   
  Environment any
  Organization solitary
  Treasure none (leather barding)
  DEATH KNIGHT 
  CR 10
  UNDEAD HORSE MOUNT 
  CR 2
  Appendix A: Templates
  
  Tome of Horrors 4
  265
  Fallen Elf
  Fallen elves have elven features, and generally have black or dark hair 
  and blue or green eyes. The fallen elves have an unearthly beauty and 
  glow about them, and many have small horns protruding from their heads 
  due to their many dealings with the succubus goddess and her demonic 
  forces.
  The fallen elves are the ancestors of Vargoth and the faction of 
  elves that were driven from Caer Myrridon long ago. For millen-
  nia they have dwelled within Harwood Forest, where they have 
  built a thriving metropolis (Novgorod) and several smaller 
  surrounding settlements, all in relative seclusion to the out-
  side world. 
   
  Creating a Fallen Elf
  “Fallen Elf” is an acquired template that can be added 
  to any living creature with the elf subtype (referred to 
  hereafter as the base creature), provided it is native to the Novgorod area. 
  A Fallen Elf retains all the base creature’s statistics and special abilities 
  except as noted here.
  CR: Same as the base creature.
  Alignment: Chaotic Evil.
  Abilities: Dex +2, Con –2, Cha +2. 
  Languages: Abyssal, Common, Elven. Bonus Languages: Draconic, 
  Gnoll, Gnome, Goblin, Infernal, Orc, and Sylvan.
  Ivan the Warmaster
  With a body forged on the anvil of war and tempered with pure evil, 
  Ivan is an impressive sight. Highly toned and fluid of movement, not a 
  single wasted motion is detected in his arrogant stride. 
   
  XP 102,400 
  Male fallen elf fighter 17 
  CN Medium humanoid elf) 
  Init +4; Senses low-light vision; Perception +9
   
  AC 24, touch 15, flat-footed 19 (+9 armor, +4 Dex, +1 
  dodge) 
  hp 183 (17d10+68 plus 17) 
  Fort +16; Ref +11; Will +7; +9 vs. enchantment, +11 vs. fear
  Defensive Abilities bravery +4; Immunities sleep
   
  Speed 30 ft.  
  Melee +2 longsword +27/+22/+17/+12 (1d8+14/19–20) and 
  +2 light mace +26/+21/+16 (1d6+13) 
  Special Attacks two weapon rend (1d10+6) , weapon 
  training (heavy blades +4, hammers +3, crossbows +2,  
  close +1)
   
  Str 18, Dex 19, Con 18, Int 10, Wis 10, Cha 12 
  Base Atk +17; CMB +21; CMD 36 
  Feats Critical Focus, Dodge, Double Slice, Greater Two 
  Weapon Fighting, Greater Weapon Focus (longsword), 
  Greater Weapon Focus (light mace), Greater Weapon 
  Specialization (longsword), Greater Weapon Specialization 
  (light mace), Improved Two Weapon Fighting, Mobility, 
  Spring Attack, Two-Weapon Fighting, Two-Weapon Rend, 
  Vital Strike, Weapon Focus (light mace), Weapon Focus 
  (longsword), Weapon Specialization (light mace), Weapon 
  Specialization (longsword) 
  Skills Acrobatics +15, Climb +15, Intimidate +12, Perception +9 
  Languages Common, Elven 
  SQ armor training 4 
  Gear +3 elven chain, +2 longsword, +2 light mace, belt of 
  mighty constitution +2, cloak of resistance +2
   
  Environment Novgorod (temperate forest)
  Organization solitary
  Treasure standard (+3 elven chain, +2 longsword, +2 light 
  mace, amulet of health +2, cloak of resistance +2, other 
  treasure)
  IVAN THE WARMASTER 
  CR 16
  
  266
  Fleshewn
  A fleshewn is a macabre construct made from corpses. Virtually any 
  corporeal living creature can be fashioned into whatever the creator 
  desires. Normally, these constructs are built to guard treasure or act as 
  servants. Fleshewns retain a semblance of their former self, but other 
  creatures’ features may be grafted to their new form. 
  The creator of a fleshewn must be evil and able to cast 8th-level spells. 
  A fleshewn costs 10,000 gp per HD and a manual of the golems (flesh) is 
  required. While several creatures may be used to fashion a fleshewn, only 
  the base creature retains its abilities. Additional parts are simply grotesque 
  additions. Fleshewns cannot speak but obey their creator to the best of their 
  ability. They can be given fairly complex instructions, up to 4 or 5 sentences. 
  Creating a Fleshewn
  “Fleshewn” is an acquired template that can be added to any corporeal 
  once-living creature (referred to hereafter as the base creatureA fleshewn 
  has the base creature’s statistics and special 
  abilities except as noted: 
  Challenge Rating: Same as the base creature –1.
  Alignment: Always Neutral.
  Size: Usually the same as the base creature, but 
  can be up to one size category larger depending 
  on how it was constructed.
  Type: The creature’s type changes to It retains 
  any subtype except for alignment subtypes (such as 
  good) and subtypes that indicate kind. It does not 
  gain the augmented subtype. It uses all the base 
  creature’s statistics and special abilities except as 
  noted here.
  Armor Class: A fleshewn retains the base 
  creature’s natural armor bonus only.
  Hit Dice: All Hit Dice change to d10s. A 
  fleshewn gains bonus hit points based on size as 
  other constructs.
  Defensive Abilities: A fleshewn gains DR 
  5/adamantine and gains all of a constructs 
  immunities and the following.
  Immunity to Magic (Ex) Certain spells and effects 
  function differently against a fleshewn. An attack 
  that deals electricity damage heals 1 point of 
  damage for every 3 points of damage the 
  attack would otherwise deal. If the amount of 
  healing would cause the fleshewn to exceed 
  its full normal hit points, it gains any excess as 
  temporary hit points. For example, a fleshewn hit by a lightning bolt heals 
  3 points of damage if the attack would have dealt 11 points of damage. A 
  fleshewn gets no saving throw against attacks that deal electricity damage, 
  but is otherwise immune to electricity damage.
  Speed: The fleshewn is similar to an animated object of the appropriate 
  size. Fleshewns move at a base of 30 ft. Fleshewns with two legs (or a 
  similar means of movement) have a +10 ft. speed bonus. Multiple legs 
  (tables, chairs) have a +20 foot bonus. Wheeled fleshewns have a +40 foot 
  bonus. Other fleshewns can float, climb or fly (clumsy maneuverability) at 
  half their normal land speed.
  Melee: A flehewn retains all natural weapons. If the base creature had no 
  natural weapons, it gains a slam attack. A fleshewn cannot use weapons 
  or items. A fleshewn maintains the base creature’s natural attacks but all 
  its natural attacks are considered magical for the purpose of overcoming 
  damage reduction.
  Abilities:A fleshewn’s Dex and Wis become 11 and its Cha becomes 1. A  
  fleshewn has no Int or Con score.
  Skills: A fleshewn loses all skills.
  Feats: A fleshewn loses all feats.
  Environment: Any
  Organization: Solitary
  Treasure: None.
  Construction
  The largest portion of a fleshewn must come from the base creature. 
  The corpses used must be recently deceased. Assembly requires anatomy 
  tomes worth 5,000 gp are required to complete the task. Skill checks (DC 
  20 + fleshewn HD) from Craft (leatherworking), Knowledge (alchemy), 
  and the appropriate Knowledge skill for the base creature type (arcana for 
  dragons and magical beasts, dungeoneering for aberrations and ooes, etc.) 
  are required when constructing a fleshewn.
  FLESHEWN
  CL 18th; Price 20,000 gp 
   
  CONSTRUCTION
  Requirements Craft Construct, Craft Wondrous Item, animate 
  dead, gentle repose, mending, major item, geas/quest, limited 
  wish, caster must be at least 18th level; Cost 10,000 gp.
  Appendix A: Templates
  
  Tome of Horrors 4
  267
  Guardian Beast Template
  Elves of the thick forests have been in the world for longer than even 
  they can recall. Their long-time presence, stewardship of the land and 
  druidic connections have brought them into close contact with the animals 
  of the forest — so close in fact, that many of the animals now serve the 
  elves as a free-willed act. These creatures are bound to elven communities 
  by mystic energies generated by the living forest, and can communicate 
  telepathically with elves and fey creatures. This makes them ideal sentries 
  and messengers, and they help secure the elven forest nation against 
  outside threats. 
  Creating a Guardian Beast
  “Guardian Beast” is an acquired template that can be added to any 
  animal (referred to hereafter as the “base animal”). A guardian beast uses 
  the base animal’s statistics and special abilities, except as noted here.
  Alignment: Usually neutral.
  Challenge Rating: Same as base animal +1.
  Type: Animals with this template have their type changed to magical 
  beast and gain the augmented subtype. Do not recalculate base attack, 
  saves, or skill points.
  Hit Dice: Increase all Hit Dice to d10.
  Saves: Guardian beasts get a +2 racial saving throw bonus against 
  enchantment spells and effects.
  Defensive Abilities: A guardian beast gains immunity to magic sleep 
  effects and SR equal to the base animal’s HD + 5. It also gains DR; the 
  amount and type depends on its Hit Dice.
   HD 
  DR
   1–5 
  5/cold iron
   6–10 
  5/cold iron, magic
   11+ 
  10/cold iron
  Special Qualities: A guardian beast retains all the special qualities of the 
  base animal and also gains the following.
  Telepathy (Su) A guardian beast can communicate telepathically with 
  any humanoid with the elf subtype and creatures of the fey type at will 
  within 100 ft. Full-blooded elves as well as fey creatures, can understand 
  the creature to the full extent of its intelligence. Half-elves can only 
  receive empathic sensations (fear, hunger, curiosity, etc.) regardless of the 
  creature’s intellect.
  Abilities: Intelligence +1 per Hit Die.
  Environment: Same as base animal or as proscribed by the community or 
  race the guardian beast serves.
  Organization: Same as base animal or as proscribed by the community or 
  race the guardian beast serves.
  Treasure: Usually none; animals rarely have treasures as it is, and 
  guardian beasts have priorities other than hoarding goods.
  Guardian Bear
  Watching from the deep shadows of the dense forest is a large brown 
  bear. Its eyes have a spark of intelligence.
  XP 1,600
  N Large magical beast (augmented animal)
  Init +1; Senses low-light vision, scent; Perception +6
   
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
  hp 47 (5d10+20)
  Fort +8; Ref +5; Will +2; +4 vs. enchantment spells and effects
  DR 5/cold iron, magic; Immune magic sleep effects; SR 10
   
  Speed 40 ft.
  Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
  Space 10 ft.; Reach 5 ft.
   
  Str 21, Dex 13, Con 19, Int 6, Wis 12, Cha 6
  Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip) 
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim +14; Racial  
  Modifiers +4 Swim
  Languages telepathy 100 ft. (elves and fey only); empathy 
  100 ft. (half-elves)
   
  Environment cold forests
  Organization solitary or pair
  Treasure none
  The strength, speed and guile of the brown bear are traits that elf 
  barbarians admire and emulate. Thus the bear is often an important for 
  them, and elven druids favor its form when altering their own shape for 
  meditation, travel or battle. Many brown bears manifest the telepathic 
  link and become guardian creatures after witnessing the ferocity of elven 
  GUARDIAN BEAR 
  CR 5
  Fleshewn Troll Throne
  Fleshewn troll thrones are large bone chairs covered in the taut flesh 
  of a troll. The chairs “arms” can attack, and the chair can move to carry 
  anyone sitting on it. A tooth-filled maw is hidden under a cushion.
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +0
   
  AC 14, touch 9, flat-footed 14 (+5 natural, –1 size)
  hp 63 (6d10+30); regeneration 5 (acid or fire)
  Fort +2; Ref +2; Will +2 
  DR 5/adamantine; Immune construct immunities (+30 hp), 
  magic
   
  Speed 40 ft.
  Melee bite +6 (1d8+6), 2 claws +6 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+9)
   
  Str 23, Dex 11, Con —, Int —, Wis 11, Cha 1
  Base Atk +6; CMB +13; CMD 23 
   
  Environment Any
  Organization solitary
  Treasure none
   
  Regeneration (Ex) Fire and acid deal normal damage to 
  a troll throne. If the throne loses a feature, it regrows in 3d6 
  minutes. The construct can reattach the severed member 
  instantly by holding it to the stump.
  A troll throne fleshewn is a large throne made of stretched and taut 
  troll skin covering a bone structure. The legs (or arms at the creator’s 
  discretion) have the claw attacks of the base troll creature. The troll 
  throne can carry a seated individual by following simple commands.
  FLESHEWN (TROLL THRONE) 
  CR 5
  
  268
  berserkers in battle. An interloper venturing into the elven forest nation is 
  likely to be met by a guardian bear whose task is to assess the vitality of 
  the foreigner and report the worth of their opponent to elven scouts nearby. 
  On the rare occasions that raiders appear in groups, the guardian bear is 
  favored as combat support of the elves, accompanying their berserkers 
  into confrontation. Guardian bears look no different than regular brown 
  bears, except that the look of bemused curiosity that so many bears have 
  is replaced by one of keen intelligence. When encountered, they merely 
  watch until the outsider moves on or the bear grows bored.
  Corrupted Guardian Beast
  If an elven enclave falls to evil forces, corrupting the lands the elves 
  once kept pure, so too are the guardian beasts corrupted. Just as loyal 
  guardian beasts may communicate at will with the elves and their fey 
  allies, the corrupted guardians may hide from elves and fey at will, 
  making them brutally effective hunters and turning the elves’ forest home 
  into a killing ground.
  Creating a Corrupted Guardian Beast
  “Corrupted Guardian Beast” is an acquired template that can be added 
  to any guardian beast (referred to hereafter as the “base creature”). A 
  corrupted guardian beast uses the base creature’s statistics and special 
  abilities, except as noted here.
  Channelege Rating: Same as base creature +2
  Defensives Abilities: As the base guardian beast, except that its SR 
  increases by +5, and it gains the following.
  Hide from Elves and Fey (Su) Elves and fey cannot easily see, hear, 
  or smell a corrupted guardian beast. Even extraordinary or supernatural 
  sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, 
  cannot detect or locate the corrupted guardian beast. Elves receive a DC 
  20 Will save to see, hear or sense the creatures. On a failed save, the 
  elf or fey cannot sense the corrupted guardian beast. The elf or fey can 
  attempt Perception checks to locate the corrupted guardian beast, and 
  may make attacks against it in accordance with the rules for invisibility 
  (50% miss chance). Due to their mixed blood, half-elves must only pass 
  a DC 15 Will save to see, hear or sense the creatures. Even if this save is 
  passed, the creature appears insubstantial or is only visible intermittently, 
  and is treated as having concealment (20% miss chance). This ability is 
  compromised by direct sunlight (not magical or otherwise synthesized 
  light). In sunlight, a corrupted guardian beats is wholly visible to all 
  viewers, elven or otherwise. 
  Sunlight Vulnerability (Ex) In natural sunlight, but not a daylight spell, 
  a corrupted guardian beast loses its DR and its hide from elves and fey 
  ability. A corrupted guardian beast has a –2 penalty to skill checks, saves, 
  and attack rolls while in natural sunlight. 
  Skills: Corrupted guardian beasts have a +8 racial bonus on Stealth 
  checks.
  Appendix A: Templates
  
