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  Volume two
  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.
  Art by:
  A. Nemo
  Gareth Michael Skarka
  Jupiter Media
  Sandra delacourt
  Tim Miner
  Series written by:
  Ari Marmell
  Hank woon
  Jeb Boyt
  Lizard
  Stefen Styrsky
  Walt Ciechanowski
  In this volume:
  Cecaelia
  Cecaelia Singer
  DeadSoul Elementals
   
  -Charnel Smoke
    
  -Chokewater
   
  -Grave Earth
   
  -Pyreflame
  Fear Monger
  Genie, Hayula
  Malachite Gargoyle
  Master of Coils
  Puppet Spider
  Vile Mandrake
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  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.
  Fell Beasts and all other Adamant Entertainment product names and their respective logos are trademarks of Adamant Entertainment in the U.S.A. and other 
  countries.   All Adamant Entertainment characters, character names, and the distinctive likenesses thereof are property of Adamant Entertainment.   This material 
  is protected under the copyright laws of the United States of America.   Any similarity to actual people, organizations, places, or events included herein is pureply 
  coincidental.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, 
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  Open Content: Except for material designated as Product Identity (see above), the contents of this Adamant Entertainment game product are Open Game 
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  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Fell Beasts: Volume Two. Copyright 2009, Adamant Entertainment: Authors: Ari Marmell, Hank Woon, Jeb Boyt, Lizard, Stefen Styrsky, Walt Ciechanowski.
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  Cecaelia
  A beautiful maiden waves to you as she floats 
  above the waves.   Beneath the water, below 
  her waist, eight tentacles tread water to keep 
  her afloat.
  CeCaelia 
  CR 1/2
  200  xp
  Cecaelia Warrior 1
  N Medium humanoid (aquatic)
  Init +1; Senses low-light vision.; Perception 
  +0
  Defense
  AC 13, touch 11, flat-footed 12; (+2 armor, +1 
  Dex)
  hp 7 (1d10+1)
  Fort +2, Ref +1, Will +0
  Defensive Abilities ink cloud jet
  Offense
  Spd 20 ft., 30 ft. swim
  Melee Trident +1 (1d8)
  Ranged Net  +2 (--)
  Special Attacks Grab, +2 to grapple checks, 
  does not cause attack of opportunity
  statistics
  Str 11, Dex 13, Con 11, Int 8, Wis 10, Cha 
  12
  Base Atk +1; CMB +1; CMD 13 
  Feats Improved Grapple
  Skills Swim +13; +4 bonus on Escape Artist 
  checks, +8 racial bonus on Swim checks.
  Languages Aquan, Common
  SQ amphibious, improved grapple (racial)
  CeCaelia SingeR 
  CR 1
  400  xp
  Cecaelia Bard 1
  N Medium humanoid (aquatic)
  Init +1; Senses low-light vision.; Perception 
  +0
  Defense
  AC 13, touch 11, flat-footed 12; (+2 armor, +1 Dex)
  hp 7 (1d10+1)
  Fort +0, Ref +3, Will +3
  Defensive Abilities ink cloud jet
  Offense
  Spd 20 ft., 30 ft. swim
  Melee Trident -1 (1d8-1)
  Ranged Net  +2 (--)
  Special Attacks Grab, +2 to grapple checks, does 
  not cause attack of opportunity
  Spells Known (Bard 1st)
   Cantrips -  detect magic, light, lullaby, summon 
  instrument
   1st (2/day) -  disguise self (DC 14), hypnotism 
  (DC 14)
  statistics
  Str 8, Dex 13, Con 10, Int 13, Wis 12, Cha 16
  Base Atk +0; CMB -1; CMD 10 
  Feats Improved Grapple, Persuasive
  Skills Bluff +7, Diplomacy +9, Intimidate +9, 
  Perform +7, Swim +13; +4 bonus on Escape Artist 
  checks, +8 racial bonus on Swim checks.
  Languages Aquan, Common, Elvish
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  SQ amphibious, bardic knowledge, bardic 
  performance (countersong, distraction, 
  fascinate, inspire courage +1), cantrips,  
  improved grapple (racial)
  ecOlOgy
  Environment Aquatic
  Organization Solo, small band (2-5), clan (20-
  100 + 100% non-combatants, one sergeant 
  for every 10 at 3rd level, one lieutenant for 
  every 25 at 5th level, one chief at 7th level).
  Treasure NPC gear (leather armor, drum, net, 
  trident, sacks)
  special abilities
  Ink Cloud (EX) A cecaelia can emit a cloud of 
  jet-black ink 10x10x10 feet once per minute 
  as a free action. The cloud provides total 
  concealment, which the cecaelia usually uses to 
  escape. All vision within the cloud is obscured. 
  This ability only works when the cecaelia is 
  underwater. 
  Jet (EX) A cecaelia can jet backward once per 
  round as a full-round action, at a speed of 200 
  feet. It must move in a straight line, but does 
  not provoke attacks of opportunity while jetting. 
  This ability only works when the cecaelia is 
  underwater. 
  Cecaelia are aquatic humanoids that are similar 
  to merfolk except that they have the lower body 
  of an octopus rather than a fish. In spite of this 
  disturbing appearance, cecaelia are not evil. 
   
  Many cecaelia families can be found within 
  merfolk communities. Merfolk tend to treat the 
  cecaelia as a human would a dwarf or halfling.  
   
  Sailors often encounter solitary cecaelia 
  bards and are enchanted by their songs. 
  Unfortunately, some sailors see the cecaelia as 
  monstrous and attack when they feel that they 
  have been duped. 
   
