TEXT: BesTiary 5
  BesTiary 5
  BesTiary 5
  
  BesTiary 5
  BesTiary 5
  BesTiary 5
  
  BesTiary 5
  BesTiary 5
  BesTiary 5
  CREDITS
  Lead Designer • Jason Bulmahn
  Design Team • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter
  Authors • Dennis Baker, Jesse Benner, John Bennett, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Adam Daigle, Thurston Hillman,  
  Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Tom Phillips, Jason Nelson, Stephen Radney-MacFarland, Alistair Rigg, 
  Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer
  Cover Artist • Wayne Reynolds
  Interior Artists • Dave Allsop, Ertaç Altınöz, Helge C. Balzer, Aleksey Bayura, Rogier van de Beek, Eric Belisle, Subroto Bhaumik, Filip Burburan, 
  Dmitry Burmak, Tomasz Chistowski, Steve Ellis, Wayne England, Mattias Fahlberg, Jorge Fares, Fabio Gorla, Kent Hamilton, Miguel Regodón Harkness, 
  Tim Kings-Lynne, James Krause, Daniel López, Damien Mammoliti, Diana Martinez, Joshua Meehan, Brynn Metheney, Dieter Miller, Raven Mimura, 
  Jon Neimeister, Jim Nelson, Nikolai Ostertag, Jose Parodi, Lucio Parrillo, Roberto Pitturru, Ryan Portillo, Scott Purdy, Maichol Quinto, Jason Rainville, 
  Kiki Moch Rizky, Alexandru Sabo, Chris Seaman, Bryan Sola, Nemanja Stankovic, Florian Stitz, Xia Taptara, Tyler Walpole, Ben Wootten, and Christina Yen
   
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Developers • John Compton, Adam Daigle, Mark Moreland, and Owen K.C. Stephens
  Assistant Developers • Crystal Fraiser, Amanda Hamon Kunz, and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Joe Homes and Jason Keeley
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designer • Emily Crowell
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Vice President of Finance • Christopher Self
  Staff Accountant • Ashley Kaprielian
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Software Development Manager • Cort Odekirk
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manger • Jessica Price
  Licensing Coordinator • Michael Kenway
  Community Team • Liz Courts and Chris Lambertz
  Customer Service Team • Sharaya Kemp, Katina Mathieson, Sara Marie Teter, and Diego Valdez
  Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Winslow Dalpe, Lissa Guillet, Julie Iaccarino, Erik Keith, and Scott Spalding
  Special Thanks • The countless players and Game Masters who have helped us refine this game over the years.
  This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and 
  inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not 
  be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy 
  roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: 
  All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that 
  have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Gaming 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Roleplaying Game Bestiary 5 is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Inc., the Paizo 
  golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, 
  Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, 
  Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. © 2015 Paizo Inc.
  First printing November 2015.
  Printed in China.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  
  Aatheriexa 
  7
  Abrikandilu (demon) 
  74
  Aerial servant 
  11
  Aether elemental 
  106–107
  Aether wysp 
  282
  Ahkhat 
  14
  Ahool 
  15
  Air veela 
  264
  Air wysp 
  282
  Akaname 
  16
  Amarok 
  17
  Amphiptere 
  18
  Android 
  19
  Anemos 
  20–21
  Animate hair 
  26
  Annihilator (robot) 
  206
  Anunnaki 
  28–29
  Apallie 
  30
  Apkallu 
  32–33
  Apostate devil 
  78–79
  Astomoi 
  37
  Astral dragon 
  88–89
  Bagiennik 
  40
  Balisse (angel) 
  22
  Bat plague swarm 
  193
  Bisha ga tsuku 
  42
  Blightspawn 
  43
  Blood caterpillar 
  51
  Blue whale 
  276
  Bone ship 
  44–45
  Boroboroton (tsukumogami) 
  252
  Brain mole 
  46
  Brain mole monarch 
  47
  Caligni (dark folk) 
  66
  Caller in darkness 
  48
  Cambion (demon) 
  75
  Cameroceras 
  49
  Capramace 
  50
  Celedon 
  52
  Ceratosaurus (dinosaur) 
  83
  Cervinal (agathion) 
  12
  Cerynitis 
  53
  Cetus 
  54
  Chalicotherium (megafauna) 
  170
  Cherufe 
  55
  Chicken (familiar) 
  112
  Choral (angel) 
  23
  Chuspiki 
  56
  Clockwork familiar 
  57
  Corpse lotus 
  60
  Crone queen 
  61
  Crystal golem 
  126
  Cuero 
  62
  Cursed king 
  63
  Cytillipede 
  65
  Danava (titan) 
  246–247
  Death coach 
  67
  Deep merfolk 
  172
  Deep one 
  68
  Deep one hybrid 
  70
  Delgeth 
  71
  Devastator 
  77
  Digmaul 
  82
  Dire polar bear 
  41
  Domovoi (house spirit) 
  142
  Doppeldrek 
  85
  Dragonkin 
  98
  Dream dragon 
  90–91
  Duppy 
  101
  Dvorovoi (house spirit) 
  142
  Dwiergeth 
  102
  Earth veela 
  264
  Earth wysp 
  282
  Echeneis 
  103
  Eclipse giant 
  121
  Egregore 
  104–105
  Elder deep one 
  69
  Emotion ooze 
  108–109
  Empyrean (angel) 
  24–25
  Encantado 
  110
  Esipil (sahkil) 
  213
  Ether drake 
  99
  Etheric dragon 
  92–93
  Etiainen 
  111
  Exscinder (archon) 
  34
  Fastachee 
  114
  Fext 
  115
  Firbolg 
  116
  Fire veela 
  265
  Fire wysp 
  283
  Flying fox (familiar) 
  112
  Flytrap leshy 
  156
  Frog father 
  117
  Gancanagh (azata) 
  38
  Gate archon 
  35
  Gearsman (robot) 
  207
  Gegenees 
  118
  Ghoran 
  119
  Giant assassin bug 
  36
  Giant mantis shrimp 
  232
  Giant muckdweller 
  175
  Giant scarab 
  221
  Giant termite 
  242
  Glaistig 
  124–125
  Goliath frog 
  117
  Gravebound 
  128
  Gray 
  129
  Gray goo 
  130
  Great assassin bug 
  36
  Griefgall 
  133
  Grim reaper 
  134–135
  Grimslake 
  136
  Grioth 
  137
  Gristly demodand 
  72
  Guardian scroll 
  138
  Gunpowder ooze 
  139
  Hag eye ooze 
  140
  TABLE OF CONTENTS
  INTRODUCTION 
  5
  MONSTERS A TO Z 
  7
  APPENDIX 1: MONSTER CREATION 
  288
  APPENDIX 2: MONSTER ADVANCEMENT 288
  APPENDIX 3: GLOSSARY 
  290
  APPENDIX 4: MONSTERS AS PCS 
  310
  APPENDIX 5: MONSTER FEATS 
  310
  APPENDIX 6: MONSTER COHORTS 
  312
  ALPHABETICAL LISTING OF MONSTERS
  APPENDIX 7: ANIMAL COMPANIONS 
  312
  APPENDIX 8: MONSTERS BY TYPE 
  313
  APPENDIX 9: MONSTERS BY CR 
  314
  APPENDIX 10: MONSTERS BY TERRAIN 
  316
  APPENDIX 11: VARIANT MONSTER INDEX 
  317
  APPENDIX 12: ABILITY INDEX 
  318
  APPENDIX 13: MONSTER ROLES 
  318
  
  Heikegani 
  141
  Heresy devil 
  80
  Hobkins (gremlin) 
  131
  Horn caterpillar 
  51
  Hundun 
  144–145
  Hunter urchin (sea urchin) 
  223
  Ichthyocentaur 
  146
  Isonade 
  147
  Jungle drake 
  100
  Kabandha (cyclops) 
  64
  Kaprosuchus (megafauna) 
  170
  Karkadann 
  148
  Kasa-obake (tsukumogami) 
  252
  Kawa akago 
  149
  Ketesthius 
  150
  Khala 
  151
  Kikimora 
  152
  Kimenhul (sahkil) 
  214–215
  Knight ant 
  27
  Koto-furunishi (tsukumogami) 252
  Kurobozu 
  153
  Lamhigyn 
  154
  Lead golem 
  127
  Leechroot 
  155
  Leng ghoul 
  120
  Lesser death (grim reaper) 
  134
  Liminal sprite 
  158
  Lipika (aeon) 
  8–9
  Living mirage 
  159
  Locust plague swarm 
  192
  Lotus leshy 
  157
  Lotus tree 
  160
  Lusca 
  161
  Maharishi manu (manasaputra) 164
  Makara (vahana) 
  262
  Manu (manasaputra) 
  163
  Megapon ant 
  27
  Megaprimatus (ape) 
  31
  Mngwa 
  173
  Moa (megafauna) 
  171
  Moon dog 
  174
  Moon giant 
  122
  Muckdweller 
  175
  Mummy lord 
  176–177
  Muse 
  179
  Mutant 
  180–181
  Myrmidon (robot) 
  208
  Narwhal (whale) 
  276
  Nemhain 
  182
  Nightmare dragon 
  94–95
  Ningen 
  183
  Nulmind 
  184
  Nuno (gremlin) 
  132
  Occult dragon 
  96–97
  Ophiotaurus 
  185
  Orang-pendak 
  186
  Ostovite 
  187
  Othaos (aeon) 
  10
  Ovinnik (house spirit) 
  143
  Pakalchi (sahkil) 
  216
  Papinijuwari 
  188
  Penguin (familiar) 
  112
  Peuchen 
  189
  Pharaonic guardian 
  191
  Plagued beast 
  194
  Plankta 
  195
  Plesiosaurus (dinosaur) 
  83
  Polar bear 
  41
  Polong 
  196
  Psychemental 
  197
  Psychepore 
  198
  Putrid ooze 
  199
  Pyrausta 
  200
  Qolok (sahkil) 
  217
  Raelis (azata) 
  39
  Ramidreju 
  201
  Rat plague swarm 
  192
  Red panda (familiar) 
  112
  Reptial (agathion) 
  13
  Reptoid 
  202
  Rhu-chalik 
  203
  Riftcreeper 
  204
  Rishi manu (manasaputra) 
  165
  Roiling oil 
  210
  Rope dragon 
  211
  Sangoi 
  219
  Saxra 
  220
  Scarab swarm 
  221
  Scitalis 
  222
  Seal (familiar) 
  113
  Seilenos 
  224–225
  Seraptis (demon) 
  76
  Sha 
  226
  Shabti 
  227
  Shadow collector 
  228
  Shasalqu 
  229
  Shen 
  230–231
  Skinwalker 
  233
  Solar pitri (manasaputra) 
  166–167
  Somalcygot 
  234
  Spear urchin (sea urchin) 
  223
  Sphinx colossus 
  58
  Storm hag 
  235
  Stormghost 
  236
  Stranglereed 
  237
  Stringy demodand 
  73
  Su 
  238
  Sun giant 
  123
  Swamp mummy 
  178
  Syricta 
  239
  Taxidermic creature 
  240–241
  Termite swarm 
  242
  Terraformer (robot) 
  209
  Therizinosaurus (dinosaur) 
  84
  Thought eater 
  243
  Thriae constructor 
  244
  Thriae dancer 
  245
  Tiyanak 
  248
  Tizheruk 
  249
  Trench mist 
  250
  Trilobite (familiar) 
  113
  Troodon (dinosaur) 
  84
  Tsaalgrend 
  251
  Tulpa 
  254–255
  Turul 
  256–257
  Twilight pitri (manasaputra) 168–169
  Uintatherium (megafauna) 
  171
  Undigested 
  258
  Undigested swarm 
  258
  Unfettered phantom 
  190
  Uraeus 
  259
  Urannag 
  260
  Ursikka 
  261
  Vahana 
  262
  Ved 
  263
  Vescavor queen 
  266
  Vescavor swarm 
  267
  Vilderavn 
  268–269
  Vishap 
  270–271
  Vukodlak 
  272
  Wakandagi 
  273
  Warmonger devil 
  81
  Warmonger wasp 
  274
  Water leaper 
  275
  Water veela 
  265
  Water wysp 
  283
  Wihsaak (sahkil) 
  218
  Witchcrow 
  277
  Wizard’s shackle 
  278
  Wolliped 
  279
  Wood colossus 
  59
  Wyrmwraith 
  280–281
  Xiao 
  284
  Yangethe 
  285
  Zygomind 
  286–287
  References
  This book refers to several other 
  Pathfinder Roleplaying Game products 
  using the following abbreviations. 
  Readers interested in references 
  to Pathfinder RPG hardcovers can 
  find the complete rules of these 
  books available online for free at  
  paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Bestiary 2 
   
  B2
  Bestiary 3 
   
  B3
  Bestiary 4 
   
  B4
  Mythic Adventures 
  MA
  Occult Adventures 
  OA
  Ultimate Combat  
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
   
  UM
  
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Deserts
  Forests/Jungles
  Hills
  Mountains
  Plains
  Ruins/Dungeons
  Sky
  Swamps
  Underground
  Urban
  Water
  Cold
  Creature Type
  Terrain
  Climate
  Tropical
  Temperate
  Extraplanar
  Monster Icons
  Each monster in this book is presented with three visual 
  cues to help you quickly identify the monster’s role and 
  niche in the game. The first of these icons indicates the 
  monster’s type. The second indicates the terrain where 
  the creature can normally be encountered. The third shows 
  what sort of climate the creature prefers. More precise 
  notes on each monster’s type (and subtypes), preferred 
  terrain, and preferred climate appear elsewhere in its stat 
  block, but these three icons can help you recognize this 
  basic information at a glance.
  INTRODUCTION
  Welcome to Pathfinder Roleplaying Game Bestiary 5! Within 
  the pages of this tome lurk a wide range of monsters 
  ready to challenge adventurers of every type and level. In 
  order to fully use the creatures in Bestiary 5, you’ll need 
  the Pathfinder RPG Core Rulebook, Pathfinder RPG Mythic 
  Adventures, and Pathfinder RPG Occult Adventures.
  While each monster is a unique creature, many possess 
  similar special attacks, defenses, and qualities. Unique 
  abilities are described below the monster’s stat block. 
  Many abilities common to several monsters appear in the 
  universal monster rules or the type and subtype rules in 
  Appendix 3. If a monster’s listed special ability does not 
  appear in its description, you’ll find it there.
  Each monster description on the following pages is 
  presented in the same format, split into three specific 
  areas: introduction, stat block, and description.
  Introduction
  Each monster is presented alphabetically. In the case 
  of a group of monsters that share similar traits (such as 
  outsider races and some animals or vermin), the monster’s 
  basic name is listed first.
  Stat Block
  This is where you’ll find all of the information you need to 
  run the monster in an encounter. A stat block is organized 
  as follows (note that in cases where a line in a stat block has 
  no value, that line is omitted).
  Name and CR: The monster’s name is presented first, 
  along with its Challenge Rating (CR) and three icons you 
  can use to quickly identify the creature’s role in the game. 
  A monster’s Challenge Rating is a numerical indication of 
  how dangerous the monster is—the higher the number, 
  the deadlier the creature. Challenge Ratings are detailed 
  on page 397 of the Core Rulebook. Some monsters have 
  mythic ranks (MR) listed next to their CRs. This is an 
  indication of the creatures’ overall mythic power (Mythic 
  Adventures 176). This affects a creature’s overall CR, which 
  has already been adjusted and is reflected in the listed CR 
  and XP. If you are not using Mythic Adventures, the creature 
  can still be used as a creature of the listed CR.
  XP: Listed here are the total experience points that PCs 
  earn for defeating the monster.
  Race, Class, and Level: Some monsters don’t have racial 
  Hit Dice and are instead defined by their class levels. For 
  these monsters, their races, classes, and levels appear here. 
  Unless otherwise noted, the first class listed is the class 
  chosen by the monster as its favored class.
  Alignment, Size, and Type: While a monster’s size and 
  type remain constant (unless changed by the application of 
  templates or other unusual modifiers), its alignment is far 
  more fluid. The alignments listed for the monsters in this 
  book represent the norm for those monsters—they can 
  vary as you require them to in order to serve the needs of 
  your campaign. Only in the case of relatively unintelligent 
  monsters (creatures with Intelligence scores of 2 or lower 
  are almost never anything other than neutral) and planar 
  monsters (outsiders with alignments other than those 
  listed are unusual and typically outcasts from their kind) 
  is the listed alignment relatively unchangeable.
  Init and Senses: This entry gives the creature’s initiative 
  modifier followed by any special senses and its Perception 
  check modifier. If a creature has a superscript “M” after its 
  initiative modifier, it has the mythic version of Improved 
  Initiative (Mythic Adventures 67) and can expend one use of 
  mythic power to treat its initiative roll as a natural “20” on 
  the die.
  Aura: If the creature has a particular magical or 
  exceptional aura, that aura is listed here, along with its 
  radius from the creature and, as applicable, a save DC to 
  resist the aura’s effects.
  5
  Introduction
  
  AC: The creature’s Armor Class, touch Armor Class, and 
  flat-footed Armor Class. The modifiers that generate its 
  AC are listed parenthetically at the end of this entry.
  hp: The creature’s hit points, followed by its Hit Dice 
  (including modifiers from Constitution, favored class 
  levels, and the Toughness feat). Creatures with PC class 
  levels receive maximum hit points for their first HD, but 
  all other HD rolls are assumed to be average. Fast healing 
  and regeneration values, if any, follow the creature’s HD.
  Saving Throws: The creature’s Fortitude, Reflex, and 
  Will saves, followed by situational modifiers to those rolls.
  Defensive Abilities, DR, Immune, Resist, and SR: All 
  of the creature’s unusual defensive abilities. Damage 
  reduction, immunities, resistances, and spell resistance 
  are called out separately as necessary.
  Weaknesses: All of the creature’s unusual weaknesses.
  Speed: The creature’s land speed, and additional speeds 
  as necessary for the creature.
  Melee: The creature’s melee attacks are listed here, 
  with its attack roll modifier listed after the attack’s name, 
  followed by the damage in parentheses.
  Ranged: As Melee above, but for ranged attacks.
  Space and Reach: The creature’s space and reach—if the 
  creature’s space and reach are standard (one 5-foot square 
  and a reach of 5 feet), this line is omitted.
  Special Attacks: The creature’s special attacks. Full 
  details for these attacks are given at the end of the stat 
  block or in the universal monster rules in Appendix 3.
  Psychic Magic: If the creature has the psychic magic 
  universal monster rule, the spells it can cast are listed here. 
  Spell-Like Abilities: After indicating the caster level of 
  the creature’s spell-like abilities, this section lists all of 
  the creature’s spell-like abilities, organized by how many 
  times per day it can use the abilities. Constant spell-like 
  abilities function at all times but can be dispelled. 
  Spells Known or Spells Prepared: If the creature can 
  cast spells, its caster level is indicated here, followed by the 
  spells it knows or typically has prepared. Unless otherwise 
  indicated, a spellcasting creature does not receive any of a 
  spellcasting class’s other abilities, such as a cleric’s ability 
  to spontaneously convert prepared spells to cure or inflict 
  spells. If a spell has a superscript “M” after it, that means 
  it is a mythic spell and the creature can enhance the spell 
  when casting it by expending one use of its mythic power 
  (see Chapter 3 of Mythic Adventures).
  Ability Scores: The creature’s ability scores are listed 
  here. Unless otherwise indicated, a creature’s ability scores 
  represent the baseline of its racial modifiers applied to 
  scores of 10 or 11. Creatures with NPC class levels have stats 
  in the standard array (13, 12, 11, 10, 9, 8), while creatures 
  with character class levels have the elite array (15, 14, 13, 12, 
  10, 8); in both cases, the creature’s ability score modifiers 
  are listed at the end of its description.
  Base Atk, CMB, and CMD: These values give the 
  creature’s base attack bonus, its Combat Maneuver Bonus, 
  and its Combat Maneuver Defense score.
  Feats: The creature’s feats are listed here. A bonus feat is 
  indicated with a superscript “B.” A feat with a superscript 
  “M” is a mythic feat and has a greater effect (see Chapter 2 
  of Mythic Adventures).
  Skills: The creature’s skills are listed here. Racial 
  modifiers to skills are indicated at the end of this entry.
  Languages: The languages most commonly spoken by 
  the creature are listed here. For unusual creatures, you can 
  swap out the languages known for other choices as needed. 
  A creature with an Intelligence score that is higher than 
  normal knows the appropriate number of bonus languages.
  SQ: Any special qualities possessed by the creature.
  Environment: The regions and climates in which the 
  creature is typically encountered are listed here; these often 
  include wider ranges than the icons at the top of the stat 
  block indicate. In this case, the icon listed at the top of the 
  stat block indicates the creature’s preferred terrain.
  Organization: This lists how creatures of this kind are 
  organized, including number ranges as appropriate.
  Treasure: The exact value of the creature’s treasure 
  depends on whether you’re running a slow, medium, or fast 
  game, as summarized on Table 12–5 on page 399 of the Core 
  Rulebook. In cases where a creature has specific magical 
  gear assigned to it, the assumption is a medium game—if 
  you’re running a fast or slow game, you’ll want to adjust 
  the monster’s gear as appropriate. “Standard” treasure 
  indicates the total value of the creature’s treasure is the 
  value appropriate for a CR equal to the Average Party Level, 
  as given in Table 12–5 on page 399 in the Core Rulebook. 
  “Double” or “triple” treasure indicates the creature has 
  double or triple this standard value. “Incidental” indicates 
  the creature has half this standard value, and then only 
  within the confines of its lair. “None” indicates that the 
  creature normally has no treasure (as is typical for an 
  unintelligent creature that has no real lair, although such 
  creatures are often used to guard treasures of varying 
  amounts). “NPC gear” indicates the monster has treasure 
  as normal for an NPC of a level equal to the monster’s CR 
  (see page 454 of the Core Rulebook).
  Special Abilities: Finally, any of the creature’s more 
  unique special abilities are detailed in full here.
  Description
  Here you’ll find information on how the monster fits 
  into the world, notes on its ecology and society, and other 
  bits of useful lore and flavor that will help you breathe 
  life into the creature. Some monsters have additional 
  sections that cover variant creatures, notes on using the 
  monsters as PCs, methods of constructing the creature, 
  and so on.
  6
  
  Aatheriexa
  A tangle of thin, tentacle-like eyestalks floats in the air, its 
  innumerable unblinking eyes each projecting an air of cruelty.
  AATHERIEXA 
  CR 7
  XP 3,200
  NE Medium aberration
  Init +9; Senses all-around vision, darkvision 120 ft., low-light 
  vision, see invisibility; Perception +28
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
  hp 84 (13d8+26)
  Fort +6, Ref +9, Will +8
  DR 5/magic; Immune cold, disease, poison
  OFFENSE
  Speed 5 ft., fly 50 ft. (good)
  Melee tentacles +15 (3d6 plus grab and withering)
  Space 5 ft.; Reach 5 ft. (15 ft. with tentacles)
  Special Attacks constrict (3d6 plus withering), gnaw, pull 
  (tentacles, 5 feet)
  Spell-Like Abilities (CL 13th; concentration +17)
  At will—calm emotions (DC 16), charm monster (DC 18), 
  clairaudience/clairvoyance (clairvoyance only), daze 
  monster (DC 16), feather fall
  3/day—dispel magic, lightning bolt (DC 17)
  1/day—dominate monster (DC 23)
  1/month—interplanetary teleportUM
  STATISTICS
  Str 11, Dex 21, Con 14, Int 18, Wis 10, Cha 19
  Base Atk +9; CMB +9 (+21 grapple); CMD 24 (32 vs. 
  grapple, can’t be tripped)
  Feats Combat Reflexes, Critical Focus, Flyby Attack, 
  HoverB, Improved Initiative, Skill Focus (Perception), 
  Weapon Finesse, Weapon Focus (tentacle), WingoverB
  Skills Acrobatics +21, Diplomacy +17, Fly +20, 
  Knowledge (arcana) +14, Perception +28, Sense 
  Motive +13, Spellcraft +15, Stealth +21, Use Magic 
  Device +17; Racial Modifiers +6 Perception
  Languages Aklo, Common, Draconic, Undercommon; 
  telepathy 100 ft.
  SQ compression, float, no breath
  ECOLOGY
  Environment any land
  Organization solitary, pair, pod (3–5), or invasion (6–36)
  Treasure standard
  SPECIAL ABILITIES
  Gnaw (Ex) When an aatheriexa shares the same square as a 
  helpless creature, it can automatically deal 3d6 points of 
  damage as a swift action by gnawing with its central maw.
  Float (Ex) Aatheriexa can fly, though they must remain with 2 
  feet of a solid or liquid surface.
  Tentacles (Ex) An aatheriexa’s barbed eyestalk tentacles must 
  all strike at a single target, but they do so as a primary 
  attack. The tentacles deal bludgeoning and slashing damage 
  and grant the aatheriexa a +8 bonus on grapple combat 
  maneuver checks.
  Withering (Ex) An aatheriexa’s tentacles secrete a toxin 
  that causes flesh to swiftly rot and slough off the bone. A 
  creature damaged by an aatheriexa’s tentacles or constrict 
  attack must succeed at a DC 18 Fortitude save or take 1d4 
  points of Strength damage and 1d4 points of Constitution 
  damage. This is a poison effect and the save DC is 
  Constitution-based.
  Aatheriexas were once a race of conquerors and slavers, but 
  since the destruction of their homeworld, the survivors 
  have wandered the cosmos. Exceedingly cruel, they find 
  perverse pleasure in tormenting those they capture, 
  using them as disposable bodyguards or subjecting them 
  to sadistic magic experiments.
  An aatheriexa’s fleshy pink center is roughly 2 feet 
  in diameter, and features a maw of gnashing teeth. Its 
  grasping eye-tentacles hang down like the leaves of a 
  weeping willow and extend its effective diameter to 5 feet. 
  Aatheriexas weigh approximately 150 pounds.
  Aatheriexa
  Illustration by Damien Mammoliti
  7
  
  Aeon, Lipika
  Shrouded in a dark cloak, this featureless humanoid has four forearms 
  that each split off at the elbow, and an eye on each of its eight palms.
  LIPIKA 
  CR 18
  XP 153,600
  N Large outsider (aeon, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +34
  DEFENSE
  AC 30, touch 23, flat-footed 24 (+6 deflection, +6 Dex, +1 dodge, 
  +8 natural, –1 size)
  hp 300 (24d10+168)
  Fort +23, Ref +16, Will +23
  Defensive Abilities karmic defense; Immune cold, critical hits, 
  poison; Resist electricity 10, fire 10; SR 29
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee 4 slams +29 (4d6+6 plus karmic link)
  Ranged 4 force blasts +29 touch (10d6 force damage/19–20)
  Special Attacks force blast, karmic strike
  Spell-Like Abilities (CL 20th; concentration +26)
   
  Constant—analyze auraOA
   
  At will—plane shift (DC 23), telekinesis (DC 21)
   
  3/day—geas/quest
   
  1/day—reincarnate
  STATISTICS
  Str 22, Dex 23, Con 24, Int 22, Wis 25, Cha 23
  Base Atk +24; CMB +30; CMD 53
  Feats Combat Casting, Combat Reflexes, Dodge, Flyby Attack, 
  Great Fortitude, Improved Critical (force blast), Improved 
  Great Fortitude, Improved Initiative, Improved Iron Will, 
  Iron Will, Lightning Reflexes, Mobility
  Skills Bluff +33, Diplomacy +30, Fly +41, Intimidate +30, 
  Knowledge (arcana, history, nobility, planes, religion) +45, 
  Knowledge (dungeoneering, engineering, geography, local, 
  nature) +20, Perception +34, Sense Motive +34, Spellcraft +20
  Languages envisaging
  SQ extension of all, void form
  ECOLOGY
  Environment any (Outer Planes)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Force Blast (Su) A lipika can fire a force blast as an attack 
  action or four force blasts as a full-attack action. These 
  blasts are ranged touch attacks with a maximum range of 
  300 feet. Each force blast deals 10d6 points of damage and 
  has a critical threat range of 19–20. This is a force effect. 
  Karmic Defense (Su) A lipika’s defenses shift according to 
  the threats it faces. A lipika gains an insight bonus to its 
  AC equal to its Wisdom modifier (+7) for 1 round after 
  it has taken damage from a melee or ranged attack. If 
  damaged by an attack that deals energy damage, the 
  lipika gains immunity to that type of energy for 1 round. 
  Additionally, when a spellcaster successfully casts an 
  offensive spell that penetrates the lipika’s spell resistance, 
  the spellcaster is also affected by the spell as if it 
  were reflected by spell turning (even if the spell would 
  normally not be affected by spell turning, such as a spell 
  that affects an area).
  Karmic Link (Su) A lipika’s slam attacks turn their enemies’ 
  aggression back upon them. Each time a creature is hit 
  by a lipika’s slam attack, it must succeed at a DC 29 Will 
  save. If the creature fails, for the next minute, whenever it 
  damages the lipika, the lipika takes only half the damage 
  and the target of the karmic link takes the remaining 
  damage. Multiple failed saving throws against karmic link 
  increase the duration but have no other effect. The save DC 
  is Wisdom-based.
  Karmic Strike (Su) When a lipika is hit by a melee or ranged 
  attack, it can make an attack of opportunity against the 
  creature that attacked it. The lipika’s attack of opportunity 
  must come in the form of a slam attack (if it was struck in 
  melee and can reach its foe) or a force blast (if it was hit by 
  a ranged attack or otherwise cannot reach).
  Lipikas—also known as the Lords of Karma—are 
  among the highest order of aeons. Unlike other aeons, 
  their duality springs not from opposition but from 
  understanding that all actions and reactions are the 
  crests and troughs of the same cosmic wave. While it 
  may seem to a casual observer that the Lords of Karma 
  simply wander the universe looking for random events 
  of importance, from the momentous to the mundane, 
  what they are actually observing is the rhythm of 
  causality, the way that one action becomes another 
  and affects everything in the grand scheme of reality. 
  Whatever they find, they inscribe in the cosmic memory 
  of all aeons, and occult scholars believe that this cosmic 
  memory finds its way to the Akashic Record (Pathfinder 
  RPG Occult Adventures 244), deep within the heart of the 
  Astral Plane.
  These powerful creatures not only observe and report; 
  they also meddle. Lipikas consider themselves the judges 
  of willful karma, sometimes manipulating the cycle 
  of mortal lives and reincarnations. This often leads to 
  friction with psychopomps, other agents of Purgatory, 
  and those who would steal, use, or destroy souls—such as 
  daemons and night hags. The reason for the aeons’ interest 
  is difficult to ascertain. There seems to be no overriding 
  philosophy concerning the nature or purpose of the souls 
  lipikas manipulate. This has led many occult scholars to 
  theorize that the lipikas’ connection to the Akashic Record 
  is more direct, going so far as to suggest that these aeons 
  are its agents. 
  8
  
  Lipikas use their specialized abilities to interact with 
  specific entities across the planes, especially ones who 
  have been or are fated to be reincarnated—often at the 
  lipikas’ own hands. Sometimes the aeons act as guides to 
  such creatures, while at other times they set these subjects 
  upon a new course entirely undirected. Unlike others of 
  their kind, a lipika uses some bits and pieces of language 
  to convey its messages—though often in a pidgin of all 
  known languages that have existed or will exist—and 
  takes considerable time and care when communicating 
  with its subject, at least compared with other aeons. 
  Lipikas give their subjects guidance on how to adjust their 
  actions within their current forms to achieve some karmic 
  imperative or progression of personal enlightenment. 
  Often such advice seems to contradict any sense of 
  intuition, reason, or cultural concepts of morality. A lipika 
  is just as likely to chastise a righteous person for her 
  charity and goodness as it is to scold an evil creature for 
  its misdeeds. To the lipika, the balance of alignments and 
  morality is inconsequential beside the realities of action 
  and the bonds of cause and effect. 
  When not focused on performing a specific task, lipikas 
  deliver messages, omens, and portents to both 
  those who seek their wisdom and those who 
  do not. These messages are often signs of 
  enormous events of great significance that 
  might not occur within the recipients’ 
  lifetimes, but the lipikas maintain that 
  the subjects’ actions are nonetheless 
  influential. At other times, lipikas appear 
  merely to guide reincarnated souls or 
  spirits destined to be reincarnated. 
  A lipika that is focused on a specific 
  task—whether 
  observing 
  a 
  significant 
  historical event or delivering a message to 
  another being—typically ignores other creatures 
  unless they attempt to delay it from performing its 
  assigned task, at which point it may become violent in 
  its reactions. While it seems they would rather manipulate 
  events subtly, lipikas are capable of great force when faced 
  with those who would thwart their plans. 
  On rare occasions these aeons appear and create 
  conf licts, claiming that great damage to the multiverse 
  is being done by actions taken by a civilization—actions 
  that are often so minute their consequences might 
  seem arbitrary to the subjects of the aeon’s attention. 
  Worse still, the appearance of a lipika can herald the 
  coming of even greater displays of aeon power. Sages 
  of occult lore theorize that the information lipikas 
  inscribe into the Akashic Record directly informs the 
  agenda of the concept or entity known as the Monad, 
  and that this information is disseminated to pleromas 
  (Pathfinder RPG Bestiary 2 12)—more powerful aeons who 
  are direct representatives of the Monad. If this theory is 
  correct, the information scribed by lipikas is of grave 
  consequence to entire civilizations, as pleroma aeons 
  are tasked with acts of creation and destruction that can 
  sometimes impact entire worlds. Those who subscribe 
  to more traditional theories of the multiverse see the 
  connection between lipikas and pleromas in more 
  direct terms. If a lipika cannot accomplish its goals, it 
  calls in a pleroma to enact the strange and inexplicable 
  will of the aeons, often to devastating ends. However, 
  the goals of lipikas are typically so abstract that their 
  intervention often seems random, and few mortals have 
  figured out how to placate them.
  Lipikas stand about 13 feet tall but rarely weigh more 
  than 200 pounds—their bodies seem to be hollow. Little 
  distinguishes one lipika from another except the patterns 
  upon their forearms and the colors of their palm-eyes.
  Aeon, Lipika
  Illustration by Eric Belisle
  9
  
  Aeon, Othaos
  Four limbs—two black and two white—reach out from a swirling 
  vortex of pulsing light and deep darkness. 
  OTHAOS 
  CR 5
  XP 1,600
  N Medium outsider (aeon, extraplanar)
  Init +7; Senses darkvision 60 ft., see in darkness; Perception +12
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+2 deflection, +3 Dex, +1 dodge, 
  +2 natural)
  hp 57 (6d10+24)
  Fort +6, Ref +8, Will +8
  Immune cold, critical hits, poison; Resist electricity 10, fire 10; 
  SR 16
  OFFENSE
  Speed fly 30 ft. (average)
  Melee 4 slams +10 (1d4+4)
  Special Attacks banish darkness, consume light
  Spell-Like Abilities (CL 6th; concentration +8)
   
  At will—dancing lights
   
  3/day—darkness
   
  1/day—daylight, deeper darkness
  STATISTICS
  Str 18, Dex 16, Con 19, Int 11, Wis 17, Cha 14
  Base Atk +6; CMB +9; CMD 25
  Feats Dodge, Flyby Attack, Improved Initiative
  Skills Fly +12, Knowledge (arcana, history, nature, 
  planes) +9, Perception +12, Sense Motive +12, 
  Stealth +12
  Languages envisaging
  SQ chiaroscuro, extension of all, void form
  ECOLOGY
  Environment any (Outer Planes)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Banish Darkness (Su) An othaos in an area of dim light 
  or darkness (including supernatural darkness) can 
  radiate intense light and heat. The light level in the square 
  the othaos occupies increases by two levels for 1 round and 
  the light level in all adjacent squares increases by one level. 
  Apply this adjustment after determining the light level from 
  all other sources (adjusting to include spells cast after the 
  othaos uses this ability). All creatures adjacent to the othaos 
  take 4d6 points of fire damage (Will DC 15 half). The save DC 
  is Charisma-based.
  Chiaroscuro (Su) An othaos aeon’s physical form changes 
  depending on the level of light present in its space. While 
  in areas of dim light or darkness (as well as supernatural 
  darkness), an othaos becomes invisible and gains the 
  incorporeal subtype. While incorporeal, an othaos has no 
  Strength score, can’t make natural attacks, and loses its 
  natural armor bonus (giving it a total AC of 16). 
  Consume Light (Su) As a standard action, an othaos in an area of 
  normal or bright light can consume the light and heat around 
  its body. The light level in the square the othaos occupies drops 
  by two levels for 1 round and the light level in all adjacent 
  squares drops by one level. Apply this adjustment after 
  determining the light level from all other sources (adjusting 
  further to include spells cast after the othaos uses this ability). 
  All creatures adjacent to the othaos take 4d6 points of cold 
  damage (Will DC 15 half). The save DC is Charisma-based.
  Enigmatic and ephemeral, othaoses are stewards of the 
  balance between light and darkness. Othaoses seek out 
  supernatural sources of light and dark that unnaturally 
  prolong exposure to one or the other and work to restore 
  the natural order. They may be encountered studying 
  sources of light or observing large objects casting 
  shadows—they’re just as likely to assist in the repair of 
  a light source as they are to seek the destruction of an 
  object casting too much shadow. These aeons also scout 
  for breaches between the Material Plane and the Plane of 
  Shadow, seeking to mend these rifts whenever possible. 
  Illustration by Eric Belisle
  10
  
  Aerial Servant
  A faint ripple in the air suggests a hazy and vaguely humanoid 
  vapor moving with terrible swiftness.
  AERIAL SERVANT 
  CR 11
  XP 12,800
  N Medium outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 23, touch 16, flat-footed 17 (+6 Dex, +7 natural)
  hp 149 (13d10+78)
  Fort +10, Ref +14, Will +10
  Defensive Abilities natural invisibility; DR 10/magic; Immune 
  elemental traits
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee 2 slams +19 (2d8+6 plus grab)
  Special Attacks constrict (2d8+6), smother, 
  sneak attack +2d6, wind blast
  STATISTICS
  Str 23, Dex 22, Con 23, Int 4, Wis 10,  
  Cha 11
  Base Atk +13; CMB +19 (+23 grapple);  
  CMD 35
  Feats Combat Reflexes, Following StepAPG, 
  Improved Initiative, Iron Will, Power Attack, Step 
  Up, Step Up and StrikeAPG
  Skills Fly +20, Knowledge (planes) +5, Perception +16, Stealth +20, 
  Survival +14 (+24 to track); Racial Modifiers +4 Survival
  Languages Auran, Common
  SQ improved tracking 
  ECOLOGY
  Environment any (Plane of Air)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Improved Tracking (Ex) An aerial servant takes no penalty on 
  Survival checks when moving its full speed and gains a +10 
  bonus on Survival checks to track. 
  Natural Invisibility (Su) This ability is constantly in effect, 
  even when the aerial servant is attacking, and is not subject 
  to invisibility purge. Against foes that are unable to see 
  invisible creatures, it gains an additional +20 bonus on 
  Stealth checks when moving, or +40 when stationary. On the 
  Astral Plane or the Ethereal Plane, an aerial servant gains 
  concealment (20% miss chance) rather than invisibility.
  Wind Blast (Su) Once every 1d4 rounds, as a standard action, 
  an aerial servant can release a blast of wind in an 80-foot 
  line, dealing 8d8 points of bludgeoning damage (Reflex 
  DC 22 half). Medium or smaller creatures that fail their 
  saving throws are knocked prone and pushed 1d4 × 5 feet 
  away. The save DC is Constitution-based.
  Aerial servants are deadly hunters native to the Plane of 
  Air, though they often wander through planar portals 
  to the Ethereal Plane and sometimes roam the Astral 
  Plane as well. They are generally called to the Material 
  Plane as bounty hunters or assassins, using their natural 
  invisibility and near-faultless tracking skills to pursue 
  their quarry and then strike unseen. They typically scatter 
  enemies with blasts of wind before closing in to strangle 
  their prey. While an aerial servant is easy to confuse 
  with an invisible stalker (Pathfinder RPG Bestiary 181), the 
  former is far more dangerous, and those who misidentify 
  the creature may not live to regret underestimating it.
  Those who call aerial servants must be careful to assign 
  them tasks that are possible for them to complete, as the 
  temperamental elementals occasionally track down and 
  attack their callers if they fail at their assigned tasks. 
  Aeon, Othaos–Aerial Servant
  Illustration by Jorge Fares
  11
  
  Agathion, Cervinal
  Beneath a crown of antlers, this centaurlike creature blends the 
  upper body of a humanoid with the lower body of a majestic elk.
  CERVINAL 
  CR 17
  XP 102,400
  NG Large outsider (agathion, extraplanar, good)
  Init +5; Senses darkvision 60 ft., detect scrying, low-light 
  vision, see invisibility; Perception +31
  DEFENSE
  AC 32, touch 15, flat-footed 26 (+5 Dex, +1 dodge, +17 natural, 
  –1 size)
  hp 283 (21d10+168)
  Fort +20, Ref +14, Will +19; +4 vs. poison
  DR 10/evil and silver; Immune electricity, petrification; Resist 
  cold 10, sonic 10; SR 28
  OFFENSE
  Speed 50 ft.; gallop
  Melee 2 slams +30 (1d6+10), 2 hooves +25 (2d6+5)
  Ranged +3 composite longbow +29/+24/+19/+14 (1d8+13/×3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 2d8+15 plus stagger)
  Spell-Like Abilities (CL 20th; concentration +24)
  Constant—detect scrying, see invisibility, speak with animals
  At will—discern lies, freedom of movement, greater 
  teleport (self plus 50 lbs. of objects only), invisibility 
  purge, light, message
  5/day—clairaudience/clairvoyance, cure critical wounds, 
  dismissal (DC 18), dispel magic
  3/day—breath of life, mass bull’s strength, plane shift (DC 19)
  1/day—discern location, greater scrying (DC 21)
  STATISTICS
  Str 31, Dex 20, Con 26, Int 19, Wis 24, Cha 19
  Base Atk +21; CMB +32; CMD 48 (52 vs. trip)
  Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge, 
  Lightning Reflexes, Manyshot, Mobility, Point-Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
  Skills Acrobatics +29, Climb +31, Diplomacy +28, Intimidate +25, 
  Knowledge (arcana, nature, planes) +28, Perception +31, 
  Stealth +25, Survival +28 
  Languages Celestial, Draconic, Infernal; speak with animals; 
  truespeech
  SQ lay on hands (10d6, 14/day, as a 20th-level paladin), 
  undersized weapons
  ECOLOGY
  Environment any land (Nirvana)
  Organization solitary, collective (2–3), or herd (4–6)
  Treasure double (+3 composite longbow [+10 Str], other treasure)
  SPECIAL ABILITIES
  Gallop (Ex) When a cervinal uses a full-round action to run, it 
  can move up to six times its speed.
  Stagger (Ex) Any creature that takes damage from a cervinal’s 
  powerful charge attack must succeed at a DC 28 Fortitude save 
  or be staggered for 1 round. The save DC is Constitution-based.
  Cervinals stand proud and regal at the head of Nirvana’s 
  agathion forces. Sometimes termed the “knights” of the 
  agathions, cervinals have gained a reputation for their battle 
  prowess, noble natures, and admirable wisdom, as well as 
  their fearlessness and willingness to lead from the front. 
  They stand almost 11 feet tall, though part of that height 
  is their magnificent racks of antlers, which can measure 
  up to 4 feet across. These antlers gleam as if forged from 
  beaten bronze, and a fine fuzz of downy gold covers their 
  entire bodies, particularly along the shoulders and neck. 
  Cervinals from the more frigid regions of Nirvana sport an 
  entire coat of chestnut fur up their chests and shoulders.
  Illustration by Ben Wootten
  12
  
  SPECIAL ABILITIES
  Imposing Presence (Ex) As a standard action, a reptial 
  can expand the frills on its robes and body dramatically, 
  making it appear larger until the beginning of its next 
  turn. All creatures within 30 feet who witness this 
  transformation must succeed at a DC 16 Will save or be 
  shaken for 1d6 rounds. A creature who succeeds on this 
  saving throw is immune to this reptial’s imposing presence 
  for 24 hours. This is a mind-affecting fear effect. The save 
  DC is Charisma-based.
  Relic Collector (Ex) Reptials are fond of collecting items with 
  even tangential connections to significant celestial events. 
  A reptial has a mental focus pool which it can choose 
  to store in a relic. The pool contains a number of points 
  equal to 5 + the reptial’s Intelligence modifier (9 points 
  for a typical reptial). Each day, it can choose one school 
  of magic that is tied to one of its relics (Pathfinder RPG 
  Occult Adventures 50). It gains the resonant power for that 
  school of magic as if it were a 5th-level occultist storing all 
  its points of mental focus in that relic. A reptial can only 
  store focus in one relic at a time. As a free action, a reptial 
  can expend 1 point of mental focus from the relic to add 
  1d6 to the result of a skill or ability check. This choice is 
  made after the check is rolled and before the results are 
  revealed. A reptial can only use 1 point of mental focus 
  per check. A reptial can use this ability to add a bonus on 
  any Knowledge, Linguistics, or Spellcraft skill check 
  without expending a point of mental focus.
  Reptials are curious and benevolent scholars 
  of Nirvana. They spend their time collecting 
  holy relics, no matter how minor, and can 
  store some of their knowledge within a 
  chosen relic. They keep most of these 
  relics for themselves, but individual 
  reptials 
  have 
  been 
  known 
  to 
  distribute particularly useful pieces 
  to good-aligned individuals and 
  temples that are enduring 
  difficult 
  trials. 
  Such 
  relics 
  often 
  appear 
  mysteriously within a 
  temple or home, placed 
  carefully among other 
  objects. Reptials prefer to 
  avoid combat if possible, using 
  their abilities to escape instead 
  and find heroes or more warlike 
  agathions to combat evil directly. 
  A reptial stands 3 feet tall and 
  weighs about 40 pounds, not 
  counting the weight of its 
  many relics.
  Agathion, Cervinal–Agathion, Reptial
  Illustration by Jorge Fares
  Agathion, Reptial
  This iguana-headed scholar wears a robe of frills and scales 
  covered in baubles and trinkets.
  REPTIAL 
  CR 4
  XP 1,200
  NG Small outsider (agathion, extraplanar, good)
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 19, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +4 natural, 
  +1 size)
  hp 37 (5d10+10)
  Fort +3, Ref +7, Will +7; +4 vs. poison
  DR 5/evil or silver; Immune electricity, petrification; Resist 
  cold 10, sonic 10; SR 15
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +9 (1d4+1), 2 claws +9 (1d3+1)
  Special Attacks imposing presence
  Spell-Like Abilities (CL 5th; concentration +9)
  Constant—speak with animals
  At will—faerie fire
  3/day—color spray (DC 15), hypnotism 
  (DC 15), protection from evil (DC 15), 
  object readingOA
  1/day—hideous laughter (DC 16)
  STATISTICS
  Str 12, Dex 17, Con 14, Int 19, Wis 
  16, Cha 19
  Base Atk +5; CMB +5; CMD 19
  Feats Dodge, Improved Initiative, 
  Scribe Scroll, Weapon Finesse
  Skills Acrobatics +10, Climb +9, 
  Diplomacy +9, Intimidate +12, 
  Knowledge (arcana) +9, 
  Knowledge (geography, 
  history, nature, nobility, 
  religion) +6, Knowledge 
  (planes) +12, Perception +11, 
  Sense Motive +11, Spellcraft +12, 
  Stealth +15
  Languages Celestial, Draconic, Infernal; 
  speak with animals, truespeech
  SQ lay on hands (2d6, 6/day, as a 5th-
  level paladin), relic collector
  ECOLOGY
  Environment any land 
  (Nirvana)
  Organization solitary, 
  pair, or mess (3–10)
  Treasure standard
  13
  
  Ahkhat
  The materials of the building stretch and pull as if elastic, taking 
  on the form of an earthen humanoid with thick stony arms.
  AHKHAT  
  CR 4
  XP 1,200
  N Small outsider (earth, elemental, native)
  Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +8 
  DEFENSE
  AC 17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size)
  hp 38 (4d10+16)
  Fort +8, Ref +5, Will +2
  Immune elemental traits
  OFFENSE
  Speed 30 ft.; structural mobility
  Melee 2 slams +8 (1d6+3)
  Ranged urn +6 (1d4+3)
  Spell-Like Abilities (CL 2nd; concentration +3)
  At will—open/close, prestidigitation
  1/day—make whole (ahkhat’s bonded structure and 
  permanent fixtures only)
  STATISTICS
  Str 17, Dex 13, Con 18, Int 8, Wis 12, Cha 13 
  Base Atk +4; CMB +6; CMD 17
  Feats Improved Initiative, Throw Anything
  Skills Craft (carpentry) +6, Craft (stonemasonry) +6, Knowledge 
  (engineering) +10, Perception +8, Stealth +12; Racial 
  Modifiers +4 Knowledge (engineering)
  Languages Terran
  SQ integrated body
  ECOLOGY
  Environment warm urban 
  Organization solitary 
  Treasure none
  SPECIAL ABILITIES
  Integrated Body (Ex) An ahkhat derives its form from the 
  structure it inhabits, emerging from the walls, floors, and 
  ceilings. An ahkhat cannot manifest from broken areas 
  or separate from the building’s surface; it can only move 
  within the building materials. An ahkhat occupies the 
  same space as the area of the structure from which it is 
  presently manifesting. If an ahkhat is somehow moved 
  10 or more feet away from its structure, it takes 1d8 
  points of damage; at the beginning of its next turn, the 
  ahkhat immediately returns to the nearest space within 
  its structure. When not manifesting, an ahkhat can’t be 
  attacked normally, but it is instantly destroyed if 75% of 
  its attuned building is destroyed. If an ahkhat’s keystone 
  is destroyed, the ahkhat is instantly destroyed.
  Structural Mobility (Su) An ahkhat can move through 
  walls, floors, and ceilings of any material except metal, 
  similar to the earth glide ability. It cannot move through 
  significantly damaged or ruined sections of a structure until 
  they are repaired. If an area containing an ahkhat is targeted 
  with a passwall spell or similar effect, the ahkhat takes 1d8 
  points of damage and is immediately shunted to the nearest 
  available space in its structure.
  An ahkhat is an elemental entity that dwells within a 
  single building or structure. An ahkhat exists solely to 
  maintain and protect that structure. Far from a mere 
  butler, an ahkhat is a structure’s consciousness incarnate. 
  Ahkhats are bound and attuned to their structures via a 
  special keystone, usually a heavy stone block. The keystone 
  must be part of a structure’s foundation or cornerstone, or 
  an actual keystone within an arch. The keystone is typically 
  carved with an icon of a humanoid figure, beneath which 
  is written the ahkhat’s name. Anyone in possession of or 
  touching the keystone who speaks the name can attempt 
  to compel the ahkhat to do his will, including forcing the 
  ahkhat inside the keystone to accept residence in a new 
  structure, though ahkhats moving to new buildings prefer 
  to have their original stones moved as well.
  Illustration by Chris Seaman
  14
  
  Ahool
  This hideous creature blends features of both bat and ape, with 
  fleshy wings and hind legs ending in sharp claws.
  AHOOL 
  CR 9
  XP 6,400
  NE Large magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 114 (12d10+48)
  Fort +12, Ref +11, Will +8
  Defensive Abilities ferocity
  OFFENSE
  Speed 20 ft., fly 60 ft. (average)
  Melee bite +18 (2d6+7/19–20 plus grab), 2 claws +18 (1d6+7), 
  tail +13 (1d8+3)
  Special Attacks rend (2 claws, 1d6+10), snapping bite
  Space 10 ft.; Reach 5 ft. (10 ft. with claws)
  STATISTICS
  Str 24, Dex 17, Con 18, Int 7, Wis 14, Cha 11
  Base Atk +12; CMB +20 (+24 grapple); CMD 33
  Feats Flyby Attack, Hover, Improved Critical (bite), Iron Will, 
  Power Attack, Skill Focus (Perception)
  Skills Fly +7, Perception +11, Stealth +9, Survival +9; Racial 
  Modifiers +4 Stealth, +4 Survival
  Languages Common (can’t speak)
  ECOLOGY
  Environment warm forests or warm ruins
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Snapping Bite (Ex) When the ahool successfully grabs with 
  its bite or deals damage with its bite attack to a creature it 
  has grappled, the creature takes an additional 1d4 points of 
  Dexterity damage. This damage is precision damage.
  Ahools are an ancient, primitive species resembling 
  a cross between giant bats and apes. These savage 
  predators make their homes in jungle regions, typically 
  near the sites of ancient ruins. Some believe these ruins 
  once belonged to whatever society created ahools, while 
  others hold that the f lying beasts caused the collapses 
  of those civilizations. Though an ahool cannot speak, it 
  understands the dominant language in whatever region 
  it inhabits. Ahools bully other indigenous intelligent 
  creatures into placating them with offerings of food and 
  treasure, particularly gems, which the creatures covet.
  Ahools prefer hunting at night, when they can take prey 
  by surprise. They favor the flesh of intelligent creatures 
  but will eat just about anything if food is scarce. Ahools’ 
  large, fanged mouths are their most dangerous weapons, 
  allowing the beasts to quickly incapacitate victims by 
  crushing their spines before carrying them off. Ahools 
  also attack with their clawed hind legs and barbed tails, 
  and pay little regards to their own wounds, leading many 
  to believe that ahools do not feel pain the way normal 
  creatures do.
  Ahools have very little in the way of organized society, 
  and are mostly solitary hunters. They can live for 
  centuries, but rarely breed. Fights are common between 
  the fiercely territorial female ahools, particularly when 
  it comes to attracting wandering males as mates, though 
  such confrontations rarely result in the death of either 
  participant. Mated pairs stay together for as long as a 
  female ahool is pregnant. After the birth, young ahools 
  are left to fend for themselves, and the mated pair 
  immediately disbands. 
  A typical adult ahool stands 12 feet tall with a 20-foot 
  wingspan, and weighs 750 pounds. Its barbed tail can 
  reach up to 6 feet in length. Ahools’ fur ranges from a 
  deep black to gray, with a few rare cases of completely 
  white or golden coloring.
  Ahkhat–Ahool
  Illustration by Wayne England
  15
  
  Akaname
  This short, spindly creature has warty, brown-red skin and large 
  black eyes. Its long, muscular tongue drags on the ground beneath it.
  AKANAME	
  CR	1
  XP	400
  N Small aberration
  Init +2; Senses darkvision 60 ft., scent; Perception +6
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 13 (2d8+4)
  Fort +2, Ref +2, Will +4
  Immune disease
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee tongue +4 (1d4+3 plus disease and distraction)
  Special	Attacks distraction (DC 13)
  STATISTICS
  Str 15, Dex 15, Con 15, Int 10, Wis 12, Cha 6
  Base Atk +1; CMB +2; CMD 14
  Feats Power Attack
  Skills Climb +10, Escape Artist +11, Knowledge 
  (dungeoneering) +5, Perception +6, Stealth +11; Racial	
  Modifiers +4 Escape Artist
  Languages Common
  SQ expert climber
  ECOLOGY
  Environment any urban or underground
  Organization solitary, pair, or cult (3–6 plus 1 otyugh)
  Treasure standard
  SPECIAL	ABILITIES
  Disease	(Ex) Filth fever: Tongue—injury; save 
  Fortitude DC 13; onset 1d3 days; frequency 
  1/day; effect 1d3 Dex damage and 1d3 Con 
  damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Expert	Climber	(Ex) An akaname can climb virtually any 
  surface, no matter how slick or sheer. In effect, akaname are 
  treated as constantly being under a natural version of the 
  spell spider climb with a climb speed of 30 feet.
  Akanames, or filth lickers, are grotesque beings that 
  live in sewers and dank caves. At night, they creep 
  into humanoid settlements in search of their favorite 
  food: the grime that accumulates in abandoned or 
  unwashed houses. They are especially fond of the 
  filth in unsanitary baths and toilets. Akanames 
  are shy and avoid humanoids, but dislike being 
  disturbed while they feed, and are known 
  to attack individuals who get up to relieve 
  themselves in the dark of night.
  Most akanames are solitary scavengers, claiming a 
  single town or city borough as their territory. Akanames 
  hold an almost religious reverence for otyughs, and the 
  presence of one of the massive aberrations can attract 
  several akanames to a single location. During their nightly 
  feedings, zealous akanames gather filth to bring back as 
  offerings to their otyugh. In addition to serving as an 
  object of worship, the otyugh also provides protection for 
  the akanames’ communal lair.
  Akanames resemble goblins with warty, reddish-brown 
  skin and greasy, often patchy black hair. Their fingers 
  and toes are broad like those of a house gecko, allowing 
  them to cling to nearly any surface. Their joints bend in 
  multiple directions, enabling them to wriggle through 
  tight spaces. Akanames stand 3 feet tall when erect, but 
  they most often move about on all fours. 
  An akaname’s most distinctive feature is its grotesque 
  tongue, which is as long as the creature is tall. Akanames 
  drag their tongues along the ground to lick up filth, but 
  they can also use them to manipulate objects or bludgeon 
  their opponents. The filth an akaname eats collects in 
  the folds and grooves of its tongue, making it an effective 
  carrier of disease.
  A rare few akanames grow to be human size. These 
  creatures gain the giant simple template and their tongue 
  attack has a reach of 10 feet.
  Illustration by Wayne England
  16
  
  Amarok
  This enormous black wolf’s eyes gleam with a cunning intellect, 
  and its fangs glow with the light of a cold moon.
  AMAROK	
  CR	12
  XP	19,200
  LN Huge magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision, scent, see in 
  darkness, true seeing; Perception +28
  DEFENSE
  AC 28, touch 13, flat-footed 23 (+5 Dex, +15 natural, –2 size)
  hp 172 (15d10+90)
  Fort +15, Ref +14, Will +13
  OFFENSE
  Speed 50 ft.
  Melee bite +23 (4d6+15/19–20 plus grab and trip)
  Space 15 ft.; Reach 10 ft.
  Special	Attacks grab, soul bite, trip
  Spell-Like	Abilities (CL 12th; concentration +15)
  Constant—discern lies, true seeing
  3/day—remove curse
  STATISTICS
  Str 30, Dex 21, Con 22, Int 15, Wis 23, Cha 16
  Base	Atk +15; CMB +27 (+35 grapple); CMD 42 (44 vs. grapple, 
  46 vs. trip)
  Feats Alertness, Cleave, Combat Reflexes, Greater GrappleB, 
  Improved Critical (bite), Improved GrappleB, Improved Vital 
  Strike, Iron Will, Power Attack, Vital Strike
  Skills Perception +28, Sense Motive +25, Stealth +19, Survival +21; 
  Racial Modifiers +4 Stealth
  Languages Common, Sylvan; speak with animals
  ECOLOGY
  Environment cold forests or tundra
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Soul	Bite	(Su) As a standard action, an amarok can bite directly 
  into the soul of any creature it can see. A shadowy image 
  of the bitten creature appears next to the amarok, and the 
  amarok makes its bite attack as if the creature were within 
  reach. A soul bite deals the same amount of damage as 
  a normal bite attack, and ignores hardness and damage 
  reduction. If its bite attack hits, the amarok can attempt to 
  trip and grab the target. When the amarok grabs a creature in 
  this way, the creature doesn’t move, but the amarok visibly 
  wrestles with the shadowy image and the creature appears 
  to be grappling with thin air. This ability doesn’t work against 
  creatures that don’t have souls (like most constructs) or that 
  don’t have a separate body and soul (like outsiders).
  These powerful, wolflike creatures live in northern 
  forests and on the vast, open tundra. Amarok are typically 
  12 feet long with midnight-black fur. Their eyes and sharp 
  teeth glow with the color of moonlight, and their tails 
  are longer and much more flexible than those of wolves. 
  Unlike wolves, amaroks hunt alone, coming together only 
  to breed and raise cubs. Amaroks are great hunters, and 
  legends say nothing remains concealed from their gazes. 
  When fighting, they rush forth and use their jaws to rip 
  out the throats of their prey or attack their enemies’ souls. 
  Amaroks don’t hunt people for food, but they relish the 
  thrill and strategy of the chase, and enjoy teaching lessons 
  to those who foolishly hunt alone at night. The amaroks 
  stalk hunters, then attack suddenly from the shadows. 
  They bring their prey to the edge of unconsciousness, 
  then depart back into the woods. Those who seek to 
  improve their hunting techniques after these harrowing 
  encounters earn the amaroks’ approval, and amaroks 
  are excellent, if harsh, instructors of stalking, tracking, 
  and wrestling techniques. They are also implacable foes 
  of those who commit the one act they cannot forgive—a 
  foolish person who slays an amarok’s pups faces a swift 
  and brutal death at the amarok’s jaws.
  An amarok is 29 feet from nose to the tip of its tail, 
  stands 9 feet high at the shoulder, and weighs 9 tons.
  Akaname–Amarok
  Illustration by Wayne England
  17
  
  Amphiptere
  This snake-bodied dragon has a sinuous tail with a spiked tip. 
  Flared wings attach to its forelimbs, and it lacks rear legs.
  AMPHIPTERE		
  CR	4
  XP	1,200
  N Large dragon
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 42 (5d12+10) 
  Fort +6, Ref +4, Will +5
  Immune paralysis, sleep
  OFFENSE
  Speed 10 ft., fly 60 ft. (average)
  Melee tail +9 (1d8+4), bite +8 (1d10+4 plus grab), 2 wings +3 
  (1d4+2)
  Space 10 ft.; Reach 5 ft. (10 ft. with tail)
  Special	Attacks constrict (1d10+4), impale
  STATISTICS
  Str 18, Dex 11, Con 14, Int 7, Wis 12, Cha 9
  Base	Atk +5; CMB +10; CMD 20 (can’t be tripped)
  Feats Flyby Attack, Improved Initiative, Weapon Focus (tail)
  Skills Fly +10, Perception +13, Sense Motive +9, Stealth +4; 
  Racial	Modifiers +4 Fly, +4 Perception
  Languages Draconic
  SQ limited flight
  ECOLOGY
  Environment temperate or warm deserts, 
  hills, or mountains
  Organization solitary, pair, or flight (3–18)
  Treasure standard
  SPECIAL	ABILITIES
  Impale	(Ex) If an amphiptere confirms a 
  critical hit with its tail attack against a 
  creature smaller than itself, the 
  spike-tipped tail impales the 
  target creature. 
  An impaled 
  creature gains 
  the pinned 
  condition 
  (though the 
  amphiptere doesn’t 
  gain the grappled 
  condition), takes 1d6 points of 
  bleed damage, and automatically 
  takes damage from the amphiptere’s tail 
  each round it remains pinned. An amphiptere 
  can’t constrict a creature it has impaled, 
  nor can it use its tail attack while it is 
  impaling a creature, but it doesn’t need to succeed at a 
  grapple combat maneuver check to maintain the grapple. An 
  amphiptere can release an impaled creature as a free action.
  Limited	Flight	(Ex)	Though amphipteres have wings, they can’t 
  truly fly. Amphipteres usually move by lifting themselves 
  a few feet off the ground with their great batlike wings and 
  pulling themselves along the ground with their claws. This 
  tactic provides an amphiptere a fly speed of 60 feet and 
  average maneuverability, though they can’t lift themselves 
  higher than 10 feet off the ground and can’t use their wings to 
  hover. Additionally, amphipteres can attempt a DC 15 Fly check 
  to fall safely from any height without taking falling damage, 
  as if under the effects of feather fall. When falling safely, an 
  amphiptere can attempt an additional DC 15 Fly check to glide, 
  allowing it to move 5 feet laterally for every 10 feet it falls.
  Distantly related to wyverns, amphipteres are equally 
  cruel and prone to violence. Like wyverns, they have 
  serpentine bodies and bat-like wings. Unlike wyverns, 
  however, amphipteres must use the long claws on the 
  tips of their wings to propel their bodies along as they 
  awkwardly leap and soar a few feet off the ground. They’re 
  also longer and much leaner than wyverns, and instead of 
  a wyvern’s poisonous stinger, an amphiptere has a broad, 
  arrow-shaped spur at the end of its long tail. Capable of 
  piercing armor and shattering bone, an amphiptere’s tail 
  skewers prey much like a fisher might spear a fish.
  Amphipteres average 18 feet in length, though most of 
  this length is the tail, and they weigh around 
  1,600 pounds.
  Illustration by Ben Wootten
  18
  
  Android
  This slender woman possesses a strange, calculated grace. Her 
  pale flesh is adorned with complex blue tattoos.
  ANDROID	
  CR	1	
  XP	200
  Android rogue 1
  N Medium humanoid (android)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 11 (1d8+3)
  Fort +2, Ref +5, Will +0; +4 vs. mind-affecting, paralysis, poison, 
  and stun
  Defensive Abilities constructed; Immune disease, emotion, 
  exhaustion, fatigue, fear, sleep
  OFFENSE
  Speed 30 ft.
  Melee rapier +3 (1d6+1/18–20)
  Special	Attacks sneak attack +1d6
  STATISTICS
  Str 13, Dex 17, Con 14, Int 14, Wis 10, Cha 6
  Base	Atk +0; CMB +1; CMD 14
  Feats Weapon Finesse
  Skills Acrobatics +7, Climb +5, Disable Device +7, 
  Escape Artist +7, Knowledge (engineering) +3, 
  Knowledge (local) +6, Perception +6, Sense 
  Motive +0, Sleight of Hand +7, Stealth +7; Racial	
  Modifiers +2 Perception,	–4 Sense Motive
  Languages Common, Dwarven, Elven
  SQ emotionless, exceptional senses, nanite 
  surge, trapfinding +1
  ECOLOGY
  Environment any
  Organization solitary, pair, or platoon (3–12)
  Treasure NPC gear (leather armor, rapier, 
  other treasure)
  SPECIAL	ABILITIES
  Constructed	(Ex) For the purposes of 
  effects targeting creatures by type 
  (such as a ranger’s favored enemy and 
  bane weapons), androids count both 
  as humanoids and as constructs. 
  Androids gain a +4 racial bonus on 
  all saving throws against mind-
  affecting effects, paralysis, 
  poison, and stun effects. They 
  are not subject to fatigue or 
  exhaustion, and are immune 
  to disease and sleep effects.
  Emotionless Androids can 
  never gain morale bonuses 
  and are immune to fear effects and emotion effects. They 
  have problems processing emotions properly, and thus take 
  a –4 penalty on Sense Motive checks.
  Nanite	Surge	(Ex) An android’s body is infused with nanites. 
  Once per day as an immediate action, an android can 
  cause her nanites to surge, granting her a bonus equal to 
  3 + the android’s character level on any one d20 roll; this 
  ability must be activated before the roll is made. When an 
  android uses this power, her circuitry-tattoos glow with light 
  equivalent to that of a torch for 1 round.
  The technological beings known as androids possess 
  an almost human appearance. Although they are not 
  human, most androids who dwell among humans prefer 
  to hide their true nature and attempt to live as if they 
  were humans. Their difficulty in understanding and 
  imitating emotions can betray their true nature if they 
  are not careful, so most study humans intently to become 
  better at disguising themselves. Androids are created, 
  not born, and come into the world fully mature. The 
  alien forges in which new androids are created are 
  hidden in mysterious ruins, and most androids 
  have no memory of the processes involved in their 
  creation or the locations where their construction 
  took place.
  A typical android stands 6 feet tall and weighs 
  200 pounds.
  ANDROID CHARACTERS
  Androids are defined by their class levels—they 
  do not possess racial Hit Dice. An android’s 
  challenge rating is equal to her class 
  level. Androids have the following 
  racial traits.
  +2 Dexterity, +2 Intelligence, 
  –2  Charisma: Androids have swift 
  reflexes and are very intelligent, but 
  often have difficulty relating to others.
  Exceptional Senses (Ex): Androids have 
  darkvision to a range of 60 feet and low-
  light vision. They also gain a +2 racial 
  bonus on Perception checks.
  Constructed (Ex): See the stat 
  block above.
  Emotionless: See the stat 
  block above.
  Nanite Surge (Ex): See 
  the stat block above.
  Languages: Androids begin 
  play speaking Common. Androids with 
  high Intelligence can choose any language 
  as a bonus language (except secret languages, such 
  as Druidic).
  Amphiptere–Android
  Illustration by Dmitry Burmak
  19
  
  Anemos
  Strong winds whip around this majestic being, and lightning 
  crackles from her eyes and flickers along her skin.
  ANEMOS		
  CR	18
  XP	153,600
  N Medium outsider (air, elemental, extraplanar)
  Init +14; Senses blindsight 120 ft., darkvision 60 ft.; Perception +33
  DEFENSE
  AC 34, touch 30, flat-footed 24 (+10 deflection, +10 Dex, +4 natural)
  hp 341 (22d10+220); regeneration 15 (earth; see earthbane)
  Fort +23, Ref +23, Will +17
  Defensive Abilities windblessed; DR 15/—; Immune daze, 
  electricity, elemental traits; Resist cold 30, fire 30; SR 29
  Weaknesses earthbane
  OFFENSE
  Speed 30 ft., fly 480 ft. (perfect)
  Melee +5 shock thundering spear +31/+26/+21/+16 
  (1d8+11/19–20/×3 plus 1d6 electricity)
  Ranged thunderstorm blast +32 (20d6+30/19–20 bludgeoning) or  
  electric blast +32 touch (10d6+5/19–20 electricity) or  
  air blast +32 (10d6+20/19–20 half bludgeoning and half 
  electricity)
  Special Attacks aerokinesis, infusions (chain, cloud, cyclone, 
  extreme range, gusting infusion, pushing infusion, thundering 
  infusion), manifest thunderbolt, wind orchestra
  Spell-Like	Abilities (CL 20th; concentration +30)
  Constant—fickle windsUM, freedom of movement
  At will—control weather, control winds
  1/day—storm of vengeance (DC 29), summon monster IX (1d3 
  elder air elementals only)
  STATISTICS
  Str 18, Dex 31, Con 30, Int 23, Wis 26, Cha 31
  Base	Atk +22; CMB +26; CMD 57
  Feats Combat Reflexes, Deadly Aim, Flyby Attack, Improved 
  Critical (kinetic blast), Improved Critical (spear), Improved 
  Initiative, Improved Iron Will, Improved Precise Shot, Iron Will, 
  Point-Blank Shot, Precise Shot
  Skills Acrobatics +35, Fly +43, Knowledge (geography) +31, 
  Knowledge (nature) +31, Knowledge (planes) +31, Perception 
  +33, Perform (wind instruments) +37, Sense Motive +33, 
  Spellcraft +28, Stealth +35, Survival +30, Use Magic Device +35
  Languages Aquan, Auran, Common, Ignan, Sylvan, Terran
  SQ manifest thunderbolt, utility wild talents (air’s reach, greater 
  windsight, ride the blast, windsight), wind form
  ECOLOGY
  Environment any sky (Plane of Air or Material Plane)
  Organization solitary or council (4)
  Treasure triple
  SPECIAL	ABILITIES
  Aerokinesis	(Sp,	Su) An anemos has access to a variety of air 
  wild talents as if it were a 20th-level kineticist (Pathfinder RPG 
  Occult Adventures 10). As a being of pure wind, it can perform 
  the air and electric simple blasts and the thunderstorm 
  composite blast at no burn cost. The anemos gains infusions 
  and utility talents listed under its other special abilities, but 
  doesn’t gain any other abilities of a 20th-level kineticist.
  Earthbane	An anemos’s windblessed ability and regeneration are 
  suppressed whenever any part of the creature is submerged 
  at least 1 inch into earth (including dirt, mud, or clay). While 
  an anemos is airborne, only pure elemental earth attacks (like 
  an earth simple blast or an earth elemental’s slam attack) can 
  suppress the anemos’s regeneration.
  Infusions	(Su)	An anemos has access to the kineticist form and 
  substance infusions (Pathfinder RPG Occult Adventures 12) 
  listed in its Special Attacks entry, which it can apply to any of 
  the blasts granted by its aerokinesis ability without needing 
  to accept burn. This applies to only the base burn cost; an 
  anemos can’t accept additional burn to gain a greater effect 
  with infusions such as pushing infusion.
  Manifest	Thunderbolt	(Su)	An anemos’s spear is an actual 
  thunderbolt, which it can form at will as a free action.
  Utility	Wild	Talents	(Sp,	Su)	An anemos gains access to 
  the kineticist utility wild talents (Pathfinder RPG Occult 
  Adventures 10) listed in its SQ entry.
  Wind	Form	(Ex)	An anemos can cause its body to become more 
  diffuse than normal, losing its human-shaped coherence 
  and instead becoming a formless and invisible wind. When 
  an anemos enters wind form, it automatically escapes from 
  any grapples or bindings that managed to hold it despite 
  its freedom of movement, and gains the natural invisibility 
  ability, but can’t use aerokinesis or its spear attack.
  Wind	Orchestra	(Su)	An anemos can use the winds themselves 
  as wind instruments, which count as masterwork instruments 
  for the purpose of its Perform (wind instruments) skill. It can 
  use its winds to duplicate the effects of the countersong or 
  dirge of doom bardic performances as if it were a bard with a 
  number of rounds of bardic performance per day equal to its 
  Charisma bonus. Beginning this performance is a swift action.
  Windblessed	(Su) An anemos is like a god unto the wind, and 
  the wind zealously protects it. It gains a deflection bonus to its 
  AC equal to its Charisma bonus. An anemos is never affected 
  by winds or weather effects unless it chooses to be.
  Anemoi are godlike beings from the Plane of Air, masters 
  of the storm and sky. While an anemos appears humanoid 
  in shape, even a cursory glance reveals that its humanlike 
  appearance is a complete facade, for its 6-foot-tall body 
  is composed of solidified air, has no vital organs, and is 
  nearly weightless. The winds themselves obey an anemos, 
  and greater sky deities often task four anemoi with 
  controlling the wind patterns for an entire world on the 
  Material Plane.
  Implacable but not malevolent, an anemos guides its 
  winds along the paths dictated by nature, heedless of how the 
  20
  
  weather patterns help or harm the creatures in their paths, 
  whether through drought, flood, tornadoes, or hurricanes. 
  Mighty heroes sometimes trap an anemos in earth and force 
  it to protect the heroes’ allies or destroy their enemies in 
  exchange for its freedom. While an anemos always honors 
  such agreements, such heroes may find the weather turning 
  against them at a crucial moment many years later.
  Anemoi generally have little to do with their own kind, 
  though they may hold court with a plethora of lesser air 
  creatures. Councils of anemoi occur perhaps once every 
  millennium, when the four anemoi who oversee a particular 
  world assemble to confer and debate. Their personalities 
  take on aspects of the winds they guide, and such councils 
  often end in duels of winds, though such duels are always 
  nonlethal due to the anemoi’s regeneration.
  Anemoi are particularly fond of music, particularly 
  that of wind instruments, and each can perform as a full 
  wind ensemble with its own winds simultaneously. They 
  appreciate musical talent in their followers, allowing 
  sirens and other creatures with musical skills to join 
  their courts. Despite anemoi’s aloofness, skilled 
  mortal musicians can earn their way into the 
  creatures’ good graces, and romance between 
  anemoi and mortals, while extraordinarily 
  rare, is not impossible.
  Though they are beings of 
  air, anemoi usually choose 
  to appear in humanoid form. 
  Many sylphs, sorcerers with 
  an air elemental bloodline, 
  and aerokineticists make 
  grandiose claims about 
  anemos descent, but only a 
  handful have the pedigree 
  to support those claims, 
  and they tend to 
  become notable 
  heroes and 
  villains in their own right.
  ELDER ANEMOI
  While all anemoi are ancient 
  beings with incredible abilities, elder 
  anemoi are closer in power to true 
  gods. Rather than serving as members 
  of councils that control the winds on a 
  world in the Material Plane, the elder 
  anemoi each control notable regions 
  on the Elemental Plane of Air with 
  powerful wind features, such as the 
  Living Hurricane and the Foreverstorm. 
  Anemoi typically become elder anemoi only after 
  tending a world’s winds from that world’s infancy 
  to its destruction, which would make elder anemoi older 
  than most mortals can fathom. Elder anemoi possess all 
  the powers of a typical anemos as well as 10 mythic ranks 
  and several powerful abilities unique to each individual 
  elder anemos.
  CARDINAL WIND ABILITIES
  An anemos who is assigned to guide one of a world’s winds 
  gains an additional special ability tied to that wind.
  Austral: Once per day, as a swift action, an anemos who 
  guides the south winds can whip them into a frenzied 
  dust storm. The storm encompasses a cylinder with a 30-
  foot radius centered on the anemos, and is 60 feet high. It 
  deals 20d6 points of fire damage to other creatures within 
  the cylinder, blinds them for 1d4 rounds, and knocks them 
  prone. A successful DC 31 Fortitude save halves the damages 
  and negates the other effects. 
  Boreal: Once per day, as a swift action, an 
  anemos who guides the north winds can send 
  forth a blast of ice slivers from its hand in 
  a 30-foot line. This shredding blast deals 
  20d6 points of cold damage to anything in 
  its path, as well as 2d4 points of Dexterity 
  damage, and a damaged creature 
  moves at half speed for 1d4 rounds as 
  the ice infuses its limbs. A successful 
  DC 31 Reflex save halves the cold 
  damage and negates the other effects. 
  Eural: Once per day, an anemos 
  who guides the eastern winds can 
  use them to bring misfortune to any 
  creatures they touch. Creatures within 
  60 feet of the anemos must attempt a DC 
  31 Will save to avoid suffering bad luck. 
  If a creature succeeds, its close brush 
  with disaster leaves it shaken for 
  1d6 rounds. If it fails, for the next 
  6 rounds, anytime it attempts an 
  ability check, attack roll, saving throw, 
  or skill check, it must roll twice and 
  take the worse result.
  Zephyr: Once per day, an 
  anemos who guides the western 
  winds can soothe the spirits of 
  any creature touched by its gentle 
  breezes. For 1 minute, creatures 
  within 60 feet of the anemos 
  must attempt DC 31 Will saves each 
  time they attempt to attack or take 
  aggressive actions toward another 
  creature. If a creature succeeds, it can 
  attack as normal. If it fails, it can’t 
  attack and is staggered for 1 minute. 
  Anemos
  Illustration by Rogier van de Beek
  21
  
  Angel, Balisse
  This celestial being is obscured by darkness, but its wings glow 
  brilliantly, silhouetting a stern individual with shining eyes.
  BALISSE	
  CR	8
  XP	4,800
  NG Medium outsider (angel, extraplanar, good)
  Init +6; Senses darkvision 60 ft., detect evil; Perception +16
  Aura protective aura
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural; 
  +4 deflection vs. evil)
  hp 95 (10d10+40)
  Fort +11, Ref +7, Will +10; +4 vs. poison, +4 resistance vs. evil
  DR 10/evil; Immune acid, cold, petrification; Resist	electricity 10, 
  fire 10; SR	19
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee +1 flaming heavy mace +14/+9 (1d8+4 plus 1d6 fire)
  Special	Attacks brand of the impenitent
  Spell-Like	Abilities (CL 10th; concentration +14)
  Constant—detect evil
  At will—aid, dispel evil (DC 19), dispel magic, holy smite 
  (DC 18), invisibility (self only), plane shift (self only), 
  remove curse, remove disease, remove fear
  3/day—cure serious wounds, hold person (DC 16)
  1/day—atonement, mark of justice
  STATISTICS
  Str 17, Dex 15, Con 18, Int 13, Wis 16, Cha 18
  Base	Atk +10; CMB +13; CMD 26
  Feats Dodge, Improved Initiative, Lightning 
  Reflexes, Mobility, Power Attack
  Skills Acrobatics +15, Diplomacy +17, 
  Fly +19, Knowledge (planes) +14, 
  Knowledge (religion) +14, Perception +16, 
  Sense Motive +16
  Languages Celestial, Draconic, Infernal; truespeech
  ECOLOGY
  Environment any good-aligned planes
  Organization solitary
  Treasure double (+1 flaming heavy mace, 
  other treasure)
  SPECIAL	ABILITIES
  Brand	of	the	Impenitent	(Su) Three times per 
  day, a balisse can brand a target within 30 feet 
  (Will DC 19 negates) with a painless, glowing 
  icon on its chest—usually the holy symbol of the 
  deity or empyreal lord the balisse serves. This brand 
  lasts for a number of days equal to the balisse’s Hit Dice 
  (10 days for most balisses). Anyone who attacks the 
  branded target gains a +2 sacred bonus on weapon attack 
  and damage rolls and a +2 sacred bonus on caster level 
  checks to overcome the target’s spell resistance. The save 
  DC is Charisma-based.
  Balisses, sometimes called confessor angels, appear to 
  good individuals on the horns of moral dilemmas or 
  who are struggling with crises of faith. Though balisses 
  may appear stern and unyielding, they prefer to guide 
  individuals to their own moral decisions rather than 
  ordering them to conform to a specific ideal of good, 
  knowing that the goodness found on one’s own is stronger 
  than mere obedience. Balisses are formed from the souls 
  of individuals who committed evil acts but were later 
  redeemed and died while living an exemplary, moral life.
  Some balisses seek out mortals in need of their help, 
  while others are given specific assignments by deities 
  or empyreal lords. Balisses are used to dealing with 
  stubbornness, and have an eternity’s worth of patience. 
  Though they brook no physical attacks, they can endure 
  almost any other hostility for the sake of their mission.
  The average balisse is 7 feet tall and weighs 200 pounds.
  Illustration by Rogier van de Beek
  22
  
  Angel, Choral
  This shimmering being looks like a miniature human with broad, 
  iridescent wings and hair that slowly ripples through the air.
  CHORAL	
  CR	6
  XP	2,400
  NG Small outsider (angel, extraplanar, good)
  Init +7; Senses darkvision 60 ft., detect evil; Perception +16
  Aura protective aura
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size; 
  +4 deflection vs. evil)
  hp 68 (8d10+24)
  Fort +6, Ref +9, Will +9; +4 vs. poison, +4 resistance vs. evil
  DR	5/evil; Immune	acid, cold, petrification; Resist electricity 10, 
  fire 10; SR 17
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee slam +10 (1d3+1)
  Ranged piercing hymn +12 touch (4d6 sonic plus deafened)
  Special	Attacks countersong, harmonize
  Spell-Like	Abilities (CL 8th; concentration +11)
  Constant—detect evil
  At will—aid, ghost sound (DC 13), dispel evil (DC 18), dispel 
  magic, invisibility (self only), plane shift (self only), 
  remove curse, remove disease, remove fear
  3/day—cure moderate wounds, sculpt sound (DC 16), sound 
  burst (DC 15)
  STATISTICS
  Str 13, Dex 16, Con 15, Int 16, Wis 16, Cha 17
  Base	Atk +8; CMB +8; CMD 21
  Feats Alertness, Great Fortitude, Improved 
  Initiative, Toughness
  Skills Acrobatics +14, Diplomacy +14, Escape 
  Artist +11, Fly +20, Knowledge (planes) +14, 
  Knowledge (religion) +14, Perception +16, 
  Perform (sing) +14, Sense Motive +16
  Languages Celestial, Draconic, Infernal; truespeech
  ECOLOGY
  Environment any good-aligned planes
  Organization solo, duet, or ensemble (3–8)
  Treasure standard
  SPECIAL	ABILITIES
  Countersong	(Su) A choral can attempt a Perform (sing) 
  check to counter magic effects that depend on sound. This 
  ability functions as the bard ability of the same name.
  Harmonize	(Sp) When chorals work together, they can use 
  their complementary voices to create mystical harmonies. 
  Two or more chorals within 60 feet of one another can use 
  calm emotions or heroism as a spell-like ability, four or more 
  chorals can use shout, and six or more chorals can use greater 
  heroism or holy word. Only the choral that actually casts the 
  spell-like ability in question must take a standard action to 
  achieve this effect—the other chorals need only take swift 
  actions during the same round.
  Piercing	Hymn	(Su) As a standard action, a choral can launch 
  a concentrated blast of sonic energy from its mouth as a 
  ranged touch attack. This attack has a range of 90 feet with 
  no range increment and deals 4d6 points of sonic damage. 
  Any creature struck by a piercing hymn must succeed at a DC 
  17 Fortitude save or be deafened for 1d4 minutes. The save 
  DC is Charisma-based.
  Choral angels are singers of great skill, and their ranks fill 
  the halls of good deities with soaring hymns and solemn 
  chants. They manifest from the spirits of the pious dead 
  who had exceptional musical talent. While they aren’t 
  soldiers, chorals can defend themselves with their magical 
  voices. Chorals sometimes visit the Material Plane with 
  auspicious messages for mortals.
  Angel, Balisse–Angel, Choral
  Illustration by Jose Parodi
  23
  
  Angel, Empyrean
  Light spills out through cracks in this humanoid being’s clothing 
  and armor, and its four wings are composed of wispy blue light.
  EMPYREAN	
  CR	20
  XP	307,200
  NG Large outsider (angel, extraplanar, good)
  Init +12; Senses darkvision 60 ft., low-light vision, detect evil, 
  detect snares and pits, true seeing; Perception +38
  Aura protective aura
  DEFENSE
  AC 38, touch 38, flat-footed 30 (+8 Dex, +7 insight, +14 sacred, 
  –1 size; +4 deflection vs. evil)
  hp 387 (25d10+250); regeneration 15 (evil artifacts)
  Fort +24, Ref +18, Will +24; +4 vs. poison, +4 resistance vs. evil 
  Defensive	Abilities heed no call, uncanny dodge;	DR 15/
  piercing and evil; Immune acid, cold, petrification; Resist 
  electricity 10, fire 10; SR 31
  OFFENSE
  Speed 50 ft., fly 120 ft. (good)
  Melee +1 holy merciful halberd +36/+31/+26/+21   
  (2d8+16/19–20/×3) or 
   
  slam +34 (2d8+15)
  Ranged +1 holy merciful composite longbow +33/+28/+23/+18 
  (2d6+11/×3)
  Space 10 ft.; Reach 10 ft.
  Spell-Like	Abilities (CL 20th; concentration +27)
  Constant—detect evil, detect snares and pits, discern lies 
   
  (DC 21), true seeing
  At will—aid, atonement, break enchantment, commune, 
  continual flame, dimensional anchor, greater dispel 
  magic, lesser restoration, mark of justice, neutralize 
  poison, remove curse, remove disease, remove fear, resist 
  energy, speak with dead
  3/day—blade barrier (DC 23), dispel evil (DC 22), heal 
  (DC 23), mass charm monster (DC 25), permanency, 
  resurrection, sympathy (DC 25)
  1/day—greater restoration, power word stun, wish
  Cleric	Spells	Prepared (CL 20th; concentration +30)
  9th—gate, mass heal (DC 29), miracle, overwhelming 
  presenceUM (DC 29), quickened righteous might
  8th—antimagic field, discern location, quickened divine 
  power, greater spell immunity, holy aura (DC 28)
  7th—control weather, holy word (DC 27), greater scrying 
  (DC 27), repulsion (DC 27), waves of ecstasyUM (DC 27)
  6th—heal (DC 26), heroes’ feast, joyful raptureUM, quickened 
  silence (DC 22), wind walk, word of recall
  5th—breath of life, quickened divine favor, fickle windsUM, 
  greater command (DC 25), plane shift (DC 25), serenityUM 
  (DC 25)
  4th—death ward, dismissal (DC 24), divine power, freedom of 
  movement, greater magic weapon (2)
  3rd—daylight, invisibility purge, locate object, prayer, stone 
  shape, wind wall
  2nd—consecrate, find traps, graceAPG (2), make whole, 
  remove paralysis, silence (DC 22)
  1st—bless, divine favor, endure elements, obscuring mist (2), 
  remove sicknessUM, shield of faith
  0—create water, detect magic, guidance, purify food and drink
  STATISTICS
  Str 30, Dex 27, Con 30, Int 23, Wis 30, Cha 25
  Base Atk +25; CMB +36; CMD 75
  Feats Combat Reflexes, Dazing AssaultAPG, Deadly Aim, Furious 
  FocusAPG, Improved Critical (halberd), Improved Initiative, 
  Lightning Reflexes, Manyshot, Point-Blank Shot, Power 
  Attack, Quicken Spell, Rapid Shot, Weapon Focus (halberd)
  Skills Craft (any) +34, Diplomacy +35, Disguise +15, Fly +23, 
  Heal +17, Knowledge (history, planes, religion) +34, 
  Perception +38, Perform (any one) +35, Sense Motive +38, 
  Spellcraft +31, Stealth +32, Use Magic Device +32
  Languages Celestial, Draconic, Infernal; truespeech
  SQ change shape (alter self), empyrean insights, lucent arms, 
  lucent body
  ECOLOGY
  Environment any good-aligned planes
  Organization solitary
  Treasure double (mwk halberd, mwk composite longbow 
  [+10 Str], other treasure)
  SPECIAL	ABILITIES
  Empyrean	Insights	(Ex)	Empyreans have insight into the way 
  creatures act, and it serves them well in battle. Empyreans 
  gain an insight bonus to their Armor Class equal to their 
  Charisma bonuses.
  Heed	No	Call	(Ex) Empyreans are ancient beyond measure 
  and directly serve the gods. They are immune to all calling 
  spells, unless they choose to allow themselves to be called.
  Lucent	Arms	(Ex) An empyrean infuses its weapons with its 
  own inner light. Any weapon an empyrean wields gains 
  the holy and merciful special abilities. The empyrean 
  can suppress the merciful special ability on command as 
  normal. An empyrean needs no ammunition for its bow 
  (or for any other ranged weapon it may possess), as it can 
  simply fire arrows of light. An empyrean’s weapons count 
  as having the brilliant energy special ability whenever it 
  would be beneficial to the empyrean.
  Lucent	Body	(Ex) Each empyrean is formed of the ancient 
  essence of good. Its lucent body melds perfectly with its 
  armor and clothing, forming a single whole. An empyrean 
  gains a sacred bonus to its Armor Class equal to the total 
  armor bonus of its infused armor (typically +14 from infused 
  +5 full plate), but it suffers no restrictions or penalties for 
  wearing armor. An empyrean can never gain an armor bonus 
  or natural armor bonus to its Armor Class through any means. 
  Spells Empyreans can cast divine spells as 20th-level clerics. 
  They do not gain access to domains or other cleric abilities.
  24
  
  Empyreans are a race of ancient angels created by the gods 
  before the dawn of mortalkind. Among the angelic hosts, 
  empyreans serve outside of the usual chain of command. 
  Standing 15 feet tall and clad in the trappings of mortality, 
  which wrap their brilliant forms in a shape mortals and 
  other angels can easily understand, empyreans are physical 
  embodiments of the good energy of a deity or deific 
  being, and they answer only to that higher power. 
  While other angels arise from an amalgam of good 
  souls or the soul of an ascended mortal, the birth of a 
  new empyrean is a momentous event, for it occurs only if 
  another empyrean is slain. To fill the void, the remaining 
  empyreans temporarily become receptive to the energy 
  of good deities other than their original progenitors, 
  which can eventually cause an empyrean to split in two. 
  The offspring empyrean shares many of the memories 
  and personality traits of the original, but its power is 
  influenced by the deity who sparked its creation. 
  Empyreans serve as secret agents for deities—operatives 
  who can be trusted to perform sensitive tasks, especially 
  those that require a long view. Unlike solars, who often 
  become slayers of great evils, empyreans 
  rarely pick fights, but when they do, they 
  prefer to use their deities’ favorite weapons.
  EMPYREAN PARAGONS
  Empyrean paragons stand among the most 
  powerful 
  servants 
  of 
  good deities, and a 
  given deity can have at 
  most one paragon. Empyrean 
  paragons vary from CR 23 to CR 30. 
  Each paragon possesses a unique 
  ability tied to its deity. The following are 
  a few examples of such powers.
  Paragon of the Dawn (Ex): The paragon 
  glows like the sun, shining light in a radius 
  of up to 1 mile. This light automatically shines 
  through and dispels all effects with the darkness 
  descriptor, and counts as true sunlight for 
  all 
  purposes 
  (including 
  harming 
  undead that are vulnerable 
  to sunlight).
  Paragon of the Rose (Su): The paragon is surrounded 
  by rose petals and songbirds. It gains a 30-foot aura that 
  has the effects of euphoric tranquilityAPG and that affects 
  creatures for as long as they remain in the aura and for 
  1d4 rounds thereafter. A creature that succeeds at its 
  Will save ends the effect completely, but if the effect 
  expires naturally, the creature can accept the effects of an 
  atonement spell to change its alignment to neutral good. 
  Either way, the creature is immune to this ability’s effects 
  for 24 hours.
  Paragon of the Shield (Ex): The paragon’s protective 
  aura is extraordinarily powerful. It acts as a globe of 
  invulnerability instead of a lesser globe of invulnerability, and 
  all allies within the aura except the paragon take half 
  damage from all attacks. 
  Paragon of the Sword (Sp, Su): The paragon’s blade is 
  fueled by honor. The paragon is lawful good and gains bestow 
  grace of the championUM as a constant spell-like ability, except 
  the paragon counts as a 20th-level paladin for the purposes 
  of lay on hands and smite evil and gains the number of daily 
  uses of each that it would as a 20th-level paladin.
  Angel, Empyrean
  Illustration by Jose Parodi
  25
  
  Animate Hair
  What looks like a pile of shorn hair twitches almost imperceptibly, 
  as if the locks were moving in an nonexistent wind.
  ANIMATE	HAIR		
  CR	1/2
  XP	200
  NE Tiny ooze
  Init +4; Senses blindsight 60 ft.; Perception +1
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 11 (2d8+2)
  Fort +1, Ref +1, Will +1
  Defensive	Abilities ooze traits; DR 5/slashing
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee 2 slams +3 (1d2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks infestation, murderous whispers
  STATISTICS
  Str 10, Dex 13, Con 12, Int 6, Wis 13, Cha 15
  Base Atk +1; CMB –1 (+1 grapple); CMD 10 (12 vs. grapple, can’t 
  be tripped)
  Feats Improved GrappleB, Improved Initiative
  Skills Climb +8, Disguise +4 (+8 as wig); Racial	Modifiers 
  +4 Disguise as wig
  Languages Common (can’t speak); empathy
  SQ compression, no breath
  ECOLOGY
  Environment any urban
  Organization solitary or clog (2–6)
  Treasure incidental
  SPECIAL	ABILITIES
  Empathy	(Su) Animate hair can communicate empathically with 
  a host it is attached to. This empathy allows the animate hair 
  to encourage or discourage certain actions by communicating 
  emotions and urges. It does not allow verbal communication.
  Infestation	(Su) Animate hair can climb onto and attach itself 
  to a willing or helpless Medium or Small humanoid as a 
  standard action. The animate hair shares the same 5-foot 
  square as its host’s space. This doesn’t negatively impact 
  the host or the animate hair. Attacks that hit an attached 
  animate hair deal half their damage to the animate hair 
  and half to the host. The animate hair can be removed from 
  its host with a successful grapple combat maneuver check 
  against the animate hair’s CMD.
  Murderous	Whispers	(Sp) Animate hair can use the 
  murderous command UM spell (DC 13) on its host at will 
  with a caster level equal to its Hit Dice. A creature that 
  successfully saves against this effect is immune to 
  the animate hair’s murderous command for 24 hours. 
  The DC is Charisma-based.
  According to legend, when exceedingly vain individuals 
  die prematurely, their spirits may live on in the hair cut 
  from their heads shortly before or after their deaths. Such 
  stories might explain the existence of animate hair, a living 
  creature composed entirely of hair. The collected strands 
  interact like an ooze, allowing the creature to shape itself 
  and move across surfaces. It can also form pseudopods to 
  grab or pull itself along. Animate hair possesses an uncanny 
  ability to make itself more appealing, and can shape itself 
  into an attractive, and often quite complex, wig.
  Animate hair is carnivorous, and can survive by hunting 
  the small animals that inhabit urban environments. 
  Animate hair’s preferred prey, however, is humanoids. By 
  disguising itself as a wig, animate hair is able to subtly 
  influence the creature that wears it. At first, the hair 
  merely makes its host more vain, but when the opportunity 
  presents itself, the animate hair compels its host to murder. 
  Though not particularly intelligent, animate hair possesses 
  lingering instincts that cause it to urge these murders 
  cautiously, and usually only when its host is unobserved.
  Each animate hair has a preferred type of victim, perhaps 
  influenced by its former life. The hair of an executed 
  criminal might target judges, while that of a murdered 
  debutante might target young women.
  Illustration by Nikolai Ostertag
  26
  
  Ant, Knight
  This hulking, wide-headed ant is the size of a horse, its antennae 
  twitching and mandibles scarred. 
  KNIGHT	ANT	
  CR	4
  XP	1,200	
  N Large vermin 
  Init +0; Senses darkvision 60 ft., scent, tremorsense 30 ft.; 
  Perception +1
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 42 (4d8+24)
  Fort +9, Ref +1, Will +2 
  Immune mind-affecting effects
  OFFENSE
  Speed 50 ft., burrow 20 ft., climb 20 ft.
  Melee bite +7 (1d8+5 plus grab), sting +7 (1d6+5 plus poison)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 10, Con 21, Int —, Wis 13, Cha 11
  Base	Atk +3; CMB +9 (+13 grapple); CMD 19 (27 vs. trip)
  Feats Coordinated DefenseB, APG, ToughnessB
  Skills Climb +13
  SQ hive guard
  ECOLOGY
  Environment any warm
  Organization solitary, pair, scouting party (2 plus 1d4 giant ants), 
  colony (3–8 plus 10–100 workers, 3–12 soldiers, and 1 queen)
  Treasure none
  SPECIAL	ABILITIES
  Hive	Guard	(Ex) Knight ants gain Coordinated Defense as a 
  bonus feat, and giant ants from the same colony also gain 
  this feat when adjacent to a knight ant. As a standard action, 
  a knight ant can use its oversized head to provide total cover 
  to creatures behind it or sharing its space, as if wielding a 
  tower shield.
  Poison	(Ex) Sting—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d4 Str; cure 1 save.
  These giant ants use pheromones to organize the complex 
  work and protection of their colonies, identifying 
  insects of their own or allied colonies and warding 
  off intruders. They have a specialized physiology, 
  including both enhanced pheromone glands 
  and an especially wide, oversized head. The 
  sheer size of its head allows a knight ant to block 
  off entire tunnels within the hive in order to protect its 
  fellow ants. It remains in place long enough to fend off 
  invaders, even at the cost of its own life.
  A knight ant is 10 feet long and weighs approximately 
  1,100 pounds. Its head is 7 feet across, and the flanges on 
  the sides make it appear slightly concave.
  Ant, Megapon
  This enormous ant has vicious mandibles and a dripping stinger, 
  and looks large enough to devour a horse.
  MEGAPON	ANT	
  CR	6
  XP	2,400
  N Huge vermin 
  Init –1; Senses darkvision 60 ft., scent; Perception +1
  DEFENSE
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 75 (6d8+48)
  Fort +12, Ref +1, Will +3 
  Immune mind-affecting effects
  OFFENSE
  Speed 50 ft., climb 20 ft.
  Melee bite +10 (2d6+8 plus grab), sting +10 (1d8+8 plus poison)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 26, Dex 8, Con 25, Int —, Wis 13, Cha 11
  Base	Atk +4; CMB +14 (+18 grapple); CMD 23 (31 vs. trip)
  Feats SnatchB, ToughnessB
  Skills Climb +16
  SQ carry off
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, column (3–10)
  Treasure none
  SPECIAL	ABILITIES
  Carry	Off	(Ex) Megapon ants’ carrying capacity is triple normal.
  Poison	(Ex) Sting—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
  Animate Hair–Ant
  Illustration by Fabio Gorla
  27
  
  Anunnaki
  This towering humanoid has a strange, stony head. Small, 
  mechanical wings spread out from its back.
  ANUNNAKI	
  CR	18/MR	7
  XP	153,600
  N Large monstrous humanoid (mythic, shapechanger)
  Init	+16M;	Senses	darkvision 60 ft., lifesense, true seeing; 
  Perception +31
  DEFENSE
  AC 35, touch 22, flat-footed 30 (+8 deflection, +5 Dex, +13 natural, 
  –1 size)
  hp	320 (20d10+210); regeneration 10 (epic weapons)
  Fort +15, Ref +17, Will	+20; +8 vs. mind-affecting effects
  Defensive	Abilities morphic anatomy, psychic warding, 
  unstoppableMA; DR	20/epic; Immune	poison;	Resist	acid 20, 
  cold 20, electricity 20, sonic 20
  OFFENSE
  Speed 50 ft., fly 60 ft. (good)
  Melee primal chisel +30/+25/+20/+15 (3d6+10/15–20 plus 
  devolution), bite +26 (1d8+5), 4 wings +26 (1d6+5)
  Special	Attacks devolution (DC 28), mythic magicMA 3/day, 
  mythic power (9/day, surge +1d10)
  Spell-Like	Abilities (CL 20th; concentration +28)
  Constant—true seeing
  At will—etherealness, greater teleport (self plus 50 lbs. of 
  objects only), mental blockOA (DC 20), mindlinkOA
  5/day—greater dispel magic
  3/day—quickened baleful polymorph (DC 23), primal 
  regressionOA (DC 24)
  1/day—divide mindOA, overwhelming presenceUM (DC 27)
  STATISTICS
  Str	29,	Dex 20, Con 24, Int 27, Wis 27, Cha 26
  Base	Atk +20; CMB +30 (+32 bull rush); CMD 53 (55 vs. 
  bull rush)
  Feats Combat Casting, Extra Mythic PowerM, Great FortitudeM, 
  Improved Bull Rush, Improved Critical (primal chisel), 
  Improved Great Fortitude, Improved InitiativeM, Multiattack, 
  Power AttackM, Quicken Spell-Like Ability (baleful 
  polymorph), Weapon Focus (primal chisel)
  Skills Bluff +18, Diplomacy +23, Fly +25, Heal +28, 
  Intimidate +26, Knowledge (arcana, local, nature) +28, 
  Knowledge (dungeoneering, engineering, history) +16, 
  Knowledge (geography, planes, religion) +13, Linguistics +23, 
  Perception +31, Sense Motive +19, Spellcraft +28
  Languages Aklo, Common, Draconic, Giant; truespeech
  SQ	bestow knowledge, lantern of civilization, mimetic memory, 
  morphic body, mythic immortalityMA, uplift
  ECOLOGY
  Environment any
  Organization solitary, pair, or cabal (6–10)
  Treasure standard
  SPECIAL	ABILITIES
  Bestow	Knowledge	(Su) An anunnaki that touches a creature 
  with an Intelligence of 3 or higher can bestow temporary 
  knowledge and understanding upon that creature. Choose 
  one of the anunnaki’s skills; for the next 24 hours the 
  target of this ability uses the anunnaki’s skill ranks in 
  place of its own, even if this is more than its maximum 
  number of ranks. A creature can’t benefit from this ability 
  more than once at the same time. If an anunnaki uses this 
  ability on a creature that is currently the target of bestow 
  knowledge (from itself or another anunnaki), the new 
  bestow knowledge effect replaces the older one.
  The anunnaki has the following skill ranks: Bluff 
  10 ranks, Diplomacy 15 ranks, Fly 15 ranks, Heal 20 ranks, 
  Intimidate 15 ranks, Knowledge (arcana, local, nature) 
  20 ranks, Knowledge (dungeoneering, engineering, 
  history) 8 ranks, Knowledge (geography, planes, religion) 
  5 ranks, Linguistics 15 ranks, Perception 20 ranks, Sense 
  Motive 11 ranks, and Spellcraft 20 ranks.
  Devolution	(Su)	As a standard action, an anunnaki can touch a 
  creature and cause it to permanently lose cognitive function. 
  The creature touched must succeed at a DC 28 Will save or 
  be affected by an effect similar to feeblemind that can be 
  removed only by a wish or miracle. If a creature affected by 
  devolution procreates, its children can’t have an Intelligence 
  or Charisma score higher than 2 naturally, nor can this effect 
  be lifted by magic. Progeny created with this affliction also 
  possess physical traits that were more common among 
  earlier evolutionary forms of their parent species. The save 
  DC is Charisma-based.
  Lantern	of	Civilization	(Su)	An anunnaki’s lantern of civilization 
  grants it constant true seeing and powers its primal chisel. If it 
  loses its lantern of civilization, it loses both of these abilities.
  Mimetic	Memory	(Ex)	As a standard action, an anunnaki 
  can touch a willing creature to read and imprint upon that 
  creature’s genetic memory as if both the anunnaki and its 
  target were affected by a share thoughtsUM spell.
  Morphic	Anatomy	(Ex) Anunnaki are adept shapechangers 
  and can shift their internal anatomy to best suit their 
  immediate needs. This ability renders them immune to 
  critical hits, sneak attacks, and precision damage.
  Morphic	Body	(Ex)	An anunnaki can assume the appearance 
  of any creature within one size category of itself (other 
  than creatures with the elemental, incorporeal, or 
  swarm subtypes—the body assumed must be solid). The 
  anunnaki’s creature type doesn’t change in this new 
  form, and it gains none of the mimicked creature’s special 
  abilities; the transformation is cosmetic only. In these 
  other forms, the anunnaki retains all of its normal statistics 
  and abilities as noted above, though it does take the 
  appropriate bonuses and penalties based on its new size. 
  Though this ability affects only the anunnaki’s outward 
  appearance, it is a transmutation effect.
  28
  
  Anunnaki
  Illustration by Eric Belisle
  Primal	Chisel	(Su)	An anunnaki’s primal chisel is a part of 
  the creature, and is powered by its lantern of civilization. 
  It is a masterwork one-handed piercing weapon that deals 
  3d6 points of damage with an 18–20 critical threat range, 
  and a successful attack made with it applies the anunnaki’s 
  devolution ability.
  Psychic	Warding	(Su) An anunnaki generates a field of 
  psychic energy around its body that protects its mind and 
  body from harm, granting it a deflection bonus to its Armor 
  Class and a racial bonus on saving throws against mind-
  affecting effects equal to its Charisma modifier.
  Uplift	(Su) As a full-round action, an anunnaki can impart 
  incredible capacity for thought and understanding to a 
  creature it touches. The creature must have an Intelligence 
  score of 3 or less to be affected by this ability. This affect 
  is identical to awaken, except that it works on creatures of 
  the animal, plant, humanoid, magical beast, and monstrous 
  humanoid types. Creatures affected by uplift don’t change 
  creature type (with the exception of animals, which become 
  magical beasts), nor does the affected creature have 
  any inherent affinity toward the anunnaki. The effect 
  of uplift is permanent and is passed on to any 
  progeny the uplifted creature produces.
  Residents of an enigmatic 
  and unknown world 
  that is believed to 
  exist out of phase with the 
  Material Plane, anunnaki are 
  mysterious, god-like beings 
  that shape the very direction of 
  civilizations. Little is known about the 
  anunnaki homeworld, but fragmented 
  information collected by scholars indicates that 
  it comes into contact with the Material Plane 
  only once every few thousand years. During this 
  time, anunnaki travel to other worlds in order 
  to manipulate the course of evolution, creating 
  civilizations and uplifting primitive creatures 
  using their esoteric technology, which includes 
  external power sources called “lanterns of 
  civilization.” The anunnaki do not typically 
  remain to guide these societies, and are often 
  remembered as deities by the civilizations 
  they leave behind. Because the anunnaki 
  can take on various forms, piecing together 
  which civilizations have or haven’t been 
  visited by anunnaki is exceedingly difficult. 
  The creatures could have arrived to guide 
  one civilization in the guise of powerful, glowing 
  creatures and secretly assimilated into another society 
  by adopting the appearance of members of that society 
  and subtly making changes over the course of decades. 
  Each anunnaki calibrates its form to fit the mores and 
  prejudices of the specific society it means to advance.
  Anunnaki’s role as manipulators of civilization and 
  natural order often puts them into direct confrontation 
  with elohim (Pathfinder RPG Bestiary 4 86). The source of the 
  enmity between these mighty creatures is unknown, but 
  the aftershocks of their conflicts can be felt for millennia 
  after the fighting has ended. Some sages believe that the 
  anunnaki and elohim are both working to circumvent 
  some future calamity, but differ along ideological or 
  philosophical lines as to how to prevent this event from 
  coming to pass. Ancient records from cultures that were 
  shaped by the anunnaki reference divine visions of great, 
  devouring rifts in the darkness between the stars and the 
  terrible, unimaginable entities that dwell within them.
  For all the knowledge and power anunnaki possess, the 
  civilizations they create do not always see them as benevolent 
  saviors. Some anunnaki might have more sinister agendas 
  not shared by the rest of their 
  people. These rogue anunnaki 
  have free rein over the societies 
  they manipulate as long as they 
  can avoid the notice of their 
  fellow anunnaki—and since it 
  is difficult for other creatures 
  to find or contact any of their 
  race, the renegade anunnaki 
  can often do whatever they 
  please. Some of these renegades 
  use their civilizations for large-scale 
  experiments, creating bizarre hybrid 
  creatures. Others advance their 
  subjects too rapidly by the standards 
  of the other anunnaki, attempting 
  to create creatures as advanced as the 
  anunnaki themselves rather than simply 
  giving cultures the means to advance 
  themselves. In many of these cases, the 
  uplifted society isn’t truly equipped to 
  handle such vast changes. Rather than 
  advancing in a surge of scientific 
  and creative thought, its members 
  become absorbed with existential 
  doubt or fall into madness as they 
  recognize the gulf between their lofty 
  ambitions and the materials and means 
  they have at their disposal.
  Anunnaki prefer to interact with 
  most humanoids without being recognized 
  for what they are, and an anunnaki may depart a 
  conversation abruptly if a non-anunnaki reveals 
  that she knows it is not the god or mortal it 
  pretends to be. 
  29
  
  Apallie
  This small, green ooze shifts form constantly, often taking on a 
  two-legged, vaguely humanoid appearance.
  APALLIE	
  CR	2
  XP	600
  N Small ooze 
  Init +2; Senses Perception +5
  DEFENSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 22 (4d8+4)
  Fort +2, Ref +5, Will +2
  Defensive Abilities amorphous; Immune ooze traits
  Weaknesses sun allergy
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee 2 slams +6 (1d3+2 plus 1d4 acid)
  Spell-Like	Abilities (CL 4th; concentration +4)
  At will—alter self (Small humanoids only)
  STATISTICS
  Str 14, Dex 15, Con 12, Int 13, Wis 12, Cha 11
  Base Atk +3; CMB +4; CMD 16
  Feats Deceitful, Lightning Reflexes
  Skills Bluff +2, Climb +10, Disguise +6, Perception +5, Stealth +10
  Languages Sylvan
  ECOLOGY
  Environment any temperate
  Organization solitary, pair, or colony (4–12)
  Treasure incidental
  SPECIAL	ABILITIES
  Sun	Allergy	(Su) The sun’s light automatically dispels an 
  apallie’s alter self spell-like ability.
  Most oozes are mindless, existing only to consume. Even 
  those rare oozes that do possess intelligence still tend 
  to prefer the consumption of other creatures over their 
  company. Occasionally, however, an ooze in the presence 
  of a powerful psychic spellcaster becomes infused with 
  some measure of both sentience and personhood, and 
  yearns to join the company of civilized beings. When a 
  spellcaster completes a particularly stressful ritual or 
  powerful mental feat in close proximity to the right 
  mixture of primordial slimes that make up a nascent 
  ooze, a piece of the spellcaster’s mind breaks off 
  and infuses the ooze, creating a being 
  called an apallie.
  A newly formed apallie is typically 
  convinced that it is a member of its creator’s 
  race. Its greatest desire is to join the society 
  of its progenitor, and it alters its form to 
  insinuate itself into humanoid settlements. 
  Such impostors are easily discovered, however, as 
  an apallie’s true nature reasserts itself as soon as the sun 
  begins to rise. An ooze discovered in this way often finds 
  itself run out of town, forced to try its luck in the next 
  settlement, though some particularly stubborn apallies 
  simply assume a new form and return the next night 
  under a different guise.
  Apallies are nocturnal creatures, for any contact with 
  the rays of the sun forces them to return to their true, 
  amorphous forms. Even when its form is forcibly reverted, 
  an apallie insists it is truly a member of its creator’s race, 
  and that it has somehow been subjected to a terrible 
  curse. Despite the ooze’s relatively high intelligence, this 
  unreasonable attachment to its self-image persists even 
  in extreme circumstances. If the apallie’s creator was 
  a different size from the apallie, the apallie still tries to 
  imitate that creator, attempting to pass as a small elf, 
  human, or member of another race to which its progenitor 
  belonged, and refuses to acknowledge the size difference.
  Apallies are more common in large cities that provide 
  sewers and other enclosed venues to hide in during the 
  day and a healthy nightlife scene in which they can pose as 
  humanoids when it’s dark. Some apallies find acceptance, 
  and even success, in such environments, though the 
  small oozes never stop trying to prove themselves to be 
  humanoids, and any relationships in which they engage 
  (whether platonic or romantic) nearly always end in a 
  predictable disaster.
  In its true form, an apallie weighs about 40 pounds and 
  stands about 3 feet tall.
  Illustration by Ertaç Altınöz
  30
  
  Ape, Megaprimatus
  This titanic ape has great patches of coarse gray and brown fur, 
  and its skin is thick and leathery.
  MEGAPRIMATUS	
  CR	8
  XP	4,800	
  N Gargantuan animal 
  Init +2; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 21, touch 8, flat-footed 19 (+2 Dex, +13 natural, –4 size)
  hp 105 (10d8+60)
  Fort +13, Ref +9, Will +6 
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +13 (1d8+9), bite +12 (2d6+9)
  Space 20 ft.; Reach 20 ft.
  Special	Attacks crash through, mangling rend, rend (2 slams, 
  1d8+13)
  STATISTICS
  Str 29, Dex 15, Con 22, Int 2, Wis 12, Cha 15
  Base	Atk +7; CMB +20; CMD 32
  Feats Combat Reflexes, Iron Will, Skill Focus (Perception), 
  Snatch, Weapon Focus (slam)
  Skills Acrobatics +10, Climb +21, Perception +11
  ECOLOGY
  Environment warm forests, hills, or mountains
  Organization solitary or pair
  Treasure none
  SPECIAL	ABILITIES
  Crash	Through	(Ex) A megaprimatus’s movement is not 
  impeded by undergrowth, trees, rubble, and similar 
  difficult terrain; by Medium or smaller creatures; or 
  by allies of any size. A megaprimatus can attempt 
  a combat maneuver to overrun a Gargantuan or 
  smaller opponent as a swift action that does not 
  provoke attacks of opportunity. 
  Mangling	Rend	(Ex) When a megaprimatus rends 
  a creature or successfully uses its Snatch feat to 
  grapple a creature, the target also takes 1d6 points 
  of bleed damage and reduces its movement by 
  half for 1 minute. The ape can forgo this effect 
  to disable one of the target’s natural weapons 
  for 1 minute, causing attacks with that weapon 
  to take a –4 penalty on attack rolls and to deal 
  half damage.
  The apex predators known as megaprimatuses 
  rule virtually unchallenged among prehistoric 
  beasts in lost, forgotten realms. Highly territorial, a 
  megaprimatus attempts to intimidate any other large, 
  threatening creatures out of its chosen domain, and 
  fights them if they don’t retreat. Once a megaprimatus 
  resorts to violence, it shows no mercy, and its enemy must 
  either escape or die.
  A megaprimatus’s diet consists of plants—especially 
  large bunches of fruits or melons—and meat. Larger 
  dinosaurs and megafauna are favored prey for the beast, 
  and the megaprimatus enjoys the fight just as much as 
  the meal.
  Creatures that clearly don’t pose any danger to 
  a megaprimatus, such as smaller dinosaurs or even 
  humanoids, can usually coexist in its domain. A 
  population of herd dinosaurs or a humanoid settlement 
  can thrive in its territory as the megaprimatus chases 
  off giant predators. People living in this sort of situation 
  might collect large quantities of fruit and deliver it to 
  the ape to prevent it from getting so hungry it goes on a 
  rampage and inadvertently crashes through their homes.
  Its tendency to overlook smaller creatures can lead 
  to a megaprimatus’s downfall, because it is woefully 
  underprepared to deal with the ingenuity of humanoids, 
  whose implements of war are powerful enough to bring 
  down a creature even as mighty as a megaprimatus.
  Apallie–Ape, Megaprimatus
  Illustration by Daniel López
  31
  
  Apkallu
  This muscular humanoid possesses a hawk’s head and large, bird-
  like wings. It is dressed in robes crafted from opalescent scales.
  APKALLU	
  CR	23/MR	9
  XP	819,200
  LN Large outsider (extraplanar, lawful, mythic, water)
  Init +21/+1M, dual initiative; Senses darkvision 60 ft., detect 
  chaos, low-light vision, mistsight, true seeing; Perception +38
  Aura mythic presenceMA (30 ft., DC 30)
  DEFENSE
  AC 44, touch 17, flat-footed 36 (+7 armor, +8 Dex, +20 natural, 
  −1 size)
  hp 469 (23d10+343); regeneration 15 (chaotic spells and effects)
  Fort +24, Ref +17, Will +21; second save
  Defensive	Abilities	freedom of movement, scale surplice; 
  DR 20/chaotic and epic; Immune daze, disease, electricity, 
  petrification, poison; Resist cold 20; SR 39
  OFFENSE
  Speed 40 ft., fly 80 ft. (average), swim 40 ft.
  Melee +2 axiomatic keen potent bronze spear +34/+29/+24/+19 
  (2d6+17/19–20/×3), bite +24 (1d8+5 plus mark of restraint)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks mythic power (9/day, surge +1d10), 
  paralyzing gaze
  Psychic	Magic (CL 19th; concentration +28)
  24 PE—detect mindscapeOA (2 PE, DC 21), divide mindOA 
  (9 PE), enshroud thoughtsOA (2 PE), greater create 
  mindscapeOA (6 PE, DC 25), hypercognitionOA (2 PE), 
  intellect fortress IIIOA (6 PE), mind probeOA (4 PE, DC 23), 
  mindlink OA (1 PE), mindscape door OA (3 PE, DC 22), 
  psychic asylumOA (5 PE), psychic readingOA (1 PE), thought 
  shield V OA (6 PE), tower of iron will V OA (9 PE)
  Spell-Like	Abilities (CL 19th; concentration +28)
  Constant—detect chaos, freedom of movement, true seeing
  At will—control water, greater teleport (self plus 50 lbs. of 
  objects only), major creation, order’s wrathM (DC 23), 
  plane shift (DC 24)
  3/day—quickened order’s wrathM (DC 23)
  1/day—commune
  Oracle	Spells	Known (CL 19th; concentration +28)
  9th (5/day)—miracle, overwhelming presenceUM (DC 28)
  8th (7/day)—dimensional lockM, mass cure critical wounds 
  (DC 27), shield of law
  7th (7/day)—destruction (DC 26), dictumM, repulsion (DC 26)
  6th (7/day)—geas/quest, greater dispel magic, healM
  5th (8/day)—greater command (DC 24), greater forbid actionUM 
  (DC 24), mass cure light wounds (DC 24), wall of stone
  4th (8/day)—dimensional anchor, divination, restoration, 
  sendingM
  3rd (8/day)—create food and water, invisibility purge, speak 
  with dead (DC 22), wind wall
  2nd (8/day)—calm emotions (DC 21), hold person (DC 21), 
  silence (DC 21), sound burst (DC 21), zone of truth (DC 21)
  1st (9/day)—comprehend languages, divine favor M, 
  obscuring mistM, sanctuaryM (DC 20), shield of faithM
  0 (at will)—create water, detect magic, detect poison, guidance, 
  light, mending, purify food and drink, read magic, stabilize
  M mythic spell
  STATISTICS
  Str 30, Dex 26, Con 33, Int 26, Wis 27, Cha 29
  Base	Atk +23; CMB +34; CMD 52
  Feats Combat Casting, Combat Reflexes, Craft Wondrous Item, 
  Divine InterferenceM, UM, Eschew Materials, Flyby Attack, 
  Improved InitiativeM, Lightning ReflexesM, Maximize Spell, 
  Mythic Crafter, Power AttackM, Quicken Spell-Like Ability 
  (order’s wrath), Silent Spell
  Skills Craft (any three) +31, Diplomacy +34, Fly +29, Heal +31, 
  Intimidate +32, Knowledge (engineering, geography, history, 
  planes, religion) +28, Perception +38, Sense Motive +31, 
  Spellcraft +31, Swim +38; Racial	Modifiers +4 Perception
  Languages Aquan, Auran, Celestial; telepathy 100 ft.
  SQ archive, change shape (1 human form and 1 merfolk form; 
  polymorph), mythic immortality, mythic spellcastingMA, 
  mythic spell-like abilities, mythic spellpowerMA (2/day) 
  ECOLOGY
  Environment any (lawful planes)
  Organization solitary
  Treasure standard (+2 axiomatic keen potentMA bronze spear, 
  other treasure)
  SPECIAL	ABILITIES
  Archive	(Su)	By concentrating for 1 minute without 
  interruption, an apkallu can conjure the door to a personal 
  extradimensional archive in which it collects and preserves 
  the lore generated by the civilizations it guides. An apkallu’s 
  archive is similar to an archmage’s sanctum (Pathfinder 
  RPG Mythic Adventures 19) but is 2,000 cubic feet in 
  size. By spending one use of its mythic power as a full-
  round action, the apkallu can instantly record up to nine 
  nonmagical writings (books, scrolls, carvings, and so on) 
  that it is touching or carrying within tomes in the archive. 
  If an apkallu is killed or rendered unconscious (even if its 
  regeneration is still active), its body and any items it is 
  carrying are immediately transported to its archive. An 
  apkallu can conjure the door to the archive of a slain apkallu 
  at the location of the slain apkallu’s death.
  Mark	of	Restraint	(Su)	An apkallu that successfully bites an 
  opponent can spend one use of its mythic power as a free 
  action to mark that opponent with a restraining effect. 
  This effects acts like a mark of justice that triggers if the 
  opponent attacks the apkallu; the opponent is instantly 
  aware of this condition. If the opponent attacks the apkallu, 
  the mark’s curse is activated and imposes a permanent –4 
  penalty on the opponent’s attack rolls, saving throws, ability 
  checks, and skill checks.
  32
  
  Mythic	Spell-Like	Abilities	(Ex) An apkallu can expend uses of 
  mythic power to use the mythic version of order’s wrath as if 
  the ability were a mythic spell.
  Paralyzing	Gaze	(Su)	Paralysis for 1 round, 30 feet, Fortitude 
  DC 30 negates. The save DC is Charisma-based. If an apkallu 
  actively directs its gaze, a targeted creature is instead 
  paralyzed for 1d6 rounds, or staggered for the same duration 
  on a successful save. Lawful creatures are immune to its gaze.
  Scale	Surplice	(Su)	Apkallus wear robes of opalescent scales 
  that function as +2 resonatingMA scale mail with no armor 
  check penalty, and that grant the wearer a swim speed 
  of 40 feet, the ability to breathe water, and the ability to 
  treat Swim as a class skill. The surplice is absorbed into an 
  alternate form if the apkallu changes shape, and if removed, 
  it becomes a mundane cloth robe until worn again by an 
  apkallu. If an apkallu’s scale surplice is destroyed, it can 
  create a new one from water by spending nine uses of 
  mythic power after 1d4 hours of uninterrupted crafting.
  Spells Apkallus cast divine spells as 19th-level oracles. They 
  do not gain access to mysteries or other oracle abilities.
  Apkallus are a race of psychic, oracular outsiders from 
  Utopia, creatures of fundamental law tasked by their divine 
  creators with the protection and guidance of lawful mortal 
  civilizations. They are enemies of the chaotic, of those who 
  oppose just rulership and the development of culture, laws, 
  lore, or technology, and of those who otherwise seek to 
  tear down the progress of mortal communities. To this 
  end, apkallus often travel to different worlds throughout 
  the Material Plane, guiding the rulers toward lawful 
  religions, promoting the value of crafts and the arts, and 
  aiding in the development of fundamental discoveries 
  such as writing, architecture, and agriculture.
  Rather than simply teaching mortals such knowledge, 
  apkallus prefer to act as advisors, nudging those who 
  would develop key techniques toward important 
  discoveries, ensuring that the civilizations within their 
  care don’t come to rely on their instruction. Apkallus 
  can communicate with any intelligent creature by 
  using telepathy or mindlink. They are particularly fond 
  of using shared mindscapes to grant inspiring visions 
  of possible futures to their charges, modeling an array 
  of potential developments in an immersive medium 
  that transcends dry theory and exposition.
  Apkallus are also archivists and preservationists, 
  carefully recording the key historical documents that 
  describe the progress of mortal societies so that knowledge 
  and progress can be restored following natural disasters or 
  periods of war or barbarism. They take great care to ensure 
  that their extradimensional archives remain well-protected, 
  understanding that certain information, or even knowledge 
  of the existence of that information, can undermine a 
  civilization’s progress and self-reliance. Whenever possible, 
  apkallus ensure that the material collected in their 
  personal archives is transferred to the grand library vaults 
  within Utopia. Here, they and their allies can analyze the 
  information collected across myriad cultures and devise 
  strategies for advancing the cause of law and order throughout 
  the Material Plane.
  Apkallus appear as large, muscular humanoids with the 
  feathered heads of raptors, and with powerful, hawk-like 
  wings. They dress in surplices of fish scales, which glitter 
  with a milky iridescence that casts shimmering rainbows 
  across their forms, and they typically carry magical bronze 
  spears. They can also adopt two alternate forms—one 
  human, and one merfolk—in which they move through 
  terrestrial and aquatic settlements and cities, respectively. 
  While apkallus are peaceful by nature, they are 
  nevertheless capable of defending themselves and others 
  with powerful magic, especially in defense of Utopia or 
  mortal cities under their protection.
  Apkallu
  Illustration by Nikolai Ostertag
  33
  
  Archon, Exscinder
  This massive humanoid figure has no mouth, and carries a  
  burning sword that matches its flaming wings.
  EXSCINDER	
  CR	12
  XP	19,200
  LG Huge outsider (archon, extraplanar, good, lawful)
  Init +8; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +28
  DEFENSE
  AC 29, touch 12, flat-footed 25 (+4 Dex, +17 natural, –2 size; 
  +2 deflection vs. evil)
  hp 147 (14d10+70)
  Fort +16, Ref +10, Will +16; +4 vs. poison
  DR 10/evil; Immune acid, cold, fire, electricity, petrification; SR 23
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee +3 flaming longsword +25/+20/+15 (3d6+15/19–20 plus 
  1d6 fire)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks censor text
  Spell-Like	Abilities (CL 15th; concentration +20)
  Constant—detect evil, true seeing
  At will—cure light wounds, detect thoughts (DC 17), discern 
  lies (DC 19), hold monster (DC 20), holy smite (DC 19), 
  invisibility (self only), locate creature, locate object, modify 
  memory (DC 19), protection from evil (DC 16), repress 
  memoryOA (DC 21), stabilize, zone of truth (DC 17)
  3/day—dispel evil (DC 20), fireball (DC 18), flame strike (DC 
  20), plane shift (DC 20)
  1/day—discern location (DC 23), find the path (DC 21)
  STATISTICS
  Str 30, Dex 19, Con 20, Int 16, Wis 25, Cha 21
  Base	Atk +14; CMB +26; CMD 40
  Feats Alertness, Cleave, Combat Reflexes, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power Attack
  Skills Intimidate +22, Knowledge (arcana, history, planes, 
  religion) +20, Knowledge (geography) +17, Linguistics +10, 
  Perception +28, Sense Motive +28, Spellcraft +10
  Languages Abyssal, Aklo, Celestial, Common, Draconic, 
  Dwarven, Elven, Gnome, Infernal; telepathy 
  100 ft., truespeech
  SQ change size, no breath
  ECOLOGY
  Environment any (Heaven)
  Organization solitary, pair, or 
  inquisition (3–6)
  Treasure standard (+3 
  flaming longsword, 
  other treasure)
  SPECIAL	ABILITIES
  Censor	Text	(Su) An exscinder can attempt to magically steal 
  or modify any text within 100 feet as a standard action. 
  Against an unattended text, it automatically succeeds. A 
  creature in possession of a text can attempt a DC 22 Will 
  save to negate this ability. A stolen text teleports directly 
  into the exscinder’s hand. A modified text is permanently 
  revised according to the exscinder’s wishes—this change is 
  detectable with magic, but can’t be dispelled or reversed 
  short of a wish or miracle. The save DC is Charisma-based.
  Change	Size	(Su)	An exscinder can change its form to a Large, 
  Medium, or Small version of itself. This does not change its ability 
  scores; it adjusts only its size (and thus its weapon damage).
  Exscinders are Heaven’s censors, scouring the planes for 
  texts containing information too evil or dangerous to be 
  allowed to exist. Exscinders care little for individual lives 
  or everyday heresies, remaining staunchly focused on 
  protecting mortalkind as a whole from corruption.
  Illustration by Rogier van de Beek
  34
  
  Archon, Gate
  This masked humanoid being has wings and armor of rune-
  carved gray stone, and its eyes glow blue.
  GATE	ARCHON	
  CR	17
  XP	102,400
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +3; Senses darkvision 60 ft., true seeing; Perception +26
  Aura aura of menace (30 ft., DC 23, 10 rounds)
  DEFENSE
  AC 33, touch 14, flat-footed 29 (+9 armor, +3 Dex, +1 dodge, 
  +10 natural; +2 deflection vs. evil)
  hp 263 (17d10+170); regeneration 10 (evil weapons and effects)
  Fort +20, Ref +8, Will +16; +4 vs. poison
  DR 10/evil; Immune electricity, fear, petrification; SR 28
  OFFENSE
  Speed 20 ft., fly 90 ft. (good)
  Melee +3 conductive greatsword +30/+25/+20/+15 
  (2d6+18/17–20), 2 wings +22 (1d4+5)
  Spell-Like	Abilities	(CL 17th; concentration +22)
  Constant—nondetection, statue, true 
  seeing 
  At will—bestow curse (DC 18), detect 
  evil, dimensional anchor, dismissal 
  (DC 19), greater teleport (self plus 50 lbs. of 
  objects only)
  3/day—calcific touchAPG (DC 19), glyph 
  of warding (DC 18), plane shift 
  (DC 20)
  1/day—gate
  Cleric	Spells	Prepared (CL 17th; concentration +23) 
  9th—mass heal (DC 24) 
  8th—dimensional lock, greater spell 
  immunity
  7th— greater scrying (DC 22), holy 
  word (2, DC 22)
  6th—antilife shell, banishment 
  (2, DC 22), blade barrier (DC 21), greater dispel 
  magic, heal
  5th—break enchantment (2), breath of life, dispel evil 
  (DC  20), righteous might, wall of stone 
  4th—blessing of fervorAPG, divine power, freedom of 
  movement, greater magic weapon, neutralize poison
  3rd—daylight, dispel magic, prayer (2), searing light
  2nd—calm emotions (DC 17), consecrate, eagle’s splendor, 
  owl’s wisdom, remove paralysis, silence (DC 17)
  1st—divine favor, entropic shield, obscuring mist, protection 
  from evil, remove fear, shield of faith
  0—detect magic, guidance, light, stabilize
  STATISTICS
  Str 30, Dex 17, Con 31, Int 18, Wis 22, Cha 21
  Base	Atk +17; CMB +27; CMD 41
  Feats Combat Expertise, Dodge, Improved Critical (greatsword), 
  Lunge, Mobility, Power Attack, Shield of SwingsAPG, Spring 
  Attack, Whirlwind Attack
  Skills Acrobatics +17 (+13 when jumping), Fly +24, Intimidate +25, 
  Knowledge (planes) +24, Perception +26, Sense Motive +26, 
  Spellcraft +24, Stealth +20, Survival +26, Use Magic Device +25
  Languages Celestial, Draconic, Infernal; truespeech
  SQ graven wings, stoneblade
  ECOLOGY
  Environment any (Heaven)
  Organization solitary or pair
  Treasure standard (mithral full plate, +3 conductiveUE greatsword, 
  other treasure)
  SPECIAL	ABILITIES
  Graven	Wings	(Ex,	Sp) A gate archon can inscribe a glyph of 
  warding onto its wings; this glyph can be triggered only 
  when the archon is using its statue form.
  Stoneblade	(Ex,	Su) A gate archon can create a +3 conductive 
  greatsword as a full-round action. A stoneblade crumbles to 
  dust if the archon dies or crafts a new sword.
  Gate archons stand in silent vigils 
  over interplanar portals.
  Archon, Exscinder–Archon, Gate
  Illustration by Rogier van de Beek
  35
  
  Assassin Bug, Giant
  This goat-sized insect stands on long, spindly legs. Its mouthparts 
  glisten with a curious fluid.
  GIANT	ASSASSIN	BUG		
  CR	3
  XP	800
  N Small vermin
  Init	+2; Senses	darkvision 60 ft.; Perception +4
  DEFENSE
  AC	15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp	27 (5d8+5)
  Fort	+5, Ref	+3, Will	+1
  Immune	mind-affecting effects
  OFFENSE
  Speed	30 ft., fly 30 ft. (clumsy)
  Melee	bite +6 (1d4+2 plus poison), 2 claws +6 (1d3+2) 
  Special	Attacks	poison, poison stream
  STATISTICS
  Str	15, Dex	15, Con	13, Int	—, Wis	10, Cha	2
  Base	Atk	+3; CMB	+4; CMD	16 (24 vs. trip)
  Skills	Fly –4, Perception +4, Stealth +10; Racial	Modifiers	
  +4 Perception, +4 Stealth
  ECOLOGY
  Environment	any warm
  Organization	solitary or nest (2–12)
  Treasure	none
  SPECIAL	ABILITIES
  Poison	(Ex)	Bite—injury; save Fort DC 13; frequency 1/round 
  for 4 rounds; effect 1d4 Dex; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Poison	Stream	(Ex)	As a standard action usable every 1d4 
  rounds, an assassin bug can spray poison from its mouth 
  in a 15-foot line. Any creature caught in this area must 
  succeed at a DC 14 Reflex save or be exposed to the assassin 
  bug’s poison. The save DC is Dexterity-based.
  An assassin bug partially buries itself in the sand or 
  conceals itself among clusters of thorny bushes near 
  oases, waiting for the next palatable creature to approach. 
  When prey arrives, the insect bursts out of hiding 
  and pierces its target with its elongated mouthparts, 
  injecting a potent toxin. Once its prey is safely 
  paralyzed, the assassin bug feeds by siphoning the 
  victim’s fluids. Even if these bites don’t kill, they are 
  extremely painful and cause swelling.
  Giant assassin bugs lay eggs in shallow caves or 
  the crevices between rocks, preferably where food is 
  readily available for the hatching young. An adult 
  giant assassin bug is typically 4 feet long and 
  weighs 65 pounds, though the larger 
  varieties grow to a length of 6 feet 
  and weigh around 150 pounds.
  Assassin Bug, Great
  A massive insect with long mandibles and sullenly glowing eyes, 
  this creature has a heavy, bulbous thorax.
  GREAT	ASSASSIN	BUG		
  CR	5
  XP	1,600
  N Medium vermin
  Init	+2; Senses	darkvision 60 ft.; Perception +5
  DEFENSE
  AC	18, touch 14, flat-footed 14 (+4 Dex, +4 natural) 
  hp	52 (7d8+21)
  Fort	+8, Ref	+6, Will	+3
  Immune	mind-affecting effects
  OFFENSE
  Speed	40 ft., fly 40 ft. (clumsy)
  Melee	bite +10 (1d6+5 plus poison), 2 claws +10 (1d4+5) 
  Special	Attacks	poison, poison stream
  STATISTICS
  Str	21, Dex	19, Con	17, Int	—, Wis	12, Cha	2
  Base	Atk	+5; CMB	+10; CMD	24 (32 vs. trip)
  Skills	Fly –4, Perception +5, Stealth +8; Racial	Modifiers	
  +4 Perception, +4 Stealth
  ECOLOGY
  Environment	any warm
  Organization	solitary or nest (2–12)
  Treasure	none
  SPECIAL	ABILITIES
  Poison	(Ex)	Bite—injury; save Fort DC 16; frequency 1/round 
  for 4 rounds; effect 1d4 Dex; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Poison	Stream	(Ex)	As a standard action usable every 1d4 
  rounds, an assassin bug can spray poison from its mouth 
  in a 15-foot line. Any creature caught in this area must 
  succeed at a DC 17 Reflex save or be exposed to the assassin 
  bug’s poison. The save DC is Dexterity-based.
  Illustration by Mattias Fahlberg
  36
  
  Astomoi
  This humanoid appears to be made of darkness, and has no 
  discernible ears, eyes, mouth, or nose.
  ASTOMOI	
  CR	1/2
  XP	200
  Astomoi psychic 1 (Pathfinder RPG Occult Adventures 60)
  N Medium humanoid (astomoi)
  Init +1; Senses darkvision 60 ft., scent, telepathic senses; 
  Perception +7
  DEFENSE
  AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Wis)
  hp 7 (1d6+1)
  Fort +0, Ref +1, Will +5; –2 vs. disease and inhaled poison
  Immune ingested poisons
  Weaknesses	sensitive breath
  OFFENSE
  Speed 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  Special	Attacks phrenic amplification 
  (conjured armor), phrenic pool 
  (3 points), physical push (+3, 3/day)
  Psychic	Spells	Known (CL 1st; 
  concentration +4)
  1st (4/day)—expeditious retreat, mind 
  thrust IOA (DC 14), summon monster I
  0 (at will)—daze (DC 13), flare (DC 13), 
  grave wordsOA, telekinetic projectileOA
  Psychic	Discipline self-perfection
  STATISTICS
  Str 8, Dex 13, Con 10, Int 17, 
  Wis 16, Cha 10
  Base	Atk +0; CMB –1; CMD 13
  Feats Combat Casting
  Skills Diplomacy +4, Knowledge 
  (arcana) +7, Knowledge 
  (planes) +7, Perception +7, 
  Spellcraft +7
  Languages Celestial, Common, Sylvan (can’t 
  speak any language); telepathy 100 ft.
  SQ mouthless
  ECOLOGY
  Environment any land
  Organization solitary, pair, or convent 
  (6–20)
  Treasure NPC gear (dagger, other treasure)
  SPECIAL	ABILITIES
  Mouthless	(Ex)	Astomoi don’t need to eat or drink 
  to survive. Instead, they absorb the essence of food and drink; 
  this consumes the nutrients of the meal as though it had 
  been eaten, rendering the food useless to others. Astomoi 
  consume potions and other ingested materials in the same 
  fashion. Since they never actually ingest anything, they can’t 
  normally be exposed to ingested poisons.
  Sensitive	Breath	(Ex) Astomoi take a –2 penalty on saving 
  throws against disease and inhaled poisons.
  Telepathic	Senses	(Ex) Astomoi can’t speak or see, but can 
  mentally sense the area within 60 feet, as per darkvision, 
  and can speak telepathically. An astomoi can’t see anything 
  beyond 60 feet. An astomoi must provide thought components 
  for spells that normally require verbal components. It can 
  use language-dependent abilities with its telepathy, but not 
  abilities that depend on audible components.
  These mysterious humanoids require no food—indeed, they 
  have no mouths—and they have no eyes with which to survey 
  their environment. Instead, they rely on their powerful 
  minds to sense the world around them, and subsist on 
  nutrients absorbed from the air. This can turn against them, 
  however, as powerful smells and inhaled poisons can render 
  an astomoi helpless. Predisposed to asceticism, astomoi 
  rarely wear more than rags, if they wear anything at all. 
  ASTOMOI CHARACTERS
  Astomoi are defined by class levels—they 
  don’t have racial Hit  Dice. Astomoi 
  have the following racial traits.
  –2 
  Constitution, 
  +2 
  Intelligence, +2  Wisdom: 
  Astomoi 
  ever 
  pursue 
  enlightenment through 
  self-denial 
  and 
  are 
  psychically attuned 
  to their surroundings, 
  but their delicate bodies 
  are more susceptible to 
  the physical dangers of 
  the world.
  Medium: Astomoi are Medium 
  creatures and have no bonuses or 
  penalties due to their size.
  Normal Speed: Astomoi have a base 
  speed of 30 feet.
  Scent: Astomoi have the scent special 
  ability.
  Telepathic Senses: See above.
  Sensitive Breath: See above.
  Mouthless: See above.
  Languages: Astomoi begin play knowing 
  Common, but as they have no mouths, they 
  cannot speak. They have telepathy with a range of 
  100 feet. Astomoi with high Intelligence scores 
  can choose any of the following languages: 
  Abyssal, Aklo, Celestial, Elven, Gnome, Infernal, 
  and Sylvan.
  Assassin Bug, Giant–Astomoi
  Illustration by Rogier van de Beek
  37
  
  Azata, Gancanagh
  This incredibly handsome man’s pointed ears and otherworldly 
  grace betray an inhuman beauty.
  GANCANAGH		
  CR	4	
  XP	1,200
  CG Medium outsider (azata, chaotic, extraplanar, good)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
  hp 42 (5d10+15)
  Fort +4, Ref +9, Will +5 
  DR 5/cold iron or evil; Immune electricity, petrification; Resist 
  cold 10, fire 10
  Weaknesses vulnerable to smoke
  OFFENSE
  Speed 40 ft.
  Melee +1 mithral rapier +11 (1d6+6/18–20)
  Spell-Like	Abilities (CL 5th; 
  concentration +10)
  At will—charm person 
  (DC 16), mirror image, 
  suggestion (DC 17)
  1/day—cure moderate wounds, 
  good hope
  STATISTICS
  Str 12, Dex 21, Con 16, Int 15, 
  Wis 12, Cha 21
  Base Atk +5; CMB +6; CMD 21
  Feats Combat Reflexes, 
  Persuasive, Weapon Finesse
  Skills Bluff +13, Diplomacy +15, Disguise +13, 
  Intimidate +15, Knowledge (planes) +6, 
  Perception +9, Perform (wind 
  instruments) +13, Sense Motive +7, 
  Stealth +9, Use Magic Device +10 
  Languages Celestial, Infernal, Sylvan; truespeech
  SQ change shape (Small or Medium 
  humanoid; alter self), gancanagh’s grace, 
  invigorating passion
  ECOLOGY
  Environment any (Elysium)
  Organization solitary
  Treasure triple (+1 mithral rapier, other treasure)
  SPECIAL	ABILITIES
  Gancanagh’s	Grace	(Su) A gancanagh’s 
  otherworldly grace and flowing movement allow 
  him to add his Dexterity modifier to damage rolls 
  with his rapier in place of his Strength modifier.
  Invigorating	Passion	(Su) A gancanagh’s 
  passion has the power to raise those who 
  receive it to great heights. Any creature 
  who performs an act of passion with a gancanagh, such as 
  a kiss, gains a +1 competence bonus on attack rolls, gains 
  1 bonus Hit Die (d10) with the commensurate number of 
  temporary hit points (apply the target’s Constitution modifier, 
  if any), and takes no penalties from the fatigued or exhausted 
  conditions. These benefits last for 1 hour. At the end of that 
  time, the creature must succeed at a DC 17 Fortitude save or 
  become fatigued, or exhausted if it was already fatigued. This 
  is a mind-affecting effect. The save DC is Charisma-based.
  Vulnerable	to	Smoke	(Ex)	A gancanagh’s lungs can’t tolerate 
  smoke. He takes a –4 penalty on all saving throws against 
  smoke and cloud effects, such as stinking cloud and the 
  smoke from pyrotechnics.
  Male 
  azatas 
  of 
  extraordinary 
  and 
  radiant beauty, gancanaghs are Elysium’s 
  knights-errant, but they are best known as 
  inveterate wooers of mortals and immortals 
  alike. While gancanaghs are incorrigible flirts, 
  a gancanagh’s true attention tends to 
  alight on one man or woman at a 
  time, and he throws himself into 
  wooing and courting his current target, 
  into a brief but earnest fling before his 
  quicksilver passions change yet again.
  Gancanaghs 
  hate 
  succubi 
  and 
  incubi 
  more 
  than 
  anything 
  else, as they feel that the mere 
  existence 
  of 
  such 
  creatures 
  profanes the spirit of romance 
  with the shadow of the demons’ 
  seduction and violence, leading 
  good people who share the 
  gancanagh’s flirtatious and open 
  nature to be compared to evil 
  creatures. One can give a gancanagh 
  no greater offense than to mistake 
  him for an incubus, and more than 
  one 
  hotheaded 
  gancanagh 
  has 
  challenged a misinformed paladin 
  or other ally of good to a duel over 
  such an insult.
  While many gancanaghs carry 
  whimsical-looking pipes because they 
  like the way they look, they can’t stand 
  smoke, and so rarely make use of them. 
  A gancanagh’s flute, on the other 
  hand, is a cherished possession, 
  as they enjoy both the beauty of 
  the music and its ability to sway 
  the heart. A typical gancanagh 
  stands 6 feet tall but weighs only 
  130 pounds.
  Illustration by Rogier van de Beek
  38
  
  Azata, Raelis
  This bronze-skinned humanoid is muscular yet lithe, garbed in 
  colorful clothing emblazoned with glowing runes.
  RAELIS	
  CR	10
  XP	9,600
  CG Large outsider (azata, chaotic, extraplanar, good)
  Init +8; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 115 (11d10+55)
  Fort +8, Ref +11, Will +9
  DR 10/cold iron and evil; Immune electricity, petrification, rune 
  mastery; Resist cold 10, fire 10
  OFFENSE
  Speed 50 ft., fly 120 ft. (good)
  Melee 2 slams +19 (2d8+7)
  Space 10 ft.; Reach 10 ft.
  Spell-Like	Abilities (CL 12th; concentration +16)
  Constant—freedom of movement, nondetection
  At will—alter self
  3/day—dimension door, modify memory (DC 17)
  1/day—greater teleport (self plus 50 lbs. of objects only), 
  plane shift (DC 21)
  Sorcerer	Spells	Known (CL 11th; concentration +15)
  5th (4/day)—seeming, sending, symbol of pain (DC 20), 
  symbol of sleep (DC 20)
  4th (7/day)—confusion (DC 18), greater 
  invisibility, scrying (DC 18)
  3rd (7/day)—beast shape I, 
  explosive runes (DC 18), glyph of 
  warding (DC 18), haste, lightning 
  bolt (DC 17), sepia snake sigil (DC 
  18), suggestion (DC 17)
  2nd (7/day)—detect thoughts (DC 16), hypnotic pattern 
  (DC 16), invisibility, scorching ray, see invisibility
  1st (7/day)—erase, feather fall, hypnotism, silent image 
  (DC 15), ventriloquism (DC 15)
  0 (at will)—arcane mark, dancing lights, detect 
  magic, detect poison, light, mage hand, message, 
  prestidigitation, read magic
  STATISTICS
  Str 24, Dex 19, Con 20, Int 18, Wis 15, Cha 19
  Base	Atk +11; CMB +19 (+23 grapple); CMD 33 (35 vs. grapple)
  Feats Greater Grapple, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Power Attack, Weapon Focus (slam)
  Skills Acrobatics +18, Bluff +18, Disguise +14, Fly +20, Knowledge 
  (geography, planes) +18, Knowledge (history) +15, Perception 
  +16, Perform (oratory) +18, Spellcraft +18, Stealth +14; Racial	
  Modifiers +10 Disguise 
  Languages Celestial, Common, Draconic, Infernal; truespeech
  SQ rune mastery, word caller
  ECOLOGY
  Environment any (Elysium) 
  Organization solitary, pair, or band (3–6)
  Treasure standard
  SPECIAL	ABILITIES
  Rune	Mastery	(Ex) Raelises add explosive runes, glyph of 
  warding, sepia snake sigil, symbol of pain, and symbol of 
  sleep to their list of spells known and increase these spells’ 
  DCs by 1. Additionally, raelises are immune to these spells.
  Spells Raelises casts spells as 11th-level sorcerers. 
  Word	Caller	(Su) Raelises sense the presence and basic topics of 
  any books, scrolls, or other writings. As a standard action, they 
  can read 100 pages of nonmagical writing, or read one scroll 
  as if with read magic. These abilities’ range is 50 feet.
  Formed from the souls of authors, artists, and storytellers, 
  raelises travel to the farthest corners of the planes 
  searching for epic stories, poems, and simple tall tales.
  Azata, Gancanagh–Azata, Raelis
  Illustration by Jorge Fares
  39
  
  Bagiennik
  This small, lizardlike creature has a humanoid upper body and a 
  long tail with frilled extensions.
  BAGIENNIK	
  CR	6
  XP	2,400
  CN Small fey (aquatic)
  Init +2; Senses disease scent; Perception +19
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 66 (12d6+24)
  Fort +5, Ref +10, Will +8
  DR	5/cold iron; Resist acid 5, fire 5
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee 2 claws +9 (1d4–1) 
  Ranged nasal spray +10 touch (3d6 fire, 3d6 acid, and nasal burn)
  Spell-Like	Abilities (CL 7th; concentration +10)
  3/day—cure light wounds, remove disease
  1/day—cure moderate wounds, remove blindness/deafness
  STATISTICS
  Str 8, Dex 14, Con 13, Int 15, Wis 10, Cha 17
  Base	Atk +6; CMB +4; CMD 16
  Feats Alertness, Self-Sufficient, Skill Focus (Heal), 
  Toughness, Weapon Finesse, Weapon Focus (nasal 
  spray)
  Skills Bluff +10, Diplomacy +12, Escape Artist +9, Heal +22, 
  Knowledge (arcana) +5, Knowledge (nature) +12, 
  Perception +19, Sense Motive +11, Stealth +21, Survival +8, 
  Swim +22, Use Magic Device +18
  Languages Common, Sylvan
  SQ amphibious
  ECOLOGY
  Environment cold rivers
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SPECIAL	ABILITIES
  Disease	Scent	(Ex) A bagiennik can smell 
  a diseased creature as if using the scent 
  ability. It can discern whether the diseased 
  creature is the source of a disease or merely 
  a carrier; in the latter case, the bagiennik 
  often seeks out the creature and attempts to 
  purge its maladies.
  Nasal	Burn	(Su)	A bagiennik’s nasal spray deals 1d6 points 
  of fire damage to victims in subsequent rounds after 
  it strikes a target (as per the burn universal monster 
  ability), but it can also cure other maladies. Each round 
  in which a victim takes damage from a bagiennik’s nasal 
  spray, that victim can attempt a DC 17 Fortitude save. If 
  the victim succeeds at this save, it heals 1 point of ability 
  damage to an ability score of its choice. If the result exceeds 
  the DC by 5 or more, the victim can also attempt to remove a 
  single disease or poison currently affecting her as per remove 
  disease or neutralize poison (caster level 7th). If the damage 
  from the bagiennik’s nasal burn is reduced or negated in any 
  way, the victim can’t attempt this special Fortitude save that 
  round. The save DC is Constitution-based. 
   