  Tome of Horrors 4
  269
  Meat Puppet
  Meat puppets are boneless, skinless corpses reanimated after being 
  exposed to necromantic energies.
  Creating a Meat Puppet
  “Meat puppet” is an acquired template that can be added to any 
  corporeal creature (other than an undead) that had a skeletal system at 
  one point, but had its bones extracted or completely crushed (referred to 
  hereafter as the base creature).
  Challenge Rating: This depends on the creature’s new total number of 
  Hit Dice, as follows:
  Alignment: Always neutral evil.
  Type: The creature’s type changes to undead. It retains any subtype 
  except for alignment subtypes (such as good) and subtypes that indicate 
  kind. It does not gain the augmented subtype. It uses all the base creature’s 
  statistics and special abilities except as noted here.
  Senses: Meat puppets have darkvision out to 60 ft.
  Armor Class: A meat puppet has no bones to reinforce its body, and 
  has only half the base creature’s natural armor bonus (round down). It 
  tends to shed any possessions it had in life, and so is only 5% likely to be 
  encountered wearing any armor it once had.
  Hit Dice: Drop HD gained from class levels (minimum of 1) and change 
  racial HD to d8s. Meat Puppets gain a number of additional HD as noted 
  on the following table.
  MEAT PUPPET SIZE 
  BONUS HIT DICE
  Tiny or smaller 
  +1 HD
  Small or Medium 
  +3 HD
  Large 
  +5 HD
  Huge 
  +7 HD
  Gargantuan 
  +11 HD
  Colossal 
  +15 HD
  Meat Puppets use their Charisma modifiers to determine bonus hit points 
  (instead of Constitution).
  Defensive Abilities: Meat puppets lose their defensive abilities and 
  gain all of the qualities and immunities granted by the undead type. 
  Meat puppets gain channel resistance +4, DR 5/slashing or piercing, and 
  regeneration (cold iron or good) which heals 1 hp per round per Hit Die.
  Speed: The base creature loses fly and burrow speeds, but retains land, 
  swim, and climb speeds, if any.
  Attacks: A meat puppet loses all of the base creature’s natural attacks 
  and gains 2 slam attacks, or one slam attack for every natural attack it 
  lost (whichever is greater). It retains all weapon proficiencies of the base 
  creature, but as with armor is only 5% likely to be encountered with a 
  weapon in hand. Its slam attacks deal damage based on the meat puppet’s 
  size, but as if it were one size category larger than its actual size (see 
  Table 3-1: Natural Attacks by Size in the Pathfinder Roleplaying Game 
  Bestiary). It retains any extraordinary special abilities that improve its 
  melee or ranged attacks.
  Special Attacks: A meat puppet retains none of the base creature’s special 
  attacks. However, it gains the grab and constrict special attacks.
  Special Qualities: A meat puppet loses most special qualities of the base creature.
  Abilities: Str +6, Dex +4. A meat puppet has no Constitution score, its 
  Intelligence changes to 3, its Wisdom and Charisma change to 14.
  Skills: A meat puppet does not retain the skills of the base creature, but 
  it has 1 skill rank per Hit Die. The following are class skills for a meat 
  puppet: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge 
  (religion), Perception, Sense Motive, Spellcraft, and Stealth.
  Feats: A meat puppet gains feats normally based on its Hit Dice, but 
  loses all feats possessed by the base creature. A meat puppet also gains 
  Toughness as a bonus feat.
  Environment: Any land and underground.
  Organization: Any.
  Treasure: 5% chance of standard goods.
  XP 1,200
  NE Medium undead
  Init +6; Senses darkvision 60 ft.; Perception +9
   
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp30 (4d8+8 plus 4); regeneration 4 (cold iron or good)
  Fort +3; Ref +3; Will +6 
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  piercing; Immune undead traits
   
  Speed 30 ft.
  Melee 2 slams +6 (1d6+3 plus grab)
  Special Attacks constrict (1d6+3)
   
  Str 17, Dex 14, Con —, Int 3, Wis 14, Cha 14
  Base Atk +3; CMB +6 (+10 to grapple); CMD 19 
  Feats Dodge, Improved Initiative, ToughnessB
  Skills Perception +9
   
  Environment any
  Organization solitary or abattoir (2–8)
  Treasure none
  XP 4,800
  NE Large undead
  Init +5; Senses darkvision 60 ft.; Perception +17
   
  AC 10, touch 10, flat-footed 9 (+1 Dex, –1 size)
  HUMAN MEAT PUPPET 
  CR 4
  OTYUGH MEAT PUPPET 
  CR 8
   
  HD 
  CR
   
  4 or less 
  4
   
  6–7 
  5
   
  8–11 
  6
   
  12–14 
  8
   
  15–17 
  10
   
  HD 
  CR
   
  18–20 
  12
   
  21–24 
  14
   
  25–27 
  16
   28 or higher 
  18
  
  270
  Minikin (Miniature Creature)
  Minikins are smaller versions of normal creatures, made so through 
  experimental magic. They are always smaller than their true counterparts 
  and rarely associate with them. Minikins tend to congregate and associate 
  with others of their own kind.
  Creating a Minikin
  “Minikin” is an acquired or inherited template that can be added to any 
  corporeal living animal or vermin of Diminutive size or larger (referred 
  to hereafter as the base creature). A minikin retains all the base creature’s 
  statistics and special abilities except as noted here.
  Challenge Rating Decrease the base creature’s CR by 2, plus an additional 
  –1 for every 3 HD it loses when applying this template.
  Size Decrease the base creature’s size by one category.
  Hit Dice Reduce the base creature’s Hit Dice by one-half (minimum 1).
  Armor Class Reduce the creature’s natural armor bonus by –2 (minimum 
  +0).
  Hit Points Recalculate the creature’s hit points based on its decreased 
  Hit Dice.
  Saves Recalculate the creature’s saving throws based on its decreased Hit 
  Dice. A minikin gains a +1 racial bonus on all saves.
  Speed Reduce the creature’s speed (all forms of movement) by 10 ft. (to 
  a minimum of 10 ft.)
  Attacks A minikin retains all the attacks of the base creature. Recalculate 
  its attack bonus based on its new BAB and size.
  Space/Reach Recalculate the creature’s space and reach based on its new size.
  Damage Decrease damage for all attacks by 1 step.
  Ability Scores –4 Strength, –4 Constitution, +2 Dexterity
  Base Attack/CMB/CMD Recalculate the creature’s BAB based on its 
  decreased Hit Dice. Recalculate its CMB and CMD based on its new BAB 
  and size.
  Feats Feats remain unchanged. Feats above what a creature would 
  normally have based on the minikin’s reduced Hit Dice are treated as 
  bonus feats. A minikin gains Toughness as a bonus feat (if it doesn’t 
  already possess it). If the creature’s new Dexterity score exceeds its new 
  Strength score, it also gains Weapon Finesse as a bonus feat (if it doesn’t 
  already possess it).
  Skills Recalculate the creature’s skills (if it had any) based on its reduced 
  Hit Dice.
  Organization solitary, pair, and double any other listed.
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +5
   
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 16 (2d8+4 plus 3)
  Fort +6; Ref +6; Will +2
   
  Speed 30 ft.
  Melee 2 claws +4 (1d4+3 plus grab), bite +4 (1d4+3)
   
  Str 17, Dex 15, Con 14, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +4 (+8 grapple); CMD 16
  Feats Endurance, RunB, Skill Focus (Survival)B, ToughnessB
  Skills Perception +5, Survival +5, Swim +7; Racial Modifiers +4 
  Swim
   
  Environment cold forests
  Organization solitary or pair
  Treasure none
  XP 1,600
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +17
   
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 59 (7d8+21 plus 7)
  Fort +9; Ref +8; Will +6
   
  Speed 30 ft.
  Melee gore +15 (2d6+10), slam +14 (1d10+10)
  Space 10 ft.; Reach 5 ft.
  Special Attacks trample (2d6+15, DC 23)
   
  Str 30, Dex 14, Con 17, Int 2, Wis 13, Cha 7
  Base Atk +5; CMB +16; CMD 28 (32 vs. trip)
  Feats Endurance, Improved Bull Rush, Improved Iron Will, 
  Iron Will, Power AttackB, Skill Focus (Perception)B, ToughnessB, 
  Weapon Focus (gore)B
  Skills Perception +17
   
  Environment cold or temperate forests and plains
  Organization solitary, pair, or herd (12–60)
  Treasure none
  MINIKIN GRIZZLY BEAR 
  CR 1
  MINIKIN MASTODON 
  CR 5
  hp 82 (11d8+22 plus 11); regeneration 12 (cold iron or good)
  Fort +5; Ref +7; Will +9 
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  piercing; Immune undead traits
   
  Speed 30 ft.
  Melee 3 slams +15 (2d6+7/19–20 plus grab)
  Special Attacks constrict (1d8+7)
   
  Str 24, Dex 14, Con —, Int 3, Wis 14, Cha 14
  Base Atk +8; CMB +16 (+20 to grapple); CMD 29 (31 vs. trip) 
  Feats Dodge, Improved Critical (slam), Improved Initiative, 
  Improved Natural Attack (slam), Lightning Reflexes, 
  ToughnessB, Weapon Focus (slam)
  Skills Perception +16
   
  Environment any
  Organization solitary or abattoir (2–8)
  Treasure none
  Appendix A: Templates
  
  Tome of Horrors 4
  271
  Reborn
  The creature looks like a twisted humanoid with features from everything 
  natural—a bit of shaggy fur, some scales, fingers that resemble gnarled 
  roots and the cold and viscous eyes of a snake. It moves like a reasonable 
  being however and wields its weapons with confidence and proficiency.
  The reborn are the most devoted servants of the Tree That Sees who 
  have been given the gift of transformation. To become a reborn one must 
  spend three days buried by the Tree That Sees’ roots. There he dies and 
  then is reborn in the likeness of the Twisted Deity. 
  The reborn fight like normal members of their race except that they are 
  utterly fearless and far more savage. 
  Creating a Reborn
  “Reborn” is an acquired template that can be added to any humanoid 
  creature (referred to hereafter as the base creature). A reborn uses all the 
  base creature’s statistics and special abilities except as noted here.
  Challenge Rating: Same as base creature +1.
  Alignment: The base creature’s alignment changes to chaotic, retaining 
  its good/neutral/evil axis.
  Size and Type: The base creature’s size changes according to its total HD: 
  1–4 Medium or as base creature, whichever is larger, 5–8 Large or as base 
  creature, whichever is larger, 9+ Huge or as base creature, whichever is 
  larger.
  Armor Class: The base creature’s natural armor class, if any, increases 
  by +2.
  Defensive Abilities: The base creature gains fast healing 5 if it didn’t 
  already have it.
  Abilities: Str +4, Dex +4, Con +4
  Feats: The reborn gain Alertness, Athletic, Power Attack, and Weapon 
  Finesse even if the base creature doesn’t have the base perquisites for 
  these feats.
  Skills: The reborn gain a +4 racial bonus on Perception checks and a 
  racial bonus equal to their HD in Knowledge (history). Reborn always 
  treat Climb, Knowledge (history), Perception, and Swim as class skills.
  Special Qualities: Random feature. Every reborn gains a random feature 
  of an animal, a reptile or a plant when it is created and another every 4 
  levels after that. Most reborn have feature of only one type and stick to 
  their kind but powerful or lucky reborn often have features of various 
  types. Roll on the table below for every reborn encountered. Any natural 
  attack gained by the reborn inflicts damage as specified in Table 3-1: 
  Natural Attacks by Size in the Pathfinder Roleplaying Game Bestiary 
  unless otherwise noted.
  TYPE (1D3):
   Roll 
  Type
   1 
  Animal
   2 
  Reptile
   3 
  Plant
  ANIMALISTIC FEATURES (1D10):
   Roll 
  Feature 
  Effect
   1 
  Wings  
  Fly 30 ft. (poor)
   2 
  Muzzle/Beak  
  Bite attack. Treat reborn as one 
    
   
  size category larger for purposes 
    
   
  of damage.
   3 
  Claws/Talons 
  2 claw attacks
   4 
  Tough Hide 
  +4 natural armor
   5 
  Horns 
  Gore 1d6 points of damage
   6 
  Hooves 
  Gain Endurance and Run as 
    
   
  bonus feats, speed 40 ft.
   7 
  Ape Nimbleness 
  +8 to Acrobatics and 
    
   
  Climb checks
   8 
  Tiger Feet 
  Pounce and rake attack. Rake 
    
   
  damage as a claw attack, but 
    
   
  at one size category higher.
   9 
  Sharp Senses 
  +4 to Perception checks
   10 
  Reroll Twice 
  —
  REPTILIAN FEATURES (1D10):
   Roll 
  Reptile 
  Effect
   1 
  Tongue 
  Acts as a whip that cannot be 
    
   
  dropped
   2 
  Turtle Shell 
  +8 armor bonus, base speed 10 ft.
   3 
  Hypnotic Eyes 
  Can cast hypnotism 3/day like a 
    
   
  sorcerer of the reborn’s level
   4 
  Poisonous Bite 
  Bite plus poison, (Bite–injury; save 
    
   
  Fortitude , frequency 1/round 
    
   
  for 6 rounds, effect 1d6 Str, cure 
    
   
  1 save) Poison DCi s Constitution-
    
   
  based. Treat bite as two size 
    
   
  categories smaller for purposes 
    
   
  of damage.
   5 
  Snake tail 
  Amphibious, speed 20 ft., swim 
    
   
  speed 20 ft. constrict medium or 
    
   
  smaller creatures for 1d6 point of 
    
   
  damage
   6 
  Frog Eyes 
  +4 to Perception checks
   7 
  Salamander Skin 
  Fire resistance 15
   8 
  Crocodile Bite 
  Bite attack. Treat as one size 
    
   
  category larger for purposes of 
    
   
  damage.
   9 
  Spit Acid 
  10-foot line of acid once per 1d4 
    
   
  rounds for 2d4 points of damage, 
    
   
  Reflex DC 13 half
   10 
  Reroll twice 
  —
  PLANT FEATURES (1D10):
   Roll 
  Feature 
  Effect
   1 
  Vines 
  Gain slam attack with the grab 
    
   
  special ability
   2 
  Barkskin 
  +4 natural armor
   3 
  Sticky Sap 
  Sticky Sap (Ex) Anyone who 
    
   
  makes a melee attack against 
    
   
  the reborn must succeed on 
    
   
  a DC 15 Reflex save or the 
    
   
  attacker’s weapon sticks to 
    
   
  the reborn and is yanked out 
    
   
  of the wielder’s grasp. The 
    
   
  weapon can be retrieved 
    
   
  with a successful touch attack 
    
   
  (provoking an attack of 
    
   
  opportunity) followed by a DC 15 
    
   
  Strength check as a free action.
   4 
  Poisonous Spores Poisonous Spores (Ex) When 
    
   
  damaged for the first time all 
    
   
  non-plants within 15-foot radius 
    
   
  must succeed on a DC 15 fort 
    
   
  save or be nauseated for 1d6 
    
   
  rounds.
   5 
  Roots 
  Speed is 10 ft. lower, can cast 
    
   
  entangle 3/day as a druid of the 
    
   
  reborn’s level
   6 
  Leaves 
  +8 to Stealth checks in forested 
    
   
  areas
   7 
  Barbs 
  Unarmed attacks against the 
    
   
  reborn inflict 1d4 points of 
    
   
  damage on the attacker
  
  272
   8 
  Plant Anatomy 
  Plant traits as if the reborn was of 
    
   
  the plant type
   9 
  Flowers 
  Can cast color spray 3/day as a 
    
   
  sorcerer of the reborn’s level
   10 
  Reroll twice 
  —
  Environment: any forest (Hollow Mountain)
  Organization: any
  Treasure: none
  Plant Reborn
  These elves look like topiary versions of normal demi-humans; leaves 
  and twigs jut from their armor, and the creaking of their clubs is mimicked 
  by the straining of their roots to gain stability.
  XP 800
  Male and female reborn elf ranger 3
  CE Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +14
   
  AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
  hp 33 (3d10+9 plus 3); fast healing 5
  Fort +6; Ref +6; Will +1; +2 vs. enchantment
  Immune fear, sleep
   
  Speed 20 ft.
  Melee greatclub +8 (1d10+7)
  Special Attacks favored enemy humanoids +2 (humans), 
  two-weapon combat style
   