  Cecaelia as Characters 
  Cecaelias are defined by their class levels—they do 
  not possess racial Hit Dice. All cecaelias have the 
  following racial traits:
      
  +2 Dexterity, +2 Charisma, -1 Intelligence 
  Cecaelias are quick, charismatic creatures but not as 
  bright as other races. 
  Speed Cecaelias can swim indefinitely without 
  making skill checks. 
  Slow Cecaelias aren’t designed for land movement. 
  They only move 20 ft. on land. 
  Low-light vision Cecaelias can see twice as far as 
  humans 
  Amphibious Cecaelias can breathe both air and 
  water 
  Ink Cloud Cecaelias can create an ink cloud, as per 
  the creature description. 
  Jet Cecaelias can jet as per the creature description. 
  Improved Grapple Cecaelias get Improved Grapple 
  as a racial feat, without needing the prerequisites.
   
  Racial Skills: Cecaelias get a +4 to Escape Artist 
  checks and a +8 to Swim checks. 
  Languages: Cecaelias begin play speaking Aquan 
  and Common. Cecaelias with high Intelligence 
  scores can choose any of these bonus languages: 
  Draconic, Elven, Halfling, Terran. 
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  It is a tornado of utter darkness, a black smoke which not only blocks out the sun but seems to promise 
  there shall never be another dawn. Clouds of fine ash, greasy and clinging, billow out from it all directions, 
  coating the area around it in grey. The dust makes breath difficult and painful, and then it is upon you, 
  and your screams and the howl of its winds blend into one...
  Deadsoul Elementals
  ChaRnelSmoke 
   
  CR 11 
  12,800 xp
  NE Huge undead (air, elemental)
  Init +13; Senses Darkvision 60’; Perception 
  +19
  Defense
  AC 25, touch 17, flat-footed 16; (+9 Dex, +8 
  natural)
  hp 127 (15d8+60);
  Fort 9, Ref 14, Will 9
  Defensive Abilities DR 5/good; Immune 
  electricity
  Offense
  Spd Fly 100 ft.
  Melee 2 slams +20 (2d8+4)
  Space 15 ft.; Reach 15
  Special Attacks Choking dust
  statistics
  Str 18, Dex 29, Con --, Int 6, Wis 11, Cha 18
  Base Atk +11; CMB +17; CMD 36 
  Feats Alertness, Combat Reflexes, Dodge, Flyby 
  It is commonly known that elemental entities, being soulless, cannot arise as undead. There are no 
  vampire xorn or arrowhawk wraiths. It is also commonly known that the surest way to get a thing done is 
  to tell a wizard that it’s impossible.
  A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are 
  slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by
  potent magic. Then an elemental of large size is summoned, using the materials resulting from the 
  murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the 
  trappedsouls, creating a hybrid creature that is, in fact, a type of undead.
  Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other 
  undead do. They are always made for some purpose, whether guarding a specific location, destroying a 
  given enemy, or simply as a show of power and might. However, they are not truly mindless like skeletons 
  or zombies, and the nature of their creation fills them with unholy rage. While they are initially bound to 
  obey their creators, they can be freed if their creator dies, or is somehow weakened and left unable to 
  maintain control. Deadsoul elementals will always obey the letter of their commands but some are cunning 
  enough to twist the spirit in order to attain freedom.
  Because they are undead and bound to the mortal world, deadsoul elementals are not considered 
  summoned creatures. Any spells, abilities, or effects which specifically target Outsiders will not affect 
  them. Spells, abilities, or effects which target their elemental subtype (air, earth, fire, water) will affect 
  them as usual.
  Charnelsmoke
  Attack, Improved Initiative, Mobility, Spring attack, 
  Weapon Finesse.
  Skills Fly +26, Intimidate +11, Perception +15
  Languages Auran
  SQ Undead Traits, Cloud of darkness
  ecOlOgy
  Environment Any
  Organization Solitary
  Treasure 7000 gp
  special abilities
  Choking Dust (SU) Any creature hit by the 
  charnelsmoke’s slam attack risks inhaling the corrupt 
  ash and smoke from which it is formed. Those struck 
  must make a DC 21 Fortitude save or suffer 1d4 points 
  of Constitution damage. The save DC is Charisma 
  based.
  Cloud of Darkness (SU) The charnelsmoke constantly 
  emits cloud of black ash. The area within a 30 foot 
  radius of it is considered to be an area of darkness.
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  Charnelsmokes are a type of deadsoul elemental (see above). They are created in much the same way 
  as pyreborns, but instead of using the flame, the creators use the smoke and befouled air. Far more 
  mobile than the other deadsouls, they are often used against enemies thought unreachable. When freed, 
  or if they escape, they wander, preferring mountain valleys and other high places. If they see any aerial 
  constructions, such as flying castles, they will be drawn to them. 
  It begins as nothing more than an odd wave on the surface of the water, a wave moving against the 
  pattern of the other waves. The wave grows, and swells, and those on deck can see bodies swirling inside 
  it, decayed and rotted bodies whose motions seem more than that of corpses floating in turbulent water. 
  Then the wave draws itself together and arises, a column of water that moves of its own accord, filled with 
  the reek of the dead left to bloat and rot beneath the sea, suddenly exposed once more to air. It spills 
  itself onto the deck of the ship and the living join the dead already within it...
  ChokewateR 
   