  Bagienniks are small, amphibious fey that hide in tall reeds 
  along rivers. They frequently dig into the silt beneath the 
  pools of hot springs, where they take long naps in the warm 
  and comforting waters and play pranks on foolish bathers 
  who swim too close to the bagienniks’ hiding spots. Despite 
  their capricious nature, the creatures are sought for their 
  healing abilities. They delight in curing maladies and 
  burning away infirmities with their caustic nasal spray.
  A local bagiennik is considered a boon in many river 
  towns. Citizens of such settlements often venture to the 
  rivers with offerings, hoping to encourage the fey to stay 
  close and heal their families. A bagiennik that finds a 
  generous town might invite its extended family to settle in, 
  testing the patience and largesse of its hosts.
  Illustration by Jim Nelson
  40
  
  Bear, Polar
  This large bear is completely white save for small black eyes and 
  black lips hiding huge, glistening teeth.
  POLAR	BEAR		
  CR	5
  XP	1,600
  N Large animal
  Init +3; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size) 
  hp 52 (5d8+30)
  Fort +10, Ref +7, Will +4
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +9 (1d8+7), 2 claws +9 (1d6+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 25, Dex 17, Con 23, Int 2, Wis 16, Cha 10
  Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip) 
  Feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +8, Survival +8, Swim +19
  ECOLOGY
  Environment cold coastlines 
  or plains
  Organization solitary or pair 
  Treasure none
  Polar bears swim along frigid coasts 
  and wander icy plains looking for 
  prey, most notably the seals they 
  pluck from holes in the ice. A 
  polar bear’s blubber gives it 
  buoyancy, and its long neck 
  helps keep its head above water. 
  Oversized paws with webbed toes propel 
  it steadily through the icy seas, and a polar bear can 
  swim more than 100 miles in a single day.
  While easily able to avoid conflict by plunging into 
  the frigid ocean swells that surround their lairs, polar 
  bears are notoriously fearless, and will attack nearly any 
  creature if they feel threatened or desperate. This makes 
  them particularly dangerous scavengers around arctic 
  settlements, though a rare few civilizations hunt polar 
  bears, both for their meat and for the furs and bones 
  that can be fashioned into clothes and vital tools. Many 
  of these cultures hold polar bears sacred, honoring their 
  deaths with solemn rituals and ceremonies.
  Polar bears live an average of 15 to 20 years, but arctic 
  peoples have known individual bears to live as long as 40 
  years, often assuming legendary status in local lore. An 
  adult male polar bear can weigh 800 to 1,200 pounds, 
  with females weighing 350 to 650 pounds. 
  Bear, Dire Polar
  Fearsome bony growths protrude from several spots in this 
  massive animal’s snowy fur.
  DIRE	POLAR	BEAR		
  CR	8
  XP	4,800
  N Large animal
  Init +7; Senses low-light vision, scent; Perception +14
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 115 (10d8+70)
  Fort +14, Ref +10, Will +6
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee bite +15 (1d8+9), 2 claws +15 (1d6+9 plus grab)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 29, Dex 17, Con 25, Int 2, Wis 16, Cha 14
  Base Atk +7; CMB +17 (+21 grapple); CMD 28 (32 vs. trip) 
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill 
  Focus (Perception)
  Skills Perception +14, Survival +7, Swim +21
  ECOLOGY
  Environment cold coastlines 
  or plains
  Organization solitary or pair 
  Treasure none
  Dire polar bears, kin to 
  cave bears, are larger and 
  more aggressive than cave 
  bears and normal polar 
  bears alike. These short-
  tempered animals  tend 
  to avoid settled regions, 
  but sometimes venture 
  dangerously close to 
  them while hunting, 
  potentially resulting in 
  bloody massacres.
  Bagiennik–Bear, Polar
  Illustration by Ben Wootten
  41
  
  Bisha Ga Tsuku
  Two clawed feet extend from a mysterious mobile fog bank, and 
  dark eyes glow balefully from the mist.
  BISHA	GA	TSUKU	
  CR	9
  XP	6,400
  NE Medium outsider (cold, native)
  Init +10; Senses darkvision 60 ft.; Perception +19
  Aura frightful presence (30 ft., DC 20), hoarfrost halo (30 ft., 
  DC 20)
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
  hp	114 (12d10+48)
  Fort +12, Ref +10, Will +12
  Immune cold; SR 20
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 15 ft., fly 60 ft. (good)
  Melee 3 tentacles +18 (2d6+5/19–20 plus 1d6 cold)
  Space	5 ft.; Reach 5 ft. (15 ft. with tentacles)
  Special	Attacks	sneak attack +1d6,	soul-thieving chill
  Spell-Like	Abilities (CL 12th; concentration +16) 
  3/day—detonate APG (DC 18, cold only)
  1/day—cold ice strikeUM (DC 20), freezing sphere (DC 20), 
  wall of ice (DC 18) 
  STATISTICS
  Str 20, Dex	22, Con	18, Int	13, Wis	19, Cha 19
  Base	Atk	+12; CMB +17; CMD 33 (can’t be tripped)
  Feats Dazing AssaultAPG, Flyby Attack, Improved Critical (tentacle), 
  Improved Initiative, Power Attack, Weapon Focus (tentacle)
  Skills Acrobatics +21, Fly +25, Knowledge (geography) 
  +15, Knowledge (nature) +14, Knowledge (planes) +11, 
  Perception +19, Spellcraft +12, Stealth +21
  Languages	Common (can’t speak)
  ECOLOGY
  Environment cold hills or mountains 
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Hoarfrost	Halo	(Su)	A bisha ga tsuku projects an 
  aura of cold that freezes the surrounding air into 
  a dense cloud of icy mist. This functions similarly 
  to the spell obscuring mist, but the bisha ga tsuku 
  can see through its own hoarfrost halo, and the halo 
  moves with the bisha ga tsuku in a 30-foot radius. 
  Creatures in the aura take 2d6 points of cold damage at 
  the start of their turn due to the intense cold. This aura can 
  be dispelled, but the bisha ga tsuku can resume or dismiss 
  its hoarfrost halo as a free action.
  Soul-Thieving	Chill	(Su)	Any creature that takes cold damage 
  from a bisha ga tsuku’s tentacle attack or hoarfrost halo 
  must succeed at a DC 20 Fortitude save or take 1d4 points 
  of Charisma damage. On a successful critical hit, a bisha ga 
  tsuku deals an additional 1d6 points of cold damage, and the 
  target takes 1d4 points of Charisma drain instead of Charisma 
  damage on a failed save. The save DC is Charisma-based.
  Bisha ga tsukus are formed from souls drained of warmth, 
  life, and love, leaving nothing but an empty void that can be 
  filled only by taking from others. The creature is a horrific 
  amalgamation of flesh comprising long feelers and a huge, 
  distended sac. Its victims never see these features, however, 
  since a bisha ga tsuku’s presence sucks the warmth from the 
  atmosphere around it, freezing the air into a dense cloud 
  of icy mist. On an already foggy evening, the only sign of 
  a bisha ga tsuku’s presence is its three-toed feet making a 
  squishing sound reminiscent of “bisha bisha” on the loose 
  slush left behind by its hoarfrost halo.
  Bisha ga tsukus feed upon souls. Though their presence 
  can disperse soul energy around them, they gain far more 
  nourishment when they inhale a soul through the pores 
  in their feelers. A bisha ga tsuku that gorges itself stores 
  excess souls and dying heartbeats in its sac, mixing them 
  with frost and chill until a new bisha ga tsuku forms 
  within and bursts out.
  42
  Illustration by Diana Martinez
  
  Blightspawn 
  This human-sized, mosquito-like creature has a long, 
  flexible proboscis that ends in a murderous stinger.
  BLIGHTSPAWN		
  CR	5	
  XP	1,600
  CE Medium aberration
  Init +8; Senses darkvision 60 ft., scent; Perception +13 
  Aura stagnation (20 ft., DC 16)
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 52 (7d8+21); fast healing 3
  Fort +5, Ref +8, Will +8
  DR 5/magic; Immune acid, cold, poison
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 50 ft. (average)
  Melee sting +11 (2d6+9/19–20 plus attach and poison) 
  Space 5 ft.; Reach 10 ft.
  Special Attacks blood drain (1d2 Constitution)
  Spell-Like	Abilities (CL 5th; concentration +7)
  Constant—freedom of movement, pass without trace 
  1/day—bestow curse (DC 16), blur, contagion (DC 16), 
  diminish plants, gust of wind, hold monster (DC 17)
  STATISTICS
  Str 23, Dex 18, Con 16, Int 7, Wis 16, Cha 15
  Base Atk +5; CMB +11 (+15 to maintain a grapple); CMD 25 
  (33 vs. trip)
  Feats Flyby Attack, Improved Initiative, Lightning Reflexes, 
  Power Attack
  Skills Climb +14, Fly +14, Perception +13
  Languages Aklo (can’t speak)
  SQ no breath
  ECOLOGY
  Environment any swamps
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Poison	(Su) Sting—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d4 Wisdom damage and confusion for 
  1 round; cure 2 saves. The save DC is Constitution-based. 
  Stagnation	Aura	(Su) A blightspawn’s stagnation aura causes 
  lethargy and torpor in those who approach it, sapping their 
  energy and speed. When a creature comes within 20 feet 
  of a blightspawn, it must succeed at a DC 16 Will save or 
  be affected as per the slow spell for as long as the creature 
  remains within the blightspawn’s aura and for an additional 
  1d3 rounds after leaving it. Once a creature successfully saves 
  against the aura, it is immune to that particular blightspawn’s 
  aura for 24 hours; otherwise, reentering the aura forces a 
  creature to save again. In addition, this aura fouls liquids of 
  all types within the area. A creature that drinks anything in a 
  blightspawn’s aura (including potions and alchemical elixirs) 
  must succeed at a DC 16 Fortitude save or be nauseated for 
  1d3 rounds. The save DCs are Constitution-based.
  Blightspawn must gestate in the body of a true believer 
  until they’re released at the host’s death or during a 
  ritual, and so are most often found in places where cults 
  that worship parasitic demons or devils are strong. To 
  the faithful, being host to an immature blightspawn is a 
  great honor, for they believe that when the monster bursts 
  from the host’s body, the host’s consciousness lives on in 
  some way in the blightspawn’s mind, almost as if the host 
  had reincarnated into the monster. The fact that cultists 
  who die giving hideous birth to a blightspawn can’t be 
  resurrected lends a bit of weight to this notion, even if the 
  blightspawn themselves have nothing to say on the topic.
  A host carrying an immature blightspawn functions 
  normally in all ways until the creature emerges—except 
  that the host can pass on new blightspawn to his or her 
  children. A blightspawn’s gestation can last for decades, 
  and a child separated from infected parents might live her 
  entire life without knowing what awaits her upon death. 
  When a blightspawn emerges from its host, it is fully 
  grown, although its gore-soaked wings can’t be used for 
  flight for 1d4 rounds after emerging.
  Bisha Ga Tsuku–Blightspawn 
  Illustration by Dmitry Burmak
  43
  
  Bone Ship
  Muscle holds together the large bones that form the hull of this ship. 
  Rotting sails hang from masts crafted from gigantic spines.
  BONE	SHIP	
  CR	18
  XP	153,600
  CE Colossal undead (water)
  Init +4; Senses darkvision 60 ft.; Perception +40
  Aura blood wake (40 ft., DC 30)
  DEFENSE
  AC 36, touch 6, flat-footed 32 (+3 Dex, +30 natural, –8 size)
  hp 299 (26d8+182)
  Fort +17, Ref +14, Will +20
  Defensive	Abilities all-around vision, bound souls, channel 
  resistance +4; Immune undead traits; SR 29
  OFFENSE
  Speed swim 60 ft.
  Melee slam +28 (8d8+24 plus energy drain)
  Ranged	4 bone cannons +15 (6d6+16/×4)
  Space 30 ft.; Reach 30 ft.
  Special	Attacks energy drain (2 levels, DC 30), ghostly 
  boarders, spectral energy cannon, trample (8d8+24 plus 
  energy drain, DC 39)
  STATISTICS
  Str 42, Dex 18, Con —, Int 11, Wis 20, Cha 25
  Base	Atk +19; CMB +43 (+47 bull rush, +45 overrun); CMD 51 
  (53 vs. bull rush, can’t be tripped)
  Feats Great Fortitude, Greater Bull Rush, Greater Overrun, 
  Greater Vital Strike, Improved Bull Rush, Improved Great 
  Fortitude, Improved Lightning Reflexes, Improved Vital 
  Strike, Lightning Reflexes, Power Attack, Skill Focus 
  (Perception), Vital Strike, Weapon Focus (slam)
  Skills	Intimidate +36, Knowledge (geography) +13, 
  Perception +40, Profession (sailor) +18, Swim +53
  SQ unholy repair
  Languages Common (can’t speak)
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Blood	Wake	(Su)	The frothing, churning waters around 
  a bone ship are stained crimson with blood. Creatures 
  entering the bone ship’s aura must attempt DC 30 Fortitude 
  saves. Those that succeed at their saves become shaken for 
  1d6 rounds. Those that fail become shaken and staggered 
  as they feel themselves drowning and envision themselves 
  pulled down into the bloody waters. Staggered creatures 
  take an additional –4 penalty to AC, on Reflex saves, and 
  on Swim checks. Creatures can attempt a new save at the 
  start of each of their turns to resist this effect. Those that 
  succeed at their saving throws are immune to the bone 
  ship’s aura for 24 hours. This is a mind-affecting fear affect, 
  and works only when the bone ship is in the water. The 
  save DC is Charisma-based.
  Bone	Cannon	(Su)	The bone ship can create four cannons 
  fashioned from bone anywhere along its body as a swift 
  action. These cannons deal 6d6 points of damage and 
  have a ×4 critical multiplier. The bone cannons have a 
  range increment of 100 feet and deal both bludgeoning 
  and piercing damage. At a range up of up to 100 feet, the 
  bone ship’s cannons are treated as touch attacks. The bone 
  ship can fire all four cannons as a standard action. The 
  ammunition is a combination of bones and debris. Because 
  the ammunition is ejected from the bone ship’s body, bone 
  cannons add the bone ship’s Strength modifier on damage 
  rolls. The cannons are considered to be part of the bone 
  ship and not separate objects.
  Bound	Souls	(Su)	The souls of numerous sailors and sea 
  creatures form the bone ship’s collective consciousness and 
  hull. A bone ship is immune to spells and effects affecting 
  a specific number of creatures. Any creature attempting to 
  communicate with a bone ship, such as through telepathy, 
  hears only the anguished cries of the imprisoned souls and 
  must succeed at a DC 30 Will save or be driven insane as per 
  the insanity spell (CL 20th). The save DC is Charisma-based.
  Ghostly	Boarders	(Su)	Once per minute as a full-round 
  action, the bone ship can disgorge the souls of the sailors 
  bound within it. The ghostly boarders appear as spectral 
  entities and slaughter all living creatures around the bone 
  ship, functioning as per the spell circle of death (CL 20th) 
  except that it affects creatures of up to 15 Hit Dice. Living 
  creatures must succeed at a DC 30 Fortitude save or be 
  slain, their souls dragged into the bone ship. Creatures slain 
  in this manner can be restored to life only by a miracle or 
  wish spell. The save DC is Charisma-based.
  Spectral	Energy	Cannon	(Su)	As a standard action every 
  1d4 rounds, the bone ship can combine all four of its bone 
  cannons into a spectral energy cannon that deals 18d6 
  points of negative energy damage to creatures in a 180-foot 
  line (Will DC 30 half). The save DC is Charisma-based.
  Unholy	Repair	(Su)	By spending 1 full day inactive, the bone 
  ship can heal itself to full hit points by scavenging the 
  bones of dead sea creatures within a 10-mile radius, pulling 
  the bones up from the bottom of the ocean to join its hull.
  Predators of the oceans, the hulking undead monstrosities 
  known as bone ships leave devastation in their bloody 
  wakes. Formed from the collective consciousnesses of 
  dead sailors bound within the bleached bones of giant 
  aquatic creatures, bone ships hunt the seas without mercy, 
  destroying ships and slaying the living wherever they are 
  encountered. Bone ships stalk their prey with tenacious 
  intelligence and single-minded purpose. They often trail 
  their quarry for days, relishing the terror their sudden 
  44
  
  appearance on the horizon causes, and have even been 
  known to continue the chase on land, the many bones of 
  their hulls pulling them over the ground. Bone ships do 
  not care for plunder, seeking only to add more victims to 
  their unholy crews.
  The creation of a bone ship can occur in many different 
  ways. Some bone ships arise as servants of evil gods, 
  pawns to their vile wills. Certain powerful necromantic 
  rituals can also create bone ships. Such rituals typically 
  require those performing them to sacrifice dozens of 
  humanoid creatures and trap the victims’ souls. Other 
  bone ships result from ships being destroyed in horrific 
  and catastrophic events. The souls of the sailors who 
  died in such a disaster, unable to find peace, slowly form 
  a bone ship on the ocean’s bottom before rising to the 
  surface to take vengeance on the living. No matter how 
  they’re created, bone ships retain jumbled memories of 
  the previous lives of the souls bound to them—though 
  all bone ships attack any creatures they encounter, each 
  ship’s unique origin and collection of souls burns a 
  particular objective into its very nature. A bone ship 
  created by an evil god might target ships bearing the 
  f lags of an opposing faith or enemy of that god, while 
  a bone ship created in a ritual is ingrained with a 
  specific purpose that forces it to enact its creator’s will. 
  Certain bone ships viciously target ships from one or 
  more nations, either those from the dead sailors’ former 
  nation if they seek revenge, or those from a rival nation 
  the sailors hated in life.
  Over time, legends and stories about a bone ship’s 
  capacity for destruction arise. A bone ship never takes a 
  name for itself, but living sailors may ascribe it an epithet 
  based on its origin, purpose, unique characteristics, 
  or notable attacks. Though all bone ships 
  possess the same abilities, a particular 
  bone ship can be identified by its 
  hunting area and appearance. Bone 
  ships eventually display certain unique 
  features such as glowing barnacles 
  that cover its hull, a masthead 
  featuring the skull of a particular 
  sea creature, the bones of a 
  unique and rare 
  sea monster, or an 
  unusual configuration 
  of the musculature holding 
  together its hull. Many of these 
  changes are the result of a bone 
  ship scavenging remains off the 
  ocean floor to repair itself.
  No living crew—or even other undead 
  creatures—have ever been seen sailing 
  in a bone ship. These undead ships 
  operate independently, and don’t form alliances even with 
  others of their kind. Merely attempting to communicate 
  with a bone ship is dangerous, as even such means as 
  telepathy produce only the howling voices of the suffering, 
  ghostly crew, spreading their insanity to those foolish 
  enough to contact them.
  Though a bone ship is a single creature, the numerous 
  souls it contains create a hive mind. A bone ship can 
  reshape certain aspects of its hull by using its knotted 
  muscle to move the bones within it. This transformative 
  ability allows a bone ship to quickly sprout cannons 
  from its hull that can attack in any direction, and each 
  ship keeps a collection of bones and debris within its 
  own body to use as ammunition. It can also tap into the 
  unholy energy giving it unlife to fire a devastating beam 
  of negative energy at its enemies, and those who close with 
  a bone ship find that even its hull has the ability to drain 
  away life force. 
  Bone Ship
  Illustration by Bryan Sola
  45
  
  Brain Mole
  This hairless, wrinkly rodent is blue-black in color. Its teeth 
  protrude at all angles from its circular mouth.
  BRAIN	MOLE	
  CR	1
  XP	400
  N Tiny magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent, second 
  sight 60 ft., tremorsense 15 ft.; Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 13 (2d10+2)
  Fort +4, Ref +5, Will +2
  Defensive	Abilities shrouded mind
  OFFENSE
  Speed 20 ft., burrow 20 ft.
  Melee bite +6 (1d3–3 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Psychic	Magic (CL 2nd; concentration +2)
  12 PE—expeditious retreat (1 PE), mind thrust IOA (1 PE, 
  DC 11), silent image (1 PE, DC 11)
  Special	Attacks brain drain
  STATISTICS
  Str 4, Dex 14, Con 13, Int 2, Wis 15, Cha 11
  Base	Atk +2; CMB +2 (+10 grapple); CMD 9 (17 vs. 
  grapple, 13 vs. trip)
  Feats Skill Focus (Stealth), Weapon FinesseB
  Skills Stealth +18
  ECOLOGY
  Environment temperate forests, hills, or plains
  Organization solitary, pair, or nest (3–5)
  Treasure none
  SPECIAL	ABILITIES
  Brain	Drain	(Su) When a brain mole 
  maintains a grapple against a creature 
  to which it is attached, it automatically 
  deals an amount of damage equal to its bite 
  damage. Whenever a brain mole successfully 
  deals damage to a creature to which it is attached, 
  it drains some of that creature’s mental energy. If 
  the creature is a spellcaster, the spellcaster loses a single 
  spell he has prepared, or a single unused spell slot if he is 
  a spontaneous spellcaster. The creature chooses which 
  spell or spell slot is lost, but can’t lose a 0-level spell 
  in this way. If the creature is not a spellcaster or 
  has no prepared spells or unused spell slots of 
  1st-level or higher, this ability instead deals 
  1 point of Intelligence, Wisdom, and Charisma 
  damage. Either way, the brain mole gains 
  1 point each of psychic energy each time it uses this ability 
  as long as it drains at least one spell or deals at least 1 
  point of ability damage.
  Second	Sight	(Su)	Brain moles can sense the presence of 
  creatures whose minds have been opened to the world 
  of magic. Brain moles can notice and locate any creature 
  within 60 feet that is capable of casting spells (whether 
  they are arcane, divine, or psychic spells). This functions 
  identically to blindsight, except that it applies only to 
  creatures that can cast spells.
  Shrouded	Mind	(Su)	Brain moles are able to psychically 
  shield their minds, allowing them to go undetected by 
  predators that hunt psychically. Brain moles are immune to 
  detect spells as well as spells that read or examine auras.
  Unlike regular moles, which survive on earthworms and 
  other mundane fare, brain moles feed on the psychic 
  energy of other creatures, seeking it out with an addict’s 
  fervor. Whenever a brain mole encounters a likely victim—
  preferably a spellcaster—it latches on via its toothy, 
  circular mouth, then magically siphons mental energy 
  until the prey either escapes or falls comatose. After 
  draining energy from a foe, a brain mole usually flees 
  rather than staying to fight, and uses its psychic ability 
  to cast expeditious retreat to aid its escape.
  Spellcasters of 5th level or higher with an alignment 
  within one step of neutral can gain a brain mole as a 
  familiar by taking the Improved Familiar feat.
  Illustration by Fabio Gorla
  46
  
  Brain Mole Monarch
  Tumorous bulges crisscross this six-limbed rodent, lending its 
  hairless body a bloated, brain-like appearance.
  BRAIN	MOLE	MONARCH	
  CR	5
  XP	1,600
  N Tiny magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent, 
  second sight 60 ft., tremorsense 30 ft.; Perception +8
  DEFENSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 45 (6d10+12)
  Fort +7, Ref +7, Will +7
  Defensive	Abilities shrouded mind
  OFFENSE
  Speed 10 ft., burrow 20 ft., fly 20 ft. (perfect)
  Melee bite +10 (1d3–2 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks brain exchange, monarch bite
  Psychic	Magic	(CL 6th; concentration +8) 
  16 PE—aversionOA (2 PE, DC 14), fly (3 PE), major image 
  (3 PE, DC 15), mental barrier IOA (2 PE), mind thrust IIOA 
  (2 PE, DC 14), silent image (1 PE, DC 13)
  STATISTICS
  Str 6, Dex 14, Con 15, Int 8, Wis 17, Cha 15
  Base	Atk +6; CMB +6; CMD 14 (18 vs. trip)
  Feats Iron Will, LookoutAPG, Paired 
  OpportunistsAPG, Weapon FinesseB
  Skills Climb +7, Fly +14, Perception +8, 
  Stealth +15
  Languages Common (can’t speak)
  SQ psychic gestalt
  ECOLOGY
  Environment temperate forests, hills, 
  or plains
  Organization solitary or nest (1 
  monarch and 4–10 brain moles)
  Treasure standard
  SPECIAL	ABILITIES
  Brain	Exchange	(Su) Whenever a brain mole 
  monarch successfully deals damage to 
  a creature to which it is attached, it can 
  switch that creature’s mind with one of 
  its minions’, using its psychic gestalt as a 
  conduit. This ability functions as the mind 
  swapOA spell (Will DC 17 negates), except 
  the brain mole monarch exchanges the 
  creature’s mind with one of the other brain 
  moles in its psychic gestalt, not its own.
  Monarch	Bite	(Ex) Whenever a brain 
  mole monarch hits with its bite attack, it 
  automatically grapples its foe. It automatically 
  succeeds at any checks to maintain the grapple in future 
  rounds, and inflicts its bite damage each time it does so. 
  A brain mole monarch treats its CMD as 8 higher for the 
  purposes of determining how hard it is to break free of the 
  grapple while it is attached.
  Psychic	Gestalt	(Su) As a full-round action, a brain mole 
  monarch can form a psychic link with other brain moles 
  within 100 feet, sharing its intellect and gaining the ability to 
  telepathically communicate with and command them. Once 
  the bond is established, members can move further than 100 
  feet from the brain mole monarch without breaking it, but it 
  ends if they travel to different planes. Brain moles within a 
  psychic gestalt gain a +2 enhancement bonus to Intelligence 
  and gain access to the brain mole monarch’s teamwork feats. 
  Brain mole monarchs gain a cumulative +1 enhancement 
  bonus to Intelligence and 2 PE for each brain mole in the 
  gestalt, to a maximum of +6 to Intelligence and 20 additional 
  PE. If any member of the gestalt is aware of a particular 
  danger, they are all aware of that danger. If one member of 
  the gestalt is not flat-footed, none of them are. No member 
  of the gestalt is considered flanked unless all its members 
  are flanked. A brain mole can be in only one psychic 
  gestalt, and a brain mole monarch can’t be in a 
  gestalt with another brain mole monarch.
  Second	Sight	(Su) Brain mole monarchs 
  can notice and locate any creature 
  capable of casting spells (whether 
  arcane, divine, or psychic) within 60 
  feet. This functions identically to 
  thoughtsense, except that it applies 
  only to spellcasting creatures.
  Shrouded	Mind	(Su) Brain mole 
  monarchs psychically shield their 
  minds to protect them from psychic 
  predators. Brain mole monarchs 
  and all members of their gestalts 
  are immune to detect spells 
  as well as spells that read or 
  examine auras.
  Brain moles who gorge themselves 
  on psychic energy occasionally 
  find their bodies wracked by 
  magically infused tumors that 
  vastly enhance their intellects and 
  psychic spellcasting but condemn the moles 
  to slow deaths. These individuals, called brain 
  mole monarchs, connect to their fellow brain 
  moles in a psychic hive mind. Most use their 
  newfound mental abilities to attempt to secure 
  a legacy or to provide for their nests once they 
  pass on, and their mad plots become increasingly 
  eccentric and aggressive as the end nears.
  Brain Mole–Brain Mole Monarch
  Illustration by Wayne England
  47
  
  Caller in Darkness
  This roiling horror appears to be a swirling vortex of darkness 
  and screaming, ghostly faces.
  CALLER IN DARKNESS 
  CR 9
  XP 6,400
  CE Large undead (incorporeal)
  Init +11; Senses darkvision 60 ft.; Perception +22
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 20, touch 20, flat-footed 12 (+3 deflection, +7 Dex, +1 dodge, 
  –1 size) 
  hp 97 (13d8+39) 
  Fort +7, Ref +11, Will +10
  Defensive Abilities incorporeal; Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 60 ft. (good)
  Melee incorporeal touch +15 (6d6 plus consume mind)
  Space 10 ft.; Reach 10 ft.
  Special Attacks consume mind, wrap in despair
  Psychic Magic (CL 10th; concentration +12) 
  12 PE—aversionOA (2 PE, DC 15), emotive blockOA (3 PE, DC 16), 
  greater oneiric horrorOA (4 PE, DC 17), mind thrust VOA (5 PE, 
  DC 18), paranoiaOA (2 PE, DC 15), telempathic projectionOA 
  (1 PE, DC 14)
  STATISTICS
  Str —, Dex 25, Con —, Int 15, Wis 14, Cha 17
  Base Atk +9; CMB +13; CMD 27 (can’t be tripped)
  Feats Ability Focus (wrap in despair), Alertness, Combat Reflexes, 
  Dodge, Improved Initiative, Skill Focus (Intimidate, Stealth)
  Skills Fly +5, Intimidate +25, Knowledge (arcana) +18, 
  Perception +22, Sense Motive +22, Spellcraft +18, Stealth +21
  Languages Abyssal, Common
  ECOLOGY
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Consume Mind (Su) Whenever a caller in darkness hits a 
  creature with its incorporeal touch attack, or begins its turn 
  occupying the same space as a creature, it drains away 
  a portion of that creature’s mind, inflicting 1d4 points of 
  Wisdom damage. This is a mind-affecting effect, but not a 
  negative energy effect. If the caller in darkness reduces a 
  living creature’s Wisdom score to 0 in this way, it absorbs 
  that creature’s mind, killing it. The caller in darkness gains 
  psychic energy equal to the creature’s HD and access to all of 
  the creature’s memories. A creature whose mind is absorbed 
  in this way cannot be resurrected until the caller in darkness 
  is slain, unless the caster first uses a wish or miracle to free 
  the creature’s mind.
  Wrap in Despair (Su) Any living creature that begins its turn 
  occupying the same space as a caller in darkness must 
  succeed on a DC 21 Will save or be overwhelmed by crippling 
  depression for 1d4 rounds. Affected creatures are unable to take 
  any action. Adjacent allies can offer words of encouragement 
  as a standard action to grant the creature a new saving throw. 
  If the creature succeeds on a saving throw granted in this way, 
  it is immune to the caller in darkness’s wrap in despair ability 
  for 24 hours. Creatures with Intelligence scores of 2 or less are 
  immune to this effect. This is a mind-affecting, emotionUM, and 
  fear effect. The saving throw DC is Charisma-based.
  A caller in darkness grows from the psychic remains of 
  a creature with psychic sensitivity that died a violent 
  death, its restless spirit compelled to visit upon others the 
  horrors that it suffered before dying. As more and more 
  minds are absorbed, it grows, and the original spirit is lost 
  in the swirling mass of hatred, confusion, and despair.
  Illustration by Maichol Quinto
  48
  
  Cameroceras
  Emerging from the open end of a long, conical shell, this huge 
  creature’s unblinking eyes peer from above a mass of tentacles.
  CAMEROCERAS 
  CR 11
  XP 12,800
  N Huge animal (aquatic)
  Init +6; Senses keen scent, low-light vision; Perception +15
  DEFENSE
  AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, –2 size)
  hp 152 (16d8+80)
  Fort +15, Ref +12, Will +10
  OFFENSE
  Speed 5 ft., swim 20 ft., jet 90 ft.
  Melee tentacles +19 (4d8+9/19–20 plus grab), bite +19 
  (2d8+9/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks constrict (4d8+13), enwrap
  STATISTICS
  Str 28, Dex 14, Con 21, Int 2, Wis 17, Cha 5
  Base Atk +12; CMB +23 (+27 grapple); CMD 35 (can’t be tripped)
  Feats Blind-FightB, Combat Reflexes, Improved Critical (bite), 
  Improved Critical (tentacles), Improved Initiative, Iron Will, 
  Lunge, Skill Focus (Stealth), Vital Strike
  Skills Perception +15, Stealth +14, Swim +17; Racial Modifiers 
  +4 Perception
  SQ pressure adaptation, shell, tentacles
  ECOLOGY
  Environment any oceans
  Organization solitary or pair
  Treasure incidental
  SPECIAL ABILITIES
  Enwrap (Ex) A cameroceras can maintain a grapple as a move 
  action, as if it possessed the Greater Grapple feat, but if it 
  does so, it must choose to pin its victim.
  Pressure Adaptation (Ex) A cameroceras suffers no 
  pressure damage at depths less than 1 mile, even if it is 
  instantaneously moved to a different pressure.
  Shell (Ex) As a move action, a cameroceras can pull its 
  extremities into its shell along with up to one Medium or 
  two Small or smaller grappled creatures, sealing the shell 
  by sliding a movable “lid” into place. It cannot see, smell, 
  or attack creatures outside its shell as long as it remains in 
  this state, but its natural armor bonus to AC increases by 6 
  as long as it does. It cannot move except to swim vertically 
  by altering the pressure of internal chambers; it loses its 
  Dexterity bonus to AC against outside foes. A creature that 
  escapes a grapple inside the cameroceras’s shell emerges 
  from the shell, which closes behind it. The shell’s lid can 
  be forced open with a grapple combat maneuver, attacked 
  from the inside (AC 19), or attacked from the outside with 
  a successful sunder combat maneuver. The shell’s lid has 
  hardness 10 and 15 hit points. The cameroceras can emerge 
  from the shell as a free action.
  Tentacles (Ex) A cameroceras’s tentacles all strike as a single 
  primary attack.
  A primordial ambush predator often found in the depths 
  where sunlight is too dim to support much plant life, the 
  cameroceras is a grave danger to anyone who dares explore 
  the ocean. A cameroceras can survive up to 1 mile beneath 
  the surface, for its shell is strong enough to resist the water’s 
  pressure at such depths, though it cannot survive for long 
  at greater depths. At times, hunger drives these beasts to 
  higher, brighter waters. When a cameroceras enwraps prey 
  in its tentacles, it can pull the helpless creature into its shell 
  while sinking to the sea floor to feed at its leisure. 
  The average cameroceras is 25 feet long, the majority of 
  which is its long shell. Because much of a cameroceras’s 
  shell is hollow, most specimens weigh only around 
  2,000 pounds. In addition to its grabbing tentacles, a 
  cameroceras has four specialized tentacles that grant it 
  a keen sense of smell.
  Caller in Darkness–Cameroceras
  Illustration by Fabio Gorla
  49
  
  Capramace
  This twisted amalgamation of human and goat is covered in 
  matted fur, its teeth sharp and eyes eerily blank.
  CAPRAMACE 
  CR 7
  XP 3,200
  N Large aberration 
  Init +1; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 85 (9d8+45)
  Fort +9, Ref +6, Will +8
  OFFENSE
  Speed 50 ft.
  Melee bite +13 (2d6+8 plus disease), 2 hooves +8 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks disease, rage call
  STATISTICS
  Str 26, Dex 13, Con 18, Int 1, Wis 14, Cha 5
  Base Atk +6; CMB +15 (+17 bull rush); CMD 26 (28 vs. bull rush)
  Feats Great Fortitude, Improved Bull Rush, Lightning Reflexes, 
  Power Attack, Toughness
  Skills Climb +15, Perception +10
  ECOLOGY
  Environment temperate plains
  Organization solitary, pack (2–11), or herd (12–25)
  Treasure none
  SPECIAL ABILITIES
  Disease (Su) Waste Trembles: Bite—injury; save Fort 
  DC 18; onset 1d3 days; frequency 1/day; effect 1d3 
  Str and 1d3 Dex damage, target must succeed at a 
  second Fortitude save or 1 point of each type of ability damage is 
  drain instead; cure 2 consecutive saves—the secondary save 
  to keep damage from becoming drain does not count toward 
  this requirement. The save DC is Constitution-based.
  Rage Call (Su) Once per day as a standard action, a capramace 
  can open its mouth and emit a horrible, ear-piercing scream to 
  call for its herd. Maintaining a rage call on any round after the 
  first round is a free action, and there is no limit to the duration 
  of a sustained rage call. Non-capramaces within 120 feet that 
  fail a DC 18 Fortitude saving throw are deafened as long as the 
  capramace maintains its call and for 1d4 minutes afterward. 
  Any other capramaces within 1 mile can hear this high-
  pitched cry regardless of external noise conditions, and 
  instinctively react by sprinting to the capramace in need, 
  continuing to move as fast as possible to the capramace 
  as long as it maintains its rage call. A capramace moving 
  toward the source of a rage call is treated as though it 
  possesses the Run feat. Any capramace that comes 
  within 60 feet of another capramace’s rage call goes 
  wild with fear and anger, attacking the nearest non-
  capramace creature in sight for as long as the rage call lasts.
  Sound-mitigating effects such as silence can prevent 
  a capramace from performing its rage call, as can effects 
  that suffocate a capramace. Similarly, a capramace with the 
  deafened condition cannot be affected by the rage call of 
  another capramace. The save DC is Constitution-based.
  While the capramaces’ exact origins are unknown, many 
  legends hold them to be abominations resulting from 
  some magical combination of goat and human. Certainly 
  their humanoid shape suggests such a melding, although 
  they show no signs of humanoid intelligence. Farmers 
  who find their fields beset by capramaches must be 
  careful not to startle them, lest their terrible, deafening 
  screams call more of these monstrosities to their aid. 
  Brave inhabitants of remote settlements sometimes entice 
  capramaces into service as work animals, but most people 
  regard this a foolish endeavor at best. While these creatures 
  are both strong and hardy, they are difficult to control, 
  and even the slightest mistreatment can cause them to 
  turn on their would-be masters with little warning.
  Illustration by Jim Nelson
  50
  
  Caterpillar, Blood
  This enormous caterpillar is covered with hundreds of sharp, 
  poisonous bristles.
  BLOOD CATERPILLAR 
  CR 4
  XP 1,200
  N Large vermin
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 37 (5d8+15)
  Fort +7, Ref +1, Will +1
  Defensive Abilities bristles; Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (2d6+6), bristles +3 (1d8+3 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks poison, web (+2 ranged, DC 15, 5 hp)
  STATISTICS
  Str 22, Dex 11, Con 17, Int —, Wis 11, Cha 2
  Base Atk +3; CMB +10; CMD 20 (can’t be tripped)
  Skills Climb +14
  SQ compression
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or clutch (3–12)
  Treasure none
  SPECIAL ABILITIES
  Bristles (Ex) A creature that attacks a caterpillar with a natural 
  attack or non-reach melee weapon must succeed at a DC 16 
  Reflex save or take damage as if the caterpillar had struck 
  the creature with its bristles. The save DC is Dexterity-based 
  and includes a +4 racial bonus.
  Poison (Ex) Bristles—injury; 
  save Fort DC 15; 
  frequency 1/round for 
  6 rounds; effect 1d4 
  Strength; cure 1 save.
  Blood 
  caterpillars 
  are 
  among the largest of giant 
  caterpillars. These massive 
  vermin draw sustenance from 
  rotting meat in the same way 
  many butterflies eat rotting fruit. 
  Behind their mandibles are spinnerets 
  that allow them to manipulate silk, which the 
  caterpillars can discharge to spin webs and 
  immobilize their prey. Their venom weakens 
  the muscles of creatures exposed to it, aiding 
  the caterpillars in restraining and devouring 
  even large, strong, and agile prey. 
  Caterpillar, Horn
  This monstrous caterpillar’s dark-scarlet bristles drip with thick, 
  dangerous-looking venom. 
  HORN CATERPILLAR  
  CR 1
  XP 400
  N Small vermin
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 16 (3d8+3)
  Fort +4, Ref +2, Will +1
  Defensive Abilities bristles; Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d6+2), bristles +0 (1d4+1 plus poison)
  Special Attacks poison, web (+4 ranged, DC 12, 3 hp)
  STATISTICS
  Str 14, Dex 13, Con 13, Int —, Wis 11, Cha 2
  Base Atk +2; CMB +3; CMD 14 (can’t be tripped)
  Skills Climb +10
  SQ compression
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or clutch (3–12)
  Treasure none
  SPECIAL ABILITIES
  Bristles (Ex) A creature that attacks a caterpillar with a natural 
  attack or non-reach melee weapon must succeed at a DC 12 
  Reflex save or take damage as if the caterpillar had struck the 
  creature with its bristles. The save DC is Dexterity-based.
  Poison (Ex) Bristles—injury; save Fort DC 12; 
  frequency 1/round for 6 rounds; effect 1d4 
  Strength; cure 1 save. 
  Unlike normal caterpillars, voracious 
  giant 
  horn 
  caterpillars 
  don’t 
  pupate into butterflies. Instead, 
  they remain in their worm-
  like forms for their entire 
  life cycle, growing between 
  each 
  molt 
  until 
  they 
  eventually reach the size of 
  large dogs.
  Horn caterpillars   feed 
  on the hooves and horns 
  of dead ungulates, which 
  they 
  usually 
  scavenge 
  from corpses. Their sharp 
  mandibles allow them to 
  effortlessly 
  shear 
  through 
  tendon and bone.
  Capramace–Caterpillar
  Illustration by Brynn Metheney
  51
  
  Celedon
  This metallic sculpture of an idealized humanoid figure sparkles 
  with divine luster.
  CELEDON 
  CR 1
  XP 400
  N Medium construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 25 (1d10+20)
  Fort +0, Ref +0, Will +4
  Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee short sword +2 (1d6+1/19–20)
  Special Attack bardic performance (6/day)
  STATISTICS
  Str 12, Dex 11, Con —, Int 9, Wis 14, Cha 13
  Base Atk +1; CMB +2; CMD 12
  Feats Iron Will, Skill Focus (Knowledge [religion])B
  Skills Knowledge (religion) +3
  Languages Common
  SQ granted power, song of the gods
  ECOLOGY
  Environment any
  Organization solitary, commune (5–10), or 
  abbey (11–25)
  Treasure standard (short sword, other treasure)
  SPECIAL ABILITIES
  Granted Power A celedon enjoys the favor 
  of the deity who created her. Every 
  celedon chooses one of her deity’s 
  domains and gains that domain’s first 
  granted power. Alternatively, she can 
  choose the prophet’s touch ability 
  below. A celedon only chooses this 
  power once and can never change 
  her granted power. 
  Prophet’s Touch (Su): Three times per 
  day, a celedon can make a melee touch 
  attack that, on a hit, forces the target 
  to succeed at a DC 11 Fortitude save or 
  become stunned for 1 round. A creature 
  that succeeds is staggered for 1 round 
  instead. Whether or not the target succeeds, 
  any spells or effects that detect alignment read 
  the target as being the same alignment as the 
  celedon’s deity for as long as they are stunned 
  or staggered. This save DC is Charisma-based.
  Song of the Gods (Su) A celedon has the bardic 
  performance ability of a 3rd-level bard, 
  granting her access to the countersong, fascinate, inspire 
  courage, and inspire competence performances. Rather 
  than Perform, a celedon uses Knowledge (religion) when 
  necessary (such as to determine the saving throw result for 
  countersong). She can make use of this ability a number of 
  times per day equal to 4 + her Wisdom modifier and can 
  employ either her voice or any musical instrument. 
  Not all deities trust their worship to the care of fickle, 
  short-lived mortals. When it comes to their most sacred 
  sites, many gods entrust the duty of caretaker to celedons, 
  immortal automatons of perfect faith.
  Forged of the purest extraplanar metals, every celedon 
  exists to serve a single deity. Each possesses a boundless 
  willingness to praise their deity’s name, whether through 
  song, oration, mock battle, or whatever performance their 
  creator favors. Most spend the entirety of their existences 
  tending a single holy place, repeating rituals, perfecting 
  services, and creating new works to laud their particular 
  deities. Celedons in the service of a goddess of law might 
  perform an endless cycle of daily ceremonies and shrine 
  upkeep, with time set aside for copying scripture and 
  adjudicating disputes between the faithful. Those who 
  serve a chaotic god of destruction might perform sacrifices 
  as whims strike them, while erratically preparing weapons 
  of war. While only those celedons created by martially 
  minded deities function as warriors, most of these 
  divine constructs zealously defend their divinely 
  chosen homes and eagerly sacrifice themselves 
  in their defense.
  Celedons always honor and work to serve 
  the word of their patron deity, nimbly 
  navigating contradictions or hypocrisy in 
  divine dogma. However, if an individual can, 
  through extreme circumstances, convince a 
  celedon to abandon her faith, the results 
  are dramatic. A faithless celedon emits 
  a blast of energy that deals 4d6 points 
  of damage to all creatures within 10 feet, 
  after which her sentience leaves her. The 
  celedon continues to exist and mindlessly 
  performs maintenance routines and other 
  simple duties, but her Intelligence score and 
  all special abilities are lost forever—a fate 
  most celedons consider more merciful than 
  living with apostasy. Revelations capable of 
  causing a celedon to lose faith are exceedingly 
  rare, usually due to exceptional circumstances 
  or adventures—a celedon can’t be persuaded to 
  abandon her faith through mere rhetorical skill.
  Most celedons look like idealized humanoids, 
  though their metallic appearances conform to the 
  preferences of their creators.
  Illustration by Rogier van de Beek
  52
  
  Cerynitis
  This sleek and graceful doe possesses long, metallic antlers and a 
  shiny, golden pelt.
  CERYNITIS 
  CR 7
  XP 3,200
  N Large magical beast
  Init +18; Senses darkvision 60 ft., low-light vision, scent, see 
  invisibility; Perception +17
  DEFENSE
  AC 25, touch 24, flat-footed 14 (+10 Dex, +1 dodge, +1 natural, 
  +4 sacred, –1 size)
  hp 76 (9d10+27); fast healing 5
  Fort +9, Ref +16, Will +8
  Defensive Abilities freedom, sacred grace, uncanny dodge, 
  unearthly speed
  OFFENSE
  Speed 180 ft.
  Melee gore +12 (1d8+6) 
  Space 10 ft.; Reach 10 ft.
  Spell-Like Abilities (CL 9th; concentration +13)
  Constant—see invisibility, speak with animals
  STATISTICS
  Str 18, Dex 31, Con 16, Int 11, Wis 20, Cha 19
  Base Atk +9; CMB +14; CMD 39 (43 vs. trip)
  Feats Dodge, Improved Initiative, Lightning Stance, Mobility, 
  RunB, Wind Stance
  Skills Acrobatics +16 (+76 when jumping), Escape Artist +21, 
  Knowledge (religion) +5, Perception +17, Stealth +10, 
  Survival +8; Racial Modifiers +60 Acrobatics when jumping, 
  +10 Escape Artist, +4 Knowledge (religion)
  Languages Sylvan; speak with animals
  ECOLOGY
  Environment any plains, hills, or forests
  Organization solitary
  Treasure incidental (horns and pelt)
  SPECIAL ABILITIES
  Freedom (Sp) Whenever a cerynitis is affected by a spell or 
  effect that would be removed by freedom, she is instantly 
  affected by freedom. 
  Sacred Grace (Ex) A cerynitis is blessed by her patron deity, 
  allowing her to always act on the surprise round and 
  granting her a sacred bonus to AC and initiative equal to her 
  Charisma bonus.
  Uncanny Dodge (Ex) This ability functions as the rogue class 
  feature of the same name.
  Unearthly Speed (Ex) When a creature makes a ranged or 
  melee attack against a cerynitis, targets her with an ability, 
  or includes her in the area of effect of an ability, the cerynitis 
  can move up to half her speed as if she had readied an 
  action to move. If she moves at all, this foils ranged and 
  melee attacks; if she moves out of the area of effect, she 
  Celedon–Cerynitis
  Illustration by Tomasz Chistowski
  avoids an area of effect ability; if she moves out of range of 
  the targeted effect, she avoids a targeted ability. Once she 
  uses this ability, a cerynitis can’t use it again for 1 round. 
  Each use of this ability counts as a move action for the 
  purpose of triggering Lightning Stance. A cerynitis can’t use 
  unearthly speed to avoid an attack or ability if she is not 
  aware of the attack or ability, and she cannot use this ability 
  at all if she is rendered immobile or if she bears a rider.
  Cerynitises are rare golden does with magnificent 
  metallic horns and hooves. These solitary creatures 
  are born to ordinary deer with the blessings of a deity, 
  typically a deity of nature or the hunt. Cerynitises are 
  wise and placid creatures, but humanoids hunt them 
  nonetheless for their valuable horns and pelts (worth 
  1,000 gp together), or for the sheer challenge of catching 
  the uncatchable. Though heroes of nature occasionally 
  dream of having a cerynitis mount, none have yet 
  succeeded at gaining the service of such a prized steed. 
  Though she is likely to run away before a conversation 
  can begin, a cerynitis is willing to share her wisdom with 
  those who prove they do not mean her harm.
  A typical cerynitis measures 10 feet 
  long from head to tail and weighs 
  350 pounds.
  53
  
  Cetus
  This enormous scaled serpent has the head of a shark, powerful 
  claws, and a maw wide enough to swallow a small ship.
  CETUS  
  CR 13
  XP 25,600
  CN Colossal dragon (aquatic, water)
  Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 
  120 ft.; Perception +23
  Aura mariner’s misfortune (30 ft.)
  DEFENSE
  AC 28, touch 16, flat-footed 22 (+8 deflection, +5 Dex, +1 dodge, 
  +12 natural, –8 size)
  hp 184 (16d12+80); regeneration 10 (petrification)
  Fort +17, Ref +15, Will +14; –4 vs. petrification
  Defensive Abilities ocean’s aegis; DR 5/—; Immune paralysis, 
  sleep; SR 24
  Weaknesses vulnerable to petrification
  OFFENSE
  Speed 20 ft., swim 120 ft.
  Melee bite +26 (6d6+27 plus grab)
  Space 30 ft.; Reach 30 ft.
  Special Attacks constrict (6d6+27), dispelling bite, 
  fast swallow, impossible leap, rake (2 claws +26, 
  4d6+18), swallow whole (8d6+24 damage, AC 17, 
  20 hp)
  Spell-Like Abilities (CL 15; concentration +23)
  At will—quickened control water, 
  control winds
  1/day—control weather
  STATISTICS
  Str 46, Dex 21, Con 20, Int 5, Wis 
  18, Cha 27
  Base Atk +16; CMB +42 
  (+46 grapple); CMD 66 
  (can’t be tripped)
  Feats Combat Reflexes, 
  Deflect ArrowsB, Dodge, 
  Great Fortitude, Greater 
  Vital Strike, Improved Vital 
  Strike, Mobility, Quicken 
  Spell-Like Ability (control 
  water), Vital Strike
  Skills Acrobatics +15, Intimidate +16, Perception +23, Stealth +3, 
  Survival +12, Swim +30
  Languages Aquan, Draconic
  SQ amphibious
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Dispelling Bite (Su) The magically infused sea salt in a 
  cetus’s bite tears at some types of magic. Any time a cetus 
  bites a creature under an effect or using a magic item 
  that prevents that creature from being grappled—such as 
  freedom of movement—or that holds the creature aloft—
  such as fly or air walk—each such effect is affected by a 
  targeted dispel magic. The cetus treats its Hit Dice as its 
  caster level for this effect.
  Impossible Leap (Su) A cetus can uncoil upward, revealing more 
  length than it seems it could possibly possess while soaring to 
  great heights. As a full-round action, it can leap out of the water 
  toward a creature up to 1,200 feet in the air and make a bite 
  attack against that creature before coiling down and returning 
  to its original space. This leap provokes attacks of opportunity.
  Mariner’s Misfortune (Su) Being near a cetus is bad luck for non-
  aquatic creatures. Any such creature in the cetus’s aura must 
  attempt a DC 26 Will save, rolling twice and taking the lower 
  result. On a failed save, that creature must continue to roll twice 
  and take the lower result on all ability checks, attacks rolls, 
  savings throws, and skill checks for as long as it remains within 
  the cetus’s aura and for 1 minute thereafter. A creature that 
  succeeds at its saving throw is immune to 
  that cetus’s mariner’s misfortune for 24 
  hours. The save DC is Charisma-based.
  Ocean’s Aegis (Su) The sea itself protects 
  a cetus. A cetus gains a deflection bonus to 
  AC equal to its Charisma bonus while any part 
  of it is in water.
  Vulnerable to Petrification (Su) A cetus takes 
  a –4 penalty on saving throws against 
  petrification, and even on a successful 
  save against petrification takes 1d4 points 
  of Dexterity damage. If its Dexterity damage 
  from petrification ever exceeds its Dexterity, a 
  cetus becomes petrified. Being targeted with 
  a petrification effect suppresses a cetus’s 
  regeneration for 1 minute, even if the creature 
  succeeds at its save.
  Masters of the oceans, the enigmatic 
  cetuses are mighty but slow-witted 
  dragons who demand tribute of any 
  who would dare enter their domain. A 
  cetus’s length and weight are immense, 
  their dizzying coils proving almost 
  impossible to count. Sailors have long 
  told tales of these great creatures, noting 
  that they are almost unstoppable unless 
  they can be turned to stone and left to 
  sink into the ocean depths.
  Cetuses prefer to fight their enemies on 
  or under the water, but can leap unexpectedly 
  high to attack foes who dare to take to the air.
  Illustration by Wayne England
  54
  
  Cherufe
  This towering reptilian humanoid seems to be made of obsidian 
  scales over a molten magma core. 
  CHERUFE 
  CR 13
  XP 25,600
  NE Huge magical beast (fire)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE
  AC 24, touch 9, flat-footed 23 (+1 Dex, +15 natural, –2 size) 
  hp 189 (18d10+90) 
  Fort +16, Ref +14, Will +10
  Defensive Abilities fire healing; DR 10/—; Immune fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 50 ft., swim 30 ft.
  Melee 2 claws +25 (2d6+8 plus burn), bite +25 (2d8+8 plus burn)
  Ranged rock +19 (2d8+10 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6 fire, DC 24), heat, rock throwing (120 ft.)
  Spell-Like Abilities (CL 18th; concentration +18)
  1/month—earthquake
  STATISTICS
  Str 26, Dex 13, Con 20, Int 11, Wis 14, Cha 11
  Base Atk +18; CMB +28; CMD 39
  Feats Diehard, Endurance, Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack, Weapon Focus (bite), 
  Weapon Focus (claw), Weapon Focus (rock)
  Skills Climb +23, Perception +17, Swim +30
  Languages Common
  ECOLOGY
  Environment any mountains
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Fire Healing (Ex) Any source that normally deals 
  fire damage to a cherufe instead heals 1 point of 
  damage for every 3 points of damage the attack 
  would otherwise deal. If the amount of healing 
  would cause the cherufe to exceed its full normal 
  hit points, it gains any excess as temporary hit 
  points. These temporary hit points don’t stack. 
  Heat (Su) Cherufes transfer their heat to any weapons, 
  including their rock throwing, causing burn.
  Cherufes make their homes in the caverns of active 
  volcanoes, where they have not only adapted to survive 
  in these extreme conditions, but actually thrive in the 
  pools of molten lava found therein. The cherufe’s unique 
  physiology lets it feed off of radiating heat, providing 
  sustenance for the creature as well as mending its wounds. 
  The hotter the source, the faster a cherufe recovers.
  Some cultures worship cherufes, likening them to gods 
  or great dragons. A cherufe’s depraved and often malicious 
  personality means that it particularly enjoys receiving 
  sacrificial victims. The creature will often toy with an 
  unfortunate sacrifice for days before finally decapitating 
  the corpse and immolating the head. Cherufes cow nearby 
  settlements with threats of earthquakes and volcanic 
  eruptions, though the creatures have little desire to cause 
  such havoc in their own homes and usually exaggerate the 
  power they possess.
  A cherufe stands about 18 feet tall and weighs close to 
  8,000 pounds. As long as it remains near a heat source, a 
  cherufe can live for hundreds or even thousands of years. 
  Due to these long lifespans, nearby humanoids often 
  believe the creatures immortal, and spread legends about 
  the “gods of the volcanoes.” If taken away from a source 
  of intense heat, a cherufe slowly withers and dies, leaving 
  behind a stony shell of a carcass.
  Cetus–Cherufe
  Illustration by Kent Hamilton
  55
  
  Chuspiki
  This tiny creature, covered in a thick coat of fluffy fur, glides 
  through the air, riding invisible currents on its fanlike tail.
  CHUSPIKI 
  CR 2
  XP 600
  CN Tiny magical beast (air)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +3
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 19 (3d10+3)
  Fort +4, Ref +6, Will +0
  Defensive Abilities wind blessed, wind form
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee tail fan +8 (1d4–2/×3)
  Ranged air blast +8 (2d6+3)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail fan)
  Psychic Magic (CL 3rd; concentration +4)
  5 PE—alter winds (1 PE, DC 12), gust of wind (2 PE, DC 13), 
  whispering wind (2 PE)
  Spell-Like Abilities (CL 3rd; concentration +4)
  Constant—feather fall
  STATISTICS
  Str 6, Dex 17, Con 12, Int 12, Wis 9, Cha 13
  Base Atk +3; CMB +4; CMD 12 (16 vs. trip)
  Feats Point-Blank Shot, Precise Shot, Weapon FinesseB
  Skills Acrobatics +9, Fly +13, Perception +3, Stealth +16
  Languages Auran, Common
  SQ basic aerokinesis
  ECOLOGY
  Environment warm hills or mountains
  Organization solitary, pair, or flock (6–10)
  Treasure standard
  SPECIAL ABILITIES
  Air Blast (Sp) A chuspiki can make a ranged attack with an 
  intense air blast, as the kineticist wild talent of the same 
  name, using its Hit Dice as its kineticist level (Pathfinder RPG 
  Occult Adventures 11, 15).
  Basic Aerokinesis (Sp) A chuspiki can use basic aerokinesis, 
  as the kineticist wild talent of the same name (Occult 
  Adventures 23).
  Wind Blessed (Su) A chuspiki is treated 
  as a Large creature for the purposes of 
  determining the effects wind has upon it.
  Wind Form (Su) Three times per day as an 
  immediate action, a chuspiki can become 
  insubstantial for 1 round. It gains DR 10/magic and 
  becomes immune to poison, sneak attacks, and critical hits. 
  It can’t attack or use any of its spell-like abilities while in 
  wind form, with the exception of basic aerokinesis.
  Chuspikis are intelligent, mouselike creatures covered 
  in a coat of downy tan fur which makes them appear 
  much larger than they actually are. A chuspiki’s tail is 
  substantially longer than the rest of its body, fanning out 
  into a sail-like structure. The base of its tail is strong and 
  flexible, allowing the chuspiki to whip around the fan at 
  the tip with surprising speed. It can use this motion to 
  create concussive blasts of air, or to scratch opponents with 
  barbs on the underside of its tail bones. 
  Like the wind itself, chuspikis are always moving. 
  Chuspikis soar through the air, riding their fans like 
  gliders and summoning minor gusts to steer their flight. 
  They rest in short bursts, napping for just an hour at a time.
  Whenever they can, chuspikis seek out new experiences. 
  They are social creatures that prefer to travel with others 
  of their kind, or with members of other species. Chuspikis 
  feel an especially strong connection with other creatures 
  who share their bond with the skies, such as air elementals 
  and sylphs. Chuspikis enjoy exploring unique locations, 
  and when they find a particularly fascinating site, they 
  announce their find on the winds to encourage others 
  to share in their discovery. A mysterious disembodied 
  voice promising glorious adventure may very well be a 
  chuspiki; however, the playful creatures are just as likely 
  to play pranks on hapless passersby as they are to provide 
  legitimate guidance. 
  A typical chuspiki is 1 foot long, with its tail extending 
  out an additional 5 feet, and weighs 1 pound. Its bones are 
  hollow, like a bird’s.
  A chuspiki will sometimes ally with a spellcaster as a 
  familiar. A chaotic spellcaster can gain a chuspiki as a 
  familiar at 7th level by taking the Improved Familiar feat.
  Illustration by Daniel López
  56
  
  Clockwork Familiar
  This tiny metallic creature is shaped like a raven, gears and belts 
  whirring beneath its shining, articulated plates.
  CLOCKWORK FAMILIAR  
  CR 2
  XP 600
  N Tiny construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +5 
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+2 Dex, +2 dodge, +2 natural, 
  +2 size)
  hp 16 (3d10)
  Fort +1, Ref +5, Will +2
  DR 5/adamantine; Immune construct traits; Resist cold 10, fire 10 
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 50 ft. (perfect)
  Melee bite +7 (1d3 plus 1d6 electricity)
  STATISTICS
  Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 11
  Base Atk +3; CMB +3; CMD 15
  Feats Alertness, Improved InitiativeB, Lightning ReflexesB, 
  Weapon Finesse
  Skills Fly +19, Perception +5, Sense Motive +3, Stealth +12
  Languages Common
  SQ advice, item installation, swift reactions, winding
  ECOLOGY
  Environment any 
  Organization solitary 
  Treasure none
  SPECIAL ABILITIES
  Advice (Ex) Clockwork familiars have an innate 
  understanding of how things work, granting their masters 
  a +2 bonus on all Craft and Use Magic Device checks. 
  Item Installation (Ex) Each clockwork familiar possesses the 
  ability to carry a magic item in its body. This specific item 
  type is chosen at the time of the construct’s creation, and 
  cannot be changed. While the creature cannot activate or use 
  the item, it gains certain constant abilities from the resonant 
  magic fields, and can drain the item’s magic as a free action 
  in order to gain additional magical effects. In addition, any 
  clockwork construct can drain a single charge or 
  spell level from its installed item to heal itself 
  for 1d6 hit points as a standard action. 
  Removing a spent item and installing a 
  new one is a full-round action.
  Potion: The clockwork familiar gains 
  a constant protection from good/evil/law/chaos 
  effect (one type only, chosen each time a new 
  potion is installed). In addition, a clockwork familiar can 
  drain the magic from the potion in order to grant this ability 
  to a creature sharing its space. This ability to 
  include others in the protection effect lasts for 1 minute per 
  spell level of the potion drained.
  Scroll: The clockwork familiar gains a constant detect magic 
  effect as a spell-like ability. Draining magic from a scroll allows 
  the familiar to cast a single identify spell on behalf of its 
  master for each spell level of the spell inscribed on the scroll—
  these castings may be stored and saved, though a scroll used 
  in this manner becomes instantly useless, even if not all spell 
  levels have been drained.
  Wand: The clockwork familiar gains the ability to spit a glob 
  of acid up to 30 feet as a ranged touch attack, dealing 1d4 
  points of damage. Draining a charge increases the damage 
  to 2d4 points for a single attack. This charge is spent before 
  the attack is rolled.
  For those who fuse magic with machinery, the best familiar 
  is the one the caster creates herself, breathing life into a 
  clockwork mechanism of her own design. A spellcaster 
  can gain a clockwork familiar at 7th level by taking the 
  Improved Familiar feat. A typical clockwork familiar is 2 
  feet tall or long and weighs 10 pounds. 
  CONSTRUCTION
  The creator of a clockwork familiar must start with 
  crafted clockwork pieces worth 500 gp.
  CLOCKWORK FAMILIAR
  CL 12th; Price 14,500 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, 
  make whole, creator must be at least caster 
  level 12th; Skill Craft (clockwork) DC 20; 
  Cost 7,500 gp
  Chuspiki–Clockwork Familiar
  Illustration by Dave Allsop
  57
  
  Colossus, Sphinx
  This stone edifice resembles a lion with a regal human face, 
  garbed in royal clothing.
  SPHINX COLOSSUS 
  CR 14/MR 4
  XP 38,400
  N Gargantuan construct (colossus, mythic)
  Init +5; Senses darkvision 60 ft., low-light vision, 
  tremorsense 120 ft., x-ray vision; Perception +16
  Aura frightful presence (150 ft., DC 20), selective antimagic 
  aura (20 ft.)
  DEFENSE
  AC 31, touch 7, flat-footed 30 (+1 Dex, +24 natural, –4 size)
  hp 199 (18d10+100)
  Fort +6, Ref +9, Will +10
  Defensive Abilities block attacks, fortification (50%);  
  DR 10/epic; Immune construct traits
  OFFENSE
  Speed 50 ft., earth glide
  Melee 2 slams +29 (3d6+15) or
  stomp +29 (6d6+22 plus pinning stomp)
  Ranged rock +15 (3d6+22)
  Space 20 ft.; Reach 20 ft.
  Special Attacks mythic power (4/day, surge +1d8), mythic 
  quickening, pinning stomp, rock throwing (120 ft.)
  Spell-Like Abilities (CL 12th, concentration +13)
  3/day—true strike
  1/day—moment of prescience
  STATISTICS
  Str 40, Dex 13, Con —, Int 10, Wis 15, Cha 13
  Base Atk +18; CMB +37; CMD 48 (52 vs. trip)
  Feats AlertnessM, Cleave, Great Cleave, Improved 
  Initiative, Improved Vital Strike, Iron Will, Lightning 
  Reflexes, Power AttackM, Vital Strike
  Skills Knowledge (arcana, religion) +8, Perception +16, 
  Sense Motive +16
  Languages Celestial, Sphinx
  SQ alternate form, create rocks, mythic creation, 
  mythic resilience
  ECOLOGY
  Environment warm deserts
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Alternate Form (Ex) As a full-round action, a 
  sphinx colossus can take the form of a sphinx 
  statue. The colossus becomes immobile, its 
  DR increases to 20/epic, and it gains fast 
  healing 10. While the sphinx colossus can’t 
  attack in this form, it can use its spell-like 
  and supernatural abilities, and it retains 
  its Dexterity bonus to AC. It can resume its 
  base form as a full-round action.
  Create Rocks (Ex) As a move action, a sphinx colossus can 
  scoop up earth or rubble from an unoccupied square within 
  its reach and compact it into a solid mass appropriate for use 
  with its rock throwing ability. When it does so, the square 
  from which the material is gathered becomes difficult terrain. 
  No square may be used in this fashion more than once.
  Selective Antimagic Aura (Su) Spells and abilities of the 
  divination school are unaffected by this aura.
  A sphinx colossus is an ancient relic carved by priests and 
  god-kings to protect their secrets. A sphinx colossus stands 
  roughly 60 feet tall and weighs about 220,000 pounds.
  CONSTRUCTION
  The body of a sphinx colossus is first carved from 
  sandstone of the highest quality costing 25,000 gp.
  SPHINX COLOSSUS
  CL 11th; Price 100,000 gp
  CONSTRUCTION
  Requirements Craft Construct, Mythic CrafterMA, Quicken 
  Spell, 4th mythic rank or tier, antimagic field, limited wish, 
  moment of prescience, true strike; Skill Craft (stonemasonry) 
  DC 25; Cost 62,500 gp
  Illustration by Tim Kings-Lynne
  58
  
  Colossus, Wood
  This gigantic construct looks like a walking mansion, its body 
  and limbs composed of various rooms. 
  WOOD COLOSSUS 
  CR 17/MR 6
  XP 102,400
  N Gargantuan construct (colossus, mythic)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +11
  Aura selective antimagic aura (30 ft., DC 24, 10 rounds)
  DEFENSE
  AC 35, touch 5, flat-footed 35 (–1 Dex, +30 natural, –4 size)
  hp 237 (18d10+138); fast healing 20
  Fort +6, Ref +7, Will +9
  Defensive Abilities second save; DR 10/epic; Immune 
  construct traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 60 ft., woodland stride
  Melee 3 slams +31 (2d12+17) or 
  stomp +31 (4d12+25 plus pinning stomp)
  Space 20 ft.; Reach 20 ft.
  Special Attacks mythic power (6/day, surge +1d8), mythic 
  quickening, pinning stomp
  STATISTICS
  Str 45, Dex 9, Con —, Int 5, Wis 12, Cha 16
  Base Atk +18; CMB +39; CMD 48 
  Feats Combat Reflexes, Greater Vital Strike, Improved 
  InitiativeM, Improved Vital Strike, Iron Will, Lightning 
  Reflexes, Power AttackM, Toughness, Vital StrikeM
  Skills Intimidate +11, Perception +11
  Languages Common
  SQ alternate form, mythic creation, mythic resilience
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Alternate Form (Ex) As a full-round action, a wood colossus can 
  transform into a manor house. Each time it does so, 
  it can choose a different internal architecture 
  to suit its master’s needs. The wood colossus 
  can include any kind of wooden furniture in 
  its rooms (including chairs, work benches, 
  and the like), but can’t create any objects 
  not made out of wood. Any objects that were 
  in the manor house when the colossus last 
  transformed into its true form are present 
  unless the colossus chose to expel them. 
  The manor house can comfortably house 
  up to 10 Medium creatures; when the 
  colossus reverts to its true form, these 
  creatures are expelled without taking damage. 
  While in this form, the colossus can’t make melee attacks but 
  can use telekinesis at will on wooden objects inside of it.
  Selective Antimagic Aura (Su) Spells and effects that have the 
  light descriptor or affect plants are unaffected by this aura.
  Standing 60 feet tall and weighing over 200 tons, a wood 
  colossus can serve both as a guardian and as a manor.
  CONSTRUCTION
  The body of a wood colossus requires hundreds of tons 
  of living trees or raw lumber, costing at least 80,000 gp.
  WOOD COLOSSUS
  CL 14th price 300,000 gp
  CONSTRUCTION
  Requirements Craft Construct, Mythic CrafterMA, 7th mythic 
  rank or tier, antimagic field, magnificent mansion, ironwood, 
  limited wish or miracle Skill Craft (woodworking) DC 30; 
  Cost 190,000 gp
  Colossus, Sphinx–Colossus, Wood
  Illustration by Tomasz Chistowski
  59
  
  Corpse Lotus
  Planted in soil fertilized with corpses, this giant, blood-red flower 
  is surrounded by prickly vines.
  CORPSE LOTUS  
  CR 13
  XP 25,600
  N Huge plant
  Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 
  30 ft.; Perception +21
  Aura preserving mists (30 ft.)
  DEFENSE
  AC 28, touch 12, flat-footed 24 (+4 Dex, +16 natural, –2 size) 
  hp 178 (17d8+102)
  Fort +16, Ref +11, Will +6
  Defensive Abilities all-around vision, DR 10/slashing; 
  Immune plant traits; Resist acid 10, electricity 10 
  OFFENSE
  Speed 10 ft.
  Melee 4 vines +22 (1d8+12 plus grab)
  Space 15 ft.; Reach 25 ft.
  Special Attacks constrict (1d8+12), swallow whole (4d6 acid 
  damage, AC 17, 17 hp) 
  STATISTICS
  Str 34, Dex 19, Con 23, Int 2, Wis 13, Cha 14
  Base Atk +12; CMB +26 (+28 bull rush); CMD 40 
  (42 vs. bull rush, can’t be tripped)
  Feats Awesome Blow, Blind-Fight, 
  Cleave, Combat Reflexes, Great 
  Cleave, Improved Bull Rush, 
  Lightning Reflexes, Power 
  Attack, Weapon Focus (vine)
  Skills Perception +21
  SQ camouflage, digest corpse, 
  preserving mists
  ECOLOGY
  Environment temperate forests 
  or marshes
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Camouflage (Ex) A corpse lotus 
  can blend in exceptionally well 
  with vegetated areas when not 
  taking any actions. In such an area, 
  a creature must make a successful 
  DC 30 Perception check to recognize 
  a corpse lotus for what it is before the 
  corpse lotus attacks the first time.
  Digest Corpse (Su) A corpse lotus can 
  consume a corpse to quickly heal damage 
  it has taken. As a standard action, a 
  corpse lotus can swallow any corpse 
  within reach that still has flesh attached to grant itself fast 
  healing 10 for 1 minute. Any living creature killed by a 
  corpse lotus’s swallow whole ability automatically triggers 
  this ability. A corpse lotus must wait until 1 minute after its 
  fast healing has ended before it can use this ability again.
  Preserving Mists (Su) Corpse lotuses emanate a fine mist 
  that spreads across the ground to a range of 30 feet. Any 
  corpse within this area is affected as if by gentle repose 
  (CL 1st).
  Vines (Ex) A corpse lotus’s vines are primary natural attacks 
  with the grab ability. A corpse lotus doesn’t gain the 
  grappled condition when grappling enemies with its vines 
  and can maintain grapples with any number of its vines with 
  the same standard action.
  A corpse lotus begins life as a small flowering plant that 
  blooms near carrion, and if given enough time, it grows 
  into an incredibly large and dangerous monstrosity. 
  This terrifying plant possesses grasping vines capable of 
  pummeling opponents before dragging them toward its 
  maw. Always found where carcasses are abundant, corpse 
  lotuses have been known to grow in dungeons, ruins, 
  graveyards, and battlefields in addition to more typical 
  wooded or marshy locales.
  Every corpse lotus has a single bulbous flower in 
  its center, similar in shape to a lotus flower. The 
  blossom’s petals are blood-red, and hide an 
  acidic maw at the flower’s center. Corpse lotuses 
  in different regions tend to resemble the 
  dominant plant species 
  in the surrounding area 
  (with the exception 
  of their distinct red 
  petals), thus granting 
  the 
  plants 
  natural 
  camouflage and enabling 
  them to hide among 
  native foliage. Their 
  vines are thick and 
  writhe madly when 
  reaching for potential 
  prey. Corpse lotuses 
  gain 
  their 
  name 
  from the gardens 
  of dead bodies that 
  frequently surround 
  these large, predatory 
  plants—usually of animals and 
  humanoids that strayed too close to the 
  lotus and met their deaths within its gullet. 
  While at rest, a corpse lotus can reach 
  8 feet in height and splay its leaves nearly 
  15 feet wide.
  Illustration by Helge C. Balzer
  60
  
  Crone Queen
  A cold, hateful light burns in the eye sockets of this corpse-like 
  creature, whose withered skin is stretched over its icy bones. 
  CRONE QUEEN  
  CR 15
  XP 51,200
  NE Medium undead (cold)
  Init +9; Senses darkvision 60 ft., lifesense; Perception +32
  Aura fear aura (30 ft., DC 25)
  DEFENSE
  AC 30, touch 16, flat-footed 24 (+4 armor, +5 Dex, +1 dodge, 
  +10 natural)
  hp 209 (22d8+110); fast healing 10
  Fort +13, Ref +14, Will +18
  Defensive Abilities channel resistance +4; DR 10/cold iron and 
  slashing; Immune cold, undead traits; SR 26 
  Weaknesses vulnerable to fire 
  OFFENSE
  Speed 30 ft.
  Melee ice staff +27/+22/+17/+12 (1d6+14 plus 1d6 cold and 
  energy drain) or
  2 claws +22 (1d6+6 plus 1d6 cold and 
  energy drain) 
  Special Attacks cold, energy drain (2 levels, 
  DC 25), hexes (blightAPG, evil eyeAPG, hoarfrostUM, 
  ice tombUM, misfortuneAPG), ice staff, unearthly cold
  Spell-Like Abilities (CL 19th; concentration +23)
  Constant—mage armor
  At will—frost fallUM(DC 16), ice missile (as magic 
  missile, but deals cold damage), obscuring 
  mist, screechAPG(DC 17) 
  3/day—bestow curse (DC 17), crushing despair 
  (DC 18), ice storm, unshakable chillUM (DC 16), 
  wall of ice (DC 18)
  1/day—cone of cold (DC 19), freezing sphere 
  (DC 20), polar ray 
  STATISTICS
  Str 23, Dex 20, Con —, Int 19, Wis 17, Cha 18
  Base Atk +16; CMB +22; CMD 38
  Feats Alertness, Combat Casting, Dodge, 
  Great Fortitude, Improved Initiative, Iron 
  Will, Lightning Reflexes, Lunge, Mobility, 
  Power Attack, Toughness
  Skills Intimidate +29, Knowledge (arcana, 
  history, nobility) +27, Perception +32, Sense 
  Motive +32, Spellcraft +29, Stealth +30
  Languages Aklo, Common, Draconic, Giant, Sylvan
  ECOLOGY
  Environment cold ruins
  Organization solitary, coven (3–6), or court (12–14)
  Treasure double
  SPECIAL ABILITIES
  Cold (Ex) A crone queen’s body generates intense cold, dealing 
  1d6 points of cold damage with its touch or when creatures 
  attack it with unarmed strikes and natural attacks.
  Hexes (Su) A crone queen can use the hexes listed in its special 
  attacks entry as a 20th-level witch (Advanced Player’s Guide 
  65). The save DC to resist a crone queen’s hex is 24.
  Ice Staff (Su) As a free action, a crone queen can create a 
  magic staff out of supernaturally hard ice that functions as 
  a +5 frost quarterstaff. The crone queen can use her energy 
  drain attack with this staff. The ice staff melts away instantly 
  if it leaves the crone queen’s hands.
  Unearthly Cold (Su) Half the cold damage caused by cold 
  spells and spell-like abilities cast by the crone queen is not 
  subject to cold resistance or immunity.
  Crone queens are unique and deadly creatures formed 
  from the frozen remains of Baba Yaga’s daughters.
  Corpse Lotus–Crone Queen
  Illustration by Jason Rainville
  61
  
  Cuero
  The pink, fleshy underside of this flat, aquatic creature features 
  a large circular maw of fangs.
  CUERO 
  CR 5
  XP 1,600
  N Large aberration (aquatic)
  Init +6; Senses blindsense 30 ft., darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 59 (7d8+28)
  Fort +6, Ref +4, Will +7
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee slam +10 (1d6+9 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blood drain (1d2 Constitution), 
  constrict (1d6+9), muddy cloud
  STATISTICS
  Str 22, Dex 15, Con 18, Int 6, Wis 15, Cha 9
  Base Atk +5; CMB +12 (+16 grapple); 
  CMD 24
  Feats Blind-Fight, Combat Reflexes, 
  Improved Initiative, Skill Focus (Stealth)
  Skills Perception +12, Stealth +11 (+21 
  in mud or muddy water), Swim +14; 
  Racial Modifiers +10 Stealth in mud 
  or muddy water
  Languages Aklo
  SQ amphibious, compression
  ECOLOGY
  Environment temperate lakes 
  or rivers
  Organization solitary, pair, or pack (3–5)
  Treasure none
  SPECIAL ABILITIES
  Muddy Cloud (Ex) A cuero can flap about in the water within 
  10 feet of a riverbed or lake bed and stir up mud, pebbles, 
  sand, silt, and other debris. This creates a hemispherical 
  cloud in the nearby water with a radius of 30 feet (or to the 
  edge of the water, whichever is closer). The cloud obscures 
  all vision, including darkvision, beyond 5 feet. Creatures 5 
  feet away have concealment, while those farther away have 
  total concealment. In non-flowing water, the muddy cloud 
  dissipates in 2d6 rounds. In flowing water, the duration is 
  reduced by 1 round for every 10 feet per round the water 
  flows beyond 20 feet.
  Farmers who graze their cattle near slow-moving rivers or 
  placid lakes warn their neighbors when rumors of a cuero 
  pass from village to village. These strange, flat creatures 
  haunt waterways in search of large prey to satisfy their 
  voracious appetites. When more passive, cueros lie in 
  wait at the bottom of a lake or river for suitable prey to 
  swim overhead. In lean times, cueros sit just beneath 
  the water’s surface near the shore and stay perfectly still 
  until an animal comes near to drink. They sometimes 
  even bury themselves in the muddy banks of a river to 
  surprise passersby. 
  When prey gets within reach of a cuero, it strikes from 
  camouflage. It wraps its prey up in its leathery hide and 
  begins draining its victim’s blood. After feeding, the 
  cuero discards the drained husk on the riverbank or 
  drags it into the water to float downriver. Cueros 
  prefer the ease of catching Small and Medium 
  mammals, but they seem to have a special taste 
  for Medium and Large ungulates. When their 
  preferred prey is unavailable, cueros act 
  as bottom feeders, sifting through the 
  lake bed or river bottom in search of 
  crabs, clams, and slow moving 
  fish. Following this behavior, 
  cueros can strip fishing areas 
  of fauna, an act that enrages 
  local anglers.
  Most 
  cueros 
  prowl 
  muddy waterways alone, 
  capitalizing on choice 
  hunting 
  grounds, 
  but 
  some cueros form small 
  families and dig out dens 
  in lakebeds and beneath 
  riverbanks. These crude 
  structures often house only 
  a handful of these creatures. 
  When a den reaches capacity, one 
  or two cueros set off to form their 
  own group instead of expanding the current den.
  Cueros typically keep to small family groups, but 
  when the full moon occurs on an equinox or a solstice, 
  these creatures crowd the bodies of water they call home. 
  These congregations are unsettling to witness, as the 
  creatures thrash about in the water and emit droning 
  moans punctuated with the chittering of their rasping 
  teeth. Many scholars believe these gatherings to be mass 
  breeding events, and those able to speak to cueros find that 
  the creatures believe that the strongest of their kind are 
  conceived during these times.
  Cueros aren’t very intelligent, but they can speak and 
  understand Aklo. Their normal lines of conversation are 
  often confusing, as the creatures tend to ramble on when 
  speaking about topics such as food, water conditions, and 
  the phases of the moon.
  A cuero’s flat, rounded body spans 10 feet, and the 
  beast weighs close to 1,000 pounds. 
  Illustration by Nikolai Ostertag
  62
  
  Illustration by Kiki Moch Rizky
  Cuero–Cursed King
  Cursed King
  This desiccated figure wears linen wrappings and tarnished jewelry. 
  Its humanoid body is topped with a withered crocodile head.
  CURSED KING 
  CR 10
  XP 9,600
  CE Medium undead 
  Init +4; Senses darkvision 60 ft.; Perception +12
  Aura demanding aura (30 ft., DC 20, 1d4 rounds)
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 119 (14d8+56)
  Fort +9, Ref +8, Will +13
  DR 10/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee bite +20 (1d8+10/19–20), 2 slams +20 (1d6+10)
  Special Attacks berserk, bestial curse
  STATISTICS
  Str 30, Dex 19, Con —, Int 3, Wis 19, Cha 16
  Base Atk +10; CMB +20; CMD 34
  Feats Combat Reflexes, Following StepAPG, Great Fortitude, 
  Improved CriticalB (bite), Power Attack, Step Up, Step Up and 
  StrikeAPG, Toughness 
  Skills Perception +12, Stealth +16
  Languages Abyssal (can’t speak)
  ECOLOGY
  Environment warm ruins
  Organization solitary or court (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Berserk (Ex) When a cursed king enters combat, there is a 
  cumulative 1% chance each round that its tortured spirit 
  breaks free and the creature goes berserk. This chance 
  resets to 0% after 1 minute of inactivity. A berserk cursed 
  king attacks the nearest living creature (or smashes some 
  object smaller than itself if no creature is within reach). The 
  undead’s creator, if within 60 feet, can try to regain control 
  by speaking firmly and persuasively to the creature with a 
  successful DC 20 Charisma check.
  Bestial Curse (Su) When a cursed king is destroyed, it 
  unleashes a final curse on all creatures within a 30-foot 
  radius. This curse slowly robs the targets of their minds and 
  bodies, eventually transforming them into animals of the 
  same type as the animal head sewn to the cursed king’s 
  body. All creatures in the area must succeed at a DC 21 Will 
  save or take 1d6 points of Wisdom damage and 1d6 points of 
  Charisma damage. The accursed creature doesn’t benefit from 
  effects that remove ability damage. Once cursed, the target 
  must succeed at a Will save every 24 hours or take ability 
  damage again. Once the target’s Charisma or Wisdom score 
  is reduced to 0, the victim is transformed into a mundane 
  animal as per baleful polymorph, and is automatically treated 
  as if it failed the second Will save to retain its mind. At this 
  point, the creature receives the typical Wisdom and Charisma 
  of that animal and stops taking ability damage. This is a curse 
  effect, and the save DC is Charisma-based.
  Demanding Aura (Su) All creatures within a 30-foot radius 
  that can see a cursed king must succeed at a DC 20 Will save 
  or be terrified into subservience. A creature that fails its 
  saving throw gains the cowering condition for 1d4 rounds. 
  A creature that successfully saves is not subject to the same 
  cursed king’s demanding aura for 24 hours. This is a mind-
  affecting fear effect, and the save DC is Charisma-based.
  Pharaohs punish disloyal subjects in horrific ways, especially 
  usurpers, rebel leaders, and false prophets who attempt 
  to subvert the order of the nation and the loyalty of the 
  ruler’s other followers. After torture and decapitation, the 
  rebels’ souls are bound back into their mutilated bodies, 
  transforming them into mummified mockeries of ambition 
  and authority that exist for eternity in unliving agony.
  63
  
  Cyclops, Kabandha
  This tall giant has no head; instead, its one-eyed face rests in the 
  center of its broad chest.
  KABANDHA	
  CR	9
  XP	6,400
  LN Large humanoid (giant)
  Init +7; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +20 
  DEFENSE
  AC 25, touch 12, flat-footed 22 (+6 armor, +3 Dex, +7 natural, 
  –1 size)
  hp 119 (14d8+56)
  Fort +13, Ref +9, Will +8
  Defensive Abilities ferocity 
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +19 (1d6+10), bite +19 (1d8+10)
  Ranged rock +13 (1d8+15)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks bounding stone, rock throwing (60 ft.)
  Spell-Like	Abilities (CL 14th; concentration +15)
  Constant—see invisibility
  3/day—alarm
  STATISTICS
  Str 31, Dex 17, Con 18, Int 10, 
  Wis 14, Cha 13
  Base Atk +10; CMB +21; 
  CMD 34
  Feats Alertness, Improved 
  Initiative, Improved Iron 
  Will, Iron Will, Lightning 
  Reflexes, Power Attack, 
  Vital Strike 
  Skills Intimidate +9, Perception 
  +20, Profession (soldier) +8, 
  Sense Motive +9, Stealth +1, 
  Survival +10; Racial	Modifiers 
  +8 Perception
  Languages Common, Cyclops, Giant 
  ECOLOGY	
  Environment any land or underground
  Organization solitary, patrol (2–5), company 
  (6–20)
  Treasure standard (greatclub, mwk 
  breastplate, other treasure)
  SPECIAL	ABILITIES
  Bounding	Stone	(Ex) A kabandha can 
  throw a stone in a bouncing, 
  deadly arc, dealing 1d8+10 
  points of damage to all 
  creatures on the ground in a 
  50-foot line (Reflex DC 27 half). At the end of this line, 
  if the stone strikes a barrier, it shatters, dealing 2d6+10 
  points of damage to all creatures in a 10-foot radius (Reflex 
  DC 27 half). A creature that is both in the line and near the 
  barrier can take damage twice from this ability. The save 
  DC is Strength-based.
  In the distant past, the ancestors of the reclusive 
  kabandha made a bargain with some unknown entity 
  or power to grant their people long lives in exchange 
  for agreeing to serve as wardens of the hidden places of 
  the world, such as the confluences of ley lines and other 
  sites of mysterious power. Kabandhas have kept this pact 
  through the millennia, and today they serve as tactically 
  minded guardians with great longevity.
  The strangest aspect of a muscular kabandha’s 
  appearance is the large face and expressive eye that reside 
  in its barrel-like chest, as the creature lacks a head atop 
  its shoulders. Kabandhas have a variety of complexions, 
  and sometimes grow magnificent moustaches. They 
  tend to dress in open shirts, robes, or armored coats 
  worn with loincloths, trousers, or skirts, and they love to 
  wear numerous bracelets, bracers, and other 
  ornaments on their arms.
  Because their lives revolve around 
  stewardship, kabandhas defend their 
  domains violently. Kabandhas live at 
  of very close to their guarded sites, 
  and a family or clan of vigilant 
  kabandhas guards the same area for 
  many generations. 
  Kabandhas are known for their 
  insatiable 
  appetites, 
  preferring 
  to eat rare but heavily seasoned 
  roasted cuts of meat throughout 
  long, 
  music-filled 
  feasts. 
  They approach singing as 
  a sort of competition, and 
  prize volume over pitch or 
  melody. Many adventurers 
  who have witnessed a kabandha’s 
  lair report that it smells strongly of 
  cinnamon—a spice that the giants prize 
  above all others.
  To reproduce, these giants lay 
  single, rock-like eggs that require 
  great heat to mature. The eggs 
  hatch quickly, releasing young 
  that reach full size within a year. 
  Though a cold environment 
  doesn’t harm their eggs, it does 
  cause the eggs to enter stasis 
  until properly tended.
  Illustration by Nemanja Stankovic
  64
  
  Cytillipede
  This segmented creature has a chitinous body covered in patches of 
  glowing, purple fungus. Syrupy venom drips from its mandibles.
  CYTILLIPEDE	
  CR	6
  XP	2,400
  N Large magical beast
  Init +5; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC	21, touch 10, flat-footed 20 (+1 Dex, +11 natural, –1 size)
  hp 76 (8d10+32)
  Fort +10, Ref +7, Will +2
  Immune mind-affecting effects; SR	17
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Space	10 ft.; Reach	5 ft.
  Melee bite +14 (2d6+9 plus poison)
  Special	Attacks cytillesh flash, poison
  STATISTICS
  Str 23, Dex 13, Con	18, Int 6, Wis 10, Cha 2
  Base	Atk +8;	CMB +15; CMD 26 (can’t be tripped)
  Feats Ability Focus (cytillesh flash), Improved Initiative, Power 
  Attack, Weapon Focus (bite)
  Skills Climb +21, Perception +11; Racial	Modifiers +4 Perception
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or colony (3–6)
  Treasure none
  SPECIAL	ABILITIES
  Cytillesh	Flash	(Su)	Once per day, a 
  cytillipede can cause the cytillesh patches 
  that grow along its body to release a 
  bright flash of blue light that provides 
  bright light in a 20-foot radius and 
  raises the light level by one step for 
  the next 20 feet (treat this ability 
  as a 4th-level light spell). 
  Creatures within the 40-foot 
  area of effect must succeed at a 
  DC 22 Will save. Those within the 
  20-foot area of bright light that fail 
  are stunned for 1d4 rounds. Creatures 
  within the next 20 feet that fail are 
  instead confused for 1d2 rounds. The 
  save DC is Constitution-based and 
  includes a +2 racial bonus.
  Poison	(Ex) Bite—injury; save Fort DC 20; 
  frequency 1/round for 6 rounds; effect 1d3 
  Dex, dazed, and the effects of memory 
  lapseAPG; cure 1 save. The save 
  DC is Constitution-based and 
  includes a +2 racial bonus.
  Derros have long used other creatures in their experiments 
  with alchemical and magical augmentation. For the most 
  part, these experiments don’t have the results the derros 
  had in mind, and can be considered qualified successes 
  at best. However, on rare occasions derros actually get it 
  right and come up with a powerful and obedient creature 
  they can train and use.
  The cytillipede arose from one of those rare triumphs. 
  Derro alchemists adapted the diet of a species of albino 
  centipede to eat nothing but cytillesh fungus. After these 
  centipedes had endured years of exposure to the fungus 
  and certain magical augmentations, the result was an 
  entirely new species that the derros named the cytillipede.
  A cytillipede has a gray segmented body covered in 
  chitin. Patches of cytillesh fungus grow along its back, 
  giving the creature an eerie blue glow. Because of its 
  constant radiance, a cytillipede in the open is fairly easy 
  to spot. Most of the time, a cytillipede is encountered in 
  the company of derros, who use their creations as mounts 
  or to guard their lairs.
  In combat, a cytillipede simply rushes at its opponent 
  and makes bite attacks, relying on its cytillesh venom 
  to stun its enemies so it can bite them repeatedly while 
  they deal with the disorientation of sudden short-term 
  memory loss. A cytillipede normally uses its cytillesh 
  flash ability only when it has been seriously wounded or 
  threatened by multiple opponents. A trained cytillipede 
  can also be commanded to use this ability by its rider. 
  Because of their long exposure to cytillesh, derros 
  are unaffected by the cytillesh-based attacks of 
  cytillipedes, and delight in directing them 
  against their foes.
  Cytillipedes are most often encountered 
  as part of a derro patrol around a 
  derro lair, usually as mounts. 
  A typical cytillipede is a 
  little over 10 feet long and 
  3-1/2 feet high, and weighs 
  about 600 pounds.
  Cyclops, Kabandha–Cytillipede
  Illustration by Helge C. Balzer
  65
  
  Dark Folk, Caligni
  Beneath ragged shreds, this lean figure’s chalky skin darkens to 
  charred hues at the extremities.
  CALIGNI		
  CR	1/2
  XP	200
  Caligni rogue 1
  CN Medium humanoid (dark folk)
  Init +7; Senses see in darkness; Perception +3
  DEFENSE
  AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
  hp 12 (1d8+4)
  Fort +3, Ref +5, Will –1
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee short sword +1 (1d6+1/19–20)
  Ranged dart +3 (1d4+1)
  Special Attacks death throes, sneak attack +1d6
  STATISTICS
  Str 13, Dex 17, Con 16, Int 10, Wis 8, Cha 10
  Base	Atk +0; CMB +1; CMD 14
  Feats Improved Initiative
  Skills Acrobatics +7, Bluff +4, Climb +5, 
  Disguise +4, Escape Artist +7, Knowledge 
  (dungeoneering) +4, Perception +3, Stealth +7
  Languages Common, Dark Folk
  SQ trapfinding +1
  ECOLOGY
  Environment any underground
  Organization solitary, family (2–4), or 
  dark folk community (2–4 plus 20–40 
  other dark folk)
  Treasure NPC gear (short sword, darts [10], 
  leather armor, thieves’ tools, other treasure)
  SPECIAL	ABILITIES
  Death	Throes	(Su) When a caligni is slain, 
  its body combusts in a flash of searing light. 
  All creatures within a 5-foot burst must 
  succeed at a Fortitude save (DC = 10 + 1/2 the 
  caligni’s Hit Dice + the caligni’s Constitution 
  bonus) or be dazzled for 1d4 rounds. The 
  corpse left behind is a third of the caligni’s 
  size, withered and unrecognizable as the 
  individual. Raise dead and similar spells 
  cast upon these remains restore a caligni 
  as normal.
  Light	Sensitivity Caligni are dazzled in areas 
  of bright light. 
  See	in	Darkness	(Su) Caligni can see 
  perfectly in darkness of any kind, 
  including that created by deeper darkness.
  The name “caligni” is an ancient term for the races now 
  collectively known as dark folk, sometimes still used by 
  dark folk communities to refer to themselves. Untold 
  generations ago, these subterranean dwellers aspired to 
  grand destinies, and might have achieved them if not for 
  the planned degeneration meted out by their controllers, 
  the owbs (Pathfinder RPG Bestiary 4 210). Yet even today, dark 
  folk are sometimes born bearing an uncanny likeness to 
  the ancients that dark stalkers still imitate. Throwbacks to 
  the time before owb tampering, these individuals—called 
  simply “caligni”—might be born from any dark folk race, 
  reminders of their people’s half-remembered dreams.
  The birth of a caligni is a momentous sign, celebrated 
  by many dark folk. Yet it’s not uncommon for a maturing 
  caligni to threaten the caste-clans of dark folk society 
  or offend an owb overlord; as a result, most caligni don’t 
  survive to adulthood in dark folk society, falling victim to 
  suspicious accidents or mysterious murders. The canniest 
  caligni foresee their people’s treachery and leave, seeking 
  homes elsewhere in the Darklands, and putting the talents 
  they have learned among other dark folk to use in their 
  own service, or in that of less treacherous allies.
  Caligni measure close to 6 feet tall but 
  weigh as little as 125 pounds. They’re often 
  mistaken for dark stalkers, though their 
  features are more defined and individually 
  distinctive beneath their thick wrappings. 
  Their skin is bleached gray, deepening to 
  obsidian at the extremities. Caligni age 
  at the same rate as half-elves, and don’t 
  typically breed true, instead giving birth to more 
  common dark folk types—typically dark creepers.
  Most caligni adventurers become rogues and 
  slayers, adopting the training of their dark 
  creeper and dark stalker brethren. Some become 
  alchemists, and the most depraved commune 
  with the owbs as conjurers and summoners.
  CALIGNI CHARACTERS
  Caligni are defined by their class 
  levels—they don’t have racial Hit 
  Dice. All caligni have the following 
  racial traits.
  +2 Dexterity, +2 Constitution, –2 
  Intelligence: Caligni are quick and 
  resilient, but generations of isolation and 
  oppression have made them slow to accept 
  new ideas. 
  Normal Speed: Caligni have a base speed 
  of 30 feet.
  See in Darkness: See above.
  Light Sensitivity: See above.
  Death Throes: See above.
  Illustration by Nemanja Stankovic
  66
  
  Death Coach
  Two spectral horses pull this ornate, ghostly carriage, whose 
  windows are blocked by dark, heavy curtains.
  DEATH	COACH	
  CR	14
  XP	38,400
  NE Huge undead (incorporeal)
  Init +14; Senses darkvision 60 ft., deathwatch, lifesense; 
  Perception +30
  Aura aura of doom (30 ft., DC 26)
  DEFENSE
  AC 27, touch 27, flat-footed 16 (+8 deflection, +10 Dex, +1 dodge, 
  –2 size) 
  hp 212 (17d8+136) 
  Fort +13, Ref +15, Will +14
  Defensive	Abilities channel resistance +4, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed 40 ft., fly 30 ft. (average); soulbound gallop
  Melee	incorporeal touch +20 (17d6 negative energy)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks collect soul
  Spell-Like	Abilities (CL 16th; concentration +24)
  At will—ghost sound (DC 18), scare (DC 20), distracting 
  cacophonyUM (DC 21)
  3/day—quickened fear (DC 22), phantasmal killer (DC 22)
  STATISTICS
  Str —, Dex 30, Con —, Int 15, Wis 18, Cha 27
  Base	Atk +12; CMB +24; CMD 43 (can’t be tripped)
  Feats	Combat Reflexes, Dodge, Improved Initiative, Lightning 
  Stance, Mobility, Quicken Spell-Like Ability (fear), Skill Focus 
  (Intimidate), Skill Focus (Perception), Wind Stance
  Skills Fly +26, Intimidate +34, Knowledge (geography, history, local, 
  nobility) +9, Perception +30, Sense Motive +13, Survival +21
  Languages Abyssal, Common, Infernal (can’t speak any language)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Aura	of	Doom	(Su)	The death coach’s aura acts like an aura of 
  doomUM with a radius of 30 feet. A creature that succeeds at its 
  save is immune to that death coach’s aura for 24 hours. This is 
  a mind-affecting fear effect. The save DC is Charisma-based.
  Collect	Soul	(Su)	When a death coach deals damage to a creature 
  with its touch attack, it can immediately attempt to collect the 
  creature’s soul, forcing the creature to attempt a DC 24 Fortitude 
  save. Creatures under the effects of a fear effect take a –4 
  penalty on this save. A creature that succeeds at its save takes 
  3d6+16 points of damage. On a failed save, the creature takes 
  160 points of damage (as if affected by a CL 16 finger of death). 
  The soul of a creature slain by this attack becomes trapped in 
  the death coach’s interior. A trapped soul can be restored to life 
  only by a miracle or wish. This is a death effect, and a creature 
  that succeeds at its save is immune to that death coach’s collect 
  soul ability for 24 hours. The save DC is Charisma-based.
  Soulbound	Gallop	(Su)	When the death coach has trapped a 
  soul with its collect soul ability, all of its movement speeds 
  double. The doubling occurs before applying any other effects 
  that increase its speed.
  Fearsome phantasmal carriages pulled by ghostly horses, 
  death coaches appear without warning to collect and carry 
  off unwilling mortal souls to the afterlife, slaying their 
  victims first if need be.
  Dark Folk, Caligni–Death Coach
  Illustration by Jorge Fares
  67
  
  Deep One
  This lumbering creature’s gray-green hide glistens with moisture, 
  and saliva dribbles from its fishlike maw.
  DEEP	ONE	
  CR	1
  XP	400
  CE Medium monstrous humanoid (aquatic, deep one)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 12, touch 9, flat-footed 12 (–1 Dex, +3 natural)
  hp 17 (2d10+6)
  Fort +5, Ref +2, Will +5
  Defensive	Abilities deep dweller, immortal; Resist cold 5
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee 2 claws +5 (1d4+3)
  STATISTICS
  Str 17, Dex 9, Con 16, Int 12, Wis 15, Cha 10
  Base	Atk +2; CMB +5; CMD 14
  Feats Great Fortitude
  Skills Intimidate +5, Knowledge (religion) +6, Perception +7, 
  Stealth +4 (+8 underwater), Survival +7, Swim +16; Racial	
  Modifiers +4 Stealth underwater
  Languages Aklo, Common
  SQ amphibious, devoted, item use
  ECOLOGY
  Environment any water
  Organization solitary, gang (2–5), cult (6–12), or 
  shoal (13+)
  Treasure standard (wand of protection from 
  good [5 charges], other treasure)
  SPECIAL	ABILITIES
  Deep	Dweller	(Ex) Deep ones are 
  immune to damage from water 
  pressure; their bodies are capable 
  of instantly adjusting to different 
  water depths or even the 
  surface with ease.
  Devoted	(Ex) Deep ones are 
  fanatically religious, be it to 
  the worship of a Great Old 
  One, an elder deep one, or 
  some other divinity. A deep 
  one gains one bonus skill 
  rank per Hit Die that must 
  be placed in Knowledge 
  (religion), and this skill 
  is a class skill for all 
  deep ones.
  Immortal	(Ex) A deep 
  one does not age. 
  Barring death from 
  violence, disease, or misadventure, a deep one can live 
  forever. Deep ones are immune to effects that cause 
  magical aging.
  Item	Use	(Su) A deep one can activate spell-trigger items 
  like staves and wands as if it were a spellcaster of the 
  appropriate class.
  Deep ones are as at ease dwelling in the most remote of 
  ocean trenches as they are in the shallows that hug secluded 
  shorelines, although their favorite haunts combine the 
  two. The largest deep one cities are located at places not far 
  off shore, but nestled in vast submerged canyons unusually 
  close to those coastlines. This proximity allows deep ones 
  to pursue one of their favorite goals—commingling with 
  and corrupting surface-dwelling humanoids. Unlike 
  skum, a similar aquatic race that reproduces with surface 
  dwellers, deep ones do so not out of a biological need but as 
  a way to spread their blasphemous religion above the ocean 
  waves. The hybrid children of deep ones and humans form 
  a race of their own (see page 70). These offspring typically 
  live near others of their kind, assuming positions of 
  leadership in their small towns.
  Deep ones usually worship the alien entities known as 
  the Outer Gods or the Great Old Ones, with Cthulhu the 
  foremost among them. Deep one settlements that contain 
  a deep one elder (see page 69) instead typically venerate 
  that powerful deep one, who in turn serves one of the 
  eldritch gods. Many deep ones gain levels as clerics, 
  inciting religious fervor in their kinfolk 
  and promoting their chosen deities as the 
  greatest among the Outer Gods. Those 
  few who instead choose to take up a 
  less focused devotional path, such as 
  that of an oracle, still venerate the 
  Old Ones as a whole.
  Deep ones prefer to fight 
  with their claws. If they do resort to 
  manufactured weapons, they prefer 
  piercing ones, as these function best 
  underwater. They can also use wands 
  and staves; deep ones who pursue the 
  study of more powerful magic often 
  learn to create magic items for 
  their weaker kinfolk to wield. 
  A 
  deep 
  one 
  typically 
  stands about 7 feet tall, but 
  its hunched gait and 
  lumbering stance can 
  make it appear shorter 
  when 
  it 
  shambles 
  ashore. An average 
  deep one weighs 
  300 pounds.
  Illustration by Dave Allsop
  68
  
  Deep One, Elder
  The frame of this immense monstrosity is humanoid, but its 
  ichthyic visage is that of a deep-sea predator.
  ELDER	DEEP	ONE	
  CR	14
  XP	38,400
  CE Gargantuan monstrous humanoid (aquatic, deep one)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +24
  Aura cloak of chaos (DC 22), staggering presence (180 ft., 
  DC 21)
  DEFENSE
  AC 29, touch 11, flat-footed 24 (+4 deflection, +1 Dex, +18 natural, 
  –4 size)
  hp 202 (15d8+135); regeneration 10 (fire)
  Fort +18, Ref +16, Will +19
  Defensive	Abilities mind reflection; DR 10/magic and piercing; 
  Immune cold, disease; Resist acid 10, electricity 10; SR 25
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee bite +24 (2d8+13/19–20), 2 claws +24 (2d6+13/19–20)
  Space 20 ft.; Reach 20 ft.
  Special	Attacks devastating strike, staggering presence
  Spell-Like	Abilities (CL 14th; concentration +18)
  Constant—cloak of chaos (DC 22), freedom of movement
  At will—dream, hold monster (DC 19)
  3/day—black tentacles, demand (DC 22), insanity (DC 21), 
  nightmare (DC 19)
  1/day—dominate monster (DC 23), symbol of insanity (DC 22)
  1/week—binding (DC 22)
  STATISTICS
  Str 36, Dex 12, Con 28, Int 19, Wis 23, Cha 19
  Base	Atk +15; CMB +32 (+34 bull rush); CMD 47 (49 vs. bull rush)
  Feats Awesome Blow, Improved Bull Rush, Improved Critical 
  (bite), Improved Critical (claw), Improved Initiative, 
  Lightning Reflexes, Power Attack, Vital Strike
  Skills Intimidate +22, Knowledge (arcana, religion) +19, 
  Perception +24, Sense Motive +21, Stealth +7, 
  Swim +39, Use Magic Device +19
  Languages Aklo, Common
  SQ amphibious, deep dweller, deific, immortal, item use
  ECOLOGY
  Environment any water
  Organization solitary or pair
  Treasure triple
  SPECIAL	ABILITIES
  Deep	Dweller	(Ex) See page 68.
  Devastating	Strike	(Ex) An elder deep one ignores the first 
  10 points of hardness when it damages an object with its 
  claws. A creature struck with a critical hit from an 
  elder deep one’s claw must succeed at a DC 30 
  Fortitude save or be stunned for 1 round. The 
  save DC is Strength-based.
  Deific	An elder deep one can grant divine spells to its 
  worshipers. Granting spells does not require any specific 
  action on the elder deep one’s behalf. Elder deep ones grant 
  access to the domains of Chaos, Evil, Madness, and Water. 
  Their symbols vary, but their favored weapon is the claw.
  Immortal	(Ex) See page 68.
  Item	Use	(Su) See page 68.
  Mind	Reflection	(Ex) Any mind-affecting effect that fails to 
  affect an elder deep one is reflected back on the source, 
  affecting the original caster as if by spell turning, treating the 
  elder deep one as the controller and source of the spell.
  Staggering	Presence	(Ex) This ability functions as frightful 
  presence, except that a creature that fails its save is also 
  staggered as long as it remains in the area of effect, and for 
  an additional 1d6 rounds after leaving that area. This is a 
  mind-affecting fear effect.
  A few deep ones never stop growing over the eons of their 
  endless lives. Many elder deep ones claim the names of 
  monsters or gods for their own—Mother Hydra and Father 
  Dagon being two of the more legendary of their kind. Elder 
  deep ones ascend to the status of near-gods in deep one 
  society, towering over their kin and ruling their sunken 
  cities. Just as they are worshiped, so do the elder deep ones 
  worship the Great Old Ones and Outer Gods themselves.
  Deep One–Deep One, Elder
  Illustration by Dave Allsop
  69
  
  Deep One Hybrid
  This elderly man’s wide-mouthed, staring countenance and 
  webbed hands suggest a sinister taint in his bloodline.
  DEEP	ONE	HYBRID	
  CR	1/2
  XP	200
  Deep one hybrid cleric 1
  CE Medium humanoid (deep one, human)
  Init +4; Senses low-light vision; Perception +4
  DEFENSE
  AC 13, touch 10, flat-footed 13 (+2 armor, +1 natural)
  hp 12 (1d8+4)
  Fort +5, Ref +0, Will +5
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee mwk dagger +2 (1d4+1/19–20)
  Special	Attacks channel negative energy 2/day (DC 9, 1d6)
  Cleric	Spell-Like	Abilities (CL 1st; concentration +4)
  6/day—touch of chaos, vision of madness
  Cleric	Spells	Prepared (CL 1st; concentration +4)
  1st—cause fear (DC 14), cure light wounds, lesser 
  confusionD (DC 14)
  0 (at will)—bleed (DC 13), light, resistance
  D domain spell; Domains Chaos, Madness
  STATISTICS
  Str 13, Dex 10, Con 17, Int 10, Wis 16, Cha 8
  Base	Atk +0; CMB +1; CMD 11
  Feats Improved Initiative
  Skills Knowledge (religion) +4, 
  Perception +4, Swim +9	Racial	
  Modifiers +8 Swim
  Languages Aklo, Common
  SQ final change, sea longing, 
  take to the water
  ECOLOGY
  Environment any urban
  Organization solitary, 
  cult (2–12), or 
  township (13+)
  Treasure NPC gear (mwk 
  dagger, leather armor, 
  other treasure)
  SPECIAL	ABILITIES
  Final	Change	(Su) A deep one 
  hybrid ages at the same rate as a 
  half-orc. A mere 1d12 months after a 
  deep one hybrid reaches venerable 
  age (at 60 years old), it dies a 
  painful, agonizing death, only to 
  have its body transform into that 
  of a mature deep one. This 
  transformation functions 
  as the reincarnate spell, with the newly formed deep one 
  gaining the following modifications to its physical ability 
  scores: +6 Strength, –2 Dexterity, and +6 Constitution.
  Sea	Longing	(Ex) Every 24 hours a deep one hybrid spends in 
  an area more than 10 miles from the sea, it must succeed at 
  a DC 20 Will save or take 1 point of Wisdom drain.
  Take	to	the	Water	(Ex) A deep one hybrid can hold its breath 
  10 times longer than a human can, and gains a +2 bonus on 
  Initiative checks and Reflex saving throws while swimming. 
  A deep one hybrid has a swim speed of 30 feet, and gains a 
  +8 racial bonus on all Swim checks.
  Deep one hybrids are the spawn of humans and deep ones. 
  They are most comfortable with others of their kind, and 
  typically cluster in small, insular settlements where they 
  can assume positions of authority. They keep any humans 
  within their towns subservient and cowed, making sure 
  those other residents know better than to act against 
  local laws. Though deep ones are devoutly religious, they 
  usually cloak their true beliefs under a facade of more 
  conventional worship, believing that by doing so they can 
  avoid suspicion from visitors and nearby societies.
  DEEP ONE HYBRID 
  CHARACTERS
  Deep one hybrids are defined by their class 
  levels—they don’t possess racial Hit Dice. 
  All deep one hybrids have the following  
  racial traits.
  +2 Constitution, +2 Wisdom, –2  Dexterity: 
  Deep one hybrids are hearty and devout, but 
  tend to be somewhat slow and awkward in 
  their movements.
  Slow: A deep one hybrid’s base speed is 20 
  feet, as it walks with a shuffling gait.
  Low-Light Vision: A deep one hybrid can see twice 
  as far as a human in starlight, moonlight, torchlight, 
  and similar conditions of dim light.
  Natural Armor: A deep one hybrid’s 
  thick skin and dense fatty tissues grant it a 
  +1 natural armor bonus to AC.
  Final Change (Su): See above.
  Sea Longing (Ex): See above.
  Take to the Water (Ex): See above.
  Languages: Deep one hybrids begin 
  play speaking Aklo and Common. 
  Hybrids with high Intelligence 
  scores 
  can 
  choose 
  from 
  the 
  following 
  languages: 
  Abyssal, Aquan, Dwarven, 
  Elven, 
  Giant, 
  Gnome, 
  Goblin, Halfling, Orc, and 
  Undercommon.
  Illustration by Dave Allsop
  70
  
  Delgeth
  The antlers and hooves of this elk appear scorched and charred. 
  The ground where it stands smolders and bursts into flame.
  DELGETH	
  CR	6
  XP	2,400
  N Medium magical beast 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 68 (8d10+24)
  Fort +9, Ref +8, Will +3
  Immune fire
  OFFENSE
  Speed 50 ft.
  Melee gore +12 (1d8+4 plus 1d6 fire), 2 hooves +10 (1d4+2 plus 
  1d6 fire)
  Special	Attacks fight with fire, flight of flames
  STATISTICS
  Str 19, Dex 15, Con 16, Int 4, Wis 13, Cha 14
  Base	Atk +8; CMB +12; CMD 24 (28 vs. trip)
  Feats Improved Initiative, Multiattack, Run, Skill Focus 
  (Perception)
  Skills Perception +11, Stealth +9
  Languages Sylvan (can’t speak)
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or family (3–5)
  Treasure none
  SPECIAL	ABILITIES
  Fight	with	Fire	(Su) A delgeth can strike at the 
  ground with its flaming hooves as a swift 
  action, causing blazing sparks to appear in any 
  square within 30 feet. A creature in that square 
  must succeed at a DC 16 Reflex save or catch fire 
  (Pathfinder RPG Core Rulebook 444). The save DC is 
  Charisma-based.
  Flight	of	Flames	(Su) A delgeth can use its smoldering 
  hooves to ignite the ground and brush when it runs or 
  withdraws, creating a blazing trail of fire behind it. The fire 
  fills every square the delgeth moves through during its run 
  or withdraw action. When the fire appears and on each 
  of the delgeth’s turns, the flames deal 2d6 points of fire 
  damage to each creature in one of the fire-filled squares and 
  2d4 points of fire damage to each creature within 5 feet of 
  such a square but not inside one. The flames burn out after 
  3 rounds, but can be extinguished before then by any means 
  that would extinguish normal nonmagical fires of their size. 
  The flames can ignite flammable debris in the squares the 
  delgeth moved through, but in normal forest conditions they 
  rarely spread far beyond there.
  Delgeths are a unique breed of ungulate native to magical 
  forests and places where the line between the natural and 
  the supernatural is blurred. A delgeth’s soaring core body 
  temperature manifests in the elk-like creature’s flaming 
  hooves and smoldering antlers, both of which the beast 
  uses to defend itself. A delgeth also employs its flames 
  to mark its territory during mating season, stamping 
  out boundaries of scorched grass in intricate patterns to 
  indicate its location to others of its kind.
  Delgeths are unpredictable creatures, and are equally 
  as likely to run from predators as they are to stand their 
  ground and face off against aggressors. Either way, a delgeth 
  is sure to leave a fiery reminder of its passing, as the beast’s 
  flaming hooves blaze a telltale trail through the brush.
  Tribal cultures and scholars of the supernatural alike 
  hold the majestic delgeth in awe. Though delgeths have 
  innate connections to flame, they live in balance with 
  the natural world in the wooded territories where they 
  roam. They refrain from allowing their flames to run 
  uncontrolled in the environment, instead allowing natural 
  fires to periodically purge the forest of excess deadwood.
  A typical delgeth stands 4 feet tall at the shoulder and 
  weighs 200 pounds.
  Deep One Hybrid–Delgeth
  Illustration by Brynn Metheney
  71
  
  Demodand, Gristly
  This obese humanoid has a wide mouth, batlike wings, and pale 
  fluid seeping from rolls of black, greasy skin.
  GRISTLY	DEMODAND	
  CR	17
  XP	102,400
  CE Medium outsider (chaotic, demodand, evil, extraplanar)
  Init +10; Senses darkvision 120 ft., detect good, detect magic, 
  see invisibility; Perception +25
  DEFENSE
  AC 32, touch 16, flat-footed 26 (+1 armor, +6 Dex, +15 natural)
  hp 264 (23d10+138); fast healing 10
  Fort +19, Ref +15, Will +15; +4 vs. divine spells
  Defensive	Abilities fortification (50%); DR 15/good and slashing; 
  Immune acid, poison; Resist cold 10, fire 10; SR 28
  OFFENSE
  Speed 40 ft., fly 50 ft. (average)
  Melee +1 vicious maul +34/+29/+24/+19 
  (2d6+16/19–20/×3 plus 2d6) or
  2 claws +33 (2d6+10)
  Special	Attacks faith-stealing strike (DC 25), 
  sacrilegious spittle
  Spell-Like	Abilities (CL 17th; 
  concentration +21)
  Constant—detect good, detect magic, 
  see invisibility
  At will—dimensional anchor, fear 
  (DC 18), protection from good, 
  seek thoughtsAPG (DC 17)
  3/day—quickened excruciating 
  deformationUM (DC 17), greater 
  dispel magic, quickened pain 
  strikeAPG (DC 17)
  1/day—mass pain strike APG 
  (DC 19), summon (level 6, 
  1d4 tarry demodandsB3 
  or 1d2 stringy 
  demodands 55%), waves 
  of exhaustion
  STATISTICS
  Str 31, Dex 22, Con 23, Int 17, 
  Wis 14, Cha 18
  Base	Atk +23; CMB +33; CMD 49
  Feats Combat Reflexes, Critical 
  Focus, Improved Critical (maul), 
  Improved Initiative, Intimidating 
  Prowess, Lightning Reflexes, 
  Lunge, Power Attack, Quicken 
  Spell-Like Ability (excruciating 
  deformation), Quicken Spell-Like 
  Ability (pain strike), Staggering 
  Critical, Stunning Critical
  Skills Acrobatics +21, Bluff +22, Climb +25, Fly +29, 
  Intimidate +40, Knowledge (arcana, planes, religion) +14, 
  Perception +25, Sense Motive +20, Spellcraft +23, Stealth 
  +29, Survival +25
  Languages Abyssal, Celestial, Common
  SQ heretical soul
  ECOLOGY
  Environment any (Abyss)
  Organization solitary or hunting party (1 gristly demodand 
  plus 2–5 tarry demodandsB3)
  Treasure standard (mwk armored kilt, +1 vicious maul, 
  other treasure)
  SPECIAL	ABILITIES
  Sacrilegious	Spittle	(Ex) As a standard action once every 1d4 
  rounds, a gristly demodand can spit acidic mucus in a 30-foot 
  cone. Creatures in the area take 15d6 points of acid damage (DC 
  27 Reflex half), and are entangled on a failed save. Entangled 
  creatures take 5d6 points of acid damage each round at the end 
  of their turns. Creatures that take acid damage 
  from sacrilegious spittle are also subject to 
  the demodand’s faith-stealing strike. Each 
  round on its turn, an entangled creature may 
  attempt a new saving throw to end the effect, 
  as a full-round action that provokes attacks of 
  opportunity. The save DC is Constitution-based.
  Gristly demodands delight in inflicting pain 
  and suffering, eagerly fulfilling their roles in 
  demodand culture as assassins, executioners, 
  and torturers. These fiends conduct special 
  missions of reconnaissance, disruption, and 
  violent destruction, frequently 
  leading crack units of tarry 
  demodands into hostile 
  lands, where they 
  attack key demonic 
  installations in order 
  to subject their captives 
  to brutal and insidious 
  torture for the purpose of 
  extracting information.
  A gristly demodand’s skin 
  is stretched so taut over rolls 
  of fat and cartilaginous flesh 
  that it continually rips and 
  splits, though a yellow-
  white mucus that oozes 
  out from within heals these 
  superficial tears, keeping its 
  body intact.
  A typical gristly demodand 
  is 7 feet tall and weighs up 
  to 600 pounds.
  Illustration by Dave Allsop
  72
  
  Demodand, Stringy
  This lanky, winged humanoid is covered in layers of long, ropy 
  skin growths.
  STRINGY	DEMODAND		
  CR	15
  XP	51,200
  CE Medium outsider (chaotic, demodand, evil, extraplanar) 
  Init	+8; Senses	darkvision 120 ft., detect good, detect magic; 
  Perception +24
  DEFENSE
  AC	30, touch 18, flat-footed 22 (+8 Dex, +12 natural)
  hp	230 (20d10+120)
  Fort	+18, Ref	+14, Will	+13; +4 vs. divine spells
  DR	10/good and magic; Immune	acid, poison; Resist	cold 10, 
  fire 10; SR	26 
  OFFENSE
  Speed	40 ft., fly 40 ft. (average)
  Melee	bite +29 (2d6+9 plus 2d6 nonlethal/19–20), 2 claws +29 
  (1d10+9 plus 2d6 nonlethal/19–20) 
  Special	Attacks	entangling folds, 
  faith-stealing strike (DC 24)
  Spell-Like	Abilities	(CL 15th; 
  concentration +19)
  Constant—detect good, 
  detect magic
  At will—detect thoughts (DC 16)
  3/day—fear (DC 18), greater 
  dispel magic
  1/day—hold monster 
  (DC 19), summon (level 6, 
  1d4 tarry demodandsB3 
  or 1d2 stringy 
  demodands 40%)
  STATISTICS
  Str	28, Dex	27, Con	23, 
  Int	12, Wis	13, Cha	18
  Base	Atk	+20; CMB	+29; 
  CMD	47
  Feats	Blind-Fight, Cleave, 
  Combat Reflexes, Flyby 
  Attack, Improved Critical 
  (bite), Improved Critical 
  (claw), Improved Vital 
  Strike, Intimidating 
  Prowess, Power Attack, 
  Vital Strike 
  Skills	Acrobatics +26, 
  Bluff +27, Climb +22, Fly +21, 
  Intimidate +36, Knowledge 
  (planes) +14, Perception +24, 
  Sense Motive +14, Stealth +26, 
  Survival +14 
  Languages	Abyssal, Celestial, Common
  SQ	heretical soul
  ECOLOGY
  Environment	any (Abyss)
  Organization	solitary, pair, or tangle (3–8)
  Treasure	standard
  SPECIAL	ABILITIES
  Entangling	Folds	(Ex)	Although the disgusting growths on	
  a stringy demodand are technically part of its skin, the 
  demodand has a small measure of control over these ropy 
  appendages. As a swift action, a stringy demodand can use 
  its growths to entangle any adjacent creatures of its size or 
  smaller. To resist being entangled, a target must succeed 
  at a DC 25 Reflex save. As long as the stringy demodand is 
  entangling one or more creatures, any creature 
  that moves adjacent to the demodand must 
  successfully save or likewise be entangled. 
  Entangled creatures can’t move farther than	5 feet 
  from the stringy demodand until they break free 
  from its growths. An entangled creature can break 
  free as a move action by succeeding at a DC 25 
  Strength or Escape Artist check. The save DCs are 
  Constitution-based.
  Stringy demodands fulfill their duty to 
  their titan masters as kidnappers and 
  slave masters throughout the Abyssal 
  realms. Stringy demodands’ agility 
  allows them to quickly snatch up 
  targets and prevent slave revolts before 
  they start. 
  The 
  stringy 
  demodands’ 
  long, 
  obsidian-colored skin growths give 
  the abhorrent outsiders their name. 
  These fibers resemble nothing so 
  much as elongated skin tags the 
  girth of a human finger and are 
  roughly 4 feet in length. The 
  fibrous outgrowths sprout from 
  their heads and the tips of their 
  wings. These ropy feelers bob 
  and sway wildly as a stringy 
  demodand moves, creating 
  a truly disturbing image for 
  those victims who glimpse back 
  at their Abyssal pursuer.
  Because these rubbery strands 
  cover most of the creatures’ bodies, they 
  provide a measure of natural protection 
  that allows stringy demodands to eschew 
  armor. Stringy demodands are 
  typically 6 feet tall and weigh 
  300 pounds.
  Demodand, Gristly–Demodand, Stringy
  Illustration by Jon Neimeister
  73
  
  Demon, Abrikandilu
  This deformed, horned, hunchbacked humanoid has a forked, 
  ratlike tail and two thumbs on each taloned hand.
  ABRIKANDILU	
  CR	3
  XP	800
  CE Medium outsider (chaotic, demon, evil, extraplanar) 
  Init	+0; Senses	darkvision 60 ft.; Perception +12 
  DEFENSE
  AC	15, touch 10, flat-footed 15 (+5 natural)
  hp	32 (5d10+5)
  Fort	+5, Ref	+4, Will	+3
  DR	5/cold iron;	Immune	electricity, poison; Resist	acid 10, cold 10, 
  fire 10 
  Weaknesses	hatred of mirrors
  OFFENSE
  Speed	30 ft.
  Melee	bite +7 (1d6+2 plus mutilation), 2 claws +7 (1d4+2) 
  Ranged	improvised weapon +5 (1d6+2)
  Special	Attacks	destructive attacks, mutilation
  Spell-Like	Abilities	(CL 5th; concentration +6)
  3/day—cause fear (DC 12), shatter (DC 13) 
  1/day—summon (level 1, 1 abrikandilu 50%)
  STATISTICS
  Str	15, Dex	11, Con	12, Int	6, Wis	10, Cha	13
  Base	Atk	+5; CMB	+7 (+9 sunder); CMD	17 (19 
  vs. sunder)
  Feats	Improved Sunder, Iron Will, Power 
  Attack, Throw AnythingB 
  Skills	Appraise +6, Climb +10, Disable 
  Device +8, Perception +12; Racial	
  Modifiers	+4 Perception
  Languages	Abyssal, Celestial, 
  Draconic; telepathy 100 ft. 
  ECOLOGY
  Environment	any (Abyss)
  Organization	solitary, pair, or 
  gang (3–12)
  Treasure	standard (thieves’ 
  tools, other treasure, but any 
  art objects are broken)
  SPECIAL	ABILITIES
  Destructive	Attacks	(Ex)	An 
  abrikandilu’s natural attacks 
  can threaten and confirm critical 
  hits against objects. In addition, 
  an abrikandilu gains a +5 racial 
  bonus on Strength checks to break 
  or destroy objects.
  Hatred	of	Mirrors	(Ex) An 
  abrikandilu loathes 
  the sight of its own 
  reflection. Using a mirror grants a +5 bonus on Intimidate 
  checks against an abrikandilu. An abrikandilu adjacent to 
  a mirror or attacked by a mirror-carrying creature (at the 
  GM’s discretion, some shields could be considered mirrors) 
  must attempt a DC 15 Will save at the start of its turn. If it 
  fails, it must focus all of its actions that round on attempts 
  to destroy the mirror.
  Mutilation	(Su) An abrikandilu’s bite causes horrific 
  and hideous wounds that not only mar beauty but 
  supernaturally diminish a creature’s sense of self-worth. A 
  creature bitten by an abrikandilu must succeed at a DC 13 
  Fortitude save or gain a –1 penalty on all Charisma-based 
  checks. This penalty stacks, up to a –5 penalty, and it lasts 
  even after the wounds are healed. The penalty slowly fades 
  with time, diminishing by 1 every 24 hours until it reaches 0. 
  This is a curse effect. The save DC is Constitution-based.
  Known as wrecker demons, abrikandilus delight in 
  destroying beauty, be it by rending a fine painting to 
  shreds, reducing a magnificent statue to rubble, or 
  scarring a lovely face. Abrikandilus are formed from the 
  souls of mortals who vandalized art or defaced objects of 
  exquisiteness, particularly those whose acts 
  of destruction were born from jealousy. 
  All abrikandilus loathe only one thing 
  more than beauty—their own 
  ref lections. Curiously, the faces 
  of other abrikandilus do not 
  vex a wrecker demon, but the 
  sight of its own deformed 
  shape drives an abrikandilu 
  into a furious, brutish anger, 
  impelling it to focus all of 
  its energy on breaking the 
  object, usually a mirror, in 
  which it can see itself.
  Abrikandilus are often used 
  as ground troops in demonic 
  wars, for they are excellent 
  grunts on the battlefield and 
  don’t require weapons or armor to 
  excel at combat. Their penchant for 
  demolishing works of art functions as 
  an additional demoralizing element 
  in battle, for even when abrikandilus 
  are defeated, the damage 
  they have dealt endures 
  as a constant reminder 
  of the value of what 
  they destroyed.
  An abrikandilu stands 
  4 feet tall and weighs 
  200 pounds.
  Illustration by Dave Allsop
  74
  
  Demon, Cambion
  This red-skinned, demonic humanoid has a forked tongue, and a 
  pair of black horns sprout from its brow.
  CAMBION	
  CR	2
  XP	600
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init	+1; Senses	darkvision 60 ft.; Perception +7
  DEFENSE
  AC	15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 natural) 
  hp	22 (3d10+6)
  Fort	+5, Ref	+2, Will	+4
  Immune	electricity, poison; Resist	acid 10, cold 10, fire 10; SR	13 
  OFFENSE
  Speed	30 ft.
  Melee	mwk scimitar +6 (1d6+2/18–20), claw +0 (1d4+1/19–20) or 
  2 claws +5 (1d4+2/19–20)
  Ranged	mwk composite longbow +5 
  (1d8+2/×3) 
  Special	Attacks	sadistic strike, sinfrenzy 
  Spell-Like	Abilities	(CL 3rd; concentration +5)
  3/day—command (DC 13)
  1/day—charm person (DC 13), death knell (DC 14), 
  enthrall (DC 14)
  STATISTICS
  Str 15, Dex 13, Con 14, Int 13, Wis 12, Cha 14
  Base Atk +3; CMB +5; CMD 16
  Feats Deceitful, Power Attack
  Skills Acrobatics +7, Bluff +10, 
  Disguise +10, Intimidate +8, 
  Perception +7, Sense 
  Motive +7, Stealth +7 
  Languages Abyssal, 
  Common; telepathy 30 ft. 
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, 
  gang (3–7), or cult (8–13) 
  Treasure NPC gear (studded 
  leather, mwk scimitar, mwk 
  composite longbow [+2 Str] with 
  20 arrows, other treasure)
  SPECIAL	ABILITIES
  Sadistic	Strike	(Su)	Cambions excel at 
  causing pain and anguish. Cambions 
  always treat any weapons with which 
  they attack (including natural weapons 
  and spells with attack rolls) as if they had 
  the Improved Critical feat for the weapons.
  Sinfrenzy	(Su)	Every cambion carries an 
  excessive capacity for one of the 
  seven classical sins, determined at the 
  moment of the cambion’s birth and depending on the nature of 
  his humanoid parent’s greatest sin. Once per day for a number 
  of rounds equal to his Hit Dice, a cambion can embrace his sin 
  and enter a frenzied state as a free action. While a cambion is 
  in this frenzy, his land speed increases by 10 feet and he gains 
  a +1 bonus on Reflex saves and attack rolls. These bonuses do 
  not stack with those granted by haste or similar effects, but if 
  the cambion has at least 1 level in the class listed for his specific 
  sin, the sinfrenzy grants an additional effect.
  Envy (cleric): Cambion clerics covet the gods’ power. 
  When they are in a sinfrenzy, their channel energy effect 
  increases by 1d6.
  Gluttony (alchemist): Cambion alchemists enjoy drinking 
  extracts, potions, mutagens, and even poisons. When they are 
  in a sinfrenzy, their bombs deal an additional die of damage.
  Greed (rogue): Cambion rogues are obsessed with gathering 
  wealth and power. When they are in a sinfrenzy, cambion 
  rogues deal an additional die of sneak attack damage.
  Lust (bard): Cambion bards seek to dominate and 
  control others, turning them into slaves. When cambion 
  bards are in a sinfrenzy, the bonuses granted 
  by their inspire courage, inspire competence, 
  inspire greatness, and inspire heroics abilities 
  increase by 1. The save DCs of their bardic 
  performances also increase by 1.
  Pride (wizard): Cambion wizards believe 
  their magic is the greatest. When they are in a 
  sinfrenzy, their spell save DCs increase by 1.
  Sloth (fighter): Cambion fighters bleed 
  slowly. When entering a sinfrenzy, they 
  gain 2 temporary hit points per Hit Die that 
  disappear when the sinfrenzy ends.
  Wrath (ranger): Cambion rangers 
  attack with savage hatred. When they 
  are in a sinfrenzy, their favored enemy 
  bonuses increase by 2.
  When an incubus procreates with a 
  humanoid in the Abyss, and the 
  mortal parent resides on that plane 
  throughout the pregnancy, the 
  gestating child absorbs enough 
  Abyssal energy to be born not as a 
  half-demon, but as a type of humanoid 
  demon known as a cambion.
  Cambions are true outsiders. The 
  majority of cambions have red skin, 
  horns on their heads, and cloven 
  hooves for feet—the fiendish aspects 
  of cambions’ appearance don’t range 
  as widely as those of tieflings. A typical 
  cambion stands 6 feet tall and weighs 
  190 pounds.
  Demon, Abrikandilu–Demon, Cambion
  Illustration by Tomasz Chistowski
  75
  
  Demon, Seraptis
  This woman’s flesh is pale and clammy, as if her body had been 
  drained of blood from the fanged slashes on her four arms. 
  SERAPTIS	
  CR	15
  XP	51,200
  CE Medium outsider (chaotic, demon, evil, extraplanar) 
  Init +10; Senses darkvision 60 ft., deathwatch, true seeing; 
  Perception +30
  Aura gaze of despair (30 ft., DC 22), unholy aura (DC 23) 
  DEFENSE
  AC 30, touch 20, flat-footed 24 (+4 deflection, +6 Dex, +10 natural)
  hp 217 (15d10+135); blood healing
  Fort +22, Ref +15, Will +17
  DR 10/cold iron and good; Immune bleed, electricity, poison; 
  Resist acid 10, cold 10, fire 10; SR 26 
  OFFENSE
  Speed 50 ft.
  Melee +3 wounding scimitar +27/+22/+17 (1d6+11/15–20), 
  3 claws +21 (1d6+4 plus grab), gore +21 (2d6+4) or
  4 claws +23 (1d6+8 plus grab), gore +23 (2d6+8)
  Special	Attacks compelling domination, constrict (4d6+12 plus 
  2d6 bleed and 1d4 Strength drain), multi-arm grab
  Spell-like	Abilities (CL 15th; concentration +20)
  Constant—deathwatch, true seeing, unholy aura (DC 23)
  At will—crushing despair (DC 18), dispel magic, greater teleport 
  (self plus 50 lbs. of objects only), telekinesis (DC 20) 
  3/day—confusion (DC 19), demand (DC 23), dominate person 
  (DC 19), fly
  1/day—symbol of insanity (DC 23), summon (level 5, 
  1 seraptis 20% or 1 glabrezu 40%)
  STATISTICS
  Str 26, Dex 23, Con 28, Int 16, Wis 19, Cha 21
  Base Atk +15; CMB +21 (+25 grapple); CMD 41
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, 
  Improved Critical (scimitar), Improved Initiative, 
  Multiattack, Power Attack, Weapon Focus (scimitar)
  Skills Acrobatics +24 (+32 when jumping), Bluff +23, Fly 
  +24, Intimidate +23, Knowledge (planes) +21, Knowledge 
  (religion) +21, Perception +30, Sense Motive +22, Stealth 
  +24; Racial	Modifiers +8 Perception
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft. 
  ECOLOGY
  Environment any (Abyss)
  Organization solitary or cult (1 plus 2–6 succubi)
  Treasure double (+3 wounding scimitar, other) 
  SPECIAL	ABILITIES
  Blood	Healing	(Su)	Whenever a creature within 
  30 feet of a seraptis takes bleed damage caused 
  by that seraptis, the blood flows through the air into 
  the seraptis’s maw, and the seraptis heals an equal 
  amount of damage. 
  Compelling	Domination	(Su) When a seraptis uses dominate 
  person, its victims do not actively resist and never gain a new 
  saving throw when ordered to take actions against their nature.
  Gaze	of	Despair	(Su)	Creatures within 30 feet of a seraptis that 
  fail a DC 22 Will save take 1d6 points of Charisma drain and are 
  staggered for 1d6 rounds. If the Charisma drain would reduce 
  a creature’s Charisma to 0, that creature instead succumbs 
  to overwhelming suicidal urges and attempts to end its life 
  by the most convenient method at hand, subject to the GM’s 
  discretion. The creature remains in that state until its Charisma 
  is restored to its normal maximum—otherwise, the victim must 
  be restrained at all times to prevent further suicide attempts. 
  This is a mind-affecting effect. The save DC is Charisma-based.
  Multi-Arm	Grab	(Ex) When a seraptis successfully grabs a 
  creature, the maws on her arms begin to gnaw on it. This ability 
  functions as constrict, except the damage type is bludgeoning, 
  piercing, and slashing. A seraptis gains a cumulative +4 bonus 
  on grapple attempts with her grab ability for each successive 
  claw attack after the first that hits a given target that round. 
  Seraptis demons form from souls of those who inspired 
  widespread despair or destruction by committing suicide.
  Illustration by Tyler Walpole
  76
  
  Devastator
  Each of this mechanical horror’s four monstrous limbs ends in a 
  terrible weapon. 
  DEVASTATOR	
  CR	22/MR	8
  XP	614,400
  CE Gargantuan construct (extraplanar, mythic)
  Init	+6; Senses	darkvision 60 ft., low-light vision, mythic 
  sightMA (2) 30 ft.; Perception +34 
  Aura	corruption (60 ft.), unholy aura (DC 24)
  DEFENSE
  AC	44, touch 20, flat-footed 38 (+4 deflection, +6 Dex, 
  +24 natural, +4 profane, –4 size)
  hp	365 (30d10+200)
  Fort	+14, Ref	+20, Will	+18
  Defensive	Abilities	absorb good magic, unchangingMA;  
  DR	15/adamantine and epic; Immune	acid, cold, construct 
  traits, electricity, fire; SR	33 
  OFFENSE
  Speed	50 ft., burrow 30 ft., fly 60 ft. 
  (average)
  Melee	4 vile arms +45 
  (2d8+18/19–20), 2 wings +40 
  (2d6+11/19–20 plus 2d6 bleed)
  Space	20 ft.; Reach 20 ft.
  Special	Attacks	bleed (2d6), 
  destroyerMA, display of StrengthMA, 
  farwalkerMA (2), mythic power (10/
  day, surge +1d10), rend (2 vile arms, 
  2d8+24), vile strikes 
  Spell-Like	Abilities	(CL 20th; 
  concentration +26)
  Constant—unholy aura
  At will—blade barrier (DC 
  22), dimensional anchor 
  3/day—blasphemy (DC 23), plane 
  shift (DC 21)
  1/day—destruction (DC 23), 
  earthquake, implosion (DC 25)
  STATISTICS
  Str	37, Dex	23, Con	—, Int	15, Wis	18, Cha	22
  Base	Atk	+30; CMB	+47; CMD	71 
  Feats	Awesome Blow, Blind-FightM, Cleave, Combat 
  ReflexesM, Critical FocusM, Great Cleave, Improved 
  Bull Rush, Improved Critical (vile arm, 
  wing), Power Attack, Staggering Critical, 
  ToughnessM, Vital Strike, Weapon Focus 
  (vile arm, wing)
  Skills	Acrobatics +21, Climb +28, Fly +18, 
  Intimidate +36, Knowledge (planes) +17, 
  Perception +34
  Languages	Abyssal, Celestial
  SQ	always a chanceMA, extra mythic powerMA 
  ECOLOGY
  Environment	any (Abyss)
  Organization	solitary, pair, or catastrophe (3–13)
  Treasure	standard
  SPECIAL	ABILITIES
  Absorb	Good	Magic (Su) Whenever a spell with the good 
  descriptor includes a devastator as a target or in its area or 
  effect, the caster must succeed at a DC 38 caster level check or 
  the devastator negates the entire spell and gains 5 temporary 
  hit points per spell level of the spell absorbed that last 1 hour.
  Aura	of	Corruption	(Su) Any chaotic evil outsider with 15 or more 
  Hit Dice within 60 feet of a devastator gains a +10 enhancement 
  bonus to Strength and Charisma, and its SR increases by 5 (if it 
  doesn’t already possess SR, it gains SR equal to 11 + its CR).
  Vile	Strikes	(Ex) All of a devastator’s attacks are +5 unholy anarchic 
  weapons that deal bludgeoning, piercing, and slashing damage.
  In an unholy act of twisted, demonic humor, devastators 
  derive their power from the souls of good outsiders.
  Demon, Seraptis–Devastator
  Illustration by Helge C. Balzer
  77
  
  Devil, Apostate
  A grim metal mask floats above ceremonial armor that shifts and 
  writhes, and long blades form fingers on gauntleted hands.
  APOSTATE	DEVIL	(DEIMAVIGGA)	 CR	17
  XP	102,400
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +14; Senses darkvision 60 ft., see in darkness; Perception +28 
  DEFENSE
  AC 46, touch 20, flat-footed 36 (+14 armor, +10 Dex, +12 natural) 
  hp 261 (18d10+162); regeneration 5
  Fort +20, Ref +16, Will +20
  DR 10/good and silver; Immune fire, poison; Resist acid 10, 
  cold 10; SR 27 
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee 2 claws +28 (1d8+9/19–20 plus 1d6 Wisdom drain) 
  Space 5 ft.; Reach 10 ft.
  Special Attacks boundless reach, ohrwurm 
  Spell-like	Abilities (CL 18th; concentration +27)
  At will—alter self, dream (DC 24), greater teleport (self plus 
  50 lbs. of objects only), major image (DC 22), mirage 
  arcana (DC 24), ventriloquism (DC 19)
  3/day—blasphemy (DC 26), dominate person (DC 24), hold 
  monster (DC 24), insanity (DC 26), touch of idiocy, veil (DC 25)
  1/day—mind fog (DC 24), screen (DC 27), summon (level 8, 1d6 
  bone devils or 2d4 bearded devils 50% or 1 ice devil 20%) 
  STATISTICS
  Str 28, Dex 31, Con 28, Int 21, Wis 24, Cha 28
  Base Atk +18; CMB +28; CMD 47
  Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, 
  Improved Critical (claw), Improved Disarm, Improved 
  Initiative, Iron Will, Persuasive, Weapon Focus (claw)
  Skills Acrobatics +28, Bluff +30, Diplomacy +34, Disguise +27, Fly 
  +18, Intimidate +34, Knowledge (history, planes, religion) +26, 
  Perception +28, Sense Motive +28, Stealth +36
  Languages Abyssal, Celestial, Common, Draconic, Infernal; 
  indomitable oration, telepathy 100 ft.
  SQ armor bond, evangelization, indomitable oration, 
  malleable form 
  ECOLOGY
  Environment any (Hell)
  Organization solitary
  Treasure double (+5 shadow full plate, other treasure) 
  SPECIAL	ABILITIES
  Armor	Bond	(Ex)	A deimavigga’s armor is as much a part of 
  its body as a second skin. A deimavigga ignores its armor’s 
  speed reduction, max Dex bonus, and armor check penalty.
  Boundless Reach (Su) A deimavigga’s claws slice through 
  reality, allowing it to make melee attacks against any 
  creature it is aware of—typically meaning creatures within 
  100 feet. The devil still only threatens the 10-foot area 
  around it and cannot make attacks of opportunity against 
  creatures farther away. This ability can span vast distances, 
  allowing a deimavigga making use of divination magic to 
  detect distant creatures and attack foes separated by miles 
  or even planes. Spells like forbiddance, which prevent 
  planar travel, protect against a deimavigga’s claws. The spell 
  dimensional anchor also prevents a deimavigga from using 
  this ability for the duration of that spell. An attacked creature 
  can retaliate until the beginning of the deimavigga’s next 
  turn, striking at the devil’s claws with weapons or spells 
  as if it were physically present, but the deimavigga’s claws 
  receive a size bonus to AC as if they were two sizes smaller 
  than the deimavigga, and the attacked creature cannot 
  grapple or otherwise prevent the claws from vanishing out 
  of reach at the end of the round.
  Evangelization	(Su) The words of deimaviggas are poison to 
  the mind. Every round a deimavigga speaks (a free action), 
  all non-devils with an Intelligence score of 3 or higher 
  within 30 feet must make a DC 28 Will save or become 
  vulnerable to its blasphemous discourse. The DC of this Will 
  save increases by 1 for each consecutive round a creature 
  has listened to the same deimavigga speak. Creatures must 
  be listening to a deimavigga to be affected by its oration. 
  Deafened creatures and those in combat—either with the 
  deimavigga or with other creatures—are not considered 
  to be listening. Victims cannot simply declare they are not 
  listening without taking steps to impede their hearing. Upon 
  failing this save, a victim can be affected by the heretical 
  power of a deimavigga’s words. The devil may use its speech 
  to affect a listener in ways that mimic any of the following 
  spells: calm emotions (DC 21), charm monster (DC 23), 
  command (DC 20), confusion (DC 23), crushing despair (DC 
  23), deep slumber (DC 22), enthrall (DC 21), modify memory 
  (DC 23), rage (DC 22), or suggestion (DC 22). Victims still 
  receive saving throws against these spell effects, but if they 
  fail their saves they are not aware the devil is working its 
  power upon them. A deimavigga can affect multiple victims 
  with different spell effects in the same round. This is a sonic 
  mind-affecting effect. The base save DC is Charisma-based.
  Indomitable	Oration	(Su) A deimavigga’s speech is always 
  perfectly clear and cannot be silenced or warped. Even in 
  areas of incredible noise, through water or airless voids, or 
  in areas of magical silence, these devils’ voices can still be 
  heard normally. All beings understand deimaviggas, as if 
  these devils constantly spoke in all tongues at once.
  Malleable	Form	(Su) A deimavigga has complete control over 
  its physical form, and if transformed into another shape 
  against its will, it can revert to its own form as a free action.
  Ohrwurm	(Su) As a standard action, three times per day, 
  a deimavigga can whisper a fundamental and terrifying 
  multiversal truth to one creature within 5 feet. The target 
  must make a DC 28 Will save or have the devil’s words take 
  root in its psyche. Outsiders and elementals have a +2 bonus 
  78
  
  on their saves to resist this ability. Initially, the deimavigga’s 
  words seem to have no effect. Any time the victim tries to 
  rest, though, he must make an additional DC 28 Will save or 
  be affected as per the spell nightmare (even if the victim 
  doesn’t technically sleep). After a night of suffering vivid 
  dreams and wrestling with the devil’s words, the victim 
  must make yet another DC 28 Will save or have its alignment 
  shift one step toward lawful evil. Only by unlearning what 
  the deimavigga told it can a victim be free of this effect, 
  requiring a spell such as miracle, modify memory, or wish.
  Wisdom	Drain	(Su) A deimavigga drains 1d6 points of Wisdom 
  each time it hits with its claw attack. (A deimavigga does not 
  heal any damage when it uses its Wisdom drain.)
  Regal, fearsome, and unfeeling, deimaviggas seek to turn 
  the faithful from their gods, using cold logic to proselytize 
  the path of atheism, the freedom of the mortal spirit, 
  and the order offered by Hell. Their ever-shifting masks 
  speak envenomed words and give their hollow lies the 
  ring of truth. Speaking out against all deities—except 
  for Asmodeus, whom they subtly tout as a bringer of 
  discipline even as they downplay his divinity—these deadly 
  intellectuals know that those who turn from their deities 
  are more likely to succumb to the temptations of diabolism. 
  Rather than attempting to sway the souls of individual 
  mortals, these cunning fiends take on the roles of prophets 
  of reason, disguising themselves beneath layers of illusion 
  to evangelize the virtues and freedoms of lives unshackled 
  by the demands of egotistical deities. Occasionally one 
  might focus its arguments on a soul of particular piety, 
  delighting in throwing a deity’s most devoted servant into 
  an inescapable crisis of faith. Deimaviggas care little for 
  what gods their depredations affect, disenfranchising the 
  worshipers of the pure and the profane alike.
  In their natural shapes, deimaviggas stand 7 feet tall 
  and weigh a mere 120 pounds. When disguised, though, 
  they typically take the forms of wise elders who have lived 
  long enough to understand fundamental truths about 
  the universe, priests who have “realized their folly” 
  and rejected their former dogma, or even “angels” 
  of truth. Though they prefer to fight with 
  words rather than with physical means, 
  deimaviggas attack those who attempt 
  to strip away their disguises and 
  illusions, or who can argue as eloquently 
  as they—though if possible, they prefer 
  to do so discreetly and dispose of 
  the bodies secretly.
  Deimaviggas 
  prefer 
  to spend most of their 
  time upon the Material Plane, swaying 
  the weak and corruptible souls of mortals. 
  There they seek out either vast mortal cities, 
  where their heresy might reach many ears, or small 
  communities where the isolated might fall to their 
  blasphemous philosophizing. When in Hell, though, 
  they linger in Caina, tormenting the souls of those 
  trapped upon its lonely islands, developing and testing 
  complicated and often confusing arguments.
  Preferring to operate alone, these poison-tongued devils 
  rarely work with others of their kind, even though their 
  status affords them control over their lesser brethren. 
  They find that their arguments benefit from a single 
  voice, and that their endeavors are complicated by even 
  the most obedient minions. They bow to Hell’s hierarchy, 
  however, and serve if compelled to do so. Pit fiends 
  and infernal dukes sometimes utilize deimaviggas as 
  personal majordomos, spies, and spreaders of dissension, 
  though even among devilkind these enigmatic fiends are 
  considered particularly unnerving.
  Devil, Apostate 
  Illustration by Alexandru Sabo
  79
  
  Devil, Heresy
  Seemingly fused with a monstrous iron throne, this impossibly 
  corpulent being floats several feet off the ground. 
  HERESY DEVIL (AYNGAVHAUL) CR 12
  XP 19,200
  LE Huge outsider (devil, evil, extraplanar, lawful)
  Init +3; Senses darkvision 60 ft., see in darkness; Perception +21 
  DEFENSE
  AC 29, touch 7, flat-footed 29 (+4 armor, –1 Dex, +18 natural, –2 size)
  hp 175 (13d10+104); fast healing 5
  Fort +17, Ref +3, Will +13
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 22 
  OFFENSE
  Speed 10 ft., fly 40 ft. (perfect)
  Melee 2 slams +18 (2d8+7), bite +18 (2d6+7)
  Ranged 3 searing words +10 (4d6 fire and divine)
  Space 15 ft.; Reach 5 ft.
  Special Attacks blasphemous bile
  Spell-like Abilities (CL 13th; concentration +18)
  At will—deathwatch, greater teleport (self plus 50 lbs. of 
  objects only), illusory script (DC 18), mage hand, major 
  image (DC 18), message
  3/day—contagion (DC 19), deeper darkness, dispel good, 
  dispel magic, invisibility purge, magic circle 
  against good, speak with dead (DC 18), 
  telekinesis (DC 20), stinking cloud (DC 18), 
  unholy blight (DC 19), zone of silence
  1/day—blasphemy (DC 22), legend lore, 
  mislead, summon (level 6, 2 bone devils 
  100% or 1 contract devilB3 70%), unhallow 
  STATISTICS
  Str 24, Dex 8, Con 24, Int 22, Wis 21, Cha 20
  Base Atk +13; CMB +22; CMD 41
  Feats Diehard, Endurance, Great Fortitude, 
  Improved Initiative, Persuasive, Toughness
  Skills Bluff +21, Diplomacy +25, Fly +12, Intimidate 
  +25, Knowledge (arcana, planes, religion) 
  +22, Knowledge (history) +19, Perception +21, 
  Perform (oratory) +18, Profession (librarian) +12, 
  Sense Motive +21, Spellcraft +22
  Languages Abyssal, Celestial, Draconic, Infernal 
  SQ corpulence
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or lecture (3–8) 
  Treasure standard
  SPECIAL ABILITIES
  Corpulence (Ex) Ayngavhauls are so greasy and grossly obese 
  that they gain a +10 bonus to CMD.
  Blasphemous Bile (Su) Once per hour, an ayngavhaul can expel 
  a 30-foot line of putrid bile. The bile deals 4d6 acid damage 
  (Reflex DC 23 half). Even on a successful save, those struck by 
  this bile are drenched in liquid corruption. Any non-evil divine 
  spellcaster who casts a spell targeting a creature soaked in 
  this bile must make a DC 23 caster level check to affect the 
  creature or the spell fails. This bile can be washed off by a 
  creature or ally that spends a round and uses at least a gallon 
  of fluid; otherwise the effect last for 10 minutes per HD of the 
  ayngavhaul. The save DC is Constitution-based. 
  Searing Words (Su) An ayngavhaul can speak words of torment, 
  giving them shape and sending them streaking toward their 
  enemies as ranged touch attacks. Any good-aligned creature 
  struck by one of these infernal words takes 4d6 
  points of hellfire damage (half fire, half profane); non-good 
  creatures take half damage. This is a sonic effect.
  Bloated scholars of despair, ayngavhauls collect, create, 
  and spread heresies and apocrypha, sowing disbelief and 
  corruption among all who would seek their foul wisdom. 
  Ayngavhauls are roughly ovular in form, about 10 feet 
  tall with their rolls of wet gristle spreading 13 feet wide.
  Illustration by Alexandru Sabo
  80
  
  Devil, Warmonger
  Armored like an infernal knight upon some monstrous steed, this 
  fiend of iron and nails scuttles upon six bladed, beetle-like legs. 
  WARMONGER DEVIL (LEVALOCH) CR 7
  XP 3,200
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness; 
  Perception +16 
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 84 (8d10+40)
  Fort +10, Ref +9, Will +5
  Defensive Abilities construct form; DR 5/good; Immune fire, 
  poison; Resist acid 10, cold 10; SR 12 
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee mwk trident +13/+8 (2d6+7), 2 legs +7 (1d8+2) or 
  2 claws +12 (1d6+5), 2 legs +7 (1d8+2) 
  Ranged mwk trident +10 (2d6+7) or
  net +10 ranged touch (entangle)
  Space 10 ft.; Reach 10 ft.
  Special Attacks merciless blow, trample (1d8+7, DC 19)
  Spell-like Abilities (CL 12th; concentration +14)
  At will—greater teleport (self plus 50 lbs. of objects only)
  1/day—summon (level 4, 1d4 lemures or 1 bearded devil 40%)
  STATISTICS
  Str 20, Dex 17, Con 19, Int 14, Wis 16, Cha 15
  Base Atk +8; CMB +14; CMD 27 (31 vs. bull rush and trip)
  Feats Combat Reflexes, Improved Initiative, Power Attack, 
  Toughness
  Skills Acrobatics +14, Bluff +13, Climb +17, Craft (weapons) 
  +9, Intimidate +13, Knowledge (dungeoneering, 
  engineering) +9, Knowledge (planes) +13, Perception +16, 
  Stealth +12 (+18 among metal objects or debris); Racial 
  Modifiers +2 Perception, +2 Stealth (+8 Stealth among 
  metal objects or debris) 
  Languages Celestial, Draconic, Infernal; telepathy 100 ft. 
  SQ hellstrider, phalanx, stability
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or troop (3–18)
  Treasure standard (masterwork trident, other 
  treasure) 
  SPECIAL ABILITIES
  Construct Form Despite being true devils, 
  levalochs possess a number of immunities 
  common to constructs, including immunity 
  to ability damage, ability drain, death 
  effects, death from massive damage, disease, 
  energy drain, exhaustion, fatigue, necromancy 
  effects, nonlethal damage, paralysis, sleep effects, 
  and stunning. Upon being reduced to 0 hit points, they are 
  immediately destroyed. 
  Hellstrider (Su) A levaloch is not impeded by difficult terrain, 
  and can move or charge through such squares as normal. It 
  can also cross areas covered with dangerous impediments 
  (such as caltrops or thorns) without being damaged or 
  hindered. The creature’s legs are immune to acid and cold, 
  allowing it to cross even rivers of acid without being damaged 
  or hindered as long as the hazard is fewer than 4 feet deep. 
  This ability does not protect a levaloch against magical 
  hindrances like black tentacles, web, or similar spells.
  Merciless Blow (Su) Any trident attack a levaloch makes against 
  entangled creatures deals an extra 2d6 points of damage.
  Phalanx (Ex) All devils adjacent to a levaloch gain a +1 morale 
  bonus on attack rolls and to AC.
  Stability (Ex) A levaloch gains a +4 bonus to CMD against bull 
  rush and trip.
  Fearsome giants of steel and blades, levalochs serve the 
  armies of Hell as potent warriors and tenacious hunters. 
  They stand just over 10 feet tall and weigh 1 ton. 
  Devil, Heresy–Devil, Warmonger
  Illustration by Alexandru Sabo
  81
  
  Digmaul
  This muscular, cougarlike cat has fearsome teeth and a thick tail 
  ending in a spiked ball.
  DIGMAUL 
  CR 3
  XP 800
  N Medium animal 
  Init +9; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural)
  hp 32 (5d8+10)
  Fort +6, Ref +9, Will +2
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +8 (1d6+4), 2 claws +8 (1d4+4), tail +3 (1d4+2) 
  Special Attacks ball tail
  STATISTICS
  Str 18, Dex 20, Con 15, Int 2, Wis 13, Cha 7
  Base Atk +3; CMB +7; CMD 22 (26 vs. trip)
  Feats Improved Initiative, Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +9, Climb +12, Perception +5, Stealth +14
  ECOLOGY
  Environment temperate forests
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Ball Tail (Ex) A digmaul has a spiked ball at the end of its 
  tail, which it can use as a secondary natural attack that 
  deals 1d4 points of bludgeoning and piercing damage. The 
  digmaul can substitute a trip or bull rush combat maneuver 
  check for its normal tail attack. Such a combat maneuver 
  check doesn’t provoke attacks of opportunity and receives a 
  +4 racial bonus; a digmaul that fails its trip attempt by 10 or 
  more in this way is not tripped.
  Digmauls are stealthy ambush predators, and 
  their victims often catch a hint of their musky 
  odor just seconds before the beasts leap upon 
  them. In many places, only hermits, 
  pioneers, and adventurers come 
  across these feline hunters 
  as they press into uncharted 
  wildernesses, but in areas where 
  humanoid 
  populations 
  have 
  recently expanded, communities 
  encroaching into formerly pristine 
  forests may also have to contend 
  with these cunning killers. Some tale-
  spinners warn that humanoids are the 
  preferred prey of digmauls, and charlatans use 
  this falsehood to stir up fear and get people to buy 
  charms and unguents said to ward against digmaul attacks.
  Digmauls make their homes in remote woods, where 
  they climb up into trees to leap down on unsuspecting 
  prey, tackling their victims and beating them to death 
  with bulbous, spiked tails. When actively hunting and not 
  simply relying on opportunity, digmauls stalk their prey 
  for hours, sometimes even days, keeping a safe distance and 
  making use of their superior stealth to remain unnoticed. 
  They use their keen noses to follow their quarries’ trails 
  when they lose sight in the thick, dark forests. Some stories 
  claim that humanoids native to the forests where digmauls 
  hunt have been successful in training these ferocious cats 
  to guard their secluded domains, though such feats may 
  rely on druidic magic. 
  Though only having animal intelligence, digmauls 
  communicate with one another in a manner similar to bird 
  calls. They also use their tails to drum on logs to warn of 
  danger, and to attract mates during mating season. These 
  drumming sounds can be heard at distances of 1 to 2 miles.
  A digmaul stands nearly 3 feet tall at the shoulder, is 
  6 feet long, and weighs 180 pounds.
  SILVERCAT
  Even rarer than ordinary digmauls are those specimens 
  referred to as silvercats, whose lustrous, blue-gray pelts 
  shimmer in moonlight. Silvercats are digmauls with the 
  advanced simple template. Their ball tail lacks the spikes 
  of a digmaul’s but has greater force behind it. While the 
  tail deals only bludgeoning damage, the racial bonus on 
  trip and bull rush combat maneuver checks with the tail 
  increases to +6.
  Illustration by Brynn Metheney
  82
  
  Dinosaur, Ceratosaurus
  Bladelike horns jut from the snout and eye ridges of this toothy, 
  bipedal dinosaur.
  CERATOSAURUS 
  CR 5
  XP 1,600
  N Large animal 
  Init +6; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 52 (8d8+16)
  Fort +8, Ref +8, Will +4
  Defensive Abilities ferocity
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (2d6+10 plus trip)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood rage
  STATISTICS
  Str 24, Dex 15, Con 15, Int 2, Wis 11, Cha 10
  Base Atk +6; CMB +14; CMD 26
  Feats Improved Initiative, Iron Will, Run, Skill Focus (Stealth)
  Skills Perception +7, Stealth +12; Racial Modifiers +4 Stealth
  ECOLOGY
  Environment temperate or warm forests or plains
  Organization solitary, pair, or pack (3–7)
  Treasure none
  Although a ceratosaurus’s horn is mainly for courtship 
  displays, its jaws are extremely deadly. A ceratosaurus 
  stands 10 feet high and can grow up to 18 feet 
  long and 1,600 pounds.
  Dinosaur, Plesiosaurus
  This streamlined reptile has a long, serpentine neck, at the end of 
  which glares a many-fanged head.
  PLESIOSAURUS 
  CR 2
  XP 600
  N Large animal 
  Init +7; Senses keen scent, low-light vision, scent; Perception +6
  DEFENSE
  AC 14, touch 13, flat-footed 10 (+3 Dex, +1 dodge, +1 natural, 
  –1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +6, Will +3
  OFFENSE
  Speed 5 ft., swim 60 ft.
  Melee bite +5 (2d6+6 plus 1 bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks ambush attack +1d6, bleed (1)
  STATISTICS
  Str 18, Dex 17, Con 14, Int 2, Wis 15, Cha 9
  Base Atk +2; CMB +7; CMD 21
  Feats Dodge, Improved Initiative
  Skills Perception +6, Stealth +7, Swim +16; Racial Modifiers 
  +4 Stealth
  ECOLOGY
  Environment temperate or warm swamps or water
  Organization solitary, pair, or school (3–7)
  Treasure none
  SPECIAL ABILITIES
  Ambush Attack (Ex) If a plesiosaurus 
  successfully hits a foe with its bite 
  attack in the surprise round, it inflicts 
  an additional 1d6 points of damage 
  and threatens a critical hit on an 
  18–20. The additional damage from 
  the ambush attack itself is precision 
  damage and is not multiplied on a 
  successful critical hit.
  While not technically a dinosaur, 
  the plesiosaurus is often found 
  in waterways and swamps where 
  dinosaurs and other megafauna are 
  common. Long-necked and swift, these 
  ambush predators prefer to dart in, bite a foe, 
  and then swim away to hide while they wait for 
  their victim to bleed out before swimming back to feed. 
  Numerous species of this creature exist, from marsh-
  dwelling varieties to creatures that spend their entire 
  lives at sea.
  A plesiosaurus measures 11 feet long, though nearly half 
  of this length is neck, and weighs 1,000 pounds.
  Digmaul–Dinosaur
  Illustration by Brynn Metheney
  83
  
  Dinosaur, Troodon
  This small, slender-necked dinosaur’s bright, inquisitive eyes 
  seem to miss nothing.
  TROODON 
  CR 1
  XP 400
  N Medium animal 
  Init +2; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +3 (1d6), 2 claws +3 (1d4)
  STATISTICS
  Str 11, Dex 15, Con 14, Int 2, Wis 14, Cha 13
  Base Atk +1; CMB +1; CMD 13
  Feats Weapon Finesse
  Skills Perception +10, Stealth +6; Racial Modifiers +4 Perception
  SQ easily trained
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or pack (3–12)
  Treasure none
  SPECIAL ABILITIES
  Easily Trained (Ex) A troodon is unusually quick to pick up 
  tricks and animal training. All Handle Animal checks made 
  to train a troodon gain a +2 bonus. A troodon can learn an 
  additional 2 tricks beyond what an animal of its intelligence 
  can normally be taught.
  The swift, curious troodons are unusually quick to learn, 
  and some can even mimic human speech in 
  the manner of a parrot.
  A troodon is 3 feet tall and just 
  over 6 feet long from nose to 
  tail. It weighs 50 pounds.
  Dinosaur, Therizinosaurus
  This feathered bipedal saurian looks somewhat comical—save 
  for its outlandish sword-sized claws.
  THERIZINOSAURUS 
  CR 10
  XP 9,600
  N Gargantuan animal 
  Init +7; Senses low-light vision, scent; Perception +25
  DEFENSE
  AC 24, touch 9, flat-footed 21 (+3 Dex, +15 natural, –4 size)
  hp 133 (14d8+70)
  Fort +14, Ref +12, Will +8
  OFFENSE
  Speed 40 ft.; sprint
  Melee 2 claws +17 (4d6+10/15–20 plus 1d6 bleed)
  Space 20 ft.; Reach 20 ft.
  Special Attacks bleed (1d6), sweeping strike, vicious claws
  STATISTICS
  Str 30, Dex 17, Con 20, Int 2, Wis 15, Cha 11
  Base Atk +10; CMB +24; CMD 37
  Feats Improved Critical (claw), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception), Vital Strike, Weapon Focus (claw)
  Skills Perception +25
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or flock (3–8)
  Treasure none
  SPECIAL ABILITIES
  Sprint (Ex) Once per hour, a 
  therizinosaurus can move at 10 
  times its normal speed (400 feet) 
  when it makes a charge.
  Sweeping Strike (Ex) As a full-round action, a 
  therizinosaurus can hunker down and make 
  a great, sweeping attack with its claws 
  against up to four adjacent foes. The dinosaur 
  makes an attack roll against each target, 
  inflicting claw damage on a successful hit.
  Vicious Claws (Ex) A therizinosaurus’s claws threaten 
  a critical hit on an 18–20.
  At first glance, this dinosaur’s massive claws may 
  well convince observers that it is a predator, but 
  the therizinosaurus is in fact an omnivore. 
  Nonetheless, the therizinosaurus has a 
  foul temper and is both easily angered 
  and difficult to spook. With its deep-
  cutting claws, the therizinosaurus 
  is more than a match for even the 
  mightiest of predatory dinosaurs. A 
  therizinosaurus is 35 feet long and 
  weighs 13,000 pounds.
  Illustration by Brynn Metheney
  84
  
  Doppeldrek
  The half-formed shape a snarling dog rises out of this pile of 
  grayish foam.
  DOPPELDREK 
  CR 5
  XP 1,600
  N Medium ooze (shapechanger)
  Init +4; Senses blindsight 60 ft.; Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 10 (+4 Dex)
  hp 73 (7d8+42); fast healing 2
  Fort +8, Ref +6, Will +4
  Immune ooze traits
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +10 (1d6+5)
  STATISTICS
  Str 20, Dex 19, Con 22, Int —, Wis 15, Cha 11
  Base Atk +5; CMB +10; CMD 24 (can’t be tripped)
  Skills Disguise +8 (+15 when possessing an Intelligence score); 
  Racial Modifiers +8 Disguise
  SQ change shape (see text)
  ECOLOGY
  Environment any
  Organization solitary or group (1 disguised as a creature plus 
  an assortment of creatures of that type)
  Treasure none
  SPECIAL ABILITIES
  Change Shape (Su) A doppeldrek’s change shape ability 
  allows it to take the form of a living creature that 
  it senses with its blindsight ability. Although a 
  doppeldrek is normally mindless, its skill at mimicry is 
  sufficient to reproduce intelligence. While it maintains 
  the shape of a creature with 1 or 2 Intelligence, it 
  gains an Intelligence score of that value. If it mimics a 
  creature with a higher intelligence, the doppeldrek still 
  only gains an Intelligence score of 2. When a doppeldrek 
  gains an Intelligence score, it gains skill ranks equal to its 
  Hit Dice, which it always places in the Disguise skill. This 
  ability otherwise functions as normal for change shape. If 
  the doppeldrek takes the shape of an aberration, animal, 
  dragon, magical beast, or vermin, it gains any of the creature’s 
  abilities listed in beast shape IV. If it takes the shape of a fey, 
  humanoid, or monstrous humanoid, it instead gains any of the 
  creature’s abilities listed in monstrous physique IV (Pathfinder 
  RPG Ultimate Magic 229). Finally, if it takes the shape of a 
  plant, it gains any of the creature’s abilities listed in plant 
  shape III. A doppeldrek can’t mimic other oozes, nor can it 
  mimic constructs, outsiders, or undead.
  In their natural form, doppeldreks are pale blobs, with 
  an appearance akin to sea foam. However, doppeldreks 
  habitually mimic other creatures that they detect with 
  their blindsense, taking on not only their shapes but 
  also some of their innate abilities, and even some of 
  their intelligence. A doppeldrek using its change shape 
  ability believes itself to be whatever type of creature it 
  is currently mimicking, and its behavior matches the 
  behavior typical of that type of creature, as far as its 
  intelligence allows. When a doppeldrek attempts to copy 
  a creature with substantially greater intelligence, such as 
  the average humanoid, it attempts to follow the creature 
  around, constantly copying its behavior and making 
  vocalizations that are too imprecise to be recognizable 
  as speech. An isolated doppeldrek eventually reverts to 
  its natural form. 
  Occasionally, through exposure to potent magic or 
  other means, a doppeldrek gains a persistent intelligence 
  and personality, becoming an awakened doppeldrek. An 
  awakened doppeldrek possesses an Intelligence score of 6 
  or higher, and can use its change shape ability to mimic 
  an Intelligence score up to double its own. An awakened 
  doppeldrek must still put a number of skill ranks equal 
  to its Hit Dice in Disguise, but can allocate its other skill 
  ranks as it sees fit each time it assumes a new form.
  Dinosaur–Doppeldrek
  Illustration by Jorge Fares
  85
  