  Str 21, Dex 16, Con 16, Int 7, Wis 11, Cha 3
  Base Atk +3; CMB +8; CMD 21 
  Feats AlertnessB, AthleticB, Blind-Fight, EnduranceB, 
  Diehard, Power AttackB, Two-Weapon FightingB, Weapon 
  FinesseB 
  Skills Knowledge (nature) +4, Knowledge (prehistory) +5, 
  Perception +13, Stealth +5, Survival +6; Racial Modifiers 
  +3 Knowledge (prehistory), +6 Perception, +2 Spellcraft to 
  identify properties of magic 
  items
  Languages Elven
  SQ favored terrain +2 
  (forests), track +1, wild 
  empathy –1
  Combat Gear wooden 
  breastplate, greatclub
   
  Environment: any forest 
  (Hollow Mountain)
  Organization: any
  Treasure: none
   
  Fanatic (Ex) Plant reborn are immune to fear 
  (magical or otherwise) and intimidation.
  Random Feature (Ex) Plant reborn one random 
  plant feature.
  PLANT REBORN 
  CR 3
  Appendix A: Templates
  
  Tome of Horrors 4
  273
  Refracted Creature
  Refracted creatures are native to a strange demiplane that is a bizarre 
  reflection of the Material Plane. They resemble their normal counterparts 
  whose form seems to ripple and bend making their location difficult to 
  discern. Refracted creatures often find their way onto the Material Plane 
  as a result of a failed teleport spell, but occasionally they slip through 
  natural rifts between dimensions.
  Creating a Refracted Creature
  “Refracted Creature” is an inherited template that can be added to any 
  animal, referred to hereafter as the base creature. A refracted creature 
  retains all the base creature’s statistics and abilities except as noted here.
  Challenge Rating: As base creature +2.
  Alignment: The base creature’s alignment shifts one step towards evil on 
  the good/evil alignment axis.
  Type: The base creature’s type changes to magical beast. It gains the 
  augmented subtype. Do not recalculate BAB, saves, or skill ranks. 
  Refracted creatures on the Material Plane have the extraplanar subtype.
  Senses: As the base creature, plus darkvision 60 feet.
  Armor Class: A refracted creature’s natural armor bonus increases by +2.
  Hit Dice: The base creature’s racial Hit Dice change to d10s.
  Defensive Abilities: A refracted creature retains all of the base creature’s 
  defensive abilities and special qualities. It also gains the following.
  Displacement (Su) Even when visible, the refracted 
  creature appears to be about 2 feet away from its true 
  location. The creature benefits from a 50% miss chance 
  as if it had total concealment. Unlike actual total 
  concealment, displacement does not prevent enemies from 
  targeting the creature normally. True seeing reveals its true 
  location and negates the miss chance.
  Evasion (Ex) A refracted creature can avoid even magical 
  and unusual attacks with great agility. If it makes a successful 
  Reflex save against an attack that normally deals half 
  damage on a successful save, it instead takes no 
  damage. A helpless refracted creature does not 
  gain the benefit of evasion.
  Special Attacks: A refracted creature 
  retains the special attacks of the base 
  creature, and gains the following.
  Refraction (Su) At will, a refracted 
  creature can cause any of its attacks 
  to emanate from a point a short 
  distance from its body, effectively 
  increasing its reach by 10 ft. A 
  refracted creature capable of 
  making ranged attacks can 
  effectively 
  reduce 
  the 
  overall range to its 
  target by 10 ft. as 
  well.
  Ability Scores: 
  +4 Int 
  Feats: A 
  refracted 
  creature gains 
  Dodge and 
  Mobility as 
  bonus feats.
  Skills: A refracted creature 
  gains a +8 racial bonus on 
  Stealth checks. This bonus 
  does not stack with any 
  other racial bonus to 
  Stealth.
  Languages: All refracted creatures speak Common.
  Treasure: As the base creature or standard, whichever is better.
  Refracted Dire Shark
  This giant shark’s form appears to shimmer and ripple just as the 
  water surrounding it, making it difficult to discern its true location.
  XP 12,800
  N Gargantuan magical beast (augmented animal, 
  extraplanar)
  Init +6; Senses darkvision 60 ft., keen scent, low-light vision; 
  Perception +25
   
  AC 26, touch 9, flat-footed 23 (+2 Dex, +1 dodge, +17 
  natural, –4 size)
  hp 127 (15d10+45)
  Fort +14; Ref +13; Will +8
  Defensive Abilities displacement, evasion
   
  Speed swim 60 ft.
  Melee bite +17 (4d10+15/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks refraction, swallow whole (2d6+15 damage, 
  AC 18, 12 hp)
   
  Str 30, Dex 15, Con 17, Int 5, Wis 12, Cha 10
  Base Atk +11; CMB +25 (+29 grapple); CMD 38
  Feats Bleeding Critical, Critical Focus, DodgeB, 
  Great Fortitude, Improved Critical (bite), Improved 
  Initiative, Iron Will, Lightning Reflexes, MobilityB, Skill 
  Focus (Perception)
  Skills Perception +25, Stealth –2, Swim +18; 
  Racial Modifiers +8 Stealth
  Languages Common
   
  Environment any oceans
  Organization solitary
  Treasure standard
  REFRACTED DIRE SHARK 
  CR 11
  
  274
  Refracted Tiger
  This tiger resembles a normal tiger as if viewed through a mirror. Its 
  form seems slightly disjointed and its location is hard to pinpoint.
  XP 2,400
  NE Large magical beast (augmented animal, extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 
  natural, –1 size)
  hp 51 (6d10+18)
  Fort +8; Ref +7; Will +3
  Defensive Abilities displacement, evasion
   
  Speed 40 ft.
  Melee 2 claws +10 (1d8+6 plus grab), bite +9 (2d6+6 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +10, 1d8+6), 
  refraction
   
  Str 23, Dex 15, Con 17, Int 6, Wis 12, Cha 6
  Base Atk +4; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
  Feats DodgeB, Improved Initiative, MobilityB, Skill Focus 
  (Perception), Weapon Focus (claw)
  Skills Acrobatics +10, Perception +8, Stealth +11 (+15 in tall 
  grass), Swim +11; Racial Modifiers +4 Acrobatics, +8 Stealth 
  (+12 in tall grass)
  Languages Common
   
  Environment any forests
  Organization solitary or pair
  Treasure standard
  REFREACTED TIGER 
  CR 6
  Appendix A: Templates
  
  Tome of Horrors 4
  275
  Shade
  Shades are creatures of shadowstuff. A mortal either chooses to infuse 
  its body with the essence of shadows or it is cursed by some powerful 
  entity for a slight against it. On the Plane of Molten Skies and within the 
  City of Brass, shades are known as afya.
  Creating a Shade
  “Shade” is an inherited template that can be added to any living 
  corporeal humanoid that has at least 5 HD, referred to hereafter as 
  the base creature. A shade retains all the base creature’s statistics 
  and abilities except as noted here.
  Challenge Rating Same as the base creature +1
  Alignment Any non-good
  Type The creature’s type changes to outsider. It gains 
  the augmented and extraplanar subtypes. Do not 
  recalculate base attack bonus, saves, or skill ranks.
  Senses A shade gains darkvision 60 ft, if the base 
  creature doesn’t already have it. A shade also 
  gains the ability to see in darkness. It can see 
  perfectly in darkness of any kind, including 
  that created by deeper darkness.
  Armor Class A shade gains a +2 
  deflection bonus to its AC. It loses this 
  bonus in areas of bright light or normal 
  light.
  Hit Dice The base creature’s racial Hit 
  Dice change to d10s. 
  Defensive Abilities A shade retains all of the base creature’s 
  defensive abilities and special qualities. It also gains the 
  following:
  Fast Healing (Su) A shade gains fast healing 5. It loses its fast 
  healing in areas of bright light or normal light.
  Spell Resistance (Ex) A shade gains SR equal to the creature’s  
  CR + 11. It loses its spell resistance in areas of bright light or normal 
  light.
  Shadowy Resolve (Ex) A shade gains a +2 bonus on all saving throws. It 
  loses these bonuses in areas of bright light or normal light.
  Weakness A shade gains light blindness. If exposed to bright light, it is 
  blinded for 1 round, and dazzled as long as it remains in areas of bright 
  light or normal light.
  Speed All forms of movement the base creature possesses increases by 
  +20 feet. It loses this bonus in areas of bright light or normal light.
  Attacks A shade gains a +2 racial bonus on attack rolls and damage rolls. 
  It loses these bonuses in areas of bright light or normal light.
  Special Abilities A shade retains all of the base creature’s special attacks 
  and special abilities. It also gains the following.
  Shadow Images (Sp) A number of times per day equal to the shade’s 
  Charisma modifier, it can create an effect identical to a mirror image spell 
  (CL equals the shade’s Hit Dice). This ability can only be used in areas of 
  dim light or darkness.
  Shadow Stride (Sp) Once per day, a shade of 9 Hit Dice or more can 
  use teleport without error to reach any shadowy area on the same plane. 
  Alternately, it can use plane shift once per day to reach the Plane of Shadow.
  Shadow Walk (Sp) Once per day, a shade of 9 Hit Dice or more can 
  create an effect identical to a shadow walk spell (CL equals the shade’s 
  Hit Dice). This ability transports only the shade and non-living objects it 
  is carrying.
  Abilities +2 Strength, +2 Constitution, +2 Charisma. It loses these 
  bonuses in areas of bright light or normal light.
  Skills A shade gains a +8 racial bonus to Stealth checks in areas of dim 
  light. This bonus increases to +12 in areas of total darkness. Stealth and 
  Knowledge (the planes) are always class skills for a shade.
  Shade
  The dusky figure almost melds into the gloom of the room.
  XP 12,800
  Human shade sorcerer 11
  CE Medium outsider (augmented human)
  Init +2; Senses darkvision 60 ft., see in darkness;  
  Perception +5
   
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 
  deflection)
  hp 74 (11d6+22 plus 11); fast healing 5
  Fort +7; Ref +9; Will +11; +4 on saves vs. poison
  Resist electricity 10; SR 22
  Weakness light blindness
   
  Speed 50 ft.
  Melee shortspear +6 (1d6+3)
  Ranged light crossbow +7 
  (1d8+2/19–20)
  Special Attacks abyssal claws 
  (2 claws +8, 1d6+2 plus 1d6 
  fire, usable 6 rounds per day), 
  shadow images
  Spells Known (CL 11th; melee 
  touch +6, ranged touch+7):
  5th (4/day)—cone of cold 
  (DC 19), dismissal (DC 19), 
  dominate person (DC 19)
  4th (6/day)—bestow curse (DC 18), crushing despair 
  (DC 18), ice storm, stoneskin
  3rd (7/day)—deep slumber (DC 17), dispel magic, 
  lightning bolt (DC 17), protection from energy (DC 17), 
  rage
  2nd (7/day)—blur (DC 16), bull’s strength, darkness, detect 
  thoughts (DC 16), shatter (DC 16), web (DC 16)
  1st (7/day)—burning hands (DC 15), cause fear (DC 15), 
  charm person (DC 15), chill touch (DC 15), feather fall (DC 
  15), hypnotism (DC 15)
  0 (at will)—arcane mark, bleed (DC 14), daze (DC 14), 
  detect magic, flare (DC 14), mage hand, open/close (DC 
  14), read magic, resistance (DC 14)
  Bloodline Abyssal
   
  Str 12, Dex 14, Con 14, Int 13, Wis 11, Cha 19
  Base Atk +5; CMB +6; CMD 19
  Feats Arcane Strike, Combat Casting, Dodge, Empower 
  Spell, Eschew MaterialsB, Iron Will, Lightning Reflexes, 
  Maximize Spell, Toughness
  Skills Bluff +18, Intimidate +13, Knowledge (arcana) +15, 
  Knowledge (planes) +10, Perception +5, Spellcraft +15, 
  Stealth +2 (+10 in dim light, +14 in darkness), Use Magical 
  Device +12; Racial Modifiers +8 Stealth in dim light (+12 in 
  darkness)
  SQ shadowy resolve, shadow stride, shadow walk
  Languages Common
   
  Environment any
  Organization solitary
  Treasure standard (shortspear, light crossbow, 30 bolts, other 
  treasure)
  SHADE SORCERER 
  CR 11
  
  276
  Soulless
  In his eternal war against the gods, Orcus, the Prince of 
  Demons, discovered a way to sever the connection between 
  living beings and their divine creators. He learned that 
  by stripping the soul of a humanoid while leaving the 
  body alive and intact, he could create a soulless creature 
  beholden only to him and outside the influence of the 
  divine.
  A soulless creature becomes a being without 
  connection to the divine or living creatures. Flensed 
  of all distinctions of alignment, the soulless embrace 
  true amorality, characterized by acts of depravity and 
  destruction. The soulless creature takes no pleasure in 
  this behavior, they are disturbingly without expression or 
  emotion, but engage in it as an automaton.
  Though a soulless shares some characteristics with the 
  undead, they remain alive and fully sentient creatures. 
  They eat, breathe, and sleep. The absence of an animating 
  spark means a soulless lacks the natural fears and desires 
  of normal humanoids and some of their vulnerabilities, 
  but they also have no final energy to cling to when the 
  body is severely damaged.
  The stripped soul ends up in an Abyssal 
  prison where Orcus can subject it to further 
  experiments or employ it in some other 
  hideous plan.
  Creating a 
  Soulless 
  “Soulless” is an acquired template that can be added to any living 
  corporeal humanoid, magical beast, or monstrous humanoid (referred to 
  hereafter as the base creature), provided it possesses a soul separate from 
  its physical body. A soulless retains all the base creature’s statistics and 
  special abilities except as noted here.
  CR: Same as base creature +1.
  Alignment: Neutral
  Senses: A soulless gains darkvision 60 ft.
  Armor Class: A soulless has a +2 natural armor bonus or the base 
  creature’s natural armor bonus, whichever is better.
  Defensive Abilities: A soulless possesses no connection to the divine and 
  also lacks the vulnerabilities of other corporeal creatures. As such it is 
  gains the following immunities:
  Immune to Critical Hits (Ex) The disconnection between a soulless 
  creature’s physical and immaterial forms turns it into a semi-automaton 
  and immune to precision damage.
  Immune to Fear (Ex) A soulless creature has already confronted the 
  black infinity that lies beyond the mortal coil. It does not fear anything.
  Immune to Positive and Negative Energy (Ex) This includes effects 
  linked to positive and negative energy such cure and inflict spells, ability 
  and level damage and drain and abilities that modify or alter a cleric’s 
  channel energy ability.
  Immune to Soul Magic (Ex) The soulless creature is immune to all types 
  of magic that manipulate or affect the soul such as magic jar or soul bind.
  Weaknesses: The soulless gain the following weakness:
  Soulless (Ex) The soulless have no innate desire to remain alive. A 
  soulless creature reduced to 0 or fewer hit points is destroyed in the way 
  of an undead creature.
  Special Attacks: The soulless retains all of the base creature’s special 
  attacks and gains those described here.
  Abyssal Stare (Su) As a standard action a soulless creature can stare into 
  the eyes of another living being within 30 feet and force it to confront the 
  infinite, empty void beyond death. Targets who fail a Will save (DC 10 
  +1/2 soulless HD + Charisma modifier) waver in their will to survive and 
  take a –4 penalty to all saves and skill and ability checks for 1d4 
  rounds. Divine casters are particularly disturbed. They must 
  succeed on a caster level check (20 + spell level) to cast a 
  divine spell while under the effect of abyssal stare or the 
  spell is lost. Creatures affected by the abyssal stare gaze 
  are immune to other uses of the stare for 24 hours. This 
  is a mind-affecting, fear effect.
  Abilities: +2 Con, –2 Wis, +4 Cha.
  Feats: A soulless gains Ability Focus (abyssal stare) as 
  a bonus feat.
  Skills: A soulless gains a +4 racial bonus on Intimidate. 
  All other skills are the same as the base creature.
  Special Qualities: The soulless creature gains the 
  following special quality:
  Bound Soul (Ex) The soul of a soulless creature resides 
  in a special prison in the Abyss. This soul cannot return 
  to the base creature without the permission of Orcus. A 
  soulless creature cannot be raised or resurrected, nor do 
  these spells have any effect on a soulless creature.
  Divine Exclusion (Ex) The soulless creature 
  has no connection to the divine. A 
  soulless 
  creature 
  cannot 
  take 
  levels in any divine class, cast 
  divine spells, or use magic items 
  constructed with spells found only 
  on a divine caster’s spell list. Previous 
  levels in a divine class are not lost, however any 
  abilities associated with those levels are lost.
  Vessel of Orcus (Su) By manipulating an imprisoned soul 
  Orcus can possess a soulless creature, enabling the demon lord 
  to see and hear through the soulless creature’s body.
  XP 4,800
  N Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +5
   
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, 
  –1 size)
  hp 95 (10d8+50)
  Fort +12; Ref +2; Will +2
  Defensive Abilities rock catching; Immune critical hits, fear, 
  positive and negative energy, soul-affecting magic
  Weaknesses soulless
   
  Speed 40 ft. (30 ft. in armor)
  Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)
  Ranged rock +6 (1d8+10)
  Space 10 ft.; Reach 10 ft.
  Special Attacks abyssal stare (DC 17), rock throwing (120 ft.)
   