  CR 12 
  19,200 xp
  CE Huge undead (elemental, water)
  Init +5; Senses Darkvision 60’; Perception +22
  Defense
  AC 27, touch 13, flat-footed 22; (+5 Dex, +14 
  natural, -2 size)
  hp 161 (17d8+85);
  Fort 10, Ref 10, Will 16
  Defensive Abilities Nauseating Reek, DR 10/
  good
  Offense
  Spd 30 ft., swim 125 ft.
  Melee 2 slams +20 (2d8+8/19-20) plus grab
  Space 15 ft.; Reach 15
  Special Attacks Corrosive Decay, Grab, Swallow 
  Whole
  statistics
  Str 26, Dex 20, Con --, Int 6, Wis 14, Cha 21
  Base Atk +12; CMB +22; CMD 37 
  Feats Awesome Blow, Cleave, Critical Focus, 
  Staggering Critical, Great Cleave, Power Attack, 
  Improved Critical, Improved Bull Rush, Iron Will
  Skills Intimidate +15, Perception +55, Swim 
  +21
  Languages Aquan
  SQ Undead Traits
  ecOlOgy
  Environment Any aquatic
  Organization Solitary
  Treasure 9000 gp
  Chokewater
  special abilities
  Corrosive Decay (SU) The chokewater embodies all 
  that is destructive about the sea. Its waters are the 
  essence of rot and corruption. Any time it is hit with a 
  melee attack, the attacker must make a DC 23 Reflex 
  save or his weapon gains a -1 to attack and damage 
  rolls. (This is cumulative to -5, at which point the 
  weapon falls apart.) Anyone struck by a slam attack 
  must make a DC 23 Reflex save or lose one point of 
  armor bonus. This is cumulative to a total of -5, or 
  the armor bonus reaches 0, at which point the armor 
  falls apart. The save DC is Charisma based. Repairing 
  the damage is a DC 20 Craft (Armorsmithing or 
  Weaponsmithing) check and will take 1 hour per point 
  of decay.
  Grab (EX) If the chokewater hits with a slam attack, 
  it may begin a grapple as a free action. On the turn 
  following the grapple, it may put the target inside itself, 
  (see Swallow Whole)
  Swallow Whole (EX) The chokewater does not so 
  much swallow as absorb the target; it takes no bite 
  damage. Instead, it takes 5d6 points of damage per 
  turn from the ravenous corpses inside the chokewater, 
  who tear and claw at it. All other rules for swallowed 
  creatures apply.
  Chokewaters are a type of deadsoul elemental -- see above. They are created by the deliberate drown-
  ing of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and 
  slaughter of a water elemental. Certain evil underwater races are particularly fond of creating this type 
  of undead. Free-roaming chokewaters will cruise beneath the surface, effectively undetectable, until they 
  come upon some unfortunate ship; then they emerge and slaughter the crew.
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  The thing lumbers towards you, a massive creature of dark earth and streaks of white marble and bone. 
  Fragments of tombstones are embedded in its form, and it speaks a dozen voices at once, all bellowing in 
  rage and pain....
  gRaveeaRth 
   
  CR 10 
  9,600 xp
  NE Huge undead (elemental, earth)
  Init +0; Senses Tremorsense, Darkvision 60’; 
  Perception +21
  Defense
  AC 26, touch 8, flat-footed 26; (+18 natural)
  hp 130 (15d8+63);
  Fort 10, Ref 5, Will 12
  Defensive Abilities DR 5/good Immune cold
  Offense
  Spd 30 ft., Burrow 30 ft.
  Melee 2 slams +20 (2d8+9)
  Ranged Hurled Tombstone +20 (2d10+9)
  Space 15 ft.; Reach 10
  Special Attacks Earth Mastery, Push (Slam, 
  15’), Hurled Tombstones, Touch of the Grave
  statistics
  Str 28, Dex 10, Con --, Int 6, Wis 16, Cha 16
  Base Atk +11; CMB +22; CMD 32
  Feats Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Overrun, 
  Intimidating Prowess, Power Attack, Toughness.
  Skills Climb +19, Intimidate +20, Perception 
  +21
  Languages Terran
  SQ Undead Traits
  ecOlOgy
  Environment Any land
  Organization Solitary
  Treasure 5450 gp
  graveearth
  special abilities
  Earth Mastery (EX) A graveearth 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 graveearth takes a -4 penalty on 
  attack and damage rolls. (These modifiers are not 
  included in the statistics block.)
  Hurled Tombstone (EX) The graveearth can rip 
  tombstones out of its body and hurl them as ranged 
  weapons. This is a standard action.
  Touch Of The Grave (EX) To know the touch of the 
  graveearth is to know the chill of death. Anyone hit by 
  its slam attack must make a DC 20 Fortitude save or 
  become slowed. The save DC is Charisma based.
  Graveearths are one type of deadsoul elemental -- see above. They are created by summoning, and then 
  slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard. While 
  some are still under the control of their creators, others have become free-roaming creatures. Slow wit-
  ted and perpetually angry, they cross the world motivated only by a hatred for the living. In combat, they 
  prefer to smash things, but will hurl tombstones at foes which are out of reach, especially those which are 
  airborne. (The Hurled Tombstone attacks does not suffer a penalty when attacking airborne or waterborne 
  foes.)
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  It is a creature of unliving fire, a whirling inferno of black, foul, smoke and the sound of crackling skin and 
  breaking bone. As the flames which compose flicker and dance, you can see within it humanoid forms, 
  ablaze and howling..
  pyReFlame 
   