  Dragon, Esoteric
  One of the many families of true dragons, the following 
  group of five includes distantly related creatures that either 
  live in the far-flung corners of the Esoteric Planes or deal 
  with obscure matters on the Material Plane. 
  AGE CATEGORIES
  Many of a true dragon’s abilities, attacks, and other statistics 
  improve as the dragon grows older. These increases are 
  divided into 12 age categories—as a dragon ages, its base 
  statistics change as noted on the Dragon Age Categories 
  table on page 87.
  Age Category: This is the age category’s name.
  Age in Years: This is the dragon’s actual age.
  CR: This column modifies the dragon’s base CR.
  Size: This column shows the number of size categories 
  by which to increase the dragon’s base size, depending on 
  its age (from Tiny to Small, Small to Medium, and so on). A 
  true dragon does not gain the standard increases to ability 
  scores when it achieves a larger size—instead, it gains ability 
  score increases according to its age category, as indicated on 
  the Dragon Ability Scores table.
  Hit Dice: This shows how many additional Hit Dice 
  a dragon gains beyond its base HD as it grows. Increases 
  to HD grant extra hit points, feats, and skill ranks as well 
  as increase the dragon’s base attack bonus and base save 
  bonuses. A dragon has skill ranks equal to 6 + its Intelligence 
  modifier per HD. A dragon’s increases to ability scores for 
  gaining HD are included in the total ability score increases 
  (see the Dragon Ability Scores table on page 87).
  Natural Armor: This shows the amount the dragon’s base 
  natural armor bonus increases by age category.
  Breath Weapon: Each dragon has a breath weapon (see 
  Combat below) that deals a base amount of damage. This 
  multiplier increases the number of dice of damage dealt by 
  the dragon’s breath weapon. For example, a mature adult 
  dragon with a base breath weapon that deals 2d6 points 
  of acid damage would deal 14d6 points of acid damage 
  (because of the ×7 multiplier).
  COMBAT
  The Dragon Attacks and Speeds table on page 87 lists the 
  attacks a dragon can make and the damage each deals (a dash 
  indicates a dragon of that size lacks that attack). Dragons gain 
  other abilities when they reach specific age categories.
  Fly Speed: A dragon’s fly speed increases as indicated, 
  according to its size. 
  Bite: This is a primary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (even 
  though it has more than one attack). A dragon’s bite attack 
  has reach as if the creature were one size category larger 
  (+10 feet for Colossal dragons).
  Claws: These primary attacks deal the indicated damage 
  plus the dragon’s Strength bonus.
  Wings: The dragon can slam foes with its wings, even 
  when flying. Wing attacks are secondary attacks that deal 
  the indicated damage plus 1/2 the dragon’s Strength bonus. 
  Tail Slap: The dragon can slap one foe each round with its 
  tail. A tail slap is a secondary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (this is 
  an exception to the normal secondary attack rules).
  Crush (Ex): A flying or jumping Huge or larger dragon 
  can land on foes as a standard action, using its whole body 
  to crush them. Crush attacks are effective only against 
  opponents three or more size categories smaller than the 
  dragon. A crush attack affects as many creatures as fit in the 
  dragon’s space. Creatures in the affected area must succeed 
  at a Reflex save (DC = the DC of the dragon’s breath weapon) 
  or be pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off them. 
  If the dragon chooses to maintain the pin, it must succeed 
  at a combat maneuver check as normal. Pinned foes take 
  damage from the crush attack each round if they don’t 
  escape. A crush attack deals the indicated damage + 1-1/2 
  times the dragon’s Strength bonus.
  Tail Sweep (Ex): This allows a Gargantuan or larger dragon 
  to sweep with its tail as a standard action. The sweep affects 
  a half-circle with a radius of 30 feet (or 40 feet for a Colossal 
  dragon), extending from an intersection on the edge of the 
  dragon’s space in any direction. Creatures within the swept 
  area are affected if they were four or more size categories 
  smaller than the dragon. A tail sweep automatically deals 
  the indicated damage plus 1-1/2 times the dragon’s Strength 
  bonus. Affected creatures can attempt Reflex saves to take 
  half damage (DC = the DC of the dragon’s breath weapon).
  Breath Weapon (Su): Using a breath weapon is a standard 
  action. A dragon can use its breath weapon once every 1d4 
  rounds, even if it has more than one breath weapon. A 
  breath weapon always starts at an intersection adjacent to 
  the dragon and extends in a direction of the dragon’s choice. 
  Breath weapons come in two shapes, lines and cones, the 
  areas of which vary with the dragon’s size. If a breath weapon 
  deals damage, those caught in the area can attempt saves—
  typically Reflex saves but sometimes Fortitude saves—to take 
  half damage (DC = 10 + 1/2 the dragon’s HD + the dragon’s 
  Constitution modifier). Saves against various breath weapons 
  use the same DC; the type of saving throw is noted in the 
  specific breath weapons’ descriptions. A dragon can use its 
  breath weapon when it is grappling or being grappled.
  ADDITIONAL DRAGON RULES
  All esoteric dragons have the following abilities.
  Dragon Senses (Ex): Dragons have darkvision 120 feet 
  and blindsense 60 feet. They see four times as well as a 
  human in dim light and twice as well in normal light.
  86
  
  Frightful Presence (Ex): A dragon’s frightful presence 
  has a range equal to 30 feet × the dragon’s age category, but 
  otherwise functions as detailed on page 293.
  Psychic Magic: Esoteric dragons gain greater psychic skill 
  as they age. An esoteric dragon’s caster level for its psychic 
  magic spell-like abilities is equal to its total HD. It has an 
  amount of psychic energy equal to 1/2 its HD when it first 
  gains psychic magic + 2 PE for each age category thereafter. 
  Spells: An esoteric dragon knows and casts psychic spells 
  as a psychic (Pathfinder RPG Occult Adventures 60) of the level 
  indicated in its specific description. Its caster level depends 
  on its age, as shown for each type.
  Damage Reduction: Dragons gain damage reduction 
  as they age, as indicated in each dragon’s specific entry. 
  Their natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction.
  Immunities (Ex): Every dragon is immune to sleep effects 
  and paralysis effects. In addition, a dragon is immune to 
  one or more additional forms of attack or energy damage no 
  matter what its age is, as given in its specific description.
  Spell Resistance (Ex): As dragons grow older, they 
  become more resistant to spells and spell-like abilities, as 
  indicated in the specific dragon descriptions. A dragon’s 
  spell resistance is equal to 11 + its Challenge Rating.
  Dragon Age Categories
  Age Category 
  Age in Years 
  CR 
  Size 
  Hit Dice  
  Natural Armor 
  Breath Weapon
  1 Wyrmling 
  0–5 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  6–15 
  Base + 2 
  Base + 1 
  Base + 2 
  Base + 3 
  Base × 2
  3 Young 
  16–25 
  Base + 4 
  Base + 2 
  Base + 4 
  Base + 6 
  Base × 3
  4 Juvenile 
  26–50 
  Base + 5 
  Base + 2 
  Base + 6 
  Base + 9 
  Base × 4
  5 Young adult 
  51–100 
  Base + 7 
  Base + 3 
  Base + 8 
  Base + 12 
  Base × 5
  6 Adult 
  101–200 
  Base + 8 
  Base + 3 
  Base + 10 
  Base + 15 
  Base × 6
  7 Mature adult 
  201–400 
  Base + 9 
  Base + 3 
  Base + 12 
  Base + 18 
  Base × 7
  8 Old 
  401–600 
  Base + 11 
  Base + 4 
  Base + 14 
  Base + 21 
  Base × 8
  9 Very old 
  601–800 
  Base + 12 
  Base + 4 
  Base + 16 
  Base + 24 
  Base × 9
  10 Ancient 
  801–1,000 
  Base + 13 
  Base + 4 
  Base + 18 
  Base + 27 
  Base × 10
  11 Wyrm 
  1,001–1,200 
  Base + 14 
  Base + 4 
  Base + 20 
  Base + 30 
  Base × 11
  12 Great wyrm 
  1,201+ 
  Base + 16 
  Base + 5 
  Base + 22 
  Base + 33 
  Base × 12 
  Dragon Ability Scores
  Age Category 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
  1 Wyrmling 
  Base 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  Base + 4 
  Base – 2 
  Base + 2 
  Base + 2 
  Base + 2 
  Base + 2
  3 Young 
  Base + 8 
  Base – 2 
  Base + 4 
  Base + 2 
  Base + 2 
  Base + 2
  4 Juvenile 
  Base + 10 
  Base – 2 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  5 Young adult 
  Base + 12 
  Base – 4 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  6 Adult 
  Base + 14 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  7 Mature adult 
  Base + 16 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  8 Old 
  Base + 18 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  9 Very old 
  Base + 20 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  10 Ancient 
  Base + 22 
  Base – 6 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  11 Wyrm 
  Base + 24 
  Base – 8 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  12 Great wyrm 
  Base + 26 
  Base – 8 
  Base + 14 
  Base + 12 
  Base + 12 
  Base + 12
  Dragon Attacks and Speeds
   
  Fly Speed 
   
   
   
   
   
   
  Breath Weapon
  Size 
  (maneuverability) 
  1 Bite 
  2 Claws 
  2 Wings 1 Tail Slap 
  1 Crush 
  1 Tail Sweep 
  Line  Cone
  Tiny 
  100 ft. (average) 
  1d4 
  1d3 
  — 
  — 
  — 
  — 
  30 ft. 
  15 ft.
  Small 
  150 ft. (average) 
  1d6 
  1d4 
  — 
  — 
  — 
  — 
  40 ft. 
  20 ft.
  Medium 
  150 ft. (average) 
  1d8 
  1d6 
  1d4 
  — 
  — 
  — 
  60 ft. 
  30 ft.
  Large 
  200 ft. (poor) 
  2d6 
  1d8 
  1d6 
  1d8 
  — 
  — 
  80 ft. 
  40 ft.
  Huge 
  200 ft. (poor) 
  2d8 
  2d6 
  1d8 
  2d6 
  2d8 
  — 
  100 ft. 
  50 ft.
  Gargantuan 
  250 ft. (clumsy) 
  4d6 
  2d8 
  2d6 
  2d8 
  4d6 
  2d6 
  120 ft. 
  60 ft.
  Colossal 
  250 ft. (clumsy) 
  4d8 
  4d6 
  2d8 
  4d6 
  4d8 
  2d8 
  140 ft. 
  70 ft.
  87
  Dragon, Esoteric
  
  Esoteric Dragon, Astral
  This majestic dragon seems to shimmer as if surrounded by 
  thousands of eddies of astral thought. 
  ASTRAL DRAGON
  N dragon (extraplanar)
  BASE STATISTICS
  CR 5; Size Small; HD 6d12
  Speed 40 ft.
  Natural Armor +4; Breath Weapon line, 2d6 force
  Str 13, Dex 16, Con 12, Int 15, Wis 14, Cha 10
  ECOLOGY
  Environment any (Astral Plane)
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) An adult or older astral dragon can assume 
  any humanoid form three times per day as if using polymorph.
  Psychic Interference (Sp) Three times per day, an old or older 
  astral dragon can cast either mental barrier VOA or tower of 
  iron will IIIOA as a swift action at its normal caster level.
  Psychic Magic (Sp) An astral dragon gains the following psychic 
  spells upon reaching the listed age category: Young—deja 
  vuOA (1 PE), telekinetic projectileOA (0 PE); young adult—
  analyze auraOA (3 PE), aversionOA (2 PE), id insinuation IOA 
  (2 PE); mature adult—thoughtsenseOA (4 PE); very old—
  possessionOA (5 PE); wyrm—psychic crush IVOA (8 PE).
  Staggering Breath (Su) Once per day, when an ancient or older 
  astral dragon uses its breath weapon, those who fail their 
  saving throws are staggered for 2d4 rounds.
  Thought Travel (Su) While on the Astral Plane, a great wyrm 
  astral dragon can teleport any distance as a move action. 
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Mental static aura 
  —
  Very young  
  See invisibility 
  —
  Young  
  Psychic magic  
  1st
  Juvenile  
  Psychic resilience 
  3rd
  Young adult  
  DR 5/magic, psychic magic 
  5th
  Adult  
  Change shape, frightful presence 
  7th
  Mature adult 
  DR 10/magic, psychic magic 
  9th
  Old  
  Psychic interference 
  11th
  Very old  
  DR 15/magic, psychic magic 
  13th
  Ancient  
  Staggering breath 
  15th
  Wyrm  
  DR 20/magic, psychic magic 
  17th
  Great wyrm 
  Thought travel 
  19th
  YOUNG ASTRAL DRAGON 
  CR 9
  XP 6,400
  N Large dragon (extraplanar)
  Init +6; Senses dragon senses, see invisibility; Perception +16
  Aura mental static (30 ft., DC 16)
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 95 (10d12+30)
  Fort +10, Ref +9, Will +10; +4 vs. psychic spells
  Defensive Abilities psychic resilience; Immune paralysis, 
  sleep; SR 20
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +15 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 
  (1d6+2), tail slap +12 (1d8+7) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, DC 18, 6d6 force)
  Psychic Magic (CL 10th; concentration +13) 
  5 PE —deja vuOA (1 PE), telekinetic projectileOA (0 PE)
  Psychic Spells Known (CL 1st; concentration +4)
  1st (4/day)— burst of insightOA, sundering shardsACG (DC 14)
  0 (at will)—daze (DC 13), detect magic, mage hand, open/close
  STATISTICS
  Str 21, Dex 14, Con 16, Int 17, Wis 16, Cha 12
  Base Atk +10; CMB +16; CMD 28 (32 vs. trip)
  Feats Flyby Attack, Improved Initiative, Multiattack, Power 
  Attack, Weapon Focus (bite)
  Skills Appraise +16, Diplomacy +14, Fly +9, Intimidate +14, 
  Knowledge (arcana, history, planes) +16, Perception +16, 
  Sense Motive +16
  Languages Celestial, Common, Draconic
  ADULT ASTRAL DRAGON 
  CR 13
  XP 25,600
  N Huge dragon (extraplanar)
  Init +5; Senses dragon senses, see invisibility; Perception +24
  Aura mental static (30 ft., DC 21), frightful presence (180 ft., 
  DC 21)
  DEFENSE
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 size)
  hp 184 (16d12+80)
  Fort +15, Ref +11, Will +17; +4 vs. psychic spells
  Defensive Abilities psychic resilience; DR 5/magic; Immune 
  paralysis, sleep; SR 24
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +23 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 
  (1d8+4), tail slap +20 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, DC 23, 
  12d6 force), crush
  Psychic Magic (CL 16th; concentration +21)
  11 PE—analyze auraOA (3 PE), aversionOA (2 PE, DC 17), deja 
  vuOA (1 PE), id insinuation IOA (3 PE, DC 18), telekinetic 
  projectileOA (0 PE)
  Psychic Spells Known (CL 7th; concentration +12)
  3rd (5/day)—ego whip IOA, haste
  2nd (7/day)—blur, hideous laughter (DC 17), locate object
  88
  
  Dragon (Esoteric), Astral
  Illustration by Christina Yen
  1st (8/day)—burst of insightOA, feather fall, sundering 
  shardsACG (DC 16), true strike, unwitting allyAPG (DC 16)
  0 (at will)—dancing lights, daze (DC 15), detect magic, detect 
  poison, mage hand, message, open/close
  STATISTICS
  Str 27, Dex 12, Con 20, Int 21, Wis 20, Cha 16
  Base Atk +16; CMB +26; CMD 37 (41 vs. trip)
  Feats Cleave, Flyby Attack, Improved Initiative, Iron Will, Lunge, 
  Multiattack, Power Attack, Weapon Focus (bite)
  Skills Appraise +24, Diplomacy +22, Fly +12, Intimidate +22, 
  Knowledge (arcana, history, planes, religion) +24, 
  Perception +24, Sense Motive +24, Stealth +12
  Languages Aklo, Celestial, Common, Draconic, Infernal
  SQ change shape
  ANCIENT ASTRAL DRAGON 
  CR 18
  XP 153,600
  N Gargantuan dragon (extraplanar)
  Init +4; Senses dragon senses, see invisibility; 
  Perception +34
  Aura mental static (30 ft., DC 27), frightful presence (300 ft., 
  DC 27)
  DEFENSE
  AC 37, touch 6, flat-footed 37 (+31 natural, –4 size)
  hp 348 (24d12+192)
  Fort +21, Ref +14, Will +23; +4 vs. psychic spells
  Defensive Traits psychic interference, psychic resilience; 
  DR 15/magic; Immune paralysis, sleep; SR 30
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee bite +33 (4d6+18), 2 claws +32 (2d8+12), 
  2 wings +30 (2d6+6), tail slap +30 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (120-ft. line, DC 29, 
  20d6 damage), crush, staggering breath, tail sweep
  Psychic Magic (CL 24th; concentration +31),
  19 PE—analyze auraOA (3 PE), aversionOA (2 PE, DC 19), 
  deja vuOA (1 PE), possessionOA (5 PE, DC 22), telekinetic 
  projectileOA (0 PE), thoughtsenseOA (4 PE)
  Psychic Spells Known (CL 15th; concentration +22)
  7th (5/day)—insanity (DC 24), repulsion (DC 24)
  6th (7/day)—blade barrier (DC 23), disintegrate 
  (DC 23), create mindscapeOA
  5th (7/day)—dismissal (DC 22), remote viewingOA, 
  wall of force, waves of fatigue (DC 22)
  4th (7/day)—greater false life, lesser globe of 
  invulnerability, spell immunity, telekinetic chargeUC
  3rd (8/day)—displacement, ego whip IOA (DC 20), 
  haste, major image (DC 20)
  2nd (8/day)—hideous laughter (DC 19), hypercognitionOA, 
  locate object, mirror image, touch of idiocy
  1st (8/day)—burst of insightOA, feather fall, sundering 
  shardsACG (DC 18), true strike, unwitting allyAPG (DC 18)
  0 (at will)—dancing lights, daze (DC 17), detect magic, 
  detect psychic significanceOA, know direction, mage hand, 
  message, open/close, virtue
  STATISTICS
  Str 35, Dex 10, Con 24, Int 25, Wis 24, Cha 20
  Base Atk +24; CMB +40; CMD 50 (54 vs. trip)
  Feats Cleave, Flyby Attack, Great Cleave, Improved Initiative, 
  Iron Will, Lunge, Multiattack, Power Attack, Snatch, 
  Toughness, Vital Strike, Weapon Focus (bite)
  Skills Appraise +34, Bluff +32, Diplomacy +32, Fly +13, 
  Intimidate +32, Knowledge (arcana, history, nobility, planes, 
  religion) +34, Perception +34, Sense Motive +34, Stealth +15
  Languages Aklo, Auran, Celestial, Common, Draconic, Infernal
  SQ change shape
  Reserved and haughty, these dragons roam the Astral 
  Plane, seeking to expand their knowledge of its esoteric 
  secrets. They hunt to eat, and use psychic 
  magic to fight one another. 
  89
  
  Esoteric Dragon, Dream
  Clouds trail from the edges of this graceful, nearly fanciful 
  creature in hypnotizing patterns. 
  DREAM DRAGON
  N dragon (extraplanar)
  BASE STATISTICS
  CR 6; Size Small; HD 7d12
  Speed 40 ft.
  Natural Armor +6; Breath Weapon cone, 2d6 electricity
  Str 11, Dex 15, Con 12, Int 14, Wis 13, Cha 16
  ECOLOGY
  Environment any (Dimension of Dreams)
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) An adult or older dream dragon can assume 
  any humanoid form three times per day as if using polymorph. 
  Dream Fortress (Su) A juvenile or older young adult dream 
  dragon is immune to dream, nightmare, and similar spells.
  Dreamsight (Su) With a brief glance, a very young or older 
  dragon can see a hazy image of the current dreams of 
  sleeping creatures. 
  Exodus of Dreams (Sp) A great wyrm dream dragon can use 
  dream voyageOA at will.
  Join Dreamscape (Su) An old or older dream dragon who sees a 
  sleeping creature’s dream can enter that dream as a lucid body 
  (Occult Adventures 241), while still acting with its physical body.
  Psychic Magic (Sp) A dream dragon gains the following psychic 
  spells upon reaching the listed age category: Young—lullaby 
  (0 PE), mirror strikeUC (1 PE); young adult—euphoric cloudACG 
  (2 PE), invisibility (2 PE), thought shield IIOA (3 PE); mature 
  adult—dream (4 PE); very old—dream travelOA (5 PE); wyrm—
  maze (8 PE).
  Sleeping Breath (Su) A limited number of times per day, a dream 
  dragon can cause those who fail their saving throws against 
  its breath attack to fall asleep for 1d4 rounds, as per the sleep 
  spell. This is a mind-affecting sleep effect. 
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Sleeping breath 1/day 
  —
  Very young  
  Dreamsight 
  —
  Young  
  Psychic magic 
  1st
  Juvenile  
  Dream fortress 
  3rd
  Young adult  
  DR 5/magic, psychic magic 
  5th
  Adult  
  Change shape, frightful presence 
  7th
  Mature adult  
  DR 10/magic, psychic magic 
  9th
  Old  
  Join dreamscape 
  11th
  Very old  
  DR 15/magic, psychic magic 
  13th
  Ancient  
  Sleeping breath 3/day 
  15th
  Wyrm  
  DR 20/magic, psychic magic 
  17th
  Great Wyrm  
  Exodus of dreams 
  19th
  YOUNG DREAM DRAGON 
  CR 10
  XP 9,600
  N Large dragon (extraplanar)
  Init +5; Senses dragon senses, dreamsight; Perception +22
  DEFENSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)
  hp 104 (11d12+33)
  Fort +10, Ref +8, Will +9
  Immune paralysis, sleep; SR 21
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +15 (2d6+6), 2 claws +14 (1d8+4), 2 wings +12 
  (1d6+2), tail slap +12 (1d8+6)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 18, 
  6d6 electricity), sleeping breath 1/day
  Psychic Magic (CL 1st; concentration +5) 
  5 PE—lullaby (0 PE, DC 14), mirror strikeUC (1 PE)
  Psychic Spells Known (CL 1st; concentration +5)
  1st (4/day)—shield, sleep (DC 15)
  0 (At-will)—daze (DC 14), ghost sound (DC 14), light, message
  STATISTICS
  Str 19, Dex 13, Con 16, Int 16, Wis 15, Cha 18
  Base Atk +11; CMB +16; CMD 27 (31 vs. trip)
  Feats Flyby Attack, Improved Initiative, Multiattack, Power 
  Attack, Skill Focus (Perception), Weapon Focus (bite)
  Skills Bluff +18, Diplomacy +18, Fly +9, Intimidate +18, 
  Knowledge (arcana) +17, Knowledge (planes) +17, 
  Perception +22, Sense Motive +16, Stealth +11
  Languages Aklo, Common, Draconic
  ADULT DREAM DRAGON 
  CR 14
  XP 38,400
  N Huge dragon (extraplanar)
  Init +4; Senses dragon senses, dreamsight; Perception +34
  Aura frightful presence (180 ft., DC 23)
  DEFENSE
  AC 29, touch 8, flat-footed 29 (+21 natural, –2 size)
  hp 195 (17d12+85)
  Fort +15, Ref +12, Will +14
  Defensive Abilities dream fortress; DR 5/magic; Immune 
  paralysis, sleep; SR 25
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +23 (2d8+10), 2 claws +22 (2d6+7), 2 wings +20 
  (1d8+3), tail slap +20 (2d6+10)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 23, 12d6 
  electricity), crush, sleeping breath 1/day
  Psychic Magic (CL 17th; concentration +23)
  11 PE—euphoric cloudACG (2 PE, DC 18), invisibility (2 PE), 
  lullaby (0 PE, DC 16), mirror strikeUC (1 PE), thought 
  shield IIOA
  90
  
  Dragon (Esoteric), Dream
  Illustration by Christina Yen
  Psychic Spells Known (CL 7th; concentration +12)
  3rd (5/day)—clairaudience/clairvoyance, deep slumber (DC 18) 
  2nd (7/day)—aversionOA (DC 17), calm emotions (DC 17), 
  mind thrust IIOA
  1st (8/day)—blurred movementACG, color spray (DC 16), 
  shield, sleep (DC 16), true strike
  0 (at will)—dancing light, daze (DC 15), detect magic, ghost 
  sound (DC 15), mage hand, message, resistance
  STATISTICS
  Str 25, Dex 11, Con 20, Int 20, Wis 19, Cha 22
  Base Atk +17; CMB +26; CMD 36 (40 vs. trip)
  Feats Alertness, Flyby Attack, Hover, Improved Initiative, 
  Lightning Reflexes, Multiattack, Power Attack, Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Bluff +26, Diplomacy +26, Fly +12, Intimidate +26, 
  Knowledge (arcana, dungeoneering, planes) +25, 
  Perception +34, Sense Motive +28, Stealth +12, Survival +24
  Languages Aklo, Celestial, Common, Draconic, Infernal
  SQ change shape
  ANCIENT DREAM DRAGON 
  CR 19
  XP 204,800
  N Gargantuan dragon (extraplanar)
  Init +3; Senses dragon senses, dreamsight; Perception +44
  Aura frightful presence (300 ft., DC 30)
  DEFENSE
  AC 38, touch 5, flat-footed 38 (–1 Dex, +33 natural, –4 size)
  hp 337 (25d12+175)
  Fort +21, Ref +15, Will +22
  Defensive Abilities dream fortress; DR 15/magic; 
  Immune paralysis, sleep; SR 30
  OFFENSE
  Speed 40 ft., fly 250 ft. (clumsy)
  Melee bite +33 (4d6+16), 2 claws +32 
  (2d8+11), 2 wings +30 (2d6+5), tail slap +30 
  (2d8+16)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. 
  cone, DC 29, 20d6), crush, sleeping 
  breath 3/day, tail sweep
  Psychic Magic (CL 25th; concentration +33)
  19 PE—dream (4 PE), dream travelOA 
  (5 PE), euphoric cloudACG (2 PE, 
  DC 21), invisibility (2 PE), lullaby 
  (0 PE, DC 19), mirror strikeUC (1 PE), 
  thought shield IIOA
  Psychic Spells Known (CL 15th; 
  concentration +22)
  7th (5/day)—limited wish, waves of exhaustion
  6th (7/day)—cloak of dreamsAPG (DC 23), 
  dream councilOA, mental barrier VOA
  5th (7/day)—dismissal (DC 22), major creation, 
  wall of force, waves of fatigue
  4th (7/day)—anti-incorporeal shell ACG, dimension door, 
  freedom of movement 
  3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 20), 
  displacement, purge spiritOA
  2nd (8/day)—aversionOA, augury, blindness/deafness (DC 19), 
  calm emotions (DC 19), mind thrust IIOA
  1st (8/day)—blurred movementACG, color spray (DC 18), 
  shield, sleep (DC 18), true strike
  0 (at will)—arcane mark, dancing light, detect magic, daze 
  (DC 17), ghost sound (DC 17), mage hand, mending, 
  message, resistance
  STATISTICS
  Str 33, Dex 9, Con 24, Int 24, Wis 23, Cha 26
  Base Atk +25; CMB +40; CMD 49 (53 vs. trip)
  Feats Alertness, Flyby Attack, Hover, Improved Initiative, Iron 
  Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus 
  (Perception), Snatch, Vital Strike, Weapon Focus (bite), Wingover
  Skills Bluff +36, Diplomacy +36, Fly +13, Intimidate +36, 
  Knowledge (arcana, dungeoneering, history, planes, religion) 
  +35, Perception +44, Sense Motive +38, Stealth +15, 
  Survival +34
  Languages Aklo, Auran, Celestial, 
  Common, Draconic, Infernal
  SQ change shape, join 
  dreamscape 
  These 
  self-styled 
  masters 
  of 
  the 
  Dimension 
  of Dreams hunt 
  that strange plane’s 
  shifting expanse.
  91
  
  Esoteric Dragon, Etheric
  This silent dragon’s seems to gather shadows and gloom around 
  its tattered-appearing wings. 
  ETHERIC DRAGON
  N dragon (extraplanar)
  BASE STATISTICS
  CR 3; Size Tiny; HD 4d12
  Speed 40 ft.
  Natural Armor +3; Breath Weapon line, 2d8 force
  Str 16, Dex 15, Con 14, Int 13, Wis 10, Cha 11
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary
  Treasure double
  SPECIAL ABILITY 
  Ghost Stride (Su) While an adult or older etheric dragon 
  is traveling overland or in flight, it gains the incorporeal 
  subtype, but its statistics do not change; it keeps its natural 
  armor bonus and does not gain a deflection bonus to AC. 
  Grave Breath (Su) Once per day, an ancient or older etheric 
  dragon can choose to deal no damage with its breath weapon. 
  Instead, living creatures that fail their saving throws against 
  the breath weapon must each succeed at a Fortitude saving 
  throw or be reduced to –1 hit points. This is a death effect. 
  Psychic Magic (Sp) An etheric dragon gains the following 
  psychic spells upon reaching the listed age category: 
  Juvenile—mage hand (0 PE), mind thrust IOA (1 PE); old—chill 
  metal (2 PE), telekinetic maneuverOA (3 PE).
  Psychic Mastery A great wyrm etheric dragon can cast any 
  of its psychic magic spells as a swift action, or if it casts a 
  psychic magic spell as a standard action, it can do so for 
  1 fewer PE (minimum 0 PE).
  Spectral Attacks (Su) An etheric dragon’s bite or claw attacks 
  are considered to be ghost touch weapons. 
  Spirit Eater (Su) A creature devoured by a young or older etheric 
  dragon cannot be raised from the dead with any magic less 
  powerful than a mythic wish.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  See in darkness, spectral attacks 
  —
  Very young  
  Compression 
  —
  Young 
  Spirit eater 
  —
  Juvenile  
  Frightful presence, psychic magic 
  1st
  Young adult  
  DR 5/magic 
  3rd
  Adult  
  Ghost stride 
  5th
  Mature adult  
  DR 10/magic 
  7th
  Old  
  Psychic magic, spectral attacks 
  9th
  Very old  
  DR 15/magic 
  11th
  Ancient  
  Grave breath 
  13th
  Wyrm  
  DR 20/magic 
  15th
  Great Wyrm  
  Psychic mastery 
  17th
  YOUNG ETHERIC DRAGON 
  CR 7
  XP 3,200
  N Medium dragon (extraplanar)
  Init +5; Senses dragon senses, see in darkness; Perception +12
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
  hp 84 (8d12+32)
  Fort +10, Ref +7, Will +7
  Immune paralysis, sleep; SR 18
  OFFENSE
  Speed 40 ft., fly 150 ft. (average)
  Melee bite +15 (1d8+10), 2 claws +15 (1d6+7), 2 wings +13 (1d4+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (60-ft. line, DC 18, 6d8 force), 
  spectral attacks, spirit eater
  STATISTICS
  Str 24, Dex 13, Con 18, Int 15, Wis 12, Cha 13
  Base Atk +8; CMB +15; CMD 26 (30 vs. trip)
  Feats Flyby Attack, Improved Initiative, Multiattack, Power Attack
  Skills Appraise +13, Fly +12, Intimidate +12, Knowledge 
  (planes) +13, Perception +12, Sense Motive +12, Stealth +12, 
  Survival +12
  Languages Draconic
  SQ compression
  ADULT ETHERIC DRAGON 
  CR 11
  XP 12,800
  N Large dragon (extraplanar)
  Init +4; Senses dragon senses, see in darkness; Perception +26
  Aura frightful presence (180 ft., DC 20)
  DEFENSE
  AC 27, touch 9, flat-footed 27 (+18 natural, –1 size)
  hp 175 (14d12+84)
  Fort +15, Ref +9, Will +12
  DR 5/magic; Immune paralysis, sleep; SR 22
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor); ghost stride
  Melee bite +23 (2d6+15), 2 claws +24 (1d8+10), 2 wings +21 
  (1d6+5), tail slap +21 (1d8+15)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, DC 23, 12d8 force), 
  spectral attacks, spirit eater
  Psychic Magic (CL 14th; concentration +17)
  9 PE—mage hand (0 PE), mind thrust IOA (1 PE)
  Psychic Spells Known (CL 5th; concentration +9)
  2nd (5/day)—blindness/deafness (DC 15), false life
  1st (7/day)—anticipate perilUM, detect thoughts (DC 14), 
  magic missile, shield
  0 (at-will)—bleed (DC 13), detect magic, detect poison, ghost 
  sound (DC 13), grave wordsOA
  STATISTICS
  Str 30, Dex 11, Con 22, Int 19, Wis 16, Cha 17
  Base Atk +14; CMB +25; CMD 35 (39 vs. trip)
  92
  
  Dragon (Esoteric), Etheric
  Illustration by Christina Yen
  Feats Flyby Attack, Improved Initiative, Intimidating Prowess, 
  Multiattack, Power Attack, Skill Focus (Perception), Weapon 
  Focus (claw)
  Skills Appraise +21, Fly +11, Intimidate +30, Knowledge (arcana, 
  planes, religion) +21, Perception +26, Sense Motive +20, 
  Stealth +13, Survival +20
  Languages Aklo, Common, Draconic
  SQ compression
  ANCIENT ETHERIC DRAGON 
  CR 16
  XP 76,800
  N Huge dragon (extraplanar)
  Init +3; Senses dragon senses, see in darkness; Perception +36
  Aura frightful presence (300 ft., DC 25)
  DEFENSE
  AC 37, touch 7, flat-footed 37 (–1 Dex, +30 natural, –2 size)
  hp 319 (22d12+176)
  Fort +21, Ref +12, Will +18 
  DR 15/magic; Immune paralysis, sleep; SR 27
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor); ghost stride
  Melee bite +34 (2d8+21/19–20), 2 claws +35 (2d6+14/19–20), 
  2 wings +32 (1d8+7), tail slap +32 (2d6+21)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks crush, breath weapon (100-ft. line, 
  DC 28, 20d8 force), grave breath, spectral attacks, 
  spirit eater
  Psychic Magic (CL 21st; concentration +27)
  17 PE—chill metal (2 PE, DC 17), mage hand (0 PE), 
  mind thrust IOA (1 PE), telekinetic maneuverOA 
  (3 PE)
  Psychic Spells Known (CL 13th; concentration +19)
  6th (5/day)—contingency, heroism (greater)
  5th (7/day)—hold monster (DC 20), plane shift 
  (DC 20), wall of ectoplasmOA (DC 20)
  4th (7/day)—arcane eye, condensed etherOA, 
  dimension door, phantasmal 
  killer (DC 19)
  3rd (7/day)—aura sightOA, deep 
  slumber (DC 18), heroism, 
  thought shield IIOA
  2nd (8/day)—blindness/
  deafness (DC 17), false 
  life, pain strikeAPG, see 
  invisibility, silence (DC 17)
  1st (8/day)—anticipate 
  perilUM, detect 
  thoughts (DC 16), 
  shield, silent 
  image (DC 16), 
  magic missile
  0 (at will)—bleed (DC 
  15), dancing lights, 
  daze (DC 15), detect magic, detect poison, ghost sound 
  (DC 15), grave wordsOA, resistance, virtue
  STATISTICS
  Str 38, Dex 9, Con 26, Int 23, Wis 20, Cha 21
  Base Atk +22; CMB +38; CMD 47 (51 vs. trip)
  Feats Flyby Attack, Hover, Improved Critical (bite), Improved 
  Critical (claws), Improved Initiative, Intimidating Prowess, 
  Multiattack, Power Attack, Skill Focus (Perception), Vital 
  Strike, Weapon Focus (claw)
  Skills Appraise +31, Bluff +30, Fly +16, Intimidate +44, 
  Knowledge (arcana, geography, planes, religion) +31, 
  Perception +36, Sense Motive +30, Stealth +16, Survival +30
  Languages Abyssal, Aklo, Common, Draconic, Infernal
  SQ compression
  Etheric dragons are pragmatic and 
  survival-oriented beings who 
  dwell in the farthest 
  reaches of the 
  Ethereal Plane. 
  93
  
  Esoteric Dragon, Nightmare
  This ebony dragon with red frills appears terribly contorted and 
  trails shadows. 
  NIGHTMARE DRAGON
  NE dragon (extraplanar)
  BASE STATISTICS
  CR 2; Size Tiny; HD 3d12
  Speed 60 ft.
  Natural Armor +2; Breath Weapon cone, 2d6 acid
  Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 13
  ECOLOGY
  Environment any (Dimension of Dreams)
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Change Shape (Su) A young adult or older nightmare dragon 
  can assume any humanoid form of its size or smaller three 
  times per day as if using polymorph. 
  Dreamsight (Su) A very young or older nightmare dragon can 
  see the dreams of sleeping creatures.
  Dream Terror (Su) A great wyrm nightmare dragon can 
  utterly control any dreamscape (Pathfinder RPG Occult 
  Adventures 241) it enters, shaping it to its will. When a 
  creature’s lucid body dies in a dreamscape under the great 
  wyrm’s control, that creature’s material body also dies. 
  Nightmare Talons (Su) The claw attacks of adult or older 
  nightmare dragons are considered keen weapons.
  Psychic Magic (Sp) A nightmare dragon gains the following 
  psychic spells upon reaching the listed age category: 
  Juvenile—ghost sound (0 PE), true strike (1 PE); old—
  dimension door (4 PE), nightmare (5 PE).
  Rising Nightmare (Su) Three times per day, when an old or 
  older nightmare dragon kills a living creature, it can cast 
  phantasmal killer as a free action.
  Terrifying Presence (Su) A creature that fails its Will save 
  against the frightful presence of an ancient or older nightmare 
  dragon is panicked if it has fewer Hit Dice than the dragon.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  See in darkness 
  —
  Very young  
  Dreamsight 
  —
  Young  
  Immune to mind-affecting effects 
  —
  Juvenile 
  Frightful presence, psychic magic 
  1st
  Young adult  
  Change shape, DR 5/magic 
  3rd 
  Adult  
  Nightmare talons 
  5th
  Mature adult  
  DR 10/magic 
  7th
  Old  
  Psychic magic, rising nightmare 
  9th
  Very old  
  DR 15/magic 
  11th
  Ancient  
  Terrifying presence 
  13th
  Wyrm  
  DR 20/magic 
  15th
  Great Wyrm  
  Dream terror 
  17th
  YOUNG NIGHTMARE DRAGON 
  CR 6
  XP 2,400
  NE Medium dragon (extraplanar)
  Init +5; Senses dragon senses, dreamsight, see in darkness; 
  Perception +12
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 80 (7d12+35)
  Fort +10, Ref +6, Will +7
  Immune mind-affecting effects, paralysis, sleep; SR 17
  OFFENSE
  Speed 60 ft., fly 150 ft. (average)
  Melee bite +13 (1d8+9), 2 claws +13 (1d6+6), 2 wings +11 (1d4+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (30-ft. cone, DC 18, 6d6 acid)
  STATISTICS
  Str 23, Dex 13, Con 20, Int 12, Wis 14, Cha 15
  Base Atk +7; CMB +13; CMD 24 (28 vs. trip)
  Feats Flyby Attack, Improved Initiative, Multiattack, Power Attack
  Skills Bluff +12, Fly +11, Intimidate +12, Knowledge (planes) +11, 
  Perception +12, Sense Motive +12, Stealth +11
  Languages Common, Draconic
  ADULT NIGHTMARE DRAGON 
  CR 10
  XP 9,600
  NE Large dragon (extraplanar)
  Init +4; Senses dragon senses, dreamsight, see in darkness; 
  Perception +20
  Aura frightful presence (180 ft., DC 20)
  DEFENSE
  AC 26, touch 9, flat-footed 26 (+17 natural, –1 size)
  hp 175 (13d12+91)
  Fort +15, Ref +8, Will +14
  DR 5/magic; Immune mind-affecting effects, paralysis, sleep; 
  SR 21
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor)
  Melee bite +22 (2d6+13), 2 claws +21 (1d8+9), 2 wings +19 
  (1d6+4), tail slap +19 (1d8+13)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 23, 12d6 acid), 
  nightmare talons
  Psychic Magic CL 13th; concentration +17) 
  8 PE—ghost sound (0 PE), true strike (1 PE)
  Psychic Spells Known (CL 5th; concentration +8)
  2nd (5/day)—mirror image, scare (DC 15)
  1st (7/day)—command (DC 14), detect thoughts, ill omenAPG, 
  unwitting allyAPG (DC 14) 
  0 (at will)—bleed (DC 13), dancing lights, daze (DC 13), 
  detect psychic significanceOA, lullaby (DC 13), resistance
  STATISTICS
  Str 29, Dex 11, Con 24, Int 16, Wis 18, Cha 19
  Base Atk +13; CMB +23; CMD 33 (37 vs. trip)
  94
  
  Dragon (Esoteric), Nightmare
  Illustration by Christina Yen
  Feats Flyby Attack, Improved Initiative, Iron Will, Multiattack, 
  Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Bluff +20, Fly +10, Intimidate +20, Knowledge (arcana) +19, 
  Knowledge (planes) +19, Perception +20, Sense Motive +20, 
  Stealth +18, Survival +20
  Languages Aklo, Common, Draconic
  SQ change shape
  ANCIENT NIGHTMARE DRAGON 
  CR 15
  XP 51,200
  NE Huge dragon (extraplanar)
  Init +3; Senses darkvision 60 ft., dreamsight, low-light vision, 
  see in darkness; Perception +30
  Aura terrifying presence (300 ft., DC 26)
  DEFENSE
  AC 36, touch 7, flat-footed 36 (–1 Dex, +29 natural, –2 size)
  hp 325 (21d12+189)
  Fort +21, Ref +11, Will +20
  DR 5/magic; Immune mind-affecting effects, paralysis, sleep; 
  SR 26
  OFFENSE
  Speed 60 ft., fly 200 ft. (poor)
  Melee bite +33 (2d8+19/19–20), 2 claws +32 
  (2d6+13/19–20), 2 wings +30 (1d8+6), tail slap 
  +30 (2d6+19)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 
  DC 29, 20d6 acid), crush, nightmare talons
  Psychic Magic (CL 21st; concentration +27)
  16 PE—dimension door (4 PE), ghost 
  sound (0 PE), nightmare (5 PE, 
  DC 20), true strike (1 PE)
  Psychic Spells Known (CL 13th; 
  concentration +18)
  6th (4/day)—dream travelOA, greater dispel magic
  5th (7/day)—dream scanOA, ego whip IIIOA, 
  erase impressionsOA
  4th (7/day)—agonizeUM (DC 19), crushing 
  despair (DC 19), phantasmal killer 
  (DC 19), stoneskin
  3rd (7/day)—deep slumber (DC 18), major 
  image (DC 18), vision of HellUM, wall 
  of nauseaACG
  2nd (7/day)—haunting mistsUM, mind 
  thrust IIOA, mirror image, scare (DC 17), 
  touch of idiocy
  1st (8/day)—command (DC 16), compel 
  hostilityUC, detect thoughts (DC 16), ill omenAPG, 
  unwitting allyAPG (DC 16)
  0 (at will)—bleed (DC 15), dancing lights, 
  daze (DC 15), detect magic, detect psychic 
  significanceOA, lullaby (DC 15), resistance, 
  telekinetic projectileOA
  STATISTICS
  Str 37, Dex 9, Con 28, Int 20, Wis 22, Cha 23
  Base Atk +21; CMB +36; CMD 45 (49 vs. trip)
  Feats Flyby Attack, Hover, Improved Critical (bite), Improved 
  Initiative, Iron Will, Multiattack, Power Attack, Skill Focus 
  (Stealth), Snatch, Stealthy, Weapon Focus (bite)
  Skills Bluff +30, Diplomacy +30, Escape Artist +1, Fly +15, 
  Intimidate +30, Knowledge (arcana, planes, religion) +29, 
  Perception +30, Sense Motive +30, Stealth +25, Survival +30
  Languages Abyssal, Aklo, Common, Draconic, Infernal
  SQ change shape 
  These hunters of the Dimension of Dreams seek to wreak 
  nightmares on sleepers and make existing bad dreams 
  even more terrifying. Nightmare dragons often work with 
  night hags in their grim collection of sleeping souls. 
  95
  
  Esoteric Dragon, Occult
  Its parchment-colored scales rustling like dry leaves, this dragon 
  seems unusually attentive, as if always on the lookout. 
  OCCULT DRAGON
  NG dragon
  BASE STATISTICS
  CR 2; Size Tiny; HD 2d12
  Speed 40 ft.
  Natural Armor +3; Breath Weapon cone, 2d6 cold or fire
  Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 11
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Appraising Sight (Ex) An occult dragon can appraise items by 
  sight as a free action. 
  Aura Sight (Su) An old or older occult dragon sees all objects 
  within 30 feet as per the analyze auraOA spell. 
  Change Shape (Su) A juvenile or older occult dragon can 
  assume any humanoid form of its size or smaller an 
  unlimited number of times per day as if using polymorph. 
  Item Mastery (Su) An ancient or older occult dragon 
  automatically emulates any required class or spellcasting 
  ability when using magic items. 
  Protective Aura (Su) A very young or older occult dragon has 
  an aura that acts as a magic circle against evil, law, or chaos 
  as a 20-foot emanation.
  Psychic Magic (Sp) A dream dragon gains the following 
  psychic spells upon reaching the listed age category: 
  Young—forbid actionUM (1 PE), mending (0 PE); young 
  adult—augury (2 PE), blood biographyAPG (3 PE), invisibility 
  (2 PE); mature adult—cognitive blockOA (3 PE), speak 
  with dead (3 PE); very old—debilitating portentUC (4 PE), 
  divination (4 PE); wyrm—dimensional lock (8 PE).
  Undetectable Essence (Su) A great wyrm occult dragon can 
  choose to be immune to all divination spells and effects.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Appraising sight 
  —
  Very young  
  Protective aura 
  —
  Young  
  Psychic magic 
  1st
  Juvenile  
  Change shape 
  3rd
  Young adult  
  DR 5/magic, psychic magic 
  5th
  Adult  
  Frightful presence 
  7th
  Mature adult  
  DR 10/magic, psychic magic 
  9th 
  Old  
  Aura sight 
  11th
  Very old  
  DR 15/magic, psychic magic 
  13th
  Ancient  
  Item mastery 
  15th
  Wyrm  
  DR 20/magic, psychic magic 
  17th
  Great Wyrm  
  Undetectable essence 
  19th
  YOUNG OCCULT DRAGON 
  CR 6
  XP 2,400
  NG Medium dragon 
  Init +2; Senses appraising sight, dragon senses; Perception +14
  Aura protective aura (20 ft.)
  DEFENSE
  AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
  hp 57 (6d12+18)
  Fort +8, Ref +7, Will +7
  Immune paralysis, sleep; SR 17
  OFFENSE
  Speed 40 ft., fly 150 ft. (average)
  Melee bite +10 (1d8+6), 2 claws +10 (1d6+4), 2 wings +8 (1d4+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (30-ft. cone, DC 16, 6d6 cold or fire)
  Psychic Magic (CL 6th; concentration +9) 
  3 PE —forbid actionUM (1 PE, DC 14), mending (0 PE)
  Psychic Spells Known (CL 1st; concentration +4)
  1st (4/day)—mage armor, sleep (DC 14)
  0 (at-will)—detect magic, detect psychic significanceOA, 
  mage hand, read magic
  STATISTICS
  Str 18, Dex 14, Con 17, Int 16, Wis 14, Cha 13
  Base Atk +6; CMB +10; CMD 22 (26 vs. trip)
  Feats Deceitful, Multiattack, Skill Focus (Perception)
  Skills Appraise +12, Bluff +12, Disguise +9, Fly +11, Knowledge 
  (arcana, history, religion) +12, Perception +14, Sense Motive +11
  Languages Celestial, Common, Draconic
  ADULT OCCULT DRAGON 
  CR 10
  XP 9,600
  NG Large dragon 
  Init +1; Senses appraising sight, dragon senses; Perception +25
  Aura frightful presence (180 ft., DC 19), protective aura (20 ft.)
  DEFENSE
  AC 28, touch 10, flat-footed 27 (+1 Dex, +18 natural, –1 size)
  hp 138 (12d12+60)
  Fort +13, Ref +9, Will +14
  DR 5/magic; Immune paralysis, sleep; SR 21
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +18 (2d6+10), 2 claws +18 (1d8+7), 2 wings +16 
  (1d6+3), tail slap +16 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, DC 21, 12d6 cold 
  or fire)
  Psychic Magic (CL 12th; concentration +17) 
  9 PE—augury (2 PE), blood biographyAPG (3 PE), forbid 
  actionUM (1 PE; DC 16), invisibility (2 PE), mending (0 PE)
  Psychic Spells Known (CL 7th; concentration +12)
  3rd (5/day)—gaseous form, mental barrier IIOA
  2nd (7/day)—hideous laughter (DC 15), protection from 
  arrows, suggestion (DC 17)
  96
  
  Dragon (Esoteric), Occult
  1st (8/day)—burst of adrenalineOA, burst of insightOA, 
  interrogationUM (DC 16), mage armor, sleep (DC 16)
  0 (at-will)—detect magic, detect psychic significanceOA, grave 
  wordsOA, mage hand, message, read magic, resistance
  STATISTICS
  Str 24, Dex 12, Con 21, Int 20, Wis 18, Cha 17
  Base Atk +12; CMB +20; CMD 31 (35 vs. trip)
  Feats Deceitful, Flyby Attack, Iron Will, Multiattack, Power 
  Attack, Skill Focus (Perception)
  Skills Appraise +20, Bluff +22, Diplomacy +18, Disguise +19, 
  Fly +10, Knowledge (arcana, history, planes, religion) +20, 
  Perception +25, Sense Motive +19
  Languages Aklo, Celestial, Common, Draconic, Infernal
  SQ change shape
  ANCIENT OCCULT DRAGON 
  CR 15
  XP 51,200
  NG Huge dragon 
  Init +0; Senses appraising sight, aura sight, dragon senses; 
  Perception +35
  Aura frightful presence (180 ft., DC 25), protective aura (20 ft.)
  DEFENSE
  AC 38, touch 8, flat-footed 38 (+30 natural, –2 size)
  hp 270 (20d12+140)
  Fort +19, Ref +12, Will +20
  DR 15/magic; Immune paralysis, sleep; SR 26
  OFFENSE
  Speed 40 ft., fly 200 ft. (poor)
  Melee bite +29 (2d8+16/19–20), 
  2 claws +29 (2d6+11/19–20), 2 wings 
  +27 (1d8+5), tail slap +27 (2d6+16)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, DC 27, 
  12d6 cold or fire)
  Psychic Magic (CL 20th; concentration +27)
  17 PE—augury (2 PE), blood biographyAPG 
  (3 PE), cognitive blockOA (3 PE), debilitating 
  portentUC (4 PE), divination (4 PE), forbid 
  actionUM (1 PE, DC 19), invisibility (2 PE), 
  mending (0 PE), speak with dead (3 PE)
  Psychic Spells Known (CL 15th; concentration +22)
  7th (5/day)—greater teleport, limited wish
  6th (7/day)—blade barrier (DC 23), permanent 
  image (DC 23), repress memoryOA
  5th (7/day)—dismissal (DC 22), mind fog (DC 22), 
  psychic crush IOA, synapse overloadOA
  4th (7/day)—confusion (DC 21), dimension door, 
  dream, spell immunity
  3rd (8/day)—clairaudience/clairvoyance, gaseous form, 
  mental barrier IIOA, speak with dead, (DC 20)
  2nd (8/day)—hideous laughter (DC 19), hold person 
  (DC 19), protection from arrows, suggestion (DC 19), 
  zone of truth (DC 19)
  1st (8/day)—burst of adrenalineOA, charm person (DC 18), 
  burst of insightOA, interrogationUM (DC 18), mage armor
  0 (at will)—detect poison, ghost sound (DC 17), grave 
  wordsOA, mage hand, message, read magic, resistance, 
  telekinetic projectileOA, virtue
  STATISTICS
  Str 32, Dex 10, Con 25, Int 24, Wis 22, Cha 21
  Base Atk +20; CMB +33; CMD 43 (47 vs. trip)
  Feats Deceitful, Flyby Attack, Hover, Improved Critical (bite), 
  Improved Critical (claw), Iron Will, Multiattack, Power 
  Attack, Skill Focus (Perception), Snatch
  Skills Appraise +30, Bluff +32, Diplomacy +28, Disguise +29, 
  Fly +15, Intimidate +28, Knowledge (arcana, geography, 
  history, planes, religion) +30, Perception +35, Sense 
  Motive +29
  Languages Abyssal, Aklo, Celestial, Common, Draconic, 
  Infernal, Sylvan
  SQ change shape, item mastery
  Occult dragons infiltrate large urban centers in 
  humanoid form to search for esoteric secrets and 
  psychically charged artifacts to add to their hoards.
  97
  Illustration by Christina Yen
  
  Dragonkin
  This sleek, gold-scaled draconic creature looks both regal and 
  intelligent. A leather harness holds a saddle between its wings.
  DRAGONKIN  
  CR 9
  XP 6,400
  LN Large dragon
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size) 
  hp 115 (10d12+50)
  Fort +12, Ref +9, Will +8
  Immune fire, paralysis, sleep 
  OFFENSE
  Speed 40 ft., fly 120 ft. (good)
  Melee mwk glaive +18/+13 (2d8+12/×3), bite +13 (1d8+4) or
  bite +18 (1d8+8), 2 claws +17 (1d6+8) 
  Space 10 ft.; Reach 10 ft. (15 ft. with glaive) 
  Special Attacks breath weapon (30-ft. cone, 
  9d6 fire damage, Reflex DC 20 half, 
  usable every 1d4 rounds)
  STATISTICS
  Str 26, Dex 15, Con 20, Int 11, 
  Wis 12, Cha 17
  Base Atk +10; CMB +19; CMD 31 
  Feats Combat Reflexes, Flyby Attack, 
  Power Attack, Vital Strike, Weapon 
  Focus (bite)
  Skills Bluff +16, Fly +17, Intimidate +16, 
  Perception +14, Stealth +11, Survival +14 
  Languages Common, Draconic
  SQ rider bond
  ECOLOGY
  Environment any mountains 
  Organization solitary, pair, patrol 
  (3–6), or wing (7–14) 
  Treasure standard (masterwork 
  glaive, other treasure)
  SPECIAL ABILITIES
  Rider Bond (Su) A dragonkin 
  can form a magical bond with 
  its rider that lasts until death. 
  Forming this bond requires a 
  special ritual that takes 1 hour. 
  Once a dragonkin forms this bond, it can’t form another rider 
  bond until its current rider dies. A dragonkin and its bonded 
  rider can communicate with each other as if they both had 
  telepathy with a range of 100 feet. When a rider is mounted 
  on his dragonkin at the start of combat, both creatures roll 
  initiative separately and treat the highest result as their 
  single result.
  Somewhere between true dragons and brute drakes lie 
  the dragonkin. Intelligent, even-tempered, and deadly in 
  combat, dragonkin get along well with humanoids. Unlike 
  many other dragons, dragonkin have enough dexterity in 
  their front limbs to hold and wield weapons, and favor huge 
  glaives and long lances.
  The most unusual aspect of dragonkin is their bond with 
  other races. Dragonkin recognize other cultures’ potential, 
  and often adopt humanoid riders. After it comes of age, a 
  dragonkin may form an unbreakable partnership with a 
  rider, who acts as a trusted comrade. In battle, a rider and 
  her dragon are inseparable, in such constant telepathic 
  communication that they seem to be one entity. The 
  humanoid riders are responsible for caring and providing 
  for their draconic companions when they are not engaged in 
  battle, though this domestic role is more a social dynamic 
  than outright servitude.
  Many dragonkin adopt mannerisms from humanoid 
  races, even going so far as to wear armor. This, combined 
  with the fact that dragonkin have thrown in their lot with 
  humanoids, disgusts some true dragons. A typical dragonkin 
  is 15 to 20 feet long and weighs roughly 2,000 pounds.
  Illustration by Scott Purdy
  98
  
  Drake, Ether
  Bony plates cover the upper body of this dragon. Its lower frame 
  has a glassy sheen, and bone wings protrude from its back.
  ETHER DRAKE 
  CR 10
  XP 9,600 
  N Large dragon (aether)
  Init +6; Senses darkvision 60 ft., low-light vision, scent, 
  lifesense 60 ft.; Perception +17
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 138 (12d12+60)
  Fort +13, Ref +10, Will +12
  Immune paralysis, sleep; SR 21
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee bite +21 (3d6+15/17–20/×3), tail slap +16 (2d6+5)
  Space 10 ft.; Reach 10 ft.
  Psychic Magic (CL 12th; concentration +14)
  10 PE—burst of adrenalineOA (1 PE), condensed etherOA (4 PE), 
  mindlinkOA (1 PE)
  Special Attacks ether bite
  STATISTICS
  Str 30, Dex 15, Con 21, Int 8, Wis 15, Cha 14
  Base Atk +12; CMB +23; CMD 35
  Feats Critical Focus, Improved Critical 
  (bite), Improved Initiative, Iron Will, 
  Lunge, Power Attack
  Skills Fly +23, Intimidate +17, 
  Perception +17, Stealth +13, 
  Survival +17
  Languages Draconic; telepathy 60 ft.
  SQ etheric shift, speed surge
  ECOLOGY
  Environment any
  Organization solitary, pair, or 
  rampage (3–6) 
  Treasure standard
  SPECIAL ABILITIES
  Ether Bite (Ex) An ether drake applies 
  1-1/2 × its Strength modifier to damage 
  dealt by its bite attack, and its bite threatens a critical hit on 
  a roll of 19–20 and has a ×3 multiplier. An ether drake’s bite 
  deals full damage to incorporeal creatures.
  Etheric Shift (Ex) An ether drake can become ethereal (as 
  the etherealness spell) once every 3 rounds as a swift 
  action. The drake can activate this effect as a free 
  action whenever it uses its speed surge ability, 
  regardless of the number of rounds since 
  the last time it used etheric shift. Once 
  this ability is activated, the drake remains 
  ethereal for 1 round.
  Speed Surge (Ex) Three times per day as a swift action, an 
  ether drake can draw on its draconic heritage for a boost of 
  strength and speed that allows it to take an additional move 
  action in that round.
  Paragons among their kind, ether drakes once roamed the 
  Ethereal Plane, where they gorged themselves on the aether 
  at the edges of the Elemental Planes. In time, they returned 
  to the Material Plane for reasons unknown. Lacking the 
  malicious nature of most drakes, ether drakes are generally 
  content to prey on animals.
  When an unwelcome creature enters their territory, ether 
  drakes use their psychic abilities to create mental links 
  between others of their kind to coordinate and strategize. 
  Ether drakes measure 16 feet long from head to tail and 
  weigh around 2,000 pounds.
  Dragonkin–Drake, Ether
  Illustration by Ben Wootten
  99
  
  Drake, Jungle
  The skin of this rugged dragon is mottled in hues of blue and 
  green. Its elongated tail hides a menacing stinger.
  JUNGLE DRAKE 
  CR 6
  XP 2,400 
  NE Large dragon (earth)
  Init +7; Senses darkvision 60 ft., greensight 60 ft. low-light 
  vision, scent; Perception +11
  DEFENSE
  AC 19, touch 13 flat-footed 15 (+3 Dex, +1 dodge, +6 natural, 
  –1 size)
  hp 73 (7d12+28)
  Fort +9, Ref +8, Will +6
  Immune disease, poison, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 60 ft. (average)
  Melee bite +13 (2d6+7 plus grab), sting +13 (1d8+7 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks predatory grab
  STATISTICS
  Str 24, Dex 17, Con 19, Int 8, Wis 13, Cha 12
  Base Atk +7; CMB +15 (+19 grapple); CMD 29
  Feats Dodge, Improved Initiative, Mobility, Spring Attack
  Skills Fly +11, Perception +11, Sense Motive +11, Stealth +9, 
  Survival +11
  Languages Draconic
  SQ speed surge, woodland stride
  ECOLOGY
  Environment warm jungles
  Organization solitary, pair, or rampage (3–8) 
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 17; frequency 
  1/round for 6 rounds; effect 1d2 Dexterity and Strength 
  damage; cure 1 save.
  Predatory Grab (Ex) A jungle drake moves at full speed when it 
  chooses the move option after maintaining a grapple, though 
  it can’t carry the grappled creature aloft. A jungle drake can 
  spend a use of its speed surge to move a grappled creature in 
  this way without requiring a check to maintain the grapple.
  Speed Surge (Ex) Three times per day as a swift action, a 
  jungle drake can draw on its draconic heritage for a boost of 
  strength and speed that allows it to take an additional move 
  action that round.
  Woodland Stride (Ex) A jungle drake can move through 
  any sort of foliage at full speed without taking damage 
  or suffering impairment. Areas of foliage that have been 
  magically manipulated affect it normally.
  Jungle drakes are tenacious predators, ruthlessly adapted 
  to the environment they call home. The tails of these 
  drakes inject a virulent toxin, capable of debilitating the 
  most stubborn of foes.
  Jungle drakes typically travel in rampages of three or 
  more, stalking animals or humanoids without remorse. 
  Able to travel through forested terrain with ease, jungle 
  drakes prefer to make several hit-and-run attacks, using 
  their stingers to inject their prey with poison. After the 
  venom has time to set in, the drake reemerges from the 
  jungle, snatching the weakest target in its jaws before 
  retreating back into the woods with its new meal. When 
  the prey of a jungle drake appears too well armed or 
  prepared to assault foes head-on, the drake stalks them, 
  letting the natural hazards of the jungle wear them down 
  before emerging to grab a meal, and then retreating back 
  to the protection of the deeper jungle.
  A jungle drake measures 14 feet from front to back, 
  with a lean but muscular build, and weighs around 
  2,100 pounds.
  Illustration by Ben Wootten
  100
  
  Duppy
  This floating, ghostly humanoid’s face is a blend of human and 
  beast. Canine shapes twine around the creature’s legs.
  DUPPY  
  CR 7
  CE Medium undead (incorporeal)
  Init +10; Senses darkvision 60 ft.; Perception +14
  Aura unnatural aura (30 ft.)
  DEFENSE
  AC 20, touch 20, flat-footed 14 (+4 deflection, +6 Dex)
  hp 76 (9d8+36)
  Fort +7, Ref +11, Will +8
  Defensive Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  Weaknesses resurrection vulnerability, sunlight powerlessness
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +12 (2d8 negative energy plus 1d6 
  Strength drain)
  Special Attacks ravenous hounds, strength drain
  STATISTICS
  Str —, Dex 22, Con —, Int 13, Wis 15, Cha 19
  Base Atk +6; CMB +12; CMD 26
  Feats Flyby Attack, Improved Initiative, Lightning Reflexes, 
  Lunge, Step Up
  Skills Fly +26, Intimidate +16, Perception +14, Sense Motive +14, 
  Stealth +18
  Languages Common
  ECOLOGY
  Environment warm coastlines
  Organization solitary, pair, or pack (3–8)
  Treasure none
  SPECIAL ABILITIES
  Ravenous Hounds (Sp) Once per day as a standard action, a 
  duppy can bring into being a pack of incorporeal hounds for 
  1d4+3 rounds. The ravenous hounds attack as a single unit, 
  have a +11 attack bonus, deal 2d6+3 points of force damage 
  on a successful hit, and threaten a critical hit on a natural 20. 
  This ability is otherwise identical to mage’s sword (CL 7th).
  Resurrection Vulnerability (Su) Raise dead or a similar spell 
  cast on a duppy destroys it (Will negates). Using the spell in 
  this way does not require a material component.
  Strength Drain (Su) Creatures hit by a duppy’s touch attack 
  must succeed at a DC 18 Fortitude save or take 1d6 points 
  of Strength drain. If the target fails its save, the duppy also 
  gains 5 temporary hit points. The save DC is Charisma-based.
  A duppy is the spirit of a cruel and brutal sailor who 
  died by violence on land, away from his ship and crew, 
  and thus was unable to receive a proper burial at sea. 
  While its ghostly form is evidence enough of its twisted 
  hatred, a duppy also possesses power over a pack of 
  faithful, otherworldly hounds that share in their master’s 
  malevolence. The appearance of a duppy is often preceded 
  by the distant sound of unearthly howling.
  Duppies typically seek out sailors and pirates when 
  exacting their vengeance, inflicting great violence on 
  those living creatures who remind them of what they lost. 
  For this reason, duppies are most often found in seaside 
  towns or nearby beaches, and settlements that rely on the 
  ocean know to fear and hate these spectral beings.
  Though a duppy’s incorporeal form ensures that it can’t 
  be captured by mundane means, those who do manage 
  to trick a duppy into a magical trap are wise to keep the 
  horror confined until the daytime, when its otherworldly 
  abilities are hindered and it can be more easily defeated. 
  Some tales claim that duppies arise near the treasures they 
  buried while they were still alive, and ambitious sailors who 
  buy into these stories might attempt to capture a duppy. 
  However, few creatures can muster powers strong enough 
  to cage a duppy, whose hounds confound enemies and allow 
  the ghostly monster to attack victims from all sides.
  Drake, Jungle–Duppy
  Illustration by Fabio Gorla
  101
  
  Dwiergeth
  This beast’s bulbous body perches atop four sucker-ended, multi- 
  jointed legs, and possesses two gnashing, ophidian maws.
  DWIERGETH  
  CR 13
  XP 25,600
  CE Large aberration (extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception +16 
  DEFENSE
  AC 28, touch 17, flat-footed 20 (+7 Dex, +1 dodge, +11 natural, 
  –1 size)
  hp 175 (13d8+117)
  Fort +13, Ref +11, Will +15
  Defensive Abilities all-around vision; DR 10/lawful; Immune 
  blindness, dazzling, poison, visual effects; Resist cold 20, 
  fire 20; SR 24
  OFFENSE
  Speed 60 ft., climb 60 ft.
  Melee 2 bites +19 (4d6+11/19–20 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fast swallow, forever gullet, swallow whole 
  (8d6 slashing damage, AC 15, 17 hp) 
  Spell-Like Abilities (CL 13th; concentration +16)
  Constant—feather fall
  At will—gust of wind (DC 15) 
  1/day—control winds (DC 18), wind wall
  STATISTICS
  Str 32, Dex 25, Con 28, Int 5, Wis 24, Cha 17
  Base Atk +9; CMB +21 (+25 grapple); CMD 39 (43 vs. trip) 
  Feats Combat Reflexes, Dodge, Improved Critical (bite), 
  Improved Initiative, Mobility, Spring Attack, Wind Stance
  Skills Climb +29, Perception +16 
  Languages Abyssal
  ECOLOGY
  Environment cold mountains (Material Plane or Abyss)
  Organization solitary, pair, or pack (3–6) 
  Treasure incidental
  SPECIAL ABILITIES
  Forever Gullet (Su) When a dwiergeth 
  swallows a creature whole, the act shunts 
  the victim through extradimensional 
  orifices within the creature’s body and into a 
  seemingly endless maze of tooth-lined entrails that 
  exist outside of reality, similar to the labyrinth created 
  by a maze spell but horribly organic 
  and hungry. If a swallowed creature 
  successfully cuts its way out of a 
  dwiergeth, it must attempt a DC 15 
  Intelligence check as it crawls out of the 
  hole. If the victim is successful, it escapes the 
  creature, but on a failure, the victim merely crawls 
  from one extradimensional intestine to another 
  and must endure another round of being swallowed whole. 
  A dwiergeth can continue to use swallow whole even after a 
  creature cuts its way out. A creature casting any teleportation 
  spell or spell-like ability while within 5 feet of a dwiergeth must 
  succeed at a DC 21 Will save or the effect instead sends the 
  target into the dwiergeth’s forever gullet. When a dwiergeth 
  is under the effects of dimensional anchor or in an area that 
  prohibits extradimensional travel, it loses the abilities of its 
  forever gullet, but its swallow whole ability functions normally. 
  If a dwiergeth dies, the extradimensional space contracts, 
  disgorging any swallowed creature into the corpse’s space. The 
  save DC is Charisma-based, and includes a +2 racial bonus.
  Dwiergeths hunt Abyssal rift valleys, digesting prey in a 
  gnawing process of transdimensional rumination. Sure-
  footed dwiergeths leap and sprint along vertical surfaces 
  with disturbing ease, and often cling to cliff sides for hours 
  or even days, waiting for prey to approach from either above 
  or below. They have a supernatural mastery over the wind 
  as well, and make use of their spell-like abilities to cause 
  climbers to fall from cliffs or flying creatures to be dashed 
  against rocky walls—it’s easier to eat bleeding, broken 
  meat, after all.
  A dwiergeth’s anatomy is often difficult for humanoids 
  to comprehend. Trembling bristles protruding from 
  the creature’s flesh act as eyes, allowing it to see in 
  all directions at once. Although dissection of a slain 
  dwiergeth reveals a single coiling digestive tract winding 
  from one of its mouths through its bulbous body to the 
  other mouth, the entrails of a living dwiergeth actually 
  extend into other strange dimensions generated by the 
  monster’s Abyssal heritage.
  Illustration by Damien Mammoliti
  102
  
  Echeneis
  This thin, colorful fish has a broad, segmented sucker above its 
  narrow mouth. A line of spines runs down its back.
  ECHENEIS 
  CR 1
  XP 400
  N Small magical beast (aquatic)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
  hp 19 (3d10+3)
  Fort +4, Ref +5, Will +1
  OFFENSE
  Speed 5 ft., swim 20 ft.
  Melee bite +5 (1d4+1 plus attach), tail slap +0 (1d4) or
  sucker +5 touch (attach), tail slap +0 (1d4)
  Special Attacks attach, sap speed
  STATISTICS
  Str 12, Dex 11, Con 13, Int 2, Wis 10, Cha 13
  Base Atk +3; CMB +3 (+11 grapple while attached); CMD 13 
  (17 vs. grapple while attached)
  Feats Improved Initiative, Lightning Reflexes
  Skills Perception +5, Stealth +8, Swim +9
  ECOLOGY
  Environment warm or temperate water
  Organization solitary, pair, or school (3–8)
  Treasure none
  SPECIAL ABILITIES
  Attach (Ex) An echeneis that hits with its bite or sucker attack 
  automatically initiates a grapple against its target. While 
  attached to a creature or vehicle, the echeneis gains a +8 bonus 
  on combat maneuver checks to grapple and +4 bonus to its 
  CMD against grapple attempts but loses any Dexterity bonus 
  or dodge bonus to Armor Class. An echeneis that successfully 
  maintains a grapple can make a free tail slap attack against 
  any target except the one to which it is attached.
  Sap Speed (Su) Whenever an echeneis ends its turn 
  attached to a creature or vehicle, it steals fragments 
  of time from its host and gains the benefits of haste for 
  as long as it is attached and for an equal amount of time 
  thereafter (maximum 3 hours). A creature with an attached 
  echeneis takes a cumulative –1 penalty to Dexterity each 
  round (which stacks with multiple echeneises) and must 
  succeed at a DC 12 Will save or be affected as if by a slow 
  spell until the end of the echeneis’s next turn. The penalty 
  to Dexterity ends at the end of the echeneis’s turn if it is no 
  longer attached to the creature. A vehicle with an attached 
  echeneis has its speed reduced by half until the end of 
  the echeneis’s next turn. A creature or vehicle slowed by a 
  second echeneis is reduced to one-quarter speed. A creature 
  or vehicle slowed by three or more echeneises is reduced to 
  a speed of 0 feet. The save DC is Charisma-based.
  The echeneis is a magical fish known to sailors in many 
  parts of the world as a major pest due to its theft of speed 
  from boats and large, swimming creatures alike. It ranges 
  across large stretches of water, stopping every few hours to 
  feed and sap velocity from large boats, sharks, whales, and 
  other hosts that might overlook it. Although native to warm 
  waters, echeneises sometimes follow trade vessels elsewhere. 
  Because echeneises prefer murky shallows, sailors rarely 
  notice one before it begins to slow a vessel. The sharp and 
  sturdy spines atop the creatures’ backs scrape the hulls of 
  ships to which they are attached, so sailors lament both 
  the short-term inconvenience and the long-term damage 
  caused by these pests. Old boats with hundreds of scrape 
  marks on their bottoms garner reputations as cursed, and 
  their captains face a serious stigma when trying to recruit 
  crews. It is true that some ships draw echeneises more than 
  others, but apart from the ship’s size there is no indication 
  as to what else might attract the creatures.
  Like the remoras they resemble, echeneises are scavengers. 
  However, they are aggressive and often retaliate when 
  knocked off of creatures or vessels. In combat, echeneises 
  attach themselves to enemies to slow them down while 
  flailing with their tails against anyone attempting to remove 
  them. If badly injured while attached, an echeneis releases 
  its victim and uses the speed it has stolen to quickly escape.
  An echeneis averages over 3 feet in length and weighs at 
  least 12 pounds.
  Dwiergeth–Echeneis
  Illustration by Mattias Fahlberg
  103
  
  Egregore
  Within a swirl of light, a clump of brains wrapped in arcs of light 
  pulses and throbs. The impression of an open eye floats before it.
  EGREGORE 
  CR 10
  XP 9,600
  N Large aberration 
  Init +7; Senses darkvision 60 ft., lifesense; Perception +21
  Aura mental static (30 ft., DC 22)
  DEFENSE
  AC 27, touch 13, flat-footed 23 (+4 armor, +3 Dex, +1 dodge, 
  +6 natural, +4 shield, –1 size)
  hp 123 (13d8+65), fast healing 5
  Fort +10, Ref +9, Will +15
  Defensive Abilities amorphous; DR 5/—; SR 21
  OFFENSE
  Speed 30 ft., fly 40 ft. (perfect)
  Melee 4 light tentacles +14 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks hypnotic oscillation, light tentacles
  Psychic Magic (CL 13th; concentration +19), 
  24 PE—heal (6 PE), mass bear’s endurance (6 PE), mass 
  bull’s strength (6 PE)
  Spell-Like Abilities (CL 13th; concentration +19)
  Constant—mage armor, mental barrier IOA
  At will—cure moderate wounds
  STATISTICS
  Str 22, Dex 17, Con 18, Int 19, Wis 20, Cha 23
  Base Atk +9; CMB +16; CMD 30
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Initiative, Iron Will, Lightning Reflexes, Toughness
  Skills Bluff +19, Escape Artist +19, Fly +25, Intimidate +22, 
  Knowledge (arcana) +20, Perception +21, Sense Motive +18, 
  Spellcraft +20
  Languages Abyssal, Celestial, Common, Infernal; telepathy 100 ft.
  SQ cult mind, psychic conduit
  ECOLOGY
  Environment any
  Organization cult (1 plus 13–20 cultists)
  Treasure standard
  SPECIAL ABILITIES
  Cult Mind (Su) An egregore is created by the combined 
  will of a number of cult members equal to its Hit Dice 
  (minimum 13), and can have a maximum number of 
  members in its cult mind equal to its Hit Dice. Each 
  member must be an intelligent, living creature. These 
  cultists pour their collective psychic consciousness into 
  the collaborative creation of the egregore, granting each 
  member a number of advantages. Creating an egregore 
  involves a ritual lasting 1 day and costing 1,000 gp per Hit 
  Die of the egregore. New creatures can be added to the cult 
  mind only if previous members die or depart (see below). 
  Adding a new member to the cult mind requires a ritual 
  lasting 1 day and costing 1,000 gp. All the other members 
  who are still a part of the cult mind must be present during 
  this ritual or it fails.
  As long as a member of the cult mind is within 1 mile 
  of the egregore, the egregore can use any of its spell-like 
  abilities on that member, regardless of the spell’s range. If a 
  member of the cult mind is targeted by a mind-affecting spell, 
  the egregore can attempt a Will save as well, and the cult 
  member uses the better of the two results. If the cult member 
  still fails, another member of the cult mind can choose to be 
  affected instead. 
  In addition, the members of the cult mind share a 
  limited form of telepathy: they are able to send and receive 
  simple messages and emotions, much like the empathic 
  link between a wizard and his familiar.
  If a member of the cult mind is slain or travels more than 
  1 mile from the egregore, its link to the cult mind is severed, 
  and every other member must succeed at a DC 20 Will save or 
  be sickened for 1 round. If the number of members in the cult 
  mind drops below half of the number of Hit Dice possessed by 
  the egregore, the egregore must succeed at a DC 20 Will save 
  or suffer from confusion. The egregore can attempt a new 
  save at the start of each round to regain its senses. As long 
  as the remaining number of members is less than half the 
  egregore’s Hit Dice, the egregore must attempt a new save 
  each time a member of its cult mind is slain or leaves the cult 
  mind. If the last member of the cult is slain or leaves the cult 
  mind, the egregore dissipates harmlessly in 1d4 rounds.
  Hypnotic Oscillation (Sp) As a standard action, an egregore 
  can weave a hypnotic pattern using its bands of light in a 
  10-foot radius around itself. Members of its cult mind are 
  immune and don’t count towards the spell’s Hit Die limit, 
  but otherwise this ability functions as the spell.
  Light Tentacles (Su) An egregore produces bands of light 
  powered by its concentrated mental energy. It can cause 
  these bands to become solid and lash out as tentacles. 
  These tentacles follow all the normal rules for tentacles, 
  except that they function as though they had the brilliant 
  energy weapon special ability.
  Psychic Conduit (Ex) Any member of a cult mind can channel 
  any psychic spells it casts through the egregore, as long 
  as the cultist is within 30 feet of the egregore. If a cultist 
  casts spells in this way, treat the egregore as if it were the 
  spellcaster for purposes of the spell’s range, point of origin, 
  and other functions that depend on the caster’s location. 
  The creature casting the spell still provokes any attacks of 
  opportunity or other negative consequences of casting a 
  spell. The egregore takes 1d6 points of slashing damage per 
  level of spell cast through it in this way as the energy cuts 
  its way out of the creature, though its damage reduction 
  applies. (A 0-level spell channeled through the egregore 
  deals no damage to it.)
  104
  
  When an especially powerful psychic leads a community of 
  like-minded individuals, that group can pool its collective 
  will together to create an egregore. The egregore is a 
  powerful defender and a focal point for the psychic talents 
  of every member of the group, granting them access to 
  additional magical powers and a communal link.
  Though egregores’ appearances vary, they 
  typically have a core that resembles a mass of brains, 
  discernible by practitioners of phrenology 
  (Pathfinder RPG Occult Adventures 196) as 
  bearing characteristics of the brains of 
  those who make up its cult mind. This 
  core projects an image that reflects 
  the ideals for which the egregore 
  was formed—an unblinking eye 
  to represent vigilance, a heraldic 
  shield for protection, or some 
  other 
  stylized 
  emblem 
  to 
  reflect the goals of the group. 
  From this bizarre hovering 
  mass emerges a number of 
  pulsating arcs of light that move 
  in a strange unison, forming an 
  almost mesmerizing pattern with 
  their cadence.
  The synchronized synaptic pulses 
  that emit from the egregore’s cranial 
  core manifest as elegant arcs of light 
  leaping from one brain-shape to another 
  in a rhythmic dance. The egregore can divert 
  an arc outward, transforming it into a semi-solid 
  band of light it can use to strike its foes. These bands 
  normally pass through objects, but by concentrating 
  more fully, the egregore can transform an arc into an 
  even more solid form capable of manipulating objects.
  Typically, the sort of cult that creates an egregore is 
  formed of a small association of individuals under the 
  guidance of a strong-willed psychic leader, who directs the 
  weaker-minded followers in a ritual that combines their 
  latent psychic energy into the creation of a powerful entity 
  to support the goals of the organization.
  The egregore itself is a totally separate creature, akin 
  to the eidolons of summoners, though it seems to be 
  a genuine living being of the Material Plane and not 
  a true outsider. Creating an egregore requires a cult 
  of 13—one leader and a dozen followers. Larger cults 
  are capable of creating more powerful egregores, with 
  stories circulating of doomsday cults with hundreds of 
  members working together to create an abomination, 
  but subsequently losing control and facing annihilation 
  from their own creation. The egregore exists only as long 
  as the cult that created it, fading back into the psychic 
  ether from which it spawned once the cult is no more.
  An egregore is 12 feet across, though the bands of light 
  that extend out from it cause it to fluctuate between an 
  effective size of 13 feet to 15 feet. It weighs only 300 pounds 
  despite its vast size. The brains that make up the egregore’s 
  body aren’t constructed like human brains, and are far less 
  dense; they seem to take the form of brains only because 
  of the conceptual link they represent. Likewise, the 
  egregore’s staring eye and bands of light are more 
  metaphorical than physical.
  EGREGORE MASTER
  When a larger cult creates an 
  egregore, it is often considerably 
  more dangerous than standard 
  egregores. Use the following 
  guidelines 
  when 
  creating 
  an 
  egregore 
  master. 
  An 
  egregore master is created 
  by combining the will of 
  a powerful cult leader and 
  his followers. While the 
  minimum number of cultists 
  required for the creation of a 
  normal egregore is 13, the more 
  members willing to surrender to 
  the cult mind and the stronger their 
  belief in the ideals of the leader, the 
  more powerful the resultant being.
  Hit Dice: An egregore master always 
  has more Hit Dice than a normal egregore, 
  though after 13 Hit Dice, increasing its Hit Dice by 1 
  typically requires adding two or more cult members. An 
  egregore master can have a cult of any size (minimum 15).
  Challenge Rating: For every 2 Hit Dice over 13 an 
  egregore master possesses, increase its CR by 1. 
  Size: Once an egregore master reaches 15 Hit Dice, its size 
  increases to Huge; at 20 Hit Dice it becomes Gargantuan, 
  and at 25 or more Hit Dice it becomes Colossal.
  Armor Class: An egregore master has a natural armor 
  bonus equal to half its Hit Dice. 
  Attacks: For every 3 Hit Dice the egregore master possesses 
  beyond 13, it gains one additional light tentacle attack.
  Caster Level: An egregore master has a caster level equal to 
  its HD or the caster level of the cult leader, whichever is lower.
  Psychic Magic: For every 2 Hit Dice the egregore master 
  possesses above 13, it adds one spell to those it can cast 
  using psychic magic, and its maximum PE increases by an 
  amount equal to the spell’s level. An egregore master can 
  choose a spell from any spell list, but it can’t choose a spell 
  with a level equal to more than half its Hit Dice. Egregore 
  masters typically choose spells that enhance the powers of 
  their cult minds or protect their members. It is very rare for 
  an egregore master to choose offensive spells. 
  Egregore
  Illustration by Nikolai Ostertag
  105
  
  Elemental, Aether
  This strange entity is formed from interwoven, translucent threads 
  of an unusual multicolored material.
  AETHER ELEMENTAL
  Languages Aquan, Auran, Ignan, Terran
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SPECIAL ABILITIES
  Telekinetic Invisibility (Ex) An aether elemental’s body bends 
  light and dampens sound waves. This works as the kineticist 
  utility wild talent telekinetic invisibility (Pathfinder RPG 
  Occult Adventures 28), except that it is constant and doesn’t 
  end when the elemental attacks. As this ability is inherent, it 
  is not subject to effects such as invisibility purge.
  Telekinetic Throw (Ex) An aether elemental can fling a creature 
  or object (with a maximum range of 480 feet). A creature 
  receives a Fortitude save to avoid being thrown (the save DC 
  is Constitution-based). The telekinetic throw deals the listed 
  damage to both the thrown creature or object and the target. 
  The aether elemental can throw a creature or object that 
  weighs at most 50 pounds per Hit Die the elemental possesses.
  Telekinetic Deflection (Su) An aether elemental gains a 
  deflection bonus to its AC equal to its Constitution modifier.
  Telekinetic Maneuver (Su) An aether elemental can attempt 
  a ranged combat maneuver check, as per telekinesis, with a 
  CMB equal to its Hit Dice + its Dexterity modifier.
  SMALL AETHER ELEMENTAL 
  CR 1
  XP 400
  N Small outsider (aether, elemental, extraplanar)
  Init +6; Senses blindsense 60 ft., darkvision 60 ft.; 
  Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+1 deflection, +2 Dex, +1 size) 
  hp 13 (2d10+2)
  Fort +4, Ref +5, Will +0
  Defensive Abilities telekinetic deflection; Immune elemental 
  traits, force
  OFFENSE
  Speed fly 60 ft. (good)
  Melee slam +4 (1d4+1)
  Ranged telekinetic throw +5 (1d8+2)
  Special Attacks telekinetic maneuver, telekinetic throw (DC 12)
  STATISTICS
  Str 12, Dex 15, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 15
  Feats Improved InitiativeB, Point-Blank Shot
  Skills Acrobatics +6, Fly +12, Perception +5, Stealth +11
  SQ telekinetic invisibility
  MEDIUM AETHER ELEMENTAL 
  CR 3
  XP 800
  N Medium outsider (aether, elemental, extraplanar)
  Init +8; Senses blindsense 60 ft., darkvision 60 ft.; Perception +7
  DEFENSE
  AC 17, touch 17, flat-footed 13 (+3 deflection, +4 Dex) 
  hp 34 (4d10+12)
  Fort +7, Ref +8, Will +3 
  Defensive Abilities telekinetic deflection; Immune elemental 
  traits, force
  OFFENSE
  Speed fly 60 ft. (good)
  Melee slam +6 (1d6+3)
  Ranged telekinetic throw +8 (2d6+2)
  Special Attacks telekinetic maneuver, telekinetic throw (DC 16)
  STATISTICS
  Str 14, Dex 19, Con 16, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 23
  Feats Improved InitiativeB, Iron Will, Point-Blank Shot
  Skills Acrobatics +9, Fly +13, Perception +7, Stealth +11
  SQ telekinetic invisibility
  LARGE AETHER ELEMENTAL 
  CR 5
  XP 1,600
  N Large outsider (aether, elemental, extraplanar)
  Init +11; Senses blindsense 60 ft., darkvision 60 ft.; Perception +11
  DEFENSE
  AC 20, touch 20, flat-footed 13 (+4 deflection, +7 Dex, –1 size)
  hp 76 (8d10+32) 
  Fort +10, Ref +13, Will +4
  Defensive Abilities telekinetic deflection; DR 5/—; Immune 
  elemental traits, force
  OFFENSE
  Speed fly 60 ft. (good)
  Melee 2 slams +10 (1d8+3)
  Ranged telekinetic throw +14 (4d6+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks telekinetic maneuver, telekinetic throw (DC 16)
  STATISTICS
  Str 16, Dex 25, Con 18, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +12; CMD 33
  Feats Improved InitiativeB, Improved Iron Will, Iron Will, Point-
  Blank Shot, Precise Shot
  Skills Acrobatics +18, Fly +20, Perception +11, Stealth +14
  SQ telekinetic invisibility
  HUGE AETHER ELEMENTAL 
  CR 7
  XP 3,200
  N Huge outsider (aether, elemental, extraplanar)
  Init +13; Senses blindsense 60 ft., darkvision 60 ft.; Perception +13
  DEFENSE
  AC 22, touch 22, flat-footed 13 (+5 deflection, +9 Dex, –2 size) 
  hp 105 (10d10+50) 
  106
  
  Fort +12, Ref +16, Will +5
  Defensive Abilities telekinetic deflection; DR 5/—; Immune 
  elemental traits, force
  OFFENSE
  Speed fly 60 ft. (good)
  Melee 2 slams +12 (2d6+4)
  Ranged telekinetic throw +17 (6d6+7/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks telekinetic maneuver, telekinetic throw (DC 17)
  STATISTICS
  Str 18, Dex 29, Con 20, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +16; CMD 40
  Feats Improved Critical (telekinetic throw), Improved InitiativeB, 
  Improved Iron Will, Iron Will, Point-Blank Shot, Precise Shot
  Skills Acrobatics +22, Fly +22, Perception +13, Stealth +14
  SQ telekinetic invisibility
  GREATER AETHER ELEMENTAL 
  CR 9
  XP 6,400
  N Huge outsider (aether, elemental, extraplanar)
  Init +14; Senses blindsense 60 ft., darkvision 60 ft.; Perception +16
  DEFENSE
  AC 24, touch 24, flat-footed 14 (+6 deflection, +10 Dex, –2 size)
  hp 149 (13d10+78)
  Fort +14, Ref +18, Will +6
  Defensive Abilities telekinetic deflection; DR 
  10/—; Immune elemental traits, force
  OFFENSE
  Speed fly 60 ft. (good)
  Melee 2 slams +16 (2d8+5)
  Ranged telekinetic throw +21 (8d6+7/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks telekinetic maneuver, telekinetic 
  throw (DC 18)
  STATISTICS
  Str 20, Dex 31, Con 22, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +20; CMD 46
  Feats Deadly Aim, Improved Critical 
  (telekinetic throw), Improved Initiative, 
  Improved Iron Will, Improved Precise Shot, 
  Iron Will, Point-Blank Shot, Precise Shot
  Skills Acrobatics +26, Fly +26, Knowledge 
  (planes) +15, Perception +16, Stealth +18
  SQ telekinetic invisibility
  ELDER AETHER ELEMENTAL 
  CR 11
  XP 12,800
  N Huge outsider (aether, elemental, extraplanar)
  Init +15; Senses blindsense 60 ft., darkvision 60 ft.; Perception +19
  DEFENSE
  AC 26, touch 26, flat-footed 15 (+7 deflection, +11 Dex, –2 size)
  hp 200 (16d10+112) 
  Fort +17, Ref +21, Will +7
  Defensive Abilities telekinetic deflection; DR 10/—; Immune 
  elemental traits, force
  OFFENSE
  Speed fly 60 ft. (good)
  Melee 2 slams +20 (2d8+6)
  Ranged telekinetic throw +25 (10d6+7/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks telekinetic maneuver, telekinetic throw (DC 19)
  STATISTICS
  Str 22, Dex 33, Con 24, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +24; CMD 51
  Feats Combat Reflexes, Deadly Aim, Improved Critical (telekinetic 
  throw), Improved Initiative, Improved Iron Will, Improved 
  Precise Shot, Iron Will, Point-Blank Shot, Precise Shot
  Skills Acrobatics +30, Escape Artist +30, Fly +30, Knowledge 
  (planes) +19, Perception +19, Stealth +22
  SQ telekinetic invisibility
  Aether elementals are made of living aether, the rare fifth 
  element that arises on the Ethereal Plane near the borders of 
  the Elemental Planes.
  Elemental, Aether
  Illustration by Bryan Sola
  107
  
  Emotion Ooze
  This viscous blob of brightly colored goo quivers and pulses in a 
  curious manner.
  EMOTION OOZE 
  CR 6
  XP 2,400
  N Medium ooze 
  Init –3; Senses blindsense 120 ft.; Perception +2
  Aura emotion (DC 20)
  DEFENSE
  AC 13, touch 13, flat-footed 13 (+6 deflection, –3 Dex)
  hp 76 (9d8+36)
  Fort +13, Ref +6, Will +11
  Defensive Abilities amorphous; Immune mind-affecting 
  effects, ooze traits
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +11 (1d8+7 plus emotional scarring)
  Special Attacks compel emotion, emotional scarring 
  STATISTICS
  Str 20, Dex 5, Con 18, Int —, Wis 15, Cha 23
  Base Atk +6; CMB +11; CMD 16
  Skills Climb +13
  SQ compression, emotional attunement, empathic healing
  ECOLOGY
  Environment any
  Organization solitary, pair, conflict (3–12, often with different 
  attuned emotions)
  Treasure incidental
  SPECIAL ABILITIES
  Compel Emotion (Su) As a move action, an emotion ooze can 
  release a pulse of psychic energy that causes intelligent 
  creatures within 60 feet to be overwhelmed by the 
  emotion ooze’s attuned emotion (Will DC 20 negates). Each 
  emotion has a special effect on affected creatures, which is 
  described in the corresponding emotional attunement entry 
  (see below). The effects of multiple emotion oozes attuned 
  to the same emotion don’t stack, but a creature can be 
  under the effects of different emotions from different types 
  of emotion oozes at the same time.
  A creature affected by compel emotion retains the 
  chosen emotion for as long as it remains within 60 feet 
  of the emotion ooze and for 1d4 minutes thereafter. An 
  affected creature that takes a move action to try to control 
  its emotions can attempt another DC 20 Will save. Success on 
  this Will save removes the effect and grants the creature a 
  +4 circumstance bonus on future saves against that emotion 
  ooze’s compel emotion ability for 24 hours. This is a mind-
  affecting emotionUM effect. The save DC is Charisma-based.
  Emotional Attunement (Su) Each emotion ooze is closely 
  attuned to a single emotion. The type of emotion affects its 
  physiology, altering its fundamental nature.
  Anger: An emotion ooze attuned to anger glows bright 
  red. Its Strength score increases by 4, it gains Power Attack 
  as a bonus feat, and it has fire resistance 10. A creature 
  affected by an anger-attuned emotion ooze’s compel 
  emotion ability is compelled to take attacks of opportunity 
  against its allies whenever those allies take actions that 
  would provoke an attack of opportunity from a creature. 
  These count against the number of attacks of opportunity 
  the creature can take each round.
  Dedication: An emotion ooze attuned to dedication 
  is a deep blue. Its Constitution score increases by 4, it 
  gains Great Fortitude and Toughness as bonus feats, and 
  its natural armor bonus to AC increases by 2. A creature 
  affected by a dedication-attuned emotion ooze’s compel 
  emotion ability is unable to move away from an adjacent 
  opponent unless it succeeds at a DC 20 Will save at the 
  start of its turn. Success allows the creature to move away 
  that round, but does not end the effect. 
  Despair: An emotion ooze attuned to despair is a pale, 
  listless gray. Its Constitution and Charisma scores increase 
  by 2, and it has DR 10/magic and cold resistance 10. A 
  creature affected by a despair-attuned emotion ooze’s 
  compel emotion ability takes a –4 morale penalty on attack 
  rolls and damage rolls.
  Fear: An emotion ooze attuned to fear is light gray, 
  flecked with darker gray motes swirling about its insides. Its 
  Dexterity score increases by 4, it gains Improved Initiative 
  and Lightning Reflexes as bonus feats, and it gains the 
  evasion rogue class feature. A creature affected by a fear-
  attuned emotion ooze’s compel emotion ability gains the 
  shaken condition.
  Hatred: An emotion ooze attuned to hatred is a deep 
  black color, which pulsates violently when it attacks. Its 
  Strength, Dexterity, and Constitution scores increase by 2, 
  it has acid resistance 10, and its emotional scarring ability 
  deals an additional 4d6 points of damage (instead of 3d6). 
  A creature affected by a hatred-attuned emotion ooze’s 
  compel emotion ability takes a –4 penalty to AC, but gains 
  a +1 morale bonus on attack rolls and damage rolls.
  Jealousy: An emotion ooze attuned to jealousy is a swirl 
  of oily green, orange, and brownish red. Its Strength and 
  Dexterity scores increase by 2, and it has DR 5/silver and 
  SR 17. A creature affected by a jealousy-attuned emotion 
  ooze’s compel emotion ability must attempt saving throws 
  to resist all spells cast on it, including harmless and 
  beneficial spells.
  Zeal: An emotion ooze attuned to zeal is a bright orange 
  color, and grows brighter when the ooze is feeding or 
  has recently fed. Its Strength, Constitution, and Wisdom 
  scores increase by 2, and it has DR 5/magic and electricity 
  resistance 10. A creature affected by a zeal-attuned 
  emotion ooze’s compel emotion ability must succeed at a 
  DC 20 Will save each round or repeat the same actions it 
  108
  
  took on the previous round. If it is unable to do so (such as 
  if it made a full attack against an opponent that has moved 
  away, or cast a spell that has been expended), it must take 
  actions that mimic those taken in the previous round as 
  closely as possible. Succeeding at this Will save allows the 
  creature to act normally for 1 round, but does not free it 
  from the emotion effect.
  Emotional Scarring (Ex) An emotion ooze’s slam 
  attack deals an additional 3d6 points of damage, 
  which is mental damage like that from mind 
  thrust I (Pathfinder RPG Occult Adventures 177). 
  This is a mind-affecting emotionUM effect. 
  Empathic Healing (Su) An emotion ooze gains 
  fast healing 5 as long as it is within 60 feet of a 
  creature that is affected by its compel emotion 
  ability (or that is otherwise experiencing the 
  emotion to which the ooze is attuned). Though 
  an emotion ooze is otherwise immune to mind-
  affecting effects, it is healed by emotionUM 
  effects that match its emotion, 
  regaining a number of hit points 
  equal to the caster level of 
  the effect (or to the ooze’s 
  Hit Dice for abilities with 
  no caster level). The ooze 
  takes an equal amount of 
  damage if it fails a saving 
  throw against an effect 
  that specifically counters its 
  corresponding emotion (for 
  instance, remove fear for fear 
  or good hope for despair).
  Truly bizarre and alien creatures, emotion oozes are made 
  of ectoplasm that has somehow been granted the spark 
  of life. Though they can’t be categorized as intelligent, 
  emotion oozes have a unique emotional empathy, allowing 
  them not only to respond and react to the emotions of 
  nearby creatures, but also to psychically shape and alter 
  the emotions of others.
  Though they are carnivorous, emotion oozes prefer 
  to seek out victims with strong emotions, on which they 
  also feed. As a part of their unnatural biology, they gain 
  a physiological benefit from being exposed to strong 
  emotions. Each emotion ooze is attuned to a specific 
  emotion, and the cause of this connection is unclear. The 
  most commonly accepted theory is that the oozes imprint 
  on the first strong emotion that they are exposed to or that 
  the emotion is imprinted in the ectoplasm, though others 
  believe that the creatures have some control over this bond, 
  and can even change the emotion they’re attuned to given 
  enough time. In addition to their coloration reflecting 
  their attuned emotions, emotion ooze takes on forms 
  that befit the emotion to which they are tied, making it 
  fairly easy for those with knowledge of the creatures to 
  determine each one’s particular emotional attunement on 
  first glance.
  Creatures that encounter an emotion ooze find that 
  it mimics their expressions and movements in an 
  unnerving manner, sometimes even duplicating the facial 
  features of the creature as it mimics a smile or growl. 
  The ooze’s reactions get more extreme when creatures 
  around it express the type of emotion to which the ooze 
  is attuned. The ooze begins to noticeably ripple, pulsing 
  in a sympathetic rhythm and reshaping itself more 
  rapidly than it does when it is on the 
  search for emotional creatures. An 
  anger-attuned ooze might 
  form 
  its pseudopods to look more like 
  jagged spikes, and a despair ooze 
  might reach out fitfully like a 
  creature struggling to escape from 
  a pool of quicksand.
  Most animals and unintelligent 
  life forms find an emotion ooze’s 
  imitation 
  and 
  emotional 
  echoes 
  terrifying and flee as quickly as 
  possible. 
  Though 
  some 
  sentient 
  creatures have this same reaction, 
  others find the phenomenon 
  fascinating, and attempt to either 
  experiment with or capture emotion 
  oozes, putting themselves within reach of the 
  hungry oozes’ grasp. These intelligent creatures are the 
  most common victims of emotion ooze attacks.
  Pitched battles draw the attentions of emotion oozes 
  attuned to anger, fear, hatred, or zeal. Such an ooze 
  might join a nearby battle it senses so it can feed off the 
  emotions generated there. The desire to continue causing 
  and absorbing such strong feelings causes the ooze to try 
  to prolong the battle, spreading out its attacks among 
  multiple targets and paying little attention to creatures 
  that aren’t affected by its ability to compel emotion. In the 
  end, the ooze’s hunger might actually be its downfall. 
  Emotion oozes often dwell in places where strong 
  emotions were felt in the past, suggesting the creatures 
  might have latent psychometric ability (Pathfinder RPG 
  Occult Adventures 196). Hatred oozes might live at the sites 
  of massacres, zeal oozes in old temples or political offices, 
  despair oozes in ancient prisons, and so on. If stuck in one 
  place or deprived of emotional connections for a long time, 
  an emotion ooze begins to lose its coloration, becoming a 
  dull white, and eventually hardens and cracks into pieces.
  The typical emotion ooze has about the same volume 
  as a human, but its composition makes it significantly 
  lighter, weighing only around 50 pounds.
  Emotion Ooze
  Illustration by Mattias Fahlberg
  109
  
  Encantado
  This graceful creature combines the features of a human and a 
  river dolphin.
  ENCANTADO 
  CR 8
  XP 4,800
  CN Medium fey (shapechanger)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +17
  DEFENSE
  AC 21, touch 20, flat-footed 16 (+5 deflection, +5 Dex, +1 natural)
  hp 95 (10d6+60)
  Fort +13, Ref +17, Will +16
  DR 10/cold iron
  OFFENSE
  Speed 30 ft., swim 80 ft.
  Melee slam +10 (1d4+4 plus intoxication) or
  spear +8 (1d8+4/×3)
  Ranged spear +10 (1d8+3/×3)
  Spell-Like Abilities (CL 10th; concentration +15)
  At will—charm person (DC 16), suggestion (DC 18), unnatural 
  lustUM (DC 17)
  3/day—charm monster (DC 18), confusion (DC 19), daze 
  monster (DC 17)
  1/week—control weather
  STATISTICS
  Str 16, Dex 21, Con 20, Int 13, Wis 18, Cha 21
  Base Atk +5; CMB +10; CMD 28 (can’t be tripped)
  Feats Agile Maneuvers, Deceitful, Improved Initiative, 
  Toughness, Weapon Finesse
  Skills Bluff +22, Diplomacy +18, Disguise +7, Escape 
  Artist +18, Knowledge (local) +9, Perception +17, 
  Perform (dance) +13, Perform (sing) +13, Sense Motive +11, 
  Stealth +18, Swim +15
  Languages Common, Sylvan; speak with animals
  SQ change shape (dolphin or Medium humanoid; alter self or 
  beast shape I), enchanting grace, hold breath
  ECOLOGY
  Environment warm rivers
  Organization solitary
  Treasure standard (spear, other treasure)
  SPECIAL ABILITIES
  Enchanting Grace (Su) An encantado adds its Charisma 
  bonus as a racial bonus on all of its saving throws, and as a 
  deflection bonus to its Armor Class.
  Intoxication (Su) An encantado’s slam attack affects its target 
  as if the target had overindulged, causing the target 
  to gain the sickened condition for 1 hour. A target 
  already sickened by an encantado’s intoxication 
  instead becomes nauseated for 1d4 rounds.
  When warm, humid nights in the jungle 
  turn into jubilant celebrations, one can be 
  sure that an encantado can be found nearby. These fey live 
  on the fringes of humanoid societies. They are attracted 
  to parties, and change form into attractive humanoids 
  to infiltrate celebrations. Skilled musicians and dancers, 
  encantados blend in to the festivities seamlessly. When 
  encantados shapeshift, their blowholes are still present, 
  so they usually wear hats or wigs, or arrange their hair 
  into elaborate coiffures, to conceal this feature. When in 
  dolphin form, encantados can still manipulate objects 
  with their flippers as if the flippers were hands.
  Many encantados are kind creatures who want only 
  to celebrate joy, but others take their inclinations to 
  influence others to an extreme, kidnapping the objects of 
  their obsession and taking them away to their river dens. 
  Some suffer from extreme narcissism. 
  Encantados often take levels in bard or druid, while 
  some cruel encantados become enchanters or mesmerists.
  Illustration by Jim Nelson
  110
  
  Etiainen
  This vaguely humanoid-shaped roil of mist appears to be 
  improbably solid. 
  ETIAINEN 
  CR 1 
  XP 400
  CN Medium outsider (incorporeal, native)
  Init +2; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 deflection, +2 Dex)
  hp 13 (2d10+2)
  Fort +4, Ref +2, Will +3
  Defensive Abilities incorporeal
  OFFENSE
  Speed 30 ft.
  Melee incorporeal touch +4 (1d6 plus memory drain)
  Special Attacks memory drain
  Psychic Magic (CL 2nd; concentration +4)
  15 PE—deja vuOA (1 PE), ghost sound (0 PE), disguise self 
  (1 PE), mage hand (0 PE), mindlinkOA (1 PE, DC 13), open/
  close (0 PE), teleport (self only, 5 PE)
  STATISTICS
  Str —, Dex 14, Con 12, Int 5, Wis 11, Cha 14
  Base Atk +2; CMB +6; CMD 18
  Feats Skill Focus (Stealth), Weapon FinesseB
  Skills Disguise +7, Perception +5, Stealth +14; Racial 
  Modifiers +4 Stealth
  Languages Common (can’t speak)
  SQ assume visage, ephemeral existence
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Assume Visage (Su) When using disguise 
  self, an etiainen can appear as only a 
  Medium or Small creature that it can 
  currently see. When it does, it is still 
  incorporeal, though it can appear corporeal. 
  Ephemeral Existence (Su) An etiainen is a 
  spirit of psychic energy, and manifests 
  only when it has at least 1 PE. Once it 
  spends its final PE, it phases out of 
  existence for 24 hours. When it 
  reappears, it can do so anywhere 
  within 100 feet of where it 
  phased out of existence.
  Memory Drain (Su) When a 
  creature is hit by a etiainen’s 
  incorporeal touch attack, 
  it must succeed at a DC 13 
  Will saving throw or the etiainen 
  can eliminate 1 minute of the creature’s memory as if 
  the target were affected by the modify memory spell. 
  A creature that succeeds at this saving throw cannot be 
  affected by memory drain from the same etiainen for 24 
  hours. This ability is a mind-affecting effect. The saving 
  throw DC is Charisma-based.
  Etiainens are psychic amalgams of the past and the future, 
  given form in a wispy, indistinct shape. It is believed 
  these spirits are projections of strong psychic emanations 
  from the past—usually the echoes of important people 
  or the psychic residue of heroic deeds—and that they can 
  manifest only in the presence of the psychic impressions 
  and energies that attend the living. Once manifested, 
  etiainens often act in confusing or even whimsical 
  ways, opening and closing doors, attacking and stealing 
  memories of those nearby, and creating a general sense of 
  psychic discontent. They continue either until compelled 
  to stop or until they use enough of their psychic magic to 
  wink out of existence for a short period of time, returning 
  only when the psychic impressions and energy of the local 
  area allow them to manifest once again to repeat the cycle.
  An etiainen sometimes forges an involuntary 
  connection with a creature that allows the 
  spirit to perform actions in advance of the 
  linked creature, leading to bizarre cases 
  of deja vu for those nearby. For instance, 
  a husband might hear the front door open 
  and the sound of his wife’s familiar footsteps 
  walking toward him, only to discover that his 
  wife has not yet returned home—But bafflingly, 
  when she does come home, she carries out the 
  same series of actions. 
  Those 
  who 
  manage 
  to 
  successfully 
  communicate with etiainens can sometimes 
  compel the spirits to perform small tasks, 
  though holding their attention requires great 
  patience. For one who manages this difficult 
  task, these spirits can sometimes act as 
  intermediaries and messengers, or even 
  spies. When acting in this fashion, an 
  etiainen often appears as a strange, 
  silent double of the creature it is 
  serving. Etiainens can understand 
  speech but cannot speak, and 
  they rely on mindlink (Pathfinder 
  RPG Occult Adventures 177) to 
  communicate. Because of the 
  chaotic nature of these spirits, 
  such fellowships are short lived, 
  as the etiainen might at any time 
  flit away on some strange flight 
  of fancy. 
  Encantado–Etiainen
  Illustration by Mattias Fahlberg
  111
  Illustration by Christina Yen
  
  Familiar
  Presented on these pages are base animal and vermin 
  statistics for six additional familiars beyond those most 
  commonly used by spellcasters—of course, these statistics 
  can also be used for normal animals and vermin as well. 
  These familiars use the standard rules for familiars 
  presented on pages 82–83 of the Pathfinder RPG Core 
  Rulebook. Tiny or smaller familiars in this section use 
  Dexterity to modify Climb and Swim skill checks.
  Familiar	
  Special	Ability
  Chicken	
  Master	gains	3	hit	points
  Flying	fox		
  Master	gains	a	+2	bonus	on	Fortitude	saves
  Penguin	
  Master	gains	a	+3	bonus	on	Swim	checks	
  Red	panda		
  Master	gains	a	+3	bonus	on	Acrobatics	check
  Seal	
  Master	gains	a	+3	bonus	on	Swim	checks
  Trilobite	
  Master	gains	a	+1	natural	armor	bonus	to	AC
  CHICKEN	
  CR	1/6
  XP	65
  N	Tiny	animal	
  Init	+4;	Senses	low-light	vision;	Perception	+5
  DEFENSE
  AC	12,	touch	12,	flat-footed	12	(+2	size)
  hp	5	(1d8+1)
  Fort	+3,	Ref	+2,	Will	+1
  OFFENSE
  Speed	30	ft.,	fly	20	ft.	(clumsy);	drift
  Melee	bite	–2	(1d3–4)
  Space	2-1/2	ft.;	Reach	0	ft.
  STATISTICS
  Str	3,	Dex	11,	Con	12,	Int	2,	Wis	12,	Cha	13
  Base	Atk	+0;	CMB	–2;	CMD	4
  Feats	Improved	Initiative
  Skills	Fly	–4,	Perception	+5
  ECOLOGY	
  Environment	any	land
  Organization	solitary	or	flock	(5–50)
  Treasure	none
  SPECIAL	ABILITIES
  Drift	(Ex)	A	chicken	flies	in	short	bursts,	and	can’t	use	its	fly	
  speed	to	hover.	When	it	flies,	it	must	end	its	move	action	by	
  landing	or	perching	on	a	solid	surface.
  Chickens are highly social creatures that raise their young 
  communally. They are picky about where they roost, and a 
  hen rarely strays from a nest once she’s laid her eggs.
  FLYING	FOX	
  CR	1/3
  XP	135
  N	Tiny	animal	
  Init	+1;	Senses	low-light	vision,	scent;	Perception	+9
  DEFENSE
  AC	13,	touch	13,	flat-footed	12	(+1	Dex,	+2	size).
  hp	5	(1d8)	
  Fort	+3,	Ref	+3,	Will	+2;	+4	vs.	disease	
  OFFENSE
  Speed	10	ft.,	fly	60	ft.	(average)
  Melee	bite	+1	(1d3–1)
  Space	2–1/2	ft.;	Reach	0	ft.
  STATISTICS
  Str	9,	Dex	13,	Con	12,	Int	2,	Wis	14,	Cha	5
  Base	Atk	+0;	CMB	–1;	CMD	8
  Feats	Skill	Focus	(Perception)
  Skills	Fly	+5,	Perception	+9
  ECOLOGY
  Environment	warm	forests	
  Organization	solitary,	pair,	or	colony	(10–100)
  Treasure	none
  These large bats are herbivorous and lack the echolocation 
  abilities of their smaller kin, but are resistant to disease. 
  PENGUIN	
  CR	1/3
  XP	135
  N	Small	animal	
  Init	–1;	Senses	low-light	vision;	Perception	+8
  DEFENSE
  AC	11,	touch	10,	flat-footed	11	(–1	Dex,	+1	natural,	+1	size)
  hp	5	(1d8+1)
  Fort	+3,	Ref	+1,	Will	+1
  OFFENSE
  Speed	10	ft.,	swim	40	ft.,	toboggan	30	ft.
  Melee	bite	+0	(1d3–1)
  STATISTICS
  Str	9,	Dex	8,	Con	13,	Int	2,	Wis	12,	Cha	7
  Base	Atk	+0;	CMB	–2;	CMD	7
  Feats	Skill	Focus	(Perception)
  Skills	Perception	+8,	Swim	+7
  SQ	hold	breath
  ECOLOGY
  Environment	cold	oceans
  Organization	solitary,	pair,	or	colony	(100–1000)
  Treasure	none
  SPECIAL	ABILITIES
  Toboggan	(Ex)	On	snow-	or	ice-covered	terrain,	a	penguin	
  can	move	at	a	rate	of	30	feet	by	sliding	on	its	belly	rather	
  than	walking.
  These flightless birds’ most distinctive traits are their 
  black-and-white coloration and their waddling gaits.
  RED	PANDA	
  CR	1/2
  XP	200
  N	Tiny	animal	
  112
  
  Init	+3;	Senses	low-light	vision,	scent;	Perception	+5
  DEFENSE
  AC	16,	touch	15,	flat-footed	13	(+3	Dex,	+1	natural,	+2	size)	
  hp	4	(1d8)	
  Fort	+2,	Ref	+5,	Will	+1	
  OFFENSE
  Speed	20	ft.,	climb	20	ft.
  Melee	bite	+5	(1d3–1)
  Space	2–1/2	ft.;	Reach	0	ft.
  STATISTICS
  Str	8,	Dex	16,	Con	11,	Int	2,	Wis	13,	Cha	5
  Base	Atk	+0;	CMB	+1;	CMD	10
  Feats	Weapon	Finesse
  Skills	Acrobatics	+9,	Climb	+15,	Perception	+5;	Racial	Modifiers	
  +6	Acrobatics,	+4	Climb	
  ECOLOGY
  Environment	temperate	forests	or	mountains
  Organization	solitary	or	mated	pair
  Treasure	none
  Red pandas are small, short-legged arboreal mammals 
  known for their red-brown fur and climbing abilities.
  SEAL	
  CR	1/3
  XP	135
  N	Small	animal	
  Init	+5;	Senses	low-light	vision;	Perception	+9
  DEFENSE
  AC	13,	touch	12,	flat-footed	12	(+1	Dex,	+1	natural,	+1	size)	
  hp	4	(1d8)	
  Fort	+2,	Ref	+3,	Will	+1	
  OFFENSE
  Speed	10	ft.,	swim	60	ft.
  Melee	bite	+1	(1d4)
  STATISTICS
  Str	10,	Dex	13,	Con	11,	Int	2,	Wis	13,	Cha	6
  Base	Atk	+0;	CMB	–1;	CMD	10	(can’t	be	tripped)
  Feats	Improved	Initiative
  Skills	Perception	+9,	Swim	+8;	Racial	Modifiers	+4	Perception
  SQ	hold	breath
  ECOLOGY
  Environment	any	oceans
  Organization	solitary,	pair,	rookery	(3–24)
  Sleek-bodied mammals, seals spend the majority of 
  their lives in aquatic environments.
  VERMIN FAMILIAR
  The process of making a vermin into 
  a familiar grants it an Intelligence 
  score and removes the mindless trait. 
  Vermin familiars communicate with 
  their masters and other vermin through 
  behaviors that are specific to their kind. As is the case 
  with other types of familiars, other creatures cannot 
  understand this communication without magical aid. 
  TRILOBITE	
  CR	1/4
  XP	100
  N	Tiny	vermin	(aquatic)
  Init	+2;	Senses	darkvision	30	ft.;	Perception	+4
  DEFENSE
  AC	15,	touch	14,	flat-footed	13	(+2	Dex,	+1	natural,	+2	size)	
  hp	5	(1d8+1)	
  Fort	+3,	Ref	+2,	Will	+0	
  Immune	mind-affecting	effects
  OFFENSE
  Speed	20	ft.,	swim	30	ft.
  Melee	bite	+4	(1d3–2)
  Space	2–1/2	ft.;	Reach	0	ft.
  STATISTICS
  Str	7,	Dex	15,	Con	12,	Int	—,	Wis	11,	Cha	2
  Base	Atk	+0;	CMB	+0;	CMD	8
  Feats	Weapon	FinesseB
  Skills	Perception	+4,	Swim	+10;	Racial	Modifiers	+4	Perception
  SQ	curl,	water	dependency
  ECOLOGY
  Environment	any	oceans
  Organization	solitary,	pair,	group	(2–12)
  Treasure	none
  SPECIAL	ABILITIES
  Curl	(Ex)	As	a	standard	action,	a	trilobite	can	curl	into	a	ball,	
  increasing	its	natural	armor	bonus	by	2	but	preventing	it	from	
  taking	any	move	actions.	Uncurling	is	a	standard	action.	
  Ancient arthropods adapted to scavenging the ocean 
  floor, trilobites have both resilient exteriors and keen 
  senses honed for use in the lightless depths of the sea, and 
  are known for curling into balls to protect themselves. 
  Familiar
  Illustration by Bryan Sola
  113
  
  Fastachee
  This gaunt, two-foot-tall humanoid figure appears made of corn 
  husks, and carries an oversized basket filled with corn.
  FASTACHEE	
  CR	11
  XP	12,800
  NG	Tiny	fey
  Init	+10;	Senses	low-light	vision,	plant	projection;	Perception	+27
  DEFENSE
  AC	26,	touch	18,	flat-footed	20	(+6	Dex,	+8	natural,	+2	size)
  hp	153	(18d6+90)
  Fort	+12,	Ref	+17,	Will	+17	
  DR	10/cold	iron
  OFFENSE
  Speed	30	ft.
  Melee	2	vines	+18	(1d8–2)
  Space	2-1/2	ft.;	Reach	0	ft.	(30	ft.	with	vines)
  Domain	Spell-Like	Abilities	(CL	11th;	concentration	+17)
  9/day—rebuke	death	(1d4+5)
  Spell-Like	Abilities	(CL	11th;	concentration	+15)
  At	will—plant growth,	speak with plants,	thorny 
  entanglementACG (DC	16),	transport via plants
  Druid	Spells	Prepared	(CL	11th;	concentration	+17)
  6th—greater	dispel magic,	healD, mass bear’s 
  endurance
  5th—baleful polymorph (DC	21),	breath of 
  lifeD,	commune with nature,	wall of thorns
  4th—command plants (DC	20),	cure critical 
  woundsD,	flame strike (DC	20),	freedom of 
  movement,	spike stones (DC	20)
  3rd—aqueous orbAPG	(DC	20),	call 
  lightning	(DC	19),	cure serious 
  woundsD,	protection from energy,	
  remove disease,	spike growth	
  (DC	19)
  2nd—barkskin,	cat’s grace,	cure moderate 
  woundsD,	flaming sphere	(DC	18),	lesser	
  restoration,	soften earth and stone,	tree shape
  1st—ant haulAPG,	cure light woundsD,	
  endure elements,	faerie fire, goodberry,	
  longstrider,	obscuring mist
  0—create water,	detect magic,	purify food 
  and drink,	stabilize
  D	domain	spell;	Domain	Healing
  STATISTICS
  Str	6,	Dex	23,	Con	18,	Int	19,	Wis	22,	Cha	17
  Base	Atk	+9;	CMB	+13;	CMD	21
  Feats	Augment	Summoning,	Combat	Casting,	
  Great	Fortitude,	Improved	Initiative,	
  Skill	Focus	(Heal),	Spell	Focus	
  (conjuration),	Toughness,	Weapon	
  Finesse,	Weapon	Focus	(vines)
  Skills	Acrobatics	+27,	Craft	(alchemy)	+25,	Escape	Artist	+27,	
  Heal	+30,	Knowledge	(arcana)	+22,	Knowledge	(nature)	+25,	
  Perception	+27,	Sense	Motive	+27,	Spellcraft	+22,	Survival	+24
  Languages	Common,	Sylvan
  SQ	bountiful	basket,	healer’s	blessing,	sow	corn
  ECOLOGY
  Environment	any	temperate	land
  Organization	solitary	or	court	(1	plus	2–26	other	good–
  aligned	fey)
  Treasure	double
  SPECIAL	ABILITIES
  Bountiful	Basket	(Su)	A	fastachee	carries	a	basket	full	of	corn.	
  Once	per	minute	as	a	standard	action,	a	fastachee	can	refill	
  its	basket	with	2d6+12	ears	of	corn.
  Plant	Projection	(Su)	At	will	as	a	full-round	action,	a	fastachee	
  can	project	its	senses	through	every	non-creature	plant	
  within	a	radius	of	1	mile	per	HD	simultaneously.	While	
  projecting	its	senses	in	this	way,	the	fastachee	is	flat-footed	
  and	can	take	no	other	actions.	Alternatively,	a	fastachee	can	
  project	its	senses	through	a	single	ear	of	corn	within	1	mile	
  per	HD	as	a	free	action.	It	continues	projecting	in	this	way	
  for	1	round.	The	fastachee	can	treat	either	the	corn	plant	it’s	
  projecting	through	or	its	own	body	as	the	origin	point	for	any	
  of	its	spells	or	spell-like	abilities.
  Sow	Corn	(Su)	As	a	standard	action,	a	fastachee	
  can	plant	an	ear	of	corn	in	the	ground	to	cause	a	
  stand	of	1d6	corn	stalks	to	grow	to	full	height	
  and	maturity	in	the	span	of	1	minute.
  Spells	A	fastachee	can	cast	spells	as	an	
  11th-level	druid,	and	can	spontaneously	
  swap	out	any	prepared	druid	spell	for	
  the	summon nature’s ally	spell	of	the	
  same	level.	A	fastachee	also	gains	
  access	to	all	spells	and	powers	of	
  the	healing	domain	as	an	11th-
  level	cleric.
  Fastachees are mysterious, wise, 
  and generous fey who foster the 
  growth of nearby plants. 
  Many 
  communities 
  who 
  interact with them revere 
  them as bringers of food and 
  medicine, as well as protectors 
  of crops. These fey have a particularly 
  strong connection to corn; they regularly 
  project their senses through corn plants to 
  monitor the health of the field and search 
  the local area for threats. They prefer to 
  avoid direct confrontation if possible, 
  using their ability to originate their 
  spells from corn plants to harass those 
  they wish to chase away.
  Illustration by Nikolai Ostertag
  114
  
  Fext
  This creature’s pallid skin and dead, vacant eyes belie its healthy, 
  powerful physique. It is clad in fearsome armor.
  FEXT		
  CR	10
  XP	9,600
  LE	Medium	undead
  Init	+4;	Senses	darkvision	60	ft.;	Perception	+20
  DEFENSE
  AC	25,	touch	12,	flat-footed	23	(+9	armor,	+1	Dex,	+1	dodge,	
  +2	natural,	+2	shield)	
  hp	127	(15d8+60)
  Fort	+9,	Ref	+9,	Will	+11
  DR	10/glass	or	obsidian;	Immune	cold,	undead	traits;	Resist	
  electricity	10,	fire	10;	SR	21	
  OFFENSE
  Speed	40	ft.	(30	ft.	in	armor)
  Melee	+1 bastard sword	+20/+15/+10	(1d10+8/17–20)	or		
  slam	+18	(1d4+10	plus	energy	drain)	
  Special	Attacks	energy	drain	(1d4	levels,	DC	21)
  Spell-Like	Abilities	(CL	15th;	concentration	+19)
  At	will—death knell (DC	16),	protection	from	good,	speak	
  with	dead	(DC	17)	
  3/day—bestow	curse	(DC	17)
  STATISTICS
  Str	25,	Dex	18,	Con	—,	Int	13,	Wis	15,	Cha	18
  Base	Atk	+11;	CMB	+18;	CMD	33	
  Feats	Cleave,	Dodge,	Great	Cleave,	
  Improved	Critical	(bastard	sword),	
  Mobility,	Power	Attack,	Spring	Attack,	
  Weapon	Focus	(bastard	sword)
  Skills	Acrobatics	+4,	Disguise	+15,	Intimidate	
  +20,	Knowledge	(engineering)	+12,	
  Knowledge	(religion)	+12,	Perception	+20,	
  Sense	Motive	+9,	Stealth	+11
  Languages	Common,	Infernal
  SQ	unkillable
  ECOLOGY
  Environment	any
  Organization	solitary
  Treasure	standard	(+1 bastard sword,	full	plate,	heavy	steel	
  shield,	other	gear)
  SPECIAL	ABILITIES
  Unkillable	(Su)	When	reduced	to	0	hit	points	by	anything	other	
  than	a	glass	weapon	or	an	obsidian	weapon,	a	fext	is	not	
  destroyed,but	instead	becomes	unconscious.	Additionally,	
  1d4	minutes	after	falling	unconscious,	a	fext	gains	fast	
  healing	1.	To	be	completely	destroyed,	a	fext	must	be	
  reduced	to	0	hit	points	by	a	glass	or	obsidian	weapon,	or	
  once	it	is	rendered	unconscious,	its	head	must	be	severed	
  and	anointed	with	holy	water.	Once	destroyed,	a	fext	
  dissolves	into	fine	ash.
  Any good general forbids mention of fexts among his 
  ranks, but such strictures do little to prevent soldiers from 
  whispering tales of undying officers leading enemy units.
  These supernatural officers almost never seem to 
  fall in battle, and when they do, they return for the next 
  clash unfazed. Soldiers whisper that these deathless 
  commanders are vulnerable only to glass weapons. Stories 
  of fexts, usually dismissed as camp folktales derived from 
  soldiers’ frustration at failed campaigns and lost battles, 
  are most frighteningly true—a truth living officers keep 
  from the normal rank and file, for it takes a truly callous 
  leader to send his soldiers against an unkillable foe. 
  While these abominations often serve corrupt monarchs or 
  power-hungry and desperate tyrants, some fexts infiltrate 
  good armies and act as double agents, defying their 
  nation’s ideals. They use politics and miscommunication 
  to distort the truth of their battlefield atrocities and cow 
  those under their command into obedience.
  Though a fext normally acts as a commander on the 
  battlefield, when engaged in combat, it favors its martial 
  prowess, intermingling quick strikes and deadly blows 
  with disruptive curses and its energy drain ability. 
  Fastachee–Fext
  Illustration by Ertaç Altınöz
  115
  
  Firbolg
  This burly, eight-foot-tall humanoid, dressed in a bearskin and 
  equipped with a massive axe, has long, red hair and a bushy beard.
  FIRBOLG		
  CR	4
  XP	1,200	
  N	Large	humanoid	(giant)	
  Init	+5;	Senses	low-light	vision;	Perception	+8
  DEFENSE
  AC	17,	touch	10,	flat-footed	17	(+2	armor,	+1	Dex,	+5	natural,	
  –1	size)
  hp	39	(6d8+12)
  Fort	+4,	Ref	+5,	Will	+6	
  OFFENSE
  Speed	40	ft.
  Melee	Huge	greataxe	+8	(3d8+7/×3)
  Ranged	rock	+5	(2d6+10)
  Space	10	ft.;	Reach	10	ft.	
  Special	Attacks	oversized	weapons,	rock	throwing	(120	ft.)	
  Spell-Like	Abilities	(CL	6th;	concentration	+8)
  At	will—reduce	person	(DC	13)	
  1/day—alter	self,	confusion	(DC	16),	detect	magic,	
  know	direction
  STATISTICS
  Str	20,	Dex	13,	Con	14,	Int	15,	Wis	13,	Cha	14
  Base	Atk	+4;	CMB	+10;	CMD	21
  Feats	Deflect	Arrows,	Improved	Initiative,	Lightning	Reflexes
  Skills	Climb	+12,	Knowledge	(nature)	+6,	Perception	+8,	Sense	
  Motive	+5,	Stealth	+1,	Survival	+8	
  Languages	Common,	Giant
  ECOLOGY
  Environment	temperate	hills	or	forests	
  Organization	solitary,	pair,	gang	(3–8),	clan	(9–16),	or	
  enclave	(10–40)
  Treasure	standard	(leather	armor,	greataxe,	sack	with	
  other	treasure)
  SPECIAL	ABILITIES
  Oversized	Weapons	(Ex)	A	firbolg	can	wield	
  weapons	sized	as	if	the	firbolg	were	one	size	
  category	larger.
  Although they are giants, firbolgs are 
  crafty, cautious, and reclusive. They have 
  learned to distrust most other humanoids 
  except elves, and dwell only in remote places far 
  from civilization’s encroaching grasp, amidst fey 
  and spirits of nature. They live in small, close-knit 
  clans that tend to occupy one large, wooden house 
  surrounded by a field kept for harvest. To 
  supplement the food they grow, they wander 
  the surrounding territory in small gangs 
  hunting and gathering.
  Unlike most giants, firbolgs do not raid indiscriminately 
  and do not solve all their problems with force and violence. 
  If pressed into battle, they are cunning combatants who 
  make good use of the terrain, and generally do not kill 
  unless provoked. While they rarely raid, firbolgs love duping 
  smaller creatures out of their food and treasure. Alone or in 
  small groups, they disguise themselves as hapless mountain 
  folk, comely youths, or foreign wanderers to engage in 
  confidence schemes and practical jokes against humanoid 
  neighbors. Firbolgs back up their trickery with their natural 
  magic and incredible strength. Most who encounter a firbolg 
  are never aware of the giant’s true nature.
  In their normal form, firbolgs look like oversized 
  humans. They wear their hair long and free, and many 
  decorate their skin with intricate designs picked out in 
  blue woad.
  Most firbolgs carry their possessions with them in 
  great sacks. Typically, a firbolg’s sack contain several 
  throwing rocks, the firbolg’s personal treasure, and a 
  selection of mundane items stolen, bartered, or otherwise 
  acquired from those the firbolg has recently encountered. 
  Illustration by Rogier van de Beek
  116
  
  Frog Father
  This elephantine amphibian has a grotesquely long tongue and 
  beady eyes.
  FROG	FATHER	
  CR	5
  XP	1,600
  N	Huge	animal	
  Init	+1;	Senses	low-light	vision,	scent;	Perception	+10
  DEFENSE
  AC	18,	touch	9,	flat-footed	17	(+1	Dex,	+9	natural,	–2	size)
  hp	57	(6d8+30)
  Fort	+10,	Ref	+8,	Will	+4	
  OFFENSE
  Speed	30	ft.,	swim	30	ft.
  Melee	bite	+8	(3d6+9	plus	grab),	tongue	+8	(grab)
  Space	15	ft.;	Reach	10	ft.	(30	ft.	with	tongue)
  Special	Attacks	fast	swallow,	pull	(tongue,	10	ft.),	swallow	
  whole	(2d6	bludgeoning	damage,	AC	14,	5	hp),	tongue
  STATISTICS
  Str	23,	Dex	13,	Con	20,	Int	1,	Wis	10,	Cha	6
  Base	Atk	+4;	CMB	+12;	CMD	23	(27	vs.	trip)
  Feats	Iron	Will,	Lightning	Reflexes,	Skill	Focus	(Acrobatics)
  Skills	Acrobatics	+12	(+20	jumping),	Perception	+10,	Stealth	+2,	
  Swim	+14;	Racial	Modifiers	+4	Acrobatics	(+12	jumping),	
  +4	Perception,	+4	Stealth
  ECOLOGY
  Environment	warm	marshes	or	water
  Organization	solitary	or	pair
  Treasure	none
  SPECIAL	ABILITIES
  Tongue	(Ex)	A	frog	father’s	tongue	is	a	
  primary	attack	with	three	times	the	reach	
  of	its	bite.	Its	tongue	deals	no	damage	
  but	can	be	used	to	grab.	The	frog	does	
  not	gain	the	grappled	condition	when	
  grappling	with	its	tongue.
  Frog fathers devour entire hives of 
  monstrous vermin and any livestock 
  that stray too close to their marshes, 
  but happily gulp down any prey 
  that crosses their paths. Their 
  long, sticky tongues allow 
  them to capture and restrain 
  prey while they determine 
  whether 
  they 
  want 
  to 
  consume it. A frog father’s 
  chosen prey has little chance 
  of escaping, as the frog’s 
  powerful throat muscles 
  allow it to swallow even 
  large creatures rapidly.
  Frog, Goliath
  This massive, mottled amphibian glistens with slime, and its 
  tongue drips with saliva.
  GOLIATH	FROG	
  CR	3
  XP	800
  N	Large	animal
  Init	+1;	Senses	low-light	vision,	scent;	Perception	+8
  DEFENSE
  AC	15,	touch	10,	flat-footed	14	(+1	Dex,	+5	natural,	–1	size)
  hp	34	(4d8+16)
  Fort	+8,	Ref	+7,	Will	+1	
  OFFENSE
  Speed	30	ft.,	climb	20	ft.,	swim	30	ft.
  Melee	bite	+6	(2d6+6	plus	grab)	or	tongue	+6	(grab)
  Space	10	ft.;	Reach	5	ft.	(15	ft.	with	tongue)
  Special	Attacks	fast	swallow,	pull	(tongue,	5	ft.),	swallow	
  whole	(1d6	bludgeoning	damage,	AC	12,	3	hp)	,	tongue
  STATISTICS
  Str	19,	Dex	13,	Con	18,	Int	1,	Wis	10,	Cha	6
  Base	Atk	+3;	CMB	+8	(+12	grapple);	CMD	19	(23	vs.	trip)
  Feats	Lightning	Reflexes,	Skill	Focus	(Acrobatics)
  Skills	Acrobatics	+12	(+20	when	jumping),	Climb	+16,	
  Perception	+8,	Stealth	+5,	Swim	+12;	Racial	Modifiers	+4	
  Acrobatics	(+12	when	jumping),	+4	Perception,	+4	Stealth
  Environment	warm	marshes	or	water
  Organization	solitary,	pair,	or	army	(3–6)
  Treasure	none
  SPECIAL	ABILITIES
  Tongue	(Ex)	A	goliath	frog’s	tongue	is	a	primary	
  attack	with	three	times	the	reach	of	its	bite.	
  Its	tongue	deals	no	damage	but	can	
  be	used	to	grab.	The	frog	does	not	
  gain	the	grappled	condition	when	
  grappling	with	its	tongue.
  These hulking  frogs  haunt 
  warm marshlands and 
  river shallows  where 
  thick 
  undergrowth 
  can 
  conceal 
  them. 
  They  are  dangerous, 
  aggressive predators 
  that gorge themselves 
  on smaller creatures 
  or team up to bring 
  down 
  larger 
  prey. 
  They 
  often climb to the low branches 
  of ancient, mossy trees, picking off 
  prey from the wetland’s floor before their 
  existence is even suspected.
  Firbolg–Frog
  Illustration by Fabio Gorla
  117
  
  Gegenees
  Tattoos cover the blue skin of this towering, six-armed giant, and 
  large tusks jut from his lower jaw.
  GEGENEES	
  CR	16
  XP	76,800
  CN	Huge	monstrous	humanoid	(giant)
  Init	+6;	Senses	darkvision	60	ft.,	low-light	vision;		
  Perception	+24
  DEFENSE
  AC	30,	touch	10,	flat-footed	28	(+2	Dex,	+20	natural,	–2	size)
  hp	250	(20d10+140)
  Fort	+13,	Ref	+14,	Will	+13
  OFFENSE
  Speed	50	ft.
  Melee	club	+26/+21/+16/+11	(2d6+12),	2	heavy	picks	+26	
  (2d6+8/×4),	2	slams	+21	(2d6+4	plus	grab)	or
  6	slams	+26	(2d6+8	plus	grab)
  Ranged	spear	+20/+15/+10/+5	(3d6+8/×3),	2	spears	+20	
  (3d6+8/×3)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	clobber,	extra	attacks,	
  multiweapon	mastery
  STATISTICS
  Str	26,	Dex	14,	Con	25,	Int	10,	
  Wis	13,	Cha	11
  Base	Atk	+20;	CMB	+30	(+32	bull	
  rush,	+34	grapple);	CMD	42	
  (44	vs.	bull	rush)
  Feats	Awesome	
  Blow,	Combat	
  Reflexes,	
  Critical	Focus,	
  Improved	Bull	
  Rush,	Improved	Initiative,	
  Intimidating	Prowess,	Power	Attack,	
  Quick	Draw,	Staggering	Critical,	
  Stunning	Critical
  Skills	Climb	+16,	Craft	(any	one)	+6,	
  Intimidate	+31,	Perception	+24,	
  Stealth	+17,	Survival	+11,	Swim	+16
  Languages	Giant
  ECOLOGY
  Environment	any	temperate	or	warm	land
  Organization	solitary,	hunting	party	(2–5),	or	clan	(6–25	
  plus	1	clan	headman	[barbarian,	druid,	or	ranger	of	
  4th–8th	level]	and	3	venerable	mothers	[oracles	or	
  witches	of	3rd–5th	level])
  Treasure	standard
  SPECIAL	ABILITIES
  Clobber	(Ex)	When	a	gegenees	damages	a	
  creature	with	three	or	more	successful	melee	
  attacks	in	the	same	round,	the	gegenees	can	perform	an	
  awesome	blow	combat	maneuver	against	the	creature	as	
  a	free	action.	If	the	awesome	blow	succeeds,	the	target	
  must	succeed	at	a	DC	30	Fortitude	save	or	be	dazed	for	1d4	
  rounds,	in	addition	to	the	normal	effects	of	the	awesome	
  blow.	The	save	DC	is	Strength-based.
  Extra	Attacks	(Ex)	When	a	gegenees	attacks	as	a	standard	
  action,	it	can	make	two	additional	attacks,	even	if	its	
  movement	would	normally	restrict	it	to	one	attack.	These	
  additional	attacks	must	be	made	with	its	other	arms,	and	are	
  made	at	its	highest	base	attack	bonus	with	a	–2	penalty.
  The gegenees are a race of six-armed giants who dwell 
  in lands far from civilization. They prefer weapons 
  such as clubs and spears, dress in skins and furs, and 
  embellish their bodies with elaborate tattoos and ritual 
  scarification. Though not malevolent, gegenees are 
  territorial, superstitious, and exceptionally xenophobic. 
  They have an innate distrust for arcane spellcasters in 
  particular, and gegenees with innate sorcerous talents 
  are quickly exiled from their clans.
  Gegenees tattoos are stylized patterns that tell the 
  story of the individual as well as the histories of 
  that gegenees’s most honored forebears. 
  Consequently, gegenees are particularly 
  infuriated by creatures that attempt 
  to copy their tattoo patterns for 
  aesthetic 
  purposes, 
  as 
  this 
  is 
  tantamount to laying claim to the 
  family legacies of the gegenees.
  Each gegenees clan is guided 
  by a chieftain, who is advised 
  by 
  the 
  venerable 
  mothers—
  the clan’s three oldest and most 
  revered women. Possessing great 
  wisdom and supernatural gifts, the 
  venerable mothers are also blind, for 
  they pluck out their eyes to prove their 
  devotion to the clan. Their every word 
  is considered sacrosanct.
  Gegenees are 21 feet tall and weigh 
  14,000 pounds.
  VENERABLE MOTHER
  Venerable mothers develop powerful abilities in 
  exchange for their loss of sight. They have Charisma 
  scores of at least 15 as well as the clouded vision oracle 
  curse as a 20th-level oracle (Pathfinder RPG 
  Advanced Player’s Guide 42). Once per day, they 
  can use commune with nature, legend lore, and 
  true seeing as spell-like abilities. 
  Exceptional venerable mothers typically 
  advance with oracle levels.
  Illustration by Nemanja Stankovic
  118
  
  Ghoran
  The humanoid creature’s taut green shell extends like a cowl from 
  chin to brow, wreathing a face of brilliant flower petals.
  GHORAN	
  CR	1
  XP	200
  Ghoran	bard	1
  N	Medium	plant	
  Init	+1;	Senses	low-light	vision;	Perception	+5
  DEFENSE
  AC	13,	touch	11,	flat-footed	12	(+1	Dex,	+2	natural)
  hp	12	(1d8+4)
  Fort	+3,	Ref	+3,	Will	+3
  Immune	plant	traits
  Weaknesses	delicious,	light	dependent
  OFFENSE
  Speed	30	ft.
  Melee	rapier	+1	(1d6–1/18–20)
  Special	Attacks	bardic	performance	7	rounds/day	
  (countersong,	distraction,	fascinate,	inspire	courage	+1)
  Spell-Like	Abilities	(CL	1st;	concentration	+4)
  1/day—detect poison,	goodberry, purify food and drink
  Bard	Spells	Known	(CL	1st;	concentration	+4)
  1st	(2/day)—charm person	(DC	14),	sleep (DC	14)
  0	(at	will)—daze	(DC	13),	light,	mending,	message
  STATISTICS
  Str	8,	Dex	13,	Con	16,	Int	8,	Wis	12,	Cha	17
  Base	Atk	+0;	CMB	–1;	CMD	10
  Feats	Weapon	Finesse
  Skills	Bluff	+7,	Knowledge	(history)	+4,	
  Knowledge	(local)	+4,	
  Perception	+5,	Perform	(sing)	+7
  Languages	Common,	Sylvan
  SQ	bardic	knowledge	+1,	ghorus	
  seed,	past-life	knowledge
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	plot	(3–12)
  Treasure	NPC	gear	(rapier,	other	treasure)
  SPECIAL	ABILITIES
  Delicious	(Ex)	Ghorans	take	a	–2	penalty	
  on	Escape	Artist	and	combat	maneuver	
  checks	to	escape	a	grapple	against	any	
  creature	that	has	a	bite	attack	with	the	
  grab	ability.
  Ghorus	Seed	(Ex)	As	a	full-round	action,	a	
  ghoran	can	expel	its	ghorus	seed	from	
  an	orifice	in	its	abdomen.	If	planted	in	
  fertile	ground	and	left	undisturbed	for	
  2d6	days,	the	seed	grows	into	a	healthy	
  duplicate	of	the	original	ghoran,	save	
  that	the	duplicate	can	reallocate	all	
  of	its	skill	ranks	upon	sprouting.	Once	a	ghoran	expels	
  its	seed,	it	gains	1	negative	level,	and	it	dies	as	soon	as	
  its	duplicate	sprouts.	This	duplicate	replaces	the	previous	
  ghoran	character.
  Light	Dependent	Ghorans	take	1d4	points	of	Constitution	
  damage	each	day	they	go	without	exposure	to	sunlight.
  Past-Life	Knowledge	(Ex)	Ghorans	remember	memories	
  encoded	in	their	ghorus	seed.	They	treat	all	Knowledge	skills	
  as	class	skills.
  Ghorans arose from plant life created by advanced 
  druidic magic to be an especially hardy and adaptive 
  food source for humans. Over the centuries, the plants 
  evolved sentience and ambulatory bodies that mimicked 
  the appearance of humanoids as a method to discourage 
  their enemies from hunting them and improve their 
  chances of survival. Their creators did not imbue them 
  with the ability to create more of the ghorus seeds that 
  give them life, so ghorans are fanatically protective of 
  these seeds and consider destroying them the worst 
  of crimes. 
  GHORAN CHARACTERS
  Ghorans are defined by their class levels—
  they don’t have racial Hit Dice. A ghoran’s 
  challenge rating is equal to her class level. 
  Ghorans have the following racial traits.
  +2 Constitution, +2 Charisma, –2 Intelligence: 
  Ghorans are hardy and guileful, but process 
  thoughts slowly.
  +2 Natural Armor: Ghorans have tough, 
  rugged skin.
  Plant: Ghorans have the plant type.
  Delicious: See above.
  Natural 
  Magic: 
  Ghorans 
  with 
  a 
  Charisma score of 
  11 or higher gain the 
  following spell-like abilities: 1/day—
  detect poison, goodberry (created berries 
  bud from the ghoran’s own body), 
  and purify food and drink. The caster 
  level is equal to the ghoran’s level. 
  The DC for these spells is equal to 10 + the 
  spell’s level + the ghoran’s Charisma bonus.
  Ghorus Seed: See above.
  Light Dependent: See above.
  Past-Life Knowledge: See above.
  Languages: 
  Ghorans 
  begin 
  play 
  speaking Sylvan and Common. Ghorans 
  with high Intelligence scores can choose 
  any languages they want (except secret 
  languages such as Druidic).
  Gegenees–Ghoran
  Illustration by Aleksey Bayura
  119
  
  Ghoul, Leng
  This semi-canine humanoid has rancid green flesh and hooflike 
  feet, yet its eyes sparkle with the gleam of intelligence.
  LENG	GHOUL	
  CR	10
  XP	9,600
  CE	Medium	undead	(extraplanar)
  Init	+7;	Senses	darkvision	60	ft.;	Perception	+20
  DEFENSE
  AC	25,	touch	17,	flat-footed	18	(+7	Dex,	+8	natural)
  hp	126	(12d8+72)
  Fort	+10,	Ref	+11,	Will	+13
  Defensive	Abilities	channel	resistance	+4;	Immune	cold,	
  undead	traits
  OFFENSE
  Speed	30	ft.,	burrow	30	ft.,	climb	30	ft.
  Melee	bite	+16	(1d8+7	plus	disease	and	paralysis),	2	claws	+17	
  (1d6+7	plus	paralysis)
  Special	Attacks	rend	(2	claws,	1d6+10),	sneak	attack	+2d6
  STATISTICS
  Str	24,	Dex	24,	Con	—,	Int	17,	Wis	20,	Cha	23
  Base	Atk	+9;	CMB	+16	(+18	trip);	CMD	33	(35	vs.	trip)
  Feats	Combat	Expertise,	Combat	Reflexes,	Improved	
  Feint,	Improved	Trip,	Lunge,	Weapon	
  Focus	(claws)
  Skills	Acrobatics	+19,	
  Climb	+30,	Knowledge	
  (arcana,	dungeoneering,	planes,	
  religion)	+12,	Perception	+20,	
  Sense	Motive	+20,	Stealth	+22
  Languages	Aklo,	Common
  SQ	erudite
  ECOLOGY
  Environment	any
  Organization	solitary,	pair,	or	cult	(3–8)
  Treasure	standard
  SPECIAL	ABILITIES
  Disease	(Ex)	Leng	Ghoul Fever:	Bite—
  injury;	save	Fort	DC	22;	onset	immediate;	
  effect	1d3	Con	and	1d4	Dex	damage;	
  cure	2	consecutive	saves.	The	save	DC	is	
  Charisma-based.	A	humanoid	that	succumbs	
  to	Leng	ghoul	fever	becomes	a	normal	ghoul	
  unless	in	life	it	had	12	or	more	Hit	Dice,	in	which	
  case	it	rises	from	death	as	a	Leng	ghoul.
  Erudite	(Ex)	All	Knowledge	skills	are	class	
  skills	for	Leng	ghouls.	In	addition,	a	
  Leng	ghoul	can	cast	spells	from	any	
  magic	scroll	as	if	it	had	the	spells	on	
  its	spell	list.	It	automatically	succeeds	at	the	
  caster	level	check	necessary	to	use	the	scroll.
  Paralysis	(Ex)	A	successful	DC	22	Fortitude	save	
  negates	a	Leng	ghoul’s	paralysis.	At	the	end	of	each	round	
  after	the	first,	the	victim	can	attempt	a	new	DC	22	Fortitude	
  saving	throw	to	end	the	paralysis	effect;	the	effect	is	
  otherwise	permanent.	Once	the	effect	ends,	the	victim	is	
  staggered	for	1	round.
  The ghouls of the nightmare dimension of Leng are far 
  more powerful and more intelligent than their lesser 
  kin that haunt and caper in the lonely graveyards of the 
  Material Plane, yet they are also more prone to discussion 
  and debate with intruders. Ghoul warrens that burrow 
  deep enough can inexplicably cross over from this world 
  to Leng, allowing the ghouls of that realm access to this 
  world. Leng ghouls delight in feasting on dead flesh and 
  consider themselves gourmets of rot and decay, treating a 
  full coffin as a sumptuous banquet table.
  Leng ghouls maintain complex societies and extensive 
  warrens when they colonize reaches of the Material Planes, 
  digging deep below the surface graveyards they choose 
  to haunt. These creatures are not only driven to gather 
  victims to slaughter and bodies to ripen—they also seek 
  out forbidden texts and magical scrolls to augment their 
  ever-increasing stores of knowledge, which often rival 
  the greatest of wizardly libraries in size, although their 
  subject matter tends to be limited to necromancy and the 
  study of forbidden rites. A Leng ghoul can sometimes be 
  convinced to let a particularly delicious-looking 
  intruder go (relatively) unharmed in exchange 
  for new lore.
  Although most Leng ghouls venerate 
  the Great Old Ones or Outer Gods 
  (they have a particular affinity 
  for Nyarlathotep), a rare few of 
  these creatures retain more of their 
  humanity than merely their living intellect. 
  These unique few drift away from evil in 
  their pursuit of magical lore—while they still 
  hunger for dead flesh, many try their best 
  to feed only on those who died naturally or 
  willingly offer themselves up to the carrion 
  feast in return for favors. While many 
  eventually succumb to the temptation 
  to feed on fresh kills in time, a rare few 
  manage to maintain nonevil alignments. 
  Such rare ghouls also retain some or all of 
  the class levels they had in life, transferring 
  those levels onto their new undead forms. 
  The bulk of these Leng ghouls have levels as 
  arcane spellcasters or rogues, since those 
  who were once divine spellcasters, 
  or otherwise religious in life, tend 
  to be wholly devoted to gods of evil 
  and decay.
  Illustration by Wayne England
  120
  
  Giant, Eclipse
  Symbolic representations of the occultation of heavenly bodies 
  decorate the dark gray skin of this massive giant. 
  ECLIPSE	GIANT	
  CR	19
  XP	204,800
  N	Gargantuan	humanoid	(giant)
  Init	+0;	Senses	low-light	vision,	see	in	darkness;	Perception	+41
  DEFENSE
  AC	32,	touch	6,	flat-footed	32	(+26	natural,	–4	size)
  hp	312	(25d8+200)
  Fort	+16,	Ref	+15,	Will	+21
  Defensive	Abilities	rock	catching;	Immune	death	effects
  OFFENSE
  Speed	50	ft.
  Melee	mwk	longsword	+34/+29/+24/+19	(4d6+27/19–20)
  Ranged	rock	+15	(3d6+27	plus	imbue	rock)
  Space	20	ft.;	Reach	20	ft.
  Special	Attacks	imbue	rock,	rock	throwing
  Spell-Like	Abilities	(CL	20th;	concentration	+24)
  At	will—daylight,	deeper darkness,	harm	
  (DC	20),	heal
  3/day—quickened	harm	(DC	20),	
  quickened	heal
  1/day—lunar veilUM,	polar midnightUM
  STATISTICS
  Str	46,	Dex	11,	Con	27,	Int	13,	Wis	24,	Cha	18
  Base	Atk	+18;	CMB	+40	(+44	bull	rush);	CMD	50	
  (52	vs.	bull	rush)
  Feats	Awesome	Blow,	Combat	Casting,	Greater	
  Bull	Rush,	Greater	Vital	Strike,	Improved	
  Bull	Rush,	Improved	Vital	Strike,	Martial	
  Weapon	Proficiency	(longsword),	Power	
  Attack,	Quicken	Spell-Like	Ability	(harm,	
  heal),	Skill	Focus	(Perception),	Vital	
  Strike,	Weapon	Focus	(longsword)
  Skills	Intimidate	+32,	Knowledge	
  (arcana)	+16,	Knowledge	
  (geography)	+11,	Perception	+41
  Languages	Aklo,	Common,	Giant
  SQ	eclipse	empowered
  ECOLOGY
  Environment	temperate	plains
  Organization	solitary,	pair,	
  or	family	(3–5	plus	
  2–3	noncombatants)
  Treasure	standard	
  (mwk	longsword,	
  other	treasure)
  SPECIAL	ABILITIES
  Eclipse	Empowered	
  (Su)	When	an	
  eclipse	giant	is	in	the	presence	of,	and	can	see,	either	a	solar	
  or	a	lunar	eclipse,	it	is	affected	as	if	subjected	to	a	greater 
  heroism	spell	(CL	20th)	for	as	long	as	the	eclipse	lasts.	As	
  eclipse	giants	rarely	watch	where	they’re	going,	they	learn	to	
  avoid	obstacles	by	instinct;	an	eclipse	giant	adds	its	Wisdom	
  modifier	on	Reflex	saves,	even	when	there	is	no	eclipse.
  Imbue	Rock	(Su)	An	eclipse	giant	can	imbue	a	thrown	rock,	
  casting	either	its	heal	or	harm	spell-like	ability	just	before	
  it	throws	the	rock.	If	it	imbues	the	rock	with	harm,	the	rock	
  targets	touch	AC,	and	a	creature	hit	by	the	rock	attack	is	also	
  affected	as	if	it	were	the	target	of	the	harm	spell.	If	the	giant	
  imbues	the	rock	with	heal,	any	creature	that	catches	the	rock	
  with	the	rock	catching	special	ability	is	affected	as	if	it	were	
  the	target	of	the	heal	spell.	If	rocks	so	imbued	either	miss	the	
  target	(in	the	case	of	a	harm-imbued	rock)	or	are	not	caught	
  (in	the	case	of	a	heal-imbued	rock)	they	lose	the	spell	effect.
  While these massive giants might appear brutish, they 
  are actually esoteric wanderers and thinkers who take 
  very little notice of the world around them. Instead, their 
  attention is fixated on the heavenly bodies, as they search 
  for the empowering presence of solar or lunar eclipses. 
  While in their search for such cosmological events, 
  eclipse giants are uncaring and may be obliviously 
  destructive, as they are quite large, and they don’t 
  watch where they step. While in the 
  presence of an eclipse, however, an 
  eclipse giant becomes truly active, 
  unlocking an inspired inner self that 
  varies from giant to giant. While one 
  eclipse giant might enter a violent 
  frenzy and rage against the world 
  and other creatures, another 
  might 
  produce 
  a 
  fragment 
  of writing that will one day 
  become one of the greatest plays 
  of her generation, and another 
  might solve a complex formula 
  that predicts the celestial 
  movements of the planets. 
  Eclipse giants stand 40 feet 
  tall and weigh 30,000 pounds. 
  ECLIPSE SEER
  Eclipse seers are able to predict 
  the coming of eclipses. While some 
  believe this knowledge is divinely 
  inspired, in truth most such giants are able 
  to derive the eclipses using mathematical 
  formulas. A typical eclipse seer has 
  the advanced simple template or a 
  few levels in bard, investigator, or 
  wizard (specializing in divination).
  Ghoul, Leng–Giant, Eclipse
  Illustration by Subroto Bhaumik
  121
  
  Giant, Moon
  This giant’s gray skin sparkles as if with reflected light and is 
  pocked with what look like impact craters on its rocklike surface.
  MOON	GIANT	
  CR	15
  XP	51,200
  LN	Huge	humanoid	(giant)
  Init	+8;	Senses	low-light	vision,	true seeing;	Perception	+28
  Aura	lunar	(60	ft.,	DC	23)
  DEFENSE
  AC	32,	touch	12,	flat-footed	28	(+4	Dex,	+20	natural,	–2	size)
  hp	220	(21d8+126)
  Fort	+15,	Ref	+13,	Will	+18
  Defensive	Abilities	improved	rock	catching;	Resist	cold	30,	fire	30
  OFFENSE
  Speed	50	ft.
  Melee	2	slams	+29	(3d6+16)
  Ranged	rock	+19/+14/+9	(2d6+24	plus	impact	crater)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	impact	crater,	rock	
  throwing	(180	ft.)
  Spell-Like	Abilities	(CL	20th;	
  concentration	+23)	
  Constant—true seeing
  At	will—dancing lights,	
  detect magic,	message
  3/day—clairaudience/
  clairvoyance,	control 
  water,	divination
  1/day—commune,	
  dream,	scrying (DC	18)
  STATISTICS
  Str	42,	Dex	19,	Con	22,		
  Int	16,	Wis	19,	Cha	17
  Base	Atk	+15;	CMB	+33;	CMD	47
  Feats	Combat	Reflexes,	
  Far	Shot,	Great	Fortitude,	
  Improved	Initiative,	
  Iron	Will,	Lightning	Reflexes,	
  Point-Blank	Shot,	Power	Attack,	
  Precise	Shot,	Quick	Draw,	
  Weapon	Focus	(rock)
  Skills	Knowledge	(arcana,	nature)	+24,	
  Perception	+28,	Sense	Motive	+25,	
  Stealth	+17	(+25	in	rocky	terrain);	
  Racial	Modifiers	+8	Stealth	in	rocky	terrain
  Languages	Common,	Giant,	Terran
  ECOLOGY
  Environment	warm	hills	or	mountains
  Organization	solitary,	pair,	or	cult	(2–5	plus	
  35%	noncombatants	and	one	oracleAPG	of	
  4th–7th	level)
  Treasure	standard
  SPECIAL	ABILITIES
  Lunar	Aura	(Su)	Creatures	within	60	feet	of	a	moon	giant	
  are	affected	by	its	lunar	aura	as	long	as	they	remain	with	
  range	(Will	DC	23	negates).	The	giant	can	choose	one	of	the	
  following	effects.
  Waning:	Affected	creatures	are	calmed	as	per	calm 
  emotions.	Aggressive	action	against	a	calmed	creature	
  breaks	the	effect	for	that	creature	only.	A	lycanthrope	that	
  fails	its	save	is	also	affected	by	the	true formAPG	spell.
  Waxing:	Affected	creatures	are	enraged	as	per	rage.	A	
  lycanthrope	that	fails	its	save	is	also	affected	by	the	true 
  formAPG	spell,	except	it	is	forced	to	revert	to	its	hybrid	form	
  instead	of	its	human	form.
  A	creature	that	succeeds	at	its	save	against	the	aura	
  is	immune	to	that	particular	moon	giant’s	lunar	aura	for	
  24	hours.	A	moon	giant	can	activate,	suppress,	or	change	the	
  effect	of	the	aura	as	a	free	action,	and	the	giant	can	choose	
  whether	to	include	itself	as	part	of	the	same	free	action.	The	
  save	DC	is	Charisma-based.
  Impact	Crater	(Ex)	When	a	moon	giant	throws	
  a	rock,	it	creates	an	area	of	difficult	terrain	
  in	a	10-foot	radius	around	the	spot	where	the	
  rock	landed.	If	the	rock	was	thrown	at	a	creature,	
  the	giant	can	choose	the	point	of	origin	for	
  this	radius	anywhere	within	the	target’s	
  space.	If	the	moon	giant	misses	with	a	
  rock	attack,	roll	to	determine	where	the	
  rock	lands	as	if	it	were	a	splash	weapon.
  Improved	Rock	Catching	(Ex)	A	moon	giant	
  gains	rock	catching,	and	it	additionally	receives	
  a	+4	racial	bonus	on	its	Reflex	save	when	
  attempting	to	catch	a	thrown	rock.
  Moon 
  giants 
  dwell 
  in 
  rocky badlands and other 
  scarred, deserted places. 
  They revere the moon, stars, 
  and comets and seek wisdom in 
  these celestial bodies’ movements. 
  Though they are normally placid 
  scholars, more likely to enter a 
  lively philosophical debate with 
  other creatures than a brawl, 
  moon giants can become 
  violent when disturbed or 
  when under the influence of a 
  bad moon.
  Most moon giants 
  stand about 24 
  feet tall and 
  weigh almost 
  18,000 pounds.
  Illustration by Tomasz Chistowski
  122
  
  Giant, Sun
  This giant has the arms and armor of an ancient warrior. Her 
  golden skin and flame-colored hair amplify the light around her.
  SUN	GIANT		
  CR	16	
  XP	76,800
  CG	or	CE	Huge	humanoid	(giant)
  Init	+3;	Senses	low-light	vision;	Perception	+31
  Aura	solar	(60	ft.,	DC	24)
  DEFENSE
  AC	31,	touch	11,	flat-footed	28	(+5	armor,	+3	Dex,	+15	natural,	
  –2	size)
  hp	241	(23d8+138)
  Fort	+19,	Ref	+12,	Will	+14
  Defensive	Abilities	rock	catching;	Immune	blind,	dazzled,	fire;	
  Resist	cold	30,	electricity	30
  OFFENSE
  Speed	35	ft.	(50	ft.	without	armor)
  Melee	mwk	heavy	mace	+31/+26/+21/+16	(3d6+22)	or	
  2	slams	+30	(2d6+15)
  Ranged	mwk	atlatl	+19/+14/+9/+4	(2d6+15	plus	sun	dart)
  Space	15	ft.;	Reach	15	ft.
  Special	Attacks	sun	dart
  Spell-Like	Abilities	(CL	21st;	concentration	+24)
  At	will—daylight,	eagle eyeAPG,	remove blindness/
  deafness,	sunburst	(DC	21)
  3/day—quickened	blistering invectiveUC	(DC	15)
  1/day—flame strike	(DC	18),	waves of exhaustion
  STATISTICS
  Str	40,	Dex	16,	Con	23,	Int	15,	Wis	20,	Cha	17
  Base	Atk	+17;	CMB	+34;	CMD	47
  Feats	Greater	Vital	Strike,	Improved	Vital	Strike,	
  Iron	Will,	Lightning	Reflexes,	Martial	Weapon	
  Proficiency	(atlatl),	Point-Blank	Shot,	Power	
  Attack,	Precise	Shot,	Quick	Draw,	Quicken	
  Spell-Like	Ability	(blistering invective),	
  Rapid	Reload	(atlatl),	Vital	Strike
  Skills	Climb	+25,	Intimidate	+29,	
  Perception	+31,	Survival	+31,	
  Swim	+25
  Languages	Common,	Giant,	Ignan
  ECOLOGY
  Environment	warm	deserts	
  or	mountains
  Organization	solitary,	
  pair,	or	family	
  (3–5	plus	35%	
  noncombatants	
  and	1	cleric	of	
  7th–10th	level)
  Treasure	standard	(mwk	atlatl,	mwk	morningstar,	
  mwk	scale	mail,	other	treasure)
  SPECIAL	ABILITIES
  Solar	Aura	(Su)	Light	levels	within	60	feet	of	a	sun	giant	
  increase	by	one	step	(supernatural	darkness	becomes	
  normal	darkness).	This	does	not	count	as	a	light	effect	
  for	the	purpose	of	light	and	darkness	effects;	a	solar	aura	
  is	not	hindered	by	any	type	of	magical	darkness,	and	its	
  effect	is	applied	after	all	light	and	darkness	effects.	In	
  areas	of	bright	light,	a	solar	aura	causes	sighted	creatures	
  to	become	dazzled	for	as	long	as	they	remain	in	the	aura.	
  Once	per	round	as	a	free	action,	a	sun	giant	can	direct	
  light	toward	a	single	target	within	her	solar	aura,	and	
  that	creature	must	succeed	at	a	DC	24	Fortitude	save	or	be	
  permanently	blinded.	The	save	DC	is	Charisma-based.
  Sun	Dart	(Ex)	A	sun	giant	can	fire	darts	of	light	from	her	
  atlatl.	She	doesn’t	need	ammunition,	the	sun	darts	target	
  touch	AC,	and	the	sun	darts	deal	an	additional	2d6	points	
  of	fire	damage.	A	Large	or	smaller	creature	damaged	by	a	
  sun	giant’s	sun	dart	becomes	entangled	and	immobilized.	
  A	creature	can	free	itself	with	a	successful	DC	24	Escape	
  Artist	or	Strength	check	as	a	standard	action	or	by	
  breaking	the	sun	dart	(hardness	5,	hp	20).	The	save	
  DC	is	Dexterity-based.
  Sun giants view themselves as soldiers in an 
  eternal war against the forces of darkness and 
  shadow. In ancient days, sun giants were a 
  benevolent people, fighting for the good of 
  all living things. Over time, the majority 
  of sun giants have become selfish, 
  demanding tribute and even 
  blood sacrifices in exchange 
  for the protection they provide, 
  ruling by might and opposed by 
  those few brave and benevolent 
  souls willing to take to the 
  shadows to fight for freedom. 
  Many evil sun giants pay 
  homage to demon lords of the 
  sun and warfare.
  Sun 
  giants 
  hold 
  vicious 
  hatred for creatures of pure 
  darkness and denizens of the 
  Plane of Shadow, and they 
  exterminate 
  owbs 
  (Pathfinder 
  RPG Bestiary 4 210) in particular 
  whenever possible. 
  Though they live for centuries, 
  sun giants are blessed with 
  eternally youthful appearances, 
  a blessing that remains even for 
  those who become selfish and 
  corrupt. They tower over 25 feet tall 
  and weigh roughly 18,000 pounds.
  Giant, Moon–Giant, Sun
  Illustration by Subroto Bhaumik
  123
  
  Glaistig
  A mien of strange, primal beauty surrounds this woman, 
  magnified by the inhuman tone of her skin and her bestial legs. 
  GLAISTIG	
  CR	21/MR	10
  XP	409,600
  CN	Medium	fey	(earth,	mythic)
  Init	+26;	Senses	low-light	vision,	tremorsense	120	ft.;	
  Perception	+37
  Aura	reveler’s	rapture	(30	ft.,	Will	DC	32)
  DEFENSE
  AC	40,	touch	32,	flat-footed	28	(+10	deflection,	+12	Dex,		
  +8	natural)
  hp	422	(25d6+335);	regeneration	30	(air;	see	airbane)
  Fort	+18,	Ref	+26,	Will	+23;	second	save	
  DR	15/cold	iron	and	epic;	Immune	daze,	mind-affecting	
  effects,	stagger,	stun;	Resist	acid	30,	cold	30,	electricity	30,	
  fire	30,	sonic	30;	SR	32;	Weakness	airbane
  OFFENSE
  Speed	60	ft.,	burrow	60	ft.,	climb	60	ft.;	earth	glide
  Melee	earth	whip	+26/+21/+16	(10d6+20/19–20	bludgeoning,	
  piercing,	or	slashing	plus	hex)	or	
  leaf	whip	+26/+21/+16	(20d6+30/19–20	slashing	plus	hex)
  Ranged	earth	blast	+36	(10d6+30/19–20	bludgeoning,	piercing,	
  or	slashing	plus	hex)	or
  leaf	blast	+36	(20d6+40/19–20	slashing	plus	hex)
  Space	5	ft.;	Reach	5	ft.	(10	ft.	with	earth	whip	or	leaf	whip)
  Special	Attacks	infusions	(bowling	infusion,	deadly	earth,	
  entangling	infusion,	extended	range,	fragmentation,	
  grappling	infusion,	impale,	kinetic	whip,	mobile	blast,	
  pushing	infusion,	snake,	wall),	mythic	power	(10/day,	
  +1d12),	terrakinesis,	witch	of	the	fey
  Spell-Like	Abilities	(CL	25th;	concentration	+35)
  Constant—freedom	of	movement,	pass	without	trace
  At	will—create	water,	know direction, purify	food	and	
  drink,	transport	via	plants
  3/day—clashing	rocksAPG	(DC	29),	quickened	confusion	(DC	23),	
  flesh	to	stone	(DC	26),	move	earth,	summon nature’s ally IX 
  STATISTICS
  Str	28,	Dex	35,	Con	30,	Int	27,	Wis	28,	Cha	31
  Base	Atk	+12;	CMB	+21;	CMD	69
  Feats	Combat	Casting,	Combat	ReflexesM,	Defensive	Combat	
  TrainingM,	Improved	CriticalM	(kinetic	blast),	Improved	
  InitiativeM,	Improved	Precise	Shot,	Point-Blank	Shot,	Precise	
  Shot,	Quicken	Spell-Like	Ability	(confusion),	Skill	Focus	
  (Bluff),	Skill	Focus	(Sense	Motive),	Weapon	Finesse,	Weapon	
  FocusM	(kinetic	blast)	
  Skills	Acrobatics	+40,	Bluff	+44,	Climb	+17,	Diplomacy	+38,	
  Disguise	+28,	Escape	Artist	+40,	Intimidate	+28,	Knowledge	
  (geography)	+21,	Knowledge	(local)	+37,	Knowledge	(nature)	
  +37,	Perception	+37,	Perform	(dance)	+38,	Sense	Motive	+43,	
  Sleight	of	Hand	+40,	Stealth	+40,	Use	Magic	Device	+38
  Languages	Common,	Elven,	Sylvan,	Terran
  SQ	divine	sourceMA,	sylvan	grace
  ECOLOGY
  Environment	temperate	forests	or	swamps
  Organization	solitary
  Treasure	double
  SPECIAL	ABILITIES
  Airbane	A	glaistig’s	sylvan	grace	ability	and	regeneration	are	
  suppressed	whenever	she	is	in	the	air.	While	a	glaistig	is	
  on	the	ground,	only	pure	elemental	air	attacks	(such	as	an	
  kineticist’s	air	simple	blast	or	an	air	elemental’s	slam	attack)	
  can	suppress	the	glaistig’s	regeneration.
  Infusions	A	glaistig	has	access	to	the	listed	kineticist	form	
  and	substance	infusions	(Pathfinder RPG Occult Adventures	
  17),	which	she	can	apply	to	any	of	the	blasts	granted	by	
  her	terrakinesis	ability	without	needing	to	accept	burn.	
  This	applies	to	only	the	base	burn	cost;	a	glaistig	can’t	pay	
  additional	burn	to	gain	a	greater	effect	with	infusions	such	
  as	pushing	infusion.
  Reveler’s	Rapture	(Su)	Glaistigs	emit	a	bacchanalian	aura	
  of	euphoria	to	a	range	of	30	feet.	Creatures	that	enter	the	
  aura’s	area	engage	their	wild	side,	with	an	effect	equivalent	
  to	irresistible dance.	A	successful	Will	save	renders	the	
  subject	immune	to	that	glaistig’s	aura	for	24	hours,	but	the	
  creature	still	dances	for	1	round,	even	on	a	successful	save.	A	
  creature	under	the	effect	of	a	glaistig’s	reveler’s	rapture	can	
  attempt	a	new	save	at	the	end	of	each	turn	after	the	first	to	
  end	the	effect	and	become	immune	to	the	aura.	A	glaistig	
  can	exclude	any	targets	she	wishes	from	her	aura’s	effects.
  Sylvan	Grace	(Su)	A	glaistig	gains	a	deflection	bonus	to	AC	
  and	a	bonus	on	attack	and	damage	rolls	with	her	non-melee	
  earth	and	leaf	blasts	equal	to	her	Charisma	bonus.
  Terrakinesis	(Sp,	Su)	A	glaistig	has	access	to	a	variety	of	earth	
  wild	talents	as	if	she	were	a	20th-level	kineticist	(Occult 
  Adventures	10),	but	she	manifests	them	in	a	visual	blend	of	
  earth	and	plant	matter.	As	a	being	associated	with	earth	and	
  plants,	she	can	perform	the	earth	blast,	as	well	as	a	special	
  composite	blast	of	the	earth	element	called	leaf	blast,	at	
  no	burn	cost.	A	glaistig’s	leaf	blast	is	a	physical	composite	
  blast	that	deals	slashing	damage.	The	glaistig	can	apply	the	
  infusions	of	deadly	earth,	entangling	infusion,	impale,	and	
  pushing	infusion,	as	well	as	any	of	the	glaistig’s	universal	
  infusions,	to	her	leaf	blast.	The	glaistig	also	gains	infusions	
  and	utility	talents	listed	under	her	other	special	abilities,	but	
  doesn’t	gain	any	other	abilities	of	a	20th-level	kineticist.
  Witch	of	the	Fey	(Su)	A	glaistig	can	use	the	blight,	disguise,	
  fortune,	and	misfortune	minor	hexes,	the	agony	and	
  retribution	major	hexes,	and	the	natural	disaster	grand	hex	
  as	if	she	were	a	20th-level	witch	(Pathfinder RPG Advanced 
  Player’s Guide	65);	this	ability	counts	as	the	hex	class	
  feature	for	the	purposes	of	qualifying	for	feats.	The	save	
  DC	for	this	ability	is	Charisma-based.	On	a	successful	melee	
  attack,	a	glaistig	can	affect	her	target	with	either	her	agony,	
  124
  
  Glaistig
  Illustration by Rogier van de Beek
  misfortune,	or	retribution	hex	as	an	additional	effect.	When	
  she	uses	her	earth	blast	or	leaf	blast,	she	can	choose	one	of	
  these	hexes	to	affect	all	creatures	damaged	by	the	blast.
  	