  Str 25, Dex 8, Con 21, Int 6, Wis 8, Cha 11
  Base Atk +7; CMB +15; CMD 24
  Feats Ability Focus (abyssal stare)B, Cleave, Intimidating 
  Prowess, Martial Weapon Proficiency (greatclub), Power 
  Attack, Weapon Focus (greatclub)
  Skills Climb +10, Intimidate +18, Perception +5; Racial 
  Modifiers +4 Intimidate
  Languages Giant
  SQ bound soul, divine exclusion, vessel of Orcus
   
  Ecology any land
  Organization solitary, gang (2–5), band (6–8), raiding party 
  (9–12 plus 1d4 zombie dire wolves)
  Treasure standard (hide armor, greatclub, other treasure)
  SOULLESS HILL GIANT 
  CR 8
  Appendix A: Templates
  
  Tome of Horrors 4
  277
  Vapor Creature
  Along the border between the Planes of Water and Air lies a chill realm 
  of rain and mist. Legends speak widely of the creatures of this plane, 
  wispy, grey-blue versions of worldly beasts that slip in from the fog to prey 
  on the weak and unwary, then fade back into the mists without a trace. The 
  monsters that these myths refer to are the vapor creatures, inhabitants of 
  the foggy planar fringe and regular visitors to any land plagued by mist 
  and rain.
  These creatures have adapted to reap the greatest benefit from the heavy 
  precipitation that always shrouds their forested home. Vapor creatures are 
  indiscernible from their normal counterparts and are often mistaken for 
  such creatures. These creatures are highly intelligent (compared to the 
  normal creatures they resemble) and their cunning and wits often show 
  themselves in battle or interaction with other creatures. Vapor creatures 
  are no more or less aggressive than the creatures they resemble.
  Creating a Vapor Creature
  “Vapor Creature” is an inherited template that can be applied to 
  any corporeal animal, fey, humanoid (giant), magical beast or vermin 
  (hereafter referred to as the “base creature”). It retains any elemental type 
  modifiers except “cold” A vapor creature uses the base creature’s statistics 
  and special abilities except as noted below.
  CR: Same as the base creature’s +1.
  Alignment: Same as base creature; through their ties to the ebb and flow 
  of weather patterns and the shapelessness of the vapors that comprise 
  them, enigmatic vapor creatures tend towards neutrality, asceticism and 
  abstention from the affairs of their fellows.
  Size and Type: Animals and vermin become magical beasts, but otherwise 
  the creature’s type is unchanged. Animals and vermin gain the augmented 
  subtype because their type changes.
  Defensive Abilities: A vapor creature loses any resistances to cold but 
  otherwise retains all the defensive abilities of the base creature and also 
  gains the following.
  Fast Healing (Ex) As they are composed in part of water vapor, vapor 
  creatures may use it to knit their wounds and gain fast healing 2. They heal 
  only if in a body of mist or fog large enough to completely engulf their 
  body, or if touching a body of water. If the base creature already has fast 
  healing, they do not stack — they overlap. For example, a base creature 
  with fast healing 5 that takes this template now has fast healing 5 and 
  fast healing 2. It follows the normal rules for its fast healing 5 ability and 
  follows the rules above for fast healing gained from this template (that is, 
  it would still only heal 2 points of damage when touching fog or water, 
  not 7 points of damage).
  Fire Resistance (Ex) Due to their watery nature and the thin layer of 
  vapor that shrouds them at all times, vapor creatures have fire resistance 
  5. If the base creature already has fire resistance, use its original value or 
  this one, whichever is higher.
  Weaknesses: A vapor creature gains the following weakness:
  Cold Susceptibility (Ex) A vapor creature in vaporous form is sensitive 
  to low temperatures that affect the evaporated state of vapor in the air 
  around them. A cold-based effect or attack freezes the vapor creature’s 
  form causing it to function as if affected by a slow spell for 3 rounds.
  Special Attacks: A vapor creature retains all the special attacks of the 
  base creature and also gains the special attack listed below.
  Death Throes (Ex) When a vapor creature is slain, its body bursts 
  and releases a nauseating cloud of grayish-green vapor that fills a 10-
  foot radius. This cloud acts as a stinking cloud spell (caster level 5th). 
  Affected creatures must make a successful Fortitude save (DC 10 + 1/2 
  the vaporous creature’s HD + the vapor creature’s Constitution modifier) 
  or be nauseated as long as they remain within the cloud and for 1d4+1 
  rounds after they leave. A creature that makes its save but remains in the 
  cloud must continue to save each round.
  Special Qualities: A vapor creature retains all the special qualities of the 
  base creature and also gains the following. If the base creature already 
  has one or more of these 
  special qualities, use 
  the better value.
  Vaporous Form 
  (Su) As a 
  standard action, 
  once per day, a 
  vapor creature 
  can assume a 
  grayish, misty 
  form. Its general 
  body shape and 
  size remains the 
  same and it takes 
  on a wispy, translucent 
  appearance. It can spend up 
  to 1 hour per day in vaporous 
  form, spent in 1-minute 
  increments. In smoke form, 
  the vapor creature acts as 
  if under the effects of a 
  gaseous form spell.
  Abilities: Same as base 
  creature. Vapor creatures 
  have a +1 per Hit Die 
  bonus to Intelligence 
  due to their planar 
  origins and superior 
  learning ability, and a +1 
  bonus to Charisma due to their 
  stoic self-sufficiency.
  Skills: Same as the base creature. 
  Vapor creatures have a +8 racial 
  bonus on Stealth checks in areas of 
  smoke, fog, mist, or vapor.
  Environment: Same as the base 
  creature.
  Organization: Same as the base 
  creature. Vapor creatures are 
  frequently encountered 
  singly, due to their frosty 
  personalities and preference 
  for inhospitable lair locations. 
  A vapor creature may also be found leading a 
  group of its base creature.
  Treasure: Same as base creature.
  Fomor-Kin (Vapor-Ogre)
  Stomping out of the mist is a warty, blue-skinned ogre with shaggy 
  white hair.
  XP 1,200
  CE Large humanoid (giant)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +7
   
  AC 17, touch 8, flat-footed 17 (+4 armor, –1 Dex, +5 natural, 
  –1 size)
  hp 30 (4d8+8 plus 4); fast healing 2 (mist or fog)
  Fort +6; Ref +0; Will +3 
  Resist fire 5
  Weakness cold susceptibility
   
  Speed 30 ft. (40 ft. base)
  Melee greatclub +7 (2d8+7)
  FOMOR-KIN (VAPOR OGRE) 
  CR 4
  
  278
  Winged Creature
  A winged creature is one that is nearly identical to its land-bound 
  counterpart but which possesses wings capable of flight. The type of 
  wings that a winged creature has is generally based on its alignment, the 
  usual being that good creatures have feathered wings, neutral creatures 
  have insect-like wings, and evil creatures have bat-like wings. This is not 
  a strict rule, however, especially as regards insect wings; some can be like 
  those of a butterfly, others like those of a dragonfly.
  Winged creatures bear a strong resemblance to other creatures and are 
  often mistaken as such. A winged horse is likely to be called a pegasus, 
  although it possesses none of the magical abilities or intelligence of a 
  pegasus. Winged elves or humans might be mistaken for celestials.
  Creating a Winged Creature
  “Winged” is an inherited template that can be added to any corporeal 
  creature that is not an elemental or an ooze and that does not already have 
  a fly speed (referred to hereafter as the “base creature”). It uses all the 
  special abilities and ability scores of the base creature, except as noted 
  here.
  Challenge Rating: Same as base creature +1
  Type: An animal with this template changes to a magical beast. Do not 
  recalculate Hit Dice, BAB, saves, or skill ranks. An animal that changes 
  to a magical beast gains the augmented subtype.
  Armor Class: Flying creatures are more lightly-built than their normal 
  counterparts. Decrease the base creature’s natural armor bonus (if any) by 2.
  Speed: A winged creature gains a fly speed equal to its land speed + 10 
  feet per size category larger or smaller than Medium. A winged creature’s 
  maneuverability is based on its Dexterity and size.
  DEXTERITY SCORE 
  MANEUVERABILITY
  5 or lower 
  clumsy
  6–8 
  poor
  9–12 
  average
  13–16 
  good
  17 or higher 
  perfect
  Modify the winged creature’s maneuverability based on its size. Use 
  the table below. Adjusting by “+1 step” moves the winged creature’s 
  maneuverability one step up the chart (average to good, for example). 
  Adjusting by “–1 step” moves the creature’s maneuverability one step 
  down the chart (average to poor, for example).
  SIZE 
  MANEUVERABILITY
  Tiny or smaller 
  +2 steps
  Small 
  +1 step
  Medium 
  +0
  Large/Huge 
  –1 step
  Gargantuan 
  –2 steps
  Colossal 
  –4 steps
  Attacks: Creatures of Large size or larger gain a wing attack as a 
  secondary attack. Use the table below to determine the damage of that 
  attack.
  SIZE 
   
  DAMAGE
  Large 
   
  1d4
  Huge 
   
  1d6
  Gargantuan 
  1d8
  Colossal 
  2d6
  Abilities: +2 Dexterity, –2 Strength. Winged creatures have lighter, more 
  nimble frames, and most of their body strength is in their wings rather 
  than sheer physical power.
  Feats: A winged creature gains Weapon Finesse as a bonus feat.
  Skills: Fly is always a class skill for a winged creature. It can reassign 
  some of its skill ranks to the Fly skill when this template is applied.
  Winged Ape
  A large pair of brown feathered wings grows from this great ape’s back.
  XP 800
  N Large 
  magical beast 
  (augmented 
  animal)
  Init +3; Senses low-
  light vision, scent; 
  Perception +8
   
  AC 13, touch 12, flat-
  footed 10 (+3 Dex, +1 
  natural, –1 size)
  hp 19 (3d8+6)
  Fort +7; Ref +6; Will +2
   
  Speed 30 ft., climb 30 ft., fly 40 ft. 
  (good)
  Melee 2 slams +4 (1d6+1), wings –1 
  (1d4)
  Space 10 ft.; Reach 10 ft.
   
  Str 13, Dex 17, Con 14, Int 2, Wis 
  12, Cha 7
  Base Atk +2; CMB +4; CMD 17
  Feats Great Fortitude, Skill Focus (Perception), Weapon 
  FinesseB
  Skills Acrobatics +7, Climb +13, Fly +5, Perception +8
   
  Environment warm forests
  WINGED APE 
  CR 3
  Ranged javelin +1 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks death throes (DC 14)
   
  Str 21, Dex 8, Con 15, Int 10, Wis 10, Cha 8
  Base Atk +3; CMB +9; CMD 18 
  Feats Iron Will, Toughness
  Skills Climb +10, Intimidate +4, Perception +7, Stealth –5 (+3 in 
  fog or mist); Racial Modifiers +8 Stealth in areas of fog or mist
  Languages Giant
  SQ vaporous form
   
  Environment temperate hills
  Organization solitary, pair, gang (3–4), or family (5–16)
  Treasure standard (hide armor, greatclub, 4 javelins, other 
  treasure)
  The fomor-kin are oversized humanoid marauders of windswept moors 
  and boggy highlands. Their reign over extensive and inhospitable terrain 
  is often uncontested by other creatures due to the limited visibility. They 
  raid for food along the edges of the moors, striking out at humanoid 
  settlements and disappearing back into the drifting mist and rain. Fomor-
  kin can be sighted loping along through the fog with a long, uneven gait, 
  providing ample bed-time story material for willful children. 
  Appendix A: Templates
  
  Tome of Horrors 4
  279
  Organization solitary, pair, or wing (3–12)
  Treasure none
  Winged Ogre
  Large, bat-like wings flap on this lean ogre’s back, carrying it through 
  the air with surprising speed.
  XP 1,200
  CE Large humanoid (giant)
  Init +0; Senses darkvision 60 ft., low-
  light vision; Perception +4
   
  AC 15, touch 9, flat-footed 15 
  (+4 armor, +2 natural, –1 size)
  hp 30 (4d8+8 plus 4)
  Fort +6; Ref +1; Will +3
   
  Speed 30 ft. (40 ft. base), fly 40 ft. 
  (50 ft. base) (poor)
  Melee greatclub +6 (2d8+6), wings +1 
  (1d4+2)
  Ranged javelin +2 (1d8+4)
  Space 10 ft.; Reach 10 ft.
   
  Str 19, Dex 10, Con 15, Int 6, Wis 10, Cha 7
  Base Atk +3; CMB +8; CMD 18
  Feats Iron Will, Toughness, Weapon FinesseB
  Skills Climb +5, Fly –4, Perception +4
  Languages Giant
   
  Environment temperate or cold hills
  Organization solitary, pair, wing (3–4), or family (5–16)
  Treasure standard (hide armor, greatclub, 4 javelins, 
  other treasure)
  WINGED OGRE 
  CR 4
  
  280
  Zombie, Hungry
  Hungry zombies are variants of standard zombies as found in 
  the Pathfinder Roleplaying Game Bestiary.
  In most respects hungry zombies appear to be otherwise normal 
  zombies, however they have a spark of savage intelligence. 
  Adventurers who mistake hungry zombies for normal zombies 
  are in for a horrifying surprise: the hungry zombies are undead 
  creatures that crave the flesh of the living. They rise from 
  the grave and hunt day and night, ever seeking victims to 
  satiate their eternal hunger. Hungry zombies do not eat 
  other undead, only freshly-slain corpses. 
  Creating a Hungry Zombie
  Hungry zombies have all the qualities and abilities of a 
  standard zombie except as noted here.
  Challenge Rating: Increase the zombie’s CR by +1.
  Defensive Abilities: A hungry zombie does not gain DR 
  5/slashing. Instead it gains DR 10/— (if HD 3 or less) 
  or DR 20/— (if HD 4 or more).
  Weaknesses: The hungry zombie gains the following 
  weakness.
  Head Shot (Ex) Any attack that targets a hungry 
  zombie’s head bypasses its damage reduction entirely. 
  See the sidebar for rules on called shots.
  Attacks: A hungry zombie gains a bite attack that deals damage 
  based on the zombie’s size if it didn’t already have one.
  ZOMBIE SIZE 
  BITE
  Fine 
  1
  Diminutive 
  1d2
  Tiny 
  1d3
  Small 
  1d4
  Medium 
  1d6
  Large 
  1d8
  Huge 
  2d6
  Gargantuan 
  2d8
  Colossal 
  4d6
  Special Attacks: A hungry zombie gains the grab special attack with its 
  slam attack. It also gains the following special attack.
  Grab and Bite (Ex): A hungry zombie that succeeds on a grapple check 
  automatically bites its opponent as an immediate action in the round it 
  establishes the grapple. 
  Ability Scores: As a standard zombie, except its Strength is increased 
  by +2.
  Hungry Human Zombie
  This rotting humanoid is dressed in tattered and ragged clothing. It 
  shambles forward with an uneven gait.
   