  CR 10 
  9,600 xp
  CE Huge undead (elemental, fire)
  Init +15; Senses Darkvision 60’; Perception 
  +15
  Defense
  AC 30, touch 15, flat-footed 23; (+7 Dex, +15 
  natural)
  hp 119 (14d8+56);
  Fort 8, Ref 11, Will 11
  Defensive Abilities DR 5/good Immune fire
  Offense
  Spd 60 ft.
  Melee 2 slams +17 (2d8+4)
  Space 15 ft.; Reach 10
  Special Attacks Spirit Burn
  statistics
  Str 18, Dex 25, Con --, Int 6, Wis 11, Cha 18
  Base Atk +10; CMB +16; CMD 33
  Feats Alertness, Dodge, Improved Initiative, 
  Iron Will, Mobility, Spring Attack, Weapon 
  Finesse.
  Skills Acrobatics +15, Intimidate +15, 
  Perception +15
  Languages Ignan
  SQ Undead Traits, Unholy fire
  ecOlOgy
  Environment Any non-water
  Organization Solitary
  Treasure 5450 gp
  Pyreflame
  special abilities
  Spirit Burn (SU) The pyreflame elemental burns not 
  just the body, but the soul. Those hit by a pyreflame’s 
  slam attack also must succeed on a DC 21 Reflex save 
  or catch on fire, suffering 1d6 damage/round for 1d4 
  rounds. For each round the victim burns, they also 
  take 1d4 points of Wisdom damage. The save DC is 
  Charisma based.
  Unholy Fire (SU) Infused with the chill of death, 
  a pyreflame is not vulnerable to cold. Other effects 
  which target or interact with the Fire subtype affect it 
  normally.
  Pyreflames are a type of deadsoul elemental -- see above. They are created by the incineration of the liv-
  ing -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which 
  is then slain and recreated as a pyreflame. Pyreflames are often used as guardians for temples, especially 
  those dedicated to evil gods of fire. Particularly cruel fire giants will sometimes bargain with magicians of 
  other races to acquire these creatures as well. Pyreflames are not intelligent, but they can possess a low 
  cunning and have an overwhelming desire for freedom, leading to some becoming wandering disasters, 
  leaving a trail of ash and charred corpses in their wake.
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  As you camp, the air around you feels slightly cooler.   You turn to see one of your companions readying a 
  weapon to use against you!
  FeaR mongeR 
   
  CR 7 
  3,200 xp
  CN undead (incorporeal)
  Init +1; Senses Blindsight 60’; Darkvision 60’; 
  Perception +13
  Defense
  AC 12, touch 12, flat-footed 10; (+1 Dex, +1 
  Dodge)
  hp 95 (10d8+40);
  Fort 7, Ref 4, Will 11
  Defensive Abilities incorporeal, invisible, 
  Immune undead traits; SR 12
  Offense
  Spd fly 50 ft.
  Special Attacks Illusory Fear (DC 16 Will save)
  statistics
  Str 10, Dex 12, Con --, Int 10, Wis 14, Cha 18
  Base Atk +7 CMB +7; CMD 17
  Feats Ability Focus (illusory fear), Dodge, Hover, 
  Iron Will, Persuasive
  Skills Fly +16, Intimidate +17, Perception +13, 
  Sense Motive +13, Stealth +16.  +4 racial bonus 
  on Fly and Stealth.
  Languages Common
  SQ incorporeal, invisible, undead traits
  ecOlOgy
  Environment Any (wherever it was betrayed)
  Organization Solitary
  Treasure None.
  special abilities
  Illusory Fear (SU) The fear monger’s main ability is 
  to make its victim distrust and fear his allies.   Once 
  per round, the fear monger can select a target and 
  cast an illusion on the ally of the target that only the 
  target can see.  The illusion makes the ally appear to 
  be preparing an attack on the target in some manner.  
  This ability acts as the mirror image spell.  The fear 
  monger can change targets each round, leaving the 
  previous effect to last another 2 rounds.
  A fear monger is the spirit of a deceased person that 
  was betrayed by someone she trusted. This spirit now 
  spreads fear and paranoia to groups of people that pass 
  the spot where she was betrayed. 
   
  As fear mongers remain where they were killed, a 
  fear monger is most commonly found within an 
  abandoned castle or in good camping spots in the 
  wilderness.  
   