  Hailed as either protectors or plagues, glaistigs are ancient 
  fey, tied to the earth and wielding its powers. Although not 
  evil, glaistigs are unpredictable and hot-tempered—easily 
  stirred to anger and possessing powerful magic to deal 
  great harm to the objects of their scorn.
  A glaistig resembles a comely human woman with 
  greenish skin and the lower legs of a goat, similar to a faun 
  or satyr. Glaistigs usually cover their bestial lower body in 
  flowing robes or gowns, typically woven from leaves frozen 
  in the colors of summer or autumn, and adorn themselves 
  with simple but elegant jewelry. Their haunting eyes show 
  no pupils, and every step they take seems as one move in 
  an endless dance. They can be whimsical, but often move 
  and act with great deliberation, especially when 
  their anger is roused. 
  Glaistigs are among the oldest and most 
  powerful fey in existence. Legends say that 
  they were once incorporeal spirits of the 
  earth that strove to protect early humans 
  living the simple lives of farmers in 
  harsh worlds, and it was through 
  that protection and proximity 
  that these spirits coalesced 
  into the forms they now 
  hold. Regardless of their 
  origins, many glaistigs 
  still protect swaths of 
  rural countryside, forests, 
  and swamps, as well as the 
  people who live therein. Their 
  protection is often unobtrusive; 
  they prefer to manifest their 
  power and protection from the 
  camouflage of foliage, making 
  it seem like the wilderness itself is 
  acting against interlopers. In times of 
  great need, however, or when they become 
  very angry, glaistigs confront dangers in 
  the open. Inhabitants of places protected 
  by a glaistig often leave food, drink, 
  jewels, and crafts at a designated place of 
  honor, or gather to sing songs or tell tales 
  for the glaistig to hear from the shadows. 
  Such communities tell stories 
  of the green maiden who 
  lives in the forest or some 
  other stretch of pristine 
  wilderness, and relate a number 
  of cautionary tales about their fickle protector. 
  Such tales have twofold purpose: to keep the favor of a 
  local glaistig and to protect the young and foolish from 
  doing something that angers the green maiden, which can 
  often mean death. In return for such cautious reverence, 
  those under the elder fey’s protection often find furrows 
  dug and earth mysteriously moved for them, troughs and 
  barrels filled with fresh water during droughts, or even 
  marauding monsters driven far away. But such harmony 
  is often tenuous, and those that leave tribute for a glaistig 
  do so as much to placate her as to praise her. For the same 
  glaistig that brings water and turns earth can blight an 
  entire countryside or cause the ground to tremble. A 
  glaistig’s mere presence can incite others to uncontrollable 
  fits of dancing and demented antics, and those that move a 
  glaistig to rage earn themselves a powerful foe indeed.
  In combat, a glaistig moves with ease and grace, typically 
  targeting those under the effects of her aura with debilitating 
  hexes before withdrawing to summon earth elementals to 
  aid her, and bombarding her opponents with leaves and 
  dirt. The living link of her body to the earth and 
  its plants and trees makes a glaistig vulnerable 
  in the air, and she does what she can to stay 
  grounded. Even at the height of anger, 
  however, a glaistig can still sometimes 
  be reasoned with. A glaistig will 
  typically pause to parley, and can 
  be swayed to cease hostilities in 
  exchange for some valuable, 
  preferably magical, item of 
  sufficient value, particularly 
  a wooden or stone item. 
  While glaistigs themselves 
  have no compunction about 
  bending the truth or flagrantly 
  dissembling, they take extreme 
  offense when others lie to them, 
  and are quite adept at sniffing 
  out falsehoods. When a glaistig 
  deduces that someone has lied to her, even 
  if the untruths were spoken in an attempt at 
  flattery, her outrage is such that she is unwilling 
  to even speak with that person again.
  Among 
  some 
  of 
  the 
  most 
  prevalent 
  cautionary tales involving glaistigs is that 
  they sometimes lure young children deep 
  into their wilderness homes, kidnapping them 
  and even replacing them with some form of 
  fey impostor. In truth, these fey enjoy the 
  innocence, honesty, and playfulness 
  of children, and usually keep 
  them only to chat and dance 
  with for a short while before 
  sending them home unharmed. 
  125
  
  Golem, Crystal
  This burly humanoid figure is cut from blue crystal that shines 
  with an inner light. 
  CRYSTAL	GOLEM	
  CR	11
  XP	12,800	
  N	Large	construct
  Init	+1;	Senses	darkvision	60	ft.,	low-light	vision,	
  thoughtsense	60	ft.;	Perception	+3
  DEFENSE
  AC	26,	touch	10,	flat-footed	25	(+1	Dex,	+16	natural,	–1	size)
  hp	112	(15d10+30)
  Fort	+5,	Ref	+6,	Will	+8
  DR	10/adamantine;	Immune	construct	traits,	magic
  OFFENSE
  Speed	20	ft.
  Melee	2	slams	+21	(2d8+7)	
  Space	10	ft.;	Reach	10	ft.
  Psychic	Magic	(CL	14th;	concentration	+17)
  12	PE	—explode headOA	(5	PE,	DC	18),	mind thrust IIOA	(2	PE,	
  DC	15)
  Spell-Like	Abilities	(CL	14th;	concentration	+17)
  	
  Constant—ethereal fistsOA
  STATISTICS
  Str	25,	Dex	12,	Con	—,	Int	—,	Wis	17,	Cha	1
  Base	Atk	+15;	CMB	+23;	CMD	34
  SQ	psychic	amplification
  ECOLOGY
  Environment	any
  Organization	solitary	or	
  expatiation	(2–5)	
  Treasure	none
  SPECIAL	ABILITIES
  Immunity	to	Magic	(Ex)	A	crystal	golem	
  is	immune	to	spells	or	spell-like	abilities	that	
  allow	spell	resistance.	Certain	spells	and	effects	
  function	differently	against	the	creature,	as	noted	below.
  •	 A	shatter spell	damages	a	crystal	golem	as	if	it	were	a	
  crystalline	creature,	and	slows	it	(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	
  every	3	points	of	damage	the	attack	would	
  otherwise	deal.
  •	 Any	attempt	at	direct	possession	
  (such	as	the	possessionOA spell	but	
  not	dominate monster)	can	affect	a	
  crystal	golem.	The	golem	does	not	resist	
  these	effects	if	they	come	from	its	creator	
  or	targets	designated	by	its	creator.	Against	
  all	other	attempts	at	intrusion,	the	golem	
  receives	a	Will	save	at	a	+5	bonus.
  Psychic	Amplification	(Su)	Each	time	a	creature	within	30	feet	
  of	a	crystal	golem	uses	a	psychic	spell	or	spell-like	ability,	the	
  caster	can	choose	to	gain	the	benefit	of	either	the	Enlarge	Spell,	
  Extend	Spell,	Intuitive	SpellOA,	or	Logical	SpellOA	metamagic	feat	
  without	requiring	a	full-round	action	to	cast.	Only	one	such	feat	
  can	be	applied	to	a	given	casting.	A	crystal	golem	can	use	the	
  spell-like	abilities	from	its	psychic	magic	as	a	swift	action,	and	
  all	its	spell-like	ability	save	DCs	are	Wisdom-based.
  Crystal golems cannot speak, instead emitting a constant 
  hum of psychic energy. A crystal golem is 10 feet tall and 
  weighs 1,800 pounds.
  CONSTRUCTION
  A crystal golem’s body must be fashioned from 2,750 
  pounds of cut crystal, costing 7,000 gp.
  CRYSTAL	GOLEM	
  CL	15th;	Price	127,000	gp
  CONSTRUCTION	
  Requirements	Craft	Construct,	geas/quest,	limited wish,	
  possessionOA, thoughtsenseOA,	creator	must	be	caster	level	
  15th;	Skill	Craft	(glass)	or	Craft	(jewelry)	DC	22;	Cost	67,000	gp
  Illustration by Ertaç Altınöz
  126
  
  Golem, Lead
  Resembling an unearthed vein of dull gray minerals, this crude, 
  hunchbacked humanoid figure uses its arms to support itself.
  LEAD	GOLEM	
  CR	10
  XP	9,600	
  N	Large	construct
  Init	–2;	Senses	darkvision	60	ft.,	low-light	vision;	Perception	+0
  DEFENSE
  AC	26,	touch	7,	flat-footed	26	(–2	Dex,	+19	natural,	–1	size)
  hp	107	(14d10+30)
  Fort	+4,	Ref	+2,	Will	+4
  DR	10/adamantine;	Immune	acid,	construct	traits,	
  electricity,	magic
  OFFENSE
  Speed	20	ft.
  Melee	2	slams	+21	(2d10+8)	
  Space	10	ft.;	Reach	10	ft.
  Special	Attacks	retributive	miasma
  STATISTICS
  Str	26,	Dex	7,	Con	—,	Int	—,	Wis	11,	Cha	1
  Base	Atk	+14;	CMB	+23;	CMD	31	(39	vs.	bull	rush,	reposition)
  SQ	divination	screen,	intractable	density
  ECOLOGY
  Environment	any
  Organization	solitary	or	curtain	(2–4)	
  Treasure	none
  SPECIAL	ABILITIES
  Divination	Screen	(Ex)	Divination	spells	cast	within	60	feet	of	
  a	lead	golem	automatically	fail.	
  Immunity	to	Magic	(Ex)	A	lead	golem	is	immune	to	spells	or	
  spell-like	abilities	that	allow	spell	resistance.	Certain	spells	
  and	effects	function	differently	against	a	lead	golem,	as	
  noted	below.
  •	 A	magical	attack	that	deals	acid	damage	instead	coats	the	
  lead	golem,	granting	its	slam	attacks	an	
  additional	1d6	acid	damage	for	the	
  following	1d4	rounds.
  •	 A	gust of wind	or	neutralize poison 
  spell	directed	at	the	lead	golem	
  dissipates	any	clouds	created	by	
  the	golem’s	retributive	miasma	
  ability	and	prevents	it	from	using	
  that	ability	for	1d6	rounds.
  Intractable	Density	(Ex)	The	weight	
  and	sturdiness	of	its	form	grants	
  the	lead	golem	a	+8	racial	bonus	on	
  CMD	versus	bull	rush	and	reposition	
  combat	maneuvers.
  Retributive	Miasma	(Ex)	Any	attack	that	
  overcomes	the	damage	reduction	of	the	lead	golem	
  causes	fine	lead	particles	to	fill	the	air	within	a	5-foot	
  radius	of	the	lead	golem.	This	cloud	of	lead	persists	for	1	
  round;	any	creatures	within	the	area	or	that	pass	through	
  the	cloud	are	exposed	to	the	cloud’s	poisonous	effects.	
  Subsequent	attacks	damaging	the	golem	increase	the	
  duration	of	the	cloud	by	1	round	each.	
  Poison Cloud—inhaled;	save	Fort	16;	frequency	1/round	
  for	6	rounds;	effect	1d3	Constitution	and	1d3	Wisdom	
  damage;	cure	2	saves.	The	save	DC	is	Constitution-based.
  Lead golems are lurching, humanoid-shaped mounds of 
  lead. A lead golem stands 11 feet tall when upright, and 
  weighs 10,000 pounds.
  CONSTRUCTION
  A lead golem’s body must be fashioned from 10,000 
  pounds of lead, costing 7,500 gp.
  LEAD	GOLEM	
  CL	13th;	Price	57,500	lbs.
  CONSTRUCTION	
  Requirements	Craft	Construct,	cloudkill,	geas/quest,	limited 
  wish, sequester,	creator	must	be	caster	level	13th;	Skill	Craft	
  (armor)	or	Craft	(weapons)	DC	18;	Cost	32,500	gp
  Golem, Crystal–Golem, Lead
  Illustration by Ertaç Altınöz
  127
  
  Gravebound
  This humanoid figure has two impossibly deep pits where its eyes 
  should be, and long claws that stretch toward the ground.
  GRAVEBOUND	
  CR	4
  XP	1,200
  NE Medium undead (earth)
  Init +5; Senses	darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 37 (5d8+15)
  Fort +4, Ref +2, Will +5
  Defensive	Abilities amorphous; Immune undead traits
  Weaknesses tied to the grave, vulnerable to consecration
  OFFENSE
  Speed	30 ft., burrow 30 ft.
  Melee 2 claws +8 (1d6+4 plus disease)
  Special	Attacks bury alive, gravedigger
  STATISTICS
  Str 18, Dex	13, Con —, Int 11, Wis 12, Cha 17
  Base	Atk +3; CMB +7; CMD 18
  Feats Ability Focus (gravedigger), Improved Initiative, Weapon 
  Focus (claw)
  Skills Acrobatics +5, Intimidate +10, Knowledge (religion) +7, 
  Perception +8, Stealth +8
  Languages Common
  ECOLOGY
  Environment any land (graveyards)
  Organization solitary, pair, or tomb (3–6)
  Treasure standard (shovel, other treasure)
  SPECIAL	ABILITIES
  Bury	Alive	(Su) As a full-round 
  action, a gravebound can 
  manipulate the ground to fill 
  in a pit that it created with 
  its gravedigger ability. Any 
  creature the gravedigger 
  buries alive is trapped 
  and can’t move, and 
  begins to suffocate 
  (Pathfinder RPG 
  Core Rulebook 
  445). Creatures 
  outside of 
  the pit can dig 
  out the buried 
  creature. Each 5-foot cube 
  of dirt weighs 3,000 
  pounds, and a creature 
  can move 5 times her 
  maximum load worth of 
  dirt per minute, or 10 times her 
  maximum load if she has a shovel or other appropriate tool. 
  Once all squares of dirt above a creature’s head have been 
  removed, the creature can breathe, and can escape with a 
  DC 15 Strength or Escape Artist check. A standing Medium 
  creature typically has its head buried under 5 feet of earth 
  (3,000 pounds). For a Small creature, this is increased to 
  roughly 7 feet of earth (4,200 pounds). If the creature was 
  prone when it was buried, its head is buried under the full 
  10 feet of earth (6,000 pounds).
  Disease	(Su) False Death: Injury; save Fort DC 15; onset 1 day; 
  frequency 1/day; effect 1d4 Cha damage; cure 2 consecutive 
  saves. The save DC is Charisma-based. A creature whose 
  Charisma score is reduced to 0 by false death falls into a 
  deep coma and appears to be dead to anyone who doesn’t 
  succeed at a DC 25 Heal check. After one week, the affected 
  creature wakes up with all of its Charisma restored.
  Gravedigger	(Su) As a standard action, a gravebound can 
  open up a 10-foot-deep pit in the earth underneath a single 
  creature. The creature can avoid falling into the pit with a 
  successful DC 17 Reflex save. Because the pit is made of soft 
  earth, the falling damage the creature takes is nonlethal 
  damage. The save DC is Charisma-based.
  Tied	to	the	Grave	(Ex) A gravebound can’t venture more than 
  1,000 feet from the spot where its body is buried.
  Vulnerable	to	Consecration	(Ex) Whenever a gravebound is 
  within the area of a consecrate effect, it 
  must succeed at a DC 15 Fortitude 
  save at the beginning of each of its 
  turns or be staggered for 1 round.
  Gravebound are hateful creatures 
  formed when the souls of people 
  who were buried alive return, 
  animating grave dirt to form 
  new bodies. Obsessed with their 
  own deaths, gravebound can’t 
  travel far from their resting places, 
  but they seethe with the need to 
  inf lict their fate upon others. 
  A gravebound digs graves and 
  attempts to bury victims 
  alive in them, and wounds 
  taken at its hands can 
  cause a victim to appear to 
  be dead. Each gravebound 
  arises with a shovel 
  attached to its back—a 
  mark of its obsession—
  and those who slay 
  a gravebound can 
  take the shovel to 
  assist buried allies 
  before they suffocate.
  Illustration by Steve Ellis
  128
  
  Gray
  This gray-skinned humanoid has long, willowy limbs and a 
  bulbous head with oversized black eyes.
  GRAY	
  CR	4
  XP	1,200
  NE Small humanoid (gray)
  Init	+3;	Senses	darkvision 30 ft.; Perception +8
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp	39 (6d8+12)
  Fort +4, Ref +4, Will	+9
  OFFENSE
  Speed 20 ft.
  Melee touch +2 (sensory overload)
  Special	Attacks probe, sleep paralysis (DC 16)
  Psychic	Magic	(CL 5th, concentration +9)
  7 PE—anticipate thoughtsOA (2 PE, DC 16), mind thrust II OA 
  (2 PE, DC 16), sleep (1 PE, DC 15)
  Spell-Like	Abilities (CL 5th; concentration +9)
  Constant—blink
  STATISTICS
  Str 9, Dex 16, Con 15, Int 18, Wis 14, Cha 17
  Base	Atk +3; CMB +1; CMD 13
  Feats Combat Casting, Improved Iron Will, Iron Will
  Skills Heal +8, Knowledge (any one) +10, Knowledge 
  (arcana) +7, Knowledge (planes) +10, Perception 
  +8, Sense Motive +8, Spellcraft +10
  Languages Aklo (can’t speak); telepathy 100 ft.
  ECOLOGY
  Environment any
  Organization solitary, pair, or invasion (6–12)
  Treasure standard
  SPECIAL	ABILITIES
  Phase	(Su) A gray has the ability to become 
  out of phase, allowing it to pass through 
  walls or material obstacles. In order to use 
  this ability, a gray must begin and end its 
  turn outside of whatever wall or obstacle 
  it’s moving through. A gray can’t move 
  through corporeal creatures with this 
  ability, and its movement speed is halved 
  while moving through a wall or obstacle. 
  This innate acumen with phasing also lets a gray 
  begin and end its blink spell-like ability as a free action 
  on its turn. 
  Probe	(Su) As a standard action, a gray can probe the 
  mind of a single intelligent, conscious, helpless creature it 
  touches. Each minute it can scan for an answer to a simple 
  question (such as, “Where is your family hiding?”) or for 
  information on a general topic the subject knows. In 
  addition, as long as the gray has probed the subject 
  for at least 1 minute, it can choose one Knowledge skill the 
  subject has at least 1 rank in and make Knowledge checks 
  using the subject’s skill modifier instead of its own for the 
  next 24 hours. This is a mind-affecting effect.
  Sensory	Overload	(Su) Any creature hit by a gray’s touch 
  is stunned by sensory overload for 1d4 rounds unless it 
  succeeds at a DC 16 Will save. A gray can’t use sensory 
  overload and probe at the same time, and must choose only 
  one of these to use each time it touches a creature. The save 
  DC is Intelligence-based.
  Sleep	Paralysis	(Su) As a standard action, a gray can paralyze 
  a sleeping creature within 30 feet that it can see. Targets 
  who succeed at a DC 17 Will save remain asleep and are 
  immune to the same gray’s sleep paralysis for 24 hours. 
  A creature who fails awakens and is paralyzed for 1d6 
  minutes. Any attack or hostile action other than a gray’s 
  probe ability ends this paralysis. If the paralysis is not 
  interrupted early, at the end of its duration the victim 
  falls back asleep and has no memory of the event, as if its 
  memory were eliminated by modify memory. The creature 
  attempts a Will save against the memory erasure, and if it 
  succeeds it remembers the paralysis and probing but with 
  imperfect clarity. This is a mind-affecting effect. The save 
  DC is Intelligence-based.
  Enigmatic grays travel the Material Plane in search of 
  knowledge and living specimens for research, 
  yet little is known about their motivations 
  or where exactly they come from. Stories 
  of encounters with these creatures often 
  take the form of poorly remembered 
  nightmares from those who experience 
  a gray’s sleep paralysis. Some abductees 
  recall being brought aboard the grays’ 
  vast, otherworldly vessels and subjected 
  to nightmarish experiments, while others 
  have vivid but terrifying memories of being 
  confined in cramped, dark places that are 
  seemingly alive. In spite of the differences 
  in their experiences, those who have 
  encountered grays universally find their 
  presence alien, condescending, and sinister.
  Grays’ movements and expressions are disturbing 
  and inhuman, and their intentions remain inscrutable. 
  Through telepathic contact with the beings, their 
  victims detect a constant, unwavering malevolence. 
  Beyond that, the grays’ faces and full, black eyes show 
  little emotion. Their movements are efficient, 
  and they frequently spend several seconds in 
  deliberation before each move they make. They 
  seem to communicate with their own kind using 
  only telepathy, forgoing even body language or 
  eye contact.
  Gravebound–Gray
  Illustration by Maichol Quinto
  129
  
  Gray Goo
  Droplets of a silvery gray, slightly grainy goo gleam dully as they 
  hang in the air.
  GRAY	GOO	
  CR	14
  XP	38,400
  N Fine construct (swarm)
  Init +10; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  DEFENSE
  AC 29, touch 29, flat-footed 18 (+10 Dex, +1 dodge, +8 size)
  hp 123 (19d10+19)
  Fort +8, Ref +18, Will +8
  Defensive	Abilities dispersion, swarm traits; Immune 
  construct traits, weapon damage
  OFFENSE
  Speed fly 50 ft. (perfect)
  Melee swarm (6d6 plus dismantle and distraction)
  Space 10 ft.; Reach 0 ft.
  Special	Attacks dismantle, distraction (DC 21), infest
  STATISTICS
  Str 1, Dex 30, Con —, Int 5, Wis 10, Cha 1
  Base	Atk +19; CMB —; CMD —
  Feats Ability Focus (distraction), Dodge, Great Fortitude, 
  Improved Lightning Reflexes, Iron Will, Lightning Reflexes, 
  Lightning Stance, Mobility, Toughness, Wind Stance
  Skills Fly +26, Perception +13, Stealth +32 (+42 when 
  dispersed); Racial	Modifiers +10 Stealth when dispersed
  Languages Common (can’t speak)
  ECOLOGY
  Environment any
  Organization solitary, pair, or storm (3–12)
  Treasure none
  SPECIAL	ABILITIES
  Dismantle	(Ex) Creatures damaged by a gray goo must 
  succeed at a DC 19 Reflex save or a random piece of their 
  equipment takes the same amount of damage, determined 
  as though the target rolled a natural 1 on a saving throw, 
  using the rules for items surviving after a saving throw 
  (Pathfinder RPG Core Rulebook 217). In addition, unattended 
  objects in the area of a gray goo take damage if the swarm 
  chooses to harm them. The save DC is Constitution-based.
  Dispersion	(Ex) As an immediate action, a gray goo can 
  disperse, spreading itself across a cube-shaped area 30 feet 
  on a side. While dispersed, the goo deals no damage 
  and can’t use its other special abilities until it 
  reforms. A dispersed gray goo can hide in plain 
  sight (as a ranger in her favored terrain) with a 
  +10 bonus on its Stealth checks and doesn’t take 
  additional damage from area effects for being a 
  swarm. It takes 2 rounds for a dispersed gray goo 
  to reform.
  Infest	(Ex) As a standard action, a gray goo can infest a 
  Medium or larger creature (Fortitude DC 21 negates), 
  including constructs and undead. The gray goo moves inside 
  the creature’s body, dealing double its normal damage to 
  its host each round. It can’t use its dismantle ability while 
  infesting a creature. A host reduced to 0 hit points while 
  infested by a gray goo is reduced to dust and destroyed 
  (similar to disintegrate). A gray goo infesting a host can be 
  expelled by any effect that cures disease, with a disease 
  save equal to this ability’s DC. The save DC is Constitution-
  based and includes a +2 racial bonus.
  Swarms of weaponized nanites—microscopic mechanical 
  constructs designed to work in large groups to perform 
  varied tasks—reduce anything in their path to wisps of 
  dust. Called “gray goo” by those who don’t understand 
  the true nature of the creature’s components, some of 
  these horrific swarms were activated as weapons of mass 
  destruction. Others were originally benign, intended to 
  enhance crops and clean them of pests or combat diseases, 
  but malfunctioned and abandoned their programming. 
  Nanites have limited intelligence and potentially respond 
  to commands. Such controlled swarms are capable of 
  relatively complex decision making, and they might spare 
  the treasure their victims carry, for instance, allowing 
  their masters to better loot the bodies.
  BENIGN NANITES
  Nanites meant for benign purposes that retain their 
  original programming are capable of bringing benefits as 
  great as the devastation wrought by their destructive kin, 
  though it can be difficult to tell them apart. 
  Harvest nanites that tend a field can enhance production 
  and eliminate pests and blight, increasing the yield as 
  the plant growth spell. Medical nanites can infest a host 
  body, using their infest ability, but choose not to damage 
  the creature itself, instead surgically targeting invasive 
  organisms, functioning as a remove disease spell with a 
  caster level equal to the swarm’s hit dice. Crafter nanites 
  can dismantle objects to build others, as fabricate, and 
  potentially even do the same with flesh, as regenerate.
  Illustration by Diana Martinez
  130
  
  Gremlin, Hobkins
  This small, blue-gray humanoid has glowing eyes and huge ears 
  on its round, oversized head.
  HOBKINS	
  CR	1/2
  XP	200
  NE Small fey
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 9 (2d6+2)
  Fort +1, Ref +5, Will +4
  Defensive	Abilities out of phase; DR 5/cold iron
  OFFENSE
  Speed 30 ft.; minor levitation
  Melee 2 claws +4 (1d4–1)
  Special	Attacks collateral damage
  Spell-Like	Abilities (CL 2nd, concentration +4)
  At will—dancing lights, ghost sound (DC 12), silent image 
  (DC 13)
  STATISTICS
  Str 8, Dex 15, Con 12, Int 13, Wis 12, Cha 15
  Base	Atk +1; CMB –1; CMD 11
  Feats Weapon Finesse
  Skills Acrobatics +7, Bluff +7, Intimidate +11, Knowledge (local) +6, 
  Perception +6, Sense Motive +6, Stealth +11; Racial	Modifiers 
  +4 Intimidate
  Languages Aklo, Common
  SQ frightener
  ECOLOGY
  Environment any
  Organization solitary, gang (2–5), or infestation 
  (6–30 plus 1 hobkins malefactor)
  Treasure standard
  SPECIAL	ABILITIES
  Collateral	Damage	(Su) 
  Whenever an attack 
  fails to damage a 
  hobkins, whether 
  due to the attack 
  result being too low, 
  a miss chance, or a 
  failure to penetrate DR, the hobkins can redirect 
  the attack to any target that was in range of 
  the original attack (if any). The attack can’t 
  be redirected against the original attacker. 
  The attacker rolls a new attack and damage 
  roll against the new target, and is considered 
  to possess the Improved Critical feat for the 
  redirected attack. Hobkins delight in 
  using this ability to force creatures to 
  destroy their own prized possessions.
  Frightener	(Ex) Intimidate is always a class skill for a hobkins, 
  and it never takes a penalty on Intimidate checks due to 
  being smaller than its target.
  Minor	Levitation	(Su) Hobkins generally float 1 inch above the 
  ground. A hobkins can levitate up to 20 feet straight up as 
  a move action, but at the end of the movement, unless it’s 
  found something to cling to, it returns to 1 inch above the 
  nearest flat surface below.
  Out	of	Phase	(Su) Hobkins are slightly out of phase with the 
  Material Plane, causing all ranged attacks against them 
  to suffer a 75% miss chance, including spells that require 
  ranged touch attack rolls. Anything that prevents the blink 
  spell also prevents this ability from functioning.
  Like many gremlins, hobkins enjoy destroying things that 
  others cherish, but unlike their jinkin cousins, hobkins 
  delight in manipulating people into destroying their 
  own belongings. Their favorite strategy is to use their 
  spell-like abilities and their Intimidate skill to frighten a 
  family. A hobkins may wait at a child’s window during a 
  storm so that it appears pressed up against the glass when 
  the lightning flashes, only to hide away when they check 
  again. Once its victims work themselves into a frenzy, the 
  gremlin gives them time to arm themselves, then reveals 
  itself, leaping and floating out of reach to force panicked 
  victims to throw anything at hand.
  A hobkins stands 3 feet tall and weighs 15 pounds.
  HOBKINS MALEFACTOR
  Ordinary hobkins are threats to common 
  folk or careless adventurers with more offense 
  than defense, but hobkins malefactors can mold 
  a group of hobkins into something much more 
  terrifying. Possessed of eerie psychic powers, 
  hobkins malefactors can command 
  countless hobkins telepathically to 
  ensure perfect coordination. 
  Hobkins malefactors possesses 
  the psychic magic ability, with a 
  variety of psychic spells at their command, 
  different for each malefactor. Malefactors are 
  usually advanced by hit dice, but sometimes 
  have levels in psychic or mesmerist. 
  Hobkins malefactors are rarely content with 
  the destruction of prized possessions; instead, 
  they seek nothing less than the massacre 
  of innocents at the hands of their own 
  protectors. To accomplish these goals, they 
  calculate each of their moves carefully, with 
  an endgame of an entire small settlement 
  gathered together and prime for 
  redirected attacks from the hobkins’ 
  collateral damage ability.
  Gray Goo–Gremlin, Hobkins
  Illustration by Maichol Quinto
  131
  
  Gremlin, Nuno
  This withered, eyeless little creature has a mushroom cap for 
  a head, and a stringy fungus beard frames his toothless grin.
  NUNO	
  CR	1/4
  XP	100
  NE Tiny fey
  Init +2; Senses tremorsense 30 ft.; Perception +6
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) 
  hp 3 (1d6) 
  Fort +0, Ref +4, Will +4 
  Defensive	Abilities	ant affinity;	DR 2/cold iron
  OFFENSE
  Speed 20 ft., burrow 10 ft.
  Melee slam +0 (1d2–2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks nuno’s curse
  STATISTICS
  Str 6, Dex 15, Con 10, Int 13, Wis 14, Cha 15
  Base Atk +0; CMB +0; CMD 8
  Feats Ability Focus (nuno’s curse)
  Skills	Bluff +6, Knowledge (dungeoneering) +6, Knowledge 
  (nature) +5, Perception +6, Sense Motive +6, Stealth +14, 
  Survival +3;	Racial	Modifiers	+4 Knowledge (dungeoneering)
  Languages Aklo, Sylvan, Terran
  SQ wax locator 
  ECOLOGY
  Environment any warm land or 
  underground
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Ant	Affinity	(Su)	Ants will never 
  attack a nuno. A nuno can control ants and 
  ant swarms as a druid’s wild empathy, with 
  a +4 racial bonus on their checks. While ants 
  are normally mindless, the nuno imparts to 
  them a modicum of implanted intelligence, 
  allowing nunos to train ants to perform tasks 
  as necessary to suit the nunos’ fancies.
  Nuno’s	Curse	(Su) A nuno can curse any 
  creature it touches unless the creature 
  succeeds at a DC 14 Will save. A creature 
  that harms the nuno, damages the nuno’s 
  home, or steals the nuno’s belongings 
  must also save against the curse with a 
  –2 penalty. A creature that succeeds at its save 
  is immune to that nuno’s curse for 24 hours. A 
  creature under the effects of the nuno’s curse 
  experiences horrific swelling and hair 
  growth in a location the nuno touched or 
  that was associated with harming the nuno (for instance, 
  a creature’s foot if that creature kicked over the nuno’s 
  anthill). This swelling imparts a –2 penalty to Dexterity 
  and causes the affected area to occasionally ooze or expel 
  black pus. The DC to remove a nuno’s curse with spells and 
  abilities like remove curse is 10 higher than normal (24 for 
  a typical nuno). A nuno can remove its curse as a standard 
  action, and when a nuno dies, all its active curses end 
  immediately. The effects of multiple nuno’s curses don’t 
  stack. The save DC is Charisma-based.
  Wax	Locator	(Su)	Any creature cursed by a nuno can spend 1 
  minute pouring molten wax into a spoon and then into a 
  container of water, causing the wax to run in the direction of 
  the nuno. This allows the accursed creature to find the nuno no 
  matter where it hides and attempt to put an end to the curse.
  Nunos are fungus gremlins that live in anthills. Even 
  young nunos appear as wizened old men, and the 
  creatures are solitary hermits, living among ants in 
  anthills and burrows in tropical regions. Though nunos 
  are as spiteful as any other gremlins, they tend to keep to 
  themselves and reserve their enmity for those who bother 
  them—especially those who dare to harm a nuno’s 
  anthill home. 
  Due to the relative difficulty of removing a nuno’s curse 
  via magic, the best options for a creature cursed by a nuno 
  are to slay the nuno or parley with the creature. 
  Since the curse could have triggered while 
  the nuno wasn’t present, both approaches 
  are made easier by the nuno’s wax locator 
  ability. Though inherently grumpy, nunos are 
  easily bribed with offerings of fruit or valuable objects, 
  and can at times be swayed by a particularly well-
  constructed argument. They can also usually 
  be persuaded by humanoids and fey they find 
  beautiful, though a nuno’s predilections are 
  unpredictable at best, and they tend to loathe 
  conventional beauty.
  NUNO ASCETIC
  Rarely, a nuno’s isolated existence allows 
  it to unlock secrets of reality unknown to 
  others. These nuno ascetics still value their 
  privacy, but they are sometimes willing 
  to accept lavish bribes from pilgrims in 
  exchange for sharing their wisdom. Nuno 
  ascetics advance by class level, usually either 
  as either monks or occult classes. They each 
  develop a unique variation on the basic nuno’s 
  curse, which acts as a signature of sorts. Unlike 
  most monsters with class levels, nuno ascetics add 
  half their class level to the DC of their nuno’s 
  curse ability.
  Illustration by Maichol Quinto
  132
  
  Griefgall
  Thorn-tipped tendrils and flowering filaments sprout from this 
  tiny, squirming grublike plant.
  GRIEFGALL	
  CR	6
  XP	2,400
  NE Tiny plant
  Init +8; Senses all-around vision, low-light vision; Perception +16
  DEFENSE
  AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +2 size)
  hp 58 (9d8+18)
  Fort +8, Ref +7, Will +5
  DR 5/slashing; Immune plant traits
  Weaknesses cold lethargy
  OFFENSE
  Speed 5 ft., burrow 5 ft., 
  climb 5 ft.
  Melee tendrils +12 (1d2–3 
  plus paralysis)
  Space 2-1/2 ft.; Reach 0 ft.  
  (5 ft. with tendrils)
  Special	Attacks paralysis 
  (1d3 minutes, DC 16), parasitize
  Psychic	Magic (CL 9th; concentration +11)
  12 PE—crushing despair (4 PE, DC 16), feast on fearACG 
  (5 PE, DC 17), miserable pityUM (affects host and 
  self; 2 PE, DC 14), overwhelming griefUM (4 PE, 
  DC 16), terrible remorseUM (4 PE, DC 16)
  STATISTICS
  Str 4, Dex 19, Con 14, Int 4, Wis 15, 
  Cha 15
  Base	Atk +6; CMB +8; CMD 16 (can’t 
  be tripped)
  Feats Dodge, Improved Initiative, Skill Focus 
  (Perception), Skill Focus (Stealth), Weapon Finesse
  Skills Climb +5, Perception +16, Stealth +19
  Languages Aklo (speaks through host only)
  SQ freeze, germinate
  ECOLOGY
  Environment temperate or warm forests or urban
  Organization solitary or infestation (2–5)
  Treasure incidental
  SPECIAL	ABILITIES
  Cold	Lethargy	(Ex) A griefgall that takes cold 
  damage is slowed (as per the slow spell) for 
  1d4 rounds.
  Germinate	(Su) Once per day, a 
  parasitizing griefgall can devour its host’s 
  emotions for 1 hour, dealing 2d4 points of 
  Charisma damage. After this psychic 
  feasting, it germinates an attached 
  seedling that must be implanted into a 
  new host within 1 week or perish. A griefgall can have no 
  more than one seedling at a time.
  Parasitize	(Su) As a full-round action that provokes attacks 
  of opportunity, a griefgall can implant itself or a seedling 
  inside an adjacent helpless or willing humanoid’s throat. 
  An implanted seedling becomes a fully grown griefgall in 
  1 minute, during which time the seedling can be removed 
  by a creature other than the target with a successful DC 20 
  Heal check. An implanted griefgall’s filaments infiltrate the 
  host’s nervous system, controlling the host as dominate 
  person. This control is not prevented by protection from evil 
  or similar effects, nor does the host receive saving throws 
  to resist control. Each day, the griefgall deals 1d2 points of 
  Charisma damage to its host by feeding on its emotions. 
  The griefgall shares the same space as its host without 
  detriment to either, uses its flowers to see and hear, and 
  can attack independently of its host, including with its 
  tendrils from within the host’s mouth.
  Area spells affect both the griefgall and the host. An 
  opponent can attack just the griefgall, but takes a –4 
  penalty on the attack roll. If a parasitizing griefgall is slain, 
  its host falls unconscious for 1d4 hours, during which 
  time the griefgall’s filaments wither away, enabling it 
  to be removed without harming the host. Removing it 
  before this occurs requires 1d4 minutes and a 
  successful DC 25 Heal check or the host is 
  permanently paralyzed. 
  Griefgalls are pitiless psychic parasites 
  that feed on emotions. Their bodies 
  appear as tiny, squirming plant pods 
  that closely resemble grubs. Long 
  tendrils sprout from the pod, tipped 
  with thorns that drip a paralytic sap. 
  Shorter, blossoming filaments allow the 
  creatures to see and hear. A griefgall must be 
  implanted into a humanoid, and it quickly 
  grows to full size, but can’t survive more than 
  a week without a humanoid host. It attempts 
  to conceal its body and tendrils within the 
  host’s mouth. By extruding its filaments 
  through the victim’s neck and scalp, it 
  externalizes its sensory organs, disguising 
  them as a flowery headdress or garland 
  entwined with the victim’s hair.
  A griefgall and the other griefgalls 
  that sprout from its seedlings often form 
  twisted family units by congregating in 
  abandoned houses in sprawling urban 
  areas. An elder griefgall, identifiable 
  because it sprouts more and more 
  tendrils as it ages, takes on the 
  role of a matriarch.
  Gremlin, Nuno–Griefgall
  Illustration by Diana Martinez
  133
  
  Grim Reaper
  One bleached-bone hand of this robed, skeletal figure grasps a 
  massive, curved scythe. 
  GRIM	REAPER	
  CR	22
  XP	614,400
  NE Medium undead (extraplanar)
  Init +14; Senses darkvision 60 ft., see invisibility, status sight, 
  true seeing; Perception +6
  Aura misfortune (20 ft.), unnatural aura
  DEFENSE
  AC 39, touch 29, flat-footed 28 (+10 Dex, +1 dodge, +10 natural, 
  +8 profane)
  hp 400 (32d8+256)
  Fort +26, Ref +29, Will +32
  Defensive	Abilities channel resistance +4, death’s grace;  
  DR 10/—; Immune undead traits; SR 33
  OFFENSE
  Speed 60 ft., fly 90 ft. (perfect)
  Melee +5 keen adamantine scythe +40/+40/+35/+30/+25 
  (2d4+18/19–20/×4 plus death strike and energy drain)
  Special	Attacks death strike (DC 34), energy drain (2 levels, 
  DC 34), final death
  Spell-Like	Abilities (CL 20th; concentration +27)
  Constant—haste, see invisibility, true seeing
  At will—call spiritOA (DC 23)
  3/day—finger of death (DC 26), power word kill
  1/day—plane shift (DC 23)
  STATISTICS
  Str 29, Dex 30, Con —, Int 15, Wis 23, Cha 26
  Base	Atk +24; CMB +34; CMD 62
  Feats Cleave, Cleaving FinishUC, Combat Casting, Combat 
  Reflexes, Critical Focus, Dazing AssaultAPG, Furious FocusAPG, 
  Great Cleave, Improved Cleaving FinishUC, Improved Initiative, 
  Power Attack, Staggering Critical, Step Up, Stunning Critical, 
  Tiring Critical, Weapon Focus (scythe)
  Skills Acrobatics +42, Disguise +43, Fly +18, Intimidate +43, 
  Knowledge (planes) +18, Knowledge (religion) +21, Ride +42, 
  Stealth +45
  Languages Celestial, Common, Infernal
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard (+5 keen adamantine scythe, other treasure)
  SPECIAL	ABILITIES
  Death	Strike	(Su)	A grim reaper automatically confirms any 
  critical hit. A creature damaged by a critical hit from a grim 
  reaper must succeed at a DC 34 Fortitude saving throw or be 
  instantly killed. The save DC is Charisma-based.
  Death’s	Grace	(Su)	The dark power stolen from countless souls 
  protects a grim reaper, granting it a profane bonus on all 
  saving throws and to AC equal to its Charisma modifier.
  Final	Death	(Su) A creature killed by a grim reaper can’t be 
  brought back to life by any means short of divine intervention. 
  Misfortune	Aura	(Su) When a living creature attempts an 
  ability check, attack roll, caster level check, skill check, or 
  saving throw within 20 feet of a grim reaper, it must roll two 
  d20s and take the lowest roll before applying any modifiers.
  Status	Sight	(Su) When a grim reaper gazes on a creature, it 
  can see that creature’s emotion aura (Pathfinder RPG Occult 
  Adventures 198) and that creature’s current health and 
  overall well-being. This acts as the status spell, as well as the 
  emotion aura aspect of the analyze auraOA spell. 
  As silent as the grave and as inevitable as time, grim 
  reapers are more akin to forces of nature than individual 
  beings, being nothing less than personifications of grim, 
  violent death. 
  Unlike their lesser kin, grim reapers never work together 
  or with other creatures, save for select ancient dragons and 
  dragon-like undead that sometimes serve these dreaded 
  soul hunters as steeds. This lack of cooperation has led 
  some to speculate that there is only one grim reaper who 
  plagues the multiverse. Others claim that least nine of 
  these creatures stalk the worlds and planes, culling the 
  living as inexplicable servants of true entropy. According 
  to the teaching of some death cults, the final goal of a grim 
  reaper is to end the entire cycle of life and death and to 
  serve as a silent lord of an empty universe.
  Grim reapers are so feared that even most outsiders 
  give them a wide berth. This suits the reapers well, as 
  that means less interference with the harvest of doomed 
  souls. A grim reaper stands approximately 6-1/2 feet tall 
  and weighs about 40 pounds.
  LESSER	DEATH	
  CR	16
  XP	76,800
  NE Medium undead (extraplanar)
  Init +14; Senses darkvision 60 ft., see invisibility, status sight; 
  Perception +6
  Aura misfortune (10 ft.), unnatural aura
  DEFENSE
  AC 31, touch 21, flat-footed 20 (+10 Dex, +1 dodge, +10 natural)
  hp 276 (24d8+168)
  Fort +17, Ref +19, Will +20 
  Defensive	Abilities channel resistance +4; Immune undead 
  traits; SR 27
  OFFENSE
  Speed 60 ft.; air walk
  Melee +2 keen scythe +30/+30/+25/+20/+15 (2d4+14/19 –20/×4 
  plus energy drain)
  Special	Attacks energy drain (2 levels, DC 29)
  Spell-Like	Abilities (CL 16th; concentration +23)
  Constant—air walk, haste, see invisibility
  3/day—call spiritOA (DC 22), slay living (DC 22)
  134
  
  1/day—finger of death (DC 25), plane shift (DC 22)
  STATISTICS
  Str 27, Dex 30, Con —, Int 15, Wis 23, Cha 24
  Base	Atk +18; CMB +27; CMD 47
  Feats Combat Casting, Critical Focus, Dazing AssaultAPG, Furious 
  FocusAPG, Great Fortitude, Improved Initiative, Power Attack, 
  Staggering Critical, Step Up, Stunning Critical, Tiring Critical, 
  Weapon Focus (scythe)
  Skills Acrobatics +34, Disguise +34, Intimidate +34, Knowledge 
  (planes) +14, Knowledge (religion) +17, Ride +34, Stealth +37
  Languages Celestial, Common, Infernal
  ECOLOGY
  Environment any 
  Organization solitary or murder (2–4)
  Treasure standard (+2 keen scythe, other treasure)
  SPECIAL	ABILITIES
  Misfortune	Aura	(Su) When a living creature attempts an 
  ability check, attack roll, caster level check, skill check, or 
  saving throw within 10 feet of a lesser death, it must roll two 
  d20s and take the lowest roll before applying any modifiers.
  Status	Sight	(Su) When a lesser death gazes on a creature, it 
  can see that creature’s emotion aura (Occult Adventures 198) 
  and that creature’s current health and overall well-being. 
  This ability acts as the status spell, as well as the emotion 
  aura aspect of the analyze auraOA spell. 
  Lesser deaths are the weaker cousins of grim reapers. It 
  is whispered among dark cabals and occult fellowships 
  that the first soul unshackled from its mortal coil 
  faced its final judgment with scorn and defiance. This 
  creature was so outraged by the metaphysical order of the 
  multiverse that it became a kind of rogue deity dedicated 
  to the ending of all other lives. Particularly powerful 
  creatures killed by this unforgiving deity become the 
  servants of their slayer, spreading death wherever they 
  wander. The least powerful of these lethal servants are 
  called lesser deaths. 
  The first creators of the decks of many things captured 
  some of these twisted lesser deaths long ago and bound 
  them to those artifacts. This handful of treacherous 
  artifacts calls forth a lesser death instead of a dire 
  wraith when the skull card is drawn. The vast majority 
  of lesser deaths are not bound within artifacts, though, 
  and are free to wander the multiverse, spreading doom 
  wherever possible. Their choices of victims sometimes 
  seem capricious, and have birthed myriad rumors 
  regarding their nature and purpose. Some claim that 
  these creatures serve the whims of a hidden force in 
  the multiverse, while others claim they select their 
  victims according to some dark logic that only they 
  fathom. While these creatures possess a wicked 
  intelligence, they converse with no one and use their 
  haunting rasps only rarely, in mockery of those who 
  would defy them. On rare occasions, a group of these 
  creatures converges and works together to deal death to 
  a particularly powerful foe. When they do, they often 
  come riding advanced albino cauchemars (Pathfinder 
  RPG Bestiary 216) in a terrifying stampede, trampling 
  the life from any who would impede their dread work. 
  A lesser death appears much like a typical grim reaper, 
  though those who have encountered both claim that it’s 
  impossible to mistake one for the other, as lesser deaths 
  lack the hopeless gravity of true grim reapers.
  135
  Grim Reaper
  Illustration by Maichol Quinto
  
  Grimslake
  This maggotlike creature has a long tail covered with frightening 
  hooked suckers.
  GRIMSLAKE		
  CR	6
  XP	2,400
  CE Large aberration (extraplanar)
  Init	+5; Senses	darkvision 60 ft., tremorsense 30 ft.; 
  Perception +13
  DEFENSE
  AC	19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp	68 (8d8+32); fast healing 5
  Fort	+6, Ref	+5, Will	+10
  Defensive	Abilities	slashing scales; Immune	disease; 
  Resist acid 10, fire 10
  OFFENSE
  Speed	20 ft., burrow 20 ft., climb 20 ft.
  Melee	bite +12 (2d6+7 plus grab), sting +12 (1d6+7 plus grab) 
  Space	10 ft.; Reach	10 ft.
  Special	Attacks	constrict (1d6+6), marrow drain, 
  penetrating jaws 
  Spell-Like	Abilities	(CL 6th; concentration +6)
  3/day—death knell (DC 12), ray of exhaustion (DC 13)
  1/day—slow (DC 13)
  STATISTICS
  Str	24, Dex	13, Con	19, Int	6, Wis	14, Cha	11
  Base	Atk	+6; CMB	+14 (+18 grapple); CMD	25 (can’t be tripped)
  Feats	Improved Initiative, Iron Will, Lightning Reflexes, Step Up 
  Skills	Climb +26, Perception +13
  Languages	Abyssal
  ECOLOGY
  Environment	any
  Organization	solitary, pair, or tangle (3–10)
  Treasure	incidental
  SPECIAL	ABILITIES
  Marrow	Drain	(Ex)	A grimslake’s tail is covered with suckers 
  that extend long, thin, razor-sharp tendrils to drill into 
  its victim’s bones, draining them of marrow. As a swift 
  action, a grimslake can drain marrow from a creature it is 
  grappling or from a helpless creature. The victim can resist 
  this painful attack with a successful DC 18 Fortitude 
  save; otherwise, the creature becomes staggered 
  from the horrific agony for 1 round and takes 
  1 point of Constitution drain. The save DC is 
  Constitution-based.
  Penetrating	Jaws	(Su)	A grimslake’s bite attack 
  penetrates cold iron and silver damage reduction.
  Slashing	Scales	(Ex)	The scales running in a line 
  down a grimslake’s back have razor-sharp 
  ridges and spines, and the creature is adept at 
  lashing at attackers with these scales. Any creature 
  that attacks a grimslake with a natural weapon, unarmed 
  strike, or light weapon must succeed at a DC 15 Reflex 
  save or take 1d4 points of slashing damage. The save DC 
  is Dexterity-based.
  The grublike grimslake is commonly found on Abyssal 
  battlefields, where it crawls among the bodies, sucking 
  away marrow and other vital tissues found within the 
  dead. Of course, when fresh carcasses aren’t available, 
  grimslakes eagerly to turn to living victims—they take 
  particular delight in the sound of screams as they feed. 
  While on the Abyss, they often hunt lesser demons, but 
  these semi-intelligent scavengers find mortal humanoids 
  a particular delicacy.
  The hermaphroditic grimslakes use the remnants of 
  their meals as incubators for their eggs. After eating, 
  they fill the drained bodies with their eggs and fertilize 
  them. Then they abandon the eggs to search for new 
  feeding grounds, leaving behind a hideous legacy. Other 
  scavengers instinctively avoid the egg-filled bodies, and 
  10 to 12 days later, the corpses burst open, releasing a 
  mass of grimslakes the length of a human arm. These 
  creatures fall upon each other in a ravenous orgy of 
  cannibalism, growing quickly as they consume their 
  kin until, a few days later, the few surviving, fully grown 
  grimslakes go off in search of new food and incubators.
  In the Abyss, some demon lords use grimslakes to 
  dispose of bodies. Others use them as implements of 
  torture. The worst keep them as food sources—not to eat 
  the grown specimens, but to dine on corpses pregnant 
  with the grimslakes’ seething young.
  Illustration by Damien Mammoliti
  136
  
  Grioth
  This silent batlike humanoid has a long, ratlike tail and four 
  narrow eyes. 
  GRIOTH	
  CR	1
  XP	400
  CE Medium monstrous humanoid 
  Init +4; Senses blindsight 20 ft., see in darkness; Perception +6 
  (+10 in darkness)
  DEFENSE
  AC 14, touch 14, flat-footed 10 (+4 Dex)
  hp 13 (2d10+2)
  Fort +1, Ref +7, Will +6
  Immune cold
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee mwk kukri +3 (1d4+1/18–20 plus 1d4 nonlethal), bite –3 
  (1d6 plus poison)
  Special	Attacks mindshock, psychic weapons
  Psychic	Magic	(Sp) (CL 1st; concentration +2) 
  6 PE—daze monster (2 PE, DC 13), detect magic (0 PE), id 
  insinuation IOA (2 PE, DC 13), mage hand (0 PE), open/close 
  (0 PE)
  STATISTICS
  Str 10, Dex 18, Con 12, Int 13, Wis 13, Cha 11
  Base	Atk +2; CMB +2; CMD 16
  Feats Iron Will
  Skills Fly +9, Knowledge (geography) +3, Perception +6 (+10 in 
  darkness), Sense Motive +3, Stealth +9; Racial	Modifiers 
  +4 Perception in darkness
  Languages Aklo, Grioth; telepathy 30 ft.
  SQ no breath
  ECOLOGY
  Environment any
  Organization solitary, pair, gathering (3–6 plus 1 cleric 
  of 3rd level), or cult (7–20 plus 2–6 clerics of 3rd level, 
  2–4 barbarians of 3rd level, and 1 cleric of 7th level)
  Treasure NPC gear (masterwork kukri, other treasure)
  SPECIAL	ABILITIES
  Mindshock	(Su) Whenever a grioth damages a creature with 
  a psychic weapon, a surge of violent psychic energy pulses 
  into the victim’s body, causing an additional 1d4 points of 
  nonlethal damage. On a confirmed critical hit, this additional 
  nonlethal damage does not increase, but the creature struck 
  must succeed at a DC 13 Will save or become confused for 
  1d2 rounds. This is a mind-affecting effect. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  Poison	(Ex) Bite—injury; save Fort DC 12; frequency 1/round 
  for 6 rounds; effect shaken for 1 round; cure 1 save.
  Psychic	Weapons	(Ex)	A grioth’s weapons are made from a 
  strange metal that causes slashing and piercing weapons to 
  deal 1 additional point of damage and allow the grioth to 
  use its mindshock ability. 
  Grioths inhabit rogue planets cast away from their 
  stars—often, they travel to other worlds via powerful 
  magic portals during eclipses to pillage resources rare on 
  their frozen homeworlds. Many of these evil creatures are 
  known for their devotion to the Outer God Nyarlathotep 
  (whom they worship in his guise as the Haunter of the 
  Dark), and it isn’t uncommon for colonies of grioths to 
  be led by clerics. 
  Grioths speak a language composed of squeaks, clicks, 
  and other nonsensical animal noises—they are capable of 
  speaking other languages, but do so in raspy, dry voices. 
  They favor weaponry crafted from metals that synergize 
  with their psychic powers.
  The grioth race is prone to mutations, their forms 
  twisted by eldritch forces into lumbering giants or 
  deformed horrors. The most powerful of their kind often 
  possess great physical prowess, as well as unique psychic 
  magic or spell-like abilities that aid them in ruling 
  their dark spire cities and in their constant wars against 
  entities even more alien than themselves.
  Grimslake–Grioth
  Illustration by Miguel Regodón Harkness
  137
  
  Illustration by Chris Seaman
  Guardian Scroll
  This innocuous-looking scroll flits about with serpentine grace, 
  baring its razor-sharp edges.
  GUARDIAN	SCROLL		
  CR	3
  XP	800
  N Tiny construct
  Init	+2; Senses	darkvision 60 ft., low-light vision; Perception +0 
  DEFENSE
  AC	15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
  hp	27 (5d10)
  Fort	+1, Ref	+5, Will	+1
  DR	5/magic; Immune	bludgeoning, crushing, and falling 
  damage, construct traits
  Weaknesses	susceptible to 
  mind-affecting effects, 
  vulnerable to fire
  OFFENSE
  Speed	10 ft., fly 40 ft. (perfect)
  Melee	slice +9 (1d4+3 plus 
  1d2 bleed and grab) 
  Space	2-1/2 ft.; Reach	0 ft.
  Special	Attacks	bleed (1d2), 
  constrict (1d4+3), grab 
  (Medium), smothering wrap
  STATISTICS
  Str 14, Dex 15, Con —, Int 4, Wis 10, 
  Cha 12
  Base Atk +5; CMB +5 (+9 grapple); 
  CMD 18
  Feats Dodge, Flyby Attack, 
  Lightning Reflexes
  Skills Acrobatics +4, Fly +20
  Languages Common (can’t speak)
  ECOLOGY
  Environment any
  Organization solitary, pair, or 
  collection (3–6)
  Treasure none
  SPECIAL	ABILITIES
  Smothering	Wrap	(Ex)	When a guardian scroll grapples a 
  creature, it entirely covers its opponent’s head with an airtight 
  grip. A creature grappled by the scroll cannot see, speak, or 
  cast spells with verbal components, and it must hold its breath 
  (see Suffocation on page 445 of the Pathfinder RPG Core 
  Rulebook). Creatures that don’t speak or breathe through their 
  heads aren’t affected in this manner, nor are those blinded 
  who can see through other means. Any attacks targeting a 
  guardian scroll while it’s grappling deal half damage to the 
  scroll and the other half to the grappled creature.
  Susceptible	to	Mind-Affecting	Effects	(Ex)	As an intelligent
   
  construct, a guardian scroll is subject to mind-affecting effects.
  Guardian scrolls are deceptive constructs created from 
  enchanted paper or papyrus, designed to protect the lairs, 
  libraries, and sacred texts of magical practitioners. When 
  an intruder enters a proscribed area or touches a prohibited 
  object without first speaking a password or otherwise 
  signaling permission to enter, the guardian scroll attacks. 
  At rest, guardian scrolls appear identical to any number 
  of different types of magical or nonmagical scrolls. When 
  a guardian scroll becomes active, it rises in the air and 
  unfurls to a length of almost 4 feet. It wafts through the 
  air with casual ease as it approaches its target. When it 
  attacks, it stiffens its edges, making them blade-sharp. It 
  races past its target and draws its entire length across any 
  exposed flesh, leaving a long, deep, and painful slash that 
  bleeds badly afterward. This is not the scroll’s only means 
  of attack, however. It can also wrap itself around a Medium 
  or smaller creature in the blink of an eye, constricting it. 
  While the strength of its constriction is not as intense 
  as that of a giant snake, the guardian scroll 
  is intelligent enough to strategically 
  wrap itself around the face 
  of its target to blind and 
  asphyxiate the creature.
  CONSTRUCTION
  A 
  guardian 
  scroll’s 
  body 
  is usually made of paper 
  crafted from the body of a 
  living, intelligent tree or 
  plant creature; the complex process 
  of extraction normally destroys the 
  creature. For this reason, the creation of 
  a guardian scroll is usually an evil act. A 
  Large or Medium creature can provide 
  more than enough paper to create dozens 
  of guardian scrolls. The paper used for this 
  purpose can also be produced alchemically 
  from normal sources of pulp at greater expense 
  with a successful DC 25 Craft (alchemy) check. The 
  additional price and cost for this alternative process are 
  listed in parentheses in the stat block below. 
  GUARDIAN	SCROLL
  CL 8th; Price 5,000 gp (7,500 gp)
  CONSTRUCTION
  Requirements Craft Construct, bull’s strength, false life, fly, 
  lesser geas, magic weapon, make whole; paper made from an 
  intelligent plant creature that dies or is slain during the paper-
  making process, or a more costly alchemically treated paper; 
  creator must have 5 ranks in Linguistics; Skill Craft (calligraphy) 
  DC 15; Cost 2,500 gp (3,750 gp)
  138
  
  Guardian Scroll–Gunpowder Ooze
  Illustration by Dieter Miller
  Gunpowder Ooze
  This lurching mass of slime and gunpowder leaves a trail of shiny 
  black residue in its wake, and shudders with concussive energy.
  GUNPOWDER	OOZE	
  CR	14
  XP	38,400
  N Large ooze 
  Init +0; Senses Perception –5
  DEFENSE
  AC 9, touch 9, flat-footed 9 (–1 size)
  hp 230 (20d8+140)
  Fort +13, Ref +6, Will +1
  Defensive	Abilities split (slashing or fire, 46 hp); Immune cold, 
  ooze traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee slam +23 (2d6+13 plus grab and gunpowder residue)
  Ranged blast +14 touch (4d6+7 plus gunpowder residue)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks blast, combust, constrict (2d6+13), 
  gunpowder residue
  STATISTICS
  Str 28, Dex 11, Con 24, Int —, Wis 1, Cha 1
  Base Atk +15; CMB +25 (+29 grapple); CMD 35 (can’t be tripped)
  Skills Climb +17
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Blast	(Ex) Once every 1d4 rounds as a swift action, a gunpowder 
  ooze can fire a blast of gunpowder from its body as a ranged 
  touch attack, dealing an amount of damage equal to 4d6 
  + the ooze’s Constitution modifier (+7 for most gunpowder 
  oozes). Any creature struck by this blast is coated in the 
  ooze’s gunpowder residue (Reflex DC 27 
  negates). This attack has a range of 180 
  feet with no range increment. The save DC 
  is Constitution-based.
  Combust	(Ex) Because of its volatile nature, a gunpowder 
  ooze may explode around open flames or sparks. 
  Anytime a gunpowder ooze takes fire damage or 
  damage from a ranged firearm attack, it spontaneously 
  explodes, dealing 10d6 points of fire damage to all 
  creatures and objects in a 30-foot cone facing the damage 
  source that ignited the ooze (Reflex DC 27 half). If there is 
  no method of determining the damage source’s direction 
  (such as a burst or spread centered on the ooze), the 
  ooze instead combusts in a 15-foot-radius burst. A 
  gunpowder ooze that combusts splits automatically. 
  The save DC is Constitution-based.
  Gunpowder	Residue	(Ex) Whenever a gunpowder ooze 
  successfully strikes a creature with its blast or slam attack, 
  the target must succeed at a DC 27 Reflex save or be coated 
  in sticky gunpowder residue. Though the residue is not 
  harmful in itself, if a creature covered in the residue uses a 
  firearm, wields any weapon capable of dealing fire damage, 
  takes fire damage from any source, or is exposed to a 
  suitable spark, the residue immediately ignites and explodes, 
  dealing 5d6 points of fire damage to the creature. Creatures 
  adjacent to the exploding creature take half damage (which 
  can be halved again with a successful DC 27 Reflex save). 
  Gunpowder residue remains flammable for 24 hours, until 
  it is ignited, or until it is scrubbed away (which requires 
  soap, water, and at least 1 hour of bathing and washing). A 
  creature can be covered in only up to one layer of gunpowder 
  residue at a time. The save DC is Constitution-based.
  Common where wild magic and gunpowder are prevalent, 
  gunpowder oozes are the combination of these two 
  dangerous and unpredictable elements. 
  ADMIXTURE OOZE
  Sometimes, when gunpowder mixes with unpredictable 
  wild magic and alchemy (a frequent pairing in places where 
  alchemical cartridges are common), an admixture ooze 
  arises. These oozes include additional horrifying elements 
  that were not present in their parent substances. An 
  admixture ooze has the advanced simple template, as well as 
  a unique ability depending on its alchemical admixture. For 
  instance, an admixture ooze with the power of an entangling 
  shot cartridge entangles foes with its slam attack (Reflex DC 
  27 negates), whereas flare cartridge oozes can emit blinding 
  flashes as a free action, dazzling sighted creatures within 20 
  feet for 1d6 minutes (Fortitude DC 27 negates). 
  139
  
  Hag Eye Ooze
  A single eye stares unblinking from an amorphous blob. A 
  transparent pseudopod extends from the mass.
  HAG	EYE	OOZE		
  CR	3
  XP	800
  N Small ooze
  Init	–5; Senses	blindsight 60 ft.; Perception –5
  DEFENSE
  AC	6, touch 6, flat-footed 6 (–5 Dex, +1 size)
  hp	38 (4d8+20)
  Fort	+6, Ref	–4, Will	–4
  Immune	acid, cold, ooze traits; Resist	fire 5
  OFFENSE
  Speed	20 ft., climb 20 ft.
  Melee	slam +8 (1d6+6 plus paralysis)
  Special	Attacks	paralysis (1d4 rounds, DC 17), spell channel 
  STATISTICS
  Str	18, Dex	1, Con	20, Int	—, Wis	1, Cha	1
  Base	Atk	+3; CMB	+6; CMD	11 (can’t be tripped)
  Skills	Climb +10
  SQ	suction, transparent
  ECOLOGY
  Environment	temperate marshes or underground 
  Organization	solitary
  Treasure	none
  SPECIAL	ABILITIES
  Spell	Channel	(Su)	A hag creator of a hag eye ooze can see 
  through the ooze’s embedded eye as if it were one of her 
  own. This ability requires that the hag creator and the hag 
  eye ooze be on the same plane in order to function. If the hag 
  that created the hag eye ooze is part of a coven, the following 
  spells have a 5% chance per caster level of operating through 
  a hag eye ooze: detect chaos, detect evil, detect good, detect 
  law, detect magic, message, read magic, and tongues. A non-
  hag that controls a hag eye ooze can’t cast spells through the 
  ooze, nor can it see through the creature’s eye.
  Suction	(Ex)	A hag eye ooze can create a powerful suction 
  against any surface it climbs, allowing it to cling to inverted 
  surfaces with ease. It can establish or release suction as a 
  swift action, and as long as it is using suction, it moves 
  at half speed. Because of the suction, a hag eye ooze 
  gains a +10 bonus to its CMD to resist bull rush attempts, 
  awesome blow attempts, and other attacks and effects 
  that attempt to physically move it from its location.
  Transparent	(Ex)	A hag eye ooze is difficult to discern 
  from its surroundings in most environments. A 
  successful DC 20 Perception check is required 
  to notice a hag eye ooze. Any creature 
  that fails to notice it and walks into it 
  automatically suffers damage as if struck 
  by the hag eye ooze’s slam attack.
  Some hags create hag eye oozes to serve as scouts and spies, 
  favoring them over humanoid servants due to the ease with 
  which they can be controlled. With hag eye oozes’ ability 
  to blend in and climb nearly any surface, they are ideal for 
  patrolling the hag’s lair and territory. Hag eye oozes seem 
  to be imbued with a sliver of caution, watching intruders 
  from a distance and avoiding combat unless directed to 
  attack. Once given a command, these creatures mindlessly 
  pursue their goals.
  Hag eye oozes can sometimes grow larger than 5 cubic feet, 
  though most are smaller, taking up roughly half that space.
  CONSTRUCTION
  Creating a hag eye ooze requires a strange blend of 
  cooking and dark rituals that takes 2 weeks. For each 
  additional member of a coven involved in the process, the 
  creation time is lessened by 2 days, to a minimum of 3 
  days. During this period, the creator must add various 
  ingredients to a brewing cauldron. The hag must consult 
  strange texts and foul recipes to assure proper creation. If 
  she misses a step or poorly measures a reagent, the necessary 
  arcane energies to create the hag eye ooze do not bind to 
  the creature’s nascent form. If successful, the hag then 
  begins a 24-hour ritual, during which she must bombard 
  the brewing cauldron with spells. This spellcasting ritual 
  culminates in the addition of a hag’s eye—preferably from 
  the creator herself. If the ritual is successful, the hag eye 
  ooze animates fully formed and able to serve as a minion. 
  The hag eye ooze is under the control of its creator, but in 
  cases where a coven takes part in creating the ooze, the hag 
  that supplied the eye controls the creature.
  Illustration by Jason Rainville
  140
  
  Heikegani
  The carapace of this large crab resembles a scowling face, its eyes 
  seething with an ancient fury.
  HEIKEGANI	
  CR	4
  XP	1,200
  NE Small aberration (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +10 
  Aura unnatural aura (30 ft., DC 14)
  DEFENSE
  AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)
  hp 42 (5d8+20)
  Fort +5, Ref +2, Will +6
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +9 (1d3+4 plus grab) or
  dagger +8 (1d3+4/19–20), claw +4 (1d3+2 plus grab)
  Ranged dagger +5 (1d3+4/19–20)
  Special Attacks challenge (2/day), constrict (1d3+4), grab 
  (Medium), intimidating glare
  STATISTICS
  Str 18, Dex 13, Con 18, Int 9, Wis 14, Cha 7
  Base Atk +3; CMB +6 (+10 grapple); CMD 17 (25 vs. trip)
  Feats Power Attack, Skill Focus (Intimidate), Weapon Focus (claw)
  Skills Intimidate +9, Knowledge (nobility) +4, Perception +10, 
  Swim +18
  Languages Common (can’t speak)
  ECOLOGY
  Environment any coastlines
  Organization solitary or guard (3–7)
  Treasure none
  SPECIAL	ABILITIES
  Challenge	(Su) Two times per day as a 
  swift action, a heikegani can challenge a foe to combat. 
  Until either that foe is rendered unconscious, or the combat 
  ends, the heikegani gains a +4 bonus on damage rolls 
  against that enemy, and takes a –2 penalty to AC except 
  against attacks made by the challenged foe. The heikegani 
  gains DR 2/— against attacks made by the target of 
  its challenge.
  Intimidating	Glare	(Ex) As a full-round action, 
  a heikegani can stand on its rear legs and 
  display its facelike carapace, snapping 
  its pincers in a threatening display. The 
  heikegani can attempt an Intimidate 
  check to demoralize all foes within 30 
  feet that can see its display, as if it had 
  used the Dazzling Display feat. It doesn’t 
  take penalties on this check for being smaller 
  than its targets.
  Memory	of	Honor	(Su) Once per day when the heikegani is 
  about to attempt a saving throw or skill check, it can call 
  upon the resolve it held to in its prior life, gaining a +4 bonus 
  on the roll. The heikegani must decide to use this ability 
  before the roll is made.
  Samurai are renowned for their resolve, but sometimes a 
  samurai becomes so obsessed with her purpose that her soul 
  can’t depart from the Material Plane upon her death. Unable 
  to seek eternal rest, and unwilling to become undead in the 
  pursuit of vengeance, the samurai’s soul instead finds a 
  suitable host in which to continue its existence. A heikegani 
  is the effect of such a joining: a tragic, furious symbiosis of 
  the soul of a dead samurai and the body of a crustacean. This 
  usually occurs when the samurai dies near a crab habitat 
  and her soul imprints upon a newly hatched crab zoea. 
  Magic is always involved, either because the death happened 
  in a high-magic environment or because the samurai was 
  dealt a magical deathblow. A heikegani is especially vicious 
  when young, and kills other crabs and marine creatures it 
  encounters until it develops the ability to travel onto land. 
  Each time the heikegani molts, its new shell comes to more 
  closely resemble an angry demonic face.
  The soul of a heikegani has very few of its memories from 
  life, but retains its single-minded sense of purpose and 
  honor, and is quick to challenge those it meets to mortal 
  combat. A heikegani believes it has been reincarnated, but 
  in reality it never passed on to be judged. The unnatural 
  genesis of a heikegani causes it great agony, and the 
  dangerous crustacean scuttles along the shores, seeking 
  foes that it can defeat in honorable combat so its soul can 
  finally be put to rest.
  Hag Eye Ooze–Heikegani
  Illustration by Jim Nelson
  141
  
  House Spirit
  These sometimes-helpful fey creatures known as house 
  spirits bind themselves to rural families and live among 
  them. Some bear a resemblance to the family’s ancestors, 
  a similarity that grows more obvious the longer they 
  remain in the family’s service. House spirits use their 
  compression ability and invisibility to stay out of the 
  sight of those among whom they live. 
  DOMOVOI
  Barely knee-high, this small creature looks like a hairy old man 
  with more beard than flesh.
  DOMOVOI		
  CR	3
  XP	800
  CG Tiny fey
  Init +6; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+2 Dex, +1 dodge, +2 natural, 
  +2 size)
  hp 27 (5d6+10)
  Fort +3, Ref +6, Will +5
  DR 5/cold iron; SR 14
  OFFENSE
  Speed 20 ft.
  Melee club +4 (1d3)
  Special Attacks telekinesis
  Spell-Like	Abilities (CL 5th; concentration +7)
  At will—invisibility, lullaby (DC 12), mage hand, mending, 
  prestidigitation
  3/day—reduce person (DC 13), sleep (DC 13)
  1/week—augury
  STATISTICS
  Str 10, Dex 15, Con 14, Int 9, Wis 13, Cha 15
  Base Atk +2; CMB +2; CMD 13
  Feats Dodge, Improved Initiative, Mobility
  Skills Acrobatics +7, Bluff +8, Diplomacy +8, Handle Animal +7, 
  Knowledge (local) +4, Perception +7, Sense Motive +7, 
  Stealth +17
  Languages Common, Sylvan
  SQ change shape (cat or dog; beast shape I), compression
  ECOLOGY
  Environment any land
  Organization solitary or gathering (2–6)
  Treasure none
  SPECIAL	ABILITIES
  Telekinesis	(Su) A domovoi defends itself and its home 
  through telekinesis. This ability functions as the spell 
  telekinesis, usable at will, with a caster level equal to 
  the domovoi’s Hit Dice (CL 5 for most domovoi). A typical 
  domovoi has a ranged attack roll of +5 when using 
  telekinesis to hurl objects or creatures, and can use the 
  ability on objects weighing up to 50 pounds. If a domovoi 
  attempts to hurl a creature with this ability, that creature can 
  resist the effect with a successful DC 14 Will save. The save 
  DC is Charisma-based.
  The work never ends for those who live on farms or in 
  small villages, and the wise often seek the aid of the fey folk 
  while pursuing their daily chores. A family might leave a 
  piece of bread under the stove or an old boot in the closet 
  to attract a domovoi to their home. Domovoi help with 
  small tasks like churning butter and mending clothes, but 
  mostly protect the home from intruders and misfortune. 
  These helpful fey can also tell the fate of the family they 
  protect, but grow annoyed when asked to do so too often. 
  A domovoi appears as small, old man no more than 2 feet 
  tall, covered in hair and with a long, shaggy beard. 
  DVOROVOI
  A wild mop of hair tops this small humanoid creature’s head. It 
  has prominent gleaming eyes and a toothy grin.
  DVOROVOI		
  CR	4
  XP	1,200
  CN Small fey
  Init +3; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 38 (7d6+14)
  Fort +4, Ref +8, Will +6
  DR 5/cold iron; SR 15
  OFFENSE
  Speed 30 ft.
  Melee pitchfork +8 (1d8+6)
  Ranged pitchfork +7 (1d8+6)
  Spell-Like	Abilities (CL 6th; concentration +9)
  Constant—speak with animals
  At will—charm animal (DC 14), hide from animals, invisibility
  3/day—breakAPG (DC 14), reduce person (DC 14)
  1/day—entangle (DC 14)
  STATISTICS
  Str 19, Dex 16, Con 14, Int 9, Wis 13, Cha 16
  Base Atk +3; CMB +4; CMD 17
  Feats Catch Off-Guard, Combat Reflexes, Throw Anything, Two-
  Handed ThrowerUC
  Skills Acrobatics +10, Bluff +10, Diplomacy +9, Handle Animal +13, 
  Knowledge (nature) +5, Perception +9, Sense Motive +6, 
  Stealth +16, Survival +3; Racial	Modifiers +4 Handle Animal
  Languages Common, Sylvan; speak with animals
  SQ compression, oversized weapons, wild empathy +18
  ECOLOGY
  Environment any land
  Organization solitary or gathering (2–6)
  Treasure none
  142
  
  House Spirit
  Illustration by Kent Hamilton
  SPECIAL	ABILITIES
  Oversized	Weapons	(Ex) A dvorovoi can wield weapons sized 
  for Medium creatures without penalty.
  Wild	Empathy	(Ex) This ability works like the druid ability of 
  the same name. The dvorovoi’s total bonus includes a +8 
  racial bonus.
  Just as domovoi protect the home, dvorovoi protect 
  villagers’ yards and pastures. Intrigued by tales of the 
  creatures’ guardianship, some farmers lure dvorovoi to 
  their fields by leaving offerings of bread, sheep’s wool, 
  or shiny trinkets. When the owner of a farmstead with a 
  dvorovoi purchases a new animal, he leads it through the 
  yard to introduce it to the dvorovoi, hoping to gain the fey 
  creature’s approval of the new livestock.
  Though undeniably useful to have around for feeding 
  the cattle and keeping predators away from flocks, 
  dvorovoi can be capricious. Dvorovoi despise any white 
  animal, and will never tolerate a white-furred horse or cow 
  in their presence. For unknown reasons, dvorovoi don’t 
  hold this same grudge toward white chickens.
  OVINNIK
  Covered in sleek black fur, this vaguely feline humanoid holds 
  flickering flames in its clawed hand.
  OVINNIK		
  CR	2
  XP	600
  CN Tiny fey
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 
  size) 
  hp 22 (4d6+8)
  Fort +3, Ref +7, Will +6
  DR 2/cold iron; Resist fire 5
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee 2 claws +7 (1d3+1)
  Special Attacks luck touch, sneak attack +1d6
  Spell-Like	Abilities (CL 4th; concentration +7)
  At will—daze (DC 13), produce flame
  1/month—divination 
  STATISTICS
  Str 12, Dex 17, Con 15, Int 9, Wis 14, Cha 16
  Base Atk +2; CMB +3; CMD 14
  Feats Go UnnoticedAPG, Weapon Finesse
  Skills Acrobatics +8, Climb +11, Escape Artist +10, Intimidate +5, 
  Knowledge (local) +4, Knowledge (nature) +4, Perception +9, 
  Stealth +18 
  Languages	Common, Sylvan
  SQ compression
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Luck	Touch	(Su) With a claw attack or touch attack, an ovinnik 
  can alter a creature’s luck. If the target fails a DC 14 Will 
  save, it either gains a +4 bonus or takes a –4 penalty (the 
  ovinnik’s choice) on its next three d20 rolls. The target 
  can choose to automatically fail the saving throw, but must 
  choose before it knows whether the touch will be beneficial 
  or harmful. The save DC is Charisma-based.
  Ovinniks make their homes in granaries and drying 
  houses. These thin, sleek, black-furred humanoids stand 
  only a foot high. Their eyes and features seem catlike, 
  but they bark like dogs to scare away thieves. No one 
  knows why an ovinnik chooses to take up residence in a 
  particular farm’s threshing house, and few would call on 
  them willingly. A wise farmer placates resident ovinniks 
  with frequent gifts of warm milk, pancakes, or dead 
  roosters. By tradition, before the new year, farmers and 
  their families go to the granary to learn their fates for the 
  future. The ovinnik touches each of them in turn. If the 
  ovinnik’s touch is warm, the person will have good luck; if 
  cold, she will suffer terrible misfortune in the days ahead.
  143
  
  Hundun
  The wrinkled, blotchy skin of this giant hangs from its body like 
  hooded robes, masking its face.
  HUNDUN	
  CR	21
  XP	409,600
  CE Large aberration (chaotic, extraplanar)
  Init +10; Senses blindsense 300 ft., detect law; Perception +36
  DEFENSE
  AC 37, touch 23, flat-footed 31 (+8 deflection, +6 Dex, +14 natural, 
  −1 size)
  hp 364 (27d8+243)
  Fort +18, Ref +23, Will +21
  Defensive	Abilities entropic mind, evasion, negative energy 
  affinity, spacetime shifting; DR 15/lawful and piercing; 
  Immune aging effects, cold, disease, mind-affecting effects, 
  petrification, poison; Resist fire 30; SR 32
  OFFENSE
  Speed 60 ft.; air walk
  Melee unarmed strike +32/+32/+27/+27/+22/+22/+17 
  (4d8+12/19–20 plus 1d6 negative energy)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks befuddling strike (6/day, DC 29), punishing 
  kick (6/day, DC 29), strange attractor
  Spell-Like	Abilities (CL 21st; concentration +29)
  Constant—air walk, detect law
  At will—chaos hammer (DC 22), dimension door, enervation, 
  greater dispel magic, mass inflict moderate wounds 
  (DC 24), plane shift (DC 23)
  3/day—quickened dimension door, disintegrate (DC 24), 
  quickened mass inflict moderate wounds (DC 24), word 
  of chaos (DC 25)
  1/day—orb of the void UM (DC 26)
  STATISTICS
  Str 34, Dex 22, Con 29, Int 18, Wis 23, Cha 27
  Base	Atk +20; CMB +33; CMD 57
  Feats Befuddling StrikeACG, Blind-Fight, Combat Reflexes, 
  Dimensional AgilityUC, Dimensional AssaultUC, Dimensional 
  DervishUC, Greater Blind-FightAPG, Improved Blind-FightAPG, 
  Improved Critical (unarmed strike), Improved Initiative, 
  Improved Unarmed StrikeB, Punishing KickAPG, Quicken Spell-
  Like Ability (dimension door), Quicken Spell-Like Ability (mass 
  inflict moderate wounds), Weapon Focus (unarmed strike)
  Skills Acrobatics +36, Climb +30, Escape Artist +36, Intimidate 
  +38, Knowledge (planes) +22, Perception +36, Sense Motive 
  +27, Spellcraft +22, Stealth +32, Swim +30
  Languages Abyssal, Aklo, Protean (can’t speak any languages); 
  telepathy 300 ft.
  SQ faceless, no breath
  ECOLOGY
  Environment any (Abyss, Limbo, or Negative Energy Plane)
  Organization solitary, pair, or mob (3–5)
  Treasure none
  SPECIAL	ABILITIES
  Entropic	Mind	(Ex) A hundun’s mind is a maelstrom of utter 
  chaos. A hundun is immune to mind-affecting effects, and any 
  creature that attempts to affect a hundun with a mind-affecting 
  effect gains 1d4 temporary negative levels (Will DC 31 negates) 
  from entropic feedback. These negative levels disappear 
  automatically after 8 hours. The save DC is Charisma-based.
  Faceless	(Ex) A hundun has no eyes, but detects infinitesimal 
  gravitic distortions through its skin, gaining blindsense 300 
  feet. A hundun is blind and deaf, and is immune to effects 
  that depend on sight or hearing. It subsists on negative 
  energy and doesn’t breathe, eat, or drink.
  Spacetime	Shifting	(Ex)	Reality constantly reconfigures in the 
  vicinity of a hundun, correcting the paradoxes the creature’s 
  existence in space and time generates. This causes all attacks 
  against the hundun to suffer a 20% miss chance, and grants 
  the hundun a deflection bonus to AC and a racial bonus on 
  Reflex saves equal to its Charisma modifier.
  Strange	Attractor	(Sp) A hundun can activate or deactivate 
  the stafflike strange attractor it carries as a free action. 
  While active, a strange attractor hovers in place, and the 
  hundun can mentally move it up to 60 feet through space 
  as a move action, to a maximum range of 300 feet. If it 
  enters a space with a creature, it stops moving for the 
  round and that creature must attempt a DC 31 Will saving 
  throw. The creature falls unconscious for 1 round if it fails 
  this save, or is nauseated for 1 round if it succeeds. The 
  space around an active strange attractor twists and warps, 
  trapping creatures within its gravity well. This functions 
  like repulsion but in reverse: creatures within 60 feet 
  attempting to move away from it are prevented from doing 
  so, wasting their move actions (Reflex DC 31 negates). 
  Lawful creatures beginning their turn within 60 feet of an 
  active strange attractor are nauseated for 1 round (Will 
  DC 31 negates). Nausea caused by a strange attractor is a 
  mind-affecting effect. Creatures with the chaotic subtype 
  are immune to all effects of the strange attractor. The save 
  DCs are Charisma-based.
  A strange attractor can’t be attacked or harmed by 
  physical attacks, but disintegrate, mage’s disjunction, a 
  sphere of annihilation, or a rod of cancellation affect it. A 
  strange attractor’s touch AC is 18 (+8 deflection), and attacks 
  against it suffer a 20% miss chance. If a hundun’s strange 
  attractor is destroyed, the hundun can create a new one 
  after 1d8 hours of uninterrupted meditation. If a hundun is 
  slain, its strange attractor disappears. 
  Unarmed	Strikes	(Ex)	A hundun’s unarmed strikes deal 4d8 
  points of damage, and function as chaotic, magic, and 
  adamantine weapons for the purpose of overcoming damage 
  reduction. A hundun can make a flurry of blows attack with 
  its unarmed strikes as a 20th-level monk, without increasing 
  its base attack bonus or taking the –2 penalty on attack rolls. 
  144
  
  This ability also grants the hundun the befuddling strikeAPG 
  rogue talent and the punishing kick hungry ghost monkAPG 
  class feature.
  In the nightmare dimensions of unreality beyond space 
  and time, the power of alien Gods is sufficient to give life 
  to intention. Hunduns are the incarnation of the desire to 
  reduce the multiverse to a space filled with nothing but 
  randomly fluctuating energy fields and gravitic curvatures. 
  Hunduns are primordial alien monks who embody aspects 
  of the gaping, formless void that preceded the creation of 
  the multiverse. They are out of step with reality, which 
  accommodates their individual existences as intractable 
  errors that must be continually accounted 
  for yet that can never fully be corrected. 
  These bizarre aberrations of life are 
  sustained by negative energy—life’s 
  antithetical force—yet they are not 
  undead, nor do they differentiate 
  between the living and the unliving 
  in the pursuit of their purpose. Few 
  beings can exist on the Negative 
  Energy Plane for long, making the 
  hunduns, who often make their homes 
  there, something of an anomaly. Some 
  scholars speculate that early hunduns 
  came to the Negative Energy Plane 
  as explorers, and remained there, 
  addicted to the mixture of pain and 
  euphoric release caused by the effects 
  of negative energy on their skin. 
  Hunduns are tireless antagonists 
  of archons, asuras, axiomites, devils, 
  inevitables, kytons, and other exemplars 
  of law. They oppose any effort to impose 
  or maintain discipline, structure, or 
  regulation. They loathe and undermine 
  the prospect of peace or tranquility, 
  and relish confusion, disorder, and 
  destruction. Though these attitudes 
  would seem to make them ideological 
  allies of the proteans, hunduns hold 
  those creatures in contempt, caring 
  nothing for that race’s strange religion, 
  nor the spontaneous, ephemeral acts 
  of creation in which proteans delight. 
  Hunduns believe that the freedom and 
  truth of pure entropy are preferable to 
  the artificial illusions of structure, 
  and they seek to spread this brand of 
  enlightenment to others as part of 
  their goal to free all creation from 
  order’s fetters.
  Hunduns appear as gigantic humanoids with faces 
  hidden by voluminous, hooded robes made out of their 
  own wrinkled skin. In truth, their faces are not hidden, 
  for they are faceless; the interiors of their hoods are just 
  filled with more folds of skin. They carry staff-like objects 
  known as strange attractors, which appear as different 
  things to different observers but always as something 
  that causes some form of revulsion or nausea: a shaft of 
  knotted intestines and vital organs, studded with colored, 
  weeping eyes; a polished metallic rod on which distorted 
  reflections of the observer indulge in extreme self-harm; a 
  column of darkness in which worlds spiral toward a black 
  heart that snuffs out the life on them. These implements 
  are not artificial objects, but part of a hundun’s body. 
  As well as being weapons and snares, they are methods 
  of reproduction. Two hunduns can bring their strange 
  attractors together, causing them to merge into an egg-
  shaped object under the control of one of the parents; the 
  other parent must create a new strange attractor. This 
  ovoid is still a strange attractor in all respects save for its 
  shape, but if it is moved, the development of the embryonic 
  hundun within must begin anew. The gestation of the 
  new hundun takes many years. When the egg hatches, the 
  strange attractor is destroyed and a fully formed hundun 
  emerges. Reproduction between hunduns doesn’t 
  involve any sort of love or even affection. Rather, the 
  two hunduns feel a premonition that another 
  hundun will be needed to fight order in the 
  future, then meet and breed wordlessly.
  Hunduns can be found floating in 
  the Negative Energy Plane or within 
  stable voids in the planes of chaos, 
  meditating on ways to corrupt 
  universal truths and undermine the 
  laws of nature on a cosmic scale—
  anything they can exploit to trigger 
  the collapse and implosion of entire 
  dimensions or planes of existence. Though 
  they spend the majority of their time in 
  solitary contemplation or action, hunduns 
  sometimes gather to oppose forms of creation 
  or manifestations of law that require greater 
  numbers to counteract. The creatures 
  come together spontaneously, 
  drawn by an innate sensitivity 
  to the structuring forces that 
  operate on reality.
  Hunduns stand around 10 
  feet tall, yet weigh only about 700 
  pounds. Sustained entirely by negative 
  energy, hunduns never eat or rest and are 
  immune to aging; they are effectively immortal 
  and die only through violence.
  Hundun
  Illustration by Wayne England
  145
  
  Ichthyocentaur
  This creature has an athletic human torso from the waist up, but its 
  lower body consists of two hoofed forelegs trailing into a finned tail.
  ICHTHYOCENTAUR	
  CR	5
  XP	1,600
  N Large monstrous humanoid (aquatic)
  Init +3; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +5 natural, 
  –1 size)
  hp 59 (7d10+21)
  Fort +5, Ref +8, Will +8
  OFFENSE
  Speed 5 ft., swim 60 ft.
  Melee mwk harpoon +12/+7 (1d8+6/×3), 2 hooves +5 (1d6+2)
  Ranged mwk harpoon +11 (1d8+4/×3) or
  javelin +9/+4 (1d6+4)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks pounce
  STATISTICS
  Str 18, Dex 17, Con 16, Int 13, Wis 16, Cha 15
  Base	Atk +7; CMB +12; CMD 26
  Feats Dodge, Mobility, Quick Draw, Weapon Focus (harpoon)
  Skills Diplomacy +7, Intimidate +10, Knowledge (nature) +6, 
  Perception +11, Perform (wind instruments) +7, Survival +11, 
  Swim +20
  Languages Aquan, Common, Sylvan
  SQ amphibious, undersized weapons
  ECOLOGY
  Environment temperate oceans or coastlines
  Organization solitary, pair, band (3–6), or school (7–20 plus 3 
  huntersACG of 2nd level and 1 spellcaster mentor of 7th level)
  Treasure standard (mwk harpoonUE, 6 javelins, other treasure)
  SPECIAL	ABILITIES
  Pounce	(Ex) An ichthyocentaur can use its pounce ability only 
  while swimming.
  Ichthyocentaurs, hybrids of hippocampi and more 
  common merfolk, possess a culture that centers around 
  communal growth fostered by mentoring and trading 
  knowledge, songs, and services with small communities 
  of the sea and coast. They idolize both memorable courage 
  and wise stewardship. Ichthyocentaur warriors are known 
  to challenge adventurers simply as a test of mettle and to 
  offer guidance to respectful opponents whether the fight 
  is lost or won. The leaders of ichthyocentaur tribes are 
  usually bards, clerics, or oracles.
  Most ichthyocentaurs are nomads, migrating across 
  coastlines and sea lanes along ancient routes and largely 
  living off what they catch. They prefer to avoid larger 
  civilizations for fear of conquest but often form mutually 
  beneficial arrangements with tritons, coast-dwelling 
  satyrs, and insular coastal elf communities. Elder 
  members of the tribe often seek out powerful magical 
  beings such as seilenoi (see page 224) and sphinxes from 
  which to learn. Most ichthyocentaurs worship deities of 
  nature, beauty, and passion, as well as godlike elder fey.
  An ichthyocentaur’s humanoid torso generally has 
  features reminiscent of those common in nearby human 
  societies and skin tanned by the sun. They use armor when 
  hunting or fighting but wear little else aside from a few 
  pieces of meaningful jewelry, often fashioned from sea 
  creatures like crabs (whose claws are favored for circlets).
  Although they are amphibious and often form 
  relationships with terrestrial creatures, ichthyocentaurs 
  are only able to move on land with difficulty and rarely 
  travel out of sight of the water. They determine their 
  carrying capacity as if they were a quadruped despite 
  having only two legs.
  An average ichthyocentaur stands just over 5 feet tall 
  when propped up by its legs and tail, is nearly 15 feet 
  long from head to tail tip, and 
  weighs over 1,700 pounds, but 
  tribes from different areas 
  vary significantly in build 
  and size.
  Illustration by Ben Wootten
  146
  
  Isonade
  This massive horror looks like a shark protected by a crab carapace, 
  with a tail, flanks, and pectoral fins covered in cruel hooks.
  ISONADE	
  CR	15
  XP	51,200
  CE Gargantuan magical beast (aquatic)
  Init +1; Senses darkvision 120 ft., keen scent; Perception +28
  DEFENSE
  AC 28, touch 8, flat-footed 26 (+1 Dex, +1 dodge, +20 natural, 
  –4 size)
  hp 230 (20d10+120)
  Fort +18, Ref +13, Will +13
  SR 26
  OFFENSE
  Speed swim 100 ft.
  Melee bite +29 (2d8+12 plus grab), 2 fins +28 (2d8+12 plus grab), 
  tail slap +23 (2d8+6 plus grab)
  Space 20 ft.; Reach 20 ft. (30 ft. with tail slap)
  Special Attacks capsize, fast swallow, hooked appendages, 
  swallow whole (3d6 bludgeoning damage, AC 20, 23 hp)
  STATISTICS
  Str 34, Dex 13, Con 22, Int 13, Wis 20, Cha 9
  Base Atk +20; CMB +36 (+40 drag, grapple); CMD 48 (50 vs. drag)
  Feats Combat Expertise, Dodge, Greater DragAPG, Improved 
  DragAPG, Improved Vital Strike, Iron WillB, Mobility, Skill Focus 
  (Stealth), Spring Attack, Vital Strike, Weapon Focus (bite)
  Skills Perception +28, Stealth +18 (+28 in deep water), Swim +43; 
  Racial Modifiers +10 Stealth in deep water
  Languages Aquan, Common
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Hooked Appendages (Ex) 
  An isonade gains a +4 
  circumstance bonus on 
  combat maneuver checks 
  to grapple. When using 
  the Spring Attack feat, an 
  isonade can attempt a grapple 
  or drag combat maneuver in 
  place of its melee attack.
  The dreaded isonade is a silent 
  killer. Many a sailor has spotted a 
  dark shape in the waters below, only 
  to turn around in time to see his mate 
  being dragged overboard, impaled on a spiny tail. 
  A ship’s captain who plans to sail through an isonade’s 
  waters often takes on extra crew, knowing that at least a 
  few crew members might simply disappear over the side 
  before they reach port. Though few alive have ever seen 
  the monster’s full body, a great many sailors have caught a 
  glimpse of its hooked carapace as it drags a skewered sailor 
  down to the inky depths.
  Mercifully, isonades spend much of their existence in 
  hibernation. When an isonade is preparing to hibernate, 
  the population in its area of the ocean drops drastically 
  while the beast consumes huge quantities of food. Though 
  an isonade will eat just about anything that bleeds, it favors 
  massive beasts to minimize time spent hunting—such 
  as giant squid or whales—though it will resort to eating 
  hundreds of fish once larger prey grow scarce. It’s also 
  intelligent enough to know that a seafaring vessel contains 
  a large quantity of warm and screaming snacks all isolated 
  in one convenient place. An isonade can hibernate for 
  hundreds of years, waking only when its vast store of food 
  has been exhausted or when startled by a natural disaster, 
  such as an earthquake or volcanic eruption.
  Because of this long hibernation, rumors of isonades 
  are often exaggerated and relegated to myth, making their 
  exact territories hard to predict when they awaken once 
  again. The isonade’s eating cycle provides indicators of 
  its return. An abundance of fish in a region can signal a 
  hungry isonade’s territory, as sudden explosions in the 
  fish population sometimes occur when these beasts begin 
  devouring the region’s larger predators. An isonade shakes 
  off its torpor by eating the large, slow animals in the 
  depths, but inevitably circles upward as its appetite grows.
  An isonade can live for over 10,000 years, and can 
  grow to over 70 feet in length. An adult isonade weighs 
  approximately 300,000 pounds.
  Ichthyocentaur–Isonade
  Illustration by Jim Nelson
  147
  
  Karkadann
  A single wicked horn grows from the forehead of this stocky, oryx-
  like creature.
  KARKADANN	
  CR	4
  XP	1,200
  N Large magical beast 
  Init +2; Senses darkvision 60 ft., detect evil, detect good, low-
  light vision, scent; Perception +10
  DEFENSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 42 (5d10+15)
  Fort +7, Ref +6, Will +6
  Immune disease, poison; Resist fire 5
  OFFENSE
  Speed 50 ft.
  Melee gore +8 (1d8+4), 2 hooves +6 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 2d8+8)
  Spell-Like	Abilities (CL 9th; concentration +14)
  Constant—detect evil, detect good
  3/day—cause fear (DC 16)
  1/day—dimension door, neutralize poison (DC 19)
  STATISTICS
  Str 18, Dex 15, Con 16, Int 11, Wis 17, Cha 20
  Base Atk +5; CMB +10; CMD 22 (26 vs. trip)
  Feats Iron Will, Multiattack, Power Attack
  Skills Acrobatics +9, Perception +10, 
  Survival +5
  Languages Common
  SQ magical strike, sure-footed
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, or bristle (3–6)
  Treasure none
  SPECIAL	ABILITIES
  Magical	Strike	(Ex) A karkadann’s gore attack is treated as 
  a magic cold iron weapon for the purpose of overcoming 
  damage reduction.
  Sure-Footed	(Ex) A karkadann takes no penalty to speed or on 
  Acrobatics or Stealth checks when moving through sandy or 
  desert terrain. 
  Karkadanns roam the barren and wind-swept deserts 
  of the world where their deep bellows can be heard for 
  miles. Their solitary horns have led many to assume that 
  they are a breed or variant of unicorn, but karkadanns 
  bristle at that claim. 
  Known for their aggression and physical power, 
  karkadanns are proud warriors that rarely back down 
  from a fight. They readily charge into combat, 
  seeking to impale their foes on their wicked 
  horns. Legend says that the only thing that can calm an 
  enraged karkadann is the song of a ring dove.
  Some desert travelers seek out karkadanns because of 
  their mystical ability to purge a creature of toxins. Many 
  a traveler stung by a giant scorpion or bitten by a viper 
  hopes for nothing more than to come across a karkadann. 
  This treatment isn’t granted lightly. Karkadanns are 
  narcissistic and self-serving, so they often demand 
  outlandish favors in return for curing a poisoned 
  creature. They size up what the person can reliably pay 
  and demand just a bit more. Some alchemists, however, 
  have learned that the ability to purge poisons isn’t just 
  supernatural, and that some part of that power lies 
  within the karkadann’s devious horn.
  KARKADANN HORN
  A karkadann’s horn is a potent ingredient in treating most 
  poisons. When combined with rare herbs and minerals 
  worth 100 gp, a karkadann horn can be used as an additional 
  material component when casting neutralize poison to grant 
  the caster a +5 competence bonus on her caster level checks 
  to end the poisons’ effects. When using karkadann horn as 
  an ingredient while making a Heal check to treat poison, 
  the user gains a +5 bonus on the check, and, if successful, 
  the treated character gains a +8 competence bonus on her 
  saving throw against the poison instead of +4.
  Illustration by Dave Allsop
  148
  
  Kawa Akago
  This combination of a lily pad and a flytrap is ringed with 
  horrifying fangs and has another tiny, toothy maw at its center.
  KAWA	AKAGO	
  CR	3
  XP	800
  N Small plant 
  Init +7; Senses low-light vision; Perception +10
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
  hp 26 (4d8+8)
  Fort +6, Ref +4, Will +2
  Immune plant traits; Resist fire 10
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee 2 bites +8 (1d6+3)
  Special	Attacks blood-burning fangs, 
  wail of the water’s dead
  STATISTICS
  Str 16, Dex 17, Con 14, Int 6, Wis 13, 
  Cha 7
  Base	Atk +3; CMB +5; CMD 18 (can’t 
  be tripped)
  Feats Improved Initiative, Weapon 
  Focus (bite)
  Skills Perception +10, Stealth +12, 
  Swim +9; Racial	Modifiers +4 Perception
  Languages Aquan
  ECOLOGY
  Environment temperate marshes or rivers
  Organization solitary, pair, or clutch (2–7)
  SPECIAL	ABILITIES
  Blood-Burning	Fangs	(Ex) A kawa akago’s spiny fangs on both 
  its outside and central maws are covered with nettles capable 
  of inflicting wracking pain. On a successful bite attack, a 
  target is sickened for 1 minute (Fortitude DC 14 negates). 
  Multiple failed saves do not increase the penalty, but instead 
  reset the effect’s duration. Immersion in water or a similar 
  liquid for 2 full rounds negates the effect. Despite feeling like 
  fire, the effect is not reduced or negated by fire resistance or 
  immunity. The save DC is Constitution-based.
  Wail	of	the	Water’s	Dead	(Su) Once per day as a standard 
  action, a kawa akago can unleash a keening wail that leaves a 
  damaging and disruptive echo in the ears of those that hear it. 
  All creatures and objects in a 20-foot radius take 2d6 points of 
  sonic damage and are deafened for 1d4+1 rounds. A successful 
  DC 14 Fortitude save halves the sonic damage and reduces the 
  deafness to 1 round. The save DC is Constitution-based.
  Kawa akagos are plants that were spiritually fertilized 
  by fragments of the restless spirits of drowned children, 
  becoming carnivorous creatures that inhabit marshes 
  and riversides. They resemble lily pads with a mouthlike 
  opening guarded by fibrous strands like those of a flytrap 
  plant. A kawa akago’s gourdlike skin ranges from maroon 
  to crimson when it is well fed, but more often, creatures 
  encounter a kawa akago when it is hungry. In this case, it 
  instead takes on the same hue as other lilypads in the area, 
  usually an innocuous green.
  Carnivorous and cunning, kawa akagos hunt riverbanks 
  and waterways for both animals and travelers on which 
  to feed. Kawa akagos’ thorn-tipped fangs excrete a pain-
  inducing sap that mimics the feeling of intense, burning 
  heat. Though they prefer to fight in water, kawa akagos 
  usually ambush from land, using their dangerous sap 
  to drive would-be prey toward the nearby rivers or 
  streams that will soothe the painful 
  effects of their fangs. Once the 
  victim immerses itself, the 
  plant 
  creatures 
  swarm 
  their target if attacking 
  in numbers, or a single 
  plant strikes from the 
  depths to wear down the 
  victim. Although a kawa 
  akago has no respiratory 
  system, it’s body is rife 
  with pockets it can fill 
  with air and expel as 
  necessary. 
  This 
  network 
  of hollow chambers allows 
  the creature to speak on the rare 
  occasions it wishes to communicate, and is the 
  source of the creature’s terrible wail, which is capable of 
  breaking bones and shattering glass. The sound is often 
  described as similar to the simultaneous mournful cries 
  of a dozen children in serious distress.
  BLOOD LILY
  While ordinary kawa akagos feed on any prey that pass by, 
  some kawa akagos that remain engorged with the blood 
  and flesh of sentient creatures for a long period of time 
  become blood lilies. Blood lilies are much larger and are 
  red at all times. They crave the blood of sentient creatures 
  above all other food, and their alignment changes to 
  neutral evil. They gain the advanced and giant simple 
  templates as well as the psychic magic ability, with spells 
  that vary but generally include magic that can lure their 
  desired prey into their waiting maws.
  Particularly tenacious blood lilies that continue to 
  feed on sentient creatures may evolve further, gaining 
  greater powers and even class levels. Fortunately, most 
  blood lilies overstep themselves before that point and 
  are destroyed by prey that proves too much for the 
  plants to handle.
  Karkadann–Kawa Akago
  Illustration by Damien Mammoliti
  149
  
  Ketesthius
  This enormous wolf-headed sea serpent’s maw leads into what 
  seems to be an endless expanse within.
  KETESTHIUS	
  CR	13
  XP	25,600
  LE Gargantuan magical beast (aquatic) 
  Init +11; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE
  AC 28, touch 13, flat-footed 24 (+7 Dex, +15 natural, –4 size)
  hp 200 (16d10+112); regeneration 10 (fire or acid)
  Fort +17, Ref +17, Will +10
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee bite +22 (4d8+10/19–20 plus grab), 2 claws +22 
  (2d6+10/19–20)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special	Attacks bigger inside, fast swallow, grab 
  (Gargantuan), swallow whole (see text)
  Spell-Like	Abilities (CL 13; 
  concentration +13)
  3/day—gust of wind, 
  obscuring mist
  1/day—control weather
  STATISTICS
  Str 30, Dex 25, Con 24, Int 5, 
  Wis 16, Cha 11
  Base	Atk +16; CMB +30 (+34 
  grapple); CMD 47
  Feats Critical Focus, Improved 
  Critical (bite), Improved Critical 
  (claws), Improved Initiative, 
  Iron Will, Lunge, Power Attack, 
  Staggering Critical
  Skills Perception +14, Swim +29
  Languages Common (can’t speak)
  SQ amphibious
  ECOLOGY
  Environment any oceans or coastlines 
  Organization solitary
  Treasure double
  SPECIAL	ABILITIES	
  Bigger	Inside	(Su) A ketesthius’s 
  stomach is an extradimensional 
  space, much larger on the inside 
  than its physical size would allow. 
  A ketesthius can swallow any 
  Gargantuan or smaller creature, 
  and its cavernous stomach is 
  an entirely new location, its size 
  varying wildly from ketesthius to 
  ketesthius. Creatures swallowed by 
  the ketesthius are not considered grappled, nor do they 
  take damage each round, and damage to the walls of the 
  stomach do not harm the ketesthius or allow the creatures to 
  escape. Creatures trapped inside can generally escape only 
  via teleportation magic that crosses planes or if the ketesthius 
  is defeated or nauseated from outside. As a result of its 
  unusual anatomy and huge appetite, a ketesthius often has 
  other monsters living inside its stomach, which in turn feed 
  on things the ketesthius swallows. A ketesthius usually has 
  from one to four monsters of CR 8–9 in its gullet. Sea creatures 
  like dire sharks, dire crocodiles, giant octopus, or giant squid 
  are most common, but less frequently giants or other land-
  dwelling creatures live in its gut as well. Ketesthiuses are even 
  known to swallow each other, though only on rare occasions.
  Ketesthiuses are large sea monsters with wolflike heads and 
  foreclaws, eel-like bodies, and powerful fish tails. They are 
  voracious eaters with great jaws that can gulp down prey 
  that can be as large as themselves. Creatures a ketesthius 
  swallows are not digested immediately, 
  because ketesthiuses’ vast stomachs and 
  unique anatomy allow them to sustain 
  living creatures inside their gullets 
  indefinitely. Entire ecologies can 
  form within a single ketesthius’s 
  extradimensional digestive tract. 
  Though the stomach’s ecosystem is 
  capable of supporting life, it’s far 
  from a welcome environment: no 
  sunlight comes in, the air is thin 
  and dank, and most creatures 
  trapped within become feral in 
  short order. Larger creatures that 
  end up inside a ketesthius have 
  a difficult time surviving long 
  term, and must resort to quickly 
  snapping up prey that their host 
  later swallows. 
  Though it makes no attempt 
  to hoard treasure, within a 
  ketesthius’s vast gut lies all the 
  treasure of the creatures—and 
  even ships—that the ketesthius 
  has swallowed. More than once, 
  tales of lost treasure within have 
  led foolish adventurers to risk 
  being intentionally swallowed 
  by a ketesthius.
  An adult ketesthius typically 
  measures over 50 feet long. Its 
  weight varies based on the size of its 
  extradimensional gullet, but usually 
  ranges from 5–60 tons.
  Illustration by Nemanja Stankovic
  150
  
  Khala
  This dragon has broad, ragged wings. Its serpentine body ends in 
  three long, flailing necks with hissing, triangular heads.
  KHALA	
  CR	17
  XP	102,400
  CE Large dragon (cold)
  Init +10; Senses darkvision 60 ft., low-light vision; Perception +30
  DEFENSE
  AC 31, touch 15, flat-footed 25 (+6 Dex, +16 natural, –1 size)
  hp 261 (18d12+144)
  Fort +19, Ref +17, Will +16
  Immune cold, disease, paralysis, sleep; Resist acid 10, 
  electricity 10
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft., fly 90 ft. (good)
  Melee 3 bites +27 (2d10+10/19–20 plus disease), tail +25 
  (2d8+10 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks breath weapon (60-ft. line, 16d6 cold damage, 
  Reflex DC 27 half, usable every 1d4 rounds), constrict 
  (2d8+10), rend (2 bites, 2d10+15), tenacious grapple
  Spell-Like	Abilities (CL 16th; concentration +23)
  3/day—fire shield (chill shield only), empowered ice storm, 
  incendiary cloud (DC 25, deals cold damage), suggestion 
  (DC 20)
  1/day—control weather, polar ray
  STATISTICS
  Str 30, Dex 22, Con 27, Int 22, Wis 21, Cha 25
  Base	Atk +18; CMB +29 (+33 grapple); CMD 45 (can’t be 
  tripped)
  Feats Alertness, Critical Focus, Empower Spell-Like 
  Ability (ice storm), Flyby Attack, Improved Critical 
  (bite), Improved Initiative, MultiattackB, Power Attack, 
  Staggering Critical, Stunning Critical
  Skills Appraise +27, Bluff +28, Diplomacy +28, Fly +29, 
  Intimidate +28, Knowledge (geography) +27, 
  Knowledge (local) +27, Knowledge (nature) +27, 
  Perception +30, Sense Motive +30, Stealth +23, 
  Survival +26
  Languages Abyssal, Aquan, Common, Draconic, Giant, Goblin
  ECOLOGY
  Environment any cold
  Organization solitary
  Treasure double
  SPECIAL	ABILITIES
  Breath	Weapon	(Su) A khala can fire a jet of frigid liquid 
  from one of its three mouths, dealing 16d6 points 
  of cold damage (Reflex DC 27 half). Even if they 
  succeed at the Reflex save, creatures caught in the line 
  must succeed at a DC 27 Fortitude save or be encased in ice. 
  A trapped creature must succeed at a DC 25 Strength check or 
  DC 26 Escape Artist check as a full-round action to break free.
  Disease	(Ex) Chillbane Fever: Bite—injury; save Fortitude DC 27; 
  onset 1 day; frequency 1/day; effect 1d4 Con damage, 
  sickened, and fatigued; cure 2 consecutive saves.
  Tenacious	Grapple	(Ex) A khala does not gain the grappled 
  condition if it grabs a foe with its tail, and it can maintain a 
  grapple with its tail as a swift action.
  It is rumored that khalas were a breed of rare amphibious 
  dragon, warped through evil and wintry magic from 
  proud creatures into voracious and wicked things that 
  delight in the suffering of others. The creature ambulates 
  like a snake, slithering along the ground or through the 
  boughs of trees with its wings drawn close to its body, but 
  it prefers flight whenever possible. All khalas are female, 
  and scholars debate how the creatures procreate. It is 
  believed that the males of the species, known in legend as 
  the zmeys, were wiped out in a war with the khalas.
  Ketesthius–Khala
  Illustration by Tomasz Chistowski
  151
  
  Kikimora
  This crone has avian features, including a long nose resembling a 
  beak, clawed hands, and birdlike feet.
  KIKIMORA	
  CR	5
  XP	1,600
  CN Medium fey 
  Init +8; Senses low-light vision; Perception +13
  DEFENSE
  AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
  hp 45 (7d6+21)
  Fort +4, Ref +9, Will +8
  DR 5/cold iron; SR 16
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +7 (1d4+1)
  Spell-Like	Abilities (CL 7th; concentration +12)
  At will—forced quietUM, invisibility (self only), mending, 
  prestidigitation, stone callAPG
  3/day—breakAPG (DC 16), charm animal (DC 16), deep 
  slumber (DC 18), pain strikeAPG (DC 16)
  1/day—major image (DC 18), make whole, summon swarm
  STATISTICS
  Str 13, Dex 18, Con 15, Int 12, Wis 16, Cha 21
  Base	Atk +3; CMB +4; CMD 19
  Feats Dodge, Improved Initiative, StealthyB, Toughness, 
  Weapon Finesse
  Skills Acrobatics +14, Appraise +8, Bluff +15, Escape Artist +16, 
  Perception +13, Sleight of Hand +14, Stealth +16
  Languages Common, Sylvan
  SQ hidey-hole
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Hidey-Hole	(Su) When a kikimora chooses a house to 
  inhabit, she can create an extradimensional space 
  by scrawling a sigil on a wall, baseboard, cupboard, 
  or other permanent object (such as a stove). This sigil serves 
  as the entrance to the kikimora’s tiny domain, where 
  she can live within the house without being detected. 
  Only the kikimora can enter this hidey-hole. Anytime after 
  designating a hidey-hole, the kikimora can transport herself 
  and up to 50 pounds of objects to the hidey-hole as a 
  standard action, as long as she is in the same room as 
  the sigil. The kikimora can exit the hidey-hole in 
  the same way, appearing in the nearest empty 
  square to the sigil. Any objects left within the 
  hidey-hole remain there when the kikimora exits 
  the space, even if she removes the sigil and places it in 
  another location. While inside the hidey-hole, the kikimora 
  can see what is going on outside of the space through a 
  special sensor, as if the kikimora were standing where her 
  sigil is placed. As a result, mundane objects placed in front of 
  the sigil can block the kikimora’s sight from the hidey-hole.
  Kikimoras are house spirits who torment those with whom 
  they live unless the poor folk cater to and cajole them. They 
  delight in stressing homeowners by using illusion magic to 
  make the house look much filthier than it actually is; their 
  favored illusions are those of scuttling vermin.
  Kikimoras are enemies of brownies. While brownies 
  can be mischievous, kikimoras often invite pain and 
  frustration on their chosen housemates instead of helping 
  chores along. Some brownies actively seek out kikimora-
  infested homes with the intention of driving out the 
  disruptive fey creatures. When homeowners refuse to 
  appease a resident kikimora (or can’t rid themselves of her 
  devious presence), the kikimora visits upon them a swarm 
  of spiders, rats, or bats. Because of the subtle tricks these 
  fey employ, inhabitants in homes plagued by kikimoras 
  often believe they have been beset by ghosts. 
  Kikimoras love secretly breaking things or making 
  such destruction seem like an accident. They proceed to 
  trick the people in the house into leaving gifts in return 
  for making repairs at night, much to the indignation of 
  brownies, who view such gifts as payments for services 
  rendered and resent the kikimoras’ transformation of 
  such agreements into coercion.
  Illustration by Dmitry Burmak
  152
  
  Kurobozu
  The mouth of this gray-skinned, emaciated monk is a distended, 
  hollow pit of darkness.
  KUROBOZU	
  CR	6
  XP	2,400
  LE Medium undead 
  Init +8; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 20, flat-footed 16 (+4 Dex, +2 monk, +4 Wis)
  hp 76 (9d8+36) 
  Fort +7, Ref +9, Will +10
  Defensive	Abilities	evasion; Immune undead traits
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +12/+7 (1d8+5 plus sage’s bane) or
  flurry of blows +13/+13/+8 (1d8+5 plus sage’s bane)
  Special	Attacks disease, sage’s bane, steal breath
  STATISTICS
  Str 21, Dex 18, Con —, Int 10, Wis 18, Cha	12
  Base	Atk +6; CMB +11; CMD 34 (38 vs. trip)
  Feats Defensive Combat Training, Power Attack, Improved 
  Initiative, Improved Unarmed StrikeB, Lightning Reflexes, 
  Stunning FistB , Weapon Focus (unarmed strike)
  Skills Acrobatics +13, Climb +12, Perception +16, Sense Motive 
  +12, Stealth +16
  Languages Common
  SQ echo of life, sage’s bane
  ECOLOGY
  Environment any
  Organization solitary, pair, or guard 
  (3–5)
  Treasure standard
  SPECIAL	ABILITIES
  Disease	(Su)	Black apoxia: 
  Steal breath —inhaled; 
  save Fort DC 18; onset 
  1 day; frequency 1/day; 
  effect 1d3 Con damage 
  and exhausted; cure 2 
  consecutive saves.
  Echo	of	Life	(Su) A 
  kurobozu retains some 
  the same disciplined 
  training it had in life. 
  It gains the monk’s 
  evasion, AC bonus, 
  stunning fist, and flurry 
  of blows class features 
  and unarmed strike damage 
  as a monk of equal level to its 
  Hit Dice. A kurobozu’s stunning 
  fist lasts 1 round longer than normal. In addition, a kurobozu 
  replaces its Constitution modifier with its Wisdom modifier 
  instead of its Charisma modifier. 
  Sage’s	Bane	(Su) Any target struck by a kurobozu’s unarmed 
  strike takes 1d4 points of Wisdom damage and loses an 
  equal amount of ki (Fortitude DC 18 negates both). For every 
  point of Wisdom damage a kurobozu deals, it heals 5 hit 
  points. Hit points received in excess of the creature’s normal 
  total are treated as temporary hit points and dissipate after 
  1 minute. The save DC is Wisdom-based.
  Steal	Breath	(Su) As a standard action, a kurobozu can steal 
  the breath from a stunned or helpless target, as per the 
  spell suffocation APG, except it never causes the victim to die. 
  Regardless of whether it successfully saved, the victim can’t 
  speak for 1 minute, and its breath reeks of carrion. This also 
  exposes the victim to the kurobozu’s disease.
  Kurobozus, also called black monks, are jealous undead 
  that arise when a monk dies under circumstances that 
  violate the precepts of his or her monastic training. 
  Kurobozus need to feed upon the breath of mortals to 
  survive, and they usually acquire this sustenance by 
  sneaking up on a sleeping victim, though they can just 
  as easily draw breath from a foe stunned by their fists in 
  combat. While this feeding doesn’t immediately kill the 
  victim, it leaves a horrific rotting scent on the victim’s 
  breath that can spread the kurobozu’s contagious apoxia 
  to others, eventually leading to faintness, exhaustion, 
  and death.
  When they aren’t maintaining their existence through 
  feeding, kurobozus carry out their jealous fantasies by 
  murdering living monks, especially members of their 
  former monastery or monastic tradition. They still possess 
  a shred of their former discipline, which 
  they use to formulate long-term plans 
  for their acts of revenge. Generally, 
  kurobozus’ interactions with 
  other creatures are limited 
  to feeding and killing, but 
  they have an affinity for 
  malcontent ex-monks and 
  may actually go out of 
  their way to secretly offer 
  protection or succor to 
  such a person, without 
  ever revealing their true 
  identities. Evil ex-monks 
  seeking to destroy their 
  former 
  masters 
  and 
  fellow 
  disciples 
  may 
  even see the actual face of 
  their benefactors and be able to 
  forge lasting alliances.
  Kikimora–Kurobozu
  Illustration by Miguel Regodón Harkness
  153
  
  Lamhigyn
  This small, three-eyed creature has ragged, red-streaked wings and 
  a menacingly barbed tail.
  LAMHIGYN		
  CR	3
  XP	800
  CE Small outsider (chaotic, evil, extraplanar)
  Init	+6; Senses	darkvision 60 ft., see in darkness; Perception +9 
  DEFENSE
  AC	15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp	32 (5d10+5)
  Fort	+5, Ref	+6, Will	+2
  OFFENSE
  Speed	10 ft., fly 60 ft. (good)
  Melee	sting +10 (1d3+4 plus poison), 2 wings +5 (1d3+2 plus grab)
  Special	Attacks	constrict (1d3+1), poison, wrap wings
  STATISTICS
  Str	18, Dex	15, Con	13, Int	5, Wis	12, Cha	8
  Base	Atk	+5; CMB	+8 (+12 grapple); CMD	20 (24 vs. trip)
  Feats	Flyby Attack, Hover, Improved Initiative
  Skills	Fly +16, Perception +9, Stealth +14
  Languages	Abyssal
  ECOLOGY
  Environment	any (Abyss)
  Organization	solitary, pair, clutch (3–9), or hive (10–30) 
  Treasure	none
  SPECIAL	ABILITIES
  Poison	(Ex)	Sting—injury; save Fort DC 13; frequency  
  1/round for 4 rounds; effect 1d4 Wis damage; cure 2 
  consecutive saves. 
  Wrap	Wings	(Ex)	When a lamhigyn uses its wing attacks to 
  grab an opponent, it wraps its wings around its target’s 
  head, causing the victim to gain the blinded condition for 
  as long as the lamhigyn grapples that creature. This ability 
  has no effect on creatures that do not have sensory organs 
  in their heads.
  Lamhigyns are simple pests that emerged from the 
  chaotic fabric of the Abyss. They poison their prey until 
  it falls into a coma, and then they slowly tear it apart, 
  piece by piece, with their rasping mouths. Lamhigyns 
  view intruders on their territory with disdain, and their 
  stings have left many adventurers insane and debilitated, 
  opportune victims for the Abyss’s insatiable predators. 
  Though lamhigyns might not appear frightening on their 
  own, greater terrors sometimes follow in their wakes, 
  hoping for easy meals. 
  Lamhigyns 
  are 
  strange-looking 
  creatures 
  often 
  characterized by mortals visiting the Abyss as overgrown, 
  flying tadpoles with bat wings and stinger-tipped 
  tails. They lurk within dark places in the Abyss and in 
  similarly lightless places on the Material Plane near 
  rifts to their home plane. Their bulbous, unblinking 
  eyes are vaguely froglike, and are often the last things 
  unprepared adventurers see, as the pesky creatures are 
  fond of wrapping their wings around their victims’ 
  heads to blind their prey. Their tiny mouths house thick 
  tongues that flick about in the presence of prey.
  Lamhigyns have thick, scaly skin ranging in color 
  from red to green. Though lamhigyns are typically 
  encountered flying, on the ground they stand on four 
  insectile legs that they keep tucked beneath them while 
  nesting. Although they are small, their 2-foot-high, 
  8-pound bodies are impressive sights when hurtling 
  through the air at their victims.
  When it comes to their own kind, lamhigyns can be 
  quite volatile. In general, they tend to get along with other 
  lamhigyns, though almost anything can set them off. 
  When this happens, lamhigyns unleash the full force of 
  their chaotic fury on each other, stinging and grappling 
  until only one—or sometimes none—of the bizarre 
  creatures remain.
  When they’re not fighting among themselves, 
  lamhigyns live together in noisy, flapping hives, waiting 
  for hapless creatures to stumble into their dens. When 
  it comes to victims, lamhigyns prefer those that can 
  think and walk, for they provide the most deliciously 
  terrified reactions. There is nothing lamhigyns love 
  more than injecting their mind-numbing toxin into 
  terrified victims while they ineffectually scream and 
  f lail. Lamhigyns ignore most normal animals unless 
  they have waited too long for fresh prey and have grown 
  bored. Sometimes, however, a particularly large hive of 
  lamhigyns will attempt to bring down large, imposing 
  creatures simply for the challenge of it.
  Illustration by Filip Burburan
  154
  
  Leechroot
  This tangle of rotten, seemingly lifeless roots twitches slightly, 
  moving the damp, bloody ground beneath it.
  LEECHROOT	
  CR	4
  XP	1,200
  NE Large undead 
  Init –1; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +3
  DEFENSE
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 32 (5d8+10)
  Fort +3, Ref +0, Will +7
  Defensive	Abilities bloodthirst, channel resistance +2; 
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 5 ft., burrow 5 ft.
  Melee 2 roots +7 (1d6+5 plus 2 bleed and grab)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks bleed (2), bloody sap, drag under
  STATISTICS
  Str 20, Dex 8, Con —, Int —, Wis 17, Cha 15
  Base	Atk +3; CMB +9 (+13 grapple); CMD 18 (can’t be tripped)
  Skills Stealth +11; Racial	Modifiers +16 Stealth
  SQ earth barrier
  ECOLOGY
  Environment any forests
  Organization solitary, garden (2–5), or hivemind (4–10)
  Treasure none
  SPECIAL	ABILITIES
  Bloodthirst	(Su) A leechroot can absorb blood 
  directly from its victims’ cuts and from the soil 
  on which that blood has dripped. The leechroot 
  gains fast healing equal to the number of 
  creatures with the bleed condition within its 
  reach (if any).
  Bloody	Sap	(Su) The viscous resin 
  that exudes from a leechroot’s 
  tentacles is infused 
  with negative energy, 
  preventing both natural 
  and magical healing. 
  The DC of the Heal check 
  to stop the bleeding from 
  a leechroot’s attacks 
  increases by 2. While the 
  bleed damage persists, 
  any magical healing 
  requires a successful DC 15 
  caster level check or the 
  spell or ability has no effect 
  on the bleeding creature.
  Drag	Under	(Ex) As part of an action to maintain a grapple, 
  a leechroot can move the grappled creature up to 5 feet 
  (within the leechroot’s reach) and bury it partially into the 
  ground. The buried creature is pinned and can’t receive 
  help to break free from the grapple. A buried opponent that 
  escapes the grapple remains pinned unless it digs itself 
  out with a successful DC 10 Strength check attempted as a 
  move action.
  Earth	Barrier	(Ex) A leechroot burrowing 5 feet below the 
  surface is partially visible, can make attacks using its 
  normal reach, and gains concealment and partial cover. 
  It can be uprooted with a successful dragAPG combat 
  maneuver. It may burrow back under the earth as a move 
  action that provokes attacks of opportunity.
  Leechroots emerge from the remains of plants poisoned 
  by the blood-drenched soils of war-torn forests. Chaotic 
  intertwinings of rotten roots, these monstrosities quickly 
  spread their curse, soaking other dead plants in their sap 
  to spawn horrid offspring. A leechroot is driven solely by 
  an insatiable thirst for blood. It hides among undergrowth 
  and below the earth while waiting for unwary prey. With 
  its razor-sharp roots, a leechroot slashes at anything that 
  comes its way, snatching victims and feeding directly from 
  their wounds. The absorbed blood mutates into a thick, 
  dark-red sap that runs through the leechroot and oozes 
  from its unhallowed body, helping to heal and sustain 
  the predatory creature.
  An adult leechroot averages about 12 feet across 
  (not including its thick, lashing root appendages) 
  and weighs 700 pounds. By consuming 
  enough blood, however, leechroots can grow 
  significantly larger.
  LEECHROOT HIVEMIND
  Sometimes a network of leechroots 
  can reach a state of sentience, creating 
  a creature called a leechroot 
  hivemind. 
  The 
  hivemind 
  has 
  an 
  Intelligence 
  score, which increases 
  depending on the 
  number of plants 
  that compose the 
  leechroot hivemind. 
  This single mind 
  shares 
  a 
  limited 
  sentience, and it holds 
  a bloody grudge against 
  any who dare to slay a 
  member, its cunning giving 
  it the ability to plot against 
  such hated foes.
  Lamhigyn–Leechroot
  Illustration by Brynn Metheney
  155
  
  Leshy, Flytrap
  This cluster of flytraps has a vaguely humanoid shape. The beady 
  eyes atop the largest flytrap glare menacingly.
  FLYTRAP	LESHY	
  CR	4
  XP	1,200
  N Small plant (leshy, shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
  hp 39 (6d8+12)
  Fort +7, Ref +4, Will +4
  Immune electricity, plant traits, sonic; Resist fire 5
  OFFENSE
  Speed 20 ft.
  Melee bite +7 (1d4+1 plus 1d4 acid and digest), 2 flytrap hands +7 
  (1d3+1 plus 1d3 acid and digest)
  Ranged acidic spittle +7 (1d4 acid and digest)
  Special Attacks digest, sneak attack +1d6
  Spell-Like	Abilities (CL 10th; concentration +12)
  Constant—pass without trace (CL 12th)
  STATISTICS
  Str 12, Dex 15, Con 14, Int 10, Wis 15, Cha 15
  Base Atk +4; CMB +4; CMD 16
  Feats Combat Reflexes, Improved Initiative, Weapon Focus (bite)
  Skills Intimidate +8, Perception +11, Stealth +6 (+10 in 
  wetlands), Survival +0 (+4 in wetlands); Racial Modifiers 
   
  +4 Stealth in wetlands, +4 Survival in wetlands
  Languages Druidic, Sylvan; plantspeech (flytraps)
  SQ amalgam, change shape (small flytrap; tree shape), 
  verdant burst
  ECOLOGY
  Environment warm marshes 
  or wetlands
  Organization solitary or 
  cluster (4–8)
  Treasure standard
  SPECIAL	ABILITIES
  Amalgam	(Ex) Multiple 
  flytrap leshys can combine 
  themselves temporarily into 
  a single creature, to a 
  maximum of 25 leshys. 
  Each leshy beyond the 
  first grants the amalgam 1 Hit Die, and it 
  gains a size category at 9, 12, 18, and 30 Hit 
  Dice. The amalgam has a number of bite attacks 
  equal to the number of bites of all component leshys 
  combined, but only two flytrap hands attacks. If the 
  amalgam drops below 0 hit points, it dissolves, and the 
  damage is divided among the component leshys.
  Digest	(Ex) A creature that takes acid damage from a flytrap 
  leshy’s bites or spittle must succeed at a DC 15 Fortitude 
  save or become sickened for 1d4 rounds. The save DC 
  is Constitution-based.
  Flytrap	Hands	(Ex) In addition to the central flytrap that 
  serves as its head, a flytrap leshy has two additional, 
  smaller flytraps that serve as its hands. These hands 
  function as the bite of a Tiny creature.
  Most leshys are peaceful creatures that focus their efforts 
  on tending the natural region around them. While flytrap 
  leshys do not leave their homes to pick fights, they relish 
  the opportunity to attack intruders. These carnivorous 
  plants tend to attack before asking questions. While they 
  rarely work together with other creatures, the aggressive 
  creatures eagerly collaborate with others of their kind. 
  They fight best in teams, and coordinate with each other 
  so seamlessly that a group of flytrap leshys is nearly 
  indistinguishable from a single creature—an illusion that 
  the similarity between a flytrap leshy’s head and hands 
  only compounds. While a typical flytrap leshy has one 
  head and two hands, more powerful flytrap leshys exist 
  with greater numbers of heads and hands.
  Cantankerous flytrap leshys represent the harsh 
  and seemingly cruel aspects of the natural cycle that 
  are ultimately needed for the greater well-being of 
  all creatures. When necessary to protect their homes, 
  flytrap leshys start controlled fires, relying on their fire 
  resistance to wade through the flames.
  Unlike most of their kind, flytrap leshys eat flesh and 
  are not picky about the kind of meat that they consume. 
  They particularly savor insects, and one of the few ways 
  to placate a flytrap leshy is to offer it a rare or unusual 
  insect to consume.
  A typical flytrap leshy is 2 feet tall 
  and weighs 20 pounds.
  CREATING A 
  FLYTRAP LESHY
  A flytrap leshy is usually grown 
  in swampy or marshy terrain. A 
  flytrap leshy will only emerge if 
  it is given a small pile of freshly 
  killed insects to eat.
  FLYTRAP	LESHY
  CL 10th; Price 6,500 gp
  RITUAL
  Requirements Knowledge 
  (nature) 5 ranks, burst of 
  nettlesUM, plant growth, 
  summon nature’s ally IV; Skill 
  Knowledge (nature) DC 18; 
  Cost	3,250	gp
  Illustration by Daniel López
  156
  
  Leshy, Lotus
  A plant whose body resembles a blooming lotus flower exudes an 
  air of serenity.
  LOTUS	LESHY	
  CR	5
  XP	1,600
  N Small plant (leshy, shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +14
  Aura tranquility (20 ft., DC 15, 10 rounds)
  DEFENSE
  AC 20, touch 18, flat-footed 17 (+2 Dex, +1 dodge, +4 Wis, 
   
  +2 natural, +1 size)
  hp 52 (7d8+21)
  Fort +8, Ref +4, Will +6
  Immune electricity, plant traits, sonic
  OFFENSE
  Speed 30 ft.; lily pad stride
  Melee slam +8 (1d4)
  Ranged seed spray +8 (1d3 nonlethal/×3 plus dream pollen)
  Special Attacks dream pollen, seed spray
  Spell-Like	Abilities (CL 14th; concentration +16)
  Constant—lily pad strideAPG, pass without trace
  STATISTICS
  Str 10, Dex 15, Con 16, Int 16, Wis 19, Cha 15
  Base Atk +5; CMB +4; CMD 21
  Feats Dodge, Improved Initiative, Skill Focus (Knowledge 
  [religion]), Weapon Finesse
  Skills Diplomacy +9, Heal +11, Knowledge (religion) +13, 
  Perception +14, Sense Motive +11, Stealth +6 (+10 in aquatic 
  terrain), Survival +0 (+4 in aquatic terrain); Racial	
  Modifiers +4 Stealth in aquatic terrain, +4 Survival 
  in aquatic terrain
  Languages Druidic, Sylvan; plantspeech 
  (lotuses)
  SQ change shape (small lotus flower; 
  tree shape), verdant burst
  ECOLOGY
  Environment warm lakes or ponds
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Aura	of	Tranquility	(Su) A lotus leshy 
  exudes a calming aura within a 20-foot 
  radius, which functions as calm emotions 
  (Will DC 15 negates). A creature that 
  succeeds at the save is immune to 
  that leshy’s aura for 24 hours. The 
  save DC is Charisma-based. 
  Dream	Pollen	(Ex) A lotus leshy can expel pollen in a 15-foot 
  cone. All creatures within the cone (as well as those who take 
  damage from seed spray) must succeed at a DC 16 Will save or 
  fall asleep for 1d4 rounds. The save DC is Constitution-based.
  Seed	Spray	(Ex)	A lotus leshy can shoot several of its seeds 
  at targets within 30 feet. It can shoot up to 6 seeds as a 
  standard action, dividing the seeds as it chooses among 
  targets in range. Each seed deals 1d3 points of nonlethal 
  damage. The leshy rolls a single attack roll to determine 
  the accuracy of all of the seeds in the spray. The attack has 
  a ×3 critical multiplier, and the leshy makes only one roll to 
  confirm a critical threat.
  Enigmatic lotus leshys are wise guardians of secluded 
  ponds and lakes. They spend most of their time in 
  meditation as lotus flowers, sometimes for decades at 
  a time. Although lotus leshys spend most of their time 
  floating in solitary reflection, they do not shun the 
  company of other creatures, and take humanoid form 
  whenever they wish to speak. They find discussions of 
  religion and philosophy particularly fascinating, and 
  delight in fresh perspectives. Although they study deities 
  of self-perfection and contemplation extensively, they do 
  not revere such beings. 
   Lotus leshys speak indirectly rather than providing 
  specific answers. They maintain that contemplation and 
  discussion are far more valuable than concrete answers, 
  whose usefulness is limited to the question at hand. In 
  addition, they believe those who receive direct answers 
  are more likely to blindly accept the words of others rather 
  than thinking for themselves. When confronted with 
  impatience, lotus leshys return to their lotus form rather 
  than engaging further. They avoid combat whenever 
  possible, preferring to calm tempers with their 
  tranquil auras or lull violent creatures to sleep 
  with their soporific pollen.
  A typical lotus leshy stands 3 feet tall, and 
  weighs 15 pounds.
  CREATING A LOTUS 
  LESHY
  Lotus leshys grow best in warm ponds 
  and lakes in quiet areas. To grow a lotus 
  leshy, the maker must plant a lotus seed by 
  the water’s edge, and sit in quiet mediation 
  by the seed until it sprouts.
  LOTUS	LESHY
  CL 12th; Price 9,000 gp
  RITUAL
  Requirements Knowledge (nature) 
  5 ranks, Knowledge (religion) 5 
  ranks, lily pad strideAPG, plant 
  growth, summon nature’s 
  ally V; Skill Knowledge 
  (nature or religion) DC 19; 
  Cost 4,500 gp
  Leshy, Flytrap–Leshy, Lotus
  Illustration by Daniel López
  157
  
  Liminal Sprite
  This creature resembles an elven courtier in miniature, dressed in 
  the latest fashion and mothlike wings on its back.
  LIMINAL	SPRITE		
  CR	2
  XP	600
  CN Tiny fey
  Init +7; Senses low-light vision; 
  Perception +7
  DEFENSE
  AC 16, touch 15, flat-footed 13 
  (+3 Dex, +1 natural, +2 size)
  hp 16 (3d6+6)
  Fort +3, Ref +6, Will +4
  DR 5/cold iron; immune sleep; SR 13
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee rapier +6 (1d3–1/18–20)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks repartee
  Spell-Like	Abilities (CL 6th; concentration +8)
  At will—daze (DC 12), prestidigitation
  3/day—fumbletongueUM (DC 13), invisibility (self only), 
  memory lapse APG (DC 13)
  STATISTICS
  Str 8, Dex 17, Con 14, Int 15, Wis 12, Cha 15
  Base Atk +1; CMB +0; CMD 11
  Feats Improved Initiative, Weapon Finesse
  Skills Diplomacy +8, Escape Artist +9, Fly +17, Knowledge (local) +8, 
  Perception +7, Perform (comedy) +8, Sense Motive +7, Stealth +17
  Languages Elven, Common, Sylvan
  SQ versatile performance
  ECOLOGY
  Environment any urban
  Organization solitary, pair, or court (3–6)
  Treasure standard (rapier, other treasure)
  SPECIAL	ABILITIES
  Repartee	(Su) Three times per day, when a liminal sprite 
  successfully aids another creature’s Charisma-based skill 
  check, the creature gains a +2d4 bonus on the skill check 
  instead of the normal +2 bonus. A creature can receive this 
  bonus from only one liminal sprite per skill check.
  Versatile	Performance	(Ex) A liminal sprite can use its bonus 
  for Perform (comedy) in place of its bonus for Bluff and 
  Intimidate. When substituting in this way, the liminal sprite 
  uses its total bonus for Perform (comedy), including any 
  class skill bonus, in place of the associated skill’s total bonus, 
  whether or not it has ranks in Perform (comedy) or Perform 
  (comedy) is a class skill for the sprite.
  An ancestral curse hangs over liminal sprites that prevents 
  them from sleeping either inside a building or outside in 
  the open. Fortunately for these sprites, a loophole exists 
  that allows them to find rest within the external features 
  of a building. As a result, liminal sprites make their homes 
  under eaves, porches, and staircases.
  Liminal sprites are fascinated by the arts, philosophy, 
  and social intrigues of humanoids, which they experience 
  vicariously from their hiding places, and with which they 
  are often moved to interfere. They use their magic to bind 
  the tongues of the witty and steal thoughts from the wise, 
  returning them only after the moment in which they would 
  have been useful has passed, thus adding insult to injury.
  The sprites must be subtle, however, lest their unwitting 
  hosts turn against them. They especially fear domestic 
  animals turned loose near their hideaways. On the other 
  hand, a homeowner who appeases the sprite with flattery 
  and gifts finds his own eloquence improved. A 7th-level 
  chaotic spellcaster can gain a liminal sprite as a familiar 
  with the Improved Familiar feat, though she must take 
  pains to find her familiar a suitable place to rest each night.
  Liminal sprites stand 1 to 1-1/2 feet tall, and their 
  mothlike wings stretch to a similar distance. Liminal 
  sprites follow the local fashions of their city, modeling 
  their clothes after those worn by nobles and celebrities.
  Illustration by Diana Martinez
  158
  
  Living Mirage
  A glimmering vision shimmers on the horizon, the very air 
  coalescing into an oasis that may or may not exist.
  LIVING	MIRAGE	
  CR	9
  XP	6,400
  N Gargantuan ooze 
  Init +0; Senses Perception –5
  DEFENSE
  AC 6, touch 6, flat-footed 6 (–4 size)
  hp 114 (12d8+60)
  Fort +9, Ref +4, Will –1
  Defensive	Abilities natural 
  invisibility; DR	10/magic; 
  Immune sonic, ooze traits; 
  Resist cold 10, fire 10
  Weaknesses vulnerable to wind
  OFFENSE
  Speed fly 20 ft. (perfect)
  Melee touch +5 (8d6 plus 
  desiccation)
  Space 20 ft.; Reach 20 ft.
  Special	Attacks consuming 
  mirage (DC 21, 6d6 and 
  desiccation), desiccation, 
  project mirage (DC 20)
  STATISTICS
  Str —, Dex 10, Con 20, Int —, 
  Wis 1, Cha 10
  Base	Atk +9; CMB +13; CMD 23
  Skills Fly +2
  SQ gaseous
  ECOLOGY
  Environment any deserts or oceans
  Organization solitary
  Treasure incidental
  SPECIAL	ABILITIES
  Consuming	Mirage	(Ex) A living mirage can engulf foes (as 
  per the universal monster ability). A creature engulfed 
  by a living mirage doesn’t gain the pinned condition and 
  can move normally—such a creature is not in danger of 
  suffocating—but as long as it begins its turn engulfed, it’s 
  subject to desiccation in addition to the damage the attack 
  causes. The save DC is Constitution-based.
  Desiccation	(Ex) A living mirage siphons streamers of blood 
  and other vital fluids away from living creatures it touches 
  or engulfs. A living creature that takes damage from the 
  living mirage must succeed at a Constitution check to 
  avoid the effects of thirst (Pathfinder RPG Core Rulebook 
  444), with a DC equal to either the DC against thirst as if 
  1 additional hour had passed or half the amount of damage 
  dealt by the living mirage, whichever is higher. The target 
  takes a cumulative –1 penalty on this check for each 
  consecutive round beyond the first it takes damage from 
  the living mirage. A creature that takes nonlethal damage 
  from thirst as a result of this ability is fatigued.
  Gaseous	(Ex) A living mirage has a body composed of 
  shimmering air. It can pass through small holes or narrow 
  openings, even mere cracks, but cannot enter water or 
  other liquid. It has no Strength score, and cannot manipulate 
  objects as a result.
  Natural	Invisibility	(Ex) A living mirage 
  remains invisible at all times, even 
  when attacking. This ability isn’t 
  subject to the invisibility purge 
  spell. Against foes that cannot 
  pinpoint its location, a living 
  mirage gains a +20 bonus 
  on Stealth checks when 
  moving or a +40 bonus 
  when standing still. These 
  bonuses are not included 
  in the statistics above. 
  Because of its size and 
  pervasiveness within 
  the area it occupies, a 
  living mirage gains only a 
  20% miss chance due to 
  its invisibility.
  Project	Mirage	(Ex) As 
  a standard action, a living 
  mirage can create an illusory 
  vision in areas of extreme heat 
  or reflection—such as a desert, 
  open ocean, or snow plain—to lure 
  victims toward it, instinctively using the 
  victims’ own desires for comfort to form the 
  illusion. This is a nonmagical mind-affecting glamer effect 
  that is otherwise identical to hallucinatory terrain and that 
  the living mirage can dismiss as a swift action. The save 
  DC to disbelieve the illusion is Charisma-based, and the DC 
  includes a +4 racial bonus.
  Vulnerable	to	Wind	(Ex) A living mirage is treated as if it 
  were a Small creature for the purposes of determining the 
  effects high wind has upon it (Core Rulebook 439).
  A living mirage is a cloud of shimmering air that dwells in 
  warm and cold deserts and calm stretches of open ocean. 
  Although those who have lost loved ones to living mirages 
  revile them as cruel deceivers, living mirages are in fact 
  mindless, without any motive beyond feeding on the water 
  and minerals found in living bodies. They manage to show 
  hallucinations of what a victim desires not because of any 
  intelligence on the living mirage’s part, but because the 
  victim’s own mind generates the illusions.
  Liminal Sprite–Living Mirage
  Illustration by Bryan Sola
  159
  
  Lotus Tree
  This majestic tree of strange, twisted bark has countless pale 
  fruits and an intensely pleasant scent.
  LOTUS TREE 
  CR 20
  XP 307,200
  N Gargantuan plant 
  Init +10; Senses detect thoughts (DC 21), low-light vision, 
  thoughtsense 60 ft., tremorsense 120 ft.; Perception +40
  Aura hallucination (60 ft., DC 30, 4d6 hours)
  DEFENSE
  AC 39, touch 12, flat-footed 33 (+6 Dex, +27 natural, –4 size)
  hp 356 (23d8+253); fast healing 15
  Fort +23, Ref +15, Will +19
  DR 15/cold iron and slashing; Immune daze, plant traits; 
  Resist cold 30, electricity 30, fire 30
  OFFENSE
  Speed 10 ft.
  Melee 4 slams +28 (5d6+14)
  Space 20 ft.; Reach 20 ft.
  Special Attacks hope theft
  Psychic Magic (CL 23rd; concentration +32)
  40 PE—create greater mindscapeOA (7 PE, DC 26), dream 
  councilOA (7 PE, DC 26), dream scanOA (6 PE, DC 25), dream 
  voyageOA (9 PE, DC 28), greater dispel magic (6 PE), id 
  insinuation IVOA (5 PE, DC 24), microcosmOA (9 PE, DC 28), 
  mind probeOA (5 PE, DC 26), nightmare (5 PE, DC 24), 
  psychic imageOA (9 PE, DC 28).
  Spell-Like Abilities (CL 23rd; concentration +32)
  Constant—detect thoughts (DC 23)
  At will—mass suggestion (DC 25), mind thrust VIOA 
  (DC 27)
  1/day—animate plants (DC 26; self unaffected), 
  weird (DC 28)
  STATISTICS
  Str 38, Dex 23, Con 31, Int 23, Wis 30, Cha 28
  Base Atk +17; CMB +35; CMD 51 (can’t be tripped)
  Feats Ability Focus (hope theft), Alertness, 
  Combat Reflexes, Greater Spell Focus 
  (divination), Improved Initiative, Improved Iron 
  Will, Iron Will, Lightning Reflexes, Quicken Spell, Spell 
  Focus (divination), Toughness, Weapon Focus (slam)
  Skills Bluff +32, Diplomacy +32, Knowledge (arcana, history, 
  nature) +29, Perception +40, Sense Motive +37, Spellcraft +29
  Languages Aklo, Common, Elven, Giant, Gnome, Sylvan; 
  telepathy 300 ft.
  ECOLOGY
  Environment any coastlines or forests
  Organization solitary or grove (1–3 plus 2–7 charmed allies)
  Treasure double
  SPECIAL ABILITIES
  Hallucination (Su) A living creature that starts her turn within 
  60 feet of a lotus tree or eats its fruit hallucinates pleasantly 
  as per synesthesiaOA (DC 30 Will negates) for 4d6 hours. The 
  hallucinations include a humanoid figure of shifting colors 
  that conveys the tree’s telepathy and thoughtsenseOA across 
  any range, allowing the hallucinating creature to act as 
  the tree’s proxy. Suppressing or resuming the aura is a free 
  action. The save DC is Charisma-based.
  Hope Theft (Sp) As a swift action at unlimited range, a lotus tree 
  can permanently charm a hallucinating creature (as per mass 
  charm monster but with no save bonus for hostility) unless it 
  succeeds at a DC 29 Will save. Affected victims forget all long-
  term goals, desiring only more hallucinations, and grant the 
  tree temporary PE equal to half their Hit Dice and 5 times that 
  amount in temporary hit points for 1 day. Regardless of the 
  save, the target automatically is affected as per mindwipeOA.
  Lotus trees grow in ancient forests and paradisiacal islands, 
  feeding on the fantasies of sentient beings. Some lotus trees 
  are curious and wise; others hoard secrets while claiming 
  they provide refuge from reality. Intentionally or not, lotus 
  trees attract those seeking wisdom or dreamy escape.
  Illustration by Nikolai Ostertag
  160
  
  Lotus Tree–Lusca
  Illustration by Bryan Sola
  Lusca
  This beast has three sharklike heads on short, scaly necks, while 
  its lower body appears to be that of an octopus.
  LUSCA  
  CR 17
  XP 102,400
  CE Gargantuan magical beast (aquatic)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +28 
  DEFENSE
  AC 32, touch 6, flat-footed 32 (+26 natural, –4 size)
  hp 270 (20d10+160)
  Fort +20, Ref +12, Will +11
  Immune electricity, poison
  OFFENSE
  Speed 10 ft., swim 40 ft., jet 200 ft.
  Melee 3 bites +27 (2d8+11/19–20), 8 tentacles +26 (1d8+5 
  plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (1d8+5 plus 
  poison), rend ship, vicious grapple
  Spell-Like Abilities (CL 18th; 
  concentration +22)
  3/day—chain lightning (DC 20), 
  geyserAPG (DC 19)
  1/day—summon (level 8, 
  1d4+1 dire sharks 50%), 
  vortexAPG (DC 21)
  STATISTICS
  Str 32, Dex 11, Con 26, Int 13, Wis 21, Cha 18
  Base Atk +20; CMB +35 (+39 grapple); CMD 45
  Feats Awesome Blow, Critical Focus, Improved Bull Rush, 
  Improved Critical (bite), Improved Initiative, Multiattack, Power 
  Attack, Sickening Critical, Snatch, Weapon Focus (tentacle) 
  Skills Perception +28, Stealth +11, Swim +42
  Languages Aquan, Common
  SQ vicious grapple
  ECOLOGY
  Environment warm oceans 
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Poison (Ex) Constrict—injury; save Fort DC 28; frequency 1/
  round for 6 rounds; effect 1d6 Dex; cure 2 consecutive saves. 
  Rend Ship (Ex) As a full-round action, a lusca can attempt 
  to use four of its tentacles to grapple a ship of its size or 
  smaller by attempting a combat maneuver check opposed 
  by the ship captain’s Profession (sailor) check; the lusca 
  receives a cumulative +4 bonus on the check for each 
  size category smaller than Gargantuan the ship is. If the 
  lusca grapples the ship, it holds the ship motionless; it 
  can attack targets anywhere on or within the ship with its 
  remaining four tentacles, but can’t attack foes at all with its 
  shark heads. Each round it maintains its hold on the ship, 
  it automatically deals bite damage from all three heads to 
  the ship’s hull.
  Vicious Grapple (Ex) A lusca does not gain the grappled 
  condition if it grabs a foe with its tentacles. It can attempt 
  to maintain a grapple against any number of creatures in its 
  tentacles as a swift action.
  Luscas are among the most feared predators in the 
  open ocean—their snapping shark heads and writhing 
  tentacles spell the end for many crews. A lusca’s presence 
  can first be felt in the air, as its body naturally conducts 
  electricity. Sailors who have encountered the being 
  and survived claim that thunderclouds seem to roll 
  in alongside the creature and strange electrical fires 
  dance in the air before it attacks, lending an eerie aura 
  of foreboding to the oncoming assault. Ravenous and 
  unpredictable, a lusca claims wide swaths of territory 
  in order to maximize the number of ships it can sink 
  and crews it can feast upon; luscas brook no other large 
  predators in their claimed territory, and battle even 
  mighty krakens for control. They are equally territorial 
  with their own kind, and an encounter between two 
  luscas, except to mate, almost always ends with one dead or 
  driven off. While luscas prefer to make quick meals of the 
  sailors onboard a ship, they will eat just about any aquatic 
  creature, and even giant octopuses and whales know to 
  steer clear of a hungry lusca’s vicinity.
  The average lusca is 90 feet from tentacle to snout and 
  weighs 3,800 pounds. Legends tell of even larger luscas 
  that can sink Colossal ships.
  161
  