  XP 200
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +0
   
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 12 (2d8+3)
  Fort +0; Ref +0; Will +3
  DR 10/—; Immune undead traits
  Weaknesses head shot
   
  Speed 30 ft.
  Melee slam +5 (1d6+6 plus grab)
  Special Attacks grab and bite
   
  Str 19, Dex 10, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +5 (+9 grapple); CMD 15
  Feats ToughnessB
  SQ staggered
   
  Environment any
  Organization any
  Treasure none
  Zombies are the animated corpses of dead 
  creatures, forced into foul unlife via necromantic 
  magic like animate dead. While the most commonly 
  encountered zombies are slow and tough, others 
  possess a variety of traits, allowing them to spread 
  disease or move with increased speed.
  Zombies are unthinking automatons, and 
  can do little more than follow orders. When 
  left unattended, zombies tend to mill about 
  in search of living creatures to slaughter 
  and devour. Zombies attack until destroyed, 
  having no regard for their own safety.
  HUMAN ZOMBIE 
  CR 1
  Making Called Shots
  A called shot is an attack aimed at a particular part of the body, 
  in the hope of gaining some extra effect from the attack. The 
  smaller or better guarded the area, the more difficult the called 
  shot. A called shot is a single attack made as a full-round action, 
  and thus can’t be combined with a charge, feats like Vital Strike, 
  or multiple attacks with a full-attack action. A called shot to the 
  head is a tricky shot and takes a –5 penalty on the attack roll. 
  Range and Reach: Called shots work best at close range. 
  Melee called shots are at a –2 penalty if the target isn’t adjacent to 
  its attacker. For called shots made at range, all range penalties due 
  to range increment are doubled, with a minimum penalty of –2 for 
  any called shot against a target that’s not within 30 feet.
  Critical Hits and Critical Threats: A called shot has the 
  normal chance for a critical hit, and inflicts an extra effect if 
  one is confirmed. A critical hit to the head deals 1d6 points of 
  Intelligence, Wisdom, or Charisma damage (randomly determine 
  which).
  Appendix A: Templates
  
  Tome of Horrors 4
  281
  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 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.
  Appendix B: Universal Monster Rules
  
  282
  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 DC 14 Will, 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.
  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 DC 15 Fort, 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 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.
  Appendix B: Universal Monster Rules
  
  Tome of Horrors 4
  283
  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 
  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 
  
  284
  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.
  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.
  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.
  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 is treated as 
  undead for all effects that affect undead differently than living creatures, 
  such as cure spells and channeled energy. 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 flying in the air at the time that 
  it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and 
  may drown. The duration of the paralysis varies and is included in the 
  creature’s description. Format: paralysis (1d4 rounds, DC 18); Location: 
  Special Attacks and individual attacks.
  Plant Traits (Ex) Plants are immune to all mind-affecting effects 
  (charms, compulsions, morale effects, patterns, and phantasms), paralysis, 
  poison, polymorph, sleep, and stun. Format: plant traits; Location: Immune.
  Poison (Ex or Su) A creature with this ability can poison those it 
  attacks. The effects of the poison, including its save, frequency, and cure, 
  are included in the creature’s description. The saving throw to resist a 
  poison is usually a Fort save (DC 10 + 1/2 the poisoning creature’s racial 
  HD + the creature’s Con modifier; the exact DC is given in the creature’s 
  descriptive text). Poisons can be removed through neutralize poison and 
  similar effects. Format: Poison Name (Ex) Sting—injury; save DC 22 
  Fort, 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.
  Appendix B: Universal Monster Rules
  
  Tome of Horrors 4
  285
  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 Reflex 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 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). 
  
  286
  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.
  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), 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.
  Appendix B: Universal Monster Rules
  
  Tome of Horrors 4
  287
  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 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.
  
  288
  This appendix details new feats available and typically used by monsters. 
  Several monsters detailed within this book make use of these feats.
  Crush (Combat)
  The creature can deal damage by jumping, falling, or landing on its foes.
  Prerequisites: Huge or larger size
  Benefit: The creature can fly, jump, or fall 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 creature. 
  A crush attack affects as many opponents as fit in the creature’s space. 
  Opponents in the affected area must succeed on a Reflex save (DC 10 + 
  1/2 creature’s Hit Dice + Str modifier) or be pinned, automatically taking 
  bludgeoning damage during the next round unless the creature moves off 
  them. If the creature 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 creature’s Strength bonus.
  SIZE 
   
  CRUSH DAMAGE
  Huge 
   
  2d8
  Gargantuan 
  4d6
  Colossal 
  4d8
  Greater Flyby Attack (Combat)
  The creature can make an attack against each opponent before and after it 
  moves while flying.
  Prerequisites: Dex 13, Fly speed, Flyby Attack, base attack bonus +8
  Benefit: When making a flyby attack and flying in a straight line, the 
  creature can make a single attack at its highest attack bonus against each 
  opponent within reach at any point during the move. The creature makes 
  a separate attack roll against each opponent, and does not provoke attacks 
  of opportunity from a targeted opponent.
  Normal: Without this feat, the creature makes a single attack during a 
  flyby attack.
  Improved Multiattack (Combat)
  This creature is particularly skilled at making attacks with its natural 
  weapons.
  Prerequisites: Three or more natural attacks, Multiattack, base attack 
  bonus +8
  Benefit: The creature’s secondary attacks with natural weapons do not 
  take a penalty.
  Normal: Without this feat, the creature’s secondary attacks with natural 
  weapons take a –5 penalty (or a –2 penalty with the Multiattack feat).
  Maximize Spell-Like Ability
  One of the creature’s spell-like abilities has the maximum possible effect.
  Prerequisites: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of the creature’s spell-like abilities, subject to the 
  restrictions below. The creature can use that ability as a maximized spell-
  like ability three times per day (or less, if the ability is normally usable 
  only once or twice per day). When a creature uses a maximized spell-like 
  ability all variable, numeric effects of a spell-like ability modified by this 
  feat are maximized. 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) – 3.
  Special: This feat can be taken multiple times. Each time it is taken, the 
  creature can apply it to a different spell-like ability.
  Quicken Breath Weapon (Combat)
  The creature’s breath weapon recharges quicker.
  Prerequisites: Con 15, breath weapon attack
  Benefit: The creature can reduce the amount of time required to recharge 
  its breath weapon. This feat reduces the time by 1 round if the recharge 
  time is in rounds, such as a dragon’s breath. This cannot reduce the 
  recharge time below 1 round. If the recharge time is in hours, minutes, 
  days, etc., the recharge time is halved. (Thus, a creature that can use its 
  breath weapon once per day can now use it twice a day.) If the creature has 
  multiple breath weapons, it affects them all.
  Swim-By Attack (Combat)
  The creature can move before and after it makes an attack while swimming.
  Prerequisites: Swim speed
  Benefit: When swimming, 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 it makes a swim-by attack.
  Normal: Without this feat, the creature takes a standard action either 
  before or after its move.
  Uncontrolled Rage (Combat)
  The creature flies into a rage when struck for damage.
  Prerequisites: Con 17
  Benefit: When the creature is struck by a single attack that deals an amount 
  of damage equal to half of its hit points (minimum 20 points of damage) or 
  more and it doesn’t kill it outright, it must make a DC 15 Fortitude save. 
  If the saving throw succeeds, the creature flies into an uncontrolled rage 
  and gains the following: +2 morale bonus on all Strength and Constitution 
  checks, and on all attack rolls, damage rolls, and Will saves, a –2 penalty 
  to AC, and bonus hit points equal to 2 hit points per Hit Dice. These bonus 
  hit points disappear when the rage ends. While in a rage, the creature 
  cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except 
  Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience 
  and concentration. This rage lasts until the end of the encounter at which 
  point the creature is fatigued for 10 minutes.
  Virulent Poison
  The creature’s poison is harder to overcome.
   Prerequisites: Poison attack
  Benefit: Increase the number of saves required to overcome the creature’s 
  poison by one. Thus, a creature whose poison requires two saves to end 
  the effects now requires three saves.
  Appendix C: New Monster Feats
  
  Tome of Horrors 4
  289
  Each creature has a single type. Some creatures also have one or more 
  subtypes. Types and subtypes are explained below.
  Aberration
  An aberration has a bizarre anatomy, strange abilities, an alien 
  mindset, or any combination of the three. An aberration has the 
  following features.
   
  • d8 Hit Die
   
  • Base attack bonus equal to 3/4 total Hit Dice (medium 
  progression)
   
  • Good Will Saves
   
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. 
  The following are class skills for aberrations: Acrobatics, Climb, 
  Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, 
  Spellcraft, Stealth, Survival, and Swim.
  Traits: An aberration possesses the following traits (unless otherwise 
  noted in a creature’s entry).t
   
  • Darkvision 60 feet
   
  • Proficient with its natural weapons. If generally humanoid in form, 
  proficient with all simple weapons and any weapon it is described 
  as using.
   
  • Proficient with whatever type of armor (light, medium, or heavy) 
  it is described as wearing, as well as all lighter types. Aberrations 
  not indicated as wearing armor are not proficient with armor. 
  Aberrations are proficient with shields if they are proficient with 
  any form of armor.
   
  • Aberrations breathe, eat, and sleep.
  Animal
  An animal is a living, nonhuman creature, usually a vertebrate with no 
  magical abilities and no innate capacity for language or culture. Animals 
  usually have additional information on how they can serve as companions. 
  An animal has the following features (unless otherwise noted).
   
  • d8 Hit Die
   
  • Base attack bonus equal to 3/4 total Hit Dice (medium 
  progression)
   
  • Good Fortitude and Reflex saves
   
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. 
  The following are class skills for animals: Acrobatics, Climb, Fly, 
  Perception, Stealth, and Swim.
  Traits: An animal possesses the following traits (unless otherwise 
  noted in a creature’s entry).
   
  • Intelligence score of 1 or 2 (no creature with an Intelligence score 
  of 3 or higher can be an animal)
   
  • Low-light vision
   
  • Alignment: Always neutral
   
  • Treasure: None
   
  • Proficient with its natural weapons only. A noncombative 
  herbivore treats its natural weapons as secondary attacks. Such 
  attacks are made with a –5 penalty on the creature’s attack rolls, 
  and the animal receives only 1/2 its Strength modifier as a damage 
  adjustment.
   
  • Proficient with no armor unless trained for war. 
   
  • Animals breathe, eat, and sleep.
  Construct
  A construct is an animated object or artificially created creature. A 
  construct has the following features.
   
  • d10 Hit Die
   
  • Base attack bonus equal to total Hit Dice (fast progression)
   
  • No good saving throws
   
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. 
  However, most constructs are mindless and gain no skill points or 
  feats. Constructs do not have any class skills, regardless of their 
  Intelligence scores.
  Traits: A construct possesses the following traits (unless otherwise 
  noted in a creature’s entry).
   
  • No Constitution score. Any DCs or other Statistics that rely on 
  a Constitution score treat a construct as having a score of 10 (no 
  bonus or penalty).
   
  • Low-light vision
   
  • Darkvision 60 feet
   
  • Immunity to all mind-affecting effects (charms, compulsions, 
  morale effects, patterns, and phantasms).
   
  • Immunity to bleed, disease, death effects, necromancy effects, 
  paralysis, poison, sleep effects, and stunning.
   
  • Cannot heal damage on its own, but often can be repaired via 
  exposure to a certain kind of effect (see the creature’s description 
  for details) or through the use of the Craft Construct feat. 
  Constructs can also be healed through spells such as make whole. 
  A construct with the fast healing special quality still benefits from 
  that quality.
   
  • Not subject to ability damage, ability drain, fatigue, exhaustion, 
  energy drain, or nonlethal damage.
   
  • Immunity to any effect that requires a Fortitude save (unless the 
  effect also works on objects, or is harmless).
   
  • Not at risk of death from massive damage. Immediately destroyed 
  when reduced to 0 hit points or less.
   
  • A construct cannot be raised or resurrected.
   
  • A construct is hard to destroy, and gains bonus hit points based on 
  size, as shown on the following table.
   
  • Proficient with its natural weapons only, unless generally 
  humanoid in form, in which case proficient with any weapon 
  mentioned in its entry.
   
  • Proficient with no armor.
   
  • Constructs do not breathe, eat, or sleep.
  Dragon
  A dragon is a reptile-like creature, usually winged, with magical or 
  unusual abilities. A dragon has the following features.
   
  • d12 Hit Die
   
  • Base attack bonus equal to total Hit Dice (fast progression).
   
  • Good Fortitude, Reflex, and Will Saves.
   
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The 
  following are class skills for dragons: Appraise, Bluff, Climb, Craft, 
  Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, 
  Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and 
  Use Magic Device.
  Traits: A dragon possesses the following traits (unless otherwise noted 
  in a creature’s entry).
   
  • Darkvision 60 feet and low-light vision
   
  • Immunity to magic sleep effects and paralysis effects
   
  • Proficient with its natural weapons only unless humanoid in form 
  (or capable of assuming humanoid form), in which case proficient 
  with all simple weapons and any weapons mentioned in its entry.
   
  • Proficient with no armor.
   
  • Dragons breathe, eat, and sleep.
  Fey
  A fey is a creature with supernatural abilities and connections to nature 
  or to some other force or place. Fey are usually human-shaped. A fey has 
  the following features.
   
  • d6 Hit Die
   
  • Base attack bonus equal to 1/2 total Hit Dice (slow progression)
   
  • Good Reflex and Will Saves
   
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The 
  Appendix D: Creature Types
  
  290
  following are class skills for fey: Acrobatics, Bluff, Climb, Craft, 
  Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), 
  Knowledge (local), Knowledge (nature), Perception, Perform, 
  Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.
  Traits: A fey possesses the following traits (unless otherwise noted in 
  a creature’s entry).
   
  • Low-light vision
   
  • Proficient with all simple weapons and any weapons mentioned in 
  its entry.
   
  • Proficient with whatever type of armor (light, medium, or heavy) 
  it is described as wearing, as well as all lighter types. Fey not 
  indicated as wearing armor are not proficient with armor. Fey are 
  proficient with shields if they are proficient with any form of armor.
   
  • Fey breathe, eat, and sleep.
  Humanoid
  A humanoid usually has two arms, two legs, and one head, or a human-
  like torso, arms, and a head. Humanoids have few or no supernatural 
  or extraordinary abilities, but most can speak and usually have well-
  developed societies. They are usually Small or Medium (with the 
  exception of giants). Every humanoid creature also has a specific subtype 
  to match its race, such as human, 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 of this 
  sort are typically presented as 1st-level warriors, which mean they have 
  average combat ability and poor saving throws. Humanoids with more 
  than 1 Hit Die (such as giants) are the only humanoids that make use of 
  the features of the humanoid type. A humanoid has the following features 
  (unless otherwise noted in a creature’s entry).
   
  • d8 Hit Die, or by character class
   
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression)
   
  • One good save, usually Reflex
   
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die 
  or by character class. The following are class skills for humanoids 
  without a character class: Climb, Craft, Handle Animal, Heal, 
  Profession, Ride, and Survival. Humanoids with both a character 
  class and racial HD add these skills to their list of class skills.
  Traits: A humanoid possesses the following traits (unless otherwise 
  noted in a creature’s entry).
   
  • Proficient with all simple weapons, or by character class.
   
  • Proficient with whatever type of armor (light, medium, or heavy) it 
  is described as wearing, or by character class. If a humanoid does 
  not have a class and wears armor, it is proficient with that type of 
  armor and all lighter types. Humanoids not indicated as wearing 
  armor are not proficient with armor. Humanoids are proficient with 
  shields if they are proficient with any form of armor.
   