  If a creature can communicate with a fear monger, it 
  might be possible to negotiate with it and put an end to 
  its suffering. Fear Mongers start as Hostile; if brought 
  to Indifferent it leaves the creature and allies alone. If 
  brought to Friendly, the fear monger accepts her fate 
  and becomes at peace.
  Fear Monger
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  This wiry figure’s skin is ruddy, perhaps from exposure to the pounding sun. Rivulets of tears flow from 
  slate-gray eyes, yet he grins to show teeth of the same stony hue. His hair is dark, trailing into wisps of 
  smoke, and his breath steams as though the air were winter-cold.
  genie, hayula 
  CR 8 
  4,800 xp
  CN Medium outsider (chaotic, 
  extraplanar)
  Init +4; Senses low-light vision; 
  Perception +13
  Defense
  AC 20, touch 14, flat-footed 16; (+2 
  armor, +4 Dex, +4 natural)
  hp 85 (10d10+30);
  Fort 6, Ref 11, Will 7
  Defensive Abilities corners of 
  reality, DR 5/lawful;  Resist acid 5, 
  cold 5, electricity 5, fire 5
  Offense
  Spd 30 ft., burrow 25 ft., fly 50 ft. 
  (good), swim 50 ft.
  Melee masterwork rod (treat as 
  warhammer) +16/+11 (1d8+6/x3 
  plus 1d12 anarchic) or slam +14 
  (1d4+4 plus 1d12 anarchic)
  Space 5 ft.; Reach 15 ft. (see 
  corners of reality)
  Special Attacks elemental rend
  Spell-Like Abilities (CL 10th)
     At will plane shift
     2/day wall of energy (as wall of 
  fire, but upon casting, the hayula 
  chooses whether the wall deals acid, 
  cold, electrical, or fire damage)
  statistics
  Str 18, Dex 19, Con 16, Int 13, Wis 
  10, Cha 15
  Base Atk +10 CMB +14; CMD 28
  Feats Ability focus (elemental rend), 
  Combat Casting, Improved Critical 
  (rod), Improved Initiative, Weapon 
  Focus (rod)
  Genie, Hayula
  Skills Bluff +12, Diplomacy +12, 
  Escape Artist +14, Fly +11, Intimidate 
  +12, Knowledge (arcana) +11, Knowledge (nature) +11, Knowledge (the planes) +11, Perception +10, 
  Sense Motive +10, Stealth +14
  Languages Common, Aquan, Auran, Ignan, Terran.
  SQ corners of reality, touch of unmaking
  Gear masterwork rod, leather armor.
  ecOlOgy
  Environment Any
  Organization Solitary, pair or band (3-6)
  Treasure 3,028 gp in gems and jewelry
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  special abilities
  Corners of Reality (EX) As beings of chaos 
  and uncreation from the heart of Limbo, the 
  hayula exist at slight angles to reality. This 
  grants them the following benefits:
  • Concealment (20% miss chance) against 
  ranged attacks.
  • 15-foot reach, due to the fact that 
  attacks do not all come from the exact 
  position in which a hayula stands.
  • A hayula may ignore an opponent’s cover 
  (but not total cover) when making melee 
  attacks, due to the unnatural angles of its 
  strikes.
  • For purposes of determining whether a 
  hayula flanks an opponent, it is considered 
  to occupy both its own square and any one 
  other adjacent square of its choice.
  Elemental Rend (SU) A hayula can declare a 
  single melee attack to be an elemental rend. 
  If the attack strikes and deals damage, the 
  target must succeed on a DC 15 Fortitude 
  save. Should the save fail, the hayula draws 
  forth a portion of the target’s physical makeup, 
  which takes the form of an elemental under the 
  hayula’s command. The elemental thus created 
  has a number of Hit Dice equal to one-half the 
  target’s. The elemental is treated in all respects 
  as though it had been created via the hayula’s 
  touch of unmaking ability; see below. (If this is 
  more HD-worth of elementals than the hayula 
  can control, no elemental appears, but the 
  target still suffers the following effects.)
  The target shrinks, due to the loss of mass, 
  dropping to the next lower size category. 
  It receives a –2 penalty to Strength and 
  Constitution. All modifiers other than these 
  ability penalties match those presented in the 
  spell reduce person. This effect is permanent, 
  but can be reversed via break enchantment and 
  similar effects.
  Outsiders and creatures already suffering from 
  an elemental rend are immune to this ability. 
  It requires one full minute of meditation before 
  the hayula can use elemental rend a second 
  time. Thus, it is essentially useful only once per 
  encounter. The save DC is Strength-based.
  Touch of Unmaking (EX) The hayula is a being 
  of chaos and uncreation. All his melee attacks 
  are considered chaotic, and deal extra anarchic 
  damage.
  Any creature slain by the hayula’s melee attacks 
  instantly discorporates into its component 
  elements, taking the form of one or more 
  elementals under the hayula’s control. The 
  victim cannot be returned to life via raise dead 
  or resurrection, but true resurrection, miracle, 
  and wish can do so. A being so slain produces a 
  number of HD-worth of elementals equal to its own 
  total Hit Dice (or half its Hit Dice, if it has already 
  been affected by the hayula’s elemental rend). 
  The hayula decides what form and quantity these 
  elementals take. For instance, upon slaying a 4th-
  level fighter, the hayula could call forth a single 
  4-HD earth elemental, or a 2-HD earth elemental 
  and a 2-HD water elemental. Most creatures 
  can produce elementals of any of the four basic 
  elements (including fire, which comes from the 
  soul, or “spark of life”), but the DM may determine 
  that certain creatures, such as constructs, can only 
  produce specific types of elementals.
  The elementals serve the hayula faithfully, and 
  remain for one hour before fading away to merge 
  with the elemental planes. Between his touch of 
  unmaking and elemental rend, a hayula may have 
  no more than his own Hit Dice-worth of elementals 
  under his command at any given time. (Thus, a 
  standard hayula could potentially have up to 10-
  HD of elementals at once.) If the hayula slays a 
  creature that would bring his total above this limit, 
  the target still discorporates, its essence dispersed 
  to the elemental planes, but no elementals appear.
  Outsiders do not discorporate or produce 
  elementals when slain, but are still subject to the 
  hayula’s anarchic damage.
  The hayula are genie-kind spawned in the elemental oases that rise and submerge amidst Limbo’s eddies 
  of pure chaos. Beings of both madness and primordial matter, the hayula (and, legend holds, the far 
  more potent genie lords who rule over them) seek to return the mortal realm to the “purer state” of its 
  component elements—unmaking all life and creation in the process.
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  Most other varieties of genies refuse to acknowledge their relation to the hayula, and the hayula in turn 
  hold their elemental cousins in disdain. Then again, hayula hold most creatures in disdain. While they 
  consist partly of the four major elements, they’re more accurately creatures of manifest chaos, and though 
  capable of ordered thought, they prefer to act on instinct and emotion. Hayula actually find following 
  orders or intricate plans to be physically painful—and, so some claim, suffer similarly when witnessing the 
  orderly and lawful behavior of others. Hayula fight, not necessarily to kill, but simply to disrupt the orderly 
  flow of the world and the people around them. They often ally with other violent creatures—destructive 
  elementals, bandits or raiders, demons, and the like—simply for the opportunity to sow discord.
  Oddly enough for creatures of such chaotic temperament, a hayula makes every attempt to keep his word 
  once he’s given it (though, unlike some other genies, if circumstances make keeping a promise impossible, 
  the hayula doesn’t consider it a mark against his honor). Precisely why the hayula consider their word 
  important is unclear, but presumably comes from traditions that date back to the days of more frequent 
  interaction with other genies. For this reason, hayula rarely give their word on anything, and if forced to 
  do so, are masters on par with devils of leaving themselves loopholes in the letter of their promises.
  In combat, hayula use their elemental rend ability early, in order to bring new allies to the fight, and 
  prefer to focus their efforts on one foe at a time, in hopes of dropping him and drawing forth yet 
  more elementals. They’re often found in the company of elemental creatures other than those they’ve 
  summoned, treating these pseudo-creatures as the true form that life should take and considering other 
  living creatures—like, say, people—to be abominations of the natural order.
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  The winged, bestial creature spreads its wide wings and lifts into the air, its deep green skin flaring 
  brilliantly in the late-evening sun. It suddenly wheels about, and drawing a falcion from its scabbard, dives 
  with a fierce battle cry!
  malaChite gaRgoyle 
   