  Manasaputra
  For most creatures, the path to self-perfection ends as all 
  mortal pursuits do: in death. For a few, however, the path 
  to self-perfection ends with fiery rebirth in the heart of 
  the Positive Energy Plane, where the souls of those not 
  yet born fuse with the potential of those who’ve learned 
  from lifetimes of reincarnation to form wholly new 
  entities—the manasaputras. These outsiders continue 
  their path to perfection by striving to achieve oneness 
  with the universe, further evolving and discovering new 
  cosmic truths, as well as guiding mortals on their paths 
  to similar ends. 
  Manasaputras 
  are 
  benevolent 
  and 
  compassionate 
  entities that follow strict practices of contemplation, 
  introspection, and meditation. Others often view their 
  directness and disciplined nature as inflexible, yet in 
  truth, manasaputras are accepting when presented with 
  new ideas and challenges—adapting to accommodate these 
  changes can simply take hundreds or thousands of years 
  as the manasaputras gradually evaluate and reevaluate the 
  slightest adjustment to their personal beliefs or ideals. The 
  patience of manasaputras is legendary, and can make action 
  seem like inaction from a mortal’s perspective of time.
  Manasaputras belong to a complex hierarchy. While 
  immortal beings known as kumaras ostensibly lead 
  them, each manasaputra operates as an individual, free 
  to pursue its own contemplation of the multiverse and 
  its inhabitants. More powerful manasaputras mentor 
  younger and less experienced ones, particularly when their 
  paths to perfection align. These relationships are master 
  and apprentice structures similar to the Material Plane’s 
  monastic hierarchies. Lesser manasaputras have deep 
  respect and reverence for the elders of their kind and the 
  phenomenal—often godlike—power they wield.
  When not contemplating reality in isolation at the heart 
  of the Positive Energy Plane, manasaputras can be found 
  drifting through the Astral Plane in search of wisdom, or 
  drawn to the Material Plane when ignorance and chaos 
  work hand in hand with cruelty and evil. Manasaputras 
  do not often intervene in destructive events, preferring to 
  instead aid mortals and teach them necessary skills that 
  they can use to confront these challenges. Greater threats 
  of a more cosmic nature can draw the direct intervention 
  of dozens of manasaputras, especially when these threats 
  concern the destruction of knowledge or foment disorder 
  in the universe. To this end, manasaputras can sometimes 
  be found working alongside aeons and inevitables on 
  morally compatible agendas. Manasaputras respect the 
  precious balance aeons bring to the planes, as well as 
  inevitables’ unfaltering dedication to their assigned tasks. 
  They are distant toward most good-aligned outsiders, 
  unable to fully share the passions of agathions and azatas, 
  and put off by the zeal of angels and archons. They share 
  a special kinship with devas, who often also oversee 
  mortal affairs. Among outsiders, their greatest rivals are 
  the sahkils of the Ethereal Plane, who attempt to hold 
  back mortal development and are thus sworn enemies of 
  all manasaputras. 
  Manasaputras seldom interact with wicked mortal 
  creatures of the Material Plane. Their charge is to nurture 
  the spiritual development of those who walk the path of 
  enlightenment, and thus have little concern for mortal 
  creatures outside that path, except as obstacles their 
  students must overcome. 
  While usually described as humanoid in form, most 
  manasaputras are wholly incorporeal entities forged of 
  the raw Cosmic Fire from the heart of the Positive Energy 
  Plane. When a manasaputra chooses to become corporeal, 
  it usually adopts a resplendent, idealized humanoid form, 
  often with striking features such as a third eye, multiple 
  arms, or other compelling physical characteristics that 
  clearly set it apart from mortals.
  Occult lore suggests the enormous wisdom of the eldest 
  manasaputras derives from their mortal existence during 
  a previous incarnation of the multiverse itself. Certainly 
  the manasaputras themselves favor doctrines of cycles 
  such as reincarnation. Some mortal followers believe that 
  manasaputras from the previous multiversal cycle were the 
  first to inhabit the soulless husks that would ultimately 
  become mortals, but as usual the manasaputras themselves 
  favor riddles over straight answers on the matter.
  The Seven Kumaras, the most powerful of all 
  manasaputras, exist at the heart of all creation, each 
  exemplifying a facet of the multiverse. These enigmatic 
  entities rarely leave the Cosmic Fire of the Positive 
  Energy Plane, communing with this source of all life in 
  the multiverse and witnessing events across all creation 
  through psychic rapport with a consciousness they (and 
  the like-minded aeons) refer to as the Logos.
  The Seven Kumaras
  Seven glory-clad kumaras lead the manasaputras on their 
  spiritual journeys. Each occasionally acts as a personal 
  messenger or spirit guide for mortals with profound 
  psychic gifts or particularly promising souls. While spellings 
  often differ depending on the esoteric source consulted, 
  their number is thought to include the following.
  • Ameuritati, the First Immortal
  • Ashavashitra, the Righteous Truth
  • Asoshu Mana, the True Purpose
  • Auramiti, the Holy Devotion
  • Hourvetat, the Circle of Ages
  • Ksathras, the Dominion
  • Sraosha, the Cleansing Wings
  162
  
  Manasaputra–Manasaputra, Manu
  Illustration by Subroto Bhaumik
  Manasaputra, Manu
  A toned, regal human radiates a shifting aura of many colors and 
  murmuring voices that seem strangely familiar.
  MANU 
  CR 12
  XP 19,200 
  LG Medium outsider (extraplanar, good, lawful, manasaputra)
  Init +8; Senses darkvision 60 ft.; Perception +25
  Aura unity (30 ft.)
  DEFENSE
  AC 27, touch 27, flat-footed 22 (+3 deflection, +4 Dex, +1 dodge, 
  +9 soul armor)
  hp 161 (17d10+68)
  Fort +9, Ref +14, Will +15; +2 vs. enchantment
  Immune calling, disease, poison; Resist adaptive 10; SR 23
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee 4 slams +18 (1d10+1)
  Psychic Magic (CL 12th; concentration +17; Wis-based)
  25 PE—analyze auraOA (3 PE), aversionOA (2 PE, DC 17), 
  enshroud thoughtsOA (2 PE), mind thrust VIOA (6 PE, DC 21), 
  psychic asylumOA (5 PE), psychic crush IOA (5 PE, DC 20), 
  quintessenceOA (1 PE)
  Spell-Like Abilities (CL 12th; concentration +17; Wis-based)
  At will—greater teleport (self only), plane shift (self only)
  STATISTICS
  Str 13, Dex 19, Con 18, Int 14, Wis 20, Cha 17
  Base Atk +17; CMB +18; CMD 45
  Feats Combat Expertise, Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Power Attack, Spring 
  Attack, Whirlwind Attack, Wind Stance
  Skills Acrobatics +18, Diplomacy +23, Fly +12, 
  Intimidate +17, Knowledge (any one) +20, 
  Knowledge (history, local, planes) +20, Perception 
  +25, Sense Motive +22
  Languages Celestial, Common; telepathy 100 ft.
  SQ aura of unity, creature bond, formless, no breath, 
  positive energy affinity, subjective appearance
  ECOLOGY
  Environment any (Material Plane or Positive Energy Plane)
  Organization solitary or round (2–8)
  Treasure standard
  SPECIAL ABILITIES
  Aura of Unity (Su) All allies that belong to the manu’s 
  creature bond work toward a unified goal while 
  within 30 feet of the manu. As an immediate action, 
  the manu can attempt an attack roll, saving throw, 
  or skill check to replace the roll just made by an ally 
  benefitting from the manu’s aura of unity. 
  Creature Bond (Ex) Each manu is associated with a 
  single race or kind of creature, such as humans or 
  basilisks (not humanoids or magical beasts); this bond never 
  changes. The manu is treated as both a manasaputra and as 
  the race, creature type, and subtypes of its bonded creature 
  for the purposes of effects that target a specific race or kind 
  of creature. 
  Manus aspire to elevate members of a specific race or type 
  of creature to enlightenment, adopting them collectively 
  as special charges. Typically, this race or type of creature 
  is chosen from those to whom the manu belonged during 
  its most meaningful mortal incarnation, but this is not 
  always the case. 
  While most manus focus on a people’s enlightenment 
  across a single Material Plane world, some ambitious 
  manus follow their charges from world to world, 
  continuing to elevate and guide them as they propagate 
  among the stars. Manus are largely solitary, though they 
  sometimes gather into tight-knit groups called 
  rounds that coordinate efforts to guide their 
  chosen peoples.
  163
  
  Illustration by Subroto Bhaumik
  Manasaputra,  
  Maharishi Manu
  This elderly figure looks out with heavy-lidded eyes, and seems 
  lost in its own serenity.
  MAHARISHI MANU 
  CR 16
  XP 76,800 
  LG Medium outsider (extraplanar, good, lawful, manasaputra)
  Init +10; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 31, touch 31 flat-footed 24 (+6 Dex, +4 deflection +1 dodge, 
  +10 soul armor)
  hp 237 (19d10+133)
  Fort +13, Ref +17, Will +17; +4 vs. dismissal, +2 vs. enchantment 
  Immune calling, disease, poison; Resist adaptive 10; SR 27
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee unarmed strike +21/+16/+11/+6 (2d6+2) or 
  aging touch +21 (12d10)
  Psychic Magic (CL 16th; concentration +22;  
  Wisdom-based) 
  27 PE —catatoniaOA (3 PE, DC 19), cognitive 
  blockOA (3 PE, DC 19), divide mindOA (9 PE), 
  mind thrust IV OA (4 PE, DC 20), remote 
  viewingOA (5 PE), retrocognitionOA (5 PE), 
  unshakable zealOA (7 PE)
  Spell-Like Abilities (CL 16th; concentration +22; 
  Wisdom-based)
  At will—greater teleport (self only), plane 
  shift (self only)
  Special Attacks aging touch
  STATISTICS
  Str 15, Dex 23, Con 24, Int 16, Wis 23, 
  Cha 18
  Base Atk +19; CMB +21; CMD 52
  Feats Blind-Fight, Combat 
  Reflexes, Dodge, Improved 
  Initiative, Improved Unarmed 
  Strike, Lightning Stance, Mobility, Skill 
  Focus (Knowledge [history]), Vital Strike, 
  Wind Stance 
  Skills Acrobatics +25, Diplomacy +26, Fly +14, 
  Intimidate +23, Knowledge (any one) +25, 
  Knowledge (history) +31, Knowledge 
  (local, planes) +25, Perception +28, Sense 
  Motive +28
  Languages Celestial, Common; telepathy  
  100 ft.
  SQ evolutionary sentinel, formless, no 
  breath, positive energy affinity, subjective 
  appearance, timeless
  ECOLOGY
  Environment any (Material Plane or Positive Energy Plane)
  Organization solitary 
  Treasure none
  SPECIAL ABILITIES
  Aging Touch (Su) As a standard action, a maharishi manu in 
  either corporeal or incorporeal form can make a touch attack 
  against a living creature to wear down the creature’s body 
  with age, dealing 12d10 points of damage and stunning the 
  creature for 1 round. Creatures immune to magical aging are 
  immune to this damage, but otherwise the damage bypasses 
  all forms of damage reduction. A successful DC 26 Fortitude 
  save halves the damage and negates the stun effect. The save 
  DC is Constitution-based.
  Evolutionary Sentinel (Su) A maharishi manu gains a +4 bonus 
  on saves to resist the effects of a dismissal spell or similar 
  effect while visiting the world it is currently supervising. 
  Timeless (Ex) A maharishi manu oversees vast periods of 
  evolution without impediment. It is unaffected by magical 
  aging effects and spells that manipulate time. Whenever a 
  creature under the effect of time stop (or a similar effect) 
  comes within 1 mile of a maharishi manu, the maharishi 
  manu instantly gains the ability to act normally during 
  the remaining duration of the effect, allowing the two 
  creatures to interact.
  Serene, introspective, and simultaneously 
  old and timeless, a maharishi manu often 
  sits in quiet contemplation, speaking 
  only rarely and acting only when it must. 
  When it does communicate, it tends 
  to do so telepathically, and phrases its 
  advice and commands as strange riddles 
  that seem nonsensical at first, but grow 
  increasingly meaningful as listeners 
  overcome struggles and grow 
  on their own. 
  Maharishi manus are at 
  the pinnacle of the manu caste 
  of manasaputras, leading the 
  hierarchy by following directions 
  set by the kumaras and the Logos at the 
  center of the Positive Energy Plane. These 
  outsiders govern the spiritual development 
  over vast epochs, teaching lesser manus 
  and guiding all mortal incarnations 
  toward a sense of perfect enlightenment. 
  Because of the nature of their missions, 
  maharishi manus form strong bonds with 
  the inhabitants of the planets under their 
  care and are never kept away for long before 
  returning to those worlds should they be 
  banished by malicious forces.
  164
  
  Manasaputra, Maharishi Manu–Manasaputra, Rishi Manu
  Illustration by Subroto Bhaumik
  Manasaputra, Rishi Manu
  This regal, apparently human figure has glowing purple eyes and 
  the grace and fluidity of water given form. 
  RISHI MANU 
  CR 14
  XP 38,400 
  LG Medium outsider (extraplanar, good, lawful, manasaputra)
  Init +10; Senses darkvision 60 ft.; Perception +26
  DEFENSE
  AC 31, touch 31, flat-footed 24 (+4 deflection, +6 Dex, +1 dodge, 
  +10 soul armor)
  hp 189 (18d10+90)
  Fort +11, Ref +17, Will +16; +2 vs. enchantment
  Immune calling, disease, poison; Resist adaptive 10; SR 25
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee rishi scepter +27/+27/+22/+17/+12 (2d6+10/18–20) or 
  4 slams +22 (2d6+4)
  Ranged cosmic fire +24 touch (10d6 fire and 10d6 positive 
  energy)
  Psychic Magic (CL 14th; concentration +19; Wisdom-based) 
  19 PE —anticipate thoughtsOA (2 PE), burst of insightOA (1 PE), 
  dream councilOA (6 PE, DC 21), synapse overloadOA (5 PE, 
  DC 20), remote viewingOA (5 PE)
  Spell-Like Abilities (CL 14th; concentration +19; Wisdom-based)
  At will—greater teleport (self only), plane shift (self only)
  Special Attacks cosmic fire, rishi scepter
  STATISTICS
  Str 19, Dex 23, Con 20, Int 16, Wis 21, Cha 18
  Base Atk +18; CMB +22; CMD 53
  Feats Blind-Fight, Combat Reflexes, Dazzling Display, Dodge, 
  Improved Initiative, Mobility, Shatter Defenses, Weapon 
  Focus (rishi scepter), Wind Stance 
   
   
  Skills Acrobatics +24, Diplomacy +25, Fly +14, Intimidate +22, 
  Knowledge (any one) +24, Knowledge (history, local, 
  planes) +24, Perception +26, Sense Motive +26
  Languages Celestial, Common; telepathy 100 ft.
  SQ formless, no breath, planetary bond, positive energy 
  affinity, subjective appearance
  ECOLOGY
  Environment any (Material Plane or Positive Energy Plane)
  Organization solitary or council (2–16)
  Treasure standard
  SPECIAL ABILITIES
  Cosmic Fire (Su) As a standard action a rishi manu can project 
  a ray of cosmic fire with a range of 100 feet. Firing this ray 
  does not provoke attacks of opportunity. This ray deals 10d6 
  points of fire damage and 10d6 points of positive energy 
  damage. This positive energy does not harm creatures not 
  normally damaged by positive energy nor does it heal them. 
  Planetary Bond (Ex) Each rishi manu is bonded to a particular 
  planet on the Material Plane. While on its bonded world, a 
  rishi manu doesn’t count as extraplanar. When traveling to its 
  bonded world from an extraplanar location using plane shift, 
  a rishi manu always arrives at the exact location of its choice.
  Rishi Scepter (Su) Rishi manus possess a scepter forged from 
  thought and will. In the hands of a rishi manu, it functions 
  as a +4 speed club that deals damage as if it were two size 
  categories larger and penetrates damage reduction as if it 
  were both lawful-aligned and good-aligned. A rishi manu 
  can touch a living creature of lawful good alignment with its 
  scepter, granting it the benefits of moment of prescience (CL 
  14th). Once a creature has benefited from the touch of a rishi 
  scepter, it can’t benefit from it again for 24 hours.
  Rishi manus are the shepherds of entire worlds, watching 
  for shifts in the collective consciousness and gently 
  nudging specific individuals of significant power or 
  influence toward paths of enlightenment that will affect 
  as many others as possible. 
  165
  
  Manasaputra, Solar Pitri
  This massive, red-skinned creature surges with roiling waves of 
  brilliant fire. 
  SOLAR PITRI (AGNISHVATTA) 
  XP 307,200 
  CR 22/MR 8
  LG Large outsider (extraplanar, good, lawful, manasaputra, mythic)
  Init +19/–1; Senses darkvision 60 ft. true seeing; Perception +35
  Aura cosmic fire (60 ft., DC 35)
  DEFENSE
  AC 41, touch 41, flat-footed 32 (+8 deflection, +7 Dex, +2 dodge, 
  –1 size, +15 soul armor)
  hp 404 (24d10+272)
  Fort +16, Ref +21, Will +23; +2 vs. enchantment 
   
  DR 10/epic; Immune calling, disease, poison; Resist adaptive 30; 
  SR 33 
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee 4 slams +35 (3d6+12/19–20)
  Ranged 4 disintegration rays +30 touch (10d6)
  Special Attacks disintegration rays, mythic power (8/day, 
  surge +1d10), radiant transformation (DC 30)
  Psychic Magic (CL 20th; concentration +29; Wisdom-based)
  36 PE —awaken constructOA (6 PE, DC 25), divide mindOA 
  (9 PE), ego whip VOA (7 PE, DC 26), greater create 
  mindscapeOA (6 PE, DC 25), mindscape doorOA (5 PE, DC 24), 
  retrocognitionOA (5 PE)
  Spell-Like Abilities (CL 20th; concentration +29; Wisdom-based)
  Constant—true seeing
  At will—greater teleport (self only), plane shiftM (self only)
  1/day—miracle (DC 28), true resurrection, wishM (DC 28)
  M mythic spell-like ability
  STATISTICS
  Str 35, Dex 25, Con 26, Int 24, Wis 28, Cha 27 
   
  Base Atk +24; CMB +37; CMD 79
  Feats Blind-FightM, Blinding Critical, Combat ExpertiseM, Critical 
  FocusM, DodgeM, Improved Critical (slam), Improved Initiative, 
  Mobility, Power Attack, Spring Attack, Whirlwind Attack, 
  Wind Stance 
   
   
  Skills Acrobatics +30, Bluff +34, Diplomacy +34, Fly +39, 
  Intimidate +34, Knowledge (any one) +30, Knowledge 
  (arcana) +27, Knowledge (history, planes) +33, Knowledge 
  (local) +29, Knowledge (religion) +30, Perception +35, Sense 
  Motive +35, Use Magic Device +31
  Languages Aklo, Celestial, Common, Draconic; telepathy 
  100 ft.
  SQ formless, mythic spell-like abilities, positive energy affinity, 
  subjective appearance, unending
  ECOLOGY
  Environment any (Positive Energy Plane)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Cosmic Fire Aura (Su) Non-manasaputras that end their 
  turn within 60 feet of a solar pitri take 5d6 points of fire 
  damage and 5d6 points of positive energy damage. This 
  positive energy does not harm creatures not normally 
  damaged by positive energy, but doesn’t heal them either. 
  A mythic creature that succeeds at a DC 31 Will save takes 
  half damage. An undead creature with HD less than half 
  of the solar pitri’s that ends its turn within the solar pitri’s 
  cosmic fire aura is automatically destroyed. Mythic undead 
  that succeed at their Will saves are not destroyed, but must 
  succeed at new will saves each round they remain within 
  the aura. Manus, rishi manus, and maharishi manus that are 
  slain within the cosmic fire aura return to life as if affected 
  by true resurrection at the beginning of their next turns, so 
  long as the solar pitri remains alive and its aura remains 
  present at the location of the manasaputra’s death at that 
  time. The save DC is Wisdom-based. 
  Disintegration Rays (Su) A solar pitri can produce magical 
  rays, each with a range of 100 feet. The solar pitri can 
  shoot a single ray as an attack action or up to four rays as 
  a full-attack action. Firing a ray doesn’t provoke attacks 
  of opportunity. Each ray deals 10d6 points of damage. 
  Creatures reduced to 0 hit points by a ray are slain instantly 
  and reduced to ash.
  Mythic Spell-Like Abilities (Ex) A solar pitri can expend uses 
  of mythic power to use the mythic version of plane shift or 
  wish as if the ability were a mythic spell.
  Radiant Transformation (Su) When a solar pitri takes a move 
  action to become incorporeal, it explodes in a burst of 
  blinding light. All non-manasaputras within line of sight are 
  permanently blinded. Mythic creatures that succeed at a DC 31 
  Reflex save are not affected. The save DC is Wisdom-based.
  Unending (Su) When a solar pitri is slain by a non-mythic 
  source, it returns to life 24 hours later at the heart of the 
  Positive Energy Plane.
  Nearly perfect in form, action, and thought, solar pitris are 
  revered as godlike creatures, and possess souls on fire with 
  the radiance of creation and reincarnation. Solar pitris are 
  in some ways alien to mortal reality, yet strongly in tune 
  with it by way of the cycle of reincarnation. Each solar 
  pitri is the embodiment of a soul that lived thousands—
  if not millions—of incarnations in at least one other 
  multiverse that existed prior to the creation of the current 
  one. Final expressions of enlightenment, these incredibly 
  powerful entities have guided the development of all life 
  for countless eons. Solar pitris possess singular focus 
  on the development of the entire multiverse and all its 
  creatures—some say even of deities themselves—guiding 
  events down a course that leads like a descending spiral to 
  another cycle of reincarnation at the eventual end of the 
  current multiverse and creation of the next.
  166
  
  Manasaputra, Solar Pitri
  Illustration by Subroto Bhaumik
  Some occult scholars contend that there are only seven 
  solar pitris, and that they are the seven kumaras. Others 
  believe that the numbers of these creatures range in 
  the hundreds, thousands, or even millions, but that the 
  majority of the solar pitris rest in still and silent meditation 
  at the heart of the Positive Energy Plane, never venturing 
  out into the vastness of the Astral Plane or other corners of 
  the multiverse. Such sages insist that the intensity of their 
  contemplation and meditation is the underlying fuel for the 
  progression of souls, the expansion of space, and the flow of 
  time. Some even go so far as to credit the solar pitris with 
  the creation of the Cosmic Fire in the first place, though 
  like all theories about the manasaputras in general and the 
  kumaras in particular, the details are the subjects of heated 
  debate and very little concrete evidence. 
  All the various camps of esoteric thought agree that 
  seven of these creatures are known as the kumaras, and 
  that they are the only solar pitris who have interacted 
  with creatures that are not other manasaputras. Scholars 
  generally believe that the solar pitris serve as masters to 
  a number of twilight pitris, and sometimes even various 
  manus, but the exact relationships seem to have a degree 
  of fluidity—as some esoteric texts insist that this 
  group of manasaputras serve Ksathras, the Dominion, 
  while others claim the same group or members of that 
  group serve Ameuritati, the First Immortal. Many of 
  these contradictions stem from transcription mistakes 
  in ancient texts or issues with the variety of spellings 
  or even names by which some kumaras are known, but 
  others can be explained only by shifts in the structure of 
  the manasaputra caste system over the eons.
  The lore regarding the relationship between the solar 
  pitris and mortal races is less muddled. Most stories 
  relate that at the dawn of creation, solar pitris took pity on 
  misguided mortals, who were confused by the teachings and 
  guidance given to them by the twilight pitris. The twilight 
  pitris’ nurturing led to overly rational mortals who lacked the 
  compassion and empathy necessary for true enlightenment. 
  The solar pitris intervened, and granted those wayward 
  mortals a favored place in the cycle of cosmic reincarnation. 
  Scholars speculate that this act on the part of the solar pitris 
  was the first step that led to the evolution of samsarans 
  (Pathfinder RPG Bestiary 4 230), though many samsarans deny 
  this story, instead insisting that they are early forms of what 
  will later become the next wave of manasaputras. 
  Because of their unfathomably ancient minds and far-
  reaching plans, solar pitris rarely interact with other creatures. 
  They must restrain their power, lest their very presence prove 
  deadly to other living beings. Solar pitris are creatures of fire, 
  and even witnessing a solar pitri shifting from corporeality 
  to incorporeality from afar can blind mortals. Creatures 
  that come close to a solar pitri are scorched by the outsider’s 
  boundless, radiant energies. Adherents of some cults attempt 
  such approaches regardless of the danger, believing that even 
  if they burn to death, their souls will be purified by the solar 
  pitri’s presence. Most of what is known about solar pitris 
  comes from the teachings handed down to mortals by lesser 
  manasaputras, the traditions of those samsarans who believe 
  that they are connected to manasaputras (or even that they 
  are some early form of manu), the often wild and fanciful 
  speculation of occult thinkers, the feverish dreams of 
  eccentric mystics, and the few legitimate historical accounts 
  of the various kumaras leaving their contemplation within 
  the Cosmic Fire and interacting with mortals. But even 
  then, only monumental events such as mass extinctions of 
  whole worlds, the death of gods, the eradication of an entire 
  intelligent species, or other reality-shaking events draw solar 
  pitris’ attention. Otherwise, their time is spent pondering 
  unknowable truths and guiding other manasaputras from 
  deep within the heart of the Positive Energy Plane. 
  167
  
  Manasaputra, Twilight Pitri
  Cerulean light surrounds this towering four-armed figure in a 
  vibrant corona. 
  TWILIGHT PITRI (BARHISAD) CR 18
  XP 153,600 
  LG Large outsider (extraplanar, good, lawful, manasaputra)
  Init +12; Senses darkvision 60 ft.; Perception +35
  Aura frightful presence (60 ft., DC 23)
  DEFENSE
  AC 36, touch 32, flat-footed 27 (+8 Dex, +1 dodge, +4 shield, 
  –1 size, +14 Wis)
  hp 300 (24d10+168)
  Fort +15, Ref +22, Will +22; +2 vs. enchantment
  Defensive Abilities cerulean nimbus; Immune calling, disease, 
  poison; Resist adaptive 15; SR 29
  OFFENSE
  Speed 40 ft., fly 60 ft. (perfect)
  Melee unarmed strike +28/+23/+18/+13 (2d10+8/19–20/×3)
  Ranged lunar rays +31/+26/+21/+16 touch (8d6 cold and 8d6 
  positive energy)
  Psychic Magic (Sp) (CL 18th; concentration +26; Wisdom-based)
  45 PE—aversionOA (2 PE, DC 20), awaken (5 PE), awaken 
  constructOA (6 PE), babbleOA (3 PE, DC 21), ego whip VOA 
  (7 PE, DC 25), greater synaptic pulseOA (5 PE, DC 23), 
  mind thrust VIOA (6 PE, DC 24), mindwipeOA (4 PE, DC 22), 
  psychic imageOA (9 PE), psychic surgeryOA (6 PE), synapse 
  overloadOA (5 PE, DC 23)
  Spell-Like Abilities (CL 18th; concentration +26; Wisdom-based)
  At will—greater teleport (self only), plane shift (self only)
  Space 10 ft.; Reach 10 ft.
  Special Attacks anatomical undoing, lunar rays, stunning fist 
  (6/day, DC 18)
  STATISTICS
  Str 19, Dex 27, Con 24, Int 18, Wis 26, Cha 13
  Base Atk +24; CMB +29; CMD 62
  Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical 
  (unarmed strike), Improved Initiative, Improved Unarmed 
  Strike, Improved Vital Strike, Mobility, Stunning Critical, 
  Stunning Fist, Vital Strike, Weapon Focus (unarmed strike)
  Skills Acrobatics +32 (+36 when jumping), Fly +41, Intimidate +25, 
  Knowledge (arcana, dungeoneering, history, planes) +31, 
  Perception +35, Spellcraft +31, Stealth +31
  Languages Aklo, Celestial, Common; telepathy 100 ft.
  SQ no breath, positive energy affinity, third eye
  ECOLOGY
  Environment any (Positive Energy Plane)
  Organization solitary 
  Treasure none
  SPECIAL ABILITIES
  Anatomical Undoing (Ex) A twilight pitri adds its Wisdom 
  modifier instead of its Strength modifier to damage dealt by 
  its unarmed attacks, as it has an intuitive grasp of how to 
  unmake corporeal forms. On a critical hit with its unarmed 
  strike, it deals triple damage.
  Cerulean Nimbus (Su) Twilight pitris are surrounded by an eerie 
  blue light said to be a reflection from a previous version of 
  the multiverse. While active, this light grants them a +4 shield 
  bonus to their AC. A twilight pitri can make use of its frightful 
  presence aura only while its cerulean nimbus surrounds it. The 
  pitri can dismiss the light as a free action, even when it is not 
  the pitri’s turn, to reroll any one saving throw or to negate a 
  critical hit. A dismissed nimbus returns in 1d3 rounds.
  Lunar Rays (Su) A twilight pitri can shoot rays of moonlight 
  with a range of 100 feet. A twilight pitri can fire a single 
  ray as an attack action, or up to four rays as a full attack 
  action. Firing a ray does not provoke attacks of opportunity. 
  A twilight pitri can apply its Vital Strike feats to lunar rays. 
  Each ray deals 8d6 points of cold damage and 8d6 points of 
  positive energy damage. This positive energy does not harm 
  creatures that aren’t normally damaged by positive energy, 
  nor does it heal them. 
  Third Eye (Su) As a swift action, a twilight pitri can open 
  or close its third eye. While the eye is open, the twilight 
  pitri gains access to an additional pool of 45 PE and gains 
  a constant true seeing effect, but loses the benefits of its 
  cerulean nimbus. This pool of psychic energy is separate 
  from the twilight pitri’s regular pool, and is accessible only 
  while the third eye is open. Effects that blind a twilight pitri 
  prevent the use of this ability.
  While clerics and oracles spin their own myths of creation, 
  manasaputras tout an occult truth behind these stories—
  the current multiverse is not the first to exist and it 
  won’t be the last. Like the cycle of seasons and the moon, 
  existence itself waxes and wanes.
  Similar to the highest caste of pitris, twilight pitris 
  are manasaputras whose existence predates the current 
  multiverse. Unlike the solar pitris, these creatures started 
  their path to enlightenment in the preceding multiverse, 
  not some more ancient one. During that indescribable 
  existence, twilight pitris were mortals who ascended to the 
  ranks of manus. Surviving the natural end of their native 
  reality, they endured and were incarnated into the current 
  multiverse as this higher caste of manasaputras. Though 
  they are in a higher form, it is one filled with tribulation 
  and challenge, as becoming a twilight pitri is among the 
  greatest trials in the path to absolute enlightenment. 
  This transition between multiverses has the effect of 
  cutting off the former manus’ souls from the Cosmic Fire 
  of creation. This “twilight” forces the new pitris to pursue 
  enlightenment without the fire’s guidance.
  While these creatures can hover around the Cosmic Fire 
  on the Positive Energy Plane, they are barred from entering 
  it. Some occult scholars believe this is merely a taboo, 
  168
  
  Manasaputra, Twilight Pitri
  Illustration by Subroto Bhaumik
  but the prohibition is more than a metaphysical barrier. 
  These pitris are incapable of the spiritual incorporeality 
  found among other types of manasaputras, which enables 
  communion with the flame. 
  While some occult scholars teach that this exile is some 
  form of punishment for actions in past incarnations, 
  both twilight and even solar pitris deny this explanation. 
  Instead, exile from the cosmic source is a test in spiritual 
  suffering and self-sufficiency. Without the benefit of the 
  Cosmic Fire, each twilight pitri must look within itself 
  or to others to achieve full enlightenment, which is both 
  challenging and spiritually taxing. Failure of this test 
  leads to either the destruction of a twilight pitri or its 
  continuance within lesser incarnations until the death of 
  this multiverse and the creation of the next. Those who gain 
  true enlightenment from this test become solar pitris when 
  the next multiverse ignites, though most achieve status 
  as a twilight pitri, fail the test, and are reincarnated 
  as lesser manasaputras many times before 
  succeeding and becoming solar pitris. 
  Because these pitris are disconnected 
  from the cosmic source, their wisdom 
  can sometimes seem imperfect, at least 
  compared to that of the solar pitris. 
  While all twilight pitris seek to expand 
  enlightenment in the multiverse, 
  their actions can accidently work 
  against enlightened truth. 
   During the earliest epochs of this 
  multiverse, the first twilight pitris 
  sought not only to shepherd the 
  fledgling races, but also to impart 
  knowledge and reason to those with 
  whom they formed the closest 
  bonds. The results of this effort still 
  haunt them, as the pitris’ imperfect 
  mastery of cosmic enlightenment 
  turned these races into beings 
  driven only by reason, logic, 
  and 
  systematic 
  philosophies. 
  As these beliefs opposed the 
  spiritual ascension touted by other 
  manasaputras, these early races 
  ascended to become other types of 
  outsiders, swelling the ranks of such 
  beings. In the end, the kumaras had to 
  intercede and right the wrongs inadvertently 
  spurred by the twilight pitris’ actions. Because 
  of this, many twilight pitris have chosen to be 
  more contemplative and intuitive in deciding on 
  their courses of action than other manasaputras, 
  while others become more active hoping to make 
  up for this early misstep. 
  In spite of their alien origins, twilight pitris seek to 
  aid and inspire mortals of the Material Plane. They take 
  great care to search for and study the individual mortals, 
  societies, and worlds that hold the greatest promise. 
  Mortals who show the best chance of becoming some 
  form of manu in their next incarnations are chosen and 
  taught the methods of contemplation, mindfully executed 
  action, and focused meditation necessary to achieve their 
  next stage of enlightenment. At the same time, such 
  visitations—either to mortals or others of their kind—
  can be both a boon and a curse, for the twilight pitris 
  often act in unexpected ways—their minds inscrutable 
  to the denizens of the Material Plane—and their lack of 
  connection with the Cosmic Fire often makes them seem 
  disconnected from other manasaputras. A handful of 
  kumaras seek out the aid of twilight pitris when they do 
  leave the Positive Energy Plane, enjoying and finding 
  wisdom in their sometimes alien and unexpected 
  modes of thought. 
  Relationships between twilight pitris and 
  manus are complicated. Many manus have 
  at least one twilight pitri to thank for 
  their first steps of enlightenment and 
  acceptance into the manasaputra castes, 
  but upon ascension, the new manus 
  intuit how disconnected their former 
  teachers are from the cosmic source of 
  all things. They immediately find the 
  words and guidance of the twilight 
  pitris to be filled with half-truths 
  and blind paths, even though the 
  twilight pitri’s intentions are true 
  and honorable. These manus still 
  give members of this caste the 
  respect and reverence they deserve, 
  and understand the importance 
  of this test—especially since they 
  may face it themselves one day—
  but often go to great pains to avoid 
  asking a twilight pitri for counsel. 
  Relationships between twilight 
  pitris and samsarans are even 
  more strained, as knowledgeable 
  members of that race blame the 
  twilight pitris for nearly damning the 
  entire samsaran race to a path outside of 
  reincarnation and enlightenment. While 
  they would never outwardly disrespect 
  these higher forms of being, they are often 
  suspicious of the twilight pitris’ guidance 
  and disregard twilight pitris’ advice. Some 
  samsarans outright refuse all aid coming from 
  one of these manasaputras. 
  169
  
  Megafauna, Chalicotherium
  This huge, rather slow-moving and slothlike creature has long, 
  clawed forelimbs and short rear legs.
  CHALICOTHERIUM  
  CR 6
  XP 2,400
  N Large animal
  Init +0; Senses low-light vision, scent; Perception +10 
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 natural, –1 size)
  hp 68 (8d8+32)
  Fort +10, Ref +6, Will +4
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 26, Dex 11, Con 18, Int 2, Wis 11, Cha 5
  Base Atk +6; CMB +15 (+17 bull rush); CMD 25 (27 vs. bull rush, 
  29 vs. trip) 
  Feats Endurance, Improved Bull Rush, Iron Will, Power Attack 
  Skills Climb +11, Perception +10
  ECOLOGY
  Environment temperate forests 
  Organization solitary or pair 
  Treasure none
  Chalicotheriums are massive creatures resembling 
  sloths with vaguely equine heads and long forelimbs 
  ending in wickedly sharp claws. While the size and the 
  claws of these creatures make them seem fierce, they are 
  generally docile animals and become aggressive only in 
  the defense of their homes and offspring. They typically 
  fight only until the invaders 
  have f led, but if their young are 
  threatened, they will not relent 
  until the attacker is dead, even 
  if they must pursue it for a great 
  distance to be sure.
  These herbivorous creatures 
  are 
  generally 
  found 
  alone 
  or in pairs, 
  along with any 
  of their young.
  A typical adult 
  chalicotherium is 
  about 10 feet tall at 
  the shoulder and 12 
  feet long from nose 
  to rump, and weighs 
  14,000 pounds.
  Megafauna, Kaprosuchus
  This massive, squat crocodilian has forward facing eyes, jutting 
  teeth, and a pronounced snout.
  KAPROSUCHUS 
  CR 5
  XP 1,600
  N Huge animal 
  Init +5; Senses low-light vision; Perception +13
  DEFENSE
  AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
  hp 59 (7d8+28)
  Fort +9, Ref +6, Will +4
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (2d6+7), tail slap +5 (2d6+3)
  Space 15 ft.; Reach 15 ft.
  Special Attacks ramming snout
  STATISTICS
  Str 25, Dex 12, Con 19, Int 1, Wis 14, Cha 2
  Base Atk +5; CMB +14; CMD 25 (29 vs. trip)
  Feats Improved Initiative, Power Attack, Skill Focus 
  (Perception), Weapon Focus (bite)
  Skills Perception +13, Stealth +6; Racial Modifiers +8 Stealth
  ECOLOGY
  Environment warm forests 
  Organization solitary, pair, or colony (3–6)
  Treasure none
  SPECIAL ABILITIES
  Ramming Snout (Ex) When a kaprosuchus charges, it can ram 
  an opponent with the calcified tip of its snout. This attack 
  has the same attack bonus as the kaprosuchus’s bite attack, 
  and it deals an amount of bludgeoning damage equal to the 
  kaprosuchus’s bite damage. If the attack is successful, the 
  kaprosuchus can attempt 
  a trip combat maneuver 
  against the target as a 
  free action. 
  Despite 
  its 
  close 
  resemblance to other 
  types of crocodilians, 
  the kaprosuchus is a 
  terrestrial predator, not an 
  aquatic one. Squat and 
  powerfully built, these 
  creatures hunt for 
  prey in forests. 
  The adults can 
  grow up to 20 
  feet long and 
  weigh as much as 
  2,500 pounds. 
  Illustration by Steve Ellis
  170
  
   Megafauna, Moa
  Standing on muscular legs that end in enormous talons, this 
  flightless bird is almost twice the height of a man.
  MOA 
  CR 2
  XP 600
  N Large animal 
  Init +7; Senses low-light vision; Perception +9
  DEFENSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +6, Will +1
  OFFENSE
  Speed 30 ft.
  Melee 2 talons +4 (1d6+3)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 17, Dex 16, Con 14, Int 2, Wis 11, Cha 9
  Base Atk +2; CMB +6; CMD 19
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Perception +9
  ECOLOGY
  Environment warm plains 
  Organization solitary, pair, group (3–5), or colony (6–100)
  Treasure none
  Moas are large, flightless birds that, with their necks 
  outstretched, stand nearly as tall as ogres. They roam 
  the 
  grasslands 
  feeding 
  on the thick grasses 
  and shrubs that are 
  mostly inedible to 
  smaller birds and 
  mammals. 
  While 
  these 
  birds 
  are 
  gigantic, they are 
  rather docile and 
  skittish, preferring 
  to flee than fight. 
  They 
  can 
  become 
  aggressive 
  when 
  faced 
  with predators or perceived 
  threats to their young or food 
  sources. In these cases, the larger birds of 
  a colony or group move forward to protect 
  the young and weak moas of the flock. 
  These larger moas leap into 
  the air and lash out with both 
  of their broad, sharp talons to 
  inflict grievous wounds. 
  A full-grown moa can weigh 
  as much as 500 lbs. 
  Megafauna, Uintatherium
  This large creature is built like a rhinoceros, but with fangs like a 
  saber-toothed tiger and smaller hornlike ridges.
  UINTATHERIUM 
  CR 7
  XP 3,200
  N Large animal 
  Init +0; Senses low-light vision; Perception +20
  DEFENSE
  AC 20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 95 (10d8+50)
  Fort +12, Ref +7, Will +6
  OFFENSE
  Speed 30 ft.
  Melee bite +16 (2d8+15)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 30, Dex 10, Con 21, Int 1, Wis 13, Cha 3
  Base Atk +7; CMB +18; CMD 28 (32 vs. trip)
  Feats Diehard, Iron Will, Power Attack, Skill Focus (Perception), 
  Vital Strike
  Skills Perception +20
  ECOLOGY
  Environment temperate swamps 
  Organization solitary, pair, or herd (3–12)
  Treasure none
  Uintatheriums are large 
  browsing herbivores that 
  move through marshes, 
  plucking aquatic plants 
  from silty water with their 
  large front teeth. They 
  also use these front fangs 
  for defense when confronted 
  with a predator, and males —
  who have larger fangs—use 
  them in mating displays. 
  Females also fight with their 
  teeth, though they prefer to 
  intimidate foes into leaving 
  them alone.
  While an uintatherium has 
  a large, formidably protected 
  skull, its brain is rather small. 
  Dull-witted and slow to act, uintatheriums 
  are not particularly dangerous to those 
  who don’t intentionally provoke them, and 
  they can be domesticated more easily than 
  most megafauna. 
  Uintatheriums stand nearly 6 feet tall at 
  the shoulder and weigh over 2 tons.
  Megafauna
  Illustration by Steve Ellis
  171
  
  Merfolk, Deep
  This gaunt mermaid has a long, semitransparent tail with a vivid 
  red crest and caudal fin.
  DEEP MERFOLK  
  CR 3
  XP 800
  N Medium humanoid (aquatic)
  Init +9; Senses blindsense 30 ft., darkvision 60 ft.; Perception +2
  DEFENSE
  AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
  hp 30 (4d8+12)
  Fort +4, Ref +6, Will +4
  Defensive Abilities deep dweller, semitransparent; Resist cold 5
  Weaknesses light sensitivity
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee spear +6 (1d8+4/×3)
  Special Attacks sneak attack +2d6, sprint
  STATISTICS
  Str 17, Dex 20, Con 16, Int 11, Wis 10, Cha 11
  Base Atk +3; CMB +6; CMD 21
  Feats Improved Initiative, Power Attack
  Skills Perception +2, Stealth +9 (+17 underwater), Swim 
  +16; Racial Modifiers +8 Stealth  
  (while underwater)
  Languages Aquan
  ECOLOGY
  Environment any oceans (trenches)
  Organization solitary, family (2–4), or 
  tribe (10–15)
  Treasure standard (spear, 
  other treasure)
  SPECIAL ABILITIES
  Deep Dweller (Ex) Deep 
  merfolk are immune 
  to damage from water 
  pressure; their bodies 
  adjust instantly to different 
  depths.
  Semitransparent (Ex) Deep merfolk 
  are very difficult to spot while they are 
  underwater. So long as they are at least 
  10 feet underwater, deep merfolk gain 
  concealment and can use the Stealth skill while 
  moving at their normal speed without penalty. 
  In the ocean depths (about 3,000 feet deep or 
  more), this benefit improves to total concealment.
  Sprint (Ex) A deep merfolk can charge or withdraw 
  at up to 3 times its swim speed.
  Much like common merfolk, deep merfolk have 
  humanoid upper bodies and fish-like tails, but they 
  are adapted for survival within the depths of the ocean. 
  Their skin is both dark and transparent to help them blend 
  with the sunless ocean depths. They sometimes adorn 
  themselves with bioluminescent dye to create glowing spots 
  on the skin along their tails, which they use both as a form 
  of silent communication and to lure in prey when they hunt.
  Deep merfolk build villages along the sides of the deepest 
  ocean trenches, where they hunt sea creatures and gather 
  crustaceans from the ocean floor. They are capable hunters, 
  and small hunting groups of deep merfolk have been 
  known to take down sharks or other large creatures stalking 
  the depths. When hunting, deep merfolk prefer to ambush 
  their prey, often luring targets in with bioluminescence. 
  They rely on their camouflage to hide within the crevices 
  and cold sand until their traps can be sprung.
  Like their cousins, deep merfolk are highly protective 
  of their tribes and homes and go to great lengths to 
  keep strangers away. Spellcasters among their 
  tribes often use illusions to hide deep merfolk 
  dwellings, while rangers and hunters set up 
  traps, ambushes, and false trails that lead 
  interlopers into distant and dangerous areas 
  of the deep ocean. If such misdirection and 
  illusion fail, deep merfolk don’t hesitate 
  to launch proactive attacks against 
  intruders—at a fair distance away 
  from their homes if possible. 
  While their appearance has led 
  to legends of ties to dark powers 
  and sinister agendas, most deep 
  merfolk are simple folk with 
  little interest in the world above 
  the waves. A few secretive tribes 
  worship the demon lord Dagon, 
  but they view him as a dark 
  protector they must appease, 
  not a deity to emulate or 
  for whom they feel 
  any affection.
  Illustration by Tomasz Chistowski
  172
  
  Mngwa
  This jungle cat has a dark coat of striped fur, glossy black teeth 
  and claws, and a black mane.
  MNGWA 
  CR 7
  XP 3,200
  CE Large magical beast
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEFENSE
  AC 20, touch 13, flat-footed 16 (+4 Dex, +7 natural, –1 size)
  hp 85 (9d10+36) 
  Fort +10, Ref +10, Will +6
  DR 10/magic; Immune disease, poison
  Weaknesses sunlight powerlessness (affected by daylight)
  OFFENSE
  Speed 40 ft.
  Melee bite +15 (2d6+7 plus grab), 2 claws +16 (1d8+7 plus 1d6 
  bleed and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks murderous claws, pounce, rake (2 claws +16, 
  1d8+7 plus 1d6 bleed)
  Spell-Like Abilities (CL 9th; concentration +9)
  Constant—feather stepAPG
  At will—chameleon strideAPG, pass without trace
  STATISTICS
  Str 24, Dex 18, Con 18, Int 3, Wis 13, Cha 11
  Base Atk +9; CMB +17 (+21 grapple); CMD 31 (35 vs. trip)
  Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus 
  (Stealth), Weapon Focus (claw)
  Skills Acrobatics +14, Climb +11, Perception +10, Stealth 
  +15 (+23 in forest terrain), Swim +11; Racial Modifiers 
  +4 Perception, +4 Stealth (+12 in forest terrain)
  Languages Aklo (can’t speak)
  SQ creature of the night, focus of hate, jungle stealth
  ECOLOGY
  Environment warm forests
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Creature of the Night (Su) A mngwa exists 
  only at night, appearing at sunset and 
  fading away at sunrise. It receives the 
  benefit of a heal spell (CL 15th) each 
  night when it reappears. A mngwa’s 
  connection to darkness is so strong 
  that it has sunlight powerlessness even 
  within the effects of a daylight spell. 
  However, a daylight spell that affects a 
  mngwa loses 10 minutes of duration 
  for each round it affects a mngwa 
  in this way.
  Focus of Hate (Su) A mngwa comes into being to punish a hated 
  creature or group of creatures, and survives only as long as 
  its focus of hate exists. The mngwa fades away permanently 
  if its focus of hate dies (or if all members of the group die). A 
  mngwa knows the direction and general distance to its focus 
  of hate (or the nearest member in the case of a group). This 
  sense can be blocked by any effect that blocks scrying. While 
  its focus of hate exists, a mngwa destroyed through violence 
  fades away and reappears fully restored in 1d4+1 days. The 
  only way to permanently destroy a mngwa is to appease the 
  spirits responsible for its creation—typically by killing its focus 
  of hate or redressing the wrong that angered the spirits. 
  Jungle Stealth (Ex) A mngwa in forest terrain can move at full 
  speed using the Stealth skill without penalty.
  Murderous Claws (Ex) A mngwa deals an additional 1d6 points 
  of bleed damage with its claw and rake attacks, and each 
  subsequent successful claw and rake attack increases the 
  amount of bleed damage by 1 (up to a maximum of 1d6+7 
  points of bleed damage). A successful DC 20 Heal check or 
  the application of any magical healing stops the bleeding.
  Mngwas are the incarnation of malevolent jungle spirits, 
  driven by anger directed toward their focus of hate—a 
  specific creature, family, or community who has despoiled 
  the jungle or desecrated a sacred site. A mngwa exists only 
  between sunset and sunrise. Each day at sunset the mngwa 
  materializes near the spot on which it first manifested, and 
  each day at sunrise the mngwa fades back into nothingness. 
  Legendary for their skill at evading hunters, mngwas 
  sometimes haunt a region for centuries, continuing to 
  stalk the members of large tribes or extended families 
  responsible for some ancient transgression. 
  Mngwas average 15 feet in length 
  and weigh 3,000 pounds.
  Merfolk, Deep–Mngwa
  Illustration by Damien Mammoliti
  173
  
  Moon Dog
  This sleek, white-furred hound stands three feet tall at the shoulder. 
  It paws resemble hands and its face seems preternaturally wise.
  MOON DOG 
  CR 9
  XP 6,400
  NG Medium outsider (extraplanar, good)
  Init +2; Senses darkvision 120 ft., detect evil, detect magic, 
  keen senses, scent, see invisibility; Perception +26
  DEFENSE
  AC 23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
  hp 114 (12d10+48)
  Fort +12, Ref +10, Will +9
  DR 10/evil; Immune fear; SR 20
  OFFENSE
  Speed 50 ft., or 30 ft. (while on two legs)
  Melee bite +17 (1d6+6 plus trip) 
  Special Attacks bay (DC 19), lunar light, sneak attack +6d6
  Spell-Like Abilities (CL 12th; concentration +15) 
  Constant—detect evil, detect magic, see invisibility
  At will—dancing lights
  3/day—alter self, mirror image
  1/day—darkness, dispel magic, greater invisibility, greater 
  shadow conjuration (DC 20), nondetection, obscuring mist
  STATISTICS
  Str 18, Dex 15, Con 19, Int 15, Wis 16, Cha 16
  Base Atk +12; CMB +16; CMD 29 (33 vs. trip)
  Feats Alertness, Dodge, Iron Will, Mobility, Spring Attack, 
  Weapon Focus (bite)
  Skills Acrobatics +17, Bluff +17, 
  Diplomacy +18, Knowledge (arcana) 
  +13, Knowledge (planes) +10, 
  Perception +26, Sense Motive +22, 
  Stealth +17, Survival +18 (+22 when 
  tracking by scent); Racial Modifiers 
  +4 Perception, +4 Survival when 
  tracking by scent
  Languages Celestial (can’t speak); 
  telepathy 100 ft.
  SQ lick, plane shift
  ECOLOGY
  Environment any 
  (Nirvana)
  Organization solitary, 
  pair, or pack (3–11)
  Treasure standard
  SPECIAL ABILITIES
  Bay (Su) A moon dog 
  can produce one of 
  the following 
  effects when it 
  howls or barks. Each bay is 
  a sonic effect that functions as the spell of the same name 
  (caster level 12th) except as noted below. The save DCs are 
  Charisma-based. A creature that successfully saves against 
  one of these effects is immune to that bay effect, created by 
  that moon dog, for 24 hours.
  Dismissal: This effect works as per the spell dismissal, 
  except it targets one evil extraplanar creature.
  Fear: As per the spell fear, except this fear affects all evil 
  creatures within 80 feet. 
  Keen Senses (Ex) Moon dogs can see twice as far as humans 
  in low-light and normal light conditions, and can see without 
  impairment through mist and fog. 
  Lick (Sp) The lick of a moon dog provides one of the following 
  spell effects (caster level 12th) to the target: cure light 
  wounds, neutralize poison, or remove disease. Each is usable 
  at will by the moon dog, but can affect a given recipient only 
  once per day. 
  Lunar Light (Su) When in dim light, a moon dog can create 
  dappled shadows and pale luminous patterns in a 60-foot-
  radius emanation. This effect causes evil creatures to 
  become fascinated (Will DC 19 negates). Good-aligned 
  creatures in this area gain the benefits of protection from 
  evil (caster level 12th). Creating this lunar light is a full-
  round action, and the moon dog must concentrate to 
  maintain it. The shadow weave remains centered 
  on the moon dog as it moves. Evil creatures saving 
  against lunar light cannot be affected again by 
  that moon dog’s lunar light for 24 hours.
  Plane Shift (Sp) A moon dog can enter the 
  Astral Plane, Ethereal Plane, or Material Plane as 
  a standard action, as if using plane shift (caster 
  level 12th). 
  Moon dogs are extraplanar hounds that live 
  in nomadic packs on Elysium, traveling 
  and hunting planar menaces where they 
  please. Often their hunts will take them to 
  the Astral Plane or the Ethereal Plane, and 
  sometimes to the remote wildernesses of 
  the Material Plane. More often than not, 
  they enter the Material Plane to combat 
  irruptions of evil outsiders plaguing 
  innocent mortals. When they do so, 
  they often ally with powerful celestials, 
  serving amid their forays as scouts and 
  wise council. 
  Moon dogs can stand erect and 
  wield weapons if desired, but 
  they prefer the speed and 
  mobility of traveling on all 
  fours. Most moon dogs stand 
  approximately 5 feet tall and 
  weigh about 125 pounds.
  Illustration by Daniel López
  174
  
  Moon Dog–Muckdweller
  Illustration by Diana Martinez
  Muckdweller
  This bipedal lizard has mottled gray-and-brown flesh. A short 
  dorsal fin runs the length of its body and its forelimbs look like hands.
  MUCKDWELLER 
  CR 1/4
  XP 100
  N Small magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 5 (1d10)
  Fort +2, Ref +4, Will +1
  OFFENSE
  Speed 10 ft., swim 30 ft.
  Melee bite +4 (1d6–1)
  Special Attacks blinding spray
  STATISTICS
  Str 8, Dex 14, Con 11, Int 9, Wis 12, Cha 7
  Base Atk +1; CMB –1; CMD 11
  Feats Weapon Finesse
  Skills Acrobatics +6, Perception +5, Swim +14; Racial 
  Modifiers +4 Acrobatics, +4 Swim
  Languages Draconic
  SQ dextrous swimmer
  ECOLOGY
  Environment temperate marshes
  Organization solitary, pack (3–7), or swarm (8–17)
  Treasure standard
  SPECIAL ABILITIES
  Blinding Spray (Ex) By filling its mouth with 
  muddy water, a muckdweller can fire a 
  concentrated stream of muck in a 10-foot 
  line. A creature in the area must succeed 
  at a DC 10 Reflex save or be blinded for 
  1d2 rounds. A muckdweller must spend 
  a move action to refill its mouth with 
  muddy water to use its spray again. The 
  save DC is Constitution-based.
  Dextrous Swimmer (Ex) A muckdweller 
  moves through water gracefully. It 
  uses its Dexterity modifier instead of 
  its Strength modifier on Swim checks.
  Muckdwellers have long tails that allow 
  them to swim rapidly through the water 
  or maintain their balance when standing 
  upright. They sometimes associate with 
  lizardfolk, forming allied settlements, but 
  rarely living in the same community. Still 
  they work and hunt together for mutual 
  benefit. Most muck dwellers stand 
  3-1/2 feet tall and weigh 70 pounds.
  Muckdweller, Giant
  This massive lizard has pale, spotted flesh and spines around its face 
  that form a spiky frill.
  GIANT MUCKDWELLER 
  CR 2
  XP 600
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 22 (3d10+6)
  Fort +5, Ref +5, Will +4
  OFFENSE
  Speed 20 ft., swim 60 ft.
  Melee bite +5 (2d6+4)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blinding spray
  STATISTICS
  Str 16, Dex 14, Con 15, Int 9, Wis 12, Cha 7
  Base Atk +3; CMB +7; CMD 19 (23 vs. trip)
  Feats Iron Will, Skill Focus (Perception)
  Skills Acrobatics +6, Perception +10, Swim +15; Racial 
  Modifiers +4 Acrobatics, +4 Swim
  Languages Draconic
  ECOLOGY
  Environment temperate marshes
  Organization solitary, pack (3–7), or swarm (8–17)
  Treasure standard
  SPECIAL ABILITIES
  Blinding Spray (Ex) By filling its mouth 
  with muddy water, a muckdweller can fire a 
  concentrated stream of muck in a 10-foot line. A 
  creature in the area must succeed 
  at a DC 13 Reflex save or be 
  blinded for 1d2 rounds. A 
  muckdweller must spend 
  a move action to 
  refill its mouth with 
  muddy water to use its 
  spray again. The save DC 
  is Constitution-based.
  Giant muckdwellers  are 
  quadrupedal cousins  of 
  the common muckdweller. 
  They sometimes socialize 
  with 
  their 
  smaller 
  kin, 
  forming simple societies in which 
  the largest rule. Occasionally they serve 
  lizardfolk as allies and mounts. Giant 
  muckdwellers measure up to 10 feet long 
  and weigh around 900 pounds.
  175
  
  MUMMY LORD
  Dirty linen strips swathe this emaciated, once-noble figure from 
  head to toe. Its eyes burn with unholy light.
  MUMMY LORD  
  CR 10
  XP 9,600
  Male human mummy lord cleric 9
  LE Medium undead (augmented human)
  Init +2; Senses darkvision 60 ft.; Perception +5
  Aura great despair (30 ft., DC 19)
  DEFENSE
  AC 24, touch 14, flat-footed 21 (+6 armor, +1 deflection, +2 Dex, 
  +1 dodge, +4 natural)
  hp 103 (9d8+63)
  Fort +11, Ref +7, Will +11
  Defensive Abilities channel resistance +4, rejuvenation; 
  DR 10/—; Immune cold, electricity, undead traits 
  OFFENSE
  Speed 30 ft.
  Melee +1 spear +12/+7 (1d8+8/×3 plus insidious mummy rot) 
  or slam +11 (1d6+7 plus insidious mummy rot)
  Special Attacks channel negative energy 8/day (DC 21, 5d6), 
  channel rot, insidious mummy rot (DC 19), sandstorm wrath 
  (DC 19, 6d8 fire and slashing), scythe of evil (4 rounds, 1/day), 
  undead mastery (DC 19)
  Domain Spell-Like Abilities (CL 9th; concentration +14) 
  8/day—touch of darkness (4 rounds), touch of evil (4 rounds)
  Cleric Spells Prepared (CL 9th; concentration +14)
  5th—dispel goodD (DC 20), greater contagionUM (DC 21), slay 
  living (DC 21)
  4th—divine power, poison (DC 20), shadow conjurationD 
  (DC 19), spit venomUM (DC 19)
  3rd—animate dead, bestow curse (DC 19), deeper darknessD, 
  magic vestment, sands of timeUM 
  2nd—align weaponD (evil only), bull’s strength, desecrate, 
  dread boltUM (DC 17), hold person (DC 18), silence (DC 17) 
  1st—bane (DC 17), cause fear (DC 17), command (DC 17), 
  detect good, divine favor, protection from goodD, 
  sanctuary (DC 16)
  0 (at will)—detect magic, guidance, read magic, resistance
  D domain spell; Domains Darkness, Evil
  STATISTICS
  Str 20, Dex 14, Con —, Int 10, Wis 20, Cha 20
  Base Atk +6; CMB +11; CMD 25
  Feats Blind-Fight, Combat Casting, Dodge, Improved Channel, 
  Lightning Reflexes, Spell Focus (enchantment), Spell Focus 
  (necromancy), ToughnessB
  Skills Intimidate +17, Knowledge (religion) +12, Sense 
  Motive +20, Spellcraft +12, Stealth +16; Racial Modifiers 
  +8 Intimidate, +8 Sense Motive, +8 Stealth 
  Languages Common
  SQ eyes of darkness (4 rounds/day)
  ECOLOGY
  Environment any
  Organization solitary or court (mummy lord and 6–14 standard 
  mummies or mummified creaturesB4) 
  Treasure NPC gear (mithral breastplate, +1 spear, headband of 
  inspired wisdom +2, ring of protection +1, scroll of spiritual 
  weapon, scroll of summon monster III)
  Many cultures practice the sacred art of mummification, 
  though the sinister magical techniques used to imbue 
  corpses with undead vitality are far less widespread. In 
  certain ancient lands, such blasphemous techniques 
  have been refined through centuries of ceremony and 
  countless deaths, giving rise to mummies of terrible 
  power. On rare occasions, if the deceased was of great 
  rank and exceeding malevolence, he might undergo 
  such elaborate rituals, rising from his tomb as a fearful 
  mummy lord. Similarly, a ruler known for his malice or 
  who died in a moment of great rage might spontaneously 
  arise as such a vengeful despot. Regardless of the exact 
  circumstances of his resurrection, a mummy lord 
  retains the abilities he had in life, becoming a creature 
  consumed by the desire to restore his rule and dominate 
  both the living and dead.
  CREATING A MUMMY LORD
  “Mummy lord” is an acquired template that can be added 
  to 
  any 
  living 
  corporeal 
  creature 
  (referred 
  to 
  hereafter as the base creature) that has at least 
  8  Hit Dice. The process of creating a mummy 
  lord requires 50,000 gp worth of rare herbs, oils, 
  and other mummification materials. The mummy lord 
  retains all of the base creature’s statistics and special 
  abilities, except as listed below.
  Challenge Rating: Base creature’s CR + 2.
  Alignment: Any evil alignment.
  Type: The creature’s type changes to undead (augmented). 
  Do not recalculate its base attack bonus, saves, or skill ranks.
  Senses: A mummy lord gains darkvision with a range 
  of 60 feet.
  Aura: A mummy lord gains the following aura.
  Great Despair Aura (Su): All creatures within a 30-foot 
  radius that see a mummy lord must succeed at a Will 
  saving throw or be paralyzed with fear for 1d4 rounds, 
  then shaken for the following 1d4 rounds. Whether or not 
  the saving throw is successful, that creature cannot be 
  affected again by the same mummy lord’s great despair 
  aura ability for 24 hours. This is a mind-affecting 
  paralysis and fear affect. The save DC is Charisma-based.
  Armor Class: A mummy lord has either a +1 natural 
  armor bonus for every 2 Hit Dice it possesses or the base 
  creature’s natural armor bonus, whichever of the two 
  leads to a higher result.
  176
  
  MUMMY LORD
  Illustration by Jason Rainville
  Hit Dice: Change the creature’s racial Hit Dice to d8s. 
  All Hit Dice derived from class levels remain unchanged. 
  As undead, mummy lords use their Charisma modifiers 
  to determine bonus hit points.
  Defensive Abilities: A mummy lord gains channel 
  resistance +4, DR 10/—, immunity to cold and electricity 
  (in addition to the immunities granted by its undead 
  traits), and the following defensive ability.
  Rejuvenation (Su): One day after a mummy lord is destroyed, 
  the necromantic energies that created the abomination 
  begin to rebuild its body. This process takes 1d10 days. If 
  the body is destroyed before that time passes, the process 
  starts anew. After this time, the mummy lord awakens fully 
  healed in its tomb. To permanently destroy a mummy lord, 
  it must be destroyed and then its remains must be targeted 
  by consecrate, hallow, and then dispel evil, cast 
  in consecutive rounds and in that order.
  Attacks: The mummification process 
  hardens the mummy lord’s bones 
  to a stone-like density, granting it 
  a powerful slam attack if the base 
  creature has no other natural attacks. 
  This slam attack deals damage 
  based on the mummy lord’s 
  size (Pathfinder RPG Bestiary 
  302), treating the creature as if it 
  were one size category larger. Those 
  hit by a mummy lord’s slam attack 
  also run the risk of succumbing to 
  insidious mummy rot (see Special 
  Attacks below).
  Special Attacks: A mummy 
  lord gains the following special 
  attacks. The attacks’ save DCs 
  are equal to 10 + 1/2 the mummy 
  lord’s Hit Dice + the mummy 
  lord’s Charisma modifier unless 
  otherwise noted.
  Channel Rot (Su): A mummy lord 
  can deliver its insidious mummy 
  rot through melee weapon attacks, 
  its slam attack, and any natural 
  attacks it possesses.
  Insidious Mummy Rot (Su): 
  Curse and disease—slam; save 
  Fortitude DC 10 + 1/2 the 
  mummy lord’s Hit Dice + its 
  Charisma modifier; onset 1 
  minute; frequency 1/day; effect 
  2d4 Constitution and 2d4 
  Charisma damage; cure —. 
  Insidious mummy rot is 
  both a curse and disease, 
  and can be cured only by first removing the curse and 
  then curing the disease. Even after the curse element of 
  insidious 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 at a caster level check (DC = 20 or 11 + the mummy 
  lord’s CR, whichever is higher), or the spell is wasted and 
  the healing has no effect. Anyone who dies from insidious 
  mummy rot transforms into a pile of sand and cannot be 
  raised by means other than resurrection or greater magic.
  Sandstorm Wrath (Su): Three times per day as a standard 
  action, a mummy lord can exhale a blast of superheated 
  sand in a 40-foot cone. The blast deals 2d8 points of fire 
  and slashing damage for every 3 Hit Dice a mummy lord 
  possesses. A successful Reflex save halves this damage. 
  Creatures that fail this save are blinded for 2d4 rounds.
  Undead Mastery (Su): As a standard action, a mummy lord 
  can attempt to bend any undead creature within 50 feet to its 
  will. The targeted undead must succeed at a Will save or fall 
  under the mummy lord’s control (the save DC is Charisma-
  based). An undead with an Intelligence score is allowed an 
  additional save every day to break free of the mummy 
  lord’s control; for undead without an Intelligence 
  score, the control is permanent. A creature that 
  succeeds at its Will save cannot be affected again 
  by the same mummy lord’s undead mastery for 
  24 hours. A mummy lord can control 6 Hit Dice 
  of undead creatures for every Hit Die it has. 
  If the mummy lord exceeds this limit, any 
  excess undead from earlier uses of this ability 
  become uncontrolled, as per animate dead. If 
  another creature is currently controlling 
  an undead that fails its save against 
  undead mastery, the mummy lord 
  must roll an opposed Charisma 
  check 
  against 
  the 
  current 
  controller. If the mummy lord 
  succeeds, it wrests away control 
  of the undead. Otherwise, the 
  mummy lord’s undead mastery 
  attempt has no effect.
  Ability 
  Scores: 
  Strength 
  +8, 
  Charisma +6. As an undead creature, a 
  mummy lord has no Constitution score.
  Skills: A mummy lord gains a +8 racial 
  bonus on Intimidate, Sense Motive, and 
  Stealth checks. It always treats Climb, Disguise, 
  Fly, Intimidate, Knowledge (arcana), Knowledge 
  (religion), Perception, Sense Motive, Spellcraft, 
  and Stealth as class skills. Otherwise, its skills 
  are the same as those of the base creature.
  Feats: A mummy lord gains Toughness 
  as a bonus feat.
  177
  
  Mummy, Swamp
  Clad in the shreds of its original garments, this withered and 
  leathery corpse has dark, empty eye sockets. 
  SWAMP MUMMY  
  CR 4
  XP 1,200 
  LE Medium undead 
  Init +5; Senses darkvision 60 ft.; Perception +12
  Aura drowning (30 ft., DC 15), unnatural aura (30 ft.)
  DEFENSE
  AC 17 touch 10, flat-footed 16 (+6 natural) 
  hp 52 (7d8+21 HD)
  Fort +6, Ref +3, Will +7 
  DR 5/—; Immune undead traits
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +10 (1d8+5 plus bog rot)
  STATISTICS
  Str 20, Dex 12, Con —, Int 6, Wis 15, Cha 15
  Base Atk +5; CMB +10; CMD 21
  Feats Great Fortitude, Improved Initiative, Power Attack, 
  Toughness
  Skills Perception +12, Stealth +11
  Languages Common
  ECOLOGY
  Environment any swamps
  Organization solitary, warden squad (2–6), or 
  guardian detail (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Bog Rot (Su) Curse and disease—slam; save 
  Fort DC 15; onset 1 minute; frequency 
  1/day; effect 1d6 Con and 1d6 Dex; 
  cure —. Bog rot is both a curse and 
  disease, and can be cured only if 
  the curse is first removed, at 
  which point the disease can 
  be magically removed. Even 
  after the curse element of 
  bog 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 
  bog rot melts into a 
  noisome sludge and 
  cannot be raised without a resurrection spell or greater 
  magic. The save DC is Charisma-based.
  Drowning Aura (Su) All creatures within a 30-foot radius of 
  a swamp mummy must succeed at a DC 15 Will save or 
  be unable to speak or breathe. A creature can still hold its 
  breath, and creatures that don’t breathe air are unaffected. 
  Whether or not the save is successful, that creature cannot 
  be affected again by the same swamp mummy’s drowning 
  ability for 24 hours. This is a mind-affecting affect. The save 
  DC is Charisma-based.
  Strangled into unlife in the filth and muck of the deep 
  mire, swamp mummies haunt the festering depths of 
  isolated, desolate fenlands. 
  Some swamp mummies are cursed by dark powers to 
  return to unlife, while others are the victims of sacrifices 
  or criminal executions in which the bodies were thrown 
  into a peat bog. The nature of the death and the emotional 
  power of the victim are both contributing factors as to 
  whether or not the victim crawls from its swampy grave as 
  a swamp mummy. 
  Swamp mummies—also often called bog or peat 
  mummies—rarely, if ever, leave their marshy 
  realms. Those that do most often venture forth 
  from the swamp to take revenge on their slayers. 
  While most swamp mummies are motivated by 
  vengeance, many fulfill these dark yearnings 
  in a more general sense. Filled with wrath and 
  hatred for the living, they mercilessly attack any 
  living creatures that dare to venture into their 
  dismal domains. Their agonized moans echo 
  over their putrid homes, driving away the natural 
  animals dwelling therein and often alerting 
  travelers to the relentless danger. 
  Swamp mummies delight in infecting 
  living foes with bog rot, believing that 
  adding their victims’ essence to their 
  gloomy domains expands their power. 
  After battle, they carry away the bodies of 
  their fallen victims to sink them in deep, 
  isolated pools. Thus, even enemies that 
  escape the bog rot become one 
  with the swamp mummy’s home. 
  Most 
  swamp 
  mummies 
  are Medium humanoids, 
  typically 
  arising 
  from 
  the submerged corpses 
  of human, lizardfolk, or 
  elven 
  victims—though 
  instances 
  of 
  swamp 
  mummies arising from the 
  corpses of other races is 
  not unknown. 
  Illustration by Xia Taptara
  178
  
  Mummy, Swamp–Muse
  Illustration by Alexandru Sabo
  Muse
  This beautiful, woman moves with impossible grace, a knowing 
  smile on her lips.
  MUSE 
  CR 16
  XP 76,800
  CG Medium fey 
  Init +12; Senses blindsight 120 ft., low-light vision; Perception +22
  DEFENSE
  AC 32, touch 28, flat-footed 23 (+4 armor, +9 deflection, +8 Dex)
  hp 229 (17d6+170)
  Fort +19, Ref +27, Will +21
  Defensive Abilities muse’s ward, unearthly grace; DR 15/cold 
  iron; Immune sonic
  OFFENSE
  Speed 60 ft.
  Melee slam +16 (1d4+3 plus 1d6 sonic)
  Ranged 5 sound strikes +16 ranged touch (4d6 sonic)
  Special Attacks bardic performance 49 rounds/day (swift 
  action; as a 16th-level bard)
  Bard Spells Known (CL 16th; concentration +25)
  6th (2)—brilliant inspirationAPG, irresistible dance (DC 25)
  5th (5)—greater dispel magic, greater heroism, frozen 
  noteAPG (DC 25), shadowbardUM
  4th (6)—break enchantment, heroic finaleAPG, legend lore, 
  modify memory (DC 23), virtuoso performanceAPG
  3rd (7)—exquisite accompanimentUM, glibness, good hope, 
  haste, purging finaleAPG
  2nd (7)—calm emotions (DC 21), eagle’s splendor, gallant 
  inspirationAPG, honeyed tongueAPG, share memory UM (DC 21), 
  tactical acumenUC
  1st (8)—hideous laughter (DC 20), identify, liberating commandUC, 
  saving finaleAPG, solid noteAPG, timely inspirationAPG
  0 (at will)—detect magic, ghost sound (DC 19), lullaby (DC 19), 
  message, prestidigitation, summon instrument
  STATISTICS
  Str 14, Dex 27, Con 20, Int 23, Wis 14, Cha 29
  Base Atk +8; CMB +10; CMD 46
  Feats Defensive Combat Training, Discordant VoiceUC, Extra 
  Performance, Improved Initiative, Lingering PerformanceAPG, Skill 
  Focus (Perform [all] and Craft [all]), Toughness, Weapon Finesse
  Skills Craft (all) +34, Escape Artist +28, Knowledge (all) +17, 
  Linguistics +13, Perception +22, Perform (all) +37, 
  Spellcraft +23, Stealth +28, Use Magic Device +27
  Languages Celestial, Common, Dwarven, Elven, Gnome, 
  Halfling, Sylvan; telepathy 100 ft.; truespeech
  SQ art is life, change shape (Small or Medium humanoid; 
  alter self), inspiration
  ECOLOGY
  Environment any
  Organization solitary or gathering (2–9)
  Treasure triple
  SPECIAL ABILITIES
  Art is Life (Ex) A muse is the master of all forms of art; she counts 
  Craft and Perform as single skills and all Knowledge skills as 
  class skills. She can use versatile performance as a bard for all 
  categories of Perform. A muse’s blindsight is sound-based.
  Inspiration (Su) A muse can inspire art and passion in her targets, 
  as per a nymph’s inspiration (Bestiary 217). The muse has a 
  constant status spell cast on the creatures she is inspiring, and 
  can project her senses to one of them, or teleport to a location 
  within 100 feet of one of them, as a standard action. She can 
  inspire a number of creatures equal to her Charisma bonus.
  Muse’s Ward (Su) A muse incorporates solid music into her 
  jewelry and clothing, granting her (but not others) a +4 armor 
  bonus to AC and allowing her to add half her Charisma bonus 
  to her Constitution bonus when calculating hit points. The notes 
  also act as masterwork instruments for all types of Perform. 
  Unearthly Grace (Su) A muse adds her Charisma modifier as a 
  racial bonus on saves, and as a deflection bonus to AC.
  Muses are the fey incarnation of inspiration, rousing poets, 
  musicians, and artists to greater works of beauty.
  179
  
  Mutant
  This mutated, eyeless, heavily scaled orc holds a crude club in 
  one arm, but her other arm is withered and useless. 
  MUTANT ORC 
  CR 7
  XP 3,200
  Mutant orc barbarian 7
  CE Medium aberration (augmented orc)
  Init +1; Senses blindsense 30 ft.; Perception +0
  DEFENSE
  AC 16, touch 9, flat-footed 15 (+4 armor, +1 Dex, +3 natural, 
  –2 rage)
  hp 100 (7d12+49); fast healing 5
  Fort +11, Ref +3, Will +4
  Defensive Abilities ferocity, improved uncanny dodge, trap 
  sense +2; DR 1/—; Immune gaze attacks, sight-based 
  attacks, and visual effects
  OFFENSE
  Speed 40 ft.
  Melee mwk club +18/+13 (1d6+13)
  Special Attacks rage (20 rounds/day), rage powers (powerful 
  blow +2, quick reflexes, scent)
  TACTICS
  Base Statistics When not raging, the barbarian’s statistics 
  are AC 18, touch 11, flat-footed 17; hp 86; Fort +9, Will +2; 
  Melee mwk club +16/+11 (1d6+10); Str 24, Con 18; CMB +14; 
  CMD 25; Skills Climb +17, Swim +17.
  STATISTICS
  Str 28, Dex 12, Con 22, Int 6, Wis 11, Cha 4
  Base Atk +7; CMB +16; CMD 25
  Feats Blind-Fight, Cleave, Power Attack, Toughness, Weapon 
  Focus (club)
  Skills Acrobatics +11 (+15 when jumping), Climb +19, Swim +19; 
  Racial Modifiers +4 Acrobatics when jumping
  Languages Common, Orc
  SQ deformities (blind, useless arm), fast movement, mutations 
  (armored, echolocation, fast healing), weapon familiarity
  ECOLOGY
  Environment any
  Organization solitary, pair, band (3–8), or tribe (9–30)
  Treasure NPC gear (potion of bull’s strength, potions of cure 
  serious wounds [2], alchemist’s fire [4], +1 studded leather, 
  mwk club, amulet of natural armor +1, other gear)
  When long-term exposure to radiation or bizarre magical 
  fields doesn’t result in a creature’s death, it might mutate 
  the creature into a twisted version of itself. Some of 
  these mutations can be advantageous, while others are 
  unquestionably a hindrance. Mutants often band together 
  into roving bands of loosely affiliated marauders, traveling 
  the land in search of food, shelter, or whatever else motivates 
  their fractured minds.
  CREATING A MUTANT
  “Mutant” is an acquired template that can be added to 
  any living, corporeal creature. A mutant retains the base 
  creature’s statistics and special abilities except as noted here.
  Challenge Rating: Base creature’s CR + 1.
  Type: The creature’s type changes to aberration 
  (augmented). Do not recalculate its Hit Dice, base attack 
  bonus, or saves.
  Attacks: A mutant retains all the natural weapons, 
  manufactured weapon attacks, and weapon and armor 
  proficiencies of the base creature.
  Special Abilities: A mutant retains any extraordinary and 
  supernatural abilities of the base creature. 
  Abilities: A mutant gains a +4 bonus to two ability scores 
  of its choice and takes a –2 penalty to two ability scores of 
  its choice.
  Skills: A mutant gains Climb, Intimidate, Knowledge 
  (any one), Perception, Sense Motive, Survival, and Swim as 
  class skills. 
  Deformities: Each mutant has one of the following 
  deformities. It can take a second deformity to gain a 
  mutation as detailed in Mutations on page 181. A deformity 
  can’t be taken if it wouldn’t disadvantage the mutant.
  Blind (Ex): The mutant can’t see, and gains the blinded 
  condition unless it possesses a means of seeing other 
  than normal vision, darkvision, or low-light vision. This 
  blindness can’t be magically removed.
  Deaf (Ex): The mutant can’t hear, and gains the deafened 
  condition. This deafness can’t be magically removed.
  Fragile (Ex): When the mutant fails a Fortitude save, it is 
  staggered for 1 round.
  Fractured Mind (Ex): When the mutant fails a Will save, it 
  is confused for 1 round.
  Lame (Ex): The mutant’s stunted legs reduce its base speed 
  by 10 feet. This deformity can’t be taken if the mutant’s base 
  speed is already slower than 20 feet.
  Light Blindness (Ex): The mutant has the light blindness 
  special ability. This deformity can’t be taken in conjunction 
  with the blind deformity.
  Mindless (Ex): The mutant gains the mindless trait. A 
  mindless mutant has no Intelligence score, loses all feats and 
  skills, and is immune to mind-affecting effects. A mutant 
  with class levels retains its hit points, base attack bonus, 
  and base saves from its class levels, but loses all weapon 
  and armor proficiencies and other class abilities. This 
  deformity could prevent the mutant from being eligible to 
  take certain special abilities, at the GM’s discretion.
  Misshapen (Ex): Humanoid mutants only. The mutant can’t 
  wear armor (including magic armor) fashioned for humanoid 
  creatures. Armor made to fit the mutant costs twice as much.
  Poor Ability (Ex): The mutant takes a –4 penalty to one 
  ability score in addition to the normal ability score penalties 
  applied by the template.
  180
  
  Mutant
  Illustration by James Krause
  Spasms (Ex): When the mutant fails a Reflex save, for 
  1 round it can’t take attacks of opportunity or immediate 
  actions and loses its Dexterity bonus to AC, on ranged attack 
  rolls and attack rolls made using finesse weapons, and on 
  ability checks and skill checks.
  Useless Arm (Ex): One of the mutant’s arms is malformed 
  and useless.
  Vulnerability (Ex): The mutant is vulnerable to one energy 
  type. If the base creature has innate resistance or immunity 
  to that energy type, it loses those abilities.
  Mutations: A mutant gains one of the beneficial 
  mutations below when it acquires this template, plus an 
  additional mutation for every 4 Hit Dice it possesses. By 
  taking an extra deformity (see above), a mutant can add an 
  additional mutation. Only the first extra deformity provides 
  this benefit. A mutant that gains additional Hit Dice after 
  acquiring this template does not gain additional mutations.
  Armored (Ex): The mutant’s natural armor bonus to its AC 
  increases by 2. This ability can be taken multiple times.
  Bulbous Eyes (Ex): The mutant has darkvision with a range 
  of 60 feet and low-light vision.
  Celerity (Ex): As a swift action, the mutant gains the benefits 
  of haste for 1 round. This ability can be used once every 1d4 
  rounds. The mutant gains a +2 bonus on Initiative checks.
  Echolocation (Ex): The mutant has blindsense with a range 
  of 30 feet and gains Blind-Fight as a bonus feat.
  Extra Arm (Ex): The mutant has an extra arm and gains 
  Multiweapon Fighting as a bonus feat if this mutation 
  brings its total number of arms above two. This ability can 
  be taken multiple times, adding an arm each time.
  Fast Healing (Ex): The mutant gains fast healing 5.
  Feral (Ex): The mutant gains a bite attack and gains one 
  claw attack for each arm or forelimb. These natural weapons 
  deal damage based on the mutant’s size. If it already has 
  these attacks, their damage improves by one size category.
  Gills (Ex): The mutant has the aquatic subtype, the 
  amphibious ability, and a swim speed equal to its base speed.
  Increased Speed (Ex): One of the mutant’s speeds increases 
  by 10 feet. If this mutation is taken multiple times, apply it 
  to a different speed each time.
  Leaping (Ex): The mutant gains Acrobatics as a class skill 
  and a +10 bonus on Acrobatics checks to jump. The mutant 
  always counts as having a running start when jumping.
  Mental Armor (Su): The mutant generates a protective 
  field (as mage armor) while conscious. If its mental armor 
  is removed, the mutant can restore it as a swift action.
  Rage (Ex): The mutant gains the ability to enter a manic 
  rage, as per the barbarian rage class feature. The mutant 
  uses its Hit Dice as its barbarian level. If it also has levels in 
  barbarian, it adds its racial Hit Dice to its barbarian levels to 
  determine its number of rounds of rage per day.
  Resistance (Ex): The mutant has resistance 10 to a single 
  energy type. This special ability can be selected multiple 
  times, for the same or different types. Selecting it twice for 
  one energy type grants resistance 20; taking it three times 
  for the same energy type provides immunity.
  Rugged (Ex): The mutant has DR 5/—.
  Sealed Mind (Ex): The mutant is immune to mind-
  affecting effects.
  Slam (Ex): The mutant gains a slam attack for each arm or 
  forelimb. These attacks deal damage based on the mutant’s 
  size. If the mutant already has a slam attack, its slam 
  damage improves by one size category.
  Spell-Like Ability (Sp): The mutant has one of the following 
  spell-like abilities, usable at will unless noted otherwise: 
  charm monster, charm person, chill metal, deep slumber, 
  dimension door (3/day), dominate person (dominating a new 
  character frees any previously dominated creature), heat 
  metal, mirror image, modify memory, rage, shocking grasp, shout, 
  sleep, suggestion, telekinesis. The mutant’s caster level is equal 
  to its Hit Dice. The mutant can choose only spells with a 
  level no higher than half its Hit Dice. This ability can be 
  taken multiple times, choosing a different spell each time.
  Stench (Ex): The mutant has the stench ability, with a 
  duration of 1 minute.
  Telepathy (Su, Sp): The mutant has telepathy with a range 
  of 100 feet as a supernatural ability and detect thoughts as a 
  spell-like ability, usable at will.
  Wings 
  (Ex): 
  The 
  mutant 
  grows 
  wings, gaining a fly speed 
  of 40 feet with average 
  maneuverability.
  181
  
  Illustration by Ryan Portillo
  Nemhain
  A cloud of translucent humanoid spirits whirls around this 
  ghostly desiccated corpse.
  NEMHAIN  
  CR 15
  XP 51,200
  NE Medium undead (incorporeal)
  Init +12; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 26, touch 26, flat-footed 17 (+7 deflection, +8 Dex, +1 dodge) 
  hp 225 (18d8+144); profane regeneration 5 (electricity or good)
  Fort +13, Ref +16, Will +20
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune cold, undead traits; Resist acid 10, fire 10 
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +21 (3d8 plus 1d6 Con drain) 
  Special Attack bound spirits
  Spell-Like Abilities (CL 15th; concentration +22)
  3/day—harm (DC 23), slay living (DC 22), 
  telekinesis (DC 22)
  1/day—antilife shell, wall of force 
  STATISTICS
  Str —, Dex 26, Con —, Int 23, Wis 
  25, Cha 25
  Base Atk +13; CMB +21; CMD 39
  Feats Combat Reflexes, Dodge, 
  Flyby Attack, Improved 
  Initiative, Iron Will, Lightning 
  Reflexes, Lunge, 
  Mobility, Toughness 
  Skills Bluff +25, 
  Diplomacy +25, Fly +37, 
  Intimidate +28, Knowledge 
  (arcana) +27, Knowledge 
  (religion) +27, Perception +28, Sense 
  Motive +28, Spellcraft +27, Stealth +29 
  Languages Common; telepathy 100 ft. 
  SQ rejuvenation
  ECOLOGY
  Environment any
  Organization solitary 
  Treasure standard
  SPECIAL ABILITIES
  Bound Spirits (Su) A nemhain is 
  surrounded by a whirling cloud 
  of spirits that are bound to her—often the 
  spirits of close relatives or friends she had in life. 
  As a swift action, she can direct these bound spirits 
  to strike at any creature within 30 feet as a ranged touch 
  attack (with an attack bonus of +21). These spirits may 
  be used to cause damage as if the nemhain had touched 
  the target with her incorporeal touch, or they can be used 
  to deliver a harm or slay living effect. Using these spirits 
  to deliver one of these spell-like abilities is a swift action; 
  the nemhain does not need to take a standard action to 
  cast the spell-like ability, but it still counts against the 
  number of times per day she can use that spell-like ability. 
  The nemhain can also send these spirits as a group up to 1 
  mile away to act as scouts; they have a fly speed of 60 feet 
  (perfect). She can observe and listen through them, but as 
  long as they don’t share her space, she can’t use them to 
  deliver ranged touch attacks. These spirits are impervious 
  to almost all attacks and magic, save the following: dispel 
  evil, raise dead, or resurrection. Such spells cause the spirits 
  to vanish and to be useless to the nemhain for 1 hour. True 
  resurrection makes the spirits useless for 24 hours.
  Profane Regeneration (Su) This ability functions like 
  regeneration except the nemhain possesses it despite the fact 
  that she lacks a Constitution score. A nemhain reduced to 0 
  hit points is staggered instead of destroyed while her profane 
  regeneration is active. As long as her profane regeneration 
  is active, a nemhain ignores all damage that would reduce 
  her hit points below 0.
  Rejuvenation (Su) All nemhains are tied to 
  a ritual object used in their creation. 
  This object is typically a large statue, 
  pillar, or monolith. Until this object 
  is destroyed, a destroyed nemhain 
  automatically rejuvenates back to 
  full hit points 1d4 days after she 
  is destroyed, always appearing 
  adjacent to her ritual object.
  A nemhain is formed when a soul 
  deliberately assumes undead status 
  as a means of protecting a person, 
  object, place, or ideal. Often, a devoted 
  priest or ally volunteers herself 
  and her (often unwitting) 
  kin 
  for 
  transformation 
  into a nemhain in order 
  to continue protecting her 
  home even beyond her death. The 
  blasphemous rituals used to create 
  nemhains are often believed to have 
  been lost.
  While most nemhain aspirants 
  are 
  evil 
  to 
  begin 
  with—such 
  individuals are often members of cults 
  worshiping deities of lost or forbidden secrets—
  occasionally a goodly creature considers protecting a 
  site worthy of a corrupted, tortured existence. Such an 
  act, however well intentioned, is destined to damn her 
  for all eternity.
  182
  
  Nemhain–Ningen
  Illustration by Alexandru Sabo
  Ningen
  This enormous flippered creature is as pale as an iceberg and is 
  nearly as large.
  NINGEN 
  CR 16
  XP 76,800
  N Colossal monstrous humanoid 
  Init +8; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 31, touch 6, flat-footed 27 (+4 Dex, +25 natural, –8 size)
  hp 262 (21d10+147)
  Fort +14, Ref +16, Will +18
  DR 10/piercing; Immune cold
  OFFENSE
  Speed 10 ft., swim 80 ft.
  Melee 2 claws +29 (3d8+15/19–20), bite +28 (4d6+15)
  Space 30 ft.; Reach 30 ft.
  Special Attacks capsize, polar breach
  Spell-Like Abilities (CL 21st; concentration +24)
  At will—hydraulic torrentAPG
  3/day—freezing sphere (DC 19)
  1/day—vortexAPG (DC 20)
  STATISTICS
  Str 40, Dex 18, Con 24, Int 9, Wis 19, Cha 17
  Base Atk +21; CMB +44 (+46 bull rush); CMD 58 (60 vs. bull rush, 
  can’t be tripped)
  Feats Awesome Blow, Combat Reflexes, Critical Focus, Dazing 
  AssaultAPG, Improved Bull Rush, Improved Critical (claw), 
  Improved Initiative, Iron Will, Power Attack, Staggering 
  Critical, Weapon Focus (claw)
  Skills Intimidate +17, Perception +28, Sense Motive +14, 
  Swim +47
  Languages Aquan
  SQ hold breath
  ECOLOGY
  Environment cold oceans
  Organization solitary or pair
  Treasure standard
  SPECIAL ABILITIES
  Polar Breach (Su) As a full-round action that does not 
  provoke attacks of opportunity, a ningen can rapidly 
  submerge itself beneath the water and then launch itself 
  upward to break the surface and crash down. The impact 
  produces flying chunks of ice dealing 10d6 points of 
  cold damage and 10d6 points of piercing damage to all 
  creatures and objects within a 30-foot radius. Creatures 
  that take cold damage are staggered and entangled for 
  a number of rounds equal to the ningen’s Hit Dice, and 
  those that take piercing damage are sickened for the same 
  number of rounds. A successful DC 27 Reflex save halves 
  this damage and negates the staggered effect. The save DC 
  is Constitution-based.
  Colossal but reclusive, ningens inhabit the coldest oceans 
  of the world, preying on fish and large arctic mammals 
  like walruses and even whales. A ningen has long 
  armlike flippers ending in sharp spurs that act as claws, 
  and a humongous tail that can propel it rapidly through 
  the water. The creature’s body is sheathed in layers of 
  thick, insulating blubber. Its face is oddly featureless, 
  with nothing more than a pair of small nostrils, two 
  large, black eyes, and a thin mouth containing rows of 
  large teeth. 
  Although intelligent and capable of communication, 
  ningens are distrustful of humanoids, particularly those 
  on seafaring vessels, due to a long history of their kind 
  being hunted by land dwellers. While the insulating 
  blubber that allows ningens to exist in the coldest 
  waters has some of the same uses as whale oil, a ningen’s 
  supernatural link to cold makes its bones, its skin, and 
  even its teeth valuable to those seeking to craft or enchant 
  various magic items. 
  When threatened or angered, ningens make terrifying 
  opponents. Ningens always attempt to bring enemies 
  into the water, where they can use their abilities to 
  greater effect. 
  A ningen is 90 feet long and weighs 180,000 pounds. 
  183
  
  Illustration by Nikolai Ostertag
  Nulmind
  This thick ribbon of fungus somewhat resembles a caterpillar. Its 
  folds pulse with an eerie, golden incandescence.
  NULMIND 
  CR 11
  XP 12,800
  N Small plant 
  Init +8; Senses low-light vision; Perception +27
  Aura mind drain (30 ft., DC 23)
  DEFENSE
  AC 25, touch 16, flat-footed 20 (+4 armor, +4 Dex, +1 dodge, 
  +5 natural, +1 size)
  hp 142 (15d8+75)
  Fort +15, Ref +11, Will +12
  Immune plant traits; SR 22
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Ranged spore +16 touch (mind spores)
  Special Attacks mind spores
  Psychic Magic (CL 11th, concentration +17)
  10 PE—ego whip IOA (3 PE, DC 19), id insinuation IOA 
  (2 PE, DC 18), mental barrier IOA (1 PE), mind thrust IVOA 
  (4 PE, DC 20)
  Spell-Like Abilities (CL 11th; concentration +17)
  Constant—mage armor
  STATISTICS
  Str 10, Dex 19, Con 18, Int 17, Wis 20, Cha 23
  Base Atk +11; CMB +10; CMD 25 (can’t be tripped)
  Feats Alertness, Combat Casting, Dodge, Great Fortitude, 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Toughness
  Skills Climb +23, Intimidate +21, 
  Perception +27, Sense Motive +24, 
  Spellcraft +18
  Languages Common, Sylvan, 
  Undercommon (can’t speak any 
  language)
  SQ devour magic
  ECOLOGY
  Environment temperate forests
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Devour Magic (Ex) When a creature 
  casts a spell within 30 feet of a 
  nulmind, the nulmind gains 
  1 PE. If the spell was a 
  psychic spell, the 
  nulmind instead gains 
  a number of PE equal to 
  the level of the spell. 
  Mind Drain Aura (Su) Any 
  creature within 30 feet of a nulmind must succeed at a DC 23 
  Will save each round or take 1d3 points of Intelligence damage. 
  A nulmind can control all creatures within its aura that have an 
  amount of Intelligence damage greater than their Intelligence 
  scores as if those creatures were dominated (this suppresses 
  the usual coma that results from such damage).
  Mind Spores (Sp) A creature hit by a nulmind’s spores takes 
  damage as if it failed its saving throw against mind thrust I.
  The tremendously dangerous nulmind is a fungal creature 
  believed by many sages to have extraterrestrial origins. It 
  is drawn to areas of innate magical power or populated 
  by spellcasters, feasting off the magic in the area while 
  slowly wearing down the inhabitants’ mental faculties 
  with mind-numbing thoughts and images. Users of 
  psychic magic prove to be favored targets, as their mental 
  energy is especially empowering to the fungi. A creature 
  that succumbs to a nulmind’s mind drain aura might 
  eventually become enslaved to the fungus’s alien will, 
  the nulmind using such unfortunate creatures to draw in 
  further prey. A creature enslaved in this way is incapable 
  of seeing to even its own basic needs, becoming a simple 
  extension of the nulmind’s need to feed.
  Left unchecked, a nulmind rapidly depletes the local 
  wildlife, as its mindless servants starve to death. Animal 
  life provides very little sustenance for the creature, and 
  a nulmind inevitably works to find richer sources of 
  intelligence and spell power to devour. This sometimes 
  leads the fungus to communities on the border of its forest 
  or to 
  gravitate toward woodland-bound druidic circles. 
  Because of this, druid enclaves often actively 
  hunt and destroy these creatures before they 
  can wreak havoc on the local ecosystem. 
  Despite the fungi’s plantlike nature, most 
  druidic communities view nulminds as 
  anathema to the natural order. 
  Nulminds are fortunately rare, with 
  no documented culture or organization. 
  These creatures rarely work well in 
  concert, as each is ultimately selfish 
  and sees only to its own needs, draining 
  even its fellows without hesitation. Despite 
  their insatiability, nulminds seem to 
  lack a taste for the mental energy of fey 
  creatures. While the fungi still defend 
  themselves against fey creatures, 
  they go out of their way to avoid 
  areas where such creatures live.
  A 
  nulmind 
  moves 
  by 
  compressing and shifting its 
  body, creeping slowly like a 
  caterpillar. A nulmind is about 
  3 feet long and weighs 50 pounds.
  184
  
  Nulmind–Ophiotaurus
  Illustration by Steve Ellis
  Ophiotaurus
  This enormous russet serpent has the head and forequarters of a 
  ruddy bull with bronze horns and hooves. 
  OPHIOTAURUS 
  CR 17/MR 7
  XP 102,400
  N Gargantuan magical beast (mythic)
  Init +15/–5M, dual initiative; Senses darkvision 60 ft., low-light 
  vision, scent; Perception +24
  DEFENSE
  AC 36, touch 10, flat-footed 32 (+4 Dex, +26 natural, –4 size) 
  hp 302 (16d10+214); regeneration 10 (cursed weapons)
  Fort +19, Ref +14, Will +15; +8 vs. mind-affecting effects
  Defensive Abilities apocalyptic wound, fortification (50%), 
  poisonous blood (nightmare vapor), second save; DR 15/epic; 
  Immune divination, fear; SR 28
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee gore +27 (2d8+15), 2 hooves +25 (2d6+7), tail slap +25 
  (2d8+7 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks confounding coils, constrict (2d6+22), drag along, 
  mythic power (7/day, surge +1d10), trample (4d6+15, DC 27)
  Spell-Like Abilities (CL 15th; concentration +19; Wisdom-based)
  Constant—mind blank
  3/day—restore mythic powerMA, share gloryMA, steal 
  powerMA (DC 19)
  1/day—ascensionMA
  STATISTICS
  Str 40, Dex 19, Con 28, Int 5, Wis 26, Cha 13
  Base Atk +16; CMB +35; CMD 49
  Feats Combat ReflexesM, Greater Vital Strike, 
  Improved InitiativeM, Improved Vital Strike, Iron Will, 
  Multiattack, Power AttackM, Vital StrikeM
  Skills Climb +20, Perception +24, Swim +27
  Languages Common
  SQ questing beast
  ECOLOGY
  Environment warm hills, plains, 
  or swamps
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Apocalyptic Wound (Su) 
  When an ophiotaurus takes 
  damage, it can expend one 
  use of its mythic power as an 
  immediate action to inundate 
  its attacker’s mind with dire 
  prophetic visions for 2d6 
  rounds (DC 27 Will negates). 
  These visions cause the attacker 
  to become dazzled and to take a 20% miss chance on all its 
  attacks. An affected creature must successfully save again each 
  round or become confused, dazed, or frightened (equal chance 
  of each) for 1 round. This is a mind-affecting divination effect. 
  The save DC is Constitution-based. 
  Confounding Coils (Su) Mythic creatures grappled by an 
  ophiotaurus must succeed at a DC 21 Will save each round 
  or be affected as if by mythic severanceMA. The save DC is 
  Wisdom-based.
  Drag Along (Ex) An ophiotaurus grappling Medium or smaller 
  creatures does not gain the grappled condition, it can 
  maintain its grapple as a free action (though if it does, it 
  can’t attempt any additional checks to maintain the grapple 
  that round), and it can move itself and its target at full speed 
  without making additional grapple checks.
  Questing Beast (Su) Up to five creatures can feast upon a 
  slain ophiotaurus’s entrails. Each such creature is exposed to 
  nightmare vapor poison (DC 27; Pathfinder RPG Core Rulebook 
  560), but also gains one of the following spell effects of her 
  choice: discern location, divination, find the path, greater 
  scrying (DC 21), moment of prescience, or vision (CL 15th). 
  In addition, she may choose to accept a geas/quest to slay 
  a specific mythic creature or creature of CR 20 or greater, 
  gaining the effect of vengeful outrageUM when in combat 
  with that opponent. Eating the entrails of a living ophiotaurus 
  exposes the eater to the poison without any 
  benefit. The save DC against the poison is 
  Constitution-based, and the save 
  DC against the spell effects is 
  Wisdom-based.
  Thundering Trample (Ex) An 
  ophiotaurus can expend one 
  use of its mythic power when 
  using its trample attack to make a 
  single combat maneuver 
  check and apply the 
  result as a bull rush 
  maneuver against 
  the CMD of each 
  creature that fails 
  to save against its 
  trample. These combat 
  maneuvers do not provoke 
  attacks of opportunity.
  An ophiotaurus is a strange 
  beast tied to apocalyptic 
  prophecies, yet imbued 
  with the power to alter 
  destiny and bend fate. 
  They typically measure 
  about 20 feet long and 
  weigh over 4 tons.
  185
  
  Illustration by Daniel López
  Orang-Pendak
  This hairy humanoid has orange-brown hair, a broad chest, and 
  muscular arms. 
  ORANG-PENDAK 
  CR 1/2
  XP 200
  Orang-pendak fighter 1
  N Small humanoid (sasquatch)
  Init +1; Senses low-light vision; Perception +1
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 11 (1d10+1)
  Fort +3, Ref +2, Will +1 
  OFFENSE
  Speed 30 ft.
  Melee spear +5 (1d6+3/×3)
  Ranged spear +4 (1d6+3/×3) or 
  bolas +4 (1d3)
  Special Attacks tear apart
  STATISTICS
  Str 17, Dex 14, Con 13, Int 6, Wis 12, Cha 10
  Base Atk +1; CMB +3; CMD 15
  Feats Power Attack, Skill Focus (Stealth)
  Skills Climb +7 (+11 in forests), Handle 
  Animal +4 (+8 with apes and monkeys), 
  Stealth +9 (+13 in forests); Racial 
  Modifiers +4 Climb in forests, +4 Handle 
  Animal with apes and monkeys, 
  +4 Stealth in forests
  Languages Sasquatch
  SQ forest walker, own two feet, simian empathy
  ECOLOGY
  Environment warm forests
  Organization solitary, pair, family (3–7), or tribe 
  (8–30 plus 8–30 noncombatants, 1 chieftain 
  [3rd- to 5th-level hunterACG or ranger], 1 shaman 
  [3rd- to 5th-level druid or shamanACG], and 
  1d4 gorillas or 1 monkey swarmB2)
  Treasure NPC gear (spear, 2 bolas, other treasure)
  SPECIAL ABILITIES
  Forest Walker (Ex) Orang-pendaks gain a 
  +4 bonus on Climb and Stealth checks in 
  forests and jungles.
  Own Two Feet (Ex) Orang-pendaks are extremely 
  unnerved whenever they are riding another 
  creature or on a vehicle, and they take a  –2 penalty 
  on ability checks, attack rolls, damage rolls, saving 
  throws, and skill checks when doing so. 
  Simian Empathy (Ex) Orang-pendaks gain a +4 racial 
  bonus on Handle Animal and wild empathy 
  checks with apes and monkeys.
  Tear Apart (Ex) Orang-pendaks have powerful 
  upper bodies and gain a +2 racial bonus on Strength checks 
  to break or burst an object. This bonus also applies on combat 
  maneuver checks to sunder with their unarmed attacks.
  Orang-pendaks are a rare offshoot of the sasquatch 
  species that dwells in remote mountainous jungles. 
  Elusive and shy, they are rarely seen by other races. Given 
  their friendship with apes (gibbons and orangutans in 
  particular) and their hunched posture and shaggy fur—
  ranging from tawny or reddish to dark brown or black—
  they are often mistaken for those beasts at a distance. 
  Orang-pendaks train apes and monkeys to hunt and 
  fight for them, but despite the friendship and similar 
  appearance, the species are not closely related. 
  Within their remote holds, Orang-pendaks cluster 
  together into seminomadic tribes, hunting and gathering 
  in a region until food and game becomes scarce, then 
  moving on to the next area. Many tribes follow a regional 
  pattern to this migration, allowing parts of the jungle to 
  repopulate and gathering only enough substance so as 
  not to disrupt the land’s ability to recoup the losses.
  Orang-pendaks range from 3 to 5 feet tall as adults, 
  weighing up to 150 pounds, and they are quite strong for 
  their size. Orang-pendaks are largely herbivorous, but 
  sometimes hunt with spears, clubs, and bolas. 
  ORANG-PENDAK CHARACTERS
  Orang-pendaks are defined by their class 
  levels—they don’t have racial Hit Dice. 
  All  orang-pendaks have the following 
  racial traits.
  +2 Strength, +2 Wisdom, –2 Intelligence: 
  Orang-pendaks 
  are 
  strong 
  and 
  intuitive, but not particularly clever.
  Small: Orang-pendaks are Small 
  creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on 
  attack rolls, a –1 penalty on combat 
  maneuver checks and to CMD, and a 
  +4 size bonus on Stealth checks.
  Forest Walker: See above.
  Low-Light Vision: Orang-pendaks can 
  see twice as far as humans in conditions 
  of dim light.
  Own Two Feet: See above.
  Simian Empathy: See above. 
  Tear Apart: See above. 
  Languages: Orang-pendaks begin play 
  speaking Sasquatch. Orang-pendaks who 
  have high Intelligence scores can choose 
  from the following: Aklo, Common, 
  Draconic, Goblin, Grippli, Sylvan, 
  Vanaran, and Vishkanya.
  186
  
  Orang-Pendak–Ostovite
  Illustration by Dave Allsop
  Ostovite
  This tiny, skittering creature looks like an insect made of fish 
  bones, with a head full of glowing red eyes.
  OSTOVITE 
  CR 1
  XP 400
  CE Tiny magical beast (extraplanar)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 11 (2d10)
  Fort +3, Ref +6, Will +0
  Immune cold
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d2 plus 1d6 acid)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks bone chariot
  STATISTICS
  Str 4, Dex 16, Con 10, Int 3, Wis 11, Cha 9
  Base Atk +2; CMB +3; CMD 10
  Feats Weapon Finesse
  Skills Perception +4, Stealth +15
  Languages Abyssal (can’t speak)
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, or nest (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Bone Chariot (Su) An ostovite presented with a 
  corpse that in life had 2 Hit Dice or fewer (not 
  counting Hit Dice from class levels) and that 
  contains a skeletal structure can spend 
  1 hour extracting the bones and then 
  softening and reweaving them around 
  itself, creating a deformed and skeletal 
  version of the original creature. This 
  “bone chariot” functions as if the corpse had 
  reanimated and gained the skeleton template 
  (Bestiary 250), but gains the construct type instead 
  of the undead type and has no will of its 
  own—it moves and attacks at the direction 
  of the ostovite, which rides in its center. 
  An ostovite cannot use its own attacks 
  while ensconced in its bone chariot, 
  and damage done to a bone chariot 
  does not harm the ostovite until 
  the bone chariot has been 
  reduced to 0 hit points, at which 
  point the skeleton crumbles 
  and the ostovite can attack 
  and be attacked as normal. 
  Multiple ostovites can combine their abilities to animate 
  the skeletons of larger creatures, so long as they all ride 
  within the same bone chariot—each additional ostovite 
  increases the maximum Hit Dice of the corpse that can be 
  animated by this ability by 2. 
  Tiny Abyssal scavengers, ostovites skitter across demonic 
  battlefields, amid charnel pits, and through that plane’s 
  festering sewers looking for corpses on which to feed. When 
  they find these morsels, they use their acidic saliva to digest 
  the flesh, taking what they need for sustenance. Yet what 
  ostovites truly desire is not food, but self-improvement.
  Though only barely intelligent, ostovites have a deep-
  seated jealousy of larger races, as well as an instinctive 
  shame regarding their own forms, which resemble 
  silverfish made out of thin, compressed bones. When 
  an ostovite locates the corpse of a larger creature—
  particularly that of a humanoid or other intelligent 
  being—it doesn’t stop at feeding. Instead, as soon as it 
  has sated its hunger, it begins using its acid to soften the 
  creature’s bones, drawing them out and reconstructing 
  them into a twisted parody of their original configuration, 
  with the ostovite resting in a nest-like structure in the 
  sculpture’s center. Once it’s finished, the ostovite magically 
  animates its creation, controlling it like a puppet and at 
  last experiencing the thrill of being larger and—to the 
  ostovite’s mind—more important. These ghastly creations 
  are generally more disturbing than normal undead, 
  as ostovites’ understanding of biomechanics is often 
  crude, potentially resulting in humanoid 
  skeletons that move around on all fours 
  or drag themselves along like land-
  bound octopuses. Like hermit crabs 
  changing shells, ostovites regularly 
  replace their chariots in order 
  to increase their social status 
  and impress potential mates. 
  Though they often squabble 
  over smaller  skeletons, when 
  a particularly prime corpse is 
  located, an entire nest of ostovites 
  may band together to create a single 
  bone chariot of epic proportions.
  Adult ostovites are 2 feet long and 
  weigh 3 pounds. Natural cowards 
  except when enshrined in their 
  chariots—at which point most 
  believe themselves invincible—
  ostovites have a species-wide 
  hatred of the more powerful 
  vermlek 
  demons, 
  with 
  whom they often compete 
  for quality corpses.
  187
  
  Illustration by Dave Allsop
  Papinijuwari
  This imposing one-eyed giant wears fragments of crude armor and 
  a breechcloth adorned with skulls. Its breath reeks of pestilence.
  PAPINIJUWARI 
  CR 13
  XP 25,600
  NE Huge humanoid (giant)
  Init +8; Senses darkvision 120 ft., low-light vision, sense decay; 
  Perception +4
  DEFENSE
  AC 28, touch 11, flat-footed 25 (+8 armor, +3 Dex, +9 natural, 
  –2 size)
  hp 187 (15d8+120)
  Fort +17, Ref +11, Will +11
  Immune disease, poison
  OFFENSE
  Speed 20 ft., fly 60 ft. (average), shooting star
  Melee club +25/+20/+15 (2d6+24) or  
  2 slams +25 (2d6+16)
  Space 15 ft.; Reach 15 ft.
  Special Attacks devour disease
  Spell-Like Abilities (CL 10th; concentration +12)
  3/day—invisibility
  STATISTICS
  Str 42, Dex 18, Con 27, Int 17, Wis 18, Cha 15
  Base Atk +11; CMB +29 (+31 bull rush); CMD 43 (45 vs. bull rush)
  Feats Awesome Blow, Flyby Attack, Improved Bull Rush, 
  Improved Initiative, Improved Iron Will, Iron Will, Lightning 
  Reflexes, Power Attack
  Skills Climb +31, Fly +15, Intimidate +20, Knowledge (planes) +18, 
  Knowledge (religion) +18
  Languages Auran, Common, Giant
  ECOLOGY
  Environment warm plains
  Organization single, pair, or tribe (6–20 warriors, plus 
  30 noncombatants, 2 druids, 6 elders, and 1 chieftain)
  Treasure double (+2 breastplate, other treasure)
  SPECIAL ABILITIES
  Devour Disease (Su) As a standard action, a papinijuwari 
  can suck the life force out of a diseased creature within 
  30 feet as a ranged touch attack. An affected creature 
  must immediately succeed at a saving throw against one 
  disease affecting it or suffer that disease’s effect. This 
  saving throw does not count against the number of saves 
  required to cure the disease. If it fails the saving throw, the 
  papinijuwari gains 30 temporary hit points.
  Sense Decay (Su) A papinijuwari is under the constant effects 
  of deathwatch, and can detect creatures currently 
  infected by disease as if by the scent ability.
  Shooting Star (Su) As a full-round action 
  that provokes attacks of opportunity, 
  a papinijuwari can fly at a speed of 
  300 feet. The papinijuwari can use this ability only outside 
  at night, and must be at least 500 feet above the ground to 
  do so. It must also hold a lit torch while doing so; the torch 
  need not be magical, and while held by the papinijuwari, the 
  torch’s flame is not subject to mundane effects that would 
  extinguish it, such as the wind.
  Racing across the skies and preying on diseased humanoids 
  of all kinds, the merciless, cyclopean papinijuwaris are the 
  hated cousins of cloud giants. Even evil cloud giants regard 
  papinijuwaris with disdain, as their hunting practices 
  offend the more “refined” giants’ delicate sensibilities.
  Papinijuwaris are agents of death and pestilence, 
  feeding off of the suffering they help to spread. In some 
  humanoid cultures, the sight of a shooting star heralds 
  the arrival of the dreaded papinijuwaris, who invisibly 
  stalk through settlements at night, hastening the 
  progression of diseases.
  A full-grown papinijuwari stands about 20 feet tall and 
  weighs nearly 6,000 pounds.
  188
  
  Peuchen 
  This enormous snake has glowing green eyes, large fangs, and 
  wide, membranous wings. 
  PEUCHEN 
  CR 10
  XP 9,600
  NE Medium magical beast (shapechanger)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +16 
  DEFENSE
  AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
  hp 136 (13d10+65)
  Fort +13, Ref +14, Will +9 
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee bite +19 (2d6+9 plus 1d6 bleed, grab, and poison)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks bleed (1d6), blood drain (1d2 Constitution), 
  constrict (2d6+9)
  Spell-Like Abilities (CL 13th; concentration +18) 
  At will—vampiric touch
  3/day—hold person (DC 18) 
  STATISTICS
  Str 22, Dex 23, Con 20, Int 13, Wis 16, Cha 21
  Base Atk +13; CMB +19; CMD 35 (can’t be tripped)
  Feats Combat Reflexes, Deceitful, Flyby Attack, Improved Vital 
  Strike, Iron Will, Power Attack, Vital Strike
  Skills Bluff +13, Disguise +7, Fly +19, Perception +16, Sense 
  Motive +8, Stealth +15, Survival +9
  Languages Common
  SQ change shape (Small, Medium, or Large herd animal, beast 
  shape II)
  ECOLOGY 
  Environment any warm or temperate land
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 
  6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
  Enormous winged snakes, peuchens range in color 
  from violet to vibrant green to glossy black; the most 
  commonly encountered peuchens are a dark, tawny 
  brown. Those in jungles tend to match the patterns 
  found on local pythons. Rarely, they sport a series of 
  red, white, and black bands, with the thin white band 
  sandwiched between the thicker red and black bands. 
  When peuchens are not f lying, their leathery, batlike 
  wings lie folded along their bodies, matching the 
  coloration of the hides below. Their eyes are a brilliant 
  green, with snakelike pupils. Peuchens have a smooth, 
  dry texture to their diamond-shaped scales and smell 
  faintly of nutmeg. Their fangs fold up into their jaw, but 
  snap into place to bite prey with lightning speed.
  When they hunt, peuchens take on the form of 
  livestock, such as sheep, goats, and cattle, and they 
  prefer to stalk places suffering from drought or famine. 
  These ambush predators often trick shepherds or lone 
  farmers into bringing them back to farms, homesteads, 
  and towns, where they can slip out each night to prey on 
  any creatures they can find. They ambush their prey by 
  coiling up and lunging with their strikes from a distance 
  father than their prey usually expects. Peuchens prefer 
  to drain the blood of humanoids, but they will eat sheep, 
  goats, cats, dogs, or poultry if they fail to capture their 
  favorite prey. They happily lair in haylofts or open attics, 
  but also create nests in large trees or rock formations. 
  Peuchens lay 6-inch eggs in scattered groups of eight to 
  12, and leave the young to fend for themselves. 
  A peuchen measures around 12 feet long and 1 foot in 
  diameter at its thickest point, with a wingspan of 8 feet; 
  it weighs nearly 250 pounds.
  Papinijuwari–Peuchen
  Illustration by Dave Allsop
  189
  
  Illustration by Daniel López
  Phantom, Unfettered
  This strange ghostly creature seems to writhe in the throes of some 
  uncontrollable emotion.
  UNFETTERED PHANTOM 
  CR 4
  XP 1,200
  N Medium outsider (phantom)
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural) or 
  AC 18, touch 18, flat-footed 14 (+3 Dex, +4 deflection, +1 dodge) 
  when incorporeal
  hp 42 (5d10+15) 
  Fort +7, Ref +4, Will +4
  DR 5/slashing; Immune mind-affecting effects
  OFFENSE
  Speed 35 ft.
  Melee 2 slams +8 (1d8+3)
  Special Attacks phantasmagoric slam (anger)
  STATISTICS
  Str 16, Dex 16, Con 17, Int 10, Wis 11, Cha 13
  Base Atk +5; CMB +8; CMD 21
  Feats Dodge, Fleet, Power Attack, RunB
  Skills Acrobatics +11, Fly +11, Intimidate +9, Perception +8, 
  Sense Motive +8, Stealth +11
  Languages Common
  SQ incorporeal step
  ECOLOGY
  Environment any (Ethereal Plane or Material Plane)
  Organization solitary, pair, or flock (3–6)
  Treasure none
  SPECIAL ABILITIES
  Incorporeal Step (Su) When an unfettered phantom moves more 
  than 5 feet, it becomes incorporeal until it stops moving. 
  Phantasmagoric Slam (Su) An unfettered phantom’s 
  attacks are considered magic weapons for the purpose 
  of overcoming damage reduction. Its slams have an 
  additional effect based on its emotional focus. Each 
  phantom has one of the following emotional foci. This 
  phantom’s emotional focus is anger, and is already 
  reflected in the statistics above. The DCs for the slam’s 
  effects are Charisma-based.
  Anger: An anger unfettered phantom’s slam attack deals 
  damage equal to 1d8 + its Strength modifier instead of the 
  normal amount of damage (1d6 + its Strength modifier). 
  Dedication: When a dedication unfettered phantom hits 
  a creature with its slam attack, it gains a +2 bonus to its AC 
  against that creature for 1 round. If the unfettered phantom 
  hits the same creature multiple times, this bonus stacks. 
  Despair: A creature hit by a despair unfettered phantom’s 
  slam attack must succeed at a Will saving throw (DC 13) or 
  take a –2 penalty on attack rolls and damage rolls for 1 round.
  Fear: A creature hit by a fear unfettered phantom’s slam 
  attack must succeed at a DC 13 Will saving throw or become 
  shaken for 1d4 rounds.
  Hatred: A hatred unfettered phantom gains a +1 bonus on 
  attack rolls and damage rolls with its slam attack against the 
  creature that most recently harmed it.
  Jealousy: A jealousy unfettered phantom gains sneak 
  attack +1d6 when using its slam attack.
  Zeal: A zeal unfettered phantom’s slam attack has a critical 
  threat range of 19–20 and a critical multiplier of ×3.
  Willful fugitives of the Negative Energy Plane’s dread 
  gravity, phantoms are escaped souls of humanoid creatures 
  in desperate search of a psychically attuned being with 
  whom to merge—such a merger creates a spiritualist. 
  Every phantom harbors a strong emotion that tears it 
  from the normal path of souls seeking final judgment and 
  reward. This dominant emotion empowers the phantom’s 
  slam attack and can manifest in more potent forms when 
  this creature merges with a spiritualist, but it also serves 
  as a weight that drags the phantom into the Ethereal Plane 
  and toward the Negative Energy Plane. Until an unfettered 
  phantom finds a refuge, it is a frantic and shifting thing, a 
  desperate creature of raw emotion and need.
  190
  
  Phantom, Unfettered—Pharaonic Guardian
  Illustration by Bryan Sola
  Pharaonic Guardian
  This translucent humanoid figure has an animal’s head. Rising 
  from its back are wings of chilling white light.
  PHARAONIC GUARDIAN 
  CR 11
  XP 12,800
  LE Large undead (incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +21
  DEFENSE
  AC 25, touch 21, flat-footed 18 (+5 deflection, +7 Dex, +4 shield, 
  –1 size)
  hp 142 (15d8+75)
  Fort +10, Ref +12, Will +12
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect)
  Melee +3 ghost touch speed longsword +19/+19/+14/+9 
  (2d6+8/17–20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks insightful strike, judging gaze, soul-rending wings
  Spell-Like Abilities (CL 15th; concentration +20)
  3/day—suggestion (DC 18)
  1/day—greater command (DC 20)
  STATISTICS
  Str —, Dex 25, Con —, Int 13, Wis 16, Cha 21
  Base Atk +11; CMB +19; CMD 34
  Feats Combat Expertise, Combat Reflexes, Improved Critical 
  (longsword), Improved Vital Strike, Stand Still, Step 
  Up, Vital Strike, Weapon Focus (longsword)
  Skills Fly +13, Intimidate +23, Knowledge 
  (history) +16, Knowledge (religion) +19, 
  Perception +21, Sense Motive +21
  Languages Aklo, Auran, Celestial, Infernal; 
  telepathy 100 ft.
  SQ guardian sword and shield
  ECOLOGY
  Environment warm ruins
  Organization solitary, pair, or patrol (3–6)
  Treasure standard (mwk light steel shield, 
  mwk longsword, other treasure)
  SPECIAL ABILITIES
  Guardian Sword and Shield (Su) The pharaonic 
  guardian can imbue any Large sword and shield with 
  the ghost touch and speed special abilities and a +3 
  enhancement bonus. This effect lasts for as long as the 
  guardian wields them and for 1 minute thereafter. The 
  guardian uses these items as if it had a Strength score equal 
  to its Charisma score.
  Insightful Strike (Ex) The pharaonic guardian gains a +4 
  insight bonus on attack rolls against foes whose thoughts it 
  has read via its judging gaze ability.
  Judging Gaze (Su) The pharaonic guardian’s gaze attack 
  allows it to read the minds of those within 30 feet, as per 
  the detect thoughts spell with 3 rounds of concentration 
  (Will DC 22 negates). This is a mind-affecting divination 
  effect, and the save DC is Charisma-based.
  Soul-Rending Wings (Su) As a standard action every 1d4 
  rounds, the pharaonic guardian can flare its wings to fire 
  rays of soul-cutting light in two 30-foot lines extending 
  away from it. Living creatures in the lines take 1d4 
  negative levels (Reflex DC 22 negates). A creature whose 
  thoughts the pharaonic guardian has read via its judging 
  gaze ability takes a –2 penalty on this save. The Fortitude 
  save to remove these negative levels is also DC 22, though 
  without the –2 penalty from judging gaze. The save DCs are 
  Charisma-based.
  Created only by the most evil and egotistical pharaohs, 
  pharaonic guardians are elite protectors of tombs and 
  other monuments. Much like the grand buildings they 
  inhabit, pharaonic guardians are the product of fear and 
  sweat wrung from slaves and other servants. To make 
  one, a pharaoh uses rare arcane processes to draw out the 
  souls of obedient servants, capturing both their fear of 
  death and fear of eternal damnation should they disobey 
  their god-rulers. The pharaoh then blends these essences 
  together into towering, animal-headed warriors whose 
  only purpose is guarding a royal location for eternity.
  191
  
  Plague Swarm
  Millions of red-eyed locusts blot out the sun. They descend in a 
  ravenous tornado, consuming everything they touch.
  PLAGUE SWARM
  All plague swarms have the following features.
  ECOLOGY
  Environment any
  Organization solitary or brood (plague swarm plus 1–100 spawn)
  Treasure none
  SPECIAL ABILITIES
  Blight (Su) Plague swarms deal additional untyped damage 
  equal to their standard swarm damage. This damage 
  originates from divine power, similar to the spell flame 
  strike. A plague swarm’s damage counts as magic and epic 
  for the purposes of bypassing damage reduction.
  Multiply (Ex) Plague swarms spawn at an incredible rate. Once 
  per minute, a plague swarm can produce a new swarm of 
  the type listed in its stat block as full-round action. When the 
  plague swarm is not in combat, it typically uses this ability 
  once per minute. If the plague swarm is destroyed, all of the 
  swarms that it spawned also disperse.
  Reform (Su) When a plague swarm is dispersed by damage, 
  it is not destroyed. A dispersed plague swarm reforms in 
  24 hours. Each plague swarm has a unique destruction 
  condition. In addition, because plague swarms are 
  manifestations of divine retribution, placating the deity’s 
  rage destroys the swarm instantly. 
  RAT PLAGUE SWARM 
  CR 11/MR 8
  XP 25,600
  LE Tiny magical beast (mythic, swarm)
  Init +16M/–4, dual initiative; Senses darkvision 60 ft., low-light 
  vision, scent; Perception +23
  DEFENSE
  AC 25, touch 17, flat-footed 20 (+4 Dex, +1 dodge, +8 natural, 
  +2 size)
  hp 152 (16d10+64); fast healing 5
  Fort +11, Ref +16, Will +9; second save
  Defensive Abilities reform, swarm traits, unstoppableMA; DR 
  10/epic
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee swarm +14 (4d6–2 plus 4d6 blight, curse of lycanthropy, 
  disease, and distraction)
  Space 20 ft.; Reach 0 ft.
  Special Attacks distraction (DC 19), mythic power (8/day, 
  surge +1d10)
  STATISTICS
  Str 2, Dex 19, Con 8, Int 19, Wis 18, Cha 15
  Base Atk +16; CMB —; CMD —
  Feats Ability Focus (curse of lycanthropy), Ability Focus 
  (distraction), DodgeM, Extra Mythic PowerM, Great Fortitude, 
  Improved InitiativeM, Lightning ReflexesM, Lightning Stance, 
  Wind Stance
  Skills Acrobatics +20, Climb +31, Diplomacy +18, Perception +23, 
  Stealth +31, Swim +31
  Languages Abyssal, Celestial, Common, Infernal (can’t speak 
  any language); telepathy 200 ft.
  SQ hivemind, multiply (rat swarm with curse of lycanthropy 
  [Fort DC 12])
  SPECIAL ABILITIES
  Curse of Lycanthropy (Su) A humanoid of any size who takes 
  damage from a plague rat swarm must succeed at a DC 19 
  Fortitude save or it contracts lycanthropy and becomes a 
  wererat. Any humanoid who contracts lycanthropy from a rat 
  plague swarm becomes immune to bubonic plague.
  Disease (Ex) Bubonic Plague: Swarm—injury; save Fort DC 19; 
  onset immediate; frequency 1/day; effect 1d4 Str damage, 
  1 Cha damage, and target is fatigued; cure 2 consecutive saves.
  Hivemind (Su) A plague rat swarm can maintain constant 
  telepathic communication with every wererat it created with 
  its curse of lycanthropy as long as they are on the same plane. 
  These wererats have an attitude of helpful toward the swarm.
  Reform (Su) A rat plague swarm can be destroyed only if a 
  mythic spellcaster (or a non-mythic spellcaster who succeeds 
  at a DC 31 caster level check) affects it with remove disease 
  on the round before the swarm is dispersed. This condition 
  bypasses a swarm’s normal immunity to single-target effects.
  LOCUST PLAGUE SWARM 
  CR 15/MR 8
  XP 51,200
  NE Fine magical beast (mythic, swarm)
  Init +16M/–4, dual initiative; Senses darkvision 60 ft., low-light 
  vision; Perception +24
  DEFENSE
  AC 31, touch 23, flat-footed 26 (+4 Dex, +1 dodge, +8 natural, 
  +8 size)
  hp 216 (21d10+101); fast healing 5
  Fort +15, Ref +18, Will +13; second save
  Defensive Abilities reform, swarm traits, unstoppableMA; DR 
  10/epic; Immune mind-affecting effects, weapon damage
  OFFENSE
  Speed 10 ft., climb 10 ft., fly 40 ft. (good)
  Melee swarm (5d6 plus 5d6 blight, devour, and distraction)
  Space 20 ft.; Reach 0 ft.
  Special Attacks devour, distraction (DC 23), mythic power (8/day, 
  surge +1d10)
  STATISTICS
  Str 6, Dex 19, Con 12, Int 5, Wis 18, Cha 9
  Base Atk +21; CMB —; CMD —
  Feats Ability Focus (distraction), DodgeM, Extra Mythic PowerM, 
  Great Fortitude, Improved InitiativeM, Improved Lightning 
  Reflexes, Iron Will, Lightning ReflexesM, Lightning Stance, 
  Skill Focus (Fly), Skill Focus (Perception), Wind Stance
  192
  
  Plague Swarm
  Illustration by Diana Martinez
  Skills Climb +12, Fly +35, Perception +24
  Languages Abyssal (can’t speak)
  SQ multiply (locust swarmB4 with the devour ability)
  SPECIAL ABILITIES
  Devour (Ex) A locust plague swarm devours everything in its 
  path. Its swarm attack damages all unattended objects and 
  all attended items that are not magical. Each round, the 
  locusts also damage one attended magic item 
  worn or carried by each creature 
  damaged by the swarm. 
  Each round, the swarm can 
  affect only one magic 
  item per creature, 
  even with its dual 
  initiative. If a creature 
  possesses more than 
  one attended magic 
  item, use the table for 
  items affected by magical 
  attacks (Pathfinder RPG 
  Core 216) to Rulebook 
  determine which magic 
  item the swarm targets. The 
  locusts’ powerful jaws count 
  as adamantine for the purpose 
  of bypassing DR and bypass all 
  hardness less than 20.
  Reform (Su) A locust plague swarm is truly 
  destroyed only if it devours a good-aligned minor 
  artifact or holy relic.
  BAT PLAGUE SWARM 
  CR 17/MR 8
  XP 102,400
  NE Diminutive magical beast (mythic, swarm)
  Init +19M/–1, dual initiative; Senses blindsense 100 ft., 
  darkvision 60 ft., low-light vision; Perception +34
  DEFENSE
  AC 32, touch 24, flat-footed 24 (+7 Dex, +1 dodge, +8 natural, 
  +2 profane, +4 size)
  hp 279 (21d10+164); fast healing 10
  Fort +18, Ref +21, Will +13; second save
  Defensive Abilities profane protection, swarm traits, 
  unstoppableMA; DR 10/epic; Immune weapon damage
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (5d6 plus 5d6 blight, distraction, and soul bleed)
  Space 20 ft.; Reach 0 ft.
  Special Attacks create spawn, distraction (DC 26), mythic 
  power (8/day, surge +1d10), soul bleed
  STATISTICS
  Str 6, Dex 25, Con 18, Int 11, Wis 18, Cha 9
  Base Atk +21; CMB —; CMD —
  Feats Ability Focus (distraction), Ability Focus (soul bleed), 
  DodgeM, Extra Mythic PowerM, Great Fortitude, Improved 
  InitiativeM, Iron Will, Lightning ReflexesM, Lightning Stance, 
  Skill Focus (Fly), Skill Focus (Perception), Wind Stance
  Skills Fly +37, Perception +34, Stealth +32
  Languages Common
  SQ multiply (bat swarm with soul bleed [Fort DC 11])
  SPECIAL ABILITIES
  Create Spawn (Su) A humanoid creature who dies 
  from a bat plague swarm’s soul bleed 
  ability rises from death as a vampire 
  in 1d4 days. This vampire is 
  under the command of 
  the swarm, and remains 
  enslaved until the swarm 
  is destroyed. The swarm 
  can have enslaved spawn 
  whose Hit Dice total no 
  more than twice its own; 
  any spawn it creates that 
  would exceed this limit 
  become free-willed undead.
  Profane Protection (Su) A 
  bat plague swarm gains a +2 
  profane bonus to its Armor 
  Class from its divine creator.
  Reform (Su) A bat plague 
  swarm is truly destroyed only if it is 
  dispersed in the area of a hallow spell.
  Soul Bleed (Su) A creature that takes damage from 
  a bat plague swarm begins to bleed from its body and its 
  soul. Each round, a creature under the effects of soul bleed 
  takes 1d4 points of Constitution bleed damage and gains 
  1 negative level. A creature affected by soul bleed can’t 
  be healed by magical healing from a non-mythic source. 
  A mythic caster can attempt a DC 24 caster level check to 
  heal a creature under the effects of soul bleed. If the caster 
  succeeds, the soul bleed ends. Otherwise, any creature can 
  end a soul bleed effect with a successful DC 35 Heal check. 
  Twenty-four hours after a creature takes negative levels from 
  soul bleed, it must attempt a separate DC 26 Fortitude save 
  for each negative level. If it succeeds at a save, that negative 
  level is removed. If it fails, that negative level becomes 
  permanent. The save DC is Constitution-based.
  Sent down by vengeful deities to punish communities that 
  have offended them, plague swarms scour crops, terrorize 
  populations, and lay waste to civilized lands. Normal 
  means of dealing with vermin and pestilence don’t drive 
  them off, for these vicious and intelligent mythic swarms 
  carry the destructive blessings of their gods, and breed at 
  an exceptional rate until their spawn consume entire cities. 
  They are single-minded in their devotion to carrying out 
  the furious will of their deities. 
  193
  
  Plagued Beast
  The rotting skeleton and muscles of this fanged, decaying horse 
  seem barely able to hold together.
  PLAGUED HORSE 
  CR 2
  XP 600
  NE Large undead (augmented animal)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +6 
  DEFENSE
  AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, –1 size)
  hp 16 (2d8+7)
  Fort +5, Ref +6, Will +1
  Defensive Abilities channel resistance +2; DR 5/slashing; 
  Immune cold, undead traits
  OFFENSE
  Speed 50 ft.
  Melee bite +5 (1d8+5 plus disease), 2 hooves +0 (1d4+2) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks disease
  STATISTICS
  Str 20, Dex 16, Con —, Int 2, Wis 13, Cha 15
  Base Atk +1; CMB +7; CMD 20 (24 vs. trip)
  Feats Endurance, RunB, ToughnessB
  Skills Perception +6
  SQ docile
  ECOLOGY
  Environment any
  Organization solitary, pair, or herd (3–30)
  Treasure none
  SPECIAL ABILITIES
  Disease (Ex) Demon Plague: Bite—injury; save Fortitude DC 13; 
  onset 1 day; frequency 1/day; effect 1d3 Constitution damage 
  and 1d6 Wisdom damage, victim is fatigued if it takes any 
  ability damage from the disease, and certain creatures slain by 
  demon plague rise as plagued beasts; cure 3 consecutive saves.
  When animals are stricken with demon plague, they may 
  arise as undead and further spread the disease. Some demons 
  and cultists are fond of using plagued horses as mounts.
  CREATING A PLAGUED BEAST
  “Plagued beast” is an acquired template that can be added 
  to a living, corporeal creature with an Intelligence score of 1 
  or 2. A plagued beast uses all of the creature’s statistics and 
  special abilities except as noted here.
  Challenge Rating: Base creature’s CR + 1.
  Alignment: Neutral evil.
  Type: The creature’s type changes to undead (augmented). 
  It retains all subtypes except alignment subtypes and 
  subtypes that indicate kind. Do not recalculate its saves, 
  BAB, or skill ranks. 
  Armor Class: Increase the base creature’s AC by 2.
  Hit Dice: Change all of the creature’s racial Hit Dice to d8s. 
  As undead, plagued beasts use their Charisma modifiers to 
  determine bonus hit points. 
  Defensive Abilities: Plagued beasts gain darkvision 60 feet, 
  channel resistance +2, and DR 5/slashing. They are immune 
  to cold, and gain all of the standard undead traits.
  Melee: A plagued beast gains a bite attack that deals 
  damage based on the plagued beast’s size. If the beast 
  already has a bite attack, the bite’s damage increases by one 
  step, as if it had increased one size category.
  Special Attacks: A plagued beast inflicts demon plague 
  with each successful bite attack (DC = 10 + 1/2 the plagued 
  beast’s Hit Dice + the plagued beast’s Charisma modifier). 
  Ability Scores: +4 Strength, +2 Dexterity. A plagued beast 
  has a minimum Charisma score of 15—if the base creature’s 
  Charisma score is lower, increase it to 15. A plagued beast has 
  no Constitution score; as an undead, it uses its Charisma 
  when calculating its hit points, Fortitude saves, and any 
  special abilities that rely on Constitution. 
  Feats: A plagued beast gains Toughness as a bonus feat.
  194
  Illustration by Damien Mammoliti
  
  Plankta
  The shattered remnants of buildings and statues can be seen in 
  this shuddering mass of wet, rugged rock.
  PLANKTA 
  CR 17
  XP 102,400
  NE Colossal aberration (aquatic, earth)
  Init +5; Senses darkvision 60 ft., tremorsense 120 ft.; 
  Perception +31
  DEFENSE
  AC 36, touch 11, flat-footed 36 (+8 cover, +1 Dex, +25 natural, 
  –8 size)
  hp 313 (19d8+228)
  Fort +18, Ref +13, Will +20
  Defensive Abilities all-around vision, rock catching, stony 
  cover; DR 15/—; Immune cold, electricity, fire; SR 28
  OFFENSE
  Speed 10 ft., swim 30 ft.
  Melee 2 slams +27 (4d6+20/19–20), bite +26 (4d6+20)
  Space 30 ft.; Reach 30 ft.
  Special Attacks capsize, clashing rocks, fiery fault, powerful 
  charge (slam, 8d6+24), push (slam, 10 ft.), rain of boulders
  STATISTICS
  Str 50, Dex 13, Con 34, Int 13, Wis 28, Cha 21
  Base Atk +14; CMB +42; CMD 61 (can’t be tripped)
  Feats Blind-Fight, Critical Focus, Dazing 
  AssaultAPG, Improved Critical (slam), 
  Improved Initiative, Lightning Reflexes, 
  Power Attack, Snatch, Staggering 
  Critical, Weapon Focus (slam)
  Skills Climb +36, Knowledge 
  (history) +13, Knowledge 
  (nature) +10, Perception +31, 
  Stealth +7 (+27 in natural 
  rocks), Survival +31, Swim +38; 
  Racial Modifiers +20 Stealth 
  in natural rocks
  Languages Aquan, Terran
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Clashing Rocks (Ex) A plankta 
  can scatter its rocky mass 
  into multiple fragments with 
  a shared consciousness and 
  a shared pool of hit points, 
  though it loses its stony 
  cover ability when it does so. 
  These fragments churn and clash, 
  dealing 4d6+14 points of bludgeoning 
  damage per round to all creatures in a 60-foot-radius sphere 
  in the water (extending up to 10 feet above the water’s 
  surface). Activating or maintaining this ability is a full-round 
  action. If it chooses not to maintain this ability, the plankta’s 
  body reforms automatically at any point in the area. The 
  save DC is Strength-based. 
  Fiery Fault (Su) When a critical hit is confirmed against a 
  plankta, its rocky form cracks and a gout of magma spews out 
  in a 10-foot cone toward the attacker, dealing 10d6 points 
  of fire damage (Reflex DC 31 half). Any creature that fails 
  its save is entangled for 2d4 rounds and takes 5d6 points 
  of fire damage each round at the beginning of its turn, but 
  can attempt a new save each round at the end of its turn to 
  end this damage. A creature can break free of the hardened 
  magma and end the entangled condition as a standard 
  action with a successful DC 25 Strength check. This also ends 
  the fire damage. The save DC is Constitution-based.
  Rain of Boulders (Ex) As a standard action, a plankta can 
  unleash a barrage of heated boulders that deals 12d6 points 
  of bludgeoning damage and 6d6 points of fire damage 
  (Reflex DC 31 half) in a 120-foot line. Huge or smaller ships 
  that fail their saves are affected by the plankta’s capsize 
  ability, while creatures that fail their saves are affected by its 
  push ability. The save DC is Constitution-based.
  Stony Cover (Ex) A plankta’s outer shell is covered in most 
  places by ruin fragments that aren’t part of its body, 
  providing it improved cover at all times. As usual for 
  improved cover, this grants the plankta improved evasion.
  Planktas are stony creatures formed from 
  the shattered remnants of ancient island 
  civilizations devastated and inundated 
  by natural or magical cataclysms, 
  and given life by unleashed magical 
  energies and the anguished spirits 
  of those lost in the tragedies 
  that formed the planktas. 
  These massive, rocky 
  aberrations dwell in the 
  seas. They burn with 
  hatred for the ships and 
  cities of empires that 
  still stand, and seek to 
  ruin such foes in the hope 
  of creating more planktas, 
  though this bizarre attempt at 
  reproduction rarely succeeds. 
  Some planktas are nomadic, 
  wandering in search of prey, 
  but others lurk in busy sea-
  lanes 
  or 
  narrow 
  straits 
  to shatter and sink ships 
  attempting to pass.
  195
  Plagued Beast–Plankta
  Illustration by Florian Stitz
  
  Polong
  This crimson spectral creature drips with blood, its skeletal face 
  contorted with malice.
  POLONG  
  CR 8
  XP 4,800
  NE Medium undead (incorporeal)
  Init +8; Senses darkvision 60 ft.; Perception +15
  Aura murderous intent (30 ft.)
  DEFENSE
  AC 19, touch 19, flat-footed 15 (+5 deflection, +4 Dex)
  hp 95 (10d8+50)
  Fort +8, Ref +7, Will +11
  Defensive Abilities incorporeal; channel resistance +2; 
  Immune undead traits
  Weaknesses bottle-bound (DC 22)
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal touch +12 (6d8 plus 1d4 bleed and 
  terrible wounds)
  Special Attacks bleed (1d4), terrible wounds
  STATISTICS
  Str —, Dex 18, Con —, Int 13, Wis 14, Cha 20
  Base Atk +7; CMB +11; CMD 26
  Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus 
  (Intimidate), Weapon Focus (incorporeal touch)
  Skills Fly +25, Intimidate +24, Perception +15, Stealth +17, 
  Survival +12
  Languages Common
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Bottle-Bound (Su) A polong is bound to a bottle as part 
  of the ritual to create it. A polong must remain within 1 
  mile of its bottle, and regains 1d8+5 hit points for each 
  hour it spends inside its bottle. If a polong’s bottle (AC 11, 
  hardness 1, hp 1) is destroyed, the polong is considered 
  staggered until the bottle reforms in 24 hours. Once per 
  day, a creature that possesses a polong’s bottle can attempt 
  to take control of the polong for 24 hours as if the polong 
  where under the effect of a dominate monster spell. The 
  polong can attempt a DC 20 Will save to negate this effect. 
  A creature that’s controlling the polong is immune to its 
  murderous intent aura.
  Murderous Intent (Su) A polong generates a seething 
  aura of unrestrained violence and malicious intent. As an 
  immediate action, a polong can attempt an Intimidate check 
  to demoralize any creature entering its aura. A creature that 
  doesn’t become demoralized is immune to the polong’s 
  aura for 24 hours. This is a mind-affecting fear effect.
  Terrible Wounds (Su) A polong’s touch deals slashing damage, 
  and opens up terrible gashes. Each round a creature takes 
  bleed damage from the polong’s touch attack, it must 
  succeed at a DC 20 Fortitude saving throw or take 2 points of 
  Constitution damage. The save DC is Charisma-based.
  Polongs are the spirits of murderers who have been 
  magically bound to a bottle. Whoever possesses a polong’s 
  bottle can command the creature to carry out murderous 
  acts. Necromancers, cultists, and assassins sometimes use 
  polongs to perform assassinations from afar. Commanding 
  polongs is dangerous, however, as their desire to kill makes 
  them turn on their own masters if given the chance.
  When a polong’s bottle is opened, the creature manifests 
  as a blood-drenched spirit with hands transformed into 
  long claws. Its thirst for violence and murder twists its 
  distorted features into a hateful visage. Polongs remember 
  little of their past lives, their own thoughts turned to 
  committing the heinous acts commanded by their masters.
  Illustration by Ertaç Altınöz
  196
  
  Polong–Psychemental
  Illustration by Jorge Fares
  Psychemental
  This incorporeal field shimmers with a constant flux of colors and 
  shapes that coalesce into distorted, ephemeral images and reflections.
  PSYCHEMENTAL 
  CR 8
  XP 4,800
  N Small outsider (extraplanar, incorporeal)
  Init +8; Senses darkvision 60 ft., thoughtsense 60 ft.; 
  Perception +18
  Aura mental static (30 ft., DC 18)
  DEFENSE
  AC 19, touch 19, flat-footed 14 (+3 deflection, 
  +4 Dex, +1 dodge, +1 size)
  hp 82 (11d10+22)
  Fort +7, Ref +11, Will +11
  Defensive Abilities incorporeal; 
  SR 19
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee incorporeal touch +16 
  (mindwipe)
  Special Attacks mass erasure 
  (DC 19), mindwipe (DC 18)
  Psychic Magic (CL 8th; 
  concentration +11) 
  20 PE —cognitive blockOA (3 PE, 
  DC 16), ego whip IOA (3 PE, 
  DC 16), mind probeOA (4 PE, DC 17), 
  mind thrust IIIOA (3 PE, DC 16), possessionOA 
  (5 PE, DC 18), synaptic pulseOA (3 PE, DC 16), thought 
  shield IIIOA (4 PE, DC 17)
  STATISTICS
  Str —, Dex 19, Con 14, Int 15, Wis 18, Cha 17
  Base Atk +11; CMB +14; CMD 28
  Feats Combat Casting, Dodge, Great Fortitude, Improved 
  Initiative, Mobility, Spring Attack
  Skills Bluff +17, Diplomacy +17, Fly +14, Intimidate +17, 
  Knowledge (arcana, planes, religion) +16, Perception +18, 
  Sense Motive +18, Stealth +8
  Languages telepathy 100 ft.
  ECOLOGY
  Environment any (Astral Plane)
  Organization solitary, pair, or quorum (3–6)
  Treasure none
  SPECIAL ABILITIES
  Mass Erasure (Su) As a full-round action, a psychemental can 
  move up to its speed and attack each creature whose space 
  it passes through with its mindwipe ability. A target can 
  make an attack of opportunity against the psychemental or 
  forgo its attack of opportunity to instead attempt a DC 19 
  Reflex save to evade the psychemental. A psychemental can 
  affect each target only once per round, no matter how many 
  times its movement takes it through a target creature’s 
  space, and it can’t end its move inside a creature. The save 
  DC is Dexterity-based.
  Mindwipe (Su) A psychemental can erase a portion of the 
  mind and experiences of a creature it touches, affecting the 
  creature as mindwipeOA (CL 11th, Will DC 18 negates). Each 
  successful mindwipe heals the psychemental of 10 points 
  of damage. It gains any healing in excess of its maximum 
  hit points as temporary hit points for 1 hour, though 
  such temporary hit points do not stack. The save DC is 
  Charisma-based.
  As part of the fallout of a major 
  supernatural phenomenon or 
  mentally disturbing event, the 
  collective unconscious of 
  a population of psychic 
  beings can give rise to a 
  self-aware intellect 
  that’s known as 
  a 
  psychemental. 
  These 
  emergent 
  phenomena form on 
  the Astral Plane, where 
  they appear in the form 
  of amorphous fields 
  made up of fluctuating 
  colors, shapes, and even 
  faces that reflect their 
  evolving thoughts and 
  new perceptions as they 
  attempt to come to terms with their new state of being.
  While these inquisitive, unpredictable creatures are not 
  inherently evil, they do temporarily absorb fragments of 
  others’ minds in order to heal themselves. And though 
  psychementals seek out interactions with intelligent 
  creatures for the pleasures of learning about the world 
  and socializing, an encounter with one can be a dangerous 
  affair if it feels threatened or provoked. Unfortunately, 
  this occurs fairly often, as the upsetting stimuli that 
  prompted a psychemental’s creation leave it more easily 
  startled than other creatures. A psychemental’s attacks are 
  never lethal on their own—the stolen mental fragments 
  eventually reform themselves within the victim’s mind 
  over time—but the potential to leave a victim comatose 
  for an extended period of time can be quite dangerous 
  in its own right. Yet sentient beings who approach a 
  psychemental calmly and without any ill intent find the 
  creatures to be extremely engaging conversationalists, 
  and psychementals’ very natures guarantee that they 
  are experts in a variety of esoteric topics. A creature that 
  manages to make a psychemental feel safe may have just 
  earned a highly unusual friend for life.
  197
  
  Illustration by Mattias Fahlberg
  Psychepore
  A mass of shell-like fungus grows so thick it obscures the mass of 
  plant matter beneath. 
  PSYCHEPORE 
  CR 7
  XP 3,200
  N Medium plant 
  Init +3; Senses all-around vision, darkvision 60 ft., low-light 
  vision; Perception +12
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 85 (10d8+40)
  Fort +10, Ref +6, Will +6
  Defensive Abilities psychotic musk; DR 5/slashing; 
  Immune plant traits; Resist fire 10
  OFFENSE
  Speed 20 ft.
  Melee 3 slams +13 (1d8+5 plus poison)
  Ranged 3 razor conks +10 
  (1d8+5 plus poison)
  Special Attacks poison, 
  razor conk, visions
  STATISTICS
  Str 20, Dex 17, Con 16, Int 7, 
  Wis 12, Cha 9
  Base Atk +7; CMB +12; CMD 25
  Feats Iron Will, Skill Focus (Stealth), 
  Skill Focus (Perception), 
  Toughness, Weapon Focus (slam)
  Skills Perception +12, Stealth +14
  Languages Common (can’t speak)
  ECOLOGY
  Environment warm forests or jungles
  Organization solitary, pair, or colony (5–12)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Slam or razor conk—injury, or spores—
  inhaled; save Fort DC 18; frequency 1/round for 
  6 rounds; effect 1d3 Wisdom plus visions; cure 2 
  consecutive saves. The save DC is Constitution-based
  Psychotic Musk (Ex) A creature that deals damage to a psychepore 
  with a slashing or piercing melee weapon releases a cloud of 
  spores, exposing the attacker to the psychepore’s poison.
  Razor Conk (Ex) A psychepore can launch three fragments of 
  its razor-sharp fungal covering as a standard action. Treat 
  these as ranged attacks with a range increment of 30 feet.
  Visions (Ex) A creature affected by the psychepore’s poison has 
  its mind clouded with visions of alien intent. Any round the 
  target fails its saving throw against the psychepore’s poison, 
  it must succeed at a second DC 18 Will save or become 
  confused for 1 round. This is a mind-affecting poison effect. 
  The save DC is Constitution-based. 
  A psychepore is a symbiosis of two different plant 
  creatures—a lurching bit of undergrowth distantly 
  related to the shambling mound and an intelligent 
  cluster of hard fungal growths that possess a malevolent 
  hive mind. On their own, the shambling undergrowth 
  is an unintelligent creature, barely aware enough to 
  move itself to new sources of sunlight and water, while 
  the fungal conks, for their part, are intelligent but 
  immobile. The two pose a serious threat only once the 
  psychic fungus infests the shambling undergrowth, and 
  the creatures transform into the horrifying psychepore. 
  A psychepore procreates through microorganisms in 
  its poison, spreading into victims fungal spores that 
  try to bond with that host’s physiology to create a 
  new psychepore. Generally, the only creatures 
  with which these spores can coexist are 
  the shambles that form the base of a 
  psychepore, but these spores also have 
  strange effects on creatures that aren’t 
  their typical hosts. Such 
  creatures suffer from 
  delusional visions  as 
  their 
  minds 
  try 
  to 
  assimilate or reject the 
  images presented by the 
  alien will of the strange 
  symbionts, and their bodies 
  desperately attempt to force 
  the foreign spores out. Some 
  cultures harvest psychepores 
  to distill their poison into 
  a powerful drug, using it in 
  religious rituals that search for 
  inner knowledge or in dark alleys 
  as a temporary escape from cruel, 
  short lives—or transforming it into 
  a truth serum used during psychological 
  torture and other types of interrogation. 
  Most psychepores attack only in vain 
  attempts to procreate, never seeming frustrated by their 
  usually futile efforts, but more intelligent specimens 
  pursue less direct but more fruitful approaches, often 
  serving those who aid in gathering the undergrowth 
  they need to replicate. There are rumors of even more 
  highly developed and intelligent versions of these 
  creatures that learn the secrets of telepathy and how to 
  adjust their poison to replicate possession magic. These 
  superintelligent psychepores become more aware of 
  cultural structures and take great joy in manipulating 
  other forms of life to achieve their goals.
  A psychepore is a hulking thing with a dense 
  composition. It stands 6 feet tall or slightly taller and 
  weighs about 300 pounds.
  198
  
  Psychepore–Putrid Ooze
  Illustration by Roberto Pitturru
  Putrid Ooze
  Masses of carrion and debris break the inky surface of this 
  enormous, undulating sludge.
  PUTRID OOZE  
  CR 11
  XP 12,800
  N Huge ooze
  Init –1; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 7, touch 7, flat-footed 7 (–1 Dex, –2 size)
  hp 172 (15d8+105)
  Fort +12, Ref +4, Will +0
  DR 10/—; Immune ooze traits; Resist electricity 20, fire 20 
  OFFENSE
  Speed 30 ft., climb 20 ft., swim 30 ft.
  Melee slam +20 (6d6+16 plus 2d6 acid and grab)
  Ranged splatter +8 (10d6 acid)
  Space 15 ft.; Reach 10 ft.
  Special Attacks constrict (6d6+16 plus 2d6 acid), putrid acid, 
  splatter 
  STATISTICS
  Str 32, Dex 9, Con 24, Int —, Wis 1, Cha 1
  Base Atk +11; CMB +24 (+28 grapple); CMD 33 (can’t be tripped)
  Skills Climb +19, Swim +19 
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Putrid Acid (Ex) A putrid ooze secretes a digestive acid that 
  dissolves organic material and metal quickly, but doesn’t 
  affect stone. Each time a creature takes damage from a putrid 
  ooze’s acid, its clothing and armor take the same amount 
  of damage from the acid (Reflex DC 23 negates damage to 
  clothing and armor). A metal or wooden weapon that strikes 
  a putrid ooze takes 2d6 points of acid damage, unless the 
  weapon’s wielder succeeds at a DC 23 Reflex save. 
  If a putrid ooze remains in contact with a wooden 
  or metal object for 1 full round, the object takes 
  30 points of acid damage (no save). The save 
  DCs are Constitution-based.
  Splatter (Ex) As a standard action, a putrid 
  ooze can throw a portion of its acidic sludge 
  at a creature within 30 feet. The putrid 
  ooze must make a successful ranged 
  touch attack to hit the target. 
  Creatures struck take 10d6 points of 
  acid damage.
  Putrid oozes are primarily made from 
  organic mire animated with Abyssal energies. 
  These creatures can exist near any rift or portal 
  to the Abyss. They caustically burn through plants and 
  animals in pursuit of their vicious, mindless hunger. 
  Putrid oozes get their name from their disturbing habit 
  of subsuming dead creatures into their own gelatinous 
  bodies. Putrid oozes generally are a combination of 
  churning, gray-and-black slurries, similar to chunky 
  tar mixed with wet gravel, but their bodies also hold 
  undigested portions of the creatures they consume. At any 
  one time, they present a mixture of rotting limbs, severed 
  heads, and entangled entrails among the miscellaneous 
  sludge that makes up their bodies. 
  Most hardy materials putrid oozes consume are never 
  completely devoured. Putrid oozes slowly break down 
  their meals into the same gray-black, chunky morass 
  that makes up their bodies. Although it’s rare for a putrid 
  ooze to starve, those weakening from hunger use the last 
  of their dwindling energy to seek out chasms or ravines 
  where they can lie in wait, hoping for meals to wander past. 
  In these dark places, the putrid oozes go dormant, existing 
  as murky pools of sticky acid until a living creature draws 
  near. Though the creatures are essentially in hibernation, 
  all it takes is a simple touch to awaken them. In contrast, 
  active putrid oozes are intimidating sights to behold, and 
  rarely take anyone by surprise.
  Unlike other oozes, putrid oozes don’t reproduce via 
  mitosis—splitting into two identical, smaller oozes. 
  Instead, they form spontaneously from corrupted rifts 
  to the Abyss. Some cultists of Jubilex, demon lord of ooze 
  monsters, have experimented with generating putrid 
  oozes by exposing slurries of entrails, filth, and acid to 
  foul energies. They see the spontaneous creation of these 
  oozes as manifestations of the Faceless Lord.
  When putrid oozes take enough damage to be 
  destroyed, they melt into an inert pool of muck like most 
  other oozes, though whether putrid oozes eventually 
  reform from such remnants is a point of debate. Some say 
  that sunlight further breaks down putrid oozes once 
  they are destroyed.
  A putrid ooze typically covers an area that measures 
  12 feet by 12 feet, and piles up on itself to a height of no 
  more than 8 feet. A putrid ooze weighs about 20 tons.
  199
  
  Illustration by Ben Wootten
  Pyrausta
  This minuscule dragon’s transparent wings and large eyes resemble 
  those of a praying mantis. Its form glows bright with an inner fire.
  PYRAUSTA  
  CR 1/4
  XP 100
  CN Diminutive dragon (fire)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size) 
  hp 5 (1d12–1); fast healing 1
  Fort +1, Ref +4, Will +3 
  Immune fire, paralysis, sleep
  Weaknesses heart of flame, vulnerable 
  to cold 
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +7 (1d3–2 plus 1 fire)
  Space 1 ft.; Reach 0 ft.
  Special Attacks breath weapon (10-ft. cone, 1d4 
  fire, Reflex DC 9 half, usable every 1d4 rounds)
  Spell-Like Abilities (CL 1st; concentration +2)
  At will—sparkAPG
  STATISTICS
  Str 6, Dex 15, Con 8, Int 5, Wis 12, Cha 13
  Base Atk +1; CMB –1; CMD 7 (11 vs. trip)
  Feats Flyby Attack, Weapon Finesse
  Skills Fly +16, Perception +5, Stealth +18
  Languages Draconic
  ECOLOGY
  Environment any warm
  Organization solitary, pair, or swarm (12–20)
  Treasure double
  SPECIAL ABILITIES
  Heart of Flame (Ex) A tiny spark of flame that acts as a 
  pyrausta’s heart beats within its chest. Whenever a pyrausta 
  takes cold damage, including damage from environmental 
  cold, its little heart stalls. It loses its fast healing and breath 
  weapon, gains the staggered condition, and takes 1 point 
  of damage each round. This continues until it is exposed to 
  a source of flame that would normally deal fire damage or 
  until it successfully uses its spark spell-like ability to reignite 
  its heart (doing so requires a successful DC 11 concentration 
  check because of the ongoing damage).
  Though perhaps the smallest of dragons, pyraustas are not 
  insecure about their size, for they lack the inflated egos so 
  common among their larger kindred. Instead, pyraustas 
  delight in being what they are, and live in the here and now. 
  Though their natural life spans are similar to a human’s, 
  their dependence on flame to keep their hearts beating 
  means the average pyrausta meets its end much sooner.
  Some scholars believe that pyraustas, sometimes called 
  “insect dragons” or “true dragonflies,” are spawned from 
  the very hearts of volcanoes, where flickering flames are 
  common. In truth, young pyraustas are conceived in the 
  warmest months of the year, when swarms of the creatures 
  gather high in the night skies and perform elaborate 
  courtship rituals with their colorful flames, frolicking 
  playfully in mid-flight. These swarms are often mistaken 
  for fireflies, auroras, or other phenomena. A pyrausta’s 
  flame and its heart are one, and its fiery breath changes 
  color depending on the creature’s emotions. Pyraustas 
  use their inner flames primarily to express themselves, 
  creating vivid pyrotechnic displays to communicate their 
  feelings. They can also use this flame as a weapon if 
  necessary, but prefer not to. 
  A typical pyrausta’s body is 9 inches long, though its 
  wingspan is longer, and it weighs 1 to 2 pounds.
  ELDER PYRAUSTAS
  Pyraustas who outlive the short life spans their frailty often 
  imposes on them can grow to become far larger and more 
  dangerous than their younger kin. They gain the giant 
  and advanced simple templates, and the range of their 
  breath weapons increases to a 15-foot cone. Elder pyraustas 
  don’t usually grow arrogant as their might increases; they 
  instead either offer wisdom to other pyraustas, settling 
  disputes and acting as guardians and mentors to their 
  younger kin, or else travel far and wide, bridging the gaps 
  between disparate pyrausta communities. 
  200
  