  • Humanoids breathe, eat, and sleep.
  Magical Beast
  Magical Beasts are similar to animals but can have Intelligence scores 
  higher than 2 (in which case the creature knows at least one language, 
  but can’t necessarily speak). Magical Beasts usually have supernatural or 
  extraordinary abilities, but are sometimes merely bizarre in appearance or 
  habits. A magical beast has the following features.
   
  • d10 Hit Die
   
  • Base attack bonus equal to total Hit Dice (fast progression)
   
  • Good Fortitude and Reflex saves
   
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The 
  following are class skills for magical beasts: Acrobatics, Climb, 
  Fly, Perception, Stealth, Swim.
  Traits: A magical beast possesses the following traits (unless otherwise 
  noted in a creature’s entry).
   
  • Darkvision 60 feet
   
  • Low-light vision
   
  • Proficient with its natural weapons only.
   
  • Proficient with no armor.
   
  • Magical beasts breathe, eat, and sleep.
  Monstrous Humanoid
  Monstrous humanoids are similar to humanoids, but with monstrous 
  or animalistic features. They often have magical abilities as well. A 
  monstrous humanoid has the following features.
   
  • d10 Hit Die
   
  • Base attack bonus equal to total Hit Dice (fast progression)
   
  • Good Reflex and Will Saves
   
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The 
  following are class skills for monstrous humanoids: Climb, Craft, 
  Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.
  Traits: A monstrous humanoid possesses the following traits (unless 
  otherwise noted in a creature’s entry).
   
  • Darkvision 60 feet
   
  • Proficient with all simple weapons and any weapons mentioned in 
  its entry.
   
  • Proficient with whatever type of armor (light, medium, or heavy) 
  it is described as wearing, as well as all lighter types. Monstrous 
  humanoids not indicated as wearing armor are not proficient with 
  armor. Monstrous humanoids are proficient with shields if they are 
  proficient with any form of armor.
   
  • Monstrous humanoids breathe, eat, and sleep.
  Ooze
  An ooze is an amorphous or mutable creature, usually mindless. An 
  ooze has the following features.
   
  • d8 Hit Die
   
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression)
   
  • No good saving throws.
   
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. 
  However, most oozes are mindless and gain no skill points or feats. 
  Oozes do not have any class skills.
  Traits: An ooze possesses the following traits (unless otherwise noted 
  in a creature’s entry).
   
  • Mindless: No Intelligence score, and immunity to all mind-
  affecting effects (charms, compulsions, phantasms, patterns, and 
  morale effects). An ooze with an Intelligence score loses this trait.
   
  • Blind (but have the blindsight special quality), with immunity to 
  gaze attacks, visual effects, illusions, and other attack forms that 
  rely on sight.
   
  • Immunity to poison, sleep effects, paralysis, polymorph, and 
  stunning.
   
  • Some oozes have the ability to deal acid damage to objects.
   
  • Not subject to critical hits or flanking. Does not take additional 
  damage from precision-based attacks, such as sneak attack.
   
  • Proficient with its natural weapons only.
   
  • Proficient with no armor.
   
  • Oozes eat and breathe, but do not sleep.
  Outsider
  An outsider is at least partially composed of the essence (but not 
  necessarily the material) of some plane other than the Material Plane. 
  Some creatures start out as some other type and become outsiders when 
  they attain a higher (or lower) state of spiritual existence. An outsider has 
  the following features.
   
  • d10 Hit Dice
   
  • Base attack bonus equal to total Hit Dice (fast progression)
   
  • Two good saving throws, usually Reflex and Will.
   
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The 
  following are class skills for outsiders: Bluff, Craft, Knowledge 
  (planes), Perception, Sense Motive, and Stealth. Due to their varied 
  nature, outsiders also receive 4 additional class skills determined by 
  the creature’s theme.
  Traits: An outsider possesses the following traits (unless otherwise 
  noted in a creature’s entry).
   
  • Darkvision 60 feet
   
  • Unlike most living creatures, an outsider does not have a dual 
  nature—its soul and body form one unit. When an outsider is slain, 
  Appendix D: Creature Types
  
  Tome of Horrors 4
  291
  no soul is set loose. Spells that restore souls to their bodies, such as 
  raise dead, reincarnate, and resurrection, don’t work on an outsider. 
  It takes a different magical effect, such as limited wish, wish, 
  miracle, or true resurrection to restore it to life. An outsider with 
  the native subtype can be raised, reincarnated, or resurrected just as 
  other living creatures can be.
   
  • Proficient with all simple and martial weapons and any weapons 
  mentioned in its entry.
   
  • Proficient with whatever type of armor (light, medium, or heavy) it 
  is described as wearing, as well as all lighter types. Outsiders not 
  indicated as wearing armor are not proficient with armor. Outsiders 
  are proficient with shields if they are proficient with any form of 
  armor.
   
  • Outsiders breathe, but do not need to eat or sleep (although they can 
  do so if they wish). Native outsiders breathe, eat, and sleep.
  Plant
  This type comprises vegetable creatures. Note that regular plants, such 
  as one finds growing in gardens and fields, lack Intelligence, Wisdom, 
  and Charisma scores; even though plants are alive, they are objects, not 
  creatures. A plant creature has the following features.
   
  • d8 Hit Die
   
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression)
   
  • Good Fortitude saves
   
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. 
  Some plant creatures, however, are mindless and gain no skill 
  points or feats. The following are class skills for plants: Perception 
  and Stealth.
  Traits: A plant creature possesses the following traits (unless otherwise 
  noted in a creature’s entry).
   
  • Low-light vision
   
  • Immunity to all mind-affecting effects (charms, compulsions, 
  morale effects, patterns, and phantasms).
   
  • Immunity to paralysis, poison, polymorph, sleep effects, and 
  stunning.
   
  • Proficient with its natural weapons only.
   
  • Not proficient with armor.
   
  • Plants breathe and eat, but do not sleep.
  Undead
  Undead are once-living creatures animated by spiritual or supernatural 
  forces. An undead creature has the following features.
   
  • d8 Hit Die
   
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression)
   
  • Good Will Saves
   
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. 
  Many undead, however, are mindless and gain no skill points or 
  feats. The following are class skills for undead: Climb, Disguise, 
  Fly, Intimidate, Knowledge (arcana), Knowledge (religion), 
  Perception, Sense Motive, Spellcraft, and Stealth.
  Traits: An undead creature possesses the following traits (unless 
  otherwise noted in a creature’s entry).
   
  • No Constitution score. Undead use their Charisma score in place 
  of their Constitution score when calculating hit points, Fortitude 
  saves, and any special ability that relies on Constitution (such as 
  when calculating a breath weapon’s DC).
   
  • Darkvision 60 feet.
   
  • Immunity to all mind-affecting effects (charms, compulsions, 
  morale effects, patterns, and phantasms).
   
  • Immunity to bleed, death effects, disease, paralysis, poison, sleep 
  effects, and stunning.
   
  • Not subject to nonlethal damage, ability drain, or energy drain. 
  Immune to damage to its physical ability scores (Constitution, 
  Dexterity, and Strength), as well as to exhaustion and fatigue 
  effects.
   
  • Cannot heal damage on its own if it has no Intelligence score, 
  although it can be healed. Negative energy (such as an inflict spell) 
  can heal undead creatures. The fast healing special quality works 
  regardless of the creature’s Intelligence score.
   
  • Immunity to any effect that requires a Fortitude save (unless the 
  effect also works on objects or is harmless).
   
  • Not at risk of death from massive damage, but is immediately 
  destroyed when reduced to 0 hit points.
   
  • Not affected by raise dead and reincarnate spells or abilities. 
  Resurrection and true resurrection can affect undead creatures. 
  These spells turn undead creatures back into the living creatures 
  they were before becoming undead.
   
  • Proficient with its natural weapons, all simple weapons, and any 
  weapons mentioned in its entry.
   
  • Proficient with whatever type of armor (light, medium, or heavy) 
  it is described as wearing, as well as all lighter types. Undead not 
  indicated as wearing armor are not proficient with armor. Undead 
  are proficient with shields if they are proficient with any form of 
  armor.
   
  • Undead do not breathe, eat, or sleep.
  Vermin
  This type includes insects, arachnids, other arthropods, worms, and 
  similar invertebrates. Vermin have the following features.
   
  • d8 Hit Die
   
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression)
   
  • Good Fortitude saves
   
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Most 
  vermin, however, are mindless and gain no skill points or feats. 
  Vermin have no class skills.
  Traits: Vermin possess the following traits (unless otherwise noted in 
  a creature’s entry).
   
  • Mindless: No Intelligence score, and immunity to all mind-
  affecting effects (charms, compulsions, morale effects, patterns, 
  and phantasms). Mindless creatures have no feats or skills. A 
  vermin-like creature with an Intelligence score is usually either an 
  animal or a magical beast, depending on its other abilities.
   
  • Darkvision 60 feet.
   
  • Proficient with its natural weapons only.
   
  • Proficient with no armor.
   
  • Vermin breathe, eat, and sleep.
  Creature Subtypes
  Some creatures have one or more subtypes. Subtypes add additional 
  abilities and qualities to a creature. These are detailed below.
  Acid Subtype
  This subtype is usually used for outsiders with a connection to the 
  Quasi-Elemental Plane of Acid. Acid creatures always have swim speeds 
  and treat Swim as a class skill. An acid creature possesses the following 
  traits (unless otherwise noted in the creature’s entry).
   
  • Immunity to acid
   
  • Vulnerability to Water (Ex) A significant amount of water, such as 
  that created by a create water spell, the contents of a large bucket, 
  or a blow from a water elemental, that strikes an acid creature 
  forces the creature to make a DC 20 Fortitude save to avoid being 
  staggered for 2d4 rounds. An acid creature that is immersed in water 
  must make a DC 20 Fortitude save each round (this DC increases 
  by +1 each subsequent round) or take 1d6 points of damage each 
  round until the water is gone.
  Air Subtype
  This subtype is usually used for outsiders with a connection to the 
  Elemental Planes of Air. Air creatures always have fly speeds and usually 
  have perfect maneuverability. Air creatures treat Fly as a class skill.
  Angel Subtype
  Angels are a race of celestials, or good outsiders, native to the good-
  aligned outer planes. An angel possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  
  292
   
  • Darkvision 60 feet and low-light vision.
   
  • Immunity to acid, cold, and petrification.
   
  • Resistance to electricity 10 and fire 10.
   
  • +4 racial bonus on saves against poison.
   
  • Protective Aura (Su) Against attacks made or effects created by evil 
  creatures, this ability provides a +4 deflection bonus to AC and a +4 
  resistance bonus on saving throws to anyone within 20 feet of the 
  angel. Otherwise, it functions as a magic circle against evil effect 
  and a lesser globe of invulnerability, both with a radius of 20 feet 
  (caster level equals angel’s HD). The defensive benefits from the 
  circle are not included in an angel’s statistics block.
   
  • Truespeech (Su) All angels can speak with any creature that has 
  a language, as though using a tongues spell (caster level equal to 
  angel’s Hit Dice). This ability is always active.
  Aquatic Subtype
  These creatures always have swim speeds and can move in water 
  without making Swim checks. An aquatic creature can breathe water. It 
  cannot breathe air unless it has the amphibious special quality. Aquatic 
  creatures always treat Swim as a class skill.
  Archon Subtype
  Archons are a race of celestials, or good outsiders, native to lawful 
  good-aligned outer planes. An archon possesses the following traits 
  (unless otherwise noted in a creature’s entry).
   
  • Darkvision 60 feet and low-light vision.
   
  • Aura of Menace (Su) A righteous aura surrounds archons that fight 
  or get angry. Any hostile creature within a 20-foot radius of an 
  archon must succeed on a Will save to resist its effects. The save 
  DC varies with the type of archon, is Charisma-based, and includes 
  a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that 
  generated the aura. A creature that has resisted or broken the effect 
  cannot be affected again by the same archon’s aura for 24 hours.
   
  • Immunity to electricity and petrification.
   
  • +4 racial bonus on saves against poison.
   
  • Teleport (Sp) Archons can use greater teleport at will, as the spell 
  (caster level 14th), except that the creature can transport only itself 
  and up to 50 pounds of carried objects.
   
  • Truespeech (Su) All archons can speak with any creature that has a 
  language, as though using a tongues spell (caster level 14th). This 
  ability is always active.
  Augmented Subtype
  A creature receives this subtype when something (usually a template) 
  changes its original type. Some creatures (those with an inherited 
  template) are born with this subtype; others acquire it when they take on 
  an acquired template. The augmented subtype is always paired with the 
  creature’s original type.
  Chaotic Subtype
  This subtype is usually applied to outsiders native to the chaotic-
  aligned Outer Planes. Most creatures that have this subtype also have 
  chaotic alignments; however, if their alignments change, they still retain 
  the subtype. Any effect that depends on alignment affects a creature with 
  this subtype as if the creature had a chaotic alignment, no matter what 
  its alignment actually is. The creature also suffers effects according to 
  its actual alignment. A creature with the chaotic subtype overcomes 
  damage reduction as if its natural weapons and any weapons it wields are 
  chaotically aligned.
  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 (Ex) 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. 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. Daemons inhabit the planes of Gehenna and Hades. Daemons 
  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 that call the Abyss their home. 
  Demons possess a particular suite of traits (unless otherwise noted in a 
  creature’s entry) as summarized here.
   
  • Immunity to electricity and poison.
   
  • Resistance to acid 10, cold 10, and fire 10.
   
  • Summon (Sp) Demons share the ability to summon others of their 
  kind, typically another of their type or a small number of less 
  powerful demons.
   
  • Telepathy.
   
  • Except where otherwise noted, demons speak Abyssal, Celestial, 
  and Draconic.
   
  • A demon’s natural weapons, as well as any weapon it wields, is 
  treated as chaotic and evil for the purpose of resolving damage 
  reduction
  Devil Subtype 
  Devils are lawful evil outsiders that hail from the plane of Hell. Devils 
  Appendix D: Creature Types
  
  Tome of Horrors 4
  293
  possess a particular suite of traits (unless otherwise noted in a creature’s 
  entry).
   
  • Immunity to fire and poison.
   
  • Resistance to acid 10 and cold 10.
   
  • See in Darkness (Su) Some devils can see perfectly in darkness of 
  any kind, even that created by a deeper darkness spell.
   
  • Summon (Sp) Devils share the ability to summon others of their 
  kind, typically another of their type or a small number of less-
  powerful devils.
   
  • Telepathy.
   
  • Except when otherwise noted, devils speak Celestial, Draconic, and 
  Infernal.
   
  • A devil’s natural weapons, as well as any weapons it wields, are 
  treated as lawful and evil for the purpose of resolving damage 
  reduction.
  Dwarf Subtype
  This subtype is applied to dwarves and creatures related to dwarves. 
  Creatures with the dwarf subtype have darkvision 60 feet.
  Earth Subtype
  This subtype is usually used for outsiders with a connection to the 
  Elemental Planes 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.
   
  • Proficient with natural weapons only, unless generally humanoid 
  in form, in which case proficient with all simple weapons and any 
  weapons mentioned in its entry.
   
  • Proficient with whatever type of armor (light, medium, or heavy) 
  it is described as wearing, as well as all lighter types. Elementals 
  not indicated as wearing armor are not proficient with armor. 
  Elementals are proficient with shields if they are proficient with 
  any form of armor.
   
  • Elementals do not breathe, eat, or sleep.
  Electricity Subtype
  This subtype is usually used for outsiders with a connection to the 
  Quasi-Elemental Plane of Lightning. They have the following traits unless 
  otherwise noted.
   
  • Electricity creatures always have fly speeds and usually have 
  perfect maneuverability. Electricity creatures treat the Fly skill as a 
  class skill. 
   
  • Immunity to electricity. 
   