  CR 7 
  3,200 xp
  CE Medium monstrous humanoid (earth)
  Init +5; Senses Darkvision 60ft.; Perception +8
  Defense
  AC 20, touch 16, flat-footed 
  14; (+5 Dex, +1 dodge, 
  +4 natural)
  hp 85 (9d10+36);
  Fort 7, Ref 11, Will 8
  Defensive Abilities DR 
  10/magic
  Offense
  Spd 40ft., fly 60ft. (average)
  Melee Masterwork falchion 
  +13/+8 (2d4+4/15–20) or 2 
  claws +13 (1d8+4) or bite +13 
  (1d6+4 plus petrification) 
  Special Attacks petrification
  Spell-Like Abilities (CL 9th)
    3/day lightning bolt (DC 12)
  statistics
  Str 18, Dex 20, Con 18, Int 
  14, Wis 8, Cha 8
  Base Atk +9 CMB +13; CMD 
  29
  Feats Empower Spell-Like Ability 
  (lightning bolt), Flyby Attack, Improved 
  Critical (falchion), Wingover 
  Skills Fly +16, Intimidate +8, Perception +8, 
  Stealth +14, Survival +8, Swim +13 
  Languages Common, Terran
  SQ freeze, iron claws
  Gear masterwork falchion
  Malachite Gargoyle
  ecOlOgy
  Environment Any
  Organization Solitary, pair or wing (5-16)
  Treasure 2,600 gp
  special abilities
  Freeze (Ex) A malachite gargoyle can hold itself so still it appears to be a statue. An observer must 
  succeed on a DC 20 Perception check to notice the malachite gargoyle is really alive.
  Iron Claws (Ex) A malachite gargoyle’s claws are considered magical for purposes of overcoming 
  damage reduction.
  Petrification (Ex) Any living creature bit by a malachite gargoyle must succeed at a DC 17 Fortitude save 
  or permanently turn to malachite. 
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  Resembling a gargoyle in nearly every aspect, the malachite gargoyle appears to be made entirely from 
  the brilliant green mineral. 
  Much more powerful and profoundly more intelligent than their gargoyle cousins, the malachite gargoyles 
  are just as cruel and sinister, delighting in destruction and murder. Because of their enhanced intellect and 
  magical abilities, malachite gargoyles often take over packs of gargoyles, leading them as war chieftain on 
  more sophisticated raids and attacks against human settlements.
   
  Malachite Gargoyles
   as Characters 
   Malachite gargoyles are brutal opponents, able 
  to take flight and blast enemies with lightning 
  bolt before soaring in to tear into them with their 
  falchions, or turning them to malachite statues 
  with their fierce bite.
     Malachite gargoyles posses the following racial 
  traits.
   +6 Str, +6 Dex, +6 Con, 
  +4 Int, –2 Wis, +0 Cha.
  Size:  Medium.
  Speed:   A malachite gargoyle’s base land speed 
  is 40 feet. It also has a fly speed of 60 feet 
  (average).
  Darkvision out to 60 feet.
  Racial Hit Dice: A malachite gargoyle begins 
  with 9 levels of monstrous humanoid, which 
  provides 9d10 hit dice, a base attack bonus of 
  +9, and base saving throw bonuses of Fort +3, 
  Ref +6, and Will +6. 
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  The figure glares menacingly with his head lowered, his eyes raised, and a wicked scimitar held in his 
  brawny fist. Suddenly, shadowy serpents rise from his broad silhouette like tongues of twisting flame.
  maSteR oF CoilS 
   