  Ramidreju
  This long, serpent-bodied weasel has tusks and a snout similar to 
  that of a boar and a body covered with soft, green fur.
  RAMIDREJU 
  CR 1/2
  XP 200
  N Medium magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DEFENSE 
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 11 (2d10)
  Fort +3, Ref +5, Will +1
  OFFENSE
  Speed 40 ft., burrow 10 ft., climb 20 ft.
  Melee bite +4 (1d6 plus grab)
  Special Attacks blood drain (1 Constitution), constrict (1d6)
  Spell-Like Abilities (CL 3rd; concentration +3)
  1/day—create pit (DC 12)
  STATISTICS
  Str 10, Dex 15, Con 10, Int 3, Wis 13, Cha 11
  Base Atk +2; CMB +2 (+6 grapple); CMD 14 (can’t be tripped)
  Feats Weapon Finesse
  Skills Climb +8, Escape Artist +8, Perception +6, Stealth +8; 
  Racial Modifiers +6 Escape Artist, +6 Stealth
  Languages Sylvan (can’t speak)
  SQ compression, pit digger, smell gold
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure triple (gold items)
  SPECIAL ABILITIES
  Pit Digger (Ex) A ramidreju can dig a 20-foot-deep pit in 
  normal ground or soft earth (not solid stone) and cover it 
  with branches, grass, and twigs. This pit is identical to a 
  CR 1 pit trap (Pathfinder RPG Core Rulebook 420). It takes 
  a ramidreju 4 hours to dig a pit, though the creature is not 
  required to complete all the digging in the same day.
  Smell Gold (Ex) A ramidreju can use its scent ability to 
  detect and pinpoint the location of gold within 90 feet. 
  The ramidreju can smell buried gold, gold held inside a 
  container (like a backpack or treasure chest), or even gold 
  deposits inside solid rock. The ramidreju knows neither the 
  amount of gold nor if the gold is carried or guarded by 
  a trap or creature.
  Ramidrejus are snake-bodied weasels with a 
  talent for digging pit traps and sniffing out gold. 
  Most ramidrejus have green fur, often patterned 
  with darker and lighter shades of green and 
  brown suggestive of a poisonous snake’s 
  scales. Though not venomous, ramidrejus 
  Pyrausta–Ramidreju
  Illustration by Damien Mammoliti
  are fully capable of crushing small prey or biting and 
  draining the blood from larger foes.
  Ramidrejus are sometimes born into the litters of 
  normal or giant weasel families who live near wild areas 
  touched by fey magic. Belligerent and feisty, they are 
  usually killed or driven off by their birth mothers, who 
  are unnerved by their otherworldly nature. Ramidrejus 
  that survive their infancy grow quickly to adulthood in the 
  space of a week and live solitary lives sometimes lasting 
  300 years or more.
  Due to their fey influence, all ramidrejus instinctively 
  understand a small amount of Sylvan and can respond 
  through facial expressions or tapping their feet, if not 
  actual words.
  Ramidrejus are unnaturally attracted to gold and often 
  decorate their burrows with gold nuggets, gold coins, 
  and stolen gold jewelry, which they protect with a savage 
  ferocity. Unscrupulous gold miners have been known to 
  capture ramidrejus and force them to sniff out and dig up 
  caches of gold, though the creatures’ unpredictable tempers 
  often cause this arrangement to end in bloodshed. Kinder 
  souls who bribe a ramidreju with gold rather than force 
  it into captivity find that the creatures will occasionally 
  form a powerful lifelong friendship with such a benefactor, 
  though the ramidreju’s desire for gold can mean that its 
  ally makes little profit from this arrangement.
  Ramidrejus average around 5-1/2 feet in length and 
  weigh 100 pounds.
  201
  
  Illustration by Aleksey Bayura
  Reptoid
  This gaunt, scaled humanoid has reptilian eyes, a barely 
  perceptible nose, and a wide, lipless mouth filled with sharp teeth. 
  REPTOID  
  CR 1/2
  XP 200
  Reptoid mesmerist 1 (Pathfinder RPG Occult Adventures 38)
  LE Medium humanoid (reptilian, shapechanger)
  Init +0; Senses low-light vision; Perception +5
  DEFENSE
  AC 11, touch 10, flat-footed 11 (+1 natural)
  hp 7 (1d8–1)
  Fort +1, Ref +2, Will +3; +2 vs. mind-affecting effects and poison
  OFFENSE
  Speed 30 ft.
  Melee bite +1 (1d3+1), 2 claws +1 (1d3+1)
  Special Attacks hypnotic stare, mesmerist tricks (4/day, 
  psychosomatic surge), painful stare
  Mesmerist Spells Known (CL 1st; concentration +4)
  1st (2/day)—hypnotism (DC 14), innocenceAPG
  0 (at will)—daze (DC 13), detect magic, 
  message, prestidigitation
  STATISTICS
  Str 12, Dex 10, Con 8, Int 14, Wis 13, Cha 17
  Base Atk +0; CMB +1; CMD 11
  Feats Great Fortitude
  Skills Bluff +8, Diplomacy +7, Knowledge 
  (local, nobility) +6, Linguistics +6, Perception +5, 
  Sense Motive +5, Use Magic Device +7
  Languages Common, Elven, Reptoid
  SQ change shape, consummate liar,  
  mental potency
  ECOLOGY
  Environment any land
  Organization solitary, pair, or 
  cabal (3–8)
  Treasure NPC gear
  SPECIAL ABILITIES
  Change Shape (Su) A 
  reptoid can assume 
  the appearance of a specific 
  single Medium humanoid. The reptoid 
  always takes this specific form when it uses 
  this ability. The reptoid gains a +10 racial 
  bonus on Disguise checks to appear as that 
  type of humanoid. This ability otherwise 
  functions as alter self, except the reptoid 
  does not adjust its ability scores. A reptoid can 
  select a new humanoid form by spending 1 week 
  preparing itself for the change, but can then no 
  longer assume its previous humanoid form.
  Mental Potency (Ex) A reptoid’s mental effects 
  can affect more powerful creatures or a greater number of 
  creatures than normal. Both the Hit Die limit and the total 
  number of Hit Dice affected by each enchantment or illusion 
  spell it casts increase by 1. For enchantment and illusion spells 
  it casts that target a number of creatures greater than one, the 
  number of creatures affected also increases by one (so a spell 
  that targets one creature per level would be affected, but a 
  spell that targets only one creature would not be). This ability 
  stacks with the mesmerist’s ability of the same name.
  Reptoids are bipedal reptiles from another planet, or 
  perhaps even another plane—they refuse to reveal their 
  origins to humanoids, even under duress. Disguised as 
  members of others races, the reptoids seek positions of 
  power in order to secretly prepare for an invasion from 
  their homeworld. Even those who are aware of reptoids in 
  their midst can never be truly sure who is real and who is 
  an alien, as these creatures are often adept at enchantment 
  and psychic magic, which they use to cover the tracks of 
  their deceptions and to ensure the complacency or even 
  collusion of their soon-to-be thralls. 
  REPTOID CHARACTERS
  Reptoids are defined by their class levels—they don’t have 
  racial Hit Dice. They have the following racial traits.
  +2 Strength, +2 Charisma, –2 Dexterity: Reptoids are 
  both manipulative and strong, but they’re deliberate in 
  their movements.
  Medium: Reptoids are Medium creatures and 
  have no bonuses or penalties due to their size.
  Normal Speed: Reptoids have a base 
  speed of 30 feet.
  Low-Light Vision (Ex): Reptoids 
  can see twice as far as humans in 
  dim light.
  Scales: When in its natural 
  form, a reptoid has a +1 natural 
  armor bonus.
  Cold-Blooded (Ex): Reptoids 
  receive a +2 racial saving throw 
  bonus against mind-affecting effects 
  and poison.
  Natural Weapons (Ex): When in 
  its natural form, a reptoid has a bite 
  attack and two claw attacks that deal 
  1d3 points of damage each.
  Change Shape (Su): See above.
  Mental Potency (Ex): See above.
  Languages: All reptoids begin play 
  speaking Common and Reptoid. Reptoids 
  with high Intelligence scores can choose 
  any languages they want (except for secret 
  languages, such as Druidic).
  202
  
  Reptoid–Rhu-Chalik
  Illustration by Steve Ellis
  Rhu-Chalik
  Thin tendrils trail from this misshapen ovoid. Its underside holds 
  a gray orb that resembles a bulging, lidless eye.
  RHU-CHALIK  
  CR 6
  XP 2,400
  CE Small aberration
  Init +7; Senses darkvision 60 ft., see in darkness; Perception +10 
  DEFENSE
  AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
  hp 68 (8d8+32); fast healing 2
  Fort +6, Ref +5, Will +8
  Defensive Abilities all-around vision; Immune cold, disease 
  OFFENSE
  Speed 5 ft., fly 60 ft. (perfect)
  Melee 4 tendrils +11 (1d4+3 plus pain touch)
  Special Attacks pain touch, project terror, void transmission 
  Spell-Like Abilities (CL 10th; concentration +12)
  Constant—mage armor
  At will—detect thoughts (DC 14), invisibility, share memoryUM 
  (DC 14) 
  1/day—modify memory (DC 16)
  STATISTICS
  Str 16, Dex 16, Con 19, Int 13, Wis 14, Cha 15 
  Base Atk +6; CMB +8; CMD 21 
  Feats Combat Expertise, Combat Reflexes, Improved Initiative, 
  Weapon Focus (tendril)
  Skills Bluff +8, Diplomacy +8, Fly +13, Intimidate +10, 
  Perception +10, Sense Motive +7, Stealth +15, Use Magic 
  Device +10
  Languages Aklo; telepathy 100 ft.
  SQ compression, no breath
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Pain Touch (Ex) A rhu-chalik secretes an enzyme that 
  coats its tendrils. When this enzyme comes into 
  contact with a living creature, it causes excruciating 
  pain. Any creature that comes into contact with the 
  enzyme must succeed at a DC 18 Fortitude save or take a –2 
  penalty on attack rolls, ability checks, and skill checks for 1d4 
  rounds. If a creature is affected by multiple pain touch attacks, 
  the duration stacks but the penalty doesn’t. This is a painUM 
  effect. The save DC is Charisma-based.
  Project Terror (Su) As a standard action, a rhu-chalik can harness 
  the fears of any creature on which it has successfully used 
  detect thoughts within the last minute. This effect creates 
  terrible, nightmarish visions in the target’s mind; the target 
  must succeed at a DC 16 Will save or be frightened and take 
  1d4 points of Wisdom damage. The save DC is Charisma-based.
  Void Transmission (Su) If a creature takes an amount of Wisdom 
  damage from the rhu-chalik’s project terror ability that equals 
  or exceeds the creature’s Wisdom score, the creature falls 
  unconscious as normal. At that point, the rhu-chalik can take 10 
  minutes to copy and absorb the creature’s entire consciousness 
  and send that consciousness through the void of space to its 
  waiting masters. If the creature’s Wisdom damage is healed 
  and the creature is revived prior to the end of this process, this 
  effect fails. If the creature’s Wisdom damage is healed after its 
  consciousness is successfully transmitted, the creature awakens 
  disoriented, and takes a –2 penalty on attack rolls, ability 
  checks, and skill checks for 24 hours. This effect otherwise 
  doesn’t harm the target, as the target’s consciousness isn’t 
  eliminated, only duplicated and transmitted.
  A rhu-chalik, also called a void wanderer, is an alien entity 
  that scouts through space on behalf of its conquering 
  masters. In addition, this aberration also collects the 
  memories of interesting creatures in the universe into 
  a vast repository of knowledge that their masters use to 
  slowly unravel all the secrets of existence.
  Rhu-chaliks serve their masters tirelessly, and are 
  as patient as they are long-lived. They rarely make 
  an uncalculated move, and seek only the most prized 
  intellects to cast into the dark beyond for their masters’ 
  delectations. When exploring distant worlds, rhu-chaliks 
  are not social beings, and they avoid other rhu-chaliks so 
  their predations won’t cause too much overlap in the mind 
  collections of their masters. However, back in their native 
  space, rhu-chaliks number in the billions, and 
  the creatures feed off a countless number of 
  disembodied minds.
  A rhu-chalik is approximately 3 feet 
  across and weighs only 
  30 pounds.
  203
  
  Illustration by Damien Mammoliti
  Riftcreeper
  This slithering mass of bubbling red ooze extrudes a nest of long, 
  thin tendrils, as if tasting the air in search of prey.
  RIFTCREEPER  
  CR 15
  XP 51,200
  CE Gargantuan ooze (extraplanar)
  Init +12; Senses blindsight 60 ft., tremorsense 120 ft.; 
  Perception +3 
  DEFENSE
  AC 30, touch 14, flat-footed 22 (+8 Dex, +16 natural, –4 size)
  hp 217 (15d8+150); fast healing 10
  Fort +15, Ref +13, Will +8
  Defensive Abilities adaptive defenses; Immune ability 
  damage, ability drain, acid, exhaustion, fatigue, ooze traits
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 20 ft.; gelatinous surge 
  Melee 2 slams +24 (4d6+16 plus 2d6 acid and grab) 
  Ranged 6 strands +15 touch (2d6 acid plus attach)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (4d6+16 plus 2d6 acid), pull (strand, 
  20 feet)
  Spell-Like Abilities (CL 15th; concentration +15)
  Constant—feather fall 
  STATISTICS
  Str 43, Dex 27, Con 30, Int 7, Wis 16, Cha 10
  Base Atk +11; CMB +31 (+33 bull rush, +35 grapple); CMD 49 
  (51 vs. bull rush, can’t be tripped)
  Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, 
  Improved Initiative, Improved Vital Strike, Power Attack, Vital 
  Strike, Weapon Focus (slam) 
  Skills Climb +39, Swim +24 
  Languages Abyssal (can’t speak)
  ECOLOGY
  Environment any mountains (Abyss)
  Organization solitary 
  Treasure standard
  SPECIAL ABILITIES
  Adaptive Defenses (Su) After being damaged by any 
  magical effect that deals cold, electricity, fire, or 
  sonic damage, a riftcreeper’s body instantly adapts 
  to become immune to that form of energy. A 
  riftcreeper can adapt to only one of those four types 
  of energy at a time—if it adapts to a new energy 
  type, it loses its immunity to the previous type. 
  Otherwise, the immunity lasts for 1 hour.
  Gelatinous Surge (Ex) Once per minute as a standard 
  action, a riftcreeper can extrude a protoplasmic 
  tendril of ooze to attach to any vertical surface 
  within 120 feet. It can then transfer its entire 
  bulk along that tendril as part of that standard action 
  to change its location to the surface to which it is now 
  attached. This movement doesn’t provoke attacks of 
  opportunity. Any creatures along its line of travel are 
  subjected to a bull rush attempt.
  Strands (Ex) A riftcreeper can extend up to six thin, sticky 
  strands from its body at a time as a standard action, 
  launching them to a maximum range of 120 feet. These 
  attacks resolve as ranged touch attacks. On a hit, a strand 
  deals 2d6 points of acid damage to its target and attaches to 
  the creature. These strands are quite strong, but any amount 
  of slashing damage severs them (a strand has AC 25). As 
  long as a strand remains attached to a target, that creature 
  takes an additional 2d6 points of acid damage at the start of 
  its turn. A riftcreeper can automatically absorb the strands 
  into its body if it uses its gelatinous surge ability (in doing 
  so, it releases any attached creatures).
  Heaving masses of unnatural protoplasm known as 
  riftcreepers prowl the Abyss’s shattered canyons. Despite 
  their name, these intelligent, malevolent oozes are quite 
  agile and swift, slithering up and down canyon walls and 
  swimming through even the foulest water. Although smart 
  enough to understand Abyssal, riftcreepers have little 
  interest in listening to the babbling of the sacks of meat 
  that will soon be their food.
  204
  
  Riftcreeper–Robot
  Robot
  Products 
  of 
  advanced 
  scientific 
  technology, 
  the 
  constructs called robots are animated by engineering 
  and advanced science rather than magic. Most people 
  refer to robots as “automatons” or “metal men”; their 
  proper nomenclature is known to only a few. Unlike 
  most constructs, robots are capable of independent 
  thought. However, they still must obey the programming 
  instilled in them at their creation. Any robot whose 
  creator hard-coded limitations into its programming 
  can never be truly autonomous.
  Robots almost always arise from cultures that 
  possess technology that is leaps and bounds ahead of 
  other civilizations, though sometimes they appear due 
  to cultural diffusion from such a society. A wrecked 
  spacecraft, a portal through time, or a group of robots 
  mass-producing others of their kind could all bring 
  robots into a world. Robots that appear from another 
  place or time might still follow the alien dictates of 
  their original programming, or could run amok, their 
  directives corrupted or forgotten. Whatever the case, 
  these robots possess technology that is beyond the means 
  of almost anyone to reproduce, and they represent a stark 
  contrast to other constructs, as they have nothing to do 
  with magic.
  Some spellcasters, despite lacking any real grasp on 
  the technological principles required to create robots, 
  have managed to create their own robots by cobbling 
  together spare parts and broken machines, filling in the 
  gaps and completing the design with a mixture of magic 
  and barely understood fragments of science. These 
  inferior designs usually lack the inexhaustible power 
  supplies, advanced intellects, and self-repair systems 
  found in the original robots, and the magic used in their 
  creation can potentially render them more susceptible to 
  techniques that work against other sorts of constructs.
  Robots serve a wide range of purposes, from warfare 
  and defense to peaceful tasks like excavation, farming, 
  and maintenance. Small villages that find robots and 
  somehow manage to command them will often put them 
  to work quietly tending fields or constructing buildings 
  all day long. Armies and warlords collect the more 
  dangerous varieties of robots, but even the more ordinary 
  varieties can be deadly. Most robots sport alloyed skin 
  as hard as steel, meaning that even the lowliest worker 
  robot presents a potent threat when altered for battle. 
  Furthermore, since most cultures lack a means to reliably 
  repair or understand how to command robots, even the 
  most benign one might malfunction, or even reach a 
  point in its programming where it changes its activity 
  and refuses to follow orders, leading to untold death and 
  destruction among the its former temporary masters. 
  The means of commanding robots vary from model to 
  model, which can be a source of endless frustration for 
  any who seek to control them. Some obey orders from any 
  humanoid, some bond to a specific master until her death, 
  and others only yield to the command of technological 
  brooches or control rods. Still others submit after mechanical 
  surgery or rebuilding, or not at all. Many must be given 
  extremely precise instructions, for they are unable to process 
  metaphors or other figures of speech, and may interpret 
  them in unanticipated ways, much to the chagrin of those 
  who would command them. A surprisingly large proportion 
  of uncontrolled robots already speak Common, as most 
  models exhibit considerable linguistics talent, and the robots 
  train each other in their new home’s languages. Though they 
  comprehend language, most robots rarely speak save for terse 
  acknowledgements of orders. Their speech typically excludes 
  words they deem unnecessary with their mechanical 
  efficiency, leading to strange disjointed statements that 
  convey the requisite information without emotion, although 
  some robots programmed to interact well with humans are 
  able to speak in a more fluid and less disconcerting manner.
  Constructing a robot requires no magic, but does 
  involve advanced and extraordinarily rare materials and 
  technological expertise. Because almost no one possesses 
  the skills and materials to complete the process of 
  constructing a robot, these entries omit the construction 
  sections provided for most constructs. A GM can add the 
  robot subtype to a different type of construct, such as an 
  animated object or homunculus, to create new types of 
  robots. Typically, this doesn’t alter the construct’s CR. 
  A character can’t create a robot from or add the robot 
  subtype to a construct that has already been created; 
  adding the robot subtype (see page 308) to an existing 
  creature is purely a means for the GM to simulate 
  additional robots beyond those provided here.
  Other Robots
  In addition to the four robots with full entries on the following 
  pages, robots are designed by beings of sufficiently advanced 
  technology for a variety of other tasks. Here is a list of some 
  other robot types and their common uses.
  • Collectors serve as scouts and acquisition agents.
  • Directors enforce order and maximize efficiency.
  • Evaluators determine whether races are fit for contact 
  with other beings.
  • Juggernauts are titanic robots with the ability to shut 
  down technology.
  • Observers are designed for reconnaissance.
  • Reclamators are adept at salvage and construction.
  • Surgeons are equipped to treat injuries.
  • Thought harvesters extract memories from living creatures.
  • Wardens serve as guardians.
  205
  
  Illustration by Dmitry Burmak
  Robot, Annihilator
  The tip of this towering, scorpion-like construct’s tail thrums with 
  otherworldly energy.
  ANNIHILATOR 
  CR 16
  XP 76,800
  N Gargantuan construct (robot)
  Init +6; Senses darkvision 120 ft., low-light vision, tremorsense 
  60 ft.; Perception +24
  DEFENSE
  AC 31, touch 9, flat-footed 28 (+2 Dex, +1 dodge, +22 natural, 
  –4 size)
  hp 170 (20d10+60), force field (80 hp, fast healing 16)
  Fort +8, Ref +8, Will +7
  Defensive Abilities hardness 10; Immune cold, construct 
  traits; Resist electricity 30, fire 30
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 50 ft., climb 30 ft.; booster jets
  Melee 2 claws +28 (2d6+12/19–20)
  Ranged 2 integrated chain guns +19 (8d6/×4)
  Space 20 ft.; Reach 20 ft.
  Special Attacks combined arms, plasma lance, suppressing fire
  STATISTICS
  Str 34, Dex 15, Con —, Int 14, Wis 13, Cha 1
  Base Atk +20; CMB +36; CMD 49 (57 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, 
  Great Fortitude, Improved Critical (claw), Improved Initiative, 
  Mobility, Skill Focus (Acrobatics), Weapon Focus (chain gun)
  Skills Acrobatics +28 (+36 when jumping), Climb +20, 
  Intimidate +15, Perception +24, Sense Motive +24; Racial 
  Modifiers +8 Acrobatics (when jumping)
  Languages Common
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Booster Jets (Ex) As a swift action up to 10 times per 
  hour, an annihilator can gain a fly speed of 60 feet (poor 
  maneuverability) for a duration of 1 minute.
  Chain Guns (Ex) These advanced firearms have a range 
  increment of 200 feet, automatically reload, and never 
  misfire. An annihilator’s core can process scrap metal into 
  new ammunition, effectively giving the annihilator infinite 
  ammunition with these weapons.
  Plasma Lance (Ex) As a standard action once every 3 rounds, 
  an annihilator can fire a 120-foot-long line of plasma from 
  its tail. All creatures in this area take 20d6 points of damage 
  (Reflex DC 22 half). Half of this damage is fire and half is 
  electricity. The save DC is Intelligence-based.
  Suppressing Fire (Ex) As a standard action, an annihilator can 
  use its chain guns to fire in a 100-foot cone. When it does 
  so, it makes a single chain gun attack against every target in 
  this area.
  The enormous and formidable annihilator robots 
  roam old ruins and wastelands, ridding them of all 
  life and civilization. They smash structures, slaughter 
  creatures both sentient and bestial, and scorch plant life 
  to ashes. When rampaging, an annihilator indiscriminately 
  destroys rather than following the meticulous approach 
  many other robots take with their work. Despite the 
  destruction they wreak, annihilators often gather up 
  those who survive their assaults, collecting the dying and 
  unconscious from battlefields and bringing them to a set 
  location. Their purpose for keeping these battered but 
  still-living prisoners is unknown.
  206
  
  Robot, Gearsman
  Made of what appears to be burnished brass, this construct 
  resembles a suit of armor with a glowing glass orb for an eye.
  GEARSMAN 
  CR 4
  XP 1,200
  N Medium construct (robot)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural) 
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +2
  Defensive Abilities hardness 5; Immune construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft.
  Melee slam +9 (1d4+7) or
  mwk spear +10 (1d8+7/×3 
  plus 1d6 electricity)
  Ranged mwk spear +6 
  (1d8+5/×3)
  STATISTICS
  Str 20, Dex 13, Con —, Int 10, 
  Wis 13, Cha 1
  Base Atk +4; CMB +9; CMD 20
  Feats Combat Reflexes, Power Attack
  Skills Craft (any one) +7, Disable 
  Device +8, Perception +8, Profession (any one) +8, 
  Sense Motive +8
  Languages Common
  SQ adaptive learning, charge weapon, nanite repair
  ECOLOGY
  Environment any
  Organization solitary, pair, or squad (3–12)
  Treasure standard (masterwork spear, other treasure)
  SPECIAL ABILITIES
  Adaptive Learning (Ex) A gearsman has a number of skill points 
  equal to 4 + its Intelligence modifier per Hit Die, and treats 
  Craft and Profession as class skills. In addition, a gearsman has 
  a number of bonus skill ranks equal to its Hit Dice that can be 
  reprogrammed to apply to any one skill—these ranks can’t 
  be split among multiple skills and must apply to one skill. 
  A gearsman can change what skill these bonus ranks apply 
  to up to once per day by concentrating for 1 minute, during 
  which time it can take no other actions. Rather than spend 
  these bonus ranks on a skill, a gearsman can choose to devote 
  them to weapon knowledge, gaining proficiency with a single 
  weapon instead of bonus ranks in a skill. All gearsmen are 
  automatically proficient with all simple weapons.
  Charge Weapon (Ex) Any metal weapon wielded by a 
  gearsman becomes charged with electricity and deals 1d6 
  additional points of electricity damage on a hit.
  Nanite Repair (Ex) A gearsman’s nanites heal it, restoring a 
  number of hit points equal to its Hit Dice every hour (4 hit 
  points per hour for most gearsmen). Once per day, as a 
  full-round action, a gearsman can heal itself or any robot it 
  touches of 4d6 points of damage.
  For reasons known only to themselves, gearsmen willingly 
  serve as shock troops and guards, performing their tasks 
  with mechanical detachment and coldly logical efficiency. 
  Yet they serve a purpose beyond their current directives—
  an objective installed in them when they were first created. 
  Gearsmen disobey their putative masters whenever an 
  order contradicts these mysterious internal directives. 
  When questioned about their lapses, gearsmen answer 
  with only silence.
  Despite their construction, gearsmen move fluidly. 
  Their lack of a functional mouth doesn’t prevent them from 
  talking, though most speak rarely. When they do talk, they 
  speak with shrill, oddly distorted speech devoid of emotion 
  and nuance, and their voices are all eerily alike.
  Robot, Annihilator–Robot, Gearsman
  Illustration by Dmitry Burmak
  207
  
  Illustration by Dmitry Burmak
  Robot, Myrmidon
  This metallic creature has pincer-tipped arms, a single red eye, 
  and an array of deadly armaments.
  MYRMIDON	
  CR	11
  XP	12,800
  N Large construct (robot)
  Init +6; Senses darkvision 60 ft., low-light vision, superior optics; 
  Perception +20
  DEFENSE
  AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, –1 size)
  hp 112 (15d10+30), force field (55 hp, fast healing 11)
  Fort +10, Ref +12, Will +10
  Defensive	Abilities hardness 10, resilient; Immune cold, 
  construct traits
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 20 ft., fly 90 ft. (perfect)
  Melee 2 claws +22 (1d6+8 plus grab), 2 quantum lashes +22 
  touch (1d10 force/19–20)
  Ranged integrated laser rifle +16 touch (2d10 fire)
  Space 10 ft.; Reach 5 ft. (20 ft. with quantum lash)
  Special	Attacks combined arms, constrict 
  (1d6+8), rockets
  STATISTICS
  Str 27, Dex 15, Con —, Int 12, Wis 14, Cha 1
  Base	Atk +15; CMB +24 (+28 grapple); CMD 36 (can’t 
  be tripped)
  Feats Combat Reflexes, Flyby Attack, Great 
  Fortitude, Improved Initiative, Lightning Reflexes, 
  Point-Blank Shot, Precise Shot
  Skills Fly +26, Knowledge (engineering) +19, 
  Perception +20
  Languages Common
  ECOLOGY
  Environment any
  Organization solitary or unit (2–6)
  Treasure none
  SPECIAL	ABILITIES
  Laser	Rifle	(Ex) A myrmidon’s eye is an 
  integrated laser rifle with a range increment of 250 feet.
  Quantum	Lash	(Ex) A myrmidon’s two facial tentacles lash out 
  with surprising force, and are capable of extending up to a 
  reach of 20 feet. These lashes are primary attacks that deal 
  force damage on a hit. They resolve as touch attacks, but 
  the damage dealt is not modified by Strength, nor can it be 
  improved by Power Attack. A quantum lash threatens a critical 
  hit on a natural 19–20. A quantum lash that strikes a force field 
  or force effect has a chance to disrupt that effect. Against a 
  magical force effect like a wall of force, the myrmidon makes 
  a special check as if it were casting dispel magic against 
  the effect (CL 11th). Against a robot’s force field, the robot 
  struck must succeed at a DC 18 Fortitude save or its force 
  field deactivates for 1d10 rounds, after which time the robot 
  reactivates at the same hit point total it was at before it was 
  deactivated. The save DC is Intelligence-based.
  Resilient	(Ex) Myrmidons receive a +3 racial bonus on all 
  saving throws.
  Rockets	(Ex) As a standard action, a myrmidon can fire a rocket 
  to a range of 800 feet. A rocket explodes on impact in a 
  30-foot-radius burst, dealing 6d6 points of fire damage and 
  6d6 points of bludgeoning damage to all creatures in the area 
  (Reflex DC 18 half). A myrmidon carries a maximum of five 
  rockets. It can replenish fired rockets at the rate of one per 
  12 hours, crafting new rockets from scrap metal and other 
  collected components. The save DC is Intelligence-based.
  Superior	Optics	(Ex) Myrmidons see invisible creatures and 
  objects as if they were visible.
  Myrmidons are highly mobile robots programmed to patrol 
  the skies above important locations. They react with swift 
  violence, interpret anomalous sensory input as proof of 
  hostile intent and rain destruction on the offending 
  target immediately and 
  without 
  mercy. 
  Most 
  have been programmed 
  to communicate, but 
  they rarely hesitate 
  in their carnage to 
  do so.
  208
  
  Robot, Myrmidon–Robot, Terraformer
  Illustration by Damien Mammoliti
  Robot, Terraformer
  This large robot’s arms end in an assortment of drills, torches, 
  hammers, and vices.
  TERRAFORMER	
  CR	7
  XP	3,200
  N Large construct (robot)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 85 (10d10+30)
  Fort +5, Ref +6, Will +3
  Defensive Abilities hardness 10; Immune construct traits; 
  Resist acid 5, cold 5, fire 15
  Weaknesses vulnerable to critical hits, vulnerable to electricity
  OFFENSE
  Speed 30 ft., burrow 20 ft., climb 30 ft., fly 10 ft. (clumsy), 
  swim 20 ft.
  Melee integrated drill +15 (1d6+5), slam +14 (1d6+5 plus grab), 
  integrated laser torch +14 touch (1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (30-ft. cone, 3d6 acid plus 
  poison, Reflex DC 15 half, usable every 1d4 rounds)
  STATISTICS
  Str 20, Dex 16, Con —, Int 15, Wis 11, Cha 5
  Base Atk +10; CMB +16; CMD 29
  Feats Acrobatic Steps, Great Fortitude, Improved 
  Great Fortitude, Nimble Moves, Weapon 
  Focus (drill)
  Skills	Acrobatics +6, Climb +13, Fly +3, 
  Knowledge (engineering) +19, 
  Knowledge (nature) +19, 
  Perception +13, Swim +13;	
  Racial	Modifiers	+4 Knowledge 
  (engineering), +4 Knowledge (nature)
  Languages Common
  SQ reprogram terrain, technological 
  wonders, terraform
  ECOLOGY
  Environment any
  Organization solitary, pair, or team (3–10)
  Treasure none
  SPECIAL	ABILITIES
  Poison	(Ex) Breath weapon—inhaled; save Fort DC 15; 
  frequency 1/round for 6 rounds; effect 1d3 Con; cure 2 
  consecutive saves.
  Reprogram	Terrain	(Ex) Three times per day as an action 
  that takes 1 full round, a terraformer can release a cloud 
  of nanites that mimics the effects of one of the following 
  spells, using the terraformer’s Hit Dice as the caster level: 
  expeditious excavationAPG, soften earth and stone, or 
  stone shape.
  Terraform	(Ex) Ten terraformers working in tandem can create 
  remarkable effects over long periods of time, causing 
  permanent changes to the local environment. The robots 
  must maintain line of effect to each other, and each must 
  be within 1 mile of one other terraformer. If they do this for 
  a period of at least 2 weeks, one of the following effects 
  (robots’ choice) occurs in a 1-mile radius: the terrain is 
  shaped as per move earth; water in the area is altered as 
  per control water; plants in the area are affected as per either 
  plant growth or diminish plants; or the average temperature 
  in the area is raised or lowered by 10° Fahrenheit. 
  Technological	Wonders	(Ex) Effects from a terraformer’s 
  abilities are nonmagical in nature, and can’t be identified, 
  dispelled, or affected by effects that can affect only spells. 
  The duration of these effects never expires.
  Terraformer robots are sent to planets to pave the way for 
  military bases, trading outposts, or settlements. A planet 
  designated as a waystation might require only a few robots, 
  but those marked for permanent habitation might have 
  their skies darkened by hordes of terraformers, forming a 
  hovering lattice around the globe.
  209
  
  Roiling Oil
  This viscous heap slides like an inky spill. It’s the color of a starless 
  night sky, and a thick odor permeates the air around it.
  ROILING	OIL	
  CR	6
  XP	2,400
  N Large ooze 
  Init –5; Senses blindsight 60 ft.; Perception –5
  DEFENSE
  AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size) 
  hp 103 (9d8+63) 
  Fort +10, Ref –2, Will –2
  DR 10/slashing; Immune electricity, fire, ooze traits
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee slam +15 (3d6+15 plus nauseating film)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks nauseating film, rolling inferno
  STATISTICS
  Str 30, Dex 1, Con 24, Int —, Wis 1, Cha 1
  Base	Atk +6; CMB +17; CMD 22 (can’t be tripped)
  Skills Climb +18
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Nauseating	Film	(Su) When a roiling oil makes a successful 
  slam attack, it coats a portion of its target in a clinging, 
  reeking film. Creatures affected must succeed at a DC 19 
  Fortitude save or be nauseated for 1d4+1 rounds. On a 
  successful save, they are instead nauseated for 1 round. 
  This is a poison effect. Another creature can take a full-
  round action to scrape off some of the film and reduce the 
  remaining duration of the nauseated condition by 1 round.
  Rolling	Inferno	(Su) Roiling oil is both volatile and 
  flammable. Although the ooze is immune to fire and 
  electricity damage, any exposure to either energy 
  type, mundane or magical, causes it to ignite in an 
  explosion that deals 5d6 points of fire damage to 
  all creatures and objects in a 20-foot radius 
  (Reflex DC 21 half). When lit, a roiling oil 
  loses its nauseating film ability but 
  its slam attack deals an extra 
  2d6 points of fire damage on a 
  successful hit and the ooze gains 
  the burn special attack (Reflex DC 
  21 negates). Both DCs are Constitution-
  based. While ablaze, the roiling oil gives 
  off smoke that creates concealment in 
  the roiling oil’s space and 5 feet beyond. This 
  smoke functions like a fog cloud in the range indicated. 
  Water does not extinguish the flames, but any cold 
  damage or a gust of wind or similar effect smothers the 
  flames. Otherwise, a roiling oil burns for 1 minute before 
  returning to its original state. While the ooze is ablaze, any 
  additional fire or electricity damage extends the duration 
  but doesn’t cause additional explosions.
  A magical compound of pitch and alchemist’s fire, roiling 
  oil is a volatile and dangerous ooze. It hunts in subterranean 
  tunnels and even city sewer systems and waterways for 
  animal and vegetable material to consume. Thick, viscous, 
  and resembling a glistening spread of black wax, roiling oil 
  moves slowly across flat surfaces and up walls to find prey 
  it can batter with its greasy pseudopods. When a patch of 
  roiling oil attacks, the process of stretching and shifting 
  its form to strike exposes portions of its interior mass to 
  oxygen. This interaction creates a pungent odor of oil and 
  rancid fat. A roiling oil’s strikes slather its targets in an 
  equally malodorous film capable of overwhelming victims 
  with nausea. A roiling oil prefers to fully coat its prey in 
  this substance before it kills and devours them. Even more 
  dangerous, however, is the fact that creatures attempting to 
  burn away a roiling oil only make it more lethal. Even the 
  smallest spark or flame can turn this voracious ooze into 
  a moving inferno against which only cold or strong wind 
  act as any protection. The ooze itself feels no pain from the 
  flames and isn’t impeded by them, but such attempts can 
  result in burns to everyone and everything else in the area. 
  Illustration by Joshua Meehan
  210
  
  Roiling Oil–Rope Dragon
  Illustration by Daniel López
  Rope Dragon
  This small dragon, which appears to be composed of coils of rope, 
  bristles with frayed filaments.
  ROPE	DRAGON	
  CR	5
  XP	1,600
  CN Small dragon (shapechanger)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 19, touch 15, flat-footed 16 (+4 Dex, +4 natural, +1 size)
  hp 57 (6d12+18)
  Fort +8, Ref +9, Will +7
  DR 5/slashing; Immune paralysis, sleep
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., fly 30 ft. (average)
  Melee 2 claws +10 (1d4+3), bite +10 (1d6+3), tail slap +5 (1d4+1)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special	Attacks breath weapon (20-ft. cone, 4d6 slashing 
  damage, Reflex DC 16 for half, usable every 1d4 rounds), 
  corded breath, discorporating coils
  Spell-Like	Abilities (CL 6th)
  At will—animate rope
  STATISTICS
  Str 16, Dex 18, Con 17, Int 11, Wis 15, Cha 14
  Base	Atk +6; CMB +8 (+10 disarm, +10 trip); CMD 22 (24 vs. 
  disarm, 26 vs. trip)
  Feats Combat Reflexes, Flyby Attack, Improved DisarmB, 
  Improved TripB, Skill Focus (Stealth)
  Skills Acrobatics +10, Climb +10, Fly +15, Knowledge 
  (dungeoneering) +7, Perception +11, Stealth +20, Swim +10
  Languages Common, Draconic
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Corded	Breath	(Su) A rope dragon’s breath weapon is a cone 
  of abrasive filaments. Any target that fails its Reflex save 
  against the dragon’s breath suffers whiplike cuts and is 
  entangled. The filaments attach to nearby 
  surfaces, causing the entangled creature to 
  be stuck in place. An entangled creature 
  can free itself with a successful 
  Strength check against the breath 
  weapon’s DC as a full-round 
  action or by dealing 10 points of 
  slashing damage to the clinging 
  strands. The strands become 
  brittle and fall away from their 
  target in 1d4 rounds.
  Discorporating	Coils	(Su) As a standard 
  action, a rope dragon can change its shape into what 
  appears to be a coil of rope. In this form, it loses its fly 
  speed and its base land speed drops to 5 feet. It can use its 
  bite and tail slap attacks—both with a reach of 10 feet—but 
  has no claws. A successful Perception check against the 
  rope dragon’s Stealth check reveals the coiled rope to be 
  alive, with the dragon’s shape visible within, but while 
  staying still in this form, the rope dragon receives a +20 
  bonus on Stealth checks to hide among or appear to be 
  ordinary rope. A rope dragon can resume its dragon form as 
  a free action.
  The rope dragon is a strange and capricious shapeshifting 
  trickster that sneaks about, disguising itself as and hiding 
  among ordinary rope. Rope dragons most commonly use 
  their abilities to sneak into bakeries, confectionaries, and 
  the food stores of the wealthy in order to steal sweet and 
  expensive foods and escape undetected. A rope dragon 
  reserves its other main use of its shapeshifting talents—
  setting up pranks and traps—for those who attempt to 
  seek out or capture it, usually after the dragon has had its 
  way with their pantries. Those who offer food willingly 
  to a rope dragon, or at least don’t mind the dragon’s 
  pilfering ways, are rarely the victims of the dragon’s 
  whimsy, and may find that when their lives or livelihoods 
  are truly threatened, their small draconic ally uses its 
  tricks and traps to protect them.
  Rope dragons rarely interact with their own kind 
  except to mate, but they sometimes grow curious about 
  other places and sneak along with travelers, wanderers, 
  or adventurers by pretending to be part of that most 
  iconic piece of adventuring gear: the 50-foot rope. While 
  this may cause the rope dragon’s unwitting transporter 
  to experience an inexplicably dwindling food supply, in 
  the end, a rope dragon doesn’t want to be left in some 
  monster’s lair. The carrier of a rope dragon is in for a 
  real surprise when she gets into a fight that she can’t 
  win on her own and her rope comes to life to assist 
  in fending off the monster. Rope dragons dislike it 
  when other creatures become aware of their existence, 
  however, so a rope dragon abandons such an adventurer 
  at the first opportunity.
  211
  
  Sahkil
  Psychopomps oversee one of the most fundamental 
  functions of the multiverse: the progress of mortal souls. 
  Through this infinite cycle of lives, deaths, and rebirths, 
  the forces of the planes calibrate and evolve. Psychopomps 
  serve as caretakers of this process, yet no matter their 
  might or influence, they all know their place, their duty, 
  and a shared secret: that the order of the planes is not 
  perfect, and that one distant day it will end. For most 
  psychopomps, this burdensome truth reinforces the great 
  need for their diligence in fending off the decay of all 
  things. For others, it is an onrushing nihilistic destiny. 
  And for the most brazen, selfish psychopomps, it is a 
  reason to rebel.
  Those psychopomps that dissent are known as sahkils. 
  Not content to serve as clerks in an endlessly deteriorating 
  cycle of meaningless lives, these former psychopomps 
  abandoned their duties. Escaping the strictures of their 
  previous brethren, they f lee to the empty places of 
  reality—most congregating in the misty Ethereal Plane. 
  There, where the great procession of newly departed 
  souls endlessly marches toward judgment, death’s rebels 
  remake themselves. Embracing the dread with which 
  mortals already view them, they restyle themselves as 
  tyrants of terror. No longer servants to souls, they would 
  become their terrifying masters. Reality’s days might be 
  numbered, but for those finite eons, sahkils resolve to rule.
  Sahkils bear little resemblance to the psychopomps 
  they once were. Although some embrace the morbidity of 
  their former brethren, most sahkil forms are inspired by 
  common or particularly potent mortal fears. Unnatural 
  fusions, insectile limbs, and bloody phantasmagorias 
  abound among sahkil shapes, each designed and 
  destined to terrify. The least sahkils have the most 
  recognizable forms—familiar limbs seemingly twisted by 
  unimaginable excruciations. The greatest of their kind, 
  though, are near-indescribable horrors, obscene in both 
  shape and proportions. Yet sahkils share the single drive 
  to give all creatures reason to fear.
  From the Ethereal Plane, sahkils watch. They slip 
  tenuous tendrils into the dark and abandoned places of 
  the world, infusing the mundane with dread and giving 
  fangs to mortal imaginings. When they trespass upon 
  the Material Plane, most sahkils prefer to remain veiled, 
  corrupting nature and turning people into monsters. 
  They revel in the awe associated with terror and hear 
  praises in every scream. When finally their victims have 
  been sapped, drained of their capacities to hope and to 
  fear, the sahkil feed. Not willing to let their playthings 
  escape to feed the cycle they once served, sahkils delight 
  in nothing more than tearing mortal souls apart or giving 
  rise to blasphemous undead.
  The most dangerous sahkils rise to dominate their 
  brethren as nightmare warlords. These sahkil tormentors 
  form vast, sanity-bending realms from which only tortured 
  sounds escape. Unique in form and objectives, these 
  demigods gather legions of sahkil servitors, uniting them 
  in campaigns targeting vulnerable souls, entire mortal 
  worlds, or even rival tormentors. Regardless of their goals, 
  sahkil tormentors are the most secretive members of the 
  race, cloaking themselves to preserve the terror of their 
  true faces, or sometimes to hide the beings they once were.
  As sahkils viciously impede the multiverse’s workings, 
  these gluttons of fear are widely loathed. Nearly every 
  celestial and lawful race opposes their selfish desires, 
  hunting them as dangerous beasts and metaphysical 
  brigands. Psychopomps most actively oppose sahkil 
  interference with the progress of souls, yet rarely 
  display racial malice against the traitors. Additionally, 
  manasaputras violently resent sahkil schemes, as sahkil 
  predation actively impedes the development of mortal 
  souls. This often results in dutiful manasaputras or their 
  agents defending vulnerable spirits or leading quests to 
  liberate worthy souls before they’re destroyed. 
  The sahkil are not without allies, though. Divs, in their 
  campaigns to spread misfortune and ruin among mortals, 
  respect the motivations of sahkils and sometimes work with 
  them to spread fear. Equally nihilistic, the end-seeking 
  daemons delight in sahkil destruction of mortal souls and 
  their hastening of the end times. Kytons, too, have a distant 
  admiration for the avant-garde masterpieces of insanity and 
  terror that sahkils work upon mortal minds.
  Sahkil Tormentors
  A fractious group of godlike warlords dominate vast 
  numbers of sahkil. They have been the most effective 
  in the goals of their race, amassing power and worship 
  through terror. From their nether-realms upon the Ethereal 
  Plane, these sahkil tormentors sow new horrors among 
  mortal worlds and minds. Some of the most dreadful 
  tormentors include the following.
  • Ananshea, The Skin That Walks on Teeth
  • Chamiaholom, Skull Staff
  • Charg, The Typhon Wheel
  • Dachzerul, The Darkness Behind You
  • Iggeret, She Who Was Lost
  • Hataam, River Eater
  • Nameless, Upon an Empty Throne
  • Ozranvial, Despair’s Smile
  • Shawnari, The One Out of Place
  • Velgaas, Minds in the Dark
  • The Vermillion Mother
  • Xiquiripat, Flying Scab
  • Zipacna, The Mountain Below
  212
  
  Sahkil–Sahkil, Esipil
  Illustration by Jose Parodi
  Sahkil, Esipil
  This creature’s stout canine torso tops a slimy mass resembling an 
  earthworm. Disgusting veins dangle from its face.
  ESIPIL	
  CR	2
  XP	600
  NE Tiny outsider (evil, extraplanar, sahkil)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 19 (3d10+3)
  Fort +4, Ref +4, Will +4
  DR 5/good; Immune death effects, disease, fear effects, 
  poison; Resist cold 10, electricity 10, sonic 10
  OFFENSE
  Speed 30 ft.
  Melee bite +4 (1d4–1 plus grab), 2 claws +4 (1d3–1)
  Special Attacks bewildering assault, grab (Small), look of fear 
  (30 ft., DC 14), spirit touch
  Spell-Like	Abilities (CL 3rd; concentration +4)
  At will—cause fear (DC 14), mage hand
  3/day—mirror image
  1/week—contact other plane
  STATISTICS
  Str 8, Dex 16, Con 13, Int 9, Wis 12, Cha 12
  Base Atk +3; CMB +4; CMD 13
  Feats Improved Initiative, Skill Focus (Intimidate)
  Skills Acrobatics +9, Intimidate +10, Knowledge (planes) +5, 
  Perception +7, Stealth +17
  Languages Abyssal, Celestial, Common, Infernal; telepathy 
  (touch)
  SQ change shape (tiny cat or dog; beast shape II) easy 
  to call, emotional focus
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary or pack (2–12)
  Treasure standard
  SPECIAL	ABILITIES
  Bewildering	Assault	(Su) If an esipil makes a 
  successful critical hit with one of its natural 
  attacks, the target is confused for 1 round.
  Look	of	Fear	(Su) A creature affected by an 
  esipil’s gaze is shaken for 1 round.
  Esipils prey upon the unease that comes from 
  living among beasts. The civilized world has 
  domesticated animals, but those creatures are just a 
  step away from wild animals, and esipils make sure 
  that humanoids who live around them remember that. 
  They ingratiate themselves with humanoids (particularly 
  neutral evil spellcasters who might take them on as 
  familiars) by acting like loving pets. They then delight in 
  aggressive episodes, barking and snapping until called 
  down by their masters. They return to a fawning obedience 
  for a time—until the next inevitable outburst.
  Instead of gnashing jaws, an esipil’s bite involves a 
  lashing mass of fleshy veins and viscera that can grasp at its 
  opponent. Esipils use this attack to distract their opponents, 
  savaging entangled victims with their vicious claw attacks 
  until their masters pull them away.
  Although an esipil’s ability to frighten its victims is 
  potent, it relies on its cause fear spell-like ability only when 
  grossly outnumbered, outmatched, or greatly injured. 
  Esipils like to fight and scrap with nearly anything, and 
  prefer that their victims not simply flee in terror, as they 
  wish to savor the fear. Esipils use their telepathic abilities 
  to harass would-be opponents into attacking them first, 
  flinging mental taunts that are vulgar and disconcerting. 
  Once they engage, they are resilient and dogged fighters. 
  An esipil stands 1 foot tall at the shoulder, and its thin, 
  wormlike body stretches nearly 3 feet long. An esipil weighs 
  around 13 pounds.
  Though they make unruly companions, esipils actually 
  enjoy serving those mightier than themselves, taking pride 
  in their masters’ power, even if they continue to snap and 
  snarl when given commands. 
  A neutral evil spellcaster 
  of at least 7th level who 
  takes the Improved 
  Familiar feat can 
  select an esipil as 
  a familiar.
  213
  
  Sahkil, Kimenhul
  Three monstrous, misshapen skulls top a twisted trunk balanced 
  on three leglike splinters of flesh and bone.
  KIMENHUL	
  CR	20
  XP	307,200
  NE Huge outsider (evil, extraplanar, sahkil)
  Init +9; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +37
  DEFENSE
  AC 37, touch 17, flat-footed 28 (+9 Dex, +20 natural, –2 size)
  hp 362 (25d10+225); fast healing 20
  Fort +23, Ref +17, Will +23; +8 vs. mind-affecting effects
  Defensive Abilities all-around vision, mind blank; Immune 
  death effects, disease, fear effects, poison; DR 15/good; 
  Resist cold 20, electricity 20, sonic 20; SR 31
  OFFENSE
  Speed 50 ft., climb 50 ft.
  Melee 3 bites +35 (2d8+11 plus grab), 4 claws +35 (1d8+11/19–20 
  plus 1d3 Charisma bleed)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bleed (1d3 Charisma), eternal fear, look of 
  fear (120 ft., DC 32), snatch between, spirit touch, trample 
  (2d8+16, DC 33), unsettled mind
  Spell-Like	Abilities	(CL 20th; concentration +28)
  Constant—detect thoughts (DC 20), mind blank, true seeing
  At will—air walk, enervation, greater teleport (self plus 50 lbs. 
  of objects only), magic circle against good, tongues
  3/day—blasphemy (DC 25), crushing despair (DC 24), 
  dispel magic, fear (DC 24), malicious spiteUM (DC 24), 
  suggestion (DC 21)
  1/day—antipathy (DC 28), eyebite (DC 26), summon (level 9, 
  any one CR 19 or lower sahkil 100%), symbol of fear 
  (DC 26), weird (DC 29)
  STATISTICS
  Str 33, Dex 29, Con 29, Int 22, Wis 28, Cha 26
  Base Atk +25; CMB +38 (+42 trip); CMD 57 (61 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Critical Focus, Dazing 
  AssaultAPG, Dazzling Display, Greater Trip, Improved Critical 
  (claw), Improved Trip, Power Attack, Staggering Critical, 
  Stunning Critical, Weapon Focus (bite), Weapon Focus (claw)
  Skills Acrobatics +26, Bluff +36, Climb +37, Diplomacy +36, 
  Intimidate +36, Knowledge (arcana, religion) +20, Knowledge 
  (dungeoneering, nature, nobility) +10, Knowledge (local, 
  planes) +23, Perception +37, Sense Motive +37, Spellcraft +31, 
  Stealth +29, Use Magic Device +33
  Languages Abyssal, Celestial, Infernal; telepathy 300 ft.
  SQ easy to call, emotional focus, skip between
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Eternal	Fear	(Su)	As a standard action, a kimenhul can 
  present itself in a terrifying manner to all creatures within 
  300 feet that can perceive it. Other sahkils are immune 
  to this effect. All creatures within range must succeed 
  at a DC 32 Will save or forever hold the kimenhul in the 
  darkest corners of their minds. Once per day as a free 
  action, a kimenhul can telepathically communicate with 
  a creature affected by this ability for 1 minute as long as 
  both creatures are on the same plane. For as long as the 
  creature remains affected by a kimenhul’s eternal fear, 
  each time the affected creature finds itself in a stressful 
  situation (such as combat), it has a 50% chance of being 
  shaken for 1 minute as it recalls the horror of its encounter 
  with the kimenhul. This lingering fear persists even if 
  the creature defeated or killed the kimenhul. This effect 
  is instantaneous and can be removed only via a wish or 
  miracle. This is a mind-affecting fear effect. The save DC is 
  Charisma-based and includes the +2 bonus from the sahkil’s 
  emotional focus ability.
  Look	of	Fear	(Su)	A creature affected by a kimenhul’s 
  gaze is paralyzed with fear for 1d4 rounds as the victim 
  imagines its body being warped and transformed. Even on 
  a successful save, a creature is shaken for 1 minute, and 
  creatures immune to paralysis that fail the save gain the 
  cowering condition for 1d4 rounds instead. While paralyzed, 
  the victim appears to those viewing it to transform into a 
  terrifying creature as ghostly appendages of bone and gore 
  randomly sprout from its body. Any creatures adjacent to 
  the victim must succeed at a DC 32 Will save or be shaken 
  for 1 minute. The ghostly appendages are an illusion 
  (glamer) effect. Spells that provide immunity to fear, such 
  as greater heroism, are automatically dispelled if they 
  come within range of a kimenhul’s look of fear. The save DC 
  is Charisma-based.
  Snatch	Between	(Su)	While using skip between, a kimenhul 
  can bring along any creatures grappling it or grappled by it, 
  with no saving throw. A kimenhul can use skip between as 
  either a swift or a move action. 
  Unsettled	Mind	(Su)	Any creature affected by a kimenhul’s 
  spell, spell-like ability, or other effect with the emotionUM 
  or fear descriptor (even those that have a lesser effect on a 
  successful save) takes a –4 penalty on caster level checks, 
  concentration checks, Will saves, and skill and ability checks 
  based on Intelligence, Wisdom, or Charisma for as long as it 
  is affected by that effect and for 1d4 rounds thereafter.
  Kimenhuls prey upon the fear of failure, and encourage 
  self-loathing. While all sahkils delight in spreading fear, 
  few can leave an indelible mark of terror on its victim like 
  a kimenhul. Among the strongest of sahkils, kimenhuls 
  rarely leave the Ethereal Plane. Aside from the sahkil 
  tormentors, kimenhuls are the eldest of all sahkils, 
  214
  
  Sahkil, Kimenhul
  Illustration by Jose Parodi
  and some particularly powerful kimenhuls carve out 
  territory in the Ethereal Plane and rule over legions of 
  other sahkils in much the same manner. Kimenhuls that 
  achieve long-term control are outliers among their kind, 
  however, as the hierarchy among sahkils is more mutable 
  and fluctuating than the rigid order of devils or kytons, 
  or psychopomps’ strict adherence to the planar order.
  A kimenhul appears as three enormous, fused 
  humanoid skulls with mouths full of jagged fangs, 
  sitting atop an ever-shifting mass of limbs and faces. 
  These latter manifestations constantly try to pull free 
  of the kimenhul’s bulk, shrieking and wailing in fear. 
  Sometimes a creature gazing into this fluctuating horror 
  sees a face all too familiar—a scolding parent, an old 
  bully, or a lost lover. This may or may not be real, as the 
  terrifying forms stretching out from a kimenhul’s body 
  incorporate both images from the viewer’s mind and 
  those creatures that have fallen prey to the kimenhul’s 
  eternal fear ability. A typical kimenhul stands 25 feet tall 
  and weighs roughly 10,000 pounds.
  When a kimenhul telepathically communicates with 
  those marked by its eternal fear, it constantly reminds 
  them that they will never be good enough, and that 
  they are utter failures in everything they do. These 
  sahkils derive a perverse amount of pleasure from 
  these brief mental interjections, and those that 
  have made their horrific impression on large 
  numbers of beings spend hours of each day 
  engaged in this long-distance abuse.
  This lingering torment often drives 
  a kimenhul’s victims insane, or forces 
  them into desperation as they attempt 
  more and more drastic means 
  to rid themselves of the sahkil’s 
  influence and predation. Many of 
  these victims end up in the care 
  of others, as their paranoia 
  overtakes 
  any 
  ability 
  to care for themselves 
  and they constantly worry over 
  whether they can actually achieve 
  anything on their own. Doubt 
  and distrust seep into every 
  thought. The victim can’t 
  get the denigrating voice out 
  of his head, and self-destruction 
  seems the only thing that can keep 
  it at bay.
  Kimenhuls don’t bother 
  with those they consider 
  “lesser” minds, 
  unless their 
  intention is to cause havoc 
  or rampant violence. They instead focus on instilling 
  fear in the best and brightest they can find. Kimenhuls 
  appreciate a challenge and even dedicate themselves 
  to breaking down creatures that are immune to fear 
  effects. Kimenhuls delight in tormenting the brave 
  and confident. These cruel outsiders track down great 
  heroes and famed generals—women and men known for 
  courage and righteousness—and infect their otherwise 
  strong minds with the static of constant fear. Kimenhuls 
  share stories of their conquests with each other and any 
  allied sahkils, bragging about the reduction of once-
  proud warriors to twitchy, frightened children who jump 
  at the slightest noise.
  In combat, kimenhuls combine the use of their spell-
  like abilities and their physical might. Enemies out of 
  reach fall victim to a host of different effects meant to 
  frighten or weaken, while those nearby are at risk of being 
  trampled or snatched up by one of the kimenhul’s fanged 
  mouths. Kimenhuls sometimes grab enemies with their 
  bite attacks and then use their snatch between ability to 
  bring their victims to the Ethereal Plane.
  Once back on the Ethereal Plane, kimenhuls 
  bring their kidnapped victims to their lairs, 
  where they and their sahkil allies subject 
  them to a host of frightening stimuli in 
  hopes of driving them mad. Some of 
  these victims linger in this prison 
  of terror for decades, while others 
  die from fright—or take their 
  own lives to escape the torture 
  of constant dread. Otherwise, 
  kimenhuls do their best to 
  keep their victims alive.
  Kimenhuls generally linger 
  near those places on the Ethereal 
  Plane where a mortal 
  peering into that realm 
  might briefly glance 
  upon their horrific 
  visages. Most 
  viewers only 
  catch a terrifying, 
  half-remembered 
  glimpse of the sahkil and 
  go on their ways, shaken but unscathed. 
  Yet if the viewer looks too long into 
  that hazy realm, a kimenhul doesn’t 
  hesitate to expose the creature 
  to its look of fear or eternal fear 
  abilities, or to attempt 
  to drag the victim 
  back to its lair for a 
  proper dose of terror.
  215
  
  Illustration by Jose Parodi
  Sahkil, Pakalchi
  Thorny vines with tiny red flowers grow from this emaciated 
  woman and flow like a train behind her. 
  PAKALCHI	
  CR	9
  XP	6,400
  NE Medium outsider (evil, extraplanar, sahkil)
  Init +10; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +13
  DEFENSE
  AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
  hp 115 (11d10+55)
  Fort +10, Ref +13, Will +10
  DR 10/good; Immune death effects, disease, fear effects, 
  poison; Resist cold 10, electricity 10, sonic 10; SR 20
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +17 (1d6+6/19–20), 4 vines +15 (1d4+3 
  plus 1d4 bleed and poison)
  Ranged 4 thorns +17 (1d4 plus bleed and 
  poison)
  Special	Attacks bleed (1d4), entangling 
  train, look of fear (30 ft., DC 22), spirit 
  touch, sudden strike, thorns
  Spell-Like	Abilities (CL 12th; 
  concentration +17)
  Constant—true seeing
  At will—charm person (DC 16), 
  detect magic, detect good, 
  greater teleport (self plus 
  50 lbs. of objects only), 
  protection from good
  3/day—blink, calm emotions 
  (DC 19), fly
  1/day—dominate person (DC 20), 
  summon (level 6, 1 wihsaak 40%)
  STATISTICS
  Str 22, Dex 23, Con 20, Int 15, Wis 16, Cha 21
  Base Atk +11; CMB +17; CMD 33
  Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved 
  Critical (claws), Improved Initiative, Multiattack
  Skills Acrobatics +15, Bluff +15, Climb +16, Diplomacy +15, 
  Intimidate +15, Knowledge (planes, religion) 
  +13, Perception +13, Sense Motive +15, 
  Spellcraft +10, Stealth +20
  Languages Abyssal, Celestial, Common, 
  Infernal; telepathy 
  100 ft.
  SQ easy to call, emotional focus, skip between
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary, pair, or plot (3–7)
  Treasure standard
  SPECIAL	ABILITIES
  Entangling	Train	(Su) Creatures adjacent to a pakalchi must 
  succeed at a DC 20 Reflex save or become entangled in 
  its vines for 1 round, and count as tethered. Entangled 
  creatures take vine damage automatically each round 
  they’re entangled. Creatures are no longer entangled if the 
  pakalchi moves away. The save DC is Constitution-based.
  Look	of	Fear	(Su) A creature affected by a pakalchi’s gaze is 
  panicked for 1 round and shaken for 1d4 rounds thereafter. 
  A creature that successfully saves against this effect is only 
  shaken for 1 round. The save DC is Charisma-based.
  Poison	(Ex)	Thorns—injury; save Fort DC 22; frequency 
  1/round for 6 rounds; effect 1d3 Wis damage; cure 2 
  consecutive saves. A creature with Wisdom damage 
  from a pakalchi’s poison hears paranoid whispers 
  warning of betrayal. It can’t treat any other 
  creature as an ally or be a willing target for a spell 
  or effect. This is an emotionUM effect. 
  Sudden	Strike	(Ex) Once per round, a pakalchi can 
  extend the reach of one claw or thorned vine by 5 feet as 
  part of a single attack. It can use this ability to threaten 
  additional squares to cause an enemy to 
  provoke an attack of opportunity.
  Thorns	(Ex) A pakalchi can fling a 
  volley of poisonous thorns as a standard 
  action (make an attack roll for each 
  thorn). This attack has a range of 100 feet 
  with no range increment.
  Pakalchis feed on the fear and insecurity of 
  failing relationships. They delight in seeing 
  social bonds shatter, as they know that mortals 
  broken or set adrift by such conflicts are 
  more susceptible to their malign influence. 
  Consummate puppetmasters, pakalchis use 
  their powers of domination to turn friends and 
  lovers against each other, relishing how even a 
  single word can cause an avalanche of destruction 
  as panicked victims make their situations worse. 
  Pakalchis then draw the despondent mortals to 
  their sides, playing cat-and-mouse games and 
  slowly increasing physical and psychological 
  pressure until their quarry breaks. 
  While they may sometimes work though 
  intermediaries, these creatures prefer to 
  personally witness the anxiety they cause. 
  Pakalchis stand 7 feet tall and weigh 
  160 pounds.
  216
  
  Sahkil, Pakalchi–Sahkil, Qolok
  Illustration by Jose Parodi
  Sahkil, Qolok
  Terrible jaws ringed with clawed arms open atop this towering 
  mass of flesh. A probing tongue flops from another orifice.
  QOLOK	
  CR	16
  XP	76,800
  NE Large outsider (evil, extraplanar, sahkil)
  Init +8; Senses darkvision 60 ft., low-light vision, true seeing; 
  Perception +27
  DEFENSE
  AC 31, touch 13, flat-footed 27 (+4 Dex, +18 natural, –1 size)
  hp 243 (18d10+144); fast healing 5
  Fort +16, Ref +17, Will +17; +8 vs. mind-affecting effects
  DR 10/good; Immune death effects, disease, divinations, fear 
  effects, poison; Resist cold 10, electricity 10, sonic 10; SR 27
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +26 (1d8+9), tongue +26 (2d6+9 plus grab), bite +26 
  (1d8+9), 2 claws +26 (1d6+9)
  Space 10 ft.; Reach 10 ft. (15 ft. with tongue, 5 ft. with bite)
  Special Attacks instill phobia, look of fear (30 ft., DC 26), 
  spirit touch, swallow whole (16d6 bludgeoning damage and 
  frightened, AC 19, 24 hp), tongue
  Spell-Like	Abilities (CL 18th; concentration +23)
  Constant—mind blank, true seeing
  At will—air walk, calm emotions (DC 19), detect magic, 
  detect good, greater dispel magic, greater teleport (self 
  plus 50 lbs. of objects only), magic circle against good, 
  suggestion (DC 18)
  3/day—blink, deeper darkness, disintegrate (DC 21), mass 
  suggestion (DC 21), nondetection
  1/day—mind blank, plane shift (DC 22), summon (level 7, 
  1d3 pakalchis 40%)
  STATISTICS
  Str 28, Dex 19, Con 27, Int 16, Wis 22, Cha 21
  Base Atk +18; CMB +28 (+32 trip); CMD 42 (44 vs. trip)
  Feats Combat Expertise, Combat Reflexes, Great 
  Fortitude, Greater Trip, Improved Initiative, 
  Improved Trip, Intimidating Prowess, 
  Lightning Reflexes, Power Attack
  Skills Bluff +26, Diplomacy +26, Intimidate +35, 
  Knowledge (arcana) +12, Knowledge 
  (planes) +24, Knowledge (religion) +15, 
  Perception +27, Sense Motive +27, Spellcraft +15, 
  Stealth +21, Use Magic Device +17
  Languages Abyssal, Celestial, Infernal; 
  telepathy 100 ft.
  SQ easy to call, emotional focus, skip between
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary or terror (2–6)
  Treasure standard
  SPECIAL	ABILITIES
  Instill	Phobia	(Su) A creature swallowed by a qolok for 2 or 
  more rounds must succeed at a DC 26 Will save or gain a 
  phobia (Pathfinder RPG GameMastery Guide 250). The subject 
  of the affected creature’s phobia is a commonplace creature, 
  object, or situation the target encountered in the last 24 hours 
  (GM’s discretion). The save DC is Charisma-based and includes 
  the +2 bonus from the qolok’s emotional focus ability.
  Look	of	Fear	(Su) A creature affected by a qolok’s gaze is 
  panicked for 1d6 rounds and shaken for 1 minute thereafter, 
  or shaken for 1 minute on a successful save. A qolok gains 
  a number of temporary hit points equal to the number of 
  rounds the target is panicked, which stack with each other to 
  a maximum equal to double the qolok’s number of HD.
  Tongue	(Ex) A qolok’s tongue attack is a primary natural 
  weapon that deals slashing and bludgeoning damage.
  Qoloks prey on the fear of not having enough, urging 
  mortals to overindulge in every way possible.
  217
  
  Illustration by Jose Parodi
  Sahkil, Wihsaak
  Buzzing wings hold this gaunt creature just above the ground. A 
  grasshopper serves as the creature’s head.
  WIHSAAK	
  CR	6
  XP	2,400
  NE Medium outsider (evil, extraplanar, sahkil)
  Init +7; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
  hp 68 (8d10+24)
  Fort +5, Ref +9, Will +7
  DR 10/good; Immune death effects, disease, fear effects, 
  poison; Resist cold 10, electricity 10, sonic 10; SR 17
  OFFENSE
  Speed 50 ft., fly 80 ft. (perfect)
  Melee 4 claws +12 (1d6+3)
  Special Attacks droning madness, look of fear (30 ft., 
  DC 18), spirit touch
  Spell-Like	Abilities (CL 8th; concentration +10)
  At will—blur, detect magic, greater teleport (self plus 50 lbs. 
  of objects only), vomit swarmAPG
  1/day—see invisibility, suggestion (DC 15), unholy blight 
  (DC 16)
  STATISTICS
  Str 16, Dex 17, Con 16, Int 11, Wis 12, Cha 14
  Base Atk +8; CMB +11; CMD 25
  Feats Combat Reflexes, Dodge, Improved Initiative, Weapon 
  Focus (claw)
  Skills Acrobatics +10, Bluff +10, Fly +15, Intimidate +11, 
  Knowledge (local) +7, Knowledge (planes) +7, Perception 
  +12, Sense Motive +12, Stealth +14
  Languages Abyssal, Celestial, Infernal; telepathy 100 ft.
  SQ easy to call, emotional focus, skip between, swarmwalking
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary or swarm (2–12)
  Treasure standard
  SPECIAL	ABILITIES
  Droning	Madness	(Ex) As a standard action, a wihsaak can 
  beat its wings in a way that creates a maddening droning 
  sound that numbs the mind of all intelligent creatures within 
  100 feet. Creatures within this area must succeed at a DC 16 
  Will save or become confused for 1 round. The wihsaak can 
  maintain this effect in subsequent rounds as a move action. 
  This is a sonic mind-affecting effect, and the save DC is 
  Charisma-based.
  Look	of	Fear	(Su)	A creature affected by a wihsaak’s gaze is 
  shaken for 1d4 rounds.
  Swarmwalking	(Su) A wihsaak is immune to damage or 
  distraction effects caused by swarms.
  Wihsaaks prey on the fear of creeping, crawling, and 
  buzzing insects. Instead of whispering from the shadows, 
  wihsaaks blatantly present their unnerving insectile 
  forms to frighten and demoralize humanoid mortals. 
  Wihsaaks use their suggestion spell-like ability to coerce 
  victims into terrifying circumstances and make them 
  believe that their horrific actions are their own ideas. 
  Wihsaaks savor their targets’ fear, drawing it out whenever 
  possible. When facing a group of enemies, wihsaaks don’t 
  immediately attack foes affected by their fear effects, 
  and instead try to frighten all possible enemies before 
  delivering the killing blows so as to properly season their 
  prey in terror. When these sahkils do finally attack, their 
  claws rip and tear flesh as easily as paper.
  Wihsaaks stand 7 feet tall, have a 5-foot wingspan, and 
  weigh around 170 pounds.
  218
  
  Sahkil, Wihsaak–Sangoi
  Illustration by Alexandru Sabo
  Sangoi
  Dressed in tattered finery and an animal for a cloak, this small, 
  gaunt humanoid has unnaturally long fingers and nails.
  SANGOI		
  CR	7
  XP	3,200
  NE Small fey
  Init	+10; Senses	hear heartbeat, low-light vision; Perception +15 
  DEFENSE
  AC	21, touch 18, flat-footed 14 (+6 Dex, +1 dodge, +3 natural, 
  +1 size)
  hp	82 (11d6+44)
  Fort	+7, Ref	+13, Will	+8
  DR	5/cold iron
  OFFENSE
  Speed	30 ft.
  Melee bite +12 (1d4+1 plus 1d4 bleed), 2 claws +12 (1d3+1 
  plus 1d4 bleed)
  Ranged	dagger +12 (1d3+1/19–20)
  Special	Attacks	bleed (1d4), blood rage, curse of misery, 
  horrific critical, sneak attack +2d6
  Spell-Like	Abilities	(CL 11th; concentration +15)
  Constant—hide from animals (self only), hide from undead 
  (self only), tongues
  At will—detect thoughts (DC 16)
  3/day—animal trance (DC 16), invisibility (self only), 
  snare (DC 17)
  1/day—control weather, dominate animal (DC 17), 
  speak with dead (DC 17)
  STATISTICS
  Str	13, Dex	23, Con	18, Int	14, Wis	12, Cha	19
  Base	Atk	+5; CMB	+5; CMD	22
  Feats	Dodge, Improved Initiative, Mobility, Power 
  Attack, Spring Attack, Weapon Finesse
  Skills	Acrobatics +20, Bluff +18, Craft (traps) +10, 
  Diplomacy +10, Disguise +18, Escape Artist +11, 
  Intimidate +15, Knowledge (local, nature) +10, 
  Perception +15, Sleight of Hand +11, Stealth +24
  Languages	Aklo, Common, Sylvan; tongues
  SQ	change shape (Medium or Small land 
  animal or humanoid, polymorph), sideways 
  glance, sunlight transparency
  ECOLOGY
  Environment	any cold or temperate land
  Organization	solitary or pair
  Treasure	standard (dagger)
  SPECIAL	ABILITIES
  Curse	of	Misery	(Su)	
  As a full-round 
  action, a sangoi 
  can deliver its 
  curse to an adjacent 
  humanoid as a melee touch attack. If the target fails its 
  save, the sangoi gains the benefit of aid (with a caster level 
  equal to the target’s Hit Dice). A sangoi gains a +2 morale 
  bonus on attack rolls, weapon damage rolls, saving throws, 
  and opposed skill checks against any creature affected 
  by its curse. A creature that successfully saves can’t be 
  affected by the same sangoi’s curse for 24 hours. The save 
  DC is Charisma-based.
  Curse of Misery: Touch—contact; save Will DC 19; frequency 
  1 day; effect permanent crushing despair.
  Hear	Heartbeat	(Ex)	A sangoi can hear the beating hearts of 
  living creatures nearby, granting it blindsense 30 feet and 
  blindsight 5 feet. It can locate all creatures taking bleed 
  damage within 30 feet as if it had blindsight. This ability 
  does not reveal the location of creatures without hearts.
  Horrific	Critical	(Ex)	When a sangoi enters a blood rage, its 
  claws and teeth elongate and sharpen, threatening a critical 
  hit on a roll of 18–20. If a sangoi reduces a humanoid to 
  –1 or fewer hit points with a critical hit from its claws or 
  teeth, it can tear out the target’s heart and consume it as 
  a free action (Fortitude DC 19 negates), killing the creature 
  instantly. The sangoi gains 1d8 temporary hit points and a 
  +2 enhancement bonus to Strength for 1 hour. When it kills 
  a creature in this way, any humanoid within 
  30 feet who witnesses this attack must 
  succeed at a DC 19 Will save or become 
  shaken and sickened for 1d4 rounds (this 
  is a mind-affecting fear effect). The save 
  DCs are Charisma-based. 
  Sideways	Glance	(Su)	Sangois fade from 
  view when in a creature’s peripheral 
  vision. They gain concealment against 
  creatures they flank. They can attempt 
  a Bluff check to feint as a swift 
  action, but only against a foe that 
  can clearly see them.
  Sunlight	Transparency	(Ex)	
  Sunlight causes sangois to 
  partially fade from view. Their 
  bodies become translucent (20% 
  miss chance), and they become fatigued and 
  take a –10 penalty on Disguise checks as 
  long as they remain in direct sunlight.
  Sometimes mistaken for vampires, 
  sangois are evil nocturnal fey 
  that haunt towns and graveyards, 
  feeding on blood and hunting by the 
  sounds of victims’ hearts. They prefer 
  humanoid blood but settle for animal 
  blood when hungry.
  Sangoi stand 4 feet tall and weigh 
  35 to 40 pounds.
  219
  
  Illustration by Alexandru Sabo
  Saxra
  An immense humanoid skeleton stands draped in tattered robes, 
  its horselike skull lit from within by an eerie red glow.
  SAXRA	
  CR	18
  XP	153,600
  NE Huge undead (air)
  Init +7; Senses darkvision 60 ft.; Perception +33
  DEFENSE
  AC 33, touch 15, flat-footed 26 (+7 Dex, +18 natural, –2 size)
  hp 300 (24d8+192)
  Fort +16, Ref +17, Will +20
  Defensive Abilities channel resistance +4; DR 15/bludgeoning; 
  Immune cold, undead traits
  OFFENSE
  Speed 40 ft., fly 80 ft. (good)
  Melee bite +29 (2d6+13/19–20 plus 2d6 negative energy and 
  energy drain), 2 claws +29 (1d10+13/19–20 plus 2d6 negative 
  energy and energy drain)
  Space 15 ft.; Reach 15 ft.
  Special Attacks bone swarm, energy drain (2 levels, DC 30), 
  spawn skeleton, splintered ground
  Spell-Like	Abilities (CL 20th; concentration +28)
  Constant—deathwatch, true seeing
  At will—call spiritOA (only creatures slain by the saxra, DC 21), 
  desecrate, enervation, gust of wind (DC 20)
  3/day—finger of death (DC 25), horrid wilting (DC 26), 
  telekinesis (DC 23), unholy blight (DC 22)
  1/day—legend lore
  STATISTICS
  Str 36, Dex 25, Con —, Int 13, Wis 23, Cha 26
  Base Atk +18; CMB +33; CMD 56
  Feats Combat Reflexes, Critical Focus, 
  Defensive Combat Training, 
  Exhausting Critical, Greater Vital 
  Strike, Improved Critical 
  (bite), Improved Critical 
  (claw), Improved Vital 
  Strike, Lightning Reflexes, 
  Power Attack, Tiring Critical, 
  Vital Strike
  Skills Bluff +20, Diplomacy +10, Fly +19, 
  Intimidate +35, Knowledge (religion) 
  +17, Perception +33, Sense Motive +21, 
  Stealth +26
  Languages Auran, Common
  ECOLOGY
  Environment any mountains
  Organization solitary (plus spawn)
  Treasure none
  SPECIAL	ABILITIES
  Bone	Swarm	(Su)	Any creature that 
  ends its turn within 5 feet of a saxra takes 5d6 points of 
  slashing damage and 5d6 points of negative energy damage 
  from the whirling cloud of bone shards that surrounds it. 
  Before the bone swarm deals damage, it attempts a caster 
  level check to dispel any death ward effects on the target 
  (as per a CL 20 dispel magic spell).
  Spawn	Skeleton	(Su) Any creature that dies within 60 feet 
  of a saxra must succeed at a DC 30 Will save or rise as a 
  skeleton (or skeletal champion if it has an Intelligence score 
  of 3 or more) in 1d4 rounds. Creatures raised as skeletons 
  are overcome with the desire to slay living creatures, but the 
  saxra has no control over them. The save DC is Charisma-based.
  Splintered	Ground	(Su) As a standard action, a saxra can cause 
  splintered bones to erupt from all terrain (except worked 
  stone or open water) in a 100-foot radius. Any creature 
  moving across this area takes 2d6 points of piercing damage 
  and 2d6 points of negative energy damage for every 5 feet 
  of movement, and must succeed at a DC 30 Reflex save 
  or have its land speed reduced by half for 10 minutes. 
  The bones remain and continue to deal damage 
  indefinitely unless someone removes them 
  manually (taking 10 minutes of work for each 
  5-foot square) or the saxra uses this ability 
  again. The save DC is Charisma-based.
  This undead spirit of bones and wind 
  makes its home high atop remote 
  mountains. Legends claim that a 
  saxra can call forth amazing 
  insights from latent memories 
  stored in the very bones that make 
  up its form.
  A saxra towers over 20 feet tall 
  and weighs 2 tons.
  220
  
  Saxra–Scarab
  Illustration by Dave Allsop
  Scarab Swarm
  This mass of iridescent blue-black insects emits a foul stench and 
  carries with it a cloud of filthy dust.
  SCARAB	SWARM		
  CR	3
  XP	800
  N Fine vermin (swarm)
  Init	+0; Senses	darkvision 60 ft.; Perception +4 
  DEFENSE
  AC	18, touch 18, flat-footed 18 (+8 size)
  hp	22 (4d8+4)
  Fort	+5, Ref	+1, Will	+1; +4 vs. disease and paralysis 
  Defensive	Abilities	swarm traits; Immune	mind-
  affecting effects, weapon damage
  OFFENSE
  Speed	30 ft., climb 10 ft., fly 20 ft. (clumsy) 
  Melee	swarm (1d6 plus disease 
  and distraction) 
  Space	10 ft.; Reach	0 ft.
  Special	Attacks	distraction (DC 13)
  STATISTICS
  Str	1, Dex	10, Con	13, Int	—, 
  Wis	11, Cha	2 
  Base	Atk	+3; CMB	—; CMD	—
  Skills	Climb +8, Fly +0, 
  Perception +4; Racial	
  Modifiers +4 Perception 
  ECOLOGY
  Environment	warm deserts
  Organization	solitary, pair, or infestation (3–6)
  Treasure	none
  SPECIAL	ABILITIES
  Disease	(Ex)	Filth fever: Swarm—injury; save Fort DC 13; onset 
  1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 
  Con damage; cure 2 consecutive saves.
  Scarab beetles often mass in swarms and terrorize remote 
  desert regions. These vermin are a threat to ancient tombs 
  as they chew their way through the interred. 
  A scarab swarm comprises thousands of scarab beetles, 
  each filthy from its constant contact with dung and carrion. 
  Normally inattentive toward other creatures, scarab swarms 
  subject those who get in their way to thousands of sharp 
  bites as well as an infectious disease. Indeed, the bites of a 
  scarab swarm are the least of their victims’ worries, as the 
  disease they carry claims far more lives than their hunger.
  Some religious scholars theorize that scarabs are prone 
  to swarming because they’re drawn to the same malign 
  energy that causes undead to rise, though most people 
  regard this explanation as pure superstition. Some 
  worshipers of gods of death see the arrival of a scarab 
  swarm as a portent of ill fortune.
  Scarab, Giant
  This glossy beetle is the size of a cow, and has a hard, blue-black 
  carapace spattered with dust and dung.
  SCARAB,	GIANT		
  CR	6
  XP	2,400
  N Large vermin 
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 67 (9d8+27)
  Fort +9, Ref +4, Will +3; +4 vs. disease and paralysis
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 20 ft., fly 
  20 ft. (average)
  Melee bite +13 (2d4+12 plus 
  disease and gnaw)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 27, Dex 12, Con 16, Int —, 
  Wis 10, Cha 1
  Base	Atk +6; CMB +15; CMD 26 
  (34 vs. trip)
  Skills Climb +16, Fly –1, 
  Perception +4; Racial	
  Modifiers +4 Perception
  ECOLOGY
  Environment warm deserts
  Organization solitary or swarm (3–9)
  Treasure none
  SPECIAL	ABILITIES
  Disease	(Ex)	Filth fever: Bite—injury; save Fort DC 17; onset 
  1d3 days; frequency 1 day; effect 1d3 Dex damage and 1d3 
  Con damage; cure 2 consecutive saves.
  Gnaw	(Ex) Scarabs deal 1d4+6 additional points of damage 
  and 1 point of Strength damage on a successful bite. This is 
  doubled against creatures with no armor or natural armor, 
  but creatures in heavy armor or with a natural armor bonus 
  of +10 or greater are immune, as are fleshless creatures and 
  those immune to critical hits.
  Scarabs are small, six-legged insects with sharp protrusions 
  on their front legs that they use for burrowing. They are 
  primarily coprophagous, eating dung for sustenance. An 
  individual scarab often spends days rolling a single ball 
  of dung across the desert until it can find the perfect 
  place to bury it and deposit eggs. Because they burrow 
  underground to create life, scarab beetles are associated 
  with burial rites. Some say scarab beetles’ connection with 
  the dead gives them powers greater than those of normal 
  beetles, but as of yet there is no evidence this is true. 
  221
  
  Illustration by Damien Mammoliti
  Scitalis 
  This ophidian dragon’s scales and frills form a brightly colored 
  pattern, backlit like stained glass by the creature’s inner glow.
  SCITALIS	
  CR	12
  XP	19,200
  N Large dragon 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 27, touch 17, flat-footed 23 (+4 Dex, +10 natural, –1 size)
  hp 175 (14d12+84)
  Fort +15, Ref +13, Will +11
  Immune paralysis, sleep
  OFFENSE
  Speed 50 ft.; fly 60 ft. (good)
  Melee 2 frills +21 (2d6+8), gore +21 (1d8+8), bite +21 (2d6+8 
  plus sedative), tail slap +19 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks breath weapon (40-ft. line, sedative, Fort DC 23, 
  usable every 1d4 rounds), prismatic pattern
  STATISTICS
  Str 26, Dex 19, Con 22, Int 9, Wis 15, Cha 14
  Base Atk +14; CMB +23; CMD 37 (can’t be tripped)
  Feats Combat Reflexes, Flyby Attack, Hover, Improved Initiative, 
  Multiattack, Power Attack, Wingover
  Skills Fly +19, Intimidate +15, Perception +19, Sense Motive +17, 
  Stealth +15, Survival +17
  Languages Draconic 
  ECOLOGY
  Environment any land
  Organization solitary, pair, den (3–5)
  Treasure standard 
  SPECIAL	ABILITIES
  Prismatic	Pattern	(Su)	Due to the hypnotic and distorting 
  effects of a scitalis’s colorful pattern, creatures that can see 
  the dragon take a penalty on attack rolls against it equal to 
  the dragon’s Charisma modifier (a –2 penalty for a typical 
  scitalis). As a standard action, a scitalis can enhance the 
  pattern, causing all creatures within 60 feet of it that can 
  see it to become stunned for 1d4+1 rounds (Will save DC 23 
  negates). Prismatic pattern is an illusion (pattern) effect. The 
  save DC is Constitution-based.
  Sedative	(Ex)	A scitalis’s bite and breath weapon introduce a 
  potent sedative into its victims, causing them to become 
  staggered for 1d6 rounds. A successful DC 23 Fortitude save 
  reduces the duration to 1 round. This is a poison effect. The 
  save DC is Constitution based.
  Scitalises are horned dragons with long, ophidian 
  bodies; beautiful, many-colored frills; and thin, 
  tapered horns. Their heavy scales have an elliptical 
  shape, and grow ragged and thicker as the scitalises age. 
  A scitalis glows from within, its scales and frill lighting up 
  like a stained-glass window and projecting mesmerizing 
  patterns that the dragon uses while hunting. 
  Scitalises covet territory and food more than the gold 
  and gems that true dragons prize. They live in caves, forest 
  grottoes, and rocky crags, and mark their territories with a 
  combination of musk and their sour, bile-scented sedative. 
  Scitalises often range up to 5 miles from their nests every 
  few days to hunt large herd animals and livestock. Lacking 
  forelegs with which to tear apart a meal, scitalises allow their 
  kills to ripen for a day or so in their lairs before eating them. 
  They keep some treasure and can be bribed, burying what 
  they do attain in the walls and floors of their nests. 
  Scitalises lay clutches of one to three eggs, and males and 
  females share duties guarding the nest. The pair remains 
  together until the juveniles reach maturity after 2 years. 
  These eggs sell for 5,000 gp in large cities, and juveniles 
  can command prices of 8,000 gp. Scitalises coexist with 
  wyverns, but detest basilisks and griffons, which regularly 
  devour the scitalises’ eggs when they run across them. 
  An average scitalis is between 14 and 18 feet long and 
  weighs approximately 2,500 pounds. 
  222
  
  Scitalis–Sea Urchin
  Illustration by Florian Stitz
  Sea Urchin, Hunter
  Thousands of bright purple spines darken to ominous black tips all 
  over this creature’s spherical body.
  HUNTER	URCHIN	
  CR	1
  XP	400
  N Medium vermin (aquatic)
  Init –4; Senses low-light vision, scent, tremorsense 30 ft.; 
  Perception +4
  DEFENSE
  AC 12, touch 6, flat-footed 12 (–4 Dex, +6 natural)
  hp 13 (2d8+4)
  Fort +5, Ref –4, Will +0
  Defensive Abilities all-around vision, stability; Immune mind-
  affecting effects 
  OFFENSE
  Speed 15 ft.
  Melee tongue +3 (1d3+3 plus pull)
  Space 5 ft.; Reach 5 ft. (20 ft. with tongue)
  Special Attacks spines (+3, 1d4+2 plus poison), pull (tongue, 5 feet) 
  STATISTICS
  Str 15, Dex 3, Con 14, Int —, Wis 11, Cha 2
  Base Atk +1; CMB +3; CMD 9 (17 vs. bull rush, can’t be tripped)
  Skills Perception +4; Racial Modifiers +4 Perception
  SQ amphibious
  ECOLOGY
  Environment temperate or warm oceans 
  or coastlines 
  Organization solitary, pair, or cluster (3–10)
  Treasure none
  SPECIAL	ABILITIES
  Poison	(Ex)	Spines—injury; save Fort 
  DC 13; frequency 1/round for 
  6 rounds; effect staggered for 
  1 round; cure 1 save.
  Spines	(Ex) When any creature 
  attacks a hunter urchin with 
  an unarmed strike or a natural 
  attack, or with a manufactured 
  melee weapon while 
  adjacent to the urchin, the 
  urchin gains a free attack with 
  its spines.
  Stability	(Ex) Hunter urchins 
  receive a +8 bonus to CMD 
  against bull rush and trip 
  combat maneuvers.
  Giant sea urchins are predators 
  of opportunity that wait for the 
  tide to carry prey within reach of 
  their attacks. 
  Sea Urchin, Spear
  This creature’s spines are massive in comparison to its body, and 
  appear to be bladed. 
  SPEAR	URCHIN	
  CR	4
  XP	1200
  N Large vermin (aquatic)
  Init –4; Senses low-light vision, scent, tremorsense 30 ft.; 
  Perception +4
  DEFENSE
  AC 17, touch 5, flat-footed 17 (–4 Dex, +12 natural, –1 size)
  hp 42 (5d8+20)
  Fort +8, Ref –3, Will +1
  Defensive Abilities all-around vision, stability (see the hunter 
  urchin); Immune mind-affecting effects
  OFFENSE
  Speed 5 ft.
  Melee 2 spines +8 (1d6+6 plus poison)
  Ranged 2 spines +3 (1d6+6 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks spines (+8, 1d6+6 plus poison)
  STATISTICS
  Str 23, Dex 3, Con 18, Int —, Wis 11, Cha 2
  Base Atk +3; CMB +10; CMD 16 (24 vs. bull rush, can’t be tripped) 
  Skills Perception +4; Racial Modifiers +4 Perception
  SQ amphibious
  ECOLOGY
  Environment warm oceans or coastlines 
  Organization solitary, pair, or cluster (3–6)
  Treasure none
  SPECIAL	ABILITIES
  Poison	(Ex) Spines—injury; save Fort 
  DC 16; frequency 1/round for 6 rounds; 
  effect 1d2 Str and nauseated for 
  1 round; cure 1 save.
  Spines	(Ex) When a creature attacks 
  a spear urchin with an unarmed 
  strike or natural attack, or with a 
  manufactured melee weapon while 
  adjacent to the urchin, the urchin 
  automatically gains a free attack 
  with its spines. In addition, a spear 
  urchin can fire up to 2 spines each 
  round with a range increment of 
  30 feet. As long as its target is 
  within 30 feet, a spear urchin 
  ignores Dexterity and size 
  penalties on ranged attack 
  rolls, but beyond this range the 
  penalties function normally. A 
  spear urchin’s spines function equally 
  well underwater and above water.
  223
  
  Seilenos
  This creature has the body of a middle-aged human man and the 
  pointed ears and legs of a goat.
  SEILENOS	
  CR	19
  XP	204,800
  CN Medium fey
  Init +13; Senses low-light vision, true seeing; Perception +38
  DEFENSE
  AC 37, touch 30, flat-footed 26 (+9 deflection, +9 Dex, +2 dodge, 
  +7 natural)
  hp 333 (23d6+253); sustaining joy
  Fort +18, Ref +23, Will +21
  Defensive	Abilities	grace; DR 15/cold iron and magic; 
  Immune sonic; SR 30
  OFFENSE
  Speed 40 ft.
  Melee +5 morningstar +28/+28/+23/+18 (1d8+20/19–20), hoof +17 
  (2d6+5)
  Ranged +5 composite longbow +27/+27/+22/+17 (1d8+13/×3)
  Special	Attacks dramatic flourish, impossible verisimilitude, 
  thyrsus
  Spell-Like	Abilities (CL 21st; concentration +30)
  Constant—haste, speak with animals, stone tell, true seeing
  At will—commune with nature, confusion (DC 23), crushing 
  despair (DC 23), dancing lights (DC 19), divination, fear 
  (DC 21), good hope, mass suggestion (DC 25), mirage 
  arcana (DC 24), persistent image (DC 24), polymorph any 
  object (DC 27), reckless infatuationUM (DC 22), waves of 
  ecstasyUM (DC 26)
  3/day—quickened greater heroism, vengeful outrageUM (DC 25)
  1/day—cloak of dreamsAPG (DC 25), freedom, insanity 
  (DC 26), mass charm monster (DC 27), plant growth, 
  reincarnate, summon (level 9, 4d4 advanced dire tigers, 
  4d4 advanced maenadsB4, or 2 storm giants 100%)
  STATISTICS
  Str 31, Dex 29, Con 32, Int 24, Wis 26, Cha 29
  Base	Atk +11; CMB +19; CMD 49
  Feats Dodge, Improved Critical (morningstar), Improved 
  Initiative, Mobility, Point-Blank Shot, Power Attack, Precise 
  Shot, Quicken Spell-Like Ability (greater heroism), Rapid 
  Shot, Spring Attack, Weapon Focus (morningstar), Weapon 
  Focus (longbow)
  Skills Knowledge (arcana, history, religion) +30, Knowledge 
  (geography, nature) +33, Perception +38, Perform (act) +35, 
  Perform (comedy) +35, Perform (dance) +35, Perform 
  (oratory) +39, Perform (wind instruments) +37, Stealth +39, 
  Survival +31; Racial	Modifiers +4 Perception, +4 Perform 
  (oratory), +4 Stealth
  Languages Common, Elven, Sylvan; speak with animals, stone tell
  SQ versatile performance (act, comedy, dance, oratory, 
  wind instruments)
  ECOLOGY
  Environment temperate forests
  Organization solitary, troupe (1 plus 3–9 advanced dire tigers, 
  centaurs, ichthyocentaurs [see page 146], leanan sidheB4, 
  maenadsB4, satyrs, or NPCs of at least 11th level), or court 
  (1–3 plus 1–3 muses [see page 179], 4–12 centaurs or satyrs, 
  and 3–9 leanan sidheB4, maenadsB4, or storm giants)
  Treasure standard (composite longbow with 40 mithral arrows, 
  mithral morningstar, mwk pipes, other treasure)
  SPECIAL	ABILITIES
  Dramatic	Flourish	(Su) As a standard action while its 
  impossible verisimilitude is active, a seilenos can inspire 
  strong emotions in all enemies, all allies, or all creatures 
  (seilenos’s choice) within 120 feet that can hear or see it, 
  replicating the effect of a spell of the seilenos’s choice: 
  charm monster, confusion, crushing despair, fear, good hope, 
  joyful raptureUM, reckless infatuationUM, suggestion, vengeful 
  outrageUM, or waves of ecstasyUM. A creature that successfully 
  saves against a seilenos’s dramatic flourish can’t be affected 
  by that seilenos’s dramatic flourish again for 24 hours. 
  Any save DC is 30, regardless of which effect the seilenos 
  chooses. The save DC is Charisma-based.
  Grace	(Su) A seilenos gains a deflection bonus to AC equal to 
  his Charisma bonus (minimum +1).
  Impossible	Verisimilitude	(Su) As a standard action, a 
  seilenos can begin telling a story so supernaturally vivid that 
  the elements described spring to life, replicating the effect 
  of a spell of the seilenos’s choice: screen, shades (can also 
  mimic summon nature’s ally VIII), or veil. It must use a free 
  action to continue the performance each round; if it doesn’t, 
  the illusion immediately ends. As part of this free action, 
  the seilenos can add, remove, or change one illusion effect 
  each round, to a maximum of three simultaneous illusions. 
  Any save DC is 30, regardless of which effect the seilenos 
  chooses. The save DC is Charisma-based.
  Sustaining	Joy	(Su) As long as it is within 60 feet of one or 
  more other creatures that have a morale bonus or are under 
  a harmless effect with the emotionUM descriptor, the seilenos 
  gains regeneration 15.
  Thyrsus	(Su) Any weapon a seilenos wields functions as a +5 
  weapon. Whenever the seilenos strikes a foe with a weapon, 
  he can spend a swift action to use a spell-like ability of 6th 
  level or lower that can target that foe. Only the creature 
  struck can be affected by the spell-like ability.
  Versatile	Performance	(Ex) A seilenos can use versatile 
  performance as a 20th-level bard, using the chosen 
  Perform modifier for checks with the corresponding skills.
  Elder kin to satyrs, seilenoi are primeval fey bound to the 
  basest emotions, including lust, joy, surprise, aggression, 
  and fear. These fey wander the world, indulging in any 
  excuse to experience or inspire passionate feelings. 
  New spectacles of beauty, physical adventure, and 
  224
  
  Seilenos
  Illustration by Eric Belisle
  psychoactive plants and alcohol draw their attention, and 
  they encourage creatures they encounter to be equally 
  experimental. Seilenoi particularly enjoy luring stodgy, 
  honorable, or self-important beings into grandiose acts 
  of foolishness or indulgence. Although less notorious 
  than satyrs for sexual exploits, seilenoi possess a rugged 
  animal magnetism and an appreciation for all sorts of 
  carnal pleasures. They are particularly renowned for 
  their insight and skill as storytellers and playwrights.
  Like satyrs, seilenoi prefer to keep to untamed wilds 
  where they revel in the passionate emotions of the fey 
  and beasts that live, grow, and play there. Creatures of 
  the forest often flock to seilenoi in small troupes or even 
  traveling courts. Satyrs, leanan sidhe, and muses (see 
  page 179) enjoy the artistry of a seilenos’s storytelling. 
  Centaurs and maenads revere seilenoi for inspiring 
  irresistibly passionate, ecstatic rage. The seilenos acts 
  as a mercurial judge, jocular keeper of fey culture and 
  secrets, and sometimes self-centered celebrity to these 
  groups. Seilenoi traveling across the ocean often take on 
  ichthyocentaurs (see page 146) as seafaring guides and 
  honor guards. Most seilenoi get separated from their 
  courts eventually, either because their fey followers 
  move on to more sedate leaders or because the 
  seilenos feels stifled and drunkenly wanders off 
  in search of a change of pace.
  Seilenoi who do not lead their own fey 
  courts sometimes serve as jesters, emissaries, 
  unpredictable generals, or companions for fey 
  lords, deities, or other mighty beings. Seilenoi 
  prove surprisingly dangerous on the battlefield, 
  as they dash about scattering scores of enemies with 
  every cutting joke and inspiring monologue. When 
  dealing with more numerous foes, they confound the 
  battlefield with seemingly natural barriers and illusory 
  sheets of roaring flame. Others enjoy deflating the egos 
  of powerful fey (and, occasionally, mortals) with bitingly 
  insightful satire.
  In their wanderings, seilenoi sometimes seek out new 
  kinds of indulgence and distraction among mortals, in 
  which case these fey generally prove themselves amiable, 
  though gruff. Seilenoi can charm almost anyone with 
  raucous affection or witty commentary. Those they can’t 
  talk into joining the revelry, they generally ply with 
  alcohol or psychotropic plants to lower the inhibitions of 
  civilization and enable a freer expression of raw emotion. 
  Bored seilenoi occasionally take it upon themselves to 
  mentor mortals with exceptional self-awareness and 
  power. Sometimes they do so while disguised with 
  polymorph magic to avoid undue attention.
  Seilenoi are passionate creatures, as thrilled 
  by the chance to have a drunken brawl with new 
  opponents as to explore the body of a new lover. 
  Usually, seilenoi view combat as a sort of hunting or 
  wrestling game, but if they recognize true hostility, they 
  become a terrifying force. A seilenos never faces combat 
  alone; it summons allies to distract foes if necessary and 
  hides an ever-shifting mirage arcana while rallying allies 
  and keeping foes off balance by manipulating their 
  emotions. Its illusions represent the natural elements 
  with which a seilenos is familiar, from fantastical mazes 
  of writhing vines to confusing clouds of spores. It is 
  particularly amused by exchanging the appearances of 
  enemies and allies. Seilenoi have also been known to 
  transform especially vexing foes into harmless animals 
  or useful plants.
  Although their wide range of moods tends toward joy 
  and frivolity, all seilenoi at times indulge in the insidious 
  thrill of violence, hatred, or madness. When filled with 
  these dark passions, a seilenos might provoke a battle 
  among evenly matched friends to watch the tense contest 
  or dive headlong into the confused heart of a fray.
  Seilenoi are about the same size and weight as male 
  humans, although they tend toward the heavier end of 
  that range.
  225
  
  Sha
  The strangely shaped glowing red eyes, unnaturally upright ears, 
  and split tail betray the unnatural origins of this black canine.
  SHA		
  CR	4
  XP	1,200	
  LE Medium magical beast
  Init	+4; Senses	darkvision 60 ft., low-light vision, sandstorm 
  sight; Perception +7
  DEFENSE
  AC	17, touch 14, flat-footed 13 (+4 Dex, +3 natural) 
  hp	45 (6d10+12)
  Fort	+7, Ref	+9, Will	+4
  OFFENSE
  Speed	40 ft.
  Melee	bite +10 (2d6+6 plus disease and trip) 
  Special	Attacks	disease, sandstorm
  STATISTICS
  Str	18, Dex	19, Con	14, Int	5, Wis	15, Cha	10
  Base	Atk	+6; CMB	+10; CMD	24 (28 vs. trip)
  Feats	Combat Reflexes, Following StepAPG, Step Up 
  Skills	Acrobatics +8, Perception +7, Stealth +10 
  Languages	Infernal (can’t speak)
  ECOLOGY
  Environment	warm deserts
  Organization	solitary, pair, or pack (3–8)
  Treasure none
  SPECIAL	ABILITIES
  Disease	(Su)	Shas transmit potent diseases with their bites. 
  The most common form of disease carried by a 
  sha drives its victims insane, reducing them 
  to babbling fools or raving lunatics. 
  Touch of Madness: Bite—injury; save Fort 
  DC 15; onset 1d3 days; frequency 1/day; effect 
  1d4 Wis damage and 1d4 Cha damage; cure 2 
  consecutive saves.
  Sandstorm	(Su)	Once per day as a full-
  round action, a sha can create a sandstorm 
  (Pathfinder RPG Core Rulebook 431). The 
  sandstorm has a radius of 100 feet centered on 
  the sha, and lasts for 1 minute per Hit Die the sha 
  possesses (6 minutes for a typical sha).
  Sandstorm	Sight	(Su)	A sha can see clearly in a 
  naturally occurring sandstorm or one created by it or 
  another sha using its sandstorm ability.
  Servants of the dark gods of the wastes, shas stalk the 
  deepest deserts, skirting the edges of civilization. 
  Villagers whisper that a sha nears when they spot faint 
  red lights in the distance, believing those lights to be 
  the creatures’ menacing eyes. Many times, these 
  sightings are only imagined, but shas do prowl 
  near settlements and keep an eye on humankind. Shas’ urge 
  to hunt people who have ceased to remember and honor 
  their patrons drives them to attack caravans, harass remote 
  villages, and prowl isolated oases to slaughter humanoids.
  Shas possess a distinctly canine appearance, and are 
  often mistaken at night for common jackals whose eyes are 
  illuminated by firelight. Black fur, tinted with the dust and 
  sand of the desert, covers a sha’s body. The creature’s spiral-
  ended eyes glow a dull red. Explorers report that seeing 
  a sha’s eyes glowing in the dark night is often the only 
  indication of an impending attack. A sha’s strong jaw, lined 
  with razor-sharp teeth, allows the creature to drag down 
  larger prey in a fashion similar to that of a wolf. Standing at 
  chest height to most humans, shas weigh between 100 and 
  150 pounds. 
  When alone, a sha spends its days trekking the vast 
  wastelands of the desert, prowling among lost monuments 
  of ancient times. While wandering the deserts, shas attack 
  small convoys or groups of nomads along the desert 
  fringes. Using their innate ability to conjure sandstorms, 
  shas close in on the unsuspecting groups and try to bite 
  as many different enemies as possible, then retreat before 
  their foes can regroup. By doing this, the shas ensure that 
  survivors return to civilization mad with disease and then 
  spread the sickness to others or act on their insane urges.
  When packs of shas come together, they usually do so 
  because a number of their kind happen upon each other 
  in pursuit of a caravan or some other nomadic prey, then 
  decide to continue hunting together once they feed. Packs 
  quickly dissolve as prey grows scarce. 
  SACRED SHA (CR 6)
  A sacred sha is a sha with both the advanced simple 
  template and the fiendish simple template (see page 288). 
  It also gains the ability to speak and knows one additional 
  language. Closely tied to its patron’s portfolio of storms, a 
  sacred sha also deals an additional 1d6 points of electricity 
  damage with its bite attack.
  Illustration by Ben Wootten
  226
  
  Sha–Shabti
  Illustration by Kent Hamilton
  Shabti
  Light shimmers across this humanoid figure’s bare golden skin, 
  illuminating regal features.
  SHABTI		
  CR	1/2
  XP	200
  Shabti oracle 1 (Pathfinder RPG Advanced Player’s Guide 42)
  LN Medium outsider (native)
  Init	+1; Senses	darkvision 60 ft.; Perception +3
  DEFENSE
  AC	11, touch 11, flat-footed 10 (+1 Dex)
  hp	12 (1d8+4)
  Fort	+3, Ref	+1, Will	+1
  Defensive	Abilities	immune to undeath, resist level drain 
  OFFENSE
  Speed	30 ft.
  Melee	longsword +0 (1d8/19–20)
  Spell-Like	Abilities	(CL 1st; concentration +4)
  1/day—suggestion (DC 16) 
  Oracle	Spells	Known (CL 1st; concentration +4)
  1st (4/day)—command (DC 14), cure light wounds, 
  summon monster I
  0 (at will)—bleed (DC 13), create water, detect 
  magic, ghost sound (DC 13), mage hand, stabilize 
  Mystery heavens
  STATISTICS
  Str	10, Dex	12, Con	16, Int	13, Wis	8, Cha	17 
  Base	Atk	+0; CMB	+0; CMD	11
  Feats	Martial weapon Proficiency (longsword)
  Skills	Diplomacy +7, Knowledge (religion) +5, 
  Perception +3, Sense Motive +3, 
  Spellcraft +5
  Languages	Celestial, Common
  SQ	immortal, oracle’s curse 
  (haunted), past-life knowledge, 
  revelations (coat of many stars), 
  shattered soul
  ECOLOGY
  Environment	any
  Organization	solitary or retinue (1 plus 2d4 
  human commoners) 
  Treasure	NPC gear (club, potion of cure 
  moderate wounds)
  SPECIAL	ABILITIES
  Immortal	(Ex)	Shabti do not age naturally 
  and can’t die of old age. While some might 
  come into being at age categories other than 
  adulthood, they never leave their original age categories. 
  Spells and effects that cause aging affect a shabti as normal.
  Immune	to	Undeath	(Ex)	Shabti can’t become undead. Spells 
  and abilities that would transform a shabti into an undead 
  creature have no effect.
  Past-Life	Knowledge	(Ex)	Shabti remember bits of their past 
  lives. As a result, they treat all Knowledge skills as class skills.
  Resist	Level	Drain	(Ex)	A shabti takes no penalties from 
  energy drain effects, though it can still be killed if it accrues 
  more negative levels than it has Hit Dice. After 24 hours, any 
  negative levels a shabti takes are automatically removed 
  without the need for additional saving throws.
  Shattered	Soul	(Ex)	Shabti who are killed are exceptionally 
  difficult to return to life. Anyone who attempts to return a 
  shabti to life using raise dead, resurrection, or a similar spell 
  must succeed at a caster level check whose DC is equal to 
  10 + the shabti’s Hit Dice. If it fails, the spell fails and the 
  caster can’t return the shabti to life for the next 24 hours 
  (though the caster can try again after this period).
  Shabti are facsimiles of wealthy or powerful mortals seeking 
  to escape judgement for their sins upon death. Grown from 
  broken bits of mortal souls, shabti endure whatever cosmic 
  punishments or labor might await their creators in the 
  afterlife unless they’re discovered and freed by psychopomps. 
  Shabti typically look like idealized humans with perfect 
  physiques and flawless features. They 
  usually stand 6 feet tall and weigh 
  around 175 pounds.
  SHABTI CHARACTERS 
  Liberated shabti often explore the planes, 
  seeking to replace their false memories 
  with unique experiences. Shabti are 
  defined by their class levels—they don’t 
  have racial Hit Dice. All shabti have the 
  following racial traits.
  +2 Constitution, +2 Charisma: Shabti have 
  powerful bodies and presences to match.
  Native Outsider: Shabti are outsiders with the 
  native subtype.
  Medium: Shabti are Medium creatures and 
  receive no bonuses or penalties due to their size.
  Darkvision: Shabti can see in the dark up to 
  60 feet. 
  Immortal, Immune to Undeath, Past Life 
  Knowledge, Resist Level Drain, Shattered 
  Soul: See above.
  Normal Speed: Shabti have a base 
  speed of 30 feet. 
  Spell-Like Ability: A shabti can 
  use suggestion once per day as a spell-
  like ability, with a caster level equal to the 
  shabti’s class level.
  Languages: Shabti begin play speaking 
  Common. Those with high Intelligence 
  scores can choose any languages they want 
  (except secret languages, such as Druidic).
  227
  
  Shadow Collector
  Shadows drip from the hands of this small, humanoid figure. 
  Massive ears and elaborate eyebrows frame her youthful features.
  SHADOW	COLLECTOR	
  CR	8
  XP	4,800
  CN Small fey
  Init +7; Senses low-light vision; Perception +18
  DEFENSE
  AC 21, touch 19, flat-footed 13 (+7 Dex, +1 dodge, +2 natural, 
  +1 size)
  hp 90 (12d6+48)
  Fort +8, Ref +15, Will +11
  DR 10/cold iron; SR 19
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +15 (1d6+2)
  Special	Attacks sneak attack +3d6, steal shadow, tear shadow
  Spell-Like	Abilities (CL 12th; concentration +16)
  At will—dancing lights, disguise self, major image (DC 17), 
  shadow evocation (simulating leashed shacklesUM only; 
  DC 19), shadow stepUM
  3/day—shadow conjuration (DC 18)
  1/day—shadow evocation (DC 19), shadow walk
  STATISTICS
  Str 14, Dex 24, Con 19, Int 15, Wis 17, Cha 18
  Base	Atk +6; CMB +12 (+14 stealAPG); CMD 25 
  (27 vs. stealAPG)
  Feats Agile ManeuversB, Combat Expertise, 
  Dodge, Improved StealAPG, Mobility, Spring 
  Attack, Weapon FinesseB, Weapon 
  Focus (claw)
  Skills Bluff +19, Climb +11, 
  Diplomacy +19, Escape 
  Artist +22, Knowledge (arcana, 
  planes) +8, Perception +18, Sense 
  Motive +12, Sleight of Hand +22, 
  Stealth +26
  Languages Aklo, Common, Sylvan
  SQ no shadow
  ECOLOGY
  Environment any land
  Organization solitary, pair, or gang (3–8)
  Treasure standard
  SPECIAL	ABILITIES
  No	Shadow	(Ex) A shadow collector casts no 
  shadow of its own, but instead casts any one of 
  the stolen shadows it possesses.
  Steal	Shadow	(Su) A shadow collector 
  automatically steals the shadow of any 
  incorporeal or living creature destroyed, incapacitated, 
  or killed by its claw attack. A shadow collector can also steal 
  a living corporeal creature’s shadow with the steal combat 
  maneuver (Pathfinder RPG Advanced Player’s Guide 322); 
  the shadow doesn’t count as fastened to its owner. Until the 
  shadow is returned, the victim has no shadow or reflection 
  and gains 2 permanent negative levels. These negative levels 
  can’t be removed otherwise, even with magic that usually 
  removes negative levels. When a shadow collector steals a 
  shadow, it gains 2 shadow points. A shadow collector must 
  expend 1 shadow point to use any of its spell-like abilities. A 
  shadow collector generally begins an encounter with 1d3+1 
  shadow points. A shadow collector can release a stolen 
  shadow as a standard action. A creature can touch the shadow 
  collector to regain its stolen shadow, as long as the shadow 
  collector is helpless or dead. A successful break enchantment 
  (DC 23) can also restore a target’s shadow.
  Tear	Shadow	(Su) A shadow collector’s claws strike as ghost 
  touch weapons and, in addition to their normal damage, 
  deal 1d6 points of Charisma damage to incorporeal creatures. 
  This damage destroys a creature if it equals or exceeds the 
  creature’s actual Charisma score.
  Shadow collectors feed on memories and regrets sifted 
  from shadows. They often weave mortal shadows into 
  certain magic items such as cloaks and gloves. Some 
  shadow collectors con mortals into selling their shadows 
  or resort to blatant theft; others prowl the Plane of Shadow 
  and the Ethereal Plane for shadows that are already lost.
  Shadow collectors favor spaces like the edges 
  of forests and foothills for the varied 
  lighting and for the numerous places 
  where they can flank marks from 
  hiding or surprise them with pits 
  created by shadow conjuration.
  A 
  typical 
  shadow 
  collector 
  stands over 3 feet tall and weighs 
  40 pounds.
  Illustration by Steve Ellis
  228
  
  Shadow Collector–Shasalqu
  Illustration by Chris Seaman
  Shasalqu
  A ridge of jagged ice runs down the back of this glistening, desert-
  dwelling lizard.
  SHASALQU		
  CR	3
  XP	800
  N Small magical beast
  Init	+6; Senses	darkvision 60 ft., low-light vision; Perception +6 
  Aura	trapping cold (10 ft., DC 14)
  DEFENSE
  AC	15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp	30 (4d10+8)
  Fort	+6, Ref	+6, Will	+2
  Defensive	Abilities	heat absorption, Immune	fire; Resist cold 10
  OFFENSE
  Speed	30 ft.
  Melee	tail slap +8 (1d8+4 plus 1d6 cold) 
  STATISTICS
  Str	17, Dex	15, Con	14, Int	2, Wis	13, Cha	12 
  Base	Atk	+4; CMB	+6; CMD	18 (22 vs. trip) 
  Feats	Improved Initiative, Step Up
  Skills	Climb +7, Perception +6, Stealth +10 
  SQ	frigid flesh
  ECOLOGY
  Environment	warm deserts
  Organization	solitary, pair, or cluster (3–6)
  Treasure	none
  SPECIAL	ABILITIES
  Frigid	Flesh	(Ex)	A creature that hits a shasalqu with a natural 
  attack or an unarmed strike takes 1d6 points of cold damage.
  Heat	Absorption	(Ex)	Shasalqus are immune to fire damage. 
  Instead, the shasalqu gains 1 temporary hit point for 
  every 3 points of fire damage it would have taken, which 
  disappear after 1 hour.
  Trapping	Cold	(Su)	A shasalqu exudes a heat-sapping aura. 
  Any creature that begins its turn within 10 feet of a shasalqu 
  takes 1d6 points of cold damage and becomes entangled. A 
  successful save negates both effects. An affected creature 
  is entangled for as long as remains within the aura’s area 
  plus 1 additional round. Creatures whose cold immunity or 
  resistance prevents all cold damage are not entangled. When 
  a shasalqu dies, this aura persists around its corpse for 1 
  hour. The save DC is Constitution-based.
  While some reptiles bask in the sun’s warm embrace to 
  raise their body temperatures, a shasalqu is ravenous in 
  its search of warmth. Even in equatorial deserts, it never 
  seems to have enough heat. Instead of just relying on the 
  sun, a shasalqu gathers energy by sapping the heat from 
  the air around it. It then uses the intense cold generated 
  from this heat absorption to trap its prey. A shasalqu is 
  3 feet tall at the shoulder and weighs about 40 pounds.
  Most desert scholars believe the strange biology that 
  fuels a shasalqu’s heat absorption is the same as that of 
  brown mold, and some even claim that the creatures carry 
  brown mold spores in their bodies. This could account for 
  shasalqus’ ability to sap heat from their surroundings even 
  after they die. Because of their sandy environs and the drops 
  of water that melt off their icy ridges, shasalqus’ bodies are 
  often caked in a layer of gritty mud. Motionless shasalqus 
  are often mistaken for rocks or small muddy clumps from a 
  distance—a mistake desert travelers quickly come to regret.
  Shasalqus who settle near oases make their lairs far 
  enough away to escape immediate notice, allowing them to 
  sneak up on drinking or bathing creatures and then retreat 
  to their lairs with little risk. Shasalqus that find a trade 
  route within their territory also digs lairs far enough away 
  to prey on travelers without betraying their presence.
  Regardless of their locations, shasalqu lairs are 
  often extremely damp since the desert’s heat melts the 
  accumulated ice that crusts on the creatures’ hides. This 
  makes shasalqu lairs breeding grounds for a variety of 
  mosses and plants, especially those that can withstand 
  colder temperatures. These tiny oases rapidly become too 
  mossy and cool for shasalqus, forcing them to leave in 
  search of new dens. Shasalqus frequently keep multiple 
  dens within their territory and rotate between them.
  229
  
  Shen
  This serpentine dragon with gold scales constantly contorts into a 
  pattern of rings and knots. 
  SHEN	
  CR	24/MR	9
  XP	1,228,800
  N Gargantuan dragon (aquatic, mythic, water)
  Init +15M; Senses darkvision 120 ft., low-light vision, mistsight, 
  scent, see invisibility, true seeing; Perception +38
  Aura	frightful presence (300 ft., DC 30)
  DEFENSE
  AC 44, touch 8, flat-footed 44 (+2 Dex, +38 natural, –4 size)
  hp 568 (29d12+380)
  Fort +26, Ref +20, Will +24
  DR 10/epic; Immune paralysis, sleep; SR 35
  OFFENSE
  Speed 50 ft., fly 250 ft. (average), swim 80 ft.
  Melee bite +41 (2d10+22/19–20), 2 claws +41 (2d8+15/19–20), 
  gore +40 (2d10+22), tail slap +38 (2d10+22)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite and gore)
  Special	Attacks breath weapon (60-ft. cone, 25d6 cold, Reflex 
  DC 34 for half, usable every 1d4 rounds), cloud breath, crush, 
  dragon attacks, lingering breath (4d6 cold, 9 rounds), mists 
  of madness, mythic power (9/day, surge +1d10), tail sweep 
  (DC 34, 2d6+22), wild arcanaMA 
  Spell-Like	Abilities (CL 29th; concentration +35)
  Constant—true seeing
  At will—control water, create water, hydraulic push, water walk
  Sorcerer	Spells	Known (CL 17th; concentration +23)
  8th (4/day)—maze, greater shadow evocation (DC 28)
  7th (6/day)—control weatherM, greater shadow conjuration 
  (DC 27), prismatic sprayM (DC 23)
  6th (7/day)—globe of invulnerabilityM, greater dispel magic, 
  mass suggestion (DC 22), programmed image (DC 26)
  5th (7/day)—dominate person (DC 21), persistent image 
  (DC 25), shadow evocation (DC 25), telekinesisM (DC 21)
  4th (7/day)—dimension doorM, greater invisibility, rainbow 
  pattern (DC 24), shadow conjuration (DC 24)
  3rd (7/day)—deep slumberM (DC 19), dispel magic, hasteM, 
  major image (DC 23)
  2nd (8/day)—euphoric cloudACG (DC 18), hypnotic pattern 
  (DC 22), minor image (DC 22), mirror imageM, invisibilityM
  1st (8/day)—comprehend languages, obscuring mist, silent 
  image (DC 21), unseen servant, vanishAPG
  M mythic spell
  STATISTICS
  Str 41, Dex 14, Con 30, Int 23, Wis 22, Cha 23
  Base	Atk +29; CMB +48; CMD 60 (64 vs. trip)
  Feats Flyby Attack, Greater Spell Focus (illusion), Improved Critical 
  (bite), Improved Critical (claws), Improved InitiativeM, Iron WillM, 
  Lightning ReflexesM, Lunge, Multiattack, Power Attack, Snatch, 
  Spell FocusM (illusion), Vital StrikeM, Weapon Focus (bite, claw)
  Skills Bluff +38, Disable Device +31, Fly +28, Intimidate +38, 
  Knowledge (arcana, geography, history, nature) +38, 
  Perception +38, Sense Motive +38, Stealth +22, Swim +55
  Languages Aquan, Auran, Celestial, Common, Draconic, 
  Sylvan, Terran
  SQ change shape, competent casterMA, dragon cantrips, gaseous 
  form, mirage castle, mythic spellcastingMA, pearl soul
  ECOLOGY
  Environment	any water
  Organization solitary
  Treasure triple
  SPECIAL	ABILITIES
  Change	Shape	(Su) A shen can assume the shape of a 
  pheasant, a shellfish, or a swallow at will, as beast shape III. 
  Cloud	Breath	(Su) When a shen uses its lingering breath ability, 
  the breath leaves a cloud of fog similar to the spell obscuring 
  mist. This cloud dissipates when the lingering breath ends.
  Dragon	Attacks	(Ex) A shen has all the natural attacks of a 
  true dragon of its size (page 86–87) as well as a gore attack, 
  which functions as a true dragon’s bite attack.
  Gaseous	Form	(Su) A shen can assume gaseous form (as per 
  the spell), at will and remain in this form indefinitely. It has a 
  fly speed of 120 feet (perfect) while in gaseous form. 
  Mirage	Castle	(Su) Once per day as a full-round action, a shen can 
  fabricate an illusory castle at will, as per mirage arcana (20th-
  level caster), but affecting 10 times as much volume. The shen 
  doesn’t need to concentrate to maintain its creation. The mirage 
  castle lasts until it’s dismissed by the shen as a free action or 
  until the shen creates another. As a swift action, the shen can 
  change the details of an existing mirage castle. By expending 
  one use of mythic power, the shen can make the illusion quasi-
  real for 24 hours, as if it the castle were a shadow conjuration 
  that functioned as 90% real on a successful Will save.
  Mists	of	Madness	(Su) A shen can expend one use of mythic 
  power as a free action when making a breath weapon attack 
  to infuse it with madness. Creatures within the area of the 
  breath weapon must succeed a DC 30 Will saving throw or 
  become confused for as long as they stay within the breath 
  weapon’s cloud and 1d4 rounds after leaving it. This is a mind-
  affecting effect and its save DC is Charisma-based.
  Pearl	Soul	(Su) By expending one use of mythic power as 
  a standard action, or automatically at no cost anytime it 
  is reduced to fewer than 0 hit points, the shen assumes 
  the shape of a pearl. The shen retains awareness of its 
  environment, but otherwise is treated as if it had the petrified 
  condition. The shen’s pearl form cannot be damaged in any 
  way or affected by most spells or abilities, but the shen 
  can be forced to return to dragon form by a miracle or wish 
  spell. While in its pearl form, the shen heals naturally, and it 
  automatically returns to its dragon form when it is fully healed. 
  Shen are mysterious and aloof dragons, more potent and 
  enigmatic than their imperial dragon cousins. A shen is 
  230
  
  Shen
  Illustration by Ben Wootten
  rarely found in its true form, preferring to appear as a 
  bird, a shellfish, or even a pearl. Its true form is that of 
  an enormous serpentine dragon, adorned with green and 
  gold glistening scales. A shen is a creature in constant 
  motion, as it writhes and wiggles its long body into a 
  pattern of scintillating twirls and intricate knots.
  Typically benevolent, shen have been known to answer 
  prayers for rain when the gods turn a deaf ear and even to 
  herd fish into the nets of needy fisherfolk. These proud 
  creatures can become capricious and even petty, however, 
  when they believe they have been slighted or treated 
  with disrespect. Such transgressions can seem random: 
  eating a swallow (a shen’s favorite food), trespassing in a 
  shen’s hunting grounds on special ceremonial days, and 
  committing acts of petty vandalism can all draw a shen’s 
  wrath. For this reason, some philosophers suggest shen 
  are creatures of balance seeking to maintain the natural 
  order. They bring about an early thaw to a harsh winter 
  or destroy creatures preying on local villages to return 
  everything to a state of balance. Regardless of what their 
  motivations are, most people fear and respect them. 
  More often than not, unusual good or bad fortune 
  is attributed to shen.
  While they are physically mighty, shen are most 
  feared and respected for the impressive magic 
  they wield. They are powerful illusionists 
  and manipulators of weather and climate. 
  Shen prefer quiet contemplation amid 
  oceans or other large bodies of water; more 
  rarely, they can be found in large rivers. While 
  they need to eat very little, shen enjoy dining 
  on small amounts of fish and fowl. When 
  taking their revenge for some small slight, 
  they eat livestock and freeze crops, but 
  they are not typically compelled to engage 
  in such feasts or in wanton destruction. 
  Shen can transform into great pearls and 
  frequently do so instead of sleeping. A shen 
  might turn into a pearl for years or 
  decades before emerging again into 
  the natural world. 
  As with most dragons, shen 
  accumulate great hoards of treasure, 
  most often from offerings given as thanks for some 
  great deed, but also plunder from those who have 
  angered them or monsters they have vanquished. In 
  spite of their otherwise gregarious nature, a shen is 
  unforgiving of creatures that steal or even disturb 
  its treasure and goes to great lengths to restore even 
  trivial items removed from its hoard. 
  To protect their treasures, shen create immense 
  mirage castles on or in the bodies of water they call 
  home. These castles are often huge, encompassing 
  dozens of empty rooms bedecked in illusory silks and 
  gold, opulent dining halls outfitted with phantasmal 
  furniture, and massive antechambers illuminated by 
  simulated chandeliers. No one understands exactly why 
  these creatures choose to model their mirage homes after 
  human dwellings, and often the surface resemblance 
  only serves to further confuse and befuddle visitors. 
  Despite being solitary creatures, shen socialize more 
  often than many other types of dragons, and on occasion 
  conspire along with fellow shen to accomplish some great 
  task or deed. Though such groups rarely interfere with 
  the more ephemeral races, they are known to show pity in 
  times of great need and have delivered much needed rains 
  during drought or rid the areas neighboring their homes 
  of some particularly bothersome creatures. Because of 
  this and out of fear for the great beasts, local peoples give 
  shen considerable reverence, and pay the dragons tribute 
  with sacrifices or treasure. 
  231
  
  Illustration by Florian Stitz
  Shrimp, Giant Mantis
  This brightly colored crustacean looks like a large lobster with 
  cruel pincers poised at its fore.
  GIANT	MANTIS	SHRIMP	
  CR	9
  XP 6,400
  N Medium vermin (aquatic)
  Init +7; Senses darkvision 60 ft., incredible sight; Perception +1
  DEFENSE
  AC 26, touch 17, flat-footed 19 (+7 Dex, +9 natural)
  hp 105 (14d8+42)
  Fort +12, Ref +11, Will +5
  Immune mind-affecting effects; Resist sonic 10
  OFFENSE
  Speed 40 ft.; swim 30 ft.
  Melee pincer +17/+12 (2d6+4 plus grab and sonic burst), 
  pincer +17 (2d6+4 plus grab and sonic burst)
  Special Attacks sonic burst, speedy pincers
  STATISTICS
  Str 18, Dex 25, Con 16, Int —, Wis 13, Cha 16
  Base Atk +10; CMB +14 (+18 grapple); CMD 31 (43 vs. trip)
  Feats Weapon FinesseB
  ECOLOGY
  Environment warm coastlines
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Incredible	Sight	(Ex) A giant mantis shrimp’s eyes pick up 
  colors well beyond those visible to humans, and it can see 
  perfectly in all light conditions, including supernatural 
  darkness. As long as the giant mantis shrimp is not 
  blinded, it is treated as having blindsight 60 feet.
  Sonic	Burst	(Ex) A giant mantis shrimp attacks with such 
  extreme speed that its pincers issue a concussive blast of 
  light and force when they snap closed. Each time a giant 
  mantis shrimp makes a pincer attack, whether it hits or 
  misses, each creature in a 10-foot-radius burst centered 
  on the attack’s target takes 1d8 points of sonic damage 
  and must succeed at a DC 20 Reflex save or be stunned for 
  1 round. A creature that succeeds at this save is immune 
  to the stun effect from additional sonic bursts from that 
  giant mantis shrimp until the vermin’s next turn, but it 
  still takes sonic damage from additional sonic bursts. The 
  giant mantis shrimp is immune to this effect. The save DC is 
  Constitution-based.
  Speedy	Pincers	(Ex) A giant mantis shrimp can make 
  iterative attacks with one pincer. 
  Though the colorful shells of giant mantis shrimp are 
  beautiful to behold, the sight of one often means death. 
  These apex predators prowl tide pools and coastal shallows, 
  competing for territory with karkinoi and shark eater crabs.
  A typical giant mantis shrimp grows to 4 feet high and 
  6 feet long, and weighs around 200 pounds.
  VARIANT GIANT MANTIS SHRIMP
  Their incredible eyesight and deadly pincers make giant 
  mantis shrimp formidable predators in any environment.
  Cave Mantis Shrimp: A cave mantis shrimp has 
  adapted to life in caves, losing its coastal cousin’s vibrant 
  shell and becoming almost translucent. A cave mantis 
  shrimp gains a +8 racial bonus on Stealth checks and can 
  take a full-round action when it acts on a surprise round.
  Mantis Shrimp Lord: Found on the seabed in deeper 
  waters than its smaller relatives, mantis shrimp lords are 
  Large. Their attacks ignore the first 20 points of hardness 
  when attacking objects, which the mantis shrimp lords 
  use to their advantage, scuttling ships and devouring the 
  unfortunate cargoes and crews.
  Sand Mantis Shrimp: Sand mantis shrimp bury 
  themselves in deserts, waiting for passersby to approach a 
  little too close to their claws. A sand mantis shrimp loses 
  the aquatic subtype. 
  232
  
  Shrimp, Giant Mantis–Skinwalker
  Illustration by Kent Hamilton
  Skinwalker
  This man seems human at first, but a closer look reveals he has 
  claws and sharp teeth.
  SKINWALKER	
  CR	1/2
  XP	200
  Male skinwalker ranger 1 
  N Medium humanoid (shapechanger, skinwalker)
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
  hp 12 (1d10+2)
  Fort +3, Ref +4, Will +2
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +4 (1d4+3)
  Ranged longbow +3 (1d8/×3)
  Special	Attacks favored enemy (human +2)
  Skinwalker	Spell-like	Abilities	(CL 1st; concentration +3)
  1/day—speak with animals
  STATISTICS
  Str 17, Dex 14, Con 13, Int 8, Wis 14, Cha 8
  Base	Atk +1; CMB +4; CMD 16
  Feats Power Attack
  Skills Climb +7, Handle 
  Animal +5, Perception +6, 
  Survival +6, Swim +7; Racial	
  Modifiers +2 Handle Animal
  Languages Common
  SQ	change shape,	track +1, wild 
  empathy +2
  ECOLOGY
  Environment any forests, hills, 
  or mountains
  Organization solitary, pair, 
  or pack (3–12)
  Treasure standard 
  (studded leather armor, 
  longbow, other treasure)
  SPECIAL	ABILITIES
  Change	Shape	(Su) A skinwalker 
  can change shape to a bestial form 
  as a standard action. In bestial form, 
  a skinwalker gains a +2 racial bonus 
  to his choice of Strength, Dexterity, 
  or Constitution. While in this form, a 
  skinwalker also takes on an animalistic 
  feature that provides a special effect. 
  Each time a skinwalker assumes bestial 
  form, he can choose to gain two claw attacks 
  that each deal 1d4 points of damage, 60 foot 
  darkvision, or a +1 natural armor bonus. 
  These benefits last until the skinwalker returns to his 
  humanoid form as a swift action. A skinwalker must first 
  return to his humanoid form before changing to bestial form 
  again to change benefits. The skinwalker presented here is 
  currently in bestial form, and has claw attacks and a +2 racial 
  bonus to Strength.
  Most people believe that skinwalkers are half-breeds 
  of lycanthropes, or that they possess a weaker version of 
  the curse of lycanthropy. However, skinwalker shamans 
  claim that their people were chosen by the gods as a bridge 
  between humanity and animals. Either way, skinwalkers 
  resemble humans much of the time, but they have the 
  uncanny ability to transform into bestial humanoids with 
  powerful and fearsome aspects of animals. 
  SKINWALKER CHARACTERS
  Skinwalkers are defined by class levels—they don’t possess 
  racial Hit Dice. Skinwalkers have the following racial traits.
  +2 Wisdom, –2 Intelligence, +2 to One Physical Ability 
  Score While in Bestial Form: Skinwalkers are attuned to the 
  natural order and value passion above 
  reason. Their bestial forms strengthen 
  their bodies in various ways.
  Medium: Skinwalkers are Medium 
  creatures and have no bonuses or 
  penalties due to their size.
  Normal Speed: Skinwalkers have a 
  based speed of 30 feet.
  Low-Light Vision: Skinwalkers 
  can see twice as far as humans can 
  in dim light.
  Spell-Like Ability: A skinwalker 
  with a Wisdom score of 11 or higher 
  can use speak with animals once 
  per day as a spell-like ability, 
  using his Wisdom modifier to 
  determine 
  his 
  concentration 
  checks. The caster level for this 
  ability is equal to the skinwalker’s 
  character level.
  Animal-Minded: Skinwalkers 
  have a +2 racial bonus on 
  Handle Animal checks and on 
  wild empathy checks.
  Change Shape: See above.
  Languages: 
  Skinwalkers 
  all begin  play 
  speaking Common. Skinwalkers 
  with high Intelligence scores can 
  choose any languages they want (except 
  secret languages, such as Druidic).
  233
  
  Illustration by Ben Wootten
  Somalcygot
  Four long antennae stretch from the face of this giant, multi-eyed 
  flatworm. From its spiny, chitinous body emerge four tentacles.
  SOMALCYGOT		
  CR	12
  XP	19,200
  NE Large aberration
  Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +26
  DEFENSE
  AC 27, touch 13, flat-footed 23 (+3 Dex, +1 dodge, +14 natural, 
  –1 size)
  hp 189 (14d8+126)
  Fort +15, Ref +11, Will +14
  Defensive Abilities resistant evolution; DR 10/slashing; 
  Immune acid, cold
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft., burrow 20 ft.
  Melee bite +21 (2d6+12 plus 4d6 acid), 4 tentacles +19 (1d8+6 
  plus grab)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
  Special Attacks acid spray, constrict (1d8+6)
  STATISTICS
  Str 34, Dex 17, Con 28, Int 12, Wis 17, Cha 11 
  Base Atk +10; CMB +23 (+27 grapple); 
  CMD 37 (can’t be tripped)
  Feats Cleave, Dodge, Improved Initiative, 
  Lightning Reflexes, Multiattack, Power 
  Attack, Skill Focus (Perception)
  Skills Acrobatics +20 (+24 when jumping), 
  Climb +29, Intimidate +17, Perception +26, 
  Stealth +16 
  Languages Aklo; telepathy 60 ft.
  SQ no breath
  ECOLOGY
  Environment any (terrestrial vacuum) 
  Organization solitary, pairs, or clutch (3–6) 
  Treasure none
  SPECIAL	ABILITIES
  Acid	Spray	(Ex) Every 1d4 rounds, a somalcygot can 
  spit a 60-foot line of acid that deals 10d6 points of acid 
  damage. The acid continues to burn, causing each affected 
  creature to take an additional 5d6 points of acid damage on 
  the following round. A successful DC 26 Reflex save halves 
  the initial damage and negates the ongoing damage. The 
  save DC is Constitution-based.
  Resistant	Evolution	(Su) Somalcygots have evolved in 
  the harsh, unforgiving vacuum of space and developed 
  fortified resistances to the myriad threats found in their 
  environment, granting them a +2 resistance bonus on all 
  saving throws.
  Somalcygots are incredibly territorial; each claims roughly 
  a mile-radius patch of desolate surface on a moon, asteroid, 
  or similar airless terrestrial environment as its chosen 
  hunting ground, and enters another’s territory only to 
  mate. Somalcygots can digest nearly any organic matter, 
  but because they usually live on barren terrain, they often 
  go for long intervals without a meal. In order to preserve 
  energy between meals, a somalcygot enters a trancelike 
  hibernation during which it burrows in circles beneath 
  the surface of its territory with unthinking repetition. 
  When it detects another creature nearby, the somalcygot 
  awakens and enters a frenzy to capitalize on the rare meal, 
  fighting relentlessly until the prey either dies or escapes. 
  Only rarely do somalcygots pursue prey beyond the 
  boundaries of their claimed hunting grounds, a tendency 
  that serves both to preserve the creature’s energy and to 
  avoid needless conflict with other somalcygots that claim 
  neighboring regions.
  A typical adult somalcygot is 16 feet long and weighs 
  1,500 pounds.
  234
  
  Somalcygot–Storm Hag
  Illustration by Jason Rainville
  Storm Hag
  This hag’s hair, claws, and teeth crackle with sparks of electricity. 
  Her windswept hair billows up from her brow like a thunderhead.
  STORM	HAG		
  CR	7
  XP	3,200
  CE Medium monstrous humanoid
  Init	+2; Senses	child-scent, darkvision 60 ft.; Perception +14 
  DEFENSE
  AC	21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural) 
  hp	85 (10d10+30)
  Fort	+6, Ref	+9, Will	+8
  Immune	electricity; SR	18
  OFFENSE
  Speed	30 ft., fly 60 ft. (good)
  Melee	bite +13 (1d6+3 plus 1d6 electricity), 2 claws +13 (1d4+3 
  plus 1d6 electricity)
  Special	Attacks	storm strike, whipping winds 
  Spell-Like	Abilities	(CL 10th; concentration +13)
  At will—bleed, gust of wind (DC 15), whispering wind 
  3/day—invisibility, lightning bolt (DC 16), river of windAPG 
  (DC 17), sleet storm 
  1/day—control winds (DC 18)
  STATISTICS
  Str	17, Dex	14, Con	16, Int	13, Wis	13, Cha	16
  Base	Atk	+10; CMB	+13; CMD	26
  Feats	Combat Casting, Dodge, Flyby Attack, Mobility, Vital Strike 
  Skills	Bluff +10, Fly +17, Intimidate +15, Perception +14, 
  Spellcraft +7, Stealth +15 
  Languages	Common, Giant 
  SQ	storm rider
  ECOLOGY
  Environment	any temperate
  Organization	solitary or coven (3 hags of any kind) 
  Treasure	standard
  SPECIAL	ABILITIES
  Child-Scent	(Ex)	A storm hag has the scent ability, but only 
  with respect to humanoid children and immature animals. 
  Thus, she could sniff out a child’s hiding place or a den of 
  wolf pups, but not the child’s parents or the den mother.
  Storm	Rider	(Su)	A storm hag is considered two size 
  categories larger for the purpose of wind effects.
  Storm	Strike	(Su)	Each time a storm hag makes a 
  successful attack with her bite, claws, or a weapon that is 
  predominantly made of metal, the attack deals an additional 
  1d6 points of electricity damage.
  Whipping	Winds	(Su)	As a standard action, a storm hag 
  can use gust of wind to trip her foes. This ability can only 
  affect one target within 30 feet, and the storm hag uses 
  her normal CMB. The gust of wind doesn’t create its normal 
  effects. The trip attempt does not provoke an attack of 
  opportunity, but casting the spell-like ability does as normal.
  When the clouds turn gray and the winds pick up into a 
  howl, wise travelers pray that the cause is only a natural 
  tempest and not a storm hag. A storm hag resembles an 
  old woman with a thundercloud of hair. Her mouth hangs 
  open, revealing thin pointed teeth with small arcs of 
  electricity jumping across them. Black talons sprout from 
  her fingertips, likewise crackling with electricity. A storm 
  hag weighs 70 pounds and stands around 4 feet tall, though 
  if she stood up straight she could easily reach 5 feet.
  STORM HAG COVENS
  A storm hag is haughty and views her way of doing things as 
  the only proper approach, forcing coven members to ride a 
  fine line between flattery and submission. Coven members 
  gain the child-scent ability as long as they are within 100 
  feet of the storm hag. In addition, a coven with a storm hag 
  as a member has access to the following additional spell-
  like abilities: call lightning storm (DC 18), plague stormUM (DC 
  19), quench (DC 16), whirlwind (DC 21), and wind wall. 
  235
  
  Illustration by Raven Mimura
  Stormghost
  This menacing creature stands on four pointed legs like those of 
  an insect. A conical head sits atop its humanoid torso.
  STORMGHOST		
  CR	15
  XP	51,200
  CE Large monstrous humanoid
  Init	+12; Senses	all-around vision, darkvision 90 ft., low-light 
  vision, mistsight, scent, see in darkness; Perception +22 
  Aura	static aura (5 ft., 2d6 electricity)
  DEFENSE
  AC	30, touch 18, flat-footed 21 (+8 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp	212 (17d10+119); regeneration 5 (acid)
  Fort	+12, Ref	+18, Will	+12
  Immune	disease, electricity, poison; Resist	cold 10, fire 10
  OFFENSE
  Speed	50 ft., climb 30 ft.
  Melee	bite +24 (1d8+8), 2 claws +24 (1d8+8/19–20 plus 1d6 
  electricity)
  Space	10 ft.; Reach	5 ft. (10 ft. with claws)
  Special	Attacks	impaling leap, sneak attack +3d6, static blast 
  Spell-Like	Abilities	(CL 11th; concentration +14)
  At will—alter winds, fog cloud, jump
  3/day—deeper darkness, greater invisibility, gust of wind 
  (DC 15), ice storm
  1/day—control weather, plague stormUM (DC 19), siroccoAPG (DC 19)
  STATISTICS
  Str	27, Dex	27, Con	24, Int	11, Wis	14, Cha	16
  Base	Atk	+17; CMB	+26; CMD	43 (47 vs. trip)
  Feats	Acrobatic Steps, Combat Reflexes, Dodge, Improved 
  Critical (claws), Improved Initiative, Mobility, Nimble Moves, 
  Power Attack, Spring Attack
  Skills	Acrobatics +22, Climb +24, Perception +22, Stealth +24 
  (+28 in icy or snowy areas), Survival +20; Racial	
  Modifiers	+4 Stealth in icy or snowy areas 
  Languages	Auran
  SQ adaptive camouflage
  ECOLOGY
  Environment	cold mountains
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Adaptive	Camouflage	(Ex)	A stormghost’s 
  hide shifts coloration over time to match 
  its environment, granting it +4 racial 
  bonus on Stealth checks within the 
  ranger favored terrain type matching its 
  current terrain. A stormghost moving 
  to a different terrain must stay 1d4 
  weeks to gain the bonus.
  Impaling	Leap	(Ex)	As a standard 
  action, a stormghost can leap onto a target at least one 
  size category smaller than itself and impale the victim. 
  The target suffers 6d8+16 points of piercing damage and 
  is pinned (DC 26 Reflex negates). The stormghost must 
  maintain the pin as normal. Pinned foes take impaling leap 
  damage each round. The save DC is Dexterity-based.
  Static	Aura	(Su)	A stormghost can surround itself with crackling 
  electricity that leaps from its body. All creatures within 5 feet 
  of the stormghost take 2d6 points of electricity damage at 
  the beginning of the stormghost’s turn. A stormghost can 
  suppress or resume this ability as a free action.
  Static	Blast	(Su)	As a standard action, a stormghost can focus its 
  static charge into a bolt, releasing it in a 40-foot line that deals 
  15d6 points of electricity damage. A successful DC 25 Reflex 
  save halves this damage. A stormghost can use its static blast 
  once every 1d4 rounds. The save DC is Constitution-based.
  Cunning hunters, stormghosts prowl lonely arctic tors, 
  so named by their victims for their ability to conjure 
  malignant weather and attack unseen. Stormghosts 
  search constantly for food, tracking animals and intelligent 
  creatures alike, and their appearances vary depending on the 
  season, allowing them to blend into any environment. While 
  stormghosts are thankfully rare, their regeneration mitigates 
  the effects of aging, allowing them to live for more 
  than 2,000 years. A typical stormghost stands 8 
  feet tall in its regular posture, but can extend 
  its legs to reach up to 14 feet, with its muscled 
  flesh and hardened chitin armor making it 
  weigh roughly 1,500 pounds.
  236
  
  Stormghost–Stranglereed
  Illustration by Kiki Moch Rizky
  Stranglereed
  This tangled mass of thick reeds extends from a bulbous pod split 
  by a wide, thorn-toothed maw.
  STRANGLEREED		
  CR	9
  XP	6,400
  N Large plant (aquatic)
  Init	+9; Senses	low-light vision; Perception +10
  DEFENSE
  AC	23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)
  hp	114 (12d8+60)
  Fort	+13, Ref	+11, Will	+5
  Defensive	Abilities	all-around vision, DR	5/slashing; Immune 
  plant traits
  Weaknesses	vulnerable to fire
  OFFENSE
  Speed	5 ft., climb 10 ft., swim 20 ft.
  Melee	2 tendrils +16 (2d8+7 plus grab), bite +15 (1d8+7) 
  Space	10 ft.; Reach	10 ft. (5 ft. with bite)
  Special	Attacks	constrict (2d8+7), grab, pull (tendril, 5 ft.), 
  strangle, suffocate
  STATISTICS
  Str	25, Dex	20, Con	21, Int	1, Wis	12, Cha	6
  Base	Atk	+9; CMB	+17 (+21 grapple); CMD	32 (can’t be 
  tripped)
  Feats	Improved Initiative, Lightning Reflexes, Lunge, Skill 
  Focus (Stealth), Stealthy, Weapon Focus (tendrils)
  Skills	Climb +15, Escape Artist +7, Perception +10, Stealth 
  +15, Swim +15
  SQ	freeze, water dependency
  ECOLOGY
  Environment	warm rivers or lakes
  Organization	solitary or patch (2–6)
  Treasure	incidental
  SPECIAL	ABILITIES
  Freeze	(Ex)	A stranglereed can hold itself so still that it 
  appears to be normal vegetation. A stranglereed that 
  uses this ability can take 20 on its Stealth check to hide 
  in plain sight as a regular patch of reeds.
  Grab	(Ex)	A stranglereed can grab a foe of up to one size 
  category larger than itself.
  Strangle	(Ex)	Stranglereeds have an unerring talent 
  for seizing their victims by the throat. A creature 
  grappled by a stranglereed can’t speak or cast spells 
  with verbal components.
  Suffocate	(Ex)	A creature affected by a stranglereed’s 
  strangle ability can’t breathe and must hold its breath 
  or suffocate.
  Stranglereeds f loat motionless in calm lakes and 
  rivers, waiting for prey to approach before lashing 
  out with thick tendrils, grabbing their targets by the 
  throat. Once the stranglereed has secured its prey, it pulls 
  the victim beneath the surface of the water and directs 
  the meal into it’s “mouth,” a submerged circular orifice 
  ringed with gnashing barbs and thorns. Exceptionally 
  voracious, the stranglereed never stops feeding, and 
  in desperate times, the industrious plant can leave the 
  water briefly in order to hunt on land. These vicious 
  plants may even chase slower prey if it breaks free of their 
  tendrils, but fortunately, a stranglereed can spend only a 
  limited amount of time out of water. Each stranglereed 
  resembles a patch of normal reeds that covers a roughly 
  circular 10-foot-diameter area, while its large, mawed 
  central pod normally hides beneath the water’s surface. 
  A stranglereed weighs 800 pounds.
  A stranglereed reproduces by expelling seeds that float 
  on air currents, much like dandelion fluff. Those that 
  land on dry earth soon die or become meals for birds and 
  other small animals, but those that land in water grow into 
  full-sized stranglereed stalks within 1 month. A large body 
  of water can be home to multiple stranglereeds, but only if 
  the food supply can meet their demands.
  237
  
  Illustration by Brynn Metheney
  Su
  This emaciated quadruped has a mouth full of jagged teeth and a 
  cluster of bald, mewling offspring clinging to its back.
  SU	
  CR	8
  XP	4,800
  CE Medium magical beast 
  Init +4; Senses all-around vision, darkvision 60 ft., low-light 
  vision, scent; Perception +10
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 114 (12d10+48)
  Fort +11, Ref +12, Will +6
  Defensive	Abilities improved evasion; DR 10/magic; 
  Immune disease
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +16 (1d8+4 plus 1d6 bleed), 2 claws +16 
  (1d6+4/19–20 plus grab)
  Special	Attacks bleed (1d6), pounce, prehensile tail, rake 
  (2 claws +16, 1d6+4), whelp magic
  Psychic	Magic (CL 12th; concentration +15)
  0 PE (see whelp magic)—id insinuation IIOA (3 PE, DC 16), 
  mind thrust IIIOA (3 PE, DC 16), thought shield IIOA (3 PE)
  STATISTICS
  Str 19, Dex 19, Con 16, Int 7, Wis 14, Cha 16
  Base	Atk +12; CMB +16 (+20 grapple); CMD 31 (35 vs. trip)
  Feats Critical Focus, Dodge, Improved Critical (claw), Mobility, 
  Nimble Moves, Toughness 
  Skills Acrobatics +14, Climb +12, Perception +10, Stealth +11 
  (+19 in forests); Racial	Modifiers +4 Acrobatics, +8 Stealth 
  in forests
  Languages Aklo (can’t speak); telepathy 100 ft.
  SQ whelp family
  ECOLOGY
  Environment any forests
  Organization solitary, pair, or troop (3–6)
  Treasure incidental
  SPECIAL	ABILITIES
  Whelp	Family	(Su) A su always carries 3–6 (1d4+2) Diminutive 
  infant su on its back that share a telepathic bond with their 
  parent, acting as extra eyes for the adult. Area effects 
  target the su and not its whelps, but individual whelps can 
  be targeted with attacks (AC 18; 4 hp). If the su dies, its 
  whelps die as well. A helpless su’s whelps can 
  be easily killed or removed from 
  the su (removing them 
  from the su also 
  immediately kills 
  them). If all of 
  a su’s whelps 
  are slain, the su 
  immediately loses its all-around vision and improved evasion 
  and is sickened until it regains at least one new whelp. A su 
  replaces lost whelps at a rate of one whelp per week.
  Prehensile	Tail	(Ex) A su can use its tail to attempt a dirty 
  trick, disarm, steal, or trip combat maneuver against an 
  adjacent opponent as a swift action that does not provoke an 
  attack of opportunity.
  Whelp	Magic	(Sp) Su whelps possess psychic powers that fade 
  with age. As a swift action, a su can command one of its 
  whelps to activate a psychic spell using the psychic magic 
  special ability. A whelp can also maintain concentration on a 
  spell, provided the su spends a swift action. Any spells that 
  grant bonuses to their target apply to the su as well as its 
  whelps. The whelps have a pool of 3 PE per whelp, and each 
  time a whelp dies the remaining pool reduces by 3. A su 
  with no whelps can’t use psychic magic.
  Hateful and melancholic, the psychic marsupials called su 
  can feel their minds weaken as they mature, and take out 
  their frustration on any creatures who enter their forests. 
  All su bear young. After mating, they implant each other’s 
  back-pouches with oily, tumor-like eggs which hatch over 
  the next year into tiny, psychically gifted humanoids. These 
  young su cling to their parents’ backs, feeding on parasites 
  and scraps. Born at the apex of their psychic abilities, baby 
  su slowly change shape and lose their powers over their first 
  year—by the time they reach their full predatory form, all 
  psychic magic has vanished. These furious new adults then 
  leave to become providers for 
  their own whelps. A grown su is 
  5 feet long and 90 pounds.
  238
  
  Syricta
  A cobra head rests on a humanoid torso that splits into dozens of 
  snakes. One arm is a snake tail, while the other is two snake heads.
  SYRICTA	
  CR	12
  XP	19,200
  CE Large aberration 
  Init +2; Senses darkvision 60 ft., scent; Perception +22
  DEFENSE
  AC 29, touch 11, flat-footed 27 (+2 Dex, +18 natural, –1 size)
  hp 178 (17d8+102)
  Fort +11, Ref +9, Will +12
  Immune mind-affecting effects, paralysis, poison; SR 23
  Weaknesses serpentfolk pawn
  OFFENSE
  Speed 40 ft.
  Melee 3 bites +22 (2d6+10/19–20 plus poison), tentacle +20 
  (1d6+5 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks constrict (1d6+10), poison, poison cloud, 
  snake overrun
  STATISTICS
  Str 31, Dex 14, Con 22, Int 7, Wis 14, Cha 17
  Base	Atk +12; CMB +23 (+27 overrun); CMD 35 (37 
  vs. overrun, can’t be tripped)
  Feats Greater Overrun, Improved Critical 
  (bite), Improved Overrun, Intimidating 
  Prowess, Lightning Reflexes, 
  Multiattack, Power Attack, Weapon Focus 
  (bite), Weapon Focus (tentacle)
  Skills Intimidate +31, Perception +22, 
  Survival +7
  Languages Aklo, Draconic, 
  Undercommon
  ECOLOGY
  Environment any land
  Organization solitary, pair, 
  knot (3–5)
  Treasure standard
  SPECIAL	ABILITIES
  Poison	(Ex) Bite—injury; save Fort DC 
  24; frequency 1/round for 6 rounds; effect 
  1d4 Strength; cure 2 consecutive saves.
  Poison	Cloud	(Ex)	Once per day as a swift action, 
  a syricta can exhale a poisonous cloud from its nostrils 
  in a 20-foot radius centered on it. Any creature within 
  the cloud or entering it must immediately succeed at 
  a DC 24 Fortitude save or be affected by the 
  syricta’s poison. The cloud dissipates at the 
  beginning of the syricta’s next turn.
  Serpentfolk	Pawn	(Ex) A syricta’s 
  immunity to mind-affecting 
  effects doesn’t apply against serpentfolk or any effects 
  originating from a serpentfolk (for example, a mind fog cast 
  by a serpentfolk would bypass the syricta’s immunity to 
  mind-affecting effects).
  Snake	Overrun	(Ex)	The numerous snake heads and tails 
  of a syricta’s lower torso deal 6d6 points of bludgeoning, 
  piercing, and slashing damage to creatures when it succeeds 
  on an overrun combat maneuver against them. Creatures 
  that take damage from a syricta’s snake overrun are also 
  subjected to the syricta’s poison.
  Serpentfolk breed syrictas by performing a ritual to 
  infuse a deformed serpentfolk egg with the vital essence 
  from a clutch of snake eggs. The resulting amalgamation 
  is a nightmarish cross between a serpentfolk and a mass 
  of writhing ophidian tails and heads. 
  Numerous snakes make up these abominations’ lower 
  halves, granting them a slithering form of locomotion. 
  Each syricta also has a thick, muscled snake tail forming 
  one of its arms, allowing it to wrap around prey and 
  squeeze the life from them, while its other arm splits at 
  the elbow into two venomous snake heads, granting the 
  syricta a total of three deadly bites. Despite being 
  much smaller than its main head, the arm heads 
  are possessed of unexpected strength for their 
  size, making them equally deadly. These heads 
  are also adept at manipulating objects, allowing 
  the syricta to perform any action that would 
  require a hand —such 
  as holding a weapon —at 
  the expense of those bite 
  attacks. 
  These hideous monstrosities 
  serve 
  the 
  serpentfolk 
  as 
  bodyguards and enforcers, their 
  primitive minds conditioned to 
  obey their serpentfolk masters. They 
  fight to the death if so commanded, 
  though when they lack commands from 
  a serpentfolk, they act as brutish bullies 
  and cowards, viciously and sadistically 
  harming those weaker than themselves 
  but fleeing from foes that prove stronger. 
  Syricta societies are harsh, ruled absolutely 
  by the strongest individuals, and rarely last 
  long due to syrictas’ inability to reproduce. 
  Most syrictas instead spend their lives serving 
  their serpentfolk creators, rarely forming 
  relationships with other syrictas.
  Syrictas are entirely 
  carnivorous. A typical adult 
  syricta stands around 9 feet 
  tall and weighs 550 pounds.
  Su–Syricta
  Illustration by Nemanja Stankovic
  239
  
  Taxidermic Creature
  Tufts of haphazard fur line the body of this gruesome bear, while 
  great lines of stitching crisscross its body.
  TAXIDERMIC GRIZZLY BEAR 
  CR 3
  XP 800
  N Large construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 12, touch 9, flat-footed 12 (+3 natural, –1 size)
  hp 63 (6d10+30)
  Fort +2, Ref +2, Will +2
  Immune construct traits
  Weaknesses defect (crude stitching), vulnerable to slashing
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +7 (1d6+4), bite +7 (1d6+4) or
  slam +7 (1d6+6)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 19, Dex 11, Con —, Int —, Wis 10, Cha 3
  Base Atk +4; CMB +9; CMD 19 (23 vs. trip)
  Skills Swim +8; Racial Modifiers +4 Swim
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  Taxidermic creatures are the work of obsessed individuals 
  seeking to use their alchemical or occult talents to preserve 
  and reanimate lifeless beings. The abilities of taxidermic 
  creatures often pale in comparison to those of their living 
  counterparts, as they are bereft of intelligence or an animate 
  life force to guide them. Instead, taxidermic creatures 
  possess a rudimentary form of instinct, though they are 
  still able to follow basic instructions from their creators.
  Less refined than the magic used to animate undead, 
  golems, and other constructs, the creation of a taxidermic 
  creature is at best an inaccurate science. There is no one 
  method of crafting a taxidermic creature, so each result 
  is different. Every creature crafted in such a manner is 
  prone to inherent defects based on the materials used or 
  shortcuts taken during the process, and may or may not 
  be able to obey its creators commands in a satisfactory 
  manner. Because of taxidermic creatures’ limited mental 
  faculties, their creators must be extremely careful and 
  literal when commanding them.
  Left unattended, taxidermic creatures stand in place, 
  having no need to drink, eat, or sleep. Unless given 
  specific commands, the actions of these creatures 
  are unpredictable. Each taxidermic creature behaves 
  differently, depending on the quirks of its individual 
  construction. Some taxidermic creatures move and act 
  like prowling animals, while others move with the rigidity 
  and unerring purpose of animated objects. Some twisted 
  taxidermists have gone so far as to create taxidermic 
  humanoids, aberrations, and even fey.
  CREATING A TAXIDERMIC CREATURE
  “Taxidermic creature” is an acquired template that can 
  be added to any corporeal creature (other than constructs 
  or undead), referred to hereafter as the base creature.
  Challenge Rating: This depends on the creature’s 
  original number of Hit Dice, as noted on the following 
  table, and is further adjusted based on its size, as noted in 
  the Hit Dice entry below.
  Hit Dice 
  CR
  1 
  1/4
  2 
  1/2
  3–4 
  1
  5–6 
  2
  7–8 
  3
  9–10 
  4
  11–12 
  5
  13–16 
  6
  17–20 
  7
  21–24 
  8
  25–28 
  9
  Alignment: Always neutral.
  Type: The creature’s type changes to construct. It 
  retains all subtypes 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: The creature gains darkvision 60 feet and low-
  light vision if it does not already possess them.
  Armor Class: The taxidermic creature’s natural armor 
  bonus is based on its size.
  Size 
  Natural Armor Bonus
  Tiny or smaller 
  +0
  Small 
  +1
  Medium 
  +2
  Large 
  +3
  Huge 
  +4
  Gargantuan 
  +7
  Colossal 
  +11
  Hit Dice: Remove Hit Dice gained from class levels 
  (minimum of 1) and change all racial Hit Dice to d10s. 
  As constructs, taxidermic creatures gain a number of 
  bonus hit points based on their size. This information 
  is repeated in the table below. Taxidermic creatures also 
  240
  
  Taxidermic Creature
  Illustration by Bryan Sola
  gain bonus Hit Dice based on their size, as noted on the 
  following table.
   