  • Vulnerability to water (Ex) Unless otherwise noted in the creature’s 
  description, a water-based effect or spell deals 1d4 points of damage 
  per spell level to a creature with this subtype. The creature usually 
  receives a save (Fortitude or Reflex) for half damage.
  Elf Subtype
  This subtype is applied to elves and creatures related to elves. Creatures 
  with the elf subtype have low-light vision.
  Evil Subtype
  This subtype is usually applied to Outsiders native to the evil-aligned 
  Outer Planes. Evil Outsiders are also called fiends. Most creatures that 
  have this subtype also have evil alignments; however, if their alignments 
  change, they still retain the subtype. Any effect that depends on alignment 
  affects a creature with this subtype as if the creature has an evil alignment, 
  no matter what its alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the evil subtype 
  overcomes damage reduction as if its natural weapons and any weapons it 
  wields are evil-aligned.
  Extraplanar Subtype
  This subtype is applied to any creature when it is on a plane other 
  than its native plane. A creature that travels the planes can gain or lose 
  this subtype as it goes from plane to plane. Monster entries assume that 
  encounters with creatures take place on the Material Plane, and every 
  creature whose native plane is not the Material Plane has the extraplanar 
  subtype (but would not have it when on its home plane). Every extraplanar 
  creature in this book has a home plane mentioned in its description. 
  creatures not labeled as extraplanar are natives of the Material Plane, and 
  they gain the extraplanar subtype if they leave the Material Plane. No 
  creature has the extraplanar subtype when it is on a transitive plane, such 
  as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.
  Fire Subtype
  A creature with the fire subtype has immunity to fire and vulnerability 
  to cold.
  Fungus Subtype
  This subtype is applied to plant creatures that are primary composed 
  of fungi. It distinguishes common plant creatures like treants from other 
  plant creatures such as shriekers and ascomoids. 
  Giant Subtype
  A giant is a humanoid creature of great strength, usually of at least 
  Large size. Giants have a number of racial Hit Dice and never substitute 
  such Hit Dice for class levels like some humanoids. Giants have low-light 
  vision, and treat Intimidate and Perception as class skills.
  Gnome Subtype
  This subtype is applied to gnomes and creatures related to gnomes. 
  Creatures with the gnome subtype have low-light vision.
  Goblinoid Subtype
  Goblinoids are stealthy humanoids who live by hunting and raiding and 
  who all speak Goblin. Goblinoids treat Stealth as a class skill.
  Good Subtype
  This subtype is usually applied to outsiders native to the good-aligned 
  Outer Planes. Most creatures that have this subtype also have good 
  alignments; however, if their alignments change, they still retain the 
  subtype. Any effect that depends on alignment affects a creature with 
  this subtype as if the creature has a good alignment, no matter what its 
  alignment actually is. The creature also suffers effects according to its 
  actual alignment. A creature with the good subtype overcomes damage 
  reduction as if its natural weapons and any weapons it wields are good-
  aligned.
  Halfling Subtype
  This subtype is applied to halflings and creatures related to halflings.
  Human Subtype
  This subtype is applied to humans and creatures related to humans.
  Incorporeal Subtype
  An incorporeal creature has no physical body. An incorporeal creature 
  is immune to critical hits and precision-based damage (such as sneak 
  attack damage) unless the attacks are made using a weapon with the ghost 
  touch special weapon quality. In addition, creatures with the incorporeal 
  subtype gain the incorporeal special quality.
  Lawful Subtype 
  This subtype is usually applied to outsiders native to the lawful-
  aligned Outer Planes. Most creatures that have this subtype also have 
  lawful alignments; however, if their alignments change, they still retain 
  the subtype. Any effect that depends on alignment affects a creature with 
  this subtype as if the creature had a lawful alignment, no matter what its 
  alignment actually is. The creature also suffers effects according to its 
  actual alignment. A creature with the lawful subtype overcomes damage 
  
  294
  reduction as if its natural weapons and any weapons it wields are lawful-
  aligned.
  Native Subtype
  This subtype is applied only to outsiders. These creatures have mortal 
  ancestors or a strong connection to the Material Plane and can be raised, 
  reincarnated, or resurrected just as other living creatures can be. Creatures 
  with this subtype are native to the Material Plane. Unlike true outsiders, 
  native outsiders need to eat and sleep.
  Orc Subtype
  This subtype is applied to orcs and creatures related to orcs, such as 
  half-orcs. creatures with the orc subtype have darkvision 60 feet and light 
  sensitivity (half-orcs do not have light sensitivity).
  Reptilian Subtype 
  These creatures are scaly and usually cold-blooded. The reptilian 
  subtype is only used to describe a set of humanoid races, not all animals 
  and monsters that are true reptiles.
  Shapechanger Subtype 
  A shapechanger has the supernatural ability to assume one or more 
  alternate forms. Many magical effects allow some kind of shapeshifting, 
  and not every creature that can change shape has the shapechanger 
  subtype. A shapechanger possesses the following traits (unless otherwise 
  noted in a creature’s entry).
   
  • Proficient with its natural weapons, with simple weapons, and with 
  any weapons mentioned in the creature’s description.
   
  • Proficient with any armor mentioned in the creature’s description, 
  as well as all lighter forms. If no form of armor is mentioned, 
  the shapechanger is not proficient with armor. A shapechanger is 
  proficient with shields if it is proficient with any type of armor.
  Swarm Subtype 
  A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts 
  as a single creature. A swarm has the characteristics of its type, except as 
  noted here. A swarm has a single pool of Hit Dice and hit points, a single 
  initiative modifier, a single speed, and a single Armor Class. A swarm 
  makes saving throws as a single creature. A single swarm occupies a square 
  (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 
  feet on a side, but its reach is 0 feet, like its component creatures. In order 
  to attack, it moves into an opponent’s space, which provokes an attack 
  of opportunity. A swarm can occupy the same space as a creature of any 
  size, since it crawls all over its prey. A swarm can move through squares 
  occupied by enemies and vice versa without impediment, although the 
  swarm provokes an attack of opportunity if it does so. A swarm can move 
  through cracks or holes large enough for its component creatures.
   
  • A swarm of Tiny creatures consists of 300 nonflying creatures or 
  1,000 flying creatures. A swarm of Diminutive creatures consists 
  of 1,500 nonflying creatures or 5,000 flying creatures. A swarm 
  of Fine creatures consists of 10,000 creatures, whether they are 
  flying or not. Swarms of nonflying 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 flanking. A swarm made 
  up of Tiny creatures takes half damage from slashing and piercing 
  weapons. A swarm composed of Fine or Diminutive creatures is 
  immune to all weapon damage. Reducing a swarm to 0 hit points 
  or less causes it to break up, though damage taken until that point 
  does not degrade its ability to attack or resist attack. Swarms are 
  never staggered or reduced to a dying state by damage. Also, they 
  cannot be tripped, grappled, or bull rushed, and they cannot grapple 
  an opponent.
   
  • A swarm is immune to any spell or effect that targets a specific 
  number of creatures (including single-target spells such as 
  disintegrate), with the exception of mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms) if the swarm 
  has an Intelligence score and a hive mind. A swarm takes half again 
  as much damage (+50%) from spells or effects that affect an area, 
  such as splash weapons and many evocation spells.
   
  • Swarms made up of Diminutive or Fine creatures are susceptible 
  to high winds, such as those created by a gust of wind spell. For 
  purposes of determining the effects of wind on a swarm, treat the 
  swarm as a creature of the same size as its constituent creatures. 
  A swarm rendered unconscious by means of nonlethal damage 
  becomes disorganized and dispersed, and does not reform until its 
  hit points exceed its nonlethal damage.
   
  • Swarm 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.
   
  • The amount of damage a swarm deals is based on its Hit Dice, as 
  shown on Table: Swarm Damage by Size.
   
  • A swarm’s attacks are nonmagical, unless the swarm’s description 
  states otherwise. Damage reduction sufficient to reduce a swarm 
  attack’s damage to 0, being incorporeal, or other Special Abilities 
  usually give a creature immunity (or at least resistance) to damage 
  from a swarm. Some swarms also have acid, blood drain, poison, or 
  other special attacks in addition to normal damage.
   
  • Swarms do not threaten creatures, and do not make attacks of 
  opportunity with their swarm attack. However, they distract foes 
  whose squares they occupy, as described below.
   
  • Swarms possess the distraction ability. 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.
  Time Subtype
  This subtype is applied to creatures (usually outsiders) with a connection 
  to the Plane of Time. These creatures often exist outside the normal flow 
  of time and sometimes age differently, sometimes not aging at all and 
  other times actually aging backwards. They possess the following traits 
  unless otherwise noted.
   
  • Immunity to time-related spells and effects (such as time stop or 
  those that affect aging).
   
  • Foresight (Su) Time creatures can see a few seconds into the future. 
  This ability prevents a creature from being surprised, caught flat-
  footed, or flanked. It also grants the creature an insight bonus to AC 
  equal to its Wisdom bonus. This ability can be negated, but can be 
  restarted as a free action on the creature’s next turn.
  Water Subtype 
  This subtype is usually used for Outsiders with a connection to the 
  Elemental Planes 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 D: Creature Types
  
  Tome of Horrors 4
  295
  Listed below are all of the monsters in Tome of Horrors 4, sorted by type.
  Aberration addath, blood orchid, bone crawler, chuul-ttaen, crawling 
  offspring, crimson death, ghaggurath, gibbering abomination, gibbering 
  orb, lesser gibbering orb, ha-naga, kulgreer, neomimic, nithu, thought 
  eater, uddoth
  (Air) smoke elemental, storm drake
  Animal dinosaurs, dire fox, dire mastiff, dire stag, fire fish, giant flying 
  piranha, giant forest lizard, Rhianna horse, lamprey swarm, minikins, 
  northlands aurochs, piranha swarm, slitherrat, spire monkey, spirit toad, 
  swordtooth shark
  (Aquatic) argos, boobrie, brine drake, burrowing lamprey, chuul-ttaen, 
  fire fish, finback sea serpent, fire eel, fisherman, giant flying piranha, 
  kulgreer, lamprey swarm, peg powler, piranha swarm, sewer sludge, 
  Stygian spawn, swordtooth shark, talorani, water leaper, zombyre
  (Augmented) feral vampire spawn, refracted dire shark, shade, refracted 
  tiger, winged ape
  (Chaotic) gelatinous emperor
  (Cold) algidarch, frost drakeling, frost dwarf, glacial haunt, jotun
  Construct amalgamation, amber skeleton, battlehulk, bladecoin swarm, 
  bronze minotaur, crystalline golem, necromantic golem, ossuary golem, 
  pestilential cadaver, petrified horror, philosopher golem, skiff golem, 
  sojourner of the sea, stone idols, sword spider
  (Demon) ciratto demon, kytha demon, tatarux demon
  (Devil) Dantalion (Duke of Hell)
  Dragon brine drake, flame drakeling, frost drakeling, gray dragon, storm 
  drake, vile drake
  (Dwarf) frost dwarf
  (Earth) spitting gargoyle
  (Elemental) cinder knight, crysolax, crystalline scorpion, crystalline 
  succubus, elemental lords, greater weird, salt elemental, smoke elemental, 
  stone treant, wood elemental
  (Evil) gelatinous emperor
  (Extraplanar) bloodsoaker vine, cinder knight, ciratto demon, cobalt 
  viper, crystalline scorpion, crystalline succubus, daochyn, Dantalion 
  (Duke of Hell), demonic mist, ebony horse, elemental lords, flayed angel, 
  gelatinous emperor, ghirru, greater weird, grimshrike, hellwidow, ice 
  salamander, kytha demon, plantoid, refracted dire shark, refracted tiger, 
  salt elemental, seraph genie, skiff golem, smoke elemental, spawn of 
  Jubilex, Stygian spawn, tatarux demon, voltar, zombyre
  Fey conshee, dobie, domovoi, elder witchlights, hag nymph, hedon, jynx, 
  kapre, niserie, wichtlein, valeany
  (Fire) burning ghat, char shambler, fire crab (small and medium), fire fish, 
  flame drakeling, ghirru
  (Giant) algidarch, black troll, coral giant, crag giant, fachan, jotun, river 
  troll, winged ogre
  (Good) battlehulk
  Humanoid algidarch, black troll, chike, crag giant, fachan, frost dwarf, 
  coral giant, jotun, korog technician, korog scientist, lupin, river troll, 
  sciruian, talorani, winged ogre, xothotak
  (Incorporeal) lesser banshee, shadow dire bear, dark custodian, ekimmu, 
  galley beggar, gloom haunt, grey spirit, impaled spirit (shattered soul), 
  kamarupa, screamer,
  (Korog) korog technician, korog scientist
  (Lupin) lupin
  Magical Beast baboonwere, blaze boa, boarfolk, boobrie, burrowing 
  lamprey, carrion claw, cavern crawler, char shambler, cobalt viper, 
  deathstroke serpent, dimensional slug, dracohydra, dromosphinx, dune 
  horror, edon, finback sea serpent, fire eel, firebird, hellwidow, leviathan, 
  lava lizard, lightning lamprey, malkeen, narwhal, noble steed, ommoth, 
  refracted dire shark, ravager, ravager spawn, refracted tiger, sealwere, 
  shadow hunter, shadow wing, shard spider, sparksting swarm, stirge 
  swarm, water leaper, winged ape
  Monstrous Humanoid argos, baba yaga, borsin, bucentaur, death’s head 
  inphidian, spitting gargoyle, gray scale inphidian, gribbon, grimlock, 
  leonine, peg powler, proto-creature, scorpionfolk, tombotu, yhakkor
  Ooze ebon ooze, gelatinous emperor, jolly jelly, lightning bladder, living 
  monolith, sewer sludge, spawn of Jubilex
  Outsider astral spider, daochyn, ebony horse, fisherman, seraph genie, 
  shade, Stygian spawn, voltar
  Outsider (Acid) acid weird
  Outsider (Air) greater weird, ice salamander, smoke elemental, smoke 
  weird, Susir (elemental lord)
  Outsider (chaotic) ciratto demon, crystalline succubus, demonic mist, 
  kytha demon, pestilenzi demon, tatarux demon
  Outsider (cold) frost weird, ice salamander
  Outsider (demon) crystalline succubus, kytha demon, pestilenzi demon
  Outsider (devil) Dantalion (Duke of Hell)
  Outsider (earth) crysolax, crystalline scorpion, crystalline succubus, 
  greater weird, mud weird, Onyst (elemental lord), salt elemental, stone 
  treant
  Outsider (electricity) voltar
  Outsider (evil) ciratto demon, crystalline succubus, Dantalion (Duke of 
  Hell), demonic mist, fisherman, kytha demon, pestilenzi demon, Stygian 
  spawn, tatarux demon
  Outsider (fire) cinder knight, greater weird, Inder (elemental lord), 
  magma weird, seraph genie, smoke elemental
  Outsider (lawful) Dantalion (Duke of Hell), fisherman
  Outsider (native) defender globe, ebony horse, fisherman, stone treant, 
  wood elemental
  Outsider (water) daochyn, greater weird, ice salamander, Lypso 
  (elemental lord), ooze weird
  Plant algant (plant guardian), banyant (plant guardian), bloodsoaker 
  vine, cactant (plant guardian), deadly mandrake, dreadweed, emberleaf, 
  fountain fungus, fungus man, plantoid, plantoid servitor, rakewood, razor 
  treant, serpent creeper, sirine flower, war flower, xacon
  (Reptilian) chike, death’s head inphidian, gray scale inphidian
  (Sciurian) sciruian
  (Shapechanger) baboonwere, sealwere, werewolverine (lycanthrope), 
  undead mimic
  (Swarm) black rot (living disease), bladecoin swarm, bone swarm, 
  devouring mist, festering lung (living disease), lamprey swarm, piranha 
  swarm, silverfish swarm, skeletal swarm, sparksting swarm, stirge swarm
  (Talorani) talorani
  Template crystalline creature, death knight, hungry zombie, miniature 
  creature, refracted creature, shade, winged creature
  Undead aswang, asp mummy, lesser banshee, bone delver, bone swarm, 
  burning ghat, cimota, dark custodian, death knight, death naga, devouring 
  mist, ekimmu, feral vampire spawn, flayed angel, galley beggar, ghirru, 
  ghoul monkey, glacial haunt, gloom haunt, grave mount, grey spirit, 
  grimshrike, zombie horde, hooded  horror, hungry zombie, kamarupa, 
  knight gaunt, lurker wraith, impaled spirit (shattered soul), mordnaissant, 
  necro-phantom, oozeanderthal, rat-ghoul, screamer, shadow dire bear, 
  skeletal swarm, skin feaster, skull child, soul knight, spider lich, sword 
  wight, undead mimic, undead mount, undead troll, zombyre
  Vermin albino cave spider, bloodworm, elven wasp, festering lung (living 
  disease), fire crab (small and medium), giant funnel-web spider, giant 
  silverfish, ravager beetle, silverfish swarm, stench beetle
  (Water) daochyn, gray dragon, niserie, vile drake
  (Xothotak) xothotak
  Appendix D: Monsters by Type
  