  CR 12 
  19,200 xp
  LE Medium monstrous humanoid
  Init +8; Senses Darkvision 60ft.; Perception 
  +16
  Defense
  AC 27, touch 14, flat-footed 23; (+3 Dex, +1 
  dodge, +8 natural, +5 masterwork scale mail)
  hp 168 (16d10+80);
  Fort 8, Ref 14, Will 11
  Offense
  Spd 30ft.
  Melee Scimitar +21/+16/+11/+6 (1d6+4/15–
  20) 
  Special Attacks cobra strike, serpent spear, 
  summon swarm
  statistics
  Str 18, Dex 18, Con 17, Int 14, Wis 13, Cha 
  15
  Base Atk +16 CMB +20; CMD 35
  Feats Bleeding Critical, Combat Reflexes, Critical 
  Focus, Dodge, Improved Critical (scimitar), 
  Improved Initiative, Toughness, Weapon Focus 
  (scimitar)
  Skills Climb +16, Craft (weaponsmithing) +17, 
  Intimidate +17, Perception +16, Ride +16, 
  Stealth +16, Survival +16, Swim +16
  Languages Common
  SQ poison immunity
  Gear masterwork scale mail, scimitar
  Master of Coils
  ecOlOgy
  Environment Any
  Organization solitary, pair, squad (5-8), raiding party (9-20), or tribe (21-101)
  Treasure 9,000 gp
  special abilities
  Cobra Strike (Su) As a swift action, the master of coils can manifest a snake from somewhere on its 
  body, having it lash out to attack one adjacent foe. The target must succeed at a DC 21 Reflex save or 
  suffer 1d6 points of damage plus poison: save Fort DC 16, onset 1 round, frequency 1 round for 6 rounds, 
  effect 2d6 damage, cure 2 consecutive saves.
  Poison Immunity (Ex) The master of coils is immune to all poisons.
  Serpent Spear (Su) As a full-round action, the master of coils can cause a snake to manifest and then 
  throw it as a spear at a target up to 100 feet away. The target must succeed at a DC 21 Reflex save or 
  suffer 3d6 points of damage plus poison: save Fort DC 16, onset 1 round, frequency 1 round for 6 rounds, 
  effect 2d6 damage, cure 2 consecutive saves.
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  Summon Swarm (Su) Once per day, the master of coils can attempt to summon a cobra swarm (see 
  below) with an 80% chance of success. If successful, the master of coils vomits out the mass of writhing 
  serpents into an adjacent square. If there is no unoccupied adjacent square, the summoning fails. 
  The master (and mistress) of coils resembles a male or female human for the most part, with golden eyes 
  that resemble those of a serpent.  Both sexes tend to wear hooded cloaks to conceal their features, and 
  often decorate themselves with jewelry that is serpent-themed. Tattoos of various snakes cover the flesh 
  of the master of coils, which manifest to life upon command.
  According to their own legends, the masters of coils once ruled over a powerful empire that has since 
  drowned in the endless desert sands. What remains of their people and culture survives in scattered, 
  disunited nomadic tribes. 
  What is known is that the masters of coils have long been at war with the scorpionfolk, and it is believed 
  by many that the two cultures drove each other to utter ruin. To this day, the two races hold a violent 
  vitriol toward one another, savagely attacking each other on sight.
  The masters of coils exist in itinerant tribes, acting as traders or raiders, or both. Though more common 
  in desert regions, the masters of coils have since spread across the breadth of the world and now may be 
  found nearly anywhere.
  The tribe is ruled by a prince and princess, which is a master and mistress of coils who claims descent 
  from an ancient and royal bloodline—whether or not these claims are true are irrelevant. The masters of 
  coils are slaves to tradition and abide by their customs and law with an almost religious devotion. Those 
  who dishonor themselves or their tribe are exiled.
  Exiled masters of coil often sell their services as bodyguards, bounty hunters, or assassins.  
  In combat, the master of coil is fearsome to behold, wading into the thick of battle with his scimitar, 
  cleaving muscle and bone with each stroke and summoning his snakes to lash out at exposed flesh.
  The writhing mass of serpents pulses across the floor, the savage hissing promising doom to any creature 
  unable to flee from its path.
  CobRa SwaRm 
   
  CR 6
  2,400 xp
  N Tiny animal (swarm)
  Init +7; Senses low-light vision; Perception 
  +10
  Defense
  AC 19, touch 15, flat-footed 14; (+3 Dex, +2 
  size, +4 natural)
  hp 76(9d8+36);
  Fort 9, Ref 9, Will 4
  Offense
  Spd 15ft.
  Melee swarm (6d6 plus poison)
  Special Attacks distraction, poison
  statistics
  Str 4, Dex 17, Con 16, Int 1, Wis 12, Cha 2
  Base Atk +4 CMB +5; CMD 12
  Feats Improved Initiative, Improved Natural 
  Attack, Skill Focus (Perception), Toughness 
  Cobra Swarm
  Skills Climb +2, Perception +10, Stealth +16, Swim 
  +2
  Languages None
  ecOlOgy
  Environment deserts, forests, warm plains
  Organization solitary, pair, nest (3-6 swarms)
  Treasure None
  special abilities
  Distraction (Ex) Any living creature vulnerable to 
  a cobra swarm’s damage that begins its turn with a 
  swarm in its square is nauseated for 1 round; a DC 
  17 Fortitude save negates the effect. 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 17 Will save.
  Poison (Ex) bite, save Fort DC 16, onset 1 round, 
  frequency 1 round for 6 rounds, effect 2d6 damage, 
  cure 2 consecutive saves. 
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  A corpse lurches towards you, its tunic partially torn away.   Its chest cavity is torn open, revealing a 
  hideous spider nestled inside, its legs pulling at wiry strands of webbing that disappear deep into the 
  ragged hole.
  puppet SpideR 
   
  CR 5 
  1,600 xp
  NE Small magical beast
  Init +9; Senses Darkvision 60ft.; low-light 
  vision; Perception +8
  Defense
  AC 17, touch 16, flat-footed 12; (+5 Dex, +1 
  natural, +1 size)
  hp 45 (6d10+12);
  Fort 7, Ref 10, Will 2
  Offense
  Spd 30ft. climb 20ft.
  Melee Bite +11 (1d6+3 plus bleed)
  Special Attacks Bleed (1d3), poison (DC13 
  Fort, 1d6 Str), web
  statistics
  Str 14, Dex 20, Con 14, Int 4, Wis 10, Cha 2
  Base Atk +6 CMB +11; CMD 23
  Feats Agile Manuevers, Improved Initiative, 
  Weapon Finesse (Bite)
  Skills Climb +14, Disguise +7, Perception +8, 
  Stealth +13, +4 racial bonus on Climb, +8 bonus 
  to disguise (wen trying to look like a living 
  version of the corpse it is currently residing 
  within.
  SQ Animated dead
  ecOlOgy
  Environment Temperate
  Organization  Solitary or small pack (2-5)
  Treasure 1,550 gp
  special abilities
  Animate Dead (Sp) A puppet spider 
  Puppet Spider
  can enter a corpse and animate it while residing 
  within. This  effectively transforms the corpse into 
  a fast zombie. The fast zombie must be destroyed before the puppet spider can be attacked. A puppet 
  spider may only animate a zombie of up to 10 hit dice. 
  Web (EX) Puppet Spiders can use their web ability even when riding a corpse as long as they have access 
  (the spider cannot be covered by a shirt or armor). 
   