   
  Bonus 
   
  Size 
  Bonus Hit Dice 
  Construct hp 
  CR Increase
  Tiny or smaller 
  — 
  — 
  —
  Small 
  — 
  +10 
  —
  Medium 
  — 
  +20 
  —
  Large 
  +1 HD 
  +30 
  +1
  Huge 
  +2 HD 
  +40 
  +1
  Gargantuan 
  +3 HD 
  +60 
  +1
  Colossal 
  +4 HD 
  +80 
  +2
  Saves: The creature’s base save bonuses are Fortitude 
  +1/3 Hit Dice, Reflex +1/3 Hit Dice, and Will +1/3 Hit Dice.
  Defensive 
  Abilities: 
  Taxidermic 
  creatures 
  lose 
  their defensive abilities and gain all the qualities and 
  immunities granted by the construct type.
  Weaknesses: A taxidermic creature gains the following 
  weakness.
  Defect (Ex): Every taxidermic creature has one major 
  defect. This manifests as a unique weakness, based on the 
  reconstruction method used on the subject. Select one of 
  the following.
  • Crude Stitching: Massive open stitches mar the surface 
  of the taxidermic creature. It gains vulnerability to 
  slashing weapons.
  • Defective Eyes: Whether from cracks in a glass eye 
  or cloudiness from preservatives applied too 
  late, the eyes on the taxidermic creature are 
  damaged. Every attack, melee or ranged, 
  made by the taxidermic creature suffers a 
  10% miss chance.
  • Understuffed: Reduce the number of bonus 
  hit points the taxidermic creature receives 
  from being a construct by half. Only taxidermic 
  creatures of Medium size or smaller can have this 
  defect.
  • Wire Frame: Thick metal wiring supports the taxidermic 
  creature. It is vulnerable to electricity and counts as 
  metal for the purposes of abilities and spells that affect 
  metal (such as chill metal or shocking grasp).
  • Wooden Struts: Planks of wood hold up the taxidermic 
  creature’s frame. It is vulnerable to fire and counts as 
  wood for the purposes of abilities and spells that affect 
  wood (such as warp wood).
  Speed: Reduce the base speed of a taxidermic creature 
  by 10 feet, to a minimum of 20 feet. Winged taxidermic 
  creatures can fly, but their maneuverability drops to clumsy. 
  If the base creature flew magically, the taxidermic creature 
  loses this ability. Retain all other movement types.
  Attacks: A taxidermic creature retains all natural 
  weapons, manufactured weapon attacks, and weapon 
  proficiencies of the base creature. It also gains a slam 
  attack that deals damage based on the taxidermic 
  creature’s size.
  Special Attacks: A taxidermic creature retains none of 
  the base creature’s special attacks.
  Ability Scores: Strength –2, Dexterity –2. A taxidermic 
  creature has no Constitution or Intelligence score. Its 
  Wisdom becomes 10 and Charisma becomes 3.
  Base Attack Bonus: A taxidermic creature’s base attack 
  bonus is equal to 3/4 of its Hit Dice, even though most 
  constructs have base attack bonuses equal to their Hit Dice.
  Skills: A taxidermic creature has no skill ranks. It loses 
  all racial bonuses on skill checks that are not directly 
  related to its physical form.
  Feats: A taxidermic creature loses all feats possessed 
  by the base creature, and does not gain feats as its Hit 
  Dice increase.
  Special Qualities: A taxidermic creature loses 
  most special qualities of the base creature. It 
  retains any extraordinary special qualities 
  that improve its melee or ranged attacks.
  241
  
  Termite, Giant
  This pony-sized insect has long black mandibles and a banded 
  abdomen of white.
  GIANT TERMITE  
  CR 3
  XP 800
  N Medium vermin 
  Init +0; Senses darkvision 60 ft., scent, tremorsense 60 ft.; 
  Perception +1
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 32 (5d8+10)
  Fort +6, Ref +1, Will +2
  Immune disease, mind-affecting effects; Resist acid 5
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee bite +6 (1d8+4 plus 1d6 acid)
  Special Attacks gnaw, swarming
  STATISTICS
  Str 17, Dex 11, Con 14, Int —, Wis 12, Cha 7
  Base Atk +3; CMB +6; CMD 16
  ECOLOGY
  Environment warm forests, plains, or underground
  Organization solitary, pair, nest (3–9), or colony 
  (10–60)
  Treasure none
  SPECIAL ABILITIES
  Gnaw (Ex) Giant termites can burrow through 
  earth and wood but not stone or metal. Their 
  natural attacks and acid ignore hardness of 
  5 or less.
  Swarming (Ex) Two giant termites can share the 
  same space without penalty, and if both attack 
  the same creature they are considered to 
  be flanking that foe. Giant termites take no 
  damage from termite swarms.
  Giant termites are social, burrowing 
  insects that create immense earthen 
  mounds the size of cathedrals to house 
  their large colonies. The colony splits 
  into small groups to take on various 
  tasks, like hunting food or collecting 
  dirt and clay to expand the colony’s 
  mound. They are destructive pests, 
  consuming plant matter and destroying 
  wooden structures, but they consume 
  meat as well if creatures interfere 
  with their cycle of demolition 
  and construction. Termites also 
  use their acid to render animals 
  into glue to reinforce the mound.
  Illustration by Florian Stitz
  Termite Swarm
  The ground teems with crawling termites, biting and stinging as 
  they come.
  TERMITE SWARM 
  CR 6
  XP 2,400
  N Fine vermin (swarm)
  Init +2; Senses darkvision 60 ft., scent, tremorsense 60 ft.; 
  Perception +1
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
  hp 75 (10d8+30)
  Fort +10, Ref +5, Will +4
  Defensive Abilities swarm traits; Immune disease, mind-
  affecting effects, visual effects, weapon damage; Resist acid 5
  Weaknesses blind
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee swarm (3d6 plus 1d6 acid)
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks distraction (DC 17), gnaw, lingering sting
  STATISTICS
  Str 1, Dex 15, Con 16, Int —, Wis 12, Cha 7
  Base Atk +7; CMB —; CMD —
  ECOLOGY
  Environment warm forests, plains, or underground
  Organization solitary, pair, nest (3–6), or colony 
  (7–12)
  Treasure none
  SPECIAL ABILITIES
  Gnaw (Ex) Termite swarms can burrow through 
  earth and wood but not stone or metal. Their 
  swarm attack and acid ignore hardness of 5 or less.
  Lingering Sting (Ex) Creatures damaged by a 
  termite swarm’s acid are sickened with pain 
  (Fortitude DC 17 negates). Creatures can 
  attempt a new save each round at the 
  end of their turn to end this effect. The 
  save DC is Constitution-based. 
  Termite swarms are the bane of 
  architects and engineers in warm 
  climes. They live in mounds and 
  nests, devouring growing plants, 
  decaying logs, and wooden structures 
  alike from the inside out, and can 
  quickly bring down even a solidly 
  constructed building. They 
  are 
  nearly 
  impossible 
  to eradicate, and react 
  with violence when their 
  mounds are threatened. 
  242
  
  Termite–Thought Eater
  Illustration by Bryan Sola
  Thought Eater
  A nimbus of glowing, intangible matter envelops this strange 
  skeletal creature with a birdlike beak.
  THOUGHT EATER 
  CR 2
  XP 600
  N Tiny aberration (extraplanar) 
  Init +8; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 18 (4d8)
  Fort +1, Ref +5, Will +5
  Defensive Abilities ethereal body
  OFFENSE
  Speed 10 ft., fly 30 ft. (perfect)
  Melee bite +9 (1d3–3 plus eat thoughts)
  Space 2-1/2 ft.; Reach 0 ft.
  Psychic Magic (CL 4th; concentration +6)
  5 PE—identify (1 PE), daze monster (2 PE, DC 14),  
  detect thoughts (2 PE, DC 14), resist energy 
  (2 PE)
  STATISTICS
  Str 4, Dex 19, Con 10, Int 7, Wis 12, Cha 15
  Base Atk +3; CMB +5; CMD 12
  Feats Improved Initiative, Weapon Finesse
  Skills Fly +16, Perception +8, Stealth +19
  Languages Aklo (can’t speak); telepathy 30 ft.
  SQ ethereal passage
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary or group (1–3)
  Treasure none
  SPECIAL ABILITIES
  Eat Thoughts (Su) A living and corporeal creature that takes 
  damage from a thought eater’s bite loses some of its 
  thoughts, as the thought eater drains them to nourish 
  itself. If the victim is a spellcaster, she loses a single 
  spell prepared, or a single unused spell slot (if she is a 
  spontaneous spellcaster) of 1st level or higher. A spellcaster 
  chooses which spell or spell slot she loses from this ability. 
  If the victim is not a spellcaster or has no prepared spells or 
  unused spell slots of 1st-level or higher, on a failed saving 
  throw this ability instead deals 1 point of Intelligence, 
  Wisdom, or Charisma damage (victim’s choice). When a 
  creatures loses a spell slot or takes ability damage from this 
  ability, the thought eater gains 1 PE (up to a maximum of its 
  total daily PE; 5 for most thought eaters).
  Ethereal Body (Su) A thought eater’s skin and organs are 
  composed primarily of ethereal tissue. The thought eater 
  takes half damage from nonmagical weapons, but is 
  affected normally by magic weapons and spells. For every 
  minute the thought eater remains on a plane other than 
  the Ethereal Plane, it must spend 1 PE or take 1d6 points of 
  damage as its body begins to dissipate. 
  Ethereal Passage (Sp) A thought eater can move from the 
  Ethereal Plane to the Material Plane as a move action, and 
  can move from the Material Plane to the Ethereal Plane as 
  a full-round action. Moving from the Material Plane to the 
  Ethereal Plane costs the thought eater 1 PE, although 
  moving from the Ethereal Plane to the Material 
  Plane does not. Both forms of movement 
  provoke attacks of opportunity.
  These tiny predators of thought live almost their entire 
  lives on the Ethereal Plane. They are so tied to that place 
  that without its energy, a thought eater’s psychic power 
  begins to deplete, until finally the very fabric of its own 
  personal reality breaks down and it fades out of existence. 
  But while the Ethereal Plane is necessary for thought 
  eaters’ continued existence, its vastness and relative lack 
  of prey force thought eaters to sometimes hunt on the 
  Material Plane. Such trips are often gluttonous affairs, 
  as the thought eaters must not only gain sustenance, but 
  also gain enough nourishment to stave off their rapid 
  psychic and physical decay in that hostile environment.
  Normally, thought eaters are fairly single-minded, 
  but the inherent danger in their forays to the Material 
  Plane makes them eager for easy meals. Someone who 
  takes the time to provide consistent easy meals for a 
  thought eater can expect the creature to follow her on the 
  Ethereal Plane, watching for its next feeding time. Given 
  that every minute on the Material Plane is strenuous 
  for a thought eater, such a person is unlikely to receive 
  much conversation from the creature trailing her, but 
  if something threatens the safety of its food source, the 
  thought eater may be moved to protect its companion. In 
  this case, the thought eater uses its daze monster ability to 
  help the person escape and may even be motivated to cast 
  resist energy on her. If this bizarre and alien friendship 
  continues for long enough, the thought eater may even 
  choose to assist in identifying magic items—when 
  properly compensated, of course.
  243
  
  Thriae Constructor
  A droning hum surrounds this gargantuan half-bee, half-woman 
  with insectile wings.
  THRIAE CONSTRUCTOR 
  CR 14
  XP 38,400
  N Gargantuan monstrous humanoid
  Init +0; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 30, touch 6, flat-footed 30 (+24 natural, –4 size)
  hp 218 (19d10+114)
  Fort +12, Ref +11, Will +14
  Immune mind-affecting effects, poison, sonic; Resist acid 20; 
  SR 25
  OFFENSE
  Speed 20 ft., fly 50 ft. (good)
  Melee bite +25 (2d8+10), 2 slams +25 (2d6+10), sting +25 
  (2d6+10 plus poison)
  Ranged sticky wax +15 touch (encase)
  Space 20 ft.; Reach 20 ft.
  Special Attacks encase, merope consumption, poison
  STATISTICS
  Str 30, Dex 11, Con 22, Int —, Wis 17, Cha 13
  Base Atk +19; CMB +33; CMD 43
  Skills Fly +2; Racial Modifiers +4 Fly
  ECOLOGY
  Environment any
  Organization solitary, pair, or troop 
  (1 plus 6–15 thriae soldiersB3)
  Treasure none
  SPECIAL ABILITIES
  Encase (Ex) A thriae constructor 
  produces vast amounts of fast-
  drying, adhesive wax. A creature 
  hit by a thriae constructor’s 
  sticky wax must succeed at 
  a DC 25 Reflex save or be 
  encased in a ball of wax. A 
  creature that succeeds at 
  its saving throw gains the 
  entangled condition, 
  but can otherwise act 
  normally. An encased 
  creature is pinned and 
  can’t use spells with 
  verbal components. 
  On the first round, an encased 
  creature can attempt to break 
  out by succeeding at a DC 25 
  Strength check. If it fails to escape, on all future rounds 
  the encased creature is helpless and can’t attempt to 
  escape. A creature that hits a ball of sticky wax with a 
  natural attack must succeed at a DC 25 Reflex save or 
  become stuck. A stuck creature can’t move away from the 
  ball of wax or use the stuck limb until it escapes, but can 
  otherwise act normally. If a creature strikes the ball of wax 
  with a manufactured weapon, it must succeed at a DC 25 
  Reflex save or the weapon becomes stuck. Sticky wax has 
  hardness 5, has 100 hit points, and is vulnerable to fire. The 
  save DCs are Constitution-based. 
  Merope Consumption (Su) Three times per day as a standard 
  action, a thriae constructor can consume a dose of merope 
  (Pathfinder RPG Bestiary 3 263) to gain the ability to launch 
  its wax with crushing force for 1d4 rounds. Starting on the 
  round after the constructor consumes the merope, its sticky 
  wax attack deals 6d6+8 points damage on a successful hit, in 
  addition to the encase effect.
  Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round 
  for 6 rounds; effect 1d6 Str plus sickened; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Thriae blend the physical features of graceful 
  humanoid women with those of giant bees. For 
  the most part, they are a wise, knowledgeable, 
  and spiritual race. But unlike others of their 
  kind, thriae constructors are not philosophers 
  or seers; they are mindless laborers that 
  react by pure instinct. Despite their lack 
  of intelligence, however, these enormous 
  creatures possess an even more complex 
  sense of architecture and structure 
  than bees, and in some ways, their 
  architectural instincts surpass even the 
  greatest designs a human mind could 
  imagine. Other thriae, particularly 
  those of high rank, are adept at 
  directing thriae constructors to focus 
  on those jobs that will most benefit 
  the 
  community 
  and 
  herding 
  them to their work. In times 
  of peace, thriae constructors 
  labor to build, expand, and 
  renovate hives and enhance 
  its fortifications. When a 
  thriae hive is threatened, 
  the constructors quickly 
  descend upon their foes, 
  encasing these enemies 
  in the same secretion of 
  adhesive wax they normally use as 
  a material to build the hive, and 
  assailing resilient enemies with 
  numerous attacks and a vicious poison.
  A typical thriae constructor is 18 feet tall with a 
  wingspan of 30 feet, and weighs about 5,500 pounds.
  Illustration by Jorge Fares
  244
  
  Thriae Constructor–Thriae Dancer
  Illustration by Tyler Walpole
  Thriae Dancer
  This elegant half-woman, half-bee wields a glaive and is clad in 
  flowing, gauzy garments. A veil covers most of her face.
  THRIAE DANCER  
  CR 6
  XP 2,400
  LN Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft., detect secret doors; Perception +10 
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural) 
  hp 60 (8d10+16)
  Fort +6, Ref +9, Will +7; +4 vs. mind–affecting effects 
  Immune poison, sonic; Resist acid 10
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee mwk glaive +13/+8 (1d10+6/×3), sting +10 (1d8+2 
  plus poison)
  Special Attacks inspiring dance, poison 
  Spell-Like Abilities (CL 8th; concentration +11) 
  Constant—detect secret doors
  At will—lullaby (DC 13)
  3/day—calm emotions (DC 15), charm person (DC 14), 
  hypnotism (DC 14)
  1/day—deep slumber (DC 16), suggestion (DC 15) 
  STATISTICS
  Str 19, Dex 16, Con 15, Int 12, Wis 13, Cha 16
  Base Atk +8; CMB +12; CMD 25
  Feats Combat Reflexes, Great Fortitude, Improved Initiative, 
  Multiattack
  Skills Acrobatics +11, Diplomacy +11, Fly +11, Perception +10, 
  Perform (dance) +11, Sleight of Hand +6, Stealth +12
  Languages Common, Thriae
  ECOLOGY
  Environment any
  Organization solitary, duet, trio, or troupe (4–8)
  Treasure standard (mwk glaive, 3 doses of 
  merope, other treasure) 
  SPECIAL ABILITIES
  Inspiring Dance (Su) Three times per day as a 
  standard action, a thriae dancer can consume a 
  dose of merope and dance to create one of three effects. The 
  thriae dancer may maintain her dance as a free action, and 
  the effects persist as long as the thriae performs her dance. 
  A thriae dancer can dance for a number of rounds equal to 
  her Hit Dice before becoming fatigued. After that, if she 
  continues dancing for that same number of rounds, 
  she becomes exhausted. A thriae dancer may switch 
  between performances as a swift action. All dances 
  have a range of 60 feet. This is a mind-affecting effect. 
  Dance of Fervor: All non-thriae are affected by 
  confusion and rage (Will DC 17 negates). When this effect 
  ends, affected creatures are fatigued for a number of rounds 
  equal to the time they were affected and are immune to 
  that thriae dancer’s dance of fervor effect for 24 hours. The 
  save DC is Charisma-based.
  Dance of Grace: All thriae gain a +1 insight bonus to AC and 
  on Reflex saves. This bonus increases to +2 if three or more 
  thriae dancers are performing a dance of grace within range. 
  Dance of Passion: All thriae gain a +1 insight bonus on attack 
  and damage rolls. This bonus increases to +2 if three or more 
  thriae dancers are performing a dance of passion within range.
  Poison (Ex) Sting—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 1 save.
  While most thriae possess alien grace and charm, 
  thriae dancers are among the most beautiful 
  of their kind. They are usually 6 feet tall and 
  weigh 180 pounds.
  Only terpsichoreans, the most talented 
  and coveted thriae dancers, are permitted 
  to perform alone. Terpsichoreans 
  typically have levels in bard, are at 
  least CR 9, and have access to the 
  following spell-like abilities.
  3/day—heroism, suggestion
  1/ day—zone of silence
  245
  
  Titan, Danava
  An ornate crown and resplendent armor adorn this massive 
  warrior, who towers over hilltops. 
  DANAVA 
  CR 24/MR 9
  XP 1,228,800
  LN Colossal outsider (extraplanar, lawful, mythic)
  Init +21/+1M, dual initiative; Senses darkvision 60 ft.; 
  Perception +38
  DEFENSE
  AC 48, touch 24, flat-footed 35 (+9 deflection, +12 Dex, +1 dodge, 
  +24 natural, –8 size)
  hp 545 (26d10+402)
  Fort +27, Ref +21, Will +24; +8 vs. mind-affecting, second save
  Defensive Abilities fortification (50%), iron resilience, 
  unstoppableMA; DR 20/epic; Immune aging, daze, death 
  effects, disease, divinations, stagger, stun; SR 39
  OFFENSE
  Speed 90 ft. 
  Melee +3 axiomatic tetsubo +40/+40/+35/+30/+25 
  (6d8+30/19–20 ×5) or
  3 slams +37 (2d8+27)
  Space 30 ft.; Reach 30 ft.
  Special Attacks devastator, mythic power (9/day, surge +1d10), 
  rock throwing (120 ft.), trample (4d8+27, DC 39)
  Spell-Like Abilities (CL 20th; concentration +32)
  Constant—air walk, haste, mind blank, true seeing, water walk
  At will—bestow curse (DC 26), break enchantment, 
  divination, greater dispel magic, sending
  3/day—quickened chain lightning (DC 28), greater scrying 
  (DC 29), harm (DC 28), quickened heal (DC 28), mass 
  suggestion (DC 28)
  1/day—greater planar ally, mass heal (DC 31), soul bind 
  (DC 31), tsunamiAPG (DC 31)
  STATISTICS
  Str 47, Dex 34, Con 35, Int 27, Wis 28, Cha 34
  Base Atk +26; CMB +52 (+56 sunder); CMD 74 (76 vs. sunder)
  Feats Combat Reflexes, Critical Focus, Dazing AssaultAPG, Greater 
  Sunder, Greater Vital Strike, Improved CriticalM (tetsubo), 
  Improved InitiativeM, Improved Sunder, Improved Vital Strike, 
  Power AttackM, Quicken Spell-Like Ability (chain lightning), 
  Quicken Spell-Like Ability (heal), Vital StrikeM
  Skills Climb +44, Craft (any one) +37, Diplomacy +38, 
  Intimidate +41, Knowledge (any one other) +34, Knowledge 
  (arcana, engineering, nature) +34, Knowledge (planes) +37, 
  Perception +38, Sense Motive +38, Spellcraft +37, Swim +47, 
  Use Magic Device +41
  Languages Abyssal, Celestial, Common, Infernal; telepathy 300 ft.
  SQ powerful blows (slam)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard (+3 axiomatic tetsuboUE, danava mantle, 
  other treasure)
  SPECIAL ABILITIES
  Danava Mantle (Su) The ornate mantle a danava wears grants 
  it a +9 deflection bonus to its AC. It functions for other 
  Colossal mythic creatures in the same way, but not for non-
  mythic creatures or those of other sizes.
  Devastator (Su) As a full-round action, a danava can make a 
  single attack at its highest base attack bonus with its tetsubo 
  or slam attack. This attack counts as a Vital Strike despite not 
  using an attack action. On a successful hit, this attack bypasses 
  all damage reduction and hardness. If used to perform a 
  sunder combat maneuver or to damage an object, the attack 
  is capable of critical hits (despite objects’ usual immunity to 
  critical hits) and is automatically treated as a critical threat.
  Iron Resilience (Ex) Once per round, a danava can completely 
  ignore an attack (whether it required an attack roll, was 
  a targeted spell, or was an area attack, and regardless of 
  whether it would cause damage or not). A danava can expend 
  one use of mythic power to ignore an additional attack 
  beyond the first in the same round; this ability uses no action 
  and can be activated so long as the danava has mythic power 
  remaining. The danava can choose to use this ability after the 
  result of any attack roll, caster level check to overcome spell 
  resistance, saving throw, or other pertinent check is revealed.
   
  Chained for eons beneath the deepest waves of the endless 
  seas, danavas are the eldest and first of the great outsiders 
  collectively known as titans. Conceived originally at the 
  foundation of reality to govern and regulate the mercurial 
  forces that shaped the cosmos, danavas ultimately proved 
  too harsh, too rigid, and too unflinching for their 
  mission. Finally, when the danavas went to war with their 
  chaotic and less powerful brethren, the gods interceded 
  before creation was rent asunder, placing their elder 
  children in stasis beneath the waves, buried at the cruxes 
  of many worlds.
  Danavas resemble thick—even rotund—but extremely 
  muscular humans of incredible size. Reaching heights 
  of 75 to 100 feet, danavas can weigh up to 200 tons. Their 
  ancient ornamentations cover most of their red-brown 
  skin, and their helmets always reveal their wagon-wheel-
  sized, pupilless eyes. 
  Since the time of their imprisonment, the danavas have 
  seldom emerged from beneath the waves. When freed 
  from its sequestration, a danava surfaces in an attempt to 
  restore balance to the world, whether through the raising 
  of an elder god, perhaps devastating a race of humanoids 
  on the brink of a destructive discovery or crushing the 
  unchecked hubris of their own lesser kin. And although 
  danavas focus singularly on their targets, they coldly and 
  ruthlessly dispatch enemies attempting to thwart that 
  goal, raining down lightning and laying waste to entire 
  246
  
  Titan, Danava
  Illustration by Tomasz Chistowski
  cities, wreaking fearsome havoc that becomes the stuff of 
  legends. In combat, the titans typically use their massive 
  brawn in conjunction with its mythic resilience to outlast 
  enemies, saving their spell-like abilities for specific 
  targets that pose a greater danger.
  While the forces that release danavas into the world are 
  mysterious, the great outsiders function with autonomy. 
  If a danava’s fury is successfully checked or resisted, 
  the creature can be reasoned with. Typically, the titan 
  divulges its charge and purpose, and explains the need for 
  its actions, but without looking for pardon or expressing 
  remorse. Danavas see the absolutes of the universe and 
  rarely appreciate complexity or nuance. While danavas are 
  usually lawful neutral, some lawful good and lawful evil 
  danavas do exist. Lawful good danavas endeavor to cause 
  the minimum necessary destruction to achieve their 
  goals. Once they have righted whatever imbalance they 
  were released to fix, danavas return to the fathomless 
  depths until again no living memory of them remains. 
  DANAVA PILLAR
  Certain danavas have, over the eons, merged with 
  the cruxes of the universe they oversee. These danava 
  pillars are more powerful than normal, 
  and destroying one would be a step toward 
  unraveling reality itself, so they are targets 
  for creatures like the hundun (see page 144), who 
  wish to destroy entire dimensions. Danava pillars 
  are always 10th mythic rank, and they vary from 
  CR 25 to 30. This increase comes from templates 
  like the advanced simple template, class levels, 
  or both. Each danava pillar gains a unique 
  ability from its connection to the fundamental 
  linchpins of the universe, including (but not 
  limited to) the following.
  Akashic Guru (Ex): The danava pillar is 
  connected to the Akashic Record. 
  It gains a +20 racial bonus on 
  all Knowledge checks, and it 
  can expend 1 point of mythic 
  power to recall its previous self 
  from the Akashic Record (Pathfinder RPG Occult 
  Adventures 244) without spending an action. If it does 
  so, it is restored to full hit points, regains all uses 
  of its spell-like abilities, and loses all conditions 
  and spells currently affecting it (beneficial or 
  detrimental); it does not regain any uses of mythic 
  power. Since the ability does not require an action, 
  the danava pillar can use this ability even when it 
  can’t take actions, as the universe itself attempts to 
  prevent the threatened destruction of the pillar.
  Temporal Lord (Ex): The danava pillar is 
  connected to the Dimension of Time, and 
  its multidimensional existence doesn’t connect or relate 
  to time in the same way as a typical creature’s. Each round, 
  just before its normal actions, the danava pillar benefits 
  from effects identical to those of the spell time stop (though 
  this isn’t a spell effect). It doesn’t spend an action to do 
  so—this is simply a natural consequence of its nonlinear 
  experience of time.
  Yin and Yang (Ex): The danava pillar is connected 
  to the Positive and Negative Energy Planes and the 
  transmigration of souls. Both positive and negative 
  energy heal the pillar (whether channeled to heal or to 
  harm), and it can channel positive and negative energy 
  at will once per round each as a free action. The 
  channeled energy’s effect is as a 20th-level cleric’s. 
  The danava pillar gains Selective Channeling 
  as a bonus feat. Finally, a creature reduced to 0 
  hit points or below by any of the danava pillar’s 
  attacks is instantly reincarnated into its next life. 
  Unlike the spell reincarnate, this transforms the 
  creature into an infant with no class levels 
  and little or no memory of its former life. 
  Restoring the original creature from its 
  new incarnation requires a miracle, a 
  wish, or similar magic, and as doing 
  so 
  simultaneously 
  eliminates 
  the new incarnation, it could 
  have profound moral or ethical 
  implications for the restorer. 
  247
  
  Illustration by Maichol Quinto
  Tiyanak
  With the size and appearance of a small child, this wrinkled grey 
  figure has crimson eyes and jagged teeth.
  TIYANAK 
  CR 6
  XP 2,400
  CE Small undead 
  Init +9; Senses darkvision 60 ft., scent; Perception +16
  DEFENSE
  AC 19, touch 17, flat-footed 13 (+5 Dex, +1 dodge, +2 natural, 
  +1 size)
  hp 76 (9d8+36)
  Fort +7, Ref +8, Will +7
  Immune undead traits
  OFFENSE
  Speed 5 ft., fly 40 ft. (good)
  Melee 2 claws +13 (1d6+5), bite +12 (1d6+5/15–20)
  Special Attacks hobbling gait, ravaging despair, sanguinary 
  rejuvenation 
  Spell-Like Abilities (CL 9th; concentration +13)
  At will—suggestion (DC 16)
  1/day—crushing despair (DC 17), dimension door, shout 
  (DC 18)
  STATISTICS
  Str 12, Dex 20, Con —, Int 9, Wis 13, Cha 19
  Base Atk +6; CMB +6; CMD 22
  Feats Dodge, Improved Critical (bite)B, Improved Initiative, 
  Shadow StrikeAPG, Skill Focus (Perception), Weapon FinesseB, 
  Weapon Focus (claw)
  Skills Fly +19, Perception +16, Sense Motive +8, Stealth +21
  Languages Common; telepathy 50 ft.
  SQ sound mimicry (voices)
  ECOLOGY
  Environment any forests
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Hobbling Gait (Ex) A tiyanak never takes penalties 
  from being prone. It can move at full speed while 
  prone, and can fly without standing. 
  Ravaging Despair (Su) A tiyanak adds its 
  Charisma bonus on all damage rolls with its 
  natural attacks in addition to its Strength 
  bonus. This damage is precision damage, 
  so it isn’t multiplied on critical hits and is 
  ineffective against creatures immune to 
  critical hits and sneak attacks. 
  Sanguinary Rejuvenation (Su) On a 
  successful critical hit with its bite attack, 
  a tiyanak deals an additional 2d6 
  points of damage and heals an equal 
  number of hit points. The victim also takes 
  1d6 points of bleed damage. Any hit points in excess of the 
  tiyanak’s regular maximum become temporary hit points 
  that dissipate after 1 minute. A tiyanak threatens a critical 
  hit with its bite attack on a roll of 18–20 and gains Improved 
  Critical (bite) as a bonus feat.
  Born of tragedy and sorrow that have warped into hatred 
  and fury, tiyanaks are formed from the souls of infants 
  or young children that died near locales tainted with 
  strong necromantic energies or demonic presences. The 
  young soul blends with the corrupted energies, birthing a 
  stunted and mocking apparition of the deceased, obsessed 
  with devouring nearby sentient life. Humanoid in shape, 
  tiyanaks resemble gray-skinned children with shriveled 
  skin, deformed limbs, and patchy hair. A tiyanak’s arms 
  end in sharp claws and their mouths are lined with rows of 
  needlelike teeth. A tiyanak typically reaches a height of only 
  2-1/2 feet, but weighs between 50 and 75 pounds. Tiyanaks 
  use telepathy to communicate their own wretched anger to 
  all those that come close, and infuse their teeth and claws 
  with despair, making them sharper than any blade.
  Tiyanaks hunger for the blood of humanoids, and use 
  their mimicry to emulate the sounds of crying children, 
  attempting to lure unsuspecting people to their side. 
  Once one of these helpful souls draw close, a tiyanak 
  either tries to dispatch its prey with natural attacks, or 
  uses its suggestion ability to convince its target to bring 
  it closer to a humanoid settlement of any kind, where it 
  can torment the family that takes it in and find additional 
  victims. Against multiple enemies, a tiyanak uses its 
  crushing despair and shout spell-like abilities before picking 
  a specific target and attempting to gorge itself on its 
  victim’s blood. Despite their single-minded hatefulness, 
  tiyanaks will flee if overpowered, but they typically do 
  not wander far from their point of origin. They have not 
  entirely forgotten the children they once were, and 
  though they loathe their former communities, 
  the sorrowful echoes of their lives make them 
  reticent to move far beyond the places they 
  once thought of as home.
  248
  
  Tiyanak–Tizheruk
  Illustration by Brynn Metheney
  Tizheruk
  This serpentine beast undulates through the water. Its scaly skin 
  and its flesh are clear, revealing its red-and-brown organs.
  TIZHERUK 
  CR 5
  XP 1,600
  N Large magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +7
  DEFENSE
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 52 (5d10+25)
  Fort +9, Ref +7, Will +2
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee bite +12 (2d6+10 plus grab) or 
  tongue +12 (grab and pull)
  Space 10 ft.; Reach 10 ft. (20 ft. with tongue)
  Special Attacks pull (tongue, 15 ft.), swallow whole (1d6 acid 
  damage, AC 14, 5 hp)
  STATISTICS
  Str 24, Dex 17, Con 21, Int 2, Wis 13, Cha 6
  Base Atk +5; CMB +13 (+17 grapple); CMD 26 (can’t be tripped)
  Feats Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Perception +7, Stealth +6 (+14 in water), Swim +19; Racial 
  Modifiers +8 Stealth in water
  SQ compression, see-through skin
  ECOLOGY
  Environment temperate rivers or marshes
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Compression (Ex) A tizheruk can 
  use its compression ability to 
  remain in waterways as shallow 
  as 8 inches deep. While compressing 
  itself against the floor of a body of water, 
  a tizheruk gains a +4 circumstance bonus on 
  Stealth checks.
  See-Through Skin (Ex) Because so much of a tizheruk’s body 
  is transparent, a creature swallowed whole by it has line 
  of sight to creatures outside the tizheruk, and 
  creatures outside the tizheruk can see any 
  creatures that were swallowed whole.
  Tongue (Ex) A tizheruk’s tongue is a primary 
  attack with a reach equal to double the 
  tizheruk’s normal reach (20 feet for a Large 
  tizheruk). A tizheruk’s tongue deals no 
  damage on a hit, but can be used to grab a 
  creature and pull it closer. A tizheruk does not 
  gain the grappled condition while using its tongue 
  in this manner.
  The tizheruk is a vicious freshwater predator that wreaks 
  havoc in the lakes and rivers it inhabits. To make matters 
  worse, tizheruks also frequently travel inland via smaller 
  streams where animals and humanoids might think 
  themselves safe. When a tizheruk swims upstream in such 
  waters, it naturally compresses its muscles and organs, 
  enabling it to remain in water less than a foot deep. It 
  explodes to its full size as soon as it attacks, swallowing 
  smaller prey or dragging larger creatures into the water 
  before swimming away with its meal, crushing and 
  potentially drowning its victim.
  Though tizheruks subsist mostly on aquatic prey, they 
  often supplement their diets with creatures caught on the 
  shore, particularly sizable mammals such as deer or wild 
  boars. To capture such creatures, a tizheruk extends its 
  tightly coiled, whiplike tongue to snare one of its prey’s 
  legs, then retracts the appendage to pull the creature to its 
  mouth, where it can seize the creature and drag its prey 
  into the water.
  A tizheruk’s skin is nearly transparent, granting it 
  natural camouflage beneath the water, where its rust-
  colored organs and tissue can easily be mistaken for 
  the bed of a creek or stream. After gorging itself on 
  fish or on land animals that wander near the shore, the 
  tizheruk compresses itself on the bottom of a lake or river 
  while it slowly digests its prey. Until then, its stealth is 
  compromised, as the ragged chunks of flesh within 
  its gullet are clearly visible, even if the tizheruk itself 
  remains unseen.
  An adult tizheruk is 15 feet long and weighs 200 pounds, 
  though a tizheruk that has just fed may weigh up to two 
  or three times as much. Larger tizheruks with the giant 
  template are threats to even bigger prey.
  249
  
  Illustration by Jorge Fares
  Trench Mist
  A noxious mustard-colored vapor hangs low over the battlefield, 
  concealing the lurching forms of dead soldiers.
  TRENCH MIST  
  CR 10
  XP 9,600
  NE Gargantuan aberration (air)
  Init +9; Senses darkvision 60 ft., lifesense; Perception +25 
  DEFENSE
  AC 12, touch 12, flat-footed 6 (+5 Dex, +1 dodge, –4 size)
  hp 127 (15d8+60); fast healing 5
  Fort +8, Ref +10, Will +10
  Defensive Abilities amorphous, negative energy affinity;  
  DR 10/magic; Immune acid, electricity, sonic 
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee touch +7 (6d6 acid plus 6d6 negative energy)
  Space 20 ft.; Reach 10 ft.
  Special Attacks create juju zombie, engulfing mists (DC 22, 
  6d6 acid plus 6d6 negative energy)
  STATISTICS
  Str —, Dex 20, Con 16, Int 7, Wis 13, Cha 10
  Base Atk +11; CMB +15; CMD 31 (can’t be tripped)
  Feats Ability Focus (engulfing mists), Combat Reflexes, Dodge, 
  Flyby Attack, Improved Initiative, Mobility, Skill Focus 
  (Perception), Toughness
  Skills Fly +25, Perception +25
  Languages Common (can’t speak); telepathy 30 ft.
  SQ gaseous, juju zombie symbiosis
  ECOLOGY
  Environment any
  Organization solitary, pair, or horror (3–5)
  Treasure none
  SPECIAL ABILITIES
  Create Juju Zombie (Su) A trench mist can animate 
  any corporeal creature that is slain while 
  engulfed within the mist’s form. The victim 
  rises as a juju zombie (Pathfinder RPG 
  Bestiary 2 291) in 1d4 rounds, and is 
  under the control of the trench mist 
  that created it. A juju zombie becomes 
  free-willed if it is separated from 
  its parent trench mist. A trench 
  mist can animate and control 
  a number of juju zombies 
  whose Hit Die total does not 
  exceed twice the trench 
  mist’s own Hit Dice. 
  Any additional juju 
  zombies beyond 
  that become 
  free-willed.
  Engulfing Mists (Ex) A trench mist can engulf foes (see the 
  engulf special ability on page 293). A creature engulfed 
  by a trench mist does not gain the pinned condition and 
  can move normally—such a creature is not in danger of 
  suffocating, but as long as it begins its turn engulfed, it 
  takes the trench mist’s touch damage. A trench mist’s vapors 
  obscure sight as per the spell obscuring mist. The save DC to 
  avoid the engulfing mists is Constitution-based.
  Gaseous (Ex) A trench mist has a body composed of vapor. This 
  form grants it the amorphous defensive ability and allows 
  it to pass through small holes or even mere cracks with 
  no reduction to its speed, but it can’t enter water or other 
  liquids. A trench mist doesn’t have a Strength score. It can’t 
  manipulate or wear objects, and it is treated as a creature 
  three size categories smaller than its actual size (Medium for 
  most trench mists) for the purpose of how wind affects it.
  Juju Zombie Symbiosis (Su) Because of its symbiotic 
  relationship with the juju zombies it creates, a trench mist 
  shares its senses with its animated zombies as long as they 
  are engulfed within its form, granting them lifesense and 
  making them immune to the concealment the trench mist 
  imposes upon creatures within and outside of its foggy form.
  Trench mists arise from the wholesale slaughter of troops 
  with spells such as acid fog and cloudkill. These magical 
  mists linger over the battlefield, absorbing the departing 
  souls and mental anguish of the slain, and developing 
  a supernatural, malevolent sentience. Once born, trench 
  mists seek only to impart misery and inflict a choking, 
  scalding fate on those fortunate 
  enough to escape the attacks 
  that birthed the creature in the 
  first place.
  As it preys upon the living, a trench 
  mist bleeds its bitter impulses into 
  those it kills, adding the afflicted 
  to a growing horde of shambling 
  servants. Victims of its acidic 
  mist rise as hateful zombies under 
  the creature’s control, and a trench 
  mist that gains a horde of zombies is a 
  dangerous foe indeed. On battlefields 
  where trench mists are known to 
  have 
  arisen, 
  wise 
  commanders 
  arrange cease-fires during which 
  both sides abandon the site after 
  gaseous attacks, lest their troops 
  succumb to the horrifying fate 
  of their comrades.
  A trench mist’s billowing 
  form extends 20 feet across, 
  but if bottled, weighs 
  less than a pound.
  250
  
  Trench Mist–Tsaalgrend
  Illustration by Dmitry Burmak
  Tsaalgrend
  Strange, translucent gas bladders carry this tangle of thorny, 
  purple vines and clumps of mold through the air.
  TSAALGREND  
  CR 2
  XP 600
  N Small plant
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +4 
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +3, Will +1
  Immune plant traits; Resist acid 5, 
  electricity 5
  Weaknesses light blindness, 
  vulnerable to fire
  OFFENSE
  Speed 10 ft., climb 10 ft., fly 40 ft. 
  (poor)
  Melee bite +5 (1d4+2 plus grab), 
  2 tendrils +3 (1d4+1 plus grab) 
  Special Attacks grab (Medium), spores
  STATISTICS
  Str 15, Dex 15, Con 15, Int 3, Wis 10, Cha 8
  Base Atk +2; CMB +3; CMD 15 (17 vs. trip)
  Feats Flyby Attack, Multiattack
  Skills Climb +10, Fly +5, Perception +4
  Languages spore communication
  ECOLOGY
  Environment any underground
  Organization solitary, pair, cluster (3–6), or pod (7–20) 
  Treasure none
  SPECIAL ABILITIES
  Spores (Ex) As a standard action, a tsaalgrend can release a 
  cloud of toxic spores in a 10-foot-radius spread. Each living 
  creature within this area must succeed at a DC 13 Fortitude 
  save or become paralyzed with fear as it vividly hallucinates 
  for 1d4 rounds. A creature that successfully saves against 
  this effect is immune to the same tsaalgrend’s spores for 24 
  hours. This is a mind-affecting fear and paralysis effect. The 
  save DC is Constitution-based.
  A tsaalgrend is a predatory creature resembling a tangle 
  of sturdy vines with jagged purple thorns. Its coloration 
  is mottled with brown, green, and yellow mold patches 
  that flake and fall as the creature writhes through the air. 
  The tsaalgrend’s vines barely conceal two translucent, 
  gas-filled sacks that act as balloons, enabling it to float 
  along above the ground. Two longer vines stretch from 
  the creature’s center, allowing the tsaalgrend to snare 
  its prey. An opening filled with rows of spiky thorns, 
  positioned on the creature’s underside, serves as the 
  creature’s mouth. This orifice constantly emits a wet, 
  rancid stench and a wheezing sigh as warm gas escapes 
  from its floatation chambers.
  Tsaalgrends are complex, ambulatory fungi, but 
  also symbiotically support a multitude of other molds, 
  fungi, mosses, and epiphytes. The most powerful 
  mold growing within tsaalgrends produces potent, 
  hallucinogenic black spores. Tsaalgrends mainly use 
  these fine spores for hunting, and they are capable of 
  ejecting spores in a wide area to stun prey. Any creature 
  that breathes in the spores is immediately subject to an 
  overwhelming terror response as its mind f loods 
  with primal, animalistic fears. The victim’s 
  breathing becomes quick and shallow, its 
  heart rate rises dramatically, and nearby 
  sounds become dull over the rush of 
  blood in its ears. The creature’s mind 
  begs to f lee, but its muscles simply 
  seize tight. Most victims find this 
  experience maddening enough that 
  their frustration and panic heighten 
  the actual chemical effects of the 
  tsaalgrends’ spores.
  Daring 
  alchemists 
  occasionally 
  hunt and trap tsaalgrends with the 
  intention of harvesting the black 
  spores from living specimens and 
  using them to fabricate new and 
  potent inhaled poisons. Securing a living 
  tsaalgrend is important to the process, for 
  the spores lose potency soon after they 
  are released, making storage for later 
  use impractical. Such alchemists 
  often run afoul of fungus-focused 
  druids, who commune with and 
  protect these unusual plants.
  Tsaalgrends display a limited 
  intelligence—easily on par with apes—
  and can overcome simple puzzles and challenges. 
  They communicate basic concepts with each other 
  through the deliberate transfer of spores. These 
  bouts of communication involve bursts of various 
  colors and scents, granting tsaalgrends with large 
  and more varied symbiotic colonies something akin 
  to leadership roles. Most often, tsaalgrends “speak” to 
  each other to coordinate hunting efforts. The plants 
  also respond to some spoken language, though they lack 
  a well-developed sense of hearing and show difficulty 
  differentiating any but the simplest words and phrases. 
  Several distinct patches of stubby 1- or 2-inch growths 
  track light and movement, essentially serving as eyes.
  A tsaalgrend typically grows to be over 3 feet long, and 
  weighs about 40 pounds.
  251
  
  Tsukumogami
  When an object reaches the 100-year anniversary of 
  its crafting, sometimes it forms an amalgam with a 
  kami, creating a creature known as a tsukumogami. 
  Tsukumogami run the gamut in personality, outlook, and 
  function. Objects that are well kept and cared for often 
  form curious and helpful tsukumogami. Most commonly, 
  tsukumogami are mischievous and frightening but not 
  actually malign. Tsukumogami formed from objects 
  that have been abandoned, neglected, or misused are 
  dangerous both to the humans around and to themselves, 
  as their uncontrolled rage might eventually transform 
  them into oni.
  KOTO-FURUNISHI  
  CR 2
  XP 600
  NG Tiny outsider (kami, native)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 22, touch 16, flat-footed 18 (+4 Dex, +6 natural, +2 size)
  hp 18 (1d10+13); fast healing 5
  Fort +3, Ref +6, Will +5
  Defensive Abilities hardness 5; Immune construct traits, 
  petrification, polymorph; Resist acid 10, electricity 10, 
  fire 10
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +7 (1d4)
  Spell-like Abilities (CL 1st; concentration +3)
  At will—decrepit disguiseOA (self only), ghost sound, 
  mending, quintessenceOA (self only)
  STATISTICS
  Str 10, Dex 18, Con 17, Int 15, Wis 17, Cha 14
  Base Atk +1; CMB +3; CMD 13
  Feats Weapon Finesse
  Skills Bluff +6, Disguise +6, Knowledge (history) +6, 
  Perception +7, Perform (string) +8, Sense Motive +7, Sleight 
  of Hand +8, Stealth +16
  Languages Common; telepathy 100 ft.
  SQ construction points (extra hit points), freeze, merge with 
  ward, ward (100-year-old koto)
  ECOLOGY
  Environment any
  Organization solitary or band (1 plus 1–10 other tsukumogami)
  Treasure none (the koto-furunishi itself is a masterwork koto)
  A koto-furunishi is a tsukumogami that forms from 
  a koto, also known as a long zither. Benevolent but shy, 
  koto-furunishi enjoy playing beautiful music for others, 
  especially attentive and caring owners, but never when 
  they are being observed. Their penchant for doing so often 
  leads to confusion as to the identity of the mysterious 
  musician. If mistreated, a koto-furunishi never retaliates 
  against its owner, but instead leaves its home to join a 
  band of other tsukumogami who will appreciate its music 
  more than its former owner.
  KASA-OBAKE  
  CR 4
  XP 1200
  N Small outsider (kami, native)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 20, touch 14, flat-footed 17 (+3 Dex, +6 natural, +1 size)
  hp 27 (2d10+16); fast healing 5
  Fort +3, Ref +6, Will +6
  Defensive Abilities hardness 5; Immune construct traits, 
  petrification, polymorph; Resist acid 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee 3 slams +6 (1d6+2)
  Spell-like Abilities (CL 2nd; concentration +4)
  At-will—decrepit disguiseOA (self only), ghost sound, 
  invisibility (self only), mending, quintessenceOA (self only), 
  ventriloquism
  STATISTICS
  Str 14, Dex 16, Con 17, Int 15, Wis 17, Cha 14
  Base Atk +2; CMB +3; CMD 16
  Feats Weapon Focus (slam)
  Skills Bluff +7, Craft (cloth) +7, Disguise +7, Knowledge (history) +7, 
  Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +12
  Languages Common; telepathy 100 ft.
  SQ construction points (additional attack), freeze, merge with 
  ward, ward (100-year-old umbrella)
  ECOLOGY
  Environment any
  Organization solitary, pair, or group (3–12)
  Treasure none
  One of the most famous tsukumogami is the one-eyed 
  and one-legged umbrella creature known as kasa-
  obake, a creature that is alternately creepy, curious, and 
  mischievous. Kasa-obake are as likely to scare a creature 
  away as they are to assist it, though their seemingly 
  unpredictable nature always has a pattern behind it. 
  For instance, most kasa-obake react more positively to 
  those who treat their belongings well. Kasa-obake can be 
  sources of wisdom if approached correctly, but they are 
  also likely to tell amusing tall tales instead of the truth.
  BOROBOROTON 
  CR 5
  XP 1600
  NE Medium outsider (kami, native)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+2 Dex, +1 dodge, +6 natural)
  252
  
  Tsukumogami
  Illustration by Aleksey Bayura
  hp 48 (3d10+32); fast healing 5
  Fort +5, Ref +5, Will +6
  Defensive Abilities hardness 5; Immune construct traits, 
  petrification, polymorph; Resist acid 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +8 (1d8+4 plus grab)
  Special Attacks constrict (1d8+4)
  Spell-like Abilities (CL 3rd; concentration +5)
  At will—decrepit disguiseOA (self only), ghost sound, 
  invisibility (self only), levitate, mending, quintessenceOA 
  (self only), silent image, ventriloquism
  STATISTICS
  Str 18, Dex 14, Con 19, Int 15, Wis 17, Cha 14
  Base Atk +3; CMB +7 (+11 grapple); CMD 20
  Feats Dodge, Weapon Focus (slam)
  Skills Bluff +8, Craft (cloth) +8, Disguise +8, Knowledge 
  (history) +8, Perception +9, Sense Motive +9, Sleight of 
  Hand +8, Stealth +8
  Languages Common; telepathy 100 ft.
  SQ construction points (grab, constrict), freeze, merge with 
  ward, ward (100-year-old sleeping mat)
  ECOLOGY
  Environment any
  Organization solitary or party (1 plus 5–20 other 
  tsukumogami)
  Treasure none
  Boroborotons are the tsukumogami of tattered 
  old sleeping mats, abandoned and neglected 
  by their owners. Boroborotons are starved for 
  affection and often wander the night in search 
  of companionship, ideally from humanoids like 
  those who created them. When a creature rejects 
  a boroboroton’s offer of friendship, however, the 
  boroboroton often responds murderously, 
  twining around its victim’s head and neck to 
  strangle her. A boroboroton lives on a razor’s 
  edge, where redemption into a more stable 
  kami or a transformation into an oni are both 
  possible, depending on how others treat it.
  CREATING A TSUKUMOGAMI
  Tsukumogami is an acquired template that can be 
  added to any animated object (referred to hereafter as the 
  base creature). A tsukumogami retains all the base creature’s 
  statistics and special abilities except as noted here.
  Challenge Rating: Base creature’s CR + 2.
  Alignment: Any.
  Type: The creature’s type changes to outsider (kami, 
  native). Tsukumogami have good Reflex and Will saves, 
  so increase the base creature’s Reflex and Will saves to 
  2 + 1/2 its Hit Dice + the relevant ability modifier.
  Armor Class: A tsukumogami’s natural armor bonus 
  increases by 2.
  Hit Dice: Retain the base creature’s construct bonus 
  hit points from size (if any). As outsiders, tsukumogami 
  gain bonus hit points from high Constitution scores.
  Spell-Like Abilities: Tsukumogami gain spell-like 
  abilities based on their size, usable at will. The caster 
  level is equal to the tsukumogami’s Hit Dice.
  Size 
  Abilities
  Tiny+ 
  Decrepit disguiseOA (self only), ghost sound,  
   
  mending, quintessenceOA (self only)
  Small+ 
  Invisibility (self only), ventriloquism
  Medium+ 
  Levitate, silent image
  Large+ 
  Fly, make whole 
  Huge+ 
  Obscure object (self only), shrink item (self  
   
   only, no volume limit)
  Gargantuan+ 
  Animate objects (each casting ends any   
   
  previous castings)
  Colossal 
  Sympathy (self only)
  Special Qualities and Defensive Abilities: Because it 
  grows additional features such as a tongue, arms, or legs, 
  a tsukumogami gains the additional attack animated 
  object quality without spending Construction Points, 
  and all its attacks increase their damage dice by one 
  step. A tsukumogami can gain 10 bonus hit points 
  as an additional option costing 1 CP. It gains the 
  freeze special quality. As kami, tsukumogami 
  gain immunity to petrification and polymorph 
  effects; resist acid 10, electricity 10, and fire 10; 
  telepathy 100 feet; fast healing 5; merge with 
  ward; and ward. Though a tsukumogami 
  loses its construct type, it keeps its 
  hardness, low-light vision, and all its 
  construct immunities. It can still be 
  affected by spells that affect objects 
  or constructs. A tsukumogami 
  is always merged with its ward, 
  and unlike most kami, it forms an 
  amalgam with its ward, so it can move 
  and communicate while merged.
  Ability Scores: A tsukumogami has a 15 
  Intelligence, 17 Wisdom, and 14 Charisma. 
  A Medium tsukumogami receives a +4 bonus 
  to Strength, a +4 bonus to Dexterity, and a 
  Constitution score of 19. These ability scores are 
  adjusted for size.
  Skills: A tsukumogami has a number of skill points 
  per racial Hit Die equal to 6 + its Intelligence modifier. 
  Its racial class skills are the base outsider class skills 
  plus Disguise, Knowledge (history), Perform (any 
  one), and Sleight of Hand.
  253
  
  Tulpa
  A gray-skinned humanoid with oddly unremarkable features 
  floats ponderously in mid-air.
  TULPA 
  CR 6
  XP 2,400
  Male human tulpa monk 5
  LN Medium outsider (augmented humanoid, human)
  Init +7; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 19, touch 18, flat-footed 15 (+3 Dex, +1 dodge, +1 monk, 
  +3 Wis, +1 natural)
  hp 46 (5d8+20)
  Fort +6, Ref +7, Will +7; +2 vs. enchantment, +4 vs. mind–
  affecting effects
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +9 (1d8+5) or 
  flurry of blows +9/+9 (1d8+5)
  Special Attacks flurry of blows, stunning fist (5/day, DC 15)
  Psychic Magic (CL 5th; concentration +5)
  8 PE—burst of adrenalineOA (1 PE), burst of insightOA (1 PE), 
  ego whip IOA (3 PE, DC 13), levitate (2 PE), paranoiaOA 
  (2 PE, DC 12)
  STATISTICS
  Str 20, Dex 16, Con 14, Int 10, Wis 17, Cha 8
  Base Atk +3; CMB +8; CMD 26
  Feats Dodge, Improved Initiative, Improved Unarmed Strike, 
  Power Attack, Stunning Fist, Toughness, Weapon Focus 
  (unarmed strike)
  Skills Acrobatics +11, Bluff +0 (+8 vs. its creator), Diplomacy 
  +0 (+8 vs. its creator), Intimidate +7 (+15 vs. its creator), 
  Perception +11, Sense Motive +11 (+19 vs. its creator), Stealth 
  +11; Racial Modifiers +8 Bluff, Diplomacy, Intimidate, and 
  Sense Motive vs. its creator
  Languages Common
  SQ creator link, fast movement, high jump, ki pool (5 points, 
  magic), maneuver training, mental form (DC 12), slow fall 
  20 ft., sustained by thought
  ECOLOGY
  Environment any
  Organization solitary
  Treasure NPC gear (amulet of natural armor +1, potion of cure 
  moderate wounds, potion of fly, potion of invisibility)
  Tulpas are constructed of ideas and imagination. Beings 
  of pure thought (some theorize that they are made of 
  the same mysterious substance as the Astral Plane), 
  tulpas are made physical by a powerful mind that is 
  either psychically attuned or has some amount of latent 
  psychic power. 
  The exact process that creates a tulpa is not well 
  understood. Sometimes such beings come about after years 
  of practice and meditation followed by an occult ritual. 
  Other times they seem to appear spontaneously, often after 
  their creators suffer traumatic experiences. More often than 
  not, in these latter cases, the creators are children. Such a 
  child witnesses something horrific or far too strange for her 
  nascent imagination to comprehend, and ends up creating 
  an imaginary friend to help her sort through the event and 
  protect her from other potential dangers. While most of 
  these imaginary friends are nothing more than figments 
  of her mind, every so often they manifest as tulpas. Some 
  such tulpas are noble creatures that protect the child who 
  created them, but just as many are malicious entities that 
  subtly torment the child or lead her astray. 
  While a tulpa is a creature of thought created by the 
  imagination of another being, it has a will and a mind of 
  its own. This often leads to conflict between a tulpa and 
  its creator. In order to protect itself from banishment or 
  worse, a tulpa often attempts to compel others to think 
  and concentrate on its existence. This allows the tulpa 
  to create havens of other “creators” in case its original 
  creator forgets about the tulpa or becomes incapacitated. 
  Nonetheless, even a sadistic tulpa or a tulpa with an 
  actively belligerent creator must protect its creator’s life 
  in order to preserve its own existence. 
  CREATING A TULPA
  “Tulpa” is an inherited template that can be added to 
  any corporeal creature, referred to hereafter as the 
  base creature. Most tulpas take the form of humanoids, 
  and most of those take the form of their creator, but 
  these creatures can be nearly anything their creator 
  imagines. Tulpas have a strangely parallel existence 
  with unfettered eidolons (Pathfinder RPG Bestiary 3 110), 
  and tulpas with a particularly bizarre form not based on 
  an original creature can be represented as unfettered 
  eidolons instead. A tulpa uses the base creature’s 
  stats and abilities except as noted here. A tulpa can be 
  created either intentionally or unintentionally, and this 
  distinction affects the way the template applies to the 
  base creature.
  Challenge Rating: Base creature’s CR + 2.
  Alignment: Tulpas can have any alignment, and their 
  alignments vary wildly. An intentionally created tulpa’s 
  creator can choose the tulpa’s alignment. Unintentionally 
  created tulpas can be of any alignment, though in 
  general an unintentionally created tulpa’s alignment 
  is in opposition to that of the creature who created it. 
  Tulpas often have alignments that are different from 
  the base creature they resemble—they may manifest as 
  a friendly red dragon, a nightmarishly evil unicorn, or a 
  fun-loving prankster inevitable.
  254
  
  Type: The creature’s type changes to outsider with the 
  augmented subtype. Do not recalculate the creature’s Hit 
  Dice, BAB, or saves.
  Defensive Abilities: As a being of mental energy, tulpas 
  naturally resist mental attacks. It gains a +4 racial bonus 
  on saving throws to resist mind-affecting effects. 
  Psychic Magic: A tulpa is able to use a limited amount of 
  psychic magic, though only to affect itself or its creator. The 
  tulpa can store a maximum amount of psychic energy equal 
  to 3 + its Hit Dice. The tulpa can use burst of adrenalineOA 
  (1 PE), burst of insightOA (1 PE), ego whip IOA (3 PE), levitate (2 PE), 
  and paranoiaOA (2 PE) as psychic magic spells. If the tulpa has 
  at least 9 Hit Dice, it can also use create mindscapeOA (5 PE), 
  foster hatredOA (5 PE), mind probeOA (4 PE), and possessionOA 
  (5 PE). A tulpa’s caster level equals its Hit Dice.
  Special Qualities: A tulpa gains the following special 
  qualities.
  Creator Link (Su): A tulpa has a special link with its 
  creator or a creature that it treats as its creator. By 
  concentrating for 1 minute, the tulpa can sense the 
  direction and relative distance of its creator, as long 
  as they are both on the same plane.
  Mental Form (Su): A tulpa is capable of 
  existing in an entirely mental state, ceasing 
  to exist as a physical creature and taking 
  refuge within its creator’s mind. The 
  tulpa can attempt to enter this mental 
  form as a full-round action that does 
  not provoke attacks of opportunity 
  as long as it is within 60 feet of its 
  creator. The tulpa’s creator may 
  attempt a Will save (DC = 10 + 1/2 
  the tulpa’s Hit Dice + the tulpa’s 
  Intelligence modifier) to prevent it from 
  entering the creator’s mind with this ability. 
  If the creator succeeds at the saving throw, she 
  cannot be affected by this ability for 24 hours. 
  While in its mental form, the tulpa’s physical 
  body ceases to exist, and it cannot be affected 
  by attacks, spells, or other abilities. It perceives 
  everything that its creator perceives (and is 
  limited to the senses that its creator possesses, 
  rather than using its own senses). While the tulpa 
  is in its mental form, it is treated as though under 
  the effects of a riding possessionOA spell, although 
  the effect lasts indefinitely, and the creator does 
  not gain another saving throw if the tulpa casts 
  a mind-affecting spell on the creator. The tulpa 
  is also able to read its creator’s surface thoughts, as 
  the detect thoughts spell, but the creator does not get 
  a saving throw against this effect. The creator can 
  attempt to force the tulpa out once per day with a 
  new Will save. A tulpa that leaves its mental state 
  appears in an unoccupied space of its choice within 60 feet 
  of its creator.
  Sustained by Thought (Su): Tulpas sustain themselves on 
  and gain their power from the mental energy of living 
  creatures concentrating on the tulpa itself. Tulpas do not 
  heal or regain psychic energy naturally. Instead, whenever 
  a living creature spends at least 10 minutes mentally 
  picturing the tulpa, or interacting with it in some way, the 
  tulpa heals 5 hit points and gains 1 point of psychic energy. 
  A creature other than its creator can’t provide more than 5 
  hit points and 1 PE to the tulpa per day with this activity, 
  but its creator can feed its tulpa indefinitely, granting 5 
  hit points and 1 PE for every 10 minutes she spends in this 
  way, up to the tulpa’s maximum hit points and PE.
  A creature that regularly spends time mentally 
  picturing or interacting with the tulpa may eventually 
  forge a powerful link with the tulpa, and effectively be 
  treated as though she is the tulpa’s creator (though 
  this does not supplant the original creator or other 
  creatures treated as the creator by use of this ability). 
  A creature other than the creator that focuses on the 
  tulpa enough to provide it with psychic energy each 
  day for 7 consecutive days must succeed at a DC 
  20 Will saving throw or forge such a link. 
  Even when killed, a tulpa is not truly 
  banished as long as its original creator 
  still lives. Most tulpas come back to their 
  creator within a month of the tulpa’s 
  physical death.
  If a tulpa’s original creator dies, so 
  does the tulpa. The original creator 
  can also get rid of a tulpa either by 
  completing an occult quest, the details 
  of which are specific to the creator and 
  its tulpa, or by means of a wish or a miracle. 
  Skills: Tulpas know their creators’ minds 
  extremely well and are adept at manipulating 
  them. They gain a +8 racial bonus on Bluff, 
  Diplomacy, Intimidate, and Sense Motive 
  checks against their creators.
  Ability Scores: When a tulpa comes into being 
  intentionally, its creator chooses two of the 
  tulpa’s ability scores to increase by 4, and two 
  of its ability scores to increase by 2. Otherwise, 
  the ability scores increase randomly. Either 
  way, the tulpa’s Intelligence score cannot 
  exceed the Intelligence score of its creator, so if 
  its Intelligence score would be higher than its 
  creator’s, reduce its Intelligence to be the same as 
  its creator’s instead (an unintentionally created 
  tulpa already at maximum Intelligence never 
  randomly gains an ability score increase to its 
  Intelligence score).
  Tulpa
  Illustration by Kent Hamilton
  255
  
  Turul
  Flickers of light and energy radiate from this awe-inspiring, 
  birdlike creature.
  TURUL	
  CR	19
  XP	204,800
  N Gargantuan outsider (extraplanar)
  Init +7; Senses darkvision 60 ft., detect magic, see invisibility; 
  Perception +37
  DEFENSE
  AC 34, touch 10, flat-footed 30 (+3 Dex, +1 dodge, +24 natural, 
  –4 size)
  hp 350 (28d10+196); fast healing 15
  Fort +23, Ref +12, Will +22
  Immune death attacks, disease, energy drain, fire, poison; SR 30
  OFFENSE
  Speed 40 ft., fly 120 ft. (good)
  Melee 2 talons +39 (2d8+14/19–20), bite +38 (2d10+14/19–20)
  Ranged 2 energy feathers +27/+27 (8d8 electricity or fire)
  Space 20 ft.; Reach 20 ft.
  Special	Attacks adamantine attacks, deadly swoop, energy 
  feathers, piercing scream, rend (2 talons, 2d8+21)
  Spell-Like	Abilities (CL 20th; concentration +25)
  Constant—detect magic, see invisibility
  At will—cure critical wounds, greater dispel magic, 
  remove curse
  3/day—breath of life, heal, searing light, summon (level 8, 
  1 phoenix 75%)
  1/day—reincarnate
  STATISTICS
  Str 38, Dex 17, Con 24, Int 17, Wis 22, Cha 21
  Base	Atk +28; CMB +46; CMD 60
  Feats Combat Reflexes, Deflect Arrows, Dodge, Flyby Attack, 
  Hover, Improved Critical (talons), Improved Critical (bite), 
  Improved Initiative, Improved Vital Strike, Power Attack, 
  Snatch, Vital Strike, Weapon Focus (talons), Wingover
  Skills Acrobatics +34, Diplomacy +36, Fly +32, Heal +37, 
  Intimidate +36, Knowledge (planes) +34, Perception +37, 
  Sense Motive +37, Spellcraft +31
  Languages Auran, Common, Ignan
  ECOLOGY
  Environment any (Positive Energy Plane)
  Organization solitary or pair
  Treasure double
  SPECIAL	ABILITIES
  Adamantine	Attacks	(Ex) A turul’s talons and beak are as hard 
  as adamantine, and are treated as weapons made of that 
  material for the purpose of overcoming damage reduction 
  and bypassing hardness.
  Deadly	Swoop	(Ex) When a turul flies more than 60 feet 
  before making a talon melee attack, it deals an additional 
  2d10+14 points of damage with that attack. If that attack roll 
  is a confirmed critical hit, the struck creature must succeed 
  at a DC 31 Fortitude save or be slain outright. This is a death 
  effect and the save DC is Constitution-based. 
  Energy	Feathers	(Su) Once per round as a standard action, a 
  turul can throw two energy feathers. Each feather deals 8d8 
  points of electricity or fire damage. The turul chooses the 
  type of energy damage each feather deals when it uses this 
  ability, and can have each feather deal a different type of 
  energy damage. 
  Piercing	Scream	(Su) Every 1d4 rounds, as a standard action, a 
  turul can emit a mighty scream that deals 10d6 points of sonic 
  damage to all creatures within a 60-foot cone (DC 31 Fortitude 
  half). This is a sonic effect and the DC is Constitution-based.
  There is a common myth among many far-flung tribes 
  of a great and regal bird who comes sometimes with 
  prophecy and other times as a savior for a great hero. 
  These majestic creatures are both stern and benevolent, 
  using their power to scatter a tribe’s foes or to herald great 
  eras of prosperity. To benefit from the being’s attention, 
  the leaders of the tribe must acquiesce to the bird’s 
  demands, which typically include accomplishing some 
  difficult quest to which the bird’s enigmatic prophecies 
  allude. While sometimes these radiant messengers are 
  phoenixes, occasionally they are a rarer sort of prophet— 
  majestic birdlike creatures from the Positive Energy 
  Plane known as turuls. 
  Turuls often treat the Material Plane as a hunting 
  ground, where they might feed upon wild beasts or hunt 
  undead and other creatures that wantonly spread mayhem. 
  Such hunters keep to themselves, avoiding other creatures, 
  but other turuls take a more active role with peaceful, 
  intelligent creatures. While a few turuls go so far as to 
  portray themselves as deities, granting protection and 
  healing in return for worship, most of these magnificent 
  outsiders watch from a distance, treating their chosen 
  tribe more like pets, meddling only when their favorites 
  are threatened or in the midst of dire circumstances.
  While many turuls enjoy their forays on the Material 
  Plane, the massive avians are intrinsically tied to the Positive 
  Energy Plane. They also seem to be somehow related to the 
  jyoti—another race of avian natives of the Positive Energy 
  Plane—though neither turuls nor jyoti care to divulge 
  the true nature of the relationship. Some scholars of the 
  outer planes suggest that the two avian species are actually 
  incarnations of the same genesis, while others postulate 
  that turuls are some higher form of jyoti within a cycle 
  of reincarnation intrinsic to many of the Positive Energy 
  Plane’s denizens. Both theories are mere speculation. 
  Unlike the more social jyoti, turuls tend to be loners. 
  They keep company for short periods of time, either to mate 
  or purely for the enjoyment of one another’s company, but 
  such couplings last for a few decades at most. Instead of 
  256
  
  Turul
  Illustration by Fabio Gorla
  dwelling in crystalline cities like the jyoti, turuls roost at 
  the tops of tree-shaped gemstone formations that spring up 
  from the landscape of their home plane. Turuls are haughty 
  but talkative and sometimes welcome visitors. They perch 
  silently upon their crystal trees, taking time to speak to any 
  who approach them, so long as they find the conversation 
  worthwhile. As soon as they lose interest, they politely 
  dismiss themselves or their guests. Those who don’t leave 
  are typically met with scorn if not aggression. Turuls are 
  not used to or fond of being ignored or insulted.
  In stark contrast to the jyoti, the turuls hold no hatred 
  or ill will toward deities and their servants, at least when 
  they encounter such creatures on planes other than the 
  Positive Energy Plane. While on the Material Plane, 
  turuls will even work with good- and neutral-aligned 
  outsiders to protect their hunting grounds and adopted 
  humanoid communities.
  In rare circumstances, a turul dwells at the heart of a 
  jyoti crystal city, supervising these settlements from atop 
  their eyries as ever-vigilant protectors. Those who do 
  become more like the jyoti over time, and treat outsiders 
  with the same anger and vehemence as their wards. 
  Such arrangements are typically short-lived, though. 
  Turuls who live with jyoti only do so for a century at 
  most, and when they leave, their personalities and 
  relations with others revert to a more calm 
  and contemplative manner. Such might 
  hint at some arrangement wherein a 
  turul agrees to become part of a 
  jyoti community, living by their 
  rules for a period in return for 
  something the turul covets—
  such as mystical knowledge, 
  information about egress to the 
  Material Plane, or possibly one of 
  the artifacts that the jyoti hoard. 
  The most consistent relationship the turuls have is 
  with phoenixes. Those fiery avians often treat turuls 
  like royalty and willingly serve them, whether or not 
  the turul has expressed any interest in gaining a 
  flaming entourage. Though, for all their impatience 
  with other creatures, turuls tolerate the presence of 
  phoenixes better than they do others.
  Part of turuls’ legendary moodiness stems from the 
  same myths for which they’re best known—those 
  wherein they bring prophecies of light and peace. 
  On some Material Plane worlds, such tales are so 
  pervasive that mortal heroes go as far as venturing 
  to the Positive Energy Plane to seek blessings 
  and wisdom from turuls. The great avians have 
  little patience for those who presume upon their 
  occasional benevolence. Not only that, but a turul’s 
  prophecies are not merely boons to be meted out. 
  Rather, their promises of peace and prosperity typically 
  come about via changes they’ve affected using their own 
  considerable power, or as inevitabilities they’ve had the 
  foresight to predict. In the rarest of cases, some turuls 
  claim to have communed with the power of the deepest 
  Positive Energy Plane and that they serve as messengers of 
  that mysterious cosmic will. Whether or not such is true 
  few can know, but that possibility has certainly influenced 
  the greatest variety of mortal myths regarding turuls. 
  Gigantic in stature, turuls stand nearly 30 feet tall and 
  have a wingspan of almost 50 feet. They weigh upwards of 
  15 tons. While they reside on the Positive Energy Plane, 
  turuls are effectively immortal. They age only when 
  traveling from their home plane.
  257
  
  Undigested
  A jumble of melted bones and skull fragments float amid an 
  oozing brown and yellow slurry. 
  UNDIGESTED		
  CR	1/4
  XP	100
  NE Tiny undead 
  Init +1; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC	13, touch 13, flat-footed 12 (+1 Dex, +2 size) 
  hp 9 (2d8)
  Fort +0, Ref +1, Will +1 
  Defensive	Abilities amorphous; Immune undead traits; 
  Resist acid 5
  OFFENSE
  Speed 30 ft., climb 20 ft., swim 20 ft. 
  Melee bite +3 (1d3–3 plus 1 acid) 
  Space 2-1/2 ft.; Reach 0 ft. 
  STATISTICS
  Str 4, Dex 12, Con —, Int 3, Wis 9, Cha 11
  Base Atk +1; CMB +0; CMD 7 (can’t be tripped)
  Feats Skill Focus (Perception), Weapon FinesseB
  Skills Climb +9, Perception +6, Stealth +13, Swim +9 
  Languages Common (can’t speak)
  ECOLOGY
  Environment any 
  Organization solitary or pack (2–5)
  Treasure none
  Undigested are the animate slurry of the indigestible parts 
  of a humanoid creature. They come into being when a giant 
  beast that swallowed its prey alive is slain by unspeakable 
  necromantic arts. A primal shard of the beast’s sentience is 
  ripped from it during the agonizing moments of its death, 
  animating the gelatinous humanoid remains within its 
  stomach into an ooze-like undead creature which hungers 
  to inflict its digestive fate upon others. If the beast was 
  digesting multiple creatures, this phenomenon results 
  in undigested swarms instead. Undigested—implacable 
  ambush predators—slop, ooze, and undulate through 
  the dark places of the world in search 
  of sustenance.
  Illustration by Maichol Quinto
  Undigested Swarm
  This brown-and-yellow sludge appears to be made of multiple 
  smaller globules churning in a disgusting communal mass. 
  UNDIGESTED	SWARM		
  CR	5	
  XP	1,600
  NE Tiny undead (swarm)
  Init +3; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, 
  +2 size) 
  hp 54 (12d8)
  Fort +4, Ref +9, Will +9 
  Defensive	Abilities amorphous, swarm traits; Immune 
  undead traits; Resist acid 10
  OFFENSE
  Speed 30 ft., climb 20 ft., swim 20 ft. 
  Melee swarm (3d6 plus digest and distraction) 
  Space 10 ft.; Reach 0 ft. 
  Special	Attacks digest, distraction (DC 16)
  STATISTICS
  Str 4, Dex 16, Con —, Int 3, Wis 9, Cha 11
  Base Atk +9; CMB —; CMD —
  Feats Dodge, Improved Iron Will, Iron Will, Lightning Reflexes, 
  Mobility, Skill Focus (Perception)
  Skills Climb +14, Perception +8, Stealth +17, Swim +14 
  Languages Common (can’t speak)
  ECOLOGY
  Environment any 
  Organization solitary, pack (2–5), or infestation (6–12) 
  Treasure none
  SPECIAL	ABILITIES
  Digest	(Ex) A target that takes swarm damage from an 
  undigested swarm is covered in acidic slime and must 
  succeed at a DC 16 Reflex save or take 2d6 points of acid 
  damage for 1d4 rounds at the start of its turn. An affected 
  creature can make a new save as a full-round action. 
  Washing off the acid grants a +4 bonus on this save. The 
  save DC is Constitution-based.
  Whereas individual undigested are more of a nuisance 
  than a threat to adventurers, a swarm of such creatures 
  can be dangerous to even experienced adventurers. 
  An undigested swarm comprises hundreds of 
  individual undigested. Driven by insatiable 
  hunger, they fall upon and consume any 
  living creatures crossing their path, 
  surrounding the unfortunate 
  victims and drenching 
  them in acidic slime, 
  digesting 
  their 
  still-
  living prey even before the screaming ends. 
  258
  
  Undigested–Uraeus
  Illustration by Kent Hamilton
  Uraeus
  This two-headed cobra flies with a large pair of sleek, black-
  feathered wings that sprout from its serpentine body.
  URAEUS	
  CR	5
  XP	1,600
  LG Medium magical beast 
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +16
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 52 (7d10+14)
  Fort +7, Ref +8, Will +4
  Immune disease; Resist fire 10
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 50 ft. (average), swim 20 ft.
  Melee 2 bites +11 (1d8+4 plus poison)
  Special	Attacks breath weapon, poison
  STATISTICS
  Str 19, Dex 16, Con 14, Int 15, Wis 14, Cha 15
  Base	Atk +7; CMB +11; CMD 24
  Feats Acrobatic, Combat Expertise, Flyby Attack, Improved 
  Initiative
  Skills Acrobatics +15, Climb +18, Fly +11, Knowledge (religion) +5, 
  Perception +16, Sense Motive +9, Stealth +9, Swim +18; Racial	
  Modifiers +4 Acrobatics, +8 Perception
  Languages Aquan, Celestial, Common 
  ECOLOGY
  Environment warm rivers
  Organization solitary, pair, or nest (3–8)
  Treasure standard
  SPECIAL	ABILITIES
  Breath	Weapon	(Su)	Once 
  every 1d4 rounds, as a 
  standard action, a uraeus’s 
  head can expel a 30-foot-
  line of poison. All creatures 
  in the area are blinded for 
  1 round and must save against 
  poison (Reflex DC 15 negates both). As 
  a full-round action, a uraeus can either expel two lines or 
  bite with one head and breathe poison with the other. Each 
  head tracks its breath weapon’s availability separately.
  Poison	(Ex) Bite or breath weapon—contact or injury; save Fort 
  DC 15; frequency 1/round for 2 rounds; initial effect blinded 
  and paralyzed for 1 round; secondary effect blinded for 2d4 
  rounds; cure 2 consecutive saves.
  Uraeuses are sacred river protectors that harry those who 
  dare threaten their waterways. Far from simply territorial, 
  these flying serpents keep their rivers safe for travelers 
  and local communities as an act of devotion to their 
  mother goddess. When a group of uraeuses is too small to 
  handle a threat, they sometimes seek aid from adventurers 
  whose names are well known along their waters. When not 
  troubled by dangers near their nests, uraeuses often hunt 
  dangerous prey such as river beasts grown to monstrous 
  size. Uraeuses believe in just rule, and become infuriated 
  by attempts to corrupt local leaders. In times of unusual 
  danger, uraeuses may actively travel to a ruler’s side to 
  warn that ruler against those who would lead her into folly.
  Uraeuses accept offerings from any who live near or 
  travel their rivers. In exchange, they teach allies how to use 
  the river’s bounty and how to best serve society. Patience, 
  industry, and a willingness to listen to others are among the 
  qualities they seek to instill in those who ask their help. In 
  addition, uraeuses are always vigilant in case a supplicant 
  turns out to be a useful servant for their goddess.
  Most uraeuses measure nearly 7 feet in length, have a 
  wingspan of similar size, and weigh about 150 pounds. 
  Despite being a two-headed creature, a uraeus speaks with 
  a single voice that emanates from both heads at once. 
  URAEUS ORACLE
  Uraeuses born with a special connection to their deity 
  receive cryptic visions and warnings that allow them to 
  protect their homes and discern others’ true intentions. 
  Uraeus oracles can use augury and divination 1/day and 
  commune 1/week, and they advance with levels of oracle 
  (Pathfinder RPG Advanced Player’s Guide 42).
  259
  
  Urannag
  What at first appeared to be a sadistic spiked cage writhes into 
  unholy life, extending bladed, articulated arms.
  URANNAG		
  CR	8
  XP	4,800
  CE Huge construct (extraplanar)
  Init	+4; Senses	tremorsense 60 ft.; Perception +18
  DEFENSE
  AC	22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp	100 (11d10+40)
  Fort	+5, Ref	+5, Will	+5
  DR	5/adamantine and good; Immune	gaze attacks, visual effects 
  and illusions, sight-based attacks, construct traits; SR	19 
  Weaknesses	exposed mechanisms, living trap
  OFFENSE
  Speed	10 ft.
  Melee	3 claws +17 (1d8+7 plus entrap)
  Space	15 ft.; Reach	15 ft.
  Special	Attacks	encage, entrap (DC 15, 1d10 rounds, hardness 10, 
  hp 10)
  STATISTICS
  Str	25, Dex	11, Con	—, Int	2, Wis	15, Cha	2
  Base	Atk	+11; CMB	+20; CMD	30 (can’t be tripped)
  Feats	Great Fortitude, Improved Initiative, Lightning Reflexes, Skill 
  Focus (Perception), Skill Focus (Stealth), Weapon Focus (claw) 
  Skills	Perception +18, Stealth +9 (+21 in shallow water); Racial	
  Modifiers	+8 Perception, +8 Stealth (+20 in shallow water)
  ECOLOGY
  Environment	any swamps (the Abyss)
  Organization	solitary, pair, tangle (3–5), or menace (6–12)	
  Treasure	incidental
  SPECIAL	ABILITIES
  Encage	(Ex)	As a swift action, an urannag can encage a 
  creature that shares its space and is not aware of it or 
  a helpless creature it has entrapped. The target treats 
  the urannag’s space as difficult terrain, and cannot 
  move out of that space unless it succeeds at a DC 22 
  Reflex save. Each round a creature remains encaged, 
  it takes 2d6 points of slashing damage. A creature 
  can try to escape by attempting a combat maneuver 
  check or Escape Artist check (DC = the urannag’s CMD) 
  as a full-round action, or it can try to smash through a 
  cage wall. These walls have an Armor Class of 22, 
  hardness 10, and 22 hit points. A wall with a 
  hole smashed in it automatically repairs itself. 
  The save DC is Strength-based.
  Exposed	Mechanisms	(Ex)	Although an 
  urannag is a construct, it can be harmed 
  by the methods used to disable traps. 
  A successful DC 20 Disable Device check 
  targeting an urannag (a full-round action that 
  provokes an attack of opportunity) deals damage that bypasses 
  the urannag’s DR equal to 3d6 + the character’s total ranks in 
  Disable Device. Additionally, the urannag is staggered for 1 
  round (DC 16 Fortitude negates the staggered condition).
  Living	Trap	(Ex)	Defensive abilities that apply to traps (such as 
  trap sense) apply against an urannag’s attacks.
  Urannags have long vexed scholars, some of whom contend 
  that they’re creatures, while others argue that they’re complex 
  traps. In truth, they’re both—an unsettling example of how 
  reality on the Abyss doesn’t match mortal expectations. An 
  urannag behaves like an ambush predator, yet has no need for 
  sustenance and is driven to flense prey out of innate sadism.
  CONSTRUCTION
  Most urannags are created spontaneously by Abyssal 
  energies, but enterprising spellcasters have found methods 
  to duplicate the construction of these creatures. An urannag’s 
  body is made of 2,000 pounds of iron worth 200 gp, and its 
  frame must be forged over an Abyssal heat source, which 
  infuses the creature with its chaotic and evil urges.
  URANNAG
  CL	10th; Price	35,200 gp
  CONSTRUCTION
  Requirements	Craft Construct, geas/quest, keen edge, limited wish, 
  planar binding; Skill	Craft (sculptures) DC 19; Cost	17,700 gp
  Illustration by Damien Mammoliti
  260
  
  Urannag–Ursikka
  Illustration by Tyler Walpole
  Ursikka
  This insectlike creature is covered in downy white fur. A pair of eyes 
  gleams above a three-part mouth that drips viscous fluid.
  URSIKKA		
  CR	10
  XP	9,600
  N Huge magical beast
  Init	+4; Senses	darkvision 60 ft., low-light vision, scent, 
  tremorsense 30 ft.; Perception +15
  DEFENSE
  AC	24, touch 8, flat-footed 24 (+16 natural, –2 size)
  hp	138 (12d10+72)
  Fort	+14, Ref	+10, Will	+5; +4 vs. mind-affecting effects 
  Defensive	Abilities	ferocity; Resist	cold 20
  OFFENSE
  Speed	40 ft., burrow 20 ft.
  Melee	bite +21 (2d6+11 plus freezing saliva), 2 claws +21 (1d8+11)
  Space	15 ft.; Reach	15 ft.
  Special	Attacks	coat claws, spit
  STATISTICS
  Str	32, Dex	11, Con	22, Int	2, Wis	13, Cha	5
  Base	Atk	+12; CMB	+25 (+27 bull rush); CMD	35 (37 vs. bull 
  rush, 39 vs. trip)
  Feats	Awesome Blow, Improved Bull Rush, Improved Initiative, 
  Lightning Reflexes, Power Attack, Snatch 
  Skills	Climb +15, Perception +15
  SQ	hibernation
  ECOLOGY
  Environment	any cold land
  Organization	solitary, pair, or hive (3–10)
  Treasure	none
  SPECIAL	ABILITIES
  Coat	Claws	(Ex)	As a standard action, an ursikka can coat its 
  pincerlike claws with freezing, viscous saliva. This coating 
  lasts for 1 minute. Any creature hit by an ursikka’s 
  coated claws or grappled by an ursikka using the 
  Snatch feat takes an additional 2d6 points of cold 
  damage (Reflex DC 22 half).
  Freezing	Saliva	(Ex)	The saliva that drips from an 
  ursikka’s mouth is sticky as well as cold, causing 
  creatures to become entangled for 1d4 rounds (Reflex 
  DC 22 negates). While entangled, creatures take 2d6 
  points of cold damage each round. An entangled 
  creature can break free before the end of this 
  duration by succeeding at a DC 19 Strength 
  check or by dealing 15 points of damage to the 
  encasing saliva with either a slashing weapon 
  or fire damage. Using fire to remove the 
  saliva damages the entangled creature as 
  well. The save DC is Constitution-based.
  Hibernation	(Ex)	An ursikka can enter 
  a prolonged state of hibernation by 
  surrounding itself with its spittle, which hardens into a cocoon. 
  While hibernating, an ursikka doesn’t need to drink or eat. The 
  cocoon has hardness 10 and 60 hit points, and is immune to 
  fire damage. As long as the cocoon remains intact, the ursikka 
  remains unharmed in its hibernation. An ursikka must use its 
  attacks to break free from its cocoon.
  Spit	(Ex)	As a standard action, an ursikka can spit a 60-foot 
  line of its saliva. Creatures in the area take 8d6 points of 
  cold damage and become entangled. A successful DC 22 
  Reflex save halves the damage and negates the entangled 
  condition. The save DC is Constitution-based.
  Ursikka are vicious apex predators that rule vast arctic 
  territories. Held aloft by four slender legs, on which they 
  skitter with unsettling speed, ursikka can reach heights 
  of 25 feet, with a long, lean abdomen accounting for 
  most of their 20-foot length. Their grasping forearms 
  each end in a sharp pincer capable of shearing flesh 
  from bone, and shaggy fur covers the majority of their 
  bodies. The ursikka’s most unusual trait, however, 
  is a three-part maw that can open wide enough to 
  swallow humans whole. Freezing saliva drips constantly 
  from these gnashing mandibles, injuring and trapping 
  prey. With only a bestial intellect, ursikka view all smaller 
  creatures as food, and think nothing of invading and 
  devouring entire humanoid communities.
  261
  
  Vahana
  This massive creature combines the trunk, tusks, and size of an 
  elephant with the powerful jaws, scaly hide, and tail of a crocodile.
  MAKARA	VAHANA	
  CR	9
  XP	6,400
  N Huge magical beast (aquatic, augmented animal)
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +22
  DEFENSE
  AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
  hp 115 (11d8+66)
  Fort +15, Ref +9, Will +7; +4 on Will saves vs. enchantment
  DR 10/magic; Resist acid 10, cold 10, electricity 10, fire 10; SR 20
  OFFENSE
  Speed 70 ft., swim 70 ft.
  Melee gore +18 (2d8+12), slam +18 (2d6+12), bite +18 (2d6+12) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (2d8+18, DC 27)
  STATISTICS
  Str 34, Dex 14, Con 23, Int 12, Wis 15, Cha 9
  Base Atk +8; CMB +22 (+24 bull rush); CMD 34 (36 vs. bull rush)
  Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, 
  Power Attack, Skill Focus (Perception)
  Skills Perception +22
  Languages Common and either Abyssal, Celestial, or Infernal; 
  telepathy (with rider only)
  SQ amphibious, blended beast, rider bond (water breathing)
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure none
  Vahanas are steeds of legend, created by the gods. 
  Deities gift vahanas to faithful servants to help them 
  accomplish great deeds or as rewards for the same. 
  Makaras, elephants with crocodile features, are 
  one of the common types of vahana.
  CREATING A VAHANA
  Vahana is an acquired template that can be added 
  to any living creature of the animal type. A vahana 
  retains the base creature’s statistics and special abilities 
  except as noted here.
  CR: Base creature’s CR + 2.
  Alignment: Within one step of the vahana’s creator deity. 
  Type: The creature’s type changes to magical beast, and it 
  gains darkvision 60 feet. Don’t recalculate HD, BAB, or saves.
  Armor Class: Natural armor improves by 3.
  Defensive Abilities: A vahana gains acid, cold, electricity, 
  and fire resistance 10; DR 10/magic, and spell resistance 
  equal to CR + 11 (maximum 35).
  Speed: +30 feet for all movement types (up to double the 
  creature’s base movement speed). 
  Special Abilities: A vahana gains the following.
  Blended Beast (Su): A vahana’s creator blends animal 
  features to strengthen the vahana. Each vahana gains one 
  additional natural attack, with damage typical for its size 
  (usually a bite attack). A vahana gains one additional form of 
  movement speed at its new base speed, usually a swim speed 
  or a fly speed. If it gains a swim speed, it gains the aquatic 
  subtype, the amphibious special quality, and the ability to 
  grant its rider constant water breathing. If it gains a fly speed, 
  both the vahana and its rider benefit from constant feather 
  fall (in the rider’s case, this includes when she falls off the 
  vahana). Additionally, all vahana gain the devotion special 
  ability of an animal companion.
  Rider Bond (Su): A vahana’s bond with its rider allows them 
  to communicate telepathically as long as they’re on the same 
  plane. As a free action that the rider can take even when it is 
  not her turn, a vahana’s rider can choose to redirect damage 
  dealt to the vahana to instead affect the rider.
  Abilities: Increase from the base creature as follows: Str +4, 
  Dex +4, Con +4, Int +10, Wis +2, Cha +2.
  Illustration by Tomasz Chistowski 
  262
  
  Vahana–Ved
  Illustration by Dave Allsop
  Ved
  This hairy humanoid’s misshapen head appears too large for its 
  body and it wields a lumpy, primitive club.
  VED	
  CR	5
  XP	1,600
  NE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +6
  DEFENSE
  AC 16, touch 8, flat-footed 16 (–1 Dex, +8 natural, –1 size)
  hp 57 (6d8+30)
  Fort +7, Ref +1, Will +6
  OFFENSE
  Speed 30 ft.
  Melee club +10 (1d8+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks gale breath
  STATISTICS
  Str 25, Dex 8, Con 20, Int 7, Wis 12, Cha 9
  Base	Atk +4; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush)
  Feats Awesome Blow, Improved Bull Rush, Power Attack
  Skills Climb +7 (+11 when climbing rocks), Intimidate +4, 
  Perception +6, Survival +6 (+10 in snow); Racial	Modifiers 
  +4 Climb when climbing rocks, +4 Survival in snow
  Languages Giant
  ECOLOGY
  Environment cold hills or mountains
  Organization solitary, pair, gang (3–5), or clan (6–16)
  Treasure standard
  SPECIAL	ABILITIES
  Gale	Breath	(Su) Every 1d4 rounds as a full-
  round action, a ved can draw in a mighty 
  breath and expel it outward in a 30-foot cone. 
  Targets within the first 10-foot segment of this 
  cone must succeed at a DC 18 Strength check or be 
  knocked prone. Those who succeed at this check 
  and all other targets in the cone treat the effects 
  of the gale breath as a gust of wind spell. The DC 
  is Constitution-based.
  Brutish and rather stupid, veds are clannish and 
  shun even lightly populated areas, preferring 
  cold hills and mountains. Occasionally, a gang of 
  veds (often an adult leading two or three 
  adolescents) carries out raids on remote 
  mining camps or other establishments 
  in the hills, claiming the lives of a half dozen 
  people or so and collecting whatever baubles, 
  food, and useful raw materials they 
  find. They rarely strike against larger 
  settlements, and don’t pursue sentient 
  creatures that flee their attacks.
  Clans of veds usually consist of a few mated pairs, their 
  offspring, and one or two aged specimens that are left to 
  die if they become unable to pull their own weight. Veds 
  consider training their young a responsibility of every 
  adult member of the clan. 
  Veds enjoy simple sports that emphasize strength and 
  athleticism, particularly variations on tag or catch. The most 
  popular game veds play, called simply “topple,” involves 
  stacking a pile of stones or logs and taking turns attempting 
  to blow it over. They make larger and larger stacks until one 
  of the competitors fails to blow it down. Even in sport, veds 
  are brutal, and tend to deliver a quick beating to the loser of 
  any game. They are pragmatic, however, and avoid injuries 
  that will slow the loser down.
  Veds are omnivores; they prefer raw meat, but aren’t 
  averse to consuming tree bark for nourishment. Though 
  they have no compunctions about killing sentient 
  creatures, they rarely eat them. They simply leave the 
  bodies to rot or—for particularly sadistic or desperate 
  veds—use the corpses as bait for catching wild game.
  Perhaps the most unusual aspect of the veds is their 
  enormous lung capacity, which they are able to use 
  aggressively. These giants can expel air from their lungs 
  in a mighty blast, extinguishing small fires and knocking 
  prone any who stand before them. The veds then descend 
  on their victims, pummeling their prey viciously with 
  their simple but effective clubs.
  263
  
  Veela
  This lithe, androgynous humanoid has unusually colored skin 
  and an otherworldly grace.
  AIR	VEELA	
  CR	7
  XP	3,200
  N Medium outsider (air, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 85 (9d10+36)
  Fort +10, Ref +9, Will +6
  DR 10/magic; Immune electricity; SR 18
  OFFENSE
  Speed 30 ft., fly 30 ft. (perfect)
  Melee mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 electricity), 
  mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 electricity) or
  2 slams +14 (1d4+5 plus 1d6 electricity)
  Special Attacks beckoning dance, elemental veil
  Spell-Like	Abilities (CL 9th; concentration +14)
  At will—gust of wind, resist energy (electricity only)
  3/day—cure serious wounds, suggestion (DC 18)
  1/day—ball lightningAPG (DC 19), dispel magic
  STATISTICS
  Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
  Base Atk +9; CMB +14; CMD 27
  Feats Ability Focus (beckoning dance), Combat Reflexes, Double 
  Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
  Skills Acrobatics +15, Bluff +17, Diplomacy +17, Fly +15, Knowledge 
  (any one) +14, Perception +12, Perform (dance) +21, Sense 
  Motive +11, Stealth +15; Racial Modifiers +4 Perform (dance)
   Languages Auran, Common
  ECOLOGY
  Environment any hills or mountains (Plane of Air)
  Organization solitary, pair, or troupe (3–6)
  Treasure standard (2 mwk daggers)
  SPECIAL	ABILITIES
  Beckoning	Dance	(Su) As a standard action, a veela can compel 
  a target that it can see to join it in dancing. The target must 
  succeed at a DC 21 Will save or find herself forced to dance with 
  the veela for up to 1 minute. At the end of each of the target’s 
  turns, she must attempt a Perform (dance) check opposed by 
  the veela’s Perform (dance) check. If the target doesn’t meet or 
  exceed the veela’s result, she takes 1d4 points of Constitution 
  damage and becomes fatigued. For every point of Constitution 
  damage a veela deals in this way, it heals 5 hit points. Hit 
  points healed in excess of its maximum become temporary hit 
  points that last up to 1 hour before dissipating. While engaged 
  in a beckoning dance, both a veela and its target are protected 
  from being attacked as if by a sanctuary spell (DC 18). Any 
  target of a veela’s beckoning dance that exceeds the veela’s 
  result on the opposed Perform check ends the beckoning dance 
  and gains the benefits of the veela’s cure serious wounds spell-
  like ability (if any uses of that ability remain), which consumes 
  one of the veela’s daily uses. Targets that save against a veela’s 
  beckoning dance can’t be affected by that veela’s beckoning 
  dance again for 24 hours. The save DC is Charisma-based.
  Elemental	Veil	(Su) A veela’s link to a particular element 
  manifests as an overflow of energy that infuses its natural 
  attacks and any melee weapons it holds, causing it to deal an 
  extra 1d6 points of damage on any successful melee attack. 
  This is electricity damage for an air veela, bludgeoning damage 
  for an earth veela, fire damage for a fire veela, and cold 
  damage for a water veela. In addition, as a standard action a 
  veela can wreathe itself in a luminescent halo of energy. This 
  duplicates the effect of the spell fire shield (caster level 9th) but 
  deals damage of the same damage type as the extra melee 
  damage. Ending or resuming this effect is a standard action. 
  EARTH	VEELA	
  CR	7
  XP	3,200
  N Medium outsider (earth, extraplanar)
  Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; 
  Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 85 (9d10+36)
  Fort +10, Ref +9, Will +6
  DR 10/adamantine and magic; SR 18
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 bludgeoning), 
  mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 bludgeoning) or
  2 slams +14 (1d4+5 plus 1d6 bludgeoning)
  Special Attacks beckoning dance, elemental veil
  Spell-Like	Abilities (CL 9th; concentration +14)
  At will—stoneskin (self only), stone call
  3/day—cure serious wounds, suggestion (DC 18)
  1/day—dispel magic, transmute rock to mud
  STATISTICS
  Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
  Base Atk +9; CMB +14; CMD 27
  Feats Ability Focus (beckoning dance), Combat Reflexes, Double 
  Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
  Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge 
  (any one) +14, Perception +12, Perform (dance) +21, Sense 
  Motive +12, Stealth +15; Racial Modifiers +4 Perform (dance)
   Languages Common, Terran
  ECOLOGY
  Environment any mountains or underground (Plane of Earth)
  Organization solitary, pair, or troupe (3–6)
  Treasure standard (2 mwk daggers)
  SPECIAL	ABILITIES
  Beckoning	Dance	(Su) See above.
  Elemental	Veil	(Su) See above.
  264
  
  Veela
  Illustration by Aleksey Bayura
  FIRE	VEELA	
  CR	7
  XP	3,200
  N Medium outsider (extraplanar, fire)
  Init +3; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 85 (9d10+36)
  Fort +10, Ref +9, Will +6
  DR 10/magic; Immune fire; SR 18
  Weaknesses	vulnerable to cold
  OFFENSE
  Speed 60 ft.
  Melee mwk dagger +13/+8 (1d4+5/19–20 plus 2d6 fire),  
  mwk dagger +13/+8 (1d4+5/19–20 plus 2d6 fire) or
  2 slams +14 (1d4+5 plus 2d6 fire)
  Special Attacks beckoning dance, elemental veil
  Spell-Like	Abilities (CL 9th; concentration +14)
  At will—resist energy (fire only), scorching ray
  3/day—cure serious wounds, suggestion (DC 18)
  1/day—dispel magic, fire snakeAPG (DC 20)
  STATISTICS
  Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
  Base Atk +9; CMB +14; CMD 27
  Feats Ability Focus (beckoning dance), Combat Reflexes, 
  Double Slice, Improved Two-Weapon Fighting, Two-
  Weapon Fighting
  Skills Acrobatics +15, Bluff +17, Diplomacy +17, 
  Knowledge (any one) +14, Perception +12, Perform 
  (dance) +21, Sense Motive +12, Stealth +15; Racial 
  Modifiers +4 Perform (dance)
   Languages Common, Ignan
  ECOLOGY
  Environment any warm land (Plane 
  of Fire)
  Organization solitary, pair, or troupe (3–6)
  Treasure standard (2 mwk daggers)
  SPECIAL	ABILITIES
  Beckoning	Dance	(Su) See above.
  Elemental	Veil	(Su) See above.
  WATER	VEELA	
  CR	7
  XP	3,200
  N Medium outsider (extraplanar, water)
  Init +3; Senses darkvision 60 ft.; 
  Perception +12
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, 
  +6 natural)
  hp 85 (9d10+36)
  Fort +10, Ref +9, Will +6
  DR 10/magic; Immune cold; SR 18
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee mwk dagger +13/+8 (1d4+5/19–20 plus 1d6 cold), mwk 
  dagger +13/+8 (1d4+5/19–20 plus 1d6 cold) or 
  2 slams +14 (1d4+5 plus 1d6 cold)
  Special Attacks beckoning dance, elemental veil
  Spell-Like	Abilities (CL 9th; concentration +14)
  At will—hydraulic pushAPG, resist energy (cold only)
  3/day—cure serious wounds, suggestion (DC 18)
  1/day—cone of cold (DC 20), dispel magic
  STATISTICS
  Str 20, Dex 17, Con 19, Int 14, Wis 11, Cha 20
  Base Atk +9; CMB +14; CMD 27
  Feats Ability Focus (beckoning dance), Combat Reflexes, Double 
  Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting
  Skills Acrobatics +15, Bluff +17, Diplomacy +17, Knowledge 
  (any one) +13, Perception +12, Perform (dance) +21, Sense 
  Motive +12, Stealth +15, Swim +17; Racial Modifiers 
  +4 Perform (dance)
   
  Languages Aquan, Common
  ECOLOGY
  Environment any water (Plane of Water)
  Organization solitary, pair, or troupe (3–6)
  Treasure standard (2 mwk daggers)
  SPECIAL	ABILITIES
  Beckoning	Dance	(Su) See above.
  Elemental	Veil	(Su) See above.
  Capricious 
  yet 
  alluring, 
  veelas 
  are 
  elemental spirits given shape. On the 
  Elemental Planes, veelas revel in the 
  unbridled energy of the elements 
  from which they draw power. 
  On the other planes, however, 
  they lose some measure 
  of the elemental energy 
  saturating their forms. To 
  compensate for this, they 
  can siphon vitality from 
  other living beings by 
  engaging them in their 
  ancient dances. Veelas 
  typically do this with 
  a creature’s permission, 
  leaving partners exhilarated 
  but exhausted. Only in the most 
  dire circumstances does a veela use its 
  dance as a weapon. Those 
  few who can match these 
  elemental spirits’ movements 
  might earn a veela’s respect and 
  compel it to share some of its beneficial 
  magical powers. 
  A veela typically stands just under 6 feet 
  tall and weighs approximately 140 pounds.
  265
  
  Illustration by Filip Burburan
  Vescavor Queen
  This verminlike creature has iridescent, membranous wings and 
  its many sharp teeth drip with noxious slime.
  VESCAVOR	QUEEN		
  CR	9	
  XP	6,400
  CE Large outsider (chaotic, evil, extraplanar)
  Init	+3; Senses	darkvision 60 ft.; Perception +17
  Aura	chaos (10 ft.), gibber (15 ft., DC 20)
  DEFENSE
  AC	22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp	114 (12d10+48); fast healing 2
  Fort	+8, Ref	+11, Will	+10
  Immune	acid, poison; Resist	electricity 10, fire 10; SR	20 
  OFFENSE
  Speed	20 ft., fly 50 ft. (good)
  Melee	bite +17 (1d8+5 plus 3d6 acid), 2 claws +16 (1d6+5) 
  Ranged	spit acid +14 ranged touch (5d6 acid)
  Space	10 ft.; Reach	5 ft.
  Special	Attacks	spit acid
  STATISTICS
  Str	21, Dex	16, Con	18, Int	11, Wis	14, Cha	13
  Base	Atk	+12; CMB	+18; CMD	32 
  Feats	Blind-Fight, Dodge, Flyby Attack, Hover, Power Attack, 
  Weapon Focus (bite)
  Skills	Acrobatics +12, Climb +14, Fly +20, Knowledge 
  (dungeoneering) +10, Knowledge (planes) +10, Perception +17, 
  Stealth +14, Survival +15
  Languages	Abyssal
  SQ	compression, swarm mother
  ECOLOGY
  Environment	any (Abyss)
  Organization	solitary or hive (1 plus 2–20 vescavor swarms)
  Treasure	none
  SPECIAL	ABILITIES
  Chaos	Aura	(Su)	A vescavor queen is an embodiment of chaos. 
  Its aura is a font of anarchic energy that grants fast healing 
  2 to the vescavor queen, as well as to any vescavor swarm 
  within 10 feet of the queen. A vescavor queen can activate 
  or suppress this ability as a free action.
  Gibber	(Su)	Like their broods, vescavor queens yammer the 
  endless chorus of the Abyss. Any creature within 15 feet of 
  a vescavor queen must succeed at a DC 20 Will save or be 
  confused for 1 round. A creature that successfully saves can’t 
  be affected by the same vescavor queen’s gibbering for 24 
  hours. This is a mind-affecting sonic compulsion. The save DC 
  is Constitution-based.
  Spit	Acid	(Ex)	As a standard action, a vescavor queen can 
  make a ranged touch attack to spit acid at a foe within 
  30 feet. A target hit by this glob of acid takes 5d6 points 
  of acid damage. In addition, the spit of a vescavor queen 
  contains some of its pheromones. Any target that takes 
  damage from this attack acts as a beacon for vescavor 
  swarms; the damaged creature takes a –8 penalty on 
  Stealth checks against the vescavor queen and swarms it 
  controls, and likely becomes the swarm’s next target.
  Swarm	Mother	(Su)	A vescavor queen can mentally 
  control up to 20 Hit Dice of vescavor swarms through 
  a combination of pheromones and supernatural 
  manipulation. To control a vescavor swarm, the vescavor 
  queen must be able to see it and must be within 120 feet 
  of it. Attempting to control a vescavor swarm is a standard 
  action, and the swarm can attempt to resist this attempt 
  with a DC 17 Will save. If the swarm fails this save, the 
  vescavor queen can issue a simple mental command as a 
  swift action, such as ”fight,” ”come here,” ”go there,” or 
  ”stay still.” Vescavor swarms affected by this ability act 
  normally unless a vescavor queen is actively controlling 
  them, but never attack the vescavor queen. The save DC 
  is Charisma-based. In addition, whether or not it controls 
  the swarm, a vescavor queen is immune to a vescavor 
  swarm’s swarm attacks and supernatural special abilities. 
  A vescavor queen can release a vescavor swarm from its 
  control as a free action. If a vescavor queen is killed, any 
  vescavor swarms under its control disperse.
  Appearing as an amalgam of twisted, unnatural insects, 
  a vescavor queen is a hideous sight to behold, even among 
  the terrifying denizens of the Abyss. Not only is a queen’s 
  bite stronger than that of its spawn, but the queen can 
  also spit acid at opponents, and its arms end in scything 
  claws poised to rend through flesh and armor. Vescavor 
  swarms instinctively obey a queen, eagerly seeking out 
  those foes marked by the queen’s attacks. A vescavor 
  queen measures roughly 10 feet from head to tail, and 
  weighs nearly 500 pounds— more when carrying a brood.
  266
  
  Vescavor Queen–Vescavor Swarm
  Illustration by Lucio Parrillo
  Vescavor Swarm
  With a gibbering chorus, hundreds of toothy insects swarm together, 
  their heads nothing more than maws filled with a sickly green glow.
  VESCAVOR	SWARM		
  CR	5
  XP	1,600
  CE Diminutive outsider (chaotic, evil, extraplanar, swarm) 
  Init +3; Senses darkvision 60 ft.; Perception +9 
  Aura gibber (15 ft.)
  DEFENSE
  AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
  hp 47 (5d10+20)
  Fort +7, Ref +9, Will +2
  Immune poison, swarm traits, weapon damage; Resist fire 10, 
  electricity 10; SR 16 
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  Melee swarm (2d6 plus distraction)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 15), ravenous, traumatizing 
  STATISTICS
  Str 7, Dex 17, Con 16, Int 4, Wis 13, Cha 12
  Base Atk +5; CMB —; CMD —
  Feats Blind-Fight, Lightning Reflexes, Toughness
  Skills Fly +21, Perception +9, Stealth +23
  Languages Abyssal
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, plague (3–12), or apocalypse (16–30) 
  Treasure none
  SPECIAL	ABILITIES
  Gibber	(Su) Vescavors yammer the endless chorus of the Abyss. 
  Any creature within 15 feet of a vescavor swarm or inside 
  it must succeed at a DC 15 Will save or be confused for 1 
  round. This is a mind-affecting sonic compulsion. A creature 
  that saves cannot be affected by the same vescavor swarm’s 
  gibbering for 24 hours. The save DC is Constitution-based.
  Ravenous	(Ex) Vescavors can devour nearly anything. If 
  the swarm attacks an object or structure, the vescavors 
  ignore its hardness if it is made of any substance other 
  than adamantine. Additionally, every round that a creature 
  is in the same space as the swarm, the vescavors begin 
  devouring one object on the creature—if the vescavor 
  swarm is not under the control of a vescavor queen, refer to 
  Pathfinder Core Rulebook 216 Table 9–2. Once the vescavors 
  choose an item in this way, they continue to devour that 
  same item until it is destroyed. The object takes half its 
  maximum hit points in damage and gains the broken 
  condition. If the vescavors attack an object with the broken 
  condition, it is destroyed. An attended or magic object can 
  make a DC 15 Reflex save to negate this effect. The save DC 
  is Constitution-based.
  Traumatizing	(Su) Enduring the presence of a vescavor swarm 
  is akin to being trapped in the Abyss itself. Any creature 
  that spends more than 3 consecutive rounds inside a 
  vescavor swarm must succeed at a DC 13 Will save or gain 
  one of the types of madness presented on page 250 of the 
  Pathfinder RPG GameMastery Guide. Roll on the Types of 
  Insanity table to determine which type of insanity affects 
  the creature. Despite each entry listing a DC, the creature 
  does not receive an additional Will save to prevent the 
  insanity. This affliction is permanent, but can be healed as 
  detailed in the Curing Insanity section of the Sanity and 
  Madness rules. The save DC is Charisma-based.
  Once found only in the lightless crevices and shrieking 
  half-live jungles of the Abyss, the yammering, gluttonous 
  vermin of the Abyss called vescavors crawl through 
  portals into the Material Plane to feed and spawn. Ruled 
  by enormous, hideous queens who direct their swarms 
  in finding food and destroying foes with the help of 
  pheromones and mental commands, vescavor swarms 
  devour objects, creatures, and structures alike. Their 
  hunger is insatiable and carries with it the terrors of the 
  Abyss itself, warping the minds of even those creatures 
  who escape the vescavors’ maws. Only adamantine can 
  endure their gnashing teeth, and a swarm of vescavors 
  that descends upon a settlement devours everything and 
  leaves nothing behind.
  267
  
  Vilderavn
  This knight wears armor patterned like raven feathers with a helmet 
  shaped like a raven’s head and gauntlets fit for oversized talons. 
  VILDERAVN	
  CR	16
  XP	76,800
  NE Medium fey (shapechanger)
  Init +11; Senses deathwatch, low-light vision, see in darkness, 
  true seeing; Perception +29
  Aura frightful presence (30 ft., DC 26), shatter loyalties
  DEFENSE
  AC 34, touch 24, flat-footed 26 (+7 Dex, +2 dodge, +5 insight, 
  +10 natural)
  hp 253 (22d6+176)
  Fort +17, Ref +21, Will +18
  Defensive	Abilities fate warden; DR 15/cold iron and good; 
  Immune curses, death effects, energy drain, fear; SR 27
  OFFENSE
  Speed 60 ft., fly 110 ft. (average)
  Melee 2 claws +23 (1d6+11 plus 1d6 bleed), bite +23 
  (1d8+11/15–20 plus 1d6 bleed) or
  +5 cruel keen falchion +29/+29/+24/+19 (2d4+21/15–20 plus 
  1d6 bleed)
  Special	Attacks bleed (1d6), bloodbird, raven hexes (agonyAPG, 
  cackleAPG, charmAPG, dire prophecyUM, disguiseAPG, evil eyeAPG, 
  misfortuneAPG, retributionAPG, speak in dreamsUM), soul eater
  Spell-Like	Abilities	(CL 18th; concentration +24)
  Constant—deathwatch, freedom of movement, haste, 
  tongues, true seeing
  At will—bestow curse (DC 20), crushing despair (DC 19), 
  detect thoughts (DC 18), dispel magic, fear (DC 20), 
  scrying (DC 20), suggestion (DC 19)
  1/day—circle of death (DC 22), ethereal jaunt, geas/quest, 
  mass suggestion (DC 22), modify memory (DC 20)
  1/month—limited wish (to non-fey only)
  STATISTICS
  Str 32, Dex 25, Con 26, Int 19, Wis 20, Cha 23
  Base	Atk +11; CMB +22; CMD 46
  Feats Critical Focus, Dodge, Flyby Attack, Great Fortitude, 
  Improved Critical (bite), Improved Initiative, Lunge, Mobility, 
  Power Attack, Weapon Focus (falchion), Wind Stance
  Skills Acrobatics +31, Bluff +30, Diplomacy +21, Disguise +30, 
  Fly +20, Intimidate +27, Knowledge (history, nobility) +20, 
  Knowledge (local) +15, Perception +29, Profession (soldier) +15, 
  Sense Motive +25, Stealth +25, Use Magic Device +20
  Languages Aklo, Common, Infernal, Sylvan; tongues
  SQ change shape (Small or Medium humanoid, perytonB2, wolf, 
  or dire wolf, alter self or beast shape III), raven knight
  ECOLOGY
  Environment any
  Organization solitary, pair, or unkindness (3–5)
  Treasure standard
  SPECIAL	ABILITIES
  Bloodbird	(Su) Bleed damage dealt by a vilderavn’s natural 
  and manufactured weapons stacks with itself and other 
  sources of bleed damage. In addition, the bleeding it causes 
  is difficult to stanch—a successful DC 26 Heal check or a 
  DC 26 caster level check (if using a magical healing effect) is 
  required to stop the bleed damage. This is a curseUM effect. 
  The DC is Charisma-based.
  Fate	Warden	(Su) A vilderavn gains an insight bonus to its AC 
  equal to its Wisdom bonus, and as an immediate action it 
  can add its Wisdom bonus as an insight bonus on a saving 
  throw or opposed skill check.
  Raven	Hexes	(Sp,	Su) A vilderavn can use the hexes listed in 
  its special attacks entry as an 18th-level witch (Pathfinder 
  RPG Advanced Player’s Guide 65). The save DC to resist a 
  vilderavn’s hex is 25, and is Charisma-based. A vilderavn 
  also uses its Charisma modifier, instead of its Intelligence 
  modifier, to determine the other variables of its hexes.
  Raven	Knight	(Sp)	When a vilderavn assumes humanoid form 
  with its change shape ability, it loses its natural armor bonus 
  but becomes fully garbed in black +5 full plate that is almost 
  part of its body. This armor has no movement speed penalty, 
  maximum Dexterity bonus, or armor check penalty. (For a 
  typical vilderavn, this changes its AC to 38 and its flat-footed 
  AC to 30.) Also as part of the transformation, it gains a +5 
  cruelUE keen falchion formed from its vicious talons. These 
  items are part of the vilderavn’s being and disappear when 
  it is slain. A vilderavn in humanoid form is considered to 
  be proficient in all types of armor, shields (except tower 
  shields), and martial weapons.
  Shatter	Loyalties	(Su) A vilderavn’s frightful presence 
  creates disloyalty, doubt, and dissension in addition to 
  fear. Creatures that fail their saves are no longer treated 
  as allies to other creatures and can’t provide flanking, use 
  or benefit from teamwork feats or aid another actions, or 
  allow other creatures to move through their space. Any 
  spell or effect that requires a willing target fails if used on 
  an affected creature, and even harmless effects require 
  an attack roll (if applicable) and require affected creatures 
  to attempt a saving throw to resist their effects (if a save 
  is allowed). Creatures that are immune to fear can still be 
  affected by the shatter loyalties component of a vilderavn’s 
  frightful presence; they ignore the shaken condition but 
  are otherwise affected as described above. This is a mind-
  affecting effect, and the save DC is Charisma-based.
  Soul	Eater	(Ex) A vilderavn’s bite attack threatens a critical hit 
  on an 18–20. If a vilderavn kills a humanoid foe with a critical 
  hit from its bite attack (including a coup de grace), it can 
  tear out the victim’s heart and consume its soul. Creatures 
  that witness this savagery are frightened for 1d4 rounds, or 
  shaken for 1 round if they succeed at a DC 27 Will save. Also, 
  the vilderavn gains the benefits of death knell, and the slain 
  creature is affected as per rest eternal APG (caster level 18th). 
  268
  
  Vilderavn
  Illustration by Jose Parodi
  While the target remains dead, the vilderavn gains access 
  to that creature’s memories and can use its change shape 
  ability to assume a perfect likeness of the slain creature, 
  gaining a +10 bonus on Bluff and Disguise checks made to 
  impersonate it. The vilderavn can store any number of souls. 
  Slaying the vilderavn ends all its ongoing rest eternalAPG 
  effects. The save DC is Charisma-based.
  A vilderavn is a malicious shapechanging spirit whose 
  typical form is that of an oversized raven with a wingspan 
  of 6 to 8 feet that stands 2 to 3 feet tall. Vilderavns 
  sometimes roam in the shape of wolves or dire wolves, 
  and are known to appear as monstrous raven-wolf hybrids 
  akin to black-feathered perytons. They can also walk in 
  humanoid guise when they wish, often assassinating 
  victims of rank and assuming their victims’ places. 
  They have an unusual affection for their swords, often 
  granting them threatening names. 
  Vilderavns are drawn to war and suffering, often 
  haunting 
  battlefields—especially 
  during 
  protracted 
  sieges. They are particularly drawn toward rulers and 
  commanders, and might insinuate themselves into the 
  confidence of leaders with their clever tongues and deft 
  rumor-mongering. They are deceivers and heralds of 
  woe, seeking to lure the rulers of mortal kingdoms into 
  jealous feuds and fruitless wars with one another. To do 
  this, they often cultivate reputations as master duelists, 
  brilliant mercenary leaders, or unjustly banished 
  nobility from distant lands. Regardless of their guises, 
  vilderavns’ advice usually seems wise and perceptive, 
  steeped in an expansive knowledge of history, 
  political rivalries, and cultural clashes, along 
  with insights into the ways of war. Yet while 
  their counsel might lead to early victories, 
  their ultimate purpose is to bring doom to all 
  sides. At the height of the battle, when victory seems 
  nigh, a vilderavn often instigates a wave of betrayal, 
  crippling erstwhile allies and bringing devastation. 
  Only when a ruler’s kingdom or a commander’s 
  army lies in ruins does a vilderavn administer the 
  coup de grace. 
  It is said that the first vilderavns were created by 
  a vicious fey lord as a check and counter to the 
  hubris of mortal rulers, especially those who 
  put their trust in armies and steel to drive back 
  the wild lands. The boasting and braggadocio 
  of those mortals who believed they had 
  achieved mastery over the followers of the old 
  ways offended the fey lord, who sent vilderavns 
  to infiltrate their ranks. The vilderavns watched 
  from the shadows and learned the ways of mortals, 
  the better to use their own weapons and strategies 
  against them. In torment and blood, they peeled 
  away the secrets of mortals, laying the last truths of their 
  hearts bare before bestowing the gift of death on them. Even 
  in death, however, a vilderavn’s victims languish, stretched 
  across the threshold of the afterlife yet tethered to the fey 
  spirit’s merciless heart. Their minds are open books for this 
  fey to unravel and use in cruel and hurtful ways.
  Vilderavns sometimes amuse themselves by offering 
  false oracular advice or tempting bargains to mortals, 
  promising power in exchange for the blood of innocents. 
  A vilderavn typically claims to be cursed into its animal 
  form, insisting that only innocent blood will release it. 
  If its mark is foolish enough to accept its bargain, the 
  vilderavn often returns wearing the innocent’s flesh 
  to torment its supposed ally and drive her to insanity. A 
  vilderavn might even offer an irony-laced limited wish to 
  sweeten its bargains and truly test a mortal’s resolve.
  269
  
  Vishap
  This slender dragon is covered in vivid cerulean scales with four 
  powerful wings to match.
  VISHAP	
  CR	19
  XP	204,800
  N Colossal dragon (extraplanar)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +30
  Aura frightful presence (300 ft., DC 29)
  DEFENSE
  AC 35, touch 4, flat-footed 33 (+2 Dex, +31 natural, –8 size)
  hp 362 (25d12+200)
  Fort +22, Ref +16, Will +16
  Defensive	Abilities poisoned blood; DR 15/magic; 
  Immune poison, paralysis, sleep; Resist acid 15, cold 15, 
  electricity 15, fire 15; SR 30
  OFFENSE
  Speed 50 ft., fly 200 ft. (average), swim 100 ft.; ley swim 
  Melee bite +30 (2d8+13/19–20 plus grab and poison), tail slap +28 
  (4d6+19), 2 wings +28 (2d8+6), 2 claws +30 (2d8+13 plus grab)
  Space 30 ft.; Reach 30 ft. (40 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 25d6 acid, 
  Reflex DC 30 half, usable every 1d4 rounds), constrict 
  (2d8+13), poison, swallow whole (10d6 bludgeoning 
  damage, AC 25, 36 hp)
  Spell-Like	Abilities (CL 25th; concentration +32)
  Constant—tongues
  At will—etherealness
  5/day—greater create mindscapeOA, greater possessionOA (DC 25)
  Psychic	Spells	Known (CL 15th; concentration +22)
  7th (1/day)—ethereal envelopmentOA (DC 24), psychic 
  crush IIIOA (DC 24)
  6th (2/day)—ego whip IVOA (DC 23), psychic surgeryOA
  5th (3/day)—etheric shardsOA (DC 22), explode headOA 
  (DC 22), id insinuation IVOA (DC 22), wall of ectoplasmOA
  4th (5/day)—condensed etherOA, mind probeOA (DC 21), 
  mindwipeOA (DC 21), synaptic scrambleOA (DC 21), thought 
  shield IIIOA, thoughtsenseOA
  3rd (6/day)—analyze auraOA, ectoplasmic snareOA, node 
  of blastingOA (DC 20), purge spiritOA, mindscape door OA, 
  synaptic pulseOA (DC 20)
  2nd (7/day)—anticipate thoughtsOA, aversionOA (DC 19),  
  demand offeringOA (DC 19), detect mindscapeOA, 
  hypercognitionOA, instigate psychic duelOA (DC 19),  
  mental blockOA (DC 19)
  1st (7/day)—burst of adrenalineOA, charge objectOA, 
  decrepit disguiseOA (DC 18), deja vuOA, mindlinkOA, psychic 
  readingOA, telempathic projectionOA
  STATISTICS
  Str 37, Dex 15, Con 26, Int 18, Wis 14, Cha 25
  Base Atk +25; CMB +46 (+50 grapple); CMD 58 (62 vs. trip)
  Feats Critical Focus, Exhausting Critical, Flyby Attack, Greater 
  Vital Strike, Hover, Improved Critical (bite), Improved 
  Initiative, Improved Vital Strike, Multiattack, Power Attack, 
  Tiring Critical, Vital Strike, Wingover
  Skills Climb +21, Fly +22, Intimidate +20, Knowledge (arcana) 
  +32, Knowledge (dungeoneering, engineering, geography, 
  history, nature, religion) +17, Knowledge (local, nobility) +8, 
  Knowledge (planes) +22, Linguistics +10, Perception +30, Sense 
  Motive +20, Spellcraft +32, Swim +49, Use Magic Device +30
  Languages Abyssal, Aklo, Aquan, Celestial, Common, Draconic, 
  Sylvan; telepathy 100 ft., tongues
  SQ vishapakar affinity
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure triple
  SPECIAL	ABILITIES
  Ley	Swim	(Su) Vishaps are fundamentally attuned to ley lines 
  (Pathfinder RPG Occult Adventures 232). As a full-round 
  action while within reach of a vishapakar standing stone 
  that is placed on a ley line, a vishap can swim the currents 
  of any ley line attached to that vishakapar at a rate of 10 
  miles per round (crossing to a different plane takes 10 
  rounds). This is a teleportation effect. The vishap can sense 
  the exact shape and length of the ley line, and knows 
  exactly where each vishapakar along the ley line is. In 
  addition, the vishap automatically knows the status (as per 
  the spell) of each living creature along the ley line’s path or 
  attuned to the ley line. A vishap can end its ley swim only 
  at a vishapakar, though it can travel along other ley lines 
  that connect with its current ley line.
  Poison	(Ex)	Bite or poisoned blood—contact or injury; save Fort 
  DC 30; frequency 1/round for 6 rounds; effect 1d6 Con; cure 
  2 consecutive saves.
  Poisoned	Blood	(Ex) Any creature that comes into contact 
  with a vishap’s blood is subjected to the dragon’s poison. 
  A creature that deals melee damage to a vishap must 
  succeed at a DC 25 Reflex save to avoid being exposed 
  to the poison, and an attacker using a natural weapon is 
  exposed automatically.
  Spells	(Sp)	A vishap casts spells as a 15th-level psychic (Occult 
  Adventures 60).
  Vishapakar	Affinity	(Sp,	Su) A vishap automatically succeeds 
  at any attempt to attune itself to a ley line if it makes that 
  attempt while adjacent to a vishapakar. It treats the effects 
  of any such ley line as if the ley line were 5 caster levels 
  higher. By concentrating as a standard action, a vishap can 
  view the surroundings of a vishapakar on one of its attuned 
  ley lines as per greater scrying.
  Vishaps think of themselves as guardians of the ley 
  lines that connect the life forces of the Material Plane to 
  one another. Like all dragons, vishaps claim expansive 
  territories, but these territories often make little 
  270
  
  geographical sense to others—a single vishap might 
  claim unconnected areas on different hemispheres of a 
  planet, for example, and yet multiple vishaps sometimes 
  coexist within mere miles of each other with no apparent 
  animosity. To those attuned to the occult mysteries of ley 
  lines, however, the vishaps’ territorial borders are clear. 
  Each vishap claims one or more networks of ley lines, 
  which may stretch for thousands of miles (or even across 
  galaxies), and sometimes overlap with each other without 
  ever touching. A vishap’s first priority is the integrity of its 
  ley line network, so any corruption of a ley line draws the 
  attention of the vishap that cares for it.
  Vishaps claim only small physical territories in places 
  where their ley lines coincide with interesting geography. 
  In these places, vishaps make psychic contact with 
  intelligent creatures nearby, encouraging them to create 
  standing stones called vishapakars. A vishap can’t place 
  a vishapakar on its own, but the presence of a vishapakar 
  on a ley line allows the vishap a great deal of control 
  over that ley line. Evil or less diplomatic vishaps often 
  travel to these desirable locations to intimidate the local 
  people into appeasing the dragons with standing stones. 
  Vishapakars can stand for thousands of years, even as the 
  ley lines that they once marked drift and change course, 
  so a vishap must return to each vishapakar periodically, 
  entreating (or forcing) locals to create new vishapakars 
  on the ley lines’ new locations. At particularly ancient 
  locations, it is possible to map the gradual drift of ley 
  lines by the age of the nearby vishapakars.
  Vishaps become deeply attached to their ley line 
  networks over their millennia-long life spans, and can 
  live peacefully alongside other vishaps with nearby 
  networks. When ley lines drift and converge, however, it 
  often results in a mortal duel. Sometimes this happens 
  as a corporeal battle in the skies of a planet, or between 
  the dragons while in their ethereal forms. Most 
  commonly, vishaps engaged in mortal combat for 
  control of converging ley lines meet each other 
  in elaborate psychic duels. These duels can last 
  for years, and often spill over into the Material 
  Plane, with each vishap subtly manipulating the 
  creatures and locations along the converging ley 
  lines in a proxy war to defeat its opponent.
  Vishaps keep their treasure hoards, like their 
  territories, in strange places, hidden in eddies of 
  psychic energy along their favorite ley lines. A vishap’s 
  hoard might be physically scattered across dozens of 
  planes, though to the vishap each cache is only minutes 
  away from the others. A vishap favors items of psychic 
  significance, so one is as likely to find a mundane 
  wooden spoon that belonged to a powerful occultist 
  or the skull of a famous psychic in a vishap’s hoard 
  as a magical sword or mountains of gold.
  Vishaps procreate only once during their lives, as 
  tending to their ley lines takes priority over almost any 
  biological imperative. When a vishap is finally ready to 
  mate, it commits its form wholly to the ley line network, 
  drifting listlessly along the psychic currents. Inevitably, 
  it meets with some other drifting vishap, and the two 
  consciousnesses merge, exploding in a spray of psychic 
  force. The resulting motes of ethereal energy scatter across 
  the universe, slowly drifting back toward each other and 
  forming eggs, which sometimes drift along ley lines for 
  millennia before hatching a young, ethereal vishap that 
  awakens to full consciousness upon hatching.
  A fully grown vishap is 70 feet from head to tail and 
  weighs 60,000 pounds.
  Vishap
  Illustration by Ben Wootten
  271
  
  Vukodlak
  This feral, black-furred creature combines the features of a wolf 
  and those of a horse, with a fanged muzzle and glowing red eyes.
  VUKODLAK	
  CR	3
  XP	800
  NE Large undead 
  Init +6; Senses darkvision 60 ft., scent; Perception +10
  Aura unnatural aura
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 26 (4d8+8)
  Fort +3, Ref +3, Will +5
  DR 5/silver; Immune undead traits; Resist cold 5, electricity 5
  OFFENSE
  Speed 50 ft.
  Melee bite +7 (1d8+7 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks	blood drain (1d2 Constitution), terrifying gaze
  STATISTICS
  Str 21, Dex 15, Con —, Int 6, Wis 12, Cha 14
  Base	Atk +3; CMB +9 (+13 grapple); CMD 21 (25 vs. trip)
  Feats Improved Initiative, Run
  Skills Intimidate +8, Perception +10, Stealth +8; Racial	Modifiers	
  +4 Perception, +4 Stealth
  Languages Common (can’t speak)
  ECOLOGY
  Environment any land
  Organization solitary, pair, or pack (3–11)
  Treasure incidental
  SPECIAL	ABILITIES
  Terrifying	Gaze	Paralyzed with fear for 1 round, 
  30 feet, Will DC 14 negates. This is a 
  mind-affecting fear effect. A creature that 
  succeeds at its saving throw is immune 
  to the vukodlak’s gaze for 24 hours. 
  The save DC is Charisma-based.
  Vukodlaks spawn from the malignant 
  spirits of powerful, intelligent, wolflike 
  creatures such as worgs, winter wolves, 
  or werewolves. Often they arise from such 
  creatures 
  that—through 
  desperation 
  or depravity—fed on undead flesh 
  or drank the blood of a vampiric 
  creature. Their blackened souls 
  arise after death, twisting their 
  bodies into monstrous shapes. 
  Like vampires, vukodlaks share 
  an insatiable thirst for blood.
  Vukodlaks measure 8 feet long 
  and 6 feet tall at the shoulder, and 
  they weigh 1,000 pounds. A vukodlak typically walks on 
  all fours, and from a distance can easily be mistaken for 
  a large, shaggy horse. However, it has a distinct wolflike 
  muzzle filled with sharp canine teeth, as well as other 
  wolfish features. Vukodlaks possess monstrous strength, 
  making them ideal mounts for powerful undead masters 
  or other evil creatures. While serving as mounts, they keep 
  to all fours, and might easily be mistaken for worgs or 
  great fanged horses. Masters seeking to control vukodlaks 
  find the most success relying on fear and intimidation, 
  as well as providing a constant source of blood for the 
  creature to feed upon. Vukodlaks share a natural kinship 
  with vampires and often serve them willingly.
  Vukodlaks hunger for blood, gorging themselves rather 
  than saving victims to feed on later. When feeding, they can 
  prove difficult to command. Riders who are not careful in 
  their attempts to restrain a hungry vukodlak risk having 
  their mount turn on them. While vukodlaks can go days 
  without feeding, they gradually become weaker if they do 
  not feed daily, and have difficulty operating on anything 
  other than pure instinct. Though intelligent, vukodlaks 
  rarely think or plan ahead, instead focusing on feeding or 
  obeying their masters’ commands. 
  Vukodlaks without masters often form small packs. 
  These packs annihilate all life in entire areas, overfeeding 
  until destroyed or forced to move on. Vukodlaks hate 
  sunlight and hunt only at night, making their lairs in 
  deep caves or ruins. They don’t care for treasure; anything 
  of worth found in a vukodlak lair is simply something its 
  latest victim was carrying that the beast couldn’t eat.
  Although vukodlaks don’t appear undead at first 
  glance, any creature that wounds one or 
  finds a vukodlak corpse can tell they’re 
  not living creatures—their bodies 
  being largely hollow, filled with the 
  rotten, stinking remains of organs 
  that ceased functioning long ago.
  Illustration by Bryan Sola
  272
  
  Vukodlak–Wakandagi
  Illustration by Tomasz Chistowski
  Wakandagi
  This antlered beast combines the features of an elegant deer and 
  a slithering serpent.
  WAKANDAGI	
  CR	14
  XP	38,400
  NG Large outsider (native, water)
  Init +6; Senses darkvision 60 ft., detect evil, detect magic, 
  low-light vision, scent, mistsight; Perception +23
  DEFENSE
  AC 28, touch 16, flat-footed 21 (+6 Dex, +1 dodge, +12 natural, 
  –1 size)
  hp 200 (16d10+112)
  Fort +17, Ref +13, Will +14
  Immune disease, poison; Resist cold 10, fire 10; SR 25
  OFFENSE
  Speed 40 ft., swim 80 ft.
  Melee gore +25 (1d8+10), bite +25 (1d8+10), 2 hooves +23 
  (1d8+5), tail slap +23 (1d8+5)
  Ranged water bomb +21 touch (bull rush)
  Space 10 ft.; Reach 5 ft. (10 ft. with tail slap)
  Special Attacks capsize, pounce, powerful charge (gore, 2d8+15), 
  water bomb
  Spell-Like	Abilities (CL 14th; concentration +20)
  At will—detect evil, detect magic, fog cloud, quench 
  (DC 19)
  3/day—aqueous orbAPG (DC 19), neutralize poison
  STATISTICS
  Str 30, Dex 23, Con 24, Int 13, Wis 19, Cha 22
  Base Atk +16; CMB +27; CMD 44 (48 vs. trip)
  Feats Dodge, Lightning Reflexes, Mobility, Multiattack, 
  Point-Blank Shot, Power Attack, Spring Attack,  
  Vital Strike
  Skills Acrobatics +20, Diplomacy +20, Intimidate +20, 
  Knowledge (nature, planes) +15, Perception +23, 
  Spellcraft +9, Stealth +20, Survival 
  +20, Swim +23
  Languages 
  Common, 
  Sylvan
  ECOLOGY
  Environment 
  temperate rivers
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Water	Bomb	(Su) As a standard action, a 
  wakandagi can spit a ball of water at a target 
  within 60 feet as a ranged touch attack. If 
  successful, the attack is resolved as a bull rush 
  using the wakandagi’s CMB. This bull rush doesn’t 
  provoke an attack of opportunity. If the ball of water 
  successfully hits, it remains in the square of the target struck. 
  If the ball of water misses, it continues in a straight line and 
  lands at the extent of its range. This ball is 2 feet across and 
  weighs 50 pounds. One round after the wakandagi spits the 
  ball of water, it explodes, dealing 10d6 points of nonlethal 
  damage to all creatures within a 20-foot radius (Reflex DC 25 
  half). The save DC is Constitution-based.
  Ardent defenders of large flowing rivers and the 
  branching tributaries that accompany them, wakandagis 
  swim through wild, untouched lands, valiantly working 
  to guard them from those who would over-settle their 
  banks, spoil their purity, and take from their bounty 
  without consideration for the needs of the river or 
  the other creatures that inhabit it. When destructive 
  creatures poison the rivers or humanoids draw too many 
  fish from their waters, wakandagis are roused to confront 
  the despoilers, either to force them to flee or to end their 
  destruction by any means necessary. 
  While a wakandagi’s anger is fierce, it is not easily roused. 
  Simple fishing expeditions and the occasional traveler are left 
  in peace; only those doing extreme and malicious damage to 
  the rivers in a wakandagi’s territory provoke it, and the creature 
  attacks only after great 
  deliberation. While these 
  majestic beasts are rarely 
  encountered by humans, 
  tales around the fires of 
  fish camps and within 
  the 
  relative 
  safety 
  of riverside taverns 
  claim 
  that, 
  when 
  riled, a wakandagi 
  will come screaming 
  out 
  from 
  within 
  a veil of clinging 
  mist, scattering foes, 
  capsizing boats, and 
  spitting its water 
  bombs, 
  which 
  can render a foe unconscious. Any 
  creature straying too close to the beast 
  falls victim to its branching antlers. 
  The other, less destructive tales 
  involving 
  wakandagis 
  portray 
  them 
  as 
  considerate and kind-hearted beasts, sometimes 
  flooding a burning field to save a crop of corn, 
  pushing a sinking boat to shore to save the crew, 
  or even saving a child bitten by a viper while 
  playing in the river. 
  A wakandagi stands 9 feet at the shoulder, 
  stretches 18 feet from nose to tail, and 
  weighs 2,200 pounds.
  273
  
  Warmonger Wasp
  This wasplike creature seems to be partially made of metal. Its 
  wings create an iridescent glow as it buzzes through the air.
  WARMONGER	WASP	
  	CR	7
  XP	3,200
  CE Large construct (extraplanar)
  Init	+10; Senses	darkvision 60 ft., low-light vision; 
  Perception +13 
  DEFENSE
  AC	21, touch 15, flat-footed 
  15 (+6 Dex, +6 natural, 
  –1 size)
  hp	85 (10d10+30); fast healing 5
  Fort	+5, Ref	+9, Will	+4
  Immune	electricity, construct 
  traits
  OFFENSE
  Speed	30 ft., fly 30 ft. (good)
  Melee	bite +15 (1d8+4), 2 claws +15 
  (1d6+4), sting +15 (1d6+4/19–20 plus poison)
  Space	10 ft.; Reach	10 ft.
  Special	Attacks	static discharge, poison
  STATISTICS
  Str	18, Dex	23, Con	—, Int	3, Wis	13, Cha	1
  Base	Atk	+10; CMB	+15; CMD	31 (35 vs. trip)
  Feats	Ability Focus (poison), Great Fortitude, 
  Improved Critical (sting), Improved 
  Initiative, Weapon Finesse
  Skills	Fly +14, Perception +13, Stealth +13; 
  Racial	Modifiers +8 Perception, +8 Stealth
  Languages	Abyssal (can’t speak)
  ECOLOGY
  Environment	any (Abyss)
  Organization	solitary, pair, or flight (3–12)
  Treasure	none
  SPECIAL	ABILITIES
  Poison	(Ex)	Sting—injury; save Fort DC 17; frequency 1/round 
  for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. 
  Static	Discharge	(Su)	Once every 1d4 rounds as part of 
  a move action that’s taken to fly at least 10 feet, a 
  warmonger wasp’s wings can discharge a bolt of electricity 
  to a range of up to 60 feet. The bolt explodes upon 
  reaching its target, creating a 20-foot-radius burst that 
  deals 6d6 points of electricity damage (Reflex DC 15 half). 
  The save DC is Constitution-based.
  Like the more powerful retriever (Pathfinder RPG 
  Bestiary 234), the warmonger wasp is a construct built 
  from the protoplasmic flesh and chaotic fecundity of 
  the Abyss itself. Partially organic and partially metallic, 
  warmonger wasps serve demonic armies as air support 
  Illustration by Damien Mammoliti
  in large  battles. Their  electricity-based explosions work 
  well on battlefields where demons and mortals clash, as 
  electrical attacks have no effect on demons. Warmonger 
  wasps are grown rather than constructed, and while the 
  procedure of crafting these constructs is beyond the ken 
  of mortal crafters, spellcasters can conjure them to do 
  their bidding. Warmonger wasps are only intelligent 
  enough to understand simple commands, and even then 
  they generally understand only commands universally 
  associated with battlefield conditions.
  A warmonger wasp is about 10 feet long, has a 20-foot 
  wingspan, and weighs 1,200 pounds.
  CONJURING A WARMONGER WASP
  Although a warmonger wasp is not an outsider, it may 
  nonetheless be conjured by either a planar ally or planar 
  binding spell. The spellcaster must take care 
  when doing so, however, using specially 
  prepared incenses, the secretions of rare 
  and violent insects, and complex 
  diagrams drawn with expensive 
  phosphorescent inks, lest the 
  wasp attack the spellcaster upon 
  the spell’s completion. These 
  components cost 15,000 gp 
  and replace the usual costs 
  associated with casting 
  either spell (including 
  the required Charisma 
  check to browbeat the 
  creature into servitude 
  with 
  planar 
  binding, 
  as well as planar ally’s 
  requirement to pay the 
  conjured creature).
  MASSACRE WASP
  Warmonger wasps grow organically from protoplasmic 
  flesh and chaos, so it’s no surprise that, unlike many 
  constructs, each warmonger wasp has a uniquely terrible 
  appearance, and the wasps warp, twist, and mutate over 
  time. While in most cases, significant mutations prove 
  crippling and ultimately cause the wasp’s death, in rare 
  cases, the mutated wasp reaches a new state of evolution and 
  becomes a massacre wasp: a more powerful version of the 
  warmonger wasp that is capable of strategizing and leading 
  other warmonger wasps in battlefield maneuvers. Massacre 
  wasps usually have the advanced or giant simple template 
  as well as either 6 evolution points’ worth of summoner 
  eidolon evolutions (see Pathfinder RPG Advanced Player’s 
  Guide pages 60–64) or other monster abilities of a similar 
  power level and scope. Massacre wasps’ static discharge 
  works once per round instead of once every 1d4 rounds.
  274
  
  Warmonger Wasp–Water Leaper
  Illustration by Fabio Gorla
  Water Leaper 
  This vicious monster has webbed wings, a mouth full of sharp 
  teeth, and a long tail ending a black stinger.
  WATER	LEAPER	
  CR	2
  XP	600
  CN Small magical beast (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 22 (3d10+6)
  Fort +5, Ref +6, Will +3
  OFFENSE
  Speed 20 ft., fly 20 ft. (clumsy), swim 30 ft.
  Melee bite +5 (1d4+1), sting +5 (1d4+1 plus 1 bleed and 
  jagged sting)
  Special	Attacks	bleed (1), jagged sting,	water leap
  STATISTICS
  Str 12, Dex 16, Con 15, Int 7, Wis 14, Cha 13
  Base Atk +3; CMB +4; CMD 17
  Feats Flyby Attack, Improved Initiative
  Skills Acrobatics +11 (+15 when jumping), Fly –3, 
  Perception +6, Stealth +11, Swim +9; Racial	Modifiers 
  +4 Acrobatics (+8 when jumping)
  Languages Aquan
  SQ amphibious
  ECOLOGY
  Environment any lakes or swamps
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Jagged	Sting	(Ex)	A water leaper’s sting 
  causes dangerous shards 
  too tiny for the eye to 
  see to break off into the 
  target’s flesh and cause 
  bleeding. A successful 
  DC 15 Heal check stops 
  the bleeding and 
  removes the fragments. 
  However, magical and 
  supernatural healing of 
  any kind doesn’t stop the bleeding 
  and instead seals the fragments within 
  the wound, increasing the bleed damage to 
  1d4 points and the Heal DC to stop the bleeding to 20. Further 
  such healing still doesn’t stop the bleed effect, but also 
  doesn’t increase the damage or Heal DC further.
  Water	Leap	(Ex) Water leapers get their name from their 
  uncanny ability to ambush prey by leaping out of the 
  water. A water leaper that begins its turn in the water can 
  make a special leaping charge attack. This special charge 
  doesn’t need to be in a straight line with respect to altitude, 
  allowing the water leaper to leap out, up and over the rim of 
  a boat, and down onto its prey. At the end of a water leap, 
  the water leaper can make both a bite and a sting attack.
  Water leapers are ornery hunters that thrive in lakes, 
  swamps, and other marshy bodies of water. They eagerly 
  ambush much larger targets. Against challenging prey, 
  they make their namesake leap from the water, use their 
  jagged sting to open a wound, and then wait for their 
  victim to bleed out. Although fishermen tell tales of 
  marauding water leapers, in reality, the creatures prefer 
  attacking animals and other less canny prey, since 
  intelligent creatures are both more likely to be able to 
  halt the bleeding from the water leaper’s sting and hold a 
  grudge afterward. 
  The average water leaper is a little over 3 feet long, not 
  counting its wings or the length of its tail, and weighs 
  between 8 and 16 pounds.
  WATER MAULER
  Much like many other amphibious animals, water 
  leapers grow through several stages before 
  reaching the their adult form. What most 
  don’t realize is that water leapers’ small 
  winged stage isn’t the species’s final form. 
  Most water leapers don’t live long enough 
  to undergo their final metamorphosis, 
  which occurs at an inconsistent age, 
  but those that do transform into water 
  maulers (considered by most scholars 
  to be a rare separate-but-related 
  species). A water mauler is a Large 
  water leaper advanced by adding 
  HD. It gains two claw attacks, 
  rend (2 claws), and pounce 
  (replacing water leap). 
  Water maulers, unlike their 
  brethren, are more likely to 
  interact with creatures of other 
  species—particularly natives of 
  the swamp such as boggards—
  to create mutually beneficial 
  alliances. They can even 
  serve as reluctant mounts, 
  capable of carrying their 
  riders both into the air and 
  beneath the waves. Such water 
  maulers mainly enter into 
  these collaborations to procure themselves 
  steady sources of food, but they occasionally desire 
  something more unusual—typically colorful items 
  they have seen in passing.
  275
  
  Whale, Narwhal
  This small whale lacks a dorsal fin and has pale, mottled skin. 
  Its most notable feature is the single tusk protruding from its face.
  NARWHAL		
  CR	3
  XP	800
  N Large animal
  Init +3; Senses blindsight 120 ft., low-light vision; Perception +12 
  DEFENSE
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
  hp 30 (4d8+12)
  Fort +6, Ref +7, Will +3
  OFFENSE
  Speed swim 80 ft.
  Melee bite +7 (1d8+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks tusk
  STATISTICS
  Str 21, Dex 17, Con 14, Int 2, Wis 15, Cha 6
  Base Atk +3; CMB +9; CMD 22 (can’t be tripped)
  Feats Skill Focus (Swim), Toughness
  Skills Perception +12, Swim +20; Racial Modifiers +4 Perception 
  SQ hold breath
  ECOLOGY
  Environment cold oceans
  Organization solitary, pair, or pod (3–18)
  Treasure none
  SPECIAL	ABILITIES
  Hold	Breath	(Ex) Narwhals are expert deep 
  divers, and a narwhal can hold its breath a 
  number of minutes equal to 2 times its 
  Constitution score.
  Tusk	(Ex) A charging narwhal can 
  make a single gore attack with 
  its tusk in place of its normal 
  bite attack. If it hits, the 
  tusk deals 2d6+14 points 
  of damage with a ×3 
  critical multiplier.
  Narwhals are skilled 
  hunters in arctic waters, and are known to dive deeper 
  than even much larger cetaceans both in open water 
  and beneath thick sheets of floating ice. A male narwhal 
  possesses a single, 6-foot-long tusk extending from 
  just above its mouth, which it uses to impress females 
  during mating season, engaging in flashy duels with 
  other males. In times of need, the tusks may be used to 
  break through thick ice or even in self-defense, though 
  most narwhals prefer to flee rather than fight. A typical 
  narwhal is about 14 feet long (not including the tusk) and 
  weighs 3,200 pounds.
  Illustration by Florian Stitz
  Whale, Blue
  This enormous creature has a fluke tail and a wide mouth filled 
  with baleen.
  BLUE	WHALE		
  CR	12
  XP	19,200
  N Colossal animal
  Init –1; Senses low-light vision; Perception +27
  DEFENSE
  AC 26, touch 1, flat-footed 26 (–1 Dex, +25 natural, –8 size)
  hp 184 (16d8+112)
  Fort +17, Ref +9, Will +8
  OFFENSE
  Speed swim 40 ft.
  Melee tail slap +21 
  (8d6+24 plus stun)
  Space 30 ft.; Reach 30 ft.
  Special Attacks capsize
  STATISTICS
  Str 42, Dex 8, Con 25, Int 2, Wis 13, Cha 6
  Base Atk +12; CMB +36; CMD 45 (can’t be 
  tripped)
  Feats Awesome Blow, Diehard, Endurance, 
  Improved Bull Rush, Iron Will, Power Attack, Skill 
  Focus (Perception), Weapon Focus (tail slap)
  Skills Perception +27, Swim +35; Racial	Modifiers 
  +12 Perception 
  SQ hold breath
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or pod (3–18)
  Treasure none
  SPECIAL	ABILITIES
  Hold	Breath	(Ex) A blue whale can hold its breath 
  a number of rounds equal to 10 times its 
  Constitution score.
  Stun	(Ex) A blue whale’s fluke can 
  deliver a powerful stunning blow. 
  A creature struck by this 
  attack must succeed at a 
  DC 34 Fortitude save or be 
  dazed for 1 round. If the strike is a critical hit and the target 
  fails its save, it is also stunned for 1d4 rounds. The save DC 
  is Strength-based.
  Tail	Slap	(Ex) A blue whale’s tail slap is a primary attack and 
  applies 1–1/2 times its Strength bonus on damage rolls.
  Despite their size, blue whales are docile unless threatened. 
  They eat millions of tiny invertebrates known as krill, which 
  they suck through their baleen in massive gulps. These 
  enormous mammals can be found in oceans and seas. An 
  adult blue whale is 100 feet long and weighs 200 tons.
  276
  
  Whale–Witchcrow
  Illustration by Brynn Metheney
  Witchcrow
  Unnatural intelligence glows in the bright green eyes of this large, 
  jet-black crow.
  WITCHCROW		
  CR	3
  XP	800
  CE Small magical beast
  Init +3; Senses darkvision 60 ft., detect magic, low-light vision; 
  Perception +9
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size) 
  hp 32 (5d10+5)
  Fort +5, Ref +7, Will +4
  Resist cold 5
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee 2 talons +7 (1d6+1)
  Special Attacks hexes (cackleAPG, evil eyeAPG, misfortuneAPG)
  Spell-Like	Abilities (CL 5th; concentration +8; Intelligence-based)
  Constant—detect magic, speak with animals (birds only) 
  3/day—perceive cuesAPG, vanishAPG, ventriloquism (DC 14) 
  1/day—ill omenAPG, mirror image
  STATISTICS
  Str 12, Dex 17, Con 12, Int 17, Wis 16, Cha 13
  Base Atk +5; CMB +5 (+7 stealAPG); CMD 19 (21 vs. stealAPG)
  Feats Combat Expertise, Dodge, Flyby AttackB, Improved StealAPG 
  Skills Bluff +5, Fly +15, Knowledge (arcana) +6, Perception +9, 
  Sense Motive +6, Sleight of Hand +12, Spellcraft +6, Stealth +15; 
  Racial	Modifiers +8 Sleight of Hand
  Languages Abyssal, Aklo, Auran, Common; speak with animals 
  (birds only)
  SQ apportation
  ECOLOGY
  Environment cold or temperate forests or plains 
  Organization solitary, pair, covey (3–12), or murder (13–30) 
  Treasure standard
  SPECIAL	ABILITIES
  Apportation	(Su) Once per day, in large enough groupings (such 
  as a murder), witchcrows can perform cooperative magic to 
  open a glowing ring that leads to somewhere else. This entails 
  a raucous aerial ritual centered on those that wish to make 
  use of this ability. The ritual functions like a teleportation 
  circle (CL 17th), except it requires 1 minute of uninterrupted 
  casting time. The circle doesn’t need to be placed on a 
  horizontal surface, and is both visible and easily detected. 
  The effect stays in place for 1 minute. Most witchcrows loathe 
  using this power, but some offer it as a service, demanding a 
  high price—usually something cherished, extremely valuable, 
  and magical.
  Hexes	(Su) A witchcrows can use the hexes listed in its special 
  attacks entry as a 5th-level witch (Pathfinder RPG Advanced 
  Player’s Guide 65). The save DC to resist a witchcrow’s hex is 15. 
  The dread witchcrow, renowned as a harbinger of ill deeds 
  and misfortune, preys on the weak and spies on the unwary. 
  Clever, manipulative, and avaricious in the extreme, these 
  birds have no conscience and know no fear. Witchcrows 
  strive to steal not only victims’ most cherished possessions, 
  but their hopes and dreams as well. They delight in bringing 
  anguish and sowing doubt even as they offer falsely friendly 
  advice designed to tear down alliances, dupe the gullible, and 
  compromise the virtuous. Despite their deceptive nature, 
  witchcrows can also hold valuable information—or come by 
  such if paid to retrieve it.
  Witchcrows value arcane magic above all else, not simply 
  as practitioners, but also as collectors. In exchange for 
  their services or information, witchcrows trade for scrolls, 
  potions, and other lesser magic items. Even if such items go 
  unoffered, an intense covetous streak drives witchcrows to 
  pilfer these things if they sense them among a bargainer’s 
  possessions. Often, they single out arcane casters as targets 
  for thievery, closing on casters from a distance with their 
  vanish ability and executing flyby attacks to snatch away any 
  baubles they desire. They carry such loot back to their nests 
  to preen and proudly share stories of their daring raids under 
  the adulation of their peers. Regular, prolonged spellcasting 
  (casting spells with a casting time greater than 1 round) often 
  attracts witchcrows to the area. They stalk spellcasters in 
  groups, watching for opportunities to steal from them.
  277
  
  Wizard’s Shackle
  This eel-like creature has a thick, greasy body and a large, circular 
  mouth full of tiny teeth.
  WIZARD’S	SHACKLE	
  CR	1/2
  XP	200
  N Tiny aberration (aquatic)
  Init +0; Senses arcane sight, blindsight 60 ft.; Perception +6
  DEFENSE
  AC 12, touch 12, flat-footed 12 (+2 size)
  hp 9 (2d8)
  Fort +0, Ref +0, Will +4
  Defensive	Abilities host buffer; Immune disease, 
  mind-affecting effects, poison; SR 11
  OFFENSE
  Speed 5 ft., swim 30 ft.
  Melee bite +3 (1d4–3 plus attach and 1d3 
  Wisdom damage)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks puppet master
  Spell-Like	Abilities	(CL 5th; concentration +1)
  Constant—arcane sight
  STATISTICS
  Str 4, Dex 11, Con 11, Int 12, Wis 13, Cha 2
  Base	Atk +1; CMB –1 (+7 grapple); CMD 6 (14 vs. 
  grapple, can’t be tripped)
  Feats Weapon Finesse
  Skills Climb +2, Knowledge (arcana) +6, Perception +6, 
  Stealth +13, Swim +10
  Languages Aklo (can’t speak); telepathy 10 ft.
  SQ amphibious, compression
  ECOLOGY
  Environment any water
  Organization solitary, pair, or infestation (3–12)
  Treasure none
  SPECIAL	ABILITIES
  Host	Buffer	(Ex) A wizard’s shackle that has dominated a host 
  uses the host’s saving throws if they are better than the 
  wizard’s shackle’s saving throws.
  Puppet	Master	(Su) If a wizard’s shackle attaches to a 
  creature that can cast spells or use spell-like abilities, 
  the target creature must succeed at a DC 14 Will save 
  or become dominated (as per dominate monster). The 
  domination lasts as long as the wizard’s shackle remains 
  in contact with the victim. If the target would receive a 
  new save against the effect (as described in the spell), a 
  successful save allows it to avoid taking the action, but 
  doesn’t end the domination. The save DC is Intelligence-
  based and includes a +2 racial bonus.
  Tenacious	Grip	(Ex) A wizard’s shackle gains a +8 bonus on 
  combat maneuver checks to grapple and to CMD against 
  grapple combat maneuvers.
  Wizard’s shackles are intelligent, eel-like parasites with 
  tough bodies covered in pulsating veins. A wizard’s shackle 
  not attached to a host is quite cowardly and typically flees 
  if it can. However, if the wizard’s shackle becomes aware 
  of a creature capable of casting spells or using spell-like 
  abilities, it becomes extraordinarily aggressive. Once it 
  establishes physical contact with such a creature, a wizard’s 
  shackle attempts to dominate its host. Wizard’s shackles 
  can’t control non-spellcasters, and never attempt to.
  Though wizard’s shackles are intelligent, they don’t have 
  a society of their own and, without a host, they perform 
  simple acts like eating, mating, and sleeping in the 
  fashion of mindless vermin. However, once it dominates 
  a spellcasting host, a wizard’s shackle reveals its 
  full potential. Driven by strange yearnings and 
  enigmatic impulses, a wizard’s shackle leads 
  its host to perform various tasks that don’t 
  make sense from an outside perspective. Most 
  of these tasks are weird but benign, such as 
  using magic to steal a merchant’s silverware 
  or fix the roof of a peasant’s house. Rarely, a 
  wizard’s shackle will force its host to commit 
  murder or other brutal acts intended to 
  fulfill some unknown purpose, though 
  most victims of such actions tend to 
  be wicked or corrupt in their own rights. 
  Regardless, wizard’s shackles attached to hosts 
  have an alien but almost childlike curiosity 
  when it comes to humanoid society, and only the 
  prospect of discovering more can distract them 
  from their enigmatic tasks.
  Wizard’s shackles latched onto 
  hosts will sometimes form a 
  social group, like a mage’s guild 
  composed solely of dominated spellcasters. 
  These collectives tend to work toward goals just 
  as incomprehensible, if not more so, than an individual 
  wizard’s shackle. Such goals might include spending a week 
  dedicated to cleaning all the city’s fountains until they 
  shine or building an obelisk made of hollow copper.
  A typical wizard’s shackle measures a mere foot in 
  length and weighs about 2 pounds.
  ARCHWIZARD’S SHACKLE
  Rarely, a wizard’s shackle that learns enough about 
  the world manages to establish a personality that it 
  maintains even without a host. Archwizard’s shackles 
  are often less disruptive and dangerous than their lesser 
  kindred, as they understand that they are enslaving another 
  being’s mind. Many learn to work together with a host 
  instead of taking full control, but evil archwizard’s shackles 
  are a much more significant threat. Archwizard’s shackles 
  advance by class levels.
  Illustration by Nikolai Ostertag
  278
  
  Wizard’s Shackle–Wolliped
  Illustration by Tyler Walpole
  Wolliped
  This shaggy, multi-legged creature has a flattened face with wide 
  nostrils and four eyes. Ivory tusks jut downward, flanking its mouth.
  WOLLIPED		
  CR	3
  XP	800
  N Large animal
  Init	+2; Senses	low-light vision, scent; Perception +9 
  DEFENSE
  AC	15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size) 
  hp	30 (4d8+12)
  Fort	+7, Ref	+6, Will	+1
  OFFENSE
  Speed	50 ft.
  Melee	gore +1 (1d8+2)
  Ranged spit +4 touch
  Space	10 ft.; Reach	5 ft.
  STATISTICS
  Str	18, Dex	14, Con	17, Int	2, Wis	11, Cha	3
  Base	Atk	+3; CMB	+8; CMD	20 (32 vs. trip)
  Feats	EnduranceB, Run, Skill Focus (Perception)
  Skills	Climb +8, Perception +9
  ECOLOGY
  Environment	temperate hills
  Organization	solitary, pair, or herd (3–12)
  Treasure	none
  SPECIAL	ABILITIES
  Docile	(Ex)	Wollipeds are not naturally 
  belligerent creatures. Unless a wolliped is 
  specifically trained for combat (see the Handle 
  Animal skill on page 97 of the Pathfinder 
  RPG Core Rulebook), its gore is treated as a 
  secondary attack and the creature lacks the 
  trample ability. If trained for combat, its 
  gore attack becomes gore +6 (1d8+6) 
  and it gains the trample ability 
  (1d6+6, DC 16). 
  Spit	(Ex)	Once per hour, a 
  wolliped can regurgitate 
  the contents of its 
  stomach, spitting 
  the foul slurry at a 
  single target within 
  10 feet as a ranged 
  touch attack. On 
  a successful hit, 
  the target must 
  succeed at a DC 15 
  Fortitude save or 
  be sickened for 1d4 
  rounds. The save DC 
  is Constitution-based.
  Some claim wollipeds weren’t initially domesticated to 
  be working animals, but rather were herded and bred for 
  their extremely warm and plentiful fleece. Regardless of 
  the creatures’ origins, arctic dwellers have a long history 
  of using these magnificent animals for many purposes, 
  even employing them as mounts in battle. A typical 
  wolliped stands between 5 and 6 feet at the front shoulder 
  and weighs upward of 1,000 pounds.
  Wollipeds are social herd animals that subsist on a diet 
  of grasses, leaves, and other plant material. Wollipeds in 
  high mountainous environments obtain much of their 
  food from lichens and mosses, while herds of wollipeds on 
  the plains graze on more substantial fare. Wild wollipeds 
  tend to migrate to more plentiful foraging lands in the 
  harshest winters, though these can be difficult to find.
  Walking on eight sturdy legs, wollipeds are exceptionally 
  sure-footed. These creatures can climb steep mountain 
  trails and march through heavy snow with little effort, 
  and arctic cavalry have often charged up scree-choked 
  hillsides to raid fortresses on the backs of armored 
  wollipeds. The great beasts’ facility at maneuvering in 
  challenging environments, as well as their generally 
  submissive nature, have resulted in a long relationship 
  with the humanoids that share their homes. Wollipeds 
  live for about 15 years, mating and giving birth 
  every 11 months, and can be ridden until the 
  final month of pregnancy.
  Wollipeds are social animals, grouping 
  together into herds for protection. When 
  threatened, wollipeds gather in a tight 
  cluster with the young animals in the 
  very center of the herd. Domesticated 
  wollipeds are used for casual riding, 
  pulling plows, and powering mills.
  Wolliped fleece is a versatile 
  textile, as wolliped fibers 
  wick water away, and still 
  provide adequate warmth 
  even when soaked. The 
  variations in their coat 
  colors and textures provide 
  weavers with a wide array 
  of design options.
  Wollipeds are known 
  to use spitting as a form 
  of communication, as well 
  as a method of defense. Most 
  wollipeds only spit at one another, 
  typically in the course of their tusk-clashing 
  shows of dominance, but when threatened, 
  they can launch a nauseating wad of partially 
  digested food at their attackers to sicken and 
  distract them.
  279
  