  296
  Listed below are all of the monsters in Tome of Horrors 4, sorted by CR.
  CR 1/4 elder witchlights, spire monkey
  CR 1/3 conshee, podokesaurus
  CR 1/2 albino cave spider, euparkeria, small fire crab, gribbon, small salt 
  elemental, oozeanderthal, sciruian, stench beetle, talorani, xothotak
  CR 1 edon, fire fish, frost dwarf, grimlock, ghoul monkey, hungry zombie, 
  Rhianna horse, rat-ghoul, small smoke elemental
  CR 2 baboonwere, bone delver, burrowing lamprey, chike, deadly 
  mandrake, dire fox, medium fire crab, flame drakeling, fungus man, giant 
  flying piranha, giant silverfish, glacial haunt, gray dragon, jynx, kapre, 
  lightning lamprey, lupin, medium salt elemental, minikin grizzly bear, 
  plantoid servitor, ravager beetle, sealwere, shadow hunter hatchling, skin 
  feaster, thought eater, undead horse mount, water leaper, xacon, yhakkor
  CR 3 argos, borsin, burning ghat, defender globe, pestilenzi demon, 
  dire mastiff, dire stag, frost drakeling, hedon, knight gaunt, medium 
  smoke elemental, necro-phantom, peg powler, sewer sludge, sirine 
  flower, slitherrat, swordtooth shark, wichtlein, valeany, werewolverine 
  (lycanthrope), winged ape, zombyre
  CR 4 bloodworm, bone swarm, cavern crawler, cimota, cobalt viper, 
  crystalline scorpion, dobie, domovoi, emberleaf, elven wasp, fungus 
  man king, grave mount, gray dragon, grimshrike, large salt elemental, 
  korog technician, leonine, narwhal, noble steed, piranha swarm, plantoid, 
  screamer, serpent creeper, skull child, sparksting swarm, voltar, war 
  flower, weirds, winged ogre
  CR 5 algidarch, blood orchid, boobrie, crawling offspring, daochyn, 
  death’s head inphidian, demonic mist, fire eel, spitting gargoyle, giant 
  forest lizard, gloom haunt, crystalline golem, grey spirit, ice salamander, 
  jolly jelly, lamprey swarm, large smoke elemental, lightning bladder, 
  minikin mastodon, neomimic, ommoth, river troll, scorpionfolk, stone 
  idol gargoyle, tombotu
  CR 6 amber skeleton, asp mummy, aswang, bladecoin swarm, blaze 
  boa, blood orchid savant, bucentaur, cactant (plant guardian), carrion 
  claw, guardian cimota, cobalt viper, ebon ooze, ebony horse, fachan, 
  feral vampire spawn, giant funnel web spider, gray dragon, gray scale 
  inphidian, huge salt elemental, malkeen, nithu, nothosaurus, refracted 
  tiger, soul knight, spawn of Jubilex, stirge swarm, stone idol frog, sword 
  wight, undead mimic, undead troll
  CR 7 algant (plant guardian), black troll, giant cobalt viper, ekimmu, 
  gorgosaurus, gray dragon, huge smoke elemental, kamarupa, mordnaissant, 
  niserie, northlands aurochs, pestilential cadaver, storm drake
  CR 8 astral spider, crystalline succubus, dreadweed, dromosphinx, 
  firebird, fountain fungus, galley beggar, greater salt elemental, greater 
  weird, hellwidow, hooded horror, lava lizard, necromantic golem, proto-
  creature, seraph genie, shadow hunter, shadow wing, silverfish swarm, 
  skeletal swarm, uddoth, vile drake
  CR 9 banyant (plant guardian), blood orchid grand savant, bloodsoaker 
  vine, brine drake, chuul-ttaen, high cimota, coral giant, dark custodian, 
  ghirru, gray dragon, greater smoke elemental, kytha demon, philosopher 
  golem, rakewood, shard spider
  CR 10 baba yaga, boarfolk, crimson death, devouring mist, dimensional 
  slug, dracohydra, elder salt elemental, festering lung (living disease), gray 
  dragon, hag nymph, lurker wraith, impaled spider lich, shadow dire bear, 
  spirit (shattered soul), stone idol sphinx, sword spider
  CR 11 bronze minotaur, char shambler, cinder knight, crag giant, death 
  knight, elder smoke elemental, lesser gibbering orb, ossuary golem, gray 
  dragon, jotun, razor treant, refracted dire shark, skiff golem, stone idol 
  shedu
  CR 12 bone crawler, death naga, deathstroke serpent, giant proto-creature, 
  korog scientist, shade sorcerer
  CR 13 lesser banshee, battlehulk, dune horror, gibbering abomination, 
  gray dragon, living monolith, Stygian spawn, tatarux demon
  CR 14 gray dragon, zombie horde
  CR 15 crysolax, finback sea serpent, fisherman, gray dragon, petrified 
  horror, sojourner of the sea, spirit toad
  CR 16 addath, black rot (living disease), ciratto demon, flayed angel, gray 
  dragon, ha-naga, kulgreer, stone treant, wood elemental
  CR 17 gelatinous emperor
  CR 18 ghaggurath, gray dragon
  CR 19 leviathan
  CR 20 amalgamtion, ravager spawn
  CR 23 elemental lords
  CR 24 Dantalion (Duke of Hell), elemental lords
  CR 27 gibbering orb
  CR 30 ravager
  Appendix E: Monsters by Challenge Rating
  
  Tome of Horrors 4
  297
  This printing of Tome of Horrors 4 is done under version 1.0a of the Open Game License, 
  below, and the Paizo Publishing, LLC Pathfinder® Roleplaying Game Compatibility License.
  Notice of Open Game Content: This product contains Open Game Content, as defined in the 
  Open Game License, below. Open Game Content may only be Used under and in terms of the 
  Open Game License.
  Designation of Open Game Content: All text contained within this product (including 
  monster names, stats, and descriptions) is hereby designated as Open Game Content, with the 
  following exceptions:
  1. Any text on the inside or outside of the front or back cover or on the Credits or Preface 
  pages is not Open Game Content;
  2. Any advertising material — including the text of any advertising material — is not Open 
  Game Content;
  Designation of Product Identity: The following items are hereby designated as Product 
  Identity as provided in section 1(e) of the Open Game License: Any and all material or 
  content that could be claimed as Product Identity pursuant to section 1(e), below, is hereby 
  claimed as product identity, including but not limited to:
  1. The name “Necromancer Games” and “Frog God Games” as well as all logos and 
  identifying marks of Necromancer Games, Inc. and Frog God Games, including but not 
  limited to the Orcus logo and the phrase “Third Edition Rules, First Edition Feel” as well as 
  the trade dress of Necromancer Games products and similar logos, identifying phrases and 
  trade dress of Frog God Games;
  2. The product name Tome of Horrors, Tome of Horrors Revised, Tome of Horrors II, Tome of 
  Horrors III and Tome of Horrors Complete by Necromancer Games, Inc. as well as any and 
  all Necromancer Games Inc. and/or Frog God Games product names referenced in the work;
  3. All artwork, illustration, graphic design, maps, and cartography, including any text 
  contained within such artwork, illustration, maps or cartography;
  4. The proper names, personality, descriptions and/or motivations of all artifacts, characters, 
  races, countries, geographic locations, plane or planes of existence, gods, deities, events, 
  magic items, organizations and/ or groups unique to this book, but not their stat blocks or 
  other game mechanic descriptions (if any), and also excluding any such names when they are 
  included in monster, spell or feat names;
  5. Any other content previously designated as Product Identity is hereby designated as 
  Product Identity and is used with permission and/or pursuant to license.
  OPEN GAME LICENSE 
  Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product Identity” means product and product 
  line names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms 
  of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
  added to or subtracted from this License except as described by the License itself. No other 
  terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of 
  this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content 
  You are copying, modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, © 2002–2004, Wizards of the Coast, Inc.; Authors 
  Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, 
  Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John 
  Tynes, Andy Collins, and JD Wiker.
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author Jason 
  Bulmahn.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game: Bonus Bestiary, © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, © 2010 Paizo Publishing, LLC; Authors Cam Banks, 
  Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Jashua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreart, 
  Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, 
  Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L Sutter, Russ Taylor, Penny Williams, Teeuwynn Woodruff.
  Pathfi nder Chronicles: Classic Treasures Revisited. Copyright 2010, Paizo Publishing, 
  LLC; Authors: Jacob Burgess, Brian Cortijo, Jonathan H. Keith, Michael Kortes, Jeff Quick, 
  Amber Scott, Todd Stewart, and Russ Taylor.
  Pathfi nder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; 
  Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri 
  Wiker.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfi nder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfi nder Adventure Path #43: The Haunting of Harrowstone. © 2011, Paizo 
  Publishing,LLC; Author: Michael Kortes.
  Pathfinder Adventure Path #55: The Wormwood Mutiny, © 2012, Paizo Publishing, LLC; 
  Author Richard Pett.
  Aberrations, © 2003, Necromancer Games, Inc; Author Casey Christofferson.
  Asgard Magazine #2, © 2001, ENWorld.
  Chaos Rising, © 2003, Necromancer Games, Inc; Author James Collura.
  City of Brass, © 2007, Necromancer Games, Inc.; Authors Casey Christofferson and Scott 
  Greene, with Clark Peterson.
  Encyclopaedia Arcane: Necromancy Beyond the Grave, © 2001, Mongoose Publishing; 
  Authors Matthew Sprange, Teresa Capsey, William J. Pennington, Erica Balsley, Scott 
  Greene.
  The Genius Guide To: Ice Magic, © 2010, Super Genius Games. Author Owen K.C. 
  Stephens.
  The Lost City of Barakus, © 2003 Necromancer Games, Inc; Authors W.D.B. Kenower, Bill 
  Webb.
  Seas of Blood: Fantasy on the High Seas, © 2001, Mongoose Publishing; Authors Matthew 
  Sprange, Theresa Capsey, Ian Barstow, Scott Greene (uncredited), Erica Balsley (uncredited).
  The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.; Author Nathan Douglas 
  Paul, with Jack Barger.
  The Grey Citadel Copyright 2003, Necromancer Games, Inc.; Author Nathan Douglas Paul.
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named 
  spells from the Player’s Handbook that were renamed in the System Reference Document. The 
  Compendium can be found on the legal page of www.necromancergames.com.
  Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  
  298
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Creature Collection Copynght 2000, Clark Peterson.
  Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc.
  Relics & Rituals Copyright 2001, Clark Peterson
  Creature Collection 2: Dark Menagerie Copyrght 2001, WhneWolf Publishing
  Mithril: City of the Golem Copyright 2001, White Wolf Publiching, Inc
  Hollowfaust: City of the Necromancers Copyright 2001, White Wolf Publishing, Inc.
  The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc.
  Secrets and Societies Copyright 2002, White Wolf Publishing, Inc.
  Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Camapaign Setting: Ghelspad, Copyright 2002, White Wolf Publishing, Inc.
  Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc.
  Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright2002, White Wolf 
  Publishing, Inc.
  Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.
  The Serpend and the Scepter: Serpent Amphora Cycle, Book II, White Wolf Publishing, Inc.
  Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc.
  The Penumbral Dragon Copyright 2003, White Wolf Publishing, Inc.
  Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amphora Cycle, Book III, White Wolf Publishing, Inc.
  Blood Bayou Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc,
  Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing
  Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing
  Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing
  The Faithful and the Forsaken Copyright 2003, White Wolf Publishing
  Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
  Advanced Bestiary Copyright 2004, Green Ronin Publishing, LLC; Author Matthew Sernett
  The Book of Taverns Copuright 2002, Necromancer Games, Inc; Author Chris Jones
  Arms and Armor Copyright 2001, Bastion Press, Inc.
  Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson, Casey 
  Christofferson and Shane Glodoski based on original material created by Clark Peterson and 
  Bill Webb.
  The Wizard’s Amulet Copyright 2000-2002, Clark Peterson and Bill Webb Necromancer 
  Games, Inc.
  Crucible of Freya Copyright 2000 Clark Peterson and Bill Webb, Necromancer Games, Inc.
  Demons and Devils Copyright 2000 Clark Peterson and Bill Webb, Necromancer Games, Inc.
  Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson and 
  Bill Webb.
  Rappan Athuk Reloaded Copyright 2006 Necromancer Games, Inc.; Authors Bill Webb, 
  Clark Peterson, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the 
  original creation of Bill Webb.
  Rappan Athuk—The Dungeon of Graves: The Upper Levels Copyright 2000 Clark Peterson 
  and Bill Webb, Necromancer Games, Inc.
  Rappan Athuk II—The Dungeon of Graves: The Middle Levels Copyright 2001 Bill Webb 
  and Clark Peterson, Necromancer Games, Inc.
  Rappan Athuk III—The Dungeon of Graves: The Lower Levels Copyright 2002 
  Necromancer Games, Inc., Authors Bill Webb, W.D.B. Kenower and Clark Peterson.
  Tome of Horrors II Copyright 2004 Necromancer Games, Inc.; Author: Scott Greene; 
  Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura, Meghan 
  Greene, Lance Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul, Clark Peterson, 
  Bill Webb and Monte Cook.
  Wilderlands of High Fantasy Player’s Guide Copyright 2003, Necromancer Games, Inc. and 
  Judges Guild; Authors Bob Bledsaw and Clark Peterson based on original material by Bob 
  Bledsaw, Bill Owen and Bryan Hinnen.
  Necropolis, Copyright 2002, Necromancer Games, Inc; Authors Gary Gygax, Scott Greene, 
  Clark Peterson and Bill Webb; based on oiginal material by Gary Gygax.
  The Slumbering Tsar Saga- Copyright 2012 Bill Webb and Greg Vaughan, Frog God Games
  The Black Monastery- Copyright 2011 Bill Webb and Mark R. Shipley, Frog God Games
  Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
  The Fane of the Fallen, Copyright 2010, Author William Loran Christensen.
  The Hollow Mountain, Copyright 2011, Author Uri Kurlianchik.
  The Northlands Saga: Vengeance of the Long Serpent, Copyright 2010, Frog God Games, 
  Author Kenneth Spencer.
  The Northlands Saga: Beyond the Wailing Mountains, Copyright 2011, Frog God Games, 
  Author Kenneth Spencer.
  The Northlands Saga: The Curse of Sven Oakenfist, Copyright 2011, Frog God Games, 
  Author Kenneth Spencer.
  One Night Stands: Jungle Ruins of Madaro-Shanti, Copyright 2010, Frog God Games, 
  Author Scott Casper.
  One Night Stands: Spire of Iron and Crystal, Copyright 2011, Frog God Games, Author 
  Scott Casper.
  One Night Stands: Dread Saecaroth, Copyright 2012, Frog God Games, Author James C. 
  Boney
  Legal Appendix
  
  306
  
SOURCE: textdata/thevault/Necromancer - Frog God Games/Pathfinder/PFRPG - FGG - Tome of Horrors 4.pdf