  A puppet spider is a predatory creature with a taste for humanoid flesh. It has the ability to crawl inside 
  a corpse and animate it like a fast zombie in order to get close to its victims and kill them. A puppet spider 
  generally lives in caves and ruins, but it is also found rooting through the corpses in fresh battlefields.   
  A puppet spider usually animates a medium or large sized corpse, being too big to comfortably rest inside 
  anything smaller (and too small to properly animate anything larger). It takes a puppet spider a day to 
  properly hollow out a corpse, but some puppet spiders have extra corpses lying about that have been pre-
  prepared. It takes the puppet spider a standard action to animate a corpse once inside. 
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  Racing across the ground at astounding speed is a tiny figure, mere inches in height. It has the rough 
  brown texture of a root, but bears a vague semblance of a humanoid shape.
  vile mandRake 
   
  CR 3 
  800 xp
  NE Diminutive Plant
  Init +7; Senses low-light vision; Perception +4
  Defense
  AC 19, touch 19, flat-footed 14; (+5 Dex, +4 
  size)
  hp 18 (4d8);
  Fort 3, Ref 8, Will 1
  Defensive Abilities plant traits
  Offense
  Spd 40ft. burrow 20ft, climb 20ft.
  Melee root +11 (1d2–5)
  Space 1ft.; Reach 0 ft.
  Special Attacks piercing cry, sympathetic bond
  statistics
  Str 1, Dex 21, Con 10, Int 3, Wis 11, Cha 19
  Base Atk +2 CMB +1; CMD 16
  Feats Ability Focus (piercing cry), Weapon 
  Finesse
  Skills Climb +9, Perception +4, Stealth +9; 
  the vile mandrake uses Dexterity, rather than 
  Strength, to climb 
  Languages Understands Common and Sylvan
  ecOlOgy
  Environment Temperate
  Organization  Solitary or grove (2-24)
  Treasure none, but the root itself is worth 
  800gp once killed.
  special abilities
  Piercing Cry (SU) Once per day, a vile 
  mandrake can emit a piercing wail, audible for 
  Vile Mandrake
  miles. All creatures within 20 feet must succeed 
  on a 
  DC 16 Fortitude save or drop to –1 hit points and begin dying (normal chance to stabilize). Those who 
  succeed on their save are instead deafened. Those outside 10 feet but within 50 feet are deafened if they 
  fail their save, and unharmed if they succeed. This deafness lasts until magically cured. The save DCs are 
  Charisma-based.
  If a vile mandrake has not already used its piercing cry for the day, it unleashes it automatically when 
  slain.
  Sympathetic Bond (SU) The vile mandrake can set up a mystical bond between it and any living 
  creature it touches (DC 14 Will save negates). Once this bond is established, the vile mandrake suffers 
  only half damage from any attack, spell, or effect that deals hit point damage. The remainder of the 
  damage is instead suffered by the subject of the bond. Once established, the bond can only be broken by 
  the destruction of the vile mandrake that established it, or by a break enchantment spell. (Consider the 
  vile mandrake’s caster level to be twice its Hit Dice for these purposes.)
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  A vile mandrake can have only one such bond active at any given time; if it establishes a new one, the old 
  one ends. A creature that successfully saves against the sympathetic bond cannot be affected by the same 
  vile mandrake’s bond for 24 hours. The save DC is Charisma-based.
  Few herbs are cloaked in as much folklore as the mandrake root. It is said to possess all sorts of medicinal 
  purposes, from safe anesthetics to increased fertility. Some say it grows wild, others in places of great 
  mystical significance, and still others in the fluids spilled from a hanged corpse.
  That, however, is normal mandrake. The mobile, malevolent root known as vile mandrake is an entirely 
  different story.
  Vile mandrake sprouts from earth contaminated with the remains of destroyed undead, or the graves of 
  living beings slain by negative energy. The site must remain undisturbed until it has been bathed in the 
  light of 13 full moons, and watered by storms that occur only during the day, never at night. Should this 
  exceedingly rare confluence of events come to pass, the result may just be a sprout of vile mandrake. Vile 
  mandrake roots are fully mobile and gifted with a malign intelligence (albeit one barely above the level 
  of most animals). Unlike most plants, it does not seek to propagate itself, for it has no power to do so. 
  Rather, its sole purpose is to spread pain. Born as it is of negative energies, its very life is agony, and it 
  seeks only to share its suffering with others. 
  A vile mandrake root stands roughly 2 to 3 inches in height, and weighs about 8 ounces.
  Vile mandrake roots are not especially tough combatants, though they are exceedingly difficult to hit. 
  They prefer to attack sleeping victims, either naturally or due to their aura of drowsiness. A vile mandrake 
  begins combat by using its sympathetic bond on a victim. It looses its piercing cry only if cornered or 
  about to be slain.
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SOURCE: textdata/thevault/Pathfinder/Fell Beasts III.pdf