  Wyrmwraith
  This ghostly, skeletal creature appears to once have been a dragon, 
  but it is now something far less noble.
  WYRMWRAITH	
  CR	17
  XP	102,400
  CE Gargantuan undead (incorporeal)
  Init +16; Senses darkvision 60 ft., lifesense; Perception +38
  Aura unnatural aura
  DEFENSE
  AC 31, touch 31, flat-footed 18 (+6 deflection, +12 Dex, +1 dodge, 
  +6 profane, –4 size)
  hp 252 (24d8+144)
  Fort +14, Ref +20, Will +19
  Defensive	Abilities channel resistance +4, incorporeal, positive 
  energy transference; Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 80 ft. (perfect)
  Melee incorporeal bite +27 (4d6 plus energy drain), 
  2 incorporeal claws +27 (2d8 plus divine dispelling), 
  2 incorporeal wings +24 (2d6), incorporeal tail slap +24 (2d8)
  Space 20 ft.; Reach 15 ft. (20 ft. with incorporeal bite)
  Special	Attacks breath weapon (60-ft. cone, 20d6 negative 
  energy and 1 negative level, Reflex DC 22 half damage, 
  usable every 1d4 rounds), create spawn, ectoplasmic shift, 
  energy drain (2 levels, DC 28)
  Spell-Like	Abilities (CL 24th; concentration +30)
  At will—animate dead, command undead (DC 18), 
  desecrate, detect undead, protection from good
  5/day—create undead, control undead (DC 23), unhallow, 
  unholy blight (DC 20)
  3/day—create greater undead, quickened finger of death 
  (DC 23), waves of exhaustion
  1/day—energy drain (DC 25), soul bind (DC 25)
  STATISTICS
  Str —, Dex 34, Con —, Int 20, Wis 21, Cha 22
  Base	Atk +18; CMB +34; CMD 57 (61 vs. trip)
  Feats Acrobatic, Dodge, Flyby Attack, Hover, Improved Initiative, 
  Multiattack, Quicken Spell-Like Ability (finger of death), Skill 
  Focus (Intimidate), Skill Focus (Perception), Stealthy, Weapon 
  Focus (incorporeal bite), Weapon Focus (incorporeal claw)
  Skills Acrobatics +40, Escape Artist +14, Fly +45, Intimidate +39, 
  Knowledge (arcana) +20, Knowledge (planes) +17, Knowledge 
  (religion) +32, Perception +38, Sense Motive +32, Stealth +31, 
  Survival +29
  Languages Abyssal, Common, Draconic, Elven, Infernal
  SQ phase lurch
  ECOLOGY
  Environment any
  Organization solitary or cadre (1 plus 2–4 dread wraiths)
  Treasure double
  SPECIAL	ABILITIES
  Create	Spawn	(Su)	Any humanoids slain by a wyrmwraith 
  become dread wraiths (Pathfinder RPG Bestiary 281) in 1d4 
  rounds. Spawn are under the command of the wyrmwraith 
  that created them and remain enslaved until its death, at 
  which point they become free-willed dread wraiths. They 
  don’t possess any of the abilities they had in life.
  Divine	Dispelling	(Su) When a wyrmwraith strikes a creature 
  with one of its claws, that creature is also affected by a targeted 
  greater dispel magic (CL 20th) that can dispel only divine spells.
  Ectoplasmic	Shift	(Su) A wyrmwraith can push through the 
  ectoplasmic veil to temporarily assume a physical form made 
  of ectoplasm. As a swift action, the wyrmwraith can become 
  corporeal for 1d4 rounds. It can return to its incorporeal 
  form as a free action. Once its ectoplasmic form’s duration 
  ends, the wyrmwraith can’t assume that form again for 1d4 
  rounds. While in ectoplasmic form, the wyrmwraith loses the 
  incorporeal ability (including its deflection bonus to AC) and 
  gains a +16 natural armor bonus to AC, DR 15/—, a Strength 
  score equal to its Dexterity score, and the phase lurch ability. 
  The AC for a typical wyrmwraith in ectoplasmic form is 41. 
  When in ectoplasmic form, its attacks are Melee bite +27 
  (4d6+18 plus energy drain), 2 claws +27 (2d8+12 plus divine 
  dispelling), 2 wings +24 (2d6+6), tail slap +24 (2d8+18).
  Phase	Lurch	(Su) A wyrmwraith in ectoplasmic form can 
  pass through walls or material obstacles. It must begin and 
  end its turn outside whatever wall or obstacle it’s moving 
  through. It can’t move through corporeal creatures with this 
  ability, and its movement speed is halved while moving 
  through a wall or obstacle. Any surface it moves through is 
  coated with a thin, silvery mucus that lingers for 1 minute.
  Positive	Energy	Transference	(Su)	Whenever a wyrmwraith 
  succeeds at a saving throw to resist positive energy damage 
  but still suffers damage, the wyrmwraith can immediately 
  transfer that damage to any dread wraith spawn of its 
  choice with 120 feet that it controls. The wyrmwraith takes 
  any excess damage beyond the spawn’s hit points. Even if 
  the wyrmwraith has no spawn under its control, when it 
  succeeds at its save against a positive energy effect that 
  normally deals half damage on a successful save, it instead 
  takes one quarter damage.
  Wyrmwraiths arise from the souls of powerful dragons 
  who refuse to accept death or have an irrational fear of 
  moving on to an afterlife. No longer concerned with 
  amassing wealth and power, wyrmwraiths instead brood 
  with an unrelenting hatred of all living things. They hate 
  other dragons above all else, seeing the existence of those 
  living creatures as a mockery of their own.
  Wyrmwraiths typically haunt their former lairs or some 
  other location where they can hide from the sunlight. They 
  are drawn toward ancient ruins, forgotten catacombs, and 
  other places associated with death. Litter, detritus and 
  280
  
  Wyrmwraith
  Illustration by Ben Wootten
  bones lie heaped in areas controlled by a wyrmwraith 
  instead of the coins and gems. In the rare instances when a 
  wyrmwraith is away from its den, the malice of its presence 
  still lingers palpably in the cold air. Still displaying the 
  draconic instinct to protect their homes from would-be 
  thieves, wyrmwraiths will often create and leave behind 
  undead guardians. 
  Wyrmwraiths slay those who venture near their 
  lairs, surrounding themselves with their newly created 
  dread wraiths and any other undead they can create or 
  control, carving out small fiefdoms populated by undead 
  servitors. They send their minions to collect anything 
  and anyone with knowledge or power they believe can 
  aid them in their dark endeavors. Captured individuals 
  who please the wyrmwraith can expect to be reborn as 
  powerful undead while those that fail wallow in eternal 
  torment as dread wraiths.
  On rare occasions throughout history, powerful 
  necromancers or dark cults have managed to entice or 
  coerce a wyrmwraith into an alliance. These collaborations 
  are fleeting, as wyrmwraiths still retain a 
  twisted shadow of their draconic pride, 
  seeing all other creatures as beneath 
  them. Unless compelled to work 
  with others, a wyrmwraith turns 
  on its allies once they are no longer 
  useful to it. 
  Finding a way to gain a wyrmwraith’s 
  attention is difficult because it is no longer 
  interested in wealth or other mundane 
  material possessions. Instead, wyrmwraiths 
  seek knowledge or items to reverse or 
  improve their undead condition. Their 
  own loathing of what they have become is 
  the only thing as strong as their hatred of 
  the living. Yet, despite their predicament, 
  they still fear ultimate death.
  A wyrmwraith blights the land with 
  its very presence, a slowly spreading stain 
  tainting anything it touches. Undead activity 
  inevitably increases in any area a wyrmwraith 
  inhabits. 
  Unless 
  a 
  wyrmwraith 
  is 
  destroyed, its territory often becomes a 
  lifeless wasteland for miles.
  Wyrmwraiths are very dangerous 
  opponents in combat. They prefer to 
  soften up enemies with their breath 
  weapon and spells before closing in for 
  melee. Wyrmwraiths target clerics, paladins, 
  and other spellcasters wielding divine magic, both 
  because they know divine magic possesses the greatest 
  threat to them and because they see it as a chance to 
  strike back against the gods for their accursed state. 
  Wyrmwraiths care little about how many of their undead 
  minions are destroyed in combat. They are merely pawns 
  to the wyrmwraiths, who have the means at their disposal 
  to create more.
  Wyrmwraiths appear as skeletal, ghostly versions of 
  their former selves, their features warped by malice. No 
  matter the size they once possessed, wyrmwraiths measure 
  roughly 50 ft. from snout to tail. Unencumbered by flesh, 
  they move with a silent, effortless, and deadly grace. Even 
  wyrmwraiths’ minds become changed in undeath. Already 
  long-lived creatures when they were dragons, some 
  wyrmwraiths have spent an even longer time as undead. 
  Brooding and nurturing brutal hatred for the living for 
  so long drives these wyrmwraiths insane, causing them 
  to become reckless—or self-destructive—and to venture 
  out into the night to rain down destruction on a nearby 
  settlement or even an entire kingdom, knowing that they 
  will eventually be hunted down and destroyed.
  281
  
  Wysp
  This sphere of elemental matter emits a strange hum that 
  resonates with elemental power.
  WYSP
  All wysps have the following features.
  ECOLOGY
  Environment	any (Elemental Planes or Ethereal Plane)
  Organization	solitary, cloud (3–8), symphony (10–40 plus 1 wysp 
  conductor), or retinue (1–6 plus a powerful elemental creature)
  Treasure	none
  SPECIAL	ABILITIES
  Living	Battery	(Ex) As an immediate action, a wysp can kill 
  itself to cause a creature benefiting from its resonance to heal 
  2 hit points for each of that creature’s HD. If the wysp uses 
  this ability, its death can’t be prevented, and its life can’t be 
  restored by any effect less than true resurrection, miracle, 
  or wish, even if such an effect can normally revive an outsider.
  Resonance	(Ex) A wysp’s natural resonance strengthens the 
  power of its element. The wysp grants a +2 competence 
  bonus on attack rolls and damage rolls to all creatures 
  within 30 feet with an elemental subtype that matches the 
  wysp’s, and to the DCs of all racial spell-like, supernatural, 
  and extraordinary abilities of such creatures (as usual, this 
  does not include creatures assuming an elemental form). 
  Kineticists within 30 feet who share the wysp’s element gain 
  a +1 competence bonus on attack rolls and damage rolls. The 
  wysp’s statistics already include these bonuses.
  Servitor	(Ex) A wysp is a natural servitor. When it uses the 
  aid another action to assist a creature benefiting from its 
  resonance, the wisp can grant that creature a +4 bonus instead 
  of +2. No other effect can increase this bonus beyond +4.
  AETHER	WYSP	
  CR	2
  XP	600
  N Tiny outsider (aether, elemental)
  Init +7; Senses darkvision 60 ft.; Perception +7
  Aura resonance (30 ft.)
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 22 (3d10+6)
  Fort +5, Ref +6, Will +2
  Immune elemental traits
  OFFENSE
  Speed fly 60 ft. (good)
  Melee 2 tendrils +10 (1d3+2)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 10, Dex 17, Con 14, Int 10, Wis 13, Cha 13
  Base Atk +3; CMB +4; CMD 14 (can’t be tripped)
  Feats Improved Initiative, Weapon Finesse
  Skills Bluff +7, Disable Device +9, Fly +15, Knowledge 
  (planes) +4, Perception +7, Sense Motive +6, Sleight of 
  Hand +9, Stealth +17
  Languages Aquan, Auran, Ignan, Terran
  SQ lesser telekinesis, living battery, servitor
  SPECIAL	ABILITIES
  Lesser	Telekinesis	(Su) By extending its strands of aether, an 
  aether wysp can move small objects at a distance, as per 
  mage hand except that lesser telekinesis is a supernatural 
  ability and can move magical or nonmagical objects weighing 
  up to 10 pounds.
  AIR	WYSP	
  CR	2
  XP	600
  N Tiny outsider (air, elemental)
  Init +4; Senses darkvision 60 ft.; Perception +7
  Aura resonance (30 ft.)
  DEFENSE
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 19 (3d10+3)
  Fort +4, Ref +7, Will +2
  Immune elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 tendrils +11 (1d3+2)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 10, Dex 19, Con 12, Int 10, Wis 13, Cha 13
  Base Atk +3; CMB +5; CMD 15 (can’t be tripped)
  Feats Flyby Attack, Weapon Finesse
  Skills Bluff +7, Fly +20, Knowledge (arcana) +4, Knowledge 
  (planes) +6, Knowledge (religion) +4, Perception +7, Sense 
  Motive +7, Stealth +18
  Languages Auran
  SQ living battery, servitor
  EARTH	WYSP	
  CR	2
  XP	600
  N Tiny outsider (earth, elemental)
  Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7
  Aura resonance (30 ft.)
  DEFENSE
  AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
  hp 25 (3d10+9)
  Fort +5, Ref +4, Will +2
  DR 1/—; Immune elemental traits
  OFFENSE
  Speed 20 ft., burrow 20 ft.
  Melee 2 tendrils +9 (1d3+4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 14, Dex 13, Con 14, Int 10, Wis 13, Cha 13
  Base Atk +3; CMB +2; CMD 14 (can’t be tripped)
  Feats Power Attack, Toughness
  282
  
  Wysp
  Illustration by Nikolai Ostertsg
  Skills Bluff +7, Climb +8, Knowledge (dungeoneering, 
  engineering, planes) +5, Perception +7, Sense Motive +7
  Languages Terran
  SQ living battery, servitor
  FIRE	WYSP	
  CR	2
  XP	600
  N Tiny outsider (elemental, fire)
  Init +6; Senses darkvision 60 ft.; Perception +7
  Aura resonance (30 ft.)
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 19 (3d10+3)
  Fort +4, Ref +5, Will +2
  Immune elemental traits, fire
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 60 ft., fly 20 ft. (poor)
  Melee 2 tendrils +9 (1d3+2 
  plus burn)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks burn (1d6 
  fire, DC 14)
  STATISTICS
  Str 10, Dex 15, Con 12, Int 10, 
  Wis 13, Cha 13
  Base Atk +3; CMB +3; CMD 13 
  (can’t be tripped)
  Feats Improved Initiative, Weapon 
  Finesse
  Skills Bluff +7, Intimidate +7, 
  Knowledge (planes) +6, Perception +7, 
  Sense Motive +7, Stealth +16
  Languages Ignan
  SQ living battery, servitor
  WATER	WYSP	
  CR	2
  XP	600
  N Tiny outsider (elemental, water)
  Init +1; Senses darkvision 60 ft.; Perception +7
  Aura resonance (30 ft.)
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 22 (3d10+6)
  Fort +5, Ref +4, Will +2
  Immune elemental traits
  OFFENSE
  Speed 30 ft., swim 90 ft.
  Melee 2 tendrils +9 (1d3+3)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks	drench
  STATISTICS
  Str 13, Dex 12, Con 14, Int 10, Wis 13, Cha 13
  Base Atk +3; CMB +2; CMD 13 (can’t be tripped)
  Feats Power Attack, Weapon Focus (tendril)
  Skills Bluff +7, Heal +6, Knowledge (planes) +5, Perception +7, 
  Sense Motive +7, Stealth +14, Swim +15
  Languages Aquan
  SQ living battery, servitor
  SPECIAL	ABILITIES
  Drench	(Ex) A water wysp’s touch puts out Large or smaller 
  nonmagical flames. The creature can dispel magical fire it 
  touches as per dispel magic (caster level = the wysp’s HD).
  Wysps are five races of tiny elemental beings. Aether 
  wysps were the first wysps, born of the same 
  convergence 
  between 
  ethereal 
  and 
  elemental that spawned the aether 
  element. For a time, the first wysps 
  roamed the Ethereal and Elemental 
  Planes freely in symphonies led 
  by exuberant wysp conductors, 
  playing out the otherworldly 
  music of their resonances, 
  but soon the elemental lords 
  discovered the value of wysps 
  as minions, and bred them 
  into new races to support their 
  forces in battle. Today, most 
  wysps do their best to support 
  allies, even giving their lives for 
  their masters. Free symphonies of 
  wysps still exist on their home planes 
  and the Material Plane, though the 
  enslavement of their kind has made them shy.
  Even in the harshest servitude, wysps retain their 
  curious nature and intelligence. When free to act as they 
  please, they are playful and carefree, with mild differences in 
  personality between the elements. Aether wysps are shy and 
  mysterious, air wisps are flighty and capricious, earth wysps 
  are guarded and slow to trust, fire wysps are impetuous and 
  full of bluster, and water wysps are gentle and nurturing. 
  Wysps happily offer their services to kind allies, though 
  generally only elementally attuned creatures, kineticists, 
  and spellcasters who summon elementals can make much 
  use of a wysp’s assistance. A 7th-level spellcaster who has the 
  Improved Familiar feat can gain a wysp as a familiar.
  WYSP CONDUCTOR
  These free-spirited leaders of wysp symphonies often have 
  either the advanced simple template (with ranks in Perform) 
  or levels in bard. Their resonance doesn’t stack with inspire 
  courage, so wysp conductors often take archetypes that trade 
  out inspire courage or grant elemental-themed powers. A 
  few wysp conductors have class levels in kineticist, elemental 
  bloodline sorcerer, or other elemental-themed classes.
  283
  
  Illustration by Nemanja Stankovic
  Xiao
  This snarling blue-white monkey flies through the air on a pair 
  of birdlike wings.
  XIAO	
  CR	2
  XP	600
  CN Tiny magical beast 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 22 (3d10+6)
  Fort +5, Ref +6, Will +1
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee bite +8 (1d4–3), 2 
  slams +8 (1d3–3) 
  Space 2-1/2 ft.; Reach 
  0 ft.
  Special	Attacks sneak 
  attack +1d6
  Spell-Like	Abilities (CL 3rd; 
  concentration +3)
  3/day—burning hands 
  (DC 12), spark
  STATISTICS
  Str 4, Dex 16, Con 14, Int 7, 
  Wis 11, Cha 13
  Base Atk +3; CMB +4; CMD 11
  Feats Stealthy, Weapon Finesse
  Skills Acrobatics +11, Disable 
  Device +8, Escape Artist +5, 
  Fly +11, Perception +4, Sleight 
  of Hand +8, Stealth +13; Racial	
  Modifiers +8 Acrobatics, +4 Disable 
  Device, +4 Sleight of Hand
  Languages Common (can’t speak)
  ECOLOGY
  Environment warm mountains or forests
  Organization individuals, troupe (3–12), flock (13–30)
  Treasure Incidental (thieves’ tools, shiny trinkets, small pieces 
  of jewelry that catch a xiao’s eye)
  These colorful winged monkeys sport tawny fur coats 
  ranging from blue-white to slate grey or even black, and some 
  individuals have much lighter white or ivory areas around 
  their faces and shoulders. Their wings tend to be brightly 
  feathered. Their faces, feet, and hands are always hairless, and 
  they groom the hair surrounding their faces outward, giving 
  them a tattered, bearded appearance. Xiaos have bodies about 
  15 inches long with equally long tails and a wingspan of about 
  three feet. A few individuals have two pairs of wings; this trait 
  grants them perfect maneuverability, but they are otherwise 
  statistically identical to their two-winged kin. 
  Xiaos are omnivores, eating fruit, nuts, insects, small 
  mammals, crabs, and fish. Given enough time, rather than 
  devouring their food raw, xiaos create elaborate dishes of 
  their favorite foods and cook these dishes over small fires, 
  which they light with their spark spell-like ability. Xiaos also 
  enjoy trying new and exotic foods prepared by humanoid 
  creatures, especially foods made with flour and sugar. Most 
  xiaos are very adventurous eaters, though they tend not to 
  like the taste of beef and lamb. 
  Xiaos build nests high up in the canopy of wild places 
  or thick forests, and often cluster their nests together 
  in groups of trees. They welcome small villages of 
  friendly humanoids within their territories, as such 
  creatures are a ready source of useful objects and 
  new forms of interesting food. Xiao troops 
  often raid nearby civilized communities 
  for small amounts of salt and sugar, or 
  prepared foods for single meals, but do 
  not otherwise cause much mischief 
  unless provoked. Larger or hostile 
  communities that persecute or hunt 
  xiaos often suffer from numerous 
  unexpected fires and destructive 
  forms of larceny and sabotage. 
  Xiaos have excellent memories 
  and hold grudges against 
  those who abuse them.
  While xiaos have very 
  few 
  natural 
  enemies, 
  they flee from derhii on 
  sight. 
  The 
  enormous 
  winged gorillas are very 
  territorial and consider 
  xiaos to be pests. They 
  do 
  not 
  hesitate 
  to 
  kill, skin, and eat xiaos, 
  and can eliminate a thriving xiao 
  community in a matter of hours. 
  Xiaos are born from eggs slightly 
  larger than a chicken egg. These eggs are covered with bluish 
  leathery skin, and are usually laid singly or, infrequently, 
  in pairs. A juvenile xiao begins flying within 6 weeks of 
  hatching, and hangs from the fur on its mother’s chest 
  until that time. Those born in captivity latch on to suitably 
  friendly and patient humanoids as surrogate mothers during 
  development. While a xiao raised in captivity takes to flying 
  later than those born in the wild, it otherwise develops 
  normally, though it is likely to have less fear of strange 
  humans than its wild kin.
  A spellcaster with the Improved Familiar feat and an arcane 
  caster level of 7th or higher can select a xiao as her familiar.
  284
  
  Xiao–Yangethe
  Illustration by Helge C. Balzer
  Yangethe
  This six-eyed horror is vaguely shaped like a dead tree, but one 
  with claws and tentacles and spidery legs.
  YANGETHE	
  CR	9
  XP	6,400
  CE Large aberration 
  Init +4; Senses blindsense 120 ft., darkvision 60 ft.; Perception +19
  DEFENSE
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 115 (11d8+66)
  Fort +9, Ref +9, Will +12
  DR	10/slashing or piercing; Immune cold, fear, mind-affecting 
  effects; SR 20
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +14 (1d6+7), 4 tentacles +13 (1d6+3 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special	Attacks feeding tentacles, psychic blast
  Spell-Like	Abilities (CL 10th; concentration +13)
  Constant—air walk
  At will—darkness, telekinesis (DC 18), tree shape
  1/year—interplanetary teleportUM (self plus 50 lbs. of 
  objects only)
  Psychic	Magic	(CL 10th; concentration +13)
  20 PE—control summoned creatureUM (4 PE, DC 17), 
  demand (8 PE, DC 21), fear (4 PE, DC 17), quickened 
  true strike (1 PE)
  STATISTICS
  Str 24, Dex 18, Con 22, Int 17, Wis 21, Cha 17
  Base	Atk +8; CMB +16 (+20 grapple); CMD 30 
  (can’t be tripped)
  Feats Combat Casting, Combat Expertise, 
  Lightning Reflexes, Multiattack, Quicken 
  Spell-Like Ability (true strike), Weapon 
  Focus (tentacles)
  Skills Knowledge (arcana, geography) +14, Knowledge 
  (engineering) +17, Perception +19, Sense Motive +16, 
  Spellcraft +17, Use Magic Device +14
  Languages Aklo; telepathy 60 ft.
  SQ no breath
  ECOLOGY
  Environment cold forests or vacuum
  Organization solitary, pair, or cluster 
  (3–8)
  Treasure standard
  SPECIAL	ABILITIES
  Feeding	Tentacles	(Su) As a 
  standard action, a yangethe 
  can use its mouth tentacles to 
  feed on a helpless creature or a 
  creature it is currently grappling. In this 
  case, if the yangethe hits with a melee touch attack, the 
  feeding tentacles wrap around the target’s body and riddle 
  it with thousands of tiny filaments that siphon away the 
  victim’s emotions. This attack deals 1d4 points of Charisma 
  drain. The yangethe heals 5 points of damage for every point 
  of Charisma it drains in this manner. As long as a creature 
  continues to suffer any of this Charisma drain, each time it 
  attempts to sleep, it is affected by a nightmare spell (CL 10th, 
  DC 20) and has terrifying dreams wherein the experience of 
  being fed upon by the yangethe takes on greater and greater 
  levels of horror. All effects from the feeding tentacles are 
  mind-affecting effects.
  Psychic	Blast	(Su) Once per day as a standard action, a 
  yangethe can emit a blast of psychic energy from its mind in 
  a 30-foot-radius burst centered on itself. All creatures in this 
  area take 6d6 points of nonlethal damage from the intense 
  pain and are confused for 1d6 rounds. A successful DC 18 Will 
  save halves the damage and negates the confusion. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  One of the countless creatures bred and engineered by 
  eldritch horrors from beyond the stars, yangethes have, over 
  the eons, developed keen intellects and desires of their own. 
  Unless slain by violence, a yangethe is immortal.
  285
  
  Zygomind
  This enormous fungus looks like a cage, and a strange glow 
  emanates from within.
  ZYGOMIND	
  CR	18
  XP	153,600
  N Colossal plant 
  Init +7; Senses blindsight 100 ft., low-light vision; Perception +7
  Auras fascinating aura (300 ft., DC 36, 10 rounds), stench (100 ft., 
  DC 29, 2d4 rounds)
  DEFENSE
  AC 24, touch 9, flat-footed 17 (+7 Dex, +15 natural, –8 size)
  hp 266 (28d8+140); fast healing 20
  Fort +21, Ref +16, Will +16
  Defensive Abilities all-around vision, DR 20/magic and 
  slashing; Immune plant traits; SR 29
  OFFENSE
  Speed 5 ft., climb 5 ft.
  Melee 4 tentacles +23 (2d8+10 plus grab and soporific spores)
  Space 30 ft.; Reach 30 ft. (50 ft. with tentacles)
  Special Attacks constrict (2d8+10), create undead, entrap 
  (DC 29 plus soporific spores, 1d10 rounds, hardness 5, hp 10), 
  seamless reality, soporific spores
  Spell-Like Abilities (CL 18th; concentration +30)
  At will—greater create mindscapeOA
  STATISTICS
  Str 31, Dex 25, Con 20, Int —, Wis 24, Cha 35
  Base Atk +21; CMB +39 (+43 grapple); CMD 56 (can’t be tripped)
  Skills Climb +18
  SQ spore explosion
  ECOLOGY
  Environment any temperate
  Organization solitary
  Treasure none or incidental
  SPECIAL	ABILITIES
  Create	Undead	(Su)	A helpless body lying prone in a 
  zygomind’s space takes 1 point of Constitution drain each 
  day. A body that dies in this way rises as a mindless, 
  corporeal undead (typically a skeleton or a zombie). Undead 
  created by the zygomind wander forth from the plant, 
  carrying its insidious mindscape within them. Their slam, 
  claw, and bite attacks gain the zygomind’s soporific spores 
  ability, and any creature that falls prey to the mindscape 
  is compelled to walk toward the zygomind, regardless of 
  its distance away. Undead retain this connection as long 
  as they remain within 10 miles of the zygomind. Undead 
  beyond 10 miles of the zygomind become free-willed 
  undead, losing their connection to the mindscape and the 
  soporific spores ability.
  Fascinating	Aura	(Su) Creatures within 300 feet of a zygomind 
  must succeed at a DC 36 Will save each round or become 
  fascinated by the plant’s soothing mental commands. Since 
  in most cases a known zygomind is an obvious threat (thus 
  breaking the fascinated effect), this ability mainly assists an 
  undetected zygomind, though even creatures who know of 
  the zygomind’s threat are still exposed to the zygomind’s 
  seamless reality ability if they fail the saving throw. The save 
  DC is Charisma-based. 
  Seamless	Reality	(Su) Any creature that enters a zygomind’s 
  space, fails its save against the zygomind’s fascinating aura, 
  or is subjected to the zygomind’s soporific spores must 
  succeed at a DC 29 Will save or be sucked into the zygomind’s 
  mindscape (Occult Adventures 234). The zygomind’s 
  mindscape is veiled and harmful, and time moves quickly for 
  creatures inside it. It otherwise acts in all ways as the plane 
  from which the affected creature entered the mindscape. 
  Unlike the bodies of creatures whose consciousnesses are 
  stuck in other mindscapes, the bodies of creatures whose 
  minds are stuck in a zygomind’s mindscape are able to move; 
  they invariably approach the zygomind at rate of 5 feet per 
  round. Once within the zygomind’s space, the victims lie 
  prone, allowing the zygomind to slowly absorb the bodies’ 
  nutrients as their minds wander a false reality. A creature 
  caught in the zygomind’s fascinating aura must succeed at a 
  saving throw to avoid entering the mindscape each round it 
  remains fascinated. A creature is not aware that it has entered 
  the mindscape. The save DC is Constitution-based.
  Soporific	Spores	(Ex) A creature that comes into physical 
  contact with a zygomind must succeed at a DC 29 Will save 
  or fall asleep for 1d4 days. Such creatures take a –5 penalty 
  on saves and checks to realize they are in the zygomind’s 
  mindscape. Creatures that succeed at their saves are immune 
  to the zygomind’s soporific spores for 24 hours. The save DC 
  is Constitution-based.
  Spore	Explosion	(Su) When a zygomind is destroyed, it 
  explodes in a cloud of ethereal spores that typically find their 
  way back into space, sometimes floating along the solar 
  winds for thousands of years before gravitating back toward 
  a new bastion of intelligent life.
  Civilizations across the Material Plane fear many 
  disasters—hurricanes, earthquakes, plagues, and more—
  but few things spell doom for a settlement with such 
  insidious certainty as a flourishing zygomind. These 
  massive fungi float through space as ethereal spores, 
  spreading their cloying mycelia wherever creatures of 
  intelligence thrive. The presence of a young zygomind is 
  at first innocuous and difficult to detect, as animals and 
  other creatures of low intelligence begin to disappear. 
  Eventually, more intelligent creatures track their prey 
  to the site and become lost themselves, wandering back 
  toward civilization days or even weeks later as infected 
  undead, dominated with the instinct to bring ever-
  greater intellects into the zygomind’s power. Over the 
  course of only a few months, a growing zygomind can 
  286
  
  decimate a small city, rapidly accelerating its growth into 
  a 500-foot monstrosity. 
  By the time a zygomind becomes visible above the 
  treeline, it is likely too late for the intelligent life of the 
  region; the zygomind’s insidious psychic trap defeats any 
  resistance that most such creatures can mount. Frequently, 
  those investigating the zygomind slip seamlessly into 
  an alternate reality without realizing that they’ve fallen 
  under the power of the very thing they sought to destroy. A 
  zygomind’s mindscape only becomes more convincing as 
  it subtly enslaves more and more minds—the fungus can 
  reconstruct whole cities, even as the real-world inhabitants 
  of those settlements proceed somnambulistically into 
  the zygomind. Entire armies have marched upon mature 
  zygominds, intent on ridding the region of the scourge, 
  only to halt their assault mid-charge and plod calmly, rank 
  by rank, into the zygomind’s physical and psychic grasp. 
  The cruel irony of the plant’s trap is that these soldiers 
  likely live the rest of their lives believing themselves 
  victorious, forming memories of defeating the insidious 
  fungus, returning home to their loving families, and 
  eventually dying after a long and productive life, while 
  in the real world the zygomind’s mycelium sucks the 
  nutrients from their helpless bodies and transforms them 
  into undead minions. 
  The wide-ranging habits of a zygomind’s minions 
  make the fungi relatively easy to track for those who 
  know of the obscure creatures. Stories of zombies or 
  other virulent undead can sometimes point toward a 
  zygomind’s influence, especially if the undead’s victims 
  tend to wander off in a certain direction after infection. 
  A particularly dedicated adventurer could follow one of 
  these enthralled creatures for the entire journey back to 
  the fungus, though the pace the victim sets often proves 
  excruciatingly slow to all but the most patient individuals. 
  Subtler clues could hint at a zygomind’s influence as well, 
  such as a sudden rash of sleepwalking in a nearby town or 
  whispered rumors about a logging camp whose workers 
  all disappeared into the forest together without a word.
  Those with the wherewithal to follow the clues to 
  the zygomind invariably encounter a horde of slowly 
  shuffling, mindscape-bound victims on their way to offer 
  themselves to the fungus. Attempting to shake these 
  victims out of their torpor produces no effect, and 
  forcibly restraining them is a temporary solution 
  at best. Occasionally, certain brave or foolhardy 
  adventurers submit themselves willingly to a 
  zygomind’s mindscape, hoping to free the minds 
  of those trapped within. This is a path fraught 
  with peril, though, for the adventurers’ bodies 
  approach the zygomind at the same rate, and the 
  adventurers’ consciousnesses face the monumental 
  challenge of trying to prove to a city of people that their 
  world is a false construction. Powerful psychic spellcasters 
  have had some luck helping victims escape by using spells 
  such as mindscape doorOA, but such forcible egress from 
  the zygomind’s mindscape draws the attention of the 
  zygomind itself, and it lashes out instinctively at these 
  psychic invaders.
  Depending on how long a zygomind has infested an 
  area, a creature who is able to avoid being trapped in the 
  mindscape could find a veritable hoard of weapons, armor, 
  and magic items within the cage of its body, discarded as 
  the bodies that brought them withered away, then rose 
  as undead. Of course, a canny adventurer must always 
  be aware that the discovery of such a trove within the 
  fungus could simply be one more illusion imposed by the 
  zygomind’s mindscape. Once a creature has had contact 
  with a zygomind, it can never again truly be certain that 
  the world it inhabits is the real one without the aid of 
  powerful psychic magic or of those familiar with the logic 
  and perils of mindscapes—yet even then, the zygomind 
  smoothly creates the illusions of such individuals and 
  abilities to reassure victims that they are indeed free.
  When fully grown, a zygomind can reach a height of 
  500 feet, and its mycelium can stretch for 10 miles in all 
  directions, comprising hundreds of tons of biomass. The 
  main cage is usually 25–40 feet in diameter and weighs 
  around 40,000 pounds.
  Zygomind
  Illustration by Nikolai Ostertag
  287
  
  APPENDIX 1: MONSTER CREATION
  Pathfinder RPG Bestiary 5 provides all the information you 
  need to use and quickly modify the monsters presented in 
  this book. For information on creating new monsters, see 
  the Pathfinder RPG Bestiary. Table 1–1: Monster Statistics 
  by CR on the following page is an expanded (up to CR 30) 
  version of the table presented in the original Bestiary.
  APPENDIX 2: MONSTER ADVANCEMENT
  The following rules allow you to adjust monsters, increasing 
  (or even decreasing) their statistics and abilities while still 
  creating a balanced and fun encounter.
  TEMPLATES
  A template is a set of rules that you apply to a monster to 
  transform it into a different monster. The template gives 
  precise directions on how to change the original monster’s 
  statistics to transform it into the new monster.
  Acquired Templates: This kind of template is added to a 
  creature well after its birth or creation.
  Inherited Templates: This kind of template is part of a 
  creature from the beginning of its existence. Creatures are 
  born or created with these templates already in place, and 
  have never known life without them.
  SIMPLE TEMPLATES
  Simple templates can be applied during the game with 
  minimal effort. The “quick rules” present a fast way to modify 
  die rolls made in play to simulate the template’s effects without 
  actually rebuilding the stat block. The “rebuild rules” list the 
  exact changes you make to the base stat block if you have 
  the time to completely rebuild it. The two methods result in 
  creatures of similar, if not identical, abilities. For some simple 
  templates, the quick rules and rebuild rules are exactly the same.
  Advanced Creature (CR +1)
  Creatures with the advanced template are fiercer and more 
  powerful than their ordinary cousins.
  Quick Rules: +2 on all rolls (including damage rolls) and 
  to special ability DCs; +4 to AC and CMD; +2 hp/HD.
  Rebuild Rules: AC increase natural armor by 2; Ability 
  Scores +4 to all ability scores.
  Celestial Creature (CR +0 or +1)
  Celestial creatures dwell on higher planes. A celestial creature’s 
  CR increases by 1 if the base creature has 5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted on the 
  table; SR SR equal to new CR + 5; Special Attacks smite evil 
  1/day as a swift action (adds Cha bonus on attack rolls and 
  damage bonus equal to HD against evil foes; smite persists 
  until the target is dead or the celestial creature rests).
  Degenerate Creature (CR –1)
  Degenerate creatures are weaker than their ordinary cousins.
  Quick Rules: –2 on all rolls (including damage rolls) and 
  to special ability DCs; –2 to AC and CMD; –2 hp/HD.
  Rebuild Rules: Ability Scores –4 to all ability scores 
  (minimum 1).
  Entropic Creature (CR +0 or +1)
  Creatures with the entropic template live on planes where 
  chaos is paramount. An entropic creature’s CR increases by 1 
  only if the base creature has 5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted on the 
  table; SR SR equal to new CR + 5; Special Attacks smite law 
  1/day as a swift action (adds Cha bonus on attack rolls and 
  damage bonus equal to HD against lawful foes; smite persists 
  until the target is dead or the entropic creature rests).
  Fiendish Creature (CR +0 or +1)
  Creatures with the fiendish template live on the Lower 
  Planes, such as the Abyss and Hell. A fiendish creature’s CR 
  increases by 1 only if the base creature has 5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted on the 
  table; SR SR equal to new CR + 5; Special Attacks smite good 
  Celestial Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Electricity 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/evil
  11+	
  15	
  10/evil
  Entropic Creature Defenses
  Hit Dice 
  Resist Acid and Fire 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/lawful
  11+	
  15	
  10/lawful
  Fiendish Creature Defenses
  Hit Dice 
  Resist Cold and Fire 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/good
  11+	
  15	
  10/good
  Resolute Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Fire 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/chaotic
  11+	
  15	
  10/chaotic
  288
  
  1/day as a swift action (adds Cha bonus on attack rolls and 
  damage bonus equal to HD against good foes; smite persists 
  until the target is dead or the fiendish creature rests).
  Giant Creature (CR +1)
  Creatures with the giant template are larger and stronger 
  than their normal-sized kin. This template cannot be 
  applied to creatures that are Colossal.
  Quick Rules: +2 on all rolls based on Str or Con, +2 hp/ 
  HD, –1 penalty on all rolls based on Dex.
  Rebuild Rules: Size increase by one category; AC increase 
  natural armor by 3; Attacks increase dice rolled by 1 step; 
  Ability Scores +4 size bonus to Str and Con, –2 Dex.
  Resolute Creature (CR +0 or +1)
  Creatures with the resolute template live in planes where 
  law is paramount. A resolute creature’s CR increases by 1 
  only if the base creature has 5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted on 
  the table; SR SR equal to new CR + 5; Special Attacks smite 
  chaos 1/day as a swift action (adds Cha bonus on attack rolls 
  and damage bonus equal to HD against chaotic foes; smite 
  persists until the target is dead or the resolute creature rests).
  Young Creature (CR –1)
  Creatures with the young template are immature specimens 
  of the base creature. This template cannot be applied to Fine 
  creatures or those that increase in power through aging 
  (such as dragons) or feeding (such as barghests).
  Quick Rules: +2 on all Dexterity-based rolls, –2 on all 
  other rolls, –2 hp/HD.
  Rebuild Rules: Size decrease by one category; AC reduce 
  natural armor by –2 (minimum +0); Attacks decrease damage 
  dice by 1 step; Ability Scores –4 Strength, –4 Con, +4 size 
  bonus to Dex.
  Table 1–1: Monster Statistics by CR
   
  Hit 
  Armor 
  High 
  Low 
  Average Damage 
  Primary 
  Secondary 
  Good 
  Poor
  CR 
  Points 
  Class 
  Attack 
  Attack 
  High 
  Low 
  Ability DC 
  Ability DC 
  Save 
  Save
  1/2	
  10	
  11	
  1	
  0	
  4	
  3	
  11	
  8	
  3	
  0
  1	
  15	
  12	
  2	
  1	
  7	
  5	
  12	
  9	
  4	
  1
  2	
  20	
  14	
  4	
  3	
  10	
  7	
  13	
  9	
  5	
  1
  3	
  30	
  15	
  6	
  4	
  13	
  9	
  14	
  10	
  6	
  2
  4	
  40	
  17	
  8	
  6	
  16	
  12	
  15	
  10	
  7	
  3
  5	
  55	
  18	
  10	
  7	
  20	
  15	
  15	
  11	
  8	
  4
  6	
  70	
  19	
  12	
  8	
  25	
  18	
  16	
  11	
  9	
  5
  7	
  85	
  20	
  13	
  10	
  30	
  22	
  17	
  12	
  10	
  6
  8	
  100	
  21	
  15	
  11	
  35	
  26	
  18	
  12	
  11	
  7
  9	
  115	
  23	
  17	
  12	
  40	
  30	
  18	
  13	
  12	
  8
  10	
  130	
  24	
  18	
  13	
  45	
  33	
  19	
  13	
  13	
  9
  11	
  145	
  25	
  19	
  14	
  50	
  37	
  20	
  14	
  14	
  10
  12	
  160	
  27	
  21	
  15	
  55	
  41	
  21	
  15	
  15	
  11
  13	
  180	
  28	
  22	
  16	
  60	
  45	
  21	
  15	
  16	
  12
  14	
  200	
  29	
  23	
  17	
  65	
  48	
  22	
  16	
  17	
  12
  15	
  220	
  30	
  24	
  18	
  70	
  52	
  23	
  16	
  18	
  13
  16	
  240	
  31	
  26	
  19	
  80	
  60	
  24	
  17	
  19	
  14
  17	
  270	
  32	
  27	
  20	
  90	
  67	
  24	
  18	
  20	
  15
  18	
  300	
  33	
  28	
  21	
  100	
  75	
  25	
  18	
  20	
  16
  19	
  330	
  34	
  29	
  22	
  110	
  82	
  26	
  19	
  21	
  16
  20	
  370	
  36	
  30	
  23	
  120	
  90	
  27	
  20	
  22	
  17
  21	
  400	
  37	
  31	
  24	
  130	
  98	
  27	
  20	
  23	
  18
  22	
  440	
  39	
  32	
  25	
  140	
  105	
  28	
  21	
  23	
  18
  23	
  480	
  40	
  33	
  26	
  150	
  113	
  29	
  22	
  24	
  19
  24	
  520	
  42	
  35	
  27	
  165	
  124	
  30	
  23	
  25	
  20
  25	
  560	
  43	
  36	
  28	
  180	
  135	
  30	
  24	
  26	
  21
  26	
  600	
  44	
  37	
  29	
  195	
  145	
  31	
  25	
  27	
  22
  27	
  640	
  45	
  38	
  30	
  210	
  155	
  32	
  26	
  28	
  23
  28	
  680	
  46	
  39	
  31	
  225	
  165	
  33	
  27	
  29	
  24
  29	
  720	
  47	
  40	
  32	
  240	
  175	
  34	
  28	
  30	
  25
  30	
  760	
  48	
  41	
  33	
  255	
  185	
  35	
  29	
  31	
  26
  289
  Appendices
  
  APPENDIX 3: GLOSSARY
  This appendix includes the universal monster rules, creature 
  types, and creature subtypes.
  UNIVERSAL MONSTER RULES
  The following rules are standard and are referenced (but not 
  repeated) in monster stat blocks. Each rule includes a format 
  guide for how and where it appears in a monster’s stat block. 
  Some mythic abilities from Pathfinder RPG Mythic Adventures 
  are presented here for your convenience, although they 
  are not universal monster rules; these are indicated with a 
  superscript “MA.”
  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. While ability 
  damage can be healed naturally, ability drain is permanent 
  and can only be restored through magic.
  Format: 1d4 Str drain; Location: Special Attacks and 
  individual attacks.
  All-Around Vision (Ex) The creature sees in all directions 
  at once. It cannot be flanked. 
  Format: all-around vision; Location: Senses.
  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 to be 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 additional damage each round at 
  the start of the affected creature’s turn. This bleeding can 
  be stopped by a successful DC 15 Heal 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 attempt 
  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 against 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 attempt Perception checks to notice creatures within range 
  of its blindsight ability. 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.
  Block Attacks (Ex) Once per round, when the creature is 
  hit by a melee or ranged attack, it can attempt a melee attack 
  using its highest attack bonus. If this result exceeds the 
  result from the attack against it, the creature is unaffected by 
  the attack (as if the attack had missed).
  Format: block attacks; Location: Defensive Abilities.
  Blood Drain (Ex) The creature drains blood at the end of 
  its turn if it grapples a foe, dealing Constitution damage. 
  Format: blood drain (1d2 Constitution); Location: Special 
  Attacks.
  Blood Rage (Ex) When the creature takes damage in 
  combat, on its next turn it can fly into a rage as a free action. It 
  gains +2 Constitution and +2 Strength, but takes a –2 penalty 
  to its AC. The rage lasts as long as the battle or 1 minute, 
  whichever is shorter. It cannot end its rage voluntarily. 
  Format: blood rage; 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  + that 
  creature’s Constitution 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 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.
  290
  
  Burn (Ex) A creature with the burn special attack deals fire 
  damage in addition to damage dealt on a successful hit in 
  melee. Those affected by the burn ability must also succeed 
  at a Reflex save or catch fire, taking the listed damage for 
  an additional 1d4 rounds at the start of its turn (DC = 10 + 
  1/2 the racial HD of the creature with burn + that creature’s 
  Constitution 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 a 
  burning creature with natural weapons or unarmed attacks 
  take fire damage as though hit by the burning creature 
  and must attempt a Reflex save to avoid catching on fire 
  (Pathfinder RPG Core Rulebook 444).
  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 
  by which 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. A creature cannot change shape 
  to a form more than one size category smaller or larger 
  than its original form unless noted otherwise. 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). 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 description.
  Format: change shape (wolf, beast form I); Location: SQ, and 
  in special abilities for creatures with unique listings. 
  Channel Resistance (Ex) A creature with this special 
  quality (usually an undead) is less easily affected by channel 
  energy. A creature with channel resistance adds the bonus 
  listed for that creature to saves made to resist the effects 
  of channel energy, including effects that rely on the use of 
  channel energy (such as the Command Undead feat). 
  Format: channel resistance +4; Location: Defensive Abilities. 
  Compression (Ex) The creature can move through an area 
  as small as one-quarter its space without squeezing or one-
  eighth its space when squeezing. 
  Format: compression; Location: SQ.
  Constrict (Ex) A creature with this special attack can crush 
  an opponent, dealing bludgeoning damage, when it makes 
  a successful grapple check (in addition to any other effects 
  caused by a successful check, including additional damage). 
  The amount of damage is given in the creature’s entry and 
  is typically equal to the amount of damage caused by the 
  creature’s melee attack.
  Format: constrict (1d8+6); Location: Special Attacks.
  Construct Traits (Ex) Constructs are immune to 
  death effects, disease, mind-affecting effects (charms, 
  compulsions, patterns, phantasms, 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 
  + that creature’s Charisma modifier; the exact DC is given 
  in the creature’s descriptive text). Curses can be removed 
  through remove curse and similar effects.
  Format: Curse Name (Su) Slam—contact; save Will DC 14; 
  frequency 1/day; effect 1d4 Str drain; Location: Special Attacks 
  and individual attacks.
  Curse of Lycanthropy (Su) A natural lycanthrope’s bite 
  attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Fortitude DC 15 negates). If the victim’s 
  size is not within one size category of the lycanthrope’s size, 
  this ability has no effect. 
  Format: curse of lycanthropy; Location: 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 
  291
  Appendices
  
  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 chaotic-, evil-, good-, or 
  lawful-aligned weapons. When a cleric casts align weapon, 
  affected weapons might gain one or more of these properties, 
  and certain magic weapons have these properties as well. 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. A weapon that deals damage of either type 
  overcomes this damage reduction.
  A few other creatures require combinations of different 
  types of attacks to overcome their damage reduction, 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.
  Darkvision (Ex or Su) A creature with darkvision can see 
  in total darkness, usually to a range of 60 feet. Within this 
  range the creature can see as clearly as a sighted creature 
  could see in an area of bright light. Darkvision is black and 
  white only but otherwise like normal sight.
  Format: darkvision 60 ft.; Location: Senses.
  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 Fortitude save (DC = 10 + 1/2 the infecting creature’s racial 
  HD + that creature’s Constitution modifier; the exact DC 
  is given in the creature’s descriptive text). Disease can be 
  removed through remove disease and similar effects.
  Format: Disease Name (Ex) Bite—injury; save Fort DC 15; onset 
  1d3 days; frequency 1 day; effect 1 Con damage; cure 2 consecutive 
  saves; Location: Special Attacks and individual attacks.
  Display of StrengthMA (Su) As a free action, the creature can 
  expend one use of mythic power to attempt a feat of Strength, 
  gaining a +20 circumstance bonus on one Strength-based skill 
  check or Strength ability check. Alternatively, the creature 
  can use this ability to apply a +20 circumstance bonus to its 
  Strength score for a number of hours equal to its mythic rank 
  for the purpose of determining its carrying capacity.
  Format: display of strength; Location: SQ.
  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 + 1/2 the 
  distracting creature’s HD + that creature’s Constitution 
  modifier) negates the effect.
  Format: distraction (DC 14); Location: Special Attacks.
  Dragon CantripsMA (Su) If the mythic dragon is able to 
  cast arcane spells, it automatically knows all cantrips for its 
  equivalent spellcasting class and can cast them at will.
  Format: dragon cantrips; Location: SQ.
  Dual InitiativeMA (Ex) The creature gets two turns 
  each round, one on its initiative count and another on its 
  initiative count – 20. For example, if the monster’s initiative 
  is 23, on its first turn it could make a full attack (and take a 
  5-foot step) at initiative 23, and on its second turn at initiative 
  3 it could take a move action and cast a spell. This allows 
  the monster to perform two actions per round that normally 
  take an entire round, such as using a summon monster spell. 
  For the purposes of spells and effects that have a duration of 
  a round or longer or trigger at the beginning of the creature’s 
  round or the start of its turn (such as saving throws against 
  ongoing effects or taking bleed damage), only the monster’s 
  first turn each round counts toward such durations.
  Format: +21/+1; Location: Init.
  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.
  Emotion Aura (Su) A creature with this ability surrounds 
  itself with an area of swirling, chaotic emotions. These 
  emotions make it difficult for spellcasters to cast spells with 
  the emotion component (Pathfinder RPG Occult Adventures 144). 
  Living creatures within 30 feet must succeed at a concentration 
  check (DC = 10 + 1/2 the HD of the creature with an emotion 
  aura + that creature’s Charisma modifier) to cast a spell with 
  an emotion component. Failing this check causes the spell 
  to be lost with no effect. In addition, any spellcaster casting 
  spells with the emotionUM or fear descriptor on targets inside 
  this aura must succeed at this check or the spell fails to affect 
  targets within the aura (although others outside the area are 
  affected as normal). Creatures with this ability are immune 
  to its effects and can cast spells normally.
  Format: emotion (DC 17); Location: Aura.
  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 
  292
  
  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 + that 
  creature’s Charisma 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, lava, mud, or webs. The target of an entrap 
  attack must succeed at 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 
  succeed at 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 
  succeeds at a DC 20 concentration check. An entangled 
  creature can attempt 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. 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 the fast healing special 
  quality 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.
  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 Fear 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 + that creature’s 
  Charisma 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. A 
  creature with ferocity still dies when its hit point total reaches a 
  negative amount equal to its Constitution score.
  Format: ferocity; Location: Defensive Abilities.
  Flight (Ex or Su) A creature with this ability can cease or 
  resume flight as a free action. If the ability is supernatural, 
  it becomes ineffective in an antimagic field, and the creature 
  loses its ability to fly for as long as the antimagic effect persists.
  Format: fly 30 ft. (average); Location: Speed.
  Fortification (Ex) The monster has a 50% chance to treat 
  any critical hit or sneak attack as a normal hit, as if wearing 
  moderate fortification armor.
  Format: fortification (50%); Location: Defensive Abilities.
  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 
  293
  Appendices
  
  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 or levels than the 
  creature has. An affected opponent can resist the effects with 
  a successful Will save (DC = 10 + 1/2 the frightful creature’s 
  racial HD + that creature’s Charisma 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 special 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, but check the creature’s entry for 
  details. The type of saving throw for a gaze attack varies, but 
  it is usually a Will or Fortitude save (DC = 10 + 1/2 the gazing 
  creature’s racial HD + that creature’s Charisma 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. Only looking directly at a creature with a 
  gaze attack leaves an opponent vulnerable. Opponents can 
  avoid the need to attempt 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 attempt a saving throw against 
  the gaze attack. The creature with the gaze attack, however, 
  gains concealment against that opponent.
  Wearing a Blindfold: The foe cannot see the creature at all 
  (this is also possible to achieve by turning one’s back on the 
  creature or shutting one’s eyes). The creature with the gaze 
  attack gains total concealment against 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 gaze attacks of others of its kind unless 
  otherwise noted. Allies of a creature with a gaze attack might 
  be affected. All the creature’s allies are considered to be 
  averting their eyes from the creature with the gaze attack, 
  and have a 50% chance to not need to attempt 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 attacks of opportunity. Unless 
  otherwise noted, grab works only against opponents the same 
  size category as the creature or smaller. The creature has the 
  option to conduct the grapple normally, or simply 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 constrict damage as 
  well (the amount is given in the creature’s descriptive text).
  Creatures with the grab special attack receive a +4 bonus on 
  combat maneuver checks to start and maintain a grapple.
  Format: grab; Location: individual attacks.
  Greensight (Su) The monster can see through thick plant 
  matter as though it were transparent, usually with a range 
  of 60 feet. Leaves, vines, greenery, and undergrowth offer no 
  concealment to the monster’s sight, though solid wood still 
  blocks its line of sight.
  Format: greensight 60 ft.; Location: Senses.
  Hardness (Ex) When a creature with hardness takes damage, 
  subtract its hardness from the damage. Only damage in excess 
  of its hardness is subtracted from its hit points. A creature with 
  hardness doesn’t further reduce damage from energy attacks, 
  ranged attacks, or other types of attacks as objects typically do. 
  Adamantine weapons bypass hardness of 20 or less.
  Format: hardness 10; Location: Defensive Abilities.
  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 an immunity takes no 
  damage from the listed source. Creatures can be immune to 
  afflictions, conditions, spells (based on school, level, or save 
  type), and other effects. A creature that is immune to the listed 
  source does not suffer from its effects, or from any secondary 
  effects that it would trigger.
  Format: Immune acid, 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 
  294
  
  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 can affect 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 to AC equal to its Charisma bonus 
  (always at least +1, even if the creature’s Charisma score does 
  not normally provide a bonus).
  An incorporeal creature can enter or pass through solid 
  objects, but must remain adjacent to the object’s exterior, 
  and so cannot pass entirely through an object whose space 
  is larger than its own. It can sense the presence of creatures 
  or objects within a square adjacent to its current location, but 
  enemies have total concealment (50% miss chance) from an 
  incorporeal creature that is inside an object. In order to see 
  beyond the object it is in and attack normally, the incorporeal 
  creature must emerge. An incorporeal creature inside an 
  object has total cover, but when it attacks a creature outside the 
  object, it has only cover, so a creature outside with a readied 
  action could strike at the incorporeal creature 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 can’t 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 scent; Location: Senses.
  Lifesense (Su) The creature senses and locates living 
  creatures within 60 feet, as if it had 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: light sensitivity; Location: Weaknesses.
  Lingering BreathMA (Su) The creature can expend one 
  use of mythic power as a free action when it uses its breath 
  weapon to make the area radiate energy damage (of the same 
  type as the breath weapon) for 1 round per mythic rank. 
  Any creature in, entering, or passing through the breath 
  weapon’s area during this duration takes damage according 
  to the creature’s size. This ability has no effect on breath 
  weapons that do not deal energy damage.
  Format: lingering breath (2d6 fire, 5 rounds); Location: 
  Special Attacks. 
  Table 3–1: Lingering Breath Damage
  Creature Size 
  Points of Energy Damage
  Medium	or	smaller	
  2d4
  Large	
  2d6
  Huge	
  2d8
  Gargantuan	
  4d6
  Colossal	
  4d8
  Low-Light Vision (Ex) A creature with low-light vision can 
  see twice as far as a human in starlight, moonlight, torchlight, 
  and similar conditions of dim light. It retains the ability to 
  distinguish color and detail under these conditions.
  Format: low-light vision; Location: Senses.
  Mental Static Aura (Su) A creature with this ability creates 
  a field around it that makes concentrating difficult for those 
  without this ability. Living creatures within 30 feet must 
  succeed at a concentration check (DC = 10 + 1/2 the HD of the 
  creature with a mental static aura + that creature’s Charisma 
  modifier) to cast a spell with a thought component (Occult 
  Adventures 144). Failing this check causes the spell to be lost 
  with no effect. In addition, all spellcasters must attempt this 
  check at the start of their turns if they are concentrating 
  on an active spell or effect. Failing it means that they cease 
  concentrating on the spell or effect. Creatures with this 
  ability are immune to its effects and can cast spells normally.
  Format: mental static (DC 18); Location: Aura.
  Mistsight (Ex) The monster can see through fog, mist, and 
  murky water as if they were perfectly clear, ignoring the miss 
  chance for these obstructions, up to its normal range of vision.
  295
  Appendices
  
  Format: mistsight; Location: Senses.
  Multiweapon Mastery (Ex) The creature never takes penalties 
  on its attack rolls when fighting with multiple weapons. 
  Format: multiweapon mastery; Location: Special Attacks.
  Mythic ImmortalityMA (Su) If the creature is killed, it 
  returns to life 24 hours later, regardless of the condition of 
  its body or the means by which it was killed. When it returns 
  to life, it isn’t treated as if it had rested, and doesn’t regain 
  the use of abilities that are restored with rest until it next 
  rests. This ability doesn’t apply if the creature is killed by a 
  coup de grace or critical hit performed by either a mythic 
  creature (or creature of even greater power) or a non-mythic 
  creature wielding a weapon capable of bypassing epic damage 
  reduction. If the creature is 10th mythic rank, it can be killed 
  only by a coup de grace or critical hit made with an artifact. 
  (This ability is called “immortal” in Mythic Adventures.)
  Format: mythic immortality; Location: SQ.
  Mythic MagicMA (Su) Up to three times per day, when the 
  creature casts a spell, it can cast the mythic version instead 
  (as with all mythic spells, the creature must expend mythic 
  power to cast a mythic spell in this way).
  Format: mythic magic 3/day; Location: Special Attacks.
  Mythic PowerMA (Su) The mythic monster can draw upon a 
  wellspring of power to accomplish amazing deeds and cheat 
  fate. Each day, it can expend a number of uses of mythic 
  power equal to its mythic rank. This amount is its maximum 
  amount of mythic power. If an ability allows it to regain 
  mythic power, it can never gain more than this amount. 
  The monster automatically has the surge ability (Mythic 
  Adventures 228), and can use this mythic power to activate it. 
  It may have other abilities that rely on mythic power.
  Format: mythic power (3/day, surge +1d6); 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 and 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 to 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 the creature’s Strength 
  bonus to damage rolls. This increase does not apply if the 
  creature has multiple attacks but only takes one. If a creature 
  has only one type of attack, but has multiple attacks per 
  round, that attack is treated as a primary attack, regardless 
  of its type. Table 3–2 lists some of the most common types of 
  natural attacks and their classifications.
  Some creatures treat one or more of their attacks 
  differently, such as dragons, which always add 1-1/2 times 
  their Strength bonus to 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, whether it’s a claw, tentacle, 
  or slam). Such creatures attack with their weapons normally 
  but treat all of their natural attacks as secondary attacks 
  during that attack, regardless of the attack’s original type.
  The Damage Type column refers to the sort of damage that 
  the natural attack typically deals: bludgeoning (B), piercing 
  (P), or slashing (S). Some attacks deal damage of more than 
  one type, depending on the creature. In such cases, all the 
  damage is considered to be of all listed types for the purpose 
  of overcoming damage reduction.
  Some fey, humanoids, monstrous humanoids, and 
  outsiders don’t have natural attacks. These creatures can 
  make unarmed strikes, but treat them as weapons for the 
  purpose of determining attack bonuses, and they must use 
  the two-weapon fighting rules when making attacks with 
  both hands. See Table 3–2 for typical damage values for 
  natural attacks by creature size.
  Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 
  (1d4+1); Location: Melee and Ranged.
  Natural Invisibility (Ex or Su) This ability is constant—the 
  creature remains invisible at all times, even when attacking. 
  As this ability is inherent, it is not subject to the invisibility 
  purge spell. 
  Format: natural invisibility; Location: Defensive Abilities.
  Negative Energy Affinity (Ex) The creature is alive, but 
  reacts to positive and negative energy as if it were undead—
  positive energy harms it and negative energy heals it. 
  Format: negative energy affinity; Location: Defensive Abilities.
  No Breath (Ex) The monster does not breathe, and is 
  immune to effects that require breathing (such as inhaled 
  poison). This does not give immunity to cloud or gas attacks 
  that do not require breathing. 
  Format: no breath; Location: SQ.
  Ooze Traits (Ex) Oozes are immune to critical hits, 
  flanking, precision damage, mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms), 
  paralysis, poison, polymorph, sleep, stun, and visual effects.
  Format: ooze traits; Location: Immune.
  Paralysis (Ex or Su) This special attack renders the victim 
  immobile. Paralyzed creatures can’t 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 + that creature’s Constitution 
  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 might drown. The duration of the 
  paralysis varies and is included in the creature’s description.
  296
  
  Format: paralysis (1d4 rounds, DC 18); Location: Special 
  Attacks and individual attacks.
  Plant Traits (Ex) Plants are immune to 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 
  Fortitude save (DC = 10 + 1/2 poisoning creature’s racial HD 
  + that creature’s Constitution modifier; the exact DC is given 
  in the creature’s descriptive text). Poisons can be removed 
  via neutralize poison and similar effects.
  Format: Poison Name (Ex) Sting—injury; save Fort DC 22; 
  frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive 
  saves; Location: Special Attacks and individual attacks.
  Poisonous Blood (Ex) Any creature that confirms a critical 
  hit against the monster with a piercing or slashing melee 
  weapon is sprayed with poison. (Melee weapons with reach 
  don’t endanger their users in this way.) The type of poison 
  depends on the monster. Unless otherwise stated, this 
  poison uses the poison’s normal DC, though some monsters 
  might have a poison DC that is not Constitution-based.
  Format: poisonous blood (dragon bile); Location: 
  Defensive Abilities.
  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 Blows (Ex) The specified attack adds 1-1/2 times 
  the creature’s Strength bonus to damage rolls instead of its 
  normal Strength bonus or half its Strength bonus.
  Format: powerful blows (slam); Location: SQ.
  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.
  Table 3–2: Natural Attacks by Size
   
  Base Damage by Size* 
  Damage 
  Attack
  Natural Attack 
  Fine 
  Dim. 
  Tiny 
  Small 
  Med. 
  Large 
  Huge 
  Garg. 
  Col. 
  Type 
  Type
  Bite	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  4d6	
  B,	P,	and	S	
  Primary
  Claw	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B	and	S	
  Primary
  Gore	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  4d6	
  P	
  Primary
  Hoof,	tentacle,	wing	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B	
  Secondary
  Pincers,	tail	slap	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  4d6	
  B	
  Secondary
  Slam	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B	
  Primary
  Sting	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  P	
  Primary
  Talons	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  S	
  Primary
  Other	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B,	P,	or	S	
  Secondary
  *	 Individual	creatures	vary	from	this	value	as	appropriate
  Format: powerful charge (gore, 4d8+24); Location: Special 
  Attacks.
  Psychic Magic (Sp) A creature with this ability can use 
  the power of its mind to cast certain spells. Each spell cast 
  using psychic magic consumes an amount of psychic energy. 
  The creature has a maximum amount of psychic energy (PE) 
  per day that refreshes after a night’s rest. A creature with 
  this ability can cast any of the spells listed in this entry as 
  long as it has enough psychic energy remaining to pay the 
  spell’s PE cost. The DC for any of these spells is equal to 10 
  + the amount of psychic energy used to cast the spell + the 
  creature’s Charisma or Intelligence modifier (whichever is 
  higher). Creatures that gain access to undercast spells (Occult 
  Adventures 144) via this ability can cast an undercast version of 
  the spell by spending 1 PE fewer for each level lower that the 
  spell is cast. A psychic magic spell with a PE cost of 0 can be 
  cast any number of times, and can be cast even if the creature 
  has 0 PE remaining. The psychic magic granted by this ability 
  has the same thought and emotion components as psychic 
  spells. The monster can apply metamagic feats to these spells 
  by spending an amount of additional PE equal to the level 
  increase of the metamagic feat and by increasing the casting 
  time as normal for spontaneously casting a metamagic spell. 
  Because this ability grants psychic spellcasting, it also allows 
  the creature to use occult skill unlocks (Occult Adventures 194).
  Format: Psychic Magic (Sp) (CL 10th; concentration +14) 
  12 PE—charm person (1 PE, DC 14), disguise self (2 PE), mind 
  thrust IIIOA (3 PE, DC 16), tower of iron will IOA (5 PE); Location: 
  Before Spell-Like Abilities.
  Psychic Resilience (Ex) Creatures with this ability are 
  resistant to the effects of many psychic spells. They gain a 
  +4 bonus on saving throws against all psychic spells. 
  Format: +4 vs. psychic spells; Location: After saves and in 
  Defensive Abilities.
  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 a creature 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 
  297
  Appendices
  
  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 feet); Location: Special Attacks and 
  individual attacks.
  Push (Ex) A creature with the push ability can choose to 
  attempt a free combat maneuver check with a certain successful 
  attack (often a slam attack). If successful, this check pushes 
  a creature 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 feet); Location: Special Attacks and 
  individual attacks.
  Rake (Ex) A creature with this special attack gains extra 
  natural attacks under certain conditions, typically when it 
  grapples its foe. In addition to the options available to all 
  grapplers, a monster with the rake ability gains two free 
  claw attacks that it can use only against a grappled foe. The 
  bonus and damage caused by these attacks is included in 
  the creature’s description. A monster with the rake ability 
  must begin its turn already grappling to use its rake—it can’t 
  begin a grapple and rake in the same turn.
  Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.
  Regeneration (Ex) A creature with this ability is difficult 
  to kill. Creatures with regeneration heal damage at a fixed 
  rate, as with fast healing, but they can’t die as long as their 
  regeneration is still functioning (although creatures with 
  regeneration still fall unconscious when their hit points are 
  reduced 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 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 Large 
  or larger) 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 attempt a Reflex save 
  to catch it as a free action. The DC is 15 for a Small rock, 20 
  for a Medium rock, and 25 for a Large rock. (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 use rock catching.
  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. A 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 double the 
  creature’s base slam damage plus 1-1/2 its Strength bonus.
  Format: rock throwing (120 ft.); Location: Special Attacks 
  (damage is listed in Ranged attack entry).
  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 
  298
  
  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.
  Second SaveMA (Ex) Whenever the creature fails a saving 
  throw against an effect with a duration greater than 1 round, 
  it can keep trying to shake off the effect. At the start of its turn, 
  if it’s still affected, it can attempt the save one more time as a 
  free action. If this save succeeds, the effect affects the creature 
  as if it had succeeded at its initial saving throw. If the effect 
  already allows another saving throw on a later turn to break 
  the effect (such as for hold monster), this ability is in addition to 
  the extra saving throw from the effect.
  Format: second save; Location: After saving throws.
  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.
  Smother (Ex) If the creature’s grappled opponent is 
  holding its breath, the monster can force that opponent 
  to expel or consume some of its breath, or can otherwise 
  reduce the time remaining until the target has to attempt 
  checks to avoid suffocation (Core Rulebook 445).
  If the monster succeeds at a grapple check against the 
  opponent, the remaining duration for which the opponent 
  can hold its breath decreases by 1d6 rounds. If this reduces 
  the remaining time that the creature can hold its breath to 0 
  rounds or fewer, the DCs of its suffocation checks increase by 5. 
  For example, if the monster is grappling a creature that has 10 
  rounds remaining before it has to attempt suffocation checks, a 
  successful grapple check reduces that duration by 1d6 rounds.
  If the monster has another ability (such as constrict) that 
  harms the opponent when it succeeds at a grapple check, it 
  can automatically use the smother ability when it succeeds 
  at the grapple check to use the other ability.
  Format: smother; Location: Special Attacks.
  Sound Mimicry (Ex) The creature perfectly imitates 
  certain sounds or even specific voices. The creature attempts 
  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. Reactivating a constant spell-like 
  ability is a swift action. Using any other spell-like ability 
  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 attacks 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 equal to 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 if a spell or spell-like ability 
  works against a creature with spell resistance, the caster 
  must attempt a caster level check (1d20 + caster level). If the 
  result equals or exceeds the creature’s spell resistance, the 
  spell works normally, though the creature is still allowed a 
  saving throw.
  Format: SR 18; Location: Defensive Abilities.
  Spells: The creature is able to cast magical spells like a 
  member of a spellcasting class. The creature counts as 
  a member of that class for any effect or ability relating to 
  casting spells as that class. For example, it can use spell 
  completion and spell trigger items usable by that class or 
  use magic items that affect that class’s spellcasting (such as 
  incense of meditation or a pearl of power). If the creature has any 
  other abilities relating to that class (such as cleric domains 
  or a sorcerer bloodline), this is explained in its entry. If the 
  creature gains levels in that spellcasting class, these abilities 
  stack (for example, a spirit naga that gains 3 sorcerer levels 
  casts spells as a 10th-level sorcerer). Some creatures may 
  have unusual abilities unavailable to spellcasters of that 
  299
  Appendices
  
  class (such as a spirit naga’s ability to learn cleric spells with 
  her sorcerer spells known).
  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.
  Steal (Ex) The creature can attempt a steal combat 
  maneuver check (Pathfinder RPG Advanced Player’s Guide 322) 
  against its opponent as a free action without provoking 
  attacks of opportunity if it hits with the specified attack.
  Format: steal; Location: individual attacks.
  Stench (Ex) A creature with the stench special ability 
  secretes an oily chemical that other creatures find offensive. 
  All living creatures (except those with the stench special 
  ability) within 30 feet must succeed at a Fortitude save (DC = 10 
  + 1/2 the racial HD of the creature with stench + that creature’s 
  Constitution 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.
  Strangle (Ex) An opponent grappled by the creature can’t 
  speak or cast spells with verbal components. 
  Format: strangle; Location: Special Attacks.
  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 whence they came after 1 hour. A 
  creature 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 purposes of Will saves, 
  caster level checks, and concentration checks. No experience 
  points are awarded for defeating summoned monsters.
  Format: 1/day—summon (level 4, 1 hezrou 35%); 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.
  SurgeMA (Su) The monster can call upon its mythic power 
  to overcome difficult challenges. It can expend one use 
  of mythic power to increase any d20 roll it just made by 
  rolling 1d6 and adding it to the result. Using this ability is an 
  immediate action taken after the original roll is made and the 
  results are revealed. The bonus die gained by using this ability 
  increases to 1d8 at 4th mythic rank, 1d10 at 7th mythic rank, 
  and 1d12 at 10th mythic rank. The monster can use this ability 
  even if it’s mindless or of animal-level intelligence.
  Surge doesn’t have a separate entry in the monster stat 
  block—the surge die is listed in the mythic power ability.
  Swallow Whole (Ex) If a creature with this special attack 
  begins its turn with an opponent grappled in its mouth, 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 a creature to take 
  damage each round. The amount and type of damage varies 
  and is given in the 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 
  damage required for the creature to cut itself 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.
  Thoughtsense 
  (Su) 
  Creatures 
  with 
  this 
  ability 
  automatically detect and locate conscious creatures within 
  the specified range (usually 60 feet). This ability functions 
  similarly to blindsight. Nondetection, mind blankOA, and 
  similar effects can block thoughtsense. Thoughtsense can 
  distinguish between sentient (Intelligence 3 or greater) 
  and nonsentient (Intelligence 1–2) creatures, but otherwise 
  provides no information about the creatures it detects.
  Format: thoughtsense 60 ft.; Location: Senses.
  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 attempt a check; it merely has to move over 
  300
  
  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 equal to 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.
  Unnatural Aura (Su) Animals do not willingly approach 
  the creature unless the animal’s master succeeds at a DC 25 
  Handle Animal, Ride, or wild empathy check. 
  Format: unnatural aura (30 ft.); Location: Aura.
  Vulnerability (Ex or Su) A creature with a vulnerability takes 
  half again as much damage (+50%) from a specific energy type, 
  regardless of whether a saving throw is allowed or if 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: vulnerable to fire; Location: Weaknesses.
  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 creature can escape 
  with a successful Escape Artist check or burst the web with 
  a successful Strength check. Both are standard actions with 
  a DC equal to 10 + 1/2 the creature’s HD + the creature’s 
  Constitution modifier. Attempts to burst a web by those 
  caught in it take a –4 penalty.
  Web spinners can create sheets of sticky webbing up to three 
  times their size. They usually position these sheets to snare 
  flying creatures but can also try to trap prey on the ground. 
  Approaching creatures must succeed at a DC 20 Perception 
  check to notice a web; otherwise, they stumble into it and 
  become trapped as though by a successful web attack. A trapped 
  creature gains a +5 bonus on attempts to escape or burst the 
  webbing if it can walk on or grab something 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 creature touching its web.
  Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.
  X-Ray Vision (Su) The monster can see through solid 
  matter as if wearing a ring of x-ray vision. This is as exhausting 
  as if the monster were actually using the ring.
  Format: x-ray vision; Location: Senses.
  CREATURE TYPES
  Each creature has one type (such as “dragon” or “undead”), 
  which broadly defines its abilities. Some creatures also 
  have one or more subtypes, as described on pages 303–310. 
  A creature cannot violate the rules of its subtype without 
  a special ability or quality to explain the difference— 
  templates can often change a creature’s type drastically.
  For full information on creature types and subtypes (such 
  as for the purpose of advancing or creating new monsters), 
  see the Pathfinder RPG Bestiary.
  ABERRATION
  An	aberration	has	bizarre	anatomy,	strange	abilities,	an	
  alien	mindset,	or	any	combination	of	the	three.
  ANIMAL
  An	animal	is	a	living,	nonhuman	creature,	usually	a	
  vertebrate	with	no	magical	abilities	and	no	innate	capacity	for	
  301
  Appendices
  
  language	or	culture.	Animals	usually	have	additional	information	
  on	how	they	can	serve	as	companions.	An	animal	has	an	
  Intelligence	score	of	1	or	2	(no	creature	with	an	Intelligence	
  score	of	3	or	higher	can	be	an	animal).
  CONSTRUCT
  A	construct	is	an	animated	object	or	artificially	created	
  creature.	A	construct	has	the	following	traits.
  •	 No	Constitution	score.	Any	DCs	or	other	statistics	that	rely	on	a	
  Constitution	score	treat	a	construct	as	having	a	score	of	10	(no	
  bonus	or	penalty).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	compulsions,	
  morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	disease,	death	effects,	necromancy	effects,	
  paralysis,	poison,	sleep	effects,	and	stunning.
  •	 Cannot	heal	damage	on	its	own,	but	often	can	be	repaired	
  via	exposure	to	a	certain	kind	of	effect	(see	the	creature’s	
  description	for	details)	or	through	the	use	of	the	Craft	
  Construct	feat.	Constructs	can	also	be	healed	through	spells	
  such	as	make whole.	A	construct	with	the	fast	healing	special	
  quality	still	benefits	from	that	quality.
  •	 Not	subject	to	ability	damage,	ability	drain,	energy	drain,	
  exhaustion,	fatigue,	or	nonlethal	damage.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	(unless	
  the	effect	also	works	on	objects,	or	is	harmless).
  •	 Not	at	risk	of	death	from	massive	damage,	but	is	immediately	
  destroyed	when	reduced	to	0	hit	points	or	fewer.
  •	 A	construct	cannot	be	raised	or	resurrected.
  •	 A	construct	is	hard	to	destroy,	and	gains	bonus	hit	points	
  based	on	its	size	(included	in	its	stat	block).	
  •	 Constructs	do	not	breathe,	eat,	or	sleep.
  DRAGON
  A	dragon	is	a	reptile-like	creature,	usually	winged,	with	
  magical	or	unusual	abilities.
  FEY
  A	fey	is	a	creature	with	supernatural	abilities	and	
  connections	to	nature	or	to	some	other	force	or	place.	Fey	are	
  usually	human-shaped.
  HUMANOID
  A	humanoid	usually	has	two	arms,	two	legs,	and	one	head,	
  or	a	humanlike	torso,	arms,	and	a	head.	Humanoids	have	few	
  or	no	supernatural	or	extraordinary	abilities,	but	most	can	speak	
  and	they	usually	have	well-developed	societies.	They	are	usually	
  Small	or	Medium	(with	the	exception	of	giants).	Every	humanoid	
  creature	also	has	a	specific	subtype	to	match	its	race,	such	as	
  human,	dark	folk,	or	goblinoid.
  Humanoids	with	1	Hit	Die	exchange	the	features	of	their	
  humanoid	Hit	Die	for	the	class	features	of	a	PC	or	NPC	class.	
  Humanoids	with	more	than	1	Hit	Die	(such	as	giants)	are	the	only	
  humanoids	who	make	use	of	the	features	of	the	humanoid	type.
  MAGICAL BEAST
  Magical	beasts	are	similar	to	animals	but	can	have	
  Intelligence	scores	higher	than	2	(in	which	case	the	creature	
  knows	at	least	one	language,	but	can’t	necessarily	speak).	Magical	
  beasts	usually	have	supernatural	or	extraordinary	abilities,	but	are	
  sometimes	merely	bizarre	in	their	appearance	or	habits.
  MONSTROUS HUMANOID
  Monstrous	humanoids	are	similar	to	humanoids,	but	with	
  monstrous	or	animalistic	features.	They	often	have	magical	
  abilities	as	well.
  OOZE
  An	ooze	is	an	amorphous	or	mutable	creature,	usually	
  mindless.	An	ooze	has	the	following	traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	mind-
  affecting	effects	(charms,	compulsions,	phantasms,	patterns,	
  and	morale	effects).	Mindless	creatures	have	no	skills	or	feats.	
  An	ooze	with	an	Intelligence	score	loses	this	trait.	
  •	 Blind	(but	have	the	blindsight	special	quality),	with	immunity	
  to	gaze	attacks,	illusions,	visual	effects,	and	other	attack	forms	
  that	rely	on	sight.	
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	
  and	stunning.	
  •	 Oozes	eat	and	breathe,	but	do	not	sleep.	
  OUTSIDER 
  An	outsider	is	at	least	partially	composed	of	the	essence	
  (but	not	necessarily	the	material)	of	some	plane	other	than	the	
  Material	Plane.	An	outsider	has	the	following	traits.	
  •	 Unlike	most	living	creatures,	an	outsider	does	not	have	a	dual	
  nature—its	soul	and	body	form	one	unit.	When	an	outsider	
  is	slain,	no	soul	is	set	loose.	Spells	that	restore	souls	to	their	
  bodies,	such	as	raise dead,	reincarnate,	and	resurrection,	don’t	
  work	on	an	outsider.	A	different	magical	effect,	such	as	limited 
  wish,	wish,	miracle,	or	true resurrection,	is	required	to	restore	
  it	to	life.	An	outsider	with	the	native	subtype	can	be	raised,	
  reincarnated,	or	resurrected	just	as	other	living	creatures	can	be.
  •	 Outsiders	breathe,	but	do	not	need	to	eat	or	sleep	(although	
  they	can	do	so	if	they	wish).	Native	outsiders	breathe,	eat,	
  and	sleep.
  PLANT
  This	type	comprises	vegetable	creatures.	Note	that	regular	
  plants,	such	as	one	finds	growing	in	gardens	and	fields,	lack	
  Intelligence,	Wisdom,	and	Charisma	scores;	even	though	such	
  plants	are	alive,	they	are	objects,	not	creatures.	A	plant	creature	
  has	the	following	traits.
  •	 Immunity	to	all	mind-affecting	effects	(charms,	compulsions,	
  morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	
  and	stunning.
  •	 Plants	breathe	and	eat,	but	do	not	sleep.
  302
  
  UNDEAD
  Undead	are	once-living	creatures	animated	by	spiritual	or	
  supernatural	forces.	An	undead	creature	has	the	following	traits.
  •	 No	Constitution	score.	Undead	use	their	Charisma	scores	
  in	place	of	their	Constitution	scores	when	calculating	hit	
  points,	Fortitude	saves,	and	any	special	ability	that	relies	on	
  Constitution	(such	as	when	calculating	a	breath	weapon’s	DC).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	compulsions,	
  morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	death	effects,	disease,	paralysis,	poison,	
  sleep	effects,	and	stunning.
  •	 Not	subject	to	nonlethal	damage,	ability	drain,	or	energy	
  drain.	Immunity	to	damage	to	its	physical	ability	scores	
  (Constitution,	Dexterity,	and	Strength),	as	well	as	to	
  exhaustion	and	fatigue	effects.
  •	 Cannot	heal	damage	on	its	own	(over	time)	if	it	has	no	
  Intelligence	score,	although	it	can	be	healed	by	others	(such	
  as	with	inflict	spells).	Negative	energy	(such	as	an	inflict	spell)	
  can	heal	undead	creatures.	The	fast	healing	special	quality	
  works	regardless	of	the	creature’s	Intelligence	score.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	(unless	
  the	effect	also	works	on	objects	or	is	harmless).
  •	 Not	at	risk	of	death	from	massive	damage,	but	is	immediately	
  destroyed	when	reduced	to	0	hit	points.
  •	 Not	affected	by	raise dead	and	reincarnate	spells	or	abilities.	
  Resurrection	and	true resurrection	can	affect	undead	
  creatures.	These	spells	turn	undead	creatures	back	into	the	
  living	creatures	they	were	before	becoming	undead.
  •	 Undead	do	not	breathe,	eat,	or	sleep.
  VERMIN
  This	type	includes	insects,	arachnids,	other	arthropods,	
  worms,	and	similar	invertebrates.	Vermin	have	the	following	traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	mind-	
  affecting	effects	(charms,	compulsions,	morale	effects,	patterns,	
  and	phantasms).	Mindless	creatures	have	no	feats	or	skills.	A	
  verminlike	creature	with	an	Intelligence	score	is	usually	either	
  an	animal	or	a	magical	beast,	depending	on	its	other	abilities.	
  •	 Vermin	breathe,	eat,	and	sleep.	
  CREATURE SUBTYPES 
  Some creatures have one or more subtypes. Subtypes add 
  additional abilities and qualities to a creature. 
  Aeon Subtype: Aeons are a race of neutral outsiders who 
  roam the planes maintaining the balance of reality. Aeons 
  have the following traits.
  • Immunity to cold, poison, and critical hits.
  • Resistance to electricity 10 and fire 10.
  • Envisaging (Su): Aeons communicate wordlessly, almost 
  incomprehensibly. Caring little for the wants and desires 
  of other creatures, they have no need to engage in 
  exchanges of dialogue. Instead, aeons mentally scan beings 
  for their thoughts and intentions, and then retaliate with 
  flashes of psychic projections that emit a single concept 
  in response to whatever the other being was thinking. 
  The flash is usually a combination of a visual and aural 
  stimulation, which displays how the aeon perceives future 
  events might work out. For instance, an aeon seeking to 
  raze a city communicates this concept to non-aeons by 
  sending them a vivid image of the city crumbling to ash. 
  An aeon’s envisaging functions as a nonverbal form of 
  telepathy. Aeons cannot read the thoughts of any creature 
  immune to mind-affecting effects.
  • Extension of All (Ex): Through an aeon’s connection to 
  the multiverse, it gains access to strange and abstruse 
  knowledge that filters through all existence. Much of 
  the knowledge is timeless, comprising events long past, 
  present, and potentially even those yet to come. Aeons 
  gain a racial bonus equal to 1/2 their racial Hit Dice on 
  all Knowledge checks. This same connection also binds 
  them to other aeons. As a result, they can communicate 
  with each other freely over great distances as if using 
  telepathy. This ability also works across planes, albeit 
  less effectively, allowing the communication of vague 
  impressions or feelings, not specific details or sights. Due 
  to the vast scope of the aeon race’s multiplanar concerns, 
  though, even the most dire reports of a single aeon rarely 
  inspire dramatic or immediate action.
  • Void Form (Su): Though aeons aren’t incorporeal, their 
  forms are only a semi-tangible manifestation of something 
  greater. An aeon’s void form grants it a deflection bonus 
  equal to 1/4 its Hit Dice (rounded down).
  Aether Subtype: This subtype is usually used for outsiders 
  with a connection to aether, a “fifth element” formed from a 
  blend between the substance of the Ethereal Plane and the 
  energy of the Elemental Planes.
  Agathion Subtype: Agathions are beast-aspect outsiders 
  native to Nirvana. They have the following traits.
  • Low-light vision
  • +4 racial bonus on saving throws against poison.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and sonic 10.
  • Except where otherwise noted, agathions speak Celestial, 
  Infernal, and Draconic.
  • Lay on hands as a paladin whose level equals the agathion’s 
  Hit Dice.
  • Speak with Animals (Sp): An agathion gains speak with 
  animals as a constant spell-like ability (caster level equal 
  to the agathion’s Hit Dice), except using it is a free action 
  that does not require sound.
  • Truespeech (Su): All agathions can speak with any creature 
  that has a language, as though using a tongues spell (caster 
  level equal to the agathion’s Hit Dice). This ability is 
  always active.
  Air Subtype: This subtype is usually used for outsiders 
  that have a connection to the Elemental Plane of Air. 
  303
  Appendices
  
  Air creatures always have fly speeds and usually have perfect 
  maneuverability. Air creatures treat Fly as a class skill.
  Android Subtype: This subtype is applied to the synthetic 
  humanoids called androids.
  Angel Subtype: Angels are a race of celestials, or good 
  outsiders, native to the good-aligned Outer Planes. An 
  angel has the following traits (unless otherwise noted in a 
  creature’s entry).
  • Darkvision 60 feet and low-light vision.
  • +4 racial bonus on saves against poison.
  • Immunity to acid, cold, and petrification.
  • Resistance to electricity 10 and fire 10.
  • 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 the angel’s HD). 
  The defensive benefits from the circle are not included in 
  an angel’s stat block.
  • Truespeech (Su): All angels can speak with any creature that 
  has a language, as though using a tongues spell (caster level 
  equal to the 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 has the following traits (unless otherwise noted in 
  a creature’s entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • +4 racial bonus on saves against poison.
  • Aura of Menace (Su): A righteous aura surrounds archons 
  that fight or get angry. Any hostile creature within a  
  20-foot radius of an archon must succeed at a Will save 
  to resist its effects. The save DC varies with the type of 
  archon, is Charisma-based, and includes a +2 racial bonus. 
  Those who fail take a –2 penalty on 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.
  • Teleport (Sp): Archons can use greater teleport at will, as the 
  spell (caster level 14th), except 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.
  Astomoi Subtype: This subtype is applied to astomois and 
  creatures related to astomois.
  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.
  Azata Subtype: Azatas are a race of celestials, or good 
  outsiders, native to chaotic good-aligned Outer Planes. An 
  azata has the following traits (unless otherwise noted in a 
  creature’s entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and fire 10.
  • Truespeech (Su): All azatas can speak with any creature that 
  has a language, as though using a tongues spell (caster level 
  14th). This ability is always active.
  Chaotic Subtype: This subtype is usually applied to outsiders 
  native to the chaotically aligned Outer Planes. Most creatures 
  that have this subtype also have chaotic alignments; however, 
  if their alignments change, they still retain the subtype. Any 
  effect that depends on alignment affects a creature with 
  this subtype as if the creature had a chaotic alignment, no 
  matter what its alignment actually is. The creature also suffers 
  effects according to its actual alignment. A creature with the 
  chaotic subtype overcomes damage reduction as if its natural 
  weapons and any weapons it wields were chaotically aligned 
  (see Damage Reduction on page 291).
  Clockwork Subtype: Clockworks are constructs created 
  through a fusion of magic and technology. A clockwork has 
  the following traits unless otherwise noted.
  • 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.
  • 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.
  • Vulnerable to Electricity: Clockwork constructs take 150% as 
  much damage as normal from electricity attacks.
  • 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.
  Cold Subtype: A creature with the cold subtype has 
  immunity to cold and vulnerability to fire.
  Colossus Subtype: Colossi are mythic constructs of 
  Gargantuan size or larger. Unless otherwise noted in a 
  creature’s entry, colossi have the following traits.
  • Alternate Form (Ex): Colossi have the ability to transform 
  themselves into some other shape. This transformation 
  is nonmagical, and is not revealed by true seeing or 
  similar magic.
  304
  
  • Mythic Creation (Ex): A colossus can be created only by 
  a creator with a mythic tier or rank equal to or greater 
  than that of the colossus it is attempting to create.
  • Mythic Quickening (Sp): As a swift action, a colossus can 
  expend one use of mythic power to cast or activate one of 
  its spell-like abilities as a free action.
  • Mythic Resilience (Ex): A colossus can expend one use 
  of mythic power as swift action to double its damage 
  resistance for 1 round.
  • Pinning Stomp (Ex): When a colossus is in its normal form, 
  as a swift action it can make a single melee attack at its 
  highest base attack against a target three or more size 
  categories smaller than the colossus. This attack deals 
  an amount of damage equal to twice that of its slam 
  attack + 1-1/2 times the colossus’s Strength bonus. If the 
  colossus hits with this attack, it can attempt a grapple 
  check as a free action. This grapple doesn’t provoke 
  attacks of opportunity. If the grapple is successful, the 
  target is pinned and takes an amount of damage equal to 
  that of the colossus’s slam attack each round at the start 
  of the colossus’s turn until either the pinned creature 
  frees itself or the colossus moves out of the pinned 
  creature’s space. The colossus doesn’t need to attempt 
  grapple checks to continue the pin, nor can it attempt 
  a check to move, further damage, or tie up the grappled 
  creature. A colossus can have at most two creatures 
  pinned with this attack at one time.
  • Selective Antimagic Aura (Su): A colossus exudes a constant 
  antimagic field, as the spell, with a radius equal to its reach. 
  Typically, this field ignores specified schools of magic or 
  spell descriptors. A colossus’s own spell-like abilities and 
  supernatural abilities are not affected by this aura.
  Dark Folk Subtype: Dark folk are reclusive subterranean 
  humanoids with an aversion to light.
  Deep One Subtype: This subtype is applied to deep 
  ones and creatures related to deep ones, such as deep one 
  hybrids. Creatures with the deep one subtype have low-
  light vision.
  Demodand Subtype: Demodands are chaotic evil 
  outsiders who stalk the Abyss. Unless otherwise noted in the 
  creature’s entry, a demodand has the following traits.
  • Immunity to acid and poison.
  • Resistance to fire 10 and cold 10.
  • 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.
  • Except when otherwise noted, demodands speak Abyssal, 
  Celestial, and Common.
  • Faith-Stealing Strike (Su): When a demodand’s natural 
  attack or melee weapon damages a creature capable 
  of casting divine spells, that creature must succeed 
  at a Will saving throw or be unable to cast any divine 
  spells for 1  round. Once a creature succeeds at 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 scried area normally, but the 
  demodand simply does not appear.
  • 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.
  Demon Subtype: Demons are chaotic evil outsiders that 
  call the Abyss their home. Demons have 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.
  • 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.
  • Except where otherwise noted, demons speak Abyssal, 
  Celestial, and Draconic.
  • Telepathy.
  • 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.
  Devil Subtype: Devils are lawful evil outsiders that hail 
  from the plane of Hell. Devils have 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.
  • 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.
  • Except when otherwise noted, devils speak Celestial, 
  Draconic, and Infernal.
  • Telepathy.
  • 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.
  Earth Subtype: This subtype is usually used for outsiders 
  with a connection to the Elemental Plane of Earth. Earth 
  creatures usually have burrow speeds, and most earth 
  creatures can burrow through solid rock. Earth creatures 
  with a burrow speed have tremorsense.
  Elemental Subtype: An elemental is a being composed 
  entirely from one of the four classical elements—air, earth, 
  fire, or water—or the less common element called aether. An 
  elemental has the following features.
  • Immunity to bleed, paralysis, poison, sleep effects, and 
  stunning.
  305
  Appendices
  
  • 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.
  Evil Subtype: This subtype is usually applied to outsiders 
  native to the evil-aligned Outer Planes. Evil outsiders are 
  also called fiends. Most creatures that have this subtype 
  also have evil alignments; however, if their alignments 
  change, they still retain the subtype. Any effect that 
  depends on alignment affects a creature with this subtype 
  as if the creature had an evil alignment, no matter what 
  its alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the evil 
  subtype overcomes damage reduction as if its natural 
  weapons and any weapons it wields were evil-aligned (see 
  Damage Reduction on page 291).
  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.
  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.
  Good Subtype: This subtype is usually applied to outsiders 
  native to the good-aligned Outer Planes. Most creatures that 
  have this subtype also have good alignments; however, if 
  their alignments change, they still retain the subtype. Any 
  effect that depends on alignment affects a creature with this 
  subtype as if the creature had a good alignment, no matter 
  what its alignment actually is. The creature also suffers 
  effects according to its actual alignment. A creature with the 
  good subtype overcomes damage reduction as if its natural 
  weapons and any weapons it wields were good-aligned (see 
  Damage Reduction on page 291).
  Gray Subtype: This subtype is applied to the strange 
  extraplanar humanoid race known as grays, as well as other 
  creatures related to grays.
  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.
  Kami Subtype: Kami are a race of native outsiders who 
  serve to protect what they refer to as “wards”—animals, 
  plants, objects, and even locations—from being harmed or 
  dishonored. All kami are outsiders with the native subtype. 
  A kami has the following traits unless otherwise noted in a 
  creature’s entry.
  • Immune to bleed, mind-affecting effects, petrification, 
  and polymorph effects.
  • Resist acid 10, electricity 10, fire 10
  • Telepathy.
  • Although they are native outsiders, kami do not eat, drink, 
  or breathe.
  • Fast Healing (Ex): As long as a kami is within 120 feet of its 
  ward, it gains fast healing. The amount of fast healing it 
  gains depends on the type of kami.
  • Merge with Ward (Su): As a standard action, a kami can 
  merge its body and mind with its ward. When merged, the 
  kami can observe the surrounding region with its senses 
  as if it were using its own body, as well as via any senses 
  its ward might have. It has no control over its ward, nor 
  can it communicate or otherwise take any action other 
  than to emerge from its ward as a standard action. A kami 
  must be adjacent to its ward to merge with or emerge 
  from it. If its ward is a creature, plant, or object, the kami 
  can emerge mounted on the creature provided the kami’s 
  body is at least one size category smaller than the creature. 
  If its ward is a location, the kami may emerge at any point 
  within that location.
  • Ward (Su): A kami has a specific ward—a creature with 
  an Intelligence score of 2 or lower (usually an animal 
  or vermin), a plant (not a plant creature), an object, or a 
  location. The type of ward is listed in parentheses in the 
  kami’s stat block. Several of a kami’s abilities function 
  only when it is either merged with its ward or within 
  120 feet of it. If a kami’s ward is portable and travels 
  with the kami to another plane, the kami does not gain 
  the extraplanar subtype on that other plane as long as its 
  ward remains within 120 feet. If a ward is destroyed while 
  306
  
  a kami is merged with it, the kami dies (no save). If a ward 
  is destroyed while a kami is not merged with it, the kami 
  loses its merge with ward ability and its fast healing, and 
  becomes permanently sickened.
  Lawful Subtype: This subtype is usually applied to outsiders 
  native to the lawfully 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 reduction as if its natural 
  weapons and any weapons it wields were lawfully aligned (see 
  Damage Reduction on page 291).
  Leshy Subtype: A leshy is a nature spirit that inhabits the 
  body of a specially grown plant. Regardless of their kind, all 
  leshys have the following traits in addition to those granted 
  by the plant type (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to electricity and sonic.
  • Spell-Like Abilities: All leshys have pass without trace as 
  a constant spell-like ability (CL equal to double the 
  leshy’s HD).
  • Except where otherwise noted, all leshys speak Druidic 
  and Sylvan.
  • Change Shape (Su): All leshys can transform into plants, 
  with results similar to the tree shape spell. Unlike that 
  spell, this ability only allows transformation into Small 
  plants of the same type of growth the leshy is related to. 
  In this form, the leshy appears as a particularly healthy 
  specimen of that particular plant. A leshy can assume 
  plant form or revert to its true form as a swift action.
  • Plantspeech (Ex): All leshys can speak with plants as if 
  subject to a continual speak with plants spell, but only with 
  species they are related to.
  • Verdant Burst (Su): When slain, a leshy explodes in a burst 
  of fertile energies. All plant creatures within 30 feet of 
  a slain leshy heal 1d8 points of damage plus 1 point per 
  HD of the slain leshy, and plant life of the same type 
  as the leshy itself quickly infests the area. If the terrain 
  can support this type of plant, the undergrowth is dense 
  enough to make the region into difficult terrain for 
  24 hours, after which the plant life diminishes to a normal 
  level; otherwise, the plant life has no significant effect on 
  movement and withers and dies within an hour.
  Manasaputra Subtype: Manasaputras are lawful good 
  spirits ascending to a new stage of existence on the Positive 
  Energy Plane. They have the following traits.
  • Darkvision 60 ft.
  • Immunity to calling magic, disease, and poison.
  • +2 racial bonus on saving throws against enchantment 
  spells. This does not stack with the still mind monk class 
  feature and counts as that feature for the purpose of 
  fulfilling prerequisites.
  • Telepathy.
  • Manasaputras do not breathe.
  • Adaptive Resistance (Su): Many manasaputras have the 
  ability to adapt to elemental attacks quickly. Anytime a 
  manasaputra is damaged by an elemental attack, it gains 
  the adaptive resistance listed against that element for a 
  number of rounds equal to its Wisdom modifier.
  Format: adaptive 10; Location: Resist.
  • Formless (Su): Most manasaputras are not defined by physical 
  form, and choose to adopt a corporeal form at their leisure. 
  Manasaputras with this ability can transition between 
  corporeal and incorporeal forms as a move action. When 
  a manasaputra becomes corporeal, it retains its Charisma 
  modifier as a deflection bonus to AC. A manasaputra’s 
  natural attacks, unarmed strikes, and manufactured weapon 
  attacks are only available while the manasaputra is in its 
  corporeal form, with the exception of ghost touch weapons.
  • Positive Energy Affinity (Ex): Manasaputras can exist 
  comfortably on the Positive Energy Plane, and do not benefit 
  (or suffer) from that plane’s overwhelming infusions of 
  life-giving energies. Whenever a manasaputra is subjected 
  to a magical healing effect, that effect functions at its full 
  potential, as if enhanced by the Maximize Spell feat.
  • Soul Armor (Ex): Manasaputras add their Wisdom bonus 
  to their AC and CMD. In addition, manasaputras gain a 
  +1 bonus to their AC and CMD for every 4 racial HD they 
  possess. These bonuses work as per the AC bonus monk 
  class ability, and monk levels stack with racial HD to 
  determine the additional benefits.
  • Subjective Appearance (Su): When in corporeal form, a 
  manasaputra projects a psychic illusion over its body, 
  masking its true appearance. Any creature with an 
  Intelligence score of 3 or higher that views a manasaputra 
  sees it as an idealized human form, though often with 
  unusual features. Creatures physically interacting with 
  a manasaputra can attempt a Will save (DC = 10 + 1/2 
  the manasaputra’s HD + the manasaputra’s Charisma 
  modifier) to disbelieve the illusion. If successful, the 
  character sees the corporeal veil as a translucent outline, 
  with the fiery body of the manasaputra contained within. 
  This is a mind-affecting illusion (glamer) effect.
  Mythic Subtype: A creature with this subtype is infused 
  with mythic power and is capable of terrible and awe-
  inspiring feats. Some mythic creatures are powerful versions 
  of existing monsters (such as minotaurs and medusas), others 
  are completely new creatures that do not have a non-mythic 
  equivalent (such as the devastator and plague swarms). For 
  more information on mythic creatures, see Mythic Adventures. 
  Creatures with the mythic subtype have the following traits 
  (these are already included in the mythic monster stat blocks 
  presented in this book).
  307
  Appendices
  
  • Mythic rank, a number from 1 to 10, representing its 
  overall mythic power.
  • Natural armor increase equal to its mythic rank.
  • Additional hit points per mythic rank, based on the type 
  of Hit Dice it has (d6, d8, and so on).
  • DR 5/epic if the creature has at least 5 Hit Dice. If the 
  creature already had DR, it adds epic to the qualities 
  needed to bypass that reduction.
  • Spell resistance increase (if it has spell resistance) equal to 
  its mythic rank.
  • Ability score increases, depending on its mythic rank.
  • Mythic feats, which generally are improved versions 
  of standard feats. Mythic feats are indicated by a 
  superscript “M.”
  • Mythic Power (Su): The creature has the mythic power 
  universal monster ability (see page 296). The effect of 
  these abilities depend on its mythic rank.
  Native Subtype: This subtype is applied only to 
  outsiders. Creatures with this subtype are native to the 
  Material Plane. 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. Unlike true outsiders, native outsiders need to eat 
  and sleep.
  Phantom Subtype: This subtype is applied to the lost 
  souls known as phantoms, outsiders desperately attempting 
  to avoid the fate of undeath.
  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.
  Robot Subtype: Robots are intelligent constructs created 
  by advanced scientific means. They have the following traits, 
  unless otherwise noted.
  • Difficult to Create (Ex): Robots are crafted via complex 
  methods hidden and well guarded. A robot does not have 
  a construction entry.
  • Intelligent: Robots are intelligent, and thus have skills and 
  feats as appropriate for their Hit Dice. Unless otherwise 
  indicated for a specific robot, all robots have Intelligence 
  scores of 10. The following are class skills for robots: 
  Climb, Disable Device, Fly, Knowledge (all), Linguistics, 
  Perception, and Sense Motive.
  • Vulnerable to Critical Hits: Whenever a robot takes extra 
  damage from a critical hit, it must succeed at a DC 15 
  Fortitude save or be stunned for 1 round. If the robot 
  succeeds at the save, it is staggered for 1 round. The 
  robot remains immune to all other sources of the 
  stunned condition.
  • Vulnerable to Electricity: Robots take 150% as much damage 
  as normal from electricity attacks.
  The following special abilities apply to some robots, but 
  are not universal to all types of robot.
  • Combined Arms (Ex): When making a full attack, a robot 
  with the combined arms special attack can make all its 
  melee natural weapon attacks plus its ranged integrated 
  weapon attacks.
  • Force Field (Ex): A robot might have a force field that 
  sheathes it in a thin layer of energy that grants a number 
  of temporary hit points (typically 5 × the robot’s CR). 
  All damage dealt to a robot with an active force field is 
  deducted from these temporary hit points first. As long 
  as the force field is active, the robot is immune to critical 
  hits. A force field has fast healing equal to the robot’s CR, 
  but once its hit points are reduced to 0, the force field 
  shuts down and doesn’t reactivate for 24 hours. 
  Format: force field (55 hp, fast healing 5); Location: hp.
  • Integrated Weaponry (Ex): A robot that has a technological 
  weapon built into its body treats it as a natural weapon 
  and not a manufactured weapon, and can’t make iterative 
  attacks with it. An integrated weapon can still be targeted 
  by effects that target manufactured weapons (such as magic 
  weapon or sunder attempts), but can’t be harvested for use 
  outside of the robot’s body once the robot is destroyed. 
  A robot is always proficient with its integrated weapons. 
  Integrated ranged weapons don’t provoke attacks of 
  opportunity when fired in melee combat.
  • Laser Weapons (Ex): A laser weapon emits beams of intensely 
  focused light waves. Laser attacks resolve as touch attacks 
  and deal fire damage. A laser can pass through force fields 
  and force effects like a wall of force without damaging that 
  field to strike a foe beyond. Objects like glass or other 
  transparent barriers don’t provide cover from lasers (but 
  unlike force barriers, glass still takes damage from a laser 
  strike passing through it). Invisible creatures are immune 
  to damage caused by a laser weapon. Fog, smoke, and 
  other clouds provide cover in addition to concealment 
  from laser attacks.
  Sahkil Subtype: Sahkils are neutral evil outsiders native 
  to the Ethereal Plane. They have the following traits (unless 
  otherwise noted in a creature’s entry).
  •  Darkvision 60 ft. and low-light vision.
  •  Immunity to death effects, fear effects, disease, and 
  poison.
  •  Resistance to cold 10, electricity 10, and sonic 10.
  •  Most sahkils are resistant to magic. Such a sahkil has SR 
  equal to 11 + its CR. 
  •  Except where otherwise noted, sahkils speak Abyssal, 
  Celestial, and Infernal.
  •  Telepathy.
  •  Easy to Call (Ex): Sahkils count as having 4 fewer Hit Dice 
  (minimum 2) for purposes of spells or effects that call 
  outsiders, such as planar binding. However, they receive 
  a racial bonus equal to 1/2 their Hit Dice on Charisma 
  checks to break free of planar binding spells and similar 
  effects, and their spell resistance counts as if it were 
  308
  
  5 higher for the purpose of breaking free of planar binding 
  spells and similar effects.
  •  Emotional Focus (Ex): Whenever a sahkil casts a spell or 
  uses a spell-like ability or effect with the emotionUM or 
  fear descriptors that allows a saving throw, the DC is 
  increased by 2.
  •  Look of Fear (Su): All sahkils have a gaze attack that instills 
  dread in those they look upon. This gaze attack has a 
  range of 30 feet (though when a sahkil is on the Ethereal 
  Plane, it functions against creatures on the Material Plane 
  that can see ethereal creatures), and can be negated by a 
  Will save—the exact effects caused by a particular sahkil’s 
  look of fear depend on the type of sahkil. All sahkils 
  are immune to their own look of fear and that of other 
  sahkils. This is a mind-affecting fear effect. The save DC 
  is Charisma-based and includes the +2 bonus from the 
  sahkil’s emotional focus ability.
  •  Skip Between (Su): Many sahkils can shift between the Ethereal 
  Plane and the Material Plane as a move action. This ability is 
  otherwise identical to ethereal jaunt (CL 15th).
  •  Spirit Touch (Ex): A sahkil’s natural weapons, as well as any 
  weapon it wields, are treated as though they had the ghost 
  touch weapon special ability.
  Sasquatch Subtype: This subtype is applied to the 
  humanoid beings called sasquatches and creatures related 
  to sasquatches.
  Shapechanger 
  Subtype: 
  A 
  shapechanger 
  has 
  the 
  supernatural ability to assume one or more alternative forms. 
  Many magical effects allow some kind of shapeshifting, 
  and not every creature that can change shapes has the 
  shapechanger subtype.
  Skinwalker Subtype: This subtype is applied to the 
  humanoid race known as skinwalkers, who are similar to 
  lycanthropes, but aren’t afflicted with the same curse.
  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. It 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 multiple 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 Attack: 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 entry, with no attack 
  bonus given. The amount of damage a swarm deals is based 
  on its Hit Dice, as shown below.
  Swarm HD 
  Swarm Base Damage
  1–5	
  1d6
  6–10	
  2d6
  11–15	
  3d6
  16–20	
  4d6
  21+	
  5d6
  309
  Appendices
  
  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. 
  Water Subtype: This subtype is usually used for outsiders 
  with a connection to the Elemental Plane of Water. Creatures 
  with the water subtype always have swim speeds and 
  can move in water without making Swim checks. A water 
  creature can breathe underwater and can usually breathe air 
  as well. Water creatures treat the Swim skill as a class skill.
  APPENDIX 4: MONSTERS AS PCS
  For simple rules on using monsters as player characters, see 
  page 313 of the Pathfinder RPG Bestiary.
  APPENDIX 5: MONSTER FEATS
  Most of the following feats apply specifically to monsters, 
  although some player characters might qualify for them 
  (particularly Craft Construct).
  Ability Focus
  One of this creature’s special attacks is particularly difficult 
  to resist.
  Prerequisite: Special attack.
  Benefit: Choose one of the creature’s special attacks. 
  Add +2 to the DC on all saving throws against the special 
  attack on which the creature focuses.
  Special: A creature can gain this feat multiple times. Its 
  effects do not stack. Each time the creature takes the feat, 
  it applies to a different special attack.
  Awesome Blow (Combat)
  This creature can send opponents flying.
  Prerequisites: Str 25, Improved Bull Rush, Power Attack, 
  size Large or larger.
  Benefit: As a standard action, the creature may perform an 
  awesome blow combat maneuver. If the creature’s maneuver 
  succeeds against a corporeal opponent smaller than itself, 
  its opponent takes damage (typically slam damage plus 
  Strength bonus) and is knocked flying 10 feet in a direction 
  of the attacking creature’s choice and falls prone. The 
  attacking creature can only push the opponent in a straight 
  line, and the opponent can’t move closer to the attacking 
  creature than the square it started in. If an obstacle prevents 
  the completion of the opponent’s move, the opponent and the 
  obstacle each take 1d6 points of damage, and the opponent is 
  knocked prone in the space adjacent to the obstacle.
  Craft Construct (Item Creation)
  You can create construct creatures like golems. 
  Prerequisites: Craft Magic Arms and Armor, Craft 
  Wondrous Item, caster level 5th.
  Benefit: You can create any construct whose prerequisites 
  you meet. The act of animating a construct takes 1 day for 
  each 1,000 gp in its market price. To create a construct, you 
  must use raw materials costing half of its base price, plus 
  the full cost of the basic body created for the construct. 
  Each construct has a special section that summarizes its 
  costs and other prerequisites. A newly created construct 
  has average hit points for its Hit Dice.
  Empower Spell-Like Ability
  One of this creature’s spell-like abilities is particularly 
  potent and powerful.
  Prerequisite: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of the creature’s spell-like abilities, 
  subject to the restrictions described in this feat. The 
  creature can use that spell-like ability as an empowered 
  spell-like ability three times per day (or fewer, if the ability 
  is normally usable only once or twice per day).
  When a creature uses an empowered spell-like ability, 
  all variable, numeric effects of the spell-like ability are 
  increased by half (+50%). Saving throws and opposed 
  rolls are not affected. Spell-like abilities without random 
  variables are not affected.
  The creature can only select a spell-like ability duplicating 
  a spell with a level less than or equal to 1/2 its caster 
  level – 2. For a summary, see the table in the description of 
  the Quicken Spell-Like Ability feat on page 311.
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  Flyby Attack
  This creature can make an attack during its move action 
  while flying.
  Prerequisite: Fly speed.
  Benefit: When the creature takes a move action while 
  flying, it can take its standard action at any point during 
  the move. The creature cannot take a second move action 
  during a round when it makes a flyby attack.
  Normal: Without this feat, the creature takes a standard 
  action either before or after its move.
  Hover
  This creature can hover in place with ease and can kick up 
  clouds of dust and debris.
  Prerequisite: Fly speed.
  Benefit: A creature with this feat can halt its movement 
  while flying, allowing it to hover without needing to 
  attempt a Fly check.
  If a creature of size Large or larger with this feat hovers 
  within 20 feet of the ground in an area with lots of loose 
  310
  
  debris, the draft from its wings creates a hemispherical 
  cloud with a radius of 60 feet.
  The winds generated can snuff torches, small campfires, 
  exposed lanterns, and other small, open flames of 
  nonmagical origin.
  Clear vision within the cloud is limited to 10 feet. 
  Creatures have concealment at 15 to 20 feet (20% miss 
  chance). At 25 feet or more, creatures have total concealment 
  (50% miss chance, and opponents cannot use sight to 
  locate the creature).
  Normal: Without this feat, a creature must succeed at a 
  Fly check to hover and the creature does not create a cloud 
  of debris while hovering.
  Multiattack (Combat)
  This creature is particularly skilled at making attacks 
  with its natural weapons.
  Prerequisite: Three or more natural attacks.
  Benefit: The creature’s secondary attacks with natural 
  weapons take only a –2 penalty.
  Normal: Without this feat, the creature’s secondary 
  attacks with natural weapons take a –5 penalty.
  Multiweapon Fighting (Combat)
  This multi-armed creature is skilled at making attacks 
  with multiple weapons.
  Prerequisites: Dex 13, three or more hands.
  Benefit: Penalties for fighting with multiple weapons 
  are reduced by –2 with the primary hand and by –6 with 
  off hands. 
  Normal: A creature without this feat takes a –6 penalty 
  on attacks made with its primary hand and a –10 penalty on 
  attacks made with all of its off hands. (It has one primary 
  hand, and all the others are off hands.) See Two-Weapon 
  Fighting in the Pathfinder RPG Core Rulebook.
  Special: This feat replaces the Two-Weapon Fighting 
  feat for creatures with more than two arms.
  Quicken Spell-Like Ability
  This creature can use one of its spell-like abilities with 
  next to no effort.
  Prerequisite: Spell-like ability at caster level 10th or higher.
  Benefit: Choose one of the creature’s spell-like abilities, 
  subject to the restrictions described in this feat. The 
  creature can use that spell-like ability as a quickened spell-
  like ability three times per day (or fewer, if the ability is 
  normally usable only once or twice per day).
  Using a quickened spell-like ability is a swift action that 
  does not provoke an attack of opportunity. The creature 
  can perform another action—including the use of another 
  spell-like ability (but not another swift action)—in the 
  same round that it uses a quickened spell-like ability. The 
  creature can only select a spell-like ability duplicating a 
  spell with a level less than or equal to 1/2 its caster level – 4. 
  For a summary, see the table below.
  A spell-like ability that duplicates a spell with a casting 
  time greater than 1 full round cannot be quickened.
  Normal: The use of a spell-like ability normally 
  requires a standard action (at the very least) and provokes 
  an attack of opportunity.
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  Empowered and Quickened Spell-Like Abilities
  Spell 
  Caster Level 
  Caster Level
  Level 
  to Empower 
  to Quicken
  0	
  4th	
  8th
  1st	
  6th	
  10th
  2nd	
  8th	
  12th
  3rd	
  10th	
  14th
  4th	
  12th	
  16th
  5th	
  14th	
  18th
  6th	
  16th	
  20th
  7th	
  18th	
  —
  8th	
  20th	
  —
  9th	
  —	
  —
  Snatch
  This creature can grab other creatures with ease. 
  Prerequisite: Size Huge or larger.
  Benefits: The creature can start a grapple when it hits 
  with a claw or bite attack, as though it had the grab ability. 
  If it grapples a creature three or more sizes smaller, it 
  squeezes each round for automatic bite or claw damage 
  with a successful grapple check. A snatched opponent 
  held in the creature’s mouth is not allowed a Reflex save 
  against the creature’s breath weapon, if it has one.
  The creature can drop a creature it has snatched as a 
  free action or use a standard action to fling it aside. A 
  flung creature travels 1d6 × 10 feet, and takes 1d6 points 
  of damage per 10 feet traveled. If the creature flings a 
  snatched opponent while flying, the opponent takes this 
  amount or falling damage, whichever is greater.
  Wingover
  This creature can make turns with ease while flying. 
  Prerequisite: Fly speed.
  Benefits: Once per round, the creature can turn up to 180 
  degrees as a free action without attempting a Fly check. This 
  turn does not cost the creature any movement.
  Normal: A flying creature can turn up to 90 degrees by 
  succeeding at a DC 15 Fly check and expending 5 feet of 
  movement. A flying creature can turn up to 180 degrees 
  by succeeding at a DC 20 Fly check and expending 10 feet 
  of movement.
  311
  Appendices
  
  APPENDIX 6: MONSTER COHORTS
  The Leadership feat (Pathfinder RPG Core Rulebook 129) allows 
  a character to gain a loyal cohort. With the GM’s approval, 
  this cohort can be a similarly aligned monster rather than 
  a member of the standard player races. The monsters on 
  the following list all work well as cohorts (be they assassins, 
  bodyguards, mounts, etc.)—their effective cohort “level” 
  corresponds to the level available to the PC as afforded by 
  his Leadership score. Use these monsters as guidelines 
  when determining cohort levels for other monsters.
  For more information on monster cohorts, see page 316 of 
  the Pathfinder RPG Bestiary.
  Monster Cohorts
  Monster 
  Level
  Apallie	
  4
  Cambion	(demon)	
  5
  Chuspiki	
  6
  Deep	merfolk	
  6
  Dragonkin	
  12
  Encantado	
  11
  Firbolg	
  8
  Flytrap	leshy	
  6
  Gancanagh	(azata)	
  8
  Heikegani	
  6
  Kabandha	(cyclops)	
  14
  Karkadann	
  7
  Liminal	sprite	
  6
  Lotus	leshy	
  8
  Muckdweller	
  1
  Psychemental	
  15
  Pyrausta	
  3
  Reptial	(agathion)	
  7
  Thought	eater	
  7
  Uraeus	
  9
  Wysp	
  6
  APPENDIX 7: ANIMAL COMPANIONS
  The following list indexes all additional animal companions 
  found in this book, along with the page numbers on which 
  they can be located. Below the list are the statistics for each 
  animal companion. The rules for choosing and progressing 
  an animal companion can be found on pages 51–53 of the 
  Pathfinder RPG Core Rulebook.
  Animal Companions
  Animal 
  Page
  Blue	whale	
  276
  Cameroceras	
  49
  Ceratosaurus	(dinosaur)	
  83
  Chalicotherium	(megafauna)	
  170
  Digmaul	
  82
  Frog	father	and	goliath	frog	
  117
  Kaprosuchus	(megafauna)	
  170
  Megaprimatus	(ape)	
  29
  Moa	(megafauna)	
  171
  Narwhal	(whale)	
  276
  Plesiosaurus	(dinosaur)	
  83
  Polar	bear	
  41
  Therizinosaurus	(dinosaur)	
  84
  Troodon	(dinosaur)	
  84
  Uintatherium	(megafauna)	
  171
  Wolliped	
  279
  Blue Whale Companions
  Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1 
  natural armor; Attack tail slap (1d8); Ability Scores Str 11, 
  Dex 19, Con 10, Int 2, Wis 14, Cha 6; Special Qualities low-
  light vision, hold breath.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack tail slap (2d6); Ability Scores Str +8, Dex –2, Con +4.
  Cameroceras Companions
  Starting Statistics: Size Medium; AC +1 natural; Speed 5 ft., 
  swim 20 ft., jet 90 ft.; Attack tentacles (1d4 plus grab), bite 
  (1d3); Ability Scores Str 14, Dex 15, Con 11, Int 2, Wis 12, Cha 2; 
  Special Qualities low-light vision, pressure adaptation.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack tentacles (1d6 plus grab), bite (1d4); Ability Scores 
  Str +4, Dex –2, Con +2; Special Attacks constrict (1d6).
  Ceratosaurus Companions
  Starting Statistics: Size Medium; Speed 40 ft.; AC +4 
  natural armor; Attack bite 1d8; Ability Scores Str 14, Dex 17, 
  Con 11, Int 2, Wis 11, Cha 10; Special Qualities low-light 
  vision, scent, trip.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite 2d6; Ability Scores Str +8, Dex –2, Con +4; Special 
  Qualities blood rage, ferocity.
  Chalicotherium Companions
  Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.; 
  AC +4 natural; Attack 2 claws (1d4); Ability Scores Str 12, 
  Dex 14, Con 13, Int 2, Wis 13, Cha 3; Special Qualities low-
  light vision, scent.
  7th-Level Advancement: Size Large; AC +2 natural; Attack 
  2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special 
  Attack rend (2 claws, 1d6).
  Digmaul Companions
  Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural 
  armor; Attack bite (1d4), 2 claws (1d2), tail (1d2); Ability Scores 
  Str 10, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities 
  ball tail, low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6), 
  2 claws (1d3), tail (1d3); Ability Scores Str +4, Dex –2, Con +2.
  312
  
  Dire Polar Bear Companions
  Use the bear animal companion statistics on page 53 of the 
  Core Rulebook.
  Frog Father Companions
  Use the frog animal companion statistics on page 135 of the Bestiary.
  Goliath Frog Companions
  Use the frog animal companion statistics on page 135 of the Bestiary.
  Kaprosuchus Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +3 natural 
  armor; Attack bite (1d6), tail slap (1d6); Ability Scores Str 15, Dex 
  14, Con 15, Int 1, Wis 14, Cha 2; Special Qualities low-light vision.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (1d8), tail slap (1d8); Ability Scores Str +6, Dex –2, 
  Con +4; Special Attacks ramming snout.
  Megaprimatus Companions
  Use the ape companion statistics on page 53 of the Core Rulebook.
  Moa Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +1 natural 
  armor; Attack 2 talons (1d3); Ability Scores Str 13, Dex 16, Con 
  12, Int 2, Wis 11, Cha 9; Special Qualities low-light vision.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 2 talons (1d4); Ability Scores Str +4, Con +2.
  Narwhal Companions
  Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1 
  natural armor; Attack bite (1d6); Ability Scores Str 11, Dex 19, 
  Con 10, Int 2, Wis 14, Cha 6; Special Qualities low-light vision, 
  hold breath.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4; 
  Special Qualities blindsight 120 ft., tusk.
  Plesiosaurus Companions
  Starting Statistics: Size Medium; Speed 5 ft., swim 60 ft.; 
  AC +1 natural armor; Attack bite (1d8); Ability Scores Str 12, 
  Dex 15, Con 12, Int 2, Wis 15, Cha 9; Special Qualities keen 
  scent, low-light vision, scent.
  4th-Level Advancement: Size Large; AC +3 natural armor; 
  Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; 
  Special Qualities ambush attack +1d6, bleed (1).
  Polar Bear Companions
  Use the bear animal companion statistics on page 53 of the 
  Core  Rulebook.
  Therizinosaurus Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural 
  armor; Attack 2 claws 1d6; Ability Scores Str 12, Dex 18, 
  Con 10, Int 2, Wis 15, Cha 11; Special Qualities low-light 
  vision, scent, sprint.
  7th-level Advancement: Size Large; AC +3 natural armor; 
  Attack 2 claws 1d8; Ability Scores Str +8, Dex –2, Con +4; 
  Special Qualities bleed (1d6), sweeping strike.
  Troodon Companions
  Starting Statistics: Size Small; Speed 40 ft.; Attack bite (1d4), 
  2 claws (1d3); Ability Scores Str 7, Dex 17, Con 10, Int 2, Wis 14, 
  Cha 13; Special Qualities easily trained, low-light vision, scent.
  4th-level Advancement: Size Medium; AC +1 natural 
  armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, 
  Dex +4, Con +4.
  Uintatherium Companions
  Starting Statistics: Size Medium; AC +4 natural; Speed 30 ft.; 
  Attack bite (1d8); Ability Scores Str 14, Dex 12, Con 17, Int 1, 
  Wis 13, Cha 3; Special Qualities scent.
  7th-Level Advancement: Size Large; AC +3 natural armor; 
  Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.
  Wolliped companions
  Starting Statistics: Size Medium; Speed 50 ft.; AC +1 natural 
  armor, Attack gore (1d6); Ability Scores Str 14, Dex 16, Con 12, 
  Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
  7th-Level Advancement: Size Large; AC +3 natural armor; 
  Attack gore (1d8); Ability Scores Str +4, Dex –2, Con +4; 
  Special Abilities spit, trample.
  APPENDIX 8: MONSTERS BY TYPE
  Listed below are all the monsters in this book, organized 
  alphabetically by type and subtype.
  Aberration:	aatheriexa,	akaname,	blightspawn,	capramace,	
  cuero,	dwiergeth,	egregore,	grimslake,	heikegani,	hundun,	
  mutant,	plankta,	rhu-chalik,	somalcygot,	syricta,	thought	
  eater,	trench	mist,	wizard’s	shackle,	yangethe
  (Aether):	ether	drake
  (Air):	chuspiki,	saxra,	trench	mist
  Animal:	blue	whale,	cameroceras,	ceratosaurus,	chalicotherium,	
  chicken,	digmaul,	dire	polar	bear,	flying	fox,	frog	father,	
  goliath	frog,	kaprosuchus,	megaprimatus,	moa,	narwhal,	
  penguin,	plesiosaurus,	polar	bear,	red	panda,	seal,	
  therizinosaurus,	troodon,	uintatherium,	wolliped
  (Aquatic):	bagiennik,	cetus,	cuero,	deep	merfolk,	deep	one,	
  deep	one	elder,	echeneis,	giant	mantis	shrimp,	heikegani,	
  hunter	urchin,	ichthyocentaur,	isonade,	ketesthius,	lusca,	
  plankta,	shen,	spear	urchin,	stranglereed,	trilobite,	vahana,	
  water	leaper,	wizard’s	shackle
  (Chaotic):	hundun
  (Cold):	bisha	ga	tsuku,	crone	queen,	khala
  Construct:	annihilator	robot,	celedon,	clockwork	familiar,	crystal	
  golem,	devastator,	gearsman	robot,	gray	goo,	guardian	scroll,	
  lead	golem,	myrmidon	robot,	sphinx	colossus,	taxidermic	
  313
  Appendices
  
  creature,	terraformer	robot,	urannag,	warmonger	wasp,	
  wood	colossus
  Dragon:	amphiptere,	astral	dragon,	cetus,	dragonkin,	dream	
  dragon,	ether	drake,	etheric	dragon,	jungle	drake,	khala,	
  nightmare	dragon,	occult	dragon,	pyrausta,	rope	dragon,	
  scitalis,	shen,	vishap
  (Earth):	glaistig,	gravebound,	jungle	drake,	plankta
  (Elemental):	aerial	servant,	aether	elemental,	aether	wysp,	
  ahkhat,	air	wysp,	anemos,	earth	wysp,	fire	wysp,	water	wysp
  Fey:	bagiennik,	domovoi,	dvorovoi,	encantado,	fastachee,	
  glaistig,	hobkins,	kikimora,	liminal	sprite,	muse,	nuno,	ovinnik,	
  sangoi,	seilenos,	shadow	collector,	vilderavn
  (Fire):	cherufe,	pyrausta
  (Giant):	eclipse	giant,	elder	deep	one,	firbolg,	gegenees,	
  kabandha,	moon	giant,	papinijuwari,	sun	giant,	ved
  Humanoid:	android,	astomoi,	caligni,	deep	merfolk,	deep	one	
  hybrid,	eclipse	giant,	firbolg,	gray,	kabandha,	moon	giant,	
  orang-pendak,	papinijuwari,	reptoid,	skinwalker,	sun	giant,	ved
  (Incorporeal):	caller	in	darkness,	death	coach,	duppy,	etiainen,	
  nemhain,	pharaonic	guardian,	polong,	psychemental,	
  wyrmwraith
  Magical Beast:	ahool,	amarok,	bat	plague	swarm,	brain	mole,	
  brain	mole	monarch,	cerynitis,	cherufe,	chuspiki,	cytillipede,	
  delgeth,	echeneis,	giant	muckdweller,	isonade,	karkadann,	
  ketesthius,	locust	plague	swarm,	lusca,	mngwa,	muckdweller,	
  ophiotaurus,	ostovite,	peuchen,	ramidreju,	rat	plague	swarm,	
  sha,	shasalqu,	su,	tizheruk,	uraeus,	ursikka,	vahana,	water	
  leaper,	witchcrow,	xiao	
  Monstrous Humanoid:	anunnaki,	deep	one,	elder	deep	
  one,	gegenees,	grioth,	ichthyocentaur,	ningen,	storm	hag,	
  stormghost,	thriae	constructor,	thriae	dancer
  (Mythic):	anunnaki,	apkallu,	bat	plague	swarm,	danava,	
  devastator,	glaistig,	locust	plague	swarm,	ophiotaurus,	rat	
  plague	swarm,	shen,	sphinx	colossus,	wood	colossus
  Ooze:	animate	hair,	apallie,	doppeldrek,	emotion	ooze,	
  gunpowder	ooze,	hag	eye	ooze,	living	mirage,	putrid	ooze,	
  riftcreeper,	roiling	oil
  Outsider:	aeons,	psychemental,	tulpa,	turul,	unfettered	phantom	
  Outsider (aether):	aether	elemental,	aether	wysp
  Outsider (air):	aerial	servant,	air	veela,	air	wysp,	anemos
  Outsider (chaotic):	azatas,	demodands,	demons,	lamhigyn,	
  vescavor	queen,	vescavor	swarm	
  Outsider (earth):	ahkhat,	earth	veela,	earth	wysp
  Outsider (evil):	demodands,	demons,	devils,	lamhigyn,	sahkils,	
  vescavor	queen,	vescavor	swarm
  Outsider (fire):	fire	veela,	fire	wysp
  Outsider (good):	agathions,	angels,	archons,	azatas,	
  manasaputras,	moon	dog
  Outsider (lawful):	apkallu,	archons,	danava,	devils,	
  manasaputras,	turul
  Outsider (native):	ahkhat,	bisha	ga	tsuku,	etiainen,	shabti,	
  tsukumogami,	wakandagi	
  Outsider (water):	apkallu,	wakandagi,	water	veela,	water	wysp
  Plant:	corpse	lotus,	flytrap	leshy,	ghoran,	griefgall,	kawa	akago,	
  lotus	leshy,	lotus	tree,	nulmind,	psychepore,	stranglereed,	
  tsaalgrend,	zygomind
  (Shapechanger):	anunnaki,	doppeldrek,	encantado,	flytrap	leshy,	
  lotus	leshy,	peuchen,	reptoid,	rope	dragon,	skinwalker,	vilderavn
  (Swarm):	bat	plague	swarm,	gray	goo,	locust	plague	swarm,	
  rat	plague	swarm,	scarab	swarm,	termite	swarm,	undigested	
  swarm,	vescavor	swarm
  Template:	mummy	lord,	mutant,	plagued	beast,	taxidermic	
  creature,	tsukumogami,	tulpa,	vahana
  Undead:	bone	ship,	caller	in	darkness,	crone	queen,	cursed	king,	
  death	coach,	duppy,	fext,	gravebound,	grim	reaper,	kurobozu,	
  leechroot,	leng	ghoul,	lesser	death,	mummy	lord,	nemhain,	
  pharaonic	guardian,	plagued	beast,	polong,	saxra,	swamp	
  mummy,	tiyanak,	undigested,	undigested	swarm,	vukodlak,	
  wyrmwraith
  Vermin:	blood	caterpillar,	giant	assassin	bug,	giant	mantis	
  shrimp,	giant	scarab,	giant	termite,	great	assassin	bug,	horn	
  caterpillar,	hunter	urchin,	knight	ant,	megapon	ant,	scarab	
  swarm,	spear	urchin,	termite	swarm,	trilobite
  (Water):	bone	ship,	cetus,	shen
  APPENDIX 9: MONSTERS BY CR
  The following section lists all monsters included in this 
  book, organized alphabetically by CR. Variant monsters 
  are not included in this list—an index of these monsters 
  appears instead in Appendix 11: Variant Monster Index on 
  page 317. In the case of templates, only the sample creature 
  presented with a full stat block at the start of the template’s 
  entry in this book is included. Similarly, for dragons, only 
  those that have full stat blocks presented in this book are 
  listed on the following tables (young, adult, and ancient 
  dragons)—dragons of other age categories are not included 
  on these lists.
  CR 1/6
  chicken
  CR 1/4
  muckdweller,	nuno,	pyrausta,	trilobite,	undigested
  CR 1/3
  flying	fox,	penguin,	seal
  CR 1/2
  animate	hair,	astomoi,	caligni,	deep	one	hybrid,	hobkins,	orang-
  pendak,	ramidreju,	red	panda,	reptoid,	shabti,	skinwalker,	
  wizard’s	shackle	
  CR 1
  akaname,	android,	brain	mole,	celedon,	deep	one,	echeneis,	
  etiainen,	ghoran,	grioth,	horn	caterpillar,	hunter	urchin,	ostovite,	
  small	aether	elemental,	troodon
  314
  
  CR 2
  aether	wysp,	air	wysp,	apallie,	cambion,	chuspiki,	clockwork	familiar,	
  earth	wysp,	esipil,	fire	wysp,	giant	muckdweller,	koto-furunishi,	
  liminal	sprite,	moa,	ovinnik,	plagued	beast	horse,	plesiosaurus,	
  thought	eater,	tsaalgrend,	water	leaper,	water	wysp,	xiao
  CR 3
  abrikandilu,	deep	merfolk,	digmaul,	domovoi,	giant	assassin	
  bug,	giant	termite,	goliath	frog,	guardian	scroll,	hag	eye	ooze,	
  kawa	akago,	lamhigyn,	medium	aether	elemental,	narwhal,	
  scarab	swarm,	shasalqu,	taxidermic	creature,	vukodlak,	
  witchcrow,	wolliped
  CR 4
  ahkhat,	amphiptere,	blood	caterpillar,	dvorovoi,	firbolg,	flytrap	
  leshy,	gancanagh,	gearsman	robot,	gravebound,	gray,	heikegani,	
  karkadann,	kasa-obake,	knight	ant,	leechroot,	reptial,	sha,	spear	
  urchin,	swamp	mummy,	unfettered	phantom
  CR 5
  blightspawn,	boroboroton,	brain	mole	monarch,	ceratosaurus,	
  cuero,	doppeldrek,	frog	father,	great	assassin	bug,	
  ichthyocentaur,	kaprosuchus,	kikimora,	large	aether	elemental,	
  lotus	leshy,	othaos,	polar	bear,	rope	dragon,	tizheruk,	undigested	
  swarm,	uraeus,	ved,	vescavor	swarm
  CR 6
  bagiennik,	chalicotherium,	choral,	cytillipede,	delgeth,	emotion	
  ooze,	giant	scarab,	griefgall,	grimslake,	jungle	drake,	kurobozu,	
  megapon	ant,	rhu-chalik,	roiling	oil,	termite	swarm,	thriae	
  dancer,	tiyanak,	tulpa,	wihsaak,	young	nightmare	dragon,	young	
  occult	dragon
  CR 7
  aatheriexa,	air	veela,	capramace,	cerynitis,	duppy,	earth	veela,	fire	
  veela,	huge	aether	elemental,	mngwa,	mutant	orc,	psychepore,	
  sangoi,	storm	hag,	terraformer	robot,	uintatherium,	warmonger	
  devil,	warmonger	wasp,	water	veela,	young	etheric	dragon
  CR 8
  balisse,	encantado,	dire	polar	bear,	megaprimatus,	polong,	
  psychemental,	shadow	collector,	su,	urannag
  CR 9
  ahool,	bisha	ga	tsuku,	caller	in	darkness,	dragonkin,	giant	mantis	
  shrimp,	greater	aether	elemental,	kabandha,	living	mirage,	
  makara,	moon	dog,	pakalchi,	stranglereed,	vescavor	queen,	
  yangethe,	young	astral	dragon
  CR 10
  adult	nightmare	dragon,	adult	occult	dragon,	cursed	king,	egregore,	
  ether	drake,	fext,	lead	golem,	leng	ghoul,	mummy	lord,	peuchen,	
  raelis,	therizinosaurus,	trench	mist,	ursikka,	young	dream	dragon
  CR 11
  adult	etheric	dragon,	aerial	servant,	cameroceras,	crystal	golem,	
  elder	aether	elemental,	fastachee,	myrmidon	robot,	nulmind,	
  pharaonic	guardian,	putrid	ooze,	rat	plague	swarm
  CR 12
  amarok,	blue	whale,	exscinder,	heresy	devil,	manu,	scitalis,	
  somalcygot,	syricta
  CR 13
  adult	astral	dragon,	cetus,	cherufe,	corpse	lotus,	dwiergeth,	
  ketesthius,	papinijuwari
  CR 14
  adult	dream	dragon,	death	coach,	elder	deep	one,	gray	goo,	
  gunpowder	ooze,	rishi	manu,	sphinx	colossus,	thriae	constructor,	
  wakandagi
  CR 15
  ancient	nightmare	dragon,	ancient	occult	dragon,	crone	queen,	
  isonade,	locust	plague	swarm,	moon	giant,	nemhain,	riftcreeper,	
  seraptis,	stormghost,	stringy	demodand
  CR 16
  ancient	etheric	dragon,	annihilator	robot,	gegenees,	lesser	death,	
  maharishi	manu,	muse,	ningen,	qolok,	sun	giant,	vilderavn
  CR 17
  apostate	devil,	bat	plague	swarm,	cervinal,	gate	archon,	gristly	
  demodand,	khala,	lusca,	ophiotaurus,	plankta,	wood	colossus,	
  wyrmwraith
  CR 18
  ancient	astral	dragon,	anemos,	anunnaki,	bone	ship,	lipika,	saxra,	
  twilight	pitri,	zygomind
  CR 19
  ancient	dream	dragon,	eclipse	giant,	seilenos,	turul,	vishap
  CR 20
  empyrean,	kimenhul,	lotus	tree
  CR 21
  glaistig,	hundun
  CR 22
  devastator,	grim	reaper,	solar	pitri
  CR 23
  apkallu
  CR 24
  danava,	shen
  315
  Appendices
  
  APPENDIX 10: MONSTERS BY TERRAIN
  The following lists group the monsters in this book into 
  their respective terrains. Use these lists as a guide, not as 
  shackles. A monster can appear outside the listed terrain in 
  appropriate circumstances.
  ANY TERRAIN
  android,	annihilator	robot,	anunnaki,	apallie,	apkallu,	bat	plague	
  swarm,	caller	in	darkness,	celedon,	clockwork	familiar,	crystal	
  golem,	danava,	death	coach,	doppeldrek,	egregore,	emotion	ooze,	
  ether	drake,	fext,	gearsman	robot,	ghoran,	giant	assassin	bug,	
  gray,	gray	goo,	great	assassin	bug,	grim	reaper,	grimslake,	grioth,	
  guardian	scroll,	hobkins,	knight	ant,	kurobozu,	lead	golem,	leng	
  ghoul,	lesser	death,	locust	plague	swarm,	maharishi	manu,	manu,	
  mummy	lord,	muse,	mutant,	myrmidon	robot,	nemhain,	occult	
  dragon,	plagued	beast,	polong,	putrid	ooze,	rat	plague	swarm,	
  rhu-chalik,	rishi	manu,	shabti,	solar	pitri,	taxidermic	creature,	
  terraformer	robot,	thriae	constructor,	thriae	dancer,	trench	mist,	
  tsukumogami,	tulpa,	twilight	pitri,	undigested,	undigested	swarm,	
  unfettered	phantom,	vahana,	vilderavn,	vishap,	wyrmwraith
  ANY LAND
  aatheriexa,	astomoi,	chicken,	domovoi,	dvorovoi,	fastachee,	
  fire	veela,	gegenees,	gravebound,	gunpowder	ooze,	kabandha,	
  khala,	nuno,	ovinnik,	peuchen,	ramidreju,	reptoid,	sangoi,	scitalis,	
  shadow	collector,	storm	hag,	syricta,	ursikka,	vukodlak,	wood	
  colossus,	zygomind
  ANY WATER
  deep	one,	echeneis,	elder	deep	one,	frog	father,	goliath	frog,	plankta,	
  plesiosaurus,	shen,	water	veela,	wizard’s	shackle,	water	leaper
  COASTLINES
  dire	polar	bear,	duppy,	giant	mantis	shrimp,	heikegani,	hunter	
  urchin,	ichthyocentaur,	ketesthius,	lotus	tree,	polar	bear,	spear	urchin	
  DESERTS (COLD)
  living	mirage
  DESERTS (TEMPERATE)
  amphiptere,	living	mirage
  DESERTS (WARM)
  amphiptere,	earth	veela,	giant	scarab,	karkadann,	living	mirage,	
  scarab	swarm,	sha,	shasalqu,	sphinx	colossus,	sun	giant
  FORESTS (COLD)
  amarok,	cerynitis,	leechroot,	lotus	tree,	skinwalker,	su,	tiyanak,	
  witchcrow,	yangethe
  FORESTS (TEMPERATE)
  blood	caterpillar,	brain	mole,	brain	mole	monarch,	ceratosaurus,	
  cerynitis,	chalicotherium,	corpse	lotus,	delgeth,	digmaul,	firbolg,	
  glaistig,	griefgall,	horn	caterpillar,	leechroot,	lotus	tree,	nulmind,	
  red	panda,	seilenos,	skinwalker,	su,	tiyanak,	witchcrow
  FORESTS (WARM)
  ahool,	blood	caterpillar,	ceratosaurus,	cerynitis,	flying	fox,	giant	
  termite,	griefgall,	horn	caterpillar,	jungle	drake,	kaprosuchus,	
  leechroot,	lotus	tree,	megaprimatus,	mngwa,	orang-pendak,	
  psychepore,	skinwalker,	su,	termite	swarm,	tiyanak,	xiao
  HILLS (COLD)
  air	veela,	bisha	ga	tsuku,	cerynitis,	skinwalker,	ved
  HILLS (TEMPERATE)
  air	veela,	amphiptere,	brain	mole,	brain	mole	monarch,	cerynitis,	
  firbolg,	skinwalker,	wolliped
  HILLS (WARM)
  air	veela,	amphiptere,	cerynitis,	chuspiki,	megaprimatus,	moon	
  giant,	ophiotaurus,	skinwalker
  MOUNTAINS (COLD)
  air	veela,	bisha	ga	tsuku,	cherufe,	dragonkin,	dwiergeth,	earth	
  veela,	riftcreeper,	saxra,	skinwalker,	stormghost,	ved
  MOUNTAINS (TEMPERATE)
  air	veela,	amphiptere,	cherufe,	dragonkin,	earth	veela,	red	
  panda,	riftcreeper,	saxra,	skinwalker
  MOUNTAINS (WARM)
  air	veela,	amphiptere,	cherufe,	chuspiki,	dragonkin,	earth	veela,	
  megaprimatus,	moon	giant,	riftcreeper,	saxra,	skinwalker,	sun	
  giant,	xiao
  OCEANS (COLD)
  blue	whale,	bone	ship,	cameroceras,	cetus,	deep	merfolk,	
  isonade,	ketesthius,	living	mirage,	narwhal,	ningen,	penguin,	
  plankta,	seal,	trilobite	
  OCEANS (TEMPERATE)
  blue	whale,	bone	ship,	cameroceras,	cetus,	hunter	urchin,	
  ichthyocentaur,	isonade,	ketesthius,	living	mirage,	plankta,	
  seal,	trilobite	
  OCEANS (WARM)
  blue	whale,	bone	ship,	cameroceras,	cetus,	hunter	urchin,	isonade,	
  ketesthius,	living	mirage,	lusca,	plankta,	seal,	spear	urchin,	trilobite	
  PLAINS (COLD)
  cerynitis,	dire	polar	bear,	polar	bear,	witchcrow
  PLAINS (TEMPERATE)
  brain	mole,	brain	mole	monarch,	capramace,	ceratosaurus,	
  cerynitis,	eclipse	giant,	witchcrow
  316
  
  PLAINS (WARM)
  ceratosaurus,	cerynitis,	giant	termite,	megapon	ant,	moa,	
  ophiotaurus,	papinijuwari,	termite	swarm,	therizinosaurus,	
  troodon
  PLANAR (ABYSS—CHAOTIC EVIL)
  abrikandilu,	cambion,	devastator,	dwiergeth,	gristly	demodand,	
  hundun,	lamhigyn,	ostovite,	seraptis,	stringy	demodand,	
  vescavor	queen,	vescavor	swarm,	warmonger	wasp
  PLANAR (ASTRAL)
  astral	dragon,	psychemental
  PLANAR (DIMENSION OF DREAMS)
  dream	dragon,	nightmare	dragon
  PLANAR (ELYSIUM—CHAOTIC GOOD)
  balisse,	choral,	empyrean,	gancanagh,	raelis
  PLANAR (ETHEREAL)
  aether	elemental,	esipil,	etheric	dragon,	kimenhul,	pakalchi,	
  psychemental,	qolok,	thought	eater,	unfettered	phantom,	
  wihsaak,	wysps
  PLANAR (HEAVEN—LAWFUL GOOD)
  balisse,	choral	angel,	empyrean,	exscinder,	gate	archon
  PLANAR (HELL—LAWFUL EVIL)
  apostate	devil,	heresy	devil,	warmonger	devil
  PLANAR (LIMBO—CHAOTIC NEUTRAL)
  hundun
  PLANAR (NEGATIVE ENERGY PLANE)
  hundun
  PLANAR (NIRVANA—NEUTRAL GOOD)
  balisse,	cervinal,	choral	angel,	empyrean,	moon	dog,	reptial
  PLANAR (PLANE OF AIR)
  aerial	servant,	air	veela,	air	wysp,	anemos
  PLANAR (PLANE OF EARTH)
  earth	veela,	earth	wysp
  PLANAR (PLANE OF FIRE)
  fire	veela,	fire	wysp
  PLANAR (PLANE OF WATER)
  water	veela,	water	wysp
  PLANAR (POSITIVE ENERGY PLANE)
  maharishi	manu,	manu,	rishi	manu,	solar	pitri,	turul,	twilight	pitri
  PLANAR (PURGATORY—NEUTRAL)
  lipika,	othaos
  PLANAR (UTOPIA—LAWFUL NEUTRAL)
  lipika,	othaos
  RIVERS/LAKES
  bagiennik,	cuero,	encantado,	kawa	akago,	lotus	leshy,	
  stranglereed,	tizheruk,	uraeus,	wakandagi,	water	leaper
  RUINS
  ahool,	crone	queen,	cursed	king,	pharaonic	guardian
  SKY
  anemos,	pyrausta
  SWAMPS (COLD)
  blightspawn,	swamp	mummy,	urannag,	water	leaper
  SWAMPS (TEMPERATE)
  blightspawn,	corpse	lotus,	giant	muckdweller,	glaistig,	hag	eye	
  ooze,	kawa	akago,	muckdweller,	plesiosaurus,	swamp	mummy,	
  tizheruk,	uintatherium,	urannag,	water	leaper
  SWAMPS (WARM)
  blightspawn,	flytrap	leshy,	frog	father,	goliath	frog,	ophiotaurus,	
  plesiosaurus,	swamp	mummy,	tizheruk,	urannag,	water	leaper
  UNDERGROUND
  akaname,	caligni,	cytillipede,	earth	veela,	giant	termite,	
  hag	eye	ooze,	kabandha,	nuno,	roiling	oil,	termite	swarm,	
  tsaalgrend
  URBAN
  ahkhat,	akaname,	animate	hair,	deep	one	hybrid,	etiainen,	
  griefgall,	kikimora,	liminal	sprite,	rope	dragon
  VACUUM
  somalcygot,	yangethe
  APPENDIX 11: VARIANT MONSTER INDEX
  Not all of the monsters presented in this book have their 
  own stat blocks. Many of them are merely variants on 
  a theme, and use the standard monster’s stats but with 
  specific changes. The following list indexes all of the 
  monster variants in this book that are associated with 
  rules changes, giving the page reference in parentheses: 
  archwizard’s shackle (278), awakened doppeldrek (85), 
  blood lily (149), danava pillar (247), eclipse seer (121), 
  egregore master (105), elder anemoi (21), elder pyrausta 
  (200), empyrean paragon (25), hobkins malefactor (131), 
  nuno ascetic (132), sacred sha (226), venerable mother (118), 
  water mauler (275), wysp conductor (283).
  317
  Appendices
  
  APPENDIX 12: ABILITY INDEX
  The monsters detailed in this book have a wide range of 
  special attacks, defenses, and qualities—and only in the case 
  of relatively unique abilities are rules given in a monster’s 
  actual entry. Other abilities are detailed in the universal 
  monster rules, in shared abilities for that creature’s type, or 
  as class abilities or other features detailed in the Pathfinder 
  RPG Core Rulebook. Use the ability index below to track down 
  the full rules for monster abilities.
  Entries that refer to class abilities from outside this book 
  indicate their sources with the appropriate superscript 
  abbreviations (“CR” for the Core Rulebook), and their page 
  numbers refer to those books. All other page number 
  references point to pages in Pathfinder RPG Bestiary 5.
  APPENDIX 13: MONSTER ROLES
  The following lists categorize the monsters in this book into 
  monster roles. For information on how to use monster roles, 
  see page 323 of the Pathfinder RPG Bestiary.
  ANY ROLE
  android,	astomoi,	caligni,	celedon,	deep	one	hybrid,	ghoran,	
  hobkins,	muckdweller,	nuno,	orang-pendak,	pyrausta,	reptoid,	
  shabti,	skinwalker
  COMBAT ROLE
  abrikandilu,	aether	elemental,	ahool,	akaname,	amarok,	
  amphiptere,	balisse,	blightspawn,	cambion,	capramace,	cervinal,	
  cetus,	cherufe,	cursed	king,	cytillipede,	danava,	deep	one,	
  delgeth,	devastator,	dragonkin,	dwiergeth,	eclipse	giant,	elder	
  deep	one,	empyrean,	esipil,	ether	drake,	exscinder,	fext,	firbolg,	
  gegenees,	giant	muckdweller,	grim	reaper,	grimslake,	gristly	
  demodand,	heikegani,	hundun,	ichthyocentaur,	isonade,	jungle	
  drake,	kabandha,	karkadann,	kawa	akago,	ketesthius,	khala,	
  kimenhul,	kurobozu,	lamhigyn,	lesser	death,	lusca,	mngwa,	
  moon	giant,	ningen,	ophiotaurus,	pakalchi,	papinijuwari,	
  peuchen,	pharaonic	guardian,	plankta,	psychepore,	qolok,	
  riftcreeper,	rishi	manu,	saxra,	scitalis,	seraptis,	sha,	somalcygot,	
  sphinx	colossus,	storm	hag,	stringy	demodand,	sun	giant,	swamp	
  Ability Index
  Ability 
  Page
  ability	damage	
  290
  ability	drain	
  290
  all-around	vision	
  290
  amorphous	
  290
  amphibious	
  290
  attach	
  290
  bardic	performanceCR	
  35
  bleed	
  290
  blindsense	
  290
  blindsight	
  290
  block	attacks	
  290
  blood	drain	
  290
  blood	rage	
  290
  breath	weapon	
  290
  burn	
  291
  capsize	
  291
  change	shape	
  291
  channel	resistance	
  291
  compression	
  291
  constrict	
  291
  construct	traits	
  291
  curse	
  291
  curse	of	lycanthropy	
  291
  damage	reduction	
  291
  darkvision	
  292
  disease	
  292
  display	of	strength	
  292
  distraction	
  292
  domainCR	
  40
  dragon	cantrips	
  292
  dual	initiative		
  292
  Ability 
  Page
  earth	glide	
  292
  emotion	aura	
  292
  energy	drain	
  292
  engulf	
  293
  entrap	
  293
  evasionCR	
  59
  fast	healing	
  293
  fast	swallow	
  293
  fear	
  293
  ferocity	
  293
  flight	
  293
  fortification	
  293
  freeze	
  293
  frightful	presence	
  293
  gaze	
  294
  grab	
  294
  greensight	
  294
  hardness	
  294
  heat	
  294
  hexAPG	
  66
  hold	breath	
  294
  immunity	
  294
  improved	evasionCR	
  59
  incorporeal	
  294
  jet	
  295
  keen	scent	
  295
  lifesense	
  295
  light	blindness	
  295
  light	sensitivity	
  295
  lingering	breath	
  295
  low-light	vision	
  295
  Ability 
  Page
  mental	static	aura	
  295
  mistsight	
  295
  multiweapon	mastery	
  296
  mythic	immortality	
  296
  mythic	magic	
  296
  mythic	power	
  296
  natural	attacks	
  296
  natural	invisibility	
  296
  negative	energy	affinity	
  296
  no	breath	
  296
  ooze	traits	
  296
  oracle’s	curseAPG	
  43
  paralysis	
  296
  plant	traits	
  297
  poison	
  297
  poisonous	blood	
  297
  pounce	
  297
  powerful	blows	
  297
  powerful	charge	
  297
  psychic	magic	
  297
  psychic	resilience	
  297
  pull	
  297
  push	
  298
  rake	
  298
  regeneration	
  298
  rend	
  298
  resistance	
  298
  revelationAPG	
  45
  rock	catching	
  298
  rock	throwing	
  298
  scent	
  298
  Ability 
  Page
  second	save	
  299
  see	in	darkness	
  299
  smother	
  299
  sneak	attackCR	
  68
  sound	mimicry	
  299
  spell	resistance	
  299
  spell-like	abilities	
  299
  spells	
  299
  split	
  300
  steal	
  300
  stench	
  300
  strangle	
  300
  summon	
  300
  sunlight	powerlessness	
  300
  surge	
  300
  swallow	whole	
  300
  telepathy	
  300
  thoughtsense	
  300
  trample	
  300
  tremorsense	
  301
  trip	
  301
  uncanny	dodgeCR	
  34
  undead	traits	
  301
  undersized	weapons	
  301
  unnatural	aura	
  301
  versatile	performanceCR	
  38
  vulnerability	
  301
  water	dependency	
  301
  web	
  301
  wild	empathyCR	
  50
  x-ray	vision	
  301
  318
  
  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.
  Aerial Servant from the Tome of Horrors Complete	 ©	 2011,	 Necromancer	 Games,	 Inc.;	
  Published	and	distributed	by	Frog	God	Games;	Authors:	Clark	Greene	and	Clark	Peterson,	based	on	
  original	material	by	Gary	Gygax.
  Jubilex from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	and	
  distributed	by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Gary	Gygax.	
  Moon Dog from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	
  and	distributed	by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Gary	Gygax.
  Muckdweller from the Tome of Horrors Complete	©	2011,	Necromancer	Games,	Inc.,	published	
  and	distributed	by	Frog	God	Games;	Author:	Scott	Greene,	based	on	original	material	by	Gary	Gygax.
  	Pathfinder Roleplaying Game Bestiary 5	©	2015,	Paizo	Inc.;	Authors:	Dennis	Baker,	Jesse	Benner,	
  John	Bennett,	Logan	Bonner,	Creighton	Broadhurst,	Robert	Brookes,	Benjamin	Bruck,	Jason	Bulmahn,	
  Adam	 Daigle,	 Thurston	 Hillman,	 Eric	 Hindley,	 Joe	 Homes,	 James	 Jacobs,	 Amanda	 Hamon	 Kunz,	 Ben	
  McFarland,	Jason	Nelson,	Thom	Phillips,	Stephen	Radney-MacFarland,	Alistair	Rigg,	Alex	Riggs,	David	N.	
  Ross,	Wes	Schneider,	David	Schwartz,	Mark	Seifter,	Mike	Shel,	James	L.	Sutter,	and	Linda	Zayas-Palmer.
  mummy,	syricta,	tsaalgrend,	turul,	unfettered	phantom,	uraeus,	
  ved,	vukodlak,	wakandagi,	warmonger	devil,	warmonger	wasp,	
  wihsaak,	wood	colossus
  NO ROLE
  annihilator	robot,	blood	caterpillar,	blue	whale,	bone	ship,	brain	
  mole,	cameroceras,	ceratosaurus,	chalicotherium,	chicken,	
  corpse	lotus,	crystal	golem,	digmaul,	dire	polar	bear,	doppeldrek,	
  emotion	ooze,	flying	fox,	frog	father,	gearsman	robot,	giant	
  assassin	bug,	giant	mantis	shrimp,	giant	scarab,	giant	termite,	
  goliath	frog,	gray	goo,	great	assassin	bug,	guardian	scroll,	
  gunpowder	ooze,	hag	eye	ooze,	horn	caterpillar,	hunter	urchin,	
  kaprosuchus,	knight	ant,	lead	golem,	leechroot,	living	mirage,	
  megapon	ant,	megaprimatus,	moa,	myrmidon	robot,	narwhal,	
  penguin,	plesiosaurus,	polar	bear,	putrid	ooze,	red	panda,	roiling	
  oil,	scarab	swarm,	seal,	shasalqu,	spear	urchin,	stranglereed,	
  termite	swarm,	terraformer	robot,	therizinosaurus,	thriae	
  constructor,	tizheruk,	trilobite,	troodon,	uintatherium,	undigested,	
  undigested	swarm,	urannag,	ursikka,	wolliped,	zygomind
  SKILL ROLE
  aerial	servant,	apallie,	cuero,	deep	merfolk,	flytrap	leshy,	leng	
  ghoul,	liminal	sprite,	moon	dog,	muse,	ovinnik,	ramidreju,	rope	
  dragon,	sangoi,	seilenos,	shadow	collector,	stormghost,	thriae	
  dancer,	tiyanak,	vilderavn,	water	leaper,	xiao
  SPECIAL ROLE
  aatheriexa,	aether	wysp,	ahkhat,	air	veela,	air	wysp,	anemos,	
  animate	hair,	anunnaki,	apostate	devil,	bagiennik,	bat	
  plague	swarm,	bisha	ga	tsuku,	brain	mole	monarch,	caller	
  in	darkness,	cerynitis,	choral,	chuspiki,	clockwork	familiar,	
  crone	queen,	death	coach,	domovoi,	duppy,	dvorovoi,	earth	
  veela,	earth	wysp,	echeneis,	egregore,	encantado,	etiainen,	
  fire	veela,	fire	wysp,	gancanagh,	glaistig,	gravebound,	gray,	
  griefgall,	grioth,	heresy	devil,	kikimora,	lipika,	locust	plague	
  swarm,	lotus	leshy,	lotus	tree,	maharishi	manu,	manu,	
  nemhain,	nulmind,	ostovite,	othaos,	polong,	psychemental,	
  rat	plague	swarm,	reptial,	rhu-chalik,	solar	pitri,	su,	thought	
  eater,	trench	mist,	twilight	pitri,	vescavor	queen,	vescavor	
  swarm,	water	veela,	water	wysp,	witchcrow,	wizard’s	shackle,	
  wyrmwraith,	yangethe
  SPELL ROLE
  apkallu,	astral	dragon,	dream	dragon,	etheric	dragon,	
  fastachee,	gate	archon,	nightmare	dragon,	occult	dragon,	raelis,	
  shen,	vishap
  319
  Appendices
  
  All Hell Breaks Loose!
  All Hell Breaks Loose!
  Can a small group of heroes and would-be rebels stand against the might of the Thrice-
  Damned House of Thrune and the Church of Asmodeus and save their home town from 
  being crushed under the boot of an infernal tyrant? Will one of Cheliax’s most powerful 
  inquisitors make the city his playground, or can the rebels known as the Silver Ravens 
  rise up to bring a new era of freedom to the so called Silver City of Kintargo? 
  Hell’s Rebels offers monthly urban and political adventure thrills 
  that pit your heroes against the most diabolical minions of Hell!
  Paizo,	Paizo	Inc.,	the	Paizo	golem	logo,	Pathfinder,	Pathfinder	Adventure	Path	
  and	the	Pathfinder	logo	are	registered	trademarks	of	Paizo	Inc.;	Hell’s	Rebels	and	
  Pathfinder	Roleplaying	Game	are	trademarks	of	Paizo	Inc.	©	2015	Paizo	Inc.
  paizo.com/pathfinder
  Monthly • $24.99 • Available Now
  Monthly • $24.99 • Available Now
  
  paizo.com/pathfinder
  Printed in China. PZO1133
  C
  reatures strange beyond imagining and more terrifying than any nightmare lurk in 
  the dark corners of the world and the weird realms beyond. Within this book, 
  you’ll find hundreds of monsters for use in the Pathfinder Roleplaying 
  Game. Face off against devils and dragons, deep ones and brain moles, robots 
  and gremlins, and myriad other menaces! Yet not every creature needs to be an 
  enemy, as whimsical liminal sprites, helpful moon dogs, and regal seilenoi all 
  stand ready to aid you on your quests—if you prove yourself worthy. 
  Pathfinder RPG Bestiary 5 is the fifth indispensable volume of monsters 
  for use with the Pathfinder Roleplaying Game and serves a companion 
  to the Pathfinder RPG Core Rulebook and Pathfinder RPG Bestiary. This 
  imaginative tabletop game builds upon more than 10 years of system 
  development and an Open Playtest featuring more than 50,000 gamers 
  to create a cutting-edge RPG experience that brings the all-time 
  best-selling set of fantasy rules into a new era. 
  Pathfinder RPG Bestiary 5 includes:
  ► More than 300 different monsters. 
  ► New player-friendly races like caligni dark folk, deep one hybrids, plant-
  bodied ghorans, and simian orang-pendaks. 
  ► Psychic creatures both benevolent and terrifying, from the enigmatic 
  anunnaki and faceless astomoi to the howling caller in darkness and 
  insidious, alien grays.
  ► New familiars, animal companions, and other allies, such as 
  clockwork familiars, red pandas, and many-legged wollipeds.
  ► New templates to help you get more life out of classic monsters.
  ► Appendices to help you find the right monster, including 
  lists by Challenge Rating, monster type, and habitat.
  ► Expanded universal monster rules to simplify combat.
  ► Challenges for every adventure and every level of play.
  ► AND MUCH, MUCH MORE!
  BEYOND THE VEIL
  
SOURCE: textdata/thevault/Bestiaries/Pathfinder [pzo1133e] Bestiary 5.pdf